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			99.7k 
			 | 
|---|---|
	-- 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
-- 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
-- be place higher on your robloxian head. 
 | |
	--[[Flip]] 
 | 
	
local function Flip()
	--Detect Orientation
	if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then
		FlipWait=tick()
		--Apply Flip
	else
		if tick()-FlipWait>=3 then
			FlipDB=true
			local gyro = car.DriveSeat.Flip
			gyro.maxTorque = Vector3.new(10000,0,10000)
			gyro.P=3000
			gyro.D=500
			wait(1)
			gyro.maxTorque = Vector3.new(0,0,0)
			gyro.P=0
			gyro.D=0
			FlipDB=false
		end
	end
end
 
 | 
					
	-- listeners 
 | 
	
local function onProductPurchased(player, id)
	local product, class = getAsset(id)
	if product then
		local data = Datastore:GetData(player)
		if product.onPurchased then
			product.onPurchased(player)
		end
		if class == "Passes" and data then
			local gamepasses = data.Gamepasses or {}
			table.insert(gamepasses, product.Id)
			data.Gamepasses = gamepasses
		end
	end	
end
MarketplaceService.PromptGamePassPurchaseFinished:Connect(function(player, id, success)
	if (success and player.Parent) then
		onProductPurchased(player, id)
		game.ReplicatedStorage.RE.gamepassUpdate:FireClient(player, getNameFromID(id))
	end
end)
MarketplaceService.PromptProductPurchaseFinished:Connect(function(userid, id, success)
	local player = game.Players:GetPlayerByUserId(userid)
	if (success and player and player.Parent) then
		onProductPurchased(player, id)
	end
end)
 
 | 
					
	--[[
		___      _______                _     
	   / _ |____/ ___/ /  ___ ____ ___ (_)__ 
	  / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
	 /_/ |_|   \___/_//_/\_,_/___/___/_/___/
 						SecondLogic @ Inspare
]] 
 | 
	
local autoscaling	= false					--Estimates top speed
local UNITS	= {								--Click on speed to change units
											--First unit is default	
	{
		units			= "KM/H"				,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to MPH
		maxSpeed		= 370				,
		spInc			= 40				, -- Increment between labelled notches
	},
	
	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 370				,
		spInc			= 40				, -- Increment between labelled notches
	},
	
	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 400				,
		spInc			= 40				, -- Increment between labelled notches
	}
}
 
 | 
					
	--		print("Wha " .. pose) 
 | 
	
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end
	if (setAngles) then
		local desiredAngle = amplitude * math.sin(time * frequency)
		RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
		LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
		RightHip:SetDesiredAngle(-desiredAngle)
		LeftHip:SetDesiredAngle(-desiredAngle)
	end
	-- Tool Animation handling
	local tool = getTool()
	if tool then
	
		local animStringValueObject = getToolAnim(tool)
		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end
		if time > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end
		animateTool()		
	else
		stopToolAnimations()
		toolAnim = "None"
		toolAnimTime = 0
	end
end
 
 | 
					
	-- Handle event fire 
 | 
	
local function toggleDoor(player, door)
	
	-- Check distance to the character's Torso. If too far, don't do anything
	if player.Character and player.Character:FindFirstChild("Torso") then	
		local torso = player.Character:FindFirstChild("Torso")
		local toTorso = torso.Position - stove.Door.Position
		if toTorso.magnitude < clickDistance then
			if open then
				ovenMotor.DesiredAngle = 0
				open = false
			else
				ovenMotor.DesiredAngle = math.pi/2
				open = true
			end
		end
	end
end
stove.DoorPadding.ROBLOXInteractionEvent.OnServerEvent:connect(function(player, arguments)
	toggleDoor(player)
end)
stove.Door.ROBLOXInteractionEvent.OnServerEvent:connect(function(player, arguments)
	toggleDoor(player)
end)
 
 | 
					
	--[[
* Look for single edits surrounded on both sides by equalities
* which can be shifted sideways to align the edit to a word boundary.
* e.g: The c<ins>at c</ins>ame. -> The <ins>cat </ins>came.
* @param {Array.<Array.<number|string>>} diffs Array of diff tuples.
--]] 
 | 
	
_diff_cleanupSemanticLossless = function(diffs: Array<Diff>)
	local pointer = 2
	-- Intentionally ignore the first and last element (don't need checking).
	while diffs[pointer + 1] do
		local prevDiff, nextDiff = diffs[pointer - 1], diffs[pointer + 1]
		if prevDiff[1] == DIFF_EQUAL and nextDiff[1] == DIFF_EQUAL then
			-- This is a single edit surrounded by equalities.
			local diff = diffs[pointer]
			local equality1 = prevDiff[2]
			local edit = diff[2]
			local equality2 = nextDiff[2]
			-- First, shift the edit as far left as possible.
			local commonOffset = _diff_commonSuffix(equality1, edit)
			if commonOffset > 0 then
				local commonString = strsub(edit, -commonOffset)
				equality1 = strsub(equality1, 1, -commonOffset - 1)
				edit = commonString .. strsub(edit, 1, -commonOffset - 1)
				equality2 = commonString .. equality2
			end
			-- Second, step character by character right, looking for the best fit.
			local bestEquality1 = equality1
			local bestEdit = edit
			local bestEquality2 = equality2
			local bestScore = _diff_cleanupSemanticScore(equality1, edit) + _diff_cleanupSemanticScore(edit, equality2)
			while strbyte(edit, 1) == strbyte(equality2, 1) do
				equality1 = equality1 .. strsub(edit, 1, 1)
				edit = strsub(edit, 2) .. strsub(equality2, 1, 1)
				equality2 = strsub(equality2, 2)
				local score = _diff_cleanupSemanticScore(equality1, edit) + _diff_cleanupSemanticScore(edit, equality2)
				-- The >= encourages trailing rather than leading whitespace on edits.
				if score >= bestScore then
					bestScore = score
					bestEquality1 = equality1
					bestEdit = edit
					bestEquality2 = equality2
				end
			end
			if prevDiff[2] ~= bestEquality1 then
				-- We have an improvement, save it back to the diff.
				if #bestEquality1 > 0 then
					diffs[pointer - 1][2] = bestEquality1
				else
					tremove(diffs, pointer - 1)
					pointer = pointer - 1
				end
				diffs[pointer][2] = bestEdit
				if #bestEquality2 > 0 then
					diffs[pointer + 1][2] = bestEquality2
				else
					tremove(diffs, pointer + 1)
					pointer -= 1
				end
			end
		end
		pointer += 1
	end
end
 
 | 
					
	-- ========================================
-- ActionManager
-- ========================================
-- Bind/Unbind actions 
 | 
	
function ActionManager:BindGameActions(players)
	for i, player in pairs(players) do
		bind:FireClient(player, "Action1", Enum.UserInputType.MouseButton1, Enum.KeyCode.ButtonR2)
	end
end
function ActionManager:UnbindGameActions(players)
	for i, player in pairs(players) do
		unbind:FireClient(player, "Action1")
	end
end
 
 | 
					
	---------- Brake Lights On ---------- 
 | 
	
lights.Brake1.BrickColor = BrickColor.new("Really red")
lights.Brake2.BrickColor = BrickColor.new("Really red")
lights.Brake1.Material = "Neon"
lights.Brake2.Material = "Neon"
end
end
 
 | 
					
	--ball.SparkSound.Looped = false
--ball.SparkSound:Stop() 
 | 
	
ball.Parent = nil
 
 | 
					
	-- Shorthand for creating a tweenable "variable" using value object 
 | 
	
local function makeProperty(valueObjectClass, defaultValue, setter)
	local valueObject = Instance.new(valueObjectClass)
	if defaultValue then
		valueObject.Value = defaultValue
	end
	valueObject.Changed:connect(setter)
	setter(valueObject.Value)
	return valueObject
end
local Color = makeProperty("Color3Value", RAIN_DEFAULT_COLOR, function(value)
	
	local value = ColorSequence.new(value)
	
	Emitter.RainStraight.Color = value
	Emitter.RainTopDown.Color = value
	
	for _,v in pairs(splashAttachments) do
		v.RainSplash.Color = value
	end
	for _,v in pairs(rainAttachments) do
		v.RainStraight.Color = value
		v.RainTopDown.Color = value
	end
	
end)
local function updateTransparency(value)
	
	local opacity = (1 - value) * (1 - GlobalModifier.Value)
	local transparency = 1 - opacity
	
	straightLowAlpha = RAIN_STRAIGHT_ALPHA_LOW * opacity + transparency
	topdownLowAlpha = RAIN_TOPDOWN_ALPHA_LOW * opacity + transparency
	
	local splashSequence = NumberSequence.new {
		NSK010;
		NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, opacity*RAIN_SPLASH_ALPHA_LOW + transparency, 0);
		NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, opacity*RAIN_SPLASH_ALPHA_LOW + transparency, 0);
		NSK110;
	}
	
	for _,v in pairs(splashAttachments) do
		v.RainSplash.Transparency = splashSequence
	end
	
end
local Transparency = makeProperty("NumberValue", RAIN_DEFAULT_TRANSPARENCY, updateTransparency)
GlobalModifier.Changed:connect(updateTransparency)
local SpeedRatio = makeProperty("NumberValue", RAIN_DEFAULT_SPEEDRATIO, function(value)
	
	Emitter.RainStraight.Speed = NumberRange.new(value * RAIN_STRAIGHT_MAX_SPEED)
	Emitter.RainTopDown.Speed = NumberRange.new(value * RAIN_TOPDOWN_MAX_SPEED)
	
end)
local IntensityRatio = makeProperty("NumberValue", RAIN_DEFAULT_INTENSITYRATIO, function(value)
	
	Emitter.RainStraight.Rate = RAIN_STRAIGHT_MAX_RATE * value
	Emitter.RainTopDown.Rate = RAIN_TOPDOWN_MAX_RATE * value
	
	intensityOccludedRain = math.ceil(RAIN_OCCLUDED_MAXINTENSITY * value)
	numSplashes = RAIN_SPLASH_NUM * value
	
end)
local LightEmission = makeProperty("NumberValue", RAIN_DEFAULT_LIGHTEMISSION, function(value)
	
	Emitter.RainStraight.LightEmission = value
	Emitter.RainTopDown.LightEmission = value
	
	for _,v in pairs(rainAttachments) do
		v.RainStraight.LightEmission = value
		v.RainTopDown.LightEmission = value
	end
	for _,v in pairs(splashAttachments) do
		v.RainSplash.LightEmission = value
	end
	
end)
local LightInfluence = makeProperty("NumberValue", RAIN_DEFAULT_LIGHTINFLUENCE, function(value)
	
	Emitter.RainStraight.LightInfluence = value
	Emitter.RainTopDown.LightInfluence = value
	
	for _,v in pairs(rainAttachments) do
		v.RainStraight.LightInfluence = value
		v.RainTopDown.LightInfluence = value
	end
	for _,v in pairs(splashAttachments) do
		v.RainSplash.LightInfluence = value
	end
	
end)
local RainDirection = makeProperty("Vector3Value", RAIN_DEFAULT_DIRECTION, function(value)
	if value.magnitude > 0.001 then
		rainDirection = value.unit
	end
end)
 
 | 
					
	--[[------------------------------------- REMOTE FUNCTIONS ------------------------------]] 
 | 
	--
local function validateAndSendSoundRequest(requestingPly, parent, soundObj, vol, pit, timePos)
	if not soundObj then return end
	for _, v in pairs(serverWorkerModule.getAllOtherPlayers(requestingPly)) do
		playSoundEffectEvent:FireClient(v, parent, soundObj, vol, pit, timePos)
	end
end
 
 | 
					
	-- Settings 
 | 
	
local allow_duplicates = false
local allow_team ={
	"Players", "Players"
} 
 | 
					
	--not sure
--local function PlaySound()
--	game.SoundSerivce.SealOrb:Play()
--end
-- 
 | 
	
local triggerEnabled = true
local function touched(otherPart)
	if( not triggerEnabled ) then
		return
	end
	if(otherPart.Name == "HumanoidRootPart" ) then
		local player = game.Players:FindFirstChild(otherPart.Parent.Name)
		if(player) then
			triggerEnabled = false
			staticCorrupt.Transparency = 0
			imageLableCorrupt.ImageTransparency = 0
			
		--	PlaySound("")
			wait( 4 )	--How long the Corrupt screen is visable
			
			staticCorrupt.Transparency = 1
			imageLableCorrupt.ImageTransparency = 1
			trigger.CanTouch = false
			wait(10) ---How long before the trigger can be touched agian
			trigger.CanTouch = true
			triggerEnabled = true
		end
	end
end
trigger.Touched:Connect(touched)
 
 | 
					
	-- 	How many studs the zombie can wander on the x and z axis in studs ; 0, 0 to stay still 
 | |
	-- functions 
 | 
	
function onRunning(speed)
	if isSeated then return end
	if speed>0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end
function onDied()
	pose = "Dead"
end
function onJumping()
	isSeated = false
	pose = "Jumping"
end
function onClimbing()
	pose = "Climbing"
end
function onGettingUp()
	pose = "GettingUp"
end
function onFreeFall()
	pose = "FreeFall"
end
function onFallingDown()
	pose = "FallingDown"
end
function onSeated()
	isSeated = true
	pose = "Seated"
	print("Seated")
end
function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end
function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end
function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end
function moveSit()
	print("Move Sit")
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end
function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == "Tool") then return kidTable[i] end
		end
	end
	
	return nil
end
function getToolAnim(tool)
	c = tool:children()
	for i=1,#c do
		if (c[i].Name == "toolanim" and c[i].className == "StringValue") then
			return c[i]
		end
	end
	return nil
end
function animateTool()
	
	if (toolAnim == "None") then
		RightShoulder.DesiredAngle = 1.57
		return
	end
	if (toolAnim == "Slash") then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end
	if (toolAnim == "Lunge") then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end
function move(time)
	local amplitude
	local frequency
	if (pose == "Jumping") then
		moveJump()
		return
	end
	if (pose == "FreeFall") then
		moveFreeFall()
		return
	end
	if (pose == "Climbing") then
		moveClimb()
		return
	end
	if (pose == "Seated") then
		moveSit()
		return
	end
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == "Running") then
		amplitude = 1
		frequency = 9
	else
		amplitude = 0.1
		frequency = 1
	end
	desiredAngle = amplitude * math.sin(time*frequency)
	RightShoulder.DesiredAngle = desiredAngle
	LeftShoulder.DesiredAngle = desiredAngle
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle
	local tool = getTool()
	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)
		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end
		if time > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end
		animateTool()
		
	else
		toolAnim = "None"
		toolAnimTime = 0
	end
end
 
 | 
					
	--------------| MODIFY COMMANDS |-------------- 
 | 
	
SetCommandRankByName = {
	--["jump"] = "VIP";
};	
SetCommandRankByTag = {
	--["abusive"] = "Admin";
};
};
 
 | 
					
	-- fetch the ID list 
 | 
	
local IDList = require(script.Parent.IDList)
 
 | 
					
	--[[ Public API ]] 
 | 
	--
function DPad:Enable()
	DPadFrame.Visible = true
end
function DPad:Disable()
	DPadFrame.Visible = false
	OnInputEnded()
end
function DPad:Create(parentFrame)
	if DPadFrame then
		DPadFrame:Destroy()
		DPadFrame = nil
	end
	
	local position = UDim2.new(0, 10, 1, -230)
	DPadFrame = Instance.new('Frame')
	DPadFrame.Name = "DPadFrame"
	DPadFrame.Active = true
	DPadFrame.Visible = false
	DPadFrame.Size = UDim2.new(0, 192, 0, 192)
	DPadFrame.Position = position
	DPadFrame.BackgroundTransparency = 1
	
	local smArrowSize = UDim2.new(0, 23, 0, 23)
	local lgArrowSize = UDim2.new(0, 64, 0, 64)
	local smImgOffset = Vector2.new(46, 46)
	local lgImgOffset = Vector2.new(128, 128)
	
	local bBtn = createArrowLabel("BackButton", UDim2.new(0.5, -32, 1, -64), lgArrowSize, Vector2.new(0, 0), lgImgOffset)
	local fBtn = createArrowLabel("ForwardButton", UDim2.new(0.5, -32, 0, 0), lgArrowSize, Vector2.new(0, 258), lgImgOffset)
	local lBtn = createArrowLabel("LeftButton", UDim2.new(0, 0, 0.5, -32), lgArrowSize, Vector2.new(129, 129), lgImgOffset)
	local rBtn = createArrowLabel("RightButton", UDim2.new(1, -64, 0.5, -32), lgArrowSize, Vector2.new(0, 129), lgImgOffset)
	local jumpBtn = createArrowLabel("JumpButton", UDim2.new(0.5, -32, 0.5, -32), lgArrowSize, Vector2.new(129, 0), lgImgOffset)
	local flBtn = createArrowLabel("ForwardLeftButton", UDim2.new(0, 35, 0, 35), smArrowSize, Vector2.new(129, 258), smImgOffset)
	local frBtn = createArrowLabel("ForwardRightButton", UDim2.new(1, -55, 0, 35), smArrowSize, Vector2.new(176, 258), smImgOffset)
	flBtn.Visible = false
	frBtn.Visible = false
	
	-- input connections
	jumpBtn.InputBegan:connect(function(inputObject)
		MasterControl:DoJump()
	end)
	
	local movementVector = Vector3.new(0,0,0)
	local function normalizeDirection(inputPosition)
		local jumpRadius = jumpBtn.AbsoluteSize.x/2
		local centerPosition = getCenterPosition()
		local direction = Vector2.new(inputPosition.x - centerPosition.x, inputPosition.y - centerPosition.y)
		
		if direction.magnitude > jumpRadius then
			local angle = ATAN2(direction.y, direction.x)
			local octant = (FLOOR(8 * angle / (2 * PI) + 8.5)%8) + 1
			movementVector = COMPASS_DIR[octant]
		end
		
		if not flBtn.Visible and movementVector == COMPASS_DIR[7] then
			flBtn.Visible = true
			frBtn.Visible = true
		end
	end
	
	DPadFrame.InputBegan:connect(function(inputObject)
		if TouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch then
			return
		end
		
		MasterControl:AddToPlayerMovement(-movementVector)
		
		TouchObject = inputObject
		normalizeDirection(TouchObject.Position)
		
		MasterControl:AddToPlayerMovement(movementVector)
	end)
	
	DPadFrame.InputChanged:connect(function(inputObject)
		if inputObject == TouchObject then
			MasterControl:AddToPlayerMovement(-movementVector)
			normalizeDirection(TouchObject.Position)
			MasterControl:AddToPlayerMovement(movementVector)
		end
	end)
	
	OnInputEnded = function()
		TouchObject = nil
		flBtn.Visible = false
		frBtn.Visible = false
		
		MasterControl:AddToPlayerMovement(-movementVector)
		movementVector = Vector3.new(0, 0, 0)
	end
	
	DPadFrame.InputEnded:connect(function(inputObject)
		if inputObject == TouchObject then
			OnInputEnded()
		end
	end)
	
	DPadFrame.Parent = parentFrame
end
return DPad
 
 | 
					
	--[[Initialize]] 
 | 
	
	script.Parent:WaitForChild("A-Chassis Interface")
	script.Parent:WaitForChild("Plugins")
	script.Parent:WaitForChild("README")
	
	local car=script.Parent.Parent
	local _Tune=require(script.Parent)
	
	wait(_Tune.LoadDelay)
	
	--Weight Scaling
	local weightScaling = _Tune.WeightScaling
	if not workspace:PGSIsEnabled() then
		weightScaling = _Tune.LegacyScaling
	end
	local Drive=car.Wheels:GetChildren()
	
	--Remove Existing Mass
	function DReduce(p)
		for i,v in pairs(p:GetChildren())do
			if v:IsA("BasePart") then
				if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
				v.CustomPhysicalProperties = PhysicalProperties.new(
					0,
					v.CustomPhysicalProperties.Friction,
					v.CustomPhysicalProperties.Elasticity,
					v.CustomPhysicalProperties.FrictionWeight,
					v.CustomPhysicalProperties.ElasticityWeight
				)
			end
			DReduce(v)
		end
	end
	DReduce(car)
 
 | 
					
	-- Functions 
 | 
	
function httpGet(url)
	return game:HttpGet(url,true)
end
 
 | 
					
	-- setup emote chat hook 
 | 
	
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
	local emote = ""
	if (string.sub(msg, 1, 3) == "/e ") then
		emote = string.sub(msg, 4)
	elseif (string.sub(msg, 1, 7) == "/emote ") then
		emote = string.sub(msg, 8)
	end
	
	if (pose == "Standing" and emoteNames[emote] ~= nil) then
		playAnimation(emote, 0.1, Humanoid)
	end
end)
 
 | 
					
	--[[
	OrbitalCamera - Spherical coordinates control camera for top-down games
	2018 Camera Update - AllYourBlox		
--]] 
 | |
	----------------------------------
------------FUNCTIONS-------------
---------------------------------- 
 | 
	
function Receive(player, action, ...)
	local args = {...}
	if player == User and action == "play" then
		Connector:FireAllClients("play", User, args[1], Settings.SoundSource.Position, Settings.PianoSoundRange, Settings.PianoSounds, args[2], Settings.IsCustom)
		HighlightPianoKey((args[1] > 61 and 61) or (args[1] < 1 and 1) or args[1],args[3])
	elseif player == User and action == "abort" then
		Deactivate()
		if SeatWeld then
			SeatWeld:remove()
		end
	end
end
function Activate(player)
	Connector:FireClient(player, "activate", Settings.CameraCFrame, Settings.PianoSounds, true)
	User = player
end
function Deactivate()
	if User and User.Parent then
		Connector:FireClient(User, "deactivate")
		User.Character:SetPrimaryPartCFrame(Box.CFrame + Vector3.new(0, 5, 0))
	end
	
	User = nil
end
 
 | 
					
	-- Local Functions 
 | 
	
local function GetTeamFromColor(teamColor)
	for _, team in ipairs(Teams:GetTeams()) do
		if team.TeamColor == teamColor then
			return team
		end
	end
	return nil
end
 
 | 
					
	--[[Drivetrain]] 
 | 
		
	Tune.Config			= "RWD"		--"FWD" , "RWD" , "AWD"
	
	--Differential Settings	
	Tune.FDiffSlipThres	= 50		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
	Tune.FDiffLockThres	= 0			-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
	Tune.RDiffSlipThres	= 100		-- 1 - 100%
	Tune.RDiffLockThres	= 0			-- 0 - 100%
	Tune.CDiffSlipThres	= 1			-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 0			-- 0 - 100%				[AWD Only]
	
	--Traction Control Settings
	Tune.TCSEnabled		= false		-- Implements TCS
	Tune.TCSThreshold	= 20		-- Slip speed allowed before TCS starts working (in SPS)
	Tune.TCSGradient	= 20		-- Slip speed gradient between 0 to max reduction (in SPS)
	Tune.TCSLimit		= 10		-- Minimum amount of torque at max reduction (in percent)
	 
 | 
					
	--Disconnect MoveToFinished connection when pathfinding ends 
 | 
	
local function disconnectMoveConnection(self)
	self._moveConnection:Disconnect()
	self._moveConnection = nil
end
 
 | 
					
	-- / Wind Shake / -- 
 | 
	
WindShake:SetDefaultSettings(WindShakeSettings)
WindShake:Init()
for _, ShakeObject in pairs(game.Workspace:GetDescendants()) do
	if ShakeObject:IsA("BasePart") then
		if table.find(ShakableObjects, ShakeObject.Name) then
			WindShake:AddObjectShake(ShakeObject, WindShakeSettings)
		end
	end
end
game.Workspace.DescendantAdded:Connect(function(Object)
	if table.find(ShakableObjects, Object.Name) then
		WindShake:AddObjectShake(Object, WindShakeSettings)
	end
end)
 
 | 
					
	--[=[
	Alias for [Subscription.Destroy].
]=] 
 | 
	
function Subscription:Disconnect()
	self:Destroy()
end
return Subscription
 
 | 
					
	--pathfind 
 | 
	
function GoTo(Target)
	Path:ComputeAsync(NPC.HumanoidRootPart.Position, Target)
	if Path.Status == Enum.PathStatus.NoPath then
	else
		local WayPoints = Path:GetWaypoints()
		for _, WayPoint in ipairs(WayPoints) do
			NPC.Humanoid:MoveTo(WayPoint.Position)
			if WayPoint.Action == Enum.PathWaypointAction.Jump then
				NPC.Humanoid.Jump = true
			end
		end
	end
end 
 | 
					
	-- idle bob settings 
 | 
	
local speed = 1.5
local intensity = 0.2
local smoothness = 0.2
 
 | 
					
	----------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Events
---------------------------------------------------------------------------------------------------------------------------------------------------------------- 
 | 
	
camera.Changed:connect(function()
	local dis = (game.Lighting:GetSunDirection()-camera.CoordinateFrame.lookVector).magnitude
	local parts = camera:GetPartsObscuringTarget({camera.CoordinateFrame,game.Lighting:GetSunDirection()*10000},{((camera.CoordinateFrame.p-player.Character.Head.Position).magnitude < 1 and player.Character or nil)})
	if dis > 1 then dis = 1 end
	
	for i = 1,#parts do
		if parts[i] then
			dis = 1
			break
		end
	end
	
	ts:Create(blind,TweenInfo.new(0.5,Enum.EasingStyle.Sine,Enum.EasingDirection.Out,0,false,0),{
		Brightness = (1-dis)*0.35
	}):Play()
	
	ts:Create(blur,TweenInfo.new(0.5,Enum.EasingStyle.Sine,Enum.EasingDirection.Out,0,false,0),{
		Size = 15*(1-dis)
	}):Play()
end)
 
 | 
					
	-- Gamepad thumbstick utilities 
 | 
	
local k = 0.5
local lowerK = 0.9
local function SCurveTransform(t)
	t = math.clamp(t, -1,1)
	if t >= 0 then
		return (k*t) / (k - t + 1)
	end
	return -((lowerK*-t) / (lowerK + t + 1))
end
local DEADZONE = 0.25
local function toSCurveSpace(t)
	return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE
end
local function fromSCurveSpace(t)
	return t/2 + 0.5
end
 
 | 
					
	--bendarobloxian 2020, Owner Title Script Version 4.2 | Now supporting rainbow colors, but with a less colorful and more simplistic icon. 
 | |
	-- щит над деревней 
 | 
	
me = script.Parent
me.Position = Vector3.new(0,0,0)
local radius = game.Workspace.Village.Radius.Value
me.Size = Vector3.new(radius,radius,radius)
 
 | 
					
	--////////////////////////////// Methods
--////////////////////////////////////// 
 | 
	
local methods = {}
methods.__index = methods
local function CreateGuiObjects()
	local BaseFrame = Instance.new("Frame")
	BaseFrame.Selectable = false
	BaseFrame.Size = UDim2.new(1, 0, 1, 0)
	BaseFrame.BackgroundTransparency = 1
	local Scroller = Instance.new("ScrollingFrame")
	Scroller.Selectable = ChatSettings.GamepadNavigationEnabled
	Scroller.Name = "Scroller"
	Scroller.BackgroundTransparency = 1
	Scroller.BorderSizePixel = 0
	Scroller.Position = UDim2.new(0, 0, 0, 3)
	Scroller.Size = UDim2.new(1, -4, 1, -6)
	Scroller.CanvasSize = UDim2.new(0, 0, 0, 0)
	Scroller.ScrollBarThickness = module.ScrollBarThickness
	Scroller.Active = false
	Scroller.Parent = BaseFrame
	local Layout = Instance.new("UIListLayout")
	Layout.SortOrder = Enum.SortOrder.LayoutOrder
	Layout.Parent = Scroller
	return BaseFrame, Scroller, Layout
end
function methods:Destroy()
	self.GuiObject:Destroy()
	self.Destroyed = true
end
function methods:SetActive(active)
	self.GuiObject.Visible = active
end
function methods:UpdateMessageFiltered(messageData)
	local messageObject = nil
	local searchIndex = 1
	local searchTable = self.MessageObjectLog
	while (#searchTable >= searchIndex) do
		local obj = searchTable[searchIndex]
		if obj.ID == messageData.ID then
			messageObject = obj
			break
		end
		searchIndex = searchIndex + 1
	end
	if messageObject then
		messageObject.UpdateTextFunction(messageData)
		self:PositionMessageLabelInWindow(messageObject, searchIndex)
	end
end
function methods:AddMessage(messageData)
	self:WaitUntilParentedCorrectly()
	local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName)
	if messageObject == nil then
		return
	end
	table.insert(self.MessageObjectLog, messageObject)
	self:PositionMessageLabelInWindow(messageObject, #self.MessageObjectLog)
end
function methods:AddMessageAtIndex(messageData, index)
	local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName)
	if messageObject == nil then
		return
	end
	table.insert(self.MessageObjectLog, index, messageObject)
	self:PositionMessageLabelInWindow(messageObject, index)
end
function methods:RemoveLastMessage()
	self:WaitUntilParentedCorrectly()
	local lastMessage = self.MessageObjectLog[1]
	lastMessage:Destroy()
	table.remove(self.MessageObjectLog, 1)
end
function methods:IsScrolledDown()
	local yCanvasSize = self.Scroller.CanvasSize.Y.Offset
	local yContainerSize = self.Scroller.AbsoluteWindowSize.Y
	local yScrolledPosition = self.Scroller.CanvasPosition.Y
	return (yCanvasSize < yContainerSize or
		yCanvasSize - yScrolledPosition <= yContainerSize + 5)
end
function methods:UpdateMessageTextHeight(messageObject)
	local baseFrame = messageObject.BaseFrame
	for i = 1, 10 do
		if messageObject.BaseMessage.TextFits then
			break
		end
		local trySize = self.Scroller.AbsoluteSize.X - i
		baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(trySize))
	end
end
function methods:PositionMessageLabelInWindow(messageObject, index)
	self:WaitUntilParentedCorrectly()
	local wasScrolledDown = self:IsScrolledDown()
	local baseFrame = messageObject.BaseFrame
	local layoutOrder = 1
	if self.MessageObjectLog[index - 1] then
		if index == #self.MessageObjectLog then
			layoutOrder = self.MessageObjectLog[index - 1].BaseFrame.LayoutOrder + 1
		else
			layoutOrder = self.MessageObjectLog[index - 1].BaseFrame.LayoutOrder
		end
	end
	baseFrame.LayoutOrder = layoutOrder
	baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(self.Scroller.AbsoluteSize.X))
	baseFrame.Parent = self.Scroller
	if messageObject.BaseMessage then
		self:UpdateMessageTextHeight(messageObject)
	end
	if wasScrolledDown then
		self.Scroller.CanvasPosition = Vector2.new(
			0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y))
	end
end
function methods:ReorderAllMessages()
	self:WaitUntilParentedCorrectly()
	--// Reordering / reparenting with a size less than 1 causes weird glitches to happen
	-- with scrolling as repositioning happens.
	if self.GuiObject.AbsoluteSize.Y < 1 then return end
	local oldCanvasPositon = self.Scroller.CanvasPosition
	local wasScrolledDown = self:IsScrolledDown()
	for _, messageObject in pairs(self.MessageObjectLog) do
		self:UpdateMessageTextHeight(messageObject)
	end
	if not wasScrolledDown then
		self.Scroller.CanvasPosition = oldCanvasPositon
	else
		self.Scroller.CanvasPosition = Vector2.new(
			0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y))
	end
end
function methods:Clear()
	for _, v in pairs(self.MessageObjectLog) do
		v:Destroy()
	end
	self.MessageObjectLog = {}
end
function methods:SetCurrentChannelName(name)
	self.CurrentChannelName = name
end
function methods:FadeOutBackground(duration)
	--// Do nothing
end
function methods:FadeInBackground(duration)
	--// Do nothing
end
function methods:FadeOutText(duration)
	for i = 1, #self.MessageObjectLog do
		if self.MessageObjectLog[i].FadeOutFunction then
			self.MessageObjectLog[i].FadeOutFunction(duration, CurveUtil)
		end
	end
end
function methods:FadeInText(duration)
	for i = 1, #self.MessageObjectLog do
		if self.MessageObjectLog[i].FadeInFunction then
			self.MessageObjectLog[i].FadeInFunction(duration, CurveUtil)
		end
	end
end
function methods:Update(dtScale)
	for i = 1, #self.MessageObjectLog do
		if self.MessageObjectLog[i].UpdateAnimFunction then
			self.MessageObjectLog[i].UpdateAnimFunction(dtScale, CurveUtil)
		end
	end
end
 
 | 
					
	-- Sound 
 | 
	
Button.MouseClick:Sound(function(Sound)
	play.Sound()
end)
 
 | 
					
	--Code 
 | 
	
if year == 2007 then
	script.Parent.ClickToChat.TextColor3 = Color3.new(0, 0, 0)
	script.Parent.ChatBar.BackgroundColor3 = Color3.new(255/255, 255/255, 255/255)
end
local Chat = { 
	ChatColors = {
		BrickColor.new("Bright red"),
		BrickColor.new("Bright blue"),
		BrickColor.new("Earth green"),
		BrickColor.new("Bright violet"),
		BrickColor.new("Bright orange"),
		BrickColor.new("Bright yellow"),
		BrickColor.new("Light reddish violet"),
		BrickColor.new("Brick yellow"),
	};
	Gui = nil,
	Frame = nil,
	RenderFrame = nil,
	TapToChatLabel = nil,
	ClickToChatButton = nil,
	Templates = nil,
	EventListener = nil,
	MessageQueue = {},
	
	Configuration = {								
		FontSize = Enum.FontSize.Size12,	
		NumFontSize = 12,
		HistoryLength = 20,
		Size = UDim2.new(0.38, 0, 0.20, 0),
		MessageColor = Color3.new(1, 1, 1),
		AdminMessageColor = Color3.new(1, 215/255, 0),
		XScale = 0.025,
		LifeTime = 45,
		Position = UDim2.new(0, 2, 0.05, 0),
		DefaultTweenSpeed = 0.15,							
	};
	
	CachedSpaceStrings_List = {},
	Messages_List = {},
	MessageThread = nil,
	TempSpaceLabel = nil,
}
function GetNameValue(pName)
	local value = 0
	for index = 1, #pName do 
		local cValue = string.byte(string.sub(pName, index, index))
		local reverseIndex = #pName - index + 1
		if #pName%2 == 1 then 
			reverseIndex = reverseIndex - 1			
		end
		if reverseIndex%4 >= 2 then 
			cValue = -cValue 			
		end 
		value = value + cValue 
	end 
	return value%8
end 
function Chat:ComputeChatColor(pName)
	return self.ChatColors[GetNameValue(pName) + 1].Color
end 
function Chat:UpdateQueue(field, diff)	 				
	for i = #self.MessageQueue, 1, -1 do 			
		if self.MessageQueue[i] then 						
			for _, label in pairs(self.MessageQueue[i]) do 						
				if label and type(label) ~= "table" and type(label) ~= "number" then					
					if label:IsA("TextLabel") or label:IsA("TextButton") then 	
						if diff then 
							label.Position = label.Position - UDim2.new(0, 0, diff, 0) 
						else											
							if field == self.MessageQueue[i] then 						
								label.Position = UDim2.new(self.Configuration.XScale, 0, label.Position.Y.Scale - field["Message"].Size.Y.Scale , 0)
							else 							
								label.Position = UDim2.new(self.Configuration.XScale, 0, label.Position.Y.Scale - field["Message"].Size.Y.Scale, 0)							
							end  
							if label.Position.Y.Scale < -0.01 then 							
								label.Visible = false 						
								label:Destroy() 
							end 
						end 
					end 
				end 						
			end 
		end 
	end	
end 
function Chat:ComputeSpaceString(pLabel)
	local nString = " "
	if not self.TempSpaceLabel then 
		self.TempSpaceLabel = self.Templates.SpaceButton
		self.TempSpaceLabel.Size = UDim2.new(0, pLabel.AbsoluteSize.X, 0, pLabel.AbsoluteSize.Y); 
	end
	self.TempSpaceLabel.Text = nString
	while self.TempSpaceLabel.TextBounds.X < pLabel.TextBounds.X do 
		nString = nString .. " "
		self.TempSpaceLabel.Text = nString 				
	end 
	nString = nString .. " "
	self.CachedSpaceStrings_List[pLabel.Text] = nString 
	self.TempSpaceLabel.Text = ""
	return nString	
end
function Chat:UpdateChat(cPlayer, message)
	local messageField = {["Player"] = cPlayer,["Message"] = message}	
	if coroutine.status(Chat.MessageThread) == "dead" then 				
		table.insert(Chat.Messages_List, messageField)				
		Chat.MessageThread = coroutine.create(function ()
			for i = 1, #Chat.Messages_List do 	
				local field = Chat.Messages_List[i]																														
				Chat:CreateMessage(field["Player"], field["Message"]) 						
			end 
			Chat.Messages_List = {}									
		end)
		coroutine.resume(Chat.MessageThread)
	else 
		table.insert(Chat.Messages_List, messageField)
	end 
end 
function Chat:CreateMessage(cPlayer, message)		
	local pName = cPlayer ~= nil and cPlayer.Name or "GAME"	
	message = message:gsub("^%s*(.-)%s*$", "%1")		
	self.MessageQueue[#self.MessageQueue] = (#self.MessageQueue > self.Configuration.HistoryLength) and nil or self.MessageQueue[#self.MessageQueue]
	local pLabel = self.Templates.pLabel:clone()
	pLabel.Name = pName;
	pLabel.Text = pName .. ";";
	pLabel.Parent = self.RenderFrame;			
	pLabel.TextColor3 = (cPlayer.Neutral) and Chat:ComputeChatColor(pName) or cPlayer.TeamColor.Color 
	local nString = self.CachedSpaceStrings_List[pName] or Chat:ComputeSpaceString(pLabel)
	local mLabel = self.Templates.mLabel:clone()
	mLabel.Name = pName .. " - message";					
	mLabel.TextColor3 = Chat.Configuration.MessageColor;					
	mLabel.Text = nString .. message;
	mLabel.Parent = self.RenderFrame;	
	local heightField = mLabel.TextBounds.Y	
	mLabel.Size = UDim2.new(1, 0, heightField/self.RenderFrame.AbsoluteSize.Y, 0)	
	pLabel.Size = mLabel.Size
	local yPixels = self.RenderFrame.AbsoluteSize.Y
	local yFieldSize = mLabel.TextBounds.Y
	local queueField = {}	
	queueField["Player"] = pLabel 
	queueField["Message"] = mLabel 
	queueField["SpawnTime"] = tick()
	table.insert(self.MessageQueue, 1, queueField)		
	Chat:UpdateQueue(queueField)
end
function Chat:CreateChatBar()	
	self.ClickToChatButton = self.Gui:WaitForChild("ClickToChat")
	self.ChatBar = self.Gui:WaitForChild("ChatBar")
	local mouse = game.Players.LocalPlayer:GetMouse()
	mouse.KeyDown:connect(function (key)
		if key:byte() == 47 or key == "/" then
			self.ClickToChatButton.Visible = false
			if year > 2007 then
				self.ChatBar.BackgroundColor3 = Color3.new(255/255, 255/255, 255/255)
			end
			self.ChatBar:CaptureFocus()
		end
	end)
	self.ClickToChatButton.MouseButton1Click:connect(function ()
		self.ClickToChatButton.Visible = false
		if year > 2007 then
			self.ChatBar.BackgroundColor3 = Color3.new(255/255, 255/255, 255/255)
		end
		self.ChatBar:CaptureFocus()
	end)	
end
function Chat:PlayerChat(message)
	local m = Instance.new("StringValue")
	m.Name = "NewMessage"
	m.Value = message
	m.Parent = game.Players.LocalPlayer
	game:GetService("Debris"):AddItem(m, 2)
end
function Chat:CreateGui()
	self.Gui = script.Parent
	self.Frame = self.Gui:WaitForChild("ChatFrame")
	self.RenderFrame = self.Frame:WaitForChild("ChatRenderFrame")
	self.Templates = self.Gui:WaitForChild("Templates")	
	Chat:CreateChatBar()
	self.ChatBar.FocusLost:connect(function(enterPressed)
		if year > 2007 then
			self.ChatBar.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255)
		end
		if enterPressed and self.ChatBar.Text ~= "" then 
			local cText = self.ChatBar.Text
			if string.sub(self.ChatBar.Text, 1, 1)  == "%" then 
				cText = "(TEAM) " .. string.sub(cText, 2, #cText)
			end
			Chat:PlayerChat(cText)											
			if self.ClickToChatButton then 
				self.ClickToChatButton.Visible = true 
			end 
			self.ChatBar.Text = ""	
			self.ClickToChatButton.Visible = true							
		end	
	end)	
end
function Chat:TrackPlayerChats()
	local function chatRegister(p)
		p.ChildAdded:connect(function (obj)
			if obj:IsA("StringValue") and obj.Name == "NewMessage" then
				if game.Players.LocalPlayer.Neutral or p.TeamColor == game.Players.LocalPlayer.TeamColor then
					Chat:UpdateChat(p, obj.Value)
				end
			end
		end)
	end
	for _,v in pairs(game.Players:GetPlayers()) do
		chatRegister(v)
	end
	game.Players.PlayerAdded:connect(chatRegister)
end
function Chat:CullThread()
	Spawn(function ()
		while true do 
			if #self.MessageQueue > 0 then 
				for _, field in pairs(self.MessageQueue) do 				
					if field["SpawnTime"] and field["Player"] and field["Message"] and tick() - field["SpawnTime"] > self.Configuration.LifeTime then 
						field["Player"].Visible = false 
						field["Message"].Visible = false 
					end 
				end 
			end 
			wait(5)
		end
	end)
end
function Chat:Initialize()			
	Chat:CreateGui()
	Chat:TrackPlayerChats()
	self.MessageThread = coroutine.create(function () end)
						 coroutine.resume(self.MessageThread)
	Chat:CullThread()
end
Chat:Initialize()
 
 | 
					
	--Much efficient way to hide the backpack without causing lag 
 | 
	
local StarterGui = game:GetService("StarterGui")
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
 
 | 
					
	-- Get points and listen for changes: 
 | 
	
local initialPoints = PointsService:GetPoints()
PointsChanged(initialPoints)
PointsService.PointsChanged:Connect(PointsChanged)
 
 | 
					
	-------------------------------------------------------------------- 
 | 
	
	if backfire == true then
		mouse.KeyDown:connect(function(key)
			if key == camkey and enabled == false then
				local children = car.Body.Exhaust:GetChildren()
				for index, child in pairs(children) do
					if child.Name == "Backfire1" or child.Name == "Backfire2" then
						local effect = script.soundeffect:Clone()
						local effect2 = script.soundeffect:Clone()
						effect.Name = "soundeffectCop"
						effect2.Name = "soundeffectCop"
					effect.Parent = child.Backfire1
					effect2.Parent = child.Backfire2
					end
				end
			elseif key == camkey and enabled == true then
			
			local children = car.Body.Exhaust2:GetChildren()
			for index, child in pairs(children) do
				if child.Name == "Backfire1" or child.Name == "Backfire2" then
					
					child.Backfire1.soundeffectCop:Destroy()
					child.Backfire2.soundeffectCop:Destroy()
				end
			end
		end
			car.DriveSeat.ChildRemoved:Connect(function(child)
				if child.Name == "SeatWeld" then
				local descendants = car.Body.Exhaust2:GetDescendants()
					for index, descendant in pairs(descendants) do
					if descendant.Name == "soundeffectCop" then
						descendant:Destroy()
					end
				end
			end
		end)
	end)
end 
 | 
					
	--Variable 
 | 
	
local MovementMap = {
    [Enum.KeyCode.W] = Vector3.new(0, 0, -1);
    [Enum.KeyCode.A] = Vector3.new(-1, 0, 0);
    [Enum.KeyCode.S] = Vector3.new(0, 0, 1);
    [Enum.KeyCode.D] = Vector3.new(1, 0, 0)
}
local Maid
local MovementController = {}
function MovementController:GetInput()
    local totalVector = Vector3.new()
    local isJump 
    local allKeys = UserInputService:GetKeysPressed()
    for _, key in pairs(allKeys) do 
        if (MovementMap[key.KeyCode]) then 
            totalVector += MovementMap[key.KeyCode]
        elseif (key.KeyCode == Enum.KeyCode.Space) then 
            isJump = true
        end
    end
    local CameraCF = Camera.CFrame
    local X, Y, Z = CameraCF:ToOrientation()
    local newCF = CFrame.Angles(0, Y, Z)
    local FinalVector = newCF:VectorToWorldSpace(totalVector)
    RobloxianController:TellControl(FinalVector, isJump, newCF.LookVector)
end
function MovementController:Deactivate()
    Maid:Destroy()
end
function MovementController:Activate()
    Maid._InputCon = RunService.RenderStepped:Connect(function()
        self:GetInput()
    end)
end
function MovementController:Start()
    RobloxianController = self.Controllers.RobloxianController
    Maid = self.Shared.Maid.new()
end
function MovementController:Init()
	
end
return MovementController
 
 | 
					
	--	====================
--	BASIC
--	A basic settings for the gun
--	==================== 
 | 
	
		Auto = false;
		MuzzleOffset = Vector3.new(0, 0.625, 1.25);
		BaseDamage = 20;
		FireRate = 0.15; --In second
		ReloadTime = 2; --In second
		AmmoPerClip = 17; --Put "math.huge" to make this gun has infinite ammo and never reload
		Spread = 1.25; --In degree
		HeadshotEnabled = true; --Enable the gun to do extra damage on headshot
		HeadshotDamageMultiplier = 4;
		MouseIconID = "316279304";
		HitSoundIDs = {186809061,186809249,186809250,186809252};
		IdleAnimationID = 94331086; --Set to "nil" if you don't want to animate
		IdleAnimationSpeed = 1;
		FireAnimationID = 94332152; --Set to "nil" if you don't want to animate
		FireAnimationSpeed = 6;
		ReloadAnimationID = nil; --Set to "nil" if you don't want to animate
		ReloadAnimationSpeed = 1;
		 
 | 
					
	--[=[
	Yields until the promise is complete, then returns a boolean indicating
	the result, followed by the values from the promise.
	@yields
	@return boolean, T
]=] 
 | 
	
function Promise:Yield()
	if self._fulfilled then
		return true, unpack(self._fulfilled, 1, self._valuesLength)
	elseif self._rejected then
		return false, unpack(self._rejected, 1, self._valuesLength)
	else
		local bindable = Instance.new("BindableEvent")
		self:Then(function()
			bindable:Fire()
		end, function()
			bindable:Fire()
		end)
		bindable.Event:Wait()
		bindable:Destroy()
		if self._fulfilled then
			return true, unpack(self._fulfilled, 1, self._valuesLength)
		elseif self._rejected then
			return false, unpack(self._rejected, 1, self._valuesLength)
		end
	end
end
 
 | 
					
	-- Don't edit below unless you know what you're doing. 
 | 
	
function onClicked() 
	Option()
end
script.Parent.MouseButton1Down:connect (onClicked)
 
 | 
					
	--[[**
	Adds an `Object` to Janitor for later cleanup, where `MethodName` is the key of the method within `Object` which should be called at cleanup time. If the `MethodName` is `true` the `Object` itself will be called instead. If passed an index it will occupy a namespace which can be `Remove()`d or overwritten. Returns the `Object`.
	@param [t:any] Object The object you want to clean up.
	@param [t:string|true?] MethodName The name of the method that will be used to clean up. If not passed, it will first check if the object's type exists in TypeDefaults, and if that doesn't exist, it assumes `Destroy`.
	@param [t:any?] Index The index that can be used to clean up the object manually.
	@returns [t:any] The object that was passed as the first argument.
**--]] 
 | 
	
function Janitor.__index:Add(Object, MethodName, Index)
	if Index then
		self:Remove(Index)
		local This = self[IndicesReference]
		if not This then
			This = {}
			self[IndicesReference] = This
		end
		This[Index] = Object
	end
	MethodName = MethodName or TypeDefaults[typeof(Object)] or "Destroy"
	if type(Object) ~= "function" and not Object[MethodName] then
		warn(string.format(METHOD_NOT_FOUND_ERROR, tostring(Object), tostring(MethodName), debug.traceback(nil :: any, 2)))
	end
	self[Object] = MethodName
	return Object
end
 
 | 
					
	--[[
	When the player plays a chord, this method will deduce which animation
	to play based on the chord number
]] 
 | 
	
local function GetAnimationFromChord(chord: number, hold: boolean): Animation
	if hold then
		return AnimationsDB.Sustain
	end
	
	if chord == 1 then
		return AnimationsDB.SpecialA
	elseif chord == 2 then
		return AnimationsDB.SpecialB
	elseif chord == 3 then
		return AnimationsDB.SpecialC
	end
	
	return AnimationsDB.SpecialD
end
 
 | 
					
	-- Backpack Version 5.1
-- OnlyTwentyCharacters, SolarCrane 
 | 
	
local BackpackScript = {}
BackpackScript.OpenClose = nil -- Function to toggle open/close
BackpackScript.IsOpen = false
BackpackScript.StateChanged = Instance.new("BindableEvent") -- Fires after any open/close, passes IsNowOpen
BackpackScript.ModuleName = "Backpack"
BackpackScript.KeepVRTopbarOpen = true
BackpackScript.VRIsExclusive = true
BackpackScript.VRClosesNonExclusive = true
local ICON_SIZE = 45
local FONT_SIZE = Enum.FontSize.Size14
local ICON_BUFFER = 4.5
local BACKGROUND_FADE = 0.6
local BACKGROUND_COLOR = Color3.new(31/255, 31/255, 31/255)
local VR_FADE_TIME = 1
local VR_PANEL_RESOLUTION = 100
local SLOT_DRAGGABLE_COLOR = Color3.new(0.176471, 0.176471, 0.176471)
local SLOT_DRAGGABLE_TRANSPARENCY = 0.4
local SLOT_EQUIP_COLOR = Color3.new(1, 0.772549, 0.309804)
local SLOT_EQUIP_THICKNESS = 0 -- Relative
local SLOT_FADE_LOCKED = 0.6 -- Locked means undraggable
local SLOT_BORDER_COLOR = Color3.new(0.411765, 0.619608, 1) -- Appears when dragging
local TOOLTIP_BUFFER = 6
local TOOLTIP_HEIGHT = 16
local TOOLTIP_OFFSET = -25 -- From top
local ARROW_IMAGE_OPEN = 'rbxasset://textures/ui/TopBar/inventoryOn.png'
local ARROW_IMAGE_CLOSE = 'rbxasset://textures/ui/TopBar/inventoryOff.png'
local ARROW_HOTKEY = {Enum.KeyCode.Backquote, Enum.KeyCode.DPadUp} --TODO: Hookup '~' too?
local ICON_MODULE = script.Icon
local HOTBAR_SLOTS_FULL = 10
local HOTBAR_SLOTS_VR = 6
local HOTBAR_SLOTS_MINI = 4
local HOTBAR_SLOTS_WIDTH_CUTOFF = 1024 -- Anything smaller is MINI
local HOTBAR_OFFSET_FROMBOTTOM = -30 -- Offset to make room for the Health GUI
local INVENTORY_ROWS_FULL = 4
local INVENTORY_ROWS_VR = 3
local INVENTORY_ROWS_MINI = 2
local INVENTORY_HEADER_SIZE = 25
local INVENTORY_ARROWS_BUFFER_VR = 40
local SEARCH_BUFFER = 4
local SEARCH_WIDTH = 125
local SEARCH_TEXT = "SEARCH"
local SEARCH_TEXT_OFFSET_FROMLEFT = 0
local SEARCH_BACKGROUND_COLOR = Color3.new(0, 0, 0)
local SEARCH_BACKGROUND_FADE = 0.7
local DOUBLE_CLICK_TIME = 0.5
local GetScreenResolution = function ()
	local I = Instance.new("ScreenGui", game.Players.LocalPlayer.PlayerGui)
	local Frame = Instance.new("Frame", I)
	Frame.BackgroundTransparency = 1
	Frame.Size = UDim2.new(1,0,1,0)
	local AbsoluteSize = Frame.AbsoluteSize
	I:Destroy()
	return AbsoluteSize
end
local ZERO_KEY_VALUE = Enum.KeyCode.Zero.Value
local DROP_HOTKEY_VALUE = Enum.KeyCode.Backspace.Value
local GAMEPAD_INPUT_TYPES =
	{
		[Enum.UserInputType.Gamepad1] = true;
		[Enum.UserInputType.Gamepad2] = true;
		[Enum.UserInputType.Gamepad3] = true;
		[Enum.UserInputType.Gamepad4] = true;
		[Enum.UserInputType.Gamepad5] = true;
		[Enum.UserInputType.Gamepad6] = true;
		[Enum.UserInputType.Gamepad7] = true;
		[Enum.UserInputType.Gamepad8] = true;
	}
local UserInputService = game:GetService('UserInputService')
local PlayersService = game:GetService('Players')
local ReplicatedStorage = game:GetService('ReplicatedStorage')
local StarterGui = game:GetService('StarterGui')
local GuiService = game:GetService('GuiService')
local CoreGui = PlayersService.LocalPlayer.PlayerGui
local TopbarPlusReference = ReplicatedStorage:FindFirstChild("TopbarPlusReference")
local BackpackEnabled = true
if TopbarPlusReference then
	ICON_MODULE = TopbarPlusReference.Value
end
local RobloxGui = Instance.new("ScreenGui", CoreGui)
RobloxGui.DisplayOrder = 120
RobloxGui.IgnoreGuiInset = true
RobloxGui.ResetOnSpawn = false
RobloxGui.Name = "BackpackGui"
local ContextActionService = game:GetService("ContextActionService")
local RunService = game:GetService('RunService')
local VRService = game:GetService('VRService')
local Utility = require(script.Utility)
local GameTranslator = require(script.GameTranslator)
local Themes = require(ICON_MODULE.Themes)
local Icon = require(ICON_MODULE)
local FFlagBackpackScriptUseFormatByKey = true
local FFlagCoreScriptTranslateGameText2 = true
local FFlagRobloxGuiSiblingZindexs = true
local IsTenFootInterface = GuiService:IsTenFootInterface()
if IsTenFootInterface then
	ICON_SIZE = 100
	FONT_SIZE = Enum.FontSize.Size24
end
local GamepadActionsBound = false
local IS_PHONE = UserInputService.TouchEnabled and GetScreenResolution().X < HOTBAR_SLOTS_WIDTH_CUTOFF
local Player = PlayersService.LocalPlayer
local MainFrame = nil
local HotbarFrame = nil
local InventoryFrame = nil
local VRInventorySelector = nil
local ScrollingFrame = nil
local UIGridFrame = nil
local UIGridLayout = nil
local ScrollUpInventoryButton = nil
local ScrollDownInventoryButton = nil
local Character = Player.Character or Player.CharacterAdded:Wait()
local Humanoid = Character:FindFirstChildOfClass("Humanoid")
local Backpack = Player:WaitForChild("Backpack")
local InventoryIcon = Icon.new()
InventoryIcon:setImage(ARROW_IMAGE_CLOSE, "deselected")
InventoryIcon:setImage(ARROW_IMAGE_OPEN, "selected")
InventoryIcon:setTheme(Themes.BlueGradient)
InventoryIcon:bindToggleKey(ARROW_HOTKEY[1], ARROW_HOTKEY[2])
InventoryIcon:setName("InventoryIcon")
InventoryIcon:setImageYScale(1.12)
InventoryIcon:setOrder(-5)
InventoryIcon.deselectWhenOtherIconSelected = false
local Slots = {} -- List of all Slots by index
local LowestEmptySlot = nil
local SlotsByTool = {} -- Map of Tools to their assigned Slots
local HotkeyFns = {} -- Map of KeyCode values to their assigned behaviors
local Dragging = {} -- Only used to check if anything is being dragged, to disable other input
local FullHotbarSlots = 0 -- Now being used to also determine whether or not LB and RB on the gamepad are enabled.
local StarterToolFound = false -- Special handling is required for the gear currently equipped on the site
local WholeThingEnabled = false
local TextBoxFocused = false -- ANY TextBox, not just the search box
local ViewingSearchResults = false -- If the results of a search are currently being viewed
local HotkeyStrings = {} -- Used for eating/releasing hotkeys
local CharConns = {} -- Holds character Connections to be cleared later
local GamepadEnabled = false -- determines if our gui needs to be gamepad friendly
local TimeOfLastToolChange = 0
local IsVR = VRService.VREnabled -- Are we currently using a VR device?
local NumberOfHotbarSlots = IsVR and HOTBAR_SLOTS_VR or (IS_PHONE and HOTBAR_SLOTS_MINI or HOTBAR_SLOTS_FULL) -- Number of slots shown at the bottom
local NumberOfInventoryRows = IsVR and INVENTORY_ROWS_VR or (IS_PHONE and INVENTORY_ROWS_MINI or INVENTORY_ROWS_FULL) -- How many rows in the popped-up inventory
local BackpackPanel = nil
local lastEquippedSlot = nil
local function EvaluateBackpackPanelVisibility(enabled)
	return enabled and InventoryIcon.enabled and BackpackEnabled and VRService.VREnabled
end
local function ShowVRBackpackPopup()
	if BackpackPanel and EvaluateBackpackPanelVisibility(true) then
		BackpackPanel:ForceShowForSeconds(2)
	end
end
local function NewGui(className, objectName)
	local newGui = Instance.new(className)
	newGui.Name = objectName
	newGui.BackgroundColor3 = Color3.new(0, 0, 0)
	newGui.BackgroundTransparency = 1
	newGui.BorderColor3 = Color3.new(0, 0, 0)
	newGui.BorderSizePixel = 0
	newGui.Size = UDim2.new(1, 0, 1, 0)
	if className:match('Text') then
		newGui.TextColor3 = Color3.new(1, 1, 1)
		newGui.Text = ''
		newGui.Font = Enum.Font.SourceSans
		newGui.FontSize = FONT_SIZE
		newGui.TextWrapped = true
		if className == 'TextButton' then
			newGui.Font = Enum.Font.SourceSansSemibold
			newGui.BorderSizePixel = 1
		end
	end
	return newGui
end
local function FindLowestEmpty()
	for i = 1, NumberOfHotbarSlots do
		local slot = Slots[i]
		if not slot.Tool then
			return slot
		end
	end
	return nil
end
local function isInventoryEmpty()
	for i = NumberOfHotbarSlots + 1, #Slots do
		local slot = Slots[i]
		if slot and slot.Tool then
			return false
		end
	end
	return true
end
local function UseGazeSelection()
	return UserInputService.VREnabled
end
local function AdjustHotbarFrames()
	local inventoryOpen = InventoryFrame.Visible -- (Show all)
	local visualTotal = (inventoryOpen) and NumberOfHotbarSlots or FullHotbarSlots
	local visualIndex = 0
	local hotbarIsVisible = (visualTotal >= 1)
	for i = 1, NumberOfHotbarSlots do
		local slot = Slots[i]
		if slot.Tool or inventoryOpen then
			visualIndex = visualIndex + 1
			slot:Readjust(visualIndex, visualTotal)
			slot.Frame.Visible = true
		else
			slot.Frame.Visible = false
		end
	end
end
local function UpdateScrollingFrameCanvasSize()
	local countX = math.floor(ScrollingFrame.AbsoluteSize.X/(ICON_SIZE + ICON_BUFFER))
	local maxRow = math.ceil((#UIGridFrame:GetChildren() - 1)/countX)
	local canvasSizeY = maxRow*(ICON_SIZE + ICON_BUFFER) + ICON_BUFFER
	ScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, canvasSizeY)
end
local function AdjustInventoryFrames()
	for i = NumberOfHotbarSlots + 1, #Slots do
		local slot = Slots[i]
		slot.Frame.LayoutOrder = slot.Index
		slot.Frame.Visible = (slot.Tool ~= nil)
	end
	UpdateScrollingFrameCanvasSize()
end
local function UpdateBackpackLayout()
	HotbarFrame.Size = UDim2.new(0, ICON_BUFFER + (NumberOfHotbarSlots * (ICON_SIZE + ICON_BUFFER)), 0, ICON_BUFFER + ICON_SIZE + ICON_BUFFER)
	HotbarFrame.Position = UDim2.new(0.5, -HotbarFrame.Size.X.Offset / 2, 1, -HotbarFrame.Size.Y.Offset)
	InventoryFrame.Size = UDim2.new(0, HotbarFrame.Size.X.Offset, 0, (HotbarFrame.Size.Y.Offset * NumberOfInventoryRows) + INVENTORY_HEADER_SIZE + (IsVR and 2*INVENTORY_ARROWS_BUFFER_VR or 0))
	InventoryFrame.Position = UDim2.new(0.5, -InventoryFrame.Size.X.Offset / 2, 1, HotbarFrame.Position.Y.Offset - InventoryFrame.Size.Y.Offset)
	
	local uic = Instance.new("UICorner")
	uic.CornerRadius = UDim.new(0.015, 0)
	uic.Parent = InventoryFrame
	
	ScrollingFrame.Size = UDim2.new(1, ScrollingFrame.ScrollBarThickness + 1, 1, -INVENTORY_HEADER_SIZE - (IsVR and 2*INVENTORY_ARROWS_BUFFER_VR or 0))
	ScrollingFrame.Position = UDim2.new(0, 0, 0, INVENTORY_HEADER_SIZE + (IsVR and INVENTORY_ARROWS_BUFFER_VR or 0))
	AdjustHotbarFrames()
	AdjustInventoryFrames()
end
local function Clamp(low, high, num)
	return math.min(high, math.max(low, num))
end
local function CheckBounds(guiObject, x, y)
	local pos = guiObject.AbsolutePosition
	local size = guiObject.AbsoluteSize
	return (x > pos.X and x <= pos.X + size.X and y > pos.Y and y <= pos.Y + size.Y)
end
local function GetOffset(guiObject, point)
	local centerPoint = guiObject.AbsolutePosition + (guiObject.AbsoluteSize / 2)
	return (centerPoint - point).magnitude
end
local function UnequipAllTools() --NOTE: HopperBin
	if Humanoid then
		Humanoid:UnequipTools()
	end
end
local function EquipNewTool(tool) --NOTE: HopperBin
	UnequipAllTools()
	--Humanoid:EquipTool(tool) --NOTE: This would also unequip current Tool
	tool.Parent = Character --TODO: Switch back to above line after EquipTool is fixed!
end
local function IsEquipped(tool)
	return tool and tool.Parent == Character --NOTE: HopperBin
end
local function MakeSlot(parent, index)
	index = index or (#Slots + 1)
	-- Slot Definition --
	local slot = {}
	slot.Tool = nil
	slot.Index = index
	slot.Frame = nil
	local LocalizedName = nil --remove with FFlagCoreScriptTranslateGameText2
	local LocalizedToolTip = nil --remove with FFlagCoreScriptTranslateGameText2
	local SlotFrameParent = nil
	local SlotFrame = nil
	local FakeSlotFrame = nil
	local ToolIcon = nil
	local ToolName = nil
	local ToolChangeConn = nil
	local HighlightFrame = nil
	local SelectionObj = nil
	--NOTE: The following are only defined for Hotbar Slots
	local ToolTip = nil
	local SlotNumber = nil
	-- Slot Functions --
	local function UpdateSlotFading()
		if VRService.VREnabled and BackpackPanel then
			local panelTransparency = BackpackPanel.transparency
			local slotTransparency = SLOT_FADE_LOCKED
			-- This equation multiplies the two transparencies together.
			local finalTransparency = panelTransparency + slotTransparency - panelTransparency * slotTransparency
			SlotFrame.BackgroundTransparency = finalTransparency
			SlotFrame.TextTransparency = finalTransparency
			if ToolIcon then
				ToolIcon.ImageTransparency = InventoryFrame.Visible and 0 or panelTransparency
			end
			if HighlightFrame then
				for _, child in pairs(HighlightFrame:GetChildren()) do
					child.BackgroundTransparency = finalTransparency
				end
			end
			SlotFrame.SelectionImageObject = SelectionObj
		else
			SlotFrame.SelectionImageObject = nil
			SlotFrame.BackgroundTransparency = (SlotFrame.Draggable) and SLOT_DRAGGABLE_TRANSPARENCY or SLOT_FADE_LOCKED
		end
		SlotFrame.BackgroundColor3 = (SlotFrame.Draggable) and SLOT_DRAGGABLE_COLOR or BACKGROUND_COLOR
	end
	function slot:Readjust(visualIndex, visualTotal) --NOTE: Only used for Hotbar slots
		local centered = HotbarFrame.Size.X.Offset / 2
		local sizePlus = ICON_BUFFER + ICON_SIZE
		local midpointish = (visualTotal / 2) + 0.5
		local factor = visualIndex - midpointish
		SlotFrame.Position = UDim2.new(0, centered - (ICON_SIZE / 2) + (sizePlus * factor), 0, ICON_BUFFER)
	end
	function slot:Fill(tool)
		if not tool then
			return self:Clear()
		end
		self.Tool = tool
		local function assignToolData()
			if FFlagCoreScriptTranslateGameText2 then
				local icon = tool.TextureId
				ToolIcon.Image = icon
				if icon ~= "" then
					ToolName.Visible = false
				end
				ToolName.Text = tool.Name
				if ToolTip and tool:IsA('Tool') then --NOTE: HopperBin
					ToolTip.Text = tool.ToolTip
					local width = ToolTip.TextBounds.X + TOOLTIP_BUFFER
					ToolTip.Size = UDim2.new(0, width, 0, TOOLTIP_HEIGHT)
					ToolTip.Position = UDim2.new(0.5, -width / 2, 0, TOOLTIP_OFFSET)
				end
			else
				LocalizedName = tool.Name
				LocalizedToolTip = nil
				local icon = tool.TextureId
				ToolIcon.Image = icon
				ToolIcon.AnchorPoint = Vector2.new(0.5,0.5)
				ToolIcon.Position = UDim2.fromScale(0.5, 0.5)
				if icon ~= '' then
					ToolName.Text = LocalizedName
				else
					ToolName.Text = ""
				end -- (Only show name if no icon)
				if ToolTip and tool:IsA('Tool') then --NOTE: HopperBin
					LocalizedToolTip = GameTranslator:TranslateGameText(tool, tool.ToolTip)
					ToolTip.Text = tool.ToolTip
					local width = ToolTip.TextBounds.X + TOOLTIP_BUFFER
					ToolTip.Size = UDim2.new(0, width, 0, TOOLTIP_HEIGHT)
					ToolTip.Position = UDim2.new(0.5, -width / 2, 0, TOOLTIP_OFFSET)
				end
			end
		end
		assignToolData()
		if ToolChangeConn then
			ToolChangeConn:disconnect()
			ToolChangeConn = nil
		end
		ToolChangeConn = tool.Changed:connect(function(property)
			if property == 'TextureId' or property == 'Name' or property == 'ToolTip' then
				assignToolData()
			end
		end)
		local hotbarSlot = (self.Index <= NumberOfHotbarSlots)
		local inventoryOpen = InventoryFrame.Visible
		if (not hotbarSlot or inventoryOpen) and not UserInputService.VREnabled then
			SlotFrame.Draggable = true
		end
		self:UpdateEquipView()
		if hotbarSlot then
			FullHotbarSlots = FullHotbarSlots + 1
			-- If using a controller, determine whether or not we can enable BindCoreAction("RBXHotbarEquip", etc)
			if WholeThingEnabled then
				if FullHotbarSlots >= 1 and not GamepadActionsBound then
					-- Player added first item to a hotbar slot, enable BindCoreAction
					GamepadActionsBound = true
					ContextActionService:BindAction("RBXHotbarEquip", changeToolFunc, false, Enum.KeyCode.ButtonL1, Enum.KeyCode.ButtonR1)
				end
			end
		end
		SlotsByTool[tool] = self
		LowestEmptySlot = FindLowestEmpty()
	end
	function slot:Clear()
		if not self.Tool then return end
		if ToolChangeConn then
			ToolChangeConn:disconnect()
			ToolChangeConn = nil
		end
		ToolIcon.Image = ''
		ToolName.Text = ''
		if ToolTip then
			ToolTip.Text = ''
			ToolTip.Visible = false
		end
		SlotFrame.Draggable = false
		self:UpdateEquipView(true) -- Show as unequipped
		if self.Index <= NumberOfHotbarSlots then
			FullHotbarSlots = FullHotbarSlots - 1
			if FullHotbarSlots < 1 then
				-- Player removed last item from hotbar; UnbindCoreAction("RBXHotbarEquip"), allowing the developer to use LB and RB.
				GamepadActionsBound = false
				ContextActionService:UnbindAction("RBXHotbarEquip")
			end
		end
		SlotsByTool[self.Tool] = nil
		self.Tool = nil
		LowestEmptySlot = FindLowestEmpty()
	end
	function slot:UpdateEquipView(unequippedOverride)
		if not unequippedOverride and IsEquipped(self.Tool) then -- Equipped
			lastEquippedSlot = slot
			if not HighlightFrame then
				HighlightFrame = NewGui('Frame', 'Equipped')
				HighlightFrame.ZIndex = SlotFrame.ZIndex
				local ring = script.Ring:Clone()
				ring.Parent = HighlightFrame
				
				local t = SLOT_EQUIP_THICKNESS
				local dataTable = { -- Relative sizes and positions
					{t,       1, 0,     0},
					{1 - 2*t, t, t,     0},
					{t,       1, 1 - t, 0},
					{1 - 2*t, t, t,     1 - t},
				}
				for _, data in pairs(dataTable) do
					local edgeFrame = NewGui("Frame", "Edge")
					edgeFrame.BackgroundTransparency = 1
					edgeFrame.BackgroundColor3 = SLOT_EQUIP_COLOR
					edgeFrame.Size = UDim2.new(data[1], 0, data[2], 0)
					edgeFrame.Position = UDim2.new(data[3], 0, data[4], 0)
					edgeFrame.ZIndex = HighlightFrame.ZIndex
					
					edgeFrame.Parent = HighlightFrame
				end
			end
			HighlightFrame.Parent = SlotFrame
		else -- In the Backpack
			if HighlightFrame then
				HighlightFrame.Parent = nil
			end
		end
		UpdateSlotFading()
	end
	function slot:IsEquipped()
		return IsEquipped(self.Tool)
	end
	function slot:Delete()
		SlotFrame:Destroy() --NOTE: Also clears connections
		table.remove(Slots, self.Index)
		local newSize = #Slots
		-- Now adjust the rest (both visually and representationally)
		for i = self.Index, newSize do
			Slots[i]:SlideBack()
		end
		UpdateScrollingFrameCanvasSize()
	end
	function slot:Swap(targetSlot) --NOTE: This slot (self) must not be empty!
		local myTool, otherTool = self.Tool, targetSlot.Tool
		self:Clear()
		if otherTool then -- (Target slot might be empty)
			targetSlot:Clear()
			self:Fill(otherTool)
		end
		if myTool then
			targetSlot:Fill(myTool)
		else
			targetSlot:Clear()
		end
	end
	function slot:SlideBack() -- For inventory slot shifting
		self.Index = self.Index - 1
		SlotFrame.Name = self.Index
		SlotFrame.LayoutOrder = self.Index
	end
	function slot:TurnNumber(on)
		if SlotNumber then
			SlotNumber.Visible = on
		end
	end
	function slot:SetClickability(on) -- (Happens on open/close arrow)
		if self.Tool then
			if UserInputService.VREnabled then
				SlotFrame.Draggable = false
			else
				SlotFrame.Draggable = not on
			end
			UpdateSlotFading()
		end
	end
	function slot:CheckTerms(terms)
		local hits = 0
		local function checkEm(str, term)
			local _, n = str:lower():gsub(term, '')
			hits = hits + n
		end
		local tool = self.Tool
		if tool then
			for term in pairs(terms) do
				if FFlagCoreScriptTranslateGameText2 then
					checkEm(ToolName.Text, term)
					if tool:IsA('Tool') then --NOTE: HopperBin
						local toolTipText = ToolTip and ToolTip.Text or ""
						checkEm(toolTipText, term)
					end
				else
					checkEm(LocalizedName, term)
					if tool:IsA('Tool') then --NOTE: HopperBin
						checkEm(LocalizedToolTip, term)
					end
				end
			end
		end
		return hits
	end
	-- Slot select logic, activated by clicking or pressing hotkey
	function slot:Select()
		local tool = slot.Tool
		if tool then
			if IsEquipped(tool) then --NOTE: HopperBin
				UnequipAllTools()
			elseif tool.Parent == Backpack then
				EquipNewTool(tool)
			end
		end
	end
	-- Slot Init Logic --
	SlotFrame = NewGui('TextButton', index)
	SlotFrame.BackgroundColor3 = BACKGROUND_COLOR
	SlotFrame.BorderColor3 = SLOT_BORDER_COLOR
	SlotFrame.Text = ""
	SlotFrame.AutoButtonColor = false
	SlotFrame.BorderSizePixel = 0
	SlotFrame.Size = UDim2.new(0, ICON_SIZE, 0, ICON_SIZE)
	SlotFrame.Active = true
	SlotFrame.Draggable = false
	SlotFrame.BackgroundTransparency = SLOT_FADE_LOCKED
	SlotFrame.MouseButton1Click:connect(function() changeSlot(slot) end)
	
	local slotFrameUIC = Instance.new("UICorner")
	slotFrameUIC.CornerRadius = UDim.new(1, 0)
	slotFrameUIC.Parent = SlotFrame
	
	local slotFrameStroke = Instance.new("UIStroke")
	slotFrameStroke.Transparency = 0.9
	slotFrameStroke.Thickness = 2
	slotFrameStroke.Parent = SlotFrame
	
	slot.Frame = SlotFrame
	
	do
		local selectionObjectClipper = NewGui('Frame', 'SelectionObjectClipper')
		selectionObjectClipper.Visible = false
		selectionObjectClipper.Parent = SlotFrame
		SelectionObj = NewGui('ImageLabel', 'Selector')
		SelectionObj.Size = UDim2.new(1, 0, 1, 0)
		SelectionObj.Image = "rbxasset://textures/ui/Keyboard/key_selection_9slice.png"
		SelectionObj.ScaleType = Enum.ScaleType.Slice
		SelectionObj.SliceCenter = Rect.new(12,12,52,52)
		SelectionObj.Parent = selectionObjectClipper
	end
	ToolIcon = NewGui('ImageLabel', 'Icon')
	ToolIcon.AnchorPoint = Vector2.new(0.5, 0.5)
	ToolIcon.Size = UDim2.new(1, 0, 1, 0)
	ToolIcon.Position = UDim2.new(0.5, 0, 0.5, 0)
	ToolIcon.Parent = SlotFrame
	ToolName = NewGui('TextLabel', 'ToolName')
	ToolName.AnchorPoint = Vector2.new(0.5, 0.5)
	ToolName.Size = UDim2.new(0.9, 0, 1, 0)
	ToolName.Position = UDim2.new(0.5, 0, 0.5, 0)
	ToolName.Font = Enum.Font.Oswald
	ToolName.Parent = SlotFrame
	slot.Frame.LayoutOrder = slot.Index
	if index <= NumberOfHotbarSlots then -- Hotbar-Specific Slot Stuff
		-- ToolTip stuff
		ToolTip = NewGui('TextLabel', 'ToolTip')
		ToolTip.ZIndex = 2
		ToolTip.TextWrapped = false
		ToolTip.TextYAlignment = Enum.TextYAlignment.Top
		ToolTip.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
		ToolTip.BackgroundTransparency = 1
		ToolTip.Font = Enum.Font.Oswald
		ToolTip.Visible = false
		ToolTip.Parent = SlotFrame
		SlotFrame.MouseEnter:connect(function()
			if ToolTip.Text ~= '' then
				ToolTip.Visible = true
			end
		end)
		SlotFrame.MouseLeave:connect(function() ToolTip.Visible = false end)
		function slot:MoveToInventory()
			if slot.Index <= NumberOfHotbarSlots then -- From a Hotbar slot
				local tool = slot.Tool
				self:Clear() --NOTE: Order matters here
				local newSlot = MakeSlot(UIGridFrame)
				newSlot:Fill(tool)
				if IsEquipped(tool) then -- Also unequip it --NOTE: HopperBin
					UnequipAllTools()
				end
				-- Also hide the inventory slot if we're showing results right now
				if ViewingSearchResults then
					newSlot.Frame.Visible = false
					newSlot.Parent = InventoryFrame
				end
			end
		end
		-- Show label and assign hotkeys for 1-9 and 0 (zero is always last slot when > 10 total)
		if index < 10 or index == NumberOfHotbarSlots then -- NOTE: Hardcoded on purpose!
			local slotNum = (index < 10) and index or 0
			SlotNumber = NewGui('TextLabel', 'Number')
			SlotNumber.Text = slotNum
			SlotNumber.Font = Enum.Font.Oswald
			SlotNumber.Size = UDim2.new(0.15, 0, 0.15, 0)
			SlotNumber.Visible = false
			SlotNumber.Parent = SlotFrame
			HotkeyFns[ZERO_KEY_VALUE + slotNum] = slot.Select
		end
	end
	do -- Dragging Logic
		local startPoint = SlotFrame.Position
		local lastUpTime = 0
		local startParent = nil
		SlotFrame.DragBegin:connect(function(dragPoint)
			Dragging[SlotFrame] = true
			startPoint = dragPoint
			SlotFrame.BorderSizePixel = 2
			InventoryIcon:lock()
			-- Raise above other slots
			SlotFrame.ZIndex = 2
			ToolIcon.ZIndex = 2
			ToolName.ZIndex = 2
			if FFlagRobloxGuiSiblingZindexs then
				SlotFrame.Parent.ZIndex = 2
			end
			if SlotNumber then
				SlotNumber.ZIndex = 2
			end
			if HighlightFrame then
				HighlightFrame.ZIndex = 2
				for _, child in pairs(HighlightFrame:GetChildren()) do
					if not child:IsA("UICorner") then
						child.ZIndex = 2
					end
				end
			end
			-- Circumvent the ScrollingFrame's ClipsDescendants property
			startParent = SlotFrame.Parent
			if startParent == UIGridFrame then
				local oldAbsolutPos = SlotFrame.AbsolutePosition
				local newPosition = UDim2.new(0, SlotFrame.AbsolutePosition.X - InventoryFrame.AbsolutePosition.X, 0, SlotFrame.AbsolutePosition.Y - InventoryFrame.AbsolutePosition.Y)
				SlotFrame.Parent = InventoryFrame
				SlotFrame.Position = newPosition
				FakeSlotFrame = NewGui('Frame', 'FakeSlot')
				FakeSlotFrame.LayoutOrder = SlotFrame.LayoutOrder
				local UIC = Instance.new("UICorner")
				UIC.CornerRadius = UDim.new(0.07, 0)
				UIC.Parent = FakeSlotFrame
				FakeSlotFrame.Size = SlotFrame.Size
				FakeSlotFrame.BackgroundTransparency = 1
				FakeSlotFrame.Parent = UIGridFrame
			end
		end)
		SlotFrame.DragStopped:connect(function(x, y)
			if FakeSlotFrame then
				FakeSlotFrame:Destroy()
			end
			local now = tick()
			SlotFrame.Position = startPoint
			SlotFrame.Parent = startParent
			SlotFrame.BorderSizePixel = 0
			InventoryIcon:unlock()
			-- Restore height
			SlotFrame.ZIndex = 1
			ToolIcon.ZIndex = 1
			ToolName.ZIndex = 1
			if FFlagRobloxGuiSiblingZindexs then
				startParent.ZIndex = 1
			end
			if SlotNumber then
				SlotNumber.ZIndex = 1
			end
			if HighlightFrame then
				HighlightFrame.ZIndex = 1
				for _, child in pairs(HighlightFrame:GetChildren()) do
					if not child:IsA("UICorner") then
						child.ZIndex = 1
					end
				end
			end
			Dragging[SlotFrame] = nil
			-- Make sure the tool wasn't dropped
			if not slot.Tool then
				return
			end
			-- Check where we were dropped
			if CheckBounds(InventoryFrame, x, y) then
				if slot.Index <= NumberOfHotbarSlots then
					slot:MoveToInventory()
				end
				-- Check for double clicking on an inventory slot, to move into empty hotbar slot
				if slot.Index > NumberOfHotbarSlots and now - lastUpTime < DOUBLE_CLICK_TIME then
					if LowestEmptySlot then
						local myTool = slot.Tool
						slot:Clear()
						LowestEmptySlot:Fill(myTool)
						slot:Delete()
					end
					now = 0 -- Resets the timer
				end
			elseif CheckBounds(HotbarFrame, x, y) then
				local closest = {math.huge, nil}
				for i = 1, NumberOfHotbarSlots do
					local otherSlot = Slots[i]
					local offset = GetOffset(otherSlot.Frame, Vector2.new(x, y))
					if offset < closest[1] then
						closest = {offset, otherSlot}
					end
				end
				local closestSlot = closest[2]
				if closestSlot ~= slot then
					slot:Swap(closestSlot)
					if slot.Index > NumberOfHotbarSlots then
						local tool = slot.Tool
						if not tool then -- Clean up after ourselves if we're an inventory slot that's now empty
							slot:Delete()
						else -- Moved inventory slot to hotbar slot, and gained a tool that needs to be unequipped
							if IsEquipped(tool) then --NOTE: HopperBin
								UnequipAllTools()
							end
							-- Also hide the inventory slot if we're showing results right now
							if ViewingSearchResults then
								slot.Frame.Visible = false
								slot.Frame.Parent = InventoryFrame
							end
						end
					end
				end
			else
				-- local tool = slot.Tool
				-- if tool.CanBeDropped then --TODO: HopperBins
				-- tool.Parent = workspace
				-- --TODO: Move away from character
				-- end
				if slot.Index <= NumberOfHotbarSlots then
					slot:MoveToInventory() --NOTE: Temporary
				end
			end
			lastUpTime = now
		end)
	end
	-- All ready!
	SlotFrame.Parent = parent
	Slots[index] = slot
	if index > NumberOfHotbarSlots then
		UpdateScrollingFrameCanvasSize()
		-- Scroll to new inventory slot, if we're open and not viewing search results
		if InventoryFrame.Visible and not ViewingSearchResults then
			local offset = ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteSize.Y
			ScrollingFrame.CanvasPosition = Vector2.new(0, math.max(0, offset))
		end
	end
	return slot
end
local function OnChildAdded(child) -- To Character or Backpack
	if not child:IsA('Tool') then --NOTE: HopperBin
		if child:IsA('Humanoid') and child.Parent == Character then
			Humanoid = child
		end
		return
	end
	local tool = child
	if tool.Parent == Character then
		ShowVRBackpackPopup()
		TimeOfLastToolChange = tick()
	end
	--TODO: Optimize / refactor / do something else
	if not StarterToolFound and tool.Parent == Character and not SlotsByTool[tool] then
		local starterGear = Player:FindFirstChild('StarterGear')
		if starterGear then
			if starterGear:FindFirstChild(tool.Name) then
				StarterToolFound = true
				local slot = LowestEmptySlot or MakeSlot(UIGridFrame)
				for i = slot.Index, 1, -1 do
					local curr = Slots[i] -- An empty slot, because above
					local pIndex = i - 1
					if pIndex > 0 then
						local prev = Slots[pIndex] -- Guaranteed to be full, because above
						prev:Swap(curr)
					else
						curr:Fill(tool)
					end
				end
				-- Have to manually unequip a possibly equipped tool
				for _, child in pairs(Character:GetChildren()) do
					if child:IsA('Tool') and child ~= tool then
						child.Parent = Backpack
					end
				end
				AdjustHotbarFrames()
				return -- We're done here
			end
		end
	end
	-- The tool is either moving or new
	local slot = SlotsByTool[tool]
	if slot then
		slot:UpdateEquipView()
	else -- New! Put into lowest hotbar slot or new inventory slot
		slot = LowestEmptySlot or MakeSlot(UIGridFrame)
		slot:Fill(tool)
		if slot.Index <= NumberOfHotbarSlots and not InventoryFrame.Visible then
			AdjustHotbarFrames()
		end
	end
end
local function OnChildRemoved(child) -- From Character or Backpack
	if not child:IsA('Tool') then --NOTE: HopperBin
		return
	end
	local tool = child
	ShowVRBackpackPopup()
	TimeOfLastToolChange = tick()
	-- Ignore this event if we're just moving between the two
	local newParent = tool.Parent
	if newParent == Character or newParent == Backpack then
		return
	end
	local slot = SlotsByTool[tool]
	if slot then
		slot:Clear()
		if slot.Index > NumberOfHotbarSlots then -- Inventory slot
			slot:Delete()
		elseif not InventoryFrame.Visible then
			AdjustHotbarFrames()
		end
	end
end
local function OnCharacterAdded(character)
	-- First, clean up any old slots
	for i = #Slots, 1, -1 do
		local slot = Slots[i]
		if slot.Tool then
			slot:Clear()
		end
		if i > NumberOfHotbarSlots then
			slot:Delete()
		end
	end
	-- And any old Connections
	for _, conn in pairs(CharConns) do
		conn:Disconnect()
	end
	CharConns = {}
	-- Hook up the new character
	Character = character
	table.insert(CharConns, character.ChildRemoved:Connect(OnChildRemoved))
	table.insert(CharConns, character.ChildAdded:Connect(OnChildAdded))
	for _, child in pairs(character:GetChildren()) do
		OnChildAdded(child)
	end
	--NOTE: Humanoid is set inside OnChildAdded
	-- And the new backpack, when it gets here
	Backpack = Player:WaitForChild('Backpack')
	table.insert(CharConns, Backpack.ChildRemoved:Connect(OnChildRemoved))
	table.insert(CharConns, Backpack.ChildAdded:Connect(OnChildAdded))
	for _, child in pairs(Backpack:GetChildren()) do
		OnChildAdded(child)
	end
	
	AdjustHotbarFrames()
end
local function OnInputBegan(input, isProcessed)
	-- Pass through keyboard hotkeys when not typing into a TextBox and not disabled (except for the Drop key)
	if input.UserInputType == Enum.UserInputType.Keyboard and not TextBoxFocused and (WholeThingEnabled or input.KeyCode.Value == DROP_HOTKEY_VALUE) then
		local hotkeyBehavior = HotkeyFns[input.KeyCode.Value]
		if hotkeyBehavior then
			hotkeyBehavior(isProcessed)
		end
	end
	local inputType = input.UserInputType
	if not isProcessed then
		if inputType == Enum.UserInputType.MouseButton1 or inputType == Enum.UserInputType.Touch then
			if InventoryFrame.Visible then
				InventoryIcon:deselect()
			end
		end
	end
end
local function OnUISChanged(property)
	if property == 'KeyboardEnabled' or property == "VREnabled" then
		local on = UserInputService.KeyboardEnabled and not UserInputService.VREnabled
		for i = 1, NumberOfHotbarSlots do
			Slots[i]:TurnNumber(on)
		end
	end
end
local lastChangeToolInputObject = nil
local lastChangeToolInputTime = nil
local maxEquipDeltaTime = 0.06
local noOpFunc = function() end
local selectDirection = Vector2.new(0,0)
local hotbarVisible = false
function unbindAllGamepadEquipActions()
	ContextActionService:UnbindAction("RBXBackpackHasGamepadFocus")
	ContextActionService:UnbindAction("RBXCloseInventory")
end
local function setHotbarVisibility(visible, isInventoryScreen)
	for i = 1, NumberOfHotbarSlots do
		local hotbarSlot = Slots[i]
		if hotbarSlot and hotbarSlot.Frame and (isInventoryScreen or hotbarSlot.Tool) then
			hotbarSlot.Frame.Visible = visible
		end
	end
end
local function getInputDirection(inputObject)
	local buttonModifier = 1
	if inputObject.UserInputState == Enum.UserInputState.End then
		buttonModifier = -1
	end
	if inputObject.KeyCode == Enum.KeyCode.Thumbstick1 then
		local magnitude = inputObject.Position.magnitude
		if magnitude > 0.98 then
			local normalizedVector = Vector2.new(inputObject.Position.x / magnitude, -inputObject.Position.y / magnitude)
			selectDirection =  normalizedVector
		else
			selectDirection = Vector2.new(0,0)
		end
	elseif inputObject.KeyCode == Enum.KeyCode.DPadLeft then
		selectDirection = Vector2.new(selectDirection.x - 1 * buttonModifier, selectDirection.y)
	elseif inputObject.KeyCode == Enum.KeyCode.DPadRight then
		selectDirection = Vector2.new(selectDirection.x + 1 * buttonModifier, selectDirection.y)
	elseif inputObject.KeyCode == Enum.KeyCode.DPadUp then
		selectDirection = Vector2.new(selectDirection.x, selectDirection.y - 1 * buttonModifier)
	elseif inputObject.KeyCode == Enum.KeyCode.DPadDown then
		selectDirection = Vector2.new(selectDirection.x, selectDirection.y + 1 * buttonModifier)
	else
		selectDirection = Vector2.new(0,0)
	end
	return selectDirection
end
local selectToolExperiment = function(actionName, inputState, inputObject)
	local inputDirection = getInputDirection(inputObject)
	if inputDirection == Vector2.new(0,0) then
		return
	end
	local angle = math.atan2(inputDirection.y, inputDirection.x) - math.atan2(-1, 0)
	if angle < 0 then
		angle = angle + (math.pi * 2)
	end
	local quarterPi = (math.pi * 0.25)
	local index = (angle/quarterPi) + 1
	index = math.floor(index + 0.5) -- round index to whole number
	if index > NumberOfHotbarSlots then
		index = 1
	end
	if index > 0 then
		local selectedSlot = Slots[index]
		if selectedSlot and selectedSlot.Tool and not selectedSlot:IsEquipped() then
			selectedSlot:Select()
		end
	else
		UnequipAllTools()
	end
end
changeToolFunc = function(actionName, inputState, inputObject)
	if inputState ~= Enum.UserInputState.Begin then return end
	if lastChangeToolInputObject then
		if (lastChangeToolInputObject.KeyCode == Enum.KeyCode.ButtonR1 and
			inputObject.KeyCode == Enum.KeyCode.ButtonL1) or
			(lastChangeToolInputObject.KeyCode == Enum.KeyCode.ButtonL1 and
				inputObject.KeyCode == Enum.KeyCode.ButtonR1) then
			if (tick() - lastChangeToolInputTime) <= maxEquipDeltaTime then
				UnequipAllTools()
				lastChangeToolInputObject = inputObject
				lastChangeToolInputTime = tick()
				return
			end
		end
	end
	lastChangeToolInputObject = inputObject
	lastChangeToolInputTime = tick()
	delay(maxEquipDeltaTime, function()
		if lastChangeToolInputObject ~= inputObject then return end
		local moveDirection = 0
		if (inputObject.KeyCode == Enum.KeyCode.ButtonL1) then
			moveDirection = -1
		else
			moveDirection = 1
		end
		for i = 1, NumberOfHotbarSlots do
			local hotbarSlot = Slots[i]
			if hotbarSlot:IsEquipped() then
				local newSlotPosition = moveDirection + i
				local hitEdge = false
				if newSlotPosition > NumberOfHotbarSlots then
					newSlotPosition = 1
					hitEdge = true
				elseif newSlotPosition < 1 then
					newSlotPosition = NumberOfHotbarSlots
					hitEdge = true
				end
				local origNewSlotPos = newSlotPosition
				while not Slots[newSlotPosition].Tool do
					newSlotPosition = newSlotPosition + moveDirection
					if newSlotPosition == origNewSlotPos then return end
					if newSlotPosition > NumberOfHotbarSlots then
						newSlotPosition = 1
						hitEdge = true
					elseif newSlotPosition < 1 then
						newSlotPosition = NumberOfHotbarSlots
						hitEdge = true
					end
				end
				if hitEdge then
					UnequipAllTools()
					lastEquippedSlot = nil
				else
					Slots[newSlotPosition]:Select()
				end
				return
			end
		end
		if lastEquippedSlot and lastEquippedSlot.Tool then
			lastEquippedSlot:Select()
			return
		end
		local startIndex = moveDirection == -1 and NumberOfHotbarSlots or 1
		local endIndex = moveDirection == -1 and 1 or NumberOfHotbarSlots
		for i = startIndex, endIndex, moveDirection do
			if Slots[i].Tool then
				Slots[i]:Select()
				return
			end
		end
	end)
end
function getGamepadSwapSlot()
	for i = 1, #Slots do
		if Slots[i].Frame.BorderSizePixel > 0 then
			return Slots[i]
		end
	end
end
function changeSlot(slot)
	local swapInVr = not VRService.VREnabled or InventoryFrame.Visible
	if slot.Frame == GuiService.SelectedObject and swapInVr then
		local currentlySelectedSlot = getGamepadSwapSlot()
		if currentlySelectedSlot then
			currentlySelectedSlot.Frame.BorderSizePixel = 0
			if currentlySelectedSlot ~= slot then
				slot:Swap(currentlySelectedSlot)
				VRInventorySelector.SelectionImageObject.Visible = false
				if slot.Index > NumberOfHotbarSlots and not slot.Tool then
					if GuiService.SelectedObject == slot.Frame then
						GuiService.SelectedObject = currentlySelectedSlot.Frame
					end
					slot:Delete()
				end
				if currentlySelectedSlot.Index > NumberOfHotbarSlots and not currentlySelectedSlot.Tool then
					if GuiService.SelectedObject == currentlySelectedSlot.Frame then
						GuiService.SelectedObject = slot.Frame
					end
					currentlySelectedSlot:Delete()
				end
			end
		else
			local startSize = slot.Frame.Size
			local startPosition = slot.Frame.Position
			slot.Frame:TweenSizeAndPosition(startSize + UDim2.new(0, 10, 0, 10), startPosition - UDim2.new(0, 5, 0, 5), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, .1, true, function() slot.Frame:TweenSizeAndPosition(startSize, startPosition, Enum.EasingDirection.In, Enum.EasingStyle.Quad, .1, true) end)
			slot.Frame.BorderSizePixel = 3
			VRInventorySelector.SelectionImageObject.Visible = true
		end
	else
		slot:Select()
		VRInventorySelector.SelectionImageObject.Visible = false
	end
end
function vrMoveSlotToInventory()
	if not VRService.VREnabled then
		return
	end
	local currentlySelectedSlot = getGamepadSwapSlot()
	if currentlySelectedSlot and currentlySelectedSlot.Tool then
		currentlySelectedSlot.Frame.BorderSizePixel = 0
		currentlySelectedSlot:MoveToInventory()
		VRInventorySelector.SelectionImageObject.Visible = false
	end
end
function enableGamepadInventoryControl()
	local goBackOneLevel = function(actionName, inputState, inputObject)
		if inputState ~= Enum.UserInputState.Begin then return end
		local selectedSlot = getGamepadSwapSlot()
		if selectedSlot then
			local selectedSlot = getGamepadSwapSlot()
			if selectedSlot then
				selectedSlot.Frame.BorderSizePixel = 0
				return
			end
		elseif InventoryFrame.Visible then
			InventoryIcon:deselect()
		end
	end
	ContextActionService:BindAction("RBXBackpackHasGamepadFocus", noOpFunc, false, Enum.UserInputType.Gamepad1)
	ContextActionService:BindAction("RBXCloseInventory", goBackOneLevel, false, Enum.KeyCode.ButtonB, Enum.KeyCode.ButtonStart)
	-- Gaze select will automatically select the object for us!
	if not UseGazeSelection() then
		GuiService.SelectedObject = HotbarFrame:FindFirstChild("1")
	end
end
function disableGamepadInventoryControl()
	unbindAllGamepadEquipActions()
	for i = 1, NumberOfHotbarSlots do
		local hotbarSlot = Slots[i]
		if hotbarSlot and hotbarSlot.Frame then
			hotbarSlot.Frame.BorderSizePixel = 0
		end
	end
	if GuiService.SelectedObject and GuiService.SelectedObject:IsDescendantOf(MainFrame) then
		GuiService.SelectedObject = nil
	end
end
local function bindBackpackHotbarAction()
	if WholeThingEnabled and not GamepadActionsBound then
		GamepadActionsBound = true
		ContextActionService:BindAction("RBXHotbarEquip", changeToolFunc, false, Enum.KeyCode.ButtonL1, Enum.KeyCode.ButtonR1)
	end
end
local function unbindBackpackHotbarAction()
	disableGamepadInventoryControl()
	GamepadActionsBound = false
	ContextActionService:UnbindAction("RBXHotbarEquip")
end
function gamepadDisconnected()
	GamepadEnabled = false
	disableGamepadInventoryControl()
end
function gamepadConnected()
	GamepadEnabled = true
	GuiService:AddSelectionParent("RBXBackpackSelection", MainFrame)
	if FullHotbarSlots >= 1 then
		bindBackpackHotbarAction()
	end
	if InventoryFrame.Visible then
		enableGamepadInventoryControl()
	end
end
local function OnIconChanged(enabled)
	-- Check for enabling/disabling the whole thing
	enabled = enabled and StarterGui:GetCore("TopbarEnabled")
	InventoryIcon:setEnabled(enabled and not GuiService.MenuIsOpen)
	WholeThingEnabled = enabled
	MainFrame.Visible = enabled
	-- Eat/Release hotkeys (Doesn't affect UserInputService)
	for _, keyString in pairs(HotkeyStrings) do
		if enabled then
			--GuiService:AddKey(keyString)
		else
			--GuiService:RemoveKey(keyString)
		end
	end
	if enabled then
		if FullHotbarSlots >=1 then
			bindBackpackHotbarAction()
		end
	else
		unbindBackpackHotbarAction()
	end
end
local function MakeVRRoundButton(name, image)
	local newButton = NewGui('ImageButton', name)
	newButton.Size = UDim2.new(0, 40, 0, 40)
	newButton.Image = "rbxasset://textures/ui/Keyboard/close_button_background.png";
	local buttonIcon = NewGui('ImageLabel', 'Icon')
	buttonIcon.Size = UDim2.new(0.5,0,0.5,0);
	buttonIcon.Position = UDim2.new(0.25,0,0.25,0);
	buttonIcon.Image = image;
	buttonIcon.Parent = newButton;
	local buttonSelectionObject = NewGui('ImageLabel', 'Selection')
	buttonSelectionObject.Size = UDim2.new(0.9,0,0.9,0);
	buttonSelectionObject.Position = UDim2.new(0.05,0,0.05,0);
	buttonSelectionObject.Image = "rbxasset://textures/ui/Keyboard/close_button_selection.png";
	newButton.SelectionImageObject = buttonSelectionObject
	return newButton, buttonIcon, buttonSelectionObject
end
 
 | 
					
	-- simple if statements, decides where the Tool will spawn 
-- depending on the generated number. 
 | 
	
if BlockPosition == 1 then
	Block.CFrame = Pos1
end
if BlockPosition == 2 then
	Block.CFrame = Pos2
end
if BlockPosition == 3 then
	Block.CFrame = Pos3
end
if BlockPosition == 4 then
	Block.CFrame = Pos4
end 
 | 
					
	--Zombie.Humanoid.Running:Connect(d) 
 | 
	
Zombie.Humanoid.Died:Connect(function()
	script.Parent:Destroy()
end)
Zombie.Humanoid.HealthChanged:Connect(function()
	Zombie.Damage = math.ceil((script.Parent.Humanoid.Health * 1.2) / 2)
end)
 
 | 
					
	-- int rd_int_le(string src, int s, int e)
-- @src - Source binary string
-- @s - Start index of a little endian integer
-- @e - End index of the integer 
 | 
	
local function rd_int_le(src, s, e) return rd_int_basic(src, s, e - 1, 1) end
 
 | 
					
	--------LEFT DOOR -------- 
 | 
	
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
 
 | 
					
	--// # key, ally 
 | 
	
mouse.KeyDown:connect(function(key)
	if key=="m" then 
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.Remotes.AllyEvent:FireServer(true)
	end
end)
 
 | 
					
	--Funcion Del AutoClick 
 | 
	
local plr = script.Parent.Parent.Parent
local autoclick = false
local autoclickDD = false
function GetAuto()
	game.Workspace.Tree.Size = game.Workspace.Tree.Size + Vector3.new(1,1,1)
	game.Workspace.Base.Size = game.Workspace.Base.Size + Vector3.new(1,0,1)
	game.Workspace.Pop:Play()
end
script.Parent.AutoClick.MouseButton1Click:Connect(function()
	if autoclick == false then
		autoclick = true
		script.Parent.AutoClick.Text = "ON"
	else
		autoclick = false
		script.Parent.AutoClick.Text = "OFF"
	end
end)
while wait()do
	if autoclick == true then
		if autoclickDD == false then
			autoclickDD = true
			GetAuto(1)-- Cambia El Tiempo De Espera Al Recargar
			wait(0)-- Tambien Cambia Para El Tiempo De Espera Al Recargar
			autoclickDD = false
		end
	end
end
 
 | 
					
	--spawn(function() 
 | 
	
	while game:GetService("RunService").Heartbeat:wait() and car:FindFirstChild("DriveSeat") and character.Humanoid.SeatPart == car.DriveSeat do
		--game:GetService("RunService").RenderStepped:wait()
		if IsGrounded() then
			if movement.Y ~= 0 then
				local velocity = humanoidRootPart.CFrame.lookVector * movement.Y * stats.Speed.Value
				humanoidRootPart.Velocity = humanoidRootPart.Velocity:Lerp(velocity, 0.1)
				bodyVelocity.maxForce = Vector3.new(0, 0, 0)
			else
				bodyVelocity.maxForce = Vector3.new(mass / 2, mass / 4, mass / 2)
			end
			local rotVelocity = humanoidRootPart.CFrame:vectorToWorldSpace(Vector3.new(movement.Y * stats.Speed.Value / 50, 0, -humanoidRootPart.RotVelocity.Y * 5 * movement.Y))
			local speed = -humanoidRootPart.CFrame:vectorToObjectSpace(humanoidRootPart.Velocity).unit.Z
			rotation = rotation + math.rad((-stats.Speed.Value / 5) * movement.Y)
			if math.abs(speed) > 0.1 then
				rotVelocity = rotVelocity + humanoidRootPart.CFrame:vectorToWorldSpace((Vector3.new(0, -movement.X * speed * stats.TurnSpeed.Value, 0)))
				bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0)
			else
				bodyAngularVelocity.maxTorque = Vector3.new(mass / 4, mass / 2, mass / 4)
			end
			humanoidRootPart.RotVelocity = humanoidRootPart.RotVelocity:Lerp(rotVelocity, 0.1)
			
			--bodyVelocity.maxForce = Vector3.new(mass / 3, mass / 6, mass / 3)
			--bodyAngularVelocity.maxTorque = Vector3.new(mass / 6, mass / 3, mass / 6)
		else
			bodyVelocity.maxForce = Vector3.new(0, 0, 0)
			bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0)
		end
		
		for i, part in pairs(car:GetChildren()) do
			if part.Name == "Thruster" then
				UpdateThruster(part)
			end
		end
	end
	for i, v in pairs(car:GetChildren()) do
		if v:FindFirstChild("BodyThrust") then
			v.BodyThrust:Destroy()
		end
	end
	bodyVelocity:Destroy()
	bodyAngularVelocity:Destroy()
	--camera.CameraType = oldCameraType
	script:Destroy() 
 | 
					
	-- Bookkeeping of all active GlobalDataStore/OrderedDataStore interfaces indexed by data table: 
 | 
	
local Interfaces = {}
 
 | 
					
	--// Events 
 | 
	
local L_108_ = L_20_:WaitForChild('Equipped')
local L_109_ = L_20_:WaitForChild('ShootEvent')
local L_110_ = L_20_:WaitForChild('DamageEvent')
local L_111_ = L_20_:WaitForChild('CreateOwner')
local L_112_ = L_20_:WaitForChild('Stance')
local L_113_ = L_20_:WaitForChild('HitEvent')
local L_114_ = L_20_:WaitForChild('KillEvent')
local L_115_ = L_20_:WaitForChild('AimEvent')
local L_116_ = L_20_:WaitForChild('ExploEvent')
local L_117_ = L_20_:WaitForChild('AttachEvent')
local L_118_ = L_20_:WaitForChild('ServerFXEvent')
local L_119_ = L_20_:WaitForChild('ChangeIDEvent')
 
 | 
					
	-------------------------------------------------------------------------------- 
 | 
	
while true do
	while Humanoid.Health < Humanoid.MaxHealth do
		local dt = wait(REGEN_STEP)
		local dh = dt*REGEN_RATE*Humanoid.MaxHealth
		Humanoid.Health = math.min(Humanoid.Health + dh, Humanoid.MaxHealth)
	end
	Humanoid.HealthChanged:Wait()
end
 
 | 
					
	-- Define the function to open or close the window with gene-alike effect 
 | 
	
local function toggleWindow(button)
	local windowName = button.Name
	-- Find the corresponding frame in the AppManager using the window name
	local window = gui:FindFirstChild(windowName)
	if window then
		if window.Visible == false then
			-- Close other windows
			for _, child in ipairs(gui:GetChildren()) do
				if child:IsA("Frame") and child.Visible then
				end
			end
			local startPos = UDim2.new(0.0, 0, 0.978, 0)
			window.Position = startPos
			-- Set the initial size of the window to be zero
			window.Size = UDim2.new(1, 0, 0.022, 0)
			-- Show the window and tween its position and size from the button position and size to its original position and size
			window.Visible = true
			window:TweenSizeAndPosition(
				UDim2.new(1, 0, 0.806, 0),
				UDim2.new(0, 0, 0.194, 0),
				'Out',
				'Quad',
				0.2
			)
		end
	end
end
 
 | 
					
	--[[**
	<description>
	Takes a function to be called after :Save().
	</description>
	<parameter name = "callback">
	The callback function.
	</parameter>
**--]] 
 | 
	
function DataStore:AfterSave(callback)
	table.insert(self.afterSave, callback)
end
 
 | 
					
	-- RbxApi Stuff 
 | 
	
local maxChunkSize = 100 * 1000
local ApiJson
if script:FindFirstChild("RawApiJson") then
	ApiJson = script.RawApiJson
else
	ApiJson = ""
end
local jsonToParse = require(ApiJson)
function getRbxApi() 
 | 
					
	--tone hz 
 | 
	
elseif sv.Value==5 then
while s.Pitch<1 do
s.Pitch=s.Pitch+0.010
s:Play()
if s.Pitch>1 then
	s.Pitch=1
end
wait(-9)
end
while true do
for x = 1, 500 do
s:play()
wait(-9)
end
wait()
end 
 
 | 
					
	--//Suspension//-- 
 | 
	
RideHeightFront = 1.4 --{This value will increase the ride height for front}
RideHeightRear = 1.4--{This value will increase the ride height for rear}
StiffnessFront = 3 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY}
StiffnessRear = 4 --[0-10]{This value will increase the stiffness for rear} (S/A)
AntiRollFront = 2 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY}
AntiRollRear = 3 --[0-10]{This value will reduce roll on the rear} (S/A)
CamberFront = -0.2 --[0-10]{Camber to the front in degrees}
CamberRear = -1.3 --[0-10]{Camber to the rear in degrees}
 
 | 
					
	--- Swaps keys with values, overwriting additional values if duplicated
-- @tparam table orig original table
-- @treturn table 
 | 
	
function Table.swapKeyValue(orig)
	local tab = {}
	for key, val in pairs(orig) do
		tab[val] = key
	end
	return tab
end
 
 | 
					
	--[[
	Written by Eti the Spirit (18406183)
	
		The latest patch notes can be located here (and do note, the version at the top of this script might be outdated. I have a thing for forgetting to change it):
		>	https://etithespirit.github.io/FastCastAPIDocs/changelog
		
		*** If anything is broken, please don't hesitate to message me! ***
		
		YOU CAN FIND IMPORTANT USAGE INFORMATION HERE: https://etithespirit.github.io/FastCastAPIDocs
		YOU CAN FIND IMPORTANT USAGE INFORMATION HERE: https://etithespirit.github.io/FastCastAPIDocs
		YOU CAN FIND IMPORTANT USAGE INFORMATION HERE: https://etithespirit.github.io/FastCastAPIDocs
		
		YOU SHOULD ONLY CREATE ONE CASTER PER GUN.
		YOU SHOULD >>>NEVER<<< CREATE A NEW CASTER EVERY TIME THE GUN NEEDS TO BE FIRED.
		
		A caster (created with FastCast.new()) represents a "gun".
		When you consider a gun, you think of stats like accuracy, bullet speed, etc. This is the info a caster stores. 
	
	--
	
	This is a library used to create hitscan-based guns that simulate projectile physics.
	
	This means:
		- You don't have to worry about bullet lag / jittering
		- You don't have to worry about keeping bullets at a low speed due to physics being finnicky between clients
		- You don't have to worry about misfires in bullet's Touched event (e.g. where it may going so fast that it doesn't register)
		
	Hitscan-based guns are commonly seen in the form of laser beams, among other things. Hitscan simply raycasts out to a target
	and says whether it hit or not.
	
	Unfortunately, while reliable in terms of saying if something got hit or not, this method alone cannot be used if you wish
	to implement bullet travel time into a weapon. As a result of that, I made this library - an excellent remedy to this dilemma.
	
	FastCast is intended to be require()'d once in a script, as you can create as many casters as you need with FastCast.new()
	This is generally handy since you can store settings and information in these casters, and even send them out to other scripts via events
	for use.
	
	Remember -- A "Caster" represents an entire gun (or whatever is launching your projectiles), *NOT* the individual bullets.
	Make the caster once, then use the caster to fire your bullets. Do not make a caster for each bullet.
--]] 
 | |
	--[[
	These keys invert the condition expressed by the Expectation.
]] 
 | 
	
local NEGATION_KEYS = {
	never = true,
}
 
 | 
					
	--[=[
	Gets or creates the global localization table. If the game isn't running (i.e. test mode), then
	we'll just not parent it.
	@return string -- The locale
]=] 
 | 
	
function JsonToLocalizationTable.getOrCreateLocalizationTable()
	local localizationTable = LocalizationService:FindFirstChild(LOCALIZATION_TABLE_NAME)
	if not localizationTable then
		localizationTable = Instance.new("LocalizationTable")
		localizationTable.Name = LOCALIZATION_TABLE_NAME
		if RunService:IsRunning() then
			localizationTable.Parent = LocalizationService
		end
	end
	return localizationTable
end
 
 | 
					
	--------END RIGHT DOOR -------- 
 | 
	
end
wait(0.15)
if game.Workspace.DoorFlashing.Value == true then 
 | 
					
	-- Should messages to channels other than general be echoed into the general channel.
-- Setting this to false should be used with ShowChannelsBar 
 | 
	
module.EchoMessagesInGeneralChannel = true
module.ChannelsBarFullTabSize = 4 -- number of tabs in bar before it starts to scroll
module.MaxChannelNameLength = 12 
 | 
					
	--[[
	Render the child component so that ExternalEventConnections can be nested like so:
		Roact.createElement(ExternalEventConnection, {
			event = UserInputService.InputBegan,
			callback = inputBeganCallback,
		}, {
			Roact.createElement(ExternalEventConnection, {
				event = UserInputService.InputEnded,
				callback = inputChangedCallback,
			})
		})
]] 
 | 
	
function ExternalEventConnection:render()
	return Roact.oneChild(self.props[Roact.Children])
end
function ExternalEventConnection:didMount()
	local event = self.props.event
	local callback = self.props.callback
	self.connection = event:Connect(callback)
end
function ExternalEventConnection:didUpdate(oldProps)
	if self.props.event ~= oldProps.event or self.props.callback ~= oldProps.callback then
		self.connection:Disconnect()
		self.connection = self.props.event:Connect(self.props.callback)
	end
end
function ExternalEventConnection:willUnmount()
	self.connection:Disconnect()
	self.connection = nil
end
return ExternalEventConnection
 
 | 
					
	---[[ Font Settings ]] 
 | 
	
module.DefaultFont = Enum.Font.SourceSansBold
module.ChatBarFont = Enum.Font.SourceSansBold
 
 | 
					
	--------END BACKLIGHTS-------- 
 | 
	
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
 
 | 
					
	--[[Steering]] 
 | 
	
	Tune.SteerInner		= 45		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 41		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .05		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .1		-- Steering increment per tick (in degrees)
	Tune.SteerDecay		= 320		-- Speed of gradient cutoff (in SPS)
	Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
	Tune.MSteerExp		= 1			-- Mouse steering exponential degree
	
	--Steer Gyro Tuning
	Tune.SteerD			= 1000		-- Steering Dampening
	Tune.SteerMaxTorque	= 50000		-- Steering Force
	Tune.SteerP			= 100000	-- Steering Aggressiveness
	 
 | 
					
	--[=[
	@param fn (...: any) -> any
	@return Connection
	Connects a function to the remote signal. The function will be
	called anytime the equivalent server-side RemoteSignal is
	fired at this specific client that created this client signal.
]=] 
 | 
	
function ClientRemoteSignal:Connect(fn)
	if self._directConnect then
		return self._re.OnClientEvent:Connect(fn)
	else
		return self._signal:Connect(fn)
	end
end
 
 | 
					
	--		print("Loading anims " .. name) 
 | 
	
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
		local idx = 1
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject == nil) then
					animTable[name][idx].weight = 1
				else
					animTable[name][idx].weight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
	--			print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
				idx = idx + 1
			end
		end
	end
	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight 
 | 
					
	--Miscellaneous Settings 
 | 
	
FADE_TIME,FADE_TWNSTYLE,FADE_TWNDIRECTION 			= nil
IND_TICK_TIME 										= nil
L_BEAM_COLOR,L_BEAM_RANGE,L_BEAM_BRIGHTNESS 		= nil
H_BEAM_COLOR,H_BEAM_RANGE,H_BEAM_BRIGHTNESS			= nil
T_LIGHT_RANGE,T_LIGHT_BRIGHTNESS					= nil
B_LIGHT_RANGE,B_LIGHT_BRIGHTNESS,B_LIGHT_FADE_TIME	= nil 
 | 
					
	-- Modules 
 | 
	
Ragdoll = require(script.Parent.Ragdoll)
 
 | 
					
	--[[
	Add a new describe node with the given method as a callback. Generates or
	reuses all the describe nodes along the path.
]] 
 | 
	
function TestPlan:addRoot(path, method)
	local curNode = self
	for i = #path, 1, -1 do
		local nextNode = nil
		for _, child in ipairs(curNode.children) do
			if child.phrase == path[i] then
				nextNode = child
				break
			end
		end
		if nextNode == nil then
			nextNode = curNode:addChild(path[i], TestEnum.NodeType.Describe)
		end
		curNode = nextNode
	end
	curNode.callback = method
	curNode:expand()
end
 
 | 
					
	--		print(animName .. " * " .. idx .. " [" .. origRoll .. "]") 
 | 
	
		local anim = animTable[animName][idx].anim
		-- load it to the humanoid; get AnimationTrack
		toolOldAnimTrack = toolAnimTrack
		toolAnimTrack = humanoid:LoadAnimation(anim)
		 
		-- play the animation
		toolAnimTrack:Play(transitionTime)
		toolAnimName = animName
		currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
	end
end
function stopToolAnimations()
	local oldAnim = toolAnimName
	if (currentToolAnimKeyframeHandler ~= nil) then
		currentToolAnimKeyframeHandler:disconnect()
	end
	toolAnimName = ""
	if (toolAnimTrack ~= nil) then
		toolAnimTrack:Stop()
		toolAnimTrack:Destroy()
		toolAnimTrack = nil
	end
	return oldAnim
end
 
 | 
					
	--[[Engine]] 
 | 
	
	--Torque Curve
	Tune.Horsepower		= 600		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6000		--		Use sliders to manipulate values
	Tune.Redline		= 6700		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16
	
	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
	 
 | 
					
	-- This function selects the lowest number gamepad from the currently-connected gamepad
-- and sets it as the active gamepad 
 | 
	
function Gamepad:GetHighestPriorityGamepad()
	local connectedGamepads = UserInputService:GetConnectedGamepads()
	local bestGamepad = NONE -- Note that this value is higher than all valid gamepad values
	for _, gamepad in pairs(connectedGamepads) do
		if gamepad.Value < bestGamepad.Value then
			bestGamepad = gamepad
		end
	end
	return bestGamepad
end
function Gamepad:BindContextActions()
	if self.activeGamepad == NONE then
		-- There must be an active gamepad to set up bindings
		return false
	end
	local handleJumpAction = function(actionName, inputState, inputObject)
		self.isJumping = (inputState == Enum.UserInputState.Begin)
		return Enum.ContextActionResult.Sink
	end
	local handleThumbstickInput = function(actionName, inputState, inputObject)
		if inputState == Enum.UserInputState.Cancel then
			self.moveVector = ZERO_VECTOR3
			return Enum.ContextActionResult.Sink
		end
		if self.activeGamepad ~= inputObject.UserInputType then
			return Enum.ContextActionResult.Pass
		end
		if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end
		if inputObject.Position.magnitude > thumbstickDeadzone then
			self.moveVector  =  Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)
		else
			self.moveVector = ZERO_VECTOR3
		end
		return Enum.ContextActionResult.Sink
	end
	ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
	ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false,
		self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA)
	ContextActionService:BindActionAtPriority("moveThumbstick", handleThumbstickInput, false,
		self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1)
	return true
end
function Gamepad:UnbindContextActions()
	if self.activeGamepad ~= NONE then
		ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
	end
	ContextActionService:UnbindAction("moveThumbstick")
	ContextActionService:UnbindAction("jumpAction")
end
function Gamepad:OnNewGamepadConnected()
	-- A new gamepad has been connected.
	local bestGamepad: Enum.UserInputType = self:GetHighestPriorityGamepad()
	if bestGamepad == self.activeGamepad then
		-- A new gamepad was connected, but our active gamepad is not changing
		return
	end
	if bestGamepad == NONE then
		-- There should be an active gamepad when GamepadConnected fires, so this should not
		-- normally be hit. If there is no active gamepad, unbind actions but leave
		-- the module enabled and continue to listen for a new gamepad connection.
		warn("Gamepad:OnNewGamepadConnected found no connected gamepads")
		self:UnbindContextActions()
		return
	end
	if self.activeGamepad ~= NONE then
		-- Switching from one active gamepad to another
		self:UnbindContextActions()
	end
	self.activeGamepad = bestGamepad
	self:BindContextActions()
end
function Gamepad:OnCurrentGamepadDisconnected()
	if self.activeGamepad ~= NONE then
		ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
	end
	local bestGamepad = self:GetHighestPriorityGamepad()
	if self.activeGamepad ~= NONE and bestGamepad == self.activeGamepad then
		warn("Gamepad:OnCurrentGamepadDisconnected found the supposedly disconnected gamepad in connectedGamepads.")
		self:UnbindContextActions()
		self.activeGamepad = NONE
		return
	end
	if bestGamepad == NONE then
		-- No active gamepad, unbinding actions but leaving gamepad connection listener active
		self:UnbindContextActions()
		self.activeGamepad = NONE
	else
		-- Set new gamepad as active and bind to tool activation
		self.activeGamepad = bestGamepad
		ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
	end
end
function Gamepad:ConnectGamepadConnectionListeners()
	self.gamepadConnectedConn = UserInputService.GamepadConnected:Connect(function(gamepadEnum)
		self:OnNewGamepadConnected()
	end)
	self.gamepadDisconnectedConn = UserInputService.GamepadDisconnected:Connect(function(gamepadEnum)
		if self.activeGamepad == gamepadEnum then
			self:OnCurrentGamepadDisconnected()
		end
	end)
end
function Gamepad:DisconnectGamepadConnectionListeners()
	if self.gamepadConnectedConn then
		self.gamepadConnectedConn:Disconnect()
		self.gamepadConnectedConn = nil
	end
	if self.gamepadDisconnectedConn then
		self.gamepadDisconnectedConn:Disconnect()
		self.gamepadDisconnectedConn = nil
	end
end
return Gamepad
 
 | 
					
	-- Services 
 | 
	
local players = game:GetService("Players")
 
 | 
					
	--[=[
	@within TableUtil
	@function Truncate
	@param tbl table
	@param length number
	@return table
	Returns a new table truncated to the length of `length`. Any length
	equal or greater than the current length will simply return a
	shallow copy of the table.
	```lua
	local t = {10, 20, 30, 40, 50, 60, 70, 80}
	local tTruncated = TableUtil.Truncate(t, 3)
	print(tTruncated) --> {10, 20, 30}
	```
]=] 
 | 
	
local function Truncate(tbl: Table, len: number): Table
	local n = #tbl
	len = math.clamp(len, 1, n)
	if len == n then
		return table.clone(tbl)
	end
	return table.move(tbl, 1, len, 1, table.create(len))
end
 
 | 
					
	---Burst Settings--- 
 | 
	
			elseif Settings.Mode == "Burst" and Settings.FireModes.Auto == true then
				Gui.FText.Text = "Auto"
				Settings.Mode = "Auto"
			elseif Settings.Mode == "Burst" and Settings.FireModes.Explosive == true and Settings.FireModes.Auto == false then
				Gui.FText.Text = "Explosive"
				Settings.Mode = "Explosive"
			elseif Settings.Mode == "Burst" and Settings.FireModes.Semi == true and Settings.FireModes.Auto == false and Settings.FireModes.Explosive == false then
				Gui.FText.Text = "Semi"
				Settings.Mode = "Semi" 
 | 
					
	-------- 
 | 
	
function Handler:add(hitboxObject)
	assert(typeof(hitboxObject) ~= "Instance", "Make sure you are initializing from the Raycast module, not from this handler.")
	table.insert(ActiveHitboxes, hitboxObject)
end
function Handler:remove(object)
	for i in ipairs(ActiveHitboxes) do
		if ActiveHitboxes[i].object == object then
			ActiveHitboxes[i]:Destroy()
			setmetatable(ActiveHitboxes[i], nil)
			table.remove(ActiveHitboxes, i)
		end
	end
end
function Handler:check(object)
	for _, hitbox in ipairs(ActiveHitboxes) do
		if hitbox.object == object then
			return hitbox
		end
	end
end
function OnTagRemoved(object)
	Handler:remove(object)
end
CollectionService:GetInstanceRemovedSignal("RaycastModuleManaged"):Connect(OnTagRemoved)
 
 | 
					
	--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!! 
 | 
	
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.Floral -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage
hitPart.Touched:Connect(function(hit)
	if debounce == true then
		if hit.Parent:FindFirstChild("Humanoid") then
			local plr = game.Players:FindFirstChild(hit.Parent.Name)
			if plr then
				debounce = false
				hitPart.BrickColor = BrickColor.new("Bright red")
				tool:Clone().Parent = plr.Backpack
				wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
				debounce = true
				hitPart.BrickColor = BrickColor.new("Bright green")
			end
		end
	end
end)
 
 | 
					
	--[[
	Creates a new copy of the list with the given elements appended to it.
]] 
 | 
	
function Immutable.Append(list, ...)
	local new = {}
	local len = #list
	for key = 1, len do
		new[key] = list[key]
	end
	for i = 1, select("#", ...) do
		new[len + i] = select(i, ...)
	end
	return new
end
 
 | 
					
	----------------------------------------------------------------------------------------------- 
 | 
	
local player=game.Players.LocalPlayer
local mouse=player:GetMouse()
local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local gauges = script.Parent
local values = script.Parent.Parent.Values
local isOn = script.Parent.Parent.IsOn
gauges:WaitForChild("Speedo")
gauges:WaitForChild("Tach")
gauges:WaitForChild("Boost")
gauges:WaitForChild("ln")
gauges:WaitForChild("bln")
gauges:WaitForChild("Gear")
gauges:WaitForChild("Speed")
car.DriveSeat.HeadsUpDisplay = false
local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline
if not _Tune.Engine and _Tune.Electric then _lRPM = _Tune.ElecRedline _pRPM = _Tune.ElecTransition2 end
local currentUnits = 1
local revEnd = math.ceil(_lRPM/1000)
 
 | 
					
	-- (Hat Giver Script - Loaded.) 
 | 
	
debounce = true
function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "2006 Visor"
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle" 
		p.formFactor = 0
		p.Size = Vector3.new(1, 1, 1) 
		p.BottomSurface = 0 
		p.TopSurface = 0 
		p.Locked = true 
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0, 0.09, 0.18)
		wait(5)
		debounce = true
	end
end
script.Parent.Touched:connect(onTouched)
 
 | 
					
	-- Handle joining general channel first. 
 | 
	
for i, channelData in pairs(initData.Channels) do
	if channelData[1] == ChatSettings.GeneralChannelName then
		HandleChannelJoined(channelData[1], channelData[2], channelData[3], channelData[4], true, false)
	end
end
for i, channelData in pairs(initData.Channels) do
	if channelData[1] ~= ChatSettings.GeneralChannelName then
		HandleChannelJoined(channelData[1], channelData[2], channelData[3], channelData[4], true, false)
	end
end
return moduleApiTable
 
 | 
					
	--[[ CONSTRUCTOR ]] 
 | 
	--
function Path.new(agent, agentParameters, override)
	if not (agent and agent:IsA("Model") and agent.PrimaryPart) then
		output(error, "Pathfinding agent must be a valid Model Instance with a set PrimaryPart.")
	end
	local self = setmetatable({
		_settings = override or DEFAULT_SETTINGS;
		_events = {
			Reached = Instance.new("BindableEvent");
			WaypointReached = Instance.new("BindableEvent");
			Blocked = Instance.new("BindableEvent");
			Error = Instance.new("BindableEvent");
			Stopped = Instance.new("BindableEvent");
		};
		_agent = agent;
		_humanoid = agent:FindFirstChildOfClass("Humanoid");
		_path = PathfindingService:CreatePath(agentParameters);
		_status = "Idle";
		_t = 0;
		_position = {
			_last = Vector3.new();
			_count = 0;
		};
	}, Path)
	--Configure settings
	for setting, value in pairs(DEFAULT_SETTINGS) do
		self._settings[setting] = self._settings[setting] == nil and value or self._settings[setting]
	end
	--Path blocked connection
	self._path.Blocked:Connect(function(...)
		if (self._currentWaypoint <= ... and self._currentWaypoint + 1 >= ...) and self._humanoid then
			setJumpState(self)
			self._events.Blocked:Fire(self._agent, self._waypoints[...])
		end
	end)
	return self
end
 
 | 
					
	-- Connect to all Players so we can ignore their Characters 
 | 
	
PlayersService.ChildRemoved:connect(OnPlayersChildRemoved)
PlayersService.ChildAdded:connect(OnPlayersChildAdded)
for _, player in pairs(PlayersService:GetPlayers()) do
	OnPlayersChildAdded(player)
end
return PopperCam
 
 | 
					
	--[=[
	Observes for the key
	@param key TKey
	@return Observable<TEmit>
]=] 
 | 
	
function ObservableSubscriptionTable:Observe(key)
	assert(key ~= nil, "Bad key")
	return Observable.new(function(sub)
		if not self._subMap[key] then
			self._subMap[key] = { sub }
		else
			table.insert(self._subMap[key], sub)
		end
		return function()
			if not self._subMap[key] then
				return
			end
			local current = self._subMap[key]
			local index = table.find(current, sub)
			if not index then
				return
			end
			table.remove(current, index)
			if #current == 0 then
				self._subMap[key] = nil
			end
			-- Complete the subscription
			if sub:IsPending() then
				task.spawn(function()
					sub:Complete()
				end)
			end
		end
	end)
end
 
 | 
					
	-- This script works with any part, feel free to move it into a different part if needed. 
 | 
	
local parentPart = script.Parent
parentPart.Touched:Connect(function(hit)
	local human = hit.Parent:FindFirstChild("Humanoid")
	if human then
		human:TakeDamage(human.MaxHealth)
	end
end)
 
 | 
					
	--script.Parent.Parent.Parent.Parent.Values.Win.Changed:Connect(function()
--if script.Parent.Parent.Parent.Parent.Values.Win.Value == true then
--PLR_CLICKED.leaderstats.Wins.Value = PLR_CLICKED.leaderstats.Wins.Value + 1
--script.Disabled = true
--end		
--end) 
 | 
	
end)
 
 | 
					
	-- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed 
 | 
	
local Keyboard = require(script:WaitForChild("Keyboard"))
local Gamepad = require(script:WaitForChild("Gamepad"))
local DynamicThumbstick = require(script:WaitForChild("DynamicThumbstick"))
local FFlagUserTheMovementModeInquisition do
	local success, value = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserTheMovementModeInquisition")
	end)
	FFlagUserTheMovementModeInquisition = success and value
end
local FFlagUserMakeThumbstickDynamic do
	local success, value = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserMakeThumbstickDynamic")
	end)
	FFlagUserMakeThumbstickDynamic = success and value
end
local TouchDPad = FFlagUserTheMovementModeInquisition and DynamicThumbstick or require(script:WaitForChild("TouchDPad"))
local TouchThumbpad = FFlagUserTheMovementModeInquisition and DynamicThumbstick or require(script:WaitForChild("TouchThumbpad"))
local TouchThumbstick = FFlagUserMakeThumbstickDynamic and DynamicThumbstick or require(script:WaitForChild("TouchThumbstick"))
 
 | 
					
	-- Create a FormatByKey() function that uses a fallback translator if the first fails to load or return successfully 
 | 
	
function TranslationHelper.translateByKey(key, arguments)
	local translation = ""
	local foundTranslation = false
	-- First tries to translate for the player's language (if a translator was found)
	if foundPlayerTranslator then
		foundTranslation = pcall(function()
			translation = playerTranslator:FormatByKey(key, arguments)
		end)
	end
	if foundFallbackTranslator and not foundTranslation then
		foundTranslation = pcall(function()
			translation = fallbackTranslator:FormatByKey(key, arguments)
		end)
	end
	if foundTranslation then
		return translation
	else
		return false
	end
end
return TranslationHelper
 
 | 
					
	--// Remote 
 | 
	
return function(Vargs, GetEnv)
	local env = GetEnv(nil, {script = script})
	setfenv(1, env)
	local _G, game, script, getfenv, setfenv, workspace,
		getmetatable, setmetatable, loadstring, coroutine,
		rawequal, typeof, print, math, warn, error,  pcall,
		xpcall, select, rawset, rawget, ipairs, pairs,
		next, Rect, Axes, os, time, Faces, unpack, string, Color3,
		newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
		NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
		NumberSequenceKeypoint, PhysicalProperties, Region3int16,
		Vector3int16, require, table, type, wait,
		Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay =
		_G, game, script, getfenv, setfenv, workspace,
		getmetatable, setmetatable, loadstring, coroutine,
		rawequal, typeof, print, math, warn, error,  pcall,
		xpcall, select, rawset, rawget, ipairs, pairs,
		next, Rect, Axes, os, time, Faces, unpack, string, Color3,
		newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
		NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
		NumberSequenceKeypoint, PhysicalProperties, Region3int16,
		Vector3int16, require, table, type, wait,
		Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay
	local script = script
	local service = Vargs.Service
	local client = Vargs.Client
	local Anti, Core, Functions, Process, Remote, UI, Variables
	local function Init()
		UI = client.UI;
		Anti = client.Anti;
		Core = client.Core;
		Variables = client.Variables
		Functions = client.Functions;
		Process = client.Process;
		Remote = client.Remote;
		Remote.Init = nil;
	end
	local function RunAfterLoaded()
		--// Report client finished loading
		log("~! Fire client loaded")
		client.Remote.Send("ClientLoaded")
		--// Ping loop
		log("~! Start ClientCheck loop");
		delay(5, function() service.StartLoop("ClientCheck", 30, Remote.CheckClient, true) end)
		--// Get settings
		log("Get settings");
		local settings = client.Remote.Get("Setting",{"G_API","Allowed_API_Calls","HelpButtonImage"})
		if settings then
			client.G_API = settings.G_API
			--client.G_Access = settings.G_Access
			--client.G_Access_Key = settings.G_Access_Key
			--client.G_Access_Perms = settings.G_Access_Perms
			client.Allowed_API_Calls = settings.Allowed_API_Calls
			client.HelpButtonImage = settings.HelpButtonImage
		else
			log("~! GET SETTINGS FAILED?")
			warn("FAILED TO GET SETTINGS FROM SERVER");
		end
		Remote.RunAfterLoaded = nil;
	end
	local function RunLast()
		--[[client = service.ReadOnly(client, {
				[client.Variables] = true;
				[client.Handlers] = true;
				G_API = true;
				G_Access = true;
				G_Access_Key = true;
				G_Access_Perms = true;
				Allowed_API_Calls = true;
				HelpButtonImage = true;
				Finish_Loading = true;
				RemoteEvent = true;
				ScriptCache = true;
				Returns = true;
				PendingReturns = true;
				EncodeCache = true;
				DecodeCache = true;
				Received = true;
				Sent = true;
				Service = true;
				Holder = true;
				GUIs = true;
				LastUpdate = true;
				RateLimits = true;
				Init = true;
				RunLast = true;
				RunAfterInit = true;
				RunAfterLoaded = true;
				RunAfterPlugins = true;
			}, true)--]]
			Remote.RunLast = nil;
	end
	getfenv().client = nil
	getfenv().service = nil
	getfenv().script = nil
	client.Remote = {
		Init = Init;
		RunLast = RunLast;
		RunAfterLoaded = RunAfterLoaded;
		Returns = {};
		PendingReturns = {};
		EncodeCache = {};
		DecodeCache = {};
		Received = 0;
		Sent = 0;
		CheckClient = function()
			if os.time() - Core.LastUpdate >= 10 then
				Remote.Send("ClientCheck", {
					Sent = Remote.Sent or 0;
					Received = Remote.Received;
				}, client.DepsName)
			end
		end;
		Returnables = {
			Test = function(args)
				return "HELLO FROM THE CLIENT SIDE :)! ", unpack(args)
			end;
			Ping = function(args)
				return Remote.Ping()
			end;
			ClientHooked = function(args)
				return Core.Special
			end;
			TaskManager = function(args)
				local action = args[1]
				if action == "GetTasks" then
					local tab = {}
					for i,v in next,service.GetTasks() do
						local new = {}
						new.Status = v.Status
						new.Name = v.Name
						new.Index = v.Index
						new.Created = v.Created
						new.CurrentTime = os.time()
						new.Function = tostring(v.Function)
						table.insert(tab,new)
					end
					return tab
				end
			end;
			LoadCode = function(args)
				local code = args[1]
				local func = Core.LoadCode(code, GetEnv())
				if func then
					return func()
				end
			end;
			Function = function(args)
				local func = client.Functions[args[1]]
				if func and type(func) == "function" then
					return func(unpack(args, 2))
				end
			end;
			Handler = function(args)
				local handler = client.Handlers[args[1]]
				if handler and type(handler) == "function" then
					return handler(unpack(args, 2))
				end
			end;
			UIKeepAlive = function(args)
				if Variables.UIKeepAlive then
					for ind,g in next,client.GUIs do
						if g.KeepAlive then
							if g.Class == "ScreenGui" or g.Class == "GuiMain" then
								g.Object.Parent = service.Player.PlayerGui
							elseif g.Class == "TextLabel" then
								g.Object.Parent = UI.GetHolder()
							end
							g.KeepAlive = false
						end
					end
				end
				return true;
			end;
			UI = function(args)
				local guiName = args[1]
				local themeData = args[2]
				local guiData = args[3]
				Variables.LastServerTheme = themeData or Variables.LastServerTheme;
				return UI.Make(guiName, guiData, themeData)
			end;
			InstanceList = function(args)
				local objects = service.GetAdonisObjects()
				local temp = {}
				for i,v in pairs(objects) do
					table.insert(temp, {
						Text = v:GetFullName();
						Desc = v.ClassName;
					})
				end
				return temp
			end;
			ClientLog = function(args)
				local temp={}
				local function toTab(str, desc, color)
					for i,v in next,service.ExtractLines(str) do
						table.insert(temp, {Text = v; Desc = desc..v; Color = color;})
					end
				end
				for i,v in next,service.LogService:GetLogHistory() do
					local mType = v.messageType
					toTab(v.message, (mType  == Enum.MessageType.MessageWarning and "Warning" or mType  == Enum.MessageType.MessageInfo and "Info" or mType  == Enum.MessageType.MessageError and "Error" or "Output").." - ", mType  == Enum.MessageType.MessageWarning and Color3.new(0.866667, 0.733333, 0.0509804) or mType  == Enum.MessageType.MessageInfo and Color3.new(0.054902, 0.305882, 1) or mType  == Enum.MessageType.MessageError and Color3.new(1, 0.196078, 0.054902))
				end
				return temp
			end;
			LocallyFormattedTime = function(args)
				if type(args[1]) == "table" then
					local results = {}
					for i, t in ipairs(args[1]) do
						results[i] = service.FormatTime(t, select(2, unpack(args)))
					end
					return results
				end
				return service.FormatTime(unpack(args))
			end;
		};
		UnEncrypted = {};
		Commands = {
			GetReturn = function(args)
				print("THE SERVER IS ASKING US FOR A RETURN");
				local com = args[1]
				local key = args[2]
				local parms = {unpack(args, 3)}
				local retfunc = Remote.Returnables[com]
				local retable = (retfunc and {pcall(retfunc,parms)}) or {}
				if retable[1] ~= true then
					logError(retable[2])
					Remote.Send("GiveReturn", key, "__ADONIS_RETURN_ERROR", retable[2])
				else
					print("SENT RETURN");
					Remote.Send("GiveReturn", key, unpack(retable,2))
				end
			end;
			GiveReturn = function(args)
				print("SERVER GAVE US A RETURN")
				if Remote.PendingReturns[args[1]] then
					print("VALID PENDING RETURN")
					Remote.PendingReturns[args[1]] = nil
					service.Events[args[1]]:Fire(unpack(args, 2))
				end
			end;
			SessionData = function(args)
				local sessionKey = args[1];
				if sessionKey then
					service.Events.SessionData:Fire(sessionKey, table.unpack(args, 2))
				end
			end;
			SetVariables = function(args)
				local vars = args[1]
				for var, val in pairs(vars) do
					Variables[var] = val
				end
			end;
			Print = function(args)
				print(unpack(args))
			end;
			FireEvent = function(args)
				service.FireEvent(unpack(args))
			end;
			Test = function(args)
				print("OK WE GOT COMMUNICATION!  ORGL: "..tostring(args[1]))
			end;
			TestError = function(args)
				error("THIS IS A TEST ERROR")
			end;
			TestEvent = function(args)
				Remote.PlayerEvent(args[1],unpack(args,2))
			end;
			LoadCode = function(args)
				local code = args[1]
				local func = Core.LoadCode(code, GetEnv())
				if func then
					return func()
				end
			end;
			LaunchAnti = function(args)
				Anti.Launch(args[1],args[2])
			end;
			UI = function(args)
				local guiName = args[1]
				local themeData = args[2]
				local guiData = args[3]
				Variables.LastServerTheme = themeData or Variables.LastServerTheme;
				UI.Make(guiName,guiData,themeData)
			end;
			RemoveUI = function(args)
				UI.Remove(args[1],args[2])
			end;
				
			RefreshUI = function(args)
				local guiName = args[1]
				local ignore = args[2]
				
				UI.Remove(guiName,ignore)
				
				local themeData = args[3]
				local guiData = args[4]
				Variables.LastServerTheme = themeData or Variables.LastServerTheme;
				UI.Make(guiName,guiData,themeData)
			end;
			StartLoop = function(args)
				local name = args[1]
				local delay = args[2]
				local code = args[3]
				local func = Core.LoadCode(code, GetEnv())
				if name and delay and code and func then
					service.StartLoop(name,delay,func)
				end
			end;
			StopLoop = function(args)
				service.StopLoop(args[1])
			end;
			Function = function(args)
				local func = client.Functions[args[1]]
				if func and type(func) == "function" then
					Pcall(func,unpack(args,2))
				end
			end;
			Handler = function(args)
				local handler = client.Handlers[args[1]]
				if handler and type(handler) == "function" then
					Pcall(handler, unpack(args, 2))
				end
			end;
		};
		Fire = function(...)
			local limits = Process.RateLimits
			local limit = (limits and limits.Remote) or 0.01;
			local RemoteEvent = Core.RemoteEvent;
			local extra = {...};
			if RemoteEvent and RemoteEvent.Object then
				service.Queue("REMOTE_SEND", function()
					Remote.Sent = Remote.Sent+1;
					RemoteEvent.Object:FireServer({Mode = "Fire", Module = client.Module, Loader = client.Loader, Sent = Remote.Sent, Received = Remote.Received}, unpack(extra));
					wait(limit);
				end)
			end
		end;
		Send = function(com,...)
			Core.LastUpdate = os.time()
			Remote.Fire(Remote.Encrypt(com,Core.Key),...)
		end;
		GetFire = function(...)
			local RemoteEvent = Core.RemoteEvent;
			local limits = Process.RateLimits;
			local limit = (limits and limits.Remote) or 0.02;
			local extra = {...};
			local returns;
			if RemoteEvent and RemoteEvent.Function then
				local Yield = service.Yield();
				service.Queue("REMOTE_SEND", function()
					Remote.Sent = Remote.Sent+1;
					delay(0, 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;
						returns = {
							RemoteEvent.Function:InvokeServer({
								Mode = "Get",
								Module = client.Module,
								Loader = client.Loader,
								Sent = Remote.Sent,
								Received = Remote.Received
							}, unpack(extra))
						}
						Yield:Release(returns);
					end)
					wait(limit)
				end)
				if not returns then
					Yield:Wait();
				end
				Yield:Destroy();
				if returns then
					return unpack(returns)
				end
			end
		end;
		RawGet = function(...)
			local extra = {...};
			local RemoteEvent = Core.RemoteEvent;
			if RemoteEvent and RemoteEvent.Function then
				Remote.Sent = Remote.Sent+1;
				return RemoteEvent.Function:InvokeServer({Mode = "Get", Module = client.Module, Loader = client.Loader, Sent = Remote.Sent, Received = Remote.Received}, unpack(extra));
			end
		end;
		Get = function(com,...)
			Core.LastUpdate = os.time()
			local ret = Remote.GetFire(Remote.Encrypt(com,Core.Key),...)
			if type(ret) == "table" then
				return unpack(ret);
			else
				return ret;
			end
		end;
		OldGet = function(com,...)
			local returns
			local key = Functions:GetRandom()
			local waiter = service.New("BindableEvent");
			local event = service.Events[key]:Connect(function(...) print("WE ARE GETTING A RETURN!") returns = {...} waiter:Fire() wait() waiter:Fire() waiter:Destroy() end)
			Remote.PendingReturns[key] = true
			Remote.Send("GetReturn",com,key,...)
			print(string.format("GETTING RETURNS? %s", tostring(returns)))
			--returns = returns or {event:Wait()}
			waiter.Event:Wait();
			print(string.format("WE GOT IT! %s", tostring(returns)))
			event:Disconnect()
			if returns then
				if returns[1] == "__ADONIS_RETURN_ERROR" then
					error(returns[2])
				else
					return unpack(returns)
				end
			else
				return nil
			end
		end;
		Ping = function()
			local t = time()
			local ping = Remote.Get("Ping")
			if not ping then return false end
			local t2 = time()
			local mult = 10^3
			local ms = ((math.floor((t2-t)*mult+0.5)/mult)*1000)
			return ms
		end;
		PlayerEvent = function(event,...)
			Remote.Send("PlayerEvent",event,...)
		end;
		Encrypt = function(str, key, cache)
			cache = cache or Remote.EncodeCache or {}
			if not key or not str then
				return str
			elseif cache[key] and cache[key][str] then
				return cache[key][str]
			else
				local byte = string.byte
				local sub = string.sub
				local char = string.char
				local keyCache = cache[key] or {}				
				local endStr = {}
				for i = 1, #str do
					local keyPos = (i % #key) + 1
					endStr[i] = char(((byte(sub(str, i, i)) + byte(sub(key, keyPos, keyPos)))%126) + 1)
				end
				endStr = table.concat(endStr)
				cache[key] = keyCache
				keyCache[str] = endStr
				return endStr
			end
		end;
		Decrypt = function(str, key, cache)
			cache = cache or Remote.DecodeCache or {}
			if not key or not str then
				return str
			elseif cache[key] and cache[key][str] then
				return cache[key][str]
			else
				local keyCache = cache[key] or {}
				local byte = string.byte
				local sub = string.sub
				local char = string.char
				local endStr = {}
				for i = 1, #str do
					local keyPos = (i % #key)+1
					endStr[i] = char(((byte(sub(str, i, i)) - byte(sub(key, keyPos, keyPos)))%126) - 1)
				end
				endStr = table.concat(endStr)
				cache[key] = keyCache
				keyCache[str] = endStr
				return endStr
			end
		end;
	}
end
 
 | 
					
	-- Unequip logic here 
 | 
	
function OnUnequipped()
	LeftButtonDown = false
	Reloading = false
	MyCharacter = nil
	MyHumanoid = nil
	MyTorso = nil
	MyPlayer = nil
	if OnFireConnection then
		OnFireConnection:disconnect()
	end
	if OnReloadConnection then
		OnReloadConnection:disconnect()
	end
	if FlashHolder then
		FlashHolder = nil
	end
	if WeaponGui then
		WeaponGui.Parent = nil
		WeaponGui = nil
	end
	if EquipTrack then
		EquipTrack:Stop()
	end
	if PumpTrack then
		PumpTrack:Stop()
	end
end
Tool.Equipped:connect(OnEquipped)
Tool.Unequipped:connect(OnUnequipped)
 
 | 
					
	-- Import relevant references 
 | 
	
Selection = Core.Selection;
Support = Core.Support;
Security = Core.Security;
Support.ImportServices();
 
 | 
					
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